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Han Dynasty Pack

Posted: Wed May 11, 2022 6:37 am
by Marine25
Here are some of Han Dynasty Image

Re: Han Dynasty Pack

Posted: Wed May 11, 2022 1:52 pm
by L4cus
I LOVE IT!
make china great again!

Re: Han Dynasty Pack

Posted: Thu May 12, 2022 1:51 am
by Marine25
If this has the possibility to be added then I will continue create all the image 😁😁😁😁

Re: Han Dynasty Pack

Posted: Thu May 12, 2022 8:51 am
by Stratego (dev)
i like them! but i hoped Endru will check them too!
thanks!

Re: Han Dynasty Pack

Posted: Fri Jun 10, 2022 12:10 am
by Marine25
I hope so, if you will agree then I will create other ha dynasty warriors

Re: Han Dynasty Pack

Posted: Sun Jun 12, 2022 5:35 pm
by Endru1241
I really like, that swordsman unit is drawn with dao (more dominant than jiang during Han).
But I am not really sure how should we proceed with making China separated culture.
For sure making every major dynasty as something separate is out of question.

Well, maybe if it was like 3 units in one upgrade line 3 selected dynasties could be used.
But which?
If Han would be starting point and I assume Ming would be 3rd upgrade, then which one would be selected as the middle one?

Or maybe skipping details for now and just get units into the game, thinking of balance later on?


As for more units of han - probably some cavalryman image with either bastard dao or pi ?

Too many is not good either - there has to be some kind of idea which is gonna be the strength of the culture and which the weakness.
Should they lack any types of units?
Should they have some weaker or stronger?
Should they have some special buffs, leaders or techs?

Looking at purely flavor - I don't think there is anything really distinctive.
Even though average soldier would be weaker, than e.g. european one - average unit size was bigger, so military strength was at least the same (or much more likely stronger).
They didn't have especially strong horses, so maybe heavy cavalry would be limited (at least until Yuan).
They didn't lack neither in tech, nor in any specific weapons, nor military tactics.
There is just no special reason to make them different, than core, other than looks.

Re: Han Dynasty Pack

Posted: Mon Jun 13, 2022 9:43 am
by godOfKings
Will China have chariots? And definitely their leader unit will b a general carrying glaive, and it should b the strongest among all leader units from all other cultures, so in that sense their aura buff will also b the weakest and have to use other means to buff troops besides aura

Re: Han Dynasty Pack

Posted: Sun Dec 11, 2022 2:10 am
by Marine25
I will open this topic again. By the way Chinese has many string armies and some are weak. Maybe we can proceed to the idea of creating Some Chinese units in any dynasty. If we find Chinese unit that is strong then we will add them.
And in Leader we will find a leader in different dynasty that is strong so that that leader will be added in game

Re: Han Dynasty Pack

Posted: Sun Dec 11, 2022 2:39 am
by DreJaDe
Endru1241 wrote: Sun Jun 12, 2022 5:35 pm I really like, that swordsman unit is drawn with dao (more dominant than jiang during Han).
But I am not really sure how should we proceed with making China separated culture.
For sure making every major dynasty as something separate is out of question.

Well, maybe if it was like 3 units in one upgrade line 3 selected dynasties could be used.
But which?
If Han would be starting point and I assume Ming would be 3rd upgrade, then which one would be selected as the middle one?

Or maybe skipping details for now and just get units into the game, thinking of balance later on?


As for more units of han - probably some cavalryman image with either bastard dao or pi ?

Too many is not good either - there has to be some kind of idea which is gonna be the strength of the culture and which the weakness.
Should they lack any types of units?
Should they have some weaker or stronger?
Should they have some special buffs, leaders or techs?

Looking at purely flavor - I don't think there is anything really distinctive.
Even though average soldier would be weaker, than e.g. european one - average unit size was bigger, so military strength was at least the same (or much more likely stronger).
They didn't have especially strong horses, so maybe heavy cavalry would be limited (at least until Yuan).
They didn't lack neither in tech, nor in any specific weapons, nor military tactics.
There is just no special reason to make them different, than core, other than looks.
I wonder if chinese crossbows can be different.

I read some that says that although European crossbows have later on have so much power but their range are completely so much less than Chinese crossbows.

I read an article that says han crossbows have ab effective range of 200+m while for arbalest is only accurate at 100m.

(Not sure if the word accurate and effective range can be compared though)

I think we could make a distinction here or maybe change the direction of how some range units works.

Re: Han Dynasty Pack

Posted: Sun Dec 11, 2022 10:02 am
by godOfKings
We already have cho-ku-nu in game i think

Re: Han Dynasty Pack

Posted: Sun Dec 11, 2022 10:00 pm
by DreJaDe
godOfKings wrote: Sun Dec 11, 2022 10:02 am We already have cho-ku-nu in game i think
Doesnt mean there couldnt be more.

Like the muslim for example.

Re: Han Dynasty Pack

Posted: Mon Dec 12, 2022 8:53 am
by Endru1241
Well as far as I know light crossbow in China was used as widely as bows in other parts of the world.
So 2 turn 1 action unit could surely be added.

It's just that proposed image is not really showing culture.

Re: Han Dynasty Pack

Posted: Mon Dec 12, 2022 8:17 pm
by DreJaDe
Endru1241 wrote: Mon Dec 12, 2022 8:53 am Well as far as I know light crossbow in China was used as widely as bows in other parts of the world.
So 2 turn 1 action unit could surely be added.

It's just that proposed image is not really showing culture.
Yeah, I think I was able to trace where he got his reference and the crossbowman was wears a different color of clothing than the swordsman and spearman.

Tried to make it but honestly not confident on this one. Its surprising hard to show the dress to make it show more.

Re: Han Dynasty Pack

Posted: Fri Oct 20, 2023 11:43 am
by v094517
Here are the latest images on discord. Note that there are newer versions for some units elsewhere, notably the Great Wall and the Siege Crossbow. These also include auxiliary [Sinic] units but not auxiliaries from Culture Neutral or other Culture Groups.

Also, the last Han Crossbowman image above is for the Shan Crossbowman in [Indochinese][Sinic] and not the ability summoned militia within [Chinese] (the first three units in this topic, for the 2x2 and 3x2 Megas, unlocked by 1st tech for the 2x2 Mega, and 2nd tech, providing Hp buff + unlocking for the 3x2 Mega). Note that the militia Crossbow has some carrying Bullet Shooting Crossbow (https://en.wikipedia.org/wiki/Bullet-shooting_crossbow) similar to slingshot. 6 range, 3 damage, 5% miss chance, additional -1Hp bonus damage.

Also note that Chu-Ko-Nu, Hwacha (dual categorisation), Turtle Ships are currently implemented as units pertaining to culture. Most Culture Neutral units, e.g. Demolition Boat/Ship may also be used.

Also proposed that gunpowder/or related tech give low bonus damage (-1hp) to Chinese/Sinic ranged non-gunpowder units. This is because gunpowder was used as impact explosives (Propulsion units are new units listed below).

Part 1:
Louchuan:
Great Ship with 4 range Fire Trebuchet attack ability. Carrack normal attack. Incendiary/Poison/Shrapnel/Smoke/High Explosive Gunpowder Trebuchet attack abilities with gunpowder. Fast speed in shallow water, possibly with tech (Paddlewheel). Relatively Fragile. 2 Carry Cap. Boarding hooks with boarding ability.
Shachuan:
2 action Swivel gun attack boarding ship without boarding hooks. Fast, fast in shallow water. Fragile. No Carry Cap. (Swivel gun proposed to reduce mental resistance)
Siege Bow (Double):
Single action, accurate, high range + damage anti heavy/siege machine attack. Attack costs action. Can change form to multiple bolt form below. Has additional bonus damage (gunpowder strapped to projectiles) after gunpowder. Higher hp than ballista (used as war cart).
Gwaseon:
Slightly lower hp/armors turtle ship with melee anti-ship attack without structure bonus. Trebuchet ability (no new gunpowder abilities). Slightly faster than turtle ship.
Infantry Firelance (Spurt Tube):
Melee attack with bonus damage+demoralize, has 1 range Flamethrower (1 weak burning of also flesh and blood) and Chemical Spurt (1 weak poison) active effects applied by abilities. https://greatmingmilitary.blogspot.com/ ... -tong.html Polearm Wielder.
Cavalry Firelance:
Melee attack with bonus damage+demoralize. Also available for Steppe use. 4 speed, not [Slow].
Jinyiwei (or call it 1) Imperial Censor (best), 2) Eunuch Supervisor):
Anti-misc/(lesserly leader) bonus converter, demoraliser with anti chinese/sinic low morale aura. Arrest ability converts, puts large debuff on [Chinese], [Sinic] units upon failure, long cooldown. Many units require Jinyiwei's Central Grant ability to use their ability. 4 speed. Dismisses propaganda. Ability applies temporary Fervor aura. Can pay mercenaries (for low turns) for no additional cost with long cooldown. Trainable only in 3x2 Mega.
Imperial Fort built into Walled Town:
3x2 Mega. Has Gunpowder tech. Can train production-limited units. Has traction trebuchet with gunpowder projectiles.
Border Fort:
2x2 Mega. Many Sinic units limited to it/requires tech from it. Has access to foreign auxiliaries/mercenaries. Has multiple-bolt siege crossbow with additional bonus damage after gunpowder.
Sanseong Fortress:
Capturable, occupiable structure built on mountains (only lets in units that can walk on mountains). Weak, low ranged, attack. Buildable only by Chinese Worker. Requires 2x2 Mega to be built.

Re: Han Dynasty Pack

Posted: Fri Oct 20, 2023 11:44 am
by v094517
Part 2
Swordsman:
Medium semi-shock infantry. Bonuses against medium infantry + reduced against buildings. Upgrade (far below) has Javelin throw with skirmisher bonuses.
Crossbow:
Heavy crossbowman bonuses.
Heavy Sword Cavalry:
Basic heavy cavalry. Slightly understrength. Tilted towards Anti-cavalry. Defensive.
Medium Sword Cavalry:
Basic medium cavalry. Slightly understrength. Tilted towards Anti-cavalry. Light.
Taoist Priest:
Confers slight ability buffs/debuffs. Can heal.
Heavy Spear Cavalry:
Lancer heavy cavalry. Slightly but not so overpriced. Defensive.
Medium Spear Cavalry:
Lancer medium cavalry. Slightly but not so overpriced. Light.
Commander:
Leader with aura. Hp aligned with/less than general cavalry leaders.
Great Wall:
Buildable only by Chinese worker. Has (weak) archer attack/range scaling with blacksmith techs/fortifications. Full counter.
Garrison:
1x1 Barracks for culture group's units.

Re: Han Dynasty Pack

Posted: Fri Oct 20, 2023 11:45 am
by v094517
Part 3
Bannerman:
Misc unit with Aura. Relatively resilient.
Chariot:
Chariot with ranged attack ability (in addition to conventional Wheel Blades). Relatively fragile for cost.
Fire Cabinet:
2 range, 2 area effect flamethrower with double flame that also burns flesh and blood. Movement costs Action, Light Siege.
Skirmisher:
More resilient Skirmisher.
Medium Cavalry Archer:
Medium Horse Archer. Slightly but not so overpriced. Light.
Heavy Cavalry Archer:
Heavy Horse Archer. Slightly but not so overpriced. Defensive. Has Mongol Lancer bonuses for melee ability.
Longbowman:
Basic Longbowman.
Archer:
Basic Archer.
Worker:
2 turn with correspondingly reduced mend rate. Builds Chinese-specific and other constructs.
Spearman:
Medium Infantry. 2 range. Limited bonus against mounted, general medium infantry bonuses, x0.25 against constructs, x1 against others + light infantry (same bonus against as irregular infantry).

Re: Han Dynasty Pack

Posted: Fri Oct 20, 2023 6:40 pm
by TheOrder971
I Like for these units. WOW.

Re: Han Dynasty Pack

Posted: Sat Oct 21, 2023 2:50 am
by v094517
Part 4
Staff Monk, Unarmed Monk, Spear Monk:
1 turn militia only in 1x1 Barracks. Staff monk is defensive (2/2 armors), Unarmed monk has self herbal active effect, Spear monk has bonus against unarmored/light armored + cavalry. High mental resistance. Can activate fervor aura on oneself for some turns with ability, requires Valuable sacrifice.
Flying Crow Launcher:
Gunpowder Incendiary/Poison Ability attacks only target construct. Has 1 power range (applying active effects). Ability bonus especially against buildings + ships.
Handheld Rocket Launcher:
Lower range, damage, power range flesh and blood Hwacha.
Beacon Tower:
Basic tower with slight heal, cannot attack, ~35 Hp. One carry cap, attack from inside. Buildable on normal tower buildable locations. Relatively high sight, sees stealth (maybe with ability).
Lang Xian Wielder:
2 speed, full counter, doubled counter (so counter x2 normal attack), first strike polearm wielder. High melee/pierce armors. 1 aura range + 1/1 armors to flesh and blood allies, stackable, 2 aura range -1 attack to flesh and blood enemies, stackable. Movement costs action.
Shu Wielder:
2 speed anti-heavy cav heavy infantry. Limited bonus against other heavy infantry, other cavalry. Relatively well armored.
Landmine:
Trap, requires setting incendiary/chemical abilities unlocked by gunpowder to apply weapon effect giving bonus damage + burning/poison. Basic anti-heavy bonus and buildability retained before Gunpowder.
Assault Cart:
Frisian Horse attack + bonus. 0 attack range. Has handgonne shot with tech, (movement costs action), does not block friendly units, 0 carry cap. 3 speed, can limitedly go on forest.

Re: Han Dynasty Pack

Posted: Sat Oct 21, 2023 4:56 am
by Badnorth
When can this be added? It does look interesting

Re: Han Dynasty Pack

Posted: Tue Nov 07, 2023 12:05 am
by Marine25
Its great to add this culture, the Hans and Qins

Re: Han Dynasty Pack

Posted: Tue Nov 07, 2023 7:12 am
by v094517
I edited and supplemented the unit images above to reflect recent changes.
Part 5
I expanded the persuader mercenary into more units for further specialisation. (Can only be trained in 1x1 Barracks)

Confucian - Gives ability power to leaders, buffers, maybe applies short-ranged aura on them (similar to fervor). Promotes Loyalty, dismisses propaganda.

Legalist - Hires colonist militia units, group pays mercenaries, can sacrifice oneself to speed up production.

Mohist - Gives power, ability power to machines, can mend a little.

Strategist - Has short-ranged high morale aura, can buff flesh and blood attack/ability power with ability.
Crouching Tiger Cannon:
Small Cannon, must be deployed before use. Deployment gives 15 attack, 10% Miss Chance, Cannoneer Bonus quartered against structures. 1 Power Range (fired spray shot).
Wokou Junk:
Mercenary ship with galley attack. Fast, 1 carry cap, attack from inside. [Japanese][Sinic].
Panokseon:
Lower hp, armor than Turtle Ship, higher speed. 2 actions/turn, lower attack, stronger Cannon Shot ability (once/turn).
Jian Ye:
[Maybe not Random production of special units (just unlocked by special tech). Trainable only in 2x2 Mega. They are not different forms of the same unit.
Dun Hou (Ranged Stance currently shown, Melee Stance far below/elsewhere):
Ranged Stance: Higher pierce armor, less armor, 2 speed, with Handgonne shot, stronger smoke/incendiary/chemical grenades (probably scales with ability power), movement costs action. Ability ('stand shield', costs action) increases pierce armor for some turns + -2 speed, Medium Infantry. Has melee transformation; Melee Stance: Rough foot knight stats/bonuses, Medium Infantry category, weaker smoke/incendiary/chemical grenades (probably scales with ability power)
Jia Pao:
Banner bearer with aura increasing allied sight. High sight, does not see stealth. Long range Crossbow shot, 1 action, applying weakening poison ability reduces range for some turns.
Ming Shao:
Stealth, can see stealth. Assassin bonuses. Poisoned repeating crossbow (applies 2 attacks like hwacha at once, with weaker poison). Conversion ability.
An Shao:
4 speed, Stealth, can see stealth. Relatively high sight. 1 action Slowing poison. Can build Ranger Sentry, Caltrops. Only one of the four that goes on mountains.]
Whirlwind Trebuchet:
Small traction trebuchet. 4 range, accurate. Bonus against siege machines, slightly against heavy. Has additional 4 gunpowder projectile attack abilities. 2 actions/turn, movement costs action.

Re: Han Dynasty Pack

Posted: Fri Dec 08, 2023 8:42 am
by v094517
Recent additions:
Part 6
Multiple Bolt Siege Bow:
Multiple Bolt form of Siege Bow. Lower range, same 1 action/turn, 1 power range, lower damage. 12% Miss Chance. Higher bonus against structures/ships. Additional Bonus Damage given with Gunpowder.
Light Crossbow Cavalry:
Hybrid between Light Crossbow/Horse Skirmisher, light cavalry, 4 range. Slight bonus against Irregulars, and Irregular/Lighter Cavalry. Good pierce armor but lower than skirmisher horseman. 6 speed.
Medium Crossbow Cavalry:
Not upgrade of Light Crossbow Cavalry. More Hp, attack, Higher armor, Lower pierce armor, medium cavalry, 5 range. Heavy Crossbow bonuses. 5 speed. Actually closer to Song Dynasty.
Zhanmadao Swordsman:
2 speed anti-heavy/anti-cav 1 power range infantry (especially anti-heavy cav). Not polearm wielder. More heavy armored than Shu Wielder.
Light War Cart:
Qing Che: Light war cart (lower hp than Wagon Fort), frisian horse attack + bonuses (1 range), first strike/full counter, does not require transformation to set up. 3 speed, movement costs action, 1 carry cap, attack from inside. Rocket shot ability similar/weaker to Portable Rocket Launcher, does not cost action but 1 turn cooldown, requires Jinyiwei Ordinance (was more heavily armed). Handgonne shot ability (with tech). Trainable only in 3x2 Mega.
[Whirlwind Elite:
Different forms of same unit. Trident is (shock) anti-flesh and blood except heavy armored polearm. Has 2 pierce armor. Shielder transformation has 1 speed. Retains anti-flesh and blood except heavy armored bonus, full counter, movement costs action. Shielder transformation requires tech. Trainable only in 3x2 mega.]
Ironhead Assault Cart (call it vanguard cart):
Anti-formation/field works battering ram-like war cart. (slight bonus against heavy/medium infantry, fieldworks + basic structures). 1 carry cap (attack from inside), High pierce armor (resistant against arrows, firearms, small cannons). Chemical Spurt, Incendiary Spurt weak 1 range abilities (1 power range), costs action. Little effect against more solid structures. 3 speed. Fixed limited (defensive) bonus against mounted.
South Pointing War Drum Chariot:
Aura with +1 speed to flesh and blood Chinese, +1 sight to Chinese/Sinic. 4 speed. Fragile.
Yingchuan (or lump it as Meng Chong):
Ranged attack with Galley bonuses, 4 range, 2 action/turn. Fast speed especially relatively in shallow water. ~20 Hp, Galley Pierce Armor. Has boarding hooks (without boarding). Complements with Shachuan.

Re: Han Dynasty Pack

Posted: Fri Dec 08, 2023 2:43 pm
by godOfKings
At these rate this will b the first separate and complete standalone race that doesnt involve neutral units

Re: Han Dynasty Pack

Posted: Fri Dec 08, 2023 4:26 pm
by v094517
There are many/all Neutral units complementing Cultural units: e.g. most Flesh and Blood, most Siege, most Ships, most Towers/Buildings, most Groundworks/Structures.

Besides, Tibetan units may fit more here than in Indochinese, so they are also put here with recent/older additions.
The units can even have changed names reflecting the historical profusion of similar units (image + proposed role) in the Sinosphere.
Part 7
Korean Archer/Horse Archer:
[Korean][Sinic] archers with relatively high cost/Hp/range/damage (e.g. 3/4-5 cost, can be lowered). Slight anti-lighter cavalry bonuses. Trainable only in 2x2 Mega (maybe some in barracks with/without tech). Some degree of armors.
Armored Chu-Ko-Nu:
Higher Hp/armors, has ability to apply weak poison for some turns.
Fire Arrow Archer:
Gunpowder Incendiary. Burning Weapon + Additional Bonus -2hp damage with bonus towards burnable. Could be affected by reliable rockets (mimics gunpowder from incendiary to propulsion, e.g. ability power gives *times apply bonus damage). Even though fire arrows were not propelled by gunpowder, reliable rockets means corresponding forces probably used occasional rockets as replacement.
Lama:
Promotes Loyalty, confers auras listed on Indochina topic on Tibetan, Indochinese Leader (including Jiedushi), (weaker) on Indochinese, improving armors, mental resistance generally. Aura affects Indochinese, Tibetan. Trainable in Sinic/Indochinese 2x2 Mega. Categorised as [Tibetan][Sinic].
Front Cataphract:
Anti-Heavy + Basic Shield Knight Bonus with relatively low attack, 5 speed with [Slow] category. High armors. Trainable only in Sinic 2x2 Mega. Categorised as [Sinic].
Tibetan Royal Guardsman:
Armored Spearman (Anti-Cav, Basic Heavy Infantry hybrid) as Polearm Wielder Heavy Infantry. 3 speed, can walk on mountains. Trainable only in Sinic/Indochinese 2x2 Mega. Categorised as [Tibetan][Sinic].
Divine Engine Handgonne:
cost 2, hp 16, attack 6, range 4 (5 with tech?), armour 2/0, speed 3, sight 5, same bonuses as handgonner, bonus damage +5 damage. Could require Ming 'volley fire' tech. Only trainable in 3x2 Mega, Indochinese 3x2 Mega. Category: Chinese, Indochinese
Rattan Shield:
(more shock, lighter infantry based Chinese swordsman) Cost: 2 Hp: 8 Att: 6 Spd: 4 Armor: 1/2 Sight: 5 Bonuses: 50% Ranged, 50% Sinic. Categorised as Chinese.
Changdao Swordsman (or call it Modao):
3 speed power range medium infantry. Bonus more against light/medium cavalry. Not polearm wielder.

Re: Han Dynasty Pack

Posted: Mon Dec 11, 2023 4:39 pm
by v094517
Outside Culture Auxiliaries (not Sinic):
Mongol Lancer, Raider/Elite Raider, Cuman Horse Archer, Ninja, Shan Crossbowman, Nanzhao Skirmisher, Nanzhao Lancer, Bo Spearman, Kushan Lancer, \Confederation Horse Archer, \Ronin, \Saka Foot Archer, \Dailami, Champa Seaman, Kattumaram, Sampan, Viet Archer, Mong Dong.

Maybe Shan Crossbowman, Viet Archer, Bo Spearman, Nanzhao units can be Sinic.

"\" Indicates Mercenary. This is potentially not an exhaustive list. Only units not in game/have their own topic have images attached here (Shan Crossbowman, Bo Spearman, Nanzhao Skirmisher, Nanzhao Lancer, Champa Seaman, Viet Archer, Mong Dong is in Indochinese topic; Kushan Lancer, Kattumaram, Sampan is in Indian topic). Please remark on any misses.

Pertinent Culture Neutral Units not in game/have their own topic:
Siege Hook, Siege Tower Ship, Traction Trebuchet (1 image to replicate easy set up vs Catapult), Wagon Fort, Scholar, Sapper, Bombard (image made by authority, not provided here), (Water turrent and Boom are not.completed yet)

This is potentially not an exhaustive list. Please remark on any misses.

Re: Han Dynasty Pack

Posted: Mon Dec 11, 2023 4:44 pm
by v094517
Images for production/techs/abilities:
Jian Ye Random Production
Poisoned Repeating Crossbow
Incendiary Gunpowder Grenade
Chemical Gunpowder Grenade

Outside culture auxiliary \Dailami ranged transformation also put here due to space constraints above.

Other Units
Cloth Fortress:
Fieldwork with low (e.g. 6) hp, high (e.g. 4) pierce armor. 1 carry cap (foot), attack from inside. Conceals soldiers' position/composition + protects against projectiles. Best used with frisian horse, caltrops to prevent melee assault. Substitute for wagon fort in South China, where war wagons were undeployable due to terrain. Proposed to be buildable in e.g. forest, marsh (not mountain), only by Chinese worker.
Multiple Barrel Handgonne:
3 range, 1 power range, 2 bonus damage, 5 base damage, handgonne bonuses, 20% miss speed. Ming also had a propensity for loading several projectiles into the same barrel.
Pyeongon Cavalry:
[Korean][Sinic] offensive anti-heavy heavy cavalry. Average Hp/armors among heavy cavalry. Bonuses similar/slightly lower than flailman (e.g. vs shield bearer) + limited bonus dealing with other cavalry. Bonus damage on weapon effect to give partial bypass armor.
Protectorate Garrison (call it Tuntian garrison):
Slightly more Hp/armors than basic Chinese barracks. Attack from inside. Requires tech/2x2 mega. Trains Sinic and outside culture auxiliaries/mercenaries. Only specific Chinese units (e.g.) leader, banner, crossbowman to be trained here. Mega summoned militia may be trained with random production here (not summoned + endgame summons).
Jiedushi (Nanzhao Leader):
Medium cavalry archer leader on Indochinese forum. Should also be categorised as Sinic. High Morale + Specific base aura only affecting Sinic. Requires Protectorate Garrison. If needed, all the Nanzhao units can be categorised as Sinic to gain preliminary aura buffs/more historically accurate.

Re: Han Dynasty Pack

Posted: Wed Dec 13, 2023 4:53 pm
by v094517
Culture Neutral Sapper is also put in here due to no space above. Maybe is stealth unit with special ability similar to petardier, other ability with fire damage.

Map Editor Units:

Zhang Xun:
Siege Defence Aura (+1 range/attack, +10 Hp, +2/2 armors to Fortifications), Low Morale, Prey Eating Aura (gives Prey Eating to allied). 300% Resistance (to give resistance against effects other than Conversion), Inconvertible, 4 speed. 1 power range Anti-ranged bonus. Hp, Armors, and Attack in line with Saracen Swordsman.

Additional units:

Hard Whip Cavalry:
Wielding 'sword breaker'. Attacks reduce melee opponents' attack. 4 speed, not [Slow], Bonus against heavy, ~10 attack.

Note: Similar Ships to Kobaya and Sekibune were used all around the Sinosphere, e.g. in Chinese fleets. They are proposed to be categorised as [Japanese][Chinese].

Kobaya: 5 speed reconnaissance/communication ship (especially relatively on shallows), no carry cap. Boarding ability, handgonne attack, weaker hooks.

Sekibune: Boarding ship (with boarding ability + hooks), handgonne attack. 1 carry cap, attack from inside. Slightly faster than Atakebune (4 speed, relatively more on shallows).

Grenadier: Gunpowder unit. Throwing, throws 4 types of grenades. No power range.

Fire Dragon Boat: Meng Chong upgrade. Requires Gunpowder. Has 1 range, 1 power range single fire flamethrower as main attack with high anti-boarding ship bonuses (Middle Deck was trap for boarders). ~Galley ability attack. Boarding hooks without boarding.

Additional Ability Images:

Shrapnel Gunpowder Grenade:
Anti-personnel/anti-heavy grenade.

High Explosive Gunpowder Grenade:
Anti-material (mostly anti-construct) grenade. Not incendiary.

Additional Tech Image:

Xiang Mo Chu: Full Counter to 3x2 Chinese Mega. One tech for all. Maybe pre-requiste for incendiary spurt on mega.

Notes:
How about more specialised ordinance to require ability by Jinyiwei/other unit? Since they had to be granted from central stockpiles/supplies

Re: Han Dynasty Pack

Posted: Mon Dec 18, 2023 11:17 am
by v094517
Additional Ability Image(s):

Chuan Huan: Disables enemy Siege Machine for 2 turns, 2 range. Does not cost action, long cooldown. For Chinese/Sinic Megas. Requires tech researched for every Mega.

Incendiary Spurt: For infantry firelance. Also used for Assault Cart Incendiary Spurt (weak burning with 1 power range). Requires Ordinance for Infantry Firelance.

Chemical Spurt: For infantry firelance. Also used for Assault Cart Chemical Spurt (weak poison with 1 power range). Requires Ordinance for Infantry Firelance.

Central Grant: Jinyiwei/Logistics Wagon grants specialized ordinance.

Arrest: Jinyiwei conversion with strong debuff applied upon failure for [Chinese], [Sinic] units. Targets only [Chinese], [Sinic] units. Long cooldown.

Resupply: Logistic Wagon/Logistics Personnel buffs Hp/Max Hp temporarily.

Additional Aura Image(s):
Protectorate(?): Jiedushi Sinic Aura

Additional Unit Image(s):

Halberd Medium Cavalry: 5 speed. ~28 Hp. Heavy Cavalry Bonus. Low Armors. Chinese. Rocket Shot ability. (The other [Chinese] Medium Cavalry already given has stats/use close to Light Cavalry, Heavy Cavalry less offensive, tilted towards/close to Shield Knight). This is meant to represent Ming multi-role cavalry.

Logistics Wagon: 2 speed, could have central grant, resupply, replenish emergency rations abilities etc. Can also spawn logistics personnel with sacrifice of valuables (with long cooldown). Detached from farm due to long-distance supplying.

Logistics Personnel: 3 speed, only has resupply ability. Dies after resupplying.

Resupply buffs Hp temporarily, Emergency Rations gives long temporary protection and healing similar to herbs, Central Grant (already mentioned above) gives access to specialised projectiles/buffs ability power.

Re: Han Dynasty Pack

Posted: Wed Dec 20, 2023 8:17 am
by v094517
Ability Image(s):
Emergency Rations: Logistics Wagon grants long lasting aura that heals hp every turn, gives armors.

Smoke (or probably Dust) Grenade: weaker (basic) Grenade ability specialised in reducing enemy sight/slight debuffing, for all Jian Ye, Grenadier, Whirlwind Trebuchet without support activation. Version for all foot non misc Chinese units activated by support (ordinance) + requires gunpowder(?).

Culture Neutral units Image(s):
Heavy traction trebuchet mainly improves Hp/pierce armor from mobile screens. Range 6. Bonuses are between Ballista and Catapult. 12% Miss(*Speed)
"Basic traction trebuchet: 5 range, higher damage than catapult to reflect higher kinetic energy of projectile/lower range than torsion onager. Movement costs action. Costs 6, buildable by worker, in Siege Workshop and Medieval 3x2 Megas without trebuchet + some 2x2 megas. No unpacking (was quickly deployed). 3 speed."

Chinese Unit(s):
Staff sling grenadier: Longer range, 2 speed, higher attack, armors (especially pierce armor) than grenadier. More against heavier units/siege machines compared with grenadier. Not an upgrade (they were differentiated).

Since conventional catapults currently take the place of the traction trebuchet/mangonel, if it is desired to have the new traction trebuchet throw gunpowder bombs, it can be classified as [Chinese] while being available to other megas. More powerful projectiles will be restricted by Grant Ordinance.

+Poison Rockets locked behind reliable rockets for fire arrow archer

Currently, rockets are used by fire arrow archer (individually, medium), handheld rocket launcher (~100-250 small), light war cart (~250 small), divine fire flying crow (large anti-construct), and hwacha (~100-200 medium). There are also Divine Fire Arrow Screen (stationary rocket launcher, take it as many of them (each 300 medium) connected to pressure plates), Fire Arrow Cabinet (~40 mediun, wheeled cart, movement does not cost action), and Rocketeer (2-3, medium, more specialised than fire arrow archer).

To stress that Divine Fire Arrow Screen is usually a stationary launcher, I suggest that it can fire only in stand mode, which requires transformation from moving mode.
Basic rockets may have anti-heavy damage (individually), or hwacha damage (many). Chemical rockets has weak poison and debuffing. Incendiary rockets have additional bonus damage towards burnable + applies fire.

Re: Han Dynasty Pack

Posted: Thu Dec 28, 2023 2:52 pm
by v094517
Fragmentation rocket: increases shrapnel capability, requires explosive powder. High cooldown/restricted.

Rockets were not very commonly used due to requirement for larger quantities of black powder, so I suggest rocket soldiers to have higher turn cost relative to e.g. handgonne.

Most Chinese rocket carts had defensive capability in spears etc, so I suggest them to have 1-2 main 0 range attack with frisian horse bonus.

Upgraded Chinese Swordsman: Remains medium semi-shock infantry. Bonuses against medium infantry + reduced against buildings. Has javelin throw with 2-3 cooldown.

Weaponized shield tech (requires gunpowder) gives weak chemical spurt ability (debuff -armors from disrupted enemy formation) with long cooldown to upgraded swordsman (assault shield), gives rocket abilities to javelin pavise stand mode (defensive shield) with reliable rockets researched.

Javelin Paviser: 2 speed heavy infantry with javelin, skirmisher bonuses. Relatively low attack, high Hp and armors, especially pierce armor. Stand mode has 0 movement, 0 attack range with first strike, full counter (retaining attack and bonus), 1 carry cap, attack from inside. Weaponised Shield and Reliable Rockets researches together allows short ranged rocket abilities.

Pi Wielder: Rough voulgier equivalent stats focused on pierce armor, anti-mounted/anti-ranged, 1 action/turn.

Martial Troop: Heavy Infantry with melee/ranged transformations. Melee form is [Polearm Wielder], conventional heavy infantry bonus + bonus against chariots (none against mounted except chariots), while Ranged form has heavy crossbowman bonuses. Very high cost + resistance, high armors, only trainable in 3x2 Mega.

Guard Department (beacon tower upgrade): gives hp/attack/range roughly equivalent to guard tower, retains sees stealth (maybe with ability), full counter, relatively high sight.

Guard Cataphract: Anti-Lighter Cavalry + Shield Knight Bonus, 4 speed, [Slow], [Chinese], [Tibetan], High armors, Relatively low attack. Meant to represent 4-9th Century Super Heavy Cavalry.