[development thread] Dune: The Spice Must Flow

dtumacder

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Dune: The spice must flow

Greetings,

This mod is based on the Sci Fi Novels written by Frank Herbert, later continued by his son Brian Herbert and co writer Kevin J. Anderson.

Basic premise is a sci fi space opera spanning thousands of years, where humans, though technologically advanced, have chosen to make leaps and bounds in the science of humanity. It is a broad story telling of our races survival, forgoeing stagnation and embrasing diversity. The characters, governments, religions and factions within this universe have very rich depths that one discovers with each rereading. So if this mod is found enjoyable I highly encourage you start and read the first book...Dune.

This mod is influenced by both the ideas presented within this thread: old thread and alot of ideas of my own based on my own interpretations of the books. Inspiration and some components for the mod is in large part due to the acclaimed Fall from Heaven I & II mods. It may sound like I am brown nosing but trueally a large part of my modding skills were developed using alot of the tutorials made by Kael and the rest of the selfless folk in the tutorial forums.

There will be 4 stages to the the creation of this Total Conversion(TC) modpack. They are follows:

Concept and Design - I am creating a design outline, all of which will be posted in this thread in the posts to follow.
Developement - The meat and potatoes of the process. This will be creation and testing, creation and testing. Alpha Testing will be done by myself and select individuals upon request. Design and balance will be a primary focus in this stage.
Beta Testing - Initial release to the public for a broader testing user base. Developement and balance continues.
Release - I take a break and enjoy the mod ;) then back to expansion and improvement.

Developement Progress:
1. Civilizations - 5%
2. Tech Tree - 0%
3. Units and Buildings - 0%
4. Religions, Civics, Victory Conditions - 0%
5. Map, terrain, resources - 0%
6. Artwork - 0%

OVERALL - 0%

Beta will start once steps 1-4 are done with developement and Alpha testing.

Setting:

I believe the one scenerio and/or map type we should include is Arrakis, Dune, later known as Rakis. This was general concensus in the previous discussoin thread.

Next time frame. I love All the Dune books, I love the work of Frank, as well as Brian. But for practicalitie's sake we need to limit it so it doesn't encompass all 8 books. Instead, I say we do just the first 6. I will add influences from these first 6 books, and events concerning the story surrounding them. To relive the story a scenerio will be made. BUT if one wished to do this all or at least enough elements will be there to follow along with the story.

So we can start with the Atreides arriving on Dune, and end with the planet's destruction. With the map evolving over the course of such things.

Now we need to have all the major factoins there on Dune. This is where we will stray from story for functionality. The Emperor has noticed a decline in spice production under House Harkonnen reign. He has personally come down to the planet and has ordered House Fenring and House Atreides down to Arrakis for an investigation. Fenaris, being close friends with House Corrino and Atreides, being mortal enemies of the Harkonins, yet honorable will find anything if amiss. Now the stage has been set, let the battle for the imperium and for Dune commence.

Let the plots within plots within plots ensue.

Notes:

The Guild will be represented by events taht are driven by how much spice one has.

The Landsraad will ot be represented any time soon, they are a minor motivation in the books, and may appear in events for flavor but for the overall story, they are inconsequential.

Feedback, constructive crisism, and ideas are welcome. In fact, they are encouraged.
 
UPDATED - 5/8/08
This is a very rough draft, balancing of mechanics need to be implemented, and Technology Tree Tweaks to be done. Starting Techs may change, and Unique Units, buildings and heroes may change due to this as well. Added Smuggler Civ, and all info is now completed. Please discuss and let me know if there are things not liked or don't make sense, be sensible and polite, though constructive critisism welcome.

NEW TRAITS

Gluttonous - +1 spice on spice plots, Double production of Spice Hoard

CIVILIZATIONS

Spoiler :

House Corrino:

Leader - Shaddam Corrino IV, Traits - Aggressive, Imperialistic, Starting Tech - Zensunni Teachings, Education, Favorite Civic - Imperialism
Leader - Princes Irulan, Traits - Philosophical, Imperialistic, Starting Tech - Zensunni Teachings, Mysticism, Favorite Civic - Scholarship

Unique Unit - Sardaukar (Soldier), Sardaukar Bashar(Bashar)

Unique Building - Salusa Secundus Training Grounds (Training Grounds)

Unique Heroes - Farad'n Corrino

Premise - They are best made for a military victory and CHOAM Dictatorship victory. They will start with the "Imperial Compound", A building that gives +15% Choam influence per turn (this building can be taken if someone gets more Choam influence and takes the throne via diplomatic means, )either in a threatening or friendly manner), or through military might.

House Atreides:

Leader - Duke Leto Atreides, Traits - Protective, Charismatic, Starting Tech - Zensunni Teachings, Exploration, Favorite Civic - Hereditary Rule
Leader - Lady Jessica, Traits - Spiritual, Charismatic, Starting Tech - Zensunni Teachings, Mystiscism, Favorite Civic - Missionaria Proctivia

Unique Unit - Hawat's Man (Explorer), Fedaykin (Levenbrech), Fishspeaker (Bashar)

Unique Building - Training Ground of the Faithful(Training yard)

Unique Heroes - Paul Atreides\Muad'ib, Alia, Duncan idaho, Gurney Halleck, Thufir Hawat, Siona

Premise - Religion will play heavily when implimented. More Heroes than most other factions. They will start with loyalty in all units.

House Harkonnen:

Leader - Baron Vladimir harkonnen, Traits - Financial, Gluttonous, Starting Tech - Crafting, Spice Detection, Favorite Civic - Military State
Leader - Glossu 'Beast' Rabban, Traits - Aggressive, Gluttonous , Starting Tech - Exploration, Spice Detection, Favorite Civic - Slavery


Unique Unit - TaskMaster (Corpsman), Gladiator slave (Soldier), Pleasure slave

Unique Building - Slave Pits, Gladiatorial Arena(Theatre)

Unique Heroes - Feyd-Rautha, Piter De Vries

Premise - They get extra bonus' from spice. I see them being able to buy vast amounts of units early in the game and thus becoming a threat earl on. As the game progresses this will even out and they will go for the "CHOAM monopoly" victory.

House Fenring:

Leader - Count Hasimir Fenring, Traits - Organized, Philosophical, Starting Tech - Survival, Zensunni Teaching, Favorite Civic - Imperialism
Leader - Lady Margot, Traits - Spiritual, Philosophical, Starting Tech - Zensunni Teaching, Mystisim, Favorite Civic - Missinaria Proctivia

Unique Unit - Imperial Assassin (Master Assassin),

Unique Building - Assassin's School

Unique Heroes - N/a


Premise - They will have access to Bene gesserit tech tree early on, they will be based largely on stealth and early advances in technology that should platuae mid game. I see them as the gateway civilization to the Bene Gesserit midgame civ (see below)

Fremen:

There will be two kinds of fremen the way I invision it. There will be the civilization Fremen, and there will be the barbarian Fremen. These barbarians will represent the tribes of fremen that attack the "unfaithful". Perhaps allow the mechanic for the atreides to "convince" fremen to join them upon defeat, or make that a tech to enable a promotion along those lines to become reality. For those that want to play the fremen there is the civilization/faction.

Leader - Naib Stilgar, Traits - Spiritual, Aggressive, Starting Tech - Water Discipline, Spice Detection, Spiritual, Favorite Civic - Water Conservatoin
Leader - Liet-Kynes, Traits - Creative, Spiritual, Aggressive, Starting Tech - Water Discipline, Spice Detection, Exploration, Favorite Civic - Environmentalism

Unique Unit - Worm Rider, Fremen (Soldier), Fedaykin (Levenbrech), Sayyadina (Acolyte), Fremen Worker

Unique Building - Deathstill

Unique Heroes - Paul Atreides/Muad'ib, chani, Alia

Premise - They will have access to Worm riders, they will be a spice heavy civilization with very strong military overtones. I see them in contention of gaining either the "Paul Atreides" hero or the "Muad'ib" hero, two seperate heroes, one only being able to get out at the same time. Atreides will have access to these heroes as well. They wil lhave access to the Fremen Stillsuit promotion that allows for unit suvivorbility in the game and they will be able to diplomatically (mechanics are uncertain just yet) employ the barbarian fremen and their cities.

Bene Tleilax:

Leader - Master Scytale, Traits - Creative, Spiritual, Starting Tech - Crafting, Water Discipline, Favorite Civic - Religion
Leader - Master Tylwyth Waff, Traits - Industrious, Spiritual, Starting - Crafting, Zensunni Teaching, Favorite Civic - Organized religoin

Unique Unit - Face Dancer, Improved Face Dancer, Tleilxu Master - National unit (4 allowed)

Unique Building - Genetic Programing

Unique Heroes - Hayt, Bijaz

Premise - They will have access to face dancers. They will be largely technologically based. I see them being able to race to a technology victory, which will be gathering specific techs to replicate the worm cycle and melange on another planet.

Smugglers:

Leader - Esmar Tuek, Traits - Financial, Gluttonous, Starting Tech - Crafting, Spice Detection, Water Discipline, Favorite Civic - Consumption

Unique Unit - Smuggler Worker, Smuggler(Corpsman), modified ornithoptor(ornithoptor)

Unique Building- Smuggler's Den

Unique Hero - N/a

Premise - Jack of all trades faction, reinforced by their easy flow of Solaris and Spice.

Bene Gesserit:

The Bene Gesserit will be units that will become available via a specific bene gesserit tech tree. They will also be mimiced by gaining certain promotions via this tree by certain or all units. At the end of the tree the player will be able to build a Chapterhouse and this will open this mid-game civ/factoin for play. I believe this is needed based off of the later books when the Bene Gesserit become more proactive after the lesson taught by the God Emperor. That and it would be cool to play the witches :p


Leader - Gaius Helen Mohiam, Traits - Organized, Philosophical, Imperialisitic, Starting Tech - N/A, Favorite Civic - Caste System

Unique Unit - Novice, Acolyte, Reverend Mother, Truthsayer, Imprinter, Breeding Mistress

Unique Building - Breeding Program, Chapterhouse

Unique Hero- Miles Teg, Lucilla, Darwi Ordrade, Sheeana, Murbella

Premise - They will have access to two more advance bene gesserit units, Imprinters and Reverend Mothers. They will have access to certain promotions from the start and certain buildings. I see them as a military force late game, and a diplomatic force. They will have a special victory condition that they can bring about, "Destruction of Dune" which will have quite a few prerequisites.

The Scattering:

This will be a mid-game to late game civ that will be only available after the God Emperor Ascends event. If the no ship tech is researched and built and The Scattering wonder is made it will bring this civilzation to be.

Leader - Great Honored Matre Logno, Traits - Aggressive, Spiritual, Charismatic, Starting Tech - N/A, Favorite Civic - Military State

Unique Unit - Novice, Acolyte, Honored Matre (Bene Gesserit), Sexual Fanatic (Soldier), Lost Tleixu, Phibians

Unique Building- Slave Pits

Unique Hero- Hellica, Murbella

Premise - They will have access to Imprinters and Honored Matres. they will ahve access to ceratin promotions from teh start and certain buildings. i see them as a military force late game, and sexually enslaving civilizations into joining them in a diplomatic victory. They will also have special vicotr condition access to "Destruction of Dune" which will have quite a few prereqs.


RELIGIONS

Spoiler :

Zensunni - Religious belief and philosopy of original Fremen ancestors and Duncan Idaho Ghola Hayt was conditioned to follow this.

Missionaria Proctivia - Bene Gesserit Generic Religion generating beliefs to protect them.

Orange Catholisism - New versoin of Catholisism in Dune.

Buddislam - A cover term for a group of religions formed from various denominations of Buddhism and Islam.

Navachristianity - In the Legends of Dune trilogy, Navachristianity is the religion of the ruling class on Poritrin.

Shai-hulud - Fremen desert religion

Mua'dib - Religion based around Paul Atreides.


Civics:

A mixture of BTS Civ4 and FFH2 civics plus one or two of my own making to fit with the mod:

Spoiler :

CIVICS

Aristocracy - Default Governement where there is a ruling class. Nobility.

low upkeep

Hereditary Rule - One family keeps all the power of the faction. Military keeps the peace

requires Kanly - Tier 3
low upkeep
+1 happy citizen for each military unit in city

Representation - All groups are represented within your faction by a represenative.

requires Code of laws - Tier 3
medium upkeep
+3 Science for each science specialist
+5 happy citizens in your capital

God Emperor - Rulled by a diety figurehead

requires Mysticism- Tier 2
Medium upkeep
+25% unhappiness War
+50% production in capital
+50% solaris in Capital

Theocracy - Ruller claims to be rulling on behalf of a set of religious beliefs or agent of a diety

requires Religious Law - Tier 5
medium upkeep
unlimited priests
+1 happiness with cities with state religion
+2 exp in cities with state religion
no non-state religion spread

Universal Sufferage - Government on a planetary basis, no cenralized government.

requires No-Technology - Tier 8
High upkeep
+1 production and +1 solaris from town upgrade
+1 happiness per city
+10% spice production


Cultural:

Water Conservation - Water conservation is a way of life on arrakis.

required Water Discipline - tier 1
medium upkeep
+1 water to windtraps
All units start with stillsuit promotion

Imperialism - An imperium can influence culture on many levels and can be highly valued.

no upkeep
+100% Great Person
+1 cost for every military unit

Religion - Religion is the cornerstone of society

requires Philosophy - tier 3
Low upkeep
+5% culture in all cities
+1 hapiness from Temples

Consumption - A consumer based society

requires currency - tier 4
medium upkeep
+1 sickness in all cities
+10% solaris in all cities
+1 happiness from market

Scholarship - Scholarly pursutes are the basis of this society.

requires Mathmatics - tier 4
high upkeep
unlimited sages
+20% war unhappiness
+10% research in all cities
+1 research per specialist
+1 happiness from library

Jyhad - your nation revolves in cleansing the unfaithful.

requires jyhad - tier 7
medium upkeep
-75% war unhappiness
+2 happiness in cities with state religion
cites with state religion train units +25% faster
certain percent chance that city produces "Fanatic" unit
must be at war
no diplomacy with enemies.

Labor:

Sietch life - Individuals have no place, everyone works for something

low upkeep

Slavery - Some people are judged inferior. They are possessoins and tools.

requires Way of the Wicked - tier 4
low upkeep
+1 productin from quarry
Can sacrifice population to finish production in a city
+25% chance to create a slave from combat

Military state - All must join the military at an age and learn a skillset.

requires Kanly - tier 3
High upkeep
+15% mILITARY Unit production
-25% culture in all cities
can draft 5 units per turn
10 free military units
can spend gold to finish production of city

serfdom - less than people, more than slaves. Usually associated with feudal society.

requires feudalism -tier 4
low upkeep
workers build improvements +50% faster
-10% water, +20 percent production in all cities
can spend gold to finish production in a city

caste system - There is nobility, and there is poverty.

requires taxation - tier 5
medium upkeep
+1 reserch, +2 culture per specialist
-1 happiness in 6 largest cities
can spend gold to finish production in a city

Guilds - Everyone is part of an organization that contributes labor to the over all system.

requires Satelites - tier 2
medium upkeep
unlimited bard, sage, merchant, engineer
can spend gold to finish production in a city

Economy:

Decentralization - Where basically the government gives no say in what its people produce

Low upkeep

Conquest - resources and materials are gained through conquest

requires Kanly - tier 3
low upkeep
New Units recieve +2 experience points
Military Units produced with solaris

Free Market - Striking a decent balance between mercantilism and decentralization.

requires Trade - tier 4
Medium upkeep
+1 trade route in each city
-5% solaris, +20% culture in all cities

Environmentalism -Society does everything in respect to their environment

requires Medicine - tier 5
Medium upkeep
+6 health in each city automatically for free
+1 happy citzen for each desert whthin the citiy's radius.

Religion:

Paganism - The starting religious civic, paganism is almost a religion in and of itself, believing in the holy nature of everything physical, from water to fire.

Low upkeep

Organized religion - Organized religion is when a single person or group determines everything about the single national religion.

required Philosophy - tier 3
high upkeep
religious missionaries can be trained in cities without a monestary.
any city subscirbe tot state religion will build all buildings 25% faster.

Missionaria Proctivia - The Bene Gesserit's orchastration of religions.

required Way of the Wise - tier 4
medium upkeep
+2 experience to religious units
units in cities with state religion get 25% fortification bonus.

Free Religion - Free religion is the idea that the government has zero say in religion within its borders.

required Theology - tier 6
low upkeep
State religion must always be assigned as "No State Religion."
+1 happy citizen in city for each religion present.
+10% research in every city
 
Forthcoming, a few notes, there should be a Bene Gesserit tree that leades to Chapterhouse wonder, one for each of the Bene Gesserit training promotions (i.e. voice, prana-bindu training, Weirding Way, petit perception, imprinting.) Voice being able to make a unit not attack, Prana-bindu and Weirding Way being upgrades to attack strenght and defense, petit perceptoin extending visibility range and imprinting as a special power promotion enabling one to convincing a unit to change sides. All these with perhaps imprinting were taught to young nobles to an extent that had a willing bene gesserit teacher. Higher up in the tree, having access to the bene gesserit unit, perhaps a national wonder of breeding program that gives +1 strenght to all units in that city.

There will be an Ixian overtones through the tech tree that will allow for Ixian gadgets. This can include laze guns, no rooms, no ships, ixian probes, ixian eyes, etc etc.

Fremen techs will tend to be the survival techs. Water and Worm specific techs.

This will be outlined more in depth as the project progresses. As mentioned beforehand there will be key points for non scenerio games to access terra forming changes, to call upon various Heros, such as Paul, Leto II, Muad'ib, chani, Alia, Tuek, Later on, God Emperor upgrade to Leto II, Duncan idaho, Gurney Halleck, Ghanima, Siona, Piter De Vries, Feyd-Rautha, Farad'n Corrino, Darwi Ordrade, Miles Teg, Sheeana, Hellica, Harah, and Otheym. To name a few :p.

LAST UPDATE: 5-8-08
Here is a break down of tiers, the format of each tech is: Tech name - Prereq, Prereq - Benefits...if any are typed at the moment.

Once again, please let me know of any critique and what not.

Thanks.

Technologies:

Spoiler :

Tier 1

Water Discipline - Enable Water Conservation, Can Build Wind Traps, Stillsuit Promotion, Fremen Stillsuit Promotion(Atriedes, Fremen, Smugglers)
Crafting - Can Construct Spice Liquor Still and Tailor
Spice Detection - reveals Sparse Spice Patch & Spice Patch,
Exploration - Can Build Roads
Zensunni Teachings - Construct Monument

Tier 2

Water Collection - Water Discipline - Can Construct Water seals (Granary) & Deathstill(Fremen)
Desert Life - Water Discipline - Unrhythmetic Walk Promotion, World Wonder: Pact with the Fremen
Festivals - Water Discipline - Can Construct Market
Mining - Crafting - Can Build Mine, Reveals Iron
Masonry - Crafting - Can Build Quarry, Can Construct Wall & Dungeon.
Harvesting - Spice Detection - Can Build Harvester
Satelites - Exploration - Enable Guilds, Enable Open Border, Enable Map Trading
Survival - Exploration - Sentry Promotion, Can train Corpsman and Smuggler, Can Build Camp,
Education - Zensunni Teachings- Can Build Cottage, Missionaria Proctivia religion , Can Construct Ixian Ambassador
Mysticism - Zensunni Teachings- Enable God Emperor, Can Construct Temple & Developement Center

Tier 3

Water Storage - Water Collection - Can Construct Cistern (Smokehouse), Mahdi religion
Worm Riding - Desert Life - Thumper Promotion, Worm rider Promotion, crysknife promotion, Shai-hulud Religion, Can train Worm Rider
Iron Working - Mining - can chop down forest (when there are forests), Can Build Plantation
Construction - Masonry - Enable bridge building
Flight - Harvesting - Reveal Rich Spice Patch, Workers produce 50% more spice, Can Construct Landing Field, Can train Carry all
Projectiles - Survival - Can train Maula Pistol Soldier
Espionage - Survival - Can train Spy
Kanly - Education, Espionage - Can Construct Training Grounds, Salusa Secunda Training Ground(Corrino), Training Ground of the Faithful(Atreides),National Epic, City Garrison Promotion, City Raider Promotion, enable Military State, Hereditary Rule, and Conquest, Can train Hunter Seeker Operator
Code of laws - Education - Can Construct Courthouse, enable Representation,
Writing - Education - Can Construct Library, World Wonder: The Great Library, Can build Research
Philosophy - Mysticism - Zensunni Religion, enable Religion civic & Organized Religion
Holtzman effect -Education - Can construct City Shield, Can Train Shield Fighter

Tier 4

Trade - Water Storage, Harvesting - +1 Trade per city, Can Construct Mercenary Guild & Inn, Enable Free Market
Drama - Festivals, Education - Can Construct Theatre, Gladitorial Arena(harkonenn), Build Culture, Can adjust Culture Rate
Smelting - Iron Working - Can Construct Forge & Jeweler, Can build Workshop, Reveals Plaz, Can train Swordsman,
Sanitation - Iron Working, Construction - Can Remove Jungle (When there are jungle)
WormSign - Flight, Construction - Can train Ornithopter
Weather - Satelite - Centers Map
Poisons - Tracking - Can Construct Assassin's School, Can train Assassin
Currency - Code of laws - enable Gold Trading, +1 trade per city, Can Construct Money Changer, enable COnsumption
Feudalism - Code of laws, Trade - Enable Permanent Alliance, Enable Vassal States, Enable Serfdom,
Mathematics - Writing - can build wealth, Enable Scholarship
Way of the Wicked - Philosophy - Enable Slavery, Can Construct Slave Pits(Harkonnen)
Priesthood- Philosophy, Education - Orange Catholisism Religion
Way of the Wise - Philosophy - Enable Missionaria Proctivia Civic, Can Construct Breeding Program, Can train Bene Gesserit

Tier 5[/B]

Honor - Trade, Way of the Wise - Enables Defensive Pact, enable Choam Directorship
Deception - Trade, Way of the Wicked - enable Conspiracy, Can train Master Assassin, Face Dancer and Pleasure slave
Plaz Working - Smelting - Can train Levenbrech
Medicine - Sanitation, education - Can Construct Infirmary and Genetic Programing, Enable Environmentalism, Can train Medic
Terraforming - Weather - Reveals Map, Can Construct, World Wonder: Lyte-Kines Dream
Precision - Projectiles, Military Strategy - Can Train Maula Pistal Marksman
Mentat Training - Poisons, Kanly - Mentat Training Promotion, Can Train Mentat Assassin
Taxation - Currency, education - Can Construct Tax Office and Smuggler's Den, +1 Solaris Town, +1 Solaris Village, Enable Caste System
Ix Engineering - Mathematics, Construction - Can Construct Fortress, +1 Road Movement
Religious Law - Priesthood, code of laws - NavaChristianity Religion, Enable Theocracy
Fanaticism - Priesthood, code of laws - Can Train Fishspeakers
Novice Training - Way of the Wise, Education - Can train Novice, Prana-bindu promotion, Weirding Way Promotion

Tier 6

Atreide's Talent - Honor, Righteousness - Prescience Promotion
Tleilaxu Guise - Deception, Malevolent Designs - Can Train Improved Face Dancer
Worm Command - Worm Riding - Summon Worm Promotion, Team Wonder: Worm Capture
Plasteel Working - Plaz Working, Engineering - Reveals Plassteel, Can Construct Weaponsmith, Can train SwordsMaster and Lasgun Soldier
Suk Conditioning- Medicine, Honor - Can Construct Hospital, Can Train Suk Doctor and Phibians
Worm Cycle - Wormsign, Worm Command - Team Wonder: Offworld Worm, World Wonder: Death of the Tyrant
Military Strategy - Warfare, Philosophy - Can Construct Command Post, Heroric Epic, Blitz Promotion
CHOAM Profit - Taxation - +1 Trade route per city, +1 forgeing trade route per city, +2 spice
Ixian Probe - Ix Engineering, Plaz Working - Ixian Probe Promotion
Theology - Religious law - Enable Free Religion, Buddislam Religion
Malevolent Designs - Fanaticism, Way of the Wicked - Heroe: The Tyrant, World Wonder: The Return, Team Wonder: Devious Plans
Benevolent Designs - Fanaticism, Way of the Wise - Heroe: Leto II, Ghanima, World Wonder: Chapterhouse, Team Wonder: Insightful Manipultations
Acolyte Traing - Novice Training, Theology - Can Train Acolyte, Petit Perception Promotion

Tier 7

Axlotl Tank - Plasteel Working, Theology - Heros Automatically get 1 Ghola ressurection, Can train Ghola (Generic), Can train Tleilxu Master, Heroe: Duncan Idaho (Ghola)
Lasgun Weapons - Plasteel Working, Precision - Can Train Bashar and Lasgun Marksman
Mercantilism - Taxation - Can Construct Tavern
Machinery - Ix Engineering, Precision - Can Construct Ixian Workshop
Jyhad (Rage)- Fanaticism, Plaz working - Enable Jyhad, Wonder: Muad'ib's Jyhad
Deep Training - Acolyte Training - Can train Imprinter, Heroe: Miles Teg (Ghola), The Voice Promotion,

Tier 8

Synthesis - Axlotl Tank, Worm Cycle - Team Wonder: Synthetic Spice
No Technology - Machinery, Plasteel Working - Can Construct No-globe, Can train No-ship, Team Wonder: No-ship Worm Carrier
Spice Agony - Deep Training, Atreide's Talent - Other Memory Promotion, Can train Reverend Mother, Can train Breeding Mistress, Can train Truthsayer

Tier 9

Future Tech


Tech Tree Images:

Spoiler :





TERRAINS

Spoiler :

To begin with there will be a limited type of terrain starting out in the "Dune" map, here is a list and a small description:

1. Basin terrain - Generic terrain equivalent to plains terrain. This will encompas 20% of the map minus mountains and hills.
2. Hill Terrain - same as in vanilla civ4
3. Mountain terrain - same as in vanilla civ4, any mountain formations will be surrounded by a hill terrain. in each of the 8 directions.
4. Desert Terrain - Starting off this will encompase roughly 80% of the terrain, minus mountains and hills. This terrain will damage units on a per turn basis, no max damage, units can die from the desert, or sandworms ::grins::. Stillsuit promotions are a necessity if one is going to mine or expand into the desert.
5. Salt Flat terrain- this will be mainly for production and money. Only occurs in desert.
6. Dune Sea terrain - This will replace lakes as obstructions.
7. Drum sand terrain - If walked upon this will alert nearest worm and unit unless in city by the time worm comes will be disbanded.

from left to right the entire middle section will be desert, with mountain ranges and surrounding hills populating the dunescape, to the degree that worms will be able to roam freely. To the north and south will be an equal amount of basin tiles, with mountains and hills running through. Three civilizations will start at the top of the map, two on the south, with fremen barbarian, and fremen civ starting in the desert. The scattering when implemented will be placed in the south and Bene Gesserit in the north.

Resources -

1. Iron - replaces copper
2. Plaz - Though the substance to describe super strong glass I wish to make this the upgrade material in weapon promotions and replacement for Iron.
3. Plasteel - Last weapon upgrade material and replaces mithril from FFH2.
4. Spice patch - For 5 turns a worker can turn into a crawler and "mine" the spice. Once done, the spice patch goes away, a worm is called, and the worker is shifted 2 tiles away with a small percent chance of disbanding due to worm death. Only a certain number of spice patches will be on the map at one time in the desert.
5. Rich Spcie patch - For 10 turns a worker can turn into a crawler and "mine" the spice. Once done, the spice patch goes away, a worm is called, and the worker is shifted 2 tiles away with a small percent chance of disbanding due to worm death. Small randome number that any spice patch will come on the map as a rich spice patch.
6. Scarse spice patch - For 2 turns a worker can turn into a crawler and "mine" the spice. Once done, the spice patch goes away, a worm is called, and the worker is shifted 2 tiles away with a small percent chance of disbanding due to worm death. Small randome number that any spice patch will come on the map as a Scarse spice patch.
7. Botantical Testing Stations - These will give 2 water as long as a wind trap is built on it.
8. Bats - Will produce 1 production. As it makes communications easier in the Dune environment.
9. BTS resources - Stone, Dye, Wheat, Gems, Gold, Incence, Silver, marble, Iron

As you can see resources are scarse. At least at this stage of the Mod design. I not only want to get the feeling of affecting events outside the scope of the map and the importance of water on Arrakis, but i also want to introduce a new challenge, a new enemy. The enviornment itself, I want to introduce survival. this Will act in part with terrain in that Desert terrain, without either one of the two stillsuit promotions, is untravelable. Producing growth, via water instead of food in this mod, will come only with careful cultivation. Resources, besides the ones named above, are scarse. Livestock is almost unheard of, there is very little agriculture on Dune, most of it imported. Its only source of planetory export, I believe, is spice and spice liquor. So to survive one needs to learn the tech, build the proper water conservation builds and improvements, and be weary when mining that spice.

A note on spice, I am going to attempt to get a feature that allows a worker to mine spice outside cultural boarders. Prohibit them to mine it within other people's boarders but allow them to gather spice up in neutral territory.

Once the event "Lyte's Dream" goes off, or the wonder "Lyte's Dream" (haven't determined if this will go in normal play, as opposed to scenerio play, as either or both), the map will start to dynamically change Basin tiles will become plains tiles. Desert tiles along the edges of the desert will become basin tiles. Once plains tiles appear, forests will start popping up. Eventually all but 20% of the map will be basin, plains, and eventually grassland tiles. Normal resources will become available. Worms will die out and spice will not be mineable when it its 30% of desert on map. I don't kow if there is a map script out there but i would even like it to eventually allow for rivers to run through it.

I think this will give reason to keep that army of workers you produced early on, to add improvements on to what is now new fertile land. Old improvements like Windtraps will have become obsolete, farms will be needed, certain resources will remain but others will sprout up. Extensive tradeing other than spice will improve.

When the event "Death of the God Emperor" goes off or the wonder is made, the map will start reverting back to its original state. a reverse effect of how it changed. To the point where in stead 30% is basin with perhaps a few plains here and there, and 70% is desert once again.

Throughout the process, i'd like mountain ranges to stay stagnant simply changing from one color to the other when desert or basin tiles no longer surround it.

That is the idea I had for the map that will come with the mod. Once that is done a Scenerio will be laid out to follow the main story line more striniant. We can also then build scenerios for just specific eras within the Dune history with more detailed events.


Rough Map Layout: Please keep in mind it is a rough outline, and the terrain textures are still BTS textures I do plan on getting custom textues. If someone does take on the map for this project this is simply a guideline. I used 70% desert and 30% "basin" terrain and I outlined the top with the Shield wall with slight breaks in it. Without further adue:

Spoiler :


 
UPDATED: 5-8-08
PROMOTIONS

Spoiler :

Stillsuit Promotion
Fremen Stillsuit Promotion
Unrhythmetic Walk Promotion
Thumper Promotion
Worm Rider Promotion
Crysknife Promotion
Mentat Training Promotion
Prescience Promotion
Summon Worm Promotion
Blitz Promotion
Ixian Probe Promotion
Prana-bindu promotoin
Weirding Way
Petit perceptoin Promotion
The Voice
Other Memories Promotion
Imprinter Promotion
Truthsaying promotoin

UNITS

Spoiler :


General Units

Settler
Worker
Slave

Animals

Laza Tiger - any but invoked only during event
D wolf - requires grassland
Salusan bull - requires plains
Little Maker - requires desert
Sandworm - requires desert
Shai'hulud - requires desert

Recon Units

scout
Corpsman (explorer)- requires Survival
Spy - requires Espionage
assassin - requires Poisons
Master Assassin - requires Deception
mentat assassin - requirs Mentat Training

Melee Units

Soldier (Warrior)
medic - requires Medicine
Shield Fighter (Axeman) - requires Holtz Effect
Mercenary - requires Trade and Mercenary Guild
Suk Doctor - requires Suk Training
Swordsman - requires Smelting
Levenbrech (maceman) - requires plaz working
Swords Master - requires plasteel working and weaponsmith
Bashar - requires Lasgun Weapons

Ranged Units

Maula Pistol Soldier - requires Projectile Weapons
Maula Pistol Marksman - requires Precision
Hunter Seeker Operator - requires Kanly
Lasgun Soldier - requires plasteel working
Lasgun Marksman - requires Lasgun Weapons

Aircraft

Ornithopter - requires Wormsign
Carryall - requires Flight
NO-ship - requires No-technology

Special Units

Bene Gesserit - requires Way of the Wise
Ghola - requires Axlotle Tanks

Unique Units

The Scattering:

Novice - requires novice training
Acolyte - requires acolyte training
Honored Matre (Bene Gesserit)
Sexual Fanatic (Soldier)
Lost Tleixu (Improved Face Dancer)
Phibians

Fremen:

Fremen Worker
Fremen (Soldier)
Fedaykin (Levenbrech)
Sayadina (Acolyte)
worm rider

House Atreides:

Hawat's Man (Explorer)
Fedaykin (Levenbrech)
Fishspeaker (Bashar)

House Harkonen:

TaskMaster(Corpsman)
Gladiator slave (Soldier)
pleasure slave - requires Deception

House Corrino:

Sardukar (Soldier)
Sardukar Bashar (Bashar)

House Fenring:

Imperial Assassins (Master Assassin)

Smugglers:

Smuggler Worker
Smuggler(Corpsman)
Modified Ornithopter (Ornithoptor)

Bene Tleilax:

Face Dancer
Improved Face Dancer
Tleilxu Master - National unit (4 allowed)

Bene Gesserit:

Novice
Acolyte
Reverend Mother
Truthsayer
Imprinter
Breeding Mistress

Generic Heroes:

Leto II - requires Benevolent Designs
The Tyrant - requires Malevolent Designs
Ghanima - requires Benevolent Designs
Duncan Idaho (Ghola) - requires Axlotl Tanks
Miles Teg (Ghola) - requires Deep Training



BUILDINGS AND WONDERS

Spoiler :

Improvements:

Windtrap - prereq Water Discipline
Workshop - prereq Smelting
Mine - prereq Mining -
cottage - Prereq Education
Plantation - Iron Working
Harvester - prereq harvesting
Quarry - prereq Masonry
Camp - prereq survival
roads - prereq exploration

Buildings:

Chapterhouse - prereq Bene Gesserit - +10 espionage per bene gesserit unit other civs have, +10% espionage
Spice liquir still (Brewery) - prereq Crafting - +1 happiness from wheat, spice
Tailor - prereq Crafting - +5% solaris with dye, +1 happiness from dye
Monument - prereq Zensunni Teachings - +2 Choam influence
Water Seal - prereq Water Collection - Stores 20% of water after growth, +1 health per city
DeathStill - prereq Water Collection - +2 water on city tile for 5 turns if unit dies in civ borders
Market - prereq festivals - +3 solaris, -1 research, +2 choam influence, Can turn 1 citizen into merchant, +1 hapiness with consumption
Walls - prereq Masonry - 15% Defense
Dungeon - prereq Masonry - -10 to Crime rate, -25% war unhappiness
Ixian Ambassador (Elder Council FFH) - Prereq Education - +2 research, can turn 1 citizen into scientist
Temple - prereq Mysticism - can turn 1 citizen into priest, +1 happiness per city with state religion.
Developement Center - prereq Mysticism - +2 research
Cistern - prereq Water Storage - Stores 20% of water after growth, +1 health from wheat
Landing Field - prereq Flight - can airlift 1 land unit per turn, +1 trade route
Training Ground - Prereq Kanly - +2 exp new unit
Salusa Secundus Training Grounds - Prereq House Corrino & Kanly - +2 exp new unit, melee units start with free promotion
Training Ground of the Faithful - prereq House Atreides & Kanly - +2 exp new unit, Units start out with Loyalty
Courthouse - prereq COde of law - -10 to crime rate, -40% Maintenance, required to build fortress
Library - prereq Writing - +25% research, can turn 1 citizen into sage, +1 happines with scholarship
City Shield - prereq holtzman effect - 15% Defense
Mercenary Guild - prereq Trade - Units can buy Mercenary
Inn - prereq trade - +5 crime rate, heals units extra 25% dmg/turn, +1 trade route, +25% trade route yield
Theatre - prereq Drama - +3 Choam influence, +1 happiness, +1 hapinss from dye, with Consumption
Gladiatorial Arena - prereq Harkonenn and Drama - +3 Choam influence, +2 exp to new units, +1 hapiness
Forge - prereq Smelting - +1 sickness, +25% production, can turn 1 citizen into engineer, +1 hapiness from gold
Jeweler - prereq Smelting - +5% with gems and gold, +1 happiness from gems and gold
Assassin's School - prereq House Fenring and Poison - Free mobility promotion to all Recon units, +10% Espionage
Money Changer - Prereq Currency - +25% solaris, can turn 1 citizen into merchant
Slave Pits - prereq House Harkonen(or Scattering) and Way of the Wicked - Percent chance slave is produced in city.
Breeding Program - prereq Bene Gesserit and Way of the Wise - Choose one promotion to give each new Unit
Infirmary - prereq Medicine - +1 health, units heal extra 10% dmg/turn
Genetic Programming - Choose one promotion to give each new unit
Tax Office - requires Taxation - +1 unhappiness, +25% solaris
Smuggler's Den - requires Smuggler and Taxation - +1 spice and +10% Solaris, +10% espionage cost to enemies, +1 Trade Routes, Can turn 1 citizen into merchant
Fortress - prereq Ix Engineering - +1 happiness, +10% gold, =10% Maintenance, 30% Defense
Weaponsmith - prereq Plasteel WOrking - +10% Military Unit Production, Required to Train Swords Master
Hospital - prereq medicine - +3 health, units heal extra 25% dmg/turn
Command post - prereq Military Strategy - +20% Military Unit Production, new units +2 exp, cn be built by great commander
Tavern - prereq Mercantilism - +1 great person (Great Bard) +10% Maintenance, +1 Trade Route, +25% Trade Route Yield, +1 hapiness with Consumption.
Ixian Workshop(Machinist Shop) - prereq Macinery - +20% production, can turn 1 citizen into engineer
No-globe - prereq No Technology - 100% cost to enemy espionage costs, Units are hidden within city, +15% defense

National WOnder:

The Eyes and Ears Network - prereq Guilds, 5 inns - +10 to crime rate, espionage bonus(to be determined)

Heroric Epic - prereq Military Strategy,unit lvl 4 exp, training yard - +4 Choam Influence, +1 greatperson (Great commander), +100% Military unit production

National Epic - Prereq Kanly,library - +4 choam influence, +1 great person(Great Commander)
+100% great person birth rate

Spice Hoard - prereq 1000 spice - +4 gold, +6 choam influence, +1 Spice, +1 hapiness per city, +1 spice on all spice patches

World Wonder:

The Great Library - prereq Writing, 3 library - +8 Choam influence(information trade), +2 great person (Great Sage), +1 research from sage in all cities, +1 research from great sage in all cities, +2 sage

Pact with the Fremen - prereq Desert Life - can convert fremen units when defeated. +6 to Fremen civ, fremen stillsuit promotion to all units built in all cities.

Lyte-Kine's Dream - prereq Terraforming -

Death of the Tyrant - prereq Worm Cycle -

Chapterhouse - prereq Benevolent Designs - Bene Gesserit Civ appears. Player has choice to play them.

The Return - prereq Malevolent Designs - City built in becomes first city to The Scattering civ. Player has choice to play them.

Muad'ib's Jyhad - prereq Jyhad

Team Wonder:

Offworld Worm - prereq Worm Cycle -
Components - Worm Capture, Synthetic Spice, No-ship Worm Carrier, Devious Plans, Insightful manipulations


VICTORY CONDITIONS

Spoiler :

Miltary Might - Kill everything
CHOAM Dictatorship - influence 51% of dune
Fremen Jyhad - Convert all Fremen on the map to your cause, vassal Fremen civ., Muad'ib is level 10, World Wonder: Muad'ib's Jyhad
Recreate the Worm cycle offplanet - a kin to the alpha centari victory, where one must gather up certain technologies and build components



ARTWORK

I would like a more dune's like desert tile to simulate the appearance of Dune. There will be need for custom units made for the various units mentioned adn for the heroes as well as the worms.

For art for the individual main characters, i would like it to come from one source, either in existance or depicted by a volunteer. I would like it not be pictures of real people for the sake of legality and it just seems off seeing a picture of a real life person in a game.
 
excellent I noticed your interest in the other thread and hoped to hear some input.

Alot of the holes you see in the design plan are due to being at work and workin gon that document off and on, but i have alot of details still in my head ready for release.

Tonight i'm going to break down the tech tree and see if i can get an image of what I had in mind for it.

I think that is the easiest way to go in ways of adding alot of the Dune mythos to the game.
 
Perhaps I can help out on Units.
no promise and my time is very limited.
but Dune always fascinated me. I could supply u with low poly, low texture units if you want. but first i need to see the mod at a stage where it will not be abandoned any more, so my work would not go to waste.

So, as soon as you have something which convinces me, that this project will not be abandoned, you can approach me for unitartwork.

cheers and good luck!
 
oh wow, thanks.

Well I'm a project lead in real life, and I've read thoroughly kael's guide to mod designing which has alot of common sense advice. one in particular is, start a project under the assumption you will have no help.

I've modded minor things for my own personal civ 4 use.

I understand the hesitantsy, I saw the time stamps on the last thread with much dread. I'll keep my progress updated and I look forward to the time where we are at a place where you can help us out.
 
I have read most of the Dune books more than once, I can do testing and some XML work. I can't help that much, as I' m working on another mod, but if I can help I will.
 
In this post I am going to add possible mods out there that already did the work or add an excellent dynamic.

Influence Driven War

In essence this is the battle for not just military, but for CHOAM influence. Precidence is set heavily in the books when military victory amoungst the nobles equates to more spice and choam holdings.
 
::nods:: I've noticed a general fantasy theme for most mods, either that or modern mods. There are a few sci fi mods out there.

But Dune is a rarity in sci fi novels. Sure they have advance technology and alien themes, but this is not what it concentrates on. Dune concentrates on futuristic human advancement and human technologies. This I do not see as a problem.

So when one looks at the units we need to create or he buildings that need to be made, most especially the ones on dune, its not so much needing mechanical or alien models, but human and desert color buildings with sci fi....trimming is the best way of saying it.

When they describe the palace of Arrakeen in the first Dune book, they don't describe metals, and whirly gadgets. They describe a stone and steel (or plasteel) fortress, with collumns and wide spaces.

When they describe the dress of the fremen they describe spice threaded robes, that can look no more than cotton yet sturdier, half the time worn with use.

So i don't see too much of an issue.

The one thing that will need to be considered is a shield model for the shield promotion, though that doesn't even need to be done right away as shields are never used in the desert.
 
::nods:: I've noticed a general fantasy theme for most mods, either that or modern mods. There are a few sci fi mods out there.

But Dune is a rarity in sci fi novels. Sure they have advance technology and alien themes, but this is not what it concentrates on. Dune concentrates on futuristic human advancement and human technologies. This I do not see as a problem.

So when one looks at the units we need to create or he buildings that need to be made, most especially the ones on dune, its not so much needing mechanical or alien models, but human and desert color buildings with sci fi....trimming is the best way of saying it.

When they describe the palace of Arrakeen in the first Dune book, they don't describe metals, and whirly gadgets. They describe a stone and steel (or plasteel) fortress, with collumns and wide spaces.

When they describe the dress of the fremen they describe spice threaded robes, that can look no more than cotton yet sturdier, half the time worn with use.

So i don't see too much of an issue.

The one thing that will need to be considered is a shield model for the shield promotion, though that doesn't even need to be done right away as shields are never used in the desert.

like i said, dont worry about art, if you reach the step where art is the missing point, you will get it. but reaching that step is the hard part :p
 
like i said, dont worry about art, if you reach the step where art is the missing point, you will get it. but reaching that step is the hard part :p

If seZ says something like this, you should really make it to that point, because the art will be amazing!
 
most excellent :)

Then I continue on with that assurance, update, I got a rough draft for the tech tree.

It is basic tier placement, and prerequisites.

I used Fall from Heaven's Tech Tree as a base model, as I think its progression fits more and is smoother. I took out what wouldn't apply, changed names around, and moved a few techs up and down a teir. Only thing it is missing is the Bene Gesserit tree, which will be something that will start cheap and ramp up through 5 tiers but will only become availabe once the Bene Gesserit tech is unlocked at tier 4.

Let me konw what you think.

Bene Gesserit tree added with prereqs. Benefits and unlockable stuff to be added this weekend.

Also didn't put out a notice, Civ/factoins are more in depth on thread post number 3
 
If seZ says something like this, you should really make it to that point, because the art will be amazing!

Oh I realize I'm a huge fan of his work in FFH
 
seZereth ,

well if you say arts not a problem...then :

hint hint star trek mod,
hint hint b5 mod

:)

technically no problem...
but very time consuming. and i am very busy these months.

Oh I realize I'm a huge fan of his work in FFH
thanks. but i was thinking more in the style of the WW1 Infantry pack I released (Unit Graphics Thread).
Those low poly units are not hard to produce and you can use a lot of them onscreen... epic battles ;)
 
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