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Mercenary camps and Neutral buildings.


Lion.Kanzen
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Searching things a found some interesting definitions.

My concept is little different... But I love this concept.

 http://ageofempires.wikia.com/wiki/Mercenaries_(Age_of_Empires_III)

 

Quote

 

There are two types of Mercenaries:

  • Outlaws
  • Mercenaries

 

  •  

 

in 0AD we can call Rebels and Mercenaries

 

Rebels

Rebelds are like Mercenaries, but  they are improved versions of units, but unlike Mercenaries they are the improved version of a very basic units. They usually cost more Population but less metal compared to Mercenaries.

Examples: 

  • Zealots (Judean Mercenary Fanatic)
  • Pirates (Cilician Swordman Mercenary)
  • Certorius army-men  (Iberian Romanized) probably swordman
  • Gladiator Rebel (Gladiator Units) from Spartacus and Servilian Wars. swordman and pikeman, even other types of units
  • Bandits (from everywhere) melee unit
  • Amazon (Rebel woman from Scythian clans) Archer may be over  horse or Infantry.

 

 

Edited by Lion.Kanzen
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Necroposting... Or I should update and make a new one  what do you think?

 

__________

How is it is one of my initiatives with which maps become much more attractive than what we currently have.

 

I propose to experiment with our most boring maps the mercenary camps.(borg suggested this as well).

 

Having said this in passing, we must first of all draw up a list of the most boring maps with no strategic value.

I still don't know what those might be.

One of the advantages of mercenary camps is being able to recruit exotic troops.

 

For the date Alpha 24 beginning of Alpha 25, The elephants, the archers along with Mercenaries who use swords, They are one of the units that cause the most imbalance and what is most desirable to recruit.

 

Then making a gamut of ideas go brainstorming It would start with the areas and cultures for the mercenary warriors.

 

For example:

Desert area or desert biome:

 

Egyptian camp, Kushite camp, Nomadic desert camp.

 

Mediterranean biome:

 

Mercenary Camp Mediterranean, Which may be composed of Cretan archers, Balearic slingers, mercenary hoplites, Italiaot mercenaries.

Temperate biome:

Celtic Mercenary Camp, Germanic Mercenary Camp and Mercenary camp of the steppes.

 

 

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Making Necromancy...

 

 

several of these ideas are already in DE mod.

 

This group I will add the sacred places.

The default majority of these will be altars.

 

 A third will be the ruins, I would like the latter to have a double function.

Resource and cultural bonus, apart from being a game mode.

 

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On 03/03/2021 at 4:31 PM, Lion.Kanzen said:

Necroposting... Or I should update and make a new one  what do you think?

 

__________

How is it is one of my initiatives with which maps become much more attractive than what we currently have.

 

I propose to experiment with our most boring maps the mercenary camps.(borg suggested this as well).

 

Having said this in passing, we must first of all draw up a list of the most boring maps with no strategic value.

I still don't know what those might be.

One of the advantages of mercenary camps is being able to recruit exotic troops.

 

For the date Alpha 24 beginning of Alpha 25, The elephants, the archers along with Mercenaries who use swords, They are one of the units that cause the most imbalance and what is most desirable to recruit.

 

Then making a gamut of ideas go brainstorming It would start with the areas and cultures for the mercenary warriors.

 

For example:

Desert area or desert biome:

 

Egyptian camp, Kushite camp, Nomadic desert camp.

 

Mediterranean biome:

 

Mercenary Camp Mediterranean, Which may be composed of Cretan archers, Balearic slingers, mercenary hoplites, Italiaot mercenaries.

Temperate biome:

Celtic Mercenary Camp, Germanic Mercenary Camp and Mercenary camp of the steppes.

 

 

I have to make an art version of this topic.

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