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Personal civilization
Posted: Fri Nov 10, 2017 4:46 pm
by Sunrise Samurai
Using renamed, somewhat modified versions of existing units, make your own civilization.
Example:
Emperor (orc king, can't walk over water, doesn't count as giant)
I'd like to see a decent compilation, with infantry, archers, cavalry, and buildings. Elite units would be nice.
Specific forumers I'd like to see:
Doomcarrot: let's see some real stats on the carrot people.
Coolguy: what do the cool people look like
LordOfAles
PussInBoots: surely you can come up with some crazy cats for us

Re: Personal civilization
Posted: Fri Nov 10, 2017 4:48 pm
by LordOfAles
Removed
Re: Personal civilization
Posted: Fri Nov 10, 2017 4:50 pm
by Midonik
There were a similar idea somewhere thought.
Re: Personal civilization
Posted: Fri Nov 10, 2017 5:14 pm
by samuelch
My empire
The Sosni Empire

The armed force (the volkswehr)

Currency=San Dollar
Leader=Supreme leader Sranch the III
Infantry:
Sosni Volkswehr uniform

Tanks:
Sa-16

Re: Personal civilization
Posted: Fri Jan 19, 2018 5:50 am
by General Brave
That seems nice, don't you have air force?
Re: Personal civilization
Posted: Wed Jan 24, 2018 5:24 am
by General Brave
Does anyone else have their own?
Re: Personal civilization
Posted: Thu Feb 22, 2018 7:08 pm
by Midonik
I have an idea for such. I get it after creating a role name for a discord server ,anyway.
Name: Fielderan Crown
Description: I want to make a state inspiratate by Polish-Lithuanian Commonwealth. So nobel democracy went wrong- from system were decision were make after getting all deputies agreement to abomination,were any deputy can stop all decisions by saying few words. It have only few thousands of regular army,and is surrounded by enemies with way bigger,regular armies. Only think that can save are reforms,that are hard to make becouse of magnate's,that have biggest political and economic power, resistance. Only strong and wise king,with support of group of nobles that loves fatherland more than their money and know that reforms are necessary,can make them... And now, the Crown have it. Thanks to from God's grace graciously ruling us King Jan,his humble servant, Crown's grand Hetman, Midonik (yeah,me) and group of loyalists.
Few words about the name: "Fielderan" is from word "field". In polish,"field" is "pole",and "Poland"- "Polska". Sounds any similar? Name "Polska" is from tribe name "Polanie", they took their name from word "pole". Same as here.
The "Crown" was name of "polish mainland" during union with Lithuania,if you get what I'm saying. I make it a state's name here.
Re: Personal civilization
Posted: Thu Feb 22, 2018 7:19 pm
by Midonik
Now,lets get to units
Nobel
Cost:2
Hp:16
Attack: 8
Range:1
Speed:3
Armor:0
P armor:0
Bonuses like swordmen
Armed with saber.Not as trained as professional solider, but having rather significanting personal skill-that can't beat disciple of trained solider,so it only have 16 hp,so it's easier to kill than swordmen.
Nobel ralfiemen
Cost:2
Hp:16
Attack:0
Range:1
Speed:3
Armor: 0
P armor:0
Albitly: Fire ralfie: range:3,deals 5 damage with 200% bonus against living units that is not effected by any armor and have 60% miss change and 2 turn cooldown.
Weak, ralfie armed infantry. Can deal significanting damage to flesh and blood unit in 3 range... if it won't miss,and that riskiy way have two turns cooldown...
Nobel rider
Cost:4
Hp:29
Attack: 10
Range:1
Speed:5
Armor:1
P armor:1
Bonus:50% vs infantry
Same as nobel,but on horse. Knight with lower healt and armor.
Seems weak,huh? Let's get bigger cannons on...
Guerilla Cavalry (name cloud be better)
Cost:3
Hp:18
Attack: 4 (melee version) 3 (ranged version)
Range:1 (melee) 3 (ranged)
Actions: 2
Speed:6
Armor:0
P armor:0
Bonuses: 50% against infantry (both forms)
Albitly:
Fire pistol: range 2,deal 3 damage (ignoring armor) with 200% bonus against flesh and blood units (melee version only), cooldown 1
Transform: From melee to ranged and vice versa.
Light cavalry, armed with spear,bow and pistol. Used to capture tca and harass the enemies. Yeah, transforming unit with 2 actions,intresting right?
*Historical note: it's inspired by lisowczyc's-polish mercenary light cavalry from Commonwealth times*
Re: Personal civilization
Posted: Thu Feb 22, 2018 7:36 pm
by Midonik
Regular pikemen
Cost:2 (unlocked after "regular army" tech,but player gets it as starting unit)
Hp:20
Attack:10
Range:1
Speed:3
Armor:1
P armor:1
Bonus: like swordmen and spearmen
Professional,regular solider,armed with pike. Basic of Fielderan army after researching regular army tech. Pretty complex,and way stronger than nobel,but road to it is quite long.
Regular ralfiemen
Cost:2 (like up)
Hp:18
Attack: 7
Range:1
Speed:3
Armor:0
P armor:0
Albitly: Fire ralfie: range:4,deals 5 damage with 250% bonus against living units that is not effected by any armor and have 50% miss change and 2 turn cooldown.
Professional,regular ralfiemen. Basic of Fielderan army after researching regular army. Better ralfies and training gives them more range,damge and lower miss change. They have attack,becouse of bayonets.
Hussar
*Can you please send me (maybe through pm) hussar stats from AoS? I can't check it.*
Cannon
*Again,send me canons stats please. I think I will make it's attacks with cooldown*
Outpost:
*Once more,palisades stats please,but that one have one carry capacity,and units can go through*
A fast defensive tower,good combo with ralfies probably
Magnate place
Cost: 6 workers actions
Hp:45
Attack: 0
Range:0
Armor:0
P armor:6
Carry capacity: 3,units can attack from it. Effected by factories limit.
Albitlies: It have four albitlies, two to spawn a nobel, one to spawn a noble ralfiemen and one to spawn nobel rider. All with 8 turns cooldown.
A place were nobels from neighbourhood rally for nobel cost. Despite its decorating appreciate,its a good defensive position.
Factories: barracks (produce both melee and ralfiemens) stable (produce cavalry) , cannon factory (only place where you can produce cannons)
Royal palace
Cost:* like castle*
Hp:500
Attack: 0
Armor:0
P armor:7
Carry capacity: 4,units can attack
Mega building, effected by mega building limit. Looks useless,but it's only place to research break magnates resistance and further techs.
Bastion builded by God's hand
Cost: *like castle*
Hp:2000
Attack:0
Armor:5
P armor: 7
Carry capacity:6,units can attack
Mega building,effected by mega buildings limit. It's a superb defensive building,have a lot of hp,and can carry 6 units that can attack,but it can't attack on it's own.
*Historical note: It's inspired by fort in Kamieniec Podolski,that were blocking the way of Turks into Commonwealth-that's why it was called: "Bastion builded by God's hand"*
Tech tree:
Brake magnate's resistance,cost: 6
Regular army, cost: 8,unlocked after break magnate's resistance tech
Get loyalty of magnates: cost: 7,unlocked after break magnate's resistance tech,decrese magnate palace albitlies cooldown to 6
All researched in royal palace.
Re: Personal civilization
Posted: Thu Feb 22, 2018 8:23 pm
by General Brave
Re: Personal civilization
Posted: Thu Feb 22, 2018 8:29 pm
by Midonik
That's it for me,wonder if anyone make it through
What do you think?
I won't make images,becouse I'm hopeless with pixel art and I'm lacking time,I don't need anyone to make then neither, consume your time in better way,like studying or making images for AoG

Re: Personal civilization
Posted: Thu Feb 22, 2018 10:21 pm
by makazuwr32
So...
My ideas for Second personal AoF civilication (
first here)
Red Army of the
Seven Frozen Cities
Red Engeneer - Main worker
20 hp
12 attack
15 mend rate
1 range
3 speed
5 Sight
1 action/turn
0 armor
2 p.armor
Can't counter attack
Has bonuses against buildings
Cost 5 turns
Can get upgrade for additional action/turn (
Better tools, 8 turns cost) and build most powerful and main producing buildings.
Trainable at
war academy and
TC.
Red Roustabout - Basic worker
8 hp
3 attack
8 mend rate
1 range
3 speed
4 sight
1 action/turn
Can't counter attack
Cost 2 turns
Can build
barracks and
workshop as well as
scout tower.
Trainable at TC.
Red soldier - basic soldier
23 hp
11 attack
1 range
3 speed
5 sight
1 action/turn
0/1 armor
Cost 2 turns
Standart bonuses to buildings
Trainable at
war academy and
TC.
Red berserker - rage soldier, who gets more attack and defence with each attack taken.
64 hp
20 attack
2 range
2 actions/turn
4 speed
7 sight
1 power range
-5/-5 armor
Cost 6 turns
Abilities:
Counter madness - counters each attack with +50% more damage at 2 range (deals 30 damage), gets for each counter he performs +2 to attack and +1/+1 defence
Berserker's Roar (activating ability) - Each Red army's melee living unit (even Engeneers and Roustabouts, doesn't affects Berserkers or other races' units) gets +8 to attack damage for 1 turn but lowers their armor by -2/-2 for 2 turns. Cooldown 4 turns.
Giants killer - deals double damage to mechanical units and giants.
Trainable at
war academy.
Red archer
15 hp
9 attack (no bonuses)
6 Range
3 Speed
9 Sight
0/1 armor
Cost 3 turns
Abilities:
Ignite arrows - gets for 3 turns "Burning weapon" effect, cooldown 5 turns.
Poison arrows - gets for 3 turns "Poison weapon" effect, cooldown 5 turns.
Trainable at
war academy and
TC.
Can be upgraded into
Red Marksman or
Red Rifleman (mutually exclusive)
Red Marksman
20 hp
11 attack
7 range
3 Speed
9 Sight
0/1 armor
Cost 3 turns
Abilities:
Ignite arrows - gets for 3 turns "Burning weapon" effect, cooldown 5 turns.
Poison arrows - gets for 3 turns "Poison weapon" effect, cooldown 5 turns.
Trainable at
war academy and
TC.
Needs "Marksman training" (costs 8 turns) upgrade in war academy.
Red Rifleman
25 hp
16 melee-type damage (has 50% bonuses against normal buildings and 250% against mega buildings)
5 range (yes, lower)
3 speed
6 sight
1/2 armor
Cost 3 turns
Abilities:
Sniper shot - has 20% chance to deal 50% more damage (passive)
Scout mode - transform-like ability in which he gains +4 sight and full invisibility but loses attack.
Trainable at
War academy and
Tc.
Needs both "Gunpowder" (researchable at
Warsmith, 6 turns cost, mutually exclusive to "
Alchemy" research) and "Ambush tactics" (researchable at
Special force's base for 8 turns) upgrades.
Red Battleborn
45 hp
1 range
4 sight
1 action/turn.
1 form:
8 damage
3 speed
3/4 armor
2 form:
1 damage
1 speed
10/11 armor
Cost 4 turns
Abilities:
Defencive Stance - Transform-like ability. Gains armor at cost of speed and loses damage.
Drink a potion - Heals fully himself, cooldown 5 turns, need both "
Alchemy" (researchable at
Wizard's tower for 6 turns, mutually exclusive to "
Gunpowder" research) and "Potion supply" (Researchable at
Wizard's tower for 3 turns)
More coming soon....
Re: Personal civilization
Posted: Fri Feb 23, 2018 9:22 pm
by General Brave
Good.