Oniversalis : Age of Exploration is set in the time period of 1492 (this is when Christopher Columbus made his famous voyage across from Spain to the new world, only reaching the mainland parts of Central and South America), and 1800 (we picked this year because this is when still a lot European nations had colonies around the world unlike later on when it is practically just Great Britain and France dominating the world, as well as because this is just before the industrial revolution in most of the world began to seriously take off, for example factories didn't seriously take off until after this date as well as a lot of industry still being rural).
The mod as is the base game, is split into the 3 ages which you must research via your town centre, these 3 ages are "The Renaissance" for tier 1, the "Age of Discovery" for tier 2 and the "Age of Enlightenment" for tier 3. The player for these 3 eras will a course receive access to new types of technology as well as upgrades to current ones of the previous era (for example in the base game you can upgrade from having a wickers basket researched in tier 1 to a wheel barrow in tier 2), recruit different units (When you complete the research to the next era, you will notice that your units will change) and unique units for that specific era/tier. (however if these unique units are going to be unique for all factions, that is yet undecided).
New general features the mod will bring will be listed soon!
The thing that really sets this mod apart from other mods, is it's unique gameplay of gunpowder units as well as a variety of other weaponry and their use and evolution throughout the mod's matches, for example the renaissance will have access to gun powder units, however these will be very expensive to produce while developing on to tier 2 and tier 3 will becoming increasingly cheaper and will have more variety of uses. If anyone is wondering the gunpowder units will mostly work like the archer units from the vanilla game. Further more the mod focuses on slow pace realistic gameplay, with units being very expensive to produce as historically, most countries of the period the mod covers did not have professional armies until the thirty years war, however in tier 3 units will be much cheaper, than tier 1 and tier 2.
The list of nations/factions included in the mod will be the following; Kingdom of England/Great Britain, Kingdom of France, Spain, Portugal, Ming/Qing China, Aztecs, Inca, Mayans, Iroquois, Mughal Empire and the Ottoman empire.
Questions you may have?
Will there be a diverse range of units for each faction upon release? - The answer to this question is no and has uncertainty to it. Indeed we plan on making each faction as in the base game have a completely unique set of units with different stats etc, but for the first release of this mod we will give the 2 European factions both the same set of units however we will try and include in this first release the unique units for the specific eras/tiers as mentioned above. Further on in future releases we will increase the unit diversity a bit, this will overall improve the quality of the mod, but we will try to keep the balance somewhat.
Will there be unique building models for each faction on building types? - The answer to this is similar to that above, we do plan on making this for certain European factions but some European factions will have the same set of building models. Again in future releases we will increase the diversity for building models.
Will the native factions be playable and have diversity? - A course we are going to include the native factions, luckily for us in the present day when for say the Spanish went around and conquered these people, they recorded everything they could find about their civilisations so we will try to do our best to make every native faction a unique one, we will only really include some major native powers such as the Aztecs, Incas or Iroquois.
Current things we are looking at doing - Cannon artillery, musket mounted elephants, possible introduction of new resources into the game.
If anyone is interested in playing matches upon the mod's release please join the "Total War: Romania" Discord, from here we will host games and tournaments, using the code below copy and paste it into the text box when you click "join server"
Developers of this mod;
- Dan the Strategist
Coal - Coal will be an important resource in the late game, but can also be in the early game. Coal will be needed to build blacksmiths and research upgrades, in the late game coal will be used for factories. Coal will be used in the recruitment of modern ships (tier 3), in making units that have metal on them, for example tier 1 knights or cannons, this will ensure there is no spamming of units making players play properly in a more realistic manner.
Rare Materials - Different Rare Materials such as obsidian, sulphur and others. Those materials will be used for recruiting gunpowder and other special units. (This will be discussed in more detail in a future article)
Fabric - Fabric is a resource that will be accessible very easily it will be used for both buildings and units. This will not only increase the length of a match but help reduce the spamming of units and make the game a bit more varied/complex. Fabric will be gatherable via bushes containing cotton in early game, from sheep and from plantations later in the game.
Reorganization of how units are recruited;
As mentioned in the description, units will be replaced with upgrading to a new tier. We are not only doing this but we are reorganizing which buildings can recruit what types of units. We will go into this feature in a future article in much more detail once we have created it, however we will start with the basics.
Firstly in the base game you can recruit Militia units, archers and cavalry via your civic/town centre, this will no longer be as in this mod you will only be able to recruit militia infantry in tier 1 however we are keeping it so you can recruit women and workers from this building.
Secondly, the barracks building will no longer be your main centre of recruitment, as of now this mod will make it so you will need several different types of buildings to recruit certain units for each era. Currently we have these buildings planned;
The Archers/Shooting Range - The archers range will be buildable from tier 1, it will be upgradable in tier 2 and in tier 3 it will become a shooting range. This building allows players to recruit the majority of their ranged units.
The Mustering Grounds/Barracks - The mustering grounds will be buildable from tier 1, it will be upgradable in tier 2 and in tier 3 into becoming the barracks. This building allows players to recruit the majority of their melee units.
Stables - The stables is a building that will be buildable from tier 1 as well, it will be upgradable a course but it will not change in appearance, upgrading it will only result in the player having the new set of units for that tier. This building allows players to recruit the majority of their cavalry units.
Dockyard - This will remain the same as it is in base game, it will be buildable from tier 1 and we have yet to decide if it will change in appearance throughout the tiers. This building allows players to recruit/build their naval units.
There will be new buildings for recruiting units, for example siege engines and ones to recruit generals/hero units however we have yet to decide on this buildings therefore they will be discussed and shown in a later article.
Reorganization of the economy;
For the economy, this topic will cover the types of buildings themselves and some of the economic units you can build. So firstly, harvesting resources and taking them to your farmstead and work store, etc will remain the same. We have no intentions of changing this.
Secondly there will be new buildings introduced for the economy throughout the game as in the base game as you upgrade to each tier. For now we do not have a very good or detailed idea of what buildings we want to add however for European factions as offensive to some as it may seem we will be adding cotton plantations.
Thirdly there will be a introduction of new economic units, there will be the introduction of men workers which will be able to build more than women because its historically accurate and one we are adding in because this mod aims for historical accuracy of the era, is African slaves which will be recruitable from markets.
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