What buildings would you add?

What economic or military structures would you add? I personally would add flame towers as a regional tower for byzantines, and a construction crane that made repairs in a specific radius cheaper, or even healed buildings.

Citadel or blockhaus. Something that can act as a forward base.

I wonder if the idea of a colony or settlement that could producers villagers albeit slowly is a little too much. Cumans do get an extra TC tho’.

1 Like

I would add a proto castle available from feudal.
This Fort would cost 250 Stone.
Have same stats that a TC and provide 10 pop space.
Only fire arrows when is garrisoned (10 capacity) by foot archers or vils (can garrisone mounted units too).
Heal garrisoned units.
Doesn’t train or research anything in feudal.
From Castle Age UU can be trained and UT can be researched. However, Petards can’t be trained.
Each builded Fort can be upgraded individually to a normal castle with a cost of 400 stone and 100 secs of researching time.

In imperial age remains the same. You still need a castle to upgrade Elite UU, trebuchet or petards.

This Fort shouldn’t be available for all civs.

4 Likes

I think there are enough universal buildings, but I’ve had several ideas for unique ones:

  • Raider Tent: Building that can train swordsmen, scouts, Camel Riders, and Cavalry Archers (Bedouins)

  • Aul House: Tower-house that fires arrows when garrisoned (Durdzuks)

  • Bohio: Barracks and house replacement that provides 20 population space and 10 garrison space, and fires arrows if garrisoned (Muisca)

  • Tambo: Building that can train Chasquis, Kamayuks, and Slingers, and slowly heals units in a 10 tile radius (Incas)

  • Winery: Mill replacement that automatically collects from nearby berry bushes, that also last 500% longer (Aragonese)

  • Pasture: Building that produces 1 cow every two minutes (Frisians)

  • Granary: Mill that slowly generates food if farmers are working around it (Shona)

  • Gompa: University replacement that also provides 15 population space, fires arrows, and trains Monks (Tibetans)

  • Stone Coin: Stone-costing building that slowly generates gold (Micronesians)

  • Blockhouse: Fortification costing a mixture of stone and wood that can train Minutemen and, after Chemistry, all gunpowder units (Americans)

5 Likes

-Gallows pole: make all units move 10% faster but make them easy to convert.

-Tavern: generates gold, but make vils move -10% slower.

-Mining house: slowly drains gold and stone mines next to it at a 1:1,5 ratio. This means that gather slowly but a 50% more resources for mine.

-Campaing pavilion. A weak tent structure that can garrisone 20 units, mounted and siege included. Heal them at a really fast rate.

2 Likes

Did you already make all these builts? Because I can’t remember having read some of them here.

They’re all part of concepts I’ve made, but not all of them have been posted here.

A mobile bridge working like a siege tower to reach land separated by water.
Let’s tell 4 boxes maximum.

2 Likes

Imagine building this thing near the opponent’s TC and garnison mangonneau in and out :smile:

You can fix this by reseting the reload time each time a unit is ungarrisoned, and give this tent none armor, really low HP, like 500 HP and a relative high cost for its HP. Something like 200 W.

1 Like

Ore make it a defensive building which you can build at home only (close to a TC for example).

But it is a campaing tent, its purpose its give quick healing to troops forward… Still you have to protect it, because with only 500HP and no base armor it is easy to destroy, even with archers…

Most obvious medieval building missing in game is a tavern where you train mercenaries that only cost gold.

If gold only unit is too plain make them slowly drain your gold and disappear when no more gold.

2 Likes

Ok this is fun, here are some of my ideas with little to no regard for balance, so don’t take these very seriously and enjoy.

Yakhchal for Persians (an underground cool house of some sorts for making ice and storing food): building this would increase maximum food of all food sources in its vicinity and reduce food decay from herdables and huntables and such.

Library for saracenes: a building that would allow the saracens to “study” and thus gain access to any other civs unique techs for a very very high price and also a very long research time. Also to make it not too ridiculous the game should only allow you to choose one tech to “study” per game. Maybe should also tell the other players in game which tech has been “studied” so as to keep it fair.

Hospital (could be given to many different civs): Pretty self explanatory, building dedicated to healing garrisoned units. Differs from castle by providing extremely fast healing as it is more specialised but only provides healing to non-mounted units so basically archers and infantry. Also can train “surgeons” who provide ranged healing like monks but again at a faster rate and also in a radius. The surgeons can heal all units including mounted ones.

Boat house for vikings: can be built only adjasent to water and allows for ships to be garrisoned and repaired over time.

Road for most civilisations: Not really a building as such but perhaps the most overlooked buildable asset in this game. It increases speed of all units traversing on it. Its also interesting from a gameplay perspective as it doesn’t discriminate between friend and foe all players can use it.

Hammam for Turks: its a public bath house… errr I dunno, makes your villagers smell better? lol :man_shrugging:

3 Likes

Shouldn’t bridges be a thing at this point? It should be relatively easy to implement and in some maps you really don’t want to make a dock and transports just to cross a 4 tiles river. And ships should pass under them of course.

1 Like

What happens when the player who created the bridge deletes it when the other player is crossing?

I don’t know, you could make that you can’t delete it while there are units over it. If that’s possible with triggers…

Free bath xD

I think that bridges, roads and moats would be nice, but it would be difficult to add them to AoE 2 - I think only AoE 3 and AoE 4 as more modern games could include it.

But I think it’s a really great idea. A cool building that makes historical and gaming sense, a very refreshing entertainment experience. The tavern could offer the most popular mercenary units from each continent - this would mean that, for example, European civs have European mercenaries and Asian civs have Asian mercenaries. In this case, the Condottiero would be available to players allied with the Italians civ in the Tavern building and not as it is currently, i.e. in the Barracks.

Another building could be the Royal Palace, which could act as a powerful defensive fortification where any units could be garrisoned. It would be an expensive construction with a limit of one building - without the possibility of reconstruction. It would be possible to train a Hero unit in this building: a Ruler, who would improve the statistics of military units in his presence. This building would function similarly to the Castle in terms of shooting at enemy units. The Royal Palace would have a unique model for each civ and would be based on the residences of the rulers. Optionally, some completely new Technologies could be created that could be researched in this building.

If I were to design this id just keep the same mercenaries for all civis to avoid confusion between units similar to how we have the same generic units for all.Europe has plenty of unique mercenaries we can have but other regions im not so sure.

1 Like

Shouldn’t be allowed. In fact it should kinda be a Gaia building and not really belong to a player.