Design: Civilizations

loki1232 said:
What is the balseraph flag like? I would think that maybe a laughing face is best.

The Balseraphs is the first in the evil line.

Good.jpg


Neutral.jpg


Evil.jpg
 
loki1232 said:
I love those flags!

i do love those too, but hippus should get a better one, this looks like a clipart :P
but i am still wondering what it should look like then.
 
seZereth said:
i do love those too, but hippus should get a better one, this looks like a clipart :P
but i am still wondering what it should look like then.
Hippus' flag should be like a horse made out of lines, all flowing in the same direction or something... Just a thought... maybe outlined :P
 
I like the desing of that Starship but I couldn't get a good display on it on a flag (it was to thin). Do you guys like either of these?
 
Definitely, the first one. Looks just like a coat of arms. :)

I would also say that the first top row across...flags above. The first two could use new ones as well. the Crown, and the Owl. I'll see if I can find some ideas.
 
Kael said:
The Doviello are our Tundra civ, but they aren't city builders. So instead of getting improvement and productivity boosts from them they get combat boosts (as they are more aclimated to the environment). At least thats the thought.

In theory I love the Doviello's military boost on tundra, but like lots of people have noted, in practice it's typically not very useful except in fighting the odd skeleton or two. Maybe if the Doviello could spread tundra (by spell I suppose) it would make that trait a little more useful. It could be sort of the other extreme of the plains to desert spell.

I'm not sure how this would work in practice either, I'm just trying to think of some way to counter the fact that the poor Doviello invariable seem to start every game I play in the middle of some equatorial paradise, where their talents are wholly wasted. :(
 
KURIOTATES

Theme: Defensive improvment and culture focused civilization.
Flavor: Let's build a place where every creature, evil or good, can live. Even the dread gorgons and the soul-devouring raksha. The people must lean to live with the diferent. Only when everyone share this dream the world will be in peace.
Gameplay:
The Khazad focus in a defense centered in their cities. The Kuriotates in a defense in rural areas. The Superior Strategy promotion allow a better frontier control, evading the raze of the utopia garden improvents. The Share Dream promotion turns the early game exploration more important, specially if you can convert a Giant, which latter can be upgraded to a Firbolg. The Dragonborn rewards a culture bloom strategy, and the Orb of Dreams promotes this. The Road to Arcadia promotes a builder stance also.

Unique Mechanichs:
Utopia Garden (improvment trait): It is the Kael idea about improvments that upgrades to better improvments after many turns.
Dragonborn (promotion): Can only be gained if in the same square as Eurabrates, the Golden Dragon, and the unit is level 8 or higher. The unit have +50% combat bonus, but cannot leave the cultural borders of the realm. Can gain the Fear promotion.
Superior Strategy (promotion): The unit has a area of control as older civ games.
Share Dream (promotion): When you start a combat against a non-demon non-animal barbarian, before the combat starts, there is a chance to convert the it to Kuriotates. The units receives -20% in combat.
Share Dream II (promotion): When you start a combat against a non-demon non-hero non-animal enemy unit, before the combat starts, there is a chance to convert the it to Kuriotates. The unit receives -20% in combat. Can be learne after a mid game tech is researched.
Stone Gaze I(promotion): A unit attacking this unit have 20 % chance gaining the petrified promotion. Petrified promotion cannot move or perform any actions. This status lasts 10 turns. A petrified unit can be broken by the enemy, killing the petrified unit.
Stone Gaze II (promotion): As Stone Gaze I, but the chance is 60% of he attacking creature gain the Petrified II promotion. This petrified status do not end in 10 turns it is permanent, it only ends with the death of the Medusa Queen.
Urban Guerilla (city trait): Each building in the city increases it's defense by 5%.
Fey (promotion): The unit is not attacked by non-demon barbarians and cannot attack them.
Found Freehold (power): Creates a Freehold in the city. The unit who uses this power gains the Imobile promotion. The Freehold produces culture and GPP and loses production and health. The city cannot rebel or flip.

Unique Units:
Centaur Line (Cavalry): Do not need horses to be build. Are trained in the barracks. Receive only forest defensive bonus.
Centaur Line (Scout): Receive only forest defensive bonus. +1 power than the normal scout units. Can learn Share Dream I.
Gorgon line (Adept): Have high power for a adept, can learn Stone Gaze I.
Gnome (worker): Improvment build by the gnome have the Utopia Garden trait. He is cheap.
Firbolg (national unit: 3): Cannot be build. A level 10 giant can be upgraded to a Firbolg if you control Eurabrates, the Golden Dragon. A tier 4 unit that have the fear promotion and learn all types of fire and spirit spells.
Queen Medusa (national unit: 1): A tier 4 adept unit, replaces the archmage. Have high power to a adept. Can learn Stone Gaze II. When she dies all the units lose the Petrified II promotion.
Raksha: A tier 3 power unit who cannot gain experience. He starts with the Fey promotion and can chose 10 free non-racial non-condition promotions from all the game, including unique promotions of the civilizations. Cannot chose the hero promotion.
Raksha Noble: A tier 4 power unit. Has the same traits of the Raksha, but can chose 15 promotions. Have the Found Freehold power and the Share Dream I and II promotions.

Unique buildings:
Road to Arcadia (World Wonder): Whenever you create a wonder, a national wonder, a hero, a great person, kill a hero or the city where this wonder is increases it's culture level it generates a Raksha. There is a 20% chance that this Raksha is a Noble.
Orb of Dreams (World Wonder): Counts as a Obelisk in each city you control.

Twists:
Cannot build palisade, city walls, castle or dungeon. The Kuriotates aims to create a Utopia, not lock down their own population.
Do not have the City Guard promotion.
Do not have stables.
Melee and Cavalry units can learn Superior Strategy.
Any Disciple can gain the Share Dream promotion.
 
bluehorn said:
In theory I love the Doviello's military boost on tundra, but like lots of people have noted, in practice it's typically not very useful except in fighting the odd skeleton or two. Maybe if the Doviello could spread tundra (by spell I suppose) it would make that trait a little more useful. It could be sort of the other extreme of the plains to desert spell.

I'm not sure how this would work in practice either, I'm just trying to think of some way to counter the fact that the poor Doviello invariable seem to start every game I play in the middle of some equatorial paradise, where their talents are wholly wasted. :(

Id actually like the world to be more tundra starting out then fade to the real map through the begining of the game. Might give the doviello a nice starting boost too.
 
Nikis-Knight said:
Oh! can you do that? I was actually thinking of that, have the map coming out of ice age, with ice fading and such.

Yeah, its not to tough.
 
Kael said:
Nikis-Knight said:
Oh! can you do that? I was actually thinking of that, have the map coming out of ice age, with ice fading and such.
Yeah, its not to tough.

Maybe make Fimbulwinter the easiest Armegeddon spell for the Doviello to reach? They're trying to return the world to conditions where they're best suited to dominate?
 
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