Warhammer Heart of Chaos: Design Discussion

The Obsidian Pyramid: (Wonder) provides 3 stone to the civ, +25% city defence for all cities, +20% hammers. can turn 2 citizens into engineers.
Quetzhyl's Orchard (Wonder) Provides 3 Dyes to the civ, +1 Happy from Jungle, Can turn 2 citizens into Lords.

I'd make them just give 1 copy each. The main purpose is to make sure that you give Obsidian weapons and wartats, not to provide trade goods. National wonders also shouldn't be all that powerful; powerful wonders should be world wonders that you compete for.

Stegadon Catapult?
This doesn't make sense to me either. And the reason against catapults is that you don't think they have the engineering to build one. Having a dinosaur to pull it around doesn't remove that. You could just have a dinosaur as a siege unit that directly knocked the walls down, but I think the Ram is probably a good/logical way to go, and there is already a ram unit in FFH that you can use.
 
I don't understand this, or how it would be coded

i dont know how it can be coded either, thats the fun part :p basically this is supposed to represent tha fact that a slann sitting at the top of their pyramid can see the slann sitting at the top of a pyramid in the nearest city. and because the slann all have mind links they can share each others power and cast spells through each other. this isnt essential, just a cool idea.

I take it these are instead of military school/stables/training yard etc.

no, in addition to. so a Skink Barrio and Archery range would be required to auto spawn a Skink Javelin Warband, just the same as a Saurus Spawning Pond and a baracks is required to spawn Saurus warriors, and a saurus spawning pond and temple of theold ones is required to spawn a temple guard. this can be mentioned in the unit help descriptions, and is easilly coded in python, simply copying the shiem mechanic.

I dislike requiring a Mark of the Old Ones in the BFC. This will be messed up for random maps.
Much better to make Mark of the Old ones a resource from the Marks and some of the Unique features (see http://forums.civfanatics.com/showthread.php?t=335017 ), and have the building give some bonus only with the Mark resource.
+100% GPP is also a *huge* bonus.
This thing is too powerful, you need to either tone it down (if its a cathedral replacement) or make it a national wonder.

sorry i should have been more specific. these are required for the lizardman victory condition (ie closing the warp gates) and they are linked directly to the Engine of the Gods Unit.

there are a lot of requirements to acutally build these to start with: Requires 'Mage-Priests Pyramids' in the city, and a 'mark of the Old Ones' Unique Feature in the Fat Cross. an build one for every 2(or 3?) 'Temple of the Old Ones' i nthe civ. that means that a total of 12 cities would be required for the Engine of the Gods.

how about this instead:

i make one Plaque national wonder for each Mark of the Old Ones improvement (there are 6), and have each plaque require the resource that the Marks provide.

for example the Monument of the Sun provides the Plaque of the Sun, which alows a wonder of the same name to be built by the lizardmen. this is complex, but would be required for the victory condition.

Drop these bonuses down to 10%, 15% tops.

done

Invisible is an incredibly powerful promotion.
How about taking down its beast bonus to 25%, and making it invisible only in jungle and swamps.

nah. im pretty adament about the chamelions being invisible.
I'd make them 3/2+1 poison. They still need to have some offensive potential.
done

What slot is this? ie what tech? I can't balance it without that.

sorry, its a pikeman replacement.
3 move knights? Are lizards really about mobile cavalry?

those are an error. changed.

How about using the standard design thing for this slot: higher cost, builds 50% faster with breeding grounds resource.
Add this to the Amazon one too.

you lost me here?

This just seems weird. A strength 9 unit that is bombarding? Salamanders that can knock down city walls? This doesn't make sense to me.
I'd drop the unit or redesign it.
And is it a Skink? Or some kind of giant salamander?

it makes sense if you know what the salamanders actually do.
basically the salamanders are large dinosaurs that produce a HIGHLY corrosive, toxic saliva, strong enough to corrode stone. the skinks poke the salamanders with thier spears to antagonise it, so it spits its acid at walls.
This sounds weird to me. And I'm assuming you don't want this as Steampower tech :)

The Engine of the gods can only be built if the clues left behind by the Old ones in several scattered plaques are read in the correct order to reveal its blueprints. this is the last task the old ones left the Slann, to build the engine and destroy the warp gates, thus the victory condition. and no, it shoudl require the last magic line tech and a high tiered construction tech.

You also don't have any magic units or priests.

ah yes:

Skink Mage-Priest: strength 4, 1 moves, starts with channelling 1. can learn any wind of magic.
Slann Mage-Priest: Strength 8, 1 moves, starts with channelling 1 2 and 3. starts with all slann spells, can learn any wind of magic.

If you really want these to be coming off great priests, then I think you need to also change the buildings that Lizardmen have; give them replacements for markets, grocers, library, etc. etc. that all give great priest slots rather than sages and traders and priests and engineers.
And maybe block them from civics that give nobles/traders/engineers etc.

i think id rather the slann spawn via the sheaim mechanic. we can tailor the spawn rate according to various buildings that way.

It might also be better to have the normal ones be buildable (using the old ones tech and the fanaticism tech) and then some great ones from the great people mechanic.

i think the basic Skink Brave and Saurus Warrior units chould be buildable without any spawning buildings. maybe also alow their workers to upgrade to military skink units at level 5?. give them *SOME* measure of control over their units.
 
This doesn't make sense to me either. And the reason against catapults is that you don't think they have the engineering to build one. Having a dinosaur to pull it around doesn't remove that. You could just have a dinosaur as a siege unit that directly knocked the walls down, but I think the Ram is probably a good/logical way to go, and there is already a ram unit in FFH that you can use.

a battering ram is fine i guess. just out of flavour. id prefer something like a Triceratops or Ankylosaurus.
 
In battle (the game) the Stegadon is a mobile battle platform, it doesn't pull anything.
 
no, in addition to.

I don't like this. 1 building requirement is bad enough - remember that lots of people wanted *all* the building requirements for units removed.
2 building requirements for a particular unit is a terrible idea, particualrly if one of those buildings does nothing but act as a requirement.

I personally lean towards preferring no build requirements for anything but specialist units (priests, mages) and maybe high end units (pikemen, knights), but I can live with 1 building requirement. Remember that in vanilla, units don't have building requirements.
I would also like to change the military school building back to a barracks that gives +2 free xp to all land units, and then just have the specialists (archery range, training yard, etc) give training. I don't like changing everything into training buildings.

* * *
Oh wait, I realized that I think by "spawn" you mean free units through a planar-gate mechanic, rather than building them with hammers. So the buildings literally do nothing but increase the spawn rate. That seems kinda lame. If you did want to use them, why *not* make them the training ground/stable etc. replacements, that give both xp and act as the placeholders for unit spawns?

But why should they get a bunch of free units? That is a hugely powerful mechanic. Compare these guys to the Amazons, you are making the Lizards massively more powerful. Or compared to the Empire or normal human civs. They get building in jungles, *and* spawn free units?
Remember that Sheaim and Kahdi have weak-ass unit rosters without the spawning.

sorry i should have been more specific. these are required for the lizardman victory condition (ie closing the warp gates) and they are linked directly to the Engine of the Gods Unit.

How will this victory condition work? You win when you cast the spell?

i make one Plaque national wonder for each Mark of the Old Ones improvement (there are 6), and have each plaque require the resource that the Marks provide.

The intention of the feature issue was to have all these improvements yield the *same* resource, not different ones, but we could do it this way.
This is still going to be messed up for random maps. What if not all 6 features spawn? What if the map isn't large enough?

I'm still very ambilvalent about all this. A victory condition attainable by only a single civ, that only works sometimes depending on the map script?
What tech requirements do you have in mind for the Plaques?

I guess you could use the Place All Features function if you wanted to play for this condition. I like the concept of requiring them to try to capture the features.

You should give Amazons something that benefits from the Old ones feature resources too; we want to make these civs fight over these resources.

Sacrificial Pit of Sotek: Slaves can be sacrificed to provide +1 Happy for x turns, and/or +15 Beakers.
Why not tie this into the Temple of the Old Ones? i see no need for a separate building.

nah. im pretty adament about the chamelions being invisible.
Then lower their strength or give thme some other penalty; IIRC the skaven ranger is invisible but has -1 strength. But you can't just take a standard ranger *and* put such a powerful ability on top of it, particularly when the AI can't really understand how to use recon units to detect invisible units, so its easy to run around eating all their workers.
you lost me here?

Sorry. I've added a design feature into a lot of the other monsters; tier2 monsters (giant, griffon etc) all require either aerie or breeding grounds. But these are not common resoruces.
So I made the tier1 monsters (troll, pegasus) cost more (120 hammers) but build 50% faster with their resource.
So, you *can * build a troll even without breeding grounds, but it will cost you 40 more hammers to do so.
I suggest you use this here to, so the Amazonian and Lizardmen jungle swarm costs 120 hammers, but builds 50% faster with the breeding ground resource.

sorry, its a pikeman replacement.
Ok, probably fine then.


it makes sense if you know what the salamanders actually do.
basically the salamanders are large dinosaurs that produce a HIGHLY corrosive, toxic saliva, strong enough to corrode stone. the skinks poke the salamanders with thier spears to antagonise it, so it spits its acid at walls.
Ok. Then change the name; not a "Skink Salamander hunting pack" just make it "Salamander". Like "Giant".
So it is a strength 5+4 poison unit that does collateral damage to 2 units like a Giant, and has a catapult's *wall* bombardment ability, but not their ranged attack bombardment ability.

and no, it shoudl require the last magic line tech and a high tiered construction tech.
Arcane mastery and Advanced engineering?
But if the engine wins you the game, then why does it even need combat stats?

Skink Mage-Priest: strength 4, 1 moves, starts with channelling 1. can learn any wind of magic.
Slann Mage-Priest: Strength 8, 1 moves, starts with channelling 1 2 and 3. starts with all slann spells, can learn any wind of magic.

This is a problem. The winds of magic promotions all require their appropriate techs. So the only way that you can get this is just to let them have access to all the Lore of X techs, and they'll have to research them in order to be able to get any .
And then go back into the promotion requirements, and change it so that for eg:
Bright magic 1 requires channeling 1 AND [Dark magic 1 OR lizardman racial promotion OR Skink racial promotion].
Jade magic 1 requires channeling 1 AND [Lore of Athel loren 1 OR lizardman racial promotion OR skink racial promotion]
etc.

Also, why only a channeling 1, and a channeling 3? No channeling 2?

Can one version upgrade to the next?

Logical tech requirements are Magic of the Old Ones (for channeling 1), Education (for channeling 2) - or Tracking (for channeling 2) and Arcane Mastery for channeling 3.

Another possibility: they could also start with 1 random level 1 lore of x promotion, so that they can cast something before you research any lore of x techs.

i think id rather the slann spawn via the sheaim mechanic.
Ok, this is doable. Maybe the Plaque buildings should be the requirements for whatever super-mages to spawn?
And then you could just steal gods of old disasters directly, including having the unit die? If they're free you don't need to be able to preserve them.

Wait, are you now just talking about the archmages as being the Slann?
I thought you wanted both normal caster wizards, and then Slann spawning through the planar-gate who didn't use normal magic but could cast Disasters instead?

i think the basic Skink Brave and Saurus Warrior units chould be buildable without any spawning buildings. maybe also alow their workers to upgrade to military skink units at level 5?. give them *SOME* measure of control over their units.

I'm confused again.
I was talking about super-disaster caster-units.
You are now saying that they shouldnt' be able to build their normal units with hammers *at all*? And should *only* be getting units through the planar gates?
That is incredibly hard to balance. The normal units should be buildable.

a battering ram is fine i guess. just out of flavour. id prefer something like a Triceratops or Ankylosaurus.
Does that make sense for Amazons?
I'm relatively indifferent, but it would be pretty weird for a Triceratops to require the Construction tech.
 
Another thought: go through all the factions and block either Roads or Wild Paths tech for every faction.
 
Starts with equipment: The Ring of Unmaking. automatically removes Bronze, Iron and Meteoric iron weapons promotions from adjacent units. (alternatively gives a spell that does this once if it is too code intensive)

I'd prefer the alternative, gives a spell.
 
Tower of the Eternal Wood: (Wonder) ( i cant rememebr what this was supposed to do)

It gives +4 beakers, and +2 xp for new arcane units, and is the requirement for the Prophetess.

Also, can you edit the WE mages back to strength 3, 4 and 6, and remove their hedgemagic?

I don't think WE citizens weren't supposed to get the -10% military production; the food penalty is enough, and they get less hammers because they can't build the Mine improvement (or workshop or waterwheel); they get the ore field which they can build on bonus resources (and has the same bonuses as mines), but can't build the mine directly. And they can build the singing grove in ancient forests for +1 hammers there.
Starts with equipment item "the Silver Seal". Gives +25% magic resistance, +20% withdraw chance.
Silver seal will also need to give 25% death, holy, unholy resistance.

You added some chaos dwarf heroes, I didn't notice.

I'd change Astragoth too:

Astragoth
Infantry model, 1 move. requires warfare tech.
Strength 3, can use metal weapons.
Arcane class.
Starts with channeling 1. Starts with heroic resilience.
Chaos dwarf racial promotion.
gold magic 1.
bright magic 1.

The Rod of obsidian sounds very hard to code. I suggest something else.

Can automatically learn:
Mage promotion
Sorceror promotion

With iron working tech: changes to mechanical walker model.

[you can't give him all those free magic promotions; we already established that you will have to buy racial promotions.
And he needs Mage not Warlock; he can't research arcane mastery.
]

He's a caster, he doesn't need the steam blast, his spells already do that. If you want, have him do collateral damage in the walker model.

Zhatan the Black
1 movement point. Strength 4, Can use metal weapons. melee class. causes Fear, ignored defensive modifiers Hero promotion, Heroic resilience promotion. Chaos Dwarf racial promotion.

Starts with equipment: The Ring of Unmaking. automatically removes Bronze, Iron and Meteoric iron weapons promotions from adjacent units. (alternatively gives a spell that does this once if it is too code intensive)

There is already a lore of metal spell that does this IIRC, basically the FFH spell rust. Code already exists.
Meteoric iron should remain unaffected, since it is only added to newly produced units, you can't get it back.
It also would need a high resistance chance, otherwise it is too powerful.
Also sounds hard to code. I would suggest different equipment.

Can learn:
Champion
Lord
With ??? tech, gains:
Touch of Immortality1, can be used once, 5 strongest units in the stack gain the Immortal promotion
Touch of Immortality2, can be used once, 5 strongest units in the stack gain the Immortal promotion

This sounds like a risky idea balancewise. Adding immortality to knights or lammasu?
Also, hard to code. Remember that we don't yet have a good way to add extra abilities; each one basically has to have its own promotion.
If you do want it and think you can code it, I'd say 1 with corruption of chaos tech, and 2 with chaos incursion tech.
 
Ahriman said:
Silver seal will also need to give 25% death, holy, unholy resistance.

That is what Magic Resistance does. When I coded this equipment, I did exactly what you're asking for here. Now I should get back to doing the rest of the equipments.

Ahriman said:
I would suggest different equipment.
I 2nd this.

Ahriman said:
we already established that you will have to buy racial promotions.
Explain this. It makes no sense.
 
god damnit i just lost a massive post

grrr

just explain some things again (i appologise for any snarkyness in this post, im a little irate over losing such a huge post):

Lizardmen in the fluff do not reproduce like normal races. they rely on divine intevention to spawn the next generation of skink and surus etc. this is the importance of the Sacred Spawning Pools, without them there is no way for them to get an army.

the spawning pools are not *just doing nothing but increase the spawn rate*, they are the only way the lizardmen can get units.
i added the lizardman palace to the list, and made it auto create spawning pools in all lizardman cities to help AI.

also i do not see how this is over powered. on the contrary i think it is a strategic limitation. you have a limited army at your disposal and have to manage them well. i know your thinking "but the AI..." i dont give a sh!t about the AI. make the lizardmen a really defencive civ and they're fine.

How will this victory condition work? You win when you cast the spell?

when all chaos terrain is turned into normal terrain. maybe alow chaos civs to build a ritual which reverses the spell and reopen the gates. this would mean you want to keep the Engine alive to recast if needs be.
The intention of the feature issue was to have all these improvements yield the *same* resource, not different ones, but we could do it this way.
This is still going to be messed up for random maps. What if not all 6 features spawn? What if the map isn't large enough?

i wouldnt suggest something like this if it wasnt feasble. especially seeing as im going to be coding it lol.

Sorry. I've added a design feature into a lot of the other monsters; tier2 monsters (giant, griffon etc) all require either aerie or breeding grounds. But these are not common resoruces.
So I made the tier1 monsters (troll, pegasus) cost more (120 hammers) but build 50% faster with their resource.
So, you *can * build a troll even without breeding grounds, but it will cost you 40 more hammers to do so.
I suggest you use this here to, so the Amazonian and Lizardmen jungle swarm costs 120 hammers, but builds 50% faster with the breeding ground resource.

the whole resource requirement thing can be done in a single over arching statement:

if it rides an earthly animal (or cold one) it needs horses, if it contains a beast on foot it requires breeding grounds, if it contains a winged beast it requires aerie.

This is a problem. The winds of magic promotions all require their appropriate techs. So the only way that you can get this is just to let them have access to all the Lore of X techs, and they'll have to research them in order to be able to get any .

i dont see the problem.

You are now saying that they shouldnt' be able to build their normal units with hammers *at all*? And should *only* be getting units through the planar gates?

comprehension dawns.
 
make the lizardmen a really defencive civ and they're fine.
Gonna need to playtest that.

maybe allow chaos civs to build a ritual which reverses the spell and reopen the gates.
I like this. Balance. This way we’d have a gate closer & a gate opener.
 
Gonna need to playtest that.

alow me to clarify again. make the lizardmen AI really defensive so they dont get all their spawned units killed and theyre fine. theres not really any need to play test.
 
I know what you meant. I meant we're gonna need to test it against the Barb levels. Cuz if the Lizardmen don't have enough spawned units to survive several of those nice events that spawn barbs, byebye Lizardmen. So, we'll have to playtest the Lizardmen spawn rates against whether they'll have enough units by the time those events come into play.
 
just explain some things again (i appologise for any snarkyness in this post, im a little irate over losing such a huge post):

Try writing big posts in word or something. Its annoying civfanatics "feature" to not store post content if you hit the back button by accident; lots of other webforums will save what you're typing if you're going forward again.
And please don't take it out on me for being confused by your fairly opaque design post; it might have been clear in your head, but it wasn't obvious on paper.

the spawning pools are not *just doing nothing but increase the spawn rate*, they are the only way the lizardmen can get units.

I see this as a fundamental design/balance problem given the civ engine.
I see no indications that you have thought much about how to balance this. Maybe you have thought about it, but you haven't posted any of that.

In Civ4, particularly at high difficulty levels, cities probably spend 50% to 75% of their hammers on units, and the rest on buildings and wonders.
If you make *all* of the units a faction gets come from free unit spawning, that is a huge power boost; the faction no longer needs many hammers, can can easily spend the rest of their hammers on structures, or work cottage tiles or farms to build a huge cottage or specialist economy.
You also eliminate some of the most strategic decisions of the game: can I afford to build more structures, or do I need to build more units to defend myself? Which units should I build; spearmen or axemen or horsemen or archers or catapults?
Do I want to focus on army growth now or infrastructure or expansion?
Your mechanic takes these decisions out of the players' hands.

The problem is particularly pronounced in the early game.

Sheaim and Khadi both have some free unit-spawning mechanics while remaining balanced, but even then they are still producing most of their units through normal hammer construction.
The gate structures are expensive, and so can only be built in a few cities, and don't apply in the early game, and even then only provide a few different units; most units are still constructed normally with hammers.
I think the giant civ (Jotnar?) also has something where their units are limited by spawns, but the spawns are of basic units, which the player must then upgrade with gold into whatever unit they actually want; I haven't played this civ enough to see if it is actually balanced.

Removing unit construction from a faction is a radical change given the civ engine, it throws the economy completely out of whack.

You also risk messing up the AI performance; AI hammer output varies by difficulty level, so you will need to make the AI's unit spawns also be a function of difficulty level. AI also gets free promotions on newly created units at high difficulty level, which won't manifest on units produced through gates. Don't give me
i dont give a sh!t about the AI.
, we're making a single player mod that people play against AI opponents.
It is not much fun if the AI can't put up a decent fight. Fall further is not much fun IMO because the barbarians are so strong that the AI factions can't handle them, and so aren't decent opponents. So the AI will need lots of units particularly in the early game.

And the spawn rates are going to be incredibly hard to balance.

So I am very leery of proceeding this way.

If you really do want to have a units-produced through planar-gate style structures mechanic, I would strongly recommend some mix of:
a) Limit the unit spawn on only a few particular units. So, some key units are produced using this mechanic (core infantry), but specialists are produced normally with hammers, or vice versa. This is the Kahdi/Sheaim approach.
b) Have all the early game game units buildable with hammers as normal. A free unit approach is going to be *most* hard to get work in the early game for the first 75 turns or so.
c) Give the racial building present in every city a huge hammer penalty, like -50% hammers, to compensate for all the hammers you don't have to spend building units. This way, you still have to work mines and grub for hammers (and whip citizens) in order to get structures built; you don't get to free-ride on free units.
or
d) Get rid of the "free spawning" mechanic, and instead represent lizard spawning through hammer penalties, food bonuses and units buildable through food, rather than as free unit spawns. This way you can still choose whether to focus on buildings or units, and pick the units you want, but the unit construction will still work out quite differently to other factions.

* * *
when all chaos terrain is turned into normal terrain.
This has a few potential issues, but we can talk about those another time.

i wouldnt suggest something like this if it wasnt feasble. especially seeing as im going to be coding it lol.
I'm just suggesting potential problems. I *can* see this working, and having separate resources for each feature which each allow a national wonder seems a decent method. All these wonders can also be set up long before an actual victory method is coded.

And PL, you've made plenty of nonfeasible suggestions before (as have I), so please don't expect me to just blindly accept that you have everything all thought out and it all works fine. I'm trying to help, but I can only make comments on the bits of your design that you actually post.
Design gets better when we debate and criticize as a group, like how we got a good hero design working.

the whole resource requirement thing can be done in a single over arching statement:

if it rides an earthly animal (or cold one) it needs horses, if it contains a beast on foot it requires breeding grounds, if it contains a winged beast it requires aerie.

I agree with this in general. However, horses are a common resource; aerie and breeding grounds are not. If trolls, pegasai etc. all require these rare resources, then we won't get to see them much.
My design method makes these units more feasible; You can still get the troll or pegasus without the resource, but it will be very very expensive to do so.
it would be lame for you to never be able to build any monsters (or no monsters until the very late game) because you didn't happen to have the right resource; my version still lets you build the tier1 (but not the tier2) without the resource.
Just like you can still build melee units without copper or iron, but you will get much better synergy if you have those resources.
 
we already established that you will have to buy racial promotions.
Explain this. It makes no sense.

Brainfreeze. Apologies. You will have to buy *magic* promotions on your heroes; unlike college mages or elementalists, you don't get them for free as the heroes upgrade because the heroes aren't actually upgrading into other units.
 
Removing unit construction from a faction is a radical change given the civ engine, it throws the economy completely out of whack.

You also risk messing up the AI performance; AI hammer output varies by difficulty level, so you will need to make the AI's unit spawns also be a function of difficulty level. AI also gets free promotions on newly created units at high difficulty level, which won't manifest on units produced through gates. Don't give me
Easy solution! Make all the Skink units require hammers, not spawning. (Except for the Skink Mage-Priest.) Cuz really, when you think about it, the Skinks’ll form the majority of the AI’s forces.
 
And please don't take it out on me for being confused by your fairly opaque design post; it might have been clear in your head, but it wasn't obvious on paper.

yeh sorry, dont take it personally i was just frustrated with myself. i just realised exactly how snarky that post was :blush: sorry guys.
And PL, you've made plenty of nonfeasible suggestions before (as have I), so please don't expect me to just blindly accept that you have everything all thought out and it all works fine. I'm trying to help, but I can only make comments on the bits of your design that you actually post.
Design gets better when we debate and criticize as a group, like how we got a good hero design working.

your right of course, im going to actually sit down now and write out everything i can think of regarding the lizardmen mechanics and try get it as comprehensive as possible. the problem before was i was just winging it post by post with no coherence.

My design method makes these units more feasible; You can still get the troll or pegasus without the resource, but it will be very very expensive to do so.
it would be lame for you to never be able to build any monsters (or no monsters until the very late game) because you didn't happen to have the right resource; my version still lets you build the tier1 (but not the tier2) without the resource.

sorry, i wasnt disagreeing with you. thats actually a very good idea i was just mentioning that its easyer to have a single overarching statement, and then mention the acceptions case by case.

ill be back in a while with my lizardman document, and hopefully it makes sense. for now, disregard everything ive mentioned :p (though i have taken all youve said into consideration)
 
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