![]() ![]() Here they can also train Nguni Cows and fatten livestock. They future the Kraal as their food building instead of the Field. Zulu - The Zulu are one of the civilizations whose buildings will be visually rework in a very near future. The Egyptian Field allow for 10 gatherers instead of 3 like regular Fields. They obtain Influence through Monuments (functionality will be changed in the future, but aspect kept) that change model everytime you build one. They have 4 different camel units to choose from, and are not left behind in infantry either. They also have access to the Moroccan Marketplace that combines the function of the Livestock Market and a Farm.Įgyptians - The Egyptians are a camel civilization. That is reflected one of their unique buildings: the Moroccan Plantation (name subject to change) - here they can gather either Wood or Influence. Moroccans - The Moroccans are well versed in the art of trade. Initially, the gather rate is slow, but can be significantly improved upon. Finally, their late game resource building is the Altar, which can be toggled to gather any of the 3 resources from. Their age up is particularly slow, but can be sped up by tasking Villagers there, which also speeds up the spawn rate of builders. For now they grant shipments like other civs, but in the future it is possible they will grant bonuses depending on the age they were chosen depending on feedback. Instead of selecting a Politician, they will select a God each age. Speaking of which, the Ceremonial Site is where they Age Up. They cannot be built with a Villager, and instead builders can be sent from their Home City and spawned at the Ceremonial Site. This culture is all about… well, culture! Each civilization in this culture has a civ specific statue with different variations that provide different bonuses. ![]() Their unique fort type unit is Fort Tortuga and their leader is Jean Laffite. Their unique Dock has an anti-ship attack, and can train Treasure Ships - ships that can’t attack but generate gold when tasked to a Pirate Dock. Their gold building is also avaliable from Colonial Ageīarataria Pirates - Their unique Villager is the Crewmate, having a bonus at gathering gold. They also each have a unique fort type that combines the functions of a Fort and a Capitol, providing both a strong frontier defense aswell as a late game economic improvements. They have a unique age-up mechanic, Raids! Raids can be started with the explorer type unit of a civilization and have a higher gold cost and lower gold cost than regular age-ups from the Colonial Age forward! They have unique Villagers who have a mixed Food and Gold costs with specific bonuses. This culture’s economy is all about gold. Now to the new Civilizations and Cultures!Note: each civ includes new units, but I encourage you to explore them yourselves as they are A LOT and I don’t want to make this post exceedingly long! All the civs not introduced in this mod, so all the civs present in DE and its expansions, have been left mostly untouched besides the new aformentioned features, with some minor tweeks to some civs.For most, it’s the Sown Grove - Grove Sowers can be trained from the Town Center - but some civs have very different buildings. All civs now have a late game infinite Wood building.Defensive structures no longer have a build limit, and wall conectors can now transform into the civ’s defensive building.Every RTS is unique in their own way.There are some of the features you will find in here: I mean the option you mentioned does sound fun and I would myself try it but I still don't at all think it's needed. If your idea is to mass an army into a single group then it's obvious you're not great at rts online. You CAN select all military troops with a button on hud or you could hotkey it. For example, a decent dutch player with the extra 50 military population can make a world of difference if they can keep their eco up. To add an extra 100pop would change the entire dynamic of the game. If you want the turks to have an overwhelming amount of the most powerful cannons guarded then you'll have a very crappy time because their cannon doesn't even suffer a calvary penalty. By the time I get artillery and cavalry to support my infantry It's probably 100-120 guys. there, the sky is the limit (or your gold income) Eh more like 120. ![]() If you want HUGE ARMIES then go play the fail called Cossacks pls. Peasants have their own 99 build limit to it. Originally posted by -=EDF=- Kouta Seto:*sigh* 200 UNITS are 200 COMBAT UNITS dude.
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