Nations

Put here any ideas about new suggested game types comes into your mind.
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COOLguy
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Re: Nations

Post by COOLguy » Sat Aug 06, 2016 4:03 pm

No.

What I was saying was:

-I think every nation we implement at the start should have 3 special national units
-so we have to implement more units whether they are for a "Saracen" nation or a "Russia" nation
DoomCarrot wrote:Also, I don't think we should reskin normal units, and just leave them as common units, as that would be a lot of work.
No, I agree. What I was saying was that with a little image touch-ups we can change the normal horse-archer to a Hungarian Horse archer. (since the Longbow is technically an English Longbow, the War Elephant is like a Carthaginian War Elephant) so we can have more special national units.
DoomCarrot wrote:Also, what do you mean by unit/images that we have to find? Are you thinking of flags, like AoF has shields for the factions? If so, I was imagining we could simply have the name of the nations to begin with.
Not sure which part you are referring to

but:
COOLguy wrote:-I think every nation we implement at the start should have 3 special national units
-so we have to implement more units whether they are for a "Saracen" nation or a "Russia" nation
Because a nation with only one special unit is a pretty sorry nation - especially when you can no longer build any more of the other national units.
Thanks!
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DoomCarrot
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Re: Nations

Post by DoomCarrot » Sat Aug 06, 2016 4:21 pm

Ah ok, well, in that case, we must work on a lot of existing nations (Korea, Hungary, Celts) before this is implemented, because I think we only have 2-3 national units for 2 nations right now. :lol:

Unless we do just reskin some units like horse archers and elephants. However, would they have different stats? What would set them apart from the common units that everyone can build?
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Disco
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Re: Nations

Post by Disco » Wed Aug 10, 2016 11:09 am

Shouldnt Longbowmen be English/British/Celt?
Or...
Maybe a little pumped up, for exclusive English/British/Celt Longbowmen (new unit)?

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DoomCarrot
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Re: Nations

Post by DoomCarrot » Wed Aug 10, 2016 12:02 pm

Longbows should deffinately be english, saxon, or something of that sort. Good point.
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HokanPL
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Re: Nations

Post by HokanPL » Wed Aug 10, 2016 11:06 pm

I don't see this idea, actually. I know something about balancing sides in game and I suppose it's quite impossible here without changing EVERYTHING. I'm afraid if it can destroy power of this game in present look.
Sorry for all, maybe I am wrong, but for now I am totally against this concept :/

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DoomCarrot
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Re: Nations

Post by DoomCarrot » Thu Aug 11, 2016 1:55 am

What would make anything unbalanced? To be honest, there isn't a single national unit that is "needed" or "overpowered." Also, this does not really greatly change the game, and only removes the option to build about 6-8 troops based on what nation you are.

Hussars certainly are great for a fast, light cavalry strategy. This is not the only strategy to play by. And If it is, you could be Hungary or Russia.

Romans are great if you have time to build an organized army. Man-at-arms and banner bearers work fine for a similar strategy if you do it right.

Turtles are good at defending important waters. So are fire archers.

Longbows are alright.

Tuetonic knights are a nice infantry unit for castles, but they are not overpowered at all.

Celtic warriors and samurai are both great anti-infantry units, but neither are heavily used, or overpowered.

Where is the unbalance?
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Hardeep
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Re: Nations

Post by Hardeep » Thu Aug 11, 2016 7:30 pm

Longbows would be Ideal for sniping workers and suppression.
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DoomCarrot
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Re: Nations

Post by DoomCarrot » Fri Aug 12, 2016 12:17 am

Well, yes. But they aren't unbalancingly powerful in my opinion. But they are certainly nice to have!
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Disco
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Re: Nations

Post by Disco » Sun Aug 14, 2016 5:24 am

HokanPL wrote:I don't see this idea, actually. I know something about balancing sides in game and I suppose it's quite impossible here without changing EVERYTHING. I'm afraid if it can destroy power of this game in present look.
Sorry for all, maybe I am wrong, but for now I am totally against this concept :/
Id really like to know, how this game mode, would need to change EVERYTHING, to make it balanced lol.

My first guess is..90-95% of ALL units would be available to ALL countries.
Only a specific few units are given to countries, to make them different.

BUT

The general bonuses def need looking at seriously, this could easily unbalance some nations. But then again..war was rarely balanced..and lets say (for example) the vikings wouldnt have liked fighting in the desert lol.

P.S. Goodstuff on the list DC.

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DoomCarrot
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Re: Nations

Post by DoomCarrot » Sun Aug 14, 2016 5:47 am

Yes, basically every nation would have 95% the same units, but each nation would be able to build its few national units as well.

Also, as for general bonuses, they COULD be hugely unbalancing if not done right. To be honest, I think general bonuses might be a lot to implement, but I did have an idea.What if general bonuses were starting techs? For instance, Romans could start with ambidextria, since they had great builders. Germany could start with loyalty or something, mongolians could start with master archery 1, etc.

Is this a good idea, or is it not really?
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Disco
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Re: Nations

Post by Disco » Sun Aug 14, 2016 5:50 am

DoomCarrot wrote:Yes, basically every nation would have 95% the same units, but each nation would be able to build its few national units as well.

Also, as for general bonuses, they COULD be hugely unbalancing if not done right. To be honest, I think general bonuses might be a lot to implement, but I did have an idea.What if general bonuses were starting techs? For instance, Romans could start with ambidextria, since they had great builders. Germany could start with loyalty or something, mongolians could start with master archery 1, etc.

Is this a good idea, or is it not really?
Hey I think thats a cracking idea, about the general bonuses!

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DoomCarrot
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Re: Nations

Post by DoomCarrot » Sun Aug 14, 2016 2:52 pm

Cool. :)
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HokanPL
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Re: Nations

Post by HokanPL » Sun Aug 14, 2016 11:27 pm

I've written about unbalancing because I thought every nation get units which cannot be recruited by another ones. For example only Nation A gets normal Archers and swordmen, rest - no. If we're talking about the concept many units are avaliable for all and only some units are specific for specific nations - my words aren't actual.

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DoomCarrot
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Re: Nations

Post by DoomCarrot » Mon Aug 15, 2016 4:50 am

Ah, I see. Yes, all nations would have the same basic units, buildings, etc. :)
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Alexander82
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Re: Nations

Post by Alexander82 » Mon Aug 15, 2016 11:16 pm

I remember that some sid meywer's civilization games had some specific units that were substitutes for normal units (for example a japanese player had the samurai unit instead of a normal swordman, so a roman player could use a legionaire instead of a normal infantry.
We should obviously rebalance everything for that mode, but that might add something and make some units more useful.

I also suggest that some units costs are lowered in that mode to become a real addition to the player.
For example a player that have access to hussars should be able to buy those instead of normal knights and their cost should become 4, like a normal knight.
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DoomCarrot
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Re: Nations

Post by DoomCarrot » Mon Aug 15, 2016 11:46 pm

That is another way of doing it. However, that might be a weakness for some, like swapping mongolian horse archers with horse archers. Because MHA don't get any blacksmith bonuses and they can't upgrade.

So, I agree, if we do go that route, much balancing would need to be done to make it fair.
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Disco
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Re: Nations

Post by Disco » Tue Aug 16, 2016 8:02 am

Alexander82 wrote:I remember that some sid meywer's civilization games had some specific units that were substitutes for normal units (for example a japanese player had the samurai unit instead of a normal swordman, so a roman player could use a legionaire instead of a normal infantry.
We should obviously rebalance everything for that mode, but that might add something and make some units more useful.

I also suggest that some units costs are lowered in that mode to become a real addition to the player.
For example a player that have access to hussars should be able to buy those instead of normal knights and their cost should become 4, like a normal knight.
Thats a very interesting idea, and more realistic me thinks.

Though, like DC said, it will take a little more balancing. I think maybe worth it..not sure :?

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Re: Nations

Post by samuelch » Wed Aug 24, 2016 1:17 pm

Nations concept for AoS by me.
Roman UU=Legionare, Centurion, Saggitarus Ability:All units +1 speed when adjacent to legionare (to simulate roads)
Japan UU=Samurai, Tanegashima, Yari Ashigaru Ability:Can build dojos (train basic units that have upgrades and upgrade basic units)
Celt UU=Celtic Swordsman, Highlander Ability:All infantries adjacent to priest or missionary increase their conversion ressistance by 5% ?
Greece UU=Hoplite, Fire Siphon Ability:Can build gymnasion (train basic infantries and research blacksmith techs)
Hungary UU=Hussar, Tabor(Hungarian War Wagon) Ability:?
Egypt UU=Mameluke, Egyptian Chariot Archer (the one in map editor) Ability:Build buildings faster
Germany UU=Teutonic Knight, Zweihander, War Wagon Ability:Start with loyalty tech
Korea UU=Turtle Ship, Hwacha Ability:-1 turn for researching techs
Mongolia UU=Mongolian Horseman, Stepee Rider ? Ability:Can build a Mongolian Ger (Train mounted units and shoot enemies)
VIking UU=Berserker (the one in level editor), Longship Ability:-1 turn for building ships
Saracen UU=Saracen Archer, Hashashim (Special Assasin) Ability:-1 turn for training religious units
?=I am not sure
What do you think of my concept? :)
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Alexander82
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Re: Nations

Post by Alexander82 » Wed Aug 24, 2016 2:06 pm

DoomCarrot wrote:That is another way of doing it. However, that might be a weakness for some, like swapping mongolian horse archers with horse archers. Because MHA don't get any blacksmith bonuses and they can't upgrade.

So, I agree, if we do go that route, much balancing would need to be done to make it fair.
I think that in a nation games the units should definitely benefit from bonuses (national units have to be used, or else it's just a common game)
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godOfKings
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Re: Nations

Post by godOfKings » Tue May 22, 2018 2:24 am

I believe right now there r three completed nations, or groups of nations, so here is my idea

Ancient Roman Empire: The glorious Rome has risen once again to reclaim their empire
Unique units:
Roman garrison
Centurion
Drummer
Other roman units
Heavy chariot (other nation will have only chariot)


Holy Catholic Empire: When Europe wasted in darkness, the Church brought it back to life. Once again they shall expand their ideology into the new world and convert it to their faith
Unique units:
Church and Cathedral
Priest (other nation will only have healer)
Missionary
Templar, templar knight and upgrades
Teutonic knight


Land of the Rising Sun: ruled by the shogunate, the samurai are gearing up for war. And when they fight a war they won't stop killing until they stop breathing
Unique units:
Dojo
Ashigaru packs
Samurai and hatamoto
Ninja



There r many nice ideas for all three nations, once these get implemented they will b included in the unique units list of the respective nations
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COOLguy
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Re: Nations

Post by COOLguy » Sat May 26, 2018 7:14 pm

Yes cool!
Thanks!
Josh

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makazuwr32
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Re: Nations

Post by makazuwr32 » Sun May 27, 2018 7:52 am

I can add few more:
Viking union
Fierce warriors and great sailors of the north
Unique units:
Flailman
Celtic warrior
Galleas upgrade (others will have only galley)
Mending ship
Viking ship

Hungarian kingdom
(Here must be description)
Unique units:
Heavy horse archer (others will have normal ones only)
Hungarian hussar
Bird
Elite light cavalry (others will have normal one only)
Specifically for not so genious persons
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Fri Dec 07, 2018 9:24 am
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