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#1 |
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Deity
Join Date: Oct 2005
Location: The Middle West
Posts: 2,210
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After many years of sabbatical (actually just half a year distracted by TF2 mapping) I have decided to once again resume work on my old Civ IV: Vanilla version of Risen by converting it to BTS. I decided to trim a lot of features like the assloads of new techs, civics, and victory conditions for the time being, so right now it's more like a civ pack than an actual mod. Thus, I decided it should probably have a fresh new thread. But the old one can still be found at http://forums.civfanatics.com/showth...65#post3832865
So now for the categories! New Civs ![]() Long Name: United Governments Short Name: Unigov Adjective: Union Colors: Navy Blue and Goldenrod Flag: Stylized Globe Starting Techs: Fishing and Agriculture Short Description: North America-based supernational organization. Kind of a UN, EU, NATO mash up. Sees international conflict and internal anarchy as the primary threats to civilization. Big brother government with high tech surveillance, and has ambitions to bring all nations into the fold of its new world order. Leaders Percival T. August Title: Executive Director of the United Governments Traits: Philosophical, Industrious Favorite Civic: Representation Notes: No pic because he is currently a stick figure. ![]() Jane C. Lentulus Title: Director of Union Security Traits: Organized, Protective Favorite Civic: Police State ![]() ![]() Unique Unit: Military Police (replaces Marine) Alterations: Starts with City Garrison I Reduces chance of riots in stationed city. Notes: Obviously a city defense unit. His stats are pretty much final, though I am saddened that his free promotion becomes redundant with a Protective leader, if only there was a way to give him CGII in such a situation. I still may change his name since Military Police isn't really the technically correct term. Maybe Martial Law Officer. Unique Building: Global Security Agency (replaces Security Bureau) Alterations: +66% Defense against Espionage +2% in all citiesNotes: I was trying to think of ways to make the "global" more global as in have the +2% affect allies too, but I think the only thing I managed to do was to make it a team project :/ My other idea was to have a building that helps wonder building time, and thus giving Unigov a jump on making the UN.----- ![]() Long Name: House of Hertfordshire Short Name: Hertfordshire Adjective: Hertish Colors: White and Red Flag: Seal of Hertford over St. George's Cross (may be simplified in the future to just a deer head for readability) Starting Techs: Fishing and The Wheel Short Description: New pretenders to a thousand year old throne. Seeks to bring back the glory days of the old empire. Sees war and conquest more as sport and a matter of prestige and glory than as a matter of death and subjugation. Leaders Edmund Langfordance Title: Duke of Newcastle-upon-Tyne, Lord High Constable, Lord Protector and Regent of the Throne Traits: Spiritual, Imperialistic Favorite Civic: Vassalage Algernon Cottingsworth Title: Duke of Cambridge, Earl Marshal of England, Admiral of the Fleet Traits: Financial, Imperialistic Favorite Civic: Caste System ![]() Becki of Hertfordshire Title: Heiress Presumptive to the White Crown Traits: Creative, Charismatic Favorite Civic: Hereditary Rule ![]() ![]() Unique Unit: Airbourne Aircraft Carrier (replaces Carrier) Alterations: Moves 6 ![]() Requires Advanced Flight Requires Aluminum in addition to Oil or Uranium Can move through Impassable Terrain Cannot Capture Enemy Cities or Units Ignores Terrain movement Costs Maximum 0% damage to enemy on attack Notes: Current model is half-embedded into the ground, so I'm going to need to make a new one for that. ![]() Unique Building: Governor's Manor (replaces Courthouse) Alterations: Requires Feudalism Reduces Maintenance in Nearby Cities +1% Trade Route Yield Double production speed for Imperialistic leaders instead of Organized ones Requires at least 8 cities Notes: I hope that nearby city maintenance reducer doesn't make it overpowered ----- ![]() Long Name: Sino-Russian Alliance Short Name: KPC Adjective: Communist Colors: Crimson and Gold Flag: Star with a hammer & Sickle inside Starting Techs: Agriculture and Hunting Short Description: Home to the largest standing army in the world armed with nuclear weapons, but also home to the government that controls them on the verge of collapse. A waking giant can cause great destruction, but how many villages will be crushed under a falling one? Mmm metaphors! Leaders Dmitrii Djivelegov Title: General of the Army Traits: Expansive, Industrious Favorite Civic: State Property Sai Jing Sheng Title: General of the Strategic Rocket Forces Traits: Aggressive, Organized Favorite Civic: Nationhood ![]() ![]() Unique Unit: Conscript (replaces Infantry) Alterations: Strength 10 ![]() Cost 15 ![]() Requires Military Tradition, Assembly Line, & Rifling no upgrades Unique Building: War Factory (replaces Factory) Alterations: Requires Communism & Assembly Line +50% Military Unit Production New Armored Units Receive +4 Experience Points Double Production Speed for Aggressive Leaders Notes: Ideally I wanted a building that doubled military unit production during wartime, but it is what it is. ----- ![]() Long Name: neoVisigothic Clan Short Name: neoVisigoths Adjective: Gothic Colors: Gray and Black Flag: Cross Crosslet Starting Techs: Mysticism and Mining Short Description: An old reich, cursed by its own success at withstanding the siege, ultimately turned into a land of darkness, famine, and disease. Nowadays it is ruled only by roving barbarians, and warbands, but one such clan will see the chance to rise again thanks to the rediscovery of an ancient magic, and a little naive international aid doesn't hurt either. Leaders ![]() Wilhelm Ravenhurst Title: Warlord of the neoVisigoths Traits: Aggressive, Industrious Favorite Civic: Slavery ![]() Lilith Victoria Title: Völva of the neoVisigoths Traits: Spiritual, Creative Favorite Civic: Paganism ![]() ![]() Unique Unit: Chemical Trooper (replaces Paratrooper) Alterations: Siege Weapon Strength 20 ![]() Cost 150 ![]() Requires Military Science & Fascism Upgrades to Mobile Artillery Doesn't paradrop Causes up to 99% Collateral Damage +100% vs. Melee Units -50% vs. Siege Weapons -50% vs. Armored Units -50% vs. Helicopter Units Notes: This is one of the more drastic UU alterations, so it'll be interesting to see how he balances out. Since he has the SAM Infantry's animations, for his supposed gas attack he actually uses his Machine Pistol, so that's going to need work. Unique Building: Occult Research Lab (replaces Laboratory) Alterations: Food -2 ![]() Great People +1 ![]() Requires Biology & Electricity +40% ![]() -50% Anger Duration from Sacrificing Population City more likely to generate Great Scientist Notes: the -2 food is supposed to simulate the guys at the ORL using the local populace for involuntary test subjects, see? It all makes sense see? Edit: Edited because I don't think anyone was reading the inside the spoiler stuff Last edited by TheBladeRoden; Jun 29, 2008 at 04:18 PM. |
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#2 |
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Deity
Join Date: Oct 2005
Location: The Middle West
Posts: 2,210
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New post because I broke the image limit
![]() Long Name: Olive Green Action Front Short Name: Olive Green Adjective: Green Colors: Olive Green & Light Gray Flag: a tree with two swords bound to it by red sashes Starting Techs: The Wheel and Agriculture Short Description: Environmental awareness group, new age religion, anarchist cell, or doomsday cult? Charismatic leader J.P. Montegomery sees human "progress" as nothing more than a cleated march across Mother Nature's back. He knows the next global war between the industrial nations will make the planet itself its most tragic victim. But he and his ever growing group of followers will make sure that won't happen, that mankind will soon know Final Peace. Leader Jean Patrick Montegomery Title: Leader of Olive Green Traits: Philosophical, Charistmatic Favorite Civic: Environmentalism ![]() ![]() Unique Unit: Monkeywrencher (replaces Spy) Alterations: Requires Ecology Can use money to destroy improvements and steal plans Notes: Kind of a gimped version of the Spy right now since you have to wait until the Modern era to use her. If my modding ability were to improve I'd like to give her some abilities such as assassinating a unit or stealing a unit for your own side. Might set back the tech back a little earlier to maybe Education or something. ![]() Unique Building: Initiation House (replaces Barracks) Alterations: Free Woodsman I Promotion Double Production Speed for Charismatic Leaders ----- ![]() Long Name: Might of the Pariahs Short Name: Pariah Nation Adjective: Pariah Colors: Sienna and Tan Flag: Cow Skull Starting Techs: Mysticism and Hunting Short Description: A prison colony on San Jacinto island was Unigov's solution to urban prison overpopulation back East. A convenient place to forget about political prisoners and other troublemakers for decades, until the discovery of large quantities of Rodenium, a compound which dramatically increases the power to volume ratio of rocket fuel, within its borders. Now that they have the key to a lot of nations' plan B's (getting the government and other important people off the deathtrap called Earth and onto an abandoned space ring) the Pariah suddenly find themselves thrust onto the world stage both as negotiation partners and as an invasion target. They also have some sort of Native American motif that I haven't figured out a convincing backstory to yet. Leader ![]() Sid Nightwolf Title: Prophet and War Chief of the Pariah Nation Traits: Spritual, Protective Favorite Civic: Free Speech ![]() Unique Unit: Blood Tracker (replaces Scout) Alterations: Helps Thwart Rival Spies Can Withdraw from Combat (33%) Chance Players get an extra one at game start Unique Building: Rodenium Well (replaces Nuclear Plant) Alterations: Requires Rocketry +50% Spaceship Production Provides Power with Oil Notes: I started running out of ideas by this point New Units ![]() ![]() Killer Rabbit Type: Animal Strength 4
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Last edited by TheBladeRoden; Jun 29, 2008 at 04:14 PM. |
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#3 |
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Deity
Join Date: Oct 2005
Location: The Middle West
Posts: 2,210
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No! I cannot allow this thread to fall into the second page of oblivion!
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#4 |
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Chieftain
Join Date: Jun 2008
Posts: 1
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Wait, so this is an oblivion mod for Civ?
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#5 |
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REVENGE!
Join Date: Aug 2005
Location: Melbourne
Posts: 8,431
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Where's the webcomic?
![]() Had a look at the old thread. Looks interesting.
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"Canailles!... Emplâtres!... Va-nu-pieds!... Troglodytes!... Tchouck-tchouck-nougat!... Sauvages!... Aztèques!... Grenouilles!... Marchands de tapis!... Iconoclastes!..." Capt. Haddock's Insult Generator - DRAW Your Own Story 11 - DYOS 10 - The DYOS Wiki - Cure Cancer with Team CFC - Recipes - Command and Conquer Wiki - ParadoxPlaza - Fiftychat Karalysia: "As far as I'm concerned everyone east of Bonn and south of Munich is a Communist and a Russian. The Poles are Catholic Russias, the Czechs are atheist Russians, the Ukrainians are bad Russians, the Belarossians are pseudo-Russians, the Romanians are Russians who think they're Italian, the Bulgarians wish they were Russians, the Serbs basically are Russians, the Greeks are just communist." |
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#6 |
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Deity
Join Date: Oct 2005
Location: The Middle West
Posts: 2,210
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Here is the link to the web comic
http://risen.comicgenesis.com/d/20031025.html Notice how it goes off topic after two comics. Also, should I go for painted leaderheads for my first release, or should I wait until I make 3D leaderheads, which will probably take longer? |
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