Does FFH need a Lizardman Civ?

Another thought occured.

How do you guys plan for resources/production? Jungle is notoriuosly poor for it. I read a suggestion earlier about units being built with food, which i think is a good idea, it does hold up pop growth though, and slaving for buildings means that unless you are giving huge food bonuses (boni ?) it will be really difficult to ever grow population. Seems you'll end up with huge swings of population between building units every 3 turns using 30+ food, and having to slave 6 pop for a market because the base resource of your city is only 3 hammers. You could sacrifice unit slaves.... but that means more war.

This mechanic points more to a CoE type strategy of tear your neighbour down before he out techs you, rather than a settled, even cultured civ, viable throughout the length of the game.
 
Guys,

Adding a new terrain type is very very boring, long and subject to create bugs. Even if i like the idea, it won't be done at first.

Creating unit with food is already possible in FfH 2. ( Conquest economy civic).

Jungles are poor in ressources ? Yes and no. It depends on the type of ressource. But with my system, you won't need vaste amount of metal ressource as the main troops of the lizzies will be ranged and recon units. That's the reason of my choice: avoiding melee and mounted units as main troops because they need some particular ressources or receive bonuses via ressources.
Nevertheless, you can find in jungles: pigs, rice, fruits, dye, .... IMO, this is enough to survive.

Because i'm french, i have some difficulties to understand a question (problem of translation) :( . What do you mean by : "what is the theme of the lizzie ?".

I'm currently preparing something about the leaders. Wait a bit please, it will come tomorrow i think.

Hian the Frog.
 
They would most likely be unable to adopt a religion. They can still join either of the councils though. The slaves thing would give them a good synergy for the undercouncil, being able to buy them.
 
Oh ok, I had a look for some possible leader heads, I don't know if you already have them or not. Either way, I couldn't find any good ones. The direction I was going with my lizzies was to not let them use metal weapons but do poison damage instead. The exact amount could possibly be increased with different tech/buildings. I want the Poisons tech to actually have a decent use for my lizzies.

For the theme, I meant what is the theme of the civ? Like you could say the Elohim are spiritual monks, the Bannor are fanatic crusaders etc. I just wanted a little background info.

Re: Marsh, there are lots of mods out there with marsh terrain, we could just copy it into FFH couldn't we?
 
Some suggestions for unique resources

Jungle:-
1) Honey, +4 food +2 commerce
+1 health, +1 health with herbalist
Hidden to other civs, requires no farm or plantation, just a route.

2) Hardwood, -1 food +3 resources
+3 resource with "tree farm"
visible to other civs, but requires tree farm to optimise production. -1 food makes it diifficult for other civs to use unless other decent food sources are within fatX.

Edit: hardwood resource could also be a replacement for bronze weaopons, for certain unit types.

Marsh

Fish and eels as stated by Kol.7... good call

Peat +0 food +4 resource +1 commerce
Invisble to other civs, requires no farm or plantation, just route.

The Tree farm improvement is simply a counter to my last post about low production and would be available at crafting, would be similar to a mine but for jungle and give say -1 food +2 or +3 production.

Also, as regards low production, introduce a UB at possibly crafting or maybe as late as Bronze working:-

Woodcutter's hut, similar to (and could replace forge) ie +25% production, allows +1 eng.

The only problem with that is, giving the lizzies engineers early, combined within enhanced food allows for a GP civ and could see the lizzies popping engineers (and great wonders!) faster than the dwarves.....which i don't think was the orignal intention!

Also brewery could be replaced (say to distillery) to give happiness boost through jungle food resources, ie sugar, banana, honey.... they all make alchohol!

Rearrange granary and smokehouse for jungle stuff is good, but also possibly allow an enhanced herbalist to give health/happy bonus to certain items and possibly even allow a sage specialist. They may end being the only civ that actually builds herbalists :)
 
Hmm you know there is already some sort of lumber camp thing thyat you can build in forest for +1 hammer, you could use that for the 'tree farm'. I imagined the lizzies using stone and to a lesser extent, wood, as a complete replacement to metals. So for eg, stone-tipped spears, and they shouldnt get weapon promos. So yeah agree that they should have a replacement forge. I would also like some sort of replacement herbalist UB that gives their units +1 poison damage etc. as well as extra health probably. I think herbalists are very good thematically for the lizzies, particularly Hian's, so good idea darkheart. I don't know if its difficult to add new resources but we probably don't want to go overboard. Also, having too many resources that only they can see could be a bit unbalancing.
 
yeah stone and wood works well, and pushes the construction archery/recon line rather than metal.

LOL I'm not a programmer so my ideas have no real basis on practical reality or possiblity... I just think em up! It's down to the modders to rein me in. :)

Only problem with existing stone is that it's marble and tends to be cold area spawn.... though possibly a trade option there with some of their unique resources.
 
Adding a ressources is very easy. Nevertheless, the problem is when you create a random map. Adding a new ressource means reducing other possibilites. So, i don't think it's a good idea at first. At that time, it's very balanced.

Replacing forge ? Yes, maybe... not a stupid idea. We will have a look to this. Distillery could also use some specific jungle ressources, that's right. We will also look at that.

Whatever is our wishes, never forget that a patch must stay as light as possible. If not, it can create to much problems...

About the theme, it will come more clearly. But you can imagine something close to this: hatching the Egg, recovery of their past power (via the Worm) and fulfulling their revenge. This last point needs to be developped.

Hian the Frog.
 
Guys,

Jungles are poor in ressources ? Yes and no. It depends on the type of ressource. But with my system, you won't need vaste amount of metal ressource as the main troops of the lizzies will be ranged and recon units. That's the reason of my choice: avoiding melee and mounted units as main troops because they need some particular ressources or receive bonuses via ressources.
Nevertheless, you can find in jungles: pigs, rice, fruits, dye, .... IMO, this is enough to survive.

I think they're mainly wondering about hammers. Jungles do not produce hammers. How do you intend for Lizards to build things? Units being produced with food might be okay, but what about buildings? Slavery civic and slaves?
 
@ Ring-tailed Yeah I was talking about hammers and production

It's not too much of a problem as Lanun can also be hammer weak, it's good to have a civ weakness too. Problem is that waiting for slave trade CoE option is far too long, slaving pop to this extent is going to ****** your growth, and going to war for slave capture makes you highly unpopular, and turns you into a barb race.

A suggestion would be HN slavers...but that mechanic has just been removed. As Lizzies are gonna be spreading jungle, it seems counter-productive to chop it for the hill underneath, so only other option is to come up with a mechanism to produce hammers from the indigenous jungle.

I think this one is quite a fundamental as it's gonna define your basic early strategy and needs to fit the flavour that you envisage for the race.
 
Guys,

Don't worry about hammer production. There are a lot of solution.
As i have already said, we will try to use the same system used with the elf. No chopping, bla bla.... I also said that instead of giving a low 1 food jungles will give 2 food. Why not also one hammer ? And also one gold ? In that case, jungles will give two food, one hammer and one gold.
Then, you will really have a civ linked to jungles.

Some improvements will also be autorized without chopping.
Mines -> Hills, grassland
Farm -> grassland
workshop -> no.
Cottage,... -> maybe yes, but limited in size.

etc.

Hian the Frog
 
Hehe yeah didn't mean to sound stressed there.

You're solution would certainly help and if it's an easy option coding wise then even better.

I personally prefer the aggressive snake-god slaver race, I think it fits closer to my personal idea of lizardmen. Though it may lead them to an early extinction. Whereas your solution leads to a more passive, agricultiral style based on high pop (1 hammer per square worked), which fits closer to the Dragon worshipping race you outlined.

Just an idea, and I don't know if it's possible:-

One race, 2 different leaders, one leader is neutral and gets the +1 hammer per jungle tile. The other is evil and does'nt get it.

It would be interesting to see if the simple addition of 1 hammer per tile could create such a difference in play style!
 
Hehe yeah didn't mean to sound stressed there.

You're solution would certainly help and if it's an easy option coding wise then even better.

I personally prefer the aggressive snake-god slaver race, I think it fits closer to my personal idea of lizardmen. Though it may lead them to an early extinction. Whereas your solution leads to a more passive, agricultiral style based on high pop (1 hammer per square worked), which fits closer to the Dragon worshipping race you outlined.

Just an idea, and I don't know if it's possible:-

One race, 2 different leaders, one leader is neutral and gets the +1 hammer per jungle tile. The other is evil and does'nt get it.

It would be interesting to see if the simple addition of 1 hammer per tile could create such a difference in play style!

Interesting idea.
I don't think one hammer will change deeply your way of playing. Nevertheless, having two very different leaders instead of one is a solution to avoid adding two civs.

Hian the Frog.
 
Just as an addition to my last and to sort of tie it in lorewise.

Its the worm egg that gives the +1 hammer/ tile, it is after all an Earth Dragon, so would be justifed, and dragons are wise and long-lived enough to see the downfalls of a race desperately craving resources. The ones who stayed behind (to fight the orcs) they dont have the egg and have descended almost into barbarism, with a culture of external warfare/slaving or self-destructive stagnation/cannabalism. A moraless society, easy pickings for the machinations of the snake god spirit, trying to manifest himself onto Erebus.

Kol.7

I know it was discussed before about drawing too many parallels with the calabim, but under this scenario, the evil tribe with it's food heavy cities, would be a perfect opportunity for vampirism...not vampires, just the gift. Maybe it could be the gift brought by the summoning of the Snake god, and so justify all those souls!!!

Anyway, I'm gonna step back now and let someone else have a go :)

This is great guys, and it's certainly gaining momentum.
 
Since the Lizardmen are agnostic, they need something to make up of no religion. This is my idea to depict their worship, while denying them access to religion.

The Lizardmen Pantheon

The Lizarmen worship a plethora of fallen angels. There are five main angels who dominate the others. All the gods have a domain, not a sphere, as they are not true gods.

The Wild One
Name: Outizotl
Original God: Cerunoss
Domain: Beasts
Backstory: When Cerunoss was appointed God of Nature, a number of angels from other gods, particularly Sucellus, came to serve Cerunoss. Unfortunately, not all were satisfied with his ways. Outizotl wanted Cerunoss to be more aggressive, and make the beassts of the wilderness attack civilization. Angered at his refusal, Outizotl left his service, where she found the Lizardmen, half man, half beast, ready to overun the enemies of the wild.
Benefits: Outizotl's Temples focus on making jungles and marshes produce more food. Also, she helps recon units by giving them Subdue beast and animal.

The Shaman Queen
Name: Alipatl
Original God: Ohgma
Domain: Betrayal
Backstory: Alipatl was one of Oghma's most powerful students. She worshipped Oghma dutifully, and did her bidding. But when Oghma was forced from her land by the compact, Alipatl would not leave. She loved her mistresses’' realm too much to leave it untended to. So she left her godess' side to teach those in Erebus about the Magic ways of her mistress. But over the years, Alipatl decided she deserved more from Oghma. so she left her service and found thoe willing to serve her.
Benefits: Alipatl helps with the production of Arcane units, and gives them a starting sphere. She also makes jungles create more gold, through magical animation of plants.

The Blooded Lord
Name: Quezotlaptl
Original God: Aeron
Domain: Blood
Backstory: Quezotlaptl's story is very similar to Odio's. The only difference is that Quezotlaptl escaped destruction by other gods, and found his own people.
Benefits: Quezotlaptl's temples make melee units stronger and more quickly produced. His brutal ways cause your Lizardmen to make their slaves work harder on hills.

Keeper of the Flame
Name: Hallicatl
Original God: Bhall
Domain: Fire Mana
Backstory: Hallicatl fell with her misterss, but seeing Bhall in a coma, Hallicatl
abandoned his queen to find his own people. He, along with the others of pantheon, found a small valley in the AoI where the Lizardmen hiddled around a fire mana node, and found his way.
Benefits: Hallicatl has the most powerful disciples in the game. They are the only disciples to have three spheres of spells.

The Stone God
Name: Orzinopl
Original God: Kilmorph
Domain: Mountains
Backstory: Orzinopl wasone of the weakest of Kilmorph's angels. He created a tranquil valley where he dwelt. When she left creation, he longed for the valley he had dwelled in peacefully. Eventually, the longing for the Valley he owned overcame him and he fell from heaven, straight to his valley, only to find other fallen angels nwatching over a tribe of lizarmen.
Benefits: Orzinopl makes mountains in your BFC produce . His servants move double speed over hills.

So the fallen angels came together to help the Lizardmen. The five angels do not like each other, and will not tolerate sharing worshippers with each other unless forced. In order to create a fair enviornment to gain folllowers, the five angels made an agreement to not actually appear to the Lizardmen, rather causing miracles and watching from afar.

Temples

Temples of the gods’ become available at mysticism. Only one temple can be built in a city. Once one is built, the other four are blocked.

The Wild Grove
All recon units are given Subdue Beast, Subdue Animal
All marshes and jungles produce +1:food:
+1:health:, +15% Culture

Temple of the Stone God
All melee units start with fortification
All Mountains produce +2:hammers:
+1 :), +15% defense

The Sacred Flame
All Disciple units start with medic II
All flames, snake pillars, produce +3:food:
+1 :), +20% Disciple Production

The Blood Pyramid
All melee, archery units start with combat I, blitz
All Hills produce +1:hammers:
+1 :), +15% Military Production

Shrine of Alipatl
All adepts start with Chaos I
All Jungles produce +1:commerce:
+1 :), +20% ritual production

Disciples

All the gods get their unique priest at priesthood. The priests require the temple of their god to create. All disciples can destroy the temples of other gods in cities as well as foreign religions. There are no inquisitors, but there are high priests, available at fanaticism, but there are high priests, available at fanaticism. All disciples, no matter what god, upgrade to the High Priest. This unit has access to tier three divine and Sorcery spells, as well as increased strength.

Base strength is 4, movement 1
The Disciples are empowered by their deities.

Beastsinger
God: Outizotl
Spheres: Nature
Unique Ability: Double Movement in Jungle, Forest, Starts with Subdue Beast, Subdue Animal

Arcane Priest
God: Alipatl
Spheres: Chaos
Unique Ability: Starts with Sorcery, not Divine

Deathly Disciple
God: Quezotlaptl
Spheres: Death
Unique Ability: Starts with Death I & II, +1 :strength:

Flame Keeper
God: Hallicatl
Spheres: Fire, Sun, Chaos
Unique Ability: +2 :Strength:, + 1 :move:

Stonemaster
God: Orzinopl
Spheres: Earth
Unique Ability: Fortification Bonus

Thus the Lizardmen would have their own system of religion, which would make up for their agnosticism.
 
Ok, first, I am strongly against having one civ with 2 leaders, because you can't make enough (or any really) changes between leaders. The lizzies split up in the age of magic (or was it dragons?) either way, since then both tribes have changed beyond recognition, in opposite directions. I see the original tribe living in great stone cities, to a certain extent they 'worshipped the egg' but didn't have a patron god and were mostly seperated from the rest of ciilization. Hmmm, I like the idea of a pantheon but, I think it does go against their flavour TBH. Hian's lizzies lost a lot of the ancient knowledge when they escaped with the egg, many were probably captured by more orcs and went into slavery and they lost a lot of their power.

My lizzies are *very* different. They remained in their city and fought for days. About 80% were slain but eventually the orcs were defeated. However, when they emerged from their city they saw that the bodies of thousands of orcs had choked their river and rice paddies and they had no food. They basicaly began to starve, more of them began to die and they really started to panic, chanting gibberish in their ancient halls. And then, finally the god appeared, at this time he was weak and shapeless, colourless and almost invisible. {I don't know where he came from - How I saw it, they just created him} He commanded them to bring him a dead orc, which he devoured hungrilly, they followed his example. He told them he would need live sacrifices, and then they would get revenge. They stayed in the original city but they were effective changed for ever. They raided nearby settlements, bringing them up to the great spire, he population grew, and some lizrdmen were sacrificed - to feed their god, for whom they built a great pyramid, aloso known as 'the spire'

Also, it would make a great scenario having these two meet up again. My ones have forgotten about the egg, Hian's would be disgusted at ''the new ways'' and the god that grows ever stronger in The Spire. THe spire would basically be the palace of my lizardmen.
 
Oh and also, I just found some pictures.

lm_lh.jpg


I thought this might make a good leader head fo my lizzies, at least until we get a better one. Looks like an evil priest to me.

lizardman_2.jpg


Not sure about this as a LH but when I saw it I imiediately thought it would make a good pic of their god, before they make a load of sacrifices and increased his strength.

Thoughts?
 
I think the first LH looks to humanoid. I imagine the Lizardmen loking very unlike people. The second is pretty cool. What will the traits for the leaders be?

Why is the Pantheon against the theme of the Lizardmen? I thought the Lizardmen worshipped gods who were not gods, so the Lizardmen worship and sacrifice to a group of fallen angels who dislike the real gods.
 
Hi all,

My idea is quite simple about Gods and religion -> Lizardmen "workship" the Worm. They have no real gods or godesses. They are "waiting" and looking for a way to recover their past glory and power. They protect their "treasure" and look for better days, until they find a way to hatch the Egg.

Hian the Frog.
 
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