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In my previous post, I've mentioned that I'm currently designing a custom campaign that highlights the history of the Tibetan Empire. In this post, I'll be sharing my Tibetan civilization concept. The Tibetan civilization concept you see in this post (the tech tree, civ bonuses, and unique units and techs) will be the "tech tree" and "civilization" you will play as in my campaign and I'll do the best of my ability to replicate everything from the civ bonuses to unique units and techs with triggers in the scenario editor (although some features may not be possible). A quick rundown on my goal with my civilization concept and my custom campaign:
I've mentioned about my old Tibetan civ concept (link here) a while ago and the problem I had with it. Basically, back then, I had a lack of understanding of gameplay and my own stubborness. With that being said, any feedback you give to me in my civ concept, I'll reflect in my custom campaign (i.e. if you think the Tibetans shouldn't get Arbalests, I can modify my civ concept and reflect it on my custom campaign) and trying to put into gameplay balance with my civ concept. Now, the civilization concept: Tibetans (cavalry archer and monk civilization)
Civilization Icon (White Lion) Civilization Bonuses:
Gameplay notes: Training yaks form Mills cost 30 wood and the yak is a herdable that yelds 150 food, the same amount of food a cow and water buffalo have. This is roughly 5 food generate per wood and more cost effective than Feudal Age farms. To balance this out, the Tibetans do not get Crop Rotation. That being said, if this eco bonus is too strong in the Feudal Age, I might consider removing Heavy Plow for the Tibetans for further balance this. In regards to Knights +1 pierce armor. I think everyone would agree that Tibetans having fully upgradable paladins and +1 pierce armor for knights is enough justification to not let the Tibetans have Bloodlines from a gameplay perspective. Team Bonuses:
Unique Techs:
Gameplay notes: Because Mantras is considered a Monastery tech which can be obtained through the team bonus, civilization and/or team bonuses related to Monastery techs are affected. This includes: Burmese cheaper Monastery techs, Chinese cheaper techs, Lithuanian's monastery work rate, and Aztec HP bonus for Monks.
Gameplay notes: The reason Knights aren't affected by Khampa Bloodlines is because fully upgradable Paladins without Bloodlines and +1 pierce armor will be insanely broken if they also have health regeneration. Cavalry archers not affected by HP regeneration of Khampa Bloodlines is more to balance out their Imperial Age tech. This tech is designed to give the player the incentive to make camels, steppe lancers, and light cavalry without Bloodlines. HP regeneration is 15 HP per minute, the same rate as the Berber's Maghrabi Camels tech.
Gameplay notes: Genitours are not affected by the additional projectiles unique tech since they are technically are considered mounted skirmishers. Kipchaks via Cuman Mercenaries only fire one extra projectile instead. The extra projectile fired from cavalry archers and archers do not have 0 melee damage, meaning the extra projectile will not deal a lot of damage vs. rams. Similarly, the extra projectile is not affected by other civilization bonuses such as the Saracen team bonus. In terms of statline, Tibetan Heavy Cavalry archers without Bloodlines but have access to other techs is roughly similar to the Cuman Kipchak with Bloodlines. With that being said, Cuman Elite Kipchaks and even Turkish and Magyar Heavy Cavalry Archers are still better than Tibetan Heavy Cavalry Archers. Unique Unit: Dharmapala - A light cavalry unit with 100% resistance to conversion and can heal nearby allied units. Good vs. unique units and Monks.
Unique Building: Dzong- A sturdy and expensive fortress that can train Dharmapala, Trebuchets, Petards, Villagers, and Monks. Can research Castle techs. Villagers can drop off resources. Slowly generates gold (20 gold/minute). Cannot be converted. Maximum build limit: 3.
Gameplay notes: The Dzong is basically a stronger version of a Castle with a mixed function of a Town Center. With the being said, Dzongs are not affected by Hoardings to balance out the sturdiness of the Dzong, but still very strong defensive structure when Masonry and Architecture are researched (bringing the HP around 7,260). Disabled Techs:
Tech Tree: [link] [comments] |
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