Oh dear... i hope you have enough pain killers for the day afteralso happy Bday
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Hehe ty TheChanger

Al
Oh dear... i hope you have enough pain killers for the day afteralso happy Bday
![]()
Presumably the pigment ability is somehow related to magic? Maybe some sort of tile yield that increases the potency of sorcerers stationed on them?
One thing I'd be wary about is that in Civ V, at least the base game, units on the losing side of a conflict tend to get wiped out pretty soundly, so they can't really build up experience. Thus, if you have a heavily upgrade-based experience system it might be too easy for one nation to steamroll another after winning a couple of battles or an earlier war, and then decimate its neighbours etc. Also, Civ V generally has pretty cramped fights, so a large unit variety may end up with having ten choices for one unit but really only ever using a few.
What is the difference between the Skirmisher branch and the Archer Branch??
Skrmisher Archers =/= archers?
Sniper Squad =/= marksman?
// Im assuming Striders are Naval units?
I'm really glad someone is doing something like this - I loved Fall From Heaven, and there's a "Total Conversion - Fantasy" tab in the Mod browser just waiting to be filled.
Presumably the pigment ability is somehow related to magic? Maybe some sort of tile yield that increases the potency of sorcerers stationed on them?
One thing I'd be wary about is that in Civ V, at least the base game, units on the losing side of a conflict tend to get wiped out pretty soundly, so they can't really build up experience. Thus, if you have a heavily upgrade-based experience system it might be too easy for one nation to steamroll another after winning a couple of battles or an earlier war, and then decimate its neighbours etc. Also, Civ V generally has pretty cramped fights, so a large unit variety may end up with having ten choices for one unit but really only ever using a few.
I must say I'm impressed with the depth of the flavor here - I've read probably more than I care to about egg-laying humanoids!![]()
Sniper Squads seem a bit weak imho ... or are you having them target non-military first?
Are light cavalry and heavy cavalry really different enough to warrant separate unit-classes? If there isn't a lot of difference, it might be better to keep them as the same unit-class. Otherwise, give Heavy Cavalry +50% vs Light Cavalry (melee only) or something.
I really like Artillery btw ... 4 range + indirect fire.
i suppose they could target non military units first, that could work, but it might step on the toes of assassins... but then again it gives more options for countering sorcerers...
I was thinking along the lines of making them take less damage from ranged attacks. Snipers are usually set up in annoying vantage points where they can shoot you and you can't shoot them
Credit to TheChanger
Great work, this looks really interesting, maybe a mod to challenge FFH?
I can't wait to play it, but, I'm guessing we'll be waiting until a while after the release of the Almighty Source Code?
Building Design
Here is the preliminary design for the buildings in eras 1 and 2 for Naeralith Reborn.
As with the units these will be spread out over 5 different eras. Era 3, 4 and 5 buildings will be posted tomorrow
In addition, the tech requirements have been left blank for now as the tech tree itself is still under construction.
Buildings are a difficult thing to balance and get right... especially it seems with this version of civ.
Any feedback or criticisms are most welcome as we are keen to get community input as to potential balance issues or problems with the building design
Spoiler Buildings :
Spoiler Era 1 :
Barracks
Building Type: Military
Cost: 80
Maintenance: 1
Tech Req: -
EXP Changes: +15XP to all land units
Monument
Building Type: Cultural
Cost: 60
Maintenance: 1
Tech Req: -
Yield changes: +2 Culture
Herbalist
Building Type: Yield
Cost: 100
Maintenance: 1
Tech Req: -
Yield changes: +2 Food
Granary
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Resource Req: Grain Bonus Resource
Yield changes: +15% Food. +1 food for each Grain Resource nearby.
Smokehouse
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Resource Req: Meat Bonus Resource
Yield changes: +15% Food. +1 food for each Meat Resource nearby.
Fishing Village
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Resource Req: Sea Food Bonus Resource
Nearby Terrain Req: Coastal City
Yield changes: +15% Food. +1 food for each Sea Food Resource nearby.
Elder Council
Building Type: Research
Cost: 70
Maintenance: 1
Tech Req: -
Specialist Slots: +1 Sage
Yield changes: +2 Science
Watch Towers
Building Type: Defence
Cost: 100
Maintenance: 1
Tech Req: -
Defence Changes: +5 Defence
City Square
Building Type: Economic
Cost: 80
Maintenance: 0
Tech Req: -
Specialist Slots: +1 Merchant
Yield changes: +4 gold
Street Entertainers
Building Type: Happiness
Cost: 100
Maintenance: 1
Tech Req: -
Specialist Slots: +1 Bard
Happiness: +2 Happiness
Spoiler Era 2 :
Training Yard
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
EXP Changes: +15XP to all Melee units
Hippodrome
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
Nearby Resource Req: Ni'Vae/Striders
EXP Changes: +15XP to all Heavy Cavalry and Light Cavalry units
Archery Range
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
EXP Changes: +15XP to all Archer units
Hunting Lodge
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
EXP Changes: +15XP to all Recon units
Forge
Building Type: Military
Cost: 120
Maintenance: 2
Tech Req: -
Nearby Resource Req: Iron
Production Changes: +15% production of land Units.
Temple
Building Type: Cultural
Cost: 120
Maintenance: 2
Tech Req: -
Building Req: Monument
Specialist Slots: +1 Priest
Yield changes: +3 Culture
Carnival
Building Type: Cultural
Cost: 140
Maintenance: 3
Tech Req: -
Building Req: Street Entertainers
Happiness: +2 Happiness
Yield changes: +3 Culture
Lighthouse
Building Type: Yield
Cost: 80
Maintenance: 1
Tech Req: -
Nearby Terrain Req: Coastal City
Yield changes: +1 Food from Water tiles
Garden
Building Type: Yield
Cost: 120
Maintenance: 2
Tech Req: -
Nearby Terrain Req: River/Lake
Specialist Slots: +1 Bard
Yield changes: +25% GPP.
Water Mill
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Terrain Req: Next to a River
Specialist Slots: +1 Engineer
Yield changes: +2 Food
Library
Building Type: Research
Cost: 80
Maintenance: 1
Tech Req: -
Specialist Slots: +1 Sage
Yield changes: +1 Science for every 2 citizens in the city.
Walls
Building Type: Defence
Cost: 100
Maintenance: 1
Tech Req: -
Defence Changes: +5 Defence
Guard Towers
Building Type: Defence
Cost: 120
Maintenance: 1
Tech Req: -
Building Req: Watch Towers
Defence Changes: +5 Defence, Adjacent enemies take 1 damage.
Market
Building Type: Economic
Cost: 120
Maintenance: 0
Tech Req: -
Building Req: City Square
Specialist Slots: +1 Merchant
Yield changes: +25% gold
Brewery
Building Type: Happiness
Cost: 150
Maintenance: 4
Tech Req: -
Building Req: Granery
Nearby Resource Req: Grain Bonus Resource
Happiness: +1 Happiness for each Grain Resource nearby
Circus
Building Type: Happiness
Cost: 130
Maintenance: 2
Tech Req: -
Building Req: Carnival
Nearby Resource Req: Ni'Vae/Striders
Happiness: +3 Happiness
Courhouse
Building Type: Happiness
Cost: 200
Maintenance: 5
Tech Req: -
Happiness: Eliminates Unhappiness from an occupied City