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The Classical Antiquity nations that are going to be first part of this cathegory will be the : Dacia Voivodship , Inca Empire , Khmer Empire , Livonia Knights Order and the Malta Knights Order
Everything will be partitioned into : A. Civics ; B. Production ; C. Military and D. Defenses
Ages have become Levels now and all levels bring new additions that can always be had aside from the ones belonging to the former levels . If the Levels structure isn't that welcomed i can always revert to the Ages one but here goes
In this level you are encouraged to hunt , gather and find a good spot to raise your first structure , then call for more Members to help the early on economy
-1. Order Recruit Hall - Before the Medieval times things were more strict and disciplined in some places , while in others more anarchic and chaotic . This is the age of the fabled knights , their deeds or glory and honor and for some the dreaded age of the Inquisition . The Classical Antiques main center functions as a main training center where Members need to be trained for specific tasks further on to be used . For instance a Member can be trained into a : Militia , Worker or Scout here . Several researches will improve training time , reduce costs and enhance the units trained
-2. Dorm House - Where the people of these times live . Like all houses from all other historical periods alike , it will turn lights on at night or bad weather conditions for more LOS gain
-1. Smelter Generator ( Heat Energy Generator ) - Smelters used to melt various sorts of metals also produce a significant amount of heat energy that can be used to power things in these times . Aside from providing Heat Energy , the energy of the Classical Antiquity , the Smelters can also help process gathered ore into needed metals quicker
-2. Foundry - Tools are made here and weapons both needed for the Classical Antiquity war and peace ' machine '
-3. Gold Mine - Gold and the Gold Mine is back . The costs of many of the knights equipment and the war machine needed to push a crusade forward meant Gold , a lot of it
-4. Forest Mill - Water based mill that gathers wood and can help with Food production along by having its own small patches of farmland around it that need to be gathered
-5. Fishing Quay - Less a building and more a storage place where Fishing Boats of this era are sailing from and then coming back filled with the bounty of the sea to be stockpiled here
-1. Quay District - A quite large dock that holds several homes on its quay bridges usually where all materials needed to craft the ships of this era are found
-2. Army District - Another crowded place where all the accommodations for the land infantry are found
-1. Stockade Wall - Sturdy wooden wall mixed with metal bars at spots and sometimes having a stone foundation
-2. Border Post - An outpost that defends all borders
In this level you can feel more comfortable for your base has to be already settled and defended somewhat and enough resource sites along with a better area of the world has to be explored already and now this level brings more serious additions
-1. Order Town Hall - Becomes larger , stronger and is able to train Members into various professions needed quicker . It also receives two small towers for attack
-2. Town Dormitory - Made to accomodate more people , having larger kitchens and more beds , it will support more population
-3. Chapterhouse - It contains the major , general civilization researches for all four sections for the Classical Antiques
-4. Chapel - The Classical Antiquity religion specific building
-5. Market District - All trade is going to be done in this quite large city square
-1. Nation Specific Crop Type Farmstead - Each nation cultivates their own Food
-2. Fish Smoker - Instead of a contraption to catch fish , the Classicals are preferring to put the caught fish to a better use , increasing Food production from fish considerably
-3. Nation Specific Luxury Resource Building - Each nation will gather and process its own specific luxury resource that can take many forms
-4. Water Mill - The Classical Antiques prefer the power of water to process their Food . The Water Mill can be built not just on the ground but also on lakes , above rivers and on close proximity to the shores of seas and oceans . They will get a slight bonus if built atop water in this way
-5. Salt Mine - Salt is a very useful resource that speaks for itself . Is going to be used in common by all Classicals
-1. Cavalry District - Is where all the mounts and riders are living their daily lives
-2. Siege Artisan - A studio more than a factory where very skilled workers in the art of mechanical machinery work and produce all the siege machines of the Classical Antiquity
-1. Clock Tower - A tower meant to measure time and defend both that can also trigger an alarm for quick rally of nearby armies to its spot
-2. Fort Wall - Thicker than the walls from other historical eras , this type of wall provides enough space to garrison units inside its end points to add a bit of attack to the Wall along
-3. Mincer Trap - Usually two concealed plates of metal having deadly spikes all around their surface that clash one unto another for fatal results . Siege machines will not receive much damage from this and as usual they can break the trap if they step on it more than once ( potential feature )
-1. Order Grandhall - The highest level of the Hall where knights , paladins and other important faces gather to govern their society
-2. Living Quarters District - A large conglomerate of houses where the largest number of population can live . They provide the largest Population Capacity
-3. Tribunal - The place where judges and other imporant figures gather and decide the fate of their nation . Is the place where Order Edicts can be adopted from no less than 5 in total . The Order Edicts are the political doctrines of the Classical Antiques . They will generally shift your nation into a certain direction that affect matters en large
-4. Dungeon - Cathegory specific building where captured enemies can be taken to provide Faith for the religious units . All cathegories will have their own unique type building
-5. Masterpiece Monument - Crafted by the best artisans your nation can provide , they will stand as a symbol of glory and achievement for your Classical nation
-1. Animalfold - An enclosed patch of land where the various domestic animals that are particular per each nation can be produced for the best Food production option
-1. Skyship Artisan - Is where the Classicals sky ships will be crafted and launched from . The Classical Antiques will be using the Trader Gyrocopter and the Transport Batplane
-1. Fort District - A larger in area type of fortification that holds within several accommodations for both rest and work that functions as the Castle equivalent of these times
-2. Sea Fort - Instead of sea towers that can be built in larger numbers , the Classicals come with a larger defensive option instead that can be built in a limited number ( of perhaps 5 to 10 ) but can provide a much better defense at sea and can also be garrisoned by all infantry and even a single siege unit that can fight at range
-3. Sea-mine Wall - A wall of the seas that comes around with deadly mines for quick disposal of enemy ships . The mines do not restore however and once all mines around the Wall have been used , the Wall alone remains standing against the enemy but this is enough reason for the foe to put up a serious war effort at sea to reach this point
-4. Fortress Wall - Very sturdy and armed to the teeth , it is the wall that can defend itself
-5. Fortress Tower - The heavy , highest tier tower of the Classical Antiquity especially designed to resist against enemy siege army assaults , unfortunately more vulnerable against any type of explosives instead but nothing is perfect
~ This is all for the Classical Antiques ~
! For Honor & Glory !
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