bane_
Howardianism High-Priest
- Joined
- Nov 27, 2013
- Messages
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Looking for people to help with ideas for the Total Conversion.
A bit of what I have so far:
Might * Sorcery/Augury * Wisdom/Knowledge
Victory Conditions
There is more - like the Hero system - in the Google Doc. If you want to help, please say so, I'm working alone for more than 2 years now!
A bit of what I have so far:
Might * Sorcery/Augury * Wisdom/Knowledge
Spoiler :
Three new special categories that will help define Civilizations even more and make gameplay more unique.
Might is all about power. It mostly deals with direct and energetic influence over other Civilizations and City-States, these effects will almost always be explicit and straightforward, with every known player being aware of what happened and who was the executioner of said action, as well as who was affected by it. This means Might effects are visible, they are about appearance too. Will work through the Power resource.
When it comes down to magic, the choice is obvious: Sorcery/Augury. Having a better grasp on Crystal and Mana is the epitome of this mysterious source of power, regeneration, access to Greater Spells and simply having a higher pool are the faces of this category. The effects are almost universally self-imposed, with only a few that affects other Civilizations, City-States and the gamestate itself. Will work through the Mana resource.
If your plans are supposed to be a cover up for another more intricate project, then Wisdom/Knowledge is what you need. Wisdom/Knowledge is the pebble stealthly thrown in the pond, with ripples going as far as the eye can see, yet, not one of them big enough to be called a wave. When using these effects, their responsability will always be hidden, and sometimes, no one - not even the target - will know something actually happened. Will work through the Information resource.
Might is all about power. It mostly deals with direct and energetic influence over other Civilizations and City-States, these effects will almost always be explicit and straightforward, with every known player being aware of what happened and who was the executioner of said action, as well as who was affected by it. This means Might effects are visible, they are about appearance too. Will work through the Power resource.
When it comes down to magic, the choice is obvious: Sorcery/Augury. Having a better grasp on Crystal and Mana is the epitome of this mysterious source of power, regeneration, access to Greater Spells and simply having a higher pool are the faces of this category. The effects are almost universally self-imposed, with only a few that affects other Civilizations, City-States and the gamestate itself. Will work through the Mana resource.
If your plans are supposed to be a cover up for another more intricate project, then Wisdom/Knowledge is what you need. Wisdom/Knowledge is the pebble stealthly thrown in the pond, with ripples going as far as the eye can see, yet, not one of them big enough to be called a wave. When using these effects, their responsability will always be hidden, and sometimes, no one - not even the target - will know something actually happened. Will work through the Information resource.
Victory Conditions
Spoiler :
Magical - Obtain 80% of all Mana sources.
Diplomacy - Same as Diplomatic victory.
Military - Obtain all original Capitals.
Economics - Have a Copy of every Luxury in the map.
Cultural - Just like normal Tourism victory.
Seals - Uncover and crack or dominate all 4 Seals.
Seals
To crack or dominate a Seal, you must achieve a certain condition:
Seal of War
Crack - Must be the first Seal to be cracked. All other Civs are at permanent War with you.
Dominate - Must be the last Seal to be dominated. Defeat the random Titan that appears.
Effect: Relationships between Civs are strained. City-States’ Influence decreases faster.
Seal of Famine
Crack - Kill a Hero 20 turns (scalable with Speed) after opening the Seal.
Dominate - Cannot be at War. Sacrifice a Hero on the Seal.
Effect: -1 Food in all tiles (may become negative). All Cities lose 2 Citizens, even if it would destroy them.
Seal of Death
Crack - Kill 100 enemies of level 4 or higher. (no time limit)
Dominate - Sacrifice 9 level 10 Unique Units on the Seal and on adjacent tiles.
Effect: All non-Unique and non-Titan units take 3 damage per turn outside of borders.
Seal of Plague
Crack - The Lair of Anthargh’s Spawn appears in the map. Get all 3 of it’s Riddles right.
Dominate - The Lair of Anthargh’s Spawn appears in the map. Kill the Spawn.
Effect: Great People spawn rating reduced by 40%. Any unit created/spawned has a 10% chance to die.
Diplomacy - Same as Diplomatic victory.
Military - Obtain all original Capitals.
Economics - Have a Copy of every Luxury in the map.
Cultural - Just like normal Tourism victory.
Seals - Uncover and crack or dominate all 4 Seals.
Seals
To crack or dominate a Seal, you must achieve a certain condition:
Seal of War
Crack - Must be the first Seal to be cracked. All other Civs are at permanent War with you.
Dominate - Must be the last Seal to be dominated. Defeat the random Titan that appears.
Effect: Relationships between Civs are strained. City-States’ Influence decreases faster.
Seal of Famine
Crack - Kill a Hero 20 turns (scalable with Speed) after opening the Seal.
Dominate - Cannot be at War. Sacrifice a Hero on the Seal.
Effect: -1 Food in all tiles (may become negative). All Cities lose 2 Citizens, even if it would destroy them.
Seal of Death
Crack - Kill 100 enemies of level 4 or higher. (no time limit)
Dominate - Sacrifice 9 level 10 Unique Units on the Seal and on adjacent tiles.
Effect: All non-Unique and non-Titan units take 3 damage per turn outside of borders.
Seal of Plague
Crack - The Lair of Anthargh’s Spawn appears in the map. Get all 3 of it’s Riddles right.
Dominate - The Lair of Anthargh’s Spawn appears in the map. Kill the Spawn.
Effect: Great People spawn rating reduced by 40%. Any unit created/spawned has a 10% chance to die.
There is more - like the Hero system - in the Google Doc. If you want to help, please say so, I'm working alone for more than 2 years now!
Awesome, it seems to be the consensus that W3 : DR was the best in the series, including the RTS counterpart. I played very little, as it was too complex for a very young mind.killmeplease said:greets from "warlords 3: darklords rising" fan
didn't play battlecry though