Well I’m back, I’ve FINALLY done it! My SECOND CIV! Is up! Please tell if you like it, what’s wrong with it etc. etc. I also posted my past civ, as it also got pretty awesome reply. (The Units were ‘inspired' ) I will send this to Microsoft (After The Third Civ is Created. Please, tell me what you think (If it’s TOO much, just look at the Godpaths & Myth units. I LOVE the Oni! ^_^)
The Clans
1. Basic Unit
2. Heroes
3. Buildings
4. God Paths
5. Military Units
1. BASIC UNIT
Basic Unit: Peasant
The Peasants are industrious workers, no matter how menial their task may be. They are a simple lot, working ceaselessly to harvest the necessities of life. Yet each knows how much worth they are, irregardless.
You Can Upgrade Peasants By Creating ‘Pack Horses’. The Peasants, on their own Gather like Greek Villagers (slightly better), combine them with a Pack Horse, and they collect as fast at an Atlantean Citizen. Peasants take the same time as Greek Villagers to train, Pack Horses takes 2/3 the time to train a Citizen. So basically, you have a choice between making them like Greek or Atlantean Gatherers. Peasants count as 1 Towards Pop, Pack Horse counts a 2. It doesn’t take a genius to realize that a Peasant with a Pack Horse counts as 3. The Peasant can ‘split’ from the Pack horse whenever desired.
Myth Unit: Doppelganger
These unique creatures have the ability to change their appearances so that it ideally mimics another, or even the opponents, causing much confusion.
The Doppelganger is available to Fudobaku, Hibari & Sen’in Sekka. They can be created right at the start of the game; however, for them to use their special ability, the tech ‘Ninjistu Art of Transformation’ must be researched.
The Doppelganger imitates any target unit. However, it has no attack, but ahs the same armour & health as the unit. (eg. I used my Doppelganger to imitate an enemy Citizen. He doesn’t know that it’s mine and his units won’t kill it until he commands them too.) The only possible way to know that a Doppelganger is spying as one of your units, is if you command him to move and he won’t, or if you click the ‘Died’ action and he doesn’t.
2. HEROES
Heroes: The Clan’s Heroes are selected through the Minor God selection process. Each Minor God has a certain Hero, if you chose that Minor God, you receive the particular hero that God offers. Also the, choices are based on Yin & Yang. If you select a God more devoted to Yin, he/she will give a Yin based hero.
Heroes:
Sasuka:
Sasuka is a bowman without peer, and her skills overshadow even the Huntsmen. Her arrows move with a speed, accuracy, and force that terrify her foes. Flying from the oversized longbow she carries, they punch through armour and bone like stabbing spears, even though she is blind. A tall slender woman, her manner is cold and condescending, but she fights irregardless.
Vision Arrows: Through enough toil, Sasuka has learnt to fire her arrows much further than the keenest huntsman; these arrows show her exactly what landscapes there are beyond her in her mind.
Utara:
Anyone who believes the geisha arts are a harmless business of strewing flowers and strumming tunes should meet Utara. In appearance she resembles a normal geisha of great beauty, but she incarnates the dark side of their practices she is a seductress, a poisoner, and possibly insane. At four, Utara was orphaned by bandits and adopted by local geisha. She proved an apt pupil, delving into medicine and other arts. One day she disappeared from the bathhouse, leaving dead a dozen raiders by all accounts men not unlike those who had killed her parents. A few years later she reappeared as one of the strangest weapons in the Clan’s arsenal.
Perish Song: When she wishes Utara can sing a strange, keening song, born of her tragic past and thirst for revenge. None can hear it without risk to their life and sanity.
Aya:
We do not know much about Aya. She dwells in the deepest, oldest woodlands, and according to the tales she is a solitary figure or forest goddess, or something in-between. Hundreds of years old, she has been known to disappear for decades and live out the time as a giant oak tree. All forests and growing things are under her protection. Despite her allegiance to life, she can be a vicious fighter, wielding a wreath of thorns against those who would threaten the forests, and a heavy pike, once rumored to belong to her past. Her relationship with plant life is mysterious — she moves unimpeded through the densest undergrowth and any crops thrive in her very presence.
Chant of Life: Aya’s powers are rooted in life and growth, the essence of yang. Her ancient chant has healing power in its very sound, completely curing all broken bones and scars.
Fumakugi
Fumakugi worked his way up from stable boy to cavalry general through matchless skill and tactical brilliance, and men who served under him still speak with awe at his exploits on the battlefield. Even after he became a general and strategist he still took the field alongside his men, armed with a lance and grim determination. Fumakugi loves to beat the odds, and his cunning and stubbornness make the difference even against taller or higher-placed foes.
Call Horse: Fumakagi’s years in the stables and on horseback have enabled him to summon wild horses at will. When he
uses this skill, the nearest free horse will come running to him, allowing him to mount.
Budo
Budo is a peasant overseer, a large man who is always seen with a barbed whip in his hand and a look of low cunning on his face. Early in his career he was the target of multiple accusations of torture, wanton beatings, and callous murder. Naturally the Serpent lords saw the limitless potential in this rising star. Budo’s cruelty and stupidity became a perfect tool in the hands of men like his master. Any province where Budo was put in charge would reliably have the highest productivity and lowest crime-rate in the known world albeit also the highest rate of peasant deaths. After a while the simple threat of placing Budo in charge meant a ten percent jump in the harvest.
Slave Driver: At this point in his career, Budo doesn’t have to beat people to death quite so often a mere crack of his whip sends peasants scurrying into faster action.
Okitaka
In person Okitaka is an undeniable force, charismatic, coldly intelligent and utterly without fear. No one has ever crossed him and lived to tell of it. He despises talk of the old Clans, and considers honour to be a sadly obsolete concept. In all things he is a realist, and magical attacks have been known to quail and dissipate under his skeptical gaze and indomitable will.
Intimidation: Okitaka’s reputation for ruthless justice precedes him in battle, weakening even the strongest warriors blows. For any who strike him know that he will remember and, sooner or later, pay it back a hundredfold.
Yaesumuji
Yaesumuji is a slender young man blessed with good looks, quick on his feet and well-trained in the twin sai he carries. He never seems to lift a finger, but each year he wins the Harvest-day foot-race. Rumors of a dark past never seem to touch him a wink and a ready smile always seem to banish any doubts about his loyalty.
Bravery: Yaesumuji isn’t tall or strong, but his looks and charisma make him seem like a hero from the old tales. When he tries, Yaesumuji’s dashing displays seem to suck the energy right out of his foes.
Fujikuwa
Fujikuwa emerged as the new chief in the time of his Clan’s enslavement, when the old line of chieftains was dead, and the clan’s very existence was threatened. The force of mind that allowed them to break their bonds was Fujikuwa’s — the covert training, the cunningly orchestrated uprising, the carefully timed messages to his allies. A menial slave, son of primitive hunters, he is clearly more than a match for even the most learned scholars.
Lupine Rage: Fujikuwa is a peerless battle leader. When he wishes, he can urge nearby warriors to strike with increased force.
Mizukari
This enigmatic man has been observed wandering the land for at least forty years, perhaps far longer. He travels alone and simply, seldom mounted, carrying only a long sword and a small sack of rice, sleeping in barns or under the stars. He is described as tall and slender, speaking little, never giving trouble. Those foolish or desperate enough to bother him have seen that he is lightning quick on both attack and defense.
Karmic Retribution: Mizukari is deeply tuned to the balance of things. Anyone dealing harm to such a being will see a portion of it returned to them, for Tao stands at the centre of all forces and all fates.
3. BUILDINGS
Dojo: Trains Naginta-Man/ Kabuki Warrior /Ronin
Guild: Trains Huntsman/Companion Archer
Keep: Trains Heroes/Samurai
Training Grounds: Battle Maiden/Siege
Town Centres: Peasants
Shrine: Trains Myth Units/Heroes/Doppelganger
Stables: Trains Pack Horse
Towers/Walls
House
4. GOD PATHS
ARCHAIC AGE
Fudobaku: God of Creation
Benefits: Auto-Gatherers
Auto-Gatherers are establishment, built on mines, farms or trees. These establishments will collect resources with the same strength of five peasants. However, they are expensive, and there is a limit to the creation.
Peasants Stronger
Military Improvements Cheaper
Improvements & Techs Researched Faster
Markets Free
Sen’in Sekka: Goddess of Winter
Benefits: Pressure Points
All Units kill enemies below 35% health in one hit.
Peasants Begin With Pack Horse
Farms Cheaper
Military Units Cheaper
Houses Free
Hibari: God of Summer
Benefits: Demonic Pact
A peasant is created at the town centre for an enemy villager killed.
Peasants Move Faster
Ships Repair Automatically
Buildings Cheaper & Stronger
Techs Cheaper
Myth Units Cheaper
CLASSICAL AGE
Dorjo: God of War
His Improvements Aid Your Soldiers
Mushokoba’s Parade: Increase Infantry Hack Attack
Dreadnought: Increase Infantry Pierce Armour
Ayoka’s Prayer: Increase All Unit’s LOS
MU: Masakuji
Spirits that have died in battle are rumored to walk the battlefields, chanting for the next victors. If they choose the victors, the they are free, if not, then they must remain, chained and shackled for the next war.
Masakuji are clad in thick armour, though their ghostly faces still can be seen from the Kubuto helm, they wield a long, heaving katana, and their special is ‘Piercethrough’ making their blades impale and cut through the flesh of many men in one blow.
Dochi: God of Magic
His Improvements Benefits Peasants
Koi Pond: Peasants Move Faster, Resistant to Myth Units
Harvest Season: Peasants Gather Wood/Farms Faster.
Calligraphy Brush: Peasants Move Faster, Pack Horses Cheaper
Farmer’s Request: Farms Cheaper
MU: Kamishira
The Kamishira are restless spirits, the wander from hall to hall, whispering, searching for loved ones, even though they have died several centuries ago.
The Kamishira, when provoked discharges an ethereal ranged attack; he has a massive 30 range, though his low health makes up for this.
MU: Kappa
Children who strayed too close to the water’s edge were rumored to be dragged into the tides by the Kappa, who would devour their young, fresh flesh. However, the Kappa is most joyous when he sees fleets of ships on the horizon, as he knows he will be eating till he is full that evening.
The Kappa are naval creatures, they have no real vulnerabilities, and can sink ships. Ships sunk will damage nearby ships due to the splinters. The Kappa regains health every time to takes a bite from the crewmen.
Onimaro: God of Madness
His Improvements Aid Archers
Tontiauh’s Quiver: Increase Archer Attack
Katbalgar’s Arm: Increase Archer Pierce & Hack Armour
Tarantella: Increase Archer Range & LOS
MU: Oni
In Feudal Japan, ‘Oni’ were demonic, bloodlusting creatures; they craved violence and devoured the souls of gluttonous people.
The Oni, is exceptional in close range melee combat, its special is especially expedient when it comes to Archers. As Archers tend to cower behind masses of troops, an Oni can ‘Vanish’ past the melee combaters, and freely reach the defenseless Archers.
HEROIC AGE
Utsuki: Goddess of Yin
Her Improvements Aid Your Myth Units
Reimei’s Curse: Myth Units Have Increased Defense, Resistant to Heroes
Sasuka’s Curse: Myth Units Benefit From Armory Improvements
Lunatic’s Rage: Myth Units Have Increased Attack
MU: Oshi-Gaki
‘Gaki’ loosely translated from Japanese means ‘Hungry Ghost’. In Feudal Japan, rumors that the Fujikawa Mansion had been tainted, people had been mutilated, killed, never seen again, except for the unidentifiable mound of flesh composed of several corpses. Whether the ‘Gaki’ did this was never known.
The Gaki, are vile creatures, although they take a human shape, they stand on fours, their wrists and knees twisted at odd angles, their mouths, waiting to devour warm flesh.
The Gaki have relatively weak attack, however, their health and the unholy aura that shields them makes them almost indestructible. They also exhibit special movements, which allows them literally to ‘Posses’ a Human. When the Human is killed, the Gaki returns, from the withered corpse, ready for its next victim.
Sakuja: God of Yang
His Improvements Aid Your Heroes
Fumakugi’s Trail: Heroes Deal More Damage to Myth Units
Northern Star: Heroes Move Faster & Have More Health
Hihikane’s Promise: Heroes Resistant to Regular Units.
MU: Kami-Oki
A Tale told of a man, a brave exorcist who ventured to purge the Fujikawa Mansion of evil. During his quest he was attacked by masses of shambling corpse, but a single being of pure light, acted as a shield and drove away the rotting corpses.
The Kami-Oki are beings that, although are relatively weak in terms of attack, make up for in defense. They have high health and armor, and when his masters are in danger, will act as a barrier to his pursier, preventing them reaching his masters.
Kurija: God of Exorcism
His Improvements Benefits Your Technology
Tobikage’s Walls: Stronger Walls/Builders, Cheaper
Yaesumuji’s Gift: Increase Infantry’s Speed, Hitpoints
Companion Shield: Increase Human Units Armour
Aya’s Pike: Heroes Cheaper
MU: Kugustu Onna
There was a tale, a child had been fascinated by the Kabuki; he had longed to hold the puppet, so he decided to ‘borrow’ this particular one. However, the next morning, his mother and father, found him dead, strangled, the puppet by his side, the wooden arms around his neck.
The Kugutsu Onna is a puppet in the mould of a woman; however this puppet has been given some form of essence bringing them to life, obeying what their master tells them. They have been given in instrument called the ‘Hanging Chains’, which when used on an enemy will impale his feet, then rise, so that his feet is in the air and his head is a few mere inches from the ground, making him pathetic and defenseless.
MYTHIC AGE
Tobikage: God of Day
His Improvements Benefits Your Peasants
Tamed Horse: Peasants Gather All Resources Faster
Red Crow: Archer Hit Moving Target Easier
Spider Silk: Units Have Increased Armour
Silk Road Ruins: All Improvements Cheaper
MU: Okami
A man, once had been in a dire situation, he was being chased by a gang of thieves and bandits. Just when they came upon him, a beast roared, leaped at the bandits, their daggers, and knives useless against its hide. Soon, the bandits were dead; leaving the man free to venture to his home and to ponder over what creature had saved his life.
The Okami are excellent in melee combat. They have relatively high attack, and high hitpoints and armor keeps him alive. He has a special bond to his masters, so that whenever his master takes damage, he takes the blow instead.
Gassen: God of Night
His Improvements Aids Human Soldiers
Balor’s Blessing: Human Units Regenerate
Ishikaru’s Gift: All Units Train Faster
Nobleman’s Request: Exceeds The Limits of Building Forts/Towers
MU: Tengu
There was once a story telling how an old man, saw a small dog, tied up in a hunter’s net during his stroll though the forest. He pitied the beast, the cut it loose. The Huntsman came back, only to find his prize gone, cut loose, and scraps of meat and human clothing near the net.
The Tengu, are voracious creatures, they bow down to none, and have an insatiable hunger for flesh, thus giving them a special which rips Human Soldiers & Myth Units to shreds. Their lunatic howl makes Myth Unit’s Special Useless & Lowers Most Unit’s Attack.
Ashakuji: Goddess of Kuon
Her Improvements Aids Technology
Peasant’s Request: Increase Population Limit
Ninjistu Art of Imitation: Doppelgangers Mime Attacks
Yin & Yang: Select ANY Heroic/Classical Age God. Techs from that God can be researched.
MU: Yamibaku
Spirits of Darkness, and of Yin, in the Hein Period, a Yamibaku in the Fujibaku Mansion could not be removed, killing all foolish exorcists who came to test their wits.
Yamibaku take the shape of restless female spirits. They may either haunt the grounds, or haunt the airs. They are virtually indestructible, even against heroes & myth units. Her special attack is to instantly kill a unit, then use his corpse for a ritual, boosting her attack, making her stronger with each kill until she almost aligns with Invincible.
5. MILITARY
Naginta-Man
Peasants who show an aptitude in close-quarters fighting begin their training with the humble spear. From the dojo master, they learn the foundations of the martial arts: strength, speed, and poise. Opponents who pay attention only to the spear are often surprised when a Naginta-Man lashes out only with his hands and feet in sharp, accurate strikes. The spear is not the quickest of weapons although its reach helps when assaulting foes on higher ground. Nor is the spearman the most skilled of fighters. However, his training is simple and adaptable, forming the basis for the more advanced techniques of the later warriors.
Innate Ability: Due to the length of their spears, Spearmen are immune to the effects of height in combat when they are attacking melee opponents.
PROS: Bonus vs. Cavalry, Decent Attack vs. Infantry, Immune to Height Combat (eg. Colossus), Cheap, Decent Armor.
CONS: Poor Pierce Armour
Huntsman
Those who train as Huntsman- usually peasants with a gift for hunting - must possess many talent, the least of which is incredibly keen vision. Far from being weaklings or cowards, Huntsmen must possess great strength of arm to draw their enormous bows, and great strength of will to hold steady as the enemy bears upon them. As long as they remain rested and calm, Huntsman’s arrows strike with otherworldly force. However, this deadly proficiency comes at a price. A Huntsman never panics or abandons his weapon, and his mighty bow makes a poor staff. Nor can he wear armor, lest it interfere with his delicate aim, or numb him to the changing winds. A lone archer on the battlefield is in a precarious situation indeed.
Innate Ability: Pass Through Damage: The Huntsman fires so accurately that his shots will pass through foe to foe.
PROS: Pierce Attack, Bonus vs. Infantry, Pass Through Damage,
CONS: Poor Armour, Minimum Range (Pierce Attack Turns to Hack At Minimum Range)
Chemist
Some peasants, though quick of mind and keen of eye, just aren't cut out for the traditional battlefield. These often become chemists, learning to turn nature's humble herbs and minerals into healing salves and beautiful fireworks. Both talents have their wartime uses, as the Chemist devises screaming rockets to rain upon his foes, or employs his medicines to speed the healing of nearby allies. Chemists are eccentric lovers of pyrotechnics, not study fighting men; they stand little chance in a toe-to-toe fight. Yet their unorthodox weapons and giddy, cackling enthusiasm for explosives has unnerved more than one battle-hardened warrior, and turned the tide of more than one battle.
Innate Ability: Healing Herbs: Chemists regenerate, as well as those close, when the Chemist is idling.
PROS: Bonus vs. Archers. Ranged Stun Attack
CONS: Poor Armour, Average Attack, Average Health
Kabuki Warrior
Several have always understood combat to be an art: passionate, inventive, and beautiful. None understand this better than the Kabuki Warrior, whose skills with illusion and the blade meet in a flowing aesthetic of death. He is a master at luring his opponents into deadly errors, and strikes in close with steel, or at a distance with a deadly magical powder. Yet his lust for battle never diminishes his lust for life, and his sleight-of-hand is ever a source of simple entertainment and joy to the peasantry. Kabuki is an art of extravagant balance, and the Kabuki Warrior is a balanced combatant, quick and flexible, neither cautious nor foolhardy. Few care to face him in combat; the threat of humiliation is, perhaps, worse than the fear of death.
Innate Ability: Inspiration: Allied units within range of the Kabuki Warrior do more damage. Happens only when he's attacking. Units can only be affected by one Kabuki Warrior (non-stackable).
PROS: Quick, Hack Attack, Decent Armour, Ranged Stun Attack
CONS: Vulnerable to Myth Units
Companion Crossbowman
Often, tacticians view the traditional longbow as a cumbersome relic requiring excessive training, not to mention strength that would be better spent on the front lines. They much prefer the crossbow: easy to handle and quick-firing, its bolts swill strike with considerable force. An effective Crossbowman's training time is measured in days, not weeks. Crossbowmen are usually selected from the ranks of the wiry and fleet-footed: those whose natural tendency, when confronted by a beefy warrior, might be to run rather than fight. The Crossbowman, is then selected a Companion, or someone who will take his hits, thus a Shieldbearer, which will negate Archers, making their bows useless. In numbers, even novice Crossbowmen can be a deadly menace to seasoned warriors.
Innate Ability: Companion. The Crossbowman’s Companion can block most pierce attack whilst the Crossbowman fires.
PROS: Bonus vs. Archers. Bonus vs. Infantry
CONS: Vulnerable to Hack Attack, Companion can die, expensive.
(A Samurai & A Ronin Cannot Exist Simultaneously. If You create the Samurai, You Cannot Create the Ronin and Vice Versa)
Samurai: On the field of battle, there is no greater force than the Samurai. Ferocious as tigers, wise as dragons, they are brilliant tacticians as well as supreme warriors, defending honor above all else. Clad in gleaming steel plate, the Samurai are masters of bow and blade, wielding both with all the power and subtlety of the ancient masters. Few can stand against such a force. It is said that, even in death, a true Samurai never tastes defeat. When overmatched by hordes of enemies, the Samurai always chooses to disembowel himself rather than fall to an enemy's knife. Such courage releases a storm of righteousness that devastates the Samurai's enemies even as he passes serenely into the next world.
Innate Ability: Seppuku: The Samurai commits seppuku (suicide) when he is defeated, releasing his spirit and damaging all nearby enemies.
Ronin: In every age and nation, there are wise men of heroic strength: those whose swords shine in the nightmares of a hundred widows, and whose martial arts skills are no longer quite human. So it was with the samurai, and so it is with the Ronin: dark mirrors of their ancient counterparts, rejecting the samurai's code of honor as weakness, yet honing their talents to just as keen an edge. Such men make deadly foes, on or off the field of battle. In combat, Ronin wield a pair of razor-edged katanas, reasoning that their unholy proficiency with two blades will strike fear into those who cannot brandish one with equal force. In order to master this complex fighting style, they train only with blades, disdaining the Samurai's bow. When one of these hardened veterans perishes in battle, his accumulated ferocity and bitterness curses the very place of his death, while spurring his allies on to vengeance.
Innate Ability: Cursed Swords: When the Ronin loses all his hit points, he thrusts his swords into the ground, leaving them behind for a short time. The swords cause nearby allies to do more damage, while nearby enemy damage is reduced.
Battle Maiden: Once, women were forbidden to learn from the training grounds men had been. But when a single courtesan protected her master against those that had chosen treason, women were then given access to the same martial grounds as men. And since then, women who trained in the grounds wielded the same strange shaped ‘chakram’ the courtesan had wielded long ago.
Innate Ability: Dance of Knives: The Battle Maiden will throw her ‘Chakram’ at enemies, hitting several before it returns to her.
THE CULTS
i. SUMMARY
ii. FAVOR
iii. WORKERS
iv. MILITARY
v. HEROES
vi. GODPATHS
Summary:
Cults, dwell in forested regions, and prefer to negotiate than oppose in a hostile military style. They live in a ‘communal’ society, and due to their living conditions, have developed better sight and reflexes to other humans.
Workers:
Cult Workers are unlike any other units. They are created in pairs, both sharing a sack. Either one of the two can be tasked, but when each gather, they must return their resources to the sack. For example, the pair of workers are created, I send the them both to gather Food, which they both hunt an Elk, returning resources into the sack. However, when I send one of the pair to gather Wood, he does so and the resource is immediately deposited to the sack, but the other, who I had tasked on Gold needs to return the resources to the sack. All pairs must return their resources to their respective sacks, therefore, it is easier to send the pair to gather a single resource than split them. (If Sack Partner dies, nearest sack becomes drop-off facility)
Scout
Boasts: Speed, Blowdarts,
Vulnerable: Poor, light armor
Military:
Classical
Strider: Counters Cavalry
Boasts: 6.0 speed, hack armor, hack attack.
Vulnerable: 12% Pierce Armour
Sentry: Counters Archers
Boasts: 25 LOS, 20 Range, pierce armor, hack attack
Vulnerable: 4.0 speed
Stalker: Counters Infantry
Boasts: 10 range Pierce Attack, Hack attack
Vulnerable: 20% Hack Armour
Heroic
Watchman: Counters Archers, Myth Units
Boasts: 80% Pierce Armour, 2.25x to Myth Units
Vulnerable: 15% Hack Armour
Marauder: Counters Infantry, Siege
Boasts: 12 Pierce Attack, Converts to Hack Attack vs. Siege
Vulnerable: 18% Pierce Armour
Brigand: Counters Cavalry, Heroes
Boasts: 12 Hack Attack, x2.25 to Heroes
Vulnerable: 20% Pierce Armor
Underminer: Counters Buildings
Boasts: Multiplier vs. Buildings
Vulnerable: 15% Hack Armour, Low Range
Mythic
Felon: Counters Infantry, Archers, Cavalry, Siege
Boasts: 10 Hack, Converts to Pierce vs. Infantry, 5.5 Speed
Vulnerable: - 50% Attack, Armor vs. Myth Units, Heroes
Warden: Counters Buildings
Boasts: 60 Crush, 26 Range
Vulnerable 8% Hack Armor
Heroes:
The Cults have 5 heroes. However, only one TYPE of hero may exist, though this one can be created indefinitely. Eg. If I select to create the ‘Liege’ Hero, I cannot create the others, only the ‘Liege’
Liege: “Warrior” Leader. Excels in hand-to-hand combat.
Grovemaiden: “Mage” Leader. Wields both offensive & defensive spells. (Uses Cultist Snare, splash attack, & Herbs, heals idle)
Guardian: “Scout” Leader. Excels due to speed.
Hunter: “Ranged” Leader. Excels in ranged combat.
Sage: “Economic” Leader. Benefits Economy. (Empowers like the Pharaoh, but at a reduced percent. 5% - 10%)
Godpaths
Classical:
Hemera: Goddess of Daylight
Her improvements benefits your Myth Units
Sunlit Eyes: Doubles line of sight for all units
Phaeton’s Revenge: Increases speed of all Myth Units
GP: Morning Rays: Hemera, Goddess of Sunlight gave warmth and light to all those around her, making crops grow, and flowers bloom. Without it, there was only despair…
You have entire view of the map, enemies line of sight reduced to 1.
MU: Naiad: Nymphs who dwell near wells and springs may act as peacemakers. At will they can call a fog which clouds the vision of those who pass it.
Naiads lower the line of sight of units with their special, which, when followed through with other attacks will make a brilliant offence. They also have a high pierce attack and heroes have only half their bonus against them. Naiad can heal.
Harmonia: Goddess of Harmony
Her Improvements benefits your Buildings
Trojan Walls: Improve buildings/towers & walls hitpoints
Weaved Casket: Reduces cost of buildings/towers/walls
GP: Harmony: When Harmonia was present there were never any quarrels or bickers, only the sound of peace could be heard. There were no arrows, no fights, just silence.
Target area, all troops in the targeted area cannot attack; troops only in the targeted area cannot attack.
MU: Talos: An Automaton, who was given as a gift from Zeus, made by Hephaestus. He acted as a sentry, and threw rocks at approaching enemies or ships. It was said that he heated himself red hot and gave enemies a hug they would forever feel.
Talos has both a pierce and hack attack, when enemies are afar, he throws stones at the enemies however when it comes to melee or close hand combat he uses an iron sword. He also has a special ‘hug’ where he heats himself then hugs a unit burning him, taking out a lot of health.
Peneus: God of Rivers
His improvements aid your Cavalry
River Mares: Increase Cavalry Attack/Speed
Fertile Grounds: Reduce Cavalry Train Speed
Nullify: Peneus, when aggravated was known to cause much distress by pounding on the walls of his kingdom, sending much water to the surface, reversing several enchantments, the most famous being Midas.
Target after the use of a God Power, the God Power’s effect is canceled. (Eg. If Bolt was used, the bolted would reanimate, if Ceasefire, the ceasefire would end)
Diomedes Mare: A creature known to consume human flesh, for the person whoever has soothed the horses, tread lightly, for the beast may just turn to their master.
The Mares boast speed and attack, but they are very reliable against Myth Units as well as human troops. Due to their cannibalistic nature they have an insane multiplier for other Myth Units.
Heroic
Persephone: Goddess of The Underworld
Her Improvements aid your Archers/Myth Units
Arrows of Styx: Increase Archer attack.
Feet of Eulysian: Increase Archer speed.
Pomegranate Seeds: Myth Units are cheaper and use special more often
Unholy Chalice: Myth Units may return as shades when killed
GP: Theft:
Persephone had once been stolen whilst she was picking flowers in the fields. Persephone gives theft to crumble the earth beneath your enemies and let them be pulled and tugged by the spirits of the underworld.
Opens a portal to the Underworld, shades grab and pull enemy troops, enemies pulled in return as (your) shades.
MU: Amazon: Women of tribes, boasting that they are stronger than men, their battle cries tell their allies the weaknesses of their enemies as living in the jungles has given them the blessing of increased sight. Amazons have massive line of sight and their special is a cry which changes the counter system (ie. Archers kill Cavalry, Cavalry kills Infantry, Infantry kills Archers)
MU: Siren: The songs these alluring maidens sing often cause ships to succumb to their will was the man who oar them are under the song of these creatures. Sirens cause an enemy to attacks its own for the duration of her song. She has a very strong hack attack and is immune to all other Myth Units specials.
Demeter: Goddess of Harvest
Her improvements benefits your Villagers
Harvest Season: Improve farm gather rate
Winter Pine: Improve wood gather rate
Poseidon's Gift: Lower cost of all cavalry
Seasons:
During her search for her daughter Persephone, the trees died, flowers wilted, no life was given. When her daughter returned to her the life returned, but only for the few months her daughter had with her.
You gather all resources 60% faster whilst enemies gather at 30% slower.
Oread: Nymphs that dwell in the mountains, who can utter to roots or twigs to restrain anything that may be wanting to cause them harm.
Oreads are healers that can immobilise enemies at a distance, enemies immobilised may not attack or use any special attack they might have. However they have a decent hack attack, attacking with the wreaths the wear.
Eros: God of Love
His improvements aid your Infantry
Messenger of Love: Increased speed for all infantry
Devoted Toil: Reduces cost for infantry
Arrows of Love: Increase attack for all archers
Charm:
Eros was given two arrows, the Arrows of Love and the Arrows of Indifference. With the Arrows of Love he made couples feel the emotion whilst he taught wrongdoers a lesson with the Arrow of Indifference.
Targeted area will ‘swap’ units. Your enemy now has control of your army, you of his. Change is permanent.
Teumission Fox:
A creature created by a god so that it would never be hunted down due to its sheer velocity. The Teumission Fox can rip most men apart in a few seconds.
A Teumission Fox can outrun cavalry which is why they rip archers apart. They have high pierce amour though they have no special attack.
Mythic:
Hestia: Goddess of the Hearth
Her improvements benefit your Heroes.
Sacred Hearth: All Units regenerate
Wrath of Olympus: All Heroes have more attack, armor & speed
Old Religions: Heroes are stronger against Myth Units, normal soldiers
Aged Protector: Reduce Heroes train time, cheaper heroes
Burnt Coals: Reduces improvement costs
Blaze:
Hestia, Goddess of the Hearth did not want a place in Olympia but merely her own dwelling so she could be in peace and care for the people to keep them warm. Sometimes, those who angered her had there homes burnt down by their hearths.
Select a house or Town Center, a fire will start and spread throughout the entire base, the closer, the longer the burn time.
Harpy: Loathsome creatures who posses the face and body of a beautiful woman whilst the rest of her body is that of a bird. She scratches and tears at foes from above and usually swoops low enough to catch an unsuspecting foe that she later drops from fatal heights.
The Harpy is an aerial creature that attacks by swooping and scratching the enemy and her special is to take a unit, rise up and drop it, instantly killing it.
Nyx: God of Night
His improvements aid your Human Soldiers
Nighthawk: x1.5 Multiplier for Archers against all
Dusk Stalker: x1.5 Multiplier for Soldiers against all
Evening Hooves: x1.5 Multiplier for Cavalry against all
Weapons of Nyx: x2 Multiplier for All Units against Buildings
Night:
When Nyx called night darkness came with it.
Enemies in complete darkness, no fire from TC or Towers may occur. Enemies will not attack unless they are provoked. All LOS for enemy is 1, for all Units/Buildings
Erymanthian Boar: The Erymanthian Boar is a creature created from hatred and when encountered by a hunter is able to blind him thus continues to dispatch the now blinded hunter then proceeds to consume his flesh.
Erymanthian Boar has a smite attack where it blinds enemies in its range. Blinded enemy still attack but miss.
Phoebe: Goddess of the Moon
Her improvements benefits your Myth Units
Lunar Eclipse: Heroes have reduced bonus against your Myth Units
Red Tides: Myth Units now have bonus against heroes
Lunatic High:
Phoebe gave strength to all those fought under the moon, turning them savage. Even those who served her could not cut wood, or farm. Only awaiting until the phase was over.
Doubles attack for all troops, increased speed and x3 against all hostile units, x5 to buildings, TCs & Towers’ accuracy reduced (so they miss), but cannot gather during this time as villagers are turned to wolves, which may attack other hostile villagers or units.
Calydonian Boar: A boar created from the neglect of a sacrifice charges through ranks of troops and tears through limbs and flesh of all that lay in its wake.
Basically a boar that does hack attack to all units in its charge attack, which it rushes through massed enemy units.
WELL? TELL ME WHAT YOU THINK!!!!!
The Clans
1. Basic Unit
2. Heroes
3. Buildings
4. God Paths
5. Military Units
1. BASIC UNIT
Basic Unit: Peasant
The Peasants are industrious workers, no matter how menial their task may be. They are a simple lot, working ceaselessly to harvest the necessities of life. Yet each knows how much worth they are, irregardless.
You Can Upgrade Peasants By Creating ‘Pack Horses’. The Peasants, on their own Gather like Greek Villagers (slightly better), combine them with a Pack Horse, and they collect as fast at an Atlantean Citizen. Peasants take the same time as Greek Villagers to train, Pack Horses takes 2/3 the time to train a Citizen. So basically, you have a choice between making them like Greek or Atlantean Gatherers. Peasants count as 1 Towards Pop, Pack Horse counts a 2. It doesn’t take a genius to realize that a Peasant with a Pack Horse counts as 3. The Peasant can ‘split’ from the Pack horse whenever desired.
Myth Unit: Doppelganger
These unique creatures have the ability to change their appearances so that it ideally mimics another, or even the opponents, causing much confusion.
The Doppelganger is available to Fudobaku, Hibari & Sen’in Sekka. They can be created right at the start of the game; however, for them to use their special ability, the tech ‘Ninjistu Art of Transformation’ must be researched.
The Doppelganger imitates any target unit. However, it has no attack, but ahs the same armour & health as the unit. (eg. I used my Doppelganger to imitate an enemy Citizen. He doesn’t know that it’s mine and his units won’t kill it until he commands them too.) The only possible way to know that a Doppelganger is spying as one of your units, is if you command him to move and he won’t, or if you click the ‘Died’ action and he doesn’t.
2. HEROES
Heroes: The Clan’s Heroes are selected through the Minor God selection process. Each Minor God has a certain Hero, if you chose that Minor God, you receive the particular hero that God offers. Also the, choices are based on Yin & Yang. If you select a God more devoted to Yin, he/she will give a Yin based hero.
Heroes:
Sasuka:
Sasuka is a bowman without peer, and her skills overshadow even the Huntsmen. Her arrows move with a speed, accuracy, and force that terrify her foes. Flying from the oversized longbow she carries, they punch through armour and bone like stabbing spears, even though she is blind. A tall slender woman, her manner is cold and condescending, but she fights irregardless.
Vision Arrows: Through enough toil, Sasuka has learnt to fire her arrows much further than the keenest huntsman; these arrows show her exactly what landscapes there are beyond her in her mind.
Utara:
Anyone who believes the geisha arts are a harmless business of strewing flowers and strumming tunes should meet Utara. In appearance she resembles a normal geisha of great beauty, but she incarnates the dark side of their practices she is a seductress, a poisoner, and possibly insane. At four, Utara was orphaned by bandits and adopted by local geisha. She proved an apt pupil, delving into medicine and other arts. One day she disappeared from the bathhouse, leaving dead a dozen raiders by all accounts men not unlike those who had killed her parents. A few years later she reappeared as one of the strangest weapons in the Clan’s arsenal.
Perish Song: When she wishes Utara can sing a strange, keening song, born of her tragic past and thirst for revenge. None can hear it without risk to their life and sanity.
Aya:
We do not know much about Aya. She dwells in the deepest, oldest woodlands, and according to the tales she is a solitary figure or forest goddess, or something in-between. Hundreds of years old, she has been known to disappear for decades and live out the time as a giant oak tree. All forests and growing things are under her protection. Despite her allegiance to life, she can be a vicious fighter, wielding a wreath of thorns against those who would threaten the forests, and a heavy pike, once rumored to belong to her past. Her relationship with plant life is mysterious — she moves unimpeded through the densest undergrowth and any crops thrive in her very presence.
Chant of Life: Aya’s powers are rooted in life and growth, the essence of yang. Her ancient chant has healing power in its very sound, completely curing all broken bones and scars.
Fumakugi
Fumakugi worked his way up from stable boy to cavalry general through matchless skill and tactical brilliance, and men who served under him still speak with awe at his exploits on the battlefield. Even after he became a general and strategist he still took the field alongside his men, armed with a lance and grim determination. Fumakugi loves to beat the odds, and his cunning and stubbornness make the difference even against taller or higher-placed foes.
Call Horse: Fumakagi’s years in the stables and on horseback have enabled him to summon wild horses at will. When he
uses this skill, the nearest free horse will come running to him, allowing him to mount.
Budo
Budo is a peasant overseer, a large man who is always seen with a barbed whip in his hand and a look of low cunning on his face. Early in his career he was the target of multiple accusations of torture, wanton beatings, and callous murder. Naturally the Serpent lords saw the limitless potential in this rising star. Budo’s cruelty and stupidity became a perfect tool in the hands of men like his master. Any province where Budo was put in charge would reliably have the highest productivity and lowest crime-rate in the known world albeit also the highest rate of peasant deaths. After a while the simple threat of placing Budo in charge meant a ten percent jump in the harvest.
Slave Driver: At this point in his career, Budo doesn’t have to beat people to death quite so often a mere crack of his whip sends peasants scurrying into faster action.
Okitaka
In person Okitaka is an undeniable force, charismatic, coldly intelligent and utterly without fear. No one has ever crossed him and lived to tell of it. He despises talk of the old Clans, and considers honour to be a sadly obsolete concept. In all things he is a realist, and magical attacks have been known to quail and dissipate under his skeptical gaze and indomitable will.
Intimidation: Okitaka’s reputation for ruthless justice precedes him in battle, weakening even the strongest warriors blows. For any who strike him know that he will remember and, sooner or later, pay it back a hundredfold.
Yaesumuji
Yaesumuji is a slender young man blessed with good looks, quick on his feet and well-trained in the twin sai he carries. He never seems to lift a finger, but each year he wins the Harvest-day foot-race. Rumors of a dark past never seem to touch him a wink and a ready smile always seem to banish any doubts about his loyalty.
Bravery: Yaesumuji isn’t tall or strong, but his looks and charisma make him seem like a hero from the old tales. When he tries, Yaesumuji’s dashing displays seem to suck the energy right out of his foes.
Fujikuwa
Fujikuwa emerged as the new chief in the time of his Clan’s enslavement, when the old line of chieftains was dead, and the clan’s very existence was threatened. The force of mind that allowed them to break their bonds was Fujikuwa’s — the covert training, the cunningly orchestrated uprising, the carefully timed messages to his allies. A menial slave, son of primitive hunters, he is clearly more than a match for even the most learned scholars.
Lupine Rage: Fujikuwa is a peerless battle leader. When he wishes, he can urge nearby warriors to strike with increased force.
Mizukari
This enigmatic man has been observed wandering the land for at least forty years, perhaps far longer. He travels alone and simply, seldom mounted, carrying only a long sword and a small sack of rice, sleeping in barns or under the stars. He is described as tall and slender, speaking little, never giving trouble. Those foolish or desperate enough to bother him have seen that he is lightning quick on both attack and defense.
Karmic Retribution: Mizukari is deeply tuned to the balance of things. Anyone dealing harm to such a being will see a portion of it returned to them, for Tao stands at the centre of all forces and all fates.
3. BUILDINGS
Dojo: Trains Naginta-Man/ Kabuki Warrior /Ronin
Guild: Trains Huntsman/Companion Archer
Keep: Trains Heroes/Samurai
Training Grounds: Battle Maiden/Siege
Town Centres: Peasants
Shrine: Trains Myth Units/Heroes/Doppelganger
Stables: Trains Pack Horse
Towers/Walls
House
4. GOD PATHS
ARCHAIC AGE
Fudobaku: God of Creation
Benefits: Auto-Gatherers
Auto-Gatherers are establishment, built on mines, farms or trees. These establishments will collect resources with the same strength of five peasants. However, they are expensive, and there is a limit to the creation.
Peasants Stronger
Military Improvements Cheaper
Improvements & Techs Researched Faster
Markets Free
Sen’in Sekka: Goddess of Winter
Benefits: Pressure Points
All Units kill enemies below 35% health in one hit.
Peasants Begin With Pack Horse
Farms Cheaper
Military Units Cheaper
Houses Free
Hibari: God of Summer
Benefits: Demonic Pact
A peasant is created at the town centre for an enemy villager killed.
Peasants Move Faster
Ships Repair Automatically
Buildings Cheaper & Stronger
Techs Cheaper
Myth Units Cheaper
CLASSICAL AGE
Dorjo: God of War
His Improvements Aid Your Soldiers
Mushokoba’s Parade: Increase Infantry Hack Attack
Dreadnought: Increase Infantry Pierce Armour
Ayoka’s Prayer: Increase All Unit’s LOS
MU: Masakuji
Spirits that have died in battle are rumored to walk the battlefields, chanting for the next victors. If they choose the victors, the they are free, if not, then they must remain, chained and shackled for the next war.
Masakuji are clad in thick armour, though their ghostly faces still can be seen from the Kubuto helm, they wield a long, heaving katana, and their special is ‘Piercethrough’ making their blades impale and cut through the flesh of many men in one blow.
Dochi: God of Magic
His Improvements Benefits Peasants
Koi Pond: Peasants Move Faster, Resistant to Myth Units
Harvest Season: Peasants Gather Wood/Farms Faster.
Calligraphy Brush: Peasants Move Faster, Pack Horses Cheaper
Farmer’s Request: Farms Cheaper
MU: Kamishira
The Kamishira are restless spirits, the wander from hall to hall, whispering, searching for loved ones, even though they have died several centuries ago.
The Kamishira, when provoked discharges an ethereal ranged attack; he has a massive 30 range, though his low health makes up for this.
MU: Kappa
Children who strayed too close to the water’s edge were rumored to be dragged into the tides by the Kappa, who would devour their young, fresh flesh. However, the Kappa is most joyous when he sees fleets of ships on the horizon, as he knows he will be eating till he is full that evening.
The Kappa are naval creatures, they have no real vulnerabilities, and can sink ships. Ships sunk will damage nearby ships due to the splinters. The Kappa regains health every time to takes a bite from the crewmen.
Onimaro: God of Madness
His Improvements Aid Archers
Tontiauh’s Quiver: Increase Archer Attack
Katbalgar’s Arm: Increase Archer Pierce & Hack Armour
Tarantella: Increase Archer Range & LOS
MU: Oni
In Feudal Japan, ‘Oni’ were demonic, bloodlusting creatures; they craved violence and devoured the souls of gluttonous people.
The Oni, is exceptional in close range melee combat, its special is especially expedient when it comes to Archers. As Archers tend to cower behind masses of troops, an Oni can ‘Vanish’ past the melee combaters, and freely reach the defenseless Archers.
HEROIC AGE
Utsuki: Goddess of Yin
Her Improvements Aid Your Myth Units
Reimei’s Curse: Myth Units Have Increased Defense, Resistant to Heroes
Sasuka’s Curse: Myth Units Benefit From Armory Improvements
Lunatic’s Rage: Myth Units Have Increased Attack
MU: Oshi-Gaki
‘Gaki’ loosely translated from Japanese means ‘Hungry Ghost’. In Feudal Japan, rumors that the Fujikawa Mansion had been tainted, people had been mutilated, killed, never seen again, except for the unidentifiable mound of flesh composed of several corpses. Whether the ‘Gaki’ did this was never known.
The Gaki, are vile creatures, although they take a human shape, they stand on fours, their wrists and knees twisted at odd angles, their mouths, waiting to devour warm flesh.
The Gaki have relatively weak attack, however, their health and the unholy aura that shields them makes them almost indestructible. They also exhibit special movements, which allows them literally to ‘Posses’ a Human. When the Human is killed, the Gaki returns, from the withered corpse, ready for its next victim.
Sakuja: God of Yang
His Improvements Aid Your Heroes
Fumakugi’s Trail: Heroes Deal More Damage to Myth Units
Northern Star: Heroes Move Faster & Have More Health
Hihikane’s Promise: Heroes Resistant to Regular Units.
MU: Kami-Oki
A Tale told of a man, a brave exorcist who ventured to purge the Fujikawa Mansion of evil. During his quest he was attacked by masses of shambling corpse, but a single being of pure light, acted as a shield and drove away the rotting corpses.
The Kami-Oki are beings that, although are relatively weak in terms of attack, make up for in defense. They have high health and armor, and when his masters are in danger, will act as a barrier to his pursier, preventing them reaching his masters.
Kurija: God of Exorcism
His Improvements Benefits Your Technology
Tobikage’s Walls: Stronger Walls/Builders, Cheaper
Yaesumuji’s Gift: Increase Infantry’s Speed, Hitpoints
Companion Shield: Increase Human Units Armour
Aya’s Pike: Heroes Cheaper
MU: Kugustu Onna
There was a tale, a child had been fascinated by the Kabuki; he had longed to hold the puppet, so he decided to ‘borrow’ this particular one. However, the next morning, his mother and father, found him dead, strangled, the puppet by his side, the wooden arms around his neck.
The Kugutsu Onna is a puppet in the mould of a woman; however this puppet has been given some form of essence bringing them to life, obeying what their master tells them. They have been given in instrument called the ‘Hanging Chains’, which when used on an enemy will impale his feet, then rise, so that his feet is in the air and his head is a few mere inches from the ground, making him pathetic and defenseless.
MYTHIC AGE
Tobikage: God of Day
His Improvements Benefits Your Peasants
Tamed Horse: Peasants Gather All Resources Faster
Red Crow: Archer Hit Moving Target Easier
Spider Silk: Units Have Increased Armour
Silk Road Ruins: All Improvements Cheaper
MU: Okami
A man, once had been in a dire situation, he was being chased by a gang of thieves and bandits. Just when they came upon him, a beast roared, leaped at the bandits, their daggers, and knives useless against its hide. Soon, the bandits were dead; leaving the man free to venture to his home and to ponder over what creature had saved his life.
The Okami are excellent in melee combat. They have relatively high attack, and high hitpoints and armor keeps him alive. He has a special bond to his masters, so that whenever his master takes damage, he takes the blow instead.
Gassen: God of Night
His Improvements Aids Human Soldiers
Balor’s Blessing: Human Units Regenerate
Ishikaru’s Gift: All Units Train Faster
Nobleman’s Request: Exceeds The Limits of Building Forts/Towers
MU: Tengu
There was once a story telling how an old man, saw a small dog, tied up in a hunter’s net during his stroll though the forest. He pitied the beast, the cut it loose. The Huntsman came back, only to find his prize gone, cut loose, and scraps of meat and human clothing near the net.
The Tengu, are voracious creatures, they bow down to none, and have an insatiable hunger for flesh, thus giving them a special which rips Human Soldiers & Myth Units to shreds. Their lunatic howl makes Myth Unit’s Special Useless & Lowers Most Unit’s Attack.
Ashakuji: Goddess of Kuon
Her Improvements Aids Technology
Peasant’s Request: Increase Population Limit
Ninjistu Art of Imitation: Doppelgangers Mime Attacks
Yin & Yang: Select ANY Heroic/Classical Age God. Techs from that God can be researched.
MU: Yamibaku
Spirits of Darkness, and of Yin, in the Hein Period, a Yamibaku in the Fujibaku Mansion could not be removed, killing all foolish exorcists who came to test their wits.
Yamibaku take the shape of restless female spirits. They may either haunt the grounds, or haunt the airs. They are virtually indestructible, even against heroes & myth units. Her special attack is to instantly kill a unit, then use his corpse for a ritual, boosting her attack, making her stronger with each kill until she almost aligns with Invincible.
5. MILITARY
Naginta-Man
Peasants who show an aptitude in close-quarters fighting begin their training with the humble spear. From the dojo master, they learn the foundations of the martial arts: strength, speed, and poise. Opponents who pay attention only to the spear are often surprised when a Naginta-Man lashes out only with his hands and feet in sharp, accurate strikes. The spear is not the quickest of weapons although its reach helps when assaulting foes on higher ground. Nor is the spearman the most skilled of fighters. However, his training is simple and adaptable, forming the basis for the more advanced techniques of the later warriors.
Innate Ability: Due to the length of their spears, Spearmen are immune to the effects of height in combat when they are attacking melee opponents.
PROS: Bonus vs. Cavalry, Decent Attack vs. Infantry, Immune to Height Combat (eg. Colossus), Cheap, Decent Armor.
CONS: Poor Pierce Armour
Huntsman
Those who train as Huntsman- usually peasants with a gift for hunting - must possess many talent, the least of which is incredibly keen vision. Far from being weaklings or cowards, Huntsmen must possess great strength of arm to draw their enormous bows, and great strength of will to hold steady as the enemy bears upon them. As long as they remain rested and calm, Huntsman’s arrows strike with otherworldly force. However, this deadly proficiency comes at a price. A Huntsman never panics or abandons his weapon, and his mighty bow makes a poor staff. Nor can he wear armor, lest it interfere with his delicate aim, or numb him to the changing winds. A lone archer on the battlefield is in a precarious situation indeed.
Innate Ability: Pass Through Damage: The Huntsman fires so accurately that his shots will pass through foe to foe.
PROS: Pierce Attack, Bonus vs. Infantry, Pass Through Damage,
CONS: Poor Armour, Minimum Range (Pierce Attack Turns to Hack At Minimum Range)
Chemist
Some peasants, though quick of mind and keen of eye, just aren't cut out for the traditional battlefield. These often become chemists, learning to turn nature's humble herbs and minerals into healing salves and beautiful fireworks. Both talents have their wartime uses, as the Chemist devises screaming rockets to rain upon his foes, or employs his medicines to speed the healing of nearby allies. Chemists are eccentric lovers of pyrotechnics, not study fighting men; they stand little chance in a toe-to-toe fight. Yet their unorthodox weapons and giddy, cackling enthusiasm for explosives has unnerved more than one battle-hardened warrior, and turned the tide of more than one battle.
Innate Ability: Healing Herbs: Chemists regenerate, as well as those close, when the Chemist is idling.
PROS: Bonus vs. Archers. Ranged Stun Attack
CONS: Poor Armour, Average Attack, Average Health
Kabuki Warrior
Several have always understood combat to be an art: passionate, inventive, and beautiful. None understand this better than the Kabuki Warrior, whose skills with illusion and the blade meet in a flowing aesthetic of death. He is a master at luring his opponents into deadly errors, and strikes in close with steel, or at a distance with a deadly magical powder. Yet his lust for battle never diminishes his lust for life, and his sleight-of-hand is ever a source of simple entertainment and joy to the peasantry. Kabuki is an art of extravagant balance, and the Kabuki Warrior is a balanced combatant, quick and flexible, neither cautious nor foolhardy. Few care to face him in combat; the threat of humiliation is, perhaps, worse than the fear of death.
Innate Ability: Inspiration: Allied units within range of the Kabuki Warrior do more damage. Happens only when he's attacking. Units can only be affected by one Kabuki Warrior (non-stackable).
PROS: Quick, Hack Attack, Decent Armour, Ranged Stun Attack
CONS: Vulnerable to Myth Units
Companion Crossbowman
Often, tacticians view the traditional longbow as a cumbersome relic requiring excessive training, not to mention strength that would be better spent on the front lines. They much prefer the crossbow: easy to handle and quick-firing, its bolts swill strike with considerable force. An effective Crossbowman's training time is measured in days, not weeks. Crossbowmen are usually selected from the ranks of the wiry and fleet-footed: those whose natural tendency, when confronted by a beefy warrior, might be to run rather than fight. The Crossbowman, is then selected a Companion, or someone who will take his hits, thus a Shieldbearer, which will negate Archers, making their bows useless. In numbers, even novice Crossbowmen can be a deadly menace to seasoned warriors.
Innate Ability: Companion. The Crossbowman’s Companion can block most pierce attack whilst the Crossbowman fires.
PROS: Bonus vs. Archers. Bonus vs. Infantry
CONS: Vulnerable to Hack Attack, Companion can die, expensive.
(A Samurai & A Ronin Cannot Exist Simultaneously. If You create the Samurai, You Cannot Create the Ronin and Vice Versa)
Samurai: On the field of battle, there is no greater force than the Samurai. Ferocious as tigers, wise as dragons, they are brilliant tacticians as well as supreme warriors, defending honor above all else. Clad in gleaming steel plate, the Samurai are masters of bow and blade, wielding both with all the power and subtlety of the ancient masters. Few can stand against such a force. It is said that, even in death, a true Samurai never tastes defeat. When overmatched by hordes of enemies, the Samurai always chooses to disembowel himself rather than fall to an enemy's knife. Such courage releases a storm of righteousness that devastates the Samurai's enemies even as he passes serenely into the next world.
Innate Ability: Seppuku: The Samurai commits seppuku (suicide) when he is defeated, releasing his spirit and damaging all nearby enemies.
Ronin: In every age and nation, there are wise men of heroic strength: those whose swords shine in the nightmares of a hundred widows, and whose martial arts skills are no longer quite human. So it was with the samurai, and so it is with the Ronin: dark mirrors of their ancient counterparts, rejecting the samurai's code of honor as weakness, yet honing their talents to just as keen an edge. Such men make deadly foes, on or off the field of battle. In combat, Ronin wield a pair of razor-edged katanas, reasoning that their unholy proficiency with two blades will strike fear into those who cannot brandish one with equal force. In order to master this complex fighting style, they train only with blades, disdaining the Samurai's bow. When one of these hardened veterans perishes in battle, his accumulated ferocity and bitterness curses the very place of his death, while spurring his allies on to vengeance.
Innate Ability: Cursed Swords: When the Ronin loses all his hit points, he thrusts his swords into the ground, leaving them behind for a short time. The swords cause nearby allies to do more damage, while nearby enemy damage is reduced.
Battle Maiden: Once, women were forbidden to learn from the training grounds men had been. But when a single courtesan protected her master against those that had chosen treason, women were then given access to the same martial grounds as men. And since then, women who trained in the grounds wielded the same strange shaped ‘chakram’ the courtesan had wielded long ago.
Innate Ability: Dance of Knives: The Battle Maiden will throw her ‘Chakram’ at enemies, hitting several before it returns to her.
THE CULTS
i. SUMMARY
ii. FAVOR
iii. WORKERS
iv. MILITARY
v. HEROES
vi. GODPATHS
Summary:
Cults, dwell in forested regions, and prefer to negotiate than oppose in a hostile military style. They live in a ‘communal’ society, and due to their living conditions, have developed better sight and reflexes to other humans.
Workers:
Cult Workers are unlike any other units. They are created in pairs, both sharing a sack. Either one of the two can be tasked, but when each gather, they must return their resources to the sack. For example, the pair of workers are created, I send the them both to gather Food, which they both hunt an Elk, returning resources into the sack. However, when I send one of the pair to gather Wood, he does so and the resource is immediately deposited to the sack, but the other, who I had tasked on Gold needs to return the resources to the sack. All pairs must return their resources to their respective sacks, therefore, it is easier to send the pair to gather a single resource than split them. (If Sack Partner dies, nearest sack becomes drop-off facility)
Scout
Boasts: Speed, Blowdarts,
Vulnerable: Poor, light armor
Military:
Classical
Strider: Counters Cavalry
Boasts: 6.0 speed, hack armor, hack attack.
Vulnerable: 12% Pierce Armour
Sentry: Counters Archers
Boasts: 25 LOS, 20 Range, pierce armor, hack attack
Vulnerable: 4.0 speed
Stalker: Counters Infantry
Boasts: 10 range Pierce Attack, Hack attack
Vulnerable: 20% Hack Armour
Heroic
Watchman: Counters Archers, Myth Units
Boasts: 80% Pierce Armour, 2.25x to Myth Units
Vulnerable: 15% Hack Armour
Marauder: Counters Infantry, Siege
Boasts: 12 Pierce Attack, Converts to Hack Attack vs. Siege
Vulnerable: 18% Pierce Armour
Brigand: Counters Cavalry, Heroes
Boasts: 12 Hack Attack, x2.25 to Heroes
Vulnerable: 20% Pierce Armor
Underminer: Counters Buildings
Boasts: Multiplier vs. Buildings
Vulnerable: 15% Hack Armour, Low Range
Mythic
Felon: Counters Infantry, Archers, Cavalry, Siege
Boasts: 10 Hack, Converts to Pierce vs. Infantry, 5.5 Speed
Vulnerable: - 50% Attack, Armor vs. Myth Units, Heroes
Warden: Counters Buildings
Boasts: 60 Crush, 26 Range
Vulnerable 8% Hack Armor
Heroes:
The Cults have 5 heroes. However, only one TYPE of hero may exist, though this one can be created indefinitely. Eg. If I select to create the ‘Liege’ Hero, I cannot create the others, only the ‘Liege’
Liege: “Warrior” Leader. Excels in hand-to-hand combat.
Grovemaiden: “Mage” Leader. Wields both offensive & defensive spells. (Uses Cultist Snare, splash attack, & Herbs, heals idle)
Guardian: “Scout” Leader. Excels due to speed.
Hunter: “Ranged” Leader. Excels in ranged combat.
Sage: “Economic” Leader. Benefits Economy. (Empowers like the Pharaoh, but at a reduced percent. 5% - 10%)
Godpaths
Classical:
Hemera: Goddess of Daylight
Her improvements benefits your Myth Units
Sunlit Eyes: Doubles line of sight for all units
Phaeton’s Revenge: Increases speed of all Myth Units
GP: Morning Rays: Hemera, Goddess of Sunlight gave warmth and light to all those around her, making crops grow, and flowers bloom. Without it, there was only despair…
You have entire view of the map, enemies line of sight reduced to 1.
MU: Naiad: Nymphs who dwell near wells and springs may act as peacemakers. At will they can call a fog which clouds the vision of those who pass it.
Naiads lower the line of sight of units with their special, which, when followed through with other attacks will make a brilliant offence. They also have a high pierce attack and heroes have only half their bonus against them. Naiad can heal.
Harmonia: Goddess of Harmony
Her Improvements benefits your Buildings
Trojan Walls: Improve buildings/towers & walls hitpoints
Weaved Casket: Reduces cost of buildings/towers/walls
GP: Harmony: When Harmonia was present there were never any quarrels or bickers, only the sound of peace could be heard. There were no arrows, no fights, just silence.
Target area, all troops in the targeted area cannot attack; troops only in the targeted area cannot attack.
MU: Talos: An Automaton, who was given as a gift from Zeus, made by Hephaestus. He acted as a sentry, and threw rocks at approaching enemies or ships. It was said that he heated himself red hot and gave enemies a hug they would forever feel.
Talos has both a pierce and hack attack, when enemies are afar, he throws stones at the enemies however when it comes to melee or close hand combat he uses an iron sword. He also has a special ‘hug’ where he heats himself then hugs a unit burning him, taking out a lot of health.
Peneus: God of Rivers
His improvements aid your Cavalry
River Mares: Increase Cavalry Attack/Speed
Fertile Grounds: Reduce Cavalry Train Speed
Nullify: Peneus, when aggravated was known to cause much distress by pounding on the walls of his kingdom, sending much water to the surface, reversing several enchantments, the most famous being Midas.
Target after the use of a God Power, the God Power’s effect is canceled. (Eg. If Bolt was used, the bolted would reanimate, if Ceasefire, the ceasefire would end)
Diomedes Mare: A creature known to consume human flesh, for the person whoever has soothed the horses, tread lightly, for the beast may just turn to their master.
The Mares boast speed and attack, but they are very reliable against Myth Units as well as human troops. Due to their cannibalistic nature they have an insane multiplier for other Myth Units.
Heroic
Persephone: Goddess of The Underworld
Her Improvements aid your Archers/Myth Units
Arrows of Styx: Increase Archer attack.
Feet of Eulysian: Increase Archer speed.
Pomegranate Seeds: Myth Units are cheaper and use special more often
Unholy Chalice: Myth Units may return as shades when killed
GP: Theft:
Persephone had once been stolen whilst she was picking flowers in the fields. Persephone gives theft to crumble the earth beneath your enemies and let them be pulled and tugged by the spirits of the underworld.
Opens a portal to the Underworld, shades grab and pull enemy troops, enemies pulled in return as (your) shades.
MU: Amazon: Women of tribes, boasting that they are stronger than men, their battle cries tell their allies the weaknesses of their enemies as living in the jungles has given them the blessing of increased sight. Amazons have massive line of sight and their special is a cry which changes the counter system (ie. Archers kill Cavalry, Cavalry kills Infantry, Infantry kills Archers)
MU: Siren: The songs these alluring maidens sing often cause ships to succumb to their will was the man who oar them are under the song of these creatures. Sirens cause an enemy to attacks its own for the duration of her song. She has a very strong hack attack and is immune to all other Myth Units specials.
Demeter: Goddess of Harvest
Her improvements benefits your Villagers
Harvest Season: Improve farm gather rate
Winter Pine: Improve wood gather rate
Poseidon's Gift: Lower cost of all cavalry
Seasons:
During her search for her daughter Persephone, the trees died, flowers wilted, no life was given. When her daughter returned to her the life returned, but only for the few months her daughter had with her.
You gather all resources 60% faster whilst enemies gather at 30% slower.
Oread: Nymphs that dwell in the mountains, who can utter to roots or twigs to restrain anything that may be wanting to cause them harm.
Oreads are healers that can immobilise enemies at a distance, enemies immobilised may not attack or use any special attack they might have. However they have a decent hack attack, attacking with the wreaths the wear.
Eros: God of Love
His improvements aid your Infantry
Messenger of Love: Increased speed for all infantry
Devoted Toil: Reduces cost for infantry
Arrows of Love: Increase attack for all archers
Charm:
Eros was given two arrows, the Arrows of Love and the Arrows of Indifference. With the Arrows of Love he made couples feel the emotion whilst he taught wrongdoers a lesson with the Arrow of Indifference.
Targeted area will ‘swap’ units. Your enemy now has control of your army, you of his. Change is permanent.
Teumission Fox:
A creature created by a god so that it would never be hunted down due to its sheer velocity. The Teumission Fox can rip most men apart in a few seconds.
A Teumission Fox can outrun cavalry which is why they rip archers apart. They have high pierce amour though they have no special attack.
Mythic:
Hestia: Goddess of the Hearth
Her improvements benefit your Heroes.
Sacred Hearth: All Units regenerate
Wrath of Olympus: All Heroes have more attack, armor & speed
Old Religions: Heroes are stronger against Myth Units, normal soldiers
Aged Protector: Reduce Heroes train time, cheaper heroes
Burnt Coals: Reduces improvement costs
Blaze:
Hestia, Goddess of the Hearth did not want a place in Olympia but merely her own dwelling so she could be in peace and care for the people to keep them warm. Sometimes, those who angered her had there homes burnt down by their hearths.
Select a house or Town Center, a fire will start and spread throughout the entire base, the closer, the longer the burn time.
Harpy: Loathsome creatures who posses the face and body of a beautiful woman whilst the rest of her body is that of a bird. She scratches and tears at foes from above and usually swoops low enough to catch an unsuspecting foe that she later drops from fatal heights.
The Harpy is an aerial creature that attacks by swooping and scratching the enemy and her special is to take a unit, rise up and drop it, instantly killing it.
Nyx: God of Night
His improvements aid your Human Soldiers
Nighthawk: x1.5 Multiplier for Archers against all
Dusk Stalker: x1.5 Multiplier for Soldiers against all
Evening Hooves: x1.5 Multiplier for Cavalry against all
Weapons of Nyx: x2 Multiplier for All Units against Buildings
Night:
When Nyx called night darkness came with it.
Enemies in complete darkness, no fire from TC or Towers may occur. Enemies will not attack unless they are provoked. All LOS for enemy is 1, for all Units/Buildings
Erymanthian Boar: The Erymanthian Boar is a creature created from hatred and when encountered by a hunter is able to blind him thus continues to dispatch the now blinded hunter then proceeds to consume his flesh.
Erymanthian Boar has a smite attack where it blinds enemies in its range. Blinded enemy still attack but miss.
Phoebe: Goddess of the Moon
Her improvements benefits your Myth Units
Lunar Eclipse: Heroes have reduced bonus against your Myth Units
Red Tides: Myth Units now have bonus against heroes
Lunatic High:
Phoebe gave strength to all those fought under the moon, turning them savage. Even those who served her could not cut wood, or farm. Only awaiting until the phase was over.
Doubles attack for all troops, increased speed and x3 against all hostile units, x5 to buildings, TCs & Towers’ accuracy reduced (so they miss), but cannot gather during this time as villagers are turned to wolves, which may attack other hostile villagers or units.
Calydonian Boar: A boar created from the neglect of a sacrifice charges through ranks of troops and tears through limbs and flesh of all that lay in its wake.
Basically a boar that does hack attack to all units in its charge attack, which it rushes through massed enemy units.
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