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Mix 2 civs in order to make an OP one

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Mix 2 civs in order to make an OP one

Postby  andreskbr » Tue Dec 19, 2017 5:02 pm

Pretty simple. Choose 2 civs you think have bonuses which combine and would make an unbeatable civ. There are only 2 limitations: you have to choose only 1 of the unique units and 1 of the team bonus; the other will be just a standard bonus.
I'll start with Mongols and Huns:
- no houses
- op hunters
- faster stable
- cheaper and faster firing ca
- that trebuchet bonus huns have I don't remember
- higher light cav/ hussar hp
Unique unit: Mangudai
Unique tech: the one which makes siege faster
Team bonus: higher los on sc

PS: feel free to use WK civs as well!
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Re: Mix 2 civs in order to make an OP one

Postby  iViktorius » Tue Dec 19, 2017 5:10 pm

Berber + Franks,
- Faster vills
- Faster foraging
- Castles are 25% cheaper
- Cavalry has +20%HP
- Farm upgrades are free
Unique Unit: Camel Archer
Unique Tech, ca: Chivalry, stables 40% faster
Unique Tech, imp: Maghrabi Camels: camels regenerate hp
Team bonus: Knights have +2 los
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Re: Mix 2 civs in order to make an OP one

Postby  King_Marv » Tue Dec 19, 2017 5:36 pm

Astecs + Persians

Start with +50 gold +50 food+ 50 wood
Town Centers and Docks have +100% HP and work 10% faster in Feudal Age, 15% in Castle Age, 20% in Imperial Age
Vills Gather more Ressources
All military units created 15% faster
Perfects start every time

Unique Unit: War Elefant (with heresy available OP)
Unique Tech: Garland Wars
Uniique Tech: Mahouts
Team Bonus: Relic Bonus
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Re: Mix 2 civs in order to make an OP one

Postby  iViktorius » Tue Dec 19, 2017 7:23 pm

Indians + Saracens

- Villagers Cost -10% in Dark, -15% in Feudal, -20% in Castle, -25% in Imperial
- Camels +1/+1 armor
- Market costs -75W
- Market trade cost is only 5%
- Fishermen(villagers) work 15% faster and carry +15
Unique Unit: Mameluke
Secondary UU: Imperial camel
Unique Tech, ca: Sultans, 10% faster gold income from all sources
Unique Tech, imp: Zealotry, Mameluke and Camels +30 HP
Team bonus: Camels +6 attack vs buildings, Mamelukes and Camel Archers +5 vs buildings

fu imp camels now have 190HP 8-)
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Re: Mix 2 civs in order to make an OP one

Postby  iViktorius » Tue Dec 19, 2017 7:30 pm

Ethiopians + Britons

- Foot archers reload time *0.85 (-15%)
- Receive 100F 100G upon advancing to next age
- Pikeman and Halberdier upgrades are free
- Town Centers cost -50% wood upon reaching the Castle Age
- Foot archers (excluding Skirmishers) have +1 range in Castle Age, +1 in Imperial Age (for +2 total)
- Shepherds work 25% faster
Unique Unit: Longbowman
Unique Tech, ca: Yeoman, foot archer and skirms +1 range
Unique Tech, imp: Warwolf, trebs have blast radius and 100% accuracy
Team bonus: Archery Ranges work 20% faster

You had sniper, now you have super fast firing snipers 8-)
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Re: Mix 2 civs in order to make an OP one

Postby  Influenza » Tue Dec 19, 2017 7:33 pm

Chinese +Pers
-150 food (so they start with 50 food and 6 vills)
-Town Centers and Docks have +100% HP and work 10% faster in Feudal Age, 15% in Castle Age, 20% in Imperial Age
-Technologies are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age
-Town Centers support ten population and have +5 LOS

-farms +45 food

-War eles +mahouts

Should probably be the best dark age in the game
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Re: Mix 2 civs in order to make an OP one

Postby  andreskbr » Tue Dec 19, 2017 7:41 pm

  19 Dec 2017, 18:33 GMT » Influenza wrote:
Chinese +Pers
-150 food (so they start with 50 food and 6 vills)
-Town Centers and Docks have +100% HP and work 10% faster in Feudal Age, 15% in Castle Age, 20% in Imperial Age
-Technologies are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age
-Town Centers support ten population and have +5 LOS

-farms +45 food

-War eles +mahouts

Should probably be the best dark age in the game


I'd prefer britons + chinese or brits + mongols for best dark age. Unless you are making a civ for Nomad as well. Is that the case?
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Re: Mix 2 civs in order to make an OP one

Postby  Influenza » Tue Dec 19, 2017 7:52 pm

  19 Dec 2017, 18:41 GMT » andreskbr wrote:
  19 Dec 2017, 18:33 GMT » Influenza wrote:
Chinese +Pers
-150 food (so they start with 50 food and 6 vills)
-Town Centers and Docks have +100% HP and work 10% faster in Feudal Age, 15% in Castle Age, 20% in Imperial Age
-Technologies are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age
-Town Centers support ten population and have +5 LOS

-farms +45 food

-War eles +mahouts

Should probably be the best dark age in the game


I'd prefer britons + chinese or brits + mongols for best dark age. Unless you are making a civ for Nomad as well. Is that the case?


Well I think it's best for all maps, as I would prefer having the massive villager lead that it gives you as opposed to the hunt/sheep bonus that drops off over time. But yea, the bonus would be even bigger on nomad style maps.
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Re: Mix 2 civs in order to make an OP one

Postby  asdfasdfasdf1 » Tue Dec 19, 2017 8:02 pm

koreans + spanish (assuming HD expansions)

Build speed +30%
Fortifications (walls, towers, castles) build 25% faster

-> towers build 1.3*1.25 = 63% faster
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Re: Mix 2 civs in order to make an OP one

Postby  Modri » Tue Dec 19, 2017 8:19 pm

Malay + Goth

Advancing to ages 80% faster
Fish Traps cost -33%
Fish Traps provide unlimited food
Battle Elephants cost *0.75 (25% cheaper)
Infantry cost 35% less (starting in Feudal Age)
Infantry have +1 attack against buildings.
Villagers have +5 attack versus wild boar.
Hunters carry +15 meat.
+10 to population limit in Imperial Age.
Docks 2x LOS.

Unique unit: Karambit warrior.

Team bonus: Barracks operate 20% faster

Enjoy spamming karambits that cost 16 food and 7 gold or fu champs for just 39 food per head. And you can make 420 of the midgets in a "normal" game. :roll:
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