Cray: A Fantasy Mod

Varlin Saliptor

Does not hate the future.
Joined
Oct 8, 2004
Messages
1,516
Location
San Antonio, Texas
Map.jpg

This is going to be a completely original fantasy mod, based on nothing but whims and the created world of Cray.
If any of you have clicked the link in my signature, you would have seen that I am currently struggling through the writing of a novel. I have created a world filled with its own races, religions, governments, legends and geography. I thought that they would fit perfectly into a Civ mod. That is what I intend to do.
There will be 8-10 civilizations, all drawing from Medieval references and such. If the first one goes well, I may consider an expansion, including scenarios and a whole other continent to explore, with the civs to compliment, of course.
The mod is set in the middle of what we would call the Dark ages, and runs until just after the advent of gunpowder weapons.
NOTE: The Agricultural traits has been renamed to "Elflike" to symbolize a deep connection with nature
The Civilizations:

Rea (sounds like "ray")
Leader: Emperor Ordic Favestel
Traits: Militaristic, Scientific and Religious
UU: Rean Legion

Turab (Or Turabi...these are the elves)
Leader: Queen Illyia
Traits: Scientific, Elflike and Seafaring
UU: Turabi Bowman

Sul-Algar (Sool-Al-garr)
Leader: Sultan Vileck Roundstone
Traits: Militaristic, Industrious, Scientific
UU: Sul-Algan Swordmaster

Seyt
(Sait)
Leader: Tribidir Bartimeus Blackrowan
Traits: Seafaring, Commercial and Religious
UU: undecided

Elevest
Leader: Lord Protector Tristius
Traits: Elflike (though they are human), Industrious and Scientific
UU: Plains Warrior

Dwarren (Dwarves, of course)
Leader: Chief Miner Gregil
Traits: Scientific, Industrious and Commercial
UU: Dragon Rider

Rova
Leader: Empress Trisim Cho'cot Bol Surri
Traits: Expansionist, Militaristic and Religious
UU: "Magic Lance" (early gunpowder unit)

Algar-rath
Leader: Lord Protector Amon-Tai
Traits: Industrious, Scientific and Religious
UU: undecided
There are a few other minor civilizations to be added still, as well as units. I am working on this on my laptop, which ATM, does not have internet access, so i will be posting screenshots when I get a chance to take them and transfer them to this machine.
This is the map which will be used. It is 130x130, in case any green axe-men are wondering:
mapprev-1.png

The map is a modified version of this one:
prevmap.jpg

Civ Specific Wonders
Similar to the "Being..." techs in DyP/RaR, I have given each civilization a tech with their name. This tech will be the prerequisite (along with a researchable tech) for an unneeded one which will allow the creation of that Civilization's wonder.
For Instance, Rea will build the "Tale of Jagon and Lurg", which is similar to the Heroic Epic, but in addition produces a special (thus far, undecided) unit every 10 turns.
Mercenaries - (World Map Only)
By creating a special resource that all civs can see but only one has access to (I.E., under their capital), it is possible to create "mercenary" units by trading that resource with other civs.
Even if that city is captured, the unit can still be built, signifying the remnants of culture remaining in the area or the people's way of thinking.
In addition, each Mercenary will also have an "ignore movement cost" which is dependent upon what area the civilization is originally from. However, this bonus will not be listed in Civilopedia
Teleportation
Yes, that's right, teleportation. However, I will not be using the "cracked editor" to achieve to this. Players will instead be able to build "hotspots" or "hubs" of some sort in cities, and "portals" will be able to be built along the country-side. This will be the airfield feature, just re-named. There will be special units that will be able to do this, however, and they will be the only ones capable of doing so.
Governments
The Xenophobic flag will be used many times, to show that each of these governments is vastly different from each other. There are, to name a few:
Triac Ascension: Three "nobles" compete for the position of absolute. This gov will have a low war-weariness and forced labor and will be xenophobic. Only available to Seyt.
Dual Monarchy: The King and Queen rule with equal power, each making their own decisions without consulting the other. However, they will usually agree to act in the country's best interest if their ideas conflict. This gov will have a mid-level war-wariness and paid labor. Only available to Turab.
New Terrain
Jungle will not have any place in this scenario. Therefore, I have edited said graphics so that they are now forest. They will be heavier forest, and give additional resources that regular forest will not. (These resources will come in handy during the scenario part, as they are mainly magical).
There will be a few traversable rivers in this scenario!! The only problem is that they will be labeled "Coast"...or perhaps I could change that to "Shallows", thus making it more generic.
Civiliopedia
As some of you may or may not know, the world that this Mod is based on is the same world that is the setting for my book. As such, I have in-depth histories and legends that will influence the different civilizations, leading to very (hopefully) interesting civilopedia entries for Civs, Units and Wonders.
Religions
There are three major religions in this area of Cray.
Northern Marduan
Southern Marduan
Rovan
Northern Mardu (Rea, Seyt, Algarrath, Sul-Algar and the Elves) are polytheistic, with the chief God being named Nav.
Rovans are monotheistic, worshipping one god named Xant (this was planned before Zelda: Twilight Princess came out, just in case you are wondering...
Southern Marduans (Elevest and The Dwarves) are monotheistic as well, but worship a God named Zaros.
Depending on the religion, civs will be able to build a Temple to Nav, Temple to Xant or a Temple to Zaros. These will allow the creation of other improvements later, plus a few other things...
More updates to follow....
 
I think you also should have a little workshop like Flamand!
Cool, I like that this is your idea!
 
Looks interesting enough, could you tell me a little more about it. Maybe some previews or some specs on the mod.
 
First post updated with additional information (near bottom).

I am in need of a way to introduce (logically, quasi-realistically) magic into the tech tree. Any ideas?
 
Logically or quasi-reallistically?

They discovered fire, the wheel and so on. And shamans learned what herbs can cure you, what herbs can kill you, and what herbs can take care of the neighbour`s annoying cat. Since there is magic in the world, shamans, being the smart ones in the tribe, learned how to zapp people with bolts of lightning. Whaaat? No, really, they did! Cos they are smart and there is magic in their world, like there is.. I dunno, McDonalds in ours. And they also learned how to take someone else`s form, if the said person has a really hot wife. And so on.

So I`d start with mysticism if you have it in teh tree.
 
Well, in Lord of Ragnarok, I have it in the second age, under "Theurgy", (Basically monster-summoning).

It stems from Alchemy and Lore. Here's a preview of how my tech tree accommodates it:

 
Logically or quasi-reallistically?

Both ;)


OdinTheKing said:
Well, in Lord of Ragnarok, I have it in the second age, under "Theurgy", (Basically monster-summoning).

It stems from Alchemy and Lore. Here's a preview of how my tech tree accommodates it:

I think I'll try something like that.

Wikipedia said:
Theurgy describes the practice of rituals, sometimes seen as magical in nature, performed with the intention of invoking the action of God (or other personified supernatural power), especially with the goal of uniting with the divine, achieving henosis, and perfecting oneself.

That would perfectly lead into the way I plan on using magic (enemy territory healing, teleportation (using airfields) and misc. other goodies I am testing...)
 
They discovered fire, the wheel and so on. And shamans learned what herbs can cure you, what herbs can kill you, and what herbs can take care of the neighbour`s annoying cat. Since there is magic in the world, shamans, being the smart ones in the tribe, learned how to zapp people with bolts of lightning. Whaaat? No, really, they did! Cos they are smart and there is magic in their world, like there is.. I dunno, McDonalds in ours. And they also learned how to take someone else`s form, if the said person has a really hot wife. And so on.

omg, thats not quite how I would put it but that is certainly funnier :lol:

First post updated with additional information (near bottom)...

Thanks for the update, btw the idea of "Duel-Monarchy" is really weird to me. But weird in a good way.;) Good luck on the mod.:goodjob:
 
Dual monarchy is only so by name. It will be the gov of the elves, only there is just the queen, as the king has died several years before, so he doesn't appear in the game, except as a great leader. He will be explained to everyone. It is going to be a very "neutral" government, one that isn't the greatest but isn't anarchy...right in the middle.
 
Dual monarchy is only so by name. It will be the gov of the elves, only there is just the queen, as the king has died several years before, so he doesn't appear in the game, except as a great leader. He will be explained to everyone. It is going to be a very "neutral" government, one that isn't the greatest but isn't anarchy...right in the middle.

I see, to be honest I liked the idea of two separate leaders who don't consult each other before making decisions. That would be a bad situation at times :)
 
Yes, i am still alive.

This week is Spring Break, and rather than rush to the beach as the rest of my agegroup plans on doing, I will be at home, so I will work on this (hopefully) a lot.
 
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