Valkrionn
The Hamster King
Going to use this thread to steadily leak/discuss what E'iten is going to be. For now, let me go over a few core points:
Now, for some new info... How the magic system will actually work.
That should be about it for now. I'll answer questions (selectively, of course
), but the main reason for the post is this: We need names for the factions. It's rather difficult to come up with fitting names that don't carry negative connotations; For example, Symbiote was suggested for the "environmentalist" faction, but that name would imply that the "disaster preventers" are parasites, which is rather negative. Makes things difficult. 
So if you can think of any names for these factions, please feel free to post them. If we can use them we will.
- E'iten will be made for Civ5: Gods and Kings.
- E'iten is a world recovering from a cataclysmic eruption, taking place over several centuries; a small scale flood basalt (like the one that formed the Deccan plateau in India). It was more severe than any flood basalt event in our own history, but was also on a shorter scale; Sufficient to push human life to the brink of extinction and force the emergence of new cultures.
- We will be leveraging the Civ5 religion system; About all I can say there is that it fits our designs for a "customizable religion".
- Policies will be revamped into a new form of "tech tree"; In short, all Unique Abilities/Mechanics/Units/Buildings/Etc will come from these techs. All civilizations will have access to them, though opening a new tree will be expensive; Best to continue down the one your civ begins with, at least at first.
- There will be a 'basic' tech tree, but it will be highly linear and mostly made up of "essential" items; IE, open borders, research agreements, etc. Things that should be available to all civs.
- There will be magic, but it will not work as in FfH; Rather than one magic system with many spheres, we will have six seperate forms of magic, each of which is highly focused.
- There are no standard fantasy races; Only humans. In the same way, there are no gods/angels/demons, nor is the main conflict good vs evil. We wanted to distance ourselves from FfH.
Now, for some new info... How the magic system will actually work.
Intelligence relies on quantum functions; the actual structure of space-time is manipulated at a sub-conscious level, and this structure is where everything that makes an individual themselves is stored. A few rare individuals are able to manipulate space-time on a conscious level, to change the flow of energy; This is the source of magic.
Given it's nature (manipulation of energy, not creation of energy), magic use requires an energy source. Casters are able to use their own energy stores, but these are limited; Past that, energy must come from the environment. It is this principle that forms the core of all conflicts in E'iten, much as a civ's allegiance to a group of gods does in FfH.
Without going into too much more detail: Magic requires energy. This energy is able to come from the caster, to a limited extent; Beyond that, it must come from the environment (the plot). Each plot is able to store a set amount of energy (~3x that of a unit), but it's energy regenerates extremely slowly, rather than once per turn. Use of environmental energy can degrade the plot; Use all of it and the plot becomes barren, unable to provide any yield or regenerate energy on it's own. However, failing to make use of environmental energy has a bad side as well. Namely, the buildup of too much energy causes disasters of various kinds. In fact, it was this buildup that caused the flood basalt event. Disasters can happen in and of themselves (natural buildup of energy, which is capable of occuring in isolated spikes before spreading itself out to neighboring plots) or by the actions of players; Not only can you drain the energy of a plot (thereby sabotaging an enemy), you can transfer the energy to a plot, repairing past damage or helping to cause a disaster.
It is the balance between destroying the environment and permitting natural disasters that makes up the conflict between the three main factions. The six forms of magic we are implementing each belong to one faction; "Tree-huggers", "Neutral", "Disaster-preventers". Obviously, those names are very much temporary.
Just like FfH, we have three factions. However, ours are not based on "Good" or "Evil"; Both extremes have perfectly valid reasons for what they do, and if anything, "Neutral" is the most good; they do not blindly follow dogma.
Given it's nature (manipulation of energy, not creation of energy), magic use requires an energy source. Casters are able to use their own energy stores, but these are limited; Past that, energy must come from the environment. It is this principle that forms the core of all conflicts in E'iten, much as a civ's allegiance to a group of gods does in FfH.
Without going into too much more detail: Magic requires energy. This energy is able to come from the caster, to a limited extent; Beyond that, it must come from the environment (the plot). Each plot is able to store a set amount of energy (~3x that of a unit), but it's energy regenerates extremely slowly, rather than once per turn. Use of environmental energy can degrade the plot; Use all of it and the plot becomes barren, unable to provide any yield or regenerate energy on it's own. However, failing to make use of environmental energy has a bad side as well. Namely, the buildup of too much energy causes disasters of various kinds. In fact, it was this buildup that caused the flood basalt event. Disasters can happen in and of themselves (natural buildup of energy, which is capable of occuring in isolated spikes before spreading itself out to neighboring plots) or by the actions of players; Not only can you drain the energy of a plot (thereby sabotaging an enemy), you can transfer the energy to a plot, repairing past damage or helping to cause a disaster.
It is the balance between destroying the environment and permitting natural disasters that makes up the conflict between the three main factions. The six forms of magic we are implementing each belong to one faction; "Tree-huggers", "Neutral", "Disaster-preventers". Obviously, those names are very much temporary.
- Tree-huggers - Never drain energy from the environment, it is the source of life - Shamanism + Elementalism
- Neutral - Doesn't adhere to either ideology - Runic Magic + Evokers
- Disaster-preventers - Drain as much energy as possible, to prevent future disaster - Ritualists + Magitech
Just like FfH, we have three factions. However, ours are not based on "Good" or "Evil"; Both extremes have perfectly valid reasons for what they do, and if anything, "Neutral" is the most good; they do not blindly follow dogma.
That should be about it for now. I'll answer questions (selectively, of course


So if you can think of any names for these factions, please feel free to post them. If we can use them we will.
