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Topic Subject: Egyptian civ for AoM2
posted 10-02-05 06:49 AM EDT (US)   
EGYPTIANS
The Egyptians are a civilization highly based on classes; their Laborers and soldiers are cheap, fast-trained, and work best in vast numbers. Their Priests and Pharaohs, however, are slow, and take alot of population. The early Egyptian god powers are mainly economical and supportive, while their late powers are highly destructive.

Economy
The Egyptian workers are Laborers. Laborers are cheap and must be grouped together in mass numbers in-order to be effective. Egyptians have a drop-off site for each of the resources: Lumber Camp for wood, Mining Camp for gold, and Granary for food. In early game, the Egyptian economy is rather slow, so it's important to use their economical god powers and the Pharaoh's ability to empower different buildings.

Favor
Egyptians gain favor by building Monuments. There are five monuments, and only one of each can be built. To generate more favor, each monument can be upgraded.
Monument to Villagers\Laborers
Monument to Soldiers\Heroes
Monument to Priests\Temples
Monument to Nobles\Pharohs
Monument to Mythology\Gods

Heroes
The main heroe of the Egyptians is the Pharaoh. Priests, the Egyptian scouts, can be upgraded into more warlike relic-picking heroes in the Classical age. Both Priests and Pharaohs can heal, and both are upgraded by various gods. Some uprades are not god-dependant, such as the Mythic age 'Warrior King' upgrade that puts the Pharaoh into a chariot.

Units
Egyptian units are cheap and fast-trained, taking little population. They are lucky to have all of their main fighting power concentrated in two buildings: the Barracks, and the Migdol Stronghold. Their siege units, however, are trained at a third building. Also, they have a special training and research building (Workshop) for their Engineers.
Barracks units:
Spearman (slow, good vs. cavalr)
Axeman (fast, good vs. infantry and buildings)
Slinger (fast, good vs. other archers)
Royal Archer (heroic age archery unit. good vs. archers and infantry)
Royal Defendant (heroic age infantry unit. improved version of the spearman. good vs. Migdol Stronghold units)
Workshop units:
Engineer (important special unit. Can initially enhance siege units, but can also be upgraded to gain healing ability, pyromancy ability, and 'Ladder' ability
to form bridges over walls.
Siege Works units:
Catapult [whisper](siege artillery. Strong against buildings and ships.)

Siege Tower(A rolling tower that can transport units, shoot arrows, and ram buildings.)
Migdol Stronghold units:
Scythed Chariot (Powerful and fast unit designed to brake through infantry and archers. Also good vs. Archer Chariots.)[whisper]
Archer Chariot [whisper](Combines the speed of a horse with the range of an archer. Good vs. cavalry and myth units.)

War Elephant (powerful beast that's good against buildings and anything else that gets in it's way.)

GODS:

Major Gods:
Each of the Egyptian major gods has a Priest in their image. Different gods' Priests have different abilities and attributes.

Osiris – god of life and patronship. Husband of Isis and father of Horus.
Start the game with +3 Priests
Start the game with a single Monument
Gold mined 10% faster

Home-City: Abydos
Technology: Lord of Heaven (Pharoahs have increased movement speed, attack rate, and LOS)
God Power: Prosperity (same as AoM1)
Priest of Osiris: unmasked and human-looking. Can summon obilisks as scout-wards. Priests of Osiris are more scout-like, move faster and have greater LOS.

Ra – king of the gods and god of the sun.
+20% wood gather rate
-10% myth unit cost and build time
Monuments are auto-upgraded

Home-City: Annu (Heliopolis)
Technology: Flood of the Nile (the nile provides free food at a steady rate)
God Power: Rain (like in AoM1)
Priest of Ra: wears crown that resembles an eagle's head. Can empower buildings like a Pharaoh. Priests of Ra are more civillian, and are best kept at home.

Set – god of evil, trickery, and animals.
Pharaoh can summon animals
Enemies cannot cast their god powers in the range of you Monuments

Home-City: Alexandria
Technology: Feral (wild animals are stronger)
God Power: Vision (like in AoM1)
Priest of Set: horse-headed, fat, short, and limping. Can convert wild animals and commit suicide to grant more favor. Priests of Set are more warlike, and are better against myth units.


Classical age

Min – god of fertility and love. His improvements benefit Monuments and Laborers.
Myth unit: Wadjet (winged kobra that spits venom and regenerates. Weak.)
God Power: Fertility (human units at target building will be produced 50% faster for a duration)

Anubis - god of judgment and the underworld. His improvements benefit infantry and Priests.
Myth unit: Anubite (fast moving jackel-headed warrior. Has special jump attack.)
God Power: Devourer (summons a minor-titan myth unit called the Devourer. The Devourer has the body of a hippo, the claws of a lion, and the head of a crock)

Bastet – goddess of protection and cats. Her improvements benefit economy.
Myth unit: Sphinx (human-headed lion. Has special sandevil attack.)
God Power: Plague of Serpants (serpants appear at target location. They cannot attack worshippers of Bastet.)

Heroic age

Hathor – godess of mining and splendor. Her improvements benefit buildings and archers.
Myth unit: Petsuchos (a bejeweled crockodile that fires a concentrated ray of sunlight. Weak.)
Myth unit: Roc (a giant eagle that can transport units across the sky)
God Power: Locust Swarm (Locusts destroys enemy farms)

Khepri – god of creation and responsible for the movements of the sun. His improvements benefit Engineers.
Myth unit: Scarab (giant bug that explodes upon death, damaging nearby units.)
Myth unit: Scorpian (scorpion-man. Strong but expensive.)
God Power: God Power: Eclipse (Temporarily diminishes sunlight. Friendly myth units are stronger, friendly Priests and Pharaohs regenerate, and enemies have reduced LOS.)

Nephtyhs – goddess of night and death. Her improvements benefit myth units.
Myth unit: Golden Serpant (large and powerful myth unit. At death, it grants a small sum of gold.)
Myth unit: Leviathen (sea unit. whale that can both attack and transport units.)
God Power: Ancestors (same as AoM1)

Mythic age

Horus – god of vengeance and war. Son of Isis and Osiris. His improvements benefit Barracks units.
Myth unit: Avenger (Strike warriors capable of dealing devastation to other myth units)
God Power: Tornado (whirling storm that destroys buildings and throws-around units)

Thoth – god of wisdom, scripture, and the nile. His improvements benefit Migdol Stronghold units.
Myth unit: Mummy (undead myth unit that can summon it's minions from corpses.)
Myth unit: Giant Turtle (sea unit. Can knock-out ships as a special attack.)
God Power: Meteor Shower (same as AoM1)

Isis – goddess of medicine and motherhood. Her improvements benefit the Pharaoh and economy.
Myth unit: Phoenix (flying bird that breathes fire. May reancarnate after death.)
God Power: Age of Royalty (temporarily transform all Priests into Pharaohs)

[This message has been edited by Empror (edited 10-04-2005 @ 02:47 PM).]

Replies:
posted 10-02-05 12:06 PM EDT (US)     1 / 9  
Well written. But Im sort of mad you took two of my Myth units for an Egyptian spin-off like the Atlanteans. Ah well, you snooze, you lose.

Cosmopolitan? Check.
posted 10-02-05 12:32 PM EDT (US)     2 / 9  
What did I take from the Nubians? I can replace them.
posted 10-02-05 09:57 PM EDT (US)     3 / 9  
Oh.. its nothing I already found new myth units.

Cosmopolitan? Check.
posted 10-02-05 11:00 PM EDT (US)     4 / 9  
The "Devourer" that is Anubis' god power could be called Ammit (that was the actual name of the devourer)
posted 10-03-05 11:00 PM EDT (US)     5 / 9  
...
I'm sorry to burst your bubble, but this is almost the same as AoM.
Why use the Home city feature in AoM2? It works well in AoE3 because you're colonizing in another part of the world, but in AoM... It just doesn't fit.

Also: DON'T LET OSIRIS HAVE THE SON OF OSIRIS GOD POWER! It's too powerful for an Archaic GP. The monument-upgrading feature is maybe a nice feature, however upgrading the villager monument to laborer monument just doesn't make sense. Especially 'Mythology to Gods. That doesn't sound good. Also the names are the same as AoM. Why not make it so that you get Favor by sending priests to pray at your huge temples, maybe also to build monuments. You could get favor by building a pyramid whenever your pharaoh dies...

What if whenever your pharaoh dies, you can choose to pick up his body with a priest within a certain amount of time, bring it back, and talk villagers to build a Pyramid! It'd look good and you'd get a nice amount of favor.

Anyways, I'm a great fan of the Egyptian civ in AoM, and I hope you get some other cool ideas for it! (Some of your original myth units look very cool.)


(\__/) Bunny want YOU to put him in your sig...
( o.o )
( > < )
posted 10-04-05 00:20 AM EDT (US)     6 / 9  
yes, one of the most dominent aspects of Egyptian cuture was the mumification of Pharaoh. It might be too complicated and confusing if too much detail is added though. It should be kept simple. But the god layout looks good.
posted 10-04-05 08:59 PM EDT (US)     7 / 9  

Quote:

...
I'm sorry to burst your bubble, but this is almost the same as AoM.

Its an edited Egyptian Civ for the Aom2 thread here.


Cosmopolitan? Check.
posted 10-04-05 09:15 PM EDT (US)     8 / 9  
^^^^Yes, but AoK didn't have modified versions of AoE civs, did it? Why not have some totally new civs for AoM2, and maybe some new features! Such as everybody has a hero, and that hero uses god powers that are granted periodically by the gods...

(\__/) Bunny want YOU to put him in your sig...
( o.o )
( > < )
posted 10-30-05 09:26 AM EDT (US)     9 / 9  
...why did I not notice this before?

Nice write-up


★★★★★
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