Tamil Civ idea

Tamil

Cavalry civ

  • houses have 50% extra hp, +1/1 armour, and +3 line of sight

  • stone mining upgrades are free

  • resource drop-off buildings (mill, lumber camp, mining camp) are built 50% faster

  • villagers have +3 hp per economy tech which affects them

[i.e. lumber upgrades, (1) gold mining upgrade, stone mining upgrades, wheelbarrow, handcart, heavy plow = total 9 techs = +27 hp post imp; sappers is unavailable]

team bonus:

  • cavalry units move 5% faster

castle age unique tech:

when one of your buildings is destroyed it returns 40% of its construction cost (excludes walls, gates, farms, and fish traps). 300w 100 stone, 30 seconds

imperial age unique tech: wootz steel

cavalry units get +10% hp, +1/1 armour, +1 damage. costs 1500 food 700 gold, 40 seconds.


unique unit: {name} archer

"Tamil unique unit. A very weak archer with high damage and bonuses against infantry and cavalry. Has a minimum range."

45w 45g

15s training time

25(30) hp

10(13) pierce damage

attack bonuses: +2 vs infantry; +2 vs condo; +2 vs cavalry

2.03 rate of fire

5 frame delay

4(5) range

1 minimum range

80%(90%) accuracy

7 projectile speed

0 melee armour

0 pierce armour

armour classes: archer (-3); unique unit

1 speed

7 line of sight

strong vs: melee units especially infantry

weak vs: ranged units especially skirmishers, huskarls


missing techs

barracks: eagles, halberdier, squires

archery: arbalest, handcannons, parthian tactics

stable: hussar, paladin, heavy camel, elite battle elephant

siege: SO, bombard cannon

castle: sappers

dock: heavy demo ship, elite cannon galleon, dry dock

defence: keep, bombard tower

monastry: heresy, fervor, atonement, theocracy

blacksmith: plate mail armour, ring archer armour

university: architecture, siege engineers, arrowslits

economy: gold shaft mining


Why does a "cavalry civ" have an archer UU?

The Slavs (for example) is called an infantry civ and yet has a cavalry UU. The Tamil "Cavalry civ" description is due to their broad tech tree, team bonus, and imperial age UT.

The imperial age UT seems overpowered.

To compensate they do not receive the final unit upgrade for any of the cavalry units and the tech is expensive.

The castle age UT seems bad

It's good if you're doing badly (e.g. you get 200 stone back if you lose a castle) and it's not good if you are doing well. It improves your chances of staging a comeback. Still better than boiling oil.

submitted by /u/slothismysin
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