Hey guys,
I know there's been a lot of postings about new civ ideas today, but that doesn't mean I've not been thinking about this for a good while. Since I am partly Dutch by ancestry, and study the Dutch in my undergraduate history studies, I wanted to put this new idea out there before someone else grabbed it up 11
While I may be influenced by other ideas (Civ 5, IIRC), as far as I can recall all these ideas are original, as I have not looked at any other post on Reddit or AoCZone to inform my own ideas.
Dutch
For centuries, the Frisians and other Germanic peoples of the Low Countries have eked out a meager existence by the North Sea, traded back and forth between European empires. Now, their time has come. Take advantage of religious and political turmoil to free the Dutch from their imperial overlords and usher in a golden age of prosperity! Use your superior naval might to wrest control of the seas, even as your innovative new army defends your lands!
Dutch: Naval and gunpowder civilization
Civ Bonuses:
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Galley line gets +1 attack per age starting in Feudal Age
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Farm size reduced to 2x2 tiles (reflects efficient (and aesthetic) Dutch farming practices) boosts farming efficiency, and farms can finally fit around the mill!!
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Fortified walls free
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Can build buildings on shallows
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Team Bonus: All Market techs free
Unique Unit and Techs:
- Unique Unit: Stadtholder (heavy hand cannoneer with attack bonus against cavalry).
Cost: 30F, 60G
HP: 40 (55 elite)
Base Armor: 2/1
Base Attack: 17 (pierce) (20 elite)
Training time: 13 seconds
Range: 6
Rate of fire: 3.49
Speed: 0.8
Accuracy: 75%
Elite upgrade cost: 500F, 600G
Attack bonuses: +12 vs cavalry, +10 vs eagle warriors, +12 vs elephants
A slow but heavy gunpowder unit which (when fully upgraded) can survive an onager shot and take down cavalry relatively quickly; however, because of short range, it is still vulnerable to archers.
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Imperial Unique Technology: Guilders (reduces gunpowder cost by 33%)
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Castle Age Unique Technology: Dike-Piercing (deleting walls causes damage to adjacent enemy units) - don't roast me on this one guys, I was focusing on other ideas 11
Tech Tree Bans
Barracks: eagle warrior line
Stable: Paladin and Husbandry
Archery Range: Parthian Tactics, Cavalry Archer line
Siege Workshop: Siege Ram, Siege Onager
Monastery: Atonement, Heresy, Fervor, Theocracy, Sanctity
Blacksmith: Plate Barding Armor
Dock: all techs available
University: Keep
Basically, a defensive and late-game economy civ with naval and gunpowder boosts and terrible monks. Because of how many civs and civ ideas there are, it's hard to have bonuses that don't overlap with existing ones, so that's why the bonuses are a little out there, but I tried to make them unique and interesting as well as viable.
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