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Topic Subject: New Civilizations (the complete list)
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posted 01-20-03 04:29 AM CT (US)   
WELCOME!

• The goal of this thread is to present all new civilizations which AOE2/TC fans want to see in AOE 3.

• Civs have to fit into the AOE2/TC Dark Ages time frame, i.e. ~500 A.D. to ~1600 A.D., and substantially relate to the Medieval era.

• To search for civs on other forums, go back “all” days and search by key word or author.

• Be nice!

• This Age of Empires III Discussion forum, including this thread, has a lot of new civs and great ideas by many forumers which may not have been included in this thread. Please don't be offended, but it would just be too much info to include everything here.

--+--

The Top 10 Most Popular Civs so far:

  1. India/Mughals:43
  2. Incas:40.5
  3. Russia/Rus/Moscow:39.5
  4. Khmers/Cambodia:33.5
  5. Italy/Venice/Genoa:31.5, or
  6. Slavs:31.5
  7. Poland:22
  8. Moors:20 ?
  9. Zulus:19
  10. Hungarians/Magyars, or Mali: at 17.5 each

• • • EUROPE, incl. # of votes • • •

• Russians/Rus/Muscovites 39.5 (new architecture) UU options: Druzhina Guard, Bogatyr, Vityaz, Boyar (Medieval Russia did not have Cossacks)
Russians by KoreanPrince and again
• Cav +10 HP, +2 AT vs. Arch, + 10% faster movement
• Monks [cost?] -15% Castle, -20% Imperial
• Farmers work 35% faster
• UU: Cossack cav (100F 10G) HP 100, AT 8, A 1/6, R 2, fast, B: AT vs. arch.
• Fully upgraded EC (800F 550G): HP 140, AT 16, A 4/10, R 2
• UT: Nobility (650F 600G): Cav cost -15%
• TB: Cav +10 HP
• W: ?

3 Russian civs by RU_pupp
Kievan Rus: inf civ
• Farms cost –50%
• Inf. attack +1 Castle, +2 Imper. (+3 Total)
• University upgrades researched 25% faster
• Dry dock, caravan free
• Town center techs cost –25%
• UU: Bogatyr (70F 20G) fast inf, bonus AT vs. bldgs: HP 65, AT 12, A 0/1 (upgrade 1000F 500G)
• EB: HP 80, AT 15, A 1/1
• f/u EB: HP 95, AT 19, A 3/4
• UT: Druzhina (800F 400G): inf & cav +15 HP
• TB: Barracks upgrades cost –20%
• W: St. Sophia (Holy Wisdom) Cathedral in Kiev (11th century)
Novgorod: naval/trade civ
• Heated shot free
• Castles, towers have +3 AT
• Trade cogs, carts cost –50%
• War Galleys, Galleons ROF +20%
• Cartography free
• UU: Vityaz (60F 34G) anti-cav inf: HP 85, AT 10, A 2/2 (upgrade 700F 650G)
• EV: HP 100, AT 12, A 3/3
• f/u EV (60F 17G): HP 100, AT 14, A 7/7
• UT: Veche (900F 900G) inf units cost –50% gold
• TB: Inf +2 LOS
• W: St. Sophia (Holy Wisdom) Cathedral in Novgorod (11th century)
Moscow: light cav civ
• Lumber camp upgrades free
• Blacksmith upgrades cost –25%
• Mounted unit HP +10% Feudal, +15% Castle, +20% Imperial
• Villagers have +15 HP
• UU: Boyar (70F 65G) fast cav: HP 95, AT 10, A 0/4 (upgrade 800F 600G)
• EB: HP 115, AT 12, A 1/6
• f/u EB: HP 162, AT 16, A 4/10
• UT: Pantsir (1000F 850G): Boyar has bonus defense against pikemen/halberdiers
• TB: St. Basil (Protection) Cathedral in Red Square (16th century)
• W: Cav arch +2 LOS

Russians edited by vitaly
• Lumber camp upgrades free
• Inf +1 AT vs. cav
• Bldgs cost -20% wood
• Villagers benefit from blacksmith inf techs
• UU: Bogatyr (75F 65G) heavy cav w/spear: HP 110, AT 12, A 1/2 (uprgarde 1000F 800G)
• EB: HP 150, AT 14, A 1/3
• f/u EB: HP 170, AT 18, A 3/5
• UT: Orthodox Church (600F 700G): Spearmen have +3 AT, +10 HP
• TB: Monks convert 30% faster
• W: ?

Russians edited by Frizzer_AoK (post 3)
Muscovites: light cav civ
• Mounted unit HP +10% Feudal, +15% Castle, +20% Imp
• Mining camp and TC upgrades available one age earlier than other civs [ as per Sandy]
• Imperial blacksmith upgrades cost –25%
• Lumber camp upgrades free
• UU: Bogatyr (70F 50G) fast cav: HP 95, AT 10, A 0/4 (upgrade 800F 600G)
• EB: HP 115, AT 12, A 1/6
• f/u EB: HP 162, AT 16, A 4/10
• UT: Pantsir (900F 500G): Pikemen/Halberdiers have no BONUS vs. Russian cav
• TB: Cav arch +2 LOS
• W: St. Basil (Protection) Cathedral in Red Square

Russians by Beloyar (post 3)
• Mounted unit HP +10% Feudal, +15% Castle, +20% Imperial (do not get Paladin)
• Inf upgrades cost –25%
• Cav arch +2 LOS in Imperial
• Lumberjack upgrades, tributes free
• UU: Bogatyr (80F, 60G) Cav with mace, Strong vs. cav, inf, arch, monks: HP 95, AT 10, A 1/4
• Elite Bogatyr (1000F, 700G): HP 120, AT 13, A 1/6
• Fully upgraded EB: HP 168, AT 17, A 4/10
• UT: Pantsir (1200F, 750G) Bogatyr units ignore pikeman-halberdier bonuses and attack upgrades
• TB: Trade cogs cost –20%
• W: St. Basil's in Moscow

Russians by Vladimir Putkin (post 2)
• Stable techs, upgrades cost -50%
• Units armor +1/1 Castle, +1/1 Imp (total +2/+2)
• Fish traps harvested 20% faster
• UU1: Bogatyr cav strong vs. cav (100F 70G): HP 60, AT 16, A 4/2 (upg ?)
• EB: HP 80, AT 18, A 5/3
• f/u EB: HP 100, AT 22, A 8/7
• UU2: Lodya warship, benefits from Blacksmith & Heated shot (175W 80G): HP 250, AT 15, A 0/4, R ?
• EL: HP 275, AT 20, A 0/4, R ?
• f/u EL: HP 275, AT 24 (+30 vs. ships ), A 0/5, R ?+3
• UT: Vera (Faith) (650F 400G): Monasteries [work?] 20% faster, monks move 20% faster, monasteries 20% cheaper & built faster
• TB: Tributes are free
• W: Kremlin

Russians by das: incomplete
Russian discussion by tin man & others
Russian discussion by Palisader II & others and another discussion
Russian discussion by Agamemmnon and others
comments on Russians by serikofwaters (posts 105, 106) discussion here at (Post 19)

• Italians/Venice/Genoa 31.5
Italians by WoadRaider
• Ships move 10% faster
• Masonry, Architecture free
• Start +2 Villagers, -100 food
• UU1: Swiss Guard w/short halberd (70F 25G): +2 bonus vs. inf, HP 65, AT 8, A 1/1
• Elite SG: HP 85, AT 13, A 2/2
• UU2 Cardinal monk (130G): HP 80, R 12, heals 30% faster, moves faster and can pick up relics.
• UT: Confermation (500F 800G) Inf & Monks immune to conversion
• TB: Monastery works 15% faster.
• W: ?

Italians by Limp Bizkit and again
• Inf +2 LOS
• Villagers move 10% faster
• Bloodlines free
• Architecture, Mansonry free
• UU1: Aquebester hand cannoneer, fires 30% more accurate, ROF like Janissary, benefits from archer upgrades and chemistry!! (45F 50G): HP 45, AT 12, A 1/1, R 7 (upgrade 750F 800G)
• EA HP 60, AT 15, A 2/2, R 8
• UU2: Cannon Ship w/bonus AT vs. other ships, ROF like Spanish ECG!! (250W 200G): HP 125, AT 70, A 0/6, R 10 (upgrade 1600W 1200G)
• ECS: HP 160, AT 100, A 0/8, R 11
• UT: The Pope [Papacy] (800f 800g): Monks convert enemy units x2 faster
• TB: Bombard Cannons move 10% Faster
• W: Michelangelo's Chapel

Italians by Tarentola (post 19)
• Warships +20 HP
• Trade carts/cogs cost -30%
• Bloodlines free
• Start with 1 villager, initial TC half HP damaged
• UU1: Cottorieri (40F 15G) Heavy Halberdier with guisarme, slow: HP 60, AT 5 (12 vs. cav), A 0/2 (upgrade ?F ?G)
• EC: HP 80, AT 7 (18 vs. cav), A 0/3
• UU2: Galeass fast warship with ram (80W 35G): HP 120 (140), AT 5 (8 vs. galleons), A 0/8 benefits from Forging, Iron Casting, Blast Furnace (upgrade ?F ?G)
• EG: HP 140, AT 8 (14 vs. galleons), A 0/10
• UT: Renaissance (?F ?G): Techs cost -33%, wonder construction 50% faster
• TB: Allies have all units the Italians have
• W: ?

Italians by Danish Viking (post 10) and again
• TC techs & age advances cost -15%
• Inf +5 HP, +1 AT, +1/1 A, +5% speed in Castle
• Trade carts/cogs move 35% faster
• Monks train 20% faster
• UU: Knight of the Cross, slow inf (70F 35G): HP 65, AT 12 (+5 AT B vs. Stable units), A 3/2 (upgrade 1100F 700G)
• EKC: HP 75, AT 15 (+5 AT B vs. Stable units), A 6/3
• f/u EKC: HP 80, AT 16 (+5 AT B vs. Stable units), A 7/4
• UT: Catholicism (1200F 800G): Monks & monastery techs cost -50%
• TB: Inf +2 LOS
• W: ?

Italians by Seqenenre Tao (post 5)
• Techs & upgrades researched 15% faster
• Bldgs have +1/1 A Dark, +2/2 A Feudal, +3/3 A Castle, +5/5 A Imperial
• Monks cost 75G & trained 30% faster
• UU: Conderetti, spear inf with +15 AT B vs. all counter units (Skirms, Pikes/Halbs and Camels)
(65F 25G): hpt: 60, AT 10, A 2/2 (upgrade 800F 600G)
• EC: HP 80, AT 14, A 2/2
• UT: Swiss Guards (700W 500G): +30 HP to Pikes/Halbs
• TB: Transports move 30% faster
• W: ?

Italians by Stormbringer
• Seige workshop units cost -10% Castle, -25% Imperial
• Caravan upgrade free
• Naval units move 15% faster
• Archers +1 AT Castle, +1 Imperial (+2 total)
• UU1: Spia fast spy (50F 100G): Infiltrates enemy bldgs, can see what is being researched/produced in the building. Appears as an enemy villager to enemy : HP 50, AT -, A 1/3, R 6 (upgrade 800F 550G)
• ES: HP 75, AT -, A 2/4, R 8
• UU2: Condottieri fast cav w/B AT vs. inf & cav (80F 70G): HP 75, AT 9, A 2/2 (upgrade 1600F 700G)
• EC: HP 100, AT 12, A 2/2
• UT: Intrigue (300F 300G): Reduces enemy bldgs' LOS to 1 for 1 minute. Can be researched multiple times
• TB: Trade carts/cogs cost -50%
• W: St. Peter's Basilica

• Slavs 31.5
Slavs by KoreanPrince (post 34)
• Cav +4 attack
• Cav move 10% faster
• Monks [cost?] -15% Castle, -20% Imperial
• Farmers work 35% faster
• UU: Koplyanik fast anti-arch cav (100F 10G): HP 100, AT 8, A 1/6, R 2 (ugrade 800F 600G)
• EK: HP 110, AT 12, A 2/8, R 2
• UT: Nobility (650F 700G): Cavalry cost -15%
• TB: Cavalry +10 HPs
• W: ?

Slavs by Spitfire VII
• Cav move 15% faster
• 1 arrow kills a deer
• Cav arch +30 HP
• UU: Lancer ? (50F 20G 20W): HP ?, AT 10, A 0/0, fast, B +7 AT vs. pikeman line
• Elite Lancer (1000F 200W 200G): HP ?, AT 13, A 0/1
• UT: Spearing (?): Lancer, Pike line and skrimisher line +4 AT, +20 HP
• TB: Cav arch +2 LOS
• W:

Slavs discussion by Khazar
Slavs discussion by Tsar_IvanIV
new: Slavic-Russian civ outline by ES_Sandyman (post 45)

• Poland 22
Polish by The Dragon Reborn and again
• Scouts, Light cav, hussars +15 HP
• Cav move 15% faster
• Bloodlines free
• Towers, outposts +4 LOS
• Miners work 10% faster
• UU: Lancier cav (70F 60G): HP 90, AT 12 (double damage for first attack), A 2/0 (upgrade 1400F 800G)
• EL: HP 140, AT 17 (double damage for first attack), A 3/0
• f/u EL:
• UT: Machicolations (1200W 400S): Towers, castles, walls +25% HP, -25% cost. Tower/Castle AT doubled vs. units attacking base
• TB: Villagers +3 LOS
• W: Bytow Fortress

Polish by Peter The Great
• Farm upgrades free
• Farmers gather food 25% faster
• Units move 5% faster in Feudal, 10% in Castle and 15% in Imperial
• Pikemen/Halberdiers +1 AT, +1/1 A
• UU: Winged Hussar cav, bonus AT against all Imperial age units, inf, foot arch, villagers, towers (90F 50G): HP 100, A 12, A 2/2 (upgrade 1000F 400G)
• EWH: HP 120, A 14, A 3/2
• f/u EWH: HP 140, AT 19, A 6/6
• UT: Divisions (500F 500G): Hussars/Winged Hussars get +1 AT, +1 LOS
• TB: Market fee reduced to 0
• W: ?

Polish by Spitfire VII (incomplete)

• Moors 20
Moors by Wufei (post 22)
• Market techs free, redemption free
• Stables cost 50% less wood
• Start with 2 scouts
• UU: Berber Horseman fast cav that ignores enemy anti-cav bonuses (80F 80G): HP 100, AT 11, A 0/1 (upgrade 700F 1300G)
• EBH: HP 130, AT 13, A 1/2
• f/u EBH: HP 150, AT 17, A 4/6
• UT: ?
• TB: Transports half priced
• W: ?

Moors/Berbers by Spitfire VII
• Camels +20 HP
• Cav archers +3 AT
• Monastery techs cost 10% less
• UU: ... (65F 50G): HP 50, AT 10 (+8 vs. knights), A 0/0, R 4 (upgrade 1500F 1300G)
• E...: HP 60, AT 12 (+8 vs. knights), A 1/0, R 5
• UT: Berber Horsemen (?F ?G): Camels +2 AT, cost -5%
• TB: Docks work 20% faster
• W: ?

• Magyars/Hungarians 17.5
Hungarians by Spitfire VII (post 3) and again and again
• Scouts, light cav, hussar cost 30% less
• Farm Techs cost 30% less
• Hussars +2 AT
• UU: Currisuir fast heavy cav (60F 60G): HP 120, AT 10, A 2/1 (upgrade 1000F 1200G)
• EC: HP 140, AT 13, A 2/2
• f/u EC: HP 160, AT 17, A 5/7
• UT: Turkish Wars: cav +10 AT vs. gunpowder units
• TB: cav arch +3 LOS
• W: ?

• Normans 8.5
Normans by Cheesius Maximus and again
• Castles and towers built 15% faster
• Mounted units are 15% faster
• Fish last 20% longer, fishermen work 15% faster
• UU: Lance Chevalier fast cav spearman, bonus AT vs. cav, foot arch (60F 50G): HP 80, AT 8, A 1/1 (upgrade 600F 600G)
• ELC: HP 95, AT 9, A 1/2
• UT1: Domesday Book (500W 300G): all units +3 LOS, OR • UT2: Ancestry (500F 650G): Lance Chevaliers slowly regenerate HP
• TB: Archery units trained 33% faster
• W: Mont-Saint Michel

Normans edited by swp
• Archery units cost 33% less, and are trained 33% faster
• Castles and towers built 15% faster
• Fish last 20% longer
• UU: Norman Knight cav (70F 75G): HP 110, AT 11, A 2/3 (upgrade 1000F 750G)
• ENK: HP 140, AT 14, A 3/5
• f/u ENK: HP 160, AT 19, A 6/9
• UT1: Norman Power (100W 600F 450G): All Norman Knights get +1 Attack, +2 LOS, +15% Speed. All Stable units get +1 Attack, +1 LOS, and +25% Speed!!
• UT2: Loyalty (1000F; 40G per Norman Knight you control, minimum 750G): Norman Knights cannot be converted
• TB: Mounted units are +15% faster [Norman cav is 40% faster!!]
• W: Mont-Saint Michel

• Swiss 7
Swiss By Vladimir Putkin (post 7)
• Pikemen/halbs +4 AT, +4/4 A, but cost +10G
• Monks cost -20%
• Farms 5% faster (?)
• UU: Swiss Guard inf (80F 5G) bonus vs. cav, inf: HP 65, AT 10/12, A 1/2 (upgrade 1500F 600G)
• ESG: HP 70, AT 12, A 2/2
• f/u ESG: HP 70, AT 16, A 5/7
• UT1: Confederations (600S 600F): Farms yield 2x food, garrisoned villagers add +2 AT
• UT2: Poverty (650F 400G): Milita [champions?] created at TC for 50F, Inf get +2 AT vs. knights
• TB: Pikeman line train 25% faster
• W: ?

Swiss by gra666 (post 6)
• Skirms +3 AT vs. inf
• Buildings +10 armor vs. inf
• Halb/pikeman upgrades free
• Castle +1 range in Imperial
• Hoardings cost half price
• UU: Swiss ... (50G 50W) builder/inf unit: HP 55, AT 9, A 0/1 (no Blacksmith upgrades)
• ES...: HP 65, AT 9, A 2/3, builds 10% faster
• UT: Tactics (600F 400G): Halbrediers and skrimishers move 15% faster. Halbrediers get +3 pierce armor
• TB: All military buildings +2 LOS
• W: ?

• Portuguese 6
Portuguese by Padeiro_de_Aljubarrota (post 28)
• +20% armor for Cavalry
• Ship techs cost no gold
• Bonus vs. Spaniards (?)
• UU1: Caravella (200W 100G) transport ship that allows ranged units inside to attack : HP 150, AT +50% unit AT, A 0/3, R 7, speed +20% (upgrade 1000F 500G)
• EC: HP 300, AT +75% unit AT, A 0/5, R 10, speed +20%
• UU2: Valido fast self-healing cav (80W 95G): HP 100, AT 10, A 2/2 (upgrade 750F 1000G)
• EV: HP 150, AT 15, A 4/4
• f/u EV: HP 170, AT 19, A 7/8
• UT1: Vela Latina (1000F 500G): Ships better armored, faster
• UT2: Sebastianism (700F 500G): Validos regenerate faster, monks heal faster
• TB: ?
• W: Batalha Monastery

• Dutch 7
Dutch by Stormbringer (post 3)
• Coinage, Banking, Guilds free
• Trade units move 10% faster Feudal, 15% Castle, 20% Imp
• Ships +0/1 A in Castle, +0/1 Imp (total +0/2)
• UU: UU: Privateer fast ship (130W 50G) bonus AT vs. galleys: HP 120, AT 10, A 0/6, R 6 (upgrade ?W ?G)
• EP: HP 150, AT 12, A 0/7, R 8
• UT: Beursgebouw (?W ?G): +150% trade revenue from caravans, trade cogs
• TB: Docks work 20% faster
• W: ?

• Saxons 6
Saxons discussion by Imperialglory

• Swedes 2
Swedes by Evil ElectralKnight
• Houses support 10 pop
• Ranged units (except Karolines) +1 range in Imperial
• Villagers +4 AT vs. inf
• UU: Karoline (80F 100G) slow hand cannoneer: HP 70, AT 20, A 0/8, R 8 (upgrade ?)
• EK: HP 100, AT 25, A0/8, R 10
• UT: Marches (800G 500F): Karolines move faster, +2 armor
• TB: Inf +20 HP
• W: ?

• Anglo-Saxons 1
Anglo-Saxons by Sir Marf of Ans (post 2)
• Start with Ceorl instead of scout
• Spearman/skirm upgrades cost -25%
• Units w/spears have AT bonus vs. bldgs
• Wood choppers work 10% faster
• Villagers +2 AT vs. enemy
• Loom free
• UU: Fyrdsman (65F 30G): HP 50, AT 10, A 2/3 , R 1 (upgrade 950F 550G)
• EF: HP 60, AT 11, A 3/3, R 1
• >>>Other units also available
• UT: Fryd (600F 700G): Villagers +2 AT, +1/1 A, Spear line & UU +4 AT, UU +1/1 armor, Skirm & UU +2 AT
• TB: Spearman line train 20% faster
• W: Wooden castle

• Flanders/Flemmish 4
• Bulgarians 3.5
• Serbia 3
• Lombards 2.5
• Wallachians/Romanians 2.5
• Lithuanians 2
• Danes 2
• Moravia/Czech/Bohemia 2
• Icelanders 1
• Vandals 1
• Ruggians 1
• Slovaks 1
• Croats 1


• • • ASIA 1, incl. # of votes • • •

• Indians/Mughals 42 (new architecture?) UU should be elephant-based
Indians by FrankishHussar555
• Gunpower units fire 20% faster
• Cavalry +4 AT vs. bldgs
• Archers move 10% faster
• Gold miners work 15% faster
• UU1: Rajput Lancer ? (75F 50G) HP 150, AT 15, A 3/3, R 1, fast, B: +2 AT vs. inf
• UU2: Matchlockman ? (55F 60G) HP 60, AT 19, A 2/1, R 9 (incomplete)
• UT: Religious Toleration (750F 500G): Monks convert faster
• TB: Arch have +5 AT vs. cav
• W: ?

Indians by Mr_Floppy4
• Monks move 10% faster
• Loom Free
• Towers cost -10% Feudal, -25% Castle, -50% Imperial
• Skirmishers +2 AT bonus vs. siege
• Fishing Ships gather 50% faster from fish traps
• Stable units cost 30% Less
• UU: Elephant-mounted Monk w/cav benefits (half the size of Persian WE), can pick up relics w/trunk [ Animal touching holy relic would be sacreligious in other faiths] (150F 100G): HP 100, A 1/0, R 7 (upgrade ?F ?G)
• EEMM: HP 190, A 4/4, R 10
• f/u EEMM: HP 345, A 7/8, R 13
• UT1: Animal Worship (500F 500G): All mounted units +20 HP (avalable in Castle Age)
• UT2: Conversion (1000G): Enemy resistance upgrades & bonuses are ignored [by EMM?]
• TB: ?
• W: ?

Indians by Tonto_Czarempire and again
• Thumb Ring Free
• Monks cost 80G
• Buildings +3 LOS
• Farmers work 10% faster & carry +1 food
• UU1: Armored Elephant (200F 100G) : HP 450, AT 16, A 2/2 (upgrade 1500F 900G)
• EAE: HP 600, AT 25, A 4/4 + trample damage
• f/u EAE: HP 600, AT 29, A 7/8 + trample damage
• UU2: Light Elephant cav trained at stable, fast (150F 60G): HP 200, AT 10 (15 vs. cav), A 1/1 (upgrade 900F 550G)
• ELE: HP 300, AT 14 (24 vs. cav), A 2/1
• f/u ELE: HP 300, AT 18 (26 vs. cav), A 5/5
• UT1: Poison Arrows (250G 200F): Arch +1 AT
• UT2: Elephant Taming (800F 1000W ): Armored Elephant can be trained at stable
• TB: Elephant Units train 20% faster
• W: ?

Indians/Mughals by ChandraguptaXII (post 33)
Mughal empire: cav civ
• Mounted units +20 HP
• Villagers collect food 15% faster
• Each house supports +2 pop
• UU: Archer Elephant (150F 55G): HP 250, AT 12 (7 at range), A 1/1, R 3 (upgrade ?F ?G)
• EAE: HP 300, AT 13 (8 at range), A 1/1, R 4 (no range upgrades)
• f/u EAE: HP 300, AT 17 (8 at range), A 4/5
• UT: Hindustan (500F 500G): Increases all units AT by 15%
• TB: Hussars +3 AT
• W: Qutub Minar
Mughal empire: gunpowder & monk civ (incomplete)
• Hand cannoners +3 AT
• Gunpowder units +20 HP, cost 15% less
• Villagers collect food +15% faster
• UU: Elephant Rifleman (?F ?G) like Archer Elephant but shoots bullets: ???
• UT: Din-i-ilahi (500F 500G): Increases AT of all units by 15%
• TB: Unit conversion 30% faster
• W: Taj Mahal

discussion by andyblast

>>> Southeast Asia 5
Civs, units & campaigns by GWKL and NedmadOhcet

• Khmer/Cambodians 27.5 (new architecture)
Khmer by Seqenenre Tao (post 5):
• UU: Royal Elephant (200F 100G) cav can down trees : HP 450, AT 18, A 4/2
• ERE: HP 600, AT 30, A 7/5
• UT: Nobility (1200F 800G): Royal Elephants +100 HP

Khmer by tin man (post 6):
• UU: Elephant Archer fast cav w/trample damage (180F 80G): HP 400, AT 6, A 1/2
• EEA: HP 500, AT 8, A 2/3

Khmer by Wufei (post 28):
• Mining upgrades free
• Scorpions cost -15% Castle, -25% Imperial
• Warships move 20% faster
• Relic victories require only 4 relics
• UU: Archer Elephant (150W 70G): HP 350, AT 8, A ?/?, R ? (upgrade 1200F 800G)
• EAE: HP 500, AT 9, A ?/?, R ?
• UT: Sanghas (?F ?G): Monks regaine faith 50% faster cumulative with Illumination
• TB: Monasteries work 20% faster
• W:
etc...

Khmer by Tonto_Czarempire
• Inf +1/1 armor in Castle, +1/2 armor in Imperial
• Farms +75 [?]
• Buldings cost -15% (excl. farms, TC, castles)
• Scorpions +1 range
• UU1: Elephant Archer (150F 80W 65G): HP 400, AT 6, A 1/1,
R 6 (upgrade 1000F 700W 800G)
• EEA: HP 500, AT 7, A 1/3, R 7
• UU2: Light Elephant (130F 75G) fast cav replaces knight in stable: HP 200, AT 10, A 1/2 (upgrade 600F 500G) +3 AT vs. cav
• ELE: HP 300, AT 15, A 2/2
• f/u ELE: HP 300, AT 19+, A 5/6+
• UT: Elephant Barding Armor (600F 500G): Enemy Pikemen/ Halberdier line -10 attack vs. elephants
• TB: Infantry +2 LOS
• W: ?

Khmer, Thai and Malaysian civs by Seqenenre Tao with new unit shared by Southeast Asia civs:
• Scout Elephant (100F 80G) fast cav, available in Feudal Age!: HP 55, AT 4, A 0/2
• Castle Age SE: HP 135, AT 10 (+3 vs. swordsmen), A 2/2 (upgrade 800F 450G)
• Armored Elephant slow cav: HP 195, AT 15 (+6 vs. swordsmen, +4 vs. cav [WTF!]), A 3/3
• f/u EAE: HP 215, AT 19 (+6, +4), A 6/7
The Khmer: Elephant & siege civ
• Start w/Scout Elephant instead of scout
• Monasteries work 20% faster
• Siege workshop units +2 A in Castle, +3 A in Imp (+5 total)
• Scout elephants & armored elephants move 15% faster
• UU: Fire Caster (45F 55G) ranged inf w/area damage effect: HP 60, AT 9, A 1/0, R 5
• EFC: HP 70, AT 12, A 2/1, R 5
• f/u EFC: HP 70, AT 16 (Chemistry adds +6 AT), A 5/5, R 5
• UT: Iron Plated Tusks (650F 400G): Scout Elephant, Armored Elephant +5 AT
• TB: Scout units +1 armor
• W: Angkor Wat
The Thai:
• Start w/scout elephant instead of scout
• Masonry, architecture cost no stone
• Villagers gather resources 15% faster
• Monks have +4 conversion range
• Scout elephants, armored elephants cost 25% less food & gold
• UU: Phari Luang (70F 40G) inf/villager can also build/repair bldgs, siege, ships: HP 65, AT 10, A 1/1
• EPL: HP 85, AT 13, A 2/2
• f/u EPL: HP 85, AT 17, A 5/6
• UT: Rice Fields (500F 600W): Farms produce +600 food, farmers carry +5 food
• TB: Buildings +4 LOS
• W: Buddhist Temple Complex (during the Sukhotai period)
Malaysians: Trade & naval civ
• Start with Scout Elephant instead of Scout
• Monks regenerate faith 66% faster
• Tributes are free
• Dock techs cost no gold
• Trade units cost 50% less, have +3/3 armor
• Warships move 15% faster
• UU1: River Pirate (100W 40G) transport/warship: HP 120, AT 8 (+garrisoned units), A 2/6, R 7, transp: 6
• ERP: HP 150, AT 9 (+garrisoned units), A 3/7, R 8, transp: 8
• f/u ERP: HP 165, AT 13 (+garrisoned units), A 3/8, R 11, transp: 8
• UU2: Jungle Raider (50W 45G) archer: HP 45, AT 6 (+6 vs. bldgs), A 2/2, R 4
• EJR: HP 50, AT 8 (+8 vs. bldgs), A 2/3, R 5
• f/u EJR: HP 50, AT 12 (+8 vs. bldgs), A 5/7, R 8
• UT: Outrigger (1000W 500G): Warships +15 HP
• TB: Trade units move 20% faster
• W: Borobodur

Khmer by NedmadOhcet (post 183) , including campaigns (incomplete)

• Thai/Siam 10 (new architecture)
Khmer, Thai and Malaysian civs by Seqenenre Tao: Look above
Thai by Kumoi Runningwolf
• Inf +1 AT, +10 HP
• Archers +1 R
• Farms produce 50% more food
• UU: Spearman (50F 25W) fast inf: HP 60, AT 10, A 0/0
• UT: Rocket : Scorpions +5 AT, +2 R
• TB: ?
• W: ?

• Tatars 4
• Arabs/Beduins 3
• Malaysian 2
new: Tibetans Tibetans by The Spanish Guy (post 6); were considered by ES!

• Georgia (in the Caucasus) 1
Georgians by Iberian (Post 233)

• Khazars 1
• Armenians 1

• • • AFRICA, 9.5 VOTES, in addition to: • • •

• Zulus 9.5
Zulus by Slippy_04550
• In Imperial, camels cost 10% less, +10% HP
• Transport Ships carry +10 units
• Archers cost –40%
• Towers +1 AT
• UU: Throwing Spearman skirm (?F ?G): HP 35, AT 4, A 0/3, R 4 (upgrade ?F ?G)
• ETS: HP 45, AT 5, A 0/4, R 5
• f/u ETS: HP 45, AT 9, A 3/9, R 9
• UT: Metal Spear (?F ?G): Spearman line and Throwing Spearman units +1 AT
• TB: Archer line units +1 AT
• W: ?

• Mali 9
• Berbers 2
Berbers by Steve Marsh (incomplete)
• Ethiopians/Abyssinians 4
• Zimbabwe/Bantu/Karanga 3
• Songhai 2
civ outline and discussion by Danielthemaster (post 3)

• • • THE AMERICAS, 9 VOTES, in addition to: • • •

Generic civ by DeltaSpear

• Incas 31.5 UU options: Chasqui, fast inf
Incas by Tarentola and others
• Start w/Eagle Warrior instead of Scout
• Villagers 30% faster
• Castles +1500 HP
• Siege Workshop units, Trebs, Petards cost -20% Castle, -30% Imperial
• Free ram & scorpion upgrades
• Villagers can garrison in Market to produce gold
• UU: Bola Thrower slow ranged inf (50F 30S): HP 40, AT N/A, A 1/0, R 4
• Elite BT (800F 700G): HP 50, AT N/A, A 2/0, R 6
• UT: Infrastructure (900F 500S): foot units & villagers +30% speed
• TB: Currency, Banking free
• W: Machu Picchu

Incas by Steve Marsh
• Villies +2 HP, +2 carrying capacity, +5% resource gathering with each age
• Buildings built 5% faster
• Herbal Medicine 15% [works?] faster
• UU: Fire shooting siege unit (incomplete
• UT1: Field of fire (?): No minimum range for seige , cannon galleon
• UT2: Battle maps (?): Extended range for seige, archers, skirmishers, cannon galleons; free elite cannon galleon upgrade
• UT3: Martyrdom (?): Monks can convert trebs
• TB: ?
• W: ?

Incas by Auswegian
• Starts with Poison Dartsman UU
• Redemption, Caravan, Fortified Walls free
• Spearmen and Archers have +2 AT
• Relics generate 2X gold
• UU1: Warrior-Peasant slow unit/villager (50F 50G): HP 50, AT 9, A 0/1
• EWP: HP 70, AT 11, A 0/1
• f/u EWP: HP 90, AT 13, A 2/3
• UU2: Poison Dartsman fast ranged unit (40F 30W): HP 40, AT 7, A 0/0, R 2
• EPD: HP 55, AT 9, A 0/0, R 2
• f/u EPD: HP 75, AT 12, A 0/0?, R 3?
• UT1: Topa's Great Progress: Archers can garrison inside houses (2 per house)
• UT2: Terraced Farms: Up to four farms can be stacked on top of one another. When you place one farm on top of another, it's food is added to the original farm's supply and the farmer can work 20% faster (cumalitive)
• UT3: Cyclopean blocks: Castles and walls are immune to arrow fire
• UT4: Resettlement: Enemy buildings (except walls, castles, wonders, and TCs) damaged by Incas 85% or more instantly convert to Incas
• TB: ?
• W: Nazca Lines, or Macchu Pichu

Incas by Iclan_Emporer
• Start with Alpaca unit instead of Scout
• Loom Free
• Farms +100% HP
• Units +1 LOS Castle, +1 Imperial (Total +2)
• UU: Alpaca Warrior cav mounted on Alpaca (similar to camel) +9 AT vs. knights WTF! (70F 50G): HP 100, AT 13, A 0/0 (upgrade 1000F 800G)
• EAW: HP 125, AT 17, A 1/1
• f/u EAW: HP 125, AT 19, A 3/3
• UT: Head Shaping (1000F 350G): Kings +100% HP in Regecide, villagers work 15% faster
• TB: Farming 20% faster
• W: Machu Pichu

Incas by Vladimir Putkin
• Mining upgrades free
• Start with Condor warrior instead of scout
• Outpost cost no stone, 50% less wood, has +2 LOS
• UU1: Allyu fast villager (60F): HP 40, AT 4, A 2/2
• UU2: Condor Warrior (standard/elite) ranged inf w/bola (?): HP 40, AT 8 (4 in Dark), A 1/2, R ?
• ECW: HP 60, AT 10, A 2/2, R ?
• f/u ECW: HP 60, AT 14, A 5/6, R ?
• UT1: Mit’a (600S 600F): TCs, Castles, Keeps costs -50% stone, military bldgs constructed 30% faster
• UT2: Huacas (650F 400G): Relics generate 1 extra food at the same pace that they produce gold
• TB: Gold miners carry +2 gold
• W: ?

Incas by Spitfire VII
• Villies move 5% faster
• Towers, outposts cost 20% less
• Gold resources last 30% longer
• Houses support 10 pop
• +1 AT per age for a total of +4 in imperial
• UU: Condor Warrior fast inf (65F 25G): HP 60, AT 10 (+5 AT vs. archers, +5 AT vs. siege), A 0/1 (upgrade 1600F 700G)
• ECW: HP 75, AT 12, A 1/2
• f/u ECW: HP 75, AT 16, A 4/6
• UT1: Meca Bean (?): Eagle warriors regenerate 1 HP per 2 seconds
• UT2: Treasures (?): Gold resources last 10% longer
• TB: Trade carts move 10% faster
• W: ?

Incas by WoodChuck
• Scorpions move 20% faster, +3 range, cost 33% more
• Monks, villagers move 33% faster
• Towers 50% Cheaper, but also 50% crapper [?] and faster to build.
• All units have +999 attack vs. Kings
• Cannot be spied on or Treasoned
• UU: Puric (40W 100F) inf w/staff & fast AT rate: HP 70, AT 6, A 2/3 (?)
• EP: HP 85, AT 8, A 3/4
• f/u EP: HP 85, AT 12, A 6/8
• UT: Martyrdom (300F 400G): If the converting monk is deleted, the target unit is converted instantly. Team members get this as bonus
• TB: Trebuchets fire 3 volleys, but take longer to reload (Also see UT)
• W: ?

modified Incas by Jrvj (post 141)
• Start w/Eagle Warrior instead of Scout
• Villagers 30% faster
• Castles +1500 HP
• Monks +1 Range in Castle, +3 in Imperial
• Monastery (?)% Market Techs require no Gold
• Architecture Free
• UU: Chasqui (?) ranged inf: HP 40, AT 6, A 1/3, R 4 (upgrade 700F 500S)
• EC: HP 55, AT 8, A 2/3, R 4
• f/u EC: HP 55, AT 12, A 5/7, R 4
• UT: Reciprocity (850F 500S): Monks, Foot Units, Villagers [move?] 25% Faster
• TB: Foot units [move?] 20% faster; Market techs researched 30% faster [Inca foot units move 55% faster!]
• W: Machu Picchu

• Toltecs 5
Toltecs by Hector Ocampo : Link does not work (The thread you are trying to access does not exist)


MISC. CIVS (for FUN and IDEAS)

• Mystic civ by Darth Maul and again and again
• Drunken Germans by drahnier
• Maori by Auswegian and • by MrMonkey
• Evil Civ by RU_pupp
• Sai’Bok Empire (Asia) by Seqenenre Tao
• Nomadic civ by RU_pupp
• Civ by The Spanish Guy
• Scythians by Darunia
• Gergans? by Longbowman_12
• Egyptians by Cavalier_Gui
• Crusaders by Hailstorm and by Fleck
• Civ by Marksimus
• Finnish civ by Ukko
• Various civs by Teutonic Centurion and others
• Macaronians by Flaming arrow and Imperials by Kman
• Philliphines by l2aGeFul2i0uS
• Sioux by cow_gone_mad


• Various discussions on new civs:
Eric Cloudstrife's custom civ
Civs discussion by SOLAR
Several civs discussed by Tarentola and others
by ES_Sandyman, regarding African civs
by MileHighKingpin
by StaleFish
by ES_Sandyman, explaining why certain civs were excluded from the Conquerors X-pack
Some civs discussion by kingforester and others
Missing units/civs discussion by janissary and others
Several civs and discussion by Legolas_1
Mideast Siege/gunpowder civ by Darth Maul
new: Does ES get ideas from forums like this? According to ES_Sandyman, Yes!
new: ES_Sandyman's 10 favorite movies (the Dark Ages) (includes views on Peter the Great's victory at Poltava in 1709)

• Custom civ editor discussions
by Eric Cloudstrife and others
Another one by Windy_Miller

• Modifications of existing civs and attributes (suggestions by forumers):
Byzantines by Spitfire VII
By MileHighKingpin and others
by Ratbert1009
by Spitfire VII and others
Byzantines: create a new architecture style, which could also work with Venice
Mongols: create a new Nomadic Asian tent-architecture style; Limit number of buildings and allow packing/unpacking of buildings (see Nomadic civ above)
Huns: Change into a nomadic civ also. Bundle one or two new civs with the nomadic style.
Celts: Because there never was an actual civ called "Celts" it is suggested to rename or divide them into Welsh, Scots and/or Irish; the same goes for Slavs who also did not exist as a single civ under that name.
Britons: rename into Angles, Anglo-Saxons or English
All civs: Switch artwork for man-at-arms and long swordsman. Man-at-arms looks better armored than the long swordsman.
• Some changes to civs by ck07 and others - The Fire Ship should be available only to Byzantines as a second UU; Japanese Samurai needs to be upgraded.
• by Dave3377 (post 339): the Aztec UU could be the Addel Addel thrower ranged inf.

Abbreviations:
B=bonuses, AT=attack, A=amror, HP=hit points, R=range, ROF=rate of fire, LOS=line of sight, UU=unique unit, f/u=fully upgraded, UT=unique tech, W=wonder, TB=team bonus, cav=cavalry, inf=infantry, arch=archer, bldgs=buildings

So far, I've searched through
the General & Strategy Discussion for "civ"
the Expansion Pack Discussion Archives for "civ"
the History Forum at HG for "civ"
the Knights of the Round Table at HG for "civ"


•••••••••••••••••••••••••• ίιloyαr ••••••••••••••••••••••••••
a.k.a.
RU_pupp

[This message has been edited by Beloyar (edited 03-19-2003 @ 12:34 PM).]

Replies:
posted 01-20-03 08:28 AM CT (US)     1 / 493  
Nice thread , from now on all new civ suggestions should go in here.


Can we vote? I'd like to cast a vote for the Indians (Mughals).

Reasons:

-They have a whole subcontinent to themselves, and a whole ocean named after them. They deserve some recognition.

-No game is complete without elephants, and they had some of the largest elephant armies in the world. They even have a species of elephant named after them (Indian Elephant) The Persians imported their elephants from India.

-They're old, and have a detailed history. The Indus River civilization is one of the oldest in the world, it might even stretch back before the first Chinese civilizations.

-They're huge, presently, they're the second most populous nation in the world, and they were always a great power in Asia.

-Tons of possible UU's. Elephant ones, or Kshatriyas, or Assasins.


"It is a good day to fight! It is a good day to die! Strong hearts, brave hearts, to the front! Weakhearts and cowards, to the rear!" -Tashunka Witco (Crazy Horse)

[This message has been edited by Crazy Horse (edited 07-22-2003 @ 12:55 PM).]

posted 01-20-03 08:31 AM CT (US)     2 / 493  
I vote for Khmer...
posted 01-20-03 09:26 AM CT (US)     3 / 493  
The Toltecs have been suggested three times:

One topic called New civ Idea! The Toltecs! by the Fenris Wolf here it is the suggestion as it was posted:

Meso-american set

UU- Coyote Warrior and elite Coyote Warrior.
Cost-45F 40G
Hp-65/90
Attack-10/12
Armor-1/1 / 2/2
special-can cross water, by swimming.att bon versus buildings.
Picture: www.rose-hulman.edu/~delacova/toltec-warrior-figures.htm


UU-Canuu(?) and Elite Canuu
cost-80w 30g
hp-90/110
Attack-12/15
Armor-2/4
special-water unit, but can pack together(like trebuchet) and move across land, and then unpack again in water.

UT-Warrior Columns- Monks 4+ range

civ bon- Eagle Warrior instead of scout
Military units move 15% faster
Fishers 50% faster, 5+ range
Monks 33% faster
Villagers produced 50% faster

Team bon- infantry 3+ attack against cavalery

The second, suggested by Legolas_1 in its sticky post called Nnew Civilizations, here it is:

Toltecs

Meso-American
Archer civ
Wonder: empty
Unique Unit(s): empty
Unique Tech: Vitalizing wine/all units +40 HP
Bonus1: Villagers gather hunted meat 10% faster
Bonus2: All structures but houses,mills and camps get +1000 HP
Bonus3: Herbal Medicine and Architecture techs free
Lacking Techs: Champion,Halberdier,Stable,Blast Furnace,Siege Ram,Siege Onager,Cavalry Archer,Arbalest,Parthian Tactics,Chemistry,Block Printing,Redemption

The other one suggested by Hector Ocampo, here it is as it was posted on the Sticky topic: New Civilizations by Legolas_1
http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=st&fn=21&tn=30933&f=21,30933,0,30&st=0 post #201.

Here is my contribution to the Toltecs:

Period 950-1160
Location: Tula ( North-central part of Mexico in the actual state of Hidalgo)
Heroes: Miscoatl (Monk)
Topiltzin (Monk)
First they were religious and philosophers, at the end then were extremely belicosious (barbarian warriors).
Infantry and monk civ.
Wonder: The Tula Giants ("Atlantes")
Unique Unit: Sword-Monk: Sword warrior with healing capabilities but could not auto-heal. (Mix of Champion and monk).
Unique Unit Upgrade: Elite Sword-Monk (400 food, 1000 gold)
Unique Technology: Tezcatlipoca: +2 armor for infantry and archery units. (500 stone, 500 gold).

Special attributes:

Metal and stone hard workers, masters of the architecture.

Good economy on dark, feudal and castle ages, with all the economical-monk related technologies on this ages, but poor on military technologies on those ages. Very strong on military units on Imperial Age but worst on economy. This is because at the beginning they were a religious and overdeveloped civilization, with great culture, architecture and big knowledge on the astronomy field then they were ruled by a warrior god and the became a very strong on war.

Team Bonus: Monks and unique unit heal 30% faster.
Bonus 1: Starts with +2 villager and standard resources including nomad map.
Bonus 2: + 10% stone and gold gathering speed only on dark and feudal ages.
Bonus 3: Relics give: +15% gold on castle but not on imperial age.
Bonus 4: +4 attack on infantry, archers and unique unit on Imperial Age.


Lacks: No attack technologies until Imperial age. Only Fletching and armory for infantry.
Stable, Cavalry units, cannon units, champion (this will be replaced by the unique unit), sappers, bombard tower. No economy technologies on lumbercamps, mining camps or mill on Imperial age.

Just as a matter of having an updated information. I hope this helps.



There are a lot of hidden wonders in the world, despite nobody knows them.... they exist.
Proud member of aiscripters.com

[This message has been edited by Hector Ocampo (edited 01-21-2003 @ 01:23 PM).]

posted 01-20-03 09:33 AM CT (US)     4 / 493  
Seems that you made quite a good thread here Beloyar. Anyway i wanted to apologise for not allowing you to post in my thread (although you have anti-Greek feelings).

Question: Is it possible to see a Greek civ in the list?

posted 01-20-03 08:27 PM CT (US)     5 / 493  
Guys,

Your votes have been recorded, and the top post updated.

Hector, I posted your info, but please also give me a old link where you posted your civ.

Legolas, you can post a Greek civ, but I will link it only under the Misc. section.


•••••••••••••••••••••••••• ίιloyαr ••••••••••••••••••••••••••
a.k.a.
RU_pupp
posted 01-20-03 09:03 PM CT (US)     6 / 493  
Ohhh so we can still vote on a civ evan if it's not there as long as it was created in a thread ok.
Philippines!
posted 01-20-03 09:23 PM CT (US)     7 / 493  
Updated.

However, the Phillipines, if that's what they meant, are not a Dark Ages civ.


•••••••••••••••••••••••••• ίιloyαr ••••••••••••••••••••••••••
a.k.a.
RU_pupp
posted 01-21-03 06:44 AM CT (US)     8 / 493  
posted 01-21-03 08:32 AM CT (US)     9 / 493  
You can create a place in the thread about Hellenistic civs during Middle Ages. The weren't actually civs as they were all Hellenes, but they had different customs, and different religion sometimes.

The cultures:

Thracians-you can compose them as Cavalry civ
Macedones-you can compose them as Infantry civ
Hepeirotes-you can compose them as CavArcher civ
Peloponesses-you can compose them as Archer civ
Mikrasiates-you can compose them as Cavalry civ
Armenians-you can compose them as CavArcher civ

posted 01-21-03 12:30 PM CT (US)     10 / 493  
Legolas, I studied my history too, and the only Greek/Hellenic states during the Byzantine/Dark Ages period that I know were Epirus, Nicea and Trabezon - all short-lived remnants of a divided Byzantine Empire. They were pretty much like the Byzantines themselves, so I don't see much need to add them as separate civs.

However, if you want, make them into complete civs and I can link to them here.

P.S. Would the Latin Empire in Constantinople count as a separate civ?


•••••••••••••••••••••••••• ίιloyαr ••••••••••••••••••••••••••
a.k.a.
RU_pupp
posted 01-21-03 01:25 PM CT (US)     11 / 493  
Beloyar:

The link has been added. It was edited from my original post here in your thread.

Thx.


There are a lot of hidden wonders in the world, despite nobody knows them.... they exist.
Proud member of aiscripters.com
posted 01-21-03 10:58 PM CT (US)     12 / 493  
hello
i like the idea of the coyote warrior but..... i dont like the civilization.
from my point of view, the toltecas where not a significant civilization
i think Age of empires 3 will be about the industrial age
i think the game would be divided in countries instead of civilization and i would like that the Country of Mexico to be one of them
posted 01-21-03 11:50 PM CT (US)     13 / 493  
Thought this was a good fit here as well!

This is IT, That is ALL!
AOKH Ladder Standings
AOKH AOE III Forum
AOKH Training Camp
Zone Name: DarkSide_of_Day
posted 01-22-03 01:49 AM CT (US)     14 / 493  
Huh..?

•••••••••••••••••••••••••• ίιloyαr ••••••••••••••••••••••••••
a.k.a.
RU_pupp
posted 01-22-03 03:46 AM CT (US)     15 / 493  
[Translation]He likes it [/Translation]

TOAO_FunkyGus
TOAO Clan
Silly God...stop editting my post or else I'll pwn you!

[This message has been edited by God (edited 04-15-2004 @ 07:24 AM).]

posted 01-23-03 02:40 AM CT (US)     16 / 493  
Strange, but this thread was here from the beginning.

•••••••••••••••••••••••••• ίιloyαr ••••••••••••••••••••••••••
a.k.a.
RU_pupp
posted 01-23-03 05:12 AM CT (US)     17 / 493  
Information has been updated!


ChandraguptaXII,
I urge you to make the complete Indian/Mughal civ and post it here.



•••••••••••••••••••••••••• ίιloyαr ••••••••••••••••••••••••••
a.k.a.
RU_pupp
posted 01-23-03 05:15 AM CT (US)     18 / 493  
I hope misunderstandings like that below will not creep into this forum.
Quote by Legolas:

Quote:

Russians were not actually Slavic tribe. They were Magyaro-Slavo-Mongols.
1- In Southern Russia they were Magyars (modern Ukrainia,LeukoRussia)
2- In Northern Russia they were Slavs and Magyars (modern Russia,Poland)
3- In Eastern Russia they were Tataric tribes called Cossacks (modern Siberia)


Obviously, Legolas doesn't know anything.
Furthermore, it's an insult to all Russians. I don't see anybody making up similar stories about the Greeks being Italo-Slavic-Turks. And this is not the fist insult I notice comming from him.


•••••••••••••••••••••••••• ίιloyαr ••••••••••••••••••••••••••
a.k.a.
RU_pupp
posted 01-23-03 05:39 AM CT (US)     19 / 493  
Serikofwaters,
I have a few comments on you Russian civ:

Quote:

1) Unique unit = Cossack, - it sounds as good, but this idea should not be used. The fact is that Cossacks were rather free of the military service for Russian government except for the protection of the borders. Yes, they were excellent and fierce warriors, but, they rarely helped the regular Russian army. Some of Cossaks who searched for money accepted offers to become a mercenary, however in this case they were not referred as Cossaks anymore.

Right, the cossak should not be a UU simply because it doesn't fit in the time frame. However, later on the cossaks became known as exclusively Russian soldiers.

Quote:

Definetely, the unigue Russian unit should be a horseman, but recalling the History, I would suggest that this unit should be named as "Opritchnik" (the reign of Ivan IV), or "Streletc" (reign of Peter I). Those guys used variety of weapon to fight, among of which were light swords, pikes, and halberds. As elite fighters, they had good armor too.


Yes. However, there are actual historic warriors of Medieval Russia, like Bogatyr, Vityaz and Boyar. There are also a few others, specific to period and weapon used. Opritchnics were a sort of interior police force, while the Streltsi were riflemen in the reign of Ivan IV (hand cannoneers), who became a disctinct social class in Russia. Peter I executed most of them for suspicion of treason, etc.

Quote:

...
6) Team bonus: I am rather suggesting that the team bonus sould be the increment in the maximal allowable population when the Russian civ. achieves the "Castle Age" and above. Such increment could be +15% (i.e. when the limit is 75, the Russian civ. can have by +10 more, which gives 85 - like the Goths civ.)


Stupid bonus to begin with. Copying the Goths without any historic basis to it.

Quote:

...a):: Champion - must be. The Russians are famous for their swords fighters, - not even questioned.


How are they famous for sword fighting???

Quote:

b):: Hand Canoneer - must be. During the reign of Ivan IV the Russian army won many battles because the riflemen were employed. The same is true when we are talking about the reign of Peter I. Say, the famous victory over Swedish army under Poltava (1709) happened due to the simple fact that the Russian emperor Peter I had two times more riflemen that the King of Sweden Karl XII.


True for Ivan IV, but Peter's victories came after the Dark Ages period.

Quote:

c):: Galeon - must be. Under the reign of Peter I the Russian navy got lots of galleons. They provided the success in the naval battles between Russain and Swedish fleets.


Galeons - yes, but for different reasons. Already in the 12th and 13th centuries, Russian ships from the Novgorod republic bombarded Swedish fortresses on the Baltic with cannonballs, such as the case of the siege of Sigtuna in Sweden.

Quote:

d):: Heavy demo ship - must be. It's commonly believed that it were Russians who started to widely use the demo ships in the cold north waters.


I didn't know.

Quote:

f):: Crop rotation - should be excluded. Unfortunately the Russians never got to the point of any reasonably good usage of lands.


Not true. The Russians exported food even in Medieval times.

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g):: Trebuchet - no, no trebuchets at all, if one wants to design the Russian civ. in the correct way.
What do we use instead: - simple, a special cannon , - mortar. As the matter of fact the Russians widely used them to destroy walls, towers, etc. But, they almost never knew trebuchets. So, I am suggesting "the Mortar"


I thought of that before too, but ALL civs have trebs - all.

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h):: Saboteur (the third unit trained in the castle), - yes. Many times the Russian army employed "Saboteurs" (called usualy as "Sappers") to undermine walls. Explosive materials were used. Say, Ivan IV, demolished the fortified walls of Kazan city through the use of gun-powder barrels placed under the Kazan walls line.
So, the "Saboteurs" must be, and it would appropriate to rename them to "Sappers".


That is fine. But I don't find much use for saboteurs in the game personally.


•••••••••••••••••••••••••• ίιloyαr ••••••••••••••••••••••••••
a.k.a.
RU_pupp
posted 01-28-03 11:34 AM CT (US)     20 / 493  
Post 'em here: all your civ ideas, wishes and needs.

•••••••••••••••••••••••••• ίιloyαr ••••••••••••••••••••••••••
a.k.a.
RU_pupp
posted 01-28-03 12:58 PM CT (US)     21 / 493  
why is when someone thinks of the civs to add never consinders greeks, unless they refer to ancient times, but can think all of the barbaric tribes of the world? I know we were a part of byazntium and ottoman empire for a long period but we are also one of the few civs that managed to survive for a great period of time. So i guess i support legolas' idea for a greek civ but not many civs divided in parts of greece (thracians, macedones...).
posted 01-28-03 12:59 PM CT (US)     22 / 493  
A New Feature Called Combat

By: l2aGeFul2i0uS

posted 01-28-03 09:04 PM CT (US)     23 / 493  
l2aGeFul2i0uS,

I think your idea belongs more in the special new features and options.
I'd also like some new features, like a sort of log of all games I've played against a particular AI opponent. For example, I'd name a particular AI opponent John I (or do the same for a set of opponents), and I'd play against him (it) and record all victories and losses and then mark my advances and retreats on a special interactive map of Europe or other part of the world. Perhaps we'd play the same game maps in aok/tc to conquer back the same regions of our interactive map, and so forth...


P.S. What does your name stand for?


•••••••••••••••••••••••••• ίιloyαr ••••••••••••••••••••••••••
a.k.a.
RU_pupp
posted 01-28-03 09:14 PM CT (US)     24 / 493  
NRG,

If you can sell me on the idea of a Greek civ, I could possibly buy it. However, Legolas did a poor job of it. I would say I am pretty familiar with history, especially Byzantine, to assert that there were no other Greeks than Byzantine/East Roman Greeks in the period between the fall of Rome in 410 and the fall of Constantinople in 1453.

Historically, there were only three other semi-independent Greek states during that period: Epirus (Albania/western Greece), Nicea (northwestern Turkey) and Trabezond (northeastern Turkey). All three existed only for a brief time and didn't accomplish anything significant, apart from the Nicean empire liberating Constantinople and re-establishing the Byzantine/Roman empire (not Greece) once again.


•••••••••••••••••••••••••• ίιloyαr ••••••••••••••••••••••••••
a.k.a.
RU_pupp
posted 01-28-03 09:23 PM CT (US)     25 / 493  
I thought this had everything
Cuz when I saw misc. and fun, I thought it all the stuff people posted besides adding new civs
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