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Next are the "Hittites" or rather Carchemish, Malidiya and Shubru. Because I decided to go counterclockwise and have no idea what to do with Cimmerians yet.
All three, as well as Suppiluliuma and Kurunta get access to The Hittite Military industrial complex. What is that? It's a replacement for the Training building that grants more Recruitment slots but does not give XP but armour instead, as well as quick access to some staple troops.
As an alternative they get the Hittite Levy centre, which reduces the cost of military buildings and warrior gear in addition to some weak units.
But where are the fun troops, that's just some basics!
Well they are in the Warrior Societies. Right now there are one for each minor faction (tribal) and one for the cult of Tarhunna(cult) accessible to all "Hittites". With further updates I intend to make some more for Supi and Kuru to enjoy as well as some overlap with Alashia and maybe “Cimmerians”.
Each Province can have ONE Tribal society and there can only be one cult society per faction. Unlike other barracks they are however exclusive to minor settlements. They all give a penalty to recruitment slots(so pair them with the Military complex in the capitol) have another drawback and a little bonus, but you mainly get them to get troops. This is how you get what I perceive as the factions roster. it’s usually 3-4 levels of 3-4 Types of units. So Carchemish for example gets a defence bonus and three levels of Swordsmen, Chariots and Archers.
But I present you the Canaanites. Peoples at the crossroads between kemet and hatti, the euphrates and the great green:
The Canaanites find themselves caught between several Empires that strive to incorporate their Wealthy Cities on the coast and the resource rich pastures in the Highland into their realms. To me this division is most striking in Canaan and thus I think its a good idea to divide recruitment along these lines. Each Faction has a different mix between Urban militias, Nomadic raiders, Professional Sabu Nagib, Noble Maryannu and Sea people mercenaries, in addition to putting territory under foreign control. The factions are not divided based on a single factional roster but from what they can cobble together with the available buildings, which generally only have 2 or 3 unit types available.
The Canaanite Factions all share a pool of Factional buildings. Tho none of them has access to all of them. They all however lack the standard Garrison building, which is replaced by one or two factional variants and have access to all Protectorates and Billetting options. Buildings from the same category are mutually exclusive, but neither port expansions nor Garrisons are exclusive to major settlements. If combined with a Protectorate this allows for exceptionally strong Garrison Armies. So abuse the system until I nerf them!
1. Garrisons - replace original Garrisons and can be built anywhere
4. Palace
Neither Nomad Camp, Sabu Nagib nor Maryannu Palace but their unique Citadel building. They also get the Hittite replacement for the Training ground.
Ashkelon:
Only lacks the Maryannu Palace, But gets extra units in the Urban Militia Barrack, Freeport and Portguard
Byblos:
No access to Nomad Camps. Additional units from the Freeport and cheap units from normal ports.
Damascus:
No Access to any port Extras but in addition to local troops get Shasu troops in Nomad Camps.
Emar:
No access to any Port extras but get extra options in the Maryannu Palace and from Outposts/forts.
Ugarit:
No Access to Nomad Camps. Their Extra units can be found in the Portguard.
Sutu, will share a fair amount of this, but come in the next smaller update, for now they are not part of this block.