Aiight buddy you showed me your's, I'll show you mine.
https://docs.google.com/spreadsheet/ccc ... jU3dzk0OXc
There's 3 sheets. The first one is a blank template that I'm working on filling. I have a weird habit of deleting my idea documents when I'm unsatisfied with them.
Here are some of the major gameplay changes to note that aren't quite clear in the doc (I like that code tag, it makes my posts seem shorter):
Code:
There's only 3 Ages in my idea kind of like your's: Dark/Feudal/Imperial.
Dark is basically like the current Feudal Age as far as available techs go but I would make it so that defenses are more powerful. Flushes would be useful but you'd be encouraged to build up your town in the Dark Age.
Feudal Age would be like the current Castle Age but with a balance between offense and defense. Castles would probably be cheaper and overall weaker BUT individual Castles could be upgraded for cheap rather than an expensive upgrade for every Castle. Like, there would be a mini-Hoardings tech available in the Feudal Age that would upgrade that particular Castle's HP by like 200 for 100 Wood or something like that. Furthermore, all Monks will basically have Redemption to start and Castles can be converted by Monks. Monks + a Feudal Age range tech will be able to sit outside of Castle range and basically be another siege weapon. It would take significantly longer for a Monk to convert a Castle than for, say, a Bombard Cannon to destroy it. Castles will be mostly used to hold resources outside of your base.
Each civ would have a unique set of Monk techs. Each Monk will basically be unique to a civ and have a niche even if they're not particularly good. For example, I was thinking that the Koreans would probably have the weakest Monks overall but all of their ranged units would get +1 Range so they'd be the only Monks 12 range. The Vikings would be pretty piss poor at everything but have one of the most overall durable Monks with good foot speed.
The Imperial Age would be the same as the current Imperial Age but the main thing is that there would be more resources overall so that each player will have the chance to bust out their strongest units in more games than currently.
One the left hand side is the civ bonuses, which I haven't really figured out for this iteration. There are 3 Sheets with other iterations where I have given my civs bonuses. Sheet 2 has 32 civs but for Sheet 1 I've cut it down to 24 and I've removed the Celts, whose traits can go to the Britons, Goths, whose traits can go to the Vikings and Huns, whose traits can go to the Magyars.
In the middle part of the sheet are the abbreviated tech trees with only the techs that a civ could possibly miss. On the left hand part of the sheet are unit stats.
It's not really a great idea at this point, but I've been trying to see how I can change up the units to make them less all over the place. I'm not a fan of the Arbalests having 40 HP and the Paladins having 180 HP, stuff like that. I'll give you the highlights that aren't very clear in the doc:
Crossbowmen are separated from the main Archer line and are instead like an earlier age Hand Cannoneer. They fire forward and aren't ugpraded by most archer techs. They are unique in that some civs don't get HCs, which is normal, and but some civs don't get CBs and get HCs, and they are automatically upgraded or available when Chemistry is researched. Crossbow would require some research in the Feudal Age but it is possible to just skip it and it will be automatically researched alongside Chemistry in the Imperial Age if you choose so.
The new Archer line goes Bowman -> Composite Bowman -> Recurve Bowman.
The Champion is the "baseline" with 100 HP. Everybody else is balanced around that. Infantry has the least amount of upgrades in order to be effective.
Paladins don't have much more health than the Champion, 100 HP and +20 with Bloodlines but they benefit from Infantry Armor upgrades as well as Cavalry armor upgrades, and I've done the math and it takes roughly the same amount of time for a Champion to kill a Paladin as in AoC. Knights need a decent number of upgrades in order to be effective but are also expensive like in AoC.
Most melee units attack 1 time per second. The Bowman line attacks once every once every 6 seconds but can be upgraded to attack once every 3.9 seconds. They are also slightly stronger than in AoC...I think. At least according to my math. However, they need the most upgrades in order to be effective.
There is Heavy Armor and Light Armor at the Blacksmith. Heavy benefits Champions, Pikes, Knights, and Camels. Light benefits Bowmen, Skirmishers, Cavalry Archers, "Mechanical Bowmen," Eagles, and Scout Cavalry line. Furthermore, Knights and Camels additionally benefit from Barding Armor.
The Pikeman line is now Militia -> Spearman -> Pikeman. The final Pikeman upgrade has 1 range. They attack once every 2 seconds.
I was thinking of maybe having Camels be available in the Dark Age and that's why there might be 3 units in the Camel line.