[This message has been edited by MatthewII (edited 12-01-2004 @ 03:44 AM).]
Wooden Buckler - This is basically your 'loom' tech. It's a dark age boost to the hp and armor of villagers. Researched at the storage pit, it grants +10hp and +1 to both armor types. Its a pretty good tech to get for defenses and especially good for civs with souped up villagers (palmy, sumer and maybe even assy). It also grants slingers an extra +1 to pierce armor. This 'shielding' tech is not prerequisite for the later missile armor techs at all. It costs a bit of wood, but does not deter from your tc time because it researches at the pit.
Slash and burn - This tech reduces the price of farms, which normally costs 75w by 20%. It is a storage pit tech, believe it or not, because it also grants villagers a greater bonus damage vs trees (they cut them down faster.) Not available to every civ.
Grouped Chariotry - Grants, as suggested above a garrisonable chariot. Garrisoning chariots with spear or mace men and chariot archers with light bowmen will grant them increased strength and attack amounts. However, the merge is PERMANENT, and you can only garrison a limited number of units. When 'garrisoned' they no longer take up a population slot, but their contribution to battle is lessened. In this regard, its a risky endeavor mostly meant for later game when you need as many warriors as possible. A total of 3 units can be garrisoned on either kind of chariot. To research this tech, you obviously need to have researched wheel and one of the two types of chariots (some civs may have chariot archer but not the melee chariot. Is that really so heinous?) Not all chariot civs get this blessing however. This effects any UU chariot units as well.
Stone/Copper/Bronze/Iron Axe - This tech improves the bonus vs (barracks) infantry damage of axemen and UU axemen. It is at the barracks, starting in Tool age. Each improves the bonus damage vs infantry by +2 except for copper axe which adds only +1. The Copper and bronze versions are available in the Bronze Age both. Not all civs get to benefit from any of this line. A few are fortunate to have iron axe at all. These techs cost stone and wood for the most part although bronze axe costs gold instead of wood.
Marksmanship - Grants archers, slingers, ballistae, arrow towers, peltasts and arrow galleys faster flying projectiles. They dont shoot at a faster rate... think Spanish Cannon Galley. They dont get more balls off, they just fly so fast there's no getting away! Got it? The projectiles reach their target about 15% faster, meaning less likely to miss. It is an archery range tech in the Iron Age.
Elephant Handling - Think Group Chariotry, and think elephants but think awkwardly. Elephants are an odd one. The Elephant archer is a simple one. In fact, the Improved Ele Archer naturally gets a bonus of 1 extra arrow fired per round as though it were garrisoned. In this case, you can garrison up to 5 units. For melee elephants, you can garrison villagers! They add little to fighting power. In fact, they are still sluggish in attack rate. The real beauty is the adds to the bonuses vs structutres. This siegelike bonus goes up by 50% per villager. Also, these villagers keep the elephant 'calm' and add a gradual durability of about 20hp each (24 for a carthagininian). You can also garrison ele archers to give them defensiveness too. Remember, the garrisoned unit is lost forever when it goes into the elephant's warplan. You will get your popslot back however. It is an Iron Age Stable tech, obviously.
Stone/Copper/Bronze/Iron Arrowheads - These are your archer arrow upgrades basically. They add attack damage to archers, galleys, towers, peltasts, ballistae chariots and spearmen including UU spear units (such as companion cavalry and nubian spear throwers), as well as hoplites. (Why are spears in this catergory? Well, spearheads are akin to arrowheads if you dont know.) Copper and Bronze Arrows are both available in the Bronze Age. This line researches at the blacksmith.
Toolworking - Unlike in AoE, this is not your infantry damage booster. Instead, it is a economic market tech. With new tools comes better workers. Mining, fishing, and building are performed 5% faster. (why such odd choices? Well, fishing with spears becomes with nets. Building materials and tools are improved and minerals make a big deal in the way it was harvested. The fishing boat is affected by fishing bonus.) All civs get tools so this tech is for all. It costs a bit of stone so use carefully.
Tin/Copper Smelting - This tool age blacksmith tech is strange to understand. To say the least, it should be noted that the research of tin and copper smelting, by a brilliant idea of mine, is now the requirement to reach the bronze age. (if you dont know, tin and copper make bronze. Neat, eh?) So, these 2 techs which are seperate of each other and not seried are needed to reach the Bronze age as well as 2 tool age buildings. Other than that, these techs do absolutely nothing! It just paves way for the bronze age. It brings about my plan for more early age warfare. Then again, with 3 military units to train in Stone Age, including archery ranges, this is obvious already, or it should be.
Phalanxing - This academy tech is more than just for hoplites, it effects all spear units by giving them+2 attack, with a +1/1 armor for foot spear units including hoplites. Some civs without hoplites will get this tech still because of spearmen alone. Both Greek and Macedonian civs get this one for free and mace gets the great companions to benefit from this tech. It is Iron Age, of course.
Aristocracy/Theocracy/Oligarchy/Republic/Tyrrany - These are a some of the governmental techs you can research. They are absolutely unrelated and some not even all that important at all. In fact, some are pitifully useless. One thing keeps them in common and that's that they all require a government center to be built before you can research these. Some are bronze age, some are Iron age, and governing techs can be researched at many kinds of buildings. From Academies (Aristocracy) to Temple (Theocracy), even Barracks (Tyranny). To call them 'government' techs is only by history basis. In truth, your civ may have none of them, it may have all. What does each tech do? I havent decided yet. Rest assured, they are all very very different.
Hawk/Eagle Eye - This simple tech would seem obvious. It is a tech for eagle scouts, granting bonus LOS when researched. The availability starts in Tool age with Hawk Eye, and Bronze Age Brings Eagle Eye.
Jihad/Fervor - Researching Jihad opens up a very strange tech indeed. Though inexpensive, all the researching does is open up availability to enable jihad or disable a current one. When enabled, villagers turn into fanatic warriors with extra hp, attack damage and rate, and some minimal speed and armor. The hitch is that they work very crappily unless they are building, and even that gets slowed by 10% unless it's either a wonder or a temple being built. Jihad is easily able to be called off however. For free, you can go back to the temple and click the jihad icon and your villagers will return to economic works in a few seconds. If you need more fanatic support, you can click the jihad button again and they'll go back to religious savagery. You only need to pay anything to research jihad, not to enable or disable a jihad. This making any sense to you folks? It is a Bronze Age tech. When available first, it is rather weakish but it does in a pinch if you dont need resources. Researching Fervor improves the warrior stats of a Jihad villager with no further crippling or any improvements for that matter to their work efficiency. If you lose all your temples, you cannot enact or disengage from jihad. If you are jihading when you lose your last temple, your villagers will become marshmallows who make economic massive power once again. Enabling or Disabling a Jihad takes about 3 seconds of wait time, of which your temple that is enabling/disabling is occupied and cannot research or train holymen. Think of it like packing or unpacking a trebuchet. Making any sense yet?
Camel's Hump/Two Humps - With the knowledge of camelry, this allows camel mounted units to VERY slowly regenerate hp when by water/deep water/shallows. The Two Humps tech improves this rate by about 40%. Its still slow regen rate but its better than nothing, no? It is a bronze ager, with Iron age for two hump tech.
Llama Storage - Civs in the Americas do not get cavalry but this is not cavalry. This is a gather rate tech, improving villager movespeed by 15% and gather rate by +3 resource capacity per trip. The resources arent extracted faster, but this is sure one hell of a sweet tech available in the Tool Age. The only problem is that it requires TC time to research so be careful.
Well, thats that for now. I hope the smelting tech line isnt too dangerous to gameplay or any of these other ideas.
Armenia: UUs- Heavy Cataphract and Cataphract Archer
Parthia: UU- Eastern Horse Archer
Germanic Tribes- UU- Beserkers
that's all that i can think about now...
Assyria - An archer and siege civ
-Archers +5% Rate of Fire in Stone, 10% in Tool, 15% Bronze and 20% in Iron, (not cumulative)
-Logistics free
-Siege Weapon upgrades -50% cost.
-Villagers move 10% faster
Team Bonus: Siege Weapons +2 LOS
UU: Siege Tower - Attackless unit that allows allied units to walk through walls, be they friend or foe. An excellent way to fight a turtler. Siege Towers do not attack, but they have superb defenses and missile defenses. Siege Towers need to pack and unpack so to speak. Upgrading to Improved and Elite improves movespeed, durability, and decreases the pack and unpack rate. Enemies cannot use your towers, but they can attack the bridge to the wall they make, even with melee. This bridge is the unpacking so to speak, and is expendable without harming the tower at all. Siege towers are weak to units that have Siegecraft especially, as well as siege weapons. They also take damage from melee as well, but soak up missile damage insanely well.
UT: Shieldbearer - This tech is a nice one, granting foot archer a boost of +2 to missile armor. Historically, Assyrians used men with shields to coverfire their archers from missiles, and its effectiveness was impressive.
Available units:
Chariots/War Chariots
Chariot Archers/Heavy Chariot Archers/Scythe Chariot Archers
Rock Hurler/Light Slinger
Cavalry/Improved Cavalry/Heavy Cavalry
Light Bowman/Hunting bowman/Shortbowman/Improved/Composite
Largebow man/longbowman/improved longbowman
light horse archer/horse archer/Heavy horse archer
stonethrower/catapult/heavy catapult
ram/improved ram/siege ram
ballistae/refined ballistae/heavy ballistae
Hoplite
Shortsword/broadsword/longsword/swordmaster
stone-tip spearman/felt-tip spear/longspear man
Peltast/improved peltast
light camelry archer/camelry archer/heavy camel archer
scout camelry/light camelry
scout cavalry/light cavalry/horse raider
camel rider/camelry/heavy camelry
clubman/heavy clubman
Axeman/heavy axeman
Choson - A tower civ
Towers +1 range Bronze Age, +1 Iron (total +2)
Priests -20% cost
Barracks units +25% hp
Team Bonus: Ballistae +15% accuracy
UU: Ancient Shinkichon - Not a high tech siege weapon at all. Instead, think of this as a multi-firing ballista that splits its shots at multiple targets in an arch around the main. It strikes 3 other units for half its main damage. As improved, it strikes 4 other units. As Elite, this damage becomes 70% of the main shot's damage. Like most siege weapons, they have minimum range.
UT: Unsure
Available Units:
Chariot Archer/War Chariot Archer
Rock Hurler/Light Slinger/slinger/heavy slinger
club/heavy club/maceman/improved maceman
shortsword/broadsword/longsword/swordmaster
stone spear/felt spear/longspear/greatspear
hoplite/improved hoplite
lightbowman/huntingbowman/shortbowman/improved shortbowman
largebowman/longbowman/improved longbow/composite longbow
light horse archer/horse archer
scout cavalry/light cavalry/horse raider
cavalry/improved cavalry/heavy cavalry
ballistae/refined ballista/heavy ballista
Peltast/improved peltast/elite peltast
stone thrower/catapult
battering ram
Well, there's some stuff to digest, folks.
Olmecs: An infantry civ
-Slingers +1 range Tool age, +1 range bronze age, and +1 again in iron for total of +3 to range.
-Wonders and temples cost 15% less
-Military units train 7.5% faster
Team Bonus: Woodcutters +5 damage vs trees
Unique Unit: Jaguar Warrior - Not like the Jaguar Warriors in AoK by a longshot. Instead, think of a hoplite, except swap the monster defenses and high hp with speed. In short, its a fast, frail unit that packs a whollop. They are basically fanatical worshippers of the Olmec pantheon, many of which revolved around worship of the Jaguar. They are considered mace infantry by techs that benefit them.
Unique Tech: Tortilla - Olmecs turn out to be important in the evolution of warfare. The invention of the tortilla, denoted by the appearance of comales in the archaeological record, enabled more efficient movement of troops because of their portability. Yes, as strange as it sounds, the sandwich was a nice and useful technique that could aid in the use of food by the troops. As such, a 5% boost to both attack and movement speed of all archery range, barracks and academy troops is attained.
Available Units:
rock thrower/light Slinger/slinger/staff slinger/improved staff slinger
eagle scout/eagle warrior/improved eagle warrior
stone spear/felt-spear/longspear
short sword/broad sword/long sword/sword master
light bowman/hunting bowman/shortbowman/improved shortbowman
largebow man/longbowman/improved longbowman/composite longbowman
Peltast/improved peltast/elite peltast
hoplite/improved hoplite/elite hoplite
stone thrower/catapult/heavy catapult
ballistae/refined ballistae
ram/capped ram/siege ram
axeman/heavy axeman/battle-axeman
club/heavy club/mace/improved mace
That list looks short, doesnt it? Well, that's because there's no mounted units.
Mayans: A foot archer civ
-Foot Archers -5% cost per age for total of -20% in iron age.
-Granaries -30% cost
-Goldmines last 20% longer
-Archers/Slingers +10% accuracy
Team Bonus: Walls and gates -40% cost
Unique Tech: Wayet - One the Mayan Calendar, there were 18 months that were given names, and these months were composed of 20 days as their previous calendar. In each year was a special five day month called Wayet. These five days had no names and were considered unlucky. The Maya used special glyphs to indicate time periods. Wayet, is moreso unlucky for the enemy. It grants your wonders, relic, war chests, and ruins capures the need for a reduction of years until victory. Think Athiesm of AoK. It also causes enemy relics to feed gold more slowly. If the map is relic heavy, this tech is great.
UU: Hul-che - The hul-che was one of the weapons used by the ancient Mayas in Yucatan and other parts of Mexico and Central America. It is merely a stick with a protruding head or peg, which engages the end of an arrow. By means of the stick, the arrow can be thrown great distances, with surprising force and accuracy. As such, this unit is part archer and slinger both. It uses arrow techs for damage and slinger distance and accuracy techs. It is vulnerable only to half of the damage bonuses vs archers and vs slingers. If a unit does +8 bonus vs a foot archer, its only +4 vs a Hul-che. Hul-che do cost stone, but they dont cost gold or food. Stone in this game will not be quite as ludicrously impossible to find.
Units Available:
Clubman/Heavy Clubman/Maceman/Improved Maceman/Spiked Maceman
Stone Spear/Felt tip spear/Longspear/greatspear
short sword/broad sword
axeman/heavy axeman
rock thrower/light slinger/slinger/staff slinger/improved staff sling
Hoplite/improved hoplite
peltast/improved peltast/elite peltast
light bowman/hunting bowman/short bowman/improved shortbow/composite shortbow
largebow/longbow/improved longbow/composite longbow
eagle scout/eagle warrior/improved eagle/elite eagle
ballista/refined ballista/heavy ballista
stone thrower
battering ram
The unit lines may look even worse than the Olmecs, but keep in mind that he who has better economy can make more units of poor quality. Besides, the tech tree isnt complete yet as far as actual technologies so be patiet.
Minoans: A Naval and foot archer civ
-Ships cost 20% less
-Foot Archer (excludes Peltast) line upgrades free; +1 range in tool, bronze and iron for total of +3.
-Market trade 7.5%. (Think Saracen market bonus)
Team Bonus: Farms +60 food
Unique Unit: I have no idea.
Unique Tech: Lavrys - The Lavrys was the Minoan double headed axe. It was a symbol of both sanctity, and authority. Here, it empowers axemen and woodcutters. Axemen get a nice +4 damage, which woodcutters strike at trees 10% faster, gathering more wood as such.
Units Available:
Axeman/great axe/Battle-axeman
short swordsman/broad swordsman/longswordsman/swordmaster
stone spear/felt spear/longspear
hoplite/improved hoplite/elite hoplite
peltast/improved peltast
light bowman/hunting bowman/shortbow/improved shortbow/composite
largebow/longbow/improved longbow/composite longbow
light camelry archer/camel archer
light cavalry archer
scout camelry/light camelry
camel rider/camelry
cavalry
clubman/heavy clubman/maceman
Ballistae/refined ballistae/heavy ballistae
stone thrower/catapult/heavy catapult
battering ram/improved ram
rock thrower/light slinger/slinger/staff slinger
As you can see, there's no scout cavalry, though there's a scout camelry unit. Notice the lack of consistancy between camel and horse? Yea, sometimes the camel is meant as more of a must if you want stable power, instead of a mere option.
Might as well make a few war chests and their benefits. Remember, war chests go to storage pits by villager. A villager will lose whatever else he's holding if he is commanded to gather a war chest. War Chests should be chosen carefully, because your ally may need one more than you do. If a warchest benefits cavalry and you're Olmec, let your ally know where the warchest is, and have him gather it. Of course, once Forum tech at the Government Center is researched, the sharing of War Chests begins and you benefit from the chests your ally has.
Here are a few of the techniques that are provided by warchest. These such techniques can be attained by research mean naturally, but having a warchest of said provision will stack up. Having 2 of the same warchest however is not beneficial.
Reed bow: Lightbow Archers fire rate +5%.
Gladius: Swordsmen deal +2 damage
Acupuncture: Priests +1.2 hp healed per second
Geology: Grants all units +1 LOS.
Wheel Spokes: Chariots +5% movespeed
Aqueduct: Farms +10% workrate.
Warband: Units +15% resistance to conversion
Shamanism: Priests +5hp; +1/1 armor.
There are many more of course. Each Storage Pit can hold up to 10 war chests. Suffice to say, the number of war chests on a map are not a usually immense number.
Also note, the new unit improved staff slinger is the staff slinger upgrade, and THE sling line super unit now.
That's all for now.
[This message has been edited by Usac (edited 12-15-2004 @ 12:28 PM).]
Chavin: An infantry civ
-Clubmen/Macemen and Hoplites +10% attack rate, +25% starting Bronze Age.
-Buildings +2/1/1 armor per age, for total of +8/4/4 in Iron.
-Hunters +7 damage vs predators
Team Bonus: Priests +1/1 armor
Unique Unit: I'm not sure
Unique Tech: Again, i got no idea.
Available Units
Clubman/heavy clubman/maceman/improved maceman/spiked maceman
rock thrower/light slinger/slinger/staff slinger/improved staff slinger
shortswordsman/broadswordsman/longswordsman/swordmaster
axeman/heavy axeman
eagle scout/eagle warrior
hoplite/improved hoplite/elite hoplite
peltast/improved peltast
stone thrower
ballistae/refined ballistae
ram/improved ram/siege ram
light bowman/hunting bowman/shortbowman/improved shortbowman
largebowman/longbowman
As seen, Chavin is a late booming power with strong units but a mediocre rush.
That's all I have time for.
I have an idea, Usac, the remake can cover Aoe and Aoe2: from classical age to middle age.
[This message has been edited by Tupac Yupanqui (edited 12-08-2004 @ 03:50 PM).]
That's why I'm moving on to the rest of the world now. Now for some India. There's actually lots of civilizations in Ancient India.
Harappa: An elephant civ
-Elephant units/upgrades +20% training speed
-Granaries -30% cost
-Archers +2 damage vs buildings
Team Bonus: Trade units +1/2 armor
Unique Unit: Unsure
Unique Tech: Brick Kilm - Harappan cities were planned, and their walls were made of masoned bricks. As such, all damage amounts dealt to any buildings immediately are cut by 25%. For instance, if a unit does usually 8 damage every attack, itll only deal 6 damage. This is cumulative with building technologies of course.
Available Units
Axeman
stone spear/felt spear/longspear
shortsword
clubman/heavy club/mace/improved mace
rock thrower/light slinger/slinger/staff slinger/improved staff sling
light bowman/hunting bowman/shortbowman/improved shortbowman
largebow/longbow/improved longbow/composite longbow
elephant archer/improved elephant archer/elite elephant archer
chariot archer/refined chariot archer/scythe chariot archer
light camelry archer/camelry archer
camel rider/camelry/heavy camelry
scout camelry/light camelry
war elephant/heavy war elephant/armored elephant
stone thrower/catapult
ballistae
ram/improved ram
As you can see, Harappa has an interesting lineup. Yes, you see chariot archer but not melee chariots, deal with it. Fact is Harappa shouldnt have ANY horses, but I liked the plan! Elephants are fun as are camels!
Following the sudden fall of Harappa came the Aryans. Now we have some horses!
Aryans: A cavalry civ
-scout cavalry/cavalry move 10% faster
-shepards +30% workrate
-Priests +20 hp
Team Bonus: Scout Cavalry +2 LOS
Unique Unit: Brahmana - Defensive, armored Priest. Very slow, but sturdy. Upgrading this line improves healing rate, faith regen rate, and conversion power ever slightly.
Unique Tech: Caste System - With this in effect, a wierd thing happens. When a priest or Brahmana under your command dies, he will respawn (resurrect by Vedic belief) as a villager. A nifty trick, but not of utmost importance. Use carefully.
Available Units
Clubman/heavy clubman/maceman
shortsword/broad sword
stone spearman/flint spearman
axeman/improved axeman/battleaxeman
rock thrower/light slinger/slinger
light bowman/hunting bowman/short bowman
largebow/longbow
light horse archer/horse archer/heavy horse archer
camelry archer/improved camelry archer
elephant archer/improved elephant archer/elite elephant archer
chariot archer
chariot/war chariot
cavalry/improved cavalry/heavy cavalry
scout cavalry/light cavalry/horse raider
scout camelry/light camelry/camelry raider
war elephant
stone spearman/felt spearman
stone thrower
ballistae/improved ballista/heavy ballistae
battering ram/improved ram
As you see, heavy on powerful cavalry units. Yes, that is a better elephant archer than melee elephant, crazy no? I should evict war elephant all together for some flavour. You also see camel archers but not melee camels. Get used to seeing an archery counterpart without the melee original at times. Good!
Team Bonus: +40% conversion resistance.
Unique Unit: Companion Cavalry - The pride of Alexander the Great, the Companion Cavalry is a good companion. Fast spear wielding units, they have not only a bonus vs cavalry units (same rules as spearmen apply but spearmen do much more of course), but they also have a +2 damage vs infantry. Companion Cavalry dont quite have the damage output of regular cavalry. Also, they do not get the missile armor bonus of hoplites and peltasts.
Unique Tech: Pyrrhic Victory - When going through all that trouble to win, you only discover your victory was so inconsequential, it was practically Pyrrhic! This tech grants a morale boost to your troops knowing that your enemy's victory will be meaningless, even if they win. As such, everything you have gets +1/1 armor from houses to priests(which Macedon gets thank you very much mr balance!) to villagers and siege weapons. All to make victory pyhhric!
Available Units
clubman/heavy clubman/Maceman/improved maceman/spiked maceman
stone spearman/felt-tip spearman
shortswordsman
axeman/heavy axeman
hoplite/improved hoplite/elite hoplite
peltast/improved peltast
scout cavalry/light cavalry/horse raider
cavalry/improved cavalry/heavy cavalry
war elephant/heavy war elephant/armored elephant
light bowman/hunting bowman/shortbowman
largebowman/longbowman/improved longbowman
rock thrower/light slinger/slinger/staff slinger/improved staff slinger
elephant archer/improved elephant archer
light horse archer/horse archer/heavy horse archer
stone thrower/catapult
battering ram/refined ram/siege ram
ballistae/refined ballistae
This unit line looks kind of bland, doesnt it? Not quite, as we can see, Macedon will be more of a reasonably sane civ than in RoR, and it can get wheel and temples too!
Persia: a Cavalry and Infantry civ
-Stable units -15% food cost(Persia gets wheel. Face it, they deployed Scythed chariots historically, so why not? Oh and face it, they get the Academy too, itd be stupid to not have UUs)
-Arrow galleys fire 25% faster.
-Start +75 food
-Sword infantry +1 missile armor bronze age, +2 iron for total +3
Team Bonus: Cavalry +2 damage vs foot archers
Unique Unit: Immortal - The Persian Immortal, thousands of men strong... dont exactly think they're an invincible 1000 man in one army. Immortals are defensive. They are both archer and sword infantry. They can be changed from sword to archer and back again very easily and instantly. They do less damage than swordsmen, and as an archer, they are just as mediocre except that they have some armor that carries from infantry mode as well as shielding technologies.
Unique Tech: Unsure
Available Units
Clubman/heavy clubman/maceman/improved maceman
shortsword/broadsword/longsword/swordmaster
stone spearman/felttip spearman/longspear/greatspear
axeman/battleax
rock thrower/light slinger/slinger
scout cavalry/light cavalry/horse raider
cavalry/improved cavalry/heavy cavalry
chariot/war chariot/scythe chariot
scout camel/light camelry/camel raider
camel rider/camelry/heavy camelry
war elephant/heavy war elephant/armored elephant
light horse archer/horse archer/heavy horse archer
light bowman/hunting bowman/shortbow/improved shortbow/composite shortbow
largebow/longbow/improved longbow
light camel archer/camel archer
elephant archer/improved ele archer/elite elephant archer
chariot archer/refined chariot archer/scythe chariot archer
stone thrower/catapult/heavy catapult
battering ram
ballistae
hoplite/improved hoplite
peltast
As can be seen, Persia has lots going for it this time. There's more to use, and plenty of strong units. Its a booming civ of course. Also notice the lack of elephant bonus. Interesting, eh? Persia has a new look and I like the way I made it.
Palmyria: Camelry and Trade civ
-Camel units +15% movespeed
-Tribute tax reduction techs free
-Villagers +1/1 armor and +10% work/attack rate; +20% cost.
Team Bonus: Trade carts/boats +40% trade return
Unique Unit: Unsure
Unique Techs: synodiarch and rb shurt - They are one in the same, in fact its basically a technology line. Both term here mean chief of the caravan. Synodiarch in Greek and rb shurt in Aramaic. What they do is that the first one doubles the hp of trade units, and the second one increases them by 50%. In the end, you get triple hp trade units, truly chiefs of the caravan!
Available Units
rock thrower/light slinger/slinger/staff slinger/improved staff sling
shortsword/broadsword/longsword
stonespear/felt spear
axeman
clubman/heavy club/maceman/improved maceman
scout camelry/light camelry/camel raider
camel rider/camelry/heavy camelry
cavalry/improved cavalry/heavy cavalry
chariot/war chariot/scythe chariot
scout cavalry/light cavalry/horse raider
war elephant
light camel archer/camel archer/heavy camel archer
elephant archer/improved elephant archer/elite ele archer
light bowman/hunting bowman/shortbowman
largebowman/longbow/improved longbow
light horse archer/horse archer
chariot archer/refined chariot archer/scythe chariot archer
hoplite
peltast/improved peltast
ballistae
stone thrower/catapult/heavy catapult
battering ram/refined ram
Palmy looks interesting, doesnt it? Lots of mounted unitry.
Well, that's that for now. I could use help coming up with the naval units though.
Lets move to Africa.
Egypt: An infantry and Priest civ
-Clubman/maceman line upgrades free
-Docks +50% hp
-Priests +2 range
-Temple Techs -40% cost
Team Bonus: Barracks work 15% faster
Unique Tech: Pharoah Worship - Causes the speed at which villagers construct wonders, Temples and Town Centers to go up by +300%
Unique Unit: I have no clue. we know much of Egypt, but cant find a unique unit.
Available units
shortspearman/improved spearman/longspear man
axeman/waraxeman/battleaxeman
shortswordsman
rock hurler/light slinger/slinger/staff slinger/improved staff slinger
clubman/spiked clubman/maceman/improved maceman/spiked maceman
light bowman/huning bowman/shortbow/improved shortbow
greatbowman/improved greatbow/longbow/improved longbow/composite longbow
chariot archer/improved chariot archer/scythe chariot archer
elephant archer/improved ele archer/elite elephant archer
light camel archer
scout camelry/light camelry
camel rider/camelry/heavy camelry
war elephant
chariot rider/war chariot/scythe chariot
stone thrower/catapult
ballistae
battering ram/improved ram
hoplite
peltast/improved peltast
An infantry egypt? Yea, Egypt may seem tough, but remember we dont have techtrees yet. Egypt is a variety shmorgasboard here with too many adaptations from infinity million varied invaders. Some of who make the cut. Dont frt of lack of chariot techs. Oh no, dont you worry. The Hyksos get to have fun with wheeled horsies!
Hyksos: A chariot civ
-Advance to Bronze age -25% cost.
-Chariot units +30% hp.
-axemen +20% attack rate
Team Bonus: Blacksmith -30% cost
Unique Unit: Axe Chariot - Combining the attack rate bonus of axeman bonus and the chariot hp bonus, you get a unit somewhat slower than the usual chariot with a powerful yet still somewhat sluggish attack. A priest killer as well. When elite, there are no scythed wheels, but they are still powerful alongside other chariots.
Unique Tech: No idea here either
Available Units
clubman/spiked club
lightspear/improved spear/longspear
shortsword/broadsword/longsword
axeman/waraxeman/battleaxeman
rock hurler/light slinger/slinger/staffslinger/improved staffslinger
chariot/war chariot/scythe chariot
scout cavalry/light cavalry
scout camelry
chariot archer/improved chariot archer/scythe Chariot Archer
light bowman/hunting bowman
greatbow/improved greatbow/longbow
elephant archer/improved elephant archer
ballistae/improved ballistae/heavy ballista
stone thrower
battering ram/improved ram
hoplite/improved hoplite
peltast/improved peltast/elite peltast
Hyksos have a fun army of goldless axes and chariots, though they lack in true power units. They get neither medium camelry or cavalry. It hurts them quite a bit. Still, the Hyksos can be a fast bronze boomer.
Nubians: A spear and foot archer civ
-Foot archers +15% movespeed
-Spear units, including peltasts, spearmen, Eagle infantry,(yes, unfortunately Nubians didnt have great horses) and hoplites attack +20% faster
-Farms last 20% longer (Think aok mayan bonus for farms)
Team Bonus: Spearmen +10% to cavalry bonus
Unique Unit: Spear thrower - Strong ranged spearman. Different than the peltast, it works great alongside your spearmen in trash wars. Their damage is pierce however, but their cavalry bonus is great. They are still infantry so shield techs boost em.
Unique Tech: Unsure
Available Units
shortspear/improved spear/longspear/greatspear
shortsword
axeman/war-axeman
eagle scout/sharp eagle scout/eagle warrior/elite eagle warrior
rock hurler/light slinger/slinger
light bowman/hunting bowman/shortbowman/improved shortbowman/composite shortbowman
greatbow/improved greatbow/longbow/improved longbow/composite longbow
light camelry archer/camel archer/heavy camel archer
elephant archer
war elephant/heavy war elephant
scout camelry/light camelry
camel rider
chariot/war chariot
hoplite/improved hoplite/elite hoplite
peltast/improved peltast
ballista
stone thrower/catapult/heavy catapult
ram/capped ram
Nubia has a strange army. Doesnt make them weak, in fact they have a strange greatness to them, and you might enjoy spear and hoplite armies with archer flavour.
Hittites: A siege and chariot civ
-Wheel and team chariot technologies free
-Advance to Iron Age -30% research time
-Siege Units +20% hp
Team Bonus: Archers do +1 damage
Unique Unit: 3-man chariot - A souped up armored chariot. Basically its a fortress chariot unit. It cannot get scythed wheels but is still strong as is. It can garrison twice as many units as a regular chariot however and can grow insanely strong with that many units
Unique Tech: Unsure. A little help here.
Available Units
Clubman/spiked clubman/maceman
shortswordsman
shortspear/improved spear
axeman
rock hurler/light slinger
camel rider/camelry
war elephant/heavy elephant/armored elephant
cavalry
chariot/war chariot/scythe chariot
scout cavalry/light cavalry/horse raider
scout camelry/light camelry
light bowman/hunting bowman/shortbow/improved shortbow
greatbow/improved greatbow/longbowman
chariot archer/improved chariot archer/scythe chariot archer
light horse archer/horse archer
light camel archer/camel archer/heavy camel archer
elephant archer/improved elephant archer
peltast
ballistae/improved ballista/heavy ballista
stone thrower/catapult/heavy catapult
battering ram/improved ram/siege ram
hoplite/improved hoplite
Hittites look just a bit different, dont they? With camels, chariots and different archers not to mention a siege focus, they are by far poor infantry and foot units in general. Still, Hittites will likely remain an Iron age power due to the fastness in getting there.
Well, there's a bunch of civs to pick on poor Egypt, eh? Whats next?
Greek: An academy and naval civ
-dock and academy units move 15% faster
-Government Centers -30% cost
-Academy unit lines upgrade -50% cost (not UUs).
Team Bonus: Acadamies 15% faster
Unique Unit: Toxote - An armored, sluggish archer. Compensates for the rather meager archery of Greek forces. The defenses are great for handling slingers.
Trireme - A large, easy to target war ship, but can soak up a lot of damage. Output damage much akin to other arrow warships. Trained at the dock, you must build an academy to train and need a govt center to reach elite status like with any unique unit.
Unique Tech: Helepolis - Increases the rate of fire of Ballistas by 45%. The city killer!
Units available
Shortsword/broadsword/longsword/swordmaster
axeman/waraxe/battleaxe
shortspear/improved spear
rock hurler/light sling/slinger/staffsling/improved staffsling
clubman/spiked clubman/maceman
light bowman/hunting bowman/shortbow
greatbow/improved greatbow/longbow/improved longbow
light horse archer
chariot archer/improved chariot archer
scout cav/light cav/horse raider
cavalry/improved cavalry
chariot
hoplite/improved hoplite/elite hoplite
peltast/improved peltast/elite peltast
ballista/improved ballista/heavy ballista
battering ram/improved ram/siege ram
stone thrower/catapult/heavy catapult
As we can see, Greek archers still suck, thats why they get one as a UU. They are a strong naval civ with decent religon and mighty hoppers and peltasts. As such, the peltasts provide good ranged support.
thats all for now.
[This message has been edited by Usac (edited 12-15-2004 @ 12:27 PM).]
Anyway, here's some more stuff.
Shang: A defensive civ
-Town Centers 2x pop slots. Cave Paintings gives +2 capacity to TCs.
-Wall Technologies free
-Villagers -20% cost
Team Bonus: Technologies except for advance to the next age, research 10% faster.
Unique Unit: Crossbowman - Thats right, while the rest of the world was in turmoil, China invented. It inventedC rossbows as early the 300's AD as records claim. Here, the crossbow is a somewhat sluggish moving and slow firing unit with a very nice damage output and range.
Unique Tech: Great Wall - We all know the great wall. Now we can grow from it. Granting +40% hp to walls and gates of all kinds as well as +4/4 armor.
Available Units
Axeman/war axeman
shortspear/improved spear/longspear
clubman/spiked clubman/maceman/improved maceman
shortsword/broadsword/longsword
rock hurler/light slinger/slinger/staff slinger/improved staff slinger
light bowman/hunting bowman/shortbow/improved shortbow/composite
greatbow/improved greatbow/longbow/improved longbow/composite
light horse archer/horse archer/heavy horse archer
light camel archer/camelry archer
camel rider/camelry/heavy camelry
cavalry/improved cavalry/heavy cavalry
chariot/war chariot
chariot archer/improved chariot archer/scythe chariot archer
peltast
hoplite/improved hoplite
scout camelry/light camelry
scout cavalry
ballistae/improved ballista/heavy ballista
stone thrower/catapult
battering ram
China is whack! Where's the replies, folks?
[This message has been edited by Usac (edited 12-15-2004 @ 11:56 AM).]
Carthage: A navy and elephant civ
-Elephant units +25% hp
-Barracks units -20% cost
-Transports +30% movespeed
-Slingers +5% rate of fire per age, ending in a total of +20% fire rate bonus in Iron Age
Team Bonus: Docks -30% cost
Unique Unit: Unsure
Unique Tech: Unsure
Available Units
Clubman/spiked clubman/maceman/improved maceman/spiked maceman
light spearman/improved spearman/longspearman/great spearman
shortsword/broadsword/longsword/swordmaster
Axeman/war axeman
rock thrower/light slinger/slinger/staff slinger/improved staff sling
Eagle Scout/Eagle Warrior/improved eagle warrior
scout cavalry/light cavalry
scout camelry/light camelry/camel raider
cavalry/improved cavalry/heavy cavalry
camel rider/camelry
chariot/war chariot
war elephant/heavy elephant/armored elephant
light bowman/hunting bowman/shortbow
greatbow/improved greatbow
light horse archer
elephant archer/improved elephant archer/elite elephant archer
ballista/improved ballista/heavy ballista
Stone thrower
battering ram/improved ram/siege ram
Hoplite/improved hoplite/elite hoplite
peltast/improved peltast/heavy peltast
Carthage may look overpowered, but the only serious early game bonuses are cheaper infantry and faster firing slinger. Their slingers are discounted as well so it makes for a nice slinger rushing or slinger/clubman STOUSH (STOne age RUSH). Carthage really begins to shine in later ages with a wide variety of melee units.
Thracian: A ranged infantry civ
-Ranged foot units +1 range and damage
-Cavalry/Improved cavalry/heavy cavalry and horse archers +10% movespeed Bronze Age, +15% Iron
-Foragers +35% workrate.
Team Bonus: Farms 2.5X hp.
Unique Unit:Unsure
Unique Tech: I have no idea here either
Available units
rock thrower/light sling/slinger/staff sling/improved staff sling
axeman/war axeman/battle axe
shortspear/improved spear/longspear
clubman/spiked clubman/maceman/improved mace/spiked mace
scout cavalry/light cavalry/horse raider
cavalry/improved cavalry/heavy cavalry
chariot/war chariot
light bowman/hunting bowman/shortbow/improved shortbow
greatbow/improved greatbow/longbow/improved longbow/composite longbow
light horse archer/horse archer
chariot archer
ballista/improved ballista/heavy ballista
stone thrower/catapult/heavy catapult
battering ram/improved ram
peltast/improved peltast/elite peltast
As you can see, Thrace has a slightly depraved army. No hoplites, or swordsmen and little diversity in cavalry. Then again, you'll see that the Chavin dont get the spearline. Still, you cant get too much better than fast foraging to give you a nice boost for STOUSH or TOOSH (TOOl ruSH) and faster cavalry can be very powerful, which is why they lack heavy horse archer. Oh and Thrace is not Greece. They may have similar origin, but Thracians used more auxilla in their army than Greeks did. A LOT more.
Suffice to say the techtree is not yet complete. There are so many techs that it will take a while. I KNOW WHAT I'M DOING! Let me tell you.
So, you want a unitary techtree, you got it! It so far only contains land units and buildings.
And by the gods! I dont want to make a mod. A mod is debilitating. A mod is just taking an original game and changing appearances and abilities no? How can a mod make new units and advantages?
Stone Age
Barracks: Can train Clubman and Rock Tossers in this age. Required for Archery Range, Stable, and Military Academy in their appropriate age.
Archery Range: Can train Light Bowmen in this age. Requires a Barracks to have been built first. To train mounted archers in their appropriate age, you need a stable.
Dock: Can train light arrow galleys and fishing boats.
Storage Pit: Takes gold, wood and stone resources in this age. Required to build a Blacksmith in its appropriate age.
Granary: Stores food sources. Required for farms, and markets in their appropriate age.
House: Adds population slots to your current ability to train more units.
Tool Age: With 3 of either Barracks, Dock, Archer, Granary or Storage Pit, you can advance to the Tool Age.
Barracks: Clubmen can upgrade to spiked clubmen, and rock tossers to light slingers. Also now you can train spearmen and Eagle Scouts if you can train them.
Archery Range: Now you can train greatbowmen and upgrade your light bowmen to hunting bowmen.
Stable: You can train Scout Cavalry and scout Camelry if you have them. Civs with stable will ave one of the 2, sometimes both, but never neither. Required to train mounted units in any other military building, including UUs.
Blacksmith: You can research a variety of military upgrades including shielding, armor, and weapon upgrades. That's not where it ends however! Required for Siege Workshop. Required to reach Bronze Age with the 2 technologies Copper Smelt and Tin Smelt.
Market: Allows you to train trade carts and research a variety of economic technologies. Required for government center in the Bronze Age.
Dock: You can now make transports, trade ships and flame ships. To make trade ships, you need a market.
Granary: Includes techs for farming and stone buildings in this age.
Storage Pit: Includes a variety of techs, economic, and military alike.
Bronze Age: To move on, you need 2 buildings from the Tool age and the techs copper and tin smelts.
Thats all for now. I wonder sometimes why people can think so small as a mere mod. Think big folks! BIG!
Quoted from Usac:
So, you want a unitary techtree, you got it!
Quoted from Usac:
A mod is just taking an original game and changing appearances and abilities no? How can a mod make new units and advantages?
Quoted from Usac:
I wonder sometimes why people can think so small as a mere mod. Think big folks! BIG!
[This message has been edited by Theris264 (edited 12-15-2004 @ 07:08 PM).]
Quote:
The 1,000 man strong immortals are not exactly immortal but they are survivalists by far.
Actually they numbered 10,000, with 1,000 as the emperor's bodyguards. They were really only called the "immortals" because if one of the 10,000 died, another guy was drafted in to replace him.
Copyright © 1997–2024 HeavenGames LLC. All rights reserved.
v2.5.0