NAERALITH REBORN: New Civ 5 Design and Implementation Thread

Ralaeya Civilisation

ralaeyamainflag.jpg


Spoiler Ralaeya :

Ralaeya is a peaceful, democratic nation of kind, charismatic people.
They pride themselves on beauty in all its forms, focussing on the improvement of life for all citizens.
War and violence are rare amongst Ralaeyans, who consider such acts crude and barbaric.

Leader: Consul Shilo
Alignment: Good

Traits

Silver Tongued: City state influence loss is reduced by 25% and recovers at twice the normal rate. Rival leaders react better to you on first meeting.
Free Spirits: +25% war weariness. +25% culture in all cities.

City Council: Replaces Elder Council; Research Building; Cost 70; Maintenance 1; +1 Sage; +2 Science; +1 Happiness.

Agora: Replaces City Square; Economic Building; Cost 80; Maintenance 0; +1 Merchant; +4 gold; +1 Culture per 2 population in city.

Park: Replaces Garden; Yield Building; Cost 120; Maintenance 2; Requires River/Lake; +1 Happiness; +1 Bard; +1 Sage; +25% GPP. +1 science and Culture from worked Fraeyalillies

Newspapers: Replaces Library; Research Building; Cost 80; Maintenance 0; +2 Sage; +1 science per 2 population in city; +4 Gold.

Magistrates Office: Replaces Courthouse; Happiness Building; Cost 150; Maintenance 5; Eliminates Unhappiness from an occupied City. +5 Culture.

Forum: Replaces Arena; Yield Building; Cost 150; Maintenance 2; Requires Agora; +1 Happiness; +1 Sage; +20% GPP

Museum: Replaces Archives; Research Building; Cost 120; Maintenance 2; Requires Newspapers; +1 Sage; +20% Science. Tiles that produce 3 hammers Produce 1 extra Science.

Prison: Replaces Dungeon; Economic Building; Cost 150; Maintenance 0; Requires Guard Towers; -15% maintenance costs; +10% Production.

Lecture Theatre: Replaces Public School; Research Building; Cost 350; Maintenance 3; Requires Newspapers; +1 Sage; +50% Science; +20% GPP.

Pub: Replaces Tavern; Economic Building; Cost 240; Maintenance 0; Requires Inn; +1 Merchant; +1 gold and +1 Culture from specialists.

Assembly: Replaces Art College; Cultural Building; Cost 350; Maintenance 3; Requires Monument; +1 Bard;+1 Sage; +6 Culture, +1 Happiness

Senate: Replaces Creative Institute; Cultural Building; Cost 600; Maintenance 3; Requires Assembly; +2 Bard; +100% Culture; +20% Science; +1 Happiness.

School of Philosophy: Research Building; Cost 200; Maintenance 2; Requires Lecture Theatre; +1 Sage; +50% Science, +20% Culture, +2 Science from worked Jungle tiles.

Free Market: Replaces Trade District; Economic Building; Cost 650; Maintenance 0; Requires Bank; +1 Merchant; +33% gold, +100% gold from foreign trade; +1 Culture per Trade Route; +1 Happiness.
 
UPDATES

Added a slightly tweaked version of Tunive design! :)

More to come tomorrow! :)

Al
 
UPDATES

Added my Alvacon unique building design! :)

More to come later today! :D

Al
 
Pigments are related to arcane magic only. They represent the essence of sorcerery (derived from colour) found in all things.

Daemonology is a "religion", hence magic derived from a divine source. It is only possessed by Scarthia, and relates to the magic possessed by their divine units ONLY :)

Scarthian sorcerers behave in the same way as sorcerers possessed by all nations. I.e they use the palette tree and use the 7 different magic groups (plus other derived arcane magic such as elementalism and necromancy as you will see later) :)

For each nation, the characteristics of your sorcerers are determined by the promotions you choose for them and by the paths you unlock from the palette tree.

Divine magic (such as Daemonology possessed by Scarthian priests), is unique to each civilisation and is completely separate from the palette tree and arcane spells :)

Hope this is informative! :D

Al

Thank you, yes it was. Adding a unique set of magic for civilization will be quite the task. I commend you.
 
maybe you decrease combat power of all relaeya units because they are peaceful and have no experience in warfare? for example give -15% to all new units and make that buff go down after their first battle
 
Thank you, yes it was. Adding a unique set of magic for civilization will be quite the task. I commend you.

Hehe thanks :D

Divine magic will be more important to some civilisations (eg Scarthia and Essyliane), but less so for others (eg Rylonia).

Some civilisations will even have 'mixed' religions :)

More on this to be announced later ;)

Al
 
maybe you decrease combat power of all relaeya units because they are peaceful and have no experience in warfare? for example give -15% to all new units and make that buff go down after their first battle

Hmm that could work...

Raelaya are peaceful, but that doesn't necesserily mean that they aren't experienced in warfare. 'Historically' they were Rylonian colonists who split from the empire to form Naeralith's only democratic state.

They don't like war, but aren't incapable of fighting. Likely their unique units will be geared more towards defense than conquest.

I'll ponder over your suggestion when myself and TheChanger start thinking of unique units properly :)

Al
 
UPDATES

Added my Morzardrey unique building design! :)

Once I have posted a modified version of Raelaya's unique building design then unique buildings will be finished for all civs! :D

Al
 
MORE UPDATES :D

Expanded on the nautical features found in the Terrain section :)

The percentages may need tweaking depending on the effect that they may have on the game.

I have this horrible image of a 20-tile storm moving across the map :crazyeye:

Al
 
Spoiler Nautical Features :

Reefs

Yield: 2 Production, 1 Pigments
Additional Effects: Naval and embarked units traversing reefs lose all movement for the turn and have a chance of taking 20-40% damage

Storms (Temporary)

Yield: -2 Food, -2 Production, -2 Gold
Behaviour: 1% chance/turn of forming on each coastal tile; 2% chance/turn of forming on non-coastal sea and ocean tiles; Chance tripled for each storms feature adjacent to tile; Chance doubled in tropical and cold regions (TBA); 15% chance/turn of being removed when over water tiles; 30% chance/turn of being removed when over non-desert land tiles; 50% chance/turn of being removed when over desert tiles; 50% chance/turn of moving to an ajdacent tile; 5% chance/turn of becoming a tornado if over a land tile and adjacent to 2 other storms; 20% chance/turn of becoming a hurricane if adjacent to 2 other storms in a tropical region (TBA); 20% chance/turn of becoming a blizzard if adjacent to 2 other storms in a cold region (TBA); 20% chance/turn of becoming a sandstorm if adjacent to 2 other storms over a desert (TBA)
Additional Effects: Units traversing storms have their line of sight reduced by 1 and take 5-15% damage; Naval, airship and embarked units traversing storms take an additional 10-30% damage; -20% strength to ranged attacks targeting storms

Fog (Temporary)

Yield: -2 Gold
Behaviour: 1.5% chance/turn of forming on each coastal tile; 1% chance/turn of forming on non-coastal sea and ocean tiles; 0.5% chance/turn of forming on land tiles; Chance doubled for each fog feature adjacent to tile; 50% chance/turn of being removed; 75% chance/turn of moving to an adjacent tile
Additional Effects: Units traversing fog have their line of sight reduced to 1; Units and terrain inside fog can only be seen by adjacent units; -30% strength to ranged attacks targetting fog

Calms (Temporary)

Yield: -2 Production
Behaviour: 0.5% chance/turn of forming on each coastal tile; 1% chance/turn of forming on non-coastal sea and ocean tiles; Chance doubled for each calms feature adjacent to tile; 40% chance/turn of being removed
Additional Effects: Naval and embarked units traversing calms have their movement reduced to 1

Rips (Temporary)

Yield: -2 Food
Behaviour: 1% chance/turn of forming on each coastal tile; 0.5% chance/turn of forming on non-coastal sea and ocean tiles; Chance is doubled for each rips feature adjacent to tile; 40% chance/turn of being removed
Additional Effects: Naval and embarked units traversing rips take 10-20% damage
Spoiler Nautical Features :


Im loving your changes to storms! the whole upgrade to tornado/hurricane/sandstorm/blizzard thing isa brilliant idea! i love it :)

I suspect fog should only form on land when on grassland or next to freshwater

I was thinking Reefs should act like peaks in that they are impassable to most naval units (except certain kinds with shallow hulls (ie Work Boats) and airships obviously)

everything else is excelent :D

I have this horrible image of a 20-tile storm moving across the map

Set a cap to the number of storms that can be adjacent before they stop spreading. id say 7 or so because of the hex system...
 
Hmm that could work...

Raelaya are peaceful, but that doesn't necesserily mean that they aren't experienced in warfare. 'Historically' they were Rylonian colonists who split from the empire to form Naeralith's only democratic state.

They don't like war, but aren't incapable of fighting. Likely their unique units will be geared more towards defense than conquest.

I'll ponder over your suggestion when myself and TheChanger start thinking of unique units properly :)

Al

i quite like this idea. i think its really good, just needs a little tweek. give Raelaya -10% attack strength and +10% Defence strength as a racial effect, but then make it so that their units get +10% attack strength within their borders. it would encourage turtling and defencive strategy and wouldnt make warmongering the best choice for the civ.

We could give them their 3rd trait: Defenders of Freedom (or something) -10% attack strength and +10% Defence strength to all units. Units within civ borders get +10% attack strength

---------------

EDIT: I also love Alvacon and Morzardrey design :) im so happy weve done the UB design *phew*... now i just need to finish their buttons :/
 
Im loving your changes to storms! the whole upgrade to tornado/hurricane/sandstorm/blizzard thing isa brilliant idea! i love it :)

I suspect fog should only form on land when on grassland or next to freshwater

I was thinking Reefs should act like peaks in that they are impassable to most naval units (except certain kinds with shallow hulls (ie Work Boats) and airships obviously)

everything else is excelent :D



Set a cap to the number of storms that can be adjacent before they stop spreading. id say 7 or so because of the hex system...

Hehe ty... I need to think on how tornadoes etc will work... pretty harsh I expect ;)

Also, yeah maybe fog should be limited to more moist land regions... I'll think on this too! :)

Reefs... I suppose they would be a natural barrier. Good call. I'll change it :)

Al
 
I would love to be a part of this in alpha testing. :) Not sure what other skills I can offer...
 
NAERALITH DOWN TEMPORARILY

(For those of u who are wondering why it isnt there LOL)
 
NAERALITH.COM back online :)
 
shameless :bump: !!!
 
still, the occasional update wouldnt hurt :(
 
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