arcticnightwolf
Emperor
- Joined
- Jun 8, 2008
- Messages
- 1,301
[..] Sorry, UU/UB/UMs? I am somewhat new to the Civ modding world. Does that mean Unique Units/buildings/mmmmonorails? [..]
unique monorails!!

[..] Sorry, UU/UB/UMs? I am somewhat new to the Civ modding world. Does that mean Unique Units/buildings/mmmmonorails? [..]
unique monorails!!
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Preservers, Druids, and Defilers![]()
So if you can think of any names for these factions, please feel free to post them. If we can use them we will.![]()
Preservers, Druids, and Defilers![]()
One which Dark Sun seems to fall into actually; no redeeming qualities of the defilers.
To summarize a few of the things we settled on:
- Uniqueness
- UU/UB/UMs come from the various Policy trees. Each of these trees is meant to encapsulate an individual mechanic and the units/buildings which go with it; It does not represent a playstyle. Playstyle comes as a result of the way you mix these mechanics.
- Governmental aspects are unique to the civ; Leaders, City Governors, Field Marshals if those are implemented.
- The "Pantheon" class of religious perks are unique to the civ; For more info on Civ5 religion, see this post, but in short, there are Pantheon, Founder, Follower, and Enhancer perk categories.
- New Mechanic: "Civilization Development Index" (obviously to be renamed).
- As a civ gains policies/techs, they earn points towards this counter. At specific intervals, they "rank up"; this should happen about four times. At each rank (aside from the initial rank at game start, of course) the civ is able to choose out of a range of unique options. These could be a simple bonus (+%science or culture, for instance), a bonus to a specific type of unit, or a wholly unique mechanic inaccessible to any other civ.
- Using this mechanic, we are able to flesh out the uniqueness of each civ, while still maintaining their ability to adapt; They are able to pursue any policy combination without penalty, as well as being able to select their own bonuses each game. Should add quite a bit of replay value, if balanced adequately.
- Magic
- Caster units are not built, but spawned. Details on spawning system to be discussed. This keeps the unit rare/difficult to acquire, allowing magic to be a strong influence on gameplay. I picture maybe one caster for an army of twenty or so other units.
- Novice casters are unable to channel as much "thaum" (energy) per turn as experienced ones. This means they cast fewer spells, and are unable to impact the plot counter (in either direction) as much as more experienced casters. Given their scarcity, introducing promotions that contribute to micro-management of the units (such as equipment, promotions increasing casting effectiveness, promotion trees such as those used by heroes in WC3) is, imo at least, a good thing. These units should be treated more like heroes than a standard unit.
- Messing with the thaum level of a plot is not without consequences.
- Dumping thaum into a plot reduces the amount of energy a unit can use to cast with; This is it's own drawback, imo.
- Draining thaum from a plot increases a counter on the unit. At specific intervals, negative effects are applied to the unit, ranging from lowered defense to a crazed-style effect. This counter has a halflife decay mechanism; in other words, it decays by half every X turns (x is up for discussion). In this way, it primarily penalizes draining large amounts of thaum in a short period of time, rather than simply draining thaum; that is a core mechanic and should not be penalized.
- The basic ranged attack ability shared by all caster units does not cost thaum, as it is intended more as a fallback than as a spell. Any abilities which improve this basic attack (applied effects, for instance), do cost thaum; this will either be a flat perturn cost, or cause the ranged attack to have a cost.
- Heroes
- FfH-style heroes do not really fit E'iten, but the hero mechanic itself is a good gameplay mechanic; micromanaging the equipment and abilities of every single unit in the game rapidly becomes tedious, but doing so for a small group of units is engaging. I have several different possible hero mechanics we could use; I'm open for more suggestions here as well. I want SOME form of hero beyond the casters, but the specifics are very much open to debate.
- Simply have a hero representing each leader. This way, a unique civilization hero isn't jarring to the other mechanics of the game. Probably the simplest method.
- One tier of the "Development Index" would grant a choice between multiple different heroes. This method is likely the best of the two "simple" versions, though I greatly prefer the more complicated option.
- Friendship with a city state (military only, or any type?) grant access to a champion belonging to that city state. Alliance improves the champion.
- Introduce a "Champion Deck" card game. There is one deck, common to all players; each card may be played by only one player at a time, but all experience/promotions/enhancements accrued is stored to the card itself. In this way, the champion maintains it's identity even when controlled by a new civilization. Each card, while visible at all times, would need specific requirements to be met before it becomes available for use; these could be the completion of a specific policy tree, a specific level of civilization development, play a specific civilization, befriend a certain city state, or complete some in game action. In other words, every other suggested mechanic can be emulated through this one. It is, by far, my favorite.
This mechanic is also extremely versatile; it could be expanded to other systems. Going to list a few quick ideas:
- Governors. In this case, the deck would be unique to the civ. Each card carries specific bonuses, and can be assigned to one of your cities; at any time, you are able to change the card in use, but a penalty will apply. This penalty could be listed on the card alongside it's effects; maybe a penalty should apply for swapping heroes as well?
- Great People. This could be a VERY fun bit of gameplay, but I'm not sure how exactly it would work. Too many ideas :mrgreen:. Each gp spawned grants access to a card of the same name? When spawning a gp, you get to choose out of a random selection of cards? In any case: Unique effects tied to each GP would be a good way of extending the mods lore without sacrificing the game mechanics.
- Leader Traits. Each trait could be a card applied to a leader; This would allow us to limit how many leaders can have a trait in a way non-binary way that is intuitively grasped by players. "Only 2 Hyper-Aggressive cards exist? I need to unlock that before someone takes them!" Admittedly this one is a stretch.
- Factions. We've talked about having factions within each civ (governors came from that in fact, as at least one form of faction); with a card mechanic, we could create a very simple faction mechanic. Draw a card, complete the requirement, gain the bonus.
- Random Events. We could have this without a card mechanic, but it could be easily re-purposed to work here. Each turn, there is a chance for a card to be drawn from this deck.
In other words, card systems are versatile, and intuitively understood by nearly all gameplayers. I cannot emphasize enough how much I like this idea. Having one mechanic encompass all of these systems would also make presenting the information to the player fairly simple; Only need one screen, with a few different pages.
Okay, I think that's everything. Most is from the discussion; I expanded (a lot) on the hero aspect, though.