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Are there any decent civ bonuses left?

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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)
00:27:05 [LeO]iViktorius advanced to Imperial Age
00:28:01 WellOKHoney: O shit..
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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.
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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?
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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).
Last edited by  _Embers on Sat May 20, 2017 7:24 pm, edited 6 times in total.
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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

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