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  #1  
Old April 2nd, 2008, 02:03 PM

Cerlin Cerlin is offline
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Default Re: Ideas for 1001 Arabian Nights-themed nations

Is it just me or is half of the stuff you all are mention basically abysia? I always felt that they were loosely based on the middle east. Personally I would prefer a LA turkish nation than a MA arab one, or maybe one of each hmmmm. I do not think they are "fantasy" enough to be in EA personally. They didnt emerge into the world until "MA" anyhow.
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Old April 2nd, 2008, 04:42 PM

Omnirizon Omnirizon is offline
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Default Re: Ideas for 1001 Arabian Nights-themed nations

the Whirling Dervish is actually a priest, not a warrior. A priest-mage would be more appropriate for this Persian archetype; probably with air, earth, astral, and death magic paths. The 'whirling' adjective is a reference to the spiritual dance they perform.

http://en.wikipedia.org/wiki/Dervish
http://www.dankphotos.com/whirling/
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  #3  
Old April 2nd, 2008, 09:43 PM

Renojustin Renojustin is offline
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Default Re: Ideas for 1001 Arabian Nights-themed nations

Very interesting and a good point Omni, but let's not forget the mythology of Magic: The Gathering, either. Whirling Dervish or any unit doesn't necessarily have to be their historical equivalent. It's often more fun to mix it up and take some artistic liberties!

In my opinion, the name Whirling Dervish deserves some play as a badass melee unit.
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Old April 4th, 2008, 05:53 PM
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Wrana Wrana is offline
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Default Re: Ideas for 1001 Arabian Nights-themed nations

Firstly, to Renojustin:
Well, MtG's ideas are strange to say the least. However, there were at least 2 fantasy strategy games with strong Nomad faction of Arabo-Persian kind. I mean Master of Magic (of course!) & Age of Wonder. As for melee unit - ghazi will probably be fine name for these!
-- Historical near-OT warning --
Actually, Arabs of early era often used melee infantry (which we can know from Byzantium military textbooks), fighting in falanx-like formation. Their military is also often depicted riding 2 on 1 horse (which was actually a way to transport foot archers, & can be translated to Dom3 engine by having said archers with map move 3). What they didn't had are composite bows, at least of Mongolian or Turkish quality, so their early cavalry should probably have just shortbows. Also, Arabian cavalry preferred melee (charge) attacks, which led to their defeat by Frankish heavy cavalry of Carl Martell.
The main "fantasy races" in folklore of the region were often named as "daw, jihn, ghul, and peri", in that order, at least in Persian sources (I have no English version, so probably spelling may differ). Daw were servitor race, relatively stupid, but strong and able to shapechange. Jihn we know. Ghul were maneaters with some magic skills, but often depicted as having no armsor legs. Peri were a race similar to Dominions Vans/Thuatha, but, according to Persians "made by Creator not from clay, but from fire", their women were said to be most beautiful & they lived in their own cities.
At the time of Crusades we see appearance of Hashishiin mentioned above. Also, at that time Arabians began use of Turkish mercenaries & slave warriors, which introduced their composite bows (though these also were not "light cavalry", being armored in chain mail!). As war against non-beleivers became less popular among civilised citizens, the special ghazi were introduced - they lived in their training camps at the borders and helped to defend these against Frankish barbarians (i.e., Crusaders ).
Later still, Turks mentioned above became rulers in the region. The best known is, of course, Osman Empire with its Janissaries and Sipahi. (Mongol influence I never heard of, unless you count that Tamerlan actually saved Constantinopolis by crushing Bayazid the Lighning's army at Ancara... )
---end of near-OT---
According to this I would make first era based on lightly-armored troops, supported by recruitable members of genie races. The medium period will include medium-armored horse archers, sacred ghazi & probably some armored infantry, though the latter was not numerous. Plus sacred Assassins, of course! The late period should include mail-armored cavalry and Janissaries of Osmans. Of course, heat preferrence, as was already mentioned. Camel caravans I would make recruitable animals with negligable combat ability but providing supplies. As for eunuch assasins - unfortunately, Dominions engine doesn't allow poisoned coffee as weapon...
I would also move this discussion into Mods area unless official version is going to be produced soon...
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Old April 4th, 2008, 06:47 PM
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Default Re: Ideas for 1001 Arabian Nights-themed nations

Good post, Wrana! It was my understanding that the Mongol "influence" was to break up the hashashin as an organized force and relegate them to independent assassins for hire, bandits, or dissolve their members into more standard military (paramilitary?) orders. So basically somewhere in the timeline the assassin concept would either go away or the assassins would be inferior or lose sacred status or whatever they had in an earlier age.

However, I must admit my understanding of that time period is somewhere on the "wikipedia" level, and not the level of legitimate knowledge or understanding.
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Old April 4th, 2008, 09:35 PM

Aezeal Aezeal is offline
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Default Re: Ideas for 1001 Arabian Nights-themed nations

I'd start with one age, and I think EA would be best to really fit 1001 night stuff, high magic potential.

Maybe fashion it a bit like LA patala, humans ruled by magic beings is nice, the magic beings also being the sacreds.

I'd love to help but I'm no good with graphics so I doubt I can be of much use unless you want to let me make the stats etc
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Old April 5th, 2008, 10:39 AM
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Default Re: Ideas for 1001 Arabian Nights-themed nations

Thanx, sector24. Yes, losing of assasins' sacred status in late era would probably be in order, though I also have few knowledge in history of these organizations. I'll probably find something out, though. (and Mongols should also probably get a MA faction of their own, but to correctly depict their army organization we would probably need additional commands... )
To Aezeal: I'd probably start on this when my Bogarus splitting mod will be finished at last. For now, it requires finding out most balance issues, bribing some artistically inclined friends for graphics and - maybe - adding some few units. In any case, help in resolving balance issues will be appreciated. And if you really want to help, you may begin with reading Arabo-Persian folklore...
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