Hi,
first: Sry for bad english.
I have played many different Modmods for Fall from Heaven.
Some of these Mods have own unique Nations, which played rly nice.
My Idea is, that some of these Nations could be part of the MasterOfMana Xtended Mod, if esvath has time, or other ppl who could do this. Maybe this person should ask the original Modder from the other mods, if we are allowed to use these Nations in this mod?
Here my ideas:
From the Modmod Rise Of Erebus/Ashes of Erebus:
DTesch:
- undead diziplin units(as an evil conterpart to the Elohim)
- Cities are fallow. They need Slaves to grow(Similar to the Scion with their Awaken)
- All Units have a chance to get Slaves from defeatet alive Units
- Slaves should not by buyable from the Slaver Quarters Guild, or they should be much more expansive
- Maybe they can auto terraform their terrain to Wasteland, similar to the Aristrakh
- Their undead Units can get exp etc, but they dont have Vampires or something like that
Archos
- spawn of spiders
- all units use poison as bonus attack
- they are a nature/chaos nation, because of the spider Queen as Ruler
- as Idea: Maybe let them build inside of Forest, but they need 1 more Food per Population, because of their big Spider Population
Maogata(Modmod Nation)
This Nation is a Modul for Ashes of Erebus from a other modder
- Beast Nation of Feline Warriors
- Cant use eqipment, but they are strong and fast hunter
- Primäry Meele and Recon units
- Allow to build inside Forest and Jungle
- only little Magic(Their mage units "eat" magic, to be stronger Warriors, maybe some Units are allowed to become stronger because of some magic augmentations, but they need special Mana for special Augmentations?)
Myu Collective(modmod Nation)
This Nation is a Modul for Ashes of Erebus from a other modder
- magic dwarfs
- They use Mind Magic(charm, mind Controll)
- All Units can use magic
- T1/2 Units only T1 Magic
- Higher Units T2 Magic
- Maye + 25% Mana Costs for these non Arcane Magic caster?
Mechanos
- steampunk Nation
- Magic only as a source for Energy for their machines
- their economy relies on their factories, which use magic as Energy
- their Stronger Units are big mashines which needs ernergy
- mana only as energy for their factories and machies, not for casting spells etc, no Arcane units.
Mekara Order
- Nation of Slave Hunters
- economy relies of slaves, which are added to the cities, like big persons
- different Buildings, which makes the slaves in the Cities stronger(+1 gold per slave in the city)
- Slaves in the City produce one ill health and you can only have 1 slave per 2 Population + 4 as ground basis
- Their main militari Units are Slave Hunter as Recon Units(Bonus for capture Slaves and against meele and Recon, but dont have bonusses against animals etc) and War Sluga, which are magic transmutatet Slaves. They dont get exp, similar to luchuirp. Mekara Order has Overseers, which makes the Sluga Units stronger.
- Slaves should not by buyable from the Slaver Quarters Guild, or they should be much more expansive
From Orbis Mod:
Dao:
- Magic Nation which relies of the 4 Elements(Fire, Air, Water, Nature)
- Cities have special Buildings for the Elements(if you build a Fire Build in the Cities, you cant build Air/Water/nature buildings there etc)
- Agnostic, but they relies of their elementar Magic
- Units should be bound to elements(Maybe Recon use Air, one Meele with nature, one with Fire etc)
Palatinate:
- Nation, which is similar to the Holy roman Empire in our World
- They relies strong of trade
- they are primary defensiv and protect their trade routes
- they should get bony from windmills and watermills
- dont like Magic(burning of witches?)
- one Idea: They dont have the typically arcane Units. They have one UU named Witch, which is a national Unit and can only be buildet 5 Times and can use T2 Magic.
Thats my Ideas from other mods. I hope some of them could be in a future version of Master of Mana Xtendet^^. This thread could be here for discussion for these Nation ideas and for more nation ideas. Maybe together we can get concepts for new Nations which then can me implementet in this mod from a good modder^^.
greetings from germany
Drackzahn
first: Sry for bad english.
I have played many different Modmods for Fall from Heaven.
Some of these Mods have own unique Nations, which played rly nice.
My Idea is, that some of these Nations could be part of the MasterOfMana Xtended Mod, if esvath has time, or other ppl who could do this. Maybe this person should ask the original Modder from the other mods, if we are allowed to use these Nations in this mod?
Here my ideas:
From the Modmod Rise Of Erebus/Ashes of Erebus:
DTesch:
- undead diziplin units(as an evil conterpart to the Elohim)
- Cities are fallow. They need Slaves to grow(Similar to the Scion with their Awaken)
- All Units have a chance to get Slaves from defeatet alive Units
- Slaves should not by buyable from the Slaver Quarters Guild, or they should be much more expansive
- Maybe they can auto terraform their terrain to Wasteland, similar to the Aristrakh
- Their undead Units can get exp etc, but they dont have Vampires or something like that
Archos
- spawn of spiders
- all units use poison as bonus attack
- they are a nature/chaos nation, because of the spider Queen as Ruler
- as Idea: Maybe let them build inside of Forest, but they need 1 more Food per Population, because of their big Spider Population
Maogata(Modmod Nation)
This Nation is a Modul for Ashes of Erebus from a other modder
- Beast Nation of Feline Warriors
- Cant use eqipment, but they are strong and fast hunter
- Primäry Meele and Recon units
- Allow to build inside Forest and Jungle
- only little Magic(Their mage units "eat" magic, to be stronger Warriors, maybe some Units are allowed to become stronger because of some magic augmentations, but they need special Mana for special Augmentations?)
Myu Collective(modmod Nation)
This Nation is a Modul for Ashes of Erebus from a other modder
- magic dwarfs
- They use Mind Magic(charm, mind Controll)
- All Units can use magic
- T1/2 Units only T1 Magic
- Higher Units T2 Magic
- Maye + 25% Mana Costs for these non Arcane Magic caster?
Mechanos
- steampunk Nation
- Magic only as a source for Energy for their machines
- their economy relies on their factories, which use magic as Energy
- their Stronger Units are big mashines which needs ernergy
- mana only as energy for their factories and machies, not for casting spells etc, no Arcane units.
Mekara Order
- Nation of Slave Hunters
- economy relies of slaves, which are added to the cities, like big persons
- different Buildings, which makes the slaves in the Cities stronger(+1 gold per slave in the city)
- Slaves in the City produce one ill health and you can only have 1 slave per 2 Population + 4 as ground basis
- Their main militari Units are Slave Hunter as Recon Units(Bonus for capture Slaves and against meele and Recon, but dont have bonusses against animals etc) and War Sluga, which are magic transmutatet Slaves. They dont get exp, similar to luchuirp. Mekara Order has Overseers, which makes the Sluga Units stronger.
- Slaves should not by buyable from the Slaver Quarters Guild, or they should be much more expansive
From Orbis Mod:
Dao:
- Magic Nation which relies of the 4 Elements(Fire, Air, Water, Nature)
- Cities have special Buildings for the Elements(if you build a Fire Build in the Cities, you cant build Air/Water/nature buildings there etc)
- Agnostic, but they relies of their elementar Magic
- Units should be bound to elements(Maybe Recon use Air, one Meele with nature, one with Fire etc)
Palatinate:
- Nation, which is similar to the Holy roman Empire in our World
- They relies strong of trade
- they are primary defensiv and protect their trade routes
- they should get bony from windmills and watermills
- dont like Magic(burning of witches?)
- one Idea: They dont have the typically arcane Units. They have one UU named Witch, which is a national Unit and can only be buildet 5 Times and can use T2 Magic.
Thats my Ideas from other mods. I hope some of them could be in a future version of Master of Mana Xtendet^^. This thread could be here for discussion for these Nation ideas and for more nation ideas. Maybe together we can get concepts for new Nations which then can me implementet in this mod from a good modder^^.
greetings from germany
Drackzahn