▲ 25 r/aoe4

Scots are not a want, I NEED them like the plants need sun, potatoes need soil, and Memelord needs Bunti

I have always, ALWAYS been a big sword boi enjoyer. No cavalry, no range, only infantry WAAAAGHing across the map.

I've played the hell out of every infantry CIV and they were always missing something. HRE lacks power units and runs out of food SO fast in the early game, Japan secures food well but they have better cavalry than they do infantry and they don't hold up especially well in raids, Templars have excellent composition and units but are reliant on sacred sites for income and no double production, and so on, always something.

The Scots have EVERYTHING. EVERYTHING in one package. They have defenses to keep your villagers safe from Hon Hon Baguette ponies while your dumb slow army is across the map raiding, they have a unique source of stable food income to keep your barracks stocked, a means of rapid production to keep up with civs like Delhi and China, a fast infantry unit for quick raiding without needing to build a stable for horseman, heavy infantry that can trade punches with enemy MAA and spears without being exposed to Cav, Ribauldequin siege to help plow through enemy front lines in imp age.

They really have the best parts of every civ I main quilted together, I don't know how I will play anyone else when they drop. I need, need, NEED this CIV injected into my veins NOW

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u/Leider-Hosen — 5 days ago

It may be a small addition, but 11Bit really decided to sneak into the Utopia UI and stealth drop the most fire sound design in gaming.

After first victory immediately went into the Utopia Mode to longplay the new map, and they completely overhauled the sound design of every aspect there.

In Frostpunk 1 a big part of its incredible immersive value was the absolutely impeccable sound design and atmosphere to make the town feel grounded and vibrant, and it warms the heart to see them go back and add that to such a small area. It's JUST a menu but the little things are where the attention is extra appreciated. I deadass had to push all the buttons just to listen to them all.

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u/Leider-Hosen — 4 months ago

New Edinburgh makes Winterhell look almost habitable.

I've beaten Fall of Winterhome a few times but this scenario puts my stress levels at a 12, like omg quit threatening to throw me out I have literally jack all to work with and I'm trying my best T.T.

Loading attempt #4, wish me luck. 11Bit deep fried with this one.

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u/Leider-Hosen — 4 months ago

This sub gives be unironic hope for humanity.

Hopefully /undoom is allowed to say that for awhile I was afraid there were no sane people left and ultra hyper partisanship between Libtards and Trumpoids cheering for le revolution and gooning for the day they can kill eachother off was just the new reality, which was probably the most depressing idea of all.

I have never felt less alone than discovering 15, maybe even 16 people out there can see the hysteria and doommongering for what it is and take the piss out of this whole idiotic system.

Remember: those who profit off of doom have no greater weapon than making you feel alone and that you need them to indotrinate you into their cult and "save" you.

Every dank meme fights the good fight.

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u/Leider-Hosen — 5 months ago
▲ 15 r/aoe4

Jin Dynasty Tips from a 6000ms Jin Dynasty Main

So you want to play Jin Dynasty? You poor bastard.

Without discussing the wish for more Buffs, which is another argument, I've decided to jot down some pearls of Gold League wisdom from grinding this civ since it came out that will hopefully be of use.

1). Flower Pagoda should be the default pick in most games, especially if you are able to get two critical resources close to eachother, in which case it becomes a poor man's Aachen. This makes Fast Castle a viable choice as well. If you are against a highly aggressive CIV this will obviously not work, and Great Pasture will give better tempo if you want to counter-raid since GP+Grassland will double the amount of times the production bonus procs early game and saves a lot of wood.

2). Do NOT build only Mounted Vills at the start. While they give crazy returns they still take time to pay themselves back especially in the Dark Age when individual villagers have a lot more value. Of the starting 3, two on food and one on gold is a good mix, then make standard Villagers until you are close to Feudal Age. Afterward you can add MV between normal vills so you leave yourself gold for upgrades but still benefit from the gather speed. This does not apply as much if you go 2TC, which is highly viable because when you double the production of Mounted Villagers, they repay themselves significantly faster, though this play is obviously greedy.

3). Do NOT use Iron Pagoda as a Feudal raider unit the same way you would a Fr*nch knight, it will not work. Iron Pagoda deal less damage per hit, which means that while France can reliably kill a Villager in two hits (charge+1 melee) an IP will take three hits. That doesn't sound like much, but absolutely makes a difference. The splash somewhat compensates for this, but you only really notice if 2-3 are attacking at just the right angle, which is just not worth it in early Feudal as they are too expensive and build too slowly.

4). DO use the Moes for Feudal raids. They are an unbelievably trash unit with terrible DPS, but they are fast and incredibly cheap. A mass of them still dies to everything, but you can move fast enough to hit a woodline/gold early and jump back out before the enemy can react. If they turtle with towers you can mix a few iron pagoda in to tank ranged hits and keep the harassment on while having archers to deal with spearman. This is NOT the optimal play, but makes them pretty okay at keeping people busy if they won't let you greed.

5). Bed Crossbow will dishonor your bloodline and lay a pox upon your house if you dare build it. This unit is so incomprehensibly bad it defies belief. It has abysmal DPS yet costs as much as a knight and takes up two slots of population. It does, however, have ONE use: vill farming. It will still take a day and a half to kill anything but the super long range and unit piercing make them a major threat to villagers grouped on a resource if you want to spend slightly less gold than you would on Iron Pagoda.

6). If you have an easily accessible Trade Post, establish a tributary and trade as fast as you can in Castle Age. Jin has the third-best trade income in the game with one tributary and the second best with two tributaries. If you play mega greedy with Fast Castle into Mountain Hall with Trade on the side your income by Imperial Age is absolutely broken...assuming your enemy just sits aside and allows you to do that.

7). Mengan Moes are Bae. Spam outposts and get as much stone as you can to make as many of these Emplacements as possible, plus at least one keep for Flying Fire Battalion research. Having free heavy knights on demand is incredibly useful for deterring dives on your base and the more emplacements you have the more rapidly they recover their numbers if killed. This recovery is GLOBAL, you can have outposts on the backline well out of danger that still add value because of their emplacement.

8). Except that you are playing a D-Tier CIV and will probably die anyway, it numbs the pain.

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u/Leider-Hosen — 5 months ago
▲ 26 r/aoe4

Just a break from dooming about Jin/Multiplayer/Servers/Is there will be DLC or is game am ded? to appreciate a major change that doesn't seem to be talked about.

There seems to be tons of widespread map changes beyond just the new maps. The color palette seems nicer and the landscape feels a lot more organic and interesting.

High View now starts you on a hilltop with a ring of woods at the base instead of a nondescript empty spot. Altai's mountains are a lot more "rough", with narrower and wider spots and different branching ledges like a real mountain range instead of just a neat line down the map. Fr*nch Pass has rolling hills on the sides of the mountains.

The changes don't affect the gameplay or balance, they just make the map more interesting to look at and immersive, and I really appreciate that the devs went back and touched up older content instead of only working on new content.

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u/Leider-Hosen — 5 months ago
▲ 14 r/aoe4

I just played a match and realized that Jin has literally 0 answer to Ayyubid but turtling

They build desert raider, you build Archery range.

Oh wait, you have no Archers

Only archer is [the worst] horse archer [in the entire game]

Horse Archer gets nerfed by unease

Now the double worst in the game

Cry

Edit: The point is not that Ayyu is uncounterable, the points made are correct. It's just comical that the unit that was nerfed before it was even released (less damage for more speed) is nerfed again by another mounted archer which also happens to be superior to them in every way, made by an S-Tier CIV that can pull resources for early military out of thin air.

It's like the Iron Pepegas with such OP splash damage, it had to be nerfed to less than one-third of one tile and given the worst single hit damage of all knights, and also made one of the most expensive knights, just for Royal Knight to meme on them. I want to love this CIV but it is rough out here.

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u/Leider-Hosen — 5 months ago
▲ 9 r/aoe4

ETA on Jin Dynasty ost?

Really excited to show my father and i can't find it anywhere, not even steam (they have OG soundtrack but it isn't updated).

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u/Leider-Hosen — 5 months ago
▲ 34 r/aoe4

Ultimate Trader Showdown! Who's the top deliverer of goods? Number 1 will [not even slightly] shock you.

Alright, I've thrown the gauntlet. You wanted GPM and real numbers and the servers are deader than HRE's winrate, so I set up a closed pro racetrack to get the numbers. The real numbers. The hard numbers. To settle this debate forever (until the next DLC).

Ruleset: Small Map, French Pass (always the same spawn), inna jiffy disabled so Traders are evenly spaced, all upgrades possible used so number is on the highest GPM (afaik), 15 Traders (was going to be 10, but Mongol Silk Road would not work without 15), most "stable" number used as GPM from trade can vary slightly due to travel time/wierdness.

Traders, Raiders, Masticators, START! YOUR! ENGINES!

#7 Abbasid: 843

In bottom rung, the Camels did their best, but despite the higher speed and Spice Road bonus, they were left behind by the very honses they uneased.

#6 Le' France: 856

In the one category France counters Camels, the Merchant Guilds managed to squeeze out the narrowest of victories against their rival. The constant passive income from transit also gave them one of the most consistent--but not highest--income flows despite their average speed.

#5 Knights Templar: 866

Easing out a narrow victory, the civ that can't even trade normally claims middle of the pack with the dark horses of Italia despite being outnumbered 3:1, with a consistent 10-20 point lead. Deus Vults it.

#4 Mongols: 928

This was a very strange one, as despite having nearly the same conditions (only difference being map seed) as everyone else, they had one of the most unstable incomes of the group. It wobbled everywhere from the low 800s to the middle 1000s, to occasionally spiking to 1100. Even trying to spread the traders different resulted in the same outcome. In the end, 928 was the best average to work with, pushing them out of top three. A sad day for the Spammudai nation.

#3 Malians: 1013

Africa claims the bronze medal with a rock-solid quad-digit income. Getting all five towers taxing properly took finesse, but the tax income mid-transit gave them a silk-smooth income at a near perfect 1013 with only 5-10 points of difference, like France but stabilizing at a much higher level. A commendable performance.

#2 Jin Dynasty: 1106

So here is where I admit a major mistake in my calculations for the Jin's trade in my last post. I concluded that Tributary peasants do not affect trade income, but Tributary states themselves DO stack. Two tributaries gives more income than one, even if all traders are going to only one post. This leads to the Reindeer boys getting a 15% buff TWICE, and pushing them massively ahead of the pack with an impressive 1100 and claiming an easy Silver Medal. But there is one greater...

You saw this coming, I saw this coming, we all saw this coming.

#1 Ottomans: 1357

With a 250 point lead over second place the Ottomans swept the competition. With more speed and deeper pockets, nobody else could hope to catch up. The suspiciously giant pile of rocks needed to build 7 keeps is still under investigation, but they sure got the job done. They also achieved a baffling S-Rank in stability, as that 1357 number had 0 variance, not even a single gold per minute budging, so not only is their income the highest, but consistently the highest, making them the unbroken kings of trade.

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u/Leider-Hosen — 5 months ago
▲ 15 r/aoe4

Visualizing the Trade bonus for Jin Dynasty (in case you were curious how the Tributary bonus looks compared to other civs)

Imperial Age, Altai Map, Gigantic, Markets in the opposite corner from Post. Numbers are ONE WAY trips from A to B, not income over time, and base income was confirmed to be the same each time.

Standard:

France: 196

Ottoman with Trade Bags (+30%): 275

Jin (Default)

Jin Reindeer Trader: 177

Jin Normal Trader: 196

This surprised me a bit, but the Reindeer is actually 10% faster, so makes almost exactly 11% less Gold per trip. This makes the normal trader "better", but by an incredibly negligible amount. You may as well use Reindeer.

Jin (Tributary Established)

Jin Reindeer: 202

Jin Standard: 223

Jin (Tributary AND Alliance at Sea tech)

Jin Reindeer: 219

Jin Standard: 242

The difference looks a little larger here, but is still almost exactly 11%. I feared that as the base number is different between them it may compound into a larger difference, but the numbers are highly consistent. This means that dedicating Grassland to making traders for better income is not viable, because the difference in income and speed cancel eachother out with a 1-2% variance.

The AaS bonus is also slightly misleading in its description, as it almost sounds like it stacks based on the number of peasants. It does not, whether you have 1, 4, or 8, the bonus is the same.

Total:

Reindeer make only 2% more than normal with a tributary state, but as they travel faster the effective difference is almost exactly 12-14%. With the imperial tech, this increases to 20-22%, just 3% under the advertised 25% (though the number looks lower), while the flat 30% bonus is almost exactly 40% in practice, and better than advertised (common Otto W).

Hey, you made it this far. NERD

Edit: You asked, I delivered. Top trading CIV GPM, head to head.

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u/Leider-Hosen — 5 months ago
▲ 16 r/aoe4

I've been sitting on this a long while, researching different aspects on and off and gathering ideas from the latest DLC to connect the last few ideas I had and make something that would be unique and interesting to play as and against rather than another "Build Kn*ghts Sim 2026" like Fr*nce (Spoiler: There's still lots of Kn*ghts as, according to all research, they were the main force of Poland as they were in most other places).

I am far too American and employed to be an expert, but tried to dig around for as much historical information as possible so it would evoke the flavor and culture of the country while fitting the game, and giving them distinction from other civs.

The Poles | 800-1576

Gords, Agriculture, Brick Fortifications

In the early years of the Medieval Period, the heartland of eastern Europe became the home of many tribes of slavic pagans. Among them, the Poles would rise to prominence with their embrace of Christianity and subsequent conversion of surrounding cults, which became a unifying force across the land and a connection to the west, who brought knowledge of advanced architecture and governance eastward.

Unlike the absolute monarchies of their time, the land-owning nobility gradually secured responsibilities and legislative power comparable to the king himself, forming a democratic parliament that enacted new laws, raised armies, and levied taxes across the realm. Catholic monks became strong advocates of written language and the preservation of culture and knowledge among the people, and parish schools would cultivate one of the highest rates of literacy of its time, fostering a class of educated judges, record-keepers, and city planners to manage increasingly independent and rapidly expanding settlements.

Facing incursions from the east and west, Polish border settlements were built around earthwork ring forts reinforced with wooden beams, which were succeeded by stone-walled fortresses after most were burned down by the Mongols. Inspired by Italian architects, bricks formed from red clay became the preferred building material for walled settlements and castles, the Poles expanding older administrative buildings, churches, and forts with newer techniques and materials to create eclectic and stunning architecture.

In battle, the Polish army favors maneuverability and coordination, their armies being led into battle by the most experienced and noble knights, who were in turn defended by an armored fellowship of lesser nobles and peasant conscripts. Their most successful and well-known cavalry unit was the Hussars, Serbian exiles passing through Hungary who offered their services as mercenaries. Lightly armored and swift, Polish Hussars defeated better equipped and heavier cavalry utilizing unpredictable flanking attacks.

In the late 16th Century, the Kingdom of Poland would be dissolved and reformed into the Polish-Lithuanian commonwealth, with Stephen Bathory granted kingship via election. With their appointment, the Hussars would enter their golden age. Reformed into a heavily armored royal guard the Winged Hussars would adapt unique tactics to counter the "pike and shot" formation popularized through the early modern period and remain in service for over a century, becoming one of Europe's most iconic and celebrated knights.

Civilization Traits:

Cultivated Lands: The Poles begin each game with three farms behind their town center, granting immediate access to farmland, but half as many sheep as other Civs.

Right of Hunting: Villagers can construct Hunting Camps to gather from local wildlife.

Ring Fortresses: The Poles can construct the Gord from the Dark Age, but cannot produce Keeps or Town Centers. Gords offer a cost-efficient defensive option and universal resource drop point with a host of technologies and emplacements.

Parish Schools: The Basilica replaces the Monastery and can be built in Age 2, but not produce monks until Age 3. The Basilica will Baptize all nearby civilians, granting them gradual health regeneration when not in combat. Baptized Civilians offer their Patronage as they work nearby, and when enough Patronage is gathered the Basilica will produce one "Revelation" ticket, which can instantly unlock any technology at no cost.

Villagers MUST be performing work to contribute to the next ticket (IE they can be stalled by raids).

Agricultural Estates: In Age II the Folwark replaces the mill as a food drop point. More expensive than a normal mill, but increases population space when built and covers a larger area. Dropping food here generates a small amount of Grain.

When the Folwark gathers enough Grain, a Grain Shipment (trader) will travel to a selected neutral trade post, Glowny, or allied Market and return a large amount of Gold.

Note: The Poles mine gold significantly slower than other civs and have a higher gold cost on technologies, centering their economy on Folwark production and free technologies. Large-scale food production with an accessible market will grant significant and highly stable revenue, but trade routes must be protected to secure consistent gold income.

Druzyna Recruitment: In times of crisis, Szlachta lords can be called on to contribute their resources and influence to greatly improve military production for a short time.

Pay 200 food and 100 gold at the capital Town Center activate. For each Folwark or Gord you own, military production speed is increased by 50% (up to 200%) and the Food cost of units is reduced by 5% (up to 20%) for the next 60 seconds.

This cost is increased to 400f/200g in Castle and 500f/300g in Imperial.

Brick Gothic: The Poles combine architectural styles from across Europe to produce elaborate and stunning fortifications. The Kiln steadily produces stone to build and repair satellite settlements and defensive fortifications. Can not build Stone Walls in Age 2, constructs Brick Walls in Age 3

Unique Units:

Voivode | Feudal Age Heavy Cavalry: Veteran warrior that leads other units in battle, excels in mixed unit tactics and maneuver warfare.

+Improves the units that surround it with the "Field Coordination" buff. Melee units receive 15% higher movement speed and recover their charge attack more quickly.

+Long line of sight and can see into stealth forests.

-Weak in combat

-High Price

-Can only create 2 in Feudal, plus 1 in Castle and 1 more in Imperial for four total.

Wields a short bow at a distance and tends to hang at the back of formations, but can also draw a sword if enemies get too close.

Pocztowy | Castle Age Heavy Cavalry: Armored cavalry with a reduced price, gains increased stats when near the Voivode.

+Cheaper than a normal knight

+Gains more attack speed and defense when close to a Voivode

-Less damage, Armor, and HP than a standard knight

-Countered by Spearman, Crossbows, and Knights

Hussar | Castle Age Light Cavalry: Nimble Cavalry adept at exploiting holes in enemy formations and ambushing distracted targets.

>Passive Ability: Shock Attacker. Hussars deal 30% more damage to enemies facing away from them.

+Reduced Gold Cost (150f/50w/50g)

+High Health

+Exceptional damage when flanking

-Very Weak Armor

-High Overall Cost

-Countered by Spearman

Obuch | Castle Age Heavy Infantry: Armored infantry wielding a destructive Warhammer that knocks nearby enemies off-balance. Replaces the MAA.

+Deals AoE damage

+Damaged enemies become "Disoriented", reducing movement and attack speed by 20% for 10 seconds. Does not stack.

-High cost

-Weaker armor than a standard MAA

-Low attack speed (hits hard, but deals notably lower DPS than other melee infantry in the same class)

-Vulnerable to crossbowman

Best used to weaken frontline enemies, then outflank them with counter units or Hussars while they are unable to run away.

Winged Hussar | Imperial Age Heavy Cavalry: Majestic cavalry with a devastating charge attack that scatters massed enemies.

>Activated Ability: Delayed Concentration. Reduce Movement speed by 80% for 5 seconds. Afterward, break into a charge attack with tremendously increased range and damage that cannot be stopped by a spearwall or palings. On impact, enemies within 1 tile are stunned for 1.5 seconds. Goes on cooldown for 60 seconds.

Note: If charging into other cavalry head-on, the enemy charge will be negated as the Hussar's lance will hit from further away. Deals full damage through a Spear Wall, but the Winged Hussar will also be stunned and miss their followup attack. The Winged Hussar is set up like a Glass Cannon: a massed charge into an unprepared enemy will deal incredible damage and leave survivors vulnerable to a free melee hit, but if you use it too close to enemies they can sustain heavy damage before they can effectively attack, and if you use it in the wrong position you may waste it. The best use is to pop it just outside enemy sight range when they are concentrated in one spot, then coming flying in out of nowhere and deal fatal damage before they can react.

+High attack power

+Excellent in Melee

-High Cost (150f/200g)

-Countered by Spears and Crossbowman

Unique Technology and Buildings:

Hunter's Camp | Dark Age Economy Building:

Cheap 50 wood building that acts as a food dropoff point. Has the Survival Techniques and Professional Scouts technologies within, while the Folwark lacks them.

Note: Originally only the Folwark was available as a Mill replacement, but then it occurred to me that having the Mill replacement be Feudal Age AND more expensive would lead to A). missing out on nearby deer/berries in Dark Age and B. having to commit a giant and expensive building to temporary resources from then on unless you want to just give all deer to the enemy and build all your farms super early, which also causes problems. So while historically speaking Hunting was tightly regulated in Poland, gameplay wise this has more flavor than giving them two mills.

Folwark | Feudal Age Economy Building

Very similar to the Granary in how it collects bonus gold and has a larger footprint, but does not grant increased farming speed to nearby villagers and produces much more gold in the form of Grain Shipments, but those shipments are also more vulnerable to attack and can be stopped completely by enemy raiders. Contains the standard gathering speed techs for food. Grants 10 population.

-Three-Field System | Feudal Age: Land is used more efficiently, lowering the cost of farms by 33%

-Diversified Crops | Castle Age: Adjusting produce to the local climate and market demand improves the production of Grain by 20%

Gord | Feudal Age Defensive Building:

Costs 250 wood and 100 Stone to construct, Garrisons 8 villagers, acts as a universal resource drop point, and produces an area of influence affected by technologies. Has significantly less HP than a TC but builds much faster and has a variety of upgrades. Assuming you build the Gord, then immediately grab the TC upgrade, you will spend more resources and wait a little longer than someone using vills to build, but has the considerable advantage of freeing up your Villagers to do other things while it upgrades. This is balanced against not being able to build keeps and stone walls being moved to Age 3. Every tech is treated as an Emplacement, and requires varying amounts of Stone.

Feudal Age:

-Bedrock Foundation: This Gord can produce Villagers and gains 500HP (1500 > 2000)

-Elevated Ramparts: Adds Four Garrison Slots (8 > 12) and increases Arrow attacks by 2. Replaces Arrowslits, can be used with other weapons.

-Sawmill: Lumber Camps in the area drop off 20% more wood.

Castle Age:

-Springald

-Chorągiew Organization: Broader recruitment efforts reduce the gold cost of units by 20% while Druzyna Recruitment is active (permanently improves this ability).

-Stone Reconstruction: Replaces flammable wooden frames with sturdy Brick Walls. Raises Fire Defense by 10 (0 > 10) and health by 1000 (2000 > 3000 with BF). Must be repaired with stone rather than wood, but requires less stone than a Keep and repairs faster.

-City Hall: Local administrators support larger settlements, raising the population capacity of Houses and Folwarks in the area to 15 and increasing their health by 50%

-Szlachta Defenders: Garrisoning Military units within a Gord or Outpost replaces up to 3 arrow attacks with Crossbow Bolts that deal more damage. Affects all Gords.

-Defensive Synergy: Outposts within the area have longer sight range and resist 20% of incoming damage. While an Outpost is standing, its parent Gord slowly regenerates HP when damaged.

Imperial Age:

-Castle Towers: Adds Four Garrison Slots (12 > 16 with Ramparts)

-Pistoleers: Upgrade to "Szlachta Defenders": Crossbow weapons are replaced by more powerful handcannons

-Twin Cannons

This makes the Gord less healthy than a Keep, but its weaponry is more powerful.

Glowny | Feudal Age Economy Building

Replaces the Market. Can accept Grain Shipments if no Market or Trade post is available, but much less gold is redeemed. Cannot create Traders, but other Traders can stop here.

Basilica | Feudal Age Religious Building

Explained earlier. Has normal religious technologies.

Formal Ceremonies | Castle Age: Vatican-officiated events take place where Sacred Relics are stored. While a Basilica holds a Relic the range of its baptism is extended and Revelations are earned 20% faster. Does not stack.

Kiln | Castle Age Economy Building

Can garrison up to five villagers, each villager increasing its ability to produce a small trickle of unlimited Stone. These villagers are not placed inside the building, but rather a small clay pit next to it while one guy works the kiln itself. They can be targeted and killed by enemies without destroying the building.

So long as at least one Kiln is active, you can create Brick Walls, which replace Stone Walls.

Brick Walls have less HP than Stone, but build faster and repair with less resources. Brick Walls can be equipped with Heavy Towers. These are more expensive than Stone Wall towers but are invulnerable to torch damage and must be destroyed by siege, like a stone wall.

Outpost:

Fortify Outpost is replaced by the Castle Age Tech "Heavy Outpost", this reinforces the Outpost with brick fortifications that improve its HP by less (+500) but grant immunity to torch damage, also like a Stone Wall. Repairs with Stone instead of Wood.

Blacksmith:

Horseman's Pick | Feudal Age: Horseman and Hussars equip an armor-piercing hammer that increases their damage against Heavy units by +4

Armored Companions | Castle Age: Voivodes receive 20% less bonus damage

University:

Does not have Biology or Court Architects, but special replacements.

-Copernican Mathematics: Breakthroughs in economic theory increase the gold generated by Grain Shipments by 30%

-Expert Masons: The most skilled designers find improved methods of renovating and modernizing older settlements. All Gords research their emplacements 100% faster and are built with Stone Reconstruction already researched. All buildings gain 30% more HP.

-Mail Hauberks: Light Cavalry receive flexible chainmail armor, improving their Health by 20%

-Counter-Battery Tactics: Using unique combat formations, Winged Hussars receive 30% less damage from Gunpowder units and gain 10% more Health.

Note: Sounds like a meme because they dunked on the Ottomans IRL, but to my own surprise, this really happened. It was called "delayed-concentration" and put short, it tricked enemies into shooting a volley of bullets prematurely (out of effective range) by approaching more slowly than they expect, then closing ranks and rapidly closing in before they could reload. This was the inspiration behind their activated ability.

Landmarks:

Feudal:

Lednica Lake Church: Acts as a Basilica. Will occasionally inspire a Pagon Convert to enter your service. Converts have 20HP and work 50% as fast as a normal villager, but do not count towards population. The more Villagers are baptized, the faster it produces Converts, up to 10. In Castle Age, Pagon Converts become Wandering Pilgrims, who have more HP and a faster gather rate.

Frontier Township: Acts as a Folwark that can accept both food and wood. Depositing wood creates Farming Tools. When enough are gathered, a Farm will be built in an open slot with no additional cost. When every slot has a farm, Tool Shipments will be sent to market. Tools produce much less gold than Grain.

Castle:

Malbork Castle: Acts as a Barracks and unlocks the ability to train Men-At-Arms. Grain Shipments can be sent here to produce a batch of infantry with the "Bountiful Provisions" buff that improves HP and attack speed. (One batch per shipment, Batches still cost resources)

Wroclaw Hall: Improves the movement speed of Grain Shipments by 15% and increases their health by 100 points.

Imperial:

Krakow Academy: Every 90 seconds, spawns a Traveling Scholar at the selected Trade Post, who will slowly travel here. Upon arrival, reduces the cost of one technology here by 50%. When all technologies have been researched, Scholars will reduce the cost of all other technologies by 5%.

Olsztyn Castle: Acts as a Gord with all technologies unlocked. Outposts built nearby have their emplacement cost reduced by 50% and use all of their weaponry (Including Pistoleers) without being garrisoned.

Wonder:

Wawel Cathedral

u/Leider-Hosen — 5 months ago