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[杂谈] (转)官网看到的关于古老中国文明的设想,此贴只有英语

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二级帝国勋章OL截图大赛冠军冒险七王者

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发表于 2013-1-1 11:06:44 | 显示全部楼层 |阅读模式
本帖最后由 ericzhu 于 2013-1-1 11:16 编辑

标题Ancient Chinese - A Civilization Suggestion
原网址
https://forums.ageofempiresonline.com/forums/1/336847/ShowThread.aspx
另外再帮忙给该作者加5星吧,只有3星的评价太对不起作者了。
Chinese

Qin, Han, Wei, Zhao, Qi, Chu and Yan are the seven major states that grows from the banks of the Yellow River and constantly fights for control. Over the course of these Warring States Periods, the Qin state has become the most powerful of the seven states in China. You start yourself as an advisor to Ying Zheng to helping him unify the six major states by either the pen or the sword.
Unique Features
Unique features are made for the Chinese.


  • Buddhist Monk-Converts unit through harmony and peace which neutralizes the enemies causing them not to harm anyone, while taking up population for the enemies.
  • Crossbows-A far greater weapon than an ordinary sling and bow.
  • Unique Aging Up-Age up by researching technologies, rather than researching the age technology at the town center.
Units
Economy Units-These are the units that produce resources.


  • Worker: A Chinese version of a villager. Does and equip everything what a villager does and have. Except with the ability to transform into a milita for a price of 10 gold per villager, the first military unit in the Chinese civilization.
  • Caravan: A Chinese version of a caravan. Does and equip everything what a caravan does and have. Except with a texture of an ox pulling the cart.
Barrack Units-These are the units produced from the barrack.


  • Milita: A Chinese version of a spearmen. With the exception of a lower health. Milita are available at the Copper Age, and are either trained at the barracks or are transformed from a Worker for a price of 10 gold. They have no gears, as they are only militas, untrained soldiers.
  • Halberdier: The Halberdier is a Chinese Unique Unit, that is trained at the barrack and is unlocked after the Bronze Age. Halberdiers have the advantage of countering cavalries and infantries, but will fall easily to archers. The equipment slots for Halberdier is: Halberd, Armor, and Soldier's Gear.
  • Crossbowman: The Crossbowman is a Chinese Unique Unit, that is trained at the barrack and is unlocked after the Bronze Age research. Crossbowmen could shoot more quicker than most ranged units and have the ability to even deal more damage than almost all of the ranged units. However, due to this advantage, the Crossbowman are not effective in long range, making an ideal to keep your infantry close away from the Crossbowman's line of sight. Crossbowmen are effective at countering against close-combat infantry and ranged infantry The equipment slots for Crossbowman is: Crossbow, Cloth Armor, and Soldier's Gear.
Stable Units-These are the units produced from the stable.


  • Horse Chariot: The Horse Chariot is a Chinese Unique Unit, that is trained at the stable and is unlocked after the Silver Age. Horse Chariots are chariots that prefers to fight with spears rather than bows. These units are effective against archers. Horse Chariots' equipment slots for Horse Chariot is: Spear, Armor, Soldier Gears.
  • Horse Archer: The Horse Archer is a Chinese Unique Unit, that is trained at the stable and is unlocked after the Silver Age research. Horse Archers were faster than most mounted units and have the ability to fire at enemies while moving(Although, there is a 75% chance of missing) However, due to this advantage, the Horse Archers are not effective at withstanding a large amount of damages. Horse Archers are effective at countering against other cavalries. The equipment slots for Horse Archer is: Bow, Cloth Armor, and Soldier Gears.
Fortress Units-These are the units produced from the fortress.


  • Imperial Swordman: The Imperial Swordman is a Chinese Unique Unit, that is trained at the fortress and is unlocked after the Silver Age research. Imperial Swordmen are all-rounders which can counter most units except cavalries. The equipment slots for Imperial Swordman is: Sword, Armor, and Soldier Gears.
  • Imperial Horseman: The Imperial Horseman is a Chinese Unique Unit, that is trained at the fortress and is unlocked after the Golden Age research. Imperial Horsemen are the strongest than any other unit in the Chinese army indicating they can kill almost every unit in the game except spearmen of course, but since they have a large health and slow speed, they will most likely be weakened by fast archers who can quickly strike at them and retreat. However, they also have a weakness, they rely heavily on gold rather than food. The equipment slots for Imperial Horseman is: Spear, Armor, and Soldier Gears.
  • Spy: The Spy is a Chinese Advisor Unit that is trained at the fortress and is unlocked after the Silver Age research. Spies have a better line of sight than scouts, and can build watchtowers for 25 wood. Although, they cannot attack any other units and buildings, they can attack and kill the villagers easily. Spies are also unaffected by automatic attack and converts, meaning you will have to manual command your troops to attack the Spy.
Siege Units-These are the units produced from the siege workshop.


  • Chuangzi Nu: The Chuangzi Nu is a multi-siege bow that fires 20 devasting arrows at the enemies, it is unlocked after the Silver Age. It only weakness is that it requires packing and unpacking and is unable to deal major damage to buidings. The equipment slots for Chuangzi Nu is: Arrows, Armor, and Soldier's Gears. It is available after the Golden Age.
  • Hui-Pao: The Hui-Pao is an ancient trebuchet deprived from the ancient sling, the Hui-Pao would use a staff sling to extend it arms and provide greater leverage. Although, it's not as powerful and long-ranging as the medieval trebuchets, it is portable and requires less reloading times, allowing harassments with these ancient weapons to be effective. The equipment slots for Hui-Pao is: Throwing Arm, Armor and Soldier's Gears. It is avaiable after the Golden Age.
  • Battering Ram: A Chinese version of a battering ram. Avaiable after the Silver Age.
Scouts-These are units that cannot be replaced.


  • Scout: A Chinese version of all scouts with a different texture appearance.
Naval Units-These are units produced from the dock.


  • Fishing Boat: A Chinese version of a Fishing Boat.
  • Merchant Transport: A Chinese version of a Merchant Transport.
  • Junk: A Chinese version of a Trireme, but with more speed and more expensive. However, the Junk can transport up to 3 units.
  • Chuangzi Nu Junk: A junk with a ballista but with a little more speed and more expensive.
Support Units-These units are produced from the Temple of Buddhism, Taoism.


  • Buddhist Monk: The Buddhist Monk is a Chinese Unique Unit produced by the Temple of Buddhism and is unlocked after the Golden Age research. Buddhist Monks convert units through a different conversion; peace and harmony. Once an enemy is converted by a Buddhist Monk. The enemy will not harm any unit, and will count as a population in the enemy's side. The gear slots for Buddhist Monks are only Cloth Armor.
  • Taoist Monks: The Taoist Monk is a Chinese Unique Unit produced by the Temple of Taoism and is unlocked after the Bronze Age research. Taoist Monks will heal friendly unit in a small-medium radius. The gear slots for Taoist Monks are only Cloth Armor.
  • Confucianist: The Confucianist is a Chinese Unique Unit poduced by the Academy of Confucius and can empower buildings by only allowing researches times to be reduced by 25%. The unit is unlocked right away at the Copper Age. The gear slots for Confucianist are Cloth Armor.
Buildings
Economy Buildings-These buildings help contribute to the economy.


  • Storehouse: Storehouses allow workers to drop off resources in them, and allow gathering technologies to be researched. Unlocked at Copper Age.
  • Wall: Walls protect buildings and prevent the enemies from entering in. Unlocked at Copper Age.
  • Watch Post: Watch Posts provide the highest line-of-sight in the game. Unlocked at Copper Age.
  • Dock: Docks allow workers and fishing boat to drop off resources in them, and allow the production of Naval Units. Unlocked at Copper Age.
  • Town Center: Town Centers allow workers to drop off resources in them, allow the production of Workers and Militas and allow technologies to be researched. (Only 4 can be built)
  • Farm: Farms provide the civilization an infinite food source. Unlocked at Bronze Age.
  • Silk Farm: Silk Farms provide the civilization a steady gold income of 1 per second. (Only 5 can be built) Unlocked at Silver Age.
Military Buildings-These buildings allows the production of military units.


  • Barrack: Barracks allow Barrack Units to be produced. Unlocked at Copper Age.
  • Stables: Stables allow Stable Units to be produced. Unlocked at Bronze Age.
  • Fortress: Fortresses provides a good line of defense and allow Fortress Units to be produced. Unlocked at Silver Age.
  • Siege Workshop: Siege Workshops allow Siege Units to be produced. Unlocked at Silver Age.
  • Wonder(Terracotta Army): A wonder that is fully constructed allow the player to win in a PvP match. Unlocked at Golden Age.
Utlity Buildings-These buildings provide a different services.


  • House: Houses increase the population cap by 5. Unlocked at Copper Age. (Only 20 can be built)
  • Guard Tower: Guard Towers provide a line of defense. Unlocked at Bronze Age.
  • Armory: Armory provides the civilization with better upgrades. Unlocked at Bronze Age. (The main technological advances in the Chinese civilization)
  • Market: Markets allows the civilization to sell or buy resources for gold, and allows the production of caravans. Unlocked at Bronze Age.
  • Shire: Shire allow the production of Buddhist Monks, Taoist Monks and the researches of Taoism and Buddhism. Unlocked at Bronze Age.
  • Academy of Confucius: Academy of Confucius allows the production of Confucianist and Confucianist upgrades. Unlocked at Copper Age.
Technologies
In order for the Chinese civilization to advance to the next age, they must research, researched researches will grant them research points, after a certain of research points is earnt. The civilization advances to the next age automatically, here are the age requirement:


  • To advance to the Bronze Age, you will need 5 research points.
  • To advance to the Silver Age, you will need 25 research points.
  • To advance to the Golden Age, you will need 50 research points.
Copper Age-The only age that doesn't require any research points.


  • Hunting Dogs: Increases the Villager's gathering rate from animals. Grants 2 research points. Researched at the storehouse.
  • Loom: Increases the Villager's health by 50%. Grant 1 research points. Researched at the Town Center.
  • Picker's Glove: Increase the Villager's gathering rate from berry bushes. Grant 2 research points. Researched at the storehouse.
  • Millet: Decrease the training time of the Worker and Milita by 10%. Grant 1 research points. Researched at the Town Center.
  • Loyal Government: Increase the effectiveness of Confucianist by 10%. Grants 1 research points. Researched at the Academy of Confucius.
Bronze Age-The age that requires 5 research points.


  • Plow: Increases the Villager's gathering rate from farms. Grants 1 research points. Researched at the storehouse.
  • Pickaxe: Increases the Villager's gathering rate from gold deposits. Grants 1 research points. Researched at the storehouse.
  • Chisel: Increases the Villager's gathering rate from stone deposits. Grants 1 research points. Researched at the storehouse.
  • Handsaw: Increases the Villager's gathering rate from trees. Grants 1 research points. Researched at the storehouse.
  • Stone Walls: Increases the Wall's health. Grants 1 research points. Researched at walls.
  • Net Lures: Increases the fishing boat's gathering capacity and gathering rate. Grants 2 research points. Researched at the Dock.
  • Wheelbarrows: Increases the Villager's carrying capacity and movement speed. Grants 1 research points. Researched at the Town Center.
  • Signal Fires: Increases all building's line of sight. Grants 1 research points. Researched at the Town Center.
  • Milita to Spearman: Upgrades all Militas into Spearman. Grants 3 research points. Researched at the Barrack.
  • Temper: Increases the damage of all military units. Grants 2 research points. Researched at the Armory.
  • Scale Mail: Increases the melee of all military units. Grants 2 research points. Researched at the Armory.
  • Barbed Bolts: Increases the pierce damage of crossbowmen and horse archers. Grants 2 research points. Researched at the Armory.
  • Legalism: Reduces the training time of researches. Grants 3 research points. Researched at the Town Center.
  • Coinage: Reduces the buy/sell penalty. Grants 1 research point. Researched at the Market.
  • Trade Route: Reduce the tribute penalty. Grants 1 research point. Researched at the Market.
  • Shipping Lanes: Reduces the tribute penalty. Grants 1 research point. Researched at the Market or Dock.
  • Conditioning: Reduce training times for infantries. Grants 1 research point. Researched at the Barrack.
  • Horsemanship: Reduces training times for cavalries. Grants 1 research point. Researched at the Stable.
Milestone
Milestone-Effect-Description-Levels


  • Great Walls-Increase the Wall's health by 50%.-5
  • Levy-All units are recruited 30% faster but have cost 10% more food.-5
  • Farmer's Surplus-Start with an extra 100 food.-10
  • Stonemason's Surplus-Start with an extra 100 stone.-10
  • Refined Metal Casting-Fortress Units cost 15% cheaper.-20
  • Silk Trading- -10% buy/sell penalty in the market.-20
  • Herbal Tea-Improves every unit's health by 2%-30
  • Chinese Alchemy-All researches are 5% cheaper.-30
  • Row Planting-Farms' cost and building time are reduced by 40%.-40
  • Labor of the Many-Decrease building time by 15%.-40
Advisor


  • Military General Sun Tzu, Silver Age: Allows spies to be trained at the Fortress.
  • Military General Wu Qi, Bronze Age: Cavalries cost 10% less while non-cavalries cost 10% more.
  • Military General Sun Bin, Silver Age: Every units' speed is increased by 10%.
  • Militray Strategist Jiang Ziya, Copper Age: Start with an extra 100 gold.
  • Legalist Han Fei Tzu, Golden Age: Every units is trained 15% faster while all researches times are increased by 20%.
  • Scholar Confucius, Copper Age: Training time of villagers, caravans, fishing boats, and merchant transport are decreased by 10%.
  • Philosopher Zou Yang, Copper Age: Research times are decreased by 10%.
  • Philosopher Lao Tzu, Copper Age: Food and Wood gathering rates of Villagers are increased by 10%.
  • Philosopher Xu Xing, Bronze Age: All farms are 10% cheaper.
  • Philosopher Mo Zi, Copper Age: All researches are cheaper by 8%.
  • Diplomat Wang Xu, Silver Age: -20% buy/sell penalty.
  • Emperor Qin Shi Huang, Bronze Age: Every stone cost is reduced by 25%.
That's all I wrote, I'll probably write more in this suggestion in the future.
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发表于 2013-1-1 12:48:29 | 显示全部楼层
如果开发者 会决定出 中国文明的话,那中文版就会回来。但........
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发表于 2013-1-1 12:53:11 | 显示全部楼层

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多谢  发表于 2013-1-1 15:42
已支持  发表于 2013-1-1 12:56
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发表于 2013-1-1 15:23:59 | 显示全部楼层
建议出中国文明的贴其实很多的,隔三岔五就有...这一位看得出对中国有一定的了解,但还是犯好几个年代错乱的毛病。很多老外在提建议的时候,完全无视帝国OL的时间设定基本是在公元前。经常也见到建议出日本的,就因为日本有武士,感觉很帅——还不如建议出个法兰克靠谱。

回回炮,那是宋朝才有的,之前古代中国的投石车全是人力拽的,这个科技其实比西方要落后。大量篇幅提到和尚,佛教传入中国是两汉,平均一下也就是公元1年,基督教发家也是那个时候,这就像建议给西方文明出基督教士一样,很勉强。有“战车兵”,又有“皇家骑兵”,车战是春秋战国时期才流行的,正是因为后来有了马镫,骑兵的威力大增,战车才淘汰的,这俩兵种只应该留一个。”骑射手“,虽说赵武灵王有学胡服骑射,但终归还是游牧民族的特色,怎么安到中国上来。至于拿”科研点数“升级时代的主意,这基本把快攻能力完全灭绝掉了,PVE的时候更是非急死人不可。

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支持: 5.0 顶: 5.0
神作: 5.0
支持: 5 顶: 5 神作: 5
  发表于 2013-1-2 17:58
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 楼主| 发表于 2013-1-1 15:43:28 | 显示全部楼层
V'Ger 发表于 2013-1-1 15:23
建议出中国文明的贴其实很多的,隔三岔五就有...这一位看得出对中国有一定的了解,但还是犯好几个年代错乱的 ...


是啊,有的地方我也不敢苟同。所以有空我也去向他提提
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发表于 2013-1-2 20:25:40 | 显示全部楼层
本帖最后由 bluetoxic 于 2013-1-2 20:33 编辑

前面描述背景那段没什么问题 时间上也符合OL的设定 直到特征描述的开头 看到和尚我就无语了 战国时候哪来的佛教。。。就没看下去了

另外 目前为止 制作室貌似只考虑曾在地中海周围活动过的文明
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 楼主| 发表于 2013-1-2 20:36:25 | 显示全部楼层
bluetoxic 发表于 2013-1-2 20:25
前面描述背景那段没什么问题 时间上也符合OL的设定 直到特征描述的开头 看到和尚我就无语了 战国时候 ...

对,不过制作组还称当把地中海文明都做完时他们会优先考虑远东文明,然后是其他地区文明。
目前地中海文明也已做的差不多了。就差日耳曼人、罗马、伊比利亚人了(北欧人因该不算日耳曼人吧)对了,说不定高卢人、不列颠人也会有
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发表于 2013-1-2 20:43:24 | 显示全部楼层
ericzhu 发表于 2013-1-2 20:36
对,不过制作组还称当把地中海文明都做完时他们会优先考虑远东文明,然后是其他地区文明。
目前地中海文 ...

罗马基本已经定下来了

应该不会有不列颠人吧 不列颠人是凯尔特土著(抑或是伊比利亚人)与日耳曼部落(主体是盎格鲁和撒克逊以及丹人、皮克特人)混合形成的 那已经是5世纪以后的事情了

高卢人应该也没有 因为高卢人就是凯尔特人的一支

点评

我的意思是两者不会以玩家文明出现 应该会以NPC之类的形式出现  发表于 2013-1-2 20:58
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 楼主| 发表于 2013-1-2 20:48:38 | 显示全部楼层
bluetoxic 发表于 2013-1-2 20:43
罗马基本已经定下来了

应该不会有不列颠人吧 不列颠人是凯尔特土著(抑或是伊比利亚人)与日耳曼部落( ...

我认同你的观点,具体请看我的新帖。也来猜猜看吧
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发表于 2013-1-2 20:55:40 | 显示全部楼层
ericzhu 发表于 2013-1-2 20:36
对,不过制作组还称当把地中海文明都做完时他们会优先考虑远东文明,然后是其他地区文明。
目前地中海文 ...

本来以为会有腓尼基或者迦太基(腓尼基人的殖民地)的 至少会出现一个吧 结果。。。在OL中是出现了 但不是文明 而是以另一种形式代替了

NorseMan应该是泛指日耳曼和斯拉夫 当时的北方蛮族

远东必须优先考虑 因为古文明离开地中海(克里特、米诺斯)及其沿岸地区(安纳托利亚、两河地区及埃及) 就只有古印度和古中国黄河长江流域了 既然有NorseMan这么笼统的存在 匈奴也理当会有(秦时始有匈奴之称 但之前一直存在只是称呼不同)

还有西域诸国 按风俗文化分类视为一个个整体的话 也可以做出文明来 不过兵种和特性就比较头疼了。。。

其实做完远东 也没啥可做的了 毕竟年代太靠前了 BC4000—BC300 其他大洲上真没啥像样的文明了
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 楼主| 发表于 2013-1-2 21:24:01 | 显示全部楼层
bluetoxic 发表于 2013-1-2 20:55
本来以为会有腓尼基或者迦太基(腓尼基人的殖民地)的 至少会出现一个吧 结果。。。在OL中是出现了 但不是 ...

是的,我觉得匈奴肯定要有,(既然有罗马了,那么上帝之鞭就要出现,日耳曼正统名族也要出,北欧只能算是个偏族,算维京人)

我想可以再出个非洲文明
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发表于 2013-1-2 21:36:37 | 显示全部楼层
ericzhu 发表于 2013-1-2 21:24
是的,我觉得匈奴肯定要有,(既然有罗马了,那么上帝之鞭就要出现,日耳曼正统名族也要出,北欧只能算是 ...

这么早的年代 要出黑兄弟的文明只能看西非了。。。 东非的努比亚已经和埃及捆绑了 黑非洲其他地区在那个年代都只能玩蛋去了

微软要出的罗马应该不是已分裂的罗马 所以上帝之鞭还没来到欧洲 匈奴是肯定要出现的 SO 只能在远东了

其实更值得期待的是黑海地区和中亚的可能会出现的文明 就是目前地图上的色雷斯再往东 斯基泰人 塞人 等等
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 楼主| 发表于 2013-1-2 22:07:36 | 显示全部楼层
bluetoxic 发表于 2013-1-2 21:36
这么早的年代 要出黑兄弟的文明只能看西非了。。。 东非的努比亚已经和埃及捆绑了 黑非洲其他地区在那个年 ...

那么说还会有哥特人。看来哥特人、凯尔特人、匈奴人将会是横跨帝国时代系列2个作品的文明了,对了,还有中国

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其实多数文明都是 比如还有埃及 波斯 这些都出现在帝国1、2中  发表于 2013-1-2 22:16
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