Joebles
Chieftain
- Joined
- Jun 9, 2014
- Messages
- 62
New Civilizations
Gruul Clans
Spoiler :
Leader: Borborygmos.
Unique Ability: Unruly Masses - No Unhappiness from number of Cities. Unhappiness from number of Citizens increased by 50%. Pre-gunpowder melee Units move twice as fast through Hills and Forests.
Unique Unit: Rubblehulk - A powerful Renaissance melee unit that replaces the Trebuchet. Excellent at sieging cities.
Unique Building: Stomping Grounds - Gruul Barracks replacement. In addition to the bonus 15% XP, it grants you 15% Production towards training melee units, and all melee units trained in the city have the Bloodied promotion, increasing XP gain by 25%.
Steam Workshop | Dropbox
Known Bugs as of v2:
Author's Notes:
Version 2 - Change Notes
Unique Ability: Unruly Masses - No Unhappiness from number of Cities. Unhappiness from number of Citizens increased by 50%. Pre-gunpowder melee Units move twice as fast through Hills and Forests.
Unique Unit: Rubblehulk - A powerful Renaissance melee unit that replaces the Trebuchet. Excellent at sieging cities.
Unique Building: Stomping Grounds - Gruul Barracks replacement. In addition to the bonus 15% XP, it grants you 15% Production towards training melee units, and all melee units trained in the city have the Bloodied promotion, increasing XP gain by 25%.
Steam Workshop | Dropbox
Known Bugs as of v2:
Author's Notes:
A while ago, just as I was starting to get into modding Civ 5, I saw Silly's Innistrad civ pop up on reddit, and suddenly I realized that I really wanted to make the guilds from Ravnica into civs. I feel a bit awkward posting this now as he's started to work on the Azorius guild himself, but since I was essentially done with this I figured I would post it anyway and just hope I don't come off as stepping on anyone's toes.
This is the first completed civ mod I've ever done, so there isn't a lot of technical trickery here. Instead I simply tried to build up a fun and synergistic civ with just XML. My next ideas, however, are definitely going to require some lua trickery, which I am already brainstorming about.
This is the first completed civ mod I've ever done, so there isn't a lot of technical trickery here. Instead I simply tried to build up a fun and synergistic civ with just XML. My next ideas, however, are definitely going to require some lua trickery, which I am already brainstorming about.
Version 2 - Change Notes
Spoiler :
Balance Changes:
- Unruly Masses rebalanced to be better - now all cities with below 6 population have a net gain of happiness over a Civilization without this ability.
-Stomping Grounds now only applies the Bloodied promotion to pre-gunpowder melee units, and the experience bonus is down to 25% from 50%.
Graphics Changes:
-New model for the Rubblehulk unit (from the Civfanatics forums via seZereth, S3rgeus, and Nutty). Rubblehulk Strategic View icon now works properly.
Miscellaneous Changes:
-City names table fully filled so there should be no more database errors.
- Unruly Masses rebalanced to be better - now all cities with below 6 population have a net gain of happiness over a Civilization without this ability.
-Stomping Grounds now only applies the Bloodied promotion to pre-gunpowder melee units, and the experience bonus is down to 25% from 50%.
Graphics Changes:
-New model for the Rubblehulk unit (from the Civfanatics forums via seZereth, S3rgeus, and Nutty). Rubblehulk Strategic View icon now works properly.
Miscellaneous Changes:
-City names table fully filled so there should be no more database errors.
Ahn'Qiraj
Spoiler :
Leader: Prophet Skeram
Unique Ability: Whispers of Madness - +1 Faith per 8 followers of your Religion. Your units have +15% attack strength while near an enemy city following your Religion.
Unique Building: Obelisk of C'Thun - + 2 Faith, +1 Happiness. Shrine replacement.
Unique Unit: Conqueror - 25% bonus combat strength outside of friendly lands, -25% combat strength inside of friendly lands. Mustketman replacemant.
This mod also adds a religion to the game, "Madness of C'Thun", for players and AI to use.
Steam Workshop | Dropbox
Known Bugs as of v1:
Author's Notes:
Unique Ability: Whispers of Madness - +1 Faith per 8 followers of your Religion. Your units have +15% attack strength while near an enemy city following your Religion.
Unique Building: Obelisk of C'Thun - + 2 Faith, +1 Happiness. Shrine replacement.
Unique Unit: Conqueror - 25% bonus combat strength outside of friendly lands, -25% combat strength inside of friendly lands. Mustketman replacemant.
This mod also adds a religion to the game, "Madness of C'Thun", for players and AI to use.
Steam Workshop | Dropbox
Known Bugs as of v1:
Author's Notes:
The first in a hopeful series of Warcraft civs, Ahn'Qiraj is a Religion-based civ, a mechanic I felt could represent the spread of corruption surrounding the Warcraft Old Gods quite well. Gameplay wise, the Qiraji play best with a wide-reaching empire to take the most advantage of their powerful Shrine replacement, building up a strong religious base before a powerful mid-game offensive push, if you're going domination. Their UU supports being very aggressive, and with the right Religious beliefs, you can stack up a strong combat power advantage for your units!
Flavor-wise, Skeram was chosen instead of the Twin Emperors for two reasons: the Religious light AQ's UA casts them in, and, frankly there wasn't much artwork beyond the one promotional image of Skeram to work with.
Ahn'Qiraj is a little more complex than my previous venture into the modding world, and I'm pretty happy with how it turned out. Please let me know what you think!
Flavor-wise, Skeram was chosen instead of the Twin Emperors for two reasons: the Religious light AQ's UA casts them in, and, frankly there wasn't much artwork beyond the one promotional image of Skeram to work with.
Ahn'Qiraj is a little more complex than my previous venture into the modding world, and I'm pretty happy with how it turned out. Please let me know what you think!