Overview:
Swedes(?):
Siege Civilization
Economic buildings (besides town centers), support +5 population, and have a +1 drop-off radius
Siege Units can be healed by Monks (at 60% rate)
Suicide units (petard, demolition ship) have a -60% build time, and benefit from blacksmith techs
Siege Workshops cost -100 wood
Arson & Sappers available in Feudal age (via Barracks & Town Center, respectively)
Unique Units:
Thunder Bomber--ranged infantry, armed with staff sling, and explosives. Inaccurate, but has splash damage. Counts as a siege unit, and deals bonus damage to walls, towers, castles, and archers. (Somewhat similar to Grenadier from AoE3, and Slingers from AoE1)
Saboteur: Upgrade of petard.
Team Bonus:
Repair costs reduced by 60%
Unique Techs:
Castle--Siegecraft: Castle units can be produced at siege workshop.
Imperial--Shrapnel: Siege Units deal +50% damage to units
OR
Imperial--Salvo: Siege weapons have better accuracy, and move faster
OR
Imperial--Barrage: Onagers, Scorpions, Bombards, and ships deal greater bonus damage to buildings
TECH TREE:
Barracks:
- Militia line capped at 2-handed swordsman
- Full access to halberdiers
- No Eagle Warriors
- Full access to all techs
Archery Range:
- Full access to Arbalest
- Full access to Elite Skirmisher
- Cavalry Archer capped at base
- Access to hand cannoneer
- Access to Thumb Ring
- No Parthian Tactics
Stables:
- Cavalry units capped at Light Cavalry & Cavalier
- No Camels, Battle Elephants, or Steppe Lancers
- Access to Bloodlines
- No Husbandry
Blacksmith:
- Full access to Ring Archer Armor, Bracer, Blast Furnace, and Plate Infantry Armor
- Cavalry armor capped at Chainmail
Siege Workshop:
- Full access to all conventional siege units
- After researching Siegecraft, castle units can be built at Siege Workshop
Docks:
- Full access to galleon, heavy demo ship, and cannon galleon
- Fire ship capped
- Full access to Dry Docks
- No access to Shipwright
University:
- Access to Masonry, without Architecture
- No access to Fortified Wall
- Full access to Chemistry and Bombard Tower
- Full access to Ballistics & Siege Engineers
- Towers capped at Guard Towers
- Access to Murder Holes, Heated Shot, and Arrow slits
- No access to Treadmill crane
Castle:
- Access to everything
- Sappers possibly available in Castle age from here, if we go with it being available in Feudal age, from Town Center
- Petards would be upgraded into saboteurs in the castle, just as Thunder Bombers, and the upgrade would be above-average, in cost.
Town Center:
- Full access to Everything
Monastery:
- Access to all techs, except for Fervor, Sanctity, and Atonement
Mining Camp:
- Access to all techs, except for Stone Shaft Mining
Lumber Camp:
- Full access to Two-Man Saw
Market:
- No access to Guilds
Mill:
- Upgrades capped to Heavy Plow
CONCLUSION:
So, what do you guys think? Is it unbalanced? Most likely. Could it be interesting? Any ideas to fine-tune it? And would it be different enough in gameplay, to be its own thing?
And even if you don't like this idea, please let me know! I genuinely want constructive criticism!
Feedback always appreciated!
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