Hello AOEO Project Celese Forums! Just coming from Mr. Paul Flores' excellent article on the Romans! Can't wait! I'd just like to discuss this separately. I'm really really really hoping that Project Celeste undertakes creating a truly NOMADIC civilization, the Scythians. Once I'm freed up after I finish I finish my The Last Khanates mod for Empire/Napoleon Total War, I'm ready, willing to learn the modelling/texturing/rigging/animating workflow pipeline of AOEO and hoping to contribute. Empires Apart with the Mongols really nailed down what I see as nomadic civilization in an RTS game. I have a gut instinct feeling that the Age of Empires 4 would probably steal most of the thunder and ideas from Empires Apart for the Mongol civilization. Here check out the description of the Mongols in Empires Apart: https://empiresapart.gamepedia.com/Mongols Already, when I saw Babylonians getting the Ox Cart as a mobile storehouse, that's exactly what I was thinking AOEO needs for a NOMADIC civilization. I still find it very odd that Babylonians who were city and wall builders are so nomadic and with units like Lancer (I think it fits better with nomadic than Babylonians). Shield-bearer REALLY fits Babylonians in my mind. Imho, Babylonians are more of an infantry rather than cavalry civilization. Persians more archer civilization, but I have my own historical biases. I'd rather see Babylonians get extra Palisade walls or an extra mini-Fort/Castle kinda like the Bulgarians got with Krepost' than see them as a cavalry civ. Just my 2 cents. Some features of a NOMADIC civilization such as Scythians that I'd LOVE to see in AOEO: - Villager drop off 30% of their wood gathering as food, resulting in a wood-focused economy when natural food supplies run out - Buildings and siege units are built out of [UNIQUE BUILDING: perhaps War Host] which unpacks into buildings for free and can repack at will, allowing for a high amount of mobility. - [UNIQUE BUILDING aka War Host] costs a single population each which disappears when the unit is packed up - Town Center can be packed up and transported across the map when resources in starting position run out - All buildings produce a small amount of population, NOT just houses - Houses are Yurts or Gers and can double up as Outposts with good visibility range or as herdables container - No walls - Only Cavalry units, no Infantry units of any kind; only through specific Advisors perhaps, that's it - Cavalry units with bonus against infantry - Cavalry units with higher armor - Cavalry units with bonus against spearmen - Cavalry with malus against Camels. Camel troops hurt cavalry more. - No Farms - Instead of Farms, Pastures: herded by a Shepherd as infinite but slow Food resource - Hunting bonus food - Can't forage berries - Instead, placing Pastures near Berries increases yield, perhaps? - Also Pastures can train Herdables like Sheep, Horses, Camels for food, cost Wood or Gold. THis is fast Food needed in a pinch, for example - Market just like any Scythian/Nomadic civ building can pack up and move around, no need to rebuild it - Instead of Castle as a building, it's a [Horde] of Cavalry Archers in an animation loop of the Cantabrian/Central Asian circle, just running when not under attack, but firing animation when under attack. Long time ago, I tried to make this work for AOE2HD... now I'll try to get to that in AOE2DE for Cumans for example. - Shaman priest who provides evasion and anti-snare for the cavalry troops - Unique building that provides increased speed of the units in its vicinity... aka creep from Starcraft II. Wait, upon further inspection, Millaria built by Engineers is the same thing, huh? hmmm might need to rethink this one then... perhaps Roman Millaria only increases speed of Infantry and Archers, foot soldiers? While the Scythian unique building only increases speed of Cavalry not Infantry/Archers or foot units? Compromise? Or just keep brainstorming something more unique and fitting? - Access to Bactrian or Two-Humped camels of their own. So far in-game AOEO I don't think there are any Two-Humped Camels. Actually in the The Last Khanates mod for ETW/NTW, I have obtained/paid for Bactrian/Two-Humped camel model and have made it into a new mount with its own weight and parameters. Working on this right now. Even have an armored version with chainmail. So Cataphract Camels essentially TLDR: Bactrian Camel Riders and Cataphract Bactrian Camel Rider units - Horse Cart or Bactrian Camel Caravan as a mobile storehouse - Wanderlust ability on Scouts and Villagers: If they stop and are idle, their vision grows to 2x the vision of the normal villager or scout... this is to simulate that they take in the surroundings and are good trackers - Bloodlust ability on ALL military units: Increases their damage and attack speed as long as they continue to kill enemies. Or vice versa. If they kill X number of enemies in Y amount of time in Z radius, then they can earn an activatable Bloodlust that increases their damage and attack speed for A amount for B seconds. Kinda like Total War: Warhammer 2's battle mechanics for Greenskins and the Dark Elves, you know what I'm talking about? - SCYTHIAN/Nomadic economy is weak but simple: their main resources are wood and gold for their cavalry archers and siege weapons, with a bit of food for their melee cavalry. - Temple as Kurgan field - Altai metalworking and gold-gathering rates are higher than other civs. Scythian Golden Man and many excavations show that they were rich in gold and loved to adorn their noble armors in gold. Altai mountains provided one of the earliest instances of iron-working, stirrups (odd that Norse get it), and prodiguous gold-mining - Effectively operate on only three resources. Stone needed for upgrades for blacksmith, and that's it I just went bullet by bullet point from the Mongols description from Empires Apart game. I LOVE civ designing like this. I hope that I'll soon have the time to dedicate to this pet project. I'm a modder myself in other titles, such as Total War series and this constantly comes up to my mind. I've finished my Crimean Khanate Expansion mod adding the Crimean Khanate playable and with custom units, models, textures, horses, equipment, bows, arrows, and so on. However, once I realized that I could expand the map by converting Wasteland regions into Full Regions, I'm now working on adding the Kazakh, Kalmyk, and Khivan Khanates to both the map and with unique units, models, textures, rigs. Basically, my idea was to port EU4 (Europa Universalis 4) units into Total War Empire and Total War Napoleon titles. I've learned the entire pipeline, so I don't just re-texture that's it, I actually port the entire military unit model of the soldier, complete with helmets, weapons, shields, bows, and I re-rig this model to the bones of the variant mesh used by ETW and NTW. It's a slow, painstaking process but worth it! Yet, the issue I'm running into now is that I over-engineered the Crimean Khanate with all the "fantasy" and "unique" goodies leaving little to the three other Khanates. So now, I'm paring down very much similar to what sounds Paul and Project Celeste team have gone through with regards to the Persians (no War Elephants, less chariots, I believe there is a scythed chariot via an Advisor but that's it) and the Celts being good at siege (that's more of a Romans thing, I'm glad the Celeste designers highlighted Romans as more siege plus engineer with Millaria construction [I'd love to see some kind of road building by Engineers but Millaria comes close to that]). I dub this project of mine The Last Khanates mod for Empire and Napoleon Total War, in similar vein as the Last Khans expansion for the Age of Empires 2 DE with the Cumans, Tatars, Bulgarians, and Lithuanians. Looking forward to the discussion. If Scythians were already suggested in another larger and existing thread, please do let me know.