Psychic_Llamas
Wizard in the Making
ok, so Solwen came up with a great idea that, instead of having leader traits to distinguish civs we repalce it with civilization bonuses, ie benefits and maluses unique to that civ only.
in addition to this we can distinguis leaders by getting different leaders to spawn a unique world unit that is the 'king unit' for that leader. (ie for woodelvesAriel spawns an Ariel unit, Orion spawns an orion unit)
so thought i would make a thread specially for the development of this idea. i will post the finalized ideas in this and the next few posts
Empire: (by Solwen)
*A new palace is build randomly each X turn in one of the 5 Bigest cities.
+The new capital gots a +10% bonus to prod and gold (+ the bonus of the palace)
-The old capital gots a +2 malus to happyness (this malus end when a new capital is again chosen)
*Cities with 4 or more population can be given independance (this city becomes a colony)
+you gain 200 golds/population point of this city.
- All the other cities got a +2 malus to happyness for x turns
*The 6 first cities created spawn an "elector count" GP
+The elector counts GP can be allocated to a unit (like gg) and give them some free xp.
+Lot of free upkeep units
-If the elector count dies the city who spawned him riots and a new elector count is spawned x turn later by this city.
-More upkeep for cities.
*Tribunals are built 50% faster for empire
Lizardmen: (bySolwen)
The Power of the Great Plan
*Each city spawn a Slaan mage-priest as it's fondation
+They are very powerful spell caster who can remove the FOW of any place of the map for 1 turn each turn and their spells have greater range.
-When a slaan dies his whole civ is considering doing a revolution and all the LM units within 5 square radius can do nothing exept trenching. All this for 1 turn.
- when a slaan is killed, a new mage slaan less powerful than the one before is spawned x turn later (4th times then their stats don't go lower)
-A slaan can not leave a city without joining a "temple guard" unit and you can not train more temple guards unit than your number of slaan.
*Jungle and environment
+Jungles act as forest with +1 hammer and food, swamps act as oases.
+jungle give health bonus as forest and swamps as oases
+LM units have forester III in jungles and swamps and skinks and kroxigors have amphibious assaults and can move on coastal tiles.
+LM can build "Lore temples" land improvments that gives bonus to research.1 lore temple per 4 population point.
-Lm get malus on forests, plains and grassland not in their borders and get huge malus on tundra and snow tiles
-The enemy unit pillaging "Lore temples" gain LOT of $ and gain a "Old one tablet" item that gives him a small bonus research each turn and a malus research to the LM. The pillaged lore temple is not destroyed and the LM player can't raze it. If the LM manage to kill the enemy unit and bring back the "tablet" to the pillaged lore temple, then all goes as it was before the plunder.
-LM can only build improvment to exploit ressources (and road of course) and lore temples
*Cities
+4 first LM cities have a gold ressource near them at their foundation
+Each pop points give the LM player 5 golds
+Corporations can not settle in LM cities
+Other religions don't spread in LM cities
+No unhappyness
-No trade routes
-No ressource trade agreement
-malus 25% to building and unit production.
-Can not change his civics
*Only skinks unit can be produced (and terradons riders/salamanders)
+No unit upkeep at all
+ units can "create" slaves to be sacrified when defeating another unit.
-Other units (including chameleon skinks) spawn each x turn when their according building is created.
(0% corruption if used)
Woodelves:
The Bond of Nature
*Elves (standard template for elves)
+Bonus research in the first 2 ages.
+Bonus +2 to health for every city
+all elves move a base 2 squares
+overall stronger units
-malus 25% to unit production
-High upkeep for units
-Units heal at a slower rate
-Cities grow slower (+100% time... their major drawback and weakness...population)
*Progress of the Seasons:
it would be good if we could change the time scale to seasons. ie turn 1 is Spring Year 1, Turn 2 is Summer year 1, Turn 3 is Autumn year 1, turn 4 is Winter year 1, turn 5 in Spring year 2 etc etc.
if we did this we could give woodelf units befits and penalties according to the seasons.
+Woodelf Units built in Spring or Summer get Combat 1 promotion
+Woodelf units have increase chance of success when fighting in Spring or Summer
+Woodelf Cities produe units faster in Spring and Summer
-Woodelf Cities experience unhappyness in Winter and Autumn
-unit production decreased in Winter andd Autumn
-Woodelf units have decreased chance of success when fighting in Winter or Autumn
*the Oak of ages:
+the woodelf capital should always start with the Oak Of Ages Unique Feature in its boarders. if Ariel or orion die at any point in the game they will be reborn at the Oak of ages as with the immortality promotion but with 50% less EXP.
+Oak of Ages should provide +3 food and +3 hammers
-units moral decreases the further they are away from the Oak of ages. this penalty can be reduced by having Ariel or orion near by.
-Ariel and orion can do nothing during Winter (ie idle)
*Archery:
+Woodelf Archer Units start with the citygarrison 1 promotion and Drill 1
+cities get happyness from Archery range
-Woodelf melee units have less strength than other units of their type
*Friends of the Forest:
+All woodelf 'Elf' and 'Forest Spirit' units get the 'Woodland Defender' promotion (double movement in forest, bonus strength attacking into and defending on forest squares, chance to retreat)
+forest has increase chance of spreading in Woodelf boaders
+Forest provides +1 happiness
+woodelf workers able to build 'Orchard' improvement, only buildable in forests and give +1 food. chance of discovering silk or fruit. 'treetop Cottage' improvement, acts the same as normal cotage but buildable in forests.
+woodelf spell casters can build 'Singing Glade' improvement in forests, +1
hammer. chance of discovering fur or game.
-Desert, tundra, ice, mountain provide serious unhappyness.
-workers cannot clear forests
-units get defencive penaly outside of forests (ie -20% strength no forest protection)
-Workers cannot build mines
-Forest spirit units can do nothing duriing winter (dormant)
*Spites:
+all woodelf units can also choose 1 of 9 new 'Spite' promotions at level 4:
A Blight of terrors (unit causes Terror)
A befuddlement of Mischiefs (can cast "Mischiefs" spell which causes stupidity in target unit.)
A Murder of Spites (+1 poison attack bonus and 1 first strike)
A Muster of malevolents (can cast "Melevolents" spell which causes 1 magic and 1 poison damage)
An Annoyance of Netlings (counters opponents first strike bonuses)
A Resplendence of Luminescents (+2 magical attack damage)
A Lamentation of Despairs (one use only, cannot chose despaires promotion again, can cast "Despairs" spell. target unit takes leadership test, or lose 75% strength)
A Cluster of Radiants (unit is more resistant to magic)
A Pageant of Shrikes (unit can cast "shrikes' on target unit (selected from stack) which deals 3 damage.)
Khemri: (By Solwen)
The power of the Afterlife
*Faith in after death ascension
+ A "Priest-king" unit spawn each x turn (act as a great general but gives less xp) and automatically dies x turn later (of old age).
+ Workers can build "Necropolis" land improvment (give bonus happyness). A Necropolis being pillaged gives a LOT of $ but is not destroyed
+ When an unit with 5xp or more dies, he has a 50% chance of being "teleported" back to a "Necropolis" land improvment. When a priest-king dies, he is teleported back into a Necropolis.
+ Khemri can "sacrifice" any of her unit on a necropolis.This unit is added to the necropolis "dead". A necropolis can hold 10 units max + 1 priest king. Dead units inside a necropolis can't be moved, used etc...they are dead and should not even be shown on the map (maybe remplaced by "sarcophago" units whose sole purpose is knowing how much dead you have in your necropolis).
+Khemri cities can build a "Pyramids" building that acts as a small necropolis (5 dead units + 1 dead priest king max).
+ When khemri is blasted by the great Nagash spell, all the "necropilized" dead units come back to life in their undead form. (catapult become skull catapult, dead wizards become tomb scorpions etc...). All these units are "immortal"
+ Dead priest-king become tomb-kings and are immortal too.
+ 50% of the not necropolized units dying by nagash spell transform into lowly skelleton warriors.
+ 3 lowly skeletton warriors are created for each pop point killed by nagash spell
- When Khemri is blasted by the great nagash spell all his cities are reduced to 1/3 of their original population, his lands become nefarious, all his land improvments (exept roads and necropolis) are destroyed, all his units dies and he lost all his diplomatic contacts.
*The nehekhara kingdom (before Nagash spell)
+ +25% units production
+ bonus research
+ Can levy troops at the begining
+ Land improvment are built 25% faster
+ Can enslave units
+ "desert warrior" free promotion
- High upkeep for cities
- +2 unhappyness (petty quarreling against priests kings city states)
-If a necropolis is pillaged, the nearest city riots.
*The khemri kindom (After Nagash spell)
+ Can enslave unit
+ Can recruit mercenaries (+50% cost)
+ can sacrifice slaves to create new units( according to the type of units sacrified)
+ Khemri troops don't crumble is they are not with a necromancer
+ liche priests and tomb kings never suffer drawback from failed spells.
+ desert warrior free promotion
+ 0 upkeep for units.
+ Immune to corporations and other religions spreading.
+ No health, no unhappyness and no starvation for cities.
- City don't grow exept if a slave is sacrified into it or if an ennemy unit is killed inside the khemri borders (nearest city take "food" from this)
- can not produce units exept liche priest
- undead khemri troops can do nothing (can only fight back) if a liche priests or tomb king unit is not on their stack.
- If a necropolis is pillaged, the nearest city riots.
-if a tomb king is killed, 1/2 of the army in a 10 square radius is killed (brought back to the necropolis as they are immortal)
- can not build land improvment (exept mines on iron, gold etc...)
- No trades route at all
- No trade agreement
- No "free passage" (don't know the english term srry) exept with alliances.
- No map trading
There it is, complicated again but khemri is really complicated as there are 2 civs in 1 (before and after)
in addition to this we can distinguis leaders by getting different leaders to spawn a unique world unit that is the 'king unit' for that leader. (ie for woodelvesAriel spawns an Ariel unit, Orion spawns an orion unit)
so thought i would make a thread specially for the development of this idea. i will post the finalized ideas in this and the next few posts

Empire: (by Solwen)
Spoiler :
*A new palace is build randomly each X turn in one of the 5 Bigest cities.
+The new capital gots a +10% bonus to prod and gold (+ the bonus of the palace)
-The old capital gots a +2 malus to happyness (this malus end when a new capital is again chosen)
*Cities with 4 or more population can be given independance (this city becomes a colony)
+you gain 200 golds/population point of this city.
- All the other cities got a +2 malus to happyness for x turns
*The 6 first cities created spawn an "elector count" GP
+The elector counts GP can be allocated to a unit (like gg) and give them some free xp.
+Lot of free upkeep units
-If the elector count dies the city who spawned him riots and a new elector count is spawned x turn later by this city.
-More upkeep for cities.
*Tribunals are built 50% faster for empire
Lizardmen: (bySolwen)
Spoiler :
The Power of the Great Plan
*Each city spawn a Slaan mage-priest as it's fondation
+They are very powerful spell caster who can remove the FOW of any place of the map for 1 turn each turn and their spells have greater range.
-When a slaan dies his whole civ is considering doing a revolution and all the LM units within 5 square radius can do nothing exept trenching. All this for 1 turn.
- when a slaan is killed, a new mage slaan less powerful than the one before is spawned x turn later (4th times then their stats don't go lower)
-A slaan can not leave a city without joining a "temple guard" unit and you can not train more temple guards unit than your number of slaan.
*Jungle and environment
+Jungles act as forest with +1 hammer and food, swamps act as oases.
+jungle give health bonus as forest and swamps as oases
+LM units have forester III in jungles and swamps and skinks and kroxigors have amphibious assaults and can move on coastal tiles.
+LM can build "Lore temples" land improvments that gives bonus to research.1 lore temple per 4 population point.
-Lm get malus on forests, plains and grassland not in their borders and get huge malus on tundra and snow tiles
-The enemy unit pillaging "Lore temples" gain LOT of $ and gain a "Old one tablet" item that gives him a small bonus research each turn and a malus research to the LM. The pillaged lore temple is not destroyed and the LM player can't raze it. If the LM manage to kill the enemy unit and bring back the "tablet" to the pillaged lore temple, then all goes as it was before the plunder.
-LM can only build improvment to exploit ressources (and road of course) and lore temples
*Cities
+4 first LM cities have a gold ressource near them at their foundation
+Each pop points give the LM player 5 golds
+Corporations can not settle in LM cities
+Other religions don't spread in LM cities
+No unhappyness
-No trade routes
-No ressource trade agreement
-malus 25% to building and unit production.
-Can not change his civics
*Only skinks unit can be produced (and terradons riders/salamanders)
+No unit upkeep at all
+ units can "create" slaves to be sacrified when defeating another unit.
-Other units (including chameleon skinks) spawn each x turn when their according building is created.
(0% corruption if used)
Woodelves:
Spoiler :
The Bond of Nature
*Elves (standard template for elves)
+Bonus research in the first 2 ages.
+Bonus +2 to health for every city
+all elves move a base 2 squares
+overall stronger units
-malus 25% to unit production
-High upkeep for units
-Units heal at a slower rate
-Cities grow slower (+100% time... their major drawback and weakness...population)
*Progress of the Seasons:
it would be good if we could change the time scale to seasons. ie turn 1 is Spring Year 1, Turn 2 is Summer year 1, Turn 3 is Autumn year 1, turn 4 is Winter year 1, turn 5 in Spring year 2 etc etc.
if we did this we could give woodelf units befits and penalties according to the seasons.
+Woodelf Units built in Spring or Summer get Combat 1 promotion
+Woodelf units have increase chance of success when fighting in Spring or Summer
+Woodelf Cities produe units faster in Spring and Summer
-Woodelf Cities experience unhappyness in Winter and Autumn
-unit production decreased in Winter andd Autumn
-Woodelf units have decreased chance of success when fighting in Winter or Autumn
*the Oak of ages:
+the woodelf capital should always start with the Oak Of Ages Unique Feature in its boarders. if Ariel or orion die at any point in the game they will be reborn at the Oak of ages as with the immortality promotion but with 50% less EXP.
+Oak of Ages should provide +3 food and +3 hammers
-units moral decreases the further they are away from the Oak of ages. this penalty can be reduced by having Ariel or orion near by.
-Ariel and orion can do nothing during Winter (ie idle)
*Archery:
+Woodelf Archer Units start with the citygarrison 1 promotion and Drill 1
+cities get happyness from Archery range
-Woodelf melee units have less strength than other units of their type
*Friends of the Forest:
+All woodelf 'Elf' and 'Forest Spirit' units get the 'Woodland Defender' promotion (double movement in forest, bonus strength attacking into and defending on forest squares, chance to retreat)
+forest has increase chance of spreading in Woodelf boaders
+Forest provides +1 happiness
+woodelf workers able to build 'Orchard' improvement, only buildable in forests and give +1 food. chance of discovering silk or fruit. 'treetop Cottage' improvement, acts the same as normal cotage but buildable in forests.
+woodelf spell casters can build 'Singing Glade' improvement in forests, +1
hammer. chance of discovering fur or game.
-Desert, tundra, ice, mountain provide serious unhappyness.
-workers cannot clear forests
-units get defencive penaly outside of forests (ie -20% strength no forest protection)
-Workers cannot build mines
-Forest spirit units can do nothing duriing winter (dormant)
*Spites:
+all woodelf units can also choose 1 of 9 new 'Spite' promotions at level 4:
A Blight of terrors (unit causes Terror)
A befuddlement of Mischiefs (can cast "Mischiefs" spell which causes stupidity in target unit.)
A Murder of Spites (+1 poison attack bonus and 1 first strike)
A Muster of malevolents (can cast "Melevolents" spell which causes 1 magic and 1 poison damage)
An Annoyance of Netlings (counters opponents first strike bonuses)
A Resplendence of Luminescents (+2 magical attack damage)
A Lamentation of Despairs (one use only, cannot chose despaires promotion again, can cast "Despairs" spell. target unit takes leadership test, or lose 75% strength)
A Cluster of Radiants (unit is more resistant to magic)
A Pageant of Shrikes (unit can cast "shrikes' on target unit (selected from stack) which deals 3 damage.)
Khemri: (By Solwen)
Spoiler :
The power of the Afterlife
*Faith in after death ascension
+ A "Priest-king" unit spawn each x turn (act as a great general but gives less xp) and automatically dies x turn later (of old age).
+ Workers can build "Necropolis" land improvment (give bonus happyness). A Necropolis being pillaged gives a LOT of $ but is not destroyed
+ When an unit with 5xp or more dies, he has a 50% chance of being "teleported" back to a "Necropolis" land improvment. When a priest-king dies, he is teleported back into a Necropolis.
+ Khemri can "sacrifice" any of her unit on a necropolis.This unit is added to the necropolis "dead". A necropolis can hold 10 units max + 1 priest king. Dead units inside a necropolis can't be moved, used etc...they are dead and should not even be shown on the map (maybe remplaced by "sarcophago" units whose sole purpose is knowing how much dead you have in your necropolis).
+Khemri cities can build a "Pyramids" building that acts as a small necropolis (5 dead units + 1 dead priest king max).
+ When khemri is blasted by the great Nagash spell, all the "necropilized" dead units come back to life in their undead form. (catapult become skull catapult, dead wizards become tomb scorpions etc...). All these units are "immortal"
+ Dead priest-king become tomb-kings and are immortal too.
+ 50% of the not necropolized units dying by nagash spell transform into lowly skelleton warriors.
+ 3 lowly skeletton warriors are created for each pop point killed by nagash spell
- When Khemri is blasted by the great nagash spell all his cities are reduced to 1/3 of their original population, his lands become nefarious, all his land improvments (exept roads and necropolis) are destroyed, all his units dies and he lost all his diplomatic contacts.
*The nehekhara kingdom (before Nagash spell)
+ +25% units production
+ bonus research
+ Can levy troops at the begining
+ Land improvment are built 25% faster
+ Can enslave units
+ "desert warrior" free promotion
- High upkeep for cities
- +2 unhappyness (petty quarreling against priests kings city states)
-If a necropolis is pillaged, the nearest city riots.
*The khemri kindom (After Nagash spell)
+ Can enslave unit
+ Can recruit mercenaries (+50% cost)
+ can sacrifice slaves to create new units( according to the type of units sacrified)
+ Khemri troops don't crumble is they are not with a necromancer
+ liche priests and tomb kings never suffer drawback from failed spells.
+ desert warrior free promotion
+ 0 upkeep for units.
+ Immune to corporations and other religions spreading.
+ No health, no unhappyness and no starvation for cities.
- City don't grow exept if a slave is sacrified into it or if an ennemy unit is killed inside the khemri borders (nearest city take "food" from this)
- can not produce units exept liche priest
- undead khemri troops can do nothing (can only fight back) if a liche priests or tomb king unit is not on their stack.
- If a necropolis is pillaged, the nearest city riots.
-if a tomb king is killed, 1/2 of the army in a 10 square radius is killed (brought back to the necropolis as they are immortal)
- can not build land improvment (exept mines on iron, gold etc...)
- No trades route at all
- No trade agreement
- No "free passage" (don't know the english term srry) exept with alliances.
- No map trading
There it is, complicated again but khemri is really complicated as there are 2 civs in 1 (before and after)
heres what i think:

