Jump to content
  • Topics

  • Posts

    • Right. Standard construction still requires own territory, but the buildings don't decay if cutoff from a root. The only thing that bypasses this is when you convert an Ox Cart to a house or storehouse in neutral territory. It's a nod to nomadism that doesn't completely remove the territory dynamic. 
    • They don't require territory roots after they are built right? You can still only build in own territory?
    • I've been working on the Scythians a lot lately for DE (and eventual inclusion on EA. R29?). Ported over a few assets from Endovelico. Made some actor and mesh improvements, rethought a few things, etc.   An updated direction for the Market. This is just a mockup, but easily accomplished:   Their "Academy" (Imperial Academy/Syssiton/Gymnaseion) structure, the Royal Yurt. Trains champions and heroes:   Stable, by @Duileoga:   Corral:   Ovoo:   Thoughts: Google Translate now has the Ossetian language, which is the closest living language to Ancient Scythian. Let's leverage Ossetian for SpecificNaming.  Nomadism Buildings auto-build, but have -50% health and capture points. While they are easier to destroy or capture, they also don't capture decay in neutral territory (they don't require territory roots). Receive special Ox Carts which are mobile resource dropsites (like the German ones) but can also transform into Houses and Storehouses at-will (and back) in own/allied/neutral territory. The Civic Center +25% territory influence radius (a great bonus), but its weight is -50% less than normal (their borders push much less against enemy borders than other civs do). Scythian Commoners (their Citizen-Civilians) have a range attack (use bows instead of knives) and an attack bonus vs. fauna.  These traits can go to any nomadic civilization we may include, such as Xiongnu or Huns. Pastoralism Corral technologies research instantly.  Receive a special Corral technology: Extensive Husbandry (boosts ranching) Receive a special Corral technology: Falconry (boosts Cavalry vision range and hunting) Raiders and Plunderers Scythian Maiden Huntresses +500% (TBD) loot while killing enemy units or destroying enemy buildings. These units are glass cannons, but if used right can more than pay for themselves in loot gained before they are killed.  Scythian Buildings and Units only give half-loot when killed. Winds of the Steppe A team bonus for Cavalry or Stables or both. The cult of Scythian Ares The Scythian Ovoos are their primary territory pushers. No other structures besides Civic Centers and the Fortress (see below) have territory radius effects. The Ovoo also has an aura that boosts soldier attacks ("Sword of Ares") and Priestess stats ("Cult of Ares"). Scythian Priestesses can also pray here to get resources (TBD). Ovoos cost stone and metal and are very very tough and uncapturable (must be destroyed).  Eventually we can create a new model which is the wooden platform with the sword at the top as described in the Histories. Maybe we can change the cost to Wood and Metal then, or give the Scythians the option to build either the stone ovoo or the wooden platform.  Fortress The Scythians do receive a stone Fortress structure, but it's treated like a special building in that only 1 may be built. It becomes available in Town Phase. It has a territory radius, but functions more like a hard point for defense or offensive push. Fortress units (Champions and Heroes) are moved to the Royal Yurt (see image above, information below) as well as standard Fortress techs. The Fortress does get to train the Scythian Battering Ram in Town Phase and research the ram's relevant siege technologies. Royal Yurt Their "Academy" type structure, similar to the Spartan Syssition, the Han Imperial Academy, and or the Athenian Gymnasium in that it trains Champions and Heroes and researches relevant techs. It's also given the standard Fortress techs, such as Espionage and Will to Fight.  Can invent a Special Tech for here. Maybe "Cavalry Tradition" or a special rank promotion tech applicable only to Cavalry. Technologies A special Forge technology: Goldsmithing (a boost to Market/Trading). The only Forge tech in the game with a specific economic effect.  A special Forge technology: Composite Bows (boosts infantry and cavalry archers specifically). Replaces the final melee attack tech.  They receive Archery Tradition like the Persians.  Most technologies, except those in the Civic Center, take 25% longer to research or cost 20% more (TBD).  I think something like I outlined (the exact values of things open for balance and design) keeps the core territory gameplay of 0 A.D., but adds enough distinctive features to make them feel a lot different than the other more "sedentary" civilizations. For DE specifically, I'll differentiate them even more with Cult Statues, Scouts, Cavalry are builders etc. But for EA I think what I've outlined is more than enough. What think?
×
×
  • Create New...