The Gaels - AoE2 Civilisation Concept (including tech tree)

preview_player
Показать описание
In this video you will see the brand new civilsiation concept about THE GAELS, a viking influenced middle European civilisation with a focus on infantry!

Timestamps:
0:00 How to design a civ
0:55 Civ icon, architecture, wonder
2:01 The ideas behind the unique unit
3:21 The unique unit
5:03 Creating the unique unit
9:48 The unique technologies
14:04 The civ bonuses
17:08 The full tech tree
20:09 Strategies
Рекомендации по теме
Комментарии
Автор

Unique unit ASTERIX AND OBELIX with the MAGIC POTION!! No army would survive!! Jajaja great work my friend you are so creative and hard working, with amazing thought process!

Steeze
Автор

Checked this out after watching your Zapotec video. Some thoughts:

-Just like with the Zapotecs, love the level of effort shown, and it'd be rad if it could be made into a custom scenario or campaign just to show off the concept.

-The Scout cav HP bonus may be just a little too close to the existing Mongol/Frank bonuses for my tastes, though I do acknowledge it's technically different. Scout cav is a crowded design space so I feel your pain.

-The Hobelar bonus feels really broad at first but it's grown on me. I like how it boosts the viability of their light cav without quite making them an infantry counter (they'll still get nuked by halbs after all). For the barracks units, it basically makes them the Burmese but only vs. other infantry.

-Imp UT seems way too expensive for the bonus offered. Even for the most expensive land UU, the Mameluke, you'd need to make 27 of them just to break even on gold (never mind the food cost). For the Gallowglass, you'd need to make 65 (again, just to break even on gold without factoring food). Granted, it's for the whole team so in a big 4v4 it would often be worth it, but I'm not a fan of UTs that would likely never be researched in 1v1. I'd either give it a big discount or up the impact. Alternately, the existing TB is a tad weak, so a TB of something like "UUs cost 10% less gold" could be good.

-The Sicilian eco bonus got changed, so you could possibly revive your old one!

-I dig the tension between great Castle Age monks with the extra range but them losing out in Imp due to no BP.

-Not really feeling the woodchopping idea for Gallowglasses. Just feels a bit too gimmicky. The unit's combat stats are better, though it might be a little too similar to the shotel warrior. Much like Scout cavalry, infantry UUs are a crowded space, so I can see the difficulty.

nefftron
Автор

i was thinking they should divide the Celts into Irish and Scottish and here you are. Cool.

Kunaimaru
Автор

Great concept brother would definitely like to see this in a future DLC. But few things.
1.Almost every infantry unique unit got a buff in castle age and their elite upgrade cost reduced and the Gallowglass feels too squishy. Maybe buff it's HP to 55/70 and give them a bonus damage against buildings?
2. Gaelic War is a bit expensive for it's effect. Maybe change it's cost?
3. Change the castle age unique tech bonus damage against infantry to bonus damage against archer? It's a expensive tech for castle age anyways and will mostly be picked up at early Imperial age and they lack good anti archer options by missing the last armor tech and thumb ring on Skirmishers. Pretty much the only option is Onager. With this maybe Hussars can perform better against archers and still die to halberdier/pikes

zan
Автор

Love the idea of going all in on the light cav and UU being able to chop trees is interesting

raynightshade
Автор

Again, awesome work! I admire your scenario editor proficiency. The teambonus of the Gaels is really creative. There is one issue that I observed with all the civ concepts: To me it seems that your civs are all a bit underpowered. I think you can be a bit more bold with the bonuses and the unique techs und UU uprages often could be cheaper.

armchairsaurus
Автор

Fully upgraded Hussars with 115HP with technology which makes them better aggainst infatry this would have been Hera's favourite Civ

stefanandrejcik
Автор

Love your ideas!!! And all the effort you put into it. How about actually giving the Gaels the Hobelar as a second unique unit on top of everything else you designed for them? Especially since no other civ in AoE2 even uses ponies... Would be very cool to see an infantry unit on a a pony that can mount and dismount...

harduscloete
Автор

I think the TC bonus could be buffed. As it is its too small imo, and doesnt help on reducing the research cost of the techs who is normally the bigges problem. Would also recomend removing hussar and making Hobelars just give their light cav +30 hp and make the UT maybe halve the cost of the gallowglass or something like that. You can give them the extra attack vs infantry as a normal bonus.

Also I get why you removed block printing but I think I would prefer for them to have it. Otherwise you will just lose the chance to ever use 13 range monks

felipea
Автор

could you imagine a spy civ? it could build invisible outposts on trees as treehouses, which could only be destroyed by cutting down the tree. maybe give them a special unit at start that does nothing but building outposts and is unreplacable. otherwise the tree houses would be rarely seen. the castle age ut could give them a huge los increase on all units/buildings - almost like a spies light. the imp ut could let them unlock all techs in their tech tree that the opponent has researched yet

derikaem
Автор

I just found your chanel and i must say that a good candidate for a two hand axe unique unit can be in the Kievian Rus ( maybe re-design Slavs a bit ) and give them Varangians either as their own unit or as a team bonus you can also give them Longships because of the Viking herithage. Also if the Varangians are a team bonus unit they can be made into a cheaper Jaguar unit, as in they have an anti infantry bonus and 2 mele armour but vs other than infantry are weaker than the Champion.

stefankatsarov
Автор

Great videos! I'd like to see the Saxons, Gaels, tthe Normans, and maybe the Kiev Rus. Even a Hanseatic League civ could work.

taowroland
Автор

@MantisAoE I have over 30 Civ ideas I’d love to share with you as I think you do a great job a presenting Civ Concepts. Happy to provide if your stuck and need a few more Civ ideas

buffalosoulja
Автор

Thiis civ is pretty cool! A few points, though.
So with the +5 hp for scout line bonus that is:
70 hp in Feudal
85hp in Castle
110 hp in Imperial
They will also do 14 attack vs infantry, -armour
So this along with the bonus for infantry means that your Hussars might be a little too strong.

Also I don't really see how Gaelic warfare will help the Gallowglass become cheaper or how that unique tech will help you in a 1v1.
Other than that everything seems great!

obsidian
Автор

Hello guys! I tried for my own to create a new faction. What do you think of it and do you think that it would be balanced in the game?



The Scots

Infantry and trash units


I know that the Celts are in the game and they represent the Scots. But they are badly
designed and we can’t give the same tech tree to both the Irish and the Welsh. Just
think about the longbow. Welsh had it but Irish did not.


The flag would be the kingly banner of Scotland. The red lion on a golden bottom.


Bonus

- Trash units move 10% faster => The Scots were experts at guerilla warfare. This
bonus shows that.
- Lumberjacks work 15% faster
- Beginwith 2 more sheep (Scotland is famous for its sheep)
- Every ennemy unit killed brings 5% of its food cost to the Scottish player. => Raids
were common in Scotland even in the modern era. That’s a way to show this
phenomenon.

Team bonus

- Trash units train 15% faster


Unique unit

Gallowglass: heavy infantry 90F 25G

- Castle age: HP: 50 Attack: 12 Armor 2/2 Speed 1.00 Rate of fire 2.0
- Imperial age: Elite 1000F 600G HP 65 Attack 16 Armor 3/3 Speed 1.00 Rate of fire 2.0

An heavy infantry made to charge. Well equipped and powerful, they take many risks due to their
war mindset. That’s why they have less hp than a champion.

Unique technologies

- Castle age => Shiltron 350F 350G Pikemen line gains +1 range and +1/+1 armor. =>
Scotland was famous for its pikemen and their shiltron formation. That’s
why they must be above average.
- Imperial age => Hobelar 350F 400G Light cavalry gains +2/2 armor => The heavy Scottish
horsemen were very few but the Scots had a pretty good light cavalry.


Archery range

1) Bowman => crossbowman
2) Skirmisher => Elite skirmisher

No HA (we are in western Europe not in the steppes), no HC nor the technologies of the
building.


Barrack

1) Militia => Men at arms => Longswordsmen => 2 handed swordsmen => Champion
2) Spearman => Pikeman => Halberdier
- Squires
- Supplies

Stable
1) Scout => Light cavalry => Hussar
2) Knight => Cavalier
- Blood lines
- Husbandry

The Scots had a good light cavalry but not a great heavy one. That’s why they must not
have the paladins.




Siege workshop
1) Ram => Capped ram => Siege ram
2) Mangonnel => Onager
3) Scorpion
4) Siege tower


Scotland was not famous for its siege weapons. I don’t know where the creators of the
game took this idea.

Blacksmith

1) forging => iron casting => blast furnace
2) scale mail armor => chain mail armor => plate mail armor
3) scale barding armor => chain barding armor
4) fletching => bodkin arrow => bracer
5) padded archer armor => leather archer armor => ring archer armor


The range units of Scotland were not as bas as they are in the current game. They were
not on the same level as the British or Welsh ones but they were decent at
least. That’s why I give them bracer and the last armor for their skirmishers
but without thumbring nor arbalester

Dock

1) fishing ship
2) transport ship
3) trade cog
4) fire ship
5) demolition ship => heavy demolition ship
6) galley => war galley => galion
7) canon galion
- guillnets
- careening => dry docks

Scotland was not famous for its navy.


University
- masonery => architecture
- fortified walls
- balistic
- guard tower => keep
- murder holes
- treademill crane
- chemistry
- arrowslits

Castle
- hoardings
- sappers
- conscription


Monastery
- redemption
- atonement
- herbal medicine
- heresy
- sanctity
- fervor
- faith
- illumination
- block printing
- theocracy

Mining camp
- gold mining => gold shaft mining
- stone mining => stone shaft mining

Lumber camp
- double bit axe => bow saw

Mill
- horse collar => heavy plow

No guilds

seleukosnikator
Автор

They shoulda made the Gauls a playable civ in AOE1

voiceofreason
Автор

Could you do a Manchuria civilisation?

MrARock
Автор

hand cannons and bombards should be in
gaels vs english in war the gaels had full gunpowders armies

BATTERIESc
Автор

I hope they will split generlized civs like Vikings, Celts, Slavs like they did with Indians now. (Vikings - Danes, Swedes, Norwegians) (Celts - Scots, Gaels, Welsh) (Slavs - your Vlachs, Serbians, Kievan Rus)

dragonlord
Автор

Oh and if you ever want to play test your civs against human opponents...I gladly volunteer:)

armchairsaurus