New mechanics for new civs

Hi, welcome to my reddit post.

Today we need to talk about unique game mechanics for civilizations that are yet to be released and (possibly) find out the ones that suit our beloved game better. Obviously, most of the people here (including me) want to see AoM:DE because of the new civs. But it's important to realise that all new civs must be:

  • Unique enough from other civs, not just copy-paste
  • Not too unique, not just uniqueness-just-for-the-sake-of-uniqueness
  • Suit the spirit of the game, not medieval civs in ancient times
  • Suit the game balance, not chinese cataphratcs vs norse

Therefore, we need some unique mechanics to be used in future DE / DLCs. We can also borrow some of them from other games. Here are some of them:

From AoE3

  • Houses spawn villagers when built (but are not deletable)
  • Barracks support pop (but have a build limit)
  • Villagers are free, but have a higher train time
  • Villagers can't hunt, but farms are free
  • Villagers gather faster when near Temples
  • Villagers cost wood
  • Age advancement is 2x faster
  • Houses can gather resources in 10-tile range (but cost more)
  • Mill: a large farm that costs 300 wood, but can support 5 villagers and requires no drop-off point
  • Medium/Heavy/Champion upgrades yield extra +5% attack/hp
  • Wonders refresh GPs (but can not be deleted)
  • TECH: Houses gain an attack
  • TECH: Infantry gains bonus damage vs heroes
  • GP: [age 1] Instantly creates a free TC on a chosen settlement. This TC can't attack.
  • GP: [age 1/2] Villagers temporarily gain an ability to use ranged attacks on enemies (these attacks deal 80% less damage to other villagers)

From AoE:RoR

  • Villagers are cheaper (but no real military bonuses)
  • Faster wonder construction/Lower wonder cost
  • Villagers move faster when near Towers
  • Siege has 2x attack/hp and 2x cost, but occupies the same pop space
  • TECH: Longer range archers
  • TECH: Cavalry occupies less pop

Unique

  • Fortresses can be used by caravans just like markets
  • Siege weapons must be built by villagers, are powerful, but can not move
  • Every armory upgrade proveides +2% speed to units (stsacks additively, max +20%)
  • Recieve 2 MUs every age up instead of 1
  • Recieve a villager after each researched eco tech
  • Trade resources for favor
  • Each created unit/building gives 2 favour upon creation
  • Age advancement is 3x slower, but free
  • No farming allowed, but can train herdables
  • Sacred herdables can be trained, fattened and killed for favor
  • Resource drop-off points can be garrisoned
  • Cannibalism: Recieve 5 food after each killed enemy soldier
  • TECH: Every tower improves the attack of all other towers by 3% (stacks multiplicatively, max +75%)
  • TECH: Every villager increases the speed of all other villagers by 0.5% (stacks multiplicatively, max +50%)
  • GP: [age 2/3] All your walls are fully healed and become invulnerable for 20 seconds

What do you guys think? Feel free to add/discuss any mechanics you would like to see in the fututre!

submitted by /u/steruY
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