Pre-EkoNES: Fall From Heaven

Well, Li, some of your arguments aren't exactly trun (or are at least debateable), but the spirit of the thing is probably right. The time issue is a pretty big deal for about half of the civs. On the other hand, that doesn't mean that you should immediately ditch the leader idea. You could simply treat the two types of nation differently.

Hear me out: nations with "immortal" (or at least long-lived) leaders would have the bonuses those leaders gave, but nations without those leaders would be more flexible. They could adjust to things better and would be more well-rounded. There are other ways to compensate as well: maybe nations with immortal leaders wouldn't be able to change government civics after the first turn, or would have slightly lower stability overall. Once their leader(s) died, that civ would lose the bonus that the leader(s) gave them as well.


What do you think, Kol?
 
I'm actually interested in great people, stuff like Grigori heroes. Short-lived races could have an advantage in that a dying leader would be replaced by a young new person, whise abilities may be different.
What I'd like to avoid is the need for leaders. If you can move armies around without a general, and can run a city without a governor, it's better. Still, I think it's a choice to put a named character in charge of a city, an army or to do something else entirely. I'd rather have a "leader" be an adventurer or a prominent researcher, or an artist, depending on the mood or needs. So if one gets "leaders" or great persons based on whatever, that these are not needed but "only" boost an activity (city output, army, whatever), they can be interesting. And once settled, they don't change but their bonuses may grow with time, whic means long-lived ones would have bonuses in specialisation while shortèlived ones would die and be replaced giving more flexibility but less power.
Just tossing ideas, obviously.
 
Or else leaders could be immortal (or at least long-lived). You would need to come up with a story-reason why but in the FFH universe there are obviously lots of ways of achieving this.
 
Immortal leaders don't relly make sense in many civs. I can't see fickle Balseraphs with any Immortal leaders except Perpentach and his daughter. Although Amurites could have immortal mages, it doesn't fit well the Hippus, for whom mages would be uncommon (wrt Amurites), or Lanun, where you'd expect sailors to be leader rather than immortal wizards.
Now, if we start with 50 year game turns and then slow down to 10 or 5 years turns, a mortal leader would still be able to last for at least 5 or 6 turns, which can be a lot. Mortal leaders also mean you have to make choices about replacing them. For instance, you might have to pick between the elder son, the daughter or a commoner to take the place of the governor of your feudal city.
 
Ok things are slowly beginning to come togeather. I think the verdict for ''leaders'' is a general 'no', and could easily become confusing and unbalanced.

For civics, I have decided that they will be predominantly player-designed. I want to allow for as much free will as possible. There will be various generic ones at certain technologies, but mainly they are a method for the player to design their civilisation.

Players will design a civic that they want, with some suggested benefits and penalties. All civics must have both pros and cons, and the size of the benefit is directly linked to the size of teh penalty. Some civics I will disallow due to tech levels, you cannot have a theocracy without relevant Priesthood related techs, but you could have something like ''Shamanism''. As your culture develops you may switch your civics to the standardised ''Theocracy'' civic, as well as a unique ''God-fearing'' civic that provides extra benefits to priest specialists and increases production by 10% but makes high crime levels (sinners), and other religions cause greater culture penalties.

Civics can be anything at all that describes and makes your civilization unique.
 
Sounds fun. Sign me up. I see excellent RP opportunities in the Clan of Embers, but they're taken, so I'll have... the Sheaim, Tebryn Arbandi. It's my first NES, but frag it, I learn fast and can play it by ear.

*Grins expectantly, hoping for at least one opportunity to commit an appalling act of abject villainy.*
 
Ok, but bear in mind the armageddon is strictly off limits for game-play purposes. Does that effect your decision?

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Of course, through rituals or projects you could produce some armageddo-like effects (eg blight), although the other players will hate you for it ;).
 
Ok, but bear in mind the armageddon is strictly off limits for game-play purposes. Does that effect your decision?

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Of course, through rituals or projects you could produce some armageddo-like effects (eg blight), although the other players will hate you for it ;).

Bah, I'll make due with standard-issue tyranny, mass human sacrifice, depravity, and dark magic, then. As long as I'm allowed to summon forth (and preferably control) hellish servants through unspeakable magics, I'm good.
 
Stats? You will not have any stats yet. On the first of March, assuming I have enough players, I will post the opening update. You will all have a certain amount of gold to spend which you can use to more or less create your stats.

Opening stories are definitely fine.
 
Yeah that's fine.

@Killerclowns: That's fine :).

3 places remaining, get them while they're hot!
 
Clan of Embers Opening Story:

It is said that even the best laid plans of men will go astray at the whim of a god. What they do not say, though, is that even the best laid plans of the gods will go astray, on the whim of that most impersonal of forces: Fate.
In another world, another time, perhaps, The plans of Bhall, the Fire Mistress, come to fruition. All was in motion for them to succeed. The Orcish rabble had assembled at Braduk the Burning, the Preistesses had gathered for their undoing, The warlord Jonas was Preparing to take power from the Priestesses, Orthus was ravaging the Wildlands, and an angry Sheelba had been found by an old Orc Warrior, who was bringing her, on his back, to the great meeting at Braduk.
But it was not to be.
As Orthus approached the outer slums of Braduk, a loose roof tile fell from one of the ancestral buildings, striking the powerful Orc on the back of the neck, Paralyzing him for life. At nearly the same instant, Rantine, usually surefooted, even while clambering the sharpest cliffs, stumbled and fell, a deep fall ending in a freezing, icy, river.
And so all came Undone.
In this world, Orthank Endain, a wily, cunning Orc, cousin of the Fallen Warlord, who, in that other world, would have been forgotten and faded into oblivion, Took power of the Clan of Embers.
His aim was the same as Jonas’s had been, but he took a much less brutal, although much slower, approach to the task of taking power than his cousin had planned.
He knew he had to win the minds of the people, make them turn away from the Priestesses and turn towards him as a savior from the corrupt crones.
So, he quietly assumed the mantle of leader of the Clan of embers, leaving the other clans alone, instead of subjugating them as his Cousin would have done.
In time, though, rumors spread through these clans of twisted and terrible magic performed by the Priestesses of Bhall. Rumors that the Priestesses were hording the great treasures of the past, and preparing to Levy taxes on the Faithful of Bhall. This offended the naturally proud Clans.
As the years passed, more and more clans turned away from the Eternal Flame, and, among these, the Clan of Embers emerged as a Leader, with Orthank at its head. Now an Elder, he still had all his wits about him, and organized and trained a united rebellion against the priestesses. The Rebels moved on Braduk, and easily crushed the armies of the clans still loyal to the priestesses.
Though initially successful, the priestesses had forseen his victory on scattered to the wilderness, preparing, in their turn, to wage a guerrilla war.
But the Fire Goddess, seeking to Salvage something from her ruined plans, Intervened. Speaking in dream to the Crone, head priestess, and to Orthank, she organized a lasting peace, cemented by the marriage of Crone’s Daughter Erin and Orthank’s son Kristur.
Erin and Kristur, though Initially Strangers, Fell in love, with a love more powerful than anything a god could have forseen.
It was A love so powerful and full of hope, that it called on the Goddess most dedicated to Goodnes itself.
 
Alright, then. Opening stories, you say?
“Brothers and sisters, hear me,” intoned Tebryn Arbandi. His robes were of silk and cloth, while the mob that surrounded him had naught but animal skins to protect them against the cold of winter. “It is time for a new age to dawn! An Age of Fire! An Age of Knowledge! I have much to ask of you, brothers to and sisters. Many sacrifices will have to be made, but know that so long as you serve me, we shall build an empire that shall last... until the end of time!” Cheers rose up from the ragged horde. “Until the end of time...” Arbandi muttered, grinning. He stepped into the hut of the tribal elder, whom Arbandi had dealt with. The tribes suspected dark magic, and Arbandi saw no reason to inform them they were correct. There had been chaos, as his sons squabbled over leadership. Then, Arbandi came forth like a god and slain those who refused to kneel before him as such. It had been easy; this primitive tribe of sticks and stone spears was no match for his might.

This pathetic little tribe had been the weakest in the area, and Arbandi had chosen them for that reason. He had already led them to conquer other, stronger tribes in their minuscule region. Their hatred, their fury was magnificent to behold; they paid back the atrocities they had suffered a hundred fold. Slaves and sacrifices poured into his little capital, and only the Orc tribes, and whatever was beyond them, remained to be dealt with. The first gate was nearly complete, and would provide him with the soldiers he needed, as long as it was in turn provided with blood... he felt good. He felt like a god...

“Don't mistake yourself for such. You are merely a pawn of far greater powers,” a voice reminded him. He turned to the fire pit to see it had turned a malevolent shade of purple. Damnation, it was her. “And if you wish to avoid Hell,” Ceridwen's avatar reminded him, “you'll treat me with the respect I deserve.” He'd forgotten she could read his mind. “Don't forget it again, if you intend to live. What these pathetic mortals think of you is hardly my concern, but do not mistake yourself for a god. You are merely the king of worms, lord of rodents. You are nothing. I could annihilate you now, if I wished it. This world will burn, or you will burn.” He understood, and seeing that, Ceridwen left him. But why couldn't he have some fun with this wretched rock first?

Tebryn Arbandi looked out upon the collection of huts that would soon be his empire. Oh, yes, he was going to have plenty of fun... this world would burn. This world would suffer, rot, and scream as he had for all those years. When he was done, Hell would be a relief for the wretches that inhabited this damnable place.
 
I would love to join in (thanks for posting in the FfH forum), I haven't tried NESes before, but I think I can manage it... Updates every week sounds reasonable.

Since Balseraph are already taken, I would go with... Rhoanna of the Hippus, I think.

Oh, and I look foward to (possibly) playing with Immaculate, KillerClowns and Thomas.Berubeg, if you'll let me have a slot, Eko?
 
Spoiler Opening Story, Maika of the Hippus :

The messenger galloped across the last few stretches to the main coloumn. He stopped only yards from the woman at the head of the coloumn and turned his mount to trot beside hers.

Maika looked at the young boy. He was sweaty from the ride, and so was his horse. His hair was short and disorderly, she noticed as he brushed a hand through it before reporting: "The village is close. We will reach it well before sundown. None of them saw me, so they are completely unaware of our arrival. We will have the advantage."

Maika nodded in appreciation. The small village ahead was filled with a mixture of humans and greenskins, but even the largest of the orcs would not be a problem for the nomadic band of horsemen at her command. The Hippus lived on horseback. They were born on horseback, and they died on horseback. Whether it was in battle or of age.

Deciding to settle the tribe had been a hard decision, but Maika had not regretted it. She knew that soon, the power of the small band of riders behind her would no longer keep the enemies of the tribe away. They needed the security of a city, a land to call their own. If nothing else then to support the tribes need for mounts and herd animals. Hence the village ahead was not be razed. Maika gave the messenger sign to return to his coloumn and turned herself in the saddle, loudening her voice so that the entire tribe could hear her speak:

"Soon we will reach the village which will come to be the heart of our own lands! Finally the Hippus will have a place to call their own, with all of their herds and riches. We shall take the village from the barbarians as we will claim everything else we want in this world: By force! Riders, after me!"

She turned back into her saddle and pushed her steed, Eighthoof, to a gallop, while reaching for her weapon.
 
A Tale of Origins:
“We call ourselves… the Luchuirp.”

The age of ice brought starvation and hardship for all those who dwelt under the sun. Many tribes, including some of the Khrad'Ke-zun (surface dwarves) sought to hide from the long winter’s brutal cold in caves and hidden shelters. As the snows melted the tribes of men and dwarves slowly returned to the surface, making a living any way they could and dominating particular lands which became their territory. Other, previously nomadic tribes, settled down to begin farming and developing their culture and civilization once again. A new balance came to the world, one where large tracks of wild lands separated the newly burgeoning civilizations.

This balance was precarious. Wild nomadic tribes of men and orcs hunted the burgeoning civilizations like herds of wild caribou but the civilized nations were resistant. They worked hard and set up their defenses and even began to share stories and goods with each other.

The balance endured, precarious though it was, and the ice had almost completely melted when suddenly the scales were throw a titter. Suddenly there was a new group, a secretive race of dwarves, to disrupt the balance. The nations who had established themselves, the wild-men of the lands, all had no recollection of these dwarves or any other living in this particular area. Their sudden appearance was a puzzle to all.

Where these the Luchuirp, the tribe of Khrad’Ke-zun who had sought refuge from the long winter under the earth? Some other tribe of Khrad'Ke-zun? The legendary deep dwarves who called themselves the Khazad?

Only time would tell.
 
Any chance of a map we can fight over like a dog's chew-toy while you put the rules together?

I.
 
I'll give it a shot as Grigori if still avail. (Sorry I didn't rtft).
 
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Unit Quality and Promotion

As units become exerienced fighters, through winning battes, training or events, their Unit Quality increases up this scale:

Drafted - Rookie - Amateur - Experienced - Veteran - Elite​

Normally, units will start at ''Rookie'' and move up the scale from there. For each level the unit moves up the scale they gain a 20% combat bonus, and you can increase their specialisation against certain combat groups by a further 10%. Units that have been drafted (more on that later) start at ''Drafted'' and will be unable to increase from there. Drafted units have a combat penalty and no specialisation.

The Current Combat Groups are:

Heavy Infantry
Light Infantry
Archery
Heavy Cavalry
Light Cavalry
Siege
Support (Arcane and Priest)
Animal
Recon
Ships

Although I will add more if they are needed.

Unit Quality will work differently for Arcane, Religious and Recon units.

Will there be Racial Specialization, as in the old days of FFH? (things like Orc Slaying, which give a bonus against Orcs, or Dwarf Hunting, which improves combat against dwarves for a specific unit?)
 
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