A while ago I came up with a few ideas for how a Celtic civ could work. It's incomplete, and I have no technical knowledge with which to do a mod, but I thought I'd post it up to see what people think, discuss and maybe try to inspire more mods like the Aztec one if I'm very lucky! :D
AoM Celtic Civ Plan:
Unique Features:
Hero: Druid. Trainable from Town Centre and Temple. Like a mix of a Norse Hersir and Egyptian Priest - solid melee fighter (though not quite as strong as a Hersir, still has more fight than a Priest), heals allied units. Good against myth units.
Favour Generation Mechanic: Can construct Henges starting in Classical Age. These can train Funeral Processions, which act a little like trade carts, only ‘trading’ with Temples rather than TCs and generating Favour instead of Gold. (Probably a cap on the number of processions you can have at any one time?) The longer the procession, the more favour generated per trip.
Drop Sites: No dedicated drop site - any regular (not a wall, henge, Titan Gate, Wonder or farm) Celtic structure can act as a drop site for the Celtic villager unit (Tribesmen). Not sure where eco upgrades are researched from yet.
Major Gods:
Brighid:
God Power: Worthy of Song - Fighting generates favour (ala Norse) for one minute.
Unique Tech: Sacred Fire - Town Centres heal nearby units (ala Apollo’s Temple of Healing, but for TCs)
Bonuses: Druids heal faster; Armoury, Tower and Wall upgrades 15% cheaper; Herdable animals fatten 50% faster; Farms 20% cheaper and available in Archaic Age; Tribesmen may garrison in houses.
The Dagda:
God Power: Cauldron of the Dagda - Creates a Cauldron of the Dagda structure. The Cauldron of the Dagda may not be destroyed, but can be captured (ala Plenty Vault, Healing Spring and Hesperides Tree). The Cauldron generates resources automatically, but can only generate one at a time which can be switched between (ala Chinese Garden).
Unique Tech: Wheel of the Year - Age ups 20% cheaper.
Bonuses: Druids and Infantry have higher attack; Henges and Funeral Processions cheaper and available from Archaic Age; Farming upgrades 50% cheaper; Temples work 20% faster.
Cernunnos:
God Power: Wild Hunt - Wild animals in the target area come under your control for one minute (good for early harassment of enemy hunting)
Unique Tech: Horned Hunter - Hunting generates favour.
Bonuses: Tribesmen and human soldiers faster; Tribesmen have higher attack and armour (useful for hunting and surviving raids); Hunting Dogs and Hand Axe free; Pictish Skirmishers and Iceni Chariots have higher attack.
Classical Gods:
Epona - Celtic Goddess of Horses. Her improvements benefit your cavalry.
God Power: Stampede (cavalry and Kelpie do splash damage in melee for 1 minute, ala Byzantine Cataphracts in AoK)
Myth Unit: Kelpie (not sure what they do yet)
Mythological Techs: White Horses (cavalry move 25% faster); Scythed Chariots (enemy units attacking Iceni Chariots in melee take damage); Horse Collar (farmer workrate 5% faster, farms built 50% faster).
Danu
TBA
Heroic Gods:
Neit - Irish God of War. His improvements benefit your human soldiers.
God Power: Rebellion (okay, this one is actually based on a cut god power for the original game that was meant to go to Ares before being replaced with Pestilence. When cast, it deducts all players of control of their villagers for two minutes - a unique animation of the villagers thrusting their arms up with whatever object they last used plays, and villager creation is prevented)
Myth Unit: Fomorian
Mythological Techs: Woad War Paint (all human soldiers regenerate hitpoints automatically); Ransack (all melee human soldiers do more damage to buildings and generate gold when attacking buildings); Eye of Balor (improves Fomorians)
Arawn - Celtic God of Death. His improvements benefit your temple.
God Power: Cŵn Annwn (spawns three Hounds of Arawn, strong, aggressive myth units that die after 45 seconds)
Myth Unit: Banshee (fast melee fighter whose special attack is a Banshee Cry that reduces the attack of nearby enemy units for a few seconds, like a reverse Einherjar)
Mythological Techs: Barrow Mounds (Funeral Processions generate more favour); Lord of the Otherworld (Druids have longer line of sight and do more damage to myth units); Cry of the Banshee (upgrades Banshees to Bean Sidhe, who have higher attack and move faster).
Ceridwen
Mythic Gods:
The Morrigan
The Cailleach
Lugh
Available Structures:
Town Centre
Farm
Dock
Wall (can only be upgraded to Stone Walls)
Temple
Tower
House
Armoury
Market
Warriors’ Hall (barracks structure)
Oppidium (Fortress analogue - would call them Hill Forts, but the Norse already have that as their fortress analogue)
Henge
Wonder
Base units available to all Gods:
Town Centre:
Tribesman (villager analogue)
Druid - Hero unit - solid melee fighter strong against myth units, heals allied units
Temple:
Druid
Warriors’ Hall (all available starting in Classical Age):
Warrior: Melee infantry armed with a sword. Slight bonus against cavalry, stronger bonus against villagers and trade caravans make them good for raiding. Reasonably fast, reasonably strong attack but low defence compared with comparable Greek or Atlantean units. Like a cross-between a Norse Ulfsark and an Atlantean Murmillo.
Pictish Skirmisher: Archer class unit armed with slings or javelins, fast but fragile, strong against archers.
Iceni Chariot: Short-ranged missile cavalry, high attack but fragile, bonus against infantry.
Oppidium (all available starting in Heroic Age):
Gallic Cavalry: Fast, high attack cavalry, like a stronger version of Norse Raiding Cavalry. Good against archers.
Dacian Falxman or Galloglaich (depends on whether geographic or period accuracy means more to you, both are sufficiently iconic): Fast, fragile infantry with a brutal attack. Large bonus damage vs. infantry.
Irish Spearman: Moderate defence, solid attack infantry, strong vs. Cavalry.
Whatever the Celtic siege options would be.
Dock:
Fishing Ship
Others TBA, but it’ll basically fit the same model as every other civ.
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