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Wątek: [DLC] The Empires of Sand - Culture Pack

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    Ostatni Smok Awatar Rhaegrim
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    [DLC] The Empires of Sand - Culture Pack


    Informacje o DLC
    The Empires of Sand - Culture Pack

    Spoiler: 
    https://www.youtube.com/watch?v=hTbMewLXAvA

    The Empires of Sand Culture Pack brings three new playable factions and new religion features to Total War™: ATTILA.

    - New Factions; Aksum, Himyar and Tanukhids with new unique units.
    - New Campaign mechanics.
    - New Horde mechanics.
    - New Religion features.

    Aksum, Himyar and the Tanukhids may be used in Single or Multiplayer Campaign modes and Custom and Multiplayer battles.

    Hailing from the harsh deserts of Africa and the Middle East, these factions are part of the new Desert Kingdoms cultural group, and bring new campaign mechanics, new horde gameplay mechanics, events, enhanced religion features, battlefield rosters and unique units to Total War™: ATTILA.




    Desert Kingdoms


    All factions in the Desert Kingdoms cultural group benefit from the following traits:
    +2 Sanitation in all regions
    +15 Melee attack in desert battles
    Immunity to desert attrition



    New Religion Features


    Because of the dramatic impact religious changes had on these cultures in this period, the Empires of Sand Culture Pack includes a number of changes that increase the importance of religion. There are three new religions available: Eastern Christianity, Judaism and Semitic Paganism.
    Each non-horde Desert Kingdoms faction has two main religions to choose between. Aksum may follow Eastern Christianity and Semitic Paganism, while Himyar may choose between Judaism and Semitic Paganism.

    Religion now has further-reaching effects, influencing many aspects of Desert Kingdoms campaign gameplay. It is deeply intertwined with a number of features including building chains, victory conditions, events, technologies and overall campaign bonuses:
    Dual religion building chains


    Aksum and Himyar possess a building chain for each of their main religions. They can build these buildings regardless of their faction religion. This allows players to exert greater control over their faction religion and change it reactively in response to their situation.
    Tier-5 barracks


    Aksum and Himyar have two new tier-5 barracks available, one for each religion. To unlock a barracks, the faction must have 75% influence in the respective religion. These barracks buildings each provide three unique elite units as well as unlocking a variety of campaign benefits.
    Split victory-conditions and achievements


    Desert Kingdoms factions have two sets of victory conditions, one for each of their main religions, that involve a number of units and structures related to that religion.
    Increased diplomatic significance


    The new religions have increased diplomatic impact, forcing the player to choose their religion carefully based on who they wish to ally with.
    Pleasure building-chain

    Non-horde Desert Kingdoms factions have access to a new industrial building-chain which provides large sums of money, but decreases your majority religion, meaning you must choose between religious stability and financial gain.
    Religious technologies


    Each non-horde Desert Kingdoms faction has a technology chain for each of its main religions. These convey a number of religious and campaign bonuses to help you manage and optimize your religious choices.
    Increased Religious Discord Penalties


    The public order penalties for religious disharmony within your provinces have been increased between the new religions, meaning that the benefits are balanced with increased risk if you fail to manage your religions correctly.
    Reactive Religious events (Aksum and Himyar)

    Two new events have been added that trigger when certain religious conditions are met, and provide you with intriguing dilemmas and missions.



    Factions




    The Tanukhids

    The Tanukhids are a horde faction, representing a desert rebellion with a hyper-aggressive playstyle, plus a host of unique traits and features.

    Faction Trait: Legendary Raiders
    Rapacious Horde: Food is obtained through settlement battles rather than buildings.
    Victory rallies: Every military victory spreads your fame and swells your ranks, increasing the horde’s growth.
    Swelling Ranks: Armies in Raiding stance gain a free Rebellion Militia unit every turn.

    History
    The Tanukhids have travelled a long way from their homelands. Originally part of the Qahtani tribal confederation, they migrated north in the aftermath of a flood which devastated their homeland, eventually leaving Arabia altogether.

    Coming into contact with the Roman Empire, the Tanukhids have since been employed as Roman foederati, and considered a dependable cavalry force. However, they recently rebelled against Rome following Emperor Valens' attempts to convert them from Orthodox to Arian Christianity. The Tanukhids – under their warrior queen, Mavia – fought so hard, and so fiercely, that they defeated the Romans in the field on several occasions and forced agreement to their terms.

    Despite the odds, these devout people have created a life for themselves as free Arabs, who pledge allegiance to none but God and their brave queen - surely all that is required to attain true greatness!

    Campaign features


    New building trees
    While migrating, the Tanukhids have access to a completely new Horde building tree comprising 34 new buildings, each with unique artwork and campaign effects.

    Unique event chain
    A brand new event-chain guides you in your rebellion against the Romans, and leads you ultimately to settlement and the formation of an empire.

    Dynamic Barrack unlocks
    Completing missions unlocks higher tiers of barracks and provides access to new, defecting Roman units.

    Unit Roster
    The Tanukhid Roster focuses on battlefield area-control and micro management. Light but powerful shock cavalry are paired with stealth units and fast pike units.

    Badyia Skirmishers – Light stalk (remain hidden in all terrains) Javelinmen
    Desert Pikes – Light, rapid advance pikes with high missile block chance
    Dune Lancers – Very light guerilla-deployment shock cavalry with javelin precursor
    Mavia’s Bodyguards – Very heavy shock cavalry (general’s unit)
    Mavia’s Chargers – Very light shock cav with very good charge bonus
    Mavia’s Chosen – Very light shock cav with exceptional charge bonus
    Mavia’s Lancers – Very light shock cav with good charge bonus
    Rebellion Militia – Zero-upkeep troops with high missile block chance and low damage
    Sandstorm Lancers – Very light guerilla deployment shock cavalry with javelin precursor
    Tanukhid Ambushers – Light stalk swordsmen with exceptional charge
    Tanukhid Pikes – Heavy pikes with rapid advance
    Desert Palatina Defectors – Heavy Roman defensive infantry
    Desert Legionary Guards - Heavy Roman defensive infantry
    Hetaireia Guards – Roman two-handed axe infantry
    Clibanarii – Heavy Roman shock cavalry with bows




    Aksum


    Located on the coast of Africa, the people of Aksum owe their power to excellent trade routes, a fact reflected in their gameplay and traits.

    Faction Trait: Gateway To The East
    Supply network: +30 food for each active trade network (maximum 150).
    Merchant Guards: +100 to mercenary pool replenishment rate.
    Commercial Mastery: +10% trade income.
    History
    The Kingdom of Aksum grows prosperous through trade; the Silk Road is kind to those who know
    how to harness its riches, and the Aksumites have spent their lives trading along it.

    Although its Ethiopian heartlands have been occupied for hundreds of years, Aksum has recently grown in size due to the hugely lucrative trade route to India and beyond, on which it sits. When a nation becomes so rich and powerful, it attracts those who wish to steal its wealth for themselves; the neighbouring Himyarites are one such adversary.

    As the 5th century dawns, military and religious lines have once again been drawn in the sand. Aksum enjoys Rome's favour, and the wealth of the world fills its coffers - let those who would challenge that might face Aksumite steel, and feel Aksumite strength!


    Campaign features

    Unique Event Chain
    A unique event chain challenges you to claim a series of resources in exchange for unlocking new spice buildings, and Gupta Indian influenced units.


    Unit Roster

    The Aksumite roster focuses on powerful spears and shock troops. They are lightly armoured but capable of devastating optimal damage. They also have a number of unusual troops, such as hunting dog archers and hybrid axe/bow units.

    Abunas Guard – Heavy defensive spear cavalry (Eastern Christian only)
    Adana Marksmen – Elite Warhound bowmen
    Adana Trackers – Warhound Bowmen
    Afar Camel Riders – Guerilla deployment mounted Camel Swordsmen
    Afar Raidmasters – Shock infantry with exceptional attack (Semitic Pagan only)
    Afar Swordsmen – Shock infantry with high attack
    Beher’s Chosen – Heavy shotel unit (Semitic Pagan only)
    Bet Giorgis Cavalry – Medium spear cavalry with exceptional attack (Eastern Christian only)
    Elite Tor Warriors – Heavy defensive spears
    Marz Archers – Snipe (fire from cover) archers
    Masqal Spearmen – High armour-piercing, high attack spearmen (Eastern Christian only)
    Mounted Marz Archers – Mounted archers
    Ras Guard – Heavy defensive spear unit with precursor
    Sons of the Invincible Mahrem – High base damage, high attack spearmen (Semitic Pagan only)
    Spice Guard – Hybrid two-handed axe unit with bow
    Spice Warriors – Light khanda wielder
    T’or Warriors – Defensive spearmen



    Himyar

    Himyar is a powerful Arabian kingdom on the peninsula. The Himyarites survive in their arid lands through a series of specialised adaptations to the desert.

    Faction Trait: Desert Warriors
    Fatigue rate: -15% for all warriors.
    Marib Dam: Unique fertility-boosting building in faction capital.
    Desert Saboteurs: Stops foreign replenishment in regions where armies are present.

    History
    The Sabaean Kingdom is diminished and, in its place, Himyar ascends! The victorious Shamir Yuhar'ish has declared himself "King of Saba, Dhu Raydan and of Hadramawt and Yamanat" at his coronation, and no one dares challenge this proclamation.

    Sabaean local power was based, in large part, on overland trade routes, but Himyar has discovered and exploited new sea trade routes to India, making it the principle economic power in southern Arabia. Much like neighbouring Aksum, Himyar controls the flow of trade along major trade routes to the east.

    The militaristic Himyarites relentlessly pursue their aims, particularly when facing the hated Aksumites. Himyar has even recently converted to Judaism, seemingly only to fuel the constant war that rages between them. It has sacrificed much to hold onto a powerful position during a tumultuous time, and will surely seize the future by force of will alone!

    Campaign features

    Marib Dam: Unique Events
    The Marib Dam was an engineering marvel of the ancient world, though it was famously breached. Playing as Himyar, players will periodically be presented with options to make repairs. Leaving the dam untended brings the risk of floods, and repair is costly – however, in good working order, the dam can bring a powerful series of benefits.

    Unit Roster
    Hardy and weathered, Himyar forces are drilled to feats of great stamina. Their roster is built around a series of tanking defensive units to represent their desert hardiness.

    Almaki Lancers - very heavy warriors with spears camel (only Semitic paganism)
    Himyarskie shotelai armored - armored warriors shotelyami camel
    Ashui - Light Archers with large shields
    Chosen Astara - combat unit of 80 people with exceptional health, attack, morality, and the onslaught of damage (only Semitic paganism)
    Defenders of cobalt - elite heavy infantry defense with axes
    Warriors cobalt - defensive infantry with axes
    Himyarskie shotelai - warriors shotelyami camel
    Jamal al-Balta - soldiers with axes camel
    Jamal al-Rumha - warriors with spears camel
    Hayalimy - heavily armored swordsmen defense (only to Judaism)
    Skirmishers Rumhi - heavily armored skirmishers, using copies of the wall
    Warriors Rumhi - elite heavy skirmishers using copies of the wall
    Sanegorimy - warriors with exceptional protection in close combat (only to Judaism)
    Guardians Zafar - very heavy defensive warriors with axes (only the generals)
    Zealots Sukkar - weak stealthy warriors with high morals and pressure (only for Judaism)
    Archers Zodiac - Mounted archers (only Semitic paganism)



    Informacje o FLC - darmowa frakcja Lachmidów:

    Spoiler: 
    The Lakhmids







    The Lakhmids, independent and proudly Arabian, enjoy a position of strength on the western banks of the Euphrates River, where they are tolerated by the Sassanid Persians and well insulated against Arabian rivals to the south.

    As part of the Tanukhid confederation, the Lakhmids migrated north from southern Arabia after one of the Marib dam's many collapses wrecked their food source. Following the death of King Jadhima ibn Malik, the son of their original leader, the Lakhmids split from the confederation under Rabia ibn Nasr and settled at al-Hira, which became their capital. Here, the Lakhmids built a kingdom that remained fiercely Arabian, becoming the first to read and write in Arabic when other Arabs were still using Aramaic. The Christian Lakhmids' relationship with the new Sassanid dynasty was not immediately friendly, however, as they were allied to Rome for a time (who looked favourably upon Christians in the Levant) and raided nearby lands at the Empire's behest. However, when the Sassanid Emperor Shapur II began military action against the Arabian kingdoms in AD325, Roman assistance was nowhere to be found; in the aftermath, al-Hira was captured and its population massacred.

    Now, though nominally under the control of the Sassanid Empire, the Lakhmids have managed to retain some autonomy and are growing once more, yet are nevertheless expected to provide military support to their Persian overlords when required. However, the self-styled "Sons of the Water of Heaven" do not intend their ways to crumble, or to bend the knee to anyone!








    Edycja: KLAssurbanipal

    Ostatnio edytowane przez KLAssurbanipal ; 10-09-2015 o 01:11
    "Madness you say! Do you fear me? Are you afraid of what I might do, of what I might say? What a fascinating reaction''

  2. Następujących 2 użytkowników podziękowało Rhaegrim za ten post:


  3. #2
    Zagubiony Teoretyk / Stara Gwardia Awatar Ituriel32
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    Szkoda że nie do Romka2.

    Śmierć to Twoje przeznaczenie.
    A poza tym sądzę, że Rzym należy zniszczyć.

    KABANOS to taka kiełbaska i zespół muzyczny, oba polecam.

    Jeśli nie musisz czegoś zrobić, to nie rób. Ale jeśli już musisz, to zrób to szybko.

  4. Następujących 3 użytkowników podziękowało Ituriel32 za ten post:


  5. #3
    Wojski Awatar Sapiens
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    Czy ja dobrze widzę że Aksum będzie miało na swoim wyposażeniu hieny?
    Czyżby CA próbowało robić konkurencję nowemu dodatkowi do Age of Empires II - African Kingdoms?

  6. #4
    Megas Basileus / Młoda Gwardia Awatar Polemajos
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    A mówiłem,że będą frakcje pustynne,to nie,wszyscy o Słowianach krzyczeli
    ,,Vae Victis"


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  8. #5
    Troublemaker Awatar Nezahualcoyotl
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    Cytat Zamieszczone przez Sapiens Zobacz posta
    Czy ja dobrze widzę że Aksum będzie miało na swoim wyposażeniu hieny?
    Czyżby CA próbowało robić konkurencję nowemu dodatkowi do Age of Empires II - African Kingdoms?
    No przecież płonących wieprzy dać nie mogli.Jakby nie patrzeć to Arabowie .Dodatek zapowiada się interesująco więc już zakupiony.Lepsze to od klonów dostępnych na terenie Europy.

    Cytat Zamieszczone przez Polemajos Zobacz posta
    A mówiłem,że będą frakcje pustynne,to nie,wszyscy o Słowianach krzyczeli
    Też optowałem za tą stroną geograficzną.Co prawda chciałem inne frakcje ale lepszy rydz...
    Ostatnio edytowane przez Nezahualcoyotl ; 08-09-2015 o 20:21


    In quexquichcauh maniz camanahuatl ayc pollihuiz yn iteno yn itauhca in Mexico-Tenochtitlan


    Jeśli avek to tylko z Indianką!
    *************************
    https://www.youtube.com/channel/UCo3...6M-C3c_Wc_57BQ

    *************************
    Był czas kiedy osobnika owego zwano @zajac.





  9. #6
    Krwawy Kardynał Awatar Samick
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    [DLC] The Empires of Sand Culture Pack

    Spoiler: 
    The Empires of Sand Culture Pack brings three new playable factions and new religion features to Total War™: ATTILA.

    - New Factions; Aksum, Himyar and Tanukhids with new unique units.
    - New Campaign mechanics.
    - New Horde mechanics.
    - New Religion features.

    Aksum, Himyar and the Tanukhids may be used in Single or Multiplayer Campaign modes and Custom and Multiplayer battles.

    Hailing from the harsh deserts of Africa and the Middle East, these factions are part of the new Desert Kingdoms cultural group, and bring new campaign mechanics, new horde gameplay mechanics, events, enhanced religion features, battlefield rosters and unique units to Total War™: ATTILA.




    Desert Kingdoms


    All factions in the Desert Kingdoms cultural group benefit from the following traits:
    +2 Sanitation in all regions
    +15 Melee attack in desert battles
    Immunity to desert attrition



    New Religion Features


    Because of the dramatic impact religious changes had on these cultures in this period, the Empires of Sand Culture Pack includes a number of changes that increase the importance of religion. There are three new religions available: Eastern Christianity, Judaism and Semitic Paganism.
    Each non-horde Desert Kingdoms faction has two main religions to choose between. Aksum may follow Eastern Christianity and Semitic Paganism, while Himyar may choose between Judaism and Semitic Paganism.

    Religion now has further-reaching effects, influencing many aspects of Desert Kingdoms campaign gameplay. It is deeply intertwined with a number of features including building chains, victory conditions, events, technologies and overall campaign bonuses:
    Dual religion building chains


    Aksum and Himyar possess a building chain for each of their main religions. They can build these buildings regardless of their faction religion. This allows players to exert greater control over their faction religion and change it reactively in response to their situation.
    Tier-5 barracks


    Aksum and Himyar have two new tier-5 barracks available, one for each religion. To unlock a barracks, the faction must have 75% influence in the respective religion. These barracks buildings each provide three unique elite units as well as unlocking a variety of campaign benefits.
    Split victory-conditions and achievements


    Desert Kingdoms factions have two sets of victory conditions, one for each of their main religions, that involve a number of units and structures related to that religion.
    Increased diplomatic significance


    The new religions have increased diplomatic impact, forcing the player to choose their religion carefully based on who they wish to ally with.
    Pleasure building-chain

    Non-horde Desert Kingdoms factions have access to a new industrial building-chain which provides large sums of money, but decreases your majority religion, meaning you must choose between religious stability and financial gain.
    Religious technologies


    Each non-horde Desert Kingdoms faction has a technology chain for each of its main religions. These convey a number of religious and campaign bonuses to help you manage and optimize your religious choices.
    Increased Religious Discord Penalties


    The public order penalties for religious disharmony within your provinces have been increased between the new religions, meaning that the benefits are balanced with increased risk if you fail to manage your religions correctly.
    Reactive Religious events (Aksum and Himyar)

    Two new events have been added that trigger when certain religious conditions are met, and provide you with intriguing dilemmas and missions.



    Factions




    The Tanukhids

    The Tanukhids are a horde faction, representing a desert rebellion with a hyper-aggressive playstyle, plus a host of unique traits and features.

    Faction Trait: Legendary Raiders
    Rapacious Horde: Food is obtained through settlement battles rather than buildings.
    Victory rallies: Every military victory spreads your fame and swells your ranks, increasing the horde’s growth.
    Swelling Ranks: Armies in Raiding stance gain a free Rebellion Militia unit every turn.

    History
    The Tanukhids have travelled a long way from their homelands. Originally part of the Qahtani tribal confederation, they migrated north in the aftermath of a flood which devastated their homeland, eventually leaving Arabia altogether.

    Coming into contact with the Roman Empire, the Tanukhids have since been employed as Roman foederati, and considered a dependable cavalry force. However, they recently rebelled against Rome following Emperor Valens' attempts to convert them from Orthodox to Arian Christianity. The Tanukhids – under their warrior queen, Mavia – fought so hard, and so fiercely, that they defeated the Romans in the field on several occasions and forced agreement to their terms.

    Despite the odds, these devout people have created a life for themselves as free Arabs, who pledge allegiance to none but God and their brave queen - surely all that is required to attain true greatness!

    Campaign features


    New building trees
    While migrating, the Tanukhids have access to a completely new Horde building tree comprising 34 new buildings, each with unique artwork and campaign effects.

    Unique event chain
    A brand new event-chain guides you in your rebellion against the Romans, and leads you ultimately to settlement and the formation of an empire.

    Dynamic Barrack unlocks
    Completing missions unlocks higher tiers of barracks and provides access to new, defecting Roman units.

    Unit Roster
    The Tanukhid Roster focuses on battlefield area-control and micro management. Light but powerful shock cavalry are paired with stealth units and fast pike units.

    Badyia Skirmishers – Light stalk (remain hidden in all terrains) Javelinmen
    Desert Pikes – Light, rapid advance pikes with high missile block chance
    Dune Lancers – Very light guerilla-deployment shock cavalry with javelin precursor
    Mavia’s Bodyguards – Very heavy shock cavalry (general’s unit)
    Mavia’s Chargers – Very light shock cav with very good charge bonus
    Mavia’s Chosen – Very light shock cav with exceptional charge bonus
    Mavia’s Lancers – Very light shock cav with good charge bonus
    Rebellion Militia – Zero-upkeep troops with high missile block chance and low damage
    Sandstorm Lancers – Very light guerilla deployment shock cavalry with javelin precursor
    Tanukhid Ambushers – Light stalk swordsmen with exceptional charge
    Tanukhid Pikes – Heavy pikes with rapid advance
    Desert Palatina Defectors – Heavy Roman defensive infantry
    Desert Legionary Guards - Heavy Roman defensive infantry
    Hetaireia Guards – Roman two-handed axe infantry
    Clibanarii – Heavy Roman shock cavalry with bows




    Aksum


    Located on the coast of Africa, the people of Aksum owe their power to excellent trade routes, a fact reflected in their gameplay and traits.

    Faction Trait: Gateway To The East
    Supply network: +30 food for each active trade network (maximum 150).
    Merchant Guards: +100 to mercenary pool replenishment rate.
    Commercial Mastery: +10% trade income.
    History
    The Kingdom of Aksum grows prosperous through trade; the Silk Road is kind to those who know
    how to harness its riches, and the Aksumites have spent their lives trading along it.

    Although its Ethiopian heartlands have been occupied for hundreds of years, Aksum has recently grown in size due to the hugely lucrative trade route to India and beyond, on which it sits. When a nation becomes so rich and powerful, it attracts those who wish to steal its wealth for themselves; the neighbouring Himyarites are one such adversary.

    As the 5th century dawns, military and religious lines have once again been drawn in the sand. Aksum enjoys Rome's favour, and the wealth of the world fills its coffers - let those who would challenge that might face Aksumite steel, and feel Aksumite strength!


    Campaign features

    Unique Event Chain
    A unique event chain challenges you to claim a series of resources in exchange for unlocking new spice buildings, and Gupta Indian influenced units.


    Unit Roster

    The Aksumite roster focuses on powerful spears and shock troops. They are lightly armoured but capable of devastating optimal damage. They also have a number of unusual troops, such as hunting dog archers and hybrid axe/bow units.

    Abunas Guard – Heavy defensive spear cavalry (Eastern Christian only)
    Adana Marksmen – Elite Warhound bowmen
    Adana Trackers – Warhound Bowmen
    Afar Camel Riders – Guerilla deployment mounted Camel Swordsmen
    Afar Raidmasters – Shock infantry with exceptional attack (Semitic Pagan only)
    Afar Swordsmen – Shock infantry with high attack
    Beher’s Chosen – Heavy shotel unit (Semitic Pagan only)
    Bet Giorgis Cavalry – Medium spear cavalry with exceptional attack (Eastern Christian only)
    Elite Tor Warriors – Heavy defensive spears
    Marz Archers – Snipe (fire from cover) archers
    Masqal Spearmen – High armour-piercing, high attack spearmen (Eastern Christian only)
    Mounted Marz Archers – Mounted archers
    Ras Guard – Heavy defensive spear unit with precursor
    Sons of the Invincible Mahrem – High base damage, high attack spearmen (Semitic Pagan only)
    Spice Guard – Hybrid two-handed axe unit with bow
    Spice Warriors – Light khanda wielder
    T’or Warriors – Defensive spearmen



    Himyar

    Himyar is a powerful Arabian kingdom on the peninsula. The Himyarites survive in their arid lands through a series of specialised adaptations to the desert.

    Faction Trait: Desert Warriors
    Fatigue rate: -15% for all warriors.
    Marib Dam: Unique fertility-boosting building in faction capital.
    Desert Saboteurs: Stops foreign replenishment in regions where armies are present.

    History
    The Sabaean Kingdom is diminished and, in its place, Himyar ascends! The victorious Shamir Yuhar'ish has declared himself "King of Saba, Dhu Raydan and of Hadramawt and Yamanat" at his coronation, and no one dares challenge this proclamation.

    Sabaean local power was based, in large part, on overland trade routes, but Himyar has discovered and exploited new sea trade routes to India, making it the principle economic power in southern Arabia. Much like neighbouring Aksum, Himyar controls the flow of trade along major trade routes to the east.

    The militaristic Himyarites relentlessly pursue their aims, particularly when facing the hated Aksumites. Himyar has even recently converted to Judaism, seemingly only to fuel the constant war that rages between them. It has sacrificed much to hold onto a powerful position during a tumultuous time, and will surely seize the future by force of will alone!

    Campaign features

    Marib Dam: Unique Events
    The Marib Dam was an engineering marvel of the ancient world, though it was famously breached. Playing as Himyar, players will periodically be presented with options to make repairs. Leaving the dam untended brings the risk of floods, and repair is costly – however, in good working order, the dam can bring a powerful series of benefits.

    Unit Roster
    Hardy and weathered, Himyar forces are drilled to feats of great stamina. Their roster is built around a series of tanking defensive units to represent their desert hardiness.

    Almaqahs Lancers – Very heavy camel lancers (Semitic Pagan only)
    Armoured Himyarite Shotelai – Armoured camel mounted shotelai
    Ashum – Light archers with large shield
    Athars Chosen – 80 man unit with exceptional health, attack, morale, damage and charge (Semitic)

    Edycja: KLAssurbanipal
    Ostatnio edytowane przez KLAssurbanipal ; 08-09-2015 o 21:37



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  11. #7
    Troublemaker Awatar Nezahualcoyotl
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    In quexquichcauh maniz camanahuatl ayc pollihuiz yn iteno yn itauhca in Mexico-Tenochtitlan


    Jeśli avek to tylko z Indianką!
    *************************
    https://www.youtube.com/channel/UCo3...6M-C3c_Wc_57BQ

    *************************
    Był czas kiedy osobnika owego zwano @zajac.





  12. #8
    Podkomorzy Awatar szwejk
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    Tak dla ścisłości, w Aksum, to nie hieny tylko likaony (gatunek nigdy nie udomowiony - ponosi twórców fantazja)
    "A teraz słuchajcie wy, ludzie z NATO! Bombardujecie ścianę, co nie przepuszczała potoku afrykańskiej migracji do Europy, ścianę, co stopuje terrorystów . Tą ścianą była Libia. Rujnujecie ją. Wy - idioci. Za tysiące migrantów z Afryki, za wsparcie terrorystów będziecie płonąć w piekle. I tak będzie".

    Mu'ammar al - Kaddafi

  13. Użytkownicy którzy uznali post szwejk za przydatny:


  14. #9
    Stara Gwardia / Ostatni Sprawiedliwy Awatar KLAssurbanipal
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    Powiem tyle - nareszcie!

    Czekam na więcej info i prezentacje poszczególnych frakcji. Fajnie wyglądają modele liderów frakcji.











    Darowizna dla mnie jako twórcy możliwa tutaj: https://www.paypal.me/klassurbanipal


  15. #10
    Troublemaker Awatar Nezahualcoyotl
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    Ciekawy jestem wyglądu jednostek hinduskich (Dynastia Guptów) dostępnych dla frakcji Aksum po odblokowaniu określonych budynków:



    In quexquichcauh maniz camanahuatl ayc pollihuiz yn iteno yn itauhca in Mexico-Tenochtitlan


    Jeśli avek to tylko z Indianką!
    *************************
    https://www.youtube.com/channel/UCo3...6M-C3c_Wc_57BQ

    *************************
    Był czas kiedy osobnika owego zwano @zajac.





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