Master of Magic for Civ4 - some ideas

Mattastic

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A couple of weeks ago (in the middle of my internet downtime), I started playing the classic 1994 Microprose game, Master of Magic. For the uninitiated, it's an empire-building game set on a pair of magical worlds (like you hadn't guessed).

Anyway, I thought I needed a break from modding the Civ4 interface, so I thought I could take up doing an MoM mod as a secondary project. That turned out to be more ambitious than I could possibly achieve, but I wanted to share some of my ideas in case anyone wanted to have a go.

So far I've hammered out some details of units, and the five Human-like (as in, no resizing or model replacement needed) races from the orginal MoM. I have also decided to remove Draconians (and to even out 13 Civs with 13 leaders, Sss'ra also) because the fact that every unit of theirs could fly was a little overpowering! Details of all this follows.

The part of MoM that I think will be the MOST challenging would be research and spellcasting. MoM's techs were spells, and there were around twice as many as Civ4 techs. Furthermore there was no defined tech tree, the number of spells you could research depended on what books of magic you chose at the start of the game, and there was no logical progession of research. You cannot translate MoM's spelllist into a tech tree - I've tried. This will be a challenge that I'd be very interrested to hear ideas on.

Spellcasting is a little easier, but still a huge task. I have ideas for the following kinds of spells...

Spoiler :
Summoning spells would be selected from some kind of casting menu (don't ask me how that would work), and the units would appear in the city containing the summoning circle. Easy enough. What isn't really easy is how to create all the units - MoM had an enormous amount of units.

City enchantments could take the form of special buildings, built through the casting menu rather than through the city build que.

Unit enchantments could be special promotions which are unlocked by the tech, and then permanantly available to all valid units from then on. They'd then have an appropriate upkeep.

The rest are a little trickier...
Buildings and units (normal units, at least) are a fair bit easier. In MoM, all buildings and units were unlocked at the start of the game, but both required certain buildings to be built beforehand. You had to have a Barracks to build a Spearman, and you couldn't build a Parthenon without a Shrine. The building tree will probably be the same as in the MoM manual (Google it), with one main exception. Parthenons will be called Cathedrals, and the original cathedral will be made obselete. This is because Civ4 only contains three kinds of religious buildings per religion, and there's no sense in having an additional one since it has no real benefit for the extra work involved.

I have compiled a quick unit list based on what was available in MoM. Please note, however, that the Unique Units are only some of those for Barbarians, Dark Elves, High Elves, High Men and Nomads. Some Unique Units have not been finalized - see the Civilization details for more information)

Spoiler :
Bowmen (uses Archer model) (req. Sawmill)
- Longbowmen (High Elf UU, replaces Bowmen) (uses Longbowman model) (req. Sawmill)
Cavalry (uses Numidian Cavalry model) (req. Stables)
- Horse Axemen (Barbarian UU, replaces Cavalry) () (req. Stables)
- Longbowmen (Nomad UU, replaces Cavalry) (uses Horse Archer model) (req. Stables)
Engineers (uses Great Engineer model, with worker tool and animations) (req. Builder's Hall) (Engineers are a replacement for Workers)
Catapult (uses Trebuchet model) (req. Mechanician's Guild) (The MoM Catapult looked like a Catapult, but I personally just like Trebuchet's better)
Galley (uses Galley model) (req. Shipyard)
- Pikemen (Barbarian and High Man UU, replaces Galley) () (req. Shipyard)
Halberdeirs () (req. Armory)
Magicians () (req. Wizard's Guild)
- Warlocks (Dark Elf UU, replaces Magicians) () (req. Wizard's Guild)
Scouts (uses Scout model) (req. Animist's Guild, except Barbarians, which require Barracks)
- Rangers (Nomad UU, replaces Scouts) () (req. Animist's Guild)
Settlers (uses Settlers model) (req. NONE)
Shamans (uses Quecha model) (req. Shrine)
Spearmen (uses Phalanx model) (req. Barracks) (The Phalanx fit the look of the world a lot better than Spearmen do)
- Axemen (Barbarian UU, replaces Spearmen) (uses Axeman model) (req. Barracks)
- Pikemen (High Man and Nomad UU, replaces Spearmen) () (req. Fighter's Guild)
Swordsmen (uses Swordsman model) (req. Smithy)
Trireme (uses Trireme model) (req. Shipwright's Guild)
Work Boat (uses Work Boat model) (req. NONE)

Although some Unique Units will replace standard units as shown above, there is also a position available for some Civs for an additional unit and a fantastic unit, which do not replace existing units at all:

Additional Units
Beserkers (Barbarian UU) (uses Gallic Warrior model) (req. Fantastic Stables) (I hate the Beserker model, but I love the Gallic Warrior model)
Paladins (High Men UU) (uses Knight model) (req. Cathedral)

Fantastic Units
Griffins (Nomad UU) () (req. Fantastic Stables)
Nightmares (Dark Elf UU) () (req. Fantastic Stables)
Pegasi (High Elf UU) () (req. Fantastic Stables)

Additionally to that, Priests would replace missionaries. Originally these were constructed by Parthenons (now Cathedrals, see above), but due to the new importance of religion in Civ and the inability of some Civs to build Cathedrals, they will now be built by Temples.
The five human-like races I've outlined details for are shown below. I'm pretty sure they're more or less balanced, but I think it'd need playtesting to be sure. I dunno what'll happen with the more exotic races, but I'm sure it'll be possible to do them all one way or another.

Spoiler :
BARBARIANS
Civilization colour: Dark red

All units get the Combat I promotion for free.

Unique Units
Axemen (replaces Spearmen)
Horse axemen (replaces Cavalry)
Beserkers (additional unit)
Warships (replaces Galley)

Cannot build:
Animist Guild
Cathedral
University

(because Scouts ordinarily would require an Animist's Guild, Barbarian scouts would now require Barracks)

DARK ELVES
Civilization colour: Deep purple

All units get the Combat I promotion for free.

Unique Units
Nightblades (not sure what to replace yet, maybe additional)
Nightmares (fantastic unit)
Warlocks (replaces Magicians)

Cannot build:
Cathedral

HIGH ELVES
Civilization colour: Deep red

All units get the Woodsman II promotion for free.

Unique Units
Elven Lords (not sure what to replace yet, maybe additional)
Longbowmen (replaces Bowmen)
Pegasi (fantastic unit)

Cannot build:
Parthenon

HIGH MEN
Civilization colour: Muted pink

Unique Units
Paladins (additional unit)
Pikemen (replaces Spearmen)
Warships (replaces Galley)

Cannot build:
Fantastic Stables

NOMADS
Civilization colour: Pale green

Unique Units
Griffins (fantastic unit)
Horsebowmen (replaces Cavalry)
Pikemen (replaces Spearmen)
Rangers (replaces Scouts)

Cannot build:
Fantastic Stables
The actual in-game details of unique units (or any units, or buildings, for that matter) have not been worked out fully yet.

There is, however, one summoned creature which I want to address: the Magic Spirit. In MoM, there existed Nodes for three of the five schools of magic. They'd be occupied by some kind of magical creature, but after defeating them you could summon a Magic Spirit to "meld" with the Node, thus producing mana. I propose Nodes become a new kind of resource. Some very clever coding might be able to place appropriate Barbarian creatures on the node square, without the ability to leave it. Afterwards, the Magic Spirit would have the unique ability to create the "Meld" improvement, destroying the Magic Spirit, but generating mana.

The Nodes might look as follows:

Chaos Node - A volcano
Nature Node - A forest square with glittering leaves
Sorcery Node - No idea; MoM used a kind of glowing lake

There were no Life or Death nodes, although there were ruins and old temples and such which could contain life or death monsters.

This really just leaves religion, civics, wonders, and the like, which I have no idea for whatsoever.

I would be interested in knowing what others think of these ideas, and whether or not any of it sounds at all feasable. :)
 
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