Civ Concept: Tibetans (a more fair version when compared to my previous versions)

Civ Concept: Tibetans (a more fair version when compared to my previous versions)

I know, this has been done several times before (and I've done this so many times), but this one is a more "fair" version of the Tibetan civilization when compared to my previous versions (just do a search in this subreddit to see how stupid my previous versions were) and this one isn't as overloaded as my previous versions. And yeah, China will definitely ban this game if this civ is ever implemented in the next expansion (fun fact: Ensembles Studios originally wanted to have Tibetans as a playable civ before going with the Koreans).

That being said, the Tibetans as a civilization is probably well known for their empire that span from 7th to 9th century AD that rivaled the Tang Dynasty and had numerous fights with the Tang Dynasty. That being said, the Tibetans will obviously be a cavalry civilization, but a quirk that encourages players to go for cavalry units without having access to Bloodlines (much like the Malay Battle Elephants and my previous civ concept of the Uighurs). This time, however, the Tibetans have an approach of sacrificing HP durability for their Stables units with more pierce armor (reflecting on Tibetan cavalry units that wore heavy armor that deflected arrow fire) and their cavalry archers will have more "glass cannon" approach that sacrificing durability for more raw power (and those who are curious, I also previously had a unique upgrade for HCA, but I'm saving that for a different civilization for another time). That being said, the Tibetans still have the "combat monk" UU light cavalry unit that I've mentioned numerous times.

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Civilization Bonuses:

  • Can train herdables in Town Center

Wait, training herdables? That looks familiar? In Age of Empires III, you can actually train herdables for a small amount of food for more food. The same thing can be said for in the Honfoglalás scenario in the Forgotten campaign where you can train sheep and cows for 25 and 35 food respectfully. Here, the Tibetans can train Sheep, Goats, and Yak (another herdable that have the same food yield as Cows and Water Buffalo) at the cost of 25 Food for the first two and 40 Food for the Yak.

Now, some may wonder how this is an eco bonus? Well first of all, keep in mind that villagers actually gather food faster than from Farms, which allows you get more food sooner than later. Another advantage is that the Tibetans are less susceptible to "laming" (which is enemy Scouts either trying to steal your herdables that you found, or deny them by killing the herdables), hence if your herdables are denied, you can simply train them in the Town Center.

The Tibetans are pastorial nomads, which is reflected with this civilization bonus.

  • Stable units +1 pierce armor per age starting at Feudal Age.

The Tibetan horsemen were known to wear a lot of heavy armor that deflected arrow fire. To reflect on this, their Stable units gain additional pierce armor per age starting at Feudal, because FU Paladins with extra pierce armor is so broken, this is balanced out with them not getting Bloodlines, putting their cavalry units more emphasis of absorbing arrow fire over winning cavalry vs. cavalry trades.

  • Monks cost 33% less gold.

So basically, I was trying to make a civ bonus that reflect on the influence of Buddhism in Tibet (and some of my previous civ bonus concepts were either too broken or flatout stupid). I decided to settle with cheaper Monks to contrast with the Burmese's cheaper Monastery technologies.

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Team Bonus:

  • Monasteries work 10% faster (does not apply to Relic gold generation)

A team bonus that I originally have for the Tibetans, and still going to use this kind of team bonus (although the 10% faster is more "fair" when compared to my previous versions).

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Unique Techs:

Om mani padme hum: 350 gold - Castle Age

  • Monks use 50% of their faith after a successful conversion (100% faith still required for conversion)

This tech, combined with Monks costing less gold, allows them to go for a Monk rush, to balance this out, they do not get access

Khampa Breeds: 750 wood, 600 gold

  • Cavalry archers +3 attack

The Khampa were basically an ethnic group related to the Tibetans in the Kham region (which is around the eastern area of the Tibetan empire) that fought under the Tibetan Empire and subsequent kingdoms. The Khampa were historically known for their archery and horsemanship, which is reflected with a huge increase of attack for their cavalry archers (this combined with the extra pierce armor for their Stable units is the main reason why the Tibetans don't have access to Bloodlines).

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Unique Unit:

Dharmapala - A light cavalry unit that has 100% immunity to Monk conversion and can heal nearby allied units. Good vs. unique units and Monks.

Dharmapala
Unit Cost 60 Food, 40 Gold
Training Time 28 seconds
HP 70, 90 (elite)
Attack 8, 9
+12, +14 (elite) vs. Monk
+8, +10 (elite) vs. unique unit
Range 0 (when in combat), 4 (healing range)
Rate of Fire 1.93
Armor 0
Pierce Armor 3
Armor Class Cavalry
Unique Unit
Speed 1.5
Line of Sight 7
Upgrade Cost 800 Food, 800 Gold
Upgrade Time 60 seconds

Notes:

  • The Dharmapala can only heal units when there are no nearby enemies to attack, if there are nearby enemies to attack, then the Dharmapala will priortize on attacking nearby enemies over healing your units. So it's best to put them in "No Attack" stance if you want the Dharmapala to heal your units.
  • The healing rate of the Dharmapala is somewhere in between the Monk and the Missionary (heals less than the Monk, but more than a Missionary)

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Disabled Techs:

  • Archery Range: Hand Cannoneer
  • Barracks: Long Swordsman, Halberdier, Eagle Scout, Tracking, Squires
  • Stable: Bloodlines, Battle Elephant
  • Siege Workshop: Capped Ram, Bombard Cannon
  • Defense: Bombard Tower
  • Dock: War Galley, Cannon Galleon, Heavy Demolition Ship, Careening, Shipwright
  • Monastery: Illumination
  • Blacksmith: Ring Archer Armor, Chain Mail Armor, Plate Mail Armor
  • University: Siege Engineers, Heated Shot, Treadmill Crane
  • Economy: Two-Man Saw, Crop Rotation

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https://i.redd.it/lpt24oaa82k11.png

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submitted by /u/DarkPaladinX
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