Georgia, Sweet Georgia

Suggestion for: Georgian civilization [Defensive, Cavalry Civilization]

The bonuses are meant to capture the rich soil of this ancient wine-growing region & the hardy defenses and stalwart religious faith of a civilization that survived many invasions & sustained pressure from its many, more powerful neighbors.

Bonuses:

- Foragers do not deplete berries, but -7% berry gathering rate before the Castle age

- Reaching Castle Age spawns a three-tile berry patch at the researching TC {mainly for maps without berries}

- Cavalry have +3 bonus attack vs. camel and elephant units (includes UUs)

- Can build Svan Tower (unique building)

Description: A defense-only TC variant. Does not build villagers or research techs, but does serve as a drop-off point for any resource. Costs 135w/50s. Provides 5 population space, can garrison 15 units, fires arrows in the same way as a TC: it only fires with units inside, has 5 base dmg affected by upgrades, 5 range not affected by upgrades, and no minimum range. HP = 1100/1400/1700, in feudal/castle/imp. Available in Feudal age (but build limit of 1 before castle age), foundation size = 3x3. Useful for defending vulnerable resources & villagers at a lower cost than TCs. Improved by Imp. Unique Tech.

Team bonus:

Monks have +1 conversion range.

UT:

[Castle]: Ancient Wine Brewing [200f/200w] foragers slowly trickle gold

{ as in: foragers trickle \ 3.5 g/min. while gathering [not when walking / dropping off their food]. So 9 foragers would produce similar gold as 1 relic. })

[Imp]: Fortified Communities [500f/300g] Buildings gain additional armor. Svan towers gain +2 attack/range and can train villagers (training time is 2x longer than TCs = 50s)

{ Amor increases = All buildings +1/1 melee/pierce armor, +3 “building armor”, +2 “standard building” armor, +4 “stone defense” armor. Explanation: +1/1 armor and +3 “building armor” = the same effect on armor as masonry/architecture. +2 “standard building armor” primarily affects infantry & cancels out the effect of arson. +4 “stone defense armor” slightly boosts castles, walls, towers, and gates. Overall, this hardens buildings vs. units with low bonus dmg, especially infantry and a select set of other units. However, most siege units have such large bonuses \~ +40 or more] that this tech should have a limited effect on them. })

UU: Monaspa

Slow Heavy Cavalry that moves much faster in battle

Stats before upgrades = non-elite/elite, hp= 115/145, attack = 11/13, melee armor = 1/2, pierce = 2/2. Same attack speed as knight-line. Base movement stat = 1.10 / 1.25. “Aggressive” movement speed = 1.45 / 1.65. Upgrade ~900f/600g. Unit cost ~55f/70g.

{ similar to wolves, boar, and some other gaia units, this heavy cavalry moves much faster when aggro’d to an enemy in the unit’s line of sight \not the player’s LOS]. This will make Monaspa appear to charge at enemy units, and make the Monaspa excellent at chasing down and closing the distance with enemies. However, its comparatively slow base speed for cavalry [slightly slower than eagle units] will limit its mobility on the map.) }

Tech tree {missing techs shown in bold}:

Barracks: eagle, halb. Arch.Range: Parthian Tactics. Stable: Heavy Camel, Paladin, Battle Ele. Siege Workshop: Heavy scorp, Siege Onager, Siege ram. Monastery: all tech available**.** University: Keep, Treadmill Crane, Bombard tower. Blacksmith: Bracer. Eco: Two-man saw, gold-shaft mining. Castle: all techs available. Dock: Heavy Demo, Drydock, elite cannon galleon.

Summary: infinite berries, a tc-variant unique building, & a dual-speed UU would give the civ a unique flavor. They would also have some of the strongest defensive buildings in late game. However, an awkward late-game tech tree (no halb, paladin, bracer, siege ram) & lack of a potent military bonus should hold them back.

For balance, my main concern is the berry bonus, but remember that berries are a slow gathering resource, & georgians would have a negative modifier until castle age to rein in any excesses of the bonus and actually make them a bit slower than other civs in dark age/early feudal. Also the numbers listed are estimates & obviously not play tested, so would likely need to be tweaked.

A georgian civ has often been discussed, some of these prior suggestions (in substantially modified form and UU/UB names were incorporated into my version of the civ. Other ideas are unique, as far as I can tell, to me. For example, see:) www.reddit.com/r/aoe2/comments/87pumj/georgian\civ_idea/) and www.reddit.com/r/aoe2/comments/k00mmt/an\idea_for_a_georgian_civ/) .

submitted by /u/Apprehensive_Arm5674
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