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: Days of the East - game design
posted 01-16-06 07:21 AM EDT (US)   
Days of the East
An age-game design, focused on the countries, nations, empires, and dynasties of eastern Asia. The game includes 10 civilizations, from 3 regions, and 4 ages. There is a variety of national choices to make, like religion, organization, tactics, etc.

Gameplay
Days of the East is played as any other 'age of-' RTS. The two major differences however, are ones that you learn to understand in the far-east: first off, there is never a shortage in personell. Which means no pop limit, or pop resource at all. Secondly, there ain't really a shortage in space. The smallest available map size is the usual 'large' with the biggest taking twenty minutes to cross with the fastest unit.

Resources
As stated earlier, there is no such thing as population. In the far-east, you can always obtain more personell. There are two main resources: Coin, which is obtained from harvesting metal; different metals give different coin values. Gold and silver top, copper and iron middle, tin, zinc, and lead giving the least. Food, harvested from farms. By building a single farmhouse, you sacrifice an enormous area (equivalent of four city-centers) for farming. Each region has two of the three crop types available, each crop type is suited for a certain climate and terrain. Each provides a different food amount; soy, available for Northern and Southern regions, requires dry land and a warm climate, but provides a large food amount. Wheat, available for Northern and Central regions, requires dry land only but provides lesser of a food amount. Rice, available for Central and Southern regions, requires wet land but provides an amount of food equal to that of wheat. The last and lesser resource is called 'mind'. It reflects social order and control of the people. Each City Center provides a trickle of mind, depending on religion, technology, map exploration, foreign contact, military victories, etc. Mind is only required for technologies and elite units. There is an element of upkeep, at a ratio of 5% for every 50 troops (siege and ships count as 2). There is no element of 1% for every 10 troops, though.

Ages and Technology
There are four ages in Days of the East: the Bronze Age, the Iron Age, the Steel Age, and finally – the Gunpowder Age. In the Bronze Age only the basic units are available, and only the later ages are really playable. Starting in the Bronze Age, you have 1 research building; the Palace, which also serves as a City Center. Starting from that age, you have 3 available researches in the palace every age. In the iron age, you also gain the Temple, which again gives you 3 researches every age from that age forward. In the Steel Age, you also gain the Academy, which again lets you research three new technologies from that age forward. In the Gunpowder age, you get the Laboratory which serves the same purpose as the other buildings. Thus you have 3 technologies for the first age, 6 for the second, 9 for the third, and 12 for the final.

Decisionary Upgrades
Starting at the second (Iron) age, a player can choose between five different upgrades each age. These upgrades are researched at the palace, and are a necessity to advance to the next age. The first upgrades, offered in the Iron age, are the five choices of tactics:
*Horde: bonus to cavalry, especially ranged cavalry
*Navy: bonus to ships, also ships that require 3 engineers require only 2
*Conquest: bonus to infantry and siege, very good for times of war
*Fortification: bonus to buildings, especially walls, towers, and fortresses
*Guerrilla: bonus to archers, who are hidden when not moving or attacking

In the Steel Age (the third age, that is) there is a choice between five religions:
*Buddhism: has Monks, units can meditate to regain health
*Confucianism: has Philosophers, Mind produced 20% faster
*Taoism: has Shaman, units and buildings have greater LOS
*Shintoism: has Scholar, Coin is mined faster
*Islam: has Priest, infantry and cavalry cheaper and trained faster

In the Gunpowder Age (the fourth and final age, at this point) there is a choice between five government types:
*Centralism: gives all bonuses fully and only to the palace and it's surroundings, can have 1 leader, troops receive okay AI
*Colonialism: gives bonuses to coastal cities and island cities, can have 3 Admirals (ship leaders), troops receive okay AI
*Imperialism: gives no bonuses to cities, but strengthens troops and defenses, can have 3 leaders, troops receive excellent AI
*Kingdom: most bonus percentage goes to palace, but at-least half is divided among important cities, can have 4 leaders, troops receive okay AI
*Confederacy: bonus percentage is divided between all cities equally, though it's very small, can have 10 leaders, troops receive good AI

The Universal Units:
Starting at the Bronze age, there are only 2 military units. These two are upgrades in the Iron age, and are joined by 2 new units of each class (infantry, archery, cavalry, siege, ships). In the Steel age you also receive 2 new units for each class. In the gunpowder age, there is an addition of only 1 new unit per class, plus the upgrading of ALL units.

Peasant
Class: worker
Role: builds buildings, creates farms and harvests them, mines metals.

Merchant
Class: worker
Role: transports goods and tributes to other players using markets, can also decrease prices by traveling between markets

Spearman -> Pikeman -> Halberdier
Class: infantry
Role: all-use infantry, which makes it the basic unit of all armies
Attributes: cheap, fast-trained, balanced

Slinger -> Javelineer -> Firelancer
Class: archery
Role: all-use archery, with it's only weakness being infantry
Attributes: accurate, strong, fast

Engineer
Class: worker
Role: (Iron age) builds ships and siege weapons at Docks and Workshops, repairs them, and mans them. If the engineers of a siege weapon are killed, it can be manned by any player

Scout -> Spy
Class: special
Role: (Iron age) hidden fast scout used to spy on enemies

Swordsman -> Blademaster
Class: infantry
Role: (Iron age) skilled warrior, especially good against other infantry and for surprise attacks
Attributes: skilled, fast, can block

Armored Maceman -> Heavy Armored Maceman
Class: infantry
Role: (Iron age) heavy and slow soldier, particularly good against cavalry and buildings
Attributes: strong, armored, can block

Archer -> Grenadier
Class: archery
Role: (Iron age) main combat archer, has long range and can do good against crowded formations of anything
Attributes: long-ranged, fast-moving, fast-trained

Crossbowman -> Skirmisher
Class: archery
Role: (Iron age) hidden unit, good for assassinations and archery vs. archery combat
Attributes: hidden, strong, accurate

Raider -> Lancer
Class: cavalry
Role: (Iron age) assault-cavalry unit, not very effective against other cavalry, but can put-up with infantry
Attributes: fast, strong, fast-trained

Mounted Archer -> Carbanier
Class: cavalry
Role: (Iron age) mounted ranged unit, superb at outflanking and surrounding enemy formations
Attributes: fast, long-ranged, strong

Battering Ram -> Suicide Wagon
Class: siege
Role: (Iron age) batters-down enemy walls and buildings \ (Gunpowder age) self destructs to destroy buildings, walls, and anything else nearby
Attributes: fast-attacking, armored, strong

Balista -> Hwacha
Class: siege
Role: (Iron age) long-ranged siege weapon, capable at delivering damage to units aswell as buildings
Attributes: cheap, fast-trained, long-ranged

Fishing Ship
Class: worker
Role: (Iron age) used to 'harvest' fish from sea, fish have a medium food value

Transport Ferry -> Transport Ship
Class: ship
Role: (Iron age) transports land units across water

Cargo Ship
Class: worker
Role: transports goods and tributes to other players using docks, can also decrease prices by traveling between docks

Monk
Class: religion
Role: (Buddhist) can serve as ambassador to other players, enabling more diplomacy options and reducing tribute tax, can also serve as Peasant

Philosopher
Class: religion
Role: (Confucianist) can serve as ambassador to other players, enabling more diplomacy options and reducing tribute tax, can also serve as scout

Shaman
Class: religion
Role: (Taoist) can serve as ambassador to other players, enabling more diplomacy options and reducing tribute tax, can also serve as an effective warrior

Scholar
Class: religion
Role: (Shintoist) can serve as ambassador to other players, enabling more diplomacy options and reducing tribute tax, can also serve as Enginneer

Priest
Class: religion
Role: (Moslem) can serve as ambassador to other players, enabling more diplomacy options and reducing tribute tax, can also convert units (50% of conversions will result in death of the converted as a consequence of suicide)

Militia -> Rebel
Class: infantry
Role: (Steel age) cheap and fast-trained (well, all units are) unit that can be used as a support force or strategic bait for enemy forces
Attributes: cheap, fast-trained, fast

Zealot -> Zealot Master
Class: infantry
Role: (Steel age) expert warriors that cost a lot of mind, good vs. archers
Attributes: skilled, can block, loyal

Sharpshooter -> Gunner
Class: archery
Role: (Steel age) similar to crossbowman only not hidden and faster
Attributes: fast, accurate, strong

Sentinel -> Hand-Cannonier
Class: archery
Role: (Steel age) slow to move and can only fire while standing steady, good for defense
Attributes: strong, armored, has large LOS

Mounted Javelineer -> Dragoon
Class: cavalry
Role: (Steel age) good spearhead force to break through infantry or archery
Attributes: fast, strong, armored

Elite Cavalry -> Noble Cavalry
Class: cavalry
Role: (Steel age) powerful cavalry, slow and good against anything. Costs a lot of mind
Attributes: skilled, strong, can block

Catapult -> Bombard
Class: siege
Role: (Steel age) long-ranged siege weapon, the only piece of equipment that can quickly demolish buildings from a safe distance
Attributes: long-ranged, strong, accurate

Flamethrower -> Flame Dragon
Class: siege
Role: (Steel age) short-ranged fast flame device used to set troops aflame in battle, deadly vs. infantry
Attributes: has area-of-damage, can set infantry on fire, can set buildings on fire

Fighting Sail -> Frigate
Class: ship
Role: (Steel age) lighter battleship, good against other ships and sinking transport ships
Attributes: cheap, fast trained, fast

Siege Ship -> Cannonnaught
Class: ship
Role: (Steel age) heavier battleship, good against buildings and advanced ships
Attributes: strong, armored, long-ranged

Stavesman
Class: infantry
Role: (Gunpowder age) similar to spearman, but much faster and equipped to handle gunpowder units
Attributes: has endurance for gunpowder attacks, fast trained, cheap

Musketeer
Class: archery
Role: (Gunpowder age) very effective and useful gunpowder unit, good as the basic soldier of an army
Attributes: cheap, fast-trained, strong

Mounted Zealot
Class: cavalry
Role: (Gunpowder age) expert warriors that cost a lot of mind, good vs. archers
Attributes: skilled, can block, loyal

Cannon
Class: siege
Role: (Gunpowder age) straight-shooter, not very long ranged, but great against anything
Attributes: strong, strong, strong

Gun Ship
Class: ship
Role: (Gunpowder age) combined attribute ship, can transport a small amount of troops, and also provide support fire
Attributes: has large LOS, fast-firing, armored

Leader
Class: special
Role: (Gunpowder age) leads troops intro battle, increasing their morale, and being a good fighter alone, may convert surrounding hostile units
Attributes: enhances nearby troops, fast, strong

The Civilizations
As said before, there are 10 civs in Days of the East. These are divided over 3 regions: the South, the North, and the Center.
The South, is the south-east asian regions south of china and east of india and bangladesh. South civs (Siam, Khmer, Vietnam) receive a technological and economical bonus, and they can grow rice and soy.
The North, is the primary northern asian regions north of main china and east of central Asia. North civs (Korea, Manchuria, Mongolia) receive a military bonus, particularly to their cavalry and archery, and they can grow wheat and soy.
The Center, is mainland china and the nearby islands. Central civs (China, Japan, Taiwan, Tibet) receive a ship naval bonus, a minor infantry-siege military bonus, a building bonus, and they can grow wheat and rice.

China

China (Zhongou), also known as the middle-kingdom, is the practical center of east-Asia. For centuries, the Chinese have been the most culturally advances, a fact which proved inequivalent for their military several time. Though dynasties changed, and even a few foreign dynasties took over, China assimilated them and engulfed them in it's culture.
Region: Central (ship, infantry, siege, and building bonuses)
Crops: Wheat and Rice
Civ bonuses: -20% cost and build time for Peasant, Engineer, Merchant, and infantry, +15% armor for walls
Cities: Beijing, Kaifeng, Shanghai, Hong-Kong
Leaders: Qin Shi Huang, Emperor Wen, Zhu Yuanzhang
Unique Units:
Saboteur – (Steel age)suicide-infantry gunpowder unit
Chu-ko-nu – [whisper](Iron age)Fast-firing crossbowman-like unit

Japan

Japan (Niphon-koku) is a mass of islands surrounded by a array of water-bodies, with short water-courses to north east-asia, south east-asia, and central east-asia. Fore centuries and millenia, Japan was underestimated and regarded to as weak and primitive by the central powers, while every time someone attempted to conquer or invade it, it withstood with glory.
Region: Central (ship, infantry, siege, and building bonuses)
Crops: Wheat and Rice
Civ bonuses: -20% cost and build time for ships, +15% fishing gather rate, +15% infantry damage
Cities: Kyoto, Tokyo, Ichiuji, Dao
Leaders: Oda Nobunaga, Hashiba Hideyoshi, Mori Terumoto
Unique Units:
Kamikaze – (Gunpowder age) unarmored suicide ship, explodes on impact, destroying anything and everything around it
Samurai – (Iron age) heavy, slow, but super-fast-attacking infantry unit
Ninja – (Steel age) special espionage unit, can 'assassinate' enemy units

Taiwan

Taiwan is a large island to the south-east shore of China. It is mostly mountanous but gradually smooths-down to good plains in the east. The people of Taiwan, east-asian aboriginals, are known for their peacefulness, but when the time for war comes, they can summon large armies to fight for the cause.
Region: Central (ship, infantry, siege, and building bonuses)
Crops: Wheat and Rice
Civ bonuses: +25% armor and attack strength for Peasants, Merchants, and Engineers, +15% food gather rate
Cities: Taipei, Kaohsiung, Tainan, Hsinchu
Leaders: Sui Han Tan, Koxinga, Zheng Jing
Unique Units:
Assassin – strong spearman, hidden and can kill some units with a single hit
Wildman – wildman of the jungle, has no armor, but a savage attack

Tibet

Tibet is the classic Lamaist country, lying on an enormous plateau on the Himalayas. The Tibetans ran their own society, government and military, and are famous for their loyalty to their principles, and their mountain-life skillfulness. Tibet was occupied by Mongolia at a time, which fit well as the Mongols happily accepted tibetan religion and religious sovereignty. Unfortunately, this was not so with Chinese occupation. To this day, Tibet is still working to receive full independence.
Region: Central (ship, infantry, siege, and building bonuses)
Crops: Wheat and Rice
Civ bonuses: +50% loyalty for all units, -25% terrain penalty for units
Cities: Lhasa, Shigatse, Qamdo, Barkham
Leaders: Gedun Drub, Sonam Gyatso, Tsang Yang
Unique Units:
Warrior Monk – good scout unit that can put-up a fight against any enemy
Zealot Grandmaster – (Gunpowder age)instead of Zealot Master; expert warrior that cost a lot of mind, good vs. archers
Lama – Special kind of leader, available only at the palace – can meditate and convert units

Siam

After the fall of the small ancient states and kingdoms at the area, Siam rose as a strong empire in the South. The Siamese's homeland spread over a vast territory, but their mighty armies proceeded to conquer even more land. When they conquered Cambodia, a new quarrel opened with Vietnam. Though there were no actual winners to that series of conflicts, it is clear that Siam, the only country in the region not fall under foreign occupation, was the greatest.
Region: South (technological and economical bonuses)
Crops: Rice and Soy
Civ bonuses: infantry 20% stronger and attack 20% faster, archers have 20% more accuracy and +20% range
Cities: Bangkok, Chiang Mai, Rayong, Ayutthaya
Leaders: Uthong, Sukhothai Djing, Ayartoi Chyiurotti
Unique Units:
Lerdritier – (Bronze age)Light scout unit that can kick anyone's ass all marshal-arts style
Assault Cannonier – (Gunpowder age)Instead of Hand-Cannonier; faster to move, but still very slow to fire
Ram-Ship – (Iron age) unique ship that can attack other ships and buildings at hand-to-hand range

Khmer

The Khmer kingdom rose in the area of Cambodia, between Siam and Vietnam, with the fall of an ancient dynasty in the region. The Khmer were a mighty civilization, their culture and awesome power influencing others in the region. The Khmer made their capital at Angkor, and raised 'Angkor Watt' one of and possibly the greatest monument of Buddhism ever. Their power would echo through future generations.
Region: South (technological and economical bonuses)
Crops: Rice and Soy
Civ bonuses: -10% cost and build-time for all structures, -20% cost and build-time for Engineers, Palace has better defenses
Cities: Angkor, Dong-Tong, Kampot, Phnom Penh
Leaders: Jayavarman I, Suryavarman, Javarman VII, Sanivermanjata
Unique Units:
War Chariot – (Iron age) unique speed unit that can trample infantry and archers
Resistor -> Guerrilla – (Steel age) Instead of Militia -> Rebel; cheap and fast-trained (well, all units are) unit that can be used as a support force or strategic bait for enemy forces

Vietnam

Vietnam, as a kingdom, was established more then 4,000 years ago. A rogue Chinese general, tired of his emperor's despotism, crossed the mountains separating the two countries, and formed the Vietnamese state. Though taking a lot of influence from China, Vietnam managed to remain somewhat culturally independent, emerging a local power. At a certain occasion, Vietnam even occupied parts of Cambodia, and battled the neighboring Siamese kingdom.
Region: South (technological and economical bonuses)
Crops: Rice and Soy
Civ bonuses: +20% infantry health, +20% infantry LOS, Transport ships have +50% capacity, start out with more Food
Cities: Hanoi, Sigon, Vinh, Thai Nguyen
Leaders: Qin Tehn Xiang, Ly Cong Uan, Tran Hung Dao, Le Thanh Tong
Unique Units:
Frontiersman – (Iron age) light infantry, good as the spearhead of large formations
Reaver – (Steel age)Siege contraption that combines ordinary ballistics with elements of gunpowder

Korea

Korea, or Koryo, covers a medium-sized peninsula connected to the northern part of east-asia, mainly to Manchuria. Korea was originally united in a nation spreading over both it and Manchuria. It was occupied by Chinese forces in ancient times, but a resistance movement managed to reclaim independence. Korea was then divided between three major states, one overcoming the others and forming a dynasty that ruled unified Korea. Unfortunately, Korea then fell under occupation by Japan, but not after defeating several invasions. After Japanese occupation perished, Korea again divided. It is only hoped that that nation will be united once more to it's true power.
Region: North (cavalry and archery bonuses)
Crops: Wheat and Soy
Civ bonuses: -20% tribute tax, -20% City Center cost and build time, +50% loyalty for all troops
Cities: Balhae, Hanseong, Seoul, Pyongyang
Leaders: Dangun Wanggeom, Eulji Mundeok, Yi Seong-Gy, Empress Min
Unique Units:
Pioneer – (Bronze age) unique form of Peasant, builds very well
Hwarang – (Iron age)Instead of Raider; assault-cavalry unit, not very effective against other cavalry, but can put-up with infantry

Manchuria

Originally, Manchuria (or Manju) was home to several nomadic peoples, the Manchus being one of them. Manchuria was, at an ancient time, united in a nation spreading over both it and Korea. Manchuria was occupied and later assimilated by Mongolian tribes, but the Manchus overthrew them and made their own dynasty. Around the 17th century A.D, the Manchus invaded and conquered all of China. They ruled it with power for three centuries.
Region: North (cavalry and archery bonuses)
Crops: Wheat and Soy
Civ bonuses: +15% Peasant move speed, -20% cavalry cost and build time, buildings captured 20% faster
Cities: Shenyang, Dalian, Harbin, Changchun
Leaders: Jurchen Khan, Yongzheng, Qianlong, Empress Dowager Cixi
Bannerman – (Iron age)enhances other nearby troops, does not stack with other bannermen
Regular – (Gunpowder age)fast-trained troops that can put up a good fight against other gunpowder units
Royal Cavalry – (Gunpowder age)Instead of Noble Cavalry. Powerful cavalry, slow and good against anything. Costs a lot of mind

Mongolia

Mongolia, or – the steppe – as it is known, is located north of China, and east of central Asia. Since the dawn of mankind, the Mongols have been mounted on their horses; they even invented the first pants! Riding their horses, they lived in a tribal society that feeds-off raids and wars. A young, ambitious tribal chief, who will be known world-wide for his greatness, Temujin, wished to unite the tribes, and so he did – one way or another. United, the Mongol 'horde' advanced to become and unstoppable great empire, perhaps the greatest.
Region: North (cavalry and archery bonuses)
Crops: Wheat and Soy
Civ bonuses: +20% attack speed for cavalry, +20% attack range for archers and mounted archers, -15% cost and build time for siege weapons
Cities: Hentiy, Ulaanbaatr, Khovd, Karakorum
Leaders: Qabul Khan, Genghis Khan, Kushlug, Kublai Khan
Unique Units:
Tarkhan – (Iron age)perfect mounted archer, strong, long-ranged, fast, and can fire at any direction while moving at any other direction
Mangudai – (Steel age)champion Mongol hand-to-hand cavalry, good against other cavalry
Samkhara – (Steel age)unique camel unit that enhances nearby cavalry speed-wise, attack-speed-wise, and health-wise

Maps and Modes
There are 7 terrain types, each with it's own plantation, animals, other natural things, and terrain characteristics:
*Plains – greenish, flat, good for maneuvering large armies
*Desert – sandish, barren, hilly, may also contain mountain-ranges and canyons
*Steppe – sandish, more savanna-like, no mountains or canyons
*Forest – greenish, a lot of trees and plants, woodish too
*Jungle – full of exotic trees and plants, mazish, unsteady terrain-wise
*Swamp – like jungle, but with more water bodies, quicksand, and vegetation
*Himalaya – mountanous, snowy, hard to travel, good for Deathmatch

There are also 7 map types:
*Middle Kingdom – fully terrain
*Mediterranean – large sea in the center of the map
*Invasion – start-out on barren island and settle lush mainland
*Pangaea – central land-mass surrounded by water
*Continents – large multiple-player islands
*Islands – small single-player islands
*King of the Hill – central mountain in the middle of the map

Climate is controlled in a different way. There are four bars when setting-up a map, each bar with a minimum to a maximum. There is a 'cold-warm' bar, a quiet-typhoon' wind bar, 'temperate-tropical' rain bar, and finally a 'dry-moist' bar.

There are, again, 7 game modes:
*Supremacy – kill the hell out of everyone
*Deathmatch – kill everyone but start with a huge load of resources
*Lightning – everything is super-fast
*Hot-Spot – build a City Center at given 'hot-spots'
*Strongholds – capture all invincible neutral Fortresses to win
*Bloodbath – units are produced quickly by Palaces, send them out to kill!
*Dynasty – everyone has a king. By killing someone's king, you take over their dynasty, and their your slave-allies. You can also choose to abandon your former civ and completely move to them for extra resources.

Campaigns
As usual, there are campaigns. This time, you get a campaign for every single civ:
*Mongol campaign: Genghis Khan, from his first ascent to chiefthood of his tribe, to his unification of Mongolia
*Manchurian campaign: The story of the Manchus' invasion and conquest of Ming China
*Korean campaign: The three kingdoms, and the united Korea
*Chinese campaign: Zhu Yuanzhang's rise as the first Ming emperor, against the powerful Mongolian dynasty that ruled China
*Japanese campaign: Japan's resistance and defense against enormous Chino-Korean invasions lead by the Mongolian dynasty that ruled China
*Taiwanese campaign: Taiwan's first kingdomhood as the last Ming stronghold against the Manchurian invasion
*Tibetan campaign: How Buddhism arrived to Tibet, and the first Lama
*Vietnamese campaign: Vietnam's ascent to power and conquest of Cambodia
*Siamese campaign: Siam's ascent to power and conquest of Cambodia
*Khmer campaign: the Khmer's first rise and expansion over the nearby states, plus the surrection of Angkor


--Upcoming:

Days of the East: Setting Sun --- expansion pack

World War Three: Aftermath --- expansion pack

Age of Lost Civilizations

Wars of the Prophets

Minions: The Lesser Ones


(\__/)
(O.o )
(> < )This is bunny. Copy bunny into your siginature to help him on his way to world domination!

[This message has been edited by Empror (edited 01-16-2006 @ 07:24 AM).]

Replies:
posted 01-16-06 09:31 AM EDT (US)     1 / 9  
This is the best of your games ever. I was going to make something like this for the Far east, but Days of the East just has blown me away. The only thing I would recommend is changing Oda Nabunaga, Oda started trying to unify Japan, but it was Toyotomi Hideyoshi that unified them from their fuedal war. Also I would say add India and The Phillippenes in an expansion pack, but they might not be the best civilization. Overall 10/10!

Cosmopolitan? Check.
posted 01-17-06 05:17 PM EDT (US)     2 / 9  
read the whole post, interesting concept
posted 01-17-06 05:49 PM EDT (US)     3 / 9  
Im concerned about 1 thing. the no pop huge map concept will mean HUGE lags even on single player mode. It might be a very cool game, but if it lags its arse off then I wouldn't like to play it.
posted 01-18-06 08:51 AM EDT (US)     4 / 9  
The game uses a new standard control program that allows it to take consideration of whole formations as single bodies, not single units. This is in no way displayed in the gameplay, however.
posted 01-20-06 01:09 AM EDT (US)     5 / 9  
I'd suggest moving the Samurai up to Steel age rather than Iron age, as that would be closer to their own history and could also make them seem more fearful, but other than that, it's very cool.
posted 01-20-06 12:52 PM EDT (US)     6 / 9  
posted 02-03-06 03:28 PM EDT (US)     7 / 9  
DAYS OF THE EAST: SETTING SUN - - - expansion pack

There you got it, folks. The expansion packs for the wondrous, mysterious, grand, oriental age-based RTS gaming phenomenon Days of the East. Setting Sun takes you to exciting new places, with revolution, technology, and globalization appearing in the most unexpected places. See Imperial Japan, rebellious China, pure Thailand, and meet exciting new civilizations such as India and Malaysia.




Major Changes
There is one major change with the new expansion pack: Taiwan. Since two new regions are added, Taiwan is transferred to one of them (Oceanic region). Now, since Taiwan was one of 4 central civs, there are five regions, each consisting of three civs.

Major Additions
Well, Setting Sun has it all; two new regions, new civs, wonders, new units, and new age and so much more! The two new regions are Indo region and Oceanic region, consisting of the nations of the indian subcontinent, and of the south-east asian oceanic lands.

Economical Features
The economy is virtually unchanged. There is a slight change, though; plundering. You now receive a small amount of food when destroying a Farmhouse, and a small amount of coin when destroying a Mine. You receive a good loot of both resources when destroying a City. When workers such as Peasants, Citizens, Merchants, or Engineers are garrisoned in a building, and you destroy it, 30% of the garrisoned units die. The other 70% become slaves. Slaves work lousier then normal workers, they have lower health, and 0 loyalty. They can be converted with a single chant. There is also a new food type! Lentils can be planted by the two new regions (Oceanic and Indo) on any terrain, but cannot withstand cold weather.

The New Age:
The Industrial age has a good arsenal of new features and technologies (3 new techs can be researched at the Refinery). The most prominent of these features is Factories. A Factory can only be built in a City Center's range, and decreases the training-time of all units trained in that City's range by 7%. You can initially only build 2 Factories per city. Research increases this to 3, 4, and 5. There are, of course, five desicionary upgrades, one of which can be selected in the new age. In this case, the desicionary upgrades are 'foreign ally':
*Britain: major bonus to ship-building and ships, and cheaper gunpowder units
*France: improved diplomacy, reduced tribute tax, and stronger cavalry
*the Dutch: Peasants become Citizens, which are stronger and more loyal, and Coin is mined better
*Portugal: five small bonuses for ships, gunpowder units, technology, scouting, and leaders
*Spain: a major bonus to infantry and archers, +3 leaders

New Universal Units

Wagon
Class: worker
Role: (Steel age) can transport 4 Peasants\Engineers to any location, then turn into a settlement-like structure. The settlement can be built into a city.

Ricketier
Class: archery
Role: (Industrial age)upgrade of Firelancer; all-use archery, with it's only weakness being infantry
Attributes: accurate, strong, fast

Light Boat -> Rocket Boat
Class: ship
Role: (Bronze age) ultra-light water unit, costs only 1 pop and can be manned by any unit. Light is hand-to-hand while Rocket is ranged.
Attributes: fast, big LOS, cheap

Shuinsen -> Corsair -> Armed Merchant Fleet
Class: ship
Role: (Iron age) lightly armored slow ships, meant to deliver a heavy load of firepower and then disappear
Attributes: firepower, elusive, fast-trained

Bladegrandmaster
Class: infantry
Role: (Industrial age)upgrade of Blademaster; skilled warrior, especially good against other infantry and for surprise attacks
Attributes: skilled, fast, can block

Guard
Class: infantry
Role: (Industrial age)upgrade of Heavy Armored Maceman; heavy and slow soldier, particularly good against cavalry and buildings
Attributes: strong, armored, can block

Imperial Lancer
Class: cavalry
Role: (Industrial age)upgrade of Lancer; assault-cavalry unit, not very effective against other cavalry, but can put-up with infantry
Attributes: fast, strong, fast-trained

Howitzer
Class: siege
Role: (Industrial age)upgrade of Bombard; long-ranged siege weapon, the only piece of equipment that can quickly demolish buildings from a safe distance
Attributes: long-ranged, strong, accurate

Battleship
Class: ship
Role: (Industrial age)upgrade of Cannonnaught; heavier battleship, good against buildings and advanced ships
Attributes: strong, armored, long-ranged

Rifleman
Class: archery
Role: (Industrial age)upgrade of Musketeer; very effective and useful gunpowder unit, good as the basic soldier of an army
Attributes: cheap, fast-trained, strong

Artillery
Class: siege
Role: (Industrial age)upgrade of Cannon; straight-shooter, not very long ranged, but great against anything
Attributes: strong, strong, strong

Ironclad
Class: ship
Role: (Industrial age) slow, heavily armored elite ship unit. Unbelievably, incredibly expensive but reduces almost 30% of all incoming damage. Can only be countered by other Ironclads.




The New Regions
The Oceanic region is that of the ocean-based countries and islands in south-east asia. The Oceanic civs gain a bonus to their ships, along with an undiminished health and attack bonus for their Peasants and Citizens, and can grow Rice and the new crop type: Lentils.
The Indo region is that of the indian subcontinent, along with Burma and Bangladesh. The Indo civs gain a bonus to their technology and religion, along with cheaper fortresses, and can grow Wheat and the new crop type: Lentils.

Taiwan

Taiwan is a large island to the south-east shore of China. It is mostly mountanous but gradually smooths-down to good plains in the east. The people of Taiwan, east-asian aboriginals, are known for their peacefulness, but when the time for war comes, they can summon large armies to fight for the cause.
Region: Ocean (ship, and Peasant health\attack bonuses)
Crops: Rice and Lentils
Civ bonuses: +25% armor and attack strength for Peasants, Merchants, and Engineers, +15% food gather rate
Cities: Taipei, Kaohsiung, Tainan, Hsinchu
Leaders: Sui Han Tan, Koxinga, Zheng Jing
Unique Units:
Assassin – strong spearman, hidden and can kill some units with a single hit
Wildman – wildman of the jungle, has no armor, but a savage attack

Malaysia

Since ancient times, the area of Malaysia was a major trade area with a flourishing commercial port relating China and the oceanic region. In the middle ages, the Malaysians embraced Islam, establishing the Sultanate of Malacca, the first Islamic state of south-east asia. The Sultanate grew into a massive empire, spreading over all of Malaysia, parts of Thailand and Indonesia, and more.
Region: Ocean (ship, and Peasant health\attack bonuses)
Crops: Rice and Lentils
Civ bonuses: +50% loyalty for all units, -15% cost and build time for ships, receive a merchant when building a new market, receive a wagon when advancing to Industrial age
Cities: Kuala Lumpur, Putrayaja, Langkasuka, Malacca
Leaders: Parameswara, Mahmud Shah, Alladin Riayat Shah, Laksamana Tun Abdul Jalil
Unique Units:
Shahyd – (Steel age) light warrior imbued in the blessing of Jihad. Good vs. cavalry
Bugis – (Iron age) light warriors equipped with simple bows. Deadly in mass numbers.
Armed Cargo Ship – (Iron age) instead of Cargo Ship. Transports tribute to other players, but can also defend itself.
Sultan – special leader unit. Only 1 Sultan can be owned at a time, but at death he is immidietly succeeded. Benefits infantry.

Indonesia

The archipelago of Indonesia is a colorful blend of Malay, Hindu, and Aboriginal peoples. Originally, it was a bloodbath of many different kingdoms, but with the arrival of Islam, so came peace. Buddhist and Hindu states collapsed, leaving a Muslim confederacy to pick up the peaces. Indonesia was occupied by Malaysia for a long period, but many parts were released when the independence-thirsty natives of the land fought the occupiers in guerrilla tactics. Eventually, the Malaysian Sultanate collapsed, with the Sultan fleeing to become part of Indonesia.
Region: Ocean (ship, and Peasant health\attack bonuses)
Crops: Rice and Lentils
Civ bonuses: transport ships +50% capacity, Farmhouses -50% cost and build time, food is harvested 20% faster
Cities: Ambon, Jayapura, Jambi, Jakarta
Leaders: Malik uz Zahir, Teuko Umar, Raja Temenggung Tun Ibrahim, Ali
Unique Units:
Aboriginal – (Bronze age) ultra-light fast-trained scout unit, also good as a warrior
Guerrilla – (Gunpowder age) gunpowder unit, hidden when not attacking
Guerrilla Boat – [whisper](Gunpowder age) instead of Rocket Boat; hidden when not attacking, silent but deadly

India

Even since the stone age, India was a home to many peoples. The name is derived from Persian, since the Persians only knew the people of the Hindus river. India is home to the Hindu and Sikh faiths, along with Buddhism – which was 'purified-out-of-the-way' in the dark ages. The rajahs and ranis of India continued to battle-each other and any invader, throttling invasions by the Persians, Alexander the Great, and more. To this day, India provides a cultural haven with it's religion, principles, customs, and concepts.
Region: Indo (technology and religion bonuses plus cheaper fortresses)
Crops: Wheat and Lentils
Civ bonuses: workers are cheaper, weaker, and move faster, you receive two Spearmen for every new Barracks built
Cities: Delhi, Mumbai, Anakapelle, Ujjain
Leaders: Chanakya, Chandragupta, Ashoka, Brhadrata
Unique Units:
Line Archer – (Iron age) long-ranged archer especially effective in large numbers. Can attack ground.
Sikh – (Steel age) fanatic Sikh warrior, strong yet rather cheap
War Elephant -> Royal Elephant – (Steel age) uber beasts, mounted by an engineer, strong against infantry, archers, buildings, and anything that get's in it's way
Bow Mahout -> Gun Mahout – (Steel age) strong animals, mounted by an engineer, good against cavalry and other elephants
Mutineer – (Gunpowder age)instead of Rebel; cheap and fast-trained (well, all units are) unit that can be used as a support force or strategic bait for enemy forces

Myanmar

Myanmar, or Burma, is the largest country in south-east asia (south of China, that is). The country played a key historical role, particularly in the modern age, although it's ancient history is underestimated. Three main peoples assembled in Myanmar, the Mon, the Pyu, and the Burmese. All three kingdoms were admired and famous for their culture, their art, literature, religious progress, etc. The Myanamese fell under Mongol occupation, but managed to overthrow the rulers.
Region: Indo (technology and religion bonuses plus cheaper fortresses)
Crops: Wheat and Lentils
Civ bonuses: -20% cost and research time for technologies, -20% age-up cost and research time
Cities: Yangon, Sri-Kestra, Pagan, Pegu
Leaders: Anawrahta, Kyanzittha, Alaungsithu, Narathihapate
Unique Units:
Burmese Spearman -> Burmese Pikeman -> Burmese Halberdier – (Bronze age)Instead of Spearman; all-use infantry, which makes it the basic unit of all armies
Sangha – (Steel age)special clergy unit. Can bless units and has a special bless for leaders
Min – (Gunpowder age)special leader unit. Has a special power that temporarily creates 3 units of Noble Cavalry

Bangladesh

Bangladesh, home for many Bengali civilizations since the dawn of humanity, is part of the Indian subcontinent, bordering India and Myanmar. There was once a mighty Myanamese-Tibetan civilization in Bangladesh, covering many independent, grand city-states which battled each-other for domination. The Bengalis encountered Islam through Sufi missionaries, and the majority of them converted to the religion. Bangladesh proved to be an important and thriving trade center for the connections between east and west during the imperial-industrial era.
Region: Indo (technology and religion bonuses plus cheaper fortresses)
Crops: Wheat and Lentils
Civ bonuses: all buildings are 50% harder to capture, captured buildings yield no resources, and garrisoned workers are not enslaved, +10% attack for archers
Cities: Dhaka, Barguna, Jhalokati, Feni
Leaders: Shashanka, Babur, Aurangzeb, Shafiullah
Unique Units:
Tigris – (Bronze age)slow scout, that can be slain to regain 75% of it's food cost, and good against other scouts
Missionary – (Steel age)unique clergy unit, can convert neutral units without provoking hostility
War Elephant -> Royal Elephant – (Steel age) uber beasts, mounted by an engineer, strong against infantry, archers, buildings, and anything that get's in it's way




Wonders
Well, I'm about to do something very unlike me, and actually support the concept of wonders. There's one world wonder (the great wall), a wonder for every region, and a unique wonder for every civ. The wonders give powers, along with being a victory prequisite for the new “Magnificence” game mode.

Universal Wonder – The Great Wall
This is basically a giant gate. Out of two sides of it come walls. All walls interconnected with these blocks of wall change their appearance. Great Walls are stronger, more resistant, and immune to vertical shooting.

Northern Region Wonder – Tomb Murals
The majestic tomb complex renders all your warriors immune to conversion, and increase your max leaders by 5.

Central Region Wonder – The Forbidden City
The large palace-complex takes diplomacy to a new level, obliterating tribute tax, and fooling other players to receive false spying info on your.

Southern Region Wonder – Ta Prohm
The ancient holy grounds and sculptures are engulfed in lush vegetation. Ta Prohm gives sight of all trees and ruins on the map, plus making trees and animals resurrect once they've been harvested.


Indo Region Wonder – Taj Mahal
The Taj Mahal makes all your cities much more resistant to damage, giving them defensive attack capabilities. In addition, garrisoned units cannot be taken as slaves, and archers (mounted archers, too) and siege units have their range almost doubled.

Oceanic Region Wonder – Bali
A small terrace of vegetables and cereals. Bali increases your food harvest rate by 50%, also allowing you to grow all crops.

Mongolia unique Wonder – Nomad Camp
Produces a cavalry unit every minute.

Korea unique Wonder – Mireuksa
A large ancient Korean pagoda, devoted to Buddhism. Mireuksa decreases the cost and build time of Cities by 50%, and when built immidietly increases the age of the player. If in max age, then the player is granted 500 of each resource.

Manchuria unique Wonder – Lilly Paddies
The great patch of Lilly Paddies has a 80% chance of converting any enemy or neutral unit that comes near it. It gives a 15% chance for walls to convert any neutral unit that comes near them, a 20% against enemies. Cities have similar rates.

China unique Wonder – Terra Cotta Army
The great army increases the morale of all friendly units by 50% decreasing the morale of all enemy units by 20%

Japan unique Wonder – Zen Templegrounds
The perfect balance of the Zen Templegrounds ripples through your empire, as all units are given the ability to regenerate their health, plus a 15% movement-speed bonus.

Tibet unique Wonder – Potala Palace
The tibetan Potala Palace renders all unit immune to weather effects.

Siam unique Wonder – Wat Laem Sor
The golden temple increases Coin mining rate by 50%, and enables leaders, priests, and scouts to transform any metal into Gold.

Khmer unique Wonder – Angkor Wat
The great temple complex of Angkor Wat increases Mind production rate by 50%, plus making units 15% more loyal, and buildings 15% more resistant to capture.

Vietnam unique Wonder – Thien Mu Complex
The Thien Mu Complex decreases the cost and build time of all ships by 35%, and also reveals all water to you. In no-water maps, maximalizes the LOS of all units and buildings and reveals all forests to you.

India unique Wonder – Red Fort
Serves as a powerful long-ranged multiple-attack defensive building. Can garrison an infinity of units, healing them all. Fortresses and Outposts can be built closer to each other, and have a longer range and garrison capacity.

Bangladesh unique Wonder – Dhakeshwari
Creates a free infantry unit every 40 seconds

Myanmar unique Wonder – Shwedagon Paya
The pagoda makes all your cavalry 50% cheaper and trained 50% faster, with mounted archers shooting twice as fast.

Taiwan unique Wonder – Taipei Lighthouse
Starts a small block of water-wall near the nearest dock. This can be expanded by Fishing vessels to a full scale water-wall. In no-water maps the Lighthouse renders all areas surrounded by walls blocked-out for enemy viewers. It also reveals all Cities on the map.

Malaysia unique Wonder – Masjid Jamek
The great Mosque makes technologies research instantly, age-ups research 50% faster, and technologies are 50% cheaper. It can also research several unique techs.

Indonesia unique Wonder – Borobudur
Peasants and Citizens are added the qualities of spearmen, while Engineers receive those of archers, and Merchants receive those of Lancers. These are all replaced by the qualities of Musketeers in the Gunpowder age.




Maps and Modes
There are two new terrain types:
*Cityscape – large buildings, streets, gardens, the whole gig
*Volcanic – like Himalaya but full of lava and exploding stuff

There are, also, two new map types:
*Ancient Ruins – there are ancient ruins and relics scattered around the mazish terrain
*Continental Drift – the landmass constantly shifts and changes, connecting island, separating them, raising and razing mountains, etc.

There are, finally, two new game modes:
*Magnificence – build a wonder to win
*Tug-o'-War – there are two sides, starting in one map. Once one side is victorious, another battle starts in a map closer to the losing side's home-map, and so on & on.

And finally, ladies and gentlemen, the new campaigns:
*Malaysian campaign – the rise of the Sultanate, it's fall against the Portuguese, and the exile of the last Sultan
*Indonesian campaign – picks-up where the Malaysian campaign left, with another Sultanate battling the europeans, this time, the Dutch
*Indian campaign – the story of the six great Mughals, from the conquest of northern india, to the building of the Taj Mahal, to their descent from power
*Myanmese campaign - the Konbaung dynasty slowly turns Myanmar into an empire, as they unite the country, march on Thailand, and repel 4 Chinese invasions
*Bengali campaign – Bangladesh fell under British occupation, harassed by Britain's indian slave-army, they must rebel!

*World War I campaign – this spectacular campaign includes special Machine-Gunner, Destroyer, Tank, Fighter, and Bomber units! You also have Germany and Britain as civs in themselves. The first mission starts-out with Japan, as it attacks the german colonies and China. You then move to China in it's dilemma between loyalties to the allies and it's hate towards imperial japan. You also play several missions as Korea, Mongolia, and the south-east guerillas.

[whisper]
---Upcoming:
Wars of the Prophets
Minions: The Lesser Ones
Twelve Thrones


(\__/)
(O.o )
(> < )This is bunny. Copy bunny into your siginature to help him on his way to world domination!
posted 02-03-06 04:58 PM EDT (US)     8 / 9  
20 minutes to cross the map with the fastest Units???
WOW, this game is for people who have a LOT of time on their hands.

Other than thats it's pretty cool.


Please give me your opinion on the Fall Of Mankind!!! Ultimate Zidane Video

Glory To the revolution!!!

O=[[[[[[[]]]]]]]=-------,
Get Hooked

[This message has been edited by King_Ali_Skahir (edited 02-03-2006 @ 05:00 PM).]

posted 02-03-06 06:56 PM EDT (US)     9 / 9  
X-pack= AWSOME!

Cosmopolitan? Check.
Age of Empires III Heaven » Forums » Future Robot, Bonfire, Windstorm, and NewToy Games Forum » Days of the East - game design
Top
You must be logged in to post messages.
Please login or register
Hop to:    
Age of Empires III Heaven | HeavenGames