The concept is.. Well.. Basically you start with a few workers that can gather resources so that you can produce more workers who then can gather even more resources. You can expand with these so called workers and take control of the map (later more details about the map). By controlling certain keypoints of the map (such as locations where resources are, extra buildings that grant you more population cap, passages etc.) you can win the game. Certain units will have a bonus damage vs other units but a low attack so that they are only viable against those specific units. I would like to call these "hard counters". Then there are units, which are overall pretty decent against every unit that are named "soft counters". Also, there should be the so called "siege units" that are good vs buildings. The map should be pretty equal with lots of trees so both players start fair. However, we should create obvious imbalances to have your opponent flame you and repeat "LOL excuse for losing noob" even though you start with 2 zebras and your opponent with 5 zebras and 7 giraffes. I'd like to call this phenomenom a "map screw". Also, there should be 3 civs that can be chosen, and 12 major gods. Some gods should have a blatant imbalanced advantage over other gods, such as being able to attack with 4 free units at 3:37 Of course, for defensive players, there should be a race that gets the free tower upgrade, free houses to put around towers, a free 14-pierce damage ranged hero that can empower for more resources, a free second ranged hero and godpower protection from 50f/50g buildings that also grant you free favor. Also, a free myth unit should appear. To make sure this civ is not too weak, this civ is also given free granaries, free lumbercamps, free mining camps, free armories, free markets and their TCs/Castles/Temples/Barracks may not cost any wood. I still fear this civ is too weak, so we should give it a godpower combination which 1) gives 13 free units anywhere where you cast it that have supersonic speed, 100+hp and insane hack/pierce armor To add to the goodness, we give it a 5-pop unit that is good vs: 1) Units Also, to make sure this civ does not get overpowered in Mythic we give this civ the ability to create 8 "Mercenary" units which last long enough to cross the map and still fight. But to compensate for the not so very short timespan they are created in 1 and 3 seconds (there are infantry and cavalry for if your opponent is using 100% cav counters e.g. bragi ulfs), cost only gold, take no pop and have astronomical armor/hp. To make these units actually viable, you can create about 20+ of these units combined, but there is also a tech which increases their lifespan. Else they'd be too underpowered. Also, this civ will get 20-pierce damage towers and V3 siege which I'd like to call Catapults. To make sure they are not underpowered on watermaps, their docks should only cost 50 gold. Also, fishing ships should be able to build docks. These docks should also fire arrows when you garisson fishing ships inside. This civ should also get a free 1000+ hp 25 hack damage (which is boosted by the 13-free-unit godpower combo) on aging to Heroic. To make sure this MU is not inferior we have given it the utility value of being able to transport units as well. I'd say... 25 units? Else you might as well use a Transport with enclosed deck, even though you pay way more for this and the enclosed deck tech. Also a free 960+ hp unit that has a special which stuns ships and 25+ crush/hack damage once they reach mythic for water wars. I'd also like to give them another option for landmaps, the ability to get a 672 hp hero with 60 hack damage that fires chain lightning bolts with astronomical armor. Anyway, for those who are able to counter the 13-free-unit-combo, I'd like to give them another option which allows them to get 15-favor 3pop units which have 55 pierce damage and 26 range, as well as a Roc to put these units in for OP raiding. In addition, because this Roc raiding is obviously not strong enough, they should get an uncounterable GP I'd like to call Locust Swarm. Not only killing all villagers/dwarves on which you cast them, but also the ability to destroy 20+ farms. Also, the V3 siege I talked about earlier can be garissoned inside the Roc, for building raiding with units you can't hit. Also, remember the hero I was talking about? The 14-pierce damage? Its stats increase during the ages, and in the end you can use him to empower your market for extra gold! Anyway, now on to the overpowered civ. Of course there should be one civ that is clearly better than this weak civ. I'd like to give them a few names: 1) Oranos. Given the special trait to be able to rush 3:55, boom, turtle, raid and FT at the same time. Also given special 1000hp buildings that can yield 5 workers which compensate to 15 workers so that they cannot be raided. These buildings are built in 2 secs. Also, this civ does not get drop-off points. How cool is that? They also get a building I'd like to call "Sky passage" which is basically the same as the 2) Thor. I would like to give this civ Dwarves that are cheaper than they should be, that gather faster than they should gather and being able to start with 2 free Dwarves that should be Gatherers. Also the ability to create an Armory in any given age that only costs 50% of the original Armory cost, researches upgrades faster than they should be able to be researched, researches upgrades cheaper than they should be reseached and to top it off give an extra line of upgrades that should not exist. To make sure this civ is powerful enough, he will be given a godpower combo that allows him to transform all his 50food gatherers/60gold dwarves into Heroes of Ragnarok, which can get up to 19 hack damage and 61/61 armor, at 150+ HP and 4.80 speed. Also, they are heroes so you cannot counter them with MU. Because I think it is somewhat dangerous this civ has also been given a godpower which can boost these 120 units' attack to 30, as well as the attack of your other units. This godpower can also be used without the other godpower for early game raping. 3) Greeks, for noobs who cannot play this game so they always have an excuse when they lose. Now we only need a name.. I thought of a 4-syllable word that started with an "S" but that's so cliche. Post your thoughts.
2) cost no pop
3) stops other GPs from working
2) Buildings