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Nicolaus_von_Kues

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Everything posted by Nicolaus_von_Kues

  1. Antigonid Kingdom Faction Design Document 1. Faction Overview The Antigonid Kingdom represents the Hellenistic Macedonian state ruled by the Antigonid dynasty from the late 4th century BC to 168 BC. Unlike the Macedonian armies of Philip II and Alexander the Great, the Antigonid military system represents a later stage of Hellenistic warfare. Its core remains the Macedonian phalanx, but it relies more heavily on a combination of Macedonian, Greek and mercenary troops, supported by cavalry, specialist infantry and war elephants. The faction should therefore not feel like a second Macedonian faction. Faction Identity A mature Hellenistic Macedonian army built around the phalanx, supported by specialist troops, mercenaries, cavalry and elephants. The Antigonids should excel at: - Heavy infantry and phalanx warfare - Combined-arms warfare - Specialist and mercenary troops - Elite royal infantry - War elephants - Sustained land warfare The faction should be less dependent on elite cavalry than Macedonia and less centered on elephants than Epirus. Naval Identity The Antigonid Kingdom should have a moderate but important naval capability, reflecting Macedonia's involvement in the Aegean and the importance of controlling maritime routes and coastal positions. The navy should primarily support the land army through: - - Coastal operations - Control of nearby sea routes - Support for military operations in Greece and the Aegean The Antigonids should not be a dedicated naval faction. Their naval strength should complement their powerful land army rather than define it. Land power remains the core of the faction, while naval control provides strategic support.
  2. @Thalatta @Ultimate Aurelian It would be good if you could help with your help to research.
  3. I always like to read the primary source. I don't trust something that doesn't have human thought.
  4. I hope the Antigonid Kingdom makes its debut someday. Literally the only differences with Macedonia are the elephants and the Thyreophoroi + Thracians & Illyrian mercenary.
  5. I'd like a funny AI that makes you laugh with threats. The AI for single tweaks is very boring, it always does the same thing. When Petra attacks, it is always an attack without withdrawing their troops. And it always relies on sending large waves. Never anything out of the ordinary, no surprise. Nothing unexpected.
  6. What do you enjoy doing? What do you feel allows you to reach your full potential?
  7. It's quite good for finding sources and cross-referencing unrelated data. (Not directly related).
  8. i like that hot... Don't forget to include Zoroastrianism. Persian Mithraism also appeared here, but it later disappeared before Alexander's conquests.
  9. I know it's not implemented yet, but this encourages people to check the project. Visually seeing the game's potential is exciting.
  10. What a blessing to be able to see those mechanics. Can I upload this to TikTok?
  11. And you're right, someone does get the wrong idea about Total War games without mods. That's why I associate them with "Celtic" and imagine Ireland. I know they are in Anatolia, but I know very little about this culture.
  12. It will be colored for the same reasons as the Athenian coin, which is what I regret about the Seleucid and Ptolemaic emblems. What was the new one supposed to look like?
  13. I'm going to start structuring the coin, giving it volume and texture. Then I'll proceed with the symbols as well.
  14. There are 2 things we don't have in the game. Renders for the campaign. Stylo AoE or older games that used them to decorate campaign menus. The other thing is actor modeling and new models. And the other thing is combat animations. We don't have animations with two-handed swords or unconventional weapons. Animations with Halberds
  15. I made a more stylized version. Is the coin round or slightly misshapen?
  16. Officer functions - Helmsman: increases the ship's rotation speed and maneuverability. - Chief of Oarsmen: increases the ship's movement speed. On ships capable of ramming, it also improves ramming damage. - Marine Officer: increases the ship's boarding and capture power. - Commander: determines the ship's command rank and defensive capture capacity, defining its capture points. The officers would not simply provide generic bonuses. Their importance would depend on the ship's role. For example, the Chief of Oarsmen would be particularly important on a Ram Ship, while the Commander would be more important for a heavily defended warship. The Marine Officer could work together with the soldiers garrisoned aboard the ship to determine its ability to capture enemy ships. This would make naval combat more than a simple exchange of hit points. A ship could lose specific capabilities as its officers are killed or incapacitated: - Losing the Helmsman reduces rotation speed. - Losing the Chief of Oarsmen reduces movement speed and ramming effectiveness. - Losing the Marine Officer reduces boarding power. - Losing the Commander reduces the ship's defensive capture capacity. The ship class would determine which special abilities it can use. For example, only ships designed for ramming would deal ramming damage, while a Fire Ship would specialize in incendiary attacks rather than ramming.
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