So I'm about to be unemployed for a bit, and I am hoping to put together a small Amurite modmod in my downtime. I know some python, but I've never modded before. I was hoping I could post my ideas here and have those smarter then me point out potential pitfalls before I start mangling code. I'd also really like to make this modular, but I don't know enough about the limitations to know if that's possible.
Idea: The Amurite's strength, wizards en masse, is the only mechanic (that I know of) that requires the expenditure of large sums of gold. I propose an ability that allows Amurite adepts to upgrade to wizards with no cost, but a delay and a risk to the adept. Adepts can still be upgraded normally.
Ability: Trials of the Cave - requires an adept of level 4, must be in a city with a Cave of the Ancestors, and no other adept undergoing the trials in that city. Ability has a 4-turn casting delay with a 25% chance of killing the caster, and a 10% chance to apply various promotions based on the mana owned by the civ. If successfully cast, the adept is promoted to a Wizard for no cost.
Fire - Fire Resistant
Air - Light
Water - Amphibious
Earth - Heavy
Life - March
Spirit - Spirit Guide
Mind - Command I
Law - Free Unit
Nature - Poisoned Blade
Enchantment -
Body - Immune to Disease
Sun - Perfect Sight
Shadow - Hidden
Chaos - Mutated
Entropy - Sundered
Death - Undead
Ice - Winterborn
Force - Mobility II
Dimensional - Escape
Creation -
Metamagic - Magic Resistant
Note that the chance for promotion does not stack with multiple sources of one mana. I like that the Amurites are encouraged to amass multiple mana types, and I want to reinforce that. I'm also forgetting one type of mana and am missing ideas for several promotions, so feel free to help out.
Once this is working, I'd also like to give the Amurites a UB "Wizards Arena" where two wizards enter and do battle, and the victor is promoted to Archmage. A similar system would be in place for free promos, some more powerful (eg. Life could give the one-shot Immortal promo) and some risky (entropy could give Withered). I'm leaning towards giving the loser a 50% chance of dying, otherwise losing most of its health and gaining some negative promos to simulate the adverse effects of magical battles. I'd also like to have the battle give +1
for 10 (20?) turns (people love fireworks!) Again, Wizards would be able to upgrade to Archmages normally too.
Comments?
Idea: The Amurite's strength, wizards en masse, is the only mechanic (that I know of) that requires the expenditure of large sums of gold. I propose an ability that allows Amurite adepts to upgrade to wizards with no cost, but a delay and a risk to the adept. Adepts can still be upgraded normally.
Ability: Trials of the Cave - requires an adept of level 4, must be in a city with a Cave of the Ancestors, and no other adept undergoing the trials in that city. Ability has a 4-turn casting delay with a 25% chance of killing the caster, and a 10% chance to apply various promotions based on the mana owned by the civ. If successfully cast, the adept is promoted to a Wizard for no cost.
Spoiler Mana Effects :
Fire - Fire Resistant
Air - Light
Water - Amphibious
Earth - Heavy
Life - March
Spirit - Spirit Guide
Mind - Command I
Law - Free Unit
Nature - Poisoned Blade
Enchantment -
Body - Immune to Disease
Sun - Perfect Sight
Shadow - Hidden
Chaos - Mutated
Entropy - Sundered
Death - Undead
Ice - Winterborn
Force - Mobility II
Dimensional - Escape
Creation -
Metamagic - Magic Resistant
Note that the chance for promotion does not stack with multiple sources of one mana. I like that the Amurites are encouraged to amass multiple mana types, and I want to reinforce that. I'm also forgetting one type of mana and am missing ideas for several promotions, so feel free to help out.
Once this is working, I'd also like to give the Amurites a UB "Wizards Arena" where two wizards enter and do battle, and the victor is promoted to Archmage. A similar system would be in place for free promos, some more powerful (eg. Life could give the one-shot Immortal promo) and some risky (entropy could give Withered). I'm leaning towards giving the loser a 50% chance of dying, otherwise losing most of its health and gaining some negative promos to simulate the adverse effects of magical battles. I'd also like to have the battle give +1

Comments?