Ok. I'm glad I'm not insane.
I'd not had the chance to do the compact-duelers before and i've tride them both.
Hybroem is a blast to play because you can just "forget" your previous civ and start wacking away for some good old fashioned carnage. Nuff said.
Basium takes a hell of a lot longer to get out - is much more of an investment, and isnt much use once he's around in the world. Yeah he might be badass with his angels against demons, but hordes of armed mail warriors bearing steal and he goes down in a whimper (including his angels.)
I Think the key is this: Manes and Angels.
Manes is a unique inciteful and fun alternative to the core of the game - which is building. Manes are about death - something had to die for you to profit. That profit is useable in units or in population points - so it goes anywhere you need it, they are the 'currency' of the Infernals - and they're FUN.
Basium's angels? Well they mostly just sit - becuase they're in an inconvenient part of the world (to keep safe enough to actually build the damnable gate - irony intended.) Once he's there you actually have to work with what you had previously (which could be construted as a boon, but really it becomes shared space, since food/health/wealth, etc matters - you're down all those bonus resources you had. The infernals just shrug it off and keep going. Basium enters essentially in a very very very late game start.
The MECHANIC is what's fun.
So, my modest Compact Proposal:
Uber Capital Extravaganza!
Angels and Manes
Infernals get manes.
Mercurians get angels.
Manes are recieved upon death of a "evil" unit - in the Infernal capital city (Only - this is a change)
Angels are recieved upon death of a "good" unit - in the Mercurian capital city. (Only)
Manes have crappish combat abilities.
Angels have Decent (Champion Level) combat abilites and can fly (over ocean - new)
Manes may be used to purchase population points. (In the capital only - new)
Manes may be used to purchase immediate units.
Manes may be used to purchase technology (new).
Manes may be sacrificed to 'enhance' other units. (new?)
Manes may be sacrificed to speed production of some buildings. (new)
Angels may be added to a city as a special "Angel" specialist. (new)
Angels may "draft" up to three units from ANY Order city, or 1 from any good alligned city of any civ the mercurians are not at war with. (new)
Angels may enter any territory. (new)
Angels automatically have the Commando promotion.
Angels may 'siphon energy' from mana nodes directly. - If on a mana-tile, they each may aquire any single second level spell (divine or sorcery) of that mana type. They have this spell until they use it. They may only have one spell at a time.
Conversion:
Manes or mane-enhanced units have a 66% chance of 'corupting' any soul they kill. A corrupted soul is a free mane at the capital.
Angels have an inate 33% chance to 'redeem' any soul they kill. A redeemed soul is a free angel at the capital.
****
Mercurians vs Infernals.
Start and play style:
Infernals
The infernals (as now) start with a potent army and an urge to use it. They use their army to establish a base, and then start slaying things. Coupled with mane-enhanced units and evil things dying in the world, they're steady supply of manes ensures a heafty supply of the much needed resource.
*Gains in this version*
Manes can be used for significant research advance. This mitigates the tech disadvantage of "outposts". (More on that later.)
Manes can be used to 'enhance.' Other units. I see this as a chaotic prospect. There's new promotions Mane-enhancement. The first adds 1 unholy damage and 66% chance to corrupt. Additionally, manes can be used to artificially inflate the units XP (like vampires.)
Manes may be sacrificed in 'outposts' to speed the production of their unique 'claim' building.
Mercurians
The Mercuirans are brought into the world as they are now, via a portal and time and effort by a good aligned 'friend.' However. Unlike the normal dynamics of play, these Mercurians will have a 'heven on earth' manner of city building. Instead of operating a normal civ that's simply allied with the friend who summoned, the Mercurians will turn the Gate-city into an all-powerful Powerhouse of holy might. Dedicated to eradicating evil wherever it lies.
The Mercurian Capital city will operate as a normal city would, with the following exceptions:
-There are never any unhappy people.
-Happifaces add directly to food.
-There are never any unhealthy people.
-Health bonii add directly to food.
3 New Specialists.
Savant -These replace "citizens." And give 1
and 1
(general)
Aesthetic - These are another replacement for "citizens" And give 1
and 1
(essentially a cheapish citizen)
Angel - These can only be added by angels and give: 3
and 1 xp (to each unit built in the city)
Mercurians may have unlimited numbers of any of these 3 new specialists, as they either replace common citizenry (unlimited) or are gained by angels.
***
Captial-city bout.
The idea here is that the game for these two entities should revolve solely around conflict and less about the building stages (something you've already done to get to them. And they should each be "entire civs" unto themselves with only 1 city to each of them.
In this, they get their super powerful abilities but only so long as they have their captial. All other cities conquered must either be razed (which helps the other side's number count) or "squelched" via containment.
Outposts:
Both the infernals and the Mercurians cannot 'hold land.' Like the Kuriotates they turn things into "settlements" - but with a big exception.
Each side has a unique building that may only be built in settlements. This building may be sped up by Manes. But the Mercurians have to build them the long and hard way.
Once complete, each building affords their side 5 additional resource units (manes or angels) and makes the city terrain "impassable." (This removes all units in the city as well) The outpost then becomes a "Ley Line." And is untransformable for the rest of the game. Each ley line identifies itself as 'claimed' to the faction that claimed it.
Upon claiming, a leyline moves the Armageddon Counter up or down, depending on who claimed it.
***
Ultimate Consequences
New Armegeddon Counter rules.
If, after
BOTH the Infernals and Mercurians enter play, the AC reaches either 0% or 100% victory is declared.
If 0 AC is reached. Basium and mortals have successfully banished Hyborem forever from Erebus. This has the consequence of removing both factions from play - ending in victory for Basium (if played). Or a
permanent Golden Age for the ally.
If 100 AC is reached. Armegeddon commeth.
All factions permanently declare war on all factions.
Hybroem gains 20 manes and enters a
permanent Golden Age.
All Demon units gain the "Ultimate Corruption" promotion - which gives a +2 unholy damage and 100% chance to corrupt on kill to the unit.
All cities without Ashen Vale gain 5 unhappiness.
Other than Hybroem, World Spells may not be used.
Hybroem's World spell may be used once every 20 turns.
********
ADDED:
On Death.
If either Basium or Hybroem are killed during the course of play (and only if BOTH are in the game), the Armegeddon Counter is instantly moved 50 points accordingly. If only one or the other has entered play on death, it's a AC adjustment of only 10.
Note that reducing to 0 results in a more 'immediate win' than does 100. However, since the Infernals can speed their leylines along - it's made up for.
*****************************************
Notes:
The idea behind THIS idea - was to make the Mercurians fun. As it is, the Infernals are fun because they change the way you play. The resources are different, the style is aggressive and not passive, etc.
The mercurians bog up much of their benefits with getting them into the world, and once there - they're no real impetus to expand.
Reducing these two powerhouses to captial's and a more Real Time albeitturnbased strategy for the two.
Just thoughts.
Digest and discuss.
-Qes
EDIT/PS:
That can't be QES, it was only 3 sentances.
Is this more to the length of your expectations?