Arabian Nights Design Development Thread

Urdnot_Scott

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Arabian Nights Design Development Thread

This is a place for me to organise my thoughts and designs for future projects, since Granada literally just needs some mod support and testing now before release, its time to start thinking about moving on. Thus, I'm starting this thread for that very purpose. Feel free to critique, suggest, belittle or praise. If you see a design that you like and feel like offering me any amount of help, from the teeniest icon to the most complicated code, just shoot me a message and I'd be eternally grateful. Anyway, without further ado:

 
The Fatimid Caliphate​
Leader: Sitt Al-Mulk

UA: The Mad Caliphate
Cities with an incoming internal :trade: trade route are automatically :c5trade: connected to the :c5capital: Capital and passively generate missionaries based on their :c5gold: gold output. +1 :c5faith: faith in all cities for every 3 :c5gold: gold generated from :c5trade: city connections.

UB: Secret Mission (Replaces temple)
The Secret Mission, unlike the temple it replaces, costs no maintenance and generates 2 :c5gold: gold in cities :c5trade: connected to the :c5capital: Capital, increasing to a further 2 :c5gold: gold and 1 :c5faith: faith if home to an outgoing :c5trade: trade route. Merchant specialists in cities with a Secret Mission reduce the cost of missionaries and inquisitors by 10%.

UU: Kutama Rider (Replaces Knight)
The Kutama Rider is significantly :c5strength: stronger while attacking forts or citadels and heals whenever it ends its turn adjacent to a fortified unit or enemy fort. Disbanding a missionary on the same tile as a Kutama Rider fully heals it and grants it a 25% bonus against enemy cities, removing the usual city attack penalty of Knights.

The Qarmatians​
Leader: Abū-Tāhir Al-Jannābī

UA: The Sack of Mecca
May :c5razing: desecrate medieval or earlier wonders and :c5faith: faith buildings in :c5occupied: captured enemy cities, providing unique and powerful bonuses to your civilisation or maluses to others. Receive a :c5food: food boost in all cities upon improving a desert tile, doubled for farms.

UB: Baqliyyah (Replaces Granary)
The Baqliyyah, unlike the Granary it replaces, is constructed automatically in any city with an adjacent desert tile and does not yield any :c5food: food on its own. However, farms in cities with a Baqliyyah yield +1 :c5faith: faith and :c5food: food, whereas sources of sheep, cows and deer yield -1 :c5food: food and +2 :c5faith: faith.

UU: Muhajin (Replaces Swordsman)
The Muhajin is much :c5moves: faster in desert tiles, unlike the swordsman it replaces, and receives a 10% :c5strength: bonus in enemy territory. Furthermore, when within 2 tiles of a holy city, the Muhajin receives a further 15% :c5strength: combat boost and may pillage for no :c5moves: movement point cost.

Desecration Bonuses Here
 
Desecration for the Qarmatians Explained:

Desecration bonuses:

Desecration is a bit comlicated but hopefully not too hard to figure out. Essentially, if you capture a city with a wonder in it, you can then produce a desecrated version of that wonder which takes 1 turn. Its technically just a regular building but with powerful bonuses and the prerequisite is a wonder, not another building. Constructing a desecrated wonder (destroys? is that possible) removes all the yields and abilities of the regular wonder though, so choose carefully what to desecrate and what not to desecrate! The idea is that desecrated wonders yield something close to their original form but all perverted and different, usually providing war bonuses but not always. You may also produce desecrated shrines and temples in captured cities:

Desecrated Shrines provide no base faith but yield +1 production and +1 faith while training units.

Desecrated Temples provide no faith but do yield +2 food and grant the 'Raider' promotion to mounted units, which fully heals them whenever they pillage a trade route or kill an enemy unit.

Desecrated Wonders:

Spoiler :

Ancient Era

Desecrated Great Library
+3 faith. Scientist specialists in this city yield +1 Great General points

Mausoleum of Halicarnassus
Receive gold whenever a unit is killed and units in this city start with +2 :c5war: experience for every worked source of stone or marble.

Desecrated Pyramids
May sacrifice workers in this city to grant an experience boost to the garrison unit. Receive a free unit on construction.

Desecrated Stonehenge
+7 gold

Desecrated Temple of Artemis
Ranged units receive 'Blood of Artemis' promotion which cause cities bombarded by these units to lose citizens and increase the food output of cities while garrisoned.

Classical Era

Desecrated Colossus
Trade routes enemy civilisations make to this civilisation generate significantly less gold and receive a free caravan when constructed. +1 trade route.

Desecrated Great Lighthouse
Enemy ships receive -1 movement when ending their turn adjacent to one of your units.

Desecrated Great Wall

+1 movement for all units in enemy territory.

Desecrated Hanging Gardens
Once desecrated, all enemy cities lose a certain number of citizens. +5 production.

Desecrated Oracle
receive a free unit in the :c5capital: Capital and all holy cities upon adopting a :c5culture: social policy. +2 :c5production: production.

Desecrated Parthenon
Great Works in this city increase the experience of newly trained units by 2. +2 science.

Desecrated Petra
Units trained in this city receive the desert raider promotion and connecting a trade route to another civilisation steals some of their gold. Receive a free cargo ship upon desecration.

Terracotta Army
Upon desecration, steal a random number of units from all enemy civilisations. +2 production.

Medieval Era

Desecrated Alhambra
Units trained in this city receive the shock II promotion for free and provides a free castle upon desecration. +20% production in this city.

Desecrated Angkor Wat
Receive gold and culture whenever you claim another civilisations tile with a citadel. +2 Great General points.

Desecrated Borobodur
3 free mounted units appear upon desecration. +2 gold

Desecrated Chichen Itza
Whenever you enter a Golden Age, all other civilisations Golden Age progress is reduced. Immedeately enter a golden age upon desecration.


Desecrated Great Mosque of Djenne
+3 :c5gold: gold. Missionaries trained in this city provide the blitz promotion to stacked units, allowing them to attack twice instead of once.

Desecrated Hagia Sofia
Receive a free desecrated temple in this city and a Great Person of your choice upon desecration.

Desecrated Machu Piccu
May use enemy roads once this wonder is desecrated. +15% gold from all sources.

Desecrated Notre Dame
+10 happiness while at least one city in the empire is being razed. +4 gold and happiness.

 
First thing that pops into mind with that desecration stuff is either the Delhi Sultanate or Aurangzeb, but then there's the desert stuff and early uniques...
 
Its neither of those, though they would fit a desecration mechanic. This civ is actually surprisingly obscure given what they achieved, even I hadn't really heard much about them until recently but they really were fairly insane.
 
That's one of the really early ones, isn't it... you know. I forget who it was, but it was the guy who said that all the books in the Library of Alexandria that contradicted the Qur'an were heretical and thus were to be burned... and that all the books in the Library of Alexandria that agreed with the Qur'an were superfluous and thus were to be burned.
 
That would be the Umayyad Caliphate, which, while the loss of the Library of Alexandria was tragic, is probably best represented through one of the million other things it achieved. Besides the Umayyads have been done
 
That would be the Umayyad Caliphate, which, while the loss of the Library of Alexandria was tragic, is probably best represented through one of the million other things it achieved.
Like being a super-hyper-ultra wide civ
kreygasm.png
 
The widest of the wide indeed, that's the direction I'd probably go. Definitely not the actions of one Egyptian governor.
 
Hmmm.... Maybe those are the Gokturks? Or the Ghurids? Though they aren't that obscure...
 
Hmmm.... Maybe those are the Gokturks? Or the Ghurids? Though they aren't that obscure...
No Natan, improving farms definitely does not fit the Gokturks. Not even deserts that much, and a swordsman instead of a horseman in such a civ would be disturbing. :p
 
OR THE GHURIDS. FOR GOD'S SAKE, STOP IGNORING THE LAST PART OF EACH AND EVERY POST I WRITE.

thank you, sorry Urdnot.
 
OR THE GHURIDS. FOR GOD'S SAKE, STOP IGNORING THE LAST PART OF EACH AND EVERY POST I WRITE.

thank you, sorry Urdnot.
Natan, just because you write something that makes slightly more sense after another statement that didn't, doesn't make the former one any less goofy. :p
 
Okay urdnot, you win. Now I shalt go do my homework in despair. :cry:

(That's perfect kerrigan isn't it)
 
Its not the Ghurids and its definitely not the Gokturks, sorry Natan. Its an Arab civilisation, by the way, from a super under-represented region of the Middle East.

Also updated the desecrated wonders post for all pre-renaissance wonders. Some were easier to reverse than others so I had to get creative. What do you guys think of the actual design, rather than just who it is? Is it too OP?
 
The only somewhat OP things in the desecrated wonders are Desecrated Oracle, Angkor Wat, Temple of Artemis if you Warmonger or Culture Spam.
 
Definitely, yeah. Nobody has even made a Yemen civ as far as I'm aware so I wouldn't even have to do any specific dynasties, though I might down the line. Yemen is definitely on the list, probably as a blob at first.
 
Would Persia be something you would be interested in doing as well? It just has such a rich and fascinating history of dynastic succession very akin to something like China.
 
Ehhhhh maybe down the line but I can't think of any right now I'd want to do that hasn't been done. Pre-conquest Persia doesn't interest me, the Safavids and Ashfarids are done and the rest are kind of meh. Did you have any specifically in mind?
 
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