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most interesting native techs/units/stuff

Posted: 22 Jun 2017, 03:07
by rsy
I have felt natives are ignored too much. So I list out my fav natives, techs (with costs) and maps they're available on. RE maps are not included in this post.

1) Lakota:
- dog soldiers tech - gets u 1 ds for every 3 mins of game length - 500w 500c (send for any 15-30 mins timing)
- faster cav training tech - 250w 250c (Late game)
- 12 bison at tc tech (6000 food worth bisons at tc) - 150w 150c
Maps available: Iowa
10/10 game swinging choice

2) Cherokee:
- 4 settlers tech - 200w 200c
- market, dock, mill, plantain upgrades cost no wood tech - 100f 100c
Maps available: Arkansas
Great nat to add with a wood shipment early in the game for the 4 settler tech.

3) Cree
Great for the cree CDB. Also the 20% fishing uprgade that costs 75w 75c is great for fish booms
Maps: Hudson Bay

4) Huron
- huron mantlet tech - gets u 1 huron mantlet for every 2 mins of game length - 400w 400c (great for finishing games)
- fishing boat gathering rate tech - 20% for food and coin - 75w 75c
Maps: Adirondacks, Hudson

5) Sufi
- FATTENED goats tech - 1 for every 2 mins - 250f 250c (basically 300 food per fattened goat available at tc i.e. OP shit when u get 4500 fast gathering food at 30 min mark)
- fasting tech - 200w 200c increases gather rate for vills on everything by 10% but reduces hp by 40% (super late game tech)
Maps: Malaysia, Indonesia, Fertile "some say the universe is even bigger than the space between the starting TC and second hunt on fertile crescent" Crescent

Also interesting:
Bhakti tech - inf, cav attack tech - 5% attack - 200f 200c Maps: Bengal
Cree tech - inf, cav hp tech - 5% hp - 100f 100c Maps: Hudson Bay
Comanche techs - cav hp by 10% - 150f 150c , cav speed by 10% - 200w 200c - Maps: High Plains, Colorado
Klamath tech - 5% gather rate for everything - 100f 100w 100c Maps: Cascade, Great Basin
Klamath tech - 100 food for every 2 minutes upto 30 minutes game length - 225w 225c Maps: Cascade, Great Basin
Mapuche tech - 100 coin for every 2 minutes upto 30 minutes game length - 225f 225w Maps: Pampas, Mendocino
Zapotec - 100 wood for every 2 minutes upto 30 minutes game length - 225f 225c Maps: Mendocino
Seminole tech - +25% archer attack - 300w 300c Maps: Manchac, Florida
Jesuit tech - +15% villager training rate - 100f 100w Maps: Indonesia, Jebel Musa, Malaysia

Re: most interesting native techs/units/stuff

Posted: 22 Jun 2017, 04:04
by Hazza54321
Need more natives on maps i think, shit like rattans and war elifents on ep etc

Re: most interesting native techs/units/stuff

Posted: 22 Jun 2017, 04:19
by tedere12
on hudson bay I always add cree tp with 700w, or in transition to age2. I think it is very good

Re: most interesting native techs/units/stuff

Posted: 22 Jun 2017, 05:27
by JakeyBoyTH
Jesuit increases gunpowder attack by 30%

Re: most interesting native techs/units/stuff

Posted: 22 Jun 2017, 05:32
by Googol
JakeyBoyTH wrote:Jesuit increases gunpowder attack by 30%


I think that's comparable to that AA upgrade? I'm wondering how much it costs at jesuits then.

Re: most interesting native techs/units/stuff

Posted: 22 Jun 2017, 06:25
by Mitoe
For the record, the Bhakti upgrade is actually not good for Japan (or any civ, for that matter), as it does not affect Cherry Orchards.

Fertile "some say the universe is even bigger than the space between the starting TC and second hunt on fertile crescent" Crescent

I think you mean to use "smaller" instead of "bigger"

Re: most interesting native techs/units/stuff

Posted: 22 Jun 2017, 07:03
by P i k i l i c
Cherokee techs and the Huron fishing tech are probably the ones you can use the most often
JakeyBoyTH wrote:Jesuit increases gunpowder attack by 30%

only siege attack :hmm:

Re: most interesting native techs/units/stuff

Posted: 22 Jun 2017, 08:15
by JakeyBoyTH
P i k i l i c wrote:Cherokee techs and the Huron fishing tech are probably the ones you can use the most often
JakeyBoyTH wrote:Jesuit increases gunpowder attack by 30%

only siege attack :hmm:

Abus OP?

Re: most interesting native techs/units/stuff

Posted: 22 Jun 2017, 14:29
by bwinner
rsy wrote:I have felt natives are ignored too much. So I list out my fav natives, techs (with costs) and maps they're available on. I don't give a shit abt re maps but i Inlcuded all teh esoc maps that have them nats.

1) Lakota:
- dog soldiers tech - gets u 1 ds for every 3 mins of game length - 500w 500c (send for any 15-30 mins timing)
- faster cav training tech - 250w 250c (Late game)
- 12 bison at tc tech (6000 food worth bisons at tc) - 150w 150c
Maps available: ESOC Iowa
10/10 game swinging choice


Unless there are no lakota on TAD lol. They are only on nilla. On TAD you have cheyenne instead, which don't have dog soldier (they have a tech which gives *3 vs cav for cheyenne soldier)

Also you forgot the gold cost reduction for commanche which is great.

Re: most interesting native techs/units/stuff

Posted: 22 Jun 2017, 14:31
by Aizamk
40% berry is extremely good if the map does have berries, imo, but the best bhakti upgrade is the 50% hp to tiger claws.

bwinner1 wrote:Unless there are no lakota on TAD lol. They are only on nilla. On TAD you have cheyenne instead, which don't have dog soldier (they have a tech which gives *3 vs cav for cheyenne soldier)

A certain ESOC map does have lakota.

Re: most interesting native techs/units/stuff

Posted: 22 Jun 2017, 14:32
by bwinner
Aizamk wrote:
bwinner1 wrote:Unless there are no lakota on TAD lol. They are only on nilla. On TAD you have cheyenne instead, which don't have dog soldier (they have a tech which gives *3 vs cav for cheyenne soldier)

A certain ESOC map does have lakota.

Really ? oh I didn't know that, then it's my duty ;-)

Re: most interesting native techs/units/stuff

Posted: 22 Jun 2017, 14:45
by lordraphael
Googol wrote:
JakeyBoyTH wrote:Jesuit increases gunpowder attack by 30%


I think that's comparable to that AA upgrade? I'm wondering how much it costs at jesuits then.

afaik it increases gunpowder unit attack vs buildings (aka siege ) Im not sure tho, but i dont think it increases attack by 30 % cause that does sound pretty op to me

Re: most interesting native techs/units/stuff

Posted: 22 Jun 2017, 14:53
by WickedCossack
It's hand attack no?

Re: most interesting native techs/units/stuff

Posted: 22 Jun 2017, 15:00
by lordraphael
i checked its siege attack vs buildings. which means its a pretty bad tech. If it gave all units siege attack it might be worth it for russia or french.

Re: most interesting native techs/units/stuff

Posted: 22 Jun 2017, 15:03
by WickedCossack
I must be thinking of something else then. I'm sure there's a 25% hand attack boost for skirms somewhere.

Re: most interesting native techs/units/stuff

Posted: 22 Jun 2017, 15:04
by deleted_user0
isnt there already a thread about this in the strat section which lists all techs?

Re: most interesting native techs/units/stuff

Posted: 22 Jun 2017, 15:05
by lordraphael
WickedCossack wrote:I must be thinking of something else then. I'm sure there's a 25% hand attack boost for skirms somewhere.

i think youre right. but that isnt a good upgrade either. If your skirms get caught in melee mode youve either already lost or you are so far ahead that the upgrade wont matter

Re: most interesting native techs/units/stuff

Posted: 22 Jun 2017, 15:17
by P i k i l i c
@bwinner the map which has Lakota is ESOC Iowa. Btw the cheyenne tech gives a *2 bonus against cav, not *3

Re: most interesting native techs/units/stuff

Posted: 22 Jun 2017, 15:36
by deleted_user0
viewtopic.php?f=29&t=905

the christian schools is a good tech. 15% off vil training, basically medicine, for 300w 100c.

Re: most interesting native techs/units/stuff

Posted: 04 Jul 2017, 10:26
by Imperial Noob
WickedCossack wrote:I must be thinking of something else then. I'm sure there's a 25% hand attack boost for skirms somewhere.

Shaolin Clenched Fist, ofc
It upgrades skirmishers, archers, musketeers, grenadiers, minutemen and everything else that walks on two feet and attacks at range (tested)
For some reason outlaw-type units are unaffected, guess the Shaolin reject apprentices with criminal record.

The biggest beneficiaries are Janissaries & Sepoys -> 18 hand attack, close to jan's 20 range attack

Re: most interesting native techs/units/stuff

Posted: 22 Jan 2018, 06:23
by Kazamkikaz
That is why i hate EP maps only high plain seeing good, the makers gave shit to natives

Re: most interesting native techs/units/stuff

Posted: 22 Jan 2018, 07:25
by Bachscharfschütze
Mapuche Tactics - Infantry get +50% siege attack - 200 Wood, 200 Food
this is fucking insane imo, sad they are only on aranuacia. I always get this when i play on this map, it's just so good for civs like aztec, russia, china etc

Re: most interesting native techs/units/stuff

Posted: 22 Jan 2018, 07:38
by Bachscharfschütze
i didnt fucking see this is a half year old topic

Re: most interesting native techs/units/stuff

Posted: 22 Jan 2018, 12:04
by P i k i l i c
Bachscharfschütze wrote:Mapuche Tactics - Infantry get +50% siege attack - 200 Wood, 200 Food
this is fucking insane imo, sad they are only on aranuacia. I always get this when i play on this map, it's just so good for civs like aztec, russia, china etc

I agree, unfortunately the Mapuche warriors are the worst of all Natives

Re: most interesting native techs/units/stuff

Posted: 22 Jan 2018, 12:05
by edeholland
Bachscharfschütze wrote:Mapuche Tactics - Infantry get +50% siege attack - 200 Wood, 200 Food
this is fucking insane imo, sad they are only on aranuacia. I always get this when i play on this map, it's just so good for civs like aztec, russia, china etc

It's a huge boost yes, but it's not often that fights are determined by siege power.