Mod WIP: Arcane Imperium

Zurai

King
Joined
Apr 3, 2004
Messages
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What is Arcane Imperium? A new fantasy mod for Civ 3 Conquests based on an entirely original world and built around the concept of a large and varied, but extremely rare, number of strategic resources. In practice this makes every game unique, as you get access to different units and buildings every time you played based on which resources you find, rather than on what nation you play.

Currently the mod is at about 25% completion (75% not counting graphics).

Here's some further info about the mod:

  • 33 strategic resources, all of them vanishingly rare by vanilla civ standards.
  • Each strategic resource allows the construction of from 1-8 units and/or buildings/wonders, all of which you'd be very much happy to use.
  • 12 civs with 5 unique units (though they do not trigger golden ages) and a civ specific wonder (which always triggers a golden age) each.
  • Completely reworked tech tree, city improvements, and wonders.
  • Over 350 units total.
  • 7 new governments.

Civs:
Alnica - Militaristic, Expansionist
Unique Wonder - Mark of the Horde: Increases chances of leader appearance, reduces war weariness in all cities, increased army value.
Unique Units - Kashuj Archer, Kashuj Raider, Nebtaut Archer, Kashuj Spearman, Nebtaut Spearman
Inspiration/Backstory - I modeled Alnica on the Mongols and Huns, with a dash of Imperial Rome thrown into the mix to keep it spicy. They pretty much are a textbook definition of "Military Tradition". They favor mobile (preferably mounted) troops, and their favored weapons are the bow and the spear. Two of their unique units are horse archers (from competing tribal militaries, for lack of a better word - the Kashuj and the Nebtaut each have their own identity), one is a mounted spearman, and the other two are spear infantry. The Kashuj and Nebtaut units each have their own emphasis - Kashuj value strength and direct attack more, while Nebtauts favor manueverability and hit-and-run tactics. The Kashuj represent the greater portion of the Alnican military.


Cuirlen - Agricultural, Religious
Unique Wonder - Myriad Pantheon: Decreases corruption and propoganda in all cities, stealth attack barrier in all cities.
Unique Units - Windspeaker, Groverunner, Possessed, Windrider, Guardian
Inspiration/Backstory - Cuirlen is a deeply religious agricultural society that practices animism, or the belief that any/every object, creature, person, or plant has a spirit. That belief pretty much defines their society. Every child has their own guardian spirit, every house has its watchers, and the spirits of the crops, the fields, the rivers, and the rain must all be paid their proper due or the harvest will be poor. Fortunately for the Cuirlen, it seems that they've hit on the right formula for appeasing all their many many spirits, for their crops are consistently the most abundant and best tasting, and their people are healthy and lucky. Militarily, the Cuirlen tend to be rather passive, preferring not to fight offensive wars. Three of their unique units are archers. Two of those archers are especially attuned to the spirits of the wind, who guide their arrows with uncanny accuracy (double strength defensive bombardment). The third archer is able to move rapidly over any terrain due to pacts made with the spirits of wood and field. Their fourth unique unit is a warrior who has been physically and mentally possessed by his or her guardian spirit, and as such fight with extreme skill and courage. The final unique unit is an extra-strong citizen spearman for those times when Cuirlen cannot avoid offensive action.


Nerlan - Seafaring, Scientific
Unique Wonder - Vernath's Own: all cities produce veteran sea units and get +1 shields from all water tiles.
Unique Units - War Galley, Barge, Vernath's Spear, Vernath's Sword, Vernath's Bow
Inspiration/Backstory - I modeled Nerlan after the legends of Atlantis. They are a haughty, superior people who are adept at science and magic both. Nerlan has a Greek-style pantheon of dieties, but only one of them really matters to them: Vernath, the Lord of Sea and Storm. All of their ships have chapels (size dependant on the size of the ship) dedicated to Vernath, and all of Nerlan's elite troops are trained by the temples of Vernath in aquatic combat. Nerlan has two ships and three land units among her unique units. One of the ships is a stronger version of the universal Trireme (the first true warship), and the other is a very hefty transport ship capable of carrying an entire (base size) Army. The three land units are all amphibious attackers, trained by the temples of Vernath. Vernath's Spear, Sword, and Bow all have increased attack ability and a bonus hit point to indicate their training.


J'laya - Industrious, Commercial
Unique Wonder - Superior Roads: +1 trade in each tile in the city that builds it, pays maintenance for all commercial buildings.
Unique Units - Spirit of Passion, Spirit of Fury, Spirit of Superiority, Spirit of Pride, Spirit of Zeal
Inspiration/Backstory - J'laya's society is based off that of the Incas, but their religion is a warped mixture of many Native American and Mesoamerican religions and my own ideas. Whereas the citizens of Cuirlen believe that *everything* has a spirit, J'layans know that it is only animals who have spirits - but those spirits are all ancient and very, very powerful. J'layans worship these spirits and emulate the behavior of their respective animals as best they can. The J'layan unique units are all warriors who have been so successful at that emulation that they have acquired a lesser animal spirit for themselves. The Spirit of Passion is a jaguar, ferocious and indomitable in its own terrain. The Spirit of Fury is a bear, utterly implacable and able to shrug off damage that would kill men outright. The Spirit of Superiority is an eagle, with keen eyes and the ability to fly over limited distances, treating all terrain as roads. The Spirit of Pride is a lion, sure and strong in its mastery. The Spirit of Zeal is an ocelot, not as powerful in a straight fight as any of the others but possessing a unquenchable spirit that drives it to never give up even in the face of overwhelming numbers (in game terms, the blitz ability).


Stakkata - Industrious, Militaristic
Unique Wonder - Stakkata's Might: Build larger armies, increased chance of leader appearance, produces a Stakkatan Infantry Army every 20 turns (holds 2 foot units, 6 defensive bombard/collateral damage).
Unique Units - Ullipan Rider, Armsman, War Ullipan, Ullipan Archer, Stakkata

Hanayuma - Religious, Expansionist
Unique Wonder - Temple of the Way: 1 happy face in all cities, all cities resistant to propoganda.
Unique Units - Fated Swordsman, Iniyaro Horseman, Shadow Brother, Celestial Master, Sword Saint

Rikki - Seafaring, Commercial
Unique Wonder - Wave-chasers: +2 ship movement, all cities get +1 trade in water squares and allow water trade.
Unique Units - Gull, Osprey, Albatross, Banbu, Tikri Tavri

Lonik - Agricultural, Scientific
Unique Wonder - The Lyceum: 2 free tech advances, doubles research output in the city that built it.
Unique Units- Longarm Stone Thrower, Shortarm Stone Thrower, Gatecrasher, Arbalestier, Siege Escort

Tihuan - Miltaristic, Religious
Unique Wonder - Fountain of Blood: acts as a second capital, doubles sacrifice, produces a Blood Slave (0/0/1 sacrificable) every 10 turns.
Unique Units - Chosen of Tlaxan, Chosen of Itzanam, Blood Hunter, Slave Warrior, Priest of Couatl

Ruiten - Agricultural, Seafaring
Unique Wonder - Seabrothers: every city gets +1 food in water tiles.
Unique Units - Great Cog, Cog, Cutter, Citizen, Militia

Tourna - Scientific, Commercial
Unique Wonder - Imperial Ambition: Increases chance of leader appearance, produces a Tournan Legion (army trans 3 foot, +2 hp build road, fort, barricade 150% efficiency) every 30 turns.
Unique Units - Legionar Fidelis, Legionar Judicis, Legionar Veritas, Cataphract Imperator, Siege Tower

Sky People - Industrious, Expansionist
Unique Wonder - Supreme Adaptability: 1/2 unit upgrade cost.
Unique Units - Hunter, War Dancer, Tracker, Forerunner, Tribe


STRATEGIC RESOURCES

Fire Node: Allows construction of Salamanders, Pyromancer's Conclaves, and Blackfire. +2 commerce.
Earth Node: Allows construction of Golems, Geomancer's Enclaves, and The Philosopher's Stone. +2 commerce.
Water Node: Allows construction of Undines, Hydromancer's Enclaves, and Waveturner. +2 commerce.
Air Node: Allows construction of Sylphs, Aeromancer's Enclaves, and Weather Controller. +2 commerce.

Dragon's Lair: Allows construction of Ancient Wyrms. -4 food -4 shields -4 commerce.
Fire Dragon: Allows construction of Fire Dragons. -5 food -5 shields -5 commerce.
Storm Dragon: Allows construction of Storm Dragons. -6 food -6 shields -6 commerce.

Reflecting Pool: Allows construction of Spring of Pure Water. +1 commerce.
Glyph: Allows construction of Wizard's Tower. +2 commerce.
Dark Temple: Allows construction of Red Temple. +2 commerce.
Shadow Rift: Allows construction of Halls of Shadow. +1 commerce.

Aerie: Allows construction of Order of the Golden Feather and Order of the Sacred Gryphon. -1 food -1 commerce.
Thunder Lizard Eggs: Allows construction of Order of Thunder and Order of the Scaled Wing.

Spirit of Nature: Allows construction of Shrine of Nature. +1 food +1 commerce.
Spirit of Magic: Allows construction of Shrine of Magic. +2 commerce.
Spirit of Order: Allows construction of Shrine of Order. +2 shields.
Spirit of War: Allows construction of Shrine of War. +1 shield +1 commerce.

Dwarven Halls: Allows construction of 8 Dwarven units and Dwarven Forges. +2 shields +1 commerce.
Goblin Tunnels: Allows construction of 8 Goblin units and Goblin Warrens. +1 food +1 shield +1 commerce.
Lizardman Village: Allows construction of 8 Lizardman units and Lizardman Hunters. +1 food +1 shield +1 commerce.
Amazon Village: Allows construction of 8 Amazon units and Amazon Temples. +2 food +1 shield.
Orc Village: Allows construction of 8 Orc units and Orcish Fortresses. +1 food +2 shields.
Elf Village: Allows construction of 8 Elf units and Elven Traders. +1 food +2 commerce.
Giant's Moot: Allows construction of 8 Giant units. +3 shields.

Crypt: Allows construction of Reverends of the Requiem, Catacombs, and The Lich Crown. -1 commerce.
Portal of Darkness: Allows construction of Black Vicars, Pentagram Chambers, and The Hellportal. +2 commerce.
Portal of Light: Allows construction of Prelates, Chantries, and The Crystal of Faith. +2 commerce.
Pyramid: Allows construction of Confessors, Basilicas, and The Wonderhall. +2 commerce.

Magic Circle: Allows construction of 8 Druidic units, Druid's Groves, and The Book of Secrets. +1 commerce.
Chaos Gem: Allows construction of 8 Sorcerous units, Sorceror's Keeps, and The Armory of Chaos. +2 commerce.

Dark Chasm: Allows construction of The Doomsday Device. +3 commerce.

Pure Mana Crystals: Allows construction of The Gate Nexus. +2 shields +7 commerce.

Well of Life: Allows construction of Elixir of Eternal Life. +12 food.


BONUS RESOURCES

Rocky Shore: +1 shield -1 commerce.
Giant Mushrooms: +2 food.
Goats: +1 food +1 commerce.
Caribou: +1 food +1 shield.
Chickens: +1 food +1 commerce.
Corn: +2 food.
Melons: +1 food +1 commerce.
 
Sounds very interesting. Do you have any of the work done? I wanna play. Maybe a playtester??? Somone needs to make sure that warlord plays well... :rolleyes:
 
I play on Warlord myself :D It is playable currently, as long as you don't mind the fact that there are only about 3 units and no buildings ;) I'm doing all the behind-the-scenes work (stat/cost balancing, techs, etc) first, before I put in the units and buildings.

Once I have all of that stuff though, it's the work of about 2 hours to put in all the units and have a playtest build ready to release. I *will* need help playtesting it, simply because of the way the mod is designed, where no two games will ever really play the same.

By the way, I'll be releasing both an epic game version (where you play on random maps), and a couple scenario versions (with pre-made maps and nations). I will probably do one scenario version that is simply a pre-made map with fixed starting locations, one version that's in the 2nd or 3rd tech era with pre-built nations on the same map, and possibly a few smaller (4 or 6 nation) scenarios. The epic game/random map version will come first, however.

EDIT: The biggest obstacle to a general release now, aside from playtesting, is the fact that I need about 2 dozen unit graphics. I'm sure I can scrounge up placeholders, but I need to find someone with a scanner so I can scan a bunch of drawings I have for the units. That way maybe I can get a unit maker interested.
 
Today's progress:

I have all the units and buildings ordered on paper, ready for input into the editor. Now I need to work on the tech tree (all the techs are made, but they don't have icons and they all occupy the same spot on the tree), then pedia entries, then I get to input and link all the units and buildings for the alpha build.

Once I know the alpha build works with no immediate errors, I'll spruce it up a little and do some preliminary balancing, then release a beta version. ETA: Sometime in the next 2 weeks.
 
Here's the building/wonder list (minus unit-producers, as I havn't finalized them yet):

Palaces and palace improvements
Palace
Palace Gardens
Palace Citadel
Summer Palace
Summer Palace Gardens
Summer Palace Shrine
Winter Palace
Winter Palace Gardens
Winter Palace Archives

Military improvements
Barracks
Walls
Shipyard
Citadel

Happiness improvements
Temple
Church
Abbey
(many other buildings also give small happiness boosts)

Trade improvements
Marketplace
Port
Faire
Guildhall

Research improvements
Scriptorum
Archives
(many other buildings also give research boosts)

Production improvements
Forge
Workshop
Mill
Magician's Workshop

Growth improvements
Granary
Harbor
Aqueduct
Sewers

Resource-based improvements
Dwarven Forges
Goblin Warrens
Lizardman Hunters
Amazon Temple
Orcish Fortress
Elven Traders
Giant's Hall
Basilica
Chantry
Catacombs
Pentacle Chamber
Pyromancer's Enclave
Hydromancer's Enclave
Geomancer's Enclave
Aeromancer's Enclave
Druid's Grove
Sorceror's Keep

Wealth
Trade Goods

Small Wonders
Creation Myth
Military Academy
Military Command Center
Den of Spies
Battlefield Medicine
Gathering of the Tribes
Throne of God on Earth
Royal Demesne
Council Hall
Imperial Capital
Imperial City
High Council
Spring of Pure Water
The Red Temple
Archmage's Tower
Halls of Shadow

Great Wonders
Great Pyramid
Great Wall
Oracle
Grand Scriptorum
The Proving Grounds
Unification Council
Temple of the Sun
Temple of the Moon
Grand Aqueduct System
Stargazer Dome
Grand Crusade
Grand Bazaar
Navigational Charts
Arch Cathedral
University
Church of the Reformation
Shrine of Nature
Shrine of Magic
Shrine of Order
Shrine of War
Elixir of Eternal Life
Mechanical Army
Lich Crown
Gate Nexus
Wonderhall
Crystal of Faith
Blackfire
Waveturner
Philosopher's Stone
Weather Controller
Book of Secrets
Armory of Chaos
Hellportal
Thunder Lizard Hatchery
Phaseship Factory
Soaring Citadel
Sword of the Lost Admiral
Mark of the Horde
The Myriad Pantheon
Vernath's Own
Superior Roads
Stakkata's Might
Temple of the Way
Wave-chasers
The Lyceum
Fountain of Blood
Seabrothers
Imperial Ambition
Supreme Adaptability

Wonder Effects (from wonders that put a building in every city)
Nature Spirit's Favor
Magic Spirit's Favor
Order Spirit's Favor
War Spirit's Favor
Eternal Life
Mechanical Men
Perfect Weather
Watchful Spirits
Blessing of Vernath
Followers of the Way
Coastal Trading Fleet
Fishing Fleet
Gate Terminus
 
Here's the tech list:

1st era:
Oral Tradition
Mining
Farming
Organized Military
Boat Building
Writing (Oral Tradition)
Ancestor Worship (Oral Tradition)
Metal Working (Mining)
Domestication (Farming)
Early Tactics (Organized Military)
Sails (Boat Building)
Mysticism (Ancestor Worship)
Masonry (Metal Working)
Logistics (Domestication, Early Tactics)
Philosophy (Mysticism, Writing)
Foreign Relations (Logistics)
Monarchy (Mysticism, Foreign Relations)
Magic (Philosophy)
Mounted Warfare* (Domestication, Early Tactics)
Exotic Mounts* (Mounted Warfare)
Naval Warfare* (Sails, Early Tactics)
Mathematics* (Writing)
Spiritual Guidance* (Mysticism)
Siegecraft* (Logistics, Mathematics)
Sorcery* (Magic)
Empathy* (Magic)

2nd era:
Elemental Magic
National Religion
Construction
Protectorates
Militia
Astronomy
Elemental Control* (Elemental Magic)
Religious Conversion (National Religion)
Public Works (Construction)
Mutual Protection Pacts (Protectorates)
Conscription (Militia)
National Identity (Religious Conversion)
Trade Networks (Protectorates, Public Works)
Strategic Alliances (Mutual Protection Pacts)
Total War (Conscription)
Nationalism (National Identity)
Engineering (Trade Networks)
Trade Embargoes (Trade Networks, Strategic Alliances)
Crusades (Religious Conversion, Trade Networks, Total War)
Integrated Military* (Protectorates)
Navigation* (Astronomy)
Integrated Magic* (Integrated Military, Elemental Magic)
Middle Class* (National Religion)
Mercantilism* (Middle Class)

3rd era:
Theology
Specialization
Regionalism
Military Tradition
Magnetism
Church Magic (Theology)
Education (Theology)
Milling (Specialization)
Regional Armies (Regionalism, Military Tradition)
Professional Armies (Military Tradition)
Reformation (Education)
Guilds (Education, Milling)
Unification (Regional Armies)
Large Scale Tactics (Professional Armies)
Empire (Guilds, Unification)
Grand Strategy (Large Scale Tactics)
Naval Tactics*
Light Arts* (Church Magic)
Dark Arts* (Church Magic)
Confederacy* (Regionalism)
Line of Battle* (Naval Tactics, Magnetism)
Thaumaturgy* (Light Arts)
Liturgy* (Light Arts)
Necromancy* (Dark Arts)
Demonology* (Dark Arts)
Naval Magic* (Line of Battle)

4th era:
Dealing With Dragons
Divination
Blood Magic
Abjuration
Illusion
Biology
Magical Craftsmanship
Draconic Allies (Dealing With Dragons)
Scrying (Divination)
Blood Rites (Blood Magic)
Words of Power (Abjuration)
Shadow Manipulation (Illusion)
Sanitation (Biology)
Artifice (Magical Craftsmanship)
Magic Industry (Artifice)
Artifacts of Power (Artifice)
 
Must....
playtest....

(Collapses on desk.)

Anything you need help with? Mark any techs you don't have icons for, and I'll try to whip them up. Just ask if you need anything.

Anything to playtest sooner. I really like the whole resource thing, especially the specific buildings. Do some of the buildings have upgrades,
like
Dwarven Forge -> Dwarven Workshop
things like that?
Also, what do some of the marks next to your techs mean? Requirements?
And the asteriks? What do they mean?
Civ-specific techs?
 
I do need lots of tech icons. Let me whip up a spreadsheet so I know which I do need and I'll post here.

Most of the buildings are upgrades, especially the unit producers that I didn't list. For instance, all of the Church Magic branch units (Confessors, Prelates, Black Vicars, Reverends of the Requiem, and their entourages) come from buildings that require a building that requires an Abbey to be built. Shipyards and Ports are both Harbor upgrades, Magical Workshops require Workshops, and so forth. I just didn't mark them on that list.

The key for techs is as follows:

Techname = Required Tech to advance to the next era
Techname* = Optional Tech
(Techname) = Prerequisite Tech

There are hidden no-era techs for each civ, but no civ-specific researchable techs.
 
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