An ancient historical RTS for Warcraft III: The Frozen Throne. The first beta is released featuring 5 civilizations: Romans, Carthaginians, Athenians, Spartans and Macedonians. There are 3 more to come: Persians, Celts and Scythians. I am looking for people to contribute (or form a team) with mostly minor modeling/skinning tweaks (major are welcome as well) but anything from triggering/terraining better than mine to suggestions or playtesting is welcome.

Post news Report RSS Macedonian Tech Tree

The Macedonians are strong all around, with their major weakness being early game infantry. At city phase they can choose one of three successor dynasties for different bonuses.

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UNITS

INFANTRY

  • Macedonian Pikeman (bonused versus cavalry)
  • Macedonian Skirmisher (can hide during the night)
  • Macedonian Archer
  • Macedonian Hypaspist (fast heavy swordsman - champion unit)

CAVALRY

  • Macedonian Prodromos (cavalry skirmisher)
  • Macedonian Thessalian Lancer (heavy cavalry)
  • Macedonian Hetairos (heavy cavalry, has command aura - champion unit)
  • Macedonian War Elephant (has battlefield horror, can run amok - champion unit)

SUPPORT UNITS

  • Macedonian Villager
  • Macedonian Priest

SIEGE

  • Macedonian Battering Ram
  • Macedonian Ballista

STRUCTURES

  • Civ Center

    • Trains: Macedonian Villager
    • Techs: Town Phase (2 tiers, phase up), Loom
      (Villager, hit points)
    • Other: New ones can only be upgraded from colonies, which are only buildable on capturable settlements. Garrison Workers.
  • Farm

    • Trains: Sheep, Chicken
  • Watch Tower

    • Techs: Guard Tower (Watch Tower, enables attack/hit
      points), Carrier Pigeons (tower, line of sight), Town Watch (2 tiers,
      structure, line of sight)
    • Other: Detects hidden units, Upgrades to Ballista Tower with a stronger siege attack. Upgrades to Lighthouse (Ptolemaics only).
  • Storehouse

    • Techs: Improved Mining (3 tiers), Improved Lumber
      Harvesting (3 tiers), Improved Construction (3 tiers), Handcart (2
      tiers, Villager speed)
    • Other: Lumber dropsite
  • Barracks

    • Trains: Macedonian Pikeman, Macedonian Skirmisher
    • Techs: Phalanx Reforms (Pikeman, armor, Antigonids only), Peltasts (2 tiers, Skirmisher, hit points), Pike/Guerrilla/Offensive Core Infantry (choice tech)
  • Archery Range
    • Trains: Macedonian Archer, Macedonian Ballista
    • Techs: Marksmanship (Archer damage), Fire Arrows (Archer/Structure/Ship extra damage vs Structures/Ships/Siege), Composite Bow (Archer, range)
  • Forge

    • Techs: Weapon Forging (3 tiers, melee damage),
      Missile Forging (3 tiers, ranged damage), Armorcrafting (3 tiers, heavy
      armor), Leatherworking (3 tiers, light armor), Footwear (infantry
      speed)
  • Temple
    • Trains: Priest
    • Techs: Faith (Priest, hit points), Brainwash (Priest, conversion) Afterlife (Organic unit, attack rate)
  • Market

    • Trains: Horse (needed to build Stables), Elephant (needed to build Elephant Stables),
    • Techs: Coinage (periodic income per ally)
    • Other: Exchange Resources
  • Stables

    • Trains: Macedonian Prodromos, Macedonian Thessalian Lancer
    • Techs: Tarantines (Prodromos, armor), Xyston (Heavy Cavalry, damage), Heavy/Swift Horses (choice tech, hit points or speed)
  • Elephant Stables
    • Trains: Macedonian War Elephant
    • Techs: Hell's Bells (War Elephant, improved horror), Tusk Blades (War Elephant, damage), Armored Elephants (War Elephant, armor, Seleucids only)
  • Fortress

    • Trains: Macedonian Battering Ram, Macedonian Hetairos (requires stables), Macedonian Hypaspist
    • Techs: Draft Horses (Siege, speed), Reinforced Ramheads (Ram, damage), Hellenic Catafracts (Hetairos, armor but reduced speed, Seleucids only), Silver Shields (Pikeman and Hypaspist, damage, Seleucids only)
  • Monument
    • Other: has command aura
  • Academy
    • Techs:
      Engineering (Ballista and Ballista Tower, range/hit points), Ballistics (Ballista and Ballista Tower, less random damage), Medicine (Organic Units, regeneration)
    • Dynasty Choice:
      • Antigonid Dynasty: Unlocks the Phalanx Reforms Tech.Engineering/Draft Horses/Reinforced Ramheads become researched for free if they are not researched already.
      • Seleucid Dynasty: Unlocks the Silver Shields, Hellenic Catafracts and Armored Elephants Techs. Composite Bow becomes researched for free if not researched already.
      • Ptolemaic Dynasty: Allowsthe construction of Lighthouses which grant extensive line of sight even during the night and naval bonuses. Engineering/Medicine and Temple upgrades become researched for free if they are not researched already.

CIV SPECIALS

  • Cavalry +1 damage per second.
  • Skirmishers +10% speed and hit points
  • No village phase melee infantry but, starting from Town Phase, if bellow the pop cap, each Barracks built will spawn 3 pikemen.
  • Choice between three different successor dynasties, each one with unique benefits.

OVERVIEW

  • Infantry: Very Strong (none at Village Phase though). Pikes and swords. Various techs and bonuses.
  • Missile units: Strong. Skirmishers and Archers. Most techs.
  • Cavalry: Very Strong. Almost all types and many techs.
  • Siege: Above Average. Easy tech as Antigonids.
  • Economy: Average.
  • Structures: Average.
  • Navy: Some special techs for hired ships. More for Ptolemaics.

Format shamelessly stolen from the design document of the free indie RTS 0 A.D. Both for it's usefulness and as a chance to promote it.

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