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- Oct 25, 2006
- Messages
- 1,175
Hi everyone !
I'm currently working on Lords of Europe and I wanted to rework unique units (each state has a different unique unit).
It can be good if the unit you propose has an historical background...
So Lords of Europe is a strategy map based on the middle ages. Players can evolve until Powder Age (so the beginning of renaissance era). The aim is to take the control of Europe... Link to the map
State - Final Unit / Unit / Unit that need to be changed (Final means I wont change them, italic means you can suggest units, and green means I need you to find new unique !).
France - Chilvarous Knight
England - Longbowman
Finland - Knight
Sweden - Frigate
Persia - War Elephant
Turkey - Janissary
Egypt - Beldouin Mounted Archer
Ukraine - Warrior
Hungary - Infantry
Spain - Conquistador
Italy - Palvise Crossbowman
Beni Ghaniya - Infantry
Byzantine Empire - Cataphract
Morocco - Knight
Duchy of Moskva - Cossak
Duchy of Kiev - Infantry
Poland Lithuania - Teutonic Knight
Holy Roman Empire - Huskarl
Thanks to all the guys who will answer
EDIT: I think I'm going to add more differences between countries. Like particularities depending on your kingdom.
I'll need ideas (I already took ideas from AoE II), I'll give a list of every things that can be improved from a civilization to another.
Country (Total Bonus Value)
• Stats (Stats Cost) (from 1 to 5, this is to balance stats of each country, tell me if you think values I chose are unbalanced)
England (13)
• All Ships: +200hp (4), +5 Damages (3)
• Bowmen: +2 Damages (3), +50 Range (3)
France (8)
• Cavalry: +200 sight range (I planed to decrease sight range of every units) (2), +30hp (3), +3 Damages (3)
Sweden (13)
• Ships: +6 Damages (3), +150hp (3)
• Infantry: +2/3/4/5 Damages (Feudal Age/ Castle Age...) (5)
• Shipyards: Lower Cost -100/50 (2)
Finland (13)
• Ships: +8 Damages (4), +200hp (3)
• Infantry: +1/2/3/4 Damages (Feudal Age/ Castle Age...) (4)
• Shipyards: Lower Cost -100/50 (2)
Byzantine Empire (6)
• Skirmisher/Pikemen: +3 Damages (3)
• Priest: Healing Bonus +4hp (3)
Greece (7)
• Pikemen: +3 Damages (2), +2 Armor (2)
• Priest: Healing Bonus +4hp (3)
Almoheads (Morocco) (6)
• All Ships: +70 Mvt Speed (2)
• Cavalry: +4 Damages (4)
Beni Ghaniya (Tunisia) (4)
• Warships: +50 Mvt Speed (1), +3/5/7 Damages (Castle Age, Imperial Age, Powder Age) (3)
Egypt (5)
• Transport Ships: +100 Mvt Speed (1)
• Bowmen: +4 Damages (4)
Persia (9)
• Starting Resources: +300/200 (2)
• Improved Income (Wood): *1.1/1.15/1.2/1.25 (Feudal Age -> Powder Age) (4)
• Cavalry: +2 Damages (3)
Turkey (15)
• Improved Income (Gold): *1.1/1.15/1.2/1.25 (Feudal Age -> Powder Age) (5)
• Cavalry: +30 Mvt Speed (2), +2 Damages (3)
• Hand Canoneer: +3 Damages (2)
• Mortars: +8 Damages (3)
So as you can see there are still missing stats for Spain, Italy, Ukraine, Kiev, Moskva and Hungary. And some of the countries I already did need other improvements.
I need you to help me finding particularities and balancing already-made particularities.
I'm currently working on Lords of Europe and I wanted to rework unique units (each state has a different unique unit).
It can be good if the unit you propose has an historical background...
So Lords of Europe is a strategy map based on the middle ages. Players can evolve until Powder Age (so the beginning of renaissance era). The aim is to take the control of Europe... Link to the map
State - Final Unit / Unit / Unit that need to be changed (Final means I wont change them, italic means you can suggest units, and green means I need you to find new unique !).
France - Chilvarous Knight
England - Longbowman
Finland - Knight
Sweden - Frigate
Persia - War Elephant
Turkey - Janissary
Egypt - Beldouin Mounted Archer
Ukraine - Warrior
Hungary - Infantry
Spain - Conquistador
Italy - Palvise Crossbowman
Beni Ghaniya - Infantry
Byzantine Empire - Cataphract
Morocco - Knight
Duchy of Moskva - Cossak
Duchy of Kiev - Infantry
Poland Lithuania - Teutonic Knight
Holy Roman Empire - Huskarl
Thanks to all the guys who will answer
EDIT: I think I'm going to add more differences between countries. Like particularities depending on your kingdom.
I'll need ideas (I already took ideas from AoE II), I'll give a list of every things that can be improved from a civilization to another.
• Hit Points
• Hit Points Regeneration Rate
• Damages
• Armor
• Mvt Speed
• Attack Speed
• Income (Gold and/or Wood)
• Building Construction Time
• Starting Units
• Starting Resources
• Training Time Builder (I plane to increase time of training for both building unit, also there wont be any peasant at start)
• City Capture Speed
• Max Level for a Research
• Hero XP Rate
• Hit Points Regeneration Rate
• Damages
• Armor
• Mvt Speed
• Attack Speed
• Income (Gold and/or Wood)
• Building Construction Time
• Starting Units
• Starting Resources
• Training Time Builder (I plane to increase time of training for both building unit, also there wont be any peasant at start)
• City Capture Speed
• Max Level for a Research
• Hero XP Rate
Country (Total Bonus Value)
• Stats (Stats Cost) (from 1 to 5, this is to balance stats of each country, tell me if you think values I chose are unbalanced)
England (13)
• All Ships: +200hp (4), +5 Damages (3)
• Bowmen: +2 Damages (3), +50 Range (3)
France (8)
• Cavalry: +200 sight range (I planed to decrease sight range of every units) (2), +30hp (3), +3 Damages (3)
Sweden (13)
• Ships: +6 Damages (3), +150hp (3)
• Infantry: +2/3/4/5 Damages (Feudal Age/ Castle Age...) (5)
• Shipyards: Lower Cost -100/50 (2)
Finland (13)
• Ships: +8 Damages (4), +200hp (3)
• Infantry: +1/2/3/4 Damages (Feudal Age/ Castle Age...) (4)
• Shipyards: Lower Cost -100/50 (2)
Byzantine Empire (6)
• Skirmisher/Pikemen: +3 Damages (3)
• Priest: Healing Bonus +4hp (3)
Greece (7)
• Pikemen: +3 Damages (2), +2 Armor (2)
• Priest: Healing Bonus +4hp (3)
Almoheads (Morocco) (6)
• All Ships: +70 Mvt Speed (2)
• Cavalry: +4 Damages (4)
Beni Ghaniya (Tunisia) (4)
• Warships: +50 Mvt Speed (1), +3/5/7 Damages (Castle Age, Imperial Age, Powder Age) (3)
Egypt (5)
• Transport Ships: +100 Mvt Speed (1)
• Bowmen: +4 Damages (4)
Persia (9)
• Starting Resources: +300/200 (2)
• Improved Income (Wood): *1.1/1.15/1.2/1.25 (Feudal Age -> Powder Age) (4)
• Cavalry: +2 Damages (3)
Turkey (15)
• Improved Income (Gold): *1.1/1.15/1.2/1.25 (Feudal Age -> Powder Age) (5)
• Cavalry: +30 Mvt Speed (2), +2 Damages (3)
• Hand Canoneer: +3 Damages (2)
• Mortars: +8 Damages (3)
So as you can see there are still missing stats for Spain, Italy, Ukraine, Kiev, Moskva and Hungary. And some of the countries I already did need other improvements.
I need you to help me finding particularities and balancing already-made particularities.
Influence System
City and Influence
Each city has mana (0-25). It represents the control you have on it. The more mana it has the more control you have. Mana regeneration is 1 every 30'. The mana is set to 0 when you take it.
There are different state for cities depending on their mana:
• From 0 to 14: The city is taken, it needs 6 ip (Influence Point)
• From 14 to 24: The city is under control, it needs 4 ip
• 25: The city is annexed, it needs 2 ip
Current Influence
Influence will now depends on more factors:
• Food (1 ip for each food used)
• King (8 ip)
• Tech Percent (2 ip for each percent)
• Capital-City (10 ip) (Recall: In 4.0 you'll only have one capital at once)
• Ally (your first ally will gives 8 ip, the second 4 ip) (Recall: In 4.0 the maximum number of ally is 2)
• Buildings (1 ip every 4 buildings (exepted towns))
The Food represents the control of your territory by your armies. Your King is the roots of your kingdom. The tech percent symbolize the fact that the more a civilization is developed the more stable it will be. You capital-city is the core of your empire. An ally means that your kingdom is diplomatic, it helps people like the way you are governing. Your buildings improves the quality of the towns, grants work and stability for people of your kingdom.
Influence Needed
City Needs:
• Town State - Influence Point cost
• Taken - 6 ip
• Under Control - 4 ip
• Annexed - 2 ip
Cities lost depending on negative influence
(Recall: In 4.0 number of towns ownerchanging depends on how far you are negative in influence, not anymore on how many towns you have)
• Current Influence: Number of city lost (city state)
• From -1 to -5: One city (taken)
• From -6 to -10: Three cities (taken)
• From -11 to -15: Three cities (taken), One city (under control)
• From -16 to -20: Four cities (taken), One city (under control)
• From -21 to -25: Four cities (taken), Two cities (under control)
• 26 or below 26: Five cities (taken), Three cities (under control)
City and Influence
Each city has mana (0-25). It represents the control you have on it. The more mana it has the more control you have. Mana regeneration is 1 every 30'. The mana is set to 0 when you take it.
There are different state for cities depending on their mana:
• From 0 to 14: The city is taken, it needs 6 ip (Influence Point)
• From 14 to 24: The city is under control, it needs 4 ip
• 25: The city is annexed, it needs 2 ip
Current Influence
Influence will now depends on more factors:
• Food (1 ip for each food used)
• King (8 ip)
• Tech Percent (2 ip for each percent)
• Capital-City (10 ip) (Recall: In 4.0 you'll only have one capital at once)
• Ally (your first ally will gives 8 ip, the second 4 ip) (Recall: In 4.0 the maximum number of ally is 2)
• Buildings (1 ip every 4 buildings (exepted towns))
The Food represents the control of your territory by your armies. Your King is the roots of your kingdom. The tech percent symbolize the fact that the more a civilization is developed the more stable it will be. You capital-city is the core of your empire. An ally means that your kingdom is diplomatic, it helps people like the way you are governing. Your buildings improves the quality of the towns, grants work and stability for people of your kingdom.
Influence Needed
City Needs:
• Town State - Influence Point cost
• Taken - 6 ip
• Under Control - 4 ip
• Annexed - 2 ip
Cities lost depending on negative influence
(Recall: In 4.0 number of towns ownerchanging depends on how far you are negative in influence, not anymore on how many towns you have)
• Current Influence: Number of city lost (city state)
• From -1 to -5: One city (taken)
• From -6 to -10: Three cities (taken)
• From -11 to -15: Three cities (taken), One city (under control)
• From -16 to -20: Four cities (taken), One city (under control)
• From -21 to -25: Four cities (taken), Two cities (under control)
• 26 or below 26: Five cities (taken), Three cities (under control)
(Italic: What is already done)
• New Models & Icons (for Pikeman, Huskarl, Cataphract)
• Heavy Metal Armor now takes 50% damages from Pierce Attack (instead of 60%).
• Light Metal Armor now takes 90% damages from Pierce Attack (instead of 60%).
• Medium Metal Armor now takes 80% damages from Pierce Attack (instead of 100%).
• Cavalry Armor now takes 90% damages from Pierce Attack (instead of 60%).
• Cossaks' Armortype changed from Heavy Metal to Cavalry.
• French Unique Unit: Chilvarous Knight (name changed).
• German Unique Unit: Huskarl, an anti-archer infantry.
• Liban Union now become Persia.
• Persia Unique Unit: War Elephant, a tank.
• Added few towns near Persia (Amman, Mossoul)
• Turks Unique Unit: Janissary, a better hand canoneer.
• Poison Arrows: 3.5 damage/sec (instead of 2).
• More differences between north and south buildings (Blacksmith, Outpost, Frontier Fort, Scout Tower).
• Added a Research to increase the Gold/Lumber limit.
• English Longbowmen now requires Imperial Age to be trained.
• Castle Age now requires: Illumination, Defend, Equerry, Imprvd. Archery.
• Imperial Age now requires: Workshop, Military Tactics, War Horse Training, Enthusiasm.
• Powder Age now requires: Ballistics, Marksmanship, Heavy Armor, Siege Mastering.
• Builder is removed from starting units. Its training time is also increased to 20 (instead of 10).
• Training time of Military builder is also increased to 35 (instead of 10).
• Collision Size of every units reduced.
• All Siege Weapon will only be able to shoot on buildings.
• Added differences between Towns (Capital = 300 Gold/200 Wood income, large cities = 170 gold/90 Wood, medium cities = 140 gold/80 wood and small cities = 100 gold/ 50 wood).
• You now starts with one city.
• The limit to take a city is now 1/4 (instead of 500). Medium cities have 2600 hit points (limit = 750), large have 4000 (limit = 1000).
• Almoheads Unique Unit: Mameluk.
• Hero can be revived at Capital (so available to resurrect at Dark Age).
• Ages are no longer researched by upgrading Capital. It's now a research (so that you wont be able to build another capital).
• An Emergency Ability is added to the capital-building. Enabled when the capital has >30% hp. Which allows to summon guards.
• Unit cost redone.
• Heroes' Abilities reworked.
• Units' Abilities reworked.
• Added a Battering Ram to the Workshop.
• Influence System Reworked: Researches now provide 2 Influence (instead of 1). Number of towns which claim independence now depends on how far you are negative in influence. Other changes incoming.
• Each Nation has now bonuses.
• New Ally System: Now available: Ally, Submit (Divert Income, Share Control), Neutral (Dont attack at sight), Enemy.
• Ally Max per game: 2
• Added percentage of damages/blocking in Damages/Armors types infopannel.
• Added a "Run" ability to all heroes, avalaible at start (French did learn Run at Dark Age =D).
• New Models & Icons (for Pikeman, Huskarl, Cataphract)
• Heavy Metal Armor now takes 50% damages from Pierce Attack (instead of 60%).
• Light Metal Armor now takes 90% damages from Pierce Attack (instead of 60%).
• Medium Metal Armor now takes 80% damages from Pierce Attack (instead of 100%).
• Cavalry Armor now takes 90% damages from Pierce Attack (instead of 60%).
• Cossaks' Armortype changed from Heavy Metal to Cavalry.
• French Unique Unit: Chilvarous Knight (name changed).
• German Unique Unit: Huskarl, an anti-archer infantry.
• Liban Union now become Persia.
• Persia Unique Unit: War Elephant, a tank.
• Added few towns near Persia (Amman, Mossoul)
• Turks Unique Unit: Janissary, a better hand canoneer.
• Poison Arrows: 3.5 damage/sec (instead of 2).
• More differences between north and south buildings (Blacksmith, Outpost, Frontier Fort, Scout Tower).
• Added a Research to increase the Gold/Lumber limit.
• English Longbowmen now requires Imperial Age to be trained.
• Castle Age now requires: Illumination, Defend, Equerry, Imprvd. Archery.
• Imperial Age now requires: Workshop, Military Tactics, War Horse Training, Enthusiasm.
• Powder Age now requires: Ballistics, Marksmanship, Heavy Armor, Siege Mastering.
• Builder is removed from starting units. Its training time is also increased to 20 (instead of 10).
• Training time of Military builder is also increased to 35 (instead of 10).
• Collision Size of every units reduced.
• All Siege Weapon will only be able to shoot on buildings.
• Added differences between Towns (Capital = 300 Gold/200 Wood income, large cities = 170 gold/90 Wood, medium cities = 140 gold/80 wood and small cities = 100 gold/ 50 wood).
• You now starts with one city.
• The limit to take a city is now 1/4 (instead of 500). Medium cities have 2600 hit points (limit = 750), large have 4000 (limit = 1000).
• Almoheads Unique Unit: Mameluk.
• Hero can be revived at Capital (so available to resurrect at Dark Age).
• Ages are no longer researched by upgrading Capital. It's now a research (so that you wont be able to build another capital).
• An Emergency Ability is added to the capital-building. Enabled when the capital has >30% hp. Which allows to summon guards.
• Unit cost redone.
• Heroes' Abilities reworked.
• Units' Abilities reworked.
• Added a Battering Ram to the Workshop.
• Influence System Reworked: Researches now provide 2 Influence (instead of 1). Number of towns which claim independence now depends on how far you are negative in influence. Other changes incoming.
• Each Nation has now bonuses.
• New Ally System: Now available: Ally, Submit (Divert Income, Share Control), Neutral (Dont attack at sight), Enemy.
• Ally Max per game: 2
• Added percentage of damages/blocking in Damages/Armors types infopannel.
• Added a "Run" ability to all heroes, avalaible at start (French did learn Run at Dark Age =D).
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