Problems registering at AoCZone?
You can try resending activation email. If that doesnt work you can send an email here. If you forgot your password click here.
 Main Menu

 ForumsSearch »

 SY Nations Cup 2017

 King of the Desert

 Escape Gaming

 Polaris Series

 AoC Recorded Games

 AoE2HD Recorded Games

 AoFE Recorded Games

 Major Past Tournaments

 Users currently online
Members (24)
»  BacT
»  htc
»  slam
Guests (70)

 AoC Clans Add yours »

 Links

 Auto downloadedFind »

 Ads

Are there any decent civ bonuses left?

Take part in AoC discussions, share strategies and gaming experience
Advertisement from Google 
 

Re: Are there any decent civ bonuses left?

Postby  hightower » Mon Feb 06, 2017 7:22 pm

  06 Feb 2017, 17:28 GMT » iViktorius wrote:
I just realized there isnt a single civ bonus or tech concerning petards.
Although I guess you could only do the usual, give extra armor, make cheaper, etc etc..


Maybe can make petards from siege work shop?
 hightower
 
Posts: 121
Joined: Jan 23, 2016
 
 

Re: Are there any decent civ bonuses left?

Postby  iViktorius » Mon Feb 06, 2017 7:31 pm

  06 Feb 2017, 18:22 GMT » hightower wrote:
  06 Feb 2017, 17:28 GMT » iViktorius wrote:
I just realized there isnt a single civ bonus or tech concerning petards.
Although I guess you could only do the usual, give extra armor, make cheaper, etc etc..


Maybe can make petards from siege work shop?


but that would be akin to the goth making huskarls from barracks, its not really new
SleepySweede: there can only be 1 sickest person the rest are just whining

00:41:32 bobdedestructor: i go alt tab
00:42:11 bobdedestructor: you are
00:42:16 bobdedestructor: wast of time
00:42:22 OrionPersians: didn't you alt tab?
00:42:27 OrionPersians: what are you doing writting here?
 iViktorius
 
Posts: 560
Joined: May 09, 2014
Location: The Netherlands
Age: 26
 

Re: Are there any decent civ bonuses left?

Postby  GmanStreams » Mon Feb 06, 2017 8:00 pm

  06 Feb 2017, 18:31 GMT » iViktorius wrote:
  06 Feb 2017, 18:22 GMT » hightower wrote:
  06 Feb 2017, 17:28 GMT » iViktorius wrote:
I just realized there isnt a single civ bonus or tech concerning petards.
Although I guess you could only do the usual, give extra armor, make cheaper, etc etc..


Maybe can make petards from siege work shop?


but that would be akin to the goth making huskarls from barracks, its not really new


not really, since petard isnt a UU and does completely different things
Image
User avatar
 GmanStreams
 
Posts: 825
Joined: Feb 16, 2016
Location: Netherlands
Age: 21
 

Re: Are there any decent civ bonuses left?

Postby  hightower » Mon Feb 06, 2017 8:03 pm

  06 Feb 2017, 18:31 GMT » iViktorius wrote:
  06 Feb 2017, 18:22 GMT » hightower wrote:
  06 Feb 2017, 17:28 GMT » iViktorius wrote:
I just realized there isnt a single civ bonus or tech concerning petards.
Although I guess you could only do the usual, give extra armor, make cheaper, etc etc..


Maybe can make petards from siege work shop?


but that would be akin to the goth making huskarls from barracks, its not really new


Well, goth still need a castle and a tech to be able to make huskarl from the barrack.

Having petards available that fast in castle age can make some nice arena strats possible I think.
 hightower
 
Posts: 121
Joined: Jan 23, 2016
 

Re: Are there any decent civ bonuses left?

Postby  Usic » Fri Feb 17, 2017 9:22 pm

  24 Jan 2017, 16:34 GMT » Timotheus_ wrote:
On the mod "Realms" on Voobly, there were a load of new civs. Many weren't balanced but some ideas were quite cool. For example:

Farms are smaller, cost less, have less food.
Techs/bonuses which gives units attack bonus vs other units, e.g cavalry archers +3 attack vs spearline
Dropsites work 2x faster
Conscription free
Killed units return x% of cost


If Realms could get a tournament going, Vardamir could get a semblance of Metagame for it and build some balance for it. If only we could generate some experts to play it... hint hint?
 Usic
 
Posts: 236
Joined: Jul 02, 2010
 
Advertisement from Google 
 

Re: Are there any decent civ bonuses left?

Postby  ThatGuy » Tue Mar 21, 2017 11:40 pm

Interesting topic. I think different bonus's can change the game style a little and make it more interesting. Some of which can be in this list.

Main bonus
-calvary attack 15% faster
-gain 50 gold for each TC research(wheelbarrow,loom,townwatch, etc)
-Wood does not need to be dropped off(doesnt get any wood upgrade tho)
-Infantry Regenerate HP
-Militia line upgrades free
-TC gains +1 range per age
-Fireships does splash damge
-Fishing ships +1 attack/range per age
-Villagers Move/work faster first minute they are created

Team bonus
-Trees are chopped in 1 hit
-infantry +2 attack vs villagers
-enemy monks lose -1 range (i hate monk rushes)
-calvary +2 attack vs pikes
 ThatGuy
 
Posts: 59
Joined: Jun 19, 2016
 

Re: Are there any decent civ bonuses left?

Postby  ThatGuy » Wed Mar 22, 2017 12:15 am

  24 Jan 2017, 15:30 GMT » Gary Internet wrote:
In the expansions we have a lot of new civilization bonuses such as free lumber camp upgrades, free spear line upgrades, no buildings needed to advance to the next age etc. There are now so many combinations of civ bonuses and team bonuses, I wondered, do we have any left that are actually any good?

Can you come up with 3 to 4 civilization bonuses, and a team bonus, that could be used for a new civ in the future?

You’re not allowed to simply use a different combination of bonuses that are already used by any of the civs in AoK, AoC, AoFE, AoAK or AoR.

You’re also not allowed to modify any existing bonus, i.e. Britons shepherds work 25% faster, so you can’t have one that has shepherds working 15% faster and claim it’s a completely new and different bonus. Likewise you can’t have “Free Squires” because that’s is basically the Celts infantry bonus, only not as good.

I believe if there is ever another expansion pack, the new civs and their bonuses will be really overpowered or underpowered as opposed to balanced.

Would anyone care about free husbandry or houses having +2 LOS?

Free Fortified Wall or free Elite Skirmisher would be massively OP.

Faster working blacksmith could be good like the civ (can't remember which) that has an 80% faster university. Or did I dream that?

Can you come up with a decent combination that could be used for a new civ?


How about this civ,

Greeks infantry civ
-killed boars +100 food
-Infantry regenerate HP
-all buildings +1 damage

team bonus wood is chopped in 1 hit

unique tech. Rams cost no gold, but 50 wood

UU Hoplites with big shields

Or

Egyptian civ
-start with +100 stone
-castles work 25% faster
-camels +3 attack
-villagers cost +10 wood but do not need to drop off wood(they were known to create the wheelbarrow)

Team bonus Gains 25 stone per age

unique bonus chariot archers cause trample damage

UU Chariot archer, pretty much like a war wagon
 ThatGuy
 
Posts: 59
Joined: Jun 19, 2016
 

Re: Are there any decent civ bonuses left?

Postby  GmanStreams » Wed Mar 22, 2017 12:34 am

AoCZone is the new https://www.reddit.com/r/aoe2/ :lol: :lol:
Image
User avatar
 GmanStreams
 
Posts: 825
Joined: Feb 16, 2016
Location: Netherlands
Age: 21
 

Re: Are there any decent civ bonuses left?

Postby  kw1k000000 » Wed Mar 22, 2017 12:40 am

  21 Mar 2017, 23:34 GMT » GmanStreams wrote:
AoCZone is the new https://www.reddit.com/r/aoe2/ :lol: :lol:


11 .. at least the plague is contained in one topic rather than on reddit, there used to be 3 different brilliant new civ posts everyday.
ImageAll hail, the king of aoc! Image

Tyrant_DauT
 kw1k000000
 
Posts: 491
Joined: Feb 18, 2015
 1649 (55%)
 

Re: Are there any decent civ bonuses left?

Postby  SaladEsc » Wed Mar 22, 2017 12:44 am

  21 Mar 2017, 22:40 GMT » ThatGuy wrote:
[Show] Spoiler:
Interesting topic. I think different bonus's can change the game style a little and make it more interesting. Some of which can be in this list.

Main bonus
-calvary attack 15% faster
-gain 50 gold for each TC research(wheelbarrow,loom,townwatch, etc)
-Wood does not need to be dropped off(doesnt get any wood upgrade tho)
-Infantry Regenerate HP
-Militia line upgrades free
-TC gains +1 range per age
-Fireships does splash damge
-Fishing ships +1 attack/range per age
-Villagers Move/work faster first minute they are created

Team bonus
-Trees are chopped in 1 hit
-infantry +2 attack vs villagers
-enemy monks lose -1 range (i hate monk rushes)
-calvary +2 attack vs pikes


Some interesting ones here actually, I like the fireship splash damage and the tc +1 range per age and they sound pretty realistic as well.

Gonna add:
50% faster projectile speed for scorpions
50% refund cost of dead infantry
(so you get half the cost of all infantry back into your stockpile when they die)
houses are built 200% faster but decay (lose HP) over time
(should be timed so your first two houses die at 20 min in-game)
Then for the same civ, a tech in the castle that prevents the decay (for late game)
User avatar
 SaladEsc
 
Posts: 1733
Joined: Sep 30, 2013
Location: Denmark
 
 
PreviousNext

Return to General AoC Discussion

Who is online

Users browsing this forum: No registered users and 3 guests

Legend: Global moderators, News posters, Tournament moderators