The Mandate of Heaven of Mexico and South America. I am excited to present the most basic first steps! Now I am but one man so I embolden all to look at this and offer their assistance. Lets yet again prove our ideas are better than the devs:
Chimu - An infantry civ whose defensive nature lets them boom up but the lack of Arbalest means you must be sure you dont fear enemy infantry. Command mighty Camaquen Mace infantry with high armor who are so filled with faith they dont take bonus from anti infantry and are good vs buildings but are a little slow.
Toltec - Enjoy the near fullest American tech tree with late game buffs and crazy defenses if you dont mind lacking Elite Eagles. Work with Queen Xochitl and her Xochitlite, 1/2 pop short ranged archers who do bonus damage vs siege.
Muisca - Train the super villager UU: the Gueche and use a powerful archery tech tree. Train the Taironan a Tejo player whose ranged discs CANNOT miss and will bounce to a second target if one is close enough.
Mapuche: Employ cavalry alongside eagles. Use Cav Archers, Xolotl (with feudal variant and Imp upgrades) and Malon Raiders (reskinned Steppe Lancers) with lots of upgrades except for say Husbandry. Train the Welchafe a mounted unit with bonus damage vs Unique Units meant to symbolize pushing out invaders.
Tarascan/Purepecha: Employ your access to food generation while chopping wood. Be aware you might be low on farm and woodcutter tech. A focus on archers and Eagles but be aware they lack both halb and champ. Use the Quangariecha, whose anti cavalry anti shock and anti building axe can be thrown for low damage but will swap to a stronger melee hit if confronted in melee
Join the Zapotec in their economic plight to endure berries and lob powerful siege AtlAtls. Recruit the fast Lightning Warrior whose attacks add the targets missile armor to their hit
Civ bonuses Toltec
Skirmishers +1 damage vs archers per age (+ 3total)
Start +75w, 75s
Town Center Techs have 60% less cost and research time (excludes Age up) Team Bonus: Dropsite buildings build speed 3x
Chimu
Dropsites and Houses 2x HP
Villagers +20% carry and 3% movespeed per age (No wheelbarrow)
Barracks Techs cost no gold Team Bonus: Repairs work 33% faster
Rest WiP
Sometime I look at the code and think making things is impossible so any ANY assistance is welcome
The Mapuches are too anachronistic. Their contact with spanish happens long after the end of the Middle Ages, which means that they got horses very late. It makes no sense for them to have horses in feudal. The Malons occurred in the 18th century. Leave this idea for AOE 3.
Very well. Ill remove it at request of the community. I really just though the tech tree potential to blend regions and can you find a place you can blend meso and horses?! DIdnt think so!!
So can we get some real discussion folks? Is everyone feeling okay?
No it means they dont have infantry armor type ergo hand cannons cataphracts etc dont do bonus damage vs them.
Simple but again Im not a miracle worker
What I want it to meam is that their melee attacks add target’s missile armor to output damage. So for a FU teutonic knight they add 6 damage to lightning warrior attack (which will still be mostly blocked by melee armor) meanwhile vs FU Huskarl itll add 10 damage. Vs a villager with loom only adds 2 damage. I hope this makes sense
Won’t get very far with these ideas, lol. AoE2:DE has seen defensive nerf after defensive nerf since inception. These ideas are counter-productive to the game’s unwritten mission statement.
If you said offensive nature and crazy offense, respectively, then you would be speaking the right language.
There is no such thing as a turtler, or any semblance of one, in AoE2:DE
I dont want to seem like Im bumping but heres an outline of one of the civs:
Chimu:
House, Lumber/Mining Camp, Mill 2x HP
Villagers +20% Carry Capacity and 3% movespeed every age.
-Barracks Techs cost no gold
Tb: Repairers work 33% faster.
Missing Techs (wont mention regional units but the only ones they get are eagles)
Barracks: /
Archery: Cav Archer, Hand Cannon, Parthian Tactics
Stable: All
Siege Workshop: Heavy Scorpion, Bombard Cannon
Monastery: Theocracy, Atonement
Smith: Cav Armor
Castle: Sappers
Economy: Hand Cart
Camaquen: Sturdy Mace infantry who doesnt actually have infantry armor class
Ooh really cool and strong, especially for eagles and early miltia
This bonus feels kinda boring, a strange mishmash between Aztecs and Berbers and Aztecs are already a ‘meso civ’.
You could make it incredibly interesting if you removed wheelbarrow from the civilization (I dont believe that most American civilizations used wheels outside of small toys), but created some crazy bonus for the civilisation.
What about (villagers gain +2 carry capacity and +2% movespeed for every mill, mining and lumber camp technology)no wheelbarrow
Probably more gimmicky than your version but I just wanna see a civilisation without wheelbarrow.
Still they could be too similar to Aztecs especially since their monks aren’t terrible. Perhaps a better bonus would be something like 2x2 farms, or something like dropping off more food for hunters and fisherman.
Cool, (Gurjaras get tankier mills when).
A bit weird, what about they do splash damage and have lots of anti building damage but slow attack speed. No infantry armour class is really counter-intuitive.
For unique techs (literally just wikipedia and quick google search):
Copper Knife - Infantry gain 10 gold per kill
Ciudadela - Town Centers and market work 2x speed (except age research)
Probably could come up with some better technologies.
Also give them slingers! as a south america regional unit.
The non boring part is that this makes the civ the only one in the game to not get hand cart.
As for the Camaquen… infantry armor class helps mostly vs niche units. Archers will still cut through and kite them just fine. Its also a lot eqsier to code than all todays gimmicks
Most of these bonuses are simple because… well you have fun figuring out the code
Just wondering, are you gonna make all the civilsations lack handcart and/or wheelbarrow. That would definitely make them feel different to play compared to the current civilisations and allow you to give them really powerful eco buffs. The historical justification is definitely there!
Maybe they could have replacement techs, with a comparable but not identical effect – like Khitans have pasture techs rather than farm techs? This could be combined with a regional farm replacement that grows maize. I guess you wouldn’t be keen on this kind of deviation from the core tech tree, though.
If someone can teach me the code to make this work, otherwise… It’s already alot for me to just make simpler civs and you can laugh at me for not being amazing at modding if you want. Besides which do these civs need more than “unit that compensates for cav and gunpowder!?”
Fair enough, if it’s your first time data modding I guess you have to start with simpler civ designs to begin with.
Oh no, no judgement about modding ability from me – I’ve only tried data modding once, about 15 years ago, and I never produced anything worth releasing.