Anno Domini Classic: discussion thread part 3 (warning: lots of images on page one)

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Really col to see the Slavs in, after all they settled a fair share of Europe. The leaderhead is very nice, the background and clothes are very fitting. But if it's not rendered yet, would you consider making the hair dark-blonde (even light blonde, just not nordic) and eyes blue? Black hair/brown eyes is very non-slavic, he looks more southern at the moment.
edead the slav ;)
 
Really col to see the Slavs in, after all they settled a fair share of Europe. The leaderhead is very nice, the background and clothes are very fitting. But if it's not rendered yet, would you consider making the hair dark-blonde and eyes blue? Black hair/brown eyes is very non-slavic, he looks more southern at the moment.
edead the slav ;)

This version's already rendered - and available here. I'd run it through Partizanac first, actually. Thanks for the comments; I'll look into a different version for the mod if I've chance.

@Sword_of_Geddon: The Harappan worker and settler are both being used in the mod.
 
An updated version of Samo of the Slavs: is this more in line with your suggestion, ED?

Samoupdate.jpg
 
beard could be even lighter, but yeah that's exactly the "slavonic beauty", if I may say so about a male ;)
 
No no no...
Samo is a first ruler of the Slavs, but he's not a slav! he's a Frank who settled in the Slavic lands to help them fight for independence from Avars!
So I would say the colors of the hair and beard should be black! but maybe Rob can make another version (blond version) of the Samo, to be the Slavic ruler of the Slavs :mischief:
 
Fine, I didn't even check Samo just thought about the Slavs, but even for a Frank, black/brown hair & eyes are less likely than fair/blue ;) (it's not as important though). Dark hair/eye colours are more typical of Southern Europe/Mediterranean.
 
My system is half-way through rendering the updated version; obviously, I've to do the pcxs as well. Judging from what's been said, I'll put the updated version into the mod; as the other version of Samo is available over in the graphics modpacks section, people are free to download that and change it (the files will be named the same, so no editing would be required ;) )
 
Here's an idea which may, or may not, be quite cool. I've seven spare civ slots; how about me assigning a couple of those to non-player civs that only last in the ancient age, but are a menace in those times?

Here's what I'm thinking; we have the Sea People and the Assyrians; each of them starts off with a nomad, but cannot build another. They can, however, build an A3D2M1 swordsman-type unit and an A2D3M1 spearman-type unit from the start - the Assyrians being also able to build a decent chariot and the sea peoples a good galley. These would be cheap; additionally, they'd have a free tech with a nice "barbarian" government, giving free-of-maintenance units and maybe allows four military police to quell the citizens. However, they are not able to build any other units. They would, however all be warlike + one other trait and would have aggression turned up to the "max" - disliking the despotic government all the "normal" civs start with. It's just a crazy idea....:crazyeye:

What I'd expect to happen is for the player to have to be on their guard for these civs in the early stages of the game, but for those civs to be overhauled by (at the latest) the middle of era 2. For me, I feel it would add a bit of spice to the early game and give an additional threat. Perhaps there could be more than two of these civs? I also feel that they could all share the colour I'm assigning to the barbarians (black).

What do you think?
 
I like the idea a lot except for
each of them starts off with a nomad, but cannot build another.
Is a one city civ a credible threat? How about enough at start to build and defend 2-3 cities; and maybe an equal number of workers (slaves from from other civs so they work pretty slow) so they might have a chance of connecting to some resources (maybe start them near something required for their "killer" unit).
 
I like the idea a lot except forIs a one city civ a credible threat? How about enough at start to build and defend 2-3 cities; and maybe an equal number of workers (slaves from from other civs so they work pretty slow) so they might have a chance of connecting to some resources (maybe start them near something required for their "killer" unit).
Firstly, this will be on a random map, so I wouldn't be able to place them. I was thinking of their units not actually requiring any specific resources. Perhaps I'll give them the old "expansionist" trait and make it's free unit a second nomad. I could make one of their units able to enslave, I guess.
 
1 city can be a threat as big as a kingdom if it has autopro buildings.
Alternatively, such building can produce nomads every 40-50 or so turns - that would suffice for additional 2-3 cities but not more. Then it could expire in the second era.
Anyway, minor civs is a good idea.
 
1 city can be a threat as big as a kingdom if it has autopro buildings.
Alternatively, such building can produce nomads every 40-50 or so turns - that would suffice for additional 2-3 cities but not more. Then it could expire in the second era.
Anyway, minor civs is a good idea.
I was also thinking of the autopro settlers building - it might be the easiest way of allowing the minor civs to have limited growth. Also, I've just realised that my Hyksos leaderhead could come in useful here....i.e. the Hyksos could be a third minor civ.
 
Civs that can't build settler are always a threat. They will build tons of units and go to war, in order to capture cities. :)
 
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