The Empire

Stormrage said:
Whats all this Middenheim talk? The Westerlanders are independent, K? Not under Emperor`s rule. Not a part of the Empire. Not one province of the Empire that gets its own civ, it is its own civ. I don`t care much if you put it in or not, but the reasons you are stating for not doing so don`t have anything to with common sense :crazyeye: You can just say - Westerland is boring, maybe in the future ;)

Psy - you have the WH mod - it has all the units, leaders, city lists and whatnot

.. he has spoken .. and i agree
Westerland is boring .. maybe in the future
 
:lol: Ok Westerland is boring and I admit I never would play it in civ3 and in civ4 also not. So no point making units for them and that's it. Maybe if another crazy Dutch Junkie creates them for the Netherlands mod we'll think about it other wise it's a no go.Although I liked to play the Dutch in vanilla civ3:D

Alright what about the empire now? Can someone summarize?
 
We only spoke about Detachments, some units and Westerland.

We need:
- more units?
- more techs?
- more buildings?
- more wonders?
- ???

My few ideas are in 3rd post ..
 
Also can you tell us which units have artwork already and which are in already? That would help us a lot.
 
I did some thinking of the Empire, and these are my thoughts. Maybe we can use this as a start to make empire logic and fun to play. Please comment and post your thinking. Maybe this van be in the first post, otherwise i'll update it with your thinking in this post.

Spoiler :
thingies
- Empire should start with only hunting. Mining is certainly not realistic. The only fighting unit available will be Unberogen Warrior (or Hunter).
- There’s no tech available for spearmen. Something like defense (from hunting to settling people realise they need to protect the villages) Tech can be from hunting; just like archery. (or simply horseback riding .. spears are effective against riders and can appear almost the same time .. or a tech later)
- A loose Pegasus is not that useful; they’re not that strong. It’s more an überhorse that gives extra movement. It can be included as a monster. But it is nice as a mount for wizards too.
- Imperial units need a tech to make them available. Military Training is a good one. Can be at a time like feudalism.
- Detachments should be added as a Empire-specific tech after feudalism.
- Mortar needs a tech, something after gunpowder .. like Cannonry
- Reiksguard Knights appear with feudalism imo .. other knight (of the .. ) at a later time

Unberogen Warrior/Hunter
- standard warrior stats
- standard warrior strengths
- standard warrior weaknesses
- needs tech: Hunting
- needs no buildings
- needs no resource

Unberogen Spearman
- standard spearman stats
- standard spearman strength
- standard spearman weaknesses
- needs tech: no tech available; needs something like defense
- needs no buildings
- needs no resource

Unberogen Archer
- standard archer stats
- standard archer strength
- standard archer weaknesses
- needs tech: Archery
- needs no buildings
- needs no resource

Unberogen Axeman
- standard axeman stats
- standard axeman strength
- standard axeman weaknesses
- needs tech: Cold forging
- needs no buildings
- needs resource: iron

Unberogen Swordsman
- standard swordsman stats
- standard swordsman strength
- standard swordsman weaknesses
- needs tech: Hot Forging
- needs no buildings
- needs resource: iron

Unberogen Shaman
- stats less than warrior
- no strengths (bad combat unit)
- weak against combat units
- needs tech: Raw Magic
- needs no buildings
- needs no resource

Ungol Horse-Archer
- standard light cavalry stats
- standard light cavalry strength
- standard light cavalry weaknesses
- needs tech: Archery, Horseback riding
- needs no buildings
- needs resource: Horses

Catapult
- standard catapult stats
- standard catapult strengths
- standard catapult weaknesses
- needs tech: Artillery
- needs no buildings
- needs no resource

Pegasus
- stats
- strengths
- weaknesses
- needs tech: Monster Taming
- needs no buildings
- needs resource: Pegasus nest

Halfling Scout
- standard scout stats
- standard scout strengths
- standard scout weaknesses
- needs tech: hunting
- needs no buildings
- needs no resource

Galley
- standard galley stats
- standard galley strengths
- standard galley weaknesses
- needs tech: Sailing
- needs no buildings
- needs no resource

Imperial Spearmen
- improved spearman stats
- improved spearman strengths
- improved spearman weaknesses
- needs tech: no tech available; Military Training
- needs no buildings
- needs no resource

Imperial Bowmen
- standard longbowman stats
- standard longbowman strengths
- standard longbowman weaknesses
- needs tech: Archery, no tech available; Military Training
- needs no buildings
- needs no resource

Imperial Swordsmen
- improved swordsman stats
- improved swordsman strengths
- improved swordsman weaknesses
- needs tech: no tech available; Military Training, Hot Forging
- needs no buildings
- needs resource: Iron

Kislev Winged Lancer
- improved light cavalry stats
- improved light cavalry strengths
- improved light cavalry weaknesses
- needs tech: Horseback Riding, Military Training.
- needs no buildings
- needs resource: Horses

[/B]Hedge-Wizard[/B]
- stats less than imperial men
- no strengths (bad combat unit)
- weak against combat units
- needs tech: Elder Magic (should be later in tech)
- needs no buildings
- needs no resource

Griffons
- stats
- strengths: Terror
- weaknesses
- needs tech: Monster Breeding
- needs no buildings
- needs resource: Griffon

Halfling Explorer
- standard explorer stats
- standard explorer strengths
- standard explorer weaknesses
- standard explorer tech
- standard explorer building
- standard explorer resource

Empire War Galley
- stats
- strengths
- weaknesses
- needs tech
- needs building
- needs resource

Free swordsmen companies
- imperial swordsman stats
- strengths: detachment
- weaknesses: same as imperial swordsmen
- needs tech: not yet available; Detachments
- needs building
- needs resource

Free archer companies
- imperial archer stats
- strengths: detachment
- weaknesses: same as imperial archer
- needs tech: not yet available; Detachments
- needs building
- needs resource

Mortar
- stats
- strengths
- weaknesses: can’t shoot at close distance
- needs tech: no tech available; Cannonry
- needs building
- needs resource: iron

Greatswords
- stats
- strengths: stubborn; test on unmodified leadership
- weaknesses: great weapon; slow
- needs tech: ?around the time of guilds?
- needs building:
- needs resource: iron

Halberdiers
- further improved spearman stats
- strengths: armoured enemies, very tough creatures
- weaknesses: great weapon; slow
- needs tech: ?around the time of guilds?
- needs building:
- needs resource:

Imperial Huntsmen
- stats
- strengths: skirmishers
- weaknesses:
- needs tech: Guilds
- needs building: Hunting Guild
- needs resource:

Imperial Marksmen
- stats
- strengths
- weaknesses
- needs tech:
- needs building:
- needs resource:

Reiksguard Knights
- stats
- strengths: with grand master: immune to psychology
- weaknesses
- needs tech: Feudalism
- needs building:
- needs resource: Horses

Wizard
- stats
- strengths
- weaknesses
- needs tech: Winds of Magic
- needs building:
- needs resource:

Great Cannon
- stats
- strengths: grapeshot; can shoot back if attacked
- weaknesses
- needs tech: Cannonry
- needs building:
- needs resource: iron

Imperial Greatship
- stats
- strengths
- weaknesses
- needs tech:
- needs building:
- needs resource:

Imperial Wolfship
- stats
- strengths
- weaknesses
- needs tech:
- needs building:
- needs resource:

Pistolier
- stats
- strengths: fusillade; extra pistol attack in first turn, fast cavalry
- weaknesses
- needs tech: Feudalism
- needs building: Something where young royalty goes too;
- needs resource: horses, iron

Hand-Gunner
- stats
- strengths
- weaknesses
- needs tech: Gunpowder/handguns
- needs building:
- needs resource:

Hellblaster Volley Gun
- stats
- strengths: lots of shots
- weaknesses: lots of jams
- needs tech: cannonry and something beyond that
- needs building:
- needs resource: iron

Ironfist
- stats
- strengths
- weaknesses
- needs tech:
- needs building:
- needs resource:

Steam Tank
- stats
- strengths
- weaknesses
- needs tech: cannonry and something beyond that
- needs building: some engineer’s shop
- needs resource: iron

Flaggelants
- stats
- strengths: crazed; immune to all psychology based thingies, 2 attacks
- weaknesses: expandable
- needs tech: really don’t know
- needs building:
- needs resource:

Witchhunter
- stats
- strengths
- weaknesses
- needs tech: Inquisition
- needs building:
- needs resource:

Warrior Priest of Sigmar
- stats
- strengths: dispel dice, hate all evil, prayers. prayers: re-roll to wound, ward save, healing, mortar hit on undead and daemons
- weaknesses
- needs tech: winds of magic
- needs building: chapel of sigmar (any holy building)
- needs resource:

Master engineer
- stats
- strengths: improves the great cannon and mortar
- weaknesses: against any combat units
- needs tech: Inquisition
- needs building:
- needs resource:
 
Impressive list DJ:crazyeye:
everything looks OK (but to be honest i only speed read it, so i may have missed stuff;))

One other idea though: I really liked the building mechanism in FfH, so i think, that having to build buildings to get each new unit would be vey good. i ma statr a poll to see what people think of this idea...
 
Psychic_Llamas said:
Impressive list DJ:crazyeye:
everything looks OK (but to be honest i only speed read it, so i may have missed stuff;))

One other idea though: I really liked the building mechanism in FfH, so i think, that having to build buildings to get each new unit would be vey good. i ma statr a poll to see what people think of this idea...

Not all but certain units really need that imo .. units like a warrior certainly not .. but a hellblaster volley gun could need some engineers guild or something ..

i agree with you on that
 
HI there, wanted to tell you, that i think we should replace the Kislev Units in the Empire Army List by something like mounted Seargents, badsiclly Empire Soldiers on Horse. Graphically it wont be any work for me. And i would prefer that, now that Kislev has its own civ (i will improve the graphics for the winged lancer soon and do some Corsairs)
 
Ploeperpengel said:
This is the status qou with the Empire. It's currently the most complete civ in the mod. That's why I started this thread first. So what to do with it. We need first of all unitstats for it. No public release without that. Suggestions?

Age of Magic

Bolt-Thrower: NONE, get Mortar in Age of Discovery Instead


Age of Discovery

Royal Guard: Greatswords
Pikemen: Halberdiers
Longbowmen: Imperial Hunters
Crossbowmen: Imperial Marksmen
Heavy Knight: Reiksguard Knights
Wizard
Cannon: Great Cannon
Galleon: Imperial Greatship
Frigate: Imperial Wolfship

Hm?? No Mortar anywhere in the list, maybe give it to them in the Age of magic or switch with the Great Cannon.
 
It's meant as additional unit as soon we have a model to represent it. Same with other units a civ gets in other ages. Both mortar and Great cannon would need metalcasting as well as gunpowder but gunpowder isn't fitting for the age of magic.
 
Ploeperpengel said:
It's meant as additional unit as soon we have a model to represent it. Same with other units a civ gets in other ages. Both mortar and Great cannon would need metalcasting as well as gunpowder but gunpowder isn't fitting for the age of magic.

OK, you´re right with the point about gunpowder - Now do the Unit :p
 
I thought I´d better move the discussion about the Empire-Unitstats to this thread.

This is what We came up with, for now. Some Units are still missing and others may not be perfect - but I think we better let playtesting decide that.


Ancient

Settler: S0, M2, can found a new city - cost 100
Worker: S0, 0FS, M2, can improve tiles - cost 60
Work Boat: S0, M2, cannot enter ocean, can create fishing boats and whaling boats - cost 30
Unberogen Warrior: S2, 1FS, M1, +25% City Defense - cost 15
Unberogen Spearman: S4, 1FS, M1, +50% vs Cavalry (not ranged) - cost 30
Unberogen Archer: S3, 1FS, 1FSC, M1, +50% City-Defense, +25% Hills-Defense - cost 25
Unberogen Axeman: S4, 0FS, M1, +25% vs Melee - cost 30
Unberogen Swordsman: S4, 1FS, M1, +20% City-Attack - cost 30
Unberogen Shaman: S3, 0FS, M1, can cast spells - cost 35
Ungol Horse-Archer: S4, 2FS, 1FSC, M3, +50% vs Artilery, no Defense Bonus, Withdraw 25% - cost 45
Catapult: S4, 1FS, M1, no Defense Bonus, Withdraw 25%, collateral 3 units 10%, City-Bombard 15% - cost 35
Pegasus: ???
Halfling Scout: S1, 1FS, M2, +100% vs Animals, only Defense, better results from Villages - cost 15
Galley: S2, M2, Cargo Space 2, cannot enter ocean - cost 50

Age of Magic

Citizen: ??? (what´s this supposed to be? a better Worker?)
Imperial Spearmen: S6, 1FS, M1, +50% vs Cavalry (not ranged) - cost 60
Imperial Bowmen: S5, 2FS, 1FSC, M1, +50% City-Defense, +25% Hills-Defense - cost 50
Imperial Swordsmen: S6, 1FS, M1, +20% City-Attack - cost 50
Kislev Winged Lancer: S7, 1FS, M3, no Defense-Bonus, +50% vs Artillery, +25% vs Melee, Withdraw 25% - cost 75
Hedge-Wizard: S5, 0FS, M1, can cast Spells - cost 60
Griffon: S10, 2FS, 1FSC, M3, +50% vs Artillery, +25% vs Melee, Withdraw 25%, flying - cost 200
Halfling Explorer: S3, 1FS, M2, better Results from Villages - cost 35
Imperial War Galley: S3, M3, Cargo Space 1 (can carry scout, explorer, missionary, spy, or great people), can explore rival territory w/o triggering war - cost 60


Age of Discovery

Greatswords: S8, 1FS, M1, +20% City-Attack, +25% vs Monsters, +25% vs Melee - cost 100
Halberdiers: S8, 1FS, M1, +50% vs Cavalry (not ranged) - cost 90
Imperial Hunters: S6, 3FS, 1FSC, M1 +50% City-Defense, +25% Hills-Defense - cost 70
Imperial Crossbowmen (Marksman is the Champion Unit): S7, 2FS, M1, +50% City-Defense, +25% Hills Defense - cost 70
Reiksguard Knights: S9, 1FS, M2, no Defense-Bonus, +50% vs Artillery, +25% vs Melee, Withdraw 25% - cost 110
Wizard: S6, 0FS, M1, can cast spells - cost 90
Great Cannon S7, 1FS, 1FSC, M1, collateral 4 Units 15%, City Bombard 20%, Withdraw 25% - cost 70
Mortar: ???
Imperial Greatship: S5, M4, Cargo Space 3 - cost 80
Imperial Wolfship: S8, M4, Can bombard city defenses -10% - cost 90


Mechanical Age:

Pistolier: S8, 2FS, 1FSC, M3, no Defense-Bonus, +50% vs Artillery, Withdraw 25% - cost 120
Hand-Gunner: S8, 2FS, M1, +25% City-Defense, +25% Hills-Defense, +20% City-Attack - cost 90
Hellblaster Volley Gun: S7, 2FS, 2FSC, M1, collateral 5 Units 20%, Withdraw 25% - cost 90
Ironfist: ???
Hell-Hammer: ???
Steam Tank: S9, 2FS, 1FSC, M2, collateral 4 Units 15%, City Bombard 20%, Withdraw 25% - cost 150

The ships are like the vanilla ones (except that the Galley got +1 Str).

Ironfist and Hellhammer: are those two both combat ships? Or is one of them a transport, and if so, which one?

Ungol Horse Archer and the Pistolier are supposed to be "Ranged Cavalry" unit-types.


DutchJunkie said:
My comments (positive comments! ):
- Unberogen Warrior: no city defense, they are the old hunter warriors!

So are the vanilla cIV ones and they also have the +25%, I see no reason to change that, so i left the bonus in for now.

DutchJunkie said:
- Pegasus is still useless as a unit imo .. it is a strong mount, not a monster!

I don´t think it´s useless, I like the idea of having at least two different monsters for the Empire and not only footsoldiers and knights (I think I can remember in the old days they had a lot of Ogres in the Empire, but that semms to have changed)

DutchJunkie said:
- Rename imperial galley to something without imperial

You´re right, shouldn´t be imperial, changed that.

DutchJunkie said:
- Halberdiers should get city defense (they are the true city defenders fluffwise)

I don´t know if this would make the Halberdiers to universal, having bonus in defense and against cavalry, I think we need to discuss this. I think it should be one or the other and in that case I´d prefer to stick to the "schema" and make them a anti cavalry unit - I think it´s better gameplay-wise, sometimes we might have to get a little distance from the fluff.

DutchJunkie said:
- Steam tank S9, 2FS, 1FSC, M2, collateral 4 Units 15%, City Bombard 20%, Withdraw 50% - cost 150 (an improved driving cannon)
- Griffon Rider S10, 2FS, 1FSC, M3, +50% vs Artillery, +25% vs Melee, Withdraw 50%, flying - cost 200 (improved flying reiksguard)

Thanks a lot for those two, put 'em right in, but I changed the withdrawal chance to 25% - 50% is just too much IMO and it decreases the chance of the loss of ones best units even more.
 
Much more apropiate, and thanks for commenting my comments :) You are right most of the time ..

Still a pegasus is no monster .. I would like a discussion or at least some more opinions about that. Ogres are common in Empire armies, as mercenaries. Give them empire 'clothing' or attributes and you got a nice 'monster'! That would be a better option imo.

I really like my wizard-upgrade-idea better, same would go for Bretonnian enchantress on unicorn.

ps .. the two units aren't really thought about in detail .. just the two main statements "an improved driving cannon" and "improved flying reiksguard" are the base.
 
I think the stats for the Steamtank and GriffonRIDER (I´ll change that name) are quite ok, but as I said, it all depends on the things we´ll experience during playtesting, these are just a base for the first wave of stats.

I understand that you don´t want to have the Pegasus and Griffon as a monster, because they should be used as a mount (the cIV version for that would be a Rider, just like the Griffon Rider. the thing is, we have no models for such units, as of now, but I think it shouldn´t be a problem to get a unit on the Pegasus, or give a mounted unit the wings.

I don´t know if we can do the "upgrade thing" with mounts for units for the next release - if not I personally would like to have the Pegasus in and it doesn´t have to be a "Monster", just use your imagination and you´ll have a champion, mounted on it ;) It just replaces the Monster Units that other civs would get in that Age.
 
I really dont mind the pegasus as a monster now that i think about it. perhaps make it a 'herd' ('flock'??) of pegasi and have them all stampeding and swooping on frightened enemies.
Or do what DJ said and replace it with 'ogre mercinaries'...
 
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