War of the Five Indias Beta Released!

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murdilator
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War of the Five Indias Beta Released!

Post by murdilator »

Greetings all, here is the beta version of my War of the Five Indias. It is played just like a regular game, a 5-way FFA, except the facts that you start with a consulate and do not start with Brahmin explorers. You can train them later. Also, there are no treasures on this map. Other than this is behaves like a regular game.


A couple general changes:

- Rajput cost changed to 80 food, 40 wood (down from 100 food, 35 wood)

- Rajput HP increased to 185 (up from 150)

- Rajput Mansabder changed to new stats

- Flail elephants receive twice as much damage from Disciplined, Honored, and Exalted techs. So, disciplined gives +40%, Honored +60%, and Exalted +100%.

- Flailiphant Mansabder changed to new stats as well.

- Bhakti Native posts renamed to Rajput Settlements.

- Portuguese consulate replaced by Indian consulate

- Unique or best units, especially Mansabders, have a small boost from their civ

- (Possibly reduced Chakram Range Resistance to 0.40)



The Battle for India (Beta) - created by murdilator

Map, 556x556 meters:

Image



There are fives types of India: Mughal, Nepal, Rajput, Sikh, and Tamil. Civ Attributes explain in detail the changes for the civ.


Mughal

To become the Mughals, ally with Indian Consulate for the first three minutes of the game.

Civ description: Urumi replace Gurkha, cheaper & less pop elephants, improved defensive structures


Civ Attributes:

- Urumi Swordsman replaces Gurkha, plus Urumis -10% cost and train points. In addition, Mughal Urumis have improved armor and speed.

- Elephants -10% cost and Train points, plus -1 population

- Mahouts have 0.40 Range resist

- Castles have +12.0 Range and LOS

- Buildings +50% HP from consulate ally

- Have access to special Indian consulate, but can only ally with Indian consulate


Nepal

To become Nepal, ally with OTTOMAN consulate for the first three minutes of the game.

Civ Description: Strong Gurkha, best Castle Units.


Civ Attributes:

- Gurkha Start with +1.00 against Heavy Infantry, and start with disciplined Gurkha tech

- Disciplined Gurkha Auto-upgrades again in Fortress Age

- Siege Elephants and Flail Elephants have 5.5 speed

- Mansabder Siege Elephant has 0.65 Range Resist

- Mansabder Flail Elephant has 0.85 Range Resist.

- Can ally with all consulates (British, French, Ottoman, and Indian).


Tamil

To become Tamil, ally with FRENCH consulate for the first three minutes of the game.

Civ Description: Cheap, fast training Camels, best artillery, cheap villagers, +2 Sepoy every shipment, improved farming.


Civ Attributes:

- Camels -25% cost and train points

- Sowar are 1 pop, plus Sowars have 0.40 Range Resist. Mansabder Sowar reworked to new stats.

- European artillery enabled, plus cannons +25% damage

- Villagers -30% cost

- In addition to receiving +1 villager with every shipment, Tamil get +2 Sepoy

- +30% Farming


Sikh

To become Sikh, ally with British consulate for the first three minutes of the game.

Civ Description: Strong, costly, auto-upgrading military, + British auxiliary support. Chakram +4 range every age. Dual villager economy.


Civ Attributes:

- Military +25% stats boost, but +20% cost (May need to be lowered to +15% boost and +10% cost)

- All units auto-upgrade to Disciplined Status upon hitting fortress

- All Units auto-upgrade to Honored Status upon hitting Industrial (may need to be removed)

- Chakram enabled, population set to 2, and build limit increased drastically. Enabled from Native Embassy. Chakrams +4.0 Range and LOS every age, for a total of 14 range in Fortress, 18 in Industrial, and 22 in Imperial.

- HC Chakrams only take 1 population

- Receive a free trading post at the start of the game for a Sikh settlement

- Cannot train Sowars, Zamburacks, or Urumis, but rather can train British Hussars and Dragoons. Hussars and Dragoons cannot be upgraded to Imperial Status.

- Can train British artillery, but artillery costs export instead of wood

- Can Train both villagers which cost wood, and settlers which cost food

- Can only ally with British consulate


Rajput

To become Rajput, DO NOT ally with any consulate until three minutes.

Civ Description: Cheap hand units, costly range units. Best Rajput, best Sacred Fields, infinite mango groves via consulate.


Civ Attributes:

- Hand Units -15% cost and Train points, but Range Units +15% cost and Train Points. (Possibly change Range Units to +10% cost and Train Points)

- Rajput HP increased to 215 (up from 185), Hand resistance to 0.30, and speed to 5.5.

- Mansabder Rajput Hand resistance increased to 0.65

- Sacred Field +25% gathering each age, for 25% in colonial, 50% in Fortress, 75% in Industrial, and 100% in Imperial. Other civs only get +25% maximum.

- Mango Groves can be shipped 1 at a time via consulate infinite times for 1 HC shipment and 150 Export.

- Tiger Claws enabled, population set to 1. Build limit drastically increased

- Receive a free trading post at the start of the game for a Rajput settlement

- Can Train 30 Settlers and 70 Villagers; both cost wood

- Have access to all consulates (British, French, Ottoman, and Indian).

- (Possibly: +35% wood gathering or +15% Natural Resource gathering)

- (Possibly add +10% Infantry Speed and replace 5.5 Rajputs with that)

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And so here it is. A fun scenario that is competitive, and yet very diverse. I hope you have a happy time exploring it. These civs will appeal to all types of people - turtlers, rushers, or people who just want to have some fun.

The File is available for download at the end of this post. When you download it, place it in:


%USERPROFILE%/MyDocuments/MyGames/Age Of Empires III/Scenarios


You will then be able to host it.



regards,



murdilator
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"Feel the Might of the Sioux!" - Gall, when fighting and defeating your army at his own base.

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Scenario Design Competition Participant 2009:

3v3 WildernessRoad: https://aoe3.heavengames.com/downloads/ ... ileid=2521
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