Civilization Concept: Uyghurs

Civilization Concept: Uyghurs

So, this is another civilization concept that people have been doing lately. Apparently, this is another civilization that may warrant a banhammer in China (like including the Tibetans in Age of Empires 2) should this civilization is ever included into this game. Regardless, the Uyghurs are the northern neighbors of Tibet and the western neighbor of the Tang Dynasty. The Uyghurs at one point had their own empire that rivaled the Tibetan empire during the Tang dynasty (known as the Uyghur Khaganate) and had many clashes between both the Tibetan empire and the Chinese Tang dynasty.

In terms of gameplay, the Uyghurs are basically a cavalry version of the Malay's "quantity over quality" (yes, we already have Berbers that fill the "quantity over quality" cavalry niche, but the Uyghurs takes it to another extreme in a similar vein of the Malay/Goth comparison). However, the Uyghurs have a niche of going for a cavalry archer rush without having access to Bloodlines AND Parthian Tactics. You heard that right, going for a cavalry archer rush without Bloodlines and Parthian Tactics by going for a cavalry archer rush in the Feudal Age, allowing them to apply a lot of early game pressure. In addition, they also excel in trash wars situations when gold runs low with Camels and Heavy Cavalry Archer units not costing gold (and because of this, the Uyghurs don't have access to the Heavy Camel upgrade and is the first civilization that has access to camels that don't have Heavy Camel upgrade). They also a solid siege line and can go for a reasonable Monk rush in the Castle Age, although the Monk's role will be limited to a support role in the Imperial Age due the lack of key Monk techs. The tech tree is designed in a way that it encourages players to build cavalry units without the need of Bloodlines.

Without further adieu, let's get started:

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Civilization bonuses:

  • Can train cavalry archers in the Feudal Age.
  • Gain a trickle of Food, Gold, and Wood for one minute whenever a new Age is researched (total 75 f/w/g in Feudal, 100 f/w/g in Castle, 125 f/w/g in Imperial)
  • Camels and light cavalry use half population space
  • Rams and Siege Towers garrison +2 units

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Team bonus:

  • Cavalry archers and Camels are trained 15% faster

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Unique Unit

Tiele Rider - a cheap, fast produced, light cavalry unit that take up 1/3 population space, but incredibly frail and weak stats.

Tiele Rider
Unit Cost 15 food, 10 gold
Training Time 5 seconds
HP 25, 35 (elite)
Attack 4, 5 (elite) melee
+1 vs. building
+5 vs. civilian (i.e. Villager, Trade Carts, Trade Cog)
+3 vs. siege weapons
+8 vs. Monks
Rate of Fire 2.03
Armor 0
Pierce Armor 0, 1 (elite)
Armor class Cavalry
Unique unit
Speed 1.5
Line of Sight 5
Upgrade Cost 1000 food, 750 gold
Upgrade Time 30 seconds

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Unique Techs:

Manichaeism: 350 Gold, 200 Food - Castle Age

  • Monks can heal allied siege units.

Toquz Oghuz: 800 Wood, 800 Gold, 800 Food - Imperial Age

  • Camels and cavalry archers cost no gold.

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Disabled Techs:

  • Archery Range: Archer line, Parthian Tactics, Hand Cannoneer
  • Barracks: Eagle Scout, Halberdier
  • Stables: Bloodlines, Battle Elephant, Cavalier, Paladin, Heavy Camel
  • Siege Workshop: Bombard Cannon
  • Defense: Hoardings, Bombard Tower, Keep
  • Dock: Fast Fire Ship, Cannon Galleon, Heavy Demo Ship, Dry Dock, Shipwright
  • Blacksmith: /
  • Monastery: Sanctity, Redemption, Illumination, Block Printing, Theocracy
  • University: Ballistics, Treadmill Crane, Arrowslits
  • Economy: Gold Shaft Mining, Two-Man Saw, Crop Rotation

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https://i.redd.it/lmydpa38zpc11.png

submitted by /u/DarkPaladinX
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