Intro: It's the year 2425 just at the turn of the century a nuclear war was unleasehd on earth causing a mass exinction, Men through our survival skills have been able to survive and band together in loose tribes. It is now the year 2700, men is still savage after many generations, we have lost all our technology, and all our records, we are back in the Dark age, and we are just starting figuring out our past when we were masters of the world.
Note: The "> -Pikeman: Anti Cavalry unit (Age 2) -Swordman: Anti Infantry unit (Age 2) -Archer: Ranged Anti Infantry Unit (Age 2) -Rider: A Sword Wielding cavalry Unit. Good vs Archers and swordsman. (age 2) -Cavalry Archer : Good vs other cavalry. (age 2) -Tank Infantry: An expensive Unit good vs human units has ranged and melee attacks. (Age 3) -War Ram: A Fast Ranged unit good vs human units, and Tank infantry. (age 3) -Fishing Ship: basic fishing and whaling ship. -Raft: (age 2) Starts out as a very cheap basic transport, but upgrades to become a powerful floating fortress. Acts more like a movable sea platfrom than a boat. Can train human units. Limit: 2. - War Galley: (age 2) Carries a moderate anount of units, has a high attack. Good vs other ships except Upgraded Rafts. Limit: 5. -Siege Galley: (age 3/A) Good vs buildings and Rafts weak vs War Galley. Limit: 3. Swordman > Spearman > Archer > Rider > Cavalry Archer > Bazooka Man > Raft War Galley > Siege Galley > Energy Weapons: Human Soldiers Attack Increase. (Age 4) Mass Production: Mechanical Units train faster. (Age 4) Fertility Medicines: Human Units train faster (Age 4) Mill: Plantation: Mining Plants: Extraction Plant: Factory: Unique Technology: Trojan Horse: A Virus that loweres the armor and attack of all enemy machine units on the map for 1 minute. Unique Tech: Chemical arrows, special upgrade to Poison arrow Bowman, uses deadly toxins to devaste human soldiers, leaving minor after effects. Man-beasts: An expensive technology, testing with humans and animals have created smarter stronger soldiers. Hp, attack, Armor, and speed increased by 10%. Flamethrower, devastates melee human soldiers. -The Yamato: This expensive ship can be built only once per game in the mechanical age. It's a Red Warrior, Special Upgrade to Tank Infantry. Uniqe Technology: Rocketry, special upgrade to tank infantry allowing it to fire rockets, making it exellent vs buildings. Unique Bonus: Aging up takes 10% less time. Vatican Guard: A heavily armored pikeman, more hp, replaces spearman. Cataphract Ram: Replaces the War Ram, heavily armored, and packs a lot of firepower, expensive. Unique Bonus: Unique technologies: UU: Cossack Tank: A fast hovering tank vehicle, good vs human infantry, vulnerable to melee, must keep it's distance. Unique Bonus: Elephant Cannon: Good vs buildings and infantry, bad in melee, this unit should be kept at a distance. Civilization Bonus: Servulus Armada: A powerful Human slave soldier, wielding a sword on each hand, used as front line troops, combines the uses of pikeman and swordman. Automatron War Wagon: Replaces the cavalry archer, the slowest cavalry unit in the game, but the most highly armored, extremely expensive. (age 3) Unique Bonus: Machine units aree produced faster. -The Fall of Man: Act One: Black Gold Act Two: Man vs machine Act Three: Mars -Sacred Lands -Brother against Brother ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ THE END O=[[[[[[[]]]]]]]=-------, [This message has been edited by King_Ali_Skahir (edited 11-18-2006 @ 06:59 PM).]
1. Ages, Resources, and Leader's Description.
2. Buildings
3. Universal Units
4. Upgrade technologies, military and economic.
5. Civilizations.
6. Maps
7. Forumer Added Civilizations.
Men are still savage and loosly linked in small tribes, with medieval age technology.
This age is good for hunting, exploring, and setting your economy.
We have been finding new records of our glorious past, and uncovering ancient technologies that are new to us. This age is good for setting raids with medieval age Warriors, and getting yor economy rolling, your settlment should be running right about now.
We've had many breakthroughs, steam power, and plutonium, a substance found near craters, we have learned to use it in our weapons. Benefits melee human units. Unlocks nuclear plant, (machine units created fasters) Upgrade line 'A' chosen.
We've discovered gunpowder, and oil, these two substances were used by the ancients in their great war machines. This age benefits ranged human soldiers. Upgrade line 'B' chosen.
Our technology is so adavnced, we have weapons that kill by the hundreds, our food is so abundant. Our cities come alive with lights, and our people are prosperous! This age requires a good economy to support the large armies and constant warefare you'll probably have to endure.
We have discovered perpetual energy! This is the stalemate breaking age. Expensive to research, but worth every cent, unlocks very powerful upgrades.
-Food
-Coin
-Steel
Every Civilization starts with one Leader unit, of which they can give any name they desire. The Leader has the special Snipe Ability allowing him to instant kill any unit with his ranged weapon. He gains a new ability for every age, and Gets higher stats as well.
Mill (Age 2) Provides infinite amounts of food. 10 gatherers max.
Plantation (Age 3) Provides an infinite amout of coin, 10 gatherers max.
Mining Plant (Age 3) Provides a steady flow of Steel, max 5 gatherers.
House, provides more population.
Town Center, Creats villagers.
Extraction Plant (Age 3) Bluild over an ancient deposit, slowly gathers it's resource.
Factory (Age 4) Quickly produces any resource you set it to.
Research Foundry (age 3) Upgrades units with better weaponry etc.
Livestock Pen (age 2) Creats herdable animals.
Barracks (Age 2) Creates Infantry units
Stable (age 2) Creats Mounted Units.
Nuclear Plant (Age3/A)
Siege Factory (Age 3) Creats Siege Units
Fort (Age 3) Large Defensive Struvture, Creats all except siege units.
Outpost (Age 1) Small Defensive building, fires at enemies.
Wall/Gate (Age 1) Defensive building that stops units from passing.
-Villager:
Basic Resource Gathering and building unit.
-Caravan: Trade Unit
-Bazooka Man: A conventional explosives weapon, good vs Machine units bad vs melee units.(age 3)
-Fusion Cannon: Anti Buidling unit, can attack out of building range. bad vs melee units (Age 4)
Note: All boats can transport units except fishing ships.
Unit >
Age3/A: Champion Swordman
Age3/B: No upgrade
Age3/A: Elite Spearman >
Age3/B: Hand Cannon >
Age3/A: Plasma Rifle >
Age3/B: Rifleman >
Age3/A: Elite Rider >
Age3/B: Light Tank >
Age3/A: Skirmisher, More of a guerilla, anti machine unit, longer range, faster.
Age3/B: Rocketeer, better vs buildings, stronger attack.
War Ram >
Fusion Cannon >
Tank Infantry >
>
>
Age3/A: Ship Hunter >
Age3/B: Frigate >
Not available with Age3/B
Updgrade-Description-Age
Titanium Alloy Weapons: Benefits Human melee Soldiers, raising their attack. (Age 3/A)
Refined Powder: Benefits ranged human Soldier attack (Age3/B)
Biological Altering: Human Soldiers Hp increased. (age 3)
Bio-mechanical engineering : Raises human soldiers Hp. (Age 4)
Note: all economic upgrades are to make gathering of the specific resources faster.
-Irrigation (age 2)
-Crop Rotation (age 3)
-Selective Breeding (age3/A)
-Mechanical Production (age 4)
-Engineered Crops (Age 3)
-Mechanical production (Age 4)
-Smelting (age 3)
-Blast Mining (Age3/B)
-Tunnel Worms (Age 4)
-Robotic Workers (age 3)
-Androids (Age 4)
-Electric Power (age 3/B) Empshasizes on steel production.
-Nuclear Power (Age 3/A) Emphasizes on coin production.
-Fusion Plant (Age 4) Resources created faster.
Country-Description
UU:Centurion, the soldiers that tried to maintain order in the crumbling cities of the american empire. Resistant to range attacks. They fight in Tight, shield to shield formation. Good vs Melee and Range Infantry.
Grenadier, throw electric grenades disabling machine units.
Machete man: Replaces Swordman.
UU: Poison Arrow Bowman, better than Archer.
UU: Scud Missil Launcher, replaces the Fusion Cannon, longer ranged, less attack.
Siberian Hunter, A weaker cheaper version of the Tank Infantry, costing less population lets them make more.
UU: Samurai (replaces Swordman).
UU:
Jannissary: The Ottoman Elite Infantry, they don't get Archer or Swordman, instead they combine these 2 fuctions in one. Jannissaries use a Bow and a Sword.
UU:
Highlander: replaces the swordman.
Longbowman: longer range than the normal archer.
UU:
Rider of the Cross: An expensive heavily armored horseman, replaces Rider.
-Collection plate money: slowly gathers coin, the more villagers you have the more coin is produced.
Fanaticism: Human Soldier Have more attack.
Mecha-Strelets: A cheaply produced, weak Robot Infantry unit, uses a machine gun, strong in large numbers, made in groups of 5.
Collective Farming: allows the mills to hold 5 extra villagers.
UU:
Mahout: A heavily armored elephant unit, good vs all infantry except pikemen. Has ranged as well as melee attacks. expensive.
Villager population cap is higher.
UU:
Slave Workers: Instead of villagers they get Slave Workers costing gold as well as food, but they work faster.
Replaces the Archer, uses a weak Laser Gun, until later upgrades.
This campaign is divided into 3 acts.
This campaign takes place in the pre-destruction age.
The Americans go to war with the Arabs over the vast oil fields in Saudi Arabia, However Chinese interest in the oil starts a 3-sided war. Play as the Americans who's depleted army, forces them to start the 'A.I. Project', to create Robot Soldiers, however the machines turned against them, now the only option was to use nukes; triggering a nuclear war.
All that remains from the Nuclear war was starvation, devastation and a nuclear winter scourging the planet. The Machines plan an offensive against the Americans and the Amricans know they can't fight alone. This is where the Meso Empires jumps in. Fight as the Humans and beat back the machines. This takes place in the Post Destruction age.
The Machines have long been defeated, and the countries of the world fear another nuclear destruction ever happeing again, now there is a race to get to Mars; a desolate planet where humans can settle, whoever can be the first to acutually control this strategic postion, is safe from nuclear destruction. Play as the Americans going to war against the British Empire, and the New Sung Dynasty on this Faraway planet. Takes place in the Machine Age.
The Templars has commenced a costly war, they plan to recapture the Holy Lands in Israel, but they underestimated the Strength and determination of their enemy; The New Ottomans. Lead the New Ottomans on the counter attack against the Templar.
After the Nuclear Halocaust the Russian split into 2 warring groups; the Communist Slavic Federation and the Domocratic Siberians. The Slavic Federation soon crushed all oppsition and oppressed the Siberians. Now Help Spark a revolution for Siberian Independance! Expect a lot of urban warfare.
-Everglade Swamp: Units travel slower in the swamplands, search for the highgrounds, and beware an ambush.
-Sahara Desert: Little Food is found in this desolate area.
-The Congo: A Dense Jungle, filled with plenty of huntables, however large armies my have problems getting through the dense foliage.
-Amazon: A dense jungle, but with large waterways make transport easier, and navies play a larger role.
-Great Plains: A large open battle field with plenty of huntables and herdables, slow units will have difficulty getting across the map in time, War Rams and cavalry rain supreme.
-Siberia: A desert of snow stretches for miles, huntables are moderate, and tall pine forests provide cover for infantry.
-The Forsaken Land: The domain of the machines, where huntables are scarce as they get, but plant life prvides some food, steel is found at it's highest, not only in mines, but in multiple scateered deposits.
-Metropolis: An ancient human city in the center of the map provides a strategical defensive spot. And resource deposits.
-Andes Mountains: Settlements are found high in the mountains, and a maze of cliffs may lead you to your enemy; or to a dead end. Control vital chokepoints.
-Ice Caps: Fight atop high glaciers with navegable rivers cutting through them, huntables are few, but food deposits many, and fishing are plenty.
-Water World: Dry land is prized, and ships play a vital role, and ship build limits are doubled.
-Indonesia: An Island hopping style map, with plenty of dotted islands across the map.
-Hawaii: one central island in the center of the map surrounded by water.
-The Great Wall: A large wall divides teams providing some defense. The wall is destructable, so take care of it.
-Death Crater: Fight inside a huge crater left from a nuclear explosion, many Uranium deposits are found here providing a good supply of Coin.
-Gates of Hell: Fight inside a Volcanic crater with rivers of lava running through the land providing a defensive barrier. Steel deposits are plentiful. Underground critters provide the only source of food.
-Balkans: An Arid land map, good for large infantry battles, possibly the most resources balanced map of all.
-Mars: Each players starts with a mill and livestock pen, and some towers. There are no huntables on this red planet.
-Central Europe: A nice balance between forest and plains, huntables are plentiful.
-Middle east: A large desert with plenty of oil deposits offering a steady supply of coin.
Please give me your opinion on the Fall Of Mankind!!! Ultimate Zidane Video
Get Hooked