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New Nation Suggestion
I am not sure where to put it so I have suggestion of a nation set regarding some of the myths of my people, the Turks.
Early age nation (Name what you wish, may be similar to the word, Turan) , similar to Turkic Tribes of Middle Asia: Cavalry oriented, horse archery extremely popular with most units, with very cheap foot soldiers with spear,shield and furs from conquered, smaller tribes integrated into the Khanate. Since the Göktürks invaded China and absorbed much from it as culture and architecture, a similarity to Tien Chi in regular foot soldiers and Astral Magic for Shamen may be well put. (Turkic Tribes used the same Chinese animal calendar and had astrologers learned from them) *Very cheap militia Spearmen with spear, buckler and fur *Regular Spearmen with Full Tien Chi leather armor,Shield,spear and 1 Javelin (just one) *Very Cheap Cavalry with Furs , Spear and Shield *Cheap Cavalry with Full Tien Chi leather armor,Falchion,Fur Helm and 2 Javelins *Regular Cavalry with Studded Leather,Fur Helm, Lance, Composite Recurve Bow *Expensive Cavalry with Blue colored Scale Mail cuirass, Composite Recurve bow, Buckler and Lance *Sacred elite troops,trainable everywhere, may be named Tarkhan, equipped with : *Falchion, Gilded Scale Mail hauberk, Winged helmet , Buckler and shortbow Here is a picture for references: http://img291.imageshack.us/img291/3487/mogol1vh1.jpg http://img256.imageshack.us/img256/4836/turk2dh4.jpg Male Shamen named "Kam" having 2 Air 2 Astral 1 Clergy, Female Shamen curing afflictions, 4 Nature,2 Air,2 Water and 1 Clergy, War Shaman with 4 Air 2 Astral (The Stars foretell victory my Khan!),1 Death and 1 Clergy with an expensive Elder Shaman with 5 Air 3 Death 2 nature 3 Astral and 2 Clergy. Summonable creatures may be "Albiz" (Turkic equivalent to Bakemono-Changelings) and "Shurale"(Hairy woodland creatures with claws, like yeti), and the legendary Grey Wolves, who led the last dying Turkic tribe to freedom and safety, not to mention with mating a turkic woman, thus making a breed of half-wolves. Werewolf myth isn't unpopular with Turkic legends, and wolves aren't considered evil but benevolent, courageous warriors of nature) As Archonsod Puts it, Deer are also considered Sacred, but this may be a part of supply bonus enchantment like "Sacred Herd" which generates 75 supply until dispelled in an army. .................................................. ..... Middle Age nation : (Historically, Turkic tribes ran away from unified Qin Dynasty and emigrated to Middle East, adopting a bit of Arabic culture and literally ruling the Caliphate itself as extremely well-favored mercenaries, thus giving birth to the Seljuk Empire.) Having Run away from Ti'en Chi empire when it unified, the **** came to the lands of Abysia, and worked for Abysians as Mercenaries, as well as donors of human blood for the weird experiments of the Warlocks. Some of the Khans have found favor with Abysian nobles and intermarried with half breed Abysian women. Metalsmithing for armor is more common, putting a greater strain on resource requirements, and magic is considerably less sighted, though astrologers and air mages remain, with Tien Chi ancestral worship and Turanic Nature worship all but banned as a part of integration in Abysian lands,religion and culture *Slingers *Archer without any armor save a white shirt,and dagger (desert is so f***ing hot) *Spearmen with considerable resource cost(13 maybe),Spear,Shield and Scalemail *Light Cavalry with light leather armor, Scimitar and short bow *Light Cavalry with same stuff, bow replaced with javelins *Middle Cavalry with chainmail, composite recurve bow, lance and mace *Heavy Cavalry with Heavy Scale mail cuirass, Scimitar, Lance and shield *Heavy infantry with Mail Hauberk, Scimitar, Shield, Full Helmet The Death and Astral Magic wielding Shamans are almost gone, <font color="red">Only a lesser shaman of 1 Death and 2 Nature can be recruited, NOT clergy skills </font> *Lesser shaman of 1 Death 2 Nature, no clergy *Cheap and young "Fire cultist" ( 1 fire 1 clergy ) *Middle aged "Spirit torch" ( 2 fire 2 clergy ) *Old aged "Soul Master" ( 4 Fire 2 Clergy 2 Astral) *Reconciler cleric of young and old religion, with patrol bonus and stealth , 2 Astral 1 Fire 1 Nature 1 Clergy NO sacred units, as the Khans adopted the "new religion" in a pragmatic way, and religious schism and decadence shatters the tribes from within, revealed in late age Summonable units may be Djinni(Astral), Efreeti(fire) and Marid(Water), all flying units with 3 magic skill in their own path. ************************************************** ******** Late age Based on 15th Century Ottomans. The Turanic hordes from the ages of old are vanished. The title "Khan" is all but lost when a splinter horde of Barbarians of Tien Chi Khans overran the corrupt Khanate of (Middle Age name for faction). Now, the shattered smaller tribes are unified under a new warrior Sultan, and he has conquered the crumbling last part of Pythium Empire. With Pythium administration and magocracy adopted into the old Turanic nobility, the new empire shied away from the dying fire of Abysian nobility. The old religion of the Abysians are incorporated into the Pythian palatial culture, thus forging the roots of a new Turanic empire with ancient horse-glorifying traditions all but gone. *Basibazouk, simply irregular volunteers for fresh plunder. May have random weapons, a rusty falchion maybe,club,sling,crude spear, and increases unrest like hell. *Short bow,falchion,shield infantry with full leather hauberk and stealth (Based on fresh Levend levies), can pillage very effectively *Chainmail, Spear and Shield, Full helm infantry. ( Basic foot soldier) *Very Cheap Cavalry of Leather,Spear,Bow and shield, but only fighting for a single battle before leaving.( based on Turcoman tribed following the Ottoman to battle once per campaign), can pillage very effectively *Timariot Cavalry, with more equipment like mail armor,large shield, scimitar,Full helmet but no missile weapon, may be either expensive to recruit or recruitable maximum 10 per territory owned(they just received a portion of land for payment, and the loot they earned during combat) *Sacred Troops: Janissary. Comes in 3 Varieties, One in leather cuirass, scimitar, shortbow, horsehair helmet, small shield, intended as a skirmisher. One in Plate mail cuirass, no shield, large halberd,horsetail helmet, very good at defending keeps. One in Scale mail cuirass, no shield, but a scimitar and an arquebus (a primitive one, with low accuracy and fire rate of a crossbow, armor piercing and effective) Sacred Cavalry : Sipahi. Plate and chain mail, Large Shield, lance, mace,Large shield. Effective at patrolling and pillaging. Palace only Ghulamm Cavalry may be added, sacred, that is. With shying away from Abysia, the old magic culture is reawakening, but Nature magic is no more used. With the Pythium court integrated in society, Astral magic is reborn with more fervor, as every fortune teller and astrologer has found favor either with a hamlet,village elder,palace or a noble's manor. However, there are rumors of Death and Nature practices amongst the Machaka-descendant Palace Eunuchs and some older Machakan harem midwives, and fire and astral magic is widely used amongst Palace magii. Clergy is isolated from magic usage, though some Imams(name may be changed, just cleric maybe) practice star-reading(level 1 astral) for the future of the Sultan. *Sipahi Lord : Patrol bonus, 80 Leadership *Astrologer : level 2 Astral *Fortune teller : Level 3 Astral, occasionally 1 Earth *Qatib : 1 Astral 1 Fire, but very good at research *Vizier : 2 Fire 3 Astral, expensive, 120 Leadership, Palace only *Eunuch : no magic, 80 Leadership, Patrol bonus, Palace only *Djinni Tamer: 3 Fire 2 Astral 1 Water, can summon Djinni as "Allies", rather expensive. Old Aged. *Shehzade : Palace only, 120 Leadership, Heavy Cavalry. |
Re: New Nation Suggestion
Given the prominent role the Deer also plays in Turkish mythology it might also make a good summonable as some kind of cavalry (or possibly a national teleport spell, IIRC the Deer was often given the role of a guide).
A divine mountain of some description would probably be the most apt special site. Magic wise you could borrow slightly from Arabic legend and have the land ruled by Sultans and Caliphs who make use of both wealth and magic to keep their positions, certainly in the late age. Mind you, you could always mod the nation in yourself if you feel like making the effort. |
Re: New Nation Suggestion
Archonsod? How'd you do! Still the forum mod at Taleworlds?
I have zero time as I'll be flying to Denmark for ERASMUS exchange thingy, plus I still lack in modding skills. Can you tell the Kon-Air to hurry up with Age of Ash Mod? Yes I thought the "Khan Tengri" as the Early Age special site,and "Palace of Brass and Jewels" as the Middle Age site. |
Re: New Nation Suggestion
Another Mount and Blade player eh?
I think having done so much background for this idea, you should probably go ahead and mod it yourself. |
Re: New Nation Suggestion
I'll give a try, though I sense I'll feck it up.
One thing is that I'll desperately need models and pictures which can be made as unit stuff. May this thread be advice for any turkic fan modder out there for now. |
Re: New Nation Suggestion
Well you can modify existing Dom3 sprites.
I'd give it a go if I were you - might be easier than you think. |
Re: New Nation Suggestion
New nations wouldn't do this game any harm so yes, I think this Turkic-oriented nation is a fine idea (And you've obviously put quite a lot of thought into planning which is a big plus).
However, should this idea be realised, then other drafts should be 'given life' as well. We're still missing nations based on Slavic and Arabic legacy. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: New Nation Suggestion
There are some other fantastic Ottoman units that would translate well into the game. Would be interesting as well to include the other muslim empires of the time such as the Mughals and Safivads (Spelling?) into one unified Dom3 Nation. Isn't there a holy Islamic fighter that was common throughout the three empires? A bashgazisomething rather? The standard commander could be called a "Bey" as I think this was a common title of leadership throughout the ~1500ish Islamic empires.
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Re: New Nation Suggestion
I'm part Turkish-if you go back about 700 years or so on my family tree-so this interests me a lot, as well.
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Re: New Nation Suggestion
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Middle age is based on the 11th century Seljuks, only the warrior elites and the high ranks are assuredly Sunni Muslim, some regular and irregulars may be Pagan,Alevite or Shi'ite. Thus is the religious system in Empire is haphazard, and so, no sacred units. Late Age is the Ottoman Empire in its heyday, 1500's, with Istanbul fresh taken and made capital (translated in game an absorbed Pythium empire) with the Janissaries more and more frequently usedthan standard Turkic units. So no common Muslim trooper. The Oriental cultures aren't as simple as it may seem from the Western side http://forum.shrapnelgames.com/images/smilies/wink.gif Quote:
w00t! Why yes, Russia is forgotten, damn! Though I believe it is impossible to put it on Early age. Early age Russia was full of Hunnic Khans, Barbarians and Vikings, and just empty,soo empty plains. A Kievan Rus empire may be a substitute though. Similar to Vanheim, minus the Vanir, plus Powerful old witches of death magic, and a few Half Giant Jarls. Maybe... Middle and Late age would have human wave tactics, plus a few elite cavalry effective at pillaging and patrolling.See Age of Empires 3, I forgot the cavalry's name. |
Re: New Nation Suggestion
I'm also interested, if anyone posting to this thread is an authority-what the mythic "environment" was like in pre-Islam Turkey, since the area of Turkey itself is such a cultural crossroads and melting-pot.
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Thus Mythic creatures were heavily influenced by Chinese culture, as shamen also use the very same Chinese calendar for astrology, plus a very rare legend, the One Eyed Monster, born when a Turkic shepherd raped a fairy princess who was bathing near a river. The monster ate sheep and men without pause until a hero I forgot its name killed him with a red-hot iron javelin through the skull. Gray Wolves are honored as sacred animals representing courage,speed and ferocity, deer were venerated for their vigilance and speed. Stars could tell the future, and Air, especially lightning was seen as the power of the Sky Father, Tengri. Earth Mother and Sky father are two things I remember exactly. Today's "Turkey",Anatolia is different, it got visited by first Turks in 1000,1050. In 1071, a large battle between the Byzantines and Turks happened in Malazgirt(The Emperor should know better than hiring Turkic mercenaries against Turks, is that a turncoat over there? http://forum.shrapnelgames.com/image...es/biggrin.gif), the aftermath was simply a continously ebbing,receding Byzantium. The bonus is, almost every cuisine in Turkish Kitchen today is taken from Anatolia. http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: New Nation Suggestion
I was offering suggestions for the late era nation you proposed. You said that you wanted it to be based on the 16th century Ottoman empire, meaning Suleiman's time. If that is the case, Islam did not just influence those empires, it was pretty much the main focus of the Ottoman Empire and the other two Turkish empires that existed at the time. I will try to find the name of the elite holy warrior I am talking about, after reading about them, I naturally thought "Wow, this would make a great sacred unit in Dominions." http://forum.shrapnelgames.com/images/smilies/happy.gif.
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Re: New Nation Suggestion
You mean the Ghazi?
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Re: New Nation Suggestion
Is this an open thread? I mean, is it okay if I discuss one of my nation ideas in this thread, or would you rather I open up my own thread for that?
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Re: New Nation Suggestion
Sure, fire away.
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Re: New Nation Suggestion
Semi-on topic: I've been reading Shahnameh which writes about the seemingly endless war between Iran and Turan. :)
http://www.amazon.com/Shahnameh-Pers...1683653&sr=8-1 It's a book that pretty much every Dominions player would enjoy. |
Re: New Nation Suggestion
I had some thoughts about doing a Turkish nation for each age (having studied quite a bit of Turkish history for my own mod nations-and having a little Turkish blood ancestry, as well):
Early age: Hittites/Cimmeria/Lydia, Cappadocia, early Anatolia, the Gokturks (Anshina), the Seljuk dynasty, and the Hun (who were partly Turkic) invasion. The mythological focus would be on Turkish shamanism/animism (Tengriism, and it's polytheistic predecessor)-what can be separated from Confucianism, and Altaic mythology. Starting sites might include: Khan Tengri, the Noin-Ula Kurgans, Derinkuyu (might give an Earth gem, and also, the Early Age home Province might be a cavern). Magic Paths might be: Air, Earth, Nature, Death. Middle Age: Khazars through the Mongols/Golden Horde (again, an alliance of Turkic and Mongolian/Asian peoples). Altaic and Tengri mythology, heavily influenced by Asian/Confucianism influences. Starting sights: The Silk Road, Khara-Khorum, Khara-Khoto, Khara-Balgas. Path suggestion: Earth, Air, Blood, Fire, Death. Late Age: Amir Timur (Timurlane)'s Mughal Empire. Mythology would range widely, from Islam-Alevi (Ocakzades, musical magic) through Burkhanism. Starting Sites: Samarkand, the Silk Road. Paths Suggestion: Earth, Air, Fire, Astral, Death. I'd be happy to help you research this, if you really do intend to make a mod nation (or three in succession :) ). I've actually done some prep-work on a mod nation of MA Aboleths, heavily flavored by the Mamluk empire-also of Turkish origins. |
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This actually kind of sounds a little more like the Persian empire than Turkey, particularly the late age. Still, it sounds pretty cool. |
Re: New Nation Suggestion
You kind of have to separate the two. Turkey is a Muslem country, and the Turks have been in that part of the world for centuries, so there's a lot of cross-over. Whoever does this nation will have to work hard to introduce Turkish elements into the body, the look, the way things work. And I agree about the late age-there are definitely uniquely Turkic elements to concentrate on, but you've still got a majorly Islamic nation in a mainly Islamic part of the world. I think it would be smart to concentrate on the Indian elements of the Mughal Empire, and Burkhan elements of more recent myths.
And there's really no good reason why you couldn't continue the Cappadocian flavor of having their starting Province always be a cavern. That in and of itself would separate them from any generically Persian/Muslim nation. |
Re: New Nation Suggestion
I have an idea for a new nation that doesn't really have anything to do with any specific nation or religion (as far as I know), so it's along the lines of Agartha I guess (which was a completely original creation unless I'm mistaken).
"The earth trembles as the great armies of the world march to war, the streams run red, the smell of carrion is in the wind and the forests burn to the ground. No more. In this age the forest will fell the axemen, the wind will bring its own bitterness, the water will purge all that is unclean and great armies will tremble before the armies of the earth. Mnetil, Armies of the Earth." Well, that was crappy, but I think you get what Mnetil (means nothing) is all about. The land has risen to purge the unwanted. They would be quite unique in that they would rely heavily on thugs of various kinds. Each fortification comes with a statue of the pretender (for example ^^) which would act as a low-level priest, only it had one unique ability: A toned-down version of Gift of Reason that only worked on Mnetil units. The different units you can gain thusly would have a wide variety of stats. Some very high on natural protection, some very strong and some with extremely keen eyes (precision). All normal units would be very expensive, but forging would be extremely cheap. They would even have a few unique magic items that only they could forge and use. They would possess all kinds of elemental magic and nature magic of course, but no astral, death or blood. Various summons would include "combinations" of various elements. For example thorny Iron Maidens with high protection and a sort of physical fire shield. Or Gargantuan Mudmen with no protection but very high defense skill (no other slots than weapon slots though). Their armies would always be small, but half of them would probably be armed with some kind of magic weapon. That would be the main idea : ) |
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I'm still hoping for a Muspelheim nation. :up:
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Me too. I was thinking about that the other day... I have no idea how it would be done, though. The best I've come up with so far is to make Surtr a unique high level summons for generic spells (or just Norse flavored nations). Another good alternate to Tartarians/Seraphs.
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Re: New Nation Suggestion
Greetings!
Firstly, I agree that Turkish and Iran-based nations should be kept separate. As well as Arabic as such. There are simply too much material to squeeze into 1 nation per era. This is also a thread which we started some time ago considering Arabian-based nations: http://forum.shrapnelgames.com/showthread.php?t=38342 Please say what do you think about it, especially as LA was planned to be Ottoman Empire-based. I do not know how much Aezeal progressed in his work on EA since, but MA is almost finished. It's based on 10th-century Arabic states of Middle East, which used many Turkish mercenaries and had some Persian influence. I also have some problems with making art ;) , but I think they will be overcome soon... NTJedi also plans something, but refuses to disclose it for now. As for Tamerlan empire it used mostly Mongol-style military and I'm not sure that we have possibility to model it adequately under current engine. Furthermore, LA Tien Chi is already based partly on Mongolian Yuan dynasty in China... And considering Russia I heard that MA nation called Vanarus is planned, with human and Van troops (Van sacred) and using magic including Nature. As current Bogarus doesn't strike me as logical (heretics and orthodox church together, for example), I'm also working on a mod which splits this nation in 2. It's thread is here: http://forum.shrapnelgames.com/showthread.php?t=38270 It's also lacks graphics for now, but they are underwork currently. The version uploaded there is for Dom 3.15. I'm currently trying to kill bugs appearing in it under 3.20 and will update soon. Any comments are welcome. ;) |
Re: New Nation Suggestion
What about a nation called Laputa?
A nation of highly intelligent human mage-engineers who are descendants of refugees from a far celestial sphere which was destroyed in a cataclysmic war over the aspect of a God(refugees from World War 3) They lived in secrecy, in tiny underground enclaves throughout Early Age, arrived in small portals and magical vehicles, with seperated families barely in contact. Years passed, and they improved their way of living through engineering and magic research. Wars raged across the world, and by tiny groups, waves of human,Deep Ones, Agarthans and other refugees arrived and passed throughout towns. Tales of horrible treatment, blood magic, and pillaging deeply influenced the underground villages, and they united, and built a giant fortress complex with extensive physical and magical engineering, which evolved to a huge trading hub of many races, with humanity being the majority. Clockwork weapons, automatic turrets with magical guidance, nature gem powered farms, earth blood wells and refineries, and the Laputan Confederacy flourished under the guidance of a circle of the first generation of Human Wizard-Engineers that survived the "Crossing of the Void", their healths enhanced by magic. As wars and atrocities came closer, peace was no longer an option. An election was held amongst citizens, and a war academy was founded, who employed powerful Astral Mages tapping into the memories of the worlds for knowledge. A seemingly infinite pool of magical knowledge except blood is at the command of the Laputan nation. All this effort attracted the attention of a God, sleeping, and yearning for a unified cause. Surprisingly, the God-hating wizards reluctantly embraced the awakening God of Unification. Units: Clockwork warriors, mechanical boars and spiders led by wizards, skirmisher auxilaries of Pale Ones, Deep Ones, Humanbred Abysians, Caelian Harab swordsmen.(any refugee races people remember?) Laputan citizens are mainly artisans, merchants and builders. They employ clockwork machines to smash formations, auxilaries armed with all kinds of ranged weapons fo wittle attackers, and astral powered mechanical eyes to spy, and deadly, magic filled assassins to take out enemy commanders. Schemers and plotters to the final degree, a direct head on combat is dreaded by Laputans. Mages: Extremely powerful,semi immortal citizen mages(One Astral, at least 5 100 Percent random levels, and 2 20 percent levels), mage engineers with 30 Siege and 2 Fire 2 Earth,Castellan Engineers with 20 Patrol,20 Castle defense,1 Earth for repair,1 Nature to prepare food, and any one random magic except Blood and Death. Any employment of Blood Magic causes massive unrest and uprisings. Tuatha Nature Mages, Pale One Geomancers, Shambler Water Mages, Harab Seraphs and Ermorian Flamen and Bishops swearing allegiance to the New God, all with reduced skills but VERY cheap. Priests are Flamen, Bishops and War Priestesses armed with Nature Magic and affliction healing, with very high leadership. A Standard Bearer General with huge leadership, one Air magic(to make the flag snap in the air :D) and large inspiration but with heresy(Fraternité,Egalite,Liberté, even from our God!) Whadya think? Quote:
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Re: New Nation Suggestion
Yes, he founded it. :)
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Re: New Nation Suggestion
My mod called Gem Valley has a different back story but very similar units.
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Re: New Nation Suggestion
Once I get the game I'll bury myself in mods and 3 Abrahamic nations.
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Re: New Nation Suggestion
I see no reason at all that a Mongol/Turkish, or strictly Mongol nation couldn't work in Dom3. I'm already working on a nation of horse-archers (the Parthians), and Mongols would just be somewhat more elite from there.
Ofcourse, it's the Parthian shot that would be difficult to simulate, but give them decent horse archers, good access to National "Rain of Arrows", "Flaming Arrows", "Blade Wind" or similar spells, and you can simulate it well enough. And it's really the Mongol "theme" we're talking about here. This isn't a flight simulator, after all. As long as it looks like a Mongol horde, and acts (somewhat) like a Mongol horde, we can call it "Mongols: The Golden Horde". I doubt the Mongolians are going to complain about all the free advertizement. |
Re: New Nation Suggestion
They could have Pillage bonuses and 0th lvel flaming arrow spells that would ensure a very interesting early arrow blitz.
Just be sure that you don't fight them with Marverni bare-chested ones :) |
Re: New Nation Suggestion
If I was Marverni, I'd use slingers. :)
By the way, good idea to link Jinn with Catharsis/Anthrax. I didn't thought of it. This could be nation with relation to him similar to that of Abyssians to Rhuax. But they certainly shouldn't be directly linked to Abyssians - what's the point? |
Re: New Nation Suggestion
Djinni are spirit beings in Islamic myth, and are said to live exactly as we do, however in a parallel spiritual realm named Gaib. Some of them don snake form and live amongst mortals, so serpents are a sign of spirits and djinni.
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