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Leader Traits Replaced with CivBonuses

Psychic_Llamas

Wizard in the Making
Joined
Nov 25, 2005
Messages
6,366
Location
Western Australia
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)
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)
 
GNERIC CULTURAL TRAITS:

Spoiler :
Different cultural groups could be (names are examples):

Elven Lore (High elf, Wood Elf, Dark Elf)
--- +Bonus research in the first age.
--- +Bonus +2 to health for every city
--- +all elves move a base 2 squares and have +1 attack strength.
--- -50% to unit production
--- -High upkeep for units
--- -Cities grow slower (+100% time... their major drawback and weakness...population)

Dwarven Lore (Dwarf, Chaos Dwarf)
--- +Bonus research in the first age.
--- +all mineral resources provide +1 extra happyness (Gems, gold, iron, copper, gromril, ithilmar etc)
--- +Dwarf workes can build improvements on Peaks (but not roads) and get the 'dwarven mine' and 'dwarven quarry' improvements (+1 hammer each)
--- +all units magic resistant, +1 defensive strength
--- -25% attack and defend penalty when in forest or jungle
--- -High upkeep for units
--- -25% to unit production
--- -Cities also grow slower (+75% time, again their major drawback and weakness is population)

Oriental Tradition(Ind, Cathay, Nippon)
--- + 25% city population growth and 10% less sickness from population
--- + 3 free units per city in empire.
--- +workers work +25% faster (due to there being more of them, (also increse the number of modles in worker modles))
--- -Early units all quite weak (-1 strength?), becasue they are based mainly on pesants

Old World Customs(Empire, Kislev, Tilea, Estalia, Bretonnia)
--- +1 happiness from military units stationed in cities (max 3?)
--- ???
--- - Corruption religion acts as a culture draining force (same as cult of the Dragon) in Old World empires, but spreads 15% faster than normal.
--- ???

Greenskin Animosity(Orcs, Gobblins, Hobgblin heg.)
--- + special, early building (replace training ground) Battle Arena, enables units stationed in city to duel to death in order to gain EXP (as with bloodboul stadium)
--- + very cheap units (25% less cost and build time)
--- +33% gold from pillaging. (captured citys spawn x slaves (x = half city population) and the city pop drops by half, civil unrest in captured cities last twice as long.
--- + can levy troops without causing unhappiness.
--- + no war wearyness
--- - suffers from peace wearyness over time
--- - Animosity mechanism applies (if we get it working again) (this is a major setback)

Undead Curse (Khemri, Vampire Counts, Lhamia)
--- +all units unaffected by moral, fear, terror or any kind of psychology effect.
--- +living units killed in civ's boarders have chance of being raised as undead (20%?)
--- +workers can build 'grave yard' improvement to replace cottage, upgradeable improvement (Grave -> Grave Yard -> Cemetary -> Crypt (or such, perhaps renamed for khemri and Lhamia)) which has increasing chance of spawing skelleton warriors when enemies are near by. can also be razed by magic users to build more units.
--- -units have a range of movment. cannot move more than 3 squares from civ's boarders, or from the line of sight of a spell caster otherwise they get a negative healing promotion which end up killing them.
--- -enemy cities captured are reduced to 1 population and some units are spawned.
--- -cities only gain population through the sacrificing of units in cities.

New World Customs (Lizardmen, Amazon)
--- + cities get no unhealthyness from jungle, swamp or floodplain.
--- + Jungle provides +1 food and +1 hammer, workers can build cottages in jungle without having to clear them. Swamps act as oases.
--- +all units get double movement and +25% attack and defence when in jungle.
--- +jungle provides +1 happiness.
--- -workers cannot build improvemetns other than on strategic or bonus resources, roads and jungle cottages.
--- -units get negative healing promotion when on tundra, ice, or desert (not flood plains or oases, they are fine on those) (not adapted to such harsh climates)
--- -no external trade routes or resource agreements.

Chaos Taint (Hung, Kurgan, Norsaca, Beasts of Chaos)

--- +Chaos terrain provides +1 happiness (plain of bones etc)
--- + no war wearyness
--- + 50% gold from pillaging.
--- - ????
 
*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.
what about sauruses? they are an important part of lizardman society no?

not sure about the no unhappyness though, that could be a bit too powerful.

how would the first 4 cities be ensured to start next to a gold resource? (it would be better with first 3 cities, or only the capital, otherwise 4 is too powerful) perhaps they could actually start with a building that provides 1 gold, like a 'Gold Vault' or something

-LM can only build improvment to exploit ressources (and road of course) and lore temples
i thought this was the case for all civs?

everything else looks cool, except that the number of slann should be limited (world unit? limited to first 6 cities?)
i especially like the lore temples
 
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.)


 
yes 4 golds was an example , it may be 3 ,2 or 1. I'm not a programmer so i don't know how to make a specific ressource spawn near a city but the main concern of making the ressource spawning near the city and not a building giving the ressource is to make the lizardmen rich by exploiting the ressource. They can not trade ressources and don't have trades route ... and on the other hand they are very wealthy so i thought it was a good idea.

About the land improvment, they can not build cottages, mines, windmill etc... They can only build improvment who give access to ressources on this ressource (ex: mine on a gold or iron source, plantation on spice etc...). For the farms i don't know. On a second thought it seems logical that they are able to make some farms.

They got several major drawbacks so i thought giving them no unhappyness would balance this (but i'm not a master balancer ). Moreover, LM nver complain, they just follow the orders of their gods, incarnated by slaans.

For the units:
"Spawning pool": Can train skinks warriors, terradons riders and salamandaers (if a swamp is in borders) and skinks chameleons spawn at irregular rate.
"Underground spawning pool": automatically spawn a "saurus" unit each 10 turns and a "kroxigor"s unit each 40 turns and a "temple guards" unit one time per Slaan
"Temple-pyramid of Itzl": automatically spawn a "saurus cold one riders" unit each 20 turns
"Holy pens of Quetzl": automatically spawn a stegadons unit each 40 turns


The turns number are just example but it represent well the way lizardmen army are built. If they loose a lot of saurus they will be in danger for a time. (as it was the case when the skavens decimated them with plague)Moreover, this way we will not see stegadons, krox and cold ones as rank and files. Moreover, the units spawning could be limitted by a max number (for each units). Something like 10 saurus, 2 krox, 1 steg for a 10 pop cities.

All the number are just examples to be balanced.

Other ideas that may be cool:
_Environment near a Lm city slowly change to jungle and swamps (building or spell ?) as they did on Albion.
_a small % that spawn appear with a random promotions (to represent the saurus blessed at their birth by some Old ones)
 
About the wood elves here are my suggestions

*Elves (standard template for elves)
+Bonus research in the first 2 ages.
+Bonus +3 to health
+Mobility free promotions for all units
+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)
-can't change some of their civics (i don't know)


*the Oak of ages: Make orion and ariel not available during winter (can only "idle" during winter)

*Progress of the Seasons: Instead of making 4 turns=1 year (will be too long for the time scale i think) why don't we just say that turn 1 is the spring of year 1000, turn 2 is the summer of year 1001, turn 3 is the autumn of year 1002 and so on ?

*Archery
Archer get the drill II promotion at creation + city garrison

*Friends of the Forest
all wood elves units get the woodsman II and flanking I free promotions
"wood spirit" (dryads etc...) units spawn randomly on forest inside the wood elves borders (and can do nothing in winter)
Why the wood elves have problems with mountains ? the falcon riders live there :)

*Spite
I don't think there is a need to be malus for that as they have already some strong drawbacks as elves.


Good job, we are getting some very interresting civs who will be truely uniques (not only their units). This is very good for the warhammer atmosphere and last not least, greatly raise the replayability (and the attractivness of the "minor races" like ind, nippon etc...)
 
small change to the lizardmen:

they get woodsman II in jungle instead of woodsman III ( wich is reserved to chameleon skinks)
They have only interrior trades routes instead of no trade routes (as with "mercantilism")
 
Khemri: The power of the Afterworld

*Faith in after death ascension
+ A "Priest-king" unit spawn each x turn (act as a gg 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, she 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)
 
here are a couple of the things that masada posted in the brainstorming thread:

Bretonnia: Something involving crusades.. actually just a call to arms for the Bretonnian armies normally there is only a small standing army defending Bretonnia the rest of the army is dotted around the country in small groups split between various lords and dukes... calling something like that together would take ages, in reality it used to take ages to call together a medieval army anyway... so something to allow a Bretonnia player to call together a large army or at least assemble one over time... so either a power to draft Knights every X turns from cities or a wonder that constructs new knights every X turns (with no upkeep?) and perhaps a castle type tile improvement cuts the amount of food available.. castles take up a fair amount of room increases shield production and increases defense.. just an improved version of the current fort in vannila civ which is next to useless... (there is a alot of commerce and industry generated by building a military base..)

Cathay: Well Cathay has a massive army simple, they need one Cathay is the size of the Old World and constantly fights with the various goblinoid empires and other darker things combine that with a massive population of rural peasants and that allows a massive army to be drawn together in times of need (they treat it like a type of defered tax) draft effect X3 along with a high upkeep (it costs alot to equip and feed such a large host even if you dont pay them...
 
Khemri could be extremely fun to develop :D heres what i think:

Spoiler :

*Faith in after death ascension
+ A "Priest-king" unit spawn each x turn (act as a gg 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 (can only be pillaged once)
+ Workers can upgrade necropolii to have an 'ushabti promonade", a street lined with ushabti statues... should require a very long time to build ushabti promonades and necropolii
+ When an unit with 5xp or more dies, he has a 50% chance of being "teleported" back to the nearest vacant a "Necropolis" land improvment. When a priest-king dies, he is teleported back into the nearest vacant Necropolis.
+ Khemri can "sacrifice" any of her unit on a necropolis.This unit is added to the necropolis "dead". A necropolis can hold 5 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 "sarcophagus" unit whose sole purpose is knowing how much dead you have in your necropolis) (perhaps it could be possible to make this step automatic? it would be cool if we could. +Khemri cities can build a "Pyramids" building that acts as a small necropolis (10 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" --- i dont think all untis should be 'immortal' Liche priests should just be able to resurrect them with their one incantation 9i forget the name)(living khemri Wizards should all be converted into liche priests directly as they are technically not dead. also how would Khemri replenish its forces or rare units like tomb scorpions and bone giants? just build them like normal or require sacrifices at necropolii? because theyre constructs i think just building them is best)
+ Dead priest-king become tomb-kings and have the immortality promotion.
+ 50% of the live 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 plains become desert, grassland become plains. floodplains cause extra unhealthyness, oases become 'mirages' (casue madness in living units nearby?) , all his land improvments (exept roads and necropolis) are destroyed, all his units die and he lost all his diplomatic contacts.


This is all very good except where i noted in blue or red :)

*The nehekhara kingdom (before Nagash spell)
+ +25% units production -good
+ bonus research -good
+ Can levy troops at the begining -good
+ Land improvment are built 25% faster -good
+ Can enslave units -good
+ "desert warrior" free promotiongood, perhaps we could make deserts do some negative 'healing' thing to normal units but the 'desert warrior' promotion negates this, also extra strength on desert squares
- High upkeep for cities -good
- +2 unhappyness (petty quarreling against priests kings city states) -good
-If a necropolis is pillaged, the nearest city riots. -good also give a chance for any entombed units to be 'destryed' by the raiders mayby 10% per unit?

At what point will this great Nagash spell occur? who casts it? and why will it only be on Khemri? as it stands now Nagash is a barbarian unit spawned at nagashizzar, should he be his own computer controlled civ sepparate from barbarians who is always at war with khemri and can only cast his great blight on the Khemri civilization? in the fluff Nagash poisoned all the rivers in Khemri first, plague spread throughout the land and pestilence reigned. death was every where. should the cross over to unded be one turn or a few turns? or should this great spell be a special event that occurs around turn x (like orthos appearing around turn 75)

*The khemri kindom (After Nagash spell)
+ Can enslave unit -good
+ Can recruit mercenaries (+50% cost) -why would mercinaried join an undead legion????
+ can sacrifice slaves to create new units( according to the type of units sacrified) -good sacrificed in cities or necropolii? perhaps give all enemy units killed in Khemri lands a chance to be reised as an undead varient under khemri control, so waging war on undead khemri is extra frightening
+ Khemri troops don't crumble is they are not with a necromancer -actually Khemri troops do crumble if theyre not near a heirophant. liche priests should upgrade to heirophants at level 6 or so, make them a world unit (3-4) and say that no khemri unit cas survive more than x turns out of the khemri boarders if they are not in the line of sight of a heirphant. (giving them a negative helaing promotion that is cancelled by a moral based system could work)
+ liche priests and tomb kings never suffer drawback from failed spells.-good, all liche priests start out knowing all 4 of their incantations
+ desert warrior free promotion -good, to all units
+ 0 upkeep for units. -good
+ Immune to corporations and other religions spreading. -good
+ No health, no unhappyness and no starvation for cities. -good, also no happyness
- 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) -good also make it so skellies can be joined to cities to boost population
- can not produce units exept liche priest -good, and constructs, Ushabti, bone giants, screaming scull catapult, Tomb Scorpion (requires a 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. -good id prefer line of sight effect to this, and also give them a chance to die if not near a heirophant as described before
- If a necropolis is pillaged, the nearest city riots. -good
-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) -good, tomb kings should lose some EXP upon resurection, 50%, heirophants should also result in expolsion of units
- can not build land improvment (exept mines on iron, gold etc...) -good, and quarries
- No trades route at all
- No trade agreement
- No "free passage" (don't know the english term srry) exept with alliances. -good but id be inclined to change alliances to friendly relationships.
- No map trading -Why not?



overall very good ideas solwen, the conversion from living to dead i think will be the trickies part of the whole thing. perhaps a leader change is in order after the spell, (as in the hyborium swapping in FfH)
 
High Elves:

Spoiler :


Of Order and Dicipline

*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)

*militia
+Cottage and village improvements have a chance of spawning a highelf militia unit (random melee, spear or archer) the same as how treemen are spawned in ancient forests in FfH
+ Can levy troops at the begining and dosnt cause unhappyness
+ spawned militia units start with 'homeland' promotion as per FfH
-high upkeep of levied troops
-levying reduces population

*diciplined
+all Highelf units built normally (ie not levied) start with a 'Diciplined' Promotion giving them Commando, and drill one benefits, as well as making them loyal to their homeland (loyalty benefits as per FfH)
+ highels cities can build Training yards which can get 2 units stationed in a city to 'fight' each other, (like the belseraph arena in FfH) where they both have a chance of dying (50%?) and both get EXP.
-Highelf units are very expensive to produce (unless they are levied)
-????

*Early culture / magic
+highelf cities shoul be able to build a few extra cultural buildings early on which become obsolete later on. or have unique variants of old buildings like theatres and obliscs which provide more culture.
+Highelf libraries should provide extra culture and/or magical bonus to units, ie +2 EXP to magical units built in the city
+magical units gain EXP faster than normal
-cultural buildings require more hammers
-mages have less strength due to more studying of magic
-????

*seafaring
+all Ships get +1 movement, retreat chance, bonus to strength and +1 cargo space.
+the capital is always built next to coastal square
+Coastal cities get +1 food for each square already with 1 food
+Can use the pearls resource from FfH (highelf Only resource)
+fishing boats can build coastal cottages like the lanun in FfH
-inland cities get unhappiness
-????

there needs to be more maluses, not only extra cost. i dontwant them to be unplayable becauseyou go bankrupt in the first 10 turns :p
 
For the Khemri change you made all seems good to me.

Tomb kings do pay mercenaries some times where they are in dire need. Especially Tutankhanut. These mercenaries are almost always arabyan as these 2 people have a somewhat understanding of each other

I'v got a national project that would be cool for Khemri:

Make it only buildable in Numas (or maybe not). "Bonds of the past" that gives:
_the city grows with living peoples
Desert gives +1 food.
Can build: Numas milicia (cheap low archers and spearmens)
undead production: -25%
2 Farms are built near the city

The city of Numas lead by Tuthankhanut has a LIVING human population that live with the undead in symbiosis. They are not slaves and they consider their tomb king to be a god reincarnate. When Numas goes to war, the undead legions are accompagnied by the humans of the city
This is real fluf from last tomb king army book and it shows ,accuratly, that Khemri and the tomb kings are not evil, as the vampires are. Khemri is bellicist but not evil...The tomb kings continue to abide as they did in their "living lives". The undeath is also considered to be a great curse for them, not a gift

The tomb kings are very isolationists (even more after the differents waves of tomb plunderers on their land) so: No map trading ^^.

And give tomb king +50% damage from fire.
 
The Power Of Order and Dicipline or the power of Sarathai (the world-dragon aka Ulthuan)

*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)

*militia
+Cottage and village improvements have a chance of spawning a highelf militia unit (random melee, spear or archer) the same as how treemen are spawned in ancient forests in FfH good idea but wouldn't it be cooler for brettonians ?
+ Can levy troops at the begining and dosnt cause unhappyness
+ spawned militia units start with 'homeland' promotion as per FfH and combat I ?
-high upkeep of levied troops
-levying reduces population
- levying troops are always bowmen and x turn or X xp later they become spearmen.

*diciplined
+all Highelf units built normally (ie not levied) start with a 'Diciplined' Promotion giving them Commando, and drill one benefits, as well as making them loyal to their homeland (loyalty benefits as per FfH)
+ highels cities can build Training yards which can get 2 units stationed in a city to 'fight' each other, (like the belseraph arena in FfH) where they both have a chance of dying (50%?) and both get EXP.
I don't think high elves who are short on population would fight to death. But this idea is uber for orcs and ogres ! :)
-Highelf units are very expensive to produce (unless they are levied)
-More war waryness exept when fighting Druchii (war is bad for HE as it moves them closer to instinction)
-If the HE loose the "Altar of Khaine" landmark :+1 unhappyness in all cities and +2 if it is the druuchi player who gots it"
-x3 revolutions time when changing civic

*Early culture / magic
+highelf cities shoul be able to build a few extra cultural buildings early on which become obsolete later on. or have unique variants of old buildings like theatres and obliscs which provide more culture.
+Highelf libraries should provide extra culture and/or magical bonus to units, ie +2 EXP to magical units built in the city
+magical units gain EXP faster than normal
-cultural buildings require more hammers
-mages have less strength due to more studying of magic I think mages strenght doesn't represent their combat skill but the magical destruction they inflict. Moreover, on the tabletop game, HE mage have fairly decent stats (better than humans wiz for ex) +Mages are powerful and do not suffer from failing a spell.
-If the "Isle of the dead" landmark is destructed, demons hordes are unleashed in the Ulthuan borders and all the HE mages die.


*seafaring
+all Ships get +1 movement, retreat chance, bonus to strength and +1 cargo space.
+the capital is always built next to coastal square
+Coastal cities get +1 food for each square already with 1 food
+Can use the pearls resource from FfH (highelf Only resource)
+ HE "Corsairs" have double range of blockade
+fishing boats can build coastal cottages like the lanun in FfH
+ Can give independance to 3 colonies and still control them
-inland cities get unhappiness hmm why ?
-If the He player don't have a city on each continent + 2 unhappyness

there needs to be more maluses, not only extra cost. i dontwant them to be unplayable becauseyou go bankrupt in the first 10 turns


Nice idea, we are productive that's nice and don't forget to put "Druchii hatred" to the HE promotion
 
Ok, on the khemri,

i read up about tutankahnut, and your idea of the "bonds of the past" national wonder is great. maybe make it buildable in any city not in the capital?

The tomb kings actually want to try regain their former glory and are very expansionist arnt they?, i suppose map trading dosnt really help with that though...

Tomb kings nad liche priests have the 'Embalmed' promotion giving them regenreration (minor), but +50% damage from fire attacks)


On Highelves, your changes are good :)

The cottages spawning militia: in the old highelf army book there is a section called "call to arms" which says "All elvels able to bear arms are honour bound to spend time serving as warriors in the levies of thir cities, towns and villages.... in times of great danger, a general raising of the citizen levy will swell the forces of each relm many times over." so i figured, "how best can we show this willing levieing of troops without overpowering HE?" and that was my conclusion :)
Also make the randomly appeared militia dissapear after x turns (going home)

maybe combat 1 could be too much, we would need to play test.

why always bowmen> wodelves are the archers here, HE are good all rounders.

Trainig: the short populations are dissinsentives to train, but the EXp is an insentive, so players need to decide what more important.

id rather make the alter of khain a wonder that can be raced for between DE and HE, and whoever gets it is hated extra fiercly by the losing team.

more later, Uni calls :(

EDIT: thats true about mages but i couldnt think of any maluses, the isle of dead thing is a bit over the top too. i wasthinking something a little less devasting :p

i was running out of ideas with the inland cities are unhappy thing. the theory was that HE like water, and if theres no ocean they get sad ;)
 
OK solwen, i think this is enough to keep us going for a bit. now that these rough sketches are done for each civ can we start thinking about how each idea could be implemented? (im no programmer, but it shouldnt be too hard, that way Leffer and SidArthur have a better idea of what we want)

also can we start talking about the king units individual benefits? we can move completed designs to the digestion thread for Ploe to look over and any one else to balance and look over.

shall we start with Empire (ive don a bit of thought on how king units could work, ill post them later today after Uni)
 
hmmm been doing some thinking, and i have come to the conclusion that Warhammer armies are problematic to represent in a real sense, this ties into whole national power idea

There are very few armies in warhammer that are solely profesional soldiers...

High Elves: Spearmen and Archers are levied during wartime
Dark Elves: Warriors are levied during wartime
The Empire: freecompany, archers and realitstically the Electors own militaries are levied in the service of the Empire
Ogre Kingdoms: no real soldiers
Tilea: militia and mercenaries
Brettionia: the kings personal forces then his dukes forces (same position as the electors)
Chaos: most of the horde would be volunteer warriors

So that brings an interesting question to light... we cant hope to represent all the complexities of warhammer... and from memory Rhye's reason for his powers was rather simple...

Germany has Blitzkrieg not because that is representitive of Germanys history as a whole but because it suited his unique victory conditions

most of the nations have that same filter applied to them

For example i would choose these qualities for the High Elves:

-Cities grow slower (+100% time... their major drawback and weakness...population)
+starts game with more techs (i.e another age ahead or so)
-units cost more (50% more would be acceptable and a population point?)
+High Elven units are quite a bit better... (lets say +3 strength on average and a faster stronger navy (by faster im talking about Galleons speed or destroyer speed)
+can levy militia with a cost of only one population (could be like a worker in the sense it can remerge with the city)

So what does this mean for the High Elf player? in a warhammer map they would not be stuck on Ulthuan at the start (Civ3 mod i remember that...) with a small population and a small strong military so what does a nation with a small strong military and a small population do? expand to places where they cannot be attacked easily Islands would be the natrual places (Rhye hardcoded a preference for civilizations to settle in places)

Dark Elves
-Cities grow slower (+100% time... their major drawback and weakness...population)
+starts game with more techs (i.e another age ahead or so)
-units cost more (50% more would be acceptable and a population point?)
+Dark Elven units are good but lets give them only +2 strength on average and a stronger navy but not faster
+all Dark Elven units have a chance to enslave, enslaved units can produce a large shield bonus and pillage more (this would offset the weakness of Dark Elven units compared to high elven units, better represents the Dark Elves willingness to throw away lives, human wave tactics anyone?)

So what does this mean for a Dark Elf player? that the only real target for a Dark elf player apart from raiding would be the high elves... similar low build rates similar weaknesses...and not with the large amount of troops needing to be cleared from the Old World cities or the Lizardmen in thier jungles

The Empire:The Power of the Electors: States Rights
+Reduced corruption (the Electors rule themselves most of the time, the office of Emperor exists only from convention rather than any devotion to the throne, i get the feeling that the capitol tends to be only where the Electors decide to meet) this would represent the regional nature of the Empire corruption and inefficency tends to be easy to stamp out in smaller regional divisions
-normal imperial armies (since the player assumes the role of the holder of the title of Emperor) are ruinously expensive (the Emperor normally only has access to his state army and the Reiksguard Knights and only as much money to run "the imperial army" as the Electors decide to give them) these would represent the armies of the Emperor himself
+the Empire can levy a mass of troops for a limited time or for their upkeep they could be even more expensive and cost absolutely massive amounts a turn to leave the borders of the Empire
-cities other than the capital get large -happiness modifiers for each unit garrisoning it
+cities can automatically spawn troops in advent of attack... based on the size? or amount of shields?

So what does this mean for a Empire player? That like the empire you would be crippled with a small army under your direct control and a bunch of fractious feuding cities that have no interest in helping you and only bother to answer you call to arms on the condition that they remain in your borders... probably severely limiting the size of the Empire to its natrual borders (in a civ version of Warhammer, the Empire would steamroll everything in the Old World fairly quickly you just need to look at the map, its twice as large as Bretonnia and and three times as large as Estalia, Kilsev and Tilea with more cities than all of them combined almost... so it needs some fairly strict limits placed on it.



Pretty much every nation in this mod should have difficulty fighting for long periods in grand wars of conquest most of the wars should be small and with limited gains... ie trading a city back and forth between you and your enenmy for quite a long time... (or find out how Rhye uses terrain to restrict nations, which tends to be rather unwarhammerly)
 
im tending to agree with you masada, we wont be able to represent EVERY side of EVERY race with unique bonuses and penalties. what we should do is set a limited number of bonuses that we can allot to each civ, and an equal, balancing ammount of penalties. (about those civs that like levying, it wound be too hard to diversify the method of levying)
for example let each civ have 4 bonuses, and thus 4 penalties, or 1 major bonus, and 3 minor bonuses, along with a magor penalty and 3 minor penalties.
eg: woodelves ;)
Spoiler :

Bonus 1:
+Wood Elven units are a bit better: start with 'Woodland Defender' promotion (double movement in forest, bonus strength attacking into and defending on forest squares, extra chance to retreat and extra first strike?)
Bonus 2:-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, which is restored each time they are reborn) but with 50% less EXP.
---Oak of Ages should provide +3 food and +3 hammers
Bonus 3:---forest has increase chance of spreading in Woodelf boaders, and Forests 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.
Bonus 4:
+Woodelf Archer Units start with the citygarrison 1 promotion and Drill 1


Malus 1:---Cities grow slower (+100% time... their major drawback and weakness...population)
---all units are quite expensive, and get defensive penaly outside of forests (ie -20% strength no forest protection)
Malus 2:-the Oak of Ages (OoA):
---moral for each unit decreases the furthur from the oak of ages they are. (perhaps a national wonder, 'Oak of Ages Sapling' could be build to act as a secondary OoA (later in the game allows expanded empire)
---Orion and Ariel cant enter Tundra or ice.
Malus 3:
---Desert, tundra, ice, mountain provide serious unhappyness.
---workers cannot clear forests or build mines
Malus 4:
---Woodelf melee units have less strength than other units of their type

For the woodelves this means that they have quite a restricted home range, as the Oak of ages effectively limits the range of militray control (poor moral = poor fighters) but later in the game they can expand this by building the OoA sapling wonder. it also means they have small populations, and small armies, (due to pop penalty and unit prices), however they are very speciallised armies that stick to forested areas and fight from the shadows and defend more than attack (less strength, better archers) it also means that Woodelves stick to the kind of terrain that they love, lush forested regions, they stear away from ice and desert, and tailor their territory with enchanted forests ,tree villages and orchards.
all this pretty much suits the WE character. any less and i would feel done out of a cool feature (but if not all of these are implementable i will understand ;), (im not too sure about moral unless Leffer or SidArthur can work on a merge of lord Olleus' moral mechanics)) any more and it would be complicating things a tad.

everything bar the moral is doable with promotions, buildings, unit alterations, and already implemented mechanics like Unique features, nothing new, so it should all work reasonably smoothly.
 
Wood Elves
+Woodland Defender (we shall see what it actually entails when we have the map and can balance it but probably extra movement in forests and i would prefer +50% str when attacking or defending into or out of forest but costs population?)
+Oak of ages always spawns in the capital city etc
+gets better forest stuff
-no mines no clearing etc
-population grows 100% slower

Actually lets for ease have a look at Elves in general:
The 100% slower population growth should be standard to all elves
Elven units should all be more expensive but better and cost population
And they should all start with a tech advantage

Then we tweak the rest to suit the various elven teams :P

Humans: Would work like normal civ teams with only team negatives and bonuses.... (ie growth etc would remain the same)

Undead: Would have similar limitations... ie Khermi and Von Carstiens are fairly similar with regards to being undead (controlling units, citiy growth shouldnt matter and units should be created in another way...)

Chaos: Would be completely different from normal humans... ie Chaos should be able to levy massive hordes with no upkeep but have limited siege weapons and extra pillaging bonuses and slaving

That would save us a huge amount of time and make the coding for the individual teams much simplier... only having a few changes from the core "racial" identifier
 
remember we discussed racial bonuses before? didnt we decide that that was just to limited? i cant remember.
anyway what i really want is to wait for the bts beta, see whats what and then design ONE CIV AT A TIME. finisgh one civ completely and then move to the next, and then the next
 
what im trying to say is... every elven civ we have decided on so far (well drafted) has features in common these three features

The three traits that Elves would hold in common are:

The 100% slower population growth should be standard to all elves
Elven units should all be more expensive but better and cost population
And they should all start with a tech advantage

If we standardize a portion of the Elven traits (ie High, Wood and Dark Elves have a 100% slower population growth instead of 120-130 and 140 respectively) all we need to do is impliment it into one civ... then copy and paste the code into the others...

making eleven units more expensive and costing population wouldnt be all that hard to do (High Elves and Dark Elves are light and dark opposites... realistically there are few differences between the armies, dragons vs dark dragons, mages vs sorceresses, archers vs repeating crossbowmen etc... the notable differences ie Witch Elves etc can be done indipendatly...) but the basic shield changes, population cost and strength costs can be copied pasted the little differences then only need to be balanced...

the tech advantage would be a simple cut paste once you code it in once...

but simply speaking they are not racial traits... they are traits in common... the raiding bonus and slaving bonus of Dark Elves can be cannabalized for Chaos...

Standardization would reduce the work load... leaving probably only one or two completely indipendant traits per civilization leaving every civ a new experience to play but still holding similar traits for ease of programming and implimentation and for the sake of the players sanity (nothing like being forced into a massive learning curve)

Then once we have each civilzation sorted out we can then go as wild as we want with little fixes and whatnot (but think about it this way Rhye the genuis that he is... is still balancing things after how long?, and with a similar shaped world and similar civilizations... so what can we learn from his great mod... an absolute ton... but look at what he has done and its perfect because it perfect.. simple easy and just so well polished)
 
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