would anyone like variant civs like AoE4 HAHAHAH.
Ngl i’ve never played AOE4 so I don’t know how this variant thing even works
Vandal will be a Scandal. Please don’t introduce them in game.
You gotta say why you think they’d be bad if you want to convince people, because tbh i’m all about some Vandals.
They belong to Return of Rome DLC. They will just increase Mediterranean Set Further. Goths are fine representing them. Many reasons.
My idea was make a new “Barbarian” archtecture set for Vandals and another new barbarian civ, and give that set to Huns and Goths as well. I do agree Return of Rome needs some barbarian civ DLC as well but those would moreso be pre-Roman barbarians IMO
Forget new architecture set. Devs are not going to make it. Don’t you see the trend?
I’m still allowed to hope for and propose it, just like they’re allowed to ignore me. Do I think Vandals should be high priority? Nah, i’d rather focus on Africa and E. Asia first, but eventually i’d like to see 'em.
Hope is a dangerous thing, my friend, it can kill a man
Somehow I think i’ll survive regardless 11
You know what really kills a man? Monks converting people and people researching heresy cus they’re stubborn.
I realize the Imp UT kinda sucks so… new effect: Ships and siege inflict the burn effect with half the duration. plunderer burn is twice as long
I would prefer if it was something more alike “siege and ships hurt buikding armour” so they hace a diferent gimmick
but this is fine too
A better thought.
All units +3 damage vs buildings and ignore armor for building armor tag.
In other words this doesnt mean you can shoot arrows and ignore a castle’s iirc 11 missile armor but you can ignore its 8, up to 14 building with Architecture, bonus damage armor. This is most helpful for units with low bonuses like Scorpions and Galleons. Archers benefit but this civ isnt a very good archer civ. But the biggest boon is destroying walls with thier 16+ building armor
In fact I almost want to give the Plunderer some of its standard building damage as buildings damage so it can stealth unlock bonus damage vs Fortified structures and can break forth the gates.
From the top then.
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Town Centers spawn with a slow decaying boar in the middle.
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Stable Units do +2/3/4 damage vs cavalry armor type. Camels also get this bonus vs camels.
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Siege Engineers half cost/research time. Effects ships, giving double effect to ships already effected by it.
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Demo Ship and Heavy Demo Ship upgrades free and dont have any prereq of researching War Galley
Team Bonus: Demo Ships have 2 range. They can put their explosion further and if deleted destroyed it will auto target the nearest enemy and explode it
UU: mostly unchanged see the stats above. It needs some standard building damage though.
UT1: Changed values. Build speed is now increased for Rax/Archery/Stable/Siege Workshop by 150% and and workrate up by 25%
UT2: All units do +3 damage vs building armor. All units ignore this armor type when dealing damage. Plunderer +1 range.
Disabled Techs:
- Disable Barracks: Eagle Scout, Halberdier
- Disable Archery Range: Hand Cannoneer, Parthian Tactics, Arbalest, Elephant Archer
- Disable Stable: Hussar, Battle Elephant, Elite Steppe Lancer
- Disabled Siege: Siege Ram Siege Onager, Armored Elephant
- Disabled Dock: Cannon Galley
- Disabled Blacksmith: /
- Disabled Economy: Two Man Saw
- Disabled University: Fortified Walls, Bombard Tower
- Disabled Monastery: Theocracy, Block Printing, Atonement, Fervor
- Disabled Castle: /
The civ is an anti-building civ. Destroying with blasts. Now that Greek Fire is good on other units I dont feel guilty letting Siege Engineers also raising its range as well. Now that Demo Ships have range they can also get +range from Siege Engineers.
The gist of the civ is you force the enemy out of scout wars which you will do quite well in. If your extra boar can carry you far enough then you’ll be in great shape just dont hold off on your outside pigs too long or lame things will happen.
Take naval dominance with a blast. Demo ships are your only sea bonus until Imp Age and as a power spike its hard to feel good about a unit whose fighting method is death. In late game paladin wars you will find yourself hoping to power through the enemy before their Halbs can turn the tide. You have some snazzy Camels and your Paladins essentially have an extra blast furnace vs other knights putting themselves in a huge advantage position.
It should be noted that Plunderers are one of the few Infantry without a bonus vs Eagles of any kind make of it what you will.
I almost widh this civ could reasonably have cannon galley. A damage bonus of 396 vs buildings is a damn fun time to play as