2 civ ideas: I am bad at naming

Civ 1

defensive civ

  • farmers carry +7 food

  • buildings slowly regenerate at 10/20/30/40% of a single villager's repair rate

  • masonry is free

  • healing shrine available in castle age

team bonus

  • archers +1/2/3 bonus damage vs spearmen in feudal/castle/imperial age

"archers" refers to all units with the archer armour class


unique tech

  • castle age: skirmishers take up half a population space and are produced 33% faster. 400f 250w, 30 seconds

  • imperial age: archers +2 bonus damage vs siege and cavalry. 500 gold 300 food, 40 seconds


unique building: healing shrine

2x2 size; 1500hp; 200 wood 200 gold; 60 second construction time

heals up to 3 units simultaneously. heals at the rate of a monk. healing range is 12


unique unit: heavy crossbowman

45(50) HP; 8(11) pierce damage; 3 range; 2.03 rate of fire; 1/1 (2/2) armour; +2 dmg vs infantry, +2 dmg vs cavalry

0.85 speed; 90% accuracy; 55 gold 55 wood; 18s creation time; 800 food 800 gold upgrade; armour classes: archer, UU


missing techs

barracks: halb; eagles

archery: hand cannons; heavy cav archer

stable: bloodlines; paladin; camels; elephants

siege: siege onager; heavy scorpion

dock: dry dock; fast fires; elite cannon galleon

defence: keep

blacksmith: blast furnace

university: heated shot; siege engineers

monastery: redemption; sanctity; faith

economy: stone mining; guilds



Civ 2

monk and light cavalry

  • slow trickle of food (5/10/20/40 food per minute for dark/feudal/castle/imperial age)

11 min in dark age gives 55f; 10 min in feudal, 100f; 14 min in castle, 280; then "1.5 free farmers" in imp.

  • all blacksmith techs are free 10 minutes after advancing to the age.

e.g. all feudal blacksmith upgrades are free 10 minutes after feudal age is reached. nothing happens if the tech has already been researched.

  • 1 free monk spawns on reaching castle age

  • buildings, rams, and trebs can be converted from 1 third of the usual conversion range for units

3 range, +1 with CA unique tech, +1 with block printing; redemption is required

team bonus:

  • trade units are produced 50% faster

unique techs:

castle age: monks conversion range and LoS +3. 300 gold, 40 seconds

imperial age: scout line and UU have +10hp, +1 damage, +1/1 armour, +5% speed, +2 LoS. 1000 gold, 1000 food; 60 seconds


unique unit: cavalry raider

55(75) HP; 14(16) melee damage; 1.83 rate of fire; 0/1 armour; +5 dmg vs standard building, +3 damage vs economic unit

1.5 speed; 5(6) LoS; 70 food 35 gold; 15 second creation time; 600 gold 1000 food upgrade; armour classes: cavalry, UU


missing techs

barracks: tracking; eagles

archery: arbalest; hand cannons; thumb ring; partian tactics

stable: camels; elephants

siege: siege onager; heavy scorpion; bombard cannon

dock: heavy demo, cannon galleon

defence: bombard tower

blacksmith:

university: treadmill crane; arrowslits; architecture

monastery: heresy

economy: crop rotation

submitted by /u/slothismysin
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