Problems registering at AoCZone?
You can try resending activation email. If that doesnt work you can send an email here. If you forgot your password click here.
 Main Menu

 ForumsSearch »

 SY Nations Cup 2017

 King of the Desert

 Escape Gaming

 Polaris Series

 AoC Recorded Games

 AoE2HD Recorded Games

 AoFE Recorded Games

 Major Past Tournaments

 Users currently online
Members (29)
»  BacT
»  grev
»  htc
»  Poxo
»  RiuT
»  Smi
»  Sney
Guests (92)

 AoC Clans Add yours »

 Links

 Auto downloadedFind »

 Ads

AoK: Realms v1.21 released

Take part in AoFE discussions, share strategies and gaming experience
Advertisement from Google 
 

AoK: Realms v1.21 released

Postby  Vardamir117 » Tue Aug 25, 2015 1:29 am

Image

Realms is a project to consider more of the medieval world. Explore new ways to build and wage war in the peaks of the Himalayas, the coast of Peru, the jungles of Southeast Asia, Cilicia, Manchuria, and Europe with twelve new civilizations:

Available for download at AoK Heaven, Voobly and Moddb

Armenians- From Yerevan to Cilicia, defend your lands from a multitude of foes.
Balts- Form a mighty commonwealth to subdue the encroaching crusader.
Bamars- Command the rise of Pagan, Ava, Hanthawaddy, or Taungoo.
Bohemians- Forge an invincible army powered by innovative tactics and the fervor of your people.
Bulgars- Carve out a domain under the hooves of your armored cavalry.
Chimus- Challenge the Inca for supremacy of the Andes.
Dutch- Protect your economic interests with powerful militia armies.
Helvetians- Revive the discipline of the phalanx in battles once ruled by mounted knights.
Jurchens- Contend with the Han, Khitai, and Mongols for a Golden Dynasty.
Khmers- Dominate Southeast Asia with vast armies, cultural strength, and mastery of war elephants.
Tufans- Descend from the Himalayas to forge an enduring empire.
Viets- Drive out would-be conquerors with relentless guerrilla tactics and subterfuge.

Armenians
Cavalry civilization

· Knights and Castle units +0/1 Armor, +1/1 in Imperial Age
· Stable Techs cost -25%
· Monks 20% cheaper in Imperial Age

Unique Unit: Ayrudzi (cavalry)
Image

Unique Techs: Asfin Al-Armani (Generate food, wood, and stone trickle); Azatavrear (Cavalry +1 damage)

Team Bonus: Monasteries work 20% faster


Balts
Cavalry Civilization

· Buildings +2 LOS
· Cavalry 15% faster
· Knights cost -10% Castle, -15% Imperial Age
· Fishing Ships 10/20/30% cheaper Feudal/Castle/Imperial Age

Unique Unit: Vytis (anti-cavalry mounted skirmisher)
Image

Unique Techs: Hillforts (Towers cheaper, palisades +60% hp); Voivods (Light Cavalry 5% faster, +0/1 armor)

Team Bonus: Knights +2 attack vs gunpowder units


Bamars
Archer and Monk Civilization

· Monasteries 25% cheaper
· Foot Archers have 10/15/20% more health Feudal/Castle/Imperial Age
· Archery range techs cost -30%
· Mangonels have increased bonus vs buildings

Unique Unit: Howdah (cavalry)
Image

Unique Techs: Stockade (Palisades stronger, 3X cost); Pwe-kyaung (Monks regenerate faith faster)

Team Bonus: Scorpions +10 attack vs buildings


Bohemians
Archer and Infantry Civilization

· Archery Ranges -15% cost
· +5 Villager hit points for each Town Center technology
· Heresy free
· Archers, hand cannoneers +1/2 pierce armor Castle/Imperial Age

Unique Units: Taborite (Infantry), Trestle Gun (Scorpion), Wagenburg (Tower)
Image Image

Unique Techs: Tabors (Enable Wagenburg); Houfnice (Bombard Towers do extra damage vs rams)

Team Bonus: Barracks -15% cost


Bulgars
Cavalry Civilization

· Can create cows from town center
· Spearman, skirmishers, and light cavalry are created 33% faster
· Knights attack 20% faster
· Cavalry Archers +3 attack vs. spearmen

Unique Unit: Bagain (cavalry)
Image

Unique Techs: Pirgos (Improve Castle armor); Auxiliaries (Light cavalry gain bonus vs. archers, villagers)

Team Bonus: Skirmishers +1 attack vs. cavalry archers


Chimus
Infantry civilization

· Infantry +1/0 armor Feudal, +1/1 Castle, +2/1 Imperial Age
· Masonry and Architecture free
· Barracks techs cost no gold
· Repairers work 2X faster
· Villagers move 10% faster

Unique Unit: Chimor Warrior (infantry)
Image

Unique Techs: Huacas (Increase building garrison room); Tlacochtli (Skirmishers 25% faster, +10 HP)

Team Bonus: Blacksmiths work 50% faster


Dutch
Infantry Civilization

· Infantry +1 attack
· Castles +2000 hp
· Farms smaller, cheaper, hold less food
· Militia line costs -10 gold, +10 food

Unique Units: Ruiter (Regenerating Cavalry), Beguine (Healer)
Image Image

Unique Techs: Goedendag (Militia line have anti-cavalry bonus); Merchants (Trade Carts +30 hp, markets work faster)

Team Bonus: Economic buildings provide +5 population room


Helvetians
Infantry and Archer Civilization

· Spearman line +1 range
· Skirmishers +1/2 attack Feudal/Imperial Age
· Skirmishers benefit from Parthian Tactics

Unique Unit: Pike Square (infantry)
Image

Unique Techs: Close Order Drill (Spearmen, Pike Squares +1/1 armor); Confederacy (Units +5 hp)

Team Bonus: Castles Work 20% faster


Jurchens
Cavalry Civilization

· Docks, Markets, and Town Centers build 40% more quickly
· Villagers +3 range, benefit from Fletching, Bodkin Arrow, Bracer, Chemistry
· Husbandry free
· Petards -50% cost

Unique Unit: Tiefutu (cavalry)
Image

Unique Techs: Guaizi Ma (Mounted units +10 hp); Sijiao Pao (Trebuchets +2 range)

Team Bonus: Mill, Mining and Lumber Camp build 50% more quickly


Khmers
Siege civilization

· Fishing Ships +15 carrying capacity
· Archer Line upgrades free
· Military units -5% cost in Feudal Age

Unique Units: Ballista Elephant (siege cavalry)
Image

Unique Techs: Levy (Spearmen, Skirmishers, and Camels enabled at Town Center, Mining and Lumber Camps); Ballista (Ballista Elephants and scorpions +1 range)

Team Bonus: Scorpions +1 range


Tufans
Cavalry and Monk Civilization

· Cavalier upgrade free in Castle age
· Paladin upgrade researches more quickly
· Heavy Cavalry Archer upgrade costs no food
· Stone lasts 50% longer

Unique Unit: Mastiff (war dog)
Image

Unique Techs: Sangha (Monks 20% faster); War Dogs (Mastiffs +30 hp)

Team Bonus: Monks +5 hit points


Viets
Defensive civilization

· Villagers have +3/7/12 attack Feudal/Castle/Imperial Age
· Trees last 2X longer
· Can construct sea walls and gates
· Castles, Town Centers, monasteries, and palisades regenerate
· Elite Skirmisher upgrade free

Unique Unit: Spy
Image

Unique Techs: Irregulars (Foot archers move 10% faster); Tam Giáo (Monks can convert siege and buildings from range)

Team Bonus: Infantry +2 LOS

More information can be found on the development forum.


In addition to the new teams, a few other features are included:

Custom random maps with capturable locations and respawning wildlife.

Tzontlimixtli's excellent Indian buildset is incorporated.

Pesquiera's Feudal age Italian buildings are included.

Work by Jan dc, The_Nomad, and Guiomar are combined for a partial new Byzantine buildset.

Updates to the latest Forgotten DLC balance.

Wonders are a bit more useful. Building a wonder will increase your population limit by 50 (65 for the Goths) and increase the amount of relic income slightly. Additional wonders increase your population by 25 and also offer more relic income. Be careful, though! Losing a wonder will nullify its bonus.

Several new editor objects are added.
Last edited by  Vardamir117 on Fri Dec 11, 2015 7:49 pm, edited 6 times in total.
 Vardamir117
 
Posts: 5
Joined: May 02, 2015
 
 

Re: AoK: Realms v0.80 released

Postby  CondoM » Tue Aug 25, 2015 2:17 am

That's a good idea for the wonders, it would bring them into the game.
Mr_Yo on FeAge
  Mr_Yo wrote:
i wish him hit by a meteor
 CondoM
 
Posts: 3917
Joined: Mar 25, 2010
 

Re: AoK: Realms v0.80 released

Postby  SouFire » Tue Aug 25, 2015 7:35 am

Nice project you got there, but imo some units break the balance, almost all the UU from the new civs looks overpowered, a change log is a must in order to lure players.
User avatar
 SouFire
 
Posts: 2365
Joined: Mar 11, 2011
 1873 (52%)
 

Re: AoK: Realms v0.80 released

Postby  Voice » Tue Aug 25, 2015 3:18 pm

The Dutch civ should be a naval civilization :P

Otherwise, looks great!
 Voice
 
Posts: 14
Joined: Nov 14, 2014
Age: 23
 

Re: AoK: Realms v0.80 released

Postby  Vardamir117 » Tue Aug 25, 2015 3:37 pm

I put the civ list and pictures of unique units (with stats) on the opening post. If it wasn't clear, Realms uses the latest 4.3f balance, except for the wonders. The only other difference is that one gate orientation no longer builds at the old rate.

Could you be a little more specific on balance issues? On AoKH, I've only gotten concerns about the Pike Square, which I nerfed, and the Ayrudzi, which needs to be fairly strong since the Armenians lack conscription and should be outnumbered quite easily. I really doubt the other units are perfectly balanced, and I'd love to get some feedback on how to fix that.


I don't think that the navies of the Low Countires became truly exceptional until after the AoK timeline. They do get a wood-saving team bonus, good naval tech, and more durable trade cogs, so they're certainly above average.
Last edited by  Vardamir117 on Fri Aug 28, 2015 6:24 pm, edited 1 time in total.
 Vardamir117
 
Posts: 5
Joined: May 02, 2015
 
Advertisement from Google 
 

Re: AoK: Realms v0.80 released

Postby  SouFire » Tue Aug 25, 2015 4:42 pm

The armenian UU fully upgraded can kill trash with 2 hits max 3, it has same piercing armor than elite husk but with 210 HP and 20 attack looks more like a tank, with those stats it can kill everything, UU's, paladins, range units and infantry, the question is if you want to keep those stats then whats is the speed of the unit? the cost and the counters.

For the elie pike squad, it has a high attack but considering it as 4 units is ok, but what is the current hide bonus vs cavalry? same as helbaldier or more?
User avatar
 SouFire
 
Posts: 2365
Joined: Mar 11, 2011
 1873 (52%)
 

Re: AoK: Realms v0.80 released

Postby  Vardamir117 » Tue Aug 25, 2015 5:46 pm

The Ayrudzi costs 70 food, 90 gold and takes 21 seconds to build, slightly longer than Cataphracts and Boyars before conscription. The move speed is 1.2 (the same as a dark age scout) and the Armenians don't get husbandry. It also attacks every 2.1 seconds rather the paladin's 1.9, which means 10 paladins consistently beat 8 Ayrudzi.

It's still vulnerable to pikes and camels, you'll just need a few more and can catch it more easily. Hand cannons and scorpions won't fare as well given it's pierce armor, but it may be slow enough that mangonels or bombard cannons can hit it.


The pike square attacks at slowly, so the damage output is much less impressive than it first appears:

Pikeman- 22 to cavalry, 16 to camels, 25 to elephants
Pike Squares- 35 to cavalry, 21 to camels, 25 to elephants

Halberdiers- 32 to cavalry, 17 to camels, 28 to elephants
Elite Pike Squares- 48 to cavalry, 24 to camels, 30 to elephants

Incidentally, a 1v1 between a pike square and a Cataphract is very close. Pike Squares barely win in the castle age, while Post-Imperial Cataphracts are marginally better than Elite Pike Squares.

Thanks for your reply!
 Vardamir117
 
Posts: 5
Joined: May 02, 2015
 

Re: AoK: Realms v1.00 released

Postby  darcreaver » Mon Sep 21, 2015 1:06 am

This doesnt work with AoE 2 HD, amirite?
 darcreaver
 
Posts: 17
Joined: Sep 13, 2011
 

Re: AoK: Realms v1.00 released

Postby  Vardamir117 » Mon Sep 21, 2015 10:03 pm

HD doesn't support the addition of new teams, so unfortunately not.
 Vardamir117
 
Posts: 5
Joined: May 02, 2015
 
 

Return to General AoFE Discussion

Who is online

Users browsing this forum: Yahoo [Bot] and 2 guests

Legend: Global moderators, News posters, Tournament moderators