Catalonians
defensive and cavalry civ
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blacksmith techs cost 50% less food
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buildings (except stone walls, watch towers, TCs, castles, and wonders) can be built 1 age earlier.
this does not alter prerequisites for buildings (you need a baracks for a stable), units (feudal age is needed for scouts), or techs (2 dark age buildings are needed for the feudal age tech; feudal age is needed for fletching)
- the bastion is available for building in the castle age
team bonus
- blacksmith and univeristy each cost -100 wood
castle age unique tech:
bastions and castles fire 2 extra arrows. 400w 300f, 30 seconds
imperial age unique tech
trade units generate food in addition to generating gold. The amount of food generated is a third of the amount of gold generated. 400f 300g, 60 seconds
I suspect that you would need 4 or 5 trade carts to replace the food income 1 farmer (assuming trading between corners).
Bastion
catalonian unique building. A powerful defensive building. Can produce light units to counter raiders.
construction time: 120 seconds
cost: 300 stone 150 wood
size: 3x3
HP: 3200
Garrison: 10
Attack: 9 (power 3)
by comparison: a castle has power 4 (i.e. shoots 5 arrows by default)
Attack bonuses: +2 vs spearman
Rate of fire: 2.03
Range: 8
Minimum range: 1
Accuracy: 100%
Projectile speed: 7
Melee armour: 8
Pierce armour: 11
Armour classes: building (+8); standard building; castle
Line of sight: 12
upgraded by: masonry; architecture; hoardings (+21% hp); ranged attack upgrades; arrowslits (+3); heated shot (+4 vs ships); murder holes; balistics; town watch/patrol; conscription; CA UT
counts as one building with regard to the two castle building requirment for the imperial age upgrade
produces: spearman line; skirmisher line; scout cavalry line
unique unit: granadier
training time: 24 seconds
cost: 60f 70g
HP: 50(60)
Attack: 18(23) melee
Attack bonuses: +8 seige weapon
Blast radius: 0.75(1)
Rate of fire: 4
Frame delay: 0
Range: 5(6)
Minimum range: 2
Accuracy: 100%
Projectile speed: 4
Melee armour: 1
Pierce armour: 2
Armour classes: infantry, siege weapon, gunpowder unit, unique unit
Speed: 0.9
Line of sight: 7(8)
upgrade cost: 800f 600g
can attack ground. cannot destroy trees. can damage friendly units.
upgraded by: infantry armour upgrades; siege engineers (+1 range); squires; arson; tracking; faith
can be healed by a monk and garrisoned in buildings (similar to the balista elephant).
This unit might need some adjustment in terms of numbers. It would have to be play tested.
missing techs
barracks: eagles, champion
archery: arbalest, heavy cavalry archer, pathian tactics
stable: camels, elephants
seige: SO, siege ram
castle:
dock:
defence: guard tower
monastery: sanctity; heresy
blacksmith: plate mail armour
university: treadmill crane
economy: crop rotation, two man saw
Cherokee
infantry civ
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villagers +5 hp
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when a unit of yours dies it returns 15% of its creation cost
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the {unique building} is available for building in castle age
not sure what to call the unique builing. I think totem poles aren't really that associated with the Cherokee, otherwise it would be "Totem Pole".
Team bonus
- +10 population per age (starting in dark age)
castle age unique tech:
all units +5hp, +5% movement speed. 400f 300g, 40 seconds
imperial age unique tech:
+30 population cap, +60 population. 500w 500g, 40 seconds
{unique building}
Cherokee unique building. Provides free eagle warriors periodically. You have a build limit of 1 {unique building} (the same way you have a build limit of 1 TC before castle age, but in all ages for the {unique
building}).
Construction time: 100 seconds
Cost: 250 stone 250 gold
Size: 3x3
HP: 2500
melee armour: 3
Pierce armour: 10
Armour classes: building; standard building
Line of sight: 6
Provides 1 free eagle warrior every 80 seconds (every 50 seconds once imperial age is reached).
Unique unit: blowgun
Cherokee unique unit. Fast ranged unit with low damage and high bonus damage against non-military units. Has 1 minimum range.
training time: 18(14) seconds
cost: 50f 50w
HP: 35(40)
attack: 1 pierce
attack bonuses: +14(+20) vs villagers and trade carts; +10(+15) vs monks; +3 vs archer; +3 vs infantry; +3 vs condo; +5 vs spearman; +3 vs cavalry; +3 vs camels; +3 vs elephants
rate of fire: 2.03
frame delay: 5
range: 6(8)
minimum range: 1
accuracy: 100%
projectile speed: 7
melee armour: 0
pierce armour: 1
armour classes: archer (-2), unique unit
speed: 1.3
Line of sight: 8(10)
upgrade cost: 800f 500g
Not affected by ranged attack upgrades. Affected by balistics, chemistry, archer armour upgrades, conscription, faith, and heresy.
missing techs
barracks:
archery: arbalest, thumb ring, cav archer, parthian tactics, hand cannoneers
stable: N/A, stable is unavailable
seige: siege ram, bombard cannon
castle: hoardings
dock: shipwright, cannon galleon, dry dock
defence: bombard tower
monastry: atonement, fervor
blacksmith: cavalry armour upgrades
university: arrowslits, heated shot
economy: gold shaft mining, stone shaft mining
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