Ghostslayer
Chieftain
- Joined
- Apr 5, 2010
- Messages
- 83
I started to implement a new civ a couple of monthes ago. But according to the progress rate, Civ6 will probably be released before my civ 
So I give here the main ideas. I think that there are some new mechanisms that can inspire modders.
And comments, suggestions, remarks, improvements (and even criticisms) are welcome. And marks of interest may motivate me to find time for the implementation!
Overview :
Main ideas: Elven, sprawling, magic, mana, terraforming
Hvitalfars are a an elven civilization. After the civil war and the Svartalfar secession, they remained faithful to the ljosalfars and the queen of summer. After some times, a former repented student of Kylorin, Gastrius, teached some of them all the mysteries that were discovered during the age of magic, and especially the power of mana, and how it could be used against their foes. After they unsuccessfully tried to convince other elves to follow this path, they decided to create their own civilization.
Hvits like to live in large sprawling cities. Like other sprawling civilizations, the number of cities that they can build is quite limited (3 on a normal map). More they do not know how to create settlements and they even cannot conquer a city; after a successful city attack, they can either chose to raze it or to create a fort on its ruins. And they are a mage nation, and contrary to the Kuriotates, they lack artisans to create any kind of economy boosting building. To survive despite these stricts constraints, their elven characteristic is of course useful, but they had to use magic, to fullly exploit the power of mana and to invent powerful terraforming mechanisms.
Hvits cannot build powerful military units. Like other elvens civilization, they cannot master gunpowder or create siege weapons or chariots. More the most powerful melee units that they can train are champions. And even knights are fordidden to them. Fortunately, thanks to their Ljosalfar heritage, they master all the archery line. And they can train the most powerful mages of Erebus.
Mages
Hvit arcane units have some very specific features. They had to learn to fight in an hostile world and have some means to temporarilly increase their strength. The mage training make a great emphasis on summons and arcane units can improve their summons and take advantage of their victories. But the most specific aspect of Hvits mage is the way they can perform terraforming by "stealing" ressources and mana from any land to use it in their territory, and to sacrifice to create a new mana node.
Ressources pillaging
Hvits arcane units can pillage resource. This can only be done in either their own land or in an unclaimed territory. Most resources can be pillaged. Mana has no specific constraints, but others require the knowledge of a specific technology. To pillage a resource, they have to stand on it, and to cast a spell which requires 4 turns. They gain a promotion, that can be passed to another unit and that allows to recreate a similar resource in another place. Beware, magic is not an exact science and pillaging iron can recreate copper or gold.
Resource pillaging constraints:
All resources can be pillaged with two exceptions: vine, that requires some specific training, and gunpowder. Too many Hvit mages have left their life trying to extract gunpowder seeds from the ground and now these researchs are forbidden. Anyway, who really cares... Gunpowder is not so useful for an elven civ...
Mana resources:
Hvits, after the teaching of Gastrius, have a great knowledge on mana. They can even gain some economical bonus from it. The actual gain depends on the mana node.
Mana connectors:
Hvit mage have created a new technology to extract mana, which is called "mana connector". Mana connectors not only provide mana, but they can insure some economical advantage for it. Mana connectors can be build either on a mana resource or on any bare land. In the later case, their presence can attract mana and create a new mana resource. Mana connectors can be built by any arcane unit, and it requires 4 turns.
Schools
Schools are kind of universities that give the magic units some specific knowledge in a given field.
Precisely, schools give degrees in magic. Degrees are "bachelor of magic" (BM), "master of magic" (MM) and "doctor of magic" (DM). Training an arcane unit gives for free the BM of the school that is present in the city. The schools also provide paying training of units. BM is opened to units with chanelling I (or higher) and costs 200 gp. MM is opened to units with chanelling II (or higher) that already have the BM of the school and costs 150 gp. DM is opened to units with chanelling III that already have the MM of the school and costs 150 gp. DM can also be taken by units with chanelling II, but as it requires additional training, the time and price are doubled. Otherwise, all trainings takes 2 turns.
All schools give +2 exp to arcane units trained in the city.
Creating a school is rather expensive, as one has to build a nice place to train students with lecture rooms, labs, etc. It costs 300 hammers. One can have one (and only one) school in every city and they can be different or similar (but remember that the number of cities is limited to 3). Once a school is build, you can replace it with another school. It even does not costs you any production. Just send your army to throw the previous students and teachers out their buildings, and to kill the ones that resist and you can reuse the same buildings for another school. The only problem is that your population does not really like this kind of practise and one should expect 1-3 turns of revolt in the city, 1-2 drop in population and +3 unhappy citizens for some turns...
School of Summoning
Improves the efficiency of arcane units as great commanders of their summons.
Summon mastery
Improves the knowledge on the summons in order to increase their lifetime.
Institute of the Sea
House of Gastrius
Required to train Gastrius. Students learn how to exploit metamagic.
Erebus Warmage Academy
Military training for mages. Students spend more time on a training yard that in a library.
Istari Institute
Largely based on the study of ancient texts, the students have an outstanding knowledge on many domains.
College of Magic Defense
Poor fighter, but powerful defenders, these mages can learn how to summon great guards for your army.
Grand Magic Circus
Not really a school, students spend time practising all kind of physical exercices to increase their strength (but they forget to study textbooks).
Department of Magic dexterity
How to use magic to exploit the weakness of an opponent. Such attacks require a great concentration that make these mages quite vulnerable.
Exploration Square
How to use magic to see the unseen, to avoid bad encounters and even to become invisible...
High institute for advanced ressource management
Despite its polically correct name, HIARM is mostly known as school of the drunk pillagers. Send them to get resources at any time, anywhere, even in a territory owned by a rival.
Lightspeed Labs
Here are the masters of space and time.
Hvit University Hospital
The place to train healing specialists.
Oghma Temple
More a religious sect than a school. By prayers to Oghma, they hope to improve their knowledge and experience... And it seems to work.
National Geographic Research Center
The great terraformers. Use them to fully exploit any single tile of your territory.
Special units:
Blocked units:
Arquebus, Bersekers, Phalanx, Immortals, Catapult, Cannon, War Chariot, Chariot, Knights
Buildings
Blessing of Embarr (available at Strength of Will)
For every mana owned by the the civ, there is a 15% probability that every unit increases its knowledge in the corresponding mana sphere.
For instance, with 2 body mana nodes, every units has a 30% probability, either to get body 1, if it does not have already any body promotion, or to get body 2, if it already has body 1, etc...
Leaders:
"Beware everybody. We are just mages, our wands are ligther than your axes, ours robes are finer than your mails. But when our djinnis will have razed your cities and that we have harvested all the gifts of Creation, nobody will want to settle there. Ever."
DoK

So I give here the main ideas. I think that there are some new mechanisms that can inspire modders.
And comments, suggestions, remarks, improvements (and even criticisms) are welcome. And marks of interest may motivate me to find time for the implementation!

Overview :
Main ideas: Elven, sprawling, magic, mana, terraforming
Hvitalfars are a an elven civilization. After the civil war and the Svartalfar secession, they remained faithful to the ljosalfars and the queen of summer. After some times, a former repented student of Kylorin, Gastrius, teached some of them all the mysteries that were discovered during the age of magic, and especially the power of mana, and how it could be used against their foes. After they unsuccessfully tried to convince other elves to follow this path, they decided to create their own civilization.
Hvits like to live in large sprawling cities. Like other sprawling civilizations, the number of cities that they can build is quite limited (3 on a normal map). More they do not know how to create settlements and they even cannot conquer a city; after a successful city attack, they can either chose to raze it or to create a fort on its ruins. And they are a mage nation, and contrary to the Kuriotates, they lack artisans to create any kind of economy boosting building. To survive despite these stricts constraints, their elven characteristic is of course useful, but they had to use magic, to fullly exploit the power of mana and to invent powerful terraforming mechanisms.
Hvits cannot build powerful military units. Like other elvens civilization, they cannot master gunpowder or create siege weapons or chariots. More the most powerful melee units that they can train are champions. And even knights are fordidden to them. Fortunately, thanks to their Ljosalfar heritage, they master all the archery line. And they can train the most powerful mages of Erebus.
Mages
Hvit arcane units have some very specific features. They had to learn to fight in an hostile world and have some means to temporarilly increase their strength. The mage training make a great emphasis on summons and arcane units can improve their summons and take advantage of their victories. But the most specific aspect of Hvits mage is the way they can perform terraforming by "stealing" ressources and mana from any land to use it in their territory, and to sacrifice to create a new mana node.
- Can cast "Concentrate" (takes 1 turn to cast). Gives the "Concentrated" promotion (+1/+1 to strength, spellcasting forbidden, 50% chance to wearoff per turn).
- Arcane units act as commanders for their summons. This is automatic, and the arcane units have access to all great commander promotions. But, they cannot command units other than their minions.
- Can pillage mana and resources (see below)
- Any archmage can be sacrificed on a tile to create a new mana resource.
Ressources pillaging
Hvits arcane units can pillage resource. This can only be done in either their own land or in an unclaimed territory. Most resources can be pillaged. Mana has no specific constraints, but others require the knowledge of a specific technology. To pillage a resource, they have to stand on it, and to cast a spell which requires 4 turns. They gain a promotion, that can be passed to another unit and that allows to recreate a similar resource in another place. Beware, magic is not an exact science and pillaging iron can recreate copper or gold.
Resource pillaging constraints:
- Quarry resources: Construction
- Mine resources: Mithril working
- Cereals: Sanitation
- Pastures: Animal handling
- Plants: Medecine
- Hunting: Animal mastery
- Sea food: Optics (and required some specific training in a school)
All resources can be pillaged with two exceptions: vine, that requires some specific training, and gunpowder. Too many Hvit mages have left their life trying to extract gunpowder seeds from the ground and now these researchs are forbidden. Anyway, who really cares... Gunpowder is not so useful for an elven civ...
Mana resources:
Hvits, after the teaching of Gastrius, have a great knowledge on mana. They can even gain some economical bonus from it. The actual gain depends on the mana node.
- Most mana economical bonus (0/+1/+1) (food/production/trade)
- Exceptions :
- Creation mana (2/0/0)
- Earth and fire mana (0/2/0)
- Air, water and dimensional mana (0/0/2)
- Other necromancy related mana (-1/+2/+1)
Mana connectors:
Hvit mage have created a new technology to extract mana, which is called "mana connector". Mana connectors not only provide mana, but they can insure some economical advantage for it. Mana connectors can be build either on a mana resource or on any bare land. In the later case, their presence can attract mana and create a new mana resource. Mana connectors can be built by any arcane unit, and it requires 4 turns.
- Mana connector (0/0/+1); turn to an ancient mana connector in 10 turns
- Ancient Mana connector (0/+1/+1) and doubles the economical bonus of the mana node. When created on bare land without a mana resource, there is a 1/1000 probability per turn to create a new mana resource. Turns to a legendary mana connector in 20 turns.
- Legendary mana connector +1/+1/+1 and triple the economical bonus of the mana node. When created on a tile without a mana resource, there is a 1/500 probability per turn to create a new mana bonus. Turns to an eternal mana node in 30 turns
- Eternal mana connector. Only available with a mana node. +1/+1/+2, triple the mana economical bonus, and provides additional benefits from mana:
- Divination mana gives +1 health in surrounding cities
- Alteration mana gives +1 happiness in surrounding cities
- Necromancy mana gives +2% research in the civ
- Elementalism mana gives +2% production in the civ.
Schools
Schools are kind of universities that give the magic units some specific knowledge in a given field.
Precisely, schools give degrees in magic. Degrees are "bachelor of magic" (BM), "master of magic" (MM) and "doctor of magic" (DM). Training an arcane unit gives for free the BM of the school that is present in the city. The schools also provide paying training of units. BM is opened to units with chanelling I (or higher) and costs 200 gp. MM is opened to units with chanelling II (or higher) that already have the BM of the school and costs 150 gp. DM is opened to units with chanelling III that already have the MM of the school and costs 150 gp. DM can also be taken by units with chanelling II, but as it requires additional training, the time and price are doubled. Otherwise, all trainings takes 2 turns.
All schools give +2 exp to arcane units trained in the city.
Creating a school is rather expensive, as one has to build a nice place to train students with lecture rooms, labs, etc. It costs 300 hammers. One can have one (and only one) school in every city and they can be different or similar (but remember that the number of cities is limited to 3). Once a school is build, you can replace it with another school. It even does not costs you any production. Just send your army to throw the previous students and teachers out their buildings, and to kill the ones that resist and you can reuse the same buildings for another school. The only problem is that your population does not really like this kind of practise and one should expect 1-3 turns of revolt in the city, 1-2 drop in population and +3 unhappy citizens for some turns...
School of Summoning
Improves the efficiency of arcane units as great commanders of their summons.
- BM: Free Battlefield strategist, battle commander 1
- MM: Free Battle tactics, Battle commander 2, command range +1
- DM: Free Command range +1, free summoner promotion
Summon mastery
Improves the knowledge on the summons in order to increase their lifetime.
- BM: Summon duration extended one turn if successful in combat (not renewable)
- MM: +1 to summon duration
- DM: free twincast promotion
Institute of the Sea
- BM: Free water 2 promotion, can pillage sea food resources (time is x4 until optics is known)
- MM: Can build Mana connectors on water, can create mana nodes on water
- DM: +1 movement on water, +1/+1 to combat on water, ignore terrain cost on water, can create kelp on water (takes 2 turns to cast)
House of Gastrius
Required to train Gastrius. Students learn how to exploit metamagic.
- BM: -1/-1 to strength, +1 MM affinity
- MM: Summons receive +1 MM affinity
- DM: -1/-1 to strength, +1 MM Affinity
Erebus Warmage Academy
Military training for mages. Students spend more time on a training yard that in a library.
- BM: can use bronze weapons. Free war mage promotion (No automatic experience gain (even with potenty))
- MM: can use iron weapons
- DM: can use mithril weapons
Istari Institute
Largely based on the study of ancient texts, the students have an outstanding knowledge on many domains.
- BM: +1 extra free promotion
- MM: +1 extra free promotion
- DM: +1 extra free promotion
College of Magic Defense
Poor fighter, but powerful defenders, these mages can learn how to summon great guards for your army.
- BM: -1/+2 to strength, +100% against marksman
- MM: -1/+1 to strength, free tactics 1 promotion
- DM: 0/+1 to strength, free guardsman promotion for summons
Grand Magic Circus
Not really a school, students spend time practising all kind of physical exercices to increase their strength (but they forget to study textbooks).
- BM: +1/+1 to strength. Free war mage promotion (No automatic experience gain (even with potenty))
- MM: +1/+1 to strength
- DM: +1/+1 to strength
Department of Magic dexterity
How to use magic to exploit the weakness of an opponent. Such attacks require a great concentration that make these mages quite vulnerable.
- BM: +2/-1 to strength, free marksman promotion
- MM: +1/-1 to strength, free learner promotion (The learner promotion grants valor after a successful combat)
- DM: +1/+1 to strength, free blitz promotion
Exploration Square
How to use magic to see the unseen, to avoid bad encounters and even to become invisible...
- BM: Free sentry 1, metamagic 1 and light promotions. Can see hidden animals.
- MM: Free Sentry 2 and Flanking1 promotions. Hidden with stealth. No tech restrictions for seeing resources
- DM: Hidden with furtivity, can see furtivity.
High institute for advanced ressource management
Despite its polically correct name, HIARM is mostly known as school of the drunk pillagers. Send them to get resources at any time, anywhere, even in a territory owned by a rival.
- BM: Can pillage vine, no tech restriction for pillaging resources (but times is X4 until the proper tech is known)
- MM: Resource pillaging is X2 faster
- DM: Can pillage resources on ennemy terrain (must be at war), resource pillaging is X2 faster
Lightspeed Labs
Here are the masters of space and time.
- BM: Free mobility2 promotion, free body1 promotion, free dim1 promotion
- MM: Free dim2 promotion, free commando promotion
- DM: Free dim3 promotion, dim3 is autocasted when in a city or a fort. When in a fort, the fort can be used as source or destination of a teleportation
Hvit University Hospital
The place to train healing specialists.
- BM: Free Body 2 promotion, Free Spirit 1 promotion, Free march promotion
- MM: Can cast "Create Healing Salve" anywhere, Free Healing potion.
- DM: Can cast "Heal Minions" (which heals 100% all summoned units on the stack).
Oghma Temple
More a religious sect than a school. By prayers to Oghma, they hope to improve their knowledge and experience... And it seems to work.
- BM: +0.5 exp/mana owned
- MM: +0.5 exp/mana owned
- DM: +0.5 exp/mana owned
National Geographic Research Center
The great terraformers. Use them to fully exploit any single tile of your territory.
- BM: Free water 1 promotion, Free Sun 1 promotion, free life 1 promotion
- MM: Can cast "Earth blossom", can cast "Flatten relief".
- DM: Can climb mountains, can drop mana nodes on mountains, can create mana connector on mountains.
Special units:
Civilization hero :
Gastrius: 4 str, 1 mov. Req Arcane lore, House of Gastrisu
Starts with chanelling III, +1 MM affinity
Special Arcane Conselor (national unit, limit 1)
Cannot be built, must be upgraded from an Archmage of level 9
7 str.
During the official enthronment ceremony, the different directors of the schools present in the civ solemnly give the new Special Conselor the BM of their schools.
Grand Arcane Master (national unit, limit 1)
Cannot be built, must be upgraded from an Archmage of level 11
8 str.
Free BM and MM of the schools present in the civ.
Ultimate Arcane Master (national unit, limit 1)
Req Divine essence
Cannot be built, must be upgraded from an Archmage of level 13
9 str.
Free BM, MM and DM of the schools present in the civ.
Free immortal promotion
Gastrius: 4 str, 1 mov. Req Arcane lore, House of Gastrisu
Starts with chanelling III, +1 MM affinity
Special Arcane Conselor (national unit, limit 1)
Cannot be built, must be upgraded from an Archmage of level 9
7 str.
During the official enthronment ceremony, the different directors of the schools present in the civ solemnly give the new Special Conselor the BM of their schools.
Grand Arcane Master (national unit, limit 1)
Cannot be built, must be upgraded from an Archmage of level 11
8 str.
Free BM and MM of the schools present in the civ.
Ultimate Arcane Master (national unit, limit 1)
Req Divine essence
Cannot be built, must be upgraded from an Archmage of level 13
9 str.
Free BM, MM and DM of the schools present in the civ.
Free immortal promotion
Blocked units:
Arquebus, Bersekers, Phalanx, Immortals, Catapult, Cannon, War Chariot, Chariot, Knights
Buildings
Hvitalfars palace
+1 happy, +1 production, +2 culture, +12 trade.
Provides 1 metamagic mana, 1 body mana, 1 nature mana.
Magi High School (replaces Mage Guild)
Required to train adepts
+2 experience for arcane units
Arcane college (replaces Alchemy lab)
Require Sorcery and Education
+4 research, +10% research
All newly trained units gain a small probability to increase their knowledge depending on the mana owned by the civilization.
World spell:+1 happy, +1 production, +2 culture, +12 trade.
Provides 1 metamagic mana, 1 body mana, 1 nature mana.
Magi High School (replaces Mage Guild)
Required to train adepts
+2 experience for arcane units
Arcane college (replaces Alchemy lab)
Require Sorcery and Education
+4 research, +10% research
All newly trained units gain a small probability to increase their knowledge depending on the mana owned by the civilization.
Blessing of Embarr (available at Strength of Will)
For every mana owned by the the civ, there is a 15% probability that every unit increases its knowledge in the corresponding mana sphere.
For instance, with 2 body mana nodes, every units has a 30% probability, either to get body 1, if it does not have already any body promotion, or to get body 2, if it already has body 1, etc...
Leaders:
Doctor Karlyn (aka DoK) A former student of Gastrius, very popular, he created several schools.
* Charismatic
* Educative (price and time of upgrades and paying promotions, including schools, is divided by two).
* Lawful Good
(more to come...)
* Charismatic
* Educative (price and time of upgrades and paying promotions, including schools, is divided by two).
* Lawful Good
(more to come...)
"Beware everybody. We are just mages, our wands are ligther than your axes, ours robes are finer than your mails. But when our djinnis will have razed your cities and that we have harvested all the gifts of Creation, nobody will want to settle there. Ever."
DoK