The Bloodmoon Chronicles TC Fantasy Mod

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A Total Conversion Fantasy Mod
Prologue:

Mythra is in rebirth. Ravaged and torn asunder by unleashed magical energies and the emergence of infernal leviathans from fissures deep within the underworld, formerly glorious civilizations now lie in ruins, fragmented into imperiled tribes on the very verge of extinction. Elemental forces, brutally transforming the landscape with raw power, are beginning to slowly yield to the energies of creation. Life once again springs forth. But it will not last; Atropa, The Bloodmoon, now waning behind Aion, will inevitably reappear yet again as the harbinger of destruction. There are those that will try to resist, buttressed into hardened cities of physical and magical will, and those that adapt to sustain it; roaming, restless, nomadic survivors. Still others will welcome its wrath altogether....

Overview:

The Bloodmoon Chronicles (hereafter "BMC") is a concept of a world with two moons: a larger moon, Aion, that orbits the planet Mythra and a smaller moon, Atropa, that instead orbits the larger moon. Atropa, commonly referred to as "The Bloodmoon," orbits around Aion as such that it periodically waxes and wanes between Aion and the planet Mythra, turning it increasingly red in appearance as it moves closer to the planet. The gravitational effects as Atropa interposes wreak havoc upon the planet causing massive tidal shifts, earthquakes, flares of magical energies trapped within arcane nodes, and fissures from deep within to erupt and unleash hordes of unnatural dimensional beings. Aion's own elliptical orbit places it at varying distances from Mythra, thereby increasing or decreasing the effects of Atropa's interposition depending upon Aion's proximity to the planet.

Your civilization will begin just as The Bloodmoon has completed its final phase betwixt Aion and Mythra at Aion's perigee to the planet. The effects of this phenomenon have been devastating and Mythra lies largely broken and in ruin. For now, Atropa is continuing its revolution to the dark side of Aion, while Aion continues its own trajectory to Mythra's apogee. The destructive forces are largely dormant for the time being and the elemental energies are waning. It is now a period of rebirth as the might of creation and life begin to once again gain ground. Eventually Atropa will return, however; mildly at first as Aion orbits distantly, but with increasingly catastrophic effects as the large moon inevitably draws nearer to the planet.


Concepts:

For those familiar with Civilization IV's Fall from Heaven II mod (who isn't?) you will likely find that some concepts are loosely based upon it: Raw mana nodes as resources and affinities to them; copper, iron, and mithril as powerful unit promotions; starting resources in palaces (mana in particular); wonders that provide a mana resource (such as the FFH Soul Forge that provides Death mana), mastery wonders, etc. Some civilizations will also function similarly to those from FFH. This mod is by no means intended to duplicate Fall from Heaven or its modmods but it will certainly be inspired by FFH to some degree, as well as by concepts from Master of Magic and the Age of Wonders series. Following are some of the intended core concepts:

- The Bloodmoon: This will be a game mechanic that cycles through sixteen moon phases, benefiting and/or disadvantaging various civilizations during each phase (roughly 6-7 turns in length). Similar in concept to the Armageddon counter from FFH, instead it waxes and wanes, increasing its effects after every cycle. Each phase of the moon has a corresponding aspect of mana that is dominant during that phase and many phases are also represented by a deity whose followers benefit during their patron's phase. The phases, separated into four primary quadrants, are as follows:

Spoiler :

The Divine Phases:
Aspect of Order
Aspect of Light
Aspect of Aether
Aspect of Life

The Existential Phases:
Aspect of Body
Aspect of Mind
Aspect of Spirit
Aspect of Nature

The Necromantic Phases:
Aspect of Chaos
Aspect of Shadow
Aspect of Entropy
Aspect of Death

The Elemental Phases:
Aspect of Earth
Aspect of Fire
Aspect of Air
Aspect of Water

- Mana: This will be a resource and the foundation for the magic system. Initially, the game begins with raw mana nodes throughout the map with no particular affinity (each usually guarded by a powerful creature). Each civilization's palace will begin with up to three aspects of mana (fire, shadow, etc.), resources (horses, timber, etc.), or a combination of both. Raw mana nodes can only be converted to an aspect of mana with which a civilization has affinity, is within its borders, and is cleared of its guardian. Converted nodes grant additional resource quantity and increase affinity potency for that magic aspect. Knowledge of aspects unknown at game start can be attained through the civic tree, alignment tree, as epic treasure from cleared lairs, or wonders either built or conquered. Although mana is technically a resource, civilizations will be unable to trade it as a resource.

There are nineteen mana affinities in all; one from each of the aspects, plus three additional affinities from the Alteration sphere. Mastery of a sphere of magic requires affinity with three of the four aspects within that sphere (all three in the case of the Alteration sphere) and allows its respective mastery wonder to be built. The spheres and the corresponding mastery wonder are as follows:

Divine Sphere (Order, Light, Aether, Life): Mastery wonder - Pillars of Divinity
Existential Sphere (Body, Mind, Spirit, Nature): Mastery wonder - Garden of Adrostia
Necromantic Sphere (Chaos, Shadow, Entropy, Death): Mastery wonder - The Necromanteion
Elemental Sphere (Earth, Fire, Air, Water): Mastery wonder - Elemental Gate
Alteration Sphere (Enchantment, Illusion, Metamagic): Mastery wonder - Alchemist's Runestones
Once three mastery wonders have been built (or conquered), a civilization may begin on the Tower of Essence wonder for a Mastery victory. Conquering a mastery wonder without having the requisite mana affinities will provide no bonuses and will not count as complete until the requisite affinities are gained (since palace resource affinities aren't taken upon conquering another civilization's capital, this is very likely to occur). Likewise, conquering territory having converted mana nodes within its borders that have not been learned by the conquering civilization will dispel them back to raw mana nodes.

Some civilizations may already have most of the requisite mana affinities in their palace at the start of the game to begin building a mastery wonder; the remaining can be learned in the alignment or policy trees relatively soon. This gives them an advantage towards building it from the very start (complete with the bonuses it provides). However, anyone completing (not starting) a mastery wonder automatically receives a large diplomatic penalty with every other civilization. Even starting the Tower of Essence wonder, on the other hand, forces total war on that player from all civilizations for the rest of the game.

Spellcasters, initially weak units, can eventually become extremely powerful through a combination of mana affinity and advancements. They are also required to build epic magical items for heroes and cast powerful enchantments on units and cities.

- Renown: This concept replaces Culture, since not all civilizations will pursue cultural goals and yet in the base game it is required for policy and ideology tenets. Renown is effectively a civilization's fame and it is acquired by various means, usually associated with that civilization's traits. Some civilizations will acquire Renown culturally, whereas others may acquire it from cumulative unit experience, wealth generation, exploration, etc. The mechanic will work similar to the base game (e.g., gaining Renown for every unit killed similar to the Honor civic gaining culture when killing barbarians) but it will be a civilization-specific trait instead of necessarily being a policy, building, or terrain bonus.

- Research/Advancements: Similar to Faerun there will be no traditional technology tree, as it is not very conducive to the fantasy genre. Unlike Faerun, however, Advancements will not necessarily be from building upgrades upon reaching a certain city size. This may be effective for traditional civilizations but will put nomadic, barbaric, and infernal civilizations at a disadvantage. Instead, Advancements will work similar to the Renown mechanic and will be closely aligned with civilization traits. There will be a Scholarship civic and other policies and tenets that provide bonuses to Research, but the pursuit of Advancements should not be the dominating factor as it tends to be in the base game since it will require forgoing other policies and tenets in order to do so. Instead, civilizations will tend to pursue only those Advancements that will benefit their unique traits and ignore those that provide little benefit to them. In addition, research points will be required to purchase Sorcerer units, requiring some degree of sacrifice between advancement and buying powerful spellcasting units.

- Mana Users:

There are three disciplines for users of mana: Sorcery, Summoning, and Channeling. All mana units begin with the Level I promotion for their discipline:

Sorcerers - Cost Research to build and use the Sorcery I, II, and III promotions. Is a civilian unit and has the Study (+1 XP/turn) or Research (+1 Research/turn) ability while located in a Mage Guild or Sorcerer's Tower improvement (which provides an additional +1/turn). They are the only mana user type that can cast spells from the Alteration sphere. Sorcerers focus on magical damage, enchantments, and arcane supremacy.

Summoners - Cost Renown to build and use the Summoning I, II, and III promotions. Is a civilian unit and gains XP and Renown for all combat actions performed by units it summons (including its familiar, which can also gain XP). Summoners focus on mastery of dimensions and planes of existence, primarily to summon/banish units to/from Mythra.

Channelers (Priests) - Cost Faith to build and use the Channeling I, II, and III promotions. Is a combat unit and begins with the Medic I promotion. Channelers focus on healing, protection, and defense.

Spells for each discipline are as follows:

Spoiler :

Sorcery

Sorcery I: Unit receives Blink [Instant; caster can move to any visible tile up to 2 tiles away unless impassible] and is able to acquire Level I spell promotions from aspects with which the civilization has affinity.

Sorcery II: Unit receives Dispel Magic [Instant, Range 2; removes all magical enchantment within any visible tile; can revert mana nodes back to raw if caster is directly on the tile] and is able to acquire Level II spell promotions from aspects with which the civilization has affinity.

Sorcery III: Unit receives Word of Recall [Returns caster back to any Sorcerer's Tower upon capture, but caster will be unable to cast spells for 5 turns; 10 turn cooldown] and is able to acquire Level III spell promotions from aspects with which the civilization has affinity.

Level I Sorcery Spells: Requires the Sorcery I promotion; each Level I promotion from an aspect of magic requires 1 mana resource of that aspect

Order I - Loyalty [Instant; Units in the caster's tile and surrounding tiles receive the Devoted I promotion (+50% resistant to charm and capture) for two turns]
Light I - Truesight [Instant; Range 2; Reveals hidden units in a 2-tile radius from the selected tile for two turns]
Aether I - Vigor [Instant; Unit in the caster's tile heals an additional +20 Health when fortified, lasts up to two turns]
Life I - Strength [Instant; Range 2; +25% Combat Strength to selected unit for two turns]
Body I - Haste [Instant; Range 2; Land units in the caster's tile gain +1 movement for two turns; Does not affect magical, summoned, or undead units]
Mind I - Insight [Instant; Range 2; Selected unit gains +50% experience for two turns]
Spirit I - Bravery [Instant; Units in the caster's tile and surrounding tiles are immune to Fear for two turns]
Nature I - Thorns [Instant; Range 2; Creates thorns in any selected empty land tile for two turns, preventing all but flying units from entering it]
Chaos I - Disarray [Instant; Range 2; the effects of a Level I spell from another aspect is randomly cast upon the target (beneficial or detrimental); 50% chance that the target unit will be immobile for that turn]
Entropy I - Rust [Instant; Range 2; -25% Combat Strength to selected unit for two turns]
Shadow I - Blur [Instant; Unit on caster's tile has a 25% chance to completely avoid damage from the first attacker each turn for two turns]
Death I - Weakness [Instant; Range 2; -25% Defense to selected unit for two turns]
Earth I - Stoneskin [Instant; Range 2; Friendly unit receives +25% Defense for two turns]
Fire I - Blaze [Instant; Range 2; affected units receive the Burning effect (moving, attacking, or casting spells cause fire damage to affected unit for that turn); can set fire to forest and jungle tiles]
Air I - Fair Winds [Instant; Range 2; Naval or embarked units in selected tile has +2 movement for 2 turns]
Water I - Flood [Instant; Range 2; Selected tile and its surrounding tiles become inundated, creating +2 movement cost to enter the selected tile and +1 movement cost to its surrounding tiles for two turns; can also put out forest and jungle tiles and eliminate the Burning effect on units]
Enchantment I - Enchanted Weaponry [Instant; Range 2; Negates the penalty against units with the Enchanted promotion (-50% damage from non-magical weapons) for two turns]
Illusion I - Mirror [Instant; Range 1; Creates an imaginary copy of the unit in the caster's tile to any adjacent tile for up to two turns, which counts as a unit for adjacency purposes but cannot attack and will dissipate once attacked]
Metamagic I - Magic Missles [Instant, Range 2; 10 ranged damage +25% per Sorcery level of caster to selected enemy unit or city]


Level II Sorcery Spells (Incomplete): Requires the Sorcery II promotion; each Level II promotion from an aspect of magic requires 1 Mana resource of that aspect and the Level I promotion from that aspect.

Death II - Wracking Pain [Range 2; +50% damage to selected unit for two turns]
Fire II - Fireball [Instant; Range 2; 14 ranged damage +25% per Sorcery level of caster to selected enemy unit or city; affected units receive the Burning effect (moving, attacking, or casting spells cause fire damage to affected unit for that turn); can set fire to forest and jungle tiles]
Enchantment II - Create Enchanted Item [Caster can craft a magic item for use by heroes; costs Research and Gold to create]
Metamagic II - Teleport [Instant; caster can move great distances while in friendly territory, similar to the paratrooper unit]


Level III Sorcery Spells (Incomplete): Requires the Sorcery III promotion; each Level III promotion from an aspect of magic requires 1 Mana resource of that aspect and the Level I+II promotions from that aspect.

Death III - Vampiric Embrace [20 Damage to affected unit per turn, +10 Health to unit on the caster's tile. Lasts 5 turns or until dispelled; 5 turn cooldown]
Fire III - Fire Strike [Instant; Range 3; 20 ranged damage +25% per Sorcery level of caster to unit or city in the selected tile; 12 ranged damage +25% per Sorcery level of caster to units and/or city in all adjacent tiles (friendly or enemy); affected units receive the Burning effect (moving, attacking, or casting spells cause fire damage to affected unit for that turn); can set fire to forest and jungle tiles]
Enchantment III - Permanency [Temporary spell enchantments are permanent until dispelled; 2 turn cooldown]
Metamagic III - Anti-Magic Shell [Prevents casting of new spells within a 3-tile radius of the caster; existing enchantments are unaffected. Units with the Enchanted promotion do -50% damage]


Summoning

Summoning I - Unit receives Familiar (Summons a random familiar unit that provides bonuses to the caster until death; cannot be dispelled; acts as a Level I summoned unit with respect to summon promotion bonuses; summoner takes 10 damage if the familiar is killed) and is able to acquire Level I spell promotions from aspects with which the civilization has affinity. Summoned units have a +10% resistance to being dispelled.

Summoning II - Unit receives Dimension Door (Instant; caster can move up to 5 tiles away, provided it is visible by a friendly unit) and is able to acquire Level II spell promotions from aspects with which the civilization has affinity. All summoned units have an additional +20% resistance to being dispelled. Level I summoned units have the Mobility I promotion, are summoned for two turns, and have an additional +20% resistance to being dispelled.

Summoning III - Unit receives Planar Shift (Caster shifts to another dimensional plane upon capture and will reappear in a location of the caster's choosing after 5 turns; 15 turn cooldown) and is able to acquire Level III spell promotions from aspects with which the civilization has affinity. All summoned units have an additional +30% resistance to being dispelled. Level II summoned units have the Mobility I promotion, are summoned for two turns, and have an additional +20% resistance to being dispelled. Level I summoned units have the Mobility I+II and Morale promotions, are summoned for three turns, and have an additional +40% resistance to being dispelled.

(Level I-III Summoning spells to be added later)


Channeling

Channeling I - Unit receives the Compel I ability (+15% chance to convert a living humanoid unit upon defeat; hero, magical, animal, summoned, and undead units are immune) and is able to acquire Level I spell promotions from aspects with which the civilization has affinity.

Channeling II - Unit receives the Compel II ability (additional +25% chance to convert a living humanoid unit upon defeat; hero, magical, animal, summoned, and undead units are immune) and is able to acquire Level II spell promotions from aspects with which the civilization has affinity.

Channeling III - Unit receives the Compel III ability (additional +35% chance to convert a living humanoid unit upon defeat; hero, magical, animal, summoned, and undead units are immune) and is able to acquire Level III spell promotions from aspects with which the civilization has affinity.

(Level I-III Channeling abilities to be added later)

- Alignment: This concept replaces Ideologies; a civilization will choose which alignment they will follow (Good/Neutral/Evil) at game start. Certain civilizations may only have one or two options. The alignment trees grant access to certain magic aspects, heroes, resources, and Advancements. Alignments will be mutually exclusive and impact relations with other civilizations; Good and Evil civilizations will always have severe diplomatic penalties with each other from game start that increase with every advancement into the next age. Once any civilization reaches the Age of Might, Good and Evil civilizations will automatically start permanent war with their opposing alignment. The Neutral alignment tree, although not provoking war, has significantly weaker tenets than Good or Evil but will still be complementary to certain civilization traits.

- Civics: The civic trees will be similar to the base game. Three of them will also be mutually exclusive: Chaos, Order, and Balance. The ten civic trees and a brief description of each follows:

Chaos - Allows access to the Chaos aspect and its buildings, special units, and heroes; provides bonuses towards Renown and Research from specialists and scout-class units, increases assassin and spy effectiveness
Order - Allows access to the Order aspect and its buildings, special units, and heroes; reduces maintenance costs for buildings and units, increases productivity
Balance- Allows access to the Nature aspect and its buildings, special units, and heroes; increases city growth rates, provides terrain bonuses, reduces diplomatic penalties
Alteration - Allows access to the Enchantment, Illusion, and Metamagic aspects and buildings, increases effectiveness of spellcasting units
Elementalism - Allows access to the Earth, Fire, Air, and Water aspects and buildings, including access to special units
Devotion - Allows access to the Light, Shadow, and Spirit aspects and buildings, provides bonuses to Faith, increases the effectiveness of faith-based units, reveals sacred sites
Martialism - Allows access to the Body aspect and provides bonuses to the production, strength, and experience of military units
Mercantilism - Provides bonuses to trade and exploration, allows purchasing of mercenaries, increases naval movement and visibility, enables slavery for neutral and evil civilizations
Scholarship - Allows access to the Mind aspect and buildings, provides specialized unit promotions, generates bonuses toward new Advancements
Industrialism - Increases quantity of resources, provides production bonuses, allows access to specialized resources and buildings
- Religion: Similar to the base game in many ways, religion also allows the Ascension victory condition in BMC. It borrows the BNW archaeology system as well. Initially, there are several hidden sacred relics throughout the map (equivalent to Antiquity Sites) that are revealed through a tenet in each of the Alignment ideologies. The Devotion civic allows the building of Disciples that can retrieve these relics. Great Prophets can be consumed to construct a tier of the Altar of Transcendence in a Holy City to house the recovered relics. Seven tiers must be built, requiring a total of 28 relics to complete. Once complete, the founding religion's unique hero will become its Avatar and begin to ascend the altar, which forces total war on that player from all civilizations for the rest of the game. If the Holy City is not captured before the Avatar completes the ascension the player achieves an Ascension victory. Relics captured from a rival Holy City can be added to any altar the same way recovered relics are (similar to how great works function in the base game).

In addition, faith-based units have several unique promotions and abilities that provide support to combat units and cities.

- Victory Conditions: There are five victory conditions in Bloodmoon Chronicles:

Domination - Per the base game, be the last player in possession of your original capital
Time - Similar to the base game, the player with the highest score at the end of the time period wins. Specifically, in BMC it is four complete cycles of the Bloodmoon orbiting Aion (roughly 400 turns)
Mastery - The player who completes the Tower of Essence
Ascension - The player whose Avatar ascends the Altar of Transcendence
Renown - Unlike a Cultural victory which it replaces, a Renown victory is achieved simply by a civilization accumulating a total predetermined amount of Renown throughout the game.
Contributors Needed!

BMC is still in concept form; unit models, civilizations, and the underlying code for its specific game mechanics are still greatly needed to make this concept a reality. I have been developing many of the unit models for over two years to the point where it is now ready to move from the concept phase; however, I have little programming talent to develop the mod mechanics. If you would be interested in contributing to this mod please let me know! I can also gladly offer my unit modeling talents in exchange for assistance with the development of this mod. All contributions will be identified in the mod credits.

Contribute on the Subversion Website! https://civ-bloodmoon.sourceforge.io/


[civ5]
 
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Buildings and Resources:

- Notes:

1. "Science" is replaced by "Research", "Culture" is replaced by "Renown."

2. New Resources:

* Mana (strategic) - As described in the OP, these raw node tiles must be cleared of its guardian unit before the tile can be improved. The larger the resource yield, the more powerful the guardian unit. Once cleared, the raw node can only be converted to an aspect of mana with which a civilization has affinity
* Elephant (strategic) - replaces Ivory, useful for Mounted units and also provides some gold
* Camel (strategic) - Similar to Horses, except appears in Desert tiles
* Pigs (bonus) - Replaces Truffles, similar to Cattle and Sheep resource
* Timber (strategic) - Required to build certain Siege, Ranged, and Naval units
* Hardwood (strategic) - Required to build advanced Seige, Ranged, and Naval units
* Bardwood (strategic) - Required to build elite Ranged and Naval units
* Dragonwood (strategic, enchanted) - Required to build legendary Ranged and Naval units
* Copper (strategic) - As opposed to the base game, this is a strategic resource in Bloodmoon and is required for early melee units
* Mithril (strategic) - Required to build elite Melee and Recon units
* Adamantine (strategic) - Required to build legendary Melee units
* Timonium (strategic) - Required to build certain powerful Dwarven units
* Garment (strategic) - Required to build advanced Sorcery/Channeling/Summoning units
* Finery (strategic) - Required to build elite Sorcery/Channeling/Summoning units
* Manaweave (strategic, enchanted) - Required to build legendary Sorcery/Channeling/Summoning and naval units

3. Some buildings are for Bloodmoon and won't necessarily work for the Ouroboros concept, such as the basic unit structure. In lieu of resources being required for particular units, they could provide a unit promotion instead (for cities with the requisite resource and buildings):

* Timber/Hardwood/Bardwood/Dragonwood: Ranged/Siege/Naval unit strength increased 25%/50%/100%/200% (Ranged and Naval only for Bardwood/Dragonwood promotions)
* Bronze/Ironforged/Mithrilian/Adamantine: Melee/Mounted/Recon unit strength increased 25%/50%/100%/200% (Recon and Melee only for Mithrilian promotion, Melee only for Adamantine promotion)

4. Some buildings are not available to build without the prerequisite Social Policy (e.g., Basilicas, Academies).

- Advancement Tree:


- Buildings by Age:

==Age of Rebirth Buildings==

Mysticism | Shrine: per the base game [+1 Faith, 1 Maintenance, required for Temple].

Agriculture | Granary: per the base game [+2 Food, +1 Food per worked Wheat & Banana (but not for Deer), move food with trade route, 1 Maintenance].

Crafting | Monument: per the base game [+2 Renown, 1 Maintenance].

Trapping | Circus: per the base game [+2 Happiness (but only requires any resource with a camp), plus all Recon units built in the city receive the Subdue promotion (25% chance to convert a barbarian animal unit upon defeat)].

Fishing | Jetty: +1 Gold, +1 Food. Connects two cities by river as a road. Both cities must be built on a river and have a Jetty to receive the city connection bonus. 1 Maintenance.

Masonry | Fortification: +1 Happiness, +2 Defense, +15 HP, required to build Walls. 1 Maintenance.

Mining | Barracks: per the base game [+15 experience for all units trained in the city, 1 Maintenance].

Woodworking | Woodshop: +1 and +10% Production, 1 Maintenance. City must have a Forest or Jungle tile in order to build. Required to build a Workshop.

Tailoring | Weaver: +10% Production of Naval Units and +1 Gold on worked Dyes, Cotton, Silk, Sheep, or Furs resource. Requires Dyes, Cotton, Silk, Sheep, or Furs resource to build. Required to build a Clothier.

==Age of Awakening Buildings==

Astrology | Menhir: +2 Research and +1 Research on Mana node tiles within city radius. 1 Maintenance.

Writing | Library: per base game [+1 Research per 2 Population in the city, 1 Maintenance].

Horseback Riding | Stable: +1 Production on worked Horses, Elephant, and Camel resource. +15% Production and +15 XP for Mounted units and they receive the Charge promotion (per the base game) when built. Requires improved Horses, Elephant, or Camel resource to build. 1 Maintenance.

Hunting | Smokehouse: +1 Production. +1 Food per worked Cattle, Bison, Sheep, Fish, or Pigs. Requires Cattle, Bison, Sheep, Fish, or Pigs resource to build. 1 Maintenance.

Hunting | Hunting Lodge: +1 Food on Deer or Furs resources, +1 Gold on unimproved Forest tiles. +15% Production and +15 XP for Recon units and they receive the Woodsman promotion (per the base game) when built. 1 Maintenance. Requires a source of Deer or Furs to build.

Sailing | Lighthouse: per the base game [+1 Food on all worked sea tiles, +1 Production on all worked Sea resources. City must be built on the coast. 1 Maintenance].

The Wheel | Stone Works: per the base game [+1 Production, +1 Production on Marble and Stone resource worked by the city, +1 Happiness, 1 Maintenance, City must have an improved Marble or Stone resource].

The Wheel | Hippodrome (certain civs only): +1 Gold on worked Horses, Elephant, and Camel resource. +15% Production and +15 XP for Chariot units (unique to certain civs) and they receive the Shock I promotion (per the base game) when built. Requires improved Horses, Elephant, or Camel resource to build. City must be built on Plains, Grassland, or Desert/Floodplains. 1 Maintenance.

The Wheel | Water Mill: per the base game [+2 Food, (+2 instead of +1) Production, but costs 1 Maintenance, City must border a river].

Smithing | Blacksmith: +1 Production. +1 Production on worked Copper or Iron resources worked by the city. Requires an improved Copper or Iron resource to build. 1 Maintenance.

Smithing | Armory: +15% Production and +15 XP for Melee units trained in the city and they receive the Drill I promotion (per the base game) when built. 1 Maintenance.

Archery | Archery Range: +15% Production and +15 XP for Ranged units trained in the city and they receive the Accuracy I promotion (per the base game) when built. 1 Maintenance.

Leatherworking | Tannery: +1 Production. +1 Production on Cattle, Bison, Deer, and Furs. Requires Cattle, Bison, Deer, or Furs resource to build. Recon and Ranged units trained in this city receive the Leather Armor promotion (+25% Defense strength). 1 Maintenance.

Philosophy | Temple: per the base game [+2 Faith, but costs 1 Maintenance, requires Shrine]. Allows Acolytes to be purchased in the city with Faith.

Drama | Odeon: +1 Renown, 1 Artist Specialist slot, 1 Maintenance. Requires a Monument.

Code of Laws | Basilica: +1 Happiness, -20% Maintenance in City, reduces Unhappiness in occupied cities by 2.

Trade | Bazaar: +1 Gold and provides +1 Gold on improved Spices, Sugar, Wine, Citrus, and Cocoa resources worked by the city. Requires an improved Spices, Sugar, Wine, Citrus, or Cocoa resource to build.

Trade | Market: per the base game [+1 and +25% Gold, 1 Merchant Specialist slot, (but does not increase Gold from trade routes to this city)]

Seafaring | Docks: +15% Production and +15 XP for Naval units trained in the city and they receive the Sentry promotion (per the base game) when built. 1 Maintenance. May only be built in coastal cities.

Seafaring | Quay (unique to seafaring civs only): +10% Production in the city. 1 Maintenance. May only be built in coastal cities. Allows the Wharf improvement (+1 Production, Food, and Gold, can be built on coastal tiles adjacent to land owned by the city, cannot be built next to a city or another Wharf).

Construction | Colloseum: per the base game [+2 Happiness, 1 Maintenance].

Construction | Walls: +1 Happiness, +3 Defense, +25 HP, requires Fortification, required to build Keep. 1 Maintenance.

Gemcutting | Jeweler: Produces 1 Jewelry resource (luxury resource per base game). +2 Gold, +1 Gold on improved Gold and Silver resources, +2 Gold on improved Gems, Pearls, and Elephant resources worked by the city. City must have at least one Gold, Silver, Gems, Pearls, or Elephant resource in order to build.

Forestry | Forester (Unique to Elven civs): Replaces Lumber Mill terrain improvement. +2 Production, 2 Hardwood resources. Produces 1 Timber resource on all unimproved Forest tiles worked by the city. 1 Maintenance.

Craftsmanship | Clothier: Produces 2 Garment resources, +1 Gold on Dyes, Cotton, Silk, Sheep, or Furs resources worked by the city. Adepts, Acolytes, and Conjurers purchased in this city receive +15 XP. Requires a Weaver.

==Age of Influence Buildings==

The Arcane | Mage's Guild: +2 Research on mana nodes worked by the city. Allows Adepts to be purchased in the city with Research. Adepts stationed in the city produce +1 Research per turn. 2 Maintenance. Can only be built in the Capital or in a city with an improved mana node tile in the city radius or with a built wonder that provides mana.

Civics | Aqueduct: per the base game [+40% Food is carried over after a new citizen is born, but costs 2 Maintenance]. City must be within 2 tiles of a hill or mountain. Requires the Construction advancement.

Civics | Garden: per the base game [+25% Great Person generation, city must border a river or a lake]. 2 Maintenance.

Civics | Weir: +1 Food on all farms along a river tile. City must be next to a river to build. 2 Maintenance. Requires the Construction advancement.

Currency | Mint: per the base game [+2 Gold on worked Gold and Silver (and Mithril) resource, city must have Gold or Silver (or Mithril) nearby].

Currency | Inn: +2 Gold to trade routes connecting to another civilization. +50% range for land trade routes originating from this city. Increases Gold from trade routes to this city.

Astronomy | Harbor: per the base game [Forms a trade route across water, extends sea trade routes range from the city and increases Gold from trade routes connected to a civilization, city must be built on a coast, 2 maintenance].

Astronomy | Port: +15% Production for Naval units and allows building advanced Naval units in the city. City must be built on a coast. 2 Maintenance. +1 Production, Gold, and Food for Wharfs.

Engineering | Siege Works: +15% Production and +15 XP for Seige units trained in the city and they receive the Cover I promotion (per the base game). Requires at least 1 Timber resource being produced in the city radius in order to build. 2 Maintenance.

Engineering | Timber Yard: Provides 2 Hardwood resources. +1 Production and +1 Timber resource on all Logging Camp improvements adjacent to the city or along a river. Requires at least 2 Logging Camp improvements being worked by the city in order to build. 2 Maintenance.

Feral Bond | Glade: Provides 1 Deer resource. +1 Production and +1 Food on all unimproved Forest tiles adjacent to the city. City must be adjacent to at least 2 unimproved Forest tiles.

Channeling | Catacombs: +3 Faith. Contains 1 Relic slot. 2 Maintenance.

Summoning | Summoner's Circle: +2 Renown on mana nodes worked by the city. Allows Conjurers to be purchased in the city with Renown. Conjurers stationed in the city produce +1 Renown per turn. 2 Maintenance. Can only be built in the Capital or in a city with an improved mana node tile in the city radius or with a built wonder that provides mana.

Feudalism | Keep: +1 Happiness, +7 Defense, +25 HP, requires Walls, required to build Castle. 2 Maintenance.

Feudalism | Well: +1 Food and +15% city growth, city cannot be built on hill terrain. 2 Maintenance.

Feudalism | Command Post (requires Martialism Civic): +15 XP, +25% production for all military units built in the city, +1/turn towards Great General. 2 Maintenance.

Guilds | Spy Ring: per Constabulary in the base game [-25% enemy spy stealing rate, but costs 2 Maintenance].

Guilds | Guild: Allows Mercenary units to be hired in the city with Gold, +10% Maintenance in city, +1 Gold on all Luxury and Strategic resources worked by the city.

Privateering | Coastal Defense: +3 Defense, +15 HP, requires Walls, -50% damage from Naval and amphibious attacks on the city, 2 Maintenance, city must be along coast to build.

Metallurgy | Arsenal: +15% Production for Melee, Mounted, and Ranged units and allows building advanced Melee, Mounted, and Ranged units in the city. 2 Maintenance. City must have at least 1 Strategic resource to build.

Artisanry | Workshop: per the base game [+2 and +10% Production, 1 Engineer Specialist slot, 2 Maintenance, Allows for movement of Production via trade routes]. Requires a Woodshop in city.

Artisanry | Tailor: Produces 2 Finery resources, +1 Renown on Dyes, Cotton, Silk, Sheep, or Furs resources worked by the city. Adepts, Acolytes, and Conjurers purchased in this city receive +15 XP. Requires a Clothier. 2 Maintenance.

Artisanry | Fletcher: +15% Production for Recon and Ranged units and allows building advanced Recon and Ranged units in the city. City must have a Woodworker or Timber Yard to build. 2 Maintenance.

Artisanry | Carver: Produces 2 Bardwood resources. Costs 4 Hardwood resources to build. 2 Maintenance.

==Age of Might Buildings==

Urbanism | Theater: +2 Happiness, +4 and +10% Renown in city, 2 Artist Specialist slots. 3 Maintenance.

Urbanism | Sewers: +1 Happiness, +2 and +10% city growth, 25% Food is carried over after a new citizen is born. 3 Maintenance.

Urbanism | Academy: +1 Happiness, +2 and +25% Research in city, 2 Scientist Specialist slots. 3 Maintenance.

Urbanism | Tavern: +1 Happiness, +2 Gold. Reduces Spy Rate by 25%, unemployed citizens in this city increase this by 5% each, up to an additional 25%.

Banking (Mercantilism) | Moneylender: +25% Gold, 2 Merchant Specialist slots, provides an additional +2 Gold per trade route to another civilization and +2 for each foreign trade route to this city for both civilizations.

Banking (Mercantilism) | Gambling Den: Reduces the cost of Mercenary units in the city by 25%, +10% city Maintenance, +1 Gold per city Specialist (except unemployed citizens). Requires a Guild in the city.

Navigation | Seaport: +2 Production, +2 Gold on all Sea resources worked by the city (including Wharfs). 3 Maintenance. City must have a Harbor.

Navigation | Shipyard: Increases Naval unit repair rate by 100% when fortified in the city. Required to upgrade to elite Naval units. 3 Maintenance. City must have a Port and costs 1 Bardwood resource in your civilization to build.

Industry | Forge: +10% and +4 Production, 2 Engineer Slots, Doubles the quantity of Copper, Iron, and Mithril resources produced by the city. 3 Maintenance.

Industry | Armorer: Required to upgrade to elite Melee and Mounted units. City must have an Arsenal and costs 1 Mithril resource in your civilization to build. 3 Maintenance.

Commune with Nature | Glen: +1 Food on all river tiles worked by the city.

Commune with Nature | Grove: Provides 1 Silk resource in the city and allows building the Ent Moot and Sprite improvements and the Druid unit.

Commune with Nature | Moonglade (National Wonder, Unique to Elven civs): Provides 2 Mithril resources and allows elite Ranged and Recon unit upgrades in the city. All Ranged or Recon units built or upgraded in the city receive the Enchanted Weapon promotion (no damage penalty against Magical units). Must have a Forester in every city to build.

Enchanting | Arcane Forge (National Wonder): +50% Research, doubles the amount of Mana produced by the capital, allows the creation of magical items. Must have a Mage's Guild in every city to build.

Theology | Elder Council (National Wonder): +6 and +100% Faith in the city, must have a temple in every city to build. Can only be built in a Holy City.

Dimensional Planes | Planar Gate: +4 Renown, can transfer units to other cities with a Planar Gate as an Airport per the base game. 5 Maintenance.

Rare Earth | Deepforge (Unique to Dwarven civs): Produces 2 Adamantine, 1 Timonium, 1 Gems, 1 Silver, and 1 Gold resource. +4 Production. City must be built on a Hill tile that is adjacent to at least 2 Mountain tiles. 5 Maintenance.

Alchemy | Artificer: Produces 2 Dragonwood resources. Costs 4 Bardwood resources to build. 5 Maintenance.

Alchemy | Alterationist: Produces 2 Manaweave resources. Costs 4 Finery resources to build. 5 Maintenance.

==Age of Mastery Buildings==

(Incomplete; to be added later)
 
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Civilizations v0.0
  • Elves
  • Dwarves
  • Men of the North (vikings/germans/russians)
  • Men of the South (africans/arabians)
  • Men of the West (europeans/americans)
  • Men of the East (asians)
  • Orcs
  • Goblins
  • Undead
  • City-States
  • Wild (animals/barbarians/mana guardians)
 
Since we need 10 playable civs, here is the revised...
Civilizations v0.1
  • Vandaria (Men of the West)
  • Ismalia (Men of the South)
  • Iladorea (Sylvan Elves)
  • Gvorandia (Dwarves)
  • Mulush (Jungle Orcs)
  • Ruklush (Plains Orcs)
  • Akka (Forest Goblins)
  • Undead
  • Celestials
  • Infernals
 
Also...
Spoiler :

The same kind of placeholder DoM image is in place for each of the 8 existing civs in Chapter 1 (see list above without Ismalia and the Ruklush). It needs a little tweaking (I want the Bloodmoon logo to fit in the space not covered by the DoM window and maybe the civ icon should be an inky-looking outline to fit with the rest of the image. But I think it's a good start.
 
Also...
Spoiler :

The same kind of placeholder DoM image is in place for each of the 8 existing civs in Chapter 1 (see list above without Ismalia and the Ruklush). It needs a little tweaking (I want the Bloodmoon logo to fit in the space not covered by the DoM window and maybe the civ icon should be an inky-looking outline to fit with the rest of the image. But I think it's a good start.

Looking good! Speaking of placeholders, this will give me a good idea of what 3D models need to be completed for each civ. Keeping it to 10 civs will simplify troubleshooting the base game mechanics.
 
Sorry Nomad...
Civilizations v0.2
  • Vandaria (Men of the West)
  • Kizu (Men of the East)
  • Ismalia (Men of the South)
  • Krosvik (Men of the North)
  • Iladorea (Sylvan Elves)
  • Gvorandia (High Dwarves)
  • Mulush (Jungle Orcs)
  • Ruklush (Plains Orcs)
  • Akka (Goblins)
  • Undead
  • Celestials
  • Infernals

You'll notice there are now 12 civs. This is so that the largest base game map size can be played on in Chapter 1 with no repeating civs.
 
New build (we're posting the successive builds here because Steam is inconsistent and I sometimes forget to notify people):

DOWNLOAD

Contains 12 civilizations with leaders and custom terrain art.

EDIT: Two screenshots from this build:
Spoiler :

Spoiler Infernal leader :
 
This is the basic unit lineup; no civ can have constructable units that do not fit into this lineup, though many have no unit matching one or another of these entries.
Spoiler :
(Light Infantry)
(Infantry)
(Heavy Infantry)
(Light Shooters)
(Shooters)
(Heavy Shooters)
(Light Cavalry)
(Cavalry)
(Heavy Cavalry)
(Fast Recon)
(Recon)
(Mounted Recon)
(Light Siege)
(Siege)
(Heavy Siege)
(Light Ship)
(Ship)
(Heavy Ship)
(Hero)
(Admiral)
(Bard)
(Apprentice)
(Mage)
(Archmage)


Lineups already exist for Vandaria, Iladorea, Gvorandia, the Mulush, the Akka, the Undead, and the Celestials.
 
Okay, I can contribute starting in early May. I wouldn't enjoy doing any of the creative work, but I can maybe help with coding and UI. Let me know....

FA, any coding and UI contributions you would be willing assist with would certainly be well appreciated! I am striving to keep many of the mechanics in BMC from closely matching with Faerun for diversity's sake, but there will definitely be some that will (such as Heroes and the Alignment tree). Faerun is a great TC mod and an inspiration to CiV fantasy modding!
 
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So many new fantasy mods in making thats exciting :) Good luck with project
 
FramedArchitect, for the moment I'm still doing the basic SQL. As I progress through that I'll be uploading the builds here, once it's done we can worry about the multiple coders part. Until then, if Nomad doesn't mind, any Lua snippets can just be posted here.
 
FramedArchitect, for the moment I'm still doing the basic SQL. As I progress through that I'll be uploading the builds here, once it's done we can worry about the multiple coders part. Until then, if Nomad doesn't mind, any Lua snippets can just be posted here.

I don't know, things can really get crowded and out of hand, due to crudity/inflexibility of this forum board, so switching to some svn while still in early stage is not bad idea. It will be more easier to track changes other made and in general easier to manage project, along with fact that people can contribute more efficiently.
 
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