The Mariners (Possible age of mythology faction)
Introduction:
I know this faction is very unlikely to come into the game, but it would possibly the strongest faction in the game. The Mariners faction is based off European Maritime folklore dating between the 17th century and the 19th century. Since the very beginning of seamanship, sailors have had a wide range of folktales and superstitions such as mermaids, bad luck, the idea that albatrosses and dolphins are the reincarnated souls of sailors or giant sea monsters such as the Kraken.
The Mariners are probably the strongest faction but only if they are used correctly. The Mariners specialize in very strong but expensive infantry and naval units. Due to their use of gunpowder, the mariners have strongest ranged human units. For the Mariners there are two kinds of builder, fishers (simple seaside villagers) who gather resources and build basic structures (such as houses) and ship builders, who build military buildings and defensive structures. Mariners are at their strongest on sea maps, while they can build farms, they gather food from fish faster (Fishers can gather from fish close enough to the shore)
The Mariners gain favour from sailing around the map, engaging in naval battles or from trading.
Mariners: Human units
Civilian units
Fishers (Basic villager unit, builds basic structures) (Discovery age)
Ship builders (Build advanced structures and military structures) (Exploration age)
Wagon (Basic trading unit)
Trade carrack (trade ship that gathers gold much quicker) (Discover age)
Whaling boat (basic fishing boat for the mariners, can collect food from fish and whales but can also defend itself against myth units) (Discovery age)
Infantry:
Swashbuckler (Light melee unit, very cheap and use a pistol at short range) (Exploration age)
Harpooner (Pike man of the Mariners, can throw his harpoon) (Exploration age)
Blunderbuss (Basic archer unit of the Mariners, Can hit many units with his blunderbuss but has a smaller range compared to other archers, may not be able to hit flying units) (Exploration age)
Navy crew man (Heavy melee unit, has no ranged attack but has stronger HP and is fast) (Sailing age)
Marine (Heavy ranged unit that uses a bayoneted rifle. Strong ranged attack but weak melee attack.)
Captain (The hero unit of the mariners. Very skilled against Myth units but weaker against heavy human units. has a pistol and therefore a ranged attack) (Exploration age)
Cavalry:
Mounted riflemen (light cavalry man that fights with a sabre on horse but with a carbine on foot) (Sailing age)
Royal guard (Heavy cavalry man clad in armour similar to the Wellington guards. Has a strong melee attack) (Opium age)
Artillery:
Cannon (Siege unit of the mariners, can take down buildings and fortifications much quicker than any other siege unit, but is more expensive than any other)
Harpoon gun (Light siege unit that is good against air units and cavalry. Vulnerable against other kinds of units)
Naval units:
Transport ship (Discovery age)
Man of war (Basic Mariner naval unit) (Exploration age)
Steam ship (Very fast naval unit, uses canons against ships but uses torpedoes against myth units) (Sailing age)
Monitor (Siege ship of the Mariners) (Opium age)
Flagship (Another kind of Mariner hero unit, Once you reach the Napoleonic age (Mythic age) you can upgrade one of your ships into being a Flagship, which is a stronger hero version of the vessel could against myth units)
Myth units:
Exploration age:
The Selkie (basic myth unit scout: Can turn into seal when he touches water)
Mermaid (Naval based unit that can lure enemy ships onto land and crash)
Merman warrior (Archer unit that can traverse by water, turns into a shark like creature in water that can take out enemy ships)
Dolphin (A scout unit, cannot attack but can reveal large amounts of land)
Sailing age:
Kraken (Giant squid that can attack ships and climb onto land to attack units.)
Flying Dutchman (A spooky looking galleon that go onto land to attack units.)
Sea serpent (Naval myth unit that can strangle enemy ships.)
Opium age:
Nautilus (Giant submarine that can ram enemy ships and take out large numbers of units with its electric discharge.)
Moby Dick (Large white sperm whale that can ram enemy ships (Cheaper than the Nautilus))
Ice breaker (Very strong ironclad built to explore the Antartic. (Would be resistant to any ice powers, very useful against the Norse)
Titan:
Cthulhu (Massive octopus headed hominoid with wings, can cross water, enemy human units die around him.)
Buildings:
Town centre
House
Farm
Market
Mining camp
Lumber camp
Tavern (Myth unit training centre)
Press gang’s office (trains basic infantry for the Mariners)
Redoubt (Fortress of the Mariners, trains heavy Mariner units like crewmen, Marines, Captains and Cannons)
Port (trains naval units)
Coastal battery (defensive structure)
(Interesting fact: Ships can train units as well if they are close to land)
Wonders:
Trafalgar’s square (If you choose Nelson as your major character)
Queen Annie’s revenge wreckage (If you choose Black Beard as your Major character)
Terra Nova base (If you choose Tom Crean as your Major character)
Major characters
Blackbeard
Nelson
Tom Crean
Minor Characters:
Exploration age:
Neptune
St Brendan
Triton
Sailing age:
Eric the Red
Davy Jones
Erik Pontoppidan
Industrial age:
Captain Nemo
Captain Ahab
Ernest Shackleton
Interesting notes:
The main ages of the mariners are called:
Discovery age (16th century, units will mostly have a 16th century appearance)
Exploration age (17th century, basic combat units will have a 17th century)
Sailing age (18th century, unit upgrades will the unit an 18th century appearance)
Opium age (early 19th century, units like marines, harpooners, navy men and so on, will have much sleeker uniforms and a more clean cut appearance from the Crimean war and Opium war)
The main culture of the mariners is British, but there is a fair bit of Celtic and Dutch influence to the faction.
I know this faction is very unlikely to come into the game, but it would possibly the strongest faction in the game. The Mariners faction is based off European Maritime folklore dating between the 17th century and the 19th century. Since the very beginning of seamanship, sailors have had a wide range of folktales and superstitions such as mermaids, bad luck, the idea that albatrosses and dolphins are the reincarnated souls of sailors or giant sea monsters such as the Kraken.
The Mariners are probably the strongest faction but only if they are used correctly. The Mariners specialize in very strong but expensive infantry and naval units. Due to their use of gunpowder, the mariners have strongest ranged human units. For the Mariners there are two kinds of builder, fishers (simple seaside villagers) who gather resources and build basic structures (such as houses) and ship builders, who build military buildings and defensive structures. Mariners are at their strongest on sea maps, while they can build farms, they gather food from fish faster (Fishers can gather from fish close enough to the shore)
The Mariners gain favour from sailing around the map, engaging in naval battles or from trading.
Fishers (Basic villager unit, builds basic structures) (Discovery age)
Ship builders (Build advanced structures and military structures) (Exploration age)
Wagon (Basic trading unit)
Trade carrack (trade ship that gathers gold much quicker) (Discover age)
Whaling boat (basic fishing boat for the mariners, can collect food from fish and whales but can also defend itself against myth units) (Discovery age)
Swashbuckler (Light melee unit, very cheap and use a pistol at short range) (Exploration age)
Harpooner (Pike man of the Mariners, can throw his harpoon) (Exploration age)
Blunderbuss (Basic archer unit of the Mariners, Can hit many units with his blunderbuss but has a smaller range compared to other archers, may not be able to hit flying units) (Exploration age)
Navy crew man (Heavy melee unit, has no ranged attack but has stronger HP and is fast) (Sailing age)
Marine (Heavy ranged unit that uses a bayoneted rifle. Strong ranged attack but weak melee attack.)
Captain (The hero unit of the mariners. Very skilled against Myth units but weaker against heavy human units. has a pistol and therefore a ranged attack) (Exploration age)
Mounted riflemen (light cavalry man that fights with a sabre on horse but with a carbine on foot) (Sailing age)
Royal guard (Heavy cavalry man clad in armour similar to the Wellington guards. Has a strong melee attack) (Opium age)
Cannon (Siege unit of the mariners, can take down buildings and fortifications much quicker than any other siege unit, but is more expensive than any other)
Harpoon gun (Light siege unit that is good against air units and cavalry. Vulnerable against other kinds of units)
Transport ship (Discovery age)
Man of war (Basic Mariner naval unit) (Exploration age)
Steam ship (Very fast naval unit, uses canons against ships but uses torpedoes against myth units) (Sailing age)
Monitor (Siege ship of the Mariners) (Opium age)
Flagship (Another kind of Mariner hero unit, Once you reach the Napoleonic age (Mythic age) you can upgrade one of your ships into being a Flagship, which is a stronger hero version of the vessel could against myth units)
The Selkie (basic myth unit scout: Can turn into seal when he touches water)
Mermaid (Naval based unit that can lure enemy ships onto land and crash)
Merman warrior (Archer unit that can traverse by water, turns into a shark like creature in water that can take out enemy ships)
Dolphin (A scout unit, cannot attack but can reveal large amounts of land)
Kraken (Giant squid that can attack ships and climb onto land to attack units.)
Flying Dutchman (A spooky looking galleon that go onto land to attack units.)
Sea serpent (Naval myth unit that can strangle enemy ships.)
Nautilus (Giant submarine that can ram enemy ships and take out large numbers of units with its electric discharge.)
Moby Dick (Large white sperm whale that can ram enemy ships (Cheaper than the Nautilus))
Ice breaker (Very strong ironclad built to explore the Antartic. (Would be resistant to any ice powers, very useful against the Norse)
Cthulhu (Massive octopus headed hominoid with wings, can cross water, enemy human units die around him.)
Town centre
House
Farm
Market
Mining camp
Lumber camp
Tavern (Myth unit training centre)
Press gang’s office (trains basic infantry for the Mariners)
Redoubt (Fortress of the Mariners, trains heavy Mariner units like crewmen, Marines, Captains and Cannons)
Port (trains naval units)
Coastal battery (defensive structure)
(Interesting fact: Ships can train units as well if they are close to land)
Trafalgar’s square (If you choose Nelson as your major character)
Queen Annie’s revenge wreckage (If you choose Black Beard as your Major character)
Terra Nova base (If you choose Tom Crean as your Major character)
Blackbeard
Nelson
Tom Crean
Neptune
St Brendan
Triton
Eric the Red
Davy Jones
Erik Pontoppidan
Captain Nemo
Captain Ahab
Ernest Shackleton
The main ages of the mariners are called:
Discovery age (16th century, units will mostly have a 16th century appearance)
Exploration age (17th century, basic combat units will have a 17th century)
Sailing age (18th century, unit upgrades will the unit an 18th century appearance)
Opium age (early 19th century, units like marines, harpooners, navy men and so on, will have much sleeker uniforms and a more clean cut appearance from the Crimean war and Opium war)
The main culture of the mariners is British, but there is a fair bit of Celtic and Dutch influence to the faction.
[This message has been edited by Kraken198 (edited 02-22-2017 @ 12:35 PM).]