¿What things could fit as treasures, and what things could fit as captureable buildings or anything else that can be captured?
For example, I would propose water mills. Usually it would be on the edge of a river. You would actually build it, but you would capture the place as if it were a native TP. This would appear on maps with rivers. (Basically it would represent a strategic point where it would be feasible to build said mill). It would generate a drip of food and coins, and it gives a 2% bonus to harvesting crops.
Also that something else could function as an infinite natural resource (such as whales)
I don’t really like the idea of water mills. It would be better to keep the sockets as the exclusive domain of Trading Posts. A resource trickle is also a pretty uninteresting bonus. Even the new mills could be made more interesting if they had more functionality or interactivity. For example, they could require a food investment similar to Lombards but just yielding a greater quantity of food (they could even remain under your control for the duration that you have food invested). A global boost to farming yield as you suggest could also be an interesting way to make them relevant in the late game.
For other structures, I’d like to see more impactful and game-altering properties. Villages could provide this kind of impact.
Villages that increase the population cap and also provide housing could appear on Chinese maps.
Fishing Villages that provide a gather boost aura and act as an infinite source of fish could appear across Southeast Asian maps.
Bridges could be another interesting structure. Capturing them could give you sight lines over river crossings and give you the option of demolishing a bridge to eliminate a river crossing and restrict land mobility or expand naval mobility. They could even be as simple as pontoon bridges that could be reconstructed by boats.
A structure that generates natural resources could also be useful. Something like a Buffalo Pound could generate bison. For this structure, I’d prefer it be a building for Lakota and Cree (if they ever get added).
Treasures where the guardian is the treasure. The wild boar on European maps gives food when killed so this is already kind of a thing. This could be taken farther with things like bull elephant guardians being harvestable for their ivory, or bears that could have their pelts gathered for coin. Essentially something similar to how the AoE4 boar works. The corpse of the guardian could become the treasure that is to be gathered, and the gathering could be done gradually like how crates are gathered instead of instantly as it is now.
Some treasures could also be guarding natural resources such as black bears guarding a blueberry bush.
More natural resource types would be an improvement. However, for emerald mines, I don’t think they should be infinite. Giving experience in addition to coin would be a compelling enough difference.
Some other natural resource sources could be as follows:
Dens - Limited source of coin. Gathering upgraded by hunting upgrades
Spice Plants - Source of coin. Gathering upgraded by berry picking upgrades
Quarries - Source of ‘wood’. Gathering upgraded by mining upgrades. This could increase the available wood on arctic and desert maps without ruining their aesthetic by filling them with trees.
My take, there could be different kind of them, based on specialization. Ideas:
Rural villages could give food+militia call to arms button that doesn’t lose HP near the village Mine/industrial/metalwork villages could give coin+autoproducing falconets at slow pace since age III. Fishing villages could give food + autoproducing fishing boats.
Noting fancy, in-game assets could be used, and they could appear in all maps with different skins.
At some points, back in the vanilla design of Age of Empires III, devs played with cash crops and spices ideas, but I can’t think an interesting one to implement with the current gameplay.
But Saltpeter Site sometimes spawn on Unknown, so it would be cool to have them some effect.
Other neutral sites, inspired on other videogames.
Outpost. LOS benefit. They should have more LOS than a Native TP and could be garrisoned to prevent the capturing.
Lighthouse. Similar to Outpost but near the sea. Could provide some kind of sea bonus
Mercenary camp. Allow to train certain mercs, tied to the map. (Europe, Asia and Africa maps)
Watermills. Bonus to construction and farm gathering rates.
The idea is that it simulates a situation in which said place is open to build said mill. Once captured, a button will appear in which you invest X amount of wood so that it is built automatically.
They could simply be limited to a maximum of 4 workers and some cards related to mining could increase the number of workers, such as some cards that increase the amount of coins offered by the mines. I think that there would be no problem that they are infinite.
Emerald mines might give 50% less coins than the average mine, but the other 50% would be offset by experience.
the devs removed aztec, hauds, lakota and inca as minor civs - and it was a great decision. Having those eurocolonists makes the main civs even more boring… everyone gets unction, architects, settlerwagons.
same goes for the aztec, mayan and incan excavations.
Is this satire? All this stuff is already in the game.
This is 100% not going to happen. The whole point of the game is for the player to found the immigrant towns.
I don’t understand… mines are already a thing. The main difference is the quantity, with silver, copper, and tin only having 2000 coin, gold having 5000 coin, and diamond having 100000 coin (but only available through revolutions). Coal mines have 2000 but are gathered twice as fast, and salt mines gather slower but have 10000 coin.
Your “archeology” is basically just native settlements that are also already in the game.
Yes, what you’re suggesting is basically just a native tech.
That makes more sense but it’s still way too similar to the mines that are already in the game.
The colony the player controls is still a small town. You start with one building and have a population limit of 200. This is especially true since they got rid of all the double-plus-ungood instances of “colonial” and replaced them with “town”.
I didn’t mean to offend. I was just confused by you saying “I’m surprised the developers didn’t add [stuff that is basically already in the game].” It just seems like very redundant stuff to me.
The idea is that this mechanic represents civilizations that are not in the game or that simply became extinct before the colonization of the American continent.
PS: As I said before, the Incas, Mayans and Aztecs are just an example.
I honestly tried that the mechanic wasn’t OP, but an alternative is that these mines provide something extra to the players, maybe miners that have a dynamite attack and mine ores faster, another unit they could have is an explosive cart to besiege.
I guess this mechanic could evolve into a mineral quarry that allows us to hire miners and mine for gold without sacrificing population.
We could recruit units like miners, carts with explosive barrels and ships with explosive barrels.
I don’t know what to tell you, for me this is a way of having the equivalent of royal houses, but in the American continent, for me immigrants who are just working the land without disturbing anyone and forming a small settlement are not the same as a colony seeking to expand economically and militarily.
These are some examples of what European settlements might look like.
This image is from the Napoleonic wars historical map.
You are most likely right, but since the idea of the theme is to add interaction with the map and the world, I wanted to add it as a way to explore the history of extinct peoples that we would not be able to see in the game.
The idea was that we would create zones where we could “hire” the services of Archaeologists to generate Renown (XP) and learn skills from ancient peoples.