- New civs, including new UU & UB, citylist, leaders
- New unit lines
- New techtree
- New buildings
- New religions (might drop shrines, not sure)
- No Corps
- New wonders
- New terrains (possibly, not sure)
- New resources
- New promotions (possibly, not sure)
- New specialists (might be less then normal, not sure yet)
- New events/quests
- Possibly Ardamap, though I would like to have it work on random maps as well.
So a lot of new stuff basically, but so far mostly xml changes. I'm open to suggestions, but I think that the first version will have to contain at least these things to be resemble Arda.
Also, not xml changes I'd like (but they can wait if necessary)
- (on random map) Make sure Shadow civ is always picked as one of the opponents if Player doesn't start as Shadow civ.
- Heroes
- equipment
Spoiler :
Civs (latest list I could find)
UB
UU
Spoiler :
Noldor Empire
Race: Elves
Leaders: Fëanor, Fingolfin, Galadriel
Teleri Empire
Race: Elves
Leader: Olwë, Thingol, Círdan
Avari Empire
Race: Elves
Leader: [Made-up Elf]
Longbeard Empire
Race: Dwarves
Leader: Dúrin, Dàin
Firebeard Empire
Race: Dwarves
Leader: Azaghâl, Telchar
Edain Empire
Race: Good Men
Leaders: ???
Arnor Empire
Race: Good Men
Leaders: Isildur, Aragorn Elessar
Rohirrim Empire
Race: Good Men
Leaders: Eorl, Helm, Théoden
Northmen Empire
Race: Good Men
Leaders: Vidugavia, Bard
Dunlending Empire
Race: Evil Men / Orcs / Uruk-hai
Leaders: Freca, Saruman
Easterling Empire
Race: Evil Men
Leader: Khamûl
Haradrim Empire
Race: Evil Men
Leaders: Herumor
Angmar Empire
Race: Evil Men / Orcs
Leader: Ulfang, Witch King
The Shadow
Race: Orcs / Uruk-Hai / [much more!]
Leaders: Melkor, Sauron
Race: Elves
Leaders: Fëanor, Fingolfin, Galadriel
Teleri Empire
Race: Elves
Leader: Olwë, Thingol, Círdan
Avari Empire
Race: Elves
Leader: [Made-up Elf]
Longbeard Empire
Race: Dwarves
Leader: Dúrin, Dàin
Firebeard Empire
Race: Dwarves
Leader: Azaghâl, Telchar
Edain Empire
Race: Good Men
Leaders: ???
Arnor Empire
Race: Good Men
Leaders: Isildur, Aragorn Elessar
Rohirrim Empire
Race: Good Men
Leaders: Eorl, Helm, Théoden
Northmen Empire
Race: Good Men
Leaders: Vidugavia, Bard
Dunlending Empire
Race: Evil Men / Orcs / Uruk-hai
Leaders: Freca, Saruman
Easterling Empire
Race: Evil Men
Leader: Khamûl
Haradrim Empire
Race: Evil Men
Leaders: Herumor
Angmar Empire
Race: Evil Men / Orcs
Leader: Ulfang, Witch King
The Shadow
Race: Orcs / Uruk-Hai / [much more!]
Leaders: Melkor, Sauron
UB
Spoiler :
Suggestions for unique buildings by civ (I have listed the overall benefits of each - not the additional benefits relative to the standard building).
VANYAR: Valarin Shrine (replaces Colloseum; +2, +2 per 20% culture rate).
NOLDOR: Jewelsmithy (replaces Forge; +35%, +2, +1, allows 1 Engineer, +1 from gems, gold, silver).
TELERI: Calmindon (replaces Lighthouse; +1, +1 , +1 on water tiles).
SINDAR: Forest Girdle (replaces Walls; +2, +60% defense).
FALATHRIM: Havens (replaces Harbor; navigation1 for new naval units, +60% trade route yield, +1 from Clam, Crab, Fish).
NANDOR: Duin-Ephel (replaces Levee, +2, +10% defense, +1 on river tiles).
NUMENOREAN: Trade Citadel (replaces Grocer; +1, +35% commerce, allows 2 Merchants; +1 from banana, spices, sugar, wine).
ARNOR: Viewing Tower (replaces Observatory; +35%, +2 allows 1 Scientist).
GONDOR: Fortress (replaces Castle; -15% war weariness, +2, +60% defense).
NORTHMAN: Stockade (replaces Walls; +2 XPs for new archery units, +60% defense).
ROHIRRIM: Armoury (replaces Barracks; +1, +4 XPs for new land units).
DUNLAND: Monolith (replaces Monument; +1, +10% commerce, -15% war weariness).
HARADRIM: Bazaar (replaces Market; +35% commerce; +1, allows 2 Merchants; +1 from fur, ivory, silk, whale).
EASTERLING: Tribal Marquee (replaces Courthouse; +1 XP for new land units, +2, -60% maintenance).
LONGBEARD DWARF: Gold Furnace (replaces Forge; +35%, +2, +10% commerce, +2, allows 1 Engineer, +1 from gems, gold, silver).
FIREBEARD DWARF: Vault (replaces Bank; +60% commerce, allows 1 Merchant).
THE SHADOW: Torture Chamber (replaces Theatre; +3:culture, +1, -15% war weariness).
ANGMAR: Barrow (replaces Monument; +2, +1).
UU
Spoiler :
VANYAR: Shining Host (replaces Swordsman, starts with combat1 & drill1).
NOLDOR: Jewelsmith (replaces Worker, adds 1 per turn to every mine or mill).
TELERI: Swanship (replaces Caravel, +1 movement, starts with combat1 & sentry).
SINDAR: March Warden (replaces Archer, starts with woodsman1&2).
FALATHRIM: Shorebark (replaces Galley, +1 movement, +1 carrying capacity).
NANDOR: Greenbow (replaces Archer, starts with woodsman1 & sentry).
NUMENOREAN: Pallaran (replaces Galleon, +2 strength, +1 carrying capacity).
ARNOR: Ranger (replaces Maceman, starts with march & mobility).
GONDOR: Sentry (replaces Pikeman, starts with city garrison1 & charge).
NORTHMAN: Beorning (replaces Spearman, +1 strength, starts with woodsman1).
ROHIRRIM: Mearas (replaces Knight, +1 strength, starts with shock).
DUNLAND: Dun Warrior (replaces Swordsman, starts with formation & drill1).
HARADRIM: Mumakil (replaces War Elephant, +2 strength, starts with formation).
EASTERLING: Wainrider (replaces Chariot, +2 strength, starts with city raider1).
LONGBEARD DWARF: Baruk Khazad (replaces Axeman, starts with city garrison1 & guerilla1).
FIREBEARD DWARF: Masked Axer (replaces Axeman, starts with shock & guerilla1).
THE SHADOW: Uruk-hai (replaces Swordsman, +1 movement, starts with cover & shock).
ANGMAR: Hillman (replaces Maceman, starts with city raider 1 & guerilla1).
GONDOR: Tower Guards (replaces Pikeman, starts with city garrison1 & charge).
NORTHMAN: Daleman (replaces Spearman, +1 strength, starts with woodsman1).
LONGBEARD DWARF: Dragon Hunters (replaces Axeman, starts with city garrison1 & guerilla1).
NOLDOR: Jewelsmith (replaces Worker, adds 1 per turn to every mine or mill).
TELERI: Swanship (replaces Caravel, +1 movement, starts with combat1 & sentry).
SINDAR: March Warden (replaces Archer, starts with woodsman1&2).
FALATHRIM: Shorebark (replaces Galley, +1 movement, +1 carrying capacity).
NANDOR: Greenbow (replaces Archer, starts with woodsman1 & sentry).
NUMENOREAN: Pallaran (replaces Galleon, +2 strength, +1 carrying capacity).
ARNOR: Ranger (replaces Maceman, starts with march & mobility).
GONDOR: Sentry (replaces Pikeman, starts with city garrison1 & charge).
NORTHMAN: Beorning (replaces Spearman, +1 strength, starts with woodsman1).
ROHIRRIM: Mearas (replaces Knight, +1 strength, starts with shock).
DUNLAND: Dun Warrior (replaces Swordsman, starts with formation & drill1).
HARADRIM: Mumakil (replaces War Elephant, +2 strength, starts with formation).
EASTERLING: Wainrider (replaces Chariot, +2 strength, starts with city raider1).
LONGBEARD DWARF: Baruk Khazad (replaces Axeman, starts with city garrison1 & guerilla1).
FIREBEARD DWARF: Masked Axer (replaces Axeman, starts with shock & guerilla1).
THE SHADOW: Uruk-hai (replaces Swordsman, +1 movement, starts with cover & shock).
ANGMAR: Hillman (replaces Maceman, starts with city raider 1 & guerilla1).
GONDOR: Tower Guards (replaces Pikeman, starts with city garrison1 & charge).
NORTHMAN: Daleman (replaces Spearman, +1 strength, starts with woodsman1).
LONGBEARD DWARF: Dragon Hunters (replaces Axeman, starts with city garrison1 & guerilla1).
- New unit lines
Spoiler :
found two lists:
Spoiler :
For the units, I've thought of having a basic set of units for the humans (Edain and Middle Men), and each group of civs (the Sindar, the Noldor, the Dwarves, the Easterlings, the Haradrim, the Silvan elves, the Shadow) would have their own change of those units. For example, there would be a Swordsman, a Noldo Swordsman, a Dwarf Swordsman, an Orc Swordsman, etc. Also, Each civ should have some unique units that makes it different from the others of the same group: for example, the Rohirrim should have more cavalry units ("éoreds", for example), the Easterlings should have some chariots, the Haradrim should have Oliphants, the Shadow should have Balrogs, Dragons, werewolves, vampires, flames, etc.
Here are my ideas for the standart units (--> means upgrades to):
Swords:
Warrior: Strength 5, movement 1, hammer cost 30, requires Bronze Working tech and a metal resource (bronze, iron)
--> Swordsman: Strength 7, movement 1, hammer cost 40, requires Iron Working tech and a metal resource (iron only)
--> Long Swordsman: Strength 10, movement 1, hammer cost 55, requires Long Swords tech and a iron resource
--> Swordsmaster: Strength 15, movement 1, hammer cost 80, requires Swordsmanship tech and a iron resource
--> Infantry: Strength 18, movement 1, hammer cost 95, requires Total War tech and a iron resource
--> Heavy Infantry: Strength 21, movement, hammer cost 110, requires Plate Armor tech and a iron resource
Poles:
Spearman: Strength 4, movement 1, hammer cost 25, requires Hunting tech and a metal resource (iron or copper), +50% vs Cavalry units
--> Phalanx: Strength 6, movement 1, hammer cost 40, requires Infantry Tactics tech and a metal resource (iron or copper), +50% vs Cavalry units and +10% when defending hills, plains or grasslands
--> Lanceman: Strength 8, movement 1, hammer cost 55, requires Pole Weapons tech and a iron resource, + 50% vs Cavalry units and +10% when defending hills, plains or grasslands
--> Halberdier: Strength 8, movement 1, hammer cost 55, requires Pole Weapons tech and a iron resource, + 25% vs Cavalry units, +25% vs Melee units and +10% when defending hills, plains or grasslands
--> Pikeman: Strength 12, movement 1, hammer cost 90, requires Superior Pole Weapons tech and a iron resource, + 75% vs Cavalry units and +10% when defending hills, plains or grasslands
--> Partisan: Strength 12, movement 1, hammer cost 90, requires Superior Pole Weapons tech and a iron resource, + 50% vs Cavalry units, +25% vs Melee units and +10% when defending hills, plains or grasslands
Javelin Thrower
Axes:
Axeman: Strength 5, movement 1, hammer cost 35, requires Weaponry tech and a metal resource (iron or copper), +50% vs Melee units
--> Great-Axeman: Strength 7, movement 1, hammer cost 50, requires Battle Axes tech and a iron resource, +50% vs Melee units
Axethrower: Strength 5, movement 1, hammer cost 40, requires Weaponry tech and a metal resource (iron or copper), +40% vs Melee units, 1 1st stryke
Clubs:
Maceman: Strength 10, movement 1, hammer cost 75, requires Improved Smithing tech and a iron resource, +50% vs Melee units
--> Hammerer: Strength 12, movement 1, hammer cost 95, requires War Hammer tech and a iron resource, +50% vs Melee units
--> Mauler: Strength 15, movement 1, hammer cost 125, requires Total War tech, a iron resource, +50% vs Melee units
Bows:
Bowman: Strength 3, movement 1, hammer cost 20, requires Archery tech, +50% when defending cities and +10% when defending hills, 1 1st strike
--> Archer: Strength 6, movement 1, hammer cost 40, requires Sharpshooting tech, +50% when defending cities and +25% when defending hills, 1 1st strike
--> Longbowman: Strength 9, movement 1, hammer cost 60, requires Longbows tech, +50% when defending cities and +25% when defending hills, 2 1st strikes
--> Advanced Archer: Strength 12, movement 1, hammer cost 90, requires Total War tech, +50% when defending cities and +25% when defending hills, 3 1st strikes
--> Crossbowman: Strength 15, movement 1, hammer cost 100, requires Crossbows tech, +20% vs Melee units, 2 1st strikes
Mounted, Swords:
Knight: Strength 7, movement 2, hammer cost 50, requires Cavalry Tactics tech, a Horses resource and a metal resource (iron or copper), it does not receive defense bonuses
--> Paladin: Strength 10, movement 2, hammer cost 70, requires Chivalry tech, a Horses resource and a Iron resource, it does not receive defense bonuses
--> Heavy Cavalry: Strength 20, movement 2, hammer cost 140, requires Total War tech, a Horses resource and a Iron resource, it does not receive defense bonuses
Mounted, Spears:
Horseman: Strength 6, movement 2, hammer cost 45, requires Mounted Combat tech, a Horses resource and a metal resource (iron or copper), it does not receive defense bonuses and has +20% vs Cavalry units
--> Rider: Strength 8, movement 2, hammer cost 60, requires Combined Armies tech, a Horses resource and a iron resource, it does not receive defense bonuses and has +30% vs Cavalry units
--> Light Cavalry: Strength 13, movement 3, hammer cost 100, requires Horsemanship tech, a Horses resource and a iron resource, it does not receive defense bonuses and has +30% vs Cavalry units
Mounted, Bows:
Mouted Bowman: Strength 4, movement 2, hammer cost 30, requires Horseback Riding and Archery techs, and a Horses resource, it does not receive defense bonuses, has 1 1st strike
--> Mounted Archer: Strength 8, movement 2, hammer cost 50, requires Strategy and Sharpshooting techs and a Horses resource, it does not receive defense bonuses, has 1 1st strike
--> Horse Archer: Strength 12, movement 3, hammer cost 90, requires Military Training and Sharpshooting techs and a Horses resource, it does not receive defense bonuses, has 1 1st strike
Siege:
Ram: Strength 0, movement 1, hammer cost 40, requires Siege Warfare tech, can bombard city defenses (-15%)
--> Stone Thrower: Strength 4, movement 1, hammer cost 60, requires Improved Siege Warfare tech, can bombard city defenses (-20%), causes collateral damage
--> Catapult: Strength 8, movement 1, hammer cost 110, requires Ballistics tech, can bombard city defenses (-35%), causes collateral damage
--> Trebuchet: Strength 10, movement 1, hammer cost 200, requires Trebuchets tech, can bombard city defenses (-50%), causes collateral damage
--> Siege Tower: Strength 6, movement 1, hammer cost 80, requires Advanced Siege Warfare tech, can bombard city defenses (-25%)
Great People:
Great Loremaster (Scientist)
Great Craftsman (Engineer)
Great Bard (Artist)
Great Leader (Genneral)
Civilian:
Settler
Worker
Here are my ideas for the standart units (--> means upgrades to):
Swords:
Warrior: Strength 5, movement 1, hammer cost 30, requires Bronze Working tech and a metal resource (bronze, iron)
--> Swordsman: Strength 7, movement 1, hammer cost 40, requires Iron Working tech and a metal resource (iron only)
--> Long Swordsman: Strength 10, movement 1, hammer cost 55, requires Long Swords tech and a iron resource
--> Swordsmaster: Strength 15, movement 1, hammer cost 80, requires Swordsmanship tech and a iron resource
--> Infantry: Strength 18, movement 1, hammer cost 95, requires Total War tech and a iron resource
--> Heavy Infantry: Strength 21, movement, hammer cost 110, requires Plate Armor tech and a iron resource
Poles:
Spearman: Strength 4, movement 1, hammer cost 25, requires Hunting tech and a metal resource (iron or copper), +50% vs Cavalry units
--> Phalanx: Strength 6, movement 1, hammer cost 40, requires Infantry Tactics tech and a metal resource (iron or copper), +50% vs Cavalry units and +10% when defending hills, plains or grasslands
--> Lanceman: Strength 8, movement 1, hammer cost 55, requires Pole Weapons tech and a iron resource, + 50% vs Cavalry units and +10% when defending hills, plains or grasslands
--> Halberdier: Strength 8, movement 1, hammer cost 55, requires Pole Weapons tech and a iron resource, + 25% vs Cavalry units, +25% vs Melee units and +10% when defending hills, plains or grasslands
--> Pikeman: Strength 12, movement 1, hammer cost 90, requires Superior Pole Weapons tech and a iron resource, + 75% vs Cavalry units and +10% when defending hills, plains or grasslands
--> Partisan: Strength 12, movement 1, hammer cost 90, requires Superior Pole Weapons tech and a iron resource, + 50% vs Cavalry units, +25% vs Melee units and +10% when defending hills, plains or grasslands
Javelin Thrower
Axes:
Axeman: Strength 5, movement 1, hammer cost 35, requires Weaponry tech and a metal resource (iron or copper), +50% vs Melee units
--> Great-Axeman: Strength 7, movement 1, hammer cost 50, requires Battle Axes tech and a iron resource, +50% vs Melee units
Axethrower: Strength 5, movement 1, hammer cost 40, requires Weaponry tech and a metal resource (iron or copper), +40% vs Melee units, 1 1st stryke
Clubs:
Maceman: Strength 10, movement 1, hammer cost 75, requires Improved Smithing tech and a iron resource, +50% vs Melee units
--> Hammerer: Strength 12, movement 1, hammer cost 95, requires War Hammer tech and a iron resource, +50% vs Melee units
--> Mauler: Strength 15, movement 1, hammer cost 125, requires Total War tech, a iron resource, +50% vs Melee units
Bows:
Bowman: Strength 3, movement 1, hammer cost 20, requires Archery tech, +50% when defending cities and +10% when defending hills, 1 1st strike
--> Archer: Strength 6, movement 1, hammer cost 40, requires Sharpshooting tech, +50% when defending cities and +25% when defending hills, 1 1st strike
--> Longbowman: Strength 9, movement 1, hammer cost 60, requires Longbows tech, +50% when defending cities and +25% when defending hills, 2 1st strikes
--> Advanced Archer: Strength 12, movement 1, hammer cost 90, requires Total War tech, +50% when defending cities and +25% when defending hills, 3 1st strikes
--> Crossbowman: Strength 15, movement 1, hammer cost 100, requires Crossbows tech, +20% vs Melee units, 2 1st strikes
Mounted, Swords:
Knight: Strength 7, movement 2, hammer cost 50, requires Cavalry Tactics tech, a Horses resource and a metal resource (iron or copper), it does not receive defense bonuses
--> Paladin: Strength 10, movement 2, hammer cost 70, requires Chivalry tech, a Horses resource and a Iron resource, it does not receive defense bonuses
--> Heavy Cavalry: Strength 20, movement 2, hammer cost 140, requires Total War tech, a Horses resource and a Iron resource, it does not receive defense bonuses
Mounted, Spears:
Horseman: Strength 6, movement 2, hammer cost 45, requires Mounted Combat tech, a Horses resource and a metal resource (iron or copper), it does not receive defense bonuses and has +20% vs Cavalry units
--> Rider: Strength 8, movement 2, hammer cost 60, requires Combined Armies tech, a Horses resource and a iron resource, it does not receive defense bonuses and has +30% vs Cavalry units
--> Light Cavalry: Strength 13, movement 3, hammer cost 100, requires Horsemanship tech, a Horses resource and a iron resource, it does not receive defense bonuses and has +30% vs Cavalry units
Mounted, Bows:
Mouted Bowman: Strength 4, movement 2, hammer cost 30, requires Horseback Riding and Archery techs, and a Horses resource, it does not receive defense bonuses, has 1 1st strike
--> Mounted Archer: Strength 8, movement 2, hammer cost 50, requires Strategy and Sharpshooting techs and a Horses resource, it does not receive defense bonuses, has 1 1st strike
--> Horse Archer: Strength 12, movement 3, hammer cost 90, requires Military Training and Sharpshooting techs and a Horses resource, it does not receive defense bonuses, has 1 1st strike
Siege:
Ram: Strength 0, movement 1, hammer cost 40, requires Siege Warfare tech, can bombard city defenses (-15%)
--> Stone Thrower: Strength 4, movement 1, hammer cost 60, requires Improved Siege Warfare tech, can bombard city defenses (-20%), causes collateral damage
--> Catapult: Strength 8, movement 1, hammer cost 110, requires Ballistics tech, can bombard city defenses (-35%), causes collateral damage
--> Trebuchet: Strength 10, movement 1, hammer cost 200, requires Trebuchets tech, can bombard city defenses (-50%), causes collateral damage
--> Siege Tower: Strength 6, movement 1, hammer cost 80, requires Advanced Siege Warfare tech, can bombard city defenses (-25%)
Great People:
Great Loremaster (Scientist)
Great Craftsman (Engineer)
Great Bard (Artist)
Great Leader (Genneral)
Civilian:
Settler
Worker
Spoiler :
Warrior: Strength 3/3, movement 1, hammer cost 30, Basic. upgrades to all
Swordsman: Strength 5/3, movement 1, hammer cost 40, requires Iron Working tech and a metal resource (iron only)
--> Long Swordsman: Strength 9/5, movement 1, hammer cost 55, requires Long Swords tech and a iron resource
--> Swordsmaster: Strength 14/10, movement 1, hammer cost 80, requires Swordsmanship tech and a iron resource
--> Lieutenant: Strength 18/14, movement 1, hammer cost 95, requires Total War tech and a iron resource (Limit 5) increases Morale
--> Captain: Strength 21/18, movement 1, hammer cost 110, requires Plate Armor tech and a iron resource (Limit 3)
Poles:
Spearman: Strength 2/4, movement 1, hammer cost 25, requires Hunting tech and a metal resource (iron or copper), +50% vs Cavalry units
--> Javlineer: Strength 3/6, movement 1, hammer cost 40, requires Infantry Tactics tech and a metal resource (iron or copper), +50% vs Cavalry units and +10% when defending hills, plains or grasslands
--> Lanceman: Strength 4/8, movement 1, hammer cost 55, requires Pole Weapons tech and a iron resource, + 50% vs Cavalry units and +10% when defending hills, plains or grasslands
--> Halberdier: Strength 8/4, movement 1, hammer cost 55, requires Pole Weapons tech and a iron resource, + 25% vs Cavalry units, +25% vs Melee units and +10% when defending hills, plains or grasslands
--> Pikeman: Strength 8/12, movement 1, hammer cost 90, requires Superior Pole Weapons tech and a iron resource, + 75% vs Cavalry units and +10% when defending hills, plains or grasslands
--> Phalanx: Strength 12/8, movement 1, hammer cost 90, requires Superior Pole Weapons tech and a iron resource, + 50% vs Cavalry units, +25% vs Melee units and +10% when defending hills, plains or grasslands
Axes:
Axeman: Strength 5/2, movement 1, hammer cost 35, requires Weaponry tech and a metal resource (iron or copper), +50% vs Melee units
--> Axe bearer: Strength 7/2, movement 1, hammer cost 50, requires Battle Axes tech and a iron resource, +50% vs Melee units
-->Maceman: Strength 10/2, movement 1, hammer cost 75, requires Improved Smithing tech and a iron resource, +50% vs Melee units
Dwarven UU: Hammerer: 10/5
Shadow/Dunland UU: Mauler: 14/2
Bows:
Bowman: Strength 1/3, movement 1, hammer cost 20, requires Archery tech, +50% when defending cities and +10% when defending hills, 1 1st strike
--> Archer: Strength 2/6, movement 1, hammer cost 40, requires Sharpshooting tech, +50% when defending cities and +25% when defending hills, 1 1st strike
--> Longbowman: Strength 3/9, movement 1, hammer cost 60, requires Longbows tech, +50% when defending cities and +25% when defending hills, 2 1st strikes
--> Flurry: Strength 4/12, movement 1, hammer cost 90, requires Total War tech, +50% when defending cities and +25% when defending hills, 3 1st strikes
--> Crossbowman: Strength 5/15, movement 1, hammer cost 100, requires Crossbows tech, +20% vs Melee units, 2 1st strikes
Mounted, Swords:
Rider: Strength 7/1, movement 2, hammer cost 50, requires Cavalry Tactics tech, a Horses resource and a metal resource (iron or copper), it does not receive defense bonuses
--> Cavalier: Strength 10/1, movement 2, hammer cost 70, requires Chivalry tech, a Horses resource and a Iron resource, it does not receive defense bonuses
Rohan UU: Rider of Rohan (movement 3)
--> Heavy Cavalry: Strength 15/2, movement 2, hammer cost 140, requires Total War tech, a Horses resource and a Iron resource, it does not receive defense bonuses
Rohan UU: Eorlingas (movement 3)
Mounted, Spears:
Horseman: Strength 6/1, movement 2, hammer cost 45, requires Mounted Combat tech, a Horses resource and a metal resource (iron or copper), it does not receive defense bonuses and has +20% vs Cavalry units
--> Knight: Strength 8/1, movement 2, hammer cost 60, requires Combined Armies tech, a Horses resource and a iron resource, it does not receive defense bonuses and has +30% vs Cavalry units
--> Light Cavalry: Strength 13/1, movement 3, hammer cost 100, requires Horsemanship tech, a Horses resource and a iron resource, it does not receive defense bonuses and has +30% vs Cavalry units
Mounted, Bows:
Mouted Bowman: Strength 4/2, movement 2, hammer cost 30, requires Horseback Riding and Archery techs, and a Horses resource, it does not receive defense bonuses, has 1 1st strike
--> Mounted Archer: Strength 8/4, movement 2, hammer cost 50, requires Strategy and Sharpshooting techs and a Horses resource, it does not receive defense bonuses, has 1 1st strike
--> Horse Archer: Strength 12/6, movement 3, hammer cost 90, requires Military Training and Sharpshooting techs and a Horses resource, it does not receive defense bonuses, has 1 1st strike
Swordsman: Strength 5/3, movement 1, hammer cost 40, requires Iron Working tech and a metal resource (iron only)
--> Long Swordsman: Strength 9/5, movement 1, hammer cost 55, requires Long Swords tech and a iron resource
--> Swordsmaster: Strength 14/10, movement 1, hammer cost 80, requires Swordsmanship tech and a iron resource
--> Lieutenant: Strength 18/14, movement 1, hammer cost 95, requires Total War tech and a iron resource (Limit 5) increases Morale
--> Captain: Strength 21/18, movement 1, hammer cost 110, requires Plate Armor tech and a iron resource (Limit 3)
Poles:
Spearman: Strength 2/4, movement 1, hammer cost 25, requires Hunting tech and a metal resource (iron or copper), +50% vs Cavalry units
--> Javlineer: Strength 3/6, movement 1, hammer cost 40, requires Infantry Tactics tech and a metal resource (iron or copper), +50% vs Cavalry units and +10% when defending hills, plains or grasslands
--> Lanceman: Strength 4/8, movement 1, hammer cost 55, requires Pole Weapons tech and a iron resource, + 50% vs Cavalry units and +10% when defending hills, plains or grasslands
--> Halberdier: Strength 8/4, movement 1, hammer cost 55, requires Pole Weapons tech and a iron resource, + 25% vs Cavalry units, +25% vs Melee units and +10% when defending hills, plains or grasslands
--> Pikeman: Strength 8/12, movement 1, hammer cost 90, requires Superior Pole Weapons tech and a iron resource, + 75% vs Cavalry units and +10% when defending hills, plains or grasslands
--> Phalanx: Strength 12/8, movement 1, hammer cost 90, requires Superior Pole Weapons tech and a iron resource, + 50% vs Cavalry units, +25% vs Melee units and +10% when defending hills, plains or grasslands
Axes:
Axeman: Strength 5/2, movement 1, hammer cost 35, requires Weaponry tech and a metal resource (iron or copper), +50% vs Melee units
--> Axe bearer: Strength 7/2, movement 1, hammer cost 50, requires Battle Axes tech and a iron resource, +50% vs Melee units
-->Maceman: Strength 10/2, movement 1, hammer cost 75, requires Improved Smithing tech and a iron resource, +50% vs Melee units
Dwarven UU: Hammerer: 10/5
Shadow/Dunland UU: Mauler: 14/2
Bows:
Bowman: Strength 1/3, movement 1, hammer cost 20, requires Archery tech, +50% when defending cities and +10% when defending hills, 1 1st strike
--> Archer: Strength 2/6, movement 1, hammer cost 40, requires Sharpshooting tech, +50% when defending cities and +25% when defending hills, 1 1st strike
--> Longbowman: Strength 3/9, movement 1, hammer cost 60, requires Longbows tech, +50% when defending cities and +25% when defending hills, 2 1st strikes
--> Flurry: Strength 4/12, movement 1, hammer cost 90, requires Total War tech, +50% when defending cities and +25% when defending hills, 3 1st strikes
--> Crossbowman: Strength 5/15, movement 1, hammer cost 100, requires Crossbows tech, +20% vs Melee units, 2 1st strikes
Mounted, Swords:
Rider: Strength 7/1, movement 2, hammer cost 50, requires Cavalry Tactics tech, a Horses resource and a metal resource (iron or copper), it does not receive defense bonuses
--> Cavalier: Strength 10/1, movement 2, hammer cost 70, requires Chivalry tech, a Horses resource and a Iron resource, it does not receive defense bonuses
Rohan UU: Rider of Rohan (movement 3)
--> Heavy Cavalry: Strength 15/2, movement 2, hammer cost 140, requires Total War tech, a Horses resource and a Iron resource, it does not receive defense bonuses
Rohan UU: Eorlingas (movement 3)
Mounted, Spears:
Horseman: Strength 6/1, movement 2, hammer cost 45, requires Mounted Combat tech, a Horses resource and a metal resource (iron or copper), it does not receive defense bonuses and has +20% vs Cavalry units
--> Knight: Strength 8/1, movement 2, hammer cost 60, requires Combined Armies tech, a Horses resource and a iron resource, it does not receive defense bonuses and has +30% vs Cavalry units
--> Light Cavalry: Strength 13/1, movement 3, hammer cost 100, requires Horsemanship tech, a Horses resource and a iron resource, it does not receive defense bonuses and has +30% vs Cavalry units
Mounted, Bows:
Mouted Bowman: Strength 4/2, movement 2, hammer cost 30, requires Horseback Riding and Archery techs, and a Horses resource, it does not receive defense bonuses, has 1 1st strike
--> Mounted Archer: Strength 8/4, movement 2, hammer cost 50, requires Strategy and Sharpshooting techs and a Horses resource, it does not receive defense bonuses, has 1 1st strike
--> Horse Archer: Strength 12/6, movement 3, hammer cost 90, requires Military Training and Sharpshooting techs and a Horses resource, it does not receive defense bonuses, has 1 1st strike
- New techtree
Spoiler :
AGE OF THE STARS
Mining, Copper Working, Bronze Working, Jewelry, Wood Working, Fishing, Sailing, The Runes, Farming, Domestication, Hunting, Fortification
FIRST AGE OF THE SUN
Archery, Iron Working, Steel Working, Masonry, Chain Mail, Weaponry, Professional Armies, Mounted Combat, Siege Warfare, Tradition Keeping, Poetry, Music, Monarchy, Trade, Heraldry, Diplomacy, The Court, Infantry Tactics, Horseback Riding, Stone Working, Cavalry Tactics, Smithing, Ship Building
SECOND AGE OF THE SUN
Chivalry, Pole Weapons, Navigation, Naval Warfare, Construction, Mithril Working, Sharpshooting, Strategy, Composed Armies, Outposts, Trade Posts, Healing, Vassalage, Migration, Long Swords, Battle Axes, Fortresses, Improved Warfare, Literature, Commerce, Treaties, Council of Wises, Improved Smithing
THIRD AGE OF THE SUN
Advanced Smithing, War Hammers, Weapon Mastery, Longbows, Superior Pole Weapons, Swordsmanship, Advanced Siege Warfare, Ballistics, Engineering, Military Training, Horsemanship, Naval Tatics, Signal Fires, Exploration, Alliances, History, Great Trade Routes, Currency, The Wizards, The White Council, Stewardship, Total War
FOURTH AGE OF THE SUN
Crossbows, Trebuchets, Plate Armor, Machines, Feudalism, The Peace, Age of Men (Future Tech)
Mining, Copper Working, Bronze Working, Jewelry, Wood Working, Fishing, Sailing, The Runes, Farming, Domestication, Hunting, Fortification
FIRST AGE OF THE SUN
Archery, Iron Working, Steel Working, Masonry, Chain Mail, Weaponry, Professional Armies, Mounted Combat, Siege Warfare, Tradition Keeping, Poetry, Music, Monarchy, Trade, Heraldry, Diplomacy, The Court, Infantry Tactics, Horseback Riding, Stone Working, Cavalry Tactics, Smithing, Ship Building
SECOND AGE OF THE SUN
Chivalry, Pole Weapons, Navigation, Naval Warfare, Construction, Mithril Working, Sharpshooting, Strategy, Composed Armies, Outposts, Trade Posts, Healing, Vassalage, Migration, Long Swords, Battle Axes, Fortresses, Improved Warfare, Literature, Commerce, Treaties, Council of Wises, Improved Smithing
THIRD AGE OF THE SUN
Advanced Smithing, War Hammers, Weapon Mastery, Longbows, Superior Pole Weapons, Swordsmanship, Advanced Siege Warfare, Ballistics, Engineering, Military Training, Horsemanship, Naval Tatics, Signal Fires, Exploration, Alliances, History, Great Trade Routes, Currency, The Wizards, The White Council, Stewardship, Total War
FOURTH AGE OF THE SUN
Crossbows, Trebuchets, Plate Armor, Machines, Feudalism, The Peace, Age of Men (Future Tech)
- New buildings
Spoiler :
Palisade: +5% city defense, requires Wood Working, costs 40 hammers
Walls: +10% city defense, requires the Stone Working tech, costs 100 hammers, halved cost with stone, doesn't stack with Palisade
Castle: +15% city defense, requires the Siege Warfare tech, costs 150 hammers, halved cost with stone, requires Walls
Fortress: +25% city defense, requires the Fortresses tech, costs 250 hammers, requires stone, requires Castle
Stronghold: +35% city defense, -10% city maintenance cost, -1 War Weariness, requires the Engineering tech, costs 400 hammers, requires stone, requires Fortress, limit of 2 per civ
Fortified Wall: +20% city defense, requires the Improved Siege Warfare tech, costs 180 hammers, requires stone, requires Walls
Wooden Tower: +10% defense, costs 100 hammers, requires Palisade, requires the Fortification tech
Tower: +30% city defense, free promo to units built in the city, requires the Fortification tech, costs 300 hammers, requires stone, requires Walls, limit of 5 per civ
Barracks: +2 XP to units built in the city, costs 60 hammers
Training Field: free promo to Melee units built in the city, costs 85 hammers, requires Barracks, requires the Infantry Tatics tech
Archery Field: free promo to Ranged units built in the city, costs 85 hammers, requires Barracks, requires the Sharpshooting tech
Stables: free promo to Mounted units built in the city, costs 85 hammers, requires Barracks, requires the Cavalry Tatics tech
Siege Weapons Workshop: free promo to Siege units built in the city, costs 125 hammers, requires Barracks, requires the Improved Siege Warfare tech
Havens: +2 XP to units built in the city, costs 100 hammers, requires the Ship Building tech
Drydocks: free promo to Naval units built in the city, costs 130 hammers, requires Havens, requires the Naval Warfare tech
Market: +50% commerce in the city, +1 happiness from trade goods, 2 Merchants, costs 150 hammers, requires the Commerce tech
Grocer: +25% commerce, + 1 health from food resources, 1 Merchant, costs 115 hammers, requires the Trade tech
Town Hall: -50% maintenace costs in the city, costs 170 hammers, requires the The Court tech
Tavern: +1 happiness, +1 happiness from Wine, 1 Merchant, costs 115 hammers, requires the Monarchy tech
Inn: +1 trade route in the city, +1 happiness, +1 Health, costs 200 hammers, requires the Great Trade Routes tech
Well: +1 Health, costs 80 hammers
Houses of Cure +2 Health, free promo (Medic I?) to units built in the city, costs 300 hammers, requires the Healing tech, limit of 5
Granary: stores half of the food when the city grows, +1 health from food resources, costs 80 hammers, requires the Farming tech
Docks: +1 food in water tiles, costs 90 hammers, requires the Sailing tech
Harbor: +1 trade route, +25% commerce, +1 happiness from sea food resources, costs 150 hammers, requires the Navigation tech
Archives: +25% research, +1 culture, +1 happiness for each 20% of gold going to culture, 1 Loremaster, costs 110 hammers, requires the Tradition Keeping tech
Library: +25% research, +1 culture, +1 happiness, 1 Loremaster, costs 160 hammers, requires the Literature tech, requires Archives
Houses of Lore: +50% research, +2 culture, +1 happiness, 2 Loremasters, costs 250 hammers, requires the History tech, requires Library
Guild of Artists: +20% culture in the city, costs 115 hammers, requires the Poetry tech
Guild of Minstrels: +2 culture, +1 happiness, costs 115 hammers, requires the Music tech
Forge: +50% production in the city, -1 health, costs 65 hammers, requires the Bronze Working tech
Armory: +5% (?) unit production, free promo to ranged units (Extra Ammonition), costs 115 hammers, requires the Weaponry tech
Armorsmith: free promo to units built in the city, costs 100 hammers, requires the Chain Mail tech, requires Iron
Blacksmith: free promo to units built in the city, +25 production in the city, costs 125 hammers, requires the Smithing tech, requires Iron
Weaponsmith: free promo to units built in the city, costs 200 hammers, requires the Weapon Mastery tech, requires Iron, requires Blacksmith
Post Office: -50% war weariness, costs 100 hammers, requires the Trade Posts tech
Guard's House: -25% War Weariness, free promo, costs 110 hammers, requires the Vassalage tech
Jail: -25% war weariness, costs 50 hammers, requires the Diplomacy tech
Town Square: +1 happiness, costs 80 hammers (perhaps add a "Urbanization" tech?)
Walls: +10% city defense, requires the Stone Working tech, costs 100 hammers, halved cost with stone, doesn't stack with Palisade
Castle: +15% city defense, requires the Siege Warfare tech, costs 150 hammers, halved cost with stone, requires Walls
Fortress: +25% city defense, requires the Fortresses tech, costs 250 hammers, requires stone, requires Castle
Stronghold: +35% city defense, -10% city maintenance cost, -1 War Weariness, requires the Engineering tech, costs 400 hammers, requires stone, requires Fortress, limit of 2 per civ
Fortified Wall: +20% city defense, requires the Improved Siege Warfare tech, costs 180 hammers, requires stone, requires Walls
Wooden Tower: +10% defense, costs 100 hammers, requires Palisade, requires the Fortification tech
Tower: +30% city defense, free promo to units built in the city, requires the Fortification tech, costs 300 hammers, requires stone, requires Walls, limit of 5 per civ
Barracks: +2 XP to units built in the city, costs 60 hammers
Training Field: free promo to Melee units built in the city, costs 85 hammers, requires Barracks, requires the Infantry Tatics tech
Archery Field: free promo to Ranged units built in the city, costs 85 hammers, requires Barracks, requires the Sharpshooting tech
Stables: free promo to Mounted units built in the city, costs 85 hammers, requires Barracks, requires the Cavalry Tatics tech
Siege Weapons Workshop: free promo to Siege units built in the city, costs 125 hammers, requires Barracks, requires the Improved Siege Warfare tech
Havens: +2 XP to units built in the city, costs 100 hammers, requires the Ship Building tech
Drydocks: free promo to Naval units built in the city, costs 130 hammers, requires Havens, requires the Naval Warfare tech
Market: +50% commerce in the city, +1 happiness from trade goods, 2 Merchants, costs 150 hammers, requires the Commerce tech
Grocer: +25% commerce, + 1 health from food resources, 1 Merchant, costs 115 hammers, requires the Trade tech
Town Hall: -50% maintenace costs in the city, costs 170 hammers, requires the The Court tech
Tavern: +1 happiness, +1 happiness from Wine, 1 Merchant, costs 115 hammers, requires the Monarchy tech
Inn: +1 trade route in the city, +1 happiness, +1 Health, costs 200 hammers, requires the Great Trade Routes tech
Well: +1 Health, costs 80 hammers
Houses of Cure +2 Health, free promo (Medic I?) to units built in the city, costs 300 hammers, requires the Healing tech, limit of 5
Granary: stores half of the food when the city grows, +1 health from food resources, costs 80 hammers, requires the Farming tech
Docks: +1 food in water tiles, costs 90 hammers, requires the Sailing tech
Harbor: +1 trade route, +25% commerce, +1 happiness from sea food resources, costs 150 hammers, requires the Navigation tech
Archives: +25% research, +1 culture, +1 happiness for each 20% of gold going to culture, 1 Loremaster, costs 110 hammers, requires the Tradition Keeping tech
Library: +25% research, +1 culture, +1 happiness, 1 Loremaster, costs 160 hammers, requires the Literature tech, requires Archives
Houses of Lore: +50% research, +2 culture, +1 happiness, 2 Loremasters, costs 250 hammers, requires the History tech, requires Library
Guild of Artists: +20% culture in the city, costs 115 hammers, requires the Poetry tech
Guild of Minstrels: +2 culture, +1 happiness, costs 115 hammers, requires the Music tech
Forge: +50% production in the city, -1 health, costs 65 hammers, requires the Bronze Working tech
Armory: +5% (?) unit production, free promo to ranged units (Extra Ammonition), costs 115 hammers, requires the Weaponry tech
Armorsmith: free promo to units built in the city, costs 100 hammers, requires the Chain Mail tech, requires Iron
Blacksmith: free promo to units built in the city, +25 production in the city, costs 125 hammers, requires the Smithing tech, requires Iron
Weaponsmith: free promo to units built in the city, costs 200 hammers, requires the Weapon Mastery tech, requires Iron, requires Blacksmith
Post Office: -50% war weariness, costs 100 hammers, requires the Trade Posts tech
Guard's House: -25% War Weariness, free promo, costs 110 hammers, requires the Vassalage tech
Jail: -25% war weariness, costs 50 hammers, requires the Diplomacy tech
Town Square: +1 happiness, costs 80 hammers (perhaps add a "Urbanization" tech?)
- New religions (might drop shrines, not sure)
Spoiler :
The system for religions in this mod is quite simplistic, and is more like an alignment system, to represent the influence of Morgoth's corruption and the blessings of the Valar on the world. We don't have missionaries. It originaly had 3 religions, but in the final it will have 5:
Worship the Darkness: fastest spreading, gives mostly military bonuses. Allways founded by The Shadow, helps linking civs to it - they get corrupted, like the Haradrim or Easterlings, or Numenor in the time of it's fall - as neither Morgoth nor Sauron are likely to make allies or stay in peace very long.
Light of Aman: slow spreading, and gives cultural and scientific bonuses. It represents the influence of the Elves that came from Valinor on other peoples, like the Edain or the dwarves of the Blue Mountains/Khazad-Dûm. These peoples were much less likely to serve the Shadow, and were more "cultured" and "elvish".
Reverence for Eru: normal spreading, gives building bonuses and minor culture. Represents the religion of Numenor and the alike, a kind of Neutral religion, that speeds the development and can be founded (in the 2nd Age) by anyone except the Shadow.
Reverence for the Ancestors: a dwarven religion, gives huge building bonuses, but is the slowest spreading of all.
Commune with Nature: a civ with slow spreading, that gives health bonuses (maybe enables a Environmentalism-like civic), and probably the religion of the Wood Elves - thought anyone may found it in the 2nd Age.
Worship the Darkness: fastest spreading, gives mostly military bonuses. Allways founded by The Shadow, helps linking civs to it - they get corrupted, like the Haradrim or Easterlings, or Numenor in the time of it's fall - as neither Morgoth nor Sauron are likely to make allies or stay in peace very long.
Light of Aman: slow spreading, and gives cultural and scientific bonuses. It represents the influence of the Elves that came from Valinor on other peoples, like the Edain or the dwarves of the Blue Mountains/Khazad-Dûm. These peoples were much less likely to serve the Shadow, and were more "cultured" and "elvish".
Reverence for Eru: normal spreading, gives building bonuses and minor culture. Represents the religion of Numenor and the alike, a kind of Neutral religion, that speeds the development and can be founded (in the 2nd Age) by anyone except the Shadow.
Reverence for the Ancestors: a dwarven religion, gives huge building bonuses, but is the slowest spreading of all.
Commune with Nature: a civ with slow spreading, that gives health bonuses (maybe enables a Environmentalism-like civic), and probably the religion of the Wood Elves - thought anyone may found it in the 2nd Age.
- No Corps
- New wonders
Spoiler :
-Hornburg (Helm's Deep)
-Rivendell
-Paths of Dead (allow to make Deaths of Dunharrow units)
-The Last March of the Ents (make hostile Ents randomly spawn at the map)
-The Shire (National, allows to make Hobbits)
-The Lay of Leithian (Heroic Epic)
-Barad-Dûr (Dark Tower)
-Thangorodhrim (Towers of the evil capital in the first age)
-Dúrin's Tower (at the top of the Moria, where Gandalf fought the Balrog)
-The Gate of the Noldor (the Gate of the Elves, a secret passage to their city)
-The Great Fountains (of Gondolin, one great elven city)
-The Noldolantë (National Epic)
-Orthanc (tower of Isengard)
-The Arkenstone (a very valuable gem of the dwarves)
-Henneth Annûn (a refuge and outpost of Gondor)
-PalantÃ*ri (allows to build the Palantir national unit)
-Ring of Power (National wonder)
-Elven Ring (the same, but doesn't get controled by sauron - they removed the rings before he could do so)
-The White Tree (National)
-The Seven Beacons
-Lake's City
-Forge of Ëol (one great elven-smith)
-Dagorlad
-Cirith Ungol (allows to make Laracna)
Palantiri
Silmarils
Trees of the Valar
Grand Leaguer (ie the siege of Angband)
Ultimate Hoard
Voyage of Earendil
White Council
Rings of Power
Silverdome Temple (of Numenor, as previously mentioned)
Great Armament (Ar-Pharazon's force, intended to attack Valinor)
Argonath
Houses of Healing
Statue of Manwe
Saruman's Industry
Tower of Meneldur
Mindon Eldalieva
-Rivendell
-Paths of Dead (allow to make Deaths of Dunharrow units)
-The Last March of the Ents (make hostile Ents randomly spawn at the map)
-The Shire (National, allows to make Hobbits)
-The Lay of Leithian (Heroic Epic)
-Barad-Dûr (Dark Tower)
-Thangorodhrim (Towers of the evil capital in the first age)
-Dúrin's Tower (at the top of the Moria, where Gandalf fought the Balrog)
-The Gate of the Noldor (the Gate of the Elves, a secret passage to their city)
-The Great Fountains (of Gondolin, one great elven city)
-The Noldolantë (National Epic)
-Orthanc (tower of Isengard)
-The Arkenstone (a very valuable gem of the dwarves)
-Henneth Annûn (a refuge and outpost of Gondor)
-PalantÃ*ri (allows to build the Palantir national unit)
-Ring of Power (National wonder)
-Elven Ring (the same, but doesn't get controled by sauron - they removed the rings before he could do so)
-The White Tree (National)
-The Seven Beacons
-Lake's City
-Forge of Ëol (one great elven-smith)
-Dagorlad
-Cirith Ungol (allows to make Laracna)
Palantiri
Silmarils
Trees of the Valar
Grand Leaguer (ie the siege of Angband)
Ultimate Hoard
Voyage of Earendil
White Council
Rings of Power
Silverdome Temple (of Numenor, as previously mentioned)
Great Armament (Ar-Pharazon's force, intended to attack Valinor)
Argonath
Houses of Healing
Statue of Manwe
Saruman's Industry
Tower of Meneldur
Mindon Eldalieva
- New terrains (possibly, not sure)
- New resources
- New promotions (possibly, not sure)
Spoiler :
About the promotions for this mod, I think we should have 4 categories of promos: Specializations, that greatly increase the power at certain occasions (like City Raider and Shock); Trainings, that increase the power in all situations (like Combat and Flanking); Equipment, with various effects (like Weapons or Armor); and Skills, that change some circunstances of the unit (like Seaborne, the renamed Amphibious, and Tireless, the renamed Blytz; but also the "magic" powers and more powerful effects like Doom - see the Fell Beasts and Evil Heroes topic - and spells).
For the unit categories, I sugest: Melee, Ranged, Siege, Civilian (Settlers and Workers), Mounted, Flying, Beasts, Heroes, Kings, and Ships.
We should have most of the core game promos (except the obvious - Ambush, as we don't have Armored units, for example), but some renamed: Medic to Healer, March to Regeneration, Guerrilla to Ranger, Commando to Tatics, Blytz to Tireless, Amphibious to Seaborne, Accuracy to Ballistics (Accuracy should be the name of the specialization against Flying units).
For new promos, I sugest specializations against Flying (Accuracy) and Beast (Slayer) units, new levels of Sentry, the Hero promo (gives the unit on experience point per turn until it reachs 122 points - level 10 -, like FFH), a King promo (goes to capital when killed, but other units get damage because of low Morale), and some equipment promos: Improved Armor (+20% vs Ranged and +10% vs Melle/Mounted), Imp. Weapons (+15% vs Melee, +10% vs Mounted and +5% vs Ranged), Heavy Armor (+15% strength, +1 terrain cost), Extra Ammonition (+1 1st Stryke), War Horses (+10% withdrawal chance, +5% strength), Burning Projectiles (+10% collateral damage, +10% bombard power).
The other skills should be made in accordance to the units, like the Stonemade promo for Trolls and the spells of the wizards.
For the unit categories, I sugest: Melee, Ranged, Siege, Civilian (Settlers and Workers), Mounted, Flying, Beasts, Heroes, Kings, and Ships.
We should have most of the core game promos (except the obvious - Ambush, as we don't have Armored units, for example), but some renamed: Medic to Healer, March to Regeneration, Guerrilla to Ranger, Commando to Tatics, Blytz to Tireless, Amphibious to Seaborne, Accuracy to Ballistics (Accuracy should be the name of the specialization against Flying units).
For new promos, I sugest specializations against Flying (Accuracy) and Beast (Slayer) units, new levels of Sentry, the Hero promo (gives the unit on experience point per turn until it reachs 122 points - level 10 -, like FFH), a King promo (goes to capital when killed, but other units get damage because of low Morale), and some equipment promos: Improved Armor (+20% vs Ranged and +10% vs Melle/Mounted), Imp. Weapons (+15% vs Melee, +10% vs Mounted and +5% vs Ranged), Heavy Armor (+15% strength, +1 terrain cost), Extra Ammonition (+1 1st Stryke), War Horses (+10% withdrawal chance, +5% strength), Burning Projectiles (+10% collateral damage, +10% bombard power).
The other skills should be made in accordance to the units, like the Stonemade promo for Trolls and the spells of the wizards.
- New specialists (might be less then normal, not sure yet)
- New events/quests
Spoiler :
Hi,
I´ll simply list ideas for events, please discuss. :
Events: (bold means "done", italic means "might not work/maybe to strong")
- Ships with help
- Entwifes helping
- Dark Plague
- The Fell Winter
- River Overflows
- Rangers defend your towns
- Wizards come and give counsils and teaching
- Roaming bands of fell creatures
- Nazgûl sightings
- Dragon Attacks
- Land Sinks
- Foreign people entering your kingdom
- Region of your kingdom becoming desolate
- Sign from the Valar
Quests:
- Search for the entwifes
Spoiler for: Old lists.
Spoiler :
- Some Quenya-speakers come into your land and spread their language -> + Culture and possibly some happy faces
- Same with Númenóreans and + research
- The red book of the westmark -> free libraries because thousands start reading
- Ents planting a forest (don´t know if its doable)
- The Dark Plague -> reduces population, reduces health and kills some units (maybe to strong )
- The old king dies -> a pop-up where you can choose between three new kings -> one + research, one + production, one + culture (or + ...whatever, units, happiness), maybe with an arda-historic list of king-names if this is possible
And here are the ideas posted by xmen510 in the BtS-Thread:
1 - The Great Winter - loss of production throught your civilization
2 - River Overflows - loss of farming/towns
3 - Ringwraith Sightings - sort of like bandits, or cause unhappiness due to fear
4 - Wizard travel through - increase in research
5 - Elven wanderers - increase in food stores
6 - Rangers decide to stay and help defend area - Gain special ranger unit
7 - Sarumans' Influence builds industry - cause unhealthiness
8 - Roving bands of orcs - requies use of units for time
9 - Roving bands of wolves - loss of money to tame problem, loss of money but increase food, etc.
10 - Also use of many of the same events or just rename them to fit Middle-Earth concepts.
So a lot of new stuff basically, but so far mostly xml changes. I'm open to suggestions, but I think that the first version will have to contain at least these things to be resemble Arda.
Also, not xml changes I'd like (but they can wait if necessary)
- (on random map) Make sure Shadow civ is always picked as one of the opponents if Player doesn't start as Shadow civ.
- Heroes
- equipment