Art for the Éa fantasy mod (with overlap I'm sure with other fantasy mods...)

Pazyryk

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I thought I'd start a thread to organize art needed for the Éa fantasy mod. No amount of coding makes a fantasy mod. Only fantasy art (including units!) can do that...

Of course, my needs are going to overlap with other fantasy mods in development. I hope those authors are equally eager to exchange art (and ideas, code, etc.) as I am.

2D Icons
Techs We'll need tech icons for a variety of "magic" techs: Conjuring, Illusion, Necromancy, and many more. Here's the whole tech tree. (I haven't even associated the existing icons for existing base techs, but you can see all of the new techs that will need icons.)
Races and Civs The mod is a little strange in that you only select from one of three "races" to start the game (Man, Sídhe or Heldeofol) and then gain a civ name early in the game based on what you do and/or local conditions. We need icons for the 3 races. The "civs" are more daunting from an art perspective because I have ~50 currently named civs (each with its own "triggering" condition and unique trait). For now I'm coding the mod so it only shows race icon (unless/until some very ambitions artist decides to make an icon for all ~50 civs).
Spells and other actions The mod includes a ton of new spells and other (non-spell) actions performed by great people (=heroes in this mod). I'll organize these into a spoiler shortly.

For style reference, here are the current religion icons developed by Bob Morane and myself. These are the only new art added into the mod so far. The first three are Azzandarayasna (followers of Azzandara the Creator), Aŋra (followers of Ahriman the Destroyer) and The Weave of Éa (pantheistic civs); the others are cults within The Weave. (Color religion icons look great in the city banner, btw.)


In general, I'd prefer to get away from the "shiny" Civ5 aesthetic and have icons with a grittier, more-aged appearance.


3D Units
The mod has three playable races: Man, Sídhe and Heldeofol. The three races are fairly straightforward: Sídhe are roughly equivalent to elves (though equal to Man in stature) and Heldeofol are a conglomerate of orcs, goblins, hill giants, ogres and the like (that come together in a sort of approximation of civilization).

Heldeofol
This playable race isn't in the mod yet because we don't have a basic lineup of warriors, archers, etc. Here's what we need (arrows indicate upgrade paths):

Orcs:
Warriors -> Light Infantry (light bronze armor/weapons) -> Medium Infantry (medium iron armor/weapons) -> Heavy Infantry (heavy iron armor/weapons) -> Immortals (mithril armor/weapons)
(We already have orc spearman unit. Perhaps this is a good axeman unit to convert.)

Goblins:
Archers -> Bowmen -> Marksmen
Crossbowmen -> Arquebusmen
Wolf Riders -> Warg Riders -> War Wargs (melee combat)
(lowest priority: Wolf Archers -> Warg Archers)
(These "orcs" from Civ4 would make good goblins, I think. Just need archer, crossbowman and worg rider.)
(Edit: Yay! we now have a Wolf Rider from Deliverator. It would be nice if additional goblin unit follow a similar model. I'm not sure yet whether I really like the big nose, but I would like the various goblin units to be consistent.)

Assorted big guys:
Hill Giants, Trolls, etc. (We already have two excellent Ogre models. I'll take whatever else I can get.)

Sídhe
These are less of a priority than above since we can get by (for now) with human models. But we will want them eventually. They should be the same size as Man, beardless and very elegant.

Warriors -> Light Infantry (bronze using) -> Medium Infantry (iron) -> Heavy Infantry (iron) -> Immortals (mithril using).
Archers -> Bowmen -> Marksmen
Crossbowmen -> Arquebusmen
Horsemen -> Equites (fast unarmored)
Armored Cavalry (light iron armored) -> Cataphracts (heavy iron armored) -> Clibanarii (mithril armored)
Horse Archers -> Bowed Cavalry -> Sagitarii

Great People/Heroes
These are all single unit graphics. Some I can pull out from existing units, but I'm listing all for now. I need both male and female version of each below.

Human: Warrior, Berserker, Sea Warrior, Paladin, Eidolon, Engineer, Merchant, Sage, Alchemist, Artist, Priest, Druid, Wizard, Witch/Warlock, Sorcerer, Illusionist, Necromancer

Sídhe: All of the above except Paladin

Heldeofol: Orc and Goblin Warrior and Orc and Goblin Engineer (sex doesn't matter or can be ambiguous).

Also need single unit Lich (race/sex can be indeterminate) and Vampire (male & female; Murphy613's Vampire Swordsman w/out shield is great for male).

Others

Great Bombard. See here, here and here (the last is my favorite). These were around from the mid-1400s, and part of their function is to scare the heck out of people in cities. I'll also be using Wolfdog's regular Bombard unit, so probably best to use the same "crew" around the cannon. (Assuming these are just separate members, I can do that myself.)

Mûmakil These would be one unit per tile and very large. I need it both as a wondering animal ("naked") and outfitted for war.

Undead: Skeletons, Zombies, Wraiths
(Here's some good skeleton units for conversion. For skeletons, we only need an archer and a swordsman, and possibly an elite warrior of some sort.)

Demons/Devils: From big baddies to little imps

Angels: (FFH's are excellent)

Animals: Lions and Tigers and Bears (oh my!)

Leviathan -- boss sea unit

Dragon -- There is one out there already. But what I'd really like to do is develop a dragon unit that has both a melee attack and an air (fire strafing) attack. One way to do that is to code two units (one land and one air) and use Lua to switch between them as needed. (The coding side is easily something I can do.)



I'll update this OP from time to time as things change or I think of new things. Feel free to ask questions, make suggestions or discuss common needs.
 
As someone who's also working on a fantasy mod, I'm very interested in seeing some new artwork shared here. I've been working on unit conversions (and will be doing more) but it's a very slow, error-prone process. The Wheel of Time has its own set of mythical creatures, but some very general fantasy stuff is readily substitutable in the short term. (And that's short term relative to the mod, which is long term in real person time.)
 
50 funky random runic icons coming right up sir.
 
As someone who's also working on a fantasy mod, I'm very interested in seeing some new artwork shared here. I've been working on unit conversions (and will be doing more) but it's a very slow, error-prone process. The Wheel of Time has its own set of mythical creatures, but some very general fantasy stuff is readily substitutable in the short term. (And that's short term relative to the mod, which is long term in real person time.)
A few more "generic" ones would be a huge boost to us all. It's tough to make a mod out of one orc, one ogre, one wolf and one dragon (perhaps I missed a couple there).

50 funky random runic icons coming right up sir.

I'm using Runes for the Cults (sub-religions of The Weave).

For civilization icons, I've pasted all the current civ names in the spoiler below (with specific naming condition). Each is associated with a particular tech, policy, building, improvement, or something ... so that gives some flavor to go by. Eventually they will all get some backgroud text. As I said in the OP, there are many so I never really expected to have unique icons for each. But if someone wants to do it, that would be totally cool. As to style, just not "Civ5 happy shiny"; this is not a Ponies & Unicorns mod. I also don't see any need for civ icons to be round circles.
Spoiler :
M, S, H are which races can take this civ name. The tech/policy/building is the triggering condition for receiving the name (1st civ to it without a name gets it). Trait effect is listed, although these are getting a considerable overhaul in the next phase of development...

First to tech
Âb (M, S, H; 2 Mounted Elephants) Âb; Âbu; +3c per imp. elephant; +50% research toward all downstream techs
Ikkos (M, S; Horseback Riding) +3c per improved horse; 20% chance / turn for 1 xp gain (all horse-mounted); 1 pt toward Warrior
Fir Bolg (M, S; Animal Husbandry) Fir Bolg; Fir Bolg; +1p1g from pastures
Cruithni (M, S, H; Tracking) Cruithni; Fiach; +1f1p from camps
Crécy (M, S; Archery) Crécy; free Strong Archer (+30% str/rng) promotion for all units in the archer and horse-mounted archer lines; gain nearby Yew; *warrior
Daggoo (M, S; Harpoons) Daggoo; Héréhérétué; +1f1p1g1c from whales
Fomhóire (M, S; Sailing) Fomorians; Faoi-mhuir; Can enter ocean tiles (receive sea warrior Cíocal?)
Parakhora (M, S; Milling) Parakh; free Watermill or Windmill in every city
Ninkasi (M, S; Zymurgy) Ninkasi; free Brewery every city; *artist
Girnar (M, S; Irrigation) Girnar; marsh drainage always permanent; farms spread fresh water 1 tile
Aldebar (M, S; Calendar) Aldebaran; +2c from all plantations
Isallin (M, S; Divine Liturgy) +1c1h from all religious buildings
Stygia (M, S; Maleficium)
Lemuria (M, S; Thaumaturgy)
Axagoria (M, S; Philosophy) Axagorians; Clazomenae; 50% extra happy to research; *sage
Iacchia (M, S; Drama); 50% extra happiness to culture; *artist
Lagad (M, S; Mathematics) Lagad; Lagadha -2% Research Maint for Mathematics and all downstream techs; receive sage Lagad as first leader; *sage
Mamonas (M, S; Coinage) Dispáter; +1g from gold and silver; gain 0.5% interest on treasury per turn in capital; *merchant
Sophronia (M; Masonry) Capital: Pétra; gain leader Sophroniscus (engineer); gain nearby stone; +20%c per wonder; *engineer
Luchtain (S; Masonry) Capital: Falias; gain leader Luchta (engineer) gain nearby stone; +20%c per wonder; *engineer
Vinča (M, H; Bronze W.) Capital: Bakar; gain an engineer as leader; +50% research toward all downstream techs; *engineer
Gobann (S; Bronze W.) Capital: Findius; gain engineer Goibniu as leader; +30% research toward all downstream techs
Úr (M, S; Deep Mining) block Deep Mining to other Men (Heldeofol already have it as starting tech); learn Knowledge of the Underdark; can build only mines, quarries and plantations; no food from tiles other than hills and mountains; no food penalty from forest or jungle.
Orkahaugr (H; Underdark Lore) Orkahaugr; +1f1p from mines

First to policy
Reynes (M; Aristocracy)
Biarmaland (M; Guilds)
Kaza (M; Civil Service) Capital: Tóppí Ké; +15% f from all granaries
Eóganachta (S; any policy within the Agrarianism branch) Capital: Cnoc Eógan; loose Sidhe penalties for growth and settler production
Skógr (M; any policy within the Pantheism branch) Capital: Lauf; free shrine in every city; improved relationship with The Fey and Incarnations; receive druid Nál as first leader
Banba (S; Animal Lore) led by druid Banba
Ériu (S; Woods Lore) Capital: Tír inna n-Óc; free shrine in every city; improved relationship with The Fey and Incarnations; receive druid Ériu as first leader
Fódla (S; Earth Lore) led by druid Fódla
Netzach (M; Mysticism); free Shrine in every city
Yesod (M; Way of the Wise); gain 4 free Incense
The Hod (M; Priesthood) Capital: Aslan; +1 Divine Favor for each religious building
Nemedia (M; Discipline) Capital: Nemheim; Leader: Nemed; *warrior
Milesia (M; Warcraft) Leader: Míl
Úlfhéthnar (M; Warspirit) led by [berserker]; gain Berserkergang
Mara (S; Discipline); Capital: Goirias; The Morrígna led by warrior Mórrígan
The Machae (S; Warcraft); Capital: Ard Macha; led by warrior Macha
The Bodwa (S; Warspirit); Capital: Badb Catha; led by warrior Badb; gain Berserkergang
Mord (H; Discipline) Capital: Mord; Bellator; extra gold from kills; *warrior
Theanon (M; Scholastisicm) Capital: Croton; receive sage Theano as first leader *sage
Saguenay (M; Folkart)
Albion (M; Folklore)
Tír Ecne (S. Scholastisicm) Capital: Danann; receive sage Ecne
Noudont (S; Folkart); Capital: Airgetlám; lead by artist Credne
Áes Dána (S; Folklore) Capital: m’Bhan; receive artist Danu as first leader *artist
Suddene (M; Mercantilism) +10%g from trade;
Mór (M, S; Mercenaries); Capital: Bythnia; +20% gold earned from hired mercenaries; 20% reduced cost for hiring mercenaries.
Partholón (M; Cultural Diplomacy); Capital: Inbhear Scéine; receive merchant Partholón as first leader; *merchant
Dál Fiatach (S; Mercantilism) ; receive merchant Áine as leader
Dáirine (S; Cultural Diplomacy) receive merchant Étaín as leader
Nezhêlîba (M; any policy within the Slavery branch) Capital: Orjuu; +20 work rate for slaves; +20% gold or production from slave selling or rendering
Moriquendi (S; any policy within the Slavery branch) Capital: Caer Sidi; +20 work rate for slaves; +20% gold or production from slave selling or rendering

First to construct a building
Ys (M, S; monument and library) Ys. +1s per pop in capital; -1% Research Maintenance per tech; *sage
Týre (M, S; marketplace) Týros; free marketplace in every city; *merchant
Gerzah (M, S, H; forge) Bigorna; free forge in every city; *engineer
Palare (M, S; fair) Parlyaree; +1 h per fair; +1 c per specialist; *artist

First to build a unit
Hy-Breasil (M, S; galleys) Uí Breasail; free harbors and +2f2g from adj natural harbor; *merchant
Sisukas (M, S, H; light infantry) free Strong Infantry (+30% str/rng) for all melee units; *warrior
Ebor (M, S, H; mounted elephants) Eborians; Mang Ont *warrior
Phryges (M, S, H; horsemen) Iconium; *warrior

Improvement/resource-based
Mayd (M, S; 2 fishing boats) Maydans; +1f1g per sea resource; Vlænderen
Agartha (M, S; 2 mined resources) +1p1c per mined resource

Other (these take priority if simultanious with a condition above)
Eleutherios (M, S; Zymurgy & 2 nearby wine) +2g3c / winery
Anaphora (M; Divine Liturgy & 2 nearby Incense) free Monasteries all cities
Hippus (M; Horseback R. & Commerce policy branch opened) (Capital and city names from FFH) Immediately gain the Mercenaries policy; horse-mounted units have the Strong Mercenaries promotion, making them 20% stronger as hired mercenaries and highly favored by civilizations and city states when hiring mercenaries (this is my tribute civ to FFH)

Clan of _______ (H; first kill) All Heldeofol civs gain a Warrior (a Great Person; see post#4 below) after their first non-civilian kill, and take a name from that individual. +15% military land unit production. Note that this is the only civ name / trait that can be replaced. A Heleofol civ that subsequently is first to one of the H-allowed conditions below has the option to drop "Clan of ____" for another name / trait combo (e.g., Ikkos, b, Gerzah, Mord, Nezhêlîba, etc.).
 
For the civ icons, I might stick to circles for now for ultimate modularity. That way other users can poach the civ icons as they wish, which I'm perfectly happy with. I'll still add some initial shine to it, but I'll also be adding some stone/scratch/grunge filters over the top of it to make it look more aged and stuff. Hopefully what you have might be enough to off for now in terms of descriptions. I'll post some sample examples when I get home and are actually made and see if you like them enough to progress.
 
What do you think of these? (First 7)

Spoiler :






 
nice work IMO !

just take care that some might overlap :
there is one : "first to sailing"
one : "first to build a galley"
and one : "first to build 2 fishing boats

same for elephants
"first to elephant tech"
and one "first to build elephant"

same for horses:
"first to horse tech"
and "first to build horsmen"
and "horseback riding + commerce policy" (Hippus)
(oh... and there is one for mercenaries... while hippus is also focused on mercenaries)

for mining:
one for "deep mining"
one for "underdark".. which is linked to mining
and one for "double mined ressources"

zymurgy (wine-making) : one for first to tech.
and one for first to tech + 2wine resources

idem for folkart/warcraf/bronze-working/warspirit/discipline/scholasticisme...etc : there at least two separated by races : one for Man and one for Sidhe and one hedlefold (however those might use the same icone whatever the race..)

I noticed a repetition:
Sophronia (M, S; Masonry) Capital: Pétra; gain leader Sophroniscus (engineer); gain nearby stone; +20%c per wonder; receive engineer as first leader; *engineer
Luchtain (S; Masonry) Capital: Falias; gain leader Luchta (engineer) gain nearby stone; +20%c per wonder
 
@TPangolin,

These are excellent! the "grit" is just right. I certainly want to add them to the mod.

As Calavente says above, there are often 2 or 3 different civs that revolve around a particular theme such as elephants, horses or seafaring (but sometimes only one as for whales). I'm still working on differentiating these civs when this happens. For example, Âb is supposed to be more about elephant culture/labor/technology, while Ebor is more about elephant warfare. It's not reflected well in trait stats yet but that's the intention.

However, I'd be happy to see another 30 along these lines. At worst, I can use color shading to differentiate 2 elephant icons, 2 horse icons, etc.


Edit: Just a minor gripe. The grit pattern is the same in all icons, and this is a little bit noticeable when they are shrunk down and all lined up -- they all have the same dirty streak running from the upper left. Is there any way to randomize this pattern?


I noticed a repetition:
Fixed.

zymurgy (wine-making) : one for first to tech.
and one for first to tech + 2wine resources
The tech Zymurgy is really about all fermentation processes. Ninkasi (the civ) is most definitely about beer. Eleutherios is more focused on wine.

On that note, 100% of the civ names are not made up. Many (not all) can be found in a google search, or even have a wiki entry. So that's a good source for image ideas.
 
I'll sort it out. I've also saved the individual source files so you can make the alphas and all that.
 
The tech Zymurgy is really about all fermentation processes. Ninkasi (the civ) is most definitely about beer. Eleutherios is more focused on wine.
great :D i was looking for that word... and went for wine making as it was on the tip of my tongue... but not there
 
Didn't forget about this, it's just going to take a bit of time.
Take all the time you need...

Don't want to overwhelm, but here's an updated list of civilizations. As I said above, I don't need a totally unique one for each. I can do slight recolors easily enough.
Spoiler :
Tech Discovery
Hippus (M; Horseback Riding & Commerce policy branch opened) Capital and city names from Fall From Heaven (this is my tribute civ). Gain the Mercenaries policy for free. Horse-mounted units have the Strong Mercenaries promotion making them 20% stronger when hired as mercenaries, thus favored by civilizations and city states when hiring mercenaries. Favored Techs: all in the Horseback Riding and Domestication rows, Currency, Coinage, Banking (10). Enabled Policies: Pastoralists, Horselords, Traders, Bankers.
Ikkos (M, S; Horseback Riding) +3c per improved Horses; 20% chance / turn for 1 xp gain for all horse-mounted units; Favored Techs: all from Horseback Riding and Domestication rows, Agriculture, Currency (9). Enabled Policies: Pastoralists, Horselords, Nomads, Caravaners.
Âb (M, S, H; 2 Mounted Elephants) Capital: Âbu. +2p1c per improved Elephants. +20% extra research toward Favored Techs. Favored Techs: all from Elephant Training and Hunting rows (9). Enabled Policies: Hunters, Elephant Tribe, Animal Masters, Beastmasters.
Fir Bolg (M, S; Animal Husbandry) +1p1g from pastures. Favored Techs: all from Domestication row, Agriculture, Fishing, Currency, Horseback Riding (8). Enabled Policies: Nomads, Pastoralists, Breeders, Caravaners
Cruithni (M, S, H; Tracking) Capital: Fiach; +1f1p from camps. Favored Techs: all from Hunting row, Mumikil Riding, Song of Leviathan (5). Enabled Policies: Nomads, Hunters, Animal Masters, Beastmasters, Tundra Survivors.
Crécy (M, S; Archery) Capital: Crécy; free Strong Archer (+30% str/rng) promotion for all units in the archer and horse-mounted archer lines; gain nearby Yew. Favored Class: Warrior. Favored Techs: all from Archery row, Stirrups, War Horses, Tracking & Trapping, Harpoons (6). Enabled Policies: Hunters, Archers, Marksmen.
Daggoo (M, S; Harpoons) Capital: Héréhérétué. +1f1p1g1c from whales. Favored Techs: all from Hunting and Harpoons rows, Fishing, Sailing, Ship Building, Navigation, Song of Leviathan (9). Enabled Policies: Seafarers, Beastmasters, Whale Hunters, Astronomers.
Fomhóire (M, S; Sailing) Capital: Faoi-mhuir. All units can enter ocean tiles immediately. Favored Techs: all from Fishing and Harpoons rows, Milling, Calendar, Astronomy (9). Enabled Policies: Seafarers, Sea Traders, Whale Hunters, Astronomers.
Parakhora (M; Milling) Capital: Parakh; free Watermill or Windmill in every city. Favored Class: Merchant. Favored Techs: Agriculture, Milling, Forestry, Irrigation, Crop Rotation, Calendar, Currency (5). Enabled Policies: Agriculturalists, Pastoralists, Millers, Caravaners.
Neith (M, S; Weaving) Capital: Zau. Favored Class: Merchant. Favored Techs: Agriculture, Weaving, Fine Textiles, Milling, Domestication, Animal Husbandry, Drama, Music, Aesthetics, Machinery (8). Enabled Policies: Agriculturalists, Millers, Weavers, Craftsmen, Traders.
Eleutherios (M, S; Zymurgy & 2 nearby Wine) +2g3c from Vineyards. Gain Oenology tech.
Ninkasi (M, S; Zymurgy) Capital: Ninkasi; free Brewery every city. Favored Class: Bard. Favored Techs: Agriculture, Zymurgy, Milling, Irrigation, Drama, Music, Alchemy, Chemistry, Aesthetics (7). Enabled Policies: Craftsmen, Brewers, Traders, Bards
Girnar (M; Irrigation) Capital: Girnar; marsh drainage always permanent; farms spread fresh water 1 tile. Favored Techs: Agriculture, Irrigation, Crop Rotation, Milling, Calendar, Masonry, Construction, Engineering (6). Enabled Policies: Agriculturalists, Engineers,
Aldebar (M, S; Calendar) Capital: Aldebaran; +2c from all plantations. Favored Techs: Agriculture, Writing, Calendar, Milling, Irrigation, Astronomy, Philosophy, Currency, Mathematics (6). Enabled Policies: Agriculturalists, Astronomers, Scholars, Traders.
Anaphora (M; Divine Liturgy & 2 nearby Incense) Free Monasteries all cities. +2df from Incense.
Isallin (M, S; Divine Liturgy) +1c1h from all religious buildings. Favored Class: Devout. Favored Techs: all from Calendar and Divine Liturgy rows, Writing, Philosophy (8). Enabled Policies: Astronomers, Missionaries, Scholars, Zealots, Theologists
Stygia (M, H; Maleficium). Founding Great Person: A Lich. Gain Mana from kills. Favored Techs: all from Maleficium and Sorcery rows, Thaumaturgy, Lycanthropy, Vampirism (10). Enabled Policies: Scholars, Philosophers, Arcane Scholars, Arcane Elite, Sorcerers. Favored Class: Thaumaturge.
Moriquendi (S; Maleficium). Founding Great Person: Eöl (Sorcerer) Gain Mana from kills. Favored Class: Thaumaturge.
Lemuria (M, S; Thaumaturgy) Favored Class: Thaumaturge. Favored Techs: all from Thaumaturgy and Transmutation rows, Enchantment, Illusion, Phantasmagora (10). Enabled Policies: Scholars, Philosophers, Arcane Scholars, Arcane Elite, Enchanters. Favored Class: Thaumaturge.
Axagoria (M, S; Philosophy) Capital: Clazomenae. Founding Great Person: A Sage. 50% extra happy to research. Favored Class: Sage. Favored Techs: all from Writing row, Mathematics, Alchemy, Chemistry, Medicine (9). Enabled Policies: Scholars, Philosophers, Astronomers, Metaphysicists, Cosmologists
Iacchia (M, S; Drama) Golden Ages last 50% longer. Favored Class: Bard. Favored Techs: Writing, Drama, Philosophy, Literature, Music, Aesthetics, Enchantment, Illusion, Phantasmagora (7). Enabled Policies: Scholars, Bards, Enchanters, Illusionists
Lagad (M, S; Mathematics) Capital: Lagadha. Trait: -2% Research Maint for Mathematics and all downstream techs; receive sage Lagad as first leader. Favored Class: Sage. Favored Techs: Writing, Currency, Mathematics, Music, Alchemy, Chemistry, Coinage, Banking, Mechanics, Engineering, Machinery, Steam Power, Architecture, Ethereal Architecture (11). Enabled Policies: Scholars, Mathematicians, Engineers, Machinists, Architects
Mamonas (M, S; Coinage) Capital: Dispáter. Trait: +1g from gold and silver; gain 0.5% interest on treasury per turn in capital. Favored Class: Merchant. Favored Techs: Currency, Mining, Coinage, Writing, Mathematics, Banking, Bronze Working, Calendar, Weaving, Masonry, Construction (8). Enabled Policies: Traders, Bankers, Craftsmen, Jewelers, Gold- & Silversmiths.
Sophronia (M; Masonry) Capital: Pétra. Founding Great Person: Sophroniscus (Engineer). Gain nearby stone. Great Person builds take 30% less time. Favored Class: Engineer. Favored Techs: Mining, Masonry, Construction, Writing, Mathematics, Mechanics, Engineering, Sanitation, Architecture, Ethereal Architecture (8). Enabled Policies: Miners, Stonemasons, Monument Builders, Engineers, Architects.
Luchtain (S; Masonry) Capital: Falias. Founding Great Person: Luchta (Engineer). Gain nearby stone. Great Person builds take 30% less time. Favored Class: Engineer. Favored Techs: Mining, Masonry, Construction, Writing, Mathematics, Mechanics, Engineering, Sanitation, Architecture, Ethereal Architecture (8). Enabled Policies: Miners, Stonemasons, Monument Builders, Engineers, Architects.
Vinča (M, H; Bronze W.) Capital: Bakar. +50% research toward all downstream techs; Favored Class: Engineer. Favored Techs: all from Mining and Deep Mining rows, Masonry, Construction (8). Enabled Policies: Miners, Deep Miners, Smelters, Weapon Smiths, Weapon Masters.
Gobann (S; Bronze W.) Capital: Findius. Founding Great Person: Goibniu (Engineer). +30% research toward all downstream techs. Favored Class: Engineer. Favored Techs: all from Mining and Deep Mining rows, Masonry, Construction (8). Enabled Policies: Miners, Deep Miners, Smelters, Weapon Smiths, Weapon Masters.
Úr (M, S; Deep Mining and capital adjacent to mountain) Capital: Ullrul. “We forsake the sun, the meadow and the gentle breeze and go into the depths of Éa … to our underdark home that we call Úr.” Unlock and immediately discover Deep Farming (which is otherwise closed to Man and Sidhe). Gain yield only from Mines, Quarries, Deep Mines, Deep Farms and their associated resources; other resources can be improved for trade but provide no plot yield. Cities can be founded adjacent to mountains only. Cannot train horse-mounted or elephant units. Traverse mountains as if they were roads. Favored Techs: Mining, Deep Mining, Earth Divination, Deep Farming, Deep Roads, Knowledge of the Underdark, Currency, Coinage, Masonry, Construction, Bronze Working, Iron Working (9). Enabled Policies: Miners, Deep Miners, Underdark Denizens, Craftsmen, Jewelers, Gold- & Silversmiths.
Orkahaugr (H; Underdark Paths) Favored Techs: Mining, Deep Mining, Earth Divination, Underdark Paths, Deep Roads, Currency, Coinage, Masonry, Construction, Bronze Working, Iron Working (9) Enabled Policies: Miners, Deep Miners, Underdark Denizens, Smelters, Weapon Smiths.

Policy Adoption
Reynes (M; Aristocracy) Culture and buy cost of plots reduced by 33%. Favored Techs: Domestication, Animal Husbandry, Animal Industry, Agriculture, Milling, Forestry, Zymurgy, Weaving, Irrigation, Crop Rotation, Calendar (9). Enabled Policies: Pastoralists, Animal Breeders, Agriculturalists, Millers.
Biarmaland (M; Guilds) All specialists provide +2 in their respective yield type. Favored Techs: Domestication, Animal Husbandry, Animal Industry, Agriculture, Milling, Forestry, Zymurgy, Weaving, Irrigation, Crop Rotation, Calendar (9). Enabled Policies: Pastoralists, Animal Breeders, Agriculturalists, Millers.
Kaza (M; Civil Service) Capital: Tóppí Ké. “We are folk of the farm, domesticators of plant and animal. Our land and our people are fertile. We will transform this land into farms, pastures and mills as far as the eye can see.” +20% food in all cities. Favored Techs: Domestication, Animal Husbandry, Animal Industry, Agriculture, Milling, Forestry, Zymurgy, Weaving, Irrigation, Crop Rotation, Calendar (9). Enabled Policies: Pastoralists, Animal Breeders, Agriculturalists, Millers.
Eóganachta (S; any policy within the Agrarianism branch) Capital: Cnoc Eógan. Loose Sidhe penalties for growth and settler production. Favored Techs: Domestication, Animal Husbandry, Animal Industry, Agriculture, Milling, Forestry, Zymurgy, Weaving, Irrigation, Crop Rotation, Calendar (9). Enabled Policies: Pastoralists, Animal Breeders, Agriculturalists, Millers.
Skógr (M; any policy within the Pantheism branch) Capital: Lauf. Founding Great Person: Nál (Druid). +20 base relationship with all Gods and +4 with The Fey. Favored Techs: Hunting, Tracking & Trapping, Gamekeeping, Archery, Bowyers, Agriculture, Writing, Zymurgy, Calendar, Drama. Enabled Policies: Hunters, Animal Masters, Bards, Woodsmen. Favored Class: Devout.
Banba (S; Animal Lore) Founding Great Person: Banba (Druid). +33% combat versus Animal and Beast units. +1c from each camp, pasture, fishing boats and whaling boats. Enabled Policies: Woodsmen, Hunters, Animal Masters, Beastmasters. Favored Class: Devout.
Ériu (S; Woods Lore) Capital: Tír inna n-Óc. Founding Great Person: Ériu (Druid). Move through friendly woods as road. +1c from each plantation and farm. Enabled Policies: Woodsmen, Herbalists, Hunters. Favored Class: Devout.
Fódla (S; Earth Lore) Founding Great Person: Fódla (Druid). Faster movement in hills. Can cross mountains. +1c from each mine and quarry. Enabled Policies: Pantheists, Woodsmen, Hunters, Miners, Deep Miners, Jewelers, Gold- & Silversmiths. Favored Class: Devout.
Netzach (M; Mysticism) Founding Great Person: A Priest. Free Shrine in every city. Favored Class: Devout.
Yesod (M; Way of the Wise) Founding Great Person: Priest. Gain 4 free Incense. Favored Class: Devout.
The Hod (M; Priesthood) Capital: Aslan. Founding Great Person: A Priest. +1 Divine Favor for each religious building. Double religious pressure from trade routes. Favored Class: Devout.
O (M; Arcane Elite or Arcane Tradition) Capital: Ozymandia. “We are masters of the arcane, wise and dangerous. Call us O (if you must address us). It is simple enough for you to remember.” Founding Great Person: Ozymandias (Wizard). +5 Mana from capital; +30% research for all magic techs. Favored Class: Thaumaturge.
Mu (S; Arcane Elite or Arcane Tradition) Capital: Tír Tairngire. Founding Great Person: A Wizard. +5 Mana from capital. +30% research for all magic techs. Favored Class: Thaumaturge.
The Graeae (M, S, H; Witchcraft) Capital: Phorcydes. "Double, double toil and trouble; / Fire burn, and caldron bubble. / Fillet of a fenny snake, / In the caldron boil and bake; / Eye of newt, and toe of frog, / Wool of bat, and tongue of dog, / Adder's fork, and blind-worm's sting, / Lizard's leg, and owlet's wing,— / For a charm of powerful trouble, / Like a hell-broth boil and bubble./ Scale of dragon; tooth of wolf; / Witches' mummy; maw and gulf / Of the ravin'd salt-sea shark; / Root of hemlock digg'd i the dark; / Finger of birth-strangled babe / Ditch-deliver'd by a drab,— / Make the gruel thick and slab: / Add thereto a tiger's chaudron, / For the ingrediants of our caldron. / Cool it with a baboon's blood, / Then the charm is firm and good." Founding Great Person: A Witch. Free Reagents from first 6 cities. +2m from Gatherer's Hut. +1m from all resources. Thaumaturges are always of subclass Witch. Favored Techs: Thaumaturgy, Conjuration, Transmutation, Maleficium, Lycanthropy, Reanimation, Demonology, Alchemy, Enchantment. Enabled Policies: Mystics, Herbalists, Conjurors, Enchanters, Divinators, Alchemists, Potion Makers. Favored Class: Thaumaturge.
Nezhêlîba (M, S, H; Slave Trading or Debt Bondage) Capital: Orjuu. +20 work rate for slaves; +20% gold or production from selling or rendering slaves.
Gaziya (M, S, H; Slave Raiders) All land combat units gain the Slave Raider promotion for free. +20% gold from pillaging.
Nemedia (M; Discipline) Capital: Nemheim. Founding Great Person: Nemed (Warrior). Extra gold from plundering. Lowest possible Morale for any unit is -15. Favored Class: Warrior.
Milesia (M; Warcraft) Founding Great Person: Míl Espáne (Warrior). Extra gold from kills. +20% combat during Golden Age. Favored Class: Warrior.
Úlfhéthnar (M; Warspirit) Founding Great Person: A Berserker. Units fight at full strength when wounded (stacks with Berserkergang effect). Favored Class: Warrior.
The Morrígna (S; Discipline); Capital: Goirias. Founding Great Person: Mórrígan (Warrior/Thaumaturge). Extra gold from plundering. Lowest possible Morale for any unit is -15. Favored Class: Warrior.
The Machae (S; Warcraft); Capital: Ard Macha. Founding Great Person: Macha (Warrior). Extra gold from kills. +20% combat during Golden Age. Favored Class: Warrior.
The Bodwa (S; Warspirit); Capital: Badb Catha. Founding Great Person: Badb (Berserker). Units fight at full strength when wounded (stacks with Berserkergang effect). Favored Class: Warrior.
Mord (H; Discipline) Capital: Bellator. Founding Great Person: A Warrior. Extra gold from plundering. Lowest possible Morale for any unit is -15. Favored Class: Warrior.
Theanon (M; Scholastisicm) Capital: Croton. Founding Great Person: Theano (Sage). Favored Class: Sage.
Saguenay (M; Folkart) Founding Great Person: A Bard. Favored Class: Bard.
Albion (M; Folklore) Founding Great Person: A Bard. Favored Class: Bard.
Tír Ecne (S. Scholastisicm) Capital: Danann. Founding Great Person: Ecne (Sage). Favored Class: Sage.
Noudont (S; Folkart); Capital: Airgetlám. Founding Great Person: Credne (Bard). Favored Class: Bard.
Áes Dána (S; Folklore) Capital: m’Bhan. Founding Great Person: Danu (Bard). Favored Class: Bard.
Suddene (M; Mercantilism) Founding Great Person: A Merchant. +20% g from city connections. +3g from each international trade route. +33% land trade route range. Favored Class: Merchant.
Partholón (M; Cultural Diplomacy) Capital: Inbhear Scéine. Founding Great Person: Partholón (Merchant). +20 base relationship with all City States. Pass through City State territory without anger. Favored Class: Merchant.
Dál Fiatach (S; Mercantilism) Founding Great Person: Áine (Merchant). +20% g from city connections. +3g from each international trade route. +33% land trade route range. Favored Class: Merchant.
Dáirine (S; Cultural Diplomacy) Founding Great Person: Étaín (Merchant). +20 base relationship with all City States. Pass through City State territory without anger. Favored Class: Merchant.
Mór (M, S; Mercenaries) Capital: Bythnia. Founding Great Person: A Merchant. +20% gold earned from hired mercenaries and 20% reduced cost for hiring mercenaries. Favored Class: Merchant.
Dökkálfar (S; both Dominionism and Slavery branches opened) Capital: Caer Sidi. “The Sídhe-Lords will rule all of Éa and the lesser races will serve us. It is for their own good. Man is little better than Orc in his short and meaningless existence. We are eternal, wise and beautiful.” +20 work rate for slaves. +20% construction of all buildings already present in capital.
Ljósálfar (S; both Pantheism and Tradition branches opened) Capital: Tír inna n-Óc. All Great People gain passive experience at twice the normal rate.
Segoÿim (M, S; both Pantheism and Arcana branches opened) Capital: Cathair na Éa. “We honor our founder Segoy (though her nature is a mystery to us). We learn the ways of Mana and the Divine Spirits. In time, we will know the very weave of Éa.” Founding Great Person: Segoy. +3m3c3s from capital. All Thaumaturges (including dual-class) gain +50% passive and active experience. Cannot ever learn Maleficium.

Improvement/resource-based
Hy-Breasil (M, S; 2 fishing boats not in lakes) Capital: Uí Breasail. Free Harbor in all coastal cities. +2f2g from adjacent Natural Harbor (Natural Harbors are any city-adjacent coastal plot that is surrounded by three or more land plots). Favored Techs: all from Fishing and Harpoons rows, Milling, Calendar, Astronomy (9). Favored Class: Merchant. XXX swapped trigger with Mayd
Agartha (M, S; 2 mines) +1p1c from all Mines and Deep Mines. Favored Class: Engineer.

Construct building
Ys (M, S; Library) Capital: Ys. Founding Great Person: A Sage. +20% research in capital. -0.8% Research Maintenance per known tech. Favored Class: Sage.
Týre (M, S; Marketplace) Capital: Týros. Free Marketplace in every city. Favored Class: Merchant.
Gerzah (M, S, H; Forge) Capital: Bigorna. Free Forge in every city. Favored Class: Engineer.
Palare (M, S; Fair) Capital: Parlyaree. +1c from every building that already provides culture. +1c per specialist. Favored Class: Bard.

Train unit
Mayd (M, S; Galleys) Capital: Vlænderen. Free Shipyard in every coastal city. -33% maintenance cost for naval units. Favored Techs: all from Fishing and Harpoons rows, Milling, Calendar, Astronomy (9).
Sisukas (M, S, H; Light Infantry). All infantry units (L., M., H. Infantry and Immortals) have Strong Infantry promotion (+30% combat) and -33% maintenance cost. Gain one free infantry unit of appropriate type on discovery of Iron Working, Metal Casting and Mithril Working. Favored Class: Warrior.
Ebor (M, S, H; Mounted Elephants) Capital: Mang Ont. All elephant units have Strong Elephants promotion (+30% combat/ranged) and -33% maintenance cost. Gain one free Elephants resource from each of your first 5 cities. Favored Class: Warrior.
Phryges (M, S; Horsemen) Capital: Iconium. All horse-mounted units have +1 movement and -33% maintenance cost. Favored Class: Warrior.

Geographical
Hyperborea (M; 50% of nearby plots are ice or tundra and exploration has revealed 30 ice and tundra plots). Can build farms on tundra or snow plots (with normal yield) and mines on snow hills. Hunting Lodges provide extra food from Camps on tundra or snow. Favored Techs: Enabled Policies: Nomads, Tundra Nomads, Ice Lords, Hunters, Pastoralists, Beastmasters.
The Mooreae (M; 50% of nearby plots are jungle or marsh and exploration has revealed 30 jungle or marsh plots) Capital city: Moor.
 
I made a list of all fantasy units I could find on Civfanatics, with links and all. Maybe it'll help you out somehow. If you know of any fantasy units that aren't on it, please tell me.
This is a list of Civ 5 animals and fantasy units I've found on Civfanatics. I take no credit for any of the work. I'm making this in the hopes that it will expedite the creation of more fantasy units and fantasy mods, and maybe even my dream of seeing Fall From Heaven in Civ V. If you know of any Fantasy units not listed here, please, please post a link to them so that I can add them.

Beasts - Excellent early game barbarians - or a civ could use tamed ones in battle.
Eagles and Ravens
Griffon
Lion
Spider
Wolf

Monsters - Monsters are the most essential part of a fantasy mod. Can be used as barbarians, or their own civ.
Ent (Tree Monster)
Orc Spearman
Ogre
Stoneskin Ogre
Wolf Rider

Civilian - You gotta have some regular folks too, if only for the dragons to eat them.
Charlemagne Supply Train (Ox-drawn cart)

Other - Some units don't fall into neat categories, but they're great nonetheless.
Frydwell (Deer mounted soldiers)
 
Heldeofol
This playable race isn't in the mod yet because we don't have a basic lineup of warriors, archers, etc. Here's what we need (arrows indicate upgrade paths):

Orcs:
Warriors -> Light Infantry (light bronze armor/weapons) -> Medium Infantry (medium iron armor/weapons) -> Heavy Infantry (heavy iron armor/weapons) -> Immortals (mithril armor/weapons)
(We already have orc spearman unit. Perhaps this is a good axeman unit to convert.)

Goblins:
Archers -> Bowmen -> Marksmen
Crossbowmen -> Arquebusmen
Wolf Riders -> Warg Riders -> War Wargs (melee combat)
(lowest priority: Wolf Archers -> Warg Archers)
(These "orcs" from Civ4 would make good goblins, I think. Just need archer, crossbowman and worg rider.)
(Edit: Yay! we now have a Wolf Rider from Deliverator. It would be nice if additional goblin unit follow a similar model. I'm not sure yet whether I really like the big nose, but I would like the various goblin units to be consistent.)

Assorted big guys:
Hill Giants, Trolls, etc. (We already have two excellent Ogre models. I'll take whatever else I can get.)

Ok, here is my input:

Goblins - HATE the big-nose goblin, so I took the base unit from Dragonia II. I am presently working on them and they should be complete soon.

Orcs - I like Deliverator's Orc Spearman. All I need is one unit and I can create the skins for the rest of the series. It is easy to rig a base skin over the existing Civ V units and use the existing animations. So, I will use Deliverator's Orc Spearman unit as the base for all the rest and develop interchangeable leather and chain (and maybe plate) skins for equipment as I am doing with the goblins. So this one I have covered, too.

Big Guys - Lots of good stuff out there from the Civ IV mods: Giants, Efreet, Elementals, Constructs, etc. The bad news is that some of the animations are wacky or the files don't transfer into Civ V well (I am having a terrible time with a Dragon series and a Sandworm unit). The good news is that some are really done well (as in thoughtfully made) so if I import one of them, then I have 4-6 skins for similar units (if I can ever figure out what is wrong with the dragon, it comes with 8 different skins!). So I am taking each of these units on as "projects" with no particular finish date. This will likely be a collaborative effort.

Hope this helps - can't wait to see them in the mod! :goodjob:
 
@Nomad or What,

Great job on the goblins so far! They are in already so you will see them running around in the initial Éa III Sword & Sorcery release. There's no Heldeofol playable race yet. But I added them to my existing barb system with their own encampment. So we have Goblin Encampments that produce goblin warriors, archers, trackers, wolf riders and crossbowmen (upgrading with player techs). I also have a Naga Encampment (in the desert of course) spawning your Green and Blue Nagas.

Once we have an Orc infantry line up I can put the combined set of units together for a playable race. I have enough "big guys" now (but I'm happy to see more and I'll add them as they are made).

Oh... I forgot in my list... we need some workers, slaves and settlers too. Workers and slaves should be Goblins (slaves are just a worker unit for civs with Slavery). Settlers are a mix of orc and goblin.
 
Once we have an Orc infantry line up I can put the combined set of units together for a playable race. I have enough "big guys" now (but I'm happy to see more and I'll add them as they are made).

I will begin working on the Orc Infantry lineup next so you can get the Heldeofol to a playable state. Hope to be done by Friday. Would've started on this sooner, but I keep getting distracted with "pet" projects that I want to try. Some are successful, some aren't -but I am learning a lot! Actually, mainly what I am learning is that these Civ V conversion tools HATE ME!!! :ack:

Oh... I forgot in my list... we need some workers, slaves and settlers too. Workers and slaves should be Goblins (slaves are just a worker unit for civs with Slavery). Settlers are a mix of orc and goblin.

I have looked into this and it is actually a bit tougher than I thought it would be. Settler units use 4 different female, 4 different male, and an animal unit. That is a lot of converting! Fortunately, the goblin and orc source art has a male, female, and child unit already. Since you want a mix of Orc and Goblin that should give you most of the settler unit lineup; now I just need an animal. I was thinking about something unique (present options are camel, llama, ox, or donkey); how about a giant lizard? :D
 
Maybe a large rat? I saw these in Civtar's posts somewhere.

It's really hard to tell male from female with these guys anyway, especially with goblins. A pair of the goblin scout art def members would work. So maybe two orcs with staffs? One with some appropriate warping in the upper body?

No hurry. I got your goblins and some other units in as barbs and wandering animals. It's going to take several weeks for me to get the Heldeofol up and running (that's after I take a little break).
 
There are three rats actually, an ordinary brown one, a brown one with spikes on its back, and a black one with "ribs" sticking out of its sides - the last two are mutated Giant Rats for the Skaven of WH. They use lion animations, but very poorly - they only look good at small scale (but put in 31 members at small scale and it looks great!).
The giant rats are reserved for WH, they haven't been uploaded anywhere. You can use the ordinary rat though if you want.
 
Maybe a large rat? I saw these in Civtar's posts somewhere.

Nah, giant rats don't seem like a good match; I think I will go with either a giant boar or lizard. I will have both a goblin and an orc lizard rider, so that seems like a good pack animal for them. A giant boar is a second possibility, though, since I may use a lizard for the eventual lizardmen pack animal.
 
Sounds good. They are sort of a hodgepodge of ugly humanoids, so almost anything will work. Could throw in one hobgoblin (that's what I call S3rgus's ogre). Or not.
 
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