misterhamtastic
Chieftain
- Joined
- Oct 5, 2009
- Messages
- 41
So I want to try to make a mod. It's based on the concept that innovation and discovery continue, even in the presence of magic. I want to make it truly epic in scope. Here is a list of concepts I want to include, and some enlightening examples.
1. Multiple techtree options.
You start heading up the techtree and decide you want to focus on magic, so you proceed to discover the techs from that tree. This opens up the magic units and buildings, but you don't get the more scientific discoveries. There will be a "trunkline" of techs that both get, just from different methods. Example: Oppenheimer is a great Archmage and uses magic to split the atom. Einstein, a non-mage, splits the atom using science. Both discover fission.
2. Pros and Cons
There will be a definite importance to the science v. magic decision. Religion will remain a secondary, but powerful, means of advance. Example: A field of infantry, cannons on one side, fireball throwing adepts on the other. One side's infantry is armed with rifles and lightweight armor, the other side has men in mystical power armor, wielding tremendous melee wepons. Who will win?
3. More powerful "generals"
An archmage makes for a good general, between their powerful support spells, combat spells, and summoning spells. A good summoner should be able to literally summon an army from the ether. On the other side, an engineer would be able to build, or direct the building of, a number of units right on the battlefield. The big units would be summoned from a city, or built, depending on your side.
Honestly, this all came from playing as the Mechanos and making my own civ, the Undead.
There are a number of smaller-scale concepts as well. Like eventually discovering true terraforming, or adventurer-like experience gathering by sitting in a border fort.
I know, this deviates from the D&D spirit. So what? This is a turn-based strategy game, not a roleplaying game, and this lends itself more to this type of thing. I may use some of this when I DM my next game. (Enchanted musket anyone?)
I welcome all thoughts, as well as any advice.
1. Multiple techtree options.
You start heading up the techtree and decide you want to focus on magic, so you proceed to discover the techs from that tree. This opens up the magic units and buildings, but you don't get the more scientific discoveries. There will be a "trunkline" of techs that both get, just from different methods. Example: Oppenheimer is a great Archmage and uses magic to split the atom. Einstein, a non-mage, splits the atom using science. Both discover fission.
2. Pros and Cons
There will be a definite importance to the science v. magic decision. Religion will remain a secondary, but powerful, means of advance. Example: A field of infantry, cannons on one side, fireball throwing adepts on the other. One side's infantry is armed with rifles and lightweight armor, the other side has men in mystical power armor, wielding tremendous melee wepons. Who will win?
3. More powerful "generals"
An archmage makes for a good general, between their powerful support spells, combat spells, and summoning spells. A good summoner should be able to literally summon an army from the ether. On the other side, an engineer would be able to build, or direct the building of, a number of units right on the battlefield. The big units would be summoned from a city, or built, depending on your side.
Honestly, this all came from playing as the Mechanos and making my own civ, the Undead.
There are a number of smaller-scale concepts as well. Like eventually discovering true terraforming, or adventurer-like experience gathering by sitting in a border fort.
I know, this deviates from the D&D spirit. So what? This is a turn-based strategy game, not a roleplaying game, and this lends itself more to this type of thing. I may use some of this when I DM my next game. (Enchanted musket anyone?)

I welcome all thoughts, as well as any advice.