Granted... there may be some cheating of history, but you gotta a little bit.
It's true! The Huns of BCE are not the Huns of the Danube... or rather, they WOULD be, but in BCE times, the Huns are raiding China and Korea and whatever sturdy suckers lived in frigid Russia, if any. These Huns are truly Asian, and in Campaigns, would be dealing more with other Asian civsthan withRomans to start out with.
Main Gimmick: Huns... need houses! They do! I'm sorry to say but they need them in this game. BUT the houses are only slightly more expensive than usual to counteract their double pop capacity: +5 wood, +5 pop, not a bad deal! Furthermore! Storehouse centers can be unpacked to move if a resource runs dry. They move slowly, but its better than rebuilding. In fact, their star tech increases movespeed!
Barracks
Horseman Center
Camelry Stable
Gobi Raider: A camel rider with a throwing axe. Counters horses from a distance somewhat but also infantry. Age 2.
Tarkan Camelry: A tarkan on camel. Destroys horses well but is somewhat slow. Age 4
Heavy Camel: A sturdy sword wielding camel. Less effective against horses than spears and other camels but all around useful. Age 4
Fortress
Wall Scaler: Can set up hooks to let allies climb over walls. If hook is destroyed, climbing units lose half their max health.
Trebuchet: Swapped pack and unpack loadings from a Pantinlonlon. Has greater accuracy than usual. Age 4.
Siege Workshop: Siege units are pulled by horses, making them weak to anti-cavalry but faster to reach their destination. They tend to lack raw power.
Shaman: Basic healer. Can convert.
Dock: Rather vanilla. There are plenty of animal hides on their boats
Armory: Due to the extreme number of mounted units, armor is split three ways: Unmounted, Horse and Camel. Simply figure out which unit is on what and that will be what gets upgraded.
|||Nice - Xiongnu, Huns, Mongols...whatever you call them they are all from the same area, use the same tactics and may as well be considered the same group.
Living in the mountain steppes, in the middle of a continent, far from any open water, should give them significant naval disadvantage though.
Well, their disadvantage is their lack of advantage. To me, water shouldn't be a competetive aspect that effects land play.
It's difficult to balance around being a naval civ in a game when PvP might include no water. It's not like in other AoE games where you can change your civ between matches. You COULD change civs in this game, but likely you'll be at either a lower level or/andyour wallet will be emptier to have those extra options to begin with.
|||Another good idea! I really like barbarian civilization and I always liked to play with the huns in TC.|||
I like the superhouse idea. No matter how far you go, Huns still need somewhere to call home.
And can we call them Yurts?
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