View Full Version : Civilisation design
Ploeperpengel Jun 13, 2006, 09:32 PM Potential Civs for future releases are marked(not in yet). All others are already in the Files in code three but not finished either as you will notice by the (?) in the list:
Human Civs:
Albion(not in yet)
Description:The Isle of Albion
playercolor: White
Starting techs:
Amazons(not in yet)
Description:Maidens of Amaxon
playercolor: light green(must be created)
Starting techs:
Arabya
Description:Great Araby
playercolor:Yellow
Starting techs:
Bretonnia
Description:City States of Bretonnia
playercolor:dark blue
Starting techs:
Cathay
Description:The Grand Empire of Cathay
playercolor:dark pink
Starting techs:
Empire
Description:The Empire
playercolor:Red
Starting techs:Hunting, Mining
Estalia
Description:Estalia
playercolor:Orange
Starting techs:Fishing, Mystizism
Hung(not in yet)
Description:The Hung
playercolor:
Starting techs:
Ind
Description: The Kingdoms of Ind
playercolor: Purple
Starting techs:Mystizism, ?
Kislev
Description:The Kislevites
playercolor:light blue(must be created)?
Starting techs:?
Kurgan(not in yet)
Description:The Kurgan
playercolor:
Starting techs:
Nippon
Description:The Nippones Empire
playercolor:grey
Starting techs:Agriculture, ?
Norse
Description:Norsca
playercolor:light purple(must be created
Starting techs:Fishing, Hunting
Tilea
Description:The Tilean Estates
playercolor:Gold(that from the Californian civ)
Starting techs:Fishing, Mining
Ploeperpengel Jun 13, 2006, 10:57 PM Other races
Apemen(not in yet)
Description:Siam
playercolor:
Starting techs:
Beastmen(not in yet)
Description:Beasts of Chaos
playercolor:
Starting techs:
Chaos
Description: Hordes of Chaos
playercolor:dark red
Starting techs:
Chaos Dwarfs(not in yet)
Description: The Dawi'zharr
playercolor: dark grey
Starting techs:
Darkelves
Description: Naggaroth
playercolor: Dark Purple
Starting techs:
Dwarfs
Description:Karaz Ankor
playercolor:blue
Starting techs:The Wheel, Mining
Ogre Lords(not in yet)
Description: Ogre Kingdoms
playercolor:
Starting techs:
Orcs
Description: Da Whaaa'gh
playercolor: Dark Green
Starting techs:
Gobbos(not in yet)
Description:?
playercolor:
Starting techs:
Highelves
Description:Ulthuan
playercolor: Cyan
Starting techs:
Hobgoblins(not in yet)
Description:Hobgoblin Hegemony
playercolor:
Starting techs:
Tombkings
Description:Nehekhara
playercolor: Dark Yellow
Starting techs:
Lizardmen
Description:Lustria
playercolor:dark cyan
Starting techs:
Skaven(not in yet)
Description:The Under Empire
playercolor: Dark brown(to be created)
Starting techs:
Sylvanians
Description:Sylvania
playercolor:black
Starting techs:
Woodelves
Description:Athel Loren
playercolor:Green
Starting techs:Hunting, Fishing?
Babarian
Description:Norse Raiders
playercolor: Brown
Starting techs:n/a
Should only appear on coast and ocean tiles(pirate mod), at peace with Norsca
Babarian2
Description:Chaos Spawn
playercolor: Pink
Starting techs:n/a
Should appear anywhere except water, even within culture borders.
Ploeperpengel Jun 13, 2006, 11:05 PM The latest Civinfo and Citylist
Ploeperpengel Jun 13, 2006, 11:40 PM I'm sorry for the typo in the headline. We'll have to live with it:mischief:
Civmansam Jun 14, 2006, 05:10 AM Alright 27 Civs? I think that we really don't need that many.
Personally I would cut it down to what Firaxis did, around 18 Civs. I find that with too many civs the game gets overwhelming and people just can't get used to each one. That's why I really don't like mods with tons of civs.
Ploeperpengel Jun 14, 2006, 05:16 AM There's nothing settled here yet. Just the civs that are in right now are quite sure. But keep in mind this Mod's also designed to make scenarios which could need diverse civs. But we could cut the playable civs down for the mod without map. Would this be to your liking?
woodelf Jun 14, 2006, 05:18 AM 27 civs and also multiple leaders might be overwhelming. I'm not against that many, but if you feel that some are incomplete or generic or nearly identical to another you might need to pare down some. Since you can only use 18 this would, however, assure fantastic replayablility.
Ploeperpengel Jun 14, 2006, 05:26 AM I think they're all quite diverse at least referring to esthetics. Maybe with one exeption the orcs and Goblins who will certainly have some overlaps. But the problem with that is the Greenskins have such a large diversity that they simply don't fit in the schema if we want to include them all finally. But well this is much future talk still. Everything finally depends on the fact wether we can make units for them or not. The Skaven in example are far off. That's something I thing we can try next year. Amazons either since we lack good female models yet(btw I could live without them but some may want them for scenarios for the conquest of the new world). A possible cut might be the Hobgoblins and we could cut the ogrelords as well and join them together with tilea and make them Dogs of War(Mercenaries only hireable using a modified Mod from The Lopez)
woodelf Jun 14, 2006, 05:28 AM It sounds like you have a plan, so good. ;)
Ploeperpengel Jun 14, 2006, 06:24 AM Well. Not exactly a plan in long term. just Ideas right now. We'll decide on that matters together;)
I think I will have to dip deeper into P.L. thread first now to get a real plan settled.
Psychic_Llamas Jun 14, 2006, 06:31 AM Hello team. Woot we have a forum! *ehem* sorry, i started an 'introduction to WH lore' thread, and have a few civ descriptions etc in there, and expect a lot more in the future;) just pick and choose what you think is necesary, and the rest is just fluff.:) that might help with the civ production.
Also, i personally love heaps of civs, and dont think it detracts from the game at all. There ae a couple of others that i can think of:
Albion (similar to briatain)
Kurgan (chaotic Mongol hords on foot)
Hung (mounted chaotic Mongol hords)
Siam (monkey race in real world Thailand)
Ploeperpengel Jun 14, 2006, 06:39 AM Ok I put them to the list later.
Edit: ok updated. Included all but Siam. That's a joke isn't it? I hope so..makes me think of ***** cats.
Duke van Frost Jun 14, 2006, 10:13 AM Siam isn´t a joke, it´s a civ of ape-men (cool thingy IMO), and you can guess their cultural background by their name...
I would cut some of the human civs, but include as much fantasy races as possible (yes, that includes siam!).
Night Goblins are Ok as a single civ, but I don´t think the Ogrelords would qualify as a standalone civ (way to powerfull units IMO), so we should combine them and include one NightGobbo and one Ogre Leader.
Ploeperpengel Jun 14, 2006, 10:32 AM The power of those units could be made good by slow tech advance and high unitcosts maybe. But would you really like apemen in? Ok. I'll add em. I promised we would vote about stuff like that. But first someone got to teach me how to put up polls or somebody else make one about the missing civs.
I have the griffongatemodel finished. As soon as your buildingsthread is up I'll upload it. Now I will have a look at the new assets. Curious about the title:)
Psychic_Llamas Jun 15, 2006, 07:18 AM Hello, Ploe asked my opinion on the description of each race, so here it is (also with my oppinion on team colours.) feel free to comment;)
Human Civs:
Albion(not in yet)
Description: The Isle of Albion
playercolor: White
Amazons(not in yet)
Description: Maidens of the Amaxon
playercolor: Light green
Araby
Description: Great Araby
playercolor: dark Yellow
Bretonnia
Description: Bretonnian City States
playercolor: dark blue
Cathay
Description: The Grand Empire of Cathay
playercolor: pink
Reichland
Description:The Empire
playercolor:Red
Estalia
Description: Estalia?
playercolor: Orange
Hung(not in yet)
Description: The Nomads of the Waste
playercolor: dark pink
Ind
Description: The Kingdoms of Ind
playercolor: grey
Kislev
Description: Kislev?
playercolor: Brown
Kurgan(not in yet)
Description: The Kurgan
playercolor: Dark Brown
Nippon
Description:The Nippones Empire
playercolor: red
Norsca
Description: Norsca
playercolor: light purple
Tilea
Description:The Tilean Estates
playercolor: light orange
Other races
Apemen(not in yet)
Description: Siam
playercolor: light green
Beastmen(not in yet)
Description:Beasts of Chaos
playercolor: Dark Brown
Chaos
Description: Hordes of Chaos
playercolor: dark red
Chaos Dwarfs(not in yet)
Description: The Dawi'zharr
playercolor: Orange
Darkelves
Description: Naggaroth (druchii)
playercolor: Dark Purple
Dwarfs
Description: Karaz Ankor
playercolor: blue
Ogre Lords(not in yet)
Description: Ogre Kingdoms
playercolor: Peach
Orcs
Description: Da Whaaa'gh
playercolor: Black
Gobbos(not in yet)
Description:?
playercolor: Dark Green
Highelves
Description: Ulthuan (asur)
playercolor: light blue? White?
Hobgoblins(not in yet)
Description: Hobgoblin Hegemony
playercolor: dark yellow
Tombkings
Description:Nehekhara
playercolor: yellow
Lizardmen
Description:Lustria
playercolor: dark cyan
Skaven(not in yet)
Description:The Under Empire
playercolor: Dark brown
Sylvanians
Description:Sylvania
playercolor: Dark grey
Woodelves
Description: Athel Loren
playercolor: Green
Babarian
Description:Rogue undead/untame chaos?
playercolor: Brown
Ploeperpengel Jun 15, 2006, 06:08 PM I'll add the descr. thanks P.L.
The problem with the colors is we shouldn't have overlaps(cause of whiteflags) but create custom colors instead. I updated the list above. Tell me about anything you absolutely dislike and don't worry to much about civs not in yet for now;)
Ploeperpengel Jun 15, 2006, 07:26 PM Btw: here is a useful ressource for colors:
http://forums.civfanatics.com/showpost.php?p=3440690&postcount=1
Psychic_Llamas Jun 16, 2006, 03:47 AM looks good ther ploe:)
Yes :Amaxon is correct spelling. if i recall correctly the amazonians originated near the river Amaxon in Lustria (with an 'x'), if you like you can change it to 'amazon' i really dont care, its pretty irrelevent i guess;)
Psychic_Llamas Jun 20, 2006, 02:30 AM Not too sure if we have a leader thread yet, so ill just post here;)
IDEAS FOR CHAOS LEADERS AND FIXNG CHAOS RELIGEON PROBLEM.
Perhaps to overcome that thing about the chaos religeons, give the Chaos civ 5 leaders :
Archaon, end of times.
who gets a 'United Chaos' trait or something which alows his to get some of each kind of deamon?
Haargroth the Blooded One, a mighty Champion of Khorne, began his life as a simple farmer boy and has risen to preeminence in the eyes of the Blood God.
gets a 'Chosen of Khorne' trait alowing his to create Khorne units
Feytor the Tainted, Champion of Nurgle, whose entire village was struck down with plague, alone was spared and embraced by his most pestilent savior.
gets a 'Chosen of Nurgle' trait alowing his to create Nurgle units
Styrkaar of the Sortsvinaer, blessed of the Dark Prince Slaanesh, is a Norse king whose people fall at his feet in adoration and worship.
gets a 'Chosen of Slaanesh' trait alowing his to create Slaanesh units
Melekh the Changer with his mutant-child Cyspeth, touched of great Tzeentch, cut down an Aesling shaman to lead his people alongside Archaon.
gets a 'Chosen of Tzeentch' trait alowing his to create Tzeentch units
I think that this would overcome the problem of chaos religeons, and make chaos even more dangerous to play agianst.
DutchJunkie Jun 20, 2006, 02:43 AM Not too sure if we have a leader thread yet, so ill just post here;)
IDEAS FOR CHAOS LEADERS AND FIXNG CHAOS RELIGEON PROBLEM.
Perhaps to overcome that thing about the chaos religeons, give the Chaos civ 5 leaders :
Archaon, end of times.
who gets a 'United Chaos' trait or something which alows his to get some of each kind of deamon?
Haargroth the Blooded One, a mighty Champion of Khorne, began his life as a simple farmer boy and has risen to preeminence in the eyes of the Blood God.
gets a 'Chosen of Khorne' trait alowing his to create Khorne units
Feytor the Tainted, Champion of Nurgle, whose entire village was struck down with plague, alone was spared and embraced by his most pestilent savior.
gets a 'Chosen of Nurgle' trait alowing his to create Nurgle units
Styrkaar of the Sortsvinaer, blessed of the Dark Prince Slaanesh, is a Norse king whose people fall at his feet in adoration and worship.
gets a 'Chosen of Slaanesh' trait alowing his to create Slaanesh units
Melekh the Changer with his mutant-child Cyspeth, touched of great Tzeentch, cut down an Aesling shaman to lead his people alongside Archaon.
gets a 'Chosen of Tzeentch' trait alowing his to create Tzeentch units
I think that this would overcome the problem of chaos religeons, and make chaos even more dangerous to play agianst.
that's really a good idea .. by chosing a specific leader you're chosing a specific chaos-subrace. It's this way or the religion way ;-) .. i think we should make a choice in this before we start assigning specific units ..
like civmansam says .. that's a lot of civs .. !!!
- hobgoblins shouldn't be a race but part of choas dwarfs
- sylvanians should be named vampires or vampire counts to leave the vampire choice open for the player to choose (von carstein, necrarch, blood dragon, lahmian, strigoi) in a similar way as for Chaos.
- leave outsome human races
- siam doesn't give me the warhammer feeling .. more a planet of the apes of star wars feeling :)
Psychic_Llamas Jun 20, 2006, 02:55 AM lol, yeh alot of people dont like so many races. i personally love ots of civs, it adds huge variety and ensures that you never have the 'same game' twice.
I vote keep the hobgoblins as a separate civ.
the sylvanians could be changed to Vampire Counts, and then have a choice of vampiric leader for diff. vampire types (see the fluff thread for stuff on Vamps)
leave the humans as they are. they are fine.
Poor Siam. just because they are an race of furry humans, they get discriminated against. what if i said that the Amazons reminded me of tarzan, or vampires reminded me of dracula?
Duke van Frost Jun 20, 2006, 03:15 AM Siam definitely adds more variety to the game than having lots of Human civs in there. But such races as Siam or the Hobgoblins will only get into the game when we´re having some decent Units and Art for them, at least that´s what I think - like the civ3 mod style, doing the units and then adding one civ after the other with a new patch.
Psychic_Llamas Jun 20, 2006, 03:16 AM yeh, i second that Duke
DutchJunkie Jun 20, 2006, 03:29 AM ok .. you two beat me .. discriminating siam is not nice of me .. and variation is good :)
im only concerned you the overview is troubled .. but releasing new races patch by patch solves that problem ..
im pro-many civs now .. but still i think hobgoblins shouldn't be a race on its own. What to do with the greenskinnies that live near the ogres .. another species?
Psychic_Llamas Jun 20, 2006, 06:19 AM ok .. you two beat me .. discriminating siam is not nice of me .. and variation is good :)
im only concerned you the overview is troubled .. but releasing new races patch by patch solves that problem ..
im pro-many civs now .. but still i think hobgoblins shouldn't be a race on its own. What to do with the greenskinnies that live near the ogres .. another species?
the greenskinnies near the ogres ARE the hobgobla-khan. they are the real world equivilent of mongolian hords
DutchJunkie Jun 20, 2006, 06:52 AM the greenskinnies near the ogres ARE the hobgobla-khan. they are the real world equivilent of mongolian hords
The greenskins around the Ogres are the mountaingoblins, called Gnoblars. Hobgoblins live in plains .. indeed like the mongolian horders
Psychic_Llamas Jun 20, 2006, 07:06 AM Oh those things. they arnt greenskins though. have you seen the painted modles for them?
they are different to Hobgobbos in a few major ways: They live and breath slavery. they do not have a social higherarchy, and are, well, gnoblars.
imagine a snotling civilisation... im sorry i just cant;)
DutchJunkie Jun 20, 2006, 07:32 AM haha .. they certainly don't form a civilization .. they live on the scrapheaps (?) of the Ogres .. who pet and eat them .. they are even smaller than regular goblins .. but anyways .. continue the good work .. and discussions ;)
Ploeperpengel Jun 20, 2006, 09:19 AM Aaah!!:eek: Ok guys stop it stop it! We need to focus on the races now that are already in. After the elves and Orcs we'll have to design one after another of those yet.
Please only focus on elves and orcs now(tilea and empire is ok too) but otherwise it's no use talking about that now, really that'S utopiatalk right now and won't serve to realize anything yet. After the next release I'll start a poll what civ to design next(of those already in) after we designed all of those we can have another vote what more to add.
Duke van Frost Jun 20, 2006, 02:22 PM Aaah!!:eek: Ok guys stop it stop it! We need to focus on the races now that are already in. After the elves and Orcs we'll have to design one after another of those yet.
Please only focus on elves and orcs now(tilea and empire is ok too) but otherwise it's no use talking about that now, really that'S utopiatalk right now and won't serve to realize anything yet. After the next release I'll start a poll what civ to design next(of those already in) after we designed all of those we can have another vote what more to add.
Way to go :goodjob:
Psychic_Llamas Jun 21, 2006, 02:25 AM Ok, sorry;) back on track... what do the Orcs have so far?
Duke van Frost Jun 26, 2006, 07:09 AM One thought on the on the Barbarian 2 civ (Chaos Barbarians):
We should let them also appear on water tiles - The Kraken!!!
IŽd love to see that unit in the game. And maybe we can also make it a water unit for the regular Chaos-Civ.
Ploeperpengel Jun 26, 2006, 07:11 AM One thought on the on the Barbarian 2 civ (Chaos Barbarians):
We should let them also appear on water tiles - The Kraken!!!
I´d love to see that unit in the game. And maybe we can also make it a water unit for the regular Chaos-Civ.
Water Animals(Kraken) are already in the mod;) And Chaos will have it as buildable unit too.
Psychic_Llamas Jun 26, 2006, 08:17 AM Kraken for chaos? give it a re skin or something and turn it into a water deamon...well, on second thoughts, no, thats fine. The dark elves also breed sea monsters in their Black Arcs, so why not?
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