Yes, Berm's at it again-The Age of Empires 2 Remake, the follow-up to my AOE1 Remake thread! I am extremely excited to get researching again and desinging all the civs, maps, buildings, units, features, etc, and with the help of all your knowledgeable and creative minds once again! I will update this thread as much as possible.
Time Period: 476 AD-1453 AD. From the fall of Rome to the fall of the Byzantines, and the rise of the Ottomans.
Vanilla will be called Age of Empires II: The Dark Age. 17 civilizations. 9 Maps. 10 minor civs.
X-Pack: Age of Empires II: Age of Crusades. 30 civilizations. 18 Maps. 18 minor civs.
Y-Pack: Age of Empires II: The Medieval World. 39 civilizations. 26 Maps. 25 minor civs.
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 AND DESTROYED BUILDINGS 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
THERE WEILL BE HOME CITIES, BUT ARE CALLED ROYAL CITIES INSTEAD IN THIS GAME.
AGES:
Dark Age
Feudal Age
Crusades Age
Renaissance Age
Imperial Age
MAPS: (will get minor civs later on)
Vanilla-
Asia Minor-The division of Europe and Asia, with both land and water.
British Isles-The northwest islands of Europe.
Byzantium-The eastern remains of the Roman Empire.
Sardinia-The larger western island of the meditteranean, with smaller Corsica above it.
Crete-The larger eastern island of the meditteranean.
Italy-A resource-rich map full of treasures and ruins left over from the Romans.
North Africa-The barbary coast terrians.
Scandinavia-The snowy homeland of the Vikings, and other nations and barbarian tribes.
Western Europe-The regions of France and Iberia.
X-Pack-
Arabia-The center of the huge Arab empire.
Asian Steppes-The barren plains of the Asian barbarian nomads.
Australia-The massive southern continent and the surrounding islands.
Eastern Asia-China, Korea, and all the land around.
Himalayas-The huge massive mountain range of Asia.
India-The Indus Valley, Sri Lanka, and the southern borders of the Himalayas.
Indonesia-The large cluster of islands between Asia and Australia.
Japan-The long strip of land, including the western Pacific islands and the Sea of Japan.
Lower Africa-The tip of the big continent, and Madagascar.
Y-Pack-
Amazon-The gigantic river and the lush rainforest.
Andes-The large mountain range of South America.
Caribbean-The sandy islands of the Caribbean Sea.
Central America-The territories of the mighty Aztec empire.
Greenland-The icy land taken by the Viking explorers.
North America-The large continent of Canada and Southern North America.
Pacific Rim-A huge map of the western coastlines of the Americas, the eastern edges of Asia, Beringia, Australia and all the Pacific islands in between.
Southern Cape-The tip of South America.
CIVS: As you read, I am currently doing MAJOR civ research, don't worry
Vanilla-
Avars
Bulgarians
Byzantines
Celts
English
Franks
Huns
Lombards
Holy Roman Empire
Normans
Portuguese
Saxons
Slavs
Teutons
Spanish
Swiss
Vandals
Visigoths
Russians
X-Pack
Arabs
Persians
Seljuks
Mongols
Japanese
Indians
Chinese
Koreans
Pechenegs
Gokturks
Mali
Songhai
Ghana
Yapese
Tonga
Y-Pack
Incas
Toltecs
Mayans
Aztecs
Pueblo
Moche
Teotihuacans
Huari
Chimu
MINOR CIVS:
Vanilla-
VIKINGS
Units: Berserker (Age II)-A fast melee infantry that regenerates health over time. Viking Longboat (Age II) A very fast and effective ship that fires barrages of arrows.
Techs: Berserkergang (Berserkers regenerate faster) Scandinavian Shipyards (Ships train faster and cost less) Raiding Season (Ships one Berserker per every two minutes of the game, up to 30:00)
Maps: British Isles, Western Europe, Scandinavia, Greenland, Byzantium, Sardinia.
VARANGIANS
Unit: Varangian Guard (Age III) Powerful swordsman unit, better against infantry and cavalry thatn siege weapons and buildings.
Techs: Sea Mercenaries (Ships move faster, have more hit points, have a faster firing rate, and have more range) Ruthlessness (All troops move faster and have a quicker attack) Guardsmen (Your heroes can now train Varangian Guards)
Maps: Asia Minor, Scandinavia, Asian Steppes, Byzantium.
SCOTTISH
Unit: Highlander (Age II) A fast footman armed with a claymore sword.
Techs: Northern Agriculture (Increases farming gather rates) Auld Alliance (sends one Highlander per every two minutes, up to 30:00) Highlands War Skills (All ranged units have more range)
Maps: British Isles, Western Europe.
TEMPLARS
Unit: Templar Knight (Age III) Heavy cavalry unit.
Techs: Cheques (Increases gold gather rates across the map) Name of Jesus (Churches have greatly increased hitpoints and resistance) First Crusade (All units have greatly increased speed)
Maps: Italy, Byzantium, Asia Minor, Crete.
HOSPITALLERS
Unit: Hospitaller Knight (Age III) Heavy swordsman unit.
Techs: Amalfi (When around Churches, units are healed) Holy Fleet (Ships have more hitpoints, resistance, and attack) Second Crusade (All units heal faster)
Maps: Italy, Byzantium, Asia Minor, Arabia.
OSTROGOTHS
Unit: Huskarl (Age III) Swordsman with a sweeping attack.
Techs: Barbarian Tribute (Ships one crate of gold per every 2 minutes, up to 30:00) Friendly Ties (You can now send experience points for shipments to your allies in addition to resources) Gothic Training (All ranged infantry have better hand attacks)
Maps: Italy, Byzantium, Asia Minor, Sardinia, Meditteranean.
KHAZARS
Units: Khazar Horseman (Age II) A fast lance-armed cavalry unit.
Techs: Religous Court (Priests have better attacks and heal faster) Yarmaqs (Gold gathers faster across the map) Radhanites (Trading Posts and Trading Docks deliver more resources, plus trade route upgrades and trade ship upgrades cost less)
Maps: Himalayas, Arabia, Asia Minor, Central Asia.
MOORS
Unit: Desert Raider (Age II) Camel rider armed with a flamberge sword.
Techs: Moorish Architecture (Buildings have more hitpoints and cost less) Taifas (Castles/Fortresses have more line of site, attack, and HP) Aureus (You can buy and sell more resources and the Market for a longer time)
Maps: Iberia, Western Europe, North Africa.
SLAVS
Unit: Anelace (Age II) A fast throwing-daggerman with a decent hand attack.
Techs: Cyrillic Alphabet (All units from minor civilizations are trained much faster) Migration (Villagers move faster, have more hitpoints and attack, and build faster) Slavic Lumber (Faster wood gather rates)
Maps: Byzantium, Italy, Crete.
MAGYARS
Unit: Magyar Javelin (Age III) A quick-moving cavalry unit that throws javelins, good at quick raids.
Techs: Hungarian Raid (Cavalry move faster and have more range and attack) Pillagers (All cavalry have increased siege damage) Quick Offense (Military buildings cost less resources)
Maps: Italy, Byzantium, Asia Minor.
X-Pack-
BERBERS
Unit:
Techs:
Maps:
MOORS
Unit:
Techs:
Maps:
GHANZI
Unit:
Techs:
Maps: South Africa, North Africa.
TARTARS
Unit: Volga Warrior (Age III) Archer with a decent hand attack. Nogais Cavalry (Age II) Quick, light cavalry unit.
Techs: Astrakhan Agriculture (Farms are cheaper, and gather faster) Szlachta (Settlers gather, build and move faster)
Maps: Byzantium, Arabia, Asia Minor, Asian Steppes, Himalayas, Eastern Asia, Pacific Rim.
ABORIGINALS
Unit:
Techs:
Maps: Australia, Indonesia, Pacific Rim.
MAORI
Unit:
Techs:
Maps: Australia, Pacific Rim.
CHOLA
Unit:
Techs:
Maps: India, Indonesia.
YORUBA
Unit:
Techs:
Maps: North Africa, South Africa.
MAMELUKES
Unit: Mameluke (Age III) Very powerful camel rider
Techs:
Maps: Arabia, Asia Minor, North Africa.
KHAZARS
Unit:
Techs:
Maps:
KHMER
Unit:
Techs:
Maps: India, Eastern Asia, Himalayas.
Y-Pack-
HOHOKAM
Unit:
Techs:
Maps: Central America, North America.
ZAPOTEC
Unit:
Techs:
Maps: Central America.
HAWAIINS
Unit:
Techs:
Maps: Pacific Rim.
POLYNESIANS
Unit:
Techs:
Map: Pacific Rim, Indonesia.
CARIBS
Unit:
Techs:
Maps: Caribbean.
TUPINAMBA
Unit:
Techs:
Maps: Amazon, Southern Cape.
HOPEWELL
Unit:
Techs:
Maps: North America.
CHUMU
Unit:
Techs:
Maps: Andes, Southern Cape, Andes.
BUILDINGS:
Vanilla:
Town Center: (Start with one, may build more in Age 3)
House/Hut (Age I): (Name depends on civ)
Guard Tower (Age II): Upgrades: Frontier Tower-Great Tower. Build limit is at minimum 15.
Farm: Food building (Age II)
Quarry: Gold building, Upgrades: Ore Quarry (can be set to gather stone)
Barracks (Age II)
Stable (Age II)
Siege Workshop (Age III, for some civs Age II)
Castle/Fortress depending on civ (Age III): Can train units, attacks, garrisons units, build limit varries for civs, minimum limit is 4.
Blacksmith (Age II): Upgrades your units.
Market (Age I): Economic improvements, buy/sell resources.
Dock (Age I): Trains ships, upgrades ships.
Church (Age II): Allows you to train priests and offers upgrades. With the X-Pack, some civs can train Crusaders from Churches.
Wood Wall (Age II): Upgrades: Stone Wall-Fortified Wall-Great Wall.
Gate, material and strenght is based upon current wood upgrade.
Wonder (Age V): Offers spies and other powerful upgrades, units have stat bonuses when around the wonder. Wonder also generates resource of your choice. Each civ has their own unique and historical wonder.
Trade Post (Age I): Same as AOE3.
Trade Dock (Age I): Same as TP but built at a water Trade Dock socket.
X-Pack
Tavern (Age II): Trains mercenaries, build limit 5
Alliance Embassy (Age III): Trains minor civ units currently controlled.
Royal Castle/Sacred Fortress depending on civ (Age IV): Offers unique upgrades/bonuses/units, will be explained more later on.
Great Castle/Mighty Fortress, depending on civ name (Age V): Massive building that can do almost anything except research Royal Castle/Sacred Fortress and Wonder techs, to overcome 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 or captured, also is undeleatable.
Y-Pack
Altar (Age I): Acts like a firepit from AOE3, build limit 3, Y-Pack civs only.
Sea Wall (Age III) A wall in water that can be built by fishing boats.
Sea Gate (Age III) A gate built by fishing boats in your sea wall that allows ships to pass through.
Sea Tower (Age III) An attack tower in the water that can be built by fishing boats. Has a minimum build limit of 15.
UNITS: These units are available to all civs except those specified to have a unique unit structure (UU).
INFANTRY
War-Drummer (Age IV) Gives increased stats to nearby infantry, build limit 4, doesn't take up pop space.
Heavy Swordsman (Age III) Standard melee infantry moederately effective against both infantry and cavalry. Upgrades: Heavy Swordsman, Imperial Swordsman.
Pikeman (Age II) Melee infantry good against cavalry. Upgrades: Heavy Pikeman, Halberdier, Imperial Halberdier.
Archer (Age II) Early ranged infantry good against other infantry. Upgrades: Heavy Archer, Elite Archer, Imperial Archer.
Heavy Crossbowman (Age III) Ranged infantry effective against both cavalry and infantry. Upgardes: Elite Arbalest, Imperial Arbalest.
Eite Culverineer (Age IV) Primitive gunman, a good all-around ranged unit. Upgrade: Imperial Culverineer.
CAVALRY
Horn-Blower (Age IV) Gives increased stats to nearby cavalry, build limit 4, takes up no pop space.
Knight (Age II) Feudal cavalry unit, slow but durable and strong. Upgrades: Heavy Knight, Paladin, Imperial Paladin
Heavy Cavalry Archer (Age III) Ranged cavalry. Upgrades: Elite Cavalry Archer, Imperial Cavalry Archer.
Heavy Lancer (Age III) Melee cavalry, extremely effective against infantry. Upgrades: Elite Partisan, Imperial Partisan.
Warfork Rider (Age II) A fast cavalryman armed with a sharp-ended military fork that is effective against both infantry and cavalry.
SIEGE
Banner-Bearer (Age IV) Gives increased stats to nearby siege weapons, build limit 3, takes up no pop space.
Battering Ram (Age III)-Attacks buildings. Upgrades: Capped Ram, Siege Ram.
Catapult (Age III)-Slow mobile catapult unit effective against grouped up units and buildings. Upgrades: Heavy Catapult, Imperial Catapult
Trebuchet (Age IV)-A slow-moving catapult that does little damage to units, but is enormously good against buildings.
Ballista (Age III)-Large sling that fires projectiles at a fast speed, more effective against grouped units than against buildings. Upgrades: Heavy Ballista, Imperial Ballista.
Heavy Siege Ladder (Age IV) Used to capture Royal Castles/Mighty Fortresses, and to enable infantry to climb over walls. But they can easily be repelled. Upgrade: Imperial Siege Ladder.
Imperial Siege Tower (Age V) Huge tower that is harder to take down than a siege ladder, enables infantry to get over walls and capture almost any building. Extremely useful for capturing Royal Castles/Mighty Fortresses. Build limit 4.
Imperial Cannon (Age V) An early and very expensive cannon that takes down buildings and units alike. Build limit 8.
SHIPS
Flagship (Age IV) Gives stat bonuses to nearby ships, build limit 2.
Galley (Age II) Weak arrow attack, fishes, transports. Upgrades: Sea Galley, Great Galley, Imperial Galley
Carrack (Age III) Can fire multiple arrows and transport, upgrades: Great Carrack, Imperial Carrack.
Great Galleon (Age IV) An early cannon-armed ship, more expensive than galleys and carracks. Upgrade: Imperial Galleon.
Great Siege Ship (Age IV) Ship that's armed with heavier cannons more suited for bombarding coastal buildings. Upgrade: Imperial Siege Ship.
MERCENARIES-FOR ALL CIVS, BUT DEPEND ON MAP. TRAINED WITH GOLD.
Vanilla
Outlaw (Age II)-An outcast archer unit.
Barbarian Swordsman (Age II)-A hired barbarian warrior.
Falchion Rider (Age II)-A paid cavalry swordsman.
Pirate Ship (Age II)-Helpful ship mercenary.
Sword-breaker (Age III)-A French daggerman extremely good at countering enemy swordsmen.
Noble Knight (Age IV)-Very powerful hard-hitting cavalry mercenary.
Flailman (Age IV)-A splash-damage heavy infantry unit.
Mercenary Longbow (Age III) A very accurate and long ranged British archer that is devastating against infantry.
Hired Cannon (Age V)-A more powerful cannon.
X-Pack
Assasin (Age II)-Weak longswordsman, but has stealth ability, very effective against heroes and other mercenaries.
Camel Raider (Age II)-A quick moving lance-armed camel rider.
Nomad Swordsman (Age II)-Fast but weak footman armed with two shortswords.
Blockade Runner (Age II)-Effective fast ship mercenary.
Makibishi (Age III)-An skilled Asian warrior that throws makibishi to slow down enemies and deal damage.
Iron Mace (Age III)-Useful clubman unit.
Ronin (Age IV)-Extremely powerful heavy infantry lone samurai.
Arquebusier (Age V)-A very accurate and powerful Chinese gunman infantry.
Mercenary Elephant (Age IV)-Heavy-duty hand cavalry unit.
Y-Pack
Forest Clubman (Age II)-Cheap clubman unit, good all around.
Jungle Spearman (Age II)-Melee mercenary, more effective against cavalry.
Rebel Canoe (Age II)-Paid boat unit.
Tribe Chief (Age IV)-Very powerful staffman.
Renegade Priest (Age III)-Helpful unit that fights decently with daggers and heals.
Noble Archer (Age III)-Strong archer good against infantry.
Eagle Javelin (Age III)-Does well against both infantry and cavalry.
Torchman (Age III)-Torcher that fares well agaisnt buildings, ships, and artillery.
Mantlet (Age IV)-Powerful siege unit, also does somewhat well against infantry.
SPECIAL THANKS:
As_Saffah
NotInvolved
Jimmy2
NachtJager
Dogbert
SUPPORTING FORUMMERS:
KevTheGreat
Lord_Sami
SupaCrunk1994
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
Time Period: 476 AD-1453 AD. From the fall of Rome to the fall of the Byzantines, and the rise of the Ottomans.
Vanilla will be called Age of Empires II: The Dark Age. 17 civilizations. 9 Maps. 10 minor civs.
X-Pack: Age of Empires II: Age of Crusades. 30 civilizations. 18 Maps. 18 minor civs.
Y-Pack: Age of Empires II: The Medieval World. 39 civilizations. 26 Maps. 25 minor civs.
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 AND DESTROYED BUILDINGS 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
THERE WEILL BE HOME CITIES, BUT ARE CALLED ROYAL CITIES INSTEAD IN THIS GAME.
AGES:
Dark Age
Feudal Age
Crusades Age
Renaissance Age
Imperial Age
MAPS: (will get minor civs later on)
Vanilla-
Asia Minor-The division of Europe and Asia, with both land and water.
British Isles-The northwest islands of Europe.
Byzantium-The eastern remains of the Roman Empire.
Sardinia-The larger western island of the meditteranean, with smaller Corsica above it.
Crete-The larger eastern island of the meditteranean.
Italy-A resource-rich map full of treasures and ruins left over from the Romans.
North Africa-The barbary coast terrians.
Scandinavia-The snowy homeland of the Vikings, and other nations and barbarian tribes.
Western Europe-The regions of France and Iberia.
X-Pack-
Arabia-The center of the huge Arab empire.
Asian Steppes-The barren plains of the Asian barbarian nomads.
Australia-The massive southern continent and the surrounding islands.
Eastern Asia-China, Korea, and all the land around.
Himalayas-The huge massive mountain range of Asia.
India-The Indus Valley, Sri Lanka, and the southern borders of the Himalayas.
Indonesia-The large cluster of islands between Asia and Australia.
Japan-The long strip of land, including the western Pacific islands and the Sea of Japan.
Lower Africa-The tip of the big continent, and Madagascar.
Y-Pack-
Amazon-The gigantic river and the lush rainforest.
Andes-The large mountain range of South America.
Caribbean-The sandy islands of the Caribbean Sea.
Central America-The territories of the mighty Aztec empire.
Greenland-The icy land taken by the Viking explorers.
North America-The large continent of Canada and Southern North America.
Pacific Rim-A huge map of the western coastlines of the Americas, the eastern edges of Asia, Beringia, Australia and all the Pacific islands in between.
Southern Cape-The tip of South America.
CIVS: As you read, I am currently doing MAJOR civ research, don't worry
Vanilla-
Avars
Bulgarians
Byzantines
Celts
English
Franks
Huns
Lombards
Holy Roman Empire
Normans
Portuguese
Saxons
Slavs
Teutons
Spanish
Swiss
Vandals
Visigoths
Russians
X-Pack
Arabs
Persians
Seljuks
Mongols
Japanese
Indians
Chinese
Koreans
Pechenegs
Gokturks
Mali
Songhai
Ghana
Yapese
Tonga
Y-Pack
Incas
Toltecs
Mayans
Aztecs
Pueblo
Moche
Teotihuacans
Huari
Chimu
MINOR CIVS:
Vanilla-
VIKINGS
Units: Berserker (Age II)-A fast melee infantry that regenerates health over time. Viking Longboat (Age II) A very fast and effective ship that fires barrages of arrows.
Techs: Berserkergang (Berserkers regenerate faster) Scandinavian Shipyards (Ships train faster and cost less) Raiding Season (Ships one Berserker per every two minutes of the game, up to 30:00)
Maps: British Isles, Western Europe, Scandinavia, Greenland, Byzantium, Sardinia.
VARANGIANS
Unit: Varangian Guard (Age III) Powerful swordsman unit, better against infantry and cavalry thatn siege weapons and buildings.
Techs: Sea Mercenaries (Ships move faster, have more hit points, have a faster firing rate, and have more range) Ruthlessness (All troops move faster and have a quicker attack) Guardsmen (Your heroes can now train Varangian Guards)
Maps: Asia Minor, Scandinavia, Asian Steppes, Byzantium.
SCOTTISH
Unit: Highlander (Age II) A fast footman armed with a claymore sword.
Techs: Northern Agriculture (Increases farming gather rates) Auld Alliance (sends one Highlander per every two minutes, up to 30:00) Highlands War Skills (All ranged units have more range)
Maps: British Isles, Western Europe.
TEMPLARS
Unit: Templar Knight (Age III) Heavy cavalry unit.
Techs: Cheques (Increases gold gather rates across the map) Name of Jesus (Churches have greatly increased hitpoints and resistance) First Crusade (All units have greatly increased speed)
Maps: Italy, Byzantium, Asia Minor, Crete.
HOSPITALLERS
Unit: Hospitaller Knight (Age III) Heavy swordsman unit.
Techs: Amalfi (When around Churches, units are healed) Holy Fleet (Ships have more hitpoints, resistance, and attack) Second Crusade (All units heal faster)
Maps: Italy, Byzantium, Asia Minor, Arabia.
OSTROGOTHS
Unit: Huskarl (Age III) Swordsman with a sweeping attack.
Techs: Barbarian Tribute (Ships one crate of gold per every 2 minutes, up to 30:00) Friendly Ties (You can now send experience points for shipments to your allies in addition to resources) Gothic Training (All ranged infantry have better hand attacks)
Maps: Italy, Byzantium, Asia Minor, Sardinia, Meditteranean.
KHAZARS
Units: Khazar Horseman (Age II) A fast lance-armed cavalry unit.
Techs: Religous Court (Priests have better attacks and heal faster) Yarmaqs (Gold gathers faster across the map) Radhanites (Trading Posts and Trading Docks deliver more resources, plus trade route upgrades and trade ship upgrades cost less)
Maps: Himalayas, Arabia, Asia Minor, Central Asia.
MOORS
Unit: Desert Raider (Age II) Camel rider armed with a flamberge sword.
Techs: Moorish Architecture (Buildings have more hitpoints and cost less) Taifas (Castles/Fortresses have more line of site, attack, and HP) Aureus (You can buy and sell more resources and the Market for a longer time)
Maps: Iberia, Western Europe, North Africa.
SLAVS
Unit: Anelace (Age II) A fast throwing-daggerman with a decent hand attack.
Techs: Cyrillic Alphabet (All units from minor civilizations are trained much faster) Migration (Villagers move faster, have more hitpoints and attack, and build faster) Slavic Lumber (Faster wood gather rates)
Maps: Byzantium, Italy, Crete.
MAGYARS
Unit: Magyar Javelin (Age III) A quick-moving cavalry unit that throws javelins, good at quick raids.
Techs: Hungarian Raid (Cavalry move faster and have more range and attack) Pillagers (All cavalry have increased siege damage) Quick Offense (Military buildings cost less resources)
Maps: Italy, Byzantium, Asia Minor.
X-Pack-
BERBERS
Unit:
Techs:
Maps:
MOORS
Unit:
Techs:
Maps:
GHANZI
Unit:
Techs:
Maps: South Africa, North Africa.
TARTARS
Unit: Volga Warrior (Age III) Archer with a decent hand attack. Nogais Cavalry (Age II) Quick, light cavalry unit.
Techs: Astrakhan Agriculture (Farms are cheaper, and gather faster) Szlachta (Settlers gather, build and move faster)
Maps: Byzantium, Arabia, Asia Minor, Asian Steppes, Himalayas, Eastern Asia, Pacific Rim.
ABORIGINALS
Unit:
Techs:
Maps: Australia, Indonesia, Pacific Rim.
MAORI
Unit:
Techs:
Maps: Australia, Pacific Rim.
CHOLA
Unit:
Techs:
Maps: India, Indonesia.
YORUBA
Unit:
Techs:
Maps: North Africa, South Africa.
MAMELUKES
Unit: Mameluke (Age III) Very powerful camel rider
Techs:
Maps: Arabia, Asia Minor, North Africa.
KHAZARS
Unit:
Techs:
Maps:
KHMER
Unit:
Techs:
Maps: India, Eastern Asia, Himalayas.
Y-Pack-
HOHOKAM
Unit:
Techs:
Maps: Central America, North America.
ZAPOTEC
Unit:
Techs:
Maps: Central America.
HAWAIINS
Unit:
Techs:
Maps: Pacific Rim.
POLYNESIANS
Unit:
Techs:
Map: Pacific Rim, Indonesia.
CARIBS
Unit:
Techs:
Maps: Caribbean.
TUPINAMBA
Unit:
Techs:
Maps: Amazon, Southern Cape.
HOPEWELL
Unit:
Techs:
Maps: North America.
CHUMU
Unit:
Techs:
Maps: Andes, Southern Cape, Andes.
BUILDINGS:
Vanilla:
Town Center: (Start with one, may build more in Age 3)
House/Hut (Age I): (Name depends on civ)
Guard Tower (Age II): Upgrades: Frontier Tower-Great Tower. Build limit is at minimum 15.
Farm: Food building (Age II)
Quarry: Gold building, Upgrades: Ore Quarry (can be set to gather stone)
Barracks (Age II)
Stable (Age II)
Siege Workshop (Age III, for some civs Age II)
Castle/Fortress depending on civ (Age III): Can train units, attacks, garrisons units, build limit varries for civs, minimum limit is 4.
Blacksmith (Age II): Upgrades your units.
Market (Age I): Economic improvements, buy/sell resources.
Dock (Age I): Trains ships, upgrades ships.
Church (Age II): Allows you to train priests and offers upgrades. With the X-Pack, some civs can train Crusaders from Churches.
Wood Wall (Age II): Upgrades: Stone Wall-Fortified Wall-Great Wall.
Gate, material and strenght is based upon current wood upgrade.
Wonder (Age V): Offers spies and other powerful upgrades, units have stat bonuses when around the wonder. Wonder also generates resource of your choice. Each civ has their own unique and historical wonder.
Trade Post (Age I): Same as AOE3.
Trade Dock (Age I): Same as TP but built at a water Trade Dock socket.
X-Pack
Tavern (Age II): Trains mercenaries, build limit 5
Alliance Embassy (Age III): Trains minor civ units currently controlled.
Royal Castle/Sacred Fortress depending on civ (Age IV): Offers unique upgrades/bonuses/units, will be explained more later on.
Great Castle/Mighty Fortress, depending on civ name (Age V): Massive building that can do almost anything except research Royal Castle/Sacred Fortress and Wonder techs, to overcome 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 or captured, also is undeleatable.
Y-Pack
Altar (Age I): Acts like a firepit from AOE3, build limit 3, Y-Pack civs only.
Sea Wall (Age III) A wall in water that can be built by fishing boats.
Sea Gate (Age III) A gate built by fishing boats in your sea wall that allows ships to pass through.
Sea Tower (Age III) An attack tower in the water that can be built by fishing boats. Has a minimum build limit of 15.
UNITS: These units are available to all civs except those specified to have a unique unit structure (UU).
INFANTRY
War-Drummer (Age IV) Gives increased stats to nearby infantry, build limit 4, doesn't take up pop space.
Heavy Swordsman (Age III) Standard melee infantry moederately effective against both infantry and cavalry. Upgrades: Heavy Swordsman, Imperial Swordsman.
Pikeman (Age II) Melee infantry good against cavalry. Upgrades: Heavy Pikeman, Halberdier, Imperial Halberdier.
Archer (Age II) Early ranged infantry good against other infantry. Upgrades: Heavy Archer, Elite Archer, Imperial Archer.
Heavy Crossbowman (Age III) Ranged infantry effective against both cavalry and infantry. Upgardes: Elite Arbalest, Imperial Arbalest.
Eite Culverineer (Age IV) Primitive gunman, a good all-around ranged unit. Upgrade: Imperial Culverineer.
CAVALRY
Horn-Blower (Age IV) Gives increased stats to nearby cavalry, build limit 4, takes up no pop space.
Knight (Age II) Feudal cavalry unit, slow but durable and strong. Upgrades: Heavy Knight, Paladin, Imperial Paladin
Heavy Cavalry Archer (Age III) Ranged cavalry. Upgrades: Elite Cavalry Archer, Imperial Cavalry Archer.
Heavy Lancer (Age III) Melee cavalry, extremely effective against infantry. Upgrades: Elite Partisan, Imperial Partisan.
Warfork Rider (Age II) A fast cavalryman armed with a sharp-ended military fork that is effective against both infantry and cavalry.
SIEGE
Banner-Bearer (Age IV) Gives increased stats to nearby siege weapons, build limit 3, takes up no pop space.
Battering Ram (Age III)-Attacks buildings. Upgrades: Capped Ram, Siege Ram.
Catapult (Age III)-Slow mobile catapult unit effective against grouped up units and buildings. Upgrades: Heavy Catapult, Imperial Catapult
Trebuchet (Age IV)-A slow-moving catapult that does little damage to units, but is enormously good against buildings.
Ballista (Age III)-Large sling that fires projectiles at a fast speed, more effective against grouped units than against buildings. Upgrades: Heavy Ballista, Imperial Ballista.
Heavy Siege Ladder (Age IV) Used to capture Royal Castles/Mighty Fortresses, and to enable infantry to climb over walls. But they can easily be repelled. Upgrade: Imperial Siege Ladder.
Imperial Siege Tower (Age V) Huge tower that is harder to take down than a siege ladder, enables infantry to get over walls and capture almost any building. Extremely useful for capturing Royal Castles/Mighty Fortresses. Build limit 4.
Imperial Cannon (Age V) An early and very expensive cannon that takes down buildings and units alike. Build limit 8.
SHIPS
Flagship (Age IV) Gives stat bonuses to nearby ships, build limit 2.
Galley (Age II) Weak arrow attack, fishes, transports. Upgrades: Sea Galley, Great Galley, Imperial Galley
Carrack (Age III) Can fire multiple arrows and transport, upgrades: Great Carrack, Imperial Carrack.
Great Galleon (Age IV) An early cannon-armed ship, more expensive than galleys and carracks. Upgrade: Imperial Galleon.
Great Siege Ship (Age IV) Ship that's armed with heavier cannons more suited for bombarding coastal buildings. Upgrade: Imperial Siege Ship.
MERCENARIES-FOR ALL CIVS, BUT DEPEND ON MAP. TRAINED WITH GOLD.
Vanilla
Outlaw (Age II)-An outcast archer unit.
Barbarian Swordsman (Age II)-A hired barbarian warrior.
Falchion Rider (Age II)-A paid cavalry swordsman.
Pirate Ship (Age II)-Helpful ship mercenary.
Sword-breaker (Age III)-A French daggerman extremely good at countering enemy swordsmen.
Noble Knight (Age IV)-Very powerful hard-hitting cavalry mercenary.
Flailman (Age IV)-A splash-damage heavy infantry unit.
Mercenary Longbow (Age III) A very accurate and long ranged British archer that is devastating against infantry.
Hired Cannon (Age V)-A more powerful cannon.
X-Pack
Assasin (Age II)-Weak longswordsman, but has stealth ability, very effective against heroes and other mercenaries.
Camel Raider (Age II)-A quick moving lance-armed camel rider.
Nomad Swordsman (Age II)-Fast but weak footman armed with two shortswords.
Blockade Runner (Age II)-Effective fast ship mercenary.
Makibishi (Age III)-An skilled Asian warrior that throws makibishi to slow down enemies and deal damage.
Iron Mace (Age III)-Useful clubman unit.
Ronin (Age IV)-Extremely powerful heavy infantry lone samurai.
Arquebusier (Age V)-A very accurate and powerful Chinese gunman infantry.
Mercenary Elephant (Age IV)-Heavy-duty hand cavalry unit.
Y-Pack
Forest Clubman (Age II)-Cheap clubman unit, good all around.
Jungle Spearman (Age II)-Melee mercenary, more effective against cavalry.
Rebel Canoe (Age II)-Paid boat unit.
Tribe Chief (Age IV)-Very powerful staffman.
Renegade Priest (Age III)-Helpful unit that fights decently with daggers and heals.
Noble Archer (Age III)-Strong archer good against infantry.
Eagle Javelin (Age III)-Does well against both infantry and cavalry.
Torchman (Age III)-Torcher that fares well agaisnt buildings, ships, and artillery.
Mantlet (Age IV)-Powerful siege unit, also does somewhat well against infantry.
SPECIAL THANKS:
As_Saffah
NotInvolved
Jimmy2
NachtJager
Dogbert
SUPPORTING FORUMMERS:
KevTheGreat
Lord_Sami
SupaCrunk1994
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 10-09-2008 @ 01:36 AM).]