Ancient temples

I once had an idea about making ancient temples and ruins be linked somehow. After the lizardman-spawning ruins were destroyed, they'd become ancient temples. Sort of a balance to starting by a bunch of 3/2 barbarian recon units.
 
Some ideas for them:

Only heros can explore them. When explored, they provide a special promotion or a random effect.

You have to sacrafice 10-attack worth of units on it to get its special effect.

Possible special effects: huge hoard of gold, new tech, special resource (happiness), special combat promotion, special unit only available from here, etc...

OR perhaps every temple you have gives you a +10% on all ritual production, or all tower production or some such...
 
what about a unique mana source instead of a random one, possibly tied to the aforementioned dead god, ice mana for example, which might not fit with the current game but is offered only as an example.

or perhaps a unique set of spells, lost arcane knowledge, possibly also tied into the dead god. Personally i think it would be cool if they were spells which had multiple requirements, what i mean is not just water 1, or air 1, but water 1 and air 1.

anyway, just my two cents.
 
We ran out of bonus slots (you can only have 50 with the current gamefont file). I need to get a new gamefont file so we can grow outside of that limit.

Since everybody really seems to dislike the Fort and can never agree on how to fix it so it is worth building by both human and ai player why not cut that to keep the ancient temple instead?
 
What about a religious mark of the dead god that would replace any other religious mark the unit currently has. This would represent converting a unit to the forgotten cult. The player would have an option to convert any unit that enters the temple (or is a % chance better?).
The mark could give a special bonus, in line with the mythos of the ice god, what I can think of is:
+20% Strength (on top of Combat promotions) or
+1 cold damage or
cold and death resistance or
Ice for disciple units


Anybody likes this?
 
What about a religious mark of the dead god that would replace any other religious mark the unit currently has. This would represent converting a unit to the forgotten cult. The player would have an option to convert any unit that enters the temple (or is a % chance better?).
The mark could give a special bonus, in line with the mythos of the ice god, what I can think of is:
+20% Strength (on top of Combat promotions) or
+1 cold damage or
cold and death resistance or
Ice for disciple units


Anybody likes this?

This could be very nice, specially now that we have to put out so many fires.
I find them very nice as they are, because the +6 gold per tile. But they can obviously be improved.
 
Ancient Temples could be a mechanism for unlocking a mid or late game exploration area. In addition to retreating glaciers, you could have a "Valley of Winter" area which can only be unlocked\unfrozen with an item you have retrieved from the dead god's temple.

I'm guessing that concepts like these have already been discussed for a later phase; just noting that the ancient temple would be a good home for key-type items.
 
I always thought they should provide a tech that is not researchable, like some type of lost cult tech (could provide the ability to make special temples in your cities) or some type of weapon or magic tech which would provide a new unit no one else could build.

If you go the mana node route, you could make it a type of node that would be normally not buildable but would open up a new list of spells for your casters.
 
You could give the exploring unit with a random special transferable promotion similar to the orthus's axe. This goes along with the mid-level goody hut approach, but changes the effect a bit.
- Wand of Fireballs or Metors
- Orb of Skeleton summoning, wraith command, etc...
- Sword of slaying (+ vs a type).
- Invisibilty Ring
- Defensive Gauntlets (+0/+2)
- Ring of regeneration (march promo)
- Book of learning (read for +n XP)
These all mix up the promotions a bit. It would allow for example a ranger to heal while moving. Or a warrior to cast fireball. But I know that the items are due in a later version, so I can understand not implementing that now.

I really like the idea of a special disiple unit noted above. Maybe buildable only if the ancient temple is in the radius of the city. This meshes nicely with the ancient temple to an old god idea. If it is tied to the city radius, it makes having more than one a nice benefit.
 
What if access to Ancient Temples allowed all of your Disciple units to gain XP the same way casters gain XP? This would model the learning and lore found within the temples.
 
prehaps you could add a special spell if a mage is on the temple or something

EDIT: wow people posted so fast that by the time i wfinished writing this there were at least 8 more posts
 
Why not have a few different effects based on the player's actions.

Destroying the temple could give the unit exp.
Concecrating the temple could make it usabe as a tile bonus (perhaps bonus gold if worked).
Studying the temple could give a free tech.
Melee units could become a champion of the fallen god (+1 special damage, hero promotion, and ancient religion).
Divine casters could renounce their faith and become a priest of the fallen god (new unique unit type).
Sorcerery casters could gain a new spell or magic sphere.
Summoners could summon (imagine that) an acient creature, perhaps with a random chance of being different tier units or even a barbarian unit that would attack the summoner.

Taking any action would render the temple useless to units that come later (only one action per temple). The player should also have the option to take no action so that they can guard the temple and bring a unit of a different type if they want to.
 
i think the temples should be somethink like sheut stone. at first itll say just "Ancient Temple" but after exploring it, itll tell you which god the temple belongs to and give a bonus just like sheut stone. So "Temple of Bhall" will give fire bonus, "Temple of Tali" gives a lightening bonus, "Temple of Mulcarn" gives cold bonus....
 
I like that idea, but it wouldn't make programming any easier. They would still need to find a way around the 50 resource limit, and the extra promotion could get unnecesarily complicated. If there were 1 per diety, a strength bonus of +21 would be too much. Also, there are not yet damage types thst would fit well for each of them. It might be better if there was only a chance of the promotion and each unit could get only one, similar to the religius promotions.
 
i didnt think there would be 21 different damage types. that wouldnt make sense. i mean how could you do creation damage? i thought just have the few types of damage there are now and then have temples for the god that those types of damage are under like i said earlier.
 
I was kinda kidding about the +21 damage. You could do creation damage by creating something dangerous near (or even within) the target, but that is a bit of a stretch. Still, multiple gods' powers could be in the same catigory. My point was that a unit should not be able to have the strength bunuses from the temples of multiplegods. Even a +5 bonus could be a little unbalancing. It might also be nice if the normal religious promotions had more of an effect than determining if a unit will serve Hyborem or Basium.
 
I think ancient temples could give bonusses to cities with temples of the state religion(like brevery gives you happiness if you have access to rice) or some tech that could allow a new civic. GPP bonus for prophets could also be nice or already suggested 10% ritual production.
 
Anyone read Robert Jordan Wheel of time series?

How about making Ancient Temples like non-city based airbases?

A unit on an ancient temple could be given the option of rebasing (teleporting) to either 1) a random uncontrolled ancient temple, or 2)a known uncontrolled ancient temple.

Controlled = enemy units present.

Perhaps they could even attack through ancient temples to other ancient temples...

eh, just pipedreams I suppose...
 
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