Problems registering at AoCZone?
You can try resending activation email. If that doesnt work you can send an email here. If you forgot your password click here.
 Main Menu

 ForumsSearch »

 SY Nations Cup 2017

 Escape Gaming

 Badlands Masters

 AoC Recorded Games

 AoE2HD Recorded Games

 AoFE Recorded Games

 Major Past Tournaments

 Auto downloadedFind »

 Users currently online
Staff (1)
»  robo
Members (33)
»  Hico
»  Janik
»  Rumpi
»  VanD
Guests (144)

 AoC Clans Add yours »

 Links

 Ads

Are there any decent civ bonuses left?

Take part in AoC discussions, share strategies and gaming experience
Advertisement from Google 
 

Re: Are there any decent civ bonuses left?

Postby  iViktorius » Thu Mar 30, 2017 8:19 am

There isn't a single civ with a bonus considering repairing.

Could either go for cheaper repairing; a quarter of the original cost instead of the current 50%.
Or for a speedier repair per villager.

Can also be a team bonus if the bonus isnt too big (civ bonus: 25% of the cost, team bonus: 40% of the cost)
"Dismay. I can hop no more."
 iViktorius
 
Posts: 522
Joined: May 09, 2014
Location: The Netherlands
Age: 26
 
 

Re: Are there any decent civ bonuses left?

Postby  ThatGuy » Thu Mar 30, 2017 5:54 pm

[Show] Spoiler:
  30 Mar 2017, 07:19 GMT » iViktorius wrote:
There isn't a single civ with a bonus considering repairing.

Could either go for cheaper repairing; a quarter of the original cost instead of the current 50%.
Or for a speedier repair per villager.

Can also be a team bonus if the bonus isnt too big (civ bonus: 25% of the cost, team bonus: 40% of the cost)

That would be a nice bonus, Repairs cost -25% or -50% something like that. It would be very helpful in castle repairs, tower rushes or TC repairs from mangonels. Sometimes i feel like a treb wars with castle, its almost not worth it to send 15 villagers to spend a big amount of stone just to keep the castle up.
 ThatGuy
 
Posts: 56
Joined: Jun 19, 2016
 

Re: Are there any decent civ bonuses left?

Postby  Usic » Sat Apr 01, 2017 8:47 pm

  21 Mar 2017, 23:40 GMT » kw1k000000 wrote:
  21 Mar 2017, 23:34 GMT » GmanStreams wrote:
AoCZone is the new https://www.reddit.com/r/aoe2/ :lol: :lol:


11 .. at least the plague is contained in one topic rather than on reddit, there used to be 3 different brilliant new civ posts everyday.


What's wrong with ideas for new civs?
 Usic
 
Posts: 236
Joined: Jul 02, 2010
 

Re: Are there any decent civ bonuses left?

Postby  _Embers » Sun May 14, 2017 6:48 pm

Some ideas for bonuses:

1) Player gains a set (X) or random amount of resources when villagers are garrisoned in town center. In a teamgame, this could help a player who has to send villagers back from a distant resource camp and has to hide out until their teammates come to help, or until their own armies show up to deal with the raiders, with less losses on the player's economy for unproductivity. The bonus works when villagers are garrisoned in TC, but not in a castle or any other building. The bonus would not be active until Feudal Age, to prevent the bonus from being unfairly used for an OP Dark Age TC rush.

2) A unique tech bonus that allow for civ's armies or units to be temporarily concealed or look like enemy player/enemy ally's army, until they attack a spot. A "spy" bonus of some kind. Perhaps it could be used only a finite amount of times in the game, researchable for some price in later ages, at TC or somewhere. Upon paying for the cost, option would pop up to select the group that this bonus will affect.

3) A civ gets more unconventional buildings that units can garrison in, without enemies knowing (no flags showing up) that they're garrisoned in it. This could work for all buildings, or just specific ones. One example is you could have units garrison in your markets for example, or some seemingly benign building like this, this could allow for surprises in situations like teamgames, when an enemy army is coming to do damage to trade by going to raze markets. This civ could hide units in their markets, and ambush potential trade killers.

4) Civ gains a random civ bonus from another civ once they kill that civ. The criteria for this bonus could be debatable, for instance, the way that this would work is the civ in question would need to have the most kills or razes on their team against that dying/resigning player for the criteria of the bonus to be fulfilled. Then, you basically have a vampire or megaman style civ if you will, that can steal other civ's bonuses and use them against other team. Imagine, rushing and killing Franks, and then stealing their castle cost bonus in a teamgame, then that player gets a decent boost to castle push and finish the game. In some situations this civ bonus would probably help speed up and finish long teamgames. What could really be OP about this is if it were a team bonus for a civ.

5) Civ has monks that can get 2 for 1 on conversions, but maybe they need longer time to convert. In other words, monk converts one enemy unit, another in a certain proximity also will be converted.

6) A civ that could have a positive or negative global effect on a game's units. The universal effect could either be specific or randomly generated every game the civ plays in. Example: All civs get -10 HP on archer line, or, all elephants in game get +50 HP, etc.

7) A civ that can automatically spawn one free hero unit for every certain number of trade gold reached. (minimum of 1 hero unit per x trade amount reached, with a cooldown time for the ability if you have already reached the money amount needed again for reactivating bonus after the hero has died in battle)

8) Any unit that monk converts for civ turns into a battle elephant for player's civ, and automatically dies if converted by other civ, instead of being converted (bonus is active even if heresy for civ is not researched or researchable).

9) Civ gets trample for hussar after hussar research in Imperial. Also, the hussar upgrade would give civ's hussar an additional attack bonus either just vs mangudai or vs all unique units.

10) Civ's miners automatically drain resources from outlying mines on map outside of starting players' positions when their civ's miners take from any mines on the map. All of civ's trash have faster attack speed (10%).

11) Civ gets a full ram tech line, complete with a ram that shoots a mangonel/on/so shot starting in Castle Age, depending on level of research you have on your onager line. However, the ram will not fire mangonel shots while ramming a building, unless player uses the attack ground button. In such a case, the ram will continue to ram the building while firing the attack ground shot. Otherwise, if player clicks attack, the ram will disengage from ramming the building to shoot the onager shot.

12) Civ gets 10% faster cavalry (before husbandry upgrade), and civ's cavalry move faster while moving up and down hills. Also, civ's cavalry move faster while shifting from different formations.

13) Civ's castles can shoot one trebuchet shot from them, at same rate of fire, range and damage of a trebuchet. Civ's castles can fire treb shots at buildings within trebuchet's fire range (but not at units), upon building completion. Civ's player would still have to manually target buildings with the shot, just like a regular trebuchet, minus the unpack time for standard treb. If the building is closer arrows of course would also be hitting the building along with the castle treb shot. Effectively making a civ's castles a siege unit-castle.

14) University techs have double the effect for civ. (Treadmill Crane +60% work speed instead of +30%, Chemistry +2 attack to ranged units, more building armor, etc.). University for civ builds and works 50% faster. Gunpowder units fire an extra shot.

15) Civ starts with an additional relic in range of the TC. When civ's miners mine the last of an entire resource pile, a relic appears in its place.

16) When a farm is exhausted, civ's dead farm automatically spawns a free villager, with a 20% chance that the free villager will be a free monk instead. Bonus starts in Castle age.

(17) If civ gets the first kill before enemy kills first, civ automatically receives extra gold income through entire game (equivalent to one relic's gold income rate). If civ gets the first raze before enemy, civ gets automatic stone income at same rate as one relic gold rate.

18) Civ has a fire tower. Fire tower shoots arrows like normal towers from regular tower range, but also deals out a close range fire shot that is effective against most units. The fire tower has a bonus vs siege and ships with the fire shot. Would cost 50 wood, 110 stone, 20 gold. Fire tower would have less HP than a regular tower, 1 less arrow range. Available in Castle Age.

19) Civ gets elephant paladin. Would be the slowest elephant in the game, and the costliest at 300 food 125 gold, but has 650 base hp, 25 attack, 6 melee and 7 pierce armor. Elephant paladin has a lance sword that has 2 range. A second rider on the back of it throws a skirmisher projectile for 6 base attack. Elephant paladin has a slightly higher attack bonus vs buildings and stone than other elephants.

20) Mining techs give a civ's villagers more increased productivity, +5% extra speed for each mining tech researched and +3 extra for that respective resource with drop off. Allies instantly gain +5 resources mined by civ's villagers each time their villagers drop off resources, ally free sling effect happens only when civ has researched the first tech for particular mining resource.

21) Civ has bonus that makes their villagers invisible to wolves on map. Civ has a villager attack bonus vs highwaymen, and take no eco penalty when villagers die to highwayman. Highwayman operates like a wolf on map, with 35 hp and 4 attack. Often in groups, when they kill a villager, the player loses a random amount of resources that equals up to 50 cumulative resource total. Highwaymen do not attack military units unilaterally like they do villagers. Can be lured to the enemy positions like AoC wolves.

22) Civ can make scorpions from blacksmith. These scorpions can benefit from blacksmith upgrades to pierce units. (including armor). Scorpions for civ have +1 range Castle, +1 range Imperial.

23) Civ can cancel age up research tech no earlier than 40% in, and civ receives all of age up resources back, plus 75% of the age up cost's additional resources. Can only be done once in the game by civ. Scout line 25% faster creation time at stable. Scout line made 10% cheaper with each of the 2 researches completed at mining camp. No gold needed for cost to advance to Imperial Age for civ. Market trading fee for food in game reduced as team bonus. Civ gets a camel cataphract, a cavalry that is strong vs all cavalry and infantry, but weak against archers.

24) Civ can replenish straggler trees, by placing a palisade and then deleting it in the exact spot where straggler was chopped or deleted within radius of TC LOS, and straggler will reappear in former spot. Civ has trebuchets with double the blast radius of Warwolf,+3 range, and fire 20% faster.

25) Civ can create a giant pile of resources in center of map, based on the choice of the first resource they click in the game. Civ team bonus, team can see the LOS of the pile area. Civ can "supercharge" villagers at mining camps. Each dropoff of 10+ resources at mining camp makes civ's villagers move 5% faster, for a maximum of 3 "supercharges" per villager. Civ can make trade carts at town center, starting in Feudal Age, can queue and create carts at same time as villager creation. Civ has a UU villager-petard. Cost 55 food 10 gold. Villager petard has higher HP than standard villager, high pierce armor, and does significantly more damage than regular petard. Villager petard can garrison inside siege units. Villager petard capable to build like standard villager.
Last edited by  _Embers on Sun Jun 18, 2017 3:21 pm, edited 27 times in total.
 _Embers
 
Posts: 46
Joined: Jan 19, 2013
 

Re: Are there any decent civ bonuses left?

Postby  kw1k000000 » Sun May 14, 2017 7:12 pm

  14 May 2017, 17:48 GMT » _Embers wrote:
Some ideas for bonuses:


5) Civ has monks that can get 2 for 1 on conversions, but maybe they need longer time to convert. In other words, monk converts one enemy unit, another in a certain proximity also will be converted.
.


Good luck in monk wars.
ImageAll hail, the king of aoc! Image

Tyrant_DauT
 kw1k000000
 
Posts: 451
Joined: Feb 18, 2015
 1649 (55%)
 
 
Previous

Return to General AoC Discussion

Who is online

Users browsing this forum: No registered users and 4 guests

Legend: Global moderators, News posters, Tournament moderators