Naeralith Reborn: Civ 5 Mod

Basically, if in addition to the moral diplomacy of the world (good vs. evil) there was also a level of geographic diplomacy that pitted different preferred terrains against each other.

this idea is almost an extension of terraforming. something like invasive terraforming from each civ (such as Vjasjakii swamps etc) might be a bit unbalaced, especially ones that spread detremental terrain for other civs (again, swamps and coast from vjasjekii and even desert (newtah (they probably wont spread desert fyi)) or ice (Xayith))

i think having it spread outside the civs boarder could cripple other civs without a terraforming ability (ie Rylonia), and id much prefer for the terrain to be restricted within th civs borders.

THese terraforming abilities however could increase the diplomatic effect of having close bordes to other civs, and also using culture bombs. im fairly certain there will be some form of terraforming spells as well so civs will have to actively spread their terrain.
 
this idea is almost an extension of terraforming. something like invasive terraforming from each civ (such as Vjasjakii swamps etc) might be a bit unbalaced, especially ones that spread detremental terrain for other civs (again, swamps and coast from vjasjekii and even desert (newtah (they probably wont spread desert fyi)) or ice (Xayith))

i think having it spread outside the civs boarder could cripple other civs without a terraforming ability (ie Rylonia), and id much prefer for the terrain to be restricted within th civs borders.

THese terraforming abilities however could increase the diplomatic effect of having close bordes to other civs, and also using culture bombs. im fairly certain there will be some form of terraforming spells as well so civs will have to actively spread their terrain.

I agree, I don't think that invasive terrain spreading would be suitable for civilisations such as Newetah. Vjasjekii have this ability and I could maybe see Xayith using it (maybe!)... but terraforming will probably be accomplished through concious effort in most cases, rather than passive colonisation :)

Al
 
Your Ideas look very promising. I'll keep track of your mod and throw in some suggestions when they hit my brain. I'm very glad to see a big fantasy mod emerging for Civ5.
 
Your Ideas look very promising. I'll keep track of your mod and throw in some suggestions when they hit my brain. I'm very glad to see a big fantasy mod emerging for Civ5.

Thanks! I'm glad to be making the mod :)

Please feel free to contribute any thoughts you might have!

Al
 
UPDATES

New building design added for all eras. This also includes more resource utilisation by the various buildings themselves :)

Al
 
Herbalist
Building Type: Yield
Cost: 80
Maintenance: 1
Tech Req: -
Yield changes: +1 food with Alendus
Other Notes: Heals units adjacent to the city +1 HP per turn.

the bolded part should read: '+1 food for each worked Alendus' ;)

other than that the buildings all look great :)

you should post our specialist and great person design next i think.
 
Maybe spy units that only Spies and Assassins can target? (w/ melee only)

and spies can only reveal enemies as well as attack other spies. Maybe spy missions later to disrupt cities.
 
i was never a fan of espionage in Civ 4 BTS personally :(
 
the bolded part should read: '+1 food for each worked Alendus' ;)

other than that the buildings all look great :)

you should post our specialist and great person design next i think.

Fixed ;)

Specialists will come soon! :)

Al
 
Maybe spy units that only Spies and Assassins can target? (w/ melee only)

and spies can only reveal enemies as well as attack other spies. Maybe spy missions later to disrupt cities.

There are no plans to include espionage as it was in civ 4. Something may be implemented much further downstream but at the moment I want to stay clear from introducing too many complexities in the early design stage :)

Al
 
well ... you don't need true espionage just invisible land units ;)
 
the assassins will be invisible, and i think Al mentioned the Sniper squad being invisible too. both will be able to see invisible land units :)
 
the assassins will be invisible, and i think Al mentioned the Sniper squad being invisible too. both will be able to see invisible land units :)

We could make the sniper squad invisible. Initially I thought of giving them ranged defense (using their little sniper corners to defend themselves... damn campers :p).

If we made them inivisible as they are they would be too powerful I imagine?

Al
 
hmm ... maybe only ranged units can see snipers?

Or, maybe only adjacent units can reveal snipers. That way, they are not "invisible" just "stealthy" ... but yea, I feel pure invisibility may be a bit much for snipers.

But I like the idea of increased ranged defense and perhaps only adjacent units can spot them ;)

That being said, there might be "some" visual indication when they attack ... if nothing else something as simple as them being visible while they attack, so you know where they "were" when they last attacked you ;)

Attack visibility + only being passively visible with Adjacent units ... plus ranged defense ... seems like it would be enough to make them interesting with their current stats.

What do you think?
 
hmm ... maybe only ranged units can see snipers?

Or, maybe only adjacent units can reveal snipers. That way, they are not "invisible" just "stealthy" ... but yea, I feel pure invisibility may be a bit much for snipers.

But I like the idea of increased ranged defense and perhaps only adjacent units can spot them ;)

That being said, there might be "some" visual indication when they attack ... if nothing else something as simple as them being visible while they attack, so you know where they "were" when they last attacked you ;)

Attack visibility + only being passively visible with Adjacent units ... plus ranged defense ... seems like it would be enough to make them interesting with their current stats.

What do you think?

Thus far the only unit (excluding magical units) I planned to have invisible was the assassin. If snipers prove to be weak or a little useless then I might consider giving them stealth abilities and reworking their stats.

If you are interested, there is a civilisation that will have plenty of invisible units in addition to the assassin! See Morzardrey ;)

Al
 
UPDATES

Added base terrain yields and reworked resource yields. Unique features, improvements, specialist design, tech tree, social policies and magic now all have sections reserved pending design :)

Al
 
See Morzardrey

Magical claoking ftw!

Added base terrain yields

i disagree with desert having pigments. tundra im ok with, but not desert.

reason?

desert is meant to be a natural barrier to most civs
as in most civs would want to AVOID desert as much as possible because they are poor in yields without resources.

i suggest removing pigments from desert, and then for those civs that have a slight desert afinity give them a UB that adds +1 pigment to nearby desert tiles.
also, floodplains should provide 1 pigment
 
neither desert or tundra should have pigments ...

its funny, I thought you were going to have each tile's pigments be more or less random :P ... at least, have certain "hot-spots" that outwardly radiated pigment. (with the epicenter having large volumes of pigment, and only a few tiles away having half the amount, 10 -> 7 > 5 > 3 >2 > 1.5 > 1 > 0.5 > 0.25 > 0. And only having a few of these hot-spots scattered throughout the map. Maybe just one.

Alternatively I would of thought you were going to make unfavorable terrain (desert, mountain, tundra) have higher pigment while healthier "favorable" terrain was going to have lower pigment.
// to make it be either a food tile or a pigment tile ... but not both

However, I'm sure you'll figure a way to make pigment acquisition asymmetrical and possible with a small empire.

One forethought ... hopefully tiles owned by Puppets don't produce pigment ... but only cities directly controlled.


Hmm, maybe settlers can sacrifice themselves on a normal land-tile within a City's influence to ... instead of making a new city ... to make a "Magical Enclave" to increase pigment production.
 
neither desert or tundra should have pigments ...

Myself and TheChanger have discussed this and agreed that deserts and tundra should definately provide pigments.

I have plans in place for colourless terrain linked to necromancy and specifically Margoria. This should be one of the only terrain types that provides no pigments whatsoever. Ice and snow will be devoid of pigments too (as they are primarily white), but desert is certainly imbued with colour (yellows and oranges etc).

The yield of 1 pigments for desert tiles still wont encourage civs to settle there as there would still be zero food, production and gold; pretty useless as far as a city goes.

its funny, I thought you were going to have each tile's pigments be more or less random :P ... at least, have certain "hot-spots" that outwardly radiated pigment. (with the epicenter having large volumes of pigment, and only a few tiles away having half the amount, 10 -> 7 > 5 > 3 >2 > 1.5 > 1 > 0.5 > 0.25 > 0. And only having a few of these hot-spots scattered throughout the map. Maybe just one.

There will be certain things that "radiate" pigments such as a unique feature called the prismatic geyser and certain powerful improvments, but pigment yield is tied to terrain type and features.

Alternatively I would of thought you were going to make unfavorable terrain (desert, mountain, tundra) have higher pigment while healthier "favorable" terrain was going to have lower pigment.
// to make it be either a food tile or a pigment tile ... but not both

Pigments are related to the colour saturation on a tile. Living things give off more pigments naturally than mundane things so it would make sense that food and life bearing terrain produce more pigments than stale and dead terrain. I plan to increase the pigment yields of grasslands to 2 for just this reason. You'll also notice that non-living, colourless resources (i.e. iron and obsidian) have no pigment yield.

Some more details on terrain will be posted soon. Including a slight tweak of pigment yields (ie. 1 higher for grasslands).

The key point about pigments is that they represent the colour yield of tiles. This will make more sense once the magic section has been written :)

Al
 
i wonder if it would be possible for large areas of continuous forest and jungle to provide more pigment deeper in the forest. itd bedifficult to code but it would be cool, and would add that element of randomness, and control (from logging forests) to the game

also it would add a layer of strategy: "should i log this forest for a farm, or should i leave it to keep the forests pigment bonus?"
 
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