loki1232
Loki
I was personally thinking of having a civic: Vampire aristocracy.
It would give most of those effects you were talking about earlier.
It would give most of those effects you were talking about earlier.
loki1232 said:@ Kael:
I think that calling the horse civ Hippus is a bit obvious (latin word for horse). IMO you should call it something like The Horse Lords.
wilboman said:While out skiing today, I did some thinking about the Celabim (well, the skiing pretty much does itself, and when you're on your own on a track you've skied dozens of times, you can put your mind to other uses).
I know you said you had ideas about the Celabim using humans (i.e. population) as a resource, but if that should turn out to be unworkable, I have some ideas that may achieve a similar effect.
Units: I thought of two spells the vampire UU should have. The first should be the ability to spread a kind of "vampirism light" to units as a promotion. It would give strength, first strike and perhaps LOS (nightvision or summat) bonuses to the "affected". Insofar as vampirism is a form of gift the vampires are unwilling to share, it makes sense to dangle it infront of powerful warriors as a reward.
The second was a regeneration/sacrifice spell (akin to Warcraft's "Devour"). This would allow the Vampires to "Sacrifice" units to drastically speed up regeneration for a turn/fully heal wounded units in a stack. Perhaps you could link this to the "Lite Vampirism", making the promotion extra useful. This spell would lead the Celabim to adopt a rather unique battle tactic of a handful of very powerful units along with hordes of weak units (warriors, workers, slaves and old, expensive-to-upgrade units) to be used for quick regeneration of the main force.
I have a mental image of the vampire as a rather weak, but immortal unit with a high movement rate and LOS, but more importantly, powerful spells like these and perhaps some more. They would turn out as a form of dark healer/scout. After all, they are an aristocracy, who rule not so much by their own strength as by using the strength of "lesser" beings.
Cities: If you cannot work humans as a resource, I suppose you would have to go for food and unhealthiness to achieve something similar, people sacrificed for gold and production. First of all, military units would have to use food to build. Sacrifice for production should ALWAYS be an option for the Celabim, perhaps even a bit cheaper than for others, to encourage their use.
Finally, I had an idea for a new specialist, either one you can assign as a result of a building ("Manor", "Spooky Old Castle", "Dark Palace" or similar), or who appear thru the sacrifice of a Vampire UU (like the Super Specialists). They'd represent the Vampire Aristocracy in the cities, and would provide large production, money and research bonuses, but cost food in addition to the food they use by merely existing (I was thinking -2 food/unhealthiness).
Particularly the Aristocrats would lead to a civilisation with small, but incredibly powerful economic cities placed in the middle of fertile areas. A Celabim/Veil civ would have enormous research capabilities, but small cities. A Celabim/Fellowship civ (who says vamps can't get along with elves) would perhaps be able to cancel out a bit of the negative effects, allowing even more vampires.
Just my two cents on the Celabim. They fascinate me.
loki1232 said:I was personally thinking of having a civic: Vampire aristocracy.
It would give most of those effects you were talking about earlier.
Kael said:Giants- (Chalid) Some time ago using FfH 0.9 i created a giant civ (as the Giant Slaying promotion was quite useless until that moment). The idea was that the civ should be quite pure so that there is a straightforward way of playing with it. I therefore disabled nearly all buildings for them (giants are not good at doing craftmanship or building cathedrals) and replaced their units with 7 unique giant units (Settler, Worker, warrior, axeman, macemen, berserker and a giant catapult - no fancy waepons or beliefs for giants) that were about 30% to 40% stronger than their counterparts and much more expansive. They got a small set of available promotions.
As you can imagine they are really strong at the begining but their power fades when others get the more complicated things. Of course this was only a very done fast hack but it gave quite a feel running around with the giants and triing not to get outproduced and completely outteched.
Kael said:So we have the fact that the vampires can:
1. Devour population to gain xp.
2. Devour other units to heal themselves.
3. Can gift vampirism to units of a high enough level.
4. Take increased damage from certain sun spells.
5. Have the undead promotion, making them vulnerable to anti-undead spells, minor strength and healing boost.
6. Possibly gain some minor spells with the ability to learn more from promotions.
Anything else?
Kael said:Ill probably add a building to do it. I was thinking of a few calabim specific buildings.
1. Breeding pits (boosts pop growth, causes unhappy)
2. Govenors manor (increases production, reduces food)
Lunargent said:Undead should be immune to poisons, meaning they'd not be as vulnerable to assassins. ( you can't backstab undead traditionally to boot)
Lunargent said:Not all undead will be vampires, so even if vampires aren't melee, there might still be some melee undead-who shouldn't be weak against assassins.
1. Initially I would agree that the pits also should add unhealthy, but adding unhealthiness while increasing population growth seems a bit self-defeating.loki1232 said:1. Also unhelathy?
2. Increases gold and gives undead units a 25% defense bonus. Do you know how hard it is to take over a vampire's secret lair? Have you ever seen Van Helsing? (really bad movie btw)
wilboman said:1. Initially I would agree that the pits also should add unhealthy, but adding unhealthiness while increasing population growth seems a bit self-defeating.
Lunargent said:I'd give the breeding pits +4 healthy, -4 happyness, -50% culture.
Change the name to the Blood Pens.