Kael
Deity
I agree with Chip and changed Apocolypse to allow immortal unit ressurection (both on real immortals and those that had been granted it through Blood of the Phoenix).
Hmmmmm... that's quite the interesting combo then ;-) very niceKael said:I agree with Chip and changed Apocolypse to allow immortal unit ressurection (both on real immortals and those that had been granted it through Blood of the Phoenix).
Samael said:I know I've done more then my fair share of blethering, but I had a couple more things to say.
Firstly; will any form of Random Events be incorporated into the mod?
If there were, maybe there'd be some kind of Armorgeddon Wonder to make the vicious earthquakes, volcanoes, fires and storms rage all the more so (maybe even have sea-based storms as a unit, of sorts, that could ravage ships and coast/sea improvements and then fade away or, if an Arcane Barge bumps into it, it could 'direct the storm' and make it into a weapon of their own or 'bottle the storm' and bring something back home to make an interesting attraction..) With this, would it also be possible to make wandering folk? Non-combat units (neutral, if at all possible) that are spawned from an event, situation or just at random. These units may tour the land and join a faction or convey bonuses/penalties when passing by a town or 'joining it' in leaving a transient building of some sort, akin to what we mentioned long ago about plague-bearing units.
The units could spawn at random or, alternatively, have a chance of spawning outside a city when it meets the requirements.
When these units arrive in a city, the unit disappears and a building is set up for a few turns. After those turns have passed, the building is destroyed and the unit -may- spawn again somewhere outside the city before going elsewhere.
For instance, there could be Travelling Performers/Famed Bard/The Circus that, whilst stopping by, give a bonus to happiness and culture but slacking workers are a bit less productive (and maybe less inclined to do any farming either; unless it'd mean starving them). It may spawn randomly or spawn from a city with a fully-stocked carnival.
Likewise, there could be a Philosopher or famed Sage or Wizard who may lecture the wise folk of the city (termporarily increasing science/great people points) before he's on his way again, perhaps with a handful of coin. It may spawn randomly or from a city with a National Epic/Wizard Tower/whatever.
Again with the diseases though. Infected people trying to escape quarantines, rough treatment or trying to out-run the plague may leave the city and unintentionally bring it to others, causing an epidemic 'building' where they make their new home. This building would cause unhealthiness and cause some units trained during the epidemic to be diseased/plagued. Though it'd increase the chance of another plague-bearer being spawned, when the epidemic cleared up, it wouldn't respawn the creator. It could spawn from very unhealthy cities or cities with plague for whatever reason. If a city trained Typhoid Mary or Sacrifice the Weak is being enforced, these units are more likely. If there are Public Healers, this unit might not be spawned at all.
The unit in particular I considered mainly though was an Armorgeddon Preacher. Once Armorgeddon has been researched and at least two or three Apocalypse wonders have been created, these guys begin to pop up. They're fast, paniced fellows trying to warn the world of the doom that will befall it. Upon arriving in a city, the unit sets up a building that could randomly last for a short or long time simply known as 'PANIC'. Panic could cause unhappiness and unhealthiness as people run riot or potentially unrest. Additionally, military production may be increased with people hastily taking up arms but experience lowered and or some kind of promotion to symbolise ferocity but lack of coordination; somewhat akin to the Lunatic perhaps. Alternatively, an Angry Mob of citizens may be spawned every few turns (under the control of the player). Certain civics may be a bit more resistant to panic though and I imagine the Order would be a little bit more reserved.
If the Avatar of Wrath, Mithril Golem, etc. show up in city limits, then the chances of one being spawned and running off to some other city are almost 100%. The first to discover it could also get one of their own (unlike the rest of them, it wouldn't be neutral; it'd be controlled by the player first to discover Armorgeddon) to spread panic behind enemy lines, maybe?
Hurracaines and Storms at sea may also be randomly-spawned 'barbarian' units that some kind of Elementalist could control? *shrugs*
Secondly; are you accepting any more Apocalypse wonders?
As I mentioned earlier with the violent random encounters, 'Nature Rebels' (available to Dwarves and Elves due to them being more in tune with the woods and the rocks) could cause much more violent natural disasters and many (though not all) of the improvements on hills, in woods, in the sea and by rivers to be destroyed.
Maybe we could also get a little bit Biblical? With all this nattering from me about 'transient buildings' and so forth, I'm thinking about a 7 Plagues sort of wonder; when built, it causes the first 'plague' to be built in the city. After that takes effect and the turns ended, that building flips a switch or whatever and creates another for the next plague, and so on. Waters running as blood.. well, I don't think graphically its possible to do this to rivers/in-land lakes but there -was- a mod that replaced all water with red water. This idea would only really hit lakes, rivers and flood plains though. Irrigated farms would lose their irrigation bonus, lakes would no longer be so healthy and flood plains would be useless. Locusts would hamper food for a few turns again and worsen that damage (destroying all nearby farms). World being wrapped in darkness, well, all units could have a sight penalty for a few turns and anywhere outside of view has the thick black shroud of it. And so on and so forth.
Also, maybe something could bring us some good old fashioned meteorites ^^
And one final idea.
Ragnarok.
Not necessarily with all the heroes and warriors and gods and Odin and Loki and all that (no offense intended Loki1232) but with the progression to the end coming with the fall of snow and the spread of ice as plains become tundra and deserts eventually maybe turning into ice as it all groes colder...
Must admit, a Frostling player would certainly have a field day ^^;
Kael said:Even now Genesis and Yggdrasil help mitigate the effect of blight. Seafaring civs in 1.0 will also be better protected against blight since it doesn't mess with any sea resources or improvements.
A couple more things to say?!?
kopaladin said:I noticed you renamed the researcher to sage and entertainer to bard - nice flavor.
What about renaming:
engineer = smith
citizen = serf
Kerrang said:I like smith for engineer (possibly even blacksmith), but I think serf has a very specific context in this mod, given the serfdom civic. I think peasant, or knave would be better replacements for citizen.
Chip56 said:Kael would it be possible that you can pay gold and get a certain promotion for a unit?
Lets say you pay 150 gold and get shock I or something else?
Maybe with a building that would give every unit shock I and then deletes itself? (Make the production very high and hurry cost very low?)
Or with a unit like bambur only that you have to pay for it?
Kael said:Yes, you could remove gold when you use Bamburs ability (or a similiar ability).
You could also have a building that allowed a knight upgrade that is exactly like a knight but has an additional promotion (like Zuuls extra defence but lower speed promotion).
Sevo's CivFanatics Fusion 2.0 said:Forest Replanting -- Originally a concept of GreenMod, and also some other replanting mods I've seen. The current system works as follows: A worker must spend a base 8 turns replanting forest. When the job is done a "New Forest" will appear on the plot. The city must work this square to get the forest to grow. After a few turns it becomes a young forest (gaining a +1 hammer), then Developed Forest, then it becomes a Fully grown forest and the plot may be used as a normal forest plot. Prior to the development of the "full" forest, the forest cannot be chopped for production! This balances the chop gain, because you have to spend time with citizens working on the plot to get the forest back when they could be mining, etc, so the system can't really be abused to repeatedly chop-rush (but you can still use a focused chop-rush to your advantage).
Kerrang said:I like smith for engineer (possibly even blacksmith), but I think serf has a very specific context in this mod, given the serfdom civic. I think peasant, or knave would be better replacements for citizen.