[Scenario/Mod in Development] The Three Empires (Not the Three Kingdoms!)

cybrxkhan

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Arteran: The Three Empires
(Not the Three Kingdoms!)

Overview: Arteran: The Three Empires is a “semi-total-conversion-Mod” about the rise and fall of a vast land, known as Arteran, a fictional semi-modernized world that still has many elements of other influences. It takes place in an unspecified future time, but dates in Arteran are referred to as “BA” and “AA”.
The mod features custom made civs, units, governments, “religions”, buildings, music, a world map, and hopefully python created events and concepts, and more.
This is my first attempt at real modding, so this may be kind of modest… I may need some help with the Python, though.

Story: For thousands of years, or so the books say, Arteran has been inhabited by states, nations and empires, all vying for total control. And yet, none have been successful.
609 BA – about eight hundred years after the Great Wars, and still there is tension. Out of the ashes of the great and terrible war, fourteen states emerge. Some are old, others new, and some in between, but each is solidly existent. It seems like after centuries, peace has finally come. Of course, this could all change with a series of events… To the south, the old Galloan foes of Arteran have returned for their fifth and largest mass scale invasion. Not even Aidis, the most experienced of all nations against Galloa, may stop them… To the north, nomads calling themselves the Oslaitvae’r have been growing in power, the tribes becoming all too friendlier – whether it is decades or centuries, it seems the various tribes of the Oslaitvae’r would sooner or later unite into one, large, destabilizing force… and even within Arteran itself, the various nations aren’t quite so friendly despite what politicians say… there is secrecy and espionage, alliances and betrayals…
And worse of all, all this is happening at a rate so fast, it may spell the end of the old world order. The gods are watching… now, which nation has the determination, strength, wit, luck, and skill to survive and conquer these unpredictable times?
 
Civilizations:

There will be {18} civilizations total, eight of which are playable. Each playable one will not only have one unique unit, but three. Also, each leader, regardless, now has not only two, but three or even four traits (all traits are original ones not from the vanilla game). Why? Actually, it isn’t as good as it sounds. Traits may have bad effects too… some, for example, may cause you to have corruption, or perhaps make people angry… there are also neutral traits, which do both good and bad things. In the end, if one would give a “good” trait a value of +1, a “neutral” trait a value of 0, and a “bad” trait of -1, each leader would end up with the value of 0 – in other words, all the traits balance each other out.

So, now, you have to be careful when you choose a leader with all too good qualities – he may have some you don’t want too!

A short description of the civs, leaders, and their UU’s (if UU is in red, it will be added in later versions):

Aidis: Arguably the oldest political entity of Arteran, Aidis was once a great imperial power, virtually controlling the south and center of Arteran. Those days were gone as soon as Arteran fell into chaos with the fall of Aidis’ old rival, Cedarin. And yet, in the chaos, Aidis faced a perilous doom… but it is older than five millennia, older than even ten millennia! It survived, smaller, weaker, perhaps, but it still has its spirit, and what more, it has the capability to expand once more, if it were not for the barbarians and invaders that now threaten Arteran once more…

Leaders:
Alif Liu (Industrious, Benign, Over reactive, Paranoid)
Xos Maya (Energetic, Over reactive, Intelligent, Nationalistic)

UU:
Imperial Legion (replaces Legion): One of the most powerful units in Arteran.

Imperial Guard:

Imperial Cavalry:



Besera: One of the youngest powers in Arteran, Besera was built upon militaristic foundations, conquered over eight times its original size; its power lies in its large hold of land, resources, and its strength. As it is relatively new, it has yet to show exercise of its newfound power, and even if it can, but it is known that Besera will definitely be influential to the world of Arteran, and if not now, very soon.

Leaders:
Icarus XIII (Foolish, Industrious, Unthinking, Benign)
Iumetos I (Modest, Paranoid, Friendly, Nationalistic)

UU:
Elite Champion (replaces Horseman): Very heavy cavalry, and very fearsome.

Steel Warrior:

(Unknown):



Ciafis: One of the successor states of Cedarin, the largest empire of Arteran, which had collapsed centuries earlier, Ciafis is Cedarin’s successor culturally. Though smaller in size (it was unable to expand much land in the disorder following the fall of Cedarin) compared to the other powers, its greatest asset is its diplomatic abilities. No nation is known to be so friendly, so lighthearted. All its leaders, male or female, young or old, wise or foolish, all have had be known for some kind of good-natured personality… perhaps, with such skills, Ciafis can help unite Arteran in the face of trouble.
Leaders:
Rosemary XXI (Flirtatious, Naïve, Energetic, Nationalistic)

UU:
Grand Legion (replaces Legion): Similar to the Aidisese Imperial Legion, but much weaker but cheaper.

Crossbowman:

City Guard:



Talus: The true successor of Cedarin politically, Talus was built on patriotic hopes of one day reuniting the lands of Cedarin into one great empire, and to once more have a chance against the old enemy, Aidis. Yet, Talus, despite its size, began small, and had to use all its assets to gain control of the east politically. It has gained power, much power, and with this power, it may have a reasonable chance of reviving the old empire of Cedarin… of course, once the barbaric invaders and the other nations are out of the way.

Leaders:
Katherina XIV (Energetic, Hostile, Strategic, Cruel)

UU:

S(tandard).A(ttack).D(efense).U(nits) (replaces Light Infantry): An infantry unit with better offensive capabilities.

H(eavy).M(echanical).A(rmour):

Infantry Corps:



Solbiar: Solbiar is another successor of Cedarin, but mostly by territory, wielding about two thirds of Cedarin in its empire’s days. Though not very influential in world affairs as of yet, Solbiar is very stable, and has strong ties with the other successors of Cedarin, namely Talus and Ciafis. Perhaps, with such, Solbiar can once more help bring about the restoration of Cedarin.

Leaders:
Theva Maria (Wasteful, Nationalistic, Intelligent)

UU:

H(eavy).M(echanized).C(avalry) (replaces Light Armour): A light tank that deals much damge.

H(eavy).B(attle).M(arines):

A(dvanced).M(ilitary).F(lyer):



Xemar: A very small state situated in the south, next to Aidis, Xemar was not always so small. The closest and most loyal of allies of Aidis, they had stayed close to Aidis through its troubles (most of the time), and in those days, they were the most influential power in the east. In the confusion following the collapse of Cedarin, Xemar too had suffered, losing three fourths of its territory. And yet, like Aidis, it still remains firm. Its economy is not in complete shambles. Its military is still reasonably capable. Its politicians are not completely corrupt. It still has a chance to become the largest power of Arteran – but only after Aidis…

Leaders:
Mikhail Simov (Cunning, Courageous, Cruel, Nationalistic)
Basil Rorsky (Benign, Foolish, Cultured, Cowardly)

UU:

Imperial Rider (replaces Cavalry): Cavalry effective at charging on infantry.

Imperial Knight:

Xemarian Infantry:



Nun Devos: Nun Devos was an ancient province of Aidis that secured its independence with the decline of Aidis. Nun Devos managed to control most of the territory between the southern and central mountains, making it the most powerful “minor” nation. It has maintained good ties with every nation (save Galloa), something which the other nations have never achieved, and so far, has shown talent in using diplomacy to end hostilities, and even more remarkable, taking sides in conflicts, and still keeping good relations… however, as divisions within Arteran grow once more, Nun Devos, as a growing power, may have to chose a side real soon… and being in the center of Arteran, it may have to make a difficult decision with unimaginable consequences…

Leaders:
Peter Vamuller (Friendly, Cultured, Foolish, Cowardly)

UU:

Standard Infantry (replaces Heavy Infantry): A good defensive unit.

Attack Corps:

Lancer:


Unplayable Civs:


Inox: Inox was originally a part of Xemar that gained independence a little before the wars between Cedarin and Aidis. Inox enjoys a mutual pact with Xemar. Varalikos, and Aidis that provides it protection, though as it lays pretty much in the corner of Arteran, no one really wants or needs to invade it. Its UU is the Inoxese Knight (replaces Legion). Their leader is Askelpos II (Cunning, Strategic, Wasteful).


Varalikos: Another nation once part of Xemar, Varalikos, in the period of disorder, expanded quickly and was able to hold half of the original Xemarian land. Part of the four-way pact between Xemar, Inox, Aidis, and themselves, Varalikos generally stays out of international disputes, and only under rare occasions will they bother to. Their UU is the Heavy Guard (replaces Heavy Infantry). They are led by Johnathan Tiranos (Over reactive, Workaholic, Friendly).


Yeros: A minor successor state of Cedarin, Yeros has been, for quite a long time, and probably for at least a while, a vassal of Ciafis, officially. However, Ciafis has been quite a lenient master, letting its servant have free will and choice. Yeros has yet to show any power, although they have shown much sign of diplomatic activity. Yeros’ UU is the Grand Cavalry (replaces Horseman). Their ruler is Lawrence Keison (Arrogant, Cultured, Foolish, Financial).


Keintapa: One of the ancient nations, Keintapa has seen its rises and falls, and it suffered greatly throughout the many conflicts of Arteran, for it was placed in the open grasslands and plains of the north, a large entity, filled with strategic land and resources, a gleaming gem for all the desperate nations… Now revived, Keintapa, after a revolution that toppled the old government, is stronger than it once was, and now, if it is allowed to expand unnoticed, may prove a dangerous threat. Their UU is the Bombman (replaces Bazooka). Their leader is Yu Xinhuang (Arrogant, Cunning, Industious).


Quincerem: Living by the lake of Quincerem, the Quinceremi have always based their life on the lake. But, lately, within the last few centuries, Quincerem has doubled in size, and now controls a strategic passageway from the northern grasslands and plains to the ones in the center. Because of this, it may face a threat it never really needed… Its UU is the Guerilla (replaces Light Infantry), and they are led by Ziyo Jiasarai (Foolish, Friendly, Nationalistic).

Etedume: A state born out of the chaotic northwest, Etedume unexpectedly rose to become the prominent state of the northwest, where Aidis had once clashed with Cedarin and Cedarin’s ally Ulronon. But, of course, those days are no more. Despite its isolated position, Etedume has much diplomatic contact, yet is a very neutral nation. Its UU is the Royal Gunman (replaces Light Infantry). They are ruled by Tawan Al-Safn (Unthinking, Friendly, Cunning, Nationalistic).

Lucan: The smallest recognized nation of Arteran, Lucan is the most isolated, though it still has minimum diplomatic contacts and keeps small trade with its neighbors Besera and Quincerem. Though the entire nation is defended by a wall of mountainous terrain, they are very close to the desert barbarians, which will, obviously, prove very hazardous. The UU of Lucan is the Camel Rider (replaces Horseman). Their leader is Tobar Minaren (Intelligent, Hostile, Cruel, Cultured).
 
"Barbarian" Civs:

Though unplayable and considered “barbarian” civilizations, these civilizations will be very important, especially in game events. All their units will be unique or at least have different flavors.

Oslaitvae’r: Yes, hard to pronounce, and leaders names even harder to pronounce. The most civilized of the “barbarians”, they are theoretically an independent nation. May launch massive invasions from the northeast in the middle to later stages of the game. They will be led by the bloodthirsty Duhe Rimakekinjurezetalleran (or Rimak for short).

Galloa: Not really a barbarian civ, but launches huge assaults periodically once every millennia or two. Of unknown origin, Galloans are actually very civilized and sophisticated. They will appear at the very beginning of the game, attacking near Aidis. Their leader is the General Amphitryon Levus. (may not be included in mod)

Aokopoi: A small band which will raid a little than leave between the early and middle parts of the game, and otherwise is of no importance. Their leader is Rufta Asalen. (may not be included in mod)

Haskula: Appearing near the very end, these are demons from hell, who will leave all of Arteran in ashes and a fiery pit of doom… unless, of course, they are stopped. They make all of the other invaders combined look like saints. They are led by Dulam Hradjukasun, or Hradju for short. (may not appear in first few pre-initial releases)


Units:

The Three Empires will feature completely new units, about half with new skins, and most of the units from Civilization will be removed. However, even those that remain will have revamped powers to reflect the world of Arteran. Also, all units will have increased movement, to reflect realism, and increased costs, to stop people from having situations like “I don’t really feel like building any more tanks because I already have a gazillion as I can build them in one turn in half of my cities.”
The units:

- Light Armour
- Heavy Armour
- Heavy Infantry
- Helicopter
- Bazooka
- Light Infantry
- ICBM
- Gunner
- Bombard
- Cavalry
- Legion
- Horseman
- Battleship
- Destroyer
- Transport
- Carrier
- Submarine
- Titanium Frigate
- Platinum Galleon
- Scout Bark
- Jet Fighter
- Stealth Bomber
- Scholar (Missionary in Vanilla game)


Religion --> Ideology

Religion has now been replaced with “Ideologies”, pretty much systems of not only political beliefs, but beliefs in the way economy, culture, social life, and other matters should be handled. There will be seven in all: Imperialism, Pactism, Naivetan, Solitism, Agarvism, International Unionism, and Mutualism. Each will provide different pros and cons. On the world map, each one, except International Unionism, will have already been founded and have spread to different locations.


Buildings and Wonders

Although some of the buildings and wonders will remain, often with different names, and perhaps slightly different effects, other new structures will also be added to give the mod more flavor.


Civics

All the civics have been replaced by new ones, three for each category. The “Legal” category has been replaced by a category called “Welfare”, dealing with how domestically, the citizen’s needs are handled.


Resources

A few new resources will be introduced, hopefully.


Technology tree

Originally, I had planned to obliterate technology altogether, but I have decided that is unnecessary and perhaps would destroy certain elements of the game. However, there will be few techs to research, probably fewer than twenty. Anyways, most of the units and structures will be available from the game.
 
Python

Unfortunately, as I have nearly nil experience in real programming, this WILL be the hardest part. However, I do hope to study the python from other mods and be able to simulate the barbarian invasions. I also hope to simulate the diplomatic crises that may happen.
(Any help for this would be appreciated)


VICTORY CONDITIONS


And, of course, how to win. There are only, and only, two ways (I'm perhaps thinking of a few more, but for now, these are the definite ones):

1. Domination: Dominate 80% of Arteran, or 85% of the population of Arteran.
2. Time: Get a high score by the time the Arteran is in complete chaos… or not.
 
Your traits sound cool. What do they do?
 
Your traits sound cool. What do they do?

Actually, I'll tell you a little secret :D

Some of the leaders here are based on REAL people i know... if you know what i mean... so, in order to "respect" them, i had to not only show good qualities but also BAD qualities. that gave me the idea - good AND bad traits AND neutral...

now, to answer your question, i'm unsure for some of the trait's bonuses, but for some, i have a general idea:

for the good traits:

- Industrious: +2 hammers
- Benign: +2 happy faces
- Intelligent: +10% science?
- Strategic: Some kind of promotion bonus
- Cultured: +2 culture
- Friendly: Some kind of diplomatic bonus

for the neutral traits:

- Nationalistic: some kind of unit promotion; negative diplomatic bonus (you can call it ethnocentrism)
- Cunning: some kind of way to increase chances of diplomatic sucess; ??
- Flirtatious (well, this is my favorite;) ): diplomatic bonus; ??

for the negative traits:

- naive: + corruption or -gold (because they are stupid to not know how to handle government)
- cruel: unhappiness
- Wasteful: corruption
- Hostile: negative diplomatic bonus.

Well, something like that...
 
Some...

they will all "balance" out, hopefully. there will be only three possible "combos" -

either a 2 good and 2 bad, or 1 good, 1 neutral, and 1 bad; or, 1 good, 2 neutral, and 1 bad.
 
I think hes saying that negative effects like hostile wouldnt play much of an effect with some play styles (if they were constant warmongers).

But I actually think this is a good thing. Civ is about playing into your strengths and attempting to mitigate your weaknesses. If a particular leader fits your play style, so much the better.
 
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