Resurrecting the Aifons - a sea-dwelling civ for FF

OO is neutral? Where does that notion come from?

They make human sacrifices on a regular basis, forcibly mutate their followers, and drown them. They employ an army of undead and demons, and one of their heroes was taken straight from an asylum. Oh, and they have a wonder which suppresses free will and independant thought.

Please explain why OO is not evil ?
 
Personally, I prefer my coastal raiders, the Vodyanoi -- mainly because it's my idea. But, here I go...[/SIZE]

I liked it too. However there are some concepts I want to do differently. I want them to be more...direct. Brute melee force rather than running around the wilderness. Also the Vodyanoi seem rather...neutral.

Of course, there's room enough for both fishmen.

I'm not really super knowledgeable about OO, but with how your Coralfish are described, there is little reason for them to be OO-only; they don't seem to personify Octopus Overlords like the Infernals personify the Ashen Veil, or the Angel people lead by Basium (forgot their name, somehow) personify the Order.[/SIZE]

I might allow them other religions, but all of their cities have OO permanently. I'll also give their leader(s) a strong weighting for OO. I guess I would not have to prevent them from going good because slavery and undercouncil have such nice benefits for them.

I think that they need to use metal resources, magic, and priests (the unit line, not the specialists) normally, like every other civ, and, because of this, their cities ought to be land-based, so they can survive in landlocked map scripts and take advantage of the same things as land-dwelling civs. Plus, every tech ought to have some purpose for them. Ideally, they should take advantage of everything FFH offers. The reason for this is simplicity -- it is key when making something as complex as a civilization for FFH, and it helps to ensure balance is visibly attainable. Edit: For this reason, I don't think civ-specific specialists are viable.

Because of this, I'd say you should re-think the coral weapons and non-land cities.[/SIZE]

If I moved them to the land, they'd have to go for conquest far more than I originally planned. But maybe one of their goals should be the good old world domination. It's always fashionable. Rather than play the entire civ you take control of a invasion army. Could also make them want to prevent Armageddon. Letting them have metal and master smiths makes things easier for me.

I'll definitely let them use both disciple units and priest specialists. Could make them highly religious. They think they are god's (Danalin's) chosen people and the overlords are divine messengers who relay the will of god to creation. Well the Aifons were but it has lead them to see other men inferior. Their physical form became monstrous because they were exposed to lots and lots of chaos mana. According to their clergy, it is a divine blessing and not some random mutation. In the end, their reasons and actions are purely human ones, though.

----

Perhaps Animal Husbandry could become a staple economic tech for the fish people. The Smokehouse could become a UU named Slave Pens that provides some :food:, and slaves can be sacrificed in a city with Slave Pens to increase :food: the UU produces by 1, up to a max of, say, 5. Granaries should work as normal, but with no health bonus. (via UU)

Coastal cities ought to receive a +:health: building of some sort, or have one buildable. Maybe both. This would be to promote coastal cities, as...[/SIZE]

Your slave pens seem simpler to implement than my suggestion but the end result is the same. I'll give them an increase in maintenance (gotta keep an eye them slaves) and a small penalty to city defence. Though I'd push the limit higher, if I limited it in the first place. Infinite food cries imba though. I could make them eat more food. 3 per pop? Typically large predators have lower populations than their prey. In this case you have to kill an average of 12 units or spend 90 gold to get one extra specialist. Too low? Maybe give them a penalty to farms? Could cripple them early though. Animal husbandry indeed. Another important tech is way of the wicked of course.

I can do harbor and lighthouse ub's to enhance coastal cities. And nothing stops me from adding new buildings to the game. They absolutely have to start with the ability to work water tiles.

Perhaps I should increase trade yields in coastal cities, sort of to simulate they trade not only on surface but with their underwater empire (invisible, unreachable, not even on the map) as well.

Tile yields ought to be largely unchanged, because either the civ or its slaves will benefit from the tiles. i.e. food bonus from farms because it helps keep more slaves fed, which in turn leads to more food for the fish people; mines are worked by slaves; horses can be eaten, and slaves can use them to help with production. Villages raise an interesting problem, though.[/SIZE]

Cottages I am not interested in, as I personally don't use them, ever. I could block them completely or just leave them alone. I'll probably give them a health penalty in hell oceans. Makes them want to keep hell at bay.

There definitely ought to be slave-warriors being used for the mounted line of troops.[/SIZE]

Perhaps. But how do they keep their armed slaves from rebelling? Slaves + weapons == a huge risk.

---

For naming, I'd just say go with the classical sorts of names for fish people. i.e. Naga, Vodyanoi, Merfolk, etc. For the leader's name... Who knows. How about Zup? ;) For the traits, clearly Aggressive/Raider.[/SIZE]

My forum name is not appropriate for a leader of a mighty, fictional empire of fish people. But if all else fails I'll just choose some name at random. I considered these traits myself, but I was not sure about raiders. Good to know somebody thinks it fits. Organized is an alternative as it allows larger empires. I might make more than one leader.

I might go with naga. But it might lead into issues of: "wtf your naga have legs? naga don't have legs!" They still need a tail as well because it helps swimming. Merfolk sounds too benign.

...

Oh, right! That idea about them spawning with OO is cool. If I knew more about OO's lore, I'd suggest something to make them OO-y, but I can't. :([/SIZE]

I'll think of something.

Please note that I edited this heavily, so please forgive the terrible structuring. One day I'll get better at this sort of thing... One day.

Don't worry. You could not possibly be as bad as me.
 
Perhaps. But how do they keep their armed slaves from rebelling? Slaves + weapons == a huge risk.

You only allow slaves with families to fight, and keep their families hostage in a few secret locations - moving them about randomly. To be grisly mutilated and tortured if the slaves rebell.

Anyone even looking grumpy would be killed by his peers.

pssk.. amateurs. ;)
 
Note: I should have just replied to everything in order -- it would make it easier to ensure that I haven't skipped something I wanted to reply to. :(

If I moved them to the land, they'd have to go for conquest far more than I originally planned.

The one major problem with having sea cities is that they would have zero competition for settleable land. That's one one the main reason I think they should be coast-based.

But how do they keep their armed slaves from rebelling? Slaves + weapons == a huge risk.

Well, the Overlords seem to be quite a bit about control (e.g. the Tower of Complacency), so maybe they put something in the slaves' water, or somesuch. Or perhaps, the slave class of this race originated in the depths of their origin -- the slave class are the unmutated members of the race. Or perhaps, the drugging makes them think this, easing new slaves into their place.

Could also make them want to prevent Armageddon.

Do you mean sorta like the Mazatl and Elohim, as opposed to indifference/lack of knowledge like (I would assume) most civilizations? Or, were you thinking of them being similar to the Infernals and Sheaim, originally? :eek:

Cottages I am not interested in, as I personally don't use them, ever. I could block them completely or just leave them alone. I'll probably give them a health penalty in hell oceans. Makes them want to keep hell at bay.

Well, I'm under the impression that they're a staple function for civilizations, so I figure that civs should either have them, have an alternate to them, or have a reason why they wouldn't need them.

As far as Hell terrain goes, I figured that it would reduce the food value and health of water tiles, making them much less useful to the civ, much like all other terrain.

Maybe there ought to be a few specific sea-based (maybe even lake-based, if its possible) that only this civ can access, to further promote coastal, watery areas, similar to the Lanun and pearls.

wtf your naga have legs? naga don't have legs!
Elves can be miniature sprites, and Orcs can be pig-men, so I don't think re-inventing a mythical race is that much of a sin against them. WarCraft makes me think of Naga as hulking brutes seeking to enslave annihilate the land-walkers, though, so that name is sorta fitting, even if it's their race, not the Civilization's name.

Because of this, I guess I picture the Vodyanoi more like WarCraft's Murlocs, albeit less comical (or perhaps cute) looking.

Your slave pens seem simpler to implement than my suggestion but the end result is the same. I'll give them an increase in maintenance (gotta keep an eye them slaves) and a small penalty to city defence. Though I'd push the limit higher, if I limited it in the first place. Infinite food cries imba though. I could make them eat more food. 3 per pop? Typically large predators have lower populations than their prey. In this case you have to kill an average of 12 units or spend 90 gold to get one extra specialist. Too low? Maybe give them a penalty to farms? Could cripple them early though. Animal husbandry indeed. Another important tech is way of the wicked of course.

If they are coast-based like the Lanun, maintinance would be killer, as they could easily control many, spread out islands. City states would be good for them, because they would have very little cultural competition on their lonely islands. Alternately, if their cities are simply in the Deep (the ocean or whatnot) that could interesting. The penalties -- maintenance and defense -- are interesting, as well!

3 food per pop, if its even doable without civics, would be more fitting for a civ on the scale of the Jotnar, rather than (what I would assume) are more Human in proportions.

I've never manually controlled my cities' specialists and plot selection, so I really don't know much about specialists or how to use them well. :( A penalty to farms would be prudent though, as the most important part of the Civ would not be eating what a farm can produce. Perhaps land terrain in general should have less :food:, and the ocean should be the primary source of growth-giving :food:, with land used primarily for :hammers:.

Perhaps water-based tiles (lake, ocean, coast, river-bordered) could give high :food: but low :hammers:, and land tiles could give slightly below average :hammers: and low :food:. This would result in high populations that would have a large amount of citizen specialists, representing the slaves. Sorta similar to normal civilizations, but more extreme. I'm not really sure on what the yields ought to be, or if this would be at all feasible or balanced, though.

Although, I just realized that any civic that allows for unlimited specialists would completely annihilate how this is intended to be done...

And yes, I agree, Animal Husbandry and Way of the Wicked should be important techs for them.

I can do harbor and lighthouse ub's to enhance coastal cities. And nothing stops me from adding new buildings to the game. They absolutely have to start with the ability to work water tiles.

Just keep in mind, there's no need to go overboard on UUs or NBs (new buildings)!

I agree, though, they should start with, what, Seafaring or whatever. That's a starting tech, isn't it? :confused:

Perhaps I should increase trade yields in coastal cities, sort of to simulate they trade not only on surface but with their underwater empire (invisible, unreachable, not even on the map) as well.

That's a really neat, clever idea! Maybe that could be a theme with them -- friends in the Deep? Perhaps there could be a building autobuilt on their cities that are directly connected to the ocean (coastal or sea-based) that represents this somehow.

Don't worry. You could not possibly be as bad as me.
You're too kind! :)
 
As far as Hell terrain goes, I figured that it would reduce the food value and health of water tiles, making them much less useful to the civ, much like all other terrain.

I have always wanted to introduce a 'blood sea' hell terrain type, but I'm no coder or artist and I would have no idea how. All you'd need to do is have a blood-red coast type, and have a deep maroon or even black for the ocean squares. As far as resourses go, you'd have to make hell-types for pretty much all of them since at the moment, when hell takes over health resourses become criplingly scarse already. I'm not sure whether you'd want to make that worse or not.

to replace fish you could make a 'devil-fish' type... like a fish but spikey :)
 
I love all these ideas so very much. And the more fish-people, the merrier!
 
i'd like to see a summary of the different ideas.
something like :

Civilization : Aifons
Leader Traits:
unique units and Heroes :
World Spell :
Features
-sea or coastal cities
- new improvements and bonus for the ocean
- use or not of the current technologies and land ressources
...
- abilities of the units, hiding in water , can't move on land without a spell ...
(it's just an example)


i'd really like to begin modding an Aifon civ but i really need to understand what they must be like ^^


( also we should definitely find art for them)
 
A new leader have risen among the surviving descendants of the Aifons, leading them once more to be noticed on the surface - to hide no more.

Civilization : Aifons

Leader Traits: Aggressive, Feral

Alignment: Neutral (but angry, beliving somehow all surface dwellers are to blame for their curse and the oncoming armageddon)

Unique units and Heroes : UU Workboat, UU all naval units (in fact most are naval units). Plight-bearer (worker unit, builds Curse of the Aifons*), Of course as a hero some really horrible kraken creature that truly is a menace to coastal cities. Some of their units gains a promotion that have a chance of creating a 'Drown' when defeating a enemy when holding the OO state religion.

*Curse of the Aifons takes one land-grid that is not hill or mountain and slowly over ten turns it into coastal water. It must be destroyed as a dungeon with bad effects to the destroyer. No city can be build directly adjectant to a Curse of the Aifons.

World Spell : Vengence (Damages all unit in coastal cities with 50% and removes all city defence value - both witch regrows naturally)

Religion: Favors OO.

Features
- One sea-based city, with a three-square reach. Cannot build new cities. Have a number of improvements similar to Altar of Lunnotar that yields more food and happyness in order to allow the city to grow to absurd numbers. Effects of Armageddon is reduced on this city. Cannot take enemy cities, can only raze them. This city can be invaded only with units with certain promotions, such as 'Waterwalking' or 'Amphibious'. To allow some extra for Lanun, the boarding crews can be allowed this as well. Of course you can bring cannons on boats and smash the . .. .. .. . out of it. Its a semi-submurged coral structure rising from the bottom of the ocean. Perhaps make it un-reachable etc by all means until the Aifons built their first 'Altar of Lunnotar simili' and it starts reaching up from the ocean?

- Gains 1 hammer, 2 food, 2 commerce from ocean squares. Can use pearls.

- Can use land recources, but few of the units can use metal promotions.

- Most units can 'submerge' (cannot be seen or interact with other sea-units) and 'resurface'. Most units loose 30% of strength on land and 50% in deserts, some units cannot move on land at all.
 
I really like that... although I like not having them from start too. And so as not to block them from cultural victory, let them have up to 3 cities. Hmm... you know, I might have to make there guys if you don't. :lol: Maybe an ocean fort for terraforming? Would need Orbis style forts like in FFPlus.
 
we could make them spawn when the Aifon isle is explored ^^
Spoiler :
during the exploration of the island, your crew discovered a cave with many human-like beings who were sleeping under the water. It seems that the legend about Danalin's people were not totally true...


i am not sure that they should be revengeful.not at the beginning , i mean.

my opinion is that , when they come back , they see the corruption of danalin's faith made by the overlords. Their first objective is to annihilate that corruption, by awaking Danalin for example. But too much time in this soiled water may make them corrupt as well.

in fact , i want a civ that have two faces, a little like the Kahds with the difference that the evolution will be done by the player ( by choosing some techs or buildings over others, maybe linking that to Broader alignment ).

I agree with the Features, though
 
I really like that... although I like not having them from start too. And so as not to block them from cultural victory, let them have up to 3 cities. Hmm... you know, I might have to make there guys if you don't. :lol: Maybe an ocean fort for terraforming? Would need Orbis style forts like in FFPlus.


Are we going to need to do an intervention for you? :lol:


Transforming tiles to coast is gonna be tricky...I tried writing a spell to do that. Identical in every way(other than target terrain) to my other terrain-shifting spells that work perfectly. CTD on casting. :(
 
I have some code that removes land, discovered it by accident, it also sends up a message about penguins. Amazing stuff that.

Code:
		OBS NEDAN KOD SKAPAR HAVSRTOR GENOM ATT GRÄVA HÅL I MARKEN OCH SKICKAR UPP MEDDELANDE OM MINGVINER, ALLTID, AUTOMAGISKT
		pPlot = caster.plot()
	pPlot.setFeatureType(-1, -1)
	CyInterface().addMessage(caster.getOwner(),True,25,CyTranslator().getText("TXT_KEY_MESSAGE_WONDER_PENGUINS", ()),'',1,'Art/Interface/Buttons/Improvements/Penguins.dds',ColorTypes(8),pPlot.getX(),pPlot.getY(),True,True)
	pPlot.setTerrainType(gc.getInfoTypeForString('TERRAIN_HILL'),True,True)

	CyInterface().addMessage(iPlayer,True,25,CyTranslator().getText("TXT_KEY_MESSAGE_WONDER_PENGUINS", ()),'',1,'Art/Interface/Buttons/Improvements/Penguins.dds',ColorTypes(8),1,1,True,True)
	
	
	if pPlot.isWater() == False:
					if pPlot.isPeak() == False:
						if pPlot.isHills() == False:
							if CyGame().getSorenRandNum(100, "Mother Lode") < 10:
								pPlot.setPlotType(PlotTypes.PLOT_HILLS, True, True)

I think its the pplot setfeature type part. Sorry very tired right now.


Please explain that again about cultural victory? Ah .. yes three cities with legendary culture, but perhaps its not necessary to allow Aifons to reach cultural victory?
 
I have some code that removes land, discovered it by accident, it also sends up a message about penguins. Amazing stuff that.

Code:
		OBS NEDAN KOD SKAPAR HAVSRTOR GENOM ATT GRÄVA HÅL I MARKEN OCH SKICKAR UPP MEDDELANDE OM MINGVINER, ALLTID, AUTOMAGISKT
		pPlot = caster.plot()
	pPlot.setFeatureType(-1, -1)
	CyInterface().addMessage(caster.getOwner(),True,25,CyTranslator().getText("TXT_KEY_MESSAGE_WONDER_PENGUINS", ()),'',1,'Art/Interface/Buttons/Improvements/Penguins.dds',ColorTypes(8),pPlot.getX(),pPlot.getY(),True,True)
	pPlot.setTerrainType(gc.getInfoTypeForString('TERRAIN_HILL'),True,True)

	CyInterface().addMessage(iPlayer,True,25,CyTranslator().getText("TXT_KEY_MESSAGE_WONDER_PENGUINS", ()),'',1,'Art/Interface/Buttons/Improvements/Penguins.dds',ColorTypes(8),1,1,True,True)
	
	
	if pPlot.isWater() == False:
					if pPlot.isPeak() == False:
						if pPlot.isHills() == False:
							if CyGame().getSorenRandNum(100, "Mother Lode") < 10:
								pPlot.setPlotType(PlotTypes.PLOT_HILLS, True, True)

I think its the pplot setfeature type part. Sorry very tired right now.


Please explain that again about cultural victory? Ah .. yes three cities with legendary culture, but perhaps its not necessary to allow Aifons to reach cultural victory?



Interesting...I thought water was a terrain? I had mine setting the plot as terraintype Coast...maybe I'll try again and see if I can isolate the crash.
 
Terrain Types and Plot Types are different. I think the main difference has to do with the elevation on the map. When you use worldbuilder to change water to land, land to water, to add or remove hills, or to add or remove peaks, then you notice it doesn't really look right until you save, quit, and reload. I believe that is because worldbuilder updates only the terrain type and not the plot type.


I've had some trouble changing only the terrain type when the new type of terrain would have a different plot type, but generally it seems fine. I'm not really sure what the difference is. My Water III Tsunami spell that uses the setTempTerrain function seemed to have no problem. The water that used to be land looked a bit different, but I don't consider that a problem since it help you know that it will dry out eventually. On the other hand, I noticed that when my Auric Ascended was on a water tile when he used his ability (which I made part of a spell prereq instead of a result so his mere presence would cause the world around him to freeze) to turn all nearby tiles to snow that he would just disappear. (It worked fine when I make it ignore water tiles, and my current version that places temporary Blizzard features around him works fine too.)
 
I'd oppose them to the Illians. They want to drown the world (so they need a global warming) whereas the Illians want to freeze it (they need a global cooling).
 
made a spell for founding sea cities :

Code:
def reqAifonCity(caster):
	pPlot = caster.plot()
	if pPlot.isWater() == False:
		return False
	return True

def spellAifonCity(caster):
	pPlot = caster.plot()
	pPlayer = gc.getPlayer(caster.getOwner())
	pPlot.setPlotType(PlotTypes.PLOT_LAND, True, True)
	pCity = pPlayer.initCity(pPlot.getX(),pPlot.getY())

i couldn't try it ( problem of patch 3.19 ^^) but it should work , we just have to give it to a aifon unique settler instead of the classical found city.
 
Top Bottom