Unused Civ Bonuses/Unique Techs

The following is a list of roughly symmetrical-to-non-DE bonuses that have not been utilized by any civilization. This should work as a guide for creating not-too-crazy civ bonuses for concept civs (Georgians, Poles, Tibetans, etc.) without being forced into something akin to Burgundians or Sicilians or Khmer farm bonus or Lithuanian relic bonus

  • Stone Mining( Upgrades) Free
  • Start with +X Wood (not copying persian bonus, that's +food and +wood)
  • Start with +X Stone
  • Castles +X Garrison space
  • Archers +Attack (could be balanced by scaling poorly into imp, i.e. lithuanian xbow)
  • Archers +Movement speed (could be balanced by scaling poorly into imp, i.e. malian arb)
  • Archer-line Upgrades Free (could be balanced by scaling poorly into imp, i.e. malian arb)
  • Skirm-line Upgrades Free (specifically worded to affect imp skirms given viet ally, but can be changed)
  • Cavalier Upgrade Free (specifically worded to not fuck up balance if civ is given paladin- getting paladin free would be busted)
  • Heavy Camel Free
  • Cavalry Armor Upgrades Free (Would have to be balanced by scaling poorly to imp, would make a pretty op scrush)
  • Infantry Armor Upgrades Free
  • Archer Attack Upgrades Free (exc. Chemistry)
  • Gunpowder Technologies Free (BBT/CG, prob balanced by no ECG)
  • Cavalry +1/2/3 :: +1/2 Attack
  • Cavalry +X PA (balanced by no paladin or no bloodlines- we are not doing the Indian model of missing plate barding here)
  • Eagles are X% cheaper (thinking of some 4th meso civ that corresponds to malay, explanation below)
  • Knights are X% cheaper (higher % than berbers to appeal to specification, easily balanced out by lackluster stable tree)
  • Galleys +Range (could be balanced by scaling poorly to imp, ie celt galleon)
  • Demos + blast radius (easily balanced by no heavy demo)
  • Redemption Free (could be balanced by scaling poorly to imp, ie khmer monk)
  • Bloodlines free in Castle Age (prob the most asymmetric I'm gonna get here, would create interesting tradeoff dynamic of weighing extended feudal)
  • Husbandry Free (alternative to cuman bonus)
  • Squires/Arson Free
  • Regional UU-line Upgrades Free (eagles, SL, BE, etc- am debating this + eagle discount around a 4th "meso" civ (Mississippians?) that takes the early game thriving and late-game falloff to a harder extreme than aztecs and mayans, won't be a 0-effort shitpost dw)
  • Barracks UU (only one applicable here is condos which don't have an elite upgrade)
  • UT that gives archer UU in ranges (Sunka Wakan)
  • UT that gives siege UU in workshops
  • Better-scaling Halb-variant UU (Swiss Pikemen to your Magyar Huszars- not offering a skirm here because imp skirm)
  • Various Monastery/University Upgrades Free (like not Heresy but there's a lot of untouched ground; this is about 12 suggestions wrapped under a single bullet point)
  • Military Buildings (exc. castles) built faster
  • Eco buildings (i.e. camps) provide housing space (contrast to slavs team bonus)
  • Team Bonus: Tribute fees reduced at start
  • Houses -X% cost (contrast to japanese eco building bonus and inca housing space bonus- easily balanced by losing out on some starting wood if need be)
  • Team Bonus: Castles work slightly faster (less than Kasbah for obvious reasons, may be on a civ who relies heavily on UU similarly to how huns/britons/etc operate)
  • Villagers can attack from range if fletching is researched and benefit from archer attack and armor upgrades (Is probably inherently balanced by pierce armor being higher in most units and villagers being on the slower side of units, though I see vils trading well against feudal archers with 2/3 armor, 4 range and 4 attack, so it can certainly be tweaked)
  • UU- explicitly anti-siege foot archer
  • UU- explicitly anti-gunpowder cavalry
  • UU- explicitly anti-archer cavalry (castillian lancers vs genoese crossbowmen, taking bets)
  • UT- remove gold cost from Camels (should be balanced by falling off HARD in imp to have camels basically just be faster halbs here, esp given the skirm soft-counter)
  • Huntables contain X% more food
  • Trees contain X% more wood (don't pick on FN)
  • Mines contain X% more gold/stone (lower number than food/wood to be balanced, still stronger than mayan, maybe)
  • Berries contain X% more food
  • Fishing ships gather from traps X% Faster (stronger than Japanese to screw with SOTL?)
  • Barracks Techs cheaper (yes I stole this from Burgundians but it's actually a relatively sane bonus)
  • Archery Range Techs cheaper (read above)
  • Buildings heal faster (could be balanced by no herbal medicine or just be insanely strong if people were to actually pay attention to their civ bonuses)
  • Units can be regarrisoned in production buildings to heal (not much point but could be useful, esp feudal cav since they can't garrison in tc)
  • Siege +X% Attack (something sane for the love of lord daut)
  • economic buildings (except town centers) built x% faster
  • Siege X% faster (once again, something sane please)

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may or may not be updated, feel free to suggest your own in the comments!

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"4th meso civ" with obligatory link to steppe lancers too:

HP: Mayans -> Vietnamese (-> Mongols)

Attack: Aztecs -> Khmer (-> ???)

Armor: Incas -> Burmese (-> Tatars)

Cost: ??? -> Malay (-> ???)

Speed: ??? -> Khmer again (-> Cumans)

submitted by /u/karanrime
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