Unique techs are some of the most defining aspects of many civs, and can give rise to great strategies, army compositions and civ identity. However, some unique techs are just so niche or useless that we never see them in games so i thought about any changes i would make to them, trying to keep the theme and name applicable to the new techs where i can.
Berbers:
Kasbah - All team production buildings work 25% faster
Genitours - +2 attack vs pikemen, frame delay same as skirmisher
Byzantines:
Greek Fire - Adds fire attack to defensive buildings (and maybe docks?) within 2 range, same effect as byzantine fire ships, 1 flame for towers and 2 flames for castles.
Logistica - Adds 5 blast damage in 0.5 radius to knight-line (no infantry bonus damage)
Chinese:
Great wall - Stone and Palisade Walls/Gates build 100% faster
Incas:
Given a new unique terrace farm which is 2x2 instead of 3x3, costs 30 wood, produces 85 food each, farm techs give 45/75/105 food per farm. This means their team bonus is useful to atleast 1 player each game.
Slingers + 1 attack
Andean sling replaced with Couriers - Slingers, Eagles and Kamayuks move 15% faster
Skirmishers no minimum range as passive civ bonus
Villager blacksmith bonus removed, instead villagers recieve +1 peirce armor per age starting in feudal.
Koreans:
Turtle ship affected by fletching/bodkin/bracer. Splash radius 0.5 --> 0.75
Team bonus now gives mangonel projectile speed 3.5 --> 4.5
Shinkichon - +1 range, -2min range for mangonel-line, also gives access to new unique unit in castle after chemistry: https://en.wikipedia.org/wiki/Singijeon, seige unit which fires many flaming projectiles, weak vs seige but strong vs slow moving units.
Lithuanians:
Hill forts - instead of giving TC extra range, when researched all fortifications (TCs/castles/towers) are elevated to 1 tile above surrounding area, giving them hill bonus for damage output and mitigation, only occurs on completion of building and to pre existing buildings (terrain is permanently changed)
Passive bonus - TCs have range effected by fletching/bodkin/bracer
Malay:
Thalassocracy - Allows harbours to be built on flat land, creating a pond 1 tile around the harbour (bar 1 tile) which dries up when harbour is destoryed. Cannot be within 1 tile of water, cannot be obstructed by trees, buildings, any other resources etc.
Malians:
Tigui - Archery range units +1 attack
Passive bonus - TC recives +2 arrows per age starting feudal
Mongols:
Nomads - Villagers +10% movement speed, houses and TCs build 100% faster, current bonus maintained
Persians:
Mahouts removed, instead Elite War Elephant upgrade also increases move speed by 30% (cost unchanged)
New unique tech - Cavalry deal +5 bonus damage to spearman-line
Portugese:
Carrack - Gives ships and gunpowder units (including organ guns) +1/+1 armor (Cannon Galleons recieve only +1/+1)
Saracens:
Madrasah - Monk refund removed, instead all technologies are researched 150% faster, cost 300f 200g
Slavs:
Orthodoxy - Monks get +3/+3 armor, recieve 50% less bonus damage, converted knight-line become boyars (elite if player has elite upgrade or converts a paladin), boyars have +2 conversion resistance (same as teutonic team bonus)
Spanish:
Missionaries +2 conversion range (7 --> 9) LOS + 1 (9-->10)
Bombard Cannon recieves same bonus as Spanish Cannon Galleon
Vietnamese:
Chatras - Battle elephant HP increased by 100 (from 50)
Paper money - Lumberjacks produce 1 gold per 50 wood (on top of current bonus)
Vikings:
Beserkergang - Gives Swordsmen-line and spear-line regenerate HP at 0.33hp/sec (same as Beserkers before the tech), and instantly creates a gang of Beserkers in Cobra Cars which terrorize your villagers.
Some of these changes are probably a little too weird and wild, but i would definately like to see the unique techs be more viable and effective. Of course some of these are likely to buff some civs that are already very strong and some of these techs are underwhelming because a civ is already good enough in other areas, but i like the idea of having really strong and visible unique techs that help give civs an identity, and would be happy to hear of any other cool ideas for unique techs and bonuses.
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