Conditional promotion design competition

Fire Arrows

1. Units may do a ranged attack (attack strength equal to the attack strength of the archer. Range 1)

2. Only available to archers

3. Only available in cities/cassltes

4. All archers
That is exactly what my opp fire modcomp does, except I allow unitcombat siege to do so as well and base it off of the unit's level and promotions (i.e. city garrison adds damage) and the defenders promotions (i.e. city raider reduces damage, any invisibility negates it entirely). The damage factors can all be easily changed by changing the value of the variables at the top of the function.
 
Given the mood I am in, I will go ahead and download the thread Friday afternoon, make all the proposed promotions that fit the criteria, and try and put in additional python to add the other promotions as well. I might trim some down, but that will be dependant of any increased load on the game engine. I don't expect the number of promotions so far to have too much of a load, but some of them require python check during combat or on unit created (for the mana field).

Xien I really like all of the animal ones especially since I agree that the recon line needs a bit of pumping to counteract the advantage that melee gets from the metal line, I am not so sure about the strength gains, but I'll see when I play around with it this weekend.
 
Dragon courage
1. Grants 'Fearless' [unit is immune to fear, unit can not withdraw]
2. Promotion Granted by a all dragons.
3. Promotion Available in any Tile
4. Promotion is Granted to all living Units.

I need help with this one, I remember a while ago there was a discussion about such thing:
Nightmares
1. Some kind of random effect, most harmful but sometimes grants even the 'hero promotion'
2. Promotion Granted by Hemanth [OO hero].
3. Promotion Available in any Tile
4. Promotion is Granted to all living Units.

@Xienwolf propositions: great ideas :), but you maybe overdone it with the adds to strenght
 
mtagge, your verson of my suggestion is far better and having invisibility negate the effect totaly sounds realy fun. Guess you can simply ignore my first suggestion then.
 
NWO, I am actually shocked that you have listed the first Hemah idea :) I had figured that the thread would have flooded with them (and I figured after I posted the wolf idea that other people would have fleshed out the rest of the animals...)

I kinda figured I might be going overboard with the strength bonuses, but I almost always make things far more than I ought to when I do design :)
 
Studying
1. grants the Studying promotion. (increases chance to gaini expirience every turn)
2. promotion is not granted by a unit.
3. promotion granted on certan Unique features
4. promotion granted on the mirror of heaven if the unit is a empyrean preist, odio's prision if RoK, yggdrasil if Fol, Remanants of patria if Order, broken sepulchere if AV and adjacent to the malestrom if OO
 
This is large pack of suggestions or one big suggestion depending how you want to see it and may require a lot of work and tweaking and only just because of that it might not be valid :)

Also this suggestion is little different and may break some rules of the competition but I put a lot of thought and creativity into this and I want to share this with you all.

The base of this promotion is the same but all the nations get their own version of it. The names are from real life science but I think they fit really nice in here.

The base of this promotion is the Academy building founded by a great sage.
Once you build Academy to a city, that city will act as the base of the promotion.

Some of them give permanent promotion to units built in that city while others give temporary promotion to units stationed in that city.

The promotion itself goes by the titles below and is visible in units promotion list as long as the conditions are met to keep the promotion.
If the academy and/or the city is lost then the promotions should vanish or stop working too because not all nations have permanent promotion type.

Some of them are fairly compact and clean but some require a lot of explaining and Ive been putting Italic to parts that should not end up visible to player.

Ive been also making extra notes to make the purpose of them more clear.
For example there is Restricted: which means that those units cannot get the promotion. There is also Doesnt work with: which is essential to remember to prevent any contradictions (for example: sacrificing units in city to produce golems).

I also added minor backfires to some bonuses to balance the promotions and make them more fun and exciting. But still, these promotions was meant to be minor, not gamebreaking. Also I havent decided yet should I restrict the number of these "advanced academies" but I think 1 is not enough and 5 is too much so lets stick with 3 for now.

Sorry for long post heres the promotions :)






Oceanology
the study of oceans Lanun

Naval units built in this city get +1 movement and +1 sight range in ocean tiles.

Restricted:
hero units
national units


Heliology
the study of the Sun Malakim

Units built in this city negate 1 first strike from foe and get +2 first strikes against hidden enemies.

Restricted:
hero units


Hematology
the study of blood Calabim

Vampiric units built in this city will heal +5% after defeating living unit and +5% while moving.

Restricted:
hero units


Enigmatology
the study of puzzles Balseraphs

Has a random effect for the citys productivity depending on the number and type of units stationed in it.

[This part is not explained for the player but the academy in city screen shows these productions without the units that add them.]

+1 :science: / arcane unit
-1 :science: / archmage
+1 :hammers: / melee unit
-1 :hammers: / siege unit
+1 :food: / worker unit
-1 :food: / settler
+1 :gp: / divine unit
-1 :gp: / hero unit
(max 4 same class units and total max 8 positive units/city)
(max 5 same class units and total max 10 negative units/city)


[This part does not show in academy but has clues in city screen.]
+1 :) / slave "Its good to own some authority."
+1 :mad: / foreign unit "We dont trust everyone here!"
+1 :health: / medic unit "Herbalists are receiving help."
+1 :yuck: / wounded unit "Herbalists are too busy."
(total max 4 positive units/city)
(total max 6 negative units/city)


[This part is completely hidden.]
+1 crime rate / recon unit
-1 crime rate / archer unit
(total max 5 units combined)

Units that exceed the limit will have the promotion icon but wont contribute anything to it.

Restricted:
summoned units



Gemology
the study of gemstones and ornamental materials Luchuirp

Golem units built in this city get 20% chance of negating spell damage.
1% chance that damage will amplify 100% instead.

Doesnt work with:
world spells

Restricted:
hero units
national units



Epidemiology
the study of the origin and spread of diseases Sheaim

Units in this city are immune to disease and spread disease to foes.
Has 1% chance per turn to mutate one unit in the tile.

Restricted:
siege units



Dragonology
the study of dragons Kuriotates

Units in this city are immune to fear and have 15% chance of causing fear in combat.
Has 1% chance per turn to cause smoke in forest/jungle near the city (1st - 3rd ring).

Restricted:
siege units



Biology
the study of life Elohim

Divine units built in this city will heal living units in the tile for 5% for every death (friend or foe) that occurs 0-1 tiles away (cap at 50% heal/turn).

Restricted:
hero units



Angelology
the study of angels Mercurians

Defeated angelic units built in this city get 10% chance to be resurrected without exp at players capital.
1% chance the resurrected unit will be unable to get exp.

Doesnt work with:
sacrifice
any mechanic that makes another unit when this one dies

Restricted:
hero units
immortal units
national units



Ethology,
the study of animal behaviour Doviello

Non-animal units built in this city get +25% chance to subdue animal outside borders and 50% chance to copy one promotion from tamed animal.

Restricted:
hero units
siege units



Dendrology

the study of trees Ljosafar

Worker units built in this city build improvements twice as fast in forest tiles.

Doesnt work with:
actions that will remove forest



Cryptology
the study of encrypting and decrypting secret messages Svartalfar

Recon units built in this city get +2 first strikes against hidden nationality units and hidden nationality units built in this city get +2 first strike against recon units.

Restricted:
hero units



Mineralogy
the study of minerals Khazad

Siege units built in this city can bombard twice from hills and do +20% collateral damage in hills.


Sociology
the study of society Bannor

In war: Military units built in this city get +15% city attack inside enemy borders.
In peace: Military units built in this city get +15% road movement inside own borders.
When vassal of stronger nation: Military units built in this city have -15% city defense

Restricted:
hero units
national units



Ontology
the study of existence Grigori

Units built in this city get resistance to magic according to number of mana spheres controlled.
1% chance unit gets permanent -10% magic resistances instead.

1 mana / 10% magic resistance.
Caps at 30% per mana type.
Same type of mana can stack.


The promotion lives with the situation so any changes to mana numbers will change the promotion aswell.

Restricted:
adventurer units
national units



Toxicology
the study of poisons Clan of Embers

Units in this city are immune to poison and have +1 poison combat.

Restricted:
siege units



Futurology
the study of the future Amurites

Arcane units built in this city get exp faster according to number of mana spheres controlled.

1 mana / +5% exp.
Cap at +50%.
Same type of mana can stack.


Upgrade cost for these units increases.

1 mana / +10% cost.
Cap at +100%.
Same type of mana can stack.


The promotion lives with the situation so any changes to mana numbers will change the promotion aswell.

Doesnt work with:
exp gained from combat

Restricted:
hero units



Hippology
the study of horses Hippus

Mounted units in this city have double fortification bonus and dont have restrictions for defensive bonuses.

Restricted:
hero units


Chronology

the study of time Sidar

Sidar units defeated in this city have 15% chance to spawn a copy of the unit with same promotions and exp.
1% chance to spawn a barbarian copy to nearby tile instead.

Doesnt work with:
sacrifice
any mechanic that makes another unit when this one dies

Restricted:
hero units
summoned units
siege units
national units
immortal units



Glaciology
the study of glaciers Illians

When fortified in ice or tundra tile, units built in this city get +30% defense and heal extra +10%/turn.

Restricted:
hero units
national units


Demonology
the study of demons Infernal

Demonic units built in this city have 20% chance to explode when killed, hurting only foes.
1% chance the explosion hurts only friends.

Shares same mechanics with pyre zombies.

Restricted:
hero units
national units



Edit: fixed some grammar
balanced doviello and added copy effect
balanced illians
 
Miloe,
It looks like all your promotions are easily doable using only XML. You would accomplish this by creating a UB version of the academy for each of the races and set it up to give out the free promotions to units built in the city (many of the effects require python and where they would be called would be all over the place) next create a promotion in the unit promotions XML file. Checking for the existance of any academy each turn to remove the promotions would be crazy intensive on the processor though.

It would be an easy side project if you came up with promotions that only use the setting in the XML and didn't try to remove it when the academy disappears.
 
I'm taking a copy of this thread home with me for the weekend. I will play around with it and try and release a copy of all the realistic promotions sometime next week.

Feel free to keep brainstorming though, I know it can be fun.
 
I'll try my hand at creating a promotion effect for Hemah.

Nightmares & Dreamscapes

Within three squares of a city, Hemah causes +1:yuck: and +1:mad: in rival Civ's cities and +1 :) and +1 :culture: in your cities.
 
Plagues of Armageddon Sheaim, only death promoted units can get, +3 unhealthiness when in 1 tile of a city you are at war with, only gettable after 60AC countr
 
Worked on a few over the weekend. I'm not at a stage where I feel comfortable with all the promotions (but if you want to test drive, I have the latest code with some of the promotions including one Hemah one, a mana one, and most of the animal ones in my thread in the subforum) and a major speed boost to the code.

I have what I think is a good Hemah one (the main promotion is -10% strength -10 spell power, randomly gives another promotion that is +20% strength + to spell damage 5 point heal after combat minor collateral damage wears off randomly) and very fitting for OO religion. Does anyone have suggestions for promo to be given off by other religious world units? Stuff like Yavin sprouting trees in whatever tile he is in.
 
AW - Rosier: angel slaying, the demon: negates the vounerability to holy damage
Order - Sphener: loyality/courage, Valin: demonslaying
RoK -Combat I if the hero has Combat II, Combat II if the hero has Combat IV [and the unit does not have it], siege weapons corattelal promotions?

demon/angel slaying would require for the unit that grants it to have it too
 
Inspired
  • Granted by hero units to every unit on their tile
  • Unit gains +1 attack and defense strength

Travelled
  • Granted when upon a Unique feature
  • Only Sidar units can receive this
  • Grants a small stream of xp for a random amount of turns
  • Represents the fact the Sidar also gain xp from studying, not killing

Saytr Song
  • Granted by a Satyr or Faun to all units in the stack
  • All units gain either Inspired promotion (+1 strength) or Captivated (-1 Strength)
 
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