I like... even though I'm still hoping for an Eagle civ that doesn't have Elite Eagles.
It looks good, except I must know, do the 'Archer' bonuses effect Skirmishers too? If they do, then Feudal Toltecs are a dangerous beast! They will win tower wars, and can practically forgoe Padded armor in the face of bowmen. Heck, with the armor tech, spearmen are practically irrelavent as well.
Once Age 3 rolls around, this will be different, but until then, I can see an early dominant force.
Chivalry actually doesn't go that well with the Franks. They have awesome paladins, but apart from that, their stable is really bad. It would be more effective for the Persians, Huns, Spanish or Magyars who all have better stables overall than the Franks.Actually I have both a Berber and Moor civ. I'm thinking both MIGHT be too much, but I want to scrap Moors because Franks sorta have the UT I came up for them. A shame, because I still feel It would go well on a civ with a nearly full stable that lackls only Blast Furnace.
Expansionist: Houses, Outposts built 50% faster
Defensive: Watch Towers fire faster when garrisoned
Defensive: Town Centers fire faster when garrisoned
Infantry: Spearmen, Pikemen, Halberdiers created 15% faster Feudal Age, 25% faster Castle Age, 35% faster Imperial Age (Scots)
Archer: Foot Archers fire faster
Archer/Naval: Bodkin Arrow free (requires Blacksmith, Fletching)
Naval: Warships move 15% faster
Building: The second and third villager in a team of villagers works at double speed
Expansionist: Military Buildings full HP (FE has a penalty during dark and feudal)
Siege: Scorpions +1 Range
Siege: Scorpions +2 attack vs siege weapons
Ranged: Units do a minimum of 2 damage if enemy armor is not greater than attack (IE: 7 armor and 7 attack - unit does 2 damage. 8 armor and 7 attack - unit does 1 damage). Thinking atlali would fit this decently?
Infantry: Pikemen +2 damage vs pikemen
Cavalry: Light Cavalry +2 attack vs buildings (would fit Huns well)
Archer: Archers get an extra range from Fletching
Defensive/Expansionist: Town Centers range affected by researching fletching, bodkin arrow, bracer at the blacksmith
Infantry: Squires free
University: University techs researched 25% faster
Villager: Villagers cost 5 less food after Loom, Wheelbarrow, hand cart (Cumulative)
Villager: Farms count as 2 toward population limit, as long as a farmer is working on it
Villager: Villagers created 5% faster after Loom, Wheelbarrow and hand cart (Cumulative)
Villager: Villagers created 5% faster after farm upgrades at the mill (Cumulative)
Tommy's Italians (Yeah I know I know)
- Fishing Ships +2 line of sight
- Research 20% faster
- Need one less villager for the same building speed as other civs, except spanish - one villager builds as two, two builds as three, three builds as four, and so forth
- Scorpions affected by Ballistics
UT
Pavise (Genoese Crossbowman +1/1 armor)
Silk road (same as FE)
UU
condottieri
[Description unavailable, would be different from FE version for sure]
[What it WOULD be: heavily armored cavalry with low attack tho a pretty high attack rate, unlikely to fall in battle but even unlikelier to score a kill]
Genoese Crossbowman
A slow moving crossbowman who's skill is unparalleled
[Same HP as plumes for both normal and elite]
[Range 6,7], [Attack 6,8], [Fire Rate same as crossbowman], [Movement speed same as Teutonic Knights - BEFORE squires], [Armor 1/0]
Cost: 60 wood 60 gold
Team Bonus
-condottieri available in Castles
U have to put red skin indians of EUA!
I would like to see one set in antiquity, similar to AoE1, but with AoE2 game mechanics and AI (yes, I know about 0 AD and AoE Online, but I'm looking for something with a broader scope, something on an AoE2 level). I do not have a complete tech tree yet (it would be based mainly on the AoE1 tree), but I have compiled a list of civilizations (largely based on AoE1, some based on AoE2) and their respective unique units (as well as some UTs) that I think would fit this time period nicely.
I'd add Mesoptamians: Mesoptamians do not choose 'gods' not because they don't have... they have plenty! But they choose their city: Assyria, Babylon, Sumeria. In fact, Mesopotamian god powers.
By choosing the city, they get different bonuses and advantages during gameplay and unlock different base units from your Archery Range, Stable, Barracks and Siege Workshop... possibly even unique structures altogether.
For instance, Sumer could unlock the Elephant Pens to train Mesopotamian Elephants that would otherwise be extinct for Assyria and Babylon. Assyria meanwhile can train Archer Rams, a battering ram that can fire arrows at military units. Babylon would have a garrisonable Siege Ram that gains more arrows from troops but otherwise would have none when empty.
Sumerian cavalry would in general be donkey based as horses weren't domesticated yet.
Also, Hurrian religion:
The Hittites were known as the people of 1000 Gods because they would receive influences from their neighbors to enrich their own faith. As such, Hurrian faith thrives in situations larger than 1v1 as their ability to mix and match a minor god from every active civ in play is their strength. In fact, they only get 1 option of their own for minor god per age and only 2 Major gods to start with: Tarhunt (Also known as Teshub, the god of storms and death If I'm not mistaken) and his Wife Arinna, godess of the the sun.
Poisonium said:If Age of Mythology 2 was to be made with an extensive amount of civilizations, what about an Abrahamic civilization? It could have Jewish, Christian and Islamic interpretations of the God as the three major gods. The holy books also contain some pretty cool beasts (for some bizarre reason leviathan and behemoth was used in the original Age of Mythology) and loads of heroes. Or maybe it could just be one of the three major interpretations.
The Resurrection of the Christ could be a Christian god power that summons one of the most powerful units in the game.