Units?

I'm not sure elves and dwarves (and The Shadow) should have this kind of unit... They already had millenia to develop their skills, so they would all use metal weapons. Perhaps they should all start with the tech that makes this unit obsolete? And what name are you using, as Warrior is already the name of a sword-armed unit?
 
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


Assorted hereos

the Fractional Number denotes attack and defenses, which is now possible, due to FFH
 
mabe some more flavorful names for the units?

I've finished all the SwordUnits, starting on Poles.
 
Some suggestions for unique units by civ.

VANYAR: Shining Host (replaces Swordsman, starts with combat1 & drill1).

NOLDOR: Jewelsmith (replaces Worker, adds 1 :gold: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).
 
Some suggestions for unique units by civ.
GONDOR: Sentry (replaces Pikeman, starts with city garrison1 & charge).

NORTHMAN: Beorning (replaces Spearman, +1 strength, starts with woodsman1).

LONGBEARD DWARF: Baruk Khazad (replaces Axeman, starts with city garrison1 & guerilla1).

Only changed names of units

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).
 
thanks :)

I'll use those...

though i'm not sure the jeweler is doable... at least not with my negligable skill at modding.
 
i'm not sure the jeweler is doable... at least not with my negligable skill at modding.

Alternatively,

NOLDOR: Elven Rider (replaces Horse Archer, +2 strength, starts with shock).

I suppose the Noldorin affinity for gems could be better represented by their unique building. Have you got a list of UBs yet?
 
And i think "FIREBEARD DWARF: Axe Thrower (replaces Axeman, starts with shock & guerilla1)." can be more unique
 
My name "Masked Axer" was based on the fact that the Belegost dwarves in The Silmarillion wore "great masks in battle hideous to look upon" - which I thought was their most unique practice.
 
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:culture:, +2:) per 20% culture rate).

NOLDOR: Jewelsmithy (replaces Forge; +35%:hammers:, +2:gold:, +1:yuck:, allows 1 Engineer, +1:) from gems, gold, silver).

TELERI: Calmindon (replaces Lighthouse; +1:), +1 :culture:, +1 :food: 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:health: from Clam, Crab, Fish).

NANDOR: Duin-Ephel (replaces Levee, +2:health:, +10% defense, +1:hammers: on river tiles).

NUMENOREAN: Trade Citadel (replaces Grocer; +1:food:, +35% commerce, allows 2 Merchants; +1:health: from banana, spices, sugar, wine).

ARNOR: Viewing Tower (replaces Observatory; +35%:science:, +2:espionage: allows 1 Scientist).

GONDOR: Fortress (replaces Castle; -15% war weariness, +2:culture:, +60% defense).

NORTHMAN: Stockade (replaces Walls; +2 XPs for new archery units, +60% defense).

ROHIRRIM: Armoury (replaces Barracks; +1:culture:, +4 XPs for new land units).

DUNLAND: Monolith (replaces Monument; +1:culture:, +10% commerce, -15% war weariness).

HARADRIM: Bazaar (replaces Market; +35% commerce; +1:food:, allows 2 Merchants; +1:) from fur, ivory, silk, whale).

EASTERLING: Tribal Marquee (replaces Courthouse; +1 XP for new land units, +2:espionage:, -60% maintenance).

LONGBEARD DWARF: Gold Furnace (replaces Forge; +35%:hammers:, +2:gold:, +10% commerce, +2:yuck:, 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:culture:, +1:espionage:).
 
The thing about those UBs (which are good ideas) is that they take into account and replace Vanilla Buildings... we are going to compleltly change the buildings.

(though some will still be there, i doubt we'll have grocers and observatories)
 
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