The new USA is a game set between the very beginning of the USA revolution and the end of the American Civil War. Some of the civs shouldn't be in every era, but for the sake of making this a good game, they are.
Colonial Age
Revolutionary Age
Expansive Age
Civil War
Resources in this game take five different forms, and all must be gathered to build a successful nation. Most resources can be deposited at drop sites, but Cree Dog Sleds do not need drop sites.
1. Food (Animals, Domestic Animals, Farms, Fish)
2. Wood (Trees)
3. Iron (Ore Deposits)
4. Coin (Marketplaces, Mines)
5. Population (Houses, Town Centres)
CANADA
See
1. Ontario
2. Quebec
3. New Brunswick
4. Nova Scotia
UNITED STATES
5. New England (Between New York, Maine, Pennsylvania and Maryland)
6. Virginia (Virginia, West Virginia, North Carolina, South Carolina, Kentucky, Tennessee)
7. Bayou (Louisiana, Mississippi, Alabama, Georgia Florida)
8. Texas (Texas, Arkansas, Oklahoma)
9. Painted Desert (Arizona, Utah)
10. New Mexico (New Mexico, Colorado)
11. California (California, Nevada)
12. Pacific Northwest (Washington, Oregon)
13. Montana (Montana, Idaho, Wyoming)
14. Dakota (North Dakota, South Dakota)
15. Great Lakes (Minnesota, Wisconsin, Michigan, Ohio, Illinois, Indiana)
16. Great Plains (Nebraska, Iowa, Missouri, Kansas)
17. Alaska (Alaska)
CUBA
18. Cuba (Cuba)
MEXICO
19. Chihuahua (Sonora, Chihuahua, Coahuila, Nuevo León, Tamaulipas)
SPAIN
20. Balearics (Balearic Islands)
Each civilization group has its own units, techs and buildings, but the Imperials share some with the Colonials and the Northeners share some with the Southeners.
Economic Unit: Settler
Trade Unit: Stagecoach
British Empire (Naval Power)
UUs: Redcoat - Heavy, medium-ranged rifleman. Unlike others of his class, he is an efficient attacker (see Unit Lists below)
Man-o-war - Medium warship with a strong attack
Highlander - Mercenary infantry with a musket
French Empire (Balanced Power)
UUs: Cuirassier - Very heavy melee cavalry
Gendarme - Rifleman who improves when near a friendly TC
Mousquetaire de la Garde - Incredibly strong musketeer
Economic Unit: Colonist
Trade Unit: Trade Wagon
United States (Artillery Power)
UUs: Colonial Militia - Very cheap but somewhat inefficient light infantry
Buffalo Soldier - Stealthy all-rounder infantry with low HP
Jaeger - Powerful long-ranged heavy infantry. Very Expensive
Confederate States (Infantry Power)
UUs: Slave - Cheap, weak colonist. Cannot double as infantry
Cherokee Rifleman - Quick native infantry with a good attack
Cavalryman - High HP ranged cavalry. Very expensive but worth it
Economic Unit: Gatherer
Trade Unit: Trade Travois
Iroquois Confederacy (Economic Power)
UUs: Tomahawk - Simple ranged heavy infantry. Cheap and good vs. Cavalry
Prowler - Long ranged stealthy rifleman. Fairly expensive but useful
Mantlet - Simple siege weapon good against infantry. Huge ammount of HP
Cree Tribe (Trade/Diplopmatic Power)
UUs: Coureur des Bois - Very expensive but efficient gatherer. Can double as infantry
Tracker - Ex-hunter with stealth. Excellent against infantry
Dog Sled - Cheap, fast gatherer. Inefficient but can transport other units
Economic Unit: Villager
Trade Unit: Trade Rider
Cheyenne Nation (Cavalry Power)
UUs: Medicine Lance - Powerful light cavalry with a huge range, but low HP
Wolf Warrior - Bowstring society archer. Weak, but cheap and has a massive range
Dog Soldier - Very powerful heavy cavalry with no range but a huge attack
Navajo Nation (Auxiliary Power)
UUs: Rustler - Average all-round ranged light infantry. Can teleport enemy livestock to an allied TC
Spearman - Very cheap but weak melee heavy infantry. Good against cavalry
Dene cavalry - Mercenary cavalry with a small range but a huge attack. Very fast
1. Has a Home City which can send shipments
2. Generally has stronger, more expensive units
3. Settlers (Villagers) are limited in number, but efficient
1. Units train almost instantly
2. Colonists (Villagers) double as infantry, but are less efficient
3. Can train up to 5 generals which greatly improve nearby units
1. Can build a Council which grants a choice of bonuses
2. Gatherers (Villagers) are quite cheap and moderately efficient
3. Hunting generates gold as well as food
1. Villagers are very cheap and are not limited in number, as well as being efficient.
2. Buildings are weaker, but build quickly and are very cheap
3. Units are generally much cheaper but weaker than those of other groups
In this game, infantry become completely new units each age, while cavalry are simply upgraded (Elite, Champion). Both of the Immigrant groups share one type of infantry and have two of their own, while Natives share most military units.
SNIPER CLASS - This class is long ranged but has low HP. Good vs. infantry
Age 2 - Hunter
Age 3 - Skirmisher
Age 4 - Crack shot (Or US Jaeger)
IMPERIAL MUSKETEER CLASS - This class is Imperial-only. Good vs. cavalry
Age 2 - Musketeer
Age 3 - Infantryman
Age 4 - British Highlander / French Mousquetaire de la Garde
IMPERIAL TOWN GUARD CLASS - This class is Imperial-only. Good against most units while defending
Age 2 - Patrol
Age 3 - Guardsman
Age 4 - British Redcoat / French Gendarme
COLONIAL CRIMINAL CLASS - This class is Colonial-only. Expensive but very good all-round
Age 2 - Outlaw
Age 3 - Renegado
Age 4 - Bandit
COLONIAL MILITIA CLASS - This class is Colonial-only. Good against cavalry and quite cheap
Age 2 - Minuteman
Age 3 - Confederate Cherokee Rifleman / Union Colonial Militia
Age 4 - Champion Cherokee Rifleman / Union Buffalo Soldier
DRAGOONS - Good against cavalry, available to all Immigrants from age 3. Confederate Cavalrymen replace their Dragoons.
HUSSARS - Powerful but low HP cavalry. Doesn't have a preferred target. French Cuirassiers replace their Hussars.
Small ships are cheap and fast, large ships are powerful and have high HP. The frigate is all four, but not as good as specialised ships.
Frigate / British Man-o-War - Medium warship with moderate stats all-round.
IMPERIAL SHIPS
Barque - Imperial small ship good for harassing larger ships
Monitor - Imperial large ship with a huge attack, good against buildings
COLONIAL SHIPS
Schooner - Colonial small ship. Very cheap and light but small attack.
Ironclad - Colonial large ship. Huge amount of HP and moderate attack, but costly and quite slow
STEALTH CLASS - Varied cost but generally expensive units. Their only common feature is the stealth ability. Available from age 3
Iroquois - Prowler (Very long range)
Cree - Tracker (Powerful attack)
Cheyenne - Wolf Warrior (Much cheaper)
Navajo - Rustler (Extra ability)
MELEE CLASS - No range but very powerful attack, especially against cavalry.
Age 2 - Stickfighter
Age 3 - War Clubman
Age 4 - Battle Maceman
BONUS CLASS - From the Chief's residence, the Navajo can train the Spearman and the Iroquois can train the Mantlet. The Chief's residence also functions as usual for these two civs.
RANGED CLASS - Ranged and good vs. infantry. Their attack and HP greatly improves through the ages. The Iroquois receive a Tomahawk as well whenever they train a unit in this class, though they pay more for this
Age 2 - Bowman
Age 3 - Elite Bowman
Age 4 - Rifleman
NORTHERN MERCENARY CLASS - Very powerful but expensive soldiers
Age 2 - Aleut Harpooner
Age 3 - Algonquin Warrior
Age 4 - Dutch Halberdier
STANDARD CLASS - Average cavalry. Several different types.
Age 2 - Musket rider (Southern) / Woodland rider (Northern)
Age 3 - Rifle rider (Cree, Cheyenne) / Hatchet rider (Navajo, Iroquois)
Age 4 - Carbine rider (Iroquois, Navajo) / Lancer (Cree, Cheyenne)
SOUTHERN MERCENARY CLASS - This class is Southern-only. Very powerful but expensive and good all-round. Available from age 3.
Cheyenne - Dog soldier
Navajo - Dene cavalry
War Canoe - Largest native warship, good against anything when built in number.
Northern Dugout - The dugout canoe is sturdier than its southern counterpart and has a slightly larger attack
Southern Birchbark - Birchbark canoes are cheap and fast, and are easy to mass. Alone, though, they are very weak
When you have built a mercenary office, you will be alerted whenever a band of mercenaries are available. Then, you can go to your mercenary office and place a bid on the mercenaries. You can change or remove this bid later. Remember that every player who also has a mercenary office is also bidding on the mercenaries, so check back often to see how high you need to bid. After five minutes, the player with the highest bid gets the mercenaries. If there is a draw or no one bids, the mercenaries become unavailable. You can only bid coin.
Mercenary bands can be made of any number up to 15 members, who are all the same type.
ASIAN
1. Japanese Ronin
2. Japanese Ninja
3. Indian Mutineer
4. Indian Rajput
5. Chinese Xia Lin
6. Chinese Flamethrower
7. Indochinese Swordsman
8. Indochinese Ngaw Rider
Spanish Empire (Imperial - Buildings power)
UUs: Galleon - Large ship with a powerful attack (Replaces Monitor)
Havana militia - Strong Militiaman with high HP (Available from age 4, part of the Town Guard class)
Grenadier - Musketeer with an option to throw grenades, causing high damage to buildings (Available from age 4, part of the Musketeer class)
Russian Empire (Imperial - Hitpoints power)
UUs: Pikenier - A high HP melee infantryman who does bonus damage to cavalry (Extra Russian unit)
Haydamaka - Expensive Ukrainian highwayman with the ability to temporarily block a trade route (Available form age 4, part of the Town Guard class)
Strelets - Weak but cheap musketeer with a fairly good attack (Available from age 4, part of the Musketeer class)
Canada (Colonial - Defensive power)
UUs: Dominion Policeman - Light cavalry with a rifle, good for defending (Replaces Dragoon)
Québécois - Light infantry with a limited hunting ability (Available from age 3. Part of the Militia class)
Winipekw Sloop - Very light warship. Excellent for exploring but weak in combat (Replaces Schooner)
I NEED ANOTHER COLONIAL CIV. POSSIBLY MEXICO OR A CARIBBEAN COUNTRY.
Haida (Northern - General non-military power)
UUs: Woodsman - Stealthy light infantry who can travel through thick forest (Part of the Stealth class)
Cedar Canoe - High HP and strong by canoe standards (Extra unit for the Haida)
Eagle Bear - Very powerful melee heavy infantry (Replaces Battle Maceman)
Ojibwe / Algonquin / Inuit - WHICH OF THESE SHOULD BE THE OTHER NORTHERN CIV?
Seminole (Southern - General military power)
UUs: Sharktooth - Ranged light infantry with a bow. Weak but cheap (Replaces Bowman and Elite Bowman. Part of the ranged class)
Bayou Rifleman - Stealthy light infantry which can swim for a short time (Part of the stealth class)
Chief - Only three can be built. Very strong, fast and high HP (Part of the bonus class)
Creek (Southern - Speed power)
UUs: UNKNOWN
Campaigns, full building and unit lists and more civ bonuses. Any suggestions much appreciated.
The Māori - Sand - The new USA - Age of Epics - Gang Wars - The Future ES Games story! - Jaguar6's Age of Rebirth - Charting the Globe - The Old West - WWII (setup)
[This message has been edited by NotInvolved (edited 09-10-2008 @ 02:59 PM).]