Age of Empires 4: The African ColoniesIntro: It's the dawn of the 19th centaury, the American Revolution is long over and the world’s super powers turn their eyes to a new target, Africa. Establishing colonies and ting Africa’s rich mineral wealth and cheap labour.
INDEX
1. Ages, Resources, and Explorer's Description.
2. Buildings
3. Universal Units
4. Upgrade technologies, military and economic.
5. Civilizations.
6. Maps
7. Expansions
1.
Ages
1) Discovery Age: (1750 – 1775)
The first of the brave new settlers arrived in Africa.
This age is good for hunting, exploring, and setting your basic economy.2) Governerial Age: (1775 – 1800)
These rich land have given reason to send higher powers to control their wealth, and protect it
You should now focus on a strong economy. First military units are available, but very weak.3) Expansion Age: (1825 – 1850)
The coming of rail has helped the expansion of your colony. Seize control of more land, fight the locals and foreign powers alike
More upgrades for faster movement and more soldiers and ships available. 4) Gold Age: (1850 – 1875)
Gold is found in Africa! Huge wars are now fought over control of the reefs.
You can now build factories (food and wood) and mines/coffee plantations (coin).5) Imperial Age: (1875 – 1900)
The height of Colonial power in Africa and the dawn of a new type of war.
Machine guns are now available.Resources:
-Food
-Coin
-Wood
The Explorer
Every Civilization starts with one Explorer (as in AO3), of which they can give any name they desire. The Explorer has the special Sniper Ability allowing him to instant kill any unit. He can build Trade Posts, Mission Stations and Town Centers He gains a new ability for every age, and gets higher stats as well.
2.
Buildings:
Economic:
Farm (Age 2) Provides infinite amounts of food. 10 gatherers max.
Sugar Plantation (Age 2) Provides an infinite amount of coin, 10 gatherers max.
Coffee Plantation (Age 4) Provides a steady flow of coin. (In tropical maps)
House, provides more population. (Age 1)
Town Center, Creates villagers.
Mine (Age 4) Build over an diamond/gold reef and will provide a steady flow of coin. (In arid and semi-arid maps)
Factory (Age 4) Quickly produces any resource you set it to. (Except Coin)
Research Foundry (Age 3) Upgrades units with better weaponry etc.
Livestock Pen (Age 2) Creates herdable animals.
Market (Age 1) Used to trade resources
Trade Post (Age 1) Built on trade routes (as in AOE3 but not with Natives)
Military Buildings:
Barracks (Age 2) Creates Infantry units
Stable (age 2) Creates Mounted Units.
Artillery Mill (Age 3) Creates Siege Units
Fort (Age 3) Large Defensive Structure, Creates all except siege units.
Outpost (Age 1) Small Defensive building, fires at enemies.
Wall/Gate (Age 1) Defensive building that stops units from passing.
Dual Purpose:
Mission Station (Age 2) Built in Native Villages. Provides Economic and Military upgrades and troops.
Dock (Age 1) Builds ships.
3.
Universal Units:
Town Center:
-Villager: Basic Resource Gathering and building unit.
Barracks:
-Colonial: Basic Infantry unit (Age 2)
-Swordsman: Anti-Infantry Unit (Age 3)
-Rifleman: Ranged Anti-Infantry unit (Age 3)
-Machine Gunners: Two men with a machine gun, good against melee units.(Age 5)
Mission Station:
-Impi: Melee Unit (Age 1) - Zulu
-Trained Askari: Ranged Anti-Infantry Unit (Age 2) - Maasai
-San Hunter: Ranged Anti-Infantry unit with instant kill ability [Poison] (Age 1)
-Native Villager: A villager who is cheap to build but builds/gathers slowly.(Age 4)
Stable:
-Mounted Swordsman: A Sword Wielding cavalry Unit. Good against swordsman and colonials. (Age 3)
-Mounted Rifleman: Good against other cavalry. (Age 3)
Artillery Mill:
-Long Gun: Anti Building unit, fires shells at buildings from long range. (Age 4)
-Field Howitzer: An fast unit good against human units, has ranged and melee attacks. (Age 3)
-Armstrong gun: A expensive unit good against ships and other artillery. (Age 3)
Dock:
Note: All boats can transport units except fishing ships.
- Fishing Ship: basic fishing and whaling ship
- Caravel: (age 2) Transport Ship that holds large amount of units, but has a low attack. Limit: 5.
- Man-o-War: (age 2) Carries a few amount of units, has a high ranged attack. Good against buildings. Limit: 5.
- Corvette: (age 3) Good against all ships. Also Limit: 3.
4.
Unit Upgrades:
Unit > Age 3 Upgrade > Age 4 Upgrade
Royal = British, German, Portuguese and Belgian
Elite = French and Boers
Swordsman > Royal or Elite
Rifleman > Royal or Elite
Mounted Swordsman > Royal or Elite > Veteran Royal or Veteran Elite
Mounted Rifleman > Royal or Elite > Veteran Royal or Veteran Elite
Fishing Boat > Fishing Ship
Man-o-War > Ironclad
Research Foundry Upgrades:
Upgrade: Description (Age)
Military Upgrades:
Rifled Barrels: Benefits ranged units, raising their attack and range. (Age 3)
Cold Press: Benefits melee units, increasing attack (Age 3)
Advanced Medicine: Human Soldiers Hp increased. (Age 3)
Lightweight Steel: Human Soldiers Attack Increase. (Age 4)
Vaccines: Raises human soldiers Hp. (Age 4)
Mass Production: Mechanical Units train faster. (Age 4)
Cheap Accommodation: Human Units train faster (Age 4)
Economic Upgrades:
Note: all economic upgrades are to make gathering of the specific resources faster.
Farm:
-Irrigation (age 2)
-Crop Rotation (age 3)
-Mechanized Farming (age 4)
Sugar Plantation:
-Fertilizer (Age 3)
-Mechanized Farming (Age 4)
Livestock Pen:
-Selective Breeding (Age 2)
-Feedlots (Age 3)
Mines:
-Blast Mining (Age 5)
Coffee Plantation:
-Cheap Labour (age 5)
Factory:
-Tinned Food (age 43/B) Emphasizes on food production.
-Sawmill (Age 4) Emphasizes on wood production.
-Electric Power (Age 4) Resources created faster.
5.
Civilizations:
British
Dutch
Belgian
Boers
French
Portuguese
German
Main Campaigns:
-British:
This campaign is divided into 2 acts.
Act One: The Disembarkation
Lead a small group of British settlers to glory on the windswept plains of the Cape Colony. Ends with the Boers Great Trek (Comes to light in campaign two)
Act Two: The Expansion
Now you must fight the Zulu Empire for control of Zululand and to protect the Natal Colony.
-Boer:
This campaign is divided into 3 acts.
Act One: The Great Trek
Lead a party of trek Boers to a new land. Face native attacks, wild animals and resource shortages
Act 2: A New Home
Establish a new city in the Transvaal and focus on economic goals (Gold is discovered now)
Act 3: The Final Solution
The British have done it again. The have encroached our lands. We must fight! (Anglo-Boer War; has two posible endings.)
Minor campaigns:
-The Great War:
Play as either British or German in North Africa during WWI
6.
Maps:
-Transvaal: Resource rich land, very flat.
-French West Africa (Sahara): Little Food is found in this desolate area.
-Belgian Congo: A Dense Jungle, filled with plenty of huntables, however large armies my have problems getting through the dense foliage.
-Portuguese East Africa (Mozambique): Lots of water but the thin scrubby bush provides little wood
-Abyssinia (Ethiopia): A large open battle field with plenty of huntables and herdables, slow units will have difficulty getting across the map in time, cavalry rain supreme.
-Drankensberg Mountains: Settlements are found high in the mountains, reach the lower valleys to find resources. Control vital chokepoints.
-Madagascar: one central island in the center of the map surrounded by water.
-German South-West Africa (Namibia): An Arid land map, good for large infantry battles, possibly the most resources balanced map of all..
-British East Africa (Kenya): A large plains and valleys full huntables.
-Rhodesia (Zimbabwe): Diamond rich area full of wood and huntables.
See Map7.
Expasions:
??????????
Maybe something where you could play as native tribes (The War Chiefs type gig?)
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I know this is incomplete so any suggestions welcome