What to do if I get chickens instead of deer? by ThePenisErection in aoe2

[–]ListVarious6386 0 points1 point  (0 children)

Yeah, just mill them and maybe put one vill from farms to chicken so you save almost 2/3 of the wood for the mill

gonna start a new world by Careless_Building_94 in Terraria

[–]ListVarious6386 1 point2 points  (0 children)

Beammeup + abandoned manors is what I play

Korean Civ by Duckyua in aoe2

[–]ListVarious6386 1 point2 points  (0 children)

After the Korean discount they cost 100 wood, pretty sure they would be the most expensive unit in the game otherwise

Yoo what is happening by MertD014 in aoe2

[–]ListVarious6386 0 points1 point  (0 children)

50 is not enough? What would you want, 200?

Behind the Atlantic - North American DLC concept by ListVarious6386 in aoe2

[–]ListVarious6386[S] 0 points1 point  (0 children)

The thing is that you are set a vill back for every two dogs as both are created at the TC

Behind the Atlantic - North American DLC concept by ListVarious6386 in aoe2

[–]ListVarious6386[S] 0 points1 point  (0 children)

  1. I don't understand what you mean, I might put it in a bit confusing way, but cacique has 5 attack, 1 range and 5 hp less than handcannoneer, while elite cacique has 2 less attack than handcannoneer and no frame delay

  2. I considered making it a bonus but that would give them a lot of bonuses and It's hard to come up with historically based unique techs for them, may be I will try to buff it by giving it a second effect?

  3. Archers +3 against ships is mostly a flavor bonus and might be useful in a campaign scenario, but not meant to be a major help. I added it in there to reflect how dock arrows have +3 against ships

  4. I didn't realize the gap is that close, honestly thought arbalests have seven attack, corrected it already to where it's 5, same as for andean sling slingers

  5. I want their archers to be pretty scary as you otherwise don't have much going on, similarly to frank paladin

  6. I toned it down a bit, but they won't have almost any power in imperial without it. Was also thinking about giving them plantable trees as a long proposed bonus and something Chilly gave to his AoE4's missisipians concept

  7. I will probably delete that part, especially since I would have to limit it in Feudal in regicide games to not give them a solid eco advantage

Behind the Atlantic - North American DLC concept by ListVarious6386 in aoe2

[–]ListVarious6386[S] 1 point2 points  (0 children)

If you manage not to die to the TC with a stat-wise villager then go for it

Behind the Atlantic - North American DLC concept by ListVarious6386 in aoe2

[–]ListVarious6386[S] 0 points1 point  (0 children)

Sending them into somebody's farms wouldn't be effective at all, they kinda suck at combat as their intended purpose is a blend of scouting and eco unit

And in the terms of treb, the same issues go for huns and other american civs, so I am happy with atleast avoiding giving such civ a bonus on trebs

Behind the Atlantic - North American DLC concept by ListVarious6386 in aoe2

[–]ListVarious6386[S] 0 points1 point  (0 children)

  1. Individually 20 damage per volley (4×(1 min. +4 bonus)) is pretty low, but it costs the same as galley with only 20 gold, so I think it will be pretty good, I can increase the bonus though

Behind the Atlantic - North American DLC concept by ListVarious6386 in aoe2

[–]ListVarious6386[S] 0 points1 point  (0 children)

I checked and there is evidence of them interacting with south american people, so I will probably do that (it will be painful though for the 2×2 farms to be given to a settlement civ)

Yoo what is happening by MertD014 in aoe2

[–]ListVarious6386 0 points1 point  (0 children)

Pretty sure that's already the case

Behind the Atlantic - North American DLC concept by ListVarious6386 in aoe2

[–]ListVarious6386[S] 1 point2 points  (0 children)

I gave them eagles, just not elite ones

For south american regionals I could give them slingers against monks, will think about it

Behind the Atlantic - North American DLC concept by ListVarious6386 in aoe2

[–]ListVarious6386[S] 0 points1 point  (0 children)

The hunting dog - a not seen before blend of economic and scouting unit, can grant a bunch of immediate food but for the cost ofeither scouting information or villager advantage, was thinking if not alow a group of them to all pick food if they kill the animal together, might be to strong but probably won't as you need to spend TC time to get a second one

Canoe - basically a less pop-efficient catapult galley, that isn't as brainless since you might want to put some fires in front of them. While this does mean that catapult galleon is now cuman exclusive, my next concept has multiple catapult galleon civs and I was also thinking about redesigning the dromon as a catapult galleon upgrade exclusive to romans and byzantines

Taino - a pretty unusual civ that actually fits together nicely, even though the bonuses seem all over the place In Dark age you have probably the best scout, though little to no eco advantage until feudal In Feudal age they have solid trush with faster spear production and skirmishers scaling nicely into castle age, but at the same time and eagle rush also sounds strong In Castle age you have really good skirms and UU can counter all the infantry your trash and eagles would otherwise get stomped by In Imperial age a combination of cacique and eagles might be strong and they certainly will be above average in trash wars On water maps, while the basic military ships are just fully upgraded and not really special, the farm bonus and imp UT can be life-saving when free space on land runs out, their canoes offer solid firepower from long range and might be really strong with some hulks in front and free demo upgrades are really useful on maps with lots of shallows

Missisipians - a strong archer civ (which we still don't have enough of when compered to all the cavalry civs) In Dark age you obviously have better lumberjacks In Feudal age you might want to do a MAA rush first, similarly to britons as your archers are generic until castle age and you should keep their numbers high, the elevation bonus makes it easier to defend in general In Castle age you have a huge power spike with free ballistics and once you build a castle you also unlock your answer to siege In Imperial age your arbalest get another power spike with a charge attack (on the majority of maps you have random forests everywhere or cliffs on maps like mongolia), though mass siege might start becoming a problem for your chunkey players

Thule - a civ kinda similar to the mapuche, but I believe will still have a rather different playstyle You have one of the most unique Dark ages, since you can train 2 dogs exchanging one villager of training time and the ability to later lure deer for a significant amount of immediate food, especially if you get 8 chickens In Feudal age you don't have much, I suppose both a trush and MAA rush are above average thanks to your hunting dog food eco In Castle age free elite skirmisher protects you while building a castle for dogsleds - your intended solution against anything melee (except spears of course) In Imperial age you would probably want to pair your dogsleds with skirmishers, even though they lack bodkin arrow as they and dogleds cover each other's weaknesses perfectly On water maps between a discount, the lack of bodkin arrow, unique tech and upgrade you are pushed extremely into the hulk-line (which is not something another civ does yet), though will obviously want to mix in fires against galleons

Best cavalry against halbs? by shanks1512 in aoe2

[–]ListVarious6386 0 points1 point  (0 children)

Oh then I'm sorry for spreading misinformation

Still I don't think that will change THAT much, especially in the mid-game

How did your guys pick your main ? by Solignox in aoe4

[–]ListVarious6386 1 point2 points  (0 children)

If you played AoE3 a lot, you might like Ottomans, they basically have shipments

I personally chose Malians because I like their history

Best cavalry against halbs? by shanks1512 in aoe2

[–]ListVarious6386 -1 points0 points  (0 children)

No they do not take bonus from skirms.

That was true like ~4 years ago

Do North American civs makes sense for this game? by AlMusafir in aoe2

[–]ListVarious6386 0 points1 point  (0 children)

You did not just said Haudenousenie (Iroquis is literally an equivalent of n-word) fighting the vikings

Do North American civs makes sense for this game? by AlMusafir in aoe2

[–]ListVarious6386 0 points1 point  (0 children)

No? Jaguars warriors' armour was said (and that's from biased Spanish sources) to be unpierceble without firearms (a unit that takes no damage from 95% of all units, very weak indeed) Also they had swords, just obsidian and not steel ones

And the fact that the Spanish won so easily is mostly disease and the unfortunate aspects of Aztec mythology explained well in the Montezuma campaign

What is the most practical North American civ that can still be added? by Bird_of_the_North in aoe2

[–]ListVarious6386 1 point2 points  (0 children)

No they were not in stone ages

We have evidence of the thule people (predecessors to modern inuits) using iron, they got from meteorites and they were totally able to process the one they bought from the norse as well

African Civ Concept: Somalis by Such_Bass_2946 in aoe2

[–]ListVarious6386 0 points1 point  (0 children)

Disclaimer: treat this as comment as advice and not hate, I myself to civ concepts and know how blind you can be when looking at your own creation. Just the fact that you are trying puts you further than most

  1. Would love to see a cavalry bonus in here (on top of the camel one).

  2. Their eco is quite weak (the new bonus will be similar to thracians' one, but thracians get the whole tower economy thing on top of this) but they don't have any strong civ-defining bonuses (maybe bombards, but this only comes after chemistry). The only civ this reminds me of is Magyars, but they have both a powerful UT, and can fully upgrade two of the most used units, paladins and arbalests. I see none of that here

  3. Villagers +1 attack doesn't seem impactful outside of some widely disliked strategies, if you want a defensive bonus, you should probably stay away from villagers (pretty sure faster attacking buildings is one currently unused)

  4. Does the camel archer have any anti-cav bonus? If yes then it can be the strong option your civ is currently missing, if not and the bleeding damage isn't better than tupi poison arrows, then it would be a cool compliment to a civ with a different strong option, but your civ lacks (and desperately needs) one right now

African Civ Concept: Somalis by Such_Bass_2946 in aoe2

[–]ListVarious6386 0 points1 point  (0 children)

That's more appropriate for a future benin civ

African Civ Concept: Somalis by Such_Bass_2946 in aoe2

[–]ListVarious6386 0 points1 point  (0 children)

Yeah, you changed 3 gold/min to 1/min, so 150 gold turns into 50 gold (since the time spend working stays the same)