[MOD] Fall from Heaven

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).
 
Kael 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).
Hmmmmm... that's quite the interesting combo then ;-) very nice
 
Idea: what if every armagedon spell would have another one that would be a good combo?
Like Apocalypse and Blood of pheonix.
There could be one named garten of plenty which would give you one of each ressource. Would be the combo of blight.
 
Or: "Unite the tribes" which would give you 50% of babarians.
Combo this with wrath
 
Or "Hatred" which would make everyone go to war against everyone and increase babarian activity.
This would work good with Armagedon or doom inexorable since its not you vs all but everyone against everyone or the "unite the tribes" I suggested one post ago
 
I would rather build in seperate components and allow the players to figure out how to make them work together rather than make more direct relationships between the pieces. I do love that you can can work out strategies using the various pieces, and that will become more and more possible as more pieces are added. Just not as blatant as you are suggesting. In fact I dont want to "design in" the combos. I would rather build and let them occur naturally.

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.

An I honestly don't want a mitigation to Wrath. He is just random chance, sometimes very good, sometimes very bad.
 
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 ^^;
 
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 ^^;

A couple more things to say?!?

Random events can mean a lot of things. You could say that Orthus is kind of a random event, ambeit there isn't much random about the time he shows up (although he doesn't show up in all game).

I do plan on having natural disasters, but these will probably be keyed to another event, and won't truely be "random". For example, there is an Armageddon spell called Hellstorm that Loki wrote up that starts forest fires and has a chance of creating volcanoes. I would rather use volcanic events in a situation like that instead of random occurances. Partially because it makes the armageddon spell that much more impressive and partially because I hate to have a player lose a strategy game just because of bad luck.

And the same with the non-combat units you suggested. I like the idea but I would rather have them as player controlled entities. Someone suggested allowing units to go to rival cities and build religious "mission houses" that provide some benifit to the building civ (the the civ that owns the city). I put that in my idea list for Phase 2 and I hope to do something like that. It could be very similiar to what you describe, but in a player controlled fashion.

I am hoping for a new tile set for the Hell map. There is an armageddon spell palnned that would begin to merge the hell and earth maps, causing rivers of blood and other features of the hell terrain to begin to seep into the earth map.

There is also an Aramgeddon spell planned that causes the world to drop into an ice age (Loki wrote this one too) similiar to what you describe. A slow freezing of the world for the edges of the map in.
 
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.

Genesis can't really counter blight because it always comes before. The only partial counter to blight is running your druids around revitalizing the land, but that doesn't bring back your lost rice paddies and wheat feilds, and it's a tactic that the AI can't follow yet as you've pointed out before. The end result of blight seems to be that everyone gets initially nocked back to about 50% of their original population or less, then I manage to recover to about 75% by micro managing my workers and druids, while the AI cities continue to starve.

Blight should trigger war just like Armageddon does, because it is the tactical equivalent of nuking every city in the game. It should carry a diplomatic hit as if each city over size 12 was nuked. No AI should stand for having their cities and population devastated without taking action.

One more thing: I'm not sure that blight is melting any ice as stated in the description. I'm going to open a before and after save just to be sure, but it did not seem to me that any squares of ice terrain were changed. Maybe it only affects sea ice? My current game is a lakes map, and there was little to none of that to start with.
 
A couple more things to say?!?

Yeah, it kinda spiraled out of control ^^;
To be honest, I only meant to suggest the 7 Plagues and ask about random events but I got a bit carried away...
 
kopaladin said:
I noticed you renamed the researcher to sage and entertainer to bard - nice flavor.

What about renaming:

engineer = smith
citizen = serf

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.
 
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?
 
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.

Or maybe journyman or laborer
 
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?

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).
 
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).

I think it would be very interesting if you could built a unit like bamur that can give units a few promotions for gold.
I know that this would be in the moment only good in a great stack but once there is the SDK im sure you could make it for single units.
I would like it to improve a small army by investing cold instead of build more and more units
 
Maybe he could give quality armor & weapons for 100 gold each and/or train them shock I, formation I and cover I for 200 gold each use.
(and I mean you can choice each round if you want either formation OR cover OR shock for 200 gold)
 
If you implant this you could also add a new trait:
"Masters of arms" or "Elite soldiers" or whatever.
This could decrease the amount of money you need to train your troops.
 
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).

^^
Look what i found.
That would be good for Fellowship of leaves to prevent the abuse of planting workers
 
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.

Smith is certainly better than Blacksmith.

About citizens:
1. I get the impression that they were people who lived in the town, so maybe "towndweller" would be a better name for them?
2. I really think that they should also add one indiscriminate great person point. Then maybe they will occasionally be used.
 
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