This is AOK Outlands, this is a mod development for Age of Empires created by AnimalMan. The Mod aims to create the ultimate world wide expansion for AOK with online compatibility. The Mod will have 40 playable civilizations Here are 38 of them.
Buildsets
European Towns
--------------
Celts *European Tribes
Britons *Kingdoms of Britain
Franks *Kingdoms of France
Swiss *Kingdom of Switzerland
Spanish *New World Civ, Spaniards, We Keep original buildset
Germanic Towns
--------------
Goths *Ostrogoths,Visigoths,Vandals
Vikings *Scandenavians, North Germanic, New Found Lound
Huns *Cavalry People
Teutons *Developed Goth's, Norse, Germans, Dutch
Dutch *New World Civ, Frankish Germanic Frisians Flemish Hybrid
Mediterainean Towns *Cross Buildsets rounded off at 4 civs per buildset usage
-------------------
Romans *The Cause of it all
Byzantines *Self Referenced as Predominently Greek and Roman so we take on cross-architecture
Italians *Major Italian States including Genoa
Portuguese *New World Civ, Invaders of Africa and Americas
Arabic Towns
--------------
Egyptians *Starts with +1 Relic, +1 Monestery, +1 Monk
Saracens *Also the Moors
Indians *Elephant Archer
Persians *Elephant Siege
Turks *Gunpowder
African Towns
-------------
Mandinkas *Malians, Ghanians
Habeshas *Ethiopians, Nubians
Berbers *Moroccans, Tunisians
Shona *Zimbawe, Mozambique
Esikongo *Congolese, Nigerians
Main Asian Towns
---------------
Chinese
Mongols
Koreans
Japanese
Vietnamese
Sub Asian Towns * Asian cross Arabic
------------
Thai's
Tibetan's
Khmer's
Javanese
Meso-Americans
------------
Aztecs *Aztecs of
Mayans *Mayans of Mexico
Incas *Inca Empire of Peru
Polynese *Easter Islanders and Large Inhabited Parts of Pacific Ocean
West Indians *North American Tribes
Current Development Stage.
Africa
Africans
---------
*All African Civ's will have Black Villagers
Mandinkas *Ghanians, Malians and West Africans
---------
Farms avail in Dark Age *Earliest Farmers
Loom effects Infantry and Archers
Markets work 35% faster *Best Markets Around
Advancing to the next Age costs -33% Gold *Richest African Empires
------------------------------------------
Unique Unit: Mandekalu (Mounted Skirmisher) *Fast Ranged Anti-Archer
Team: Tributes are Free *Share that Gold
Unique Tech: Poison Spears (Spearmen, Skirmisher, Mandekalu Bonus Attack vs Villies)
Unique Tech: Slave Trade (Villagers Require 0.5 Pop) *Strength in Numbers
Tech Tree: Bad Late Age Tech, Good All Round Rusher, V Good Ally
Berbers *Moroccans and North Africans
-------
Starts with +1 Sheep *Nomadic Herders
Bloodlines is Free *Nomadic Breeders
Camels train 50% faster *Camel Rush Voids Paladins
Scout Cavalry provide own Population *Travelling Nomads
-------------------------------------
Unique Unit: Camel Archer (Mounted Archer) *Resistent to Cavalry
Team: Camels avail to Allies *Notorious Camel Dealers
Unique Tech: Zenata Riders (Scout Cav move and attack 15% faster)
Unique Tech: Almoravids (Towncenters, Houses, Monestery and Drop Sites are 50% Cheaper)
Tech Tree: Bad Late Age Tech(Except Camels, Hussars), Good Cav Rusher, Tactical Ally
Habeshas *Ethiopia, Etriea, Horn of Africa, Late Age Africa *95% of Axum undiscovered, We can use imagination from documented accounts
--------
Wonders Provide +1 Relic *Ark of the Covenant
Knights and Camels are 15 gold cheaper *We Love Greek-Roman Trade, Where we lack in Upgrades, We make up for in cost
Trade Cogs and Fishing Boats attack with Bow *Save on Wood
Castles, Towers and Walls are more resistent to Warships *Shoreline Defenders
------------------------------------
Unique Unit: Elephant Cart (Mobile Dropzone+Transport), Black Sail (Loots Dock)
Team: Galleys +1 attack vs buildings *Feudal Rushers
Unique Tech: Alleigence (Infantry Bonus Attack vs Unique Units's) *Small but numerous
Unique Tech: Christianity (Missionary Avail at Monestery) *We have Three UU's!
Tech Tree: Good Early Water Rusher, Good Land Based Economic Tactics, Lacks in Imperial Tech, Will hold out well with x3 tactical units.
Shona *Zimbabwe, Mozambique, South East Africa. The Bantu group is so large we must break it down, like germanics
------ *Bush Warrior (Scout) *Stables may contain just Camels
Militia cost -40% gold in dark age, -30% feudal, -20% castle, -10% imperial *Feudal Rushers! The Less Tribal we Are the more Expensive our Troops
Hunters, Foragers carry +7 food *Fast Gatherers
Tracking effects Villagers and Archers *Inf Line of Sight Bonus
Fortified Walls are half price *Zimbabwe Fortified Walls *We Wall Ourselves In
----------------------------------
Unique Unit: Hide Warrior (Spear Unit) *Like Jaguar Warrior with Cav Bonus
Team: Livestock yeild +45 food *Like Chinese Farms
Unique Tech: Assegai (Skirmisher throw with better accuracy)
Unique Tech: Draft Tribes (Villagers train at Barracks and Archery Range)*We Cling
Tech Tree: Bad Late Age Tech (No Cav!), Good Early Infantry, V Good Ally
Esikongo *Another Bantu Branch, A Late Bloomer, The Congolese prior to invasion or (Jaga)
-------- *Bush Warrior (Scout) *Eagle Warrior Duplicate, With Upgrades
Starts with +1 Bush Warrior(-50 gold) *We are Warrior Tribes
Castles support +10 population *We forge independant Empires
Towncenters build 50% faster *Fast Expander, Bantu Spread Fast
----------------------------------
Unique Unit: War Lord (Infantry), Pygmy Gatherer (Civilian Unit)*-20% cost, -35% Hitpoints, Requires 0.5 Pop, Bonus at Hunting, Foraging, Fishing.
Team: Alliance team bonus effective by an additional 10% *Stables work 20% faster, Stables work 30% faster
Unique Tech: Jaga Warfare (Bush Warriors +1 attack vs buildings)
Unique Tech: Cannibalism (Warriors return 10% food on death)*Roughly one tenth of dead inf is canabalized.
Tech Tree: Okay late age Tech (No Cav)
Africas Invaders
-----------------
Portuguese *We Want Zimbabwe Gold
----------
Gunpowder Units have +10% accuracy
Bombard Projectiles move 30% faster
Crossbowman Upgrades for Free *Oh, So Historical
Starts with +1 Scout Cav, -100 Food
----------------------------------
Team: Hand Cannoneers avail to Allies
Unique Unit: Musketeer (Hand Cannoneer) *Mosqueteirro
Unique Tech: Arquebus (Hand Cannoneers reload 25% faster) *Wall of Bullets
Unique Tech: De Jure (Reduces Market fee by 50%)
Tech Tree: Bad Early Age Tech, Good Imperial Civ, Tactical Ally
Dutch
-----
Villagers are 15% cheaper in castle, 20% cheaper imperial *We got high slave percentages
Town Militia Flee from Military Structures *Cant Rush Me!
Monks Capture Buildings from Range (Requires Redemption) *We Do it with Style
Careening is Free *Ambition
----------------------------------
Team: Spearmen +1 attack vs buildings
Unique Unit: Ruyter (Mounted Cannoneer) *Less Conquistador, More Affordable -25% Accuracy, -25% hitpoints, -25% cost
Unique Tech: Goendaag (Town Militia bonus attack vs cavalry) *The Joys of Medieval Weaponry
Unique Tech: Envoys (Villagers build 25% faster) *Settling In
Tech Tree: Bad Early Age Tech, Good Imperial Civ, All Round Tactical
Buildsets
European Towns
--------------
Celts *European Tribes
Britons *Kingdoms of Britain
Franks *Kingdoms of France
Swiss *Kingdom of Switzerland
Spanish *New World Civ, Spaniards, We Keep original buildset
Germanic Towns
--------------
Goths *Ostrogoths,Visigoths,Vandals
Vikings *Scandenavians, North Germanic, New Found Lound
Huns *Cavalry People
Teutons *Developed Goth's, Norse, Germans, Dutch
Dutch *New World Civ, Frankish Germanic Frisians Flemish Hybrid
Mediterainean Towns *Cross Buildsets rounded off at 4 civs per buildset usage
-------------------
Romans *The Cause of it all
Byzantines *Self Referenced as Predominently Greek and Roman so we take on cross-architecture
Italians *Major Italian States including Genoa
Portuguese *New World Civ, Invaders of Africa and Americas
Arabic Towns
--------------
Egyptians *Starts with +1 Relic, +1 Monestery, +1 Monk
Saracens *Also the Moors
Indians *Elephant Archer
Persians *Elephant Siege
Turks *Gunpowder
African Towns
-------------
Mandinkas *Malians, Ghanians
Habeshas *Ethiopians, Nubians
Berbers *Moroccans, Tunisians
Shona *Zimbawe, Mozambique
Esikongo *Congolese, Nigerians
Main Asian Towns
---------------
Chinese
Mongols
Koreans
Japanese
Vietnamese
Sub Asian Towns * Asian cross Arabic
------------
Thai's
Tibetan's
Khmer's
Javanese
Meso-Americans
------------
Aztecs *Aztecs of
Mayans *Mayans of Mexico
Incas *Inca Empire of Peru
Polynese *Easter Islanders and Large Inhabited Parts of Pacific Ocean
West Indians *North American Tribes
Current Development Stage.
Africans
---------
*All African Civ's will have Black Villagers
Mandinkas *Ghanians, Malians and West Africans
---------
Farms avail in Dark Age *Earliest Farmers
Loom effects Infantry and Archers
Markets work 35% faster *Best Markets Around
Advancing to the next Age costs -33% Gold *Richest African Empires
------------------------------------------
Unique Unit: Mandekalu (Mounted Skirmisher) *Fast Ranged Anti-Archer
Team: Tributes are Free *Share that Gold
Unique Tech: Poison Spears (Spearmen, Skirmisher, Mandekalu Bonus Attack vs Villies)
Unique Tech: Slave Trade (Villagers Require 0.5 Pop) *Strength in Numbers
Tech Tree: Bad Late Age Tech, Good All Round Rusher, V Good Ally
Berbers *Moroccans and North Africans
-------
Starts with +1 Sheep *Nomadic Herders
Bloodlines is Free *Nomadic Breeders
Camels train 50% faster *Camel Rush Voids Paladins
Scout Cavalry provide own Population *Travelling Nomads
-------------------------------------
Unique Unit: Camel Archer (Mounted Archer) *Resistent to Cavalry
Team: Camels avail to Allies *Notorious Camel Dealers
Unique Tech: Zenata Riders (Scout Cav move and attack 15% faster)
Unique Tech: Almoravids (Towncenters, Houses, Monestery and Drop Sites are 50% Cheaper)
Tech Tree: Bad Late Age Tech(Except Camels, Hussars), Good Cav Rusher, Tactical Ally
Habeshas *Ethiopia, Etriea, Horn of Africa, Late Age Africa *95% of Axum undiscovered, We can use imagination from documented accounts
--------
Wonders Provide +1 Relic *Ark of the Covenant
Knights and Camels are 15 gold cheaper *We Love Greek-Roman Trade, Where we lack in Upgrades, We make up for in cost
Trade Cogs and Fishing Boats attack with Bow *Save on Wood
Castles, Towers and Walls are more resistent to Warships *Shoreline Defenders
------------------------------------
Unique Unit: Elephant Cart (Mobile Dropzone+Transport), Black Sail (Loots Dock)
Team: Galleys +1 attack vs buildings *Feudal Rushers
Unique Tech: Alleigence (Infantry Bonus Attack vs Unique Units's) *Small but numerous
Unique Tech: Christianity (Missionary Avail at Monestery) *We have Three UU's!
Tech Tree: Good Early Water Rusher, Good Land Based Economic Tactics, Lacks in Imperial Tech, Will hold out well with x3 tactical units.
Shona *Zimbabwe, Mozambique, South East Africa. The Bantu group is so large we must break it down, like germanics
------ *Bush Warrior (Scout) *Stables may contain just Camels
Militia cost -40% gold in dark age, -30% feudal, -20% castle, -10% imperial *Feudal Rushers! The Less Tribal we Are the more Expensive our Troops
Hunters, Foragers carry +7 food *Fast Gatherers
Tracking effects Villagers and Archers *Inf Line of Sight Bonus
Fortified Walls are half price *Zimbabwe Fortified Walls *We Wall Ourselves In
----------------------------------
Unique Unit: Hide Warrior (Spear Unit) *Like Jaguar Warrior with Cav Bonus
Team: Livestock yeild +45 food *Like Chinese Farms
Unique Tech: Assegai (Skirmisher throw with better accuracy)
Unique Tech: Draft Tribes (Villagers train at Barracks and Archery Range)*We Cling
Tech Tree: Bad Late Age Tech (No Cav!), Good Early Infantry, V Good Ally
Esikongo *Another Bantu Branch, A Late Bloomer, The Congolese prior to invasion or (Jaga)
-------- *Bush Warrior (Scout) *Eagle Warrior Duplicate, With Upgrades
Starts with +1 Bush Warrior(-50 gold) *We are Warrior Tribes
Castles support +10 population *We forge independant Empires
Towncenters build 50% faster *Fast Expander, Bantu Spread Fast
----------------------------------
Unique Unit: War Lord (Infantry), Pygmy Gatherer (Civilian Unit)*-20% cost, -35% Hitpoints, Requires 0.5 Pop, Bonus at Hunting, Foraging, Fishing.
Team: Alliance team bonus effective by an additional 10% *Stables work 20% faster, Stables work 30% faster
Unique Tech: Jaga Warfare (Bush Warriors +1 attack vs buildings)
Unique Tech: Cannibalism (Warriors return 10% food on death)*Roughly one tenth of dead inf is canabalized.
Tech Tree: Okay late age Tech (No Cav)
Africas Invaders
-----------------
Portuguese *We Want Zimbabwe Gold
----------
Gunpowder Units have +10% accuracy
Bombard Projectiles move 30% faster
Crossbowman Upgrades for Free *Oh, So Historical
Starts with +1 Scout Cav, -100 Food
----------------------------------
Team: Hand Cannoneers avail to Allies
Unique Unit: Musketeer (Hand Cannoneer) *Mosqueteirro
Unique Tech: Arquebus (Hand Cannoneers reload 25% faster) *Wall of Bullets
Unique Tech: De Jure (Reduces Market fee by 50%)
Tech Tree: Bad Early Age Tech, Good Imperial Civ, Tactical Ally
Dutch
-----
Villagers are 15% cheaper in castle, 20% cheaper imperial *We got high slave percentages
Town Militia Flee from Military Structures *Cant Rush Me!
Monks Capture Buildings from Range (Requires Redemption) *We Do it with Style
Careening is Free *Ambition
----------------------------------
Team: Spearmen +1 attack vs buildings
Unique Unit: Ruyter (Mounted Cannoneer) *Less Conquistador, More Affordable -25% Accuracy, -25% hitpoints, -25% cost
Unique Tech: Goendaag (Town Militia bonus attack vs cavalry) *The Joys of Medieval Weaponry
Unique Tech: Envoys (Villagers build 25% faster) *Settling In
Tech Tree: Bad Early Age Tech, Good Imperial Civ, All Round Tactical