Kael said:
In the real game their are 10 ranks to each spell sphere, and quite a few spells that needed ranks in different spheres to be able to cast. I cut it down to 3 ranks of each sphere just because I thought that was more workable. It is definitly a foundation that can be built upon.
The diagram is used for a few things. For one each sphere (except the center Metamagic sphere) is opposed by the sphere on the opposite side of the diagram. So Sun is opposed by Shadow, Nature by Ice, etc. Also each of the gods represents a single sphere, giving the religion that worships him greater access to that spehere and minor access to surrounding spheres. So Junil is the god of law and worshipped by the Order, making them more powerful with law sphere spells and givening them some access to Sun, Metamagic, Mind and Spirit spheres. The secondary spheres are a looser relationship and may not always exist, depending on the religion. But it gives me a good baseline.
The planned civs are loosely based on the spheres, the armageddon spells are based on the civs. It underlies most of the design. As for units that are specific to the spheres, once the magic nodes are in I will have units that require a certain magic type to be created, so yes.
Also since the civs are based on the spheres they will have UU's available only to them. For example, the Calabim are the Body sphere civ. They are a civ of humans ruled by a vampire aristocracy. They will have Vampire UU's. I don't know if you would call that a sphere specific unit, but it works out the same.
Awesome - I figured youd had something massive in undertaking in mind. Ok, so decided to try to relate each of your units to one of your spheres, to see where holes existed if any, and where potentially one could add new units or what not. I came up with this:
Possible Sphere Unit Catagorization:
Units already in Game or modable:
The following would be available to all the civs during normal tree (not sphere) development
Scout
Apprentice (Though can upgrade to a sphere-specific apprentice)
Settler
Warrior
Archer
Axeman
Disciples (though my upgrade to sphere specifics)
Horseman
Chariot
Crossbowman
Horse Archer
Longbowman
Maceman
Inquisitor
Knight
Phalanx
Catapult
Galley
Rename Pikemen to Phalanx, Rename Phalanx to Spartiatoi (No pikemen graphics
please.)
The following are units could be placed in specific spheres of magic/technology.
Adepts One type of adept per sphere of magic you wish to have adepts in each specific adept would cast magics appropriate to that sphere as you stated.
Dwarves of all kinds Perhaps the body/earth spheres depending on the dwarven unit(s).
Elves of all kinds Perhaps the Nature/Creation Spheres depending on the unit(s).
Hunter Spirit sphere One with their surroundings (but not necessarily nature)
The Drown Water/Enchanment spheres depending on unit(s)
Assassin Shadow/Death Spheres depending on unit(s)
Conjurer As adepts, any adept wishing to upgrade may only upgrade within the sphere chosen.
Crusader I would have one for each of the religions (as your paramander etc, and one associated to an ideal Death, Life, Chaos and Law each with appropriate thematic variants.
Mage As adepts within specific spheres (perhaps less than the total number of spheres available not all spheres get mages)
Paramander See Crusader.
Priests Keep within Spheres associated more closely to specific relgion (E.g. Priests of the Vale could be in the death, ice, law, spirit or shadow spheres depending).
Ranger Spirit or Enchantment (depending on how you view them)
Stygian Guard See crusader
Diseased Corpse Death
Archmage See Mage
Arquebus Force/Mind (techonological advance is an inherently itritive process)
Beastmaster Nature/Spirit (Depending)
Berserkers Chaos/body (depending)
Camel Archer Sun (cant think anything else)
Demon Summoner Entropy/Death/Choas (or others)
Druid Nature/creation
Eidolon Death/Ice
Flurry Enchantment/Nature (depending)
High Priest See Priest
Immortal Creation/Metamagic (depending)
Marksman Mind/Enchant (Depending)
Monk One of each Body/Spirit/Shadow/Sun each wholey different from the other.
Paladin See Priests
Sabateur Shadow/Chaos (depending)
Shadow Shadow (obvious?)
Sheildwall Law/Body (Depending)
War Chariot Chaos/Spirit (Depending)
War Elephant Spirit/Chaos (Depending)
Cannon Mind/Enchant (Depending)
Golems (Iron, Copper, Stone) Earth/Creation (Depending, it also might be possible to create more for other spheres)
Caravel Water
Pirate Chaos/Water (Depending)
Galleon Water/Air (depending, Air for sails
.)
Animals Nature (including hawk, at some point perhaps one could MAKE animals theyd pay no upkeep cost for them, theyd be weak but cheap to produce, and have a low % chance to go barbarian)
Skelitons Death/Ice (depending)
Elementals Summoned in appropriate spheres(water, fire, air, earth)
Typoid Mary Entropy
As it stands, ignoring all animals and the religious based units (because I dont know how you want to associate religions to your spheres) and assuming you pick the first of the options listed as (depending) you have the following number of units in each sphere:
All spheres have a minimum of 4 units each, because of the adept/conjurer/mage/archmage line.
Beyond that Each has the following number of additional units:
Air 1, Body 2, Chaos 3, Creation 1, Death 3, Dimensional 0,
Earth 2, Enchantment 1, Entropy 2, Fire 1, Force 1, Ice 0,
Law 1, Life 0, Metamagic 0, Mind 2, Nature 3, Shadow 4,
Spirit 4, Sun 2, Water 4.
This assumes repition for things like elementals the monks and the like.
Based on the number above, it shouldnt be too difficult to decide what you want to put where (if you think something needs moving) and if you want to add units (like many of the ones youve heard on this forum) you should be able to imput them into a sphere.
If this is similar to what you had in mind, lemme know, i might be able to come up with some fantastic elements to fit in where you feel there are holes left to be patched.
-El Scotto