[MODULE] Patria

lemonjelly

Modding For Ethne
Joined
Jan 5, 2008
Messages
864
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UK
So, yeah, this is the start of my new project, a Patrian civ for RifE :)
This is the start of Fallen Ages, just to show that we haven't just been doing nothing :p

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New Leaders:

Kylorin
Spoiler :
22116504788.jpg

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Tirina Andromi
Spoiler :
22116522459.jpg


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New Mechanics:

  • Arcane units can command units
  • Three random types of mana on game start
  • Control three of the Students. (For next release)
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I want ideas! I want one, evil leader :)
I need an unique mechanic for each of the 21 students.
Unique Unit/Building ideas.

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NOTES:
Even though they use the Amurite Fort Commander, they play different depending on what Mana you roll on startup.
They have a random selection of Unique Buildings at the moment, I want to replace a lot of these with proper Unique Buildings.
They are blocked from a few late-game units, use mages!
 

Attachments

How does this work lore-wise? I thought Kylorin pretty much left humanity to it's own affairs after defeating Mulcarn (with the exception of maybe handing out the Godslayer if Auric ascends) I'd always presumed he was living as happily ever after (with Epona) as one can in Erebus, though no doubt MC offer a fuller explanation.

The Scions are the Patrians come back from the dead. Orbis has a civlisation based on the remains of the Patrian empire called the Palintate who were a colony that hunkered down in the Age of Ice, after they lost all contact with Patria. They seems to be loosely based on Rennaisance Germany. It may be worth taking a butcher's for ideas. Narratively, I'd imagine there's some good mileage to be drawn between the conflict the Palintate and the Scions (and to a lesser extent the Amurites), as each would consider themselves the rightful heirs of Patria.

Nevertheless, the pictures look great.
 
Well, not much at the moment :(
Urm, the leader traits are more unique, they get random mana, and their Arcane Units are commanders.
In later versions, they'll have a bunch of Unique Units and Buildings, and they will get access to three of the most powerful arcane figures in Erebusian history; Kylorin's students.
And, in Fallen Ages, they'll have a LOT more :D
 
You can fashion them like Faerun's Nether empire. Floating cities and the such. I have the book on PDF if you want for pics and ideas...
 
Nowhere in any of the lore does it mention that they had floating cities...

In my mind, I see them as a little like Rome, but with more magic and stuff.
 
Well you didn't go for the easiest concept, that's for sure. But if they are to be recognised as Patrians they need to be an chip of the old block, almost literally in this case. Otherwise they would have too little in common with the old civilization to even be recognised as Patrians instead of some Amurite splinter group. Perhaps some bizarre set of events moved a small village of Patria forward through time so it suddenly popped into existence right at the end of the Age of ice?

If that's the case they would start out with some pretty good technology, compared to their neighbours, but then they would be pretty much stuck there. It's a bit like a sci-fi scenario where a a modern city is suddenly moved to into the wilderness on a hostile alien world. Technology would have to move backwards for a long time, with citizens finding themselves without any of the skills needed to survive without the old infrastructure.

Perhaps the New Patria start out with some very strong units but can't build new ones, or even heal the current ones, until late game technology?

Perhaps they lack the Amurite respect and experience with magic, and so their mages don't gain xp over time (only through combat) and their mana nodes are unstable (mix with the shiny mana module)?

Perhaps they have crap worker units since they are not used to gathering resources in such harsh conditions? Perhaps they can only use slaves?

Perhaps they have an awesome library in their palace that stores all the old knowledge, but actually hampers the development of new technology? I can see them stuck in the old ways in a very bad way. Not to mention how demoralizing it must be to see their entire empire gone.

Perhaps they start out with several late game techs, but can't use them since they first need to develop the early game techs to reach them? That way the New Patria essentially is able to take shortcut through the midgame. The flip side is that they completely lack the midgame units and must rely on a few elites and hordes of low tier units to defend their empire.

Perhaps they are a rich source of patrian artifacts (or some other unique resource) and find themselves surrounded by neighbours that have a whole lot to gain by conquering them?
 
Well you didn't go for the easiest concept, that's for sure. But if they are to be recognised as Patrians they need to be an chip of the old block, almost literally in this case. Otherwise they would have too little in common with the old civilization to even be recognised as Patrians instead of some Amurite splinter group. Perhaps some bizarre set of events moved a small village of Patria forward through time so it suddenly popped into existence right at the end of the Age of ice?
They're just there... I didn't add any lore to how they're here, because this is being used for Fallen Ages, I want to get the main civ polished before I move on :)

If that's the case they would start out with some pretty good technology, compared to their neighbours, but then they would be pretty much stuck there. It's a bit like a sci-fi scenario where a a modern city is suddenly moved to into the wilderness on a hostile alien world. Technology would have to move backwards for a long time, with citizens finding themselves without any of the skills needed to survive without the old infrastructure.
That would let you destroy the AI extremely quickly.

Perhaps the New Patria start out with some very strong units but can't build new ones, or even heal the current ones, until late game technology?
They're blocked from a lot of the later units, they focus a lot on their mages.

Perhaps they lack the Amurite respect and experience with magic, and so their mages don't gain xp over time (only through combat) and their mana nodes are unstable (mix with the shiny mana module)?
The two mods work together, I play with them both :)
They're getting new Arcane units eventually anyway.

Perhaps they have crap worker units since they are not used to gathering resources in such harsh conditions? Perhaps they can only use slaves?
Hm, that's an interesting idea, as long as they can actually build improvements at some speed, I'm okay with it :)

Perhaps they have an awesome library in their palace that stores all the old knowledge, but actually hampers the development of new technology? I can see them stuck in the old ways in a very bad way. Not to mention how demoralizing it must be to see their entire empire gone.
Kylorin gives bonuses to cities, I may remove that and give the Palace +2 science and -2 happiness?

Perhaps they start out with several late game techs, but can't use them since they first need to develop the early game techs to reach them? That way the New Patria essentially is able to take shortcut through the midgame. The flip side is that they completely lack the midgame units and must rely on a few elites and hordes of low tier units to defend their empire.
Their midgame should be magic, magic, magic :)
Their early game should be more of a struggle though...

Perhaps they are a rich source of patrian artifacts (or some other unique resource) and find themselves surrounded by neighbours that have a whole lot to gain by conquering them?
Patrian Artifacts are pretty rubbish, and I don't think bonuses are modular.
 
Kylorin gives bonuses to cities, I may remove that and give the Palace +2 science and -2 happiness?

-2 happiness is a huge penalty! You should counter it with an appropriate reward. +25% science would grant 2 science from turn 1 and increase as the game goes on. Remember, you should be replacing at least as much as a citizen can earn in commerce. That is 2 science per happiness for specialist (nevermind the GP points) and, what, 2-5 commerce per cottage/town? I think a percentage would be much more fair overall.

I always imagined the Patrian magocracy to be highly competitive. I had an idea for the Amurites a while back that would fit Patria better - a mage arena where two arcane units go to compete in arcane battle. Similar to the Doviello challenge mechanic, with less chance for death but more chance for bad (and good!) effects: Withered, Enervated, Weak, Mutated, Strong, Spirit Guide, Flying, etc. (and XP, of course)
 
Tried a game as the Patria this afternoon, but after quite a few turns I noticed that I had been given NO mana from the palace. Tried a new game and was given TWO mana. Presumably not working as intended?
 
They're just there... I didn't add any lore to how they're here, because this is being used for Fallen Ages, I want to get the main civ polished before I move on :)

What is Fallen Ages? I've been reading this forum for a while now yet this is the first I've heard of it.
 
What is Fallen Ages? I've been reading this forum for a while now yet this is the first I've heard of it.
Its my mod that I've been working on-off for the past year or so, its like RFC meets RifE :)

-2 happiness is a huge penalty! You should counter it with an appropriate reward. +25% science would grant 2 science from turn 1 and increase as the game goes on. Remember, you should be replacing at least as much as a citizen can earn in commerce. That is 2 science per happiness for specialist (nevermind the GP points) and, what, 2-5 commerce per cottage/town? I think a percentage would be much more fair overall.

I always imagined the Patrian magocracy to be highly competitive. I had an idea for the Amurites a while back that would fit Patria better - a mage arena where two arcane units go to compete in arcane battle. Similar to the Doviello challenge mechanic, with less chance for death but more chance for bad (and good!) effects: Withered, Enervated, Weak, Mutated, Strong, Spirit Guide, Flying, etc. (and XP, of course)
That's a better idea, and, I like that mechanic :D

Tried a game as the Patria this afternoon, but after quite a few turns I noticed that I had been given NO mana from the palace. Tried a new game and was given TWO mana. Presumably not working as intended?
That's odd, I always get three mana, I really don't know what would cause this problem either, sorry :(
 
Just a thought here, but maybe the palace should give one metamagic mana and one or two random mana. Metamagic seems very Kylorin/amurite.

Also a non crazy Peneptach(sp?) would be totally awesome as a leader. In fact, and this is more of a fallen ages idea, the Patrian Empire could at some point dissolve into allied city states lead by the Students of Kylorin and Kylorin's rebellion would start. Certain civs would still be Patrian and some would be the start of new civs(Bals, Sheim, etc).

@ Krugsmash, Fallen Ages is basically Rhyse and Fall for Rife. It's going to attempt to recreate all five ages of FFH lore.
 
Just a thought here, but maybe the palace should give one metamagic mana and one or two random mana. Metamagic seems very Kylorin/amurite.

Also a non crazy Peneptach(sp?) would be totally awesome as a leader. In fact, and this is more of a fallen ages idea, the Patrian Empire could at some point dissolve into allied city states lead by the Students of Kylorin and Kylorin's rebellion would start. Certain civs would still be Patrian and some would be the start of new civs(Bals, Sheim, etc).

@ Krugsmash, Fallen Ages is basically Rhyse and Fall for Rife. It's going to attempt to recreate all five ages of FFH lore.
I may give a wonder or something that gives Metamagic Mana, but it would be for everybody, or I may give them a unit that starts with Dispel, its the most-used spell.

I want to have maybe one of the evil students that isn't that well known if I have a student as a leader.

That's planned for Fallen Ages, yeah :)
 
The AI suck, but I can't see why they would have any problems with this civ.
I dunno, Patria relies a lot on magic, and that isn't one of the AI's strong points.
 
So Kylorin reached immortality after all?

Patria hero: Donal Lugh? What would happen if Bannor is also there? They have to fight for their hero?
 
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