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Last post 06-18-2008, 7:43 PM by Fellow. 275 replies.
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Subject:
Age of Empires 3: The Napoleonic Wars
Since everybody is apparently giving out their ideas for another X-pack, here is one that I think several would agree with: Add revolutionary nations, the Incas, an African civilization, Oceania, and some European civilizations.
DO I THINK THIS WILL BE DONE? Simple Answer: No.
WHY? ES apparently does not want to make a lot of civilizations. Seriously, that to me is perhaps the stupidest idea ES could have ever come up with.
What made AoE II so great was the fact that there were a bunch of civilizations that players could pick. Sure, there were people that complained and said some Civs. were OP (over-powered) and others complained and said some were UP (under-powered), but heck: In reality, some nations are OP and some other nations are UP
Seriously, that's just how life is. Not only that, but I could really never get bored of trying out different civilizations in the game. At times I played as the Huns and quickly raided the other players, or at other times I played the Byzantines and focused on gathering resources and getting into the Imperial Age so that I could bash the enemies.
Sure, with some civilizations it was harder to win. Yet, that's what made the game more challeging.
Of course, there were also those great campaigns that were at times very hard to win. 
Well, without further words, here is the idea:
Napoleonic Wars
So...yeah! I really can't believe that ES apparently forgot that there were wars going on in Europe around this time. The Europeans really are quite the hot-heads, and back in the day they were even worse. Not only did the Europeans bring problems to their part of the world, but they had to carry it accross to nearly every continent (except Antartica, which apparently made their hot-heads chill).
Napoleon is in the game, as the French leader, so what's the business with not having this dude's business in the game? Napoleon's main things were done in Europe. In America, Napoleon is the guy whose troops lost to slaves in Haiti! Yet, in Europe, the midget was a giant! The civilizations should be the following (By the way, I'm not going to bother too much with the Unique Unit or Unique Building stuff, just the simple parts):
1. Italy
Homecity: Venice.
Leader: Victor Emmanuel
Quick Hist.:
The Italian city-states dominated the Mediterranean and were the fierce trading competitors with the Ottomans. After the union of Italy, the Italians came to believe their destiny was to regain the might of the Roman Empire. In time, Italy began setting up colonies in Africa, expanding its borders in Europe through political intrigue and war, and several of its citizens migrated into America--further spreading Italian culture.
Bonus: Italian units immigrate faster from the Homecity.
Units and Cards by: H.R.H. Redemption
Infantry Units:
- Pikeman è Papal Guard (Royal Guard)
- Crossbowman è Genoese Crossbowman (Royal Guard)
- Musketeer
- Skirmisher
Cavalry Units:
Artillery Units:
- Falconet
- Culverin
- Mortar
- Horse Artillery
Useful cards for Italy:
-TEAM Venetian Traders: Market buy and sell rate both improved by 10%; trade routes grant +50% more XP and resources at trade posts.
-Mercenary Domination: Mercenary units no longer cost population.
-Holy Decree of the Pope: Provides unique Church improvements (Reforms: +10% to cost of Italian units, but 10% attack/HP increase; Elite Vatican Guardsmen: 12 Swiss Pikes; Rebel Uprising: 22 Royal Guard Cassadores, renamed Cacciatore for each)
-Military Modernization (All infantry and cavalry units upgraded to Guard Level for 2000 coin)
2. Austria
Homecity: Vienna.
Leader: Francis
Quick Hist.:
The Austrians had no shores to their kingdom, but they had puppet states which did. Although Austria was not heavily involved in intercontinental affairs (like America, Asia, Africa, or Australia), it was the black-hand behind the affairs of several European situations that also involved the other continents. Austria mainly was involved in taking land in the Balkans, constantly battling Italy, and keeping the other European hot-heads busy by starting problems.
Bonus:
3. Sweden
Homecity: Stockholm
Leader: Charles X
Quick Hist.: As a protestant kingdom, the Swedish had to battle several European nations in order to gain a strong status as an empire. The strings of success had seemed to settle upon the Swedish, and a mixture of good rulers and efficient economic models shaped the empire. Nonetheless, these situations began to change as the empire began entering the new century, the lack of changes caused for various defeats that would in time cause the fall of the empire.
Bonuses:
Suggestions by: Kimuyama
- Both Sweden and Denmark could train Drabants(A low attack-low HP melee unit)
- Sweden could train Karolins(Carolins)(like a stronger and more expensive musketeer)
- Swedes can also send 2 galleys(if the otto ship was the galley) from their hc.
4. Denmark-Norway
Homecity: Copenhagen
Leader: Christian VI
Quick Hist.: Denmark and Norway emerged as troublesome states after the dissolution of the Kalmar union. Yet, after some governmental reforms, the kings of Denmark were able to form a union with the people of Norway. The union between these two nations created a small, but nevertheless effective power that had the ability to be a factor in European events. Still, events such as the Gunboat War soon brought Denmark and Norway back to their feet, and the end of the union came in time.
Bonus: (Regardless of an alliance with France in the game) The Danish have the option to create cuirasseirs, reaching the IV age with Denmark brings forth the option to receive a fleet of 5 galleons, and Danish Crossbowmen fire faster.
Units by: Gandavien
Naval Units:
Civilization of Poland by: Geralt
5. Poland-Lithuania
Leader: Jan III Sobieski
Quick Hist.: Poland and Lithuania was (or were) during majority of the aoe3 historical period one of the strongest countries in the region. They fought with all their neighbours: Russia, Prussia, Austria, Sweden, and the Ottomans. It's true that at the very end of XVIII century country vanished from the map, but that came from the riches within the nation (mainly grain) that other nations wanted. It took three nations (Austria, Russia, and Prussia) to completely defeat Poland-Lithuania.
Bonus: Religious tolerance: can build more (different) churches, that spawn villagers or have additional upgrades available. Moreover, the Polish land units are quite strong (more HP and attack points than the regular units, with maybe a little more speed). On the negative, the Polish navy should be the worst in the game.
European Maps
Unique thing about European maps would be that there are no natives like the current game concept of the word would lead one to think. Instead, there are military stations that act as an independent AI. For these stations to be friendly to a civ., that civ. has to (like the other natives) set up a post in their location. Yet, the player will receive no bonus, and will only have to benefit to produce the specific units available from that outpost. Nonetheless, the military station will still (from time to time) spawn its own soldiers and go battle against your enemies (without you telling them to do so).
Also, some maps would have no natives. Anyhoo, here are the possible maps:
Campaigns
- Napoleonic Wars: Follow the path of Napoleon as his empire moves from European nation to nation.
- Garibaldi: For far too long Italy has been under dominion of foreign powers. Now it is time to unite it by the point of the sword!
- Fall of the Kalmar Union: Follow Gustav on his path to eradicate Christian the Tyrant from power, and put an end to the one-sided power of the Kalmar Union.
Minor Allies (Tribes)
Sami (Suggested by Kimuyama):
Units: Lapphunter, Noaidi (healer unit, like the shaman. also called: noaide, noaydde, nåjd.)
Maps: Fennoscandia, Scandinavia.
Techs:
- One like the tech that summons bisons at your tc, but caribous instead of bisons.
- Sami skiing: boosts your infantrys speed
- Yoik: boost the gathering rate of villagers.
Saxons (Suggested by Gandavien):
Units: ???????
Maps: Prussia, British Isles.
Swiss (Suggested by Gandavien)
Units: Swiss Pikemen, Swiss Medics.
Maps: Alps, Waterloo, Italian Peninsula.
Basques (Suggested by GeneralN20)
Units: Basque Knight.
Maps: Iberia, Pyrenees.
Visit the History Forums: http://z4.invisionfree.com/HistoryMaking
Beware the Burger!
{[Inca]}
"For the pride of the empire, and the liberty of justice!"
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Subject:
Re: Age of Empires 3: The Napoleonic Wars
Inca Empire and Revolutionary Civilizations
Next comes these heavily debated topics. The Incas should have been a civilization. It was a tremendous error by ES. As I have said in other topics, the Incas could have very well been given gunpowder units for their civilization. Also, only fools would say that the Incas are similar to the Aztecs; they were very different civilizations that did not even know the existance of each other.
Another issue is the concept of the current revolutionary civilizations becoming their own separate civilizations. This to me would be an irrational concept that would not make much of any sense (the revolutionary nations did not colonize themselves) and would really just take up much space. Not only that, but the nations are basically the offsprings of the Europeans, so it would be like adding clones of the Europeans.
BUT WAIT! That is exactly the approach that should be taken for these nations to have a chance to have further development in their situation. ES's approach is very irrational. It is not logical to think that a revolutionary, upon revolting, will suddenly turn all of its workers into soldiers? That's a completely dumb concept that makes it seem as if the colonists were getting ready for the end of the world (Which was basically the use this concept had in Age of Mythology). The idea of ES was a failure since people barely use it in Multiplayer.
The New Idea that will make people happy (for the least)
Upon reaching the Industrial Age, the player will get the regular option to either enter a revolution or to enter the Imperial Age. Still, unlike previously, this time only 50% of the population of workers become soldiers. The other 50% of the population simply keep on gathering resources and doing their own things.
The nation will not get a "revolutionary deck," but it will get its own bonuses (distinct from their previous European bonuses). FURTHERMORE, the revolutionary nation will get the option to follow a new age (after their revolution) that is not "Imperial Age," instead that age would be called "Classical Age" and it is here that the new nations will a distinct advantage.
Model of the "Classical Age" Idea:
- Discovery Age.
- Colonial Age.
- Fortress Age.
- Industrial Age.
- Revolution!.
- Classical Age.
The "Classical Age" would basically be the period were the Revolutionary nations get to shine their power. The opposing nations would thus have to desperately try to end a revolution (Which is where the 50% more troops come in handy for Revolutionary defense) before it reaches a classical age (where the Revolutionaries become economically stable and can challenge the other civilizations).
Note that the "Revolutionary Era" of these civilizations would be a tough one were production is cut by 1/4 and workers gather 1/4 the resources as before. Nonetheless, managing to get into the Classical Age is what ends up getting all the benefits of the revolution.
To further show the change, the leader of the nation changes from a Revolutionary leader into a "new" one that provides the new bonus for the nation. The first leader is thus a temporary leader that brings an initial bonus, but the following leader brings in a stronger bonus.
To sum up the bonuses/problems:
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50% of workers turn into a strong colonial militia (more HP and more attack points than the regular colonial militia).
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All civilizations during the game can have a revolution.
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Upon reaching the Classical Age, the Revolutionary nation receives faster. shipments from the Homecity (Capital).
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Upon reaching the Classical Age, the economy of the woker becomes normal, plus. nationalism increases the output of production by either 25% or 50%.
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During the moments previous to the Classical Age, the player's production output is 25% or 50% slower than the other nations.
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It takes 25% longer to produce units for the Revolutionary civilizations.
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Troops receive a "Continental Upgrade" which allows a specific set of their units to become stronger than the average other unit (but not by a lot).
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The New Bonus the civs. would get in the Classical Age would be something like: "Thomas Jefferson has been elected the new President of the nation, he stables the production of units back to its normality."
So here they go:
1. Inca Empire
Homecity: Cusco.
Leader: Huayna Capac
Quick Hist.: The Inca Empire was the most advanced and mightiest empire in America by the time of Columbus's arrival. Developing from a small city-state, the Incas made an empire stretching accross the Andes. Along their expansion, they faced powerful Andean kingdoms like the Chimu, the Aymaras, the Chancay, the Chachapoya, and the Mapuche. At the height of the empire, its economy was one of the strongest in the world, its military efficiently trained, and it was a very technologically and socially advanced nation. Eventually, a Civil War tore the country in two, weakened it, and the Spanish thus were able to conquer (along with disease) the Inca Empire
Bonus: War Chief--the Emperor--(Carried in his throne) boosts production timing of nearby buildings. On the contrary, the death of the War Chief brings forth a slow pace in all production. The Incas have 2 special War Dances: Inti Raimi dance (Producing some strong unit--becomes inneffectual without warchief) and Tawantinsuyu dance (Inca receive coin increase--becomes ineffectual without warchief). The Incas also get gunpowder and horse units in their late age. Basically, the key to defeating the Incas is to slow down their production by taking out their War Chief (Emperor).
Further Ideas by Peachrocks: I could go on for ages about how an Inca civ could function, but...
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I would want them to be a combination of Euro/Native.
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I also thought of making their Warchief more economic than about warfare, kinda like the Pharoah in AOM.
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Also rather than getting gunpowder/cav in the late game, they should be able to hire mercs from Europe like a saloon who are in it for getting money.
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Maybe the same building could have techs that offer the Inca their own actual gunpowder and cav units.
Visit the History Forums: http://z4.invisionfree.com/HistoryMaking
Beware the Burger!
{[Inca]}
"For the pride of the empire, and the liberty of justice!"
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Subject:
Re: Age of Empires 3: The Napoleonic Wars
I'm not sure what the new bonus could be. The first are obviously the "inmediate bonuses," but for the revolution to actually be worthwhile (For people to use it in actual games as a good strategy), the new bonus must have a sharp-edge to it.
Haiti and Gran Colombia would have no secondary leaders, hence part of their bonuses would be that they can achieve the Classical Age at half a price.
Campaigns
Not sure. Maybe like in AoE II: The Conquerors, this can be a section of one-scenario things.
- Mexican-American War
- U.S. Civil War.
- War of 1812.
- War of the Pacific.
- Chincha Islands War.
- War of the Confederation.
- War of the Triple Alliance.
- Mexican Empire vs. Mexican Republic.
- Haitian Revolution.
Visit the History Forums: http://z4.invisionfree.com/HistoryMaking
Beware the Burger!
{[Inca]}
"For the pride of the empire, and the liberty of justice!"
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Subject:
Re: Age of Empires 3: The Napoleonic Wars
Africa and Oceania: "The African Empires"
The way I see things, Africa should get one or two civilization. Nonetheless, then there should be maps and natives for Africa and Oceania. I do not think Africa should get more than 2 civilizations because their civilizations really weren't as powerful as in other areas of the world.
Egypt was under constant British or French control, the rest of Africa was pretty much governed by a lot of European powers, even Belgium. The only civilization that I could imagine to appear in the game would be the Zulu. Hence, in this wonderful X-pack, I would only add one African civilization. Nonetheless, due to suggestions, the Ashanti would also do as a nice civilization:
1. Zulu
Leader: Shaka.
Quick Hist.: The Zulu were by far the most active African nation that fought against colonization of the area by Europeans. The Zulu continued with their traditional warfare and tactics, and their fierce warriors were capable to hinder the British invasion of Southern Africa. Eventually the troops had to give in to the European technology, and thus lost their war.
Bonus: Zulu produce 2 units for the price of 1. Also, while fighting, the Zulu can enslave the opposing unit. The enslaved unit works like any other unit, and it counts as 1/4 the population.
Unique Units by: H.R.H Redemption
Unit: Nguni Staffman (x2)
Cost: 60 food, 15 wood
Type: Hand Infantry, Light Infantry
Speed: 6.25
Hitpoints: 95
Resistance: 20% Ranged
Damage: Hand Attack: 12 (Hand), Siege Attack: 9 Bio: Fast-moving Zulu warrior armed with a long stick. Good against artillery, archers and skirmishers.
Unit: Hunter (x2)
Cost: 30 food, 30 wood
Type: Infantry, Ranged Infantry, Archer
Speed: 4.5
Hitpoints: 75
Resistance: 30% Ranged
Range: 14
Damage: Ranged Attack: 5 (Ranged, x2 vs Heavy Infantry), Hand Attack: 3, Siege Attack: 4 Bio: Cheap but weak Zulu warrior armed with a small throwing spear. Good against infantry.
Unit: Isandlwana Field-Lighter (x2)
Cost: 80 food, 30 coin
Type: Infantry, Heavy Infantry
Speed: 4.5
Hitpoints: 100
Resistance: 10% Hand
Damage: Fire Attack: 25 (Siege, x1.5 vs Cavalry and Light Infantry; Attack Area 3), Siege: 34 Bio: Heavy infantry that ignites nearby patches of ground with a torch. Good against cavalry and buildings.
Unit: Hlobane Javelin (x2)
Cost: 70 food, 60 wood
Type: Infantry, Light Infantry, Archer
Speed: 6.5
Hitpoints: 120
Resistance: 20% Ranged
Range: 18
Damage: Ranged Attack: 11 (Ranged, x4 vs Cavalry, x2 vs Artillery), Hand Attack: 5 (x4 vs Cavalry, x2 vs Artillery), Siege: 9 Bio: Light Infantry that hurls javelins at long range. Good against cavalry.
Unit: Ulundi Spearman (x2)
Cost: 65 food, 15 wood
Type: Infantry, Heavy Infantry
Speed: 4.5
Hitpoints: 100
Resistance: 10% Melee
Damage: Hand Attack: 14 (x1.5 vs Cavalry, x1.2 vs Infantry; Attack Area 1), Siege: 14 Bio: Zulu warrior armed with a heavy spear. Good against cavalry and infantry.
Unit: Shaman
Cost: (Free from Kraal’s Spirit Ceremony Dance)
Type: Healer
Speed: 4
Hitpoints: 200
Resistance: 10% Ranged
Damage: Hand Attack: 5 Bio: Healer that can prolong the life of Zulu armies.
Unit: Warlord (Not subject to receive x2 per purchase)
Cost: 100 food, 60 coin
Type: Infantry, Heavy Infantry
Speed: 4.5
Hitpoints: 150
Resistance: 30% Melee
Damage: Hand Attack: 16 (x3 vs Infantry), Siege: 20 Bio: Zulu elite that carries a heavy spear. Good against infantry.
Unit: Chieftain
Cost: Cannot be produced.
Type: Infantry
Speed: 4.5
Hitpoints: 500
Resistance: 10% Melee
Damage: Hand Attack 12 (x3 vs Guardians, x .5 vs Hero) Bio: Zulu equivalent of a War Chief, Monk and explorer. Can use a Stun attack on guardians.
Unique Buildings & Dances by: H.R.H Redemption
-War hut (unique looking, but works like others): Produces Hlobane Javelins, Isandlwana Field-Lighters and Warlords, from Age III on.
-Kraal: 2000 HP. Works like a Chinese village, but allows production of Hunters, Nguni Staffmen, and Ulundi Spearmen as well, from Age II on. Also allows up to 5 villagers at once to dance within to perform Ceremonial Dances. Through Building and Upgrading kraals, it is possible to get a massive 300 population.
Ceremonial Dances: Each kraal can have villagers performing a different one, or stack bonuses with performing the same at the different ones. Each kraal has a limit of 5 villagers for dancing, but up to 15 villagers can garrison inside.
Dances:
-Birth Dance (Same as Fertility)
-XP Dance
-War Dance
-Blood Dance: Units receive improved damage resistance (albeit, at slightly under 1 percent per dancer)
-Shaman Dance: To produce Shamans.
-Chieftain Dance (Same as War Chief)
-Spirit Dance: Improves the ROF of all units you have.
2. Ashanti
Leader: Osei Bonsu.
Quick Hist.: The Ashanti formed an empire in the coasts of Western Africa and made it dominant among the other tribes in the area. The expansion of the empire, in present-day Ghana, led it to acquire several gold-filled areas that attracted not only enemy tribes but also European powers. The Ashanti struggled, but managed, to get their empire out of the reaches of Europeans; and through treaties and wars, kept a stalemate between them and the Europeans. Still, at the end they were not able to stand the invaders and fell to the British Empire after the Fourth Anglo-Asante War.
Bonus: While fighting, the Ashanti can enslave the opposing unit (Convert them into workers). The Ashanti warriors move twice as fast as the regular troops (There's power in speed); the bonus is not applied to workers.
Maps
The maps should be spread throughout Africa and on Oceania map.
Minor Tribes
Oceania:
Africa:
Campaigns:
I suppose many of you remember the Saladin Campaign in AoK and the El Cid Campaign in AoC?
There should be one campaign in Africa dealing with a British (or French) person that initially is sent to conquer parts of Africa. This person, by a sad twist of fate, is captured by the Africans; but they spare his life. So first the player fights as a European against the Africans, but then has to play as the Africans fighting the Europeans. The player can then follow the paths of the main civilizations for the game (The Zulu and the Ashanti).
Lol. Hope you like this. 
Thanks for reading this. 
Visit the History Forums: http://z4.invisionfree.com/HistoryMaking
Beware the Burger!
{[Inca]}
"For the pride of the empire, and the liberty of justice!"
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Иван Грозный  |
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My name means Ivan the terrible in russian |
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Subject:
Re: Age of Empires 3: The Napoleonic Wars
- Africa was nothging powerful that times and it has nothing to do with this game, either Oceania, oh plz. Dont make me repeat the point which I said tons of times: This game is about civilizations that were in America (figting, colonizing, etc...) and civilizations that Could have colonize it depending in its own situation, we all know that China never put a foot in America when it colonized it, but it could if it wouldtn have its own problems and wars. Thats why there are ottomans, Chinas, Japanese, and Indians, thought ES couldnt add more maps to the American continent because there were already a lot of different lands, so it decided to make its own maps selection in TAD, and about campaign, its because they couldnt add nothing to the Normal Capaiagn of the Blacks, because game starts in the XVI century and finished on the XIV, thought they could add the son of Morgan Black, but that wouldnt be possible because a whole campaign cant be in 1 lvl, thoguht TAD is a bit different from the game and it losses a bit the games point. I know about this, I read it in ES instructions or something like that and in forums a moderator told me in the year 2005, thought it was with another account because I created this one after my old one was banned.
- About civlizations of U.S.A., mexico and those, dude, there already are those civilizations and u can paly with them, thought there are a lot of em and ES couldnt do so much work, so it decided to put them in the Campaign/when u make a revolution, so there wont be a pack with eitehr of those, thought I dont know of what will be the Next Pack, but there will be another pack, because there are Aoe3, aoe3x, aoe3y, isnt it by logic that there will be a Z? I think yes, thought I dont know of what will be the Z maybe Koreans, Italians, Austrians, and of course Incas. Thought theres no other possible thing that has to do with game.
- Very good Job about the other ideas, thought u need to specify more.
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