Introduce My Granary Design For Chinese Civilizations
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Aggravating-Skill-26.
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March 1, 2023 at 9:58 pm #16782
Anonymous Player
MemberGreetings everyone!
I’m confident that after the Return of Rome DLC, we will get a DLC focused on China, which will be similar to the Dynasties of India DLC.
I suggest that this DLC be called “Imperial China” as it seems to fit the theme.
China has an immense amount of historical records, and it’s strange that we still don’t have a Chinese campaign.
I think the developers are saving this for a surprise, and to introduce more civilizations that weren’t Han, but still ruled over parts of China.
They may also want to include a Korean and Japanese campaign while they’re at it.
To avoid any unwanted topics or suspicions, I’m not including “Tibet” and “Uyghur” in the name of my proposal.
This proposal includes the following civilizations:
Chinese: This civ should remain unmodified since they already represent the Han dynasty that ruled China during the first millennium, the Song dynasty, and today’s Chinese population.
Some people have proposed that the cavalry strength be replaced with gunpowder for historical accuracy, but I’m not in favor of this.
Jurchens: This is an obvious choice since they established the Jin dynasty that ruled Northeast China during the 12th and 13th centuries, and their descendants, the Manchus, established dynasties from the 17th to 20th century.
I suggest that they be a cavalry civilization with a good gunpowder tree.
Tanguts: The Western Xia (or Tangut Empire) ruled over the mountainous west China from the 11th to the 13th century.
They are Sino-Tibetan and could represent Tibet in custom scenarios.
I think they should be an infantry civilization with good siege, range, and towers, and poor cavalry for balance.
Khitan: The Liao dynasty (also known as the Khitan Empire) ruled most of North China and Mongolia from the 10th to the 12th centuries.
I suggest they be a cavalry archer civilization with several types of light and heavy cavalry units.
As a unique feature, they could be the only civ with steppe lancers but no knights.
I’m also designing the units and tech trees for these new civs, and I’m considering making the Granary a Mill replacement for these four civs.
It would have the same cost and build time, and an aura like that of the Folwark.
Each civ would have a different effect from the Granary:
Chinese: +2/+2 armor to all Farms within its aura.
Jurchens: 10% of the food dropped at Granaries would trickle into the bank (20F/min per Granary could be a starting point).
Tanguts: Berries within the aura of the Granary would last 100% longer (250 Food instead of 125).
Khitan: Decay of animals within its aura would be stopped.
These effects would stop if the Granary is converted by a non-China civ, or change if it is another of the China civs.
What are your thoughts on the Granary design?
I look forward to hearing your comments!
Have a great weekend!
March 1, 2023 at 9:58 pm #16783Tyrann01
GuestA little thing on Tanguts.
They were pretty big on camels.
So some of that could be added to their identity.
March 1, 2023 at 9:58 pm #16784mesqueunclub69
GuestInteresting ideas, although the Khitan one seems very weak.
Even though i totally understand that there should be one that is designed for hunt…
Maybe something a little more different such as generating a food trickle based on how much food worth of hunt is within the Granary radius.
EDIT: To explain a little further, imagine the radius of the Granary is 9×9, for every wild hunt that you didn’t kill inside that radius you get a trickle of food based on their total amount, effectively “herding” wild animals.
This would also fit with the Jurchens, as they were known to herd reindeer.
March 1, 2023 at 9:58 pm #16785Admiral_Wololo
GuestA “Chinese (geographical) split” is an interesting possibility.
Don’t care for the folwark knock-off though.
IMO most of the effects are not interesting enough to justify being tied to a special building.
Stuff like longer-lasting berries and non-rotting meat can just be civ bonuses.
March 1, 2023 at 9:58 pm #16786html_lmth
GuestThe “Aura” idea, which is basically the influence in aoe4, has so much potential for reworking the whole aoe2, but the whole game is so established right now that it is just too late to introduce too much changes unfortunately.
Imagine every civ has an aura related bonus, that can make this game much more interesting.
Anyway, the best one I like is the Khitan.
A lot of people suggested “Hunts do not decay” as a civ bonus for any proposed new civ or even Goths, but the laming potential could be too high.
Adding the requirement of building a mill nearby at least add a cost on laming, and you need to micro so the deer don’t run away from the mill.
March 1, 2023 at 9:58 pm #16787Futuralis
Guest> For Chinese, it add +2/+2 armor to all Farms within its aura.
While this is a very small effect, we all agree that Chinese are balanced and we don’t want to buff or nerf them.
Its main effect would be that Feudal Age Skirmishers will have a “harder time” laming the 60 wood a Farm costs.
Laming usually happens with recently placed 1HP farms, though.
March 1, 2023 at 9:58 pm #16788estDivisionChamps
GuestProposal: Rename Chinesesstani.
Give them Eagle Warriors.
March 1, 2023 at 9:58 pm #16789Aggravating-Skill-26
GuestI think it be better too give the building the same bonus across all Civs.
Maybe something as simple as Chinese +10% food to nearby seeded farms & maybe stops food decay.
Chinese could then get the Imperial Scorpion upgrade as Team Bonus
Khitan get Imperial Cav Archer upgrade
Jurchens get Imperial Steppe Lancers
Tanguts get Imperial Monks
P.S Tibetans should be consider
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