Original post link: https://www.aoezone.net/threads/unique-buildings-for-more-civs-on-de.163952/
In the spirit of making some civs more viable on more settings maybe we could consider giving them some bonuses through unique buildings. These are new, standalone building propositions for some civs. Maybe they sound a bit crazy, I would like to hear your opinion on them, on how they would feel to their civ’s gameplay, if they are balanced across different game modes and in line with the classic mechanics of the game.
Byzantines:
A building that has all of the town center features (drop off resources, garrison villagers for defense, maybe even fire arrows with the garrisoned villagers) without being able to make villagers nor giving population space. Can research wheelbarrow and maybe even handcart when they reach the corresponding age. Available in the Dark or Feudal Age.
Greatly improves defenses in agreement with the civ’s identity while offering numerous economic bonuses as well. These include the 3 extra villagers in Feudal age that can be trained at the TC while wheelbarrow is researched here and placing it so 2 resources can be mined at once. In addition, it could be designed like a town center where most of it’s area is walkable under tents, allowing for efficient mining, pushing deer etc.
To balance it, it should cost around 150-200 wood, be a 3x3 tiles building, 5-10 garrison space, have 4 or 5 range and no more than 5 arrows should be fired.
Teutons:
An outpost that can garrison 10 infantry units (without firing any arrows). +2 or 3 LOS over standard outpost in every age. Could support 5 population space. Maybe even remove stone cost or have it at a maximum 10-20 but bump up the wood to around 60-100. Available from the Dark age.
Teutons are a slow civ. To work around that they should try to place armies more strategically. With increased LOS they should be able to make up their lost speed by having more reaction time and finally be able to dictate a fight or two. This could also provide an extra incentive to garrison infantry, making use of the free herbal medicine and +5 garrison on their towers. It could even function as a Khmer house.
- The above 2 buildings for the Byzantines and the Teutons are designed with a defensive perspective in mind, though they could also be useful in forwards.
_______________________________________________________________________________
Turks:
A gold “farming” building that is build using wood and reseeds like a normal farm. 1 villager works on it and maybe requires a drop off point or the gold does not need to be dropped off like the Khmer farm, 2x2 size and not walkable. Available in the Imperial age.
Balancing this would be really hard. But keep in mind that it requires wood to keep generating gold and also one villager has to work on it. Maybe something like 30 villagers on them would require another 30-40 on wood to keep reseeding, yielding an amount of gold that makes them worth it over selling wood in the market by the equivalent 60-70 villagers and at the same time yielding about a half or a third of 30 Turk villagers on gold mines. (All these values are pure speculation to point out their use, I have done no testing)
This way Turks should be able to field some powerful gold units along side their underwhelming trash for a balanced very late game composition. The idea is a hand canonner for every 5-10 skirms in the very late game.
Tatars:
(or any other civ that needs an economy boost after the Tatar buff)
A food farm building that has a better gathering rate but is more expensive than a farm, needs reseeding. 1 villager works on it, needs to drop off to TC or Mill, 2x2 size increasing placement efficiency and not walkable.
The standard farm remains an option as wood stockpiles are low. It could help an all in with the faster return of food but at the cost of economy development due to the wood investment or in post imp, were it should be a superior option to the standard farm. These 2 aspects of the new farm depend on the quantity of food it generates. An ideal amount of food would be that which makes it worthwhile over the standard farm but a crop rotation farm should yield as much more food as the times the new farm is faster than the standard.
- The cost and the gathering rate for these 2 new “farms” is the key to balance them. The food one could have a herdable or rice paddy theme and the gold farm something to do with trade or a land taxes theme of some sorts.
________________________________________________________________________________
Spanish:
A dock that has stats close to that of a Castle, can train standard warships but not upgrade them. It is similar to a harbor (bad vs land units, good vs water), but costs stone. Available in Castle age.
This building has a 4x4 tiles size so its not that easy to fit in small ponds. It should cost about 200-300 stone, have 4 range (4 range+4 tiles size its as if you build a castle on your shoreline to get back to water if you lose it).
Spanish have the potential to be a top water civ, but no early eco bonuses to carry them to their full potential. With this building a straight fc into warships could be an option. Would this be op in dm?
Britons/Chinese/Mayans/Mongols/Franks (you name it):
A dock that costs less wood (75-100) and only trains fishing ships. Available in Dark age.
They could have a solid late game in water after their boom, be more viable in mixed maps and have a better start in nomad.
-In all honesty I would prefer this fishing dock to be available for most, if not all, civs.
________________________________________________________________________________
Koreans/Magyars:
(or any other civ that could use an early rush boost, but I believe for these two fits the best, could make them top tier in Arabia for example with their preexisting bonuses, even boosting their forwards)
A building that produces Archery range units for the Koreans and another that gives Stable units for the Magyars. It cannot upgrade units and can be build once (like the feudal Cuman TC). It is cheaper than the standard version of it, maybe around 75-100 wood and requires a Barracks to build. It could be possible to be build in Dark age, or in Feudal age but really fast in Feudal.
With these, as soon as Feudal is reached, military production can begin immediately. There is room for early age ups, so these civs can be on the offensive where they perform best. The Koreans can buy time for their transitions and the Magyars can push for their next window of opportunity in Castle age.
Goths:
A building that creates villagers and Barracks units, and offers defense from raiding when garrisoned (a Krepost that makes villagers, swordsmen and pikes, and only fires when garrisoned by villagers). No drop off abilities and gives 10 population space. Costs 150-250 wood, 50 stone. Available in Castle age.
After the balance changes Goths do not have a standard way to be played, but always knew where they would want to end up. This bonus might open up a lot of possibilities for them. Even with this change there are better booming civs since they still lack on eco bonuses, but this is a risky building to give access to unless it is well balanced. It should have its cost optimized so that the Goth boom does not get to strong. In addition the defensive aspect of this building should be weak to match the theme of the civ. Being able to spam a few pikes in the place where a Goth players would be normally booming is the intended defensive aspect. It is not affected by the faster Goth Barracks bonuses and cannot train Huskarls.
________________________________________________________________________________
These are the ideas, let me know what you think of them. Implementing them could use the existing build, select all and goto hotkeys of the Krepost for example.
In the spirit of making some civs more viable on more settings maybe we could consider giving them some bonuses through unique buildings. These are new, standalone building propositions for some civs. Maybe they sound a bit crazy, I would like to hear your opinion on them, on how they would feel to their civ’s gameplay, if they are balanced across different game modes and in line with the classic mechanics of the game.
Byzantines:
A building that has all of the town center features (drop off resources, garrison villagers for defense, maybe even fire arrows with the garrisoned villagers) without being able to make villagers nor giving population space. Can research wheelbarrow and maybe even handcart when they reach the corresponding age. Available in the Dark or Feudal Age.
Greatly improves defenses in agreement with the civ’s identity while offering numerous economic bonuses as well. These include the 3 extra villagers in Feudal age that can be trained at the TC while wheelbarrow is researched here and placing it so 2 resources can be mined at once. In addition, it could be designed like a town center where most of it’s area is walkable under tents, allowing for efficient mining, pushing deer etc.
To balance it, it should cost around 150-200 wood, be a 3x3 tiles building, 5-10 garrison space, have 4 or 5 range and no more than 5 arrows should be fired.
Teutons:
An outpost that can garrison 10 infantry units (without firing any arrows). +2 or 3 LOS over standard outpost in every age. Could support 5 population space. Maybe even remove stone cost or have it at a maximum 10-20 but bump up the wood to around 60-100. Available from the Dark age.
Teutons are a slow civ. To work around that they should try to place armies more strategically. With increased LOS they should be able to make up their lost speed by having more reaction time and finally be able to dictate a fight or two. This could also provide an extra incentive to garrison infantry, making use of the free herbal medicine and +5 garrison on their towers. It could even function as a Khmer house.
- The above 2 buildings for the Byzantines and the Teutons are designed with a defensive perspective in mind, though they could also be useful in forwards.
_______________________________________________________________________________
Turks:
A gold “farming” building that is build using wood and reseeds like a normal farm. 1 villager works on it and maybe requires a drop off point or the gold does not need to be dropped off like the Khmer farm, 2x2 size and not walkable. Available in the Imperial age.
Balancing this would be really hard. But keep in mind that it requires wood to keep generating gold and also one villager has to work on it. Maybe something like 30 villagers on them would require another 30-40 on wood to keep reseeding, yielding an amount of gold that makes them worth it over selling wood in the market by the equivalent 60-70 villagers and at the same time yielding about a half or a third of 30 Turk villagers on gold mines. (All these values are pure speculation to point out their use, I have done no testing)
This way Turks should be able to field some powerful gold units along side their underwhelming trash for a balanced very late game composition. The idea is a hand canonner for every 5-10 skirms in the very late game.
Tatars:
(or any other civ that needs an economy boost after the Tatar buff)
A food farm building that has a better gathering rate but is more expensive than a farm, needs reseeding. 1 villager works on it, needs to drop off to TC or Mill, 2x2 size increasing placement efficiency and not walkable.
The standard farm remains an option as wood stockpiles are low. It could help an all in with the faster return of food but at the cost of economy development due to the wood investment or in post imp, were it should be a superior option to the standard farm. These 2 aspects of the new farm depend on the quantity of food it generates. An ideal amount of food would be that which makes it worthwhile over the standard farm but a crop rotation farm should yield as much more food as the times the new farm is faster than the standard.
- The cost and the gathering rate for these 2 new “farms” is the key to balance them. The food one could have a herdable or rice paddy theme and the gold farm something to do with trade or a land taxes theme of some sorts.
________________________________________________________________________________
Spanish:
A dock that has stats close to that of a Castle, can train standard warships but not upgrade them. It is similar to a harbor (bad vs land units, good vs water), but costs stone. Available in Castle age.
This building has a 4x4 tiles size so its not that easy to fit in small ponds. It should cost about 200-300 stone, have 4 range (4 range+4 tiles size its as if you build a castle on your shoreline to get back to water if you lose it).
Spanish have the potential to be a top water civ, but no early eco bonuses to carry them to their full potential. With this building a straight fc into warships could be an option. Would this be op in dm?
Britons/Chinese/Mayans/Mongols/Franks (you name it):
A dock that costs less wood (75-100) and only trains fishing ships. Available in Dark age.
They could have a solid late game in water after their boom, be more viable in mixed maps and have a better start in nomad.
-In all honesty I would prefer this fishing dock to be available for most, if not all, civs.
________________________________________________________________________________
Koreans/Magyars:
(or any other civ that could use an early rush boost, but I believe for these two fits the best, could make them top tier in Arabia for example with their preexisting bonuses, even boosting their forwards)
A building that produces Archery range units for the Koreans and another that gives Stable units for the Magyars. It cannot upgrade units and can be build once (like the feudal Cuman TC). It is cheaper than the standard version of it, maybe around 75-100 wood and requires a Barracks to build. It could be possible to be build in Dark age, or in Feudal age but really fast in Feudal.
With these, as soon as Feudal is reached, military production can begin immediately. There is room for early age ups, so these civs can be on the offensive where they perform best. The Koreans can buy time for their transitions and the Magyars can push for their next window of opportunity in Castle age.
Goths:
A building that creates villagers and Barracks units, and offers defense from raiding when garrisoned (a Krepost that makes villagers, swordsmen and pikes, and only fires when garrisoned by villagers). No drop off abilities and gives 10 population space. Costs 150-250 wood, 50 stone. Available in Castle age.
After the balance changes Goths do not have a standard way to be played, but always knew where they would want to end up. This bonus might open up a lot of possibilities for them. Even with this change there are better booming civs since they still lack on eco bonuses, but this is a risky building to give access to unless it is well balanced. It should have its cost optimized so that the Goth boom does not get to strong. In addition the defensive aspect of this building should be weak to match the theme of the civ. Being able to spam a few pikes in the place where a Goth players would be normally booming is the intended defensive aspect. It is not affected by the faster Goth Barracks bonuses and cannot train Huskarls.
________________________________________________________________________________
These are the ideas, let me know what you think of them. Implementing them could use the existing build, select all and goto hotkeys of the Krepost for example.