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Capturable Map Objects


wowgetoffyourcellphone
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On most skirmish maps in DE, there are capturable structures and units that affect gameplay and add strategy. All of these objects are invulnerable (cannot be killed or destroyed). 

 

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Probably the most consequential capturable map object, the Mercenary Camp allows the player to train a number of Mercenary Soldiers, which only cost coin and no population. These camps are map-specific and allow the training of dozens of ethnic mercenaries specific to that map location (Gaul, as opposed to North Africa, or India, for example).

 

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The occasional Shrine allows nearby units to heal and can train Elite Healers specific to the culture of that Shrine.

 

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Another common capturable object is the Trading Post. This allows the player to have long and profitable trade routes. They train Traders specific to the culture of the Trading Post and the Slave Trade tech allows Slave units to be trained twice as fast. 

 

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Horses, Ponies, and Donkeys are similar to Catafalques, in that capturing them gives the player a bonus in the form of a global aura. Capturing Horses and Ponies gives extra health (+2% each) and faster train time (-5%) to cavalry units, while capturing Donkeys gives extra gathering speed to Citizens (+2% per donkey). Captured animals can be garrisoned in the Corral building for safe keeping. 

Edited by wowgetoffyourcellphone
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my favorite theme.:victory:

I can think of a list and a rationale.

 

 

Mercenary camps/ Mercenary Outposts

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Ethinic or regional mercenary camps (the reason: simple, mercenaries give new and improved troops to the different armies).

 

It would be good that each camp has upgrades for the featured units.

 

For example bonus for Balearic slingers.

 

Or another would be bonus for Numidians cavalry an armor or hp bonus (dp they call them now).

 

I plan to make variations on this composition.

 

1oupost, 3 dwellings and a perimeter (wall or palisade).

 

 

 

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2-Slave market.

It is like the mercenary camp but with slaves.

 

Here we can have war and economic units.

 

Even exotic units like Lions.

 

 

 

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3-Bandit hideouts.

The same as the mercenary camp but with special units, they would be Outlaws type units.

"Outlaws are units with a cheap coin cost, but use up more population than mercenaries".

 

Professional assassins (bonus against heroes).

Zelotes styles.

 

Units with poison damage.

Scouts with special abilities.

Spies (maybe a unit that pretends to be a trader and has LoS bonus).

Cultist (a religious healer and combat unit).

 

 

 

 

4-Engineers' workshop.

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Basically an arsenal, you can recruit an engineer, and siege machines, even unconventional machines.

 

The engineer will be able to build siege machines.

 

 

 

 

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5-Pirate port.

 

It would be the naval mercenary version. And it will also be ethnic.

 

 

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6-Citadels

 

They will be sets of houses that will give you population and recruit units.

 

 

 

 

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7-Sacred sites.

 

There is already a post about it.

Here you can capture religious sites, garrison relics and catafalques.

and obviously win the game with the capture sacred sites game mode. 

Edited by Lion.Kanzen
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Another list would be :

abandoned mines.

Wood camps (as in AoE III).

Quarries.

Abandoned houses

Settlements (AoM).

Pottery Workshop (generates wealth or coins).

Buildings that are almost exclusive to City builders:

 

Apothecary would be a smaller temple version.

 

Brewery: would generate wealth and food and a plus with aura for villagers with stats.

 

Cattle Ranch: it would be the same as the Barn but bigger.

 

Water_Supply: Gives you a bonus aura with field harvesting and root territory.

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