Some players have expressed a desire to have an African new civ. I suggest three new African Civs, who all have Mounted Spearman instead of Knights. Each of these three Civs have another different "alternative unit" as well as their Unique Castle Unit, giving you a truly African game feeling.
My first choice the Fang, interestingly they practiced cannibalism and polygamy, but I thought it a little too tongue in cheek to use those ideas as new technologies, could you imagine a group of villagers gathering from a dead enemy scout? Anyway ... the men worked as hunters and fishermen while the wives worked on the farms, so it seems to me that increased productivity suited their history... hopefully just like the new units I propose. Oh ... in case you are wondering, I'm white/British with African friends from Ghana, Ethiopia and Nigeria.
I used blue font for all the important stuff, my waffle is in black.
Fang - African Economy and Anti-Cavalry civilization.
Attributes affecting villagers
- Start with 2 villagers; +50 food. (This guy starts with only one wife! hehe ... perhaps he ate the other)
- Villagers Gather resources 25% faster, their build time is 25% longer (Increased from 14.66 sec to 18.325sec)
- Villager cost: 50f in Dark Age; 60f in Feudal/Castle/Imperial Ages
- Population Limit - 20%
Other Attributes
- Knight line at the Stable is replaced with Mounted Spearman (weaker but has a bonus vs horse units)
- Monk is replaced with Bwiti Healer (has armor but cannot convert units)
- Mills support 10 population
Note: I know it seems like a lot of bonuses, but changing the villager productivity effects lots of things, so the top four are the result of one single idea. Mounted Spearman and losing the ability to convert are an alternative style of play, so to me they have two real bonuses plus the team bonus (ie Villager cost and Mill).
What makes the Fang tick?
Fang villagers work 25% harder, but their extra training time neutralizes that bonus. This gives you more time to micro better! During the Dark Age every group of 4 villagers created, saves the cost of (one villager) +50f. In the Feudal/Castle/Imperial Ages four villagers saves +10f. For the record, my analysis excludes the benefits of fishing boats throughout this article.
Easy to play - you queue 5 villagers at the start and you have extra time between villager training (3.7 sec) to pick your nose or whatever Also because of the mill bonus you have more time to scout and micro manage. The Unique Castle age tech, providing LOS bonuses for three units makes playing them a pleasure. Doing a fast Castle Age will provide about 275 extra resources, so not as fast as the Mongols, or the Franks while the Mayans are equal. The Japanese are marginally slower and the Brits lag behind about 90 resources (for Flushing purposes) but landing a fast TC will pull them ahead a bit. Occasionally you might be tempting to stay in the dark age a little longer, walling off and taking advantage of the cheaper early economy. However because they are fast and very flexible any good plan should reward you! After advancing to Feudal Age they get a small trickle of extra resources for the rest of the game, this is gained from needing one less house for twenty villagers (ie 20 villagers do the job of 25, built in the same time period saving you a house) and also saving +2.5 food per villager (four villagers costing 240F, compared the standard five costing 250F). These advantages are offset by starting with one less villager, which is actually 0.5 of a villager due to starting with 2 villagers with a 25% productivity bonus. The time between reaching a 17.5 min Castle Age and reaching a full population limit Imperial Age, by my calculations should provide 272 extra resources based on a 30 min game. They rely heavily on food which will make their military resources a bit slower, however their army is effective so get out some Bwiti Healers! (see below). Their Military will be tough on the Huns and I believe they'll also be easier to play, they're a very versatile, flexible and well rounded civ, they have their own game style with some interesting units... all in all lots of fun!!
Team Bonus:
Buildings that use stone are built in 15% less time, excluding Town Centers and Wonders.
Examples of Building Time (using 1x villager)
Stone Wall -------Standard Civ_ = 3.00; Fang ___ = 2.55 saving __ 0.45 second per tile.
Outpost ----------Standard Civ_ = 8.18; Fang ___ = 6.95 saving __ 1.2 seconds
Watch Tower ----Standard Civ = 44.53; Fang __ = 37.85 saving __ 6.7 seconds
Castle ------------Standard Civ = 84.52; Fang __ = 71.84 saving _ 12.7 seconds
-----------------------------------------------------------------------
Unique Technologies:
Castle Age: Iklwa Prowess: Spear units +2 LOS; +3 attack vs mounted units ; cost 400f, 300g.
(Mounted Spearman, Spearman/Pikeman/Halberdier, Assegai)
(If the cost seems a little cheap, the Assegai and Mounted Spearman were designed with this bonus in mind)
Imperial Age: Selling Slaves: Each villager you delete (using the keyboard) provides 30g; cost 300f 300w
(Note: they don't have Guilds. 1x Town Center can produce 98g per minute at the cost of 196f)
Unique Units: Bwiti Healer (Monastery unit), Assegai Thrower (Short-Spear Thrower - Castle unit), Mounted Spearman (Stable unit)
Bwiti Healer (often referred to as a Witch Doctor replaces Monk): Castle Age Unit: Heals adjacent units 25% faster than a Monk. Trained in Castle or Monastery. They can carry relics, chase and (melee) attack weak units successfully like Skirmishers and Monks but cannot convert.
They benefit from four Monastery Technologies :-
Fervor: Increased monk speed +15%, giving a Bwiti Healer 0.98 speed, Archer is 0.96, Spearman is 1.0
Heresy: Your units die when converted.
Faith: Increased conversion resistance for all units by 50%.
Herbal Medicine: Increases the healing rate of units x 4 when garrisoned inside buildings.
_______________________________________________________________________________
Unit _______ Food Wood Gold HP Armor/PA B/Time Speed Damage Range LOS Bonus
Bwiti Healer __20 _______80__45 __ +2/+2 __ 51 __ 0.85___ 4 _____ 0 __ 10 _ +2 att vs Monk
Monk ________________100 _ 30 __ +0/+0 __ 51 __ 0.70___ 0 _____ 9 __ 11 _ Converts Units
_______________________________________________________________________________
Assegai Thrower: Unique Infantry Unit: Short-Spear Thrower; built in Castles with no minimum range.
(Strong vs Archery units, and good in a group vs Camels, Hussars)
Benefit from the Castle Age Technology: Iklwa Prowess
Note: Forging, Iron Casting, Blast Furnace increases attack.
They use infantry armor and gets +5 armor bonus vs Slinger.
Speed: MF (1.1) Examples of speed: Knight = 1.35, Plumed Archer = 1.2, Spearmen = 1.0, Archer = 0.96
Elite upgrade cost: 700F 300G
For raiding they lack the full power of the Knight, so they're faster (makes sence because they are lighter), enabling them to do more strikes while chasing those who run away.
_________________________________________________________________________________
Unit _______ Food Wood Gold HP Armor/PA B/Time Speed Damage Range LOS Bonus
Assegai______55________30 _55 ___+1/+0 __ 18 __ 1.10 ___ 7att __ 6 ___ 8 _ +5 def vs Slinger
E' Assegai ___ 55________30 _70 ___+2/+1 __ 18 __ 1.10 ___ 7att __ 6 ___ 8 _ +5 def vs Slinger
Plumed Archer ____ 40 __ 40 _40 ___+0/+1 __ 16 __ 1.20 ___ 5att __ 5 ___ 6
Elite Plumed A ____ 35 __ 35 _65 ___+0/+2 __ 16 __ 1.20 ___ 5att __ 5 ___ 7_________________________________________________________________________________
Assegai benefit from their Castle Age Unique Tech and also Ballistics but get no range upgrade. (To see a large statistical chart vs many units look at the very bottom). Here is an idea I've had to measure performance, it calculates the HP of the surviving unit (1v1), puts that into a percentage and converts the HP into resources lost, just read the bottom line for results.
Mounted Spearman comparison chart - replaces Knight/Cavalier/Paladin
Note: Castle Technology: Iklwa Prowess: benefit Mounted Spearman :+3 attack vs mounted units and +2 LOS.
Elite upgrade cost: 1400F 850g
_______________________________________________________________________________________________
Unit _______ Food Wood Gold HP Armor/PA B/Time Speed Damage Range LOS Bonus
Mounted S____55 _______70 _ 95 ___+1/+1 _ 30 ___ 1.40 __ 8att ___0 ___ 6 _+1 att vs horse units
H Mounted S _ 55 _______70 _135 __ +2/+2 _ 30 ___ 1.40 _ 11att ___0 ___ 6 _+2 att vs horse units
Knight ______ 60 _______75 _100 __ +2/+2 _ 30 ___ 1.35 _ 10att ___0 ___ 4
Cavalier_____ 60 _______75 _120 __ +2/+2 _ 30 ___ 1.35 _ 12att ___0 ___ 4
Paladin______ 60 _______75 _160 __ +2/+3 _ 30 ___ 1.35 _ 14att ___0 ___ 4
Camel _______55 _______60 _100 __ +0/+0 _ 22 ___ 1.45 __ 5att ___0 ___ 4 _Cavalry +10
Heavy Camel__55 _______60 _120 __ +0/+0 _ 22 ___ 1.45 __ 7att ___0 ___ 5 _Cavalry +18
Imp' Camel ___55 _______60 _140 __ +1/+1 _ 22 ___ 1.45 __ 9att ___0 ___ 5 _Cavalry +18; +5att vs buildings
Scout _______ 80 ___________ 45 __ +0/+2 _ 30 ___ 1.50 __ 5att ___0 ___ ? _Monk resistance + 6 damage
Light Cavalry _80 ___________ 60 __ +0/+2 _ 30 ___ 1.50 __ 7att ___0 ___ ? _Monk resistance +10 damage
Hussar_______80 ___________ 75 __ +0/+2 _ 30 ___ 1.50 __ 7att ___0 ___ ? _Monk resistance +12 damage
Cataphract___ 70 _______75 _110 __ +2/+1 _ 20 ___ 1.35 __ 9att ___0 ___ 4 _Inf bonus +9; Logistica
Elite Cataph' _ 70 _______75 _150 __ +2/+1 _ 20 ___ 1.35 _ 12att ___0 ___ 5 _Inf bonus +12; +12 def; Logistica
Huszar_______72 __________ 110 __ +2/+1 _ 20 ___ 1.35 __ 9att ___0 ___ 4 _bonus vs seige
Elite Huszar __72 __________ 150 __ +2/+1 _ 20 ___ 1.35 _ 12att ___0 ___ 5 _bonus vs seige
________________________________________________________________________________________________
Abbreviations - Mounted Spearman (Mounted S), Heavy Mounted Spearman (H Mounted S)
Camels = +10 Att against Horse-cavalry/Elephants and +9 against other camels, no bonus vs Cataphract
Cataphract: +12 bonus damage to infantry (18 after the Logistica upgrade) and area attack of 5 damage to units close to it after the Logistica upgrade. Elite Cataphracts also have an additional 16 bonus defense.
Tech Tree:
Disabled Infantry: Eagles, Squires, Hand Canoneers
Disabled Cavalry: Hussar, Imperial Camel, Knight line replaced.
Disabled Archery: Arbalist, Cavalry Archers, Parthian Tactics, Hand Canoneer
Disabled Siege: Bombard Canon, Scorpion, Heavy Scorpion
Disabled Dock: Demolition Ship, Fast Fire Ship, Canon Galleon
Disabled Blacksmith: N/A
Disabled Economy:
Disabled University: Bombard Tower, Siege Engineers
Disabled Castle: Petard
Disabled Monastery: Sanctity, Redemption, Atonement, Illumination, Block Printing, Theocracy
Disabled Market: Guilds
========================================================================================
Haya - African Mining Civilization.
Note: Haya (OluHaya) is a Niger-Congo language spoken by the Haya people of Tanzania, to the south and southwest of Lake Victoria. In Return of the Jedi, Lando Calrissian's copilot, Nien Nunb, speaks the real human language Haya, spoken in Tanzania (Star Wars Insider #67, 31). Nunb's voice was performed by a Tanzanian exchange student.
Attributes
- Feudal Mining upgrades free
- Fishing Ships replaced with Canoes: Carry 20% less food; Shore fishing work +15% faster
- Stables have Mounted Spearman instead of Knights (weaker but has a bonus vs horse units)
- Blast Furnace available in Castle Age
(The Haya people of Tanzania have been linked to one of the greatest scientific breakthroughs of all time, the
invention of steel 2000 years ago. Steel of similar quality did not appear in Europe until several centuries later)
Team Bonus: Houses are built in 25% less time.
Unique Technologies:
Castle Age Technology: King Soloman's Mines: Miners work 25% faster; mines last 25% longer; cost 450g 450w
(Haya do not get the Castle Age mining upgrades Gold Shaft Mining and Stone Shaft Mining)
Imperial Age Technology: Conical Tower Achitecture: Stone buildings built/repaired 33% faster; wood repairs all buildings; cost 300f 300W
Unique Units: Canoe, Mounted Spearman, Camel Archer
Canoe: Advantages - Cheaper with short term increased productivity.
Disadvantages - Long term decreased productivity, slower weaker and very vunerable to attacks.
_____________________________________________________________________________________________
Unit_________Food Wood Gold HP Armor/PA B/Time Speed Damage Range LOS Bonus
Canoe ____________ 60______50 __ +0/+3 __ 23 ___ 1.10 ___ 0 ____ 0 ___ 5 Shore fishing +15% work rate
Fishing ship ________75______60 __ +0/+4 __ 23____1.26 ___ 0 ____ 0 ___ 5
_____________________________________________________________________________________________
Mounted Spearman
See Fang Civilization for details (reminder: The Haya get Blast Furnace early, but don't get Iklwa Prowess: spear attack bonus of +3)
Note: Mounted Spearman are deliberately weaker because they receive the above compensation, however the third African Civ the Pygmies remain a weaker unit and don't get Plate Barding Armor, which seems fair as I haven't found any reference of them as mounted warriors, not surprisingly as forest dwellers at under 5' tall ... but they did trade.
Camel Archer
_________________________________________________________________________________________________
Unit_________Food Wood Gold HP Armor/PA B/Time Speed Damage Range LOS Bonus
Camel Archer _ 50 _______75 _60 __ +1/+0 ___ ? ___ 1.45 __ 6att ___ 4 ___ ? _+5 att Cavalry;+2 att Cav' Arch
Elite C Archer__50 _______75 _70 __ +2/+0 ___ ? ___ 1.45 __ 7att ___ 4 ___ ? _+7 att Cavalry;+2 att Cav' Arch
Cavalry Archer_40 _______65 _50 __ +0/+0 ___ 23 __ 1.40 __ 6att ___ 4 ___ ? _vs Spearman
H Cav Archer _ 40 _______65 _60 __ +1/+0 ___ 23 __ 1.40 __ 7att ___ 4 ___ ? _vs Spearman
Mangudai ____ 55 _______65 _60 __ +0/+0 ___ ? ___ 1.45 __ 6att ___ 4 ___ ? _vs Seige
E Mangudai ___55 _______65 _60 __ +1/+0 ___ ? ___ 1.45 __ 8att ___ 4 ___ ? _vs Seige
Mameluke____ 55 _______85 _65 __ +0/+0 ___ ? ___ 1.45 __ 7att ___ 3 ___ ? _+ 9 att vs Cavary
E Mameluke___55 _______85 _80 __ +1/+0 ___ ? ___ 1.45 _ 10att ___ 3 ___ ? _+12 att vs Cavary
_________________________________________________________________________________________________
Tech Tree:
Disabled Infantry: Champion, Eagles, Hand Canoneers
Disabled Cavalry: Knight line (replaced with Mounted Spearman & Heavy Mounted Spearman) Imperial Camel.
Disabled Archery: Heavy Cavalry Archers, Parthian Tactics, Hand Canoneer
Disabled Siege: Siege Onager, Bombard Canon
Disabled Dock: Canon Galleon, Dry Dock, Heavy Demolition Ship
Disabled Blacksmith: Plate Mail Armor
Disabled Economy: Gold Shaft Mining, Stone Shaft Mining, Two Man Saw
Disabled University: Treadmill Crane, Bombard Tower
Disabled Castle: Petard
Disabled Monastery: Block Printing, Faith
Disabled Market: N/A
============================================================================================
Pygmies - African Trapper/Hunter, Defensive Civilization.
Here's some Interesting info about the Pygmies origins from Tibet, see http://www.canyonsworldwide.com/tibet/l ... /index.htm
Attributes
- Start with a Trapper instead of a Scout
- Villagers cost -8% (46 food, because they are tiny)
- Hunting resources last 30% longer
- The Knight line at the Stable is replaced with Mounted Spearman (weaker in defense but has a bonus vs horse units)
- Archers/Skirmishers +1 Attack vs Cavalry
Team Bonus: Outposts: +2 LOS; cost - 40% (15w 3s)
Unique Technologies:
Castle Age: War Dance; Military units trained 15% faster (including siege and naval units); Cost 150f 150g
Imperial Age: Tribal Vendetta: Blowpipe Warriors +1 range; +15 HP ; Cost 450f 450g
Unique Units:Trapper (Scout), Mounted Spearman (replaces Knights), Blowpipe Warrior (Castle Unit)
Trapper - A scout unit with a difference, it's a Horse and Cart (containing a wild animal in a cage) it has defense, but no attack.
A Trapper can release a Leopard (only once), at the cost of 40F 10G. A Leopard will attack villagers on sight, it has 30 HP and will kill a villager in 5 hits (with loom 6 hits). To kill a Leopard it takes 10 villager arrows. If two villagers attack it before it reaches it's victim, the Leopard will die and the villager will survive. In most cases the leopard will do a surprise attack, getting in the first hit and therefore 3 villagers can defend if they respond immediately using a previously assigned hot key, the injured villager should return to a safer location, because after the Leopard dies, the Trapper abandons his cart and becomes a regular Scout gaining the ability to attack. A leopard could be a nice way to stop an early forward build, therefore a scout might be needed as an escort. A Leopard ignores military units if it sights a villager and can climb over palisade walls and houses to reach villagers. Villagers attack a Leopard in the same way as a Boar/Deer, doing the same amount of damage.
____________________________________________________________________________________________
Unit _______ Food Wood Gold HP Armor/PA B/Time Speed Damage Range LOS _ Bonus
Trapper______N/A__________45 ___+2/+2 __ N/A _1.50 ____0att __ 0 _ 4/6/8_vs Monks
Scout _______ 80___________45 ___+0/+2 __ 18 __ 1.50 __3/5att __ 0 _ 4/6/8_vs Monks
Leopard______40________10_30 ___+0/+0 __ 0 ___ 1.30 ____5att __ 0 __ 12 __ Climb Houses/Palasade wall
Boar ________ N/A_________ 75 ___+0/+0 __ N/A _ 1.20? ___6att __ 0 ___ 0
____________________________________________________________________________________________
Mounted Spearman
See Fang Civilization for details
(reminder: The Haya get Blast Furnace early, but don't get Iklwa Prowess: spear attack bonus of +3, Where as the Pygmies have the weakest Mounted Spearman with no extra attack and are missing Plate Barding Armor)
Blowpipe Warrior: Anti Raiding Unit trained at Castle, Elite upgrade in Imperial Age.
When it damages any enemy unit their movement speed is permanently reduced, due to poison tipped dart, by -20% Castle, -30% Imperial.
Attack/Defense Upgrades:
Ballistics: +1 bonus attack(instead of +0) increases accuracy - Castle Age Tech
Chemistry: +2 bonus attack (instead of +1) - Imperial Age Tech
Scale Mail Armor, Chain Mail Armor, Plate Mail Armor
Note: If the bonus is too strong then I suggest at full health, speed is restored. _________________________________________________________________________________________________
Unit _______ Food Wood Gold HP Armor/PA B/Time Speed Damage Range LOS Bonus
Blowpipe W __40________30 _45 ___+0/+0 __ 20 __ 1.00 ___ 3att __ 4 ___ 5 _ reduces enemies speed by 20%
E Blowpipe W_40________30 _60 ___+0/+0 __ 20 __ 1.00 ___ 4att __ 5 ___ 6 _ reduces enemies speed by 30%
Assegai______55________30 _55 ___+1/+0 __ 18 __ 1.10 ___ 7att __ 6 ___ 8 _ +5 def vs Slinger
E' Assegai ___ 55________30 _70 ___+2/+1 __ 18 __ 1.10 ___ 7att __ 6 ___ 8 _ +5 def vs Slinger
Plumed Archer ____ 40 __ 40 _40 ___+0/+1 __ 16 __ 1.20 ___ 5att __ 5 ___ 6
Elite Plumed A ____ 35 __ 35 _65 ___+0/+2 __ 16 __ 1.20 ___ 5att __ 5 ___ 7
_________________________________________________________________________________________________
Tech Tree:
Disabled Infantry: Eagles, Hand Canoneers
Disabled Cavalry: Knight line (replaced with Mounted Spearman & Heavy Mounted Spearman) Imperial Camel.
Disabled Archery: Heavy Cavalry Archers, Parthian Tactics, Hand Canoneer
Disabled Siege: Bombard Canon
Disabled Dock: Canon Galleon, Dry Dock, Heavy Demolition Ship
Disabled Blacksmith: Plate Barding Armor
Disabled Economy: Crop Rotation
Disabled University: Architecture, Bombard Tower, Heated Shot
Disabled Castle: Petard
Disabled Monastery: Redemption, Atonement, Faith
Disabled Market: N/A
============================================================================================
I strongly support fair gaming it's great that the AoFE values civ balancing so highly. I'm sure adjustments will be needed, I welcome constructive criticism, before responding with knee jerk reaction, please consider how much hard work went into this, which evolved over many weeks into what it is. I'm pretty sure I've made errors and also more errors due to my dyslexia, please share your thoughts and PLEASE POST so this doesn't go unnoticed.
best wishes Zengus (AKA Joey Marlborough in other games)
My first choice the Fang, interestingly they practiced cannibalism and polygamy, but I thought it a little too tongue in cheek to use those ideas as new technologies, could you imagine a group of villagers gathering from a dead enemy scout? Anyway ... the men worked as hunters and fishermen while the wives worked on the farms, so it seems to me that increased productivity suited their history... hopefully just like the new units I propose. Oh ... in case you are wondering, I'm white/British with African friends from Ghana, Ethiopia and Nigeria.
I used blue font for all the important stuff, my waffle is in black.
Fang - African Economy and Anti-Cavalry civilization.
Attributes affecting villagers
- Start with 2 villagers; +50 food. (This guy starts with only one wife! hehe ... perhaps he ate the other)
- Villagers Gather resources 25% faster, their build time is 25% longer (Increased from 14.66 sec to 18.325sec)
- Villager cost: 50f in Dark Age; 60f in Feudal/Castle/Imperial Ages
- Population Limit - 20%
Other Attributes
- Knight line at the Stable is replaced with Mounted Spearman (weaker but has a bonus vs horse units)
- Monk is replaced with Bwiti Healer (has armor but cannot convert units)
- Mills support 10 population
Note: I know it seems like a lot of bonuses, but changing the villager productivity effects lots of things, so the top four are the result of one single idea. Mounted Spearman and losing the ability to convert are an alternative style of play, so to me they have two real bonuses plus the team bonus (ie Villager cost and Mill).
What makes the Fang tick?
Fang villagers work 25% harder, but their extra training time neutralizes that bonus. This gives you more time to micro better! During the Dark Age every group of 4 villagers created, saves the cost of (one villager) +50f. In the Feudal/Castle/Imperial Ages four villagers saves +10f. For the record, my analysis excludes the benefits of fishing boats throughout this article.
Easy to play - you queue 5 villagers at the start and you have extra time between villager training (3.7 sec) to pick your nose or whatever Also because of the mill bonus you have more time to scout and micro manage. The Unique Castle age tech, providing LOS bonuses for three units makes playing them a pleasure. Doing a fast Castle Age will provide about 275 extra resources, so not as fast as the Mongols, or the Franks while the Mayans are equal. The Japanese are marginally slower and the Brits lag behind about 90 resources (for Flushing purposes) but landing a fast TC will pull them ahead a bit. Occasionally you might be tempting to stay in the dark age a little longer, walling off and taking advantage of the cheaper early economy. However because they are fast and very flexible any good plan should reward you! After advancing to Feudal Age they get a small trickle of extra resources for the rest of the game, this is gained from needing one less house for twenty villagers (ie 20 villagers do the job of 25, built in the same time period saving you a house) and also saving +2.5 food per villager (four villagers costing 240F, compared the standard five costing 250F). These advantages are offset by starting with one less villager, which is actually 0.5 of a villager due to starting with 2 villagers with a 25% productivity bonus. The time between reaching a 17.5 min Castle Age and reaching a full population limit Imperial Age, by my calculations should provide 272 extra resources based on a 30 min game. They rely heavily on food which will make their military resources a bit slower, however their army is effective so get out some Bwiti Healers! (see below). Their Military will be tough on the Huns and I believe they'll also be easier to play, they're a very versatile, flexible and well rounded civ, they have their own game style with some interesting units... all in all lots of fun!!
Team Bonus:
Buildings that use stone are built in 15% less time, excluding Town Centers and Wonders.
Examples of Building Time (using 1x villager)
Stone Wall -------Standard Civ_ = 3.00; Fang ___ = 2.55 saving __ 0.45 second per tile.
Outpost ----------Standard Civ_ = 8.18; Fang ___ = 6.95 saving __ 1.2 seconds
Watch Tower ----Standard Civ = 44.53; Fang __ = 37.85 saving __ 6.7 seconds
Castle ------------Standard Civ = 84.52; Fang __ = 71.84 saving _ 12.7 seconds
-----------------------------------------------------------------------
Unique Technologies:
Castle Age: Iklwa Prowess: Spear units +2 LOS; +3 attack vs mounted units ; cost 400f, 300g.
(Mounted Spearman, Spearman/Pikeman/Halberdier, Assegai)
(If the cost seems a little cheap, the Assegai and Mounted Spearman were designed with this bonus in mind)
Imperial Age: Selling Slaves: Each villager you delete (using the keyboard) provides 30g; cost 300f 300w
(Note: they don't have Guilds. 1x Town Center can produce 98g per minute at the cost of 196f)
Unique Units: Bwiti Healer (Monastery unit), Assegai Thrower (Short-Spear Thrower - Castle unit), Mounted Spearman (Stable unit)
Bwiti Healer (often referred to as a Witch Doctor replaces Monk): Castle Age Unit: Heals adjacent units 25% faster than a Monk. Trained in Castle or Monastery. They can carry relics, chase and (melee) attack weak units successfully like Skirmishers and Monks but cannot convert.
They benefit from four Monastery Technologies :-
Fervor: Increased monk speed +15%, giving a Bwiti Healer 0.98 speed, Archer is 0.96, Spearman is 1.0
Heresy: Your units die when converted.
Faith: Increased conversion resistance for all units by 50%.
Herbal Medicine: Increases the healing rate of units x 4 when garrisoned inside buildings.
_______________________________________________________________________________
Unit _______ Food Wood Gold HP Armor/PA B/Time Speed Damage Range LOS Bonus
Bwiti Healer __20 _______80__45 __ +2/+2 __ 51 __ 0.85___ 4 _____ 0 __ 10 _ +2 att vs Monk
Monk ________________100 _ 30 __ +0/+0 __ 51 __ 0.70___ 0 _____ 9 __ 11 _ Converts Units
_______________________________________________________________________________
Assegai Thrower: Unique Infantry Unit: Short-Spear Thrower; built in Castles with no minimum range.
(Strong vs Archery units, and good in a group vs Camels, Hussars)
Benefit from the Castle Age Technology: Iklwa Prowess
Note: Forging, Iron Casting, Blast Furnace increases attack.
They use infantry armor and gets +5 armor bonus vs Slinger.
Speed: MF (1.1) Examples of speed: Knight = 1.35, Plumed Archer = 1.2, Spearmen = 1.0, Archer = 0.96
Elite upgrade cost: 700F 300G
For raiding they lack the full power of the Knight, so they're faster (makes sence because they are lighter), enabling them to do more strikes while chasing those who run away.
_________________________________________________________________________________
Unit _______ Food Wood Gold HP Armor/PA B/Time Speed Damage Range LOS Bonus
Assegai______55________30 _55 ___+1/+0 __ 18 __ 1.10 ___ 7att __ 6 ___ 8 _ +5 def vs Slinger
E' Assegai ___ 55________30 _70 ___+2/+1 __ 18 __ 1.10 ___ 7att __ 6 ___ 8 _ +5 def vs Slinger
Plumed Archer ____ 40 __ 40 _40 ___+0/+1 __ 16 __ 1.20 ___ 5att __ 5 ___ 6
Elite Plumed A ____ 35 __ 35 _65 ___+0/+2 __ 16 __ 1.20 ___ 5att __ 5 ___ 7_________________________________________________________________________________
Assegai benefit from their Castle Age Unique Tech and also Ballistics but get no range upgrade. (To see a large statistical chart vs many units look at the very bottom). Here is an idea I've had to measure performance, it calculates the HP of the surviving unit (1v1), puts that into a percentage and converts the HP into resources lost, just read the bottom line for results.
Mounted Spearman comparison chart - replaces Knight/Cavalier/Paladin
Note: Castle Technology: Iklwa Prowess: benefit Mounted Spearman :+3 attack vs mounted units and +2 LOS.
Elite upgrade cost: 1400F 850g
_______________________________________________________________________________________________
Unit _______ Food Wood Gold HP Armor/PA B/Time Speed Damage Range LOS Bonus
Mounted S____55 _______70 _ 95 ___+1/+1 _ 30 ___ 1.40 __ 8att ___0 ___ 6 _+1 att vs horse units
H Mounted S _ 55 _______70 _135 __ +2/+2 _ 30 ___ 1.40 _ 11att ___0 ___ 6 _+2 att vs horse units
Knight ______ 60 _______75 _100 __ +2/+2 _ 30 ___ 1.35 _ 10att ___0 ___ 4
Cavalier_____ 60 _______75 _120 __ +2/+2 _ 30 ___ 1.35 _ 12att ___0 ___ 4
Paladin______ 60 _______75 _160 __ +2/+3 _ 30 ___ 1.35 _ 14att ___0 ___ 4
Camel _______55 _______60 _100 __ +0/+0 _ 22 ___ 1.45 __ 5att ___0 ___ 4 _Cavalry +10
Heavy Camel__55 _______60 _120 __ +0/+0 _ 22 ___ 1.45 __ 7att ___0 ___ 5 _Cavalry +18
Imp' Camel ___55 _______60 _140 __ +1/+1 _ 22 ___ 1.45 __ 9att ___0 ___ 5 _Cavalry +18; +5att vs buildings
Scout _______ 80 ___________ 45 __ +0/+2 _ 30 ___ 1.50 __ 5att ___0 ___ ? _Monk resistance + 6 damage
Light Cavalry _80 ___________ 60 __ +0/+2 _ 30 ___ 1.50 __ 7att ___0 ___ ? _Monk resistance +10 damage
Hussar_______80 ___________ 75 __ +0/+2 _ 30 ___ 1.50 __ 7att ___0 ___ ? _Monk resistance +12 damage
Cataphract___ 70 _______75 _110 __ +2/+1 _ 20 ___ 1.35 __ 9att ___0 ___ 4 _Inf bonus +9; Logistica
Elite Cataph' _ 70 _______75 _150 __ +2/+1 _ 20 ___ 1.35 _ 12att ___0 ___ 5 _Inf bonus +12; +12 def; Logistica
Huszar_______72 __________ 110 __ +2/+1 _ 20 ___ 1.35 __ 9att ___0 ___ 4 _bonus vs seige
Elite Huszar __72 __________ 150 __ +2/+1 _ 20 ___ 1.35 _ 12att ___0 ___ 5 _bonus vs seige
________________________________________________________________________________________________
Abbreviations - Mounted Spearman (Mounted S), Heavy Mounted Spearman (H Mounted S)
Camels = +10 Att against Horse-cavalry/Elephants and +9 against other camels, no bonus vs Cataphract
Cataphract: +12 bonus damage to infantry (18 after the Logistica upgrade) and area attack of 5 damage to units close to it after the Logistica upgrade. Elite Cataphracts also have an additional 16 bonus defense.
Tech Tree:
Disabled Infantry: Eagles, Squires, Hand Canoneers
Disabled Cavalry: Hussar, Imperial Camel, Knight line replaced.
Disabled Archery: Arbalist, Cavalry Archers, Parthian Tactics, Hand Canoneer
Disabled Siege: Bombard Canon, Scorpion, Heavy Scorpion
Disabled Dock: Demolition Ship, Fast Fire Ship, Canon Galleon
Disabled Blacksmith: N/A
Disabled Economy:
Disabled University: Bombard Tower, Siege Engineers
Disabled Castle: Petard
Disabled Monastery: Sanctity, Redemption, Atonement, Illumination, Block Printing, Theocracy
Disabled Market: Guilds
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Haya - African Mining Civilization.
Note: Haya (OluHaya) is a Niger-Congo language spoken by the Haya people of Tanzania, to the south and southwest of Lake Victoria. In Return of the Jedi, Lando Calrissian's copilot, Nien Nunb, speaks the real human language Haya, spoken in Tanzania (Star Wars Insider #67, 31). Nunb's voice was performed by a Tanzanian exchange student.
Attributes
- Feudal Mining upgrades free
- Fishing Ships replaced with Canoes: Carry 20% less food; Shore fishing work +15% faster
- Stables have Mounted Spearman instead of Knights (weaker but has a bonus vs horse units)
- Blast Furnace available in Castle Age
(The Haya people of Tanzania have been linked to one of the greatest scientific breakthroughs of all time, the
invention of steel 2000 years ago. Steel of similar quality did not appear in Europe until several centuries later)
Team Bonus: Houses are built in 25% less time.
Unique Technologies:
Castle Age Technology: King Soloman's Mines: Miners work 25% faster; mines last 25% longer; cost 450g 450w
(Haya do not get the Castle Age mining upgrades Gold Shaft Mining and Stone Shaft Mining)
Imperial Age Technology: Conical Tower Achitecture: Stone buildings built/repaired 33% faster; wood repairs all buildings; cost 300f 300W
Unique Units: Canoe, Mounted Spearman, Camel Archer
Canoe: Advantages - Cheaper with short term increased productivity.
Disadvantages - Long term decreased productivity, slower weaker and very vunerable to attacks.
_____________________________________________________________________________________________
Unit_________Food Wood Gold HP Armor/PA B/Time Speed Damage Range LOS Bonus
Canoe ____________ 60______50 __ +0/+3 __ 23 ___ 1.10 ___ 0 ____ 0 ___ 5 Shore fishing +15% work rate
Fishing ship ________75______60 __ +0/+4 __ 23____1.26 ___ 0 ____ 0 ___ 5
_____________________________________________________________________________________________
Mounted Spearman
See Fang Civilization for details (reminder: The Haya get Blast Furnace early, but don't get Iklwa Prowess: spear attack bonus of +3)
Note: Mounted Spearman are deliberately weaker because they receive the above compensation, however the third African Civ the Pygmies remain a weaker unit and don't get Plate Barding Armor, which seems fair as I haven't found any reference of them as mounted warriors, not surprisingly as forest dwellers at under 5' tall ... but they did trade.
Camel Archer
_________________________________________________________________________________________________
Unit_________Food Wood Gold HP Armor/PA B/Time Speed Damage Range LOS Bonus
Camel Archer _ 50 _______75 _60 __ +1/+0 ___ ? ___ 1.45 __ 6att ___ 4 ___ ? _+5 att Cavalry;+2 att Cav' Arch
Elite C Archer__50 _______75 _70 __ +2/+0 ___ ? ___ 1.45 __ 7att ___ 4 ___ ? _+7 att Cavalry;+2 att Cav' Arch
Cavalry Archer_40 _______65 _50 __ +0/+0 ___ 23 __ 1.40 __ 6att ___ 4 ___ ? _vs Spearman
H Cav Archer _ 40 _______65 _60 __ +1/+0 ___ 23 __ 1.40 __ 7att ___ 4 ___ ? _vs Spearman
Mangudai ____ 55 _______65 _60 __ +0/+0 ___ ? ___ 1.45 __ 6att ___ 4 ___ ? _vs Seige
E Mangudai ___55 _______65 _60 __ +1/+0 ___ ? ___ 1.45 __ 8att ___ 4 ___ ? _vs Seige
Mameluke____ 55 _______85 _65 __ +0/+0 ___ ? ___ 1.45 __ 7att ___ 3 ___ ? _+ 9 att vs Cavary
E Mameluke___55 _______85 _80 __ +1/+0 ___ ? ___ 1.45 _ 10att ___ 3 ___ ? _+12 att vs Cavary
_________________________________________________________________________________________________
Tech Tree:
Disabled Infantry: Champion, Eagles, Hand Canoneers
Disabled Cavalry: Knight line (replaced with Mounted Spearman & Heavy Mounted Spearman) Imperial Camel.
Disabled Archery: Heavy Cavalry Archers, Parthian Tactics, Hand Canoneer
Disabled Siege: Siege Onager, Bombard Canon
Disabled Dock: Canon Galleon, Dry Dock, Heavy Demolition Ship
Disabled Blacksmith: Plate Mail Armor
Disabled Economy: Gold Shaft Mining, Stone Shaft Mining, Two Man Saw
Disabled University: Treadmill Crane, Bombard Tower
Disabled Castle: Petard
Disabled Monastery: Block Printing, Faith
Disabled Market: N/A
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Pygmies - African Trapper/Hunter, Defensive Civilization.
Here's some Interesting info about the Pygmies origins from Tibet, see http://www.canyonsworldwide.com/tibet/l ... /index.htm
Attributes
- Start with a Trapper instead of a Scout
- Villagers cost -8% (46 food, because they are tiny)
- Hunting resources last 30% longer
- The Knight line at the Stable is replaced with Mounted Spearman (weaker in defense but has a bonus vs horse units)
- Archers/Skirmishers +1 Attack vs Cavalry
Team Bonus: Outposts: +2 LOS; cost - 40% (15w 3s)
Unique Technologies:
Castle Age: War Dance; Military units trained 15% faster (including siege and naval units); Cost 150f 150g
Imperial Age: Tribal Vendetta: Blowpipe Warriors +1 range; +15 HP ; Cost 450f 450g
Unique Units:Trapper (Scout), Mounted Spearman (replaces Knights), Blowpipe Warrior (Castle Unit)
Trapper - A scout unit with a difference, it's a Horse and Cart (containing a wild animal in a cage) it has defense, but no attack.
A Trapper can release a Leopard (only once), at the cost of 40F 10G. A Leopard will attack villagers on sight, it has 30 HP and will kill a villager in 5 hits (with loom 6 hits). To kill a Leopard it takes 10 villager arrows. If two villagers attack it before it reaches it's victim, the Leopard will die and the villager will survive. In most cases the leopard will do a surprise attack, getting in the first hit and therefore 3 villagers can defend if they respond immediately using a previously assigned hot key, the injured villager should return to a safer location, because after the Leopard dies, the Trapper abandons his cart and becomes a regular Scout gaining the ability to attack. A leopard could be a nice way to stop an early forward build, therefore a scout might be needed as an escort. A Leopard ignores military units if it sights a villager and can climb over palisade walls and houses to reach villagers. Villagers attack a Leopard in the same way as a Boar/Deer, doing the same amount of damage.
____________________________________________________________________________________________
Unit _______ Food Wood Gold HP Armor/PA B/Time Speed Damage Range LOS _ Bonus
Trapper______N/A__________45 ___+2/+2 __ N/A _1.50 ____0att __ 0 _ 4/6/8_vs Monks
Scout _______ 80___________45 ___+0/+2 __ 18 __ 1.50 __3/5att __ 0 _ 4/6/8_vs Monks
Leopard______40________10_30 ___+0/+0 __ 0 ___ 1.30 ____5att __ 0 __ 12 __ Climb Houses/Palasade wall
Boar ________ N/A_________ 75 ___+0/+0 __ N/A _ 1.20? ___6att __ 0 ___ 0
____________________________________________________________________________________________
Mounted Spearman
See Fang Civilization for details
(reminder: The Haya get Blast Furnace early, but don't get Iklwa Prowess: spear attack bonus of +3, Where as the Pygmies have the weakest Mounted Spearman with no extra attack and are missing Plate Barding Armor)
Blowpipe Warrior: Anti Raiding Unit trained at Castle, Elite upgrade in Imperial Age.
When it damages any enemy unit their movement speed is permanently reduced, due to poison tipped dart, by -20% Castle, -30% Imperial.
Attack/Defense Upgrades:
Ballistics: +1 bonus attack(instead of +0) increases accuracy - Castle Age Tech
Chemistry: +2 bonus attack (instead of +1) - Imperial Age Tech
Scale Mail Armor, Chain Mail Armor, Plate Mail Armor
Note: If the bonus is too strong then I suggest at full health, speed is restored. _________________________________________________________________________________________________
Unit _______ Food Wood Gold HP Armor/PA B/Time Speed Damage Range LOS Bonus
Blowpipe W __40________30 _45 ___+0/+0 __ 20 __ 1.00 ___ 3att __ 4 ___ 5 _ reduces enemies speed by 20%
E Blowpipe W_40________30 _60 ___+0/+0 __ 20 __ 1.00 ___ 4att __ 5 ___ 6 _ reduces enemies speed by 30%
Assegai______55________30 _55 ___+1/+0 __ 18 __ 1.10 ___ 7att __ 6 ___ 8 _ +5 def vs Slinger
E' Assegai ___ 55________30 _70 ___+2/+1 __ 18 __ 1.10 ___ 7att __ 6 ___ 8 _ +5 def vs Slinger
Plumed Archer ____ 40 __ 40 _40 ___+0/+1 __ 16 __ 1.20 ___ 5att __ 5 ___ 6
Elite Plumed A ____ 35 __ 35 _65 ___+0/+2 __ 16 __ 1.20 ___ 5att __ 5 ___ 7
_________________________________________________________________________________________________
Tech Tree:
Disabled Infantry: Eagles, Hand Canoneers
Disabled Cavalry: Knight line (replaced with Mounted Spearman & Heavy Mounted Spearman) Imperial Camel.
Disabled Archery: Heavy Cavalry Archers, Parthian Tactics, Hand Canoneer
Disabled Siege: Bombard Canon
Disabled Dock: Canon Galleon, Dry Dock, Heavy Demolition Ship
Disabled Blacksmith: Plate Barding Armor
Disabled Economy: Crop Rotation
Disabled University: Architecture, Bombard Tower, Heated Shot
Disabled Castle: Petard
Disabled Monastery: Redemption, Atonement, Faith
Disabled Market: N/A
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I strongly support fair gaming it's great that the AoFE values civ balancing so highly. I'm sure adjustments will be needed, I welcome constructive criticism, before responding with knee jerk reaction, please consider how much hard work went into this, which evolved over many weeks into what it is. I'm pretty sure I've made errors and also more errors due to my dyslexia, please share your thoughts and PLEASE POST so this doesn't go unnoticed.
best wishes Zengus (AKA Joey Marlborough in other games)