Kongolese Concept

This civ is based on the Kingdom of Kongo (or Kikongo. Founded in 1390 A.D., with its preceding smaller kingdoms of the same area: the Mbata and Mpemba Kasi as also potentially notable)

Some historical background of Kongolese military: https://en.wikipedia.org/wiki/Kingdom_of_Kongo#Military_structure (large armies, archer levies, heavy infantry, large supply chains, portuguese mercenaries).

This civ concept implements some odd ideas, some of which I’ve seen discussed no this reddit before, and all I’ll say is that the tech tree is very important for this one……..

Kongo / Kongolese (African architecture, but really should have an entirely new sub-saharan set made for it)

Infantry and Archer civilization

Bonuses:

- Mills can build water buffalo (50 wood, 25 seconds), and herdables generate a trickle of food.

Trickle = 0.05 / 0.1 /0.15 / 0.2 food/second per herdable in dark/feudal/castle/imp, with a maximum of 24 herdables working at one time (so maximum trickle is 1.2 / 2.4 / 3.6 / 4.8 total food/sec).

Yes, only the Kongolese will know to milk their sheep / water buffalo instead of eating them….

- Archers +1 / + 3 / +6 attack in feudal / castle / imperial

Note the lack of cross-bow, ring archer armor (if this seems wild, find my justification in the comments).

- Pikemen line only takes up 0.5 population space, and are affected by supplies

Note the lack of halberdier

- Free infantry armor upgrades

Team bonus:

- Start the game with +40 wood

Unique techs:

Tribal levy (350f / 200g): Pombos can be built from barracks, are now affected by supplies (-15 food cost for Pombos with supplies).

Portuguese Mercenaries (650f / 650g ): Receive 10 hand cannons at the researching castle. Land gunpowder units +10% movement speed and +15% accuracy (to total of 80% for hand cannon, 100% accuracy for BBC vs. stationary targets)

Unique Unit:

Pombo (infantry with bonus vs. building. Think Champ-Tarkans -- Charkans) upgrade = 1100f / 350 g. Cost = 65f / 30g.

- Stats (elite): hp = 60 (85). Attack = 7 (10). Armor = 1/1 (1/2). Bonuses: +2 vs. eagles. +6 (+8) vs. building. +6 (+8) vs. castle. +6 (+8) vs. stone defense. +6 (+8) vs. gate/wall/etc. {bonus damage very similar to tarkans, but slightly less}. Movement speed = 1.0. Building time = 14s (20s at barracks).

Tech tree (missing techs listed):

Barracks: eagle warrior, halberdier, arson. Archery Range: crossbow, heavy cav archer, parthian tactics. Stable: bloodlines, hussar, paladin, battle elephant, steppe lancer, camel. Siege-shop: SO, siege ram, heavy scorpion. Monastery: heresy, illumination, fervor. Blacksmith: plate barding armor, ring archer armor. University: architecture, siege engineers, bombard tower, guard tower, heated shot. Castle: hoardings. Dock: fast fire, drydock, shipwright, elite cannon galleon. Eco: gold shaft mining, guilds.

Summary:

Strengths: archers, infantry, gunpowder, generally spamming the map with weak units.

Weaknesses: cavalry, defenses, water, cav archers, late game trash (except pikes).

Passable: monks, siege, and economy

submitted by /u/Apprehensive_Arm5674
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