Design: Civilizations

basium could get a building requiring a high armageddon counter that gives all the angels entering their civ extra exp and when a demon enteres the fat cross of a mcity with this for the first time there is a cchance that it is destroyed along with having a a chance dependent on the armageddon counter for each city with this building that manes will not be generated when they normally should
also the city with the muracian gate should be able to build glory everlasting multiple times and faster than usual but maybe it only has a 50% chance of destroying every demon but basium gets 1 xp for each demon destroyed the armageddon counter is lowered for every 3 demons destroyed and if lots of demons were destroyed basium gets the immortal promo ( it wears off every time he is resurected since hes not immortal unitclass)
 
when the bannor is on a crusade there could be a very low chance that a unit will be built with the hero promotion but never be able to upgrade and it can also turn into a great commander after winning a few battles and while on a crusade there is a chance that a unique unit for its state religion could appear in one of their cities with some random xp or promotions when a temple of the bannors state religion is built the armageddon is altered dependign on wether the religion is good or evil
 
for the lauaun perals could actually apear ( ive never had them exist in my games) and they could get some improvement that gives 1 hammer in water spaces but gives a negative precentage to total hammers
their ships could "buy" mini-boats or something along those lines that it coudl use a spell to send out a 1 cargo capacity 3 movement rowboat type unit that would dissapear in 2 turns if it isnt in a coast space if a ship with these on it is destroyed there is a relatively high chance (80 - 90%) that a rowboat will apear for each unit on board and will be invisible untill the begining of the lauauns turn exactaly liek the ones above but as soon as they reach a coast tile they are automaticly unloaded and the boats dissapear so you have to get another ship to pick them up
 
Wow, that was a, what? Septuple post? In some forums, they'd kill you outright for that!

A general rule of thumb is never to post if the last message in the thread is from you - instead, edit your last post and add new content there.

In other news, I'd suggest structuring your posts better (a good start is to use some sort of paragraphs - walls of text are never a good thing, no matter how short) and using proper English.

For the ideas themselves, picking the best ones out and improving a bit before posting a bunch of them helps: If you have five ideas, for example, find the two best ones, improve them as much as you can, and then post them - you'll likely get more response, this way.

(Of course, I can't guarantee more responses even after doing this, but give it a shot!)
 
I think I like the thought about increased Great Commander chance linked to Crusade. It -would- be nice from a story point of view to see which unit the commander 'rose' from, but that sounds like much more work for little payoff. I doubt that another GPP or two for Bannor would be terribly unbalancing, but there are so many components playing off and against one another that it is very difficult to quantify in my head.

Surely there must be a tool out there to build the 'grand pie chart' and then position that on the point of a reference cone to see which way it tilts. Is someone here involved in statistical analysis, possibly in possession of a copy of Mathmatica? :)
 
The Kuriotates and Grigori have always struck me as the sort of Civs that would welcome people from all walks of life and of all races. Perhaps it would be appropriate if these (or other Civs) had a chance of building some non-human units like Elves, Dwarves, and Orcs.

This could be accomplished by occasionally giving units racial promotions (Dwarven, Orc, etc., much like the current religious promotions) or by actually producing "Orc Spearmen" and "Dwarven Soldiers" and the like. The percentage chance could even be tied to Cultural influence or the former occupants of a city.

Depending on how this is implemented, there is the possibility that this could take away from the uniqueness of the Dwarven, Elven, and Orc Civs. Also, it might even be appropriate to some other Civs (or perhaps a new leader trait: 'Multicultural').
 
Hmm... I'd say limit it to just the Kuriotates, and have it so that when you guild "axemen" for instance and it gives you a random equivalent unit from a random civ.
Better than racial promotions when they wouldn't match the art of the dwarves, elves, etc.
 
First, I would like to apologize for some grammar. English is not my first language and I fell that making such major suggestion it should be done right. Then I come to my second concern. I did not read the story behind FfH yet :blush: I know this is importaint if you want to add something like new rases to the mod by I had those ideas and had to write them down before they got forgotten. :king:

They are only embryos of an idea and there is much to be done before they land in any change log but I am counting on the community help to polish them, add features, etc.


Here it goes

My ideas will require Ques flying concept:

Spoiler :
Alright another stab.

Based on H. Grenadefrenzy's Idea, I'm wondering about a "base anywhere" situation for units.

Most flying units would be able to "base anywhere" literally on the map. Then they can attack "From that spot" just like divebombing and the like does now.
The big difference is, when where they are based is attacked, and there are no other units defending the Flying unit would simply function like a land unit. That is, it has strength, does damage, its just your average combat. This of course is assuming that it has the most (or least in the case of marksman) strength in the tile.

Think of your griffin. Let us say it has a "range" of 3.

This would mean that it can REbase - to any location allowed by land units, within 6 tiles that turn. On "attack runs" it can attack anything within three tiles (and then return).

This mechanic (while sloppy) uses preexisting AI, and mechanics, that would not have to be altered drastically to produce the desired effects.

For "uber flyers" (world units, expensive airships, flying islands) I think the promotion idea works. Two would be needed. "Airborne" and "Flyer" Airborne would be "permanently in the air - and have dominion over the land below (no movement through the tile). Airborne units can only be attacked by other airborne units, and Flyers. Flyers would use the mechanic above. In this, Flyers can be attacked by ground forces (where they've landed to rest), and flyers can still attack the airborne.

While not the prettiest type of flight, it would add a third level/dimension to the combat tactics employed in FFH (I consider this a heavy plus), and much needed flavor to the world of dark fantasy (high/dark fantasy without fliers seems to be just...well, wrong).

-Qes

EDIT: On the AI - It strikes me that the AI for vanilla is at least aware that it needs an airforce. And I'm sure it has notions of where "hostile threats exist". In this, does the AI not already place its airforce units (base them) close to the areas in which it expects to be attacked or attack from? If so - it should follow that the Flyers an AI produces would/could be found along the boarders of AI nations, especially in times of hostility - considering any/all tiles are options for basing. Then, would it be difficult to incentivize the AI to attack hostile units (instead of rebasing) as often as possible? I know a conditional would eventually need to be added so that based units that are going to get killed arn't ignored - but this may be a first step


Adding to that:
Spoiler :
- Make at the beginning of the game every title on the map a base except water titles, volcanoes[if they are planed J ], etc. Maybe a Base I type and Base II type, so some units can use high mountain pikes and some not.
- Archer units and Gunpowder Units can attack airborn units also, as airborn units are very seldom, usually national units and come late game so there would be no problem with defending cities with them, a city with a dragon on top of it should not be captured without siege engines and archers/musketeers, it just shouldnt
- Make every flyer a weak defense, now with the new x/y system it is even more doable, like Griffin 4/1 [strong due to his diving attack but weak when caught resting on the ground without the time to get the right height and angle]


I think some flyers (not all) should be able to access Peaks. These would be ideal - also perhaps the peaks should give flyers +2 or +4 range (1 or 2 attacking radius). Again, this is not for ALL flyers - just those accustomed to being able to perch, or exist on uneven terrain.


- Make bombing an ability only available for some units[make it collateral damage], for the rest make a special attack like a targeted spell that would take the off value of the attacker and def value of the defender, no river crossings bonuses are needed, the terrain still does matter, it is more easily to dive in on someone in the desert than in forest, I would even suggest to double the +/- bonuses from terrain

I hope the above things are possible to achieve with the current mechanics.

As an alternative I can suggest that there is a title improvement buildable with would work as a base – nests for griffins, steam workshops for dwarwen steam copters ;). Something like a fort [or even ad the ability to forts cause I see the so rare] This way building it near the borders would make it defensive measure. It wont work for attacks very well if we do not implement any carrier unit but that is also a possibility.



New civilisation: The Union of Hermes :old:

Theme: Agnostic scientists biased on the goods and devils, wanting the best for the people.
Prefered Leader traits: Creative, Genius [double production for library and elder council, +1 science outpt for every science specialist], Adaptive, Financial, Organized

Flavor: Some elders hidden Old wisdom in books witch were preserved in villages. Althou they could not read them, after all those years the stories of gods and magic ruining the world for men kind survived. The fairy tales about men and their wisdom forcing the nature back to the wilderness, grasping the earth and shaping it by will has stimulated a growth of a culture praising intelligence and wisdom. Finally the Elders under the leadership of Hermes has unified in its quest of knowledge. They would also fill in the civ that wants Republic in the world justifying the civic to be existent in FfH.

Gameplay:
The civ main focus would be research. Its weaknes religion[agnostick] and magic[they can use it but do not trust it and do not have the talent for it]
Their castle provides only 2 sorts of mana, not 3 -> Air and Enchant(?)
But later it will provide Gunpowder with the appropriate technology.

Military: Their military is rather focused on defending [opposed to the other agnostic civ]
Their adepts and mages have lower casting skills[no free promotion]
Their main strategy would be to soften the enemy with bombards and bomb raids and then bring in the gunpowder units.


Unique Mechanics:
Religion Lore – an Scholar or a magister could become a worshiper of a religion that is present in the city, it also give the Shoolar 10XP
Calumny Religion – banishes the religion of the Magister

Unique Units:
Scholar[replaces Adept] ->great work ability, can be sacrificed to gain science points [2/3 of his production cost so it is more worth it than normal production->research], requires Copy house, upgradeable to Magister for 100 gp
Magister -> requires unit lvl2 or greater to upgrade to, Sacrifice to banish one religion from a city[see Calumny Religion]
Zephelin Bombers – flying, a unit with a bomb ability similar to those in vanilla, can station anywhere, [bombs are plain rocks and burning oil], requires Air mana to maintain
Flying Ship – airborne, slower than normal ships[it is hard to maintain course], can establish a Trade Mission like the great merchant in vanilla, National Unit, only one at the time[rebuildable], low defensive values, withdrawal chance 80%, needs air mana to maintain
Steam Castle – replaces Forbiden Castle building, airborne, strong defensive values and some offensive too, when present in a city it works like the forbidden castle, needs air mana to build, some other requirements to balance it out {its main purpose is to have a movable capital that you can move from city to city as you wish, not a off/def unit in the first place}


Unique Buildings:
Ancestral library – replaces Council of Elders, +3science, +1GPP(great sage)
Copy house – replaces Library


Twists:
All cities have unhappiness for every religion present.
Do not have access to God King civic.


New Civilisation:T’skrang :drool:

Theme: A rase of replies that lived/hibernated in caves and now awake are going to try their own civilization race. A rase of snake men, lizardmen and gargoloids[winged reptile humanoid]
Preferred leader traits: Barbarian, Raider, Organized, Expansive, Aggressive
A new trait: Repulsive - Lower unit support, -75% trade yield, minus to diplomacy with other rases except Clan of Embers
Alignment: Evil or Neutral

Flavor: They claim their ancestors were the mighty Drakes, the Dragon and Elf offspring. Manny researchers claim that they are a mutation that occurred while some lizardmen were hibernating near a chaos node. They combine a strange inhuman understanding/lore of the world like the Buddhist Nagas with barbarian swarming type war philosophy.

Gameplay:
Their castle will provide chaos, air and fire mana.
Do not get unhealt from jungle but instead gain it. Forests do not give them health unless they adopt Leaves.


Military: Their main focus would be swarms of weak units like the Clan of Embers. To distinguish them they would have access to low tier flying skirmishers. First weaken the enemy with swarms of gargoloids and then destroy with Asp warriors. They would also specialize in poison.
I am also thinking about adding to their castle instead of one mana type a special resource: big reptiles[don’t have a name for them yet], this would allow them to build mounted units-> replace all mounted units to lizard like units OR make a national wonder that would grand it, they would not be able to use horses off course


Unique Mechanics:
Snake Tongue – can convert an enemy lizardmen to your side, an ability that their hero would have and maybe some shamans/recon units
Cold-blooded – units with this trait would get –25% cold resistance, -25% to strength on tundra and ice titles, +15% strength on desert, +15% vs fire units[units that use fire damage]


Unique Units:
Swarm of … [replaces scout]- move 1, range 3, flying, can not attack, can not enter villages, Swarm ability [reduce enemy melle unit movement by 1 for the next turn, not working on undead, range of the ability is equal to the Swarm of … range], Cold-blooded, visibility 2 squares
Reptilemen [replaces warior] – Cold-blooded
Troglodite[replaces worker] – can build farms and mines on jungles
Bazilisk Shaman [replaces adept]
Fruit Bat [replaces hawk]
The rest of the units replaced accordingly.
Snakemen as recon
Reptiles/Lizzards as melee units.
Later on more flying units to weaken the enemy and to have an air superiority.


Unique Buildings:
Hatcherry - +1 health, stores 20% food after city growth [replaces granary(?)]
Underground Caves – can draft one unit from population a turn


Twists:
Fav civic: God King
Jungle has a bigger chance to spread in their cultural border.
Forests has a small chance to turn into jungle in their cultural border.
 
Nice ideas Valis.

As for those zeppelins, I think in the Thorgal comic series, there were some southern-american people, using flying ships, so their basic concept could be made of them. They may be slow, but wont have to "dock" each turn to avoid being destroyed and not-shooting units could not attack them. But I fear the lack of raw attack power in lower tiers of the Union thing.

As for those lizardmen, I think you should to decide whether to buff them for icelands, or jungles. Personally I like that jungle thing, as currently no civ has any advantages while playing on jungle covered tiles, so one with this ability would be very welcome (IMO).
 
The decendants of the drakes would need to be able to found cult of the dragon. They should not lose culturally for worshiping their ancestors
 
Awesome ideas but unfortunately it is set that there will only be the 21 civs that are in the game right now. :( :mad: :aargh:
 
However much I like lizardmen, the civs are set in stone right now, yeah. ;)

As for the "multicultural" idea: it would actually make more sense for just the Grigori to have it, if you ask me. The Grigori basically consist out of millions of people sick of the rigours of Erebian faith and flocking to Cassiel for what he promises, no? I don't see why dwarves, elves, orcs, goblins, centaurs, ogres and what-have-you would be any less likely to join him than humans.
 
But I can post it here and hope Sureshot or Maniac implement it in their own mod-mod :)
 
As for the "multicultural" idea: it would actually make more sense for just the Grigori to have it, if you ask me. The Grigori basically consist out of millions of people sick of the rigours of Erebian faith and flocking to Cassiel for what he promises, no? I don't see why dwarves, elves, orcs, goblins, centaurs, ogres and what-have-you would be any less likely to join him than humans.

This is why I suggested the Grigori, and I think that the Sidar would have a similarly diverse population. The Kuriotates, on the other hand, would attract immigrants by virtue of their high standard of living (good healthcare and education, potentially high happiness in cities, etc.). Also, the Kuriotates already have Centaur units.
 
I always thought it would be interesting if the units a city can build depend as much on the nationality of the city's citizens than of the leader. It would probably be too hard to program, but I would like it if nearly every civ could build other civs units, either as well as or in place of some of their own, depending on the percantage of each nationality. Some 'Multi-Cultural' civs could require much lower percentages while Xenophobic ones need much higher levels. However this could lead to problems like Casiel or Basium building demons and Hyborem building angelic units.
 
Well obviously you'd make certain units just impossible to build for races, because of balance/obvious gameplay mechanics and the thought idea.
 
If you look at the first page at the descriptions of each of the civs, it says that they have natural enemies. (eg Khazad hate the Hippus) Will there be diplo modifiers so that if you are the Grigori and there are Sheiam, will there be something like "You just rub me the wrong way -2"?
 
Top Bottom