"There was a mass death rate upon the last war, and now each -old and new- species are declining. They have picked you to guide them, and make them flourish!"
Developed by: humon/abathur
Support in testing, mapmaking, sprites: Johnsonyan, Jayeye, TherX1
Original concept and development by: Tubbinater
Extinction is a complete overhaul of all Littlewargame units, featuring a race system, new units and buildings, and a complete overhaul of gameplay and meta. The mod is the sequel to the famous "Species Game (2)", which ruled as a top-page game for most of its time. While most of it done, it's still being developed, and lots more to come out including a new race, Undead.
The Extinction is present in the following maps:
Valley of Death extc 1v1
All other maps with extc at the end
A fast-expanding strategic colony, with powerful infantry and cost-efficient heavy infantry. The powerful knights serve as a heavily reliable cavalry, and the ballista is both a reliable siege weapon, and a powerful anti-air battery. The human spellcasters are the best of all spellcasters in the world, with powerful area control, slowing, damaging, and healing spells. Humans also have the ability to farm for reliable lategame income if the gold mines are empty.
Elven buildings are unarmoured, but regenerate. Their houses double as stationary defences, and their light infantry is agile and powerful, but vulnerable. Elven spellcasters are usually support, with healing and slowing abilities, as well as powerful anti-air spells and the ability to fly. The elves have two tech trees: infantry, and feys. Infantry are powerful and fast long-ranged snipers and warriors, while the fey consist of the mighty Ent with area control and damage output to nearly all kinds of targets, and the reliable spellcasters as support. They also have the ability to transport entire armies on their MIGHTY birds
Johnsons favorite faction :D
Dwarves rely on powerful defences and their houses as walls in order to defend their expensive dwarven mines, which provide extra income at the cost of additional macro. Dwarves rely on powerful and expensive units, and mechanical vehicles for massive damage output. They possess many unique units and have no real disadvantages.
Orcs are the fastest to spread race in the game, having the ability to create goblin warriors from their fortresses and houses to provide heavy earlygame agression, as well as mid- and lategame support. Orcs have the most feared and strongest heavy infantry out of all, alongside with their powerful and agile dire wolves and goblin riders in order to crush their opponents with swift strikes. Orcs are also supported by powerful wyverns who can deal extreme amounts of damage to unsuspecting worker lines, and strike down armies which lack the required amount of anti-air.
Hi. im johnson and im going to teach you a couple builds to each faction.
Human: this is rax except your castles are 25 more expensive. You have access to either better melee or better ranged. Most common human builds is Fe into house. Fe= fast expansion. From there you can make 2 barracks and theirs your start. Make workers all the while.
Elves: This is my personal build. Make worker and make a elven treehouse. make another worker and make a elven training ground. Proceed to a expansion while making workers and spearmen.
Orcs: quick train 2 workers and make a burrow. Then make ten units 5 goblins and 5 spear javelineers. Rush with these. Cripple the enemies economy. Once it is over u should have enough for atleast one expansion.
Dwarves: Make a worker and a bunker immediately. Then if your going bio make a tavern. If your focusing on mech get the first tier workshop. Make a couple of units then expand. Go upgrades mid game.