Warhammer Fantasy Battles Mod Brainstorm Thread

Psychic_Llamas

Wizard in the Making
Joined
Nov 25, 2005
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Location
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Hello there all you Warhammer fans out there!:)

I have decided to make this new thread as a thread dedicated to the suggesting and brainstorming of creative ideas for the Warhammer Fantasy Battles Mod for Civ 4.

Here is a link to the Bugs and development thread for the mod.
There are the downloads for the mod there, and also teasers, and a relatively detailed description of what is in the Mod.

Please feel free to comment on anything about the mod (but please try to keep it related to this mod;) ) and dont feel that your ideas are stupid. very few ideas can be stupid:D only if you suggest that a giant cat in a leather outfit with a macine gun would make a great hero, you might hear me saying " that was a stupid idea":D. but anything other than that, go ahead.

This said, i would like to keep this thread Warhammer fantasy related, so i would ask all of you not to post about un-warhammer fantasy related topics. this included Warhammer 40k, as the 2 are completely different games, and we are not even thinking about WH40k in this mod. :) thanks.

Also, id like to keep this thread peaceful, so please, no harsh, uncalled for ragging of other people's ideas. if you do not like an idea, just say "i dont like that idea". there is absolutely no need to get rude.

These rules are put in plase to ensure that this thread stays fun and interesting, not a place where you go to fight. some of you will know what i am talking about.

Other than that, i hope to see tonnes of ideas flowing.

Here is a list of a few things (but not all) we could do with a few ideas for:

New Leader traits. (we are looking at 3/ leader)
New Civics options.
Technology tree adgustments.
ideas for the new Magic Tree (which will only be in the distant future)
New buildings for the eraly eras.
A new method of Religion.
Religion effects
Ideas for heroes and characters.
Ideas for new units, or to rebalance old units.
ideas for wonders.
ideas for balancing the mod.
ideas to make it more original.
but most importantly, ideas to make it more FUN.

ok, i think thats all, so, get started:D
 
List of the new traits and what they do:
Spoiler :

Arcane:
+10% Science

Aggressive:
free promotion (combat 1) for melee and gunpowder units.
double production speed of Barracks, drydock, siegeweapons workshop

Philosophical:

+100% greatpeople birth rate
double production speed of university

Spiritual:
no anarchy
double production speed of temples

Elementalist:
??

Agricultural:
+1 health / city
+1 food on plots with 3 food already.

Imperial:-50% Civic upkeep
+1 culture / city

Exspansive:
+2 Health / city
double production speed of granary, harbour.

Hidden:
??

Creative:
+50% great people birth rate
+1 culture / city
double production speed of bloodbowl stadium, theatre

Industrious:
+1 hammer on plots with 3 hammers already
double production speed of forge

Financial:
+1 gold on plots with 2 gold already
double production speed of bank

Defencive:
Free promotion (homeland) for recon, archery, mounted and melee units.

Friends of the woods:
+2 health / city.

Orgagnized:
-50% Civic upkeep
double production speed of courthouse, lighthouse

Greenskins:-60% civic upkeep
-10% science

Seafaring:
Free promotions: (combat I, navigation I, sentry) for naval units.




List of the suggested traits and what they do:
Spoiler :

Diplomatic (suggested by Masada)
adds + modifiers to the diplomancy bar, makes all rivals slightly happyer with you regardless of alignment?


List of racial traits and what they could do:
Spoiler :

Dwarven racial trait: (suggested by Arexack)
-stubborn :will not forget any slight (might be better coded hidden in the diplomatic memory stats.... )
-magically inert. : 0% magicpoints generation multiplier, +2 general dispells/turn.
-tunnelling:
-units in cities count as being in a walled city. building a citywall increases defence (fortified entrances).
-specialised worker units can build tunnels, when mining is researched.
-long lived / superior constitution: +1 health in cities



Leader and their traits list:

Spoiler :


Amazons(not in yet)

Leader1:
Traits:
Leader2:
Traits:

Arabya


Leader1:Jaffar
Traits:Elementalist, Philosophical, spiritual
Leader2:n/a
Traits:

Bretonnia


Leader1:King Louen Leoncoeur
Traits: Expansive, Organised ?
Leader2:Gilles le Breton
Traits: Spiritual, creative ?

Cathay

Leader1:Emperor Wu
Traits: Agricultural, imperial
Leader2:n/a

Empire
(suggestions thanks to Masada:))
"The empire is really just a collection of city states and states in theory it is one nation... but just flicking through the background one notices the war of 3 emperors (just prior to the great war against chaos). The destruction of the world was narrowly avoided by Magnus the pious so hes a great leader. Karl Franz is also a great leader in current warhammer... (no word for it that i can think of..) he is the current Elector Emperor as well as being Elector of Altdorf . The empire is a collection of states feudal rather than imperial the electors need only answer a call to arms from the Emperor and from my reading they can ignore it if they dont like it. To elect and Emperor there are 14? electors the 2 archlectors of Sigmar the High priest of Sigmar the High priest of Ulric? the elder of moot (Halfling) and the rest are the electors themselves. So in reality the empire isnt really a single unified state so imperialism doesnt really fit in terms of the background in terms of the game play it fits quite well "

Leader1:Emperor Magnus
Traits:

---Spiritual (the pious says it all... he was a champion of sigmar and killed Ashovar Kel ),
---Aggressive (he led the armies of the Empire and Kislev to Kislev to lift the siege of Kislev by chaos (lol that was to many Kislevs)
---Diplomatic (add + modifiers to the diplomancy bar...? (to represent he was on good terms with the Dwarves (defended Kislev city), High Elves, Kislev and Bretonnia (they sent a crusade but it was a bit late from memory))


Leader2:Emperor Karl Franz
Traits:

---Agricultural (represents the huge amount of Agricultural growth that has occured during his reign)
---Industrious (shows that the industry of the Empire is improving and the potential output is higher. During the Storm of Chaos, Nuln's furnaces were burning non stop to create cannons, mortars and hellblaster volley guns)
---Financial (the empire was during the earliest part of his reign the strongest it had been )


Estalia

Leader1:Highpriest Jose'Paul
Traits: Spiritual, seafaring
Leader2:n/a

Ind


Leader1:Moghul King Akabar
Traits: Spiritual, organised
Leader2:n/a
Traits:

Kislev

Leader1:Tzar Boris Ursus, the Red Tzar
Traits: Aggressive, Expansive
Leader2:Tzarina Katarin the Icequeen
Traits:Arcane, Elementalist

Nippon

Leader1:Emperor Takagura
Traits: Agricultural, organized
Leader2:n/a


Norsca

Leader1:Ragnar
Traits: Aggressive, Seafaring
Leader2:n/a
Traits:

Tilea

Leader1:Marco Columbo
Traits: Financial, Seafaring
Leader2:Luccini and Lucan
Traits: Spiritual, Creative, Industrious

Beastmen(not included yet)

Leader1:
Traits:
Leader2:
Traits:

Chaos

Leader1:Archaon, Lord of the End Times
Traits: Aggressive, Summoner, expansive, hidden
Leader2:n/a
Traits:

Chaos Dwarfs(not in yet)

Leader1:
Traits:
Leader2:
Traits:

Darkelves

Leader1:Malekith the Witchking
Traits: Arcane, Aggressive, Seafaring
Leader2:Morathi the Hag Queen
Traits: Aggressive, Arcane

Dwarfs

Leader1:Thorgrim Grudgebearer
Traits: Industrial, Financial,
Leader2:Baragor
Traits: Aggressive, industrious

Ogre Lords(not in yet)

Leader1:Greaseus Goldtooth
Traits:
Leader2:n/a
Traits:

Orcs

Leader1:Grimgor Ironhide
Traits: Greenskins
Leader2:Azhag the Slaughterer
Traits: Greenskins

Gobbos(not in yet)

Leader1:Grom the Paunch
Traits: Greenskins
Leader2:Skarsnik
Traits: Greenskins

Highelves

Leader1:Aenarion
Traits:
---Creative(+1 culture, 50% Great poeple),
---Defensive(isolationism?),
---Magical or spiritual?
Leader2:Finubar
Traits:
---Creative(+1 culture, 50% Great poeple),
---Seafaring,
---Financial,


Hobgoblin Hegemony(not in yet)

Leader1:
Traits:
Leader2:
Traits:

Tombkings

Leader1:Settra the Imperishable
Traits: Defensive, Imperialistic, Arcane
Leader2:Khalidar Neferher
Traits: Agricultural, Arcane, Spiritual

Lizardmen

Leader1:Mazdamundi
Traits:
Leader2:Tenehuini(not playable yet)
Traits:

Skaven(not in yet)

Leader1:Morskitter?
Traits:
Leader2:Ikit Claw?
Traits:

Sylvanians

Leader1:Vlad von Carstein
Traits: Aggressive,
Leader2: N/A
Traits:

Woodelves

Leader1:Ariel
Traits: Hidden, Friends of the Wood, Magical?
Leader2:Orion
Traits: Hidden, Friends of the Wood, Defensive

 
Current Religion ideas:

The 7 main religions are bold, with the possible sub religions listed benieth with the civs that they relate to next them.

Spoiler :


Old Faiths
-The Old Faith --- The Empire, Bretonnia, Tilia, Estalia, Kislev, Norsca, Albion, Araby.
-Asuryanism / Cult of Asuryanism --- High Elves (as well as the other elves)
-Cult of Khaine --- Dark elves (as well as the other elves)
-Followers of Isha --- Wood Elves (as well as the other elves)
-Dwarven Pantheon (Morngrim/ Grungni/ Rukh)--- Dwarves
-The Old Ones --- Lizardmen, Amazonians
-Ormzad Pantheon --- Araby, Khemri(probably Khemries religion before they died), Lhamia (lhamia is a break away civ from Khemri and therefore used to have the same religion as them)
-The Indic Pantheon --- Ind

Details of the "Old Faiths" sub religions:

Spoiler :

The "Old Faiths" Religion:
In General:
Old Faiths has a slow spread rate.
with more expensive, powerful priests than other religions.
Its Altars, temples and Cathedrals should be more expensive, but will have stronger effects than the other religions.
---General Buildings:
Altar --- +1 Culture
Temple --- +1 Culture increases spread of its faith’s sub religion
Cathedral --- +1 Culture, increases spread of its faith’s sub religion
Monument --- +1 gold for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Old Faith sub religion.
Priest (requires Temple) can convert a city to its Old Faith sub religion. Can heal units.
High Priest (requires Cathedral) can convert a city to its Old Faiths sub religion. Can heal units.


Sub Religions:
-The Old Faith
Can only build Altars. Each Altar makes Priests and magic casters slightly cheaper, and allows all priests of the Old Faith to act as a normal mage and thus start with one free spell from any of the 8 Winds of magic.
Altars also produce +1 Magic Commerce.
The Monument gives all new priests of the Old Faith built in this city another free spell from any of the 8 Winds of magic.
---Buildings:
Altar= Coven
Temple= none
Cathedral= none
Monument= Monument of Nature
---Priests:
Acolyte (requires Altar)--- Witch
Priest (requires an Altar in 3 cities)---Druid
High Priest (requires an Altar in every city)---Arch Druid (World Unit, can only have 3 at a time)

-Asuryanism
All Asuryan priests have free access to the Winds of Fire as any normal fire mage would. Mage priests of Asuryan can also act as inquisitors to remove non-state religions. All Altars produce +1 happiness. Temples and cathedral also produce an additional +1 Happiness in their cities if it has access to Incense.
---Buildings:
Altar= Altar of Flame
Temple= Temple of Asuryan
Cathedral= Hall of the Phoenix
Monument= The Shrine of Asuryan
---Priests:
Acolyte (requires Altar) ---Asuryan Dedicate
Priest (requires Temple) --- Priest of Asuryan
High Priest (requires Cathedral) ---Mage Priest of Asuryan (World Unit, can only have 3 at a time)

-Cult of Khaine
units built in cities with: Altar gain +1 EXP, Temple gain +1 more EXP, Cathedral gain +1 more EXP. Priests of the Cult of Khaine are able to enslave defeated enemies. Slaves may be sacrificed in cities with Altars, Temples or Cathedral to: Rush a building, make an instant +10 Science, or to add +1 EXP to one Priest of the Cult of Khaine present In the city.
---Buildings:
Altar= The Blood Altar
Temple= Temple of Khaine
Cathedral= Hall of Murder
Monument= The Sword of Khaine
---Priests:
Acolyte (requires Altar) ---Acolyte of Khaine
Priest (requires Temple) --- Priestess of Khaine
High Priest (requires Cathedral) ---Bride of Khaine (World Unit, can only have 3 at a time)

-Followers of Isha
All workers are unable to cut forests of clear jungle. Cities with Altar gain +1 food from forests. Cities with Temples gain +1 Happiness from forests. High Priests are able to plant forests. All High priests of the Followers of isha have the spell “Isha’s Blessing” (which is a variant of the WE spell ‘Ariel’s Blessing’) which gives the target unit ‘regeneration’ until the start of the next turn.
---Buildings:
Altar= Sacred Tree
Temple= Isha's Grove
Cathedral= Oaken Hall
Monument= The Tears of Isha
---Priests:
Acolyte (requires Altar) --- Handmaiden of Isha
Priest (requires Temple) --- Priestess of Isha
High Priest (requires Cathedral) --- High Priestess of Quyl-Isha (World Unit, can only have 3 at a time)

-Dwarven Pantheon
cities with the: Altar gain +10% defence, Temple gain another +5% defence, +1 Science, Cathedral gain another +5% defence, +1 Science. All units built in the city with the monument have the ‘stubborn’ ability.
---Buildings:
Altar= Oath Tablet
Temple= Temple of the Dwarf Gods
Cathederal= Hall of the Elders
Monument= The Book of Grudges
---Priests:
Acolyte (requires Altar) --- Acolyte of the Dwarf Gods
Priest (requires Temple) --- Priest of the Dwarf Gods
High Priest (requires Cathedral) --- Warrior-Priest of the Dwarf Gods (World Unit, can only have 3 at a time)

-The Old Ones
All Priests of the Old Ones are able to enslave defeated opponents. Slaves can be sacrificed in cities with the: Altar to produce an instant +10 magic commerce. Temple to produce an extra instant +10 magic commerce, Cathedral to produce an extra instant +10 Science. Mage priests of the old Ones act as a normal Mage and can choose magic from any of the Winds of magic like a normal mage.
---Buildings:
Altar= Sacrificial Altar
Temple= Temple of the old Ones
Cathederal= Pyramid Temple
Monument= The Marks of the Old Ones
---Priests:
Acolyte (requires Altar) --- Prophet of the Old Ones
Priest (requires Temple) --- Priest of the Old Ones
High Priest (requires Cathedral) --- Mage-Priest of the Old Ones (World Unit, can only have 3 at a time)

-Ormzad Pantheon
Cities with the: Altar get +1 Happiness , Temple get +1 Happiness from Incense and priests of the Ormzad pantheon built in those cities get the ‘inquisitor’ ability, Cathedral are immune to the spread of non state religion. All priests of the Ormzad Pantheon built in cities with the Cathedral are able to summon elementals and act like normal elementalists.
---Buildings:
Altar= Obelisk to the Gods
Temple= Temple of Al-Anon
Cathedral= Al-Anon Grand Temple Complex
Monument= Al-Anon’s Garden
---Priests:
Acolyte (requires Altar) --- Ormzad Initiate
Priest (requires Temple) --- Priest of Ormzad
High Priest (requires Cathedral) --- Great Sage of Ormzad (World Unit, can only have 3 at a time)


-The Indic Pantheon
Altars produce +1 great People Points. Temples give + 1 Culture, Cathedrals Gain +1 gold. The Home of the Gods produces +1 Gold for every Acolyte of the Indic Pantheon. All High Priests of the Indic pantheon are able to instantly construct any of the Indic pantheon religious Buildings at the cost of being sacrificed. In doing so the indic pantheon is also spread to the chosen city.
\---Buildings:
Altar= Shrine of the Inner-Self
Temple= Temple of the Thousand
Cathedral= Hall of the Thousand
Monument= The Home of the Gods
---Priests:
Acolyte (requires Altar) --- Pilgrim of the Thousand
Priest (requires Temple) --- Priest of the Thousand
High Priest (requires Cathedral) --- Great Sage of the Thousand(World Unit, can only have 3 at a time)



Young Gods -Northen Gods (gods of winter etc)---The Empire, Kislev, Norsca, Albion
-Southern Gods (gods of plenty etc)---Bretonnia, Estalia, Tilia, Albion
-Old World Pantheon (Morr, Ulric, Rhia, Manann, Verena, Haendryk, Myrmidia, Luccan, Luccina etc) --- The Empire, Bretonnia, Tilia, Estalia, Kislev
-Norse Pantheon (Thor, Odin etc)--- Norsca, kislev, Empire for diversity?

Details of the "Young Gods" sub religions:

Spoiler :
The "Young Gods " Religion:
In General:
Young Gods has a normal Spread rate
with normal costs and priests
Its Altars, temples and Cathedrals should be an average cost, and will have normal effects.
---General Buildings:
Altar --- +1 Culture
Temple --- +1 Culture, increases spread of its faith’s sub religion
Cathedral --- +1 Culture, increases spread of its faith’s sub religion
Monument --- +1 gold for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Young Gods sub religion.
Priest (requires Temple) can convert a city to its Young Gods sub religion. Can heal units.
High Priest (requires Cathedral) can convert a city to its Young Gods sub religion. Can heal units. Can inquisition.


Sub Religions:
-The Northern Gods
All altars, Temples and Cathedrals of the Northern Gods make Alters temples and Cathedrals of the Southern Gods unavailable in the city that they are built (meaning that one city cannot have both the Northern gods and the southern gods in it at the same time.) Altars, Temples and Cathedrals of the Northern Gods each make all units 5% cheaper to produce (military and religious).
The city with the monument becomes immune to Barbarian attacks (meaning that barbarians cannot attack the city with the northern monument)
All religious units have 1 more strength than normal religious units.

---Buildings:
Altar= Altar to the Northern Gods
Temple= Temple of the Northern Pantheon
Cathedral= Sacred Hall of the Northern Pantheon
Monument= Hall of Heavenly Protection
---Priests:
Acolyte (requires Altar)--- Northern Fanatic
Priest (requires an Altar in 3 cities)--- Warrior Priest of the North
High Priest (requires an Altar in every city)--- Warrior High-Priest of the North (World Unit, can only have 3 at a time)


-The Southern Gods
All altars, Temples and Cathedrals of the Southern Gods make Alters temples and Cathedrals of the Northern Gods unavailable in the city that they are built (meaning that one city cannot have both the Northern gods and the Southern gods in it at the same time.) Alters, Temples and Cathedrals of the Southern Gods each produce +1 Happiness.
All Priests and high Priests of the southern gods are also able to build ‘libraries’ in cities with the Southern Gods CR at the cost of their life.
The Hall of Heavenly Bounty makes all plots of land in it’s cities radius with 2 food instead produce 3.

---Buildings:
Altar= Altar to the Southern Gods
Temple= Temple of the Southern Pantheon
Cathedral= Sacred Hall of the Southern Pantheon
Monument= Hall of Heavenly Bounty
---Priests:
Acolyte (requires Altar)--- Southern Altar Servers
Priest (requires an Altar in 3 cities)--- Scholar Priest of the South
High Priest (requires an Altar in every city)--- Scholar High-Priest of the South (World Unit, can only have 3 at a time)


-The Old World Pantheon
All Old World Pantheon buildings produce +1 happiness if another Young Gods SR is present in the city. (cancelling out the -1 happiness from competing SR’s) all Temple Streets produce +1 gold, and Temple Districts produce +2 gold (symbolising the charitable donations by the population to the temples)
Priests are also able to inquisition.
Al Acolytes, Priests and High priests built in the city with the Seat of the Gods have one extra priest spell.

---Buildings:
Altar= Altar to the Gods
Temple= Temple Street
Cathedral= Temple District
Monument= Seat of the Gods
---Priests:
Acolyte (requires Altar)--- Acolyte of the Gods
Priest (requires an Altar in 3 cities)--- Priest of the Gods
High Priest (requires an Altar in every city)--- High Priest of the Gods (World Unit, can only have 3 at a time)

-The Norse Pantheon
A city with a Norse Pantheon’s ‘Horgr’ is able to sacrifice an ‘animal’ to produce +1 Happyness for 5 turns. The Sacred Copse allows cities to build ‘Sacrificial Animals’ to be sacrificed at the Horgr. The Long House allows cities to build 2 kinds of High priest, a Seiokona who also acts also as a normal mage, and the Hersir, who is a strong warrior chieftain with very high moral bonuses to his stack but unable to inquisition. The Shamaness and Volva act also as weak mages.
The Valhalla makes all religious units built in the city start with one extra priest spell.

---Buildings:
Altar= Hörgr
Temple= Sacred Copse
Cathedral= Long House
Monument= Valhalla
---Priests:
Acolyte (requires Altar)--- Shamaness
Priest (requires an Altar in 3 cities)--- Völva
High Priest (requires an Altar in every city)--- Seiðkona and Hersir (World Unit, can only have 3 of each at a time)


Dark Children
-Cult of Nagash /Veneration of Nagash / Pogrency of Nagash? --- Khemri, Lhamia, Sylvania
-The Horned Rat --- Skaven
-Gods of the Dark Forge? (better name?) --- Chaos Dwarves
-Mark of Blood? Blood Cult? The Bloodless? --- Lhamia, Sylvania.

Details of the "Dark Children" sub religions:

Spoiler :

The "Dark Children" Religion:
In General:
Dark Children has a Normal Spread rate
with expensive costs of priests
Its Altars, temples and Cathedrals should be an High cost, and will have Good effects.
---General Buildings:
Altar --- +1 Culture
Temple --- +1 Culture, increases spread of its faith’s sub religion
Cathedral --- +1 Culture, increases spread of its faith’s sub religion
Monument --- +1 gold for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Dark Children sub religion.
Priest (requires Temple) can convert a city to its Dark Children sub religion. Can heal units.
High Priest (requires Cathedral) can convert a city to its Dark Children sub religion. Can heal units. Can inquisition.


Sub Religions:
-The Veneration of Nagash
The Bone Pillar increases the heal rate of Undead units in and adjacent to the city, but decreases the heal rate of living units in and adjacent to the city.
The Temple of Skulls allows all religious units produced in the city to have access to one more spell from The Winds of Death magic.
Units can be sacrificed in cities with a Great Crypt Hall in it to produce an Undead unit (different undead unit depends on sacrificed unit ie sacrificed melee unit = Undead Swordman unit, sacrificed ranged unit = Undead Bowman unit, sacrificed mage unit = Undead Necromancer, mounted sacrifice = Undead Horseman)
These units all have the ‘Bound’ promotion, which means these units must stay within the cultural boarders of cities with Bone Pillars in them. In addition, Acolytes can build tile improvements called a ‘Necromancer’s Tower’ which expand the area that undead built in this way can traverse by 3 squares in each direction.
Priests start with 1 death spell and High Priests start with 2 death spells.
All undead and religious units built in the city with Nagashizzar in it gain the ‘Drain Life’ promotion which allows them to restore their health when they attack.

---Buildings:
Altar= Bone Pillar
Temple= Temple of Skulls
Cathedral= Great Crypt Hall
Monument= Nagashizzar
---Priests:
Acolyte (requires Altar)--- Cultist of Nagash
Priest (requires an Altar in 3 cities)--- Dedicate of Nagash
High Priest (requires an Altar in every city)--- Great Follower of Nagash (World Unit, can only have 3 at a time)





- The Horned Rat
The Great Bells of the Horned Rat creates sounds of pitches which, when heard vary to cause a feeling of happieness in followers of the Horned rat, and in non-skavens, a feeling of woe. Thus, cities with the Great belfry gain +1 Happiness. Cities with a Bell Temple, make enemy units in that cities cultural boarders have 25% less moral, and cities with Chapels of the 13 Bells prevent the building of non Horned Rat sub Religions, and the entering of non Horned Rat religious units into the city, as the sound of the 13 bells ringing constantly causes non believers to cringe in fear and go insane.
The religious units of the Horned rat can travel undetected in enemy lands, and thus can pass cultural boarders at will without causing war. Seers of the Horned Rat also are able to build Screaming Bell tile improvements, which also decrease the moral of non believers within 2 squares of them an additional 15%. Great Seers can spend a few turns to ‘build’ a “Doombell” siege unit. This acts the same as a catapult, but decreases the moral of units attacked a random amount each time. The Doombells act as ‘cargo’ for the Great Seers to ‘carry’ (its actually the other way around) and as such, Doombells MUST stay with Great Seers.

---Buildings:
Altar= Great Belfry
Temple= Bell Temple
Cathedral= Chapel of the 13 Bells
Monument= The Temple of the Horned Rat
---Priests:
Acolyte (requires Altar)--- Prophet of the Horned Rat
Priest (requires an Altar in 3 cities)--- Seer of the Horned Rat
High Priest (requires an Altar in every city)--- Great Seer of the Horned Rat (World Unit, can only have 3 at a time)


-The Blood Cult
The Blood Shrine Heals all Vampiric units to full health when they stay in the city for 1 turn. The Blood House enables Blood Pets to be sacrificed to distribute 1 point of those Blood pet’s EXP randomly amongst the Vampires present in the city. The Hall of Blood Rights grants all units built in the city the ‘Vampirism I’ promotion, making them classified as a ‘Vampire.’ these units gain EXP faster, and are able to spread vampirism to those they defeat by creating ‘sub vampire’ 15% of the time, units called Blood Pets, also with the ‘Vampirism I’ promotion. All religious units have the ‘Vampirism’ promotion, but:
Vampire Initiates have the ‘Vampirism I’ promotion (classified as a Vampire, faster EXP gaining, 10% spawning of Blood Pet from victims)
Vampire Priestess’ have the ‘Vampirism II’ promotion (classified as a Vampire, faster EXP gaining, 25% spawning of Blood Pet from victims)
Vampire Queens have the ‘Vampirism III’ promotion (classified as a Vampire, faster EXP gaining, 50% spawning of Blood Pet from victims)

---Buildings:
Altar= Blood Shrine
Temple= Blood House
Cathedral= Hall of Blood Rights
Monument= The Blood Soaked Throne
---Priests:
Acolyte (requires Altar)--- Vampire Initiate
Priest (requires an Altar in 3 cities)--- Vampire Priestess
High Priest (requires an Altar in every city)--- Vampire Queen (World Unit, can only have 3 at a time)

- Gods of the Dark Forge
The Chaos Anvil adds +2 hammers to it’s city. The Black Vaults add +2 gold to its city, and also give units produced there the ‘Dark Armour’ promotion (increased defence on all terrain, and bonus Vs Dwarves) the Catacombs of the Dark Ones add +2 Science and +2 magic commerce to the city, it also produces one dispel scroll each turn, which then ‘dies’ at the end of the turn.
The Acolyte of the Dark Forge acts as a Sorcerer normally would, and starts with 1 spell from any wind of magic.
The Priest of the Dark Forge acts as a Sorcerer normally would, and starts with 2 spells from any wind of magic.
The High-Priest of the Dark Forge acts as a Sorcerer normally would, and starts with 3 spells from any wind of magic.

---Buildings:
Altar= Chaos Anvil
Temple= Black Vaults
Cathedral= Catacombs of the Dark Ones
Monument= The Dark Forge
---Priests:
Acolyte (requires Altar)--- Acolyte of the Dark Forge
Priest (requires an Altar in 3 cities)--- Priest of the Dark Forge
High Priest (requires an Altar in every city)--- High-Priest of the Dark Forge (World Unit, can only have 3 at a time)



Chaos Cults
-Nurgle --- Chaos, Beastmen
-Tzeentch ---Chaos, Beastmen
-Khorne---Chaos, Beastmen
-Slaanesh---Chaos, Beastmen, Dark Elves
-Chaos Undivided---Chaos, Beastmen, Chaos Dwarves


Details of the "Chaos Cults" sub religions:

Spoiler :

The "Chaos Cults" Religion:
In General:
Chaos Cults has a Fast Spread rate
with Expensive priests
Its Altars, temples and Cathedrals should be an very High cost, and will have very Good effects.
---General Buildings:
Altar --- +1 Culture
Temple --- +1 Culture, increases spread of its faith’s sub religion
Cathedral --- +1 Culture, increases spread of its faith’s sub religion
Monument --- +1 gold for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Chaos Cults sub religion. Can capture defeated enemies as slaves.
Priest (requires Temple) can convert a city to its Chaos Cults sub religion. Can heal units. Can capture defeated enemies as slaves.
High Priest (requires Cathedral) can convert a city to its Chaos Cults sub religion. Can heal units. Can inquisition. Can capture defeated enemies as slaves.


Sub Religions:
- Nurgle
Cities with a Nurgle Altar can sacrifice slaves to give one random non deamon unit in the city the “Gift of Nurgle” Promotion (which allows that unit a 20% chance to create a Nurgling from it’s defeated enemies.
The Temple of Nugle allows its city to build Nurglings.
The Hall of Infection allows its city to build Plague Bearers with the ‘Gift of Nurgle’ promotion.
Nurgle Cultists can cast 1 spell from the Nurgle Spells list, Disciples of Nurgle can cast 1 spell from the Nurgle Spells list, Lord-Priests of Nurgle can cast 2 spells from the Nurgle Spells list.
The infernal Pit of Contagion automatically produces a great Unclean One every 80 turns (The Great Unclean One is a world unit)

---Buildings:
Altar= Altar of Plague
Temple= Temple of Nurgle
Cathedral= Hall of Infection
Monument= Infernal Pit of Contagion
---Priests:
Acolyte (requires Altar)--- Nurgle Cultist
Priest (requires an Altar in 3 cities)--- Disciple of Nurgle
High Priest (requires an Altar in every city)--- Lord-Priest of Nurgle (World Unit, can only have 3 at a time)


- Tzeentch
Cities with a Tzeentch Altar can sacrifice slaves to give one random non deamon unit in the city the “Gift of Tzeentch” Promotion (which allows that unitto cast one spell from the Tzeentch magic list).
The Temple of Tzeentch allows its city to build Screamers of Tzeentch. (cause fear)
The Hall of Alteration allows its city to build Horrors of Tzeentch
Tzeentch Cultists can cast 2 spells from the Tzeentch Spells list, Disciples of Tzeentch can cast 3 spell from the Tzeentch Spells list, Lord-Priests of Tzeentch can cast 4 spells from the Tzeentch Spells list.
The Spire of Shifting Chaos automatically produces a Lord of Change every 80 turns (The Lord of Change is a world unit)

Altar= Altar of Change
Temple= Temple of Tzeentch
Cathedral= Hall of Alteration
Monument= Spire of Shifting Chaos
---Priests:
Acolyte (requires Altar)--- Tzeentch Cultist
Priest (requires an Altar in 3 cities)--- Disciple of Tzeentch
High Priest (requires an Altar in every city)--- Lord-Priest of Tzeentch (World Unit, can only have 3 at a time)


- Khorne
Cities with a Khorne Altar can sacrifice slaves to give one random non deamon unit in the city the “Gift of Khorne” Promotion (which makes that unit Lust for Blood, and as such gains a movement bonus and strength bonus of 1 for the rest of the game).
The Temple of Khorne allows its city to build Flesh Hounds of Khorne.
The Hall of Blood allows its city to build Bloodletters.
Khorne rAcolytes, Priests and high priests cannot cast any Priest spells or any other spell, and cannot be affected by the Gift of Tzeentch promotion. They do however gain +1, +2, and +3 strength respectively.
The Blood Palace of Skulls automatically produces a Bloodthirster every 80 turns (The Bloodthirster is a world unit)

Altar= Altar of War
Temple= Temple of Khorne
Cathedral= Hall of Blood
Monument= Blood Palace of Skulls
---Priests:
Acolyte (requires Altar)--- Khorne Cultist
Priest (requires an Altar in 3 cities)--- Disciple of Khorne
High Priest (requires an Altar in every city)--- Lord-Priest of Khorne (World Unit, can only have 3 at a time)


- Slaanesh
slaves can be sacrificed at the Slaanesh Altar to create a miasma of intoxicating Musk over the city for 5 turns. While this ‘musk’ is in play, all enemy units adjacent to the city are affected by the “stupidity” rule.
The Temple of Slaanesh allows its city to build Daemonettes of Slaanesh.
The Hall of Pleasure allows its city to build Daemonettes on Steeds of Slaanesh.
(both Slaaneshi Deamons have the ‘gift of Slaanesh’ promotion, which gives them an extra first strike, and +1 movement, as well as a 20% chance of seducing a defeated enemy and produce a slave.)
Slaanesh Acolytes, Priests and high priests can cast 1, 2, and 3 spells from the Magic of Slaanesh respectively.
The Harem of Eternal lust automatically produces a Keeper of Secrets every 80 turns (The Keeper of Secrets is a world unit)

Altar= Altar of Desires
Temple= Temple of Slaanesh
Cathedral= Hall of Pleasure
Monument= Harem of Eternal lust
---Priests:
Acolyte (requires Altar)--- Slaanesh Cultist
Priest (requires an Altar in 3 cities)--- Disciple of Slaanesh
High Priest (requires an Altar in every city)--- Lord-Priest of Slaanesh (World Unit, can only have 3 at a time)


- Chaos Undivided
All Chaos Undivided buildings produce +1 happiness if another Chaos Cults SR is present in the city. (cancelling out the -1 happiness from competing SR’s) however, all chaos undivided buildings add a cumulative +15% building time to all non Chaos undivided temples and religious units and deamons.
Cities with a Chaos Undivided Altar can sacrifice slaves to give one random non deamon unit in the city the “Gift of Chaos” Promotion (turning it into one random level 1 deamon of any of the 4 Chaos Gods).
The Chaos Temple allows its city to sacrifice deamons to gain 1 population
The 8 Halls of Chaos allows its city to sacrifice slaves to gain +15 instant Magic commerce.
All chaos undivided religious units act exactly as spys, except that instead of espionage, they can convert enemy cities without declaring war.
The Chaos Void automatically produces a Daemon Prince every 80 turns (The Daemon Prince is a world unit)

---Buildings:
Altar= Altar of Chaos
Temple= Chaos Temple
Cathedral= 8 Halls of Chaos
Monument= The Chaos Void
---Priests:
Acolyte (requires Altar)--- Chaos Cultist
Priest (requires an Altar in 3 cities)--- Chaos Priest
High Priest (requires an Altar in every city)--- Chaos Mutant-Priest (World Unit, can only have 3 at a time)



Gods of Law-Cult of Celestial Dragon --- Cathay (Possibly nippon as well?)
-Jintoism --- Nippon (Possibly Cathay as well?)
-Ormazd Pantheon --- Araby, Khemri
-Sigmar --- Empire


Mortal Gods.
-Lady of the Lake --- Bretonnia
-Sigmar --- The Empire
-Ursin --- Kislev
-Cult of Celestial Dragon --- Cathay (they worship their emperors as gods)


Barbaric Gods-Orcs (Gork and Mork)
-Gobbos (Gork and Mork)
-Hobgoblin Hegemony (Worship of the Great Khans?)
-Ogre Lords (The Great Maw)

 

My current idea for the Religion system:

Spoiler :

so, there are the 7 core religions:
-Old Faiths
-Young Gods
-Dark Children
-Chaos Cults
-Gods of Law
-Mortal Gods.
-Barbaric Gods
these all act EXACTLY the same way that normal religions work.
however, these core religions have no temples or priests allocated to them until the civ researches one of the techs that gives access to the many sub religions. i will use the Old Faiths religion as an example:

Ok, so i found the "Old Faiths" in my second city. simple. the old faiths, because its major religious characteristics are that it has a slower spread rate than the other religions, will spread slower (duh). this is pretty crappy until the civ researches one of the 8 techs which allow them to build temples and priests of a certain sub religion.
so next i research the tech which gives me access to "The Followers of isha" sub religion, which in turn allows me to build the Isha specific buildings
-Altar (Sacred Tree),
-Temple (Isha's Grove)
-Cathedral (Oaken Hall)
-Monument (The Tears of Isha),
and the isha specific Priests:
-Acolyte (Handmaiden of Isha),
-Priest (Priestess of Isha),
-High Priest (High Priestess of Quyl-Isha)

however, for the sub religion to be initiated, (ie before the civ can build any of the sub religion's temples or priests), they must first build the monument in a city with the Core Religion, in this case the Tears of Isha must be built in my second city as none of my others have the Old Faiths religion.
once the monument is built, altars can be built in all cities, which also give access to the acolyte, in this case my Handmaidens of Isha. i must build 3 altars before i can start building temples, which means i must expand my empire 1 more city and build an Altar in it. (temples can only be built in cities with an Altar already in them) then i can start building my Temples which allow me to build the Priests, in this case the Priestess of Isha. once i have 3 Temples i can do the same with Cathedrals, (which can also only be built in cities with a temple already in them.) which give access to the High Priests, or my High Priestess of Quyl-Isha.

the temples specific to the Followers of isha religion will have different effectes to those from the Dwarven Pantheon, or the Cult of Khaine. as you can see in my above post. the priests will also be different, with different abilities and magical capabilities, (but with the same base stats or movement and attack)

i was hoping that these sub religions will greatly diversify the religions capabilities, albiet it will make a heck of a lot more work for us. it seems sound to me, but there is just the issue of converting to a different sub religion. i haven't been able to come up with any decent ideas for that.

Did that make sense:confused:




Inquisitors: All High Priests have the "Forced Conversion" promotion, which enables them to 'sacrifice' themselves to gradually remove the buildings from all SR other than their own (1 turn for Altar, 2 turn for temple, 3 turns for Cathedral) and each turn spent dismantling the heathen's temples produces one more cumulative unhappyness which lasts untill all heathen SR asre gone and order is restored. a new mini icon will be seen in the info bar of the city showing how many turns of purging is left. (similar to the timer after a city is captured, but without the culture loss.)

Need to make each main religion unique, with unique effects/ techs/ buildings etc.
Need to decide where religions will be regarding the tech and magic trees.
Need to alter the spread rate of different religions.
Need to make each sub religion unique with uniqe units and buildings.
 
People remember, the ideas actualy have to be feasible no "I want to have to speak down a microphone to be able to cast my spells". Actualy, that would be pretty cool.
 
i was having a think about leader traits just now, and i came to the conclusion that they are very boring. there isnt any diversity amongst leaders within a civ. take woodelves and high elves for example. both orion and ariel have the same traits, and yet i see them as polar opposites of each other. go figure. and finubar and aenarion are also opposites.
Ariel and Finubar are more peaceful, where as orion and aenaron are more aggressive.

what do other people think. does anyone agree?
 
I totally agree, the whole point of having several leaders is to have different traits to be able to play in different ways. But its nice for fluff and atmosphere too.
(I havent remarked on this before as I saw the leaders as placeholders and assumed the traits be different in later updates much like the missing text keys)

When playing HE I really missed the Reaver Knights in the early era.
As of now the Horse archers have to do all my dirty work.
Reavers should have high withdrawal chance (elven steeds + fire and flee rule).
I guess the only reason they are not in game is because no one has made graphics for them yet, right?

Concerning the tech tree Id like to see Astronomy earlier in the tree (somehow). Too often I find my armies just standing on my side of some ocean having nothing to do because I dont have that tech.
Is fewer prereqs. or lower cost the way to go?
Besides its silly you need Cannons to make Galleons and Frigates if you are elves for example as they arent using them. Separate ship tech for elves maybe?
 
Let see, I like to see some nice City Graphics transformation after converstion of a religion, just like what Fall from Heaven have. Now I have Warhammer 40K, and i want to know... is it true that people believe in the emperor like a religion and not believe in the gods that the human worship? I know the chaos believe in the chaos gods religion in 40K. I also found out that the orcs don't believe in any of their gods at all cause they are too interested in the lust for war and battle cause it's their pride. I have not read any of the warhammer books except Warhammer 40,000: Dawn of War Ascension, so i don't know much of the warhammer storyline.

If we are making this game based on the books and games as well,then we need to make it relistically just like in the book as well.
 
Lord Olleus said:
neener, this is only the thread for new ideas. go here http://forums.civfanatics.com/showthread.php?t=182258 for anything else.

Well since P_L was also asking for new unit ideas I thought it might be pertinent to update the early posts with any of those units I made/make so people don't all suggest the same things. But alright, I won't.

I wouldn't have posted at all but I had nothing else to really say. I accepted quite a while ago that this was someone else's mod and wasn't ever going to turn out how I'd ideally wish it to.
 
@ neener: no neener, thats fine, really. keep your first post as a unit workshop. like you say, it will show people what we have already decided or not.:)

@ Heruwulfar: well, the way i see the reavers is that they are more advanced than ordinary ancient horse archers. personally i think they belong in the second age, the age of magic.(even though they are not magical). however, here is a list of most of the High elven units and what era they are in, so see if you can figure out a better way, but im not promising anything:)

Spoiler :
Worker: Highelf Worker
Ancient Warrior: Highelven Warrior
Ancient Spearman: Highelven Spearman
Ancient Archer: Highelven Archer
Ancient Axeman: Highelven Axeman
Ancient Swordman: Highelven Swordsman
Shaman: Highelven Shamaness
Horse-Archer: High Elven Horse-Archer
Catapult
Chariot: Tiranoc Chariot
Monster I: Pegusus
Scout: Elven Scout
Galley

Age of Magic
Citizen: Citizen-Soldier (Can Upgrade to Lothern Sea Guard as well as militia units)
Militia Spearman: High Elf Spearman
Militia Archer: High Elf Archer
Militia Swordsman: High Elf Swordsman
Light Knight: Ellyrion Reavers
Hedge-Wizard: High Elven Hedge-Wizard
Bolt-Thrower
War Chariot: Tiranoc War Chariot
Monster II: Griffon
Explorer: High Elven Explorer
Caravel: Hawkship

Age of Discovery
Royal Guard: White Lions of Chrace
Pikemen: Phoenix Guard
Longbow: NONE, get Swordmasters of Hoeth
Crossbow- NONE, replaced by Sea Guard
Heavy Knight- Silverhelms
Wizard
Cannon:NONE, replaced by Repeater Bolt Thrower
Galleon: Eagleship
Frigate: Dragonship

Mechanical Age
Cavalry: NONE, get Dragonprinces instead
Musketman: NONE, replaced by Shadow Warriors in the Age of Discovery
Monster III: Emperor Dragon
Ironclad: NONE, replaced by Merwyrm
Special Unit: High Elven Sorcerer


@ Darkedone: if you look in my sig i am currently making unique city art for all the races. so far i have finished the woodelves, and am 3/4 the way throug the highelves. i have also made a start on the dark elves, (but they are very difficult:() so i expect you could see it in the game in the future, after i have done several races.
i personally dont thing city art change every religion change should be in WH. thats a unique FfH attribute, and i dont think we should steal that from them too:)
Also, we are trying to make the mod as accurate as we can with the armybooks for Warhammer fantasy (Darkedone, please take note that Warhammer fantasy and Warhammer 40K are 2 TOTALLY separate games and the lore for both are different. because of this, i would apreciate it if you asked your 40k related questions in a 40k related thread. i forgot to mention that in the first post.:) please dont do it again;))

EDIT: i have added a list of leaders and traits in the second post. i think we need to rework alot of them :(
 
@P_L: So there will be a unique Horse archer for the HE (and other races?) with custom graphics and all? If so it would feel more like a pre-reaver unit and I would be more than satisfied :D
Thought of what unit the Reavers would replace (H archer or L knight) and I think you have made the right choise.

BTW how come you can use Sonne in the intro, surely it must be under some copyright or another or how does that work?
 
From first page of main forum: "-Every unit will be UU"
I guess that answers my first question :mischief:
 
How about having 3 traits per Leader?
One would be the race trait - all leaders of that race would have have this trait (so all elvish leaders share 1 trait, all human leaders, all greenskin leaders...)

One would be a normal trait, similar to those in vanilla but different

One would be a negative trait. This would make it fun as you would have leaders with a very good positive trait, and an awful bad trait and you could have another leader with two so-so traits, making it balanced. It would also be easier to come up with ideas for traits if some of them are negative.
 
neener said:
I wouldn't have posted at all but I had nothing else to really say. I accepted quite a while ago that this was someone else's mod and wasn't ever going to turn out how I'd ideally wish it to.
Well you can allways say what you like to see in the mod, you're a teammember after all so I'd say this should be "your" mod as well-meaning ours I hope;)
 
hey people, i just wanted to say i like this mod very much and i'm looking forward for the warlords version

as it's a mod based primarily on units, maybe would be cool to incorporate the mod component from total realism (i don't know the exact name of this component) that brings this "unit support" thing, you know, units on the same stack support each other, melee units give some bonus to other units on the same stack, siege units another kind of bonus, and so on ...

cheers
 
Ploeperpengel said:
Well you can allways say what you like to see in the mod, you're a teammember after all so I'd say this should be "your" mod as well-meaning ours I hope;)

Well, all I meant was that when I first joined the team I was going to ask you all whether you'd envisioned the mod being either a Civ 4 game set in the Warhammer universe, or a Warhammer game set in the Civ 4 game engine. If you see what I mean by that. Personally I think I'd rather see the latter, with a clear focus on one particular time period and the intricacies of combat rather than stretching it out over thousands of year's of empire-building. To put it another way, if you've played Firaxis' Chinese Unification mod from Warlords, that's almost exactly how I envisioned the mod working.

But I think I'm in the minority with that. I mean, after all, I imagine this forum has more Civ fans than Warhammer fans! So I quickly resigned myself to being a worker rather than an ideas man. And as I've said before, once the mod is working as a normal 'vanilla'-style Civ mod, there's no reason we can't make scenarios that work like the Chinese Unification later. :)
 
Yep, that shouldn't be no problem at all and it's even part of the design. Also we need to get this mod more scenariofriendly imo. Because of that the techtree will probably have to be revised. I want it to roughly represent Warhammerhistory in order to have it easily plugable for scenariomakers for different eras. Any idea how to achieve that and keep a normal longtimescale fun to play at the same time would be highly appreciated.
 
@ Olleus: i agree with you here. 1 racial trait, 1 positive trait, and 1 negative trait per leader would be great. what do everyone else think? if we all agree, then we might as well start thinking up traits and what they do:)

@ neener and ploe: i think scenarios would be brilliant. but that would be somwthing for the future wouldnt it?

@ vicentiko: well, we have support fire for archers and other ranged units, like in Civ 3, where the archers in the stack attack the enemy before the combat starts. but i think that would alos be a good addition. do we have that planned Ploe?
 
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