Orlais: Orlais is famous for 3 things: Empire, the Game, and the Chantry. It's traits currently reflect only one. Chantry is religion, so that shouldn't be reflected, but Empire should be, and Orlais didn't have a hegemony, it had an occupation. The part of the trait which says 3 culture from friendly CS should be changed to +3 culture from occupied cities.
That is actually brilliant. Not only that, it's something I can fairly easily do by taking and altering the Kirkwall code. I had originally planned to make it so that their trait earned them a bit of culture and faith per turn for every offensive spy they had, but I couldn't figure out how to do that, and no one i asked had a specific answer either. So, it just eventually devolved into something I could do that featured something diplomatic.
Antiva: Crows should be altered a bit, given they do not fight outright, they're assassins. I like the 3 movement speed, but I think they should have a very deadly RANGED attack with range 1, but very little melee strength. This would mean that when attacking a target, the crows would be very lethal, but would be very vulnerable when defending.
Would they then become an archery unit? Or are you thinking more of a knife-throwing unit. I like the idea of the latter, but that would require creating a new, custom animation; something I can't do. I do actually have my code different from what I have written; I have it so that they have 4 moves, rather than 3, and instead of the no terrain penalty, they can move immediately after attacking. What are your thoughts on that?
Dalish: "yield" is misspelt in the trait bar. otherwise nice.
God damnit. Again? thanks, I've been misspelling that word a LOT lately.
Anderfels: King Augustin, Trait: Blighted Land: +1 Food from Blighted terrain (or possibly just Tundra if we don't add that)
UB: Warden Fortress: Provides free castle in city built and provides one free Grey Warden unit.
UU: Mountain Scout: Ignores terrain cost, moves 3 tiles/turn, weaker than normal scout.
Ok, I like it. I like it a lot, in fact. Maybe until/unless a blighted lands terrain can be made, maybe use tundra and/or desert for their UA?
Tevinter: trait is on point
UU: Magister: Replaces whatever damage mage unit we create. Should have a pretty hefty ranged attack bonus, but no strength bonus for defense in melee.
UU: Tevinter Slave: Replaces worker, 25% slower at making improvements, but maintenance free
Nevarra: Trait: Expansionist Marchers: 10% combat bonus in home territory or against city states.
UU: Dragon Hunter: 50% combat bonus against wildlife, replaces longswordsman
UU: Mortalitasi: Has ability: summon dead, creates a new 'undead' unit nearby which has 1 movement and is slightly weaker than swordsman. replaces damage mage.
Starkhaven: Trait: Liberation of the Faithful: May only settle one city (like Kirkwall), 50% combat bonus when attacking city of same religion.
UU: Starkhaven Longbowman: replaces crossbow, has range of 3.
UB: Noble Estate: replaces temple, provides normal faith and +2 happiness.
Rivain: UB: Raider Harbor: functions as harbor does (replaces harbor) but provides +1 gold from sea tiles.
Elvhenan: Trait: Uthenara: Cannot build roads, earns 15% more science from buildings
UB: Eluvian: replaces colosseum (no reason they would have that), functions like an airport but with unlimited range
UU: Arcane Warrior: replaces damage mage, upgraded strength and equivalent ranged (of 1) attack and melee.
Yes, liking all of those. Only thing I'd toss in is maybe to have the Arcane Warrior replace a Templar unit instead? They didn't really have templars, and it (the Templar) would be a melee unit anyways.
Avvar: capital should not be skyhold, that's for the inquisition CS
Trait: Fervent Belief: Avvar cities cannot be converted
UB: Hold-Beast: replaces library, provides +5 happiness and +25 HP to city (no science)
Good point on the Skyhold bit there. I had written up my ideas on the OP before I had decided to include the Inquisition as a CS, and didn't even think about the conflict between the two.
Dwarven Kingdoms should, in my opinion, be two city states. Especially for how I envision the map, it makes more sense to have them as CS. It is not elvehenan which can be connected by eluvians.
I can tell you right now, people would be pretty miffed if they got taken out.
Tech Notes:
Gat'lock (qunari gunpowder) should be a tech I think, essentially just gunpowder. what other techs are you thinking???
If it was a tech, it would only be available for the Qunari to research then.
I didn't plan out the entire tech tree, but things that are lyrium/magic based would have to be included (Lyrium Smithing, Enchantment, Potion Crafting, etc.), as well as other techs that would allow for more naval units. (Since only Galeases and Triremes would be left in from the vanilla games). Since the human barbarians would be all replaced, the Galleys from them could be used, as well as maybe Barques, Carracks, etc.
I'm thinking at least three or four mage units as well as the same amount of templar units, so there would have to be enough techs to support that, as well as maybe Circles of Magic as buildings for them (sort of like stables are for mounted units).
I also want to divide the tech tree into ages; instead of the industrial or medieval, have the Divine Age, the Glory Age, the Towers Age, etc.
I also have a bunch of wonders I want to replace the vanilla ones with. I have so far:
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The Grand Cathedral (Spawns a Great Prophet, and provides faith per turn)
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Hero of Ferelden Statue (All units built in the city it's built in receive a free promotion to increase combat ability against darkspawn)
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Our Lady of the Anderfels (Nation that build it can add an extra follower belief to their religion. Earns faith per turn)
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The Winter Palace (Nation that built it receives an extra spy. Earns culture per turn)
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Temple of Mythal (Archery units earn faith per kill. Provides a free temple)
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University of Orlais (Spawns a great scientist, provides a free university, Contains Great Work of Art slot.)
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Imperial Highway (All cities receive a capital city connection. Production yield in all cities with caravan routes)
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The Juggernauts (Range and Strength of city bombard greatly increased)
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Hammer of the Void (source of 5 lyrium, and 2 free golems)
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Grand Tourney (Spawns a Great General. Provides a free Armory)
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Twins of Kirkwall (+1 production and gold yield for water tiles)
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Grand Necropolis (Earn culture each time your own units are killed)
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Redcliffe Castle (15% friendly territory combat bonus to all units. provides a free castle) yes, I realize it's exactly the same as Himeji Castle
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Hall of Heroes (grants a free technology. Has a filled work of Great Writing)
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White Spire (15% production to all mage and templar units. Spawns a a Knight-Commander, a powerful templar unit with a Great General Ability. (Knight-Commander cannot be otherwise built))
Thoughts?