Advanced Save Game Six Empires Huge Map and Minor Races
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Re: Advanced Save Game Six Empires Huge Map and Minor Races
When you know you are superior to another inability or because of wealth or circumstances, then the healthy response is not to conquer. Why? Because they're not a threat.
When you are inferior to another for the same reasons, then you fear what the strangers may or can do.
When you meet an equal, and do not know their motivations, that's a very dangerous situation.
The idea of proximity of unknown strangers and a truly infinite galaxy then would tend to reduce conflict in actuality. Why? Because there are infinite resources and infinite land.
It's scarcity that drives conflict and War and if there isn't scarcity then peace would follow.
When you are inferior to another for the same reasons, then you fear what the strangers may or can do.
When you meet an equal, and do not know their motivations, that's a very dangerous situation.
The idea of proximity of unknown strangers and a truly infinite galaxy then would tend to reduce conflict in actuality. Why? Because there are infinite resources and infinite land.
It's scarcity that drives conflict and War and if there isn't scarcity then peace would follow.
Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
Minor Race Ships http://birth-of-the-empires.de/wiki/ind ... nen_Völker
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Re: Advanced Save Game Six Empires Huge Map and Minor Races
http://birth-of-the-empires.de/wiki/ind ... e=Monopole
I've discussed the temporary lack of control of Crystal prices. To solve it, I could create a crystal Monopoly. That would double production, but it's an expensive waste. Why? There's a cap on all mining production. This artificial limit then negates the value of monopolies. Look at my discussion monopolies found elsewhere.
http://forum.birth-of-the-empires.de/vi ... 107&t=7122
The word monopoly is misused here. If an Empire truly gained a monopoly, then they could set the price of that commodity. But that is not the case. Really all that genuinely is happening is a doubling of production and so one reaches the cap of on mining that commodity faster.
I've discussed the temporary lack of control of Crystal prices. To solve it, I could create a crystal Monopoly. That would double production, but it's an expensive waste. Why? There's a cap on all mining production. This artificial limit then negates the value of monopolies. Look at my discussion monopolies found elsewhere.
http://forum.birth-of-the-empires.de/vi ... 107&t=7122
The word monopoly is misused here. If an Empire truly gained a monopoly, then they could set the price of that commodity. But that is not the case. Really all that genuinely is happening is a doubling of production and so one reaches the cap of on mining that commodity faster.
Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
Minor Race Ships http://birth-of-the-empires.de/wiki/ind ... nen_Völker
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Re: Advanced Save Game Six Empires Huge Map and Minor Races
As one empire begins to solve its scarcity issues, they would begin looking at other ways to solve problems rather than conquer. They would try to solve world hunger, pollution, education for all, housing for all, healthcare for all. And they would not solve these with socialism, but find a way to facilitate equitable treatment through employment.
This is why I hope to address some new technology and some new buildings that would work on those issues that would improve morale across the empire. Each Empire would have different solutions for all of those.
Consider that with all of the new terraformed colonial sectors, there's endless opportunity. Whatever one's economic circumstances that one had based on birth, will no longer effect people in the same way. They could always move to a new planet and start over under completely different circumstances and succeed. Even if one were a criminal, or a terrible drug addict, or experience a terrible marriage, or had failed in business or in university, they could start over.
And that's what the people would do when they could leave their planet as they're no longer bound by a set fate.
This impetus for colonization has always appealed to people who could not succeed if they stayed, and so they left. In American history, 2/3 of the pioneers failed. The experience broke them as they experienced worst hardships then they expected. Often the issues were crop failure and sickness and bad weather juxtaposed against the stresses on the family members. So all is not utopian by any means.
This is why I hope to address some new technology and some new buildings that would work on those issues that would improve morale across the empire. Each Empire would have different solutions for all of those.
Consider that with all of the new terraformed colonial sectors, there's endless opportunity. Whatever one's economic circumstances that one had based on birth, will no longer effect people in the same way. They could always move to a new planet and start over under completely different circumstances and succeed. Even if one were a criminal, or a terrible drug addict, or experience a terrible marriage, or had failed in business or in university, they could start over.
And that's what the people would do when they could leave their planet as they're no longer bound by a set fate.
This impetus for colonization has always appealed to people who could not succeed if they stayed, and so they left. In American history, 2/3 of the pioneers failed. The experience broke them as they experienced worst hardships then they expected. Often the issues were crop failure and sickness and bad weather juxtaposed against the stresses on the family members. So all is not utopian by any means.
Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
Minor Race Ships http://birth-of-the-empires.de/wiki/ind ... nen_Völker
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- UesugiKenshin
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Re: Advanced Save Game Six Empires Huge Map and Minor Races
If you recall the film Blade Runner, this issue comes up as most of the people who could leave the Earth did so as it became terribly polluted with perpetual bad weather. Only a few were stuck PlanetSide.
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Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
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- UesugiKenshin
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Re: Advanced Save Game Six Empires Huge Map and Minor Races
But imagine one failing can still go to 200 other colonies and so there is not a limitation on colonization. One would no longer be stuck regardless of what happened, and in my opinion this would bolster morale with a kind of infectious optimism. There is no set conclusion for every person, but an endless opportunity to succeed somewhere somehow.
Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
Minor Race Ships http://birth-of-the-empires.de/wiki/ind ... nen_Völker
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Re: Advanced Save Game Six Empires Huge Map and Minor Races
http://birth-of-the-empires.de/wiki/ind ... ndom_Event
The greatest potential would be adding thousands of random events that might not actually have any effect but be storytelling opportunities where the player would learn what's happening in the empires or among the minor species as juicy gossip.
There could be setbacks as random events probably when the player is succeeding too well. There also could be one time events that would occur. I think this would make the game far more interesting as well.
The greatest potential would be adding thousands of random events that might not actually have any effect but be storytelling opportunities where the player would learn what's happening in the empires or among the minor species as juicy gossip.
There could be setbacks as random events probably when the player is succeeding too well. There also could be one time events that would occur. I think this would make the game far more interesting as well.
Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
Minor Race Ships http://birth-of-the-empires.de/wiki/ind ... nen_Völker
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Re: Advanced Save Game Six Empires Huge Map and Minor Races
If you send a large fleet to meet some minor space faring race like the Delarians, who have great ships yet are not in a fleet, such that their defenses are not coordinated, while yours are led by a command type flagships with diverse starship composition, they don't stand a chance. You easily have a 99% chance of success.
They are not a hateful species and worthy of your respect. It's far better to assimilate them than just annihilate their fine starships. The Vi of the Omega need host bodies as they are symbiotes like the Trill.
http://birth-of-the-empires.de/wiki/ind ... Delarianer

http://birth-of-the-empires.de/wiki/ind ... er#Deshant
Honestly, this minor species would make a fine major race alternative...with a little modding. They need some other starships, thus an artist.
They are not a hateful species and worthy of your respect. It's far better to assimilate them than just annihilate their fine starships. The Vi of the Omega need host bodies as they are symbiotes like the Trill.
http://birth-of-the-empires.de/wiki/ind ... Delarianer

http://birth-of-the-empires.de/wiki/ind ... er#Deshant
See this is a configuration issue as a good modder would configure them as a fleet so they might stand a fighting chance of defending themselves. Your average beginner wouldn't send a proper fleet and might lose. If you start the advanced turn #300 or wait for the turn#400 version, you would grasp tactics and strategy and could consistently win. Then restart at a higher difficulty level in turn #1 and probably win using your own tactics and strategy.The delarians are guardians of an ancient culture. Settled long ago by an extinct race in the Delari system, they forgot their origins, but not their task, namely to preserve and protect the remains of this civilization. Their arsenal of weapons may harbor ancient names, but quite a few conquerors have felt the effects of the antiproton arrows and ion slingers. However, they have been tired of having to stay on this one planet for a long time and therefore built their own ships to get to know other cultures and possibly learn to protect them. Because this is what the Delarians do best. They are very open to everyone, but not to potential looters and dishonorable exploiters. With them by our side, many internal problems are likely
Home system: Delari
Technological progress: progressive
Special ability: none
Corruptibility: medium corruption
Spaceman nation: own ships
Special buildings: Delarian guards: + 30% internal security, +50 bribery resistance
Honestly, this minor species would make a fine major race alternative...with a little modding. They need some other starships, thus an artist.
Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
Minor Race Ships http://birth-of-the-empires.de/wiki/ind ... nen_Völker
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Re: Advanced Save Game Six Empires Huge Map and Minor Races
It's a shame about finding the technology bug. See there is apparently no need to continue doing research for the Omega, as they can make everything now. And so when that happens,
1. you scrap all research facilities
2. Set the manager to zero research
3. Thus any citizens are automatically assigned other tasks.
4. So your efficiency goes up to other priorities.
In this game, I would remedy crystal production most likely to get the commodity price to a more easily manipulated value.
Perusing the Terrans though, should I absorb them, I need level 14 to make their Titan 3 transport vessel though I doubt it's even a factor.
This is what you do to manage most effectively. You study technical data from the EXCELLENT German wiki with a fine tooth comb looking for clues on the necessity of doing research for buildings, troops, and starships.
In the Balancer mod, upper level tech will unlock valuable items so it will be important to continuously evolve with research to meet additional challenges.
The Khayrin have the Punishment III transport that gets unlocked at level 14.
The Cartare have Grigory II cruisers at level 14. This is worth examining.
The Rotharians have the S'vistraea III transports at level 14.
What would be far more interesting would be unlocking new particle weapon technology or torpedo effects or starbase defenses or faster propulsion or better cloaking or terraforming gas giants. See the sky is the limit.
And with source code changes, why start in turn #1? Why not begin in turn #700 with developed empires? That would be so much more compelling.
1. you scrap all research facilities
2. Set the manager to zero research
3. Thus any citizens are automatically assigned other tasks.
4. So your efficiency goes up to other priorities.
In this game, I would remedy crystal production most likely to get the commodity price to a more easily manipulated value.
Perusing the Terrans though, should I absorb them, I need level 14 to make their Titan 3 transport vessel though I doubt it's even a factor.
This is what you do to manage most effectively. You study technical data from the EXCELLENT German wiki with a fine tooth comb looking for clues on the necessity of doing research for buildings, troops, and starships.
In the Balancer mod, upper level tech will unlock valuable items so it will be important to continuously evolve with research to meet additional challenges.
The Khayrin have the Punishment III transport that gets unlocked at level 14.
The Cartare have Grigory II cruisers at level 14. This is worth examining.
The Rotharians have the S'vistraea III transports at level 14.
What would be far more interesting would be unlocking new particle weapon technology or torpedo effects or starbase defenses or faster propulsion or better cloaking or terraforming gas giants. See the sky is the limit.
And with source code changes, why start in turn #1? Why not begin in turn #700 with developed empires? That would be so much more compelling.
Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
Minor Race Ships http://birth-of-the-empires.de/wiki/ind ... nen_Völker
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Re: Advanced Save Game Six Empires Huge Map and Minor Races
One fascinating aspect of BotE not yet implemented are Mediors.
http://birth-of-the-empires.de/wiki/ind ... tle=Medior
http://birth-of-the-empires.de/wiki/ind ... tle=Medior
That is something to get excited about. They would terraform and expand and so are space faring minor races who can leave their sectors..Originally it was and is still planned:
Minors who send their ships to other sectors independently (not yet implemented) (so these are NOT mediors). Later, ALL (some more, some less, according to their properties and as in BotF) should be able to move their ships (i.e. to colonize, bomb, etc.).
Mediors are not intended to be non-playable majors. It should be (s) "extended (ship) minors". Mediors should get a scaled-down major AI (for e.g. building & shipbuilding, expansion, secret service, research ...), but diplomatically behave like minors. According to the original plan, you should be able to have a maximum of 6 systems AND you can become a member of majors (where, however, with increasing development (number of systems, techs ...) they resist more and more).
These are the original definitions of (ship) minors and mediors. Of course, nothing speaks against adding further majors - e.g. via mods .
Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
Minor Race Ships http://birth-of-the-empires.de/wiki/ind ... nen_Völker
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Re: Advanced Save Game Six Empires Huge Map and Minor Races
http://birth-of-the-empires.de/wiki/ind ... _Invasoren
The Cartare Grigory II is not depicted but the tech specs can be seen here.
It's a command class ship with 90 % scan strength, ablative armor, and shell polarization. Of course, it would get "tricked out" with vastly better torpedoes. Its standard configuration is a duranium hull that would be maximized with an iridium double hull.
See the problem with iridium double hulls is a loss of manueverability as this downgrades it one class. So of course with higher level tech, this manueverability would be addressed with upgrades.
I have never see this level of technical specifications in a computer wargame before. It's beautiful and elegant.
The Cartare Grigory II is not depicted but the tech specs can be seen here.
It's a command class ship with 90 % scan strength, ablative armor, and shell polarization. Of course, it would get "tricked out" with vastly better torpedoes. Its standard configuration is a duranium hull that would be maximized with an iridium double hull.
See the problem with iridium double hulls is a loss of manueverability as this downgrades it one class. So of course with higher level tech, this manueverability would be addressed with upgrades.
I have never see this level of technical specifications in a computer wargame before. It's beautiful and elegant.
Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
Minor Race Ships http://birth-of-the-empires.de/wiki/ind ... nen_Völker
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Re: Advanced Save Game Six Empires Huge Map and Minor Races
The Omega have godlike power and visit space faring minor races with a colossal overwhelming display of force, as if to say, "Look, you cannot plausibly beat us. Join us instead. " Because if they don't they will be conquered anyway to deny resources to the other five empires. In history, this is what the ancient Romans did.
Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
Minor Race Ships http://birth-of-the-empires.de/wiki/ind ... nen_Völker
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Re: Advanced Save Game Six Empires Huge Map and Minor Races
The Mozwar, Brane, and Deshant were crushed for this reason and it was pointless and unnecessary.
http://birth-of-the-empires.de/wiki/ind ... F-P#Mozwar
http://birth-of-the-empires.de/wiki/ind ... _A-E#Brane
http://birth-of-the-empires.de/wiki/ind ... -E#Deshant
The Delarians were not stupid, nor were the Drizzi.
http://birth-of-the-empires.de/wiki/ind ... A-E#Drizzi
http://birth-of-the-empires.de/wiki/ind ... F-P#Mozwar
http://birth-of-the-empires.de/wiki/ind ... _A-E#Brane
http://birth-of-the-empires.de/wiki/ind ... -E#Deshant
The Delarians were not stupid, nor were the Drizzi.
http://birth-of-the-empires.de/wiki/ind ... A-E#Drizzi
Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
Minor Race Ships http://birth-of-the-empires.de/wiki/ind ... nen_Völker
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Re: Advanced Save Game Six Empires Huge Map and Minor Races
Why not leave them be?
The Omega Alliance would never allow such space faring powerful starships to be seized by their competitor empires as they are within the Omega's sphere of influence and then could stage raids internal to the empire. That wouldn't be prudent.
The Omega Alliance would never allow such space faring powerful starships to be seized by their competitor empires as they are within the Omega's sphere of influence and then could stage raids internal to the empire. That wouldn't be prudent.
Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
Minor Race Ships http://birth-of-the-empires.de/wiki/ind ... nen_Völker
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Re: Advanced Save Game Six Empires Huge Map and Minor Races
Subjugation vs Assimilation through membership
What is the Difference? The Mozwar are a space faring race. If the Omega empire can assimilate them through membership, they gain their fleets and then can redesign their ship styles.
This is crucial in some circumstances as they have a valuable cloaking ship class or that ship has a better type of propulsion or better manueverability or a better particle beam array or a better torpedo type or a better torpedo laucher style. Maybe more as their ship may have special atributes.
Now this is what is irritating. If you crush them as I hve done with the Mozwar, then I LOSE the ability to redesign their ships! So if there was anything beneficial, I don't get to incorporate their tehnology in the reconfigured Omega ships. I genuinely dislike that. It is inexplicable.
So this forces you to play nice and diplomatic to have that capability.
One of the points of the Balancer mod is given higher than level 14 technology, all empires who get so incredibly powerful that they would absorb and gain advanced technology such to make practically anything they require. So it may not be precisely Mozwar tech, but comparable.
What is the Difference? The Mozwar are a space faring race. If the Omega empire can assimilate them through membership, they gain their fleets and then can redesign their ship styles.
This is crucial in some circumstances as they have a valuable cloaking ship class or that ship has a better type of propulsion or better manueverability or a better particle beam array or a better torpedo type or a better torpedo laucher style. Maybe more as their ship may have special atributes.
Now this is what is irritating. If you crush them as I hve done with the Mozwar, then I LOSE the ability to redesign their ships! So if there was anything beneficial, I don't get to incorporate their tehnology in the reconfigured Omega ships. I genuinely dislike that. It is inexplicable.
So this forces you to play nice and diplomatic to have that capability.
One of the points of the Balancer mod is given higher than level 14 technology, all empires who get so incredibly powerful that they would absorb and gain advanced technology such to make practically anything they require. So it may not be precisely Mozwar tech, but comparable.
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Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
Minor Race Ships http://birth-of-the-empires.de/wiki/ind ... nen_Völker
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Re: Advanced Save Game Six Empires Huge Map and Minor Races
http://birth-of-the-empires.de/wiki/ind ... ker#Mozwar
So looking at the Mozwar, they have two unique ship classes: the Mozvra destroyer and the Zvska heavy destroyer. Those have certain disrupter technology and torpedo tubes which dispurse in certain pattern angles.
If I crush them, I should be able to gain anything they possess, but that is not so.
If you were to go through and look and evaluate through critical analysis, certain starships confer advantages and thus acquiring them and configuring them is incredibly useful.
If any empire has spent tons of research money well beyond 14, it does not make sense especially when annihilating them that you would not gain access to all their starship designs.
This is why I want advanced starship designs. Why?
1. The AI most likely does not use the ship designer and thus needs preconfigured advanced vessels.
2. I want generations of starships.
3. I want advanced basic preset starships that still can be reconfigured.
4. What should happen is higher tech unlocks starship components.
5. Your lower level starships can't be reconfigured for faster speed or maueverability or with special abilities. That is only possible with the ship editor.
6. Obviously empires with level 15+ tech would boost the speed and manueverability and give better attributes to these ship classes.
7. Otherwise for modding, one would have to create whole new starship designs. That would require a lot of graphic design well beyond just standard reskinning.
So looking at the Mozwar, they have two unique ship classes: the Mozvra destroyer and the Zvska heavy destroyer. Those have certain disrupter technology and torpedo tubes which dispurse in certain pattern angles.
If I crush them, I should be able to gain anything they possess, but that is not so.
If you were to go through and look and evaluate through critical analysis, certain starships confer advantages and thus acquiring them and configuring them is incredibly useful.
If any empire has spent tons of research money well beyond 14, it does not make sense especially when annihilating them that you would not gain access to all their starship designs.
This is why I want advanced starship designs. Why?
1. The AI most likely does not use the ship designer and thus needs preconfigured advanced vessels.
2. I want generations of starships.
3. I want advanced basic preset starships that still can be reconfigured.
4. What should happen is higher tech unlocks starship components.
5. Your lower level starships can't be reconfigured for faster speed or maueverability or with special abilities. That is only possible with the ship editor.
6. Obviously empires with level 15+ tech would boost the speed and manueverability and give better attributes to these ship classes.
7. Otherwise for modding, one would have to create whole new starship designs. That would require a lot of graphic design well beyond just standard reskinning.
Minor Race Database http://birth-of-the-empires.de/wiki/ind ... r_(Minors)
Minor Race Ships http://birth-of-the-empires.de/wiki/ind ... nen_Völker
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Minor Race Ships http://birth-of-the-empires.de/wiki/ind ... nen_Völker
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