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Topic Subject: Age of Lost Civilizations - a game design by me
posted 01-27-06 08:02 AM EDT (US)   
Age of Lost Civilizations

Age of Lost Civilizations is an RTS age game, covering the lost history of ancient lost civilizations, such as Atlantis. The game generally takes place in ancient times, and involves only the lost civs. It's not very special in any way, suffice some minor adjustments that make the gameplay much grander and more realistic in a way.

Resources
There are three universal resources: food, stone, and wood. Food is either hunted from animals, fished at sea, butchered out of livestock, or farmed in farms. Food is a resource used only for soldiers, machines, and ships, and not for buildings or walls. Stone is mined out of natural rock formations anywhere. Stone is a resource used only for buildings and walls. Wood is lumbered from trees, and is used both for buildings and for units.

Special Resources
There are, though, additional resources in the game. Oil, which can be harvested from natural oil-wells and underwater cashes, is used only by the Atlanteans and Lemurians, especially for ships and war-machines. Gold, which can be mined from batches in rock, is used only by the Shebans and Amazons, especially for buildings. The Rapa-Nui use no special resource.

The Ages
There are four ages in Age of Lost Civilizations; each each providing a large array of units, buildings, technologies, and adventure. The first is the Prehistoric age, in which the civilizations where still primitive and just starting their way. The second is the Dark age, in which agriculture was invented and city-states were growing. The third is the Civilization age, in which the tribes and city-states grew into mighty, united civilizations. The fourth and last Golden age, is the peak of the lost civs' achievements and prosperity.
Prehistoric Age – 10,000-7,000 B.C.
Dark Age – 7,000-5,000 B.C.
Civilization Age – 5,000-2,500 B.C.
Golden Age – 2,500-1,000 B.C.

Tribes
In a way similar to AoE3, there are 'native' tribes. A tribe is generally composed of several huts, the villagers hunting and going about, and a Settlement. From the Dark Age onwards, A Settlement can be claimed as an Outpost, giving the builder dibs on the village. From the Outpost, you can control tax rates, which are given as food, and hire the village as a mercenary army. You can also choose to intimidate the villagers by destroying some huts, making them a slave-army. You can send priests to make them like you more, and then they'll perhaps serve you for free. Each village has a 'history' in which it remembers the last occupier and compares it to the current one. The tribe might undermine the current occupier in favor of the last.
The tribes are:

Greek – can farm, okay warriors, have basic siege machinery, has good strategy
Barbarian – good warriors, fight in guerrilla tactics, hard to kill
African – good at long-range combat, very faithful to occupier
Indian – has mass-numbers, pays plenty of tax, has large armies
Native American – has strong religion and good archers
Phoenician – has ships and good AI, exploring the seas for allies

Universal Units


Citizen – Prehistoric
Worker unit. Gathers resources, builds buildings, and repairs.

Merchant Caravan – Prehistoric
Market unit. Transports goods to other markets.

Scout -> Spy – Prehistoric
Scouting and espionage unit. Hidden, fast, and has large LOS. Spy can 'contaminate' enemy farms and waterways, 'sabotage' their buildings, and learn to 'assassinate' enemy units.

Spearman -> Armored Spearman -> Phalanx – Prehistoric
Basic infantry unit. Useful against anything

Fishing Boat -> Fishing Ship – Prehistoric
Worker ship, gathers food from fish batches in the sea. In Atlantean and Lemurian civs, it can also construct Oil Platforms and gather oil from them.

Trade Cog – Prehistoric
Market ship. Transports goods to other docks via seaways.

Priest -> High Priest – Dark
Clergy unit. Converts enemy units, slowly reducing their loyalty from a range, until they're on your side.

Chaplain – Dark
'blesses' units, making them stronger. Can also sacrifice own blood to increase the power on nearby priests.

Maceman -> Axeman – Dark
Slow, but strong assault infantry. Swings hard, and can do well vs. other infantry and buildings.

Warrior -> Swordsman -> Elite Swordsman – Dark
Fast infantry unit, good against archers and effective in guerrilla tactics.

Bowman -> Composite Bowman -> Crossbowman – Dark
Basic medium-ranged archery unit. Good vs. buildings and infantry, does really bad vs. cavalry.

Javelineer -> Skirmisher – Dark
Counter-archer long-ranged archery unit. Can also do okay vs. cavalry.

Scout Cavalry -> Light Horseman -> Raider – Dark
Initially almost useless in combat, but upgrades to become the main anti-archery unit of the game.

Light Ram -> Heavy Ram -> Steel Ram – Dark
Unique hand-to-hand siege unit. Once it settles infront of it's target, it slowly builds-up attack speed.

Bireme -> Trireme -> Decareme – Dark
The most essential combat ship, fast, furious, strong. Good vs. other ships.

Light Ram-Ship -> Steel Ram-Ship – Dark
Good siege ship, also effective vs. other ships. Heavily armored.

Transport Ferry -> Cargo Ship – Dark
Transports units and such across water-bodies.

Pikeman -> Halberdier – Civilization
Extremely powerful anti-cavalry unit. Slow, but can easily kill a cavalry unit in a single strike when standing ground.

Archer -> Sharpshooter – Civilization
Long-ranged archery unit. Good vs. infantry, and can do well against buildings. Can shoot above walls and buildings. Has flaming arrows.

Mounted Infantry -> Armored Cavalry – Civilization
Slow, heavily armored cavalry. Pretty much – a knight. Very strong vs. other cavalry, but not so good against infantry.

Mounted Skirmisher -> Mounted Archer – Civilization
Fast-moving, effective, but almost unarmored unit based on mobility and firepower. Can shoot at any direction while moving to any other direction.

Siege Tower – Civilization
Unique siege unit; infantry and archers loaded inside can enter and capture enemy walls and gates once the slow-moving tower gets to them.

Balista -> Fire Siphon – Civilization
Medium-ranged siege weapon, effective mainly against units, but okay vs. buildings.

Galley – Fire Galley – Civilization
Secondary ship, good at short-range combat vs. other ships, and in hit'n'run attacks against civilian targets

Siege Ship – Civilization
Fires multiple bolts in an arch towards a target, completely bombarding it. Deadly.

Commander – Golden
Mounted unit that enhances the performance of other nearby units. Enhancements do not stack.

Catapult – Golden
Long-ranged devastating siege weapon, good at battering-down buildings and walls from a safe distance.

Universal Buildings

City – One per age
The central structure. Trains Citizens and Scouts, and collects resources. You can initially expand the 'housing' of the city, making it contain more pop, and build an observatory to expand it's LOS. In the Dark age, you can also build a Shrine, making nearby units unconvertible. In the Civilization age, you can Fortify it, giving it more armor, and build even more housing. In the Golden age, you can build a Castle, giving your city a defensive attack.
Trains: Citizen, Scout
Researches: Housing, Observatory, Shrine, Fortification, Housing, Castle

House – Prehistoric
A House provides 10 population. Population is used to purchase units. Infantry and archers require 1 pop, cavalry 2, siege 3, and ships also 3. Houses can only be build in the 'range' of cities, but a city's range expands with each house built.
Trains: n\a
Researches: n\a

Granary – Prehistoric
Used to collect food. The presence of a Granary also increases farm production, and prevents dead animals from decaying.
Trains: n\a
Researches: Hunting Dogs, Shephardy, Irrigation, Wheelbarrow, Feed Lots, Dairy

Warehouse – Prehistoric
Used to collect any other resource. The presence of a Warehouse also improves mining speed and wood-chopping speed.
Trains: n\a
Researches: Wood-Axes, Mining-Picks, Lumber-Mills, Smelting Techniques

Oil Platform – Atlantean\Lemurian Special – Dark
Built by Fishing Boats over underwater oil cashes. Fishing Ships harvest oil from it.

Market – Prehistoric
Used to purchase resources and train Merchant Caravan. You can also create trade routs, setting a percentage of one of your resource income be regularly sent by a merchant to an allies market, in exchange for a percentage of one of their resources.
Trains: Merchant Caravan
Researches: Bazaar, Trade Law, Port Markets, Cargo Wagons, Coinage,

Barricade – Prehistoric
Primitive walling method. Weak, but damages hand-to-hand units.
Trains: n\a
Researches: n\a

Barracks – Prehistoric
Basic training building. Trains infantry, who play the role of the most basic, essential, and widespread troops of any army. Infantry are usually good against cavalry.
Trains: Spearman, Maceman, Warrior, Pikeman
Researches: Medium Infantry, Heavy Infantry, Champion Infantry, Chainmales

Dock - Prehistoric
Naval building. Trains ships – ships can only travel on water.
Trains: Fishing Boat, Trade Cog, Bireme, Ram-Ship, Galley, Siege Ship
Researches: Medium Ships, Heavy Ships, Champion Ships, Hydrodynamics

Armory – Prehistoric
Can only be built once. Improves armor for all units. Required to advance to Dark age.

Farm – Dark
Used to harvest infinite food. Farms require irrigation or waterways to work, and when a Granary or river ain't nearby, a formation of farms create a well on their own. Spies can contaminate water supplies, destroying farms and killing farmers.
Trains: n\a
Researches: n\a

Temple – Dark
Religious building. Trains clergy units, and researches upgrades.
Trains: Priest, Chaplain
Researches: Worship, Religion, Theology, Philosophy, Sacrifice, Clerical Hierarchy

Wall – Dark
Walls are a bit different. They are almost invincible without siege weapons, and block movement. Through Towers, infantry and archers can be loaded onto walls. When an infantry unit climbs-up the wall, he becomes a 'Guard'(fully balanced infantry unit) that patrols the wall generating a large LOS. When identifying an enemy unit, the Guard will notify you, nearby archers, and attack on his own. Archers act similarly, but do not turn into Guards.
Trains: n\a (kinda trains Guards)
Researches: Tower, Gate, Copper Wall, Bronze Wall, Iron Wall, Steel Wall

Tower – Dark
Upgraded wall corner-stone. Towers are a pathway for infantry and archers to patrol. Towers have a weak attack on their own, and can load-in up to 10 archers, increasing their attack by 20%, and to by 30% and 45% with upgrading.
Trains: n\a
Researches: Medium Guards, Heavy Guards, Champion Guards, Battle Stations, Battle Turrets

Gate – Dark
Upgraded section of wall, which opens for friendly units to go in or out (can be locked).
Trains: n\a
Researches: n\a

Stronghold – Dark
Medium defensive structure, has short range but good anti-infantry capabilities.
Trains: n\a
Researches: n\a

Archery Range – Dark
Secondary training building. Train archers. Archers are usually good vs. infantry, but have other roles. When mounted onto a Tower, they can shoot at enemies with greater strength, and they can also patrol walls.
Trains: Bowman, Javelineer, Archer
Researches: Medium Archers, Heavy Archers, Champion Archers, Flaming Arrows

Stables – Dark
Important training building. Trains cavalry, which represents the main soldiers of mobile warfare tactics. Cavalry are fast, and are usually good against archers and other cavalry.
Trains: Scout Cavalry, Mounted Infantry, Mounted Skirmisher, Commander
Researches: Medium Cavalry, Heavy Cavalry, Champion Cavalry, Bloodlines

Siege Works – Dark
Factory that constructs siege weapons for battles. Most siege weapons are used against walls and buildings, though some are used to create chaos and mass-damage around infantry.
Trains: Ram, Siege Tower, Balista, Catapult

Outpost – Dark
Built on Settlements, used to control tribal populations, showing tax-rates, religious status, and enabling the hire of a mercenary army to act as your ally.
Trains: n\a
Researches: n\a

Academy – Dark
Can only be built once. Improves LOS and health for all units. Required to advance to Civilization age.

Fortress – Civilization
Heavy defensive structure. Has long-ranged multi-shot strong weapons, and is capable of dealing with siege weapons
Trains: n\a
Researches: n\a

Palace – Amazon Special – Civilization
Most advanced training structure. Trains Amazon hero units: “Matriarch”. There are five names for Matriarchs: Ainia, Asteria, Claite, Helene, Hippolyta.
Trains: Matriarch (Amazon hero unit)
Researches: n\a

Elephant Pen – Sheban\Lemurian Special – Civilization
Most advanced training structure. Trains War Elephants, dangerous creatures who are good against buildings, infantry, and anything that gets in their way.
Trains: War Elephant
Researches: Medium Elephants, Heavy Elephants, Champion Elephants

Moai – Rapa-Nui Special – Civilization
Expensive facial statue. Increases the morale of nearby units, making them move and attack faster.
Trains: n\a
Researches: n\a

Shipyard – Atlantean Special – Civilization
Builds Atlantean unique naval units.
Trains: Submarine, Saboteur Barge, Admiral Flagship
Researches: Black-Powder, Explosives, Naval Command

Serpent Guild – Lemurian Special – Civilization
A Lemurian player must choose between the three guilds: the sneaky, hidden Guild of the Serpent, the fast, flexible Guild of the Lemur, and the heavy, mighty, Guild of the Ape.
Trains: Serpent Warrior, Spitting Cobra
Researches: Slithering Snake

Lemur Guild – Lemurian Special – Civilization
A Lemurian player must choose between the three guilds: the sneaky, hidden Guild of the Serpent, the fast, flexible Guild of the Lemur, and the heavy, mighty, Guild of the Ape.
Trains: Lemur Warrior, Pathfinder
Researches: Dancing Lemur

Ape Guild – Lemurian Special – Civilization
A Lemurian player must choose between the three guilds: the sneaky, hidden Guild of the Serpent, the fast, flexible Guild of the Lemur, and the heavy, mighty, Guild of the Ape.
Trains: Ape Warrior, Sentinel
Researches: Charging Ape

Wonder – Civilization
Can only be built once. Improves morale and loyalty for all units. Required to advance to Golden age.

The Civilizations

Atlantis
Atlantis was a large island about 3-days'-sail from the straights of Heracles. Since most of the northern and eastern coast of Atlantis were covered with mountain ranges, it wasn't until the Civilization age that they reached the Mediterranean. The Atlantean oligarchy began it's colonial empire by seizing the coasts of Africa. Unfortunately, they were defeated and abolished by an alliance of the local tribes. The Atlanteans follow a monotheistic religion, and worship the sky and the sea as one, omnipotent being.
Bonuses: -20% cavalry cost and build time, +25% ship health and attack speed, ships cost -1 pop
Unique Resources: Oil
Unique Buildings: Oil Platform, Shipyard
Unique Units:
Saboteur – unique gunpowder infantry that has a powerful suicide attack
Steam Cannon – steam-powered ancient weapon, with a long-ranged attack
Submarine – hidden light watercraft, capable of damaging enemy ships severely
Saboteur Barge – unique gunpowder ship that has a powerful suicide attack
Admiral Flagship – special water-hero-unit that can gain experience and enhance nearby water units

Amazons
The Amazons, or warrior women, created their small kingdom near the coasts of the euxine sea, in Anatolia. Their empire covered all of modern-day Turkey, and they fought many wars with the Greeks. No men were permitted in the Amazon kingdom, but once a year, some elite men of another kingdom would come to create the next generation of Amazons. The Amazons worshiped several Greek female deities.
Bonuses: +20% infantry movement speed, -20% city cost and build time, +15% wood gather rate, all troops receive morale bonus
Unique Resources: Gold
Unique Buildings: Palace
Unique Units:
Screaming Women – fast-moving warrior-women that can scream to reduce nearby foes' morale
Marine – unique beach-landing infantry, untrainable
Amphibian – special transport ship, starts with six Marines inside
Matriarch - (Ainia, Asteria, Claite, Helene, Hippolyta) hero-unit, enhances nearby infantry and cavalry

Sheba
The kingdom of Sheba was a vast African monarchic empire, covering all of modern-day Ethiopia, Eritrea, Somalia, and parts of Sudan and Yemen. The Shebans were a trading-based empire, and relied a lot on spice-trade and exports of gold from inner Africa. The Shebans followed a polytheistic religion, though some of the upper-circles converted to Judaism in the late bronze age.
Bonuses: +25% Merchant and Trade Cog movement speed, +15% gather-rate for all resources, houses have reduced armor, put provide +2 pop
Unique Resources: Gold
Unique Buildings: Elephant Pen
Unique Units:
Miner – special gold-gathering only unit, cheap but dies easy
Royal Guard – instead of Guard, much stronger and has larger LOS
Lion Soldier – fast, but unarmored elite Sheban hero, very skilled
War Elephant - dangerous creature, good against buildings, infantry, and anything that gets in it's way.

Lemuria
Lemuria was a small island just off the southern coast of India. The island was a jungle-land, famous for it's Lemurs. The Lemurian confederacy began it's mighty civilization by conquering the nearby Indian population. Unfortunately, they were torn-apart by civil war, thus forming the three guild of war: The Guild of the Lemur, the Guild of the Serpent, and the Guild of the Ape. These guilds did all the fighting for the local rajas. The Lemurians worship about two-hundred animal gods, and regard the Lemur as sacred.
Bonuses: -15% cost and research-time for technologies, +25% armor, health, and attack for Citizens, +20% attack-range for siege weapons
Unique Resources: Oil
Unique Buildings: Oil Platform, Elephant Pen, Guild of the Serpant, Guild of the Lemur, Guild of the Ape
Unique Units:
Serpent Warrior – Serpent Guild hidden warrior, good at guerrilla tactics
Spitting Cobra – Serpent Guild fast moving, hidden, firepower concentrated light artillery
Lemur Warrior – Lemur Guild armored fast warrior, good for elaborate strategies
Pathfinder – Lemur Guild special hidden scout that can pass through dense woods
Ape Warrior – Ape Guild powerful mass of armor and muscle (no brain in there, though)
Sentinel – Ape Guild boulder-hurling slow archery unit
Guild Master – any guild hero unit, enhances nearby guild units
War Elephant - dangerous creature, good against buildings, infantry, and anything that gets in it's way.

Rapa-Nui
The Rapa-Nui were an ancient civilization located in the Easter Isle, a territory of modern-day Chile. The Rapa-Nui first advanced as a civilization when Hiro, a Rapa-Nui leader, traveled to east-Asia and introduced writing to them. The proud civilization engaged in a mass-project of carving 'Moai' ritualistic stone faces. The Rapa-Nui mainly worshiped the nature gods, dedicating the Moai to them, but also worshiped the fertility gods under the birdman cult.
Bonuses: -20% cost and build time for buildings, +20% armor for scouts and archers, +25% power and effect for clergy, Scout Canoe auto-spawned at newly-built Docks
Unique Resources: n\a
Unique Buildings: Moai
Unique Units:
[whisper]Mason – special worker unit that can only harvest stone and build Moai
Slinger – basic archery unit, good at close range against other archers
Birdman – uniquely-clothed attack unit, with a special jump attack
Scout Canoe – light scout sea-unit, cannot be trained, when a Dock is built, it appears
Chieften – Rapa-Nui hero unit, hidden when not attacking, fast; enhances nearby units, especially archers


--Upcoming:
Days of the East: Setting Sun --- x-pack
Wars of the Prophets
Minions: the Lesser Ones
Age of Thought


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(> < )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 01-27-2006 @ 08:04 AM).]

Replies:
posted 01-27-06 08:46 PM EDT (US)     1 / 16  
This IS amazing, you seem to have addaed a lot of hidden gurilla tactic units, this is cool because i've always wanted a guerilla force in an age game but so far nothing has been a true attack and hide type of unti.

Also you could make the trees in this game be huge (california redwood size), so towns are actually built inside forests, this would make desert maps and grassland maps dramatically different, and forest maps would require different tactics.

posted 01-27-06 11:11 PM EDT (US)     2 / 16  
Wow, this really is amazing. Wonderful job.

As a commentary, if you are including Rapa-Nui, how about the Nazca?

They developed in the Atacama Dessert of Peru, but they also reached into parts of Chile and Bolivia. They were the ones who supposedly drew the huge lines on the ground that could only be seen by helicopters or planes.

posted 01-28-06 02:03 AM EDT (US)     3 / 16  
Ok.

So far I got two civs for expansion: Troy, and the Naska.
Suggestions, anyone?


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posted 01-31-06 06:57 PM EDT (US)     4 / 16  
How about the Olmecs of Mesoamerica, the first great Amerindian nation that could be added to this awsome game.

Cosmopolitan? Check.

[This message has been edited by Yamato Take (edited 01-31-2006 @ 08:14 PM).]

posted 01-31-06 07:15 PM EDT (US)     5 / 16  
Mostly mythological, right? Why not include some basic medival-style civilization of knights, dragons, and ye faire damsels in distress? Call them the Gallics, or the Chivilars, or somesuch. Anyways, forcus on cavalry and maybe a few awesome monster units of somesuch, like Griffons or Dragons.

Would the Shebans be the mythic Arabian-esque civ, like that one city in Aladdin, or are they more 'great power hidden in the jungle' civ?

posted 02-01-06 08:29 AM EDT (US)     6 / 16  
somewhere in between

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posted 02-01-06 06:01 PM EDT (US)     7 / 16  
I like this design since it kind of looks like an AoM that goes closer to AoE1. Of course, what I liked the most was the uniqueness of the units and civs.
posted 02-02-06 09:24 AM EDT (US)     8 / 16  
I take it that no one has civ ideas.
Well, thanx alot, really! now i have fifty-seven-centillion more hours of research

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posted 02-02-06 09:36 AM EDT (US)     9 / 16  
Smart idea, it is great!

†

Sweet baby maizes!
posted 02-02-06 06:49 PM EDT (US)     10 / 16  

Quote:

I take it that no one has civ ideas.
Well, thanx alot, really! now i have fifty-seven-centillion more hours of research

Ideas or actual civ designs?


Cosmopolitan? Check.

[This message has been edited by Yamato Take (edited 02-02-2006 @ 08:30 PM).]

posted 02-07-06 05:29 AM EDT (US)     11 / 16  
I'd take both (don't do Naska or Troy though, their already done.)

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posted 02-07-06 08:59 AM EDT (US)     12 / 16  
I planned on doing something about Lost Civilisations. It was very different though, so I still might make one when I get some free time .

★★★★★
posted 02-07-06 07:10 PM EDT (US)     13 / 16  
Olmecs
The first great civilization of the Americas, the Olmecs were the mother culture of every Mesoamerican civilization, from the Aztecs to the Toltecs. The Olmecs lived in present day Mexico, and were the first Amerinidans to start farming procedures, using hydrulics like runnig water, and made advances in writing, the first Mesoamerican writing system, and mathmatics and created the concept of zero in the Americas. The Olmec established much of the Mesoamerican religious traditions, like the were-jaguar, feathered serpent, and worship of the rain spirit. Olmecs made great carvings and sculptures, some were colossal, and some were just made as children toys.
Bonuses: +20% farming rate -10% for economic techs +15% bonus for units' speed +25% damage against archers, because they have no cavalry
Unique Resource: Gold
Unique Buildings: Pyramid- trains Templars and sacrifices
Ball Cout- Spawns free citizens
Unique Units:
Atl-atl: fast archer with a very good range, good against other archers
Jaguar Warrior: Warrior dressed in Jaguar skins that is good against cavalry
Eagle Scout- a fast scout that is decent against infantry, and can't be killed. Acts like an AOE3 explorer.
Fire Canoe- a canoe that is slow, but does a large amount of damage
Flutist: A fast, light, and cheap unit that can raise units armor and HP temporarily
Sacrifice- A unit trained only to be kiled by the Templar, they give you a ceratin amount of resource depending on what Age, and a resource, depnding on what you select
Templar- A unique economic unit that can sacrifice animals and sacrifices

Wonder: Olmec Stone Head


Cosmopolitan? Check.

[This message has been edited by Yamato Take (edited 02-07-2006 @ 07:12 PM).]

posted 02-12-06 11:46 PM EDT (US)     14 / 16  
AGE OF LOST CIVILIZATIONS: ETERNAL GLORY – x-pack

So.... what's new?
Not much, really. You get four campaigns, some new civs, legendary leaders, and.... well..... 10 new units per civ! Yeah!

Any Changes?
No.








Resources
There are two new resources in Eternal Glory: iron, and medicines. Iron is naturally mined from patches found in nature. Medicine, on the other hand, is automatically gathered from trees and forage bushes. Trees usually contain Medicine in 60% of their wood cache, while exotic forage bushes contain 90%.








New Universal Units

Philosopher – Civilization (europe, north-america, and middle-east only)
Can be garrisoned in buildings to improve research rate, or economical prowess

Poet – Civilization (soth-america, africa, and asia only)
Can be garrisoned in buildings to imrpove research rate, or economical prowess

Scholar – Dark
Works around Cities, Armories, Academies, and Outposts to decrease tribute tax, market costs, and increase research rate.

War Chariot -> Elite War Chariot – Dark
Combines mobility and firepower. Useless over bad terrain or in bad wheather.

Explorer Ship – Dark
Fast and has large LOS. Basically, a waterborne scout.

Light Assault Ship -> Elite Assault Ship - Dark
Good fleet ship, strong in large numbers.

Flying Machine – Golden
Airborne scout. Kinda of a combination between helicopter and baloon.





The New Civs

Troy
Troy was a mighty Greek city, stationed in Asia Minor. The city was famous for it's trade riches, fancy clothing, iron industry, and of-course – it's powerful walls. The Greeks assaulted Troy, capturing it in a ten-year-long siege. The Trojans worshiped the Greek gods, and their patron deity was Apollo.
Bonuses: -25% wall cost and build time, +25% wall health and armor, +15% Guard attack range, +15% archery attack range while on walls
Unique Resources: Iron
Unique Buildings: Shrine (trains Sun Virgins)
Unique Units:
Apollonian Guard – instead of Guard, stronger
Apollonian Cavalry – instead of Mounted Skirmisher, has higher armor and speed
Archer of the Eye – unique archery unit, good for defending walls
Plainswalker – light mounted scout, good for late-game recon
War Wagon – similar to Chariot, takes time to unpack
Chierobalista – special multi-shot balista
Sun Virgin – should be carried into battle to improve troop morale and to stop enemy from pillaging
Tower Ship – a heavy ship mounted with a tower, good for naval defense
Mirage – a light, invisible scout ship, good for early-game exploration
Prince – Trojan hero unit, enhances AI and special-ability use of nearby units

Nazca
The Nazca culture was a large composition of tribes in south-america. They were famous for their art, especially their pottery and textile works. The Nazca would use their own tribal warrior, along with levies and mercenaries from other nearby tribes. The Nazca were particularly famous for their ceremonial lines, which can be seen as shapes from high-above.
Bonuses: -25% cost and build time for roads and bridges, -25% cost for hiring mercenary army, have shared control over mercenary armies, +15% farming rate
Unique Resources: Medicine
Unique Buildings: Line (like road, +1 morale for friendly travelers, has LOS)
Unique Units:
Hiker – traveler scout unit, very flexible
Gravler – unique worker unit that can only build
Artisan – slowly generates stone and\or wood out of thin air
Healer – heals friendly units during battle
Witch Doctor – curses enemy units during battle
Daggersman – unique scout\assassin, also good for main combat
Impaler – instead of Phalanx, has a bit longer range
Moche Mercenary – cheap and useful, costs a lot of Medicine, though
Aymara Conscript – expensive, but has a long-ranged composite bow
Llamary – warriors mounted on Llamas, slow, but pretty cheap

Olmecs
The first great civilization of the Americas, the Olmecs were the mother culture of every Mesoamerican civilization, from the Aztecs to the Toltecs. The Olmecs lived in present day Mexico, and were the first Amerinidans to start farming procedures, using hydrulics like runnig water, and made advances in writing, the first Mesoamerican writing system, and mathmatics and created the concept of zero in the Americas. The Olmec established much of the Mesoamerican religious traditions, like the were-jaguar, feathered serpent, and worship of the rain spirit. Olmecs made great carvings and sculptures, some were colossal, and some were just made as children toys.
Bonuses: +20% farming rate -10% for economic techs +15% bonus for units' speed +25% damage against archers, because they have no cavalry
Unique Resources: Gold
Unique Buildings: Pyramid- trains Templars and sacrifices
Unique Units:
Atl-Atl - fast archer with a very good range, good against other archers
Jaguar Warrior - Warrior dressed in Jaguar skins that is good against cavalry
Eagle Scout - a fast scout that is decent against infantry, and can't be killed. Acts like an AOE3 explorer.
Fire Canoe - a canoe that is slow, but does a large amount of damage
Flutist - A fast, light, and cheap unit that can raise units armor and HP temporarily
Cannibal – a warrior that can consume dead enemies to regain health
Clubber – has a rechargeable attack that paralyzes enemies, allowing them to be taken as sacrifices
Bola Thrower – medium-ranged powerful light archery unit
Templar- A unique economic unit that can sacrifice animals and sacrifices
Sacrifice - A unit trained only to be killed by the Templar, they give you a certain amount of resource depending on what Age, and a resource, depending on what you select

Yonaguni
The japanese island of Yonaguni was once occupied by an ancient, unkown civilization. They built some of earth's oldest structures, which were devastated and sunk beneath the sea. The island slowly was assimilated by Japanese, Taiwanese, and Chinese cultures over the years, forming a unique culture of their own.
Bonuses: -20% cost and build time for ships, +25% fishing rate, receive one fishing ship for every new Dock built, +30% loyalty\resistance for all units and buildings, start with +1 Warehouse
Unique Resources: Medicine
Unique Buildings: Tavern (trains hero units)
Unique Units:
Savage – a cheap but weak warrior, not affected by morale
Tree-Man – a guerrilla warrior disguised as a tree, invisible when not moving or attacking
Launcher – instead of Javelineer, has longer range
Monk – special clergy unit, can also harvest resources
Ninja – unique spy unit, that can also serve good in combat
Samurai – Yonaguni hero unit, attacks fast and benefits infantry
Rhonin – hero unit; cheaper then Samurai, but has less armor and can be converted
Shogun – hero unit; benefits all units in a large radius
Ironclad – heavy ship, good against buildings
Tink-Boat – repairs ships in mid-battle

Tile
Tile, or Thule, was a large island near scandinavia, populated by a large Nordic society, masters of warfare, and navigation. The Tileans were divided into twenty-five tribes, battling each-other for domination in the freezing arctic weather. The Tileans also explored the seas and oceans, defeating many foes at sea, and establishing colonies in Scandinavia, Britain, and even Iceland.
Bonuses: +25% LOS for sea and air units, +25% speed for sea and air units, all units can be turned into scouts for 20 food
Unique Resources: Iron
Unique Buildings: Longhouse (trains Tilean unique units), Lighthouse (can only be built on shore, has large LOS)
Unique Units:
Ulfsark – basic hand-to-hand combat unit, attacks fast
Berserker – stronger version of the Ulfsark, costs a lot of Medicine
Axe-Thrower – throws axes at a short range, deadly vs. infantry
Huskarl – light and fast-trained infantry unit, costs only food
Axe-Raider – instead of raider; throws axes
Hersir – cheap and fast-trained hero unit, can only benefit eight units at a time
Jarl – expensive, heavy mounted hero unit; greatly benefits cavalry
Longboat – instead of Light Assault Ship; has larger LOS
Drakkar – similar to longboat, but much bigger and stronger
Dragon Ship – long-ranged heavy, firepower-concentrated vessel, strongest ship in the game








New Unique Units for Old Civilizations

Atlantis
Gun – primitive musket held by 2 people. Lousy unit.
Gun Chariot – primitive musket carried on a chariot. Great unit.
Engineer – cheap and fast-trained unit; automatically repairs buildings and machines
Firelancer – uses primitive fireworks as a weapon; very long-ranged
Centurion – Atlantean hero unit; benefits all units in huge radius
Settler – can be morphed into a building and then respawned as a Citizen; untrainable
Settler Vessel – automatically contains four Settlers; expensive
Steam Boat – fast and sneaky transport ship; has very low capacity
Gun Boat – small but deadly. It's how you use it that matters.
Gyrocopter – instead of Flying Machine. Has weak weaponry.

Amazons
Slave – male worker unit with no loyalty
Gladiator – male warrior unit with no loyalty; morph of the Slave
Scythian Mercenary – cheap and fast-trained warrior women
Valkyrie – unique unit with healing powers
Iron Maiden -> Steel Maiden – slow but extremely strong javelineer
Trebuchet – heavy, brutal, deadly siege machine; takes time to unpack
Witch – uses a random array of negative buffs on enemies
Alexandrian – male hero unit; descendant of Alexander the Great
Wooden Maiden – light ship capable of delivering a good blow

Sheba
Bronze Merchant -> Silver Merchant -> Gold Merchant – generates gold by traveling between cities
Ambassador – settles in ally cities to reduce tribute tax
Kushite Archer – long-ranged, fast-moving archer
Camel Raider – instead of Raider; has greater health
Royal Guard Captain – Sheban unique hero unit; can be a super-guard on walls
Sheik – hero unit. Can summon a temporary army of Camel Raiders
Oracle – hero unit, serves as an uber-scout
Queen – Sheban hero unit; benefits workers

Lemuria
Panther Warrior – Panther guild simple warrior, good in mass numbers
Guru – Panther guild unique clergy unit, effective in mass numbers
Panther Rider – Panther guild light warrior riding a panther; strong in mass numbers
Serpent Rider – Serpent guild hidden soldier riding a horse disguised as a reptile
Lemur Rider – Lemur guild mobile trooper riding a horse, efficient
Ape Rider – Ape guild heavy mounted champion mounted upon an ox
Monk – unique clergy unit that has some fighting capabilities, too
Rajah – Lemurian special hero unit; weak fighter
Royal Elephant – upgrade of War Elephant, stronger
Siege Elephant – elephant mounted with siege weaponry, long-ranged

Rapa-Nui
Maceman – heavy hand-to-hand unit
Levy – fast-trained but expensive ranged unit
Slayer – warrior armed with a large knife
Aboriginal – light guerrilla unit
Cultist – hidden clergy unit, curses enemies
Shaman – clergy unit that blesses economical units
Headhunter – instead of javelineer; hidden unit
Exploration Canoe – upgrade of scout canoe, has larger LOS
Stone-Thrower – primitive siege device, cheap and fast-trained
Donkey Rider – scout unit that can also put-up a good fight

















--Upcoming:
Minions: The Lesser Ones
Wars of the Prophets
Age of Thought
Twelve Thrones


(\__/)
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(> < )This is bunny. Copy bunny into your siginature to help him on his way to world domination!
posted 02-13-06 06:24 PM EDT (US)     15 / 16  
Wow!!!

Amazing.

It all looks really good.

posted 02-13-06 06:33 PM EDT (US)     16 / 16  
Very, very, very awsome X-pack!

Cosmopolitan? Check.
Age of Empires III Heaven » Forums » Future Robot, Bonfire, Windstorm, and NewToy Games Forum » Age of Lost Civilizations - a game design by me
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