Psychic_Llamas
Wizard in the Making
Im going to regiment the design process of these civs, no more jumping around and wildly brainstorming for us
i want to get our ideas in a form that we can get working easily before we move onto the next civ, so we will work on one or two civs at a time until a relatively balanced, playable, and fun civ is made. (hopefull most of these ideas wont be too hard to do without python)
I thought we could start designing the Empire first because its the most well known, 'generic' (for want of a better word) civ.
i've layed out this design in a specific format to make balancing between civs as easy as possible (theres probably a better way but this will do for now ) :
-the genric trait that is common to all oldworld civs (ie Brettonia, Estalia etc)
-the unique trait that is only given to the Empire
-the Unique buildings that the empire get (more than 1)
-and then the Unique King units that are specific to the different leaders (this should be how we destinguish between leaders) the leaders section is divided into:
--- The Leaders name
--- the stats for the unit in ach era (the king units should be upgradable when a new era is reached)
--- the unique items that the king unit starts with (like Orthuses Axe)
--- other bonuses specific to that leader.
also note that the numbers are only examples.
PS, sorry if i sound like a nazi, i just want to have some structure to this design
Civilization: Reikland
-Generic Trait: Old World Customs
--- + 1 happiness from military units stationed in cities (max 3 happiness from units)
--- + Farms produce an extra +1 gold or food with the 'city states' civic (taxing the peseants)
--- + replace fort improvement with 'castle' improvement that provides +1 hammer, +75% defense bonus (dosn't remove forests), area of control effect (enemies nearby are damaged) cannot be build within 2 squares of another castle improvement, can also be built outside of cultural borders, provides units with sentry 1 promotion (like ancient tower) avaliable at monarchy tech.
--- - Corruption religion acts as a culture draining force (same as cult of the Dragon) in Old World empires, but spreads 15% faster than normal.
--- - civ is more succeptable to rival spies stealing techs (weaker espionage defence against tech theft)
--- - all farms cease to produce benefits when enemy unit is in city border (not only on the specific tile, (this symbloyses the pesants being brought inside the city centre and castle for defense. however enemied dont get cash for pillaging farms))
-Unique Trait: The True Empire
*The Capital Changes: we can use new event that removes the palace from the capital and rebuilds a new one in the next biggest city every few turns, about every 75 - 100 turns?
--- +The empire palace provides an additional +10% bonus to prod and gold, and +2 happiness.
--- -The old capital gets a -2 penalty to happiness (penalty ends when a new capital is again chosen)
*Grant Colonies: Cities with 5 or less population can be given independence (this city becomes a colony, additional colonies join the same ‘civ’ as the first colony)
--- +you gain 50-100 gold / population point of this city.
--- + the castle improvement can be built on resources outside of cultural borders, linked via roads, and have one of your units stationed inside it to gain access to that resource, however if a rival stations a unit inside it and joins it with a road then they get the resource instead.
--- - workers are consumed when they build a castle improvment.
--- -all other cities with population 5 or less get +2 unhappiness for 10 turns if a city is given independence.
*Elector Counts: The 5 first cities that are built start with an "Electoral Manor" building which enables building of an ‘Elector Count’ unit (1 / city)
--- +The Elector Counts unit can be given the hero promotion with combat 3 and standard bearer promotions. The Elector Counts start with moral bonuses.
--- -If the elector count dies the city who built him riots for x turns (where x is the level of the elector count) and a new elector count can be built by this city.
-Unique Buildings:
---‘Engineers School’ replaces siege workshop, grants +4 EXP to siege units built in the city
---‘Gunners School’ grants +4 EXP to gunpowder units built in the city
---‘Execution Stand’ Replaces Gallows. +1 happiness, -50% corruption, increase chance of revealing enemy spy (or chaos cultists)
KING UNITS
-Leader 1: Karl Franz
-Era 1: On foot model, 1 movement, 2 strength.
-Era 2: Mounted on horse model, 2 movement, 5 strength.
-Era 3: Mounted on Griffon model, 3 movement, ignore impassable terrain, 9 strength, 1-2 first strikes.
-Unique items:
---‘Ghal Maraz (hammer of sigmar)’: +2 holy and +1 fire strength.
---‘Gromril Armour’: +1 defensive strength, +25% magic resistance.
---‘The Silver Seal’: +25% magic resistance. 20% chance of surviving battles (‘retreating’ when (<10% original strength)
-Other Bonuses:
--- can cast a ‘spell’ that grants +15% boost to all research in city he is stationed in (like the ‘inspiration’ spell)
--- no -2 penalty to happiness when palace changes if Franz is stationed in that city.
--- increase GP point growth by +20% when stationed in a city
--- Counts as an elector.
-Leader 2: Magnus the Pious
-Era 1: On foot model, 1 movement, 1 strength.
-Era 2: Mounted on horse model, 2 movement, 4 strength.
-Era 3: Mounted on horse model, joined a unit of warrior priests, 2 movement, 6 physical and 2 holy strength.
-Unique items:
---‘Ghal Maraz (hammer of sigmar)’: +2 holy and +1 fire strength.
---‘The Gilded Armour’: 15% chance that attacking enemy unit cannot hit Magnus, and thus combat ends (no fight).
---‘Shroud of Magnus’: Unit is immune to dark, chaos and skaven magic, and immune to death and unholy damage.
-Other Bonuses:
--- can Inquisition unwanted religions without sacrificing himself.
--- may trigger events that recruit random units for 1 population point when he is stationed in a city and at war with someone. (units gained this way have no upkeep and can re join cities to increase population again)
--- Counts as an elector.
--- Warrior Priests bonuses (only applicable for 3rd Era)
-----+25% magic Resistance,
-----can cast all 4 Prayers of Sigmar spells (I will write them up later)
-----Righteous Fury (Hatred of all Chaos, Undead and skaven units)
-Leader 3: Sigmar Heldenhammer
-Era 1: On foot model, 1 movement, 2 strength.
-Era 2: Mounted on horse model, 2 movement, 4 strength.
-Era 3: Mounted on Griffon model, 3 movement, ignore impassable terrain, 8 physical and 3 holy strength, 1-2 first strikes.
-Unique items:
---‘Ghal Maraz (hammer of sigmar)’: +2 holy and +1 fire strength.
---‘Sigil of Sigmar’: spells cast on the unit or adjacent units have 15% chance of being a misscast.
---‘Crown of Sigmar’: this unit and all friendly adjacent units are immune to fear and negates moral penalties.
-Other Bonuses:
--- ‘War Cry’ ability that improves moral of units in his stack by +20%
---‘Righteous Smite’ spell that allows Sigmar to sacrifice his movement for this turn to ‘throw’ his hammer at nearest enemy to deal the following damage:
-----iDamage- 20%
-----iDamageLimit- 50%
-----DamageType- Holy and Fire.
--- +2 happiness to city that he is stationed in (this bonus is countered on palace change, ie palace change ignores the +2 happiness bonus)
--- Counts as an elector.
Oppinions, changes, additions, removals, creative criticism etc etc all encouraged
i want to get our ideas in a form that we can get working easily before we move onto the next civ, so we will work on one or two civs at a time until a relatively balanced, playable, and fun civ is made. (hopefull most of these ideas wont be too hard to do without python)
I thought we could start designing the Empire first because its the most well known, 'generic' (for want of a better word) civ.
i've layed out this design in a specific format to make balancing between civs as easy as possible (theres probably a better way but this will do for now ) :
-the genric trait that is common to all oldworld civs (ie Brettonia, Estalia etc)
-the unique trait that is only given to the Empire
-the Unique buildings that the empire get (more than 1)
-and then the Unique King units that are specific to the different leaders (this should be how we destinguish between leaders) the leaders section is divided into:
--- The Leaders name
--- the stats for the unit in ach era (the king units should be upgradable when a new era is reached)
--- the unique items that the king unit starts with (like Orthuses Axe)
--- other bonuses specific to that leader.
also note that the numbers are only examples.
PS, sorry if i sound like a nazi, i just want to have some structure to this design
Civilization: Reikland
Spoiler :
-Generic Trait: Old World Customs
--- + 1 happiness from military units stationed in cities (max 3 happiness from units)
--- + Farms produce an extra +1 gold or food with the 'city states' civic (taxing the peseants)
--- + replace fort improvement with 'castle' improvement that provides +1 hammer, +75% defense bonus (dosn't remove forests), area of control effect (enemies nearby are damaged) cannot be build within 2 squares of another castle improvement, can also be built outside of cultural borders, provides units with sentry 1 promotion (like ancient tower) avaliable at monarchy tech.
--- - Corruption religion acts as a culture draining force (same as cult of the Dragon) in Old World empires, but spreads 15% faster than normal.
--- - civ is more succeptable to rival spies stealing techs (weaker espionage defence against tech theft)
--- - all farms cease to produce benefits when enemy unit is in city border (not only on the specific tile, (this symbloyses the pesants being brought inside the city centre and castle for defense. however enemied dont get cash for pillaging farms))
-Unique Trait: The True Empire
*The Capital Changes: we can use new event that removes the palace from the capital and rebuilds a new one in the next biggest city every few turns, about every 75 - 100 turns?
--- +The empire palace provides an additional +10% bonus to prod and gold, and +2 happiness.
--- -The old capital gets a -2 penalty to happiness (penalty ends when a new capital is again chosen)
*Grant Colonies: Cities with 5 or less population can be given independence (this city becomes a colony, additional colonies join the same ‘civ’ as the first colony)
--- +you gain 50-100 gold / population point of this city.
--- + the castle improvement can be built on resources outside of cultural borders, linked via roads, and have one of your units stationed inside it to gain access to that resource, however if a rival stations a unit inside it and joins it with a road then they get the resource instead.
--- - workers are consumed when they build a castle improvment.
--- -all other cities with population 5 or less get +2 unhappiness for 10 turns if a city is given independence.
*Elector Counts: The 5 first cities that are built start with an "Electoral Manor" building which enables building of an ‘Elector Count’ unit (1 / city)
--- +The Elector Counts unit can be given the hero promotion with combat 3 and standard bearer promotions. The Elector Counts start with moral bonuses.
--- -If the elector count dies the city who built him riots for x turns (where x is the level of the elector count) and a new elector count can be built by this city.
-Unique Buildings:
---‘Engineers School’ replaces siege workshop, grants +4 EXP to siege units built in the city
---‘Gunners School’ grants +4 EXP to gunpowder units built in the city
---‘Execution Stand’ Replaces Gallows. +1 happiness, -50% corruption, increase chance of revealing enemy spy (or chaos cultists)
KING UNITS
-Leader 1: Karl Franz
-Era 1: On foot model, 1 movement, 2 strength.
-Era 2: Mounted on horse model, 2 movement, 5 strength.
-Era 3: Mounted on Griffon model, 3 movement, ignore impassable terrain, 9 strength, 1-2 first strikes.
-Unique items:
---‘Ghal Maraz (hammer of sigmar)’: +2 holy and +1 fire strength.
---‘Gromril Armour’: +1 defensive strength, +25% magic resistance.
---‘The Silver Seal’: +25% magic resistance. 20% chance of surviving battles (‘retreating’ when (<10% original strength)
-Other Bonuses:
--- can cast a ‘spell’ that grants +15% boost to all research in city he is stationed in (like the ‘inspiration’ spell)
--- no -2 penalty to happiness when palace changes if Franz is stationed in that city.
--- increase GP point growth by +20% when stationed in a city
--- Counts as an elector.
-Leader 2: Magnus the Pious
-Era 1: On foot model, 1 movement, 1 strength.
-Era 2: Mounted on horse model, 2 movement, 4 strength.
-Era 3: Mounted on horse model, joined a unit of warrior priests, 2 movement, 6 physical and 2 holy strength.
-Unique items:
---‘Ghal Maraz (hammer of sigmar)’: +2 holy and +1 fire strength.
---‘The Gilded Armour’: 15% chance that attacking enemy unit cannot hit Magnus, and thus combat ends (no fight).
---‘Shroud of Magnus’: Unit is immune to dark, chaos and skaven magic, and immune to death and unholy damage.
-Other Bonuses:
--- can Inquisition unwanted religions without sacrificing himself.
--- may trigger events that recruit random units for 1 population point when he is stationed in a city and at war with someone. (units gained this way have no upkeep and can re join cities to increase population again)
--- Counts as an elector.
--- Warrior Priests bonuses (only applicable for 3rd Era)
-----+25% magic Resistance,
-----can cast all 4 Prayers of Sigmar spells (I will write them up later)
-----Righteous Fury (Hatred of all Chaos, Undead and skaven units)
-Leader 3: Sigmar Heldenhammer
-Era 1: On foot model, 1 movement, 2 strength.
-Era 2: Mounted on horse model, 2 movement, 4 strength.
-Era 3: Mounted on Griffon model, 3 movement, ignore impassable terrain, 8 physical and 3 holy strength, 1-2 first strikes.
-Unique items:
---‘Ghal Maraz (hammer of sigmar)’: +2 holy and +1 fire strength.
---‘Sigil of Sigmar’: spells cast on the unit or adjacent units have 15% chance of being a misscast.
---‘Crown of Sigmar’: this unit and all friendly adjacent units are immune to fear and negates moral penalties.
-Other Bonuses:
--- ‘War Cry’ ability that improves moral of units in his stack by +20%
---‘Righteous Smite’ spell that allows Sigmar to sacrifice his movement for this turn to ‘throw’ his hammer at nearest enemy to deal the following damage:
-----iDamage- 20%
-----iDamageLimit- 50%
-----DamageType- Holy and Fire.
--- +2 happiness to city that he is stationed in (this bonus is countered on palace change, ie palace change ignores the +2 happiness bonus)
--- Counts as an elector.
Oppinions, changes, additions, removals, creative criticism etc etc all encouraged