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Prodigal Son

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Posts posted by Prodigal Son

  1. Perhaps you could slightly edit the terrain to make the east more of a block of land by removing that north-east "lake", and place a new Isthmus to the west? This would make the geography of the region much closer to accurate without major edits. Still Marathon and Athens would be rather misslocated though.

    Besides the geography restrictions the use of the pre-made map causes, it looks great:)

    • Like 2
  2. Yes most of those made by fingolfin with textures from 0 A.D. I'll ask him, he'll probably be ok with that. I'll pm you the unprotected map, you can ask me on any specific resource you might want to use, I remember the source for some, I can spot it for some of the rest and some are free to use anyway.

  3. I have an unprotected version of this I could give you. The only issue might be that I asked for edit permission for some models specifically for this mod so thehiveworkshop's rules might be violated unless the creators are asked again for general permission and grant it. And this will be rather time-consuming since the models are quite many and I can't remember what was by whom.

  4. Doing so for gameplay reasons. They won't be elite units stat-wise. Their champion status will be given by low cost and train time.

    This gives a unique late game unit and avoids giving them 2 citizen pikeman units.

  5. Minimum range will never be a solution to anything IMO.

    As stated several times before:

    - The minimum range of a ranged weapon is quite small (1-1.5 m) so historical accuracy is not a valid argument for min. range

    - Min. range causes problems like the chase forever scenario (with equally fast units)

    (Combined with formations and attack priorities several other issues arise and still will with them redone)

    So IMO only siege units should have minimum range (from the historical point of view due to their fixed projectile launching angle).

    The so called "automicro" is a byproduct of the simple unit AI and the minimum range. If the Unit AI would be better it would be an advantage for the melee units (as it should be).

    I wasn't trying to justify minimum range historically, that part of my comment is on the debate on if ranged cav automicro should be removed, gameplay wise, since that debate is going on for a while now.

    I suggested a happy medium solution. Want your ranged cavalry to skirmish by itself so you can focus on other things? Pay for a tech.

  6. If scythed chariots were to be used in their normal role, I'd say have them be low defense, high attack units with trample damage and a weakness to piercing attacks.

    Since they are essential a buffed horse archer currently, we could treat them as such, maybe with an extra weakness to crush, since they are large targets.

    Ranged Cavalry/Chariot automicro could be gone, and unlocked with a mid/late game tech adding back their minimum range as an intermediate solution.

  7. Before shifting my modding attention to 0 AD, I was working on a Warcraft III: The Frozen Throne RTS map/mod (which I will hopefully keep updating little by little), also named Ancient Empires.

    It took over a year of in and out work to finally release the first beta a few days ago. Gameplay is heavily 0 AD/AOE influenced with the obvious WC3 mechanics and limitations. It even includes a wide range of 0 AD icons and textures. If you own WC3, you can give it a try here (extremely easy to install, like any WC3 map).

    Features:

    • (You might not exactly get the meaning of all of those unless you've played WC3)
    • 8 playable civs. 5 are ready (Romans, Spartans, Athenians, Carthaginians and Macedonians) and 3 more to come (Persians, Celts, Scythians).
    • AI for all playable civs.
    • Increased focus on economy and overall room for more playstyles, with turtling, rushing, expansion, booming etc all being viable options.
    • New armor system similar to the one in Age of Empires II.
    • (Mostly) Soft counters representing realistic unit functions and strengths/weaknesses.
    • Units ranking up by killing enemies.
    • A huge range of technologies, both shared and civ-specific.
    • Naval Combat serving the purpose of capturing fishing regions, which reduce the need for housing and can keep increasing the food cap after the farm limit is reached.
    • Randomized neutral buildings and creeps adding more variety to each match.
    • Capturable animals serving as an easy but fragile food boost or allowing the construction of stables without imports at the market.
    • Many game modes.

    Civ Attributes:


    ROMANS: Sword Infantry get +1 damage and +10 hit points. Main upgrades give bonuses to Infantry, structures and mechanical units.

    SPARTANS: Spearmen get +3 damage/+30 Hit Points and get limited to 1 per Farm. Main upgrades give bonuses to infantry, slaves and skirmishers.

    ATHENIANS: Workers get +1 gold capacity but starting gold is reduced by 50. Workers, Militia and buildings get +15% hit points. Each Athenian-specific Academy tech and each Phase researched grants one or two free Philosophers units. Main upgrades give bonuses to ranged units, navy and structures.

    CARTHAGINIANS: Town Centers, Fortresses, Docks and Towers +50% hit points. All units and ships +150 line of sight. Main upgrades give bonuses to mercenaries, economy, structures and navy.

    MACEDONIANS: Stable units and Skirmishers get +1 damage and +10% movement speed. 3 Successor faction options with various bonuses each are unlocked for the Imperial Phase.
    • Like 1
  8. While the mod is far from complete, it has reached a state were the combat is rebalanced many techs are added and all currently decided civ bonuses are implemented.

    This means it is at a playable state close to the one of the core game and I'm glad to say civs feel more unique now in general. I'd like to see how the changes work out in practice balance-wise though and I wasn't able to get many multiplayer games so far. If you're interested in helping, you can leave a reply here or pm me. You can find out how to install/update to current version here.

    Edit: Structures, siege and ships rebalanced as well.

  9. Mass Migration: Allows all Structures to be constructed in any territory.

    I would save this bonus for nomadic civs (scythians, huns)

    I remember from discussion on them that they would have it by default, which makes sense. For Gauls it also makes sense, they often migrated en mass in the game's era.

    Since this isn't the core game anyway and no nomadic civs will be added for a long while, I'd like to have this bonus in, or at least test it's functionality. The plan is to have it as a relatively expensive late game tech.

    Edit: It's actually implemented, I mean it needs to be tested balance-wise. Might also give a hint on nomad civ function and balance.

  10. You're right on specific resource bonuses, but faster train times, reduced costs, trader speeds etc are economic bonuses as well. If you have any specific or altered suggestions for some civ you're welcome to say it, preferably in the specific threads:)

  11. Actually I'm considering to remove it as it doesn't have a proper model and moving siege to the fortress like the rest of the civs. Not sure yet.

    Also I'm not listing Library/Theatron as unique structures since several factions have them and the former will be added to all Greek/Successor/Roman civs (maybe called academy for some).

  12. Introduction

    This is a general guideline on unit availability and roles as the game progresses. Some civilizations have variations in unit strengths, attributes and might miss some unit classes but this topic aims to give an average overview on how the game works.This is a work in progress and many of it's parts might change.

    Village Phase

    Players might choose to skip Village Phase military and go straight for the Town Phase, relying on palisade defenses or withdrawing to the Civ Center for protection if attacked.

    post-12675-0-05377000-1447452172.png

    - Spearmen (post-12675-0-60570700-1447455845.png50 post-12675-0-48598100-1447455854.png15 post-12675-0-59881200-1447455838.png1 ) are the only military unit available in the Village Phase, reflecting the dominance of Hoplite-style (and generally melee) tactics early in the game's timeframe. This also makes balancing easier than having civs start with different combinations of unit types. Spearmen can be used defensively or to rush the opponent. Later on they are still usefull as average line infantry and a cavalry counter.

    Town Phase

    A variety of possible units and strategies starts to become available at this point.

    post-12675-0-51764500-1447452344.png

    - Skirmishers (post-12675-0-60570700-1447455845.png30 post-12675-0-86259800-1447455819.png40 post-12675-0-59881200-1447455838.png1 ) become available, as an easy to mass ranged support unit and a threat to Spearman-only armies, as the introduction of Peltasts and other light troops brought the end of Hoplite dominance. They also counter other melee infantry units and War Elephants later in the game.

    post-12675-0-70995300-1447452404.png

    - Archers (post-12675-0-86259800-1447455819.png30 post-12675-0-48598100-1447455854.png20 post-12675-0-59881200-1447455838.png1 ) fill a better all around ranged support role compared to skirmishers due to their superior range, but take much longer to train and are very weak if caught in melee, especially vs cavalry. Upgraded with fire arrows they become a semi-siege weapon in the late game.

    post-12675-0-47548200-1447452446.png

    - Pikemen (post-12675-0-86259800-1447455819.png50 post-12675-0-48598100-1447455854.png20 post-12675-0-59881200-1447455838.png2 ) are a slow hard-hitting anti-melee unit, exceptionally strong against cavalry. They will easily overcome Spearman, Melee Cavalry and often Swordsman armies, but are in need of support against more varied forces. Out of the three melee infantry types, they are the most vulnerable to missile fire.

    post-12675-0-72341100-1447452631.png

    - Light Cavalry (post-12675-0-60570700-1447455845.png100 post-12675-0-59881200-1447455838.png3 ) present a viable option for raiding and countering ranged (and later siege) units. A good farming economy will be needed to mass them, so they will probably come in small numbers till later in the game. Other melee units and especially Spearmen and Pikemen will easily defeat them if they reach them.

    post-12675-0-89808500-1447452668.png

    - Cavalry Skirmishers (post-12675-0-60570700-1447455845.png60 post-12675-0-86259800-1447455819.png40 post-12675-0-59881200-1447455838.png3 ) are effective in hit and run tactics, especially vs support units like Villagers and Traders, but are vulnerable to Light Cavalry and melee infantry if they get caught.

    - Defense Towers become available as an early form of defense.

    - Additional Civil Centres can be constructed, allowing expansion.

    - Light Warships become available, kickstarting naval warfare.

    City Phase

    Most of the tech tree is unlocked at this point.

    post-12675-0-59915700-1447452980.png

    - Swordsmen (post-12675-0-60570700-1447455845.png40 post-12675-0-48598100-1447455854.png40 post-12675-0-59881200-1447455838.png2 ) are unlocked as a general purpose infantry unit with high base attack.

    post-12675-0-31036800-1447452703.png

    - Slingers (post-12675-0-60570700-1447455845.png30 post-12675-0-52777500-1447455830.png30 post-12675-0-59881200-1447455838.png1 ) provide excellent ranged support and counter other ranged units but are helpless if caught in melee, especially vs cavalry. They have the longest train time among ranged infantry types.

    post-12675-0-21869800-1447452729.png

    - Heavy Cavalry (post-12675-0-60570700-1447455845.png70 post-12675-0-48598100-1447455854.png80 post-12675-0-59881200-1447455838.png3 ) are tough and expensive general purpose melee units, almost only threatened by anti-Cavalry units.

    post-12675-0-79649600-1447452745.png

    - Camel Riders (post-12675-0-60570700-1447455845.png60 post-12675-0-48598100-1447455854.png40 post-12675-0-59881200-1447455838.png2 ) are a great counter to cavalry but generally weaker against infantry compared to horse cavalry .

    post-12675-0-04748700-1447452776.png

    - Cavalry Archers (post-12675-0-86259800-1447455819.png60 post-12675-0-48598100-1447455854.png50 post-12675-0-59881200-1447455838.png3 ) are very effective in hit and run tactics, but are vulnerable to Cavalry and melee infantry if they get caught.

    post-12675-0-54782400-1447452834.png

    - War Elephants (post-12675-0-60570700-1447455845.png200 post-12675-0-48598100-1447455854.png75 post-12675-0-59881200-1447455838.png5 ) are costly beasts with a good siege ability and devastating against most melee units, but relatively weak against massed skirmishers and anti-cavalry units.

    - Chariot Archers are ranged anti-melee units, weak to other ranged units.

    - Rams, the first Siege Units become available.

    - Fortresses become available as an advanced form of defense.

    - Medium Warships become available.

    - Most Unique Units and Mercenaries are unlocked.

    Imperial Phase

    The entire tech-tree is unlocked at this point.

    - Some Unique Units and Mercenaries are unlocked.

    - Advanced Siege Units become available.

    - Heavy Warships become available.

    • Like 1
  13. Qwerty if you consider the corrals worthless because they require extra micro and because the late game needs your attention elsewhere, why suggest adding micro to farms as well? That would just have the same result for farms.

    Imo corrals actually work pretty well if you're willing to manage them, but as a macro player I avoid them to focus on other things. But when I experimented using them, I ended up with an insane food production using only a few horsemen in the late game and a mass of extra sheep filling my base.

    Btw editing the game files for my mod I came across an idea for fully implementing the corrals in their supposed role:

    Sheep can get a garrison-type aura adding a food tickle and get allowed to be garrisoned only in corrals (if that's not already the case). I think it's possible without extra code.

  14. (Old note, still valid to a point): I'm posting both civs in one thread to help discussion on further differentiating them. Which civ bonuses do you believe fit better with each civs unique techs and units, or historical attributes? New suggestions are welcome as well, as with any civ.

    GAULS

    The Gauls are a melee infantry, cavalry and economic Civ.

    :greek:CIV BONUSES:

    • Carnutes: Druids give player units in range +10% attack (doesn't stack).
    • Herding: A Sheep added to starting units.
    • Furor Celtica: Melee Infantry +10% speed.
    • Wooden Structures: Structures -20% build time, -20% hit points. Many Structures cost lumber instead of stone. Most Structures +5 population.
    • Light Infantry: Levy Spearmen are significantly weaker, cheaper and faster trained.
    • Foreign Service (shared): Champions and Mercenaries -10% train time (currently not shared).

    :greek:UNIQUE TECHS:

    • Late Armies (Reform): Solduros can be trained at the barracks and Gallic Nobles at the Stables.
    • Great Migration: Structures -30% build time.
    • Trimarchisia: Cavalry units regenerate.

    :greek:SPECIAL STRUCTURES:

    • Rotary Mill: Workers in range +25% farming rate.

    :greek:UNIQUE UNITS:

    • Solduros: Champion Swordsman.
    • Gallic Noble: Champion Cavalry.
    • Ponti: Celtic Light Warship, with increased hitpoints and cost. Doubles as a transport ship.

    :greek:FORBIDDEN UNITS:

    • Pikeman
    • Cavalry Archer
    • Chariot Archer
    • War Elephant
    • Bolt Shoter
    • Stone Thrower
    • Siege Tower
    • Medium Warship
    • Heavy Warship

    :greek:STRENGTHS AND WEAKNESSES:

    • Melee Infantry: Very strong. Lacking Pikemen, but Spearmen and Swordsmen have a full range of common techs in addition to moving faster. Solduros add a potentially easy to mass powerful unit to an already strong infantry force.
    • Ranged Infantry: Average. All unit types but lacking some common techs.
    • Cavalry: Very strong. Most common techs in addition to a unique one giving them an edge on hit/run/repeat tactics, but lack several unit types. Gallic Nobles come to reduce this weakness adding a potentially easy to mass powerful unit to an already strong cavalry force.
    • Navy: Weak. Mostly useful in launching or supporting boarding actions.
    • Siege: Very Weak. No ranged siege weapons.
    • Defences: Weak. Structures have reduced hit points and lack many techs but construct faster (and potentially much faster).
    • Economy: Strong. Improved food production, discount on structures, population growth and unique units.

    BRITONS

    The Britons are a relatively balanced Civ with an edge on economy and scouting, lacking in siege and naval power.

    :greek:CIV BONUSES:

    • Dog Breeding: Shepherds and Hounds free (Workers +50% meat gathering rate). A Dog Scout is added to starting units.
    • Wooden Structures: Structures -20% build time, -20% hit points. Many Structures cost lumber instead of stone. Most Structures +5 population.
    • Light Infantry: Levy Spearmen are significantly weaker, cheaper and faster trained.
    • Atlantic Trade (shared): Trade Ships +50% hit points (currently not shared).

    :greek:UNIQUE TECHS:

    • Boudicca's Levy (Reform): Levy Units -30% train time.
    • Swift Chariots: Celtic Chariots +10% speed and attack rate.
    • Hill Forts: Fortresses +25% hit points and an extra default arrow.

    :greek:SPECIAL STRUCTURES:

    • Rotary Mill: Workers in range +25% farming rate.

    :greek:UNIQUE UNITS:

    • Celtic Chariot: Champion Ranged Chariot.
    • Ponti: Celtic Light Warship, with increased hitpoints and cost. Doubles as a transport ship.

    :greek:FORBIDDEN UNITS:

    • Pikeman
    • Cavalry Archer
    • Chariot Archer
    • War Elephant
    • Bolt Shoter
    • Stone Thrower
    • Siege Tower
    • Medium Warship
    • Heavy Warship

    :greek: STRENGTHS AND WEAKNESSES:

    • Melee Infantry: Strong. Lacking Pikemen, but Spearmen and Swordsmen have a full range of common techs, train time unique tech.
    • Ranged Infantry: Average. All unit types but lacking some common techs, train time unique tech.
    • Cavalry: Strong. Most common techs and train time unique tech but lacking several unit types. Celtic Chariots come to reduce this weakness.
    • Navy: Weak. Mostly useful in launching or supporting boarding actions.
    • Siege: Very Weak. No ranged siege weapons.
    • Defences: Strong. Structures have reduced hit points and lack many techs but construct faster and Fortresses get a powerfull upgrade.
    • Economy: Very Strong. Improved food production, discount on structures, population growth and levy units.

  15. History: The Iberians were a people of mysterious origins and language, with a strong tradition of horsemanship and metalworking. A relatively peaceful culture, they usually fought in other's battles only as mercenaries. However, they proved tenacious when Rome sought to take their land and freedom from them, and employed pioneering guerrilla tactics and flaming javelins as they fought back.

    Gameplay: The Iberians have powerful defenses, helping them to survive until they utilize their strong force of agile late game units. Their fortifications are some of the most powerful available to any civ, but also very expensive in stone. The stone mining bonus can therefore be used to get more of those, or to field a larger force of strong Slingers. Swordsmen, Cavalry and Javelin units are also very effective, especially the Iberian Unique Unit which benefits from several technologies and also partly covers their weakness in siege weapons.

    Civilization Bonuses:

    - Villagers +25% stone mining rate (stone fortifications).

    - Civil Centres, Fortresses, Defense Towers +25% attack and hit points, +50% stone cost (stone fortifications).

    - Weapon Upgrades free: Requires a Blacksmith and the appropriate Phase for each tech (Toledo steel, advanced metalurgy).

    - Cavalry -10% cost in City Phase, -20% cost in Imperial Phase (horse abundance).

    - Team Bonus: Storehouse -50% build time (land of great riches, Greek and Phoenician colonies).

    Unique Units:

    post-12675-0-81805600-1447437582.png

    - Noble Cavalry (Cavalry Skirmisher, effective against structures).

    Unique Technologies:

    - Guerrilla (Soldiers +10% speed, +25% vision).

    - Soliferrum (Javelin armed units +20% attack).

    - Cantabrian Circle (Javelin Cavalry +1 all armor types).

    Unique Structures:

    - Revered Monument (Units in range +10% attack).

    Units:

    (Wip)

    Barracks Units:

    - Spearman (ranks I-III).

    - Skirmisher (ranks I-II).

    - Pikeman

    - Archer (ranks I-II).

    - Slinger (ranks I-III).

    - Swordsman (ranks I-III).

    Stables Units:

    - Cavalry Skirmisher (Ranks I-III).

    - Light Cavalry (Ranks I-III).

    - Heavy Cavalry (Ranks I-III).

    - Camel Rider

    - Cavalry Archer

    - War Elephant

    Workshop Units:

    - Ram

    - Bolt Shooter

    - Stone Thrower

    - Chariot

    - Siege Tower

    Fortress Units:

    - Noble Cavalry

    - Gaesata

    Purple: Unique Unit, Blue: Replacement Unit, Black: Available Unit, Red: Forbidden Unit, Teal: Mercenary Unit.

  16. History: Founded in 322 B.C. by Chandragupta Maurya, the Mauryan Empire was the first to rule most of the Indian subcontinent, and was one of the largest and most populous empires of antiquity. Its military featured bowmen who used the long-range bamboo longbow, fierce female warriors, chariots, and thousands of armored war elephants. Its philosophers, especially the famous Acharya Chanakya, contributed to such varied fields such as economics, religion, diplomacy, warfare, and good governance. Under the rule of Ashoka the Great, the empire saw 40 years of peace, harmony, and prosperity.

    Gameplay: The Mauryans focus on superior elephant units and great archers. They can quickly grow in numbers or phase advance if left unchecked, able to produce huge numbers of infantry and elephant units. Their cavalry is somewhat lacking though, and their good late game economy can be vulnerable to raiding if not managed carefully.

    Civilization Bonuses:

    - Villagers, Archers, -10% cost for each phase researched (huge population and archer numbers).

    - Civil Centres +5 population (ancient cities).

    - A Worker Elephant added to starting units (worker elephants).

    - Structures -20% build time and hit points (wooden construction).

    - Walls cost wood instead of stone (wooden walls).

    - Team Bonus: Elephant Units -20% train time (elephant abundance).

    Unique Units:

    post-12675-0-26459900-1447434699.png

    - Elephant Archer (Very tough archer).

    Unique Technologies:

    - Pacifism (Villagers +20% all gather rates, Infantry -10% hit points and attack).

    - Elephant Herds (Elephant Units -2 population cost).

    - Wootz Steel (Swordsmen, Light Cavalry +15% attack).

    - Fire Protection (Structures regenerate 2 hit points per second).

    Unique Structures:

    - Elephant Stables (Trains all the available Elephant Units).

    - Edict Pillar of Ashoka (Nearby Villagers +10% work rates).

    Units:

    (Wip)

    Barracks Units:

    - Spearman (ranks I-II).

    - Skirmisher (ranks I-II).

    - Pikeman

    - Longbowman (Stronger replacement for the generic Archer, ranks I-III).

    - Slinger

    - Swordsman (ranks I-III).

    Stables Units:

    - Cavalry Skirmisher (Ranks I-III).

    - Light Cavalry (Ranks I-III).

    - Heavy Cavalry

    - Camel Rider

    - Cavalry Archer

    - War Elephant

    Workshop Units:

    - Ram

    - Bolt Shooter

    - Stone Thrower

    - Chariot

    - Siege Tower

    Fortress Units:

    - Elephant Archer

    - Indo-Greek Thureophoros

    Elephant Stables Units:

    - Worker Elephant

    - War Elephant (Ranks I-II).

    - Elephant Archer

    Purple: Unique Unit, Blue: Replacement Unit, Black: Available Unit, Red: Forbidden Unit, Teal: Mercenary Unit.

  17. History: The Persian Empire, when ruled by the Achaemenid dynasty, was one of the greatest empires of antiquity, stretching at its zenith from the Indus Valley in the east to Greece in the west. The Persians were the pioneers of empire-building of the ancient world, successfully imposing a centralized rule over various peoples with different customs, laws, religions and languages, and building a cosmopolitan army made up of contingents from each of these nations.

    Gameplay: The Persians field a fearsome cavalry force, great archers and a good variety of support units. They lack good heavy infantry and need superior numbers to hold the line, especially early on. Their good economy should eventually allow them to amass a huge force, decent numbers of powerful units or something in between. In the late game they have a weakness in siege weapons but get access to a couple of cheap, fast to train unique units and their cavalry becomes even more powerful.

    Civilization Bonuses:

    - Archers +10% range and vision, -25% train time (eastern archery).

    - Fields, Corrals, Farmsteads, Stables -50% build time (qanats, large cavalry force).

    - Maximum population +10% (huge empire).

    - Heavy Cargo Ship free: Cargo Ship +10 transport capacity, requires a Dock (massive naval invasions).

    - Team Bonus: Traders +20% speed (Royal Road).

    Unique Units:

    post-12675-0-36897200-1447433628.png

    - Anusyia (Fast trained, tough archer).

    post-12675-0-62232800-1447433643.png

    - Takabara (Cheap infantry with high attack).

    Unique Technologies:

    - Military Reforms (Soldiers +1 all armor types).

    - Immortals (Anusyia -70% train time).

    - Persian Architecture (Structures +30% hit points, +2 all armor levels).

    Unique Structures:

    - Apadana (Adds a trickle of all resource types. Trains and upgrades Anusyia).

    Units:

    (Wip)

    Barracks Units:

    - Spearman (ranks I-II).

    - Skirmisher (ranks I-III).

    - Pikeman

    - Archer (ranks I-III).

    - Slinger (ranks I-II).

    - Swordsman

    Stables Units:

    - Cavalry Skirmisher (Ranks I-III).

    - Light Cavalry (Ranks I-III).

    - Heavy Cavalry (Ranks I-III).

    - Camel Rider (Ranks I-III).

    - Cavalry Archer

    - War Elephant

    Workshop Units:

    - Ram

    - Bolt Shooter

    - Stone Thrower

    - Chariot

    - Siege Tower

    Fortress Units:

    - Takabara

    - Greek Hoplite

    - Scythian Horse Archer

    - Indian Elephant

    Apadana Units:

    - Anusyia

    Purple: Unique Unit, Blue: Replacement Unit, Black: Available Unit, Red: Forbidden Unit, Teal: Mercenary Unit.

  18. History: The Romans controlled one of the largest empires of the ancient world, stretching at its peak from southern Scotland to the Sahara Desert, and containing between 60 million and 80 million inhabitants, one quarter of the Earth's population at that time. Rome also remained one of the strongest nations on earth for almost 800 years. The Romans were the supreme builders of the ancient world, excelled at siege warfare and had an exquisite infantry and navy.

    Gameplay: The Romans field the most effective heavy infantry force with great Swordsmen and formidable Spearmen. Early on they have a shortage in economic bonuses, cavalry and ranged units. As the game goes on though they get access to several discounts, auxiliary units to fill in missing roles, good siege weapons, navy and defenses and most importantly, their infantry gets even more powerful and fast trained. Their unique unit can be used to protect their army from other, potentially dangerous unique units.

    Civilization Bonuses:

    - Barracks Units upgrade through shared technologies (Roman legions, Camillan to Marian eras).

    - Swordsmen -20% train time (large manpower pool used for heavy infantry recruits).

    - Start with a Skirmisher, instead of a Light Cavalry scout (shortage of cavalry).

    - Skirmishers, Heavy Cavalry +1 pierce armor (Parma shields).

    - Structures, Ships, Siege Weapons -10% cost in City Phase, -20% in Imperial Phase (technological adaptation).

    - Team Bonus: Barracks -25% build time for each phase researched (large manpower, training of allied/subject forces).

    Unique Units:

    post-12675-0-71473000-1447430131.png

    - Consular Bodyguard (Guard Cavalry. x1.5 damage vs unique units).

    Unique Technologies:

    - Dictatorship (Consular Bodyguard +10% attack and speed).

    - Logistics (Barracks infantry -60% train time).

    - Gladius Hispaniensis (Swordsmen -20% attack rate).

    Unique Structures:

    - Academy (Researches academic technologies with defense, military and siege benefits).

    - Army Camp (Trains Auxiliary units. Has no territory restrictions. Replaces the Stables.).

    Units:

    (Wip)

    Barracks Units:

    - Triarius (Stronger replacement for the generic spearman, ranks I-IV).

    - Skirmisher (ranks I-III).

    - Pikeman

    - Archer

    - Slinger

    - Swordsman (ranks I-IV).

    - Heavy Cavalry (Ranks I-III).

    Army Camp Units:

    - Triarius (Stronger replacement for the generic spearman, ranks I-IV).

    - Skirmisher (ranks I-III).

    - Swordsman (ranks I-IV).

    - Heavy Cavalry (Ranks I-III).

    - Cretan Archer

    - Balearic Slinger

    - Gallic Horseman

    - Numidian Rider

    Workshop Units:

    - Ram

    - Bolt Shooter

    - Stone Thrower

    - Chariot

    - Siege Tower

    Fortress Units:

    - Consular Bodyguard

    Purple: Unique Unit, Blue: Replacement Unit, Black: Available Unit, Red: Forbidden Unit, Teal: Mercenary Unit.

  19. History: The Ptolemaic dynasty was a Macedonian Greek royal family which ruled the Ptolemaic Empire in Egypt during the Hellenistic period. Their rule lasted for 275 years, from 305 BC to 30 BC. They were the last dynasty of ancient Egypt.

    Gameplay: The Ptolemies are a versatile civilization with an edge on navy, siege weapons, defenses and mercenaries. Their bonuses are well spread throughout the game, kickstarting through structure discounts and improved farming, to a varied techtree and finally a fast trained metal-free unique unit, cheaper mechanical units and religious technologies.

    Civilization Bonuses:

    - Villagers +30% farming rate (the Nile).

    - Temple Technologies -50% cost and research time (pharaonic/Isis cult, use of religion).

    - Heavy Cavalry +20% hit points (Royal Agema Companions).

    - Houses, Farmsteads, Corrals, Storehouses no resource cost, increased build time (clay structures).

    - Team Bonus: Ships, Siege Units -10% cost (center of knowledge).

    Unique Units:

    post-12675-0-27168500-1447431292.png

    - Machimos Phalangites (Fast trained, cheap Pikeman. x2 damage vs cavalry units).

    Unique Technologies:

    - Machimoi Epilektoi (Machimos Phalangites +10% attack, hit points and vision).

    - Mercenary Army (Mercenaries -75% train time).

    - Ptolemaic Garrisons (Fortresses +30% arrows per garrisoned soldier).

    Unique Structures:

    - Academy (Researches academic technologies with defense, military and siege benefits).

    - Lighthouse (Has large vision and increases the vision of friendly ships by 50%).

    Units:

    (Wip)

    Barracks Units:

    - Spearman (ranks I-III).

    - Skirmisher (ranks I-III).

    - Pikeman (ranks I-III).

    - Archer

    - Slinger

    - Swordsman (ranks I-III).

    Stables Units:

    - Cavalry Skirmisher

    - Light Cavalry (Ranks I-III).

    - Heavy Cavalry (Ranks I-III).

    - Camel Rider (Ranks I-III).

    - Cavalry Archer

    - War Elephant (Rank I).

    Workshop Units:

    - Ram

    - Bolt Shooter

    - Stone Thrower

    - Chariot

    - Siege Tower

    Fortress Units:

    - Machimos Phalangites

    - Cretan Archer

    - Judean Slinger

    - Aetolian Cavalry

    Purple: Unique Unit, Blue: Replacement Unit, Black: Available Unit, Red: Forbidden Unit, Teal: Mercenary Unit.

  20. History: The Macedonian-Greek dynasty that ruled most of Alexander's former empire.

    Gameplay: The Seleucids have a strong military, with access to most units allowing the use of various strategies, as well as one of the most capable cavalry forces in the game. Unopposed they can grow into a late game powerhouse, having access to several unique discounts and most shared technologies.

    Civilization Bonuses:

    - Civic Centers, Farms -20% cost and build time (superior city founders, fertile Mesopotamia).

    - Traders, Cargo Ships -40% cost (holding the trade routes between east and west).

    - Bloodlines free, Cavalry +20% hit points. (heavy Nisean warhorses).

    - Team Bonus: Cavalry -20% train time (large cavalry forces and horse herds).

    Unique Units:

    post-12675-0-50020500-1447427997.png

    - Catafract (Armored Cavalry. x1.5 damage vs melee infantry).

    Unique Technologies:

    - Cavalry Reform (Catafracts and Heavy Cavalry +1 all armor levels).

    - Infantry Reform (Swordsmen +1 all armor levels, -20% train time).

    - Katoikoi (Soldiers -10% cost and train time).

    Unique Structures:

    - Academy (Researches academic technologies with defense, military and siege benefits).

    Units:

    (Wip)

    Barracks Units:

    - Spearman (ranks I-III).

    - Skirmisher (ranks I-III).

    - Pikeman (ranks I-IV).

    - Archer (ranks I-III).

    - Slinger

    - Swordsman (ranks I-III).

    Stables Units:

    - Cavalry Skirmisher (Ranks I-III).

    - Light Cavalry (Ranks I-III).

    - Heavy Cavalry (Ranks I-III).

    - Camel Rider (Ranks I-III).

    - Cavalry Archer

    - War Elephant (Ranks I-II).

    Workshop Units:

    - Ram

    - Bolt Shooter

    - Stone Thrower

    - Chariot

    - Siege Tower

    Fortress Units:

    - Cataphract

    - Skythian Horse Archer

    - Judean Slinger

    Purple: Unique Unit, Blue: Replacement Unit, Black: Available Unit, Red: Forbidden Unit, Teal: Mercenary Unit.

  21. History: Macedonia was an ancient Greek kingdom, centered in the northeastern part of the Greek peninsula. Under the leadership of Alexander the Great, Macedonian forces and allies took over most of the world they knew, including Egypt, Persia and parts of the Indian subcontinent, allowing a diffusion of Hellenic and eastern cultures for years to come.

    Gameplay: The Macedonians are a military focused civilization. All of their available land units get some bonuses, with the most powerful being their force of melee units. Their unique unit, the Hetairos is a strong and fast moving heavy cavalry unit, useful in many ways if somewhat expensive. Their Villagers benefit from the speed and attack bonus, making them better hunters and slightly better gatherers in general, as a bonus to balance their relatively weak early economy. If they manage to get strong out of the early stages of the game the Macedonians are a capable power, both in offense and defense, with cavalry, most infantry, fortresses, mercenaries and siege weapons being far better than average and no obvious late game weaknesses.

    Civilization Bonuses:

    - Land units +10% attack and speed (combined arms, fast moving armies, hardy populace).

    - Skirmishers +10% hit points (northern tribal light infantry).

    - Team Bonus: All units -10% metal cost (standardized currency, Macedonian silver and gold mines).

    Unique Units:

    post-12675-0-32478800-1447435956.png

    - Hetairos (Agile heavy cavalry).

    Unique Technologies:

    - Antigonid Reforms (Pikemen and Mercenaries -50% train time).

    - Hetairoi Aspidophoroi (Upgrades Hetairoi to Hetairoi Aspidophoroi, with +1 hack, +2 pierce armor).

    - Kestros Sling (Slingers +20% attack).

    - Fetters Of Hellas (Fortress +50% hit points).

    Unique Structures:

    - Academy (Researches academic technologies with defence, military and siege benefits).

    Units:

    (Wip)

    Barracks Units:

    - Hypaspist (Stronger replacement for the generic Spearman, ranks I-III).

    - Skirmisher (ranks I-III).

    - Pikeman (ranks I-IV).

    - Archer

    - Slinger (ranks I-III).

    - Swordsman

    Stables Units:

    - Cavalry Skirmisher

    - Light Cavalry (Ranks I-III).

    - Heavy Cavalry (Ranks I-III).

    - Camel Rider

    - Cavalry Archer

    - War Elephant

    Workshop Units:

    - Ram

    - Bolt Shooter

    - Stone Thrower

    - Chariot

    - Siege Tower

    Fortress Units:

    - Hetairos

    - Cretan Archer

    - Thracian Cavalry

    - Thracian Rhomphaiophoros

    - War Elephant

    Purple: Unique Unit, Blue: Replacement Unit, Black: Available Unit, Red: Forbidden Unit, Teal: Mercenary Unit.

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