Warhammer Fantasy Battles Mod Brainstorm Thread

thx Ploeperpengel im just shooting ideas around left right and center maybe something will take root... maybe it wont but oh well :D

Good idea about not having generic "good" "neutral" "evil" because in warhammer it doesnt really work... Chaos is evil but Chaos doesnt get along with Greenskins even though greenskins are evil (in a racial sense so is it really evil?)

so rather than good etc warhammers style is different ... with Chaos including the Horde of Chaos, Beastmen, Chaos dwarfves etc even then they dont always get along...

:crazyeye: its not high fantasy (anymore) thank god for that its gothic and its (thank god) not clear cut

Education is right :lol: not sure about covens unless its an evil tech? what about home education (call it governors or something along those lines)

going to need to buy warlords to play the new version but oh well had to do it sometime...

no map making for me :D Phyhic_Lhamas has that under control i hope :D
 
Sorry, why would covens be evil?? :crazyeye: is it because witches work in covens? because thats a very common misconception that witches are evil. in the real world whitches DO NOT worship satan, they worshipnature and the living world, they are infact the most peaceful group of people, and is one of the most peaceful philosophies in the world, alnongside buddism. Sorry, had to say that :p

Nice to hear from ya Ploe;):p Ok ill try to stick to religion and education with the civics :) I like those education civics so far, have you thought of anything for them to do yet? or should we brainstorm that?

@ Masada: thats alot of interesting background on the Empire and Kislev. i have the Empire rule book, and i didnt know that :crazyeye: i should really go through that again.
However, the imperialistic trait isnt supposed to represent the entire time period, only the period of that ruler (thats what traits are:) ), i personally see Karl Franz and magnus as imperialistic, as magnus helped reconstruct the empire, and franz is soldifying it.
 
Psychic_Llamas witches in warhammer were persecuted because they used the winds of magic which is Chaos incarnate... up until the reign of Magnus Sigmarite templars including the reiksguard (which is a templar order) to lazy to look up others hunted down witches... not through ignorance (well in part) but because they were a danger to the Empire one only needs to look at the Vampire Counts to undestand exactly why they were anti magic.

Karl Franz and Magnus the Pious are not imperialistic in an expansionist sense that the current trait represents they centralised power in the hands of the Emperors but i stress they are not absolute monarchs... they are representitive monarchs they represent the ultimate arbiters between the elector counts and they control in part the executive part of the empire as well as nessacary functions (post offices etc). They do not exercise any authority inside the various provinces and city states they hold some powers. In fact the empire is just a loose confederation of states "united by common culture and language" Empire army book. They are not a single nation Elector Counts fight between themselves as a matter of course they fight the myriad or minor problems (beastmen, chaos covens!! and cults, orcs, goblins etc) themselves it takes a big problem to draw them all together and even so they fight as independant armies they dont mix they may follow a battle plan but that will be ordered as such Reikland army do this, Stirland contingent do this etc...

They are not a nation in a modern sense nor are they governed by an absolute monarchy the central goverment is shaky to say the least. Karl Franz is a statesmen not a dictator he doesnt order the counts around he tries to form a consensus. Magnus was just there at the right time to and the people FORCED the electors to elect him Emperor it is the first time they had ever raised someone from out side there ranks to Emperor (i dont think he even had a runefang) For a historical example look at the holy roman empire for the empire is based on

(not meant to sound condesending or anything of that nature though it might...)

Oh and very little of that is in the Empire book... its really on has a dodgy excuse of a timeline :mad:

thx Ploeperpengel will brainstorm now :lol:

I dont think god would have looked kindly on people buring other people for stupid stuff... but i still dont think we have learnt that its just the reasons that have changed... :(
 
Military Schools: well thats really a no-brainer only think it could amp is up is the military :) could also provide a science boost to agressive, defensive, industrious civs since they tend to spend a bit of money on the possibility of new military inventions... also funny that alot of civilian inventions are from the military and military schools tended to turn out some weird things...

Examples: Engineering schools in Altdorf and the Engineering school in Nuln (they make the weapons for which i play Empire :D hellblasters :crazyeye: 30 strength 5 taken at -3 for the enemies armour saves... chariots what chariots? oh i got an enfillade shot through your whole unit of chariots? Sorry :lol: well be assured you can only do that to Tomb Kings of Khermi :lol: i love cannons even the cannon balls bounce in happyness)

Some other ideas... lyceum are cavalry schools for officers, academies tend to be for infantry and well navies tended not to have them till last century instead they utilized Midshipmen (officers in training)

Should probably be left for organized civs with the infrastructure to use them... Greenskins and Beastmen using military acadimies :crazyeye: even Brettonia would be a bit dodgy they are not educated at schools instead they follow the medievil idea of tutors... and really they spend there whole life training for war Squire (guess you could consider it a student role they dont fight...), Knights Errant, Knight of the Realm, Questing Knight, Grail Knights (Living saints now... complete with halos and OMG glowing eyes :crazyeye: ) and well Estalia (spain... well similar to Brettionia im not really sure) Tilea would have military schools but tutors would be more common (Italian city states) adn the rest well......? Lizardmen make soldiers and leaders... Sylvania is led by vampires and doesnt require courage... they are dead... Khemiri? well by the time your mod starts they are allready sorta dead... (i think) and they are similar to Sylvania but their soldiers are not compulsed to do it they do it because of a sick sense of duty... a judgement call really for the rest

Religious Schools: well most would have this somewhere... Chaos, Greenskins etc well i dont even know if they have education... but hey.... bonus to military and priests? and science? military could get religous upgrades Zealotism 1 and 2? or Zeal 1 and 2? or Intolerance 1 and 2? :lol:

Academies: similar to both Millitary and Religous schools... they tended to teach the same stuff...
(scrap it maybe?)

Covens=EVIL tech.... well chaosy tech i guess other nations could adopt it... high elves? but it would be a limited tech.. at least in terms of civs... but it should boost mages since they tend to congregate secretly...

Ancient Wisdom? Spoken Lore? Traditions? (i dont know Ancient Wisdom is a bit dumb to me...) nothing just stock standard... hard to keep things active in an oral manner (alot gets lost over time as stories stop being popular etc) or if people invade your nation and wreck your culture... :mad:

Tutors should be in there... replace Academies..? no idea what it would do in game? arrogance 1 and 2?, selfish 1 and 2?, contempt 1 and 2?, hatred of learning 1 and 2 :lol:

Hmmm and Gifted Knowlegde? (Lizardmen, Sylvania, Khemari, Orgres...) they all sorta are either born with it (Lizardmen)... absorb it (ogres) or never really have any... (Sylvania, Khemari sorta..) Oh and Khemari has been undead since Nagash which was a couple of thousand years before Sigmar...
 
About covens: this really isn't an evil tech it's for druids and witches yes but in times before Sigmar was declared a god where the old faith was stronger in the old world I think covens would fit well even for the Empire(Unberogens).

About academies your right though. Allthough I was thinking of platos academy not modern academies I forgot that platos academy really was an exception. Tutors indeed where more common in ancient as well as medieval times.

Anyway I think I could simply use similar civics like FFH and include Apprenticeship.
 
The old faith was really just confined largely to Albion even during the time of Sigmar it had died out of the old world proper. In reality druids never participated in covens (good old romans made them look evil) Before Sigmar was a god (he was never declared a god it devolped) Unberogens worshipped Taal, Urlic and the other gods... but not the old gods (think Gog and Madgog for what the old gods were like, not the panthoen of gods that currently exist)

The real old gods are way before that and the Unberogens were just a single tribe in the empire... not even the most powerful till Sigmar united them they came from what is now the electorate of Reikland and the other Electorates are made up of the range of other tribes...

Taal and Ulric in some places in the empire have a stronger following than Sigmar.. its a pantheon system believing in 1 god does not rule out the existance of the others... even Brettionia's belive in the other gods they may not be as popular or in there eyes as powerful as the lady but Brettionias are bit weird anyways...

Priests of Taal might be sorta like druids be they do not consider themselves druids. Druids are the servants of the old old gods which is now limited to Albion. Jade wizards are in the same boat... they look like druids they act like druids however they are not druids its all rather messy... but i dont think covens is really a good thing it has negative connatations... replace it with something like Undestanding of Nature or something else neutral... but thats just me

Last note... there are 2 forms of worshipping the old gods... Albion worships the old gods (old ones who created the world god like...) but they worship a limited amount of them and consider them creator gods but are ignorant of the fact that technology can make you look like a god...

And the Slann Mage-priests... which isnt really a religion... Slann are just really old and some are nearly old enough to remeber the old ones... (2nd generation are currently the oldest alive... 1st generation actually knew the old ones) they dont worship them as such... they venerate them as creators and value there technology which they use... yes they have ritualized them to an extent but lets us not forget that they KNEW the old ones that it might seem odd to say that some of them are snake like some of them are bird like... but that is what they looked like the oldest living Slann are 8,000 years old and the creation of the world was only like 10-12,000 years ago and the world is not a natraul construct as such...
 
Eusebius World Religions omg... what a mod... why didnt i see it earlier...

Base religion: Animism? Shaminism? etc nothing spirits etc are entirely to powerful live with it...

Divine Appeasement: can appease gods by population sacrifice and having special resources.... temples complexes not really specific temples (current gods, Ulric, Sigmar, Taal etc) could just be a shrine but could range to a large temple for a paticularily favoured god...

Divine Patronage: God(s) worship now standardized under a central governace or sufficently widespread. Religion may crown your leader or may elect or may forge your leader it takes an active role in the goverment and governace. Build depending on faiths in cities a great temple to selected gods.. (theology but ability to select multiple religions? in your mod they tend to represent mulitple religions..)

Prophet-King, Living god, Absolute Monarch: By the grace of god etc... your monarch is the nominal head of state and of the god(s) religion nothing can stand against his divine will... build even larger temples (more happyness etc) but increase corruption a god still has favourites right?

Ordained Social Order, Caste system, religous elite, priestly caste: priests are built much cheaper and will convert people much quick and easier... but temples give limited happyness... elite classes tend to like secrets and not sharing them

Manifest Destiny, divine rule, divine right: God(s) tell you to take over world and bring light to the darkness or darkness to the light etc... warrior tech

Eusebius World Religions for the ideas BOWS BEFORE :king:ly GLORY!!! something like that?
 
I think WH Religions could somehow go along these lines if Eusebius is developed far enough to 1. run stable 2. not giving any more python exeptions 3. code is fully understood by AI. If these conditions are matched(? sorry my english...) I think we could try to use those mechanics for Warhammer Religions.
Keep on producing Religionfluff here btw I really need this kinda info! Anything you read about Araby, Ind?
 
yeah... when it comes to me i type :crazyeye: run out of subjects so if anyone wants to outline some... it would be more than happy elaborate...

Dont worry im a native english speaker (well sort of...) and my spelling and punctuation still suck :crazyeye:

yeah... when it comes to me i type :crazyeye: run out of subjects so if anyone wants to outline some... it would be more than happy elaborate...

Dont worry im a native english speaker (well sort of...) and my spelling and punctuation still suck :crazyeye:

Araby and Ind.... hmmm well there is almost nothing on them

Araby: uses elementals... and suffered from a crusade majority of population seems to sit on the coastal plains mountains lead into the really hardcore desert... http://en.wikipedia.org/wiki/Araby_(Warhammer) tell you very little...

My personal thoughts on any map follows as such... cut it off at the dark lands and orgre kindoms... simply speaking there is next to no infomation on Ind, Nippon, or Cathay (which means they are always going to be underdevolped compared to my own beloved empire, or Brittionia etc) i guess though you could deveolp more detail by taking a look at what Arabia was like and extracting some elements you like

I can add some more infomation to that they are pirates all cities do it, they use elementals think dust devils and what not...it was to my knowelgde considered by Khemeri to be barbaric (just axemen and clubmen)... and according to Wikipedia they suffered invasions from Khemeri? but certanily after they devolped into a civilization

http://en.wikipedia.org/wiki/Al_Muktar's_Desert_Dogs gives you an idea of what they nomads are like may well be a reflection of Araby? no idea really

Ind (worse infomation that Araby) http://home.swipnet.se/~w-13090/stories/history.html pretty bloody accurate not quite up to date at the moment but oh well... brb if you wanna comment (first time i have used an outside source... normally just use my mind) i do remeber something about were-*blank* its mentioned in the Ogre Kingdoms book somewhere (if someone wants to look it up) silk road runs from Ogre Kindoms to Ind. Hmmm otherwise they are really only in 2 old boxed sets... 1980ties... supposedly (think i can find any hard data :() dont ask me about Cathay or Nippon because that is almost as thin on the ground with regards to data...

Some whispers about a possible release of Ind as an army... which seems to be false

Empire
Vampire Counts
Dark Elves
Tomb Kings
Chaos.

In order of book release... and wtf Chaos again i mean ffs get over it... and tomb kings man they only just had a book made... Empire :D yay but they are getting more mechanical... looks to be more guns and super weapons... :( i like my super weapons but not to the exclusion of all else and empire is getting way to gothic... its just sorta silly now i mean they wernt to dark before sort of the sane bit of the world... now they are sorta stupid... at least to me :( i liked what happened with Imperial guard it was in line with the storyline but this how is this the empire? :( they look evil...

They bought outriders back BRING ON THE GATLING GUNS!!! or are they repeater handguns or pistols?... Empire general? not an elector count?... Kurt Helborg is back :D
 
Last little post... personally i would recomend if there is a map to go with the mod it not to include anything east of the ogre kingdoms (other civs are more devolped) simply speaking there is nothing on Ind, Cathay, Nippon (2 pages max) and to that matter Tilea, Araby, and Estalia... (5 pages max and some mentions in black libary texts) but sadly alot of the map would just have gaps...
 
Wow, that was a lot of discussion in the past 24 hours, :goodjob: love it! :D

Education civics:
No Education the default civic, does nothing. no upkeep cost.
Magic Covens:
this could be a neutural civic, (all magic is born from the winds of magic (read the pages on the 8 colleges of magic in the Empire book) so depending on the allegance of the caster it can be good or evil.
this gives a bonus +4 experience to all civs magic units, but all magic units cost +40% more to build. Low Upkeep cost.
Bardic knowledge:
this is an oral tradition, wher the civs knowledge is passed down from generation to generation by word of mouth. This could make religions spread 10% faster (spread of religious stories) +1 extra happyness to cities with trade routes. Low Upkeep cost.
Roaming Tutorage:
This is the education of the civs population but bands of migrating tutors, and teachers who move from city to city spreading thier knowledge. this could give + 30% science to cities with a trade route. Low Upkeep cost.
Military Acadamies:
This is the construction of miltary schools, to educate the people in the ways of military. this could make a +10% production speed, a 10% decrease in tech reasearch costs, and +2 EXP points to all new military units built. High Upkeep cost.
Religious Acadamies:
This is the construction of Religious schools, to educate the people in the ways of the rigions of the world. this could make a +10% spread of religion in the civ, a 10% decrease in tech reasearch costs, and +1 happyness to cities with any religion in them (like free religion) High Upkeep cost.
intuitive Knowledge:
This is the form of knowledge where the populus is born with an inate knowledge. this could give a base +2 science to all cities and a free science specialist in all cities. Medium Upkeep cost
Organised Magic: this is the form of education where magical advancement is encouraged in the civs schools and universities. This could give 10% decline in costs of magic techs in the magic tree, +1 magic commerce in all cities, and makes magic units cheaper by 20%. Very High Upkeep Cost.

Please note, i know the above ideas are very unbalanced, and i know there a probably too many, just throwing ideas around:)

@ Masada: you will see, that if you take a look at the 8 Colleges of magic in the empire rule book, that ALL magic is derived from the winds of chaos. it is purely up to the practicioner's alignment as to whether they are 'good' or 'evil', and you said yourself that there is an indistinct line between good and evil in warhammer.

Also, Quoting from the "Critical Hit" website on the Old Faith:
"The Old Faith:
The oldest religion in the Old World, worshipped by Druids. Its practices revolve around worshipping nature and natural forces.
Neutral
Worship is strongest in the north and west of Old World. Has strong links in rural areas. Many Rangers follow the Old Faith.
Indifferent with the other Old World cults. Has strong relations with Taal, the husband of Rhya.
Summer and winter solstices, spring and autumn equinoxes. Lesser holy days associated with full and new moons."
you will find that the old faith was VERY widely practiced in the Old World prior to Sigmar :)

i also think you may be mistaken as to the fact that the Empire is based on the romans. i think they are, in fact based on the Germanic empire, and Tilia is based on the Roman Empire. (look at the Empires city name, Marienburg? Altdorf? sounds german to me :), now look at tilian city names, Rimas? sounds roman to me;) ) sorry, i had to say that too :)

I love these discussions, keep them coming:)
 
i like the education civic ideas there great maybe a bit to good in some cases but oh well... science tends to lag a long way back and if you expand even a bit to quick in the start... be prepared for a 100 turn wait till you can scournge up trade :mad: AI does it to.

Magic is i quote INHERANTLY evil it is from Chaos, Chaos is evil incarnate and therefore it is evil. Mages well "good" mages filter and refine it to a controllable mass... it is still evil. You need only look at the warhammer rules concerning magic to understand why... boom no head left. Alignment doesnt really matter a great deal in warhammer... everything is grey look at the new minatures for the empire and you see what they game is like...

Yeah i guess the Old faith is oldest religion... Lizardmen dont really worship as such they venerate and try to fufill there makers wishes...

The old faith is from before the Old ones (not the same thing left the world) before the gates at the north pole opened and chaos flooded into the world

The only real stronghouse left of the old faith is Albion and i believe from my reading it deviates from what was originally worshipped... it is no longer practised exepct for a tiny percentage of the population of the continental old world. They gave way to the new gods, long before Sigmar was born Sigmar i will stress was no considered a god when he was alive it devolped it is a cult limited to the Empire and really on in the West of the Empire... the middle provinces tend to like Taal, the East worship Ulric... of course this is a strict rule there is a great deal of exeptions... worshipping Ulric does not mean you dont also believe in Sigmar (but not as a god maybe? just the founder of the empire) but it may also be that you worship him and Ulric as well as any other god you wish to... the Lady of the Lake is not the only god worshipped in Brettonia (if you will consider it the local cult akin to Sigmar) they still worship the other gods

But i will stress the old gods have no power or influence in the continent or if they do it is minimal. Warhammers gods do take an interest in the world (for them belief is power) that is why Morr cannot stand Vampires and the undead (Btw he is not the god of killing he is the god of the allready dead... he has nothing to do with the act of killing just after that... my favourite god btw).

Sigmar is only a cult of the Empire and the east... he surplanted Ulric as the most widely worshipped god of the Empire at least in the West. http://uk.games-workshop.com/warhammer/religion/1/ shows a list of the gods... right out of the horses mouth if you will

The empire is based on the holy roman empire.. (the Roman bit was about the misconception that druids were evil and used covens and what not) and the German confederation... the holy roman empire elected an emperor the prostestants had a vote (Ulric stand in) and so did the cathlics (Sigmar stand in) as did the Counts, Kings etc of the german states they were all Elector Kings or Counts etc Marienburn is not part of the Empire (its a stand in for the low countries or so im led to belive) Tilia is not roman as such (it was like that during its history) but its even more fragmentated than the empire is representing Italy for most of its history...

Oh and what website???
 
The Knights of the Twin-Tailed Orb: The Knights of the Twin-Tailed Orb are followers of Sigmar, named after the two-tailed comet that heralded Sigmar's appearance among mortals. Like other Sigmarite orders they are renowned for their zeal and fervour. In particular, the Knights of the Twin-Tailed Orb are famous for their eagerness to prevent the escape of a single tainted foe, and will relentlessly pursue fleeing enemies even when it would make more tactical sense to regroup.

The Knights of the Blazing Sun: Templars of the war-goddess Myrmidia, the Knights of the Blazing Sun were founded during the Crusades in 1457. In a street battle against the Arabians in Estalia, a group of knights were saved from certain defeat when a freak earth tremor dislodged a huge statue of Myrmidia from a temple roof. It crashed to the ground and landed on the enemy general and his bodyguard, killing them instantly. After the battle, the survivors banded together and founded the Order of the Blazing Sun in Myrmidia's honour.

The Templars of Sigmar: Although a Knightly Order, the mysterious group known simply as the Templars of Sigmar are a world away from the warriors in shining armour of popular image, so much so that they rarely refer to themselves as knights. Instead they battle the foes of Sigmar from the shadows, dealing with subtle and insidious threats such as Chaos cults and reclusive necromancers. In particular they excel at battling users of sorcery, as magic and trickery are tools often used by the servants of darkness. All that most common folk see of the Templars of Sigmar are the elaborate trials and fiery executions used to cleanse the souls of the wicked, and because of this they are most often known simply as Witch Hunters.

The Knights of the White Wolf: As Templars of Ulric, the White Wolves are based in Middenheim, which is the centre of the Ulrican cult. They are known for being the wildest of all the Knightly Orders, charging into battle with no thought for their own safety, and frequently no thought for strategy or tactics either. Their ferocity is unmatched, however, and few enemies can withstand the crushing blows of their cavalry hammers.

The Black Guard of Mórr: Seen less frequently on the open battlefield than knights of many other Orders, the sinister Black Guard are more often encountered travelling alone or in small groups, seeking out corrupt sorcerers who would interfere with the realm of the dead and take resting souls from their place at Mórr's side. In this capacity they frequently work alongside the Witch Hunters of Sigmar, combining arms to deal with an undead threat.'

Thank you Warrhammer.com

The Templars of Sigmar are actually good people in black libary works... dark but fighting the god fight against enemies to evil to compredhend :D and just to show there is solidarity between faiths the Blackguard of Mórr often fight alongside Templars of Sigmar... OH and the Reiksguard are templars of Sigmar as well they see the Emperor as the manifestation of sigmar...

Oh and not all magic is derived from the winds of Magic... Gut magic, Orc magic, Skaven magic, Undead magic... those do not use the winds of magic they use racial abilities... did Nagash use the winds of magic no i dont think he did mass sacrifice if i remeber correctly... oh and the magic that priests use is not from the winds of magic it is from the gods themselves :D however the gods are meant to derive themselves out of chaos or at least the energy released during that... which begs the question were the Old ones... the creators mortal or gods?
 
:lol: sorry, this website: http://www.criticalhit.co.uk/content/view/85/48/

Ok, Ok :D, so magic inherently evil. (but 'good' mages can "refine it to a controllable mass" and make it slightly less evil :D
But enough of this 'good' and 'evil' nonsense.

about the gods of the old world:
we are only going to have a religion called "human god" for now. i think this is a place holder for until the Eusebius' Religions mod is completed and we can have more religions. until that time im afraid sigmar, ulric and taal and morr will be combined as the Human Gods. however, we may split it up into the separate dieties later on.
 
No Education (well i would dispute that you dont learn stuff with no formal education...) call it something like Common Knowelgde more PC (politcally correct and closer to the truth) :D

Does nothing.... yeah i guess...

Magical Covens
Magic Covens: Not all magic is from the winds of magic... and really i guess you could be right that before magic was standarized there would have been good and bad mages... however since most nations persacuted mages... there really couldnt be to many as such it would be an early civic... but magic for most of the world wasnt "legal" until the end of the great war against chaos... elves taught men magic as a formal science then (though that might be a bit rich... not sure if the science or at least controlled aspect of it spread from the empire or was allready present in other places...) i dont like it :D scrap it :D (or think of a better idea i dont think it would represent a large enough portion of the population to matter

Bardic Knowlegde... (Oral Tradition would be a better name (more PC) alot of cultures didnt have "bards" as such and quite often priests did that sorta stuff...) i dont know about the idea of 10% extra religion spread... extra happyness from trade routes = :D allow specialist in cities Bard to be utilized would be cool 1 free per city for empires that have Bardic Knowelgde/Oral Tradition give +1 happyness and +2 culture (might be easier to impliment than trade route idea?)

Roaming Tutorage is great... i was talking about nobles tutors who tend not to wander around but either way... great civic :D to much science... could just give a scientist specialist per city and maybe 10% extra science...?

Military Acadamies/Lyceas/Midshipman: cheaper units from inovations :D tech costs i can go for that represents the knowelgde that tends to be created in these places... or at least the potentail for innovations, more exp please :D

Religous Acadmeies: to make the next generation of zealots hell bent on "educating" people in the ways of the true faith... units could get special religous bonuses? zealotism, fanatism etc but i dont think free religion quite works... Religous Academies tend to be centered around 1 god or set of gods... cheaper priests i really wanna see priests of Ursun, Ulric, Taal, Sigmar, Morr, Shaylia, horned rats, old ones, old gods, dwarf gods, elven gods etc all of them have warrior priests :D

Intuitive knowledge... well undead things dont learn and skinks dont really learn alot they are just born with the knowelgde that is needed at the time... sacred spawnings only tend to work when they are needed... no idea how to represent this in game? but a big XP boost and since lizardmen armies havent changed for a long long time.... recently they have a little bit... but not much (the book has just bigger... they havent changed) and undead armies are sorta dead... and dont remeber anything and they really cant change... dead humans are dead humans... skelatons are skelatons XP boost would be allright default tech for Lizardmen, Khermi (Khermi were long dead by the time sigmar came about :D) and Sylvania well who wants to play them while there living?

Organized magic great... could also decrease normal sciene :D since mages tend to look down there noses at engineers...
 
im just saying that the gods of most of humanity are the same.... Urlic, Morr etc

Sigmar is the diety pecular to the empire
The lady is the diety of only Brettionia
Ursun is the diety of Kislev
Tilea... no idea...
Estalia... no idea...
Cathay and Nippon worship there emperors...
Marienburg worships and i know this is corny... independance and the like freedom...
Morr, taal, Haendryk, Khaine (is an elven god... or else Dark Elves worship a human god... wtf?well Kaela Mensha Khaine... thats from 40k means Khaine of the bloody hands... someone screwed up Khaine is an elven god...), Manann, Morr, Myrmidia, Ranald, Shallya, Sigmar, Patron Deity of the Empire (see), Stromfels, The Shark, Lord of the Raging Sea (who the hell? never heard or read anything about him...), Taal, Ulric, Verena... then what the hell is the Lady? this seems either to be a bit out of date or confused... AH HA this is for Warhammer roleplaying :D that explains it... :lol: that hasnt been updated for a while other than those problems a great site :lol:

Yeah magic is Chaos incarnate it is never good... as such it is always evil but a good mage can refine it so it isnt to chaotic though using it is dangerous...
 
By all accounts he learned much from his meeting with a group of Elves, said to come from the mythical land of Naggaroth (I believe he had them entombed alive when he learnt all he could from them), and their religion. Using this knowledge he would invent the field of necromancy in order to find the secret of immortality.

Interesting... but you get the picture.. Sigmar wasnt even born at the time of Nagash... oh and thats what turned Khemri into desert :D desolation of Nagash

One way was to place a naked virgin (preferrably female) on a horse and parade them through a graveyard. If the horse decided not to walk over a burial site, this was then believed to be the resting place of a vampire and the body inside was exhumed and subsequently mutilated...

Okay that is just wacked...

In more eastern areas of the Old World, particularly in Ostland, Ostermark and Sylvania, or any rural places, graves are often opened three years after the death of a child, five years after the death of a young person, or seven years after the death of an adult to check for vampirism. Sylvanians even believe that having one foot in the corner of a coffin is evidence in itself of vampirism; after which the body is destroyed in this case, dismembered and then burned as a priest delivers the appropriate religious rites.

You cant blame them after all Vampires are real for them...
Country Vampire
Bretonnia Nosferatu
Estalia Wamphyrio
Tilea Stregoni
Kislev Upr/Upior
Empire/Sylvania Vampire/Vampir/Vampyre
Albion Isles Buhvan-Sith
Cathay Kiang Shi
Nippon Kyuketsuki
Southlands Obayifo/Popobawa
Araby Ekimmu/Algul
Ind Rakshasas/Baital/Penangalen

Ah ha i knew there were Vampires in Ind... but in the ogre kindoms books the things in the night :( sound like warewolves...
 
Education civics:
Basic Knowledge: the default civic, does nothing. no upkeep cost.
Oral Traditions:
this is an oral tradition, wher the civs knowledge is passed down from generation to generation by word of mouth. +1 extra happyness, +1 Culture to cities with trade routes, and +1 free Bard specialist in all cities. Medium Upkeep cost.
Roaming Tutorage:
This is the education of the civs population but bands of migrating tutors, and teachers who move from city to city spreading thier knowledge. this could give + 20% science to cities with a trade route. Low Upkeep cost.
Military Acadamies:
This is the construction of miltary schools, to educate the people in the ways of military. this could make a +10% unit production speed, a 10% decrease in unit price costs, and +3 EXP points to all new military units built. High Upkeep cost.
Religious Acadamies:
This is the construction of Religious schools, to educate the people in the ways of the rigions of the world. this could make a +10% spread of religion in the civ, a 10% decrease in tech reasearch costs, and a 10% decrease in priest price costs. High Upkeep cost.
intuitive Knowledge:
This is the form of knowledge where the populus is born with an inate knowledge. this could give a base +2 science to all cities and a free science specialist in all cities. Medium Upkeep cost
Organised Magic:
this is the form of education where magical advancement is encouraged in the civs schools and universities. This could give 20% decline in costs of magic techs in the magic tree, but a 10% increase in costs of techs in the tech tree. +1 magic commerce in all cities, and makes magic units cheaper by 20%. Very High Upkeep Cost.


I was thinking about covens some more. because i quite like the idea of covens i would like it in the game somehow. perhaps we could make a new city improvement in the ancient era which can be built after researching one of the first magic techs. this could give all magic units built in the city +2 EXP. just call it "A Coven"

the 'Coven', could act the same as an 'archery range' for archer units (gives +2 EXP to archers), a 'stable' for mounted units (gives +2 EXP to mounted units) a 'training yard' for melle units (gives +2 EXP to melle units) etc etc. what do you think.
 
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