Naeralith Reborn: Civ 5 Mod

Hmm... Your choice to unlock settlers at tier three is interesting.

Yeah I wanted to make settling a concious choice. Naeralith is supposed to be a very dangerous place. You might not care for a settler if you are surrounded by barbarian encampments or daemonic ruins and hence will tech in another direction while u attempt to clear them down :)

Al
 
id move The Mausoleum of Aurelle -> writing (wonder way too early, unless you have a great reason for it being so early)

Hmm I did have a think about this one. Lore-wise the Mausoleum would appear early as Aurelle was the sorcererss who defeated Alzara and formed The Great Seal. Folklore seemed appropriate for this lol. I made the wonder require a monument in all cities, though that early on it would often be a case of: research the tech -> build a monument -> build the wonder. That would drain valuable production though and leave u open to attack however. I'm still not sure lol. I could move it to writing? What does everybody think?

Rebirth shouldnt unlock those things, they should be avaliable from game start (ie not have a tech req)

Yeah you are right :) I just kinda outlined these things to show what was available at the game start. Also, if I remove them then rebirth doesnt do anything so I wanted to spice it up just a touch ;) Maybe I should just edit the post to have an "available on game start" section and set rebirth to just be an initial prerequisite tech.

Colonisation should allow road building

Hmmm, I thought roads would be a bit early for era 1. They will appear right at the beginning of era 2 under an "Infrastructure" tech. I can still always change this though...

we could rename Woodcrafting to Forestry and allow forest planting as well (a few civs wont be able to chop forests, and we could also disallow some from replanting forest)

Interesting points :) I'll have a think...

mining could alow jungle clearing

I have jungle clearing in a bronze working tech that follows on directly from mining. You think this is OK?

Al
 
Just a note that I have removed copper as a strategic resource. With the way resources work in civ 5 I feel it was somewhat unecessary :)

Al
 
UPDATES

Era 2 of the tech tree has been posted along with the wonders associated with this era. A single tech has been posted for era 3 along with a single wonder. This is mainly because I decided to move it out of era 2 lol. Era 1 and era 2 are the shortest eras in the game, so expect a much more extensive design for eras 3, 4 and 5! Also, I plan on changing XP gains from buildings to be small and continuous over time, rather than a lump sum being granted upon production. Details of this will be up tomorrow! As always, I welcome feedback on the design so far :)

Al
 
Patterns
Cost: TBA
Requires: Philosophy
Resources Revealed: Starmetal
Units Unlocked: Sorcerer Apprentice
Wonders Unlocked: The Mahaza Spire
Effects: Unlocks the Palette Tree (TBA)

Why must you taunt us so... :eekdance:
 
Just a note that I have removed copper as a strategic resource. With the way resources work in civ 5 I feel it was somewhat unecessary

good call, i was wondering if we needed it myself :)

i cant find any major issues with era 2, but the era 3 engineering requires sculpture and construction, when sculpture already requires construction.

Seige
Cost: TBA
Requires: Conquest, Construction
Units Unlocked: Catapult
Effects: Can purchase the Seige Towers promotion for 50 gold in friendly territory for melee units. The promotion provides +15% city attack and -1 movement. It is lost after attacking a city.

this looks cool. itd be interesting to see how it plays out and if the AI can use it.

Patterns
Cost: TBA
Requires: Philosophy
Resources Revealed: Starmetal
Units Unlocked: Sorcerer Apprentice
Wonders Unlocked: The Mahaza Spire
Effects: Unlocks the Palette Tree (TBA)

yay! :D

Tailoring
Cost: TBA
Requires: Infrastructure, Tracking
Units Unlocked: Skirmishers
Buildings Unlocked: Tailor
Effects: +5% production of land units in all cities

i dont know if this is necesary, and im not sure of the logic behind it :) but it looks interesting. also i dont understand why skirmishers require tailoring to be built...

Riding
Cost: TBA
Requires: Tracking, Warfare
Buildings Unlocked: Hippodrome, Circus
Effects: Can purchase the Mounted promotion for 50 gold in friendly territory for Militia Axeman, Militia Swordsman, Militia Spearman, Militia Archer, Hunter and Skirmishers. This consumes 1 Ni'vae or Striders as appropriate for as long as the unit possesses the promotion. The promotion provides +1 movement and -15% strength, changes the unit type to Heavy or Light Cavelry and allows the unit to upgrade to future mounted units. It is lost regardless of how the unit is upgraded.

this seems a bit over complicated. once again it is interesting but i dont think its necessery. itd be far easier (and less taxing on the AI) if they were to just be able to upgrade normally.

good job so far :)
 
Woops just realised all my wonder costs are based on Marathon speed! I will correct that this evening. Also, some of the effects need tweaking!

In addition, after a discussion with TheChanger, we have decided to keep XP buildings as they are for now :)

Updates v soon :)

Al
 
Why must you taunt us so... :eekdance:

Teehee ;)

Well the Palette Tree will be making an appearance in the not too distant future, though my holiday in Florida is likely to disrupt the design process for a couple of weeks.

Sorry for making u stew :p

Al
 
good call, i was wondering if we needed it myself :)

i cant find any major issues with era 2, but the era 3 engineering requires sculpture and construction, when sculpture already requires construction.



this looks cool. itd be interesting to see how it plays out and if the AI can use it.

Patterns
Cost: TBA
Requires: Philosophy
Resources Revealed: Starmetal
Units Unlocked: Sorcerer Apprentice
Wonders Unlocked: The Mahaza Spire
Effects: Unlocks the Palette Tree (TBA)

yay! :D



i dont know if this is necesary, and im not sure of the logic behind it :) but it looks interesting. also i dont understand why skirmishers require tailoring to be built...



this seems a bit over complicated. once again it is interesting but i dont think its necessery. itd be far easier (and less taxing on the AI) if they were to just be able to upgrade normally.

good job so far :)

Various fixes upcoming as per our discussion :)

Al
 
UPDATES

Small changes made to fix the cost of wonders as well as some of their effects. A new unit added (chariot) and some of the techs tweaked slightly as per discussions with TheChanger :)

Also, I am off on holiday to sunny Florida for just over two weeks this coming Friday. Updates will continue when I am back including some more lore, insight on the working of magic and some leader art :)

TheChanger will hold the fort until then ;)

See you all in a couple of weeks! :D

Al
 
Hello.
A few remarks on the design:

Tech tree:
What does Naturopathy mean? My Greek tells me it means nature's disease, as pathy is a suffix from pathos which gives words like pathology, antipathy, apathetic. I'm pretty sure it's not what you mean so maybe replace that word by an actual word? It might be English, I'm not a native speaker, but it sounds rather weird.

What's the point of a tech allowing to build bridges not requiring the ability to build roads? Infrastructure (roads) should be a prereq for bridges (construction).

Regarding Currency: Enables conversion of production to wealth.
PLEASE. Don't be as silly as Firaxis. It is possible,n at turn Zero, to disband units for gold. So please allow to convert production to wealth from turn zero and make Currency just change the output so it would suddenly jump from x% to 2x%, where x depends on the ratio of gold you get back from selling 1 hammer worth of unit.

Resources:
I know you have your own world, but having to learni what Slui and Potatosh are is going to turn off some players like me. Also, why is iron iron and wheat not wheat?
 
What does Naturopathy mean

Naturopathy in english means naturopathic medicine or natural medicine. as quoted by wikipedia:

Wikipedia said:
Naturopathy (also known as naturopathic medicine or natural medicine) is an alternative medical system that focuses on natural remedies and the body's vital ability to heal and maintain itself. Naturopathic philosophy favors a holistic approach and minimal use of surgery and drugs. Naturopathy comprises many different treatment modalities of varying degrees of acceptance by the medical community; diet and lifestyle advice may be substantially similar to that offered by non-naturopaths, and acupuncture may help reduce pain in some cases, whereas homeopathy is often characterized as pseudoscience or quackery.[1][2][3][4][5] Evidence-based medicine (EBM) has been advocated as an appropriate methodology for determining the scientific basis of naturopathy.[6] Naturopaths have opposed vaccination based in part on the early philosophies which shaped the profession

What's the point of a tech allowing to build bridges not requiring the ability to build roads? Infrastructure (roads) should be a prereq for bridges (construction).

excelLent point and good spotting :) this is most likely a mistake. ill let Al know as soon as possible :)

PLEASE. Don't be as silly as Firaxis. It is possible,n at turn Zero, to disband units for gold. So please allow to convert production to wealth from turn zero and make Currency just change the output so it would suddenly jump from x% to 2x%, where x depends on the ratio of gold you get back from selling 1 hammer worth of unit.

Perhaps we can make disbanding units give gold at a later tech, so there is no way to get easy gold from turn Zero. perhaps a mercenary tech or some such. ill let Al know of this consern as well :)

I know you have your own world, but having to learni what Slui and Potatosh are is going to turn off some players like me. Also, why is iron iron and wheat not wheat?

Like you said, its a different world so there are going to be wierd words. im sorry to say this wont be changing (unless someone makes an english translation mod which is unlikely :p) also there are no potatoes in this mod :confused:

the reason iron is iron and Sporral isnt wheat is because the living resources are different species to those found on earth and are very different, so calling sporral wheat would just be wrong. Iron however is a mineral and is exactly the same on Naeralith as it would be on earth. there may be a different word for it on naeralith, but for all intents and purposes it is iron.
 
Yet another postyer who thinks this mod looks really cool, and I'll definitely be checking it out when I get Civ 5. (computer runs it really slowly at the moment.)
 
Yet another postyer who thinks this mod looks really cool, and I'll definitely be checking it out when I get Civ 5. (computer runs it really slowly at the moment.)

awesome :) thanks for the interest Pickly :D

Thanks for enlightening me.

and you're welcome ;)
 
Hi all!

I'm back from sunny Florida (boooo ;)) and suffering from a lil jet lag. Updates will resume soon and I will reply properly to the posts that have occured in my absence.

Also @ TheChanger: Sorry I missed u... I fell asleep! My body doesn't know what time it is lol

Al
 
What's the point of a tech allowing to build bridges not requiring the ability to build roads? Infrastructure (roads) should be a prereq for bridges (construction).

Both infrastructure and construction are somewhat essential techs that are key to the advancement of your civ into new eras, so we can be safe in assuming that the AI will research them (as well as any player who wants to move through the tech tree).

Construction is less powerful without infrastructure. You can build bridges but only if u have roads. If you haven't researched infrastructure, then roads simply wont be in your territory and hence no bridges. With construction alone you would only benefit from bridges in conquered territories that already have roads.

This was intentional but I'm happy to revise it if many people don't approve of the logic :)

Al
 
Yet another postyer who thinks this mod looks really cool, and I'll definitely be checking it out when I get Civ 5. (computer runs it really slowly at the moment.)

Boooo for slow computers :(

Thanks for the interests and I hope u enjoy the mod in the future ;)

Al
 
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