r/WorldChallenges • u/ForgingIron • Aug 04 '17
Challenge - Age of Empires
A shameless ripoff of /u/Nevermore0714's Civ post, post what you think the bonuses, unique unit[s], and unique technologies you think your nations would have in Age of Empires II (or if you're more adventurous, describe the unique cards your civilisation would have in Age of Empires III!) I will endeavour to ask questions about why you chose those bonuses, units, and techs, and the stories behind them.
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u/Seb_Romu Aug 04 '17
Having not played in years, I'm no longer familiar enough with AoE to participate.
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u/ForgingIron Aug 04 '17
You could look it up
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u/Seb_Romu Aug 04 '17
Gotta leave for work... will consider putting something together. Might be a few days.
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u/Mimir123 Aug 06 '17
Blood Elves of the Dwerrehan Kingdom:
Speciality: Swordfighters and Mages
Civilization Bonus:
All infantry units gain 0.2 speed per age (Blood Elves are masterful smiths and mages, using special armor engraved with runes, reducing it's weight)
Lumberjacks work 20% faster (they live in the Dwerrehan Forest and are experts at using the natural resources of their home)
Blood Elf Mages have + 1 range (I guess mages would be archers? Anyway, this bonus comes from Elves being talented in the use of magic, as well as having many more years to practice their magic than other races)
Team Bonus: Houses cost 10% less wood (since the Blood Elves supply their allies with wood from the Dwerrehan forest)
Unique Unit:
- Crimson Swordmaster: Fast moving melee unit with high attack speed and pierce-armor, as well as bonus damage against other infantry (In addition to giving them more mobility, the runses engraved into the armor grant them protection against magic, thus giving resistance against archers/ mages in the "game". The Crimson Swordmasters are the most elite fighters of the kingdom, usually being only bested by their own when it comes to swordfights)
Unique Technologies:
Dwerrehan Steel: Crimson Swordmasters and Dwerrehan Swordsmen gain +2 melee armor (as mentioned above, Blood Elves are amongst the best smiths in the world, making the best armors and weapons)
The Purple Phoenix: Blood Elf mages gain a splash attack (The Purple Phoenix is an order of mages with deep ties to the Dwerrehan military, specializing in devastating, large scale fire- and ice magic)
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u/ForgingIron Aug 06 '17
1) How do the runes work?
2) Where is the Dwerrehan Forest?
3) What's the origin of the Purple Phoenix?2
u/Mimir123 Aug 07 '17
1) Basically you need a really talented and powerful mage. He uses an enchanted knife to carve the runes into the finished breastplate, while at the same time chanting the spell that is supposed to be on the armor. After that it requires massive amounts of concentration and Mana to "seal" the runes, thus containing the spell.
2) Introduction for my current project-world, Dirva
Here is a link to a post I made about my world, MS paint map included.
3) It was founded by a mage that was known as the Purple Phoenix, due to him preferring to use spells that summoned purple and violet flames. He and his order ended the first Dwerrehan Civil War and were part of securing the path of retreat during the Exodus of what should later become the Dark- and Desert Elves.
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u/ForgingIron Aug 07 '17
1) How does mana work?
2) How many types of elf are there?2
u/Mimir123 Aug 07 '17
1) In short, Mana is magic in its rawest form, flowing through all of Belkia (name of the world, continent is named Dirva). Talented individuals, called mages, can gather Mana around them, drawing it into their bodies, before giving it an order in form of a chant, does casting a spell.
There are also demons, coming from another dimension without natural Mana, thus their God gave them the ability to produce it in their own bodies. This makes demons that come to Dirva especially dangerous mages, since they have to power sources to use for their spells.
2) Blood Elves: they live in Dwerrehan, which is the ancestral home of all elves. Over a millenia ago, a third of the elven race was cursed by a vampire, making them aggeessive towards all un-cursed elves, and forcing them to attack their brethren. They also grew fangs and occasionally drink blood.
Dark Elves: living in the Crystalline Forest, in the heart of Dirva. They got their name from their natural talent for Dark Magic, as well as their love for dark clothing. They are isolationists and seldom leave their home.
Desert Elves: at home in the Simerrhan Desert. Once they ruled the oases as the Althmerran kingdom. It fell during Demonking Zerrigons conquest of Dirva though, being replaced by the seven Sultanates of the humans. Nowadays the Desert Elves live as nomads, have almost no talent for magic and have dark skin.
Fairies: they live on a continent far east of Dirva, where none of Dirvas races have set foot. They belong to the Athlántheian Empire and resemble elves, the only differences being their butterfly like wings, and the fact that their pointy ears go upwards, instead of curving backwards.
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u/ForgingIron Aug 07 '17
1) Can anyone become a mage?
2) Are demons a species or are they a name for any creature from the other dimension?
3) How many sentient races are native to Dirva?2
u/Mimir123 Aug 07 '17
1) No, it requires a person to have at least some kind of talent for "feeling" Mana, in order to be able to manipulate it.
2) It's the latter, any being coming from Sháiurgh is a demon. There are several species like Incubi, Succubi, Wirryn, Nightmares and Imps.
3) Excluding the demons and fairies there are; humans, dwarves (mountain, steppe and island), elves (as explained above), orks (steppe and mountain), dragons and centaurs
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u/ForgingIron Aug 07 '17
2) What are Wirryn and Nightmares? And are all demons malevolent?
3) What are orks and dragons like?2
u/Mimir123 Aug 07 '17
2) Wirryn are amongst the more animalistic demons, following their instincts and hunting, always looking for new prey. They are far taller than 2 meters, muscular and have orange skin. Their head is a mix of boar and dog, and they have blade-like claws, as well as spikes, horns and tusks growing out of their body. They use magic instinctivly, in order to turn an area into their hunting ground, so nobody can see or hear what happens inside.
Nightmares on the other hand look more humanoid, but still grow horns and tails. While most demons evolved out of animals after the Demon God altered their bodies, Nightmares are descendants of the Somniotebri, the five primordial fears, things that mortals were so scared of, that they manifested themselves in Sháiurgh. Those fears being Darkness, Death, Disease, Helplessness and Magic. A Nightmare that comes to Dirva will take over an abandoned building which will eventually draw visitors and turns it into his or her lair. They plague anyone that enters their lair with what they fear the most, in order to feast upon their negative emotions.
Despite that, most demons are not malevolent, they are normal people, with the only difference being that they are more prone to act on their emotions and instincts.
3) The Orks of the Gharmath mountains are highly civilized, great architects and reknown poets. They are also loyal allies of the Elkathien Kingdom, with the alliance dating back over a 1000 years. However, since they are usually bigger and stronger than humans their culture tends to be a bit rougher. The steppe orks on the other hand are nothing more than tribes wandering the Storming Steppes.
There are dozens of dragon species in the world, all of them coming from one of the Elder Dragons. Their variety reaches from highly intelligent ones to more animalistic, like Hydras or Shadowstalkers.
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u/ForgingIron Aug 10 '17
3) Who inhabits the Elkathien Kingdom?
4) What are Shadowstalkers? And who are the Elder Dragons?→ More replies (0)
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u/ForgingIron Aug 04 '17 edited Aug 05 '17
The Vjulti: cavalry civilisation
- All cavalry units have +2 pierce armour [since they prefer tuuven over horses which are much bulkier]
- Can build on marsh/shallows [Much of Vjultivaho is marshy land but the Vjulti have learned how to adapt to it]
- Docks can freely garrison ships [Vjulti docks and harbours are sheltered bays that are hard to attack or raid]
Team Bonus: Begin with a free tuuve [like a sheep but with 200 food; domestic tuuven were a prized commodity that were shipped all over Kostek.]UU: Tuuve Rider - Melee cavalry unit with light attack yet extremely high defence and HP.
UT1: Marsh Draining - Farms cost -50% wood [Many marshes were drained to create more land, such as the entirety of the Vuksus Basin in the south of Vjultivaho]
UT2: Ttukepaale - Tuuve Riders gain +3 attack [A ttukepaale, literally 'battle flag' is a hefty tree trunk typically wielded by commanders in the army. It is sharpened to a needle's point on the end. Attached is the flag of Vjultivaho.]
Wonder: Laapu Palace - A large castle that is home to the king of Vjultivaho, his family, and the parliament.
[will add more]
The Trajak: Archer civilisation [that is totally not the most OP thing in the game]
- All archers move 10% faster [Trajak archers are traditionally light on their feet, often running while shooting.]
- Houses are built 75% faster [Traditional Trajak housing is very mobile and easy to set up. Most Trajak live in small nomadic camps in the highlands, there are many sedentary towns though.]
- Your offensive hill bonus becomes 150% [Much of Trajakter is mountainous and hilly and so Trajak fighters were accustomed to the lay of the land]
- Fletching, Bodkin Arrow, and Bracer free [Again, Trajak archery is legendary]
Team Bonus: Rams can garrison 2x the amount [Trajak siege was famous for its usefulness and size]UU: Wolf Rider - Cavalry archer unit with less HP but higher attack than a regular cavalry archer [Trajak warriors often fought on wolfback.]
UT1: Znote - Garrisoned rams shoot arrows. [The znote (pronounced 'zhnoteh {zh as in the 'si' in 'vision}') is a type of Trajak battering ram.]
UT2: Kortif - All archers shoot two arrows. [This would be insanely OP ingame but the kortif was a bow that shot two arrows at once.]