Original Post
Version 0.1 issued.
It's pretty much complete but needs to be balanced. Pedia entries are not fully in there but see post 2 below for info.
Version 0.2 changes
xml
python
Version 0.3 changes
xml
python
Version 0.4 Changes
Ydil 0.5 Changes
Ydil 1.0 Changes
Art Credits
Compatability
Should work with Rife 1.41, Snarko's patch and Ashes of Erebus
Spoiler :
Hi
I'm planning to develop a new civ for RifE once I'm finished with the JotnarL. I've already started working on some of the xml.
The overall concept is that it will be a hive mind civ. I don't think this has been done for an FFH modmod. I'm not aware of such a civ in any sci-fi mods but if there is one that I can nick ideas from, let me know.
Key Features
The origins of the civ is in a group of people who wandered too near the Palus when Perpentach was in one of his less lucid states. Their consciousness were altered and able to flow among them all. They almost succumbed to insanity. When the body of one among them died but the consciousness remained with the others they realised that they might now be immortal. They spread their consciousness into others, subduing the sentience that was already there. They learned that their power grew the more minds that they could move among and so began to infect as many minds as they could. Children born within their influence never develop any concept of self.
I'm planning to develop a new civ for RifE once I'm finished with the JotnarL. I've already started working on some of the xml.
The overall concept is that it will be a hive mind civ. I don't think this has been done for an FFH modmod. I'm not aware of such a civ in any sci-fi mods but if there is one that I can nick ideas from, let me know.
Key Features
- Everyone in the civilization is controlled by the hive mind. The core of the hive mind is in the capital. So long as a city is connected with the capital, it will not have any unhappiness from population. There will be a big unhappiness hit in any city not connected to the capital (from a python generated building).
- While Ydil units are in the within the Ydil territory, they are Connected, can not be captured in combat and every unit will have 5% chance of converting defeated units.
- While Ydil units are outside of their territory they are Disconnected, with a chance of becoming temporarily Confused (held) with a subsequent chance of becoming Crazed.
- Units will not gain any xp from combat. 1 beaker of research will be gained when an enemy unit is killed.
- Units are also blocked from passively gaining xp.
- The Ydil do not gain promotions from xp. Rather the hive learns something and then The Ydil can build Wonders, which create buildings in all Ydil cities which give the associated promotion to the applicable units.
- All units will be assigned levels after a certain number of turns (or at certain techs) to allow upgrading to units which have level requirements.
- The Ydil palace provides three Mind mana. The arcane units start with the associated level of Mind promotion. They do not get a free promotion pick.
- Their chance of great people is reduced. 50% is the maximum reduction I can do with a trait without causing ctd. If it does not cause ctd I will add further gp% reductions to buildings which allow assignment of specialists in cities.
- They will not be able to use Commanders.
- Individuality is not strong enough in the civilization to allow for any heroes. Their mind control does allow them 4 unique units; Foreign Ambassadors. These will be weak units who can not leave the city. They each provide one more vote on any council that the Ydil are members of. If an ambassador is killed, it will trigger diplomatic malus or possibly a war between two other civilizations.
- Most units will be the defaults.
- Their ArchMages are Possessors. The power of an ArchMage is the arcane mind and the Ydil's mind is the collective. These units will have a high chance to avoid destruction in any conflict, representing the consciousness simply moving to another body. Mind magic is their thing and they can not regain promotions from experience so they will not lose Mind 3 when they cast Dominate but there will be a delay preventing them casting it too frequently.
- Similarly, their Immortals are based on moving the consciousness from body to body. Rather than trying to heal a unit, the collective simply focuses the combat skills into a different individual. Ydil Immortals heal 100% after any combat but can not use bronze, iron or mithril weapons.
- Berserkers can infect units on tiles they attack with Crazed.
- When a state religion is adopted, then that religion appears in all Ydil cities. Any other religions present in any of the cities (except the capital) are removed but the memory of that religion is retained in the capital. All religious units (including high priests) switch to the equivalent unit for the state religion.
- Religious heroes will be blocked.
- The leader is the collective consciousness, or rather the token figurehead that the other leaders will deal with. This will start with just the Ydil Trait to reduce GP generation (and possibly Insanity). The collective can gain further traits, based on the same criteria used for Emergent leaders but there isn't the same limit to the number they can gain.
- Current idea for a world spell is to have everyone dogpile a selected enemy, whilst giving a diplomatic boost from everyon towards the Ydil.
The origins of the civ is in a group of people who wandered too near the Palus when Perpentach was in one of his less lucid states. Their consciousness were altered and able to flow among them all. They almost succumbed to insanity. When the body of one among them died but the consciousness remained with the others they realised that they might now be immortal. They spread their consciousness into others, subduing the sentience that was already there. They learned that their power grew the more minds that they could move among and so began to infect as many minds as they could. Children born within their influence never develop any concept of self.
Version 0.1 issued.
It's pretty much complete but needs to be balanced. Pedia entries are not fully in there but see post 2 below for info.
Version 0.2 changes
Spoiler :
xml
- Drone overwrites mental target.
- Meta Magic building descriptions corrected.
- Chance for AI to build a Wonder increased and increased Military Flavor.
- Connection bonus art define defined and referenced.
- Ydil version of Obsidian Gate and Elder Council added.
- Garrison3 building xml corrected. Sentry1
and 2 buildings and promos added.
python
- onUnitBuilt/onUnitCreated, corrected if to elif to allow tier 4 upgrading.
- onTechAcquired added for assigning level to Drones
- onBeginPlayerTurn, state religion spreads automatically to Connected cities. Sense Wonder buildings and Garrison3 uncommented
- YdilSpell; Made Ale or Wine prerequisites for the Ydil world spell. Chance of getting a new trait reduces when Joining the Core, depending on how many traits have already been acquired.
- onUnitKilled; halved the beakers earned from killing units as the Ydil seemed to be advancing too quickly compared with the others.
Version 0.3 changes
Spoiler :
xml
- Lots and lots of text entries, including concept
- LeaderheadInfos/BuildingInfos - Tweaked AI flavors
- CivilizationInfos - Blocked archery range to Ydil. Added the GC and Worker Wonders
- BuildingInfos - Siege Workshop made prereq for Siege Knowledge
- BuildingClassInfos - Amended Ydil Wonders so that they can rebuild the Promotion wonders if destroyed.
- UnitInfos - Added buildable Link, limited to 4 max. Can not Join Core to gain Traits.
- Some pedia entries added
- PromotionInfos - Relevant mana made prerequisite for the level 3 arcane promotions. Extra perception for Links. Some tech prereqs added for some promos
- ArtDefines_Building/BuildingInfos - added Ydil Palace art to use civ button
- Added Subdue Animal, Subdue Beasts, promos, buildings, wonder and python
- LeaderheadInfos AI values tweaked
python
- onUnitKilled - Ydil no longer get beakers for killing barbarians, animals or demons (to discourage farming)
Version 0.4 Changes
Spoiler :
- CivilizationInfos: Blocked Dungeon. Now use no xp hunting lodge.
- BuildingInfos: iAsset values set to 0 for promotion buildings. Archery wonder now requires fletcher. Few other building prereq added for promo wonders. Repairer text reference fixed.
- PromotionInfos: Drone overwrites evil eye and is now allowed to Commanders. Confused units are now held. Connected units are immune to fear (all expendable). Guerilla central knowledge made autoacquire.
- LeaderheadInfos: Human can choose Octopus Overlords
- UnitInfos and PromotionInfos: amended so minions claimed by Locus and Talents won't be mental targets.
- SpellInfos: Dominate made autocastable so the Loci do not need to be micro managed.
- Other Text: typo fixed
- onUnitBuilt python: amended so heroes do not start with the Central Knowledge Promotions.
Ydil 0.5 Changes
Spoiler :
- BuildingClassInfos: <iExtraPlayerInstances> changed to 1 for wonders.
- onBuildingBuilt & onBeginPlayerTurn: Wherever promo wonders are built, they appear in the capital. Promo building appearance updated to reflect this.
- Siege,Sentry and Commander promo wonders split into two wonders.
- Ydil Academy replaced with Free Thinkers. Ydil given their own version of sage
- BuildingInfos: iAsset, iAIWeight values amended
- CivilizationInfos: Blocked Catacomb Libralus and new sage and buildings
- LeaderheadInfos: Chance for AI to build wonders changed. Tweaked some AI parameters
- onPlayerChangeStateReligion - allows for the Esus state religion option
- BuildingInfos, BuildingClassInfos, PromotionInfos, onBeginPlayerTurn - Counter Intelligence and Flanking wonders added.
- EventInfos, EventTriggerInfos, onCityAcquired: Sting in the tail sequence of events added.
Ydil 1.0 Changes
Spoiler :
- onUnitBuilt - fixed MetaMagic typo and siege_b text
- SpellInfos - Ydil Free Thinker can Join Core
- PromotionInfos - ambassador no longer affects diplomacy
- LeaderRelationInfos added so The Consciousness dislikes Perpentach
- Diplo text and some pedia entries added.
- AI given friendly push to use the ambassadors to take control of a Council
Art Credits
Spoiler :
Civ banner is based on Rutland Water - Swans by Jean Louis Vandeviere. See www.birdingblogs.com.
The Consciousness protrait is Empty Mirror be dred8667. See www.deviantart.com.
Immortal unit graphic is Chuck Norris by Garretsidzaki.
The Consciousness protrait is Empty Mirror be dred8667. See www.deviantart.com.
Immortal unit graphic is Chuck Norris by Garretsidzaki.
Compatability
Should work with Rife 1.41, Snarko's patch and Ashes of Erebus