Trying to Create a Jurchen Design

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    The Manchus have a unique combination of food sources, with huntables and shore fish providing a 30% bonus.

    Additionally, the first Barracks produced will provide two spearmen when the Feudal Age is reached, or immediately if already in Feudal.

    Researching a technology from a unit-producing building will also provide a cavalry archer, starting in the Castle Age.

    Siege units are also produced 66% faster.

    The Manchus have a unique unit, the Jakūn Gūsa, which costs 30 food and 30 gold.

    It has 8 (9 with Elite upgrade) attack, 80 HP (100 with Elite upgrade), 1/2 (2/3 with Elite upgrade) armor, 8 second production time, and 1.5 speed.

    It is a light cavalry unit with a bonus of +5 damage against Scout-line units.

    The Manchus also have two unique technologies, the Banner Assimilation and Frontier Campaigns.

    Banner Assimilation costs 100 food and 250 gold and allows Monks to not need to rest after converting non-gold units.

    Frontier Campaigns costs 500 wood and 600 gold and provides Rams and Bombard Cannons with a bonus of +50% damage.

    The Manchus have a team bonus of Archery Ranges constructed 100% faster.

    However, they lack certain technologies, such as Champion, Supplies, Eagles, Elephant Archers, Hussar, Paladin, Camel Rider, Battle Elephant, Siege Onager, Plate Barding Armor, Stone Shaft Mining, Two-man Saw, Faith, Heresy, FFS, Elite Cannon Galleon, and Bombard Tower.

    #13549
    PhantasticFor
    Guest

    Holdup, does this mean you get 2 spearmen in dark age?

    THe civ bonuses seem like they could be interesting.

    I guess it will play as another generic CA civ with a twist, have you worked out how many CA and how much it’ll cost per age?.

    BL and Hus seem like a waste at the BS?

    Convoluted for the sake of it, even more so due to the conflicting civ bonus?

    While the castle age UT seems interesting, I think it is too difficult to anticipate how powerful it will be.

    I think it will be OP.

    #13550
    Blocklies
    Guest

    1.

    Respectable eco bonus, has the same benefits as the tatar bonus.

    2.

    Nope no way, you can’t get 2 extra spears in dark age?

    Imagine the drush, 3 militia and 2 spears?

    If it’s limited to feudal age or they only spawn in by feudal then it would be fine

    3.

    What’s the point of this?

    Seriously the only use of this is if you never build a stable but you have steppe lancers which are very good so not building one makes no sense.

    4.

    I like this bonus, in castle age you can quickly get 3 cav archers from thumb ring, bloodlines and husbandry and it changes how you play.

    But the problem is that there’s not many techs you’ll be getting at production buildings, maybe 5 max, you could make this bonus create 2 cav archers instead of 1

    5.

    I’m not sure exactly how fast this is but it sounds fun for all ins, which doesn’t seem exactly like what the civ is made for

    UU: That UU is definitely broken, costs 30f+30g and has stats like an even better light cav, plus you don’t even have bad bonuses or a bad tech tree that warrants this unit.

    UT1: The first UT seems ok, a good monk bonus but not gonna break the game.

    UT2: Mass destruction is even faster, I like this one, I always felt like rams needed to be better.

    Team Bonus: This is ok, you get your archers out a bit earlier which is fine

    Also what’s the historical accuracy behind the bonuses?

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