PPQ_Purple
Purple Cube
- Joined
- Oct 11, 2008
- Messages
- 5,448
Seeing as people are modding this mod of a mod quite a lot recently I thought I should give it a go as well.
The goal of this project is for me to improve my skills in modding civ by creating a new race.
The goal of this thread is for people to help me brainstorm and provide balance ideas for my project.
Alright to start:
Civ Name: /Is still secret/
Target Play Style: Expansionist with a focus on mele and magic units
Unique Mechanics:
1. Blaze Mana
- A new type of mana only available to this civilization. It is gained automatically for each pair of Fire+Creation mana they own. Gives their UU mages access to a new spell sphere (conveniently named blaze).
2. Unique Mele Units
- The mele units of this faction have no access to metal weapons but get +1 Fire Affinity and get a 10% production bonus for corn, wheat and rice
3. Unique Mages
- Their UU mage line only have access to the Fire, Creation and Blaze spheres but gain powerful spells (especially from the later) and a unique replacement for Creation 2.
Spells as fallow:
Blaze 1: Adds a 1 turn promotion giving Blaze Affinity to units in the stack. Also, any summoned unit gains +1 blaze affinity.
Blaze 2: A spell that transforms any mana node into a fire note
Rebirth (replaces Creation 2): A replacement for fertility that transforms cow/dear/sheep/pigs into corn/wheat/rice and turns mana nodes into Creation nodes.
4. Vegetarians
- No access to animal resources. They can still use fur.
I plan to balance this by having them gain from Creation Mana and have the resources they have give a bonus for each resource up to 5-6 instead of just up to 2.
5. Unique Religion
- Represented by a UB for Pagan Temple and the Agnostic Trait.
Any ideas? Balance tips? Help on implementation? General ratings?
The goal of this project is for me to improve my skills in modding civ by creating a new race.
The goal of this thread is for people to help me brainstorm and provide balance ideas for my project.
Alright to start:
Civ Name: /Is still secret/
Target Play Style: Expansionist with a focus on mele and magic units
Unique Mechanics:
1. Blaze Mana
- A new type of mana only available to this civilization. It is gained automatically for each pair of Fire+Creation mana they own. Gives their UU mages access to a new spell sphere (conveniently named blaze).
2. Unique Mele Units
- The mele units of this faction have no access to metal weapons but get +1 Fire Affinity and get a 10% production bonus for corn, wheat and rice
3. Unique Mages
- Their UU mage line only have access to the Fire, Creation and Blaze spheres but gain powerful spells (especially from the later) and a unique replacement for Creation 2.
Spells as fallow:
Blaze 1: Adds a 1 turn promotion giving Blaze Affinity to units in the stack. Also, any summoned unit gains +1 blaze affinity.
Blaze 2: A spell that transforms any mana node into a fire note
Rebirth (replaces Creation 2): A replacement for fertility that transforms cow/dear/sheep/pigs into corn/wheat/rice and turns mana nodes into Creation nodes.
4. Vegetarians
- No access to animal resources. They can still use fur.
I plan to balance this by having them gain from Creation Mana and have the resources they have give a bonus for each resource up to 5-6 instead of just up to 2.
5. Unique Religion
- Represented by a UB for Pagan Temple and the Agnostic Trait.
Any ideas? Balance tips? Help on implementation? General ratings?