Okay, since there seems to be a raft of AoE-revamp proposals around I figured I might as well throw mine up as well. BTW, can a mod please change the 'Age of Empire' in my title to 'Empires of the Past'? Thanks.
Ages
1. Stone Age
2. Copper Age
3. Bronze Age
4. Iron age
Resources
Food
Wood
Stone
Gold
Buildings
Stone Age
Town Centre: Where you produce villagers and upgrade to the next age. Supports 10 population.
House: Supports 5 population.
Storage Pit: A drop-off point for resources. You can research some technology here in later ages.
Training Ground: Where you train Hunters, Bow Hunters, Slingers and Tame Wolves. Also trains Militia in later ages.
Corral: Where you keep livestock.
Market: Allows overland trading.
Healer's Hut: Trains Healers/Surgeons. Researches upgrades.
Dock: Produces boats. Allows sea-based trading.
Barricade: A cheap wall to block enemy movement.
Lookout: A cheap tower to see into the fog of war.
Copper Age
Lumber Camp: Cheaper than Storage Pit, but only stores wood. Requires Storage Pit
Quarry: Cheaper than Storage Pit, but only stores stone. Requires Storage Pit
Granary: Cheaper than Storage Pit, but only stores food. Requires Storage Pit.
Farmland: Generates food.
Mine: Cheaper than Storage Pit, but only stores Gold. Requires Storage Pit.
Barracks: Trains Scouts, Spearmen, Axemen, Swordsmen, War Slingers and Dogs. Researches some upgrades. Requires Training Ground
Archery Range: Trains Bowmen, Peltasts, Mount Bowmen, Mount Peltasts and Machine Bowmen. Researches some upgrades. Requires Training Ground.
Stable: Trains Horse/Camel Hunters, Horse/Camel Scouts, Spear Cavalry/Camelry, Sword Cavalry/Camelry, Horse/Camel Mounts, Elephant and Chariots. Researches some upgrades. Requires Corral and Training Ground.
Crafthut/Blacksmith: Researches armour/weapons upgrades.
Wall: Blocks enemy movement. Can Garrison troops in later ages
Tower: Fixed defence which fires at the enemy. Can garrison troops in later ages.
Bronze Age
University: Researches upgrades.
Academy: Trains Engineers and Officers. Researches upgrades. Requires at least one military building.
Siege Workshop: Produces Rams, Catapults, Onagers, Ballistas, Siege Towers and Trebuchets.
Shipyard: Produces/repairs boats and ships (Dock can only produce Boats). Requires a Dock.
Iron Age
Bridge: Can be constructed to let troops cross water. Can only be build in Shallows. RequiresEngineering.
Units
Town Centre
Villager (1): builds/repairs buildings, gathers resources.
Storage Pit
Drag (2): Can act as a mobile drop-off point, but has a limited capacity. RequiresTaming.
Cart (3): Can load more than a Drag. RequiresWheel.
Hand Cart (3): Villager can use it to carry more resources, but he moves slower. RequiresWheel.
Training Ground
Spear Hunter (1): Hunts animals.
Slinger (1): Hunts animals.
Tame Wolf (1): Hunts animals.
Bow Hunter (2): Hunts Animals. RequiresBow.
Militiaman (3): A Villager recruited for defence. It does poor damage (although better than base Villagers), but can be retasked back to being a villager later.
Market
Trader (1): Carries Resources between Markets.
Trade Horse/Camel (2): Can carry more resources than a Trader. RequiresTaming.
Trade Cart (3): Can carry more resources than a Trade Horse/Camel. RequiresWheel.
Healer's Hut
Healer (1): Heals injured units.
Barracks
Scout (2): Soldier armed with a spear. Weak, but fast, and can hide in forests.
Axeman (2): Melee soldier armed with an axe.
Spearman (2): Melee soldier armed with a spear.
Dog (2): Fast attacker, but has low damage.
Swordsman (3): Melee soldier armed with a sword.
War Slinger (3): The only Ranged soldier in the Barracks.
Archery Range (requires Bow)
Bowman (2): Ranged soldier armed with a bow.
Peltast (2): Ranged soldier armed with a throwing-spear.
Mount Bowman (3): More expensive than a Bowman, but can fire from a mount. RequiresDomestication.
Mount Peltast (3): More Expensive than a Peltast, but can fire from a mount. RequiresDomestication.
Machine Bowman (4): Slower-firing and shorter range than a regular bowman, but does more damage. RequiresTorsional Mechanism.
Stable (Requires Taming)
Horse/Camel Scout (2): A Scout on a horse. Can't hide, but is very fast. Can also be used to hunt animals.
Horse/Camel Mount (2): Foot units can ride on them, but not fight from them.
Spear Cavalry/Camelry (3): Mounted soldier armed with a spear. RequiresDomestication.
Sword Cavalry/Camelry (3): Mounted soldier armed with a sword. RequiresDomestication.
Chariot (3): Unarmed, but can carry infantry units. RequiresWheel.
Elephant (3): Slow, but can damage buildings and trample units, and can carry units (archers receive a height advantage). RequiresDomestication.
Academy
Officer (3): Can form units into formations, increasing their armour. RequiresDiscipline.
Engineer (4): Can repair siege engines faster than villagers, can build Barricades and Lookouts faster than villagers. RequiresEngineering.
Siege Workshop
Ram (3): Damages buildings.
Ballista (3): Faster and cheaper than other siege engines, but can only hit one unit at a time.
Catapult (4): Damages buildings from range. RequiresTorsional Mechanism.
Onager (4): Does area damage, making it good against infantry. RequiresTorsional Mechanism.
Siege Tower (4): Allows units to get onto enemy walls. RequiresEngineering.
Trebuchet (4): Available only to certain civs, it does more damage at a longer range than a Catapult but has to be packed to move and unpacked to use. RequiresEngineering.
Dock
Raft (1): Can carry several units across water.
Dugout (1): Can carry fewer units than a raft, but is faster.
Curragh (2): Can carry units across water.
Fishing Curragh (2): Can net for fish.
Shipyard
Fishing Ship (3): Can carry more fish than a Curragh.
Transport Ship (3): Can carry units across water.
Galley (3): Can carry fewer units than a Transport Ship, but moves faster, and the units can attack.
Trade Ship (4): Faster than a Transport ship, but carries no units.
Heavy Galley (4): Like a Galley, but can mount siege engines on Deck. RequiresEngineering.
Fire Ship (4): Does huge damage, but has a limited life once lit.
Pontoon (4): Can become part of a Bridge to allow it to cross deep water. Pontoons are limited to 5 per section.
Now that may seem like a lot of units (especially since those are just the 'base' units), but remember that none of the civs will get all the units.
Technologies
Town Centre
Smelting (1): Advances you to the Copper Age
Alloying (2): Advances you to the Bronze Age
Ironworking (3): Advances you to the Iron Age
Settlement (2): Raises your maximum population by 40%.
Government (3): Raises your maximum population by a further 43%.
Plumbing (4): Raises your maximum population by a further 50%.
Storage pit
:
:
Training Grounds
Bow (2): Allows Archery Range and Bow Hunter.
Corral
Taming (2): Allows Stable and other horse/camel units.
Domestication (3): Allows Cavalry/Camelry and Elephant.
Market
Wheel (3): Required to build Chariots and carts.
:
Healer's Hut
:
:
Dock
:
:
Lumber Camp
:
:
Quarry
:
:
Granary
:
:
Mine
:
:
Barracks
:
:
Archery Range
:
:
Stable
:
:
Crafthut
:
:
University
Engineering (4): Required to build some siege engines and ships.
Architecture (4): Buildings have more hp.
Academy
Discipline (3): Units can be placed in formation to increase their armour.
Ballistics (3): Ranged units are more accurate.
Siege Workshop
Torsional Mechanism (4): Required to build Catapults and Onagers.
:
Shipyard
Grappling Hooks (3): Allow you to board enemy ships.
:
1. Stone Age
2. Copper Age
3. Bronze Age
4. Iron age
Food
Wood
Stone
Gold
Town Centre: Where you produce villagers and upgrade to the next age. Supports 10 population.
House: Supports 5 population.
Storage Pit: A drop-off point for resources. You can research some technology here in later ages.
Training Ground: Where you train Hunters, Bow Hunters, Slingers and Tame Wolves. Also trains Militia in later ages.
Corral: Where you keep livestock.
Market: Allows overland trading.
Healer's Hut: Trains Healers/Surgeons. Researches upgrades.
Dock: Produces boats. Allows sea-based trading.
Barricade: A cheap wall to block enemy movement.
Lookout: A cheap tower to see into the fog of war.
Lumber Camp: Cheaper than Storage Pit, but only stores wood. Requires Storage Pit
Quarry: Cheaper than Storage Pit, but only stores stone. Requires Storage Pit
Granary: Cheaper than Storage Pit, but only stores food. Requires Storage Pit.
Farmland: Generates food.
Mine: Cheaper than Storage Pit, but only stores Gold. Requires Storage Pit.
Barracks: Trains Scouts, Spearmen, Axemen, Swordsmen, War Slingers and Dogs. Researches some upgrades. Requires Training Ground
Archery Range: Trains Bowmen, Peltasts, Mount Bowmen, Mount Peltasts and Machine Bowmen. Researches some upgrades. Requires Training Ground.
Stable: Trains Horse/Camel Hunters, Horse/Camel Scouts, Spear Cavalry/Camelry, Sword Cavalry/Camelry, Horse/Camel Mounts, Elephant and Chariots. Researches some upgrades. Requires Corral and Training Ground.
Crafthut/Blacksmith: Researches armour/weapons upgrades.
Wall: Blocks enemy movement. Can Garrison troops in later ages
Tower: Fixed defence which fires at the enemy. Can garrison troops in later ages.
University: Researches upgrades.
Academy: Trains Engineers and Officers. Researches upgrades. Requires at least one military building.
Siege Workshop: Produces Rams, Catapults, Onagers, Ballistas, Siege Towers and Trebuchets.
Shipyard: Produces/repairs boats and ships (Dock can only produce Boats). Requires a Dock.
Bridge: Can be constructed to let troops cross water. Can only be build in Shallows. Requires
Villager (1): builds/repairs buildings, gathers resources.
Drag (2): Can act as a mobile drop-off point, but has a limited capacity. Requires
Cart (3): Can load more than a Drag. Requires
Hand Cart (3): Villager can use it to carry more resources, but he moves slower. Requires
Spear Hunter (1): Hunts animals.
Slinger (1): Hunts animals.
Tame Wolf (1): Hunts animals.
Bow Hunter (2): Hunts Animals. Requires
Militiaman (3): A Villager recruited for defence. It does poor damage (although better than base Villagers), but can be retasked back to being a villager later.
Trader (1): Carries Resources between Markets.
Trade Horse/Camel (2): Can carry more resources than a Trader. Requires
Trade Cart (3): Can carry more resources than a Trade Horse/Camel. Requires
Healer (1): Heals injured units.
Scout (2): Soldier armed with a spear. Weak, but fast, and can hide in forests.
Axeman (2): Melee soldier armed with an axe.
Spearman (2): Melee soldier armed with a spear.
Dog (2): Fast attacker, but has low damage.
Swordsman (3): Melee soldier armed with a sword.
War Slinger (3): The only Ranged soldier in the Barracks.
Bowman (2): Ranged soldier armed with a bow.
Peltast (2): Ranged soldier armed with a throwing-spear.
Mount Bowman (3): More expensive than a Bowman, but can fire from a mount. Requires
Mount Peltast (3): More Expensive than a Peltast, but can fire from a mount. Requires
Machine Bowman (4): Slower-firing and shorter range than a regular bowman, but does more damage. Requires
Horse/Camel Scout (2): A Scout on a horse. Can't hide, but is very fast. Can also be used to hunt animals.
Horse/Camel Mount (2): Foot units can ride on them, but not fight from them.
Spear Cavalry/Camelry (3): Mounted soldier armed with a spear. Requires
Sword Cavalry/Camelry (3): Mounted soldier armed with a sword. Requires
Chariot (3): Unarmed, but can carry infantry units. Requires
Elephant (3): Slow, but can damage buildings and trample units, and can carry units (archers receive a height advantage). Requires
Officer (3): Can form units into formations, increasing their armour. Requires
Engineer (4): Can repair siege engines faster than villagers, can build Barricades and Lookouts faster than villagers. Requires
Ram (3): Damages buildings.
Ballista (3): Faster and cheaper than other siege engines, but can only hit one unit at a time.
Catapult (4): Damages buildings from range. Requires
Onager (4): Does area damage, making it good against infantry. Requires
Siege Tower (4): Allows units to get onto enemy walls. Requires
Trebuchet (4): Available only to certain civs, it does more damage at a longer range than a Catapult but has to be packed to move and unpacked to use. Requires
Raft (1): Can carry several units across water.
Dugout (1): Can carry fewer units than a raft, but is faster.
Curragh (2): Can carry units across water.
Fishing Curragh (2): Can net for fish.
Fishing Ship (3): Can carry more fish than a Curragh.
Transport Ship (3): Can carry units across water.
Galley (3): Can carry fewer units than a Transport Ship, but moves faster, and the units can attack.
Trade Ship (4): Faster than a Transport ship, but carries no units.
Heavy Galley (4): Like a Galley, but can mount siege engines on Deck. Requires
Fire Ship (4): Does huge damage, but has a limited life once lit.
Pontoon (4): Can become part of a Bridge to allow it to cross deep water. Pontoons are limited to 5 per section.
Now that may seem like a lot of units (especially since those are just the 'base' units), but remember that none of the civs will get all the units.
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
[This message has been edited by MatthewII (edited 07-23-2010 @ 09:45 AM).]