You must be logged in to post messages.
Please login or register

Future Robot, Bonfire, Windstorm, and NewToy Games Forum

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: Aboriginal Civ for AOM2
posted 10-02-05 11:56 AM EDT (US)   
Aboriginal Civilization: THE NATIVES OF AUSTALIA

Brief overview of Aboriginal mythology: The Aborigines believed that all living things came from a surreal world know as Dreamtime. Dreamtime was the world created before theirs and was where all of the gods made the world. Aboriginal mythology is a rich and strange one riddled with vampires and countless legends, not surprisingly considering the Aborigines have existed for over 50,000 years.

Introduction: I have a few changes for the Aboriginals compared to the other AOM Civs.

1.They don’t have to mind gold because there was no gold to be mined in Australia.
2.They have no cavalry, but many units that are good against archers.
3.Favor is generated by the Aboriginal shamans doing two things: Journeying to Dreamtime (meditating) by a special command, or sacrificing units on the sacrificial rock.
4.The Aboriginal villager is called the Tribesman
5.The Market animal is the Kangaroo Caravan
6.The house is called the Gunyah
7.They have a new kind of Unit called the Guardian Spirit (not a myth unit)
8.Upgrades for armory go as follows: Wood weapons, Stone weapons, Carved weapons

Units:

Heroes: Dream Time Shamans known as Dreamers. They attack in close range using a staff.

Warrior Hut: This is your Infantry Hut

Kaaya: basic infantry. Fights with a stingray spike tipped spear that does a special attack, which poisons an enemy. Good Against Calvary.

Uyulng: warrior that fights with a piece of wood covered in shark’s teeth attacked to the end of a string. Good against archers.

Achin: fights with a sharpened stick and a shield. Only good against other infantry.

Elember: uses a club known as the "killing club" that is sharp on one end like a sword and blunt on the other end. Does crushing and hacking damage, good against cavalry and other infantry.

Range Hut: This is your Archer Hut

Odhaw: uses a woomera (hooked stick used to throw spears father and more accurately) Good against infantry

Winchi: Aboriginal Bowman. Only good against other archers.

Malkar: Elite archer that throws boomerangs with hooks on the end. Good against Infantry and other archers.

Destroyer Hut: This is your Siege Hut

Nulla Nulla: Club wielding close range siege unit, also good against cavalry.

Engal: special heavy boomerang thrower good against buildings and infantry.

Dock:

Winchi canoe: Arrow ship

Elember canoe: Melee ship

Engal Raft: Siege ship

Guardian Spirit Hut: Last but not least, your new units called guardian spirits (Not myth units)

Catmen: Believed to watch over the good, these Guardians excel against heroes. Uses a knife and shield.

Kangaroo Men: Fun loving Tricksters that tend to make more trouble then they stop, they are amazing against all non-human units.

Ratmen: believed to watch over the evil these guardians are amazing against Titans, but can only have five at a time. Uses a Woomera.

Mythology:

Main Gods

Altjira- God of Dreamtime
God Power: Dreamtime- Decreases speed of your enemy by 50%
God Tech: Power of the ancients: Gives Dreamers a bonus against archers
Bonuses:
-Dreamers have more attack and HP
-Favor is generated faster
-Myth units cost 25% less

Dhakhan- Half fish Creator God
GP: Spirit Grove Turns enemies into trees
Myth Tech: Carpenter: -increases gather rate of wood
Bonuses:
-Faster fishing rate
-First temple, armory, and market is free
-First three tribesmen are free

Eingana- Snake Goddess of Humanity
GP: Mother’s Kiss- Heals units instantly
God Tech: Cords of Humanity: Grants all units more HP
Bonuses:
-Units slowly regenerate over time
-All myth units are fast and have better amour
-All human units train quicker


Classical Gods

Bobbi-Bobbi- Snake god of Hunting and inventor of the boomerang (Altjira, Dhakhan)
God Power: Herd- creates a flock of wild animals to hunt
God Techs: Hunter’s Bounty- makes tribesmen better at gathering food
Bat swarm- increasess tribesmen gathering rate
Fig tree- which upgrades your Yara-ma-whos to Regurgitated Yara-ma-whos with a faster charging special attack bar and more HP
MU: Yara-ma-who: Small, red vampire that turns you into another Yara-ma-who for its special attack

Gnowee- Sun Goddess (Dhakhan, Eingana)
GP: Blazing Heat- Gradually does damage to a large group of enemies
MU: Mamu: Dingo spirit that absorbs the souls of the dead to heal itself
God Techs: Howl in the Outback- upgrades your Mamu into Mamu Howlers with a special attack that an enemy unit go insane and attack anyone near
Lost Child- which makes your farmers grow faster as Gnowee is looking for her lost child in the sky
Torch light- gives buildings more HP

Pilirin- Kestrel God of Fire (Altjira, Eingana)
GP: Creates a swarm of kestrels anywhere on the map that confuses your enemies and sends them scrambling
MU: Yowie- a giant half ant half lizard creature that’s good against buildings
God Techs: Flaming soul- makes infantry have more attack and armor
Tjinimin- gives myth units better attack vs. other myth units


Heroic Gods

Mangar-kunjer-kunja- Lizard god of weapons and technology (Eingana, Altjira)
GP: Rusted Weapons- makes enemy weapons rust so their attack is decreased (opposite of Flaming Weapons)
MU: Wati-kutjara: Lizard men that fight with claws and heal with sacred talismans called Tjurungal

God Techs: Poisonous coating- Coverers your infantry’s weapons in poison doing gradual damage over time
Guardian Spirits- upgrades you Wati-kutjara to Guardian Wati-kutjara with a faster healing rate and better attack against cavalry
Advancement- upgrades rate of gathering and how much resources your tribesmen can hold

Mamaragan- God of Thunder and Lightning (Altjira, Dhakhan)
GP: Glorious Puddle- Creates the puddle where awe-inspiring Mamaragan lives. A lightning bolt will fry any unit going near it
MU: Wondjina- Cloud and lightning spirits that have a special chain lightning attack
Yarru- A giant electric eel
God Techs: Energy of Thunder- Increases all myth units attack
Black cloud- increases archer attack
Booming voice- Dreamers have more LOS

Daramulum- God the sky and patrons of Shamans (Dhakhan, Eingana)
GP: Awakening: Speeds up production of units to almost instantly
MU: Bunyip- A monster that can go on land or in the water. It resembles a cat headed monster with walrus tusks, a hippo’s body, a horse’s tail and flippers.

God Techs: Cry of the Bunyip- Gives the Bunyip a special attack where it roars which sends enemy units fleeing and upgrades Bunyip HP and attack.
Journey to Dreamtime- gives shaman a special attack, which turns them invulnerable for a small amount of time.
One-legged- makes Dreamers faster


Mythic Gods

Kultana- God of the Dead
GP: Stinging Rain- pelts enemies with an acidic rain
MU: Mopadis- Spirits of the dead that have an instant kill special attack when they touch units with their cold hands
Mimi- spindly spirits that make good scouts
Mokoi- Spirits that punish those that use magic. Only good against heroes
Gurumkus- Vampires that have a stealth meter. When the meter charges all the way up the Gurumkus becomes invisible. They are rendered visible when they attack and the meter starts all over again.
God Tech: Fear of Death- gives a slow, steady income of favor
North Wind- all naval units are twice as fast
Arnhem- all buildings are garrisonable

Yhi- Goddess of Light
GP: Light Storm: a concentrated beam of light fires from the sky to instantly destroy an enemy town center
MU: Nadubi- Barbed vampires that fight with their poisonous spines. Have a special attack where they thrash around in combat damaging all units around them
God Techs: Shafters- gives a free Nadubi at you town center every so often
Anatomy- infantry have more defense
First wombat- a free small trickle of food is granted

Bahloo- Moon Goddess
GP: Dead of Night: Gives your warriors enhanced everything
MU: Namorodo- Vampires made of nothing but shred and sinews that glide for short amounts of time and then turn an enemy unit into another Namorodo
Mirreeulla- A giant water lizard
Myth Tech: Evil Winds- Upgrades your Namorodo to Wind-riding Namorodo, which gives them a longer gliding period
Moaning winds- all myth units are faster
Moonlit Sea- upgrades all naval units' defense

Miscellaneous

Wonders: Altjira: Ayer’s Rock
Dhakhan: A Totem Statue
Eingana: Damier Rock (Huge rock covered in petroglyphs)

Titan: Giant Rainbow Snake- The primordial guardian of Dreamtime


Cosmopolitan? Check.

[This message has been edited by Yamato Take (edited 12-31-2005 @ 11:09 AM).]

Replies:
posted 10-02-05 12:39 PM EDT (US)     1 / 5  
YT (also whity), you've done a fine job. I dont know where you found all the mythological and language information about the the Aboriginals, but this is a well done job.

BTW, you put Mythic age befor Heroic age.

posted 10-03-05 01:14 AM EDT (US)     2 / 5  
Kangaroo Caravans? I don't think so!
posted 10-03-05 09:29 AM EDT (US)     3 / 5  
I wanted to make an Aborigine civ, but I couldn't find enough stuff. I'm amazed that you could.
posted 10-03-05 06:34 PM EDT (US)     4 / 5  

Quote:

Kangaroo Caravans? I don't think so!

Why not?


Cosmopolitan? Check.
posted 10-09-05 04:08 PM EDT (US)     5 / 5  

Quote:

YT (also whity), you've done a fine job. I dont know where you found all the mythological and language information about the the Aboriginals, but this is a well done job.

Quote:

I wanted to make an Aborigine civ, but I couldn't find enough stuff. I'm amazed that you could.

Wow... not to sound like a stalker or nerd or anything, but you guys are my idols for civs.


Cosmopolitan? Check.

[This message has been edited by Yamato Take (edited 10-13-2005 @ 05:31 PM).]

Age of Empires III Heaven » Forums » Future Robot, Bonfire, Windstorm, and NewToy Games Forum » Aboriginal Civ for AOM2
Top
You must be logged in to post messages.
Please login or register
Hop to:    
Age of Empires III Heaven | HeavenGames