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Topic Subject: Age of Empires I: Age of Civilization
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posted 02-13-08 11:42 AM EDT (US)   
This is my idea for AOE1 Remake. I will list all ideas, including ideas for X-Pack and Y-Pack. There are new features, new civs, new maps, new buildings, new units, and new minor civs. Also new mercenaries, and campaigns.

Time period is 1200 BC to 476 AD. From the fall of the Hittites to the fall of Rome.

Vanilla will be called Age of Empires I-Age of Civilization. 13 civs will be available. 10 minor civs. 11 maps. Focuses on Africa and Europe.

X-Pack will be called Age of Empires I-Lands of War. 20 civs to choose from. 19 minor civs. 21 maps. Focuses on Rise of Rome, Asia, and Australia/Indonesia.

Y-Pack will be called Age of Empires I-Bloodshed World. 25 civs to choose from. 27 minor civs. 30 maps. Focuses on the Americas/Hawaii.


NEW/OLD FEATURES


THE TOTAL POPULATION FOR ALL CIVS IS 50 IN AGE I, 100 IN AGE II, 200 IN AGE III, 300 IN AGE IV, AND 350 IN AGE V

RANSACK FEATURE-From now on, whenever you destroy a building (except special buildings), you are rewarded with half the resources that the enemy spent to make that building

TRIBUTE AND DIPLOMACY-There is an option for in-game diplomacy. In FFAs, Diplomacy can also be sent to enemies.

RESOURCES AND THEIR SOURCES

Food-Animals, Fish, Berry Bushes, Crop Field
Gold-Mines, Whales, Gold/Ore Quarry
Wood-Forests, Crop Field 2nd upgrade
Stone-Mines, Ore Quarry

THERE WILL BE TREASURES-LAND AND WATER

THERE WILL BE AN IN-GAME OPTION FOR SEASON CYCLING. ALSO GAMES CAN SIMPLY BE PRESET TO STAY ONE SEASON ALL GAME LONG. SEASONS DON'T EFFECT GAMEPLAY ALL THAT MUCH.
AUTUMN-Not much weather, there are still plenty of animals about. Not too many berry bushes.
WINTER-Snow will fall across the entire map occasionly, making units slightly slower. Berry bushes will dissapear. Animals are the only food source. Water freezes over. Farming gather rates slow down. But gold and stone gather faster.
SPRING-Berry bushes return, plenty of rain. Farming is faster. Water flows once more, bringing fish back.
SUMMER-Similar to spring, but less rain. Gold and stone gather slower.

GAMEPLAY MODES
In-Game Diplomacy Option for ALL modes
Supremacy-FFA and Team Games-Host decides whether it is rated or unrated
Deathmatch
Regicide (FOR ALL MAPS)
King of the Hill (FOR ALL MAPS)
Treaty
World Conquest-Only available with Y-Pack
ALL THESE MODES ARE AVAILABLE ON MULTIPLAYER. GAMES CAN BE RECORDED. HANDICAP WILL BE AN OPTION.

IN THE OPTIONS MENU-THERE WILL BE AN OPTION THAT ALLOWS DEAD BODIES TO STAY ON SCREEN FOR A LITTLE BIT. THIS WILL POSSIBLY CAUSE MINOR LAG.

RANGED INFANTRY CAN BE PLACED ON TOP OF WALLS TO FIRE FROM THERE

EVERY GAME CAN HAVE A MAX OF TEN PLAYERS

AGES
I-Stone Age
II-Civilization Age
III-Iron Age
IV-Golden Age
V-Imperial Age

CIVILIZATIONS WILL HAVE HOME CITIES, BUT IN THIS GAME ARE CALLED CAPITOL CITIES




CIVILIZATIONS

Vanilla: (NOTE: UU=Unique Units. UU structured civs do not follow the standard unit template. Civs that are UU structured however do have some unique units and technologies and bonuses. Also non-UU civs get a unique weak but stealthy scout cavalry unit and have some standard units that bosot nearby unit attack.)

EGYPTIANS---UU STRUCTURE
Nile Archer (Age II)-Primitive LI
Kopesh Swordsman (Age III)-Strong swordsman
Axeman (Age II)-Early HI
Sherden Guard (Age IV)-Fast poweful axeman
Egyptian Cavalry (Age II)-Weak cavalry unit early on
Giza Chariot (Age III)-Counter-cav unit that throws javelins
River Patrol (Age II)-Group-trained squad of 2 river axemen and 2 river archers
Ra Warrior (Age III)-Heavier Spearman
Nile Canoe (Age II)-Egyptian version of Galley
Kebenti (Age IV)-Egyptian Quinquereme, has ability to train Nile Pirates
Pharaoh's Sling (Age IV) Powerful Egyptian catapult
All other siege units except Banner Bearer, Stone Thrower and Great Catapult
All other ships listed below except quinquereme, galley and capital ship
Heroes: Thutmose III-Chariot archer that boosts nearby archers range of fire. Ramses-Another powerful chariot that raises nearby units hitpoints.
Bonuses: Faster building, and buildings have more HP, but they cost slightly more. Villagers gather wood much faster, however. Can build Pyramids, which are buildings that generate XP, train Sherden Guards and give nearby villagers a gather bonus. Can be built in Age III.
Wonder: Giza Pyramid

BABYLONIANS
Excluded Units: Composite Bowman, Cavalry Archer, Ballista, Great Catapult, Camel Rider, Archer
Conscript (Age II)-A weak archer that can build buildings anywhere, as long as they are not in starting TC range
Babylonian Officer (Age III)-A strong chariot that has the ability to heal nearby units when not fighting, and has the ability to train other chariots in battle
Crescent Archer (Age IV)-Powerful archer that can counter siege units and buildings with flaming arrows
Babylonian Scout (Age II)-Weak cavalry unit that has stealth ability
Heroes: Nebuchadnezzar-Chariot lance thrower that boosts nearby units' ranged attack. Sargon-Heavy swordsman that lowers nearby enemies melee attacks.
Bonuses: Significantly stronger walls with cheaper and better upgrades. Government Center has many more unique technologies, inculding a technology that enables the ability to steal enemy Capital City shipments. All villagers move faster and have a higher atatck, but cost Stone. Stone gathered rates are greatly increased, however, and also the resources amount put into aging up is decreased. All buildings that cost stone have their stone costs decreased.
Wonder: Tower of Babel

ASSYRIANS--UU STRUCTURE
Imperial Chariot (Age IV)-The most powerful chariot in the game; has four horses and six men, fires multiples arrows and has lancer attack
Assyrian Rider (Age III)-Counter Cav
Raider (Age II)-Primitive cavalry
Assyrian Bowman (Age II)-Early archer unit
Spearman (Age II)-Early HI
Black Archers (Age IV)-Archer that has slow rate of fire but devastating effect when fired in a volley
Ninevah Cavalry (Age III)-Heavy cavalry unit
Royal Pikeman (Age IV)-Super-pikeman unit
All siege weapons listed below except for Banner Bearer and Great Catapult
All ships listed below except for Capital Ship
Heroes: Ashurbanipal-Powerful chariot lancer that grants all chariots in the aura splash damage. Gilgamesh-Spearman that boosts nearby infantry speed and attack.
Bonuses: Units have huge attack and speed, but are very expensive. Infantry can also jump down cliffs and swim in shallow water. Although villagers gather much faster, they are easily killed and have a much weaker attack. Can build Ziggurats in Age III, which heal nearby units, generate XP and train Imperial Chariots in the fourth age. The Assyrians have a disadvantage of having slower Capital City shipments.
Wonder: Nimrud Treasure Vault

MINOANS
Excluded Units: Camel Rider, Cavalry Archer, Composite Bowman, Spearman, Stone Thrower, Siege Tower
Lancer Chariot (Age III)-Heavy Chariot crewed by a troop of spearmen
Minoan Troop (Age III)-A group-trained warrior squad consisting of 2 Minoan Archers and 2 Minoan Spearmen
Minotaur Cavalry (Age IV)-One of the best cavalry units, has area damage, has high cost & pop space
Minoan Scout (Age II)-Weak cavalry unit that has stealth ability
Heroes: Minos-Heavy chariot that boosts nearby units hitpoints. Theseus-Swordsman that has nearby melee units have a five-second burst of immunity to all enemy attacks.
Bonuses: Gold and stone gather significantly faster. Most Home City shipments can be sent twice. Cavalry move faster and have more line of sight.
Wonder: Knossos Palace

PERSIANS
Excluded Units: Javelin, Light Cavalry, Ballista, Siege Ladder, Javelin Cavalry
Immortal (Age IV)-Super-archer with good hand attack
Cataphract (Age III)-Heavy cavalry unit
Conquered Warrior (Age II)-A randomly generated group of four weak infantrymen
Persian Scout (Age II)-Weak cavalry with stealth ability
Heroes: Xerxes-Swordsman that gives high melee bonus to swordsmen, but ONLY swordsmen. Darius-Cavalry that lifts all nearby units speed.
Bonuses: Archers have increased stats in all areas. Hunting gather rates increased. Persian priests are very powerful; can build TCs, houses, Markets, Docks, and other economic buildings, but not military buildings. Also can gather treasures. All units have increased resistance to conversion.
Wonder: Kaaba of Zarathustra

GREEKS---UU STRUCTURE
Peltast (Age III)-Useful LI unit
Hoplite (Age III)-Powerful against units all around
Athenian Archer (Age II)-Weak LI unit
Spartiatai (Age IV)-Super-powerful infantryman
Ekdromos (Age III)-Unit that has ability to be armed with shield/spear or sword/javelin
Thebian Cavalry (Age II)-Weak light cavalry
Greek Clubman (Age II)-Primitive HI
Athenian Rider (Age III)-Effective hit and run counter cavalryman
Phokis Stone Thrower (Age III)-Greek catapult unit
All other siege weapons except Banner Bearer, Stone Thrower, Battering Ram and Siege Tower
All ships except capital ship
Heroes: Achilles-Powerful swordsman, boosts nearby units armor. Oddysseus-Massive warship, boosts nearby ships attack.
Bonuses: Have an XP shipment multiplyer (like Spanish), technologies research at a slighty lower cost, and shipments themselves arrive faster. All war ships have increased attack and speed. Melee infantry have increased attack and HP. Receive free Thebian Cavalry with every shipment.
Wonder: Parthenon

HEBREWS
Excluded Units: Clubman, Cavalry Archer, Javelin, Siege Tower, Siege Ladder.
Zealot Priest (Age III)-Powerful priest that can convert units and heal much faster, and can build Temples/Almighty Temples. Also can fight to an extent.
Maccabbee (Age III)-Amored heavy infantry
Red Chariot (Age IV)-Extremely powerful chariot
Hebrew Scout (Age II)-Weak cavalry that has stealth ability
Heroes: Joshua-Mighty swordsman who boosts friendly hand units melee attack. David-archer, raises nearby units melee resistance.
Bonuses: Villagers have a much higher attack, and all units have a great resistance to conversion. Hebrews can build Almighty Temples (Fire-Pit type building), which have a small attack, and villagers can be tasked on it (instead of dancing they simply pray). Priests can also pray at the Almighty Temples. Also have increased infantry hitpoints/resistance. Buildings cost much less, but have decreased HP.
Wonder: Solomon's Temple

GAULS---UU STRUCTURE
Slinger (Age II)-Weak LI
Clubman (Age II)-Primitize HI
Celtic Javelin Thrower (Age III)-Stronger ranged unit
Light Cavalry (Age II)-Fast and weak horseman
Briton Chariot (Age III)-Javelin-throwing chariot
Bronze Swordsman (Age III)-Stronger HI
Iron Swordsman (Age IV)-Super HI
Druid Priest (Age II)-Can fight and convert/heal, builds temples
All siege weapons except for Banner Bearer, Ballista and Siege Ladder
All ships listed except for quinquereme and capital ship.
Heroes: Vercingitorix-Very powerful swordsman that has a sweeping area attack and gives all nearby infantry the ability to immobilize enemy units for a couple of seconds.
Bonuses: Houses that spawn an extra villager when built. All melee units have increased atttack and speed. Can build Hill Forts in addition to Towers, which are attacking buildings that can train Slingers, Clubmen and Light Cavalry. Infantry have increased HP and LOS.
Wonder: Brennus Hall

PHOENECIANS
Excluded Units: Spearman, Javelin, Javelin Cavalry, Great Catapult, Stone Thrower.
Mediterranean Marine (Age III)-A quick fierce unit armed with a couple daggers. 5 are spawned in every ship captured by a borading ship. Marines increase ship speed and attack when garrisoned inside
Boarding Ship (Age IV)-A highly useful ship that can capture other ships by boarding them, build limit 3 (something will have to be done about deleting ships)
Phoenician Trade Escort (Age II)-A fast little warboat that can train Escorts (pikemen units) when close enough to shore
Phoenician Scout (Age II)-Weak cavalry that has stealth ability
Heroes: King Hiram-An archer that also is armed with an axe to fend off infantry, Hiram can train Escorts of his own, and also boosts nearby ranged units hitpoints and resistance. Ittobaal-Priest hero who can convert and heal fast, and all nearby units have resistanced to conversion. Armed with a powerful staff.
Bonuses: All ships stats are increased. Also all ships can fish. Trading docks can train war ships and have a fair attack. If playing on a water map, First Ageup: Receive a Galley. Second Ageup: Receive a Bireme. Third Ageup: Receive a Trireme. Fourth Ageup: Receive a quinquereme. Can build Villager Wagons, which cost more pop than normal villagers but gather resources much faster.
Wonder: Temple of Obelisks

MACEDONIANS
Excluded Units: Camel Rider, Spearman, Composite Bowman, Great Catapult, Siege Ladder, Battering Ram
War Elephant (Age IV)-Standard war elephant unit, very powerful
Sarissa Hoplite (Age III)-Improved hoplite with greater range than normal hoplite
Companion Cavalry (Age III)-Fast cavalry with low hitpoints but great attack, especially when charging down enemy cavalry with their long lances
Macedonian Scout (Age II)-Weak cavalry with stealth ability
Heroes: Alexander the Great-Ranged cavalry hero, only boosts S Hoplite and C Cav atatck, but very high boost. Phyrrus of Epirus-Swordsman that raises nearby units HP and speed
Bonuses: Military units train faster, also each villager has the ability of separately being turned into a Macedonian Warriors at a cheap cost, which are weak archer units. This gives them good defense against rushes. Trading Posts cost less and have a small attack. All TP techs, on Trade Routes, Trade Docks and Minor Civ sites cost less.
Wonder: Philippeion

GOTHS
Excluded Units: Clubman, Cavalry Archer, Camel Rider, Siege Tower, Great Catapult, Quinquereme.
Huskarl (Age III)-Heavily armored swordsman
Ostrogoth Cavalry (Age II)-Primitive counter-cav
Visigoth Cavalry (Age IV)-Mighty horseman with charging capabilities
Gothic Scout (Age II)-Weak cavalry with stealth ability
Heroes: Alaric-Swordsman, boosts nearby units siege attack. Theodoric-Heavy cav, all nearby cavalry have higher attack.
Bonuses: Heroes can be trained from the TC quickly, and also can call more militiamen-type units (haven't found the name yet). Higher infantry attack and range. Can make Villager Wagons (just like German's settler wagons in AOE3)
Wonder: Ravenna Palace

AKSUMITES
Excluded Units: Spearman, Composite Bowman, Light Cavalry, Cavalry Archer, Ballista, Great Catapult.
Ethiopian Spearman (Age II)-Weak spearman
Trade Vessel (Age III)-Trading ship with a small attack
Caravan Guard (Age III)-Standard archer that also has short sword for attacking close units
Askumite Scout (Age II)-Weak cavalry with stealth ability
Heroes: Zoscales-A warship hero that boosts all warships in attack and hitpoints, and gives Trade Vessels the ability to ram.
Bonuses: Have a slow coin trickle game-long (have cards that increase trickle), trading posts/docks cost less and deliver more resources. Towers have increased LOS and range. Villagers are auto-spawned from TC like Ottomans, but must build Astar Temple early and research techs to increase villager spawn speed and limit.
Wonder: Dunger Fortress

KUSHITES
Excluded Units: Spearman, Cavalry Archer, Archer, Siege Tower, Battering Ram.
Kerma Axeman (Age II) Axeman good against buildings and cavalry
Meroic Cavalry (Age III) Fast cavalry archer with minimal range that also has a decent hand attack
Kushite Archer (Age II) Early LI
Kushite Scout (Age II)-Weak cavalry with stealth ability
Heroes: Alara-Heavily armored swordsman that makes enemy units slower and have less range. Ergamenes-Foot hero armed with a powerful staff and increases nearby unit range and resistance.
Bonuses: Receive a free Town Center construction team every ageup (similar to TC Wagon). Also have a high build limit for towers. Villagers gather much faster, but cost 125 Food. But to make up for this the Kushites have a small game-long food trickle that can be sped up with shipments.
Wonder: Great Temple of Amun



X-PACK CIVS:


CHINESE---UU STRUCTURE
Crossbowman (Age II)-Weak LI
Han Pikeman (Age II)-Early HI
Shang Halberdier (Age III)-More powerful HI unit
Steppe Horseman (Age II)-Light cavalry
Chinese Chariot (Age III)-Counter cav
Zhuge Nu (Age IV)-Super-crossbowman unit
Iron Flail (Age IV)-Elite heavy cavalry
Qin Siege Ladder (Age III)-enables infantry to climb walls
Hand Catapult (Age III)-Effective siege weapon
Helipolis (Age III)-Fires arrowlike projectiles
Soaring Raven (Age IV)-Launches raven-shaped artillery pieces that devastates almost anything
Navy: Zhou Galley-Chinese equivlent to the Galley. Shang Vessel-Chinese equivlent to the Bireme. Spring Warship-Chinese equivlent to the Trireme. Autumn Attack Boat-Chinese equivlent to the Quinquereme.
Heroes: Cheng Tang-Very interesting swordsman: Boost nearby units siege attacks, but also whenever he helps take down an enemy building, you get even more resources from the Ransack feature. Qin Shi Huangdi-Defensive cavalry hero: has a powerful area sword that while boosting nearby cavalry resistance and HP also boosts nearby building stats.
Bonuses: extra 30 population, units are slightly weaker but are cheap in cost, making them easily massable. Walls have increased hitpoints, and archers on them also get a hitpoint and resistance bonus. Also Trading Posts/Docks generate more resources.
Wonder: Huangdi's Army

JAPANESE---UU STRUCTURE
Jomon Swordsman (Age III)-HI
Kyudo Archer (Age II)-LI
Honshu Arrow (Age III)-An archer that has a decent melee for cavalry attackers
Wind Rider (Age II)-Light cav
Yabusame Archer(Age III)-Counter cav with strong melee atatck
Ainu Clubman (Age II)-Weak heavy infantry
Yamato Ballista (Age III)-A Japanese Ballista unit
Catapultaru (Age IV)-Small yet effective catapult
Japanese Ram (Age III)-Japanese battering ram unit
Warlord (Age IV)-Heavily armored cavalry unit with a longsword
Navy: Yangtze Galley-Japanese equivalent to the galley. Yayoi Boat-Japanese equivalent to the bireme. Kofun War Vessel-Japanese equivalent to Trireme. Japanese Assault Ship-Japanese equivalent to the Quinquereme.
Heroes: Queen Himiko-Mounted woman that heals very fast and converts, all nearby units get greatly increased speed and HP. Emperor Jimmu Tenno-Long swordsman who boosts infantry range, speed and LOS.
Bonuses: Cheaper fishing boats that gather much faster. All cavalry have increased speed and LOS. Build villages that work like Chinese villages in AOE3. Receive free Wind Riders with most shipments.
Wonder: Shimogamo Shinto

INDIANS---UU STRUCTURE
Mahout (Age III)-Mighty Elehpant that has trample damage
Knife Arm (Age II)-A unit good against cav and buildings, armed with blades on each arm
Aryan Slinger (Age II)-Weak LI
Aryan Chariot (Age II)-Weak Light cav
Indian Archer (Age III)-Elite Archer similar to Ashigaru Arbalest; has a ranged unit, but carries a side sword in addition
Deccan Raider (Age III) A fast cavalry unit
Archer Rider (Age II)-Ranged cav, not as fast as Camel raider
Howdah (Age III)-Elephant that fires multiple arrows to coutner cavalry
Flail Elephant (Age III)-An Elephant that has some resistance, and a great attack vs buidlings and siege weapons
Urumi Swordsman (Age IV)-Elite heavy infantry
Mauryan Catapult (Age III)-Early Indian catapult unit that is somewhat effective against units, but very powerful against grouped units
Indus Sling (Age IV)-Very far-ranged catapult that is extremely powerful against buildings
Navy: Delta Boat-Indian equivalent of the Galley. Maurya Patrol Ship-Indian equivalent of the Bireme. Satavahana Warship-Indian equivalent of the Trireme. Chola Vessel-Indian equivalent of the Guinquereme.
Heroes: Chanakya-Ranged cavalry, nearby enemy units have descreased ranged attack. Ashoka the Great-Heavy elephant, all nearby elephants have increased speed and attack, and all enarby units are resistant to conversion.
Bonuses: Villagers cost wood, but wood gathers much faster. Have Sacred Fields that generate XP just like in AOE3, receive villagers with every shipment.
Wonder: Mohenjo-Daro

KOREANS
Excluded Units: Clubman, Composite Bowman, Cavalry Archer, Javelin Cavalry, Siege Tower, Stone Thrower.
Hwarang Horseman (Age III)-Effective counter-cav unit
Choson Warrior (Age III)-Heavy crossbowman that can deal with infantry and cavalry
Hwarang Swordsman (Age IV)-Powerful Swordsman unit
Korean Scout (Age II)-Stealthy cavalry that has weak attack
Heroes: Gwangaetto Taewang-Heavy cavalry, all nearby cav have increased HP and ranged resistance. Dae Jo-Yeong-Heavy swordsman, enemy melee attack and LOS decreased.
Navy: Gojoseaon Galley-Korean equivalent of the Galley. Goguryeo War Vessel-Korean equivalent of the Bireme. Baekje Battleship-Korean equivalent of the Trireme. Hwarang Cruiser-Korean equivalent of the Quinquereme.
Bonuses: Ships cost less and train faster. All infantry have increased range, speed and attack. Can build Hwarang Towers, which train the two Hwarang units and have a small attack. Sea Walls have more hitpoints.
Wonder: Gyeongbokgung Palace

ROMANS---UU STRUCTURE
Legionary (Age III)-Stanard all around unit
Praetorians (Age IV)-Expensive HI group consisting of five Praetorian Guards
Equite (Age III)-Fast cavalry used for flanking
Roman Javelin (Age III)-Fast and annoying foot skirmisher
Imperial Cavalry (Age IV)-Roman heavy cavalry
Light Cavalry (Age II)-Early light cavalry
Slinger (Age II)-Primitize LI
Ford Clubman (Age II)-Slow, yet surprisingly hard-hitting and durable
Ford Archer (Age II)-Better LI with decent hand attack
All siege weapons except heavy catapult and battering ram
Roman Siege Engine (Age IV)-Useful siege unit that doubles as a ram and catapult
All ships listed belowm except for Capital Ship
Heroes: Julius Caesar-Heavy cav, all nearby friendly archers get more hitpoints. Scipio Africanus-Another heavy cav unit, all nearby cavalry can now cause severe trample damage.
Bonuses: All units have increased siege attack. All siege weapons have greater speed and range. Get a small assortment of military units per ageup. Age II Ageup-2 Slingers and 2 Clubmen. Age III Ageup-2 Equites, 2 Legionary and 3 Ford Archers. Age IV Ageup-2 Imperial Cavalry, 2 Praetorians and 3 Roman Javelins. Age V Ageup-4 Praetorians, 5 Imperial Cavalry and 1 Roman Siege Engine. Buildings are built much faster but cost slightly more.
Wonder: The Colosseum

SCYTHIANS
Excluded Units: Light Cavalry, Archer, Javelin Cavalry, Siege Tower, Great Catapult, Siege Ladder.
Steppe Cavalry (Age III)-Very effective hit-and-run ranged cavalry unit
Scythian Archer (Age II)-Early LI
Ransacker (Age III)-Cavalry armed with a torch, effective against buildings and siege weapons
Scythian Scout (Age II)-Weak cavalry with stealth ability
Navy: Araxes Canoe-Scythian equivalent to the Galley. Skudran Patrol Boat-Scythian Equivalent to the Bireme. Sakan War Vessel-Sythian Equivalent to the Trireme.
Heroes: King Maues-Cavalry archer hero that raises all unit stats. Has a rapid fire attack.
Bonuses: Don't need houses, all buildings are weak but build much faster and are cheap. Have Sacred Fires, a Fire-Pit type of building. Gain more resources from ransack feature. All cavalry have increased stats.
Wonder: Tabiti Altar

CARTHAGIANS---UU STRUCTURE
Numedian Rider (Age III)-Counter-cav unit
Gallic Cavalry (Age III)-Heavy cavalry unit
Sacred Band (Age IV)-Super spearmen, train in groups of four, high cost
Barbary Pirate (Age II)-weak yet effective against cavalry and buildings.
Carthagian Horseman (Age II)-Primitive hand cavalry
Balearic Slinger (Age II)-Early LI
Carthagian Axeman (Age II)-Weak HI
Heavy Elephant (Age IV)-Devastating trample unit
Gallic Swordsman (Age III)-Stronger HI
Gaul Archer (Age III)-More useful LI
Carthagian Catapult (Age III)-The only true siege weapon of Carthage
All ships listed below except for Capital Ship
Heroes: Mago-Spearman that GREATLY raises nearby units attack but lowers their hitpoints. Hannibal-Heavy elephant, boosts nearby elephants splash damage.
Bonuses: All units (except ships) cost coin, as they are unique mercenaries. Carthage gathers coin faster, however. They have a few coin trickle cards in addition. Receive free Carthagian Clubmen with every shipment. Get an assortment of units every ageup: Age 2: Two Balaeric Slingers and two Carthagian Horsemen. Age 3: Three Gallic Swordsmen and one Gallic Cavalry. Age 4: One Heavy Elephant and three Sacred Bandmen. Age 5: One Carthagian Catapult, two Heavy Elephants and five Sacred Bandmen.
Wonder: Tophet Fortress



Y-PACK CIVS: (NOTE: all American civs have powerful Priest heroes (Mayans have two heroes, meaning their Priest hero isn't as powerful) and each civ also has a unique Fortress Building that attacks, garrisons, generates XP and trains a certain unit. Build limit is 5. Also all American civs fishing ships can attack.


MAYANS-UU STRUCTURE
Holcan Spearman (Age III) Strong heavy infantry unit
Uinikoob (Age II) Early slinger
Chilman Warrior Priest (Age II) Can convert and fight, dances at Altar
Mayan Eagle Warrior (Age III) Powerful LI
Nacom Clubman (Age II) Primitive HI, has very high hitpoints but weak attack
High Priest (Age III) Much more poweful version of the warrior priest, can convert and heal, dances at Altar. Trains tamed Jaguars.
Batab (Age IV)-General with a small auro bonus; build limit 3, can train Batatoob Units
Batatoob (Age IV) Best Mayan unit, an archer with an effective hand attack
Ah Kuleloob (Age II) Weak stealth unit, but highly effective against Leaders, Heroes, mercenaries and minor civ units
Chacoob (Age III) Infantry unit that is very powerful against villagers and buildings
Mayan Siege Ladder (Age III) Enables infantry to climb over walls
Yucatan Stone-Thrower (Age IV) Throws boulders to take out buildings, ships and other units.
Canoe (Age II) Weak ship that can fish, fight and transport
Yucatan Canoe (Age III) Stronger war ship
Hero-Cotzumalguapa-Heavy clubman that immobilizes units for a few seconds and decreses enemy melee attack, raises resistance agains conversion for nearby units, and boosts all stats. Has splash damage. Hasaw Chan K'awil-Priest hero, armed with a great area attack spear, converts and heals quickly, all nearby units have increased resistance to conversion.
Fortress Building: Can build Mayan Temples, which have an attack and can garrison units, aslo generate XP slowly. Trains High Priests.
Bonuses: Can gather resources extremely fast, but build buildings slowly. Siege units have more HP/resistance. Can build Stelae Statues, which increase nearby unit's range and attack, and decreases enemy speed.
Wonder: Temple of the Giant Jaguar

ANASAZI-UU STRUCTURE
Canyon Raider (Age II) Hand infantry unit army with a stone axe
Desert Prowler (Age III) Stealthy slinger
Pueblo Warrior (Age III) Archer with a good hand attack
Plains Slinger (Age II) Weaker LI
Anasazi Clubman (Age II) Early HI
Pueblo Warrior Priest (Age II) Can convert and fight, dances at Altar
Siege Ladder (Age III) Enables soldiers to climb over walls
Mogollon Torchman (Age III) Good against buildings and ships
Wooden Ram (Age III) Effectively damages buildings
Canoe (Age II) Fishes, attacks and transports
War Canoe (Age III) Better than Canoe
Hero: Pueblo Priest-Priest hero with a strong long attack staff that can convert and heal quickly, all nearby units get more resistance to conversion, has an area attack. All nearby units have all stats increased.
Fortress Building: Can build Pueblo Fortresses, buildings that slowly generate XP, have a decent attack and can garrison units. Trains Pueblo Defenders.
Bonuses: Apart from building houses, the Anasazi can build Pueblos that support a lot of population and have a weak attack. They can also be built into cliffs. Ranged units have increased attack/speed.
Wonder: Cliff Palace

MOCHE-UU STRUCTURE
Atl-Atl Dartman (Age III) Better LI
Old Chavin Slinger (Age II) LI unit
Moche Heavy Club (Age III) Hand infantry unit
Andes Clubman (Age II) Early HI
Moche Warrior Priest (Age II) Can convert and fight, dances at Altar
Chimu Warrior (Age III) A ranged unit with a decent hand attack
Sican Stone-Thrower (Age IV) Throws boulders to take out ships, buildings and other siege units
Siege Ladder (Age III) Enables units to climb over walls
Nazca Mantlet (Age III) Siege unit, also slightly effective against infantry
Canoe (Age II) Attacks, transports and fishes
Amazon Canoe (Age III) More powerful than canoe
Heroes: Warrior Priest of Sipan-Priest hero armed with obsidion club with splash damage, heals and converts fast, all nearby friendly units have raised stats amd higher conversion resistance.
Fortress Building: Build Ande Strongholds, which have a decent attack and garrison units. Slowly generates XP, and trains Atl-Atl Dartmen.
Bonuses: Has a stone trickle lasting all game, can be increased with shipments. All villagers mine much faster. They can also build caves into mountains/cliffs, where they can garrison in and also hide units. Caves may not be destroyed, but can have walls around them.
Wonder: Huaca del Sol

OLMECS-UU STRUCTURE
Olmec Eagler Warrior (Age III) Better LI
Olmec Warrior Priest (Age II) Converts and fights, dances at Altar
Jungle Spearman (Age II) Primitive HI
Eye Slinger (II) Early LI
Stone Warrior (IV) Very powerful heavy archer with a decent hand attack, available only by Home City and Altar
Jaguar Clubman (III) Standard hand infantry
Olmec Mantlet (III) Helpful portable wall that protects unit when attacking buildings
Torchman (III) Effective against buildings and ships
Wooden Ram (III) Good against buildings
Canoe (II) Basic warship, also transports and fishes
War Canoe (III) Improved version of the canoe
Hero: Quetzalcoatl Priest-Priest that has tamed snakes to attack enemies, and a sling, can heal and convert fast, all nearby units have increased stats and conversion resistance.
Fortress Building: Can build Meso Forts, which have an effective attack and can garrison units, and generate XP slowly. Can train Stone Warriors.
Bonuses: Can build Stone Heads, a very unique building that has many different types. Some types increase nearby gathering, others increase unit attack, some even decrease enemy speed. There are at least ten types, but they can't attack, and won't last long against enemy attack. Also, the Olmecs in general have very strong buildings, with attacking houses. Villagers cost gold, but gold is gathered much faster, and they start out with an extra villager.
Wonder: La Venta Head


ADENAS-UU STRUCTURE
Adena Clubman (II) Early HI
Hopewell Archer (III) Better LI
Mound Defender (III) Archer with a good hand attack
River Spearman (III) More powerful HI
Adena Warrior Priest (II) Converts, heals and fights, also dances at Altar
Gulf Guard (II) Weak archer
Mound Mason (II) Can build Mounds, towers, walls and other defenses quickly, and has a weak attack
Huntsman (IV) Fast elite long clubman, the more of them there are, the more powerful they are
Wooden Ram (III) Effective against buildings
Siege Ladder (III) Enables infantry to climb over walls
Cahokian Mantlet (III) Good for sieges, also does well against footmen
Canoe (Age II) Fishes, transports and attacks
Mississippi Canoe (Age III) More effective than canoe
Hero: Mound Shaman-Priest hero, can fire arrows rapidly, heals and converts, units have higher stats and conversion resistance.
Fortress Building: Can build Mounds that slowly generate XP, can garrison units, attack and train Mound Defenders.
Bonuses:
Wonder: Great Serpent Mound



MAPS

Vanilla

Asia Minor-The resource-rich border between Europe and Asia. There will be many conflicts on both land and sea, especially for the numerous Trade Docks. Minor Civs: Palmyrans, Parthians, Medes, Lydians, Hittites.
British Isles-A group of large islands, with the largest supporting the structure of Stonehenge in the center. Whoever controls Stonehenge can generate any resource they want from it, but no one can build around it. No Trade Route, but there are a few Trade Docks. Minor Civs: Teutons.
Greece-One of the mighty peninsulas extending into the Meditteranean. Has a Trade Route extending north and some Trade Docks. Minor Civs: Thracians, Teutons.
Iberia-The beautiful division between Europe and Africa. But there will be bloody fights for control of the strait that runs between the two continents out into the Atlantic, supporting many importnant Trade Docks.. Minor Civs: Balaerics, Teutons.
Lower Egypt-The Nile Delta, with great farmland. The shallow rivers will make it difficult however to build large cities. No Trade Routes or Docks. Minor Civs: Lybians, Nubians, Puntians.
Mediterranean Sea-From Iberia to the Asia Minor, Italy to the Barbary Coast, fight over this historic sea. Numerous Trade Routes, and Trade Docks are scattered throughout. Minor Civs: Etruscans, Thracians, Balaerics, Teutons, Palmyrans, Hittites, Parthians, Medes, Nok.
Mesopotamia-The Fertile Crescent; a key area of civilization. Players start around the Tigris and Euphrates and must fight for the resource-rich center of the map, which is surrounded by a thin river. A Trade Route encircles the Crescent. Minor Civs: Lydians, Palmyrans, Gupta, Hittites.
North Africa-The coastline of the Mediterranean Sea. One long Trade Route rungs alongside the coast, where there are several Trade Docks. Minor Civs: Puntians, Nok.
Northern Euorpe-A large map of mainly land with plenty of resources. Usually has two trade routes. Minor Civs: Etruscans, Thracians, Teutons.
South Africa-With a lot of wildlife and treasures, and Madascar, this is a map of opportunity. Only three Trading Posts, but numerous Nubians and Bantus. Minor Civs: Nubians, Bantu.
Upper Egypt-Cliffs and waterfalls along the Nile create many strategical chokepoints. Along the river are some Trade Docks in addition to the lone tarde route that runs up and down the map, weaving through the cliffs. Minor Civs: Libyans, Nubians, Puntians.

X-Pack

Australia-The isolated island-continent of the world. Only a couple, if any Trade Docks and Posts. Minor Civs: Australians.
Asian Steppes-Homes of the nomadic conquerors. A long trade route runs through this barren region. Minor Civs: Medes.
East Asia-The territory of Ancient China. Minor Civs: Ainu, Qin.
Himalayas-Lower-Has a trade route, and not as much elevated areas. Minor Civs: Medes, Gupta, Hittites, Aryans, Parthians.
Himalayas-Upper-Has no trade route, and many mountains that constrict building. Minor Civs: Medes, Gupta, Hittites.
India-A land with a long brutal history of war. Minor Civs: Gupta, Aryans.
Indo-China-A large peninsula jutting out into the Indian Ocean. Rich in food, including plenty of fish and whales off the coast. Minor Civs: Qin, Gupta, Aryans.
Indonesian Islands-The scattered isles between Ausralia and Asia. Minor Civs: Australians.
Japan-The Chinese coast, and the islands of Japan. Minor Civs: Ainu.
North Asia-The colder northern region of the continent. Minor Civs: Medes.

Y-Pack

Beringia-The harsh cold crossing between America and Asia that led so many migrators into the New World. Minor Civs: Inuits.
Canadian Territory-The biting cold northern parts of America. Minor Civs: Inuits.
North America-A massive terrain with varrying climates and landscapes. Minor Civs: Inuits, Mogollon.
Central America-A jungle-covered map. Minor Civs: Zapotec, Mogollon.
Caribbean-Rich islands full of cannibals. Minor Civs: Caribs.
Andes Mountains-The future land of the Incas. Minor Civs: Chavin, Tupinamba, Paracas.
Amazon River-The massive river of South America. Minor Civs: Chavin, Tupinamba.
Hawaii-The volcanic islands between Asia and the Americas. Minor Civs: Hawaiians.
South American Cape-The southern tip of the Americas; with Antarctica just across the strait. Minor Civs: Chavin, Paracas.



BUILDINGS

*Town Center (Start with one, may build more in Age III)
*House/Hut (names depends on civ, built in Age I)
*Outpost/ Upgrades: Frontier Outpost-Great Tower (Built Age II
*Farm (Age II)-Food building/Upgrades: Mill (Age III)-Can train livestock and fatten them; Agricultural Center (Age IV) Can also be set to gather wood
*Gold Quarry (Age III)/Upgrade: Ore Quarry, allows quarry to produce gold or stone (Age IV)
*Barracks (Age II)
*Stable (for most civs, Age II)
*Siege Workshop (Age III, some Age II)
*Fortress ( Age III, trains unique units and fires, can garrison units, build limit depends on civ, minumum build limit is 2)
*Forgery (Age II) Offers upgrades for your troops
*Market (Age I) Enables you to buy/sell resources and research economic upgrades
*Dock (Age I) Allows you to build ships and research technologies for them
*Temple (Age II) Can create priests and gives upgrades
*Wood Wall (Age I)/ Upgrades: Stone Wall (Age II)-Fortified Wall (Age III)-Great Wall (Age IV)-Mighty Wall (Age V)
*Gate, material is based on current wall upgrade
*Wonder (Age V, Offers Spies and other powerful upgrades, units can garrison in this building and heal. Build limit 1. Also generates resources of your choice. Each civ ahs their own unique historic wonder.)
*Trading Post (Age 1, same thing in AOE3)
*Trading Dock (Age 1 same as TP but built at a water trade dock socket)


X-Pack

*Tavern (Age II, Trains Mercenaries, build limit 5)
*Alliance Embassy (Age II, Trains Minor Civ units currently controlled)
*Great Fortress (Age V, massive building that can do almsot anything except research Gov. Center and Wonder technologies, to destroy this building you must siege it with ladders, towers, and other siege weapons. Takes a long time to build and is very costly, build limit 1, can be destroyed/captured, also undeleteable)
*Government Center (Age IV) As one of the posters stated, unique technologies/units, etc.

Y-Pack

*Altar (Age I, acts like Firepit from AOE3, build limit 3. For Y-Pack civs only)
*Sea Wall (Age III) A water wall that can be built by fishing ships.
*Sea Tower (Age III) An attack tower in the water that can be built by fishing ships. Has a build limit.
*Sea Gate (Age III) A gate built by fishing ships in your sea wall that allow boats to pass through.




UNITS

MISCILLANEOUS

Villager-Costs Food, built at Town Center, builds and gathers resources.
Priest-Build at Temple, can convert and heal.
Leader-Explorers, builds Town Centers and TPs, fights, and collects treasures.
Hero-Civs either have one or two hero units, heroes are very powerful units that provide a bonus to surrounding friendly units.



INFANTRY-These units are available to all civs that are not specified to have unique unit structures (see civilization details up top)

War-Drummer (Age IV)-Gives increased hitpoints and attack to nearby infantry units, build limit 4, takes up no pop space.

Clubman (Age II)-Standard infantry unit, Upgrades: Age III, Short Swordsman; Age IV, Heavy Swordsman; Age V, Imperial Swordsman

Javelin (Age II)-Primitive LI unit, Upgrades: Age III, Elite Javelin; Age IV, Guard Javelin; Age V, Imperial Javelin

Archer (Age III)-Stanard archer unit, Upgardes: Age III, Elite Archer; Age IV, Guard Archer; Age V, Imperial Archer

Spearman (Age II)-Standard heavt infantry unit, Upgrades: Age III, Pikeman; Age IV, Halberdier; Age V, Imperial Halberdier

Elite Composite Bowman (Age III)-Archer unit that also has a side dagger to fight off melee units, Upgrades: Age IV, Guard Composite Bowman; Age V, Imperial Composite Bowman



CAVALRY-Same thing goes for cav: these units are available to all civs that are not specified to have a unique unit structure

Horn-Blower (Age IV)-Gives increased speed and attack to cavalry nearby, build limit 3, takes up no pop space.

Light Cavalry (Age II)-Standard cavalry unit, Upgrades: Age III, Heavy Cavalry; Age IV, War Cavalry; Age V, Imperial Cavalry

Cavalry Archer (Age II)-Standard counter-cav unit, Upgrades: Age IV, War Cavalry Archer; Age V, Imperial Cavalry Archer

Heavy Javelin Cavalry (Age III)-Fires javelins, and also has a side sword to attack siege weapons and light infantry, Upgrades: Age IV, War Javelin Cavalry; Age V, Imperial Javelin Cavalry

Camel Rider (Age II)-Camel rider armed with a scimitar, available to Mideastern civs, Egypt, and Persians. Un-upgradeable.



SIEGE-Same as said for Infantry and Cavalry

Banner-Bearer (Age IV)-Gives increased range and attack to all nearby siege units, build limit 3, takes up no pop space.

Battering Ram (Age III)-Unit that attacks buildings, Upgrades: Age IV, Capped Ram, Age V, Siege Ram

Stone Thrower (Age III)-Siege unit that is good at destorying buildings, Upgrades: Age IV, Great Stone Thrower; Age V, Mighty Stone Thrower

Great Catapult (Age IV)-Better than the Stone Thrower, this can also target enemy siege weapons, Upgrades: Age V, Mighty Catapult

Ballista (Age III)-Massive sling that launches projectiles, Upgrades: Age IV, Great Ballista; Age V, Mighty Ballista

Mighty Siege Tower (Age V)-Huge tower that is rolled up to enemy fortifications to climb over it, also has ability to capture a building by going up to it. This can be very useful in sieging a Great Fortress. Build limit-4.

Great Siege Ladder (Age IV) Used to climb over walls, very weak however, but they can also help siege Great Fortresses, Upgrades: Age V, Mighty Siege Ladder



SHIPS-These ships are available for all civs unless stated otherwise. Ships do not take up pop space. Broadside attack for ships in this game is a powerful barrage of arrows.

Capital Ship (Age IV)-Increases all ship hitpoints and attack, build limit 2.

Galley (Age II)-Has weak arrow attack, can fish, has ability to transport unit, Upgrades: Age III, Sea Galley; Age IV, Ocean Galley; Age V, Royal Galley

Bireme (Age II)-Can fire multiple arrows, has ability to transport units, upgrades: Age III, Sea Bireme; Age IV, Ocean Bireme; Age V, Royal Birime

Sea Trireme (Age III)-A large ship that can transport units, has a high attack with flaming projectiles, and fires some arrows, Upgrades: Age IV, Ocean Trireme; Age V, Royal Trireme

Ocean Quinquereme (Age IV)-Most powerful ship, fires multiple arrows and rams into other ships, causing damage, also can use oars to whack the enemy ships, Upgrades; Age V, Royal Quinquereme





MINOR CIVS SO FAR

Vanilla:

LIBYANS
Unit: Erg Raider-Light scout cav with stealth and high RR
Techs: Acolyte of Set (gives light cav ability to have a ten second stealth option); Desert Frontier (increases tower LOS and attack greatly); Horse Sense (cav have more speed)
Maps: Upper Egypt, Lower Egypt, Mesopotamia

NUBIANS
Units: Golden Spear (Age II)-Spear-throwing LI. Nubian Chariot (Age III)-Hand chariot unit
Techs: Blood of Pharaoh (grants you a second hero unit, you can name it also) Gilded Mastaba (gives you a gold-gathering bonus) African Skills (faster building)
Maps: Upper Egypt, Lower Egypt, South Africa

PUNTIANS
Units: Serrated Blade (Age II)-HI good against buildings and cav, armed with a serrated leaf blade
Techs: Incense Tree Trade (Trading Posts cost less wood, when you have trade routes TPs each round of the trade unit gives you more resources) Mountain Kindgdom (all units have added siege attack) Temple Cats (villagers train faster)
Maps: Upper Egypt, Lower Egypt, North Africa

ETRUSCANS
Units: Etruscan Chariot (Age II)-Primitive chariot unit. Etruscan War Vessel (Age III)-A fairly useful warship.
Techs: Master Smiths (gives infantry more hp and resistance) Serpent Godess (Villagers cost less food) Religous Order (enables Hero to train up to 5 Etruscan Priests that can heal fast and fight somewhat)
Maps: Northern Europe, Rome, Meditteranean

THRACIANS
Unit: Hellene Peltast (Age II)-Fast little javelin unit
Techs: Invasion Defenses (walls, towers, and forst have higher HP and attack) Thracian Mining (villagers gather stone much faster) Javelin Craft (Hellene Peltasts train faster)
Maps: Greece, Northern Europe, Meditteranean

BANTU
Unit: Bantu Spearman (Age II) Good against cavalry and buildings. Bantu Slave (Age I) Weak villager that can gather resources and build.
Techs: Oil Trees (all villagers gather from bushes much faster) Southern Ore (all metal gather rates increased) Slave Trade (delivers one slave for every two minutes of gameplay, up to 30:00)
Maps: South Africa

BALEARICS
Unit: Balearic Slinger (Age II) LI unit
Techs: Meditteranean Fishing (fishing ships gather from whales/fish faster) Dead Shot (ranged units have increased accuracy and ranged attack) Balearic Recruitment (delivers one Baleraic Slinger per minute, up to fifteen minutes)
Maps: Mediterranean, Iberia

TEUTONS
Unit: Thegn (Fast swordsman with a wooden sheild)
Techs: Fosterage (villagers have increased attack and hitpoints) Scourge (all units have greater siege attack) Mercenary Host (military units take up less pop but cost more)
Maps: Meditteranean, Northern Europe, Iberia, British Isles, Greece

PALMYRANS
Unit: Palmyran Axeman (Age II) Useful hand-infantry
Techs: City-State Dominance (all Town Centers have increased attack and hitpoints, and train villagers faster) Trading Capital (trade units move faster, TPs cost less) Palmyra Construction (all buildings have increased hitpoints, and cost less)
Maps: Asia Minor, Mesopotamia, Meditteranean Sea

NOK
Unit: Nok Archer (Age II) Weak but fast LI unit
Techs: Jos Mining (all villagers gather from mines faster) Khoisan Fletching (all archer train faster) Nok Agriculture (farms cost less wood)
Maps: North Africa, Meditteranean Sea

X-Pack:


AUSTRALIANS
Units: Blackwood Hunter (Age II)-Stealthy archer, good against infantry. Aboriginal Boomerang (Age III)-Effective at dismounting cavalry
Techs: Forestmen (Faster wood gathering); Target Practice (archers have more accuracy and attack); Gift of the Woods (delivers a crate of 100 wood per two minutes, up until 30:00)
Maps: Australia, Indonesian Islands

MEDES
Unit: Iron Swordsman (Age III) Slow but powerful swordsman
Techs: Rule of Cyaxares (all cavalry move faster) Caspian Shipwright (all warships train slightly faster) Median Fishing (fishing ships gather much faster from whales and fish)
Maps: Central Asia, Northern Asia, both Himalayas, Asia Minor, Meditteranean, Asian Steppes.

AINU
Unit: Jomon Swordsman (Age III) Long swordsman with an area attack, but vulnerable to ranged units
Techs: Food Ways (gather rates for berry bushes and animals increased) Jomon Fishing (Fishing ships have a small attack and gather from fish and whales faster) Ainu Worship (Healer units heal faster and have more speed/hp)
Maps: Japan, East Asia

LYDIANS
Unit: Mermnadae Archer (Age II) short-ranged archer with a fairly good hand attack
Techs: Sardis Architecture (buildings cost less wood and build faster) Lydian Currency (delivers one crate of coin per every two minutes, up to 30:00) Greek Ties (allows you to train the Hoplite Ally at your TP/Alliance Embassy)
Maps: Asia Minor, Central Asia

QIN
Unit: Qin Cavalry (Age III) Heavy cavalry. Tibet Lama (Age II) Can fight and heal. Aura make enemy units are slightly slower.
Techs: Legalism (villagers gather all resources faster, but move more slow) Husbandry (cavalry move faster) Records (all technologies research slower, but are less expensive)
Maps: Central Asia, Indo-china, East Asia

GUPTA
Unit: Gatotkatcha Elephant (Age III) Elephant that tramples infantry and siege units
Techs: Gupta Patrons (overall population limit increased by ten) Indus Trade (trade route upgrades are free) Maharaja Campaign (all infantry units move faster and have greater siege)
Maps: India, Indo-china, both Himalayas, Mesopotamia

ARYANS
Unit: Aryan Horseman (Age II) Weak ranged cavalry unit
Techs: Cattle Raising (delivers one cattle per every two minutes, up to 30:00) Sanskrit (all villagers and priests move faster and have more resistance) Aryan Breeding (all cavalry has higher HP/speed)
Maps: Himalays-Lower, India, Indo-China

HITTITES
Units: Iron Chariot (Age III) Useful chariot archer with a good hand attack.
Techs: Pankus (Government Center technologies cost MUCH less) Egypt Campaign (melee units have increased HP and resistance) Sea Defenses (towers, walls and other defensive structures have increased attacks against ships)
Maps: Asia Minor, Mesopotamia, Meditteranean, Middle East, both Himalayas

PARTHIANS
Unit: Parthian Cavalry (Age III) A very helpful hit-and-run cavalry archer.
Techs: Ctesiphon Construction (all buildings have more HP and resistance) Parthian Tactics (all cavalry archers move much faster) Arsacid Patrons (all Temples have auras that grant gather rate bonuses for nearby villagers)
Maps: Asia Minor, Meditteranean, Himalayas-Lower

Y-Pack

MOGOLLON
Unit: Mogollon Spearman (Age II) A unique ranged spearman that can also kill animals and gather from them.
Techs: Mogollon Farming (all farming gatehr rates increased) Mimbres Pottery (receive more XP from enemy units killed) Underground Storage (for every house you have, one hundred wood is added to your stockpile)
Maps: North America, Central America

CARIBS
Unit: Carib Blowgunner (Age II) Early LI unit
Techs: Taino Campaign (allows you to train Taino Slaves at your TP, which gather resources and build slowly) Raiding Party (allows your Heroes and Leader to train several Carib Raiders) Carib Shipyards (ships train faster and have more hitpoints)
Maps: Caribbean

ZAPOTEC
Unit: Zapotec Lightning Warrior (Age II) All-around clubman unit.
Techs: Cosijo Blessings (farms cost less, and can support fourteen gatherers, not ten) Monte Alban Construction (Buildings have more hitpoints, and houses regenerate health) Mitla Gift (delivers one crate of gold per every two minutes, up to 30:00)
Maps: Central America

CHAVIN
Unit: Chavin Miner (Age II) An interesting dagger-wielding unit that can mine gold
Techs: Ideal Influences (Priests convert much faster and regenrate faith faster) Lanzon Worship (units resist conversion more and have higher HP/resistance) Chavin de Huantar Pilgrimage (one fattened llamas is delivered to your TC every two minutes, up to 30:00)
Maps: Andes, South American Cape, Amazon River

TUPINAMBA
Unit: Tupi Blackwood Archer (Age II) Standard LI
Techs: Slash and Burn (improves both wood and farming gather rates) Sacrifice (Priests convert much faster) Rainforest War (archers have increased attack against buildings)
Maps: Amazon River, Andes

PARACAS
Unit: Stone Clubman (Age II) Primitive HI
Techs: Paracas Agriculture (villagers gather from farms much faster) Embrodiery (villagers have more hitpoints, resistance and speed) Smoking Warriors (Stone Clubmen are stealthy)
Andes, South American Cape

INUITS
Unit: Ice Hunter (Age II) Primitive javelin-thrower
Techs: Winter Survival (villagers kill animals faster now, and gather from them faster) Northern Whaling (fishing ships move faster and gather from whales faster) Hunting Party (sends one Ice Hunter per every two minutes, up to 30:00)
Maps: Canadian Territory, Beringia, North America

HAWAIIANS
Units: Volcano Warrior (Age III) Torch-wielding siege unit. Hawaiian Slinger (Age II) Light infantry unit
Techs: Pacific Outriggers (you can now train Outriggers at docks, they can fight, fish and transport) Coal Mining (villagers mine faster) Peacemen (your Town Center has the ability to call a 20 second cease-fire affecting everybody)
Map: Hawaii



MERCENARIES-FOR ALL CIVS, BUT DEPEND ON MAP. THEY ARE HIRED WITH GOLD.

VANILLA MERCENARIES

Outlaw (Age II)-Slinger unit
Pirate-(Age II)-Powerful swordsman
Raider-Cavalryman that throws lances and has a decent hand attack
Pirate Ship (Age II)-Useful hired ship
Arabian Lancer Camel (III)-Strong lancer from the Mid-East
Dacian Pikeman (III)-A heavy infantry unit good against buildings and cavalry
Gallic Horseman (IV)-An extremely effective heavy cavalry
Iberian Slinger (III)-A useful LI mercenary
African Lancer (III)-No range, but effective against infantry
Mercenary Hoplite (IV)-Very strong heavy infantry
Great Catapult (Age IV)-Powerful hired catapult

X-PACK MERCENARIES

Assasin (Age II)-Weak longswordsman, but has stealth ability
Smuggler (Age II)-A fast outlaw armed with a spiked club
Looters (Age II)-A foot-lancer with a good hand attack
Blockade Runner (Age II)-Effective ship unit
Bactrian Scimitar Camel (Age III)-A hand-cavalry mercenary
Gallic Swordsman (Age IV)-Very strong heavy swordsman
Himalyan Warrior (Age III)-A foot archer with a decent hand attack
Steppe Cavalry Archer (Age III)-Fast hit-and-run counter cavalry unit
Tibetian Ram (Age IV)-Very strong ram mercenary
Mercenary Elephant (Age IV)-Extremely powerful elephant archer with a good hand attack

Y-PACK MERCENARIES

Jungle Clubman (Age II)-Useful clubman unit
Glacier Slinger (Age II)-Strong slinger mercenary
Renegade Canoe (Age II)-Hired boat mercenary
Tribal Chief (Age III)-Powerful long clubman
Noble Archer (Age III)-Strong ranged unit
Eagle Runner (Age III)-Fast and light javelin thrower with a decent hand attack
Rebel Priest (Age III)-Useful unit that can fight decently and heal
Torch Warrior (Age III)-A unit effective against buildings and ships
Mercenary Mantlet (Age IV)-Powerful siege unit



CAMPAIGNS

All campaigns will be historically based. There will be full campaigns with multiple scenarios, and also be just famous battle reenactments.

I AM OPEN TO ALL SUGGESTIONS. THANK YOU FOR READING

SPECIAL THANKS TO:
John GrahamLeigh
RCM7525
Mythos_Ruler
Reepicheep77
Abadu
Dogbert
Oranges4342
Archistrategos
As_Saffah
musketboom
alvaro_qc
Rockets1996

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping

[This message has been edited by Lord Berminator (edited 09-13-2008 @ 01:54 PM).]

Replies:
posted 02-13-08 01:39 PM EDT (US)     1 / 305  
Interesting ideas, but what's the timescale supposed to be? Many of your Asian civs' units belong in a later era, such as samurai, Rajputs, zamburaks etc which all date from well after the fall of the Roman Empire - the Banner system belongs a whole millennium later. Greek Fire was first used in the 7th century AD, trebuchets were invented around 1200 AD, English longbows were first used during the 13th century. If the timescale is up to about 500 AD, like AoE1, none of these units should be included. You could, of course, have equivalent units but the names and some characteristics would have to be different.

One of my dislikes about AoE1 was seeing the Hittites and Sumerians, both of which peoples disappeared centuries before artillery was invented, specialising in catapults! I'd hope that any remake would be a touch more accurate.

I don't see the point of including Olmecs unless there are opponents for them, or of including Australians at all as they never interacted with anyone else.

The Ages should encourage a gradual development:

I - unorganised warfare, raids, basic weapons only.

II (roughly 2500 to 1500 BC) - massed infantry spearmen supported by light archers dominate. Only primitive chariots pulled by asses or onagers, and no horse-riding.

III (roughly 1500 to 600 BC) - chariots rule. Infantry are supports and generally poor quality (this is true of China and India as well as the Near East).

IV (roughly 600 to 1 BC) - heavy infantry dominate, supported by cavalry. Chariots become less useful (must get scythed chariots in as a one-shot weapon, though, not to mention pigs coated with tar, set alight andBLY CAUSE MINOR LAG.

EVERY GAME CAN HAVE A MAX OF TEN PLAYERS

AGES

I-Stone Age
II-Civilization Age
III-Bronze Age
IV-Iron Age
V-Golden Age

CIVILIZATIONS WILL HAVE HOME CITIES



CIVILIZATIONS

Vanilla: (NOTE: UU[BB-EQUAL]Unique Units)

EGYPTIANS---UU STRUCTURE
Nile Archer (Age II)-Primitize LI
Kopesh Swordsman (Age III)-Strong swordsman
Axeman (Age II)-Primitive HI
Sherden Guard (Age IV)-Fast poweful axeman
Giza Cavalryman (Age II)-Weak cavalry unit, can be upgraded later to be better
Nubian Chariot (Age III)-Counter-cav unit that throws javelins
River Patrol (Age II)-Group-trained squad of 2 river axemen and 2 river archers
Nile Warrior (Age III)-Heavier Spearman
Nile Canoe (Age II)-Egyptian version of Galley
Kebenti (Age IV)-Egyptian Quinquereme, has ability to train Nile Pirates
All other ships listed below exept Galley
All siege units except stone thrower and siege tower
Heroes: Thutmose III-CHariot archer that boosts nearby archers range of fire. Ramses-Another powerful chariot that raises nearby units hitpoints.
Bonus: Faster Building

BABYLONIANS
Conscript (Age II)-A weak archer that can build buildings anywhere, as long as they are not in starting TC range
Babylonian Officer (Age III)-A strong chariot that has the ability to heal nearby units when not fighting, and has the ability to train other chariots in battle
Crescent Archer (Age IV)-Powerful archer that can counter siege units and buildings with flaming arrows
Babylonian Scout (Age II)-Weak cavalry unit that has stealth ability
Heroes: Nebuchadnezzar-Chariot lance thrower that boosts nearby units' ranged attack. Sargon-Heavy swordsman that lowers nearby enemies melee attacks.
Bonus-stronger walls with cheaper upgrades

ASSYRIANS--UU STRUCTURE
Imperial Chariot (Age IV)-The most powerful chariot in the game; has four horses and six men, fires multiples arrows and has lancer attack
Assyrian Rider (Age III)-Counter Cav
Raider (Age II)-Primitive cavalry
Assyrian Bowman (Age II)-Early archer unit
Spearman (Age II)-Early HI
Black Archers (Age IV)-Archer that has slow rate of fire but devastating effect when fired in a volley
Ninevah Cavalry (Age III)-Heavy cavalry unit
Royal Pikeman (Age IV)-Super-pikeman unit
All siege weapons listed below
All ships listed below
Heroes: Ashurbanipal-Powerful chariot lancer that grants all chariots in the aura splash damage. Gilgamesh-Spearman that boosts nearby infantry speed and attack.
Bonus: untis have much greater attack and hitpoints, yet are costly

MINOANS
Lancer Chariot (Age III)-Heavy Chariot crewed by a troop of spearmen
Minoan Troop (Age III)-A group-trained warrior squad consisting of 2 Minoan Archers and 2 Minoan Spearmen
Minotaur Cavalry (Age IV)-One of the best cavalry units, has area damage, has high cost & pop space
Minoan Scout (Age II)-Weak cavalry unit that has stealth ability
Heroes: Minos-Heavy chariot that boosts nearby units hitpoints. Theseus-Swordsman that has nearby melee units have a five-second burst of immunity to all enemy attacks.
Bonus-Gold and stone gather significantly faster

PERSIANS
Immortal (Age IV)-Super-archer with good hand attack
Cataphract (Age III)-Heavy cavalry unit
Conquered Warrior (Age II)-A randomly generated group of four weak infantrymen
Persian Scout (Age II)-Weak cavalry with stealth ability
Heroes: Xerxes-Swordsman that gives high melee bonus to swordsmen, but ONLY swordsmen. Darius-Cavalry that lifts all nearby units speed.
Bonus-Archer have increased stats in all areas. Hunting gather rates increased. Persian priests are very powerful; can build TCs, houses, Markets, Docks, and other economic buildings, but not military buildings. Also can gather treasures.

GREEKS---UU STRUCTURE
Peltast (Age III)-Useful LI unit
Hoplite (Age III)-Powerful against units all around
Athenian Archer (Age II)-Weak LI unit
Spartiatai (Age IV)-Super-powerful infantryman
Ekdromos (Age III)-Unit that has ability to be armed with shield/spear or sword/javelin
Thebian Cavalry (Age II)-Weak light cavalry
Greek Clubman (Age II)-Primitive HI
Athenian Rider (Age III)-Effective hit and run counter cavalryman
Heroes: Achilles-Powerful swordsman, boosts nearby units' armor. Oddysseus-Massive warship, boosts nearby ships' attack.
Phokis Stone Thrower (Age III)-Catapult Unit
All ships listed
Bonus: Have an XP shipment multiplyer (like Spanish), technologies research at a slighty lower cost, and shipments themselves arrive faster. All war ships have increased attack and speed.

HEBREWS
Jerusalem Priest (Age III)-Powerful priest that can convert units and heal much faster, and can build Temples/Almighty Temples.
Judah Warrior (Age III)-Amored heavy infantry
Red Chariot (Age IV)-Extremely powerful chariot
Hebrew Scout (Age II)-Weak cavalry that has stealth ability
Heroes: Joshua-Mighty swordsman who boosts friendly hand units melee attack. David-archer, raises nearby units melee resistance.
Bonus: Villagers have a much higher attack, and all units have a great resistance to conversion. Hebrews can build Almighty Temples (Fire-Pit type building), which have a small attack, and villagers can be tasked on it. Also have increased infantry hitpoints/resistance.

GAULS---UU STRUCTURE
Slinger (Age II)-Weak LI
Clubman (Age II)-Primitize HI
Celtic Javelin Thrower (Age III)-Stronger ranged unit
Light Cavalry (Age II)-Fast and weak horseman
Briton Chariot (Age III)-Javelin-throwing chariot
Bronze Swordsman (Age III)-Stronger HI
Iron Swordsman (Age IV)-Super HI
Stone Thrower (Age III)-Early catapult
Ballista (Age III)-Large wheeled crossbow
All ships listed
Heroes: Vercingitorix-Very powerful swordsman that has a sweeping area attack and gives all nearby infantry the ability to immobilize enemy units for a couple of seconds.
Bonus-houses that spawn an extra villager when built

PHOENECIANS
Mediterranean Marine (Age III)-A unit armed witha few daggers 5 are spawned in every ship captured by a borading ship. Marines increase ship speed and attack when garrisoned inside
Boarding Ship (Age IV)-A highly useful ship that can capture other ships by boarding them, build limit 3 (something will have to be done about deleting ships)
Phoenician Trade Escort (Age II)-A fast little warboat that can train Escorts (pikemen units) when close enough to shore
Phoenician Scout (Age II)-Weak cavalry that has stealth ability
Heroes: King Hiram-An archer that also is armed with an axe to fend off infantry, Hiram can train Escorts of his own, and also boosts nearby ranged units hitpoints and resistance. Ittobaal-Priest hero who can convert and heal fast, and all nearby units have resistanced to conversion. Armed with a powerful staff.
Bonus: All ships stats are increased

MACEDONIANS
War Elephant (Age IV)-Standard war elephant unit, very powerful
Sarissa Hoplite (Age III)-Improved hoplite with greater range than normal hoplite
Companion Cavalry (Age III)-Fast cavalry with low hitpoints but great attack, especially when charging down enemy cavalry with their long lances
Macedonian Scout (Age II)-Weak cavalry with stealth ability
Heroes: Alexander the Great-Ranged cavalry hero, only boosts S Hoplite and C Cav atatck, but very high boost. Phyrrus of Epirus-Swordsman that raises nearby units HP and speed
Bonus: Military units train faster, also each villager has the ability of separately being turned into a Macedonian Warriors at a certain cost, weak archer units. This gives them good defense.

GOTHS
Huskarl (Age III)-Heavily armored swordsman
Ostrogoth Cavalry (Age II)-Primitive counter-cav
Visigoth Cavalry (Age IV)-Mighty horseman with charging capabilities
Gothic Scout (Age II)-Weak cavalry with stealth ability
Heroes: Alaric-Swordsman, boosts nearby units siege attack. Theodoric-Heavy cav, all nearby cavalry have higher attack.
Bonus: Heroes can be trained from the TC quickly, and also can call more militiamen-type units (haven't found the name yet). Also can send Home City shipments twice. Higher infantry attack and range.

AKSUMITES
Ethiopian Spearman (Age II)-Weak spearman
Trade Vessel (Age III)-Trading ship with a small attack
Caravan Guard (Age III)-Standard archer that also has short sword for attacking close units
Askumite Scout (Age II)-Weak cavalry with stealth ability
Heroes: Zoscales-A warship hero that boosts all warships in attack and hitpoints, and gives Trade Vessels the ability to ram.
Bonus: Have a slow coin trickle game-long (have cards that increase trickle), trading posts/docks cost less and deliver more resources. Can build more towers thatn most civs, and also all towers, walls and defensive structures have greatly inceased HP and resistance.


X-PACK CIVS:


CHINESE---UU STRUCTURE
Crossbow (Age II)-Early LI
Han Pikeman (Age II)-Early HI
Shang Halberdier (Age III)-More powerful HI unit
Steppe Horseman (Age II)-Light cavalry
Chinese Chariot (Age III)-Counter cav
Zhuge Nu (Age IV)-Super-crossbowman unit
Iron Flail (Age IV)-Elite heavy cavalry
Hand Catapult (Age III)-Effective siege weapon
Helipolis (Age III)-Fires arrowlike projectiles
Soaring Raven (Age IV)-Launches raven-shaped artillery pieces that devastates almost anything
All ships (listed below)
Heroes: Cheng Tang-Very interesting swordsman: Boost nearby units siege attacks, but also whenever he helps take down an enemy building, you get even more resources from the Ransack feature.
Bonus-extra 30 population, units are slightly weaker but are cheap in cost

JAPANESE---UU STRUCTURE
Jomon Swordsman (Age III)-HI
Kyudo Archer (Age II)-LI
Honshu Arrow (Age III)-An archer that has a decent melee for cavalry attackers
Wind Rider (Age II)-Light cav
Yabusame Archer(Age III)-Counter cav with strong melee atatck
Ainu Clubman (Age II)-Weak heavy infantry
Yamato Ballista (Age III)-A Japanese Ballista unit
Catapultaru (Age IV)-Small yet effective catapult
Warlord (Age IV) Heavily armored cavalry unit with a longsword
All ships listed below
Heroes: Himiko-Mounted woman that heals very fast and converts, all nearby units get greatly increased speed and HP.
Bonus: Cheaper fishing boats, all food gather rates greatly increased. All cavalry have increased hitpoints and resistance, and more speed.

INDIANS---UU STRUCTURE
Mahout-(Age III)Mighty Elehpant that has trample damage
Knife Arm (Age II)-A unit good against cav and buildings, armed with blades on each arm
Aryan Slinger (Age II)-Weak LI
Aryan Chariot (Age II)-Weak Light cav
Indian Archer (Age III)-Elite Archer similar to Ashigaru Arbalest; has a ranged unit, but carries a side sword in addition
Deccan Raider (Age III) A fast cavalry unit
Archer Rider (Age III)-Ranged cav, not as fast as Camel raider
Howdah (Age III)-Elephant that fires multiple arrows
Flail Elephant (Age II)-An Elephant that has some resistance, and a great attack vs buidlings and siege weapons
Urumi swordsman (Age III)-elite infantry
All ships listed except galley
Delta Boat (Age II)-Indian version of galey
Heroes: Chanakya-Ranged cavalry, nearby enemy units have descreased ranged attack. Ashoka the Great-Heavy elephant, all nearby elephants have increased speed and attack, and all enarby units are resistant to conversion.
Bonus-Villagers cost 80 wood, and so do houses, but wood gathers much faster

KOREANS
Hwarang Horseman (Age III)-Counter-Cav unit
Choson Warrior (Age III)-Heavy crossbowman that can deal with infantry and cavalry
Hwarang Swordsman (Age IV)-Powerful Swordsman unit
Korean Scout (Age II)-Stealthy cavalry that has weak attack
Heroes: Gwangaetto Taewang-Heavy cav, all nearby cav have increased HP and ranged resistance.
Bonus: Ships cost less and train faster. All infantry have increased range, speed and attack. Can build Hwarang Towers, which train the two Hwarang units and have a small attack.

ROMANS---UU STRUCTURE
Legionary (Age III)-Stanard all around unit
Praetorians (Age IV)-Expensive HI group consisting of five Praetorian Guards
Equite (Age III)-Fast cavalry used for flanking
Roman Javelin (Age III)-Fast and annoying foot skirmisher
Imperial Cavalry (Age IV)-Roman heavy cavalry
Light Cavalry (Age II)-Early light cavalry
Slinger (Age II)-Primitize LI
Ford Clubman (Age II)-Slow, yet surprisingly hard-hitting and durable
Ford Archer (Age II)-Better LI
All siege weapons except heavy catapult and battering ram
Roman Siege Engine (Age IV)-Useful siege unit that doubles as a ram and catapult
All ships listed
Heroes: Julius Caesar-Heavy cav, all nearby friendly archers get more hitpoints. Scipio Africanus-Another heavy cav unit, all nearby cavalry can now cause severe trample damage.
Bonus-

SCYTHIANS
Scythian Lancer (Age III)-More effective light cav
Steppe Archer (Age II)-Early LI
Ransacker (Age III)-Cavalry armed with a torch, effective against buildings and siege weapons
Scythian Scout (Age II)-Weak cavalry with stealth ability
Heroes: King Maues-Cavalry archer hero that raises all unit stats. Has a rapid fire attack.
Bonus-Don't need houses, all buildings are weak but build much faster and are cheap. Have Sacred Fires, a Fire-Pit type of building.

CARTHAGIANS---UU STRUCTURE
Numedian Rider (Age III)-Counter-cav unit
Gallic Cavalry (Age III)-Heavy cavalry unit
Sacred Band (Age IV)-Super spearmen, train in groups of four, high cost
Barbary Pirate (Age II)-weak yet effective against cavalry and infantry
Carthagian Horseman (Age II)-Primitive ahnd cavalry
Balearic Slinger (Age II)-Early LI
Carthagian Clubman (Age II)-Weak HI
Heavy Elephant (Age IV)-Devastating trample unit
Gallic Swordsman (Age III)-Stronger HI
Gaul Archer (Age III)-More useful LI
Carthagian Catapult (Age III)-The only true siege unit of Carthage
All ships listed below
Heroes: Mago-Spearman that GREATLY raises nearby units attack but lowers their hitpoints. Hannibal-Heavy elephant, boosts nearby elephants splash damage.
Bonus: All units (except ships) cost coin, as they are unique mercenaries. Carthage gathers coin faster, however


Y-PACK CIVS: (NOTE: all American civs have powerful Priest heroes (Mayans have two heroes, meaning their Priest hero isn't as powerful) and each civ also has a unique Fortress Building that attacks, garrisons, generates XP and trains a certain unit. Fort. Build. Limit is 5.


MAYANS-UU STRUCTURE
Holcan Spearman (Age III) Strong heavy infantry unit
Uinikoob (Age II) Early slinger
Chilman Warrior Priest (Age II) Can convert and fight, dances at Altar
Mayan Eagle Warrior (Age III) Powerful LI
Nacom Clubman (Age II) Primitive HI, has very high hitpoints but weak attack
High Priest (Age III) Much more poweful version of the warrior priest, can convert and heal, dances at Altar. Trains tamed Jaguars.
Batab (Age IV)-General with a small auro bonus; build limit 3, can train Batatoob Units
Batatoob (Age IV) Best Mayan unit, an archer with an effective hand attack
Ah Kuleloob (Age II) Weak stealth unit, but highly effective against Leaders, Heroes, mercenaries and minor civ units
Chacoob (Age III) Infantry unit that is very powerful against villagers and buildings
Mayan Siege Ladder (Age III) Enables infantry to climb over walls
Yucatan Stone-Thrower (Age IV) Throws boulders to take out buildings, ships and other units.
Canoe (Age II) Weak ship that can fish, fight and transport
Yucatan Canoe (Age III) Stronger war ship
Hero-Cotzumalguapa-Heavy clubman that immobilizes units for a few seconds and decreses enemy melee attack, raises resistance agains conversion for nearby units, and boosts all stats. Has splash damage. Hasaw Chan K'awil-Priest hero, armed with a great area attack spear, converts and heals quickly, all nearby units have increased resistance to conversion.
Fortress Building: Can build Mayan Temples, which have an attack and can garrison units, aslo generate XP slowly. Trains High Priests.
Bonus: Can gather resources extremely fast, but build buildings slowly. Siege units have more HP/resistance. Can build Stelae Statues, which increase nearby unit's range and attack, and decreases enemy speed.

ANASAZI-UU STRUCTURE
Canyon Raider (Age II) Hand infantry unit army with a stone axe
Desert Prowler (Age III) Stealthy slinger
Pueblo Warrior (Age III) Archer with a good hand attack
Plains Slinger (Age II) Weaker LI
Anasazi Clubman (Age II) Early HI
Pueblo Warrior Priest (Age II) Can convert and fight, dances at Altar
Siege Ladder (Age III) Enables soldiers to climb over walls
Mogollon Torchman (Age III) Good against buildings and ships
Wooden Ram (Age III) Effectively damages buildings
Canoe (Age II) Fishes, attacks and transports
War Canoe (Age III) Better than Canoe
Hero: Pueblo Priest-Priest hero with a strong long attack staff that can convert and heal quickly, all nearby units get more resistance to conversion, has an area attack. All nearby units have all stats increased.
Fortress Building: Can build Pueblo Fortresses, buildings that slowly generate XP, have a decent attack and can garrison units. Trains Pueblo Defenders.
Bonus: Apart from building houses, the Anasazi can build Pueblos that support a lot of population and have a weak attack. They can also be built into cliffs. Ranged units have increased attack/speed.

MOCHE-UU STRUCTURE
Atl-Atl Dartman (Age III) Better LI
Old Chavin Slinger (Age II) LI unit
Moche Heavy Club (Age III) Hand infantry unit
Andes Clubman (Age II) Early HI
Moche Warrior Priest (Age II) Can convert and fight, dances at Altar
Chimu Warrior (Age III) A ranged unit with a decent hand attack
Sican Stone-Thrower (Age IV) Throws boulders to take out ships, buildings and other siege units
Siege Ladder (Age III) Enables units to climb over walls
Andes Mantlet (Age III) Siege unit, also slightly effective against infantry
Canoe (Age II) Attacks, transports and fishes
Amazon Canoe (Age III) More powerful than canoe
Heroes: Warrior Priest of Sipan-Priest hero armed with obsidion club with splash damage, heals and converts fast, all nearby friendly units have raised stats amd higher conversion resistance.
Fortress Building: Build Ande Strongholds, which have a decent attack and garrison units. Slowly generates XP, and trains Atl-Atl Dartmen.
Bonus: Has a stone trickle lasting all game, can be increased with shipments. All villagers mine much faster. They can also build caves into mountains/cliffs, where they can garrison in and also hide units. Caves may not be destroyed, but can have walls around them.

OLMECS-UU STRUCTURE
Olmec Eagler Warrior (Age III) Better LI
Olmec Warrior Priest (Age II) Converts and fights, dances at Altar
Jungle Spearman (Age II) Primitive HI
Eye Slinger (II) Early LI
Stone Warrior (IV) Very powerful heavy archer with a decent hand attack, available only by Home City and Altar
Jaguar Clubman (III) Standard hand infantry
Olmec Mantlet (III) Helpful portable wall that protects unit when attacking buildings
Torchman (III) Effective against buildings and ships
Wooden Ram (III) Good against buildings
Canoe (II) Basic warship, also transports and fishes
War Canoe (III) Improved version of the canoe
Hero: Quetzalcoatl Priest-Priest that has tamed snakes to attack enemies, can heal and convert fast, all nearby units have increased stats and conversion resistance.
Fortress Building: Can build Meso Forts, which have an effective attack and can garrison units, and generate XP slowly. Can train Stone Warriors.
Bonus: Can build Stone Heads, a very unique building that has many different types. Some types increase nearby gathering, others increase unit attack, some even decrease enemy speed. There are at least ten types, but they can't attack, and won't last long against enemy attack. Also, the Olmecs in general have very strong buildings, with attacking houses. Villagers cost gold, but gold is gathered much faster, and they start out with an extra villager.

ADENAS-UU STRUCTURE
Adena Clubman (II) Early HI
Hopewell Archer (III) Better LI
Mound Defender (III) Archer with a good hand attack
River Spearman (III) More powerful HI
Mound Warrior Priest (II) Converts, heals and fights, also dances at Altar
Gulf Guard (II) Weak archer
Serpent Mason (II) Can build Mounds ,towers, walls and other defenses quickly, and has a weak attack
Huntsman (IV) Fast elite long clubman, the more of them there are, the more powerful they are
Wooden Ram (III) Effective against buildings
Siege Ladder (III) Enables infantry to climb over walls
Cahokian Mantlet (III) Good for sieges, also does well against footmen
Canoe (Age II) Fishes, transports and attacks
Mississippi Canoe (Age III) More effective than canoe
Hero: Mound Shaman-Priest hero, can fire arrows rapidly, heals and converts, units have higher stats and conversion resistance.
Fortress Building: Can build Mounds that slowly generate XP, can garrison units, attack and train Mound Defenders.
Bonus:



MAPS

Vanilla

Asia Minor-The resource-rich border between Europe and Asia
British Isles-The home of Stonehenge, and the future of the the British Empire
Greece-One of the mighty peninsulas extending into the Meditteranean
Iberia-The beautiful division between Europe and Africa
Lower Egypt-The Nile Delta, with great farmland
Mediterranean Sea-From Iberia to the Asia Minor, Italy to the Barbary Coast, fight over this historic sea
Mesopotamia-The Fertile Crescent; a key area of civilization
North Africa-The coastline of the Mediterranean Sea
Northern Euorpe-A solid land map
South Africa-With a lot of wildlife and treasures, and Madascar, this is a map of opportunity
Upper Egypt-Cliffs and waterfalls along the Nile create many strategical chokepoints

X-Pack

Australia-The isolated island-continent of the world
Asian Steppes-The open plains of Asia; home of the nomadic conquerors
East Asia-The terriotry of Ancient China
Himalayas-Lower-Has a trade route, and not as much elevated areas
Himalayas-Upper-Has no trade route, and many mountains that constrict building
India-A land with a large history of war
Indo-China-a large peninsula jutting out into the Indian Ocean
Indonesian Islands-The scattered isles between Ausralia and Asia
Japan-The Chinese coast, and the long islands of Japan
North Asia-The future terriotry of the Russian Empire

Y-Pack

Beringia-The crossing between America and Asia that led so many migrators into the New World
Canadian Territory-The harsh cold northern parts of America
North America-A massive terrain with varrying climates and landscapes
Central America-A jungle-covered map
Caribbean-Rich islands full of cannibals
Andes Mountains-The future land of the Incas
Amazon River-The massive river of South America
Hawaii-The volcanic islands between Asia and the Americas
South American Cape-The southern tip of the Americas; with Antarctica just across the strait



BUILDINGS

*Town Center (Start with one, may build more in Age III)
*House/Hut (names depends on civ, built in Age I)
*Outpost/ Upgrades: Frontier Outpost-Great Tower (Built Age II
*Farm (Age II)-Food building/Upgrades: Mill (Age III)-Can train livestock and fatten them; Agricultural Center (Age IV) Can also be set to gather wood
*Gold Quarry (Age III)/Upgrade: Ore Quarry, allows quarry to produce gold or stone (Age IV)
*Barracks (Age II)
*Stable (for most civs, Age II)
*Siege Workshop (Age III, some Age II)
*Fortress ( Age III, trains unique units and fires, can garrison units, build limit depends on civ, minumum build limit is 2)
*Blacksmith (Age II)
*Market (Age I)
*Dock (Age I)
*Temple (Age II, build limit 3)
*Wood Wall (Age I)/ Upgrades: Stone Wall (Age II)-Fortified Wall (Age III)-Great Wall (Age IV)-Mighty Wall (Age V)
*Gate, material is based on current wall upgrade
*Wonder (Age V, Offers Spies and other powerful upgrades, units can garrison in this building, heal, and it has an attack, build limit 1. Each civ has a different wonder, for example Egypt's Wonder is Giza Pyramid, India's Charminar Gate, Gaul's is Stonehenge, etc)

X-Pack

*Tavern (Age II, Trains Mercenaries, build limit 3)
*Alliance Embassy (Age II, Trains Minor Civ units currently controlled)
*Great Fortress (Age V, massive building that can do almsot anything except research Gv Center and Wonder technologies, to destroy this you must siege it with ladders, towers, and other siege weapons. Takes a long time to build and is very costly, build limit 1, and it cannot be rebuilt once destroyed/taken, also undeleteable)
*Government Center (Age IV) As one of the posers below stated, unique technologies/units, etc.

Y-Pack

*Altar (Age I, acts like Firepit from AOE3, build limit 3)

Other Buildings

*Trading Post (Age 1, same thing in AOE3)
*Trading Dock (Age 1 same as TP but built at a water trade dock socket)

UNITS

Miscillaneous

Villager-Costs Food, built at Town Center, builds and gathers resources.
Priest-Build at Temple, can convert and heal.
Leader-Explorers, builds Town Centers and TPs, fights, and collects treasures.
Hero-Civs either have one or two hero units, heroes are very powerful units that provide a bonus to surrounding friendly units.


INFANTRY-These units are available to all civs that are not specified to have unique unit structures (see civilization details up top)


War-Drummer (Age IV)-Gives increased hitpoints and attack to nearby infantry units, build limit 4, takes up no pop space.

Clubman (Age II)-Standard infantry unit, Upgrades: Age III, Short Swordsman; Age IV, Heavy Swordsman; Age V, Imperial Swordsman

Javelin (Age II)-Primitive LI unit, Upgrades: Age III, Elite Javelin; Age IV, Guard Javelin; Age V, Imperial Javelin

Archer (Age III)-Stanard archer unit, Upgardes: Age III, Elite Archer; Age IV, Guard Archer; Age V, Imperial Archer

Spearman (Age II)-Standard heavt infantry unit, Upgrades: Age III, Pikeman; Age IV, Halberdier; Age V, Imperial Halberdier

Elite Composite Bowman (Age III)-Archer unit that also has a side dagger to fight off melee units, Upgrades: Age IV, Guard Composite Bowman; Age V, Imperial Composite Bowman


CAVALRY-Same thing goes for cav: these units are available to all civs that are not specified to have a unique unit structure


Horn-Blower (Age IV)-Gives increased speed and attack to cavalry nearby, build limit 3, takes up no pop space.

Light Cavalry (Age II)-Standard cavalry unit, Upgrades: Age III, Heavy Cavalry; Age IV, Cataphract; Age V, Imperial Cataphract

Heavy Cavalry Archer (Age III)-Standard counter-cav unit, Upgrades: Age IV, War Cavalry Archer; Age V, Imperial Cavalry Archer

Javelin Cavalry (Age III)-Fires javelins, and also has a side sword to attack siege weapons and light infantry, Upgrades: Age IV, War Javelin Cavalry; Age V, Imperial Javelin Cavalry

Camel Rider (Age II)-Camel rider armed with a scimitar, available to Mideastern civs, Egypt, and Persians. Un-upgradeable.


SIEGE-Same as said for Infantry and Cavalry

Banner-Bearer (Age IV)-Gives increased range and attack to all nearby siege units, build limit 3, takes up no pop space.

Battering Ram (Age III)-Unit that attacks buildings, Upgrades: Age IV, Capped Ram, Age V, Siege Ram

Stone Thrower (Age III)-Siege unit that is good at destorying buildings, Upgrades: Age IV, Great Stone Thrower; Age V, Mighty Stone Thrower

Great Catapult (Age IV)-Better than the Stone Thrower, this can also target enemy siege weapons, Upgrades: Age V, Mighty Catapult

Ballista (Age III)-Massive sling that launches projectiles, Upgrades: Age IV, Great Ballista; Age V, Mighty Ballista

Mighty Siege Tower (Age V)-Huge tower that is rolled up to enemy fortifications to climb over it, also has ability to capture a building by going up to it. This can be very useful in sieging a Great Fortress. Build limit[BB-EQUAL]4

Great Siege Ladder (Age IV) Used to climb over walls, very weak however, but they can also help siege Great Fortresses, Upgrades: Age V, Mighty Siege Ladder


SHIPS-These ships are available for all civs unless stated otherwise. Ships do not take up pop space. Broadside attack for ships in this game is a powerful barrage of arrows.

Capital Ship (Age IV)-Increases all ship hitpoints and attack, build limit 2.

Galley (Age II)-Has weak arrow attack, can fish, has ability to transport unit, Upgrades: Age III, Sea Galley; Age IV, Ocean Galley; Age V, Royal Galley

Bireme (Age II)-Can fire multiple arrows, has ability to transport units, upgardes: Age III, Sea Bireme; Age IV, Ocean Bireme; Age V, Royal Birime

Sea Trireme (Age III)-A large ship that can transport units, has a high attack with flaming projectiles, and fires some arrows, Upgrades: Age IV, Ocean Trireme; Age V, Royal Trireme

Ocean Quinquereme (Age IV)-Most powerful ship, fires multiple arrows and rams into other ships, causing damage, also can use oars to whack the enemy ships, Upgrades; Age V, Royal Quinquereme

MINOR CIVS SO FAR

Vanilla:

LIBYANS
Unit: Erg Raider-Light scout cav with stealth and high RR
Techs: Acolyte of Set (gives light cav ability to have a ten second stealth option); Desert Frontier (increases tower LOS and attack greatly); Horse Sense (cav have more speed)
Maps: Upper Egypt, Lower Egypt, Mesopotamia

NUBIANS
Units: Golden Spear (Age II)-Spear-throwing LI. Nubian Chariot (Age III)-Hand chariot unit
Techs: Blood of Pharaoh (grants you a second hero unit, you can name it also) Gilded Mastaba (gives you a gold-gathering bonus) African Skills (faster building)
Maps: Upper Egypt, Lower Egypt, South Africa

PUNTIANS
Units: Serrated Blade (Age II)-HI good against buildings and cav, armed with a serrated leaf blade
Techs: Incense Tree Trade (Trading Posts cost less wood, when you have trade routes TPs each round of the trade unit gives you more resources) Mountain Kindgdom (all units have added siege attack) Temple Cats (villagers train faster)
Maps: Upper Egypt, Lower Egypt, North Africa

ETRUSCANS
Units: Etruscan Chariot (Age II)-Primitive chariot unit. Etruscan War Vessel (Age III)-A fairly useful warship.
Techs: Northern Armor (gives infantry more hp and resistance) Etruscan Art (Villagers cost less food) Religous Order (enables Hero to train up to 5 Etruscan Priests that can heal fast and fight somewhat)
Maps: Northern Europe, Rome, Meditteranean

THRACIANS
Unit: Hellene Peltast (Age II)-Fast little javelin unit
Techs: Invasion Defenses (walls, towers, and forst have higher HP and attack) Thracian Mining (villagers gather stone much faster) Javelin Craft (Hellene Peltasts train faster)
Maps: Greece, Northern Europe, Meditteranean

BANTU
Unit: Bantu Spearman (Age II) Good against cavalry and buildings. Bantu Slave (Age I) Weak villager that can gather resources and build.
Techs: African Foraging (all villagers gather from bushes much faster) Southern Ore (all metal gather rates increased) Slave Trade (delivers one slave for every two minutes of gameplay, up to 30:00)
Maps: South Africa

BALEARICS
Unit: Balearic Slinger (Age II) LI unit
Techs: Meditteranean Fishing (fishing ships gather from whales/fish faster) Almighty Accuracy (ranged units have increased accuracy and ranged attack) Balearic Recruitment (delivers one Baleraic Slinger per minute, up to fifteen minutes)
Maps: Mediterranean, Iberia

TEUTONS
Unit: Barbarian Soldier (Fast swordsman with a wooden sheild)
Techs: Vengeance (villagers have increased attack and hitpoints) Reign of Blood (all units have greater siege attack) Barbarian Horde (military units take up less pop but cost more)
Maps: Meditteranean, Northern Europe, Iberia, British Isles

PALMYRANS
Unit: Palmyran Axeman (Age II) Useful hand-infantry
Techs: City-State Dominance (all Town Centers have increased attack and hitpoints, and train villagers faster) Trading Capital (trade units move faster, TPs cost less) Palmyra Construction (all buildings have increased hitpoints, and cost less)
Maps: Asia Minor, Mesopotamia, Meditteranean

X-Pack:


AUSTRALIANS
Units: Blackwood Hunter (Age II)-Stealthy archer, good against infantry. Aboriginal Boomerang (Age III)-Effective at dismounting cavalry
Techs: Forestmen (Faster wood gathering); Target Practice (archers have more accuracy and attack); Gift of the Woods (delivers a crate of 100 wood per two minutes, up until 30:00)
Maps: Australia, Indonesian Islands

MEDES
Unit: Iron Swordsman (Age III) Slow but powerful swordsman
Techs: Rule of Cyaxares (all cavalry move faster) Caspian Shipwright (all warships train slightly faster) Median Fishing (fishing ships gather much faster from whales and fish)
Maps: Central Asia, Mesopotamia, Northern Asia, both Himalayas

AINU
Unit: Jomon Swordsman (Age III) Long swordsman with an area attack, but vulnerable to ranged units
Techs: Food Ways (gather rates for berry bushes and animals increased) Jomon Fishing (Fishing ships have a small attack and gather from fish and whales faster) Ainu Worship (Healer units heal faster and have more speed/hp)
Maps: Japan, East Asia

LYDIANS
Unit: Mermnadae Archer (Age II) short-ranged archer with a fairly good hand attack
Techs: Sardis Architecture (buildings cost less wood and build faster) Lydian Currency (delivers one crate of coin per every two minutes, up to 30:00) Greek Ties (allows you to train the Hoplite Ally at your TP/Alliance Embassy)
Maps: Asia Minor, Central Asia

QIN
Unit: Qin Cavalry (Age III) Heavy cavalry
Techs: Legalism (villagers gather all resources faster, but move more slow) Husbandry (cavalry move faster) Records (all technologies research slower, but are less expensive)
Maps: Central Asia, Indochina, East Asia

GUPTA
Unit: Gatotkatcha Elephant (Age III) Elephant that tramples infantry and siege units
Techs: Gupta Patrons (overall population limit increased by ten) Indus Trade (trade route upgrades are free) Maharaja Campaign (all infantry units move faster and have greater siege)
Maps: India, Indochina, both Himalayas, Mesopotamia

ARYANS
Unit: Aryan Horseman (Age II) Weak ranged cavalry unit
Techs: Cattle Raising (delivers one cattle per every two minutes, up to 30:00) Indus Valley Corn (villagers gather food from farms faster) Aryan Breeding (all cavalry has higher HP/speed)
Maps: Himalays-Lower, India, Indo-China

HITTITES
Units: Iron Chariot (Age III) Useful chariot archer with a good hand attack
Techs: Pankus (Government Center technologies cost MUCH less) Egypt Campaign (melee units have increased HP and resistance) Sea Defenses (towers, walls and other defensive structures have increased attacks against ships)
Maps: Asia Minor, Mesopotamia, Meditteranean, Middle East, both Himalayas


Y-Pack


CARIBS
Unit: Carib Blowgunner (Age II) Early LI unit
Techs: Taino Campaign (allows you to train Taino Slaves at your TP, which gather resources and build slowly) Raiding Party (allows your Heroes and Leader to train several Carib Raiders) Carib Shipyards (ships train faster and have more hitpoints)
Maps: Caribbean

ZAPOTEC
Unit: Zapotec Lightning Warrior (Age II) All-around clubman unit.
Techs: Cosijo Blessings (farms cost less, and can support fourteen gatherers, not ten) Monte Alban Construction (Buildings have more hitpoints, and houses regenerate health) Mitla Gift (delivers one crate of gold per every two minutes, up to 30:00)
Maps: Central America

CHAVIN
Unit: Chavin Miner (Age II) An interesting dagger-wielding unit that can mine gold
Techs: Ideal Influences (Priests convert much faster and regenrate faith faster) Lanzon Worship (units resist conversion more and have higher HP/resistance) Chavin de Huantar Pilgrimage (one fattened llamas is delivered to your TC every two minutes, up to 30:00)
Maps: Andes, South American Cape, Amazon River

TUPINAMBA
Unit: Tupi Blackwood Archer (Age II) Standard LI
Techs: Slash and Burn (improves both wood and farming gather rates) Sacrifice (Priests convert much faster) Rainforest War (archers have increased attack against buildings)
Maps: Amazon River, Andes

PARACAS
Unit: Stone Clubman (Age II) Primitive HI
Techs: Paracas Agriculture (villagers gather from farms much faster) Embrodiery (villagers have more hitpoints, resistance and speed) Smoking Warriors (Stone Clubmen are stealthy)
Andes, South American Cape

NORTHERN NOMADS
Unit: Ice Hunter (Age II) Primitive javelin-thrower
Techs: Winter Survival (villagers kill animals faster now, and gather from them faster) Northern Whaling (fishing ships move faster and gather from whales faster) Hunting Party (sends one Ice Hunter per every two minutes, up to 30:00)
Maps: Canadian Territory, Beringia

HAWAIINS
Units: Volcano Warrior (Age III) Torch-wielding siege unit. Hawaiian Slinger (Age II) Light infantry unit
Techs: Pacific Outriggers (you can now train Outriggers at docks, they can fight, fish and transport) Coal Mining (villagers mine faster) Peacemen (your Town Center has the ability to call a 20 second cease-fire affecting everybody)
Map: Hawaii



MERCENARIES-FOR ALL CIVS, BUT DEPEND ON MAP. THEY ARE HIRED WITH GOLD.

VANILLA MERCENARIES

Outlaw (Age II)-Slinger unit
Pirate-(Age II)-Powerful swordsman
Raider-Cavalryman that throws lances and has a decent hand attack
Pirate Ship (Age II)-Useful hired ship
Arabian Lancer Camel (III)-Strong lancer from the Mid-East
Gallic Horseman (IV)-An extremely effective heavy cavalry
Iberian Slinger (III)-A useful LI mercenary
African Lancer (III)-No range, but effective against infantry
Mercenary Hoplite (IV)-Very strong heavy infantry
Great Catapult (Age IV)-Powerful hired catapult

X-PACK MERCENARIES

Assasins (Age II)-Weak longswordsman, but has stealth ability
Smuggler (Age II)-A fast outlaw armed with a spiked club
Looters (Age II)-A foot-lancer with a good hand attack
Smuggler Ship (Age II)-Effective ship unit
Bactrian Scimitar Camel (Age III)-A hand-cavalry mercenary
Gallic Swordsman (Age IV)-Very strong heavy swordsman
Mercenary Elephant (Age IV)-Extremely powerful elephant archer with a good hand attack
Steppe Cavalry Archer (Age III)-Fast hit-and-run counter cavalry unit
Tibetian Ram (Age IV)-Very strong ram mercenary

Y-PACK MERCENARIES

Jungle Clubman (Age II)-Useful clubman unit
Glacier Slinger (Age II)-Strong slinger mercenary
Tribal Chief (Age III)-Powerful spearman
Noble Archer (Age III)-Strong ranged unit
Renegade Priest (Age III)-Useful unit that can fight decently and heal
Torch Warrior (Age III)-A unit effective against buildings and ships
Mercenary Mantlet (Age III)-Powerful siege unit



CAMPAIGNS

The Rise of Rome (Etruscan Rebellion, Punic Wars, etc.)
Fall of Rome Campaign, sort of like AOE2 Hun Campaign
Greek Conquests
Egyptian Reign

HISTORICAL BATTLES

The 300 Spartans
Battle of Corinth



I AM OPEN TO ALL SUGGESTIONS. THANK YOU FOR READING [BB-EQUAL]"http://aoe3.heavengames.com/forums/wink.gif">

SPECIAL THANKS TO:
John GrahamLeigh
RCM7525
Mythos_Ruler
Reepicheep77
Abadu
Dogbert
Oranges4342
Archistrategos
As_Saffah
musketboom
alvaro_qc

[BB-EQUAL]"1">[This message has been edited by Lord Berminator (edited 04-05-2008 @ 04:45 PM).]

posted 02-13-08 01:39 PM EDT (US)     1 / 305  
Interesting ideas, but what's the timescale supposed to be? Many of your Asian civs' units belong in a later era, such as samurai, Rajputs, zamburaks etc which all date from well after the fall of the Roman Empire - the Banner system belongs a whole millennium later. Greek Fire was first used in the 7th century AD, trebuchets were invented around 1200 AD, English longbows were first used during the 13th century. If the timescale is up to about 500 AD, like AoE1, none of these units should be included. You could, of course, have equivalent units but the names and some characteristics would have to be different.

One of my dislikes about AoE1 was seeing the Hittites and Sumerians, both of which peoples disappeared centuries before artillery was invented, specialising in catapults! I'd hope that any remake would be a touch more accurate.

I don't see the point of including Olmecs unless there are opponents for them, or of including Australians at all as they never interacted with anyone else.

The Ages should encourage a gradual development:

I - unorganised warfare, raids, basic weapons only.

II (roughly 2500 to 1500 BC) - massed infantry spearmen supported by light archers dominate. Only primitive chariots pulled by asses or onagers, and no horse-riding.

III (roughly 1500 to 600 BC) - chariots rule. Infantry are supports and generally poor quality (this is true of China and India as well as the Near East).

IV (roughly 600 to 1 BC) - heavy infantry dominate, supported by cavalry. Chariots become less useful (must get scythed chariots in as a one-shot weapon, though, not to mention pigs coated with tar, set alight and driven at the enemy). Cavalry is an important supporting arm. Archery is secondary. Artillery is introduced during this period but is not important except for sieges. Elephants are used extensively

V (1 to 500 AD) - still the rule of heavy infantry, but cavalry becomes more important and by the end of the period heavy cavalry rivals the infantry in value.

This is extremely generalised, of course, but it's a reasonable picture for most areas of the Old World. Some parts such as Central Asia used horse-archery extensively, but interestingly heavy infantry armies such as the Romans and Chinese were often able to beat these once they got used to them.

Not knocking your work, which obviously involves a lot of effort, and I hope my comments are helpful.
posted 02-13-08 01:50 PM EDT (US)     2 / 305  
Thanks, I wasn't sure about including the Australians and Olmecs. If you look again you can also see I've made some more changes.

Thanks, I'll incorporate your ideas

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping
posted 02-13-08 02:01 PM EDT (US)     3 / 305  
wow :O
That would be a nice game , but ofcourse there would be the AoE3 graphics and not those from AoE.
The native tribe 'spartans' would be cool.^^

But i'm not completely against some of the ages, but these are my ages :P (maybe one could be added)
they could be :

Nomadic age
Massed age (age when units like strelets are avaible)
golden age
Imperial age
and...Post imperial age? :P

That about the population is a good idea , since 200 is lame and it would be cool to mass more then 150 , or even 200 babylonians 'conscripts'^^

On this list are the tarkans from the huns, but they were normally from the turks.

after all , ES would never take idea's from here but they could....maybe if some people make a mod like NE?

[This message has been edited by oldage (edited 02-13-2008 @ 02:02 PM).]

posted 02-13-08 02:12 PM EDT (US)     4 / 305  
...........Massed Age? Nah, sry. Thanks for comments, though

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping

[This message has been edited by Lord Berminator (edited 02-13-2008 @ 02:13 PM).]

posted 02-13-08 03:33 PM EDT (US)     5 / 305  
I'd like to see civilisations develop along more historical lines. As an example, the British when they first met the Romans didn't use bows in war: their armies were foot warriors with sword, shield and javelins, light chariots (the riders again using javelins and often dismounting to fight on foot), and slingers in great numbers. After the Romans left, 500 years later, British armies were probably infantry spearmen and some cavalry - mostly fairly light, fighting with spears and swords, but perhaps some heavy with lances ("King Arthur's knights"). So their unique unit definitely shouldn't be an archer - it could be a special sort of chariot whch shoots at short range and fights as infantry, or a slinger.

If you like I can go through the other civs in the same way... but I don't want to try taking over your project!
posted 02-13-08 03:57 PM EDT (US)     6 / 305  
This sounds too much like AoE3. The japanese and chinese you have sound exactly like they are now. And the greek UU should be a peltast or hoplite. Also, ages should be Stone age, copper age, bronze age, iron age, and republic or information age. [edit] greeks should have a UU structure too.

Nacht Jaeger - Ex AoEH Angel

[This message has been edited by RCM7525 (edited 02-13-2008 @ 03:59 PM).]

posted 02-13-08 05:43 PM EDT (US)     7 / 305  
Man, John, your pretty damn smart

This isn't a project, of course, just my ideas. I'll be happy to put in your suggestions about units/civ specialties and whatnot.

RCM-Thank you for your suggestions on the Greeks. I will work on that UU structure, though it may take some research. And yeah, I was influenced too much by the AOE3 Asians :\ I'll change them.

Expect another update within the hour.

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping
posted 02-13-08 06:04 PM EDT (US)     8 / 305  
Interesting design,but I noticed certain accuracy problems,here are they:
1)Egypt:The Egyptians didnt use camels untill very late in your timeline,even there,they werent many.You replace with many units such as kopesh swordmans,axemans,egyptian scouts(One of the first ancient horse cavalry),sherden guards and others
2)Assyria:From where did you get the "Assyrian Whip Rider" idea?Sounds unacurate to me(Of course,I can be wrong).You may use a cavalry unit since assyria was one of the first to use them in a god way(Later than egypt but better).They had spears,bows and shields
3)China:Your chinese units are from the Ming and Qing Dinasties,that's to late!
4)Indians:I'm not sure if Ghurkhas fit in the timeline;And NO spoys and sowars,they were indians in european service from the XVIII century on.Why does the urumi SWORDman uses a whip?
5)Koreans:No turtle ships in that era(You may replace them with hwarangs in your timeline reaches 57 BCE)
5)Minoans:I'm curious,in what are you basing their unique unit?
6)Palmyra:I dont think the palmyran lancers were that special.Sure,they used it,and its cavalry was very good,but not that unique.You could use war camels for them(They had it).
7)Persia:They had many cool units such as scythed chariots,"immortals",cathrapacts and conquered tribes levy.You should consider some.
8)Greece:The city states didnt use many archers.You could have peltasts,hoplites,Ekdromos light infantry and others in its place.
9)Phoenicia:I dont think they had cathrapacts.You could have some "marine" like unit(With bonus for ships if garissoned).
10)Sparta:Why have sparta and the other city states as greeks?You could have city states instead(Athens,Sparta,Thebes) or have just a greek civ with a spartan.
11)Romans:The Chariots WereN'T used for war,just for parades and maybe to carry commanders.The Centurion were like officers(They shouldnt be just a heavy infantry) and the flanker needs a better name(How about Equites?).
12)Britons:Pre Roman Britons werent that good on archery.
13)Mongolians:They are out of timeframe
14)Carthage:You could have also the sacred band as UU and the Unique ships nedds a better name
15)Macedonians:There are so many better units for them,why a ram?
16)Mercenaries:PLEASE,NO Mamelukes,Hackapells,Ronins or Nijas


I think this will improve your idea.
posted 02-13-08 06:39 PM EDT (US)     9 / 305  
Hmm, after examining your replies, I think I will give all civs a UU structure. It will take a while, but I will hear out all your suggestions

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping
posted 02-13-08 06:43 PM EDT (US)     10 / 305  
Thanks very much,I just try to improve the projects of here
posted 02-13-08 06:44 PM EDT (US)     11 / 305  
Kk, please no one post here until I say so, I am busy making major changes.

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping
posted 02-13-08 07:11 PM EDT (US)     12 / 305  
TIMELINE STARTS WITH EGYPTIAN CALENDAR AND ENDS WITH THE FALL OF ROME.

Sorry bout the caps, just wanted to make it clear

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping
posted 02-13-08 07:19 PM EDT (US)     13 / 305  
I have some ideas, but i'll wait til you say so.

Nacht Jaeger - Ex AoEH Angel
posted 02-13-08 07:43 PM EDT (US)     14 / 305  
Abadu is absolutely right. My suggestions for army types and unique units:

Assyrians: UU heavy chariot (they developed a four-horse six-man variety, shown on many of their reliefs). They could produce "armies" like the TAD Chinese, as their usually fought with a front line of spearmen supported by archers shooting overhead. They should have "Royal Guard" heavy spearmen with lots of upgrade cards, and should get cavalry earlier than others.

Egyptians: UU Sherden Guards - fast-moving axemen. They should rely on heavy spearmen (lighter than the Assyrian ones), massed archers and light chariots.

Babylonians: much like the Assyrians but without so many upgrades available. The AoE1 bonus for fortifications (double-strength towers) fits them nicely.

Chinese: the Han (200 BC to 200 AD) relied on heavy and light cavalry, some bow-armed, some spear-armed, and often fielded entirely mounted armies. They also had heavy spearmen of varying quality, and effective foot crossbowmen. UU - crossbowmen (nobody else had crossbows at this time). Not a "chu ku no", though - more like a bow with extra penetrating power but slow rate of fire. No fire weapons - they were introduced in the 10th century AD. Sorry.

Japanese: UU would be a cavalry archer with good hand-to-hand ability. Japanese armies varied greatly during this period, but most of the time their principal weapon was the bow. With rare exceptions they fought only each other and the aboriginal Emishi ("Hairy Ainu") from whom they conquered Japan.

Indians: taking northern India rather than the less organised south, the Aryans who invaded the area c1500 BC were chariot warriors with a mass of poor-quality foot in support. The chariots were replaced increasingly by elephants after about 600 BC. UU - war elephant (only one variety - TAD's numerous types are pretty much imaginary). The rest of the army should be mainly low-grade archers, with some swordsmen and not very good cavalry (along the lines of Kanya Horsemen).

Koreans: Pass. I know nothing about Korean armies prior to the Japanese invasions of the 6th century AD, when they were mostly foot spearmen with some heavy cavalry.

Minoans: we don't know a lot about them but they and the kindred Myceneans seem to have relied on charging chariots crewed by heavily armoured spearmen. So that's their UU. Supporting troops would be the usual indifferent foot spearmen and archers.

Palmyrans: UU cataphract - they did use exceptionally heavily-armoured cavalry. Camels weren't generally used in battle; the Palmyrans had good quality light cavalry and foot archers. However, as Palmyra existed as an independent state for only 13 years (260-273 AD), is it worth including?

Persians: which Persians? The Achaemenids (550-330 BC) had the biggest empire, and their army at its peak relied on foot archers supported by good cavalry. UU would be the Immortals - archers with good hand-to-hand capability. The Arsacids (250 BC to 220 AD) relied on light horse-archers with smaller numbers of cataphract lancers; their infantry were relatively few and important only in sieges. The Sassanids (220-650 AD) used massed heavy cavalry archers and elephants, with poor-quality foot spearmen mainly for siege work. UU would be the Asavaran - fights as heavy cavalry and can also shoot at short range.

Greeks: presumably the Greeks of the classical hoplite period, roughly 600-300 BC. The UU should undoubtedly be the hoplite, an aggressive heavy spearmen with high factors against both foot and mounted, and high resistance to take account of the large bronze-faced shields. Only a few archers - the main supports would be light javelinmen (who became progressively more heavily equipped and eventually replaced the hoplites). Cavalry should be few and not very good.

Phoenicians: during the period of the Phoenician city-states' independence, roughly 1000-550 BC with many interruptions, their armies were much like their Assyrian neighbours' only not so good. They specialised in trade and naval warfare. UU - mmm, difficult. Perhaps better warships. Definitely not elephants as in AoE1.

Romans: not chariots, which were obsolete by the time Rome became an important power in Italy after 500 BC. The distinctive unit was the legionary, a heavily-armed infantryman with similarities to the hoplite but relying on heavy javelins and sword rather than spear. A Roman army, until the later Empire, should be at least half legionaries supported by light javelinmen, reasonably good cavalry and a few archers and slingers. They did use war elephants, but only from about 200 to 150 BC (they captured the Carthaginian elephant herd and used it, but didn't bother to replace it).

British: although British myself, I'd replace these by the Gauls who were related, much more numerous and important, and fought in similar style. The Gauls fought against the Romans, Greeks and Macedonians.

Huns and Mongols: the same as most steppe nomads in this period. I'd replace both by Scythians, which became a generic term for all sorts of Asiatic nomad peoples and could also represent such as the Huna (ancestors of the Rajputs) who overthrew the Gupta Empire in India and the Hsiung-Nu who conquered northern China after the fall of the Han. UU - a horse-archer with low attack and hitpoints but very fast, and able to shoot while moving away from the enemy. They could have infantry, mainly foot archers, but they always relied mainly on the horse-archer. They were ineffective in mountainous or wooded terrain. The Romans beat the related Parthians, after a couple of disasters, by shrugging off the arrow-rain and marching straight for their capital.

Olmecs and Australians - no idea.

Carthaginians: a people which relied almost entirely on mercenaries - hoplites, Numidian light cavalry, Balaeric slingers, Spanish light infantry, Gallic foot and mounted warriors. Their native troops would include some reasonable heavy cavalry, elephants (they used these for only about 70 years but made great use of them, trampling at least one Roman army flat) and their UU, the Sacred Band spearmen. The latter would be a not-so-good hoplite. I'd suggest that they should be forced to use mercenaries and perhaps get them at reduced rates.

Macedonians: for Philip, Alexander and their successors, UU either the Companion cavalryman, rather like AoE3's Hackapell with low hitpoints but huge attack, or the Pezhetairoi (pikeman), a good heavy infantryman with higher attack than the hoplite but more vulnerable to missiles. They had plenty of light infantry and used elephants whenever they could get them. Incidentally, the flaming pigs I mentioned earlier were a Roman emergency measure to counter Macedonian elephants after they first encountered them.

Ships: in the Mediterranean the sequence should be galley, bireme, trireme, quinquereme - bigger and heavier classes of galleys. They did not primarily shoot at each other like AoE ships, but relied on ramming and (especially the Romans) on boarding. Fire galleys didn't exist in this period, and neither did artillery capable of sinking ships.

Just saw your "don't post" message, but I'm not wasting all this!
posted 02-13-08 07:54 PM EDT (US)     15 / 305  
Sorry guys, I have to put this on halt. Tomorrow night I will finish this up. Thank you again!

Oh, and what are hwarangs, peltast, and ekdromos?

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping

[This message has been edited by Lord Berminator (edited 02-13-2008 @ 09:17 PM).]

posted 02-13-08 09:46 PM EDT (US)     16 / 305  
a peltast was a greek warrior, lightly armed and fast, that threw javelins into enemy phalanxes. they were essentially skirmishers. here are some ideas:

Greeks also should have the helopolis, a very powerful seige tower. Also, there is another greek historical unit that would be good. Name is really long, but they were fast unarmored runners that would chase away enemy peltasts.

Egyptian UU chariots would be faster and weaker than others, that was the favored design by most. [edit] their main infantry had leather armor, a wooden sheild, and a curved sword.

Early chinese almost never used swords, favoring instead halbreds. They also mainly used cavalry and chariots, with an archer and a halbredier in them.

Assyrian strength lay in their archers. They had armored archers, which they would use in the front line. They also had advanced seige weapons, so a UU should be a strong battering ram. [edit] they were also the first to use camels in battle.

[edit] the macedonian UUs should be companion cavalry(similar to hackapell), and the macedonian hoplite, armed with a hugely long sarissa. They would be able to use their huge spears from range, but since they had smaller swords than greek hoplites they would have a smaller shortrange attack. they also used war elephants.

Here's another cool idea: Government centers. In age IV, you can research unique techs, and choose politicians. Like for greece, you have the democratic pol. which gives you special units and techs, or the military isolationist(sparta), which gives you units like the spartan hoplite, powerful but expensive(like a hatamato samurai). Other civs would have this too, and it would give a bit of uniqeness to them.

Nacht Jaeger - Ex AoEH Angel

[This message has been edited by RCM7525 (edited 02-14-2008 @ 00:18 AM).]

posted 02-13-08 09:53 PM EDT (US)     17 / 305  
I love that government idea

Again, thank you for unit suggestions. As you can see, I am bit by bit editing my post.

ANNOUNCEMENT: From here on, some civs will have UU structures, others that don't will have at least 2 UUs of their own in addition to standard military given. ALL CIVILIZATIONS WITHOUT UU STRUCUTURES will have a stealthy cavalry scout unit

Scenarios: Worldmap Series I: North America, Worldmap Series II: Caribbean, The Wasteland

Editor of: Orissa, Kill the Sun, Bathe in Hate

Current Projects: Fog of War, Island Hopping

[This message has been edited by Lord Berminator (edited 02-13-2008 @ 10:06 PM).]

posted 02-13-08 10:39 PM EDT (US)     18 / 305  
OLMECS----THIS CIVILIZATION HAS A UNIQUE UNIT STRUCTURE
Trained Jaguar-speedy animal with aggresive attack, but low hitpoints and resistance
Trained Coyote-Not as powerful as the jaguar, but still effective
Obdsidion Club-A short but dangerous spiked club
Knife-Throwers-Skilled warriors that have deadly aim with knives
Bowman-A basic archer
Jungle Spearman-A unit that can throw spears to harm infantry, and can use a spear to fend off cavalry
Wooden Ram-Long log that can take down buildings
Olmec Catapult-A mighty stone-launcher that can effectively demolish buildings
Torcher-An angry little guy that can blast enemies into the air, and set buildings on fire
Mantlet-A unit that takes cover behind a moveable wooden wall, and throws prrojectiles from behind
Bonus-buildings have more hp/resistance
From the beggining, the name is historically inaccurate, the aztecs named olmecs (People from the rubber country) to the people who live in the current Tabasco state, this is in the 15th Century, it would be quite more accurate to name then "Tamoanchan", which is an older name.
Coyotes?, in the place where the olmecs lived there were no coyotes.
If you want to create a better civ I could suggest the Mayas, they have a bigger history.

Alvaro_qc

██ Building texturer of Revolutions Any help is welcome, if you want to help go here.
██ Auxiliar of WOTTA
posted 02-13-08 10:42 PM EDT (US)     19 / 305  
These are all awesome ideas Berminator, I would be very happy if something like this came out next in the series. I think you did a very good job of finding UUs for such ancient and obscure civs.
posted 02-14-08 00:14 AM EDT (US)     20 / 305  
I think a better UU for minoans would be an archer, minoans had good archers, or a ship UU, minoans ruled the seas. The Yamato or japanese should have cheaper, stronger, and faster gathering fishing boats. Also, the greeks had a seige weapon like a ram that dumped boiling oil on things, very effective against palisade walls. just an idea.

Nacht Jaeger - Ex AoEH Angel
posted 02-14-08 12:34 PM EDT (US)     21 / 305  
Much better now,just a note,mamluks only came with the muslins,so I think its not the right time for them.
posted 02-14-08 01:55 PM EDT (US)     22 / 305  
Very much better. A couple of points:

Camels were very seldom used in battle. TAD's zamburak is right - the Persians and Mughals used camel-mounted light artillery in the 18th century - but the sowar is not; sowars were cavalry mounted on horses. Indians in the ancient period had horse-drawn chariots and then horsed cavalry, not camelry. The Palmyrans certainly had camel-mounted troops but they were for guarding caravans, not battle. Their UU should be a cataphract cavalryman, not a camel rider.

It's generally true that the only people who used camels in battle were those who couldn't afford horses, such as desert Arabs. Camels were usually pack animals.

The Assyrians should be weak at sea, to make up for their strong land and siege units. They didn't use pikes; their spears were no more than about 6' long.

Chinese "hand catapults" should look good - they used man-powered stone-throwers a lot, consisting of a beam with a lot of ropes on which a group of men pulled simultaneously. A very Chinese way of solving a problem with raw manpower. They also had torsion bolt-throwers similar to the Roman ones.

Still got Roman chariots and British archers, I see... I realise that this is very much a work in progress.
posted 02-14-08 02:02 PM EDT (US)     23 / 305  
No much is known about early japan, but we do know that they used cavalry extensively, and figures of men in full body armor have been found in tombs(probably why in the original aoe they had a full acadamy), so UU's should be cavalry and heavily armored infantry.[edit] they wouldn't have daimyos this early either, so you should take that out.

Nacht Jaeger - Ex AoEH Angel

[This message has been edited by RCM7525 (edited 02-14-2008 @ 02:03 PM).]

posted 02-14-08 02:35 PM EDT (US)     24 / 305  
MINOANS
UUs: Mycenean Chariot (Age III) Heavy Chariot crewed by a troop of spearmen
Minoan Troop (Age III) A group-trained warrior squad consisting of 3 Minoan Archers and 3 Minoan Spearmen
Split Mykenes and Minoans. They were different. Quite different. Though the Mykenes did build on some derelict Minoan cities later.

Also, I think I'd turn the Britons into Celts, rather than Gauls. Works better IMO.

And what timescale is this on? We have Huns, Romans, Assyrians, Minoans, Olmecs...

Greeks would be better suited as Hellenes.

And I can see this is indeed a work in progress.

Ceres 629's strategy guides

Vive la mort, vive la guerre, vive le sacre mercenaire.

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