I think that in a perfect world all of the civs would be just as likely to be chosen in major competitions like the hidden cup challenge, but the Vietnamese are the farthest from being there, even being banned by Viper once because it's the least likely civ for anyone to pick, so I've spent some time coming up with permutations that would suit the civ.
List of game lasting eco bonuses
-military units cost 10% or 15% less food
-you build rice paddies which are only 4 squares
-mill techs are more efficient (such as, each mill tech provides +50% food per farm and farmers carry +2 food per tech)
-mining and lumber camps are more efficient (gold shaft mining and gold mining each provide +20% faster gather rate)
-start with 2 or 3 extra gold tiles near your base
Early game eco bonuses
-start with 100 extra wood
-start with the area around your tc explored about 20 tiles out, so your hunt and sheep are already found
-berries last twice as long
-you have extra straggler trees near your tc
-buildings do not have prerequisite buildings (barracks before archery range)
Miscellaneous third bonus
-move the chatras tech to a civ bonus, elephants have 20% more hp.
-town centers have +1/+2/+3 range in feudal/castle/imp
-outposts are much cheaper
-some free tech
-siege upgrades cost half
Castle age tech
-keep chatras but have it provide +20% hp
-have the whole map be explored, also revealing what the enemy currently has built (not visible like spies, just explored)
-defensive buildings deal +4 vs cavalry, like how crenelations work in age of mythology
-castles and towers deal melee damage, or the first arrow from castles deal melee damage
-all units have +4 los
Paper Money modifications
-keep it the same, but have it not cost any gold, only 800 food, or maybe just 500 food
-it costs all of your current wood stockpile and returns have that amount in gold, so if you have 2000 wood you get 1000 gold
-the minimum return on market buying and selling is increased by +5, or +10.
-all units cost -25% gold
-you and your allies have a gold trickle as if you had one extra relic
Here's my favorite build for the Viet
-Archery range units have +20% hp
-the area around your tc is already explored
-mill techs provide +50% food each and +2 carry capacity
Team- enemy tc is revealed
unique unit remains the same
Castle Tech- Chatras, elephants have +20% hp
Imp Tech- Paper Money, the market returns +5 for every transaction
TECH TREE CHANGES
-let them have blast furnace
-let them have bloodlines, but take away cavalier, that way you have perfect elephants and perfect infantry, but limited cavalry
-let them have masonry and architecture
-let them have either shipwright or fast fire ship, but not both; i think they should get shipwright tho.
-give them redemption, but take away illumination or block printing
-give them siege onager for stronger attack potential
Second build for Viet
-Archery Range units have +20% hp
-Battle Elephants have +20% hp
-Town Centers have +1/+2/+3 range for feudal/castle/imperial
-mill techs provide +50% food each and +2 carry capacity
Team- enemy tc is revealed
unique unit remains the same
Castle Tech- Name Pending, The first arrow fired from defensive buildings deals melee damage
Imp Tech- Paper Money, the market returns +5 for every transaction
[link] [comments]
from newest submissions : aoe2 http://bit.ly/2YzpVBi
No comments :
Post a Comment