wowgetoffyourcellphone Posted October 25, 2015 Report Share Posted October 25, 2015 (edited) Delenda Est will add approximately 60 civilizations (lol) to the game 0 A.D. all based on 14 culture group in the Eastern Hemisphere between 500 BC and AD 500. It's my hope that the cultures UI mod can get working again to help make the culture groupings a real. Each civ will have its bonus and penalty as well as each culture will have its bonus and penalty. A civ can be in more than 1 culture group, giving the attributes, bonuses and weaknesses of each culture group it is in.GUISomething like this, but with drop-down list for cultures.Final civilization list with all modded civs, original civs, and the Han from Rise of the East:AfricansCommon Attributes: African war elephants, strong land tradingCarthaginiansExtra-strong wallsGaramantinesKushitesMauritaniansNumidiansPtolemies BalkansCommon Attributes: Skirmishing bonuses, good sword infantry, high attack, low armorDaciansIllyriansThraciansCeltsCommon Attributes: Weak buildings, fast construction, fast-moving units, Rotary MillBataviansBritonsCelt-IberiansGalatiansGaulsChineseCommon Attributes: Massed infantry, population bonus, use of fire, crossbowsHan EgyptiansCommon Attributes: Temple and healer bonuses, strong expensive tier 2+ buildings, free tier 1 buildings, mercenaries train instantlyPtolemies GermansCommon Attributes: Capturing bonuses, "Ambush" attack bonus within forests, shield wall, high attack, low armor, ox cart dropsite, weak wooden buildingsBataviansExtra-strong cavalryFranksThrowing axemenGothsCan branch/choose between Ostrogoths and Visigoths at Imperial PhaseTeutones HellenesCommon Attributes: Theater (Hellenization bonus), technology cost bonus, strong sea trade, strong spearmenAtheniansNaval bonusesEpirotesCan train small number of war elephantMacedoniansExtra-strong heroesCan train small number of war elephantMagna GreciansPergamenesRhodiansNaval bonusesSpartansSyssition building to train hoplites and SpartiatesStrong female citizensSyracusansGastraphetes ("belly-bow") siege unitMercenaries cheaperThebansSacred Band infantrySiege Workshop building"Fire Raiser" siege unit IberiansCommon Attributes: Free circuit of walls at start, "Ambush" attack bonus within forests, monument, flaming pitch, strong fortressCelt-IberiansIberiansLusitanians IndiansCommon Attributes: Armored war elephants, population bonus, good archeryGuptasIndo-GreeksMauryansWooden city walls; the others have stone city walls IraniansCommon Attributes: Infantry train very fast but weak, good cavalry, strong land trading, PalaceAchaemenidsPopulation bonusImmortals at palaceCan train a small number of unarmored war elephtanParthiansExtra-strong cataphractNo elephantsSassanidsExtra-strong cataphractCan train armored war elephants ItaliansCommon Attributes: Good melee infantry, good siege equipmentEtruscansMagna GreciansDominate Romans (4th - 6th centuries AD)Base on Eastern Roman Empire: from Constantine to BelisariusExtra strong wall upgradesFrontier Barracks train front-line troops (Limitanei) from neutral territoryBarracks train Comitatenses troopsFoederati trained from merc campsArchitecture based on Orthodox-Greek and ConstantinoplePrincipate Romans (1st - 2nd centuries AD)Unique citizen/slave economyBuild Triumphal Arch to unlock phase upgradesArmy CampTemple of VestaSiege WallsRepublican Romans (3rd - 2nd centuries BC)Samnites NomadsCommon Attributes: Movable buildings, less restrictive territory concept, good cavalry, raiding and looting bonuses, no stone walls (except for Parthians)HunsParthiansThe only civ in Nomad culture to have stone wallsSarmatiansScythians PunicsCommon Attributes: Champions trained at temple, mercenary concept is flipped, strong sea trade and navyCarthaginiansExtra-strong Naval Shipyard SuccessorsCommon Attributes: Pike infantry, Library, siege towerEpirotesSmall number of war elephantGreco-BactriansCataphractIndo-GreeksMacedoniansPergamenesPtolemiesLighthousePontiansSeleucidsCataphractScythe ChariotArmored Elephants Edited October 25, 2015 by wowgetoffyourcellphone 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 25, 2015 Report Share Posted October 25, 2015 you will made... Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 25, 2015 Author Report Share Posted October 25, 2015 (edited) you will made...Much stuff can be re-used across same culture (especially buildings!) Edited October 25, 2015 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 25, 2015 Report Share Posted October 25, 2015 wow, I want.... I want.... is my vision about 0AD MOD based in iron. I want ... I want to help you. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 25, 2015 Report Share Posted October 25, 2015 60 Civs or 60 Factions? Quote Link to comment Share on other sites More sharing options...
Giotto Posted October 25, 2015 Report Share Posted October 25, 2015 Holy **** sounds amazing. Aren't you concerned that balancing will be impossible with all that different stuff? 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 25, 2015 Author Report Share Posted October 25, 2015 (edited) 60 Civs or 60 Factions?60 civs spread over 14 cultureHoly **** sounds amazing. Aren't you concerned that balancing will be impossible with all that different stuff?Not concerned. On basic level they all use the same units. A spearman in one civ have same function as a spearman in another civ. Most of the differences are a matter of degree. Though, some civ have a few major differences, just use math to see how the major differences stack up. Example: Can use math to see how Principate Romans citizens + slaves econ combo stack up against Republican Romans female citizens + citizen-soldier econ combo. But in most civs a female citizen is just a female citizen and a slinger is just a slinger. Most civs will have access to most unit types, either from barracks or from the mercenary camps. Look at balancing as part of the fun. Plus with so many civ there will be so many variation that not 1 civ can dominate all others, there will likely be a half dozen other civ with good combos that can take down the dominate one.I also do not feel all civ need to be equally balance. I am fine with having underdog civs and dominate civs. More of a challenge to win with an underdog civ.Eventually, with player input/polls and win-loss statistic it can be determine which civ are powerful and which are weak. Can add new sorting tags based on this, "Dominant Civs Only" or "Barbarian Civs Only" or whatever which I think could be very cool. Edited October 25, 2015 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 25, 2015 Report Share Posted October 25, 2015 Holy **** sounds amazing. Aren't you concerned that balancing will be impossible with all that different stuff?there are many way even not balancing at all. AoK don't look very balanced. many times I can't take down a player or an Ai because they have cavalry armored civilization and me a archer and weak Infantry (Mayans vs Slavs) for example. Quote Link to comment Share on other sites More sharing options...
DarcReaver Posted October 25, 2015 Report Share Posted October 25, 2015 (edited) There's no point to have 60 civs where the only difference is stuff like "Infantry unit X can only have 2 hack armour instead of 3" and "this faction has 20% more town center radius", especially if even the graphics are the same for most. Just go with less civs, give the main civ certain bonuses and modify them within the sub factions (if there are some). And then FINISH those factions, make an interesting gameplay for each and you're set.More is not always better. Edited October 25, 2015 by DarcReaver 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 25, 2015 Report Share Posted October 25, 2015 my idea about mini and sub faction, I don't know if you read that system, because you need heroes and marvels for each faction. Quote Link to comment Share on other sites More sharing options...
DarcReaver Posted October 25, 2015 Report Share Posted October 25, 2015 my idea about mini and sub faction, I don't know if you read that system, because you need heroes and marvels for each faction.Sub factions are fine - but you really don't need hundreds of sub factions. If you make so many different factions it's too hard and confusing for people to learn the game. Less is better. If you make the difference very small there's no real point in making sub factions in the first place.The idea behind different factions/civs is that you get differing gameplay patterns. So, better have 4 civs which drastically differ in playstyle than have 20 civs who play the same.If you want to make "sub/mini factions" just go the way by making them skins for the existing civs with no differences in gameplay. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 25, 2015 Author Report Share Posted October 25, 2015 I did not say there would be no differences in gameplay. In AOK there are minor difference between civ and yet the civs play very different from each other. The game now have 20+ civ. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 25, 2015 Report Share Posted October 25, 2015 Sub factions are fine - but you really don't need hundreds of sub factions. If you make so many different factions it's too hard and confusing for people to learn the game. Less is better. If you make the difference very small there's no real point in making sub factions in the first place.The idea behind different factions/civs is that you get differing gameplay patterns. So, better have 4 civs which drastically differ in playstyle than have 20 civs who play the same.If you want to make "sub/mini factions" just go the way by making them skins for the existing civs with no differences in gameplay. call down, this no is Starcraft or other rts where you have very difference between factions. If Justus wants little variation between them to have a great list, is their decision. Look AOE HD + Forgotten + African Kingdoms Its a lots of Civs.I have a question you have evidence, you know something like a poll or marketing research, how you are sure?I'm sure I create a survey about 0AD. And they , the target ( people) ever ask from new factions. Quote Link to comment Share on other sites More sharing options...
DarcReaver Posted October 25, 2015 Report Share Posted October 25, 2015 (edited) call down, this no is Starcraft or other rts where you have very difference between factions. If Justus wants little variation between them to have a great list, is their decision. Look AOE HD + Forgotten + African Kingdoms Its a lots of Civs.I have a question you have evidence, you know something like a poll or marketing research, how you are sure?I'm sure I create a survey about 0AD. And they , the target ( people) ever ask from new factions.AoE HD has a stable community because the game is fame from its name. If it wasn't Age of Empires the game would be dead by now. Anyways.If you ask people if they want more content they surely will say "sure I want". That's not an argument really. It's like this: if you have 60 civs, of which like 20 only have 1-2 different technologies or smth, all you get is: those 20 civs will play out 99% the same. So why bother to create a faction for them? Just make some skins for the units and it's done if someone really wants unit XY to look like AZ instead.60 civs is just nonesense imo. If you make those 60 civs differ more (which I doubt is even possible) it makes the learning curve much harder (you need to learn about 60 different factions, I doubt anyone would bother learning them. Also, out of those 60 civs you'll get probably a top 5, or maybe 8 of civs which are (most) useful in multiplayer and will be played, because they're easiest to learn, or most powerful if used right etc.Nobody plays AoF seriously. If you look at the player base, almost all lobbies are AoC lobbies with no AoF content allowed (which I find very dissappointing since I like Slavs a lot). The new additions to the game are mostly considered imbalanced or unnecessary. Just look at the steam forums, or that AoC community page (http://aoczone.net/). Quite a lot of AoF bashing in there. I sort of find it amusing because it's not THAT bad, but still, some posts have a point here and there.Which is getting back to my original point. More content =/= better game. Just face it. If the game itself is unfinished/unfun it doesn't matter if it comes with 2,5,10 or 60 civs, because it won't be played anyways. It's just even more unnecessary work. Also, if all civs play out the same more or less you attract only one player audience. If you have different types of civs (read: civs which do not play 99% the same) you have the chance to attract more people.Edit: don't get me wrong, having options ingame is a good thing of course! But just don't overdo it. Instead of having 60 civs consider just creating like ... idk .. maybe 4 main factions (like greek, germanic tribes/"barbarians", romanians etc) with some sub factions for each or some of them, making a total of like 15 civs or so. Larger differences between the main factions, and sub faction making them specialized in something. I really wouldn't recommend splitting those main factions into 10 sub/mini factions each. Better make a few less and make them feel more unique instead. Edited October 25, 2015 by DarcReaver Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 25, 2015 Author Report Share Posted October 25, 2015 (edited) I am not creating game, I'm creating mod. I don't care about "new players who will have to learn everything." Tell Rome:Total War player and modder that they should only have 4 civs. lolI think you can see how well I have done with Principate Romans. Once I make new hero textures I move onto something new. German civs maybe to give the Principate Romans proper historic nemesis. Edited October 25, 2015 by wowgetoffyourcellphone 2 Quote Link to comment Share on other sites More sharing options...
DarcReaver Posted October 25, 2015 Report Share Posted October 25, 2015 I am not creating game, I'm creating mod. I don't care about "new players who will have to learn everything." Tell Rome:Total War player and modder that they should only have 4 civs. lolI think you can see how well I have done with Principate Romans. Once I make new hero textures I move onto something new. German civs maybe to give the Principate Romans proper historic nemesis.Total War does exactly what I described above. You have main civs and sub civs. And all those main civs play out differently. the sub civs give certain smaller bonuses which works for singleplayer games.In multiplayer the civs do not matter that much. Unit composition is more important. So this is not really comparable. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 25, 2015 Author Report Share Posted October 25, 2015 (edited) Total War does exactly what I described above. You have main civs and sub civs. And all those main civs play out differently. the sub civs give certain smaller bonuses which works for singleplayer games.In multiplayer the civs do not matter that much. Unit composition is more important. So this is not really comparable.This post show you the "main civ" is the culture. All of the "civs" are subciv with customizations. I also propose a GUI that make this forefront.You choose the Culture which have attribute, then you choose a civ in that culture that is tweak to your liking. Could go farther make it so that player can choose "Africans" for instance and then the game randomize a African civ for the player when game launch. Or choose "Hellenes" and the game randomize and give the player a random Greek civ. (of course the player can choose specific civ if player wants, without question).AfricansCommon Attributes: African war elephants, strong land tradingCarthaginiansExtra-strong wallsGaramantinesKushitesMauritaniansNumidiansPtolemies BalkansCommon Attributes: Skirmishing bonuses, good sword infantry, high attack, low armorDaciansIllyriansThraciansCeltsCommon Attributes: Weak buildings, fast construction, fast-moving units, Rotary MillBataviansBritonsCelt-IberiansGalatiansGaulsChineseCommon Attributes: Massed infantry, population bonus, use of fire, crossbowsHan EgyptiansCommon Attributes: Temple and healer bonuses, strong expensive tier 2+ buildings, free tier 1 buildings, mercenaries train instantlyPtolemies GermansCommon Attributes: Capturing bonuses, "Ambush" attack bonus within forests, shield wall, high attack, low armor, ox cart dropsite, weak wooden buildingsBataviansExtra-strong cavalryFranksThrowing axemenGothsCan branch/choose between Ostrogoths and Visigoths at Imperial PhaseTeutones HellenesCommon Attributes: Theater (Hellenization bonus), technology cost bonus, strong sea trade, strong spearmenAtheniansNaval bonusesEpirotesCan train small number of war elephantMacedoniansExtra-strong heroesCan train small number of war elephantMagna GreciansPergamenesRhodiansNaval bonusesSpartansSyssition building to train hoplites and SpartiatesStrong female citizensSyracusansGastraphetes ("belly-bow") siege unitMercenaries cheaperThebansSacred Band infantrySiege Workshop building"Fire Raiser" siege unit IberiansCommon Attributes: Free circuit of walls at start, "Ambush" attack bonus within forests, monument, flaming pitch, strong fortressCelt-IberiansIberiansLusitanians IndiansCommon Attributes: Armored war elephants, population bonus, good archeryGuptasIndo-GreeksMauryansWooden city walls; the others have stone city walls IraniansCommon Attributes: Infantry train very fast but weak, good cavalry, strong land trading, PalaceAchaemenidsPopulation bonusImmortals at palaceCan train a small number of unarmored war elephtanParthiansExtra-strong cataphractNo elephantsSassanidsExtra-strong cataphractCan train armored war elephants ItaliansCommon Attributes: Good melee infantry, good siege equipmentEtruscansMagna GreciansDominate Romans (4th - 6th centuries AD)Base on Eastern Roman Empire: from Constantine to BelisariusExtra strong wall upgradesFrontier Barracks train front-line troops (Limitanei) from neutral territoryBarracks train Comitatenses troopsFoederati trained from merc campsArchitecture based on Orthodox-Greek and ConstantinoplePrincipate Romans (1st - 2nd centuries AD)Unique citizen/slave economyBuild Triumphal Arch to unlock phase upgradesArmy CampTemple of VestaSiege WallsRepublican Romans (3rd - 2nd centuries BC)Samnites NomadsCommon Attributes: Movable buildings, less restrictive territory concept, good cavalry, raiding and looting bonuses, no stone walls (except for Parthians)HunsParthiansThe only civ in Nomad culture to have stone wallsSarmatiansScythians PunicsCommon Attributes: Champions trained at temple, mercenary concept is flipped, strong sea trade and navyCarthaginiansExtra-strong Naval Shipyard SuccessorsCommon Attributes: Pike infantry, Library, siege towerEpirotesSmall number of war elephantGreco-BactriansCataphractIndo-GreeksMacedoniansPergamenesPtolemiesLighthousePontiansSeleucidsCataphractScythe ChariotArmored Elephants Edited October 25, 2015 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
Giotto Posted October 25, 2015 Report Share Posted October 25, 2015 (edited) I think between 4-8 main cultures would be good with 2-3 separate civs in each. More than that will make the game too complicated. Don't get me wrong I love the idea of having lots of different civs but there is a limit to how unique you can make them without more strategic capability. At the moment there is just not enough content in the game to make loads of unique civs. If you can get definite differences between the cultures im all for having loads of civs, it just seems hard to do. Even in the current version of 0ad the civs are not that different from eachother, making more factions under that seems very hard. Make the cultures really different and then make individual civs under that. People will mainly use the culture for their strategic approach.But still go for it! Edited October 25, 2015 by Giotto 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 27, 2015 Report Share Posted October 27, 2015 And Late republican Romans? the time of Julius Caesar, Pompey, Marius, Anthony, Agrippa, Crassus. Quote Link to comment Share on other sites More sharing options...
JC (naval supremacist) Posted October 27, 2015 Report Share Posted October 27, 2015 Its interesting to notice on the Seleucid Shield the moon and the star : similar to Turkish flag.I wonder what represent the symbol in the middle Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 27, 2015 Report Share Posted October 27, 2015 An anchor ? 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.