And devs risk to step in even more sh*t than 3K DLC in that case. But the germanic barbarians will get similar tech tree anyway with minor unique differences and bonuses.
That’s a real challenge IMHO to make a unique gameplay style for each faction of these.
Skins are not the point. All general units look European.
The point is, what does this unit represent or symbolize.
If unique or regional skins are introduced then you only need to give the Cataphract different skins.
It still won’t be something that only Byzantines and Armenians have.
Either unique to the Byzantines, or shared by a dozen civs.
I don’t understand why the Vandals can get an attack buff that deal more damage to all units and buildings. I’d rather see their villagers, infantry, and cavalry +1/+2/+3/+4 attack vs buildings in the Dark/Feudal/Castle/Imperial Age, which can be well paired with the another bonus that destroying buildings provides gold while they don’t have a proper economy bonus. Then, find a new bonus for the Goths, perhaps an economy one.
Food is food, gold is gold. It is inappropriate to compare them with the Jurchens, Mongols and Goths.
Hunters generating 200 gold in the Dark Age means they can advance to Castle Age without even building a Mining Camp.
My suggestion is to adopt a progressive design, such as hunters and fishermen generate +10%/+30%/+50%/+70% gold, or +15%/+30%/+45%/+60% gold.
This is also the bonus I set in my civ concept of Jurchens. For maps with a lot of hunttables, it should encourage players to actively hunt in the late game.
When you look at how much gold a player has mined in total after a game is over, you’ll notice how big of a gain it is to give them 25% food of that.
I think 10% or 12.5% is an appropriate range.
If the reason is because they are in the same region, then you can give them Fortified Churches. It would have been appropriate for Christianized Alania to have churches of similar form.
I think ideally the Fortified Church would apply to all Caucasian civs, the Warrior Priest should apply to both of Armenians and Georgians, and the Mule Cart should be unique to Georgians only.
The reason Vandals and Alans would be best fits is that their tech trees are re the most varied with units not normally European.
Everything else you have to possible start making new Regional units and Im getting sick of these forced units that waste artist time and production money
Not that I trust the devs to have my strong vision for Vandals Usac’s Civ Crafting Brainstorms Part 4- Vandals - #34 by DynasticPlanet5 or Alans Usac’s Civ Crafting Brainstorms Part 7 - Alans - #18 by DynasticPlanet5
Yes for any who recognize me Im the very Usac who has been a crafter for decades. Long before Cysion ever made his first civ by the way…
Can you sort out the Chinese DLC? ![]()
Do we have enough hours in a week without sleep!?
Suffice to say… this 2013 post was not my first rosdeo
https://www.aoezone.net/threads/beyond-forgotten-empires.72799/
I always liked my Tatar -1 villager but increased resource start concept. Pity nobody ever tried it
Plumbata thrower (regional unit)
New regional unit for the Byzantines and the Romans
Plumbata were lead-weighted darts carried by infantrymen used by the late romans and the early byzantines. I think he can make a good regional unit shared by the civilization, better than make the legionary a regional unit because the byzantine didn’t use legionary after the 6 th century. The time of the migration period DLC is good to introduce this unit in the game.
In game he is basically a footed arambai. Unique roman and byzantine technologies apply to him. Roman plumbata thrower train faster and have a charge attack. Centurion aura apply to the plumbata thrower increasing their movement speed and attack speed. Byzantine plumbata thrower throw incendiary grenade who create a small patch of fire who deal damage.
Byzantines UT : Greek Fire : Plumbata are now equipped with a grenade filled with greek fire
On impact, in addition of the normal damage, its projectiles create a patch of fire that lasts for 8 seconds, dealing 2 damage per second to any enemy unit and 4 damage per second to any enemy building in a 0.65 tile radius.
It’s the same effect than the Mounted Trebuchet.
(Other effects of the technology still apply : Gives Fire Ships +1 range; Dromons +0.2 blast radius; Bombard Towers +0.5 blast radius [25% effect without friendly fire damage])
Romans UT : Comitatenses : Plumbata thrower train 50% faster and receive +5 charge attack over 20 seconds.
(Apply to the Plumbata in addition of the Militia-line, Knight-line, and Centurions)
Centurions : The aura of centurion apply to the plumbata in addition of the militia line. (Increasing their movement speed and attack speed)
Plumbata thrower
Anti infrantry archer
Strengths and weaknesses
Strong vs. Infantry, units in dense formation
Weak vs. Cavalry, ranged unit
Technologies : Archer armor (Forge) Chemistry, Ballistics, Devotion Faith, Conscription
Available at Castle age in Archery range
Cost : 40 Food, 30 Gold
HP : 35
Pierce attack : 10
Attack bonus : +2 vs infantry, +4 vs Ram
Reload time : 2
Range : 5
Accuracy : 30%
Projectile speed : 7
Melee armor : 0
Pierce armor : 1
Armor class : Archer
Speed : 0.96
Line of Sight : 6
Ability : Missed projectiles deal 100% damage too
For the visual of the unit : a late roman soldier like the legionary but without armor only a shirt, an helmet and a shield with the symbol Chi Rho like the Centurion shield. It’s possible to make this unit with the model of the legionary removing the sword, the armor and putting a shirt instead, and putting the dart of the arambai and the shield of the centurion.
Heavy plumbata thrower
Anti infrantry archer
Available at Imperial age in Archery range
Upgrade cost : 300 Wood, 300 Gold
Upgrade time : 50 seconds
Cost : 40 Food, 30 Gold
HP : 40
Pierce attack : 12
Attack bonus : +2 vs infantry, +4 vs Ram
Reload time : 2
Range : 5
Accuracy : 40%
Projectile speed : 7
Melee armor : 1
Pierce armor : 2
Armor class : Archer
Speed : 0.96
Line of Sight : 6
Ability : Missed projectiles deal 100% damage too
For the visual of the unit : the same as precedent but with a scale mail armor like the legionary and the shield with the symbol Chi Rho like the Centurion shield. It’s possible to make this unit with the model of the legionary removing the sword and putting the dart of the arambai and the shield of the centurion.
For the post of the Angon thrower the link to the images are dead here the correct links : Invasiones bárbaras en el siglo III - Arre caballo!
For the Angon thrower see :
Guerrero alamán siglo III-IV, al comienzo de le emigraciones germánicas
For the Elite angon thrower see (the warrior on the right) :
Guerreros alamanes siglo IV-V, a la izquierda jinete, a la derecha infante. Autor Igor Dzis.
Draconarius
The Dacian draco was a military standard use by many peoples, the romans even have a standard bearer called the draconarius. Alans too used this military standard. In a battle only few standard were used so she was a rare unit on the battlefield.
The Draconarius is a unique unit for the Alans. Like the spartan Polemarch he is limited to only two free units in the forum. Alans start with one Draconarius instead of a scout cavalry. In dark age he act as a scout cavalry with a little more line of sight. In feudal he can act to buff the military units. Also he can not be converted, but lack bonus damage against monks. In later he can act as a scout cavalry but more heavily armored. He have a sword in one hand and the draco standard in the other hand.
Civilization bonus : Alans start with one Draconarius instead of a scout cavalry
Draconarius (Alans unique unit)
Available at Feudal age in Town center
Cost : Free
Build limit : Dark age : 0, Feudal age : 1, Castle age : 2
Training time : Feudal age : 75, Castle age : 60, Imperial age : 50
HP : Dark age : 45, Feudal age : 50, Castle age : 60, Imperial age : 80
Regeneration : Dark age : 0, Feudal age : 5 HP/min, Castle age : 10 HP/min, Imperial age : 15 HP/min
Melee attack : Dark age : 3, Feudal age : 5, Castle age : 7, Imperial age : 9
Reload time : 2
Melee armor : Dark age : 0, Feudal age : 1, Castle age : 1, Imperial age : 2
Pierce armor : Dark age : 2, Feudal age : 3, Castle age : 3, Imperial age : 3
Armor class : Cavalry, Unique unit
Speed : Dark age : 1.2; Feudal age : 1.55
Line of Sight : Dark age : 5, Feudal age : 7, Castle age : 9, Imperial age : 11
Ability : Cannot be converted.
Aura : Draconarius have an aura who give +1 damage (without stacking) to nearly military units and +10% attack speed.
Aura range : A radius of 8 cases
Why free ? This would make the only cost the opportunity cost of not training 2 villagers at the time, which in feudal age won’t happen if you don’t lose your original draconarius and in castle age at most will be relevant before you build other TCs.
As far as I could recall, this unit is typical for nomadic tribes of the Great Steppe, originally Sauromatic, then borrowed by neighbour peoples.
Could give some bonus for archer cavalry in the game.
I made it free because I copy paste the concept of the spartan polemarch but this is a cavalry unit instead of tan infantry unit.
I got this off facebook and there was an interesting comment regarding the vandals.as per the comment the vandal words are more close to slavic words than germanic.
Vandals spoke an eastern germanic language (quite different from western germanic that made german and dutch, and northern germanic in Scandinavia) so some loan words from neighbouring Slavs isn’t surprising, on top of common indo-european roots.
Still the grammar is what qualifies a language, that’s why english is considered germanic despite latin + norman french forming around 60% of english words.
Cool map. Only misses Heruli and Sciri, probably a chunk of the Ostrogoths, near the Lombards. And they were in the army of Odoacer (and maybe he was one himself). Picts in Scotland and Goths in Crimea for what’s worth…
Also what was left of Huns and Sarmatians around Scythia before the Kutrigurs, Onogurs and all those Hunnish proto Bulgars (?) tribes came.
Wouldn’t this issue be partially resolved by reworking the goths somewhat?
Give them a QoL update - new voicelines, maybe a new UU instead of the hand cannoneer? Maybe a new regional champion skin? These units come to mind and they’re already ingame
Goths are fine as they are they can represent goths saxons swedes and maybe others in the current form.what we should add are the missing once like frisians.
And I’m of the opinion Goths shouldn’t cover that much (like I think the current African civs shouldn’t be used to also represent everyone else in Africa and Incas shouldn’t be used for everyone in the Andes). I’m only open to a Teutons split (if you can call it that) to take some unfitting load off Goths. Let them only represent Visigoths and Ostrogoths (and I guess Lombards and Crimean Goths).
Which is also why I don’t like the Huskarl unit name or the suggestion to make it a regional unit also available to Goths (it’s a Danish term).
Im ok with goths representing sweden.Add danes and give them a new uu which is not a huskarl.
In 1434, the Council of Basel became the stage for a unique dispute between Sweden and Spain over their Gothic heritage. The Swedes, represented by Nicolaus Ragvaldi, a bishop from the Diocese of Växjö, asserted that they were the true descendants of the Goths. Ragvaldi claimed that the people of Västergötland (Westrogothia) were the Visigoths, and those from Östergötland (Ostrogothia) were the Ostrogoths. This assertion was rooted in the belief that the Goths had originated from Scandinavia before migrating southward. The Swedes argued that their direct lineage from these ancient tribes made them more deserving of higher honors and recognition.
On the other hand, the Spanish delegation countered this claim by arguing that only the “lazy” and “unenterprising” Goths had remained in Scandinavia. They contended that the truly heroic Goths had left their homeland, ventured into the Roman Empire, and eventually settled in Spain. This migration and subsequent conquest of the Iberian Peninsula by the Visigoths were seen as acts of bravery and valor, making the Spanish more deserving of Gothic honors. This debate over Gothic heritage was not just about historical lineage but also about national pride and the desire for recognition on the international stage.
As showcased in Total War:Attila , they’re famous with club infantries, of course the no-brainer choice for their UU(with possibilities to stun enemy for some seconds) if remade as a seperate civ.
Language of the new civilizations
Alans : Alanic language. This language are know but if you want a substitute you can take the modern Digor dialect of the Ossetian language
Saxon : Old Saxon or Old english. Those two languages are well know. Depend where the campaigns DLC take place ? If it’s in England take the old english. If it’s in Germany take the Old Saxon. In term of marketing I think it’s better to let them speak old english because most of the english speaking players will enjoy this with in addtion a campaign who take place during the Heptarchy.
Suebi : Modern swabian dialect. We don’t know exactly what type of germanic language was spoken by this old Suebi, it’s better to take an modern german dialect.
Vandals : Vandal language. The vandals spoke an eastern germanic language. (edit after Mahazona posted a video about the vandalic language)
Language of the old civilizations
Byzantine : medieval greek. Actually they speak latin. Copy paste the greek voice line of the byzantines of AoE4.
Goths : gothic language. Actually they speak german. The gothic language are know by the gothic Wulfila Bible. Goth was a eastern germanic language.
Huns : Chuvash language. Actually they speak mongol. Hunnic language are not know but there is hypothesis than the modern Chuvash language can be related to the hunnic language.
Italian : Medieval italian or modern italian. Actually they speak latin. Lets 's them speak italian instead of latin. At least give them the voice line of the AoE3 italians.



