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another post-0 AD idea: modern period & future


oshron
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in addition to my mythology idea, i also have ideas for another post-0 AD game that would, instead of being based on mythology, take a more realistic and historical approach while still emphasizing fictionalization and even alternative history. this one im currently calling "Atlas" and would span from the renaissance period to the not-too-distant future.

i understand completely that teh modding team is COMPLETELY preoccupied with 0 AD and their real-world lives, and will be pre-occupied after 0 AD with 0 AD part 2, TLA, and possibly Colonial AD (im honestly not too sure about that myself, simply because i havent looked into it), [...] tbph, its just to keep my boredom at bay--i like researching for each of the civilization--but if and when this becomes possible, i think it would be a good idea to pick up the designs for a sort-of-sequel to 0 AD. [...]

of course, i completely understand if no one else thinks this is a good idea, but ive been putting alot of time and effort into writing it up. personally, i think the benefit of this for the modding team would be that they wouldnt have to do any of the research themselves, as i would have already done it all

id also just like to say right now that it is not meant to be entirely historically accurate; [...]

here's a list of all the factions i currently have down:

-- Aztecs (semi-historical but mostly emphasizing alternative history where the Aztecs are never destroyed)

-- Balkans (encompassing the whole of the Balkan Peninsula and possibly the former Byzantine Empire, but giving particular attention to Greece and Bulgaria)

-- Benelux (a collective Dutch faction)

-- China (giving attention to the Ming and Qing dynasties as well as the current Republic and People's Republic)

-- Confederates (an alternative history faction, focusing on the Confederate States of America)

-- Deutschland (the imperial and capitalist German faction)

-- Fennoscandia (a collective Nordic and Baltic faction, but giving particular attention to Sweden)

-- France (this speaks for itself, but this France would focus mostly on Napoleonic France)

-- Germania (an alternative history faction, focusing on Nazi Germany)

-- Great Britain (focusing not only on Great Britain but also on the whole of the United Kingdom and teh former British Empire, meaning that Canada, Australia, and New Zealand are also encompassed in this faction)

-- Habsburgs (an Austro-Hungarian faction, but as a whole, it encompasses all of eastern Europe except for Russia and Turkey)

-- India (focusing not only on India but also on the whole of the Indian Subcontinent, meaning that Pakistan, Bangladesh, and Sri Lanka are also covered here)

-- Israel (though the name focuses on the State of Israel, this refers more to the Jewish community as a whole)

-- Italy (focusing primarily on the former Kingdom of Italy and the Roman Catholic Church)

-- Japan (focusing on the whole of the former Japanese Empire)

-- Ottomans (officially just a Turkish faction, but since its the Ottomans, it also covers whatever territory they held, so Egypt is covered here as well)

-- Russia (imperial and post-soviet Russia)

-- Saracens (a collective Muslim/Arab faction focusing on primarily on Muslims in the Middle East proper and in North Africa)

-- Soviets (the Soviet Russian faction, alternative history)

-- Visigoths (a collective Iberian faction, encompassing both Spain and Portugal as well as their former colonies, so South America is also represented here)

-- Yankees (the historical American faction)

-- Zulu (updated from a former collective African faction, now focusing solely on the Zulu and the countries in southern Africa where they currently live)

what do you all think? again, this is more for fun than for actually realizing it

EDIT: though this increases complexity and the difficulty of actually designing the game, let alone actually making it, each faction also has about eight civ-specific characteristics, all of which are based on history. as yet, im not trying to make any one culture specifically focus on one aspect of the game, except maybe for the dutch faction, which i plan to have as the primary naval and trade power for the game. anyway, the traits are set up as this:

2 military advantages

2 military disadvantages

2-3 non-military advantages (this could be anything as long as it doesnt concern military)

2-3 non-military disadvantages

each civilization also has one distinct cultural power, eight hero units (mostly historical and ideally spread out over the course of teh game), four unique technologies, four wonders (also ideally spread out over the course of the game, but some, like the yankee wonders, are lumped into a relatively short time), and, finally, ten different unique units. but not all of these unique units are actually absolutely unique; some of them are shared between factions, like the Confederates and Yankees both get the Minuteman unique unit, and the Russians and Germanians share the Circassian Mountainman unique unit

here's teh civ-specific traits that i have so far:

AZTECS

--infantry have more attack and health, and defensive structures have more resistance to attack

--the Aztecs lack conventional cavalry and mechanical units until the Enlightenment Era

--the Aztecs can build additional Civic Centers from the very beginning, and they mine gold faster and carry more of it

--(still lacking non-military disadvantages)

POWER: EL DORADO :: makes building construction and repair cost only gold for a short time

Heroes:

--Ahuizotl

--Cuahtemoc

--Lopez de Santa Anna

Unique Units:

--Jaguar Warrior (heavy infantry, drains health from enemies, re-equips with guns, available for the entire game)

--Aztec Cavalry (melee cavalry, trains from Barracks and captured Stables from teh Reformation to Enlightenment Eras)

--St Chamond 75mm (rapid-fire field gun, available from the Industrial to Atomic Eras)

--Zapatista (guerilla infantry, available from the Imperial to Computer Eras)

--Assault Jaguar (heavy infantry, available from the World War II Era onwards)

--Disruptor Ship (heavy torpedo ship available from the Genetic Era onwards)

--ADS Railgun (light artillery that fires concentrated heat available sometime in the future)

--Blowpiper (specialized ranged soldier available from the start to the Enlightenment Era)

Unique Techs:

--Chinampa (allows the Aztecs to make Aquafarms earlier)

--Recoilless Guns (makes gun infantry fire faster)

Wonders:

--Great Pyramid [of Tenochtitlan] (available from the very beginning)

BALKANS

--(still lacking military advantages)

--(still lacking military disadvantages)

--Universities cost less, build faster, and research techs faster

--(still lacking non-military disadvantages)

POWER: ?? :: i dont yet have a balkan power, but one idea is ORACLE, which reveals a portion of the map

Heroes:

--no heroes yet

Unique Units:

--Varangian Guard (heavy melee infantry available from the start to the Enlightenment)

--Seimeni (mercenary infantry available from the Reformation to Napoleonic Eras)

--Armatolos (combination melee/ranged infantry available from the Enlightenment onwards)

--Klepht (combination melee/ranged thief*)

--Zeta Raider (special forces infantry available from the Space Era [as in the space race] onwards)

--Dominator UAv (unmanned* kamikaze* aircraft)

--Stradioti (mercenary cavalry available from the Exploration to Reformation Eras)

*thief: this only applies to unique units. some UUs are "thief" units that steal some of the opposing player's resources when they kill a unit or destroy a building

*unmanned: this is more of a designation than anything. unmanned units have half the population cost of similar units. ex: where a regular fighter/bomber would take two population slots away, the Dominator takes only one

*kamikaze: pretty self-explanatory. kamikaze units can commit suicide and collide with a ship, a building, a stationary air unit, artillery, or mecha. this deals massive damage in the same way that a missile unit does, so it does more damage to that unit than the plane would regularly, oftentimes destroying it instantly

Unique Techs:

--no unique techs yet

Wonders:

--no wonders yet

BENELUX

--(still lacking military advantages) better warships

--(still lacking military disadvantages)

--Markets and Market techs are cheaper, and Shipyard techs are researched faster

--(still lacking non-military disadvantages)

POWER: IMPRESSMENT :: passive, allows warships to convert enemy ships to your side at random

Heroes:

--Abel Tasman

Unique Units:

--Privateer (combination melee/ranged thief available from the beginning to the Enlightenment)

--Blunderbuss (heavy infantry that hurts enemies in a larger area than other infantry, available from the Enlightenment to the Gilded Era)

--Boer (combination civilian/military* infantry)

--KCT Elite (special forces infantry available from the World War II Era onwards)

--Hydrate Bomber (specialized torpedo boat that fires torpedoes loaded with methane hydrate to immobilize, damage, and sink enemy ships in a large area)

--NKT-48 Spartan (heavy HAAK*)

--Stradioti (mercenary cavalry available from the Exploration to Reformation Eras)

*civilian/military: this designates a soldier that doubles as a civic unit, capable of gathering resources and constructing buildings

*HAAK: "Humanoid Autonomous Armored Knight", the game's version of mecha, based on knightmares from Code Geass

Unique Techs:

--The Flying Dutchman (ships do more damage to other naval units)

--Voortrekkers

Wonders:

--Castle of Good Hope

CHINA

--(still lacking military advantages) lower mechanical costs

--all units have less health, and mechanical units have less armor

--(still lacking non-military advantages)

--Era Advancement research takes longer, and their Merchants are all-around worse

POWER: YEAR OF THE DRAGON :: steadily increases the population capacity with each Era Advancement. by the time they reach the very last Era, their population capacity has grown by 125%

Heroes:

--Zheng He

--Zuo Zongtang (aka General Tso)

Unique Units:

--Chu-ke nu (one of the few archer units, available from the beginning to the Interwar Era)

--Dragon Gunship (missile ship available from the Exploration to World War I Eras)

--Boxer (light infantry available from the Imperial to Space Eras)

--Hurricane Seeder (specialized ship that creates a hurricane arounditself to hurt other ships, available only in the last era)

--Banner Troop (melee infantry available from teh Reformation to World War I Eras)

--NKT-48 Spartan (heavy HAAK*)

--Stradioti (mercenary cavalry available from the Exploration to Reformation Eras)

Unique Techs:

--no unique techs yet

Wonders:

--Forbidden Palace

--Porcelain Tower

CONFEDERATES

--(still lacking military advantages)

--mechanical units take longer to create and their infantry and cavalry cost more

--food is farmed faster and Universities are built faster and research techs faster

--(still lacking non-military disadvantages)

POWER: CAMOUFLAGE :: makes infantry and civic units invisible while idle. im actually doing everything that i can to not stereotype the civilizations

Heroes:

--William Travis

--Robert E. Lee

--Stonewall Jackson

Unique Units:

--Jinete (light counter-cavalry available from the beginning to the Reformation Era)

--Overseer (combination melee/support cavalry, he can be tasked on a resource to make civic units gathering from that work faster. this is the only reference to slavery in America that i plan to make)

--Minuteman (light infantry that trains and moves faster than other infantry, available from teh Englightenment onwards)

--Demolition Ship (kamikaze ship available from the Enlightenment to the Revolutionary Era)

--Confederate Camelry (all-terrain counter-cavalry, based on a Confederate camel corps in Harry Turtledove's How Few Remain, available from the Industrial Era onwards)

--M-388 Davy Crockett (nuclear artillery infantry, this was an actual type of weapon that was designed but never implemented for the cold war, available from the Space Age onwards)

--M3 Bradley IFV (infantry fighting vehicle)

--Supersoldier (super-heavy infantry available from the Genetic Era onwards)

Unique Techs:

--Indentured Servitude (citizens cost less, the only other reference to slavery, and even then only vaguely)

Wonders:

--Alamo

--Pentagon

--Supercollider

--Rosenberg Institute

DEUTSCHLAND

--(still lacking military advantages) soldiers cost less gold

--(still lacking military disadvantages)

--(still lacking non-military advantages)

--(still lacking non-military disadvantages)

POWER: UNIFICATION :: steadily makes buildings better in all aspects depending on how many Civic Centers you control: if you have 5 or less, they are 15% better for each one you control; if you control 10 or less, they are 10% better for each one; if you control 11 or more, they are 5% better for each one

Heroes:

--Gebhard von Blucher

--Otto von Bismarck

Unique Units:

--Teutonic Knight (heavy religious cavalry available from the beginning to the Revolutionary Era, Teutonic Knights can convert enemy units like a Holy Man)

--Doppelsoldner (anti-cavalry infantry available from the Exploration to Enlightenment Eras)

--Needle Gunner (nothing devised yet)

--Zeppelin (airship available from the Imperial Era onwards, this is an early bomber aircraft that also deals massive damage in an area when it is destroyed and hits the ground)

--37mm Flaming Onion (early mobile anti-aircraft available from the World War I to Atomic Eras)

--Jaguar 1 Rakete (guided missile tank available from the Space Age onwards)

--Gas Grenadier (specialized infantry that uses poison gas, available from the World War I Era onwards)

Unique Techs:

--Ninety-five Theses

--Unrestricted Submarine Warfare (submarines do more damage to ships)

Wonders:

--Brandenburg Gate

--Reichstag

FENNOSCANDIA

--(still lacking military advantages)

--(still lacking military disadvantages)

--Hospitals heal units faster and University techs are researched faster

--(still lacking non-military disadvantages) higher gold costs

POWER: ??:: no power yet, but previous ideas include PLUNDER (makes all of your units "thieves") and BERSERKERGANG (makes them do more damage when low on health)

Heroes:

--Charles XII

Unique Units:

--Hackapelite (light cavalry available only in the Reformation Era)

--L52 ARCHER (special self-propelled artillery available from the Computer Age onwards)

Unique Techs:

--Dynamite

--Socialized Medicine

Wonders:

--Utti Jaeger Center

FRANCE

--(still lacking military advantages) better artillery

--(still lacking military disadvantages)

--(still lacking non-military advantages) better defensive buildings

--(still lacking non-military disadvantages)

POWER: ??:: no power at the moment, but an old idea was INVULNERABILITY

Heroes:

--Joan of Arc

--Napoleon Bonaparte

--Charles de Gaulle

Unique Units:

--Hot Air Balloon (early air reconnaissance unit)

--Voltigeur (light infantry available from the Napoleonic Era onwards)

--Spahi (combination infantry/cavalry* available from the Revolutionary Era onwards)

--Rafale C Stealth Fighter (early stealth* fighter craft)

*infantry/cavalry can switch between cavalry and infantry modes when the situation calls for it; they start off as infantry and switch to cavalry automatically when told to move over a large distance, increasing their speed and becoming more effective against regular units cavalry are good against

*stealth indicates that the unit is inherently invisible. unlike teh Confederate Camouflage, stealth units are always invisible until its very close to the enemy. in the case of stealth planes, they cannot be seen at all unless they are near certain buildings such as towers

Unique Techs:

--Coureur de Bois (citizens hunt better)

--Maquis

Wonders:

--Notre Dame Cathedral

--Arc de Triomphe

--Eiffel Tower

GERMANIA

--(still lacking military advantages) more tank armor

--higher tank costs and infantry have less resistance to attack from Unique Units

--(still lacking non-military advantages) more building resistance

--(still lacking non-military disadvantages) weaker citizens

POWER: BLITZKRIEG :: for one minute after activation, all units are trained faster and move faster, but cost more at the same time

Heroes:

--Erwin Rommel

--Otto Skorzeny

Unique Units:

--Teutonic Knight (heavy religious cavalry available from the beginning to the Revolutionary Era, Teutonic Knights can convert enemy units like a Holy Man)

--Doppelsoldner (anti-cavalry infantry available from the Exploration to Enlightenment Eras)

--Circassian Mountainman (heavy infantry available from the Revolutionary Era onwards)

--Zeppelin (airship available from the Imperial Era onwards, this is an early bomber aircraft that also deals massive damage in an area when it is destroyed and hits the ground)

--H-44 Bismarck (heavy battleship)

--V-3 ICBM (early ICBM)

--Gestapo Officer (special unit that can go Incognito* to sneak into enemy territory, but you can only have 10 of them at a time, availabl from the Interwar Era onwards)

*Incognito is a special skill that some Unique Units have, allowing them to dress as an enemy civilian and enter enemy cities without fear. they cant attack while doing this, but they cant be attacked, either. this is mostly given to assassin units so that they can hit vital points in an enemy army, like a hero

Unique Techs:

--Master Race

--Autobahn (increases teh movement speed of mechanical units over land)

Wonders:

--Zeppelinfield

--Volkshalle

GREAT BRITAIN

--planes do more damage to other planes and HAAKs (mecha) are built faster

--(still lacking military disadvantages)

--(still lacking non-military advantages) better buildings

--(still lacking non-military disadvantages)

POWER: IMPERIALISM :: has two effects: on non-provincial maps, additional Civic Centers are free; on provincial maps, construction on foreign or unclaimed soil is not slowed down, and unclaimed territories can be seized by building a military production building on that territory

Heroes:

--Arthur Wellsley

Unique Units:

--Longbowman (cheap, long-ranged infantry available from the beginning to the Reformation Era)

--Mortuary Cavalry (melee cavalry available from the Reformation to the Napoleonic Era)

--Congreve Rocket (elite grenadier/artillery infantry available from the Englightenment to the Gilded Age)

--Green Jacket (sniper infantry available from the Napoleonic Era onwards)

--Maori Mercenary (light infantry available from the Revolutionary Era onwards--remember, this is alternative history & fictionalization of real cultures)

--SAS Commando (special forces infantry available from WWII onwards)

--Tortoise A39 (super-heavy tank available from WWII onwards)

--Chamberlain Knight (specialized infantry that makes HAAKs better when they are garrisoned inside them, making them faster and stronger)

--MMAA-11 Glasgow (early HAAK meant to complement the Chamberlain Knight)

Unique Techs:

--New Model Army

Wonders:

--Imperial Palace

HABSBURGS

--(still lacking military advantages)

--(still lacking military disadvantages) navy is worse off

--(still lacking non-military advantages)

--(still lacking non-military disadvantages)

POWER: CONSCRIPTION :: allows Habsburg citizens to become soldiers instantly at the cost of gold

Heroes:

--Vlad the Impaler

Unique Units:

--Grenzer (anti-cultural infantry available from the very beginning onwards)

--Winged Hussar (light cavalry available from the Exploration to Napoleonic Eras)

--Uhlan (cavalry with a bonus against armored vehicles available from the Napoleonic to World War II Eras)

--Kaisershutzen (special all-terrain infantry)

--Panzergrenadier (heavy infantry available from the Interwar Era onwards)

--ADGZ (heavy armored car available from the Interwar Era onwards)

Unique Techs:

--ISW Tytan

Wonders:

--none yet

INDIA

--(still lacking military advantages) defensive structures are built faster

--(still lacking military disadvantages)

--uranium is mined faster, and more resources are acquired through market trade

--(still lacking non-military disadvantages)

POWER: ?? ::

Heroes:

--Shivaji

Unique Units:

--Rajput (available from the beginning onwards)

--Gurkha (special forces infantry available from the Revolutionary Era onwards)

--Sepoy (light infantry available from the Revolutionary Era onwards)

--Bangalore Torpedo (anti-building heavy infantry available from the World War I Era onwards)

--15A Kolkata (destroyer available from the Computer Age onwards)

--Zamburak (light artillery cavalry available from the beginning onwards)

--Tortoise A39 (super-heavy tank available from WWII onwards)

--Chamberlain Knight (specialized infantry that makes HAAKs better when they are garrisoned inside them, making them faster and stronger)

--MMAA-11 Glasgow (early HAAK meant to complement the Chamberlain Knight)

Unique Techs:

--F-INSAS

Wonders:

--Taj Mahal

--Red Fort

ISRAEL

--(still lacking military advantages) missiles are cheaper

--(still lacking military disadvantages)

--(still lacking non-military advantages) technology researches faster

--(still lacking non-military disadvantages)

POWER: ?? :: currently lacking a cultural power, but an old idea was "Divine Intervention" which would prevent all damage for a short time

Heroes:

--(no heroes yet)

Unique Units:

--Camelry (all-terrain cavalry available at any and all times)

--T.A.R. 21 Brigadier (all-purpose infantry available from the Computer Age onwards)

--Delilah Fighter (combination fighter/missile plane available from teh Computer Age onwards; it carries one missile at a time which it uses for great damage, and then switches to standard fighter equipment until it returns to an airport for another missile)

Unique Techs:

--

Wonders:

--Dome of the Rock

--Desalinization Plant

ITALY

--(still lacking military advantages) lower infantry costs, lower building costs and faster build rate

--(still lacking military disadvantages) infantry have less health

--(still lacking non-military advantages) better religion

--(still lacking non-military disadvantages)

POWER: ALCHEMY :: allows certain resources to be used interchangeably: gold = iron, uranium = khrusionite (fictional resource), and wood = stone

Heroes:

--

Unique Units:

--Swiss Mercenary (combination melee/ranged infantry available throughout the game)

--Redshirt (combination civilian/infantry)

--Arditi (special forces infantry that uses grenades against tougher units and buildings)

--Paratrooper Plane (specialized plane that deploys infantry at a drop point available from the Interwar Era onwards. though its very expensive, its individual cost is less than the combined cost of the infantry)

Unique Techs:

--

Wonders:

--Tower of Pisa (leaning or not leaning?)

--Sistine Chapel

JAPAN

--(still lacking military advantages) mechs are built faster

--(still lacking military disadvantages) weaker and more expensive cavalry & armored vehicles

--technologies are researched faster and fishing ships gather more food faster

--(still lacking non-military disadvantages)

POWER: ADAPTATION :: lets the player reverse-engineer enemy technologies for their own use whenever they capture an enemy Civic Center. very rarely, a unique or advancement technology will be researched.

Heroes:

--Oda Nobunaga

Unique Units:

--Samurai (combination melee/ranged infantry available througjhout the game)

--Ninja (special forces infantry available from the Reformation Era onwards)

--Kachi-metsuke ("sword police" counter-infantry available from the Gilded Age onwards, they are most effective against other unique units)

--A6M Zero (kamikaze fighter/bomber available from WW2 onwards)

--T08A2 (heavy gatecrasher* available from the Digital Age onwards)

--Raikou (super-heavy artillery available only in the last age)

--Paratrooper Plane

*gatecrasher: mecha-siege

Unique Techs:

--Meiji Restoration (makes technologies research 50% faster, but only in the Gilded Age

Wonders:

--Himeji Castle

--Tokyo Sky Tree

Edited by oshron
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HAHAHAHA, Why is Santa Ana a hero? :)

And by the way, there weren't metallurgy in mesoamerica, so having the aztec mine faster is a little ironic from you :)

because id rather have a spanish-speaking mexican general than simply make up one. plus, santa anna was a pretty important general. plus, it gives the confederates someone else to fight(one of the confederate wonders is the alamo mission). he's also from a time when mexico was pretty much indepent, back when it was the Empire of Mexico

as for the gold, its more because of the spanish belief that they had lots of gold. it may not be historical, but it works as a non-military advantage for them and complements their cultural power

Aztecs could instead get some kind of bonus for every enemy soldier killed. Also, I'd replace Santa Ana with Montezuma instead.

perhaps. and the reason i didnt include montezuma (the second, i presume you are meaning) is because he wasnt as big of a commander as cuahtemoc was; cuahtemoc was actually capable of beating the spanish and repelling them, so he's in there as a hero instead of montezuma

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because id rather have a spanish-speaking mexican general than simply make up one. plus, santa anna was a pretty important general. plus, it gives the confederates someone else to fight(one of the confederate wonders is the alamo mission). he's also from a time when mexico was pretty much indepent, back when it was the Empire of Mexico

If you want a great spanish speaking general, then you should include Jose Maria Morelos, or Vicente Guerrero who were the greatest military heroes of the indepence war. Or you can also use Pancho Villa or Emiliano Zapata; the first famous for invading USA territory, and the second for being a reformist who's ideas are venerate even today.

Santa Ana was a war hero in his youth, but is kinda hated in Mexico, because of his late deeds, besides at the time, it was a internal mexican war, since Texas wasn't part of the USA yet.

BTW, Mexico has been a republic most of the time, it took the name of Mexican Empire only during two small periods, first immediatly after the indepence from Spain (1821-1823), second during the french invasion (1863-1867). None of this periods correspond with the time of the siege to the Alamo.

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  • 2 weeks later...

Ok .... only lack the Incas. if not try to ignore them? but almost always get very apart from history, only in the "American conquest" were named and as a tribe was selected to create cities ... among others, hopefully not the same thing happens .. Here?

But it is good decision from the developers.

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...huh?

the reason i havent included an Inca faction is because the Visigothic faction is meant to encompass south america. but i guess inca would be a good choice for an expansion

i added in the Israeli, Italian, and Japanese factions, too

Edited by oshron
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  • 1 month later...

hey

ive recently done a good amount of work into this project, recopying it into a format that conforms more closely to 0ad. as a result, many unique units i had before are no longer counted as unique units and ive decided to cut them back to four unique units to a culture, except in teh case when a unique unit is a strictly naval unit, in which case that faction gets another unit for fairness on maps that have little or no water. what i finished just earlier today was the painstaking task of makig a list of all the new units. im now going for what AOK and 0ad had, with one tech tree with different units available or unavailable to different cultures. sometimes, stages of advancement with units are skipped over for a culture, but that just means that the unit will skip over that class of unit instead of terminating there. for instance, the aztecs get a swordsman unit at the beginning but dont get the musketeer unit that it advances into for most other cultures, but when the regular (next advancement up from musketeer) becomes available, the aztec swordsman skips over teh musketeer and goes straight to regular. in other cases, an initial unit is not avaialble and the culture gets the advanced unit later on without having to research into it (ex: i dont plan for either of the american factions to get the knight cavalry unit, but they automatically get the reiter cavalry unit when it becomes available)

here's what i have so far for units. this shows lines of units as they advance. i havent really sorted out when some unit lines terminate though and no longer advance. but, w/e ;)

id also like to make it clear that im not really going for 100% accuracy, but im instead trying to have improvements of units based on what kinds of technology appeared in human history, and sometimes im actually catering to the appearances of units for one faction or another. one of the reasons there are so many units in the rifleman line is because in at least one point i plan to use that to differentiate the outfits of soldiers in different factions, specifically, the yankee and confederate basic infantry; the actual unit named Rifleman is available in the gilded age(which includes the civil war for teh game) just so that the two distinct outfits of the two american nations can split off then, with blue yankees and gray confederates

Battering Ram

Camel Archer

Camelry >> Rifle Camelry

Cannon >> Field Gun >> Howitzer >> Heavy Howitzer >> Super-howitzer

Catapult >> Saker >> Artillery >> Heavy Artillery >> Self-propelled Artillery >> Self-propelled Artillery II >> Mechanized Artillery

Cavalryman >> Cuirassier >> Heavy Cuirassier

Citizen

Crossbowman

Fishing Boat >> Fishing Ship >> Fishing Trawler

Galley >> Galleon >> Cruiser >> Armored Cruiser >> Battlecruiser >> Heavy Cruiser

Hand Cannonneer >> Grenadier >> AP (armor-piercing) Rifleman >> Bazooka >> Heavy Rocket

Holy Man

Knight >> Reiter

Landing Craft*

Merchant >> Cargo Truck >> Cargo Truck II

Merchant Ship >> Cargo Ship >> Cargo Ship II

Militia*

Petard

Pikeman >> Halberdier >> Gatling Gun >> Machine-gunner >> Heavy Machine-gunner >> Metalstorm Machine-gunner

Skirmisher >> Skirmishing Gun >> Skirmishing Rifleman >> Heavy Skirmisher >> Assault Skirmisher

Skirmishing Cavalry

Swordsman >> Musketeer >> Regular >> Rifleman >> Service Rifleman >> Semi-automatic Rifleman >> Assault Rifleman

Trebuchet

War Canoe

Whaling Boat >> Whaling Ship

Privateer (warship)

Dragoon >> Heavy Dragoon

Fire Ship

Frigate >> Steam Frigate >> Armored Frigate >> Heavy Frigate >> Stealth Frigate

Ship-of-the-Line >> Ironclad >> Dreadnought >> Battleship >> Heavy Battleship

Mortar >> Trench Mortar >> Heavy Mortar

Settler Wagon

Monitor >> Heavy Monitor

Torpedo Boat >> Submarine >> Nuclear Submarine >> Heavy Nuclear Sub

Armored Car >> Heavy Armored Car >> HMMWV (Humvee)

Dirigible (airship)

Reconnaissance Plane >> AWACS >> AWACS II

Transport Truck >> Transport Truck II

Biplane >> Biplane >> Jet Fighter >> Heavy Jet >> Hypersonic Fighter

Destroyer >> Heavy Destroyer >> Guided Missile Destroyer >> Heavy GMD

Fighter-bomber >> Strike Fighter >> Tactical Bomber >> Heavy Tactical Bomber

Gas Grenadier >> Flamethrower* >> Heavy Flamethrower >> Plasmathrower

Improvised Incendiary >> Heavy Incendiary >> Heavy Incendiary II

Light Bomber >> Light Bomber II

Tank >> Infantry Tank >> Main Battle Infantry Tank >> Heavy Main Battle Tank >> Super Infantry Tank

Cruiser Tank >> Main Battle Cruiser Tank >> Light Main Battle Tank >> Super Cruiser Tank

Dive-bomber >> Smart Dive-bomber

Marine >> Heavy Marine

Medium Bomber >> Strategic Bomber >> Strategic Bomber II >> Heavy Strategic Bomber

Aircraft Carrier >> Heavy Carrier

Atomic Bomber >> Nuclear Bomber >> Nuclear Bomber II

Cargo Plane >> Cargo Plane II >> Heavy Cargo Plane

Carrier Fighter >> Carrier Interceptor

Flame Tank

Mobile AA >> Heavy Mobile AA >> Mechanized AA

Tank Destroyer

Torpedo Bomber >> Heavy Torpedo Bomber

Anti-tank Helicopter >> Heavy AT Copter

Attack Helicopter >> Assault Helicopter

Helicopter Gunship >> Heavy Gunship

Medium Cargo Helicopter >> Heavy Cargo Helicopter

Missile Submarine >> Heavy Missile Sub

Refueling Plane >> Refueling Plane II

Satellite

Short-range Missile >> Mid-range Missile >> ICBM >> Heavy ICBM

Stealth Bomber >> Stealth Bomber II

Stealth Fighter

Bishop-class Mech >> Bishop-class Mech II >> Bishop-class Mech III >> Bishop-class Mech IV >> Bishop-class Mech V

King-class Mech >> King-class Mech II >> King-class Mech III >> King-class Mech IV >> King-class Mech V

Knight-class Mech >> Knight-class Mech II >> Bishop-class Mech III >> Bishop-class Mech IV >> Bishop-class Mech V

Pawn-class Mech >> Pawn-class Mech II >> Pawn-class Mech III >> Pawn-class Mech IV >> Pawn-class Mech V

Queen-class Mech >> Queen-class Mech II >> Queen-class Mech III >> Queen-class Mech IV >> Queen-class Mech V

Rook-class Mech >> Rook-class Mech II >> Rook-class Mech III >> Rook-class Mech IV >> Rook-class Mech V

Mobile Base

Plankton Ship

Floating Fortress

*Landing Craft: this idea came to me recently. in 0ad and presumably all games based on it, theres no dedicated transport ship as there have been in previous games liek AOK or AOM. so, for this, warships like frigates, dreadnoughts, and cruisers will continue to double as transports. however, the ships can just drop soldiers off on any shore, they have to garrison into an allied dock first. so, if you want to make an amphibious assault, you have to create Landing Craft, which are trained at any and all warships. they dont count towards your population and hold 5 soldiers each. think D-Day to get an idea of what this would look like. i think that this adds to realism.

*Militia: you may remember that, as is planned for 0ad, all regular units are citizen-soldiers, fighting the battles but also gathering resources. well thats not really the case in the present day, so the vast majority of soldiers are strict military units and resources are generated by citizens. however, all civilizations can train Militia, which are citizen-soldiers, meaning that they gather resources AND fight. theres gonna have to be regulations for how many you can get at a time, but these are basically the informal soldiers that youd rally from tthe local populace Red Dawn-style

*Gas Grenadier/Flamethrower: granted, it doesnt make much sense for a guy with poison gas to upgrade into a guy with fire, but i thought this would make the most sense because they both use similar means of spreading the fire or poison

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Wonders:

--Dome of the Rock

--Desalinization Plant

Hehehe. I think you can do better than that. Especially if the Israel faction is supposed to represent Jewish civilization as a whole, and the Dome of the Rock was built by Muslims.

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ive pretty much rejected the original wonders. i may decide to reinclude them, but thats not my major focus right now

oh, ive also decided on all of the factions. i think ive pretty accurately represented the world:

1. Austro-Hungarians

2. Aztecs

3. Brazilians

4. British

5. Byzantines

6. Chinese

7. Confederates

8. Dutch

9. French

10. Germans

11. Iberians

12. Indians

13. Indochinese

14. Iranians

15. Irish

16. Israelites

17. Italians

18. Japanese

19. Koreans

20. Mongols

21. Nazis

22. Ottomans

23. Plains Indians

24. Russians

25. Saracens

26. Scandinavians

27. Soninke

28. Soviets

29. Yankees

30. Zulu

Edited by oshron
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  • 1 month later...

ive been reworking the unit setup for this mod. i decided to simplify it as much as i can: instead of changing units entirely when upgrading, theres usually just one unit covering a long period of time. for instance, the frontline infantry line of units, which used to contain 7 units, now has only four: Swordsman, Musketeer, Rifleman, and Assault Rifleman. now, the uniforms and appearances of units change as you advance (for example, the Confederate Rifleman resembles a typical US rifleman in the Revolutionary Era, when they first become available, but automatically change into the classic gray uniforms of historic CSA soldiers in the Gilded Age and, in the WWI Era, they acquire butternut uniforms (which is derived from a turtledove novel). all the units are still upgraded constantly, but with new technologies from universities and other research stations without actually changing their unit type. its only when the unit would change completely that they upgrade teh actual unit. for example, in the Gilded Age, the Mortar becomes avaialble, which is similar in appearance to the Bombard unit from AOK, but in the WWI Era, he upgrades to Heavy Mortar and now has a more modern mortar that is carried around rather than pushed, and he remains a Heavy Mortar for the rest of the game. once im completely done with the new unit setup, ill share it

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okay, here's all the updates thus far:

UPDATED CIVILIZATIONS

AUSTRO-HUNGARIANS

** all naval units cost more and take longer to be built (because modern Austria and Hungary are landlocked countries)

Cultural Power: Conscription

lets the Austro-Hungarians turn their Citizens and Militia into professional soldiers instantly for 100 gold each, though they must be within the line of sight of a Barracks or a Stronghold and only become infantry this way. before the World War II Era, they can also become horse cavalry if they are within the line of sight of a Stables.

Unique Units

**Winged Hussar (Class: Cuirassier; counter-cavalry available between the Exploration and Revolutionary Eras)

**Kaisersch├╝tzen (Class: Stormtrooper; cliff-climbing infantry available from the Victorian Era: Imperial Age onwards)

Unique Technologies

Wonders

**Hofkirche (available from the Exploration Era onwards)

**Hero's Square (available from the Victorian Era: Imperial Age onwards)

**Freedom Statue (available from the World War II Era onwards)

**Nameless Library (available from the Cold War Era: Atomic Age onwards)

Heroes

AZTECS

** non-cavalry mechanical units cost 20% more and take 15% longer to be built (basically, all mechanical units except tanks and cars)

**Civic Center can be built from the very beginning, and all gold costs are reduced by 20%

Cultural Power: Cities of Gold

lets the Aztecs occasionally make all of their construction and repairs cost only gold

Unique Units

**Jaguar Warrior (Class: Swordsman, upgrades to Rifleman and then Assault Rifleman; good vs. cavalry, including tanks available throughout the game)

**Eagle Warrior (Class: Skirmisher; available throughout the game)

Unique Technologies

**Shorn Ones

Wonders

**Templo Mayor (available from the Renaissance Era onwards)

**Revolution Memorial (available from the Revolutionary Era onwards)

**Solar Power Station (generates one unit of energy every five seconds; available from the Cold War Era: Atomic Age onwards)

Heroes

BALKANS

Cultural Power: Greek Fire

ignites the projectiles of Balkan siege and ships, making them do 25% more damage to buildings and to units of their own type

Unique Units

**Armatolos (Class: Musketeer; infantry that uses a melee sword and ranged musket available between the Exploration and Revolutionary Eras)

Unique Technologies

Wonders

**Parthenon (available from the Renaissance Era onwards)

**Buzludzha (available from the Revolutionary Era onwards)

**Olympic Stadium (available from the Victorian Era: Industrial Age onwards)

**Pobednik (available from the Interwar Era onwards)

Heroes

BRAZILIANS

** wood is gathered 20% faster and medical technologies are researched 15% less

Cultural Power: Mercenaries

lets the Brazilians occasionally make all of their units train in half the normal time and cost only gold, though the gold costs are equal to their total normal resource cost

Unique Units

Unique Technologies

Wonders

Heroes

BRITISH

**planes do more damage to other planes and mecha are trained faster

Cultural Power: Imperialism

lets the British claim territories with military production buildings on provincial maps and build Civic Centers in half the time on non-provincial maps

Unique Units

**Congreve Rocket (unique class; cannon-like siege good vs. infantry and buildings with decent accuracy available between the Revolutionary Era and Victorian Era: Industrial Age)

**SAS Commando (Class: Heavy Marine; available from the World War I Era onwards)

**Chamberlain Knight (Class: Assault Rifleman; average abilities and improves the abilities of any HAAK he is in, available from the Modern Era: Information Age onwards)

**Tortoise A39 (Class: Main Battle Infantry Tank; very high health, armor, and power but very low speed tank available between the World War II Era and Cold War Era: Atomic Age)

Unique Technologies

**Active Camouflage (researched at University from the Modern Era: Information Age onwards; makes Unique Units invisible while in motion, even while they are very near enemy units)

Wonders

**Westminster Palace

Heroes

CHINESE

Cultural Power: Year of the Dragon

increases the maximum population of the Chinese by 5% for each Era Advancement that they research (which also applies to Eras that they may have skipped)

Unique Units

**Chu-ke nu (Class: Archer; crossbow with a very high rate of fire available between the Renaissance and Interwar Era)

**Flame Lance (Class: Flamethrower; sprays fire for very high attack vs. infantry and building available between the Renaissance Era and the Victorian Era: Imperial Age)

Unique Technologies

Wonders

**Forbidden Palace (available from the Renaissance Era onwards)

**Porcelain Tower (available from the Renaissance Era onwards)

**Confucian Academy (available from the Interwar Era onwards)

Heroes

CONFEDERATES

Cultural Power: Camouflage

renders Confederate infantry and horse cavalry invisible while they are idle

Unique Units

**CSS H. L. Hunley (Class: Submarine; early submarine available between the Victorian Era: Gilded Age and :Imperial Age)

Unique Technologies

Wonders

**Alamo Mission (increases the strength of Strongholds, available from the Enlightenment Era onwards)

**Pentagon (available from the World War II Era onwards)

**Rosenberg Institute (available from the Modern Era: Digital Age onwards)

Heroes

-----------------------------------------------------------------------------------------------------------------------------

still to come: the Dutch, the French, the Germans, the Indians, the Iranians, the Irish, the Israelis, the Italians, the Japanese, the Koreans, the Mongols, the Nazis, the Russians, the Saracens, the Scandinavians, the Sioux, the Songhai, the Soviets, the Spanish, the Turks, the Vietnamese, the Yankees, and the Zulu

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