Faerun

FramedArchitect

Reluctant Modder
Joined
Mar 25, 2012
Messages
802
Location
Missouri

Mods set in the fantasy world of the Forgotten Realms




Spellplague (v.18) Features


  • New city, resource and terrain graphics.
  • The Spellplague, a world-altering event, enabled via the Advanced Setup Screen.
  • Complete overhaul of all non-human races:
  1. The Drow can found Lolth Pantheon, and sacrifice population to finish production.
  2. Elven cities automatically improve resources, and can uproot to become mobile warriors.
  3. Dwarven cities can work mountains and become more productive as they store up gold.
  4. Gnomes research new technologies, freeing them from population growth constraints.
  5. Orcs have three powerful new heroes to aid in their conquests.

Faerun for BNW Features


  • Choose from 25 Civilizations reflecting Faerun's major kingdoms.
  • Load Faerun with any map or map script with any settings.
  • Play on four Faerun Scenario Maps with true start locations.
  • Recruit powerful Heroes, including Bards, Rangers, Druids, Wizards, Assassins and Paladins.
  • Over 50 Spells that can be cast at will by Arcanists, Clerics and Heroes.
  • 10 unit races, including drow, dragons, dwarves, orcs and gnomes, each with special abilities.
  • Follow the path of Good, Neutral, or Evil by choosing an alignment, each with unique strengths and weaknesses.
  • Send your heroes on pilgrimages to Cult Centers to entice up to 15 Deity Pantheons into your cities.
  • Over 100 new buildings and wonders, organized on a new technology tree.
  • 4 new and challenging Victory types: Good, Neutral, Evil and Magic.
  • My thoughts on Faerun: ModCast Episode 58: "When You Believe In Magic"

Faerun: Sword Coast Features


  • Play as a Figher, Bard, Cleric, Wizard, Rogue, Ranger, Assassin, Druid or Paladin.
  • Includes over sixty quests and 800 turns of story content.
  • Face some of Faerun's most powerful foes, including Beholders, Illithid, Giants and Dragons.
  • Cast over 100 spells and special abilities.
  • Loot treasure and equip your heroes with over 200 items.
  • Explore a huge world map that will take you from the Astral Planes to the Underdark.
  • Follow the path of Good, Neutral, or Evil through story choices.
  • Hire up to four heroic followers to help you in your quest.
  • Followers are notable heroes from the world of Faerun, including Drizzt, Jaheria and Fzoul.

Downloads




Spoiler Offsite Downloads :

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=192754057
SourceForge: https://sourceforge.net/projects/faerun/ (zipped, includes Faerun for BNW, Sword Coast Scenario, Art Assets, and Soundtrack)

Spoiler Screenshots :










Spoiler Troubleshooting :

  • Unload all other mods.
  • Run under DX9 if running under DX11.
  • Delete all previous versions of Faerun and Faerun Art Assets from the MODs folder.
  • Delete the cache (C:\Users\UserName\Documents\My Games\Sid Meier's Civilization 5\cache)
  • Update to the most recent version of Civilization 5 (1.0.3.279)
  • BNW Versions are DLL mod and will not function on MacOS.
  • MAC Users: See this thread for help on enabling mods.

Spoiler Credits :

Special Thanks to:

Spoiler Version History :

Version History
Faerun for BNW
  • v.18 Spellplague See post #vvv
  • v.15
  • v.14 See post #723.
  • v.13 See post #653.
  • v.12 See post #550.
  • v.10/11 See post #528.
  • v.9 See post #472.
  • v.8 See post #448.
  • v.7 See post #424.
  • v.6 See post #369.
  • v.5 Bugfix for Discern Enemy spell; update for balance; Arcanist get a malus when attacking naval.
  • v.4 Bugfix for city religious conversion; bugfix for several hero quests; burial grounds now spawn and function as described; notification added for unit saved from death;
  • v.3 DB integrity
  • v.2 Adds new maps by Vyndil; bugfix for building-generated units
  • v.1 Beta
Faerun for GnK
  • v.20 Requires Faerun Soundtrack
  • v.18 New terrain and resource graphics.
  • v.17 New leader artwork, unit upgrade system.
  • v.16 Map updates; optional custom music
  • v.14 See post #248
  • v.13 May build farms; bug fix for charters
  • v.12 May have up to three heroes at the same time; enabled via alignment tech tree
  • v.11 Fix for Victories firing on turn 10. Small balance changes. End game rankings added.
  • v.10 Fix for barb spawns and BNW release; adds a Victory Progress screen displaying unique Faerun Victories.
  • v.9 Faerun is now accessible via normal modding game setup; includes 4 TSL Faerun scenario maps; adds 35 new techs (thanks to Pazyryk for tech tree!); adds new buildings and units for non-magical upgrade paths; adds 1 new and 4 old civs for a total of 25 playable civs.
  • v.8 Fix for mid-game crash; introduces dynamic city naming for several civs.
  • v.7 Adds new spell effects. Fix for save/load error while building unique heroes.
  • v.6 Adds three new Unique Heroes, available to Pantheon founders. Unique promotions for Clerics built in Holy Cities. Adds a new Spell in each School of Magic. Heroes and missionaries may travel between realms. Many balance changes and fixes.
  • v.5 Bug fixes for persistent mid-game crashes.
  • v.4 Provides optimization for Hero Leveling that may reduce crashes. Adds a new Hero: The Witch-King, Damara's Unique Unit. Zombie rebalancing. Map resource balancing. Several Traits updated to better take advantage of G&K content.
  • v.3 Reduces allowed trainable units to 4 of each class. Removes bug when AI wins Event. Many balance changes including research costs, spell costs and AI strategies.
  • v.2 AI Heroes now receive free XP each turn. Added new, harder events with bigger rewards. Addresses a bug with Teleportation functions.
 
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Wow!!! Quite ambitious and very, very AWESOME!!! Can't wait to see it!
 
Can I make a recommendation about the schools of magic? Is there anyway that could be a separate thing from the cultural/policy branches?

I was thinking the policies could also be changed to more D&D style things like Magocracy, and a good and evil civic style policies. Maybe used as unit building requirements too?:D
 
Can I make a recommendation about the schools of magic? Is there anyway that could be a separate thing from the cultural/policy branches?
Well, I am re-using Cultural Yields as a slightly different yield called "Weave Energy", which is something akin to "Magical Research" or maybe "Magical Energy".

Weave Energy will not only fuel "research" in the new "policy" trees but also the creation of some arcanist units. For example, training a necromancer will cost some hammers but also some Weave Energy. This is somewhat analogous to purchasing religious units with faith. (I have not yet decided if a unit's "Weave Energy" cost will be regained upon its death...)

So the long and short is that I don't think there is a reason to create a new yield type and a new interface for the magical stuff (not to mention I probably couldn't do this anyhow!)

I was thinking the policies could also be changed to more D&D style things like Magocracy, and a good and evil civic style policies. Maybe used as unit building requirements too?:D
This is an excellent idea! Of course Neutral alignment would also have to be included. Something like this could be achieved by simply lowering the cost of unlocking certain policy branches based on a civ's alignment. For example, an Evil civ could unlock Necromancy with less culture or Weave Energy.

My little chart outlining the new Magic trees is maybe a little misleading, because I do plan on including a few civilizational bonuses in each branch. For example, a policy in the Divination Branch will reveal all major's capitals and establish positive diplomatic relations with them. A policy in the Necromancy tree will allow a civ's cities to build Crypts (a type of building). And so on for each School of Magic Branch.

That chart really shows ideas for units only, and I will probably end up editing out 75% of those!
 
Well, I am re-using Cultural Yields as a slightly different yield called "Weave Energy", which is something akin to "Magical Research" or maybe "Magical Energy".

Weave Energy will not only fuel "research" in the new "policy" trees but also the creation of some arcanist units. For example, training a necromancer will cost some hammers but also some Weave Energy. This is somewhat analogous to purchasing religious units with faith. (I have not yet decided if a unit's "Weave Energy" cost will be regained upon its death...)

So the long and short is that I don't think there is a reason to create a new yield type and a new interface for the magical stuff (not to mention I probably couldn't do this anyhow!)


This is an excellent idea! Of course Neutral alignment would also have to be included. Something like this could be achieved by simply lowering the cost of unlocking certain policy branches based on a civ's alignment. For example, an Evil civ could unlock Necromancy with less culture or Weave Energy.

My little chart outlining the new Magic trees is maybe a little misleading, because I do plan on including a few civilizational bonuses in each branch. For example, a policy in the Divination Branch will reveal all major's capitals and establish positive diplomatic relations with them. A policy in the Necromancy tree will allow a civ's cities to build Crypts (a type of building). And so on for each School of Magic Branch.

That chart really shows ideas for units only, and I will probably end up editing out 75% of those!

That sounds like pretty awesome.:goodjob: Would spells also cost weave energy, and maybe the spells in the policies could be tiers instead? That allow arcane units to get access to get 2-3 spells of each tier when you take the policy, but each arcane unit would have maybe a few very basic spells based on the buildings you own and a magic missile style spell as a base attack or something?

...sorry that was probably an earful. I really like your ideas for the magic system though and I'm excited to see all the cool new features we're getting! Cheers!:D
 
That sounds like pretty awesome.:goodjob: Would spells also cost weave energy, and maybe the spells in the policies could be tiers instead?
Right now I am not planning on introducing new unit actions (spell casting) for a very simple reason: I'm too dumb to implement it! As Paz has shown, you have to tell the AI how to use new abilities if you want any kind of game balance, and that is simply beyond me. I have a few VERY simple AOE spells I will introduce with the update, but these will be auto-triggered if a unit has a particular promotion, meaning no new AI is necessary beyond the crappy "flavors".

Even with such simple things I am struggling, because I haven't exactly figured out how to put a timer on certain plot, city and unit effects...

That allow arcane units to get access to get 2-3 spells of each tier when you take the policy, but each arcane unit would have maybe a few very basic spells based on the buildings you own and a magic missile style spell as a base attack or something ...
Oh yes, I plan on keeping Faerun's system where units are "Born" with innate abilities. The difference for the update will be that Specialist mages (necromancers, diviners, etc) will be born with unique abilities beyond what an average wizard has.

It hadn't really occurred to me to open up promotions or skills en masse with a new "policy". Right now I have structured each School of Magic branch into two trees: one dedicated to civilizational bonuses (along the lines of the old policies) and one dedicated to enhancing casting units. The two trees generally do not overlap, so it's possible to build an empire without ever having invested much in magic (just as is the case for many of Faerun's kingdoms).
 
One more question: is your mod set before or after the Spellplague? After the Spellplague Dambrath is no longer ruled by the Chinti and became a human nation, if I read the wiki right, so it would play a big role in what the their units would look like.

I just had an idea for summoning units: what if the different groups of demons, devils, elementals, celestials, and so on were military city states? Each City state would have unique units and would be a representative planar gateway for the creatures on the other side of them on Toril. There would be a different City State for Fire, water, earth, and air groups as well as each group of demons, devils, angels, and planetars. It would be simple and build on the old Civ concept of City States so no new AI would be needed!

That was my idea anyway, and I'll be off for the night. Merry Christmas if I don't see you on here tomorrow!:xmassign:
 
Note I've only played this mod for a couple of hours. First off love the art style of the leaders, and some of your leader selections (Sembia!) The only thing I see at this point that I don't know have been addressed. The setting of length of games. Plus we need some Moonsea treatment exp Zhentil Keep love, Hillsfar as a strong City State even even the Shades of Netheril (Maybe they are too tough to compete against). With the Lich King put him in Vaasa, and Damara for Gareth Dragonsbane. Great work I hope you keep up with this project over 350 downloads. (not bad for the length of the release)
 
Can't wait! Sounds great. I played and was really liking it, but I found the no XP caused wars to get extremely static.

Definetly keeping an eye on this one!
 
After playing a few more hours I see where the Moonsea is limited and Zhentil Keep would be too close to Cormanthor even though I would rather see Zhentil Keep instead of those pesky elves, plus Hillsfar would be too close to everything to make it a citystate. Keep on truck'n. Bugs so for what I'm sure your aware of is when you try to change an improvement the game crashes. Don't know whats causing that hope you figure it out.

If you do as you plan religion. Paladins and Blackguards should be tied to purchase through religion points of course I'm not sure what neutral religions would be possibly Mercenary Company. Wish I was a graphic artist and was able to create models such as orcs, ogres, and other monsters would be epicness. :cool:
 
After playing a few more hours I see where the Moonsea is limited and Zhentil Keep would be too close to Cormanthor even though I would rather see Zhentil Keep instead of those pesky elves, plus Hillsfar would be too close to everything to make it a citystate. Keep on truck'n. Bugs so for what I'm sure your aware of is when you try to change an improvement the game crashes. Don't know whats causing that hope you figure it out.

If you do as you plan religion. Paladins and Blackguards should be tied to purchase through religion points of course I'm not sure what neutral religions would be possibly Mercenary Company. Wish I was a graphic artist and was able to create models such as orcs, ogres, and other monsters would be epicness. :cool:

The crash was being caused by the farm improvement, which I think Architect fixed in the next release. I think the city could also work if the main occupied area of the map was enlarged, I mean the western half of the continent is being axed anyway, so that should be free and the map size could always be enlarged.

Those are some great ideas, and the monsters you've mentioned have been planned. I'm going to be working with Framed Architect on his mod, so hopefully I can get a few good monster units built.:D
 
If you do as you plan religion. Paladins and Blackguards should be tied to purchase through religion points of course I'm not sure what neutral religions would be possibly Mercenary Company.
This is a good idea that would lend a bit of continuity to unit production, though I may not be able to implement in the next update. For right now, I will not be adding classes that are restricted by alignment. I know I said above that I would include Paladins as a hero class, but that will have to wait for the next major update when I can better integrate alignment into the mod's tech tree.

Speaking of mercenaries, I am still working on the mechanics of hiring. Right now, having a certain CS ally simply makes training their special racial unit possible in your capital city. That is, you cannot buy a special mercenary unit from your CS ally, you simply gain access to their special unit if you are willing to invest in training it. That was done partly for game balance, as it always seems too easy to "buy" a victory.

Wish I was a graphic artist and was able to create models such as orcs, ogres, and other monsters would be epicness. :cool:
I'm working with a really nice guy who is trying to convert some fantasy units from Civ IV, and if that works out then I will add a few more unit models.
 
Very much looking forward to the new update. Are you thinking of keeping promotions in line with vanilla, or introducing something based on the 3.5 feats list?
 
This is a good idea that would lend a bit of continuity to unit production, though I may not be able to implement in the next update. For right now, I will not be adding classes that are restricted by alignment. I know I said above that I would include Paladins as a hero class, but that will have to wait for the next major update when I can better integrate alignment into the mod's tech tree.

Speaking of mercenaries, I am still working on the mechanics of hiring. Right now, having a certain CS ally simply makes training their special racial unit possible in your capital city. That is, you cannot buy a special mercenary unit from your CS ally, you simply gain access to their special unit if you are willing to invest in training it. That was done partly for game balance, as it always seems too easy to "buy" a victory.


I'm working with a really nice guy who is trying to convert some fantasy units from Civ IV, and if that works out then I will add a few more unit models.
I'm that guy. the_stoner_66 is my old email address which Steam made my username apparently...I made this account and my steam account 4-5 years ago when I was in high school, and I chose Stoner because its my last name.

Anyway, this is my user account for CivFanatics.:D
 
Just a small update. I've finished off the new Underdark part of the scenario map, including resources, the Drow Civ and Minors (Svirfneblin and Kuo-toa).

Spoiler Underdark :




Later this week I will update Faerun Scenario to v.12, which will hence forward be known as "Faerun Scenario for Vanilla" to distinguish it from the new content that will be included with the G&K version. The update will not include new content, but rather provide fixes for the crash bug, include many balance changes, re-implement unit experience, and re-do Minor Civs.
 
Just a small update. I've finished off the new Underdark part of the scenario map, including resources, the Drow Civ and Minors (Svirfneblin and Kuo-toa).

I also implemented the transport system between the Surface and Underdark. Huge thanks to Whoward for UI tutorials that made this possible!

Spoiler Underdark :












Later this week I will update Faerun Scenario to v.12, which will hence forward be known as "Faerun Scenario for Vanilla" to distinguish it from the new content that will be included with the G&K version. The update will not include new content, but rather provide fixes for the crash bug, include many balance changes, re-implement unit experience, and re-do Minor Civs.

Wow. This is really cool, how did you implement a second map?:goodjob:
 
Very much looking forward to the new update. Are you thinking of keeping promotions in line with vanilla, or introducing something based on the 3.5 feats list?

I really know nothing about the versions that came after 2.0, upon which this scenario is based. In fact, and this is rather a shameful admission, I never played Dungeons and dragons dice game, though I did play the two Baldur's Gate video games.

Right now, I'm planning on keeping most of the basic promotions in place, though in the future I may add new promotions as needed to implement spell effects.

For example, I have a new ranged wizard promotion that inflicts a debuff promotion on units it hits.
 
I really know nothing about the versions that came after 2.0, upon which this scenario is based. In fact, and this is rather a shameful admission, I never played Dungeons and dragons dice game, though I did play the two Baldur's Gate video games.

Right now, I'm planning on keeping most of the basic promotions in place, though in the future I may add new promotions as needed to implement spell effects.

For example, I have a new ranged wizard promotion that inflicts a debuff promotion on units it hits.

So is that why there is a CS and Civ Baldur's Gate?:mischief:

But seriously, you've never played a game of DND? I mean if you wanted to start now I'd recommend Pathfinder, its fun, simplifies the mechanics of 3.5 alot, and adds a number of fun customizations that make the game a lot more interesting.:goodjob:

Oh, and there are open source copies of the books online, so you just need a laptop and a whiteboard to play.
 
Just had a very fun few hours playing through version 12 as Cormanthyr elves. Very fun, very powerful Civ, though I'm not sure how they will do once you make the culture changes you mention.

I agree with Kreiger66, Pathfinder is an excellent system, and I would recommend trying out FR D&D, I've had a fair few fantastic evenings in the realms. If you are a busy bee and don't have that much free time FR is an excellent setting because there is so much background out there for you to plug and play, though not all of it is of excellent quality. The 'City of the Spider Queen' adventure book is a lot of fun if a bit challenging for the players. Still, I don't mind that, as I usually DM our group.

Could I ask why you decided to put forest removal so far down the tech tree? It means that my elves can't get at a whole bunch of resources that are locked under the forest, unless you put a great person building on top of them.

Also, Baldur's Gate is dominating heavily in all the games I've played, thanks to their shockingly good flaming fists. Perhaps upgrading Silverymoon into a Good civ might balance them out? Lore-wise Baldur's gate is pretty much a city-state anyway.

Once again, thanks for the mod.
 
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