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0 A.D. Design Document

All work reserved by Wildfire Games

Statement of Confidentiality

The information contained in this document is proprietary to Wildfire Games. Wildfire Games submits this document to its members with the understanding that you (the reader) are under the strictest confidence and accept that the following information will not be disclosed, duplicated or used, in whole or in part, without the prior written consent of Wildfire Games.

0 A.D. - The Vision

THE VISION OF 0 A.D.

Our Creed

0 A.D. is a historical (historically based) real time (non stop action) strategy (decisions affect the outcome, not chance) game (fun and enjoyable). I believe we say it best with the 0 A.D. creed:

It is a moment in time that never was. It is the spring of the world, and the dawn of history. It is a glimpse into an era when the empires of the world are at their zenith. It is but a breath of an age when mighty rulers wield rods of iron and brazen swords; to demonstrate that they are indeed the greatest ancient civilisation!

Let's break this creed down piece by piece.

It is a moment in time that never was.

It is important to note that "0 A.D." is a period in time that historically never actually existed. Historians go directly from 1 B.C. to 1 A.D. and skip over “0 A.D.” So, what are we saying? We are specifying that this time period is a fictional time period.

It is the spring of the world, and the dawn of history.

History is defined as an account of a chronological chain of events. People started recording history during the time period of our game. It is this history that has been passed down to us, two millennia later. The western world as we know it was birthed during this time.

The Roman historian Tacitus (55 - 120 A.D.) stated: “The principle office of history I take to be this: To prevent virtuous actions from being forgotten...”

This game reflects on the heroes that lived and conquered during the timeframe of our game. It tells their stories in a fun and entertaining way.

It is a glimpse into an era when the empires of the world are at their zenith.

0 A.D. is a slice in time. Imagine if all the ancient worlds (at the peak of their civilisations) were pitted one against another. We are plucking major civilisations out of their linear timeframe and placing them in the slice of time, which is 0 A.D.

It is but a breath of an age when mighty rulers wield rods of iron and brazen swords;

Combat in the game plays the major role. Economic and political roles take a back seat to strategic warfare. Are we glorifying war for entertainment purposes? Uh… Yep.

to demonstrate that they are indeed the greatest ancient civilisation!

Out of the 12 civilisations, which is the best? Well, we don't know! That decision is put in the hands of the player. It is up to them to either recreate or rewrite history.

2000 YEARS AGO

The game will draw people back 2000 years. This could be a bit difficult because nobody really knows for sure how things were exactly. Much information was lost during the dark ages. We are therefore basing most everything on what our historians have been able to dig up for us. We are taking a great effort to avoid stereotypical imagery and notions, in an effort to give our players a realistic world.

As far as the look goes, our world will be a heightened representation of reality. Colours will be a bit more saturated, vegetation will slightly edenic, structures will appear in a liveable state, units will be battle-torn, and the resources will be bountiful. We will try to make it as pleasing to the eye as possible.

Sound will be critical. It will draw the player into the world to give the perception that they are actually there. Music will be epic, voices will hearken back to an ancient time, sound effects will bring the action to your home.

This game will make you (as a player) feel like you are in command of a civilisation. You make the decisions that will lead to their ultimate rise or demise.

Heart and Soul of 0 A.D.

If you strip down the project to its very basic core we are left with a 'game'. It all boils down to a competitive activity, with a set of rules in which players are engaged in a challenge that provides entertainment and amusement. Players will also be rewarded by successfully surpassing the challenges set before them.

Competition can occur on two basic levels: Player vs. Player and Player vs. Computer. The Player vs. Player aspect will make it very important for the game to have a set of identities (civilisations) that are both balanced and unique. This will provide a multiplayer experience. Player vs. Computer will require us to have a deep and strategic understanding of our own game in order to provide a sufficient level of difficulty for the AI to simulate the actions and reactions of a human player. This will provide a single player experience.

The rules of the game are intended to offer players a wide variety of choices to make. The more choices we allow, the greater the depth of strategy we can offer. It is important that the variety of choices is vast enough to allow the player to choose from an array of actions - each having a unique set of repercussions. The rules of the game will also have a historical basis that will establish it as the historical RTS that it is.

Combat will be the focus of the competition. Economic and diplomatic actions will be used to forward militaristic actions. Every entity in the game will have a specific purpose and use. Much like in the game of chess, each piece on the board has a specific role in a game. Also like chess, a player who 'thinks ahead' and can 'set up' an opponent will benefit from such actions.

This interactive/real-time contest should challenge the mind and avoid boring repetitive actions. Hopefully the player will view the following actions as fun:

  • A triumphant assault
  • Successfully repelling an attack
  • Creation of your base
  • Setting up your economy
  • Outwitting an opponent by using the correct tool for the job
  • Advancing your civilisation
  • A come-from-behind victory
  • Proper use of formation in a battle
  • Effective raiding
  • Acquiring territory
  • Recreation of history
  • Reversing history's outcome
  • Advancing a unit to a higher level of rank
  • Creating scenarios for others to play
  • Allying with another human player against a common enemy

When a player is given an obstacle to overcome and they accomplish their goal, they should be rewarded. It will be the reward that encourages them to continue playing. The more they play, the more parts of the game they will 'unlock'.

A Responsibility

Because we are in a unique position of engaging the minds of young adults, I believe it is our responsibility to portray the game world as true to history as possible. There are going to be many names/places/events that many people are not familiar with from the general education they receive at their schools.

Games in the past have been known to give faulty information that misleads people. I believe this is wrong. We have a duty to properly present the history of our game to our audience. Hopefully this will encourage and supplement their education.

As the philosopher George Santayana said, “Those who cannot remember the past are condemned to repeat it.”

Snares

It is very easy for a game to fall prey to many of the common mistakes that prove disastrous to the games in the RTS genre. We need to keep our guard up and avoid these pitfalls:

  • Fastest click wins - In many RTS games, it isn't the player with the most intelligence or the best strategy that wins, it's the player who A] knows the proper order of actions and B] carries them out the fastest. People that practice a general procedure that is usually rewarding and know keyboard shortcuts should be slightly advantaged, and they will still be required; but, the if the opponent recognises their 'cookie cutter' gameplay, they should easily be able to outwit them by identifying and countering the unoriginal/over-used tactics with an effective counteractive strategy.
  • Single path to victory - It seems to be a trend that games cater to a specific strategy that is frequently used to attain a victory. That could be rushing, turtling, booming, etc. We recognise these are valid ways to win a game, but we will attempt to not favour one over another. Players should be able to successfully use (and adapt/change) any strategy to achieve a victory.
  • Sneaky Tricks - Many games overlook some aspects of gameplay that are unintentionally (by the game designers) used to a player's advantage. Through many hours of gameplay testing, we need to identify and eliminate these tricks.
  • Frustration of Artificial Intelligence - It is important to minimise frustration when playing the game. I have lost count of the times I've screamed at the computer, “WHY DID DO !” Whether its AI pathfinding or suicidal units, we need to minimise player frustration by rigorous AI testing.
  • Confusing UI - It is very important to avoid handicapping gameplay by making the user interface so complicated that people are not capable of doing what they want to do, and stop playing the game because they can't figure out how to control it. We to need promote an interface that can be easily picked up by our target audience. It is critical to pay special attention to other games in our genre from which we will be drawing players.
  • Repetition - If you find yourself doing the same action over and over without thought, then we need to either eliminate or automate such an action. Linear repetitious procedures are meaningless and boring.
  • Overly Ambitious - I think it is very important for us to always remember that this is the first project we have ever done. Much of the knowledge we have gained is based on trial and error. We will probably continue to forge forward in this fashion. We need to understand our limits and avoid getting fixed on them. We should aim high, but not so high that our goals are unattainable.

Why?

What is in it for me? Why would someone play our game over another game? I think the largest factor in answering that question would be that the game is FREE. Perhaps not the best reason why people will play our game, but it should not be discredited.

I would love to have people say that the game had stunning graphics, a gripping storyline, and left players with a thirst for the game that could not be quenched, but that probably won't happen. As a realist I have come to grips with the fact that we are not able to compete with the professional game studios.

We can however do our best to include some features that will set us apart from the crowd and make 0 A.D. unique:

  • Accurate History - All our content is validated by our History Department to ensure that it is true to source wherever possible (unless it negatively affects gameplay).
  • Citizen Soldiers - There will be no standard villager unit. Instead, regular infantry and cavalry have not only military capabilities, but also economic, making them substantially more versatile than in typical RTS games.
  • Unit Auto Upgrading - Citizen Soldiers will gain experience and automatically gain promotions. With each rank, they become stronger, and don a unique appearance.
  • Units on Structures - Some garrisoned units will be visible on the battlements of structures or the decks of ships, and capable of firing on opponents at range.
  • Realistic Ships - Ship gameplay will include a variety of new features, from a much larger scale, to ship capture, to sea rams, to a modular design that allows catapults to be stationed on the decks, and units to fire from the bows.
  • Excellent Moddability - Our aim is to make the game as data-driven as possible, and allow end-users to override that data, using custom independent mod packs, to have as much control over adding assets and editing existing content as our own scriptors. Savvy modders could potentially have all the necessary tools to program an entirely different game using our engine.
  • More Multiplayer modes - The host will have a wide variety of game types and features to tweak when creating a game session, permitting the kind of gameplay that he most enjoys.
  • Seasons - Over time, the environment will cycle through Spring, Summer, Autumn and Winter. Combined with the scenario's climate, rain and snow will fall with varying severity. Trees blaze into Autumn red or the fresh greenness of Spring, flowers bloom, and denuded husks of trees smother in the snow of Winter.
  • Provinces and Territories - In some game types, the map is subdivided into Provinces that must be captured and annexed into a player's territory in order to reap their valuable resources and construct forward bases in these areas. If the host wishes, a player's starting Territory can also be surrounded by attrition borders to reduce early rushes.
  • Real World Map Realism - Random Maps based upon geographical regions where the civilisations of the ancient world lived and 'died'. These will be generated with biome specific-to-location features that replicate (as best we have researched) the look and feel of the world as it existed 2,000 years ago. This provides for further player immersion into the game.

RTS Genre

You're probably thinking, "Why is someone creating another RTS game?" Since we converted the 0 A.D. project from an Age of Kings modification project to a complete stand-alone game, we have grappled with this same question. If it is just another clone, what is the point? Hasn't the RTS genre reached its pinnacle? Isn't it time to move on?

We are well aware of the issue of setting our project apart from being just 'another RTS clone' and are doing our best to define ourselves.

The genre itself is moving in a different direction since its redefinition a few years ago with the newly discovered capabilities of 3D. Some have headed towards RPG (Role playing games), some towards FPS (First person shooter), and some towards TBS (Turn based strategy), and others towards RTT (Real time tactical).

Developers do not seem to be content to further the traditional RTS in the same vein as Age of Empires, Command and Conquer, Red Alert, and Warcraft II. Though some are fleeing, we are going to stake a claim in the RTS genre. There is still much innovation to be made. This for us means:

  1. Less tedious/mindless micro-management
  2. More strategic thinking
  3. Greater stress on planning, formations, and tactics
  4. Choices, Choices, and more Choices
  5. Enhancing the multiplayer experience

Innovation (nowadays) is not “amazing 3D graphics” or “hundreds of units”. Those are now merely the standard by which an RTS is measured; a rite of passage. If that is all we can hope to attain, then it won't do us any good that the game is free; we would probably have to pay people to play it.

So we set out to create our own game… It is a large task, but I am confident that our team is up to it. Are we worried that the game will not be original enough? Yes, we are. But, we are doing our best to ensure that it will be a product worthy of being called a 'game' and not just a clone.

A Comparison

If you were to compare our game to other games, how would it stack up? What would be familiar? Here is a rundown of commonalities with other games.

Age of Empires - Historical era Age of Kings - Basic combat system Rise of Nations - Territories Generals - Ranks Warcraft III - Heroes Praetorians - Units in trees Knights of Honor - Units on structures Civilization - Technology 'tree'

Our Audience

The players we are targeting will likely have one of the following traits: An interest in our time period and/or civilisations Ancient warfare “Age of” gamers RTS buffs Map Makers Mod Makers Single Player campaign players Online Multiplayers LAN Partiers WFG Team

The Wildfire Games team is an assembly of individuals with a large variance of location, experience, skills, and personalities. Together, as a team, we have united to partake in an experience that very few have successfully completed.

There are many obstacles we must overcome if this game is to be completed: Virtual - We are a virtual team with no central office. All our communication is done via the internet. Hobbyist - None of us are doing this as a fully time job. We are not paid. This project comes secondary to work, school, and family. Inexperience - Very few of us have done this for a living. There are so many things we have to learn by trial and error. Expansive - RTS games are complex. The sheer volume of art, music, scripts, and code that needs to be created is a huge task, even for a professional development studio. Reward - The payoff for developing this game is not a salary. Many prospective staff members are turned off by the fact that we cannot offer monetary compensation. For our team, it will be an uphill battle. Though it will be difficult I am sure our team can rise to the challenge. Talent attracts talent, and we certainly have a lot of it. If we continue to surround ourselves with the best and the brightest we will surely maintain our potential for quality and excellence.

Background: Seasons

SEASONS

Seasons impart an effect on the terrain, weather, and tree textures to add variety to the game's appearance.

If seasons are enabled, after an amount of time has passed (as specified at session creation), a new season shall begin, continuing through an infinite cycle of Spring, Summer, Autumn, Winter. See GUI:Session Creation for details.

Transition Effects

The transition effect is introduced by a sound. This will be accompanied by particle effects and associated sound effects to signal that the season change has begun.

Autumn => Winter: falling snow. Winter => Spring: falling rain. Spring => Summer: 'sun ray' light particles. Summer => Autumn: Blowing leaves and dust.

Transition Texture Swaps

Transition time takes one full minute.

Textures begin their changes based on elevation (example: snow melts first in the lowlands).

Texture swapping will occur when the camera is not watching. So as you scroll across the map, you will notice when you return, that some textures have been swapped. This is done to remove the need to create progressive 'steps' or fades in the textures.

The transition is evenly spread out over the 2 seasons: 30 seconds before, and 30 afterwards.

  1. SEASON APPEARANCE
  • Spring:
  • Textures: New greens, yet more dreary than Summer. More mud, and wet.
  • Weather: Particle rain (occurrence depending on climate).
  • Transitional Effect: Colour changes to Summer Textures over 1 minute "transistion" period at the end of Spring.
  • Summer:
  • Textures: Floriferous. Deep saturated greens.
  • Weather: Particle rain (occurrence depending on climate).
  • Transitional Effect: Colour changes to Autumn Textures over 1 minute "transistion" period at the end of Summer.
  • Autumn:
  • Textures: Golden. Orange. Red. Brown. Dry, arid, and dirty/dusty.
  • Weather: Particle rain (occurrence depending on climate). Leaves overlay blown past in breeze.
  • Transitional Effect: Colour changes to Winter Textures over 1 minute "transistion" period at the end of Autumn. If possible, leaves drop from branches of deciduous trees during fade-out fade-in period and become part of the "duff" at the base of starkly denuded trees during the Winter Season (disappearing into it).
  • Winter:
  • Textures: Stark. Barren. Bluish tint, a 'cold' feel.
  • Weather: Snow and ice alpha transparency overlay terrain, and particle snow (occurrence depending on climate).
  • Transitional Effect: Colour changes to Spring Textures over 1 minute "transition" period at the end of Winter.
  1. SEASON EFFECTS

Seasons are mainly a visual effect, with virtually no effect on gameplay (untill possibly Part II). There will be no interruption to resource gathering in Winter. Seasons and weather vary by biome, and a few map types are affected by the current season. See the different map types for details.

  1. SEASON RAMIFICATIONS

Even in this truncated state, the Art Department will require a significant amount of effort to create the multiple texture types, and the Programming Department will need to write routines to create smooth transitions from season to season.

Textures will requre at least 3 versions for most vegetation. Structures will require a seperate 'snow prop' that will 'turn on' when Winter rolls around.

Snow textures will have progressive 'fades'. When the snow starts falling, the ground will be covered in 25% then 50% then 75% then 100% coverage. It starts at the greater elevations and then works its way to the cover the whole terrain. The melting process is another set of textures but runs in reverse.

Snow textures are alpha overlays that are placed above the terrain, as a 'decal'. It is a totally seperate terrain mesh, due to the limitations of texture layers.

Though it will not be easy, the Graphics Department is up to the task!

Background: Territories

CIVILISATION TERRITORIES

PROVINCES

When this game mode is enabled, every map will be comprised of a number of Provinces. That number is determined during game session creation.

Every Province will have a Settlement in it that players may 'settle'. When a player takes that action, they effectively declare ownership of that Province; which adds the Province to the player's Territory.

Ideally, the Provinces will be evenly sized and have roughly equal available resources. They will also follow natural boundaries such as forest lines, roads, rivers, islands, etc.

SETTLEMENTS

Each Province is centralised around that Province's Settlement. If no player controls the Settlement, it is owned by Gaia. That means there are no penalties for traversing across it and it is free to be taken by any player.

To take control of a Province, construct a Civic Centre on its Settlement. Destroying an enemy Civic Centre will cause it to revert back to being a Settlement. Because Gaia now owns it, all bonuses and penalties to players in the Province are now null.

Settlements are indicated on the Mini Map using a unique symbol.

CIVIC CENTRES

A player gains control of a Province by building a Civic Centre upon the site of the Settlement.

In Territory game mode, this is the only way to build additional Civic Centres.

Each player begins the game with control of one Province, via a "starting" Village Centre (unless he is playing the Nomadic game mode, in which case he will begin with only starting units and will first need to hunt down an available Settlement to build his first Civic Centre).

Destroying an enemy Civic Centre reveals the Settlement at its foundation, allowing the player to build his own upon the site and seize control of the Province (any structures and units will still remain in the Province).

BENEFITS OF CONTROLLING A PROVINCE The player sees no Shroud of Darkness in his own Provinces. Expanding his Territory allows the player to control more of the game map.

  • He cannot easily build structures on terrain unless he controls its Province.
  • He cannot gather from resource objects unless he controls their Province.

Until the 'rush timer' has ticked down to zero, units will rapidly lose hitpoints whenever they are in an enemy's Province. (The starting time of the timer is specified at session creation.) Faster construction time: In situations where the player can build around existing buildings in a Province he doesn't own (see the next section), he cannot build as quickly in the other player's Province as he could in his own. Civic Centres increase population limit, so more units can be trained. All of the player's entities gain a bonus to their armour value as long as they are in one of his Provinces. STRUCTURES IN PROVINCES

To repeat, one of the big advantages of owning a Province is that you can easily construct structures in that province. However this is not only way.

Requirements to build: Build a Civic Centre on the Settlement This is your first initial step to construction of any structure in any Province. Capture a structure from the enemy If you cannot construct a structure and you really want to build a structure in that Province, another option is to weaken the enemy's structure to the point of capturablity. After it is captured you are capable of building structures in its proximity. Have a structure already built in the Province This is an issue when an enemy comes into your Province and destroys your Civic Centre. You are still able to build in this Province within the proximity of your existing structures. ALLIED PROVINCES

A player may build defensive and military (but not economic) structures within a Province controlled by an ally.

It is not permitted to seize ally-controlled Provinces unless the player destroys. If they take such an action, the player forfeits ownership of that province to their ally (or whoever builds on top of the settlement first).

TERRITORIES

A Territory is defined as a player's collection of Provinces.

PROVINCIAL BORDERS

The outer edges of the terrain a player controls will be marked on the Mini Map in such a way for the player to visualise ownership of that Province. It will also be encouraged to represent this on the game map.

Background: Weather

WEATHER

Weather in the game will be 100% visual, with no impact on gameplay at all. The types of weather effects in the game will largely be based on the capabilities of the graphics engine, so this list may grow or shrink in the future.

Also see the section on Weather in the "Atlas" Editor document for information on setting the attributes of weather effects, and the Seasons section of the DD for information about how weather effects are factored into seasons. Also see the section on Environmental Audio in the Audio DD for information on the sound effects associated with weather.

  1. RAIN

Standard typical rain, as in water falling from clouds.

Visual effects of Rain:

  • Rain Sprites.
  • Cloud decals (shadows).
  • Lighting adjustment.
  • Ripples.
  • Puddles?

Rain will create sprites or "sheets" of rain falling down from the sky. If it's raining over water, ripple effects will be produced. When the the camera is zoomed in, raindrops will visibly hit the ground and make little splashes. This effect only occurs if the camera is zoomed in.

Additionally, we might have 'cloud decals' over the terrain and structures; the cloud's shadows will accordingly drift and cloak objects and terrain in shadow. This will most likely be a very performance demanding effect so we might cut it or save it for the "high quality" options setting. Rain will only appear where there are cloud shadows on the terrain.

Also, after a period of rain, puddles will appear where it's been raining a lot. Puddles are simple art objects that will already be available as objects in the Editor. They have a small watery texture on them (which doesn't move) along with vertex shaders (reflections) so that it can reflect stuff. If it's raining on top of puddles, they'll produce ripples just like when it rains over water.

  1. SNOW

When it's cold, rain turns to snow - little white crystals floating down silently from the sky.

Visual effects of Snow:

  • Snow sprites.
  • Fog.
  • Terrain and Object decals.

Snow sprites will float down softly and silently (like real snow!). Depending on the density of snowfall, terrain, trees, structures or unit textures could be covered with snow using snow decals. Greater snow levels can also produce a slight fog effect.

  1. FOG

Visual effects of Fog:

  • "Fog".
  • Light Glow.
  • Fog Objects.

When it's foggy, a colourised atmosphere is added to the map. The player won't be able to see stuff in the distance as well (based on the fog depth).

If there are any fires or other lights, a \"glow\" appears around them.

Furthermore, when the fog is really dense, "fog objects" will appear. These are eyecandy objects already in the Editor. They are mobile clouds of particle fog. It'll make for some really nice looking dense fog.

In the editor you can specify the amount of fog (how thick it is), the color of fog, it's density, and if you want it to create fog objects or not.

  1. STORM

Visual effects of Storm:

  • [Everything included with Rain].
  • Lightning flashes.
  • Lightning.
  • Thunder sounds.

This is similar to Rain, but the rain sprite animation is different and harder. Also there could be lightning and thunder sounds.

Civ: Carthaginians

CARTHAGINIAN CIVILISATION PROFILE

by Ken Wood [aka Phoenix-TheRealDeal? / tonto_real] Email: ken@…. (Arizona, United States of America).

Historical consultants, translators and contributors:

  • Professor Alejandro Carneiro [aka Piteas] (Classical & Antiquity Greco-Romano-Iberico History Studies) (Spain).
  • Aviv Sharon [aka Jeru] (Israel).

Contributing concept artists: Antonio J. Flamas [aka ajflamas] (Spain); Aviv Sharon [aka Jeru] (Israel); Jason Bishop [aka Wijitmaker] (Washington, United States of America); Marco Giannini [aka Kellian] (Italy).

"Dido building Carthage" (Turner) - the allegory is that she is seen in the clouds.

UNIT DESCRIPTIONS

==INFANTRY==

  • Name: Iš Hérev Sakhír. (eesh HEH-rev sah-HEER) <means Celtic 'Gaesata' Mercenary Swordsman.>
  • Class: Swordsman.
  • Hacker Armament: Celtic Hallstatt 'La Tene' culture period long sword.
  • Appearance: See figure 2 in the reference picture below.
  • Garb: -
  • Helmet: -
  • Shield: -
  • Figure(s): -
  • History: Celts served as mercenaries in Carthaginian armies from the earliest times.
  • Garrison: 1.
  • Function: The iron of the sword was not of the best quality; the weapons had to be straightened after each good strike.
  • Special: -

Reference Celtic Gaesata Mercenary Swordsman as figure 2.

  • Name: Iš Hanít Arukáh Meguyás. (eesh ha-NEET ah-roo-KAH meh-goo-YAHSS) <means: Liby-Phoenician Levy Long-Pikeman>
  • Class: Spearman.
  • Hacker Armament: Long Pike or Sarissa type spear.
  • Appearance: See figure 1 in reference picture below.
  • Garb: -
  • Helmet: -
  • Shield: -
  • Figure(s): -
  • History: Although the Liby-Phoenician soldiers were not themselves citizens of the city of Carthage, they were levied to the armies of Carthage from those Phoenician colonies of modern-day Tunisia and Libya that had been taken over by the Carthaginians upon the demise of the mother cities in the Levant. Those town and cities were not permitted to hold standing armies of their own, having instead to rely upon Carthage for leadership and defense.
  • Garrison: 1.
  • Function: -
  • Special: -

Reference Liby-Phoenician Spearman is shown by the figure at the left in this drawing; the end of the pike is shown laying on the ground in the forefront.

Relative length of the Long Pike or Sarissa is shown by the small figure in lower-right corner of this drawing.

  • Name: Iš Kidón Meguyás. (eesh kee-DOAN meh-goo-YAHSS) <means: Iberian Levy Javelinist>
  • Class: Javelinist.
  • Hacker Armament: Javelin (see below).
  • Appearance: Refer to figure 3 in the picture below but armed with the javelin carried by figure 2.
  • Garb: -
  • Helmet: -
  • Shield: -
  • Figure(s): -
  • History: Though initially mercenaries hired by the Carthaginians, once the Carthaginian expansion was made into large areas of the Iberian Peninsula, these soldiers became levies imposed by the Carthaginian generals on their "allies".
  • Garrison: 1.
  • Function: -
  • Special: -

Reference for Iberian Levy Javelinist; use figure 3 armed with javelin of figure 2.

  • Name: Qašát. (kah-SHOT) <means: Mauritanian Levy Archer>
  • Class: Archer.
  • Hacker Armament: Bow.
  • Appearance:
  • Garb: No armour. Quiver of arrows.
  • Helmet: None.
  • Shield: None.
  • Figure(s): See reference image below.
  • History: The Mauritanians are said to have supplied good archers to the armies of Carthage.
  • Garrison: 1.
  • Function: Movement: Relatively faster than other Archers.
  • Special: -

Reference drawing for Mauritanian Levy Archer.

  • Name: Qalá<sup>c</sup>. (ka-LA) <means: Balearic Levy Slinger>
  • Class: Slinger.
  • Hacker Armament: Three slings and sling bolt pouch; see concept drawing below.
  • Appearance:
  • Garb: Bare minimum (basic loincloth).
  • Helmet: None at any experience level.
  • Shield: None.
  • Figure(s): Barefoot, nothing on body to restrict movement; see concept drawing below.
  • History: The Balearic Slinger regiment was a levy from the islands that had been under control of Carthage from the 6th century BCE. They fired ceramic shot capable of punching through enemy shield and armour and dropping soldiers dead in their tracks. They carried 3 different slings of different lengths which were used to obtain range to target.
  • Garrison: 1.
  • Function: Rate of Fire: Fast. Movement: Fastest infantry unit in the game (very agile). Attack: Strongest slinger in the game (+1 more than Rhodian Slinger). Accuracy: High.
  • Special: -

Balearic Levy Slinger - concept drawing by Marco Giannini (Italy).

==CAVALRY==

  • Name: Iš Hérev Rakhúv Meguyás. (eesh HEH-rev rah-HOOV meh-goo-YAHSS) <means: Iberian Levy Cavalry Falcata Swordsman>
  • Class: Cavalry Swordsman.
  • Hacker Armament: The 'Falcata' sword; see concept drawing below.
  • Appearance:
  • Garb: As depicted in the reference drawing for figure 1 and/or 3.
  • Helmet: None for basic unit.
  • Shield: Round smallish 'Caetra' shield common to many of the Iberian warriors having a central 'boss', usually of bronze or iron; though the shield was small it was also light and the Iberian units carrying it were very adept in moving it quickly about defensively.
  • Figure(s): See concept drawing below.
  • Mount: As shown in the reference drawing, figure 1.
  • History: Though initially mercenaries hired by the Carthaginians, once the Carthaginian expansion was made into large areas of the Iberian Peninsula, these soldiers became levies imposed by the Carthaginian generals on their "allies".
  • Garrison: 2.
  • Function: -
  • Special: -

Reference drawing for Iberian Levy Cavalry Falcata Swordsman; use figure 1 armed with the sword at figure 3.

  • Name: Iš Rómah Rakhúv. (eesh ROW-mock rah-HOOV) <means: Italian Ally Cavalry Spearman>
  • Class: Cavalry Spearman.
  • Hacker Armament: Spear.
  • Appearance: Use the cavalryman figure in the reference drawing below as the basis for the unit.
  • Garb: -
  • Helmet: -
  • Shield: -
  • Figure(s): -
  • Mount: -
  • History: A number of the tribes, especially those of the southern Italian Peninsula, allied with Hannibal Barca during the 2nd Punic War. (The reference drawing is meant to be representative of those.)
  • Garrison: 2.
  • Function: -
  • Special: -

Reference drawing for Italian Ally Cavalry Spearman (the mounted unit).

  • Name: Iš Kidón Rakhúv. (eesh KEE-doan rah-HOOV) <means: Numidian Ally Cavalry Javelinist>
  • Class: Cavalry Javelinist.
  • Hacker Armament: Javelin.
  • Appearance: See lower-left figure in the drawing below.
  • Garb: -
  • Helmet: -
  • Shield: -
  • Figure(s): -
  • Mount: -
  • History: Numidian Cavalry were known to be the fastest, most agile, in the ancient world; the riders rode without bridle or reins, steering their mount with knee pressure and body signals alone. They were the only cavalry that the Romans were unable to adequately deal with.
  • Garrison: 2.
  • Function: Movement: Fastest cavalry unit in the game.
  • Special: -

Reference for Numidian Ally Cavalry Javelinist is at the lower-left in the drawing.

==SUPPORT UNITS==

  • Name: Ezrahít. (ez-rah-KEET) <means: Carthaginian Citizeness>
  • Class: Female Citizen.
  • Appearance:
  • Garb: Grecian female dress and hair style was based upon that of the Mauritanians as brought to them via the Phoenicians, thus passing through Carthage.
  • Helmet: No helmet per se, may or may not have headgear as depicted in concept drawings below.
  • Shield: None.
  • Figure(s): -
  • History: A no brainer.
  • Garrison: 1.
  • Function: -
  • Special: -

Reconstructions of Greek women's dress styles originating in Mauritania via Carthage and/or other Phoenician trading centres.

  • Name: Kohénet. (ko-HEH-net) <means: Priestess of Baal Hammon & Tanit>
  • Class: Healer.
  • Appearance:
  • Garb: Use the reference drawing as a basis along with Greek-like dress shown just to the right of the hair-styles (above) in the foregoing reference drawing for the Carthaginian Citizeness.
  • Helmet: -
  • Shield: None.
  • Figure(s): -
  • History: Tanit (also spelled TINITH, TINNIT, or TINT), chief goddess of Carthage, equivalent of Astarte. Although she seems to have had some connection with the heavens, she was also a mother goddess, and fertility symbols often accompany representations of her. She was probably the consort of Baal Hammon (or Amon), the chief god of Carthage, and was often given the attribute "face of Baal." Although Tanit did not appear at Carthage before the 5th century BC, she soon eclipsed the more established cult of Baal Hammon and, in the Carthaginian area at least, was frequently listed before him on the monuments. In the worship of Tanit and Baal Hammon, children, probably firstborn, were sacrificed. Ample evidence of the practice has been found west of Carthage in the precinct of Tanit, where a tofet (a sanctuary for the sacrifice of children) was discovered. Tanit was also worshipped on Malta, Sardinia, and in Spain. There is no other reason for giving the Carthaginians a priestess instead of a priest in 0 A.D., although Tanit was the most popular of their two main gods with the people.
  • Garrison: 1.
  • Function: -
  • Special: -

Marble bust of goddess Tanit (use as model for Priestess).

  • Name: Sohér. (so-HAIR) <means: Carthaginian Trader>
  • Class: Trader.
  • Appearance:
  • Garb: See the illustration reference drawing for the Carthaginian Merchantman, unit following; use the individual with the conical hat standing between two spearmen for the basis; mount the Trader upon a horse.
  • Helmet: Conical hat.
  • Shield: None.
  • Figure(s): See reference drawing for Merchantman for typical trader figures standing on beach in front of ship.
  • Mount: Horse.
  • History: ?
  • Garrison: 2.
  • Function: -
  • Special: -
  • Name: Iš Mishár. (eesh mees-HAR) <means: Carthaginian Merchantman>
  • Class: Merchantman.
  • Appearance:
  • Shell: The drawing below is the ship that I want modeled for the Carthaginian Merchantman (skinned differently also for the Iberians).
  • Helmet: -
  • Shield: None.
  • Figure(s): -
  • History: The entire purpose of the Phoenicians/Carthaginians? was to conduct trade and commerce principally upon the sea (though not limited to that as far as Carthage was concerned).
  • Garrison: Cannot.
  • Function: Movement: Fastest Merchantman in the game.
  • Special: -

Reference drawing for Carthaginian Merchantman and Carthaginian Trader.

==WAR SHIPS==

  • Name: Du-Mašót. (doo mah-SHOAT) <means: Carthaginian Bireme>
  • Class: Bireme.
  • Appearance:
  • Shell: See reference picture below.
  • History: The Phoenicians/Carthaginians? were the first to develop 'bireme technology' by taking the pentakonter and 'cutting it in half' then stacking two rows of oarsmen tiered atop the other, producing a ship half the length that was more maneouvreable and faster in the water. The ram section at the bow was built to look like a sea monster swimming through the water in order to terrorise superstitious potential competitors. They were also fed tall tales of such denizens in a propaganda effort to mislead and frighten off others who might consider following them into unknown waters.
  • Garrison: Cannot.
  • Function: Fastest Bireme in the game.
  • Special: -

Carthaginian Bireme.

  • Name: Tlat-Mašót. (tlat mah-SHOAT) <means: Carthaginian Trireme>
  • Class: Trireme.
  • Appearance:
  • Shell: See reference picture below, note ballista mounted on foredeck tower.
  • History: Triremes (and later Quinqueremes) were a longtime mainstay of the Phoenician/Carthaginian? fleet that was the largest maintained on the Mediterranean Sea, also ranging out into the Atlantic as protection for its Merchantmen. The Athenian Greeks were the only ones to build a faster ship of this type.
  • Garrison: Cannot.
  • Function: Movement: 2nd fastest (after Athenians) of the Triremes.
  • Special: -

Carthaginian Trireme.

  • Name: Haméš-Mašót. (ha-MESH mah-SHOAT) <means: Carthaginian Quinquereme>
  • Class: Quinquereme.
  • Appearance:
  • Shell: See reference picture below; mount onager atop cabin toward the stern poopdeck.
  • History: The Carthaginians were long in the forefront of ship technology, maintaining the largest fleet in the Mediterranean for centuries. Their Quinquereme was also the best on the water and essentially unchallengeable until the Romans built a Quinquereme largely from Carthaginian design (having 'captured' a grounded ship of its type) then later developed the corvus boarding ramp for it.
  • Garrison: Cannot.
  • Function: Movement: Fastest of the Quinqueremes. Very limited in number (probably through expense).
  • Special: -

Carthaginian Quinquereme.

==SIEGE==

  • Name: Qatapúltah. <means: Carthaginian Onager>
  • Class: Onager.
  • Appearance:
  • Shell: See reference picture below.
  • History: The Carthaginians are known for having had many siege weapons.
  • Garrison: 3.
  • Function: -
  • Special: -

Reference Onager.

  • Name: Balístra. <means: Carthaginian Ballista>
  • Class: Ballista.
  • Appearance:
  • Shell: See reference picture below.
  • History: The Carthaginians are known for having had many siege weapons.
  • Garrison: 3.
  • Function: -
  • Special: -

Reference Ballista.

==SUPER UNITS==

  • Name: Qaçín. (kah-TSEEN) <means: Carthaginian Sacred Band Officer>
  • Class: Super Infantry Unit.
  • Hacker Armament: Special spear (looks like a 'standard').
  • Ranged Armament: None.
  • Appearance: As shown at figure 2 in the drawing below but dismounted.
  • Garb: -
  • Helmet: -
  • Shield: -
  • Figure(s): -
  • History: Sacred Band represented the group of Carthaginian Citizens that were especially trained to become the officers over all components of the army.
  • Garrison: 1.
  • Function: -
  • Special: Strong against Siege weapons, all Citizen Soldier units but additionally bonused against Infantry Swordsmen, Cavalry Swordsmen & Cavalry Spearman.

Reference for Sacred Band Officer is the unit on the right; the "standard" appurtenances to his spear symbolically represent the Tanit, goddess of the Carthaginians. Thus his 'faith in her' makes him a super-strong fighting man.

  • Name: Pil Qrav. (peel krov) <means: Carthaginian War Elephant>
  • Class: Super Cavalry Unit.
  • Hacker Armament: Ram (Crushing impact tusk attack, effective against structures).
  • Ranged Armament: None.
  • Appearance:
  • Garb: -
  • Helmet: -
  • Shield: -
  • Figure(s): As rendered below but with an 'elephant rider' seated behind the head with no weapon other than a stave to drive the elephant.
  • Mount: The elephant.
  • History: The North African Forest Elephant, smaller than the Indian elephant and now extinct, was captured and trained by the Carthaginians as a "terror weapon".
  • Garrison: 3.
  • Function: Hitpoints: High. Movement: Slow.
  • Special:
  • Strong against siege weapons, all Citizen Soldier units and cavalry units of any kind (except other elephants). Weak against Infantry Spearmen (whom have the normal bonus to their AT against cavalry units).
  • "Damage Frenzy".
  • "Stench" Aura.
  • "Trample Damage" Aura.

0 A.D. rendering of elephant by Jason Bishop (Washington, United States of America).

Carthaginian War Elephants and riders.

==HEROES==

  • Name: Hannibal Barca.
  • Class: Hero1.
  • Hacker/Ranged? Armament: Bow.
  • Appearance:
  • Garb: -
  • Helmet: -
  • Shield: -
  • Figure(s): See reference picture below.
  • Mount: Towered elephant.
  • History: ?
  • Garrison: 3.
  • Function: Attack: High. Range: High. Hitpoints: High.
  • Special:
  • "Hero" Aura TBD

Hannibal Barca on his Indian War Elephant "Sara".

Hannibal Barca on his Indian War Elephant "Sara" (closeup).

  • Name: Hamilcar Barca.
  • Class: Hero2.
  • Hacker/Ranged? Armament: Javelin.
  • Appearance:
  • Garb: -
  • Helmet: -
  • Shield: -
  • Figure(s): See reference picture below.
  • Mount: Towered elephant.
  • History: ?
  • Garrison: 3.
  • Function: Attack: High. Range: High. Hitpoints: High.
  • Special:
  • "Hero" Aura TBD

Hasdrubal Barca on his Indian War Elephant.

  • Name: Maharbal.
  • Class: Hero3.
  • Hacker/Ranged? Armament: Spear.
  • Appearance:
  • Garb: -
  • Helmet: -
  • Shield: -
  • Figure(s): See reference picture below.
  • Mount: Horse.
  • History: Maharbal was Hannibal Barca's "brash young cavalry commander" during the 2nd Punic War. He is credited with turning the wing of the legions at Cannae resulting in defeat in which 30,000 of 50,000 Romans were lost, as well as significant contributions to the winning of many other battles during the 2nd Punic War. He is known for having said, after the battle of Cannae, "Hannibal, you know how to win the victory; just not what to do with it."
  • Garrison: 2.
  • Function: Attack: High. Range: High. Hitpoints: High.
  • Special:
  • "Hero" Aura (+20% Cavalry AT)

Concept reference for Carthaginian Cavalry Commander Maharbal.

NEW UNIT TRAITS

  • Damage Frenzy: If the unit loses 75% of its hitpoints, it will randomly attack nearby units, friend or foe, other than Priestesses. This effect can only be overcome by restoring the unit's lost health.
  • "Stench" Aura: As with Persian camels, cavalry units are spooked by elephants, and prove less effective when in range of them.
  • "Trample Damage" Aura: As with Persian elephants, causes passive crush damage to nearby enemy units through trampling.

CIV CENTRE UNITS

  • Melee Infantry: Liby-Phoenician Levy Long-Pikeman (Spearman).
  • Ranged Infantry: Balearic Levy Slinger (Slinger).
  • Cavalry: Numidian Ally Cavalry Javelinist (Cavalry Javelinist).

FORBIDDEN CLASSES

  • Infantry Archer.
  • Cavalry Archer.
  • Ram (War Elephant serves as ram).

STRUCTURE DESCRIPTIONS

==VILLAGE==

  • Name: Merkáz. (mare-CAUSE) <means: Civ Centre>
  • Class: Civ Centre.
  • History: Carthage!.

Concept drawings by Aviv Sharon (Israel).

Note: Object 1 is Baal-Hammon, Object 2 is Moloch-Baal sacrificial shrine (furnace in ‘abdomen’, Object 3 is Tanit.

Virtual reconstruction of Carthage showing double harbour, civic centre, and fortress citadel - acropolis.

  • Name: Báyit. (BAyeet) <means: House>
  • Class: House.
  • History: Housing was generally built of ‘adobe’ or sandstone then plastered with stucco. Flat roofs predominate, few windows, arched doorways in evidence, kind of a blend of Achaemenian and Mediterranean styles with some tiled roofs. In the biggest cities, especially Carthage and such as Utica, housing was in flat-roofed structures rising as high as 6 and 7 stories (two-storied would be sufficient).

Concept drawing by Nadav Halwany aka "Doodle", Haifa, Israel. Textured and rendered by The Chief.

Modern housing somewhat appropriate to Carthaginian housing, except that exterior windows weren’t much in evidence; housing was built around central interior courtyards instead.

Modern housing somewhat appropriate to Carthaginian housing, except that exterior windows weren’t much in evidence; housing was built around central interior courtyards instead.

Modern housing somewhat appropriate to Carthaginian housing, except that exterior windows weren’t much in evidence; housing was built around central interior courtyards instead.

Roman era Carthaginian house (tile roofed) mosaic patio.

  • Name: Ahuzáh. (ah-hoo-ZAH) <means: Carthaginian's Estate>
  • Class: Farm Centre.
  • History: Although there must have been many small farms as well, when the Carthaginians expanded into the hinterland, most farms and orchardist establishments were created by the wealthy segment of society that became known as the landowners, and the resulting estates were mostly worked by ‘almost enslaved’ Liby-Phoenicians, Numidians, and whomever they could get.

Concept drawing by Antonio J. Flamas (Spain). NOTE Inset figure 1: this is the symbol for the goddess Tanit and should be somewhere visibly located on every Carthaginian structure with exception to Carthaginian City Wall and Wood Tower.

  • Name: Sadéh. (saw-DEH) <means: Field>
  • Class: Field.
  • History: ?.

<no illustration yet available>

  • Name: Réfet. (REH-fet) <means: Corral>
  • Class: Corral.
  • History: ?.

<no illustration yet available>

  • Name: Mehçabáh. (MEK-tsah-bah) <means: Resource Centre>
  • Class: Resource Centre.
  • History: ?.

Concept drawing by Antonio J. Flamas (Spain).

  • Name: Migdál. (meeg-DOLL) <means: Wooden Tower>
  • Class: Scout Tower.
  • History: Possibly used as outposts.

<no illustration yet available>

  • Name: Homáh. (ho-MAW) <means: Carthaginian City Wall>
  • Class: Wall.
  • History: The Carthaginians built what are referred to as “triple walls” to fortify some of their cities; as triple walls aren’t a practical construct for 0 A.D, the construction of the inner wall is to be used. This wall served not only as a defensive structure but had barracks and stables integrated right into it, and raised towers at intervals. Fodder for elephants and horses, and arms were stored onsite. The ground level consisted of housing for elephants, the second level for horses, and the third level as barracks for the troops. In Carthage alone, 200 elephants, a thousand horses and 15,000~30,000 troops could be housed within the city walls. As shown in the reference drawing, there was also a ditch at the base in front of the wall. These walls were typically built of large blocks of sandstone hewn from deposits nearby, and were never breached by invaders.
  • Special:
  • Footprint: 2x4 base. 3 tile height for walls.

Reference drawing shows the typical inner wall of three that has been excavated at Thapsus (in Tunisia). (Hollows shown below grade in the cut-a-way were for septic and effluent removal.)

  • Name: Migdál-shá<sup>c</sup>ar. (meeg-DOLL SHAW-arr) <means: Carthaginian Gatetower.>
  • Class: Wall Gate.
  • History: The tower sections constituted a 4th level where they rose up to provide even higher firing level platform than that of the top of the wall run.
  • Special:
  • Footprint: 4 tile height for tower.
  • Garrison: 10.
  • Elevation Bonus: +2 RA.
  • Auto-Gate: The tower is built at the auto-gate position (occupying 2 of the 4 tiles), and can be locked/unlocked as normal.

(see Wall above for images)

==TOWN==

  • Name: Namél. (naw-MEL) <means: Port Centre>
  • Class: Port Centre.
  • History: The structure is based upon the centre ‘island’ of skidways and sheds (including shops and admiral’s headquarters) of the inner harbour constructed to house the war fleet of the Carthaginian navy at Carthage.

Concept drawing by Aviv Sharon (Israel).

Virtual reconstruction of inner port for warships at Cathage.

  • Name: Miqdáš. (meek-DOSH) <means: Temple>
  • Class: Health Centre.
  • History: Quite a few temples and altars were scattered about Carthinginians territory, given up to the worship of various gods in a pantheon that, regrettably, is mostly lost to time and destruction. The structure shown is one found just west of the Bagradas River on a tributary that was dedicated to a pantheon of gods ranging from traditional Phoencicio-Carthaginian to Egyptian and Hellenic. It was actually built of a golden-hued marble (some others from a pink-hued marble also famously quarried in the Carthaginian homeland). Note that Tanit and Baal-Haamon were the were the two principal gods worshipped by a population that was quite religious, therefore their ‘effigies’ should also appear on the façade of the temple or as statuary in front of it, perhaps flanking the entrance.

Reconstruction of the Temple of Chimtou (it was constructed from ‘golden marble’ from the area of Chimtou in Tunisia (near Bagradas River valley).

Carthaginian Tanit symbol stone, national symbols on coin (Tanit is on the reverse below), and bas relief of god Baal-Hammon -- images that might be incorporated into Temple concept.

Carthaginian Tanit symbol stone, national symbols on coin (Tanit is on the reverse below), and bas relief of god Baal-Hammon -- images that might be incorporated into Temple concept.

Carthaginian Tanit symbol stone, national symbols on coin (Tanit is on the reverse below), and bas relief of god Baal-Hammon -- images that might be incorporated into Temple concept.

Carthaginian Tanit symbol stone, national symbols on coin (Tanit is on the reverse below), and bas relief of god Baal-Hammon -- images that might be incorporated into Temple concept.

  • Name: Mahanéh. (maw-haw-NEH) <means: Military Centre>
  • Class: Military Centre.
  • History: Although the Carthaginians incorporated stables and barracks into their city walls, for gameplay purposes we use a Military Centre.

Sketch of an Egyptian armoury by unknown author (from an old pre-0ad modpack) is suitable for this purpose.

  • Name: Šuq. (shouk) <means: Trade Centre>
  • Class: Trade Centre.
  • History: Trade centres were probably just big sheds or structures surrounding a ‘market’ area or in a wharf area of a port, but it is felt that the Achaemenian concept below will serve the purpose of the game admirably.

Achaemenian motif concept drawing by Antonio J. Flamas (Spain).

==CITY==

  • Name: Meçudáh. (meh-tsoo-DAW) <means: Blockhouse Fort>
  • Class: Fortress.
  • History: The Carthaginians built a number of rather ‘monolithic’ blockhouse forts sited at critical locations in North Africa, sometimes also in conjunction with long lengths of wall intended to keep the wilder people of the desert to the south from freely ranging into the ‘civilised’ territories under their direct control.

<no illustration yet available; I have, as yet, *no* idea what this thing should look like.>

SPECIAL STRUCTURES

(None)

NEW STRUCTURE TRAITS

See Wall and Wall Gate.

FORBIDDEN STRUCTURES

  • Wall Tower (Wall Gate functions as both gate and tower).

CIV BONUSES

CB1 Name: Triple Walls. History: Carthaginians built triple city walls. Effect: Carthaginian walls, gates, and towers have 3x hitpoints of a standard wall.

CB2 Name: Roundup. History: Not unlike the Iberian Peninsula, North Africa was known as ‘horse country’, capable of producing up to 100,000 new mounts each year. It was also the home of the North African Forest Elephant. Effect: Horses or elephants can be captured in the wild and placed in the Corral. Unlike normal corralled animals that generate food, the corralled Horse and Elephant functions similarly to a relic as in AoK. As long as it/they remain(s) in the Corral, the resource cost of training horse-mounted units (cavalry) or War Elephant Super Units is reduced by a fixed amount of –5% per animal corralled appropriate to kind.

TEAM BONUS:

TB1 Name: Trademasters. History: The Phoenicians @#$% Carthaginians were broadly known as the greatest trading civilisation of the ancient and classical world. Effect: +33% trade profit ‘international’ routes.

TECHNOLOGIES

  • Infantry: Average, except Balearic slingers strongest in the game.
  • Cavalry: Average, except Numidian cavalry javelinists fastest in the game.
  • Naval: Strong, also most ships are the fastest in the game.
  • Siege: Average, except no land ram, but War Elephant has a sieging capability.
  • Economy:
  • Farming: Strong, all standard including animal husbandry.
  • Mining: Average.
  • Lumbering: Average.
  • Hunting: Average.
  • Land Trade: Strong.
  • Naval Trade: Strong.
  • Architecture:
  • Defences: Average, except Carthaginian Wall strongest in the game.

This map presents justification for Carthaginians having all farming, animal husbandry, and mineral mining technologies.

SPECIAL TECHNOLOGIES

ST1 Name: Exploration. History: Nobody knew better than the Carthaginians where in the ancient world they were going and going to go; their merchant traders had ‘missions’ to everywhere. Effect: All hominid units +2 LOS.

ST2 Name: Colonisation. History: Carthaginians established many trading centres as colonies and ultimately held dominion over 300 cities and towns in North Africa alone. Effect: BT –33% all buildings and structures.

====FOOTNOTES====

Carthaginian Translation Table Reference by Aviv Sharon: http://0ad.wildfiregames.com/~art/jeru/car...anslations3.htm

A Link to Punic names: http://www.barca.fsnet.co.uk/carthage-punic-names.htm

Civ: Celts (gauls, Britons)

CELTIC CIVILISATION PROFILE

by Jason Bishop. Email: jason@… and Anthony McKinley?. Email: tlmis@….

UNIT DESCRIPTIONS

QUOTE Notes about appearances for all Celtic units:

Clothing was checkered, speckled, striped, multi-coloured, plaid.

Colours: Yellow/Black? – Subjects. Grey/Brown/Red? – Nobles. Purple/Blue? – Kings. No more than one colour at a time – Slaves.

==INFANTRY==

  • Name: Gaesata
  • Class: Spearman.
  • Hacker Armament: Heavy Spear.
  • Appearance:
  • Garb:

Basic – Shirtless with trousers. Advanced – Trousers and tunic (bright colours). Ultimate – Trousers (bright colours), shirt of mail.

  • Helmet:

Basic – No helmet. Advanced – Limed spiky hair. Ultimate – Celtic helmet.

  • Shield:

Basic – Oval. Advanced – Oval. Ultimate – Oval.

  • Figure(s): Use the tunic trousers model for basic and advanced, the armour trousers model for the Ultimate. Face would either be bearded or have a large moustache. Torc around neck optional in advanced and Ultimate. Soft leather shoes, not boots. Basic could also have long hair.
  • History: The main weapon of most Celtic warriors was the spear. Spears came in great variety with many specialized heads for fighting various types of enemies, hunting, and parade decoration. A spearman in a Celtic society was not inherently low class though; spears were associated with numerous deities and heroes. Spearmen are noted several times of fighting in phalanxes and Celtic art depicts them sometimes standing in what would later be recognized as a shieldwall, probably for when they were holding a position.
  • Garrison: 1.
  • Function: -
  • Special: -

http://0ad.wildfiregames.com/~art/history/...mages/ACB11.jpg

  • Name: Baguada
  • Class: Javelinist.
  • Ranged Armament: Light Spear.
  • Appearance:
  • Garb:

Basic – Trousers and tunic (earth tones). Advanced – Trousers and tunic (bright colours). Ultimate – Trousers only (bright colours).

  • Helmet:

Basic – No helmet. Advanced – Limed spiky hair. Ultimate – Celtic helmet.

  • Shield:

Basic – No shield. Advanced – Round shield. Ultimate – Oval shield.

  • Figure(s): Use the tunic trousers model for basic and advanced, the shirtless trousers model for the Ultimate. Face would either be bearded or have a large moustache. Torc around neck optional in advanced and Ultimate. Soft leather shoes, not boots. Basic could also have long hair.
  • History: Baguada means 'geurilla'; an irregular combatant. Skirmishers, raiders, pirates, etc., would fit under such a designation. Such men were extremely common in Celtic armies. While positions were best held by dedicated spearmen standing in an ordered line and wall, the duty of softening an enemy, and even breaking weaker enemy positions, such as militia, would go to men carrying huge numbers of additional javelins. So many javelins did Celts bring with them, they were said in at least one instance in Galatia to 'charge following a black shadow so great sunlight is emptied from the sky', a poetic description of the enormous number of missiles they would put into the air preceding their main attack.
  • Garrison: 1.
  • Function: The mainstay of the Celtic military. Moderate Cost, faster than normal training time, moderate armour, above average movement rate, moderate offense.
  • Special: -.

http://0ad.wildfiregames.com/~art/history/...images/ACB4.jpg

  • Name: Iaosae
  • Class: Slinger.
  • Hacker Armament: Long knife or short sword
  • Ranged Armament: Sling.
  • Appearance:
  • Garb:

Basic – Trousers only (earth tones). Advanced – Trousers and tunic (bright colours). Ultimate – Trousers and tunica with padded leather vest (bright colours).

  • Helmet:

Basic – No helmet. Advanced – Limed spiky hair. Ultimate – Celtic helmet.

  • Shield:

Basic – No shield. Advanced – Small rectangular shield. Ultimate – Round shield.

  • Figure(s): Use the tunic trousers model for basic and advanced, the shirtless trousers model for the Ultimate. Face would have a large moustache or be clean shaved. Torc around neck in advanced and Ultimate. Barefoot at first, then shoes or boots. Basic could also have long hair.
  • History: Sling bullets are found in enormous numbers in Celtic sites, made of lead, though clay bullets would also have been used. Slings figure prominently in Celtic myth, and were not associated with any sense of shame. To the contrary, the great skill needed to use a sling well was highly rewarded and favored, so they found much more use in Celtic society for a ranged weapon than bows, outside of specific tribes. The god Lugos, in Irish myth Lug, is associated closely with many weapons, among them his sling. Slings were the primary weapon of Celtic hunters as well. In battle, men with slings would mainly be of the middle class, so better equipped than most slingers in other societies for melee. However, the heavy lead bullets so common to them makes their range shorter than average, compensated for by the puncture power of well-made bullets.
  • Garrison: 1.
  • Function: Range of the Celtic military. Higher than normal cost for slingers, moderate armour, above average movement rate, good offense, but slightly shorter than average range. Should be less disadvantaged in a melee than equivalents, as Celtic slingers were typically semi-regular combatants.
  • Special: -.

==CAVALRY==

  • Name: Epos
  • Class: Cavalry Swordsman.
  • Hacker Armament: Long Sword.
  • Appearance:
  • Garb:

Basic – Shirtless with trousers. Advanced – Trousers and tunic (bright colours). Ultimate – Trousers (bright colours), shirt of mail.

  • Helmet:

Basic – No helmet. Advanced – Limed spiky hair. Ultimate – Celtic helmet.

  • Shield:

Basic – Round. Advanced – Round. Ultimate – Round.

  • Figure(s): Use the shirtless pants model for the basic, tunic trousers model for advanced, armor and trousers model for the Ultimate. Face would either be bearded or have a large moustache. Torc around neck in advanced and Ultimate. Soft leather shoes, not boots. Basic could also have long hair.
  • Mount: Typical head gear, 4 horned saddle, no stirrups, severed heads hanging off the saddle in Ultimate status.
  • History: Owning a horse was a sign of aristocracy. Although the primary unit in the Celtic army was the infantry, they had great respect for their horses. They honoured their speed and their bravery. They actually assigned two warriors to one horse. When one warrior was tired in battle, they would run back to camp and the other warrior would get on and go fight. Another method was to take their mount and tether it to a stake in the ground then go fight on foot and run back to their horse when they needed to flee. They fought as mercenaries in the Punic wars. Primarily used in ambushes and hit and run tactics. After the fall of Gaul, the Romans used the Gallic warriors and horses to greatly strengthen their army. - Only a minor change here; horse ownership was far more common than nobility. It's better to say aristocracy; not all Celtic aristocracy were nobles. Most were just very wealthy freemen, like powerful merchants or wealthy farmers with ignoble estates.
  • Garrison: 2.
  • Function: Average statistics, except slower speed – predecessor of the medieval knight.
  • Special: Bonused vs. all infantry.

http://0ad.wildfiregames.com/~art/history/...ges/ACR412.html

  • Name: Coun
  • Class: Cavalry Spearman.
  • Hacker Armament: Teeth.
  • Appearance:

Basic - No collar. Advanced - Spiked collar. Ultimate - Spiked collar. Body paint.

  • Figure(s): Mastiff - Dog.
  • History: Dogs in Celtic warfare varied in breed and size, but were of key use to Celts, especially in intertribal war, or warring with neighboring Germans. Most famous were the great mastiffs of Britain, eventually adopted by the Romans as a means to replace Molossian hounds and other such animals. To Celts, these animals were used to flush out ambushers, or disorder an enemy line, or run down missile troops, who could not run faster than the animals.
  • Garrison: 2.
  • Function: Fast moving unit. Cheap. Does well against cavalry.
  • Special: Not able to capture female villagers. Bonused vs. wild animals.

http://images.google.com/images?sourceid=n...UTF-8&q=mastiff

  • Name: Marcos
  • Class: Cavalry Javelinist.
  • Ranged Armament: Light Spear.
  • Appearance:
  • Garb:

Basic – Shirtless with trousers. Advanced – Trousers and tunic (bright colours). Ultimate – Trousers (bright colours), shirt of mail.

  • Helmet:

Basic – No helmet. Advanced – Limed spiky hair. Ultimate – Celtic helmet.

  • Shield:

Basic – Round. Advanced – Round. Ultimate – Hex Dip.

  • Mount: Typical head gear, 4 horned saddle, no stirrups, severed heads hanging off the saddle in Ultimate status.
  • History: Celtic horsemen drawn from the lower classes or non-aristocratic warriors were usually not expected to engage in a direct melee while mounted. They would be used to harass enemy columns on the move, supply lines, or foragers, to hamstring enemy movements. This was shown to great effect against Julius Caesar in Britain, where the light British horsemen would harass his operations to forage and his supply. With his own Gallic horsemen stuck in Gaul due to weather, he could not effectively chase them off or prove much threat to these harriers. Their prime use, as such, is hit-and-run attacks, softening an enemy position for superior cavalry and infantry assaults.
  • Garrison: 2.
  • Function: Ranged cavalry unit.
  • Special: -

http://0ad.wildfiregames.com/~art/history/...ia_celtas2.html

==SUPPORT UNITS==

  • Name: Bodu
  • Class: Female Citizen.
  • Armament: None.
  • Appearance:
  • Garb: See image below.
  • Helmet: N/A.
  • Shield: N/A.
  • Figure(s): See image below.
  • History: Being a woman in Celtic society was remarkable better than any other social society at this time. Women were viewed largely as equals to men. The woman had control over every piece of property she owned as she came into marriage. If a man was a noble or king, it was also not uncommon for women to take leadership positions if the husband died. Celtic women were said to be fair to look upon, but also as strong as their husbands. Celtic men wealthy enough could have several 'wives', but only he and his 'chosen' wife held duties and rights. For example, children from any secondary spouse were cared for by the husband and his first wife, and the actual blood mother had no legal obligation to the child, since it was considered born of the union of the first two. - Mainly cut some things and modified stuff. Popular myth is that they ran homelife or that bloodlines went through them. The first, we have no proof of, but some to contrary. The second is flatly a myth; the only place among Celts we know bloodlines went through women was in Caledonia (and later, only in deciding lines of Scottish high kings in matrialinical tanistry; the lower kings (Mormaers) used traditional Irish succession, which was patrialinical tanistry). Elsewhere, patrialinical succession was used. Also added a bit on Celtic polygamy (though not everything I could; they had very complicated marriage laws).
  • Garrison: 1.
  • Function: -
  • Special: Harder to capture.

http://0ad.wildfiregames.com/~art/history/...ges/ladie1.html http://0ad.wildfiregames.com/~art/history/...eltfemales.html

  • Name: Druides
  • Class: Healer.
  • Appearance:
  • Garb: White long tunic – with ornamental trim.
  • Helmet: N/A.
  • Shield: N/A.
  • Figure(s): Should have an older appearance, staff in hand – Possibly add a hood (see image below).
  • History: A druid may be one of many different professions; priest, historian, lawyer, judges, teachers, philosophers, poets, composers, musicians, astronomers, prophets, councillors, high craftsmen like a blacksmith, the classes of the 'men of art', and sometimes kings, chieftains, or other politicians. Druids were very hierarchal, with classes and ranks based on the length of their education and what fields they practiced. They learned their trades through mnemonics by way of poetry and songs, as writing was rarely used by Celts outside of prayers on votive objects, or lists of names for migratory records.
  • Garrison: 1.
  • Function: Medic.
  • Special: -

http://0ad.wildfiregames.com/~art/history/.../celtdruid.html http://0ad.wildfiregames.com/~art/history/...aenula1jpg.html

  • Name: Reros
  • Class: Trader.
  • Appearance:
  • Garb: See below.
  • Helmet: N/A.
  • Shield: N/A.
  • Figure(s): See below.
  • Mount: That guy below would be walking beside a pack horse.
  • History: Celtic merchants possessed a high place in society. While mainly ignoble, the very successful merchants often had a level of wealth that could challenge that of lower nobility. Many even had small private militias to defend their shops. Celtic merchants reached as far as India, and some of their coins even are found as far as west China. Wealth in Celtic society was paramount, and even nobles often had a cadre of merchants personally loyal to them, selling their goods, to keep them rich through various avenues. Key among what they sold to others would be slaves, sold in enormous numbers, as well as metalwork, weaponry, livestock, grain, salted meats, alcohol, linen, stone tiles, ore, gemstones, and wood.
  • Garrison: 2.
  • Function: Trading.
  • Special: -

http://0ad.wildfiregames.com/~art/history/...ltbackpack.html

  • Name: Curoca
  • Class: Merchantman.
  • Appearance:
  • Shell: Small hide boat.
  • History: These very small boats were used mainly for fishing, but they were also used to transport goods and personnel. The shell is wickerwork, covered with animal hides. The boat is round, and can close during a storm. They were used at times for boarding enemy ships, though such work was typically better left to larger all wood ships. Their resilience to ill sea conditions made them good for long travel, but their hide construction could be easily punctured by a weapon, explaining the rarity of their use in combat, even for boarding.
  • Garrison: Cannot.
  • Function: Transport, fast moving, low hit points.
  • Special: Drop the capacity to 6; no fighting capabilities.

http://www.coracle-fishing.net/corac-pix/coraca19x.jpg

==WAR SHIPS==

  • Name: Venetic Pontone
  • Class: Trireme.
  • Appearance:
  • Shell: Visually unknown – we just have this written description: "The Gauls’ [Veneti] ships were made with much flatter bottoms [than Roman ships] to help them ride shallow water caused by shoals or ebb tides. Exceptionally high bows and sterns fitted them for use in heavy seas and violent gales, and the hulls were made entirely of oak, to enable them to stand any amount of shock and rough usage. The cross-timbers, which consisted of beams a foot wide, were fastened with iron bolts as thick as a man’s thumb. The anchors were secured with chains instead of ropes. They used sails of raw hides or thin leather, either because they had no flax and were ignorant of its use, or more probably because they thought that ordinary sails would not stand the violent storms and squalls of the Atlantic and were not suitable for such heavy vessels … adapted for sailing such treacherous and stormy waters. We could not injure them by ramming because they were so solidly built, and their height made it difficult to reach them with missiles or board them with grappling irons. Moreover, when it began to blow hard and they were running before the wind, they weathered the storm more easily; they could bring in to shallow water with greater safety, and when left aground by the tide had nothing to fear from reefs or pointed rocks" – probably barge-like
  • History: See the link below for more information.
  • Garrison: Cannot.
  • Function: Transport, slow moving, very very high hit points.
  • Special: No fighting capabilities unless boarded by enemy ship.

http://www.ttforumfriends.com/roman%20cassius_dio.htm

==SIEGE==

  • Name: Brado
  • Class: Land Ram.
  • Appearance:
  • Shell: Ram operated by 4 men with no covering.
  • History: Celtic assaults on fortified positions were relegated largely to three methods. Creating a shell of shields and setting fire to gatehouses, sapping, at which they were noted as being most expert by Caesar, and rams, known only from votive inscriptions and some Celtic art.
  • Garrison: 2.
  • Function: Lower than normal hit points.
  • Special: -

==SUPER UNITS==

BRITONS

  • Name: Delamokludda.
  • Class: Super Infantry Unit.
  • Hacker Armament: Longsword.
  • Ranged Armament: None.
  • Appearance:
  • Garb: Long sleeve tunic, trousers wrapped in leather bands, corselet of chainmail.
  • Helmet: Typical Celtic helmet varieties.
  • Shield: N/A.
  • Figure(s): Earth tone colours.
  • History: Brythonic chieftains, much like their Gallic counterparts, went to battle with an elite force as their personal bodyguards. The Delamokludda were the older, more experienced Brythonic champions who wore chainmail due to their stature and wielded two-handed longswords made of iron.
  • Garrison: 1.
  • Function: Very high hack attack. High hack armour. Low HPs and low Pierce armour. Bonus vs. All Spear Units (infantry and cavalry).
  • Special: -
  • Name: Carbanto
  • Class: Super Cavalry Unit.
  • Hacker Armament: N/A.
  • Ranged Armament: Javelin.
  • Appearance:
  • Garb: Trousers only – highly painted body with blue paint
  • Helmet: Celtic helmet.
  • Shield: Long Oval.
  • Mount: Two small ponies.
  • Figure(s): Use the tunic trousers armour model. Face would either be bearded or have a large moustache. Torc around neck. Soft leather shoes, not boots. Add blue body paint - Woad.
  • History: Chariots were employed by the Celts of the British Isle. They were noisy, and intimidating. They were used to attack in motion by running over people, and hurling javelins. However they also were used to quickly deliver and provide escape from the battle as a transport. They were also used to quickly move men to places in the battle line that were weak and losing momentum. The wheels of the chariot were ringed with seamless iron. Chariots saw use on the continent as well, but lesser. Their most notable continental use may have been at Telamon.
  • Garrison: 4.
  • Function: Fast. Ranged attack.
  • Special: Would be cool if you could run people over… but I doubt it would be possible to implement in the game.

GAULS

  • Name: Neitos
  • Class: Swordsman.
  • Hacker Armament: Long Sword.
  • Appearance:
  • Garb: Trousers (bright colours), shirt of mail.
  • Helmet: Celtic helmet.
  • Shield: Hex.
  • Figure(s): Face would either be bearded or have a large moustache. Torc around neck. Soft leather shoes, not boots.
  • History: The sword among Celts varies in reputation and commonality. Shortswords, essentially truly just long, broad-bladed daggers, were common, but cheaply made, and most likely the swords refered to as bending after a hard strike, and needing bent back into place. The iron construction of longswords, such as used here, was greatly superior, but also much more expensive. The longsword was primarily a weapon of aristocracy and experienced professional soldiers, who could either afford the weapon, have it made for them by their lord as a reward for service, passed down to them by family, or looted from the field.
  • Garrison: 1.
  • Function: Moderate speed and cost. Equal in armour and stronger in attack than your average ultimage CS swordsman.
  • Special: -

http://0ad.wildfiregames.com/~art/history/...tstobattle1.jpg

  • Name: Brihent
  • Class: Super Cavalry Unit.
  • Hacker Armament: Spear.
  • Ranged Armament: N/A.
  • Appearance:
  • Garb: Trousers and mail shirt.
  • Helmet: Celtic helmet.
  • Shield: Dip.
  • Figure(s): Use the tunic trousers armor model. Face would either be bearded or have a large moustache. Torc around neck. Soft leather shoes, not boots.
  • Mount: Typical head gear, 4 horned saddle, no stirrups, severed heads hanging off the saddle in Ultimate status.
  • History: In Gaul, we know of heavy cavalry, possibly predecessors to later knights. They used a Celtic lance overhand, a good shield, and wore good armor. Vercingetorix was famous for having a number of them, but their use long precedes him. Heavy Celtic horsemen are found in graves as early as the 600s, with scale coats. Later, with the advent of mail, their armor would largely change to this. They would be experienced, aristocratic or noblemen, or their retainers equipped in kind. Each man would probably have several personal attendants. Some would be powerful noblemen, such as chiefs and kings. In battle, they would be on par with much of the best heavy cavalry in western Europe, due to superior armor, such as mail armor with additional layers of mail over the vital organs, weapons such as high-quality iron spearheads, swords, and a thong of javelins, giving them versatility, and years of experience and training. Their historical use saw them capable of breaking even well-defended positions, or acting to great effect in flanking manuevers.
  • Garrison: 2.
  • Function: Costly. Strong Armour. Strong Attack.
  • Special: -

http://0ad.wildfiregames.com/~art/history/...BC_DM90-01.html

==HEROES==

GALLIC

  • Name: Britomartus.
  • Class: Hero1.
  • Hacker Armament: Heavy Spear
  • Appearance:
  • Garb: rich and lavished.
  • Helmet: ‘horned’ bronze helmet.
  • Shield: bronzed ornamental/ceremonial shield
  • Figure(s): hero/capped mesh.
  • Mount: NA
  • History: The story of how Marcus Claudius Marcellus killed a Gallic leader at Clastidium (222 BC) is typical of such encounters. Advancing with a smallish army, Marcellus met a combined force of Insubrian Gauls and Gaesatae at Clastidium. The Gallic army advanced with the usual rush and terrifying cries, and their king, Britomartus, picking out Marcellus by means of his badges of rank, made for him, shouting a challenge and brandishing his spear. Britomartus was an outstanding figure not only for his size but also for his adornments; for he was resplendent in bright colours and his armour shone with gold and silver. This armour, thought Marcellus, would be a fitting offering to the gods. He charged the Gaul, pierced his bright breastplate and cast him to the ground. It was an easy task to kill Britomartus and strip him of his armour.
  • Garrison: 1.
  • Function: Infantry Spearman
  • Special:
  • "Hero" Aura TBD

http://0ad.wildfiregames.com/~art/history/...nia_celtas3.jpg http://0ad.wildfiregames.com/~art/history/..._1-BC_SGF33.jpg http://0ad.wildfiregames.com/~art/history/...it_Chieftan.jpg Like that guy, but with a spear.

  • Name: Brennus.
  • Class: Hero2.
  • Hacker/Ranged? Armament: Long Sword.
  • Appearance:
  • Garb: ’old’ celtic look.
  • Helmet: plumed heavy helmet.
  • Shield: none
  • Figure(s): hero/capped mesh.
  • Mount: NA
  • History: Brennus is the name which the Roman historians give to the famous leader of the Gauls who took Rome in the time of Camillus. According to Geoffrey, the brothers invaded Gaul and sacked Rome in 390 B.C., "proving" that Britons had conquered Rome, the greatest civilization in the world, long before Rome conquered the Britons. We know from many ancient sources which predate Geoffrey that Rome was indeed sacked in 390 B.C., and that the raid was led by a man named Brennus, but he and his invading horde were Gallic, not British. In this episode several features of Geoffrey's editing method can be seen: he modified the historical Brennus, created the brother Belinus, borrowed the Gallic invasion, but omitted the parts where the Gauls seemed weak or foolish. His technique is both additive and subtractive. Like the tale of Trojan origin, the story of the sack of Rome is not pure fabrication; it is a creative rearrangement of the available facts, with details added as necessary. By virtue of their historical association, Beli and Bran are often muddled with the earlier brothers Belinus and Brennus (the sons of Porrex) who contended for power in northern Britain in around 390 BC, and were regarded as gods in old Celtic tradition.
  • Garrison: 1.
  • Function: Infantry Swordsman
  • Special:
  • "Hero" Aura TBD

http://0ad.wildfiregames.com/~art/history/...images/3714.jpg http://0ad.wildfiregames.com/~art/history/...ages/celts3.jpg http://0ad.wildfiregames.com/~art/history/...ral_Europe_.jpg http://0ad.wildfiregames.com/~art/history/...es/celtas8.html

http://0ad.wildfiregames.com/~art/history/...ngetorix-02.jpg http://0ad.wildfiregames.com/~art/history/...ges/celtas6.jpg That horse

BRITON

  • Name: Caratacos
  • Class: Hero1.
  • Hacker/Ranged? Armament: Stout Spear.
  • Appearance:
  • Garb: padded leather armor, older looking
  • Helmet: plumed helmet.
  • Shield: Hex Shield
  • Figure(s): hero/capped mesh.
  • Mount: NA
  • History: Caractacus, the Roman form, is a simple change from Caratacos, his actual name, which was printed on his many, many coins. Under this name he is remembered as a fierce defender of Britain against the Romans after their invasion in 43 AD. Son of King Cunobelin of the Catuvellauni tribe, Caratacos fought for nine years against the Romans with little success, eventually fleeing to the tribes in Wales, where he was defeated decisively. Finally he entered Northern Britain, where was handed over to the Romans. Taken to Rome, Caratacos was allowed to live by the Emperor Claudius and died in Italy. Tradition states he converted to Christianity when his wife did, but there is nothing known of this as definite. Probably more notable is the matter that he was allowed to live once captured. Roman policy was typically to have such men killed in public displays to celebrate. Caratacos was brought before the Emperor and Senate at his request to explain himself. What he said is not known for certainty, but Tacitus applies to him a famous speech;

"If the degree of my nobility and fortune had been matched by moderation in success, I would have come to this City as a friend rather than a captive, nor would you have disdained to receive with a treaty of peace one sprung from brilliant ancestors and commanding a great many nations. But my present lot, disfiguring as it is for me, is magnificent for you. I had horses, men, arms, and wealth: what wonder if I was unwilling to lose them? If you wish to command everyone, does it really follow that everyone should accept your slavery? If I were now being handed over as one who had surrendered immediately, neither my fortune nor your glory would have achieved brilliance. It is also true that in my case any reprisal will be followed by oblivion. On the other hand, if you preserve me safe and sound, I shall be an eternal example of your clemency."

  • Garrison: 1.
  • Function: Infantry Spearman
  • Special:
  • "Hero" Aura TBD

http://0ad.wildfiregames.com/~art/history/...f_bibeyran1.jpg http://0ad.wildfiregames.com/~art/history/...ish_celtas4.jpg

  • Name: Cunobelin
  • Class: Hero2.
  • Hacker/Ranged? Armament: Sword
  • Appearance:
  • Garb: Colorful clothing, gold neck torc, with cloak.
  • Helmet: Ornate Celtic helmet
  • Shield: Oval
  • Figure(s): Should probably look more like a very rich swordsman.
  • Mount: NA
  • History: Cunobelin was a powerful ruler centered in the territory around modern day Colchester. Ruling the Catuvellauni from Camulodunum, he was a warrior king who conquered a neighboring tribe, he Trinovantes, and was referred to by the Romans as the King of the Britons. The Trinovantes, while having been Roman allies, were not able to call for Roman aide, as they were conquered shortly after the Roman's own disaster in Germania. Cunobelin died of disease after subjugating the great majority of the southern half of Britain (his coins were being minted as far as the borders of what would become Wales). When he died, his son Togdumnos replaced him, who died in battle with the Romans, and was subsequently replaced by his brother, Caratacos. It is an irony that it was his third son that initially invited this Roman reprisal. Cunobelin seems to have been indifferent to the Romans. He traded with them freely, but had few qualms subjugating known Roman allies, and even sent Adminius as a fosterling to be educated in Roman Gaul. This accounted for Adminius's friendships among the Romans, and he was given lordship over the Cantaci, who inhabited Kent, by his father. This area was the prime area of Roman influence and trade in Britain, and he shrewdly observed his youngest son's friendship with powerful Roman and Gallo-Roman politicians and traders would be of use administrating the region. His other sons though had no love for the Romans, and when Cunobelin died, Togdumnos, now king, arrested, executed, or expelled numerous Roman sympathizers, including his own brother Adminius, and the deposed Atrebates king, Verica, who appealed to their connections in the Roman Empire for aide in recovering their lands. Cunobelin in his own time though was possibly one of the greatest of all British kings. He conquered huge portions of land from originally ruling over only four minor tribes in a confederation, the Catuvellauni, and achieved recognition as king of Britain. This recognition was so great that tribes in Cambria even came to assist his sons against the Romans and their British allies, and Cunobelin was held up by the post-Roman Britons as one of their great heroes; a conqueror and uniter of petty kingdoms, something the post-Roman Britons sorely needed.
  • Garrison: 1.
  • Function: Infantry Swordsman
  • Special:
  • "Hero" Aura TBD

http://0ad.wildfiregames.com/~art/history/...ges/patrick.jpg

  • Name: Boudicca.
  • Class: Hero3.
  • Hacker/Ranged? Armament: Light Spear
  • Appearance:
  • Garb: Dress, Red hair, Leather armor.
  • Helmet: None.
  • Shield: None.
  • Figure(s): Female gown.
  • Mount: Two white pony horses.
  • History: Ammianus Marcellinus described how difficult it would be for a band of foreigners to deal with a Celt if he called in the help of his wife. For she was stronger than he was and could rain blows and kicks upon the assailants equal in force to the shots of a catapult. Boudicca, queen of the Iceni, was said to be 'very tall and terrifying in appearance; her voice was very harsh and a great mass of red hair fell over her shoulders. She wore a tunic of many colours over which a thick cloak was fastened by a brooch. Boudicca had actually at first been a Roman ally, along with her husband, Prasutagus, king of the Iceni. Prasutagus had been a close Roman ally after a brief uprising, respected as being forethinking even by his former enemies, now allied Romans, and free to rule his kingdom as their native tradition dictated, except in one case. Prasutagus, realizing he was going to die, agreed upon a will with his wife and subordinates; his daughters would inherit the physical running of the territory, under Boudicca's stewardship until they were adults, and the Emperor of Rome would have overlordship, collecting taxes and being allowed to request military aide. Much the same situation as he already held. The problem lay in that the Romans did not recognize female heirs, and thus asserted, upon Prasutagus's death, that only the Emperor's claim to the kingdom of Icenia was valid. They further noted it was regular Roman practice to only allow a client kingdom to be independent for the lifetime of the initial king, such as had occured in Galatia. The Empire formally annexed the kingdom, and began extracting harsh taxes immediately, citing that Prasutagus was indebted to the Romans, having taken several loans during his lifetime that he had failed to repay. Boudicca's complaint about this treatment and the defiance of her deceased husband's will was met with brutality; Roman soldiers flogged her, and her daughters, only children, were raped. Boudicca and her subjects were infuriated at the disgrace done to their queen and the children. With the Roman governor of Britain engaged with the druids in Cambria, now Wales, Boudicca was able to attract more followers from outside the Iceni, as they were hardly the only British tribe growing rapidly disallusioned with the Romans. Boudicca and her army laid waste to three cities, routed a Roman legion, and called on the memory of Arminius, a German who had routed the Romans from his lands, and their own ancestors who had driven off Caesar near a century earlier. Boudicca was defeated by a major tactical blunder in the Battle of Watling Street, leading to much of her force being slaughtered as they could not withdraw to safety. Boudicca herself escaped, and then slew her daughters, and then herself, to avoid further shame at Roman hands.
  • Garrison: 3.
  • Function: Cavalry Javelinist.
  • Special:
  • "Hero" Aura TBD

http://0ad.wildfiregames.com/~art/history/...mages/ACB10.jpg The woman and the chariot.

NEW UNIT TRAITS

I don’t think I made anything new?

CIV CENTRE UNITS

  • Melee Infantry: Neitos.
  • Ranged Infantry: Baguda.
  • Cavalry: Epos.

FORBIDDEN CLASSES

  • Swordsman.
  • Archer.
  • Cavalry Archer.
  • Bireme.
  • Quinquereme.
  • Onager.
  • Lithibolos.

STRUCTURE DESCRIPTIONS

QUOTE Note: From my research, the Celts didn’t have specific structures that performed a specific function. Typically the structure was joined with a house (such as a blacksmith, market, or barn). But, because we are going to have to take some historical liberties, we will have to ‘make up’ some structures to fit the template of the game

==VILLAGE==

  • Name: Briga
  • Class: Civ Centre.
  • History: Briga in the language of the Gauls and southern Britons meant both 'hill' and 'town'. This is not mere coincidence; Celtic towns were built on hills for natural defenses, enhanced by earthworks and walls. The center of the town was typically at the hilltop. It would be a dwelling for the local leader, as well as lodging for his servants, his small private armory, an audience hall for discussing matters; political, legal, military, and economic.

http://www.wildfiregames.com/0ad/pages/pic.../celtcolony.gif

  • Name: Tekes
  • Class: House.
  • History: Celtic homes varied between round wattle and daub homes, common most in the British Isles and northern Iberia, and wood-and-stone longhouses. Later, large tenements and apartments were built. Within a city, houses would be of excellent quality, many having running water. Even the later tenements in cities, intended for poor laborers who worked within the walls, typically had a communal running water connection, all connected to a central cistern that collected rainwater, purified through a granite sieve. These were most common in Gaul, though, as Britain was typically several decades behind in the south, and even a century or more the further north one went, as far as Celtic development went. An underground cess system would also connect these homes, based on modern archaeological findings. However, this is only within the cities. Outside, people lived on maintained, permanent farming estates; small villages built around a powerful aristocrat or low noble's home, with people who worked his fields, or in local shops and businesses catering to the inhabitants of the estate. While in both city and farming village houses often had basements, here they would lack running water, and are often found near running water, or irrigated in streams through the village for ease of water collection and rubbish disposal. Each home typically has a small shrine, to pray to a local god, the spirits of the home, and to the souls of ancestors, as well as cups. If tradition maintained in Gaelic and Brythonic cultures, these were for offerings to spirits, giving them wine or beer in exchange for good fortune, or at least to not be tormented by the less friendly among them. In Gaul, homes would vary between one and five rooms on average, discluding the basement. Upscale homes of the non-aristocratic class may have been fortunate enough to have a kitchen. All would probably have a hearth or firepit, and some simple floor matresses. Beds, while known among Celts, were largely only for the very wealthy, as their construction often included finally crafted wood and metal. There would also be, based on iron bands, be two washtubs, one for bathing, one for clothing, and soap was a common property item, crafted and sold in huge amounts, used for both bathing and washing clothing. The common Celtic family would have a fairly good standard of living; most Celts ate a handsome portion of meat compared to most contemporary societies, even if it was just offal for slaves and 'serfs'. Beer and mead was common, and recent examination even finds 'branding', implying mass production of alcohols from various families and regions, meaning the market could easily have been saturated, making the cost low enough even for a family of debtors able to afford a good cask of beer from time to time. Pets were common among Celts, particularly dogs, who would sleep inside with the family. Livestock would not though, as occured in some medieval societies, as Celts were known to build large, communal barns for the safe-keeping of everyone in the village's livestock, except for the headman and his family, who had their own barns and fields for the private care of their livestock.

http://0ad.wildfiregames.com/~art/history/...20Interior.html

  • Name: Simbalos
  • Class: Farm Centre.
  • History: Farming typically revolved around small hamlets and farmsteads with enclosed rectilinear fields - each having areas of pasture, farmland and wood. Ploughing became more efficient with the arrival of the iron share and a two field rotation was introduced; crops one year followed by a fallow that was grazed by livestock. This lead to surprisingly high yields and fuelled population growth. Storage of crops was either in pits or in raised stores and harvest was over several months - weeds, grain and then straw. Farms would be worked mainly by a combination of freemen who aren't on campaign, 'serfs', male and female, and a huge number of slaves. Nobles would not engage in this activity, as Celtic nobles and other 'sacred' classes were forbidden manual labor, unless it was for war, or was a 'high craft'.

http://0ad.wildfiregames.com/~art/history/...s/29_copie.html

http://www.ukagriculture.com/countryside/h...mages/700bc.jpg

  • Name: Varmo
  • Class: Field.
  • History: Wheat and barley were the main crops of the bronze age being grown for flour, straw, animal feed and malt for alcoholic drinks. Hay was grown for animal feed while straw was used for bedding, thatching and winter fodder. In the iron age, the range of crops grown had widened considerably since the early bronze age. Although the most important were wheat and barley, oats, tic beans, vetch, peas, rye, flax and fat hen were regularly grown. Celts also notably created many new strains of old crops, some now extinct, some still in use. Celts were excellent farmers, and the idea of them as savage barbarians has little bearing in many cases, farming particularly. Examining Celtic farming techniques, one finds a people who knew how to crossbreed strains, or enhance existing strains to adapt to new conditions. Celts particularly grew huge amounts of wheat, both as animal feed and for many breads they ate with their meals, or as entire meals combined, such as sausages and vegetables baked into bread, good for one on the move. A wealthy Celtic farmer could even potentially buy his way into nobility by selling his crops. Key to Celtic farming though were two classes. The Celtic equivalent of 'serfs' were not so constrained as later feudal equivalents, but were indebted to the farm's owner, and worked his fields to pay off these debts, which were increased by the farm's owner paying for their home, and a small pay for which the worker could buy necessities. The other would be slaves. Celtic slaves could not be harmed excessively, had to be fed, clothed, and housed, but could be traded as any other commodity, though while in service, they were paid, if only a tiny amount. Slaves' children would be 'part-slaves', and work the fields when grown enough, until they paid off their life price, then allowed free, though presumably most merely became serfs, and it'd be several more generations before they were freemen of the tribe.
  • Name: Cavalidos
  • Class: Corral.
  • History: Woven fences made from coppicing which are the tender shoots regrown from the stool of a tree after you chop it. Bronze age: Cattle, sheep, goats and pigs. Cattle had always been important with pre-historic farmers but through the bronze age there was an increase in the importance of sheep and goats. These would have been kept for wool, milk and meat. The type of sheep were very similar to the Soay breed of today. Pigs and wild boar remains have been found in farmsteads. In the iron age: sheep, goats, cattle, pigs, poultry, geese and ducks. Horses were a new arrival in the farmsteads but they were not used for work so much as symbols of status. Most Celtic ranched equines were actually ponies. Large horses were for war or travel by established, wealthy people. Ponies were used for farming, as well as for war by the lower classes, who could not afford actual horses. Celts were also notable for crossbreeding 'similar' animals, creating the earliest mules in Europe, probably for farm labor and as pack animals.

http://0ad.wildfiregames.com/~art/history/...ges/Image4.html

http://www.ukagriculture.com/countryside/h...de_history.html

  • Name: Sengula
  • Class: Resource Centre.
  • History: In southern parts of the country, most of the wildwood had been cleared and given way to farming or coppice management. In northern parts, or where the ground was particularly unsuitable for agriculture, wildwood remained, but under constant threat. Land around the farmsteads was usually enclosed by hazel fencing or hedging. A major part of Celtic soldiery was derived by guards of stock buildings, barns, ranches, and fields. All of these were under threat from neighboring tribal raids, so trained combatants, not having wars to go to fight in, would work to guard them, and run off raiders. Further, these acted as doles during famines or wars. In a famous example of them being stretched between the two purposes, Vercingetorix retreated to Alesia, but their stores had been almost emptied to feed his army, and food was already scarce due to a poor season. The inability to provide food for the army and the city led to a terrible fate for the city's inhabitants, who were sent out to the Roman siegeworks, hoping to be taken by the Romans, possibly enslaved, but at least given food. The Romans left them to starve, hoping the defenders would reopen the gates, allowing an assault, but the Celts under Vercingetorix realized the plot, and they too left the non-combatants to starve to death. The soldiers were starved out before a second relief force could come to aide them due to the low stores, already earlier being bled so much, and Vercingetorix surrendered as to save them from the fate that had already met the citizens of Alesia.

http://0ad.wildfiregames.com/~art/history/...pages/DA16.html

  • Name: Tur
  • Class: Wood Tower.
  • History: Towers have a great mythic element in Celtic societies. Towers are found, fragmented as they may be, sometimes. The largest towers were the great caps to fortresses in Britain and Ireland, but towers are found in Celtic art on the continent. The most common were probably just to keep watch on places, as most remains are found along trade roads.

http://www.wildfiregames.com/0ad/pages/pic...icwoodtower.jpg

  • Name: Visila (and gates should be Visidianos)
  • Class: Wall.
  • History: The Romans called this wall "Murus Gallicus". Translated, it means "Gaulish wall". It was extremely resistant to assault by battering ram. Julius Caesar described a type of wood and stone wall, known as a Murus Gallicus, in his account of the Gallic Wars. These walls were made of a stone wall filled with rubble, with wooden logs inside for stability. Caesar noted how the flexibility of the wood added to the strength of the fort in case of battering ram attack.
  • Special:
  • Turf Resistance: Higher resistance to Ram attacks, but more susceptible to ranged siege and fiery attacks than conventional stone walls.
  • Bank Protection: Ranged units can walk up to the bank of the wall and attack from above, but without the protection of wall towers. Due to their limited range attacks, they will have to leave the safety of the base and and meet in the open any opponent attacking from a distance.

http://0ad.wildfiregames.com/~art/history/...s/celtwall.html

==TOWN==

  • Name: Nembalos
  • Class: Port Centre.
  • History: Major Celtic ports existed in Armorica, two in southern Britain, two in Ireland, and several in southern Gaul.
  • Name: Nemeton
  • Class: Health Centre.
  • History: Celtic temples were complex affairs and seperate from hospitals and asylums. However, if this is meant to be a temple, the Gallic temple should appear similar to a Hellenic temple, but made of stone and oak wood, and wood pillars, but no walls, elevated about four feet off the ground, with a votive pool near it. A maintained grove would be within the complex as well, which would be fenced off and surrounded with a ditch. A maintained British temple was typically a round wood building with an opening in the center through which grew an oak or yew tree.
  • Name: Amoridas
  • Class: Military Centre.
  • History: Figured to have it represent an armory; these were common, and not all Celts (truthfully, not even most) had to provide their own weapons. Just, they had to provide their own GOOD weapons and armor, but mass-produced spears and javelins and shields were distributed freely at need.
  • Name: Merras Tekesa
  • Class: Trade Centre.
  • History: Efficient farming led to food surpluses and a developing social hierarchy through the period with administration and power centred on the hill forts. Trade would have been buoyant with Europe; exported corn, cattle hides, tin, gold and iron in exchange for wine and olive oil. The first coins appeared although they were more items of wealth and status than trade. There is evidence too of standardised pottery and this suggests that weights and measures were controlled to provide consistency in trade.

==CITY==

BRITONS

http://www.hunterian.gla.ac.uk/Archives/le...images/wall.jpg

GAULS

SPECIAL STRUCTURES

  • Name: Melonas
  • Class: SB1.
  • History: The Celts developed the first rotary flour mill.
  • Requirements: Farmstead.
  • Phase: City.
  • Special: Increases food production by 10%. No techs, no unit training, no garrisoning. Non-cumulative.

Celtic word for quern = brauon (rotary mill)

NEW STRUCTURE TRAITS

See Melonas.

FORBIDDEN STRUCTURES

  • Wall Tower.

CIV BONUSES

CB1 Name: Ardiosmanae History: Represents Celtic farming methods. Effect: Enhanced food gained from ranching and farming.

CB2 Name: Deas Celtica History: Celtic religion and druidry inspired their warlike mindset. Effect: Druids increase attack rates of soldiers near them slightly.

TEAM BONUS:

TB1 Name: Druides History: Celtic druids had an organized religion that disseminated new advances and technology between even tribes at war with eachother. Effect: Bonus to tech speed.

CIV WEAKNESSES

(none)

TECHNOLOGIES

  • Infantry: Celts were strong in melee, and short range. They do not have long range attacking such as a bow or a sling. This is due to the fact that Celts did not view attacking from a distance as honourable. They were skilled craftsmen, the first to advance Europe to the iron age, and they should have the techs to support that. Unit training time should be above average because of the perpetual lifestyle of war. Their armour should be weak, as they did not view armour as honourable in battle. Also it slowed them down and increased the chances of infection if wounded. Their movement rate should be above average. The Celts were huge in stature compared to most civs. They should have a bonus of strength in their attack. Infantry is the focal point of the Celtic war machine.
  • Cavalry: Celts were skilled in the ways of cavalry fighting, but because a horse was available only to nobles, I believe they should be at above average cost. Other than that, the stats should be pretty much normal. Their techs should be strong because of the advances in metallurgy techniques. First to shoe horses and use a bronze bit.
  • Naval: Very weak in navy. They did not use ships for war, but mainly for transport. They should have two contrasting boats: one that is fast, small, and weak; and one that is large, slow, and vey stout.
  • Siege: Again, very weak, just a simple battering ram
  • Economy: Most all techs.
  • Farming: Above average farming techs, historically because Rome traded and absorbed so much from the Celtic land regions and workers.
  • Mining: Above average. Not only did they mine for metallic resources but they also mined for salt. The territories where they dwelt were very rich in natural resources.
  • Lumbering: Average, although the Celts did develop the first handsaws.
  • Hunting: Average. Though they viewed bows as dishonourable in combat, they did use them for hunting.
  • Land Trade: Average – had to trade all those extra resources to Rome.
  • Naval Trade: Below Average – not a naval civ.
  • Architecture: Weak, generally simple thatched structures with flammable roofs, but build time should be adjusted according to the loss in hitpoints.
  • Defences: The Gallic turf walls frustrated the Romans to no end. They were very hard to take down. They were so effective, that Rome copied the technique and used it against the Celts – Siege of Alesia. Their towers were mainly used for scouting and not defensive purposes.

QUOTE The Celts introduced the use of iron to northern Europe. Celts were the first to give shape to handsaws, chisels, files, and other tools we use today. (Standard 4-foot-8 1/2-inch railroad, span of their chariots, rotary flour mill) They created Europe's first major industrial revolution. Celts introduced soap to the Greeks and Romans. The Celts invented chain armor. The Celts were the first people in Britain to make pottery on a wheel, and to ride horses and use chariots. They were first to shoe horses. They also devised a cagey put-off for paying up: Since Celts saw no real break between life and death, a debt could be carried over into the other world.

SPECIAL TECHNOLOGIES

BRITONS

ST1 Name: Sevili Dusios History: The Britons took up the practice of either making permanent marks on their body in the form of tattoos or temporarily painted their bodies with woad paint. The effect was very frightening. Effect: Increased attack and movement rate for melee soldiers.

ST2 Name: Turos Maros History: 'Great Tower'; Celtic legends abound with stories of massive tall towers built by the most powerful kings, and we've found the remains of some very large towers. Effect: Increases the height bonus of units garrisoned in a tower.

GAULS

ST1 Name: Vae Victos History: Means ‘Woe to the Defeated’ – It was the words that the Gallic Leader, Brennus, spoke at the Capitol at Rome after they took their plunder. Just used Celtic spelling here. Effect: A set amount of ore and food from every structure destroyed or captured

ST2 Name: Carnutes History: The Carnutes were druids from Aulercia. They fought a huge amount when needed, and were actually largely responsible for turning back the Belgae incursions into Armorica and Aulercia. Effect: Gallic druids gain a small melee attack.

====FOOTNOTES====

TRIBES

We actually know a huge deal about many tribes, but more important are large cultures into which they fit, such as the more Iberian-than-Celtic Aquitanians, the Italic Celts, the actual Celtae of Gaul, Galatia, and central-eastern Europe, the Belgae, the Belgo-Gallic Britons, the Midland Britains, the Caledonians, etc.

Civ: Hellenes (Poleis, Macedonian)

HELLENES (GREEKS) CIVILISATION PROFILE

Version 0.1-.0.9 by Sting and Apollonios. Email: synchronicity84@…, apollonios@… and michael@….

Version 1.0 by Michael D. Hafer [aka Mythos_Ruler] Email: michaeldhafer@…. (Indiana, United States of America).

UNIT DESCRIPTIONS

==INFANTRY==

  • Name: Greek Hoplite.
  • Class: Spearman.
  • Hacker Armament: Spear (2.75m); Short Sword (ornamental).
  • Appearance:

Basic: Pilos helmet, hoplon, spear, tunic with sandals – pretty poor, but a middle-class citizen, proud of the fact that he can be a hoplite! He may not be well equipped, but he makes up for it in gusto! See above links for basic equipment.

Advanced: Chalcidian helmet, bronze muscled cuirass, hoplon, spear, decorative xiphos, tunic and sandals. http://www.wildfiregames.com/users/art/his...th%2520Cent.jpg - like this guy, but with no crest and a Chalcidian helmet, and of course an iron spearhead.

Ultimate: crested Corinthian helmet, linothorax cuirass, hoplon with cloth hanging from bottom edge (to stop arrows), spear, decorative xiphos, greaves, tunic, sandals - he’s rich, mucho dinero! http://www.wildfiregames.com/users/art/his...C_AN-S8-F06.jpg - do this guy, just give him the cloth on the bottom of the shield.

  • History: The basic unit of the Greek army and unique in its combat tactics. The Hoplite formed the core of the Greek army with a unique formation ready to hold all potential attacks.
  • Garrison: 1.
  • Function: -Heavy close-quarter combat.
  • Special: -

http://www.wildfiregames.com/~art/hyborian...%20Hoplites.jpg

  • Name: Thracian Peltast.
  • Class: Javelinist.
  • Hacker Armament: Javelin; Short Sword (ornamental).
  • Appearance:

Basic: Simple, with tunic, barefoot and bareheaded, and a bunch of javelins about 4 feet long.

Advanced: Pelta, javelins, tunic, boots, traditional Thracian cap http://0ad.wildfiregames.com/~art/history/...Cent%2520BC.jpg - just like this guy except with a different hat and no cape. The hat we want is like this guy in the middle: http://0ad.wildfiregames.com/~art/history/...msThracians.jpg

Ultimate: Pilos helmet, with decorative spear held in shield hand, pelta, javelins, boots, cape, tunic http://0ad.wildfiregames.com/~art/history/...ast_JW90148.jpg

  • Like this guy, but with a Pilos Helmet
  • History: Peltasts carry a special shield called a pelta (from which they derived their name). The shield is deliberately curved to allow the Peltast to throw javelins faster and over a greater range. Peltasts were used to great affect by the Thebans at the Battle of Leuctra, successfully breaking up the Spartan phalanx and allowing the famous Theban Sacred Band to defeat the disorganized Spartans hoplites.
  • Garrison: 1.
  • Function: -
  • Special: -

http://www.wildfiregames.com/~art/hyborian...n%20Peltast.jpg

  • Name: Cretan Toxotes.
  • Class: Archer.
  • Hacker Armament: Greek bow (smaller range than Persian bow; about 80% of the Persian equivalent).
  • Appearance:

NOTE: Greek archers carried their quiver on their back. Bow is not too big, probably 3.5 to 4 feet in length.

Basic: Tunic, bow, quiver, sandals – poor and young, like these guys but without the beard: http://www.wildfiregames.com/users/art/his...mages/AG505.jpg And no greaves.

Advanced: Tunic, bow, quiver, Petasus helmet or a similar looking broad-brimmed hat, sandals – things are getting better, more moolah! He’d look like the second guy from the left in this pic: http://www.wildfiregames.com/users/art/his...mages/AG507.jpg Note that he is wearing a Petasus helmet.

Ultimate: Tunic, bow, quiver, sandals, Pilos helmet, light linen cuirass – about as good as it gets for archers. – Not too fancy, he’s WAY down there on the list in terms of money. His cuirass is a quilted linen example, NOT the type worn by hoplites. Pretty much he’d be the Advanced but with a quilted linen cuirass

  • History: Cretan archers were the best archers in Greece. They used a different bow with longer range. [Note: this could be used as a potential tech.]
  • Garrison: 1.
  • Function: Good against Infantry.
  • Special: -

http://www.wildfiregames.com/~art/hyborian...k%20Toxotes.jpg

==CAVALRY==

  • Name: Greek Hyppikon.
  • Class: Cavalry Swordsman.
  • Hacker Armament: Sword; Spear (ornamental).
  • Appearance:
  • Garb: Bronze thorax; Pericnimides (Bronze Greaves).
  • Helmet: Greek Cavalry Helmet (different from Hoplite's).
  • Shield: No shield.
  • Figure(s): -
  • History: The Greek cavalry was formed by the rich and aristocrats in ancient Greece, because breeding horses was expensive. They were therefore not used in great numbers.
  • Garrison: 2.
  • Function: Good against Infantry.
  • Special: -.

http://www.wildfiregames.com/~art/hyborian...%20Hyppikon.jpg

==SUPPORT UNITS==

  • Name: Greek Ghune. (means 'woman')
  • Class: Female Citizen.
  • Appearance: A long himation covered by a short chiton. Long hair hair pinned up.
  • Like the woman on the left here: http://www.wildfiregames.com/users/art/his...nsDress-001.jpg
  • History: Even though Greece was a male-dominated world, women did play a significant role in it. The most outstanding examples were Sappho, the famous poet, and Olympias, the mother of Alexander the Great.
  • Garrison: 1.
  • Function: -
  • Special: -

http://www.wildfiregames.com/0ad/album_page.php?pic_id=8886

  • Name: Akaestor.
  • Class: Healer.
  • Appearance:
  • Garb: Chiton (player color), with a long white Himation wrapped around him.
  • Helmet: None.
  • Shield: None.
  • Figure(s): Old man. White hair. Optional beard.
  • History: The art of medicine was widely practised in Classical Greece. Hippocrates was the first physician to separate religion and superstition from actual medicine, and many others followed his lead.
  • Garrison: 1.
  • Function: -
  • Special: -

http://???

  • Name: Emporos.
  • Class: Trader.
  • Appearance:
  • Garb: Normal chiton with himation (leather boots).
  • Helmet: Wide brimmed hat.
  • Shield: None.
  • Figure(s): Donkey caravan.
  • Mount: Donkey.
  • Looks like the guy on the bottom left:

http://www.wildfiregames.com/~art/history/...6-MaleDress.jpg

  • History: The Greeks were born traders. While not as widely spread as sea trade, land trade nevertheless was practised on a reasonable scale.
  • Garrison: 2.
  • Function: -
  • Special: -

http://???

  • Name: Emporiko Plio.
  • Class: Merchant Ship.
  • Appearance:
  • Shell: (Standard).
  • History: ?
  • Garrison: Cannot.
  • Function: ?
  • Special: ?

http://???

==WARSHIPS==

  • Name: Greek Pentekontors.
  • Class: Bireme.
  • Appearance:
  • Shell: Single-tier, 25 rows.
  • Like this model: http://www.wildfiregames.com/users/art/his...enteconter1.jpg
  • History: Pentekontors were employed from 800 BC, mostly as a light support unit in the Greek navy. After 600 BC, they were only seen in battle in very limited numbers. They were still in use by small states which could not afford a sufficient number of triremes for their navy.
  • Garrison: Cannot.
  • Function: These ships were designed to go fast so they could transport troops to the sights of battles. They had a single tier (level) of 25 oarsmen on each side, and were called Pentekontors.
  • Special: -

http://???

http://www.wildfiregames.com/users/art/his...rirememodel.jpg http://www.wildfiregames.com/users/art/his...triremeplan.jpg

  • History: The first Triremes were built circa 650BC, and by 500BC the Trireme was the most widely used heavy warship of the Greek city-states. In the Trireme the outriggers were now an integral part of the ship's hull. The Trireme also had a partial or full fighting deck above the rowers. The length of the Trireme remained approximately 35-38 meters, and the beam was approximately 3.5 metres. A Trireme carried 170 oarsmen, plus twenty sailors and fourteen marines in Greek navies. The top speed of a Trireme was approximately 11.5 knots. Some Triremes may have been able to reach higher speeds in short bursts. A Trireme travelling from Athens to Mitylene in 427BC made the 350 kilometre trip in only 24 hours, averaging eight knots (14.6 km/h). The Trireme could accelerate much faster than a Bireme or Penteconter, and was much more manoeuvrable. This gave the Trireme an advantage in combat, where higher speed and manoeuvrability meant a better chance of victory.
  • Garrison: Cannot.
  • Function: The common tactics of the time were to ram one's opponent. Most ships at the time were equipped with a large battering ram at the bow which was used to crush the sides of an opponent. Another common tactic was to brush along the sides of the opponent's ship and snap all of the oars off. Once the ship was disabled and floundering in the waves, then the other ship could move in and finish its opponent. The Greeks employed the ramming tactics to excellent effect throught out their naval battles. Speed was the key element for ramming and that required manoeuvrability and lightly armoured ships.
  • Special: -

http://???

==SIEGE UNITS==

  • Name: Helepolis
  • Class: Ram.
  • Appearance:
  • Shell: Siege Tower
  • The Helepolis of Rhodes (notice the siege engines within): http://www.wildfiregames.com/~art/history/...s/helepolis.jpg
  • History: When Demetrius Poliorcetes besieged Salamis, in Cyprus, he instructed that a machine be constructed, which he called "the taker of cities." Its form was that of a square tower, each side 90 cubits high and 45 wide. It rested on four wheels, each eight cubits high. It was divided into nine stories, the lower of which contained machines for throwing great stones, the middle large catapults for throwing spears, and the highest, other machines for throwing smaller stones, together with smaller catapults. It was manned with 200 soldiers, besides those that moved it by pushing the parallel beams at the bottom (Diod. xx.48).
  • Garrison: 5. <== Note largest garrison requirement you're likely to find.
  • Function: Functions much like a warship, but on land. Is able to garrison all types of units (except cavalry) to increase attack and other attributes, including other siege units. This in all probability could/should be a campaign and editor-only unit. However, once we implement walls and ships as spec'd, we'll have a better understanding of whether or not we can include the Helepolis in the standard game.
  • Special: May unload garrisoned units over enemy walls.

http://???

  • Name: Lithobolos
  • Class: Catapult
  • Appearance:
  • Shell: Stone-throwing catapult, similar to the Roman onager.
  • History: The Lithobolos (Stone Thrower) hurled stones of 10 lbs (4.5 kilos) to 180 lbs (82 kilos) in weight. They all looked alike and differed only in size: the dimentions being calculated by a complex mathematical formula based on the spring diameter. Such machines were normally brought to point-blank range (150-200 yards [157m - 185m]) and were capable of stripping the battlements from fortified walls.
  • Garrison: 3.
  • Function: Anti-building siege. Used to take down Walls and Fortresses. 10-20% weaker than the unupgraded Roman Onager.
  • Special: Does bonus damage vs. enemy units garrisoned atop walls and towers.

http://???

  • Name: Oxybeles
  • Class: Ballista
  • Appearance:
  • Shell: Scorpion-like engine that throws rock instead of arrows.
  • The Oxybeles. Notice the "torsion powered" upgrade around 340 BC. Good idea for a possible tech or upgrade: http://www.wildfiregames.com/~art/history/...images/CAT3.jpg
  • History: The Oxybeles was designed in 375 BC, because the composite bow developed so fast that it grew too large and too powerful to be operated by a single human archer. The bow was placed on a tripod and a winch was fitted to draw it back. It was still made out of horn, wood and sinew, but it was bigger and more powerful then the gastrophetes bow. Because of that, the range was greater, and by placing the bow on a stable tripod, the accuracy of the shot was also greatly improved. However, the limits of the materials were nearly reached, and the engineers still wanted more power.
  • Garrison: 3.
  • Function: Building and Infantry killer. Smaller and weaker than the Roman Scorpion.
  • Special: Bonused vs. Infantry and Infantry Archers.

http://???

==POLEIS SUPER UNITS==

  • Name: Spartan Hoplite (Spartiate)
  • Class: Super Infantry Unit.
  • Hacker Armament: Spear (tied a lace around his spear to improve grip while thrusting over the wall of hostile shields); Xiphos (ornamental).
  • Appearance:

Spartan Hoplite – Corinthian helmet with side-to-side large, bright red crest, linen cuirass, bronze greaves, spear, hoplon with large Spartan red Lambda symbol, Xiphos sheathed on left side.

  • Like this Spartiate, but with a transverse crest:

http://www.wildfiregames.com/~art/history/...an_Hoplite_.jpg

  • Also, like this guy, but with no cloak. Use a spear instead of sword:

http://www.wildfiregames.com/~art/history/...rior_Sword.html

  • History: The Spartans had a very peculiar form of government which enabled them to be professional soldiers. It not only enabled them, but actually forced them to be superior soldiers as a small group of Spartans had to dominate an enormous number of subjects and unwilling allies. The Spartan army was superior in Hellas, and in the rest of the known world. No other army was so well trained, and had such excellent equipment. They believed that traditional training was the key to success, and for centuries they were correct, as they never lost a battle in spite of their small numbers. Ironically enough, this concept ended the Spartan supremacy, as the Spartan phalanx could not resist the new sloped Theban phalanx and the invading integrated Macedonian forces. The end of the Spartan power marked the end of the domination of the phalanx.
  • Garrison: 1.
  • Function: Good vs. Cavalry and Infantry. Their Achilles Heel is definately archery, with no extra pierce armor when compared to the standard "Greek Hoplite." Uses Xiphos (sword) when not in formation. Uses Dory (spear) when in formation.
  • Special: Special (small; 10%) attack bonus vs. Persian units.

http://www.wildfiregames.com/0ad/album_page.php?pic_id=8862

  • Name: Athenian Ekdromos (Ekdromos)
  • Class: Super Infantry Unit.
  • Hacker Armament: Throwing Spear (primary); Kopis (when attacking enemy females, slingers, siege, and/or javelinists).
  • Appearance:

Early Thracian Style Helmet with vertical crest; Hoplon shield with Gorgon Head texture (the only Greek unit with this shield texture - sacred to Athenians); No Greaves; No body armor; Loose-fitting chiton/tunic; Kopis sheathed on his left side; Sandals.

  • This guy is an Ekdromos. Notice the Gorgon shield design and lack of heavy body armor: http://www.wildfiregames.com/~art/history/...0-BC_ESS-09.jpg
  • Another good take on the ekdromos: http://www.wildfiregames.com/~art/history/...ekdromos.jpg
  • History: Ekdromos (literally: out runner) was a development of the hoplite. Development of the hoplite took many twists and turns based on the changing dynamics on the field of battle. Once armies began using Peltasts imported from Thrace something had to be done to counter this barrage of javelins thrown into the midst of a phalanx. The Thebans began to increase the armor of their hoplites, but the Athenians took a completely different approach and lightened the load for their infantry. The Ekdromoi would dash out from the phalanx, close with the enemy ranged units at speed, and cut them down at will. This approach also worked to harass more heavily armed troops as well, the enemy carrying too much weight to catch the vexatious Ekdromoi.
  • Garrison: 1.
  • Function: This is 0 A.D.'s version of the Eagle Warrior from Age of Kings: The Conquerors. Fast. Great for raiding and great against siege engines (too fast to be hit by siege projectiles)
  • Special: Bonused 100% vs. Female, Siege, Slinger, and Javelinist Class units. Uses his Kopis to slay these units. All other units he throws his spear like a Javelinist. It is short range, slow to reload, but high attack strength.

http://www.wildfiregames.com/0ad/album_page.php?pic_id=8856

==MACEDONIAN SUPER UNITS==

  • Name: Macedonian Pezhetairoi.
  • Class: Super Infantry Unit.
  • Hacker Armament: 18-foot sarissa lance; Sword (ornamental).
  • Appearance:

Thracian helmet, bronze muscled cuirass, round shield, sarissa (15 – 19 foot pike), kopis on left side, tunic

  • Like this guy but with a more attractive version of the Thracian helmet: http://0ad.wildfiregames.com/~art/history/.../images/g10.jpg
  • History: 'Foot Companions', these were the elite troops from the Macedonian phalanx, whom carried their Sarissas with both hands, the white shields being attached to their armour. The Sarissa and the new tactics they used were developed by Philip II under Theban influence. If properly protected by cavalry on both sides, the Pezhetairoi were virtually invincible to any kind of enemy unit. They were always deployed in deep formations of 16+.
  • Garrison: 1.
  • Function: Good against Cavalry and Infantry. Vulnerable to Archers, Slingers, and Javelinists. Vulnerable to Cavalry attacking from the rear. Movement: Slow.
  • Special: When ordered into the Syntagma formation they gain additional 25% bonus vs. Cavalry attacking from the front.

http://www.wildfiregames.com/~art/hyborian...tairoiColor.jpg

  • Name: Macedonian Hetairoi.
  • Class: Super Cavalry Unit.
  • Hacker Armament: 18-foot sarissa lance; Sword (ornamental).
  • Appearance:

Boeotian helmet with plume, bronze muscled cavalry cuirass (same as infantry but with wider bottom), greaves, sandals, 9-foot spear (sarissa), kopis on left side.

  • History: Macedonian noblemen made up this elite cavalry unit, which was key to victory for Macedonian kings starting with Philip II, whom increased their number from 600 to several thousand. The Companion Cavalry was also a preferred general stand.
  • Garrison: 2.
  • Function: All around powerful unit, but best vs. Cavalry and Archers. Fast mobile units. Only weakness is vs. enemy SUs.
  • Special: -

http://www.wildfiregames.com/~art/hyborian...tairoiColor.jpg

==POLEIS HEROES==

  • Name: Themistocles
  • Class: Hero1.
  • Hacker Armament: Xiphos
  • Ranged Armament: None
  • Appearance:
  • Garb: Lino-thorax, Pericnimides (Bronze Greaves), tailored garments.
  • Helmet: No helmet.
  • Shield: Round shield with an Athene Owl design.
  • Figure(s): Think of a saltier Maximus from the movie Gladiator.
  • This could be a pretty good imitation of Themistocles for our game. Though, perhaps a little more pepper for his salty hair: http://www.wildfiregames.com/~art/history/...hemistocles.jpg
  • History: The general whom persuaded the Athenians to invest their income from silver mines in a war navy of 200 Triremes. A key figure during the Persian Wars, he commanded the victorious Athenian navy at the decisive battle of Salamis in 479 BC. Later, he pursued an active policy against the Persians in the Aegean, thereby laying the foundations of future Athenian power. Ostracised by the Athenians, he was forced to flee to the protection of the Persians.
  • Garrison: 1.
  • Function: Naval Enhancement
  • Special:
  • "Hero" Aura (When garrisoned in a ship, all nearby war ships are 20% faster. Ships are also built 20% faster during his lifespan).

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  • Name: Leonidas
  • Class: Hero2.
  • Hacker Armament: Spear.
  • Ranged Armament: None.
  • Appearance:
  • Garb: White tunic with purple trimmings.
  • Helmet: As for Spartiate. Striped Plume.
  • Shield: As for Spartiate.
  • Other: Looks like a meaner and badder Spartiate. Long hair poking down out of the bottom of his helmet, with beard. Think of Aragorn from the Lord of the Rings movies. Include a red cloak for artistic license and for differentiation from the "common Spartiate." (approved by Paul).
  • Use this for Leonidas. Include the red cloak for artistic reasons and to help make Leonidas stand out from the rest of the hoplites and Spartiate units. Another possible artistic license would be to emblazen the back of the cloak with a white Spartan Lamda symbol: http://www.wildfiregames.com/~art/history/...ges/C90-F06.jpg
  • Another GREAT image. This is exactly how Leonidas should look, but with spear instead of sword: http://www.wildfiregames.com/~art/history/...rrior_Sword.jpg
  • And another: http://0ad.wildfiregames.com/~art/history/...oplite_4-BC.jpg
  • History: The king of Sparta, whom fought and died at the battle of Thermopylae in 480 BC. He successfully blocked the way of the huge Persian army through the narrow passage with his 7000 men, until Xerxes was made aware of a secret unobstructed path. Finding the enemy at his rear, Leonidas sent home most of his troops, choosing to stay behind with 300 hand-picked hoplites and win time for the others to withdraw.
  • Garrison: 1.
  • Function: Infantry Enhancement
  • Special:
  • "Hero" Aura (Nearby friendly Hoplites and Spartiates have +20% attack and +10% armor.)

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  • Name: Xenophon
  • Class: Hero3.
  • Hacker Armament: Spear.
  • Ranged Armament: None.
  • Appearance:
  • Garb: White tunic with purple trimmings.
  • Helmet: Thracian type.
  • Shield: Hoplon.
  • Figure(s): Similar to hoplite, but cuirass is covered with lamellar plate mail.
  • History: Xenophon (c. 430 B. C. to c. 355 B. C.) was a Greek soldier and (later) historian who was born in Athens of an oligarch family and was a student of Socrates during his youth. In 401 B. C., Xenophon joined an army of Greek mercenaries lead by Clearchus and four other generals who were aiding Cyrus the Younger in his military campaign against his brother, King Artaxerxes II. He initially went along as a civilian observer and guest of his friend Proxenus who was one of the five generals. Unfortunately for the Greeks, Cyrus was killed in the Battle of Cunaxa in 401 B. C. and the 10000 Greeks found themselves alone in enemy territory, more than 1000 miles from the nearest Greek colony. In addition, the leaders of the force and a hundred captains were treacherously murdered during a negotiation by the Persian satrap Tissaphernes. On the very night after the assassination of Clearchus, the other generals and captains, Xenophon endeavored to rally the spirits of the surviving officers, successfully, and through the night they reorganized the army as if it had not been decapitated of its leadership. Through the timely intervention of a civilian hanger-on the Greek phalanx met the new day confident and ready to fight again, survive regardless of the odds against doing so. Xenophon was elected one of the new Greek leaders chosen to lead the army in its retreat out of Persia. In a march that lasted five months, traveled over 1500 miles, and overcoming many obstacles (both external and internal), they finally reached the colony of Trapezus (now Trabzon, Turkey) on the Black Sea, and then further found their way by land and sea legs back to the Greek homelands in a journey that took more than a year and a half altogether. As one of the five new Strategoi and most junior at that (having never been a soldier), Xenophon is given the task of commanding the rearmost division, the position that turned out to be the most dangerous during the “Anabasis”, or “March Up Country”. Xenophon repetitively demonstrated his brilliance and leadership qualities in effecting new organizations of light troops and cavalry to include the tactics of their employment in the protection of the phalanx in countering and overcoming their adversaries along the route of march to a degree that he becomes the acknowledged leader of the entire force even though Cheirisophus was the senior strategoi who commanded the van and all the others strategoi outranked him. The story of the retreat from Cunaxa, which Xenophon himself wrote in the third person (as was the custom of the times), is one of the most famous feats of all time in recorded military history. Xenophon went on to fight and lead troops in numerous battles then later write numerous books on military tactics, organization and command throughout the remainder of his lifetime. Other than the legacy of the Anabasis itself his legacy left to the annals of warfare really took effect when Phillip II of Macedon and his son Alexander the Great (also a stude3nt of Socrates for a time) succeeding him put Xenophon’s knowledge of warfighting to work for them and the latter went on to conquer most of the known world at the time.
  • Garrison: 1.
  • Function: Speed Enhancement
  • Special:
  • "Hero" Aura (When placed into formation all units in the formation +15% speed and +15% armor. Additionally, during Xeno's lifespan, all Peltasts +15% speed.)

http://www.wildfiregames.com/~art/history/...eek_w_Spear.jpg A great spot-on image for Xenophon. The lamellar mail over his cuirass is clearly visible. This is the exact image Mythos and Paal had in mind.

http://www.wildfiregames.com/~art/history/...001-1right.html Similar to this guy, but with Hoplon instead of Macedonian shield. Also, use one hand for the spear and one hand for the shield. He has a cool OWL design on his shield which should be used for Themistocles. We can come up with some other cool shield design for Xenophon.

==MACEDONIAN HEROES==

  • Name: Philip II.
  • Class: Hero1.
  • Hacker Armament: As for Macedonian Hetairoi.
  • Ranged Armament: None.
  • Appearance:
  • Garb: Purple tunic.
  • Helmet: Gold helmet.
  • Shield: As for Macedonian Hetairoi.
  • Figure(s): As for Macedonian Hetairoi.
  • Mount: As for Macedonian Hetairoi.
  • History: The king of Macedonia (359 BC - 336 BC), he carried out vast monetary and military reforms in order to make his kingdom the most powerful force in the Greek world. Greatly enlarged the size of Macedonia by conquering much of Thrace and subduing the Greeks. Murdered in Aegae while planning a campaign against Persia.
  • Garrison: 2.
  • Function: Cavalry Enhancement
  • Special:
  • "Hero" Aura (All nearby friendly SUs gain a +20% attack boost.)

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  • Name: Alexander the Great.
  • Class: Hero2.
  • Hacker Armament: A mean looking Kopis.
  • Ranged Armament: None.
  • Appearance:
  • Garb: As portrayed on the "Battle of Issus" mosaic.
  • Helmet: Bronze "Lion" helmet, complete with flowing crest and feathers.
  • Shield: As portrayed on the "Battle of Issus" mosaic.
  • Figure(s): As portrayed on the "Battle of Issus" mosaic.
  • Mount: Bucephalus.
  • History: The most powerful hero of them all - son of Philip II, king of Macedonia (336 BC - 323 BC). After conquering the rest of the Thracians and quelling the unrest of the Greeks, Alexander embarked on a world-conquest march. Defeating the Persian forces at Granicus (334 BC), Issus (333 BC) and Gaugamela (331 BC), he became master of the Persian Empire. Entering India, he defeated king Porus at Hydaspes (326 BC), but his weary troops made him halt. Died in Babylon at the age of 33 while planning a campaign against Arabia.
  • Garrison: 2.
  • Function: Hero Killer
  • Special:
  • "Hero" Aura (All nearby cavalry units, including Super Cavalry, are 10% faster and have +15% attack.)
  • "Heroicide Bonus" (+20% attack bonus vs. enemy heroes.)

<span style='font-size:8pt;line-height:100%'>Alexander the Great</span>

  • Name: Demetrius Poliorcetes.
  • Class: Hero3.
  • Hacker Armament: Sarissa; Short Sword (ornamental).
  • Ranged Armament: None.
  • Appearance:
  • Garb: 16 kg metal armour. Purple tunic.
  • Helmet: A fancy hat or a crown of laurels.
  • Shield: ?
  • Figure(s): ?
  • History: One of the Diadochi, king of Macedonia (294 BC - 288 BC), Demetrius was renowned as one of the bravest and most able successors of Alexander. As the son of Antigonus I Monophtalmus, he fought and won many important battles early on and was proclaimed king, along with his father, in 306 BC. Losing his Asian possessions after the battle of Ipsus, he later won the Macedonian throne. Fearing lest they should be overpowered by Demetrius, the other Diadochi united against him and defeated him.
  • Garrison: 1.
  • Function: Siege Enhancement
  • Special:
  • "Hero" Aura (All nearby siege weapons have 50% greater range and LOS (Poliorcetes means "the taker of cities").)

http://???

NEW UNIT TRAITS

  • Herocide Bonus: Alexander the Great has an attack bonus versus all other enemy heroes in the game. This gives him the unique qualification as a "hero killer."

CIV CENTRE UNITS

  • Melee Infantry: Greek Hoplite.
  • Ranged Infantry: Thracian Peltast.
  • Cavalry: Greek Hyppikon.

FORBIDDEN CLASSES

  • Swordsman.
  • Slinger.
  • Cavalry Spearman.
  • Cavalry Javelinist.
  • Cavalry Archer.
  • Quinquereme.

STRUCTURE DESCRIPTIONS

==VILLAGE==

  • Name: Apoikia. (means 'Colony')
  • Class: Civ Centre.
  • History: During the Great Colonisation, the Hellenes built numerous colonies all over the shores of the Mediterranean and Black Seas, which became miniature versions of Greece on foreign soil.

<insert picture of the above structure, if available>

  • Name: Melathron. (means 'House')
  • Class: House.
  • History: Hellenic houses from the Classical Age were generally humble yet stylish. During the Hellenistic Age, however, luxurious palaces and estates became commonplace in the rich Hellenistic metropolises like Antioch, Alexandria and Seleucia.

<insert picture of the above structure, if available>

  • Name: Sitobolion. (means 'Granary')
  • Class: Farm Centre.
  • History: Grain wasn't plentiful in Hellas, which is why it was carefully stored in granaries, some of it being reserved for times of siege.

<insert picture of the above structure, if available>

  • Name: Agros. (means 'Field')
  • Class: Field.
  • History: Even though Greece is a rugged country, farming was still one of the most common sources of food. Farms were built in small villages and outside city walls.

<insert picture of the above structure, if available>

  • Name: Stavlos.
  • Class: Corral.
  • History: <Structure History>.

<insert picture of the above structure, if available>

  • Name: Anakeion. (means 'Warehouse')
  • Class: Resource Centre.
  • History: Resources and building materials were kept in warehouses.

<insert picture of the above structure, if available>

  • Name: Pyrgion. (means 'Little Tower')
  • Class: Scout Tower.
  • History: Towers were an important part of city fortifications. The defending troops shot arrows at the enemy and poured boiling oil over the assailants.

<insert picture of the above structure, if available>

  • Name: Teichos. (means 'City Wall')
  • Class: Wall.
  • History: All Hellenic cities were surrounded by stone walls for protection against enemy raids. Some of these fortifications, like the Athenian Long Walls, for example, were massive structures.

<insert picture of the above structure, if available>

  • Name: Pyrgos. (means 'Tower')
  • Class: Wall Tower.
  • History: Towers were an important part of city fortifications. The defending troops shot arrows at the enemy and poured boiling oil over the assailants.

<insert picture of the above structure, if available>

  • Name: Pule.
  • Class: Wall Gate.
  • History: ?

<insert picture of the above structure, if available>

==TOWN==

  • Name: Limenos.
  • Class: Port Centre.
  • History: Greece is a sea country, which is why some of the greatest Hellenic and Hellenistic cities like Ephesus, Corinth, Alexandria and Antioch were built by the sea. It should also be noted that all colonies during the Great Colonisation were thriving port centres, which traded with the local population.

<insert picture of the above structure, if available>

  • Name: Anaktoron. (means 'Temple')
  • Class: Health Centre.
  • History: The Hellenes built marvelous temples in order to honour their polytheistic pantheon. While all gods were venerated, a specific patron deity was supposed to watch over each polis.

<insert picture of the above structure, if available>

  • Name: Strategion. (means 'Military Centre')
  • Class: Military Centre.
  • History: The Strategion was the main military headquarters, where important decisions were taken and plans for battles discussed by the Strategoi.

<insert picture of the above structure, if available>

  • Name: Agora. (means 'Market')
  • Class: Trade Centre.
  • History: The most important place in most Classical Greek polises, the Agora served many purposes - it was a stage for public speeches and debates, as well as a market.

<insert picture of the above structure, if available>

==CITY==

(If the civilisation branches at City, specify one Fortress for each branch)

  • Name: Akropolis. (means 'Fortress')
  • Class: Fortress.
  • History: The Akropolis was usually a fortified citadel in the upper part of the city. The Athenian Akropolis was renowned for its marvellous temples, among which was the Parthenon, while the Acro-Corinthus was highly prized by the Macedonians for its strategic location and good defences.

<insert picture of the above structure, if available>

SPECIAL STRUCTURES

  • Name: Theatron.
  • Class: SB1.
  • History: Greek theatres were places where the immortal tragedies of Aeschylus, Sophocles and many other talented dramatists were staged to the delight of the populace. They were instrumental in enriching Hellenic culture.
  • Requirements: None.
  • Phase: City.
  • Special:
  • Must be built in order to use Hellenisation CB.
  • Each additional Theatron reduces the delay between each use of Hellenisation by 30 seconds.
  • Limited to 3 Theatrons per player (therefore Hellenisation delay can be reduced to no more than 30 seconds).

<insert picture of the above structure, if available>

  • Name: Gymnasion.
  • Class: SB2.
  • History: The gymnasion was a vital place in Hellenistic polises, where physical exercises were performed and social contacts established.
  • Requirements: None.
  • Phase: City.
  • Special: Garrisoning a male foot unit in the Gymnasion for a short period of time will bestow the unit with a permanent non-cumulative 15% speed increase. Recharge time for the "charging" ability is also reduced by 15%. Up to 10 units may be garrisoned at a time for this purpose.

<insert picture of the above structure, if available>

NEW STRUCTURE TRAITS

See Special Structures.

FORBIDDEN STRUCTURES

None.

CIV BONUSES

CB1 Name: Oikoumene. History: The Hellenes envisioned themselves as comprising the civilised world (oikoumene), surrounded by more or less developed barbarians. Many foreigners also considered them men of higher stature. Effect: 10-15% cheaper technologies.

CB2 Name: Hellenisation. History: By means of their superior culture and evocative language, the Greeks were highly successful in Hellenising various foreigners. During the Hellenistic Age, Greek was the 'lingua franca' of the Ancient World, spoken widely from Spain to India. Effect: Every 90 seconds, a random unit from another civilisation is produced from the Theatron and comes under control of the player. This occurs automatically and without cost - though each unit will require sufficient population slots to support. Units with construction capability will only be able to build Hellenic structures. Requires: Theatron Special Structure.

TEAM BONUS:

TB Name: Oracle at Delphi. History: The sacred Oracle of Apollo at Delphi was among the most highly cherished sanctuaries by Hellenes and foreigners alike. The Lydian king Croesus, for example, consulted the advice of the god before going to war with Cyrus the Great of Persia. Effect: All units and allied units have increased LOS. ~ 10%

TECHNOLOGIES

  • Infantry: Very good, probably the best in the game. All technologies. Archers are the exception: neither here, nor there. Archery techs average.
  • Cavalry: Mediocre to poor (except for Hetairoi, which are excellent). Nothing to match the cavalry of the Persians, for instance.
  • Naval: Very good. Almost all technologies.
  • Siege: Good. Most technologies.
  • Economy:
  • Farming: Mediocre. They should get some of the technologies, but not the most advanced ones.
  • Mining: Very good. Almost all, if not all, technologies. Silver and gold mines have been discovered and exploited in Greece and Macedonia. Coinage was highly developed, especially after the reform of Philip II.
  • Lumbering: Mediocre. Same as farming.
  • Hunting: Very limited. It was practised mostly as a sport by Macedonian kings.
  • Land Trade: Mediocre. Definitely nothing to match that of the best civs in the area.
  • Naval Trade: Very good, one of the best in the game. Almost all techs.
  • Architecture: Above average. I would say something on the order of 80% of that of the Persians. Better for the Poleis branch than for the Macedonians.
  • Defences: Poleis - Very good. Macedonia - 80% of those of Poleis.

SPECIAL TECHNOLOGIES

==POLEIS SPECIAL TECHNOLOGIES==

ST1 Name: Phalanx. History: The classical phalanx formation was developed about VIII century BC. It was eight men deep and two hundred men wide. Effect: The player gains the ability to order his troops into a Phalanx formation, providing +30% attack and +30% armor if attacked from the front.

ST2 Name: Delian League. History: Shortly after the great naval victories at Salamis and Mycale, the Greek city-states instituted the so-called Delian League in 478 BC, whose purpose was to push the Persians out of the Aegean region. The allied states contributed ships and money, while the Athenians offered their entire navy. Effect: Triremes are 20% cheaper.

==MACEDONIAN SPECIAL TECHNOLOGIES==

ST1 Name: Syntagma. History: Introduced by Philip II, it was derived from the oblique battle front developed by the Theban commander Epaminondas. The phalanx, consisting of 256 men, is arranged in the following way – 16 men in width and 16 in depth. Effect: The player gains the ability to order his spear infantry into a Syntagma formation: irresistible charge of the Macedonian phalangites, which is vulnerable only in the rear. The formation allows the units in the 2nd row of the formation to also attack enemy units directly in front of the formation. In effect this doubles the attack power of the offensive face of the formation.

ST2 Name: Hellenistic Metropolises. History: Beginning with Alexander, the Hellenistic monarchs founded many cities throughout their empires, where Greek culture and art blended with local customs to create the motley Hellenistic civilisation. Effect: Civ Centres have double hitpoints.

==MISCELLANEOUS==

Possible "standard" technology Name: Tirtean Paeans. History: Paeans were battle hymns that were sung by the hoplites when they charged the enemy lines. One of the first known Paeans were composed by Tirteus, a warrior poet of Sparta, during the First Messenian War. Effect: Infantry move faster.

Civ: Iberians

IBERIAN CIVILISATION PROFILE

by Ken Wood [aka Phoenix-TheRealDeal? / tonto_real] Email: ken@…. (Arizona, United States of America).

Historical consultant and contributor: Professor Alejandro Carneiro [aka Piteas] (Classical & Antiquity Greco-Romano-Iberico History Studies) (Spain).

Contributing concept artists: Antonio J. Flamas [aka ajflamas] (Spain); Aviv Sharon [aka Jeru] (Israel); Marco Giannini [aka Kellian] (Italy); Praveen Pillai [aka Tonto_CT] (United Kingdom), Brendan W. Keough.

UNIT DESCRIPTIONS

==INFANTRY==

  • Name: Caetrati. <Temporary Basque name -Ezpata (sword, from spatha)>
  • Class: Swordsman.
  • Armament: Falcata.
  • Appearance:
  • Garb: Basic tunic is of cream-coloured cloth with short-sleeved shirt. Hemmed sleeves and hem at the bottom of the skirt can be used for civ colour identification bands. Two metal rings above the elbows on each arm. The breast has a scaled armour plate 'vest' strapped over the shirt part of the tunic and chain mail skirt below. Gains a bronze breastplate when upgraded to Ultimate rank.
  • Shield: Round buckler (caetra)
  • Helmet: No headgear for basic unit, crested spine for advanced, plumed horsehair for Ultimate; see concept drawing below.
  • Figure(s): -
  • History: Numantinos were citizens of the city of Numantia and members of the Celtiberi tribe living in the centre of the Iberian Peninsula; particularly famous for their resistance to Roman subjugation culminating in the Siege of Numantia which lasted 8 months. Rather than submit to the Roman victors, almost the entire nobility committed suicide instead of surrendering to be paraded in a Triumph and/or sold into slavery as the rest of the population subsequently was.
  • Garrison: 1.
  • Function: -
  • Special: Iberian Steel.

concept drawings by Brendan

  • Name: Scutarii <Temporary Basque name - Ezkutu (scutum)>
  • Class: Spearman.
  • Armament: Spear having a broad point at the front end and smaller iron tip at the butt end.
  • Appearance:
  • Garb: Identical to Infante Numantino.
  • Shield: Identical to Infante Numantino.
  • Helmet: Identical to Infante Numantino.
  • Figure(s): -
  • History: Carpetani were a major tribe occupying lands just south of the Celtiberi on Iberia's central upland plain, much like their neighbours to the north, and long resisted incursion by both Romans and Carthaginians in their homeland.
  • Garrison: 1.
  • Function: -
  • Special: -

concept drawing by Brendan

  • Name: Iberian Slinger. <Temporary Basque name - Habailari (slinger)>
  • Class: Slinger.
  • Armament: Three slings and sling bolt pouch; see concept drawing below.
  • Appearance: TO BE DETERMINED
  • Garb: Same basic tunic as Infante Numantino: Cream-coloured cloth with short-sleeved shirt. Hemmed sleeves and hem at the bottom of the skirt can be used for civ colour identification bands.
  • Shield: None.
  • Helmet: None at any experience level.
  • Figure(s): Barefoot; nothing on body to restrict movement.
  • History: The Iberian Peninsula is literally littered with stone, ceramic, and leaden sling bolts at archeological sites, so evidence suggests that slingers were a common enough unit that they are tribal generic. While it is a popular notion that Balearic Slingers, possibly the best in the ancient world, were 'Hispanic' because the islands now belong to modern day Spain, they are a Carthaginian unit relative to the times. Iberian slingers carry 3 slings like those of the Balearic.
  • Garrison: 1.
  • Function: Relatively cheap. Quick rate of fire. Fastest infantry unit. Their agility makes up to some extent for their lack of armour.
  • Special: -

concept drawing by Marco Giannini aka Kellian (Italy)

==CAVALRY==

  • Name: Jinetes <Temporary Basque name - Zalduneria (cavalry)>
  • Class: Cavalry Spearman
  • Armament: Iberian spear.
  • Appearance: TO BE DETERMINED - SIMILAR TO CAETRATI
  • Garb:
  • Shield:
  • Helmet:
  • Figure(s): -
  • Mount: Typically a fine horse of mid stature as they were raised on the Iberian Peninsula; They decorated them with spirals of woven wool multi-coloured 'rosettes' affixed to top side and front of bridle and woven-fringed neck and breast bands as marks of their special pride in the animals.
  • History: Mounted troops comprised variously 20~25% of warriors and their horses were well cared for by their owners. Horses were raised in abundant numbers in the Iberian Peninsula from the earliest of times; it was said by the Romans that either Iberia or Numidia (in North Africa) could provide on the order of 100,000 mounts per year!
  • Garrison: 2.
  • Function: -
  • Special: Iberian Steel.

==SUPPORT UNITS==

Note: In the Spanish language the adjective follows the noun (name) and gender is usually denoted by a final 'a' for the feminine and final 'o' for the masculine, both noun and adjective being in agreement.

  • Name: Ciudadana Iberica. (see-oo-dah-DAHN-nah ee-BAY-ree-kah) <means: Iberian female citizen>
  • Class: Female Citizen.
  • Armament: None.
  • Appearance:
  • Garb: Various; see concept drawings below.
  • Shield: None.
  • Helmet: No helmet per se. May or may not have headgear as depicted in concept drawings below.
  • Figure(s): See concept drawings below.
  • History: Until the coming of and imposition of Roman Law, females were treated as being equal to men in virtually all social aspects of their society.
  • Garrison: 1.
  • Function: -
  • Special: -

concept drawing by Marco Giannini aka Kellian (Italy)

concept drawing by Praveen Pillai aka Tonto_CT (United Kingdom)

  • Name: Sacerdotisa de Ataecina. (sah-sayer-doh-TEE-sah day ah-tah-eh-SEE-nah) <means: Priestess to the goddess Ataecina>
  • Class: Healer.
  • Armament: None.
  • Appearance: See concept drawing & pic below.
  • Garb: See concept drawing & pic below.
  • Shield: None.
  • Helmet: See headdress in concept drawing below.
  • Figure(s): See concept drawing & pic below.
  • History: To the best of our knowledge, only one 'temple'-like structure has been found on the Iberian Peninsula dating from the times and the Iberians worshipped their pantheon of gods at small home altars; however, a very special sculptured head and torso was found in a farmer's field around the turn of the 20th century of a personage who was obviously someone of great substance. As the two principal gods, of the many worshipped, were male Endovelico and female Ataecina, we thought it would be nice to adopt The Lady of Elche as our priestess-healer representing Ataecina.
  • Garrison: 1.
  • Function: -
  • Special: "Fe" Aura.

concept drawing by Marco Giannini aka Kellian (Italy)

The Lady of Elche - figure on the right - from Osprey MAA #180.

The Lady of Elche - Museo de Madrid. (Isn't she beautiful?)

  • Name: Comerciante Iberico. (koh-mayer-see-ANH-tay ee-BAY-ree-koh) <means: Iberian businessman>
  • Class: Trader.
  • Armament: None.
  • Appearance:
  • Garb: Colourful tunic, trousers in the checkered 'Celtic style', and boots.
  • Shield: None.
  • Helmet: Big 'floppy' hat to keep the sun and rain off.
  • Figure(s): Typical of Iberian male. Only one figure, riding on a seat at the yoke of the wagon.
  • Mount: Trade wagon pulled by two oxen of the auroch cattle type. Put together the parts as shown below.
  • History: It is not known exactly what 'vehicles' might have been used for trading, except that the Iberians did a lot of overland trading by land amongst themselves and some with people to the north of the Pyrenees, and that wagons and carts were known and used for something; it stands to reason they would have been used in commerce.
  • Garrison: 2.
  • Function: -
  • Special: -

Reference image for Trader

  • Name: Barco. (BAR-koh) <means: boat or ship>
  • Class: Merchantman.
  • Armament: (Standard).
  • Appearance:
  • Shell: This is a knock-off for the ship that I want modeled for the Carthaginians to be skinned and statted somewhat differently. It will have solid sides rather than that lateral opening below the shield line. The vertical bands separating the shields are to be iron bands placed to strengthen the hull and should show bolts in the bands. See the pic immediately below for a basis.
  • History: The Iberians, especially along the western and northwestern coasts of the peninsula, had been trading by sea with peoples in North Africa, Western Europe along the coast of Gaul and the British Isles by boat well back into the 2nd millennium BC. As such, their ships were very seaworthy, crossing stretches of the Atlantic Ocean (while they are not known to have traded by sea in the Mediterranean). Though the Carthaginians came along around the beginning of the 1st millennium and co-opted much of that trade, along with the Greeks in the Mediterranean, with 'better ships', they still would have influenced the seafaring peoples who built the 'high sided sailing vessels' along the Atlantic Seaboard. So it is not such a stretch to specify a good strong sailing ship for Iberians that can be used as either a merchant trading vessel or a quasi-war fighting transport of units.
  • Garrison: Cannot.
  • Function: High hitpoints (very strong and highly armoured hull; sea ram resistant).
  • Special: -

Reference image for Merchantman

==WAR SHIPS==

None.

==SIEGE==

  • Name: Ariete. (ah-ree-EH-tay) (upgrade to: Ariete de Asedio). (ah-ree-EH-tay day ah-SAY-dee-oh) <means: battle ram and siege ram, respectively>
  • Class: Ram.
  • Armament: (Standard).
  • Appearance:
  • Shell: See notes below.
  • History: It is not known if any of the Iberians culture tribes used rams; the unit is added to the civ roster for gameplay purposes.
  • Garrison: 3.
  • Function: -
  • Special: -

<picture not available - 'standardised' land ram, or siege ram as the upgrade, my best guess>

==SUPER UNITS==

  • Name: Infante Devotio. <Temporary Basque name - Leial Infanteria (Loyal Infantry)>
  • Class: Super Infantry Unit.
  • Melee Armament: Falcata or Espasa sword.
  • Ranged Armament: Saunion
  • Appearance: TO BE DETERMINED - MOST LIKELY SIMILAR TO SCUTARII
  • Garb: See concept drawing..
  • Shield: A round 'Caetra' slightly larger in diameter than the Citizen Soldier units carry; has raised centre boss depicting the head of a wolf.
  • Helmet: See concept drawing.
  • Figure(s): See concept drawing.
  • History: 'Devotios' (the devoted) were experienced veterans of 'foreign wars'. They served as mercenaries for other nations and having lived to return to their own where they assumed a position close to the chief or king. Their relationship was similar to that of feudal knights during the later Middle Ages.
  • Garrison: 1.
  • Function: Strong against siege weapons, all Citizen Soldier units but additionally bonused against Infantry Spearman & Cavalry Spearman. Weak against Infantry Archer & Cavalry Archer.
  • Special: -

concept drawing by Marco Giannini aka Kellian (Italy)

  • Name: Jinetes Devotio. <Temporary Basque name - Zalduneria (Loyal Cavalry)>
  • Class: Super Cavalry Unit.
  • Melee Armament: Iberian Spear..
  • Ranged Armament: Iberian Spear
  • Appearance: TO BE DETERMINED
  • Garb: See concept drawing.
  • Shield: A round 'Caetra' slightly larger in diameter than the Citizen Soldier units carry; has raised centre boss depicting the head of a bull.
  • Helmet: See concept drawing.
  • Figure(s): See concept drawing.
  • Mount: Identical to Caballero Ilerjete.
  • History: (Identical to Devotio Infante.)
  • Garrison: 2.
  • Function: Strong against siege weapons, all Citizen Soldier units but additionally bonused against Cavalry Archer & Infantry Slinger. Weak against Infantry Spearman & Infantry Javelinist.
  • Special: -

concept drawing by Marco Giannini aka Kellian (Italy)

==HEROES==

  • Name: Viriato. (bee-ree-AH-toh)
  • Class: Hero1.
  • Armament: Falcata sword.
  • Appearance:
  • Garb: Typical Iberians tunic. Fine mesh chain mail over clothing, belted. Animal pelt cape.
  • Shield: A round 'Caetra' slightly larger in diameter than the Citizen Soldier units carry; has raised centre boss depicting the head of a lion.
  • Helmet: Is sort of beehive shaped; has a horsehair plume that descends down from the back of the top of the beehive..
  • Figure(s): See centre figure in two figures immediately below.
  • History: Viriato, like Vercingentorix amongst the Gauls, was the most famous of the Iberian tribal war leaders, having conducted at least 7 campaigns against the Romans in the southern half of the peninsula during the 'Lusitani Wars' from 147 to 139 BCE. He surfaced as a survivor of the treacherous massacre of 9,000 men and the selling into slavery of 21,000 elderly, women, and children of the Lusitani. They had signed a treaty of peace with the Romans, conducted by Servius Sulpicius Galba, governor of Hispania Ulterior, as the 'final solution' to the Lusitani problem. He emerged from humble beginnings in 151 BCE to become war chief of the Lusitani. He was intelligent and a superior tactician, never really defeated in any encounter (though suffered losses in some requiring retreat). He succumbed instead to another treachery arranged by a later Roman commander, Q. Servilius Cepio, to have him assassinated by three comrades that were close to him.
  • Garrison: 1.
  • Function: Strong AT, high AR, high HP.
  • Special: "Hero" Aura: "Tactica Guerilla".

concept drawing by Marco Giannini aka Kellian (Italy)

Viriato statue model in Spain - front view centre figure

Viriato statue model in Spain - rear view centre figure (I don't know what kind of animal pelt he is wearing)

  • Name: Caros. (KAH-rohss)
  • Class: Hero2.
  • Armament: Falcata sword.
  • Appearance:
  • Garb: See pic below for basis, except that will wear boots instead of sandals.
  • Shield: Bronzed iron Caetra wound shield with animal head motif on the boss.
  • Helmet: Smooth rounded bronze as shown.
  • Figure(s): See figure 1 in pic below for basis.
  • Mount: The typical Iberian horse with armour but also having in addition to the multi-coloured woolen floral looking rosettes on the bridle more decorative trappings across the breast and in the bridle of the horse, a bell hanging at the throat.
  • History: Caros was a chief of the Belli tribe located just east of the Celtiberi (Numantines at the centre). Leading the confederated tribes of the meseta central (central upland plain) he concealed 20,000 foot and 5,000 mounted troops along a densely wooded track. Q. Fulvius Nobilior neglected proper reconnaissance and lead his army into the trap strung out in a long column. Some 10,000 of 15,000 Roman legionaries fell in the massive ambush that was sprung upon them. The date was 23 August of 153 BCE, the day when Rome celebrated the feast of Vulcan. By later Senatorial Decree it was ever thereafter known as dies ater, a 'sinister day', from whence our word disaster comes, and Rome never again fought a battle on the 23rd of August. Caros was wounded in an after battle small cavalry action the same evening and soon died thereafter, but he had carried off one of the most humiliating defeats that Rome ever suffered.
  • Garrison: 2.
  • Function: A strong high AT, high AR, high HP, cavalry unit having a special aura.
  • Special: "Hero" Aura: "Tactica Guerilla".

<insert picture of the above unit, if available> Marco is doing the concept drawing.

Figure #1, centre front. Picture from Osprey MAA #180

  • Name: Indibil. (EEN-dee-beel)
  • Class: Hero3.
  • Armament: Falcata sword and Spear.
  • Appearance:
  • Garb: The only picture of a statue rendition we have shows him hardly dressed (1st reference below), but we will show him much like the Edetano soldier in the second reference drawing below.
  • Shield: See 2nd reference pic below.
  • Helmet: See 2nd reference pic below..
  • Figure(s): See 2nd reference pic below.
  • Mount: See 2nd reference pic below.
  • History: Indibil was king of the Ilegetes, a large federation ranged principally along the Ebro River in the northwest of the Iberian Peninsula. During the Barcid expansion, from 212 BCE he had initially been talked into allying himself with the Carthaginians who hade taken control of a lot of territory to the south and west, however after loss and his capture in a major battle he was convinced, some say tricked, to switch to the Roman side by Scipio Africanus. But that alliance didn't last long, as Roman promises were hollow and the Romans acted more like conquerors than allies. So, while the Romans and their allies had ended Carthaginian presence in 'Hispania' in 206 BCE, Indibil and another tribal prince by the name of Mandonio, who may have been his brother, rose up in repbellion against the Romans. They were defeated in battle, but rose up in a 2nd even larger rebellion that had unified all the Ilergetes again in 205 BCE. Outnumbered and outarmed they were again defeated, Indibil losing his life in the final battle and Mandonio being captured then later put to death. From that date onward the Ilergetes remained a pacified tribe under Roman rule.
  • Garrison: 2.
  • Function: High AT, high AR, high HP.
  • Special: "Hero" Aura: "Tactica Guerrilla".

<Kellian is doing the concept drawing>

reference picture #1 statue of Indibil and Mandonio (Spain)

reference picture #2 edetano soldier with mount, use as basis for Indibil

NEW UNIT TRAITS

  • "Fe" Aura: <FEY; means "faith"> Effect: Replaces "Heal" Aura. Health regeneration rate is twice that of the normal Aura; simulates the Iberians' penchant for dying or committing suicide rather than surrender.
  • Flaming Javelin: Effect: Once the player researches the 'Falarica del Fuego' Special Technology, the unit gains the ability to set fire to enemy units and structures as well as effect pierce damage when striking targets.
  • Iberian Steel: Iberian steel in swords was the best in the world at the time, so this unit has a relatively higher attack factor than any other civ's swordsmen. Effect: +1 AT.
  • "Hero" Aura: "Tactica Guerrilla": <(TAHK-tee-kah gay-REE-yah); means: guerrilla tactics> The Iberians were singularly well known for their use of guerrilla war fighting tactics and the concept of fighitng come from them; the word 'guerrilla' comes from come from medieval Spanish. Time and time again they sucked their enemies into ambuscades. Effect: The Hero and any units grouped with him are invisible to enemies when idle or moving. They will only become visible when performing an action, such as attacking an opponent. Furthermore, invisible units (like units concealed in forests) aren't considered when determining if a player has been wiped off the map.

CIV CENTRE UNITS

  • Melee Infantry: Infante Numantino (Infantry Swordsman).
  • Ranged Infantry: Infante Hondero (Infantry Slinger).
  • Cavalry: Caballero Turdetano (Cavalry Javelinist).

FORBIDDEN CLASSES

  • Infantry Archer. (while bow and arrows were used for hunting they were not used for warfare)
  • Cavalry Spearman. (could have, but removed to 'cripple' the civ slightly as it is otherwise strong in units except for archers)
  • Cavalry Archer. (see remark for Infantry Archer)
  • Bireme. (no warship naval capability)
  • Trireme. (no warship naval capability)
  • Quinquereme. (no warship naval capability)
  • Onager. (no sophisticated siege weaponry)
  • Ballista. (no sophisticated siege weaponry)

STRUCTURE DESCRIPTIONS

==VILLAGE==

  • Name: Oppidum. (oh-PEE-doom)
  • Class: Civ Centre.
  • History: The Oppidum, plural Oppida (oh-PEE-dah), has a long history in the Iberian Peninsula. They were walled towns, dating back to even before the time period of the game and expanding greatly during it. They were usually built upon heights for better defensive purposes but sometimes right out on the plains, especially in the east where there may not have been heights at desirable locations near meandering rivers. This concept drawing is derived from an actual archeological site that has been excavated in the northeast of Spain having belonged to the Ilergete (ee-layer-HAY-tay) tribe as shown in the figure below and from the virtual reconstruction of the site at the museum located adjacent to it.

concept drawing by Antonio J. Flamas

Archaelogical site in northwest Spain

Reconstructed model at archeological site in Spain; the SE/NW orientation is correct for the game. The low walls in the centre represent what would have been additional housing in the complex. This structure appears to have had at least 3 narrow gateways, from what can be seen.

  • Name: Casa. (KAH-sah) <means: house>
  • Class: House.
  • History: Iberians structures of the time were typically built either entirely of stone or, as indicated in the image, with stone stub walls with 'adobe' raising them on up to the roof lines above them. Roofs were then, depending on the economic status of individuals, covered with a composite of mud and binding vegetable and waterproofing asphaltic materials, or slate stone, or in many cases in the region, with so-called Spanish roofing tiles. It would be nice to have some housing for Iberians also done along those lines, if possible, then house 'types' just randomly selected during the progression of a game session. Note in the bottom-most example that the house on the right has a roof line fall that is incompatible with good architectural practice and would not have been so constructed by the practical homeowner even back then. Its orientation is such that any rainfall would run right over 'his' front door ... so one needs to be redone in such a manner that the roof incline directs water away from

the front of the house. Also, in the concept drawing for the Oppida, it shows the Iberians houses being endowed with tiled roofs that is the convention that we've adopted as being typical to most of Iberia and for most of the structures of the civ. Also, that the adobe walls would have been plastered and 'whitewashed' for all but the most humble or neglected of abode, so it is the opinion of the author that if these models are to be used in the game that they need to be redone accordingly.

Concepts by Joseph Bugman

Notice incorrect roofline slant house on the lower right, otherwise could serve, though should be whitewashed and roofs look nicer tiled or slated.

Also, it occurs to me that with minor modification such as putting the gateway to the SE side and a well to the centre of the 'old' Civ Centre concept shown at the top inset, along with a few farm-type accoutrements and tiled roofs within, it could be a good concept for the "Hacienda" Farm Centre (see below) as the Farm Centre is also a garrisonable structure.

  • Name: Hacienda. (ah-see-AYN-dah) <means: place of habitation, in this case rural>
  • Class: Farm Centre.
  • History: The Hacienda is adopted as being a farm centre that would typically house more than a single family, or an extended family, involved in all manner of agricultural pursuit required of the times.

concept drawing by Antonio J. Flamas (Spain)

  • Name: Huerta. (oo-WEAR-tah) <means: farm field or orchard>
  • Class: Field.
  • History: 'Huerta' is a term that can mean either farm field or orchard. In historical terms, the Iberians tended to growing grains and vegetables, including a variety of roots, greens and artichokes (large blue thistle-like flower-heads), grape vines, and fruit trees ranging from the olive and fig to the apple. The Iberian Peninsula was an agricultural surplus area.

<no illustration yet available>

  • Name: Corral. (kohr-AL) <means: a fenced-in enclosure for livestock, usually the larger kinds>
  • Class: Corral.
  • History: Corrals have been utilised by people husbanding animals since 'time immemorial'; the Iberians mostly built stone-walled corrals so that is how they need to be depicted in the game. The Iberians kept cattle, sheep, goats, pigs, and horses in their corrals.

<no illustration yet available>

  • Name: Centro de Recursos. (SAYN-troh day ray-COOR-sohss) <means: resource centre>
  • Class: Resource Centre.
  • History: There was no such thing as an Iberians resource centre during the time frame although there may have been camps. However as a game construct we show one to serve purpose of supporting lumbering and mining operations.

concept drawing by Antonio J. Flamas (Spain)

  • Name: Torre Iberica. (TOR-rayh ee-BAYER-ee-kah) <means: Iberians Tower>
  • Class: Scout Tower.
  • History: The Torre Iberica is rather unique for its time and the bases for its construction have been derived of extensive archeological and paleontological investigations by university faculty members in Spain at sites of which one of the principal is that located near the village of Aldea de Centenario at some distance south-southeast of Madrid. These towers were quite large, high and stonework monolithic as shown; being cylindrical lent them added strength. They were initially built at mountain passes to control access through them or on high places to provide overview and defense of surrounding terrain. They may have also been used as 'toll stations' along trading routes. Sometimes they were even built 'right out in the middle of nowhere' on the flatlands, but always with the idea of defensively controlling terrain. In time, many of these towers became a central feature in such as Oppidum or Castros that grew up around them because of their ideally situated locations, or they were made integral with the walls of growing town sites.. Whether located in an isolated spot or integrated into a populated place, they were ideally suited to their purpose during the timeframe of the game.
  • Special: Mini-Fort Strongpoint.

concept drawings by Aviv Sharon (Israel).

  • Name: Muro Ancho. (MOOR-doh ANHN-choh) <means: wide wall>
  • Class: Wall.
  • History: High and strongly built defensive stone walls were a common structure of the Iberian Peninsula during the period, and for long thereafter.

A concept worked up by James Bircher (Texas, USA). The Broad Wall would more likely have a straight-run of stone facing rather than the periodic buttresses as shown.

  • Name: Torre Iberica.
  • Class: Wall Tower.

(Attributes identical to Scout Tower; re-used again for this purpose.)

A concept worked up by James Bircher (Texas, USA). The Broad Wall would more likely have a straight-run of stone facing rather than the periodic buttresses as shown.

  • Name: Puerta Mortal (poo-EHR-tah more-TALH) <means: Gate of Death>
  • Class: Wall Gate.
  • History: One of the central attributes of the Iberians civ is that it was a highly defensive one that constantly gave the Carthaginians trouble in their bid to conquer the peninsula (which they never really did) and took the Romans another 200 years to subdue, along with incredibly large cumulative loss of Roman soldier's lives. The title is an "assumed name", for want of a better name than just super fortified gateway. However, this doubled gate has been found incorporated into walls surrounding Iberian villages, Oppidum, and fortresses, Castros. It presents rather formidable aspects with its 4 towers, 2 gates, and a courtyard-like interior wherein enemy forces could become entrapped between the two gates, combined with a monolithically strong stone structure. The concept comes from archeologist and paleontologist descriptions of the remains of such gates at various locations scattered about the Iberian Peninsula, though the interpretation from such documents is the author's, reinforced by the knowledge of 0 A.D. team's historian, Professor Alejandro Carneiro of La Coruna, Spain.
  • Special:
  • Garrison: 20 ranged troops.
  • Elevation Bonus.

concept drawings by Aviv Sharon (Israel).

This photo is of a more recent structure; the gate is not to be arched (Avila, Spain - medieval construction). In this case the entire structure is crenellated as it conforms to a tower complex with a passage through it.

==TOWN==

  • Name: Puerto. (POOER-toh) <means: port>
  • Class: Port Centre.
  • History: No one really knows how ancient 1st millennium Iberian Peninsular docks or ports looked, though they were probably pretty simple affairs having but a short pier, if even that. However, for the purposes of creating a structure in the game and because the Phoenicians @#$% Carthaginians had such broad influence on the peninsula for a half millennium before the timeframe of the game, we have chosen to model something similar to the inner port centre at Carthage, with typical Iberians architectural applications applied to it. The largest port that was strictly Iberian, though said to have been founded by the Greeks (defaulting to the resident Iberians when Greek merchants were blocked by Carthage from further trading into the western Mediterranean), was probably only that of Saguntum (and possibly Emporion) on the eastern coast of Spain referred to as the Spanish Levant.

concept drawing by Aviv Sharon (Israel)

  • Name: Templo. (TAYM-ploh) <means: temple>
  • Class: Health Centre.
  • History: The Iberian tribes did not typically worship their gods at temples, but there has been a single instance in which the remains of an ancient Tartessian temple has been unearthed in Andalusia in southern Spain, ruins as shown below the concept drawing, and a virtual model made of it which resides in the museum co-located with the site that is shown last below the concept drawing which is the inspiration for it. The Iberians for the most part worshipped their gods at small household votive altars in their homes or sometimes at smallish monuments to them in the outdoors. Their two principal gods (though they are also known to have had many others) were Endovelico, as the male represented by a boar, and Ataecina, the female counterpart as represented by a goat. We have chosen to depict these two gods by statuary in the typical vein of the times, mounted atop the pillars at the entrance to the temple in the concept drawing, Ataecina on the right and Endovelico on the left. Construction materials appl

ied to the structure sketch are chosen to more accurately reflect the building practices prevalent at the time period of 0 A.D., including the tiling of the roofs. If the virtual representation of the Tartessian temple accurately reflects building practices on the Iberian Peninsula as far back as around 900 B.C. to which it is dated, then the Iberians in some places developed pretty sophisticated civilisation and advanced architectural techniques that were contemporary to any other Mediterranean area civ of the time, though most of their cities may not have been as large.

concept drawing by Antonio J. Flamas (Spain). I would prefer that the top portion of the structure not have the peaked and tiled roof in this case (see reconstruction below)..

The virtual rendition reconstruction of the Tartessian sanctuary based upon site excavation.

  • Name: Cuartel. (kooar-TAYL) <means: military cantonment area>
  • Class: Military Centre.
  • History: To the best of our knowledge, the Iberians did not have standing armies in the sense that we know of them elsewhere or of today, it is doubtful that they had specific structures designated as military centres; however as a game construct we show a modest structure wherein military related activities take place.

concept drawings by Antonio J.. Flamas (Spain).

concept drawings by Antonio J.. Flamas (Spain).

  • Name: Mercado. (mayrh-KAH-doh) <means: marketplace>
  • Class: Trade Centre.
  • History: The trade centres or marketplaces of the Iberians may have in fact been no more than folks gathering about in a plaza during certain days of the week or month in order to exchange goods. As a game construct we show a modest building where trading and purchasing goods for sale may take place.

concept drawings by Antonio J.. Flamas (Spain).

==CITY==

  • Name: Castro. (KAHSS-troh)
  • Class: Fortress.
  • History: The Castro can be likened to a more strongly fortified town centre than that of the common Oppidum which were also fortified places of habitation. As such it was widely and normally constructed upon a height, and almost always had some sort of an acropolis built at the highest point within its towered walls. In the archeological record of the Iberian Peninsula, the remnants of as many as a thousand fortified places identifiable as Castros can be found in modern day Portugal alone.
  • Special: Rocky Height.

concept drawings by Aviv Sharon (Israel).

This photo shows the type of stone for the base of the Castro (Avila, Spain, medieval construction) as well as texture for the walls. Note that Iberians-era walls, although towers were crenellated, did not have pointed crenellations at the top. They were flat, as shown in the concept drawing.

SPECIAL STRUCTURES

  • Name: Monumento Venerado (literally: Revered Monument).
  • Class: SB1.
  • History: The Iberians were a religious people who built small monuments to their various gods. These monuments could also serve as family tombs.
  • Requirements: Must be built in one of the player's Provinces.
  • Phase: City.
  • Special: Defensive Aura - Gives all Iberian units within LOS of the monument a 10-15% attack boost.

Build Limit - Only one may be built per map.

http://www.wildfiregames.com/~art/mythos/s.../ibmonument.jpg Use this excellent sketch as the Iberian Monument.

NEW STRUCTURE TRAITS

  • Mini-Fort Strongpoint: Effects: Can garrison up to 10 units, either infantry or cavalry. Larger than other towers, both at base and in height. Has double the hitpoints of other towers. Elevation bonus.
  • Rocky Height: Perched upon a rocky height, with a 20% increase in elevation. Effects: Larger footprint than normal Fortress. Additional +1 RA bonus.

FORBIDDEN STRUCTURES

(none)

CIV BONUSES

CB1

  • Name: El Pedregal. (ayel pay-dray-GAHL) <means: the rocky place>
  • History: With exception to alluvial plains and river valleys, stone is abundant in the Iberian Peninsula and was greatly used in construction of structures of all types.
  • Effect: Stone CO -33% any structure or Tech requiring the resource.

CB2

  • Name: Manada de Caballos. (mah-NAH-dah day kah-BUY-yos) <means: horse herd>
  • History: Not unlike Numidia in North Africa, the Iberian Peninsula was known as 'horse country', capable of producing up to 100,000 new mounts each year.
  • Effect: Horses can be captured in the wild and placed in the Corral. Unlike normal corralled animals that generate food, the corralled Horse functions similarly to a relic as in AoK.. As long as it/they remain(s) in the Corral, the resource cost of training horse-mounted units (cavalry) is reduced by a fixed amount of -5% per animal corralled.

TEAM BONUS

TB1

  • Name: Mercenario. (mayr-sayn-AHR-ee-oh) <means: mercenary>
  • History: The Iberians were long known to provide mercenary soldiers to other nations to serve as auxiliaries to their armies in foreign wars.
  • Effect: Infantry and Cavalry Citizen Soldier Javelinists civ CO -50% (that is of whatever the cost of a javelinist is to a given civ; does not apply to Super Units also armed with the javelin).

TECHNOLOGIES

  • Infantry: Above average, most standard except no archer peculiar; strong swordsmen and javelinists.
  • Cavalry: Above average, most standard except no archer peculiar; strong swordsmen and javelinists.
  • Naval: No warship specific techs as has no warships, Merchantman, seamanship & garrisoning upgrades only.
  • Siege: Below average engines, mediocre for land ram & siege ram upgrade, no other engines; Citizen Soldier Javelinists have a sieging capability by S T Falarica del Fuego.
  • Economy: (above average)
  • Farming: Strong, all standard to include animal husbandry.
  • Mining: Strong, all standard plus bonused for stone (CB) and ore (metal) (ST).
  • Lumbering: Below average, nothing special.
  • Hunting: Average.
  • Land Trade: Average, most applicable domestic or international.
  • Naval Trade: Average (except that Merchantman ship is ‘toughest’ in game).
  • Architecture: (very strong)
  • Defenses: Very strong, all, bonused by SBs.

This map presents justification for Iberians having all farming, animal husbandry, and mineral mining technologies.

SPECIAL TECHNOLOGIES

ST1

  • Name: Falarica del Fuego. (fahl-AHR-ee-kah dayel foo-EH-goh) <means: flaming javelin>
  • History: Iberian tribesmen were noted for wrapping bundles of grass about the shafts of their throwing spears, soaking that in some sort of flammable pitch, then setting it afire just before throwing.
  • Effect: Unlocks the flaming component attributed to Citizen Soldier Infantry and Cavalry Javelinists (Infante Lusitano, Caballero Turdetano), and Super Units (Devotio Infante and Devotio Caballero); causes targets struck to become inflamed and lose hitpoints at a constant rate until and if either healed or repaired, as appropriate.

ST2

  • Name: Maestros Herreros. (mah-AYST-rohss air-RAY-rohss) <means: master iron workers>
  • History: The Iberians were known to produce the finest iron and steel implements and weapons of the age.
  • Effect: CO -50% any Ore.

Civ: Persians

PERSIAN CIVILISATION PROFILE

by Sting, Paal_101 & Acumen. Email: synchronicity84@…; acumen@….

The Battle of Issus (333 BC)

LATEST CONCEPTS (by Praveen Pillai/Childhood_Trauma)

NATURE

  • Period: We're going to represent the Persians at the peak of their civilisation, around Mid Achaemenid with some Early influences. Specifically 550 BC - ca 420 BC. Therefore Late Achaemenid traits like acquiring Greek equipment to overcome their weakness against Greek infantry does not apply.
  • Cosmopolitan: Army made up of conscripts and mercenaries from the subjugated nations ruled by the Persian Kings (Egyptians, Assyrians, Indians, Scythians, Bactrians, and Ethiopians) alongside the Iranian native force (Persian or Median descent).

Representation: Units from various different cultures. Wide variety of garb, styles and colours. Unusual mounts like camels, chariots and elephants.

  • Persian Military: (note that this only applies to the Persians themselves; any mercenaries/subjugated-nations would use their own national weapons)
  • Spears: Main infantry weapon.
  • Swords: Rarity. Reserved for more elite units such as Immortal (common soldiers too poor to afford swords).
  • Bows: Main ranged weapon. Archers armed with powerful recurved bow, which gained their power by bending the bow opposite to the natural curve of the weapon, creating added tension and force; however, used extremely light materials, so arrows couldn't puncture the heavy armour of Hellenistic soldiers.
  • Javelins: Also widely used to compensate for poor armour of infantry. Most commonly used by cavalry.
  • Slings: Were employed, but in relatively small numbers compared with archers.

Representation: In terms of tactics, reliance on range (bows, javelins) and cavalry rushes to overcome limited chance of survival in melee.

  • Strong Cavalry: Alongside missile troops, made up the bulk of the Persian army. Under feudal law the conscripts had to supply their own arms, and only the richer citizens (nobility) could afford mounts.

Representation: All cavalry types. Cavalry are well-armed and armoured, though expensive. They are one of the few units (the other being Immortals) rich enough to afford armour and helmets.

  • Infantry Hordes: Levying the satrapies allowed the Persians to field a larger force than their opponents. However, Persian troops had to supply their own equipment. Many also had poor morale, usually going into battle with all kinds of war cries, but ready to flee the field when serious resistance was offered by the foe (typical of almost all Oriental civilisations, with the exception of Assyrian heavy swordsmen).

Representation: Quantity over quality. Build time and cost of infantry reduced to quickly amass a large force, but individuals are poorly armed and armoured. Reduction in armour and attack: poor weapons, little to no infantry armour or helmets (had to rely on shields, but even they were merely wicker and leather).

UNIT DESCRIPTIONS

Rank Notes: The following convention is used to display the rank for Persian Citizen Soldiers:

==INFANTRY==

  • Name: Neyzedar Madi. (means 'Mede Spearman')
  • Class: Spearman.
  • Ranged Armament:

Basic: 7-foot wooden thrusting spear with a broad iron head and round bronze metal counterweight. Cosmetic dagger. Advanced: Silver counterweight. Cosmetic dagger. Ultimate: Gold counterweight. Cosmetic akinakes.

  • Appearance:
  • Garb:

Basic: Light red ornate Median garb, similar to that of the Mada Asabari. The Persians and Medians favoured highly contrasting designs and colours. His robes wouldn't be very long, reaching maybe to his knees, with trousers underneath. Unarmoured. Mada Neyzedar Advanced: Dark red garb. Ultimate: Bordeaux/purple garb, with "funky psychedelic kiddy-pyjama-like patterns, funny polygons and borders and stuff", like the centre guy in this picture.

  • Helmet:

Basic: Bareheaded. Advanced: Persian/Median? white tiara. (Note: for any of these tiaras, always use the loose version with the mouth uncovered, to keep the distinctive Persian beard and moustache visible.) Ultimate: Persian/Median? yellow tiara.

  • Shield:

Basic: None. Advanced: Large rectangular reed/whicker shield (spara), covered with leather. (Could provide for unique defensive sparabara formation for groups of this unit, although we don't have room for it; see Spara in article link in footnotes.) Ultimate: Similar to the Advanced spara, but elaborately painted.

  • Figure(s): Median hair and beard style (also this subject nation's cap).

Basic:- Advanced:- Ultimate:-

  • History: Mede Spearmen comprised the main infantry regiment in the Median Empire. They also remained of very high importance during the Achaemenid period, ranking second only to the Immortals. They were widely used throughout the Empire, as illustrated by the fact that even Ionian cities under Persian rule were guarded by Median battalions.
  • Garrison: 1.
  • Function: Brawl unit of the Persians. Primarily used to occupy opponents while missile units rain projectiles from behind their lines. Virtually cannon fodder, but since they could be cheaply levied from satrapies, they can be produced faster than most civilisations, and so are effective in large hordes.
  • Special: Low hitpoints, reduced attack. Cheap and fast train time.

Mada Neyzedar - ChildhoodTrauma? Concept

  • Name: Zhupinandaz Frighi. (means 'Phrygian Javelinist')
  • Class: Javelinist.
  • Ranged Armament: Palta, a cornel wood javelin, 1.5 to 1.8 metres in length and tipped with iron or bronze heads. They could be thrown immediately before contact or used as a thrusting weapon (but we'll just use them for ranged attack).
  • Appearance:
  • Garb:

Basic: Mint green tunic that covers shoulders to knees. High quality leather boots (similar to Peltast's footwear). Tunic has a brooch at each shoulder. Advanced: Tunic is emerald green. Ultimate: Tunic is dark green.

  • Helmet:

Basic: Bareheaded. Advanced: Phrygian style cap, like these: http://www.amazonminiatures.com/images/pro...ducts/se11b.jpg http://www.amazonminiatures.com/images/pro...ducts/se11a.jpg Although they are Seleucid era, the hat seems to be a cultural icon in Asia Minor, and it's probably a safe bet they didn't change that much over time.). Ultimate: Wicker helmet with round metal plates along the "head-band" of the helmet.

  • Shield:

Basic: None. Advanced: Round standard Persian wicker shield, without leather covering. Ultimate: Small hide shield (not quite a buckler).

  • Figure(s):

Basic: Phrygian hair and beard style (also this subject nation's cap). Advanced: - Ultimate: -

  • History: The Phrygians were used by the Persians and Diadochi monarchs alike as excellent foot javelinists. They were certainly the strongest people in Asia Minor in Persia's time. Even later, during the Diadochi period, Phrygia made up the base of Antigonus' great Empire.
  • Garrison: 1.
  • Function: Best take advantage of long range to suppocrt heavy infantry as they clear a path for shock cavalry. Individually weak, so best used in large groups (eg 10-15).
  • Special: Low health and melee armour (due to no armour and lousy shield; not nearly as good as a Peltast up close). Great speed and increased range (light equipment and good boots).
  • Name: Kamandar Kappadoki. (means 'Cappadocian Archer')
  • Class: Archer.
  • Ranged Armament: Big Persian Bow. Cosmetic sagaris (light battle axe) in belt. He may be a levy for the local satrap, but he has been practicing with his bow for a long time, well maintained and correctly used. There is also a good chance that the bow was made for him by a close friend or a family member, giving him a great connection to the weapon
  • Appearance:
  • Garb:

Basic: Yellow tunic and kilt. No armour. Quiver on left hip. Advanced: Tunic is mustard yellow and brown. Ultimate: Tunic is dark brown.

  • Helmet:

Basic: Bareheaded. Advanced: Hat as depicted (Phrygian style cap, like these: http://www.amazonminiatures.com/images/pro...ducts/se11b.jpg http://www.amazonminiatures.com/images/pro...ducts/se11a.jpg Although they are Seleucid era, the hat seems to be a cultural icon in Asia Minor, and it's probably a safe bet they didn't change that much over time.). Ultimate: Persian (eastern conical bronze) helmet (the ancient Cappadocian were somewhat related to the Persians.)

  • Shield:

Basic: None. Advanced: None. Ultimate: Small buckler.

  • Figure(s):

Basic: Cappadocian hair and beard style (also this subject nation's cap). Advanced: - Ultimate: -

  • History: Owing to the predominately mountainous terrain of Asia Minor, the many peoples living there specialised in using ranged weapons (javelins and arrows). Cappadocians, Pisidians, Cilicians and others were regularly levied and served in the Imperial Army.
  • Garrison: 1.
  • Function: A semi-skilled warrior. Used to take down advancing enemy infantry and to loosen up enemy formations for a Persian charge. He'll probably be used in a similar manner to the Frighi Zhupinandaz, although he'd probably be used for more strategic goals, opening and in some cases finishing attacks, instead of just supporting attacks.
  • Special: Very light and quick, but will suffer at close range. Slightly better trained than Mede Spearman (longer build time) but cost less (bow and quiver of arrows relatively cheap standard equipment).

http://0ad.wildfiregames.com/~gamedesign/C...ocianBowman.jpg Cappadocian Archer - ChildhoodTrauma? Concept

==CAVALRY==

  • Name: Usubari Tazi. (means 'Arabian Camelry')
  • Class: Cavalry javelin thrower.
  • Hacker Armament:

Basic: Javelins. Advanced: - Ultimate: -

  • Appearance:
  • Garb:

Basic: Light grey Bedouin clothes. No armour. Advanced: Dark grey. Ultimate: Black. Simple breastplate (metal fairly rare, breastplate extremely expensive to produce, therefore becomes a wealthy noble or chieftain).

  • Helmet:

Basic: National hat shown in the Persepolis carvings. Advanced: Special Bedouin 'towel/cap' that leaves only the eyes visible. Ultimate: Add a large ornament to the towel to show his power.

  • Shield:

Basic: None. Advanced: Round shield. Ultimate: Round shield.

  • Figure(s):

Basic: Arabian hair and beard style (also this subject nation's cap). Advanced: - Ultimate: -

  • Mount:

Basic: Mounted on a camel (inherits "Stench Aura"). Use an Arabian one-hump camel (as currently modeled, not the Bactrian two-hump type), as Arabian camels were mentioned more often in sources for the Early and Middle Achaemenid period. Advanced: - Ultimate: Add a pennant attached to the camel's gear.

  • History: Camelry were used early on very successfully by Cyrus the Great. In the war with the Lydian king Croesus at the battle of Sardes in 546 BC, for instance, camelry was instrumental in disposing of the fearful Lydian Heavy Cavalry.
  • Garrison: 2.
  • Function: Highly effective anti-cavalry, but weaker against infantry. Camels are slower than horses.
  • Special: "Stench Aura", movement rate in sand, and any other traits that are inherent to camels in the wild.
  • Name: Aspe Zerehdar Balkhi. (means 'Bactrian Cataphract/Heavy?-Cavalry')
  • Class: Cavalry Lancer.
  • Hacker Armament:

Basic: Kontos Lance (all iron; 3.6 metres long; two-handed weapon; held the kontos with his right hand towards the bottom of the spear shaft, while the left was in front about 2 feet forward. Then the spearpoint was held on the left side of the horse's neck. So if you looked from the top, the kontos would be at a slight angle from the horse's line of symmetry; absorbed the shock of a hit, since there were no saddles or stirrups to cushion the collision for the horseman). Cosmetic sword -- since Cataphracts were drawn from the wealthy upper class -- and they would used these at close range after charging with kontos (hacking, 2.5-3m long). Advanced: - Ultimate: -

  • Appearance:
  • Garb:

Basic: Scale shirt covering his torso and shoulders, but his arms should be covered by his tunic. Trousers. Advanced: Fully sleeved scale shirt and small tails that hang to about mid thigh height. His legs are wrapped with leather straps, that look like big bandages. Ultimate: Full hauberk, throat to ankles, elaborate, VERY expensive. Make sure the hauberk hangs from his waist; don't make the hauberk like a body suit, more like Neo's jacket in Matrix Reloaded: form fitting on the torso and arms, but below the waist more skirt-like His legs too would be wrapped with leather.

  • Helmet:

Basic: Small bowl-like helmet. Advanced: Sarmatian style conical helmet with nasal bar. Ultimate: Same as Advanced, but with a large horse-tail crest and a hanging sash of scale from the back of the helmet covering the neck.

  • Shield:

Basic: None. Advanced: None. Ultimate: None.

  • Figure(s):

Basic: - Advanced: - Ultimate: -

  • Mount:

Basic: No horse armour. No saddles or stirrups. Has a saddle blanket held on by a strap going around the horse's midsection. Advanced: Half-armour (scale chamfron and peytral), like the guy on the horse on this page: http://www.attic-tabletop.de/info/info_wab...ab_persians.htm Ultimate: Complete horse armour.

  • History: Cataphracts were the crushing blow of the Persian cavalry. They smashed the enemy after the Asabari and infantry missile troops had loosened up the enemy formation with arrows and javelins. This was also the first major appearance of shock cavalry.
  • Garrison: 2.
  • Function: See History.
  • Special: The Cataphract should be slower than the Mada Asabari. Well armoured.

http://dbaol.com/images/faces/1269_face.jpg - this is Bactrian Heavy Cavalry from the middle Hellenistic Age (roughly 240 BC - 150 BC), that shows Greek influence. http://www.hobbyterra.com/images/lw/lw7238.jpg - Bactrian Heavy Cavalry, probably also from the same time period. http://dbaol.com/images/faces/836_face.jpg - you may also bear this in mind. It's not Bactrian, it's Scythian, but it's close enough (Bactria and Sogdiana border on Scythia to the north and thus share some war tactics).

  • Name: Asabari Madi. (means 'Mede Light Cavalry')
  • Class: Cavalry Swordsman.
  • Ranged Armament:

Basic: Palta Javelin (1.5-1.8 metres in length and tipped with iron or bronze heads). Two decorative javelins. Sagaris is main weapon. Advanced: . Ultimate: As for Ultimate.

  • Appearance:
  • Garb:

Basic: Jacket: highly decorated light red Median garb (with circles, squares, rosettes and stripe patterns). Trousers. Like the Persian Light Cavalry here, without the quiver. Advanced: Add scale shirt (mid red colours for his clothing). Ultimate: Scale shirt with psychedelic shapes and dark red colours on his trousers and tunic sleeves.

  • Helmet:

Basic: Dark yellow Median cap (see below). Advanced: Tiara. Ultimate: Bronze helmet with black plume.

  • Shield:

Basic: None. Advanced: None. Ultimate: Leather shield (depicted in image).

  • Figure(s):

Basic: Median hair and beard style (also this subject nation's cap). Advanced: - Ultimate: -

  • Mount:

Basic: Mounted on a light horse. No horse armour. "Median horses were noted for their size and strength, although not particularly tall, about 14 or 15 hands. They had large heads and strong necks with most being chestnuts, browns or blacks." Advanced: - Ultimate: -

  • History: The Mede Light Horse was the most widely used type of cavalry by the Persians, since Persian (and Median) boys were taught how to use a bow and ride a horse from a very early age. It was first introduced by the Median kings and was vital in the Median victory over the mighty Assyrians.
  • Garrison: 2.
  • Function: ?
  • Special: Poorly armoured, but fast.

http://0ad.wildfiregames.com/~gamedesign/C...LightHorse1.jpg http://0ad.wildfiregames.com/~gamedesign/C...LightHorse2.jpg Mede Light Horse

  • Name: Chaharcharkhe Pars. (means 'Persian Scythed Chariot')
  • Class: Cavalry Archer.
  • Ranged Armament:

    Archer: Composite Bow. Driver: None.

  • Appearance:
  • Garb:

Basic:

Archer: Noble. Richly embroidered robe (shorter, Persian style). ("Chariots crash. I wouldn't want to be him running away from a wrecked chariot with Hypapsists chasing after me in an ankle-length robe.") Light red. No trousers. Armour: Small pectoral disc. Driver: Something simple, probably identical to the Mada Neyzedar (use same colours). Armour: None.

Advanced:

Archer: Robes become medium red. Armour: Scale shirt, throat to mid-thigh. Driver: Same colour adjustment as Mada Neyzedar. Armour: Small pectoral disc.

Ultimate:

Archer: Robes become dark red. Armour: "Neo-style" scale hauberk. Driver: Same colour adjustment as Mada Neyzedar. Armour: Light scale shirt.

  • Helmet:

Basic:

Archer: Persian tiara/cap. Driver: White tiara.

Advanced:

Archer: Conical helmet. (if you have "Warfare in the Classical World", look at p.59 for a cool pic of an elite Persian cavalryman. I would suggest using his helmet.) Driver: Yellow tiara.

Ultimate:

Archer: Plumed helmet. Driver: Simple conical helmet.

  • Shield:

Basic:

Archer: None (hard to use a shield while shooting a bow). Driver: None (hard to use a shield while driving a chariot).

Advanced:

Archer: - Driver: -

Ultimate:

Archer: - Driver: -

  • Figure(s):

Basic:

Archer: The chariot crew constantly worked together, training and fighting, and would need to know each other very well to operate such a "complex" machine. Facing danger together would make them very close. If the Illiad is any example of ancient Mycenean martial relationships, the bond between warrior and charioteer was very strong in that culture. Driver: He's not going to be very wealthy compared to the Archer, but he will be slightly better looking than the regular infantry grunt. Decorated beard to indicate the driver is Babylonian. The charioteer was much more than a mere 'driver' - he was a confidant and a trusted adviser of his master.

Advanced:

Archer: - Driver: -

Ultimate:

Archer: - Driver: -

  • Mount:

Basic: Wooden chariot (very sturdy; it was nearly impossible to destroy the chariot itself, so had to kill the horses or occupants -- Peltasts were very effective for this). Led by two unarmoured horses (if necessary, we can reduce the number to one). Knives (scythes) mounted on the axels, underneath the car. These were hung vertically in order to shred anyone unlucky enough to be trampled by the horses. Would make it unsuitable for rough terrain, but would make it significantly more lethal when it could build up speed. Advanced: Add heavy armour on the sides. Ultimate: Add even heavier armour on the sides.

  • History: Chariots were the bulwark of most Middle Eastern armies during the latter part of the II millennium BC and retain their importance later on as elite units. The Persians learnt to use chariots from the Assyrians and Babylonians and employed them on several occasions. The introduction of scythes made the chariots very effective against enemy infantry. Their expensive equipment, however, meant that they were restricted to noblemen only and hence were difficult to amass.
  • Garrison: 3.
  • Function: -
  • Special: Bonus against infantry (or has ancillary passive damage when moving, if possible). Fast. Expensive.

==SUPPORT UNITS==

  • Name: Banu Miyanrudani. (means 'Mesopotamian Woman')
  • Class: Female Citizen.
  • Appearance: http://joseph_berrigan.tripod.com/ancientb...bylon/id42.html
  • Garb: Several layers of clothing, long doublet robe with tassels.
  • Helmet: Head scarf.
  • Shield: None.
  • Figure(s): Young (about 25). Dark long hair. Dark eyes. Pale skin. Face clearly visible. (Paradoxically, women during the Achaemenid period did not have to cover their faces. This Arabic tradition was introduced much later.) Facial/hair features reference: 1 2
  • History: ?.
  • Garrison: 1.
  • Function: -
  • Special: -
  • Name: Mogh Madi (means 'Mede Magus')
  • Class: Priest.
  • Appearance:
  • Garb: White gown, as depicted below.
  • Helmet: None.
  • Shield: None.
  • Figure(s): Short hair. No beard or moustache. Otherwise Median facial features.
  • History: Zoroaster, the founder of Zoroastrianism was a Mede, and the theocracy of the Magi consequently remained almost entirely of Median origin until the demise of the Empire.
  • Garrison: 1.
  • Function: -
  • Special: -
  • Name: Tamkarum Arami. (means 'Aramaean Trader ')
  • Class: Trader.
  • Appearance:
  • Garb: Aramaean merchant robes.
  • Helmet: None.
  • Shield: None.
  • Figure(s): -
  • Mount: Mounted on a Dromidary (one-hump) camel (inherits "Stench" Aura), laden down with saddle bags.
  • History: The Aramaeans settled in the Fertile Crescent in X century BC and became very successful merchants by land. Aramaic gradually replaced Akkadian as the spoken language of the Middle East. Eventually most Achaemenid written administration was written in this language.
  • Garrison: 2.
  • Function: Camels are slower than horses.
  • Special: -
  • Name: Kashti Bazargani Yunani. (means 'Ionian Trade Ship')
  • Class: Merchant Ship.
  • Appearance:
  • Shell: (Standard).
  • History: The Ionian Greeks embarked on trade initiatives by sea, since they lived on numerous islands in the Aegean or the coast of Asia Minor.
  • Garrison: Cannot.
  • Function: -
  • Special: -

==WAR SHIPS==

  • Name: Doradi Kebresi. (means 'Cypriad Galley')
  • Class: Bireme.
  • Appearance:
  • Shell: (Standard).
  • History: Cypriad galleys comprised a substantial part of Xerxes' navy which invaded Greece in 480 BC. While generally considered inferior to the ships of the Phoenicians, these were still very good.
  • Garrison: Cannot.
  • Function: -
  • Special: -
  • Name: Serade Finisi. (means 'Phoenician Light Trireme')
  • Class: Trireme.
  • Appearance:
  • Shell: Ship on the left, in combat with Greeks. Phoenician Trireme being rammed by a Greek ship at Salamis.
  • History: The Phoenician war ships made up the bigger and better part of the Persian navy and were considered better than the Greek triremes. Of the Phoenician cities, Tyre supplied the largest number of ships, while Sidon provided the finest ones.
  • Garrison: Cannot.
  • Function: Take advantage of the Phoenician Trireme's superior speed to perform quick raiding attacks. Stay on the move to compensate for its poor armour.
  • Special: Persian triremes were faster and lighter than the Greek ones. This would indicate that the Persians preferred triremes with light shells. Thus, Persian triremes have exceptional speed (though not as fast as Carthaginian ships), but have lower armour. They could afford to build triremes of special, lighter timber, and therefore the Persian trireme is more expensive than normal.

==SIEGE==

  • Name: Darvazkub Ashuri. (means 'Assyrian Ram')
  • Class: Ram.
  • Appearance:
  • Shell: (Standard).
  • History: The Assyrians were the only Middle Eastern people who were famous for their siege. One of the first systematic sieges in history was successfully carried out by the Assyrian king Sennacherib at the Judaean town of Lachish in 701 BC.
  • Garrison: 3.
  • Function: -
  • Special: -

==SUPER UNITS==

  • Name: Amrtaka Pars. (means 'Persian Immortal')
  • Class: Super Infantry Unit.
  • Hacker Armament: Spear of the Immortal (wooden spear with an iron head. Length about 2.5 metres); ornamental Akinakes sword.
  • Ranged Armament: Short bow.
  • Appearance:
  • Garb: Richly embroidered knee-length tunic. Corset with metal plate scales worn over the tunic. Trousers.
  • Helmet: Soft woollen or felt cap (white tiara).
  • Shield: Gerron (violin shield); figure eight shield with two concave "holes" in it. Traditional close combat shield and very distinctive piece of Persian equipment.
  • Figure(s): A strong, well-built and confident-looking fellow (should really look like a combat veteran).
  • History: The Immortals (Amrtaka) were an elite corpus of 10,000 men ('myrias' in Greek), which was made up of young Persian noblemen. They got their name from the fact that their number remained the same during battle (whenever a soldier died, he was instantly substituted).
  • Garrison: 1.
  • Function: Primarily an infantry slaughterer, although very helpful against enemy cavalry too (thanks to their spears). Weak against Greek and Macedonian phalanx (owing to their inferior armour and weaponry) and decent archers (owing to their not so good armour). But they were the only standing Persian infantry, so they should be pretty powerful in order to aid the weak Persian infantry.
  • Special: Amazing offense and defense due to sheer experience. Much more accurate with his bow than conventional Persian archers (dangerous and skilled, shooting Greeks in the throat or eye-slits of their helmets more often than conventional arrow showers).

http://0ad.wildfiregames.com/~gamedesign/C...anImmortal1.jpg

http://0ad.wildfiregames.com/~gamedesign/C...anImmortal1.jpg http://0ad.wildfiregames.com/~gamedesign/C...anImmortal2.jpg http://0ad.wildfiregames.com/~art/mythos/G...ianImmortal.jpg

Sketch by Paul Basar

  • Name: Pil Jangi Hendi. (means 'Indian War Elephant')
  • Class: Super Cavalry Unit.
  • Hacker Armament: Ram (Crushing impact tusk attack, effective against structures).
  • Ranged Armament:

    Mahout: None. Rajah: Three-pronged javelin.

  • Appearance:
  • Garb:

    Mahout: White trousers. No shirt. Rajah: White trousers. Well-dressed, armoured (in traditional Indian warfare the rajahs and nobles fought atop the elephants).

  • Helmet:

    Mahout: Red 'towel' (turban). Rajah: Red 'towel' (turban).

  • Shield:

    Mahout: None. Rajah: None.

  • Figure(s):

    Mahout: Half-naked Indian. Rajah: Noble indian (throws javelins at the enemy).

  • Mount: Indian (Asian) Elephant (preferably larger than the Carthaginian's now-extinct North African Mountain one). No tower. Elaborate figures and stripes, especially around the eyes, painted in bright colours, preferably red and yellow.
  • History: Persian Elephants were saddled, and fed rice wine before a battle to make them more aggressive. The Persians did not use elephants very often, while the Carthaginians constructed huge stables harbouring up to 300 beasts at Carthage. The Seleucids also employed elephants more widely.
  • Garrison: 3.
  • Function: Hitpoints: High. Movement: Slow.
  • Special:
  • Strong against siege weapons, all Citizen Soldier units and cavalry units of any kind (except other elephants). Weak against Infantry Spearmen (whom have the normal bonus to their AT against cavalry units).
  • "Damage Frenzy".
  • "Stench" Aura.
  • "Trample Damage" Aura.

Perfect Indian War Elephant, provided by Michael

Another Indian War Elephant

==HEROES==

  • Name: Cyrus. (in Old Persian "Kurush", meaning "sun")
  • Class: Hero1.
  • Ranged Armament: Javelin. Cosmetic akinakes on his right side.
  • Appearance:
  • Garb: Red Median garb of Mede Light Horse. Normal Mada Asabari armour, but adorned with gold.
  • Helmet: Helmet as depicted in this image of a noble Assyrian cavalry archer.
  • Shield: None.
  • Figure(s): Head and beard as depicted in above image.
  • Mount: Mounted on white Nisaean light horse. Sagaris hung from horse's tack.
  • History: (559 BC - 530 BC) The son of a Median princess and the ruler of Anshan; justly called the 'Father of the Empire', Cyrus conquered Media, Lydia, Babylonia and Bactria, thereby establishing the Persian Empire. He was also renown as a benevolent conqueror. (OP - Kurush).
  • Garrison: 2.
  • Function: Cyrus should be the greatest fighter of the three, since he was always to be found in the midst of a brawl.
  • Special:
  • "Hero" Aura increases attack damage of nearby cavalry units.

http://0ad.wildfiregames.com/~gamedesign/C...rustheGreat.jpg Cyrus the Great

  • Name: Darius. (in Old Persian "Darayavaush")
  • Class: Hero2.
  • Hacker Armament: Spear of the Immortal.
  • Appearance:
  • Garb: Garb as depicted in image.
  • Helmet: Royal tiara as depicted in image.
  • Shield: None.
  • Figure(s): -
  • History: (521 BC - 486 BC) The son of Histaspes, the satrap of Parthia and Hyrcania; a great administrator as well as a decent general, Darius introduced the division of the empire into satrapies and conquered NW India, Thrace and Macedonia. He was called the 'Merchant of the Empire'. (OP - Darayavaush).
  • Garrison: 1.
  • Function: Although a former Commander of the Immortals, apart from the highly overrated Behistun account of Darius' slaying the usurpers of the throne, there are no accounts of him actually leading his troops in combat (he accompanied the army - yes, but did not lead the charges himself).
  • Special:
  • "Hero" Aura increases movement speed of nearby units.

http://0ad.wildfiregames.com/~gamedesign/C...ustheGreat1.jpg Darius the Great (actually Darius III Codomanus)

  • Name: Xerxes. (in Old Persian "Khshayarsha")
  • Class: Hero3.
  • Hacker Armament: Short Sword (Akinakes).
  • Appearance:
  • Garb: Purple or red garb, similar in style to that of Darius. No armour.
  • Helmet: Headgear as depicted in image.
  • Shield: None.
  • Figure(s): Head as depicted in image.
  • History: (485 BC - 465 BC) The son of Darius the Great and Atossa, a daughter of Cyrus the Great, Xerxes was an able administrator, who also extended Imperial rule into Chorasmia. Apart from his failed invasion of Greece, he was famous for his extensive building programme, especially at Persepolis. (OP - Khshayarsha).
  • Garrison: 1.
  • Function: Poor in combat (Achaemenid commanders often personally engaged in combat, so Xerxes is the exception). Best used as an economic administrator back at base.
  • Special:
  • "Hero" Aura accelerates the Gather Rate and Build Rate of nearby econ units, thus allowing them to perform their economic tasks faster.

http://0ad.wildfiregames.com/~gamedesign/C...ians/Xerxes.jpg Xerxes

NEW UNIT TRAITS

(added to the Unit Classes Traits)

  • For the Elephant template (mount or wild): "Damage Frenzy" Aura.
  • For the Elephant template (mount or wild): "Trample" Aura.
  • For the Camel and Elephant template (mount or wild): "Stench" Aura.

CIV CENTRE UNITS

  • Melee Infantry: Neyzedar Madi.
  • Ranged Infantry: Kamandar Kappadoki.
  • Cavalry: Asabari Madi.

FORBIDDEN CLASSES

  • Swordsman.
  • Slinger.
  • Quinquereme.
  • Onager.
  • Ballista.

STRUCTURE DESCRIPTIONS

==VILLAGE==

  • Name: Satrapy. (Means 'province'.)
  • Class: Civ Centre.
  • History: Possibly of Median origin, the word 'satrapy' means province. Soon after coming to the throne, Darius the Great carried out a vast administrative reform, dividing the huge empire into 20 satrapies governed by satraps.

(no image found)

  • Name: Pairidaeza. (Means 'fortified garden'.)
  • Class: House.
  • History: Apart from the Great King and his close relatives, the satraps resided in splendid spacious residences, which included palaces, pavilions and gardens.

(no image found)

  • Name: Jowgah. (Means 'farm'.)
  • Class: Farmstead (Farm Centre).
  • History: Farming probably originated in the lands of Mesopotamia circa 8000 BC. The arable lands of Sumer and Akkad, well irrigated by the Tigris and Euphrates, accounted for food surpluses, which were in turn stored in granaries present in every town. The Persians, who were originally shepherds and hunters, probably began farming under the influence of the nearby Elamites.

(no image found)

  • Name: Keshtzar. (Means 'field'.)
  • Class: Field.
  • History: Unlike today, when southern Iraq is almost entirely covered with deserts, ancient Mesopotamia of 3000 years ago was an extremely fertile, arable land.

(no image found)

  • Name: Janvargah. (Means 'animal place'.)
  • Class: Corral.
  • History: The Persian kings established Royal Establishments of Horses, for use during military campaigns, at strategic locations throughout the entire Empire.

(no image found)

  • Name: Asiya. (Means 'mill'.)
  • Class: Mill (Resource Centre).
  • History: The Persian kings kept the huge annual tribute received by their subject nations in specific buildings in Persepolis and Susa. In the provinces, the satraps were responsible for the establishment of similar foundations, where local taxes and public funds were kept.

(no image found)

  • Name: Padgan. (Means 'outpost'.)
  • Class: Outpost (Scout Tower).
  • History: The narrow entrance into mountainous Cilicia was protected by wooden fortifications which made any foreign intrusions extremely difficult.

(no image found)

  • Name: Divar. (Means 'wall'.)
  • Class: Wall.
  • History: These were the massive walls that Nebuchadnezzar built to protect the city. It is said that two four-horse chariots could easily pass by each other. Babylon, although not an official royal residence (there were 4 of them all together), was a preferred place for holidays.

(no image found)

  • Name: Borj. (Means 'tower'.)
  • Class: Tower (Wall Tower).
  • History: When Cyrus the Great campaigned in the north and chose to establish the river Jaxartes as a boundary, he constructed a mighty fortress to protect his territories from Scythian raids. It was called Cyropolis and was situated close to the place where Alexander the Great later built his Alexandria Eschatae.

(no image found)

  • Name: Darvaze. (Means 'gate'.)
  • Class: Gate.
  • History: The several ceremonial entrances to the great city of Babylon were furnished with magnificent gates, the gate of Ishtar being the most splendid of all.

Ishtar Gate

==TOWN==

  • Name: Langargah. (Means 'dock'.)
  • Class: Dock (Port Centre).
  • History: Situated on the Mediterranean coast, all Phoenician cities had excellent docks and harbours, the oustanding example being Tyre, which was situated on an island close to the shore.

(no image found)

  • Name: Atashkade. (Means 'temple'.)
  • Class: Temple (Health Centre).
  • History: Zoroastrian Temples were most often simple structures, not as ornate as Christian churches and Muslim mosques. Fire Altars were also widely spread as small places of worship.

(no image found)

  • Name: Apadana. (Means 'barracks'.)
  • Class: Barracks (Military Centre).
  • History: The vassal and subject peoples sent representatives to deliver annual tribute to the Great King in Persepolis; the King accepted them in the Apadana ("Audience Hall").

(no image found)

  • Name: Bazaar. (Means 'market'.)
  • Class: Market (Trade Centre).
  • History: Traders from all distant parts of the huge empire met, exchanged and sold goods in the huge bazaars present in almost every big city. Babylon and Susa were the largest and most frequented trade centres.

(no image found)

==CITY==

  • Name: Dura. (Babylonian Akkadian; means 'fortress'.)
  • Class: Fortress.
  • History: The Susa Chateau was a fortress in the administrative capital of Susa, which was reconstructed by a French archaeologist in 1890 with the use of original building material.

(no image found)

SPECIAL STRUCTURES

  • Name: Kakh. (means 'Palace')
  • Class: SB1.
  • History: The annual tribute that the Persians received from their satrapies and vassal states, as regularised by Darius the Great, accounted for incredible annual revenue.
  • Special: Satrapy Tribute.

SB2: None.

NEW STRUCTURE TRAITS

  • Satrapy Tribute: When constructed, this structure bestows a benefit similar to an AoK relic or AoM Plenty Vault; the Player's Ore Pool increases by a very small but continuous trickle. The rate is dependent upon the number of Satrapies belonging to the player; if all his Satrapies are destroyed, the Kakh has no effect until more Satrapies are constructed. The player cannot build more than one Kakh at a time, and destroying the Kakh removes its effect.

CIV BONUSES

CB1 Name: Ability to Corral Camels and Horses. History: While the Persians employed camelry only in a few cases, its use was always accompanied by great success (most notably during the battle of Sardis in 546 BC). The satrapy of Bactria was a rich source of "two-hump" camels, while Northern Arabia supplied "one-hump" camels. Effect: Camels and horses can be captured in the wild and placed in the Corral. Unlike normal corraled animals, which generate food, the Corraled Camel/Horse? functions similarly to a relic. As long as it remains in the Corral, the resource cost of training camel-mounted units or horse-mounted units (as appropriate) is reduced by a fixed amount.

CB2 Name: Levied Hordes History: Levying the satrapies allowed the Persians to field a larger force than their opponents. However, Persian troops had to supply their own equipment. Many also had poor morale, usually going into battle with all kinds of war cries, but ready to flee the field when serious resistance was offered by the foe. Effect: The cost and build time for all Persian Infantry Citizens is reduced, to compensate for their weak armour and attack.

TEAM BONUS:

TB1 Name: Reform. History: Coinage was invented by the Lydians in VII c. BC, but it was not very common until the Persian period. Darius the Great standardised coined money and his golden coins (known as "darics") became commonplace not only throughout his empire, but as far to the west as Central Europe. Effect: Higher income from trade routes.

TECHNOLOGIES

  • Infantry: Since the Persians relied mostly on archers and cavalry, the Persian infantry should be individually weak. If he chooses to use them effectively, he will have to rely on sheer numbers, similar to AoM Egyptians. Infantry are therefore cheap and can be trained quickly, but individually weak, with no combat upgrades. The Persians get Bow upgrades, as Archers were strong. Virtually no armour upgrades.
  • Cavalry: Cavalry were strong. They should have the strongest cavalry prior to the introduction of Parthians and Huns. Virtually no armour upgrades.
  • Naval: The Persian navy, while being of great stature, actually consisted entirely of non-Persian elements; ships generally came from Phoenicia, Egypt and Cyprus. Strong navy, so they'd get some naval techs, but without the rare Quinquereme.
  • Siege: Neither here nor there. Apart from the Assyrians, no ancient Middle Eastern civilisation was renown for its siege. The Babylonian king Nebuchadnezzar, for example, spent 13 years besieging Tyre before the mighty fortress was finally taken. Do whatever it takes to make their siege unexceptional, mediocre.
  • Economy: Most techs.
  • Farming: Very good agriculture.
  • Mining: Average.
  • Lumbering: Average.
  • Hunting: Average.
  • Land Trade: They had a good trade infrastructure, such as the Royal Highway, so would have good land trade techs. Neither the Persians nor the Parthians engaged readily in trade themselves, leaving most of it to the subject peoples.
  • Naval Trade: Mediocre. Certainly nothing to match the Carthaginian's naval trading bonus.
  • Architecture: Extremely strong and impressive. They should get most techs that enhance the strength of structures and defences.
  • Defences: Formidable walls.

Map representing resource distribution in the Eastern Mediterranean region; note high presence of agriculture in Persian lands

SPECIAL TECHNOLOGIES

(Note: depending on how the pool of shared techs above turn out, two possible ST1s are proposed below, since it's likely there'll be a standard tech similar to Persian Architecture)

ST1 Name: Naval Craftsmanship History: Early Achaemenid rulers acted towards making Persia the first great Asian empire to rule the seas. The Great King behaved favourably towards the various sea peoples in order to secure their services, but also carried out various marine initiatives. During the reign of Darius the Great, for example, a canal was built in Egypt and a Persian navy was sent exploring the Indus river. According to Herodotus, some 300 ships in the Persian navy were retrofitted to carry horses and their riders. Effect: Cypriad Galleys gain the unique ability to transport cavalry (which is not normally possible for warships, with the exception of mounted Heroes). This only includes cavalry that occupy two Garrison slots (therefore large cavalry units like elephants, chariots, and so on, cannot board Galleys).

ST2 Name: Persian Architecture. History: The Persians built the wonderful 1200 mile-long Royal Highway from Sardis to Susa; Darius the Great and Xerxes also built the magnificent Persepolis; Cyrus the Great greatly improved Ecbatana and virtually "rebuilt" the old Elamite capital of Susa. Effect: Increases hitpoints of all structures.

FOOTNOTES

Paal_101's excellent article on Persian weapons and armour.

Article on Persian equipment, based on Herodotus.

Article on Persian cavalry

Colour image of subject nation hair and beard styles.

Some detailed Persian miniatures. Could be very useful to the concept artist for inspiration (some are a little too modern, though):

Persian shield-bearer infantryman crushing Lakedimonian hoplite. Athenian hoplite facing Saka mercenary infantryman. Phrygian heavy-infantry mercenary. Persian Infantryman and Archer of “Sparabara” (Pavise-bearers) Line Infantry. Persian Infantryman of Composite Regiment. Persian “Takabara” (Shield-bearer) Line Infantryman. Persian Archer of Immortal Regiment. Persian “Kardaka” (Royal Household) Heavy Infantryman. Persian Archer of the Regiment of Treasury Archers. Persian War Camel of Immortal Regiment.

Osprey scans provided by Jason Bishop:

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

TRANSLATIONS:

A list of (Modern) Persian translations provided by Tonto_Sanjab, used to create the Persian unit/structure names:

Arabian = Tazi (language = Arabi) Aramaean = Arami Archer = Kamandar Armoured = Zerehi Armoured Horse = Aspe Zerehdar Fully Armoured Horse = Aspe Porzereh Assyria = Ashura Assyrian = Ashuri Armoury = Zerehgah Blacksmith = Ahangari Babylon = Babirush Babylonian = Babirushi Bactria = Balkh Bactrian = Balkhi Bireme = Dorade Camelry = Shotorsavaran Cappadocian = Kappadoki Cataphract, Heavy Cavalry = See Armoured Horse, Fully Armoured Horse Cavalry = Aspsavaran Chariot = Chaharcharkhe Cilician = Silisi Corral = Janvargah Cypriad = Kebresi (someone from Cyrpus) Dock = Langargah Farm = Keshtzar Farmer = Keshavarz Fishing Boat = Kashti Mahigiri Fully Armoured = Porzereh Fully Covered = Porpushide Gate = Darvaze Granary = Jowgah Harbour = (See Dock) Heavy = Sangin Horse = Asp Horsekiller = Aspkosh Indian = Hendi Infantry = Piyade Ionian = Yunani (Name for all Greeks, even used today) Javelinist/Javelineer? = Zhupinandaz Knight = Gord Lancer = Aspe Neyzedar Light = Sabok Light Cavalry = Aspe Sabok Magus = (See Priest) Man = Mard Mede = Mad Media = Mada Median = Mad (language = Madi) Merchantman = Bazargan Mesapotamian = Miyanrudani Mill = Asiya Orchard = Golestan Outpost = Padgan Palace = Kakh Peasant = Dehgan Persian = Pars (language = Parsi) Phoenician = Finisi Phrygian = Frighi Port = (see Dock) Priest = Mogh Ram = Darvazkub Rider, Horseman = Aspsavar Ship = Kashti Skirmisher = Zhupinandaz Slinger = Sangandaz Soldier = Sarbaz Spearman = Neyzedar Stable = Axor Swordsman = Shamshirdar Temple = Atashkade "the Great" = e Bozorg (eg Dariuse Bozorg) Thrower = Andaz Tower = Borj Trade = Bazargani Trade Ship = Kashti Bazargani Transport Ship = Kashti Adambari Trireme = Serade Three = Se Two = Do Village = Rusta Villager = Rustai Wall = Divar War = Jang / Setiz War Elephant = Pil Jangi Woman = Zan or Banu Zoroastrian = Zartoshti

Persian/English?

  1. Parsa/Fars? - homeland of the Persians; plus the lowland of Anshan (Khuzistan).
  2. Uvja/Elam?
  3. Babirush/Babylonia?: modern middle east
  4. Athura/Assyria?: eastern Turkey, northern Iraq
  5. Arabaya/Northern? Arabia
  6. Mudraya/Egypt?; added by Cambyases I.
  7. Tyaiy Drayahya/Northern? Turkey: 'the lands beside the (Black) Sea
  8. Sparda/Lydia?: Southeastern Turkey
  9. Yauna/Ionian:the same as above
  10. Mada/Media?: northeastern Iran; Tarsus mountains.
  11. Armina/Armenia?
  12. Katpatuka/Cappadocia?: still turkey: central
  13. Parthava/Parthia?: eastern Iran
  14. Zraka/Drangiana?: Seistan, eastern Iran
  15. Haraiva/Aria?: Herat, Afghanistan
  16. Uvarazmish/Kwarazm? or Chorasmia: lower Amu Darya: Kazakhstan + Uzbekhstan
  17. Bakhtrish/Bactria?: north of the Hindu Kush range
  18. Suguda/Sogdiana?: Samarkand region: Afghanistan
  19. Gadara/Gandhara?: Peshawar: upper Indus: Pakistan
  20. Saka or Saca/The? steppe country inhabited by the Scythian tribes on the Syr Darya
  21. Thatagush/Sattagydia?: Kabul: Afghanistan
  22. Harauvatish/Kandahar?
  23. Maka/The? desert coast of Makran and Baluchistan in southern Iran

+++++++++++++++++++++++++++++++++++++++++++++

  1. Putaya/Lybia?: nominal rule only
  2. Kushiya/Ethiopia?: nomilan rule
  3. Hindush/The? Sind region of lower Indus, Pakistan: nominal rule
  4. Karka/Caria?

QUOTE Additions from rquader:

The language of the Persians was Avestan and also an Indo-European language known as Sanskrit which the Indians spoke. In the old days, many languages had similarities and in essence were derived from other languages, so most of them had many things in common. The speech of the court and nobility in the days of Darius I was Old Persian, a tongue so closely related to Sanskrit that evidently they are both dialects of some language older still.

Old Persian developed on the one hand into Zend, the language of the Zend-Avesta and on the other hand into Pahlavi -- a Hindu language from which has come the Persian language of today, Farsi (spoken in modern Iran).

When the Persians took to writing, they adopted the Babylonian cuneiform for their monumental inscriptions and the Aramaic alphabet for their other documents.

Asiya: house, home, dwelling (NOT mill) Jangi: soldier Bow: Dhanu Dhanur Grahin: Archer Nu: Ship

Civ: Romans (pre-imperial)

PRE-IMPERIAL ROMAN CIVILISATION PROFILE

by Federico Odorizzi, Borislav Chernev, and Paul Basar. Email: federico_odorizzi@…, synchronicity84@…, paul@….

NATURE: Keeping with the design approach that a civilisation should be represented at a specific time in history, the Pre-Imperial (Early) Roman civilisation is set in the Camillan period of the Roman Republic, during the Second Punic War (218-201 BC).

UNIT DESCRIPTIONS

==INFANTRY==

  • Name: Hastatus.
  • Class: Swordsman.
  • Hacker Armament: [Gladius.]

Basic - Gladius. Advanced – Gladius. Ultimate – Gladius.

  • Appearance:
  • Garb: [Pectorale. Tunic. Greave on left leg. (Fortunately there is concept art already designed that is exactly want we want here.)]

Basic – Pectorale. Advanced – Pectorale Ultimate – Pectorale with muscled embossing.

  • Helmet: [Montefortino helmet.]

Basic – Montefortino helmet. Advanced – Montefortino helmet. Ultimate – Montefortino helmet with white plume

  • Shield: [Large oval shield.]

Basic – Curved red oval shield. Advanced – Curved red oval shield. Ultimate – Curved red oval shield. Figure(s): - Tunic of changing colors: white, blue, red for Basic, Elite and Ultimate respectively, plus sandals (caligae). He will wear a greave on the left leg for Advanced and on both for the Ultimate.

  • History: The Hastati were young men over 20 years old who made up the first line of heavy infantry in the Punic War era Republican army. Initially they threw pilum at the enemy and then engaged the enemy with swords. They were the first heavy Roman troops to engage in a battle. Usually they had enough money to purchase cheaper armor. In 0 A.D. they will serve as swordsmen.
  • Garrison: 1.
  • Function: - To engage the enemy at close range with swords after a javelin volley.
  • Special: -

http://0ad.wildfiregames.com/~art/history/...1-BC_SGF34.html

  • Name: Triarus.
  • Class: Spearman.
  • Hacker Armament: [Hasta - large 8-foot thrusting spear. Gladius (decorative).]

Basic - Spear (Hasta). Gladius (ornamental). Advanced – Spear (Hasta). Gladius (ornamental). Ultimate – Spear (Hasta). Gladius (ornamental).

  • Appearance:
  • Garb: [Heavy chainmail hauberk. Greaves. (A concept drawing already exists for this unit.)]

Basic – Heavy Lorica hamata. Advanced – Heavy lorica hamata. Greave on left leg, Ultimate – Heavy lorica hamata. Greaves on both legs

  • Helmet: [Etrusco-Corinthian helmet.]

Basic – Etrusco-Corinthian helmet. Advanced – Etrusco-Corinthian helmet. Ultimate –Etrusco-Corinthian helmet with black crest and two black feathers.

  • Shield: [Large oval shield.]

Basic – Curved blue oval shield. Advanced – Curved blue oval shield. Ultimate – Curved blue oval shield.

  • Figure(s): - Tunic of changing colors: white, blue, red for Basic, Elite and Ultimate respectively, plus sandals (caligae). He will wear a greave on the left leg for Advanced and on both for the Ultimate.
  • History: The Triari were veterans of military service, usually in their 30s or 40s, with money to afford the best weapons and equipment. They made up the third line of heavy infantry, armed with stabbing spears. If the Hastati and Principi could not defeat the enemy, the Triari would come forward and finish them off. Usually they didn't have to fight.
  • Garrison: 1.
  • Function: - Close combat once the Princips and Hastatus wore the enemy down. Also good against cavalry.
  • Special: -

http://0ad.wildfiregames.com/~art/history/...ges/ACR101.html (The picture is representing Javelinists, but apart from the weapon is correct for the spearmen.)

  • Name: Principe.
  • Class: Javelinist.
  • Ranged Armament: [Heavy pilum. Gladius (decorative).]

Basic – Pilum, gladius (ornamental) Advanced – Pilum, gladius (ornamental) Ultimate – Javelin (pilum). Gladius (ornamental).

  • Appearance:
  • Garb: [Light chainmail hauberk (Existing profile drawings are similar to this unit in many ways.)]

Basic – Light chain mail hauberk (t-shirt but of chain mail) Advanced – Light chain mail hauberk, greave on left leg Ultimate – Light lorica hamata, greaves on both legs.

  • Helmet: [Attic helmet.]

Basic – Attic helmet Advanced – Attic helmet. Ultimate – Attic helmet with three green feathers.

  • Shield: [Large oval shield.]

Basic – Curved yellow oval shield. Advanced – Curved yellow oval shield. Ultimate – Curved yellow oval shield.

  • Figure(s): Tunic of changing colors: white, blue, red for Basic, Elite and Ultimate respectively, plus sandals (caligae). He will wear a greave on the left leg for Advanced and on both for the Ultimate.
  • History: Principi were the second line of heavy infantry. Older than the Hastati, but were otherwise identical in appearance and armament except that the Principi had better armor. They would enter the combat once the Hastati had worn down the enemy, throwing their pilum into the enemy ranks before charging in with swords. For our purposes they will use pilum.
  • Garrison: 1.
  • Function: - To break up enemy formations and charges with heavy javelins, plus provide support for Hastati and Triari
  • Special: The Prinicipe has a shorter range but a much more powerful weapon that causes greater amounts of damage when it hits.
  • Name: Slinger – design completed, ready to go
  • Class: Slinger.
  • Ranged Armament:

Basic - Sling (fundae). Advanced – Sling (fundae), darker coloured. Ultimate – Sling (fundae), slightly longer.

  • Appearance:
  • Garb:

Basic – Tunic. Bag of stones. Advanced – Tunic. Bag of lead bullets. Ultimate – Light coloured tunic. Cloak. Bag of lead bullets.

  • Helmet:

Basic – No helmet. Advanced – Broad brimmed hat. Ultimate – Broad brimmed hat.

  • Shield:

Basic – None. Advanced – None. Ultimate – Buckler.

  • Figure(s):

Basic – Poorer than Basic Velite. Slightly boyish. Advanced – Slightly less impoverished. Ultimate – Beard.

  • History: According to the Servian Reform, the poorest citizens (V class), who could not afford to own sophisticated weaponry, became slingers. As Roman power and territory grew, this unit disappeared almost completely; allied Ballearic Slingers, renowned for their skill, were used instead.
  • Garrison: 1.
  • Function: -
  • Special: -

http://0ad.wildfiregames.com/~art/history/...ages/AIR33.html

==CAVALRY==

  • Name: Equite. – design completed, ready to go
  • Class: Cavalry Spearman.
  • Hacker Armament:

Basic – Lancea – overarm for stabbing. Ornamental Gladius Advanced – Lancea – overarm for stabbing. Ornamental Gladius Ultimate – Lancea – overarm for stabbing. Ornamental Gladius

  • Appearance:
  • Garb:

Basic – Pectorale. Advanced – Bronze muscled cuirass. (Very similar to Companion Cavalry, but use bright red and blue clothing to make it more Italian; if pteruges are used, make sure they are red not white (too Macedonian). This guy is going to look like a Roman clone of a Companion Cavalryman: note different sword and no spear!) Ultimate – Lorica hamata. Greaves. Cape.

  • Helmet:

Basic – Boeotian helmet. Advanced – Boeotian helmet. Ultimate – Boeotian helmet with plume.

  • Shield:

Basic – None. Advanced – Round shield. Ultimate – Round shield.

  • Figure(s): -
  • Mount:

Basic – White horse, bareback. Advanced – Black horse with leather chanfron and riding blanket (has money and uses it). Ultimate – Brown horse with metal chanfron on head and riding blanket. Guy in front, but with greaves and plume.

  • History: Before the Marian reform, only the wealthy could serve in the cavalry. Notwithstanding, it has always paled in comparison with Roman infantry. Initially, it was comprised of 300 equites divided in 10 turmae. From the middle of II c. BC onward, Rome started relying on auxiliary cavalry of Thracians, Numidians, Gauls and Germans.
  • Garrison: 2.
  • Function: -
  • Special: -

http://0ad.wildfiregames.com/~art/history/...C-BC_pb201.html

==SUPPORT UNITS==

  • Name: Matrona Romana.
  • Class: Female Citizen.
  • Appearance:
  • Garb: Long tunic.
  • Helmet: None.
  • Shield: None.
  • Figure(s): -
  • History: Along with men, Roman women (clarae feminae) also played an important part in politics. The outstanding examples were Octavia, sister of Augustus and wife of Mark Antony, Livia, wife of Augustus and mother of Tiberius, and Agrippina, niece and wife of Claudius and mother of Nero.
  • Garrison: 1.
  • Function: -
  • Special: -

<insert picture of the above unit, if available>

  • Name: Pontifex Minoris.
  • Class: Priest.
  • Appearance:
  • Garb: Long purple tunic.
  • Helmet: None.
  • Shield: None.
  • Figure(s): He should have the look of an old man.
  • History: During the Republic, the position of priest was elevated and required a lot of responsibilities, which is why priests were by no means chosen randomly. The position of Pontifex Maximus was occupied by such prominent figures as Julius Caesar, Marcus Aemilius Lepidus and Augustus.
  • Garrison: 1.
  • Function: -
  • Special: -

<insert picture of the above unit, if available>

  • Name: Plebean Merchant.
  • Class: Trader.
  • Appearance:
  • Garb: White shirt and brown pants.
  • Helmet: None.
  • Shield: None.
  • Figure(s): A young man.
  • Mount: Mounted on a horse (no matter the colour).
  • History: Since the start of the Roman Republic, the plebeans dedicated themselves to commerce, while patricians owned and cultivated the land. Trading was considered negatively, so patricians tried to avoid it, or made some of their plebean clientes trade, using their clientes' names.
  • Garrison: 2.
  • Function: -
  • Special: -

<insert picture of the above unit, if available>

  • Name: Roman Trade Cog.
  • Class: Merchant Ship.
  • Appearance:
  • Shell: (Standard).
  • History: -
  • Garrison: Cannot.
  • Function: -
  • Special: -

<insert picture of the above unit, if available>

==WAR SHIPS==

  • Name: Roman Bireme.
  • Class: Bireme.
  • Appearance:
  • Shell: (Standard).
  • History: The Roman navy was one of the best in the Mediterranean. Being an inland people, the Romans nonetheless developed highly efficient marine technologies and successfully opposed the almighty Carthaginian fleet, whose stature stemmed from the old Phoenician traditions.
  • Garrison: Cannot.
  • Function: -
  • Special: -

<insert picture of the above unit, if available>

  • Name: Roman Trireme.
  • Class: Trireme.
  • Appearance:
  • Shell: (Standard).
  • History: The Trireme was the most common warship of the Mediterranean – it was used by Phoenicians, Greeks, Carthaginians and Romans alike. In order to compensate for inferior manoeuvring abilities during the First Punic War, the Romans developed the corvus, a bridge that enabled them to fight as if on land.
  • Garrison: Cannot.
  • Function: -
  • Special: -

<insert picture of the above unit, if available>

  • Name: Roman Quinquereme.
  • Class: Quinquereme.
  • Appearance:
  • Shell: (Standard).
  • History: The Roman navy was one of the best in the Mediterranean. Being an inland people, the Romans nonetheless developed highly efficient marine technologies and successfully opposed the almighty Carthaginian fleet, whose stature stemmed from the old Phoenician traditions.
  • Garrison: Cannot.
  • Function: -
  • Special: -

<insert picture of the above unit, if available>

==SIEGE==

  • Name: Roman Onager.
  • Class: Onager.
  • Appearance:
  • Shell: (Standard).
  • History: -
  • Garrison: 3.
  • Function: -
  • Special: -

<insert picture of the above unit, if available>

  • Name: Scorpio.
  • Class: Ballista.
  • Ranged Armament: See picture.
  • Appearance:
  • Shell: See picture.
  • History: -
  • Garrison: 3.
  • Function: -
  • Special: Able to throw darts at a distance of 350 meters.

Picture (given to me by Apollonios)

  • Name: Roman Aries.
  • Class: Ram.
  • Appearance:
  • Shell: (Standard).
  • History: There are several famous sieges during the time of the Republic which required the use of extensive siege weaponry – Syracuse (212 BC), Carthage (148 – 146 BC) and Tigranocerta (68 BC) – they were all carried out successfully.
  • Garrison: 3.
  • Function: -
  • Special: -

<insert picture of the above unit, if available>

==SUPER UNITS==

  • Name: Centurio.
  • Class: Super Infantry Unit.
  • Hacker Armament: Sword (Gladius).
  • Ranged Armament: Javelin (Pilum).
  • Appearance:
  • Garb: Lorica squamata – fancy, has money. Greaves.
  • Helmet: Attic helmet with red crest and feathers.
  • Shield: Curved red oval shield.
  • Figure(s): -
  • History: The Centurion was a commander of a unit of 100 legionaries called centuriae. Only the bravest and most experienced troops could become centurions; having attained that position they were supposed to lead their troops by personal example as well as orders.
  • Garrison: 1.
  • Function: -
  • Special: -

<insert picture of the above unit, if available>

  • Name: Decurio.
  • Class: Super Cavalry Unit.
  • Hacker Armament: Sword.
  • Ranged Armament: Javelin. –lancea for throwing
  • Appearance:
  • Garb: heavy chainmail hauberk, white tunic, greaves on both legs
  • Helmet: Boeotian helmet with red plume
  • Shield: Round green shield
  • Figure(s): Rich fella, he has money to buy good armor and weapons, no facial hair
  • Mount: Powerful white horse with saddle blanket strapped to back and elaborate bridle
  • History: A Decurion was a cavalry officer who commanded 30 men in a turmae, or file. They were appointed by the tribunes and used Greek style helmets with Roman armor.
  • Garrison: 2.
  • Function: To drive off enemy cavalry allowing the heavy infantry to win the battle, as well as scouting, patrol, and chasing defeated enemies.
  • Special: ?

==HEROES==

  • Name: Quinctus Fabius Maximus “Cunctator”. – unit design is done, ready to go
  • Class: Hero1.
  • Hacker Armament: Short Sword.
  • Appearance:
  • Garb: Light iron armour; elaborate but functional.
  • Helmet: None.
  • Shield: Medium wooden and leathered slightly rectangular shield.
  • Figure(s): -
  • Mount: Light white slightly armoured horse.
  • History: Dictator for six months during the Second Punic War. Instead of attacking the most powerful Hannibal, he started a very effective war of attrition against him.
  • Garrison: 2.
  • Function: -
  • Special:
  • "Hero" Aura increases the Army’s Fire Rate and Movement Rate (it affects all the soldiers for a range or 10 tiles).

Resembles guy on left (might even be him)

  • Name: Sulla.
  • Class: Hero2.
  • Hacker Armament: Sword (Gladius).
  • Appearance:
  • Garb: Lorica hamata with medals hung over it; elaborate but functional. Iron greaves.
  • Helmet: Attic helmet with feather tufts and medium crest. Soldier on right is reference for any Heroes that use this style of Attic helmet.
  • Shield: Medium wooden and leathered slightly rectangular shield.
  • Figure(s): -
  • Mount: Black horse with metal chanfron.
  • History: Roman general and dictator (137 BC – 78 BC), who never lost a battle. Distinguishing himself during the Jugurthine War, Sulla later fought in the Social War and was given command in the east against king Mithridates VI of Pontus. After the successful outcome of the war, he returned to Italy, crushed his opponents and had himself proclaimed dictator with unlimited powers. Sulla sought to restore the waning might of the Republic and wrote a new constitution, thereafter resigning from power.
  • Garrison: 2.
  • Function: -
  • Special:
  • "Hero" Aura gives +1 attack to all cavalry units and –1 attack to enemy infantry within 10 tiles.

<insert picture of the above unit, if available>

  • Name: Scipio Africanus.
  • Class: Hero3.
  • Hacker Armament: Gladius.
  • Appearance:
  • Garb: Muscled cuirass. Greaves.
  • Helmet: Attic helmet with large crest. Soldier on right is reference for any Heroes that use this style of Attic helmet.
  • Shield: None.
  • Figure(s): -
  • History: He was the first really successful Roman general. His campaigns in Spain and Africa helped to bring Carthage to its knees during the Second Punic War. He defeated Hannibal at the Battle of Zama in 202 BC.
  • Garrison: 1.
  • Function: -
  • Special:
  • "Hero" Aura strongly increases attack and morale of nearby units (6 squares).
  • In case of death of this unit, all the units in a radius of 10 squares will suffer a huge morale decrease and they’ll never recover.

<insert picture of the above unit, if available>

(file Julius Caesar below for use in Part II; he falls more within Early Empire, in the Marian era; is replaced with Scipio Africanus)

  • Name: Julius Caesar.
  • Class: Hero3.
  • Hacker Armament: Long Sword (Spatha).
  • Appearance:
  • Garb: Muscled cuirass with pteruges (straps that hang from the waist of the cuirass and from the top edge of the shoulders of the cuirass) and Gorgon head over solar plexus with purple ribbon tied around chest; elaborate but functional (similar to Maximus from first battle in Gladiator, minus lorica segmentata strips over shoulders (pauldron), beard and wolf skin). Silver-coloured greaves.
  • Helmet: Attic helmet with large crest. Soldier on right is reference for any Heroes that use this style of Attic helmet.
  • Shield: None.
  • Figure(s): Long purple cloak.
  • Mount: Chestnut horse with elaborate metal chanfron.
  • History: Roman statesman and dictator (102 BC – 44 BC). Making his name as a leader of the populars, Caesar conquered Gaul and defeated Gnay Pompey and his supporters in a civil war. During his brief reign as a dictator, Caesar reformed the calendar, founded new colonies and planned vast building programmes and a military campaign against Parthia. Assassinated by a group of senators led by Brutus and Cassius, he was later deified and his name gradually became a royal title.
  • Garrison: 2.
  • Function: -
  • Special:
  • "Hero" Aura strongly increases attack and morale of nearby units (6 squares).
  • In case of death of this unit, all the units in a radius of 10 squares will suffer a huge morale decrease and they’ll never recover.

<insert picture of the above unit, if available>

NEW UNIT TRAITS

(none)

CIV CENTRE UNITS

  • Melee Infantry: Servian Hoplite (Spearman).
  • Ranged Infantry: Roman Velite (Javelinist).
  • Cavalry: Roman Equite (Cavalry Swordsman).

FORBIDDEN CLASSES

  • Archer. The ballistarius, a quite rare Roman soldier armed with a ballista, will be kept as a possible option.
  • Cavalry Spearman.
  • Cavalry Javelinist.
  • Cavalry Archer.

STRUCTURE DESCRIPTIONS

==VILLAGE==

  • Name: Municipium.
  • Class: Civ Centre.
  • History: -

<insert picture of the above structure, if available>

  • Name: Atrium.
  • Class: House.
  • History: The early Atrium initially (V-IC c. BC) included one big room with a fireplace in the middle. A garden by the house was later included under Hellenistic influence.

<insert picture of the above structure, if available>

  • Name: Villa.
  • Class: Farm Centre.
  • History: As Rome grew more and more affluent, many of the rich senators built lavish villas throughout Italy. Most of them emulated earlier Hellenistic examples; remains can be seen even today at Pompeii.

<insert picture of the above structure, if available>

  • Name: Ager.
  • Class: Field.
  • History: The possession of fields once determined the difference between patricians and plebeans. It is told that Cincinnatus possessed only a small field, the smaller possible for a patrician. The distribution of the Ager Publicum was one of the most important issues of the late II century BC. Tiberius Gracchus was the pioneer in this field, and his brother Gaius succeeded in carrying out a number of reforms, which improved the situation of Roman farmers, the backbone of Roman military.
  • Name: Saeptum.
  • Class: Corral.
  • History: -

<insert picture of the above structure, if available>

  • Name: Receptaculum.
  • Class: Resource Centre.
  • History: -

<insert picture of the above structure, if available>

  • Name: Turris Lignea.
  • Class: Scout Tower.
  • History: Used in camps built by the Roman army.

<insert picture of the above structure, if available>

  • Name: Moenia.
  • Class: Wall.
  • History: Strong city walls.

<insert picture of the above structure, if available>

  • Name: Turris Lapidea.
  • Class: Wall Tower.
  • History: -

<insert picture of the above structure, if available>

  • Name: Porta.
  • Class: Wall Gate.
  • History: -

<insert picture of the above structure, if available>

==TOWN==

  • Name: Portus.
  • Class: Port Centre.
  • History: Being an inland city, Rome was still connected to the port of Ostia through means of the Tiber. Merchant ships from all over the Mediterranean arrived at Ostia, bringing all kinds of luxurious goods. The construction of a reliable harbour was planned by Julius Caesar and carried out by Claudius.

<insert picture of the above structure, if available>

  • Name: Nosocomium.
  • Class: Health Centre.
  • History: -

<insert picture of the above structure, if available>

  • Name: Castra.
  • Class: Military Centre.
  • History: Romans specialised in the building of military camps and forts. A few of them still survive.

<insert picture of the above structure, if available>

  • Name: Forum.
  • Class: Trade Centre.
  • History: The Forum was the most important place in Rome, for it was there that important speeches were held and decisions taken. Starting with Julius Caesar, the great emperors Vespasian, Nerva and Trajan built their magnificent forums.

<insert picture of the above structure, if available>

==CITY==

  • Name: Fortis.
  • Class: Fortress.
  • History: Fortified city.

<insert picture of the above structure, if available>

SPECIAL STRUCTURES

  • Name: Entrenched Camp.
  • Class: SB1.
  • History: Sometimes it was a temporary camp built facing the route by which the army is to march, other times a defensive or offensive (for sieges) structure. Within this gate the tents of the first centuries or cohorts are pitched, and the dragons (ensigns of cohorts) and other ensigns planted. The Decumane gate is directly opposite to the Praetorian in the rear of the camp, and through this the soldiers are conducted to the place appointed for punishment or execution.

It has a turf wall, and it's surrounded by a canal filled with water whenever possible for extra defence. Many towns started up as bigger military camps to evolve to more complicated cities.

  • Requirements: -
  • Phase: City.
  • Special: Allows players to train infantry units from a fast-building camp.

<insert picture of the above structure, if available>

  • Name: Murus Latericius.
  • Class: SB2.
  • History: Turf walls built by legionaries during sieges.
  • Requirements: -
  • Phase: City.
  • Special: Similar attributes to the Celtic Gwarchglawdd turf wall.

<insert picture of the above structure, if available>

CIV BONUSES

CB1

  • Name: Testudo Formation.
  • History: The Romans commonly used the Testudo or "turtle" formation for defense: Legionaries were formed into hollow squares with twelve men on each side, standing so close together that their shields overlapped like fish scales.
  • Effect: Roman Legionaries can form a Testudo. The Legionaries at the front, back and sides hold their shields to the outside and the Legionaries in the centre raise their shields above their heads. This formation provides improved protection against melee and ranged attacks. However, their movement rate is much slower. The formation button is only available for a group that consists exclusively of Roman Legionaries.

http://www.ancientbattles.com/testudo/rnor...estudo_page.htm

CB2

  • Name: Citizenship
  • History: Roman Citizenship was highly prized in the ancient world. Basic rights and privileges were afforded Roman citizens that were denied other conquered peoples. It is said that harming a Roman citizen was akin to harming Rome herself, and would cause the enire might of Rome to fall upon the perpetrator.
  • Effect: Any Roman Citizen Soldier unit fighting within Roman Territory gains a non-permanent 10% bonus in armor.

TEAM BONUS

TB1 Name: Conscription. History: - Effect: Infantry trained 20% faster.

CIV WEAKNESSES

(none)

TECHNOLOGIES

  • Infantry: Strong. Among the strongest in the game, only Greeks in their splendour were better.
  • Cavalry: Not very good. Very few upgrades.
  • Naval: The Roman Navy wasn't powerful, but their advanced technology helped improving them.
  • Siege: Very powerful Siege. Romans were ready to attack every kind of fortress.
  • Economy: Many techs.
  • Farming: Above average.
  • Mining: Developed. Better than average.
  • Lumbering: Average.
  • Hunting: Below average.
  • Land Trade: Not as developed as Naval trade.
  • Naval Trade: After defeating the Carthaginians, Romans were the Masters of the Mediterranean sea. Developed.
  • Architecture: Advanced.
  • Defences: Very powerful defensive systems.

SPECIAL TECHNOLOGIES

ST1 Name: Divide et Impera (proposed by Sting) History: 'Divide and conquer' was the main principle in Rome's foreign politics throughout its long history. The Romans lured enemies or neutral factions to their side by offering them certain privileges. In due period of time, friends as well as foes were subjugated. Effect: Roman heroes and centurions can convert enemy units.

ST2 NONE (for balance)

===

FOOTNOTES

Paul's guide to Roman equipment article is a useful reference for the arms and armour mentioned in this Profile.

List: Entities: Nature: Fauna

FAUNA OBJECTS

This listing, though comprehensive, represents the target fauna objects the Art Department will attempt to develop. All units listed below are available in the Scenario Editor and in RMS scripts.

==Attribute List:==

*AI Nature:

  • Violent: Will actively attack any unit it encounters, even if not threatened.
  • Aggressive: Will attack nearby units if it feels threatened (if they linger within LOS for too long).
  • Defensive: Will attack nearby units if attacked.
  • Passive: Will never attack units.
  • Skittish: Will never attack units. Will typically attempt to flee for short distances when units approach.
  • Hitpoints: The amount of life points that an animal has when it is attacked (if not stated, TBD).
  • Fattening: The animal's Food value increases at the specified rate while it is corralled.
  • Food: The amount of the Food resource that an animal provides when it has been killed (if not stated, TBD).
  • Yield: The quantity of Food delivered to the Food Resource Pool per minute when corralled and attended by a servicer.
  • Capture: The animal may be captured and corralled.
  • Special: Any special traits of the animal.

Animals are NOT replenished on the map during the course of a game session.

Units of this type are gaia-controlled; they are not initially controllable by any player unless through some civ specific characteristic.

All Fauna Objects are animated.

List: Entities: Nature: Fauna: Cosmetic

  1. COSMETIC ANIMALS (11)

These animals cannot be harmed or selected by the player. They add atmosphere and eye candy to the natural environment. They are strictly Gaia objects.

*Albatross *Egret White. Fly in small flocks, usually near shallow water on land.

  • (School of) Fish

*Flamingo Pink. Fly in small flocks, usually near water. *Goose Black and white. Fly in V-formation of 5 birds on North-South map axes. *Golden Eagle Flying. Solitary. Wide ranging. *Hawk Brown. Flying (randomly, wide ranging). Solitary. *Parrot Fly about usually above trees. Colour variations of red-blue-yellow-green plumage. Flocks of 3 to 5. *Porpoise (aka Dolphin) Swim. Migrate. Jump above water surface anywhere at sea except in shallow water. Likes to accompany ships if encountered. Found in groups of 2 to 5. *Seagull White with black wingtips. Flying. Travel in flocks of several. Usually found near Port Centres, following schools of fish. *Vulture Black with red head. Flying. Circling in groups of 1 to 3 over dead 'things', or battle sites.

List: Entities: Nature: Fauna: Herd

  1. DOMESTIC ANIMALS (5)

These animals can be herded and corraled to provide food from milking and husbandry (see Structure Hierarchy:Corral). They can also be killed for their Food in an emergency, but their greatest value lies in their yield.

*Auroch Cow *Chicken *Goat *Sheep Colour variation: white or black. *Pig

  1. BREEDING ANIMALS (3)

These animals function similarly to AoE/AoK/AoM Relics. They can be captured and placed into a Corral (see Structure Hierarchy:Corral).

Once corralled, instead of generating food like domestic animals, they will reduce the resource cost of units that use this animal as a mount.

6 corralled breeding animals reduces the cost by 50%. 3 corralled breeding animals reduces the cost by 25%.

No other animals can be placed in the same Corral.

Breeding animals may be killed, but no Food can be gathered from the corpse.

This ability is not available by default. A civilisation must use one of its Civ Bonuses to earn the right to corral these kinds of animals, and is restricted to two animal types (specified in the Civ Profile) per Civ Bonus.

*Horse Colour variation: black, white, palomino, bay, pinto. *Camel Dromedary. "Stench" Aura (as with Persian camels). Special movement rates (see Terrain Objects). *North African Forest Elephant Now largely extinct except for a smallish population recently identified in the Sahel north of the Congo region. "Damage Frenzy". "Stench" Aura. "Trample Damage" Aura.

List: Entities: Nature: Fauna: Hunt

  1. DANGEROUS NONCONSUMABLE ANIMALS (6)

These animals are a considerable threat to the player, and cannot be hunted for Food, only slain.

*Crocodile Slowly swims, partially submerged, through riverine or swampy shallow water. Can attack hominid units in shallows. *Dragon Rare, relatively large mythic creature. Flies and walks. Fire-breathing. Lands and attacks units on land. When in the air, can only be attacked by ranged units. *Lion No mane. Now largely extinct except for a small population in the Punjab of NW India. *Shark Dorsal fin exposed. Slowly migratory in shallow waters. Can attack hominid units in shallows if it happens to encounter them. *Tiger *Wolf

  1. DANGEROUS CONSUMABLE ANIMALS (9)

These animals can be hunted in the wild for Food (see Unit Classes:Attribute List:Abilities:Hunt). They aren't as formidable a threat as Dangerous Animals, but still need to be hunted in groups. They cannot be herded or corraled.

*African Elephant Savanna African Elephant. Large central and southern. *Auroch Bull *Bear (colour variation: brown or black) *Boar *Buffalo - African *Musk Ox *Polar Bear Solitary. May occasionally attack and kill a seal if it encounters one. *Whale Slowly migrating. May at times enter large watercourses. May be in groups of 1 to 3. A very large consumable if attacked and killed in shallows. *Wildebeest

  1. FEARFUL AND PASSIVE CONSUMABLE ANIMALS (9)

These animals can be hunted in the wild (see Unit Classes:Abilities:Hunt), and are easy one-man kills. They cannot be herded or corraled.

*Antelope *Deer *Partridge 'Chukar'. Ground dwelling. *Pheasant 'Ring-necked male'. Ground dwelling. *Ptarmigan 'Snow' ground dwelling. Very hard to see on snow or ice. *Rabbit Colour variation: white or grey. *Reindeer Carabou. *Seal Basks on beach or ice in small groups. Doesn't swim. Wandering. Solitary. Polar Bears may at times attack and kill one. *Walrus Basks on beach or ice in small groups. Rare. Doesn't swim.

List: Entities: Nature: Flora

FLORA OBJECTS

Environmental Objects Workbook

==REFERENCES:==

NOTE: Additional online reference sites for many of the plants shown below are as follows:

Floriculture’s Encyclopedia at http://www.floridata.com/main_fr.cfm?state...src=welcome.htm Look in the plant lists by botanical name.

Urban Forest Ecosystems Institute’s Select a Tree at http://selectree.calpoly.edu/ Select trees and many shrubs by common name or botanical name.

==ATTRIBUTE LIST:==

  • Availability:
  • The map category in which this object can be found. Resource objects are typically linked to specific terrain tilesets.
  • "All" indicates that the object is available on all official map types.
  • "None" indicates that the object doesn't feature in any official map types, and is only available from the Scenario Editor.
  • All objects listed here are available from the Scenario Editor.
  • For a full list and description of the map categories and map types, see Maps.
  • Available Alternate:
  • Specifies an alternate that may be scripted for certain tree types.
  • Map Zone: Map zones are related to elevation and landform upon the map.

    Lowlands:

  • Flat plains along water littorals or extending into the interior such as the bottoms of river valleys.

    Midlands:

  • Range from isolated hummocks rising up to relatively low “hills” either isolated or in ranges.
  • Include the lower portion skirting the rise on mountains.
  • Some map categories are limited in elevation to Lowlands and Midlands.
  • Midlands are usually accessible to unit movement except in an area of inclination exceeding 30 degrees (steep hillsides and cliffs).
  • Midlands don't include lower level river valleys or other valley bottoms extending into them, both of which are specified as being Lowland riparian for the purpose of scripting Flora Objects to the map.

    Highlands:

  • Higher elevations of any kind that rise above Midlands: the highest mountainous points on any authorised map.
  • Highlands may be only partially accessible to unit movement depending upon the inclination of slopes and/or cliffs.
  • River valley or other valley bottoms extending into Highlands are specified as being Midlands riparian for the purpose of scripting Flora Objects to the map.
  • Signature Tree:
  • Signature trees are those trees that are particularly relevant to an environmental biome.
  • They are the bare minimum for a specific map category/type.
  • Intermix:
  • Can be mixed with other specified trees in this Map Zone, or placed alone.
  • Intermixes are shown below if there are important real world aspects of the biome recommending them.
  • However, intermixes are only preferable, not mandatory.
  • Variants: Examples of different types of flora in this category.
  • Wood:
  • The quantity of Wood resources that can be harvested from this Flora Object by units that can gather Wood.
  • The standard tree's resource amount is based upon twice that of trees in AoK; shrub trees and dead trees are half that quantity (equivalent to AoK trees).
  • Food:
  • The quantity of Food resources that can be harvested from this Flora Object by units that can gather Food.
  • No object in the game can supply more than one resource at a time. Therefore, no Flora Objects can provide Food in the official map types or scenarios, only Wood, if specified.
  • However, in the Scenario Editor, if a Flora Object has a Food value, it can be triggered to yield Food in this custom scenario, but won't be able to yield Wood (if that's normally possible for this Flora Object).
  • FoodType?: A description of the kind of fruit/seed that appears on this Flora Object when Food can be harvested from it.
  • Remarks: Descriptions of the Flora Object.
  • References: Pictorial references to aid artists in modelling and texturing these Flora Objects.

List: Entities: Nature: Flora: Plants

PLANTS

Notes:

  • These Flora Objects differ from trees, as they cannot be harvested for Wood, but use the same rules for harvesting Food.
  • They have a few unique traits:

=> They are intended as "eye candy", and are placed over appropriate textures as they are painted onto the terrain (for example, water lilies might be added when painting shallow water in a certain biome). => Players can construct structures on top of them (if they do, they disappear). => If flowering, they lose their flowers during Winter. => If snow covers the terrain, these smaller objects are not visible until snow is again removed from the terrain.

  1. AQUATICS

WaterLily?

and http://images.google.com/images?q=water+li...-8&start=0&sa=N Reeds

Cattails

SeaweedFloating?

SeaweedBeached?

  1. BUSHES

Strawberry

and http://images.google.com/images?hl=en&lr=&...G=Google+Search Blueberry

and http://images.google.com/images?hl=en&lr=&...G=Google+Search Xerophyte

  • Remarks: Small grayish-green-leafed xerophytic; non-descript chaparral looking, may have tiny white or yellow flowers—not very showy.
  • Reference: N/A.

ColdTolerant?

  • Remarks:
  • Medium-leafed deep-to-dark-green.
  • Evergreen or deciduous.
  • Non-descript low growth juniper (evergreen) or deciduous scrub bush looking.
  • Deciduous may have somewhat showy white, yellow or pink flowers during Spring and Summer. Gold or bronzy foliage during Autumn.
  • Reference: N/A.

Mediterranean

and http://images.google.com/images?q=ice+plan...-8&start=0&sa=N and http://images.google.com/images?sourceid=n...&q=broom+plants and http://images.google.com/images?q=heather+...-8&start=0&sa=N Tropical

and http://images.google.com/images?q=philoden...-8&start=0&sa=N and http://images.google.com/images?q=elephant...-8&start=0&sa=N and http://images.google.com/images?q=caladium...-8&start=0&sa=N

  1. CACTI

Columnar

Barrel

PricklyPear?

and http://images.google.com/images?q=prickly+...-8&start=0&sa=N

  1. FERNS

FernGround?

and http://images.google.com/images?q=ferns&sv...-8&start=0&sa=N FernTree?

  1. WILD FLOWERS

Daisy

  • Remarks:
  • Daisy-like flowers on low greenish foliage.
  • 'Dies' in Winter (however, blooms all year on Tropic).
  • Best massed in meadows or open forest terrains.
  • Most daisy flowers have a brown or black “eye” in the centre of the flower's petals.
  • Reference: http://images.google.com/images?q=daisy+fl...-8&start=0&sa=N

Poppy

  • Remarks:
  • Poppy-like flowers on low greenish foliage.
  • 'Dies' in Winter (however, blooms all year on Tropic).
  • Use “California poppy” reference for flower bud and bloom open shape.
  • Best massed in meadows or open forest land terrains (red poppies are magnificent in Spanish oak open woodland). Majorca Wildflowers in midland open evergreen oak woodland meadow
  • Signature Plant: N/A.
  • Reference: http://images.google.com/images?q=californ...&start=140&sa=N

and http://images.google.com/images?hl=en&lr=&...G=Google+Search Artichoke

  • Remarks:
  • Large-bluish gray-green-indented-leafed artichoke.
  • Large mauve and sometimes bright sky-blue thistle-like flowers.
  • (Preferred though not illustrated—the pictures show plants grown on acidified soils while normal range was on alkaline producing blue flowers during the era of the game).
  • Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search

and http://images.google.com/images?q=globe+ar...=UTF-8&oe=UTF-8 Orchid

and http://images.google.com/images?q=orchid+p...-8&start=0&sa=N Bromeliad

and http://images.google.com/images?q=bromelai...=UTF-8&filter=0 and http://www.charlies-web.com/other_pics/otherpics.html

  1. TALL GRASSES

TallGrassFountain?

  1. TREE STUMPS

StumpSmall?

StumpMedium?

StumpLarge?

List: Entities: Nature: Flora: Trees

TREES

<a name=TreeFeatures?>1. TREE FEATURES</a>

<a name=Tree Clusters>1.1. Tree Clusters</a>

Trees are placed either as single trees, or clustered. A group of 4+ adjacent trees form a cluster. Example:

[ ][ ] [ ][ ]

Minimum

[ ][ ][ ] [ ][ ] [ ][ ]

Random shape

<a name=Tree Sizes>1.2. Tree Sizes and Rotation</a>

Tree size and rotation will be randomly generated on the map.

<a name=ForestAmbushes?>1.3. Forest Ambushes</a>

Trees and tree clusters are an obstacle to most units. However, certain units (see Unit Classes, RevealsUnitsinForests?, CanWalkinForests?) are able to navigate through forests, and therefore hide in them to scout and ambush opponents.

Valid enemy units that stand idle in forests are not outlined by the GUI as usual, and are therefore harder to spot; in this state, they are also not automatically attacked by player units. They are outlined as normal when performing any action in forests (such as moving or attacking).

To reveal enemy units hidden in a forest, the player must place one of his own units in the forest, and any hidden units (within its decreased LOS) will become visible to the player.

When calculating victory conditions (in a setting that requires all of a player's units to be destroyed in order for his game to be over) units hidden in trees are not considered.

<a name=ForestFloorTerrainsandFloraTreeObjects?>2. FOREST FLOOR TERRAINS AND FLORA TREE OBJECTS</a>

Forest Floors:

  • Terrains associated with placed Flora Objects (trees).
  • Each Terrain: Forest Floor# is designed to visually present the types of ground litter “duff” that would typically appear beneath the boughs of a tree on the ground, if any.
  • Forest Floor terrain of the appropriate type will be applied to the terrain mesh coincidentally for every four trees in a cluster.

Default Season:

  • (Seasons not selected): Summer, except 'perpetual' winter on Polar maps when Seasons are not selected.
  • (Seasons selected): Spring, Summer, Autumn, Winter (snow or no-snow as specified).

<a name=ForestFloorEvergreenPalmate?>2.1. ForestFloor1: EvergreenPalmate?</a>

<a name=TreeDatePalm?>2.1.1. Tree1: TreeDatePalm?</a>—Phoenix dactylifera

<a name=TreeMediterraneanFanPalm?>2.1.2. Tree2: TreeMediterraneanFanPalm?</a>—Chamaerops humilis

<a name=TreeQueenSagoPalm?>2.1.3. Tree3: TreeQueenSagoPalm?</a>—Cycas cincinalis

<a name=TreeSenegalDatePalm?>2.1.4. Tree4: TreeSenegalDatePalm?</a>—Phoenix reclinata

<a name=ForestFloorEvergreenConifer?>2.2. ForestFloor2: EvergreenConifer?</a>

<a name=TreeAfghanPine?>2.2.1. Tree5: TreeAfghanPine?</a>—Pinus eldarica

and http://images.google.com/images?hl=en&lr=&...G=Google+Search

<a name=TreeAleppoPine?>2.2.2. Tree6: TreeAleppoPine?</a>—Pinus halapensis

and http://images.google.com/images?hl=en&lr=&...G=Google+Search

<a name=TreeAtlanticCedar?>2.2.3. Tree7: TreeAtlanticCedar?</a>—Cedrus atlantica

<a name=TreeAustrianBlackPine?>2.2.4. Tree8: TreeAustrianBlackPine?</a>—Pinus nigra

<a name=TreeCedarOfLebanon?>2.2.5. Tree9: TreeCedarOfLebanon?</a>—Cedrus libani

<a name=TreeItalianCypress?>2.2.6. Tree10: TreeItalianCypress?</a>—Cupressus sempervirens ‘stricta’

<a name=TreeMaritimePine?>2.2.7. Tree11: TreeMaritimePine?</a>—Pinus brutia & Pinus pinaster

and http://images.google.com/images?hl=en&lr=&...G=Google+Search

<a name=TreeNordmannFir?>2.2.8. Tree12: TreeNordmannFir?</a>—Abies nordmanniana

<a name=ForestFloorEvergreenLeafed?>2.3. ForestFloor3: EvergreenLeafed?</a>

<a name=TreeAfricanTulip?>2.3.1. Tree13: TreeAfricanTulip?</a>—Spathodea campanulata

<a name=TreeCarob?>2.3.2. Tree14: TreeCarob?</a>—Ceratonia siliqua

<a name=TreeGiantBirdOfParadise?>2.3.3. Tree15: TreeGiantBirdOfParadise?</a>—Strelitzia nicolai

<a name=TreeHollyOak?>2.3.4. Tree16: TreeHollyOak?</a>—Quercus ilex

<a name=TreeOleander?>2.3.5. Tree17: TreeOleander?</a>—Nerium oleander

<a name=TreeOlive?>2.3.6. Tree18: TreeOlive?</a>—Olea europaea

<a name=TreeTamarind?>2.3.7. Tree19: TreeTamarind?</a>—Tamarindus indica

<a name=TreeCitron?>2.3.8. Tree20: TreeFruitCitron?</a>

And http://images.google.com/images?q=citron+t...=UTF-8&oe=UTF-8

<a name=ForestFloorDeciduousConifer?>2.4. ForestFloor4: DeciduousConifer?</a>

<a name=TreeEuropeanLarch?>2.4.1. Tree21: TreeEuropeanLarch?</a>—Larix decidua

<a name=ForestFloorDeciduousLeafed?>2.5. ForestFloor5: DeciduousLeafed?</a>

<a name=TreeBaobab?>2.5.1. Tree22: TreeBaobab?</a>—Adansonia digitata

<a name=TreeCommonOak?>2.5.2. Tree23: TreeCommonOak?</a>—Quercus robur

<a name=TreeCoral?>2.5.3. Tree24: TreeCoral?</a>—Erythrina variegata

<a name=TreeEuropeanBeech?>2.5.4. Tree25: TreeEuropeanBeech?</a>—Fagus sylvatica

<a name=TreeEuropeanWhiteBirch?>2.5.5. Tree26: TreeEuropeanWhiteBirch?</a>—Betula pendula

<a name=TreeFig?>2.5.6. Tree27: TreeFig?</a>—Ficus carica

<a name=TreeLombardyPoplar?>2.5.7. Tree28: TreeLombardyPoplar?</a>—Populus nigra ‘Italica’

<a name=TreeMaple?>2.5.8. Tree29: TreeMaple?</a>—Acer rubrum

<a name=TreeMountainAsh?>2.5.9. Tree30: TreeMountainAsh?</a>—Sorbus aucuparia

<a name=TreePersianIronwood?>2.5.10. Tree31: TreePersianIronwood?</a>—Parrotia persica

<a name=TreePistachio?>2.5.11. Tree32: TreePistachio?</a>—Pistachia vera, Pistacia vera

and http://images.google.com/images?q=Pistacia...8&start=20&sa=N

<a name=TreePomegranate?>2.5.12. Tree33: TreePomegranate?</a>—Punica granatum

<a name=TreeWeepingWillow?>2.5.13. Tree34: TreeWeepingWillow?</a>—Salix Babylonica

<a name=TreeWhitePoplar?>2.5.14. Tree35: TreeWhitePoplar?</a>—Populus alba

<a name=TreeApple?>2.5.15. Tree36: TreeFruitApple?</a>

<a name=TreePear?>2.5.16. Tree37: TreeFruitPear?</a>

<a name=TreeGrapeVine?>2.5.17. Tree38: TreeFruitGrapeVine?</a>

<a name=ForestFloorDeadTree?>2.6. ForestFloor6: DeadTree?</a>

  • Available Alternate:
  • Dead trees may be randomly mixed into any appropriate Forest Floor Terrain as a specified percentage.

<a name=TreeDeadSinglePalmTrunk?>2.6.1. Tree39: TreeDeadSinglePalmTrunk?</a>

  • Remarks: No fronds.
  • References: -

<a name=TreeDeadMultiplePalmTrunks?>2.6.2. Tree40: TreeDeadMultiplePalmTrunks?</a>

  • Remarks: No fronds.
  • References: -

<a name=TreeDeadConifer?>2.6.3. Tree41: TreeDeadConifer?</a>

  • Remarks: No needles.
  • References: -

<a name=TreeDeadLeafed?>2.6.4. Tree42: TreeDeadLeafed?</a>

  • Variants:
  • DeadLeafedTree1 (large spreading 1).
  • DeadLeafedTree2 (large spreading 2).
  • DeadLeafedTree3 (tall columnar).
  • DeadLeafedTree4 (tall pyramidal).
  • DeadLeafedTree5 (large spreading lightening-struck-split scorched).
  • DeadLeafedTree6 (wind broken half trunk/branches fallen over to ground).
  • Remarks: No leaves.
  • References: -

List: Entities: Nature: Geological

GEOLOGICAL OBJECTS

Geological Objects consist of three categories:

  • Rocks consumable for the Stone resource;
  • Ore deposits consumable for the Ore resource;
  • Other objects which are not consumable.

List: Entities: Nature: Geological: Minerals

  1. CONSUMABLE STONE

Rock sizes may differ depending on the artwork for the object but all contain the same amount of resource to be harvested. The amount is based on twice that which is in AoK: 1400 Stone for boulders, and 700 Stone for all other gatherable rock objects.

Stones

  • In variable number clusters at base of gray granite rock cliff or base of any slope, occasionally as an individual rock poking itself up from flat terrain.
  • As grouped outcrop of rugged rocks on a hilltop or slope.
  • In variable number clusters at base of brown limestone rock cliff or base of slope.
  • Occasionally as an individual rock poking itself up from flat terrain.
  • As grouped outcrop of rugged rocks on a hilltop or slope.
  • As occasional flat or tilted (up-thrust) slab(s) in arid lands.
  • Sandstone rocks http://images.google.com/images?sourceid=n...sandstone+rocks
  • Sandstone http://images.google.com/images?hl=en&lr=&...G=Google+Search

http://images.google.com/imgres?imgurl=www...-8%26oe%3DUTF-8

Boulders

  1. CONSUMABLE ORE

Each smear of glitter (representing an ore deposit) occupies one tile. The gatherable resource amount is based on twice that of AoK: 1600 Ore for each ore body. Bright, sparkling golden smears, lying flat on the terrain. Such ore deposits can appear on hillsides, at the base of cliffs, and on river banks. Since ore deposits are effectively a texture over the existing terrain mesh, once the resource object is exhausted, the ore seam texture is replaced with a conventional texture for this terrain type.

Ore Gravel

  • Gravel bed associated with wet or dry watercourse.

http://www.winstoneaggregates.co.nz/kestra...matangpics.html

Ore Seam Vein

  • Exposed veins as eroded patches on sloped terrain.

http://www.gsf.fi/explor/gold/images/kuusa...naho_fig32d.jpg

List: Entities: Nature: Geological: Other

  1. OTHER GEOLOGICAL OBJECTS

These objects are not consumable as resources and serve the purpose of eye-candy integral to the terrain of the map world. They sometimes define zones on the terrain.

3.1. Other Rock Objects

Beach Pebbles

River Stones

3.2. Mountain Peaks

Note: Mountain Peaks are normally scripted to be placed atop either Midlands or Highlands ‘peaks’ (unless otherwise specified) where they provide for ‘eye candy’ on the map. They cannot be traversed, prohibiting passage to units. Therefore, no trees/forests that appear on mountain peaks can be harvested for Wood.

Crater Lake Volcano

Fumarole

Mesa

Snowy Top Peak

and http://www.west.net/~intoafr/kilamanjarofull.jpg

Forested Peak

Crag

Pinnacle

Smoking Volcano 1

and http://images.google.com/images?hl=en&lr=&...G=Google+Search

Smoking Volcano 2

and http://images.google.com/images?hl=en&lr=&...G=Google+Search

3.3. FLOATING SEA ICE

Ice Floe Flat

Iceberg

3.4. SETTLEMENT

  • Availability: On any map except game types Migration and Emigration.
  • Variants: (1 per map biome category.)
  • Alpine.
  • Temperate.
  • Steppe.
  • Mediterranean.
  • Savanna.
  • Desert.
  • Semi-Arid.
  • Polar.
  • Tropic.
  • Footprint: 5x5.
  • Remarks:
  • Graphically represented by a 'water hole' surrounded by a few objects and plants to define its limits.
  • Is a Special Utility Object in that as a gaia object it can be 'taken over' and and built over to erect a Civ Centre on the site, and while the Civ Centre may itself be destroyed on that site, another may be yet built atop the Settlement, ad infinitum.
  • One Settlement is scripted to each Province area within the Civ Territory of every Civ player on a map, except within the Province housing the starting Civ Centre.
  • Settlement underlying Civ Centre remains a gaia object, thus 'ownership' by civ players may change in accordance with the rules for capture, destruction, rebuild/repair, during the course of a game session (does not apply to Migration and Emigration game maps as no Settlement underlies a Civ Centre which may be built anywhere consistent to terrain restriction imposed upon structures).
  • Reference:
  • \"Well\" Settlement(Michael Hafer)
  • \"Oasis\" Settlement (Michael Hafer)

List: Entities: Nature: Special

SPECIAL OBJECTS

  1. SPECIAL OBJECT LISTING

This listing is comprehensive, but not intended as an inclusive listing of all objects to be added; merely a baseline representation of the kind of objects the Art Department will need to develop.

*Arrow 1 (complete, eye candy) *Arrow 2 (broken, eye candy) *Artifact Stone Head (godhead, eye candy) *Artifact Stone Stele (inscribed, eye candy) *Axe (single-bit, hand tool, eye candy) *Banner 1 (SPQR, eye candy) *Banner 2 (Carthaginians motiff, eye candy) *Banner 3 (Celts motiff, eye candy) *Banner 4 (Hellenes motiff, eye candy) *Banner 5 (Iberians motiff, eye candy) *Banner 6 (Persians motiff, eye candy) *Basket 1 (large woven grain storage, eye candy) *Basket 2 (medium woven dried food storage, eye candy) *Basket 3 (small woven seed storage, eye candy) *Barrel 1 (large wood-staves 3-metal bands, eye candy) *Barrel 2 (small wood-staves 2-metal bands, eye candy) *Bridge Section 1 (walkable, indestructable, crossable, 'left hand' approach) *Bridge Section 2 (walkable, indestructable, crossable, 'right hand approach) *Bridge Section 3 (walkable, destructable, crossable, modified arch centre-span) *Bridge Section 4 (walkable, destructable, crossable, boat based centre-span) *Burned-out Campfire (blackened, eye candy) *Burning Torch Pole (flaming, illuminates SoD/FoW within LOS-TBD, animated, eye candy, restricted use to campaign/scenario) *Campfire (burning, smoke wisp rising, animated, eye candy, restricted use to campaign/scenario) *Cart 1 (2-wheeled, eye candy) *Cart 2 (4-wheeled, eye candy) *Construction Site Large (eye candy) *Construction Site Medium (eye candy) *Construction Site Small (eye candy) *Construction Site X-Large (eye candy) *Crate 1 (large wooden, eye candy) *Crate 2 (medium wooden, eye candy) *Crate 3 (small wooden, eye candy) *Destructed Structure 1 (eye candy) *Destructed Structure 2 (eye candy) *Fence Stone (low running 'bond', destructible, eye candy) *Fence Wood 1 (post & rails, destructible, eye candy) *Fence Wood 2 (palisade, destructible, eye candy) *Fountain 1 (simple, pool at base, rising & falling cone of water, animated, destructible, eye candy) *Fountain 2 (pool at base, 2-tiered, tiers of falling water, animated, destructible, eye candy) *Grave Marker 1 (headstone, eye candy) *Grave Marker 2 (sepulcher, eye candy) *Grave Marker 3 (upended spear stuck in ground with helmet atop, shield atop mound at foot, tufts of grass grown about, eye candy) *Hangman's Tree (dead body suspended head in noose--not a consumable, eye candy) *Monument 1 (Carthaginians motif-TBD, destructible, eye candy) *Monument 2 (Celtic motif-TBD, destructible, eye candy) *Monument 3 (Hellenes motif-TBD, destructible, eye candy) *Monument 4 (Iberians motif-pedestal with reclining bull mounted atop, destructible, eye candy) *Monument 5 (Persians motif-TBD, destructible, eye candy) *Monument 6 (Romans motif-TBD, destructible, eye candy) *Pick (hand tool, eye candy) *Raft (eye candy) *Revealer (?????, restricted use to campaign/scenario) *Shield 1 (round, eye candy) *Shield 2 (long oval, eye candy) *Shield 3 (long rectangular, eye candy) *Shipwreck 1 (broken hull upright warship, eye candy) *Shipwreck 2 (broken hull upright merchantman, eye candy) *Shipwreck 3 (warship storm-damaged-broken lieing on side keel exposed, eye candy) *Shipwreck 4 (merchantman holed and hung on 'rocks' with flotsam, eye candy) *Shipwreck 5 (warship multiple-holed by ramming on beach abandoned, eye candy) *Spade (hand tool, eye candy) *Skeleton 1 (complete, eye candy) *Skeleton 2 (dismembered, eye candy) *Skull on Spear (spearhead stuck into ground, eye candy) *Smoke (rising from forest, animated, eye candy, restricted use to campaign/scenario) *Spear 1 (complete, eye candy) *Spear 2 (broken, eye candy) *Statue 1 (Carthaginians motif-TBD, destructible, eye candy) *Statue 2 (Celts motif-TBD, destructible, eye candy) *Statue 3 (Hellenes motif-TBD, destructible, eye candy) *Statue 4 (Iberians motif-TBD, destructible, eye candy) *Statue 5 (Persians motif-TBD, destructible, eye candy) *Statue 6 ((Romans motif-TBD, destructible, eye candy) *Sword (eye candy) *Vase 1 (wine amphora, tall cylinder, topped, eye candy) *Vase 2 (olive oil amphora, medium squat cylinder, topped, eye candy) *Vase 3 (water jug, open top, eye candy) *Water Well ('town' supply w/bucket, destructible, eye candy) *Waypoint Flag (on staff, has characteristic of LOS illumination of SoD or FoW for some distance TBD peripherally, restricted use to campaign/scenario)

List: Entities: Player: Structures

STRUCTURE CLASSES

Building Hierarchy

VILLAGE PHASE

Civic Centre (Village Centre=>Town Centre=>City Centre) Requirements: Settlement. Footprint: 5x5. LOS: 1. Housing: +10. Garrison: 15 (Foot, Support). 5 propped (Ranged Infantry) and attack opponents in range. Train: => 1 Hacker Infantry, 1 Ranged Infantry, 1 Cavalry (unit depends on civ). => Female Citizen. Advancement: => Upgrade to Town Centre (requires 2 different Village production structures: Farmstead, Mill or Village Centre). => Upgrade to City Centre (requires 2 different Town production structures: Barracks, Market, Temple or Dock). Special: => 1 per Province. => Must be built on a Settlement. => If destroyed, Settlement site is revealed. => A player cannot build or gather in a Province unless he has a Village Centre on the Settlement for that Province (adjustable at Session Creation).

House Requirements: Village Centre. Footprint: 2x2. LOS: 1. Housing: +5.

Farmstead Requirements: Village Centre Footprint: 3x3 Farmstead; 2 6x3 Lots; 2 3x6 Lots. LOS: 1. Housing: +5. Garrison: 5 (Foot, Support). Special: => 2 per Province. => Vacant Lots appear at positions around it as long as they're not obstructed. Field Requirements: Farmstead. Footprint: 3x6/6x3. LOS: 0. Garrison: 1 (Infantry Citizen Soldier, Female Citizen). All propped and perform gather animation. Production: Special: => Must be built on Vacant Lot. => Infinite supply. => Garrisoned units "gather" to generate Food. => Decays if left unattended (ungarrisoned) for a while. Corral Requirements: Farmstead. Footprint: 3x6/6x3. LOS: 0. Garrison: 6 (Herdable animals). All propped and perform idle/graze animation. Production: Special: => Must be built on Vacant Lot. => Infinite supply. => Garrisoned units "gather" to generate Food. => Garrisoned animals do not fatten.

Mill Requirements: Village Centre. Footprint: 3x3. LOS: 1. Special: => "Gather" Aura: Infantry Citizen Soldiers can only gather Wood, Stone and Ore from objects that are in range of this Aura. Aura covers 9 tile radius, and affects a maximum of 8 Infantry Citizen Soldiers at a time.

Outpost Requirements: Village Centre. Footprint: 1x1. LOS: 2. Garrison: 3 (Ranged Infantry). All propped and attack opponents in range. Wall Requirements: Village Centre. Footprint: 1x1. LOS: 1. Special: => Can be built in shallows. Tower Requirements: Unbroken wall of specified length. Footprint: 1x1. LOS: 1. Garrison: 5 (Ranged Infantry). All propped and attack opponents in range. Special: => Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 7 segments. Gate (Upgrade) Requirements: Unbroken wall of specified length. Footprint: 1x2. LOS: 1. Special: => Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 5 segments. => Gate opens to allow passage of player and allied units. Has Lock ability (to lock the Gate open or closed). TOWN PHASE

Dock Requirements: Town Centre. Footprint: 4x4. LOS: 1. Housing: +15. Train: Merchantman, Bireme, Trireme, Quinquereme. Special: => 1 per Province. => Must be built on shoreline. => Merchantmen use them as waypoints in trade route.

Market Requirements: Town Centre. Footprint: 4x4. LOS: 1. Housing: +10. Garrison: 10 (Traders). No prop points. Train: Trader. Special: => 1 per Province. => Traders use them as waypoints in trade route. => Has special market interface to barter resources.

Barracks Requirements: Town Centre. Footprint: 4x4. LOS: 1. Train: => Infantry Swordsman, Infantry Spearman, Infantry Javelinist, Infantry Archer, Infantry Slinger. => Cavalry Swordsman, Cavalry Spearman, Cavalry Javelinist, Cavalry Archer. => Onager, Ballista, Ram. Special: => 2 per Province by default (adjustable at Session Creation).

Temple Requirements: Town Centre. Footprint: 3x3. LOS: 1. Housing: +5. Train: => Healer. Special: => "Heal" Aura regenerates health of nearby damaged organic units.

CITY PHASE

Fortress Requirements: City Centre. Footprint: 5x5. LOS: 1. Housing: +20. Garrison: 30 (Foot, Mounted, Support). 10 (Ranged Infantry) and attack opponents in range. Train: => Super Infantry Unit, Super Cavalry/Siege? Unit. => Hero1, Hero2, Hero3. CODE

<Entity Tag="Name of Entity." Parent="Entity's Parent."

It uses this Actor. <Actor

primary="Primary Actor name."

</Actor>

<Actions>

It can train/research these units and techs. <Create

entitylist="List of entity tags it can train." techlist="List of tech tags it can research." construct="Modifier to the default rate of construction, if needed."

</Create>

This gives the Market a resource-trading interface. <Barter

foodratio="1 (1:1 ratio for Food.)" woodratio="2 (2:1 ratio for Wood.)" stoneratio="2 2:1 ratio for Stone.)" oreratio="4 (4:1 ratio for Ore.)"

</Barter>

Gates have a Lock ability to lock the Gate open or closed. <Lock></Lock> </Actions>

<Traits>

<Id

specific="Specific name of structure (civ version)." generic="Generic name of structure (class version)." civ="List of civilisations that can create this structure." civ_code="4-character codes of civilisations that can create this structure." class1="Primary class: structure." class2="Secondary class: eg norm." class3="Tertiary class: eg military." icon="Icon name for structure's portrait." rollover="Localised rollover text for GUI description." history="History paragraph for GUI description." type="Additional descriptor categories for structure." version="Version number." internal_only="false" type.structure="true" type ... etc (ranked, personal, personal1, and personal2 are presumably not used for structures, since they don't have random names or gain promotions)

</Id> It has this ability to resist damage. <Armour

value="Armour value." crush="Crush percentage." hack="Hack percentage." pierce="Pierce percentage."

</Armour>

A couple of structures use Auras eg Mills create a Gather area, Temples heal. <Aura

name="Name of the Aura (localised)." affects="List of entity tags or groups affected by this Aura." allegiance="List of player groups affected by this Aura." radius="Size of Aura range." time="Time target must stay in Aura before effect occurs." cooldown="Time to wait before starting the timer for another target." hitpoints="Target can't have more than this percentage of its hitpoints." duration="How long the effect will remain on the target once applied."

</Aura>

Specify the logic of the Aura effect under the condition that it occurs. <event on="AuraTime?" ![CDATA[

Scripting goes here.

]]></event> These are the constraints under which the structure can be built. <Creation

costfood="How much Food it will cost to build." costore="How much Wood it will cost to build." coststone="How much Stone it will cost to build." costwood="How much Wood it will cost to build." phase="The player must upgrade to this phase before he can build it." req="List of other entities that must be created before he can build it." time="Time it takes to build it." distance="Structure cannot be built further than this distance from another player structure (used in certain game modes)." limit="Player cannot have more than this number of this structure per Civ Centre." location="The structure can only be built upon an entity of this type (eg Civ Centre on Settlement). They should have the same footprint size." zvariance="Degree of terrain height variance permissible for the structure to be built at this location." paintplacement="If true, a placement footprint cursor appears and a valid location must be selected before creation can commence." buildclear="If true, clears all entities in the footprint when entity is placed." flattensterrain="If true, when placed, this entity flattens the terrain it sits on." placeanywhere="If true, ignores collision boundaries and can be built on anything."

</Creation>

Units can be garrisoned and propped. <Garrison

list="List of entity types that can garrison." capacity="Number of entities that can garrison." ejecthealth="All entities ungarrisoned and no more can be garrisoned until repaired if the structure is damaged to this percentage." proppoints="List of prop nodes in the model that entities can occupy to be visible when garrisoned." proplist="List of entities that can appear at prop points." autogarrison="List of entity types that will garrison in this entity when Town Bell is rung."

</Garrison>

Specify the effects applied to garrisoned units. <event on="GarrisonEnter?" ![CDATA[

Regeneration rate is increased +1. ev.target.health.regen++;

]]></event> <event on="SocketEnter?" ![CDATA[

If garrisoned unit is at a prop point,

His LOS and attack range is +1. ev.target.traits.vision.los++; ev.target.traits.attack.range++; His armour is +2. ev.target.traits.armour.value = ev.target.traits.armour.value+2;

]]></event> Occurs when structure is ungarrisoned. <event on="GarrisonEmpty?" ![CDATA[

Reduce current hitpoints until structure is regarrisoned or destroyed. ev.entity.traits.health.hpcurr--;

]]></event> Structure can take this much damage. <Health

curr="Structure's current hitpoints." hitpoints="Structure's maximum hitpoints." decay="Rate of hitpoint decay." vacant="Hitpoints decay if left unattended for this time." nohpbar="If true, no hitpoint bar."

</Health>

Quantity of resources received in plunder when destroying this structure. <Loot

food="Resources received in plunder." wood="Resources received in plunder." stone="Resources received in plunder." ore="Resources received in plunder." up="Number of upgrade points to give when destroyed."

</Loot>

How is this structure represented on the Mini-Map? <MiniMap?

red="Minimap RGB red value." green="Minimap RGB green value." blue="Minimap RGB blue value." class="Minimap class (typically Structure)."

</MiniMap?>

How much housing the structure adds to population limit. <Population

add="Number of housing points to add to Population Limit."

</Population>

Quantity of contained resources for eg Fields. <Supply

curr="Current supply." supply="Maximum quantity of Supply." initial="Initial supply when first created (if doesn't start at max)." regen="Rate of supply regeneration." type="Supply resource." subtype="Subtype of supply resource, if appropriate." decay="Rate of supply decay." vacant="Supply decays if left unattended for this time." lootondeath="Percentage of current supply is added to Resource Pool of destroyer."

</Supply>

Structures don't tend to transform into others, but can earn others upgrade points when destroyed. <Transform

newentity="Entity name of other structure to become." food="Amount of Food to upgrade to new entity." wood="Amount of Wood to upgrade to new entity." stone="Amount of Stone to upgrade to new entity." ore="Amount of Ore to upgrade to new entity." time="Amount of Time to upgrade to new entity." req="List of required entities to upgrade to new entity." phase="Phase required to upgrade to new entity."

</Transform>

The structure's visibility. <Vision

LOS="1"

</Vision>

</Traits>

</Entity>

List: Entities: Player: Units 1 of 5 (Infantry)

UNITS ¦¦¦¦ = all ¦¦¦? = high ¦¦?? = medium ¦??? = low ???? = none

INFANTRY CITIZEN SOLDIERS Infantry Swordsman

Id.Class2: Infantry Id.Class3: Melee Id.Type: UnitFoot?; UnitNonMechanical?; UnitWorker?; UnitMilitary?; UnitInfantry?; UnitCitizenSoldier?; UnitMelee?; UnitSwordsman?; FootSword?; Armour.Crush: ¦¦¦? Armour.Hack: ???? Armour.Pierce: ¦??? Armour.Value: ¦¦?? Attack.Crush: ???? Attack.Damage: ¦??? Attack.Hack: ¦¦¦¦ Attack.Pierce: ???? Attack.Speed: ¦¦?? Attack.Primary: FootSpear? Attack.Secondary: FootJav? Create.Construct: ¦??? Create.CostFood?: ¦¦?? Create.CostOre?: ¦¦?? Create.EntityList?: structure; field; corral; Create.Phase: town (or village, depends on civ) Formation.Category: melee Formation.Type: box; column_c; column_o; line_c; line_o; flank; Gather.Speed: ¦¦¦? Health.Hitpoints: ¦¦?? Health.Regen: ¦??? Move.Speed: ¦??? Population.Sub: 1 Repair.Rate: ¦??? Vision.LOS: ¦??? Special: Experience;

History: Weapon is basically a developed sickle. Probably from the club, to the axe, to the sickle to the sword. It was the Romans who used them to combat the long range of the sarissa. Their spears were so long they had to use two hands to wield them. In a formation they were almost impossible to maneouvre. If flanked, they were easily cut down by a sword as demonstrated by the Romans at the battle of Cynoscephalae. Generally swordsmen were well armoured, had shields, and tended to be nobles. A good sword was an expensive weapon. Infantry Spearman

Id.Class2: Infantry Id.Class3: Melee Id.Type: UnitFoot?; UnitNonMechanical?; UnitWorker?; UnitMilitary?; UnitInfantry?; UnitCitizenSoldier?; UnitMelee?; UnitSpearman?; FootSpear?; Armour.Crush: ¦¦¦? Armour.Hack: ¦??? Armour.Pierce: ¦??? Armour.Value: ¦¦?? Attack.Crush: ???? Attack.Damage: ¦??? Attack.Hack: ¦¦¦? Attack.Pierce: ¦??? Attack.Speed: ¦¦?? Attack.Primary: CavSword? Attack.Secondary: CavSpear? Create.Construct: ¦??? Create.CostFood?: ¦¦?? Create.CostOre?: ¦¦?? Create.CostWood?: ¦??? Create.EntityList?: structure; field; corral; Create.Phase: town (or village, depends on civ) Formation.Category: melee Formation.Type: box; column_c; column_o; line_c; line_o; flank; Gather.Speed: ¦¦¦? Health.Hitpoints: ¦¦?? Health.Regen: ¦??? Move.Speed: ¦??? Population.Sub: 1 Repair.Rate: ¦??? Vision.LOS: ¦??? Special: Experience;

History: Probably one of the most primitive units in the game. Fighting with a sharp object at the end of the pole didn’t require a lot of technology to develop. It also allowed the human to distance themselves from their attacker. As time passed the spears got longer and longer. Started with a fighting style similar to using a quarterstaff, then to using them in numbers as a ‘pin cushion’ vs. humans (sarissa in a phalanx). Later it was developed to combat cavalry. During the medieval period it evolved to the pike. These units tended to be armoured as heavily as possible. Infantry Javelinist

Id.Class2: Infantry Id.Class3: Ranged Id.Type: UnitFoot?; UnitNonMechanical?; UnitWorker?; UnitMilitary?; UnitInfantry?; UnitCitizenSoldier?; UnitRanged?; UnitJavelinists?; FootJav?; Armour.Crush: ¦¦¦? Armour.Hack: ¦??? Armour.Pierce: ¦??? Armour.Value: ¦??? Attack.Accuracy: ¦¦?? Attack.Crush: ???? Attack.Damage: ¦??? Attack.Hack: ¦¦?? Attack.Pierce: ¦¦?? Attack.Range: ¦??? Attack.Speed: ¦¦?? Attack.Primary: FootSpear? Attack.Secondary: CavArch? Create.Construct: ¦??? Create.CostFood?: ¦??? Create.CostOre?: ¦??? Create.CostWood?: ¦¦?? Create.EntityList?: structure; field; corral; Create.Phase: town (or village, depends on civ) Formation.Category: ranged Formation.Type: box; column_c; column_o; line_c; line_o; flank; skirmish; Gather.Speed: ¦¦¦? Health.Hitpoints: ¦¦?? Health.Regen: ¦??? Move.Speed: ¦¦?? Population.Sub: 1 Repair.Rate: ¦??? Vision.LOS: ¦¦?? Special: Experience;

History: These were the skirmishers. These lightly armoured units would advance quickly, throw a hail of javelins and then retreat back to their ranks. Grab another spear and repeat. They would do well against any unit that wasn’t wearing proper armour, but more poorly if they fought hand to hand vs a well armoured unit. They didn’t always have to thow their spears either. They used these light small spears in hand to hand similar to a quarterstaff. Also note that the development of the pilum was a key transition. This pilum was a weapon with a long steel shaft that would sink into a shield, nearly impossible to remove. This rendered the shield useless. They also weighted and balanced them to make them accurately hit with a punch. Infantry Archer

Id.Class2: Infantry Id.Class3: Ranged Id.Type: UnitFoot?; UnitNonMechanical?; UnitWorker?; UnitMilitary?; UnitInfantry?; UnitCitizenSoldier?; UnitRanged?; UnitArchers?; FootArch?; Armour.Crush: ¦¦¦? Armour.Hack: ¦??? Armour.Pierce: ¦??? Armour.Value: ¦??? Attack.Accuracy: ¦??? Attack.Crush: ???? Attack.Damage: ¦??? Attack.Hack: ???? Attack.Pierce: ¦¦¦? Attack.Range: ¦¦?? Attack.Speed: ¦??? Attack.Primary: FootSword? Attack.Secondary: CavSpear? Create.Construct: ¦??? Create.CostFood?: ¦??? Create.CostOre?: ¦??? Create.CostWood?: ¦¦¦? Create.EntityList?: structure; field; corral; Create.Phase: town (or village, depends on civ) Formation.Category: ranged Formation.Type: box; column_c; column_o; line_c; line_o; flank; skirmish; Gather.Speed: ¦¦¦? Health.Hitpoints: ¦¦?? Health.Regen: ¦??? Move.Speed: ¦¦?? Population.Sub: 1 Repair.Rate: ¦??? Vision.LOS: ¦¦?? Special: Experience;

History: They tended to be lightly armoured. They usually only participated in the first stage of a battle, sending a volley of arrows raining down the enemy. Of course they would have to stop shooting once the melee units closed in. This means their job was largely over once the ‘true battle’ was underway. They spent hours training with a bow, but if you were hit by an arrow it was more likely an act of random chance than being specifically targeted by an archer. Infantry Slinger

Id.Class2: Infantry Id.Class3: Ranged Id.Type: UnitFoot?; UnitNonMechanical?; UnitWorker?; UnitMilitary?; UnitInfantry?; UnitCitizenSoldier?; UnitRanged?; FootSling?; Armour.Crush: ¦¦¦? Armour.Hack: ???? Armour.Pierce: ???? Armour.Value: ¦??? Attack.Accuracy: ¦¦?? Attack.Crush: ¦¦¦? Attack.Damage: ¦??? Attack.Hack: ???? Attack.Pierce: ¦??? Attack.Range: ¦??? Attack.Speed: ¦¦?? Attack.Primary: (None) Attack.Secondary: (None) Create.Construct: ¦??? Create.CostFood?: ¦??? Create.CostStone?: ¦??? Create.EntityList?: structure; field; corral; Create.Phase: town (or village, depends on civ) Formation.Category: ranged Formation.Type: box; column_c; column_o; line_c; line_o; flank; skirmish; Gather.Speed: ¦¦¦? Health.Hitpoints: ¦¦?? Health.Regen: ¦??? Move.Speed: ¦¦¦? Population.Sub: 1 Repair.Rate: ¦??? Vision.LOS: ¦¦?? Special: Experience;

History: They were amazing shots with their slings. They used choice rocks, and often specifically created ‘shot’ made from lead. They could pierce armour at close distances. They were lightly armoured because they needed the mobility in their arm regions. They could be outfitted with little expense. Because the slinger is the odd one out in the RPS dynamic, he'll be the jack of all trades, and master of none. The wild card. He has no particular advantage against any other unit class, but neither is he vulnerable to any particular counter-unit. A general-purpose unit, he doesn't have the long term advantages of the specialists, but in times of need and in significant numbers, he can be used to quickly bolster a weakened force or repel an incoming attack, for example.

List: Entities: Player: Units 2 of 5 (Cavalry)

UNITS

¦¦¦¦ = all ¦¦¦? = high ¦¦?? = medium ¦??? = low ???? = none CAVALRY CITIZEN SOLDIERS

Cavalry Swordsman Id.Class2: Cavalry Id.Class3: Melee Id.Type: UnitMounted?; UnitNonMechanical?; UnitMilitary?; UnitCavalry?; UnitCitizenSoldier?; UnitMelee?; UnitSwordsman?; CavSword?; Armour.Crush: ¦¦¦? Armour.Hack: ¦??? Armour.Pierce: ¦??? Armour.Value: ¦¦?? Attack.Crush: ???? Attack.Damage: ¦??? Attack.Hack: ¦¦¦¦ Attack.Pierce: ???? Attack.Speed: ¦¦?? Attack.Primary: UnitSupport? Attack.Secondary: FootArch? Create.CostFood?: ¦¦¦? Create.CostOre?: ¦¦¦? Create.Phase: town (or village, depends on civ) Formation.Category: melee Formation.Type: box; column_c; column_o; line_c; line_o; flank; Gather.Speed: ¦¦¦? Health.Hitpoints: ¦¦?? Health.Regen: ¦??? Move.Speed: ¦¦?? Population.Sub: 2 Vision.LOS: ¦??? Special: Experience; History: Fighting from horseback with a sword is a tricky thing to do. This required usage of a sword that was longer than the typical infantry sword. One needed a good reach to attack from the height of a horse. If you were without spear (the ideal weapon of choice) it was probably because you needed your hands free to do other tasks such as riding hard and fast. It wasn’t uncommon for the men to dismount and attack from foot if they were armed with only a sword.

Cavalry Spearman Id.Class2: Cavalry Id.Class3: Melee Id.Type: UnitMounted?; UnitNonMechanical?; UnitMilitary?; UnitCavalry?; UnitCitizenSoldier?; UnitMelee?; UnitSpearman?; CavSpear?; Armour.Crush: ¦¦¦? Armour.Hack: ¦??? Armour.Pierce: ¦??? Armour.Value: ¦¦?? Attack.Crush: ???? Attack.Damage: ¦??? Attack.Hack: ¦¦¦? Attack.Pierce: ¦??? Attack.Speed: ¦¦?? Attack.Primary: FootSword? Attack.Secondary: FootJav? Create.CostFood?: ¦¦¦? Create.CostOre?: ¦¦?? Create.CostWood?: ¦??? Create.Phase: town (or village, depends on civ) Formation.Category: melee Formation.Type: box; column_c; column_o; line_c; line_o; flank; Gather.Speed: ¦¦¦? Health.Hitpoints: ¦¦?? Health.Regen: ¦??? Move.Speed: ¦¦?? Population.Sub: 2 Vision.LOS: ¦??? Special: Experience; History: This was the weapon of choice from horseback. This was the unit that would eventually evolve to the medieval knight (after heavy influence by the Sarmartians and their lances). Infantry were an easy kill; just ride them down and skewer them with your stick and its point on the end. As with all cavalry – it was only the rich and the nobles who were able to fight from horseback due to the cost of owning such a beast.

Cavalry Javelinist Id.Class2: Cavalry Id.Class3: Ranged Id.Type: UnitMounted?; UnitNonMechanical?; UnitMilitary?; UnitCavalry?; UnitCitizenSoldier?; UnitRanged?; UnitJavelinists?; CavJav?; Armour.Crush: ¦¦¦? Armour.Hack: ¦??? Armour.Pierce: ¦??? Armour.Value: ¦¦?? Attack.Accuracy: ¦¦?? Attack.Crush: ???? Attack.Damage: ¦??? Attack.Hack: ¦¦?? Attack.Pierce: ¦¦?? Attack.Range: ¦??? Attack.Speed: ¦¦?? Attack.Primary: FootArch? Attack.Secondary: CavSword? Create.CostFood?: ¦¦?? Create.CostOre?: ¦??? Create.CostWood?: ¦¦?? Create.Phase: town (or village, depends on civ) Formation.Category: ranged Formation.Type: box; column_c; column_o; line_c; line_o; flank; skirmish; Gather.Speed: ¦¦¦? Health.Hitpoints: ¦¦?? Health.Regen: ¦??? Move.Speed: fast Population.Sub: 2 Vision.LOS: ¦¦?? Special: Experience; History: The javelins thrown from a horse’s back were probably 3 at most. The idea was to quickly advance with 3 in hand, then throw them all. After you had done that it was time to switch to your secondary weapon which was usually a spear or a sword. However, in the game - these units will only have ranged attack.

Cavalry Archer Id.Class2: Cavalry Id.Class3: Ranged Id.Type: UnitMounted?; UnitNonMechanical?; UnitMilitary?; UnitCavalry?; UnitCitizenSoldier?; UnitRanged?; UnitArchers?; CavArch?; Armour.Crush: ¦¦¦? Armour.Hack: ¦??? Armour.Pierce: ¦??? Armour.Value: ¦¦?? Attack.Accuracy: ¦??? Attack.Crush: ???? Attack.Damage: ¦??? Attack.Hack: ???? Attack.Pierce: ¦¦¦? Attack.Range: ¦¦?? Attack.Speed: ¦??? Attack.Primary: CavJav? Attack.Secondary: UnitRanged? Create.CostFood?: ¦¦?? Create.CostOre?: ¦??? Create.CostWood?: ¦¦¦? Create.Phase: town (or village, depends on civ) Formation.Category: ranged Formation.Type: box; column_c; column_o; line_c; line_o; flank; skirmish; Gather.Speed: ¦¦¦? Health.Hitpoints: ¦¦?? Health.Regen: ¦??? Move.Speed: fast Population.Sub: 2 Vision.LOS: ¦¦?? Special: Experience; History: A very rare unit in Part 1. It was used by the Persians, but it didn’t gain much traction until the Parthians, Huns, Mongols, and other people of the nomadic steeps introduced them to western Europe. This was the most effective unit on the battlefield for several hundred years until the well armoured knight came along. Therefore, this unit will gain much more prominence in Part 2.

List: Entities: Player: Units 3 of 5 (Support)

UNITS

¦¦¦¦ = all ¦¦¦? = high ¦¦?? = medium ¦??? = low ???? = none SUPPORT

Female Citizen Id.Class2: Support Id.Type: UnitFoot?; UnitNonMechanical?; UnitSupport?; UnitWorker?; Armour.Crush: ¦¦¦? Armour.Hack: ¦??? Armour.Pierce: ¦??? Armour.Value: ¦??? Create.Construct: ¦??? Create.CostFood?: ¦??? Create.EntityList?: farmstead; house; field; corral; Create.Phase: village Gather.Speed: ¦¦¦? Health.Hitpoints: ¦??? Health.Regen: ¦??? Move.Speed: ¦¦?? Population.Sub: 1 Vision.LOS: ¦¦?? Special: Allure Aura; Capturable (Cavalry); No Attack; No Repair; Greater Economic Attributes; History: Women in the ancient world took on a variety of roles - from leadership (Celts) to servant (Greeks). Women are hard workers, the economic backbone of any civilisation. In history, it was typical when all the males (capable of fighting) were killed for the females, children, and elderly to be sold as slaves. The Role of Women in the Ancient World

Trader Id.Class2: Support Id.Type: UnitFoot? (or UnitMounted?); UnitNonMechanical?; UnitSupport?; UnitTrade?; Armour.Crush: ¦¦¦? Armour.Hack: ¦??? Armour.Pierce: ¦??? Armour.Value: ¦??? Create.CostFood?: ¦??? Create.CostWood?: ¦??? Create.Phase: town Formation.Category: protected Formation.Type: box; column_c; column_o; Health.Hitpoints: ¦??? Health.Regen: ¦??? Move.Speed: ¦¦?? Population.Sub: 1 (or 2) Vision.LOS: ¦¦?? Special: LootOnDeath?; No Gather; No Repair; No Attack; Barter; Supply; Action.Trade (Patrols between Markets as trade routes); History: Trade was a very important part of ancient civilisation - effective trading and control of trade routes equaled wealth. Trade took place by many forms from foot to caravans to merchant ships. One of the most notorious examples of the power of trade was the Silk Road.

Healer Id.Class2: Support Id.Type: UnitFoot?; UnitNonMechanical?; UnitSupport?; Armour.Crush: ¦¦¦? Armour.Hack: ¦??? Armour.Pierce: ¦??? Armour.Value: ¦??? Create.CostFood?: ¦¦¦? Create.Phase: town Formation.Category: protected Formation.Type: box; column_c; column_o; line_c; line_o; flank; Heal.Rate: ¦??? Health.Hitpoints: ¦??? Health.Regen: ¦??? Move.Speed: ¦¦?? Population.Sub: 1 Vision.LOS: ¦¦?? Special: No Gather; Heal; No Gather; No Repair; No Attack; History: Medics/Healers? were not a 'normal' member of society in the ancient world. They were regarded as highly skilled or favoured by the gods. In some societies these figures took on a reverence and/or leadership in thier communities. Attending to community health issues wasn't just a job, but a lifestyle. Skills could include: medicine, nature studies, chemistry, mathematics, and politics to name a few.

List: Entities: Player: Units 4 of 5 (Siege)

UNITS

¦¦¦¦ = all ¦¦¦? = high ¦¦?? = medium ¦??? = low ???? = none SIEGE ENGINES

Onager Id.Class2: Mechanical Id.Class3: Siege Id.Type: UnitMechanical?; UnitSiege?; UnitRanged?; Armour.Crush: ¦??? Armour.Hack: ¦??? Armour.Pierce: ¦¦?? Armour.Value: ¦??? Attack.Accuracy: ¦¦?? Attack.Crush: ¦¦?? Attack.Damage: ¦¦¦? Attack.Hack: ¦¦?? Attack.Pierce: ¦¦?? Attack.Range: ¦¦?? Attack.Speed: ¦??? Attack.Primary: UnitCitizenSoldiers? Attack.Secondary: StructureDefensive? Create.CostOre?: ¦¦?? Create.CostStone?: ¦¦?? Create.CostWood?: ¦¦¦? Create.Phase: town Formation.Category: ranged Formation.Type: box; column_c; column_o; line_c; line_o; flank; Health.Hitpoints: ¦??? Move.Speed: ¦??? Population.Sub: 4 Special: Splash Damage;

Ballista Id.Class2: Mechanical Id.Class3: Siege Id.Type: UnitMechanical?; UnitSiege?; UnitRanged?; Armour.Crush: ¦??? Armour.Hack: ¦??? Armour.Pierce: ¦¦?? Armour.Value: ¦??? Attack.Accuracy: ¦??? Attack.Crush: ???? Attack.Damage: ¦¦¦? Attack.Hack: ¦¦?? Attack.Pierce: ¦¦?? Attack.Range: ¦¦¦? Attack.Speed: ¦??? Attack.Primary: UnitCavalry? Attack.Secondary: UnitInfantry? Create.CostOre?: ¦¦¦? Create.CostWood?: ¦¦?? Create.Phase: town Formation.Category: ranged Formation.Type: box; column_c; column_o; line_c; line_o; flank; Health.Hitpoints: ¦??? Move.Speed: ¦??? Population.Sub: 4 Special:

Ram Id.Class2: Mechanical Id.Class3: Siege Id.Type: UnitMechanical?; UnitSiege?; UnitMelee?; Armour.Crush: ¦??? Armour.Hack: ¦??? Armour.Pierce: ¦¦¦? Armour.Value: ¦¦¦? Attack.Crush: ¦¦¦? Attack.Damage: ¦¦¦? Attack.Hack: ???? Attack.Pierce: ???? Attack.Speed: ¦¦?? Attack.Primary: StructureDefensive? Attack.Secondary: Structure Create.CostOre?: ¦??? Create.CostWood?: ¦??? Create.Phase: town Formation.Category: ranged Formation.Type: box; column_c; column_o; line_c; line_o; flank; Health.Hitpoints: ¦¦¦? Move.Speed: ¦??? Population.Sub: 2 Special:

List: Entities: Player: Units 5 of 5 (Ships)

UNITS

¦¦¦¦ = all ¦¦¦? = high ¦¦?? = medium ¦??? = low ???? = none SHIPS Note: See the Visible Garrisoning quote under Traits.Garrison for details about garrisoned entities and the special behaviour of ships.

Merchant Ship Id.Class2: Mechanical Id.Class3: Ship Id.Type: UnitMechanical?; UnitShips?; Armour.Crush: ¦??? Armour.Hack: ¦??? Armour.Pierce: ¦¦?? Armour.Value: ¦??? Create.CostWood?: ¦¦?? Create.Phase: town Formation.Category: protected Formation.Type: box; column_c; column_o; line_c; line_o; Garrison.Capacity: 15; Garrison.EjectHealth?: 10%; Garrison.PropList?: Trader; UnitInfantry?; UnitHero?; Garrison.PropPoints?: (3); Garrison.Type: (All but ships:) UnitCitizenSoldier?; UnitSupport?; UnitSiege?; UnitSuper?; UnitHero?; Health.Hitpoints: ¦??? Move.Speed: ¦¦?? Special: Action.Trade between Docks when a Trader is aboard.

Light Warship Id.Class2: Mechanical Id.Class3: Ship Id.Type: UnitMechanical?; UnitWarShips?; UnitShips?; Armour.Crush: ¦??? Armour.Hack: ¦??? Armour.Pierce: ¦¦?? Armour.Value: ¦??? Attack.Crush: ¦¦¦¦ Attack.Damage: ¦??? Attack.Speed: ¦??? Attack.Primary: ships Create.CostOre?: ¦??? Create.CostWood?: ¦¦?? Create.Phase: town Formation.Category: melee Formation.Type: box; column_c; column_o; line_c; line_o; Garrison.Capacity: 20; Garrison.EjectHealth?: 10%; Garrison.PropList?: UnitInfantry?; UnitSiege?; UnitHero?; Garrison.PropPoints?: (4); Garrison.Type: UnitCitizenSoldier?; UnitSiege?; UnitSuper?; UnitHero?; Health.Hitpoints: ¦??? Move.Speed: ¦¦¦? Special: Ram Attack (Splash Damage);

Medium Warship Id.Class2: Mechanical Id.Class3: Ship Id.Type: UnitMechanical?; UnitWarShips?; UnitShips?; Armour.Crush: ¦??? Armour.Hack: ¦??? Armour.Pierce: ¦¦?? Armour.Value: ¦¦?? Attack.Crush: ¦¦¦¦ Attack.Damage: ¦¦?? Attack.Speed: ¦??? Attack.Primary: ships Create.CostOre?: ¦¦?? Create.CostWood?: ¦¦?? Create.Phase: town Formation.Category: melee Formation.Type: box; column_c; column_o; line_c; line_o; Garrison.Capacity: 25; Garrison.EjectHealth?: 10%; Garrison.PropList?: UnitInfantry?; UnitSiege?; UnitHero?; Garrison.PropPoints?: (8); Garrison.Type: UnitCitizenSoldier?; UnitSiege?; UnitSuper?; UnitHero?; Health.Hitpoints: ¦¦?? Move.Speed: ¦¦?? Special: Ram Attack (Splash Damage);

Heavy Warship Id.Class2: Mechanical Id.Class3: Ship Id.Type: UnitMechanical?; UnitWarShips?; UnitShips?; Armour.Crush: ¦??? Armour.Hack: ¦??? Armour.Pierce: ¦¦?? Armour.Value: ¦¦¦? Attack.Crush: ¦¦¦¦ Attack.Damage: ¦¦¦? Attack.Speed: ¦??? Attack.Primary: ships Create.CostOre?: ¦¦¦? Create.CostWood?: ¦¦¦? Create.Phase: town Formation.Category: melee Formation.Type: box; column_c; column_o; line_c; line_o; Garrison.Capacity: 30; Garrison.EjectHealth?: 10%; Garrison.PropList?: UnitInfantry?; UnitSiege?; UnitHero?; Garrison.PropPoints?: (12); Garrison.Type: UnitCitizenSoldier?; UnitSiege?; UnitSuper?; UnitHero?; Health.Hitpoints: ¦¦¦? Move.Speed: ¦??? Special: 1 per Civic Centre; Ram Attack (Splash Damage);

List: Maps: Intro

MAPS

Environmental Objects Workbook

More information in archived threads: Fauna Geological Plants Trees

  1. MAP SIZES

Diagram of Compared Map Sizes (Michael Hafer)

Terrain maps come in the following four sizes. The following numbers are based upon "tiles" as in AoK, but will ultimately use own system of scale once it is established. The important thing to note is that the players are receiving roughly the same area of real-estate as the map size increases. Again, the numbers are arbitrary and used for demonstration.

  • Small 144*144 tiles for a total of 20,736 tiles or 10,368 tiles per player (2).
  • Medium 176*176 tiles for a total of 30,976 tiles or 10,325 tiles per player (3).
  • Large 208*208 tiles for a total of 43,264 tiles or 10,816 tiles per player (4).
  • Huge 272*272 tiles for a total of 73,984 tiles or 12,331 tiles per player (6).

Here are the design interests on map size:

  • Small (normally a 2-player map): 2-6 Settlements.
  • Medium (normally a 3-player map): 2-9 Settlements.
  • Large (normally a 4-player map): 2-12 Settlements.
  • Huge (normally a 6-player map): 2-18 Settlements.

Note that the size of the map does not limit the number of players. 2-6 players can play on any map size.

With exception to Emigration and Nomadic game types, each map is required to have a minimum of one Settlement on the map in addition to a starting Civ Centre. Emigration game begins with only a single Civ Centre for each player. Nomadic game type maps have no starting Civ Centre). That is the base minimum (unless it is a custom scenario with a tactical objective). The host may then in his settings decide how many empty settlements he wants on the map (0-2 when the maximum number of people are playing the map). However, less players could potentially = more vacant settlements.

  1. MAP GENERATION

Representation of biome elevation profiles

Maps are either generated by a Random Map Script (RMS) or custom-built from scratch in the Scenario Editor (either using a randomly generated map as a starting point, or beginning with a blank land or water map).

Either way, a Scenario (map) is generated, which can then be saved and strung together into a Campaign.

2.1. Biomes in Random Map Scripts

The different types of Random Map Scripts each define a filtered packet of elevation meshes for land Lowlands, Midlands and Highlands and Ocean Floor, terrain textures, and geology, fauna and flora objects that portray certain geographical regions, called a biome. Elevation range, terrain textures, and environmental gaia objects are specified and standardised for 'regular' RMS map categories/types (See: paragraphs 3.1 through 3.9, below) to be developed and supplied with the game. Climate (type, severity, and likelihood of weather) is also factored into the biome.

Since the assets available in a Scenario are filtered by the Random Map Script, this reduces the number of assets that have to be loaded into the memory.

The scenario designer or map scriptor may also select up to 10 Special Objects from those available for inclusion in the design of a customised scenario or a customised RMS map (although Special Objects are not included in regularised RMS mapscript biomes).

However in the Scenario Editor, the player can filter by a particular biome, or pick and mix as he prefers (as long as the end result doesn't exceed maximum system requirements). Biome restrictions can also be disabled in the advanced settings of the Scenario Editor, but at risk of being unstable to the end user.

Users will also be able to create their own custom biome packs from custom created textures and gaia objects or from the developer's content.

A biome pack is assembled from:

Elevation Meshes

  • Primary Elevation - Typically alloted to land Lowlands--elevation basically at 'sea level' with only slight variation in rise and fall of the terrain mesh to +1 elevation. If Seasons are selected, terrain patch presentation may visually change dynamically.
  • Secondary Elevation - Typically alloted to land Midlands--elevation basically hilly terrain with moderate rise and fall of terrain mesh. If Seasons are selected, terrain patch presentation may visually change dynamically.
  • Tertiary Elevation - Typically alloted to land Highlands--elevation typically mountainous terrain with higher rise and fall of terrain mesh to approximately twice that of Secondary texture mesh. If Seasons are selected, terrain patch presentation may visually change dynamically.
  • Quaternary Elevation - Typically for Water textures--elevation essentially at 'sea level' unless scripted to fall amongst Midlands as lakes. In some instances if Seasons are selected, terrain patch(es) may change dynamically, e.g., water turns to solid ice that units may move on during Winter.

Terrain Textures

  • Land Terrain Texture - Specifies the principal textures that will be applied to 'open land' that is not covered by another texture type(s), typically Dirt, Grass, etc...
  • Water Color and Sub-Surface Texture - Typically specifies color and sub-surface terrain texture for oceans, lakes, and rivers. and lays the course on land terrains for rivers and streams at any elevations as may be defined as specified to a map category/type biome.
  • Beach Texture - Typically defining the division between Primary and Quaternary Texture though may in some instances present between Quaternary and either Secondary or Tertiary if those are scripted at some location to appear coadjacent to Quaternary; may also be scripted to appear coadjacent with River texture.
  • Intermediate Texture - Typically used to blend different gaia patches placed upon a texture as base terrains on land so that transition is pleasing to the eye.
  • Undergrowth Texture - Typically those Forest Floor texture(s) that are appropriate to map category/type with respect to elevation as specified. If Seasons are selected, undergrowth presentation may change dynamically.
  • Extra Texture - Provides for an additional Texture(s) to be scripted to Primary (Lowlands), or Seconday (Midlands), or Tertiary (Highlands) textures, or for the placement of Special Objects on a custom Scenario or custom RMS map at any of those elevations.

A specified number of Terrain Objects may be scripted to the various texture types, dependent upon the prescribed map biome.

Each map biome is normally limited to a total combination of textural patch and gaia object types that will range from 100 to 120 in number, based upon 10 'gaia objects' per Texture, or up to 12 if Extra Textures are not utilised/specified.

Examples: (hypothetical mapscript biome packet)

Land Terrain Textures: Assortment of 10~12 (dirt, sand, gress, etc...)






Water Terrain Textures: Assortment of 10~12 (ocean and riverine)










Geological Objects: Assortment of 10~12 (rocks, waterfalls, mountain peaks, etc...)













Flora Tree Objects: Assortment of 10~12 (palms, evergreens, deciduous, etc...)






Flora Plant Objects: Assortment of 10~12 (bushes, flowers, etc...)





Fauna Objects: Assortment of 10~12 (animals, birds, etc...)









In a perfect world, the player would be able to totally change the appearance of a map by simple applying a new biome to his map.

2.2. Custom Random Map Scripts

Scripters can create their own Random Map scripts, although we will have to establish standards of filtering to ensure performance doesn't suffer from combinations of new and old objects. Generated Scenarios will be performance-tested when created for this reason.

<span class='edit'>This post has been edited by Acumen: Nov 17 2004, 03:34 AM</span>

List: Maps: Polar

3.8. Polar

  • Region:
  • Characteristics:

(see Northern Lights)

  • Typical Polar type variations:
  • (none)
  • Packeting Parameters:

*Elevation Meshes

  • Primary (Lowlands).
  • Secondary (Midlands).
  • Quaternary (Ocean Floor).

*Terrain Textures

  • DIRT1
  • GRASS8
  • SNOW1
  • SNOW2
  • SNOW3
  • FORFLOOR8
  • WATER1
  • WATER2
  • WATER3
  • RIVER2
  • RIVER3
  • RIVER4
  • RIVER5
  • ICE1
  • ICE2

*Flora Tree Objects

  • TREE21
  • TREE41

*Flora Plant Objects

  • (none)

*Fauna Objects

  • ANIMAL6
  • ANIMAL13
  • ANIMAL14
  • ANIMAL20
  • ANIMAL22
  • ANIMAL23
  • ANIMAL24
  • ANIMAL35
  • ANIMAL42
  • ANIMAL43

*Geological Objects

  • GEOLOGICAL1
  • GEOLOGICAL3
  • GEOLOGICAL4
  • GEOLOGICAL5
  • GEOLOGICAL6
  • GEOLOGICAL7
  • GEOLOGICAL12
  • GEOLOGICAL20
  • GEOLOGICAL24
  • GEOLOGICAL25
  • GEOLOGICAL26

Polar Land types:

  • (none)

Polar Water types: 3.8.1. Northern Lights

  • Polar is a tough map to play, characterised by ubiquitous ice and snow, with some bits or passages of open water only during summer.
  • If seasons enabled, snow 'melts' in patches on land during a relatively brief summer.
  • If seasons are not enabled, it remains icebound all year.
  • If seasons are enabled, when the ice freezes up any ships on the water are frozen in place until the following summer thaw.
  • The weather is often bad, with blowing snow decreasing visibility except in summer; as the arctic is actually arid it never rains in summer.
  • Topographically it can have both hills and cliffs on land and pressure ridges in the ice over water (that bar passage on the ice).
  • Note that Polar biome maps are limited to elevation height of mid-level and below.
  • There is virtually no forest on this map and that only very sparse conifer such as small fir or deciduous larch, usually snow covered--so Wood must soon be purchased at the Trade Centre.
  • It is well enough populated by polar bear, seal and walrus on or near the beach during Summer or resting or moving about atop frozen sea surface and ice islands or floes during Winter, and caribou/reindeer on land in occasional herds at any time of the year.
  • Polar Bears can definitely be a hazard to hominid units on this map.
  • Stone and ore can be found in a normal quantity on the map except that ore can only be found in seams on exposed slope faces; mining or quarrying of any resource stops during winter as the weather is just 'too bad'.
  • Spring, summer and autumn are short seasons on this map, it is winter half of the time.
  • This is a watermap in its northern extremities, though it is only marginally navigable in places for part of the year after the ice breaks up and before it 'sets in' again.
  • Civ Territories divided proportionately as appropriate to the map.

List: Maps: Tropic

3.9. Tropic

  • Region:
  • Characteristics:
  • Characterised by jungle with lots of forests and and usually open clearings/passage ways.
  • Has an abundance of animal life on it, including dangerous ones.
  • Abundantly endowed with wood, but except in one case, Paradise Lost, it is always a surprise as to how well endowed the tropic map will be with either stone or ore.
  • Except for rain forest types that are always wet or have rainfall at any season, is characterised weather-wise as having only 2 seasons in the year, "summer" as the dry one and "winter" as the rainy one, divided equally.
  • Typical Tropic type variations:

*Fortress Paradise Lost *Nomadic *Herocide

  • Packeting Parameters:

*Elevation Meshes

  • Primary (Lowlands).
  • Secondary (Midlands).
  • Tertiary (Highlands).
  • Quaternary (Ocean Floor).

*Terrain Textures

  • DIRT1
  • DIRT3
  • GRASS9
  • SAND2
  • FORFLOOR9
  • ROAD1
  • ROAD2
  • WATER1
  • WATER2
  • WATER3
  • RIVER2
  • RIVER3
  • RIVER4
  • RIVER5
  • RIVER7

*Flora Tree Objects

  • TREE3
  • TREE13
  • TREE15
  • TREE19
  • TREE24
  • TREE39
  • TREE42

*Flora Plant Objects

  • PLANT1
  • PLANT4
  • PLANT5
  • PLANT11
  • PLANT15
  • PLANT16
  • PLANT17
  • PLANT18
  • PLANT20
  • PLANT21

*Fauna Objects

  • ANIMAL1
  • ANIMAL3
  • ANIMAL4
  • ANIMAL7
  • ANIMAL11
  • ANIMAL14
  • ANIMAL15
  • ANIMAL16
  • ANIMAL26
  • ANIMAL32
  • ANIMAL33
  • ANIMAL35
  • ANIMAL36
  • ANIMAL40
  • ANIMAL41
  • ANIMAL42
  • ANIMAL43

*Geological Objects

  • GEOLOGICAL1
  • GEOLOGICAL3
  • GEOLOGICAL4
  • GEOLOGICAL5
  • GEOLOGICAL6
  • GEOLOGICAL7
  • GEOLOGICAL8
  • GEOLOGICAL12
  • GEOLOGICAL15
  • GEOLOGICAL19
  • GEOLOGICAL22
  • GEOLOGICAL23
  • GEOLOGICAL27

Tropic Land types: 3.9.1. Cameroon

  • Characterised by the deepest, densest, darkest 'rain forest' jungle terrain.
  • Foot units cannot move through forest on this map.
  • Raining miserably most of the time with few periods of bright sunshine, the ground is a saturated sponge that slows movement.
  • A dense jungle 'knock-off' of Black Forest in AoK otherwise having much the same characteristics.

3.9.2. Paradise Lost

  • Represents the legendary Lost Mines of Solomon region of the Great Rift Valley of East Africa.
  • Characterised by occasional high mountains.
  • Includes volcanoes and cliff escarpments.
  • Includes waterfalls, rivers, lakes that are usually connected by the rivers.
  • Open areas of meadow prolifically populated by animals for food along with some that are dangerous.
  • Dense and highly floriferous forests.
  • Perpetual springtime or summer with frequent but not overwhelming rains during winter (that lasts half the year).
  • Well endowed with all resources wood, stone and ore.
  • This map is the highest resourced and most eye-candied map in the regular game.

Tropic Water types: 3.9.3. Congo River

  • Characterised by a large broad river running through the basically flatland map, with navigable tributaries running off it to either side.
  • Dense jungle terrains and clearings to either side of the rivers.
  • This map must be played as a watermap as there are no passages between clearings and settlement areas which are accessible only via waterways.
  • There are no shallows, rapids, or waterfalls on the broad Congo River or its relatively large tributaries to bar watercraft passage.
  • It can rain pretty frequently year-round on this map but not to the extent of that seen on Cameroon; it is always 'green'.
  • Crocodiles can occasionally be a hazard to hominid units on this map immediately adjacent to and along watercourse banks.

List: Maps: Types: Alpine

  1. BIOME CATEGORIES AND TYPES

(Concept Art by Michael Hafer)

These biomes represent real world geographical features that are appropriate environments for the game's civilisations.

Excluding the special cases Polar, Tropical and Special, they lend an aura of historical authenticity to the game world.

Though not exhaustive, they are the recommended list for first release of the game.

3.1. Alpine

  • Region: Central European “Alps”, Southwestern European "Pyrenees", or North African “Atlas”, "Caucasus", mountain and valley.
  • Characteristics:
  • Few broad open spaces for building large structures except relatively close about Civ Centres and in a few other places.
  • Snow covered peaks and much in the way of coniferous forest, some broadleaf deciduous forest.
  • Can snow at any season of the year except summer; rains periodically during summer.
  • If Seasons are not selected, Summer is the default and the map is very green.
  • Can have rivers and streams in the valleys or feeding into them including rapids, rocky fords, and cataract waterfalls, or lakes large and small.
  • Alpine is typically heavy in wood, stone and ore, and moderately well populated with animals near forest and in meadows at all levels.
  • An excellent defensive map as avenues of approach can be blocked by defensive structures.
  • This map is a land map or water map that could have some sea water on it if valleys opened out onto sea on both sides.
  • This map may have valleys running coadjacent with passes through the mountains connecting them, or passes connecting stream watersheds running both east and west down from the centre.
  • Typical Alpine type variations:

*Alpine Fortress (characterised by having fortresses located at the ends of long lakes on Alpine Lakes) *Fortress (any) *Nomadic *Herocide

  • Packeting Parameters:

*Elevation Meshes

  • Primary (Lowlands).
  • Secondary (Midlands).
  • Tertiary (Highlands).
  • Quaternary (Ocean Floor).

*Terrain Textures

  • DIRT1
  • GRASS1
  • SAND2
  • FORFLOOR1
  • ROAD1
  • ROAD2
  • WATER1
  • WATER2
  • WATER3
  • RIVER1
  • RIVER2
  • RIVER3
  • RIVER4
  • RIVER5

*Flora Tree Objects

  • TREE8
  • TREE12
  • TREE23
  • TREE25
  • TREE26
  • TREE29
  • TREE30
  • TREE36
  • TREE37
  • TREE41
  • TREE42

*Flora Plant Objects

  • PLANT3
  • PLANT4
  • PLANT5
  • PLANT7
  • PLANT9
  • PLANT17
  • PLANT18

*Fauna Objects

  • ANIMAL6
  • ANIMAL8
  • ANIMAL9
  • ANIMAL14
  • ANIMAL17
  • ANIMAL19
  • ANIMAL21
  • ANIMAL25
  • ANIMAL29
  • ANIMAL30
  • ANIMAL35
  • ANIMAL37
  • ANIMAL38
  • ANIMAL42
  • ANIMAL43

*Geological Objects

  • GEOLOGICAL1
  • GEOLOGICAL3
  • GEOLOGICAL4
  • GEOLOGICAL5
  • GEOLOGICAL6
  • GEOLOGICAL7
  • GEOLOGICAL8
  • GEOLOGICAL12
  • GEOLOGICAL13
  • GEOLOGICAL14
  • GEOLOGICAL18
  • GEOLOGICAL26
  • Alpine Land types:

3.1.1. Alpine Valleys

http://wildfiregames.com/~gamedesign/maps/...leys001-sml.jpg

  • Arranged along an east-west axis.
  • Might have small streams feeding to or running the length of valleys in which waterfalls and rocky fords interrupt riverine transport.
  • Frequent shallows including rocky fords for crossing.
  • Passes through mountains from valley to valley are principal means of access to other Civ Territories.
  • Civ Territories are divided at mountain passes and/or by tributary streams.
  • Alpine Water types:

3.1.2. Alpine Lakes

  • Traversing east-west.
  • Characterised by high mountains bordering deep valleys strung with mountain streams and broader finger-like lakes.
  • Will have fords but not have rocky fords crossing waterways that would bar the passage of watercraft from lake-to-lake along a simple or more complex waterway system.
  • Some shallows for crossing.
  • Lacks open land for building. Mostly at lakesides or along streams in valley bottoms and at passes through the high mountains.
  • Civ Territories may be divided at mountain passes and or by the narrower tributary streams in valleys.

3.1.3. Pyrennean Sierra

http://wildfiregames.com/~gamedesign/maps/...erra001-sml.jpg http://www.wildfiregames.com/~gamedesign/m...Sierra-HRes.jpg http://www.wildfiregames.com/~gamedesign/m...nean-Sierra.jpg

  • Characterised by high mountainous spine crossing the centre of the map east-west.
  • Flanked on both sides north and south by subalpine meadowlike terrain.
  • Stream drainage with shallows for crossing coming off the mountains to either end of the range into an area of ocean that provides for two additional ways around the central massif.
  • Civ Territories are divided by passes through the mountainous spine and/or stream courses leading off to either ocean body of water.

List: Maps: Types: Desert

3.6. Desert

  • Region: This map replicates the deserts of the Sahara or Arabia and to some extent the Iranian plain.
  • Characteristics:
  • A dry terrain map where it only rains in cloudbursts during the summertime and then only occasionally, or if locationally near the Nile delta very occasionally receive some light rains that blows in from the north during winter.
  • It may be wide open with sparse clumps of palms primarily clustered about infrequent oasis type small lakes, marshes, muddy watering holes, or ponds, or strung along infrequent watercourses or in the mouths of canyons.
  • Can have canyons and craggy rather barren ‘peaks’ spotted about.
  • Sandy terrain is a major characteristic with some areas of dunes being evident.
  • Desert is not well endowed with food or wood but is very well endowed with stone and ore.
  • If it is scripted to have lots of canyons and cliffs on it, it is a highly defensible map; if not it is more wide open to attack than any other but Steppe and a very open Savannah.
  • Desert may be either a land map or a water map with river crossing or seas adjacent to the land.
  • Typical Desert type variations:

*Fortress *Nomadic *Herocide

  • Packeting Parameters:

*Elevation Meshes

  • Primary (Lowlands).
  • Secondary (Midlands).
  • Tertiary (Highlands).
  • Quaternary (Ocean Floor).

*Terrain Textures

  • DIRT1
  • DIRT2
  • GRASS6
  • SAND1
  • SAND2
  • SAND3
  • FORFLOOR6
  • ROAD1
  • ROAD2
  • WATER1
  • WATER2
  • WATER3
  • RIVER2
  • RIVER3
  • RIVER4
  • RIVER5

*Flora Tree Objects

  • TREE1
  • TREE4
  • TREE32
  • TREE33
  • TREE34
  • TREE39
  • TREE40
  • TREE41
  • TREE42

*Flora Plant Objects

  • PLANT2
  • PLANT4
  • PLANT5
  • PLANT8
  • PLANT14

*Fauna Objects

  • ANIMAL3
  • ANIMAL4
  • ANIMAL9
  • ANIMAL14
  • ANIMAL16
  • ANIMAL18
  • ANIMAL21
  • ANIMAL26
  • ANIMAL27
  • ANIMAL29
  • ANIMAL30
  • ANIMAL31
  • ANIMAL34
  • ANIMAL35
  • ANIMAL39
  • ANIMAL41
  • ANIMAL42
  • ANIMAL43

*Geological Objects

  • GEOLOGICAL2
  • GEOLOGICAL3
  • GEOLOGICAL4
  • GEOLOGICAL5
  • GEOLOGICAL6
  • GEOLOGICAL9
  • GEOLOGICAL10
  • GEOLOGICAL12
  • GEOLOGICAL16
  • GEOLOGICAL17
  • GEOLOGICAL20
  • GEOLOGICAL21
  • GEOLOGICAL27

Desert Land types: 3.6.1. Neareastern Badlands

  • The map is characterised by being a jumbled maze of cliffs, canyons, rugged and barren mountains and passages going every which way.
  • It is probably the most defensible map in the regular game.
  • Civ Territories are divided proportionately to terrain on the map.

3.6.2. Saharan Oases

  • Each civ's starting Civ Centres and settlements are positioned near an oasis spotted about an otherwise bleak and sandy desert that is wide-open to assault and depredation.
  • Along with Steppe Anatolian Plateau, they are the 'fastest' maps in the regular game.
  • Civ Territories are divided proportionately to terrain on the map.

3.6.3. Median Oasis

  • This map is a knock-off from the Oasis map in AoK.
  • Civ Territories are divided by terrain features, principally cliffs and rugged vegetationally denuded highlands with passages through them, arranged like the spokes of a wheel around a large desert oasis.
  • The map is fairly defensible and can be walled-in early on, though continued wood harvesting on a narrowed front may necessitate expanding them.
  • Starting territorial Civ Centres are toward the centre where the land is generally better endowed with resources requisite to development.
  • Settlements are 'outback' amongst somewhat rugged lands with the requisite resources to barely support each province-being quite short on wood and land capable of supporting farming.
  • Resource locations are imbalanced, with the balance of animal life and wood resource being weighted toward the central oasis while the balance of stone and ore resources are weighted to the outback provinces.

Desert Water types: 3.6.4. Nile Delta

  • The visual aspect of this map is that of a river entering from the bottom southern end of the map flowing northward expanding from the wrist into 5 fingers of the hand, thus dividing the land area on the map into 6 approximately equal parts (for as many as 6 Civ Territories).
  • The end of the delta opens onto the Mediterranean Sea at the northern top edge of the map.
  • There is a shallows crossing the Nile at the 'wrist' and another between each land segment further 'downriver'
  • The map is reasonably defensible at crossings but also highly navigable and civ territories are subject to invasion across waterways.
  • Crocodiles can occasionally be a hazard to hominid units on this map at fresh water shallows crossings or immediately adjacent to river banks.
  • There are no marshlands in the delta so this map is highly amenable to farming.
  • Civ Territories divided amongst the 'fingers' of the map proportionately to the number of players.

3.6.5. Nile River

  • Characterised as a water map only because the river is broad and in this case cannot be crossed by shallows, putting civs on either side of it at some disadvantage.
  • If co-located to side with enemies, the only allied help that can come would have to transport across the river
  • A good map for 3v3 teaming together or a good one for 1v1 initially defensive because of the breadth of the river.
  • The river as the staff of life enters the map from the south falling over an impassable cataract waterfall (the 1st Cataract) then flows on northward to approximately where it would begin dividing in the delta but in this case terminates at the edge of the map.
  • Crocodiles can occasionally be a hazard to hominid immediately adjacent to river banks.
  • As is the case for oases type maps, animal and wood bearing resources as well as farmable land are imbalanced toward the waterside, diminishing away from it while the converse is true for mineral resources.
  • Civ Territories are divided proportionately along either side of the river (this map won't play for 3-player).
  • Starting Civ Centres are most likely to fall closer to the river than away from it with settlements out somewhat beyond.

List: Maps: Types: Mediterranean

3.4. Mediterranean

  • Region: The largest inland sea; between Europe, Africa and Asia.
  • Characteristics:
  • Runs the gamut from semi-tropical with palms and broad-headed pines at the lower elevation ...
  • To fairly high mountains with pine, cypress, fir and oaks of all classes inbetween, palms and pine at low-level along the littoral.
  • Though not heavily forested, has the broadest range of topography and resources on it.
  • Not as wet as Temperature.
  • Never snows except on the top of the highest peaks.
  • Precipitation is predominant and fairly frequent but light during winter except for very occasional periods when it may gloomily rain for several days on end saturating the terrain, rare in early spring and late autumn and non-existent during summer.
  • Long dry summers.
  • Typically good for either attack or defense because of the mix of terrains regardless of type.
  • Either a land map or a water map.
  • Excellent for islands or archipelago map types.
  • Mediterranean is the most versatile of the map categories and well balanced resource-wise.
  • Typical Mediterranean type variations:

*Fortress *Nomadic *Herocide

  • Packeting Parameters:

*Elevation Meshes

  • Primary (Lowlands).
  • Secondary (Midlands).
  • Tertiary (Highlands).
  • Quaternary (Ocean Floor).

*Terrain Textures

  • DIRT1
  • GRASS4
  • SAND2
  • FORFLOOR4
  • ROAD1
  • ROAD2
  • WATER1
  • WATER2
  • WATER3
  • RIVER1
  • RIVER2
  • RIVER3
  • RIVER4
  • RIVER5
  • RIVER6

*Flora Tree Objects

  • TREE2
  • TREE6
  • TREE7
  • TREE9
  • TREE10
  • TREE11
  • TREE12
  • TREE14
  • TREE16
  • TREE17
  • TREE18
  • TREE20
  • TREE23
  • TREE25
  • TREE27
  • TREE28
  • TREE38
  • TREE41
  • TREE42

*Flora Plant Objects

  • PLANT1
  • PLANT3
  • PLANT4
  • PLANT5
  • PLANT10
  • PLANT14
  • PLANT17
  • PLANT18
  • PLANT19

*Fauna Objects

  • ANIMAL3
  • ANIMAL4
  • ANIMAL6
  • ANIMAL8
  • ANIMAL9
  • ANIMAL10
  • ANIMAL14
  • ANIMAL17
  • ANIMAL19
  • ANIMAL21
  • ANIMAL25
  • ANIMAL26
  • ANIMAL27
  • ANIMAL28
  • ANIMAL29
  • ANIMAL30
  • ANIMAL32
  • ANIMAL34
  • ANIMAL35
  • ANIMAL37
  • ANIMAL39
  • ANIMAL41
  • ANIMAL42
  • ANIMAL43

*Geological Objects

  • GEOLOGICAL1
  • GEOLOGICAL3
  • GEOLOGICAL4
  • GEOLOGICAL5
  • GEOLOGICAL6
  • GEOLOGICAL7
  • GEOLOGICAL12
  • GEOLOGICAL13
  • GEOLOGICAL18
  • GEOLOGICAL19
  • GEOLOGICAL22
  • GEOLOGICAL26

QUOTE <span style='font-size:15pt;line-height:100%'>Mediterranean Biome</span>

<span style='font-size:14pt;line-height:100%'>Flora Trees</span>

<span style='color:purple'>Purple</span> = Palms <span style='color:red'>Red</span> = Evergreen Conifer <span style='color:orange'>Orange</span> = Evergreen Leafed <span style='color:green'>Green</span> = Deciduous Leafed <span style='color:gray'>Gray</span> = Dead Trees

  • = Priority

<s>Crossed out</s> = Completed

Lowland <span style='color:purple'>*02-MeditFan? </span> <span style='color:red'>*11-MaritimePine?</span> <span style='color:red'>10-ItalianCypress?</span> <span style='color:orange'>14-Carob</span> <span style='color:orange'>17-Oleander</span> <span style='color:orange'>20-Citron</span> Lowland or Midland <span style='color:orange'>*18-Olive</span> <span style='color:green'>*27-Fig</span>

Midlands <span style='color:green'>23-CommonOak?</span> <span style='color:green'>28-LomPoplar?</span> <span style='color:green'>38-Grape</span> Midlands or Highlands <span style='color:orange'>*06-AleppoPine?</span> <span style='color:green'>*16-HollyOak?</span> Highlands <span style='color:red'>*12-NordmannFir?</span> <span style='color:red'>07-AtlanticCedar?</span> <span style='color:red'>09-CedarOfLebanon?</span> <span style='color:green'>25-EuroBeech?</span> All <span style='color:gray'>*41-DdConifer?</span> <span style='color:gray'>*42-DdLeafed?</span> <span style='font-size:14pt;line-height:100%'>Fauna Objects</span>

  • = Essential to Biome

Dangerous Non-Consumable *06-Wolf 03-Lion Dangerous Consumable *08-AurochBull? *10-Boar 09-Bear Fearfull & Passive Consumable *17-Deer *19-Pheasant *21-Rabbit Domestic *25-AurochCow? *28-Pig *29-Sheep 27-Goat 26-Chicken Breeding *30-Horse *32-NoAfFoEle? (???) Cosmetic [eyecandy] *37-Goose *39-Hawk 35-Fish 34-Egret 41-Porpoise 42-Seagull 43-Vulture <span style='font-size:14pt;line-height:100%'>Flora Objects</span>

Acuatics 01-WaterLily? 03-Cattails 04-SeaweedFl? 05-SeaweedB Bushes 10-Mediterran. Cacti 14-PricklyPear? Ferns

Wild Flowers 17-Daisy 18-Poppy 19-Artichoke TallGrass?

<span style='font-size:14pt;line-height:100%'>Terrains</span> Terrains are mostly finished though I want to make a few more for the Mediteranean set.

<span style='font-size:14pt;line-height:100%'>Geological Objects</span> Consumeable Rock 01,02-Rock 01-Boulder Consumable Ore 03-Gravel 04-Vein Other Rock 05-Bch.Pebble 06-Riv.Stones Variable Cliff 07,09-Low Water Feature 12-Rapids 13-Low Falls Mountain Peak 18-Snowy Top 19-Forested 22-SmkVolc1 Settlement 26-Hellenic

Mediterranean Land types: 3.4.1. Andalucia

  • Characterised as the Guadalquivir River and Valley meandering northeast to southwest on the diagonal across the map to its outlet on the Atlantic near Cadiz (Gades).
  • Significant marshland to either side of the river delta, and island just off of the coast of the delta (site of Gades).
  • Mountains to both sides of the fairly broad river valley.
  • Main river navigable along its length.
  • Some shallows crossings of the river and over tributary streams (though tributaries may have rocky fords).
  • Some mountain valley and hilltop building spaces that are highly defensible while the river floodplain is basically flat and not very defensible.
  • Civs territorially divided along the southeast and northwest sides of the main river.

(an alternative as 3.4.1a. could be Cisalpine Gaul or the Po River Valley that would have the foothills of the Alps to the north and Appenines to the south while the delta opens out onto the Adriatic Sea to the east)

Mediterranean Water types: 3.4.2. Pillars of Hercules

  • Mediterranean landforms juxtaposed north and south to the Strait of Gibralter.
  • Massive mountains representing the gates.
  • Either the high Atlas to the South or the Sierra Nevada to the north.
  • Ranges backing up to the edges of the map behind the coastal plain.
  • Civs divided on either side of the strait as appropriate to the map.

3.4.3. Balearic Archipelago

  • Islands map constisting of 3 islands, the largest in the centre, on which player placement is randomised for all 3.
  • Highest elevation in the centre of the centre island more-or-less balancing exploitable/buildable area amongst all 3.
  • Civ Territories are divided proportionately to territory but may not be integral to a single island.

3.4.4. Cycladic Archipelago

  • Islands map constituted of many smallish islands in excess of the number of players, some of which can be volcanic.
  • All islands have some kinds of resources and may have a settlement if it doesn't already have a starting Civ Centre.
  • Civ Territories are divided proportionally on the map but are inclusive of more than one island.

3.4.5. Crete

  • Islands map with a longish very well resourced island oriented east-west on the lower half of the map and a number of scantily resourced 'cycladic' smaller islands arranged across the upper half of the map.
  • Some of the larger cyclads may be volcanic in one form or another (active and inactive).
  • The civs begin in the cyclads, each on its own small island with a starting Civ Centre, but then must emigrate to Crete to survive and expand.
  • This map is the classic Emigration map in the game, a combination of Standard .rms and Nomadic).

3.4.6. Peloponnesos

  • A quasi-continental type map.
  • Has two major land areas that are connected by only a very small narrow but barely navigable for passage by the largest of ships canal cutting through a 'land bridge' of no particular signifcance (unless it be towered-up) at about the centre of the map; the northerly one abuts the edge of the map while the southerly is surround by the sea and both are connected via shallows across the canal.
  • Many deep bay and inlet indentations about the periphery of its coastlines both north and south portions; some small islands off the various coasts.
  • Relatively mountainous with valleys extending inland from indentations and a few passes through the mountains.
  • Civ Territories divided around the coast of the peninsula principally by mountain ranges extending from the interior down to the coastal cliffs and promontories.

3.4.7. Central Mediterranean

  • Characterised by mediterranean landform landmasses to the north and the south sides of the map representing the boot of Italy and Tunisia/Carthago?.
  • A large island rather triangularly shaped (base located on the east, apex to the west) located in the watermass between the two represents Sicily, having good defensible port locations geograpically at Syracuse, Messina, Palermo, and Motya/Lilybaeum? (western tip).
  • Much of the central islands coastline consists of cliff with few beaches interspersed making it a difficult place for landings from ships (except around Catania on the east side north of Syracuse).
  • The central island always has an active volcanic mountain in its easternmost side (about centre near the coastline).
  • Few smallish streams accessing hinterlands.
  • Civ Territories divided on each land mass and island as appropriate to the map land proportions.

3.4.8 Corinthian Isthmus

http://wildfiregames.com/~gamedesign/maps/...andetail001.jpg

  • (based upon RF_Gandalf's Isthmus map done for AoK--in the mediterranean motiff)
  • Civ Territories are divided north and south of the isthmus as appropriate to the map but the isthmus itself is a 'no man's land' belonging to none, and in this case the Corinthian canal doesn't exist.

3.4.9 Phoenician Levant http://wildfiregames.com/~gamedesign/maps/...anlevant001.jpg

  • Characterised by mediterranean landforms coastal-mountain-valleys arranged on the north-south axis on the right portion of the map.
  • Represents the land-bridge crossroads of Israel, Lebanon, Syria between Egypt to the south and the Fertile Crescent and Anatolia to the northeast and north.
  • Off the coast to the west is a fairly good sized island (eastern portion of) representing Cyprus which is initially uninhabited but well resourced especially in ore (was a tradtional source of copper--so it may be fought over).
  • The Civ Territories are arranged in a north-south tier divided proportionally on the eastern landmass, the Levant, with starting Civ Centres placed at coastal 'port' locations within.

3.4.10. Latium http://wildfiregames.com/~gamedesign/maps/3412-latium001.jpg

  • Representative of the central section of Italy-
  • The land runs north-south divided by a central range, the Appenines, with seacoasts on either side.
  • Similar to RF_Gandalf's '2 Seas' map for AoK.
  • This map is typical of central Italian typography, flora & fauna, and must always have an active volcano come up in the southwestern land quadrant not far from where the port of 'Naples' would be.
  • Has a few small islands off either east or west coast in the sea.
  • Civ Territories are divided by the Appenine spine to either side and proportionately north-south, and there are few narrow passes through the mountains connecting the sides.

List: Maps: Types: Savanna

3.5. Savanna

  • Region:
  • Characteristics:
  • An inter-zonal map between better watered mountain and desert or desert and tropic
  • A map characterised by broadly spaced clumps of trees which are a mixture of oaken-leafed evergreen, deciduous baobab, palm type trees and scrub type plants
  • Typically a rather flat plane map having an occasional hummock rises here and there.
  • Relatively open but does have occasional ‘strag’ trees and rocky outcrops here and there.
  • Note that Savanna biome maps are limited to elevation heights of mid-level and below, low-level.
  • Rains are predominantly and frequently heavy in summer but never snows, dry 'winter' season.
  • Savanna has very little water on it though it may have an occasional lake, stream, or river and dry sandy or muddy lakebeds with water holes; streams may run for wahile and then empty into shallow marshy lake having no outlet to the sea in some cases.
  • It is very green during the rainy season and for awhile thereafter (Autumn) but rather sere at other times of the year.
  • It is well endowed with animals including dangerous ones.
  • Somewhat light on forest and stone but good for ore.
  • Defensively or agressively the map may be fairly well balanced to open to agression.
  • Typical Savanna type variations:

*Fortress *Nomadic *Herocide

  • Packeting Parameters:

*Elevation Meshes

  • Primary (Lowlands).
  • Secondary (Midlands).
  • Quaternary (Ocean Floor).

*Terrain Textures

  • DIRT1
  • DIRT3
  • GRASS5
  • SAND2
  • FORFLOOR5
  • ROAD1
  • ROAD2
  • WATER1
  • WATER2
  • WATER3
  • RIVER1
  • RIVER2
  • RIVER3
  • RIVER4
  • RIVER5
  • RIVER6
  • RIVER7

*Flora Tree Objects

  • TREE4
  • TREE22
  • TREE27
  • TREE39
  • TREE40
  • TREE41
  • TREE42

*Flora Plant Objects

  • PLANT1
  • PLANT2
  • PLANT4
  • PLANT5
  • PLANT11
  • PLANT17
  • PLANT18
  • PLANT22

*Fauna Objects

  • ANIMAL1
  • ANIMAL3
  • ANIMAL4
  • ANIMAL10
  • ANIMAL11
  • ANIMAL14
  • ANIMAL15
  • ANIMAL16
  • ANIMAL18
  • ANIMAL21
  • ANIMAL26
  • ANIMAL27
  • ANIMAL28
  • ANIMAL30
  • ANIMAL32
  • ANIMAL35
  • ANIMAL36
  • ANIMAL39
  • ANIMAL40
  • ANIMAL41
  • ANIMAL42
  • ANIMAL43

*Geological Objects

  • GEOLOGICAL1
  • GEOLOGICAL3
  • GEOLOGICAL4
  • GEOLOGICAL5
  • GEOLOGICAL6
  • GEOLOGICAL7
  • GEOLOGICAL12
  • GEOLOGICAL19
  • GEOLOGICAL27

Savanna Land types: 3.5.1. Sahel

  • Situated southside of the Atlas mountain range in North Africa.
  • Is a somewhat open map having almost all of the characteristics stated above except for having no river of significant size.
  • Civ Territories are divided as appropriate to the map.

Savanna Water types: 3.5.2. Gambia River

http://www.wildfiregames.com/~gamedesign/m...r-detail001.jpg

  • Characterised by having a river running through it east to west opening out onto the Atlantic Ocean toward the western edge of the map.
  • The river has a few shallows crossings and is loaded with crocodiless along its course.
  • Riverside stone or ore seam gathering is fraught with danger.
  • Civ Territories are divided proportionately north and south of along the course of the river).

List: Maps: Types: Semi-Arid

3.7. Semi-Arid

  • Region: Represents such as the Mesopotamian or Fertile Crescent river valleys.
  • Characteristics:
  • This map has all the characteristics of Desert except that it is a better watered map, therefore greener, and it rains more frequently in summer to include infrequently in winter.
  • Usually better endowed with forest trees and animals and somewhat lesser endowed with stone, this map is very well endowed with ore making it a 'rich' land.
  • Nor will this map have a lot of cliffs and canyons on it but instead broad river courses running through semi-arid lands and much land that is amenable to farming for some distance from fresh water courses.
  • Note that the land “dries out” proceding away from a river.
  • Also note that Semi-Arid biome maps are limited to elevations heights of mid-level and below, low-level about oases in the desert, or marshes, lakes and ponds that may appear at either side of a river course and not far from it.
  • If there are parallel rivers on the map there are no uplands inbetween.
  • Typical Semi-Arid type variations:

*Fortress *Nomadic *Herocide

  • Packeting Parameters:

*Elevation Meshes

  • Primary (Lowlands).
  • Secondary (Midlands).
  • Quaternary (Ocean Floor).

*Terrain Textures

  • DIRT1

-DIRT2

  • GRASS7
  • SAND1
  • SAND2
  • FORFLOOR7
  • ROAD1
  • ROAD2
  • WATER1
  • WATER2
  • WATER3
  • RIVER1
  • RIVER2
  • RIVER3
  • RIVER4
  • RIVER5
  • RIVER6

*Flora Tree Objects

  • TREE1
  • TREE2
  • TREE5
  • TREE17
  • TREE18
  • TREE20
  • TREE31
  • TREE32
  • TREE33
  • TREE34
  • TREE39
  • TREE41
  • TREE42

*Flora Plant Objects

  • PLANT1
  • PLANT2
  • PLANT4
  • PLANT5
  • PLANT8
  • PLANT14
  • PLANT18
  • PLANT22

*Fauna Objects

  • ANIMAL3
  • ANIMAL4
  • ANIMAL6
  • ANIMAL9
  • ANIMAL14
  • ANIMAL16
  • ANIMAL17
  • ANIMAL18
  • ANIMAL21
  • ANIMAL26
  • ANIMAL27
  • ANIMAL29
  • ANIMAL30
  • ANIMAL31
  • ANIMAL34
  • ANIMAL35
  • ANIMAL39
  • ANIMAL41
  • ANIMAL42
  • ANIMAL43

*Geological Objects

  • GEOLOGICAL2
  • GEOLOGICAL3
  • GEOLOGICAL4
  • GEOLOGICAL5
  • GEOLOGICAL6
  • GEOLOGICAL9
  • GEOLOGICAL12
  • GEOLOGICAL20
  • GEOLOGICAL21
  • GEOLOGICAL27

Semi-Arid Land types: 3.7.1. Cradle of Civilisation

  • Characterised by 2 rivers running from the head of the Persian Gulf northward.
  • They then meander apart and then towards one another again approximately parallel to one another, dividing the map into 3 approximately equal parts.
  • Marshy near the end of the gulf where the 2 rivers come together with some shallows crossings, permitting access to either of the 3 landmasses.
  • Civs divided to either side of the rivers with the land between the rivers leaving a 'no man's land' initially belonging to no one.
  • There can also be a few otherwise barren but ore-rich islands near the head of the Persian Gulf that are 'there for the taking' not being an integral part of any civ territory.

3.7.2. Syria

  • A plains and slightly rolling highlands map.
  • Randomly may or may not have a river with shallows running through it (if it doesn't, is a less defensible and faster map).
  • Sort of a cross between Green Arabia and Highland maps in AoK.
  • Well balanced in provincial resourcing in accordance with the overall specification for this map category.
  • Civ Territories are divided proportionately on the map.

Semi-Arid Water types: 3.7.3. Fertile Crescent

  • Essentially the same map as Cradle of Civilisation except that numerous canals branch off of the two rivers running in roughly parallel stems 'downriver' bringing even more land into that which is highly desirable for farming (pushing the desert frontier back further away from the rivers).
  • Sometimes they reconnect with the river of watersource and sometimes not (though none connect the two rivers directly).
  • Though the main rivers are broad enough to support any ships manoeuver the canals are narrow and only support the passage of the smallest ships, e.g., merchantman and bireme.
  • Some shallows permit crossing of the canals in places but there are no shallows on the main rivers themselves necessitating water transport over them.
  • Shallows do also exist crossing the marshlands at the lower portion of the map just at where the 2 rivers come together to open onto the northern end of the Persian Gulf.
  • There can also be a few otherwise barren but ore-rich islands near the head of the Persian Gulf that are 'there for the taking' not being an integral part of any civ territory.
  • Civs territorially divided appropriately to the map on either side of and/or between the main river courses.

List: Maps: Types: Special

  1. SPECIALTY OR CUSTOM MAP TYPES

Specialty maps 'break the rules' for environmental and geographical relevance in the other Map Categories.

They bear no historical relevance and are just included for fun (though they'll need to abide by filtering requirements and list any Special Objects that they require).

Custom maps are those "unofficial" scenarios/scripts that will be developed after release by the fanbase.

4.1. The Dragon's Lair (description to be decided)

  • Packeting Parameters:

*Elevation Meshes

  • Primary (Lowlands).
  • Secondary (Midlands).
  • Tertiary (Highlands).
  • Quaternary (Ocean Floor).

*Terrain Textures

  • TBD.

*Flora Tree Objects

  • TBD.

*Flora Plant Objects

  • TBD.

*Fauna Objects

  • TBD.

*Geological Objects

  • TBD.

List: Maps: Types: Steppe

3.3. Steppe

  • Region: Those lands north of the Black Sea and extending eastward, and the area of the Anatolian Plateau interior of Turkey.
  • Characteristics:
  • Occasional low hills
  • Mostly broad plains.
  • Drier than Temperate.
  • Mostly grasslands with small leaf deciduous forest groves along nearby watercourses.
  • Some conifer groves atop low hilltops to moderately high elevations.
  • Mainly a plain to rolling hills aspect
  • Steppe biome maps are limited to an elevation height of mid-level and below, low level.
  • May snow frequently in winter.
  • Ice floes can appear in winter.
  • Infrequent rains during spring, summer, autumn.
  • Light on both wood and stone, normal for ore, and heavily endowed with herd animals.
  • An open map that is relatively hard to defend.
  • Typical Steppe type variations:

*Fortress *Nomadic *Herocide

  • Packeting Parameters:

*Elevation Meshes

  • Primary (Lowlands).
  • Secondary (Midlands).
  • Quaternary (Ocean Floor).

*Terrain Textures

  • DIRT1
  • DIRT3
  • GRASS3
  • SAND2
  • FORFLOOR3
  • ROAD1
  • ROAD2
  • WATER1
  • WATER2
  • WATER3
  • RIVER2
  • RIVER3
  • RIVER4
  • RIVER5
  • RIVER6

*Flora Tree Objects

  • TREE20
  • TREE26
  • TREE34
  • TREE35
  • TREE36
  • TREE37
  • TREE41
  • TREE42

*Flora Plant Objects

  • PLANT3
  • PLANT4
  • PLANT5
  • PLANT17
  • PLANT18
  • PLANT22

*Fauna Objects

  • ANIMAL4
  • ANIMAL6
  • ANIMAL9
  • ANIMAL14
  • ANIMAL16
  • ANIMAL19
  • ANIMAL21
  • ANIMAL25
  • ANIMAL26
  • ANIMAL29
  • ANIMAL30
  • ANIMAL31
  • ANIMAL35
  • ANIMAL37
  • ANIMAL39
  • ANIMAL41
  • ANIMAL42
  • ANIMAL43

*Geological Objects

  • GEOLOGICAL1
  • GEOLOGICAL3
  • GEOLOGICAL4
  • GEOLOGICAL5
  • GEOLOGICAL6
  • GEOLOGICAL7
  • GEOLOGICAL12
  • GEOLOGICAL19
  • GEOLOGICAL26
  • Steppe Land types:

3.3.1. Anatolian Plateau

  • Archetypical land steppe map.
  • Broadly open and indefensible.
  • Civ Territories divided as appropriate to the map.
  • Steppe Water types:

3.3.2. The Crimea

  • Coastal type map.
  • Only a narrow isthmus connecting it to the northern edge of the map.
  • Relatively mountainous hinterland with some stream drainage generally not navigable due to rocky fords.
  • Civs are territorially arranged around the peninsula.

3.3.3. Black Sea

  • Similar to the Mediterranean map in AoK except:
  • It has the steppe motif for the adjacent landforms.
  • Watercourse inlet and outlet at both north (Azov channel) and south (Bosporus) and east (river in Georgia) and west (Danube delta) edges.
  • It is more in the way of wooded to the southerly side of the sea than to northerly, though the northerly is better endowed with animals.
  • Civs are territorially arranged around the central sea.

3.3.4. Black Sea Shallows

  • Same as Black Sea except that there are shallows crossing each ot the watercourses breaking up the landmass into four quadrants at north, south, east, and west edges of the map.

List: Maps: Types: Temperate

3.2. Temperate

  • Region: Europe north of the Alps. Ranging from the Urals west to the British Isles and on down into northern 4/5th of France and the northwest portion of coastal Spain.
  • Characteristics:
  • On the wet side with rolling hills, knobs, and plains with mixed conifer/deciduous broad-leafed forest.
  • May be heavily forested or open.
  • Marshlands on more open plains near watercourses or coastal Netherlands.
  • May snow in winter; rains periodically at all other seasons of the year.
  • Can have large rivers and some lakes.
  • Can have some cliffs intersecting ranges of hills permitting the passage of rivers through cuts.
  • Temperate may be heavy in wood and animals but is otherwise normally endowed with stone and ore.
  • It is usually a reasonably good defensive map.
  • This map also makes for an excellent watermap for such as coastal, continental, and islands type maps.
  • Typical Temperate type variations:

*Fortress Eire & Albion (fortresses are sited atop mounds, access is normally open) *Fortress Cantabrian Highlands (fortresses are sited atop hilltop heights, access may be reduced somewhat by adjacent forest on slopes) *Fortress (any) *Nomadic *Herocide

  • Packeting Parameters:

*Elevation Meshes

  • Primary (Lowlands).
  • Secondary (Midlands).
  • Tertiary (Highlands).
  • Quaternary (Ocean Floor).

*Terrain Textures

  • DIRT1
  • DIRT2
  • GRASS1
  • SAND2
  • FORFLOOR2
  • ROAD1
  • ROAD2
  • WATER1
  • WATER2
  • WATER3
  • RIVER1
  • RIVER2
  • RIVER3
  • RIVER4
  • RIVER5
  • RIVER6
  • ICE1

*Flora Tree Objects

  • TREE12
  • TREE23
  • TREE25
  • TREE26
  • TREE29
  • TREE30
  • TREE35
  • TREE36
  • TREE37
  • TREE38
  • TREE41
  • TREE42

*Flora Plant Objects

  • PLANT1
  • PLANT3
  • PLANT4
  • PLANT5
  • PLANT6
  • PLANT15
  • PLANT17
  • PLANT18

*Fauna Objects

  • ANIMAL4
  • ANIMAL6
  • ANIMAL8
  • ANIMAL9
  • ANIMAL10
  • ANIMAL14
  • ANIMAL17
  • ANIMAL19
  • ANIMAL21
  • ANIMAL25
  • ANIMAL26
  • ANIMAL28
  • ANIMAL29
  • ANIMAL30
  • ANIMAL35
  • ANIMAL37
  • ANIMAL39
  • ANIMAL42
  • ANIMAL43

*Geological Objects

  • GEOLOGICAL1
  • GEOLOGICAL3
  • GEOLOGICAL4
  • GEOLOGICAL5
  • GEOLOGICAL6
  • GEOLOGICAL7
  • GEOLOGICAL11
  • GEOLOGICAL12
  • GEOLOGICAL13
  • GEOLOGICAL14
  • GEOLOGICAL16
  • GEOLOGICAL18
  • GEOLOGICAL25
  • GEOLOGICAL26
  • Temperate Land types:

3.2.1. Cantabrian Highlands

Detail View

  • Characterised by mid to relatively high hill lands.
  • Many heights have non-forested buildable space at their tops.
  • Some valleys also good for building.
  • Well wooded and watered
  • Other resources good.
  • Watercourses periodically shallowed or have rocky fords.
  • Civ Territories are divided as appropriate to the map.

3.2.2. Ardennes Forest

  • Similar to Black Forest in AoK.
  • Densely forested.
  • Variable-sized pocket clearings and narrow passages hugely over-endowed with Wood.
  • Other resources normal.
  • Civ Territories are divided as appropriate to the map via passageways through forested area.

3.2.3. Lorraine Plain

  • Cut through the centre by the Loire River traversing east-west with some shallows.
  • Fairly open-wooded and basically flat
  • Plenty of building room.
  • Well balanced resources.
  • Civ Territories are divided by main river and tributaries (with necessary shallows for crossings).
  • Temperate Water types:

3.2.4. Eire & Albion

  • Islands type map.
  • Two main islands oriented north-south but east and west of one another, one slightly smaller than the other.
  • Coastlines typically have a lot of cliffs with occasional breaks in them that may or may not be at river mouths.
  • Some smaller islands spotted in the channel between and to the east and north.
  • Nicely balanced for resources.
  • Civ Territories are allocated commensurate to space on the two larger islands.

3.2.5. English Channel

  • Albion and Gaul juxtaposed across the English Channel.
  • Coastlines typically have a lot of cliffs with occasional breaks in them that may or may not be at river mouths.
  • Civ Territories are divided between one landmass and the other with north-south separation provided by watercourses on land with occasional shallows.
  • Civ Territories divided by water features as appropriate.

3.2.6. Rhine Marshlands

  • The Netherlands.
  • Generally on an east-west orientation.
  • The map has many shallows crossing marshes and limited building space.
  • Open ocean lies to the west.
  • There are few beaches with adjacent land where ports can be developed.
  • Is a hard map to defend on so strategy must be aggressive.
  • Civ Territories are divided as appropriate to the map.

XML: Cliff

A cliff is a special kind of object that distorts the land mesh into a certain raised shape, and paints texture objects onto various parts of the cliff area.

Icon

BRIEF DESCRIPTION ::The sprite name of the icon to display for this cliff.

Top

BRIEF DESCRIPTION ::Paints the surface (the area above the wall) of the cliff with this terrain object. Passability info determines whether units can walk over the top of the cliff.

Side

BRIEF DESCRIPTION ::Paints the wall (the typically impassable side) of the cliff with this terrain object. Passability info determines whether units can walk up the side of the cliff.

Edge

BRIEF DESCRIPTION ::Paints the base (the bottom that touches the land's original terrain) of the cliff with this terrain object.

Height

BRIEF DESCRIPTION ::How tall the cliff is. Similar to water depth. The higher the number, the greater the terrain is raised when the cliff is placed.

Style

BRIEF DESCRIPTION ::The shape of the cliff.

Determines the style in which the cliff area is distorted. Examples include "mesa" (shallow sides, flat top), "plateau" (similar to "mesa", but covering a wider area), "hill" (rounded top) and "mountain" (craggy).

Not sure how we're going to define these. Presumably this points to a style file which defines the x/y/z nodes of the cliff mesh. AoM just hardcoded its cliff shapes, so we're not sure.

Smoothness

BRIEF DESCRIPTION ::The number of land tiles off the cliff edge to smooth when the cliff is placed (creates a more gradual incline from the surrounding terrain).

Example:

CODE

<cliff Tag="Greek Cliff" Parent="Cliff"

icon="GCliff64" top="grassdirt25" side="CliffGreekA" edge="grassdirt50" height="2.0" style="hill" smoothness=""

</cliff>

XML: Formation

A formation is a collection of specific units that receive special bonuses.

Note that formations differ from groups (multiple units selected at the same time which can be commanded as one). A formation is a special state applied to a group of compatible units.

Formations are used for strategic military engagements, have distinct limits on the number and type of units that can enter them, and distinct advantages to doing so. This encourages use of small, tactical formations for specific purposes, more effective than a larger, unruly mob.

Bonus

BRIEF DESCRIPTION ::The attribute that is bonused.

This defines what attribues may be bonused.

Typically the following attributes could be affected:

Move.Speed Health.Hitpoints Health.Regen Armour.Value Vision.LOS Attack.Accuracy Attack.Damage Attack.Speed Attack.Range

BonusType?

BRIEF DESCRIPTION:: The entity type that is bonused.

This defines what entities in the formation will receive the bonus. These are defined by the entity's Id properties: Id.Type or Id.Generic.

BonusValue?

BRIEF DESCRIPTION:: The value of the bonus

This is the percentage of the bonus. If it is a value of .2 that gives a 20% bonus.

Penalty

BRIEF DESCRIPTION ::The attribute that is penalised.

This defines what attributes may be penalised.

Typically the following attributes could be affected:

Move.Speed Health.Hitpoints Health.Regen Armour.Value Vision.LOS Attack.Accuracy Attack.Damage Attack.Speed Attack.Range

PenaltyType?

BRIEF DESCRIPTION:: The entity type that is penalised.

This defines what entities in the formation will receive the penalty. These are defined by the entities Id properties: Id.Type or Id.Generic.

PenaltyValue?

BRIEF DESCRIPTION:: The value of the penalty.

This is the percentage of the bonus. If it is a value of .1 that gives a 10% penalty.

The penalty should always have less effect than the bonus. It's a give and a take situation that must give more than it takes, otherwise nobody will use the formation. We take in order to preserve balance and historical accuracy in military tactics.

Width

BRIEF DESCRIPTION ::The width of the formation.

Theoretically, we would not need this for attributes of formations, but we will need it for groups that do not use the Formation.Order attribute.

Required

BRIEF DESCRIPTION ::The number of units required to make this formation.

This specifies the minimun number of required units before it drops to the previous formation. See Prior for more details.

Next

BRIEF DESCRIPTION ::Points to the tag of the next formation after the formation cap is reached.

In order to perserve the shape of the formations and their filling order, it is necessary to have a progression of formation 'shapes'. This attribute points to the next formation XML file that should be used if the number of entities exceeds the number of entity slots in the current formation.

Prior

BRIEF DESCRIPTION ::Points to the tag of the previous formation if the number of entities in the formation is not met.

As the number of entities decreases, the formation must change to compensate for the 'gaps'. This points to the previous formation which has the proper configuration for the smaller quantity of entities. If this attribute does not exist, then it it means the formation is disbanded if the requirements are not met.

Movement

BRIEF DESCRIPTION ::The group form it takes when they are moving to a waypoint.

When a formation is ordered to a waypoint, this attribute specifies what formation/group pattern they form when going to that destination. When they arrive at the waypoint, they revert back to their original formation.

Note: this only affects movement to a waypoint; the formation does not change when ordered to attack. It retains its formation while it advances to attack.

If this attribute is not specified, it retains its formation even in movement (such as testudo or phalanx).

Category

BRIEF DESCRIPTION ::The entity allowed at position.

This corresponds to Entity.Formation.Category. This specifies what entity may go in what position.

Some positions may be filled by multiple entity categories. The precedence of what goes in what position is: lead=>melee=>ranged=>support.

So if a ranged unit is in a slot that a melee unit can fit in, then it bumps it to another ranged position. If there is no position available the ranged unit gets bumped out of the formation or the formation goes to the Next formation where an open slot would be available.

Order

BRIEF DESCRIPTION ::Entity position fill order.

Order defines the fill order of the entities. The engine needs to check if the entity is allowed to partake in the formation, then it checks to see what Formation.Category it is, then it checks the positions to see if there is an available slot in this following order. If there is, it's added, if there isn't, it's not allowed to be added.

fl

BRIEF DESCRIPTION ::File, a row of entities.

fl stands for file. This specifies a row of entities.

rk

BRIEF DESCRIPTION ::Rank, a position (cell) in a file (row).

rk stands for rank. This specifies a slot in a row of entities.

Example:

CODE

<formation Tag="Form Box 2"

bonus="stat.armour" bonustype="unitmelee" bonusval=".2" penalty="move.rate" penaltytype="unitmech,unitnonmech" penaltyval=".1" width="5" required="10" next="Form Box 3" prior="Form Box 1" movement="Group Line"

<fl category="melee">

<rk order="1"></rk> <rk order="10"></rk> <rk order="2"></rk> <rk order="11"></rk> <rk order="3"></rk>

</fl> <fl category="melee">

<rk order="12"></rk> <rk category="melee, ranged" order="18"></rk> <rk category="melee, ranged" order="22"></rk> <rk category="melee, ranged" order="19"></rk> <rk order="13"></rk>

</fl> <fl category="melee">

<rk order="4"></rk> <rk category="melee, ranged" order="23"></rk> <rk category="support, lead, ranged" order="5"></rk> <rk category="melee, ranged" order="24"></rk> <rk order="6"></rk>

</fl> <fl category="melee">

<rk order="14"></rk> <rk category="melee, ranged" order="20"></rk> <rk category="melee, ranged" order="25"></rk> <rk category="melee, ranged" order="21"></rk> <rk order="15"></rk>

</fl> <fl category="melee">

<rk order="7"></rk> <rk order="16"></rk> <rk order="8"></rk> <rk order="17"></rk> <rk order="9"></rk>

</fl>

</formation

QUOTE FORMATIONS

Historian Article: Basic Formations and Movements

  1. FORMATION CHARACTERISTICS

SPEED

  • Formations can only move at the speed (MR) of the slowest unit within them.

MOVEMENT INTERRUPTION

  • Moving formations, commanded over distance to go from point-to-point, are incapable of attack while moving (unless it's a special unit trait - Parthian cavalry archers, elephants, chariots).

IDLE ORIENTATION

  • Idle formations will orientate themselves with the vector from their prior waypoint

ATTACK

  • The formation's Attack command targets an area, and not a specific unit. The units in a formation will then advance (if needed and if allowed by their AI stance) and attack according to their optimal RPS dynamics vs. their enemies in that area.

CONTROL

  • Most Formations can be constituted without being placed under control group numbers (Ctrl+...num).
  • Units can be added to formation by using a GUI 'join' command.

FORMATION POSITIONS

  • Melee - Foot Hackers.
  • Protected - Units that should be protected - Healers, Female Citizens, etc.
  • Ranged - Ranged Units.
  • Lead - Hero units (and later in Part II, morale units)
  1. FORMATION TYPES

Graphical Representation

BOX

Minimum Number Required: 9 Available to Classes: UnitMechanical?, UnitMilitary?, UnitSupport?, Hero Bonus: Melee Armour. Debonus: Movement Rate. Special: N/A. Explanation: The Box Formation is typically used to surround units within it that are weaker, more vulnerable, or of high value to the player. A formation with a defensive posture, that is good to use as a 'last stand'.

CLOSED COLUMN

Minimum Number Required: 9 Available to Classes: UnitMilitary?, UnitSupport?, Hero Bonus: Movement Rate. Debonus: Melee Armour. Special: Width of 3 max Explanation:

  • Basic formation for rapid unit distance movement.
  • The stongest units assemble to the front of the column.

CLOSED LINE

Minimum Number Required: 9 Available to Classes: UnitMechanical?, UnitMilitary?, Hero FormationCategory? Positions

  • Melee = front.
  • Mobile = front.
  • Protected = back.
  • Ranged = middle/back.

Bonus: Pierce Attack, Melee Attack. Debonus: Movement Rate, Pierce Armour. Special: Depth of 3 max, Closely Packed Together. Explanation:

  • The basic battle line.
  • Strongest units form to the front rank; if mixed hacker and ranged, melee to the front.

OPEN COLUMN

Bonus: Pierce Armour. Debonus: Melee Armour. Special: Width of 3 max, Loose formation. Explanation:

  • Like closed column, but staggered for protection against ranged attack and splash damage

OPEN LINE

Bonus: Pierce Armour, Crush Armour. Debonus: Movement Rate, Melee Armour. Special: Depth of 3 max, Loose formation. Explanation:

  • Like closed line, but staggered for protection against ranged attack and splash damage

SKIRMISH

Minimum Number Required: 9 Available to Classes: UnitRanged? Bonus: Movement Rate, Attack Rate, LOS. Debonus: Melee Armour. Special: Evades Enemy, max depth of 2 (terrain permitting). Explanation:

  • Resembles an Open Line
  • Limited to ranged units
  • Ideally, these guys will run up to within their range of the enemy, fire their weapon, then retreat then continue the cycle.

FLYING WEDGE

Minimum Number Required: 9. Available to Classes: UnitMechanical?, UnitMilitary?, UnitMedic?, Hero Bonus: Movement Rate, Melee Attack. Debonus: Pierce Armour. Special:

  • Semi-unique to the 'barbarous' Celts and Iberians.
  • Protected go to the back middle.

Explanation:

  • A break-through formation, mainly used by hackers.

TESTUDO

Minimum Number Required: 9. Available to Classes: FootSword? Bonus: Armour Debonus: Movement Rate. Special:

  • Unique To Romans.

Explanation:

  • The turtle formation.
  • Unable to attack while in this formation.
  • Ultra high resistance to attack.
  • Cannot enter Flank.
  • Retains its formation in movement, and very slow

PHALANX

Minimum Number Required: 12 Available to Classes: FootSpearman? Bonus: Armour Debonus: Movement Rate. Special: Unique To Hellenes. Explanation:

  • The standard phalanx of the Greek/Macedonian? era
  • Retains its formation in movement, and slow

XML: Terrain

Terrain can be defined as the ground plane. It is the basic tile based foundation that establishes the game world. This document defines those attributes.

The placement of what texture goes where is defined by random map script or a map editor. They will be able to control troop movement, structure placement, ambush points, strategic harbours, and impassable mountain ranges with these tools.

There are going to be lots of different terrains, and many of them will share similar attributes. To reduce the hassle of creating XML for each terrain tile, terrain XML should have the following support: Multiple terrain objects can be stored in the same XML file (separated by their <terrain> tags). Multiple terrain XML files can be read from the same folder. Terrains can inherit attributes from other terrains by specifying a "parent" (see the section on inheritance in the XML Header Overview). Skin

BRIEF DESCRIPTION ::Specifies the name and path of the terrain's texture. Note that the icon for the terrain is automatically generated as a thumbnail of this image.

Animated textures can be specified here. This feature could be used for all sorts of effects: waterfalls, water effects, UI effects, fire, conveyor belts, skyboxes.

Dirt

  • dirt1 - bare
  • dirt2 - cracked
  • dirt3 – mud

Grass

  • grass1 - plain
  • grass2 - lush
  • grass3 - long
  • grass4 - weeds
  • grass5 – short/long mix
  • grass6 – bunched dry
  • grass7 – yellow
  • grass8 – dark tufts
  • grass9 – mixed greens, weeds

Sand

  • sand1 - plain
  • sand2 - rippled
  • sand3 – rough, rocky

Forrest

  • forest1 – leafy
  • forest2 – needles
  • forest3 – fronds
  • forest4 – scrub
  • forest5 – logged

Road

  • road1 – Persian
  • road2 – Roman
  • road3 – Hellenic
  • road4 – Celtic
  • road5 – Carthaginian
  • road6 – Iberian
  • road7 – gravel - gray
  • road8 – gravel - brown

Water Sub-Terrain

  • coral1 - brown
  • coral2 - turquoise
  • coral3 - red
  • rock1 - light
  • rock2 - medium
  • rock3 - dark
  • pebble1 - small
  • pebble2 - large

Beach

  • sand1
  • sand2
  • sand3

Cliff

  • cliff1 - brown
  • cliff2 – brown, vegetation
  • cliff3 – brown, cracks
  • cliff4 - gray
  • cliff5 – gray, vegetation
  • cliff6 – gray, cracks

Special

  • furrows1 – dirt
  • furrows2 – dirt, small plants
  • furrows3 – dirt, large plants
  • black
  • lava
  • structure – under structures

MMap

BRIEF DESCRIPTION ::The RGB colour used to represent this terrain on the Mini Map.

Note: If no value is specified, then the terrain colour is determined by finding the primary colour used in the skin, as in the current highly cool ScEd?.

Group

BRIEF DESCRIPTION ::The types/classes/groups to which this terrain belongs.

Used when painting by random group, and to specify under what categories it appears in the Editor. For example, if the user is painting group "Arid Grass", it'll randomly pick terrains with this type to paint. Actors like trees should use the same principle (eg an Oak Tree group for all oak trees).

Properties

BRIEF DESCRIPTION ::List of special properties for the terrain.

For example, "buildable" means that structures can be built on the terrain, assuming that it is flat enough.

Passable

BRIEF DESCRIPTION ::Defines that a certain type of unit can move over this terrain, and the effects the terrain applies when the unit is moving over it.

A terrain can have multiple Passable attributes to define different behaviours for different unit types walking over it.

(Note that special actors that combine multiple terrain objects (such as water and cliffs) simply use the passable attributes for those terrains. For example, the only thing stopping units from walking up the wall of a cliff is that the wall terrain is impassable to units. Equally, the appropriate surface and shore terrains determine what units and ships can walk on the different areas of a water object.)

A Passable attribute consists of: Type: The category of unit(s) that can pass over this terrain (determined by the entity's Id.Type). Speed: A percentage modifier to the unit's movement rate when moving over this terrain. 100% uses the unit's default movement rate. Higher numbers increase the unit's speed. Lower numbers decrease the unit's speed. Effect:: A list of special effects that occur when the unit is walking over this terrain. Effects include: Dust: eg sand, dry dirt. Clouds of dust particles appear around the entity as it moves over the terrain. Tracks: eg mud, wet dirt. Entities leave tracks on the terrain as they move. This is dependent upon the entity type. For example, foot units leave footprints, cavalry leave hoofprints, while wheeled units cut grooves into the ground. Splash: eg shallows, mud. Wakes: eg deep water. Ripples and wave deformations of the water mesh. QUOTE These are the general rules for terrain movement:

Normal (undefined) Units – movement of any entity except ships. Structures – construction of any structure except Docks.

Shallows Units – movement of any entity with feet (UnitNonMechanical?). Structures - only the construction of water structures that may be built in the shallows (StructWallW, StructTowerW, Dock).

A special note about the shallow type. The first image shows some nuances of the shallow water. See that though the water is visually ‘shallow’ in a certain region of that picture… it isn’t ‘shallow type’ because it doesn’t have the correct shallow texture type (designated by the difference in the skin appearance). In other words, 2 things must be in order before a terrain is considered shallow. It must not be too deep (elevation difference of the Z axis), and it must be the shallow terrain type.

Water Units – movement only by ships (UnitShips?). Structures – no structures may be built.

Forest Units – only units with the Boolean attribute of walking in forests may walk in Forest type. Structures – no structures may be built.

A special note about the forest type. When a tree is placed on the terrain, the tile that the tree is placed on has the terrain’s secondary texture skin changed to a forest type. When a cluster of trees are placed in adjacent tiles it changes the terrain enough to make a ‘closed’ forest terrain which means that all eight tiles around it also have a tree on them. When that is the case, the terrain is now of the forest type and there are special permissions applied to it.

Cliff Units – no unit may traverse. Structures – no structure may be built.

Doodad

BRIEF DESCRIPTION ::Doodads/goobers/decals that get randomly sprinkled over this terrain. Similar to props, except they aren't bonded to specific sockets.

Useful for beautifying terrain and breaking up patterns in the texture (cacti, plants, lilies, reeds).

Like the Passable attributes, a terrain can have multiple doodads.

A Doodad attribute consists of: Name: The name of the prop or decal actor that can be placed. Max: Determines the maximum quantity of this doodad that could placed on the terrain (a random number of doodads is chosen when terrain is placed; this is the cap on that number, 0-max). Higher numbers have a higher likelihood of getting more doodads. Example:

CODE

<terrain tag="GrassRoughB" parent="GrassRoughA"

skin="textures/terrain/water/GrassRoughB.dds" mmap="100, 200, 250" type="grass, roughgrass" properties="buildable" <passable type="siege" speed="80" effect="grooves, dust"/> <passable type="wheeled" speed="75" effect="grooves, dust"/> <passable type="mounted" speed="90" effect="tracks, dust"/> <passable type="foot" speed="102" effect="footprints, dust"/> <doodad name="Shrub1" max="2"> <doodad name="Stone2" max="3"> <doodad name="Stone3" max="3"> <doodad name="Flower1" max="2"> <event on="WalkOver?" ![CDATA[ When something walks on the terrain,

walker.SetAnimation?("onfire",3); Destroy(walker, "FireDeath?"); Set the unit walking on it on fire, just for the hell of it.

]]></event>

</terrain>

XML: Water

Our goal is to accomplish a similar water appearance to this:

http://wildfiregames.com/~gamedesign/water/tech01.jpg Elevation: The water uses a separately deformable heightmap, so that the water mesh can vary in height throughout the map. When the watermap is lower than the terrainmap, we have dry land; when higher, a water area occurs in that space. Terrains: Like cliffs, waters consist of several textures for the different areas of the water object, and so things like what units can move over water are determined by the terrains used. Blending: The different water types need to blend in a natural way (eg shore into shallows into deep water). We can calculate this taking the distance between the terrain plane and water plane to create a viscosity factor (the greater the difference between the two heightmaps, the darker the water) and blend factor (how much deep water texture, how much shallow water texture). Ripples: The water mesh should "shimmer" (deform motion on the surface and edges, with ripples and waves, noise distortion). It should be reflected and lit. Slopes: We won't be able to have sharp drops in water elevation and make it look good (textures will be severely stretched). But then, they don't occur in nature all that often anyway. For things like waterfalls, we'll have waterfall gaia objects that we can place between two rivers of differing height to hide the sharp drop. Waves: Animated foam sprites on the water surface (eg AoM, War3) don't really fit the hyper-realistic art style that the artists want to achieve, so we won't do them. We'll distort the mesh along the shoreline instead, attempting to create mesh-based waves.[list]The sprite name of the icon to display for this water. Icon

BRIEF DESCRIPTION :: The sprite name of the icon to display for this water.

Surface

BRIEF DESCRIPTION :: The terrain object that gets placed on the surface of the water mesh.

Consists of two sub-tags: Terrain: The name of the painted terrain object. Area: The percentage of the water area that uses this texture (range 0..1). Bank

BRIEF DESCRIPTION :: The terrain object that gets placed on the edge of the water (typically shallows).

Consists of two sub-tags: Terrain: The name of the painted terrain object. Area: The percentage of the water area that uses this texture (range 0..1). OuterBank?

BRIEF DESCRIPTION :: The terrain object that gets placed on the outer edge of the water (typically the shore).

Consists of two sub-tags: Terrain: The name of the painted terrain object. Area: The percentage of the water area that uses this texture (range 0..1). Layer

BRIEF DESCRIPTION :: A terrain that gets layered on the water when it reaches a certain depth. Layers occupy the same area as the "surface" terrain, just at a different depth.

A water can have any number of water terrain layers. These typically are only used for deep expanses of water (ie oceans). Rivers don't tend to have them, except maybe a "bottom" layer.

Consists of two sub-tags: Terrain: The name of the painted terrain object. Distance: The distance specifies how deep the water must be before this terrain is painted. The value "bottom" is a special distance that always appears on the very bottom of the water (it gets painted over the land mesh that's under the water), irrespective of depth. Note that if no bottom terrain is specified, the land will retain whatever texture was already applied when the water was painted. Colour

BRIEF DESCRIPTION :: RGB colour of water transparency.

This is used to tint the water a certain colour eg light blue coastal water, or dark blue deep ocean water. Shallow water would have a lighter coloured plane than deep water.

Depth

BRIEF DESCRIPTION ::Specifies how deep the water is. 4.0 means the water is 4 metres under the land terrain when applied.

Smoothness

BRIEF DESCRIPTION ::How many land tiles off the shoreline are smoothed when the water is placed (creates more gradual incline from land to water).

Example:

CODE

<water Tag="North Atlantic Ocean" Parent="Ocean"

icon="nocean64" <surface area="0.5" terrain="water"/> <bank area="0.1" terrain="RiverSandyB"/> <outerbank area="0.4" terrain="RiverSandyB"/> <layer distance="bottom" terrain="RiverSandyA"/> <layer distance="8.0" terrain="ShorelineAtlanticA"/> <layer distance="12.0" terrain="UnderwaterIceA"/> <layer distance="14.0" terrain="UnderwaterIceB"/> <layer distance="16.0" terrain="UnderwaterIceC"/> <layer distance="18.0" terrain="black"/> colour="0 175 235" depth="3.0" smoothness="1"

</water>

QUOTE WATER

Water colour will be based on a RGB colour picker tool. Water is alpha faded based on the depth of the terrain. If any of the water has a degree of opacity to it, it is considered Shallow Water. If it is opaque, then the water is considered Water. Shallow Water has 3 different types with simply differentiated by visual effects and movement rates. The map maker or RMS scripter may also choose the textures that lie below the water’s surface.

Water Sub-Terrain Textures

  • coral 1
  • coral 2
  • coral 3
  • rock 1
  • rock 2
  • rock 3
  • pebble1
  • pebble 2
  • sand 1
  • sand 2
  • sand 3

Water Effects

  • Ripple
  • Wake
  • Splash

Suggestions for Appearances

  • light blue
  • dark blue
  • green
  • turquoise
  • place gaia rocks on shore
  • place sub-marine plants on terrain that is under water
  • marshes consisting of multiple shallow watercourses interspersed with wetland terrain of muddy, grassy with reeds and cattails with various shallow connections.
  • swamps consisting of multiple shallow watercourses interspersed with impassable hummocks of wetland terrain having jungle vegetation that is not buildable and only the scarcest of paths and shallows (for land units) and water courses for ships.
  • Floating ice, and ice chunks
  • Brown water

Backburner Ideas

  • Water puts out fire
  • Mobile units afflicted with fire missile damage can be rushed to shallow water to extinguish the continued loss of hitpoints from fire.
  • Rain Particles Ripple in water
  • Water flow effect perpendicular to shore

0 A.D. Online Design Document v1.2 All Information Copyright (©) 2004 Wildfire Games.