Missing, Old or Broken text entries for Orbis v 1.00

Wauthan

Inaniloquent Nihiliarian
Joined
Jan 30, 2005
Messages
310
Location
Sweden
Orbis version 1.00

Civilopedia entries: Technologies

Architecture
Arquebuses
Physics - Still using placeholder text
Plow
Square Rigging - Still using placeholder text
Steam Engine - Still using placeholder text

Civilopedia entries: Units

Many more units needs texts update but to avoid possible conflicting texts in the future I only list the Orbis exclusive units. Though most Animal units are not Orbis exclusive the new totem system needs mentioning in their entries under strategy.

Airship
Architect
Ballista
Battlemage [Also name should be Battle Mage]
Blimp - Needs paragraph and [] removal
Clockwork Soldiers
Cog - Needs [] removal
Copter
Dragoon - Needs strategy entry
Drakkar - Needs [] removal
Elder Air Elemental - Still using placeholder text
Elder Earth Elemental - Still using placeholder text
Elder Fire Elemental - Still using placeholder text
Elder Water Elemental - Still using placeholder text
Emperor's Dagger - Needs strategy entry
Flagellant
Frost Drake
Gargoyle - Changed unit. Needs new text.
Giant Scorpion
Giant Spider - Needs improved description plus story text
Giant Tortoise
Gorilla
Greatsword [Strange name? Intended?]
Grenadier - Still using placeholder text
Griffon
Griffon Knight - Needs strategy text
Handgunner - Needs strategy text
Hastati - Needs story text
Holk
Honored Band - Needs strategy text
Hospitalier
Ice Troll
Iron Breaker
Lancer
Landsknecht
Lion
Lunatics - Changed unit. Needs new text.
Magister
Manticore
Ninja - Still using placeholder text
Poludnica
Preatorian - Needs strategy text
Privateer - Occurs twice. Cloned unit?
Prospector
Raubritter - Needs strategy text and [] removal
Repeater Crossbows [Also could use a new name]
Runecaster
Sea Serpent
Shaman - Still using placeholder text
Shugenja - Still using placeholder text
Sohei - Still using placeholder text
Storm Drake
Stygian Guard
Submarine
Tabor [Personal favorite. What is this?]
Techpriest - Needs strategy text
Thespian - Needs paragraphs and [] removal
Thopter
Tiger
Trader
Trebuchet - Still using placeholder text
Troll [Sorely needed since it spawns FAQ]
Troll Slayer - Text good but layout bad; use paragraphs
Vodnik
War Tortoise - Still using placeholder text
Warg - Needs story text
Warrior Monk - Still using placeholder text
Weaver
Witch Hunter - Still using placeholder text
Wolf - Changed unit. Needs new text.
Work Boat - Changed unit. Needs new text.
Worker - Needs text update that explains all the new features of the unit
Wyvern Guardian [Strange name. Shouldn't it be Wyvern's Guardian?] - Needs strategy text
Zeppelin - Text needs layout polish and [] removal

Civilopedia entries: Heroes


Boris
Brigit - Needs strategy text
Feris - Needs strategy text, could use paragraphs
Gaelan
Goliath - Needs strategy text
Gurid
Herne
Jesemir
Kelleigh the Frostmaiden - Needs strategy text
Korrina - Needs text overhaul to explain all features of the unit
Loki - Changed unit. Much easier to kill in Orbis and text should mention this.
Margalard
Sanari Shu Lien
Teutorix [Never thought about him using a Mechanos style arquebus BTW]
The Risen Emperor
Temoch - Needs strategy text

Civilopedia entries: Buildings


Actor Colony [Should be Actors' Colony?]
Adventurers' Guild
Air Shrine
Altar of Light
Bank
Barbican
Basilica
Beacon
Bhall's Pyre
Blasting Workshop
Body Node - Has weird text. Remove?
Calligraphy House
Cathedral - Still using placeholder text
Cave of Kilmorph
Chancel of Guardians
Citadel of Light [Strange name. It's not a citadel at all]
Cloth Hall
Customs House
Danalin's Spring
Darkelven Citizens [Should be Dark Elf Citizens]
Demonic Citizens [Should be Demon Citizens]
Demons' Altar
Earth Shrine
Elven Citizens [Should be Elf Citizens]
Factory - Doesn't need strategy text
Fire Shrine
Forge - Text has broken link
Forge of Nantosuelta
Forum
Freak Show
Gates of Agares
Governor's Manor
Grove of Cernunnos
Guild Council - Needs paragraphs and [] removal
Hall of Mirrors
Herbalist
Hippodrome
Levee - Still using placeholder text
Library
Machinists Shop
Miners' Camp
Monastery - Still using placeholder text
Observatory of Ceridwen
Odeon
Oracle of Sirona
Pallens Engine
Pit of Slaughter
Power Plant - Could use a strategy text
Rathaus - Still using placeholder text
River Port - Layout is strange.
Sacred Arc [Strange name. Should be Sacred Ark?]
Sculptors' Studio - Corrupted text entry
Sea Haven
Shrine of Weles
Smugglers' Port
Snow Haven
Stable
Tailor
Tapestry Workshop - Needs proper text entry
Tavern - Could use paragraphs
Tax Office
Temple of Elements [Should be Temple of the Elements]
Temple of Junil
Temple of Kilmorph
Temple of Leaves
Temple of the Empyrian
Temple of the Gift
Temple of the Hand
Temple of the Old Ones - Could use paragraphs. Very good example for the other Temple texts to follow
Temple of the Order
Temple of the Veil
Temple to Amathon
Tower of Winds
Vivaldi Branch
Warehouse
Warrens
Water Shrine

Enough from me, at least for now. ;)
 
Civilopedia entries: Wonders

Arrow Tower
Black Citadel
Caminus Aureus
Castra Legionis
Circle of Eight
Engineering Corps
Frozen Flame
Globe Troupe
Guild of Transmuters
Hansa
Heart of Winter
Heron Throne - Listed since Orbis changes this to a national wonder
Knightly Order
Military Academy - Remove last paragraph, mentions Earth specific history
Mokka's Cauldron - Should be overhauled since Mokka is actually in the game now. Also strategy text needs to mention that it can be moved in Orbis.
Naval Academy
Nox Noctis - Strategy text needs to mention expanded features.
Ratcatchers Guild
Steamworks
The Wild Haven
Three-Field Order
Wyrmhold

Civilopedia entries: Improvements

I wonder if there's a need to list these. Seems few ever find these texts. Troll Cave could use a mention on how to remove them though.

Civilopedia entries: Specialists

Would actually be better if this entry is removed completely. We can assume that anyone who plays Orbis is already well acquainted with core CIV 4. The information here is just misleading if someone reads it.


No bugs found in sections Effects, Items, Races, Promotions, Spells and Abilities or Unit Categories. Excellent work Ahwaric. :goodjob:
 
Civilopedia entries: Civilizations

Besides the obvious missing entries for the Dao all entries needs to be reviewed by Ahwaric since Orbis have changed just about all the civs. Nothing big, but a short Civilization Summary section on top should list the new mechanics introduced with Orbis, and even those that were not. Because people will assume something is missing if its not mentioned.

Civilopedia entries: Leaders

Minor leaders suffer from the paradox that they are still represented in game as great persons.

Albrecht
Anagantios - Corrupted text entry
Braeden the Laconic - Corrupted text entry
Captain Uldanor - Corrupted text entry
Decius - Not one of yours Ahwaric but is there really no story about this one around?
Duke Ivelleth
Duke Sallos - Corrupted text entry
Dumannois - Corrupted text entry
Furia the Mad - Corrupted text entry
Gosea - Corrupted text entry
Hafgan the Purger - Corrupted text entry
Ji
Judecca - Corrupted text entry
Julia
Kane - Corrupted text entry
Khset - Artist mentions that's a female. Guess bare chests are popular even with non-mammals.
Laggs Nyr
Lamahla
Lethe, Queen of Sorrow - Corrupted text entry
Mahon the Butcher - Corrupted text entry
Menec
Mihuatl
Ouzza - Corrupted text entry
Raitlor
Rivanna the Wraith Lord - Corrupted text entry. Looks sort of girlish for a lord. Then again Mahalla used to look very mannish for a woman.
Roulan
Shekinah - Corrupted text entry
Siegfried
Tethira - Corrupted text entry
Thessalonica - Corrupted text entry
Thudr - Should have a mention that he's modding Orbis under pseudonym. :D
Tya Kiri - Corrupted text entry
Vitnir
Volanna - Corrupted text entry
Völa - Could she have her name changed again? I suggest Vala (meaning "seeress" in old norse).
Weevil, Pickle and Hyde - Corrupted text entry
Yinxi


Civilopedia entries: Religions

Just as with Civilizations all entries needs to be reviewed by Ahwaric and a Summary section added on top, listing the features of the religion. The White Hand text could really use some paragraphs to be easier to read.

Civilopedia entries: Guilds

Arguably it would be a good idea that these texts were also the texts for the Guild Wonders. But this section needs a summary of what bonuses the guilds provide (including buildings). Guilds are an integral part of Orbis and very easy to be confused about.

Bank of Vivaldi - Copy text to Wonders
Circle of Eight - Copy text to Wonders
Circle of Transmuters
Globe Troupe
Guild of Nine - Needs overhaul since so much have changed. Detailed description needed.
Hansa
Intricate Weavers - Copy text to Wonders
Three-Field Order

Civilopedia entries: Fall from Heaven Concepts

Perhaps I could be so bold as to suggest that this entry is renamed Mod Concepts and Orbis Concepts are merged into this one. Since Orbis is standalone now new people might have no idea where to look for what. Use subheadings to indicate what concept belongs to what mod. It's probably a good idea that you read through this section just to make sure that the concepts have not been changed in Orbis.

Civilopedia entries: Orbis Concepts

Minor Leaders - Needs a lot more detail. How small is a small chance?
New Civilizations - Not needed. Delete.
Sidar - Should be merged with Civilization entry. People won't look here for this information.

If you can put in links in the text it might be a good idea to add a link from Guild of Nine in Guilds Section to Mercenaries in this section. Also all "totemable" animals should have a link to Totems in the unit description. A list of totems is needed as well.

Also, add a entry explaining Trolls. They are the main FAQ after all.

Civilopedia entries: Hints

Delete this section. Takes too much effort to update and nothing will confuse new players like the misleading information here.

Hep pep pep, that's all folks...
 
Quite the undertaking.

I fear I'm not knowledgeable enough about the lore and stories behind many of these, nor am I a very eloquent writer, but I do know spelling and grammar (thank you Mrs. Everdell), and would be happy to volunteer to spell-check any entries that people may produce, to give it that professional quality.
 
Oh it looks a lot worse than it is. Trick to climbing a mountain is to take a lot of small steps. And the list pales in comparison to all the entries that are already finished. :)

Most of these texts don't need to be more than one sentence, or a paragraph at most. It's sort of weird really. As long as there is something there it looks alright but the void begs filling for some reason.

The worst of it are the Civilizations and Guilds sections since they need a lot of details about the mechanics.
 
As promised, something for Sanari Shu Lien. I don't know much about Yinxi, but his favourite wonder is the Dragon's Hoard and favourite civic is Social Order. I hope you like it and grammar is not THAT terrible :)

In silence they walked past a temple of the elements, calligraphy house and finally stopped next to the pond full of koi fish, almost outside of Wuxing. Sanari used to spend a lot of time here when she was a child, learning calligraphy, reading ancient scrolls and casting her first spells. Even now, though she knew this conversation may change her whole life and she should focus on it, she couldn’t refrain from using a simple spell to call them to her.

“So you want to return, Sanari…” – Yinxi finally asked, breaking the silence. Sanari remembered him as one of the most stern, uncompromising of her teachers, the one who always followed all the rules and laws to the letter. If she didn’t have to, she wouldn’t be here trying to persuade him to let her return to the country she was forced to leave so many years ago. “So you probably have some new proofs about your family’s innocence, don’t you ? Because this is the only way you convince me to reconsider your case.”

Of course, she didn’t. She was in exile for almost twenty years, since her family was accused of treason. In just one night they were convicted and then killed each of them, all with the sanction of the law. Sanari lived only because she was abroad that night, traveling with her teacher. She was just eighteen then and was too insignificant to send assassins after her. Without her family or any way to prove their innocence she was lucky to meet Jorasesh, a former Sheaim mage when she visited Midgar. Sensing her knack for magic, he asked her to join his adventuring party on their quest. For fifteen years they tried to hunt down Ssed'drinth, a powerful demon in service of the Infernals and Sanari loved each and every day of those years. She learned a lot while adventuring and her spellcasting abilities greatly improved. She hunted with Doviello, traded spells with Amutire wizards, fought shoulder to shoulder with Bannor crusaders against Clan of Embers orcs, learned to fly Mechanos blimp and even fought in a battle against the mighty Acheron the Red Dragon. Finally they faced Ssed'drinth in frozen wastes north of Lakis in merciless life and death struggle. They carried the day, but the cost was high – Jorasesh, Twinkle, Din and Manfred all died in a fight. Sanari and other survivor, dwarven runecaster Agzar, worked all night to bind demon into Gem of Souls and place the it on top of the staff Agzar had forged. At dawn, Sanari vowed to find a safe place for it.

“No, I don’t Master Yinxi…” – Sanari admitted with a nod, fishing a gold coin out of her pocket – “… I’m not trying to bribe you, Master Yinxi, but I hope you could make one, little exception in my case. This coin is from Acheron’s hoard and I know where the rest is hidden. With Acheron dead, you can surly use it for a greater glory of Dao, don’t you ?”
 
Guess I should start hauling pebbles as well...

Ballista

"When sticks fail, use trees." - Old elvish proverb

The Ballista traces its name from an old Patrian word for "throwing". Most nations today consider the weapon little more than a overly complicated and fragile relic from a bygone age. However, the Elves possess the necessary talent for wood crafting, and the patience, needed for its construction. Maybe they favor it because of the famously keen aim of their race, or maybe its simply because of the demoralizing effect it has on invaders. Elvish arrows are rightly feared. Even more so when they are the size of lances.
 
Thanks for starting this thread Wauthan, it will be a great help :)

I will try to add some text on my own, but will welcome any help in that matter.

@KrugSmash
spell-checking is really needed. I am not a native speaker and my english ... well, really could be better. So I will follow your guidance :)

@Kalina
You already know that I did some changes to leaders in patch a. Sorry, just forgot to adjust some things for base release. But I am sure your text could be used after some adjustments. Or, if needed, we can change one of the leaders to fit the text. In fact, I have no background for Dao leaders for now, so it can be written anew. For palatinate, I have some: Siegfried has some pedia text, plus he is a ruler, descendant of merkan. Albrecht is a master of alchemist guild of revensburg, recently elected head councilor of Revensburg guild council. Julia is a mercenary capitan, and mercenaries were very important in ensuring palatinate survival during the ice gae. The name & idea comes from The Witcher series by Sapkowski (Julia Abatemarco ;) )
 
You already know that I did some changes to leaders in patch a. Sorry, just forgot to adjust some things for base release. But I am sure your text could be used after some adjustments. Or, if needed, we can change one of the leaders to fit the text. In fact, I have no background for Dao leaders for now, so it can be written anew.

I saw him as someone considered very strict by his students and general populace (philosophical and spiritual), but also greedy (dragon's hoard) and maybe even corrupted (though not necessary to point of being evil). Sanari somehow realized what his true nature is, so she tried to bribe him.
On the other hand having dual-alignment civ might be interesting. Ruolan would be Good (having access to Sohei) and Yinxi Evin (with access to Ninja, who would be improved). Yinxi would also be an evil leader without diplomatic penalties from good civs (as he is considered to be neutral by most). Of course, it's just a thought - if you don't like it I can rewrite Sanari entry :)
 
Mihuatl lacks DoW qoute. Or should that go to the bug thread? :confused:
 
Three more entries, I'd be grateful if someone looked at them. Grammar and spelling can surly use some improvements :) I hope they are good enough otherwise.

MAGISTER:

Background:
„What ?!? You dare to threaten me ?!? I can’t even go for a walk with my familiar without being offered a job !” - Magister Nathan Winkl, during an argument with Dain the Caswallawn
It’s hard to decide if Magisters are better known for their magical abilities and knowledge of magic theory or their arrogance. Most of them are teachers at schools of magic founded by Circle of Eight, but some are employed by rulers of nations of Erebus as advisors and sages. Even fewer decided to lead more independent lifestyle and their abilities are always wanted and always well paid.

Strategy:
Magisters are unique units for Circle of Eight so you need this guild in city to train them. Though they can only build few selected mana nodes, they start with knowledge of Metamagic I and Metamagic II, giving you access to useful Dispel Magic spell even without Metamagic node. It is often better to upgrade Magister to Mage instead of upgrading Adept.

CIRCLE OF EIGHT:
Founded by: Great Sage, after discovery of Sorcery.
Guild Unit: [LINK=UNIT_MAGISTER]Magister[\LINK]
Guild Building: None, but your Arcane units build in city with Circle of Eight get 2 free XP and [LINK=PROMOTION_CIRCLE]Circle Trained[\LINK] promotion.

Circle of Eight is useful guild for civilizations specializing in magic as well as those with few mages and mana nodes. Free XP and powerful promotion for Arcane units is great advantage for your spellcasters. Even without any unique building, your adepts can start with 10 XP needed for upgrade to mages if build in city with Training Yard and Mage Guild and you’re running Magocracy civic.
With Magisters in your service you don’t have to own Metamagic Node to gain access to Dispel Magic. It is especially powerful for Khazad who can’t cast Dispel Magic otherwise. Dispel Magic gives you lots of flexibility with your mana nodes, allowing easier Tower of Mastery victory as well as to adapt to enemies you’re facing. They can build both kinds of nodes used their guild, allowing you to increase your science output easily by converting your nodes to Mind, which increases both Circle of Eight benefit and gives you free 3% science bonus for every Mind Node you own. Also, Magisters keep their promotions when upgraded to Mages, so you get two spells and passive abilities essentially for free.

AMURITES:

Amurites in Orbis:

Amurites in Orbis are not much different from their Fall from Heaven version but many of their aspects are enchanted. They gain two unique buildings and three unique units allowing them to use magic even more efficient than before.

Easier Mages: Amurites Adepts need 10 XP to reach level 4 and upgrade to second tier spellcasters as everyone else but it’s easier for them to get those XP. Their unique Pagan Temple, Library of Oghma gives them 3 free XP and they still have access to Cave of Ancestors. Mage Guild in Orbis gives 2 XP to Arcane units and Training Yard provide all your land units with 3 free XP. You can also use Magocracy civic for additional 3 free XP. Even with only palace mana, you can build 11 XP Adepts at Sorcery with Library of Oghma, Cave of Ancestors, Mage Guild and Training Yard, allowing you instant upgrade to Wizards.

More Spellcasting Units: Not only Amurites have easier access to but also more units with spellcasting capabilities. In addition to Firebow they had in Fall from Heaven, they can train Battlemage – tier III melee unit who can cast level I and II spells. Also, their Monastery replacement, Wizard Enclave has 20% chance to grant random level I or II spell (chosen from all you have access to) to any unit build in city.

Better Navy and Siege Weapons: Amurites in Orbis have access to Windrider, unique Frigate replacement. It has lower base strength than Frigate, but has Affinity for Air and Water mana instead. Also, it starts with two very useful spells (Fair Winds and Maelstrom) and keeps them if upgraded. With Mathematics and Cave of Ancestors, Amurites can train Siege Mage – a very powerful siege unit who benefit from all Amurite arcane advantages.
 
Two units this time :)

HASTATI (background only as they already have strategy entry):

Background:

Hastati of ancient Patria were usually recruited from poor citizens of largest cities. Those poor, young men were promised a piece of land or enough money to buy a farm after 25 years of service. Nowadays, it works almost the same way. Hastati are recruited from barbarians and living citizens of Scion cities who are offered a Gift and are promised to receive a house and employment in a city if they survive 25 years of almost constant battle.

BATTLEMAGE:

Background:
While Windriders guard Amurite coast, protecting land borders is Battlemages’ duty. Less numerous than Bannor crusaders or demon hordes of Infernals they use magic to gain an advantage over their enemies. Though Firebows are probably more famous and Wizards are more powerful, Battlemages are respected by all Amurite generals and tacticians, as they know those brave warriors are often everything that stands between precious spellcasters and hordes of enemies.

Strategy:
Battlemages are excellent way to bring more magic to battlefield. Though as melee units they don’t profit from all possibilities Amurite arcane units have, they have same strength as normal Heavy Infantry so have better chance to gain XP from combat than wizards. Many spells enhances Battlemages’ abilities beyond those of more mundane units but be careful to not neglect combat promotions too much.
 
You might to check out "Tales From Erebus" in the Lore forum. It combines all the lore from all the modmods and may help fill in some of the gaps in the Pedia. My home Internet is kaput at the minute so it is only accurate up to about Early Jan.
 
I just checked "Tales from Erebus" and found that some entries missing from 1.00 are already written - for example, entry (MUCH better than my short one) for Battlemage already exist, written by Tayschrenn and/or Arkham4269 so probably it was written for Orbis some time ago, just is missing from current version.

EDIT: Also, when reading other Jobie posts, I found this thread http://forums.civfanatics.com/showthread.php?t=348323 where he grabed entries from Age of Ice. Herbalist, Stable, Temple of the Hand might want to use those ;) Tomb of Succelus already have one, but maybe this one is better ?
 
Following buildings and units already have entries in "Tales from Erebus". Of course, I might have missed some..

Battlemage
Grenadier
Mistform
Clay golem (it's about mud, not clay)
Sea Serpent
War Tortoise
Wizard

Blasting Workshop
Gardens of Splendor
Monastyry
Temple of the Gift
 
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