Ahoi,
I’ve been thinking of how I would make these 5 new civilizations, and thought it would be more interesting if I created a map where you could play as any one of them, rather than just an idea dump. All of the bonuses/techs/units of the new civs are created by triggers, by nullifying the bonuses of the host civ, changing units//techs, and adding new bonuses (no modding involved).*
(See Footnote)
Note that some units are different in this ideation. For example, Slingers are a semi-regional native unit that has a different bonus for each civ (only Inca slingers have an anti-infantry bonus), and Xolotl warriors are basically faster moving cavaliers.
Regarding the inevitable balance discussion:
While I originally set out to make these civs as balanced as possible, I ultimately decided to go all-in on “flavor” and uniqueness in a way that I probably wouldn’t have if I were actually a dev designing these civs. The temptation to try new things and make use of editor resources was too great to resist, and since I’m offering more than theoretical civs on paper, I decided to be more bold in their design. So think of this more as radical exploratory concepts for these civs, that are likely to be the basis of future scenarios/campaigns I may make with them, rather than tame, safe civs that are fully optimized for balance in standard play. Even so, I think something akin to these designs, toned down, could be balanced for standard play, and I would like to see some of these bonuses used in future civs. So feel free to comment on the civs, including balance generally (preferably after you have tried it), but understand that excessive zealotry in the name of balance will be ignored as missing the point of this ideation. There are areas where I’m specifically looking for balance suggestions, but these mainly have to do with whether units/techs are useful and reasonably priced for what they offer (for example, whether the Nhu’ulhe Warrior is useful enough in both modes, or whether the Guecha is well priced for its stats.)
_
Anyway, here are the civs and their bonuses:
Tarascans (Purépecha)
Defensive/Archer Civ
-Fish and fish traps last 40% longer.
-Mills can garrison (10) villagers.
-Farms built around mills provide 10 gold once constructed.
-Archer line arrows 25% faster in Feudal/Castle, 50% faster in Imperial Age. Archer line has lower frame delay (8/8/12) and +1 Melee Armor per Age.
-Spear wielding units gain +0.25 Range per Age.
-Thumb ring and ballistics affect scorpions (fire 17% faster), scorpion bolts move (50%) faster.
-Repairers work 20% faster.
Team Bonus: Trade units +10 HP, +2/3 armor, and +5% speed.
Unique Techs:
-Yácatas (350 S 350 G): Towers take up 2 tiles, Defensive buildings gain +1 range, +3/3 armor +6 building armor, and fire scorpion bolts. Castles gain +3 vs Rams, Archers gain +2 vs. Rams and Trebuchets.
-Castilian Pact (600 G). Allows research of BBT tech, Cannon Galleon, Bombard Cannon, Stables, and Cav-adjacent techs (armor, bloodlines, husbandry). Even with Stables, Tarascans can only train the Xolotl Warrior.
Unique Units:
-Tiamu Lancer: Armored Spearman that is trained from the barracks (But requires a Castle). Immune to bonus damage. (No anti-cav bonus)
Tiamu Stats
HP:60 Speed: 1.1 Attack: 10 Armor: 2/3 Bonus: +2 Vs Eagles, +1 Vs Buildings
40 F 40 G
Elite Tiamu Lancer: (Upgrade 600 F 400 G)
HP: 75 Speed: 1.1 Attack: 12 Armor: 3/4 Bonus: +2 Vs Eagles, +1 Vs Buildings
-Otomi Knight: Fast infantry with bonus against Eagles and Cavalry. Available at Castle in Imperial Age.
Stats:
Otomi Knight Stats
HP:70 Speed: 1.325 Attack: 11 Armor: 3/0 Bonus: +10 Vs Eagles, +22 vs Cavalry
60 F 35 G
Missing Techs: Gunpowder and Cavalry related units/techs, Squires, Supplies, Eagle/Elite Eagle Warrior, Two-Handed Swordsman, Champion, Halberdier, Siege Ram, Siege Onager, Heavy Demo, Fast Fire Ship, Sappers, Atonement, Sanctity, Heresy, Stone Shaft Mining, Two Man Saw.
Chimu:
Infantry/Siege Civ
-Blacksmith available in Dark Age, blacksmith technologies available 1 age earlier.
-Blacksmiths and Mining Camps can garrison villagers.
-Siege units destroy armor, rams 2x Garrison Capacity and LoS.
-Farms are 2x2 size.
-Conscription affects Docks and Siege Workshops.
-Relics generate Stone at half the rate of gold (15/min)
-Eagle Warriors move and attack 5% faster per Age.
-Slinger Bonus: +1 Attack.
Unique Technologies:
-Mountain Warfare: Slingers and Ciequiches destroy armor, units have no damage penalty when fighting uphill, deal +30% when fighting downhill (for 55% total bonus - still take extra damage from uphill enemies). Mangonel line Secondary Projectiles doubled. (250 F 450 G)
-Ciudadelas: All buildings mitigate 33% of bonus damage. Allows construction of Stonecast Towers. (800G 400 S)
Unique Unit:
Ciequich: Axe throwing infantry with poor accuracy but high attack that deals full damage to unintended targets.
Ciequich Stats
HP 60 AT 13, +3 vs Cav 2/2 Armor 6 Range
Elite (1000 F 600 G)
HP 70 AT 15 +4 vs Cav 3/3 Armor 6 Range
Base Speed 0.875, Train Time 10 Seconds
Missing Techs: Gunpowder and Cavalry related units/techs, Arbalester, Thumb Ring, Halberdier, Heated Shot, Treadmill Crane, Hoardings, Atonement, Herbal Medicine, Heresy, Faith, Illumination, Block Printing, Two-Man Saw, Banking.
Muisca
Defensive Civ:
-Stone lasts 25% longer. Stone Mining Free.
-Start with a Zipa, an extra, (0 pop) non-combatant scout unit. While alive, this unit generates 5/15/30/40 gold/min in Feudal/Castle/Imp. (Equivalent to 1.33 relics in Imp)
-Monastery replaced with Sun Temple, which costs stone and fires spears.
-Houses replaced with Lodges, which cost 70 wood and provide 15 population room.
-All buildings can garrison infantry and archers. Infantry fire arrows from Towers, Sun Temples, Castles and Town Centers.
-Spearmen and Skirmishers +3/6/10 HP and +33/66/100% to all attack types in Feudal/Castle/Imp
-Eagle Warriors +1 Melee armor and +1 Eagle Armor/Age
-Conscription is triply effective for counter units (buildings work 100% faster when making them).
-Slinger Bonus: Slingers fire more slowly (5 S RT), but have added range and pierce armor (+2), area damage (1), anti-building damage (+7) , and can attack ground.
-(Most) Destroyed buildings spawn a military Unit. [Towers and Archery range - Archer line - Castle - UU, Lodge, Blacksmith, Mill - Spearman, Barracks - Swordsman - Sun Temple, University - Monk, Siege Workshop - Scorpion, Docks - Canoe, Town Center - Slinger and 3 Eagles]
TB: Trade units generate 5% stone.
Unique Technologies:
-Muzo Emeralds: Stone mines provide 120% additional gold, Trade units generate 10% more gold. 150 W 150 G
-Poisoned Lances: All spear-wielding units (Spearmen, Skirmishers, Eagles, and Guecha Warriors) gain a charge attack (every 1st and 5th attack deals about 2x damage). 800 W 800 G
Unique Unit:
Guecha Warrior: Fighter that throws spears that deal melee damage. Has a small bonus against cavalry and siege, and minimum range. Benefits from both infantry and archer upgrades (including thumb ring, ballistics, and chemistry).
Guecha Warrior Stats
HP:50 Speed: 1.15 Attack: 3 Armor: 0/0 Range: 4 Bonus: +2 Vs Siege and Cavalry
60 W 60 G
Elite: (Cost 750 F 350 G)
HP:55 Speed: 1.15 Attack: 4 Armor: 1/0 Range: 5 Bonus: +3 Vs Siege and Cavalry
60 W 60 G
Missing Techs: Gunpowder and Cavalry related units/techs, Arbalester, Elite Skirmisher, Pikeman/Halberdier, Elite Eagle Warrior, Arson, Capped Ram, Siege Ram, Onager, Siege Onager, Scorpion/Heavy Scorpion, Siege Engineers, Stone Shaft Mining.
Zapotecs
Archer Civilization
-Hunt, Berries, and farms last last 20% longer
-Archer armor upgrades apply to non-siege land military units.
-No Barracks or Militia line, but can Build House of Darts (Archery Range) in Dark Age (200 Wood). Trains both Infantry and Archer units.
-Squires and Arson affect all House of Darts units (Infantry + Archer Units)
-Eagle line gold cost replaced with food, available in Dark Age.
-Herbal Medicine upgrades Houses to Temazcales, which heal villagers within 6 tiles. Also increases monk healing rate by 50%, and gives infantry and archers regeneration (8 HP/minute).
-Slinger Bonus: Slingers attack 25% faster and deal +5 bonus damage to Rams.
-Can build Artisan Workshops in Imperial Age (generate gold and stone).
-Can build Stables after converting an enemy Stable. (Only trains Xolotl warriors)
Unique Technologies:
-Deerskin Codices: All technologies (including Imperial Age) are 25% cheaper and research 25% faster. (300 W 300 G)
-Ollamaliztli: Eagle Warriors, Nhu’ulhe Warriors, and Bejw Raiders gain +1 Melee armor, +2 Line of sight, +2 attack vs. Cavalry, and +25% Movement and Training Speed. (550 G 350 S)
Unique Units:
-Nhu’ulhe Warrior Female infantry that can switch between spear and bow.
Nhu'ulhe Warrior Stats:
Melee: 55 HP, 2/2 armor, 11 AT, +2 vs eagles and cav Elite 65 HP, 3/2 Armor, 13 AT, +4 vs eagles and cav.
Ranged: 55 HP 0/1 armor, 5 attack (no bonus). Elite 65 HP, 0/1 armor, 6 attack
50 F 50 G 20 Sec Train Time.
All Forms 0.9 Base Speed
Upgrade to Elite: 850 F 500 G
Bejw Raider: Infantry with extremely fast attack, and bonus against Buildings and Eagle Warriors. Available in Imperial Age.
Bejw Raider Stats
70 HP, 1/3 armor, 5 AT. 1.2 Reload Time, 1.0 Base Speed. (45 F 35 G)
Artisan Workshop: Generates 40 G, 14 S/minute (Cost: 150 Gold 150 Stone, 10 Pop) 100 Sec Build time.
(For reference - Feitoria generates 96 F 42 W 60 G 18 S/minute (Cost 250 Gold 250 Stone, 20 Pop) 120 Sec Build time.
Missing Techs: Gunpowder and Cavalry related units/techs, Militia Line, Supplies, Elite Eagle Warrior, Infantry Armor Techs, Siege Ram, Heavy Demo Ship, Galleon, Architecture, Sappers, Fortified Wall, Faith, Heresy, Guilds, Stone Shaft Mining, Crop Rotation
Polynesians:
Naval and Infantry Civilization
-Trees last 33% longer, lumberjacks fell trees in one strike.
-All units +11%/22%/33% Hit Points in Feudal/Castle/Imperial
-Infantry immune to armor reducing/ignoring attacks and bonus damage.
-Free Siege engineers and Sappers in Imperial.
-Scorpions move 10% faster, frame delay lowered, and no minimum range.
-Mill upgrades apply doubly to fish traps.
-Gillnets 40% cheaper, available in feudal, and half of its effects apply to fishermen (work 12.5% faster)
-Villagers can garrison in docks.
Team Bonus: Ships +2 LOS, Militia line and unique infantry +1 vs cavalry and eagles.
Unique Technologies:
Seafaring: All ships gain +15% speed and +2 Line of Sight, Transport ships carry +10. (Enables construction of Wa’a Kaulua in Imperial) (225 W 225 F)
Kahuna Nui: Upgrades Monks to Kahunas, which have 10 range, +10% speed, heal 80% faster at 10 range, and take only 1/3 bonus damage. Makes Kahunas, Maori Warriors, and Wa’a Kauluas immune to conversion.
Unique Units:
Maori Warrior: Infantry with high hit points and attack, above average speed and attack rate, and low armor.
Maori Warrior Stats
HP:88 (with Polynesian HP bonus) Speed: 1.15 Attack: 14 Bonus: +2 vs. Eagles Armor: 0/2 Attack Rate 1.9
75F F 25 G
Elite:
HP:117 Speed: 1.15 Attack: 17 Bonus: +2 vs. Eagles Armor: 0/2 Attack Rate 1.9
75F F 25 G
Wa’a Kaulua: Long range ship that fires stones, effective for coastal bombardment.
Wa'a Kaulua Stats
HP:156 Speed: 1.3 Attack: 36 Range: 10 Bonus: +120 vs. Buildings: Attack Rate 6.9
120 W 120 G
Missing Techs: Gunpowder and Cavalry related units/techs, Siege Onager, Blast Furnace, Plate Mail Armor, Chain Mail Armor, Ring Archor Armor, Fortified Wall, Treadmill Crane, Hoardings, Architecture, Arrowslits, Careening.
Anyway, to play as any one of the civs, just set your player #/Color to 1 Polynesians (Malay) 2 Tarascans (Aztecs) 3 Muisca (Incas) 4 Chimu (Incas) or 5 Zapotecs (Aztecs). For example, to Play as Muisca, set your player color to Green (#3) and civ to Incas, and change the civ/color of the previously green player to Blue (#1) and Malay. You can change the map if you want (generate a new one), but the Zipa and Polynesian scout will have to be placed manually. Do not change the pop limit or the starting age. Also be advised that the AI of non-player new civs will research UTs but not make UUs and generally will not play nearly to their full strength. Any future campaigns/scenarios will optimize these civs for use by the AI, but currently they are only optimized for player use. Here is the scenario file:
First Nations Expansion.aoe2scenario (265.8 KB)
Once you’ve looked at, and hopefully tested the civs, here’s a poll which might influence how I focus design efforts in the future. If not applicable, obviously don’t answer. Also, feel free to report bugs, but most of them will probably be on the Devs side so there’s nothing I can do about those.
- Which of these Civs would you most like to play as in Future Scenarios/Campaigns?
- Tarascans
- Chimu
- Muisca
- Zapotecs
- Polynesians
0 voters
Other than that, feel free to leave questions, comments, threats, existential rants, cries for help, confessions of love, suggestions, etc.
**
Footnote: Broken Editor Units
Also note that since the devs generally put minimal effort into the Editor, none of the triggers I created that modify any unit’s attack or armor work anymore (as of the 6/29/22 “update”), so most UUs and some generic units will have different attack/armor values than what is shown in this thread. I was going to hold off on releasing this until this was fixed, but I have no reason to expect that it will be done in a timely manner, or that the next “update” won’t follow the pattern of the last 2, and create more problems than it solves.