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Topic Subject: [Group Project] "Age of Antiquity"
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posted 07-09-06 05:44 PM EDT (US)   


Inspired by these two threads:

What do you think about a Re-make of Age of Empires 2?

AOE4: AOE1 Remake Ideas

What I'd like to do is launch a GROUP PROJECT for anyone on the forums to join. This will be a complete overhaul and remake of the first Age of Empires. Not only a remake, but an overhaul. What does that mean? Well that means we will go deeper into historical gaming than any game Ensemble has yet produced. We will update AOE1 to modern standards of gameplay as well. Each civ will be unique and fresh and most of all historically accurate.

[JPEG, (162.69 KB)]
[JPEG, (334.64 KB)]


What each project member will do is choose 3 civs from the list below to design as he or she sees fit, within the guidelines of the game as I will set up. What you will do then is research each civ to the best of your abilities, fill out the form I provide here and post it in this thread. Be careful not to be too verbose in your design because the forum seems to not like large posts. When everything is done and all civs have been profiled, I will gather everything together and make a giant new thread releasing the game design to the world.

This thread will be for strictly signing up for civilizations to profile (and then posting your results) and for discussing gameplay mechanics of the game and civs. What we want to do is stick to history and stay away from mythology and religion, except when dealing with Temples and Healers/Priests.

I fully expect this to last months, but that's not important. What's important is we all have fun making this and learn more about game design, history, and how they both fit together!


-------------------------
Okay, first, the uber LIST OF CIVILIZATIONS! Choose three from below you'd like to profile (first come first serve). *Note, please choose Vanilla civs first, then move on to the expacks (don't everyone try to gang up on the Greeks and Romans):

Vanilla: "Age of Antiquity: Dawn of Civilization"
- Assyrians :: Mythos_Ruler
- Babylonians :: Empror
- Egyptians :: Cassador_Chris
- Etruscans :: Brocktree101
- Hebrews :: Yamato Take
- Hittites :: Empror
- Kushites (Nubians) :: Empror
- Minoans :: Mythos_Ruler
- Mycenaeans :: egel
- Phoenicians :: GatoFedorento
- Scythians :: Dieneces
- Sumerians :: GatoFedorento

Chocolate: Expack1 "Empires Ascendant"
- Carthaginians :: Yamato Take
- Gauls :: egel + Brocktree
- Hellenes (Greeks) :: Dieneces
- Iberians :: GatoFedorento
- Macedonians :: Mythos_Ruler
- Numidians :: Yamato Take
- Persians :: Mythos_Ruler
- Romans:: egel
- Samnites :: Mythos_Ruler
- Seleucids :: Hosko
- Syracusans :: Empror
- Thracians :: Dieneces


Rocky Road or Strawberry: Expack2 "Empires Besieged"
- Axumites (Ethiopians) :: skystrider
- Britons :: Egel and Brocktree101
- Byzantines (Eastern Romans) :: Empror
- Dacians :: Mythos_Ruler
- Germanians :: Brocktree101
- Han (Chinese) :: MudokonGod
- Huns :: GatoFedorento
- Indians :: Lord Iarune
- Palmyrans :: GatoFedorento
- Parthians :: Empror
- Sarmatians :: egel
- Yamato (Japanese) :: Yamato Take

-------------------------
Next, choose your Civ Bonuses. Bonuses are things like, "Archers +25% HPs" or "Farming 33% more profitable." Please, stick to realistic bonuses for your civs. Make them historically accurate, and again, bonus points to those who come up with original ethnic names for your bonuses.

Bonus 1 - Economic/Civic
Bonus 2 - Military
Bonus 3 - Any

--------------------------
After that, choose the units your civ will field in battle. The research part will be this: Choose units that your civ used in REAL HISTORY. For instance, the Babylonians did *not* use a Quinquireme. However, you can give them a "bireme" class ship for gameplay purposes. The fun part will be finding the NAMES OF EACH UNIT according to the civ you are profiling. For instance, a Greek Infantry Spearman is a Hoplite (hop*lee*tay). Bonus points to those profilers who can give each unit a unique ethnic (non-anglosized) name.

Out of the 33 unit types listed here, I'd recommend your civs have no more than 30 and no less than 20:

Villager Citizen/Peasant (jack of all trades, builder and gatherer)
Villager Slave (a quick gatherer, does not build)
Villager Colonist (a quick builder, does not gather)
Villager Merchant (land trader)

Infantry Militia (every civ; very first military unit; starts as clubman in Stone Age)
Infantry Spearman
Infantry Swordsman
Ranged Slinger (very first ranged unit; starts in Tool Age)
Ranged Skirmisher
Ranged Bowman
Cavalry Scout (very first cavalry unit; can hunt; starts in Tool Age)
Cavalry Spearman
Cavalry Swordsman
Cavalry Skirmisher
Cavalry Archer

Healer Priest
Spy/Assassin/Diplomatic Unit

Siege Stone Thrower
Siege Bolt Thrower
Siege Tower
Siege Ram

Ship Fishing
Ship Trading
Ship Light -> Ship Medium
Ship Siege(rare "super" ship)

Unique Civilian Unit
Unique Military Unit 1
Unique Military Unit 2

Hero 1 (every civ has at least one hero)
Hero 2
Hero 3
Hero 4 (few civs have 4th hero)

*Note: Chariots and Elephants are usually reserved as Unique Units.
*Note: Make Unique Units truly UNIQUE, SPECIAL, and ELITE. For instance, a Hoplite isn't unique (he's just a spearman), but a SPARTIATE is an ELITE form of hoplite that would work well as a UU.

--------------------------
Next, profile the buildings for your civ. The fun part will be, again, to find out ethnic-specific names for each one. Also fun will be to come up with truly special Unique Buildings (listed at the end):

Town Center (upgradeable with different features, like in Battle for Middle Earth II)
Government Building (researches unique techs and "uber" post-Imperial techs, plus trains Unique civilian unit)
Market
House
Temple
Storehouse (gather wood, stone, and gold)
Mining Camp (generates gold like AOE3's Plantation)
Granary (gather food)
Farmland
Livestock Pen (like AOE3)
Outpost Tower
Palisade Wall
Palisade Gate
Stone Wall
Stone Wall Tower
Stone Wall Gate
Emissary (build at Mercenary camps to train mercenaries)
Smith (armory technologies)
Barracks (infantry)
Archery Range (ranged)
Stable (cavalry)
Siege Workshop (siege)
Naval Yard (ships)
Citadel (fort - build limit: 1)
Academy (trains Unique military units)

Wonder (give it a name and a unique bonus)

Unique Building Economic/Civic
Unique Building Military
Unique Building 3 (only a few civs have 3rd Unique Building)

------------------------
Lastly, choose the Unique Techs for your civ. You get one Unique Tech for each Unique Unit or Unique Building in your civ's profile. For instance, if you have 2 Unique Units and 1 Unique Building, then you get 3 Unique Techs.

Unique Tech 1
Unique Tech 2
...
Unique Tech 6 (Max number, based on max number of UUs and UBs)

-------------------

Don't worry about getting the "format" right. You don't have to do things IN THAT order. You can also easily copy/paste the lists provided above and work from there.


Alright, the floor is now open. Once someone completes his/her 3 civs, that person may then choose 3 more to complete! We have 30+ civs, so lets get going!

[This message has been edited by Mythos_Ruler (edited 08-02-2007 @ 06:37 PM).]

Replies:
posted 07-21-06 01:14 AM EDT (US)     101 / 929  
Architecture and Unit Styles


I wish to discuss the issue of architecture and unit styles. We obviously can't do a set of these for every single civ, so what do we do?

One option is to simply give each civ an architecture and unit styles seperately.

Another is 'regions'. 'Regions' are geographical areas, which historically share architectural influences and military tactics.
If we do pick the 'regions' thingy, several troubles come to my mind:
Is Kush and Axum on their own, or with Egypt?
Where do we put Numidia?
Where do we put Carthage?

BTW,
Another optional feature is giving regional bonuses, powers, and heroes.



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posted 07-21-06 01:18 AM EDT (US)     102 / 929  
That's fine. Everyone can edit their civs until we all say, "Done." Then I'll post the whole design. In fact, I encourage everyone to tweak their designs everytime someone posts a new one. New ideas breed new ideas. They also negate old ideas sometimes. Keep an eye out for balancing. If you think one of your civs is too weak or too strong, don't be afraid to do the right thing for the overall game and tweak your civs to suit. Also, don't be afraid to make observations about other people's civs as well. For instance, I think my Dacians look a little too strong, but I havent nerfed them yet to give you guys the opportunity to call me out on it. The obverse goes for the Minoans who seem a bit underpowered to me.

About the Yamato civ, I am a little leary about using Samurai and Ninja, which are clearly medievel units. I realise why you use them; because there are few historical choices in antiquity. So, whith that in mind I'm kind of torn. What about some other Japanese word for assassin (instead of Ninja) and lordly warrior (instead of Samurai).

[This message has been edited by Mythos_Ruler (edited 07-21-2006 @ 01:27 AM).]

posted 07-21-06 01:33 AM EDT (US)     103 / 929  
With the Yamato civ, you have to consider something - they came out of their stone age much later than the European and even Chinese powers. It was only around 300BC which they started to develop from their own antiquity. The period from then until about 800AD is different to the Feudal and Medieval Japan afterwards in many ways. For one thing, they only started writing their own records in 600AD, which describe warriors used differently to the later Japanese, including early Samurai prototypes which could probably effectively just be referred to as 'samurai' to decrease confusion. I'm not sure about the ninja, but I'm sure Yamato can tell us if they're appropriate or not.

Architecture and Unit styles should be interesting. They could be a little unbalanced, for example one common tile could go to five civs, while another could go to as few as two, even one if there's nothing that fits them better.

Edit: Added Hellenic buildings, lost the Gastraphetes and gave them a new tech.


"You cannot discover an inhabited land. Otherwise I could cross the Atlantic and 'discover' England."
- Dekhatkadons, Onondaga Iroquois chief.

[This message has been edited by Dieneces (edited 07-21-2006 @ 02:58 AM).]

posted 07-21-06 03:26 AM EDT (US)     104 / 929  
About the Architectural styles. I was either thinking each civ would get its own set, or we'd have architecture sets that were limited to 3 or 4 civs each, and each style limited to its ice cream flavor (no new chocolate civs with vanilla architectural sets).

Like:
Vanilla

  • Mesopotamian
    - Assyrians
    - Babylonians
    - Sumerians

  • Anatolian
    - Hittites

  • Levant
    - Hebrews
    - Phoenicians

  • North African
    - Egyptians
    - Kushites

  • Nomad
    - Scythians

  • Mediterranean
    - Etruscans
    - Minoans
    - Mycenaeans

    But if you go that far, each civ might as well have its own set.

    But another option would be to use architectural sets like I show above and then differentiate each civ a little further by giving TCs and Temples unique appearances, making these (along with UBs) visually "define" that civ.

    Unit sets - I was thinking completely unique for each civ. But if we had to, we'd go with the architectural tilesets, with a few caveats. But for instance, the Kushites would be black, not brown like Egyptians.

    [This message has been edited by Mythos_Ruler (edited 07-21-2006 @ 03:33 AM).]

  • posted 07-21-06 09:26 AM EDT (US)     105 / 929  
    I expected this sort of thing about the Samurai and Ninja. Well, most people always associate the Samurai with the Fuedal Age, although there were proto-samurai, like Dieneces said, which acted like them almost exactly, but just not referred to as Samurai. Here's a picture of the armor from a Kofun-Period Samurai: http://en.wikipedia.org/wiki/Image:KofunCuirass.jpg

    The ninja I'll admit, might be pushing it considering how you can't be sure of when exactly they originated. On more research of Prince Shotoku, he appeared to have a group of ninja-like operatives, known as Shinobi.


    Cosmopolitan? Check.

    [This message has been edited by Yamato Take (edited 07-21-2006 @ 09:31 AM).]

    posted 07-21-06 09:57 AM EDT (US)     106 / 929  

    Quote:

    Mesopotamian
    - Babylonians
    - Sumerians

    Levant
    - Hebrews
    - Phoenicians

    Babylon and Sumeria are in the Levant.

    Anyways, I think the Hebrews and Phoenicians should share the architecture with the Mespotamians.


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    posted 07-21-06 10:01 AM EDT (US)     107 / 929  

    Quote:

    Anatolian
    - Hittites

    Ummm...the Hittites did not live in Anatolia. They lived near the land where Egypt connects to the Arabian countries.


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    posted 07-21-06 11:44 AM EDT (US)     108 / 929  
    No, they lives in Anatolia.

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    posted 07-21-06 03:16 PM EDT (US)     109 / 929  
    Hereis the Levant:

    Hittites:

    [This message has been edited by Mythos_Ruler (edited 07-21-2006 @ 06:49 PM).]

    posted 07-22-06 02:13 AM EDT (US)     110 / 929  
    Alright, my bad.


    Is there anything to do around here?


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    posted 07-22-06 02:23 AM EDT (US)     111 / 929  
    LOL... look at our civ list. Still have a dozen or so that need claimed. Choose 3 more!
    posted 07-22-06 04:51 AM EDT (US)     112 / 929  
    Hurray!


    I'll take Babylonians, Hitties, and Parthians.


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    posted 07-22-06 05:00 AM EDT (US)     113 / 929  
    posted 07-22-06 05:09 PM EDT (US)     114 / 929  
    posted 07-22-06 10:23 PM EDT (US)     115 / 929  
    Dacian helmets looked very interesting. What materials were they made of? They sort of remind me of earlier Mycenaean helmets.

    "You cannot discover an inhabited land. Otherwise I could cross the Atlantic and 'discover' England."
    - Dekhatkadons, Onondaga Iroquois chief.
    posted 07-23-06 04:43 AM EDT (US)     116 / 929  
    The Hittites
    - By Empror


    Bonuses:

  • Vassalage
    -10% tribute tax.
  • Iron Age Pioneers
    -33% age-up cost and research time.
  • Hatusshi Metalworks
    -20% Smith and smith upgrades cost and build/research time.




    Units:

    Villager Citizen/Peasant – Aniya (age 1)
    Villager Colonist – Wetummar (age 2)
    Villager Merchant – Ussaniya (age 2)

    Infantry Militia – Clubman (age 1) |>> Axeman (age 2) |>> Hullai (age 3)
    Infantry Swordsman – Giraniya (age 3) |>> Zahiya (age 4) |>> Epi-Zahiya (age 4)
    Infantry Spearman – Huniya (age 2) |>> Dameshi (age 3) |>> Nesili Dameshi (age 4)

    Ranged Slinger – Akaliya (age 2)
    Ranged Skirmisher – Essai (age 3) |>> Daluki-Essai (age 4)
    Ranged Bowman – Auri (age 3) |>> Nesili Auri (age 4)

    Cavalry Scout – Ansu (age 2)
    Cavalry Spearman – Uskiskatalla (age 3) |>> Daluki-Uskiskatalla (age 4)
    Cavalry Swordsman – Atisya (age 3) |>> Nesili Atisya (age 4)
    Cavalry Skirmisher – Tuzziya (age 3) |>> Pahhuri (age 4)

    Spy/Assasin/Diplomat – Isha (age 3)

    Siege Bolt Thrower – Pessiya (age 3) |>> Pahur Pessiya (age 4)
    Siege Ram – Hargat (age 2) |>> Harni (age 3) |>> Daluki-Harni (age 4)

    Ship Fishing – Aruniy (age 1)
    Ship Trading – Tarusaniya (age 1)
    Ship Light – Asandi (age 3) |>> Arrunasdul (age 4)

    Unique Civic/Economic – Halagiya (age 1)
    Special spy-style unit. Is slightly hidden, and has some minor sabotage abilities. The main thing 'bout this unit is that it can attach itself to a mercenary camp, preventing it from migrating, and allowing you to purchase some mercenaries for greater-then-normal prices.

    Unique Military – Kappilugani (age 3) |>> Hulugani (age 4)
    War chariots of the Hittites. Particularly slow, but very strong. Hulugani Has both mellee and ranged weapons, as well as a trampling ability.

    Hero 1 – Hattusili I
    Strong warrior, and takes -25% damage from siege weapons.
    Hero 2 – Muwatalli II
    +20% speed and armor for all chariots in his LOS.




    Buildings:

    Town Center - Taksan
    Government Building - Salli'e'ir
    Market - Parauiya
    House - Pir
    Temple - Aruw
    Storehouse - Tarupi
    Gold Mine - Babbar
    Granary – Ezenyari
    Farmland - Iahhay
    Livestock Pen - Iyantuw
    Outpost Tower - Awryia
    Palisade Wall – Taru Hallent
    Palisade Gate – Taru Hillamar
    Stone Wall – Passu Hallent
    Stone Wall Tower – Passu Awryia
    Stone Gate - Passu Hillamar
    Emissary - Halugatalla
    Smith - Barrya
    Barracks - Hassa
    Archery Range – Auri Sil
    Stables - Ukturi
    Siege Workshop - Dalai
    Naval Yard - Arunasya
    Citadel - Haltumari
    Academy – n/a (see Halunya)

    Wonder – Yerkapi Rampart
    Instantly grants all non-uber techs. Uber techs will be researched faster, and chariots will be cheaper.

    Unique Economic – Ettaya (Iron Mine) (age 3)
    Increases the train and research speed of nearby structures. Does not stack.

    Unique Military – Hulunya (Workshop) (age 3)
    Trains chariots and researches chariot-specific upgrades.

    Unique Military – Taru Awryia (Palisade Tower) (age 4)
    During the last age, the Hittites can build towers on their palisades.




    Unique Techs:

  • Kassite Levies (age 2)
    +10% speed and attack rate for mercenaries.

  • Mythology Absorbance (age 2)
    +10% resistance for all units.

  • Mittani Raiders (age 3)
    -10% cavalry & charioty cost and build time.

  • Battle of Khadesh (age 3)
    +2 armor for Town Center, Citadel, Outpost Tower, Stone Tower, and Palisade Tower.

  • Scythed Chariots (age 3)
    Increases the trample area and strength for chariots. Researched at Workshop.

  • Iron Wagons (age 4)
    +20% speed and +75% turn-rate for chariots. Researched at Workshop.




    Advantages
    - Strong cavalry and charioty
    - Strong technology
    - Quick age advancement

    Disadvantages
    - Weak economy
    - Weak religion
    - Expensive UUs and UBs.


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    [This message has been edited by Empror (edited 08-06-2006 @ 03:33 AM).]

  • posted 07-23-06 09:34 AM EDT (US)     117 / 929  
    Parthians
    - By Empror




    Bonuses:

  • Decentralization
    -20% Town Center and House cost and build time.
  • Heavy Cavaliers
    +25% hack armor for cavalry.
  • The Silk Road
    +33% gold from trade.




    Units:

    Villager Peasant – Reyit (age 1)
    Villager Slave – Kardan (age 2)
    Villager Merchant – Suvadag (age 2)

    Infantry Militia – Clubman (age 1) |>> Axeman (age 2)
    Infantry Spearman – Daalvar (age 2) |>> Andaz (age 3) |>> Sadin (age 4)

    Ranged Slinger – Pranin (age 2) |>> Pranin Qabir (age 3)
    Ranged Skirmisher – Nayiza (age 3) |>> Bazarag Nayiza (age 4)
    Ranged Bowman – Tirandaz (age 3) |>> Nasaana (age 4)

    Cavalry Scout – Yiss (age 2)
    Cavalry Spearman – Nadza (age 3) |>> Citafrakh (age 4)
    Cavalry Swordsman – Asan (age 3) |>> Shlasver (age 4)
    Cavalry Skirmisher – Mhajm (age 3) |>> Bazarag Mhajm (age 4)
    Cavalry Archer - Shvali (age 4) |>> Shvali Qabir (age 4)

    Healer Priest – Kardan (age 3)
    Spy/Assasin/Diplomat – Fara (age 3)

    Ship Fishing – Mahai (age 1)
    Ship Trading – Rashya (age 1)
    Ship Light – Ghar (age 2) |>> Havyi (age 3)

    Unique Civilian – Navaker (age 2)
    Assistant to the merchant. When directed upon a merchant, the servant will follow him, generating 5 more gold at markets. Merchants can be seen followed by a trail of these during game.

    Unique Military – Shatr (age 4)
    Camel packed with ammo. Friendly archers in range of it fire 15% faster. Does not stack.

    Unique Military – T'hayl (age 3)
    Single-purposed underminer. Can create 'Tunnel' UB. Units can 'teleport' between tunnels. Max 2 Tunnels at one time. Tunnels collapse after 30 seconds.




    Buildings:

    Town Center – Shar
    Government Building -
    Market - Barar
    House - Kana
    Temple - Prastashgah
    Storehouse - Anba
    Mining Camp - Can
    Granary - Kis
    Farmland - Cashtra
    Livestock Pen - Qilm
    Outpost Tower - Barag
    Palisade Wall – Qkrad Dyivar
    Palisade Gate – Qkrad Bab
    Stone Wall – Snag Dyivar
    Stone Wall Tower – Snag Barag
    Stone Gate – Snag Bab
    Emissary - Mamver
    Smith - Zargir
    Barracks - Casgah
    Archery Range - Te'amary
    Stables - Qayia
    Siege Workshop - Ataq
    Naval Yard - Mhal
    Citadel - Shangr
    Academy - Madrasi

    Wonder – the White Palace
    Market prices permanently set to 100% beneficial values. (Buy 100 food for 1 gold, etc.)

    Unique Civic – Taq Casra (great arch)
    Upgrade of the Stone Gate. Heavily armored.

    Unique Military – Barvi (rampart)
    An elevated platform that can be manned with archers. A rather cheap, and efficient defensive structure.

    Unique Military – Tavtl (tunnel)
    Built by the underminer. Units can 'teleport' between tunnels. Max 2 Tunnels at one time. Tunnels collapse after 30 seconds.




    Unique Techs:

  • Distant Sight (age 1)
    +10% resistance for all ranged units.
  • Parni Nomads (age 2)
    -10% cost and build time for cavalry.
  • Desert Traders (age 2)
    -25% Market cost and build time.
  • Vassal Kingdoms (age 3)
    -10% tribute tax.
  • Parthian Shot (age 3)
    Allows mounted archers to shoot at any direction while moving at any direction.
  • Kushan Campaign (age 4)
    +20% armor for infantry.




    Advantages
    - Strong cavalry.
    - Strong archery.
    - Good economy.

    Disadvantages
    - Weak infantry
    - Weak navy
    - No siege



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    [This message has been edited by Empror (edited 08-06-2006 @ 03:36 AM).]

  • posted 07-23-06 10:00 AM EDT (US)     118 / 929  
    Mythos, put me down for Numidians.

    Cosmopolitan? Check.
    posted 07-23-06 11:31 AM EDT (US)     119 / 929  

    Quote:

    Mythos, put me down for Numidians.

    Oh, no new comment on the two amazing civs.
    That's very kind of you!


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    posted 07-23-06 04:08 PM EDT (US)     120 / 929  
    - Numidians :: Yamato Take

    Empror, those are sweet civs, man. I'll go over them with a fine toothed comb and give you an analysis today.

    posted 07-23-06 06:17 PM EDT (US)     121 / 929  
    Sorry Empror, those are really good. I have to wonder where you guys find the names sometimes, especially for the buidlings.

    Cosmopolitan? Check.
    posted 07-23-06 08:46 PM EDT (US)     122 / 929  
    Does anyone mind if I use some Latin or Greek for the Etruscan units? We don't really know much about their language.

    "You cannot discover an inhabited land. Otherwise I could cross the Atlantic and 'discover' England."
    - Dekhatkadons, Onondaga Iroquois chief.
    posted 07-23-06 09:01 PM EDT (US)     123 / 929  
    Latin would be best. Yeah, no problem! (Y)

    PS: I havent done anything on the Assyrians yet. I have been working on getting a techtree for this game wittled together. I have also been busy coming up with a techtree for the Hellenes in 0 A.D.. Been screwing around with 'Age of the Aegean' as well.

    EDIT: What do you think of the building availability:

  • Age 1 [Stone Age]
    - Town Center
    - House
    - Barracks
    - Storage Pit
    - Granary
    - Dock

  • Age 2 [Tool Age]
    - Farmland (requires market and granary)
    - Market (req. granary)
    - Archery Range (req. barracks)
    - Stable (req. barracks)
    - Outpost Tower (upgrades to Sentry Tower in Bronze Age)
    - Palisade Wall / Gate
    - Smith (req. storage pit)

  • Age 3 [Bronze Age]
    - Colony (new town centers may be constructed)*
    - Mining Camp (req. storage pit and market)
    - Academy (req. stable)
    - Siege Workshop (req. archery range)
    - Government Center (req. market)
    - Temple (req. market)
    - Stone Wall / Gate / Tower
    - Emissary (allows training of mercs)

  • Age 4 [Iron Age]
    - Citadel (req. academy and colony)
    - Wonder

    * I figured new Town Centers could be called 'colonies'

    [This message has been edited by Mythos_Ruler (edited 07-23-2006 @ 09:37 PM).]

  • posted 07-24-06 04:01 AM EDT (US)     124 / 929  
    Oh, great! Now we gotta come-up with a word for colony, don't we?!




    Quote:


    I have to wonder where you guys find the names sometimes, especially for the buidlings.

    I did 2 Greek civs, and several English-Greek-English translators exist out there on the net.
    For Kush I completely 'cut-n'-pasted' from the noun samples available on the Wikipedia Nobiin and Old Nubian articles.
    The Parthian units are actually named in literate Parsi rather then ancient Parthian.
    And for the Hittites I also 'cut-n'-pasted' from some website known as the "Hittite Grammer Homepage".




    Quote:


    Don't worry about getting the "format" right.

    You see, Mythos_Ruler, that's the difference between you and me:
    When someone does not amount to the standards set by me, yourself, shala, or sky (intentionally left whity out to annoy him) I give that someone a pat on the back and say: "good job!".
    You.... you tell 'em it's all-right to f**k-up up-ahead!


    (\__/)
    (O.o )
    (> < )This is bunny. Copy bunny into your siginature to help him on his way to world domination!
    posted 07-24-06 04:27 AM EDT (US)     125 / 929  
    Yeah man, those building ideas are sweet. Remind me heaps of the original AOE, not least because of the requirements... oh, and the fact that you can build a barracks in the first age.

    "You cannot discover an inhabited land. Otherwise I could cross the Atlantic and 'discover' England."
    - Dekhatkadons, Onondaga Iroquois chief.
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