Ahriman
Tyrant
Tomb Kings (Nekehara)
This faction will need a lot of balance/playtesting!!
Theme: Undead ancient Egypt.
Traits:
UB Palace: Bottomless Tomb.
Spawns Awakened as follows:
Buildings:
Tomb kings cannot build the following buildings:
Granary.
Smokehouse.
Slaughterhouse.
Harbor.
Tanner
Herbalist
Coven.
Tavern
Tomb King UBs:
Mastaba (replaces graveyard).
Adds +1 influence, +1 gold, +1 beakers, increases the probability of Awakened being spawned.
Pyramid.
Requires: Masonry tech.
+1 hammer from clerics, great clerics.
Allows 1 citizen to be converted to engineer. Allows 1 citizen to be converted to sage. Allows 1 citizen to be converted to lord. Allows 1 citizen to be converted to priest.
Adds +5% gold with gold, silver, dye, cotton, grapes, barley.
Adds +5% hammers with rice, corn, wheat, cow, pig, sheep (with food, you can feed slave populations to build stuff for you).
Hammer cost: 250.
Necropolis.
Requires: Engineering tech. Pyramid building.
+1 gold from clerics, great clerics.
Allows 1 citizen to be converted to engineer. Allows 1 citizen to be converted to sage. Allows 1 citizen to be converted to lord. Allows 1 citizen to be converted to priest.
Adds +5% gold with tea, spices, pipeweed, fur, silk, incense.
Adds +5% hammers with olives, fish, crab, clam, deer, toads.
Hammer cost: 250.
Cenotaph (replaces monument)
Provides +2 influence, +3 hammers. +1GPP (great cleric), increases chance of Awakened being spawned.
Obelisk (replaces Waystone).
+1 influence, +1 hammers, increases chance of Awakened being spawned.
Needs a few more buildings, maybe some that give GPPs or free specialists (since there won't be enough population to use specialists).
Any ideas?
Units:
There just aren't that many tabletop units to base things on. A few more units might make them a little more interesting.
This faction will need a lot of balance/playtesting!!
Theme: Undead ancient Egypt.
Traits:
Spoiler :
Tomb king leader trait; fallow. Population does not increase or decrease from food.
Design very similar to Scions of Patria, in Fall Further. http://forums.civfanatics.com/showthread.php?t=273769
Population can only increase from capturing cities, creating Reborn, or building Awakened.
Cannot adopt Horde civic.
Cannot adopt Serfdom civic.
Cannot adopt Agriculture civic.
(Maybe create an interesting unique civic that boosts hammers and influence?)
Tomb Kings instantly kills 2/3 of a captured city’s population when it finishes revolt (adapt the code from Destruction religion spread?).
NO access to: Scout troop, Hedgewizard, Supply train. Crossbowmen. Longbowmen. Handgunner, Cavalry, Ironclad., beastmaster, Steamtank.
Cannot research: Advanced engineering, cannons, rifling, steel, steam power, flight, chaos techs, tournaments, mercantilism, banking, raw magic. Winds of Magic techs. Elemental magic techs.
UB:
Undead population. Adds +1000 food, +10 health. (makes it so that the AI does not assign workers to harvest food, and places low value on health resources). No unhappiness in this city.
Present in all tomb king cities.
Design very similar to Scions of Patria, in Fall Further. http://forums.civfanatics.com/showthread.php?t=273769
Population can only increase from capturing cities, creating Reborn, or building Awakened.
Cannot adopt Horde civic.
Cannot adopt Serfdom civic.
Cannot adopt Agriculture civic.
(Maybe create an interesting unique civic that boosts hammers and influence?)
Tomb Kings instantly kills 2/3 of a captured city’s population when it finishes revolt (adapt the code from Destruction religion spread?).
NO access to: Scout troop, Hedgewizard, Supply train. Crossbowmen. Longbowmen. Handgunner, Cavalry, Ironclad., beastmaster, Steamtank.
Cannot research: Advanced engineering, cannons, rifling, steel, steam power, flight, chaos techs, tournaments, mercantilism, banking, raw magic. Winds of Magic techs. Elemental magic techs.
UB:
Undead population. Adds +1000 food, +10 health. (makes it so that the AI does not assign workers to harvest food, and places low value on health resources). No unhappiness in this city.
Present in all tomb king cities.
UB Palace: Bottomless Tomb.
Spawns Awakened as follows:
Spoiler :
The base chance of spawning an Awakened for a Standard-sized world is:
Quick: ~9%
Normal: ~6%
Epic: ~3.5%
Marathon: ~3%
The world size also sets a cap on Awakened generation: It ranges from 20 for a Duel world to 70 for a Huge one (as in; once your total population exceeds this limit, no further awakened will be spawned).
Various factors can increase the base chance of an awakened spawning. The game speed determines how quickly the odds fall each turn.
Every +1 will give the following bonus.
Quick: +2%
Normal: + 1.33%
Epic: +0.8%
Marathon: +0.67%
Additive factors:
Capital population / 3
Total buildings your civ controls:
Obelisk * 1
Temple of Eternal Life* 2
Mastaba *1
Cenotaph *1.
Resources:
+1 each for having any:
Silk, Gold, Gems, Ivory, Dye.
World Size adjustment:
"Population limit" / 40
That limit is 20 for a Duel sized world and goes up to 70 for a Huge world.
Multipliers:
Civic: God king? Then * 1.25. Otherwise no change.
Game speed - the numbers are linked to game-speed production adjustments. Divide by...
Quick: 0.5
Normal: 0.75
Epic: 1.125
Marathon: 1.5
Game turn. Every turn it's a little harder by...
Quick: 0.5%
Normal: 0.25%
Epic: 0.165%
Marathon: 0.125%
Ai mod:
The AI gets a x2 multiplier.
Quick: ~9%
Normal: ~6%
Epic: ~3.5%
Marathon: ~3%
The world size also sets a cap on Awakened generation: It ranges from 20 for a Duel world to 70 for a Huge one (as in; once your total population exceeds this limit, no further awakened will be spawned).
Various factors can increase the base chance of an awakened spawning. The game speed determines how quickly the odds fall each turn.
Every +1 will give the following bonus.
Quick: +2%
Normal: + 1.33%
Epic: +0.8%
Marathon: +0.67%
Additive factors:
Capital population / 3
Total buildings your civ controls:
Obelisk * 1
Temple of Eternal Life* 2
Mastaba *1
Cenotaph *1.
Resources:
+1 each for having any:
Silk, Gold, Gems, Ivory, Dye.
World Size adjustment:
"Population limit" / 40
That limit is 20 for a Duel sized world and goes up to 70 for a Huge world.
Multipliers:
Civic: God king? Then * 1.25. Otherwise no change.
Game speed - the numbers are linked to game-speed production adjustments. Divide by...
Quick: 0.5
Normal: 0.75
Epic: 1.125
Marathon: 1.5
Game turn. Every turn it's a little harder by...
Quick: 0.5%
Normal: 0.25%
Epic: 0.165%
Marathon: 0.125%
Ai mod:
The AI gets a x2 multiplier.
Buildings:
Spoiler :
Tomb kings cannot build the following buildings:
Granary.
Smokehouse.
Slaughterhouse.
Harbor.
Tanner
Herbalist
Coven.
Tavern
Tomb King UBs:
Mastaba (replaces graveyard).
Adds +1 influence, +1 gold, +1 beakers, increases the probability of Awakened being spawned.
Pyramid.
Requires: Masonry tech.
+1 hammer from clerics, great clerics.
Allows 1 citizen to be converted to engineer. Allows 1 citizen to be converted to sage. Allows 1 citizen to be converted to lord. Allows 1 citizen to be converted to priest.
Adds +5% gold with gold, silver, dye, cotton, grapes, barley.
Adds +5% hammers with rice, corn, wheat, cow, pig, sheep (with food, you can feed slave populations to build stuff for you).
Hammer cost: 250.
Necropolis.
Requires: Engineering tech. Pyramid building.
+1 gold from clerics, great clerics.
Allows 1 citizen to be converted to engineer. Allows 1 citizen to be converted to sage. Allows 1 citizen to be converted to lord. Allows 1 citizen to be converted to priest.
Adds +5% gold with tea, spices, pipeweed, fur, silk, incense.
Adds +5% hammers with olives, fish, crab, clam, deer, toads.
Hammer cost: 250.
Cenotaph (replaces monument)
Provides +2 influence, +3 hammers. +1GPP (great cleric), increases chance of Awakened being spawned.
Obelisk (replaces Waystone).
+1 influence, +1 hammers, increases chance of Awakened being spawned.
Needs a few more buildings, maybe some that give GPPs or free specialists (since there won't be enough population to use specialists).
Any ideas?
Units:
Spoiler :
Warrior (undead)
Catapult
Galley
Trireme
Caravel
Privateer
Frigate
Galleon
Awakened (replaces settler). Can cast Add to City; sacrifices unit to increase city population by 1. 2 moves. 0 strength. Can be built in any city (unlike in Scions of Patria – cities are all made of undead, they aren’t converting living people like in the Scions). Does not build faster with food.
Hammer cost; 200 hammers.
Reborn. Can cast Add to City, sacrifices unit to increase city population by 1.
Cannot be built (acquired only through liche priests and high priests).
Skeletal worker (replaces worker). Same as worker. Undead.
Nekeharan Archer warband (Replaces Archer warband) Undead, eternal army. Otherwise identical to Archer warband.
Nekeharan swordsman warband (replaces axemen warband). Undead, eternal army. Otherwise identical to axeman warband..
Nekeharan Spearman warband (replaces Spearman warband). Undead, eternal army. Otherwise Identical to Spearman warband.
Nekeharan Cavalry warband (replaces ancient cavalry). Undead. Same as ancient cavalry.
(Maybe various other city names for flavor?
Screaming Skill catapult. (Replaces Bolt-thrower). Strength 6/2. Can bombard city defences. Causes collateral damage. Can bombard units (as catapult) up to 25% strength damage.. Causes fear.
Skeletal Archer Regiment (replaces Militia Archer) Same as Militia Archer, but Undead, Eternal Army, Death does not cause War Weariness. Requires Feudalism tech, necromancy tech. Does NOT require iron working tech.
Skeletal Horde (replaces Militia Swordsman) 3+2death strength. +10% city attack strength. Can use metal weapons. Undead. Eternal Army. Death does not cause War Weariness. Requires Tyranny tech, Necromancy tech. Does NOT require iron working tech.
Skeletal Warrior Regiment (replaces Militia Spearman) Same as Militia Spearmen but Undead, Eternal Army, Death does not cause War Weariness. Requires Lordship tech, Necromancy tech. Does NOT require iron working tech.
Tomb Swarm (replaces Hunter Skirmish Troop). Beast unit. Strength 3+1 poison. 2 moves. +20% desert strength. Double moves in desert. Hammer cost 35.
Tomb scorpion. (replaces Ranger Skirmish troop). Undead. Beast unit. Strength 5+1 poison. 2 moves. +20% desert strength. Double moves in desert. Requires Breeding grounds resource.
Tomb Guard (replaces Royal Guard). Strength 6 +2 death. 1 move. Bodyguard. Can use metal weapons. Eternal Army.
Skeletal horsemen (replaces Light cavalry). Strength 4/2+2 death. 2 moves. Can use metal weapons. Same combat bonuses/penalties as light cavalry. Cause Fear.
Carrion Flock. (Replaces Pegasus). Strength 5. Undead. Aircraft. Can use strafing run. Can intercept. Can relocate between cities. Requires Aerie.
Bone Giant. (Replaces Giant). Same as regular giant, but undead. Magic resistant?
Skeletal chariot (replaces chariot). Same as normal chariot, except undead, double moves in desert.
Bone chariot (replaces war chariot) Strength 7/3+2 death. Cause fear. Can use metal weapons. 2 moves. Requires horses. Otherwise same as war chariot.
Ushabti. (replaces Pikeman)
Strength 6/7. Undead. 1 move. Can use metal weapons. +25% vs melee units. +50% vs mounted units.
Liche priest. (National UU, limit 10)
Requires: Temple of Eternal Life building. Requires Priesthood tech.
Strength 5+1 death. 1 move. Channeling 1 (for the xp gain, can’t learn any magic spells).
Can cast Khemri incantations.
Any time it kills a living unit in combat, with 20% chance it creates a Reborn.
Hammer cost: 100
High Priest. (National UU, limit 5)
Requires: Temple of Eternal Life building. Requires Fanaticism tech.
Strength 6+2 death. 1 move. Cannot use metal weapons.
Upgrades only from level 4 Liche Priest.
Can cast Khemri incantations.
Any time it kills a living unit in combat, with 30% chance it creates a Reborn.
Hammer cost: 180.
Casket of souls.
Requires: Lordship tech. Construction tech.
Strength 2, 1 move. Siege unit. Cannot attack
Can cast weak version of Pillar of Fire (like Malakim Citadels of Light in FFH, or Chalid).
Icon Bearer. ?
Catapult
Galley
Trireme
Caravel
Privateer
Frigate
Galleon
Awakened (replaces settler). Can cast Add to City; sacrifices unit to increase city population by 1. 2 moves. 0 strength. Can be built in any city (unlike in Scions of Patria – cities are all made of undead, they aren’t converting living people like in the Scions). Does not build faster with food.
Hammer cost; 200 hammers.
Reborn. Can cast Add to City, sacrifices unit to increase city population by 1.
Cannot be built (acquired only through liche priests and high priests).
Skeletal worker (replaces worker). Same as worker. Undead.
Nekeharan Archer warband (Replaces Archer warband) Undead, eternal army. Otherwise identical to Archer warband.
Nekeharan swordsman warband (replaces axemen warband). Undead, eternal army. Otherwise identical to axeman warband..
Nekeharan Spearman warband (replaces Spearman warband). Undead, eternal army. Otherwise Identical to Spearman warband.
Nekeharan Cavalry warband (replaces ancient cavalry). Undead. Same as ancient cavalry.
(Maybe various other city names for flavor?
Screaming Skill catapult. (Replaces Bolt-thrower). Strength 6/2. Can bombard city defences. Causes collateral damage. Can bombard units (as catapult) up to 25% strength damage.. Causes fear.
Skeletal Archer Regiment (replaces Militia Archer) Same as Militia Archer, but Undead, Eternal Army, Death does not cause War Weariness. Requires Feudalism tech, necromancy tech. Does NOT require iron working tech.
Skeletal Horde (replaces Militia Swordsman) 3+2death strength. +10% city attack strength. Can use metal weapons. Undead. Eternal Army. Death does not cause War Weariness. Requires Tyranny tech, Necromancy tech. Does NOT require iron working tech.
Skeletal Warrior Regiment (replaces Militia Spearman) Same as Militia Spearmen but Undead, Eternal Army, Death does not cause War Weariness. Requires Lordship tech, Necromancy tech. Does NOT require iron working tech.
Tomb Swarm (replaces Hunter Skirmish Troop). Beast unit. Strength 3+1 poison. 2 moves. +20% desert strength. Double moves in desert. Hammer cost 35.
Tomb scorpion. (replaces Ranger Skirmish troop). Undead. Beast unit. Strength 5+1 poison. 2 moves. +20% desert strength. Double moves in desert. Requires Breeding grounds resource.
Tomb Guard (replaces Royal Guard). Strength 6 +2 death. 1 move. Bodyguard. Can use metal weapons. Eternal Army.
Skeletal horsemen (replaces Light cavalry). Strength 4/2+2 death. 2 moves. Can use metal weapons. Same combat bonuses/penalties as light cavalry. Cause Fear.
Carrion Flock. (Replaces Pegasus). Strength 5. Undead. Aircraft. Can use strafing run. Can intercept. Can relocate between cities. Requires Aerie.
Bone Giant. (Replaces Giant). Same as regular giant, but undead. Magic resistant?
Skeletal chariot (replaces chariot). Same as normal chariot, except undead, double moves in desert.
Bone chariot (replaces war chariot) Strength 7/3+2 death. Cause fear. Can use metal weapons. 2 moves. Requires horses. Otherwise same as war chariot.
Ushabti. (replaces Pikeman)
Strength 6/7. Undead. 1 move. Can use metal weapons. +25% vs melee units. +50% vs mounted units.
Liche priest. (National UU, limit 10)
Requires: Temple of Eternal Life building. Requires Priesthood tech.
Strength 5+1 death. 1 move. Channeling 1 (for the xp gain, can’t learn any magic spells).
Can cast Khemri incantations.
Any time it kills a living unit in combat, with 20% chance it creates a Reborn.
Hammer cost: 100
High Priest. (National UU, limit 5)
Requires: Temple of Eternal Life building. Requires Fanaticism tech.
Strength 6+2 death. 1 move. Cannot use metal weapons.
Upgrades only from level 4 Liche Priest.
Can cast Khemri incantations.
Any time it kills a living unit in combat, with 30% chance it creates a Reborn.
Hammer cost: 180.
Casket of souls.
Requires: Lordship tech. Construction tech.
Strength 2, 1 move. Siege unit. Cannot attack
Can cast weak version of Pillar of Fire (like Malakim Citadels of Light in FFH, or Chalid).
Icon Bearer. ?
There just aren't that many tabletop units to base things on. A few more units might make them a little more interesting.