Thursday, April 12, 2012

Civ Ideas: Assyrians

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Don't be afraid to tell me your thoughts... seriously.


Assyrians


Main Gimmick: The Assyrians, like in the original AoE, should be a fast civ that is meant to rush but if the game drags on it could get messy. Assyrians have only a limited selection of fast cavalry but later in the game, their university can help with Logistics similar to the tech of RoR though not as abusive. You'll see how.


To Age, Assyrians must set a soldier to begin aging up to represent the idea of better techniques. The soldier's cost is inconsequential to starting it up, but the more it cost, the faster it'll go. The soldier is lost after the process is selected but can be cancelled at any Town Center. If you choose more soldiers to sacrifice, you can hasten it a small bit.


The other majorfacet is the Shield Bearer. Shield Bearers are non attacking units with no speed, minimal LoS and a lot of durability... they also cost 3 pop each. That is in place to prevent early abuse. The 3 pop taxation goes away quickly when you permanently merge them with an unmounted unit. The unit gets a bonus to health, armor and resistance tocounter unitbonus damage. Good for the powerful archery range that Assyrians have. The archery range is also available in age 1 but it's not free.


Late Game, it's all about flooding with foot units supplimented by heavycavalry to take hits if you wish it. As well, there's incredible siege.



Barracks Units


Armored Spearman: Unlike the Spears of Egypt or Greece, the Spearman here uses a smaller hand spear and wields a shield, making him durable but reducing his anti-cavalry potential but against non cavalry it is durable as well. Available in Age 1. They do tend to cost more.


Curved Sword: The Curved Sword Wielder is an antiinfantry unit. His curved sword, medium armor and shield make him decently durable. Available in Age 2.


Heavy Infantry: Heavy indeed. So heavy they need 2 pop slots. The Heavy infantryman of Age 4 is slow, but very durable. His weapon is a lance and his shield is large. He cannot use a Shield bearer however. They move slower than almost any unit, as fast as some siege, but their punch lets them even crack heavy fortifications and cavalry alike. Age 4



Archery Range


Slinger: Similar to Egyptian Slingers, except with a small shield in hand, they counter archers very well. They have a minimum attack range however so they should be guarded by infantry and tend to fail even against spearmen early on. Probably the slowest firing of all Assyrian archers. Benefits greatly from uniting with a Shield Bearer. Available Age 1.


Composite Bowman: Available in Age 2, the Composite Archer is not durable at all, but unlike most archers, his refire rate is fast. Most Assyrian archers are. They have a slight bonus against enemy infantry. Unite with a Shield Bearer


Cavalry Archer: In Age 4, you get horses like this. Fast moving and fast firing, the Cavalry Archer is highly ideal for hit and run but is flimsy for an Age 4 unit even if it packs a punch.



Stable


Mounted Infantry: Quite different from a cavalry unit. The mounted infantry is just that: A 2 pop slot, fast, durable infantry man. While most cavalry fear camels, the mounted infantry fears Hypaspists and archers. He is somewhat durable and even usable when later age cavalry become available. Your first stable unit in age 2. Cannot use Shield Bearers.


Assyrian Cavalry: Of Age 3, these units are rather average in every way. Though somewhat faster than most cavalry. Their armor is decent enough. Their main purpose is to do what Mounted Infantry cannot: kill Archers, and an attack bonus lets them do that.



Fortress


Heavy Chariot: Along with the Pantinlonlon, this super unit is available in Age 4. They cost 4pop sloydand are a 3 horse, four rider chariot: oneequipped with a light spear, and 2 with a bowand wearing heavy armor. They take lots of punishment, take up space and can hurt mounted units fairly well. Their biggest drawback is their populace eating capacity and high training cost and time. They're best used as tanks for your floodable foot soldiers. The ranged upgrade will effect the two shots of the archers and the spear is melee but not anticavalry. Uses a bow slot, light spear and cavalry armor.


Pantinlonlon: The same unpackable siege weapon is here too. Assyrian Siege was advanced for its day thus it refires faster.



Siege Workshop


Arrowed Siege Tower: Comparable to the Helepolis, it's function is similar, albiet, its stats are more balanced to be an Age 3 unit.


Stone Thrower: Comparable to Ballistas and Catapults, it's stronger than its name implies! Age 4



Ziggurat: Trains Assyrian Priests can also attempt to convert enemies who get too close at less effectiveness than Priests. Assyrian Priests nearly mimic Greek, except that they have an option of sending converted villagers to the nearestTown Center if you so choose as slaves if you research Enslave at your temple. It is a toggle!



Armory: Due to the way Assyrians view their armies, armor is divided into mounted and unmounted units. The only mounted unit that even thinks of using Infantry armor is, well... the Mounted Infantry. Otherwise all other horsemen use Mounted Armor and all foot archers use. Much like my Persians, the upgrades cost 1 tech point in all but age 4, where it's 2 tech points.


AttackUpgrades are normal. The difference here is that Mounted Infantry use the Cavalry Attack andHorse Archers use the archery attack.You can also do something special here! You can train Shield Bearers, they come with the Armory as a free unit when you choose to tech it, so they cost no tech points to learn. They have no upgrades(IE Veteran, Elite or champion) but are useful for all unmounted units.



University


Similar to most, there is one major tech: Logistics. Almost unique to them. Basic Logistics is free with the building when you choose to tech it.


When researched, Infantry and foot archers train faster and use 15% less Population/housing slots. You can get it up to twice more in later ages but it can be expensive to research.



Docks


The sea is not the strongest point for Assyria. Compared to other civs its a bit lacking. The units are there, but not as strong. They are more meant to shoreline raid if they go navy. Good thing every military ship can store up to8 units for transport. This is good because their fishing ship is actually their sea trade unit and they have no true transport ship.

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Like for other civs, you have to go to the time period the developers have now given us. The time period were are "supposedly" in is right around 1220 BCE or so (giving that we have no idea when Agamemnon started to retake his throne and then how long he took to bring the Greek city-states under his control, but it seems that the Trojan War started right around 1200 BCE or so and then lasted for 10 years. So saying 1220 BCE is around the game starting date would seems about right, but who knows :P). The first Assyrian Empire fell right at the year 1248 BCE, the next Assyrian Empire didn't come into being until 1115 BCE, so it would have to be an Assyrian civ that reflects this.

They could have Tukulti-Ninurta I (1243-1207 BCE) in the game for the start of assyrian quests since he was leader of the Middle Assyrian Dynasty which did last till around 1116 BCE (but was basically in a recession all during this time). Although, his death came by his son (the "you will be the death of me" came to mind when I read this :P). http://studentreader.com/mid-assyrian-timeline/ has some good info on rulers and time periods but also says right around what would be the time period for this game is very scarce info wise. The assyria after Tukulti-Ninurta I's death was very unstable, with many short lived rulings, revolts, and in faction rivalries. Which would make the game at least for the Assyrian, very, eh :P

There is one reason the Greeks and Egyptians work in this game is because they are united. Greece under Agamemnon and Egypt under Ramses III. Would that make other civs that aren't as united tough to design gameplay around? Yes, but not impossible, as long as AOEO finds as much info as they can about the civs during the time period they are showing.

Edit: The Assyria and other civs in AOE 1 were/are basically showing the best of each civ at the height of each of their respected powers, plus it had/has the Roman Republic/Empire in it, which Rome wasn't even set up until the 700s BCE long after the current AOEO time period. I feel AOEO hasn't shown the best of the civ throughout history but to from what content they showed for Greece and quests they are sticking to the time period tech wise.

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That'd be true, if hoplites, based on most sources I read, weren't dated at earliest to 700BCE

|||Slight alterations worthy of a bump.|||I'd like to ask something: Have you made a civilization strong in the water yet? Like Korean and Vikings in AOK. I would to see something like this in game. A civilization that don't work very well in land, but can destroy a city easily with their majestic war ships!
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You like going off topic... but...



Koreans good in the water? Have you seen any high level gameplay? Find me extensive use of Turtleships! Huns are better for water maps... Saracen and Persians are better too. I must question your skill level, but I'll do that in my head.



But no... imagine having to level up all the way to 40 as a navy, only to realize that most vs maps are land based. Cant switch civs very easily, can ya?

|||Well, I think will have a story for every civs,right? Then,you can have the most maps in water! And the sarracens and the persians were good in AOK, it's not AOK,they can change something. But I was thinking about the water because I didn't see a good civilization in water untill now! And, probably,in this game will not have turtleships,becase it's too advanced for the age. But the ballista trirremes of Greeks are good too. So,maybe they will make civilization well balanced, without much deficiencies, but with some civilization with an "advantage" in water, economy, etc.Fight with other players in land with a great navy,of couse,will be a drag, but the gear and the strategy can be decisive in a high level gameplay, even if the civilization with which you are playing is better in water! But I only make suggestions,because I don't know what they will make for the game. But I can't talk by the people that play PVP, because I don't play it too much. But I really want a civilization with a navy different from the common navy of Greeks.|||Forgot Religion. The Ziggurat is like a tower that can attempt conversion.|||Good idea! However, the zigurat is too big, they are the wonders of Babylonia in AOE, and they look like an american pyramid( I know it is a litlle crazy, but it looks that way for me. "Tower" it's not an appropriate name, but maybe this building can work well,conversing units.
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I've got 2 history based unit suggestions for the Assyrians.

Sappers: The first sappers recorded in history are Assyrian. Depicted actions of them are excaviting threnches to undermine the enemy walls and breaking down fortifications with pickaxes.

War Dogs: Mastiffs were used for hunting and military purposes. Later on they were used to fight by others like Egyptians, Greeks, Romans and much more.

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How would you gear a dog? Better question: What future units would share dog gear besides future dogs?



Everyone would need dog, practically.

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Romans equiped dogs with spiked collars and even mail armor.

War dogs could also be granted by an advisor. For example "Wolfpack herder Molossus".

By the way, I remember seeing dogs in previous trailers, but haven't met them yet in-game.

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Updates abound! The Assyrian 'ram' is now a balanced Helepolis clone... balanced to be an Age 3 unit.

|||A slight tweak that isnt a tweak but still a bump.

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