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Topic Subject:Babylonian Culture (AoM: Wars in Eden) - LONG
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SilentScreams
Skirmisher
posted 05-30-04 01:31 PM EDT (US)         
THE BABYLONIAN CULTURE

This lenghty articles describes the attributes of the Babylonian culture in the fictitious Age of Mythology expansion AoM: Wars in Eden. Babylonia was an ancient civilisation from the Middle-East, which had significant military power and organisation, as well as an elaborate mythology. This article is by no means complete and anyone is free to suggest changes and/or additions (in some cases alterations may even be very necessary).
Many texts copied from http://en.wikipedia.org,http://www.pantheon.org,
http://members.bellatlantic.net/~vze33gpz/assyrbabyl-faq.html among others.

HISTORY
Babylon was the capital city of Babylonia in Mesopotamia (in contemporary Iraq). The name is the Greek form of Babel; Semitic form Babilu, meaning "The Gate of God."
It stood on the Euphrates, about 200 miles above its junction with the Tigris, which flowed through its midst and divided it into two almost equal parts.
The Elamites invaded Chaldea (i.e., Lower Mesopotamia, or Shinar, and Upper Mesopotamia, or Akkad, now combined into one) and held it in subjection. At length Hammurabi delivered it from the foreign yoke, and founded the new empire of Chaldea, making Babylon the capital of the united kingdom.
The city gradually grew in extent and grandeur, but in process of time it became subject to Assyria. It rebelled against the Assyrian rule under Mushezib-Marduk and again under Shamash-shum-ukin but was besieged and taken over by Sennacherib and Assurbanipal (Kandalanu) again. On the fall of Nineveh (612 BC) it threw off the Assyrian yoke, and became the capital of the growing Babylonian empire.
Under Nebuchadnezzar it became one of the most splendid cities of the ancient world. It was even the site of the Hanging Gardens of Babylon, one of the seven wonders of the ancient world.
After passing through various vicissitudes the city was occupied by Cyrus the Great, "king of Persia," 538 BC, who issued a decree permitting the Jews to return to their own land (Ezra 1). It then ceased to be the capital of an empire. It was again and again visited by hostile armies, till its inhabitants were all driven from their homes, and the city became a complete desolation.

MYTHOLOGY
The beliefs and practices of the Sumerians and Akkadians, and their successors, the Babylonians and Assyrians. They inhabited ancient Mesopotamia in the millennia before the Christian era. These religious beliefs and practices form a single stream of tradition. Sumerian in origin, Mesopotamian religion was added to and subtly modified by the Akkadians in subsequent years.

Mesopotamia was a region between the rivers Tigris and Euphrates in western Asia. In general terms, it constitutes the greater part of what is now Irag. It was one of the cradles of human civilization. The name is Greek, meaning "Land Between the Rivers"

The three major gods of the Babylonians are Marduk, supreme ruler over the gods and protector of Babylon, Ishtar, the powerful goddess of fertility and war, and Tiamat, the monstrous dragon goddess of primeaval Chaos. There was a host of minor gods, each one representing one or more aspects of life in Babylonian times.

Tiamat and Marduk: http://www.biblepicturegallery.com/Pictures/PaganG/Bel-Merodach the champion of the Gods of heaven a pa.htm


THE BABYLONIANS

Economy
- Gather resources with Slaves, which are cheaper than other villagers and cost 1/2 population, but work slower.
- Slaves drop off resources at a Town Center, Warehouse, or an Altar. Dropping off resources at an Altar sacrifices these to the gods, which immediately return Favor in exchange. Wood and Farm food yield 1 favor for every 10 resources, other Food 2 yields Favor, and Gold yields 3 Favor.
- These buildings are available to the Babylonians:
ARCHAIC: Town Center (200F, 200W, 200G), House (50W), Warehouse (50W), Altar (30W,20G), Temple (50W, 125G), Tower (200G), Walls (5G)
CLASSICAL: Armory (150W), War Camp (125W)
HEROIC: Chariot Camp (100W, 25G), Citadel (100F, 150W, 150G) (Fortress-type building), Market (200W, 50G)
MYTHIC: Elephant Camp (100F, 100W)
- Each major God can build and improve a Great Project (with Slaves) that has specific benefits to economy, military or buildings. Great Projects are difficult to destroy, but when they are, they have to be rebuilt from the beginning, losing all improvements.

Military
- Mainly focused on Archers.
- Upgrades per military building: Medium War Camp units, Heavy Chariots, Champion Elephants etc
- Some units are very cheap and light, while Infantry and Elephants are very powerful and expensive.
- The Priestess (Hero) can efficiently defeat enemy Myth units, but is useful for nothing else.
- Can upgrade walls to Citadel Walls and Towers to Guard Towers.
- The Citadel is the Babylonian Fortress-type building. It trains Priestesses and Siege units.
- Light Babylonian units such as the Priestess, Bowman, Akkad Slinger and Shield Bearer can be Assigned to Chariot and Elephant Units. They then add their own attack to the weaponry of the heavier unit, essentially merging with it, and will die with the unit. Slaves can be assigned to these units for safer transport only, but can contribute to the attack of the Sappers Siege unit.

Mythology
- These are the Minor God paths of the Babylonians (they have 11 Minor Gods):

Classical Heroic Mythic
MARDUK - Girra / Sin Anshar / Enlil Ea / Ereshkigal
ISHTAR - Adonis / Girra Enlil / Ninurta Anu / Shamash
TIAMAT - Nergal / Sin Anshar / Ninurta Ereshkigal / Shamash

- Favor is gathered by Slaves dropping off resources at an Altar.
- Myth units are built at the Temple. The Myth units of the Babylonians are pretty straightforward, usually powerful attack units.


NEW NATURE ELEMENTS IN AoM: WiE

Eden Forest: The biblical Garden of Eden, supposedly referring to the once lush region around the Sumerian city of Ur which was later ravaged by drought and extensive irrigation which led to high salt levels. This beautiful, moist forest contains exotic spice, palm and marsh trees, some of which are now only found as far away as India and Subsaharan Africa. Lots of eye-candy here (flowers, birds, lush vegetation).

Cedar Forest: A forest with tall Cedar trees (a type of pine tree) on a rocky underground. A Cedar tree yields much more wood than normal trees, thus making gathering easier.

Bushes (new eyecandy): Flowery undergrowth of forests
Panther (predator): A powerful and dangerous feline, the leopard or panther once roamed as far north as Greece and Atlantis and was found in high numbers in Babylonia. It was the most sought after of hunting trophies of the Babylonian kings, save for its relative, the lion.
Viper (predator): Vipers, found in Africa, Asia and Europe, can deliver a painful venomous bite which can be lethal depending on the species.
Antelope (huntable): The true antelopes found in the Middle-East. Larger and more attack than Gazelles.
Hyrax (small huntable): Furry animals, looking like oversized guinea-pigs, hyraxes are actually small relatives of the elephant. They inhabit rocky areas in the Middle-East.


MAJOR GODS

MARDUK
King of the Gods
Focus: Military units

Bonuses:
- Town Centers much stronger
- Injured units near Priestesses slowly regain hitpoints
- War Camp units are faster and have more hitpoints
- Improvements to Great Project cheaper

Literally, "bull calf of the sun". The son of Ea, and leader of the gods. He was a fertility god, but originally a god of thunderstorms. According to Enuma Elish, an ancient epic poem of creation, Marduk defeated Tiamat and Kingu, the dragons of chaos, and thereby gained supreme power. Acknowledged as the creator of the universe and of humankind, the god of light and life, and the ruler of destinies, he rose to such eminence that he claimed 50 titles. Eventually, he was called simply Bel (Canaanite: Baal), meaning "Lord."

God Power: EPIC (3 uses): Grants one unit greatly improved speed, LOS and defense
Great Project: The Tower of Babel
This tall, heavily ornamented ziggurat signifies the power of Babylon. It increases the attack and hitpoints of your soldiers and myth units. Its effects decrease with distance.
Each improvement to the Tower of Babel (three each age) will increase either your units' attack, hitpoints or the Tower's range, until its influence spreads over the entire map, allowing your military to even attack enemy bases with magically-boosted strength.

http://en.wikipedia.org/wiki/Tower_of_Babel


TIAMAT
Dragon Goddess of Chaos
Focus: Myth units, Economy

In Babylonian myths, Tiamat is a huge, bloated female dragon that personifies the saltwater ocean, the water of Chaos. She is also the primordial mother of all that exists. Her consort is Apsu, the personification of the freshwater abyss that lies beneath the Earth.
Their descendants started to irritate Tiamat and Apsu so they decided to kill their offspring. Ea discovered their plans and he managed to kill Apsu while the latter was asleep. Tiamat flew into a rage when she learned about Apsu's death and wanted to avenge her husband. She created an army of monstrous creatures, which was to be led by her new consort Kingu, who is also her son. Eventually, Tiamat was defeated by the young god Marduk, who was born in the deep freshwater sea.
Marduk cleaved her body in half, and from the upper half he created the sky and from the lower half he made the earth. From her water came forth the clouds and her tears became the source of the Tigris and the Euphratus. Kingu also perished, and from his blood Marduk created the first humans.

Bonuses:
- Myth units more attack, faster reloading special
- Slaves cost less
- Elephant units have more attack and build faster
- Ships 20% faster

God Power: MANNA (2 uses): grants Manna from heaven, food which is quickly gathered by Villagers
Great Project: The Hanging Gardens
A low palace built from mud-bricks, covered with lush vegetation. The palm trees, cedars and flowers on the roofs of the Gardens. Among the plants exotic birds and animals flourish in this little Eden.
The Hanging Gardens improve the rate at which your villagers gather resources.
Each improvement (four each age) to the fauna, flora, minerals and shrines in the Hanging Gardens will allow your Slaves to gather Food, Wood, Gold or Favor faster.

http://en.wikipedia.org/wiki/Hanging_Gardens_of_Babylon


ISHTAR
Goddess of Fertility and War
Focus: Buildings

Bonuses:
- Villagers build much faster
- Buildings 20% cheaper
- Chariot units are cheaper and cost less population slots

Ishtar was the ancient Sumero-Babylonian goddess of love, procreation and war. She is often described as the daughter of Anu, the god of the air. In most of the myths concerning her, she is described as an evil, heartless, women who destroyed her mates and lovers. In the great epic of Gilgamesh, she tried to make Gilgamesh her husband, but he refused her and reminded her of her former lovers, whom she mercilessly killed or left injured. She reported this to her father, Anu, and he gave her the mystical bull of heaven to avenge herself.

God Power: PROCREATION (1 use): A few of your Herd animals will continue to multiply
Great Project: The Gates of Ishtar
These huge gates, decorated with blue stones and golden images of Sirrushes, aurochs and lions, can be placed only in a certain radius around a friendly Town Center. They protect from initial attack, allow passage of friendly units and can be used to upgrade your walls, towers and buildings.
Each improvement of the Gates of Ishtar (three each age) will improve your the hitpoints of your buildings, your towers' attack and range, or the build speed of your military buildings.

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MINOR GODS

CLASSICAL AGE

ADONIS (Ishtar)
God of Vegetation and Farming
Focus: Economy

Known to the Greeks as Adonis, this Akkadian vegetation-god was named Tammuz in Babylon, and is the counterpart of the Sumerian Damuzi and the symbol of death and rebirth in nature. He is the son of Ea and husband of Ishtar. Each year he dies in the hot summer (in the month tammus, June/July) and his soul is taken by the Gallu demons to the underworld. Woe and desolation fall upon the earth, and Ishtar leads the world in lamentation. She then descends to the nether world, ruled by Ereshkigal, and after many trials succeeds in bringing him back, as a result of which fertility and joy return to the earth.

God Power: FLOOD FIELDS (4 uses): Grants a small number of free Farms to be placed on the map

Myth Unit: AMPHISBAENA (175F, 13Fv): A fast unit that cannot be attacked while moving. Good raider.
The Amphisbaena is a large sand serpent with red frills, two heads and eyes that glow like candles. It has a head at each end of its body and can form a circle by putting one head in the mouth of the other one. Thus the monster it can roll over the deserts sands very quickly, with its formidable scales and powerful, painful venom as protection.

Myth Techs:
PATH OF WEAPONS (300W, 10Fv): Military Buildings have more hitpoints and are built faster
PURE SUN AXE (250W, 10Fv): Slaves gather wood from trees more quickly and can knock down several trees at once
GUARDIAN OF HEAVEN: (400G, 15Fv): The Gates of Ishtar produce free Ishtar Lions, which are a reasonably powerful myth unit (improves each Age)


GIRRA (Ishtar, Marduk)
God of Light and Fire
Focus: Attack

Girra or Ishum is the messenger of the gods and the god of fire, and is adept at using weapons. He lights the way in front of Nergal and the Sebitti. During the rebellion of the gods advises Nergal against attacking Marduk or his people in Babylon. When Nergal took Marduk's kingly seat, Girra persuades him against destroying Babylon, finally appeasing him by promising that the other gods would acknowledge themselves as his servants.
Because of his role as an destroyer of evil and demons, he is often invoked in incantations.

God Power: COLUMN OF FIRE (2 uses): A small area bursts into flames, damaging or destroying any units or buildings it is targeted on.

Myth Unit: SHEDU (200G, 15Fv): A massive creature which can be changed to an immobile statue, improving the armor of nearby units.
The magical Shedu is good vs units and buildings, and can be deployed into a statue. It cannot move or attack then, but it will increase the Hack and Pierce armor of any nearby friendly unit with its protective powers.

In Akkadian mythology the shedu were demons of a benevolent nature, protective spirits of the houses, palaces and cities. Huge statues of these creatures are on display in musea all over the world.
In art they were depicted as winged bulls and, less commonly, as winged lions; both forms had the heads of human males. The lion form is sometimes called lamassu.
To protect houses the shedu were engraved in clay tablets, which were buried under the door's threshold. At the entrance of palaces they were sculpted in natural size, and often placed as a pair, one at each side of the stairs that led to the door. At the entrance of cities they were sculpted in colossal size, and placed as a pair, one at each side of the door of the city, that generally had four doors in the surrounding wall, each one looking towards one of the cardinal points.

Myth Techs:
GUARDIAN OF THE CITADEL (100G, 30Fv): Upgrades Shedu to Lamassu, which have more attack, hitpoints and protective range
LOFTY LANCE (350G, 20Fv): Increases the attack of your Phalangites, 3-Man Chariots and Battle Elephants.
DESTROYER OF EVIL (200G, 13Fv): Priestesses have increased attack vs Myth units.


NERGAL (Tiamat)
God of War and Death
Focus: Myth Units

Nergal (Erra, "Lord who prowls by night', the Unsparing) is an ancient Sumero-Babylonian deity and the god of the netherworld, where he rules with his consort Ereshkigal. He is an evil god who brings war, pestilence, fever and devastation. He is sometimes regarded as representing the sinister aspect of the sun god Shamash. He is the subject of an Akkadian poem which describes his translation from heaven to the underworld. The foremost center of his cult was the city Kuthu. His attributes are the club and the sickle. Nergal commands the Sebitti, seven warriors who are also the Pleiades.

God Power: PLAGUE (2 uses): A medium-sized area becomes infested with mosquitos, slowly damaging any human units caught in the insect cloud.
Slowly takes away hitpoints from human units, lasts for 1.30. Can be used to make enemy gathering sites temporarily useless, or automatically damage enemy units coming out of military buildings.

Myth Unit: SEBITTI (150G, 10Fv) Demonic, undead warrior armed with a scythe, summoned to aid in the killing of the human race. Has a bonus versus infantry and villagers.
The Sebitti are the seven warriors led by Nergal (Erra) also called the Underworld Gods. In the sky they are the Pleiades. They are the children of Anu and the Earth-mother.
In the book of Enoch they were called "The Watchers" and in the Bible Nephilim. Lead by Nergal, they they aid in his killing of noisy, over-populous people and animals, and prefer to kill as an army rather than waiting for Nergal to kill by disease.

Myth Techs:
MASTER OF SOULS (350G, 15Fv): Your fallen human soldiers will occasionally be resurrected to fight again.
HOUSE OF SHADE (200W, 25Fv): Myth units have more hitpoints


SIN (Marduk, Tiamat)
God of the Moon
Focus: Archers

The Sumerian Nanna, the moon. He has a beard of Lapis Lazuli and rides a winged bull. The chief astral deity, sometimes regarded as the son of Enlil and Ninlil; father of Utu-Shamash, the sun, and of Ishtar. He is lord of the calendar, fixing the seasons, and also a vegetation-deity and patron of fertility. With Shamash and Hadad he makes up the second triad of Mesopotamian gods. His chief temple was in Ur.

God Power: ARROW STORM (1 use): Dramatically increases range and attack of your archers. Lasts 1.30

Myth Unit: CATOBLEPAS (220G, 20Fv): A heavily armored unit with no regular attack, but with a ranged instant-kill special, that works only on human soldiers. Keep it in the background and let it set enemy units alight for you with its lethal gaze. Does not work on heroes, Myth units, villagers or Elephant units.
The catoblepas is a legendary creature from Ethiopia, described first by Pliny the Elder and later by Claudius Aelianus. Its name comes from the Greek ᩬέ, "to look downwards". It looks like a bulky ox or large pig covered in large reptilian scales.
Pliny (Natural History, 8.77) described it as a mid-sized creature, sluggish, with a heavy head and a face always turned to the ground. He thought its gaze, like that of the basilisk, was lethal, making the heaviness of its head quite fortunate.
Claudius Aelianus (On the Nature of Animals, 7.6) provided a fuller description: the creature was a mid-sized herbivore, about the size of a domestic bull, with a heavy mane, narrow, bloodshot eyes, and shaggy eyebrows. In his description, the animal's gaze was not lethal, but its breath was poison, since it ate only poisonous vegetation.

Myth Techs:
SHADOW OF FLIGHTS (300W, 15FV): Increases range and hitpoints of your Bowmen
LAPIS ARROWTIP (300W, 25Fv): Increases the attack of your Bowmen, Akkad Slingers, Assault Chariots and Archer Elephants
MOON SHRINE (50G, 8Fv): Altars are free


============================================================ =========

HEROIC AGE

ANSHAR (Marduk, Tiamat)
God of the Air
Focus: Military Units

Anshar is the father of Anu and the child of Tiamat and Apsu. When Ea learned of Tiamat's planned war, Anshar tried to stir him into attacking her first, but was rebuffed. He turned to Anu and sent him on a peace mission to Tiamat, but Anu returned unsuccessful. An assembly was convened and Marduk came forth at Ea's urging, promising to deliver Tiamat's defeated body to Anshar's feet. He required of the assembly the promise that he would be given the leadership of the pantheon after he was victorious. He then gathered the other gods together to send off Marduk on his quest.

God Power: JACULI (2 uses): Causes the entire targeted forest to become infested with Jaculi.
These which are tiny mythical serpents which launch themselves like darts onto enemy military units from any tree in the forest, doing 20 pierce damage. One use of this God Power grants 15 Jaculi (single: Jaculus), which cannot attack buildings, villagers or heroes. The enemy can do nothing to counter the Jaculi, except cutting down the forest with Villagers

Myth unit: GRYPHON (200G, 20Fv): Attack unit that can travel through the air quickly. Has to land in order to attack. High pierce armor, good raider.
A powerful creature with the body of a lion and the head, wings and talons of an eagle, the Gryphon is the symbolic king of both the animal kingdom and bird kingdom. It breeds on mountains in Iraq, Syria, Turkey, Arimaspia and Scythia, and the legend of the Gryphons is first found in Babylonian mythology. The fearsome animals preyed upon horses and humans. They viciously protected their eggs, who had a agate shell, gold mines, and other treasures. Gryphon nests were thus highly sought after, though most adventurers ended up in the stomach of hungry Gryphon chicks.
The Gryphon also features in Greek mythology and remained a powerful symbol in medieval heraldics.

Myth Techs:
SCYTHIAN GRYPHON (200F, 8Fv): Upgrades Gryphon to Scythian Gryphon, which is faster and has more hitpoints
ARIMASPIAN GRYPHON (400W, 8Fv): Upgrades Scythian Gryphon to Arimaspian Gryphon, which is faster and has higher attack
WAR MONGERY (300F, 200G): Lowers the cost of all Human unit line upgrades (e.g., Heavy Chariots)
(SOME SHIP TECH)


ENLIL (Marduk, Ishtar)
God of the Wind
Focus: Chariots

Enlil is a short-tempered god who was responsible for the great flood. He is the creator of mankind. He is thought to favor and help those in need. He guards the "Tablets of Destiny", which allow him to determines the fate of all things animate or inanimate. They were once stolen from him by a Zu, a storm- bird (a bird with some human qualities). They were recovered and Zu faced judgment by Enlil.

God Power: SAND STORM (2 uses): Unleashes a furious sand storm in the target area, knocking back, scattering and wounding enemy armies

Myth Unit: SIMURGH (250G, 18Fv): Aerial Siege unit with large LOS. Creates a small whirlwind that is only useful against buildings. Slow. This unit can be killed quite easily by ranged units, but has resistance to fire from buildings.
The Simurgh, also known as Ziz in Hebrew and Anka in Arabic, is a relative of the Roc that inhabits desert areas in the Middle East. It's a gigantic, winged monster representing a bird similar to a peacock. It is said to live in proximity of water. This creature is told to be so old it has thrice seen the world destroyed. During this incredibly long time, it has learned so much, it is believed to possess universal knowledge accumulated through the ages.

Myth Techs:
STORM CHARIOTS (300W, 100G, 15Fv): Greatly improves speed (and attack rate) of your 3-Man Chariots and Assault Chariots
FURY (400W, 10Fv): Improves speed of Sappers and increases their Assign capacity to 10.
TABLETS OF DESTINY (100G, 25Fv): Drastically improves the speed, hitpoints and attack of your Slaves


NINURTA (Ishtar, Tiamat)
God of Agriculture and War
Focus: Economy

The Sumero-Babylonian god of rain, fertility, war, thunderstorms, wells, canals, floods, the plough and the South Wind. His name means "lord of the earth" and mankind owed to him the fertile fields and the healthy live-stock. He is a son of Enlil, and his wife is Gula. When the Tablets of Destiny were stolen by the storm-bird Zu he managed to retrieve them. As the 'great hunter' he is related to Nimrod, as mentioned in Genesis 10: 8-12. The city of Nippur (ca. 100 km. south of Babylon) was the center of his cult. Ninurta is often confused with Ningirsu, the god of the city of Girsu, and who is probably the earlier form of Ninurta. According to one poem he once dammed up the bitter waters of the underworld and conquered various monsters.

God Power: WALLS OF WATER (1 use): Temporary, impregnable walls of water surround all friendly Town Centers, allowing only passage of friendly units

Myth Unit: YALE (200F, 20Fv): Fast, powerful unit that will kill any unit it is fighting when it dies (except heroes)
A black, horse-like creature the size of a hippopotamus bearing boar-like tusks and two huge, moveable horns, the fierce Yale (also known as Aptaleon or Calopus) once roamed the mountains and hills of Mesopotamia, Ethiopia and India. It is also found in ancient Egyptian temple paintings. The Yale will attack intruders in its territory and use its large, curved horns as lances to stab its victim. If one horn gets damaged, it is rolled back and the other one takes its place. Those fortunate enough to damage both horns can escape the Yale's wrath.

Myth Techs:
BLIND CHARGE (300F, 10Fv): Upgrades Yale to Calopus, increasing its attack, especially vs buildings
EXODUS (300G, 15Fv): Improves training rate of Town Centers
FLOOD PLAINS (250W, 300G): Allows Slaves working on Farms to gather much faster


============================================================ =========

MYTHIC AGE

ANU (Ishtar)
God of the Heavens
Focus: Archers, Siege

The ancient Sumero-Babylonian god of the firmament, the 'great above', and the son of the first pair of gods, Ansar and Kisar, descendant of Apsu and Tiamat. He is referred to as "the Father" and "King of the Gods", which signifies his importance in the Mesopotamian pantheon. Not only is he the father of the gods, but also of a great number of demons, whom he sends to humans. In the Sumerian cosmology there was, first of all, the primeval sea, from which was born the cosmic mountain consisting of heaven, 'An', and earth, 'Ki'. They were separated by Enlil, then Anu carried off the heavens, and Enlil the earth. Anu later retreated more and more into the background. He retires to the upper heavens and leaves the affairs of the universe to Marduk and a younger generation of gods.

His consort was Antu (Anatum), a goddess of creation, but she was later replaced by Ishtar. Temples dedicated to Anu could be found in Uruk and Assur.

God Power: ANGELS OF VENGEANCE (2 uses): A number of flying angels appears at the target location, shooting arrows at any target below them.
The angels are classified as Heroes. They cannot be controlled, last until killed and do not leave the general area

Myth Unit: BULL OF HEAVEN (300G, 25Fv): Strong Combat unit that can temporarily stun armies by trampling. Good vs units.
This creature, a gigantic bull with golden horns, was created by Anu to kill Gilgamesh at Ishtar's behest. At its snorting, a hole opened up and 200 men fell into it. When it fought Enkidu and Gilgamesh, it threw spittle and excrement at them. It was killed by Gilgamesh and set as an offering to Shamash. Anu demanded that either Enkidu or Gilgamesh should die for the slaying of the Bull. Enkidu voluntarily entered the underworld. Both Enlil and Sin rejected Gilgamesh' pleading to return his soul, but he managed to convince Ea to tell Nergal to release his friend's soul.

HORNED CAP (300F, 30Fv): Improved the Hack armor of your Archers
DIVINE FORCE (500W, 30Fv): Ziggurat armor, attack and speed improved


EA (Marduk)
God of the Waters
Focus: Infantry

The ancient Sumero-Babylonian god of the sweet waters. He is the son of Ansar and Kisar and his consort is the mother goddess Damkina, with whom he is the father of Marduk. Ea knows everything and is regarded as the source and patron of wisdom, magic, and medical science. He is one of the creators of mankind, towards whom he is usually well-disposed, and their instructor and taught them arts and crafts.

It was Ea who discovered Tiamat's designs to kill her offspring, and managed to kill her consort Apsu. Ea, who was friendly to man, also revealed Enlil's design of destroying mankind by a flood to Utnapishtim, the Babylonian version of Noah.

Ea was one of the foremost gods of the ancient Mesopotamian pantheon and formed with Anu and Ellil an important and powerful triad of gods. The center of his cult was the city of Eridu, where lived 'in the deep'. He is shown on the seals with streams of water and fish flowing from his shoulders, attended by a two-faced minister, the bird Anzu, and Ishtar as Venus rising.

God Power: GREAT FLOOD (1 use): A deluge floods the designated area, scattering buildings around, and scattering, or drowning any units.

Myth Unit: RE'EM (300G, 35 Fv): Very powerful, slow myth unit. Does area damage. The Re'em has a slow rate of attack, but does a small amount of damage to all enemy units and buildings before it. It has 1500 hitpoints and is most effectively used to level enemy fortifications. The Re'em looks like a huge, bulky, bow-legged ox with four large horns.

Many monsters were created on the Sixth Day, some destroyed during the Flood, some still with us. The re'em is described as a giant even among these strange animals. At any given time, only two exist, one male and one female, because had more of them existed, the world could not support them. No one is certain what the re'em looks like. The sources describe him as huge, fierce, and indomitable. Scholars argue about the number of his horns, some say he has one, like a unicorn or a rhinoceros. Some say two, and he could be related to the giant aurochs (Bos primigenius), a species of a wild ox that became extinct during the sixteenth century. On the other hand, he may be a purely mythological creature, based on the bas-reliefs of the huge Mesopotamian and Egyptian beasts that were unquestionably familiar to the Jews of the Talmudic era.

During the flood, when Noah collected all the animals into the arc, the re'ems came to join the procession. However, because of their giant size, they could not fit into the arc. Yet Noah saved them. One version claims he tied them behind the arc, and they followed it by running and later by swimming. Another version tells that the flood happened just as the young re'ems were born, so they were small enough to fit in the arc.

King David had an encounter with a re'em. When David was still a simple shepherd, he saw a sleeping re'em and thought it was a mountain. He started climbing it, and the re'em woke up and lifted David on his gigantic horns. David vowed that if God saved his life, he would build Him a temple, a building as high as the re'em himself. God heard him and sent a lion. As the lion is the king of the beasts, the re'em bowed to him by prostrating himself on the ground, and David could descend from the horns. Then God sent a deer, and the lion started chasing her. So David was saved from both the lion and the re'em.

Myth Techs:
ROYAL GUARD (400F, 20Fv): Improves attack and hitpoints of your Phalangites
RITUALS OF SACRIFICE (300G, 18Fv): Priestesses have increased attack and range
UNDERSEA PALACE (400G, 30Fv): Improves attack, range and hitpoints of Citadels
(SOME SHIP TECH)


ERESHKIGAL (Marduk, Tiamat)
Goddess of the Underworld
Focus: Myth units

The Sumerian and Akkadian goddess of the underworld, sister of the sky goddess Ishtar. Together with her consort Nergal she rules the underworld, also called 'the big land', from which no-one returns. One day Nergal was sent to her from heaven with an offering of food. They fell in love with each other, and when he had to leave, she was in tears and threathened Anu that she would revive all the dead, over whom she ruled, and send them back to earth, 'so that they will outnumber the living', unless Nergal was send back to her, for ever, as a husband. Her minister Namtar had to go to heaven as her messenger, for Ereshkigal felt that she was already pregnant. At last Nergal came storming down the stairs, broke down the seven gates and burst into the goddess' palace straight into her passionate embrace, 'to wipe her tears.'
Ereshkigal is dark and violent, befitting her role as goddess of the underworld. As ruler over the shades, Ereshkigal receives the mortuary offerings made to the dead. In the Sumerian cosmogony she was carried off to the underworld after the separation of heaven and earth. She is often praised in hymns. Ereshkigal was probably once a sky-goddess.

God Power: RESURRECTION (2 uses): Resurrects a large number of the soldiers fallen in an area, which will then fight for you once more. Will summon enemy fallen units as well, which are then under your control.

Myth Unit: SIRRUSH (200F, 25Fv): Fast, strong Combat unit with large hack attack that grabs its victims, rendering them unable to fight. Good vs units.
This classic Babylonian creature, created by Tiamat, is serpent-like, with a scaly head and skin of a snake, with the forefeet of a cat, and birds claws for hind feet. It is portrayed on many Babylonian monuments and is associated with Ishtar. The Sirrush was indigeneous to Asia Minor, and prefered river valleys, mountains and coastal cliffs. The Apocrypha (a collection of stories which claim to be expurgated sections of the Bible), in the "Book of Bel and the Dragon" it is recorded that King Nebuchadnezzar kept a dragon in the temple of the god Baal (Marduk), which the people of Babylon worshipped. When the Hebrew prophet Daniel began to denounce the worship of idols, Nebuchadnezzar confronted him with the Baal-dragon, saying that it "liveth and eateth and drinketh; you cannot say that he is no living god; therefore worship him." Daniel responded by killing the dragon.

Myth Techs:
BABEL SIRRUSH (300G, 8Fv): Upgrades Sirrush to Babel Sirrush, with more speed and attack
SACRED SIRRUSH (300W, 18Fv): Upgrades Babel Sirrush to Sacred Sirrush, with more attack and pierce armor
VISIONS OF HELL (600G, 40Fv): Greatly increases your Myth units' hitpoints
SPELLS OF BLACK LIPS (500F, 20Fv): Free Myth units are occasionally summoned at your Temple
GOLDEN THRONE (200F, 13G): Caravans carry more gold


SHAMASH (Ishtar, Tiamat)
God of the Sun and Justice
Focus: Chariots

The Babylonian Sun God. For the Sumerians he was principally the judge and law-giver with some fertility attributes. For the Semites he was also a victorious warrior, the god of wisdom, the son of Sin, and 'greater than his father'. He was the husband and brother of Ishtar. Shamash (or Utu in Sumer) is represented with the saw with which he cuts decisions. In the Mesopotamian poems 'Shamash' may mean the god, or simply the sun. He enters and exits the underworld through a set of gates in the mountain, guarded by scorpion-people. He travels both on foot and in a chariot, pulled by fiery mules. He upholds truth, and justice. Shamash is a lawgiver and informs oracles.

God Power: SCORCHED EARTH (1 use): Triggers a solar radiation blast. The light intensity in a large area increases during one minute (1:00), setting buildings ablaze randomly and severely limiting the LOS of enemy buildings and units. Reveals the area for you.

Myth Unit: SCORPION GUARDIAN (300W, 22Fv): Ranged combat unit that attacks with bow and arrow. Periodically shoots a poisoned arrow that keeps taking away HP for a short time. Heavy and difficult to kill.
In Babylonian mythology Scorpion Men were the children of Tiamat, the dragon mother of the universe. They were giants whose heads touched the sky. They possessed the head, arms, and torso of a man; but below the waist they had the tails of scorpions. Deadly warriors, they could fight either with their scorpion tails or their bows and arrows which never missed their targets. They were the sacred guardians of the sun god Shamash. In the morning they opened the gates of the Mountain of the East and Shamash ascended into the sky. At night they shut the gates of the Mountain of the West as Shamash descended into the underworld. Gilgamesh, the great Babylonian hero, was aided by a Scorpion Man in his quest for immortality.

Myth Techs:
EVIL ANCESTRY (400G, 20Fv): Upgrades Scorpion Guardians to Aqrabuamelu, which have more hitpoints, range, and shoot poisoned arrows more often
FIERY MULES (500F, 25Fv): 3-Man Chariots cause area damage
COMPASS OF STARS (200W, 20Fv): Slaves gathering Food and Wood do not need to return to a drop-off site


HUMAN UNITS


TOWN CENTER

Slave (30F)
Villager Unit (Archaic)
Built at: Town Center
Population: 1/2
Slaves are the Babylonian Villager unit. They are weaker and gather more slowly than other Villagers, but are built faster, and two Slaves occupy only one pop slot. Slaves drop off their resources at a Warehouse, or, in exchange for Favor, at an Altar. They can be Assigned to Chariots, Elephants for safer transport, to the Sappers Siege unit for added attack, or to Towers for auto-repair.


TEMPLE

Priestess (60G, 5F)
Hero Unit (Classical)
Built at: Temple, Citadel
Population: 1
Good vs: Myth Units
Bad vs. Human soldiers

The Priestesses of Babylon are a Hero unit capable of defeating enemy Myth units with their short-ranged light bolt attacks. Costing only one population slot, the Priestess can also be Assigned to Chariots and Elephants, allowing them to shoot an extra light bolt.


WAR CAMP

Phalangite (80F, 50G)
Infantry (Classical)
Built at: War Camp
Population: 3
Good vs: Cavalry, All
Bad vs. Archers, Axemen, Hypaspists, Cheiroballista

The heavy Phalangite, Babylons only fighting infantry unit, is armed with a long spear, a large square shield and mail armor, and is proficient at dealing with cavalry, but can take a lot of punishment from other units as well. Two Babylonian Phalangites are a fighting force roughly comparable to three Greek Hoplites.

Shield Bearer (20W, 10G)
Infantry (Heroic)
Built at: War Camp
Population: 1/2
Bad vs. All
The Shield Bearer, an armored soldier with a large pavise shield, can be Assigned to Chariots and Elephants and then provides extra Hack and Pierce Armor. It has no weapon and is helpless when not assigned to a fighting unit.

Bowman (35W, 15G)
Archer (Classical)
Built at: War Camp
Population: 1
Good vs: Infantry, All
Bad vs. Cavalry, Peltasts, Slingers, Turmae, Huskarls

Light and cheap, the Bowman, clad in a long robe and armed with a small curved bow, is the absolute backbone of the Babylonian forces. Always keep some groups of Bowmen around to snipe at villagers or damage incoming enemy units. Two Babylonian Bowmen are better than one Greek Toxotes. The Bowman can be assigned to Chariots and Elephants, allowing them to shoot an extra arrow.

Akkad Slinger (25W, 13G)
Archer (Classical)
Built at: War Camp
Population: 1
Good vs: Archers
Bad vs. Cavalry, Infantry

A very light support unit, the Akkad Slinger with his rugged beard and animal-skin cloak is adept at defeating enemy archers, but can only do so in greater numbers. Two Babylonian Akkad Slingers are better than one Greek Peltast. The Akkad Slinger can be assigned to Chariots and Elephants, allowing them to shoot an extra sling stone.

CHARIOT CAMP

Assault Chariot (65W, 55G)
Archer (Heroic)
Built at: Chariot Camp
Population: 3
Assign Capacity: 1
Good vs: Infantry
Bad vs. Cavalry, Archers

The light and very fast Assault Chariot, two-wheeled and drawn by an onager, is a specialized anti-Infantry unit, causing heavy damage to them with its short heavy javelins, but cannot stand up to archers and cavalry. One Slave, Priestess, Shield Bearer, Bowman or Akkad Slinger can be Assigned to the Assault Chariot.

3-Man Chariot (40F, 40W, 80G)
Cavalry (Heroic)
Built at: Chariot Camp
Population: 4
Assign Capacity: 2
Good vs: Archers, Siege, All
Bad vs. Infantry

The heavy four-wheeled 3-Man Chariot carries two soldiers, one armed with a long spear and one with a shield. It is fast and can powerfully charge into light enemy formations. It is drawn by two onagers. Two Slaves, Priestesses, Shield Bearers, Bowmen and/or Akkad Slingers can be Assigned to the 3-Man Chariot.


ELEPHANT CAMP

Battle Elephant (200F, 80G)
Cavalry (Mythic)
Built at: Elephant Camp
Population: 6
Assign Capacity: 3
Good vs: Archers, Siege, All
Bad vs. Infantry

The most powerful human unit on the fields of AoM: WiE is the Babylonian Battle Elephant, a huge, heavily armored African elephant carrying a open wooden tower with embattlements. Its rider attacks with his massive pike, causing heavy damage to enemy units. The Babylonian Battle Elephant is better in battle than the Egyptian War Elephant, but is nowhere near as good versus buildings. Three Slaves, Priestesses, Shield Bearers, Bowmen and/or Akkad Slingers can be Assigned to the Battle Elephant.

Archer Elephant (175W, 75G)
Archer (Mythic)
Built at: Elephant Camp
Population: 4
Assign Capacity: 4
Good vs: Infantry, All
Bad vs. Cavalry, Peltasts, Slingers, Turmae, Huskarls

The Archer Elephant is a smaller Indian elephant, covered in mail, carrying a closed wooden tower. Three archers fire from this tower, doing massive damage at short range. Four Slaves, Priestesses, Shield Bearers, Bowmen and/or Akkad Slingers can be Assigned to the Archer Elephant.


CITADEL

Sappers (150W, 50G)
Siege Weapon (Mythic)
Built at: Citadel
Population: 4
Assign Capacity: 5
Good vs: Buildings
Bad vs. Cavalry, Infantry

Sappers in an armored, wheeled shed, breaking walls and buildings with their pickaxes. They move slowly and can only attack buildings. 5 Slaves can be Assigned to the Sappers, adding to their attack.

Ziggurat (400W, 200G)
Siege Weapon (Mythic)
Built at: Citadel
Population: 6
Transport Capacity: 5
Good vs: Buildings
Bad vs. Cavalry, Infantry

Likely the ultimate siege engine in the game, the Ziggurat is a massive siege tower which does area damage when attacking buildings with its giant ram. It is very heavily armored, can only attack buildings and can flatten bases faster than any other Babylonian unit, with the exception of the Re'em.

============================================================ ==========


So, that's it! Like I said, if you have any suggestions to improve this, post it. Enjoy!


- Peace, SilentScreams


All Hail Giant Squid World Domination

[This message has been edited by SilentScreams (edited 06-06-2004 @ 03:17 PM).]

AuthorReplies:
Lampades
Skirmisher
posted 05-30-04 06:57 PM EDT (US)     1 / 36       
Very good, I found an error though, Tiamat wasn't originally planning to kill the gods with her husband, she wanted to kill them after they killed her husband.
Meteora
Skirmisher
posted 05-30-04 07:41 PM EDT (US)     2 / 36       
I didn't really read any of it, but it looks cool nevertheless.

★ ★ ★ ★ ★
SilentScreams
Skirmisher
posted 05-30-04 07:46 PM EDT (US)     3 / 36       
Well Meteora, how about ****ing reading it before giving an opinion? *drunk now*

All Hail Giant Squid World Domination
Meteora
Skirmisher
posted 05-30-04 07:53 PM EDT (US)     4 / 36       
I don't care enough about your made-up, never-going-to-be-in-the-game civilization to spend ten minutes wasting my eyes on it. Thus, I give my opinion right off the bat, and if you like it, then you get a warm feeling inside, and if you don't like it, then you just get to ignore it. It's a win-win.

★ ★ ★ ★ ★
SilentScreams
Skirmisher
posted 05-30-04 08:05 PM EDT (US)     5 / 36       
On second sight, accepted - warm feeling right inside here :P thnx man

(might actually be this joint as well)


All Hail Giant Squid World Domination

[This message has been edited by SilentScreams (edited 05-30-2004 @ 08:06 PM).]

NumberNine
Skirmisher
posted 05-30-04 08:55 PM EDT (US)     6 / 36       
I've been a lurker here for ages and your post has stirred me enough to get up and get a login and actually post.

I've been trying to create a mesopotamian civilisation for a while as well but i was stuck on heros and favour gather, i had an idea where the priestesses gathered favour by "empowering" gather sites, i basically though it represented most functions of priestesses in real life :P. I also though about giving priestesses auras where myth units and (greek)heros could regenarate specials attacks. ( the little bar at the bottom would always be at ).

Anyway great work I like it.

SilentScreams
Skirmisher
posted 05-31-04 05:49 AM EDT (US)     7 / 36       
Numbernine, ty Priestesses regenerating the specials of Myth units is a cool idea, but it might be to powerful for a regular soldier, maybe some Myth unit could have this function?

How far along was your Mesopotamian civ? Got ideas to improve this?


All Hail Giant Squid World Domination

[This message has been edited by SilentScreams (edited 05-31-2004 @ 05:51 AM).]

El Moppo
Skirmisher
(id: C J)
posted 05-31-04 08:53 AM EDT (US)     8 / 36       
The last unit you mention is a Ziggurat. I don't know wether you have based this on real siege weaponry or if you've simply made it up.
But I think I should mention, that a Ziggurat was a massive step pyamid, with a temple at the top and a long stairway to it.
http://luna.cas.usf.edu/~murray/classes/ah/ziggurat-recon.jpg

Still, it's a brilliant civ outline.


][- ][_ . ][\/][ (()) ][) ][) (())
Angelcynn > Niwe Middangeard ~ Ic

[This message has been edited by C J (edited 05-31-2004 @ 08:54 AM).]

NumberNine
Skirmisher
posted 05-31-04 04:04 PM EDT (US)     9 / 36       
Actually i was at the stage where I was designing the god paths and the god powers. I had decided my starting 3 to be the same as your which seems to be a bg coincidence.

I basically gave Ishtar a whole lot of farming bonuses. And she had the ability to store herd animals into her alter (ala star wars galactic battlegrounds), her unique techs were all improvements, which increased the amount of food persond from those. her gp was fertile cresent which you caston a TC and the farms/oracle livestock around the TC got food 50% more through out the game. but i think at most you could have 6 farms on it.

And i decided Marduk would give alot of "city" and technology bonuses, ie stronger TC, buildings built quicker, his unique tech gave towers and tc a lot more range and attack, and marduk was allowed to research all the economic techs as soon as he built a granary. His gp was "Unstopable rage" which but i hadn't actually worked out what it was going to do ... :S

ANd Tiamat got mining/ forestry and bonuses. Faster gold gathering and wood gathering,(marginal something like 5% more) and generated more favour from work. Her unigue tech gave villager +2 carrying for every resource. (ie gets even more favour). and her GP was earths bounty, you cast it on a gold mine or forest and that peice fo resource will double in value. if you use it in the classical age it will triple, if you use it in heroic it will quad and if you use it in mythic it will quitriple, and if you use it in titan age it will be 10 times more.

I was mostly stuck on an idea for an offensive hero, called the "God-King". each city (ie town center) you build gives a god king. Every major deity's god king had different specials. and each minor deity added an attribut to the god king. Ishtar had dammuzi the shepard, Marduk had gilgamesh, and Tiamat had Ekanta (and the eagle).

I also had a strange i dea where idle units: both civilians and villagers decreased favour. (partially cos i decided getting favour for working was abit unfair.)

BTW you misunderstood me priestesses didn't regenerate specials of myth units, around the aura of the priestess, hostile myth units (even titans) and hostile heros COULDN"T use their specials, and the "mana" tab at the bottom of the screen was always ).

SilentScreams
Skirmisher
posted 05-31-04 05:10 PM EDT (US)     10 / 36       
CJ: Yeah, I knew what a ziggurat was, but I needed a name for the giant Siege towers that the Babylonians (Assyrians?) used. I figured: Ziggurat would imply a HUGE unit, but its confusing yeah. Thanks for the feedback though
Btw, the Egyptian actually stole a lot of units from Babylon, like siege towers, scorpion men, Son of osiris (man with an eagle's head is from Babylon as well), Leviathan. Not to mention the *#@%^@* Behemoth...

NumberNine: lol, heaps of similarities indeed! I wondered if having Tiamat as major god would be good, cause she died very early during Creation. Anu might be better, but he seems just like Oranos and Zeus (sky gods).
Your bonuses seem better in place than mine (why the hell should my Tiamat have economy bonuses? She's the fricken dragon goddess of destruction and stuff. Perhaps her Great Project could grant bonuses to Myth units). And Babylon/Mesopotamia should perhaps have individual heroes like the greek.

I don't think preventing enemy Units from using their specials is a good idea, the game should add, not take away elements.
Did you think of the human units yet? I tried to make them different from the Egyptians, but they could be better.
Anyway, you're still going to make your own civ outline or have I spoiled it now? Sorry in that case

EDIT: Btw, have any ideas for naval myth units, ships and land myth units? Catoblepas, Amphisbaena, Simurgh and Re'em are not really Babylonian (Ethiopian, Libyan, Persian and Hebrew respectively )
And how should they scout?


All Hail Giant Squid World Domination

[This message has been edited by SilentScreams (edited 05-31-2004 @ 05:25 PM).]

NumberNine
Skirmisher
posted 05-31-04 05:36 PM EDT (US)     11 / 36       
I was doing more research into Mesopotamian military, mostly cos i'm interested, making an aom civ based on Mesopotamia was just an excuse . Instead of having an infantry or cavalry/starting scout the Mesopotamians should probably start with an archer, and that archer as you advance further in technology should become the back bone of your army. (like the Assyrians in the original , AoE)

The reason why I had the priestesses that way was because what I read about Mesopotamian religion led me to believe that priestesses didn't actually fight monster but casts spells and wards to prevent antogonistic spirits from doing harm.

Well the God-King the way I interpreted it wasn't going to be like Greek heros, they were a mix of Greek heros and the Egyptian pharoah. Every minor god you picked gave an additional ability to the God King.

Gilgamesh (at the start) could empower (one) building so that it trained troops much faster, and researched the techs from that building almost instantly (slower if used on TCs). He is slightly better than the pharoah at fighting mmilitary but not as good as Jason/Ajax/Theseus.

Ekanta i saw as more of scouting hero who could help lead hit and run attacks from his eagle. He can "blind" any unit in the game. (that unit loses -4 LOS). He gives an aura of speed to units around him so they move faster and obviously he has uber LOS.

And Dummuzi, I saw more as a civic hero. He can tame wild animals so that Ishtar followers can herd them into oracles. But he can tame animals that are NOT hostile when you attack them. ie he can only convert cranes, monkeys, deer etc. He is also a bit of a hit point tank, (ie isn't as good at killing units as Gilgamesh is but he can help draw arrow fire and etc while the villager run away.) All in all a great benovelent king.

The myth units I though of were more of the undead variety, golems, Zombies, ghosts etc etc also the Scorpion men but I like you take on them cos they're now not the same as the Egyptian scorpion man. I also thought of giants spiders that were heavily armoured really quick but not that many hit points.(100-150) They made webs every 7 seconds which they can use to slow hostile units down. (not like a frost giant the unit can still fight and stuff but he's much mich slower mosing and consequently has 20 % less attack)

( i know Golems are originally from Jewish mythology, but Babylonians did use them in the myths when the nation of Isreal used to reside there. And to be fair Manticores aren't really originally from Greek mythology)

NumberNine
Skirmisher
posted 05-31-04 05:40 PM EDT (US)     12 / 36       
Oh yeah, one of these days, i"ll get of my arse and do a civilization outline, probably after exams, we'll see.
SilentScreams
Skirmisher
posted 06-01-04 11:05 AM EDT (US)     13 / 36       
Good luck. Your spider idea is good, there should be more units/god powers that somehow interact with the terrain (like my Jaculi).

And yeah, Scorpion men are the Guardians to the Mesopotamian underworld (one has to wonder why the upperworld caves in so rarely in considering the void spaces of all the underworld beneath them :S) so they just had to be in


All Hail Giant Squid World Domination
centurion 2003
Skirmisher
posted 06-01-04 07:24 PM EDT (US)     14 / 36       
this is a great idea i think you did really well if ES put htis in their next game/x-pack i might actually buy it
Benermerut
Skirmisher
posted 06-02-04 06:55 PM EDT (US)     15 / 36       

Quoted from SilentScreams:

Son of osiris (man with an eagle's head is from Babylon as well)

I wouldn't say they stole that from Babylon, Osiris's son was Horus, a man with a falcon's head, so it makes sense that the god power 'Son of Osiris' turns the pharaoh into a falcon-headed man.

Anyways, this looks great so far. I only have one problem. The simurgh shouldn't drop boulders, that would make some problems for the animators. For example, would another boulder appear magically in the simurgh's feet? That's none too realistic, and AoM and TT were as realistic as they could be (you know, besides the monsters and miracles and all )A solution for this would be the simurgh could flap its giant wings and make a small whirlwind that deals crush damage. I thought that the simurgh could land to grab another boulder, but then it could be attacked by close range land units. But overall, this is a cool idea. I doubt many people would have thought of an aerial siege unit.

Ok, I lied, I have one more problem. The Titans added a new feature to the existing races, which was, of course, Titans. This fact made TT the game it is, and I doubt as many people would have bought it if it had simply been another race added to the mix, but other that these two objections, everything is great!

Also, what would be the Babylonian Titan?


Put a rope around your neck and many will be happy to drag you along.
-Egyptian Proverb

[This message has been edited by Benermerut (edited 06-02-2004 @ 07:06 PM).]

SilentScreams
Skirmisher
posted 06-03-04 05:14 AM EDT (US)     16 / 36       
Thanks for the feedback! I changed the Simurgh, good idea, especially since Enlil is the God of the Winds. I can imagine this huge, colourful bird slowly hovering over its target and then moving its wings in a particular way, creating and sustaining a whirlwind above the building it is targeting, constantly draining hitpoints. Like it

And yeah, the Simurgh isn't good vs units like the Phoenix, it's more like a flying Behemoth or Scarab (archers should be able to make a dent in it as well, otherwise it would be very hard to counter in numbers).

The Babylonian Titan? Tiamat comes to mind, but since she's a major god, it might be one of her consorts Apsu or Qingu (no idea what they're supposed to look like) or one of the other elder gods. Alternatively, a giant primeval vdemon of some sort (Tiamat created heaps of them in the old days ). Tiamats Titan would be nasty btw, since she can get both Nergal and Ereshkigal, allowing her Titan to have a massive amount of hitpoints.

I hate to say it, but I don't have an idea (like Titans) that would sell the game, but then again I'm not in the marketing business. If fact I didn't really want Babylonians in the game, I wanted to implement the magical Garden of Eden (that explains the Eden forest) before the region supposedly dried out. Also, if I added another civ to WiE, would that guarantee another seller?


All Hail Giant Squid World Domination
Lampades
Skirmisher
posted 06-03-04 04:58 PM EDT (US)     17 / 36       
You could add Celtic, they thought mistletoe had mystical properties.
Benermerut
Skirmisher
posted 06-03-04 07:10 PM EDT (US)     18 / 36       
Are the Great Projects like Wonders? If not, I suppose the new feature granted to each civilization could be their own Great Projects. Unless, of course, you wanted only the Babylonians to have this as a distinguishing trait...

I searched for a while for some Babylonian sea creatures, but I found nothing, sorry


Put a rope around your neck and many will be happy to drag you along.
-Egyptian Proverb

[This message has been edited by Benermerut (edited 06-03-2004 @ 07:12 PM).]

SilentScreams
Skirmisher
posted 06-03-04 08:05 PM EDT (US)     19 / 36       
No, the Great Projects are exclusive to the Babylonians. They're an expensive, but rewarding way to improve your civilization. The Babylonians should be able to get the upper hand in late Mythic by building all improvements to their Project, or by building their heavy Elephant units.

Lampades: I already thought of the Celts gathering favor by having their Hero units, Druids, worhipping trees.


All Hail Giant Squid World Domination
El Moppo
Skirmisher
(id: C J)
posted 06-04-04 03:58 AM EDT (US)     20 / 36       
I suppose my street is perfect for Celts, there's about five rowan trees out the front.

][- ][_ . ][\/][ (()) ][) ][) (())
Angelcynn > Niwe Middangeard ~ Ic
SilentScreams
Skirmisher
posted 06-04-04 06:54 AM EDT (US)     21 / 36       
Lol, rowan trees? Do they yield favor faster than the aspen trees in front of my flat?

All Hail Giant Squid World Domination
Lampades
Skirmisher
posted 06-04-04 07:29 PM EDT (US)     22 / 36       
I've been working on a Celtic civilization and that's basically how I mad them gather Favor.
El Moppo
Skirmisher
(id: C J)
posted 06-06-04 06:33 AM EDT (US)     23 / 36       
My tree doesn't do much, they just sway.

][- ][_ . ][\/][ (()) ][) ][) (())
Angelcynn > Niwe Middangeard ~ Ic
SilentScreams
Skirmisher
posted 06-06-04 03:29 PM EDT (US)     24 / 36       
No nude dryads? No Rocs nesting? No multi-headed snakes? Not even a Nidhogg somewhere beneath their roots?

Boy, your trees suck. When sacrificed to, mine grant me all kinds of supernatural powers, I just ordered the peeps at ES to convert my idea into an X-pack... should be coming out sometime in July

(my mind-influencing spell makes em work 24/7)


All Hail Giant Squid World Domination
Benermerut
Skirmisher
posted 06-09-04 05:48 PM EDT (US)     25 / 36       
While it's not exactly a selling point, I think you should add trade ships to each culture. Trade ships are like caravans, but on water, which would give the need for a stronger navy, and a "new" element of gameplay.

Also, about adding a new culture, were there any civilizations that were like the Babylonians' "enemies" so that you could stick with the 'Wars in Eden' concept?


Put a rope around your neck and many will be happy to drag you along.
-Egyptian Proverb
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