[NEW CIV] RifE in Tears

sylvain5477

Cerebrus father
Joined
Dec 30, 2007
Messages
752
Progress:

+ Rooted Tear spread mecanic completed
+ Interface modification done (see Teaser !)
+ Added Wild, Love, Hunger, Hope, Fear, Jealousy, Sadness, Joy, Envy, Lust, Distress, Shame, Pride units
+ Love/Hope mecanics implemented
+ Upgrade without real culture implemented
+ Fort absorbtion implemented
+ Hope rebirth implemented
+ Target on first turn implemented

Still a lot to do.
 
Ok, so here I'll introduce the new version of Tears coming in RifE in some time.
Some may have tried them when they were introduced in FF (before current conversion to RifE and big rework of mecanics), but the basics have been modified heavily and you will be surprised :)




New civilization : Tears

1. Lore

Spoiler :

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.


2. Mecanics

There will be no cities, but there will be a LOT of improvements, called Rooted Tears. The main theme of the civ is balance through emptiness obtained by total absorbtion. Basically playing as Tears you will try to absorb everything, thought improvements spreading for landscape and combat for units.

Spoiler :
2.1. New Traits

2.1.1. Barbarous

A barbarous civilisation will have no cities (not even one). This means that science, gold, culture and production will be handled differently, throught units and improvements.

2.1.2. Falling from Heaven

This trait grants all starting units (on first turn) the "Falling from Heaven" promo, simulating the fall by giving a big bonus to visibility and movement for 1 turn only.

2.1.3. Warmonger

This trait forces the civ to declare war against everyone on contact and cancels any further talk.

2.2. Expansion

2.2.1. Matter

At the end of first turn, Dagda's Tear will crash on Erebus and create the first Rooted Tear, and the first emotion unit : Love.
Love will accumulate Matter (represented by a stackable promo) depending on the number of Rooted Tears currently absorbing the landscape around it (1 Matter per turn per Rooted Tear in a 5x5 square). Once reaching a certain level of accumulated Matter, it will produce something depending on its mode.

2.2.2. Love

Loves are immobile (like fort commander) and invisible to all.

Love can currently have 2 modes:
+ Expansion Mode : a Rooted Tear surrounding the Love will expand to an adjacent free tile
+ Reproduction Mode : a Wild Tear will be produced (unit).
The Matter cost for each action depends on several factors like the current number of Living Rooted Tears or units.
Once a Rooted Tear hosting a Love dies, the Love will also die, but new Loves may then be born if some Rooted Tears are left unattended because of the recent death.

2.2.3. Rooted Tears

Rooted Tears expand through Loves. It has a life cycle composed of 4 phases:
+ Phase 1 : produces Matter, pillagable.
+ Phase 2 : absorbs features and bonus (if present on tile) and produces Matter. Not pillagable
+ Phase 3 : absorbs everything on tile, changing it to flat Bareland. Also changes surrounding coast tiles to swamp and moutains to hill (3x3 square) and produces Matter. Not pillagable.
+ Phase 4 : dead, do not produce Matter anymore, pillagable.

Phase 1 to 3 also produces culture (like forts).

2.2.4. Bonus and Sparks

In phase 2, Rooted Tears absorb bonus on their tile, and add it to a global pool, based on the type of bonus:
Vegetal bonus (rice, wheat, ...) give 1 Vegetal Spark
Animal bonus (cow, bison, ...) give 1 Animal Spark
Mineral bonus (gold, bronze, ...) give 1 Mineral Spark
Mana bonus give 3 Magic Sparks

Sparks can then be used by any Wild standing on Rooted Tears to change into one of the following:
Vegetal Spark : Shame
Animal Spark : Passion
Mineral Spark : Pride
Magic Spark : Joy

2.3. Science

Science is generated by the second emotion unit : Hunger.

2.3.1. Hunger

Hungers are generated in when winning combat and throught Rooted Tears absorbtion and come with a number of Thinker promotions which in turn provides beakers each turn.
Hungers have a limited life-expectancy, and will naturally die after a few turns. They are also held (immobile) and animal invisible.

2.4. Production

As there are no cities, there is no real production. The mecanics which replaces it is Matter. Matter is gained by absorbing features or defeated enemy units. It can then be used to produce new units or special effects.

2.4.1. Unit production

The main way of producing units is through Love in Reproduction Mode, which will convert Matter into Wild, Joy, Passion, Pride or Shame.

2.4.1.1. Wild production

Wild is the basic unit. It can when the associated tech is known be freely converted to other emotion units such as Distress, Envy, Jealousy, Fear and Sadness. It can also convert to Shame, Passion, Pride and Joy if the corresponding Sparks are available in the global pool.

2.4.1.2. Joy production

Joys are the basic magic units (equivalent of adept) which can in turn be converted to each of the specialised emotion units related to magic (Confusion, Anger, Loneliness, Wicked).

2.4.1.3. Passion production

Passions are strong special units which can become stronger by absorbing other tears.

2.4.1.4. Shame production

Shames are weak special units which can produce their own followers (Wilds) giving them additional capabilities to create a powerful armed group.

2.4.1.5. Pride production

Prides are special support units which give other tears on the same tile promotions increasing defense and attack capabilities.



3. Units

Here you will find a short description of every units. Consider that this civ has only civ-specific units due to its specificity.

Spoiler :
3.1. Units

3.1.1. Anger

Yet to be specified...

3.1.2. Confusion

Yet to be specified...

3.1.3. Distress

Distress is specialized in distance attack.

3.1.4. Envy

Envy's speciality is furtivity and ambush.

3.1.5. Fear

Fear's weapon is its capacity to make ennemy units disorganized and so afraid that they will break rank and can be individually absorbed.

3.1.6. Hunger

Hungers are generated in when winning combat and throught Rooted Tears absorbtion and come with a number of Thinker promotions which in turn provides beakers each turn.
Hungers have a limited life-expectancy, and will naturally die after a few turns. They are also held (immobile) and animal invisible.

3.1.7. Jealousy

Jealousy is able to change its atomic structure to become acid and poisonous and strike direct damage at ennemies.

3.1.8. Joy

Joy is the basic magic unit.

Possible upgrades :
+ Loneliness
+ Anger
+ Confusion
+ Wicked

3.1.9. Loneliness

Yet to be specified...

3.1.10. Love

Love is the Rooted Tear controller, and it can accumulate Matter from surrounding Rooted Tears to generate new Rooted Tears or units (Wilds).
It is immobile and invisible to all.

3.1.11. Lust

Lusts are automatically generated by other tears units when ennemies approach Rooted Tears.
They are 1-turn auto-summons (like fireball, but fully automated).

3.1.12. Passion

Passions are strong special units which can become stronger by absorbing other tears.

3.1.13. Pride

Prides are special support units which give other tears on the same tile promotions increasing defense and attack capabilities.

3.1.14. Sadness

Sadness is specialized in water symbiosis and fluidity, granting both high withdrawal rate and waterwalking.

3.1.15. Shame

Shames are weak special units which can produce their own followers (Wilds) giving them additional capabilities to create a powerful armed group.

3.1.16. Wicked

Yet to be specified...

3.1.17. Wild

Wild is the basic unit.

Possible upgrades :
+ Sadness
+ Envy
+ Fear
+ Distress
+ Jealousy
+ Joy (spending Magic sparks)
+ Shame (spending Vegetal sparks)
+ Passion (spending Animal sparks)
+ Pride (spending Mineral sparks)




To be continued...
 

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Teaser

200 turns of Rooted Tear spreading with new interface.

Check the new elements on the interface and how they evolve to guess the new mecanic :)

To be redone with better balance :)

Turn 1

The first turn is Dagda's Tear falling from Heaven. You can control the landing (crashing!) site to select where the Tear will start.
Now let's focus on the interface. You can see several differences with the classic one, which I have enlightened:
  • Current matter sparks : represents the number of matter sparks I own.
  • Current matter stocks : represents the number of matter I own.
  • Current XP for new Wilds : represents the XP new Wilds will have upon creation
  • Sparks absorbtion : lists the number of each bonus which has been absorbed.
  • Cost for new Rooted Tears : the cost a Love has to spend from its own matter collection to create a new Rooted Tear
  • Cost for new Wilds : the cost a Love has to spend from the matter stock to create a new Wild, and in () the number of Wild which can be created this turns (stock /cost)
  • Cost for new Loves : the cost a Hope has to spend from the matter sparks to become a new Love
  • Current Global absorbtion : the percentage of the world which has be absorbed

Screenshot
Spoiler :
attachment.php



Turn 2

At the end of Turn 1, Dagda's Tear crashes. It creates a first Rooted Tear and a Love, as well as the civ hero, Dagda's Tear itself. The Love is by default in Expansion mode, meaning it will use all matter absorbed by surrounding Rooted Tears for its own stock to generate new Rooted Tear, which is a good starting strategy, as Rooted Tear have a limited life span, better get some more quickly.
On the details, the crash can set forest on fire in the area, and lower mountains into hills.
On the side notes, you can also notice that two other civs have been contacted and automatically declared war to.
At last, Dagda's Tear is now a 0/3 hero unit. It will gain strength by absorbing features like forest, flames, oasis and so on.

Screenshot
Spoiler :
attachment.php


Turn 20

After 20 turns, a new Rooted Tear has been created by the Love, and another one is on the way. It doubles the matter collected every turns and so Rooted Tears will be created faster and faster.
Dagda's Tear has absorbed Flames, Burnt Forest and New Forest, increasing its strength to 0/2 +1 death +1 fire for a total of 2/4 strength plus an increased healing rate. It also cumulated 4 matters (via promo) and will be able to start generating Wild minions.
In the upper part, you can see that 4 matter sparks have been also collected, 3 by Dagda's Tear feature absorbtion, and one for a won combat by it also (which resulted in the 4 matter collected as well).
In the details, you can see 6 Hunger units has been summoned by Dagda's Tear (left of the screen). 5 have been after the feature absorbtion (1 per Dagda's Tear level, currently 5) and 1 for the won combat. They are the sole mean of generating science, currently 6 beakers per turn. They are many other way to create Hungers, and so science of course.

Screenshot
Spoiler :
attachment.php


Turn 42

After 42 turns, I have many more Rooted Tears, of different colors. The brigther the Rooted Tear, the older it is, and so the closer to its own death. The middle Rooted Tear is actually dry and almost transparent, forcing the love to automatically move to an adjacent uncontrolled Rooted Tear. As there are no other Love, every Rooted Tear are free, but if there were, a Love can never move in a range of less than 3 from another Love (like cities). If a Rooted Tear dries and its Love have no adjacent Rooted Tear free to move on, the Love will die. Under the dry Rooted Tear, only bareland remains, every life and spirit having been absorbed.
About the Love you can see it is now 0/4, compare to its original stength of 0/3, as a Wild has been set as guardian, providing +0/+1 strength and improving the absorbtion rate (more matter generated by the same number of surrounding Rooted Tears). Also note that that Wild cannot move anymore (attached to the Love), and will follow the Love if it has to move due to drying Rooted Tears.
On a global note, I now have 16 matter sparks, generated by both Dagda's Tear feature absorbtion, won combat and Rooted Tears terraforming. I could change a Hope into a new Love if I had any. But I currently have no free Rooted Tears (they are all in less that 2 tiles from the Love).
At last, you can notice that the price for new Rooted Tears has increased from 13 matter to 14, due to the increasing number of living Rooted Tears.

Screenshot
Spoiler :
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Turn 61

Turn 61 is interesting. As you can see on the screenshots, there are now 3 Loves in-game. 2 are in the initial development site, and one at some distance from it. What happened is that Dagda's Tear and its minions had some fights with the Clan and the animals/barbs until one of the Wild minions collected 5 personnal matter (it won 5 combats). It could then root itself anywhere and create a new Rooted Tear (= sacrifying). A Hope was then created as adequate and could be changed into a new Love providing a new development site.
Due to the increasing number of Loves, the cost to change Hopes to Loves has increased from an initial 11 matter sparks to a current 20.
On the side bar you can see that 1 mana sparks has been collected (by removing a mana bonus from the map with a Rooted Tear), and the mater stock is 18 (from the second site purple Love). Love can have 3 colors:
  • Red : pure expansion, create only Rooted Tears
  • Pulple : mixed between expansion and collection
  • Blue : pure collection, will transfer matter to the common stocks
Concerning Dagda'sTear, it is now 3/6 (including some fire and death damage), and has 2 Wild Minions. One of them has been improved by Dagda's Tear (random lasting effect) and gained +1 death damage, +1 visibility and 10% withdrawal chance. These kinds of random lasting effects depend on the features absorbed by Dagda's Tear.
On the first scheenshot you can see that the absortion from Rooted Tears have progressed with more and more bareland visible.
2 Hopes are visible on each side of the screen as small white units. They are immobile, invisible, useless until converted to Love. They can be killed, but can also appear freely on free Rooted Tears.

Screenshots
Spoiler :
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Turn 81

On turn 81, from turn 61, I suffered horribly on the main site. Indeed some hero Azer destroyed one of my Love (eq city!), its guardians (Wilds) and many Hopes. I changed my Loves to Blue mode (collection) to quickly amass matter in the global pool and create new Wilds (the stock is now only 17 matter and I need 30 per unit). I also added Minions to the Love in the new site to a grand total of 3, boosting its strength to 0/6, and improving its abortion rate greatly. I can add up to 5 guardian minions per Love. It will be needed if I want this site to develop.
Due to the "collection" mode, you can see that there are no dark Rooted Tears anymore on the iniial site (stopped expansion). It means there hasn't been new Rooted Tears created for a while, which is risky as the existing ones will die and new ones are needed to survive in the area. I still have some time left however to react to this consequence of my decision to focus on unit production.
On the side you can note that I have at that time 2 mana sparks, 1 animal sparks, 1 vegetal sparks and 1 mithril sparks. They were absorbed from a Sheep bonus, Mushrooms bonus and 2 mana bonus visible on turn 2 (and now disappeared). I can use none of these sparks yet as it requires techs in order to produce the special units associated with these sparks. As I will have KotE soon, I will be able to use the mana sparks soon however.
A detail, but you can check the global absorbtion rate in the lower right equal to 0.44% at the moment. Still quite low but progressing.

Screenshot
Spoiler :
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Turn 101

That's it, 100 turns passed. KotE has been discovered and the two mana sparks used to create the associated unit, Joy (not visible on the screenshot, keep some suspens !). A Gold sparks has been absorbed.
The main site now shows how it suffured from previous decision. It lost a lot of its Rooted Tears, but it could still survive at least. In the middle you can see a big area of bareland, useless lifeless land. The road like things on it are Tears roots, which provides Tears a faster way of travel. Roots are created from Love randomly and spread under Rooted Tears each turns.
The new site has flourished but is now under attack by the Clan. Good thing the Love there has 5 guardians to a total of 0/8 strength. It will help survive until my hero can come to defend.
In the details, you can see the selected Love in the main site has a strength bonus of +7%. It comes from its accumulated personnal matter, giving each +1%. As every Tear accumulate personnal matter from won combat, it means that each unit gains +1% strength when winning a combat. Of course personnal matter can then be used to trigger some specific Tear abilities (like set a new Rooted Tear anywhere).

Screenshot
Spoiler :
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Turn 120

Here comes Joy. I'm starting to harass the Clan but it seems I'm late on unit strength and so I can only harass units outside cities. I should either get Fears or Distress if I want to take over well defended cities. Meanwhile, I'm using my Joy to collect more mana (some chance each time it wins a combat to either cast a level 1 spell or gather a mana spark to build another Joy).
Below Joy is a set of 4 Lust unit. These are automatically generate by any Tear unit standing on Rooted Tear and with an enemy unit in range 2 or less. Lust are uncontrollable fireball type units which are born and attack in the same turn, weakening enemies close to Rooted Tear, so that they can be taken on by real units afterwards.
I'm starting to have many units, and so the cost of generating new Wilds is slowly increasing (from an initial 30 to a current 32).
Also the absorbtion rate is now more than 1% ! 99% more and I will have absorbed everthing :D
In the second site, you can notice that I'm slowly absorbing the sea, changing it to swamp first and then bareland. The same for mountains, which change to hills and then flatland.

Screenshot
Spoiler :
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Turn 144

I finnally reached turn 144. Things are not going as good as I expected and the Clan seems to be too strong for me yet, and we have been looking aggressively at each other throat without one or the other gaining much ground. But my time is limited, my Rooted Tears are absorbing everything and they will soon die and stop providing backup and protection for my troops, forcing me to retreat.
The screenshot show you the overall situation including both development sites and the units involved. As for Tears, every unit is represented by a smiley. On the screenshot you can see the followings:
  • The smileys with the big teeth are the Wilds, the basic military unit.
  • The wicked smiley with its tongue sicking out is the Lust, the fireball like IA controled unit.
  • The smileys with heart in its eyes are the Loves, the "city" equivalent immobile unit which control matter absorbtion, Rooted Tear spreading and Wild generation
The good news is that thanks to combat my research has increased, and is now 48 beakers a turn, sometimes more after a stack attack. I will soon reach festival and a new unit, Shame, which both serves as a commander and mobile unit generation Tear.

Screenshot
Spoiler :
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Turn 160


Screenshot
Spoiler :
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Turn 182


Screenshot
Spoiler :
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Turn 201


Screenshot
Spoiler :
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Dagda's Tear early exploration

Spoiler :

Here is turn 2, just after crashing on Erebus. Dagda's Tear will absorb every feature type once and gain new abilities each time. Here it is about to absorb the flaming forest nearby. You can notice that it starts as a 0/3 hero unit.

attachment.php


Spoiler :

Absorbing the flames gave +1 fire/-1 and resistance to fire. Dagda's Tear is now 1/3 and is about to absorb the New forest on its tile (it takes 5 turns). Also notice that it gained a Matter promo which can be accumulated this way to be used later to summon minions.

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Spoiler :

I found some burnt forest now (turn 14), and am going to absorb it also. Dagda's Tear is now 2/3, with improved healing. Notice I could now summon a Wild minion spending 2 Matter promos as I have accumulated 2 already. I'll do that later however, so now, burnt forest absorbtion.

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Spoiler :

Turn 22, I just summoned my first Minion. Dagda's Tear is now 2/4 with Fire and Death damage (one each). The minion will slowly improves depending on Dagda's Tear own improvements, and can be used later as a safe reincarnate body for Dagda's Tear if it dies, making it very important. The number of minions cannot go higher than the unit level.

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Spoiler :

I explored some more and found haunted lands at last, which I will absorb. I summoned a second minion, and you can see that the first one that has been summoned on previous screenshot has improves and gained +1 fire damage (it was possible because Dagda's Tear had absorbed flames already).

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Spoiler :

On turn 66, I'm going to absorb a nearby Kelp feature. Kelp, flames and ice can be absorbed from nearby tiles contrary to other features which need the unit to stand on their tile. Dagda's Tear is now 4/6, and starts to be reconed with. 3 Minions has been summoned already, making it a small army, although weak on attack (Wilds are 2/4 at game start).

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Spoiler :

This is the final screenshot about early exploration. Dagda's Tear is now 4/7 with 6-9 first strikes, healing capabilities, +2 visibility and 50% withdrawal chance. It owns 4 minions which have been improved also (not visible here so you can discover it yourself in time), meaning it can die 4 times before really dying. I still haven't found Ice and Oasis to complete the early exploration feature absorbtion, but I think you got the idea.

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OK, I forgot to reserve first posts last time. Done now.
 
Nice :), but with Rise of Darkness and this Mod both planed as non Modular it will get Hard to decide witch one to play ;)
 
Actually this is not a mod in itself, just a new civ with a mecanic so different that it requires heavy python changes.

I hope to make it into RifE when completed.
Not sure whether Rise of Darkness follow the same target. (I do not change any existing thing, only add the new civ)
 
Sorry to sound negative, but how should this possibly be fun to play with or against? I simply can't imagine how not having any diplomacy or population is still compatible with Civ.
 
Sorry to sound negative, but how should this possibly be fun to play with or against? I simply can't imagine how not having any diplomacy or population is still compatible with Civ.

No problem sounding negative. :)

When wanting population and diplomacy, simply play "classic" civs (is there really anything classic in RifE, I wonder).
When you want to have a change of experience and become a huge spreading monster, absorbing everything in its path, you're welcome to try Tears.
When you want to defy such monsters, you're welcome to play against it.

You know, when the fallow trait was introduced, one could have said "how could it be fun to play without food for population?", but noone said so because the corresponding civs where so fun to play.

I'm hoping to provide you with "something" (not a civ as you imagine) fun to play also, even without diplomacy and cities.
 
I personally think its an amazing idea. =]
Great work sylvain5477. :)
 
Ooh, your ambition increases! Can't wait to see this... still, a few things.
"Barbarous" is too close to "Barbarian;" could cause confusion. Might I suggest "Unsettling" instead. It's a terrible pun; the tears literally do not settle, and are quite unsettling as well.
Am I correct in assuming the four types of Joy tears (Confusion, Anger, Loneliness, Wicked) are related to the four spheres of magic in some way?
 
Ooh, your ambition increases! Can't wait to see this... still, a few things.

Hey, not the ambition, the power behind RifE ! :)

"Barbarous" is too close to "Barbarian;" could cause confusion. Might I suggest "Unsettling" instead. It's a terrible pun; the tears literally do not settle, and are quite unsettling as well.

You're right, although "nomadic" may be even better ?

Am I correct in assuming the four types of Joy tears (Confusion, Anger, Loneliness, Wicked) are related to the four spheres of magic in some way?

You're perfectly correct !
 
There's a nomad trait already, though D:
 
There's a nomad trait already, though D:

Is there, though? I can't seem to find it in the civilopedia, or the TraitInfos.xml.

There's a nomad promotion (attached to the Malakim, i think; it gives desert movement and combat bonuses), but that's it.

For what it's worth, I think Nomadic would fit (and sound) better.
 
Why not rename the traits as such:

"Monstrous"
-declares war on contact, no cities (that is, combine "barbarous" and "warmonger")
"Alighting"
-grants the one turn of movement and visibility promotion

I think it's a little cleaner this way.
 
Is a seperate trait for an ability that last exactly one turn really necessary?
I mean, couldn't you do it like the starting settler bonus, or per event?
Traits should be something permanent, not something you can ignore after the first turn.

That aside, devouring the countryside sounds fun, and i can't wait to see how they play.
 
Is there, though? I can't seem to find it in the civilopedia, or the TraitInfos.xml.

There's a nomad promotion (attached to the Malakim, i think; it gives desert movement and combat bonuses), but that's it.

For what it's worth, I think Nomadic would fit (and sound) better.

Ahhhh, it's a PROMOTION. Nomadic will work then.
 
"Monstrous"
-declares war on contact, no cities (that is, combine "barbarous" and "warmonger")

Actually I intentionally created 2 seperate traits so that the Nomadic one could be used for a minor leader of another civ (like Hippus or Kurios)
Also the warmonger specificity may change later (rethinking it) if too many people are frustrated not being able to deal with other real civs.

"Alighting"
-grants the one turn of movement and visibility promotion
Is a seperate trait for an ability that last exactly one turn really necessary?
I mean, couldn't you do it like the starting settler bonus, or per event?
Traits should be something permanent, not something you can ignore after the first turn.

Well, for this one, the first unit IS falling from Heaven ! :)
I may remove the trait entirely and make it civ specific if it is not clear.


There's a nomad promotion (attached to the Malakim, i think; it gives desert movement and combat bonuses), but that's it.
For what it's worth, I think Nomadic would fit (and sound) better.
Ahhhh, it's a PROMOTION. Nomadic will work then.

Nomadic it is then ! (I'm so flexible ;))

That aside, devouring the countryside sounds fun, and i can't wait to see how they play.

You have to (wait).
I'm working on the interface redesign to accomodate the changes (replace Gold by Matter and Mana by Sparks) right now, but still lot of work before first release version.
 
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