2 Civ ideas: Catalonians and Cherokee

Catalonians

defensive and cavalry civ

  • blacksmith techs cost 50% less food

  • 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

  • villagers +5 hp

  • when a unit of yours dies it returns 15% of its creation cost

  • 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

submitted by /u/slothismysin
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