View Full Version : Naeralith Reborn: Civ 5 Mod


Alzara
Sep 28, 2010, 01:05 PM
MOVED TO THE FOLLOWING THREAD: http://forums.civfanatics.com/showthread.php?t=418201

Alzara
Sep 28, 2010, 01:07 PM
Civilisation Design Part 1

Alzara
Sep 28, 2010, 01:08 PM
Civilisation Design Part 2

Alzara
Sep 28, 2010, 01:08 PM
Unit Design

Units in NR will be designed to complement each other such that masses of a single type of troop will be weaker than a tactically balanced army.

Basic units will be available at the start which will upgrade to more powerful versions. For the core, recon and siege lines, units from tier 3 and beyond may only be acquired through the upgrade of units. For example, with the core units, you will only ever be able to build Militia Axeman, Militia Swordsman, Militia Spearman and Militia Archer. Only once these have acquired enough experience may they be upgraded to the more powerful units beyond. This will be possible through both combat and through training with certain buildings (more to be announced on this later).

When specialising units, there are various paths at which the "career" of a unit can be sent down. Many of these are an offensive and defensive path, whereas others are simply varied upgrade options to allow for tactical variation.

Below are the basic unit trees with statistics for each unit (subject to change).

Enjoy for now and please feel free to comment or critique what has been shown so far :)



http://www.naeralith.com/images/mainunits.jpg


Warrior
Unit Class: Melee
Str: 6
Ranged Str -
Range: -
Moves: 2
Cost: 40
First Military Unit



Militia Axeman
Unit Class: Melee
Str: 10
Ranged Str -
Range: -
Moves: 2
Cost: 80
Receives a +25% combat bonus against Melee Units. -15% vs Ranged Units.

Militia Swordsman
Unit Class:
Melee Str: 10
Ranged Str -
Range: -
Moves: 2
Cost: 80
Receives a +25% combat bonus against City Attack

Militia Spearman
Unit Class: Melee
Str: 8
Ranged Str -
Range: -
Moves: 2
Cost: 70
Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry

Militia Archer
Unit Class: Ranged
Str: 4
Ranged Str 6
Range: 2
Moves: 2
Cost: 90
May not melee attack. Performs Ranged attacks

Chariot
Unit Class: Heavy Cavalry
Str: 8
Ranged Str -
Range: -
Moves: 3
Cost: 80
Resource Req: Ni'Vae
Can move after attacking.



Axeman Warband
Unit Class: Melee
Str: 16
Ranged Str -
Range: -
Moves: 2
Cost: 120
Receives a +25% combat bonus against Melee Units. -15% vs Ranged Units.

Swordsman Warband
Unit Class: Melee
Str: 18
Ranged Str -
Range: -
Moves: 2
Cost: 150
Resource Req: Iron
Receives a +25% combat bonus against City Attack

Spearman Warband
Unit Class: Melee Str: 12
Ranged Str -
Range: -
Moves: 2
Cost: 100
Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry

Archer Warband
Unit Class: Ranged
Str: 6
Ranged Str 12
Range: 2
Moves: 2
Cost: 120
May not melee attack. Performs Ranged attacks

Nivae Riders
Unit Class: Heavy Cavalry
Str: 12
Ranged Str -
Range: -
Moves: 3
Cost: 100
Resource Req: Ni'Vae
Can move after attacking. +15% vs Melee.

Nivae Chargers
Unit Class: Heavy Cavalry
Str: 10
Ranged Str -
Range: -
Moves: 3
Cost: 90
Resource Req: Ni'Vae
Can move after attacking. +50% vs Light Cavalry and Heavy Cavalry

Nivae Archers
Unit Class: Heavy Cavalry
Str: 7
Ranged Str 10
Range: 2
Moves: 3
Cost: 80
Resource Req: Ni'Vae
Can move after attacking. Performs Ranged attacks



Axeguard Defenders
Unit Class: Melee
Str: 21
Ranged Str -
Range: -
Moves: 2
Cost: 160
Receives a +25% combat bonus against Melee Units. +1 HP

Berserkers
Unit Class:
Melee Str: 21
Ranged Str -
Range: -
Moves: 2
Cost: 160
Receives a +25% combat bonus against Melee Units. Can move after attacking. Can attack twice, -15% vs Ranged Units.

Blade Dancers
Unit Class: Melee
Str: 25
Ranged Str -
Range: -
Moves: 2
Cost: 240
Resource Req: Iron
Receives a +25% combat bonus against City Attack

Swordsman Regiment
Unit Class: Melee
Str: 25
Ranged Str -
Range: -
Moves: 2
Cost: 240
Resource Req: Iron
Receives +10% strength for every adjacent friendly unit

Javalineer Warband
Unit Class: Melee
Str: 16
Ranged Str 12
Range: 1
Moves: 2
Cost: 150
Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry. Performs Short Ranged attacks

Pikeman
Unit Class: Melee
Str: 16
Ranged Str -
Range: -
Moves: 2
Cost: 140
Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry. +1 HP

Crossbowman
Unit Class: Ranged
Str: 10
Ranged Str 20
Range: 2
Moves: 2
Cost: 180
May not melee attack. Performs stronger Ranged attacks

Longbowman
Unit Class: Ranged
Str: 10
Ranged Str 17
Range: 3
Moves: 2
Cost: 180
May not melee attack. Performs Further Ranged attacks

Mounted Infantry
Unit Class: Heavy Cavalry
Str: 22
Ranged Str -
Range: -
Moves: 3
Cost: 200
Resource Req: Ni'Vae
Can move after attacking. +15% vs Melee.

Nivae Lancer
Unit Class: Heavy Cavalry
Str: 22
Ranged Str -
Range: -
Moves: 3
Cost: 200
Resource Req: Ni'Vae
Can move after attacking. +50% vs Light Cavalry and Heavy Cavalry

Nivae Cavalry
Unit Class: Heavy Cavalry
Str: 15
Ranged Str 18
Range: 2
Moves: 3
Cost: 190
Resource Req: Ni'Vae
Can move after attacking. Performs Ranged attacks



Shieldwall
Unit Class: Melee
Str: 35
Ranged Str -
Range: -
Moves: 2
Cost: 290
Receives a +33% combat bonus against Melee Units. +2 HP

Reavers
Unit Class: Melee
Str: 35
Ranged Str -
Range: -
Moves: 2
Cost: 290
Receives a +33% combat bonus against Melee Units. Can attack twice. -15% vs Ranged Units.

Blademasters
Unit Class: Melee
Str: 40
Ranged Str -
Range: -
Moves: 2
Cost: 320
Resource Req: Iron
Receives a +33% combat bonus against City Attack

City Guard
Unit Class: Melee
Str: 40
Ranged Str -
Range: -
Moves: 2
Cost: 320
Resource Req: Iron
Receives +10% strength for every adjacent friendly unit. +25% city defence.

Assault Javalineers
Unit Class: Melee
Str: 30
Ranged Str 21
Range: 1
Moves: 2
Cost: 260
Receives a +100% combat bonus against Light Cavalry and Heavy Cavalry. Performs Short Ranged attacks

Halbardiers
Unit Class: Melee
Str: 30
Ranged Str -
Range: -
Moves: 2
Cost: 260
Receives a +100% combat bonus against Light Cavalry and Heavy Cavalry. +1 HP

Marksman
Unit Class: Ranged
Str: 19
Ranged Str 34
Range: 2
Moves: 2
Cost: 230
May not melee attack. Performs stronger Ranged attacks

Flurry
Unit Class: Ranged
Str: 19
Ranged Str 31
Range: 3
Moves: 2
Cost: 230
May not melee attack. Performs Further Ranged attacks. Can attack twice

Knight
Unit Class: Heavy Cavalry
Str: 34
Ranged Str -
Range: -
Moves: 3
Cost: 280
Resource Req: Ni'vae + Iron
Can move after attacking. +15% vs Melee, Light Cavalry and Heavy Cavalry




http://www.naeralith.com/images/reconunits.jpg


Scout
Unit Class: Recon
Str: 4
Ranged Str -
Range: -
Moves: 2
Cost: 25
Ignores terrain movement costs.



Tracker
Unit Class: Recon
Str: 6
Ranged Str -
Range: -
Moves: 2
Cost: 60
Ignores terrain movement costs. +15% strength in Rough Terrain

Skirmishers
Unit Class: Recon
Str: 6
Ranged Str -
Range: -
Moves: 2
Cost: 60
Ignores terrain movement costs. +15% strength in Open Terrain



Ranger
Unit Class: Recon
Str: 11
Ranged Str -
Range: -
Moves: 2
Cost: 90
Ignores terrain movement costs. +33% strength in Rough Terrain

Assassin
Unit Class: Recon
Str: 11
Ranged Str -
Range: -
Moves: 2
Cost: 90
Ignores enemy Zone of Control. Invisible. Targets non military units first (Civilians, General, Sorcerers etc.)

Skirmish Archers
Unit Class: Recon
Str: 8
Ranged Str 10
Range: 2
Moves: 2
Cost: 90
May not melee attack. Ignores terrain movement costs. +20% strength in Open Terrain. Performs Ranged Attacks

Skirmish Infantry
Unit Class: Recon
Str: 11
Ranged Str -
Range: -
Moves: 2
Cost: 90
Ignores terrain movement costs. +10% strength in Open Terrain. +10% vs Recon Units

Strider Scouts
Unit Class: Light Cavalry
Str: 9
Ranged Str -
Range: -
Moves: 4
Cost: 80
Resource Req: Striders
Ignores terrain movement costs, Can move after attacking. +50% vs Siege

Strider Skirmishers
Unit Class: Light Cavalry
Str: 9
Ranged Str -
Range: -
Moves: 4
Cost: 80
Resource Req: Striders
Ignores terrain movement costs, Can move after attacking. +25% vs Ranged Units



Beastmaster
Unit Class: Recon
Str: 15
Ranged Str -
Range: -
Moves: 2
Cost: 120
Ignores terrain movement costs. +33% strength in Rough Terrain. +50% vs Beasts. Defeated Beasts are converted to your side

Master Assassin
Unit Class: Recon
Str: 15
Ranged Str -
Range: -
Moves: 2
Cost: 120
Ignores enemy Zone of Control. Can enter rival territory without incurring diplomatic penalties. Invisible. Targets non military units first (Civilians, Generals, Sorcerers etc.)

Sniper Squad
Unit Class: Recon
Str: 11
Ranged Str 15
Range: 2
Moves: 2
Cost: 120
Ignores terrain movement costs. +33% strength in Open Terrain. +25% defense against ranged attacks. Performs Ranged Attacks

Guerilla Band
Unit Class: Recon
Str: 15
Ranged Str -
Range: -
Moves: 2
Cost: 120
Ignores terrain movement costs. +20% strength in Open Terrain. +20% vs Recon units

Strider Stalkers
Unit Class: Light Cavalry
Str: 20
Ranged Str -
Range: -
Moves: 4
Cost: 170
Resource Req: Striders
Ignores terrain movement costs, Can move after attacking. +50% vs Siege.

Strider Chargers
Unit Class: Light Cavalry
Str: 20
Ranged Str -
Range: -
Moves: 4
Cost: 170
Resource Req: Striders
Ignores terrain movement costs, Can move after attacking. +25% vs Ranged Units




http://www.naeralith.com/images/siegeunits.jpg


Catapult
Unit Class: Siege
Str: 4
Ranged Str 14
Range: 2
Moves: 2
Cost: 100
Resource Req: Iron
May not melee attack. Receives a +10% combat bonus versus cities, performs ranged attacks, and must “set up” to attack.



Trebuche
Unit Class: Siege
Str: 6
Ranged Str 20
Range: 2
Moves: 2
Cost: 250
Resource Req: Iron
May not melee attack. Receives a +10% combat bonus versus cities, performs ranged attacks, and must “set up” to attack.

Ballista
Unit Class: Siege
Str: 7
Ranged Str 19
Range: 2
Moves: 2
Cost: 250
May not melee attack. Receives a +10% combat bonus versus Melee, Heavey Cavalry and Light Cavalry. performs ranged attacks.



Mortar
Unit Class: Siege
Str: 14
Ranged Str 32
Range: 3
Moves: 2
Cost: 320
Resource Req: Iron
May not melee attack. Receives a +10% combat bonus versus cities, performs ranged attacks. May perform indirect fire.

Cannon
Unit Class: Siege
Str: 16
Ranged Str: 32
Range: 2
Moves: 2
Cost: 320
Resource Req: Iron
May not melee attack. Receives a +20% combat bonus versus cities, performs ranged attacks.

Bolt Thrower
Unit Class: Siege
Str: 18
Ranged Str 30
Range: 2
Moves: 2
Cost: 320
May not melee attack. Receives a +20% combat bonus versus Melee, Heavey Cavalry and Light Cavalry. performs ranged attacks.



Artillery
Unit Class: Siege
Str: 16
Ranged Str 46
Range: 4
Moves: 2
Cost: 420
Resource Req: Iron
May not melee attack. Receives a +15% combat bonus versus cities, performs ranged attacks. May perform indirect fire.

Grand Cannon
Unit Class: Siege
Str: 18
Ranged Str 46
Range: 3
Moves: 2
Cost: 420
Resource Req: Iron
May not melee attack. Receives a +33% combat bonus versus cities, performs ranged attacks.

Repeater Bolt Thrower
Unit Class: Siege
Str: 21
Ranged Str 42
Range: 2
Moves: 2
Cost: 420
May not melee attack. Receives a +20% combat bonus versus Melee, Heavey Cavalry and Light Cavalry. performs ranged attacks. Can attack twice.




http://www.naeralith.com/images/navalunits.jpg


Warship
Unit Class: Naval
Str: 8
Ranged Str 6
Range: 2
Moves: 4
Cost: 80
First combat ship. May not melee attack. Cannot enter ocean.

Explorers
Unit Class: Naval
Str: 6
Moves: 6
Cost: 60
First recon ship. May not melee attack. Cannot enter ocean. -50% damage from nautical features (storms etc).



Warship Fleet
Unit Class: Naval
Str: 18
Ranged Str 12
Range: 2
Moves: 4
Cost: 150
May not melee attack. Cannot enter ocean. +25% verses Barbarian Units.

Explorer Fleet
Unit Class: Naval
Str: 12
Ranged Str 6
Range: 2
Moves: 6
Cost: 100
May not melee attack. -75% damage from nautical features (storms etc).



Raider Fleet
Unit Class: Naval
Str: 25
Ranged Str 18
Range: 2
Moves: 4
Cost: 320
May not melee attack.

Defense Fleet
Unit Class: Naval
Str: 30
Ranged Str 16
Range: 2
Moves: 3
Cost: 350
May not melee attack. +25% verses Barbarian Units. +15% Naval Bombardment. Interception (20).

Blockade Runners
Unit Class: Naval
Str: 20
Ranged Str 12
Range: 2
Moves: 5
Cost: 300
May not melee attack. Ignores zone of control. Can cross reef feature (uses all remaining moves).

Voyagers
Unit Class: Naval
Str: 18
Ranged Str 12
Range: 2
Moves: 6
Cost: 250
May not melee attack. +1 extra sight. -75% damage from nautical features (storms etc).

Privateers
Unit Class: Naval
Str: 20
Ranged Str 16
Range: 2
Moves: 4
Cost: 300
Can move after attacking. Hidden nationality.

Merchant Fleet
Unit Class: Naval
Str: 25
Ranged Str 10
Range: 2
Moves: 3
Cost: 280
May not melee attack. Ability to generate gold based on distance to nearest city, used next to friendly cities and must recharge ability in one of your own cities.



Assault Armarda
Unit Class: Naval
Str: 50
Ranged Str 30
Range: 3
Moves: 4
Cost: 500
May not melee attack. +25% to land bombardment. Indirect Fire.

Coastguard
Unit Class: Naval
Str: 60
Ranged Str 22
Range: 3
Moves: 3
Cost: 500
May not melee attack. +25% vs Barbarian ships. +50% strength on coast. Indirect Fire. Can see hidden naval units. Interception (40).

Wave Riders
Unit Class: Naval
Str: 45
Ranged Str 20
Range: 2
Moves: 8
Cost: 400
May not melee attack. Indirect Fire. Ignores zone of control. Can cross reef feature (uses all remaining moves).

Pioneer Fleet
Unit Class: Naval
Str: 30
Ranged Str 16
Range: 2
Moves: 7
Cost: 380
May not melee attack. +3 Extra Sight. -100% damage from nautical features (storms etc). Can found cities. Can 'sacrifice' up to 3 settlers to increase the base population of the founded city by 1.

Renegade Fleet
Unit Class: Naval
Str: 45
Ranged Str 18
Range: 2
Moves: 6
Cost: 400
+1 Extra Sight. Can move after attacking. Hidden nationality. Can capture defeated ships.

Naval Opportunits
Unit Class: Naval
Str: 40
Ranged Str 18
Range: 2
Moves: 5
Cost: 380
May not melee attack. +1 Extra Sight. Ability to generate gold based on distance to nearest city, used next to friendly cities and must recharge ability in one of your own cities.




http://www.naeralith.com/images/magicalunits.jpg


Emergent Sorcerer
Unit Class: Arcane
Str: 4
Ranged Str 4
Range: 1
Moves: 2
Cost: 90
May not melee attack. Can cast spells and performs weak Ranged Attacks.



Sorcerer Apprentice
Unit Class: Arcane
Str: 8
Ranged Str 8
Range: 1
Moves: 2
Cost: 130
May not melee attack. Can cast spells and performs Ranged Attacks.



Enchanter
Unit Class: Arcane
Str: 12
Ranged Str -
Range: -
Moves: 2
Cost: 180
Resource Req: Starmetal
May not melee attack. gains 'Enchanter' promotion (cast spells and Provides Buffs to nearby units.) which can be carried over to other unit classes on upgrade

Sorcerer
Unit Class: Arcane
Str: 10
Ranged Str 12
Range: 2
Moves: 2
Cost: 180
Resource Req: Starmetal
May not melee attack. Can cast many spells and performs Ranged Attacks.

Battlemage
Unit Class: Arcane
Str: 10
Ranged Str 14
Range: 2
Moves: 2
Cost: 190
Resource Req: Starmetal
Gains 'Battlemage' promotion (Can cast spells and performs strong Ranged Attacks.) which can be carried over to other unit classes on upgrade



Sorcerer Lord
Unit Class: Arcane
Str: 18
Ranged Str 22
Range: 2
Moves: 2
Cost: 220
Resource Req: Starmetal
May not melee attack. Can cast powerful spells and performs Ranged Attacks.




http://www.naeralith.com/images/divineunits.jpg


Novice
Unit Class: Divine
Str: 5
Ranged Str -
Range: -
Moves: 2
Cost: 60
Medic 1, can cast some divine buffing spells



Priest
Unit Class: Divine
Str: 9
Ranged Str -
Range: -
Moves: 2
Cost: 110
Medic 1 and 2, can cast divine buffing spells



Inquisitor
Unit Class: Divine
Str: 14
Ranged Str -
Range: -
Moves: 2
Cost: 160
Resource Req: Incense
Gains 'Inquisitor' promotion (Medic 1 and 2, Can influence rival cities, can quell annexed cities.) which can be carried over to other unit classes on upgrade

High Priest
Unit Class: Divine
Str: 12
Ranged Str -
Range: -
Moves: 2
Cost: 150
Resource Req: Incense
Medic 1 and 2, can cast divine buffing spells

Healer
Unit Class: Divine
Str: 12
Ranged Str -
Range: -
Moves: 2
Cost: 150
Resource Req: Incense
Gains 'Healer' promotion (Medic 1, 2 and 3. can cast divine Healing spells.) which can be carried over to other unit classes on upgrade



Pontifex
Unit Class: Divine Str: 20
Ranged Str -
Range: -
Moves: 2
Cost: 210
Resource Req: Incense
Medic 1 and 2, can cast powerful divine buffing spells

Alzara
Sep 28, 2010, 01:09 PM
Building Design

Here is the new design for the buildings in Naeralith Reborn.
Many of the buildings have been tweaked to allow for proper utilisation of resources.
As always community feedback is vital to the evolution of this mod, so please be critical of how we have designed these buildings.
Tech requirements are still pending the initial tech tree design, but will be added with time.
Many thanks to TheChanger who re-wrote our initial building design to include the resources!

Enjoy :)




Barracks
Building Type: Military
Cost: 80
Maintenance: 1
Tech Req: -
EXP Changes: +15XP to all land units

Monument
Building Type: Cultural
Cost: 60
Maintenance: 1
Tech Req: -
Yield changes: +2 Culture

Herbalist
Building Type: Yield
Cost: 80
Maintenance: 1
Tech Req: -
Yield changes: +1 food from each worked Alendus
Other Notes: Heals units adjacent to the city +1 HP per turn.

Granary
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Resource Req: Maelo, Slui, Sporral, Yumba
Yield changes: +2 food, +1 food for each worked Maelo, Slui, Sporral and Yumba

Smokehouse
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Resource Req: Brazain, Mulgorf, Shibbil, Wezsqui
Yield changes: +2 food, +1 food for each worked Brazain, Mulgorf, Shibbil and Wezsqui

Fishing Village
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Resource Req: Copuls, Eels, Fish, Lumanins
Nearby Terrain Req: Coastal City
Yield changes: +2 food, +1 food for each worked Copuls, Eels, Fish and Lumanins

Elder Council
Building Type: Research
Cost: 70
Maintenance: 1
Specialist Slots: +1 Sage
Yield changes: +2 Science

Watch Towers
Building Type: Defence
Cost: 100
Maintenance: 1
Defence Changes: +5 Defence

City Square
Building Type: Economic
Cost: 80
Maintenance: 0
Tech Req: -
Specialist Slots: +1 Merchant
Yield changes: +4 gold

Street Entertainers
Building Type: Happiness
Cost: 100
Maintenance: 1
Tech Req: -
Specialist Slots: +1 Bard
Happiness: +2 Happiness



Training Yard
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
EXP Changes: +15XP to all Melee units

Hippodrome
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
Nearby Resource Req: Ni'Vae/Striders
EXP Changes: +15XP to all Heavy Cavalry and Light Cavalry units

Archery Range
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
EXP Changes: +15XP to all Archer units

Hunting Lodge
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
Yield changes: +1 food for each worked Avuulin. +1 Gold for each worked Kratan.
EXP Changes: +15XP to all Recon units

Forge
Building Type: Military
Cost: 120
Maintenance: 2
Tech Req: -
Nearby Resource Req: Iron
Production Changes: +20% production of land Units

Temple
Building Type: Cultural
Cost: 120
Maintenance: 2
Building Req: Monument
Specialist Slots: +1 Priest
Yield changes: +3 Culture

Carnival
Building Type: Cultural
Cost: 140
Maintenance: 3
Tech Req: -
Building Req: Street Entertainers
Happiness: +2 Happiness
Yield changes: +3 Culture

Grocers
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Resource Req: Japula, Kalkus Fruit, Malumi, Tropical Fruits
Yield changes: +2 food, +1 food for each worked Japula, Kalkus Fruit, Malumi, Tropical Fruits

Lighthouse
Building Type: Yield
Cost: 80
Maintenance: 1
Tech Req: -
Nearby Terrain Req: Coastal City
Yield changes: +1 Food from Water tiles

Garden
Building Type: Yield
Cost: 120
Maintenance: 2
Tech Req: -
Nearby Terrain Req: River/Lake
Specialist Slots: +1 Bard
Yield changes: +25% GPP. +1 science and Culture from worked Fraeyalillies

Water Mill
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Terrain Req: Next to a River
Specialist Slots: +2 Engineer
Yield changes: +2 Production

Library
Building Type: Research
Cost: 80
Maintenance: 1
Tech Req: -
Specialist Slots: +2 Sage
Yield changes: +1 Science for every 2 citizens in the city

Walls
Building Type: Defence
Cost: 100
Maintenance: 1
Tech Req: -
Defence Changes: +5 Defence

Guard Towers
Building Type: Defence
Cost: 120
Maintenance: 1
Tech Req: -
Building Req: Watch Towers
Defence Changes: +5 Defence. Adjacent enemies take 1 damage.

Tailor
Building Type: Economic
Cost: 130
Maintenance: 0
Tech Req: -
Building Req: City Square
Nearby Resource Req: Silk, Fine Feathers, Dyes, Kacilla, Kratan, Gems
Yield changes: +2 gold and culture from worked Silk, Fine Feathers, Dyes, Kacilla, Kratan, Gems

Market
Building Type: Economic
Cost: 150
Maintenance: 0
Tech Req: -
Building Req: City Square
Specialist Slots: +2 Merchant
Yield changes: +25% gold, +1 gold from worked Spices, Sugarcups, Rizii, Mutibi Flies, Mayasa, Lavulo

Brewery
Building Type: Happiness
Cost: 150
Maintenance: 2
Tech Req: -
Building Req: Granery
Nearby Resource Req: Maelo, Slui, Sporral, Yumba
Happiness: +1 Happiness for each worked Maelo, Slui, Sporral, Yumba

Circus
Building Type: Happiness
Cost: 130
Maintenance: 2
Tech Req: -
Building Req: Carnival
Nearby Resource Req: Ni'Vae/Striders
Happiness: +3 Happiness

Courhouse
Building Type: Happiness
Cost: 200
Maintenance: 5
Tech Req: -
Happiness: Eliminates Unhappiness from an occupied City



Siege Workshop
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks and Forge
EXP Changes: +15XP to all Siege units

Parochial School
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks and Temple
EXP Changes: +15XP to all Divine units

Arcanum Schola
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks and Library
Nearby Resource Req: Starmetal
EXP Changes: +15XP to all Arcane Units

Arena
Building Type: Military
Cost: 150
Maintenance: 2
Tech Req: -
Building Req: Barracks
Happiness: +1 Happiness
EXP Changes: +15XP to all land units

Armory
Building Type: Military
Cost: 130
Maintenance: 3
Tech Req: -
Building Req: Barracks and Forge
Production Changes: +20% production of land Units

Bath House
Building Type: Cultural
Cost: 150
Maintenance: 2
Tech Req: -
Nearby Terrain Req: River/Lake
Specialist Slots: +1 Bard
Happiness: +1 Happiness
Yield changes: +2 Culture, +10% GPP.

Monestary
Building Type: Cultural
Cost: 120
Maintenance: 2
Tech Req: -
Building Req: Temple
Specialist Slots: +1 Priest
Yield changes: +2 Culture. +2 culture from each nearby Incense and Maussberries.

Harbour
Building Type: Yield
Cost: 80
Maintenance: 3
Tech Req: -
Building Req: Lighthouse
Nearby Terrain Req: Coastal City
Yield changes: +1 Gold for each worked Wifyli, Magladors, Lilmwae Crystal, Copuls, Eels, Fish and Lumanins
EXP Changes: +15XP to all Naval Units
Other Notes: Forms Naval trade route with capital

Levee
Building Type: Yield
Cost: 120
Maintenance: 3
Tech Req: -
Yield changes: +1 production from river tiles

Workshop
Building Type: Yield
Cost: 100
Maintenance: 2
Tech Req: -
Specialist Slots: +1 Engineer
Production Changes: +20% production of buildings

Sorcerers Convent
Building Type: Research
Cost: 120
Maintenance: 2
Tech Req: -
Building Req: Library
Specialist Slots: +2 Sorcerer
Yield changes: +3 Pigments

Archives
Building Type: Research
Cost: 120
Maintenance: 2
Tech Req: -
Building Req: Library
Specialist Slots: +1 Sage
Yield changes: +20% Science

High Walls
Building Type: Defence
Cost: 180
Maintenance: 1
Tech Req: -
Building Req: Walls
Defence Changes: +7 Defence

Siege Towers
Building Type: Defence
Cost: 200
Maintenance: 1
Tech Req: -
Building Req: Guard Towers
Defence Changes: +5 Defence, Adjacent enemies take 1 damage (cumulative with Guard Tower).

Inn
Building Type: Economic
Cost: 120
Maintenance: 0
Tech Req: -
Building Req: City Square
Specialist Slots: +1 Merchant
Yield changes: +100% Gold from trade routes through this city. +2 Gold.

Mint
Building Type: Economic
Cost: 120
Maintenance: 0
Tech Req: -
Nearby Resource Req: Gold or Silver
Yield changes: +3 Gold from each worked source of Gold and Silver

Dungeon
Building Type: Economic
Cost: 150
Maintenance: 0
Tech Req: -
Building Req: Guard Towers
Yield changes: -15% maintenance costs

Theatre
Building Type: Happiness
Cost: 300
Maintenance: 5
Tech Req: -
Building Req: Street Entertainers
Happiness: +3 Happiness, +1 happiness for each worked Dye and Fine Feathers

Brothel
Building Type: Happiness
Cost: 250
Maintenance: 2
Tech Req: -
Happiness: +3 Happiness, +1 happiness for each worked Kenji and Silk
Production Changes: -10% production



Shipwright
Building Type: Military
Cost: 150
Maintenance: 2
Tech Req: -
Building Req: Harbour
Nearby Terrain Req: Coastal City
Production Changes: +25% production of Naval Units
EXP Changes: +25XP to all Naval Units

Military Base
Building Type: Military
Cost: 350
Maintenance: 2
Tech Req: -
Building Req: Armory and Arena
EXP Changes: +15XP to all land units

Ironmonger
Building Type: Military
Cost: 150
Maintenance: 2
Tech Req: -
Building Req: Forge
Nearby Resource Req: Iron
Yield changes: +1 Gold for worked iron
Production Changes: +15% production of land Units

Cathedral
Building Type: Cultural
Cost: 150
Maintenance: 3
Tech Req: -
Building Req: Monestary
Specialist Slots: +2 Priest
Yield changes: +5 Culture. +3 Culture for each worked Marble and Obsidian

Inventor's Workshop
Building Type: Cultural
Cost: 220
Maintenance: 3
Tech Req: -
Building Req: Workshop
Specialist Slots: +1 Bard, +1 Engineer
Yield changes: +25% culture
Other Notes: -25% upgrade cost for units nearby

Windmill
Building Type: Yield
Cost: 100
Maintenance: 2
Tech Req: -
Nearby Terrain Req: City on a Hill
Specialist Slots: +1 Engineer
Production Changes: +15% Production

Aqueduct
Building Type: Yield
Cost: 400
Maintenance: 3
Tech Req: -
Yield changes: +1 food to worked farms
Other Notes: -25% Food needed for City Growth

Shafts
Building Type: Yield
Cost: 300
Maintenance: 2
Tech Req: -
Nearby Terrain Req: Next to a mountain
Yield changes: Mountains provide +2 production and +1 pigments, city can work mountains.

Public School
Building Type: Research
Cost: 350
Maintenance: 3
Tech Req: -
Building Req: Library
Specialist Slots: +1 Sage
Yield changes: +50% Science

Alchemists Lab
Building Type: Research
Cost: 350
Maintenance: 3
Tech Req: -
Building Req: Sorcerers Convent
Specialist Slots: +1 Sorcerer, +1 Sage
Yield changes: +2 Pigment from Sulphur, Gold, Copper, Lilmwae Crystal, Obsidian

Arcane Academy
Building Type: Research
Cost: 350
Maintenance: 3
Tech Req: -
Building Req: Sorcerers Convent
Nearby Resource Req: Starmetal
Specialist Slots: +2 Sorcerer
Yield changes: +25% pigments, +1 Pigment from all resources.

Castle
Building Type: Defence
Cost: 400
Maintenance: 4
Tech Req: -
Building Req: High Walls
Defence Changes: +13 Defence

Drug Den
Building Type: Economic
Cost: 300
Maintenance: 0
Tech Req: -
Building Req: Inn
Nearby Resource Req: Fraeyalillies, Kenji, Rizii, Shashana
Happiness: +1 Happiness from worked Fraeyalillies, Kenji, Rizii and Shashana
Yield changes: +2 gold from worked Fraeyalillies, Kenji, Rizii and Shashana

Tavern
Building Type: Economic
Cost: 220
Maintenance: 0
Tech Req: -
Building Req: Inn
Specialist Slots: +1 Merchant
Yield changes: +1 gold from specialists

Bank
Building Type: Economic
Cost: 220
Maintenance: 0
Tech Req: -
Building Req: Market
Specialist Slots: +1 Merchant
Yield changes: +25% gold

Enchanter's Emporium
Building Type: Happiness
Cost: 180
Maintenance: 4
Building Req: Arcane Academy
Nearby Resource Req: Starmetal
Specialist Slots: +1 Sorcerer
Happiness: +3 Happiness

Race Track
Building Type: Happiness
Cost: 150
Maintenance: 3
Tech Req: -
Building Req: Circus
Nearby Resource Req: Ni'Vae/Striders
Happiness: +4 Happiness
Yield changes: +2 Culture from Ni'Vae and Strider resources nearby



Military Academy
Building Type: Military
Cost: 450
Maintenance: 3
Tech Req: -
Building Req: Military Base
EXP Changes: +15XP to all land units

Foundery
Building Type: Military
Cost: 230
Maintenance: 3
Tech Req: -
Building Req: Ironmonger
Nearby Resource Req: Iron
Production Changes: +20% production of land Units

Art College
Building Type: Cultural
Cost: 350
Maintenance: 3
Tech Req: -
Building Req: Monument
Specialist Slots: +1 Bard
Yield changes: +6 Culture

Creative Institute
Building Type: Cultural
Cost: 600
Maintenance: 3
Tech Req: -
Building Req: Art College
Specialist Slots: +2 Bard
Yield changes: +100% Culture

Seaport
Building Type: Yield
Cost: 140
Maintenance: 2
Tech Req: -
Building Req: Harbour
Nearby Resource Req: Sea Bonus Resource
Nearby Terrain Req: Coastal City
Yield changes: +2 Production for each worked Wifyli, Magladors, Lilmwae Crystal, Copuls, Eels, Fish and Lumanins
Production Changes: +25% production of Naval Units

Healers
Building Type: Yield
Cost: 500
Maintenance: 1
Tech Req: -
Building Req: Herbalist
Specialist Slots: +1 Priest
Happiness: +1 Happiness from worked Alendus
Other Notes: -50% Food needed for City Growth

Industrial Complex
Building Type: Yield
Cost: 500
Maintenance: 3
Tech Req: -
Building Req: Foundery and Shafts
Nearby Resource Req: consumes 1 iron
Nearby Terrain Req: Next to a mountain
Specialist Slots: +2 Engineer
Production Changes: +33% production

University
Building Type: Research
Cost: 200
Maintenance: 2
Tech Req: -
Building Req: Public School
Specialist Slots: +1 Sage
Yield changes: +50% Science, +2 Science from worked Jungle tiles.

Astral Chamber
Building Type: Research
Cost: 600
Maintenance: 2
Tech Req: -
Building Req: University
Nearby Resource Req: Consumes 1 starmetal
Specialist Slots: +1 Sage, +1 Sorcerer
Yield changes: +75% Science, +25% pigments

Observatory
Building Type: Research
Cost: 180
Maintenance: 2
Tech Req: -
Nearby Terrain Req: Next to a mountain
Yield changes: +50% Science

Fortress
Building Type: Defence
Cost: 450
Maintenance: 5
Tech Req: -
Building Req: Castle
Specialist Slots: +1 Engineer
Defence Changes: +20 Defence

Trade District
Building Type: Economic
Cost: 650
Maintenance: 0
Tech Req: -
Building Req: Bank
Specialist Slots: +1 Merchant
Happiness: -
Yield changes: +33% gold, +100% gold from foreign trade.

Stadium
Building Type: Happiness
Cost: 450
Maintenance: 5
Tech Req: -
Building Req: Theatre and Arena
Happiness: +4 Happiness





The Mausoleum of Aurelle
Cost: 110
Tech Req: Folklore
Building Req: Monument in all cities
GPP: Great Bard 1
Effects: +8 Culture

Makhala's Circle
Cost: 150
Tech Req: Faith
GPP: Great Sage 1
Effects: +1 Culture, 1 Free social policy

Ralius's School of Herbalism
Cost: 120
Tech Req: Agriculture
GPP: Great Sage 1
Effects: +1 Culture, +33% growth in city, +1 Population in all cities

The Glistening Caverns
Cost: 200
Tech Req: Mining
Nearby Resource Req: Gems
GPP: Great Merchant 1
Effects: +1 Culture, +5 Gold, +1 gold from all worked gems in all cities

Jafaal's Visage
Cost: 175
Tech Req: Masonry
GPP: Great Engineer 1
Effects: +1 Culture, Worker construction speed increased by 50%

The Twin Oracles
Cost: 120
Tech Req: Masonry
GPP: Great Sage 1
Effects: +1 Culture, 1 Free technology



The Alluwan Pyramids
Cost: 300
Tech Req: Calender
GPP: Great Bard 1
Effects: +1 Culture, +33% generation of great people in all cities

Form of the Empress
Cost: 450
Tech Req: Metal Casting
GPP: Great Noble 1
Effects: +1 Culture, Length of golden ages increased by 50%

Tomb of Almah
Cost: 350
Tech Req: Construction
GPP: Great Engineer 1
Effects: +1 Culture, +5 Defense, Randomly spawns Tomb Guardians (TBA)

Saliah's Cove
Cost: 300
Tech Req: Sailing
Nearby Terrain Req: Coastal City
GPP: Great Merchant 1
Effects: +1 Culture, +1 gold from water tiles worked by this city

The Sanctuary
Cost: 300
Tech Req: Priesthood
GPP: Great Priest 1
Effects: +1 Culture, Culture cost of aquiring new tiles reduced by 75% in all cities

Dabaelia's Garden
Cost: 600
Tech Req: Philosophy
Building Req: Garden in all cities
GPP: Great Bard 2
Effects: +1 Culture, +33% culture in all cities

Carnival of Wonder
Cost: 500
Tech Req: Festivals
GPP: Great Bard 2
Effects: +1 Culture, +7 Happiness

The Archives of Time
Cost: 400
Tech Req: Literature
GPP: Great Sage 2
Effects: +1 Culture, 1 Free Technology

The Mahaza Spire
Cost: 550
Tech Req: Patterns
GPP: Great Sorcerer 2
Effects: +1 Culture, A great sorcerer appears outside the city

Faces of the Gods
Cost: 600
Tech Req: Sculpture
GPP: Great Priest 2
Effects: +4 Culture, +25% combat strength for units fighting in friendly territory



Temple of the One
Cost: 650
Tech Req: Theology
GPP: Great Priest 1
Effects: +3 Culture, All divine units receive +1 movement and +1 sight

The Crystal Chamber
Cost: 600
Tech Req: Manaphysics
GPP: Great Sorcerer 2
Effects: +1 Culture, +50% production of magical rituals and artefacts

Den of Pleasure
Cost: 600
Tech Req: Commerce
Building Req: Brothel in all cities
GPP: Great Merchant 1
Effects: +1 Culture, +4 happiness, +20% gold from trade routes

Palace of Eternity
Cost: 600
Tech Req: Engineering
GPP: Great Engineer 2
Effects: +1 Culture, The empire enters a 15 turn golden age (scalable)

The Senate
Cost: 800
Tech Req: Renaissance
GPP: Great Noble 2
Effects: +1 Culture, Cost culture of adopting new policies reduced by 33%

Royal Opera House
Cost: 750
Tech Req: Entertainment
GPP: Great Bard 2
Effects: +4 Culture, +1 culture from bard specialists in every city

Warlord Stables
Cost: 650
Tech Req: Mounted Warfare
GPP: Great Noble 1
Effects: +1 Culture, All mounted units receive +2 strength and +1 movement

Palace of Illusions
Cost: 700
Tech Req: Aesthetics
GPP: Great Noble 2
Effects: +1 Culture, 2 great bards appear near the capital

Yensi's Pool
Cost: 650
Tech Req: Decadence
GPP: Great Bard 1
Effects: +1 Culture, +3 happiness, +25% growth in all cities

The Lost Catacombs
Cost: 650
Tech Req: Archeology
GPP: Great Sage 1
Effects: +4 Culture, Defensive buildings in all cities are 50% more effective

Assellio's Workshop
Cost: 850
Tech Req: Machinery
Building Req: Workshop in all cities
GPP: Great Engineer 2
Effects: +1 Culture, 2 free technologies

Cradle of Bliss
Cost: 850
Tech Req: Religious Law
Building Req: Temple in all cities
GPP: Great Priest 2
Effects: +4 Culture, +1 science from priest specialists in every city

Bastion of Light
Cost: 800
Tech Req: Religious Law
GPP: Great Priest 2
Effects: +4 Culture, All divine units receive +4 strength when fighting daemons or undead

The Sphere
Cost: 750
Tech Req: Arcane Warfare
GPP: Great Sorcerer 1
Effects: +1 Culture, Enemy land units must spend 1 additional movement point when inside your territory





Specialist Design


Engineer
Yield: +2 production
Special Ability: Hurry production
Improvement: Manufactory
Improvement Effect: +4 production

Sage
Yield: +2 science
Special Ability: Research free technology
Improvement: Academy
Improvement Effect: +8 science

Merchant
Yield: +3 gold
Special Ability: Trade mission
Improvement: Customs House
Improvement Effect: +7 gold

Bard
Yield: +3 culture
Special Ability: Culture bomb
Improvement: Landmark
Improvement Effect: +4 culture, +2 gold

Sorcerer
Yield: +2 pigments
Special Ability: Boosts the effect of nearby sorcerer spells
Improvement: Prismatic Node
Improvement Effect: +3 pigments, +1 pigments on all adjacent tiles

Priest
Yield: +1 production, +1 culture, +1 gold
Special Ability: +20% longer golden age yield when sacrifised
Improvement: Shrine
Improvement Effect: +2 gold, Nearest city's trade routes generate +0.5 culture for every gold

Noble
Yield: +2 culture, +2 gold
Special Ability: Quell annexed unhappiness
Improvement: Villa
Improvement Effect: +2 gold, +2 culture, +1 happiness from each adjacent luxury resource

Slave
Yield: +3 production, -1 food
Special Ability: N/A (slaves generate no GPP)
Improvement: N/A (slaves generate no GPP)
Improvement Effect: N/A (slaves generate no GPP)

General
Yield: N/A (no normal specialists)
Special Ability: Boosts military unit effectiveness
Improvement: Citadel
Improvement Effect: +2 production, +2 gold, +100% tile defense, 3 damage to adjacent enemy units

Alzara
Sep 28, 2010, 01:10 PM
Terrain, Resources and Improvements Design

Here is the initial terrain, resource and improvements design for Naeralith Reborn.

The concept of pigments will be expanded on soon as will the details of improvements and unique features :)

Originally we thought of quantifying luxuries like strategic resources but decided against it.
Now, various buildings (as detailed in the building design) will take advantage of resources found nearby or worked by a city.

I have briefly outlined the nature of each resource described below so that people know what they are actually supposed to be ;)

I am aware that there are a fair number of luxuries and some may have to be culled.
I welcome community feedback on this and on the yields of all the resources shown (both luxury or otherwise) :)

Further details on terrain and improvements will follow in time.




Grassland
Type: Base
Yield: 2 Food, 1 Pigments

Plains
Type: Base
Yield: 1 Food, 1 Production, 1 Pigments

Desert
Type: Base
Yield: 1 Pigments

Tundra
Type: Base
Yield: 1 Food, 1 Pigments

Snow
Type: Base
Yield: None

Hills
Type: Altitude
Yield: 2 Production

Mountain
Type: Altitude
Yield: None

Volcano
Type: Altitude
Yield: None

Coast
Type: Nautical
Yield: 2 Food, 1 Gold

Ocean
Type: Nautical
Yield: 1 Food, 1 Gold

Ice
Type: Nautical
Yield: None



Forest
Terrain Required: Grassland or Plains
Yield: 1 Production, 1 Pigments

Jungle
Terrain Required: Plains
Yield: 1 Food, 1 Pigments

Faewoods
Terrain Required: Forest
Yield: 1 Food, 1 Production, 2 Pigments

Marsh
Terrain Required: Grassland or River
Yield: -1 Food, 1 Production, 1 Pigments

Floodplains
Terrain Required: Desert and River
Yield: 3 Food

Oasis
Terrain Required: Desert
Yield: 3 Food, 1 Gold, 1 Pigments

River
Terrain Required: Any
Yield: 1 Gold, 1 Pigments



Reefs
Yield: 2 Production, 1 Pigments

Storms (Temporary)
Yield: -2 Food, -2 Production, -2 Gold

Fog (Temporary)
Yield: -2 Gold

Calms (Temporary)
Yield: -2 Production

Rips (Temporary)
Yield: -2 Food



Coming Soon :)






Maelo
Bonus: +2 Food, +1 Pigments
Terrain: Flat Plains
Improvement Required: Farm
Description: A xerophytic, grain-producing plant with large, leaf-wrapped pods and thick, sturdy stems.

Slui
Bonus: +2 Food, +1 Pigments
Terrain: Flat Marsh or Flood Plains adjacent to rivers
Improvement Required: Farm
Description: A water-based plant from the cuppa family that produces balls of red, orange or beige grain.

Sporral
Bonus: +2 Food, +1 Pigments
Terrain: Flat Grasslands
Improvement Required: Farm
Description: A hardy, grass-like plant with fine, grained heads and thin, whispy stems.

Yumba
Bonus: +2 Food, +1 Pigments
Terrain: Desert
Improvement Required: Farm
Description: A leafy plant that forms rich orange or purple tubers.



Brazain
Bonus: +2 Food, +1 Pigments
Terrain: Tundra, Plains or Desert
Improvement Required: Pasture
Description: Highly docile, large animals, covered in feathers with a variety of horn sizes, known for their climatic tolerence.

Mulgorf
Bonus: +2 Food, +1 Pigments
Terrain: Plains or Desert
Improvement Required: Pasture
Description: Sizable, lightly-feathered herd animals with tusks and wide feet found in the more arid regions of Naeralith.

Shibbil
Bonus: +2 Food, +1 Pigments
Terrain: Hilly Grasslands or Tundra
Improvement Required: Pasture
Description: Small, docile animals with feathered necks, large ears and wide tails.

Wezsqui
Bonus: +2 Food, +1 Pigments
Terrain: Grassland or Plains
Improvement Required: Pasture
Description: Stocky, tempremental animals with large fat stores, sizable horns and dull, scruffy feathers.



Copuls
Bonus: +1 Food, +1 Production, +1 Pigments
Terrain: Coast
Improvement Required: Fishing Boats
Description: Enormous, fast-growing, shelled creatures that are rooted to the sea bed and are held together by tender, succulent muscles.

Eels
Bonus: +1 Food, +2 Pigments
Terrain: Coast
Improvement Required: Fishing Boats
Description: Commonly occuring, brightly coloured eels, found throughout the waters of Naeralith.

Fish
Bonus: +2 Food, +1 Pigments
Terrain: Coast
Improvement Required: Fishing Boats
Description: Umm... fish :p

Lumanins
Bonus: +3 Pigments
Terrain: Coast
Improvement Required: Fishing Boats
Description: Flourescent, translucent organisms that move with the sea currents and feed of microscopic organisms attracted to their natural glow.



Avuulin (Wild)
Bonus: +2 Food, +1 Pigments
Terrain: Forest
Improvement Required: Camp
Description: Wild, feathered quadrapeds with fine beaks, known for their tender, lean meat.

Japula (Fruit)
Bonus: +2 Food, +1 Pigments
Terrain: Forest
Improvement Required: Plantation
Description: Large, sour orange fruits, filled with pips and saturated with juice. They grow on large, sturdy trees.

Kalkus Fruit (Fruit)
Bonus: +2 Food, +1 Pigments
Terrain: Desert
Improvement Required: Plantation
Description: Succulent red or orange fruits derived from a cactus-like plant known as Kalkus.

Malumi (Fungus)
Bonus: +3 Pigments
Terrain: Hilly Grassland or Plains
Improvement Required: Mine
Description: A flourescent, primarily subterranean fungus that sprouts large heads that release sparkling spores into the air.

Tropical Fruits (Fruit)
Bonus: +2 Food, +1 Pigments
Terrain: Jungle
Improvement Required: Plantation
Description: Naeralith's finest, juiciest tropical fruits, including traditional Scarthian delights such as Asiju, Jupama and Naabi.




Iron
Bonus: +3 Production
Terrain: Any featurless terrain
Improvement Required: Mine
Description: Iron

Ni'vae
Bonus: +2 Production, +1 Pigments
Terrain: Grassland or Plains
Improvement Required: Pasture
Description: Horse-like animals with feathered manes and tufts of hair around their hooves.

Primordial Eggs
Bonus: +1 Production, +1 Gold, +1 Pigments
Terrain: Forest or Jungle
Improvement Required: Camp
Description: Eggs belonging to the more ancient and primordial creatures of Naeralith such as various Naglumi.

Starmetal
Bonus: +8 Pigments
Terrain: Any featureless terrain
Improvement Required: Mine
Description: A rare, colour-enriched crystal with metallic properties originating from fallen pieces of Naeralith's double rings.

Striders
Bonus: +1 Food, +1 Production, +1 Pigments
Terrain: Jungle, Marsh or Desert
Improvement Required: Camp
Description: Tall, flamingo-like animals with webbed feet and skinny legs, varieties of which can be found in both boggy and desert-like terrain.

Sulphur
Bonus: +1 Production, +1 Gold, +1 Pigments
Terrain: Plains or Desert or any land adjacent to volcanoes
Improvement Required: Mine
Description: Sulphur

Tuvaur
Bonus: +2 Production, +1 Pigments
Terrain: Grassland and Jungle
Improvement Required: Camp
Description: Large, tusked animals with spiked tails and hardened shells.

Wyawk Young
Bonus: +1 Production, +1 Gold, +1 Pigments
Terrain: Any Hills
Improvement Required: Pasture
Description: Huge, winged animals with impressive plumage and massive wing-spans. Very dangerous but highly loyal to trainers.



Alendus
Bonus: +1 Food, +1 Gold, +1 Pigments
Terrain: Grassland or Forest
Improvement Required: Plantation
Description: A leafy herb with therapeutic properties. Often brewed to make drinks and used in medicine.

Dyes
Bonus: +1 Gold, +2 Pigments
Terrain: Forest or Jungle
Improvement Required: Plantation
Description: Dyes

Fine Feathers
Bonus: +1 Gold, +2 Pigments
Terrain: Grassland, Forest or Jungle
Improvement Required: Camp
Description: A source of creatures possessing some of the more luxurious, fine feathers used in Southern Asatanian fashion.

Fraeyalillies
Bonus: +2 Gold, +1 Pigments
Terrain: Grassland or Plains or Forest
Improvement Required: Plantation
Description: An incredibly rare and powerful hallucinogen with powerful medicinal properties and highly addictive qualities. Known for it's characteristic pink-purple flowers and sweet smell.

Gems
Bonus: +2 Gold, +1 Pigments
Terrain: Any Hills
Improvement Required: Mine
Description: Gems

Gold
Bonus: +2 Gold, +1 Pigments
Terrain: Any Hills
Improvement Required: Mine
Description: Gold

Incense
Bonus: +2 Gold, +1 Pigments
Terrain: Flat Desert or Plains
Improvement Required: Plantation
Description: Incense

Kacilla
Bonus: +1 Production, +1 Gold, +1 Pigments
Terrain: Flat Grassland or Plains
Improvement Required: Plantation
Description: A hardy plant that produces fluffy buds (similar to cotton) and has strong stems useful in the production of rope and textiles.

Kenji
Bonus: +2 Gold, +1 Pigments
Terrain: Forest, Jungle or Marsh
Improvement Required: Plantation
Description: A large-leafed narcotic with bright orange and yellow flowers known for it's sensual, euphoric properties and pungent smell when smoked.

Kratan
Bonus: +1 Food, +1 Gold, +1 Pigments
Terrain: Tundra or Ice
Improvement Required: Camp
Description: A marvel to Naeralith's inhabitants, this white-furred animal is the only creature on the planet to have evolved bodily hair.

Lavulo
Bonus: +1 Food, +1 Gold, +1 Pigments
Terrain: Forest
Improvement Required: Plantation
Description: Small, olive sized fruits, possessing a particularly bitter taste, regarded by many as a delicacy.

Lilmwae Crystal
Bonus: +1 Gold, +2 Pigments
Terrain: Coast
Improvement Required: Fishing Boats
Description: Coral-like organisms that form elaborate, organic crystal structures and feed in a similar way to sea anemones.

Marble
Bonus: +1 Production, +1 Gold, +1 Pigments
Terrain: Any Hills
Improvement Required: Mine
Description: Marble

Magladors
Bonus: +1 Production, +1 Gold, +1 Pigments
Terrain: Coast
Improvement Required: Fishing Boats
Description: Large marine animals prized for their long, singular horns and blubber.

Maussberries
Bonus: +1 Food, +1 Gold, +1 Pigments
Terrain: Flat Grassland or Plains
Improvement Required: Plantation
Description: Plum-sized, juicy fruits used in the production of Naeralithian wine. Comes in various reds, blues and purples.

Mayasa
Bonus: +1 Food, +1 Gold, +1 Pigments
Terrain: Jungle or Marsh
Improvement Required: Plantation
Description: Mayasa seeds are used in the production of Sulu; a thick, sour-tasting purple paste with an almost roasted quality.

Mutibi Flies
Bonus: +1 Food, +1 Gold, +1 Pigments
Terrain: Desert
Improvement Required: Camp
Description: Two-three inch long flies with fat, swollen abdomens filled with honey. These critters pack a nasty bite and live in colonies.

Obsidian
Bonus: +2 Production, +1 Gold
Terrain: Any Hills adjacent to volcanoes
Improvement Required: Mine
Description: Obsidian

Rizii
Bonus: +1 Food, +1 Gold, +1 Pigments
Terrain: Jungle
Improvement Required: Plantation
Description: A bamboo-like stimulant, often distilled into drinks or eaten raw.

Shashana
Bonus: +2 Gold, +1 Pigments
Terrain: Flat Plains or Flood Plains
Improvement Required: Farm
Description: A lush, leafy narcotic, providing mild stimulation when smoked.

Silk
Bonus: +2 Gold, +1 Pigments
Terrain: Forest or Jungle
Improvement Required: Plantation
Description: Silk

Silver
Bonus: +2 Gold, +1 Pigments
Terrain: Any Hills
Improvement Required: Mine
Description: Silver

Spices
Bonus: +2 Gold, +1 Pigments
Terrain: Jungle
Improvement Required: Jungle
Description: Spices

Sugarcups
Bonus: +1 Food, +1 Gold, +1 Pigments
Terrain: Flat Grasslands or Flood Plains adjacent to rivers
Improvement Required: Farm
Description: Tulip-like, water plants from the cuppa family that produce sticky, sugary mixtures to capture flies.

Wifyli
Bonus: +2 Gold, +1 Pigments
Terrain: Coast
Improvement Required: Fishing Boats
Description: Translucent white leaches that feed off the sea bed, forming pearls in their gut as sand is consumed.




Coming Soon :)

Alzara
Sep 28, 2010, 01:10 PM
Tech Tree Design



Resources Revealed: Maelo, Slui, Sporral, Yumba, Copuls, Eels, Fish, Lumanins, Brazain, Mulgorf, Shibbil, Wezsqui, Dyes, Mutibi Flies
Units Unlocked: Warrior, Emergent Sorcerer, Worker




Rebirth
Cost: Free on game start
Requires: None



Folklore
Cost: TBA
Requires: Rebirth
Buildings Unlocked: Monument
Wonders Unlocked: The Mausoleum of Aurelle

Gathering
Cost: TBA
Requires: Rebirth
Resources Revealed: Japula, Kalkus Fruit, Tropical Fruits, Kacilla, Lavulo, Maussberries
Improvements Unlocked: Trading Post

Exploration
Cost: TBA
Requires: Rebirth
Units Unlocked: Scout

Hunting
Cost: TBA
Requires: Rebirth
Resources Revealed: Avuulin, Stiders, Fine Feathers, Kratan
Improvements Unlocked: Jungle Camp

Woodcrafting
Cost: TBA
Requires: Rebirth
Effects: Can chop down forest



Writing
Cost: TBA
Requires: Folklore
Buildings Unlocked: Elder Council
Effects: Allows open borders treaties

Naturopathy
Cost: TBA
Requires: Gathering
Resources Revealed: Alendus, Kenji, Mayasa, Rizii, Shashana, Silk, Spices
Buildings Unlocked: Herbalist

Colonisation
Cost: TBA
Requires: Exploration
Units Unlocked: Settler
Buildings Unlocked: Street Entertainers

Trapping
Cost: TBA
Requires: Hunting
Resources Revealed: Ni'vae, Primordial Eggs, Tuvaur, Wyawk Young
Improvements Unlocked: Camp

Military Training
Cost: TBA
Requires: Hunting
Buildings Unlocked: Barracks

Stonecrafting
Cost: TBA
Requires: Woodcrafting
Resources Revealed: Marble, Obsidian
Buildings Unlocked: City Square

Fishing
Cost: TBA
Requires: Woodcrafting
Resources Revealed: Lilmwae Crystal, Wifyli
Units Unlocked: Work Boat
Buildings Unlocked: Fishing Village
Effects: Can create fishing boats



Faith
Cost: TBA
Requires: Writing
Resources Revealed: Incense
Units Unlocked: Novice
Wonders Unlocked: Makhala's Circle

Agriculture
Cost: TBA
Requires: Naturopathy, Colonisation
Resources Revealed: Fraeyalillies, Sugarcups
Improvements Unlocked: Farm
Buildings Unlocked: Granery
Wonders Unlocked: Ralius's School of Herbalism

Animal Husbandry
Cost: TBA
Requires: Colonisation, Trapping
Improvements Unlocked: Pasture
Buildings Unlocked: Smokehouse
Effects: Worker construction speed increased by 25%

Vigilance
Cost: TBA
Requires: Military Training, Woodcrafting
Buildings Unlocked: Watch Towers

Mining
Cost: TBA
Requires: Stonecrafting
Resources Revealed: Malumi, Gems, Gold, Silver
Improvements Unlocked: Mine
Wonders Unlocked: The Glistening Caverns

Masonry
Cost: TBA
Requires: Stonecrafting
Improvements Unlocked: Quarry
Wonders Unlocked: Jafaal's Visage, The Twin Oracles
Effects: Can clear a marsh





Calender
Cost: TBA
Requires: Writing, Agriculture
Improvements Unlocked: Plantation
Buildings Unlocked: Grocers
Wonders Unlocked: The Alluwan Pyramids

Infrastructure
Cost: TBA
Requires: Agriculture, Animal Husbandry
Buildings Unlocked: Watermill
Effects: Can construct a road

Tracking
Cost: TBA
Requires: Animal Husbandry
Units Unlocked: Tracker
Buildings Unlocked: Hunting Lodge

Warfare
Cost: TBA
Requires: Vigilance
Units Unlocked: Militia Spearman
Buildings Unlocked: Training Yard, Guard Towers

Metal Casting
Cost: TBA
Requires: Mining
Resources Revealed: Iron
Buildings Unlocked: Forge
Wonders Unlocked: Form of the Empress
Effects: Can remove a jungle

Construction
Cost: TBA
Requires: Masonry
Buildings Unlocked: Walls
Wonders Unlocked: Tomb of Almah
Effects: Allows bridges over rivers

Sailing
Cost: TBA
Requires: Fishing
Resources Revealed: Magladors
Units Unlocked: Warship, Explorer
Wonders Unlocked: Saliah's Cove



Priesthood
Cost: TBA
Requires: Faith, Calender
Units Unlocked: Priest
Buildings Unlocked: Temple
Wonders Unlocked: The Sanctuary

Philosophy
Cost: TBA
Requires: Calender
Buildings Unlocked: Garden
Wonders Unlocked: Dabaelia's Garden
Effects: Allows research agreements

Festivals
Cost: TBA
Requires: Calender, Infrastructure
Buildings Unlocked: Carnival, Brewery
Wonders Unlocked: Carnival of Wonder
Effects: Allows civilisation festival projects

Logistics
Cost: TBA
Requires: Infrastructure, Tracking
Units Unlocked: Skirmishers
Buildings Unlocked: Tailor
Effects: +5% production of land units in all cities

Charioteering
Cost: TBA
Requires: Tracking, Warfare
Units Unlocked: Charoit
Buildings Unlocked: Hippodrome, Circus

Archery
Cost: TBA
Requires: Warfare
Units Unlocked: Militia Archer
Buildings Unlocked: Archery Range
Effects: +1 Defense in all cities

Conquest
Cost: TBA
Requires: Warfare, Metal Casting
Units Unlocked: Militia Axeman, Militia Swordsman
Effects: Allows defensive pact treaties



Literature
Cost: TBA
Requires: Philosophy
Buildings Unlocked: Library, National Epic
Wonders Unlocked: The Archives of Time
Effects: Enables conversion of production to research

Patterns
Cost: TBA
Requires: Philosophy
Resources Revealed: Starmetal
Units Unlocked: Sorcerer Apprentice
Wonders Unlocked: The Mahaza Spire
Effects: Unlocks the Palette Tree (TBA)

Currency
Cost: TBA
Requires: Infrastructure
Buildings Unlocked: Market, Courthouse
Effects: Enables conversion of production to wealth, Enables foreign trade (TBA)

Siege
Cost: TBA
Requires: Conquest, Construction
Units Unlocked: Catapult
Effects: Can purchase the Seige Towers promotion for 50 gold in friendly territory for melee units. The promotion provides +15% city attack and -1 movement. It is lost after attacking a city.

Sculpture
Cost: TBA
Requires: Construction
Wonders Unlocked: Faces of the Gods
Effects: Allows civilisation architecture project

Optics
Cost: TBA
Requires: Sailing
Buildings Unlocked: Lighthouse
Effects: Allows land units to embark and cross water tiles. All units which enter friendly territory gain this ability.





Theology
Cost: TBA
Requires: Priesthood, Literature
Units Unlocked: High Priest
Buildings Unlocked: Parochial School
Wonders Unlocked: Temple of the One

Manaphysics
Cost: TBA
Requires: Literature, Patterns
Units Unlocked: Sorcerer
Buildings Unlocked: Sorcerer's Convent
Wonders Unlocked: The Crystal Chamber

Commerce
Cost: TBA
Requires: Festivals, Currency
Buildings Unlocked: Inn, Brothel
Wonders Unlocked: Den of Pleasure

City Planning
Cost: TBA
Requires: Currency, Logistics
Buildings Unlocked: Levee
Effects: Food from the Farm increased by 1 on tiles with access to Fresh Water

Riding
Cost: TBA
Requires: Logistics, Charioteering
Units Unlocked: Ni'vae Riders, Strider Scouts
Effects: Faster movement on Road

City Defense
Cost: TBA
Requires: Archery, Siege
Units Unlocked: Spearmen Warband, Archer Warband
Buildings Unlocked: Siege Towers

Engineering
Cost: TBA
Requires: Sculpture
Improvements Unlocked: Fort, Lumbermill
Buildings Unlocked: High Walls
Wonders Unlocked: Palace of Eternity



Renaissance
Cost: TBA
Requires: Theology, Manaphysics, Commerce
Wonders Unlocked: The Senate
Effects: First to discover enters a 15 turn golden age (scalable), +10% culture towards acquisition of social policies

Entertainment
Cost: TBA
Requires: Commerce
Units Unlocked: Enchanter
Buildings Unlocked: Theatre
Wonders Unlocked: Royal Opera House

Mounted Warfare
Cost: TBA
Requires: Riding, City Defense
Units Unlocked: Ni'vae Archers, Ni'vae Chargers
Wonders Unlocked: Warlord Stables

War Machines
Cost: TBA
Requires: City Defense, Engineering
Units Unlocked: Trebuche, Ballista
Buildings Unlocked: Siege Workshop

Aesthetics
Cost: TBA
Requires: Engineering
Buildings Unlocked: Mint
Wonders Unlocked: Palace of Illusions



Divine Service
Cost: TBA
Requires: Renaissance
Units Unlocked: Healer
Buildings Unlocked: Monestary

Decadence
Cost: TBA
Requires: Renaissance, Entertainment, City Planning
Units Unlocked: Assassin
Buildings Unlocked: Bath House
Wonders Unlocked: Yensi's Pool
Effects: +5 happiness

Archeology
Cost: TBA
Requires: City Planning, Riding
Resources Revealed: Lost Cities (TBA)
Units Unlocked: Ranger
Buildings Unlocked: Archives
Wonders Unlocked: The Lost Catacombs
Effects: All units may explore ruins

Tactics
Cost: TBA
Requires: Mounted Warfare, War Machines
Units Unlocked: Skirmish Archers, Skirmish Infantry, Strider Skirmishers
Effects: +5XP for all new and existing units

Machinery
Cost: TBA
Requires: War Machines, Aesthetics
Buildings Unlocked: Workshop
Wonders Unlocked: Assellio's Workshop

Seafaring
Cost: TBA
Requires: Engineering, Optics
Units Unlocked: Warship Fleet, Explorer Fleet
Buildings Unlocked: Harbour



Religious Law
Cost: TBA
Requires: Divine Service
Units Unlocked: Inquisitor
Wonders Unlocked: Cradle of Bliss, Bastion of Light

Arcane Warfare
Cost: TBA
Requires: Renaissance
Units Unlocked: Battlemage
Buildings Unlocked: Arcanum Schola
Wonders Unlocked: The Sphere

Enforcement
Cost: TBA
Requires: Tactics
Units Unlocked: Axeman Warband
Buildings Unlocked: Arena, Dungeon

Imperialism
Cost: TBA
Requires: Tactics, War Machines
Units Unlocked: Swordsman Warband
Buildings Unlocked: Armoury, Heroic Epic
Effects: Allows puppet cities





Cosmology
Cost: TBA
Requires: Religious Law, Arcane Warfare
Resources Revealed: Dimensional Rifts (TBA)
Wonders Unlocked: Circle of Souls
Effects: Can destroy Daemonic Gates (TBA)

Opportunism
Cost: TBA
Requires: Decedance
Buildings Unlocked: Drug Den, Tavern
Wonders Unlocked: Maze of Eternal Slums
Effects: +1 commerce from camp, +1 commerce from jungle camp

Education
Cost: TBA
Requires: Decadence, Archeology, Enforcement
Buildings Unlocked: Public School
Wonders Unlocked: Organ of Mahrh

Fanaticism
Cost: TBA
Requires: Enforcement, Imperialism
Units Unlocked: Beserkers, Strider Chargers
Buildings Unlocked: Military Base
Wonders Unlocked: The Pit

Ballistics
Cost: TBA
Requires: Imperialism, Machinery
Units Unlocked: Crossbowman, Bolt Thrower
Buildings Unlocked: Inventor's Workshop

Light Industry
Cost: TBA
Requires: Machinery
Buildings Unlocked: Windmill, Shafts
Wonders Unlocked: Shafts of Haliah
Effects: +1 producion from lumbermills, +1 production from mines

Navigation
Cost: TBA
Requires: Seafaring
Resources Revealed: Remote Islands (TBA)
Units Unlocked: Voyagers
Wonders Unlocked: Glistening Pinnacle
Effects: Faster embarked movement, Allows embarked units to cross oceans



Arcane Discipline
Cost: TBA
Requires: Cosmology
Buildings Unlocked: Arcane Academy, Enchanter's Emporium

Natural Studies
Cost: TBA
Requires: Education
Units Unlocked: Beastmaster
Buildings Unlocked: Aqueduct
Wonders Unlocked: Statue of Fertility
Effects: +1 food from plantations, +1 food from pastures

Subterfuge
Cost: TBA
Requires: Education
Units Unlocked: Master Assassin, Privateers
Wonders Unlocked: The Keeper's College

Gears of War
Cost: TBA
Requires: Fanaticism, Ballistics, Light Industry
Units Unlocked: Swordsman Regiment, Longbowman, Javalineer Warband
Buildings Unlocked: Ironmonger

Grand Defenses
Cost: TBA
Requires: Light Industry
Units Unlocked: Axeguard Defenders, Pikeman
Buildings Unlocked: Castle
Wonders Unlocked: The Imperial Palace

Advanced Shipbuilding
Cost: TBA
Requires: Light Industry, Navigation
Units Unlocked: Raider Fleet, Blockade Runners
Buildings Unlocked: Shipwright
Effects: +1 commerce from fishing boats



Divine Commune
Cost: TBA
Requires: Cosmology
Units Unlocked: Pontifex
Buildings Unlocked: Cathedral
Wonders Unlocked: The Great Obelisk

Dimensional Manaphysics
Cost: TBA
Requires: Arcane Discipline, Opportunism
Improvements Unlocked: Portal (TBA)
Units Unlocked: Sorcerer Lord
Wonders Unlocked: Astral Wave Translator
Effects: First to discover receives a Great Sorcerer

Economics
Cost: TBA
Requires: Opportunism, Natural Studies
Units Unlocked: Merchant Fleet
Buildings Unlocked: Bank
Wonders Unlocked: United Guild Vault
Effects: +1 commerce from trading post

Guerrilla Warfare
Cost: TBA
Requires: Subterfuge, Gears of War
Units Unlocked: Guerrilla Band, Sniper Squad, Strider Stalkers

Chivalry
Cost: TBA
Requires: Gears of War
Units Unlocked: Mounted Infantry, Ni'vae Cavalry, Ni'vae Lancer
Buildings Unlocked: Race Track

Gunpowder
Cost: TBA
Requires: Gears of War
Resources Revealed: Sulphur
Units Unlocked: Mortar, Cannon
Buildings Unlocked: Alchemist Lab
Effects: +1 production from quarries, Provides Gunpoweder promotion to all naval units (+3 ranged strength)

Naval Defenses
Cost: TBA
Requires: Grand Defenses, Advanced Shipbuilding
Units Unlocked: Defense Fleet
Wonders Unlocked: Overwatch Citadel
Effects: +2 defense in all coastal cities



Path of the Learned
Cost: TBA
Requires: Divine Commune, Dimensional Manaphysics, Economics, Subterfuge
Wonders Unlocked: Hall of Faces, Hathen's Telescope
Effects: First to discover receives a Great Sage

Path of the Warrior
Cost: TBA
Requires: Guerrilla Warfare, Chivalry, Gunpowder, Naval Defenses
Units Unlocked: Bladedancers
Wonders Unlocked: Doji Halls, Fortress of Faith
Effects: First to discover receives a Great General





Brave New World
Cost: TBA
Requires: Path of the Learned, Path of the Warrior
Units Unlocked: Pioneer Fleet
Wonders Unlocked: Colossus of Freedom
Effects: +1 population in all newly founded cities, +10 happiness



Defense of the Realm
Cost: TBA
Requires: Brave New World
Units Unlocked: Shieldwall, City Guard
Buildings Unlocked: Fortress

Academics
Cost: TBA
Requires: Brave New World
Buildings Unlocked: University, Observatory
Wonders Unlocked: The Pentridge Asylum

Foreign Interests
Cost: TBA
Requires: Brave New World
Units Unlocked: Coastguard
Buildings Unlocked: Seaport
Effects: Effects of Foreign Trade Enhanced (TBA)



Relentless Warfare
Cost: TBA
Requires: Defense of the Realm
Units Unlocked: Reavers, Assault Javalineers
Buildings Unlocked: Military Academy

Battlefield Superiority
Cost: TBA
Requires: Defense of the Realm
Units Unlocked: Halbardiers, Flurry
Wonders Unlocked: Labyrinth of the Damned

Heavy Industry
Cost: TBA
Requires: Academics
Units Unlocked: Repeater Bolt Thrower
Buildings Unlocked: Foundery, Industrial Complex

Rejuvination
Cost: TBA
Requires: Academics
Buildings Unlocked: Healers
Effects: Food from the Farm increased by 1 on tiles without access to Fresh Water

Social Politics
Cost: TBA
Requires: Academics
Buildings Unlocked: Art College
Wonders Unlocked: The Jewelled Lady
Effects: First to discover receives 2 social policies

Mercantilism
Cost: TBA
Requires: Foreign Interests
Units Unlocked: Renegade Fleet, Naval Opportunists
Buildings Unlocked: Trade District
Wonders Unlocked: Fraeyalilly Emporium



Military Elite
Cost: TBA
Requires: Relentless Warfare, Battlefield Superiority
Units Unlocked: Blademasters, Marksman, Knight, Wave Riders

Devastation
Cost: TBA
Requires: Battlefield Superiority, Heavy Industry
Units Unlocked: Artillery, Grand Cannon, Assault Armarda

Colour Supremacy
Cost: TBA
Requires: Heavy Industry, Rejuvination
Buildings Unlocked: Astral Chamber
Wonders Unlocked: The Nexus
Effects: Portals provide +3 science

Tourism
Cost: TBA
Requires: Social Politics, Mercantilism
Buildings Unlocked: Creative Institute, Stadium
Wonders Unlocked: The Tower of Illumination



Naeralith Reborn
Cost: TBA
Requires: Military Elite, Devastation, Colour Supremacy, Tourism
Effects: A repeating technology that will increase your score and grant +3 happiness each time it is researched

Tasunke
Sep 28, 2010, 04:33 PM
What are your thoughts on the 1 Unit per Tile??

will the "military" be basic mass-infantry units .... while specialty monsters, demons, and commanders take up the "civilian" slot??

Or will there be a Commander slot, Monster slot, AND unit slot for each tile ....

OR ... will Monsters and Mass-infantry use the single "military" slot, while casters and generals use the single "domestic" slot.


Basically, I feel that differentiating what combinations you can have on a single tile will have important significance.

For instance, whats to stop heroes/ generals/ demons to have *commander bonuses* for Mass-Infantry units ... yet ALSO have their own combat ability if their bodyguards (the military unit in their tile) get killed.

For instance ... there is a grid of "military units" which, for sake of argument, is both mass-intantry units and large monsters.

Then, underneath that, the central unit has an Intelligent Demon Commander in a separate slot-> giving commander bonuses to most of the military units on the grid.

Surrounding units get killed ... then finally the central unit is attacked by an enemy military unit. The central unit dies ... but the General is still underneath, with his own combat abilities. Assuming he had spells, he could have cast spells during the entire combat ... but now that he is no longer "protected" by military units, instead of being helpless he has his own combat value (for physical attacks).

The average commander wouldn't be completely helpless, and might even be much stronger than Early units ... however over the course of the game, perhaps about half as strong (or less) than an average military unit.

Not only having sizable (1/3 of normal unit) physical strength .... but also having (perhaps) spells, having high withdrawal rates (to escape wounded), and generally having higher movement than the average unit. Higher movement, greater longevity, etc.

Now, having a physical strength (possibly different Attack vs Defense powers) ... theoretically he could attack military units (even while being civilian). This has the effect of a Naval attacking a Military-in-water (which means its possible) ... but in reality it is the general going on the front-lines and fighting the military directly ... with or without any support from his own military.

Some commanders might have attack bonuses if they have a military unit to "give him cover" or "back him up" ... however generally its the other way around (presence of general increases combat abilities of units)

However, we don't need to limit this to just "generals" ... we can also have Flag-Bearers, Magicians, etc. Any intelligent support officer or hero, which isn't mainstream enough to be considered a "military unit".

Basically you can move around generals, magicians, flag-bearers, heroes ... and powerful Commanders which are like a General/Hero/magician superhybrid.

As in ... you could have individualistic characters ... or just faceless support guys ... you can have them physically helpless, or with their own Combat ratings. You can give them spells, bonuses to allied units ... penalties to nearby enemy units (fear rating), etc.

Perhaps by utilizing the "Civilian slot" ... you can add Heroes, Generals, and other RPG-like characters into the military scene (instead of just the lore)


IE: Demons ...

Military Units: Giant Monster Demons .... + Units of Demon Infantry

Special Units: Demon Casters, Demon Tacticians, Demon Overlord (powerful fighter, caster, and tactician)


IE: Humans

Military Units: Mass-Infantry .... + Cannons .... + Steam Tanks

Special Units: Heroes, Bards, Magicians, Tacticians, Political Leaders

Seon
Sep 28, 2010, 04:46 PM
And you are back, Alzara :D

darkedone02
Sep 28, 2010, 04:57 PM
I got to ask you, what are you planning on adding as a major setting into the game? Major concepts such as FfH 2 Armeggedon, are you going to add something major into the game that could make the game more fun and interesting? If you can add a special major important element into the game, your mod will be more special instead of just a mod with different packs. Since this is a fantasy mod, that will most likely won't occur, so what are your plans on adding a special feature into your game?

Tssha
Sep 28, 2010, 05:32 PM
The art in the flags is really good. Really evokes the personality of the new civs. I can already guess what a few of them are...but the ones that really intrigue are the ones where I have no idea what their faction looks like. I know they look like something specific, but I can't imagine it from the flag itself.

I wanna see what those Civs look like. I want to wish you the best of luck with this, I'm looking forward to seeing a finished mod. May your bugs not be show-stoppers and may they be easily resolved.

Tasunke
Sep 28, 2010, 06:55 PM
I'd just like to re-iterate ... combat is awesome, please make interesting/fun combat mechanics/ balance a high priority ;)

Also ... are you planning on Planar Travel? (ie. if Civ V allows multiple persistent maps, will I find out by following your mod? xD ... I'd follow ur mod anyways, but still, it'd be great if you were planning on adding multi-map functionality)

Cheshiremythos
Sep 28, 2010, 08:27 PM
When you say 2-3 traits does that mean that your nations won't have unique units/buildings or that they will have a combo of two UU/UB in addition to the traits?

Look forward to more info, especially on the Lewenkai. Good luck.

TheChanger
Sep 28, 2010, 09:51 PM
YAY Naeralith Reborn is active! im loving the flag art there Al :) your artists have done a fantastic job so far :) cant wait to wee your leaders.

(FYI to civ community, leaders will be static 2D images that Alzara has hired artists to do for him :) )

However, we don't need to limit this to just "generals" ... we can also have Flag-Bearers, Magicians, etc. Any intelligent support officer or hero, which isn't mainstream enough to be considered a "military unit".

Basically you can move around generals, magicians, flag-bearers, heroes ... and powerful Commanders which are like a General/Hero/magician superhybrid.

As in ... you could have individualistic characters ... or just faceless support guys ... you can have them physically helpless, or with their own Combat ratings. You can give them spells, bonuses to allied units ... penalties to nearby enemy units (fear rating), etc.

Perhaps by utilizing the "Civilian slot" ... you can add Heroes, Generals, and other RPG-like characters into the military scene (instead of just the lore)

I REALLY like this idea Tasunke, ill definately discuss this in greater depth with Alzara when we get to Unit and Combat design. im making a note :)

Also ... are you planning on Planar Travel? (ie. if Civ V allows multiple persistent maps, will I find out by following your mod? xD ... I'd follow ur mod anyways, but still, it'd be great if you were planning on adding multi-map functionality)

i would love this also, and the Levels of Alzara's Hell could make interesting layered maps, and i can see one civ in particular utilizing a sky layer (Alvacon) and another civ utilizing the under sea layer (Vjasjekii), i also see later technologies around crystal tuning enabling travel into such planes and possibly even city building there.

When you say 2-3 traits does that mean that your nations won't have unique units/buildings or that they will have a combo of two UU/UB in addition to the traits?

Look forward to more info, especially on the Lewenkai. Good luck.

each civ has 2-3 civ abilities/traits like Manifest Destiny in vanilla civ 5, each trait is a hybrid of some of the vanilla ones, new ideas and concepts and some that we will have to create new code for entirely. heres an exaple of traits:

Industrial Prowess: +20% production when building Wonders. Strategic Resources provide +1 production. Iron, copper and Coal provide double quantities.
Isolationists: -33% foreign trade, +1 culture per city. +1 beaker per domestic trade route

+10 points if you can guess who those traits belong to :)

there will definately be Unique Units and buildings for each civ, we have yet to design any of these so you will get more information on this as we design it :) but i can safely say there will be more UUs and UBs per civ than in vanilla Civ 5.

what are you planning on adding as a major setting into the game

Its early days yet but we have some grand designs that we will reveal when the time comes ;)

darkedone02
Sep 29, 2010, 01:36 AM
Its early days yet but we have some grand designs that we will reveal when the time comes ;)

That sounds good but let make you guy's don't abandon the game too soon. I'm plan on making a mod on my own if I could learn how to mod on Civ 5, if I could I might help you guy's out.

What are your idea's on making the policies? It's obvious that your game must have magic if it want to be a fantasy mod. If your adding just a magic Policy, it won't be much in depth, I'm thinking of adding more policy of a specific type of magic, from holy, darkness, fire, water, whatever policy. If you could, make sure that specific policy allows specific use of magical spells. So that nobody be spamming fireballs if they don't got the fire magic policy (and the mana resources).

I also wonder how many ages are you going to include in your game? since it's a fantasy mod, it need to be change abit to make the feel of magic in the game and how revolutionary it can be. are your going as far as from stone to renaissance or from stone to apocalypse, or stone to fantasy sci-fi future?

If it is possible, see if you can make tunnels and new multi-level maps. So we can make tunnels, Portals, Astral Planes to travel from one part of the map to another part... Just think Age of Wonder's or Heroes of Might and Magic. This be a grand, and hopefully this can also happen on generated maps instead of one custom map that is always the same (custom scenario maps from Civ 4 and 3).

TheChanger
Sep 29, 2010, 02:23 AM
That sounds good but let make you guy's don't abandon the game too soon. I'm plan on making a mod on my own if I could learn how to mod on Civ 5, if I could I might help you guy's out.

thanks for the offer, well bear it in mind if we need help.

What are your idea's on making the policies? It's obvious that your game must have magic if it want to be a fantasy mod. If your adding just a magic Policy, it won't be much in depth, I'm thinking of adding more policy of a specific type of magic, from holy, darkness, fire, water, whatever policy. If you could, make sure that specific policy allows specific use of magical spells. So that nobody be spamming fireballs if they don't got the fire magic policy (and the mana resources).

magic is one of our grand designs, and magic in Naeralith is nothing like in any other fantasy world (that ive ever heard of) so its going to be very unique (nothing you describe will help with magic in Naeralith really). Magic will not be in the form of policies i think, we have yet to discuss much on policies at all. Alzara had some good ideas for civics in the civ 4 version of the mod.

I also wonder how many ages are you going to include in your game? since it's a fantasy mod, it need to be change abit to make the feel of magic in the game and how revolutionary it can be. are your going as far as from stone to renaissance or from stone to apocalypse, or stone to fantasy sci-fi future?

Its the Rebirth of Naeralith after Thje Daemon Lord Alzara destroyed a lot of it (i believe, Al can clarrify this better) so itll start slightly after stone age and end in steampunk era with a lot of highly advanced magic technology.

If it is possible, see if you can make tunnels and new multi-level maps. So we can make tunnels, Portals, Astral Planes to travel from one part of the map to another part... Just think Age of Wonder's or Heroes of Might and Magic. This be a grand, and hopefully this can also happen on generated maps instead of one custom map that is always the same (custom scenario maps from Civ 4 and 3).

i think everyone wants this, but it is not a priority of ours. it would be cool however.

Hankc
Sep 29, 2010, 07:03 AM
A sugestion about policies: They could be used to simulate religion. Each religion branch would be mutualy exclusive with one branch being free religion and one atheist/agnostic (if aplicable). The free religion branch could provide the lesser, initial bonuses of the various religions, while dedicationg your civ to a religion could unlock some fairly powerfull bonuses not availible to others. The problem with this aproach would be policy-bloating if you combine this with the government trees.

I figured it would be a shame to waste the ideas and designwork put inte the religions.

TheChanger
Sep 29, 2010, 07:37 AM
the religions are going to be worked directly into the individual civs i believe :) we might sepparate them in a religion mod later but its unlikely.

so the design wont be going to waste :)

Alzara
Sep 29, 2010, 09:45 AM
What are your thoughts on the 1 Unit per Tile??

will the "military" be basic mass-infantry units .... while specialty monsters, demons, and commanders take up the "civilian" slot??

Or will there be a Commander slot, Monster slot, AND unit slot for each tile ....

OR ... will Monsters and Mass-infantry use the single "military" slot, while casters and generals use the single "domestic" slot.


Basically, I feel that differentiating what combinations you can have on a single tile will have important significance.

For instance, whats to stop heroes/ generals/ demons to have *commander bonuses* for Mass-Infantry units ... yet ALSO have their own combat ability if their bodyguards (the military unit in their tile) get killed.

For instance ... there is a grid of "military units" which, for sake of argument, is both mass-intantry units and large monsters.

Then, underneath that, the central unit has an Intelligent Demon Commander in a separate slot-> giving commander bonuses to most of the military units on the grid.

Surrounding units get killed ... then finally the central unit is attacked by an enemy military unit. The central unit dies ... but the General is still underneath, with his own combat abilities. Assuming he had spells, he could have cast spells during the entire combat ... but now that he is no longer "protected" by military units, instead of being helpless he has his own combat value (for physical attacks).

The average commander wouldn't be completely helpless, and might even be much stronger than Early units ... however over the course of the game, perhaps about half as strong (or less) than an average military unit.

Not only having sizable (1/3 of normal unit) physical strength .... but also having (perhaps) spells, having high withdrawal rates (to escape wounded), and generally having higher movement than the average unit. Higher movement, greater longevity, etc.

Now, having a physical strength (possibly different Attack vs Defense powers) ... theoretically he could attack military units (even while being civilian). This has the effect of a Naval attacking a Military-in-water (which means its possible) ... but in reality it is the general going on the front-lines and fighting the military directly ... with or without any support from his own military.

Some commanders might have attack bonuses if they have a military unit to "give him cover" or "back him up" ... however generally its the other way around (presence of general increases combat abilities of units)

However, we don't need to limit this to just "generals" ... we can also have Flag-Bearers, Magicians, etc. Any intelligent support officer or hero, which isn't mainstream enough to be considered a "military unit".

Basically you can move around generals, magicians, flag-bearers, heroes ... and powerful Commanders which are like a General/Hero/magician superhybrid.

As in ... you could have individualistic characters ... or just faceless support guys ... you can have them physically helpless, or with their own Combat ratings. You can give them spells, bonuses to allied units ... penalties to nearby enemy units (fear rating), etc.

Perhaps by utilizing the "Civilian slot" ... you can add Heroes, Generals, and other RPG-like characters into the military scene (instead of just the lore)


IE: Demons ...

Military Units: Giant Monster Demons .... + Units of Demon Infantry

Special Units: Demon Casters, Demon Tacticians, Demon Overlord (powerful fighter, caster, and tactician)


IE: Humans

Military Units: Mass-Infantry .... + Cannons .... + Steam Tanks

Special Units: Heroes, Bards, Magicians, Tacticians, Political Leaders

These are some very promising ideas; indeed I will go as far to say that Sorcerers in the game will likely work in a very similar way to this. I hadn't thought of extending it to special generals/monsters/flag bearers, but the more I think about the idea, the more it makes sense. Certainly myself and TheChanger will discuss the potential of these ideas. If you have any further elaborations that you think might work then please share them! I feel that community input is of great importance to any mod! :)

Al

Alzara
Sep 29, 2010, 09:56 AM
And you are back, Alzara :D

And a warm welcome to you too Seon ;)

I got to ask you, what are you planning on adding as a major setting into the game? Major concepts such as FfH 2 Armeggedon, are you going to add something major into the game that could make the game more fun and interesting? If you can add a special major important element into the game, your mod will be more special instead of just a mod with different packs. Since this is a fantasy mod, that will most likely won't occur, so what are your plans on adding a special feature into your game?

I have plans to include a concept known as "The Great Seal", which is a dimensional barrier introduced after the Daemon Lord Alzara's first defeat. The implementation of this feature is still under consideration but hopefully that will be one of many aspects that should be new and interesting for the game.
Another will be the way magic works. Tiles will have another yield known as "Pigments" and this will accumulate in a similar way to culture to be used in the construction of magical buildings, wonders, projects items etc. It will also determine the effectiveness of 'living' sorcerers that are placed on the tile (undead work slightly differently). This is all due to the way colour defines magic on Naeralith. More will be revealed in relation to this concept.
Other ideas are floating around at the moment and I will let the community know when these are confirmed ;)

The art in the flags is really good. Really evokes the personality of the new civs. I can already guess what a few of them are...but the ones that really intrigue are the ones where I have no idea what their faction looks like. I know they look like something specific, but I can't imagine it from the flag itself.

I wanna see what those Civs look like. I want to wish you the best of luck with this, I'm looking forward to seeing a finished mod. May your bugs not be show-stoppers and may they be easily resolved.

Hehe thanks! I'm glad you like the flag art. I have artists which work on various aspects of my world and flag art was something that was produced a while back. I will be updating the thread with some basic descriptions and design tonight so you will be able to see more of what each civilisation represents :)

And thank you for your blessings on the mod's success. I hope you stick around to see how it develops :)

Al

Alzara
Sep 29, 2010, 09:58 AM
the religions are going to be worked directly into the individual civs i believe :) we might sepparate them in a religion mod later but its unlikely.

so the design wont be going to waste :)

Yeah this is how we've planned it. Religion will be woven into each civ :)

Al

Alzara
Sep 29, 2010, 11:50 AM
A sugestion about policies: They could be used to simulate religion. Each religion branch would be mutualy exclusive with one branch being free religion and one atheist/agnostic (if aplicable). The free religion branch could provide the lesser, initial bonuses of the various religions, while dedicationg your civ to a religion could unlock some fairly powerfull bonuses not availible to others. The problem with this aproach would be policy-bloating if you combine this with the government trees.

I figured it would be a shame to waste the ideas and designwork put inte the religions.

I can see this working to a point, though I'd like to keep policies open for other potential options. I plan on weaving the various aspects of religion into each civ anyway so the original religions I designed should not go to waste :)

Al

Makkah
Sep 29, 2010, 02:35 PM
Design looks cool, man. I look forward to learning more.

The banners are impressive too.

Alzara
Sep 29, 2010, 02:49 PM
Design looks cool, man. I look forward to learning more.

The banners are impressive too.

Why thank you :)

Hope this mod will be of interest to you as it develops! Feel free to contribute ideas and opinions as we progress :)

Al

Alzara
Sep 29, 2010, 02:50 PM
UPDATES

Some civilisation descriptions added. More to come soon in the way of traits and the brief descriptions for the final 3 nations :)

Al

darkedone02
Sep 29, 2010, 02:52 PM
The more you discuss about this, the more it remind me of Aion for some reason.

Alzara
Sep 29, 2010, 04:05 PM
The more you discuss about this, the more it remind me of Aion for some reason.

Lol never played it. Heard of it though. Isnt everybody in that game some sort of angel?

Al

darkedone02
Sep 29, 2010, 05:32 PM
Lol never played it. Heard of it though. Isnt everybody in that game some sort of angel?

Al

yes, and this is what the game is about.


In the beginning, Aion benevolently watched over his world Atreia. He created the humans, and the Balaur to safeguard and watch over them. Eventually, the Balaur became obsessed with power and subjugation. Five of the Balaur rose to a height of strength above the rest, and became known as the five Dragon Lords. When Aion refused to grant them the power they desired, the power to rival his own, they revolted and declared war on the god that created them. Aion's hand was forced, and he created the twelve Empyrean Lords, beings of divinity and power to protect the Tower of Eternity.

Some humans "ascended" to become Daeva and, like the Empyrean Lords, had wings and the ability to fight the Balaur. With time, enough Daevas rose to form an army. The Empyrean Lords would lead the Daeva into battle and fight ceaselessly. Eventually an attempt at peace with the Balaur was made. The five Dragon Lords were invited inside the barrier for peace talks, but before the peace-talks could begin, one of the Dragon Lords was slain by an unknown assailant. In the fighting that followed, the Tower of Eternity was destroyed, resulting in the cataclysm that broke Atreia in half. Those Empyrean Lords who opposed peace came to power in the dark part of the world, and became known as the Shedim Lords. Those who had desired peace became the Seraphim Lords and ruled over the lower half of Atreia.

Those that lived in the light part of the world, the Elyos, saw little change. These followers of the Seraphim Lords created the city of Sanctum. The inhabitants of the upper part, the Asmodians, saw many changes. Their hands became claw-like, their feet became talons. The darkness made their complexion deepen, and their eyes grew red adapting to the absence of light. They live in the city of Pandaemonium under the rule of the Shedim Lords.

Players begin the game as human inhabitants of their chosen world (Elysea or Asmodae) who are basic mercenaries/raiders, given small tasks to accomplish. Through completing these tasks increasing in magnitude, preventing the Balaur from being summoned to the beginning zone, they "ascend" as winged, immortal Daevas. Characters then travel their respective capital cities to begin their new lives as holy servants of their respective people. The story and tone of the game differ between the worlds, as do the landscapes and characters one encounters; however the basic linear progression is the same.


So is this fantasy mod going to be somewhat of a high fantasy mod like Aion, and Final Fantasy? or is it going to be a gothic styled game like Risen, Gothic series, and Fall from Heaven 2?

Also a question about City-States, since this is a fantasy mod, i'm thinking that instead of calling them city-states, i rather call them "Guild Halls", and each Guild Hall. Each Guild hall got a unique name that provides it reason, rather it be a "Scholars Guild" that if allied it will give you an increase on science points, or a "Merchant Guild" that gives you gold and if you add in a special mod component, you might be able to purchase unique items for gold, and if you ally with them, you get a discount on purchases.

TheChanger
Sep 29, 2010, 07:04 PM
So is this fantasy mod going to be somewhat of a high fantasy mod like Aion, and Final Fantasy? or is it going to be a gothic styled game like Risen, Gothic series, and Fall from Heaven 2?

This is nothing like Aion at all. and trust me when i say its very Dark Fantasy akin to FfH, Alzara has made sure of that :p.

Also a question about City-States, since this is a fantasy mod, i'm thinking that instead of calling them city-states, i rather call them "Guild Halls", and each Guild Hall.

i dislike this idea, for a few reasons: because city states are common in Naeralith, particularly in lewenkai and i can see them being common in the more nomadic Godembai and the aristocratic Morzardrey. all other civs would have brack away city states as well. second, Guild Halls would not set up a single city in the middle of the wilderness, they would incorporate into a large city.

If this idea was drawing on corporations or guilds from FfH, we wont be adding those in any time soon (or at all) ;)

EDIT: btw, nice summaries there AL :)

Randomness
Sep 29, 2010, 07:26 PM
I look forward to seeing this rich world develop. The only mod I am more exited to see is Eden (RiFE team's next project). I will continue to watch this mod with great interest. Good luck :goodjob:

DioBrando
Sep 29, 2010, 08:23 PM
I really hope that this will be the Civ 5 version of FfH2; a fantasy mod that is unique and takes inspiration from other sources, but still feels fresh and original. Ever since playing Civ 5 i have felt the need to play FfH3, but hopefully this will be the game i'll play instead. Good luck, i've never done any coding before but i'd be glad to help you out with anything you need.

darkedone02
Sep 29, 2010, 09:09 PM
Did this came out of a book or does this came out of yall's mind?

Tasunke
Sep 29, 2010, 11:19 PM
short-answer: the mind

darkedone02
Sep 30, 2010, 12:32 AM
After reading most of the discription's of the nation's... It does somehow relate towards Fall from Heaven, however different cause of the edition's of fae's, a evil undead society instead of a neutral one, no shades, and only 3 missing description's.

I am interested into this, and wonder how vast the terrain going to be in this game. How unique the improvements, and if possible, add some animation among the improvement's. If I could, i might design some, but I don't know where to start to design some textures and release them in some mod texture packs for everyone to use.

Alzara
Sep 30, 2010, 02:06 AM
This is nothing like Aion at all. and trust me when i say its very Dark Fantasy akin to FfH, Alzara has made sure of that :p.



i dislike this idea, for a few reasons: because city states are common in Naeralith, particularly in lewenkai and i can see them being common in the more nomadic Godembai and the aristocratic Morzardrey. all other civs would have brack away city states as well. second, Guild Halls would not set up a single city in the middle of the wilderness, they would incorporate into a large city.

If this idea was drawing on corporations or guilds from FfH, we wont be adding those in any time soon (or at all) ;)

EDIT: btw, nice summaries there AL :)

I agree, city states should remain and they will be a v important part of NR as they are in civ 5 :)

Al

Alzara
Sep 30, 2010, 02:39 AM
I look forward to seeing this rich world develop. The only mod I am more exited to see is Eden (RiFE team's next project). I will continue to watch this mod with great interest. Good luck :goodjob:

I remember RiFE being very interesting. The entire FfH mod was very well thought out and incredibly enjoyable to play :)
I'm glad you are interested in NR and hope you stick around to see how it develops :)
Any input you have or opinions on what is developed please feel free to post here. I've said this a few times, but I am keen to involve the community as much as I can in the development of NR :)

I really hope that this will be the Civ 5 version of FfH2; a fantasy mod that is unique and takes inspiration from other sources, but still feels fresh and original. Ever since playing Civ 5 i have felt the need to play FfH3, but hopefully this will be the game i'll play instead. Good luck, i've never done any coding before but i'd be glad to help you out with anything you need.

I hope this mod can provide the gaming experience you desire! :) It is still very early in the works so it is a good time to get involved! You dont necesserily have to be a coder to help out with the mod. Even simple opinions, ideas and advice can be very useful! Most of the coding will probably be down to me in the end (I'm used to it... working in software and all) ;) If you want to get involved then send me a PM and we can discuss it. That goes for anyone else who wants to help out as well :)

Did this came out of a book or does this came out of yall's mind?

This mod is inspired by Naeralith; a world of my creation. I have been slowly creating aspects of it over the years, including to-be-released novels, comics and other lore-based content.

The site is still very much in the works... and is a little ammatuerish... but it contains some lore that you might enjoy reading :)

TheChanger
Sep 30, 2010, 02:40 AM
Naeralith is Alzara's creation all from the deep dark depths of his mind. Im certain there is some inspiration drawn from fall from heaven, even if it is subconsious. but even the civs that DO look to be slightly similar on the surface (Alvacon and Amurites) are actually very dissimilar.

EDIT: NInjad :p

darkedone02
Sep 30, 2010, 03:02 AM
interesting...

To come up with this much, you must spend alot of time on how to design this and developing cores for it to make it look strong and decent. Alot of time of revising, giving it some sense, instead of none, and writing a plot for this whole thing before you started turning it into a mod, a comic,and novel (series?). How long did it take you to come up all of this without so much mistakes and problems?

Alzara
Sep 30, 2010, 04:30 AM
interesting...

To come up with this much, you must spend alot of time on how to design this and developing cores for it to make it look strong and decent. Alot of time of revising, giving it some sense, instead of none, and writing a plot for this whole thing before you started turning it into a mod, a comic,and novel (series?). How long did it take you to come up all of this without so much mistakes and problems?

A long time ;)

Al

JDexter
Sep 30, 2010, 05:14 AM
Hi Alzara,

it's great that a first fantasy mod is announced for Civ5, especially with much creativity already invested. Your concept as far as it's revealed sounds good and I'm looking forward to watch your mod evolve.
The only fear I have is that some civs are too similar to some of Fall from Heaven (Pirates and Bannor-style especially), but you get the benefit of the doubt that there will be in fact a difference between the mods. ;)

You'll get my opinion on anything you post, if I've got something to say, just as you request. :P

Good luck with keeping up the motivation and finding some more people that you can work together with!

TheChanger
Sep 30, 2010, 05:34 AM
The only fear I have is that some civs are too similar to some of Fall from Heaven (Pirates and Bannor-style especially), but you get the benefit of the doubt that there will be in fact a difference between the mods.

i initially had similar fears to this when i first read Al's concepts, but the civilizations devised by Al really are quite unique, even compared to FfH. and lets be honest, its nigh impossible these days to design a fantasy setting that DOES NOT draw from other fantasy settings at all, even if it is unconsiously done. As we expand the Lore behine each civ in this thread this will (hopefully) become more apparent. in the mean time im curious as to which of the 21 civs you feel are too similar to FfH ones. if we find this out now we can work to differentiate them more if needs be.

Alzara
Sep 30, 2010, 06:16 AM
i initially had similar fears to this when i first read Al's concepts, but the civilizations devised by Al really are quite unique, even compared to FfH. and lets be honest, its nigh impossible these days to design a fantasy setting that DOES NOT draw from other fantasy settings at all, even if it is unconsiously done. As we expand the Lore behine each civ in this thread this will (hopefully) become more apparent. in the mean time im curious as to which of the 21 civs you feel are too similar to FfH ones. if we find this out now we can work to differentiate them more if needs be.

I can see why people would think that certain civs are like those from fall from heaven. On the surface Minlaya does look a bit like the Lanun and other civs may seem similar.

These civs were designed (at least in part) before FfH was ever made so any resemblence is purely cooincidental and I'm sure that tht community will see each civ for what they are in time ;)

That said, I always admired the efforts that went in to FfH so maybe I have subconciously drawn inspiration from that mod since its creation... without even realising :)
Like TheChanger said... fantasy is often inspired by other fantasy... :)

Al

Alzara
Sep 30, 2010, 06:28 AM
Hi Alzara,

it's great that a first fantasy mod is announced for Civ5, especially with much creativity already invested. Your concept as far as it's revealed sounds good and I'm looking forward to watch your mod evolve.
The only fear I have is that some civs are too similar to some of Fall from Heaven (Pirates and Bannor-style especially), but you get the benefit of the doubt that there will be in fact a difference between the mods. ;)

You'll get my opinion on anything you post, if I've got something to say, just as you request. :P

Good luck with keeping up the motivation and finding some more people that you can work together with!

Also welcome on board :)

Glad you like the concept! And don't worry this is definately not FfH although it is a dark fantasy mod. Naeralith also isn't based on any other particular world or system, though as with many things, aspects may seem similar... I think somebody mentioned Aion or something... though I've never played the game ;)

The world of Naeralith also touches on a lot of adult themes that many other worlds dont, so that is potentially another distinguishing trait for Naeralith as a whole.
I'm sure as you watch the mod develop you will learn more about Naeralith and see the angle I am coming from :)

Your suggestions as I said are welcome and I appreciate that you will give feedback on what you read! Welcome to the mod and I hope u stay to watch ;)

Al

JDexter
Sep 30, 2010, 08:47 AM
in the mean time im curious as to which of the 21 civs you feel are too similar to FfH ones. if we find this out now we can work to differentiate them more if needs be.

Essyliane: Bannor
Gebashi Highlanders: depending on the flavour it COULD be close to Doviello, but I'm not even into their lore so I could be way off here.
Godembai: Desert people, so Malakim, again it's just the general flavour
Minlaya: Lanun
Ralaeya: Elohim, sans protection of Unique features?
Seelie/Unseelie: Elven nations ;)
Tunive: Rohan, erm no, other lore :P

All in all I don't want to implay idea copying or anything. Maybe you can make sure that mechanics or pieces of lore are used that differentiate from FfH mythology (which is only so prominent for me because that's almost all the Civ I've played since it first came out).

BTW: I also believe it's quite impossible to create a civ that's not "similar to X" in the fantasy genre. It's not a bad thing anyway - a well made copy would beat a bad new thing. But of course you might just make a new AND great mod. :P

Opera
Sep 30, 2010, 10:22 AM
Essyliane/Bannor: lawful good/honor-y civilization
Godembi/Malakim: Desert peoples are quite common in settings (to the max: Dune)
Minlaya/Lanun: huh, pirates?
Ralaeya/Elohim: nice, spiritual people, monks...
Seelie/Unseelie: elves...
Tunive/Rohan/Hippus: nomads/herders

Really nothing similar to FFH specifically.

Alzara
Sep 30, 2010, 12:58 PM
Essyliane: Bannor
Gebashi Highlanders: depending on the flavour it COULD be close to Doviello, but I'm not even into their lore so I could be way off here.
Godembai: Desert people, so Malakim, again it's just the general flavour
Minlaya: Lanun
Ralaeya: Elohim, sans protection of Unique features?
Seelie/Unseelie: Elven nations ;)
Tunive: Rohan, erm no, other lore :P

All in all I don't want to implay idea copying or anything. Maybe you can make sure that mechanics or pieces of lore are used that differentiate from FfH mythology (which is only so prominent for me because that's almost all the Civ I've played since it first came out).

BTW: I also believe it's quite impossible to create a civ that's not "similar to X" in the fantasy genre. It's not a bad thing anyway - a well made copy would beat a bad new thing. But of course you might just make a new AND great mod. :P


Interesting analagies. I don't know much about the bannor but I knew they were kinda holy order people from FfH. Essyliane have a resemblence I think but most of my inspiration comes from a shinier version of Christianity in the dark ages ;)

The Gebashi Highlanders are not like the Dovillo at all :p Picture them as a spiritual amalgumation between native americans and the Scottish ;)

Godembai aren't desert people they are scrubs people. Newetah are more desert people, though neither really resemble the Malakim... though I know v little about the Malakim lol

Minlaya... Lanun without octopusses? LOL Both are pirate nations I suppose but thats the only similarity I can see :)

Ralaeya arent really like the Elohim at all. They aren't spiritual in effect and they aren't concerned with world preservation. They are v beaurocratic too... Naeralith's major democratic nation :D

Seelie/Unseelie... resemblence to Elves I guess... but they really aren't noble and aloof. They have a swarm mentality about them and possess a two-stage cycle of life. If anything, the Glaer are much more like a classical Elven civilisation :)

Tunive are just horse lovers I guess... their honour is much more oriental in nature than Rohan... very much like Japanese Samurai :)

But yeah I can see where u are coming from with some of them ;)

Al

Alzara
Sep 30, 2010, 01:00 PM
Essyliane/Bannor: lawful good/honor-y civilization
Godembi/Malakim: Desert peoples are quite common in settings (to the max: Dune)
Minlaya/Lanun: huh, pirates?
Ralaeya/Elohim: nice, spiritual people, monks...
Seelie/Unseelie: elves...
Tunive/Rohan/Hippus: nomads/herders

Really nothing similar to FFH specifically.

For the record, I LOVE Dune ;)

Al

Alzara
Sep 30, 2010, 03:06 PM
UPDATES

Basic civilisation descriptions completed and traits added :)

Al

DioBrando
Sep 30, 2010, 03:25 PM
I feel so sorry for you, doomed to forever be compared to FfH :(

Just remember to keep to your original style and prepare to become bothered to death by all the comparisons, it's just something that is bound to happen. Sending a PM to you right now!

Opera
Sep 30, 2010, 03:33 PM
Sounds good.

Although there's many things in need of clarification:

1) The new resources you're talking about: what are they? What is the pigment yield exactly? (Checked your website, I saw (and find it very cool) the magic based on colors but still want an explanation game-wise)

2) Foreign Trade? For now, there's no foreign trade, although that would be something I'd like to add at some point.

3) On your website, you say the seas are dangerous due to the complex tides, will that be in the mod?

Sidenote: anything on languages?

Voyhkah
Sep 30, 2010, 03:33 PM
Hey, I just saw this thread and your website, and my eyes bugged out! Because I have my own fictional planet, although mine's sci-fi and has no magic and stuff (I think fantasy's fine, though)! And what's really funny, is that I'm making a mod for my planet too!

Ok, I admit it, you're web site is better than mine, and probably has exponentially more views.

Well I won't have to deal with being compared to FfH, because I have no humanoids. Of course, that spawns a whole world of problems.:joke:

Website
\/ \/ \/ \/ \/

Alzara
Sep 30, 2010, 04:12 PM
I feel so sorry for you, doomed to forever be compared to FfH :(

Just remember to keep to your original style and prepare to become bothered to death by all the comparisons, it's just something that is bound to happen. Sending a PM to you right now!

Hehe its OK I don't mind the comparisons. Such things are inevitable I imagine :)

Sounds good.

Although there's many things in need of clarification:

1) The new resources you're talking about: what are they? What is the pigment yield exactly? (Checked your website, I saw (and find it very cool) the magic based on colors but still want an explanation game-wise)

2) Foreign Trade? For now, there's no foreign trade, although that would be something I'd like to add at some point.

3) On your website, you say the seas are dangerous due to the complex tides, will that be in the mod?

Sidenote: anything on languages?

1) I will be putting up a section describing the resources eventually. I need to pull together a concise list with descriptions and that may take a day or two once I start :)
Pigments will be a separate yield based on terrain. They will determine how many pigments you accumulate for use in the construction of magical devices, items and potentially the training of sorcerers. Also sorcerer (and sorcerer-like units) will be directly affected by the pigment yield of the terrain surrounding them. Pigments are like the amount of "colour" locked up in the terrain, which in turn determines the effectiveness of magic in that particular area :)

2) The foreign trade will be a difficult one, though myself and TheChanger plan to introduce something to mimic its effects. It might be a challange but we will see what we can do!

3) Yeah the seas of Naeralith are very dangerous. Sea exploration will be a difficult, somewhat arduous task. However, the benefits of sea exploration will be multiple, including the use of foreign trade once it has been implemented :)

Also, nothing on languages as of yet. Just certain words and names for various civs. I plan on working on some linguistics at some point however. When I do, you'll be the first to know :)

Hey, I just saw this thread and your website, and my eyes bugged out! Because I have my own fictional planet, although mine's sci-fi and has no magic and stuff (I think fantasy's fine, though)! And what's really funny, is that I'm making a mod for my planet too!

Ok, I admit it, you're web site is better than mine, and probably has exponentially more views.

Well I won't have to deal with being compared to FfH, because I have no humanoids. Of course, that spawns a whole world of problems.


Hehe cool tis always nice to talk to a fellow world builder! I'm glad you like my site :)
It is still in development but more lore will pop up from time to time when I take a break from writing prose for my novels :)

Also... no humanoids...? That has to make for an interesting mod ;)

Al

TheChanger
Sep 30, 2010, 07:43 PM
@ AL: the final descriptions are good :) and the traits are all good too:)

i just want to add a bit (turned out to be more than a bit) to your explanation of some civs for clarification

Seelie/Unseelie: Elven nations

one thing id like to point out is that the Fae in Naeralith are sentient humanoid plants (thus the 2 stages in their life cycle that Al mentioned) and not animals, that is one huge difference between them and the elves from FfH. (i know this alone will differentiate them significantly).

As Al says the Glaer are far more similar the the traditiona lelf stereotype, but even then they are technically half plant half animal from the Fae/Sapid hubridisation (although the plant traits are apparently suppressed by animal traits physically)

Essyliane: Bannor

Bannor are VERY strictly law oriented, I believe Essylian are much less so. they seem to be the religious fanatics of the world, (from what ive gathered) think the spanish inquisition against undead and daemons.

Godembai: Desert people, so Malakim, again it's just the general flavour

Godembai have actually taken a LOT of inspiration from the Indigenous Australian hunter/gatherer society. they are not particularly desert oriented and just thrive in the poorer regions of the world than other nations due to their hardy nature and ability to find food *everywhere*. the only coincidence is that they currently inhabit a large desert (its more like the Australian Deserts than the Sahara)

Even then the Newetah are veryyy different to Malakim in that they live in deserts and thats where similarities end. Malakin to me seems more like an arabic inspired nation, whereas Newetah is inspired more by Egypt. also Newetah arent religious fanatics, they are however deeply spiritual and worship the spirits of their ancestors. if youve ever heard of Warhammer, they are more like the Tomb Kings of Khemri before Nagash cursed them to undeath (even though they get their ancestors spirits to aid them in dire needs)

Makkah
Oct 01, 2010, 12:01 AM
Yes... I definitely got a Khemri vibe from the Newetah. That's a good thing :)

TheChanger
Oct 01, 2010, 08:46 PM
What are peoples impressions from the traits in the second post? are they too OP, are they balanced?

Tasunke
Oct 01, 2010, 09:06 PM
What I'd like to know ... is why having 21 civs is so popular ;)

TheChanger
Oct 01, 2010, 10:22 PM
What I'd like to know ... is why having 21 civs is so popular

haha ive been wondering the same thing :p

Alzara
Oct 02, 2010, 06:44 AM
Yes... I definitely got a Khemri vibe from the Newetah. That's a good thing :)

I guess now I think about it that Newetah does have a bit of a Khemri feel to it. I used to play WH a little when I was younger, but I never really learn't much about those mummy people. I might look them up out of curiosity now? ;)

What I'd like to know ... is why having 21 civs is so popular ;)

Lol good question :) Originally there were 23 civs but two have been scrapped as civilisations and moved to barbs and such.

Al

Alzara
Oct 02, 2010, 06:46 AM
Hi guys. Just letting you all know it is my birthday tomorrow so there wont be any updates till Monday. I intend to party like a mad Scarthian this evening so I imagine that tomorrow will be a sluggish and painful day ;)

Look out for updates on Monday! In addition, if anybody has any thoughts on the civ information presently posted, or about the traits belonging to each, then please give me your opinions :)

Al

TheChanger
Oct 02, 2010, 07:32 AM
I intend to party like a mad Scarthian this evening

Oh dear... i hope you have enough pain killers for the day after :p also happy Bday :)

Alzara
Oct 02, 2010, 07:34 AM
Oh dear... i hope you have enough pain killers for the day after :p also happy Bday :)

Hehe ty TheChanger ;)

Al

Alzara
Oct 05, 2010, 06:46 AM
Sorry about the delay everybody. Birthday celebrations became somewhat intense :D

Updates will follow tonight ;)

Al

Alzara
Oct 05, 2010, 01:50 PM
UPDATES

Basic unit design added. Stats to follow soon :)

Al

darkedone02
Oct 05, 2010, 09:03 PM
your units must have a name change to make sure it all looks different from one person to another, and since due to a lots of civilization, making art will be difficult and will take a long time.

Cincinnatus C.
Oct 05, 2010, 09:03 PM
I'm really glad someone is doing something like this - I loved Fall From Heaven, and there's a "Total Conversion - Fantasy" tab in the Mod browser just waiting to be filled:goodjob:.

Presumably the pigment ability is somehow related to magic? Maybe some sort of tile yield that increases the potency of sorcerers stationed on them?

One thing I'd be wary about is that in Civ V, at least the base game, units on the losing side of a conflict tend to get wiped out pretty soundly, so they can't really build up experience. Thus, if you have a heavily upgrade-based experience system it might be too easy for one nation to steamroll another after winning a couple of battles or an earlier war, and then decimate its neighbours etc. Also, Civ V generally has pretty cramped fights, so a large unit variety may end up with having ten choices for one unit but really only ever using a few.

I must say I'm impressed with the depth of the flavor here - I've read probably more than I care to about egg-laying humanoids!:eek:

Tasunke
Oct 06, 2010, 01:10 AM
What is the difference between the Skirmisher branch and the Archer Branch??

Skrmisher Archers =/= archers?

Sniper Squad =/= marksman?

// Im assuming Striders are Naval units?

TheChanger
Oct 06, 2010, 04:58 AM
Presumably the pigment ability is somehow related to magic? Maybe some sort of tile yield that increases the potency of sorcerers stationed on them?

100% correct :). its also going to be the currency for more powerful spells, rituals, wonders and buildings.

One thing I'd be wary about is that in Civ V, at least the base game, units on the losing side of a conflict tend to get wiped out pretty soundly, so they can't really build up experience. Thus, if you have a heavily upgrade-based experience system it might be too easy for one nation to steamroll another after winning a couple of battles or an earlier war, and then decimate its neighbours etc. Also, Civ V generally has pretty cramped fights, so a large unit variety may end up with having ten choices for one unit but really only ever using a few.

this is an EXTREMELY valid point. ill be certain to discuss this with Alzara. thank you for pointing it out :)


What is the difference between the Skirmisher branch and the Archer Branch??

Skrmisher Archers =/= archers?

Sniper Squad =/= marksman?

// Im assuming Striders are Naval units?

ill put the remainder of the unit design here, to save Al the trouble of writing it all out :) hopefully it will answer this question :)

(whilst writing this i spoke to Al and he asked me to make this update look all professionally like so here you go Al ;))

UPDATES:

Advanced unit design details. the design is divided into 5 eras (not yet named so ive just gone with Era 1, Era 2 ets) and each era contains the units for that era (Naval Sold Separately). under each unit is a list of its unit class, strength, ranged strength, tile range, moves, and cost, as well as any other special abilities they may have (almost all units have some specialisation and have special abilities)

so pull up a chair, grab a bag of Doritoes and settle down for a good read ;)

(there you are Al ;))




Warrior
Unit Class: Melee
Str: 6
Ranged Str -
Range: -
Moves: 2
Cost: 40
First Military Unit

Scout
Unit Class: Recon
Str: 4
Ranged Str -
Range: -
Moves: 2
Cost: 25
Ignores terrain movement costs.

Emergent Sorcerer
Unit Class: Arcane
Str: 4
Ranged Str 4
Range: 1
Moves: 2
Cost: 90
May not melee attack. Can cast spells and performs weak Ranged Attacks.

Novice
Unit Class: Divine
Str: 5
Ranged Str -
Range: -
Moves: 2
Cost: 60
Medic 1, can cast some divine buffing spells




Militia Axeman
Unit Class: Melee
Str: 10
Ranged Str -
Range: -
Moves: 2
Cost: 80
Receives a +25% combat bonus against Melee Units. -15% vs Ranged Units.

Militia Swordsman
Unit Class:
Melee Str: 10
Ranged Str -
Range: -
Moves: 2
Cost: 80
Receives a +25% combat bonus against City Attack

Militia Spearman
Unit Class: Melee
Str: 8
Ranged Str -
Range: -
Moves: 2
Cost: 70
Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry

Militia Archer
Unit Class: Ranged
Str: 4
Ranged Str 6
Range: 2
Moves: 2
Cost: 90
May not melee attack. Performs Ranged attacks

Hunter
Unit Class: Recon
Str: 6
Ranged Str -
Range: -
Moves: 2
Cost: 60
Ignores terrain movement costs. +15% strength in Rough Terrain

Skirmishers
Unit Class: Recon
Str: 6
Ranged Str -
Range: -
Moves: 2
Cost: 60
Ignores terrain movement costs. +15% strength in Open Terrain

Catapult
Unit Class: Siege
Str: 4
Ranged Str 14
Range: 2
Moves: 2
Cost: 100
Resource Req: Iron
May not melee attack. Receives a +10% combat bonus versus cities, performs ranged attacks, and must “set up” to attack.

Sorcerer Apprentice
Unit Class: Arcane
Str: 8
Ranged Str 8
Range: 1
Moves: 2
Cost: 130
May not melee attack. Can cast spells and performs Ranged Attacks.

Priest
Unit Class: Divine
Str: 9
Ranged Str -
Range: -
Moves: 2
Cost: 110
Medic 1 and 2, can cast divine buffing spells




Axeman Warband
Unit Class: Melee
Str: 16
Ranged Str -
Range: -
Moves: 2
Cost: 120
Receives a +25% combat bonus against Melee Units. -15% vs Ranged Units.

Swordsman Warband
Unit Class: Melee
Str: 18
Ranged Str -
Range: -
Moves: 2
Cost: 150
Resource Req: Iron
Receives a +25% combat bonus against City Attack

Spearman Warband
Unit Class: Melee Str: 12
Ranged Str -
Range: -
Moves: 2
Cost: 100
Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry

Archer Warband
Unit Class: Ranged
Str: 6
Ranged Str 12
Range: 2
Moves: 2
Cost: 120
May not melee attack. Performs Ranged attacks

Nivae Riders
Unit Class: Heavy Cavalry
Str: 12
Ranged Str -
Range: -
Moves: 3
Cost: 100
Resource Req: Ni'Vae
Can move after attacking. +15% vs Melee.

Nivae Chargers
Unit Class: Heavy Cavalry
Str: 10
Ranged Str -
Range: -
Moves: 3
Cost: 90
Resource Req: Ni'Vae
Can move after attacking. +50% vs Light Cavalry and Heavy Cavalry

Nivae Archers
Unit Class: Heavy Cavalry
Str: 7
Ranged Str 10
Range: 2
Moves: 3
Cost: 80
Resource Req: Ni'Vae
Can move after attacking. Performs Ranged attacks

Ranger
Unit Class: Recon
Str: 11
Ranged Str -
Range: -
Moves: 2
Cost: 90
Ignores terrain movement costs. +33% strength in Rough Terrain

Assassin
Unit Class: Recon
Str: 11
Ranged Str -
Range: -
Moves: 2
Cost: 90
Ignores enemy Zone of Control. Invisible. Targets non military units first (Civilians, General, Sorcerers etc.)

Skirmish Archers
Unit Class: Recon
Str: 8
Ranged Str 10
Range: 2
Moves: 2
Cost: 90
May not melee attack. Ignores terrain movement costs. +20% strength in Open Terrain. Performs Ranged Attacks

Skirmish Infantry
Unit Class: Recon
Str: 11
Ranged Str -
Range: -
Moves: 2
Cost: 90
Ignores terrain movement costs. +10% strength in Open Terrain. +10% vs Recon Units

Strider Scouts
Unit Class: Light Cavalry
Str: 9
Ranged Str -
Range: -
Moves: 4
Cost: 80
Resource Req: Striders
Ignores terrain movement costs, Can move after attacking. +50% vs Siege

Strider Skirmishers
Unit Class: Light Cavalry
Str: 9
Ranged Str -
Range: -
Moves: 4
Cost: 80
Resource Req: Striders
Ignores terrain movement costs, Can move after attacking. +25% vs Ranged Units

Trebuche
Unit Class: Siege
Str: 6
Ranged Str 20
Range: 2
Moves: 2
Cost: 250
Resource Req: Iron
May not melee attack. Receives a +10% combat bonus versus cities, performs ranged attacks, and must “set up” to attack.

Ballista
Unit Class: Siege
Str: 7
Ranged Str 19
Range: 2
Moves: 2
Cost: 250
May not melee attack. Receives a +10% combat bonus versus Melee, Heavey Cavalry and Light Cavalry. performs ranged attacks.

Enchanter
Unit Class: Arcane
Str: 12
Ranged Str -
Range: -
Moves: 2
Cost: 180
Resource Req: Starmetal
May not melee attack. gains 'Enchanter' promotion (cast spells and Provides Buffs to nearby units.) which can be carried over to other unit classes on upgrade

Sorcerer
Unit Class: Arcane
Str: 10
Ranged Str 12
Range: 2
Moves: 2
Cost: 180
Resource Req: Starmetal
May not melee attack. Can cast many spells and performs Ranged Attacks.

Battlemage
Unit Class: Arcane
Str: 10
Ranged Str 14
Range: 2
Moves: 2
Cost: 190
Resource Req: Starmetal
Gains 'Battlemage' promotion (Can cast spells and performs strong Ranged Attacks.) which can be carried over to other unit classes on upgrade

Inquisitor
Unit Class: Divine
Str: 14
Ranged Str -
Range: -
Moves: 2
Cost: 160
Resource Req: Incense
Gains 'Inquisitor' promotion (Medic 1 and 2, Can influence rival cities, can quell annexed cities.) which can be carried over to other unit classes on upgrade

High Priest
Unit Class: Divine
Str: 12
Ranged Str -
Range: -
Moves: 2
Cost: 150
Resource Req: Incense
Medic 1 and 2, can cast divine buffing spells

Healer
Unit Class: Divine
Str: 12
Ranged Str -
Range: -
Moves: 2
Cost: 150
Resource Req: Incense
Gains 'Healer' promotion (Medic 1, 2 and 3. can cast divine Healing spells.) which can be carried over to other unit classes on upgrade




Axeguard Defenders
Unit Class: Melee
Str: 21
Ranged Str -
Range: -
Moves: 2
Cost: 160
Receives a +25% combat bonus against Melee Units. +1 HP

Berserkers
Unit Class:
Melee Str: 21
Ranged Str -
Range: -
Moves: 2
Cost: 160
Receives a +25% combat bonus against Melee Units. Can move after attacking. Can attack twice, -15% vs Ranged Units.

Blade Dancers
Unit Class: Melee
Str: 25
Ranged Str -
Range: -
Moves: 2
Cost: 240
Resource Req: Iron
Receives a +25% combat bonus against City Attack

Swordsman Regiment
Unit Class: Melee
Str: 25
Ranged Str -
Range: -
Moves: 2
Cost: 240
Resource Req: Iron
Receives +10% strength for every adjacent friendly unit

Javalineer Warband
Unit Class: Melee
Str: 16
Ranged Str 12
Range: 1
Moves: 2
Cost: 150
Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry. Performs Short Ranged attacks

Pikeman
Unit Class: Melee
Str: 16
Ranged Str -
Range: -
Moves: 2
Cost: 140
Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry. +1 HP

Crossbowman
Unit Class: Ranged
Str: 10
Ranged Str 20
Range: 2
Moves: 2
Cost: 180
May not melee attack. Performs stronger Ranged attacks

Longbowman
Unit Class: Ranged
Str: 10
Ranged Str 17
Range: 3
Moves: 2
Cost: 180
May not melee attack. Performs Further Ranged attacks

Mounted Infantry
Unit Class: Heavy Cavalry
Str: 22
Ranged Str -
Range: -
Moves: 3
Cost: 200
Resource Req: Ni'Vae
Can move after attacking. +15% vs Melee.

Nivae Lancer
Unit Class: Heavy Cavalry
Str: 22
Ranged Str -
Range: -
Moves: 3
Cost: 200
Resource Req: Ni'Vae
Can move after attacking. +50% vs Light Cavalry and Heavy Cavalry

Nivae Cavalry
Unit Class: Heavy Cavalry
Str: 15
Ranged Str 18
Range: 2
Moves: 3
Cost: 190
Resource Req: Ni'Vae
Can move after attacking. Performs Ranged attacks

Beastmaster
Unit Class: Recon
Str: 15
Ranged Str -
Range: -
Moves: 2
Cost: 120
Ignores terrain movement costs. +33% strength in Rough Terrain. +50% vs Beasts. Defeated Beasts are converted to your side

Master Assassin
Unit Class: Recon
Str: 15
Ranged Str -
Range: -
Moves: 2
Cost: 120
Ignores enemy Zone of Control. Can enter rival territory without incurring diplomatic penalties. Invisible. Targets non military units first (Civilians, Generals, Sorcerers etc.)

Sniper Squad
Unit Class: Recon
Str: 11
Ranged Str 15
Range: 2
Moves: 2
Cost: 120
Ignores terrain movement costs. +33% strength in Open Terrain. Performs Ranged Attacks

Guerilla Band
Unit Class: Recon
Str: 15
Ranged Str -
Range: -
Moves: 2
Cost: 120
Ignores terrain movement costs. +20% strength in Open Terrain. +20% vs Recon units

Strider Stalkers
Unit Class: Light Cavalry
Str: 20
Ranged Str -
Range: -
Moves: 4
Cost: 170
Resource Req: Striders
Ignores terrain movement costs, Can move after attacking. +50% vs Siege.

Strider Chargers
Unit Class: Light Cavalry
Str: 20
Ranged Str -
Range: -
Moves: 4
Cost: 170
Resource Req: Striders
Ignores terrain movement costs, Can move after attacking. +25% vs Ranged Units

Mortar
Unit Class: Siege
Str: 14
Ranged Str 32
Range: 3
Moves: 2
Cost: 320
Resource Req: Iron
May not melee attack. Receives a +10% combat bonus versus cities, performs ranged attacks. May perform indirect fire.

Cannon
Unit Class: Siege
Str: 16
Ranged Str: 32
Range: 2
Moves: 2
Cost: 320
Resource Req: Iron
May not melee attack. Receives a +20% combat bonus versus cities, performs ranged attacks.

Bolt Thrower
Unit Class: Siege
Str: 18
Ranged Str 30
Range: 2
Moves: 2
Cost: 320
May not melee attack. Receives a +20% combat bonus versus Melee, Heavey Cavalry and Light Cavalry. performs ranged attacks.

Sorcerer Lord
Unit Class: Arcane
Str: 18
Ranged Str 22
Range: 2
Moves: 2
Cost: 220
Resource Req: Starmetal
May not melee attack. Can cast powerful spells and performs Ranged Attacks.

Pontifex
Unit Class: Divine Str: 20
Ranged Str -
Range: -
Moves: 2
Cost: 210
Resource Req: Incense
Medic 1 and 2, can cast powerful divine buffing spells





Shieldwall
Unit Class: Melee
Str: 35
Ranged Str -
Range: -
Moves: 2
Cost: 290
Receives a +33% combat bonus against Melee Units. +2 HP

Reavers
Unit Class: Melee
Str: 35
Ranged Str -
Range: -
Moves: 2
Cost: 290
Receives a +33% combat bonus against Melee Units. Can attack twice. -15% vs Ranged Units.

Blademasters
Unit Class: Melee
Str: 40
Ranged Str -
Range: -
Moves: 2
Cost: 320
Resource Req: Iron
Receives a +33% combat bonus against City Attack

City Guard
Unit Class: Melee
Str: 40
Ranged Str -
Range: -
Moves: 2
Cost: 320
Resource Req: Iron
Receives +10% strength for every adjacent friendly unit. +25% city defence.

Assault Javalineers
Unit Class: Melee
Str: 30
Ranged Str 21
Range: 1
Moves: 2
Cost: 260
Receives a +100% combat bonus against Light Cavalry and Heavy Cavalry. Performs Short Ranged attacks

Halbardiers
Unit Class: Melee
Str: 30
Ranged Str -
Range: -
Moves: 2
Cost: 260
Receives a +100% combat bonus against Light Cavalry and Heavy Cavalry. +1 HP

Marksman
Unit Class: Ranged
Str: 19
Ranged Str 34
Range: 2
Moves: 2
Cost: 230
May not melee attack. Performs stronger Ranged attacks

Flurry
Unit Class: Ranged
Str: 19
Ranged Str 31
Range: 3
Moves: 2
Cost: 230
May not melee attack. Performs Further Ranged attacks. Can attack twice

Knight
Unit Class: Heavy Cavalry
Str: 34
Ranged Str -
Range: -
Moves: 3
Cost: 280
Resource Req: Ni'vae + Iron
Can move after attacking. +15% vs Melee, Light Cavalry and Heavy Cavalry

Artillery
Unit Class: Siege
Str: 16
Ranged Str 46
Range: 4
Moves: 2
Cost: 420
Resource Req: Iron
May not melee attack. Receives a +15% combat bonus versus cities, performs ranged attacks. May perform indirect fire.

Grand Cannon
Unit Class: Siege
Str: 18
Ranged Str 46
Range: 3
Moves: 2
Cost: 420
Resource Req: Iron
May not melee attack. Receives a +33% combat bonus versus cities, performs ranged attacks.

Repeater Bolt Thrower
Unit Class: Siege
Str: 21
Ranged Str 42
Range: 2
Moves: 2
Cost: 420
May not melee attack. Receives a +20% combat bonus versus Melee, Heavey Cavalry and Light Cavalry. performs ranged attacks. Can attack twice.

Alzara
Oct 06, 2010, 06:46 AM
I'm really glad someone is doing something like this - I loved Fall From Heaven, and there's a "Total Conversion - Fantasy" tab in the Mod browser just waiting to be filled:goodjob:.

Yeah I hope that I can fill that niche with some interesting originality :)
Glad you are on board for the creation of this mod! :)

Presumably the pigment ability is somehow related to magic? Maybe some sort of tile yield that increases the potency of sorcerers stationed on them?

Yes that is true. As TheChanger said it will also act as a magical currency per se :)
Furthermore, there will be an additional feature of colourless terrain; which is in essence the same as normal terrain only with no pigment yields. This makes such terrain very counter-productive for sorcerers, unless they are undead ;)

One thing I'd be wary about is that in Civ V, at least the base game, units on the losing side of a conflict tend to get wiped out pretty soundly, so they can't really build up experience. Thus, if you have a heavily upgrade-based experience system it might be too easy for one nation to steamroll another after winning a couple of battles or an earlier war, and then decimate its neighbours etc. Also, Civ V generally has pretty cramped fights, so a large unit variety may end up with having ten choices for one unit but really only ever using a few.

Indeed that is true. We are discussing potential ways around this issue!

I must say I'm impressed with the depth of the flavor here - I've read probably more than I care to about egg-laying humanoids!:eek:

Hehe thanks. Flavour is very important to me. Also it's funny to hear sapids and such described as egg-laying humanoids (even though that's what they are) :) I have a soft spot for that feature I'm not sure why. Also, from your reaction, I'm guessing u've stumbled on some of the more colourful aspects of a certain nation :p


Also ty TheChanger for posting those unit updates. When I'm not at work I will be sure to put them into the main design thread along with further updates :)

Al

Tasunke
Oct 06, 2010, 09:15 AM
Sniper Squads seem a bit weak imho ... or are you having them target non-military first?

I mean, I guess having them ignore terrain costs is useful ... but by tier 3 they are significantly weaker that adding some Withdrawal Chance might be nice at Tier 3 (skirmish)

Are light cavalry and heavy cavalry really different enough to warrant separate unit-classes? If there isn't a lot of difference, it might be better to keep them as the same unit-class. Otherwise, give Heavy Cavalry +50% vs Light Cavalry (melee only) or something.

I really like Artillery btw ;) ... 4 range + indirect fire.

TheChanger
Oct 06, 2010, 12:37 PM
Sniper Squads seem a bit weak imho ... or are you having them target non-military first?

i suppose they could target non military units first, that could work, but it might step on the toes of assassins... but then again it gives more options for countering sorcerers...

Are light cavalry and heavy cavalry really different enough to warrant separate unit-classes? If there isn't a lot of difference, it might be better to keep them as the same unit-class. Otherwise, give Heavy Cavalry +50% vs Light Cavalry (melee only) or something.

they will have different promotion lines, and you need sepparate unitclasses as far as i know. but your idea of giving Heavy Cavalry +50% vs Light Cavalry sounds pretty good, and letting light cavalry have more of a melee focus.

I really like Artillery btw ... 4 range + indirect fire.

;)

Alzara
Oct 07, 2010, 06:35 AM
i suppose they could target non military units first, that could work, but it might step on the toes of assassins... but then again it gives more options for countering sorcerers...

I was thinking along the lines of making them take less damage from ranged attacks. Snipers are usually set up in annoying vantage points where they can shoot you and you can't shoot them :)

Credit to TheChanger since he came up with these stats in the first place. I just worked on the flow-design but am conjuring up some naval stats in between work and figuring out how to tie in Alvacon and Morzardrey's airships ;)

I will post details of these at the weekend and also provide links to some of the initial leader art :) In addition, I hope myself and TheChanger will have some building design to show you all. Check back in a couple of days to see ;)

Al

TheChanger
Oct 07, 2010, 08:26 AM
I was thinking along the lines of making them take less damage from ranged attacks. Snipers are usually set up in annoying vantage points where they can shoot you and you can't shoot them

thats actually not a bad idea. :)

Credit to TheChanger

haha thanks :)

Tasunke
Oct 08, 2010, 02:18 AM
Yea, having Snipers harder to hit with ranged does indeed sound like a good idea.

Alzara
Oct 10, 2010, 06:01 AM
UPDATES

Stats added for each unit. Naval units soon to follow. Also myself and TheChanger have been working hard on building design. It is practically done so expect these to appear very soon! :)

Al

lemonjelly
Oct 10, 2010, 12:32 PM
Great work, this looks really interesting, maybe a mod to challenge FFH?
I can't wait to play it, but, I'm guessing we'll be waiting until a while after the release of the Almighty Source Code?

Alzara
Oct 10, 2010, 02:54 PM
Great work, this looks really interesting, maybe a mod to challenge FFH?
I can't wait to play it, but, I'm guessing we'll be waiting until a while after the release of the Almighty Source Code?

Hehe thanks. It is not my intention to directly challenge any mod per se but hopefully, over time, I can get the same kind of audience or following that FfH had (and still has) ;)

Also it will be a while till the mod is in a fully working state, but hopefully we can get beta releases out there for general play and balance testing before getting too much into the nitty gritty! :)

Al

Alzara
Oct 10, 2010, 02:59 PM
UPDATES

Building stats added for eras 1 and 2. More to be posted tomorrow. Feedback on these would be very much appreciated due to the precarious nature of building design in civ 5 ;)

Al

darkedone02
Oct 10, 2010, 03:31 PM
Fall from Heaven 2 fails to make a great AI system that can also use magic and declare war most often like in vanilla Civ 4 on the Deity Difficulty. Can you actually see if you can make the AI work much better in your mod that actually declares war more often and use magic against me as well?

In some modmod's of Fall from Heaven 2, some modder's like Valkrionn add in terraforming in the game, as most races that live in the desert, jungle, wasteland, and ice expand their climate reach... will you also add that feature in your mod? will each and every civilization gain their own special lands and gain special promotion's and bonuses?

Afforess
Oct 10, 2010, 09:31 PM
Building Design

Here is the preliminary design for the buildings in eras 1 and 2 for Naeralith Reborn.

As with the units these will be spread out over 5 different eras. Era 3, 4 and 5 buildings will be posted tomorrow :)

In addition, the tech requirements have been left blank for now as the tech tree itself is still under construction.

Buildings are a difficult thing to balance and get right... especially it seems with this version of civ.

Any feedback or criticisms are most welcome as we are keen to get community input as to potential balance issues or problems with the building design :)



Barracks
Building Type: Military
Cost: 80
Maintenance: 1
Tech Req: -
EXP Changes: +15XP to all land units

Monument
Building Type: Cultural
Cost: 60
Maintenance: 1
Tech Req: -
Yield changes: +2 Culture

Herbalist
Building Type: Yield
Cost: 100
Maintenance: 1
Tech Req: -
Yield changes: +2 Food

Granary
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Resource Req: Grain Bonus Resource
Yield changes: +15% Food. +1 food for each Grain Resource nearby.

Smokehouse
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Resource Req: Meat Bonus Resource
Yield changes: +15% Food. +1 food for each Meat Resource nearby.

Fishing Village
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Resource Req: Sea Food Bonus Resource
Nearby Terrain Req: Coastal City
Yield changes: +15% Food. +1 food for each Sea Food Resource nearby.

Elder Council
Building Type: Research
Cost: 70
Maintenance: 1
Tech Req: -
Specialist Slots: +1 Sage
Yield changes: +2 Science

Watch Towers
Building Type: Defence
Cost: 100
Maintenance: 1
Tech Req: -
Defence Changes: +5 Defence

City Square
Building Type: Economic
Cost: 80
Maintenance: 0
Tech Req: -
Specialist Slots: +1 Merchant
Yield changes: +4 gold

Street Entertainers
Building Type: Happiness
Cost: 100
Maintenance: 1
Tech Req: -
Specialist Slots: +1 Bard
Happiness: +2 Happiness



Training Yard
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
EXP Changes: +15XP to all Melee units

Hippodrome
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
Nearby Resource Req: Ni'Vae/Striders
EXP Changes: +15XP to all Heavy Cavalry and Light Cavalry units

Archery Range
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
EXP Changes: +15XP to all Archer units

Hunting Lodge
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
EXP Changes: +15XP to all Recon units

Forge
Building Type: Military
Cost: 120
Maintenance: 2
Tech Req: -
Nearby Resource Req: Iron
Production Changes: +15% production of land Units.

Temple
Building Type: Cultural
Cost: 120
Maintenance: 2
Tech Req: -
Building Req: Monument
Specialist Slots: +1 Priest
Yield changes: +3 Culture

Carnival
Building Type: Cultural
Cost: 140
Maintenance: 3
Tech Req: -
Building Req: Street Entertainers
Happiness: +2 Happiness
Yield changes: +3 Culture

Lighthouse
Building Type: Yield
Cost: 80
Maintenance: 1
Tech Req: -
Nearby Terrain Req: Coastal City
Yield changes: +1 Food from Water tiles

Garden
Building Type: Yield
Cost: 120
Maintenance: 2
Tech Req: -
Nearby Terrain Req: River/Lake
Specialist Slots: +1 Bard
Yield changes: +25% GPP.

Water Mill
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Terrain Req: Next to a River
Specialist Slots: +1 Engineer
Yield changes: +2 Food

Library
Building Type: Research
Cost: 80
Maintenance: 1
Tech Req: -
Specialist Slots: +1 Sage
Yield changes: +1 Science for every 2 citizens in the city.

Walls
Building Type: Defence
Cost: 100
Maintenance: 1
Tech Req: -
Defence Changes: +5 Defence

Guard Towers
Building Type: Defence
Cost: 120
Maintenance: 1
Tech Req: -
Building Req: Watch Towers
Defence Changes: +5 Defence, Adjacent enemies take 1 damage.

Market
Building Type: Economic
Cost: 120
Maintenance: 0
Tech Req: -
Building Req: City Square
Specialist Slots: +1 Merchant
Yield changes: +25% gold

Brewery
Building Type: Happiness
Cost: 150
Maintenance: 4
Tech Req: -
Building Req: Granery
Nearby Resource Req: Grain Bonus Resource
Happiness: +1 Happiness for each Grain Resource nearby

Circus
Building Type: Happiness
Cost: 130
Maintenance: 2
Tech Req: -
Building Req: Carnival
Nearby Resource Req: Ni'Vae/Striders
Happiness: +3 Happiness

Courhouse
Building Type: Happiness
Cost: 200
Maintenance: 5
Tech Req: -
Happiness: Eliminates Unhappiness from an occupied City



Instead of having the herbalist being a food building doesn't make a whole lot of sense. Herbalists were used for healing, and foods a poor way to represent that. I had a herbalist building in my Civ4 mod, and gave it the ability to heal the most wounded unit near the city to full health each turn. While your doesn't need to be that exactly, a healing ability for units make more sense. Don't worry about the fact that this ability doesn't exist in XML. You can script unit healing in Lua pretty easily. (I'll help if needed ;) ).

You might also want to rethink the food building's 15% more food bonuses. Stacked together, a city would be earning 45% more food, which is too much IMHO. I think a static food bonus would be more in line.

Also, keep in mind with the military experience buildings that they are going to be roughly the equivalent of 1.5 military units in that era. I think the buildings free xp should be doubled, especially considering how weak most promotions are.

The forge is a bit weak too, considering that it consumes an iron, but doesn't give a substantial boost. 25% boost might be better.

TheChanger
Oct 10, 2010, 09:44 PM
thanks for the feedback Afforess :) ill make some notes.

not a bad idea ther with the herbalist, but i worry that if a city dosnt have any food resources nearby they cant build the granary, smokehouse or fishing village (ie if you build a city in a desert or snow to get a desired strategic resource that is out of reach of your culture)

also, the forge dosnt consume iron, just requires there be iron in the cities radius ;)

Afforess
Oct 10, 2010, 09:52 PM
not a bad idea ther with the herbalist, but i worry that if a city dosnt have any food resources nearby they cant build the granary, smokehouse or fishing village (ie if you build a city in a desert or snow to get a desired strategic resource that is out of reach of your culture)

Sure, that'd suck, but would be historically accurate. Cities that lack food don't grow. You could compromise, and make it heal units AND give +1 food. ;)


also, the forge dosnt consume iron, just requires there be iron in the cities radius ;)

Ah, I see. Still, a 20% bonus instead of 15% might be better.

TheChanger
Oct 10, 2010, 10:29 PM
Sure, that'd suck, but would be historically accurate.

very true ;)

Ah, I see. Still, a 20% bonus instead of 15% might be better.

ok :) unit production times in civ 5 are too slow anyway :p

edit:

would you say

Granary: +2 food, +1 food for each Grain Resource nearby.
Smokehouse: +2 food, +1 food for each Meat Resource nearby.
Fishing Village: +2 food, +1 food for each Sea Food Resource nearby.

or

Granary: +10% food, +1 food for each Grain Resource nearby.
Smokehouse: +10% food, +1 food for each Meat Resource nearby.
Fishing Village: +10% food, +1 food for each Sea Food Resource nearby.

or

Granary: +5% food, +1 food for each Grain Resource nearby.
Smokehouse: +5% food, +1 food for each Meat Resource nearby.
Fishing Village: +5% food, +1 food for each Sea Food Resource nearby.

or

Granary: +2 food, +5% food for each Grain Resource nearby.
Smokehouse: +2 food, +5% food for each Meat Resource nearby.
Fishing Village: +2 food, +5% food for each Sea Food Resource nearby.

or something different, would be better for these buildings?

Afforess
Oct 10, 2010, 10:39 PM
The first one seems best. Percentage bonuses always benefit bigger cities more than little ones. That doesn't make sense for these buildings, as they should benefit smaller cities more than big ones.

TheChanger
Oct 10, 2010, 10:56 PM
The first one seems best. Percentage bonuses always benefit bigger cities more than little ones. That doesn't make sense for these buildings, as they should benefit smaller cities more than big ones.

excelent, great minds think alike :)

Tasunke
Oct 11, 2010, 02:20 AM
Personally I think the SECOND option is best ;)

I mean ... the store-houses give bonuses based on over-all food production ... but resources add directly ;)


// so yea, Percentage bonus for "having a place to store things" ... and a direct bonus (with building) for the grains ...

although I'd rather it be +10% food, and +1.5 food per resource


// Also, cities for the Desert people might should get extra food from trade-routes

TheChanger
Oct 11, 2010, 03:23 AM
I mean ... the store-houses give bonuses based on over-all food production ... but resources add directly

this is true, but from a gameplay balance perspective option 1 is better because as afforess said these buildigns would be directed at smaller cities, and % food increase would only really benefit bigger cities (and we have other buildigns which fulfill this later on)

// Also, cities for the Desert people might should get extra food from trade-routes

there are some different mechanics well be toying around with for these guys. food from trade is interesting, but im not sure it suits the theme of all the civs (Ak'Dav is isolationist, Newetah is more focussed on the rivers and oases for food rather than food from trade, But Kambai... they could certainly use food from trade. could make a nice trait...)

Opera
Oct 11, 2010, 03:45 AM
From internal trade routes. Isolationist wouldn't mean their own cities are isolated from each other right?

TheChanger
Oct 11, 2010, 04:47 AM
From internal trade routes. Isolationist wouldn't mean their own cities are isolated from each other right?

thats correct :) but from a lore perspective i doubt Ak'Dav would be trading food significantly enough for it to be a big enough factor to be represented in game

Alzara
Oct 11, 2010, 06:30 AM
thats correct :) but from a lore perspective i doubt Ak'Dav would be trading food significantly enough for it to be a big enough factor to be represented in game

Traditionally the Ak'dav do trade in food, but only from an import perspective to meet their requirements (there isn't that much fertility in Ak'dav). But yeah I don't think that is significant enough to be represented in game. Especially considering you could play as Ak'dav n start in beautiful grasslands ;)

Al

Alzara
Oct 11, 2010, 06:37 AM
UPDATES (kinda) :p

Thank you all for the feedback so far on the buildings.

Myself and TheChanger have been discussing a few things and have bounced some interesting ideas off one-another. We have taken into consideration what everybody has been saying and have also come up with some new ideas relating to resources.

With that in mind, we are going to pull the present building design and rework it with our new vision in mind ;)

This means I wont post era 3, 4 or 5 buildings till we have done this. The first thing will be a resources update which I will post tonight so that you can see the kind of things available to your respective empires in Naeralith Reborn :)

Al

Alzara
Oct 11, 2010, 03:01 PM
UPDATES

Initial resource design added. Take a look and let me know what you think of the design and yields :)

Al

Makkah
Oct 11, 2010, 06:43 PM
Very cool resources. Are they all going to have actual uses, or are the majority of them just trade fodder?

Jazus
Oct 11, 2010, 07:06 PM
Hi, this is my first post here but I've been following for some days now. I'm very interested in a fantasy mod to Civ V and this one looks quite promising - I mean, wow, Alzara, some serious thought has gone into this! I commend all the work that's been done both imaginatively and at the gameplay level, its really tremendous in just a few weeks since release.

That said, I have one really nitpicky comment. Keep in mind my primary experience is as a linguist and writer, sometimes even a writer of fantasy...

You waaayy overuse the letter L, and in particular the sound combinations "lu" and "lo". For instance take a look at your list of bonus resources:

Avuulin
Copuls
Japula
Kalkus
Lumanins
Malumi
Mulgorf
Slui
Maelo
Sporral
Shibbil

Aside from diversifying your consonants a little, you might also want to up the number of monosyllabic words. If you look at english 'resource words' you'll notice that the majority of them are monosyllabic (wood, fish, cow, horse, corn, grain, etc). To me this reflects their common everyday usage. If the initial purpose of language was to describe our physical environment, it would make sense for the descriptions to be concise and practical. Ie, if a giant predator is coming right for you it makes more sense to yell "Bear!" than it does to yell "Malumi!"; if you're communicating over water and find a spot with good tasty creatures below the surface it's easier to shout "Fish!" than "Mulgorf!"

Just a thought, take it for what you will.

Alzara
Oct 12, 2010, 03:51 AM
Very cool resources. Are they all going to have actual uses, or are the majority of them just trade fodder?

Yes they will have uses. For luxuries, most of these will be tied into buildings. More will be announced on this functionality soon ;)

Al

Alzara
Oct 12, 2010, 04:23 AM
Hi, this is my first post here but I've been following for some days now. I'm very interested in a fantasy mod to Civ V and this one looks quite promising - I mean, wow, Alzara, some serious thought has gone into this! I commend all the work that's been done both imaginatively and at the gameplay level, its really tremendous in just a few weeks since release.

Thank you for your kind words :) I'm glad that you appreciate the content I have written and hope u continue to do so as I add more; gameplay and lorewise!

That said, I have one really nitpicky comment. Keep in mind my primary experience is as a linguist and writer, sometimes even a writer of fantasy...

You waaayy overuse the letter L, and in particular the sound combinations "lu" and "lo". For instance take a look at your list of bonus resources:

Avuulin
Copuls
Japula
Kalkus
Lumanins
Malumi
Mulgorf
Slui
Maelo
Sporral
Shibbil

Aside from diversifying your consonants a little, you might also want to up the number of monosyllabic words. If you look at english 'resource words' you'll notice that the majority of them are monosyllabic (wood, fish, cow, horse, corn, grain, etc). To me this reflects their common everyday usage. If the initial purpose of language was to describe our physical environment, it would make sense for the descriptions to be concise and practical. Ie, if a giant predator is coming right for you it makes more sense to yell "Bear!" than it does to yell "Malumi!"; if you're communicating over water and find a spot with good tasty creatures below the surface it's easier to shout "Fish!" than "Mulgorf!"

Just a thought, take it for what you will.

:D

I have an extreme example in my head at the moment: "Look out a blahblahblahblahblah..... oh too late" :D

I recall being told off by another for my linguistical combinations. Unfortunately I'm not a linguist and my only language skills are English-based.
Maybe you could make a few suggestions? I've been considering getting some sort of book to help me with the linguistical stuff. I have had at least 1 recommendation.

For now I'm just going to try and catch this unbelievablycolourfulandshinyfish.... oh.... it swam away :D

Al

Tasunke
Oct 13, 2010, 12:24 AM
well ... I just try to simplify my design .... by using stuff already in the human consciousness (without making up new words :P .. for the most part)

But yea, I'm no programmer so its unlikely I'm going to be modding anything soon ... hehe


Also, sometimes using words from other languages is Kosher.

Jazus
Oct 13, 2010, 03:22 PM
The best advice I have is to think of your world in terms of at least a few distinct language groups, each with their own identity. You might only speak English, but I'm sure you'd recognize the difference between spoken German, French, and Spanish, based solely on linguistic patterns. French, for instance, is a very fast language with lots of vowel and consonant subtlety; Spanish, on the other hand, takes about three times as long to say anything, and pretty much always is pronounced exactly how it looks. And in German they actually have words like prettyshinycolorfulfishfromtheriverbymyhouse.

Basically what I'm saying is that there's no wrong way to do it. It could very well be the case that one of your language groups uses the hell out of the 'lo' and 'lu' sounds (I mean, look at Hawaiian). As long as you're consciously making that decision, and not just falling into the trap of trying to make a 'fantasy-sounding-name' for something (which always ends up sounding just like Tolkien Elvish to me).

Alzara
Oct 14, 2010, 11:32 AM
The best advice I have is to think of your world in terms of at least a few distinct language groups, each with their own identity. You might only speak English, but I'm sure you'd recognize the difference between spoken German, French, and Spanish, based solely on linguistic patterns. French, for instance, is a very fast language with lots of vowel and consonant subtlety; Spanish, on the other hand, takes about three times as long to say anything, and pretty much always is pronounced exactly how it looks. And in German they actually have words like prettyshinycolorfulfishfromtheriverbymyhouse.

Basically what I'm saying is that there's no wrong way to do it. It could very well be the case that one of your language groups uses the hell out of the 'lo' and 'lu' sounds (I mean, look at Hawaiian). As long as you're consciously making that decision, and not just falling into the trap of trying to make a 'fantasy-sounding-name' for something (which always ends up sounding just like Tolkien Elvish to me).

Thanks for the advice! I think I will re-work some of the names and also potentially come up with a source for each name (i.e. which language and where it came from) :)

For now myself and TheChanger are tying these resources in with buildings. A new building design plus some reworked names will follow soon :)

Al

Tasunke
Oct 14, 2010, 11:33 AM
Hmm. I suppose language could be almost as significant as religion .... if there was a way to determine and control which civ used which Language.

Jazus
Oct 14, 2010, 12:16 PM
So I woke up this morning and before I even had my coffee I was hit by a moment of inspiration regarding your mod. With so many civilizations all focused on a specific type of terrain, it would be really cool if all cultural boundaries gradually terraformed the land up to a few tiles outside the cultural boundary.

This would create interesting situations where, for instance, the 'good Fae' are allied with the 'plains horse' people, but the damn horsemen keep cutting down the forest everywhere. So when the 'evil Fae' start to invade their land, maybe the 'good Fae' will just back off for a while...

Basically, if in addition to the moral diplomacy of the world (good vs. evil) there was also a level of geographic diplomacy that pitted different preferred terrains against each other.

TheChanger
Oct 14, 2010, 05:29 PM
Basically, if in addition to the moral diplomacy of the world (good vs. evil) there was also a level of geographic diplomacy that pitted different preferred terrains against each other.

this idea is almost an extension of terraforming. something like invasive terraforming from each civ (such as Vjasjakii swamps etc) might be a bit unbalaced, especially ones that spread detremental terrain for other civs (again, swamps and coast from vjasjekii and even desert (newtah (they probably wont spread desert fyi)) or ice (Xayith))

i think having it spread outside the civs boarder could cripple other civs without a terraforming ability (ie Rylonia), and id much prefer for the terrain to be restricted within th civs borders.

THese terraforming abilities however could increase the diplomatic effect of having close bordes to other civs, and also using culture bombs. im fairly certain there will be some form of terraforming spells as well so civs will have to actively spread their terrain.

Alzara
Oct 15, 2010, 05:20 AM
this idea is almost an extension of terraforming. something like invasive terraforming from each civ (such as Vjasjakii swamps etc) might be a bit unbalaced, especially ones that spread detremental terrain for other civs (again, swamps and coast from vjasjekii and even desert (newtah (they probably wont spread desert fyi)) or ice (Xayith))

i think having it spread outside the civs boarder could cripple other civs without a terraforming ability (ie Rylonia), and id much prefer for the terrain to be restricted within th civs borders.

THese terraforming abilities however could increase the diplomatic effect of having close bordes to other civs, and also using culture bombs. im fairly certain there will be some form of terraforming spells as well so civs will have to actively spread their terrain.

I agree, I don't think that invasive terrain spreading would be suitable for civilisations such as Newetah. Vjasjekii have this ability and I could maybe see Xayith using it (maybe!)... but terraforming will probably be accomplished through concious effort in most cases, rather than passive colonisation :)

Al

War Chicken
Oct 15, 2010, 07:26 AM
Your Ideas look very promising. I'll keep track of your mod and throw in some suggestions when they hit my brain. I'm very glad to see a big fantasy mod emerging for Civ5.

Alzara
Oct 15, 2010, 03:27 PM
Your Ideas look very promising. I'll keep track of your mod and throw in some suggestions when they hit my brain. I'm very glad to see a big fantasy mod emerging for Civ5.

Thanks! I'm glad to be making the mod :)

Please feel free to contribute any thoughts you might have!

Al

Alzara
Oct 15, 2010, 03:33 PM
UPDATES

New building design added for all eras. This also includes more resource utilisation by the various buildings themselves :)

Al

TheChanger
Oct 15, 2010, 09:37 PM
Herbalist
Building Type: Yield
Cost: 80
Maintenance: 1
Tech Req: -
Yield changes: +1 food with Alendus
Other Notes: Heals units adjacent to the city +1 HP per turn.

the bolded part should read: '+1 food for each worked Alendus' ;)

other than that the buildings all look great :)

you should post our specialist and great person design next i think.

Tasunke
Oct 17, 2010, 04:30 AM
Maybe spy units that only Spies and Assassins can target? (w/ melee only)

and spies can only reveal enemies as well as attack other spies. Maybe spy missions later to disrupt cities.

TheChanger
Oct 17, 2010, 07:27 AM
i was never a fan of espionage in Civ 4 BTS personally :(

Alzara
Oct 17, 2010, 01:56 PM
the bolded part should read: '+1 food for each worked Alendus' ;)

other than that the buildings all look great :)

you should post our specialist and great person design next i think.

Fixed ;)

Specialists will come soon! :)

Al

Alzara
Oct 17, 2010, 01:57 PM
Maybe spy units that only Spies and Assassins can target? (w/ melee only)

and spies can only reveal enemies as well as attack other spies. Maybe spy missions later to disrupt cities.

There are no plans to include espionage as it was in civ 4. Something may be implemented much further downstream but at the moment I want to stay clear from introducing too many complexities in the early design stage :)

Al

Tasunke
Oct 17, 2010, 05:33 PM
well ... you don't need true espionage just invisible land units ;)

TheChanger
Oct 17, 2010, 05:53 PM
the assassins will be invisible, and i think Al mentioned the Sniper squad being invisible too. both will be able to see invisible land units :)

Alzara
Oct 18, 2010, 06:03 AM
the assassins will be invisible, and i think Al mentioned the Sniper squad being invisible too. both will be able to see invisible land units :)

We could make the sniper squad invisible. Initially I thought of giving them ranged defense (using their little sniper corners to defend themselves... damn campers :p).

If we made them inivisible as they are they would be too powerful I imagine?

Al

Tasunke
Oct 18, 2010, 09:37 AM
hmm ... maybe only ranged units can see snipers?

Or, maybe only adjacent units can reveal snipers. That way, they are not "invisible" just "stealthy" ... but yea, I feel pure invisibility may be a bit much for snipers.

But I like the idea of increased ranged defense and perhaps only adjacent units can spot them ;)

That being said, there might be "some" visual indication when they attack ... if nothing else something as simple as them being visible while they attack, so you know where they "were" when they last attacked you ;)

Attack visibility + only being passively visible with Adjacent units ... plus ranged defense ... seems like it would be enough to make them interesting with their current stats.

What do you think?

Alzara
Oct 18, 2010, 01:11 PM
hmm ... maybe only ranged units can see snipers?

Or, maybe only adjacent units can reveal snipers. That way, they are not "invisible" just "stealthy" ... but yea, I feel pure invisibility may be a bit much for snipers.

But I like the idea of increased ranged defense and perhaps only adjacent units can spot them ;)

That being said, there might be "some" visual indication when they attack ... if nothing else something as simple as them being visible while they attack, so you know where they "were" when they last attacked you ;)

Attack visibility + only being passively visible with Adjacent units ... plus ranged defense ... seems like it would be enough to make them interesting with their current stats.

What do you think?

Thus far the only unit (excluding magical units) I planned to have invisible was the assassin. If snipers prove to be weak or a little useless then I might consider giving them stealth abilities and reworking their stats.

If you are interested, there is a civilisation that will have plenty of invisible units in addition to the assassin! See Morzardrey ;)

Al

Alzara
Oct 18, 2010, 01:12 PM
UPDATES

Added base terrain yields and reworked resource yields. Unique features, improvements, specialist design, tech tree, social policies and magic now all have sections reserved pending design :)

Al

TheChanger
Oct 18, 2010, 07:31 PM
See Morzardrey

Magical claoking ftw!

Added base terrain yields

i disagree with desert having pigments. tundra im ok with, but not desert.

reason?

desert is meant to be a natural barrier to most civs
as in most civs would want to AVOID desert as much as possible because they are poor in yields without resources.

i suggest removing pigments from desert, and then for those civs that have a slight desert afinity give them a UB that adds +1 pigment to nearby desert tiles.
also, floodplains should provide 1 pigment

Tasunke
Oct 19, 2010, 07:17 PM
neither desert or tundra should have pigments ...

its funny, I thought you were going to have each tile's pigments be more or less random :P ... at least, have certain "hot-spots" that outwardly radiated pigment. (with the epicenter having large volumes of pigment, and only a few tiles away having half the amount, 10 -> 7 > 5 > 3 >2 > 1.5 > 1 > 0.5 > 0.25 > 0. And only having a few of these hot-spots scattered throughout the map. Maybe just one.

Alternatively I would of thought you were going to make unfavorable terrain (desert, mountain, tundra) have higher pigment while healthier "favorable" terrain was going to have lower pigment.
// to make it be either a food tile or a pigment tile ... but not both

However, I'm sure you'll figure a way to make pigment acquisition asymmetrical and possible with a small empire.

One forethought ... hopefully tiles owned by Puppets don't produce pigment ... but only cities directly controlled.


Hmm, maybe settlers can sacrifice themselves on a normal land-tile within a City's influence to ... instead of making a new city ... to make a "Magical Enclave" to increase pigment production.

Alzara
Oct 20, 2010, 07:47 AM
neither desert or tundra should have pigments ...

Myself and TheChanger have discussed this and agreed that deserts and tundra should definately provide pigments.

I have plans in place for colourless terrain linked to necromancy and specifically Margoria. This should be one of the only terrain types that provides no pigments whatsoever. Ice and snow will be devoid of pigments too (as they are primarily white), but desert is certainly imbued with colour (yellows and oranges etc).

The yield of 1 pigments for desert tiles still wont encourage civs to settle there as there would still be zero food, production and gold; pretty useless as far as a city goes.

its funny, I thought you were going to have each tile's pigments be more or less random :P ... at least, have certain "hot-spots" that outwardly radiated pigment. (with the epicenter having large volumes of pigment, and only a few tiles away having half the amount, 10 -> 7 > 5 > 3 >2 > 1.5 > 1 > 0.5 > 0.25 > 0. And only having a few of these hot-spots scattered throughout the map. Maybe just one.

There will be certain things that "radiate" pigments such as a unique feature called the prismatic geyser and certain powerful improvments, but pigment yield is tied to terrain type and features.

Alternatively I would of thought you were going to make unfavorable terrain (desert, mountain, tundra) have higher pigment while healthier "favorable" terrain was going to have lower pigment.
// to make it be either a food tile or a pigment tile ... but not both


Pigments are related to the colour saturation on a tile. Living things give off more pigments naturally than mundane things so it would make sense that food and life bearing terrain produce more pigments than stale and dead terrain. I plan to increase the pigment yields of grasslands to 2 for just this reason. You'll also notice that non-living, colourless resources (i.e. iron and obsidian) have no pigment yield.

Some more details on terrain will be posted soon. Including a slight tweak of pigment yields (ie. 1 higher for grasslands).

The key point about pigments is that they represent the colour yield of tiles. This will make more sense once the magic section has been written :)

Al

TheChanger
Oct 20, 2010, 08:02 AM
i wonder if it would be possible for large areas of continuous forest and jungle to provide more pigment deeper in the forest. itd bedifficult to code but it would be cool, and would add that element of randomness, and control (from logging forests) to the game

also it would add a layer of strategy: "should i log this forest for a farm, or should i leave it to keep the forests pigment bonus?"

Tasunke
Oct 20, 2010, 12:02 PM
Cool, Cool .... are you planning on implementing "the pit" in some fashion? Either through an actual Alt-map or some Unique World Feature and/or Unique City.

TheChanger
Oct 20, 2010, 08:03 PM
Ive been designing with the assumption that it is impossible to make alternative maps and layers. so we wont be thinking about map layers much (if at all ;))

I believe Al wanted to make a unique ritual/project for the Scarthians that summons Alzara from the pit, and they will probably be able to summon other lesser daemons from the pit as well. a unique world feature for the entrance to thepit could be an interesting idea.

Tasunke
Oct 20, 2010, 08:52 PM
Aye ... I like the Idea of the Entrance to the pit being a Unique Feature. Glad you agree.

Alzara
Oct 21, 2010, 11:28 AM
It's a nice idea, but considering The Pit is not directly acessible from Naeralith I don't think it would be easy to implement.

To get to The Pit from Naeralith you would have to go through Atellus which would have to be a layer in itself. There was a game... Age of Wonders I believe... that had 3 layers and that worked quite well. I don't know whether including dimensional travel would open a can of worms or not? :)

Al

Tasunke
Oct 21, 2010, 11:59 AM
Oh I think I'd be wonderful ;)

I think you should look into dimensional travel for the 2nd version of your mod (after you get a working mod for your first version ;) )

TheChanger
Oct 21, 2010, 05:00 PM
To get to The Pit from Naeralith you would have to go through Atellus which would have to be a layer in itself. There was a game... Age of Wonders I believe... that had 3 layers and that worked quite well. I don't know whether including dimensional travel would open a can of worms or not?

In that case i think we should avoid it. we should assume multiple layers of maps are impossible untill proved otherwise (unless you know how to do it :p)

EDIT: we could have an entrance to atellus?

Alzara
Oct 22, 2010, 02:26 PM
UPDATES

Added naval design. A new picture will follow to reflect the changed names :)

Al

darkedone02
Oct 23, 2010, 12:01 AM
if it's possible, add in lava rivers of a volcano explodes.

TheChanger
Oct 23, 2010, 04:37 AM
if it's possible, add in lava rivers of a volcano explodes.

LOL no.

TheChanger
Oct 24, 2010, 05:14 AM
This will be usefull for use Al:

http://forums.civfanatics.com/showthread.php?t=388134

Justicex
Oct 24, 2010, 02:58 PM
if it's possible, add in lava rivers of a volcano explodes.

I think the closest you could get to that would be to modify the geyser to spew red water? :blush:

Alzara
Oct 24, 2010, 04:25 PM
This will be usefull for use Al:

http://forums.civfanatics.com/showthread.php?t=388134

Oh a blank mod... very interesting! I shall monitor this thread :)

Al

Alzara
Oct 24, 2010, 04:27 PM
I think the closest you could get to that would be to modify the geyser to spew red water? :blush:

I think that rivers of lava would be more likely confined to the vicinity of a volcano?

As for the appearance of a volcano, I'm sure myself and TheChanger will come up with something ;)

Al

TheChanger
Oct 24, 2010, 05:39 PM
modify the geyser to spew red water?

im not sure, there is currently some discussion about changing feature etc graphics but so far no luck. besides, weve got the geyser reserved for the Prismatic Geyser landmark :)

Alzara
Oct 25, 2010, 08:23 AM
im not sure, there is currently some discussion about changing feature etc graphics but so far no luck. besides, weve got the geyser reserved for the Prismatic Geyser landmark :)

Hehe ye olde prismatic geyser :)

Al

Alzara
Oct 25, 2010, 04:26 PM
UPDATES

Era 1 of the tech tree has been posted. In addition, wonders associated with this era have been posted into the buildings section. Please feel free to pick out anything in the design that doesn't seem to work. More to follow soon! :)

In addition I have also renamed the Hunter unit to Tracker; simply because hunting is a very early tech from tier 1 and the hunter is an era 2 unit. A new diagram will appear soon for recon units and for naval units! :)

Al

Randomness
Oct 25, 2010, 06:51 PM
Hmm... Your choice to unlock settlers at tier three is interesting. This may make for an interesting early game, though I am somewhat worried that bee-lining for colonization will be a must. Of course, you will need to try it in game first to see how it works, but other than that, it looks like a decent (though somewhat small) start. :)

TheChanger
Oct 25, 2010, 07:15 PM
EDIT: i didnt have much time before so i rushed my initial impressions, ive since revised those below :)

id move The Mausoleum of Aurelle -> writing (wonder way too early, unless you have a great reason for it being so early)

Vigilance shouldnt req woodcraftin as military training already req it.

Rebirth shouldnt unlock those things, they should be avaliable from game start (ie not have a tech req)

Colonisation should allow road building

we could rename Woodcrafting to Forestry and allow forest planting as well (a few civs wont be able to chop forests, and we could also disallow some from replanting forest)

mining could alow jungle clearing

TheChanger
Oct 26, 2010, 01:26 AM
I am somewhat worried that bee-lining for colonization will be a must.

not really... i can see some viable options being bee-lining military, or even some of the wonders. it depends on each persons play style. some would prefer a powerful capital or military to multiple cities... same as the choice in vanilla of 'do i build a warrior, scout, worker or monument first? and when should i build my first settler?

also, Naeralith will be a LOT more dangerous than vanillia (hopefully) so early expansion will probably be difficult regardless.

though somewhat small

its actually 9 techs bigger than the vanilla trees 12 (so 21 techs ratehr than 12) and the tech costs will probably be higher than in vanilla so its not really small ;), apparently this is the condensed version too :p

@Al: i cant wait to see the rest of this :D

Alzara
Oct 26, 2010, 04:52 AM
also, Naeralith will be a LOT more dangerous than vanillia (hopefully) so early expansion will probably be difficult regardless.

Yes Naeralith will be very much more dangerous than normal civ. Crank out some warriors lest Daemons eat your children ;)


its actually 9 techs bigger than the vanilla trees 12 (so 21 techs ratehr than 12) and the tech costs will probably be higher than in vanilla so its not really small ;), apparently this is the condensed version too :p

@Al: i cant wait to see the rest of this :D

Lol yes this was the condensed version as I've tried to avoid my tendancy to creat HUMUNGOUS tech trees hehe. As you say, it is still bigger than vanilla... and this is definately going to be the smallest era :)

Al

Alzara
Oct 26, 2010, 04:56 AM
Hmm... Your choice to unlock settlers at tier three is interesting.

Yeah I wanted to make settling a concious choice. Naeralith is supposed to be a very dangerous place. You might not care for a settler if you are surrounded by barbarian encampments or daemonic ruins and hence will tech in another direction while u attempt to clear them down :)

Al

Alzara
Oct 26, 2010, 05:47 AM
id move The Mausoleum of Aurelle -> writing (wonder way too early, unless you have a great reason for it being so early)

Hmm I did have a think about this one. Lore-wise the Mausoleum would appear early as Aurelle was the sorcererss who defeated Alzara and formed The Great Seal. Folklore seemed appropriate for this lol. I made the wonder require a monument in all cities, though that early on it would often be a case of: research the tech -> build a monument -> build the wonder. That would drain valuable production though and leave u open to attack however. I'm still not sure lol. I could move it to writing? What does everybody think?

Rebirth shouldnt unlock those things, they should be avaliable from game start (ie not have a tech req)

Yeah you are right :) I just kinda outlined these things to show what was available at the game start. Also, if I remove them then rebirth doesnt do anything so I wanted to spice it up just a touch ;) Maybe I should just edit the post to have an "available on game start" section and set rebirth to just be an initial prerequisite tech.

Colonisation should allow road building

Hmmm, I thought roads would be a bit early for era 1. They will appear right at the beginning of era 2 under an "Infrastructure" tech. I can still always change this though...

we could rename Woodcrafting to Forestry and allow forest planting as well (a few civs wont be able to chop forests, and we could also disallow some from replanting forest)

Interesting points :) I'll have a think...

mining could alow jungle clearing

I have jungle clearing in a bronze working tech that follows on directly from mining. You think this is OK?

Al

Alzara
Oct 26, 2010, 01:49 PM
Just a note that I have removed copper as a strategic resource. With the way resources work in civ 5 I feel it was somewhat unecessary :)

Al

Alzara
Oct 26, 2010, 05:03 PM
UPDATES

Era 2 of the tech tree has been posted along with the wonders associated with this era. A single tech has been posted for era 3 along with a single wonder. This is mainly because I decided to move it out of era 2 lol. Era 1 and era 2 are the shortest eras in the game, so expect a much more extensive design for eras 3, 4 and 5! Also, I plan on changing XP gains from buildings to be small and continuous over time, rather than a lump sum being granted upon production. Details of this will be up tomorrow! As always, I welcome feedback on the design so far :)

Al

Randomness
Oct 26, 2010, 05:11 PM
Patterns
Cost: TBA
Requires: Philosophy
Resources Revealed: Starmetal
Units Unlocked: Sorcerer Apprentice
Wonders Unlocked: The Mahaza Spire
Effects: Unlocks the Palette Tree (TBA)

Why must you taunt us so... :eekdance:

TheChanger
Oct 26, 2010, 07:43 PM
Just a note that I have removed copper as a strategic resource. With the way resources work in civ 5 I feel it was somewhat unecessary

good call, i was wondering if we needed it myself :)

i cant find any major issues with era 2, but the era 3 engineering requires sculpture and construction, when sculpture already requires construction.

Seige
Cost: TBA
Requires: Conquest, Construction
Units Unlocked: Catapult
Effects: Can purchase the Seige Towers promotion for 50 gold in friendly territory for melee units. The promotion provides +15% city attack and -1 movement. It is lost after attacking a city.

this looks cool. itd be interesting to see how it plays out and if the AI can use it.

Patterns
Cost: TBA
Requires: Philosophy
Resources Revealed: Starmetal
Units Unlocked: Sorcerer Apprentice
Wonders Unlocked: The Mahaza Spire
Effects: Unlocks the Palette Tree (TBA)

yay! :D

Tailoring
Cost: TBA
Requires: Infrastructure, Tracking
Units Unlocked: Skirmishers
Buildings Unlocked: Tailor
Effects: +5% production of land units in all cities

i dont know if this is necesary, and im not sure of the logic behind it :) but it looks interesting. also i dont understand why skirmishers require tailoring to be built...


Riding
Cost: TBA
Requires: Tracking, Warfare
Buildings Unlocked: Hippodrome, Circus
Effects: Can purchase the Mounted promotion for 50 gold in friendly territory for Militia Axeman, Militia Swordsman, Militia Spearman, Militia Archer, Hunter and Skirmishers. This consumes 1 Ni'vae or Striders as appropriate for as long as the unit possesses the promotion. The promotion provides +1 movement and -15% strength, changes the unit type to Heavy or Light Cavelry and allows the unit to upgrade to future mounted units. It is lost regardless of how the unit is upgraded.

this seems a bit over complicated. once again it is interesting but i dont think its necessery. itd be far easier (and less taxing on the AI) if they were to just be able to upgrade normally.

good job so far :)

Alzara
Oct 27, 2010, 10:15 AM
Woops just realised all my wonder costs are based on Marathon speed! I will correct that this evening. Also, some of the effects need tweaking!

In addition, after a discussion with TheChanger, we have decided to keep XP buildings as they are for now :)

Updates v soon :)

Al

Alzara
Oct 27, 2010, 10:17 AM
Why must you taunt us so... :eekdance:

Teehee ;)

Well the Palette Tree will be making an appearance in the not too distant future, though my holiday in Florida is likely to disrupt the design process for a couple of weeks.

Sorry for making u stew :p

Al

Alzara
Oct 27, 2010, 01:33 PM
good call, i was wondering if we needed it myself :)

i cant find any major issues with era 2, but the era 3 engineering requires sculpture and construction, when sculpture already requires construction.



this looks cool. itd be interesting to see how it plays out and if the AI can use it.

Patterns
Cost: TBA
Requires: Philosophy
Resources Revealed: Starmetal
Units Unlocked: Sorcerer Apprentice
Wonders Unlocked: The Mahaza Spire
Effects: Unlocks the Palette Tree (TBA)

yay! :D



i dont know if this is necesary, and im not sure of the logic behind it :) but it looks interesting. also i dont understand why skirmishers require tailoring to be built...



this seems a bit over complicated. once again it is interesting but i dont think its necessery. itd be far easier (and less taxing on the AI) if they were to just be able to upgrade normally.

good job so far :)

Various fixes upcoming as per our discussion :)

Al

Alzara
Oct 27, 2010, 01:38 PM
UPDATES

Small changes made to fix the cost of wonders as well as some of their effects. A new unit added (chariot) and some of the techs tweaked slightly as per discussions with TheChanger :)

Also, I am off on holiday to sunny Florida for just over two weeks this coming Friday. Updates will continue when I am back including some more lore, insight on the working of magic and some leader art :)

TheChanger will hold the fort until then ;)

See you all in a couple of weeks! :D

Al

TheChanger
Oct 29, 2010, 03:49 AM
Holy Mother of Pearl!

http://forums.civfanatics.com/showthread.php?t=395209

Al looks like the tech tree will be one of the easiest things to add in this time around :D

LDiCesare
Oct 29, 2010, 09:18 AM
Hello.
A few remarks on the design:

Tech tree:
What does Naturopathy mean? My Greek tells me it means nature's disease, as pathy is a suffix from pathos which gives words like pathology, antipathy, apathetic. I'm pretty sure it's not what you mean so maybe replace that word by an actual word? It might be English, I'm not a native speaker, but it sounds rather weird.

What's the point of a tech allowing to build bridges not requiring the ability to build roads? Infrastructure (roads) should be a prereq for bridges (construction).

Regarding Currency: Enables conversion of production to wealth.
PLEASE. Don't be as silly as Firaxis. It is possible,n at turn Zero, to disband units for gold. So please allow to convert production to wealth from turn zero and make Currency just change the output so it would suddenly jump from x% to 2x%, where x depends on the ratio of gold you get back from selling 1 hammer worth of unit.

Resources:
I know you have your own world, but having to learni what Slui and Potatosh are is going to turn off some players like me. Also, why is iron iron and wheat not wheat?

TheChanger
Oct 29, 2010, 05:36 PM
What does Naturopathy mean

Naturopathy in english means naturopathic medicine or natural medicine. as quoted by wikipedia:

Naturopathy (also known as naturopathic medicine or natural medicine) is an alternative medical system that focuses on natural remedies and the body's vital ability to heal and maintain itself. Naturopathic philosophy favors a holistic approach and minimal use of surgery and drugs. Naturopathy comprises many different treatment modalities of varying degrees of acceptance by the medical community; diet and lifestyle advice may be substantially similar to that offered by non-naturopaths, and acupuncture may help reduce pain in some cases, whereas homeopathy is often characterized as pseudoscience or quackery.[1][2][3][4][5] Evidence-based medicine (EBM) has been advocated as an appropriate methodology for determining the scientific basis of naturopathy.[6] Naturopaths have opposed vaccination based in part on the early philosophies which shaped the profession

What's the point of a tech allowing to build bridges not requiring the ability to build roads? Infrastructure (roads) should be a prereq for bridges (construction).

excelLent point and good spotting :) this is most likely a mistake. ill let Al know as soon as possible :)

PLEASE. Don't be as silly as Firaxis. It is possible,n at turn Zero, to disband units for gold. So please allow to convert production to wealth from turn zero and make Currency just change the output so it would suddenly jump from x% to 2x%, where x depends on the ratio of gold you get back from selling 1 hammer worth of unit.

Perhaps we can make disbanding units give gold at a later tech, so there is no way to get easy gold from turn Zero. perhaps a mercenary tech or some such. ill let Al know of this consern as well :)

I know you have your own world, but having to learni what Slui and Potatosh are is going to turn off some players like me. Also, why is iron iron and wheat not wheat?

Like you said, its a different world so there are going to be wierd words. im sorry to say this wont be changing (unless someone makes an english translation mod which is unlikely :p) also there are no potatoes in this mod :confused:

the reason iron is iron and Sporral isnt wheat is because the living resources are different species to those found on earth and are very different, so calling sporral wheat would just be wrong. Iron however is a mineral and is exactly the same on Naeralith as it would be on earth. there may be a different word for it on naeralith, but for all intents and purposes it is iron.

LDiCesare
Oct 30, 2010, 12:13 AM
Naturopathy in english means naturopathic medicine or natural medicine.
Thanks for enlightening me.

Pickly
Nov 03, 2010, 10:29 PM
Yet another postyer who thinks this mod looks really cool, and I'll definitely be checking it out when I get Civ 5. (computer runs it really slowly at the moment.)

TheChanger
Nov 04, 2010, 01:58 AM
Yet another postyer who thinks this mod looks really cool, and I'll definitely be checking it out when I get Civ 5. (computer runs it really slowly at the moment.)

awesome :) thanks for the interest Pickly :D

Thanks for enlightening me.

and you're welcome ;)

Alzara
Nov 14, 2010, 08:08 AM
Hi all!

I'm back from sunny Florida (boooo ;)) and suffering from a lil jet lag. Updates will resume soon and I will reply properly to the posts that have occured in my absence.

Also @ TheChanger: Sorry I missed u... I fell asleep! My body doesn't know what time it is lol

Al

TheChanger
Nov 14, 2010, 08:31 PM
I'm back from sunny Florida
YAYYYY!

a lil jet lag
ahahahaha understatement of the year

Also @ TheChanger:

no probs :)

Alzara
Nov 16, 2010, 12:46 PM
What's the point of a tech allowing to build bridges not requiring the ability to build roads? Infrastructure (roads) should be a prereq for bridges (construction).

Both infrastructure and construction are somewhat essential techs that are key to the advancement of your civ into new eras, so we can be safe in assuming that the AI will research them (as well as any player who wants to move through the tech tree).

Construction is less powerful without infrastructure. You can build bridges but only if u have roads. If you haven't researched infrastructure, then roads simply wont be in your territory and hence no bridges. With construction alone you would only benefit from bridges in conquered territories that already have roads.

This was intentional but I'm happy to revise it if many people don't approve of the logic :)

Al

Alzara
Nov 16, 2010, 12:47 PM
Yet another postyer who thinks this mod looks really cool, and I'll definitely be checking it out when I get Civ 5. (computer runs it really slowly at the moment.)

Boooo for slow computers :(

Thanks for the interests and I hope u enjoy the mod in the future ;)

Al

Tasunke
Nov 16, 2010, 02:50 PM
Can't construction provide something "in addition" to bridges?

I'm not certain where your Walls, Watchtowers, Catapults, Palisades, or "build new palace" are ...

but any one of the above being added to the tech could help to spice it up ;)

(or maybe even a moat building)

Alzara
Nov 17, 2010, 08:19 AM
Can't construction provide something "in addition" to bridges?

I'm not certain where your Walls, Watchtowers, Catapults, Palisades, or "build new palace" are ...

but any one of the above being added to the tech could help to spice it up ;)

(or maybe even a moat building)

Umm... construction does a few things... look at the tech tree :)

Here is a copy:

Construction
Cost: TBA
Requires: Masonry
Buildings Unlocked: Walls
Wonders Unlocked: Tomb of Almah
Effects: Allows bridges over rivers


Al :)

Tasunke
Nov 17, 2010, 12:58 PM
yep ... that's enough stuff ;)

Alzara
Nov 18, 2010, 01:52 PM
yep ... that's enough stuff ;)

Hehe ;)

There will be more tech tree appearing soon so watch this space :D

Al

Alzara
Nov 20, 2010, 04:10 PM
UPDATES

Added tier 3 of the tech tree and associated wonders in the buildings section.
Also added the specialist design.

Feedback is, as always, very welcome :)

Al

TheChanger
Nov 24, 2010, 07:02 AM
ok, heres my critique of tier 3:

Theology: looks great :)

Arcane Schooling: looks ok, i wouldnt mind a different name though ;) maybe Colour Focus?

Revelry: Name is too similar to festivals. consider a different name perhaps?

City Planning: nice tech, but a more appropriate name would be 'irrigation'. but its prereqs do not really logically flow to irrigation.

Riding: good :) i also like charioteering and logistics changes.

City Defence: Nice tech :)

Engineering: Good

Renaissance: name isnt really appropriate to a single tech esp for a fantasy setting. id much prefer a different name.

Entertainment: again, too similar to festivals and revelry. something like 'environmental manipulation' (as in enchanting stuff (enchanter), magnifying acoustics and making insides of buildigns seem bigger (theatres and opera house)

Archeology: im unsure why the Archives are not enabled by THIS tech, and also why it require city planning. itd be better to require Renaissance and move it to the next era methinks.

Mounted Warfare: looks fine

War Machines: looks fine

Aesthetics: fine

Divine Service: Fine

Decadence: Fine, but if it requires Renaissance itll tangle teh tech tree up :(

Tactics: fine

Machinery: fine

Seafaring: Fine

Religious Law: fine

Arcane Warfare fine

Invasion: Not best name, surely there would have been invasions prior to this tech?

Vasselage: nice tech but io dislike the name and position in the tech tree. id ratehr call it slavery and have it require conquest. (ill show you waht i mean later with a pic)

i just tried to design the tech tree again but it crashed again and im too tired to bother redoing it now ;)

Alzara
Dec 05, 2010, 07:13 AM
Oooh I remember when civ fanatics was all Christmasy last year... damn a year went that quick? lol :(

Sorry about the delay in updates; I have been writing some lore as and when I get the chance so will have a new article available soon! Also I plan on fiddling with the third era to make it a bit more... sensible? lol

Al

Alzara
Dec 24, 2010, 07:09 AM
Merry Christmas everybody!

I finally have some time off! Woot! :)

Expect some entries soon :)

Al

Tasunke
Dec 24, 2010, 03:58 PM
Well, it seems that the majority of Scarthia's slaves are non-consensual.

Yet I suppose its more flavorful to add the mechanic anyways?

I mean, it sounds good to me, just wanted input in the "why" of it I guess.

Alzara
Dec 25, 2010, 02:19 PM
Well, it seems that the majority of Scarthia's slaves are non-consensual.

Yet I suppose its more flavorful to add the mechanic anyways?

I mean, it sounds good to me, just wanted input in the "why" of it I guess.

Yes the majority are non-consensual, as you'd expect from slavery!

You do get consensual slavery taking place though, which doesn't exist in any other nation. As to why, it is because slaves of powerful priests can actually end up with better lives than they could have had otherwise. It is actually considered an honour to serve some of the more high ranking individuals, despite the abuse that often comes with the "role".

Also, non-consensual slaves to powerful priests and priestesses can become comfortable in the role due to certain... unsavoury... pleasures that come their way. Hence they are often more productive than your average slave! Scarthian priests have great seductive powers after all :)

Al

Alzara
Dec 27, 2010, 01:54 PM
UPDATES

After much writing, lore on the Empire of Rylonia has been added to my website.

It is by far the longest of my entries but what would you expect from an empire? ;)

Also an entry on the saucy ruler of Scarthia, Shaelana, has been added as the first "important people" entry.

I caution viewers that the article is quite mature so not really for younger peeps.

Hope you enjoy the new lore. It did take a while to write lol ;)

More to come soon...

Al


Edit:

I've also added a poll to get your opinions on which civ you'd like to see fleshed out with lore next.

You can find the link here: http://forums.civfanatics.com/showthread.php?t=405180

TheChanger
Dec 28, 2010, 04:42 AM
very nice new entries there Al :)

i really like how Rylonia has turned out, i cant wait to see what kinda UUs theyll get :)

Shae's entry is also good. i definately wouldnt want to get on her bad side

Alzara
Dec 28, 2010, 07:12 AM
very nice new entries there Al :)

i really like how Rylonia has turned out, i cant wait to see what kinda UUs theyll get :)

Shae's entry is also good. i definately wouldnt want to get on her bad side

Hehe ty :)

Im picturing Rylonia's UU's being very offense-based... also I think it would be fun to develop the commandos and spectres :)

Also LOL yes I think it would be a bad idea to cross Shaelana. Not sure whether or not catching the Grand Pontifex's eye would be a good or bad thing ;)

Al

TheChanger
Dec 28, 2010, 05:14 PM
EDIT: wrong thread :p

Alzara
Dec 28, 2010, 07:58 PM
EDIT: wrong thread :p

LOL :D

Al

Alzara
Jan 06, 2011, 06:26 AM
Ok it seems pretty clear that people are interested in the Gebashi Highlanders so I'm working on those people for now :)

There can be only one... wait wrong world :D

Al

TheChanger
Jan 06, 2011, 05:26 PM
this will be useful Al, Resource generator:

http://forums.civfanatics.com/showthread.php?t=401894

makes adding new resources less of a PITA :)

Alzara
Jan 07, 2011, 06:12 AM
this will be useful Al, Resource generator:

http://forums.civfanatics.com/showthread.php?t=401894

makes adding new resources less of a PITA :)

How handy! I need to start documenting all these useful mod tools in a spreadsheet :)

Al

Alzara
Feb 01, 2011, 01:56 PM
For those of you who expressed linguistical interest in Naeralith, I am planning a language overhaul, details of which will become aparant soon :)

Sorry for slow updates everybody. Things will speed up eventually... especially if there is some sign of this SDK lol ;)

Al

Alzara
Feb 19, 2011, 02:00 PM
I have almost finished putting together a lore update (a rather sizable one). It will be finished tomorrow as I've run out of time this evening lol :)

It includes the Gebashi Highlanders as well as expansions on Lewenkai wildlife, Scarthian religion, slavery and geography, as well as finishing off this nation by writing its music section.

There has also been a "language overhaul", where I have redone the names of languages and which nations speak said languages. In addition, there is a half complete section on one of the languages, including the letters and their equivalents in English, and the sounds of each letter. This section wont make it into the update but will appear very soon afterwards.

Also, I have proof read some of my earlier articles to remove mistakes and gramatical errors.

Once this update goes up I will be concentrating on getting some of the nations coded. TheChanger has completed many of the icons for the tech tree, nations and other components that will feature in the mod.

Stay tuned for the lore updates tomorrow :)

Al

Alzara
Feb 20, 2011, 02:16 PM
I have almost finished putting together a lore update (a rather sizable one). It will be finished tomorrow as I've run out of time this evening lol :)

It includes the Gebashi Highlanders as well as expansions on Lewenkai wildlife, Scarthian religion, slavery and geography, as well as finishing off this nation by writing its music section.

There has also been a "language overhaul", where I have redone the names of languages and which nations speak said languages. In addition, there is a half complete section on one of the languages, including the letters and their equivalents in English, and the sounds of each letter. This section wont make it into the update but will appear very soon afterwards.

Also, I have proof read some of my earlier articles to remove mistakes and gramatical errors.

Once this update goes up I will be concentrating on getting some of the nations coded. TheChanger has completed many of the icons for the tech tree, nations and other components that will feature in the mod.

Stay tuned for the lore updates tomorrow :)

Al

UPDATES

I have completed various lore updates as detailed in my previous post.

This includes the creation of an entry on the Gebashi Highlanders.

In addition, I have almost completed a small section on the Godábi language, which I will upload when I get the chance :)

Enjoy the new lore and feel free to read on some of the expanded sections of Scarthia and Lewenkái :)

Al

Alzara
Mar 01, 2011, 02:56 PM
ok, heres my critique of tier 3:

Theology: looks great :)

Arcane Schooling: looks ok, i wouldnt mind a different name though ;) maybe Colour Focus?

Revelry: Name is too similar to festivals. consider a different name perhaps?

City Planning: nice tech, but a more appropriate name would be 'irrigation'. but its prereqs do not really logically flow to irrigation.

Riding: good :) i also like charioteering and logistics changes.

City Defence: Nice tech :)

Engineering: Good

Renaissance: name isnt really appropriate to a single tech esp for a fantasy setting. id much prefer a different name.

Entertainment: again, too similar to festivals and revelry. something like 'environmental manipulation' (as in enchanting stuff (enchanter), magnifying acoustics and making insides of buildigns seem bigger (theatres and opera house)

Archeology: im unsure why the Archives are not enabled by THIS tech, and also why it require city planning. itd be better to require Renaissance and move it to the next era methinks.

Mounted Warfare: looks fine

War Machines: looks fine

Aesthetics: fine

Divine Service: Fine

Decadence: Fine, but if it requires Renaissance itll tangle teh tech tree up :(

Tactics: fine

Machinery: fine

Seafaring: Fine

Religious Law: fine

Arcane Warfare fine

Invasion: Not best name, surely there would have been invasions prior to this tech?

Vasselage: nice tech but io dislike the name and position in the tech tree. id ratehr call it slavery and have it require conquest. (ill show you waht i mean later with a pic)

i just tried to design the tech tree again but it crashed again and im too tired to bother redoing it now ;)

UPDATES

In response to TheChangers suggestions and my own thoughts, I have updated tier 3 to follow a more logical pattern, reworking techs, names and effects.

The remaining tiers will follow soon :)

See below for the exact changes made:


Renamed Arcane Schooling to Manaphysics
Renamed Revelry to Commerce
Renamed Invasion to Imperialism
Renamed Vassalage to Enforcement

Renaissance now requires Theology, Manaphysics and Commerce
Entertainment now requires only Commerce
Divine Service now requires only Renaissance
Arcane warfare now requires Renaissance
Enforcement now requires only Tactics
Imperialism now requires Tactics and War Machines

Archeology moved to tier 10

Archives building moved from Renaissance to Archeology
Happiness from Renaissance swapped with golden age from Decadence
Renaissance now provides +10% culture towards acquisition of social policies
Puppet cities swapped from Enforcement to Imperialism


Al

Alzara
Mar 03, 2011, 03:06 PM
UPDATES

Added Era 4 to the tech tree.

The wonders have yet to be detailed, but will be added soon :)

As always please feel free to give me your opinions on how the techs fit together and any suggestions or improvements you may have :)

Al

Alzara
Mar 08, 2011, 03:14 PM
UPDATES

Added Era 5 to the tech tree, completing the initial tech tree design! :D

The wonders for eras 4 and 5 will be designed soon and work can now begin on initial coding and detailed civ design.

Stay tuned for more updates! :)

Al

MightyIsis
Mar 09, 2011, 06:54 PM
Can you please do the lore for the undead faction next?

TheChanger
Mar 09, 2011, 09:21 PM
First of all, Welcome to the forums MightyIsis! :wavey: nice to see a new face :)

Second of all, very nice tech design Al, its looking great :) i cant find anything wrong with it (yet;) )

And finally, i have finished making the Tech button icons, with all the different size requirements and alpha channels all ready to go :). ive sepparated it into 2 downloads, Part A which is the first half of the tech tree, and Part B with is the second half (obviously)

Part A (http://www.megaupload.com/?d=F66ZJ84U)

Part B (http://www.megaupload.com/?d=RB1T7WAF)

here are a couple of screenies for the lazy ;)


http://img121.imageshack.us/img121/8770/techtreea.png
http://img593.imageshack.us/img593/7024/techtreeb.png

Alzara
Mar 10, 2011, 12:38 PM
Can you please do the lore for the undead faction next?

Hi there MightyIsis :) I must admit I am quite excited to write the lore for Margoria... they are pretty unique by Naeralith standards. I will probably open another voting poll for the next lore entry though. You can vote for Margoria when I post it... should be quite soon :)


First of all, Welcome to the forums MightyIsis! :wavey: nice to see a new face :)

Second of all, very nice tech design Al, its looking great :) i cant find anything wrong with it (yet;) )

And finally, i have finished making the Tech button icons, with all the different size requirements and alpha channels all ready to go :). ive sepparated it into 2 downloads, Part A which is the first half of the tech tree, and Part B with is the second half (obviously)

Part A (http://www.megaupload.com/?d=F66ZJ84U)

Part B (http://www.megaupload.com/?d=RB1T7WAF)

here are a couple of screenies for the lazy ;)


http://img121.imageshack.us/img121/8770/techtreea.png
http://img593.imageshack.us/img593/7024/techtreeb.png


Stunning for sure!!!! You've done a damn good job with these! I'll start putting them to use right away :D

Al

MightyIsis
Mar 10, 2011, 12:43 PM
First of all, Welcome to the forums MightyIsis! :wavey: nice to see a new face :)

Thanks.

I am really looking forward to this mod, Margoria especially.

For Civ 4 I loved Fall From Heaven 2 and this seems to be a true spiritual successor.

Margoria seems a lot like the Scions of Patria from FFH2 which were my favorite side.

I can't wait to see your take on a nation of undead, I just love that concept.

Alzara
Mar 10, 2011, 01:04 PM
Thanks.

I am really looking forward to this mod, Margoria especially.

For Civ 4 I loved Fall From Heaven 2 and this seems to be a true spiritual successor.

Margoria seems a lot like the Scions of Patria from FFH2 which were my favorite side.

I can't wait to see your take on a nation of undead, I just love that concept.

FFH was a brilliant mod! I got a lot of enjoyment from it for sure! XD

I guess Naeralith Reborn is doomed to be viewed as a spiritual successor to FFH... but the idea and lore I have been working on way before playing civ 4 even lol

I did originally start NR as a FFH mod, but then Civ 5 was announced ;)

Scions of Patria, if I recall, were introduced to one of FFH's modmods? I dont know much about them, but am pretty sure Margoria is very different, as is Necromancy and the concept of undead in my universe.

Margoria is pretty nasty as far as a nation goes. I will start up a voting poll now. If Margoria wins, I hope you enjoy how I describe them :)

Ty again for the interest. Stay tuned for updates!

Al

Opera
Mar 10, 2011, 01:14 PM
From what I gather, Margoria rather sounds like the Legion of D'tesh, a civilization of undead minions under the control of a single man, Lord D'tesh, and some of his closest followers.

The Scions of Patria are all undeads but aren't being controlled by anyone.

Alzara
Mar 10, 2011, 01:14 PM
Poll for civ lore introduced once more :)

Find it here: http://forums.civfanatics.com/showthread.php?t=414812

30 days to decide peeps :D

Al

Alzara
Mar 10, 2011, 01:15 PM
From what I gather, Margoria rather sounds like the Legion of D'tesh, a civilization of undead minions under the control of a single man, Lord D'tesh, and some of his closest followers.

The Scions of Patria are all undeads but aren't being controlled by anyone.

Yeah I'd agree that Margoria is much more akin to the Legion of D'tesh than the Scions of Patria :)

Al

Alzara
Mar 10, 2011, 03:08 PM
UPDATES

Added unique buildings to Scarthia.

More to come soon :)

Al

Opera
Mar 10, 2011, 03:13 PM
I'm really looking forward to see what you did with the languages (being a linguistics student and loving to conlang). Any teaser? :D

Alzara
Mar 10, 2011, 03:41 PM
I'm really looking forward to see what you did with the languages (being a linguistics student and loving to conlang). Any teaser? :D

Lol well I will be putting some info up soon ;)

I've worked mainly on Godábi, the native Godembái language that is also spoken in Lewenkái, Newetah and Scarthia.

Also, yes that is my horrible handwriting ;)

You may notice some similarities to Spanish (probably the closest earth language to Godábi).

Under the rules of the language, the national names for the four main speakers of Godábi (go-daa-bee) would be pronounced as follows:

Godembái: Go-dem-baa-ee
Lewenkái: Leh-wen-kaa-ee
Newetah: Neh-we-ta
Scarthia: Sca-rrr-tee-a (the rrr representing a rolling "r" sound)

Hope you like the teaser ;)

Al

TheChanger
Mar 10, 2011, 04:43 PM
nice UBs for scarthia there, one thing though: that is an awful lot of unhappiness, you might find it would be a very early game breaker to have to decide on constructing buildigns or allowng your pop to grow (Especially with their trait) may i suggest either boosting the happiness gained from their happiness UBs like the 'street whores' (i laughed at this one btw), or we may possibly need to reassess their traits.

Opera
Mar 10, 2011, 04:59 PM
Sounds nice Alzara :)

(I won't ask for more, I'm gonna patiently wait!)

Alzara
Mar 12, 2011, 01:08 PM
nice UBs for scarthia there, one thing though: that is an awful lot of unhappiness, you might find it would be a very early game breaker to have to decide on constructing buildigns or allowng your pop to grow (Especially with their trait) may i suggest either boosting the happiness gained from their happiness UBs like the 'street whores' (i laughed at this one btw), or we may possibly need to reassess their traits.

Yeah I might remove some of the earlier unhappiness (so as not to cause crippling effects in the early game). The hammers from unhappiness (based on Chamber of Anguish) should balance the negative effects somewhat. I'll have a think on this :)

Sounds nice Alzara :)

(I won't ask for more, I'm gonna patiently wait!)

Hehe ty :) There will be more information soon and I'd love to hear your feedback, especially considering you are a linguist!

Al

TheChanger
Mar 12, 2011, 07:42 PM
Yeah I might remove some of the earlier unhappiness (so as not to cause crippling effects in the early game). The hammers from unhappiness (based on Chamber of Anguish) should balance the negative effects somewhat. I'll have a think on this

this sounds like a good fix :)

TheChanger
Mar 19, 2011, 08:47 AM
ive made some changes to the tech buttons and here are the new downloads for those who are interested:

PART A (http://www.megaupload.com/?d=M7SL92ES)

PART B (http://www.megaupload.com/?d=07196JEG)

Alzara
Mar 20, 2011, 10:32 AM
this sounds like a good fix :)

I have tweaked the UBs for Scarthia. Let me know what you think :)


Also for everybody else's benefit, the tech tree is being coded at present :)

Screen shots will follow soon ;)

Al

Alzara
Mar 24, 2011, 03:20 PM
UPDATES

Added unique buildings to Lewenkai and tweaked their traits :)

Al

TheChanger
Mar 25, 2011, 08:42 AM
Godembai is a spiritual, tribal nation of natural nomads, who thrive in even the harshest of environments.
Their people are known for their great endurance and excellent hunting techniques.
In addition, many other nations on Naeralith, most notably Lewenkai, Newetah and Scarthia, were founded from the exodus of Godembai tribes many years ago.

Leader: TBA
Alignment: Good

Traits

Tribal Nation: Can build settlers in cities of size 1. Unhappiness from number of cities halved. Unhappiness from number of citizens doubled.
Live Off the Land: Cannot build roads but cities connect trade routes automatically when culture is connected. +1 food from tiles that do not normally produce food.
Know Your Surroundings: Units within your borders ignore rough terrain movement penalties.



Here are some UB ideas for Godembai:

Unique Buildings

Tribal Totem: Replaces Monument; Cultural Building; Cost 70; Maintenance 1; +2 Culture. Units produced in this city start with a Random 'Totem Guardian' promotion** based on the resources near the city.
Medicine Man: Replaces Herbalist; Yield Building; Cost 80; Maintenance 1; +1 Food with Alendus and Mutibi Flies; Heals Units Adjacent to the city +2 HP per turn
Living Larder: Replaces Smokehouse; Yield Building; Cost 120; Maintenance 1; Does NOT require Brazain, Mulgorf, Shibbil, Wezsqui in city radius; +2 food, +1 food for each worked Brazain, Mulgorf, Shibbil and Wezsqui.
Tribal Council: Replaces Elder Council; Science building, Cost 70; Maintenance 1; +1 Sage; +2 Science; +2 Culture.
Trading Spot: Replaces City Square; Economic Building; Cost 80; zero maintenance; +1 Merchant; +4 Gold; +1 Gold per Trade Route.
Hunters School: Replaces hunting Lodge; Militaristic Building; Cost 100; Maintenance 1; Requires Barracks; +1 food for each worked Avuulin; +1 food and +1 Gold for each worked Kratan; +20XP to all Recon units
Shrine to the Animal Spirits: Replaces Temple; Cultural Building; Cost 120; Maintenance 2; Reqires Tribal Totem; +1 Priest; +2 Culture. +1 Culture for each nearby worked animal resource.
Place of Spiritfinding: Replaces Parochial School; Militaristic Building; Cost 100; Maintenance 1; Requires Barracks and Shrine to the Animal Spirits; +1 Happiness for each worked animal resource; +15XP to all Divine units.
Shrine to the Plant Spirits: Replaces Monestary; Cultural Building; Cost 120; Maintenance 2; Requires Shrine to the Animal Spirits; +1 Priest; +2 Culture. +1 Culture for each nearby worked Plant resource.
Judgement Place: Replaces Dungeon; Economic building; Cost 150; Maintenance 0; Requires Guard Towers; -15% maintenance costs. Units near city will not Abandon you from low happiness.
Fishing Traps: Replaces Levee; Yield Building; Cost 120; Maintenance 3; +1 Hammer, +1 food from river tiles.
Place of the Earth Mother: Replaces Cathedral; Cultural Building; Cost 150; Maintenance 3; Requires Shrine to the Plant Spirits; +2 Priest; +2 Culture. +3 Culture for each nearby worked Mineral Resource; +1 Culture for each other nearby worked resource.
Witch Docter's Hut: Replaces Healers; Yield Building; Cost 500; Maintenance 2; Requires Medicine Man; +1 Priest; +1 Happiness from nearby worked Alendus, Malumi, Kenji, Rizii, Mutibi Flies; -50% Food Needed for city Growth

-------------------------------------

**"Totem Guardian" Promotions:

Brazain Totem: Require Brazain resource nearby; +10% combat strength in Desert and Tundra.
Mulgorf Totem: Requires Mulgorf resource nearby; +20% strength in Deserts.
Shibbil Totem: Requires Shibbil resource nearby; 20% chance to flee melee attacks.
Wezsqui Totem: Requires Wezsqui resource nearby; +10% combat strength when in cultural borders.
Avuulin Totem: Reqires Avuulin resource nearby; Ignores terrain movement costs.
Ni'vae Totem: Requires Ni'vae resource nearby; +1 movement.
Strider Totem: Requires Strider resource nearby; +10% Combat in marsh, Desert and Floodplains.
Tuvaur Totem: Requires Tuvaur resource nearby; -20% city bombard damage taken.
Wyawk Totem: Requires Wyawk Young resource nearby; +1 Line of Sight.
Kratan Totem: Requires Kratan resource nearby; +10% melee combat strength to itself and adjacent units.
Maglador Totem: Requires Magladors resource nearby; May Embark. +1 embarkation movement.
Mutibi Totem: Requires Mutibi Flies resource nearby; +10% combat strength for every other adjacent unit with the Mutibi Totem promotion.
Wifyli Totem Requires Wifyli resource nearby; +1 Hit point regenerated each turn.

-------------------------------------

My basic design intention was to make Gebashi realy rely on their surroundings by making their unit strengths reflect nearby resources and terrain, as well as linking their culture into every resource in their empire.

Alzara
Mar 26, 2011, 10:12 AM
Here are some UB ideas for Godembai:

Unique Buildings

Tribal Totem: Replaces Monument; Cultural Building; Cost 70; Maintenance 1; +2 Culture. Units produced in this city start with a Random 'Totem Guardian' promotion** based on the resources near the city.
Medicine Man: Replaces Herbalist; Yield Building; Cost 80; Maintenance 1; +1 Food with Alendus and Mutibi Flies; Heals Units Adjacent to the city +2 HP per turn
Living Larder: Replaces Smokehouse; Yield Building; Cost 120; Maintenance 1; Does NOT require Brazain, Mulgorf, Shibbil, Wezsqui in city radius; +2 food, +1 food for each worked Brazain, Mulgorf, Shibbil and Wezsqui.
Tribal Council: Replaces Elder Council; Science building, Cost 70; Maintenance 1; +1 Sage; +2 Science; +2 Culture.
Trading Spot: Replaces City Square; Economic Building; Cost 80; zero maintenance; +1 Merchant; +4 Gold; +1 Gold per Trade Route.
Hunters School: Replaces hunting Lodge; Militaristic Building; Cost 100; Maintenance 1; Requires Barracks; +1 food for each worked Avuulin; +1 food and +1 Gold for each worked Kratan; +20XP to all Recon units
Shrine to the Animal Spirits: Replaces Temple; Cultural Building; Cost 120; Maintenance 2; Reqires Tribal Totem; +1 Priest; +2 Culture. +1 Culture for each nearby worked animal resource.
Place of Spiritfinding: Replaces Parochial School; Militaristic Building; Cost 100; Maintenance 1; Requires Barracks and Shrine to the Animal Spirits; +1 Happiness for each worked animal resource; +15XP to all Divine units.
Shrine to the Plant Spirits: Replaces Monestary; Cultural Building; Cost 120; Maintenance 2; Requires Shrine to the Animal Spirits; +1 Priest; +2 Culture. +1 Culture for each nearby worked Plant resource.
Judgement Place: Replaces Dungeon; Economic building; Cost 150; Maintenance 0; Requires Guard Towers; -15% maintenance costs. Units near city will not Abandon you from low happiness.
Fishing Traps: Replaces Levee; Yield Building; Cost 120; Maintenance 3; +1 Hammer, +1 food from river tiles.
Place of the Earth Mother: Replaces Cathedral; Cultural Building; Cost 150; Maintenance 3; Requires Shrine to the Plant Spirits; +2 Priest; +2 Culture. +3 Culture for each nearby worked Mineral Resource; +1 Culture for each other nearby worked resource.
Witch Docter's Hut: Replaces Healers; Yield Building; Cost 500; Maintenance 2; Requires Medicine Man; +1 Priest; +1 Happiness from nearby worked Alendus, Malumi, Kenji, Rizii, Mutibi Flies; -50% Food Needed for city Growth

-------------------------------------

**"Totem Guardian" Promotions:

Brazain Totem: Require Brazain resource nearby; +10% combat strength in Desert and Tundra.
Mulgorf Totem: Requires Mulgorf resource nearby; +20% strength in Deserts.
Shibbil Totem: Requires Shibbil resource nearby; 20% chance to flee melee attacks.
Wezsqui Totem: Requires Wezsqui resource nearby; +10% combat strength when in cultural borders.
Avuulin Totem: Reqires Avuulin resource nearby; Ignores terrain movement costs.
Ni'vae Totem: Requires Ni'vae resource nearby; +1 movement.
Strider Totem: Requires Strider resource nearby; +10% Combat in marsh, Desert and Floodplains.
Tuvaur Totem: Requires Tuvaur resource nearby; -20% city bombard damage taken.
Wyawk Totem: Requires Wyawk Young resource nearby; +1 Line of Sight.
Kratan Totem: Requires Kratan resource nearby; +10% melee combat strength to itself and adjacent units.
Maglador Totem: Requires Magladors resource nearby; May Embark. +1 embarkation movement.
Mutibi Totem: Requires Mutibi Flies resource nearby; +10% combat strength for every other adjacent unit with the Mutibi Totem promotion.
Wifyli Totem Requires Wifyli resource nearby; +1 Hit point regenerated each turn.

-------------------------------------

My basic design intention was to make Gebashi realy rely on their surroundings by making their unit strengths reflect nearby resources and terrain, as well as linking their culture into every resource in their empire.

As discussed, I love this design and think it fits very well with the lore I have in store for Godembai! I think I will add a couple more UBs to Scarthia and Lewenkai to keep the numbers a little closer.

Excellent work! I'll update Godembai soon :)

Al

Alzara
Mar 26, 2011, 03:10 PM
UPDATES

Added new unique buildings to Lewenkai and Scarthia.

Also tweaked some existing unique buildings for these nations.

The traits for Scarthia and Minlaya have been reworked.

In addition, a full set of unique buildings have been added to Godembai based on TheChanger's design. I made my own small adjustment of reducing the Fishing Traps maintenance cost by 1 ;)

Hope you all enjoy the new buildings and traits! :)

Al

Alzara
Mar 27, 2011, 05:36 AM
@TheChanger:

I'm sat online, so come on if you see this ;)

Your witchcraft killed off the visibility from 1500ft today, so no flying for me :(

Al

TheChanger
Mar 27, 2011, 11:30 AM
http://www.naeralith.com/images/vjasjekiimainflag.jpg

The Vjasjekii are one of the few remaining non-sapid species to be blessed with civilisation on Naeralith.
They thrive in aquatic and semi-aquatic environments, jealously guarding their territory from all who would seek to trespass.
In addition their society is very alien to sapids, as is the Vjasjekii way of thinking. Many consider them cruel and malicious, though what motivates such behaviour is generally unknown.

Leader: TBA
Alignment: Evil

Traits

Creeping Mires: Land within cultural borders adjacent to coast may turn into marsh and marsh to coast. The rate of conversion depends on the proportion of coast in the city radius. Marsh gives +1 food.
River Warlords: Units can fight and move as normal on water. Units are invisible on water. Units treat marshes, tiles on rivers or adjacent to coast as roads.



some more ideas for UBs, this time for Vjasjekii :D


Unique Buildings

Vjajekii Reefs: Replaces Fishing Village; Yield Building; Cost 120; Maintenance 1; Requires Copuls, Eels, Fish, Lumanins; Requires Coastal City; +2 food, +1 food for each worked Copuls, Eels, Fish, Lumanins; +1 hammer from Reef features.
Temple of the Tides: Replaces Temple; Cultural Building; Cost 120; Maintenance 2; Requires Monument; +1 Priest; +3 Culture; Land->Marsh->Coast conversion rate increased in the city radius.
Coral Spires Replaces Lighthouse; Yield Building; Cost 80; Maintenance 1; Requires Coastal City; +1 food from Water tiles; enemy units move 1 tile on water tiles within the city boundary.
Sacrificial Altar to the Moons: Replaces Courthouse; Happiness Building; Cost 200; Maintenance 4; Eliminates Unhappiness from an occupied City; Reduces occupied city population to 1 and grants +x Science based on the initial population of the city; +2 Priest. May sacrifice future population (assumed to be enslaved Sapids) for a random ammount of science.)
Coral Halls: Replaces Monestary; Cultural Building; Cost 120; Maintenance 2; Requires Temple of the Tides; +1 Priest; +2 Culture; +2 Culture from each Nearby Limwae Crystals and Wifyli Resource; +2 Culture from nearby 'Reef' features.
Tidecrafter: Replace Harbour; Yield Building; Cost 80; Maintenance 3; Requires Coral Spires; Requires Coastal City; +1 Gold, for each worked Wifyli, Magladors, Lilmwae Crystal, Copuls, Eels, Fish and Lumanins; and +1 Hammer from each water tile.
Marshcaller: Replaces Levee; Yield Building; Cost 120; Maintenance 3; Requires city on a River; Converts all tiles adjacent to a river within the cities boundaries into Marsh; +1 Hammer from Marsh tiles.
Seawalls: Replaces High walls; Defence Building; Cost 180; Maintenance 1; Requires Walls; Requires Coastal City; +10 Defence; city is immune to being blockaded by enemies.
Cathedral of the Moons: Replaces Cathedral; Cost 150; Maintenance 3; Requires Coral Halls; +2 Priest; +5 Culture; +3 Culture for each worked Limwae Crystals and Obsidian; Storms, Fog, Calms and Rips do not appear in the waters near the city.
Undergeound Aquifer Replaces Aqueduct; Yield Building; Cost 400; Maintenace 3; -33 % Food needed for City Growth; +1 Food from Marsh Tiles.
Seacrafter: Replaces Seaport; Yield Building; Cost 140; Maintenance 2; Requires Tidecrafter; Requires Coastal City; Requires any Sea Resource; +2 Production for each worked Wifyli, Magladors, Lilmwae Crystal, Copuls, Eels, Fish and Lumanins. +25% Produciton of Naval Units, +15 EXP to Naval Units.
Lunar Mirror: Replaces Observatory; Research Building; Cost 200; Maintenance 2; Requires Coastal City; +50% Science; +1 Pigment to all water tiles, +1 Pigment to all sea resources.

Alzara
Mar 27, 2011, 02:47 PM
some more ideas for UBs, this time for Vjasjekii :D


Unique Buildings

Vjajekii Reefs: Replaces Fishing Village; Yield Building; Cost 120; Maintenance 1; Requires Copuls, Eels, Fish, Lumanins; Requires Coastal City; +2 food, +1 food for each worked Copuls, Eels, Fish, Lumanins; +1 hammer from Reef features.
Temple of the Tides: Replaces Temple; Cultural Building; Cost 120; Maintenance 2; Requires Monument; +1 Priest; +3 Culture; Land->Marsh->Coast conversion rate increased in the city radius.
Coral Spires Replaces Lighthouse; Yield Building; Cost 80; Maintenance 1; Requires Coastal City; +1 food from Water tiles; enemy units move 1 tile on water tiles within the city boundary.
Sacrificial Altar to the Moons: Replaces Courthouse; Happiness Building; Cost 200; Maintenance 4; Eliminates Unhappiness from an occupied City; Reduces occupied city population to 1 and grants +x Science based on the initial population of the city; +2 Priest. May sacrifice future population (assumed to be enslaved Sapids) for a random ammount of science.)
Coral Halls: Replaces Monestary; Cultural Building; Cost 120; Maintenance 2; Requires Temple of the Tides; +1 Priest; +2 Culture; +2 Culture from each Nearby Limwae Crystals and Wifyli Resource; +2 Culture from nearby 'Reef' features.
Tidecrafter: Replace Harbour; Yield Building; Cost 80; Maintenance 3; Requires Coral Spires; Requires Coastal City; +1 Gold, for each worked Wifyli, Magladors, Lilmwae Crystal, Copuls, Eels, Fish and Lumanins; and +1 Hammer from each water tile.
Marshcaller: Replaces Levee; Yield Building; Cost 120; Maintenance 3; Requires city on a River; Converts all tiles adjacent to a river within the cities boundaries into Marsh; +1 Hammer from Marsh tiles.
Seawalls: Replaces High walls; Defence Building; Cost 180; Maintenance 1; Requires Walls; Requires Coastal City; +10 Defence; city is immune to being blockaded by enemies.
Cathedral of the Moons: Replaces Cathedral; Cost 150; Maintenance 3; Requires Coral Halls; +2 Priest; +5 Culture; +3 Culture for each worked Limwae Crystals and Obsidian; Storms, Fog, Calms and Rips do not appear in the waters near the city.
Undergeound Aquifer Replaces Aqueduct; Yield Building; Cost 400; Maintenace 3; -33 % Food needed for City Growth; +1 Food from Marsh Tiles.
Seacrafter: Replaces Seaport; Yield Building; Cost 140; Maintenance 2; Requires Tidecrafter; Requires Coastal City; Requires any Sea Resource; +2 Production for each worked Wifyli, Magladors, Lilmwae Crystal, Copuls, Eels, Fish and Lumanins. +25% Produciton of Naval Units, +15 EXP to Naval Units.
Lunar Mirror: Replaces Observatory; Research Building; Cost 200; Maintenance 2; Requires Coastal City; +50% Science; +1 Pigment to all water tiles, +1 Pigment to all sea resources.

He's on a roll! XD

Brilliant as with Godembai. I'll update the main posts with them soon :)

Al

Alzara
Mar 27, 2011, 05:06 PM
UPDATES

Added new unique buildings to Kambai and tweaked their traits :)

Also slightly tweaked Scarthia's traits and a couple of their unique buildings.

I will incorporate TheChanger's Vjasjekii UB design soon! :)

Stay tuned :D

Al

TheChanger
Mar 28, 2011, 01:45 AM
heres a little art update for all you following :)

Warning: the spoiler below contains some mature content, so 18+ only :p
http://img842.imageshack.us/img842/5071/iconatlas256.png
This one is the Scarthia, Lewenkai, Godembai and Vjasjekii UB icon atlas. the icons do have titles in this shot but theyre a bit hard to see because of the resolution. in game they will be clearer and with no text :)

This one is my first batch of Kambai Icons:
http://img545.imageshack.us/img545/2930/2iconatlas256.png

TheChanger
Mar 28, 2011, 02:54 AM
http://www.naeralith.com/images/athesiamainflag.jpg

Athesia is a nation of non-sapid creatures known as Athesians. They are small, primarily carnivorous creatures that resemble miniature adult sapids.
They are fiercely territorial and generally hostile towards sapids, attacking most who dare to trespass in their jungle realm.
In addition, they are matriarchal, with females holding the most prominent leadership and hunting roles in society.

Leader: Queen Natika
Alignment: Neutral

Traits

Cannibalism: Units recover some health after killing enemy units. Food is gained for each unit you kill and provided to the nearest city.
Pygme Warriors: Living land units gain -10% strength, +20% withdrawal chance and +20% strength in jungle.
Jungle Stalkers: Forest and jungle are treated as roads within your cultural boarders. -50% foreign trade. Units are invisible in jungle.



Heres a few more ideas for UBs, this time for Athesia.

Based on thier cannibalistic nature a lot of the UBs revolve around slave acquisition and the sacrificing of slaves, primarily for food but also for temproary happiness bonuses and some gold. Anothe main trend here is that Athesia is quit eprimitive so cant use iron. all iron using buildings have been replaced with Obsidain based equivilents.

I feel like there should be a couple more, possible to play on the idea of their highly territorial nature, or matriarchal society.

Unique Buildings:

Slave Farms: Replaces Granary; Yield Building; Cost 120; Maintenance 1; +2 food; +1 Slave Specialist; +1 food from slave specialists; If at war randomly spawns slave Units
Feast Hall: Replaces Smokehouse; Yield Building; Cost 120; Maintenance 1; requires Brazain, Mulgorf, Shibbil, or Wezsqui nearby; +2 food, +1 food for each worked Brazain, Mulgorf, Shibbil and Wezsqui. Can Sacrifice 1 slave a turn in the city to produce food and provide 1 Temporary Happiness.
Canopy Watchers: Replaces Watch Towers; Defence Building; Cost 60; Maintenance 0; +5 Defence; Forests and Jungle in the Cities Borders reveal invisible enemy units and increase friendly units Line of sight by 1 when fortified within.
Huntress Camp: Replaces Hunting Lodge; Military Building; Coast 100; Maintenance 1; Requires barracks; +1 food for each worked Avuulin and Primordial Egg Resource. +1 Gold for each worked Kratan. +1 Food from worked Camp improvements. +15XP to all Recon units.
Stonecarver: Replaces Forge; Military Building; Cost 120; Maintenance 1; Requires Obsidian; +20% Production of land units.
Slave Pens: Replaces Grocers; Yield Building; Cost 120; Maintenance 1; Requires Slave Farms; +4 food; +2 Slave specialists; Increases Slave spawn rate when at war.
Obsidianworks: Replaces Ironmonger; Military Building; Cost 150; Maintenance 2; Requires Stonecarver; Requires Obsidian; +1 Gold from Obsidian; +15% production of Land Units; +1 Engineer
Metamorphic Cavern: Replaces Foundery; Military Building; Cost 230; Maintenance 4; Requires Obsidainworks; Requires obsidian nearby; +20% Production of Land Units; Provides 3 Units of Obsidian.

Alzara
Mar 28, 2011, 07:45 AM
Heres a few more ideas for UBs, this time for Athesia.

Based on thier cannibalistic nature a lot of the UBs revolve around slave acquisition and the sacrificing of slaves, primarily for food but also for temproary happiness bonuses and some gold. Anothe main trend here is that Athesia is quit eprimitive so cant use iron. all iron using buildings have been replaced with Obsidain based equivilents.

I feel like there should be a couple more, possible to play on the idea of their highly territorial nature, or matriarchal society.

Unique Buildings:

Slave Farms: Replaces Granary; Yield Building; Cost 120; Maintenance 1; +2 food; +1 Slave Specialist; +1 food from slave specialists; If at war randomly spawns slave Units
Feast Hall: Replaces Smokehouse; Yield Building; Cost 120; Maintenance 1; requires Brazain, Mulgorf, Shibbil, or Wezsqui nearby; +2 food, +1 food for each worked Brazain, Mulgorf, Shibbil and Wezsqui. Can Sacrifice 1 slave a turn in the city to produce food and provide 1 Temporary Happiness.
Canopy Watchers: Replaces Watch Towers; Defence Building; Cost 60; Maintenance 0; +5 Defence; Forests and Jungle in the Cities Borders reveal invisible enemy units and increase friendly units Line of sight by 1 when fortified within.
Huntress Camp: Replaces Hunting Lodge; Military Building; Coast 100; Maintenance 1; Requires barracks; +1 food for each worked Avuulin and Primordial Egg Resource. +1 Gold for each worked Kratan. +1 Food from worked Camp improvements. +15XP to all Recon units.
Stonecarver: Replaces Forge; Military Building; Cost 120; Maintenance 1; Requires Obsidian; +20% Production of land units.
Slave Pens: Replaces Grocers; Yield Building; Cost 120; Maintenance 1; Requires Slave Farms; +4 food; +2 Slave specialists; Increases Slave spawn rate when at war.
Obsidianworks: Replaces Ironmonger; Military Building; Cost 150; Maintenance 2; Requires Stonecarver; Requires Obsidian; +1 Gold from Obsidian; +15% production of Land Units; +1 Engineer
Metamorphic Cavern: Replaces Foundery; Military Building; Cost 230; Maintenance 4; Requires Obsidainworks; Requires obsidian nearby; +20% Production of Land Units; Provides 3 Units of Obsidian.

Hehe brilliant! I'll add in the UB's we discussed and put ur ideas into the main thread, along with Vjasjekii! :D

Al

Alzara
Mar 28, 2011, 01:20 PM
UPDATES

The recent expansion of civilisation design has forced me to split the post into 2 lol :D

I've added TheChanger's unique building design to Vjasjekii. I also Added TheChanger's unique building design to Athesia, along with some additions and changes added in by myself. I also reworked their traits slightly :)

In order to expand on the slavery system, I have once again modified Scarthia and Kambai's unique buildings and tweaked Kambai's traits. I added another building to Scarthia in this process ;)

Slavery will be accessed by most civs when the player chooses to use it through the upcoming Slavery policy tree, which will grant access to various slave buildings, slave specialists and slave units. With nations such as Scarthia, Kambai and Athesia (as well as with the upcoming Xayith design), slaves are important in different ways to the working of each civ. This is why, after looking at and tweaking the design of Athesia, I decided to incorperate slavery in a more meaningful way to Scarthia and Kambai.

Hope you all enjoy! :)

Al

TheChanger
Mar 29, 2011, 05:28 AM
http://www.naeralith.com/images/glaermainflag.jpg

Spawned from age-old matings between sapids and fae, the Glaer are now a species of their own; neither sapid nor fae.
Like their fae cousins they are at one with the forest, though their natural affinity for magic comes from their unique combination of bloodlines.
They are a carefree, festive people, unafraid to express their feelings and indulge in the pleasures of life.

Leader: TBA
Alignment: Good

Traits

The Green Path: Forests within civ borders provide +1 happiness. Units become fully fortified when fortified in forests.
Realm of Festivities: Golden ages require 20% less happiness to trigger. Excess happiness is converted into 120% culture rather than 100% culture.




Zen Tree: Replaces Monument; Cultural Building; Cost 60; Maintenance 1; +2 Culture +1 Happiness.

Colourdancers: Replaces Street Entertainers; Happiness Building; Cost 100; Maintenance 1; +1 Bard; +1 Sorcerer; +2 Happiness

Spectral Carnival: Replaces Carnival; Cultural Building; Cost 140; Maintenance 3; Requires Colourdancers; +3 Happiness; +3 Culture; +1 Sorcerer.

Vibrant Garden: Replaces Garden; Yield Building; Cost 120; Maintenance 2; Requires forests nearby; +1 Bard; +1 Sorcerer; +25% GPP. +1 Pigment and Culture from worked Alendus and Freyalillies.

Circle of Festivities: Replaces Circus; Happiness Building; Cost 130; Maintenance 2; Requires Spectral Carnival; +3 Happiness; +1 Happiness from worked Starmetal.

Colour Enclave: Replaces Arcanum Schola; Military Building; Cost 100; Maintenance 1; Requires Barracks and Library; Requires Starmetal Nearby; +15XP to all Arcane Units; +2 Pigments, +1 Happiness.

Prismatic Abbey: Replaces Sorcerers Convent; Research Building; Cost 120; Maintenance 2; Requires Library; +2 Sorcerer; +3 Pigments; +10XP to all Arcane and Religious Units.

Singing Arbours: Replaces Theatre; Happiness Building; Cost 300; Maintenance 5; Requires Colourdancers; +3 Happiness, +1 happiness for each worked Dye and Fine Feathers; +1 Pigment from worked Forests.

Conservatory:Replaces Arcane Academy; Research Building; Cost 350; Maintenance 3; Requires Prismatic Abbey; Requires Starmetal Nearby; +2 Sorcerer; +33% pigments, +1 Pigment from all resources; +1 Culture from Sorcerer Specialists.

Imbumentorium:Replaces Enchanter's Emporium; Happiness Building; Cost 180; Maintenance 4; Requires Conservatory; Requires Starmetal Nearby; +1 Sorcerer; +3 Happiness; Units built in the city gain experience based on the ammount of Pigments produced by the city (TBA).

Halls of Ivy: Replaces Creative Institute; Cultural Building; Cost 600; Maintenance 3; Requires Art College; +2 Bard; +100% Culture; Excess Pigments produced by the city are converted to Culture.

Alzara
Mar 29, 2011, 06:09 AM
Zen Tree: Replaces Monument; Cultural Building; Cost 60; Maintenance 1; +2 Culture +1 Happiness.

Colourdancers: Replaces Street Entertainers; Happiness Building; Cost 100; Maintenance 1; +1 Bard; +1 Sorcerer; +2 Happiness

Spectral Carnival: Replaces Carnival; Cultural Building; Cost 140; Maintenance 3; Requires Colourdancers; +3 Happiness; +3 Culture; +1 Sorcerer.

Dimensional Garden: Replaces Garden; Yield Building; Cost 120; Maintenance 2; Requires Dimensional Rift Resource/Feature nearby; +1 Bard; +1 Sorcerer; +1 Sage; +25% GPP. +1 Pigment and Culture from worked Alendus.

Circle of Festivities: Replaces Circus; Happiness Building; Cost 130; Maintenance 2; Requires Spectral Carnival; +3 Happiness; +1 Happiness from worked Starmetal.

Colour Enclave: Replaces Arcanum Schola; Military Building; Cost 100; Maintenance 1; Requires Barracks and Library; Requires Starmetal Nearby; +15XP to all Arcane Units; +2 Pigments, +1 Happiness.

Prismatic Abbey: Replaces Sorcerers Convent; Research Building; Cost 120; Maintenance 2; Requires Library; +2 Sorcerer; +3 Pigments; +10XP to all Arcane and Religious Units.

Singing Arbours: Replaces Theatre; Happiness Building; Cost 300; Maintenance 5; Requires Colourdancers; +3 Happiness, +1 happiness for each worked Dye and Fine Feathers; +1 Pigment from worked Forests.

Conservatory:Replaces Arcane Academy; Research Building; Cost 350; Maintenance 3; Requires Prismatic Abbey; Requires Starmetal Nearby; +2 Sorcerer; +33% pigments, +1 Pigment from all resources; +1 Culture from Sorcerer Specialists.

Imbumentorium:Replaces Enchanter's Emporium; Happiness Building; Cost 180; Maintenance 4; Requires Conservatory; Requires Starmetal Nearby; +1 Sorcerer; +3 Happiness; Units built in the city gain experience based on the ammount of Pigments produced by the city (TBA).

Halls of Ivy: Replaces Creative Institute; Cultural Building; Cost 600; Maintenance 3; Requires Art College; +2 Bard; +100% Culture; Excess Pigments produced by the city are converted to Culture.

Looking good! :)

I'll tweak it and add a bit to it :)

Al

Alzara
Mar 29, 2011, 06:10 AM
TINY UPDATE

Added Archery Competitions building to Lewenkai. :D

More civs to follow later! :)

Al

Alzara
Mar 29, 2011, 09:51 AM
UPDATES

Added my unique building design to Rylonia :)

I will add in TheChanger's design for Glaer soon! :)

Al

Alzara
Mar 29, 2011, 03:57 PM
UPDATES

Added another of my unique building designs. This time for Xayith :)

Also reworked their traits slightly :)

Al

TheChanger
Mar 30, 2011, 09:30 PM
http://www.naeralith.com/images/seeliecourtmainflag.jpg
The Seelie Court consists of fae who have forgiven sapids for their past transgressions and wish to live peacefully in their sentient forest realm.
They are highly sensual creatures, capable of great empathy and compassion.
To them, nothing is more important than the balance of life and the preservation of the forest and all its inhabitants.

Leader: Queen Aulera
Alignment: Good

Traits

Faewoods: Forests and jungle turn to faewoods within civ borders. Faewoods act as roads within your cultural boarders, can be built in and reduce enemy movement to 1.
Seductive Lure: Defeated enemies have a chance of converting to your civ (not Uus).
Eternal Dance of the Fae: +1 culture per city per turn.




Here are some ideas for Seelie UBs. The Basic idea is that Seelie would build very few Improvements (no farms or mines for example); and as such in order to improve their tiles they rely on UBs which boost the yield of faewoods which they are extremely dependant on, as well as providing some passive food and production effects. Another Main idea was that the Seelie get their research from studying the past and using the philosophys of the Faewood trees, so many of the research buildings have been replaced. the last thing, similarly with Athesia, they would not use Iron, however they could use the increadibly hard bark that falls from Faewood trees as they grow which ive dubbed Ironwood. all buildings that require Iron have thus been replaced (except the industrial complex which i think they could just not have access to)


Faewood Flowers: Replaces Smoke House; Yield Building; Cost 120; Maintenance 1; +2 Food; -20% Food needed for City Growth.

Faewood Court: Replaces Elder Council; Research Building; Cost 70; Maintenance 2; +1 Sage; +2 Science; +1 culture from Sage specialists.

Ironwood Forge: Replaces Forge; Military Building; Cost 130; Maintenance 2; Requires Faewood nearby; +1 hammer from Faewoods.

Illuminted Garden: Replaces Garden; Yield Building; Cost 120; Maintenance 2;Requires Faewood nearby; +2 Bard; +25% GPP. +1 food from worked Faewood Features.

Faewood Memory Banks: Replaces Library; Research Building; Cost 80; Maintenance 1; +2 Sage; +1 Science for every worked Feywood Feature.

Walls of Thorns: Replaces Walls; Defence Building; Cost 100; Maintenance 1; +5 Defence; Attacking enemy units recieve -10% strength.

Faewood Archives: Replaces Archives; Research Building; Cost 120; Maintenance 2; Requires Faewood Memory Banks; +1 Sage; +20% Science; +1 science from Sage.

Illusionary Paths: Replaces High Walls; Defence Building; Cost 180; Maintenance 1; Requires Walls; +7 Defence; Enemy Units attacking the city have a chance to be pushed outside of Seelie Borders each turn (TBA).

Ironwood Plantation : Replaces Ironmonger; Military Building; Cost 150; Maintenance 2; Requires Faewood nearby; Requires Ironwood Forge; +15% production of land Units; +1 Gold from worked Faewood Features.

Photopigment Conduit: Replaces Aqueduct; Yield Building; Cost 450; Maintenance 3; +1 food and +1 Pigment from worked Faewood Features; -20% Food needed for City Growth.

Halls of Wisdom: Replaces Public School; Research Building; Cost 350; Requires Faewood Memory Banks; +1 Sage; +50% Science; +1 Culture from Worked Faewood Feature.

Ironwood Architects: Replaces Foundery; Military Building; Cost 230; Maintenance 3; Requires Faewood nearby; Requires Ironwood Plantation; +20% production; +2 Engineers;

TheChanger
Apr 01, 2011, 08:04 AM
http://www.naeralith.com/images/newetahmainflag.jpg
Newetah is a nation of hardy desert-dwellers, whose influence extends far and wide through the spread of Amunai; the religious worship of ancestors.
They are highly ritualistic and defensive, able to contact the dead and connect spiritually with those who have passed on from this life.
Often, spirits of the past will rise as undead in defence of this nation, protecting their descendants until help is no longer required.

Leader: Queen Abhtessa
Alignment: Neutral

Traits

Desert Bounty: Deserts act as roads. Flood plains provides +1 food. Small chance of discovering an oasis in desert tiles with no access to fresh water.
Blessing of the Ancestors: +25% great people production. +1 beaker per level per for each unit lost in combat.



some more brainstorming with Al came up with this design:

Basically newetah relies heavilly on their past and their ancestors to help fight for the present.

to followers of the Amunai religion life is just the second stage of existance, one of 7 levels of being before they assend to a god like status and set off to create a new world in another dimension. Amunai worshippers believe that when you die your soul enters the third stage of being where the purpose of existance there is to protect your relatives and friends in the second level. this is to develope their sense of strength and nurture protection.

Many Newetah buildings are built specifically to disrupt souls moving on in order to complete the third level of existance. once souls are strong enough they are able to resist the pull of these enormous pyramids and monuments, but when they are still fresh they are drawn to the structures by a mysterious mixture of gravity and magic.

The defencive line for example focuses in ancestor spirits comming back from the 3rd level of being to help defend their old homes. the temple line however focuses on the ancestors teaching their relatives and friends from beyond the grave and giving them additional insight to the world.

The main design idea was to make Newetah a very hard nut to crack who specialises in culture and production.


Obelisk: Replaces Monument; Cultural Building; Cost 60; Maintenance 1; +1 Culture for every 2 citizens.

Apothecary: Replaces Herbalist; Yield Building; Cost 80; Maintenance 1; +1 food from each Alendus; +1 Happy wit heach worked Incense; Heals units adjacent to the city +1 HP per turn; +1 Priest

Council of Overseers: Replaces Elder Council; Research Building; Cost 70; Maintenance 1; +2 Science; +1 Priest; +1 Hammer from Priests.

Oracle of Amunai: Replaces Temple; Cultural Building; Cost 120; Maintenance 2; Requires Obelisk; +2 Priest; +3 Culture; Units Built in the City start with the 'Mark of Amunai I' promotion.

Arkaasin Walls Replaces Walls; Defence Building; Cost 100; Maintenance 1; +7 Defence; +1 Culture.

Soul Scribes: Replaces Parochial School; Military Building; Cost 100; Maintenance 1; Requires Barracks and Oracle of Amunai; +15XP to all Divine units; +2 Sage; Divine units start with one extra level of the 'Mark of Amunai' promotion.

Temple of Amunai: Replaces Monestary; Cultural Building; Cost 120; Maintenance 2; Requires Oracle of Amunai; +2 Priest; +2 Culture. +2 culture from each nearby Incense and Shashana; Units Built in the city start with the 'Mark of Amunai II' promotion.

Mausoleum: Replaces Archives; Research Building; Cost 150; Maintenance 3; Requires Library; +1 Sage; +20% Science; +1 Priest; +10% Culture

Ancestral Walls: Replaces High Walls; Defence Building; Cost 180; Maintenance 1; Requires Arkaasin Walls; +9 Defence; +1 Culture; Has a chance of spawning an 'Ancestor Guardian' Military UU when enemy units are adjacent to the city. Strength of the Ancestor Guardian is dependant on the Era. (Stength and Spawn rate TBA).

Temple Complex of Amunai: Replaces Cathedral; Cultural Building; Cost 150; Maintenance 3; Requires Temple Complex of Amunai and Ancestral Walls; +3 Priest; +5 Culture; +5 Culture for each worked Marble; 'Ancestor Guardian' Units spawned by the city start with 'Mark of Amunai I' promotion.

Pyramid Complex: Replaces Castle; Defence Building; Cost 400; Maintenance 4; Requires Ancestral Walls; +15 Defence; +1 Priests; +1 Culture; increases spawn rate of 'Ancestor Guardian' Units from the city, Ancestor Guardians may spawn even when no enemies are near city, must still be at war though.

Mortuary: Replaces Healers; Yield Building; Cost 500; Maintenance 1; Requires Apothecary; +2 Priest; +1 Happiness from worked Alendus, Kacilla, Silk and Incense; -50% Food needed for City Growth; Friendly Units that die in the cities radius generate +x Culture and +y Science (TBA).

Arkaasin Tomb Network: Replaces Fortress; Defence Building; Cost 450; Maintenance 5; Requires Pyramid Complex; +22 Defence; +2 Priests; increases spawn rate of 'Ancestor Guardian' Units from the city, Ancestor Guardians may spawn even when no enemies are near city, even during times of peace.


-------------------------


'Mark of Amunai I': +5% defence strength; Promotion is transferred to nearest allied unit on death. If target unit already has a 'Mark of Amunai' promotion the unit is upgraded to the next level of 'Mark of Amunai' promotion.

'Mark of Amunai II': +5% defence strength; +1 extra EXP gained whenever the unit would normally gain EXP. Promotion is transferred to nearest allied unit on death. If target unit already has a 'Mark of Amunai' promotion the unit is upgraded to the next level of 'Mark of Amunai' promotion.

'Mark of Amunai III': +5% defence strength; +1 extra EXP gained whenever the unit would normally gain EXP. Promotion is transferred to nearest allied unit on death. If target unit already has a 'Mark of Amunai' promotion the unit is upgraded to the next level of 'Mark of Amunai' promotion.

'Mark of Amunai IV': +5% defence strength; +1 extra EXP gained whenever the unit would normally gain EXP. Promotion is transferred to nearest allied unit on death. If target unit already has a 'Mark of Amunai' promotion the unit is upgraded to the next level of 'Mark of Amunai' promotion.

'Mark of Amunai V': +5% defence strength; +1 extra EXP gained whenever the unit would normally gain EXP. Promotion is transferred to nearest allied unit on death. If target unit already has a 'Mark of Amunai' promotion the unit is upgraded to the next level of 'Mark of Amunai' promotion.

magzhi
Apr 01, 2011, 09:37 AM
Temple Complex of Amunai: Replaces Cathedral; Cultural Building; Cost 150; Maintenance 3; Requires Temple Complex of Amunai and Ancestral Walls; +3 Priest; +5 Culture; +5 Culture for each worked Marble; 'Ancestor Guardian' Units spawned by the city start with 'Mark of Amunai I' promotion.

How Tepple Complex of Amunai can require itself?

Alzara
Apr 01, 2011, 01:23 PM
How Tepple Complex of Amunai can require itself?

A mistake I assume. We worked on this late into the evening ;)

I'll correct when I begin posting Glaer, Seelie and Newetah designs :)

Al

Alzara
Apr 01, 2011, 07:45 PM
UPDATES

Added my unique building design for Minlaya :)

Also, although I may incure the wrath of TheChanger for tweaking building design, I have added a building or two to many of the existing unique building designs :D

Here is a list of what I have added to each civ:

Athesia:
Council of Matriarchs

Godembai:
Wilderness Runners

Kambai:
Slave Market
International Slave Auctions

Lewenkai:
Fraeyalilly Plantation

Rylonia:
Colosseum

Scarthia:
Sex Show
Erotic Playhouse

Vjasjekii:
Ocean Divers
River Stalkers

Xayith:
Slave Mill
Hydraulics Complex


Soon I will play around with the designs for Glaer, Seelie Court and Newetah, then post them in the main civilisation design thread :)

Now go get a glass of rum and see what u think of Minlaya :D

Al

Alzara
Apr 02, 2011, 05:41 PM
TINY UPDATE

Toned down the number of Slaves available to Athesia, Kambai, Scarthia and Xayith :)

Al

Alzara
Apr 03, 2011, 06:09 PM
UPDATES

Added in my unique building design for Margoria and reworked their traits :)
You may notice that they have a substantial amount in their design.
The reason for this is that Margoria do not use happiness or food, but have a population cap. Many of the UBs are designed to increase this cap and are generally no more powerful than the original buildings.

Also, I have added in TheChanger's design for Glaer with a couple of buildings of my own ;)

Im running in to a problem with character counts too! I had to cut out the intro for the "Civilisations Part 1" post to make it fit :(

I now need to think how I am going to expand further on civs...

I wish I could insert another post earlier on lol

In the mean time, enjoy the new updates :D

Al

Alzara
Apr 06, 2011, 02:47 PM
MOVED TO THE FOLLOWING THREAD: http://forums.civfanatics.com/showthread.php?t=418201