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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 07-15-06 09:23 AM EDT (US)     51 / 929  
Eithiopia was more of a middle-ages power, unless you talk about the Kingdom of Axum I guess, and good job on the Byzantines there.

Quoted from Hellas civ:

Excellent boomers, hard to stop once they're rolling
Good Hero Variety
Strong Navy

Sounds like a good match for Carthage.


Cosmopolitan? Check.

[This message has been edited by Yamato Take (edited 07-15-2006 @ 09:36 AM).]

posted 07-15-06 09:47 AM EDT (US)     52 / 929  
Just noticed that you're right, they do have similar bonuses - it'd be interesting to see who has a better navy, economy and heroes. Now I really want to play this game.

"You cannot discover an inhabited land. Otherwise I could cross the Atlantic and 'discover' England."
- Dekhatkadons, Onondaga Iroquois chief.
posted 07-15-06 09:50 AM EDT (US)     53 / 929  
Yep, meant Axum there.

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posted 07-15-06 11:30 AM EDT (US)     54 / 929  
Empror, yeah I was thinking of adding Nubia and Numidia... hmmm... I'll do some research and think more on it.


For Byzantines:

What about Monachus (monk), and Dromon (Byzantine Trireme)?

[This message has been edited by Mythos_Ruler (edited 07-15-2006 @ 11:34 AM).]

posted 07-15-06 12:00 PM EDT (US)     55 / 929  
Sign me up for the Scythians, Huns, and Germanians please.

Ack!
posted 07-15-06 12:43 PM EDT (US)     56 / 929  
Mythos_Ruler, I've incorporated your ideas into my civ design.

You didn't say anything 'bout Axum, though.


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posted 07-15-06 02:29 PM EDT (US)     57 / 929  
Added three civs:

Vanilla:

Kushites (Nubians)


Chocolate:

Numidians (North Africans)


Strawberry:

Axumites (Ethiopians)

Gave Blunt Axe his civs. Enjoy!

[This message has been edited by Mythos_Ruler (edited 07-15-2006 @ 02:33 PM).]

posted 07-15-06 03:05 PM EDT (US)     58 / 929  
Write me down for the Kush-ion town!

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posted 07-15-06 03:16 PM EDT (US)     59 / 929  
Kushites given to Empror.

My ideas for MERCENARIES include those minor kingdoms not listed as playable civs. Epiriotes, Mauretanians, Illyrian, Gallatians, Armenians, Lydians, Sumerians, Medians, Bactrians, etc.

The Spy/Assassin/Diplomatic unit is required to build an Emissary Building to train mercs. Mercenaries train twice as fast when a hero is within LOS of the Emissary Building. There will be "sockets" where players must build the Emissaries. These sockets look like mercenary camps, similar to AOE3 Native American villages. One difference though is these Merc Camps are mobile - they don't STAY IN ONE PLACE. Every now and then they pack up and move on if not claimed by a player with an Emissary Building!

To be honest, I would have made Numidians mercenaries instead of a civ, but in the interest of having unique civs for the game design I decided to use them as a complete civ. It'd be cool to have actual (black/southern) African kingdoms in an AOE game. It was pretty cool to see the African mercs for Egypt in AOM. It'd be the same for Indians as well. Havent really seen them in a RTS yet either.

EDIT: Should we name the civ from India "Indians" or "Hindus (Indians)"?

[This message has been edited by Mythos_Ruler (edited 07-15-2006 @ 03:23 PM).]

posted 07-15-06 06:00 PM EDT (US)     60 / 929  
I'll take Numidia. But I don't know about them, Nubia and Axumites. Nubia was more Egyptian vs. Kushite Kingdoms and Numidia, which was the Massyli, Masaesyli, Mauri, and somewhat of Moors and Berbers untill the end of the Second Punic War. I could see how it goes, but I'm thinking it'll be really hard.

Cosmopolitan? Check.

[This message has been edited by Yamato Take (edited 07-15-2006 @ 06:01 PM).]

posted 07-15-06 10:13 PM EDT (US)     61 / 929  
Monachus, Varangian Guard, and Dromon are Byzantine, so I altered them. (good to know for the Byzantine profile).
Sorry, I didn't realise the Byzantines were in this, or I wouldn't have done these.
But we can make sure that the Romans get the full economic tech tree, where other civs might not.
Sounds good to me, Mythos.

The Romans Redone

The Romans

Bonuses:
Bonus 1 “Pax Romana” - Roman player may not be attacked within the first 5 minutes of the game (90 seconds for Death Match)
I did consider this originally. Now that you've suggested it, it can stay, but I think the times will need severe game testing.

Bonus 2 - Seige units +20% attack and health.
Bonus 3 - Unique Formation: Testudo (The Tortoise); infantry shield bearing units only. Slow, but nearly invulnerable. Only outside units can attack, and they can only attack other melee units (inf. and cav. only). Their attack is 2/3 of normal.

Units:

Villager Citizen - Plebian (Age 1)
Villager Slave - Proletarii (Age 2)
Villager Merchant - Equestrian (Age 3)
* Mounted, some combat ability - powerful mercantile class, who owned horses and were conscripted on occasion.

Infantry Militia - Clubman (Age 1) -> Axeman (Age 2) -> Tumultuarius (Age 3)
Infantry Swordsman - Hastatus (Age 3) -> Principes (Age 4)
Infantry Spearman - Triarius** (Age 3) -> Tesserarius* (Age 4)
* A rank equivalent to "sergeant-major"

Ranged Slinger - Funditor (Age 2)
Ranged Skirmisher - Levis** (Age 3) -> Velites (Age 4)
Ranged Bowman - Arcus (Age 3) -> Sagittarius (Age 4)
**Your spelling alterations show that your knowledge of latin exceeds mine.

Cavalry Scout - Speculator (Age 2)
Cavalry Skirmisher - Eques (Age 3) -> Optio Eques (Age 4)
Cavalry Swordsman - Turmalis (Age 4)

Healer Priest - Flamen* (Age 2)
Diplomatic Unit - Legatus (Age 3)
I like it, but why Flamen?

Siege Stone Thrower - Ballista (Age 3) -> Onager (Age 4)
Siege Bolt Thrower - Carro-ballista (Age 3) -> Scorpio (Age 4)
Siege Ram - Aries (Age 4)
Good, I missed rams somehow.
Siege Tower - Turris Ambulatoria (Age 4)

Ship Fishing - Navis (Age 2)
Ship Trading - " " Fishing ships do both jobs, but carry less.
Ship Light - Liburna(Age 2) > Ship Medium - Triremis* (Age 3) Note:the Liburna has a specific bonus: +15% speed, -20% hp. This does not apply to the Triremis. We could consider making the speed bonus stick with it, but not the -20%hp perhaps.
Ship Siege - Quinqueremis* (Age 4)
Again, your superior knowledge of Latin shows. Thanks for the correction

Unique Civilian Unit - Publicus (Age 3)
* Increases Villager speed and health in LOS.
Unique Military Unit 1 - Equites Singulares Augusti (Age 4).
* Knight, Heavy Shock Cavalry
Unique Military Unit 2 - Cohors Praetorianus** (Age 4)
* Heavy Infantry
**And again

Hero 1 - Gaius Julius Caesar
* All siege units in LOS large increase in attack
Hero 2 - Sulla
* Can quickly build light fortifications on the battle field(trenches). +15% Infantry attack and defense while in trenches, but limited movement in them.
Hero 3 - Cornelius Scipio Africanus
* Can train Numidian mercenary cavalry (max 10 alive at once)

Buildings:

Wonder - Coliseum
* Provides 100 population

Unique Building Economic/Civic - Forum
* Villagers gain +5% speed, + 10% health per Forum. Maximum of 1 per Town Center, overall maximum of 4.

Unique Techs:

Unique Tech 1 - Marian Reforms (Age 3)
* Infantry + 10% Health and Attack, - 10% train time.
Unique Tech 2 - Lorica Segmentata (Age 3)
* Increases armour of Heavy Infantry
Unique Tech 3 - Lorica Hamata (Age 4).
* Increases the Pierce Armour of Heavy Infantry (Requires Lorica Segmentata)
Unique Tech 4 - Missio Ignominiosa
*All Infantry march 10% faster.

Advantages
- Good sieging capability
- Good offensive Navy
- Good all-around military

Disadvantages
- All ranged units are relatively weak
- UUs and Heroes are fairly expensive
- No economic bonuses / Mediocre economy

Ceres 629's strategy guides

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

0 A.D

[This message has been edited by egel (edited 05-09-2007 @ 00:40 AM).]

posted 07-15-06 10:31 PM EDT (US)     62 / 929  
I took away the Liburna because each civ has a max of 3 UUs; one civilian UU and two military UUs. Besides, it made sense as the Light Warship. No need to give them TWO light warships. You're right about the "Pax Romana" bonus - it will take quite a bit of balancing. The times will probably depend on the gametype, as indicated with DM; different times for lightning, supremacy, death match, herocide, etc.
posted 07-15-06 11:23 PM EDT (US)     63 / 929  
I'm guessing that the Romans and their allies won't be able to attack anyone during Pax Romana as well?

"You cannot discover an inhabited land. Otherwise I could cross the Atlantic and 'discover' England."
- Dekhatkadons, Onondaga Iroquois chief.
posted 07-16-06 01:03 AM EDT (US)     64 / 929  
egel, if you can, please change the Velite into Pillumite or something.

Hate to be so demanding, but I really can't think of anything to replace the Velite for the Byzantines (except maybe Varangian Guard - but that's a medieval unit)


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posted 07-16-06 03:39 AM EDT (US)     65 / 929  
Well, then don't give the Byzantines a skirmisher.

Great information here:

http://en.wikipedia.org/wiki/Byzantine_battle_tactics

and here:

http://en.wikipedia.org/wiki/Byzantine_army

Try to stick to a "late Roman Empire" feel to them, rather than a medievel one.

[This message has been edited by Mythos_Ruler (edited 07-16-2006 @ 03:55 AM).]

posted 07-16-06 07:58 AM EDT (US)     66 / 929  
Both links you gave me were my main sources. And I exactly did what u said about the iron/dark-age Byzantines vs. middle-age byzantines

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posted 07-16-06 08:55 AM EDT (US)     67 / 929  
posted 07-16-06 09:15 AM EDT (US)     68 / 929  

Quote:

I don't know. The Cannae Tactic was something he was very well known for using, but I like this idea too! I can't decide.

Sciopio Africanus didn't command the Roman army at Cannae. If anyone had the Cannea tTactic it would be Hannibal, but you might mean something different than the actual Battle of Cannae.


Cosmopolitan? Check.
posted 07-16-06 10:13 AM EDT (US)     69 / 929  
Amended the Macedonians with building names.

[This message has been edited by Mythos_Ruler (edited 07-16-2006 @ 10:17 AM).]

posted 07-16-06 11:07 PM EDT (US)     70 / 929  
I'm going to work one civ at a time. First it will be the Huns. Expect it in a couple of weeks.

Ack!
posted 07-17-06 03:06 AM EDT (US)     71 / 929  
A couple of weeks?!

This is June! take a bloody vacation



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posted 07-17-06 04:58 AM EDT (US)     72 / 929  

Quote:

Sciopio Africanus didn't command the Roman army at Cannae. If anyone had the Cannea tactic it would be Hannibal, but you might mean something different than the actual Battle of Cannae.

Yes, but he was very famous for copying it and using it against both Carthage and Rome(later). Hannibal invented it, and used it once, but it became Scipio's signature move, but it is known as the Cannae tactic because of the battle Hannibal invented it in.

Quote:

I took away the Liburna because each civ has a max of 3 UUs; one civilian UU and two military UUs. Besides, it made sense as the Light Warship. No need to give them TWO light warships.

Yeah, good point. Forgot about the no. of UU's. I'll change it :P

Empror, do you think you could find someother way around, like not giving them a skirm for example, because the Velite really was a Roman soldier not a Byzantine, pretty please?
(Discuss it with me, ok?)

Oh, and the Varangians fought with axes, so maybe put them as the axeman upgrade rather than the skirm, if you want to use them.


Ceres 629's strategy guides

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

0 A.D

[This message has been edited by egel (edited 07-17-2006 @ 05:02 AM).]

posted 07-17-06 06:09 AM EDT (US)     73 / 929  
Alright; I've deleted the Byzantine skirmisher capabilities. You can see the update on page 5.

____________________________________________________________ ____


Kushites

-By Empror


Bonuses

  • Desert Striders
    All units are immune to wheather effects.
  • Land of Gold
    Gold mines produce gold 10% faster.
  • Mercenary Tribes
    Special ability. Barracks, Archery Range, and Stables can all be packed-up and become a unique unit (Dawwal) that can move to a different location and again unpack to rebuild the structure.

    Units:

    Villager Citizen – Aadem (age 1)
    Villager Slave – Nuba (age 2)
    Villager Colonist – Osshi (age 2)
    Villager Merchant – Dukaanir (age 2)

    Infantry Militia – Clubman (age 1) |>> Axeman (age 2) |>> Idkid (age 3)
    Infantry Spearman – Spearman (age 2) |>> Shaarti (age 3) |>> Uruna Shaarti (age 4)
    Infantry Swordsman – Karti (age 3) |>> Medjay (age 4)

    Ranged Slinger – Togoj (age 2) |>> Togojid (age 3) |>> Togojaadi (age 4)
    Ranged Skirmisher – Shakar (age 3) |>> Jaaki Shakar (age 4) |>> Uruna Shakar (age 4)
    Ranged Bowman – Bowman (age 3) |>> Hoongir (age 4)

    Cavalry Scout – Mirid (age 2)
    Cavalry Spearman – Kam (age 3) |>> Uruna Kam (age 4)
    Cavalry Swordsman – Kajnondi (age 3) |>> Medjay Kajnondi (age 4)

    Healer Priest – Ursallid (age 3)
    Spy/Assasin/Diplomat – Nuur (age 3)

    Siege Ram – Light Ram (age 2)
    Siege Tower – Ladder (age 2)

    Ship Fishing – Jakkar (age 1)
    Ship Trading – Sabujaan (age 1)
    Ship Light – Amanri (age 2) |>> Bireme (age 3)

  • Unique Civilian – Dawwal
    Barracks, Archery Range, and Stables can all be packed-up and become a Dawwal that can move to a different location and again unpack to rebuild the structure. The process costs 150 gold, 100 wood, 100 stone.
  • Unique Military – Salleen
    Not exactly a military unit, but the Kushite priestess find her service within the ranks. Increases the attack rate of all nearby units by 15% (does not stack).
  • Unique Military – Kursarti
    A chariot. Burrowed from their Egyptian neighbors, the Kushites use a powerful chariot that can both fire with a ranged attack and run-over enemy infantry.

  • Hero 1 – Alara
    Founder of the Kushite kingdom, Alara was both priest and politicien. He recievs a certain amount of gold for every strike he deals.
  • Hero 2 – Amenirdis I
    Amenirdis was the high-priestess of Egypt and Kush, and the first in a long tradition of Kushite female rulers. All friendly units in her LOS regenerate health.
  • Hero 3 – Piye
    Piye was the greatest king of Kush, and the conqueror of Egypt. He was a master of combat, siege, and masonary. All infantry and archers in his LOS are immune to trampling and charging effects. In addition, all siege units in his range receive +15% attack rate.

    Buildings:

    Town Center – Arre
    Government Building - Urugan
    Market - Dukkaan
    House – Noog
    Temple – Salirur
    Storehouse – Kidjanir
    Gold Mine – Nubai
    Farmland – Ittirka
    Livestock Pen – Weekanoog
    Outpost Tower – Dollehan
    Palisade Wall – Kabi
    Palisade Gate – Kabi Kiir
    Stone Wall – Kitka
    Stone Wall Tower – Kitka Dollehan
    Stone Gate – Kitka Kiir
    Emissary – Nap
    Smith - ?????
    Barracks – Makhnoor
    Archery Range – Hoongad
    Stables – Kamnoog
    Siege Workshop – Togoldakh
    Naval Yard – Amandakh
    Citadel - ???
    Academy – Dawwifayr

    Wonder – Pyramids
    The Egyptians can have the Sphinx... Anyways, the magnificient Kushite pyramids housed (and house) the mummified corpses of their pharoes and queens. The pyramids, in general, insure an afterlife reward. Whenever a unit is killed, the player will receive 40% of it's gold cost.

  • Unique Building Economic – Iskirtan (earth mine)
    Similar to a Gold Mine, but produces Stone instead.
  • Unique Building Military – Morinoog (wild pen)
    Traps nearby animals, taming them, and giving the player control over them.

    Unique Techs:

  • Nubian Uprising (age 2)
    -10% cost and build time for infantry.
  • Nuba Archers (age 2)
    +15% range for archers.
  • Quarries (age 3)
    +20% Iskirtan (stone mine) production rate.
  • Systematic Taming (age 3)
    +20% Morinoog (wild animal taming pen) luring range and LOS.
  • Conquest of Egypt
    +15% damage and speed for cavalry and chariots.

    Advantages
    - Good for an early rush
    - Mobile and manouverable
    - Strong archery

    Disadvantages
    - Weak siege
    - Weak navy
    - Has no late-game\late-ages advantages



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    [This message has been edited by Empror (edited 08-06-2006 @ 03:27 AM).]

  • posted 07-17-06 10:50 AM EDT (US)     74 / 929  
    Great job on the Kushites. I think I should pick up 3 more civs.

    Quote:

    Alright; I've deleted the Byzantine skirmisher capabilities. You can see the update on page 5.

    What do you mean "page 5"?

    [This message has been edited by Mythos_Ruler (edited 07-17-2006 @ 10:52 AM).]

    posted 07-17-06 11:15 AM EDT (US)     75 / 929  
    Page 5 as in "... of this thread"

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