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  1. Syracusans/Sicilian Greeks Civilization Profile Overview and Introduction Flavour text for the struture tree Long as Syracuse championed its citizen’s and fellow Greek’s independence, be it against Carthaginians or Romans. As a Doric colony it kept ties to other Doric cities in the Greek mainland. Although brief respites form their conflict with Carthage did occour under some of its rulers, the city's history is dominated by their wars with Carthage and other Greeks and the eventual concession of its autonomy to Rome. For my first faction I designed so it has a less orthodox playstyle to what I became accustomed during Alpha 24, my aim was to make an amphibious and mercenary civ where a rush or semi-rush pays off. So, I tried to bring new ideas to table and these will be further discussed during the champion and hero rosters sections. I also tried my best to make a civilization that doesn’t require too many new assets because people’s time is short. As for the values present, these can and will probably change with each revision of this document. Disclaimer: I do not know nor studied attic, doric and koine greek so the few names of the units that I present can and will most likely have speling errors, not be in the right order syntax wise and probably not be all from the same dialect but I tried to post this by standards of similar posts. I had images for this but they did not show up when i copied this from Word and adding them is a pain so... #NR means not researched...,yet. Faction Bonuses Jewel of the Mediterranean Grain gather rate increased by 10% gather rate Mercenary Loyalty A lot of mercenaries were employed for life under some of the tyrants and not just in time of conflict like the Sileraioi who were given land and accomodations, so in a way this a precursor the cleruchy system of the sucessors. The metal cost of italian and iberian mercenaries ( italian swordsman, iberian swordsman, tarantine cavalry) is decreased by 45% Team bonus: Trade Empire +10% international trade goods for self and allies Unique techs Archemides' Screw More water = better sanitation, better crops, more hydration = healthier and more citizens. Also in the abssence of conveyer belts water canals can and would be used to carry crude mineral chunks. Replaces the "Gather training" upgrade at the farmstead. Phase II, farmstead +10% grain gather rate for all units +10% faster metal collection for all units Cost: 300 wood 300 metal Ballistics Phase III, artilery foundry Adds/Increases area damage on siege engines by (x) aumount and increases their projectile speed. 300 stone 300 metal Archimedes Odometer Phase II Available at the CC Structures are built 20% faster. Cost: 100 stone 200 metal Secret Police Phase I, sentry tower +10 meters of LOS ( line of sight) to all structures. Cost: 400 food Solar Tower A complementary upgrade for the sentry tower, now the player has the choice to upgrade it to the stone tower or to the Solar Tower which does reduced damage to units but excels in damaging ships and siege machines. Phase I, sentry tower Upgrades the sentry tower into the solar tower Cost: 150 wood 150 stone Mamertines A one time, instantaneous shipment of 20 mamertines (italian swordsmen, same stats as the roman champ swordsmen) to the Tyrant's Palace. Available at CC, p3 Cost: 2000 food 3000 metal Doric camaraderie A one time, instantaneous shipment of 20 spartiates (spartan champ hoplite) to the Tyrant's Palace. Available at CC, p3 Cost: 2000 food 3000 metal Technology Tree Structures As Syracuse was a colony of Corinth, it should heavily feature Doric Architecture, much like Sparta. Although unlike the Spartans, Corinth and Syracuse seemed to have inherited a love for monumental buildings and public works from the Attic region. In short, make it so their buildings have the Sparta template but more embellished (and maybe replace the roof tiles with the roman ones). I don’t expect any new models to be developed ASAP for this and it is acceptable since I haven’t the skills required and am at the mercy of some good souls willing to model these. As for buildings available, these should be standard Greek roster available to Sparta, Athens and Macedon but I do propose 2 unique/special buildings for this faction (whose names in Greek I have yet to research) and I also propose that Syracusans only be able to build/have one Civic Centre, representing Syracuse itself and making for a risk reward type thing when attacking/rushing. Seaside Outpost/fortified port Syracuse itself went on to expand their influence over other territories through colonies of its own although these were more akin to fortified trading posts than full blown colonies, much like the Portuguese Feitoria. Can only be placed along shorelines and functions like a cross between a military colony and a market, where one can send caravans to. Can’t train ships except for the merchant vessel but can heal all ships, otherwise it can train caravans, one champion and some of the mercs available to this civ. This building will also have a technology that improves trade goods received by caravans that visit this building, again building on that risk/reward thing. Its cost should also be between a military colony and a CC. Tyrant’s Fortress/Palace A reference to the fortress of Euryalos. Essentially a better fortress that trains two of these civ’s champions(crossbowman and tyrant's bodyguard) and its heroes in addition to the “will to fight” tech that all civs have. A player can only have one of these per match (if not possible to implement this, then it could have a max count of 1). It won’t be any more expensive than a normal fortress and doesn’t replace it. Serves as an territory anchor like a CC. Wonder: Hieron’s Altar Unit Roster For my first draft of this civ I have 11 units planned, 3 citizen soldiers, 5 mercenaries and 3 champions. For this next section I will specify which buildings train what units using the following template, building, citizen soldiers, mercenaries, champions. Citizen soldiers -Syracusan Hoplite Generic name: Syracusan hoplite Specific name: Hoplites sikeliotes Pierce armament: Dori spear Attire: Unit variants should bear the Montefortino, Italo-Attic and Corinthian helmets . Rank 1 gets a tunic and one of the greaves, rank 2 gets the linothorax and both greaves and finally rank 3 gets the feathers in the helmets mentioned and a tri-disc cuirass over the linothorax. Aspis shield should have marine elements in it (dolphins, tridents, nymphs like the oceanids, pegaeae or the nereids or hell even Arethousa herself). Stats: Health: 100 Hack Damage: 2.5 Pierce Damage: 3 Crush Damage:0 Interval: 1 Range:4 Hack Armor: 5 Pierce Armor: 5 Crush Armor: 10 Walk Speed: 9 Run Speed: 15 Cost: 50 food 50 wood Loot: 5 food 5 wood 100 exp - Sicanian skirmisher Generic name: Sicanian skirmisher Specific name: Peltastes sikeliotes Ranged armament: Javelins Attire: Pelta shield obvs. Rank 1 has a straw hat, simple tunic and no greaves, rank 2 gets a chalcidean helmet and a decorative unic, rank 3 gets padded armor and a chlamys. Note: to make this a more “aggressive” civ and to drive the player to use mercs and champs these should have slightly worse stats than a standard skirmisher, -10% health. (Also, I don’t like how armies right now are like 4/6 ranged and 2/6 melee so that is also a factor in this choice of mine). Stats: Health: 40 Hack Damage:0 Pierce Damage: 16 Crush Damage:0 Interval: 1.25 Range: 30 Hack Armor: 1 Pierce Armor: 1 Crush Armor: 10 Walk Speed: 10.8 Run Speed: 18 Cost: 50 food 50 wood Loot: 5 food 5 wood 80 exp -Greek Lancer Generic name: Greek cavalry Specific name: Hippeus Melee armament: Xyston Attire: Rank 1 has a straw hat, linothorax and no greaves, rank 2 gets a boeotian or a boeotian-variant helmet and a chlamys, rank 3 gets a plume in their helmet. Stats: Health: 160 Hack Damage: 4 Pierce Damage: 3 Crush Damage:0 Interval: 1 Range: 6 Hack Armor: 4 Pierce Armor: 4 Crush Armor: 15 Walk Speed: 18 Run Speed: 25.5 Cost: 100 food 50 wood Loot: 10 food 5 wood 130 exp Mercenaries - Italian Swordsman Generic name: Italian Swordsman Specific name: "something" xiphophoros Melee armament: Xiphos Note: we can use the swordsman merc model of Carthage’s Italian embassy. I named them italian swordsman because making a unit for mamertines, campanian, sileraioi and samnites mercenaries is redundant. Stats: Health: 100 Hack Damage: 5.5 Pierce Damage: 0 Crush Damage:0 Interval: 0.75 Range: 3 Hack Armor: 5 Pierce Armor: 5 Crush Armor: 15 Walk Speed: 9 Run Speed: 14 Cost: 20 food 35 metal Loot: 2 food 6 metal 100 exp -Cretan archer Generic name: Cretan archer Specific name: Toxotes Kretaikos Note: There is already a model for these in game so no point in describing this one further Stats: Health: 60 Hack Damage: 0 Pierce Damage: 6.7 Crush Damage:0 Interval: 1 Range: 60 Hack Armor: 1 Pierce Armor: 2 Crush Armor: 10 Walk Speed: 10.8 Run Speed: 18 Cost: 20 food 60 metal Loot: 2 food 6 metal 100 exp -Tarantine Cavalry Generic name: Tarantine Skirmisher Cavalry Specific name: Hippeus Tarantinos Ranged armament: Javelins and pelte shield Attire: NR Stats: Health: 100 Hack Damage: 0 Pierce Damage: 18 Crush Damage:0 Interval: 1.25 Range: 30 Hack Armor: 3 Pierce Armor: 1 Crush Armor: 15 Walk Speed: 15 Run Speed: 21 Cost: 50 food 50 metal Loot: 6 food 8 metal 120 exp -War Elephant Generic name: African War Elephant Specific name: NR Note: The only mercenary elephant in the game and as such it should have a very steep cost. Stats: Health: 500 Hack Damage: 30 Pierce Damage: 0 Crush Damage: 70 Interval: 1.5 Hack Armor: 10 Pierce Armor: 10 Crush Armor: 20 Walk Speed: 9 Run Speed: 15 Cost: 300 food 160 metal Loot: 30 food 16 metal 250 exp -Iberian Swordsman Generic name: Iberian light swordsman Specific name: Hacker armament: Falcata and buckler Function: These are to be a pseudo glass cannon, less armour but more hack damage and more speed when compared to the standard merc swordsman. We can recycle the Iberian CS model. (Bootleg skiritai) Stats: Health: 80 Hack Damage: 6.5 Pierce Damage: 0 Crush Damage:0 Interval: 0.75 Range: 3 Hack Armor: 4 Pierce Armor: 2 Crush Armor: 10 Walk Speed: 11 Run Speed: 16 Cost: 20 food 30 metal Loot: 2 food 6 metal 70 exp Champions The champion infantry of this faction can only be trained intialy at the regular fortresses and at the special buildings mentioned above but will be available at the barracks after the player researches the "unlock champions" tech. -Syracusia (Ship) Note: historically it was known to have been a gift to the Ptolemies and was more of a show of whealth but you can´t make a champion function as a ferry only. Generic name: Syracusia Specific name: Syracusia Armament: ram and arrow towers Function: A really big ship, should be extremely expensive and slow but can be garrisoned like a tower to increase its firepower. It must also be capable of holding 50 soldiers. -Crossbowman Generic name: Crossbowman Specific name: Gastraphetephoros Armament: gastraphetes Attire: Similar to their Macedonian counterpart Stats: Health: 120 Hack Damage: 0 Pierce Damage: 40 Crush Damage: Interval: 2.5 Range: 60 Hack Armor: 5 Pierce Armor: 5 Crush Armor: 20 Walk Speed: 10.8 Run Speed: 18 Cost: 80 food 60 wood 80 metal Loot: 8 food 6 wood 8 metal -Tyrants’ guard/bodyguard Generic name: Tyrants’ Peltasts Specific name: Somatophylax tou tyrannou Melee armament: javelins, kopis and aspis Attire: As per the nature of their role and their value as a hybrid, high priority unit, they should be easily recognized in game, so I’m going to kill two birds with one stone by making them the flashiest units in game. Certainly, a tyrant would want show his wealth not only by investing in his personal image but also his entourage’s, the more decorated the panoply, the better. Firstly, their body armour, bronze muscle cuirass or an iron linothorax, like the one Phillip II uses in game. Both greaves made of bronze/iron and of course a cape. The helmet could be either a thracian or a late attic plumed . Function: The star of the roster for sure, this is meant to be a hybrid unit, a heavy peltast, cross between a skirmisher and a swordsman that is capable of both ranged and melee damage. The idea came to me after browsing Yekaterina’s post about making such a unit, basically my idea was that the damage type be exclusive to each “mode” of the unit, these “modes” could be toggled manually via formations but if this isn’t possible then have them only get in melee when right in front of another unit (< 4 meters). As they are also swordsmen, they can deal with CS infantry with varying degrees of cost-effectiveness. Naturally their counter would be cavalry. Finally, as to balance them I was thinking they could have an increased prepare time or downright less attack speed on their ranged stance. These should also have just a bit less health (than normal champ swordsmen) so that lose to other sword champs if none of their shots landed or if they hadn’t had a chance to fire but should be able to win if at least two or three shots connect before going into melee. Range Stance's Stats: Health: Hack Damage: Pierce Damage: Crush Damage: Hack Armor: Pierce Armor: Crush Armor: Walk Speed: Run Speed: Cost: Loot: Melee Stance's Stats: Health: Hack Damage: Pierce Damage: Crush Damage: Hack Armor: Pierce Armor: Crush Armor: Walk Speed: Run Speed: Cost: Loot: Heroes For this section I choose not to include any post Pyrrhus heroes and instead opted for the first dynast of each dynasty pre epirote influence . Gelo/Gelon I Elitism: Champions and cavalry train 15% faster while citizen soldier infantry train 10% slower. Cavalry Commander: Citizen and mercenary cavalry within a (Y) radius of Gelon receive a +2 crush, hack and pierce armour in addition to a 30% line of sight increase. To fit his bonuses and history, he would have to belong to the spear cavalry category but it is imperative that he posseces a more classical look than the following heroes, maybe a boeotian helmet with a laurel crown and a simple plume would fit him nicely: #Here is the crowned boeotian helmet in-game, to which I have added 3 plumes( i think they are props), just to give an even better idea of what I am talking about: Stats: Health: 1100 Hack Damage: 16 Pierce Damage: 14 Crush Damage: 0 Range: 6 Interval: 1.25 Hack Armor: 11 Pierce Armor: 10 Crush Armor: 25 Walk Speed: 19 Run Speed: 25 Cost: 300 food 200 wood 250 metal Loot: 10 food 50 metal 400 exp Dionysius I One the most infamous tyrants of Sicily, his contributions go from upgrading the walls of the city to furthering the development of siege machines. Dionysian Walls: Defensive structures get a 10% health boost (palisades, stone walls, fortresses, civic centres and all towers). Court Engineers: Siege units have their attack speed and movement increased by 20% in a (k) radius. As for his physical model I couldn't find much but following picture gave me the idea of giving him a linothorax, maybe scaled, underneath a chlamys, kinda like Themistocles in-game: #i also think he should be a sword cav hero Stats: Health: 1200 Hack Damage: 20 Pierce Damage: 0 Crush Damage:0 Range: 5 Interval: 0.75 Hack Armor: 11 Pierce Armor: 9 Crush Armor: 25 Walk Speed:18 Run Speed: 25.2 Cost: 300 food 100 wood 200 metal Loot: 10 food 10 wood 50 metal 400 exp Agathocles Another famous ruler that, much like Hannibal during the 2nd Punic war, brought the fight his enemy’s doorstep, somewhat shielding(not really tho) his own territory. He also burned his ships after disembarking in Africa, that way his mercs and soldiers were in a do or die situation. Natural Leader: +50% capture points in a (j) radius for both allies and your own troops. Relentless Advance: Mercenaries and citizen soldiers gain experience 10% faster (this, I think can be done by multiplying the experience points given by enemies in (x) radius or by multiplying the experience received by friendlies in (x) range of him). For his appearance and unit class I was thinking that he could be an infantry spearman, something like this: # Maybe a cloak or something to make him more distinguishable. Stats: Health: 1000 Hack Damage: 10 Pierce Damage: 10 Crush Damage:0 Hack Armor: 10 Pierce Armor: 11 Crush Armor: 20 Walk Speed: 10 Run Speed: 18 Cost: 200 food 300 wood 150 metal Loot: 5 food 15 metal 400 exp
    2 points
  2. Hi everyone..... I would like to know, How to introduce a pick of the scenario that I'm building on the previews picture section of the Atlas editor??? Here is a pick of how is looking so far. Please guys...Help me please...and thanks.
    2 points
  3. Heroes don't count towards the pop cap, indeed. See: https://code.wildfiregames.com/D3265. You can take a look at the example campain, basically it is defining stuff in JSON. Two times a week, IIRC. Friday and monday, judging from the commits. Could very well be possible, you can still review and discuss strings, though. Common desire is different, but I think rams prefer to attack structures over units. Feel free to make a patch to prefer siege, if that makes sense.
    2 points
  4. Hey @wowgetoffyourcellphone, glad to get some feedback from you! Feel free to take anything you want from this mod, just link to my github repo in your contributions page. Also notice that there are olive groves and date palm groves as "cash crop" fields, which are good for diversifying your civs. Take a look at the pastures too, those could be useful now that you're starting to work with nomadic civs. And the patron temples could be good for more civ diversity and filling out DE's Empire Phase. And there's some things I think I'll "steal" from DE too, if you don't mind. The cult statues will work perfectly with my patron temples, and the mixed-gender citizen icon will be good for the unit production menu. Thanks for pointing out that I need to document Manpower better. I've done a lot of work documenting the city-growth elements of the game in tooltips, but some things kinda slipped my mind. Though tbh, Manpower isn't really my favorite resource to work with, as it's hard to find a balanced trickle rate that doesn't slow down the early game too much without making it too plentiful in the later game. I created it as a way to give a definitive late-game advantage to players who managed to grow their cities more, but now that I've learned more about how Value Modifiers work, I'm thinking of other ways to do that. Maybe an "Aura" that scales with city population that progressively reduces the batch production time in nearby buildings, to the point that someone with a Metropolis of 100k+ citizens can spam units almost instantly. So I'll probably remove Manpower in a later release. Glad you like the government centers. They're ultimately meant to be a lot more than a "Hero Barracks" though, they're going to be the main way of implementing civ-specific technologies and bonuses. Right now they're a bit cookie-cutter because I haven't had time to think of a lot of civ-specific techs, other than the "Democracy vs Tyranny" techs for Greek city-states and the Cura Annonae for the Romans. You've created a lot of techs for Delenda Est, maybe you could help me with that? Oh yeah, and <Icon> doesn't support {phenotype} in the base game, I rewrote Identity.js and some of the gui code to support that. Don't try to implement it in DE yet! I'll try to submit that as a patch for A26.
    2 points
  5. Introduction. East Asian biomes include the major biological ecosystems that make up the land area of East Asia, specifically China with Taiwan, Mongolia, Japan, and the Korean Peninsula. These vary from northern tundra and boreal to southern tropical and subtropical ecosystems, include several major mountain ranges, and comprise forest ecosystems, grasslands, deserts, and also important wetland systems. One literally outstanding globally unique feature of the region is the Tibetan-Qinghai Plateau, which forms the source of many of Asia’s major rivers and also drives the monsoon climatic patterns of the entire region. The region includes the world’s most populated country, China, and some of the most densely populated areas but also some of the least populated areas of the planet, including Mongolia with the lowest density. The region is unusually rich in both flora and fauna and has many distinctive endemic features and relic species.
    1 point
  6. I deliberately made the back a U shape to make more visually interesting in case someone presses " q " or "e" during gameplay. I will if requested do a proper thing in Solidworks.
    1 point
  7. As far the wonder i proposed there are only a few piles of rock remaining, thankfully some people have taken to the making of virtual reconstructions but i can not verify these. I again show the folloing picture taken direcly from the design document, and following that a pretty rough 3D model in paint 3D, because I completely forgot had SolidWorks . Yellow cilinders -> statues Green Rectangles -> doorways
    1 point
  8. Thanks a lot man for creating it!!
    1 point
  9. What i have: Turkey (Domestic) Tapir (Not animated) Tucan (Ramphastos sulfuratus) Generic Nopal Palo Verde (Tree) Terra Magna Cactus Jaguar Mantarraya/Giant oceanic manta ray Agave Cactus.
    1 point
  10. @Salesome Is there anything you'd like me to do? I added Ceres/Heraklit as reviewer and could add more if requested. We just have little contact
    1 point
  11. I just looked, you already are a reviewer. Although everything is translated, there are still German strings with room for improvement. By the way, I actually need more active German reviewers, since I did a lot of translations myself and I cannot review my own strings, even as a language coordinator. In case you want to improve the source strings - Transifex has a "Add Issue" function that lets you comment on strings and this can be discussed there. I don't know how actively this is followed by the core developer team, though.
    1 point
  12. At the current stage no, all strings are frozen. But when A25 comes out and we start A26 sure;
    1 point
  13. You can propose changes to texts on Phabricator, but they won't be included in A25, since we're in String Freeze, to allow translators to get their language included. Very much welcome for A26, obviously.
    1 point
  14. Buenas ; Actuales edificios disponibles en el Mod Lusitanos (o que estarán en breve); Disculpen las molestias*
    1 point
  15. https://github.com/0ADMods/Syracuse-mod I created a repository on github for the civ, added the initial files and some templates, it's already minimally playable, ready for the necessary edits. Send you an invitation as adm @Yekaterina.
    1 point
  16. I will open one, currently I am suffering from a lack of assets and templates. Need to make templates.
    1 point
  17. I have come up with this: Mercenary Loyalty All mercenaries have their metal cost decreased by 45%, their food cost increased by 30% (and maybe an addidtional cost of 20 stone) Cost: 200 wood 300 stone What do u think?
    1 point
  18. I suggest to change the shortcut to ctrl only, otherwise it’s bugged (at least in a24).
    1 point
  19. You can also do attack move (unit only). It is Control+Q
    1 point
  20. Violent can ignore orders to attack something that attacks it.
    1 point
  21. One can switch between the violent and aggressive stances, IIRC.
    1 point
  22. https://trac.wildfiregames.com/wiki/Atlas_Manual
    1 point
  23. I'm going to put this around here and slowly get out of here Manta Birostris.7z
    1 point
  24. I'm loving this idea so far! I've always thought there needed to be a faction to represent the colonies in Magna Graecia. The fortified port is almost exactly the same as a "merchant colony" idea I had for Mare Nostrum. I'm not much of an artist, but I've gotten pretty far by stitching existing actors together with meshes. I've thought about making this by combining the base of the Brythonic Crannog with a few other civic buildings on top. Lemme see if I can make a "dirty prototype" for you!
    1 point
  25. Unit silhouettes seem unreliable: Don't know if it's a (hardware) problem on my end, when I reloaded the purple guy's silhouette was displayed fine. savegame-5186.0adsave
    1 point
  26. You don't need a GitHub account, you can download the zip file easily. https://github.com/0ADMods/Lusitanians_civ.git
    1 point
  27. Is this supposed to be possible? 2021-06-20_0011.zip
    1 point
  28. Wow, this is just what I dreamed of when I started City Building mod but didn't have enough knowledge of the code. Rise of Nations is also one of my favorite RTS, and I can definitely feel that Rise of Nations/Civilization meets AoE2 vibe here, especially in civil center concept. I'm still getting the hang of manpower vs population concept, but so far this is so interesting that I might make a City Building addon for Mare Nostrum mod in the future. However I noticed that commoners do not immediately gather after finishing building a dropsite structure. In Empire Ascendant, citizens tasked with building Farmstead near berry bushes for example, will automatically gather berries after the Farmstead constructed. Is this intended? I took a glance at the mod and found no modification to UnitAI.js so not sure where the behavior started. I also found template error on Mauryan barracks, something related to Infantry champion. Oh and a side note, I suggested siege towers to capture walls some weeks ago, and turns out it is not historical at all (they only capture buildings in Middle Ages) Other than that, I'm very thankful for this mod, and I'm excited to see what other features it will offer in the future. Good luck, @hopeless-ponderer!
    1 point
  29. that serves you with artillery. not with archers or javaliners. I made an icon for delenda est.
    1 point
  30. Look to Archimedes and his inventions. Perhaps Mathematics, Ballistics, make Archimedes' Screw a tech instead of a bonus. Also, Syracuse was big on using mercenaries, so there's an avenue for you to explore techs (Mercenary Captains is an idea). Syracuse was first to use the Gastraphetes, so a bonus (trainable 1 phase earlier) or tech there. And feel free to crib ideas from Delenda Est.
    1 point
  31. How to make maps set in China and several Asian countries, I leave here simple videos before going fully into the subject.
    1 point
  32. The icecaps are melting, causing numerous problems such as polar bear migrations and rising sea levels. The snowy peaks of mount Vesuvius give way to volcanic rock yet again and the River Styx resurrects from its dry bed. Penguins and iguanas alike frolic in lukewarm waters as celtic tribals prepare for their annual bath. A truly enchanting map to play on, seeing as it comes in many sizes, colours and flavours.
    1 point
  33. @Genava55 true, the history of that region is amazing! Ancient Bronze Age urban societies and all... The climate was also somewhat wetter +2000 years ago, so it would have been a lot greener back in the day. A sort of heavenly place, according to many accounts. The ancient city of Balkh (Bactra) really fascinates me. Some mighty impressive city walls: The late medieval history of the region is also pretty amazing. You forgot to mention the Timurid Empire , centred on Bactria/Sogdiana. It was Huge! Founded by Timur Lenk (Tamerlane), a decadent self-invisioned "heir" to the Mongol Empire. He made Samarkand his capital and built a really nice mosque there, the Bibi-Khanym Mosque, still standing today (after restorations):
    1 point
  34. The region have an amazing history of successive civilizations. - Andronovo and Bactria–Margiana cultures during the prehistory. - The Scythians, the Saka, the Dahae and the Parni for the iron age. - The Achaemenid Persians. - The Macedonian Empire and its successor in Persia, the Seleucids. - The Bactrian independancy and the rise of the Mauryan empire. - The split between the Indo-Greek and greco-bactrians. - The installation of the Indo-Scythians kingdom. - The rise of the Parthians in the west and the split with the Indo-Parthian dynasty in the east. - The arrival of the Tocharoi of Strabo, the Yuezhi. The foundation of the Kushan nomad empire which took the control of the region. - The reversal of the Parthians by the Sassanians in the west, the rise of the Xionites and Kidarites in the North and the expansion of the Gupta empire in the South. - The foundation of the Hephtalite empire. - The rise of the Göktürk ant the Islamic conquest for the post-Roman era.
    1 point
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