New civ : Dagda's Tears

sylvain5477

Cerebrus father
Joined
Dec 30, 2007
Messages
752
Hi all,

After disturbing you with many questions regarding XML and python modding, I decided to go live with my new FF "civilization"

+----------------------------------------------+
RELEASE V0.2

Remark : Consider using the Creation mapscript provided as some others may have a problem with the Tears (erebus & perfect world, bu tin v0.1)
Also you should not have modular python installed in your main FF directory as it messes with files overwritten by this mod also.

Patch 0.2.5 : http://forums.civfanatics.com/attachment.php?attachmentid=231534&stc=1&d=1255878352 (may break savegames).

Patch 0.2.4 : Included in v0.2.5 (may break savegames).

Patch 0.2.3 : Included in v0.2.4 (does not break savegames).

Patch 0.2.2 : Included in v0.2.3 (does not break savegames).

Patch 0.2.1 : Included in v0.2.2 (may break savegames).

v0.2 : http://forums.civfanatics.com/attachment.php?attachmentid=230514&stc=1&d=1255129204

You need FF 0.51 + patch C in order to install It.
It creates a new directory so not need to worry about overwritting FF.

Please report any problem or suggestion about it in this thread.

+----------------------------------------------+
To do list

+ solve the multi-absorbtion bug
+ kalshnek bug (jungle for ever)
+ Investigate bug with autopromo for digesting Tears (appeared when became modular)

Todo list for v0.2
+ solve the multi-absorbtion bug
+ magic unit line to do
+ balance
+ take care of your remarks

Changelog 0.51 : v0.2

v0.2.6 (unreleased)
51] Created the mana Tearlings (one unit per mana type), as followers of Magic line.
50] Renamed Meanness as Wicked :)
49] Tear culture does not affect cities anymore (so cannot be captured) and Tears cities are not affected per enemy culture)
48] Should not be possible anymore to produce wealth, culture or science from production the classical way.
47] Added Anger, Loneliness, Meanness and Confusion as upgrade of Joy (magic line)

v0.2.5
46] Now absorbing enemy improvements
45] Removed Absorber promo from Envy
44] Moved Quantic Readings from Writing to Education
43] Tears have a chance to natural increase size even without the corresponding Tech discovered when aging (while discovering the Tech makes every new Tear this size before aging).
42] Made the size promotion really impact the actual unit size ingame ! :) (Tearling / Tear / Great Tear / Greater Tear)
41] Changed the amount of science per Digesting Tears. Now beaker=(1 + 0.2 * <number of known techs>) * <number of digesting Tears>
40] Made Digesting Tears invisible (animal)

v0.2.4
39] Reduced the importance of land ownership for Tears in score calculation
38] Tracked missing icons and text keys
37] Solved problem when founding new "city" on top of existing roots.
36] Added the BackStab spell to Envy, to strike while invisible if on the same tile as enemies (becoming translucid for some time)
35] Corrected a python problem making Organized Tear not succumbing to rooting sometimes.
34] Changed the way Passion aborbs other Tears. Now the "victim" does the action and does not die but rather become weak and immobile, the strength of Passion is a average of all such "sacrificed" other Tear multiplied by 2..
33] Made the price of Organized Tear sligthly increases with the number in play.
32] Change Fear characteristic:
+ gains Fear
+ becomes 3/1 at lowest size

Older releases:

Spoiler :

v0.2.3
31] Corrected missaved about Passion references

v0.2.2
30] Added button for Immune System (missed in action)

v0.2.1
29] Slight reduction of Boredom size
28] Lust can be invocated only inside territory (exploit when rooting tears next to the enemy)
27] Changed graphics for Passion and Shame
26] Changed old references for Shame and Passion (no impact)
25] Added a message when an organized Tear is killed upon rooting (for Rickie Rain)
24] Changed the way to keep or kill organized tera when rooting. Now the unit is really kept (as before a new one was created), so it will keep its order.
23] Wilds invoked by Shame will no longer absorb bonus on birth (at last!)
22] Greatly improved Love Hyper-absorbtion spell (now range 2 and stronger on Hills and features)
21] Added a XP Share between Wilds and commanding Shame, and a bonus Strength to the corresponding Wilds
20] Suppressed the Strength adjustment for Shame based on Strongest and Weakest unit of the Civ
19] Suppressed the XP gain from gestating for Shame
18] Make the Shame system works (based on Minion). Now Shame are limited to one Wild per level. These wilds can sacrifice with Implorbtion but then the Shame will be able to invoque a new Wild only after its digesting Tear has died.

v0.2.0
17] Redone the permanent WAR setting so that you do not have to wait 1 turn before war is declared.
16] Added a sacrificial spell for Wild to sacrifice to absorb a big chunk of landscape (and generate digesting Tears)
15] Corrected possible exploit when Shame give birth to Wild on Bonus.
14] Added Red Crippling Building (+1 pop / Cartography)
13] Made 4 basic Tech give discount to root Tear.
12] Added a 75% damage limit to Lust
11] Made the Fear works as expected : give a 5% chance betrayal to all enemy unit around each turn.
10] Removed Regulator buildings and system (the 9] is enough).
9] Removed duration for Organized Tears, replaced by making the Tear die when rooting a Tear, and a chance of another Organized Tear being born, this chance increasing depending of the relation "total number of organized Tears / total population".
8] Convert to patch C
7] Simplified Building xml (removed useless entries)
6] Allows for FF with Modular Python to be source of Tears installaton. [NOT WORKING!]
5] Added Absorber promo
4] Added Boredom unit and Immune System building.
3] Massive Pedia entries
2] Removed module mode to go full incorporated (too many problems may come from modules with a big mod)
1] Added "buildings":
+ Atomic Cohesion : +20% defense
+ Effective Catabolism : +10% production
+ Microspy : generate 2% science per production
+ Neurolink : Train Tears in this "city".
+ Ultra-neurolink : Train Tears around this "city" [REMOVED]

Changelog 0.51 : v0.1

v0.1.14
63] Another Python bug removed
62] Corrected bug with Love removing roots
61] Make Lust not use roads

v0.1.13
60] Python bug on digestion of captured unit solved (thanks oldarick)
59] Lust Tear changedf to 3 str et 2 mvt
58] Repaired the free promos for Digesting Tears (the size weak was missing)

v0.1.12
57] Fixed missing TXT and mistyping for spell buttons

v0.1.11
56] Created a suicide spell for Love which flatten land providing digesting tears)
55] Readded the Love art (somehow missing from previous patch)

v0.1.10
54] Created Lust as a fireball type spell, available to all tears when standing on Rooted tear, to help fight off barbarians and ennemies close to homeland.
53] Made Love national 2 unit without cost increased
52] [Removed !]
51] Make bridge building available from start

v0.1.9
50] Replaced the deep rooting ritual by the Love Tear :)
49] Limited the number of Wild a Shame can give birth to to its level.
48] Added missng TXT keys
47] Added a slight touch of blue to the Dry Tear (for cities)
46] Added the Creation MapScript (inspired from a earlier version of Erebus [2 years ago] and heavily modified).

v0.1.8
45] Corrected the correction introduced in 0.1.7 :) The war declaration is now every turns.

v0.1.7
44] Corrected typo of Jealousy Tear
43] Added Analyse Scrub spell for Dagda's Tear
42] Change position in python of declaring war, to solve problem with some starting options (now aggressif IA, flavor Start, ... should all work)

v0.1.6
41] Increased movement on Dry Root to still give an advantage to Tears on it.
40] Really corrected the pillaging pb with waking tears (now the tears root are removed as well)

v0.1.5
39] Corrected pb with remaining Dry Root when Waking Tears was pillaged
38] Corrected bug when analysing a new feature while having no research active (now the bonus is simply lost...)

v0.1.4
37] Corrected python error with culture expansion (last phase)

v0.1.3
36] Corrected smoke bug (gave infinite digesting tears)

v0.1.2
35] Corrected the absorbing rooted Tear art reference :) (last minute change)

v0.1.1
34] reduce defense outside tear background
33] Create an installer
32] Joy creation python created
31] Created Envy, Distress and Fear
30] Python for reincarnate hero done
29] Metal line created (8 units), associated with the 8 supports promos. Need balancing later on.
28] Sorted out between effects and promotions (which is which based on <bGraphicalOnly/> tag)
27] Autopromote bug made me suppress autopromotion (have to do it manually for now)
26] Finished all buttons (well the first ones are ugly... but I'll improve for V0.2)
25] Finished all building arts
24] Finished all units buttons
23] Finalized Sparkling Tear, Shadow Tear graphics
22] Finalized Wild Tear, Sadness Tear, Jealousy Tear, Father Tear, Mother Tear, Digesting Tear, Dagda's Tear graphics
21] Finalized Organized Tear graphics
20] 50/67 total buttons created. 17 to go.
19] 44/67 total buttons created. 23 to go.
18] 38/66 total buttons created. 28 to go.
17] Made all blobby names Tearly names :p
16] Reduced the amount of beaker per Digesting Tear
15] Blocked all non Tear buildings from being built.
14] Blocked all non Tear units from being built.
13] 33/66 total buttons created. 33 to go. Halfway.
12] Removed debug texts in Python
11] 23/33 promotion buttons created ! 10 to go...
10] Text keys fully written.
9] 19/34 promotion buttons created ! 15 to go...
8] 4/4 improvement buttons created ! Done.
7] 13/29 promotion buttons created ! 16 to go...
6] 4/32 promotion buttons created ! 28 to go...
5] 2/32 promotion buttons created ! 30 to go...
4] 1/32 promotion buttons created ! 31 to go... :(
3] Python files merged between 0.50 and 0.51 => There is now a 0.51 working version !
2] Thread created on forum :p
1] XML made modular
 

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Description : Dagda's Tear

Teaser


When Cassiel decided, although the compact was signed, to leave Dagda and join Erebus and the humans, Dagda, god of balance, was overflowed by powerful emotions, (sadness, anger, jealousy, despair, hope), which he was not used to (being the God of balance and all). Then, to his own surprise, a Tear pearled on his godly cheek, and fell from Heaven towards Erebus, and unbelievebly, through the compact.

What crashed in a heap of dust is what you'll take control of.

Dagda's Tear after crashing on Erebus (leaderhead):

attachment.php


+----------------------------------------------+

Details


Civ description

Upon landing Dadga's Tear starts dividing, and absorbing. Indeed, when leaving Dagda's cheek, the Tear remembers his latest feelings and goals : the perfect balance, obtained by absorbing everything leaving a perfectly balanced bare world.

The "civ" is not really a civ, more like a monster whose dimension grows like a civ. The cities represent rooted tears which can give birth to more absorbing Tears, units automatically absorb features (takes some time to do so) and the resulting digesting Tear produces science. Combats also generate digesting Tears on victory, producing science also.

When completed, you will have every concept of classical civs in for Tears, but usually implemented in a different way (magic, stealth, priests, raw stength, ...)

+----------------------------------------------+

Civ traits

Monstrous (new trait) : You cannot make peace or trade with other civs and everyone automatically declare war on you upon contact. (basically you are always at war with every other civ you ever met).

Fallows : as usual

Intolerant : as usual

+----------------------------------------------+

Civ specific

Yields

No commerce,no food and no hammers generated by landscape.
Can build an improvement which generates hammers and evolves upon time with several phases:

+ Waking Rooted Tear : needs to be built, lasts 2 turns if worked by a "city", can be razed, produces some hammers, evolves to Absorbing Rooted Tear
+ Absorbing Rooted Tear : cannot be built, lasts 7 turns if worked by a "city", cannot be razed, produces a lot of hammers, evolves to Gestating Rooted Tear
+ Gestating Rooted Tear : cannot be built, lasts 30 turns even if not worked, cannot be razed, produces some hammers and spaws Tear units, dies off at the end of the time.

It illustrates the absorbtion of the world by the Tears.
Note that only the Tears actually have production from these improvements. Other civs have nothing from them.

Settlers

Changed, now one national unit (max 2 at a time) can be grown and deployed quickly to create new "cities" (but beware as it has a lilmited duration, after it will settle by itself).

Absorbtion ratio

There is a ratio of how much the world has been absorbed (changed to bareland) in the upper left corner (next to manas), which I find very motivating (as it changes quicker and quicker)

Terraforming

Upon becoming a Gestating Rooted Tear, an improvement does the following terraforming:
+ Absorb terrain : the terrain becomes bareland (no basic production for anyone, no improvements can be constructed).
+ Flatten the land : if there is a hill on the tile, makes it flat and generates a Digesting Tear
+ Flatten the area (down) : if there are volcanoes/peaks on the 8 tiles around the current one, makes them hills instead and generates a Digesting Tear on each ones.
+ Flatten the area (up) : if there are coasts/oceans on the 8 tiles around the current one, makes them swamp land instead and generates a Digesting Tear on each ones.

They are 2 other ways to terraform. Wilds can be sacrified using the Implorbtion spell which will in the same way generate a lot of Digesting Tears while flattening the landscape. Love can also do so, on a bigger scale.

Race

The Tears have a new race :
+ Free Unit
+ Immune To Capture
+ Immune To Fear
+ Not Alive

Starting units

Only Dagda's Tear (Hero) as a starting unit, which creates the first "city" on impact (end of first turn). The "Palace" also provides a free Boredom (defensive immobile unit), and creating a city offers an Organized Tear to start spreading the improvements.

+----------------------------------------------+

Heroes

Dagda's Tear : The origin of everything. It falls from heaven on the first turn (very large visibility for 1 turn) and creates the first "city" on impact (its position at the end of the turn). It starts weak (0/3) and defensive only, but it can absorb every kind of feature once, gaining each time a new promotion increasing its power, until it becomes quite powerful for early unit (although still defensive only). In case of death, it's spirit is transfered into the most powerful unit existing at the moment (replacing it), keeping its promotion, its level, but loosing its xp.

Note : all defensive only Tears can attack when on the special Tear Improvement, making for an offensive defense, especially with the hero.

Unique feature absorbtion : it is planned to have a unique unit (hero sometimes, but always unique) generated when absorbing a unique improvement (Pyre, ...). The list is still to be done.

+----------------------------------------------+

Units

Organized Tears (eq. Worker) (Tier 1) : Can be produced in cities. Cannot attack. Weak units that only serve to root Tears to absorb the landscape around "cities". It has a chance to die when rooting the improvement, which depends on the number currently in the game and the current population. Its cost also increases with the number actually in play.

Love (eq. Settler) (Tier 1) : Can be produced in cities. Cannot attack. Average duration (dies after a few turns). Weak unit that only serve to root new "cities". It can also enter a self-destructing cycle of hyper-absorbtion to digest a 5x5 area.

Digesting Tears (Tier 1) : Cannot be produced. Cannot attack. Immobile. Short duration (dies after a few turns). Weak units producing science generated on two occasions:
+ Absorbing of any feature by another Tear (upon walking over it)
+ Victory when fighting a foe (absorb the enemy body)
Science can improve both the quantity of science generated per turn and the duration of the unit (lifespan).
Upon victory in combat (defense only as the unit is immobile), a Digesting Tear will autopromote and gain in duration and strenght, and if victories comes again, it may even start to be able to move and become a real unit !

Wild (Tier 1) : Cannot be produced. Generated by the improvement (Rooted Tear) only. Offensive and defensive unit. Science improves the kind of unit produced. It can also be upgraded in the several possible upgrade paths (Sadness, Jealousy, Envy, Fear, Distress). At last, Wilds can be sacrified to absorb a 3x3 area and produce Digesting Tears.

Lust (Tier 1) : Cannot be produced. Can be invocated by other Tears when laying on Rooted Tears, Fireball style. It is basically a weak offensive short duration expendable unit, which cannot kill but can weaken enemies.

Shame (Tier 2) : Cannot be produced. Generated by the improvement (Rooted Tear) instead of a Tear if on some Bonus (Vegetal Line). Offensive and defensive unit. It generates other Tears upon combat victory or feature absorbtion.

Passion (Tier 2) : Cannot be produced. Generated by the improvement (Rooted Tear) instead of a Tear if on some Bonus. Offensive and defensive unit. Other Tears can be sacrified to increase its strength.

Pride (Tier 2) : Cannot be produced. Generated by the improvement (Rooted Tear) instead of a Tear if on some Bonus (Metal line). Support unit. It gives Tears on the same tile promos depending on its type (the type depends on the bonus absorbed on creation). The Pride unit have different characteristic depending on the Bonus absobed as well:
+ Copper : +100% vs Melee, +3/+1 Strenght
+ Iron : +100% Lightning resistance, +6/+0 Strenght
+ Mithril : Immune to Magic
+ Gold : +5 first strike, 100% Defensive Strike Chance, 30% Defensive Strike Damage
+ Gems : +5 Collateral Targets, +50% Collateral Damage Boost
+ Sheut Stone : +100% Heal after Combat
+ Pearl : +5 Visibility Range, See invisible (Land+Animal)
+ GunPowder : +50% Bombard rate, explosive death
+ Marble : Double Fortify, Guardsman, +0/+3 Strenght

Joy (Tier 2) : Cannot be produced. Generated by the improvement (Rooted Tear) instead of a Tear if on some Bonus (Magic line). Its attack is composed of divers elemental effects, and upon death it stuns enemies all around itself for several turns. Can be upgraded to Anger, Confusion, Loneliness or Wicked.

Sadness (Tier 2) : Cannot be produced. Have to be upgraded to from Tears. This the water specialist, gaining promotion to waterwalking and withdrawal (the Tear become more and more fluid). It can become a strong water only unit on level 4.

Jealousy (Tier 2) : Cannot be produced. Have to be upgraded to from Tears. This is the acid specialist. It gains in attack strength through poison, gaining later promotion to spit acid and increase acidity. It gains an area-effect acid attack on level 4.

Envy (Tier 2) : Cannot be produced. Have to be upgraded to from Tears. Invisible, it plays the role of advanced spy. On level 4, it can lay blobby drop on ennemies to see them on their moves for some times.

Fear (Tier 2) : Cannot be produced. Have to be upgraded to from Tears. Radiating fear, it will disorganise ennemies very efficiently. On level 4, it will start making enemies become crazy on combat.

Distress (Tier 2) : Cannot be produced. Have to be upgraded to from Tears. The master of dividing, it can project itself on others (distance attack). On level 4, it can skyjump several tiles and divide (loosing half its XP) into two versions of itself.

Boredom (Tier 2) : Cannot be produced. Is automatically produced by the Palace and Immune System building (1/turn until equal city population, only 1 for Palace)

Sad Jealousy (Tier 3) : Cannot be produced. Have to be upgraded to from Sadness or Jealousy. Unit waterwalking which can contaminate waters (ocean and hopefully river as well) with corrosive/destructive acid.

Jealous Envy (Tier 3) : Cannot be produced. Have to be upgraded to from Jealousy or Envy. Invisible, it will poison and hurt everything going through it and can backstab a unit with a very strong acid blow.

Envious Fear (Tier 3) : Cannot be produced. Have to be upgraded to from Envy or Fear. Invisible nightmare frightening enemies.

Fearful Distress (Tier 3) : Cannot be produced. Have to be upgraded to from Fear or Distress. Very special unit which have a special spell which creates a spreading short-lived fearful material making ennemis flee (can spread to up to 100 tiles before disappearing)

Distressful Sadness (Tier 3) : Cannot be produced. Have to be upgraded to from Distress or Sadness. Strong sea Unit with distance long attack.

+----------------------------------------------+

Promotions

Acid I : Gained automatically by all Tears upon discovery. +1/+0 poison attack.

Acid II : Requires level 2. Gives Rusty promotions to enemies on combat.

Spit I : Gained automatically by all Tears upon discovery. Defensive strike (30% chance, 10% max)

Spit II : Requires level 2. Ignores defense.

Transparency I : Gained automatically by all Tears upon discovery. +20% combat

Transparency II : Requires level 2. Marskman.

Fear I : Gained automatically by all Tears upon discovery. Gives 1 first strike.

Fear II : Requires level 2. Gives 1 first strike.
Immune to first strikes.

Fluidity I : Gained automatically by all Tears upon discovery. +30% chance withdrawal.

Fluidity II : Requires level 2. +1 mouvement, +10% withdrawal.

Size : Weak : The default size of Tears. -1/-2 strength malus.

Size : Normal : Replace "Size : Weak" for all new Tears once discovered. +0/+0 strength.

Size : Great : Replace "Size : Normal" for all new Tears once discovered. +1/+2 strength.

Size : Greater : Replace "Size : Great" for all new Tears once discovered. +3/+4 strength.

Falling from Heaven : Make the unit flying, with greatly increased movement (+3) and visibility (+10). It last only 1 turn and create a city on impact with the ground. Only units coming from heaven have this promotion.

Strong Integrity : the Tears with ths promo cannot easily be absorbed by other Tears, nor be the target of destructive Tear rituals.

Tear Symbiosis : when on Rooted Tear, units have greatly improved stats:
+ +1 visibility
+ can attack (for defensive only units)
+ always heal
+ +50% Healing rate
+ +0/+2 strength
+ +50% heal on combat
It also permits Tears to invoque Lust.

The following promos are inherited from Pride Tears if on the same tile :

+ Copper : +20% vs Melee
+ Iron : +30% Lightning resistance, +1/+0 Strenght
+ Mithril : +30% Magic Resistance
+ Gold : 20% Defensive Strike Chance, 10% Defensive Strike Damage
+ Gems : +2 Collateral Targets, +5% Collateral Damage Boost
+ Sheut Stone : +10% Heal after Combat
+ Pearl : +1 Visibility Range, See invisible (Land+Animal) (this one is kept)
+ GunPowder : +5% Bombard rate, explosive death
+ Marble : Double Fortify, +0/+1 Strenght


+----------------------------------------------+

Cities

Capital : The capital is not so special anymore, just the "palace" is the building generating science depending on the number of digesting Tears currently alive.

Size : All city is created at size 1 and does not naturally grow (fallow trait). The size can however be slightly improved by building some "buildings" allowing the exploitation of more tiles.

Capture : The Tears cannot capture cities (only destroy) and their cities also cannot be captured.

Culture : As no commerce is generated from tiles in cities, the culture is comming from the production. It means that the more a city produce, the higher it's culture gain. Moreover, a city not producing anything may start loosing culture, and so loose influence, until it disappears completly (once the whole land has been absobed around it basically).

City Tear's Heart : Every city has a Tear's Heart. It starts young and mature as the city gains culture level as follow:
Young Tear's Heart : produced culture = production / 2
Adult Tear's Heart : 20% production bonus, -3 culture, produced culture = production
Mature Tear's Heart : 40% production bonus, -10 culture, plot radius=3, produced culture = production * 2
Ancient Tear's Heart : 60% production bonus, -15 culture, plot radius=3, produced culture = production * 3

+----------------------------------------------+

Buildings

Heart Extension : Add 1 "pop" to the city.

Micro fiber : Add 1 "pop" to the city.

Hyper absorbtion : Add 10 "pop" to the city, -70% production

Heart Regulator : this building modifies the production of the "city" when it produces Rooting Tears depending on the current number of such units and the current number of "cities". It gives a boost if there are less than 2 units per "city", and an exponentially increasing malus if there are more than that, to counter-balance the middle to late game where the duration of the workers has been greatly extended through science)

+----------------------------------------------+

Terrain

Bareland : This is what is left after Tears have absorbed everything on a tile, which means nothing but bare landrock. On such terrain, no city can be founded, no road constructed. It provides no production nor commerce to any civs, and it is difficult to progress on such landscape (movement penalty).

+----------------------------------------------+

Update


20] Version v0.1 completely described (normally)
19] Added many promotions
18] Added metal line units (Pride Tear)
17] Added 1 unit and renamed 2.
16] Added art of units for 1.0
15] Added 100 turns of a game
14] Added terrain section
13] Added 2 units. Started Promotion section.
12] Changed the background of the leaderhead.
11] Added 1 building, added detailed on all units, added Father Tear unit.
10] Renamed the trait to Monstrous, added separators, added Intolerant trait
9] Added "Heroes" section, "Civ Specific/Starting units" section
8] Changelog and todo list added in second post
7] Corrected "Civ Specific/Terraforming" section and "Civ Specific/Yields", added one section in "Civ Specific"
6] Added "Buildings" section
5] Discretely added the leaderhead :)
4] Added 2 sections in the "City" section, detailed the "Civ specific/Yield" section, added 1 section in "Civ Specific" section
3] Added "Civ Specific/Absorbtion ratio" section
2] Added the "City" section
1] First creation
 
100 turns of Dagda's Tear (Monarch, Normal Speed)

+-------------------------------------+

Turn 1 : Starting the game with Dagda's Tear.

Spoiler :
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+-------------------------------------+

Turn 1 : Starting position, with the "Falling from a God" promotion detail. Only the one unit.

Spoiler :
attachment.php


+-------------------------------------+

Turn 2 : I moved a bit and you can see on the minimap that I could see quite far thank to the visibility bonus (falling from very high grants a nice view). On impact the first city is created. Also I contact a civ and autodeclare war with them.

Spoiler :
attachment.php


+-------------------------------------+

Turn 7 : The capital is building the worker equivalent (duration limited) which starts developping the landscape through the improvements. In that game I decided to risk the capital by starting absorbing features with the hero to improve it and have beaker bonus.

Spoiler :
attachment.php


+-------------------------------------+

Turn 25 : After some turns, the Tears are developping. Also the first Wild Tear spawn in the capital. The unit is not built but spawn, but can attack. It can also absorb feature to gain beakers and xp. Now at war with 3 civs. Notice also the absorbtion rate increased for the first time (0.07%).

Spoiler :
attachment.php


+-------------------------------------+

Turn 61 : I finished the ritual to create a new city. It selected a unit well placed and rooted it (destroying it) to create the city (I could not actually choose the place, but can influence by where I place my units). Notice the landscape at this time as it will evolve quickly once the improvements start being built, with already some bareland around the capital.

Spoiler :
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+-------------------------------------+

Turn 77 : You can see the spawning of the first Father Tear, and its stats after it absorbed another Wild Tear. Also notice the disappearance of bonuses (absorbed when creating Special Tears).

Spoiler :
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+-------------------------------------+

Turn 87 : The second city has grown to size 2 with Heart Extension. Terraforming is occuring faster now, with the moutain range between cities almost flat now and the sea separating from the Chisley absorbed as well. It will now start to be more interesting as there might be some fight (check two pictures above to see the difference).

Spoiler :
attachment.php


+-------------------------------------+

Turn 95 : I crossed to disturb the Chisley, but I cannot attack (see the odds) as my attack strength is low (whie the defense is high). I can however disturb by occupying important tiles, and absorbing features.

Spoiler :
attachment.php


+-------------------------------------+

Turn 97 : Here is the situation after 100 turns. The score are similar with normal civs (thanks to the change in unique Tech!). The absorbtion rate is now 0.5% (low but increasing), the landscape have been modified, there are quite some Tears around and some units as well. 3 cities now (the latest just arrived). At war with 4 civs, but no combat yet. No bonus left on the map in my terriory (all absorbed to make special units).

Spoiler :
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+-------------------------------------+
 

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V0.1 contains:
+ 49 Promotions
+ 22 Units
+ 17 Buildings
+ 14 Spells
+ 8 Improvements
+ 2 Routes
+ 1 Trait
+ 1 Project
+ 1 Terrain
+ 1 Civilization
+ 1 Leader
 
what a strange concept. I like the sound of it.

it seems to be possible to do modular python, check the food supply thread. So you might be able to do things fully modular.
 
what a strange concept. I like the sound of it.

it seems to be possible to do modular python, check the food supply thread. So you might be able to do things fully modular.

I've seen it and I will give it a try, but I have currently about 6 to 7 py files modded.
 
Be careful with the improvement and the AI. You might have to use Python to force them to build it at all. When deciding what to build, if the improvement can upgrade, the AI will look at the last item it upgrades into. So depending on how you have it delete itself, the AI might refuse to build it because they think that they aren't building ANYTHING. But, since it is the ONLY thing they can build, you'll know almost instantly if they are willing to build it or not :)
 
Be careful with the improvement and the AI. You might have to use Python to force them to build it at all.

Actually, I used a new road which upon building creates an improvement for two reasons:
+ As you says, it make the AI use it without checking for later yields rate
+ It also is really a "road" which allows the civ specific tears to "move" very fast.
+ It is important to build the improvement on bonuses, and the AI do it very well with roads.
+ The IA builds road in territory outside city borders, which is good as it prepares well for future city expansion and city increasing area of influence (from 2 to 3)

EDIT : more than 2 finally :)
 
They sound more perfect order than perfect balance, eternally unchanging is far more orderic, Erebus was probably created in balance only the gods started screwing around and messed it up.
Still, it sounds interesting, though I do hope they are militarily strong, what with permwar with everyone
 
Is the leader just going to be "Dagda's Tear" of the Balance? I hope there's a good leaderhead portrait available!
 
They sound more perfect order than perfect balance, eternally unchanging is far more orderic, Erebus was probably created in balance only the gods started screwing around and messed it up.

Actually, a balance with 1 pound on each side is as balance than a balance with 0 pounds on each side. The Tears will try to empty both sides of the balance (they are neutral :))

Still, it sounds interesting, though I do hope they are militarily strong, what with permwar with everyone

They have strong defense, but less than average offense at the moment. But they absorb everything and so are strong economically. Also once a "city" starts absorbing it change the landscape to bareland, which won't be of any use for anyone in the future, adding empty lands where barbarian may rage.

Is the leader just going to be "Dagda's Tear" of the Balance? I hope there's a good leaderhead portrait available!

Currently there is a bad leaderhead portrait :)
But on the "short" to do list there is the works on the picture itself.
 
Sounds very interesting! It adds a whole new dimension, as everyone should try and rush them to prevent the raping of Erebus
 
Sounds very interesting! It adds a whole new dimension, as everyone should try and rush them to prevent the raping of Erebus

That's the idea. They should not be offensive enough to be a menace to other civ early on, but they can grow kind of fast and then become a real pain.

On the other hand, they are very good at defense, and the more they successfuly defend and win combats, the more powerful they become (as it increases their science a lot). So not easy to take care of actually, I think, but should not be overpowered.

I'll count on you to try them once I can go live with the first version, and report the balance issues I missed. :D
 
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Wow, that's a scary-looking tear.

I think it's smiling at me.... :(

--

How are events going to be handled with this civ? I'm assuming the Dagda constellation will give the civ a Golden Age, which helps them a little, I guess. But, would all other events basically end in "Continue."?



p.s. There's a monstrous typo in the Capital section of your main post...!
 
It sounds quite similar to the sand sea idea that's been floating around.

Primary difference here though, is someone doing it, rather than just coming up with ideas :D

Good to see proactive action. Maybe you'll inspire some others too.
 
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