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Not a full return to develop the ideas, but yes, some ideas.
Posted: Wed Jan 27, 2021 7:41 am
by GeneralWadaling
Today I'd like to talk about technologies.
- Tactical Arsenal
Tier 2 technology that is necessary for a real battle. With this technology you are able to gain access to most class of units, especially the main battle elements.
- Great War Arsenal
Tier 3 technology. Gains access to more powerful units (larger war engines!) and their upgrades, and also some valuable strategic assets.
- Secret Weapons
Tier 4 technology which will unlock end game units and technologies - the most powerful weapons of your faction.
- Steam Compression Rifle
A new generation of rifles that propells rounds using pressurised steam instead of igniting gunpowder.
- Prefabricated Construction Packs
This allows basic infantries and sappers construct buildings (or repair vehicles) a bit faster - less time is needed to assemble the parts of the buildings.
- Universal Exoskeleton Suit
Modified designs of Exoskeleton Suits that are easier to be used by general infantries, giving extra protection against enemy fire (and probably mobility). Though won't tough as the more tactical designs.
- Radio Channel
Establishing radio link with your allies for sharing intel.
- Tactical Radio
By using radio communications you are able to deploy field commanders that can coordinate your troops.
- Composite-Tipped Gun Rounds
Improving the ammunitions used by anti armour guns by using a tip made of advanced composites.
- Productivity Reallocation
Allows factories or TCs to build supply convoys that are able to transfer their productivity to another production facility for rush production.
- Heavy Duty Support Structure
Improved supporting structures are necessary for enormous constructions like heavy combat vehicles and fortresses.
- Supermaterials
Materials exhibiting excellent properites can be harnessed as invaluable military assets - especially needed for constructing epic machines of war.
- Electrification
Though not a very mature technology, electricity can be used for tactical purposes. Let the Joules flow!
- Steam Jet Engine
How to make aircraft faster than driven by propellers? BY ERUPTING LOADS OF STEAM!
- Petroleum Utilisations
Expensive fuels, but more efficient than burning coals. With stronger fuels, this can bring more possibilities to battlefields - more powerful engines and even flamethrowers.
- Artillery Engines
What? You say the artillery is too slow to move around? Just install a steam engine and the problem will be (partially) solved!
.... probably too much ideas here

Re: AGE OF STEAMPUNK
Posted: Wed Jan 27, 2021 7:48 am
by GeneralWadaling
BTW, with terrain movement speed modifications we can probably make units that only runs on railways?
Such as armoured train and railway artillery.
Re: AGE OF STEAMPUNK
Posted: Wed Jan 27, 2021 7:49 am
by Midonik
That sounds interesting, though you dont seem to mention factions, would all techs be for all factions?
Re: AGE OF STEAMPUNK
Posted: Wed Jan 27, 2021 7:50 am
by Midonik
GeneralWadaling wrote: ↑Wed Jan 27, 2021 7:48 am
BTW, with terrain movement speed modifications we can probably make units that only runs on railways?
Such as armoured train and railway artillery.
Yes, and you can make units build terrain too I believe.
Re: AGE OF STEAMPUNK
Posted: Wed Jan 27, 2021 7:54 am
by GeneralWadaling
Midonik wrote: ↑Wed Jan 27, 2021 7:49 am
That sounds interesting, though you dont seem to mention factions, would all techs be for all factions?
Right now I am only proposing universla techs (yeah, for all factions).
I'm also thinking whether I can put some of the technologies as faction exclusives (excluding unit upgrades), like, advanced aerodynamics for Victorian Empire that I design them as airmobile warfare experts.
Of course the Mediterranean Alliance will have a much different tech tree, since their units are basically mass-upgraded with ‘subfaction’ techs (except their main Foreign Legion branch which still follows the universal tech tree).
Re: AGE OF STEAMPUNK
Posted: Wed Jan 27, 2021 8:06 am
by Midonik
Id say faction unique techs sound like a good idea. You did propose a ton of universal techs, to be fair. Tho most of them seem to unlock more units. Maybe faction unique techs could give some more stats boosts to unit types that are given factions strong suit, to enchance faction properties?
Classes/categories of units (first proposal)
Posted: Thu Jan 28, 2021 1:54 am
by GeneralWadaling
Focus on land units first...
- Infantry
Personnel units.
- Infantry AT
Anti armor infantries.
- Infantry anti-personnel
Anti infantry infantries.
- Builder infantry
Infantries that are able to build and mend.
- Exoskeleton infantry
Heavy infantries that aren't easy to be killed by light weapons and howitzer artillery.
- Cyborgs and Automatons
Don't take them as ordinary soldiers, they are biological component-free soldiers!
- Vehicles non-combat
Vehicles that are fitted for (primarily) non-combat purposes.
- Transport
Units that are able to transport infantries and transportable equipment.
- Tanks
A class of combat vehicles that are best used on open terrains.
- Light Tank
Features high mobility that can flank enemies up and low cost.
- Medium Tank
Versatile main battle elements that has average overall performance.
- Heavy Tank
Bulky heavy combat vehicles that can dominate the main battlefields.
- Superheavy Landship
An one-man army that will crush everything under their intensive firepower and their immense tank tracks.
- Mech
Compared to tanks they have less average mobility but less affected by rough or vegetated terrains.
- Light Mech
A good instrument for early infantry firepower support.
- Medium Mech
Versatile main battle elements that has average overall performance.
- Heavy Mech
Walking steel bunkers that shall crush enemies with their might.
- Superheavy Mech
Good at stompin' and dakka (wait wrong world)
- Armor Hunter
Units specialized to kill heavy armor units. Unlike main battle elements they aren't effective against infantries.
- Recon
Units that specialize recon and scouting, as well reveals stealth units.
- Stealthed
Invisable to others (without upgrades) unless next to enemy unit or the enemy has recon units.
- Transportable
Units that can be transported by transports.
- Vehicle AA
Anti air vehicles.
- Heavy AA
Anti air units that are used to take down heavy aircrafts like airships.
- Artillery
Units that specialize high firepower but with almost no protection.
- Field Gun Howitzer and Mortar
Provides medium to long range heavy fire support, or as a siege weapon.
- Field Artillery AT Cannon
Provides close range anti armor fire support.
- Field Artillery Heavy AT
A heavier class of AT field guns that can pierce armor of superheavy vehicles.
- Field Artillery AA
Anti air weapons that can be moved around.
- Field Rocket Artillery
Delivers large area bombardments.
- SPA Howitzer and Mortar
- SPA Rocket
- Flamethrower and napalm
Deals heavy damage against infantries and structures.
- Tesla Weapon
Electrified weapons.
- Anti Garrison
If the building is garrisoned, damage is prioritized on garrisons instead of the building.
Styles of factions
Posted: Thu Jan 28, 2021 6:54 am
by GeneralWadaling
Victorian Empire
- Architecture: Brick wall constructions with iron frames
- Infantry: Kind of referenced from 19th century British infantry outfit
- Vehicles: The engine parts usually adopts the shape of train locomotives. Bronze hull.
- Real world reference: United Kingdom
Mediterranean Alliance - French
- Architecture: Half-timber traditional French architecture
- Infantry: Foreign Legion with Kepi hat
- Vehicles: Hull are painted blue. Mechs often adopting humanoid designs. Some hull designs are referenced from medieval armor.
- Real world reference: France (Republic ones, not the Napoleonic ones!)
Germanic Kaiserdom
- Architecture: Steel & concrete architecture
- Infantry: PRUSSIAN HELMET.
- Vehicles: Usually cubic shaped. Often having most parts covered with steel armor plates.
- Real world reference: Prussian Reich (WW1 Germany)
Slavic Union
- Architecture: SLAVIC ARCHITECTURE (pointed onion domes!)
- Infantry: Soldiers wearing headband hats and big coats.
- Vehicles: Usually vehicles with a large turret (ref. KV-2). For mechs some of them are supported by wheels (ref. Tsar Tank)...
- Real world reference: Early Soviet Union, Tsardom Russia in WW1
Great Sultanate
- Architecture: Ottoman architecture.
- Infantry: Middle Eastern soldiers. Some of them would take reference from Janissary.
- Vehicles: Their tanks are basically larger armored cars (wheels). Turrets are open-air.
- Real world reference: Ottomans and probably Arabia
Eastern Banners
- Architecture: Mostly East Asian.
- Infantry: Would take reference from Chinese, Japanese and Korean.
- Vehicles: Partly wooden, with more decorative elements than others.
- Real world reference: Imperial Japan, Imperial China (Qing), maybe more
New World Resistance
- Architecture: American colonial style.
- Infantry: Most of them are still wearing worker/civilian outfits. Some of them has uniform (pending design choices).
- Vehicles: Assembled from like, boilers and industrial machines?
- Real world reference: USA
Re: AGE OF STEAMPUNK
Posted: Thu Jan 28, 2021 11:25 am
by Maxbirykov2004
Great, do you need some help?
Re: AGE OF STEAMPUNK
Posted: Fri Jan 29, 2021 1:39 am
by GeneralWadaling
Maxbirykov2004 wrote: ↑Thu Jan 28, 2021 11:25 am
Great, do you need some help?
Sure if you would like to!

I'm getting quite busy again for the upcoming months which I cannot really spare more time and efforts, help might needed for some detail refining and game sprite arts to get this game really having a clear and complete idea and it can work.
Re: AGE OF STEAMPUNK
Posted: Fri Jan 29, 2021 4:25 am
by Shark guy 35
I have an idea for a new faction, the Scandinavian union. They are sort of like more modern Vikings. Their technology relies on being able to cause large amounts of damage in quick raids, and destroying and plundering is their specalty.
Re: AGE OF STEAMPUNK
Posted: Sun Jan 31, 2021 1:58 am
by GeneralWadaling
Shark guy 35 wrote: ↑Fri Jan 29, 2021 4:25 am
I have an idea for a new faction, the Scandinavian union. They are sort of like more modern Vikings. Their technology relies on being able to cause large amounts of damage in quick raids, and destroying and plundering is their specalty.
That is indeed a nice idea. I almost have forgotten the Nordic people... (My bad)
If you say Nordic people, this would so be a good faction to be given with naval superiority, or amphibious warfare advantage.
And for the styles for architecture and units, it's also very clear - VIKINGS!
PILLAGE AND BURN INTENSIFIES
Re: AGE OF STEAMPUNK
Posted: Sun Jan 31, 2021 8:01 am
by GeneralWadaling
Later I am going to post some hand-drawn concept arts.
Edit: suspended due to upload limits of this forum. Will find alternatives such as using other platforms
Edit 2: Alright, here it is. I finally decided to create a Discord server.
https://discord.gg/djHXBndhU6
Re: AGE OF STEAMPUNK
Posted: Sat Feb 27, 2021 9:47 am
by GeneralWadaling
Want to try a new style for infantries...
Re: AGE OF STEAMPUNK
Posted: Thu Mar 11, 2021 3:49 am
by L4cus
How do u think those poses can work?
Re: AGE OF STEAMPUNK
Posted: Sun Mar 14, 2021 10:45 am
by GeneralWadaling
L4cus wrote: ↑Thu Mar 11, 2021 3:49 am
How do u think those poses can work?
I can combine them into a squad unit sprite. And those can act as templates for later models too.
Re: AGE OF STEAMPUNK (Project rebooting)
Posted: Sun Jun 27, 2021 4:54 am
by GeneralWadaling
I'm happy to announce the project is coming back with this reboot.
Join the new discord server if you wish to give ideas and engage in development!
https://discord.gg/pGsFN9XsVj
I'm currently looking for volunteer json engineers and artists.
Re: AGE OF STEAMPUNK (Project rebooting)
Posted: Sun Jun 27, 2021 5:26 am
by GeneralWadaling
Faction icons in simplistic style
Re: AGE OF STEAMPUNK (Project rebooting)
Posted: Sun Jun 27, 2021 6:48 am
by Hyuhjhih
🥳 welcome back Wadaling
Re: AGE OF STEAMPUNK (Project rebooting)
Posted: Wed Jul 28, 2021 3:34 pm
by Sultan Suleiman Khan
I have a new faction idea...we can add vengols/vengolians of Vengolia.It is conceptualized from Mongolia,,,
•Their solders will be like,um,,,Barbaric I guess???they will be the most undeveloped factions but as furious and brave as the Great Sultanate...
•They will use their army in great numbers,,,
•Using the "Weapons From The Old Times",,, but after researching Tiers,,,they are in touch of steam powers
•They will have weak but cheapest production
•Their army can have great stealth powers
Also many ideas can be added
Re: AGE OF STEAMPUNK (Project rebooting)
Posted: Thu Jul 29, 2021 10:02 pm
by Maxbirykov2004
Hmm

Re: AGE OF STEAMPUNK (Project scrapped)
Posted: Mon Jan 31, 2022 8:20 pm
by ReverseFlashD6
Definitivly not Iron Harvest. But Good idea
Re: AGE OF STEAMPUNK (Project scrapped)
Posted: Wed Feb 02, 2022 1:12 pm
by GeneralWadaling
Sultan Suleiman Khan wrote: ↑Wed Jul 28, 2021 3:34 pm
I have a new faction idea...we can add vengols/vengolians of Vengolia.It is conceptualized from Mongolia,,,
•Their solders will be like,um,,,Barbaric I guess???they will be the most undeveloped factions but as furious and brave as the Great Sultanate...
•They will use their army in great numbers,,,
•Using the "Weapons From The Old Times",,, but after researching Tiers,,,they are in touch of steam powers
•They will have weak but cheapest production
•Their army can have great stealth powers
Also many ideas can be added
Luddites intensifies
Re: AGE OF STEAMPUNK (Looking for new team to take over)
Posted: Fri Feb 04, 2022 3:14 am
by GeneralWadaling
Asset dumping part 1.
Re: AGE OF STEAMPUNK (Looking for new team to take over)
Posted: Fri Feb 04, 2022 3:15 am
by GeneralWadaling
part 2.
Re: AGE OF STEAMPUNK (Looking for new team to take over)
Posted: Fri Feb 04, 2022 3:16 am
by GeneralWadaling
Part 3.
Re: AGE OF STEAMPUNK (Looking for new team to take over)
Posted: Sat Jan 27, 2024 6:05 am
by v094517
Nomadic mechanised vehicles roaming over the steppe, probably mostly competing with each other.
But there will continue to be unions of the Steppe, whether loosely or cohesive, as confederations, khanates, khaganates.
Perhaps a new reunion, adopting imperial tradition from its predecessors, subjects, and neighbours, but as firepower continues to exceed maneuverability and lessens the gap between untrained and trained, increase of state power magnifies manpower/otherwise shortfall vs principal opponents, and steam industry grows more significant, early adoption can only delay the Khaganate's fall, as it has its Dzungar predecessor. Besides, a large proportion of erstwhile subjects have settled in pursuit of new opportunities.
Unrelated Note: Great Sultanate can be extended to other Islamic Gunpowder Empires.
I assume Steampunk is when Water Vapour Pressure ×100 under certain conditions.
Re: AGE OF STEAMPUNK (Looking for new team to take over)
Posted: Wed May 29, 2024 11:58 pm
by Maxbirykov2004
Woah. I didn't expect this
Re: AGE OF STEAMPUNK (Looking for new team to take over)
Posted: Thu Jun 27, 2024 3:29 am
by Hyuhjhih
Can we finally revive this

Re: AGE OF STEAMPUNK (Looking for new team to take over)
Posted: Fri Jun 28, 2024 2:45 am
by v094517
New Proposed Techs:
-> financial improvements
Steamblasting: Increase decoration removal speed, allows crude "explosive" projectiles
Mechanized Mining: Increase speedups for production, buff if vapor pressure raising substance is consumed (maybe double engines are feasible with large reserves).
Controlled Steamblasting: Improved mining, fracking speed, allows mobile targeted blasting
Mechanized Farming: Increase speedups for production, required to unlock related techs
Advanced Domestication: Unlocks expensive animal breeds that can resist vapor pressure rising for some time. Not usually used in battle (can be as a stopgap) but speeds up cyborg development
Steamextraction: Massive controlled energy use allows extraction of essential materials, which are now the bottleneck in production
-> advanced materials
Second Industrial Revolution: Victorian Empire (most advanced in First Industrial Revolution) falls behind. Germanic Kaiserdom leads in Organic Chemistry, New World Resistance in almost everything else.
Welfare State: increases Hp of normal biological units
Organic Chemistry: Unlocks biological agent abilities, required to unlock related techs
Experimental Catalyst: Catalyzes raising vapor pressure, but accumulates waste, reducing long-term engine efficiency. Unlocks temporary buff with permanent drawback until maintenance.
Synthetic Fertilizer: Increased production speedup
Synthetic Dyes: Increased production speedup from income
Synthetic Toxins: Unlocks advanced poisons in all states of matter
Hydrochemistry: Research into changing the properties of water, maybe increases temperature stored in liquid form through reducing electron interchange: allows engine "heating" of interior water with exterior "water", unlocks related techs, maybe waterbased flamethrower (with added synthetic toxins) or increased water stability
Hydroconduction (advanced electricity): Superfast local communications (data sending) and energy transfer via optimized water electron interchange.
Advanced Experimentation: From long-term changes in genetic composition to short-term introduction of substances (environment), progress is made in biological research
Microbiology: Domestication and substance introduction pushed to extremity and bacterial synthesis of more complex molecules.
-> experimental improved cyborgs
Synthetic "Steampunk" Substitute: Due to changing substance raising vapor pressure, unlocks immature specialised applications, e.g. superdetonators that would explode water sources, displacers that prevent the rise in vapor pressure (causing failure in multiple applications), special water-based fuels, or precision carving
Advanced Refining:
-> radio techs
-> heavy industry, mass production techs
-> heavy transportation techs (improved fuel and materials)
-> air/water/land vehicle advancements
-> weaponry advancments
Computer/appliance: Steam-powered calculations/consumer functions, the first ones were large: increases bureaucratic efficiency
Mobilecomputer/appliance: Advances in materials and hydrochemistry allows shrinkage and installation in local engines, allows increased functionality and specialisation
Microcomputer/appliance: Hydroconduction emphasized local communications. Thus computers/appliances decreased in scale and specialized.
Energy Conservation: Redesign of powerplants/engines/machines to increase share of useful energy, allows use of microengines with acceptable efficiency
Advanced Vehicles: Improved materials and increased power efficiency of the new specialists (maybe with remote control) obsolete older vehicles
Steampunk Microscopy: Indirect images given by the “Steampunk” particle in the substance it has affected’s interaction with water
Fluid Dynamics: Research into temporarily replicating/extending changes in water in other liquids, maybe molten metals or petroleum
Particle Physics: Isolation of the "Steampunk" particle: return to massive reactors for mass "Steampunk" capture (for use with water version XXXX)
Advanced Energy Conservation: Design of reactors/engines/machines that capture and store excess energy, requires above two techs
-> “Steampunk” irradiation techs (immature, requires heavy cost): vaporisation/solidification/implosion-explosion