I've just had a lot of ideas bopping around in my head and I'm dumping them here. Feel free to flame.
Inn: Available in feudal age. Requires mill. Costs 100 wood and 10 stone. 3x3. HP and armor a bit higher than a mill.
Can garrison 10 units. Starting in castle age, nearby villagers provide a very small trickle of gold. This increases slightly in imperial age. Gold production is always slower than other options, including Portuguese unique building and relics.
Basically you want them near your eco so vills can hide in a raid and in solo games it provides additional late game gold when you have no other options.
Trading Post: Available in castle. Requires market. Stats are identical to market.
Cannot be used to trade resources so I guess the name isn't intuitive. You can send your own trade carts to it and you earn half as much gold as you would trading with a market. Benefits from Spanish team bonus. Primarily a gold source for 1v1 or FFA games.
Gatehouse: Available in castle. Requires blacksmith. Costs 100 wood and 300 stone. 4x2. HP and armor identical to a gate. Attack and range identical to a tower.
Can garrison 10 units. Archers will shoot arrows like a tower. After murder holes is researched, garrisoned melee units will do heavy damage to enemies "under" the gate. Benefits from tower upgrades in BS, university, and tower-related UTs. Does not benefit from fortified walls.
Fort: Available in castle. Costs 500 stone. HP and stats just below a castle. 2x2 tower that garrisons 20 units. Less range but more damage than towers. Healing is slightly faster than in other buildings. Benefits from herbal medicine, tower and castle related techs including unique techs, with the exception of guard tower and keep upgrades which have no impact.
The idea behind a fort is to provide something between a tower and a castle that has little offensive value, but that can provide a safe place to fall back to if you need to retreat. The reduced range means you're not going to control territory with it like you can with a tower, but the boosted damage means any units that get close will be cut down quickly. The increased healing makes it even better as a place to retreat and regroup.
Chapel: Available in castle. Requires monastery. Costs 100 stone and 100 gold. 3x3. HP and stats similar to monastery.
Garrisons 10 units. If you garrison a monk, the healing rate goes up by ~25% of an unbuffed monk but all garrisoned units get healed at the same time. Healing speed is only affected by Byz team bonus. Benefits from Aztec bonus: +5HP per monastery tech researched. Also benefits from building bonuses like masonry, etc.
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