Challenge Mode ideas

Divine Intervention

Every 10 turns the religions are checked, every AI Civ of the lowest ranked religion receives 1 disciple* level unit/every 10% less it is below the leading faith.

* perhaps for each unit there is a 20% chance it would be a Priest, and 5% chance of being a High Priest (can take AI civs above National Limit)

and/or

Each time an AI city has a city razed, a priest level unit for every 3 city levels of an appropriate religion is generated for the AI player.
 
Insane randomness - All challenges are randomly activated and deactivated during game
Unstable magic - Each mana (even raw) has small chance(>0.000001) to became maelstorm (transforming all tiles in radius 5 into coast/ocean) and destroying 1/2 of all mana. This chance is increased per each spell casted. When This can occure once per game.
 
@Imuratep:

The reason i didnt say to have a unit of the actual leader for Kill the King is that would be 18 new unit graphics that wouldnt even be used in the game other than this. I think just using a great commander unit would be fine, especially since you wouldnt really be playing him a lot, other than maybe moving him away from armies.
 
Loaded Dice -- the attacker always wins combat when odds of victory are >=50%, and always loses otherwise. so the only chance to take out a strong defender is to bombard it with lots of weaker units until the chance of winning is >50%.
 
Loaded Dice -- the attacker always wins combat when odds of victory are >=50%, and always loses otherwise. so the only chance to take out a strong defender is to bombard it with lots of weaker units until the chance of winning is >50%.

nice, although i'd add a bit more of variation, maybe as another option, making the odds 80+% and 20-%. No more :spear:losses!
 
Life is Fleeting - living units don't live forever. They age and die naturally, and must be replaced. (Would probably have to make them cheaper, as you must keep replacing them.)


Subordinate Rule - Random Events control all diplomacy, or at least all declarations of war, peace treaties, and vassalage agreements. Leaders, even human ones, just take orders from an imaginary government. When a spell would cause war it can't be used either.


Vassalixed - You start as a Vassal of a more powerful AI. Possibly unable to rebel against you master. Preferably unable to do things like use spells that declare war, as you must follow your master's diplomacy.
 
Breakout

Circular(ish) continent on the map, player starts in the centre of the continent, AI positions start around the edges. Always war.
 
Jackpot: Everytime a unit gains a promotion, there is a random chance(10-20%) it gets a free promotion. The free promotion triggers the chance again.
 
I'm thinking that some of these posters don't know what Challenge means.

If you are referring to my post, the challenge would be that right now the human player can get highly promoted troops very easily, whereas the AI is typically stuck with the promotions it gets from free experience. With the Jackpot option, you'd run into really scary AI troops from time to time, especially on high levels with free experience.
 
I'm giving my 120 cents on the Regicide stuff, just because it really caught my eye. Also, it goes on a bit so to save page stretching, I'm sticking spoiler tags:

Spoiler :
Kill the king- Each civ, including the player, has a "King" unit that is immune to marksman. Civ ceases to exist after king dies and all cities and units turn barb.
Usually called Regicide I believe - it was in at least one of the scenarios in a Civ 3 expansion, with the Shogun unit upgradeable at certain techs so you had to choose between risking him in combat (and having a powerful unit) and keeping him safe at home. I guess giving everyone an Adventurer with, say, a Leader or Monarch promo which caused their defeat if the Adventurer died would do a decent job of replicating those conditions.
How about spicing this a bit up by making the king the leader your are playing
I would love Imuratep's idea of "Leaders" being the "King" units but expanding on it a bit more along the lines of what BeefontheBone.

I remember that Civ3 scenario Beef mentioned (Japanese Conquest iirc), and it was quite fun. My take on it would be that all "King" units begin as just a basic unit (with appropriate graphics, of course), either at 0 Str with 2 move or with stats comparable to a Scout or Warrior (another possibility would be to jack up their defence but leave them with little offence, meaning that a major Warrior rush wouldn't equal instadeath but at the same time they can't go on a Warrior rush of their own). Either way, some kind of stat set-up where they won't be game-defining in the early game. I'd also say a new promotion needs to be added that makes the King unit NOT defend the stack if it's the strongest unit in the stack. It just seems logical that if the game rests on the King unit surviving, that you should have to kill all of its followers on the same tile before getting to it (possibly making it immune to collateral damage as well or putting a cap on how much it can take so that it doesn't die from Fire Ball spamming).

As BeefontheBone said, in that Civ3 scenario you could upgrade your King unit during tech progression and make him a useful unit as well as the object of the game. I could see that being fitting in FFH (albeit there could be some significant balance issues that need to be thought through thoroughly). Keelyn could become "Keelyn the Conjurer" at KotE, Tasunke could become "Tasunke the Warlord" at Stirrups/Horseback Riding, "Falamar the Charismatic" at Sailing and etc/so forth (I could sit here and make up ones for all of them by that'd be overkill)**. It could go further that they have multiple upgrade stages. With the Tasunke example, getting a new boost with each of the horse techs (so that he can compete with his fellow units in strength - after all he is there leader), Keelyn going up with the magic techs, Falamar with the Sailing techs and so on.

**[I stick all the "____ the ____" names just so it differentiate them from what I assume would be their vanilla names when they're in "basic" form. So it'd go Tasunke, Tasunke the Warlord, etc. That's obviously variable, you could easily change things around like "General Tasunke" or "Captain Falamar" etc, or just leave it at default...I'm just spouting babble now...]

The same "Don't defend the stack unless it's the last unit" rule would still have to apply obviously, but they'd be usable as offensive units and could indeed be great assets to an invasion. The Arcane leaders especially strike me as perfect for having their own unique spells to spice things up (Tebryn for example could bring back Meteors, although looking at Jonas's entry, it seems like he could be more than capable of raining down that kind of fire too).

@Imuratep:

The reason i didnt say to have a unit of the actual leader for Kill the King is that would be 18 new unit graphics that wouldnt even be used in the game other than this. I think just using a great commander unit would be fine, especially since you wouldnt really be playing him a lot, other than maybe moving him away from armies.
I know it's a bit of an unnecessary strain on the art team, but I'd actually love to see in-game renders of the leaders. You could argue that the graphics would be used only in this scenario, but maybe the game could be altered to accomodate them to be usable within normal games. Maybe have a deal like with Hyborem, where if you lose your leader unit, you lose your traits (maybe with a Ritual added where you can get them back, to stop your civ from being completely crippled for the entire game... although losing your leader certainly should be punished). Once again, the main issue I see with this is balance, and also, can the AI use the units intelligently (i.e. don't send it off on its own or throw it into a 40% odds of winning battle)?


Anyway, the Regicide idea really swings by with me :goodjob: I <3ed that Civ3 scenario and I feel the leaders in this game all have enough flavour to them where they could be added as in game units (most of them have some degree of battle experience, and those that don't could certainly be made to have more "supportive/boosting" roles for their troops).
 
Toxic: All units have a small chance to get the Plagued, Diseased, Withered, or Weak promotion every turn. Smaller versions of Blight strike nations at random and Fallout randomly appears on tiles.
 
Advanced PC start: PC gets Advanced start but player don't.

Warmonger: You have to destroy one civ each 50 (or so) turns, otherwise you lose.

Xienwolf said:
Blind Leading the Blind: Human Cannot control your own Tech progress

This one I like.:)
 
Solmnium Master: Must get a certain number of wins against the AI at Solmnium. Loses give bonuses to the AI and war.
 
Silent Armies: The AI's units are invisible in your territory and in no-man's land. They are still visible in their territory to allow them to defend, but this option allows the enemy to really sneak up on you and catch you by suprise. It would also make a deadly combination with the Council of Esus's ability to stay inside borders after DOWing, if you could teach the AI to use it.
 
Crusade: Civs are always at war with civs of other religions, and can't declare war against civs with the same religion as them.
Dangerous Exploration: Lairs are more likely to give bad results.
Apocalyptic World: The AC starts at a high % depending on the number of players.
Experienced Foes: AI units get twice as much XP from battle and on creation.
Strong Foes: AI units all start with Strong
You are Weak: Human-controlled units start with Weak.
Broken Compact: Basium and Hyborem start in the game at war with all evil/good civs respectively. Their Hero units can be built at the 'usual' techs for each. Basium founds Order, Hyborem AV automatically. You cannot be either.
Combined Assult: AIs are more likely to declare war on a Civ that is already being attacked.
Erebusian Loremaster: The Human player may be asked questions on Erebusian Lore. Wrong answers are punished, correct ones rewarded.
Pacifistic Assult: You cannot declare war on any player (you may fight defensive wars). You may not take an opponent's city either.
Razed Ground: All cities the Human takes over are instantly razed.
Advanced Learning: AI Civs start an extra tech along their prefered path.
Forgotten Lore: The Human Player starts with no techs.
Built from Nothing: The Human Player starts with just a Settler.
Wasn't Built in a Day: It takes at least 2 turns to build anything. Hurrying/Whipping cannot be done. Overflowing hammers are wasted.
Starving People: Each Human citizen requires 3 food.
 
Dragon slaying - All civs have a fixed number of cities 4-5-6 (possibly with advanced forts that give range one culture) on a tectonics 30% water map. barb world turned on. Arceron and brothers, 5 dragons in all, will spawn in barb cities with limited hero promo and become mobile after a number of turns....

AI would need help and balance would be difficult to attain, but damn..... Orthus would be sooooooooooo envious.

Perhaps it could be done on a AOI base in order to get the ultimate "DRIFA IS COMING" nostalgia going.
 
Back
Top Bottom