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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.

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[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 07-14-07 05:24 PM EDT (US)     876 / 929  
Well, I don't think I want the civ, so if Thor wants it, take it. Part of my problem in designing is the fact that units (and more distressingly buildings) need to have unique names of their language. Finding out ancient languages is not a strong point of mine. Where did you all find out ancient tongues and words for their weapons and buildings from? I'm curious.
posted 07-15-07 08:57 AM EDT (US)     877 / 929  
You need to search around, obviously. Of course, some are much easier to find and use, like Latin and (classical) Greek, whereas for other cultures we may have only a few words or theirs, or none at all.

"You cannot discover an inhabited land. Otherwise I could cross the Atlantic and 'discover' England."
- Dekhatkadons, Onondaga Iroquois chief.
posted 07-15-07 12:00 PM EDT (US)     878 / 929  
Eh, I guess, but I think naming certain buildings is a bit much. After all, new players will get confused by the complex names, and may have trouble figuring out what building is what.
posted 07-15-07 05:43 PM EDT (US)     879 / 929  
I think naming certain buildings is a bit much
I know the feeling... you might notice some of us (esp. me) haven't done all of them...

Ceres 629's strategy guides

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

0 A.D
posted 07-16-07 04:37 AM EDT (US)     880 / 929  
But it isn't just about translating names, it's also about adapting them. For example, in Sumerians, I changed 'Government Building' for 'Patesi Council'. 'Patesi' was a Sumerian priest that was also governor.

Long live early music.

[This message has been edited by Gato (edited 07-16-2007 @ 04:38 AM).]

posted 07-16-07 07:27 AM EDT (US)     881 / 929  
I'd say we should switch villager slave and villager colonist
for weren't slaves especially used for building (large) buildings(like the pyramids for example...)

-=Wakain=-
posted 07-16-07 11:00 PM EDT (US)     882 / 929  
But it isn't just about translating names, it's also about adapting them. For example, in Sumerians, I changed 'Government Building' for 'Patesi Council'. 'Patesi' was a Sumerian priest that was also governor.
Yeah I had a ton of adapting to do for the Mykenes in particular.
For example things like Telestas, Lawagetas and Kunagetai.

One of the first two, historians still only have a vague idea of what it actually is. How ever, it also roughly fits an idea for a unit so I used it.

The last one, Kunagetai, is my scout, but actually means a hunter of sorts. There is a tenuous link there. I won't bore you with crazy in-depth stuff about the other two though .

Ceres 629's strategy guides

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

0 A.D
posted 07-17-07 11:19 AM EDT (US)     883 / 929  
I really think Samnites and Sarmatians should be native civs, they are really weighing us down.

Go tell the Spartans, stranger passing by, that loyal to them, here we lie

Heed to Sparta, that on this hill, we lie loyal to them still

Go tell to Sparta, what you have read, that loyal to them, we lie now dead...

posted 07-17-07 11:37 AM EDT (US)     884 / 929  
How are those Sarmatians going egel?

Long live early music.
posted 07-19-07 06:22 PM EDT (US)     885 / 929  
Sarmatians are almost there. However I'm stuck on the last few units... which is really annoying.

I'm also beginning to wonder about naming all the buildings, but I'll talk about that later.

Ceres 629's strategy guides

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

0 A.D
posted 07-19-07 08:13 PM EDT (US)     886 / 929  
Firstly, sorry for the double post.

Secondly:
The Sarmatians
A Nomadic civilisation, with excellent Cavalry, their buildings take the form of slow moving wagons. These wagons must stop moving in order to create units. No towers or walls, they must rely on strength of arms to protect themselves. At this stage they have no dock. Every wagon, regardless of type, gives 10 population space, so they have no use for houses. Infantry can be garrisoned in them, along with villagers. If ranged infantry or villagers are garrisoned, the wagons gain an attack.

Bonuses:
Bonus 1 - “Nomadic Civilisation” / Hamaksoikoi - Cavalry 30% faster, everything else 15% faster, but 10% less health and the Sarmatians cannot get Copper Shield, Bronze Shield, Bell Cuirass( values and techs subject to balance changes) or Scale Reinforcement armour upgrades.
Bonus 2 - “Sarmatian Breeding” - All Cavalry + 20% health and armour. Latikon (Scout line) have +20% attack too.
Bonus 3 - “Amazon Ancestry” - 1 in every 10 military units is female (excluding villagers where it is an average of 1 every 2, Virgin Horse archers, where all of them are female, and Argaragantes, where 1 in 20 is female.) Doesn’t actually do anything at this stage though.

Units:
Villager Citizen - (Age 1) - Mounted Villager. Has lower hp but faster and higher attack.
Villager Slave - Swordsman Limigantes (Age 2)
* Not mounted, also Swordsman unit
Villager Merchant - none (Age 3)
* Town Centre Kibitkas can trade by going to an allied market, then wandering, then returning to the market, or going to another one.
Villager Colonist - Rhoxolani Limigantes (Age 3)
* Not mounted.

Infantry Militia - Limigantes (Age 1) > none (Age 2) > none (Age 3)
* Becomes Swordsman line in Age 2. Gains build abilities in Age 3.
Infantry Spearman - Spearman (Age 2) > Iazyges Spearman (Age 3) > Bosphoran Spearman (Age 4)
Infantry Swordsman - Swordsman Limigantes (Age 2) > Rhoxolani Limigantes (Age 3) > Urgi Limigantes (Age 4)
* This is also the basic villager slave unit, but it can only start gathering in Age 2, and building in Age 3.
Ranged Slinger - none (Age 2) > none (Age 3)
Ranged Skirmisher - none (Age 3) > none (Age 4)
Ranged Bowman - Sarumant (Age 3) > Aorsi Sarumant (Age 4)

Cavalry Scout - (Age 2)
* See below.
Cavalry Spearman - Scout Latikon (Age 2) > Latikon (Age 3)
* Actually an axeman.
Cavalry Swordsman - Alan Cavalry (Age 3) > Noble Alan Cavalry (Age 4)
Cavalry Skirmisher - Diduri Horse Skirmisher (Age 3) > Agathyrsi Sarmatian Skirmisher (Age 4)
*Apologies about the name.
Cavalry Archer - Virgin Horse Archer (Age 3) > Legendary Virgin Horse Archer (Age 4)
* Female Cavalry Archers.

Healer/Priest - Shaman (Age 2)
* Apologies for the name.
Spy/Assassin/Diplomatic Unit - Sarmatian Trader (Age 3)
* Diplomatic Unit. Apologies for the name.



Unique Civilian Unit - Camel Caravan (Age 4)
* Enabled by the Syr-Darya Trade Route technology. Camel Caravans are cheap, fast but vulnerable, and better for trade than TC Kibitkas. Can be “chained” together for a large increase in trade but a decrease in speed.


Unique Military Unit 1 - Argaragantes (Age 3) > Royal Argaragantes (Age 4)
* Special Heavy Cavalry, with a lance, very good against all Infantry. Aristocratic warrior elite.
Unique Military Unit 2 - Alaunt (Age 3)
* Huge war dog. It is very good against all infantry and cavalry. It is vulnerable to Skirmisher type units. It cannot attack siege units or buildings. No upgrades though, but they are immensely powerful in Age 3, and competent in Age 4.

Hero 1 - Amage
* Sarmatian’s warrior Queen. Boosts attack greatly
Hero 2 - Jordanes
* Half Goth, half Sarmatian monk. Heals and raises armour and health of units in his LoS.

Unique Buildings:
Wonder – none, as it would be stationary, and therefore hard to defend with their civilisation.
* Subject to change.
Unique Building Economic/Civic - All wagons.
Unique Building Military - none

Unique Techs:
Unique Tech 1 - Syr-Darya Trade Route (Age 4)
* Allows Sarmatians to train Camel Caravans, which trade better than their TC Kibitkas’.
Unique Tech 2 - Horse Hoof Scale Armour (Age 3)
* All cavalry gain 20% pierce armour.
Unique Tech 3 - Bone blades (Age 4)
* All units +20% melee attack.Unique Tech 4 - Galaktophagoi (Age 2)
* Means “milk eaters”, a reference to consuming Koumiss. Provides the Sarmatians with a 1.5 (? – subject to balance) food trickle, as they can now support themselves more easily.

Advantages
*Good cavalry.
*Powerful military in general.
*Mobile civilisation.

Disadvantages
*Limited siege.
*No fixed defence.
*Limited units; not available on water maps (subject to change though).

I am open to any suggestions of improvements to the unit situation (i.e. names for the three units with dodgy ones, original ideas for the Wonder, Unique Tech #3 and shipping situation.)

I said I'd talk about buildings. I'm beginning to think that we should reconsider giving every building a native name. Because a) Noobs will be confused as hell
and b) Some civilisations are going to end up with generic English ones anyway (e.g Samratians get a "Barracks Kibitkas" because they have no word for Barracks)

We don't have to do it, I just want people to think about it, that's all. I don't mind having a mix of English and other stuff for my building names personally.

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 07-19-2007 @ 08:16 PM).]

posted 07-19-07 09:25 PM EDT (US)     887 / 929  
I must say, I have been finding myself intrigued with the Choson, even though there is little information on them. Though I have no permission to make them, I've been thinking that if they were made, the language used for their units would have to be from Silla, if any records remain, or from modern day Korean. My belief is that there aren't enough civs from the orient. Eastern Asiatic campains will be a bit boring because there are only two civs (China and Japan) that fit the area.

Unit lines are a bit hard to pinpoint too, but I'll follow the original AoE's concept I suppose.

I think with so many civs done, technologies are probably the next step, not that it's my place to say anything, but I find techtrees to be one of the most interesting aspect of civs as its what truly diversified them in old AoE games more than civ advantages at some points.
posted 07-20-07 07:39 AM EDT (US)     888 / 929  
What do you mean by "not that it's my place to say anything"? We need people to help us! Everybody with good ideas can and should participate.

Long live early music.
posted 07-20-07 09:12 AM EDT (US)     889 / 929  
Sexcellent work, Egel! Dont have any real criticisms!

Usac - go ahead and make a Choson civ, then we'll see about adding it! The reason I didnt include the Choson is that we have an even number of civs in each flavor of the game. We could work something out though.
posted 07-20-07 04:56 PM EDT (US)     890 / 929  
Yeah egel really nice work. But you haven't specified if the Sarmatians will have all types of buildings available.

Long live early music.
posted 07-21-07 05:07 PM EDT (US)     891 / 929  
Well, okay, it's not entirely historically accurate, but here it goes.

Gojoseon

Bonuses:
Bonus 1 - Korea was predominantly fish based in economy, as such, fishermen and fishing boats gather more food.
Bonus 2 - Korean armies were trained professionals and rarely, as such, infantry (except militia), cavalry, and archers cost 10% more to be worth their skills which are represented by 20% more hp and attack.
Bonus 3 - In all Age games, Korean towers have been better on range than anyone else's. In this game, it is no exception as they have 20% more range than other civs. If anyone knows the reason for this though, then I'm all ears.


Villager/Citizen - Villager

Infantry Militia - Clubman (Age 1) -> Axeman (Age 2)
Infantry Spearman - Tahn Chang (Age 2) -> Jung Chang (Age 3) -> Jang Chang (Age 4)
Infantry Swordsman - Copper Kum (Age 3) -> Bronze Kum (Age 4)

Ranged Slinger - Simple Sling (Age 2)
Ranged Bowman - Hwarang (Age 2) -> Gukgung (Age 4)
Cavalry Spearman - Chang Cavalry (Age 3)
Cavalry Swordsman - Kum Cavalry (Age 3) -> Heavy Kum Cavalry (Age 4)
Cavalry Skirmisher - Chang Thrower Cavalry (Age 3)
Cavalry Archer -> Hwarang Cavalry (Age 3) -> Gukgung Cavalry (Age 4)

Healer Priest -> Shaman (Age 2)

Siege Stone Thrower - Stone Thrower (Age 3) -> Catapult (Age 4)
Siege Bolt Thrower - Siege Arrow (Age 3)

Ship Fishing - Fishing Boat
Ship Trading - Trade Boat
Ship Light - Hwarang Ship(Age 3) -> Ship Medium - Gukgung Ship (Age 4)


Archery Range - Gungdo
Wonder - Mineral Spring of Kin-Shantao: Player and allied units slowly regenerate health from the soothing waters of this wonder of Ancient Korea.

Unique Military Unit - Magician: Religious unit that can heal like a priest. Instead of converting though, it instills fear into enemies, forcing a small area around the main target of the enemy and his allies to break formation and run around uncontrolled by the player. (Age 3)

Unique Tech 1 - Evocation: Increases the area of effect of Magician's fear, and reduces the cooldown of their cooldown and that of priests.
Unique Tech 2 - Specialized Labor: Korean villagers can choose a proficiency of work. This costs minimal food for each villager and increases their gather or work rate at that job (and for builders, it reduces resource costs), but to change, the cost doubles each time until it hits a certain point. These jobs include building(includes repair), gold mining, stone mining, merchantry, farming, hunting, foraging and fishing

Hero 1 - Dangun: Believed to be a myth and founder of the Gojoseon, Dangun is a spiritual swordsman and can spawn animals that can be hunted and increases infantry armor by 20% when near them.
Hero 2 - Gija Joseon: His existance is questioned. A nephew of a Shang leader who left for Korea. His being from China opens up great Chinese technology, increasing all nearby siege and ship units damage and attack speed by 20%.


Advantages:
-Pricy yet efficient military of spear and sword infantry, foot archers and sword cavalry
-Good siege, priests and great towers
-Specialized labor and fishing bonuses helps economic growth and easily makes up for the lack of villager types.

Disadvantages:
-Pricy military makes rushing difficult
-Weak slingers and no scouts or assassins can be hindering in situations where they'd help most. It makes them a very brute fore civ that lacks subtlety and makes you use weaker units to sciout.
- A lack of foot skirmishers hurts, you must wait for horse skirmishers in Age 3.
- The fact that uniys like Skirmishers, slingers and militia are lacking pretty much means Gojoseon needs to get lots of resources to manage well.


Many names, especially buildings are hard to find. Gungdo doesn't even mean archery range. It actually means "way of the archer" which I guess is the type of units that come from archer ranges anyway.
posted 07-21-07 11:47 PM EDT (US)     892 / 929  
I will do the samnites if mythos posts what he has.

"Faith is beliving in something you know doesn't exist"-Mark Twain 98% of the internet population has a myspace if you are part of the two percent that can resist this stupid fad copy and paste this onto your signature, besides facebook just is the best period.
Eso1=Bronco29
Eso2=Bronco28
posted 07-22-07 01:07 AM EDT (US)     893 / 929  
Some things I'm trying to understand are about the unit types. I'm trying to figure out each of their jobs.

This is what I gleam so far:

Militia - Cheap massable 'trash' units that train quickly but lack power. Are meant to flood enemies.

Sword Infantry - Strong infantry, quick enough to train but costs more than the militia.

Spear Infantry - Trashish unit. Weaker physically than the militia but deals massive damage bonus to mounted units.

Slinger - I'm not too sure here. Since there is a skirmisher, I'm not sure which is the anti-archer unit. Unless the slinger is just the militia version of a bowman.

Skirmisher - Either ranged antiarcher or ranged anticvalry. Likely has good missile resistance and maybe a minimum range.

Ranged Bowman - Decent damage archer that hard from a good distance but is somewhat frail.

Cavalry Scout - Weak yet fast mounted unit. Has extensive line of sight but poor attack. Can be massed for cheap raiding later on.

Sword Cavalry - Strong mounted unit with strong attack and good speed and a heavy price tag.

Spear Cavalry - Mounted anticavalry unit. I'd imagine it has armor and noncavalry damage issues.

Skirmish Cavalry - Mounted Skirmisher. Again, can't tell if its anti cavalry or archery. It makes me wonder where the mounted slinger is.

Bow Cavalry - Mounted archer. Has good range and decent attack and a price to prove its worth more than likely.


Pretty much, I'm confused on the roles of slingers and skirmishers.
posted 07-22-07 07:18 PM EDT (US)     894 / 929  
Sexcellent work, Egel! Dont have any real criticisms!
Thanks dude.
Usac - go ahead and make a Choson civ, then we'll see about adding it! The reason I didnt include the Choson is that we have an even number of civs in each flavor of the game. We could work something out though.
Yeah I'm sure we can do something about it.
Yeah egel really nice work. But you haven't specified if the Sarmatians will have all types of buildings available.
Update They won't have houses, a dock (Naval Yard) or a Wonder at this stage. Also no walls or towers and no Citadel. A solution to the wonder problem would be nice. They will have every other building at this stage.

@Usac, Nice work there. Those Gojoseon look pretty sweet.

Mythos, someone mentioned techtrees! Do you think you could post that Excel document in the downloads section so everyone can see what you've done so far?

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 07-22-2007 @ 07:22 PM).]

posted 07-24-07 03:13 AM EDT (US)     895 / 929  
Units

Infantry Militia
1st available melee unit. Cheap. Fast to train. These guys are who you call on when your field army has been decimated.

Infantry Spearman
Stronger than a militia. Most primitive form of professional infantry, although very effective against cavalry. Cost and train time will be balanced in order to make them the backbone of most armies.

Infantry Swordsman
The technology needed to make a sword means they are the most advanced melee unit. Good against infantry. Better than average against Unique Units.

Ranged Slinger
Very first ranged unit. These are the "militia" of the Ranged units. Cheap. Easy to mass. Generally don't stand up well to a fight.

Ranged Skirmisher
Good against other ranged units, chariots, and elephants. Relatively low cost. Not so good against infantry, but their speed allows them to be a pain in the enemy infantry's side (well, literally).

Ranged Bowman
Good against all Infantry and Cavalry Archers, bad against anything else. The quintessential infantry counter.

Cavalry Scout
Very first cavalry unit. Cheap, fast, long LOS. These are the "militia" units of the Cavalry line.

Cavalry Spearman
The mainline Cavalry unit. Good against archers and siege. Good for raiding enemy econ operations.

Cavalry Swordsman
The anti-cav Cavalry. These kill enemy cavalry and do well against foot skirmishers. They hold okay against Unique Units, being a more "advanced" type of unit themselves.

Cavalry Skirmisher
Same abilities as the foot Skirmisher, but with the added bonus of much greater speed and stamina.

Cavalry Archer
Kind of rare. Used mainly with nomadic or desert cultures, due to the kind of open-warfare they require for best use. They are fast and are the only cavalry to do good against infantry, but they fall prey to Cavalry Swordsmen and Archers.

[This message has been edited by Mythos_Ruler (edited 07-24-2007 @ 03:17 AM).]

posted 07-26-07 02:39 AM EDT (US)     896 / 929  
Mythos, shouldn't Cav. Swordsmen do at least okay vs. Inf. Swordsmen too? I mean, hp and all the rest aside, that horse is quite an advantage. Just a thought.

Ceres 629's strategy guides

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

0 A.D
posted 07-26-07 09:21 AM EDT (US)     897 / 929  
Hum... What about AoA's techtree? Isn't it available for download anymore?

Long live early music.
posted 07-26-07 12:08 PM EDT (US)     898 / 929  
I would say the cavalry spearman should be good against cavalry and some forms of infantry (what about making them lancers as an age4 improvement making them effective against infantry?), while the cavalry swordsmen should be good against archers and siege weapons, the cavalry bowmen might have a little anti-cavalry bonus...

I mean this confederate cavalry commander had a lot of succes with ranged cavalry versus the unions' sabres...


just thoughts, but I think it to be a bit more logical like this...

-=Wakain=-
posted 07-27-07 12:17 PM EDT (US)     899 / 929  
Well, one doesn't want to make the Cavalry Archer bonused against cavalry and infantry unless you want to make them ridiculously expensive.

About the Cavalry Spearman, AOM got it backwards - Cavalry Spearmen (prodromoi) should have been the mainline Greek cav unit, not the Cavalry Swordsman (Hyppikon). Historically, the sword has been the counter to the spear. You see this time and time again, the best example being the Roman Hastati vs. the Macedonian and Greek pikemen. In fact, Alexander's main cavalry arm, the Hetairoi (Royal Companion cavalry), were mainly cavalry spearmen. He took them everywhere he went on the battlefield, performing the "killer blow" to the enemy lines.

More later...
posted 07-27-07 11:21 PM EDT (US)     900 / 929  
Hum... What about AoA's techtree? Isn't it available for download anymore?
Hmmm I forgot about that. Maybe Mythos should repost the link for the new people to see.

Ceres 629's strategy guides

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

0 A.D
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