Mystical Asia - Development Thread

Okay, finally done. This incorporates a whole new level to the game by introducing a way of leveling up your workers to give benefits. As the game progresses, your workers do less and less improving and give more benefits. I've also incorporated Religous units. Theres the missionary, with a different type of limit, and then there's the priest class. By building priests and their upgrades you can give bonuses to your cities. Take a look at my description of the units. With the SDK out, it should be doable, though I have no clue how. The unit tree has 69 units, and I've done all the Unique units too. I changed the Arabs Camel Archer to Camel Warrior because it would be too similiar to the Keshik, however, I can always change that back. There are 4 gunpowder units, three ships and a bombard. Maybe a little too late for this mod? Please give me your suggestions! :)

EDIT: I decided to call the basic Civ for Empire Kingdom. I think it sounds more Medieval age apropriate than Nation.
 

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I love your units but the thing is we also need myth units as well. I think I'll start writing a list of myth units.
 
Hello everyone, great job Civmansam on the Star Wars Mod. I like the idea that you are having for this mod because well since I am asian i can contribute something.
Firstly I guess you can use the upcoming Rise of Legends to get inspiration especially for the Middle East one.
Secondly some questions are heroes supposed to be human? Otherwise characters such Sun Wu Kong of Journey to the West and Sugriva from the Ramayana (fine both are monkeys could not think of anything else) deities or half-deities such as Krishna from Mahabharata and Erlang from Canonization of deities.
Thirdly, I am not exactly familiar but do Mongols have a unique mythology?
Would come up with more ideas, getting late here +8 GMT and all that
 
Civmansam said:
What do you think of these nuetral civs?

Russia
Italy
Greece
Egypt
Ottomans?

I can't think of an all Asian mod without the Turks, but Ottomans were more Eurocentric with Persians checking them on their eastern frontiers. But you mention neutral, I guess that would be cool. Other than that, the middle ages saw a huge number of Turkic states in Central, Western and Southern Asia; Safevids of Persia was a Turkish Shiite State; Mughals of India were Sunni Turkish; Mameluks of Egypt were also Sunni Turkish; Uzbek Khanate were Sunni Turkic; Sibir; Kazan; Crimea; Astrakhan and Khazak were other Turkic States, with Timurids, Ilhanli, Golden Horde and many others being other Turkified Tartar States that dominated the era.
 
Glad you guys like the units. Civmansam, glad you're tackling mythology because I know very little of that kind of stuff. I'm going to start working on spellcaster units for each civilization. Tunchkhan, it sounds more like you're describing ethnic groups in other civilizations than civilizations themselves. The Ottoman Empire was composed several different ethnic groups but the Turks were a major one. For other neutral Civs I still think we should have the Byzantines, and also the Persians.
 
I was just suggesting it would be more appropriate to have one Turkish Civilization to represent all the seperate Turkish States I mentioned. It all depends on the timeframe you have in your mind of course. It's up to you to name it Turkish or Ottoman or even Seldjuk, but they were never side players; they shaped the political geography of Asia west of Himalayas. ;)
 
Alright, here are the spellcaster units. Each one does something radically different, and you can base whole strategies off them. They might not be balanced (Worrying about the Viking Sorcerors and the Teutonic Necromancers) and this is assuming it's programmable. Might very well not be. Here's a list of what nation gets what Spellcaster. It's not that historically accurate, so any advice is helpful.

Asian civs
China-Sage
India-Lama
Japan-Healer
Mongolia-Siddhar
Arabia-Magi

European Civs
England-Wizard (The land of Harry Potter and Merlin)
France-Druids
Teutons-Necromancer
Spain-Alchemist
Vikings-Sorceror

Okay, once you get them, Spellcasters can sacrifice themselves to cast a one time specific spell. Then, later in the game, you have two choices, Light or Dark. Each way gives a different spell you can cast, and a small bonus that is passive (i.e., plus 1 movement, invisible to enemies, etc.) You can still cast the old spell, and then the Dark spell or the Light spell. One you have chosen one way you can never go back. Here's what each spellcaster does:

Spellcasters

Arabia

Magi
Divination-can give 20% of the beakers needed to a technology

Dark-makes unit invisible to most units
Fog the future- Can enter an enemy city. That city provides no research for the next 3 turns.
Or
Light-heals units in same stack additional 5%
Revelation-Discovers a random technology you have the prerequisites for. It gives all nations the same technology if they have the prerequisites.

India

Lama
Consecration-Can give priest, bishop, archbishop, or cardinal an additional +2 coin

Dark-Can only be built in city with state religion
Religious Persecution-can remove a religion from one of your cities
Or
Light-Can only be built in city with state religion
Religious Tolerance- Can put any religion in a city that is already present in at least one of your cities.

Chinese

Sage
Proverbs-Can give a unit +2 exp

Dark-Invisible to most units
Shao-Lin Martial Arts- Gains combat 40 for one turn, then dies next turn.
Or
Light- Gains +1 movement
Sensei-can join city as a specialist. Gives all units made there +1 exp

Japanese

Healer
Cure-Returns one unit to full health

Dark-Invisible to most units
Sabotage Healing-Can keep one unit from healing for the next five turns.
Or
Light-Heals all units in stack additional 10% per turn
Ritual Healing-All units in stack are healed to full health

Mongolia

Siddhar
Mantra-Can give an economic unit, religious unit, or settler +1 movement point.

Dark-Invisible to most units
Create cult-can create a cult in a city, gives it three turns of revolt.
Or
Light-50% withdrawal chance
Conversion-Can “convert” an enemy unit to become yours, must have less than 17 exp.


English

Wizard (the land of Merlin)
Fortune- Can bless a town to produce +1 coin

Dark-invisible to most units
Ruin Land-Can make a tile produce –1 food
Or
Light-gives an additional 5% healing to units in the same stack
Abundance-Can make a tile produce +1 food

France

Druid
Construct Henge-Builds a Henge in a city. Myth units and Spellcasters produced 20% faster

Dark-Can only be built in a city with a Henge.
Initiate Dark Age-Sends all civilizations into 4 turns of .
Or
Light-Gives city it’s in +1 production, can build 4 at a time.
Construct Temple-Can build Pagan Temple in a city, acts like normal temple but requires no religion. Effects obsolete if there is a religion in the city

Teutonic Tribes

Necromancer
Invocation of the -Creates three Zombies, 8 combat, I move, +50% vs. Myth

Dark-Costs twice normal amount for Spellcaster
Summon Shade-Summons a Shade, gives Fear to all enemy units around it. Fear gives –10% combat, loses withdrawal chance and first strikes.
Or
Light-Costs twice normal amount for Spellcaster
Summon Angel-Summons an Angel, who gives Inspiration to all units in the same stack. Inspiration-Gives all units +10% combat, +20% healing rate, and +20% withdrawal chance.


Spain

Alchemist
Construct Alchemist’s Workshop-Can build a Workshop in a city that gives +5 coins for each bronze and each iron resources you have.

Dark-Gives city it’s in +2 production with Bronze, +2 production with Iron, can only build 4 at a time.
Construct Siegeworks- Siege units get +50% production with Bronze, +50% production with Iron
Or
Light-Requires Alchemist’s Workshop to build
The Philosopher’s Stone-Can create the resource gold on a hill.
Vikings

Sorcerer
Bless-Gives unit Bless. Bless-gives unit +10% combat.

Dark-Gets a +1 movement rate
Power of -Give unit Power of . Power of -Gets +50% vs. Secular Units (Not-Myth)
Or
Light-Heals units in same stack an additional +5% per turn
Resistance-Gives unit Resistance. Resistance-Gets +50% vs. Myth Units.
 
Uhh Lama for India? The Lama was in Tibet.

A more appropriete name would be Rishi

Only some civs will have UU spellcaster's. Other's will have more melee fighters. And Others will have more Recon, Sea etc
 
I thought each one being different would be cool. I know the spellcasters names aren't too accurate (Japanese I had no clue), but I would be relying on people like you to give suggestions. Obviously some of these civs have spellcasters that are more powerful, and other civs would have more powerful "normal" units. So what will a generic spellcaster do?


I know I'm probably being a pain, sorry I'm kind of taking over you're mod, I'l step down a bit
 
Lord Gideon said:
I thought each one being different would be cool. I know the spellcasters names aren't too accurate (Japanese I had no clue), but I would be relying on people like you to give suggestions. Obviously some of these civs have spellcasters that are more powerful, and other civs would have more powerful "normal" units. So what will a generic spellcaster do?


I know I'm probably being a pain, sorry I'm kind of taking over you're mod, I'l step down a bit


Step down? Please don't. Because of you half the mod is already planned Keep it up!:goodjob: :goodjob: :goodjob:
 
Civmansam said:
Only some civs will have UU spellcaster's. Other's will have more melee fighters. And Others will have more Recon, Sea etc

Perhaps the Vikings could get a longboat instead of a sorceror? replaces Tireme, can can travel over ocean, can carry beserkers? Also could beserkers be given the amphibious promotion for free?
 
Possible titles: Lord, Sir, Sire, Leige(sp), Protectorate, perhaps even senate?
 
kevjm said:
Possible titles: Lord, Sir, Sire, Leige(sp), Protectorate, perhaps even senate?

Hmmmmm Maybe.

I'm still undecided on the nuetral civs. I'm not sure which ones really fit the time period.
 
So you haven't planned a civ yet for 1/3 of Asia that lies empty without the Turks. ;)
 
Lord Gideon said:
I thought each one being different would be cool. I know the spellcasters names aren't too accurate (Japanese I had no clue), but I would be relying on people like you to give suggestions. Obviously some of these civs have spellcasters that are more powerful, and other civs would have more powerful "normal" units. So what will a generic spellcaster do?


I know I'm probably being a pain, sorry I'm kind of taking over you're mod, I'l step down a bit

For Japan, a more appropriate form of magicks will be Onmyodo with Onmyoji as the specialist units.

Wiki on Onmyodo : http://en.wikipedia.org/wiki/Onmyodo

Onmyojis are more popular in Japan's folk culture than Shinto or Buddhist priests with regards to ghost stories and the like.

As for their Mythical unit, I feel that the Oni (demon/ogre) is a better representation than kappa.
http://en.wikipedia.org/wiki/Oni_(Japanese_folklore)


Edit : For Neutral Civs, there are the Koreans and the natives of Indochina and Indonesia. Indonesia had a few empires based off Java and Sumatra at times. Nothing too grand, but still important in their own lands.
 
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