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Civilization Bonuses:
Team Bonus: Galleys +50% LOS
- Fishing ships 2x HPs; +2P armor; work rate +5% Dark Age, +10%
Feudal Age, +15% Castle Age, +20% Imperial Age
- Mill, lumber camp, mining camp cost -50%
- Infantry attack 10% faster Feudal Age, 15% Castle Age, 25% Imperial
Age.
Unique Unit:
- The Samurai: A fast attacking foot soldier
ES_Deathshrimp:
I will say again, the Japanese fishing bonus (which would
make them unstoppable in ROR) is probably not as good as you are
thinking in AOK. If anything, their cheap dropsites make them
efficient hunters. They are still not an economic powerhouse like
the Chinese, Franks or Persians.
Samurai can beat any unique unit, although it will take many
of them to fight off a Teutonic Knight or War Elephant. Samurai
can still beat a Champion 1 on 1--barely. It is easy to produce
more Champions than a Japanese player can produce Samurai. Archers
take out Samurai like they do with most infantry.
ES_Sandyman on why the Samurai don't have two attack types:
"In our original spec, we planned to have certain units have
multiple attacks. For a number of reasons, none of which were
because it was hard to program, this was scrapped. Two reasons
for dumping it were, first, the icky interface it led to, and
second, the immense annoyance a player suffered when his multi-units
used the "wrong" attack. Example: you have a bunch of
samurai. Suddenly you spot an enemy erecting a trebuchet nearby.
Frantically, you target it with your samurai and scroll off that
screen to find more soldiers to fight it. When you return, you
find that the samurai are uselessly shooting arrows at the treb,
which has meanwhile destroyed your castle. If they'd only rushed
up with swords, they could have killed it. Quick responses are
essential in RTS games, and multi-attack units tended to undercut
this. So we went for simplicity. "
History
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