You know you don't want me to stop... because then you'll miss me some day.
The Jurchens, also known as Manchu[rians] settled in northern China, or Manchuria, a fairly nomadic steppes people by nature. By the second millenium, they had settled somewhat sandwiched between Korea, China and Mongolia, stuck in an interesting connundrum between 3 major forces (as well as some other Steppes people.) Yet they persevered. In 1234, they fell to the Mongols (who destroyed the Jin wonder) despite utilizing wall technology (they contributed to the Great Wall somewhat) and using gunpowder in ways even the Chinese wouldn't use. They remained under Mongol rule until the Ming dyasty took over, until 1616. The Qing Empire that started in 1636 was founded by a Jurchen dynasty and lasted until 1912, and even ruled China (the 1644 end date seen in the Chinese History is thanks to these guys.
Jurchens (1115 – 1234, 1388 on) - A Cavalry and Gunpowder Civ
- Sheep gathered 15% faster; Hunts 25% faster
It's not quite Mongol or Britonic, and when it comes down to having one resource or the other, the specialist gatherers will beat these jack of all trades. However, this bonus matches their hunter gatherer to pastoral nomadic lifestyle.
- Petards/Demo Ships 40/50/60% cheaper. (Values halved for Demo Ships if broken.)
The utilization of gunpowder is expressed here, though other aspects of this civ will see its fruition as well.
- Stable techs cost no gold (Paladin is the exception, it costs half gold)
The use of heavy cavalry defines the Jurchens.
Team Bonus: Can upgrade Trebuchets into Huihui Pao, which are better than the trebuchets statwise. Upgrades at Castle in Imperial Age, obviously.
Below are the stats boosted from the Treb. Numbers not posted are not changed.
Unpacked Packed Hit Points 30 Armor 1/15 Attack 20 Attack vs. Buildings 50 Range 1 Line of Sight 1 Elite Upgrade 800f,800g Note: All other stats are unchanged
Disabled Technologies: * Barracks: Eagle Scout, Tracking, 2H Swordsman * Archery Range: / *Stable: Heavy Camel, Battle Elephant *Siege Workshop: Capped Ram, Onager *Blacksmith: / *University: Heated Shot, Keep, Architecture *Dock: Fast Fire Ship *Monastery: Faith, Heresy, Theocracy *Castle: Sappers *Economy: Crop Rotation, Stone Shaft Mining
You are reading it right: This civ has no Capped Rams or Onagers. Your siege relies on basting powder, and this civ with perfect archers and Paladins relies on throwing assloads of Petards at layers of walls to breach through. To beat a Jurchen, double, even triple wall him out!
Is there hope?
UU: Tiefutu – The Iron Pagoda, the pride of the Jurchen armies. Armored yet fast, these things deal with their siege and archer weaknesses by being like a mounted Knight/Huskarl hybrid. Unfortunately, they are as weak as Eagles when it comes to taking hits from Infantry and cost a bit of gold.
Tiefuti Stats Elite Hit Points 95 150 Armor 2/4 3/6 Attack 7 10 Attack vs. Archers 3 5 Attack vs. Siege 6 9 Range Melee Melee Line of Sight 5 5 Accuracy 100% 100% Rate of Fire 1.95 1.95 Movement 1.425 1.425 Cost 60f,85g Train Time 21s 20s Elite Upgrade 1100f/750g 45s
UU2: Fire Lance – An infantry gunpowder unit, the Fire Lance is like a short range scorpion, possessing strikethru like a scorpion, and dealing good damage, althhough half of its damage is pierce. Trained at the Imperial Barracks. Benefits from Infantry technologies, including Attack Blacksmithing to increase its hack damage. Chemisty is the only way to increase its pierce. Does not have a minimum range, although if too strong, it could. Armor types are infantry, gunpowder and unique unit so use units that do bonuses vs. those.
Tiefuti Stats Hit Points 50 Armor 0/2 Attack 14 (7 Pierce/7 Melee) Attack vs. Eagle 2 |Range|3| |Line of Sight|5| |Accuracy|100%| |Rate of Fire|2.95| |Movement|1| |Cost|60f,40g| |Train Time|20s|
Castle UT: Guaizi Ma – Tiefutu take -3 from infantry units. (reduces their weakness to the Anti-Eagle attacks)
Cost: 400f/250g, 35 sec
I'm almost thinking of it going all the way to 8, which would be enough to be resistant to all infantry attacks that do bonus vs. Eagle Warriors.
Imperial UT: Fire Arrow – Archer line, Fire Lance get very minor splash.
Cost: 900f/700g 60 sec
Let's recap what this not-China civ has. For FU units: Halberds, Arbalests, Heavy Cav Archer, BBC, Elite Skirmisher, Paladin, Hand Cannon, Galleon, Heavy Demo (with a big discount pending), really cheap Petards and Cannon Galley.
What does this civ lack? Capped Ram, Onager, 2h Swordsman, Heavy Camel, Heresy and Faith. This civ is a bit vulnerable to monks and Fortifications. Even with their Trebuchet upgrade, this is fairly brutal. So to compensate, they get cheap Petards, very cheap petards. 26f/8g cheap! That's a cheap piece of explosion, that is. But Is it enough to compensate the wall splashing might of Capped Rams? Probably not, but this civ has a lot of strong options and I feel that the lack of Capped Rams is a major limiter on its power, especially if you get a good start with ample sheep and hunt. Again, Britons and Mongols will utilize their gather rate far more effectively on an individual level, but even with weaker individual rates, is the combined gather aspect of a small bonus to both enough? You decide... then help me tweak the numbers as I feel this civ is a bit too ambitious for its own good.
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