Faction design: Estalia, Tilea, Araby, Cathay, Nippon, UnderEmpire

Ahriman

Tyrant
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So, lets get started on filling out that design document. Much of this is from previously posted suggestions, or from some user-created army manuals.



Estalia (theme: reconquista Spain)
Spoiler :

Standard units (UU art only):
Warrior
Archer warband
Axeman warband
Spearman warband
Scout troop
Ancient Cavalry
Lancer
Catapult
Cananon
Hedgewizard
Militia Archer
Militia Swordsman
Militia Spearman
Supply train
Galley
Trireme
Caravel
Privateer
Frigate
Galleon

UU’s
Estalian Hunter troop
Strength 4. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals. Can build camp and corral.
-30% city strength. Better results from tribal villages. +50% vs animals.
+50% vs beasts. +20% plains strength.
Hammer cost: 50.

Estalian Ranger troop
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals. Can see invisible units. Can build camp and corral.
-30% city strength. Better results from tribal villages.
Can move through impassable terrain. +50% vs animals. +50% vs beasts.
+20% plains strength.
Hammer cost: 140.

Estalian Jinetes (Replaces lancer), Same as lancer, but +1 first strike (thrown javelins).
Placeholder art; Carthage Numidian cavalry.

Estalian knights (replaces knights). Same as regular knights, but extra +1 first strike chance (javelins) – Reconquista armies focused around cavalry.
Hammer cost: 180

Great Galleon (replaces Ship of the Line, same as Ship of the Line except 4 cargo space rather than 2). Think Spanish armada.
Art: Portugese Carrack from vanilla BTS.
Hammer cost: 144

Tercios Pikemen (replaces Pikemen). Regular pikemen, but +1 attack strength. Spanish pikemen were widely renowned.
Art: existing (or Spanish pikemen from vanilla civ)
Hammer cost: 120.

Conquistadores (requires Navigation, Advanced Smithing). National UU, limit 5, strength 8/6, 2 moves, uses metals, gets defensive bonuses unlike other cavalry, +25% vs ranged units.
Placeholder art: vanilla conquistadors.
Hammer cost: 170.

Mastiff Warhounds (replaces troll): strength 6, 2 moves, 20% withdraw chance. 120 hammers. Builds 50% faster with breeding grounds.

Griffon (replaces giant). Strength 9, 1-2 first strikes, 3 moves, flying, requires aerie.

Access to: handgunners, cavalry, royal guard, cannon, crossbowmen, mercenary, hired assassin, lore of fire, lore of heavens.
No access to: war chariot, ironclad, steamtank, longbowmen, dragon, other magic


Tilean Estates (theme: Machiavellian Rennaisance Italy)
Spoiler :

Warrior
Archer warband
Axeman warband
Spearman warband
Scout troop
Ancient Cavalry
Light cavalry
Catapult
Hedgewizard
Militia Archer
Militia Swordsman
Militia Spearman
Supply train
Galley
Caravel
Privateer
Frigate
Galleon
Ship of the line

Skirmisher warband
Strength 4. No metal weapons. Can use wartats. 2 moves.
Better results from tribal villages.
+50% vs beasts. +20% withdraw chance. -20% city attack.
Hammer cost: 50.

Ranger warband.
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see invisible units Can build camp and corral. Better results from tribal villages.
+50% vs beasts. +30% withdraw chance. -10% city attack.
Hammer cost: 140.


Tilean Galley (replaces Trireme), strength 3, 3 moves (no galley bonus, doesn’t count as galley for trireme’s bonus), cannot enter ocean.
Art: Various galley variants http://forums.civfanatics.com/showthread.php?t=189461
Hammer cost: 54

War Galley (National UU, requires Navigation). Strength 7, 5 moves, requires shipyard, requires copper or iron, cannot enter ocean, can bombard city defences 6%, can barrage unit 20% strength range 1 (no collateral).
Art: http://forums.civfanatics.com/showthread.php?t=209775
http://forums.civfanatics.com/showthread.php?t=199069
Hammer cost: 108

Arquebusiers (replaces handgunners). Superior gunners, +1 first strike, starts with Pinch.
Hammer cost: 100.

Assassin. Requires fanaticism tech. Strength 6/4 +1poison, 2 moves, no metal weapons or wartats. -50% city strength. Marksman.
Hammer cost: 110

Verezzo Crossbowman (replaces crossbowman). Same as regular crossbowman, but +1 first strike (think Genovese Crossbowmen).
Hammer cost: 99

Bombard (replaces cannon). Same as regular cannon but starts with Accuracy promotion (better city bombard).
Hammer cost: same as cannon

Royal bodyguard (replaces Royal Guard). Same as regular Royal Guard but -1 attack strength +2 defense strength. All those assassination attempts mean they develop better guardsman.
Hammer cost: 145

Condotteri (replaces Mercenary Battalion). Same as regular mercenary, but +1 strength (mercenaries very common/important during renaissance Italy). +1 gold upkeep cost.
Placeholder art: BTS Landsneckt.
Hammer cost: 175.

Raider horsemen (National UU). Mounted unit. Strength 5, can use metal weapons, 2 moves. Starts with Hidden Nationality. Starts with Raider trait (automatically pillages any tile it moves into outside cultural borders, doesn't pillage roads). Requires horses resource. Requires stirrups tech. Requires (tech that is needed for mercenaries and professional assassin) tech. +1 gold upkeep cost.
Hammer cost: 175

Pegasus riders (replace troll). Strength 5, fighter aircraft. Range 4. Can airstrike (no collateral). Can intercept. Hammer cost 120. Builds 50% faster with aerie.

Ogre mercenary (replaces giant). 2 moves, 8 strength, can use metal weapons, hidden nationality.
Requires breeding grounds.

Birdmen of Cartazza (replaces gyrocopter): strength 7, range 5 bomber aircraft, can airstrike (10% colleteral to 1 unit), does not require aerie.

Access to knights, inquisitor, hired assassin, cavalry, war chariot, Lore of Shadows, Lore of Metals.
No access to: Horsearcher, Longbowmen, Steamtank, Dragon, other magic colleges.
No obvious monster replacements.



For Ind and Araby purposes for magical flying units, change Flight tech so that it requires Advanced Engineering OR Master of Winds. So elemental magic units with a magical flying unit can get this without pursuing an engineering tech path.

Ind (theme: India.)
Spoiler :

Ind will have the ability to adopt Corruption of Chaos OR spirituality. It will then be able to get either chaos OR spirituality religion units, and should have a couple of high level UUs that are religion specific. Elemental mages should require them to not have Corruption as state religion.

Standard unit:
Warrior
Archer warband
Axeman warband
Spearman warband
Scout troop
Hunter skirmish troop (terrain affinity for jungle, +50% vs beast units).
Ranger skirmish troop (terrain affinity for jungle, +50% vs beast units)
Ancient Cavalry
Light cavalry
Catapult
Hedgewizard
Militia Archer
Militia Swordsman
Militia Spearman
Supply train
Galley
Trireme
Caravel
Privateer
Frigate
Galleon

UUs:
War elephants (requires Stirrups) National UU, limit 10. Strength 8, no metal bonus, move 1, +50% vs mounted units, +25% vs chariot, +10% vs melee. Standard mounted terrain penalties.
Art: Indian war elephant.
Hammer cost: 135

Elephant knights (requires monster bonding, tournaments) Cannot be built, upgraded from a level 4+ knight or war elephant. Stats same as regular knight, except +50% vs mounted units, +2 defense strength.
Placeholder art: Something from http://forums.civfanatics.com/showthread.php?t=230971 ?
Hammer cost: 210

Ind War Chariot. Same as regular War chariot but +1 first strike.

Vimana (replaces Gyrocoptor, national limit 1). Requires Flight. Requires Spirituality state religion. Strength 6, cargo space 2. Moves 4, can teleport 6 tiles in any direction. Can relocate between cities (with cargo loaded moving with it).
(Mythical flying chariot)
Placeholder art: A transport helicoptor from somewhere? There has to be one. This would look anachronistic, but at least would make the function of the unit clear.
[Teleport ability in Fall Further mod]
Hammer cost: 162

Avatar of Chaos. (National limit 1) Requires Chaos Incursion. Requires Corruption of Chaos state religion. Strength 16, demon, 2 moves, Channeling 2, can get Chaos Marks to cast chaos magic.
Needs a better fluff-related name. Looks like 8 armed sword-wielding naga-woman. Like one of the cool incarnations of Shiva.
Placeholder art: ?
Hammer cost: 250

Someone who knows something about Hindu mythology can probably find some interesting monsters (high level Ind should be more monstery, less techy than western factions). Needs a Dragon replacement (requires spirituality state religion). Needs a monster or construct that can bombard.
Access to knights, mercenary, hired assassin, inquisitor, war chariot, longbowmen (not crossbowmen), royal guard, elemental magic.
No access to handgunners, cavalry, crossbowmen, cannon, ironclad, steamtank, ship of the line (no naval tradition).


Araby (theme: crusades-era Mameluks/Arabia, Arabian Nights)
Spoiler :

All human units have the racial promotion "desert warriors" that gives double moves in desert, +20% desert strength, -20% tundra strength, -20% snow/ice terrain strength.

Warrior
Archer warband
Axeman warband
Spearman warband
Scout troop
Ancient Cavalry
Catapult
Hedgewizard
Militia Archer
Militia Swordsman
Militia Spearman
Supply train
Galley
Trireme
Caravel
Privateer
Frigate
Galleon

Arabyan Hunter troop
Strength 4. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals. Can build camp and corral.
-30% city strength. Better results from tribal villages. +50% vs animals.
+50% vs beasts. +10% desert strength.
Hammer cost: 50.

Arabyan Ranger troop
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals. Can see invisible units. Can build camp and corral.
-30% city strength. Better results from tribal villages.
Can move through impassable terrain. +50% vs animals. +50% vs beasts.
+10% desert strength.
Hammer cost: 140.

Camel riders. Replaces lancers. Same as lancers cavalry, except no bonus vs ranged units, +25% vs shock cavalry units, +25% vs missile cavalry units, treat desert as roads, but only 2 moves.
Placeholder art: Camel archers.
Hammer cost: same as lancers.
[camels are slower so aren't as good vs archers, but camels scare horses because of the smell.]

Ghazi fanatics. (National UU, limit 5, requires fanaticism). Strength 6/3, no metal bonus, moves 1, death doesn’t cause war weariness, cost 40 hammers. Very cheap throwaways.
Placeholder art: ? FFH Malakim swordsman.
Hammer cost: 40

Horsearcher warband as normal.

Mameluk Heavy Cavalary (replaces Knight). Same as knight, but -2 sttack strength, -1 defense strength, +20% vs melee units, +10% withdraw chance, +25% desert strength. Does not require joust.

Camel Gunners. (replaces cavalry). Same as cavalry, except +25% strength vs mounted units instead of vs melee units, and no bonus vs siege units or ability to flank attack.
Placeholder art: Arab cavalry from vanilla.
Hammer cost: As for cavalry.

Summoning chamber, Unique building (replaces Breeding Pit). +1 unhealth, +1 unhappy, +3 beakers. (Dealing with elemental spirits helps you learn their secrets).

Dao (replaces pegasus, limit 5). Beast unit class, strength 6, 1 move, starts with Earth 1.
Elemental racial promotion.
Placeholder art: ?
Hammer cost: 80

Djinni (replaces griffon, limit 3). Bestial unit class, Strength 7+2 electrical, 3 moves, flying, cannot enter ocean, requires summoning chamber. Starts with Air1 promotion (can’t learn higher air magic).
Elemental racial promotion.
Placeholder art: Djinn from FFH.
Hammer cost: 180

Efreeti (requires Monster bonding) National UU, limit 3. Beastl unit class. Strength 10+2 fire, 3 moves, cannot enter ocean, flying, requires summoning chamber. Starts with Fire1, Fire2 promotions (can’t learn higher fire magic)
Elemental racial promotion.
Placeholder art: ?
Hammer cost: 220

Arabyan Knights (model is mounted on flying carpet). Requires Tournaments, Master of Air. National UU (limit 4). 3 moves, flying. Strength 10/8 can use metal weapons.
Placeholder art: ?
Hammer cost: 225

Dhow (replaces trireme). Same as trireme, but 2 cargo space rather than 0.
Hammer cost: As for trireme.

Access to Pikemen, handgunners, cannons, mercenary, hired assassin, royal guard, longbowmen, war chariot, inquisitor, knight, Elemental Fire and Air magic.
No access to: crossbowmen, steamtank, ironclad, dragon.


Cathay (theme: fantasy Imperial china)
Spoiler :

Warrior
Archer warband
Axeman warband
Spearman warband
Scout troop
Ancient Cavalry
Light cavalry
Catapult
Hedgewizard
Supply train
Galley
Trireme
Caravel
Privateer
Frigate
Galleon

UUs
Phoenix. Replaces red dragon, has channeling 2, can learn fire magic, strength 4+4 fire, 3 moves, flying, immortal, can cast Crown of Brilliance (a la Chalid Astrakan in FFH), Immune to Fire).
Hammer cost: 320

Oni (Eastern ogre, replaces troll). Requires Breeding Grounds. Strength 6, can use metals, 1 move. No regeneration.
Hammer cost: As for troll.

Oni Mage (replaces giant, limit 3). Requires breeding grounds. Strength 8, can use metals. Starts with 2 random level 1 elemental magic promotions. Can't learn higher level magics. 2 moves.
Hammer cost: 180

Junk (replaces galley). Same as galley, but can enter ocean. Think early Chinese explorers. Might need to enable barbarian naval units or have sea monsters generated as part of map scripts (like in early FFH builds) for this to be feasible, so that exploration is still very risky and you’re going to lose the unit as soon as a monster finds it).
Hammer cost: As for galley.

Foo Statue. (National UU, limit 10). Melee class. Golem race. Requires Master of the Earth, construction. Strength 8, no weapon bonuses, 1 move, death does not cause war weariness, cannot earn experience. (Think Luuchirp golems). Starts with Stoneskin. Regains stoneskin at the start of every turn (but still loses it after the first combat of every turn).
Placeholder art: FFH Luuchirp gargoyle.
Hammer cost: 100

Cathay Crossbows. (Replaces Crossbow, limit 10) Same as regular crossbow.
Hammer cost: 100

Cathay Longbowmen (replace Longbows, limit 10). Same as regular longbow, but immune to first strikes. Song dynasty Longbowmen wore 30kg of armor!! Craziness, considering western archers were almost always unarmored or lightly armored.
Hammer cost: 110

Magistrate. National UU (limit 5). Strength 4, can use metal weapons. Has the Highborn promotion. All Cathay heroes also have the Highborn promotion.
Requires Lordship tech.
Placeholder art: Taoist missionary from BTS.
Hammer cost: 70

Lowborn Archer (replaces Militia Archer). Same as militia archer but has the Lowborn promotion.

Lowborn Swordsman (replaces Militia Swordsman). Similar to Lowborn Archer.
Hammer cost: Same as militia swordsman.

Lowborn Spearman (replaces Militia Spearman). Similar to Lowborn Archer.
Hammer cost: Same as militia spearman.

Lowborn Hunter troop (replaces Hunter skirmish troop) Similar to lowborn archer. Rather than terrain affinities, give them 25% withdraw chance.
Hammer cost: Same as hunter skirmish troop

Lowborn Ranger troop (Ranger skirmish troop). Similar to lowborn archer. Rather than terrain affinities, give them 40% withdraw chance.
Hammer cost: Same as ranger skirmish troop.

Cathay knight. Same as normal knight, but starts with highborn.

Lowborn promotion: -10% strength. Units with lowborn promotion are 10% cheaper to build than their counterparts.
Highborn promotion: gives +15% strength to all lowborn in the same stack. All heroes and various others will have highborn promotion.

Access to Cannon, Handgunner, pikemen, Master of Earth, Master of Water.
No access to Cavalry, war chariot, ironclad, steamtank, other magic.


Nippon (theme: Feudal Shogunate Japan)
Spoiler :

Celestial dragon (replaces red dragon, requires Aerie, requires breeding pit). Same as red dragon but no flying, 2 moves.
Placeholder art: Emperor dragon
Hammer cost: 320

Oni (Eastern ogre, replaces troll). Requires Breeding Grounds . Strength 6, can use metals, 1 move. No regeneration.
Hammer cost: As for troll.

Oni Mage (replaces giant, limit 3). Requires breeding grounds. Strength 8, can use metals. Starts with 2 random level 1 elemental magic promotions. Can't learn higher level magics. 2 moves.
Hammer cost: 180

Ninja (replaces hired assassin). Same as hired assassin, but -20% city attack rather than -50%. (Note, I think all assassins need -1 strength relative to where they are now).
Hammer cost: Same as hired assasin.

Ronin (replaces Mercenary Batallion). Same as Mercenary, but +25% vs melee units.

Samurai Guard (replaces Royal guard), limit 5 not 3. Strength 8/9, gains metal bonus, +25% vs melee.
Placeholder art: Samurai from BTS.
Hammer cost: Same as merc batallion

Samurai. (replaces pikemen). Strength 6, can use metal weapons. +35% vs melee.

Ashigaru spearmen (replaces Militia Spearman). Same as regular spearmen, but -1 strength, and additional +40% vs shock cavalry on top of base bonus.

Kensai. Unique National UU, limit 3, requires Advanced Smithing and Fanaticism. Melee unit. Strength 4, can use metals, 1 move, +100% vs hero, +50% vs beast units.
Hammer cost: 120

Samurai Heavy Cavalry (replaces Knights). Same as Knights, except no withdraw chance, -1 strength and +25% vs melee units.

Samurai Yari cavalry (replaces lancer).
Samurai Dai-Kyu cavalry (replaces Horsearcher warband) [Or Yabusame archers]
No-Dachi Samurai (replaces militia swordsman).

Standard skirmisher hunter.

Wakato
"City" skirmisher Ranger replacement.

Access to handgunners, cannon, cavalry, longbowmen, Master of Water, Master of Air.
No access to chariot, crossbow, war chariot, other magic.


Skaven
Spoiler :

Skaven leader has the Sprawling trait (can work 3rd city ring, but gets only 2-5 cities total depending on mapsize), the Subterranean Trait (can only build cities on hills, and needs some other bonus – maybe +25% hill attack), and the Adaptive trait (starts with Ingenuity).
Skaven should have a very high placement chance of starting near Warpstone.

All Skaven start with the Skaven racial promotion, which provides +50% poison resistance and +10% withdraw chance.

Skaven get no access to:
Steampower tech, flight tech, winds of magic techs, elemental magic techs.
No access to: militia swordsman, militia archer, pikemen, ancient cavalry, horsearcher warband, light cavalry, knights.

New promotion:
Hidden assassin, gives +25% strength vs heroes. Available to melee, missile and recon units.

The Skaven unique tech (magic of the horned rat) gives +1 hammer from villages and towns and +1 food from towns, in addition to providing access to skaven magic.

Unique Skaven Buildings:
Skaven Burrows. Requires construction. Acts like Clan Warrens from FFH, but only for some units. Every time you build a non-National military unit (ie anything without a maximum limit, or workers or settlers) , you get a bonus one for free.
Hammer cost: 150 hammers.

Warpstone Refinery. Requires Invention tech. +2 health from Warpstone, +1 happy from Warpstone +10% military production.
Hammer cost: 160 hammers

Warpstone Reactor. Requires Engineering tech.
+25% production. Gains electrical power (for another +25% production) with Warpstone.
Hammer cost: 160 hammers

Underway entrance. +1 trade route in city. Functions as an airport, allowing you to airlift 1 unit per turn between cities. Requires Engineering.
Hammer cost: 200 hammers

Ruined temple of the Horned Rat (national wonder).
Requires: Skaven palace.
Effect: same as the high elf/dark/elf wood elf mage towers; required to build seers.

Underway network. National wonder. Provides an underway entrance in every city on the continent. [includes outposts] Requires Advanced Engineering tech.

Palisade. 10% defense city wall, requires masonry tech.

Skaven defenses. National wonder. Requires construction tech. Adds a palisade to all your cities on the continent. [includes outposts]

Various clan headquarters as National Wonders. They also function like a Chaos temple, in that you can only have one per city.

Clan Moulder Headquarters
All beast units built in this city start with +1xp
+2 food, +2 health with sanitation.
Required to build Rat Ogres
Allows two citizens to be converted to sages.

Clan Eshin Headquarters
+2 influence. +4 espionage. +2 influence, +4 espionage with currency.
All recon units built in this city start with +1xp.
Required to build Skaven assassin.
Allows two citizens to be converted to spies.

Clan Skyre Headquarters
+2 hammers.
+10% hammers with Engineering tech.
All siege units in this city start with +1xp.
Required to build Warpfire throwers.
Allows 2 citizens to be converted to engineers.

Clan Pestilins Headquarters
+1 happiness. With fanaticism tech, gives +1 hammers to all clerics and great clerics.
All disciple units built in this city start with +1xp.
Required to build Plague monks.
Allows 2 citizens to be converted to clerics.

All clan HQs cost 200 hammers, and require the Masonry tech and the Magic of the Horned Rat tech.


Unique Skaven civic:
Rise of the Ratmen.
This is a Labor category civic. It requires the Tyranny tech. Medium civic upkeep.
Effects: +1 happy per military unit stationed in the city (this doesn’t stack with Vassalage, which I think should lose that effect anyway). Population only consumes 1.5 food rather than 2 food. Population adds only 0.75 unhealth rather than 1 unhealth.
(Needs a better name, badly).

Core units:
Warrior
Archer warband
Scout troop
Supply train
Galley
Trireme
Caravel
Privateer
Frigate
Galleon

UUs: No placeholder art seems particularly appropriate.... just use some random humans.
Clanrat Warband (replace Axeman warband). Same as axemen, but -1 defence strength, production doubled with Skaven Burrows, 10% withdraw chance.
Hammer cost: Same as axeman warband.

Clanrat Spearmen Warband. Same as spearmen warband, but with -1 attack strength, 10% withdraw chance, production doubled with Skaven Burrows.
Hammer cost: same as spearman warband.

Black Skaven Regiment. Same as militia swordsmen, but -1 defense strength, 10% withdraw chance, production doubled with skaven burrows.
Hammer cost: same as militia swordsman

Black Skaven Spearmen regiment. Same as militia spearmen, but -1 attack strength, 10% withdraw chance, production doubled with skaven burrows.

Stormvermin. (replace pikemen). Melee unit. Strength 6/5, can use metal weapons, +25% vs melee +25% vs shock cavalry.

Night runners. (replaces hunter skirmish troop). Recon unit. Strength 3+1 poison. No metal weapons. 10% withdraw chance. -20% city strength. No Hunter-unit terrain bonuses or bonuses vs animals or beasts. 10% cheaper than standard hunter skirmish troop. Production doubled from Skaven burrows.

Gutter Runners (replaces Ranger skirmish troop). Recon unit. Strength 4+2poison, no metal weapons. 30% withdraw chance, invisible. -25% city strength.
No Ranger-unit terrain bonuses or bonus vs animal or beasts.

Giant Rats (replaces Troll). Beast unit. Strength 4, no metal weapons, immortal, 2 moves, 20% withdrawal chance, no war weariness from death. (Endless hordes of giant rats)

Rat Ogres (replaces Giant). Same as giant, but national limit 5 rather than 3. Beast unit. Does not require breeding pit structure to build. Requires Clan Moulder HQ.

Warp Lightning cannon (replaces cannon). Same as cannon, but requires Warpstone instead of iron or copper, and no building requirement.

Flintlock Jezzails. (Replaces Handgunner regiment). Same as handgunner regiment, -1 strength. Gets a longbowman-style bombardment attack.

Poison Wind Globadiers. (replaces crossbowmen). Strength 4+1 death+2poison. 1 First Strike. Cannot use metal weapons. No hills or city strength or melee unit strength bonus (ie loses the vanilla crossbowman bonus). Does collateral damage to 2 units.
Hammer cost: same as crossbowmen.

Plague monks. Requires Priesthood. National UU (limit 5). Disciple unit. Strength 5+2 death. No metal weapons. Diseased. Requires Clan Pestilins HQ.
Hammer cost: 75 hammers

Skaven assassin. National UU (limit 5). Recon unit. Strength 4/2+1 poison. No metal weapons. 2 moves. -50% city attack. Marksman. Requires Clan Eshin HQ. Requires Warfare tech. (deliberately weaker but available earlier than other assassin units).
Hammer cost: 70 hammers
Placeholder art: FFH assassin.

Warpfire thrower (replaces catapult).
Siege unit. Strength 6/4. cannot use metal weapons. Cannot bombard enemy units. Can bombard city defences 8% per turn. Can withdraw from combat (25%). +25% City attack.
[Losing the bombardment ability is a big penalty; you can win most fights vs the AI with equal units by bombarding their stack first.]
Hammer cost: 75 hammers

Doomwheel (replaces war chariot).
Strength 8/4. 2 moves. Chariot unit. Cannot use metal weapons. Does collateral damage. Has standard chariot withdraw chance/terrain penalties.

Censor bearers. Requires Fanaticism tech.
National UU (limit 5) Disciple unit.
Death does not cause war weariness.
Strength 6/1+1 poison+1death (for a total of 8/3). Causes fear. Cannot use metal weapons. Collateral damage. Dies at the end of combat.
Allows living melee/ranged/recon (not heroes, siege, adept or beast) skaven units in the same stack to cast "add to unit"; this sacrifices the censor bearer, and adds a "hidden censor bearers" promotion to the unit casting the spell, which gives +1 strength and +1 poison strength. This promotion counts towards the national limit; ie if you have 5 bearers and sacrifice 1 in this manner, you can't build another. Code similar to Austrin pegasai in Fall Further mod.
Hammer cost: 108 hammers.

Engineer (replaces royal guard). Missile unit. Strength 8, 1 move, cannot use metal weapons, warpstone affinity. 1 first strike. Can bombard like a longbowman. No bodyguard ability.

Seer (replaces hedgewizard). Adept unit.
Requires: Raw magic tech. Ruined Temple of the Horned rat wonder.
Strength 3, 1 move. Starts with channeling 1, magic of the horned rat 1.

Grey Seer (mage). Adept unit.
Requires: Raw magic tech, magic of the horned rat tech.
Does NOT require Ruined Temple of the Horned Rat (can upgrade anywhere, otherwise AI won't upgrade).
Starts with channeling 2, magic of the horned rat 2.
Upgrades from Seer, or can be built. Strength 4. 1 move.

Seer Lord (Archmage). Adept unit.
Requires: Arcane lore tech, magic of the horned rat tech. Upgrades from level 6 grey seer.
Does NOT require Ruined Temple of the Horned Rat (can upgrade anywhere, otherwise AI won't upgrade).
Strength 6. Starts with Channeling 3, magic of the horned rat 3.

No cavalry units or chariots.
Not sure how to implement Screaming Bells? They don't actually move, right? Maybe as just a Coven replacement building that gives a bonus to adept units (and doesn't provide unhappiness)?
Or maybe as a Promotion for adept units, that acts as fear or terror and reduces the chance to resist spells or miscast spells?

Or this:
Screaming Bell (national UU, limit 3, replaces bolth-thrower)
Requires Magic of the Horned Rat tech. Requires Constriction tech.
strength 5, 1 move. Cannot attack. CAn bombard city defenses 8%. Can cast Frenzied Peal, Terrifying Peal.
Frenzied Peal: adds the FrenziedSkaven promotion to all units in the stack.
FrenziedSkaven promotion wears off at end of turn with 100% chance, gives +20% attack strength -20% withdraw chance.
Terrifying peal: adds afraid promotion to all enemy units in 1 adjacent stack. Afraid promotion wears off at end of turn with 100% chance, gives -10% strength unless the unit is immune to fear.


 
Sounds nice some different names for units are as follows:
Proffesional Mercenaries: Condotteri(Proffesional Mercs found in Italy)
Magic Carpet Knights: Mutatawi'aa (Not entirely accurate (They were warrior fanatics, but its close enough)
I"ll see if I can come up with more.
 
Heh. Condotteri was actually the name I was trying to remember, but failed.
I thought Mutatawi'aa were more along the lines of Ghazis. We want an Arabian Nights-type name here, not a crusades-era Islamic fanatics.

We need to find a good source for Hindu mythology for some Ind monsters.
 
I know very little about Arabian Nights mythology.

Mutatawi'aa were somewhat similar to Ghazis, but were different along a few respects.
Mutatawi'aa were the volunteer troops during the Early Caliphates, Ghazis were the militia that assembled when a Jihad was called. If your interested, I could dig up a book that I had on Arab Armies for names and other stuff. (I dont even know if I still have the book, I last saw it a while ago.)
 
I can find names for several hindu demons and over magic beings from another game I play, along with the background if it interests you, but for monsters...
 
That'd still be useful, though Ind chaos demons will probably end up just being the standard chaos demons (bloodletter, plaguebearer, etc.)
 
It would be nice if their demons could be the various types of Rakshasas (indian demons). They are gluttonous monsters (upkeep +1), vulnerable to fire, and almost impervious to normal domage (immortal ?). I'm at work for the moment, but I'll post a complete list of names once I go back home.
 
I had the impression that Rakshasas were more trickster monsters than soul-destroying chaos-filled demons of destruction. So maybe they would suit Spirituality Ind better than Chaos Ind? I dunno.

I suggest that for now we implement chaos Ind as getting the same chaos temples and units as other factions, and eventually try to find some Ind demons that fit the theme of each chaos god to replace them with.

Almost immune to weapons is probably best suited by just giving them high combat strength.
 
For Skavens :
Warpfire thrower could replace catapult, they shouldn't be able to bombard at range (short range weapon) so maybe they could do extra damage to walls ? or do extra collateral damage when attacking ?
Censor bearers should be kamikaze units, doing high collateral damage and poison attacked units (normally, anyone taking damage, but I don't know if its doable)
 
You mean add the poisoned promotion to any units damaged by the collateral damage, not just the top unit? Would be great if it could be implemented.

Warpfire thrower (replaces catapult).
Archer unit (not siege unit). Strength 6/4. cannot use metal weapons. Cannot bombard enemy units. Can bombard city defences 8% per turn. Can withdraw from combat (25%). +25% City attack.

Losing the bombardment ability is a big penalty; you can win most fights vs the AI with equal units by bombarding their stack first.

Censor bearers. Requires Fanaticism tech.
National UU (limit 5)
Death does not cause war weariness.
Strength 6/4+1 poison. Cannot use metal weapons. Poison weapons promotion (+1 strength, poisons any unit damaged). Collateral damage.
 
It would be great if you updated the spoilers, so that we don't have to search all the thread for essential infos.
 
Just a little idea for Tilean - they're based on Italy, right? So, they are supposed to be pretty decentralized, focused on Militia, and have a "backstabber" feel to them. Well, I don't know if any of these are possible, but using one or all of these ideas would really add a unique feel to them IMHO.

1) Remove all city maintenence costs from the Tileans - they are city-states perfected, so the awesome bonus from the civic is expanded even further - and remove access to any government civic other than City States, and possibly Representation.

2) Add a UB to every Tilean town, call it "Lord's Palace" or something like that. Have this building lower Influence, Gold, and Research in the city- again, they are decentralized so cities don't provide as much to the country as a whole.

3) Increase the speed of Cottage improvement, maybe add another level a la Kuriotates in FFH - this offsets the disadvantage from the Lord's Palace somewhat. Maybe add Pirate Coves?

4) Give the Tileans one or two free (no unit maintenace AND no production cost) militia garrison units for every new city - the city-states are concerned with their own defense, and fund their own armies to ensure protection. These free units have no movement.

5) Increase unit maintenance - the central government (what there is of it) has a tough time taxing enough to maintain an army, which is mostly mercenaries anyway. Maybe ignore this for Militia units?

6) Remove "over and above" merc cost for Tileans; their army is essentially all mercs anyway so the extra cost should be absorbed by thier expensive unit maintenance anyway.



Are any of these ideas worth pursuing?
 
Interesting ideas.

Just a little idea for Tilean - they're based on Italy, right?

Yeah, Machiavellian Renaissance Italy, from what I can tell.

1) Remove all city maintenence costs from the Tileans - they are city-states perfected, so the awesome bonus from the civic is expanded even further - and remove access to any government civic other than City States, and possibly Representation.

2) Add a UB to every Tilean town, call it "Lord's Palace" or something like that. Have this building lower Influence, Gold, and Research in the city- again, they are decentralized so cities don't provide as much to the country as a whole.

An interesting idea, but very hard to balance. I also dislike forcing civics like that; this mod already has very little flexibility in how each faction is played (eg only 1 religion they can adopt). I'd rather let them do as they will with civics, and maybe give a courthouse-ish UB available earlier in the game that duplicates some of the city-states effects.
"Ducal palace." Requires Lordship. -30% city maintenance costs. +1 unhappy faces. -1 influence - gold.
The only problem with this is that this *discourages* them from adopting city-states or representation civics; the gains are lower from these when your city maintenance costs are lower.

I'd definitely say no to the pirate cove, not in theme and its way too strong in FFH. Kuriotates-style extra cottage levels is probably too strong also.

I'd argue that in city states units should be easy for the central government to support, because they're really being paid for by each city-state. OTOH, its more difficult for the central government to call up these guys up in the event of a conflict. So, milprod penalty, maintenance cost bonus. Think of it as National Guard vs regular army; national guard are cheaper to support but harder to deploy.

I would say that the best way to influence all this would be a unique civic available to Tilea. The civic acts as kind of a super-city-states. Removes all city maintenance costs, increases speed of cottage growth +50%, adds -20% influence and -1 influence per city, adds -20% mil production but pays for +0.5 military units per population point for free. Can draft 2 units per turn.

Part of the problem is, this is really just going City states civic and Militia civic. So maybe just give the Tilean AI preference for these civics and let the human play how they like (roleplaying or not).
 
OK, from the top down -

It might be a little hard to balance, I'll grant you that - but that's the point of putting stuff out in beta, to get it balanced/find bugs, right?

I guess I kind of have to agree with the restrictiveness of limiting civics, but on the other hand, the whole point is that each civ plays differently and the player has to change his style. I was hesistant to suggest a unique civic, though, since I expect that that particular screen is going to be busy enough as it is.

The pirate cove idea was only to implement the powerful Italian coastal cities; the name would have to be changed, obviously. The reason I added this and the cottage boosts was because I literally expect them to have to pay an extra gold for every mobile military unit, and that is a lot of cash. They'll need the extra commerce to stay afloat.

As for cheaper units, my thought was that the city-state militia is being kept at home, not being sent off. I was thinking that the Tilean are even more decentralized than City-States, more like several independent countries organized in a loose economic/defensive pact. Sort of like the EU, maybe. Anyway, the "Tilean" government really has no power to order the individual cities' armies around, so they have to hire units out. That's why the Tilean cities would get free garrison units - the city's army - but have to pay lots of extra money for the mobile army, which is wholly mercenary. Except, perhaps, for the later Militia units - which could be explained as the central government expanding enough (due to, you know, the constant threat of war and stuff) that they can finally levy a draft for a central army.

Again, I mentioned that I though about recommending a civic, but figured that it's better to try to keep the number of civics down. I may be wrong.

And you're essentially right. I mean, my recommendations do add a little to the City-State/Militia combo, but basically, they're the same. My suggestions just add a little more flavor - perhaps I've been totally corrupted by FFH to always want "a little more". Really, they're perfectly fine without any of this, I just happened to like the idea of getting "free" defensive units to spawn immediately (I'm a builder at heart) and thought about a way to implement it somehow.
 
Tilea has the strongest navy next to the high elves and dark elves

Really? I thought Estalia was more of a naval power. Pirate coves are a *huge* bonus and should be given to civs only at great cost. We could create a weaker version of them though, I suppose. If they're fighting pirates, they definitely shouldn't be controlling pirate coves. Maybe a different name?

to pay an extra gold for every mobile military unit

Really? That sounds pretty painful.... don't know if the AI could handle it. They do still have regular soldiers, right? They're not all mercenaries.

How would you implement this differentiation between militia and other units? I can't think of a sensible way of implementing free "garrison" units while in cities.

One interesting way would be to make all their core "militia" units (ie militia swordsman, spearman, axeman warband, etc. any non-national limited infantry or archers) have either 0 upkeep or 1/2 upkeep, and then make all their special units (pikemen, arquebusiers, knights, cavalry, etc.) require +1 gold upkeep.

Think of their core units as levied militia units provided by the cities, and the national units as being expensive ones that you have to pay to hire out.

This might be a better way to go than messing with their civics.

Alternatively, is there a simple way to mess with the difference in upkeep costs of units in your territory vs in enemy territory? I know units in enemy territory have more upkeep, but potentially we could increase this cost for Tilea, so that Tilean units were more expensive to supply when outside friendly borders.
 
Really? I thought Estalia was more of a naval power. Pirate coves are a *huge* bonus and should be given to civs only at great cost. We could create a weaker version of them though, I suppose. If they're fighting pirates, they definitely shouldn't be controlling pirate coves. Maybe a different name?

well in order to defend your merchants and port cities from pirate raid you need a pretty damn powerful navy no? :p they arnt really pirates themselves, but they do emply pirates to do dirty deeds between compeeting city states.
 
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