Camel Caravan Fishing Ship Transport Galley Pikeman Line Archer *Age (2) Fire-Ship Halberdier Swordsman Marksman Camel Raider Camel Archer Catapult Master *Age (3) Man-at-Arms Shahyd (unconvertable) Crossbowman Balista *Age (4) Arqubusier Arbalest Privateer Camel Warrior Gun Camel Bombard War Elephant Horse Wagon Whaling Ship Cargo Ship Carrack Musketeer Royal Guard Cavalier *Age (2) Fusilier Conscript Dressagier Carbanier Ship-of-the-Line Culverin *Age (3) Grenadier Nurse Lord Curissair Howitzer Ironclad *Age (4) Medic Lancer Dragoon Field Gun Artillery Machine-Gun Frigate Zeppelin Ox Caravan Fishing Boat Arrow Galley Scout Spearman Javilineer Cannhibal *Age (2) Maceman Dart Spitter Saboteioure *Age (3) Axe-Thrower Umpakati Beastmaster Light Ram *Age (4) Rifleman Warrior King Heavy Ram Age of State and People Age of the Interstellar
No universal units. The game will be devided into three 'regions' each region will get it's own units, plus unique units for every country\empire\tribe. Additionaly, each region will have it's own set of ages. Regions will have corrisponding relations, including mercenariship, slavery, and luxury-trade.
The game has been quite simplified. There are three basic resources (Food, Wood, Luxury), with one added (iron) in the two final ages. The 'Colonists' region will have another resource to use. Economy will work differently for every region. The 'Islam' region has weak harvesting skills, and expensive buildings; therefor, they will rely on trade greatly to increase their resource count. The 'Colonists' region has expensive and slow-to-train workers, which don't do better then any other in harvesting. They must buy Slaves from Islamic players to speed-up their economy. Slaves cannot harvest saltpeter.
The 'Natives' region has it the best, as their workers are cheap and effective, and their buildings and military units dont cost much.
Islam is a very influencial and militaristic region. Though their buildings are expensive, their wonders are relitevaly cheap. When it comes to military affairs, they find their strength in numbers, and are also hard to convert.
Attributes:
Expensive but strong buildings
Cheap wonders
Weak, but cheap and fast-trained military units
Hard to convert
Islam's main diplomatical power is Slavery. They can use their 'Master' units to enslave Native villagers, then sell them to the Colonists. Islam also yields more productive trade-routes with Natives.
Included nations: Mali, Sudan, Somalia
Ages:
(1)Pagan Age
(2)Conversion Age
(3)Castle Age
(4)Gunpowder Age
The Colonists are the european nations occupying Africa. The Colonists's units are slow trained, expensive, but useful. Their power of gunpowder and cannonry gives them absolute control of open-field battles. The basic worker of the Colonists is the Settler, but it's expensive and not a good gatherer. Colonists rely on buying Slaves from the Islam in exchange for gunpowder powers, or buying luxuries from Natives.
Attributes:
Expensive units
Uses Gunpowder and Luxury resources alot
Has powerful naval units
Included nations: England, France, Portugal, Dutch
Ages:
(1)Imperial Age
(2)Colonial Age
(3)Enlightment
(4)Industrial Age
The Natives are the native tribes and kingdoms of Africa. They rely on geurilla tactics to win a battle, but can mount-up an intensive strike at many times. Their buildings are cheap, and their population is easy to manipulate. Natives yield more productive trade-routes with Islam, and are the main luxury source for Colonists.
Attributes:
Good harvesting
Geurilla tactics
Hidden units
Cheap buildings
Included nations: Ethiopia, Zulu, Ashantie
Ages:
(1)Savage Age
(2)Tribal Age
(3)Iron Age
(4)Cultural Age
Fallach
Type: worker
Harvest: 30 food, 20 wood, 20 iron, 30 luxury
Health: 50
Cost: 75 food
Type: merchant
Production: 1/2 food\wood\iron\luxury per step
Health: 100
Cost: 100 food, 100 wood
Type: worker
Harvest: 100 food
Health: 100
Cost: 100 wood
Type: transport
Capacity: 30
Health: 100
Cost: 200 wood
Type: mellee
Attack: 15
Health: 50
Cost: 50 food
Upgrades to ->
Type: ranged
Attack: 10
Health: 50
Cost: 60 food
Upgrades to ->
Cleric
Type: clergy
Abilities: Convert, Bless
Health: 55
Cost: 100 food, 25 wood
Type: battleship
Attack: 50
Health: 140
Cost: 200 wood, 10 luxury
Type: mellee
Attack: 20
Health: 50
Cost: 60 food
Type: mellee
Attack: 25 (rapid)
Health: 60
Cost: 100 food
Upgrades to ->
Type: ranged
Attack: 15
Health: 50
Cost: 70 food
Upgrades to ->
Type: cavalry
Attack: 30
Health: 100
Cost: 120 food, 30 wood
Upgrades to ->
Type: cavalry
Attack: 20
Health: 90
Cost: 150 food, 50 wood
Upgrades to ->
Type: siege
Attack: 40
Health: 80
Cost: 200 wood
Upgrades to ->
Type: special forces
Ability: Enslave (attack and enslave Native villager)
Health: 70
Cost: 150 food, 50 luxury
Sheik
Type: clergy
Ability: detect spies, kill clergy
Health: 70
Cost: 200 food, 50 wood, 50 iron
Type: mellee
Attack: 30 (rapid)
Health: 70
Cost: 100 food, 50 iron
Type: mellee
Attack: 30
Health: 50
Cost: 80 food, 10 iron
Upgrades to ->
Type: ranged
Attack: 25
Health: 60
Cost: 100 food, 20 wood
Upgrades to ->
Type: siege
Attack: 30
Health: 60
Cost: 100 wood, 100 iron
Jihad (unconvertable)
Type: mellee
Attack: 45
Health: 65
Cost: 80 food, 20 iron
Type: ranged
Attack: 60 (slow)
Health: 60
Cost: 100 food, 50 iron, 50 luxury
Type: ranged
Attack: 40
Health: 75
Cost: 100 food, 30 wood
Type: battleship
Attack: 100
Health: 200
Cost: 300 wood, 50 luxury
Type: cavalry
Attack: 50
Health: 140
Cost: 200 food, 30 wood
Type: cavalry
Attack: 50
Health: 120
Cost: 150 food, 50 iron, 20 luxury
Type: siege
Attack: 65
Health: 100
Cost: 200 iron
Type: cavalry
Attack: 60
Health: 200
Cost: 300 food, 100 luxury
Settler
Type: worker
Harvest: 20 food, 20 wood, 20 gunpowder, 20 iron, 15 luxury
Health: 100
Cost: 100 food
Type: merchant
Production: 0.33 per step
Health: 100
Cost: 100 food, 100 wood
Type: worker
Harvest: 100 food
Health: 100
Cost: 200 wood
Type: transport
Capacity: 30
Health: 80
Cost: 200 wood
Type: battleship
Attack: 30
Health: 100
Cost: 100 wood, 50 gunpowder
Upgrades to ->
Type: ranged
Attack: 20
Health: 80
Cost: 100 food, 20 gunpowder
Upgrades to ->
Type: ranged
Attack: 30
Health: 100
Cost: 130 food, 50 wood, 30 gunpowder
Upgrades to ->
Type: cavalry
Attack: 25
Health: 100
Cost: 100 food, 40 luxury
Upgrades to ->
Reverant
Type: clergy
Ability: bless, counter-convert
Health: 80
Cost: 80 food, 30 luxury
Type: ranged
Attack: 30
Health: 80
Cost: 100 food, 50 gunpowder
Upgrades to ->
Type: mellee
Attack: 50
Health: 70
Cost: 120 food, 20 wood
Type: cavalry
Attack: 30
Health: 120
Cost: 130 food, 40 luxury
Upgrades to ->
Type: cavalry
Attack: 50 (slow)
Health: 100
Cost: 100 food, 100 gunpowder
Upgrades to ->
Type: battleship
Attack: 50 (slow)
Health: 130
Cost: 300 wood, 100 gunpowder, 50 luxury
Type: siege
Attack: 30
Health: 100
Cost: 100 wood, 100 food, 100 gunpowder
Upgrades to ->
Regular
Type: ranged
Attack: 40
Health: 80
Cost: 100 food, 60 gunpowder
Upgrades to ->
Type: ranged
Attack: 50
Health: 100
Cost: 150 food, 50 iron, 60 gunpowder
Type: special
Ability: heal (15 health)
Health: 75
Cost: 100 food, 10 luxury
Type: cavalry
Ability: +1 morale for nearby troops
Attack: 30
Health: 80
Cost: 100 food, 200 luxury
Type: cavalry
Attack: 40
Health: 130
Cost: 150 food, 50 luxury
Upgrades to ->
Type: siege
Attack: 60
Health: 75
Cost: 200 iron, 200 gunpowder
Upgrades to ->
Type: battleship
Attack: 60
Health: 110
Cost: 100 iron, 100 gunpowder
Infantryman
Type: ranged
Attack: 40
Health: 100
Cost: 100 food, 65 gunpowder
Type: special
Ability: heal (35 health)
Health: 80
Cost: 120 food, 12 luxury
Type: cavalry
Attack: 45
Health: 130
Cost: 150 food, 50 luxury
Type: cavalry
Attack: 50 (rapid)
Health: 110
Cost: 100 food, 100 gunpowder, 30 iron
Type: siege
Attack: 60 (slow)
Health: 100
Cost: 100 iron, 120 food, 100 gunpowder
Type: siege
Attack: 60
Health: 90
Cost: 200 iron, 200 gunpowder
Type: siege
Attack: 3 (ultra-super-duper-shluper-bupper rapid)
Health: 70
Cost: 50 iron, 50 gunpowder, 200 luxury
Type: battleship
Attack: 50 (rapid)
Health: 200
Cost: 200 iron, 100 gunpowder, 100 wood, 50 food
Type: spy
Health: 70
Cost: 100 food, 100 luxury
Villager
Type: worker
Harvest: 40 food, 40 wood, 30 iron, 35 luxury
Health: 70
Cost: 75 food
Type: merchant
Production: 0.33 per step
Health: 100
Cost: 100 food, 100 wood
Type: worker
Harvest: 40 food
Health: 100
Cost: 75 wood
Type: battleship
Attack: 60 (slow)
Health: 60
Cost: 100 wood, 10 luxury
Type: mellee
Attack: 5
Health: 50
Cost: 50 food
Type: mellee
Attack: 15
Health: 50
Cost: 100 food
Invisible when not moving.
Upgrades to ->
Type: ranged
Attack: 30 (rapid)
Health: 60
Cost: 100 food, 50 wood
Invisible when not moving or attacking.
Type: mellee
Attack: 20
Health: 50
Cost: 100 food, 50 wood
Invisible when not moving.
May feast on corpses to regain health.
Witch Doctor
Type: clergy
Ability: heal (30 health), infect
Health: 70
Cost: 100 food, 20 luxury
Type: mellee
Attack: 50 (slow)
Health: 60
Cost: 100 food, 30 wood
Invisible when not moving or attacking.
Type: ranged
Attack: 20 (+10 overtime)
Health: 50
Cost: 100 food, 10 wood
Invisible when not moving or attacking.
Type: siege
Ability: Destroy Building, Sabotauge
Health: 45
Cost: 100 food, 100 wood
Invisible when not moving or attacking.
Priest
Type: clergy
Ability: convert
Health: 70
Cost: 100 food, 50 luxury
Type: ranged
Attack: 40 (slow)
Health: 50
Cost: 100 food, 50 iron
Invisible when not moving or attacking.
Type: mellee
Attack: 30
Health: 50
Cost: 100 food, 20 iron
Invisible when not moving.
Upgrades to ->
Type: special
Ability: Train Wolf, Train Cheatta
Attack: 15
Health: 60
Cost: 120 food, 100 luxury
Type: siege
Attack: 60 (rapid)
Health: 100
Cost: 200 wood, 100 iron
Upgrades to ->
Leopard Umpakati
Type: mellee
Attack: 50
Health: 70
Cost: 100 food, 80 iron
Invisible when not moving.
Type: ranged
Attack: 60 (slow)
Health: 60
Cost: 100 food, 100 iron
Invisible when not moving or attacking.
Type: mellee
Ability: +2 morale to nearby units
Attack: 30
Health: 100
Cost: 200 food, 30 wood, 100 luxury
Type: siege
Attack: 70 (rapid)
Health: 120
Cost: 250 wood, 100 iron, 20 luxury
+25% trade route productiveness
+25% 'Enslave' ability speed
-Unique Units:
Berber Mercenary
Magician
Grandemier
-Unique Tech:
Nigerian Jihed
-Unique Structure:
Anti-Siege Tower
-20% cost and build time for cavalry
+30% gather rate for food and wood
-Unique Units:
Moslem Militia
Bedouine
-Unique Tech:
Life of the Desert
-Unique Structure:
Tomb
-10% cost and build time for mellee
-10% cost and build time for ranged
-10% cost and build time for clergy
+10% gather rate for Fishing Ships
-Unique Units:
Headhunter
Corsair
Gun Elephant
-Unique Tech:
Classical Dome
-Unique Structure:
Coastal Defense Catapult
-25% cost and build time for ships
+20% gunpowder gather rate
-Unique Units:
Redcoat
Destroyer
Imperial Lancer
Submarine
-Unique Tech:
Segregation of Branches
-Unique Structure:
Submarine Factory
+25% speed for cavalry
+25% attack for cavalry
+10% productiveness from trade-routes
-Unique Units:
Franciscan Missionary
Frontiersman
Serpantine
-Unique Tech:
Bionets
-Unique Structure:
Royal Fortress
+25% speed for ships
-25% cost and build time for clergy
+25% range for clergy
-Unique Units:
Jesuit Missionary
Exploration Ship
Repair Ship
-Unique Tech:
Exploration
-Unique Structure:
Cathedral
+25% gather rate for gunpowder and luxury
+20% gather rate for iron
-20% tribute tax
-Unique Units:
Swiss Mercenary
Engineer
-Unique Tech:
Native Traditions
-Unique Structure:
Prison
+25% resistance
+25% attack for mellee and ranged
-Unique Units:
Christian Crusader
Scholar
-Unique Tech:
Monarchy
Unique Structure:
Church
-25% tribute tax
-25% cost and build time for worker, mellee, and ranged
-Unique Units:
Bushman
Impi
Lion Umpakati
-Unique Tech:
Tribal Union
-Unique Structure:
Siege Tower
+25% range for siege and ships
All units are unaffected by terrain penalties.
All units are unaffected by wheather penalties.
-Unique Units:
Chieften
Shadow Guard
Berseker
Rebel
-Unique Tech:
Confederation.
-Unique Structure:
Cemetary.
--Coming Soon