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Topic Subject: Atlantean Civ for AoM2
posted 11-01-05 12:21 PM EDT (US)   
Atlanteans
The Atlanteans are a fairly expensive civilization, but highly economical, nevertheless. All of their units can be upgraded into heroes, for better combat capabilities, especially against myth units, titans, and other heroes. Their ability to create town centers from the start of the game is very valuable and usefull.

History
Following the AoM "The Titans" campaign, Kastor, son of Arkantos, becomes the leader of the Atlanteans. Atlantis was rebuilt on two rings of land which surround a small island. The Island, of-course, is dedicated to the gods, including Arkantos himself. A secret cult, worshipping Orcus, the force of death, arrived at the holy grounds and burned the temple down. King Kastor tracked these defilers to the Norse city of Reykjavik, which he intends to siege. His lords, however, conspire to sieze the throne.

Economy
The Atlanteans have a very strong economy. Their Citizens are expensive, take long to train, and take 3 pop. However, they build faster, and require no dropoff points for gathering resources. When upgraded to heroes, Citizens are even better at building and harvesting resources. All economical research is made in the Economic guild. The Atlanteans can only build structures in a certain range provided by Town Centers. This aura can be expanded by building Manors in it or by upgrade and research.

Favor
The Atlanteans generate favor through Town Centers. Each Town Center generates a steady trickle of favor. The more Town Centers an Atlantean player has, the faster he generates favor.

Heroes
Atlanteans can upgrade any of their human units into heroes. Heroes become stronger, and are particularly better at fighting myth units, titans, and other heroes. Mellee heroes have a faster attack rate, ranged heroes fire at a longer range, Oracle(scout) heroes have a bigger max LOS, and expand their LOS faster, and Citizen heroes gather resources and build buildings faster.

Units
Atlantean units are rather balanced, not too expensive, then not too strong; not too weak, then not too fast; their units are best upgraded into heroes. They rely alot upon their Healers and Chierobalistae to support them, and have their best infantry and archery trained at the Palace. Atlantean myth units are like that of the Egyptians, cheap and good to mass-up, but a touch stronger and more expensive.
-Military Barracks units:
Murmillo (sword basic infantry)
Arcus (archer. good against infantry and myth units)
Healer (can heal human units)
Contarius (spear cavalry. good against archers)
-Counter-Barracks units:
Chierobalista (slow and powerful bombardment device)
Halberdier (slow counter-cavalry. only good against cavalry)
Cuirissier (fast sword cavalry. good only against infantry)
Turma (mounted archer. good only against other archers)
-Palace units:
Fanatic (elite infantry. good against everything but archers)
Crossbowman (elite archery. good against infantry and archers)
Destroyer (slow infantry. good only against buildings)
Fire Siphon (flamethrower device. good against buildings and ships, effective vs. units)

RoG:
Heaven - realm of good gods and spirits
Tartarus - realm of the titans

THE GODS:

Major Gods
Each of the Atlantean major gods has a special unit which is the 'heroe' incarnation of their oracles. These units are fairly expensive.

Bios – personification of life. Focus: economy and buildings. Bonuses:
Buildings build 10% faster
Wood gathered 10% faster
Food farmed 10% faster
Walls start upgraded to Stone
Gates are free

Home-City: Kainourgia (New-Atlantis)
Oracle hero: Kori (can target enemy building in LOS and see it's LOS)
Technology: Vassals (Counter-Barracks and Counter-Barracks units cheaper)
God Power: Life (trees and rocks in target area will become forage bushes)

Arkantos – patron of Atlantis and father of king Kastor. Arkantos was once a mortal admiral who saved the world from the titans. Focus: infantry and ships. Bonuses:
Start with Medium Infantry
Infantry 15% cheaper and quicker-to-train
In maps with water, start with one Transport and one Fishing Ship
In maps with no water, start with one additional citizen and one Llama Caravan

Home-City: Atlantis
Oracle hero: Centurion (infantry. makes other infantry stronger.)
Technology: Heroic Deeds (upgrading mortal units into heroes is cheaper)
God Power: Charge of Arkantos (creates an image of Arkantos that shouts his famous battle-cry. Affects all friendly units on the map. 2 Charges.)

Orcus – death and a form of Cronos. Also the Grim Reaper. Focus: myth units. Bonuses:
Myth units 20% cheaper and train faster
Oracles 20% cheaper and train faster
Myth upgrades 10% cheaper and research faster

Home-City: Reykjavic
Oracle hero: Necromancer (weak, but can raise corpses as Minions)
Technology: Occultism (Necromancers are stronger and their Minions last longer)
God Power: The Undead (target area of corpses to raise up to four Undead Citizens. They fight better, hunt better, but don't build so well. Undead Citizens last for 1.5 minutes. 2 Charges.)

Classical Age

Silenus – Teacher of Dionysus. Wise diety of both vining and knowledge. His improvements benefit Citizens.
Technologies: Wine Sacrifice (upgrading Citizens to heroes costs no favor), Secrets of Midas (Citizens have increased health and attack)

Myth unit: Silena (similar to Satyr. Hurls javelins at enemies.)
God Power: Wisdom (target building will temporarily research techs faster. 3 Charges.)

Chrysaor – Giant god of metal. His improvements benefit infantry.
Technologies: Golden Falchion (Murmillos attack faster), Adamant Falchion (Mumillos attack faster)

Myth unit: Geryon (two headed-hound. Can be upgraded to Cerberus.)
God Power: Level (target cliff will slowly become walkable terrain. 2 Charges.)

Phorcys – God of the sea. His improvements benefit cavalry.
Technologies: Carnevorous Steeds (cavalry +health), Spear of the Admiral (Turma +range), Poseidon's Secret (ships faster), Father of Nature (Hesperides trees can train +2 Dryads)

God Power: Hesperides (creates a tree that can train Dryad myth units. 2 Charges.)

Heroic Age

Atomus – Personification of the elements. His improvements benefit Elementals.
Technologies: Speed of Storm (Water and Air Elementals train faster), Elemental Strength (Elementals +pierce armor)

Myth unit: Earth Elemental (slow and high health. Trained at Temple)
Myth unit: Fire Elemental (fast and ranged. Trained at Temple)
Myth unit: Air Elemental (weak but flying. Trained at Temple and Dock)
Myth unit: Water Elemental (sea but strong. Can heal ships. Trained at Dock)
God Power: Elemental Strength (empowers a group of human units with elemental powers; fire = attack; earth = armor; air = speed; water = ships;. Has 3 Charges.)

Prometheus – Though banished to Tartarus, some Titans are still being worshipped by Atlantis. Prometheus is the titan of humanity. His improvements help create more heroes.
Technologies: Heart of the Titans (heroes are cheaper), Heroic Labour (Citizen heroes better at everything)

Myth unit: Promethean (cheap and fast-trained man of clay. Becomes two weaker ones when killed.)
God Power: Valor (transforms a group of human units into heroes. 5 Charges.)

Phyrrha – Titan goddess that supported the overthrow of Chronus. Her improvements benefit archers and healers.
Technologies: Feathered Arrows (archers +range), Gaian Burial (Healers heal faster)

Myth unit: Stymphalian Bird (giant bird that shoots arrows out of it's wings)
God Power: Great Flood (slows down all enemy units and damages their buildings slightly)

Mythic Age

Deucalion – Titan god that supported the overthrow of Chronus. His improvements benefit Siege Weapons.
Technologies: Hierobalistae (Chierobalista +health +attack), Burning Fury (Fire Siphons and Fire Ships stronger)

Myth unit: Lycaon (werwolf. Cheap, but relitively strong.)
God Power: Arch (summons a giant and powerfull ship that works as a fortress. Can hold in an endless amount of units. Can move when spawned at sea. 4 Charges.)

Krios – Legendary deity of evil and patron of the Necromancers. His improvements benefit myth units.
Technologies: Theocracy (Oracles are free and upgrading them into heroes is cheaper), Beastly Rage (myth units stronger)

Myth unit: Behemoth (slow but strong. good only vs. buildings)
Myth unit: Tartarian Spawn (trained at unique building: "Tartarian Layer")
God Power: Armageddon (the most awesome and powerfull god power. This is basically a nuclear explosion. Devastating.)

Hellen – Half-titan and legendary founder of the Greek tribes. His improvements benefit human units.
Technologies: Aeolian Infantry (infantry stronger), Dorian Archers (archery stronger), Achaean Cavalry (cavalry stronger), Ionian Scholars (healers and siege weapons better)

Myth unit: Hekate Gigantees (giant that can shockwave units)
Myth unit: Calaedria (flying healer)
Myth unit: Sea Lion (powerfull mellee sea unit)
God Power: Vortex (teleports all military units to target location. 3 Charges.)


(\__/)
(O.o )
(> < )This is bunny. Copy bunny into your siginature to help him on his way to world domination!
Replies:
posted 11-02-05 01:05 AM EDT (US)     1 / 2  
Nice write-up

I have a few suggestions though:

Quote:

-Military Barracks units:
Murmillo (sword basic infantry)
Arcus (archer. good against infantry and myth units)
Healer (can heal human units)
Contarius (spear cavalry. good against archers)
-Counter-Barracks units:
Chierobalista (slow and powerful bombardment device)
Halberdier (slow counter-cavalry. only good against cavalry)
Cuirissier (fast sword cavalry. good only against infantry)
Turma (mounted archer. good only against other archers)
-Palace units:
Fanatic (elite infantry. good against everything but archers)
Crossbowman (elite archery. good against infantry and archers)
Destroyer (slow infantry. good only against buildings)
Fire Siphon (flamethrower device. good against buildings and ships, effective vs. units)

BUILDINGS/UNITS
Military Barracks (II)units:
II - Murmillo (Basic Infantry)
III - Arcus (Basic Archer. Long range and bonus against myth units)
III - Contarius (Basic Cavalry. Fast, Powerful and Expensive)
IV - Healer (Slow Infantry. Can heal units)

Counter-Barracks (II)units:
II - Chierobalista (Slow Siege. Anti-Infantry)
II - Katapeltes (Slow Infantry. Anti-Cavalry)
II - Turma (Mounted Archer. Anti-Archer)
III - Lancer (Fast Cavalry. Anti-Infantry)

Palace (III)units:
III - Destroyer (Slow Infantry. Siege)
IV - Fanatic (Elite Infantry. Anti-Infantry, Anti-Cavalry)
IV - Crossbowman (Elite Archer. Anti-Infantry, Anti-Archer)
IV - Fire Siphon (Flamethrower Siege. Anti-Building, Anti-Ship)

Dock (I)Units
II - Bolt Ship (Basic Arrow Ship)
III - Claw Ship (Dual-Hammer Ship)
III - Fire Ship (Basic Siege Ship)


Also:
Chrysaor's Level GP sounds a bit buggy
Atomus should get a different GP. A building where the elementals can be built perhaps?
Arch should only have two charges at most
Tartarian Layer -> Tartarian Lair

Other than that, I think it looks good


★★★★★

[This message has been edited by Shala_LoL (edited 11-02-2005 @ 01:11 AM).]

posted 11-08-05 02:14 PM EDT (US)     2 / 2  
You must have had a hard time coming up with all that!

Ensemble Studios has always made new civilizations , buildings and units for new games. I do not think they would copy so much, it could remove the tension. But a very good try, anyway! I don't know if Ensemble Studios is planning any new Age of Mythology, but it would be an good idea, so maybe this could give them a little advise?




Sweet baby maizes!
Age of Empires III Heaven » Forums » Future Robot, Bonfire, Windstorm, and NewToy Games Forum » Atlantean Civ for AoM2
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