[CivBuilder] Thai/Ayutthaya Civ Concept

Hi!

As many of you do here, I too am playing around with Krakenmeisters CivBuilder (https://krakenmeister.com/civbuilder) and I wanted to create a civ that was proposed by many of you before, the Tai / Thai / Siamese / Ayutthaya, a land that fascinated me since I first set foot there.

What I did new were two things:

1) I tried to make a balanced Civ

2) I only use what can be done with the Krakenmeister tool

I spare you the historical details, but will instead go into my AoE-II based thoughts directly.

Obviously, we have a elefant Civ with south east asian architecture. The Thai (will use this wording, because it is familiar, not because it is correct) where espacially fund with elefants, so I followed the route and build the civ around the elefants. Meaning, militaricaly, two things:

1) Strong elefants

2) Units to defend those

Here is my tech tree (~212 Points):

Archery

  • Archer → Crossbow
  • Skirmisher → Elite Skirmisher
  • Thumb Ring
  • Cavalery Archer

Barracks

  • Militia → MaA → LoSwMa → TwoHanded
  • Spear → Pike → Helb
  • Squires
  • Arson

Pretty standard here. One could think about "Champion" as a replacement for the Palace Guard, but I decided against this possibility.

Stable

  • Scout → Light Cav
  • Knight
  • Battle → Elefant → Elite Battle Elefant
  • Bloodlines
  • Husbandry

Yes, I went there with even denying Chevaliers. I thought about giving out Hussar, but decided against it in the last minute, but it would be a possibility for a balance change upwards.

Siege Workshop

  • Bat Ram → Capped Ram
  • Magonel → Onager
  • Scorp → Heavy Scorp
  • Bombard Canon
  • Siege Tower

Pretty standard, except maybe for the Bombard Canon

Blacksmith

  • Archer Armor I + II + III
  • Archer Attack I + II + III
  • Meelee Attack I + II
  • Cav Armor I + II
  • Infantry Armor I + II

Full with everything archer related, but I wanted to deny the III cav armor to not overpower the elefants, those will get there bonuses from elsewhere. Also Melee-Attack also at II tier.

Dock

  • Fire Galley → Fire Ship
  • Demo Raft → Demo Ship
  • Galley → War Galley → Galleon
  • Canon Galleon
  • Careening
  • Shipwright
  • Gillnets

I wanted to give them a "slightly above average" navy, but there are nearly no bonuses benefiting the navy directly.

University

  • Ballistics
  • Heated Shot
  • Murder Holes
  • Chemistry

Also pretty standard here. No fortified walls, no architecture.

Castle

  • Sappers
  • Conscription

Again, nothing speacial

Monastery

  • All but Heresy, Fervor and Block Printing

On one side, we have a religious society, on the other side, they are no fanatics. Also "Heresy" with elefants is a hard combination, so I ditched those.

Mining

  • Gold Mining
  • Stone Mining

On one hand, I was thinking about giving the second upgrade to gold, on the other hand, the Thai were never mountain-people, so...

Lumber

  • All

Market

  • All

Mill

  • All

Civ Bonuses

  1. Squires affect foot archers and skirmishers
  2. Ressources last 15% longer
  3. Villager +3 LoS
  4. Elefant units attack 25% faster
  5. Skirmishers +1 Attack vs infantry
  6. Units in garrison heal 50% faster

As you can see, there are two bonus feats directly for skirmishers in order to push there role as "anti-spear-range-units". The second military bonus is the elefants faster attack, and this is - I'm aware - the hard hitting one. Henceforth I didn't give blast furnace to offset these. The all resources last 15% longer is a bow to the modesty of the Thai people, as well as the faster healing in garrisson is a bow to caring for each other. The +3 LOS for villagers seemed like a good sixth choice, for it is useful at the game start but not overpowered. If one would say "five bonus only", I would skip this one.

Unique Units

  • Elefant Archer

There weren't much good alternatives, so I went with this one. It will be stronger then the indian variant, because of the unique castle tech and the regeneration, making it very, very tanky.

Unique Castle Tech

  • Elefants +50 HP

I thought about the burmese armor-upgrade too, but I thought a "better breeding" is better represented in the HP boost, and it would also affect the elefant archer.

Unique Imperial Tech

  • Unique Units regenerate

I think it is not as hard as it looks, since you ever get overrun totally and don't have time to generate or you are pushing and therefor also don't need regeneration. But on the other hand, it gives you a small defensive bonus, when retreating those archers behind the lines.

Team Bonuses

  • Upgrade Battle Elefant to Royal Battle Elefant

Yes, this is the big one. To be honest, I don't know what the royal battle elefants do ^^ But the choice was obvious. I couldn't find any information about this unit/technology so far, so perhaps

Your thoughts?

submitted by /u/RemyZeno
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