Oriental Empires

Oriental Empires

Haddon Warring States (semi-historical) Public Beta
Mostrando 1-8 de 8 aportaciones
Actualización: 6 SEP a las 17:35
por Haddon

0.4.0
A bunch of small updates, I didn't keep track of them. It was mostly just fixing some things I found as I tried playing it again.

Actualización: 21 NOV 2023 a las 16:54
por Haddon

0.3.0
0.3
I broke ships, so they are back to using ballista bolts. It is not ideal, but I want ships to be very scary. Their cost, and pop especially when balanced, will justify their strength.
With units completed (except balancing) I am moving on to buildings, settlements, labor balancing and techs. City populations, growth, unit pop costs as well.
Palisades are now very cheap, and should be built by the AI pretty quickly. I am not a fan of unwalled settlements in general, but left the option specifically for a new supply unit I am working on
A new supply carts unit, which works similar to a horde. They have a high upkeep, but can be recruited early, and by all factions. They cannot recruit civilians, require 20 pop to recruit, but only cost 2. They store food as well.
Towns and Cities now have more building slot points, though not more room for more buildings. This just means buildings that require an upgraded settlement (like armor 2>3) won't require the city upgrade.
Wall galleries no longer require wall technologies to unlock. They still require walls, not palisades.
Recovery rate overhauled through the tech tree. Now lots of techs give small amounts, things which are Knowledge about medicine and the body, and Craft techs about weapons and armor all give small amounts, but they add up.
Massage was reduced from 40% to 20% recovery, however. It was far too much of a jump for a single tech. Especially for a few factions, which could get to 100% refill in a turn with a single tech.
Ship HP technology has been spread around a little bit. 30 on Watertight now, with another 25 in the Knowledge ship building techs
The sea and oceanfaring techs now give 5% trade as well.
Tai Chi gives a small combat bonus, and Kung Fu is now 12%, for a total of 15%, 5% extra yippee. More combat bonus spread around the tree in very small amounts.
3 New branching technologies below Combined Arms and Military Theory. Military Academies will grant some extra Qi for all leaders, meaning 5 on spawn is now possible with a maxed tree. And Advanced Military Drill is a very hard tech to unlock, but grants huge boosts to combat, while similar is true for Combined Army Discipline.
New Thought tech, Mohist Craft. increases craft at expense of Power. Offset by Legalism, which now grants Power at expense of craft. with both, +10% craft over base.
2 New Knowledge techs. Horse breeding and Foreign Horse Breeding. The first gives a slight readiness boost. The latter takes a long time, is nearly lowest tier on the tree, and grants cav kill % and army readiness.
Stirrups now require Foreign Horse Breeding, take a really long time, and add Cav kill %. They also unlock lancers. Requires for cataphracts, which are now very late game for the Chinese, with some exceptions.
2-line New Thought techs. Ancestral deification, small boost to peasant happiness and a point of culture. Goes to Imperial era Ancestral War Gods. 10% melee attack, 10% melee def and 20% peasant happiness.
5-line New Thought techs, branching off National Myth. Follows China's history with the northern Steppe people, from National Myth to Hua-Yi Distinction, Border Colonies, Syncretism, Barbarians in the Court, and finally North and South Reunification. Slow to learn, massive bonuses.
2-line New Power techs, Tuntian System and Civilian Tuntan System. They grant small amounts of farm food production and battle healing, but they allow new external buildings which act as granaries and tax boosts at the cost of peasant happiness. They also grant recruitment slots.
Cities no longer take up extra hexes, only once they are Huge Cities. They will still visually cover the hexes, but units can step on those hexes. This also fixed some pathing issues.
Got rid of almost all of the ferries. They were causing problems.
Supply Carts are now Supply/Rear Camp. They are still supply carts (a horde), but now have 40 guard infantry with extremely high defense. They move incredibly slowly, but get extra speed on roads, far above what any other unit gets.
Settler units now cost far more, take 12 pop, require 15 pop. However, they do also count as a horde now, because it isn't like the Chinese didn't know how to live out of tents and carts, they just hated it.
Supply camps are meant to take the place of settler units, who are meant more for settling distant colonies once built up. It should mean the map isn't covered in settlements as quickly. Will require testing.
Camps cannot innately settle, they must convert, which the AI doesn't make much use of. A play could theoretically make a lot more settlements early game than the AI, so I am currently testing ways to combat that.
Hanzhong's food bonus nerfed to where it should be, I forgot I set it really high for testing. No more double food by turn 20.
Barracks no longer require a palace. Always found that silly. They now require either a palace, weaponsmith, or armorer. Until you get Military Academies, then barracks can be built without any building requirements. Can't recruit much without those buildings, though. Easier horde/camp Army replenishment though.
Barracks back to 4 recruitment slots. Easier to get extra, easier to get more barracks. Plays a bit better with AI.
Boatyards are now max 2 per settlement. Meaning you can have a single settlement with ships in 2 rivers. Only true of lv 1, which has had their and upkeep increased.
You can now settle in most forests. Should allow more space for camps especially mid and late game. Yes it clears the forests, yes you can use it to cheese land clearing, yes I think that is fantastic.
Several "new" units for several factions, really just given access to their 3K regional mixed units. Late game, they are from Palace pool. Riverlands factions also got a mixed sword/bow unit, with the front ranks having large shields, and extra unit size (96)
Steppe and Ba-Shu tagged factions that didn't already have it now have access to the first 2 tiers of looting tech.
Several new woodworking Craft technologies. They give small amounts of ship HP, bow and crossbow skill, but required for the later large boost arrow, crossbow and ship techs.
New Temple-slot building, Military Academies. Add extra noble, regular and palace troop slots, though with a high upkeep cost. They also boost power.
New unit, Fire Ship. Despite the name they are river boat movement, but that is for balancing. Small range, few units on board, but huge fire damage to ships. Unwieldy, especially in single-hex rivers, and almost useless without support ships.

Actualización: 11 NOV 2023 a las 21:23
por Haddon

0.2.3
New unit for Hanzhong and Shu - Shudao Defenders. 32 men each of spear/small shield, crossbow, archers with Elite Guard skill. They lack armor though, so are vulnerable to ranged. High cost, but low pop and upkeep.
New unit for Hanzhong, Mangdang, Revolutionaries and several AI factions - Mixed Peasants, with sticks (mace), long spears and bows, 28/28/40. Low pop and upkeep
Unite size rework, hopefully to fix the fast forward not working.
New Unit for Wuhuan - White Horse Cavalry. Shamelessly stolen and sent back in time from Gongsun Zan!
2 New units for Xiongnu and Xianbei - Chanyu's Shock Cavalry. Shock cavalry are a high cost, high pop, low upkeep army cav. light cav, with medium armor and a halberd, with Elite Guard skills
Early Lancers are a mixed 12 noble, 26 regulars lancer/bow noble unit. They don't require stirrups or horse armor tech. low cost, 3pop and low upkeep, they act more as archers with a charge than true lancer cav.
New unit for Wusun and Yuezhi - Elite Western reinforcements. A small cavalry unit, 12 men, of Palace troops. Lancers, but only require a stables. And 80 population in the city. Costs 0 and 0pop, medium upkeep.
Their small size makes them not particularly useful in a fight, until you can manage to get a hex mostly full of them, or they are charging a rear, flank, or light infantry. That takes a good while as these factions.
2 new high-cost, endgame units for North China Plain and Central China Plain factions (And Qin who conquered there). These are Tiger Guard, Qin, Wei, Zhao, Yan, Song, Qi.
First is Elite Pike Block, elite pike Palace Troops. The second is Line Infantry, several ranks of Picked pikes followed by a mixed shield and spear/crossbow, but use army troops.
New unit for Rong, Yue, Ba and mixed Sino-___ faction types. All 4 Rongs, both Yue, Yelang and Wuling Tribes, Ba, Shu, both Baihu, Xi Warlords, Wuhuan have access.
Howling Chargers, they are a late-game, very high cost and upkeep shock infantry, 60 long sword/shield with 60 2h axes behind. Though they require only 2 pop and an armorer, they are tribal skill (and pool) and light armor.
Tribal Mixed Foot now Steppe Mixed Foot, requires the Steppe tag. Numerous other units now use this tag instead of nomad architecture, allowing a few mixed Sino-Steppe (Xi Warlords, Zhao, Wuhuan) peoples access to mace units. Mixed, Army and Guard
Some changes to labor, fine tuning. Will probably take a few more tries to get right.
Combat reduced to 240 seconds. I don't know why I can't get the fast forward to work again.
Min Yue given some food bonus.
Xi Warlords Crossbow/Bow back to Peasant Horse Archers. It caused problems. Sad.
Peasant crossbows nerfed slightly. They were too strong against Hanzhong, Ba, Baihu
River boats except Riverlands War Junk, and small sailing ships are using archers for now.

Actualización: 4 NOV 2023 a las 0:14
por Haddon

OE Warring States Documentation
0.2.2
Mercenary population cost reduced to 1
Qi sword mercs pop cost reduced to 0, adjusted buy and upkeep, now available to Chu and E. Chu. Renamed Shock Mercenaries, have halberd and bow
Yan now have Elite Dao Cavalry, utilize crossbow and Zhanmadao, extremely heavy armor. Extremely high cost, 5 pop, requires stables, bowyer, swordsmith and rank 3 armor.
Heavy Spear Militia available to Revolutionaries and Hanzhong
Ba and Baihu Rebels now have Baihu Shock Infantry, half halberd/crossbow, half two-handed axes. Barracks, Bowyer, Armor 3 and swordsmith.
Deserters now have access to Qin Mixed Foot, Shock Mercenaries, and Baihu Shock Infantry, Southern Swordsmen, Di Shock Infantry, Early Glaives, Mixed Forest Archers,
Bi Clan have access to Wei Heavy Infantry.
Wei Heavy Infantry now a unit of 20 (front rank) Long Spear/Large shield, and 76 Crossbow/Halberds. This means they will no longer skirmish in normal or charge attack plans. Increased their cost and upkeep
Western Chu (named after the later kingdom, when its capital moved west) renamed to Eastern Chu, as it is east of Chu. Clarity seemed more important than historical reference.
Wu, Yue, Eastern Chu and Deserters have access to Southern Swordsmen, an elite sword and shield infantry unit. Small size (48) for high cost and population (4), but they are guard infantry in barracks recruitment and available in the Warring States
Wu and Yue access Early Glaives. Very high cost, 5 pop, and they require a city with 40 pop in it. 96 Glaive users (the weapon works like a 2h dagger-axe)
Qin Elites now Imperial Combined Arms, Mangdang Rebels also have access.
Bei Di renamed Dai
Dai and Zhongshan now have Di Shock Infantry. Requires weapon smith and armorer and barracks. High cost and upkeep for the small unit size(72), front 36 have small shield and mace, rear 36 have 2h axes
Mountain Armor tech now gives +20 character armor. I like characters to survive.
Changes to food % in tech tree. Some technologies nerfed, but others given food %, for a total of 10% more than before.
Mulberry tech now increases silk trade value by 20%
Gunpowder units no longer available in the scenarios. All now require a Gunpowder faction tag. I may have missed some.
Yelang now have access Mixed Forest Archers.
Yue back to Min Yue after I figured out what I did wrong.
Wu, Min Yue, Xu and both Chu have access to new naval unit, Riverlands War Junk. An upgraded version of the War Junk with 50 more range and 4 more archers. It looks like a paddle boat just to help distinguish.
River boats now move a bit quicker in coastal waters (+2), and Flying Tiger Paddlewheels have +4 move, can hold 2 units (can cause bugs selecting if more than 8 units in hex), but has had its offensive capabilities dramatically lowered.

Actualización: 1 NOV 2023 a las 19:18
por Haddon

Peasant Horse Archers are now mixed Crossbow/Bow Cavalry, now belong to Xu Warlords, and stand up decently in melee against light cavalry. The front 40 are crossbows, 20 in the rear have bows. Historically, the Chinese had difficulty fielding enough horse archers of their own, and so they fielded horse crossbows, while hiring or conscripting tribal people to fill their needs for horse archers. Also it looks rad.
Yue lost Forest Archers, now Shu and Xu have them, they are a mixed melee with dagger axes and shields in the front half of the formation, and swords with no shields but extra bow skill in the rear half.
Qin Mixed never felt like enough to me for the kingdom which conquered in the period, so they now have Qin Elite as well. A mixed unit of 12 dagger-axe cavalry, 36 crossbow/halberd behind them, and 48 elite crossbow/triple dagger axe behind those, all with high morale and heavy armor. Extremely expensive, 4 pop, requires armorer, weapon smith, bowyer, stable and a barracks. So worth it.
Labor in cities has changed, allowing faster farms, roads and clearance, if you have the spare labor.
Everyone now has access to horde settlements, but they still require herds. Which means Chinese factions can use them, but only if they capture them, or are one of the few Chinese factions (like rebels, Ba, Bei Di) that have flocks.
Flock food has been brought from .75 to .65. I found the populations on the Steppe were skyrocketing, far outpacing the Chinese
Early buildings are now mostly single-turn to build. This includes palisades. Subject to labor available, of course.
Evade range for skirmisher units increased slightly. They do a little bit better avoiding the guys trying to stab them in the face. Slightly.

Actualización: 29 OCT 2023 a las 5:45
por Haddon

Peasant Horse Archers moved to Xi Warlords, now much larger (60) and 5 population.
Picked Horse Archers changed to Veteran Horse Archers, moved to Professional recruitment pool. They replace Zhao professional light horse archers.
Tiger Guards now correctly on Tiger Guards
Min Yue renamed Yue to allow them access to Forest Archers (formerly Southern Forest Archers), now named Mixed Forest Archers
Xu has access to Mixed Forest Archers
Forest Archers, Qin Mixed Foot, Peasant Heavy Spearmen (Yan), Qi Jiji Mercenaries increased to 120 man units.
Five Family Chariots are now a mobile Giant Triple Crossbow, with Dagger Axes should they be attacked or choose to dismount. Only 4 chariots, very expensive, 10 pop to recruit and requires 40 population, but doesn't require chariot or siege engine tech

Actualización: 26 OCT 2023 a las 15:48
por Haddon

Zhao recruitment fixed
Fewer factions scenario added

Actualización: 23 OCT 2023 a las 15:54