Discussion in 'Civilization Design Resources' started by TheTacticalApe, Oct 2, 2010.
We all know you are lazy...
I have a mod request for a Civilization based on another game... Kingdom Hearts.
In it, there's a faction called Organization XIII.
The details are as follows. Spoilers just in case some people here intend to get into that game series and don't want to discover things about its story on where they least expect - on a Civ forum.
Unique Ability: Where is My Heart?
Nobody units for the Organization are limited, and are only available when units of other civilizations or barbarians die. For every unit that dies from other civilizations, anywhere on the map, the Organization will receive +1 heart (special resource only for the Organization). Each heart translates to the number of units the Organization can recruit. Cannot build settlers. Starts with one Organization Member and 3 Heart points.
Unique Unit: Organization Members
Replaces Great Generals and settlers. Will spawn via Great General points, cannot be built in city. Grants a combat strength bonus to adjacent allied combat units. Ignore terrain cost when moving. Can use "Establish Corridor of Darkness" ability once.
After using their ability, the Member's name will change, from just a number to their name, e.g. "Number IV" will change to "Vexen"
Establish Corridor of Darkness will be the unique way Organization XIII founds new cities.
City names will start with "Castle That Never Was" (well, that's a bit long) and "Castle Oblivion", followed by "Radiant Garden." And while lore wise, it doesn't make a lot of sense, there also isn't much other alternatives so, the other cities will be named after Disney worlds we saw them interact with. So tentatively, we can have... Wonderland, Olympus. Agrabah, Port Royal, Beast Castle, Disney Castle, and have some KH original worlds in it too.
Lastly, for the 14 worlds (14 members), they will each feature the ability to train units with special promotions. Note, one world can only give one special promotion for the unit that appears there... they don't stack and you don't get one unit with 14 promotions - that will be crazily imbalanced and OP (as if it already isn't)
Xemnas' world's unit promotion: Ignore Terrain Cost (also your starting city)
Xigbar's: Accuracy I for ranged and siege
Xaldin's; Air Evasion for Aircraft
Vexen's: Gain science when killing enemy unit. Science points equal to 25% of the dead unit's combat strength
Lexaeus': Combat bonus on rough terrain
Zexion: 25% chance to "copy" an enemy unit when killing it. (uses Civ 5's capture mechanic)
Saix: Combat bonus when wounded
Axel: Combat bonus on desert terrain and bonus on attacking cities (fire and cities... you know)
Demyx: +1 movement when ground units are disembarked. Also +10% defense strength when disembarked and on Carriers
Luxord; Random promotion chosen from available Civ V promotions
Marluxia: Ignore zone of control when moving
Larxene: Ground unit get +1 movement
Roxas: Ground melee units gain Heart points when they kill an enemy unit
Xion: Ground ranged units gain Heart points when they kill an enemy unit.
So... any KH players or modders out there that can appreciate this?
As for music, the Organization XIII theme, The 13th Struggle, 13th Dilemma, Xion's theme, Roxas' Theme, the Other Promise, the World That Never Was ambience music, all will fit nicely.
I also posted it on reddit. The Kingdom Hearts fans seemed to like it.. but didn't find any success sourcing for a modder there.
Since I know next to nothing about modding and there are no mentions of Estonia or Ösel in the Official Civ V(not even a city state, seriously Reval should be there!) and the only mod is in beta stage I believe(for quite sometime now) and is modern Estonia and doesn't use any city names from medieval and older times or mention Öselians, Livonians or Livonia itself. I thought maybe someone more skilled could make something interesting.
Since they aren't really a household name, here is a brief introduction who the Öselians/Oeselians were.
The Oeselians or Osilians were a historical subdivision of Estonians inhabiting Saaremaa (Danish: Øsel; German: Ösel; Swedish: Ösel), an Estonian island in the Baltic Sea. They were first mentioned as early as the second century BC in Ptolemy's Geography III. The Oeselians were known in the Old Norse Icelandic Sagas and in Heimskringla as Víkingr frá Esthland (Estonian Vikings).Their sailing vessels were called pirate ships by Henry of Livonia in his Latin chronicles written at the beginning of the 13th century.
Perhaps the most famous raid by Oeselian pirates occurred in 1187, with the attack on the Swedish town of Sigtuna by Finnic raiders from Couronia and Oesel. Among the casualties of this raid was the Swedish archbishop Johannes. The city remained occupied for some time, contributing to its decline as a center of commerce in the 13th century and the rise of Uppsala, Visby, Kalmar and Stockholm. The Livonian Chronicle describes the Oeselians as using two kinds of ships, the piratica and the liburna. The former was a warship, the latter mainly a merchant ship. A piratica could carry approximately 30 men and had a high prow shaped like a dragon or a snakehead and a rectangular sail. Viking-age treasures from Estonia mostly contain silver coins and bars. Saaremaa has the richest finds of Viking treasures after Gotland in Sweden. This strongly suggests that Estonia was an important transit country during the Viking era.
The superior god of Oeselians as described by Henry of Livonia was called Tharapita. According to the legend in the chronicle Tharapita was born on a forested mountain in Virumaa (Latin: Vironia), mainland Estonia from where he flew to Oesel, (Saaremaa) The name Taarapita has been interpreted as "Taara, help!"/"Thor, help!" (Taara a(v)ita in Estonian) or "Taara keeper"/"Thor keeper" (Taara pidaja) Taara is associated with the Scandinavian god Thor. The story of Tharapita's or Taara's flight from Vironia to Saaremaa has been associated with a major meteor disaster estimated to have happened in 660 ± 85 BC that formed Kaali crater in Saaremaa.
Also singing is not important for only modern Estonians! The earliest mention of Estonian singing dates back to Saxo Grammaticus Gesta Danorum (ca. 1179).Saxo speaks of Estonian warriors who sang at night while waiting for a battle!
I think a Civ incorporating Öselians and medieval Estonia & Livonia could be interesting, especially since for the most part it would be almost completely untouched subject so far in Civ!
I'm working on that.
That's great to hear!
Most modders prefer to make Lithuania, seemingly.
Uhh Natan... Those are two completely different things.
Nooo... both are Baltic...
Thats a subject to argue about. between a walrus and a khan. Rrrrright.
No, Estonians, Öselians(now "Saarlased") and Livonians are(were in their case..) Finnic! Both Linguistically and culturally completely different!
Well, you are considered one of the three Baltic states, and that is what I meant.
Indeed, but this is true only when talking geopolitcally, we have only somewhat similar history of being ruled over by largely the same powers with Latvia, and basically nothing in common with Lithuania(except the Soviet Occupation). But we are brothers to Finns. Also Germany, Sweden, and Denmark have influenced our culture and language a lot, seemingly much more than Latvian or Lithuanian, probably cause it was more compatible to begin with!
What about Russia?
Russia barely had any effect at all, maybe a few loan words and that's all. Probably cause they forced everything on us, and that made us cherish what we already had even more since many things were banned.. they were also late to the game, language was fully developed and national awakening had happened.
I find it interesting that Estonia has had more interaction with us Scandinavians than Lithuania or Latvia. After all, those countries are located closer to Denmark, which is historically the most powerful of the Scandinavian countries. I guess it has to do with the Hansa trade, but why were they interested in Estonia?
Well, now interaction between at least Lithuanians and Scandinavians has increased, what with all the Lithuanian immigrants we have here in Norway.
We have somewhat nice historical relationship with Denmark indeed! They gave the name for our modern capital, we "gave" them their flag, which is considered by some sources the first national flag and is the basis for all other Nordic flags(Nordic cross).
One theory often the most popular one for the name Tallinn is that it used to belong to Denmark for a pretty long time, so in Estonian it was called Taani linn(Danish City) and over time it became Tallinn! The flag thing is more mythical perhaps, but it supposedly fell from the sky, when Danish crusaders were losing a battle to Estonian pagans near Fellin(Now Viljandi, I live there!) but the location later has been changed to Lindanise(Tallinn's name at that time), the falling of the flag however turned the tide of the battle.. There is a quite famous painting of that too, don't remember what it's called..
There is also Gustavus Adolphus day in Estonia and a the oldest Estonian high-school that is very prominent and has been in use in some form ever since it was established in 1631, is named after him! But this is already about Swedish connections and there are too many to count really..
Speaking of Lithuania, civ idea:
Kingdom of Lithuania
UA: Rex Lethowye
Religious units don't suffer attrition in your territory, but they are 50% less effective in converting your cities and have chance of dying\being captured while doing so. Your pantheon belief provides religious pressure(only in Lithuanian cities). May build religious buildings of all the religions present in your empire in any city. Allied city states may become your puppets during war.
UU: Baltic Tribesman
Replaces Longswordsman. Has lower combat strength( 16), and does not require iron. Ignores terrain costs on forest and river tiles, and receives 50% combat boost while fighting in forest tiles. Also has a friendly lands bonus (25%).
UB: Gediminid Fortification
Replaces castle. Unlocked at metal casting, but has higher production cost. Provides extra defensive strength if the city is on a hill\coast.
Also, a hanse civ idea:
The Hanseatic League
UA: Hanse Domination
During golden ages, the gold output is increased by 33%(instead of usual golden age gold bonus) and ships have 1% more combat strength per every 2 GPT you earn(to a maximum of 50%). trade routes to cities with kontor produce 2 extra gold and 3 production. All cities you found except your capital will be founded as puppets. Puppets increase social policy cost by 10%
May never be built in range of 2 tiles from other kontor, or in your territory. Kontor claims the tile its built in. Provides 2 production and 1 GPT, but it may be worked by any civilization. Can only be destroyed during war. Hanse can only be built after Guilds and Economics\astronomy have been researched.
UB: Hanse Hall
Replaces Bank. Instead of the bank's gold yield, it increases the gold output of the city by 33%. +10% production towards naval units per every International trade route outgoing from the city. Has 2 merchant specialist slots, each providing 2 production in addition to their other yields. If the city has harbor, ships will be built 25% faster.
And a Germany revision(to not clash with the hanse design)
UA: Blood and Iron
unhappiness effects the combat strength of units by 50% less, and doesn't effects at it all during war. Friendly city-states may declare war on your enemies, if you have more influence then the civilization you fighting with the city state. Occupied city states don't enter anarchy and provide 50% less unhappiness then usual.
Replaces great merchant. May not perform any of the actions of the great merchant. Units adjacent to a junker cost no maintenance, and heal 5 HP per turn. May found Junker Estates, which yield 3 gold and culture, and makes adjacent farms yield 1 gold. May also instantly build factory in a city(does not consume the unit, but may only be performed one time). all junkers has one of those unique features: can be converted to a great general, can build 3 factories(but can't build an estate), may spawn 3 infantry units.
Replaces Landwehr. Slightly weaker (32 vs. 34), but cheaper, and have a 20% combat bonus in friendly lands and against other gun units.
What's the point of the two puppet-related effects?
Make puppets increase social policy cost, so hanse won't be OP.
Separate names with a comma.