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# '''Town centers are enabled to rapidly train a badge of a special defensive units that slowly lose hitpoints and cannot be healed but can be called more than once:''' This idea already exist in Age of Empires III with the Militiamen and in age of Mythology with the Egyptian Mercenaries, but still can be made something similar for Age of Empires II; posibly the bonus should be stated like " Town centers can train badges of militiamen as a rechargable ability for X cost". Much like the treason technology of the regicide game mode it should be like a technology you can research more than once but unlike treason this button should have a timer like the monk conversion or the coustilier ability so the player can't abuse it. We can see the Sicilian First Crusade technology a variation of this idea but it is only one time use, it gives a muster to 5 town centers at once use and of course the Serjeants don't lose hit points so it is not exactly the sam'''e.'''
 
# '''Town centers are enabled to rapidly train a badge of a special defensive units that slowly lose hitpoints and cannot be healed but can be called more than once:''' This idea already exist in Age of Empires III with the Militiamen and in age of Mythology with the Egyptian Mercenaries, but still can be made something similar for Age of Empires II; posibly the bonus should be stated like " Town centers can train badges of militiamen as a rechargable ability for X cost". Much like the treason technology of the regicide game mode it should be like a technology you can research more than once but unlike treason this button should have a timer like the monk conversion or the coustilier ability so the player can't abuse it. We can see the Sicilian First Crusade technology a variation of this idea but it is only one time use, it gives a muster to 5 town centers at once use and of course the Serjeants don't lose hit points so it is not exactly the sam'''e.'''
 
#'''Military units being enabled to repair Buildings.''' Sicilian Serjeants can already repair Donjons but this repairing ability is restricted to only the Donjon. It can be an interesting bonus if for example the Militia line could be enabled to repair Walls, Towers and Barracks.
 
#'''Military units being enabled to repair Buildings.''' Sicilian Serjeants can already repair Donjons but this repairing ability is restricted to only the Donjon. It can be an interesting bonus if for example the Militia line could be enabled to repair Walls, Towers and Barracks.
#'''Being enabled to create buildings on certain water terrains and all shallow type terrain with some types of ships:''' I already used this concept largely in my Micronesian civilization concept. To many this may sound farfetch but it isn't since in the middle ages several cultures and civilizations around the world learned how to build artificial islands ( like the chinampas in Tenochtitlan), how to gain terrain to the sea ( like the Polders and Dikes in Holland) or to build on top of a reef or a mangrove or transform a sinking city into a functional city with water canals ( like that happened to Venice). Of course a bonus like this would be much more useful for island type maps, and we can throw here the posibility of make the Sea Walls and Sea Towers unique buildings for a civilization in which buildings on water fit with them ( like Micronesians since they built the City of Nan Madol that was made on top of a reef). It can be a very defensive bonus for water maps since the player may be enabled to shelter their navy and fishing ships from attacks
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#'''Being enabled to create buildings on certain water terrains and all shallow type terrain with some types of ships:''' I already used this concept largely in my Micronesian civilization concept. To many this may sound farfetch but it isn't since in the middle ages several cultures and civilizations around the world learned how to build artificial islands ( like the chinampas in Tenochtitlan), how to gain terrain to the sea ( like the Polders and Dikes in Holland) or to build on top of a reef or a mangrove ( like in many parts of Oceania and South East Asia) or transform a sinking city into a functional city with water canals ( like that happened to Venice). Of course a bonus like this would be much more useful for island type maps, and we can throw here the posibility of make the Sea Walls and Sea Towers unique buildings for a civilization in which buildings on water fit with them ( like Micronesians since they built the City of Nan Madol that was made on top of a reef). It can be a very defensive bonus for water maps since the player may be enabled to shelter their navy and fishing ships from attacks
   
 
=== Technology Related Defensive Bonuses ===
 
=== Technology Related Defensive Bonuses ===

Revision as of 09:25, 9 June 2021

In this part, I will analize posible bonuses that are still absent in the game regarding Walls, Towers, Castles, Monks, miscellaneous bonuses and bonuses to respective upgrades that benefits the Defensive strategies. I will also analize the proyectile bonuses here sinse those apply to tower and Castles and not just Archers however i will include notes on how these proyectile related bonuses may affect Archers an some other ranged units as well. In part 1 I already covered the economic bonuses, many of them having a posible impact on the defense of an hypothetic civilization, ( like stone gathering related bonuses, resilience for economic units, Repairing etc.). Bonuses regarding counter-units such as the spearmen line, Skirmishers etc. which in some way can count as defensive bonuses, will be covered on the thirth part of this blogs as part of the military bonuses.

I invite to all the readers of these blog posts to comment and discuss this ideas and speculate about posible future civilizations not just for age of Empires II but also for the other games of the Series

Bonuses Regarding Monks, Monk related technologies and Monasteries

  1. Being enabled to create monasteries in Feudal age and train monks, but they cannot pick relics until Castle Age and their Conversion ability is slower than in Castle age: We have seen two instances of getting a unit earlier than normal, once with the Cuman Rams and once with the Burgundian Cavalier; this is the exact same concept applied to the monk; but unlike the other units Monks as they are can be an overpowered Feudal Age unit; so in order to balance this out any civilization that may have a bonus like this should not be enabled to pick a relic on Feudal age and probably the monk should also be weaker in Feudal age in some way. Of course monks in Feudal Age can still be countered by Eagle Warrior or Scout Cavalry but it also provides and advantage for healing units and performing a monk rush earlier than normal.
  2. Having many Monastery technologies an Age earlier: Considering the previous bonus it is posible that an hypothetic civilization in addition to earlier monks may also be enabled to research some Monastery technologies an age earlier than normal. Posibly if a civilization can make monasteries on feudal age it may also be enabled to research Herbal Medicine which increases healing inside buildings and Sanctity which just adds some hitpoints to the monks so it does not increases the convertion performance of the monk just its resilience. The other Castle Age Monastery technologies should still be researched on Castle Age, and then some ( or all) Imperial Age Monastery technologies may be enabled at Castle Age.
  3. Having a Ship that perform Conversions: This can be made for a unique ship, probably instead of saying they " convert" its ability should be named "Boarding"
  4. Monks move faster: Fervor currently is the only way to have monks that move faster than normal , but probably having monks that move 15% faster + fervor enabled to research can be a nice bonus; of course we already have the Spanish Missionaries which is a unique unit that can count as a faster monk and it can also be considered a " cavalry monk"; but we can imagine a normal monk in the middle ground in this regard. Also Missionaries have less range than monks asnd have more hitpoints than normal monks so a normal monk with faster move speed will not be the exact same as a missionary
  5. Making the Spanish Missionary a semiunique unit for other civilizations and apply bonuses to it: The idea of semiunique untis existed since the Conquerors with the Eagle Warriors and as we have seen each civilization that has a semiunique unit has a technology or bonus that makes it slightly different from the others, probably the Missionary can become a semiunique and of course that could mean that the best converter Missionary should be the Spanish one because of inquisition.
  6. Monks with better conversion range. Teuton Monks have already better healing range which enhances its role as a support unit; but , What about a possible civilization that their monks haves a better Convertion range so it can be better for a Monk Rush? A similar bonus existed in Age of Empires I with the Egyptians which ther Priests have +3 conversion range. Maybe a civilization with more conversion range for their monks in AOE II should state the bonus like this " monks have +1 conversion range in Castle age and +1 in Imperial ( for +2 total)" and still need to research Block Printing to get a maximum of +5 range.
  7. Monks that regenerate, This may seem useless at first glance since Monks can heal ech other; but a bonus like this may reduce significantly Monk microing after performing conversions against small armies reducing the posibility of monks to be killed while retreating or after depleting their faith.
  8. Monks Faith only drops 50% instead of 100% after a conversion: Dark Paladin X proposed a bonus like this for his Tibetan civilization concept made as a unique technology. This is an interesting posibility since what that means is that each monk can immediately be used for converting a second unit after converting a unit. This is of course a pretty agressive possible bonus.
  9. Monks are much cheaper: Portuguese have already Monks that are 20% cheaper out of their generalistic bonus of " all units cost less gold" however it can still be possible to have even cheaper monks since the Portuguese bonus is a generalistic bonus and not an specialized one. Perhaps having a civilization which its monks are 30% cheaper in Castle age and 40% in Imperial or so. It can be considered that maybe there can also exist a bonus like " monks cost another resource" but that may too overpowered.
  10. Monks regain faith faster. Of course we already have Illumination qhich is the technology that does athat but a bonus that furthers this up could be usefeul.
  11. Monks are improved in some way for each relic gathered ( possibly 4 relics at maximum). This idea could be similar to the Lithuanian Cavalry bonus applied to the conversion, healing or the other traits the monk has. It also is a synergical bonus since in this case what you need to improve monks is another monk that goes for the relic.
  12. Each new monastery spams one healer unit ( or one monk). If applied to monks as they are this can be potentially overpowered since monks costs 100 gold each and monasteries just 175 wood and monks are enabled to take relics heal and convert; but supposing there is a civilization with a unique unit which only heals ( probably healing better than a monk) this bonus should be considered.
  13. Monasteries cost a lot less ( posibly 100 wood): Malian monasteries costs is reduced by 15% but this is a descentralized bonus that applies to all buildings except farms and fish traps and it is not a huge discount on one single building. So it may be a good idea for a Monk focused civilization to have monastery that is really cheap.
  14. Monks are created much faster: Lithuanian team bonus makes monasteries to work 20% faster but it applies to technologies and the monk, maybe a good bonus for a Monk focused civilization could be to be enabled to create monks 50% faster or probably more.
  15. Having a set of monastery technologies for free: Teutons since Definitive Edition already have Herbal Medicine for free which is a technology that is not related to monks but makes healing inside buildings better. this idea can be applied to the other MonasteryTechnologies but of course not all the technologies at the same time on the same civilization since that can be overpowered. Probably a civilization with free Atonement and Redemtion can be interesting since their monks will be ready to convert Buildings Siege Units and other monks as soon as they are created, anothe interestin option could be a civilization with free Faith since that is a very costly technology that aids on defending against monks, or a civilization with free Heresy.
  16. Monasteries have an area of effect that heals friendly units: Many people may think this can't be programmed and doesn't make sense, but they are incorrect since there is another game that has this kind of area mechanics and uses the Genie Engine ( Star Wars Galactic Battlegrounds); also it makes sense to have a bonus like this since in medieval era sometimes monasteries served as hospitals and medieval medicine was studied by priests, Imams and monks. Another option that can adress a similar idea for representing how early hospitals were in many places monasteries is to have monasteries that can garrison / ungarrison units like the Town centers, Towers and Castles and giving the building a good healing ratio better than the other buildings offer.
  17. Monks more resistant to Bonus Damage: This can be a good idea as a unique technology and can be used for making monks more resilients against its natural counters : Eagle Warriors and Light Cavalry. Sicilian Monks already are 50% more resistance against the bonus damage of these units but we can imagine a civilization which their monks are even better on this.
  18. Monks with much better pierce Armor: One way to counter monks is with ranged units, Slavs Orthodoxy technology already gives monks +3 pierce armor ( along with +3 melee armor) but it is possible to imagine a civilization in which their monks have Huskarl like armor but still be very weak against melee attacks
  19. Monks enabled to have an attack while recovering faith after a conversion: this bonus may enable monks to defend a bit better but the attack they should get just need to be suffitient and not a big amount of damage.
  20. Monks enabled to be created at another building; posibly the Castle, University and Town center: in a case like this the player still need to create the Monastery for the technologies and hold relics.
  21. University can hold Relics: this can be a minor bonus probably good for a Team Bonus

General and miscellaneous defensive bonuses

  1. Buildings autorepair : The idea of autorepairing buildings already exist in Age of Mythology and Age of Empires III. In Age of Empires II an autorepair bonus might be something like "Stone Walls, Towers and Castles slowly regenerate hitpoints for free" or can be implemented as a unique technology. Of course in order for this bonus to be advantageous it should not take any resource unlike villager repairing but the regeneration of the building should be much slower than if repairing normally.
  2. Buildings have more Armor: In Age of Empires II resilience against attacks comes in two forms, the first is by having a high amount of hit points and the other is having armor that reduces de amount of damage an item receives from an attacking source. Regarding buildings Byzantines already have the Hit point approach of making the buildings more resilient by giving them more hitpoints, but it is posible to have another approach to this by giving buildings more building armor, more melee armor or more pierce armor than they normaly have; or giving them bonus armor in these armor classes: Building , Standard Building or Stone Defense.
  3. Houses and military buildings ( Barracks Archery ranges and Stables) can pack/unpack: This can be an offensive bonus since the player may create their barracks, archery ranges or stables near their Town Center and then pack and send those to the frontlines for attacking an opponent; but this may also be a very defensive bonus since the player may also be enabled to rearrange the position of these buildings in order to wall itself ( and this is why houses may also be considered for a bonus like this). Of course the buildings should not be enabled to train units while packed. This kind of bonus may be ok for a " nomadic" style civilization.
  4. Town centers are enabled to rapidly train a badge of a special defensive units that slowly lose hitpoints and cannot be healed but can be called more than once: This idea already exist in Age of Empires III with the Militiamen and in age of Mythology with the Egyptian Mercenaries, but still can be made something similar for Age of Empires II; posibly the bonus should be stated like " Town centers can train badges of militiamen as a rechargable ability for X cost". Much like the treason technology of the regicide game mode it should be like a technology you can research more than once but unlike treason this button should have a timer like the monk conversion or the coustilier ability so the player can't abuse it. We can see the Sicilian First Crusade technology a variation of this idea but it is only one time use, it gives a muster to 5 town centers at once use and of course the Serjeants don't lose hit points so it is not exactly the same.
  5. Military units being enabled to repair Buildings. Sicilian Serjeants can already repair Donjons but this repairing ability is restricted to only the Donjon. It can be an interesting bonus if for example the Militia line could be enabled to repair Walls, Towers and Barracks.
  6. Being enabled to create buildings on certain water terrains and all shallow type terrain with some types of ships: I already used this concept largely in my Micronesian civilization concept. To many this may sound farfetch but it isn't since in the middle ages several cultures and civilizations around the world learned how to build artificial islands ( like the chinampas in Tenochtitlan), how to gain terrain to the sea ( like the Polders and Dikes in Holland) or to build on top of a reef or a mangrove ( like in many parts of Oceania and South East Asia) or transform a sinking city into a functional city with water canals ( like that happened to Venice). Of course a bonus like this would be much more useful for island type maps, and we can throw here the posibility of make the Sea Walls and Sea Towers unique buildings for a civilization in which buildings on water fit with them ( like Micronesians since they built the City of Nan Madol that was made on top of a reef). It can be a very defensive bonus for water maps since the player may be enabled to shelter their navy and fishing ships from attacks

Technology Related Defensive Bonuses

Walls

Towers

Castles