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Are there any decent civ bonuses left?

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Are there any decent civ bonuses left?

Postby  Gary Internet » Tue Jan 24, 2017 4:30 pm

In the expansions we have a lot of new civilization bonuses such as free lumber camp upgrades, free spear line upgrades, no buildings needed to advance to the next age etc. There are now so many combinations of civ bonuses and team bonuses, I wondered, do we have any left that are actually any good?

Can you come up with 3 to 4 civilization bonuses, and a team bonus, that could be used for a new civ in the future?

You’re not allowed to simply use a different combination of bonuses that are already used by any of the civs in AoK, AoC, AoFE, AoAK or AoR.

You’re also not allowed to modify any existing bonus, i.e. Britons shepherds work 25% faster, so you can’t have one that has shepherds working 15% faster and claim it’s a completely new and different bonus. Likewise you can’t have “Free Squires” because that’s is basically the Celts infantry bonus, only not as good.

I believe if there is ever another expansion pack, the new civs and their bonuses will be really overpowered or underpowered as opposed to balanced.

Would anyone care about free husbandry or houses having +2 LOS?

Free Fortified Wall or free Elite Skirmisher would be massively OP.

Faster working blacksmith could be good like the civ (can't remember which) that has an 80% faster university. Or did I dream that?

Can you come up with a decent combination that could be used for a new civ?
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Re: Are there any decent civ bonuses left?

Postby  patao » Tue Jan 24, 2017 4:38 pm

I think a "campaigns only" DLC for the next expansion would be cool instead of cramming new civs into the set. They could add some cool hero units or something to keep the need for new units satiated. They could also maybe include some extremely well done custom scenarios for the multiplayer crowd, or even co-op scenarios or something.

That method has the added bonus of being mostly Forgotten Empires work, which leaves Skybox free to hopefully fix the rest of the game instead of building new mechanics like the siege tower or feitoria.

That said, I was impressed with how creative and unique the AoR civs were, so maybe I'm just not creative enough when it comes to bonuses.
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Re: Are there any decent civ bonuses left?

Postby  Wololo_Warrior » Tue Jan 24, 2017 4:39 pm

Am sure there are hundreds of possibilities still open

Some random:

Faster monks (walking):
10% Faster Castle
15% Faster Imperial

Villager build faster:
5% Faster Feudal
10% Faster Castle
15% Faster Imperial

Town Center requires no stone

Even things like negative things towards opponent civ (could be a bonus)
So Civ might have a bonus where opponent gathers wood 5% slower than "normal" etc etc

Even on to crazy things like a Civ with a bonus where they can build 1 specific type of building and make all military types from that 1 building (or combo of Siege Cavaly / Archer Infantry etc)

Could probably sit here for hours thinking on civ bonuses (as has no doubt been done countless times already) - Must be a nice big list compiled somewhere.
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Re: Are there any decent civ bonuses left?

Postby  Klaus the Conqueror » Tue Jan 24, 2017 5:06 pm

  24 Jan 2017, 15:39 GMT » Wololo_Warrior wrote:
Am sure there are hundreds of possibilities still open

Some random:

Faster monks (walking):
10% Faster Castle
15% Faster Imperial

Villager build faster:
5% Faster Feudal
10% Faster Castle
15% Faster Imperial

Town Center requires no stone

Even things like negative things towards opponent civ (could be a bonus)
So Civ might have a bonus where opponent gathers wood 5% slower than "normal" etc etc

Even on to crazy things like a Civ with a bonus where they can build 1 specific type of building and make all military types from that 1 building (or combo of Siege Cavaly / Archer Infantry etc)

Could probably sit here for hours thinking on civ bonuses (as has no doubt been done countless times already) - Must be a nice big list compiled somewhere.


Spanish vils build faster :|
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Re: Are there any decent civ bonuses left?

Postby  SaladEsc » Tue Jan 24, 2017 5:10 pm

From what I can think of really quickly.

Unique tech:
Taxing: Castles generate gold (like relics, should cost stone to upgrade)

Civ bonus:
Fishing ships can garrison in docks
Villagers have +2 HP per. upgrade in the tc (for a total +10)

Team bonus:
Monesteries work +50% faster
Military buildings have +4 LOS

UU:
Blow gunner unit
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Re: Are there any decent civ bonuses left?

Postby  Timotheus_ » Tue Jan 24, 2017 5:34 pm

On the mod "Realms" on Voobly, there were a load of new civs. Many weren't balanced but some ideas were quite cool. For example:

Farms are smaller, cost less, have less food.
Techs/bonuses which gives units attack bonus vs other units, e.g cavalry archers +3 attack vs spearline
Dropsites work 2x faster
Conscription free
Killed units return x% of cost
I played few games in npl and it's quite good. But some games new players gets in and ruins game.
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Re: Are there any decent civ bonuses left?

Postby  alpa_chino » Tue Jan 24, 2017 5:51 pm

Trade cart can be created on town center
Fishing ship can transport vills
Vills can reseed forest on imperial
Converted vill can built the former civ buildings (bbt, castle with uu and rax with eagles).
Faster walking vills
The berries bonus
Tower work as a ladder to surpass wall
New brazilian soccer style:
http://lh6.ggpht.com/_oIbg8WRehVs/TW7o42FgTSI/AAAAAAAAAGE/k8Jxc5GGQjE/250036851.gif
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Re: Are there any decent civ bonuses left?

Postby  Brainless » Tue Jan 24, 2017 7:02 pm

civ bonuses:
- villagers move 10% faster
- stone recycling: when deleting one of your stone buildings you get the stone back, so you can rebuild it in another place
- chemistry does twice as much damage

team bonuses:
- towers cost less stone
- free coinage and banking
- farms +10% production rate
- stone buildings + 50% building armour
- cavalry + 15% speed
- houses accomodate 10 pop each
- loom gives +5 armour instead of +3

UU:
- transportation raft (a dark age 1 unit transporter)
- heavy bombard cannon (+2 range, more attack)
- ram ship: slow moving, almost immune to missile fire, great vs docks and non moving ships
- demolition cart: kind of crossbreed between demo-ship and petard. Has bigger blast then petard, but is aimed at packed army instead of buildings.
- flail slinger: trash infantry unit. Melee with + 1 range. Small bonus vs cavalry and champion.

Unique civ techs:
- sexual healing. A low HP villager heals when bumping onto one of the other sex
- teleportation: monks can send a unit to any spot within allied vision
- peek-a-boo spies: for just 10% of the cost of spies you get a 5 sec duration revealing of the map
- ship overhaul: ships can be transported overland to another body of water, like a treb in transport, not activated
- equus amphibia: scout - ligt cav and hussar can cross water (swimming)
- villagers produced 50% faster, but have only 60% HP
- stealth: makes monks invisible to enemy
Last edited by  Brainless on Tue Jan 24, 2017 9:37 pm, edited 1 time in total.
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Re: Are there any decent civ bonuses left?

Postby  Wololo_Warrior » Tue Jan 24, 2017 8:52 pm

  24 Jan 2017, 18:02 GMT » Brainless wrote:
- sexual healing. A low HP villager heals when bumping onto one of the other sex


/Thread
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Re: Are there any decent civ bonuses left?

Postby  Sinken » Tue Jan 24, 2017 9:40 pm

  24 Jan 2017, 18:02 GMT » Brainless wrote:
civ bonuses:
- villagers move 10% faster
- stone recycling: when deleting one of your stone buildings you get the stone back, so you can rebuild it in another place
- chemistry does twice as much damage

team bonuses:
- towers cost less stone
- free coinage and banking
- farms +10% production rate
- stone buildings + 50% building armour
- cavalry + 15% speed
- houses accomodate 10 pop each
- loom gives +5 armour instead of +3

UU:
- transportation raft (a dark age 1 unit transporter)
- heavy bombard cannon (+2 range, more attack)
- ram ship: slow moving, almost immune to missile fire, great vs docks and non moving ships
- demolition cart: kind of crossbreed between demo-ship and petard. Has bigger blast then petard, but is aimed at packed army instead of buildings.
- flail slinger: trash infantry unit. Melee with + 1 range. Small bonus vs cavalry and champion.

Unique civ techs:
- sexual healing. A low HP villager heals when bumping onto one of the other sex
- teleportation: monks can send a unit to any spot within allied vision
- peek-a-boo spies: for just 10% of the cost of spies you get a 5 sec duration revealing of the map
- ship overhaul: ships can be transported overland to another body of water, like a treb in transport, not activated
- equus amphibia: scout - ligt cav and hussar can cross water (swimming)
- villagers produced 50% faster, but have only 60% HP
- stealth: makes monks invisible to enemy


Lots of these are either used in the expansions for HD, or outright broken :/
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