Frozen-Vomit
Prince
I have read in one of the other threads that a player (can't remember his name) was complaining that he never used any techs from the cavalary tech branch because he classified himself as "builder".
I thought about this, mainly because I also most of the times don't use those techs until I discovered everything else and just need extra t4 units for late game conquest (exept when playing Hippus of course).
The problem I have with it is not that the tech path is militaristic but that it is nothing else. All the other branches (especially religion, magic and melee) can also be used for units but offer so much more. Buildings, Wonders, Civics ect., ect...
So some suggestions to make this tech path more versatile:
Buildings
- Post Office:
+1 Trade Route
+25% Distance to Palace maintainance.
- Caravan Post(?): (with Domasticate Camels)
Requires Oasis in fat cross
+3
per Desert tile in City
Wonders
- Ivory Palace: (with Domasticate Elephants)
Requires Ivory
Starts a golden age
Reduces maintainance in nearby cities.
- Silk Route: (with Domasticate Camels)
+2 Trade Routes per Silk connected to the city
Units
I suggest a new units branch: Scout -> Explorerer -> Conqistador
Require Horses and get better things from goddie huts, but don't get the bonus vs. animals. Sort of like ligth Cavalary (weaker than normal mounted units but stronger than the normal recon units...)
To make them more usefull I would remove mobility II from not-mounted scouts (the are to fat now anyway
)
Civics
- Feudal Rule (Government. With Armored Cavalary)
+10%
+25% number of cities maintainance
(Maybe make feudalism a requirement for armored cavalary)
Rituals
- Call of the Steppe
Gives the player that builds it the raider trait.
edit: I know most of these ideas are not very innovative. It's just that something should be there and I posted a few things that came to my mind...
I thought about this, mainly because I also most of the times don't use those techs until I discovered everything else and just need extra t4 units for late game conquest (exept when playing Hippus of course).
The problem I have with it is not that the tech path is militaristic but that it is nothing else. All the other branches (especially religion, magic and melee) can also be used for units but offer so much more. Buildings, Wonders, Civics ect., ect...
So some suggestions to make this tech path more versatile:
Buildings
- Post Office:
+1 Trade Route
+25% Distance to Palace maintainance.
- Caravan Post(?): (with Domasticate Camels)
Requires Oasis in fat cross
+3

Wonders
- Ivory Palace: (with Domasticate Elephants)
Requires Ivory
Starts a golden age
Reduces maintainance in nearby cities.
- Silk Route: (with Domasticate Camels)
+2 Trade Routes per Silk connected to the city
Units
I suggest a new units branch: Scout -> Explorerer -> Conqistador
Require Horses and get better things from goddie huts, but don't get the bonus vs. animals. Sort of like ligth Cavalary (weaker than normal mounted units but stronger than the normal recon units...)
To make them more usefull I would remove mobility II from not-mounted scouts (the are to fat now anyway

Civics
- Feudal Rule (Government. With Armored Cavalary)
+10%

+25% number of cities maintainance
(Maybe make feudalism a requirement for armored cavalary)
Rituals
- Call of the Steppe
Gives the player that builds it the raider trait.
edit: I know most of these ideas are not very innovative. It's just that something should be there and I posted a few things that came to my mind...