Purposefully Overpowered Civilizations

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  • #18748

    Do you remember sotl’s overpowered civilization videos? Well, here are even more with some rules to follow:

    1. Choose a maximum of 5 bonuses and don’t repeat them constantly.
    2. Only pick one Unique Unit unless the theme calls for another.
    3. Select only available things in standard games.

    OP Generalist Civ:

    The tech tree is Portuguese with the following bonuses:

    – Units cost 20% less gold (Portuguese)
    – Military trained 11% faster (Aztecs)
    – Technologies cost less 10%, 15% 20% (Chinese)
    – Buildings cost 15% less wood (Malians)
    – Buildings cost 15% less stone (Incas)

    The Unique Unit is Ratha (Bengalis).

    The UT1 is Kshatriyas: Military units cost 25% less food (Gurjaras).

    The UT2 is Forced Levy: Militia line cost no gold but have increased food cost (Malay).

    The team bonus is that science research 25% faster (Portuguese).

    The theme of this civilization is to rush or go for anything and to be able to switch cheaply between different units, buildings, and technologies.

    OP Defensive Civ:

    The tech tree is the Chinese with the following bonuses:

    – Buildings have extra HP 10%, 20%, 30% 40% (Byzantines)
    – Villagers heal (Poles)
    – Counter-units are cheaper (Byzantines)
    – Advance 66% faster (Malay)
    – Castles cost 25% less (Franks)

    The Unique Unit is Longbowmen (Britons).

    The UT1 is Stronghold: Towers and castles fire 25% faster (Celts).

    The UT2 is Crenellations: Castles have +3 range, and garrisoned infantry fire arrows (Teutons).

    The team bonus is Palisade walls have +33% HP.

    This civilization can build high-health walls that are difficult to destroy, and villagers heal, making it hard to raid them. As they expand, they can produce a mass of longbows and cheap halberdiers, while covering the map with long-range castles that shoot faster and have more health.

    OP Arena Civ:

    The tech tree is Bohemians (all monk techs and gunpowder options).

    – Foragers produce wood (Portuguese)
    – Chemistry and hand cannon available in Castle Age (Bohemians)
    – Stone miners produce gold (Poles)
    – Monks gain 5 HP per monk tech (Aztecs)
    – Aging up costs 15% less (Italians)

    The Unique Unit is Conquistador (Spanish).

    The UT1 is Wagenburg Tactics: Gunpowder units move 15% faster (Bohemians).

    The UT2 is Artillery: +2 range on bombard towers, cannons, and cannon galleons (Turks).

    The team bonus is Siege Workshops work 20% faster (Celts).

    This civilization offers three options: castle dropping, fast imp, or smush, all of which are stronger due to extra food early on from the Portuguese bonus and bonuses for each respective strat. If things go south, they have artillery that can outlast the opponent.

    #18749
    viiksitimali
    Guest

    Poles:

    Polish tech tree

    Folwark farms

    Gold from stone

    vills heal

    some other insignificant bonus

    UU: Obuch

    CA UT: Knights cost less gold

    imp UT: Hussars step on me uwu

    #18750
    NeedMoreRumbos
    Guest

    OP Mamelukes:

    Civ bonuses:

    -20% gold cost from Portuguese
    Castles cost -25% stone from Franks
    Mounted units +20% HP from Franks
    Folwarks replace mills from Poles
    Gain gold from mining stone from Poles

    Castle age UT:

    Camel units +20HP from Saracens

    Imperial Age UT:

    Farimba from Malians

    Unique Unit:

    Mameluke

    Civ bonus:
    Camel & elephant units train 25% faster from Gurjaras.

    #18751
    JeanneHemard
    Guest

    >Tech Tree: cumans, jk it’s Byzantines

    I’d consider giving them another tech tree. Bear in mind that Byzantines building hp bonus replaces Masonry and Architecture. You could make a civ with both these techs and the Byzantine HP bonus on top of that, which would result in unkillable buildings.

    >UT1: Kamandaran, archerline gold cost replaced with extra wood cost (Persians)

    Why kamandaran? If you’re siege monk pushing I’d go for inquisition or somethingsiege related. I think kamandaran is very expensive as well

    #18752
    KombatDisko
    Guest

    What I would do would be take the Palmyrans from aoe1, for their bonus that vils cost more, but work way more efficiently, combined with britons shepherd bonus, chinese farm bonus, magyars BS bonus, Aztec production bonus, magyar tech tree, and cheap scout bonus

    Total 5 civ bonus’
    1 team bonus, great tech tree for open maps,
    UU keshik bc cheap
    UT recurve bow and chivalry.

    #18753
    JeanneHemard
    Guest

    Perberfrangundioles:

    Tech tree: Persians

    – Folwark
    – Eco techs 1 age earlier
    – cavalry 20%cheaper on castle age/30%cheaper in imp.
    – cavalry techs half off
    – 20% bonus hp

    Honorable mention for reduced bonus damage

    Team bonus: 20 % faster stables

    UT 1: Schlachta privileges
    UT2: Farimba to mow down halbs faster or hauberk for pierce armor. Lechtic cavalry is also possible

    UU: was feeling a little lost here. cataphract?

    #18754
    total_score2
    Guest

    Firstly, I don’t think the UT and UUs matter, I’m gonna kill you in feudal age.

    +150 starting food

    +3 vills but -200 food (Chinese bonus)

    Khmer not needing buildings

    Dravidians +200 wood on hitting feudal

    Mongols hunt bonus.

    TB: Britons one of archery ranges working faster

    Basically just Tati rush with this civ.

    #18755
    JeanneHemard
    Guest

    Pincushiopians

    Tech tree: Ethiopians

    – archerline 20%cheaper in castle 30%cheaper in imp
    – foot archers +1 range and attack in castle age /+2 in imp.
    – archery ranges and stables -75 wood
    – archers fire 18% faster
    – archer line +3 bonus damage against buildings

    Honorable mentions: more HP, free thumb ring and to free archer armor upgrades

    Team bonus: archery range 20% faster

    UT 1: kamandaran
    UT2: ??? Paper money? Torsion engines?

    UU: hussite wagon?

    #18756
    January_6_2021
    Guest

    I’d replace the “military buildings work 11% faster” on the generalist civ with Spanish “villagers build 30% faster”. It enables and plays into a wider range of strategies than the Aztec bonus IMO.

    I think it still gives a similar edge in getting a slight lead in numbers over your opponent early feudal or early castle (your stable/archery range/siege workshop/monastery comes up before theirs does, so your first units come out before theirs), and generally as the game goes on you should find it easier to have more production buildings with the Malian discount + faster build speed, maintaining the ability to outmass military against a generic opponent.

    You also get a decisive edge defending from (or being an aggressor with) tower rushes and castle drops (something you can already do more cheaply with double building discounts), giving you even more options to play with.

    It even improves your booming. With building wood and stone discount, you should be decent at spamming TCs in early castle age, and having them up faster means less villager time wasted building plus the first villagers from additional TCs ends up coming out faster. Also for booming, you can get walls down earlier and with much less villagers time invested.

    #18757
    JeanneHemard
    Guest

    May the farm be with you (food sling civ):

    Tech tree: Burgundians (or any other civ with all eco techs idk)

    – all techs available 1 age earlier and -40% food
    – free wheelbarrow and hand cart
    – Folwark
    – farm upgrades have double the impact (Sicilian bonus)
    – farmers work 10% faster

    Team bonus: Chinese (farms +45 food)

    UT1: Burgundian vineyards
    UT2: Bengali UT (vill 10% less pop space)

    UU: who cares?

    So wheelbarrow when the game starts, hand cart upon hitting feudal, when you immediately research heavy plow before your first farm is created and you want to get a market asap to sling. From castle age on, after crop rotation comes in, your newly placed farms immediately drop off 120+ food. You can research banking on the way up to castle.

    #18758
    Ummm_idk123
    Guest

    For your defensive civ I’d argue your second UT should be the Teutons crenellations for that extra range to castles. Imagine an 8k hit point castle with 13 range that also fires quickly. Throw in that French cheap castle bonus and your spamming OP castles across the map.

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