View Full Version : Unique Units
xmen510 Mar 24, 2009, 11:52 PM This thread is for Unique Unit Discussion only.
Last updated April 02, 2009 with sandman730's most recent list.
Civilizations UUs:
*Note: stuff in parentheses are changes made to unit that the UU replaces
Quendi:
Noldor: House of Fingolfin:
- UUs:
*Swordsmen
Noldor: House of Fëanor:
- UUs:
*Swordsmen
Teleri:
- UUs:
*Swan ships [early transport, other ships]
Sindar:
- UUs:
*Elven Archers
*Forest Sentry [double? defense on Forest Tiles, works especially nice as elven cities can be in forests.]
Vanyar:
- UUs:
*Spearmen
*Magic
Good Men:
Númenor:
- UUs:
*Unique ships
Arnor:
- UUs:
*Dunedain Horse Rangers [replaces knight]
strength: 14 (+4)
movement: 2
cost: 140 (+50)
Immune to first strikes
Flank attack vs. Catapults and Trebuchets
Ignores terrain movement costs (added)
1 first strike (added)
+25% defense bonus (added)
*Dunedain Foot Ranger [replaces archer]
strength: 6 (+3)
movement: 1
cost: 40 (+15)
1 first strike
+50% city defense
+25% hills defense
Immune to first strikes (added)
Gondor:
- UUs:
*Guards of the Citadel
*Trebuchets [replaces catapult, but has same stats as trebuchets in regular game]
*Ithilien rangers [?]
Edain:
-UUs:
*Swordsman
Neutral Men:
Rohirrim:
- UUs:
*mearas long-spear [replaces knight]
strength: 12 (+2)
movement: 2
cost: 120 (+30)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
1 first strike (added)
*mearas long-sword [replaces knight]
strength: 13 (+3)
movement: 2
cost: 160 (+70)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
2 first strikes (added)
*horse archer [same stats as horse archer in regular game]
*other horsemen [?]
Northmen:
- UUs:
*Dale archers [replaces archers]
strength: 5 (+2)
movement: 1
cost: 50 (+25)
1 first strike
+50% city defense
+25% hills defense
+50% vs. Melee Units (added)
*workboats that don't get used up
Dunlending:
- UUs:
*units plunder more gold??
*cheaper but weaker units
Isengard:
- UUs:
*Uruk-Hai [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 40
+10% City Attack
+25% vs. Melee Units
*other Uruk-Hai units [?]
Evil Men:
Haradrim:
- UUs:
*Mumakil [stats similar to war elephant]
strength: 10 (+2)
movement: 1
cost: 80 (+20)
Doesn't receive defensive bonuses
+50% vs. mounted units
1 first strike (added)
*Corsair [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 80 (+40)
+10% City Attack
+25% vs. Melee Units
Starts with Amphibious and March promotion (added)
1 first strike (added)
*ship for Corsair [?]
Easterling:
- UUs:
*Chariots [replaces horsemen, but has the same stats as chariots in the regular game]
*War Chariots [replaces horsemen, but has the same stats as the war chariots in the regular game]
*Pikemen [replaces infantry, but has the same stats as pikemen in the regular game]
Angmar:
- UUs:
*sorcery maybe?
*Some kind of undead (Barrow Wights? maybe have some different undeads)
Shadow:
-UUs:
*Orc Units (-1 strength, -20 cost):
Warrior
Swordsman
Axeman
Long Swordsman
Berserker
Spearman
Pikeman
Bowman
Archer
Crossbowman
Scout
Hunter
*Troll Infantry [replaces infantry]
strength: 10 (+5)
movement: 1
cost: 160 (+120)
+20% City Attack (+10%)
+50% vs. Melee Units (+25%)
*Troll Berserker [replaces Berserker]
strength: 13 (+5)
movement: 1
cost: 240 (+170)
+20% city attack (+10%)
Starts with Amphibious
+50% vs. Melee Units
*Troll Stoneslinger [replaces Archer]
strength: 8 (+5)
movement: 1
cost: 120 (+95)
1 first strike
+50% city defense
+25% hills defense
Starts with Amphibious (added)
+50% vs. Melee Units (added)
Mordor:
- UUs:
*Uruks [I have no idea what this is]
*Grond [World Unit]
Angband:
- UUs:
*Balrogs [replaces infantry]
strength: 13 (+8)
movement: 1
cost: 320 (+280)
+30% City Attack (+20%)
+50% vs. Melee Units (+25%)
*Cold Drake
strength: 14
movement: 2
cost: 240
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
1 first strike (added)
*Fire Drake [replaces Cold Drake]
strength: 16 (+2)
movement: 3
cost: 360 (+120)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
2 first strikes (added 1)
*Winged-Dragon [replaces Cold Dragons]
strength: 18 (+2)
movement: 3
cost: 480 (+120)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Ignores terrain cost (added)
2 first strikes
Can destroy tile improvements and hurt city defenses [-25% per turn] (added)
*werewolves
strength: 12
movement: 2
cost: 160
+50% vs. Mounted Units
1 first strike
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Khazâd:
- UUs:
*Dwarven slingers [replaces archer]
strength: 6 (+3)
movement: 1
cost: 60 (+35)
1 first strike
+50% city defense
+25% hills defense
Starts with Amphibious (added)
Longbeard:
- UUs:
*Dwarven Sappers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 80 (+40)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
Starts with Amphibious (added)
*Dragon slayers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 120 (+80)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
+100 against dragons
Broadbeams & Firebeards:
- UUs:
*Khuzdul Miner [replaces Worker]
movement: 2
cost: 60
Can improve tiles
+25% construction speed for Expansive leaders
+1 gold for every mined resource (added)
sandman730 Mar 24, 2009, 11:55 PM Can you update it with the ideas from the civ list?
xmen510 Mar 24, 2009, 11:57 PM Just give me a few minutes to do so.
sandman730 Mar 25, 2009, 12:01 AM Thank you. I'll come up with the stats tomorrow.
xmen510 Mar 25, 2009, 12:02 AM And done.
Just to let you know, the Racial Names are just Place Holders, we would prefer to come up with something more Unique or Referenced Directly from Tolkien's work for them. The same with Buildings eventually.
EDIT: Remember, by all means, come up with other ideas as well. We have already had some in-depth discussions regarding the Dwarven (should be renamed Khazad) Sappers.
Berenthor Mar 25, 2009, 03:24 AM I think the easterling UU should be chariot, not Haradrim (they had mumakil and horseman). The Easterlings include the wainriders (thus chariots). Also, Haradrim might get some ships for the Corsairs of Umbar if we include them here.
For the house of Feanor, maybe we can use something like elven swordsman. The vanyar used mostly spears apparently so maybe something hoplite like. Maybe give all elves except the Noldor special archers, but the Noldor more specialized in the melee/spearman.
For Arnor, something of the earlier times that is special: watchmen maybe? Edain I wouldn't really know. Maybe no horses and only footmen but they are better? Maybe wolves (apparently one of the great wolves killed the lead werewolf but I forgot the name).
Dunlendings: units that plunder more gold or receive money per kill. Maybe also cheaper but weaker units.
Angband: also werewolves, vampires.
T_F Mar 25, 2009, 06:29 AM One of the things that annoys me about Civ4 is that you only get one unique unit - so when it's obsolete, you go back to the same unit list as everyone else. I would like to see multiple unique units, if not overlapping, at least so that you should have at least one useful unique unit at any given point in the game.
Sengir Mar 25, 2009, 06:30 AM Indeed, don't limit it to one UU per civ (though don't go out of your way to add the same number for each civ either.)
Berenthor Mar 25, 2009, 07:13 AM I agree, and i think this is something everybody here feels the same about: we add UU's when we think they are appropriate (even UUs for multiple civs but not all civs are possible like dwarven something for all dwarven civs if appropriate). The number does not have to be the same, we just have to keep the balance in what kind of an edge they give.
xmen510 Mar 25, 2009, 08:56 AM I agree with a lot of what you guys said there.
I will change the Chariot to Easterlings from Harad. I will add Corsair to Harad.
I will update Edain with Swordsman and Spearmen for Vanyar.
If I missed something, point it out. (By the way, except for a few additions/changes of my own, most of that list is Berenthors at this point from his original Civ list).
T_F Mar 25, 2009, 04:42 PM Here are some suggestions:
Noldor: House of Fingolfin:
- UUs: hmm... IDK (maybe improved Captain of some kind? swordsman?)
Noldor: House of Fëanor:
- UUs: Son of Fëanor (replaces Captain (or Hero or whatever)), each get individual names
Teleri:
- UUs: Swan Ships (early transport) - I like the idea though of them having a large number of unique ship units (instead of giving them archers)
Sindar:
- UUs: Sindarin Archers (act like Rangers?), something to replace scout maybe?
Vanyar:
- UUs: Vanyarin Spearmen
Good Men:
Númenor:
- UUs: several unique ships (available later than the first Telerin ones)
Arnor:
- UUs: Dunedain Rangers (horseman & rangers, if this is possible)
Gondor:
- UUs: Tower Guards, maybe Ithilien Rangers
Edain:
- UUs: Edain Swordsman (is 'Edain' permissible as an adjective?)
Neutral Men:
Rohirrim:
- UUs: Several different mounted units.
Northmen:
- UUs: Dale archers sounds good, IDK about ship
Dunlending:
- UUs: some sort of Raider unit? (+gold on victory?)
Isengard:
- UUs: Uruk-Hai
Evil Men:
Haradrim:
- UUs: Mûmakil (only civ with elephants), Corsair (some kinda Privateer unit)
Easterling:
- UUs: Chariots, maybe Easterling Pikemen later on (those guys look friggin' awesome in the movies)
Angmar:
- UUs: no idea
Shadow:
Mordor:
- UUs: Orcs, Uruks, Trolls
Angband:
- UUs: Balrogs, Dragons, Orcs, no trolls though (Morgoth didn't use trolls)
Khazâd:
Longbeard:
- UUs: Dwarven slingers, Dwarven Sappers, Dragon slayers
Broadbeams & Firebeards:
- UUs: same as above, maybe? Maybe (maybe for both) a Khuzdul Miner unit that's a worker with faster mine-building times, maybe can also walk on and improve mountain tiles
xmen510 Mar 25, 2009, 04:48 PM Removed:
Trolls from Angband
Ship from Northmen
Added:
Added Pikemen to Easterlings
Added Khuzdul Miner (Worker) to Boradbeams & Firebeards
T_F: In regards to the Sons of Feanor, check out the current discussion in the Leaders thread. There is something we are contemplating.
Berenthor Mar 25, 2009, 04:59 PM Haradrim maybe also different horsemen.
I would keep the guards of the citadel for Gondor (more important than the tower guards)
For the teleri and Numenor both a line of ships and not just one
Feanor & Fingolfin: both something with special swordsman.
Vanyar maybe also something with magic
Sindar: elven archers and maybe something else for the scout?
Dale maybe something with better workboat or workboat that doesn't get destroyed (skilled at working on the river?)
Angmar: something with sorcery I would say, also maybe special axewielders or something
Dunlending: the gold definetly per unit destroyed (this promo for all units maybe) and overal cheaper but weaker human units
xmen510 Mar 25, 2009, 05:04 PM Added some of your suggestions Berenthor.
sandman730 Mar 25, 2009, 06:31 PM I like the ideas that we have so far. The few civs that we aren't sure about I don't think there was much information on them in any of the books by Tolkien
Sengir Mar 26, 2009, 01:47 PM I thought I had posted on this thread allready, but here goes again:
Sindar: Forest Sentry (double? defense on Forest Tiles, works especially nice as elven cities can be in forests.)
Angmar: Some kind of undead (Barrow Wights? maybe have some different undeads).
xmen510 Mar 26, 2009, 01:54 PM I updated the list with your two suggestions Sengir.
Also, you did post, but it was to say that you don't think that Civs should be limited with only 1 UU.
Sengir Mar 26, 2009, 02:02 PM I just checked, the other computer is still trying to post a message (I tried posting about 10 hours ago :crazyeye: )
sandman730 Mar 27, 2009, 05:18 PM Civilizations:
UUs:
*Note: stuff in parentheses are changes made to unit that the UU replaces
Quendi:
Noldor: House of Fingolfin:
- UUs:
*Swordsmen
Noldor: House of Fëanor:
- UUs:
*Swordsmen
Teleri:
- UUs:
*Elven Archers
*Swan ships [early transport]
Sindar:
- UUs:
*Elven Archers
*Forest Sentry [double? defense on Forest Tiles, works especially nice as elven cities can be in forests.]
Vanyar:
- UUs:
*Spearmen
*Magic
Good Men:
Númenor:
- UUs:
*Unique ships
Arnor:
- UUs:
*Dunedain Rangers [horseman & rangers, if this is possible] [What do you mean?]
Gondor:
- UUs:
*Guards of the Citadel
Edain:
-UUs:
*Swordsman
Neutral Men:
Rohirrim:
- UUs:
*Different mounted units [suggestions for types: sword, spear, bow]
Northmen:
- UUs:
*Dale archers [replaces archers]
strength: 5 (+2)
movement: 1
cost: 50 (+25)
1 first strike
+50% city defense
+25% hills defense
+50% vs. Melee Units (added)
*workboats that don't get used up
Dunlending:
- UUs:
*units plunder more gold??
*cheaper but weaker units
Isengard:
- UUs:
*Uruk-Hai [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 40
+10% City Attack
+25% vs. Melee Units
Evil Men:
Haradrim:
- UUs:
*Mumakil [replaces war elephant]
strength: 10 (+2)
movement: 1
cost: 80 (+20)
Doesn't receive defensive bonuses
+50% vs. mounted units
1 first strike (added)
*Corsair [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 80 (+40)
+10% City Attack
+25% vs. Melee Units
Starts with Amphibious and March promotion (added)
1 first strike (added)
Easterling:
- UUs:
*Chariots [replaces horsemen, but has the same stats as chariots in the regular game]
*Pikemen [replaces infantry, but has the same stats as pikemen in the regular game]
Angmar:
- UUs:
*sorcery maybe?
*Some kind of undead (Barrow Wights? maybe have some different undeads)
Shadow:
-UUs:
*Orcs [replaces infantry]
strength: 4 (-1)
movement: 1
cost: 20 (-20)
+10% City Attack
+25% vs. Melee Units
Mordor:
- UUs:
*Uruks [I have no idea what this is]
*Trolls [replaces infantry]
strength: 10 (+5)
movement: 1
cost: 160 (+120)
+20% City Attack (+10%)
+50% vs. Melee Units (+25%)
Angband:
- UUs:
*Balrogs [replaces infantry]
strength: 13 (+8)
movement: 1
cost: 320 (+280)
+30% City Attack (+20%)
+50% vs. Melee Units (+25%)
*Dragons [replaces knight]
strength: 13 (+3)
movement: 3 (+1)
cost: 240 (+150)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Ignores terrain cost (added)
Khazâd:
Longbeard:
- UUs:
*Dwarven slingers [replaces archer]
strength: 6 (+3)
movement: 1
cost: 60 (+35)
1 first strike
+50% city defense
+25% hills defense
Starts with Amphibious (added)
*Dwarven Sappers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 80 (+40)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
Starts with Amphibious (added)
*Dragon slayers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 120 (+80)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
+100 against dragons
Broadbeams & Firebeards:
- UUs:
*Khuzdul Miner [replaces Worker]
movement: 2
cost: 60
Can improve tiles
+25% construction speed for Expansive leaders
+1 gold for every mined resource (added)
xmen510 Mar 27, 2009, 05:45 PM A lot of that looks pretty good.
In regards to the Corsair, I was originally thinking a Ship Unit, but that looks good to.
The Dwarven Sapper we were thinking along the lines of the Dwarven (Khazad) artillery piece, instead of a catapult type unit. But that looks interesting as well.
Overall, that looks really good. (Repeating myself, I know, but it is true).
Now to hear what the others think.
xmen510 Mar 27, 2009, 05:53 PM In regards to the Dunedain Rangers what do you mean? comment:
I am not really sure. A lot of the info is older that was copied over. Perhaps it is in regards to having more than 1 UU. Not sure. I think it is a throw away comment.
sandman730 Mar 27, 2009, 07:27 PM In regards to the Dunedain Rangers what do you mean? comment:
I am not really sure. A lot of the info is older that was copied over. Perhaps it is in regards to having more than 1 UU. Not sure. I think it is a throw away comment.
I was wondering what whoever posted the idea meant by it being a ranger & horseman
xmen510 Mar 27, 2009, 07:28 PM 2 different units. Ranger on Horse and Ranger on Foot. I believe that is what was meant.
sandman730 Mar 27, 2009, 07:53 PM Updated with Rohan and Arnor UUs
Civilizations:
UUs:
*Note: stuff in parentheses are changes made to unit that the UU replaces
Quendi:
Noldor: House of Fingolfin:
- UUs:
*Swordsmen
Noldor: House of Fëanor:
- UUs:
*Swordsmen
Teleri:
- UUs:
*Elven Archers
*Swan ships [early transport]
Sindar:
- UUs:
*Elven Archers
*Forest Sentry [double? defense on Forest Tiles, works especially nice as elven cities can be in forests.]
Vanyar:
- UUs:
*Spearmen
*Magic
Good Men:
Númenor:
- UUs:
*Unique ships
Arnor:
- UUs:
*Dunedain Rangers [replaces knight]
strength: 14 (+4)
movement: 2
cost: 140 (+50)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Ignores terrain movement costs (added)
1 first strike (added)
+25% defense bonus (added)
Gondor:
- UUs:
*Guards of the Citadel
Edain:
-UUs:
*Swordsman
Neutral Men:
Rohirrim:
- UUs:
*mearas long-spear [replaces knight]
strength: 12 (+2)
movement: 2
cost: 120 (+30)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
1 first strike (added)
*mearas long-sword [replaces knight]
strength: 13 (+3)
movement: 2
cost: 160 (+70)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
2 first strikes (added)
Northmen:
- UUs:
*Dale archers [replaces archers]
strength: 5 (+2)
movement: 1
cost: 50 (+25)
1 first strike
+50% city defense
+25% hills defense
+50% vs. Melee Units (added)
*workboats that don't get used up
Dunlending:
- UUs:
*units plunder more gold??
*cheaper but weaker units
Isengard:
- UUs:
*Uruk-Hai [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 40
+10% City Attack
+25% vs. Melee Units
Evil Men:
Haradrim:
- UUs:
*Mumakil [replaces war elephant]
strength: 10 (+2)
movement: 1
cost: 80 (+20)
Doesn't receive defensive bonuses
+50% vs. mounted units
1 first strike (added)
*Corsair [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 80 (+40)
+10% City Attack
+25% vs. Melee Units
Starts with Amphibious and March promotion (added)
1 first strike (added)
Easterling:
- UUs:
*Chariots [replaces horsemen, but has the same stats as chariots in the regular game]
*Pikemen [replaces infantry, but has the same stats as pikemen in the regular game]
Angmar:
- UUs:
*sorcery maybe?
*Some kind of undead (Barrow Wights? maybe have some different undeads)
Shadow:
-UUs:
*Orcs [replaces infantry]
strength: 4 (-1)
movement: 1
cost: 20 (-20)
+10% City Attack
+25% vs. Melee Units
Mordor:
- UUs:
*Uruks [I have no idea what this is]
*Trolls [replaces infantry]
strength: 10 (+5)
movement: 1
cost: 160 (+120)
+20% City Attack (+10%)
+50% vs. Melee Units (+25%)
Angband:
- UUs:
*Balrogs [replaces infantry]
strength: 13 (+8)
movement: 1
cost: 320 (+280)
+30% City Attack (+20%)
+50% vs. Melee Units (+25%)
*Dragons [replaces knight]
strength: 13 (+3)
movement: 3 (+1)
cost: 240 (+150)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Ignores terrain cost (added)
Khazâd:
Longbeard:
- UUs:
*Dwarven slingers [replaces archer]
strength: 6 (+3)
movement: 1
cost: 60 (+35)
1 first strike
+50% city defense
+25% hills defense
Starts with Amphibious (added)
*Dwarven Sappers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 80 (+40)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
Starts with Amphibious (added)
*Dragon slayers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 120 (+80)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
+100 against dragons
Broadbeams & Firebeards:
- UUs:
*Khuzdul Miner [replaces Worker]
movement: 2
cost: 60
Can improve tiles
+25% construction speed for Expansive leaders
+1 gold for every mined resource (added)
xmen510 Mar 27, 2009, 08:05 PM Very nice!
Berenthor Mar 28, 2009, 09:15 AM I like the ship in general but I would give Arnor also Rangers on foot. I actually meant that there were two units, one as replacement for knight and one for the archers or something.
Elven archers I would restrict to the Sindar.
The Teleri should get a couple of unique ships, including this early transport.
Gondor also tower guards, maybe trebuchets instead of catapults and maybe ithilien rangers (not sure about these).
I would give the Rohirrim really more than just two UU's and make most of there horse units unique and maybe restrict them in the making of advanced infantry.
Isengard should get a blend of Uruk-Hai and men units I think, but not only just one unit uruk hai.
The mumakil cannot replace the war elephant because it does not exist in the game as a normal unit. Also a UU does not have to replace a unit if we don't want to. Haradrim should also get some unique ship(s) for the corsairs and we can maybe use the boarding party system of FFH to actually be able to board ships (the Lanun in FFH2 have it).
I would give the Easterlings two chariots (one with one and one with two horses). I'm not sure about replacing horseman, can also just be a seperate unit for them (other civs cannot make them).
Angband should also get werewolves and several types of dragons (cold dragon, flying dragon, normal non-flying dragon with fire). This could be an upgrade path.
Dwarven slingers might be good as replacements for the archer for both dwarven civs.
sandman730 Mar 28, 2009, 12:53 PM Updated with Berenthor's suggestions
Civilizations:
UUs:
*Note: stuff in parentheses are changes made to unit that the UU replaces
Quendi:
Noldor: House of Fingolfin:
- UUs:
*Swordsmen
Noldor: House of Fëanor:
- UUs:
*Swordsmen
Teleri:
- UUs:
*Swan ships [early transport, other ships]
Sindar:
- UUs:
*Elven Archers
*Forest Sentry [double? defense on Forest Tiles, works especially nice as elven cities can be in forests.]
Vanyar:
- UUs:
*Spearmen
*Magic
Good Men:
Númenor:
- UUs:
*Unique ships
Arnor:
- UUs:
*Dunedain Horse Rangers [replaces knight]
strength: 14 (+4)
movement: 2
cost: 140 (+50)
Immune to first strikes
Flank attack vs. Catapults and Trebuchets
Ignores terrain movement costs (added)
1 first strike (added)
+25% defense bonus (added)
*Dunedain Foot Ranger [replaces archer]
strength: 6 (+3)
movement: 1
cost: 40 (+15)
1 first strike
+50% city defense
+25% hills defense
Immune to first strikes (added)
Gondor:
- UUs:
*Guards of the Citadel
*Trebuchets [replaces catapult, but has same stats as trebuchets in regular game]
*Ithilien rangers [?]
Edain:
-UUs:
*Swordsman
Neutral Men:
Rohirrim:
- UUs:
*mearas long-spear [replaces knight]
strength: 12 (+2)
movement: 2
cost: 120 (+30)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
1 first strike (added)
*mearas long-sword [replaces knight]
strength: 13 (+3)
movement: 2
cost: 160 (+70)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
2 first strikes (added)
*other horsemen [?]
Northmen:
- UUs:
*Dale archers [replaces archers]
strength: 5 (+2)
movement: 1
cost: 50 (+25)
1 first strike
+50% city defense
+25% hills defense
+50% vs. Melee Units (added)
*workboats that don't get used up
Dunlending:
- UUs:
*units plunder more gold??
*cheaper but weaker units
Isengard:
- UUs:
*Uruk-Hai [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 40
+10% City Attack
+25% vs. Melee Units
*other Uruk-Hai units [?]
Evil Men:
Haradrim:
- UUs:
*Mumakil [stats similar to war elephant]
strength: 10 (+2)
movement: 1
cost: 80 (+20)
Doesn't receive defensive bonuses
+50% vs. mounted units
1 first strike (added)
*Corsair [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 80 (+40)
+10% City Attack
+25% vs. Melee Units
Starts with Amphibious and March promotion (added)
1 first strike (added)
*ship for Corsair [?]
Easterling:
- UUs:
*Chariots [replaces horsemen, but has the same stats as chariots in the regular game]
*War Chariots [replaces horsemen, but has the same stats as the war chariots in the regular game]
*Pikemen [replaces infantry, but has the same stats as pikemen in the regular game]
Angmar:
- UUs:
*sorcery maybe?
*Some kind of undead (Barrow Wights? maybe have some different undeads)
Shadow:
-UUs:
*Orcs [replaces infantry]
strength: 4 (-1)
movement: 1
cost: 20 (-20)
+10% City Attack
+25% vs. Melee Units
Mordor:
- UUs:
*Uruks [I have no idea what this is]
*Trolls [replaces infantry]
strength: 10 (+5)
movement: 1
cost: 160 (+120)
+20% City Attack (+10%)
+50% vs. Melee Units (+25%)
Angband:
- UUs:
*Balrogs [replaces infantry]
strength: 13 (+8)
movement: 1
cost: 320 (+280)
+30% City Attack (+20%)
+50% vs. Melee Units (+25%)
*Foot Dragons [replaces knight]
strength: 12 (+2)
movement: 2
cost: 120 (+30)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
*Flying Dragons [replaces Foot Dragons]
strength: 14 (+2)
movement: 3 (+1)
cost: 240 (+150)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Ignores terrain cost (added)
1 first strike (added)
Can destroy tile improvements and hurt city defenses [-10% per turn]
*Cold Dragons [replaces Flying Dragons]
strength: 16 (+2)
movement: 3
cost: 360 (+120)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Ignores terrain cost
2 first strikes (added 1)
Can destroy tile improvements and hurt city defenses [-25% per turn] (added 15%)
*warewolves
strength: 12
movement: 2
cost: 160
+50% vs. Mounted Units
1 first strike
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Khazâd:
- UUs:
*Dwarven slingers [replaces archer]
strength: 6 (+3)
movement: 1
cost: 60 (+35)
1 first strike
+50% city defense
+25% hills defense
Starts with Amphibious (added)
Longbeard:
- UUs:
*Dwarven Sappers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 80 (+40)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
Starts with Amphibious (added)
*Dragon slayers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 120 (+80)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
+100 against dragons
Broadbeams & Firebeards:
- UUs:
*Khuzdul Miner [replaces Worker]
movement: 2
cost: 60
Can improve tiles
+25% construction speed for Expansive leaders
+1 gold for every mined resource (added)
sandman730 Mar 28, 2009, 12:54 PM Now I am starting to think that Angband has too many UUs
Berenthor Mar 28, 2009, 01:05 PM If we balance correctly and deny them access to other units this is really not a problem. It just makes the civ more unique.
xmen510 Mar 28, 2009, 01:49 PM Deffinately correct.
Only 1 spelling correction. Werewolves.
Great list. I am liking it more and more. The only other units Angband should have are puny (cheap) Orcs and maybe some weak (cheap) men. Those would be regular units however.
Things are moving along quite nicely now in this area. Thank-you sandman730.
Berenthor Mar 28, 2009, 05:57 PM I think they are in the "Shadow" category for all shadow civs (Mordor and Angband). Maybe we can also put trolls there, since Morgoth made them.
xmen510 Mar 29, 2009, 07:19 AM I agree Trolls go to Angband as well.
Perhaps we could Rename Foot Dragon to either Land Dragon or Drake.
In the Units thread I think we have decided to make Orcs (Cheap/Weaker Units) as a UU for both Mordor & Angband. This will be their primary Foot Soldier (It can scale up like other Units).
In case you are wondering sandman730, yes, I believe we are going with all UU for Angband & Mordor. The regular Units just don't properly reflect those particular Civs. Of course, if you have any ideas, don't hold them in, speak up.
Sengir Mar 29, 2009, 07:27 AM I assume we have a variety of orcs? Not only orc-warrior, but also orc-crossbowman and orc-axeman?
Berenthor Mar 29, 2009, 07:37 AM For the orcs, I would say different kind of orcs (warrior, archer, etc) would be better.
On the dragons, this is how Tolkiengateway discribes the different dragon types:
Means of locomotion:
Some dragons (Scatha) had no legs, or front legs alone, and crawled like snakes.
Others (Glaurung) walked on four legs, like a Komodo dragon or some other lizard.
A third type (Ancalagon, Smaug) could both walk on four legs and fly using wings. Winged-dragons only first appeared during the War of Wrath, the battle that ended the First Age, so all dragons introduced before the end of the First Age couldn't fly (such as Glaurung), although breeds of wingless dragons did survive into later ages.
Fire breathing:
The Urulóki (singular Urulokë, Fire-drakes) could breathe fire. It is not entirely clear whether the term "Uruloki" referred only to the first dragons such as Glaurung that could breathe fire but were wingless, or to any dragon that could breathe fire, and thus include Smaug.
The Cold-drakes could not.
xmen510 Mar 29, 2009, 07:38 AM Yes, I believe so. Orc version of all the normal Units except for Mounted ones.
Also, good find Berenthor.
xmen510 Mar 29, 2009, 07:53 AM So we will see Orc versions of these Units. All (except for Warrior) will be weaker and cheaper to produce. These will go to both Mordor & Angband.
Orc Units (UU):
Warrior
Swordsman
Axeman
Swordsmaster
Long Swordsman
Infantry (axeman and swordsman both go here)
(only evil) Berserker (does collatoral damage during attack, attack is higher than defense)
Spearman
Phalanx
Pikeman
Bowman
Archer
Longbowman
Marksman
Crossbowman
Scout
Hunter
Ranger
Perhaps we should remove some though for the Orcs.
I would recommend removing the following Units:
Infantry
Phalanx
Marksman
Ranger
What do you think?
Berenthor Mar 29, 2009, 07:58 AM Maybe we can make the ranger only for non-evil civs? The rest looks good. Maybe berserker also a troll? Otherwise maybe we have only one troll unit (infantry) and that does not sound right. Also we might not want orcs to upgrade to a troll so that you can build both (orcs cheaper and weaker, trolls more expensive and stronger slightly).
xmen510 Mar 29, 2009, 08:03 AM Sorry, just updated the post with a few suggestions. Check it out and let me know what you think.
Sengir Mar 29, 2009, 08:17 AM I would drop some more of them. The list I would keep:
Warrior
Swordsman
Axeman
Long Swordsman
Berserker
Spearman
Pikeman
Bowman
Archer
Crossbowman
Scout
Hunter
Some different versions of Trolls is needed as well IMO (Troll (infantry), Troll Beserker, Troll Stoneslinger)
xmen510 Mar 29, 2009, 08:24 AM I like that. I think we might also want to include GROND! as a Seige UU for Mordor. It could be the last one available to them.
Sengir Mar 29, 2009, 08:51 AM That would be a world unit I think (only 1 can be build, ever).
xmen510 Mar 29, 2009, 08:52 AM I can agree with that.
Berenthor Mar 29, 2009, 09:21 AM I like the idea and the list of orc units. Depending on how we go with Angband, maybe we can remove some orc and troll units for them in favor of their other UUs but in general I think the list is good for the evil civs. Will Angmar also have a number of these units as their UUs? And Isengard?
Grond would be really cool, but definetly a World unit.
xmen510 Mar 29, 2009, 09:23 AM I agree that Isengard should have some of these Units, OR, create a number of different Uruk-Hai Units for them and give a few basic Orc Units.
As for Angmar, IIRC they were primarily a "Men" Civ, and not an Orc one.
Berenthor Mar 29, 2009, 09:24 AM Yeah that is true. I wasn't sure about that. For Isengard definetly multiple Uruk-hai units and not just one. Also maybe some orcs as beginning units or something.
xmen510 Mar 29, 2009, 09:27 AM Perhaps we should cut back on the Dragons a Bit. Just have 2. 1 Land-Based, 1 Flying. They can just upgrade to more powerful versions of the same unit if we want, instead of so many different ones.
Berenthor Mar 29, 2009, 09:30 AM Yeah that is true. Maybe the land based start as cold dragons (no fire breathing) and the second version can breath fire. The flying one is also an upgrade of the first one or maybe an upgrade of the second version.
xmen510 Mar 29, 2009, 09:32 AM So, 3 stages of Dragons, but only 1 available at any 1 time?
Cold Drake
Fire Drake
Flying Dragon
Berenthor Mar 29, 2009, 09:34 AM That is possible. Or four: Cold drake --> Fire drake --> Flying dragon or stronger fire drake (but cheaper than the flying one, or the flying one limited).
T_F Mar 29, 2009, 12:04 PM Nice ideas on dragons, and Grond would be epic too.
Maybe for dragons you could have either -cold > fire > flying fire- or -cold > flying > flying fire-.
Berenthor Mar 29, 2009, 01:45 PM As far as I know there were no non-fire flying dragons. The flying dragons with fire breathing were Morgoths last line of defense against the Valar which struggled with the eagles and Earendil.
Terrance888 Mar 29, 2009, 09:37 PM For Orcs, maybe they start cheap, but you can group them into one.
So if you have 3 Orc Swordorcs,(5) you can group then into 1 Swordorc group 5 (+ Overwhelming or some sort promotion)
:) Just a suggestion. So that they aren't like axes V.S. Maces, more like Axes +2 str and +10% V.S. Melee grouped V.S. Maces (Using Civ4 modding combat language)
xmen510 Mar 29, 2009, 09:50 PM I never thought of that kind of thing. I am not sure how it would work balance wise, but it is something to consider.
Berenthor Mar 30, 2009, 05:38 AM The idea is kinda nice, although the way Civ works is that it actually tries not to do this. I also don't know how easy this is to implement. I would stick with the normal units for now.
Sengir Mar 30, 2009, 08:10 AM Implementing this wouldn't even be the hardest part. Teaching the AI to use it on the other hand....
xmen510 Mar 30, 2009, 08:18 AM They have that Legions idea in History Of The Three Kingdoms, but I am not sure how it works or how stable it is. Also not sure if we should include it.
T_F Mar 30, 2009, 04:53 PM It's a great idea if you can get it to work. I have no idea how to implement it.
Maybe it would work kind of like a Flesh Golem.
sandman730 Mar 31, 2009, 12:48 PM Updated with a bunch of suggestions
Civilizations:
UUs:
*Note: stuff in parentheses are changes made to unit that the UU replaces
Quendi:
Noldor: House of Fingolfin:
- UUs:
*Swordsmen
Noldor: House of Fëanor:
- UUs:
*Swordsmen
Teleri:
- UUs:
*Swan ships [early transport, other ships]
Sindar:
- UUs:
*Elven Archers
*Forest Sentry [double? defense on Forest Tiles, works especially nice as elven cities can be in forests.]
Vanyar:
- UUs:
*Spearmen
*Magic
Good Men:
Númenor:
- UUs:
*Unique ships
Arnor:
- UUs:
*Dunedain Horse Rangers [replaces knight]
strength: 14 (+4)
movement: 2
cost: 140 (+50)
Immune to first strikes
Flank attack vs. Catapults and Trebuchets
Ignores terrain movement costs (added)
1 first strike (added)
+25% defense bonus (added)
*Dunedain Foot Ranger [replaces archer]
strength: 6 (+3)
movement: 1
cost: 40 (+15)
1 first strike
+50% city defense
+25% hills defense
Immune to first strikes (added)
Gondor:
- UUs:
*Guards of the Citadel
*Trebuchets [replaces catapult, but has same stats as trebuchets in regular game]
*Ithilien rangers [?]
Edain:
-UUs:
*Swordsman
Neutral Men:
Rohirrim:
- UUs:
*mearas long-spear [replaces knight]
strength: 12 (+2)
movement: 2
cost: 120 (+30)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
1 first strike (added)
*mearas long-sword [replaces knight]
strength: 13 (+3)
movement: 2
cost: 160 (+70)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
2 first strikes (added)
*horse archer [same stats as horse archer in regular game]
*other horsemen [?]
Northmen:
- UUs:
*Dale archers [replaces archers]
strength: 5 (+2)
movement: 1
cost: 50 (+25)
1 first strike
+50% city defense
+25% hills defense
+50% vs. Melee Units (added)
*workboats that don't get used up
Dunlending:
- UUs:
*units plunder more gold??
*cheaper but weaker units
Isengard:
- UUs:
*Uruk-Hai [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 40
+10% City Attack
+25% vs. Melee Units
*other Uruk-Hai units [?]
Evil Men:
Haradrim:
- UUs:
*Mumakil [stats similar to war elephant]
strength: 10 (+2)
movement: 1
cost: 80 (+20)
Doesn't receive defensive bonuses
+50% vs. mounted units
1 first strike (added)
*Corsair [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 80 (+40)
+10% City Attack
+25% vs. Melee Units
Starts with Amphibious and March promotion (added)
1 first strike (added)
*ship for Corsair [?]
Easterling:
- UUs:
*Chariots [replaces horsemen, but has the same stats as chariots in the regular game]
*War Chariots [replaces horsemen, but has the same stats as the war chariots in the regular game]
*Pikemen [replaces infantry, but has the same stats as pikemen in the regular game]
Angmar:
- UUs:
*sorcery maybe?
*Some kind of undead (Barrow Wights? maybe have some different undeads)
Shadow:
-UUs:
*Orc Units (-1 strength, -20 cost):
Warrior
Swordsman
Axeman
Long Swordsman
Berserker
Spearman
Pikeman
Bowman
Archer
Crossbowman
Scout
Hunter
*Troll Infantry [replaces infantry]
strength: 10 (+5)
movement: 1
cost: 160 (+120)
+20% City Attack (+10%)
+50% vs. Melee Units (+25%)
*Troll Berserker [replaces Berserker]
strength: 13 (+5)
movement: 1
cost: 240 (+170)
+20% city attack (+10%)
Starts with Amphibious
+50% vs. Melee Units
*Troll Stoneslinger [replaces Archer]
strength: 8 (+5)
movement: 1
cost: 120 (+95)
1 first strike
+50% city defense
+25% hills defense
Starts with Amphibious (added)
+50% vs. Melee Units (added)
Mordor:
- UUs:
*Uruks [I have no idea what this is]
*Grond [World Unit]
Angband:
- UUs:
*Balrogs [replaces infantry]
strength: 13 (+8)
movement: 1
cost: 320 (+280)
+30% City Attack (+20%)
+50% vs. Melee Units (+25%)
*Cold Drake
strength: 14
movement: 2
cost: 240
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
1 first strike (added)
*Fire Drake [replaces Cold Drake]
strength: 16 (+2)
movement: 3
cost: 360 (+120)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
2 first strikes (added 1)
*Winged-Dragon [replaces Cold Dragons]
strength: 18 (+2)
movement: 3
cost: 480 (+120)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Ignores terrain cost (added)
2 first strikes
Can destroy tile improvements and hurt city defenses [-25% per turn] (added)
*werewolves
strength: 12
movement: 2
cost: 160
+50% vs. Mounted Units
1 first strike
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Khazâd:
- UUs:
*Dwarven slingers [replaces archer]
strength: 6 (+3)
movement: 1
cost: 60 (+35)
1 first strike
+50% city defense
+25% hills defense
Starts with Amphibious (added)
Longbeard:
- UUs:
*Dwarven Sappers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 80 (+40)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
Starts with Amphibious (added)
*Dragon slayers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 120 (+80)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
+100 against dragons
Broadbeams & Firebeards:
- UUs:
*Khuzdul Miner [replaces Worker]
movement: 2
cost: 60
Can improve tiles
+25% construction speed for Expansive leaders
+1 gold for every mined resource (added)
Berenthor Mar 31, 2009, 02:55 PM Maybe Arnor some unit from the time they were still an empire instead of only after they splintered. But to be honest I don't know good ideas right now. The rest of the list looks good what we have.
xmen510 Mar 31, 2009, 03:51 PM Looks good.
sandman730 Mar 31, 2009, 04:54 PM Maybe Arnor some unit from the time they were still an empire instead of only after they splintered. But to be honest I don't know good ideas right now. The rest of the list looks good what we have.
If you can find any UUs from that period, then I will add them
xmen510 Mar 31, 2009, 05:09 PM The units with just the *, have you come up with any ideas for those sandman?
sandman730 Mar 31, 2009, 06:19 PM The units with just the *, have you come up with any ideas for those sandman?
Not yet, but I will work on it.
xmen510 Mar 31, 2009, 06:41 PM You are a machine sandman730. Thanks for the hard work. It is much appreciated.
xmen510 Apr 02, 2009, 08:31 PM You know, we ended up completely forgetting about the Warg Riders. These will be generic Mounted Orc on Warg units. They will be considered unique however for Shadow Civs.
xmen510 Apr 02, 2009, 08:39 PM In regards to Uruks of Mordor for sandman730: These are Uruk-hai as with Isengard, just that the "hai" had been left out.
sandman730 Apr 03, 2009, 08:33 PM updated with xmen510's suggestions
Civilizations:
UUs:
*Note: stuff in parentheses are changes made to unit that the UU replaces
Quendi:
Noldor: House of Fingolfin:
- UUs:
*Swordsmen
Noldor: House of Fëanor:
- UUs:
*Swordsmen
Teleri:
- UUs:
*Swan ships [early transport, other ships]
Sindar:
- UUs:
*Elven Archers
*Forest Sentry [double? defense on Forest Tiles, works especially nice as elven cities can be in forests.]
Vanyar:
- UUs:
*Spearmen
*Magic
Good Men:
Númenor:
- UUs:
*Unique ships
Arnor:
- UUs:
*Dunedain Horse Rangers [replaces knight]
strength: 14 (+4)
movement: 2
cost: 140 (+50)
Immune to first strikes
Flank attack vs. Catapults and Trebuchets
Ignores terrain movement costs (added)
1 first strike (added)
+25% defense bonus (added)
*Dunedain Foot Ranger [replaces archer]
strength: 6 (+3)
movement: 1
cost: 40 (+15)
1 first strike
+50% city defense
+25% hills defense
Immune to first strikes (added)
Gondor:
- UUs:
*Guards of the Citadel
*Trebuchets [replaces catapult, but has same stats as trebuchets in regular game]
*Ithilien rangers [?]
Edain:
-UUs:
*Swordsman
Neutral Men:
Rohirrim:
- UUs:
*mearas long-spear [replaces knight]
strength: 12 (+2)
movement: 2
cost: 120 (+30)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
1 first strike (added)
*mearas long-sword [replaces knight]
strength: 13 (+3)
movement: 2
cost: 160 (+70)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
2 first strikes (added)
*horse archer [same stats as horse archer in regular game]
*other horsemen [?]
Northmen:
- UUs:
*Dale archers [replaces archers]
strength: 5 (+2)
movement: 1
cost: 50 (+25)
1 first strike
+50% city defense
+25% hills defense
+50% vs. Melee Units (added)
*workboats that don't get used up
Dunlending:
- UUs:
*units plunder more gold??
*cheaper but weaker units
Isengard:
- UUs:
*Uruk-Hai [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 40
+10% City Attack
+25% vs. Melee Units
*other Uruk-Hai units [?]
Evil Men:
Haradrim:
- UUs:
*Mumakil [stats similar to war elephant]
strength: 10 (+2)
movement: 1
cost: 80 (+20)
Doesn't receive defensive bonuses
+50% vs. mounted units
1 first strike (added)
*Corsair [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 80 (+40)
+10% City Attack
+25% vs. Melee Units
Starts with Amphibious and March promotion (added)
1 first strike (added)
*ship for Corsair [?]
Easterling:
- UUs:
*Chariots [replaces horsemen, but has the same stats as chariots in the regular game]
*War Chariots [replaces horsemen, but has the same stats as the war chariots in the regular game]
*Pikemen [replaces infantry, but has the same stats as pikemen in the regular game]
Angmar:
- UUs:
*sorcery maybe?
*Some kind of undead (Barrow Wights? maybe have some different undeads)
Shadow:
-UUs:
*Orc Units (-1 strength, -20 cost):
Warrior
Swordsman
Axeman
Long Swordsman
Berserker
Spearman
Pikeman
Bowman
Archer
Crossbowman
Scout
Hunter
Warg [mounted unit]
*Troll Infantry [replaces infantry]
strength: 10 (+5)
movement: 1
cost: 160 (+120)
+20% City Attack (+10%)
+50% vs. Melee Units (+25%)
*Troll Berserker [replaces Berserker]
strength: 13 (+5)
movement: 1
cost: 240 (+170)
+20% city attack (+10%)
Starts with Amphibious
+50% vs. Melee Units
*Troll Stoneslinger [replaces Archer]
strength: 8 (+5)
movement: 1
cost: 120 (+95)
1 first strike
+50% city defense
+25% hills defense
Starts with Amphibious (added)
+50% vs. Melee Units (added)
Mordor:
- UUs:
*Uruk-hai [same as Isenguard]
*Grond [World Unit]
Angband:
- UUs:
*Balrogs [replaces infantry]
strength: 13 (+8)
movement: 1
cost: 320 (+280)
+30% City Attack (+20%)
+50% vs. Melee Units (+25%)
*Cold Drake
strength: 14
movement: 2
cost: 240
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
1 first strike (added)
*Fire Drake [replaces Cold Drake]
strength: 16 (+2)
movement: 3
cost: 360 (+120)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
2 first strikes (added 1)
*Winged-Dragon [replaces Cold Dragons]
strength: 18 (+2)
movement: 3
cost: 480 (+120)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Ignores terrain cost (added)
2 first strikes
Can destroy tile improvements and hurt city defenses [-25% per turn] (added)
*werewolves
strength: 12
movement: 2
cost: 160
+50% vs. Mounted Units
1 first strike
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Khazâd:
- UUs:
*Dwarven slingers [replaces archer]
strength: 6 (+3)
movement: 1
cost: 60 (+35)
1 first strike
+50% city defense
+25% hills defense
Starts with Amphibious (added)
Longbeard:
- UUs:
*Dwarven Sappers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 80 (+40)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
Starts with Amphibious (added)
*Dragon slayers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 120 (+80)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
+100 against dragons
Broadbeams & Firebeards:
- UUs:
*Khuzdul Miner [replaces Worker]
movement: 2
cost: 60
Can improve tiles
+25% construction speed for Expansive leaders
+1 gold for every mined resource (added)
xmen510 Apr 03, 2009, 08:37 PM Looking good. We just need some ideas for the Elven ones and some of the Men ones, like the Rangers, etc..
The Unique Units are getting very close to being done.
Terrance888 May 11, 2009, 03:18 PM Arnor before the Collapse was a Large, Large realm: Therefore I think that their unit should be a faster Unit (Also, they are the farthest away in the northern parts from fighting in Mordor). Maybe Marching ***** (Axemen? Represents a mobile defense and attack force that reached Mordor to fight the same battle other people arrived to fight for.)
Numenor can have a "Armed Sailer" Unit that has Amphibious and when based on a ship (like a plain :)) they get a bonus to attack. Also good for maps with less water as their usefullness in fighting across rivers can be explained.
Uruk Hai Berserkers
+50 v.s. Melee, -X V.S. other. Causes Collaterol Damage. (Theya re the first to reach to top of the wall and came up chopping. National Units? (can build only 20?))
Uruk Hai Marchers
2 Movement, (To catch traspassers, capture heros for ransom ect.)
Just my Two Pounds.
sandman730 May 11, 2009, 06:12 PM updated with Charles Li's suggestions
Civilizations:
UUs:
*Note: stuff in parentheses are changes made to unit that the UU replaces
Quendi:
Noldor: House of Fingolfin:
- UUs:
*Swordsmen
Noldor: House of Fëanor:
- UUs:
*Swordsmen
Teleri:
- UUs:
*Swan ships [early transport, other ships]
Sindar:
- UUs:
*Elven Archers
*Forest Sentry [double? defense on Forest Tiles, works especially nice as elven cities can be in forests.]
Vanyar:
- UUs:
*Spearmen
*Magic
Good Men:
Númenor:
- UUs:
*Unique ships
*Marching Units (+1 movement)
*Armed Sailer
Arnor:
- UUs:
*Dunedain Horse Rangers [replaces knight]
strength: 14 (+4)
movement: 2
cost: 140 (+50)
Immune to first strikes
Flank attack vs. Catapults and Trebuchets
Ignores terrain movement costs (added)
1 first strike (added)
+25% defense bonus (added)
*Dunedain Foot Ranger [replaces archer]
strength: 6 (+3)
movement: 1
cost: 40 (+15)
1 first strike
+50% city defense
+25% hills defense
Immune to first strikes (added)
Gondor:
- UUs:
*Guards of the Citadel
*Trebuchets [replaces catapult, but has same stats as trebuchets in regular game]
*Ithilien rangers [?]
Edain:
-UUs:
*Swordsman
Neutral Men:
Rohirrim:
- UUs:
*mearas long-spear [replaces knight]
strength: 12 (+2)
movement: 2
cost: 120 (+30)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
1 first strike (added)
*mearas long-sword [replaces knight]
strength: 13 (+3)
movement: 2
cost: 160 (+70)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
2 first strikes (added)
*horse archer [same stats as horse archer in regular game]
*other horsemen [?]
Northmen:
- UUs:
*Dale archers [replaces archers]
strength: 5 (+2)
movement: 1
cost: 50 (+25)
1 first strike
+50% city defense
+25% hills defense
+50% vs. Melee Units (added)
*workboats that don't get used up
Dunlending:
- UUs:
*units plunder more gold??
*cheaper but weaker units
Isengard:
- UUs:
*Uruk-Hai [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 40
+10% City Attack
+25% vs. Melee Units
*Uruk Hai Berserkers
+50 v.s. Melee, -X V.S. other. Causes Collaterol Damage. (They are the first to reach to top of the wall and came up chopping. National Units? (can build only 20?)) [?]
*Uruk Hai Marchers
+1 movement
+20 cost
*other Uruk-Hai units [?]
Evil Men:
Haradrim:
- UUs:
*Mumakil [stats similar to war elephant]
strength: 10 (+2)
movement: 1
cost: 80 (+20)
Doesn't receive defensive bonuses
+50% vs. mounted units
1 first strike (added)
*Corsair [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 80 (+40)
+10% City Attack
+25% vs. Melee Units
Starts with Amphibious and March promotion (added)
1 first strike (added)
*ship for Corsair [?]
Easterling:
- UUs:
*Chariots [replaces horsemen, but has the same stats as chariots in the regular game]
*War Chariots [replaces horsemen, but has the same stats as the war chariots in the regular game]
*Pikemen [replaces infantry, but has the same stats as pikemen in the regular game]
Angmar:
- UUs:
*sorcery maybe?
*Some kind of undead (Barrow Wights? maybe have some different undeads)
Shadow:
-UUs:
*Orc Units (-1 strength, -20 cost):
Warrior
Swordsman
Axeman
Long Swordsman
Berserker
Spearman
Pikeman
Bowman
Archer
Crossbowman
Scout
Hunter
Warg [mounted unit]
*Troll Infantry [replaces infantry]
strength: 10 (+5)
movement: 1
cost: 160 (+120)
+20% City Attack (+10%)
+50% vs. Melee Units (+25%)
*Troll Berserker [replaces Berserker]
strength: 13 (+5)
movement: 1
cost: 240 (+170)
+20% city attack (+10%)
Starts with Amphibious
+50% vs. Melee Units
*Troll Stoneslinger [replaces Archer]
strength: 8 (+5)
movement: 1
cost: 120 (+95)
1 first strike
+50% city defense
+25% hills defense
Starts with Amphibious (added)
+50% vs. Melee Units (added)
Mordor:
- UUs:
*Uruk-hai [same as Isenguard]
*Grond [World Unit]
Angband:
- UUs:
*Balrogs [replaces infantry]
strength: 13 (+8)
movement: 1
cost: 320 (+280)
+30% City Attack (+20%)
+50% vs. Melee Units (+25%)
*Cold Drake
strength: 14
movement: 2
cost: 240
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
1 first strike (added)
*Fire Drake [replaces Cold Drake]
strength: 16 (+2)
movement: 3
cost: 360 (+120)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
2 first strikes (added 1)
*Winged-Dragon [replaces Cold Dragons]
strength: 18 (+2)
movement: 3
cost: 480 (+120)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Ignores terrain cost (added)
2 first strikes
Can destroy tile improvements and hurt city defenses [-25% per turn] (added)
*werewolves
strength: 12
movement: 2
cost: 160
+50% vs. Mounted Units
1 first strike
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Khazâd:
- UUs:
*Dwarven slingers [replaces archer]
strength: 6 (+3)
movement: 1
cost: 60 (+35)
1 first strike
+50% city defense
+25% hills defense
Starts with Amphibious (added)
Longbeard:
- UUs:
*Dwarven Sappers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 80 (+40)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
Starts with Amphibious (added)
*Dragon slayers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 120 (+80)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
+100 against dragons
Broadbeams & Firebeards:
- UUs:
*Khuzdul Miner [replaces Worker]
movement: 2
cost: 60
Can improve tiles
+25% construction speed for Expansive leaders
+1 gold for every mined resource (added)
T_F May 11, 2009, 07:59 PM Like the Uruk Berserkers, though didn't we have berserker as a kind of captain-y unit available after X promotions? (Maybe Berserker replaces Captain.)
Like the Arnor idea too. And JSYK it's spelled 'sailor'
sandman730 May 11, 2009, 08:09 PM updated with T_F's suggestions
Civilizations:
UUs:
*Note: stuff in parentheses are changes made to unit that the UU replaces
Quendi:
Noldor: House of Fingolfin:
- UUs:
*Swordsmen
Noldor: House of Fëanor:
- UUs:
*Swordsmen
Teleri:
- UUs:
*Swan ships [early transport, other ships]
Sindar:
- UUs:
*Elven Archers
*Forest Sentry [double? defense on Forest Tiles, works especially nice as elven cities can be in forests.]
Vanyar:
- UUs:
*Spearmen
*Magic
Good Men:
Númenor:
- UUs:
*Unique ships
*Marching Units (+1 movement)
*Armed Sailor
Arnor:
- UUs:
*Dunedain Horse Rangers [replaces knight]
strength: 14 (+4)
movement: 2
cost: 140 (+50)
Immune to first strikes
Flank attack vs. Catapults and Trebuchets
Ignores terrain movement costs (added)
1 first strike (added)
+25% defense bonus (added)
*Dunedain Foot Ranger [replaces archer]
strength: 6 (+3)
movement: 1
cost: 40 (+15)
1 first strike
+50% city defense
+25% hills defense
Immune to first strikes (added)
Gondor:
- UUs:
*Guards of the Citadel
*Trebuchets [replaces catapult, but has same stats as trebuchets in regular game]
*Ithilien rangers [?]
Edain:
-UUs:
*Swordsman
Neutral Men:
Rohirrim:
- UUs:
*mearas long-spear [replaces knight]
strength: 12 (+2)
movement: 2
cost: 120 (+30)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
1 first strike (added)
*mearas long-sword [replaces knight]
strength: 13 (+3)
movement: 2
cost: 160 (+70)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
2 first strikes (added)
*horse archer [same stats as horse archer in regular game]
*other horsemen [?]
Northmen:
- UUs:
*Dale archers [replaces archers]
strength: 5 (+2)
movement: 1
cost: 50 (+25)
1 first strike
+50% city defense
+25% hills defense
+50% vs. Melee Units (added)
*workboats that don't get used up
Dunlending:
- UUs:
*units plunder more gold??
*cheaper but weaker units
Isengard:
- UUs:
*Uruk-Hai [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 40
+10% City Attack
+25% vs. Melee Units
*Uruk Hai Berserkers [replaces captain {?}]
+50 v.s. Melee, -X V.S. other. Causes Collaterol Damage. (They are the first to reach to top of the wall and came up chopping. National Units? (can build only 20?)) [?]
*Uruk Hai Marchers
+1 movement
+20 cost
*other Uruk-Hai units [?]
Evil Men:
Haradrim:
- UUs:
*Mumakil [stats similar to war elephant]
strength: 10 (+2)
movement: 1
cost: 80 (+20)
Doesn't receive defensive bonuses
+50% vs. mounted units
1 first strike (added)
*Corsair [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 80 (+40)
+10% City Attack
+25% vs. Melee Units
Starts with Amphibious and March promotion (added)
1 first strike (added)
*ship for Corsair [?]
Easterling:
- UUs:
*Chariots [replaces horsemen, but has the same stats as chariots in the regular game]
*War Chariots [replaces horsemen, but has the same stats as the war chariots in the regular game]
*Pikemen [replaces infantry, but has the same stats as pikemen in the regular game]
Angmar:
- UUs:
*sorcery maybe?
*Some kind of undead (Barrow Wights? maybe have some different undeads)
Shadow:
-UUs:
*Orc Units (-1 strength, -20 cost):
Warrior
Swordsman
Axeman
Long Swordsman
Berserker
Spearman
Pikeman
Bowman
Archer
Crossbowman
Scout
Hunter
Warg [mounted unit]
*Troll Infantry [replaces infantry]
strength: 10 (+5)
movement: 1
cost: 160 (+120)
+20% City Attack (+10%)
+50% vs. Melee Units (+25%)
*Troll Berserker [replaces Berserker]
strength: 13 (+5)
movement: 1
cost: 240 (+170)
+20% city attack (+10%)
Starts with Amphibious
+50% vs. Melee Units
*Troll Stoneslinger [replaces Archer]
strength: 8 (+5)
movement: 1
cost: 120 (+95)
1 first strike
+50% city defense
+25% hills defense
Starts with Amphibious (added)
+50% vs. Melee Units (added)
Mordor:
- UUs:
*Uruk-hai [same as Isenguard]
*Grond [World Unit]
Angband:
- UUs:
*Balrogs [replaces infantry]
strength: 13 (+8)
movement: 1
cost: 320 (+280)
+30% City Attack (+20%)
+50% vs. Melee Units (+25%)
*Cold Drake
strength: 14
movement: 2
cost: 240
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
1 first strike (added)
*Fire Drake [replaces Cold Drake]
strength: 16 (+2)
movement: 3
cost: 360 (+120)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
2 first strikes (added 1)
*Winged-Dragon [replaces Cold Dragons]
strength: 18 (+2)
movement: 3
cost: 480 (+120)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Ignores terrain cost (added)
2 first strikes
Can destroy tile improvements and hurt city defenses [-25% per turn] (added)
*werewolves
strength: 12
movement: 2
cost: 160
+50% vs. Mounted Units
1 first strike
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Khazâd:
- UUs:
*Dwarven slingers [replaces archer]
strength: 6 (+3)
movement: 1
cost: 60 (+35)
1 first strike
+50% city defense
+25% hills defense
Starts with Amphibious (added)
Longbeard:
- UUs:
*Dwarven Sappers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 80 (+40)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
Starts with Amphibious (added)
*Dragon slayers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 120 (+80)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
+100 against dragons
Broadbeams & Firebeards:
- UUs:
*Khuzdul Miner [replaces Worker]
movement: 2
cost: 60
Can improve tiles
+25% construction speed for Expansive leaders
+1 gold for every mined resource (added)
xmen510 May 11, 2009, 09:22 PM Looking good as always sandman730. Great work.
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