There are also 7 map types: 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: 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 [This message has been edited by Empror (edited 01-16-2006 @ 07:24 AM).]
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.
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.
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:
*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:
*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:
*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
Class: worker
Role: builds buildings, creates farms and harvests them, mines metals.
Class: worker
Role: transports goods and tributes to other players using markets, can also decrease prices by traveling between markets
Class: infantry
Role: all-use infantry, which makes it the basic unit of all armies
Attributes: cheap, fast-trained, balanced
Class: archery
Role: all-use archery, with it's only weakness being infantry
Attributes: accurate, strong, fast
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
Class: special
Role: (Iron age) hidden fast scout used to spy on enemies
Class: infantry
Role: (Iron age) skilled warrior, especially good against other infantry and for surprise attacks
Attributes: skilled, fast, can block
Class: infantry
Role: (Iron age) heavy and slow soldier, particularly good against cavalry and buildings
Attributes: strong, armored, can block
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
Class: archery
Role: (Iron age) hidden unit, good for assassinations and archery vs. archery combat
Attributes: hidden, strong, accurate
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
Class: cavalry
Role: (Iron age) mounted ranged unit, superb at outflanking and surrounding enemy formations
Attributes: fast, long-ranged, strong
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
Class: siege
Role: (Iron age) long-ranged siege weapon, capable at delivering damage to units aswell as buildings
Attributes: cheap, fast-trained, long-ranged
Class: worker
Role: (Iron age) used to 'harvest' fish from sea, fish have a medium food value
Class: ship
Role: (Iron age) transports land units across water
Class: worker
Role: transports goods and tributes to other players using docks, can also decrease prices by traveling between docks
Class: religion
Role: (Buddhist) can serve as ambassador to other players, enabling more diplomacy options and reducing tribute tax, can also serve as Peasant
Class: religion
Role: (Confucianist) can serve as ambassador to other players, enabling more diplomacy options and reducing tribute tax, can also serve as scout
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
Class: religion
Role: (Shintoist) can serve as ambassador to other players, enabling more diplomacy options and reducing tribute tax, can also serve as Enginneer
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)
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
Class: infantry
Role: (Steel age) expert warriors that cost a lot of mind, good vs. archers
Attributes: skilled, can block, loyal
Class: archery
Role: (Steel age) similar to crossbowman only not hidden and faster
Attributes: fast, accurate, strong
Class: archery
Role: (Steel age) slow to move and can only fire while standing steady, good for defense
Attributes: strong, armored, has large LOS
Class: cavalry
Role: (Steel age) good spearhead force to break through infantry or archery
Attributes: fast, strong, armored
Class: cavalry
Role: (Steel age) powerful cavalry, slow and good against anything. Costs a lot of mind
Attributes: skilled, strong, can block
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
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
Class: ship
Role: (Steel age) lighter battleship, good against other ships and sinking transport ships
Attributes: cheap, fast trained, fast
Class: ship
Role: (Steel age) heavier battleship, good against buildings and advanced ships
Attributes: strong, armored, long-ranged
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
Class: archery
Role: (Gunpowder age) very effective and useful gunpowder unit, good as the basic soldier of an army
Attributes: cheap, fast-trained, strong
Class: cavalry
Role: (Gunpowder age) expert warriors that cost a lot of mind, good vs. archers
Attributes: skilled, can block, loyal
Class: siege
Role: (Gunpowder age) straight-shooter, not very long ranged, but great against anything
Attributes: strong, strong, strong
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
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
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.
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:
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:
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:
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:
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:
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:
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:
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:
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
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:
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
*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
*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.
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:
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