Most of my inspiration came from wisperwalk's post on this thread right here.
Military bonus: scout line gets +1 pierce armor in Feudal/Castle/Imperial, so they have 3 extra pierce by Imp. Fully upgraded they have 9 pierce armor.
Economy bonus: 100wood 100stone in Feudal, 150wood 150stone in Castle, 200wood 200stone in Imperial, given upon age up, much like the Ethiopian bonus.
Free upgrade: either Hoardings, or Arson.
Team bonus: all infantry get +1 attack
Unique unit: Grenadier- a gunpowder unit that deals splash damage within one tile. Minimum range of 1, max of 4 (5 for elite), high HP, 3 pierce armor. Strong against archers and good at supporting lines of infantry. High gold cost and medium food cost.
Castle age tech: Immigration- villagers are made 20 to 35 percent faster. Poland had a lot of Jewish, Danish, German and Scottish immigrants in the 13th century. This tech let's you boom faster in the mid to late game and helps you recover from raids easier.
Imperial age tech: Winged Hussars- +2 pierce armor +3 attack for the knight line. We can't have a polish civ without mentioning the winged hussars. This tech puts the knight line on par with the scout line when it comes to pierce armor, giving the Pols the fiercest Paladins in the game. To balance the cavalry the Pols don't get Blast Furnace, so this tech, which will cost hundreds of gold and almost 1000 food, will compensate for that by also giving fully upgraded Polish Paladins +1 more attacks than any other Paladin in the game.
Tech tree: They have a weak archery range lacking Elite Skirmisher, Arbalest, Ring Archer Armor, and Thumb Ring.
The Siege Workshop is also weak with a lack of Siege Onager, Heavy Scorpion and Siege Engineers
The Monastary is so-so with no Redemption, or Attonement.
Other notable absences in the tech tree are no Blast Furnace, Gold Shaft Mining and probably no Crop Rotation.
Cavalry and Infantry get full upgrades except Blast Furnace.
Civ notes: The lack of Blast Furnace is to balance the scout line. The scouts have crazy high pierce armor, but they lack the final attack upgrade. The Knight line compensates for this with the Winged Hussar tech, where they get +3 attack instead of +2, but it costs much more. The infantry also compensates for the lack of Blast Furnace through the team bonus of +1 attack for all infantry. The fully upgraded Champions have one less attack than civs that have Blast Furnace, but the militia line gets +1 attack in the early game.
The high cost of Winged Hussars and the lack of Gold Shaft mining helps balance Poland's powerful Paladins by making them harder to research.
The high pierce armor cavalry shtick forces enemies to abandon mass archers and use cavalry counters.
Poland's strong infantry gives them a good option to retaliate against their enemies' anti cavalry units.
The lack of Elite Skirmisher is important as it forces the Polish player to utilize their cavalry or their Grenadiers when attacking enemy archers.
The Grenadier is a solution to the lack of strong skirmishers with their high pierce armor and splash damage and they also provide Poland with a powerful ranged unit to compensate for their weak archers.
The +1 infantry attack team bonus will synergize well with other infantry civilizations like the Goths, or the Burmese.
I have other ideas for Poland is the Huskarls on Horses idea seems OP. I think it will be fun though. I couldn't do high melee armor because the Boyar already does that. What do you think?
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