In Naeralith all magic is derived from the colour inherent in living matter, and the more brightly coloured stuff is, the more magical. this is why many of the more colourful resources have higher pigment yields. In order to get this idea across weve decided the smallest value of colour in magic is refered to as a 'pigment'.
Basically Pigments are a new tile yield similar to production (or more accurately, culture) which is accumulated in the same manner as culture for use in purchasing Magical Lores (similar to Social Policies) from the Magic Palette Tree (similar to the social policy tree). Im not certain on the specifics of the Palette tree, but as far as i know there will be at least 7 Lore Brances, one for each colour of magic. there will probably also be a white Lore and Necromantic Lore.
The purpose of these lores and magic policies is to determine what spells your sorcerers and such can learn. it acts as a limiting factor as to how strong your sorceres can be and how many spells they know.
Another effect of pigments is that the pigments present in the terrain directly affects your spellcasters strength and magical power. more pigments obviously means more ambient magical energy and so stronger sorcerers. low pigments means weaker sorcerers, and NO pigments (such as in Margorian Lands) means no spell casting (except for liches and necromancers but thats another tale)
THats relaly just a brief overview from what i understand, im sure Al will add in more later but for now thats all i know hope that helps!
I can't find anything about pigments in your mod
im loving your changes to newetah and seelie! good job there Al
Tunive Civilisation
Spoiler Tunive :
The Tuniveshe are an honourable people for whom family ties, loyalty and respect are of great importance.
They are masters of Ni'vae riding (Naeralith's horse equivalent), possessing mounted warfare techniques that have been honed from generation to generation.
To the people of Tunive, nothing is more glorious that riding across the plains of their homeland.
Leader: TBA
Alignment: Neutral
Traits
Ni'vae Lords: Ni'vae and iron resources provide double quantity. +1 global happiness per source of Ni'vae.
Steppe Riders: Mounted units get +1 move on open flatland terrain. Mounted Units ignore terrain penalties on open flatland terrain.
I look forward to this mod immensely and can't wait to see how you deal with magic and it's technological implications.
Heres a few ideas for Tunive. the main theme is Ni'vae. a lot of the UBs have to do with them.
an idea i had was that Tunive could revere Ni'vae (in a similar manner that india reveres cows) because they believe they are the descendents of a mystical sky spirit that created the first Tuniveshi. They coudl also believe that when the Tuniveshi die their souls are at risk of being consumed by a horrible deamon, however the Ni'vae are their spiritual defenders, galoping into the deamon and fighting it long enough for the Tuniveshi souls to escape its clutches and move to the next life. because of this their architecture tends to reach to the sky in multi level pagoda structures in a form of prayer, especially their temples.
Tea House: Replaces Herbalist; Yield Building; Cost 80; Maintenance 1; +1 food from each worked Alendus; +2 Culture; Heals units adjacent to the city +1 HP per turn.
Ni'vae Breeders: Replaces Granary; Yield Building; Cost 150; Maintenance 1; Requires Maelo, Slui, Sporral, Yumba or Ni'vae; +2 food; +1 food for each worked Maelo, Slui, Sporral, Yumba; Provides 1 source of Ni'vae.
Zen Garden: Replaces Garden; Yield Building; Cost 120; Maintenance 2; Requires River/Lake; +2 Bard; +33% GPP; +1 science and Culture from worked Fraeyalillies
Stables: Replaces Hippodrome; Military Building; Cost 60; Maintenance 1; Requires Barracks; Requires Ni'Vae/Striders; +20XP to all Heavy Cavalry and Light Cavalry units
Pagoda Temple: Replaces Temple; Cultural Building; Cost 120; Maintenance 2; Requires Monument; +1 Priest; +3 Culture. +2 culture from each nearby Ni'vae resource.
Show Jumping Course: Replaces Circus; Happiness Building; Cost 130; Maintenance 2; Requires Carnival; Requires Ni'Vae/Striders; +3 Happiness; +1 culture from worked Ni'vae resources.
Cloud Monestary: Replaces Monestary; Cultural Building; Cost 120; Maintenance 2; Requires Pagoda Temple; +1 Priest; +2 Culture; +2 culture from each nearby Incense and Ni'vae resource. +1 source of Ni'vae for each worked Ni'vae resource
Circle Bridges: Replaces Levee; Yield Building; Cost 120; Maintenance 3; +1 Culture from river tiles
Moflosian Games: Replaces Race Track; Happiness; Cost 150; Maintenance 3; Requires Show Jumping Course; Requires Ni'Vae/Striders; +4 Happiness +2 Culture from Ni'Vae and Strider resources nearby; +10 EXP to all Heavy Cavalry and Light Cavalry units
Sky Temple: Replaces Cathedral; Cultural Building; Cost 150; Maintenance 3; Requires Cloud Monestary; +2 Priest; +5 Culture; +3 Culture for each worked Marble; Obsidian and Ni'vae resource; +10% production for each worked Ni'vae resource.
I look forward to this mod immensely and can't wait to see how you deal with magic and it's technological implications.
Brazain Totem should require Brazain not mulgorf