As a warning, I'm not a programmer. Think of me as a Story Writer, trying to get a Director/Producer/Sound Editor/Cartoonist/etc. or heck even just a script writer in this comparison (Stories and script are different formats after all) to bring my ideas to life! No crime there... is there?
Be forewarned: Nothing here is set in stone. This is just idea sharing per say. For any who think this is a PvE Xpac, you should look at the Techtrees and tell me how PvE oriented they look with a straight face.
I know what you’re thinking: too soon! Yes it is… and yet, no it’s not. It’s never too soon to start planning ahead: it's like doing your big report the week you get it! I’ll bet ES had UTs in mind all along with AoK but withheld it to the expansion deliberately to sell a new game. I’ll betcha that!
Color Coded for your convenience:
Civ Name
Unique Unit
Castle Age Unique Tech
Imperial Unique Tech
Brand New Techs
Anywho, this is a place to discuss thoughts for new civs, units, techs and balance changes (though that should wait until FE has a metagame.)
Here there are mostly propositions, mostly because I’m not an expert multiplayer, and can’t program my way out of wet tissue paper. As such, hopefully I could pick up a wandering kind soul to scoop my dreams into his or her capable programming hands!
So, what would this expac be? Well, I’d say we look at the map and take note of a mostly unused continent: Africa!
While it wouldn’t be prudent to cram every possible African civ into one game, a decent amount wouldn’t hurt. As such, my dreams include these civs from the continent: Vandals, Berbers and Ghana and some others not from there: Khmer, Portuguese and Toltecs!
Enough about that: Welcome! Welcome to Age of Empires: Rise of the Dark Continent
Not to say there won’t be other future African civs, but one Xpac at a time. I chose these 3 with good reason:
The Berbers of Morocco are a fierce and zealous force, but their key gameplay style is based on both spear and camel. As such, Berbers are to be the penultimate anti-cavalry civ.
Berbers, Moroccans and North African Muslims not inhabiting Spain (642-1574)
An Anti-cavalry Civ
Bonuses:
- Camels 20% Faster
Berber armies utilized camels from the harsh arid climates, and were very useful in campaigns against both Spain and the middle African empires.
- Heresy, Atonement Free
Frenzied, and furious, the Berbers believed that they waged an endless holy war, a Jihad, and would never relent in their attacks.
- Spearmen do 66% more cavalry bonus damage, +1 base damage
Spears were an important weapon in Berber conquests. Whether against European knights or the Ghana/Mali/Songhai cavalry armies, the spear was useful time and time again.
- Transport Ships 25% faster
This bonus represents the constant desire to send troops across the Mediterranian into Spain.
TB: Trade Carts/Cogs +3/3 Armor
When not conquering, the Berbers were avid traders, especially with the gold and salt wealthy people of Ghana. Trade routes were well protected by vanguards of strong Berbers.
Blackguard A powerful, lumbering spearman with a lot of armor. It’s pretty much a Spearman with a Teutonic Knight’s might. Excellent vs. melee, weak vs. ranged, very strong vs. horses and devastating to elephants and doesn’t get affected by Cataphract style spear resistances.
Stats [Elite]: 65 [90] HP, 9 [14] damage (+13 [18 vs camels], +37 [52] vs cavalry +51 [75] vs elephants], 4/1 [8/3] armor. Costs 75f/45g
Amazigh – The word means free people in the Berber language. Villagers move 10% faster and they and houses become immune to conversion.
Jihad – Black Guard, Spearman, Camel, Cavalry Archer +2 damage (+5 vs. Monks)
Tech tree:
Disabled Infantry: Eagle Warrior, Tracking
Disabled Cavalry: Husbandry
Disabled Archery: Elite Skirmisher, Thumb Ring
Disabled Siege: Siege Onager
Disabled Dock: Heavy Demo Ship
Disabled Blacksmith: /
Disabled Economy: Crop Rotation, Stone Shaft Mining
Disabled University: Architecture, Guard Tower
Disabled Castle: Hoardings
Disabled Monastery: /
As can be seen, the focus is very heavy on anti-cavalry units though their Horse Archers, despite their lack of Thumb Ring and Husbandry, pack a decent punch, mostly needed to help the Berbers with their own issues vs. archers due to a lack of ESkirms. Of course, Husbandry lacking Hussars and Paladins can do that too, but still. This is one civ you cannot Monk Rush because they get free Heresy. In a Monk war, it technically could hurt if you want to try and ‘reconvert’ units, but how rare would that be?
The Vandals are a fascinating bunch. Originally a Germanic tribe, they migrated all the way into Northern Africa and eventually claimed the city of Roman Carthage (henceforth, there is no negotiating that Vandals should share a building set with Italy. They must!) The thing about the Vandals is that when nearby Moors/Berbers/Numidians (I’m not sure if Moors are the right term because they weren’t in Spain/Iberia yet) beset upon them with skilled cavalry, the Vandals adjusted and succeeded against them, they too developing cavalry and even camelry techniques. In fact, hired camel riders attempted to use defensive tactics of odor to repel enemy Cavalry. It failed against the Byzantines, who dismounted before engagement.
Vandals, Germanic Barbarians who conquered Africa and the Sea (406-529)
Naval and Cavalry Civ
Bonuses:
- Camels +10% Health and +3 damage vs. cavalry
When the Vandals were pushed into Africa, they quickly were met with furious Africans who lived in the saddle. The Vandals, unlike other Germanic tribes, adapted to this well and even began utilizing camels for use against Roman cavalry. It only started to fall apart when Roman generals had their men dismount to engage instead.- Heavy Demo Ship Upgrade free (Requires War Galley); Shipwright, Careening, Free and gotten one age sooner.
Vandal navies quickly took the sea when they took over Carthage and they became its scourge. Using boats lit on fire, they were able to break the tightly nit formations of Byzantine navies and set their ships all ablaze.- Siege Engineers affects Ships (+1 Range and 20% building damage. Demo Ships no range but +40% building damage ala Petards)
At sea, the brutal force of the Vandals was far reaching, and even helped them in the sacking of Rome. The Vandals are the only other tribe besides the Ostrogoths to ever get the 'pleasure' of destroying Rome.- Age Advancement 20% Faster
The Vandal timeline is short, but brutal, and only lasted about a century, but they swiftly rose under the guidance of Geaseric to quickly dominate.
TB: Demolition ships +2 Range
More Demo Ship Powers to ensure you break a lot of boats.
Asding – A Moorish mercenary heavy camelry unit (in this case given a Vandal tribe name) with bonus damage vs. infantry and horses. It has better than Cataphract-like resistance to anti-cavalry, taking +1 from archers instead.
Stats [Elite]: 115 [165] HP, 9 [12] damage (+9 [14] vs infantry, +7 [11] vs cavalry), 2/1 [3/3] armor. Costs 70f/85g
Quinquireme – Stolen Ships from the Roman Empire, powerful sluggish arrow warship with an attack that hits a target and can pierce through it like a Scorpion. Requires a castle to start training at the docks.
Stats [Elite]: 125 [165] HP, 8 [11] damage (+4 [6] vs boats, +2 [3] vs siege.) 2/7 [2/8] armor, 7 [8] range, Costs 85w/90g
Vandalism – Quinquiremes gain slow health regeneration and all land units +2 damage and armor vs. Buildings (+5 vs. Monasteries and Wonders.)
Sacking Carthage – Asding and Camels gain 2 trample damage (4 vs. cavalry), Knights get as well (but no bonus vs. Cavalry)
Tech tree:
Disabled Infantry: Halberdier, Eagle Warrior
Disabled Cavalry: Hussar
Disabled Archery: Hand Cannoneer, Arbalest
Disabled Siege: Onager, Siege Ram
Disabled Dock: /
Disabled Blacksmith: Plate Mail Armor
Disabled Economy: Crop Rotation, Gold Shaft Mining
Disabled University: Bombard Tower, Fortified Walls
Disabled Castle: /
Disabled Monastery: Sanctity, Atonement, Block Printing, Fervor
As can be seen, this is a camel and naval civ, though it’s more focused on naval power than say the Saracens and the camel bonus health is 12 at best (the 4 damage vs. Horses is nothing to scoff at though.) Vandal might is based on offenses as shown by their lack of fortified Walls (having cities like Carthage means they must get SOME stone defenses though)
Yes, it is wierd that a Europe-based Vandal tribe names a Heavy Camelphract but balance and fun take precedence. Isn't that right, unmounted Teutonic Knights?
To bring the Sahara and Sub-Sahara into the picture, we start with one civ this pack: Ghana. This empire is meant to focus less on having a military focus (though it’s technically cavalry albeit with little direct bonus) and instead focuses on Economy. In this way, Ghana is the Economic civ!
Ghana, first of the major trade empires in Africa (830-1235)
An Economic Civ
Bonuses:
- Trade units 2.3x movespeed
Trade was vital. With gold and salt in surplus, the people of Ghana quickly traded for things they might need.
- Melee Units +1 damage
The craft of Ghana's weapons were strong iron, which they used to control and protect trade.
- Barracks, Archery Range, Stable, Siege Workshop, Monastery +50% more garrison space.
Soldiers at the ready for Ghana were always a must.
- Start +50 wood and gold
Gold spilling free right into your pockets, and a little wood to go with it.
- Mining Camp Techs free
Mining, mining and more mining.
TB: Spearman +3 damage vs. Camels
Spears were a common weapon and were important to repel desert assailants and the likes of Berber and Malian armies.
Mandekalu – An armoured cavalry unit not weak to anti-cavalry spears because he’s on a smaller horse/pony; instead weak to anti-infantry even though it’s actually a cavalry unit. It still takes bonus damage from camels.
Stats [Elite]: 95 [120] HP, 9 [13] damage, 2/2 [2/3] armor. Costs 80f/70g
Tax Exploit – Receive 20% more from trade and penalizes enemy market trade tax by making it 5% less profitable for them.
Poisoned Arrows – Archers and towers +1 damage. This damage ignores missile armor.
Tech tree:
Disabled Infantry: Champion, Squires
Disabled Cavalry: Hussar
Disabled Archery: Hand Cannoneer, Thumb Ring
Disabled Siege: Siege Onager, Siege Ram
Disabled Dock: Fast Fire Ship, Elite Cannon Galley
Disabled Blacksmith: /
Disabled Economy: Caravans
Disabled University: Bombard Tower, Keep
Disabled Castle: Sappers, Hoarding
Disabled Monastery: Faith, Sanctity, Illumination
Lacked Caravans should be obvious for a good reason.
The tech tree guides the focus, but yours eyes aren’t deceiving you. There’re Eagle Warriors in your cavalry civ! It’s like peanut butter and chocolate! In this case, we see the first of what I hope will be four (Mali, Songhai and Zimbabwe) civs that feature a hopefully brand new Saharan building set that would be shared with these civs. Along with it, there’d be the Eagle/Cavalry feature where the Eagle Warrior represents a more rugged tribal conscript (Eagles certainly cost enough gold to resource ratio to seem like a mercenary base.) The key feature is that the civ can either choose their starting scout or get one randomly, if that’s not possible. But if we step away from Africa, you’ll see something interesting…
Behold, the first (second if you count India) Southeast Asian civ. Complete with a Southeast building set (hopefully to be given also to India as well)
Khmer, the Cambodians mostly (802-1431)
An Archer and Scorpion civ
Bonuses:
- Crossbow, Arbalest free
The crossbow was a vital part of Khmer militaries. Archery in general there, was very important.
- Scorpions +1 range in Castle Age and Imperial Age (+2 total)
Likewise, Khmer siege was mostly ballista based.
- Fishing Boats -20% cost
Fish was important for the Khmer diet.
- Start with free farm
The rice farms amongst the Cambodians were an important source of food.
TB: Farms 2x health.
Rice is REALLY nice.
Crossbow Mahout – A decently long ranged and durable mounted double crossbow (A giant nearly ballista-like contraption) on an elephant. Deals good damage and has extremely high health but needs a fair bit of food. Also benefits from Parthian Tactics. Destroyed effectively by Skirmishers who do an extra 17 [22] damage per javelin. Can also garrison ranged units for protection and added shots. Has minimum range equal to a Skirmisher until Murder Holes is researched. Fires about 20% slower than most archers and moves slower than most elephants
Stats [Elite]: 465 [615] HP, 9 [12] damage, 2/1 [2/2] armor, 6 [8] range. Garrisons 4 [6] foot soldiers. Costs 155f/120g
Upgrade to Elite: 700w, 1000g
Ballista - A long ranged single target siege weapon with immense power on a single target that almost never misses. It’s available at Siege Workshop once you have a castle. Has minimum range. It has very minor splash.
Stats [Elite]: 90 [110] HP, 38 [61] damage, 0/4 [1/7] armor, 7 [8] range. Costs 105w/115g
Upgrade to Elite: 800f/875g
Peasant Levies – Mills, Mining and Lumber camps can train Foot Archers and Infantry.
Double Crossbow – Adds an extra shot to your Crossbow Elephants and they do +1 damage.
Tech tree:
Disabled Infantry: Halberd, Elite Eagle Warrior
Disabled Cavalry: Hussar, Paladin
Disabled Archery: Heavy Cav Archer
Disabled Siege: Onager, Siege Ram
Disabled Dock: Fast Fire Ship, Elite Cannon Galley
Disabled Blacksmith: Plate Barding
Disabled Economy: Guilds, Two Man Saw
Disabled University: Bombard Tower, Keep, Treadmill Crane
Disabled Castle: /
Disabled Monastery: Atonement, Fervor, Sanctity, Faith, Illumination
The Khmer are a curious civ. Their best units are archers, their best TANK is an archer… with minimum range! Unless you want to use Champions, you must use archers to guard archers and to protect yourself from Rams, there are Eagles unable to become elite! This isn’t a bad civ as the Crossbow Mahout may be one of the strongest 1v1 units ever unless you’re up against a Persian elephant. Even then, you’ll get extra potshots before it encroaches.
The thing is, as stated, for all its awesome features (Garrison castle style arrows, extreme health, Parthian Tactics armor bonuses and great damage) there are weaknesses:
Namely, it’s gold hungry! 115g might be steep, but you’re practically using Elephant Siege artillery! It also, on top of being murdered by Pikes, is destroyed effectively by Skirmishers taking bonus damage outlined above! You won’t have Onagers to defend against this! You must use Light Cav without Plate Barding (ensuring they take more than 1 damage from any civ’s Post Imp Skirm, even Bracerless or Eskirm less ones) or Scorpions. While strong, Scorpions lack the splash type needed to save the day. Ballistas however do have splash, very weak splash, but they aren't going to miss their main target all too likely.
The final weakness is that they need Murder Holes for pointblank fire! Usually, most players ignore this resource waste worth a more precious 1.5ish TCs and instead get… well, 1.5ish TCs instead.
We also see the first civ without the Heavy Camel; it won’t be the last!
This next civ is an oft desired piece of badass, and I can agree. They technically dealt with Africa a decent amount, though their larger neighbor was more prevalent in that regard. Enter Portuguese a new Western European civ that often sailed the world to colonize places, including Africa!
Portuguese, the colonial empire of well... Portugal (1139 On)
A Ranged and Gunpowder Civ
Bonuses:
- Town Center -60% Stone Cost
The Portuguese were swift settlers and adept at expansive empire building.
- Foot Archers fire 20% faster
The Portuguese crossbowmen were always prepared: should he run out of bolts he would have a suppley of those made of stone just in case.
- Cartography and Caravans Free one age sooner
At sea, nobody could compare to the expansive nature of Portugal, whose extensive trade routes reached as far as Japan.
TB: Docks +15% Workrate
To truly give them a place at sea, here's a good bonus every ally will love.
Arquebus – An accurate gunman that costs a bit of gold compared to other gunpowder units but is much more accurate with 90% accuracy.
Stats [Elite]: 35 [40] HP, 17 [20] damage, +0/0 [0/0] armor. 8[8] range Costs 55f/60g
Navigation – Scouts and Warships +10% Movespeed, +2 damage and LoS
Matchlock – Arquebus perfect accuracy. Gunpowder Units +20% damage. An additional 25% damage vs. Walls and gains Splash vs. them.
Tech tree:
Disabled Infantry: Eagle Warriors
Disabled Cavalry: Camel
Disabled Archery: Parthian Tactics
Disabled Siege: Capped Ram, Heavy Scorpion
Disabled Dock: /
Disabled Blacksmith: /
Disabled Economy: Crop Rotation, Stone Shaft Mining
Disabled University: Keep, Treadmill Crane
Disabled Castle: Sappers
Disabled Monastery: Herbal Medicine, Heresy, Atonement, Theocracy, Fervor
Ironic that Portugal has a poor Monastery. Not so ironic is their colonization based bonuses with cheaper TC stone costs and free Dark Age Cartography (that alone I feel is worth 3 Civ bonuses by itself) and a bonus to their stone bolted crossbows, which they helped introduce to Africa. Look though at how full the tech tree is. All living units except Camels and Eagles are at full upgrades except for Parthian-less HCAs. They have full trash! Just like their Spanish neighbours! Where oh where is the catch? As clear as day, it’s the lack of Capped Rams. If your enemy decides to wall you out, you will be in trouble if you don’t have the Matchlock UT. You WILL require bombard cannons to beat layered wall cheese because only Capped Rams have building splash.
They’re also a desired ally for your Vikings, Vandal or Italian ally... or any naval endeavourers! That TB is like the British Archery TB, but for the dock! Do not ignore its potential!
Finally, we return to America. We introduce the Toltecs to our American family, and they too play an interesting spin on being Mesoamerican! For once, the focus shouldn’t be eagles. In fact, it’s highly recommended not to.
Toltecs, A major empire in late Precolumbian Mexico a few centuries before the coming of the Aztecs (800-1250)
A Defensive Civ
Bonuses:
- Repairmen 2x workrate, -33% repair cost
The Toltecs were master architects with a legacy for fine craftsmanship.
- Skirmishers +2 damage vs. ranged, gaining +2 in Castle and Imperial Ages (+6 total) and half that vs other units.
The common weapon of the Toltecs were spears and atl-atls, which could cut right through the cotton vestments of their enemies.
- Architecture free; Masonry Free in Feudal Age. Walls, gates and Palisades benefit.
If you don't realize how powerful their stonemasonry is yet...
- Start +100 Stone, +25 Wood
Then here's a reminder.
TB: Blacksmiths work 25% faster
Compared to their neighbors, Toltec weapons were said to be better forged, better crafted and always ahead of the game with obsidian or even metals.
Coyote Warrior – Durable, very short range archer with bonus damage vs. cavalry. Slow and weak to missiles.
Stats [Elite]: 70 [85] HP, 9 [13] damage (+8 [13] vs cavalry. +6 [9] vs camel, cataphracts) 3/1 [6/1] armor, 2 [2] range. Costs 70w/55g
Tortilla – All food income increased by 15%
Obsidian Fragments – Provides an additional Blast Furnace AND Bracer to represent the fact that while the Toltecs sometimes used wooden swords, the obsidian they sprinkled and filled them with made them lethal enough to deserve this edge in power.
Tech tree:
Disabled Infantry: Elite Eagle Warrior
Disabled Cavalry: Structure
Disabled Archery: Hand Cannoneer, Cav Archer, Parthian Tactics
Disabled Siege: Heavy Scorpion, Bombard Cannon
Disabled Dock: Cannon Galley, Fast Fire Ship
Disabled Blacksmith: Cavalry Armor
Disabled Economy: /
Disabled University: Bombard Tower
Disabled Castle: Sappers
Disabled Monastery: Atonement, Fervor
The UTs seem silly, but Tortillas were an important innovation for the warriors to make food that much more portable on long journeys. The Coyote Warrior quite literally is a heavy tank with a very short ranged bow. Literally, he’s almost a more extreme plumed archer if it mated with a Teutonic Knight.
The big thing here is the free Blast Furnace (+2 melee damage) and Bracer (+1 missile damage/range) for all units, including ships and structures! The big hitch here is the lack of Elite Eagles. You must rely on Champions, Arbalests, ESkirms, Siege Rams/Onagers and Halberds! The question is, however, can it be done? You decide! Champs will certainly give Eagles a hard time!
New Techs:
Wine Press
Building: Mill
Available to: All
Age: Castle
Effect: Farmers gather 5% faster
Reason: The possession of this tech means you can save villager usage to other jobs where work would be more prudent. If not that, then farming is the only place where gather rate has yet to be increased.
Surplus
Building: Mill
Available to: All except Huns, Slavs and Aztecs. (Franks get for free but only if they have a mill)
Age: Imperial (Requires Wine Press)
Effect: Farmers gather 5% faster
Reason: Just a little tech tiering for added farming benefits.
Combined Arms
Building: Barracks
Available to: All Civs (except maybe the more diverse ones)
Age: Imperial
Effect: Differing from civ to civ, Combined Arms takes 2 or 3 underdog units of a civ and gives them slight buffs. Price varies with each civ.
Reason: To diversify some pigeonholed tech trees, we should boost some of their lesser used units. This tech for instance, would likely boost Mongol Champions and the Foot Archer line, possibly Knights with intentions of drawing all the focus away from Mangudai. For Celts it would likely bolster Cavalry, with intents on getting less use from Infantry and Siege. For Britons, it’d be cavalry and Arbalests, for Japan, those Cav Archers with all techs but Bloodlines would likely be one of the boosted units.
Note: This idea is in a beta stage of conception.
Arabesque
Building: University
Available to: Turks, Saracens, Ghana, Berbers, Italians, Spanish, Byzantines, Indians, Aztecs, Mongols, Franks, Portuguese,
Age: Imperial
Effect: Monasteries and wonders 5% cheaper, build 10% Faster
Reason: Perhaps an Edge in wonder races and Monk massing isn’t very fair, but it can certainly give some civs a sense of value. A fun though not too strong a tech. You’d think it a Monastery Tech, but then Aztec monks would be even stronger!
Motte and Bailey
Building: Lumber Camp
Available to: All except Aztecs, Saracens, Italians
Age: Feudal
Effect: Upgrades Palisaides into Motte and Baileys, which are 175 HP stronger and have slightly better armor. Also upgrades the health of your Palisade Gates.
Reason: Huns and Goths cannot do any form of true defensive. Want to keep a relic walled off from enemy Priests? Too bad you can’t gate it in instead! Boar hunter beyond a fortress... your enemy slipped in through your deletion while you were gone! The big reason is because stone is a very rare material.
Barricade
Building: Lumber Camp
Available to: All except Aztecs, Saracens, Italians, Britons, Celts, Turks, Huns, Koreans, Spanish, Vandals
Age: Imperial
Effect: Upgrades Motte and Bailey Walls into Barricades, which are 325 HP stronger and have slightly better armor. Wooden Walls get 425 HP (total of 975)
Reason: To ensure this structure remains semi-useful into the Imperial Age. Even after all these techs, the wall only provides 750 HP worth of defence. Still, late game it can keep armies from running into your town especially if your civ has no walls to speak of otherwise. These techs are Lumbercamp techs to give the Lumbercamp some more use beyond just a dropsite!
Siege Hook
Building: Siege Workshop
Available to: All except Spanish, Koreans, Chinese, Ghana
Age: Imperial
Effect: Siege Weapons strike 15% faster against walls, palisades and castles and 5% faster against all other buildings.
Reason: To circumvent the potential wall abuse, Siege Weapons will knock them down a peg... or better yet a brick!
Trade Roads
Building: Market
Available to: All
Age: Imperial
Effect: Trade Carts no longer have collision.
Reason: Do you love when your trade routes are too tightly packed? Maybe you want your carts to blitz on by so raiding infantry don’t disrupt too badly. Whatever the case, no collision means each cart takes as swift a route as possible at all times. If for some reason you wish to turn this back on, you can toggle it freely at any Market.
Post Dark ContinentYou want to talk about just in concept, we’re even beyond afterthought planning here!
Civs:
Armenians: Armenia has an interesting history and some fairly legendary cavalry. One might argue they are either Persian or Byzantine, but that is hardly the case.
Axumites: For that last glimpse of Egypt and the greatest might ever known in Ethiopia, one of the first Christian nations on Earth and a powerful naval force for its location.
Burgundians: Perhaps not the most prominent duchy, Burgundy managed to hold onto its identity from its barbarian days up until its rise and fall in the 14 and 15th century; easy artistically to make as well!
Chimu: The other big (this one more forgotten) South American Empire, one which lasted longer than the Incas, but met an ironically timed demise less than a century before Europeans invaded. Though not too much is known, it would give more ways to play a cavalry-less civ.
Flemish: Perhaps not the best name for a Netherlands, Belgian civ, I find them quite fascinating with their focus on pikes and the bowstring twist.
Georgians: The Kingdom of Georgia seems an anomaly for the Middle East
Ghaznavid: While they’re nothing you’ll really know, this Afghanistan based Moslem empire was unique for its heavy use of armoured elephants and archers. As such, a civ where the only really good cavalry they have is an elephant and an eh Stables otherwise (No Cavalier, Heavy Camel, Husbandry, Bloodlines)
Khazars: The Khazars are a Judaic empire which had a high tolerance for all the major faiths. Were known for cavalry and siegecraft.
Mali: Another major Saharan African power, the Mali is the empire that the legendary Mansa Musa comes from and is probably when Islam truly took roots in the empires of this region.
Mixtecs: An indigenous people of Mexico. Like the Slavs, less of a true Empire and more an indigenous peoples.
Moors: Unlike the Berbers, these guys live in Southern Iberia and are cavalry and boom focused. I really, REALLY like their tech tree/bonus sets.
Polish: You’d call them Slavs, but Poland is a very, VERY popular civ. It stands on its own as it is the true birthplace of the Winged Hussar. It’s also the only civ in both of the historical mega-mods (Hegemony and Vovoids)... seriously, just Poland, a must have!
Saxons: The Saxons of the British Isles and of Saxony. A strong contender for a No-knight civ (though the Duchy of Saxony may say otherwise)
Songhai: Another African power, this one is immersed in Muslim religion and law.
Srivijayan: The peoples of Indonesia. A naval island hopping force.
Swiss: Known for their mercenaries, mostly as phalanx weapon masters, the Swiss also were good with hit and run Crossbow attacks, whether on foot or mounted.
Tatars: A Turkic tribe from Mongolia. The Tatars are set apart from both Turks and Mongols due to their biological warfare spreading plagues. It is said they threw corpses and rats out of catapults to spread disease to the city of Kaffa and it eventually brought the Black Death to Europe.
Thai: A politically correct name I cannot think of: Lavo, Siamese... Thai is short and sweet and would be sweet to play as more Southeast Asians
Tibetans: The Tibetans are a mountain people, who had surprisingly good cavalry to fight against the Chinese as well as their great Buddhist monks.
Wallachians: The Wallachians birth the legend of Dracula. He was real: Vlad Tepes III and his Impalers bring a W named civ to the table. Or it could be Romania. Either way, the Roman/Italian building set is possible here! It needs more love for the civ based on Impaling and could include the likes of Moldova
Zapotecs: The other major group in Mexico were Zapotecs. Allowing for more ways to play an eagle Warrior civ. Mostly filler from a historical standpoint, their gameplay style is quite unique with Villagers used in ways even Spaniards wouldn’t dare!
Zimbabwe: The great walled cities and empire of Zimbabwe would be a Knightless infantry civ with tribal Eagle Warriors and great defences. Again, if you can think of a better UU than a Bantu Warrior, fire away with suggestions. Name shortened from Great Zimbabwe.
By all means, feel free to suggest more, especially in underrepresented parts of the world. I can’t think of a very good Far East Asian buildset civ (beyond possibly the Tatars.) Bonus points if the civ starts with a letter other than T, B, S, M, In, Kh, or G... it doesn’t really matter in truth, I’m just a tad OCD sometimes.
Some future ideas for civ setups
Note: Not all new techs are taken into account
Age of Kings: Medieval Strife
Civs: Burgundians, Armenians, Mali, Chimu, Swiss and Wallachians
New Techs
Quarrying
Building: Mining Camp
Available to: All
Age: Imperial
Effect: Allows the construction of quarries. Quarries are stone mines with 275s. Stone Miners gather them 30% slower than normal stone mines and only up to 5 miners at a time. Any miner can take the stone. They cost 200w to make.
Reason: Late game, stone just... isn't really there. Well, all game actually! There's such limited quantities of it, meaning you likely need to be the first to snag it from the market to get it at best value. While this is pretty much a wood for stone trade, at least it adds stone to the game. Military units can walk through the stone to prevent abuses like making walls enemies would have to mine through rather than break with siege.
Fixtures
Building: University
Available to: Byzantines, Aztecs, Mayans, Franks, Vandals, Saracens, Chinese, Turks, Wallachians, Burgundians, Britons, Vikings, Teutons, Incas, Magyars, Armenians, Khmer
Effect: Buildings repair 15% faster
Reasoning: You just warded off an enemy attack and they're coming back! You're not repaired yet, but you do have an army. Woah is your base! But it's not, because your workers are better at putting out fires and thus repair a bit faster.
The big new selling point: Auxiliaries! This tech, which is available to certain civs, grants them access to another UU that belongs to another civ, based on a mix of historical and balance based diversification reasons! For the most part, these UUs will tend to lack things the mainstay civ may have had for them.
This castle Age Tech is available in the Castle, but can be quite expensive and varies with each civ.
The current roster grows and grows, but for now it looks like this!
Armenians: Cataphract
Burgundians: Longbowman, Genoese Crossbow, Throwing Axeman*
Byzantines: Quinquireme
Franks: Swiss Guard
Incas: Bolas
Italians: Teutonic Knights
Japanese: Arquebus
Magyars: Tarkans
Persians: Elephant Archers
Portuguese: Missionary
Swiss: Cranequinier
Toltecs: Jaguar Warriors
Wallachians: Boyar
*Burgundians get to be special snowflakes, the ‘Auxiliary civ’ if you will. When and if Flanders ever becomes a civ, expect their UU to be hired by the Burgundians.
Speaking of....
Burgundians: the Burgundian Barbarians plus both the County and Duchy of Burgundy which are unrelated regions (411-1678)
A Diverse Civ
Bonuses:
- Market, Mining Camp, Lumber Camp and Mill techs -40% cost, +20% research speed
- Archer, Crossbow & Arbalest +1/1 Armor
- Blacksmith Techs -50% food cost
- Start +1 House (On Nomad map, starts somewhere near your closest visable villager)
TB: Monasteries built 55% Faster
Cranequinier – A ranged heavy cavalry archer with great durability and both kinds of armor. Benefits from Parthian tactics.
Stats [Elite]: 80 [115] HP, 7 [9] damage, 2/2 [2/2] armor, 4 [4] range. Costs 55w/70g
Grunhag – Palisades, Walls, Gates +4/4/9 armor, -33% build time.
Lex Burgundionum – Allows Burgundians to gain access to a second mercenary unit of their choice.
Tech tree:
Disabled Infantry: Eagle Warrior, Tracking
Disabled Cavalry: Light Cavalry, Camel
Disabled Archery: Heavy Cav Archer
Disabled Siege: Siege Onager, Siege Ram
Disabled Dock: Fast Fire Ship
Disabled Blacksmith: /
Disabled Economy: Town Patrol
Disabled University: Heated Shot, Keep, Treadmill Crane
Disabled Castle: /
Disabled Monastery: Sanctity, Block Printing
'Their Burgundian Allies as thick as rats!'
-Joan of Arc Campaign
Or... maybe not. AoK does a terrible job representing them by using the limited Frankish techtree. They were indeed diverse, if not for the mercenaries hired from all over Europe to fill them with cavalry, gunpowder, infantry and especially archers, even mounted ones. As such, the big Burgundian selling point is their added mercenary. Not that they really have any melee options [yet!] Still, a strong economy and powerful defences and offenses. The real pitfall of this civ is their lack of good scouting and LoS. Notice all the missing LoS techs: Town Patrol, Tracking and Light Cavalry!
This is meant to be the Achilles heel of the civ, an accurate one at that (poor reconnaissance cost Charles the Bold dearly) even if a lack of lighter cavalry wouldn’t be so prudent.
Armenians: A powerful civ with some world renown armored cavalry (429-1375)
A Cavalry and economic civ
- Stable and Castle units +1/1 Armor, +1/2 Imperial Age
- Slain sheep/turkeys 2x food but decay 15% faster
- Advance to Castle Age half price
- Stable Techs half price
TB: Livestock +3 LoS
Ayrudzi – A slower heavy cavalry unit resistant to spearmen with similar to Cataphract resistances but highly expensive and NOT resistant to camel attacks. Their mace does slight bonus damage to archers. Slower and slower striking than most knights.
Stats: 130 HP [190], 11 [14] damage (+2 [3] vs archers and siege) 3/4 [4/6] armor Costs 70f/90g
Asfin Al-Armani – Meaning Armenian Products. Armenians generate stone, wood and food at a slow trickle.
Azatavrear – Cavalry +1 damage.
Tech tree:
Disabled Infantry: Eagle Warrior, Halberd, Tracking.
Disabled Cavalry: /
Disabled Archery: Arbalest
Disabled Siege: Bombard Cannon, Siege Ram, Heavy Scorpion
Disabled Dock: Fast Fire Ship, Shipwright
Disabled Blacksmith: Plate Barding, Bracer
Disabled Economy: Stone Shaft Mining
Disabled University: /
Disabled Castle: Hoardings, Sappers
Disabled Monastery: Theocracy
Armenians are a very focused cavalry civ. They focus almost entirely on their stable as they lack Bracer, though they could throw out Champions, Monks and Siege Onagers a pinch. The best aspect is that also boosts Castle Units, namely Petards, Auxila Cataphracts and Trebuchets, which can now win treb wars because the added armor ensures they survive 1 more volley from other Trebs.
The gimmick for the armor comes at the price of Plate Barding, which it technically replaces. This leaves Persia as the penultimate cavalry civ technologically.
The Armenians also have a strong economy. Asfan Al-Armani (AA-A) is a good way to keep from going broke and can help trash wars... if you know, these guys had viable trash to wage wars with besides armoured Hussars. Their ability to make sheep into better scouts is very welcome early game and especially welcome in LN team maps.
Mali, the empire of Mansa Musa, became Islamic over time (1231-1670)
A Monk civ
Bonuses:
- Heavy Camel, Imperial Camel upgrade free,
- Tracking Tech benefits all military units
- Monastery techs cost -40% Castle Age, -50% Imperial Age
- Farms techs 2x effectiveness (includes +2 food gather rate for Castle Age tech), +60% Cost, +15% research time.
TB: Market Work Rate +25%
Mandinka - A fast archer who can inexpensively destroy buildings with its burning splash arrows that cannot hurt allied targets.
Stats [Elite]: 40 [55] HP, 5 [6] damage, 4 [5] range (+3 [4] vs. buildings and +1 [2] vs. siege), 1/1 [1/1] armor. Costs 35w/50g
Maghan – Kings (in regicide) +25 Health, Mandinka have a larger splash radius.
Pilgrimage – Mansa Musa brings Islam and goods to the people, granting Monks +2 range, and can get faith to 200% instead of 100%. This means they can store up to 2 conversions per recharge. (Actual recharge speed unincreased)
Tech tree:
Disabled Infantry: Heavy Eagle Warrior
Disabled Cavalry: Bloodlines
Disabled Archery: Arbalest
Disabled Siege: Heavy Scorpion, Bombard Cannon
Disabled Dock: Fast Fire Ship
Disabled Blacksmith: Bracer
Disabled Economy: Two Man Saw
Disabled University: Bombard Tower, Treadmill Crane
Disabled Castle: /
Disabled Monastery: /
The Mali are a unique civ to be sure. Though they are meant to make cavalry, their cavalry lack Bloodlines, and only bloodlines. They aren’t too shabby all around, having Champions, Halberds, all Bloodless Cavalry and a Bracerless Archery Range that’s otherwise near perfect and their monks really are a conversion force. With the UT, the added range and conversion power allow them to convert that much more often. As such, Mali may be a bit of a Micro intensive civ. If you’re good with monks, you’ll build a strong force from your enemies, or leave heretics dead in your wake. They’re also the only civ with a bonus in Regicide!
Beyond that, they can potentially use Eagles before they need to realize that the Heavy Eagle tech matters a lot and they just don’t have it! If Teutons can sometimes use Scout Cavalry, then maybe, but in this case, this civ has Hussars with everything but bloodlines!
Chimu, the enemies of the Incas until the late 15th century! (900-1470)
An Infantry civ
- Hoardings Free
- Villagers carry +10 food, +5 HP
- Missile units almost never miss moving targets. (+85% Accuracy)
- Barracks techs cost no gold
TB: Eagle Warriors +2 LoS
Bolas – A short ranged infantryman who has a splash attack. Deals damage to a single target and the rock balls will sweep to strike other nearby targets for splash damage like a mangonel. Bonus vs. cavalry and siege.
Stats [Elite]: 45 [65] HP, 7 [9] damage (+6 [8] vs cavalry, +3 [5] vs buildings) 1/0 [2/1] armor, 4 [5] range. Costs 15s/55f
Mud Bricks – All structures +2/2/4 armor, build 5% faster and fire an extra arrow if tower or castle.
Mountaineering – Archer/Crossbow/Arbalest and Bolas +2 damage vs. Melee units, +1 range.
Tech tree:
Disabled Infantry: /
Disabled Cavalry: Structure
Disabled Archery: Hand Cannoneer, Cav Archer, Parthian Tactics
Disabled Siege: Bombard Cannon, Onager
Disabled Dock: Cannon Galley, Dry Docks
Disabled Blacksmith: Cavalry Armor
Disabled Economy: Two Man Saw
Disabled University: Siege Engineers, Ballistics
Disabled Castle: /
Disabled Monastery: Redemption, Fervor, Herbal Medicine
NOTE: Bombard Towers launch Boulders, not cannons!
You DO see Bombard Towers, but they are altered to launch stones and boulders to remain thematic... seems history and PvE ISN’T my focus after all! And be glad you have these highly accurate towers! So accurate they are the one civ without Ballistics! They have all the units they can for the most part. They don’t have Onagers, or Siege Engineers (It wouldn’t effect Bolas even if they did) for Bolas are meant to be a fill in unit, and a fill in unit with more mobility, anti-cavalry powers and improvable attack and armor. They are infantry through and through.
Speaking of, the Chimu save a whopping 1745g at the Barracks before considering any techs that FE introduces. With techs from FE and Dark Continent, it breaches 2k gold if you want all the Barracks technologies.
Unfortunately for their perfect Eagles, they have no bonuses like Aztecs, Mayans or even the slightly faster Incas. They do have slightly bonused archers on the other hand, which can both help against cavalry AND infantry of the melee variety. Ranged infantry and cavalry (Mamluks, Axe Throwers, Bolas) do not take bonus damage.
Swiss, the people of the Helvetia and the most famous Pikes and Halberds (1000 on)
A Spearman and Ranged civ
Bonuses:
- Spearman, Pikeman, Halberdier +1 range
- Skirmishers, Spearmen +15% Feudal, +20% Castle, +25% Health Imperial
- Coinage, Banking Free
- 30% Food conservation.
TB: Castles work 15% faster
Swiss Guard – A sturdy halberdier guardsman with a lot of armor and a reach attack and a large food consumption.
Stats [Elite]: 55 HP [80], 5 [7] damage (+25 [39] vs Cavalry, +14 [20] vs camels, +18 [29] vs Cataphract, Ayrudzi types, +8 [12] vs Asding-type camels, +43 [71] vs elephants) 2/2 [2/4] armor, 1 [1] range. Costs 95f/40g
Pike Square – Pikemen, Swiss Guard +1 range, +1 damage
Crossbow Skirmishes – Crossbowman, Hand Cannoneer, Cranequinier -15% cost, +10% move speed
Tech tree:
Disabled Infantry: Eagle Warrior, Two Handed Sword
Disabled Cavalry: Camel, Husbandry
Disabled Archery: /
Disabled Siege: Siege Onager, Siege Ram
Disabled Dock: Fast Fire Ship, Dry Dock
Disabled Blacksmith: Blast Furnace
Disabled Economy: Two Man Saw, Gold Shaft Mining
Disabled University: Keep, Fortified Walls, Heated Shot
Disabled Castle: Sappers
Disabled Monastery: Fervor, Theocracy
The Swiss are a rare civ where their Auxiliary unit, the Cranequinier, is actually boosted specifically by a Unique Tech. It’s the only one of its kind! The Barracks is pretty much a mirror of the Persians, minus Blast Furnace! Still, Halberds with 75 HP are not something to scoff at. They’ll still die fast to missiles with no doubt, but they’re still more durable and extra durable Skirmishers will help them out!
For the most part, all their military has reach: even the Spearmen! +2 range is nothing to scoff it for a melee unit. You can easily pile on the cavalry death in large and clustered formations more easily. The Swiss Guard UU is also a very durable unit. He’s like an unmounted knight mixed with a reaching pikeman and he resists missiles.
Swiss fall flat with their lack of Blast Furnace, Husbandry and most of all, Fortified Walls. It’s up to a skilled eater of forage bushes to make the Swiss work well! Swiss are also an ideal ally with improved castle Workrate bonus and the power to Sling resources with freely researched tribute cost reducers!
Wallachians, Romania, Moldovia, Vlad Tepes/Dracula/The Impaler (1018-1477)
Cavalry Civ
- Knights 15% Cheaper Castle Age, 25% Imperial Age
- Villagers +20% workrate, +15% movespeed, +2/2 Armor, but +10% cost
- All military +2 damage vs. Economic Units (Villagers and trade units); +3 for Cavalry, Skirmisher, and Siege Weapons (Not cumulative)
TB: Spearmen +2 damage vs. UUs
Impaler – A glass cannon infantryman who deals extreme damage but falls very fast to missile fire. We’re talking 20+ damage bare before elite bare minimum but 50 health AT MOST at elite and a gold cost that can be up there. Has a slow attack rate.
Stats [Elite]: 40 [50] HP, 21 [34] damage, 1/0 [1/0] armor. Costs 25f/60g
Dacian Riches – Units -10% gold cost
Bran Castle – Castles +2 arrows per volley. Castle shots impale through targets the same way Scorpions do. Castles can Garrison Scorpions for added fire and healing.
Tech tree:
Disabled Infantry: Eagle Warrior
Disabled Cavalry: Heavy Camel
Disabled Archery: /
Disabled Siege: /
Disabled Dock: Heavy Demo Ship
Disabled Blacksmith: Plate Mail Armor, Blast Furnace, Bracer, Ring Archer Armor, Plate Barding
Disabled Economy: Guilds
Disabled University: /
Disabled Castle: /
Disabled Monastery: Redemption, Atonement, Theocracy
Look at that tech tree! There’s not a Siege Tech missing! Not a university tech missing! All the archers, and European available Infantry! Their only cavalry lacking is the Heavy Camel and they miss just one measly boat and a few Monastery techs! They have Cheaper Knights: CHEAPER KNIGHTS! Sure their villagers cost 5 more food, but they do everything that much more efficiently that they’re worth more than their pop slot normally entails, doing all gathering and building 20% more effectively! The thing is: they have to do it quickly, by the Imperial Age no less.
The Knights, straight from the Order of the Dragon are without blacksmithing... EVERYTHING is without blacksmithing come Imperial Age! Your blacksmith best serves as a conduit towards the many Siege Workshops you will be creating! Why wouldn’t you? You have so many possibilities here!
Keep your enemy crippled early and often as you do get villager damage bonus and you can win more easily! Let them get Blast Furnace and Plate Mail... you’d better be really good at on the fly counter units if that happens!
To help protect your siege from encroaching cavalry and fast infantry, create scores of Impalers to wall them in per say. These things are 3 hit death to almost every unmounted unit though to be fair, they strike as slow as pikemen do.
Interestingly, I’m willing to change them to have an actual impale effect where they can strike nearby units to the target, akin to a scorpion impale (not akin to trample if possible) which would technically still be strong, but less about killing power as for such a buff their attack would plummet!
Wallachia is clearly NOT a PvE oriented civ as it's far too aggressive for campaigns that may set starting limits.
Remember, numbers tend to be a ballpark idea on how a bonus is supposed to work. For balance sake, they are not set in stone!
Due to Character limit in post, I'm somewhat forced to split this into two posts. More ideas are in the next post. I hate double Posting but I WILL breach the 60k Character limit if I post the rest of my ideas in this post. In short, a necessary evil!
This is mostly years ahead of even just theoretical reality but it's nice to get it out there now!
Changelog
March 16
Changed Toltec Skirmisher bonus. Removed accuracy boost and reworded the bonus to +2 per age anti-archer damage with +6 total in Imperial Age.
Amazigh (Berber Castle Age UT) is now a small speed boost to villagers and makes them and their free houses immune to conversion.
Armenian armor bonus changed to boost stable and Castle Units. In return for no longer boosting Cav Archers, they regain Thumb Ring and E Skirms but still lack Bracer.
Tweaked Khmer Crossbow Mahout. Made it clear that they move slower and fire slower than other elephants and archers and added their garrison stat. Also increased training cost from 115 to 120g to ensure that they don't fully overshadow Indian UU.
March 24
Ghana Now has Poisoned Arrows. Gold And Salt trade is now renamed Tax Exploit
Mali's Mossi is now a Mandinka, an archer with a burning arrow. but little to do besides break buildings and a decent pricetag for the fact it's unmounted.
Other Civ ideas by brilliant minds: by which I mean anything not submitted by me! (I'm quite humble)
None Yet, be the first upon the list!
June 16, made a few tweaks. Will tweak to fix names and adjust to fit more with what I know of current AoFE.
Mali free camel upgrade now displays Imperial Camel inclusion.
Swiss Forager bonus (due to now being a Frankish thing) changed to 30% food conservation, it's better than the Mayan 20%, but it's only for food!
A few numerical tweaks.
Beyond Forgotten Empires; Looking Ahead&Sharing Ideas
Beyond Forgotten Empires; Looking Ahead&Sharing Ideas
Last edited by
Usic on Mon Feb 04, 2013 7:57 pm, edited 18 times in total.
Usic on Mon Feb 04, 2013 7:57 pm, edited 18 times in total.
-
Usic
- Posts: 214
- Joined: Jul 02, 2010
Re: Beyond Forgotten Empires; Looking Ahead&Sharing Ideas
I’m just going to plop down civs and let people pick at them and store them here for future tweaking!
I know it's a double post, and I hate, hate, HATE, HATE!!! double posting, but in this case I have no choice due to character limit I'd have otherwise breached. Test for yourself.) I feel like I repeat myself, mostly because I'm afraid.
Remember colors for your convenience:
Civ Name
Unique Unit
Castle Age Unique Tech
Imperial Unique Tech
Brand New Techs
Note, this is a long list that I'll make look pretty when I've more time.
Civs in question:
[Great] Zimbabwe
Axumites
Zapotecs
Tibetans
Mixtecs
Moors
Ghaznavid
Songhai
Polish
Khazars
Srivijayan
Thai
Saxon[y]
Tatars
Flemish
Note that this section isn't colored in yet. Give it time though! For now, a smattering of ideas.
Zimbabwe, Includes the Shoni and other nearby Bantu Tribes of the area (400-1531)
A Defensive and Infantry Civ
- Fortified Walls Upgrade free
- Skirmishers +1/1 armor, +1/1 again in Imp Age (+2/2 total)
- Advance to Feudal Age 25% faster and cheaper
- Heavy Eagle and Elite Eagle Warrior upgrade free
TB: Stone Walls/Fortifications, Gates +3 LoS, +1/1 Armor
Bantu Warrior – A swift axe and spear wielding warrior who strikes fast does extra damage to cavalry, regardless if horse, cataphract or camel, and takes -3 damage from anti-infantry based damage. They do take +1 from all infantry.
Stats [Elite]: 50 [70] HP, 8 [12] damage (+7 [11] vs cavalry), 0/1 [0/2] armor. Costs 50f/35g
War-Dance – Bantu Warriors and Skirmishers gain +2 attack.
Ferocity – Bantu and Eagle Warriors gain splash attack.
Tech tree:
Disabled Infantry: /
Disabled Cavalry: Knight, Heavy Camel, Hussar
Disabled Archery: Hand Cannoneer, Parthian Tactics
Disabled Siege: Siege Ram, Heavy Scorpion
Disabled Dock: Elite Cannon Galley
Disabled Blacksmith: Plate Mail
Disabled Economy: Guilds, Gold Shaft Mining
Disabled University: /
Disabled Castle: Sappers
Disabled Monastery: Theocracy, Heresy
Axumites, Ethiopians with the Ark of the Covenant (100-940)
A Naval civ
- War Galley, Galleon free
- Trade Units generate 15% of their trade gains as food and stone
- Cavalry strike 5% and move faster
- Atonement, Illumination free
TB: Spearmen +2 vs. cavalry
Furious Elephant – An African Elephant unit that is faster moving than other elephants but also frailer than other elephants. Has a trample in melee and does extra damage to buildings and strikes quickly for what it is.
Stats [Elite]: 375 HP [520], 13 [18] damage (+5 [8] vs buildings) 1/2 [2/2] Armor, Costs 160f/60g
Aksum Warship – A slow arrow warship that hits hard and resists Arrow ship shots that can also trade at docks. Requires a castle.
Stats: 160 HP [195], 9 [11] damage (+4 [6] vs boats, +2 [3] vs siege.) 0/9 [1/10] armor, 6 [6] range Costs 90w/75g
Coastal Dominance – Aksum Warships -10% Cost, +1 Range. Trade cogs 25% faster.
Ark of the Covenant – Generates 2 relics worth of gold and 1 relic worth of other resources permanently and makes monks 50% faster while holding relics.
Tech tree:
Disabled Infantry: Eagle Warrior, Squires
Disabled Cavalry: Hussar
Disabled Archery: Hand Cannoneer, Arbalest
Disabled Siege: Bombard Cannon, Heavy Scorpion
Disabled Dock: /
Disabled Blacksmith: /
Disabled Economy: Guilds, Crop Rotation
Disabled University: Bombard Tower, Guard Tower
Disabled Castle: Hoardings, Sappers
Disabled Monastery: /
Zapotecs An indigenous Mexican Peoples (200-1550)
Siege and Monk Civ
- Monks 20% Cheaper
- Scorpions, and Mangonels 35% more accurate
- Villagers +2 range, +1 per age (5 total), +1 damage in Feudal age and beyond.
- Fletching, Bodkin Arrow, Bracer free
- Start +75f, +25w
TB: Skirmishers +1 damage vs. Cavalry
UU: Dart Thrower – Very light damage, rapid fire missile unit. They are very likely to do 1 per hit regardless of upgrades, BUT in extreme rapid succession. Hopefully they don’t cause particle lag.
Stats [Elite]: 30 [40] HP, 3 [4] damage (+2 [2] vs archers,) 0/1 [0/1] armor, 5 [5] range. Costs 25w/30g [Elite Upgrade increases attack speed by about 20%]
Human Sacrifice – Monks standing within 12 range of a dying unit recovers 16% conversion power instantly regardless if friend or foe.
Slinger Militia – Villagers trainable at Archery Range, +1 range/damage and +5 HP
Cost: 1525f, 1250g
Tech tree:
Disabled Infantry: /
Disabled Cavalry: Structure
Disabled Archery: Cavalry Archer, Parthian Tactics, Hand Cannoneer, Arbalest
Disabled Siege: Bombard Cannon, Siege Ram
Disabled Dock: Cannon Galley, Fast Fire Ship
Disabled Blacksmith: Horse Armor
Disabled Economy: /
Disabled University: Bombard Tower, Heated Shot,
Disabled Castle: /
Disabled Monastery: Herbal Medicine, Illumination, Theocracy
Tibetans Rockin from the Himalayas (618-814)
Cavalry and Monk Civ
- Military units train 10% faster per age (40% total)
- Stable Research 40% faster
- Monks move 30% faster
- Foragers carry +15 food
TB: Monks +2 LoS
Tuyuhun – A knight and cavalry archer hybrid from the conquered Tuyuhun nomads; swift but expensive. Benefits from Parthian tactics
Stats [Elite]: 65 [95] HP, 7 [9] damage, 1/2 [2/2] armor, 3 [4] range. Costs 85w/70g/35f
Warrior Monk – An infantryman who can heal his allies. Trainable at the Monastery
Stats [Elite]: 55 [80] HP, 8 [10] damage, 1/0 [1/0] armor Costs 45f/65g
Buddhism – Allows Warrior Monks to be trained at the Barracks.
Dalai Lama – Monks take 70% less damage from anti-monk damage, cavalry -15% less from anti-cavalry
Disabled Infantry: Eagle Warrior, Halberdier
Disabled Cavalry: /
Disabled Archery: Hand Cannoneer, Crossbowman
Disabled Siege: Siege Ram, Bombard Cannon
Disabled Dock: Heavy Demo Ship, Elite Cannon Galley, Dry Docks
Disabled Blacksmith: Blast Furnace, Bracer
Disabled Economy: Gold Shaft Mining
Disabled University: Bombard Tower, Heated Shot
Disabled Castle: Hoarding, Conscription
Disabled Monastery: Fervor, Heresy
Tatars, Russian and Mongolia Turkik steppe peoples with Biological warfare (732-1502)
A Cavalry Archer Civ and monk civ
Bonuses:
- -1 Villager, +285 food & 125 wood
- Cavalry Archers +25% Health
- Herbal Medicine, Parthian Tactics Free
TB: Allows players to train Plaguebearers at their Monastery starting in Age 3.
Ulan – A cavalry archer that fires multiple arrows ala Chokunu. Benefits from Parthian Tactics and other Cav Archer techs but is slighly slower.
Stats [Elite]: 55 [60] HP, 8 [10] damage (fires 2 [3] arrows of minimal damage) 0/1 [0/1] armor, 4 [4] range. Costs 60w/70g
Plague Bearer – A special monk unit that doesn’t convert but slowly saps away enemy health by inflicting Black Death upon them. It is mostly percentage based damage. Monk techs do the following to Plague Bearers:
Sanctity: +15 Health
Fervor: +15% Speed
Atonement: Lets them attack other monks.
Redemption: Lets them plague buildings and Siege. Buildings are more slowly drained of life and cannot produce during this time.
Block Printing: +3 Range
Faith: They gain conversion resistance.
Herbal Medicine: More healing while garrisoned.
Stats: 30 HP, 8 range, 0/1 Armor. Costs 95g
Other monk techs are pointless on them (which is why they don’t get them.) They don’t require a Castle before training and can carry relics.
Golden Horde – Ulan trainable at Stable.
Siege of Kaffa – Mangonel, Onager, Siege Onager +25 damage. Plague Bearers sap 15% swifter.
Tech tree:
Disabled Infantry: Squires, Eagle Warrior
Disabled Cavalry: Paladin
Disabled Archery: Hand Cannoneer
Disabled Siege: Siege Ram, Bombard Cannon
Disabled Dock: Heavy Demo Ship
Disabled Blacksmith: Blast Furnace
Disabled Economy: Guilds
Disabled University: Bombard Tower, Keep, Treadmill Crane, Heated Shot
Disabled Castle: /
Disabled Monastery: Theocracy, Illumination
Songhai, the most Islamified African Empire (1340-1591)
Camel and Infantry Civ
Bonuses:
- Fish Traps half price
- All Mining 8% faster
- Militia Line cost half gold
- Start +120 Food, +30 Wood, -20 Gold
Team Bonus: Camels +2 LoS
Qadi – An Islamic judge; a strong camel mounted archer with incredible conversion resistance and slight bonus damage vs. Cavalry.
Stats [Elite]: 65 [85] HP, 7 [9] damage (+4 [5] vs cavalry, +1 [2] vs economic units), 1/1 armor [1/1]. 4 [5] range. Costs 55w, 75g
Sharia Law – Swordsmen, Camels and Qadi +1 damage, additional +3 vs. Villagers, buildings (double vs. Monasteries and Wonders) and Monks.
Criminal Justice – Camels, Qadi +5 HP, +1 Range
Tech tree:
Disabled Infantry: /
Disabled Cavalry: Paladin
Disabled Archery: Arbalest, Thumb Ring
Disabled Siege: Siege Ram
Disabled Dock: Shipwright
Disabled Blacksmith: Ring Archer Armor
Disabled Economy: Stone Shaft Mining
Disabled University: Keep, Heated Shot, Treadmill Crane
Disabled Castle: Hoardings
Disabled Monastery: Illumination, Atonement
Saxons, On Brittish Islands and somewhat in Saxony (356 On)
A Siege Civ and Footman Civ
- Town Centers +2 Arrows.
- Foot Archers benefit from Squires
- Siege Towers +25% Damage
- Trebuchets +4/1 Armor
TB: Palisades +50% Health
Fyrdmen – A light infantryman with high missile armor that does extra to archers, horses and structures.
Stats [Elite]: 55 HP [65], 7 [10] damage (+3 [4] vs. Buildings, +6 [9] vs. Archers and cavalry) 0/4 [1/5] Armor, Costs 40f/55g
Migration – Fyrdmen trainable at Barracks, Transport ships +10% Speed
Counterpoise – Trebuchets +2 range.
Tech tree:
Disabled Infantry: Eagle Warrior
Disabled Cavalry: Camel, Husbandry
Disabled Archery: Parthian Tactics, Hand Cannoneer
Disabled Siege: Bombard Cannon, Heavy Scorpion, Siege Onager
Disabled Dock: Fast Fire Ship
Disabled Blacksmith: /
Disabled Economy: Guilds
Disabled University: Bombard Tower, Fortified Wall, Architecture
Disabled Castle: /
Disabled Monastery: Illumination, Herbal Medicine, Sanctity, Theocracy
Polish, May Contain Lithuanians! (966 On)
A Light and Heavy Cavalry civ
- Knights strike 15% faster
- Cavalry Armor Smithing Free
- Buildings +2 LoS
- Fishing boats +15 carry capacity
TB: Melee units +1 damage vs. Mounted Archers
Szlachta – Swift light Knight with Light Cavalry base speed and properties and bonus damage vs. Archers and missile resistance.
Stats [Elite]: 85 [115] HP, 8 [12] damage (+7 [12] vs. archers,) 1/3 [1/5] armor, Costs 70f/55g
Pospolite Ruszenie – Szlatcha, Cavalry Archers strike 15% faster.
Bajorai – Szlacha and Scout Cavalry line +3 melee trample damage
Tech tree:
Disabled Infantry: Eagle Warrior, Halberdier
Disabled Cavalry: Camel
Disabled Archery: Arbalest, Hand Cannoneer
Disabled Siege: Bombard Cannon, Siege Onager
Disabled Dock: Fast Fire Ship, Dry Docks
Disabled Blacksmith: Bracer
Disabled Economy: /
Disabled University: Bombard Tower, Heated Shot, Guard Tower, Architecture
Disabled Castle: Hoardings
Disabled Monastery: Illumination, Faith
Khazars
A Cavalry, Monk and Siege Civ
- Cavalry 10% faster, Scouts an additional 5% faster
- Siege Workshop units +2/2 armor
- Faith, Guilds Free
- Trebuchets +15% damage
TB: Monasteries +20% Work Rate
Arsiyah – A swift, sturdy heavy cavalry unit that laughs at arrows and somewhat repels melee attacks. Resistant to conversion. Costs a bit of gold.
Stats [Elite]: 120 [175] HP, 13 [18] damage, 3/5 [3/7] armor, Costs 80f/100g
Upgrade to Elite: 800f, 1225g
Tolerance – When an enemy monks convert one of your units, one of the monks will die. (Priority death will be given to a monk that didn’t deplete their faith when they converted your unit if Theocracy is researched)
Long Drawn Sieges – Rams +1 Range.
Tech tree:
Disabled Infantry: Eagle Warrior, Champion
Disabled Cavalry: Husbandry
Disabled Archery: Arbalest, Thumb Ring
Disabled Siege: Siege Tower
Disabled Dock: Fast Fire Ship, Dry Docks, Shipwright
Disabled Blacksmith: Infantry Plate Mail
Disabled Economy: Gold Shaft Mining, Stone Shaft Mining
Disabled University: Bombard Tower, Keep, Heated Shot, Siege Engineers, Architecture
Disabled Castle: Hoardings, Sappers
Disabled Monastery: /
Flemish, the Belgium, Netherlands, Flanders regions (862-1384)
An Offensive Civ
- Boats move 10% faster
- Foot Archers move 10% Faster
- Pikeman, Halberdier upgrade free
- Sheep/Turkeys generate 1 gold for every 5 food OR Start with 1 Sheep (Can’t decide, starting one sheep technically isn’t the same as starting with 1 turkey like the Incas because they’re different animals)
TB: Spearmen +2 damage vs. unmounted units.
Goedendag – A long spiked Morningstar wielder with strong crushing and stabbing might against enemy archers and villagers.
Stats: 65 HP [85], 9 [13] damage (+1 [1] vs. buildings, +3[5] vs. Archers, +10 [18] vs. cavalry) 0/1 [1/1] armor Costs 70f/30g
Beguine – A religious woman that can convert and heal at half the rate of a monk but uses food and much less gold. She can be trained at the Monastery, not requiring a castle to be built. She moves slightly faster than the monk and can gather Relics.
Stats: 40 HP, 7 Range, 0/1 Armor. Costs 80f/15g
Geldon – Spearmen, Goedendag, +1 Range, +1/0 armor
Bowstring Twist – Archery Range units -15% Training time, +5% Attack Speed and accuracy
Tech tree:
Disabled Infantry: Eagle Warrior, Champion
Disabled Cavalry: Paladin, Camel
Disabled Archery: /
Disabled Siege: Siege Onager, Bombard Cannon
Disabled Dock: /
Disabled Blacksmith: Ring Mail Armor
Disabled Economy: Two Man Saw, Crop Rotation
Disabled University: Siege Engineers, Keep, Heated Shot, Masonry
Disabled Castle: Sappers
Disabled Monastery: /
Srivijayans,Indonesia Includes Majapahitans and other nearby islands (683-1402)
A Naval, Infantry and Gunpowder Civ
- Galleys +1 Range, +1 range Imperial (+2 total)
- Militia line upgrades free
- Resource Drop buildings (Not Town Centers,) Monasteries, Markets 2x health
- Fishing Boats 25% Faster
TB: Fishing Boats +10% Health
Lantaka – A mobile siege cannon. Shoots rather rapidly and accurately at long range but does low pierce damage
Stats [Elite]: 65 [90] HP, 12 [16] damage (+17 [25] vs buildings units), 2/4 [2/6] armor. 12[13] range. Costs 170w/150g
Pencak Silat – A martial Arts style from the South East Isles which helped military discipline. Enemy missiles have a 20% increased miss rate against your troops.
Maja Fruit – Market Values gains 20% greater than shown whether by trade cart or market sale and farms -10 Wood cost.
Tech tree:
Disabled Infantry: Elite Eagle
Disabled Cavalry: Paladin, Camel
Disabled Archery: Hand Cannoneer, Parthian Tactics
Disabled Siege: Siege Ram
Disabled Dock: Gillnets
Disabled Blacksmith: /
Disabled Economy: Stone Shaft Mining
Disabled University: Bombard Tower, Masonry
Disabled Castle: Sappers
Disabled Monastery: Heresy, Faith
Ghaznavid, an Afghan and, Pakistani Moslem empire that highly utilized elephants and archers (961-1187)
Archer Civ
Bonuses:
- Archery Range units cost 35% less gold
- Food Sources deplete 30% slower, farms only 15%
- Stable, Barracks, Archery Range structures -20% cost
Team Bonus: Mills can queue 50% more farm replants
Armored Elephant – A true tanking elephant with 5 [7] trample damage all around it. Slow to create, slow to move and pricy, they are likely to survive most onslaughts. Bonus damage vs. buildings and siege, takes massive damage from spearmen units, very resistant to missiles. It’s VERY slow and very pricy to upgrade to elite.
Stats [Elite]: 520 [665] HP, 19 [24] damage (+ 5 [9] vs. buildings and siege,) 2/6 [4/9] armor. Cost 210f, 100g
Ghazni Music– All units +8% Move and attack speed
Elephant Tributary – Requiring tributes in the form of elephants from the Indian subcontinent reduces the cost of Armored Elephants by 10% and increases their trample damage by 1.
Disabled Infantry: Eagle Warrior
Disabled Cavalry: Cavalier, Heavy Camel, Husbandry, Bloodlines
Disabled Archery: /
Disabled Siege: Siege Ram
Disabled Dock: Heavy Demo Ship, Elite Cannon Galley
Disabled Blacksmith: /
Disabled Economy: Two Man Saw, Stone Shaft Mining
Disabled University: Guard Tower
Disabled Castle: Hoarding
Disabled Monastery: Block Printing, Sanctity, Illumination, Redemption, Fervor
Thai, Lavo Kingdom, Hariphunichai, early Ayuthaya and Sukothai (661 On)
An Agricultural civ
- Town Centers, Houses, Farms build 50% faster, +2/2 Armor
- Spearmen, Skirmishers 20% faster
- Monks regenerate faith 85% faster
- Villagers -3 damage taken from wild animals
TB: Farms +4 LoS
Royal Elephant – A mounted elephant rider with a long spear; slow and durable, it punishes cavalry and has slight reach and trample when made Elite.
Stats [Elite]: 440 [585] HP, 11 [15] damage (+33 [49] vs. cavalry, +55 [72] vs. Elephants, +2 [3] vs. buildings/siege), 1/4 [3/5] armor, 1 [1] range. Costs 180f/80g
Rice Fields – Farms last 30% longer
King Naresuan – Royal Elephants +1 range and +2 trample damage.
Disabled Infantry: Heavy Eagle Warrior
Disabled Cavalry: Paladin, Hussar
Disabled Archery: Hand Cannoneer, Heavy Cavalry Archer, Parthian Tactics
Disabled Siege: Siege Ram, Bombard Cannon, Siege Onager
Disabled Dock: Heavy Demo Ship, Dry Docks
Disabled Blacksmith: Plate Barding
Disabled Economy: /
Disabled University: Bombard Tower, Heated Shot, Keep, Siege Engineers
Disabled Castle: Hoarding, Conscription
Disabled Monastery: Faith, Illumination
Moors, Iberian Muslims and Africans (711-1492)
A Cavalry Civ
Bonuses
- Bloodlines Free
- Start +1 Villager, +90 wood, -125 Food
- Town Centers +20% Rate of Fire
- Start with 1 Relic near TC
TB: Town Centers +8% Work Rate
Almoravid Amazon – Female floodable foot archer unit with no true advantage other than great move speed, attack speed and creation speed. Also, again, FEMALE!
Stats [Elite]: 35 [40] HP, 5 [6] damage, 0/0 [0/0] armor, 4 [4] range. Costs 30w/15g
Culture Center – Town Center, Market, Castles, Monasteries -10% Cost and build time
Iberian Conquests – Stables train 35% faster.
Tech tree:
Disabled Infantry: Pikeman, Eagle Warrior
Disabled Cavalry: /
Disabled Archery: Arbalest
Disabled Siege: Onager, Heavy Scorpion
Disabled Dock: Shipwright
Disabled Blacksmith: Blast Furnace
Disabled Economy: Stone Shaft Mining, Gold Shaft Mining, Two Man Saw
Disabled University: Treadmill Crane
Disabled Castle: /
Disabled Monastery: Redemption, Sanctity, Illumination
Mixtec, the other major Indigenous Mexican Filler Civ (302-1538)
An Anti-Archer Civ
Bonuses:
- Villagers move 15% faster
- Elite Skirmisher Free
- University Techs -35% cost
TB: Castles +1 damage
Obsidian Slinger – Ranged infantryman with high missile resistance and Obsidian sharded Sling bullets that are strong attack vs. structures and archers, has minimum range of 2. Counts as infantry and costs stone.
Stats [Elite]: 35 [40] HP, 5 [7] damage (+5 [7] vs. archers, +2 [3] vs. buildings and is double vs. castles, towers and stone walls) 0/5 [1/7] armor, 5 [6] range. Costs 15s/40g
Codex – All Research speed increases by 30%, the codex has knowledge about slings, granting Obsidian Slingers +1 Range and damage.
Cuxi – Cuxi (Flint) refinery for Mixtecs. Every xth attack of all units ignores enemy armor for that strike (x is whatever number is most balanced)
As a second UU, your elite Skirmishers can upgrade into Atl-Atls, increasing their stats: health, range, damage and both armor types and changing their appearance.
Atl-Atl Stats: 45 HP, 5 damage (+6 vs. archers, +2 vs. Cavalry), 1/6 armor, 6 range
Tech tree:
Disabled Infantry: Squires
Disabled Cavalry: STRUCTURE
Disabled Archery: Hand Cannoneer, Cav Archer, Parthian Tactics
Disabled Siege: Siege Ram, Bombard Cannon
Disabled Dock: Heavy Demo Ship, Cannon Galley
Disabled Blacksmith: Cavalry Armor
Disabled Economy: Gold Shaft Mining
Disabled University: /
Disabled Castle: /
Disabled Monastery: Theocracy, Fervor, Atonement, Heresy
NOTE: Bombard Towers launch boulders instead of cannons!
As can be seen, balance is not to be compromised for history. The idea is to open up many, MANY new ways to use the same 20ish units or so and create a hopefully wide multitude of ways to play.
Updated Full Auxiliary Unit List
Armenians: Cataphract
Aztecs: Obsidian Slinger
Berbers: Almoravid Amazon
Burgundians: Longbowman, Genoese Crossbow, Throwing Axeman, Goedendag
Byzantines: Quinquireme
Franks: Swiss Guard
Ghana: Bantu Warrior
Incas: Bolas
Indians: Warrior Monk
Italians: Teutonic Knights
Japanese: Arquebus
Khazars: Ballista
Magyars: Tarkans
Persians: Elephant Archers
Portuguese: Missionary
Saxons: Huskarls
Songhai: Mandekalu
Srivijayans: Royal Elephant
Swiss: Cranequinier
Thai: Crossbow Mahout
Toltecs: Jaguar Warriors
Turks: Qadi
Wallachians: Boyar
Rember, civs with 2 UUs like Vikings and Vandals cannot have Auxiliaries!
Changelog: The Srivijayan UU is the Lantaka, a sort of fast firing, low power Siege Cannon with long range.
I know it's a double post, and I hate, hate, HATE, HATE!!! double posting, but in this case I have no choice due to character limit I'd have otherwise breached. Test for yourself.) I feel like I repeat myself, mostly because I'm afraid.
Remember colors for your convenience:
Civ Name
Unique Unit
Castle Age Unique Tech
Imperial Unique Tech
Brand New Techs
Note, this is a long list that I'll make look pretty when I've more time.
Civs in question:
[Great] Zimbabwe
Axumites
Zapotecs
Tibetans
Mixtecs
Moors
Ghaznavid
Songhai
Polish
Khazars
Srivijayan
Thai
Saxon[y]
Tatars
Flemish
Note that this section isn't colored in yet. Give it time though! For now, a smattering of ideas.
Zimbabwe, Includes the Shoni and other nearby Bantu Tribes of the area (400-1531)
A Defensive and Infantry Civ
- Fortified Walls Upgrade free
- Skirmishers +1/1 armor, +1/1 again in Imp Age (+2/2 total)
- Advance to Feudal Age 25% faster and cheaper
- Heavy Eagle and Elite Eagle Warrior upgrade free
TB: Stone Walls/Fortifications, Gates +3 LoS, +1/1 Armor
Bantu Warrior – A swift axe and spear wielding warrior who strikes fast does extra damage to cavalry, regardless if horse, cataphract or camel, and takes -3 damage from anti-infantry based damage. They do take +1 from all infantry.
Stats [Elite]: 50 [70] HP, 8 [12] damage (+7 [11] vs cavalry), 0/1 [0/2] armor. Costs 50f/35g
War-Dance – Bantu Warriors and Skirmishers gain +2 attack.
Ferocity – Bantu and Eagle Warriors gain splash attack.
Tech tree:
Disabled Infantry: /
Disabled Cavalry: Knight, Heavy Camel, Hussar
Disabled Archery: Hand Cannoneer, Parthian Tactics
Disabled Siege: Siege Ram, Heavy Scorpion
Disabled Dock: Elite Cannon Galley
Disabled Blacksmith: Plate Mail
Disabled Economy: Guilds, Gold Shaft Mining
Disabled University: /
Disabled Castle: Sappers
Disabled Monastery: Theocracy, Heresy
Axumites, Ethiopians with the Ark of the Covenant (100-940)
A Naval civ
- War Galley, Galleon free
- Trade Units generate 15% of their trade gains as food and stone
- Cavalry strike 5% and move faster
- Atonement, Illumination free
TB: Spearmen +2 vs. cavalry
Furious Elephant – An African Elephant unit that is faster moving than other elephants but also frailer than other elephants. Has a trample in melee and does extra damage to buildings and strikes quickly for what it is.
Stats [Elite]: 375 HP [520], 13 [18] damage (+5 [8] vs buildings) 1/2 [2/2] Armor, Costs 160f/60g
Aksum Warship – A slow arrow warship that hits hard and resists Arrow ship shots that can also trade at docks. Requires a castle.
Stats: 160 HP [195], 9 [11] damage (+4 [6] vs boats, +2 [3] vs siege.) 0/9 [1/10] armor, 6 [6] range Costs 90w/75g
Coastal Dominance – Aksum Warships -10% Cost, +1 Range. Trade cogs 25% faster.
Ark of the Covenant – Generates 2 relics worth of gold and 1 relic worth of other resources permanently and makes monks 50% faster while holding relics.
Tech tree:
Disabled Infantry: Eagle Warrior, Squires
Disabled Cavalry: Hussar
Disabled Archery: Hand Cannoneer, Arbalest
Disabled Siege: Bombard Cannon, Heavy Scorpion
Disabled Dock: /
Disabled Blacksmith: /
Disabled Economy: Guilds, Crop Rotation
Disabled University: Bombard Tower, Guard Tower
Disabled Castle: Hoardings, Sappers
Disabled Monastery: /
Zapotecs An indigenous Mexican Peoples (200-1550)
Siege and Monk Civ
- Monks 20% Cheaper
- Scorpions, and Mangonels 35% more accurate
- Villagers +2 range, +1 per age (5 total), +1 damage in Feudal age and beyond.
- Fletching, Bodkin Arrow, Bracer free
- Start +75f, +25w
TB: Skirmishers +1 damage vs. Cavalry
UU: Dart Thrower – Very light damage, rapid fire missile unit. They are very likely to do 1 per hit regardless of upgrades, BUT in extreme rapid succession. Hopefully they don’t cause particle lag.
Stats [Elite]: 30 [40] HP, 3 [4] damage (+2 [2] vs archers,) 0/1 [0/1] armor, 5 [5] range. Costs 25w/30g [Elite Upgrade increases attack speed by about 20%]
Human Sacrifice – Monks standing within 12 range of a dying unit recovers 16% conversion power instantly regardless if friend or foe.
Slinger Militia – Villagers trainable at Archery Range, +1 range/damage and +5 HP
Cost: 1525f, 1250g
Tech tree:
Disabled Infantry: /
Disabled Cavalry: Structure
Disabled Archery: Cavalry Archer, Parthian Tactics, Hand Cannoneer, Arbalest
Disabled Siege: Bombard Cannon, Siege Ram
Disabled Dock: Cannon Galley, Fast Fire Ship
Disabled Blacksmith: Horse Armor
Disabled Economy: /
Disabled University: Bombard Tower, Heated Shot,
Disabled Castle: /
Disabled Monastery: Herbal Medicine, Illumination, Theocracy
Tibetans Rockin from the Himalayas (618-814)
Cavalry and Monk Civ
- Military units train 10% faster per age (40% total)
- Stable Research 40% faster
- Monks move 30% faster
- Foragers carry +15 food
TB: Monks +2 LoS
Tuyuhun – A knight and cavalry archer hybrid from the conquered Tuyuhun nomads; swift but expensive. Benefits from Parthian tactics
Stats [Elite]: 65 [95] HP, 7 [9] damage, 1/2 [2/2] armor, 3 [4] range. Costs 85w/70g/35f
Warrior Monk – An infantryman who can heal his allies. Trainable at the Monastery
Stats [Elite]: 55 [80] HP, 8 [10] damage, 1/0 [1/0] armor Costs 45f/65g
Buddhism – Allows Warrior Monks to be trained at the Barracks.
Dalai Lama – Monks take 70% less damage from anti-monk damage, cavalry -15% less from anti-cavalry
Disabled Infantry: Eagle Warrior, Halberdier
Disabled Cavalry: /
Disabled Archery: Hand Cannoneer, Crossbowman
Disabled Siege: Siege Ram, Bombard Cannon
Disabled Dock: Heavy Demo Ship, Elite Cannon Galley, Dry Docks
Disabled Blacksmith: Blast Furnace, Bracer
Disabled Economy: Gold Shaft Mining
Disabled University: Bombard Tower, Heated Shot
Disabled Castle: Hoarding, Conscription
Disabled Monastery: Fervor, Heresy
Tatars, Russian and Mongolia Turkik steppe peoples with Biological warfare (732-1502)
A Cavalry Archer Civ and monk civ
Bonuses:
- -1 Villager, +285 food & 125 wood
- Cavalry Archers +25% Health
- Herbal Medicine, Parthian Tactics Free
TB: Allows players to train Plaguebearers at their Monastery starting in Age 3.
Ulan – A cavalry archer that fires multiple arrows ala Chokunu. Benefits from Parthian Tactics and other Cav Archer techs but is slighly slower.
Stats [Elite]: 55 [60] HP, 8 [10] damage (fires 2 [3] arrows of minimal damage) 0/1 [0/1] armor, 4 [4] range. Costs 60w/70g
Plague Bearer – A special monk unit that doesn’t convert but slowly saps away enemy health by inflicting Black Death upon them. It is mostly percentage based damage. Monk techs do the following to Plague Bearers:
Sanctity: +15 Health
Fervor: +15% Speed
Atonement: Lets them attack other monks.
Redemption: Lets them plague buildings and Siege. Buildings are more slowly drained of life and cannot produce during this time.
Block Printing: +3 Range
Faith: They gain conversion resistance.
Herbal Medicine: More healing while garrisoned.
Stats: 30 HP, 8 range, 0/1 Armor. Costs 95g
Other monk techs are pointless on them (which is why they don’t get them.) They don’t require a Castle before training and can carry relics.
Golden Horde – Ulan trainable at Stable.
Siege of Kaffa – Mangonel, Onager, Siege Onager +25 damage. Plague Bearers sap 15% swifter.
Tech tree:
Disabled Infantry: Squires, Eagle Warrior
Disabled Cavalry: Paladin
Disabled Archery: Hand Cannoneer
Disabled Siege: Siege Ram, Bombard Cannon
Disabled Dock: Heavy Demo Ship
Disabled Blacksmith: Blast Furnace
Disabled Economy: Guilds
Disabled University: Bombard Tower, Keep, Treadmill Crane, Heated Shot
Disabled Castle: /
Disabled Monastery: Theocracy, Illumination
Songhai, the most Islamified African Empire (1340-1591)
Camel and Infantry Civ
Bonuses:
- Fish Traps half price
- All Mining 8% faster
- Militia Line cost half gold
- Start +120 Food, +30 Wood, -20 Gold
Team Bonus: Camels +2 LoS
Qadi – An Islamic judge; a strong camel mounted archer with incredible conversion resistance and slight bonus damage vs. Cavalry.
Stats [Elite]: 65 [85] HP, 7 [9] damage (+4 [5] vs cavalry, +1 [2] vs economic units), 1/1 armor [1/1]. 4 [5] range. Costs 55w, 75g
Sharia Law – Swordsmen, Camels and Qadi +1 damage, additional +3 vs. Villagers, buildings (double vs. Monasteries and Wonders) and Monks.
Criminal Justice – Camels, Qadi +5 HP, +1 Range
Tech tree:
Disabled Infantry: /
Disabled Cavalry: Paladin
Disabled Archery: Arbalest, Thumb Ring
Disabled Siege: Siege Ram
Disabled Dock: Shipwright
Disabled Blacksmith: Ring Archer Armor
Disabled Economy: Stone Shaft Mining
Disabled University: Keep, Heated Shot, Treadmill Crane
Disabled Castle: Hoardings
Disabled Monastery: Illumination, Atonement
Saxons, On Brittish Islands and somewhat in Saxony (356 On)
A Siege Civ and Footman Civ
- Town Centers +2 Arrows.
- Foot Archers benefit from Squires
- Siege Towers +25% Damage
- Trebuchets +4/1 Armor
TB: Palisades +50% Health
Fyrdmen – A light infantryman with high missile armor that does extra to archers, horses and structures.
Stats [Elite]: 55 HP [65], 7 [10] damage (+3 [4] vs. Buildings, +6 [9] vs. Archers and cavalry) 0/4 [1/5] Armor, Costs 40f/55g
Migration – Fyrdmen trainable at Barracks, Transport ships +10% Speed
Counterpoise – Trebuchets +2 range.
Tech tree:
Disabled Infantry: Eagle Warrior
Disabled Cavalry: Camel, Husbandry
Disabled Archery: Parthian Tactics, Hand Cannoneer
Disabled Siege: Bombard Cannon, Heavy Scorpion, Siege Onager
Disabled Dock: Fast Fire Ship
Disabled Blacksmith: /
Disabled Economy: Guilds
Disabled University: Bombard Tower, Fortified Wall, Architecture
Disabled Castle: /
Disabled Monastery: Illumination, Herbal Medicine, Sanctity, Theocracy
Polish, May Contain Lithuanians! (966 On)
A Light and Heavy Cavalry civ
- Knights strike 15% faster
- Cavalry Armor Smithing Free
- Buildings +2 LoS
- Fishing boats +15 carry capacity
TB: Melee units +1 damage vs. Mounted Archers
Szlachta – Swift light Knight with Light Cavalry base speed and properties and bonus damage vs. Archers and missile resistance.
Stats [Elite]: 85 [115] HP, 8 [12] damage (+7 [12] vs. archers,) 1/3 [1/5] armor, Costs 70f/55g
Pospolite Ruszenie – Szlatcha, Cavalry Archers strike 15% faster.
Bajorai – Szlacha and Scout Cavalry line +3 melee trample damage
Tech tree:
Disabled Infantry: Eagle Warrior, Halberdier
Disabled Cavalry: Camel
Disabled Archery: Arbalest, Hand Cannoneer
Disabled Siege: Bombard Cannon, Siege Onager
Disabled Dock: Fast Fire Ship, Dry Docks
Disabled Blacksmith: Bracer
Disabled Economy: /
Disabled University: Bombard Tower, Heated Shot, Guard Tower, Architecture
Disabled Castle: Hoardings
Disabled Monastery: Illumination, Faith
Khazars
A Cavalry, Monk and Siege Civ
- Cavalry 10% faster, Scouts an additional 5% faster
- Siege Workshop units +2/2 armor
- Faith, Guilds Free
- Trebuchets +15% damage
TB: Monasteries +20% Work Rate
Arsiyah – A swift, sturdy heavy cavalry unit that laughs at arrows and somewhat repels melee attacks. Resistant to conversion. Costs a bit of gold.
Stats [Elite]: 120 [175] HP, 13 [18] damage, 3/5 [3/7] armor, Costs 80f/100g
Upgrade to Elite: 800f, 1225g
Tolerance – When an enemy monks convert one of your units, one of the monks will die. (Priority death will be given to a monk that didn’t deplete their faith when they converted your unit if Theocracy is researched)
Long Drawn Sieges – Rams +1 Range.
Tech tree:
Disabled Infantry: Eagle Warrior, Champion
Disabled Cavalry: Husbandry
Disabled Archery: Arbalest, Thumb Ring
Disabled Siege: Siege Tower
Disabled Dock: Fast Fire Ship, Dry Docks, Shipwright
Disabled Blacksmith: Infantry Plate Mail
Disabled Economy: Gold Shaft Mining, Stone Shaft Mining
Disabled University: Bombard Tower, Keep, Heated Shot, Siege Engineers, Architecture
Disabled Castle: Hoardings, Sappers
Disabled Monastery: /
Flemish, the Belgium, Netherlands, Flanders regions (862-1384)
An Offensive Civ
- Boats move 10% faster
- Foot Archers move 10% Faster
- Pikeman, Halberdier upgrade free
- Sheep/Turkeys generate 1 gold for every 5 food OR Start with 1 Sheep (Can’t decide, starting one sheep technically isn’t the same as starting with 1 turkey like the Incas because they’re different animals)
TB: Spearmen +2 damage vs. unmounted units.
Goedendag – A long spiked Morningstar wielder with strong crushing and stabbing might against enemy archers and villagers.
Stats: 65 HP [85], 9 [13] damage (+1 [1] vs. buildings, +3[5] vs. Archers, +10 [18] vs. cavalry) 0/1 [1/1] armor Costs 70f/30g
Beguine – A religious woman that can convert and heal at half the rate of a monk but uses food and much less gold. She can be trained at the Monastery, not requiring a castle to be built. She moves slightly faster than the monk and can gather Relics.
Stats: 40 HP, 7 Range, 0/1 Armor. Costs 80f/15g
Geldon – Spearmen, Goedendag, +1 Range, +1/0 armor
Bowstring Twist – Archery Range units -15% Training time, +5% Attack Speed and accuracy
Tech tree:
Disabled Infantry: Eagle Warrior, Champion
Disabled Cavalry: Paladin, Camel
Disabled Archery: /
Disabled Siege: Siege Onager, Bombard Cannon
Disabled Dock: /
Disabled Blacksmith: Ring Mail Armor
Disabled Economy: Two Man Saw, Crop Rotation
Disabled University: Siege Engineers, Keep, Heated Shot, Masonry
Disabled Castle: Sappers
Disabled Monastery: /
Srivijayans,Indonesia Includes Majapahitans and other nearby islands (683-1402)
A Naval, Infantry and Gunpowder Civ
- Galleys +1 Range, +1 range Imperial (+2 total)
- Militia line upgrades free
- Resource Drop buildings (Not Town Centers,) Monasteries, Markets 2x health
- Fishing Boats 25% Faster
TB: Fishing Boats +10% Health
Lantaka – A mobile siege cannon. Shoots rather rapidly and accurately at long range but does low pierce damage
Stats [Elite]: 65 [90] HP, 12 [16] damage (+17 [25] vs buildings units), 2/4 [2/6] armor. 12[13] range. Costs 170w/150g
Pencak Silat – A martial Arts style from the South East Isles which helped military discipline. Enemy missiles have a 20% increased miss rate against your troops.
Maja Fruit – Market Values gains 20% greater than shown whether by trade cart or market sale and farms -10 Wood cost.
Tech tree:
Disabled Infantry: Elite Eagle
Disabled Cavalry: Paladin, Camel
Disabled Archery: Hand Cannoneer, Parthian Tactics
Disabled Siege: Siege Ram
Disabled Dock: Gillnets
Disabled Blacksmith: /
Disabled Economy: Stone Shaft Mining
Disabled University: Bombard Tower, Masonry
Disabled Castle: Sappers
Disabled Monastery: Heresy, Faith
Ghaznavid, an Afghan and, Pakistani Moslem empire that highly utilized elephants and archers (961-1187)
Archer Civ
Bonuses:
- Archery Range units cost 35% less gold
- Food Sources deplete 30% slower, farms only 15%
- Stable, Barracks, Archery Range structures -20% cost
Team Bonus: Mills can queue 50% more farm replants
Armored Elephant – A true tanking elephant with 5 [7] trample damage all around it. Slow to create, slow to move and pricy, they are likely to survive most onslaughts. Bonus damage vs. buildings and siege, takes massive damage from spearmen units, very resistant to missiles. It’s VERY slow and very pricy to upgrade to elite.
Stats [Elite]: 520 [665] HP, 19 [24] damage (+ 5 [9] vs. buildings and siege,) 2/6 [4/9] armor. Cost 210f, 100g
Ghazni Music– All units +8% Move and attack speed
Elephant Tributary – Requiring tributes in the form of elephants from the Indian subcontinent reduces the cost of Armored Elephants by 10% and increases their trample damage by 1.
Disabled Infantry: Eagle Warrior
Disabled Cavalry: Cavalier, Heavy Camel, Husbandry, Bloodlines
Disabled Archery: /
Disabled Siege: Siege Ram
Disabled Dock: Heavy Demo Ship, Elite Cannon Galley
Disabled Blacksmith: /
Disabled Economy: Two Man Saw, Stone Shaft Mining
Disabled University: Guard Tower
Disabled Castle: Hoarding
Disabled Monastery: Block Printing, Sanctity, Illumination, Redemption, Fervor
Thai, Lavo Kingdom, Hariphunichai, early Ayuthaya and Sukothai (661 On)
An Agricultural civ
- Town Centers, Houses, Farms build 50% faster, +2/2 Armor
- Spearmen, Skirmishers 20% faster
- Monks regenerate faith 85% faster
- Villagers -3 damage taken from wild animals
TB: Farms +4 LoS
Royal Elephant – A mounted elephant rider with a long spear; slow and durable, it punishes cavalry and has slight reach and trample when made Elite.
Stats [Elite]: 440 [585] HP, 11 [15] damage (+33 [49] vs. cavalry, +55 [72] vs. Elephants, +2 [3] vs. buildings/siege), 1/4 [3/5] armor, 1 [1] range. Costs 180f/80g
Rice Fields – Farms last 30% longer
King Naresuan – Royal Elephants +1 range and +2 trample damage.
Disabled Infantry: Heavy Eagle Warrior
Disabled Cavalry: Paladin, Hussar
Disabled Archery: Hand Cannoneer, Heavy Cavalry Archer, Parthian Tactics
Disabled Siege: Siege Ram, Bombard Cannon, Siege Onager
Disabled Dock: Heavy Demo Ship, Dry Docks
Disabled Blacksmith: Plate Barding
Disabled Economy: /
Disabled University: Bombard Tower, Heated Shot, Keep, Siege Engineers
Disabled Castle: Hoarding, Conscription
Disabled Monastery: Faith, Illumination
Moors, Iberian Muslims and Africans (711-1492)
A Cavalry Civ
Bonuses
- Bloodlines Free
- Start +1 Villager, +90 wood, -125 Food
- Town Centers +20% Rate of Fire
- Start with 1 Relic near TC
TB: Town Centers +8% Work Rate
Almoravid Amazon – Female floodable foot archer unit with no true advantage other than great move speed, attack speed and creation speed. Also, again, FEMALE!
Stats [Elite]: 35 [40] HP, 5 [6] damage, 0/0 [0/0] armor, 4 [4] range. Costs 30w/15g
Culture Center – Town Center, Market, Castles, Monasteries -10% Cost and build time
Iberian Conquests – Stables train 35% faster.
Tech tree:
Disabled Infantry: Pikeman, Eagle Warrior
Disabled Cavalry: /
Disabled Archery: Arbalest
Disabled Siege: Onager, Heavy Scorpion
Disabled Dock: Shipwright
Disabled Blacksmith: Blast Furnace
Disabled Economy: Stone Shaft Mining, Gold Shaft Mining, Two Man Saw
Disabled University: Treadmill Crane
Disabled Castle: /
Disabled Monastery: Redemption, Sanctity, Illumination
Mixtec, the other major Indigenous Mexican Filler Civ (302-1538)
An Anti-Archer Civ
Bonuses:
- Villagers move 15% faster
- Elite Skirmisher Free
- University Techs -35% cost
TB: Castles +1 damage
Obsidian Slinger – Ranged infantryman with high missile resistance and Obsidian sharded Sling bullets that are strong attack vs. structures and archers, has minimum range of 2. Counts as infantry and costs stone.
Stats [Elite]: 35 [40] HP, 5 [7] damage (+5 [7] vs. archers, +2 [3] vs. buildings and is double vs. castles, towers and stone walls) 0/5 [1/7] armor, 5 [6] range. Costs 15s/40g
Codex – All Research speed increases by 30%, the codex has knowledge about slings, granting Obsidian Slingers +1 Range and damage.
Cuxi – Cuxi (Flint) refinery for Mixtecs. Every xth attack of all units ignores enemy armor for that strike (x is whatever number is most balanced)
As a second UU, your elite Skirmishers can upgrade into Atl-Atls, increasing their stats: health, range, damage and both armor types and changing their appearance.
Atl-Atl Stats: 45 HP, 5 damage (+6 vs. archers, +2 vs. Cavalry), 1/6 armor, 6 range
Tech tree:
Disabled Infantry: Squires
Disabled Cavalry: STRUCTURE
Disabled Archery: Hand Cannoneer, Cav Archer, Parthian Tactics
Disabled Siege: Siege Ram, Bombard Cannon
Disabled Dock: Heavy Demo Ship, Cannon Galley
Disabled Blacksmith: Cavalry Armor
Disabled Economy: Gold Shaft Mining
Disabled University: /
Disabled Castle: /
Disabled Monastery: Theocracy, Fervor, Atonement, Heresy
NOTE: Bombard Towers launch boulders instead of cannons!
As can be seen, balance is not to be compromised for history. The idea is to open up many, MANY new ways to use the same 20ish units or so and create a hopefully wide multitude of ways to play.
Updated Full Auxiliary Unit List
Armenians: Cataphract
Aztecs: Obsidian Slinger
Berbers: Almoravid Amazon
Burgundians: Longbowman, Genoese Crossbow, Throwing Axeman, Goedendag
Byzantines: Quinquireme
Franks: Swiss Guard
Ghana: Bantu Warrior
Incas: Bolas
Indians: Warrior Monk
Italians: Teutonic Knights
Japanese: Arquebus
Khazars: Ballista
Magyars: Tarkans
Persians: Elephant Archers
Portuguese: Missionary
Saxons: Huskarls
Songhai: Mandekalu
Srivijayans: Royal Elephant
Swiss: Cranequinier
Thai: Crossbow Mahout
Toltecs: Jaguar Warriors
Turks: Qadi
Wallachians: Boyar
Rember, civs with 2 UUs like Vikings and Vandals cannot have Auxiliaries!
Changelog: The Srivijayan UU is the Lantaka, a sort of fast firing, low power Siege Cannon with long range.
Last edited by
Usic on Tue Feb 12, 2013 7:11 pm, edited 3 times in total.
Usic on Tue Feb 12, 2013 7:11 pm, edited 3 times in total.
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Usic
- Posts: 214
- Joined: Jul 02, 2010
Re: Beyond Forgotten Empires; Looking Ahead&Sharing Ideas
You have some good ideias and you want to give every civ the spotlight. I thinks thats your mistake, look at rise of nations there is way too much civs and ages et etc. In this kind of games i think less is more and for me that's one of the main reasons aoc is still alive after 12(?) years... Some of your ideas are pretty good thought
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timtim
- Posts: 2882
- Joined: Nov 17, 2010
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Re: Beyond Forgotten Empires; Looking Ahead&Sharing Ideas
I like a lot of these ideas you have. Ghana's trade bonus though is a bit extravagant perhaps (280% faster is maybe a bit too high for trade cart speed bonus if you take into account how much this will overpower them in team games. They would just be able to sling all of their allies pretty much, and if it's 4vs4 then that makes a huge difference, meaning once they get to imperial and make trade carts in TG and I think it's already gg for other team).
I personally always wished Age of Empires would add features pertaining to the plague to its already impressive treatment of Middle Age warfare. I think for the Tatars (it was the Tatars I think you mentioned that were the first to deal in biological plague based warfare?) a siege tech dealing with the plague would be great, maybe something like shots from trebs that hit buildings, except for castles and TC's and wonders, cause residual damage over time, meaning the buildings that get hit by treb shots will be destroyed eventually, no matter how often they are repaired. This would theoretically sap lots of resources from your opponent if they need to hold an area and have to keep repairing the affected buildings.
Another idea for plague-based gameplay features could be a tech called Plague Rats. This tech would have somewhat of a complex consequence, making the use of it extremely strategical in its nature. Basically, once researched, it would affect units carried in the civ (Tatars?) with this particular tech's transport ships. It would mean units garrisoned and transferred through this civ's transport ships to land would be affected by "the plague" once landed and out of their transports, meaning slowly and over time, their HP will gradually decrease (like the opposite of berserkers' regeneration effect), making it imperative for these units to attack and see combat very soon, because, and here is the catch: these affected units will "give" "the plague" to any enemy unit that they not only attack successfully, but also if these affected units are standing in a close enough range to them (similar to trample damage). Enemy units could die faster from the residual damage to make the bonus more positive than negative, but essentially, I think in order for this kind of bonus to work well, you would need to have monks on hand to constantly heal your units to keep them from dying. This tranport ship bonus would only be in effect for this civ's transport ships, but would also affect teammates units that are stored in your transports. This would motivate and give a lot more usage to transport ships for the certain civ that gets this tech. It's a risky option for sea games but could pay off very well if done right. I'd imagine a lot of players would want to put cavalry, cav archers or archers into these transports to benefit from this effect rather than use slow and lumbering infantry for raids because even if they don't kill villagers that they shoot/strike, this will essentially seal the fate of these respective villagers with the rather low HP they have.
Yet another gameplay idea relating to the plague could be a unit called the flagellant. These were people that went through towns whipping and beating themselves during the time of the plague. They were extreme zealots at heart, electing to ritualistically self inflict upon themselves the punishments of Christ. They had a good deal of mobilization and influence around the time of the Black Death, which would eventually draw the envy and condemnation of the Catholic Church. This unit would be a non-combat unit. Flagellant units would be used in respects very similar to the strategy employed by experts (L_Clan_Ruso to my knowledge was the best known for this tactic) that would use trade carts as bait for aggressive stanced enemy units to keep the heat off their own armies and turn tides of battles. If a flagellant unit is in close enough conversion proximity to an enemy monk, the enemy monk will try to convert the flagellant FIRST before the other player has microed them to convert anything, as though the monk were in aggressive mode. This would be a great counter in Castle Age to players that decide to mass monks and try to convert your knights and etc. It would lead to microing nightmares for them and if they convert the flagellant, they basically get a dud unit (non-attack) and that loses them precious time to gain faith for more conversions.
Anyways, these are all just ideas, and all of which I would gladly and freely give to contribute to any future expansions of this great and beloved game. Best of luck to you Usic and I hope these ideas were of any help to you.
I personally always wished Age of Empires would add features pertaining to the plague to its already impressive treatment of Middle Age warfare. I think for the Tatars (it was the Tatars I think you mentioned that were the first to deal in biological plague based warfare?) a siege tech dealing with the plague would be great, maybe something like shots from trebs that hit buildings, except for castles and TC's and wonders, cause residual damage over time, meaning the buildings that get hit by treb shots will be destroyed eventually, no matter how often they are repaired. This would theoretically sap lots of resources from your opponent if they need to hold an area and have to keep repairing the affected buildings.
Another idea for plague-based gameplay features could be a tech called Plague Rats. This tech would have somewhat of a complex consequence, making the use of it extremely strategical in its nature. Basically, once researched, it would affect units carried in the civ (Tatars?) with this particular tech's transport ships. It would mean units garrisoned and transferred through this civ's transport ships to land would be affected by "the plague" once landed and out of their transports, meaning slowly and over time, their HP will gradually decrease (like the opposite of berserkers' regeneration effect), making it imperative for these units to attack and see combat very soon, because, and here is the catch: these affected units will "give" "the plague" to any enemy unit that they not only attack successfully, but also if these affected units are standing in a close enough range to them (similar to trample damage). Enemy units could die faster from the residual damage to make the bonus more positive than negative, but essentially, I think in order for this kind of bonus to work well, you would need to have monks on hand to constantly heal your units to keep them from dying. This tranport ship bonus would only be in effect for this civ's transport ships, but would also affect teammates units that are stored in your transports. This would motivate and give a lot more usage to transport ships for the certain civ that gets this tech. It's a risky option for sea games but could pay off very well if done right. I'd imagine a lot of players would want to put cavalry, cav archers or archers into these transports to benefit from this effect rather than use slow and lumbering infantry for raids because even if they don't kill villagers that they shoot/strike, this will essentially seal the fate of these respective villagers with the rather low HP they have.
Yet another gameplay idea relating to the plague could be a unit called the flagellant. These were people that went through towns whipping and beating themselves during the time of the plague. They were extreme zealots at heart, electing to ritualistically self inflict upon themselves the punishments of Christ. They had a good deal of mobilization and influence around the time of the Black Death, which would eventually draw the envy and condemnation of the Catholic Church. This unit would be a non-combat unit. Flagellant units would be used in respects very similar to the strategy employed by experts (L_Clan_Ruso to my knowledge was the best known for this tactic) that would use trade carts as bait for aggressive stanced enemy units to keep the heat off their own armies and turn tides of battles. If a flagellant unit is in close enough conversion proximity to an enemy monk, the enemy monk will try to convert the flagellant FIRST before the other player has microed them to convert anything, as though the monk were in aggressive mode. This would be a great counter in Castle Age to players that decide to mass monks and try to convert your knights and etc. It would lead to microing nightmares for them and if they convert the flagellant, they basically get a dud unit (non-attack) and that loses them precious time to gain faith for more conversions.
Anyways, these are all just ideas, and all of which I would gladly and freely give to contribute to any future expansions of this great and beloved game. Best of luck to you Usic and I hope these ideas were of any help to you.
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Wrath_of_Embers
- Posts: 35
- Joined: Feb 29, 2012
Re: Beyond Forgotten Empires; Looking Ahead&Sharing Ideas
Also I should say that my favorite civs you have listed so far are the Vandals (I also endorsed my support for the use of that civilization in the Forgotten Empires topic thread as well), the Wallachians (impalers just sound flat out amazing, like a super janissary), and Portuguese. The increased usage of camels, eagle warriors and elephant units I think gives this prospective future expansion a very unique turn. I think you're on the right track, although I would tend to agree with 9qwert on the point that maybe the number of civs that the game ends up adding on are not quite as numerous as all the ones that are listed, but I think as a brainstorm in itself it is an excellent and prudent idea to leave all the options on the table for consideration. Overall though, you're probably onto something, so keep your head up man and maybe some programmers will come around to assist you with this future project.
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Wrath_of_Embers
- Posts: 35
- Joined: Feb 29, 2012
Re: Beyond Forgotten Empires; Looking Ahead&Sharing Ideas
Toltecs
gg....
- Skirmishers 2x bonus damage and +20% Accuracy
gg....
I have always been the aggressive player , the mega push , the deadly rush , the kamikaze , the raid master , the map controller- ArgoNaut_Jidba
To win a war you don't necessarily have to be strong, you just have to be stronger at the right place, at the right time. - Napoleon
To win a war you don't necessarily have to be strong, you just have to be stronger at the right place, at the right time. - Napoleon
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SCNElite_Paladin
- Posts: 1035
- Joined: Sep 21, 2011
Re: Beyond Forgotten Empires; Looking Ahead&Sharing Ideas
Some good ideas, some bad. I think if you really think you want to do this you should get in touch with people that can help you.
Cysion "only"(
) has been working on his expansion for 7 months and imo a big reason it will get done within the year is that he got some outside help.
It's a big task to make an expac, but there are always people around willing to help if you have good ideas.
This is mostly years ahead of even just theoretical reality but it's nice to get it out there now!
Cysion "only"(
It's a big task to make an expac, but there are always people around willing to help if you have good ideas.
become smart nowpoZ_cloud wrote:
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Jaraldo
- Posts: 529
- Joined: May 19, 2010
Re: Beyond Forgotten Empires; Looking Ahead&Sharing Ideas
I think you underestimate making an xpack and that there won't be much interest in 68 new civs for a while after AoFE is released. Also, how much experience do you have in multiplayer???? I remember you stating that you preferred single player, some bonusses you suggest are way too OP.
I'll really read most civs later no time atm/tldr yet
but i suggest changing this into less better civs, if you want to add a new civ it really must be unique.
''Amazigh – The word means free people in the Berber language. Villagers do all jobs 15% more efficiently and all units become 20% more conversion resistant.''
OP!
and the khmer UU is similar to the indian UU.
and giving eagle warriors to african and asian civs is just too wrong, got to find a substitute name and look :p
I'll really read most civs later no time atm/tldr yet
but i suggest changing this into less better civs, if you want to add a new civ it really must be unique.
''Amazigh – The word means free people in the Berber language. Villagers do all jobs 15% more efficiently and all units become 20% more conversion resistant.''
OP!
and the khmer UU is similar to the indian UU.
and giving eagle warriors to african and asian civs is just too wrong, got to find a substitute name and look :p
Last edited by
Starai on Wed Mar 14, 2012 5:53 pm, edited 1 time in total.
Starai on Wed Mar 14, 2012 5:53 pm, edited 1 time in total.
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Starai
- Posts: 79
- Joined: Nov 12, 2011
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