Monday, April 16, 2012

New Civ: Palmyran

By themselves, Palmyra is a bit underwhelming an option being a Roman subsidiary... but what if it were to encompass Rome as well: East Rome. The Palmyrene empire, while centered around the trade locale it was, also possess Roman troops alongside its heavy mounted armies.



Main Gimmick: The Palmyrene power is economic! Their villagers, like in RoR, cost more food...15 more food, but in turn work 20% faster at all jobs except farming and building, which are only 10% faster. They also move 10% faster than other villagers and have actual bonus resistance to all damage... about 4-10%. Their trade units snag 50% more from trade and the trade cap is actually double... if you build far enough away. Their buildings are sound, and their troops are a bit minimal early game. They don't have more than 3 military units until the 3rd age! When they do, say hello to heavy mounted and unmounted units alike!



Barracks


Limitanei: Expensive for a spearman, but also better defended in metal armor with a shield in hand. Age 1


Lanciarii:A powerful lancer that resists cavalry damage. Deals good damage all around. Age 3


Palmyrene Legionairre: From their Roman Allies comes a powerful anti-infantry/building infantry that even needs 2 pop slots. Age 4



Archery Range


Palmyrene Archer: Allegedly a strong suit of Palmyra, they have great reach and power. Do bonus to other archers, but a bit expensive. Age 2


Caravan Archer: A Defensive horse archer who deals more damage when near a tradeunit or villager. Excellent for defenses. Age3


Pilum: A spear throwing ranged infantry. Counters archers well, but also melee units. Weak to siege. Age 3



Stable


Camelry: A light camel rider built to counter horses and siege units. Age 2


HeavyCamel: A highly armored camel. Counters horses.Age 4


Heavy Cavalry: A highly armored horse rider with an edge against infantry. Age 3



Siege Workshop


Standard fare with Ram and Catapults. They do have something else...


Cheiroballist: A human with a hand ballista that launches ballista bolts. Hits packs of enemies with a ranged shot that can counter buildings. Cannot be repaired; must be healed. Age 4



Fortress: Only has an unpacking/repacking Onager.



Temple: Priests are standard fare convert and heal. Age 3



Other


There's not much too unique technologically, except the fact that Palmyrans don't need to research tribute fee reduction as they get that automatically.

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A handheld ballista would be a crossbow. Also, arrows should not be effective against any type of stone structure.


|||Maybe Cheiros should be better against WOOD structures... I dunno!|||

Are these civs going to act like player civs, or NPC civ's like the Medjay and Merc consumables like the Mycenaeans?

Because their a bit light on when it comes to a player civ, but they'd work great as an enemy/ally in missions and you could flog their 'unique' units for advisor cards for an all encompacing Roman civ.

Currently AoEO is giving the players the civ tile set and letting them chose if they want to play Franks of Teutons through the distribution of level up points for the techs and perks, and advisor units instead of civ specific unique units. Just thought I'd bring this up here because as a roman offshoot civ, you could work them into a full size player civ and as a result give the player a lot more choice in what style of roman armies they field. You could also make a 'mini-civ' like the Medjay or Mycenaeans to add spice to the quests.

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