Civ idea: Siege Focused Civilization v1.1

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!

submitted by /u/MrMadManiac
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