1. PRESTIGE PROMOTIONS
Concept: Create a more complex and rewarding promotion tree, leading to more individualizes units.
Mechanic: Each unit can only have a prestige promotion. These promotions are powerful, but sometimes demand an awkward promotion grabbing to get them. The place of the prestige promotion is important, and will be noted in each prestige promotion description. This mechanic also makes other games aspects matter more, as show below. The number of prestige units is limited to the number of Great Persons the civilization generated over the game.
RACIAL PRESTIGE
Description: I suggest broadening the racial tags to make the slayer promotions more relevant. Below there is a suggestion:
Fey: Ageless comtemplative beings with strong ties with the Dreamlands. They are the most beautiful race in Erebus, dreamed real by the angels and not simply created from raw materials as the other races. When the Dark Angels fell they fleed to the Dreamland, but were too by the Taint, but they were the least affected. They were cursed with a overwhelming pride. They avoided the lesser races, living in isolated misty Groves, but were atracted by their great dreams, which the Fey loved to contemplate. But the elven civil war changed many things ...
Subraces: Elves, Gorgons, Centaur, Merfolk.
Prestige: Mist Weaver: When a enemy attacks this unit or is attacked by this unit there is a (unit level x 5)% that the combat dont happen and the enemy is moved to a square adjacent to its starting place.
Mountain Folk: Stout and over rational race that were organized in two castes the philosophers Giants and the ingineous dwarves. The giants were lobotomized by their own brothers during the darkest days of the dreaded mountain folk Iron Empire and now are little more than animals. When Dark Angels fell they were tainted like all the other races, and became beings of little compassion and obsessed with perfection.
Subraces: Dwarves, Giants.
Prestige: Tatical Mastery: The unit has a Area of Control, like in the previous Civilization Games.
Human: The First Race and the only one created by the group work of the 21 Great Angels. Creative short-lived beings they were also tainted by the Fall from Heaven, and are fated to repeat forever the same mistakes.
Subraces: Oldbloded (The humans who lived underground in close communities during the Age of Ice), Wild (Humans who lived in the nasty surface during the Age of Ice, acquiring Beastmen blood).
Twists: Humans need -10% XP to level up.
Prestige: no.
Beastkin: The first beastkin was a female, who Bhall took as his wife, and all the Beastkin are children of Bhall. With the a heart burning with passion, keen instinct they are the fiercest warriors in the Land. They are a very adaptable race, and all it's sub-races results of adaptation to hard periods of it's history. They formed the bulk of the Legion of the White Fire, a Light-aligned organization whose task were terminate the Sorcery Heresy. They were also tainted by the Fall, their Taint was named The Beast Inside, a inhuman feral dual personality that progressiviliy takes the Beastkin conscious. They comitted many atrocities trying to wipe all the "darkfriends" out, and finally the members of the Seven Kingdoms Alliance, under a dark influence, decided to exterminate all the Beastmen. The rage against this treason, soon leaded to hate, that consumed their hearts and of their Father Bhall, who fell.
Subraces: Orc (the paragon beastkin), Ogre, Goblin (smaller and more fertile beastkin which appeared during the Age of Ice), Dragonspawn (the beastkin who abandoned Bhall after the fall and seek to a new lord, the Dragons), Lizardmen, Minotaur.
Prestige: Dervish: If the unit defeat a enemy unit he recovers the attack abilities and get a cumulative promotion desorganized, which gives a -10% combat bonus.
Fiend: All other sentient creatures were creted by many angels using the power of creation that the Creator gave to them. The fiends are sentient creatures created by only one angel using the Agares creation technique.
They are twisted reflections of their dark creator, lacking the spark that only can be created when the angels work in group.
Subraces: Doppleganger, Infernal (red armored fiends born from the body of the fallen Bhaal), Homunculi, Demons.
Twists: Astral Body: Based in Starcrafts Protoss Shield. The unit has two Hit Point score, with different regeneration rate, the Shield HP and the Body HP. The Shield HP fully regenerates in the end of each turn. The Body HP in special locations, corrupt terrain, node or city for fiends, for example. All fiends have Astral Body.
Prestige: Sin Eater: Mechanic: The Fiend grows stronger for each unhappy city in the world.
ALIGNMENT PRESTIGE
Description: Aligment matter, part 1. These prestige promotions can only be acquired if the civ is under the respective aligment, and the unit become aligned. More on aligment below.
a. Good:
Demon Hunter:
The unit gains 0.1 power for each Fiend or Herectic which it kills.
b. Neutral:
Accepting sugestions.
c. Evil:
Dread Prince:
Description: The unit gains the Unholy Massacre power and the heretic promotion. This power can only be used when you are in a city you control, and kills its entire population. Then [half the city pop, rounded down] Flayed Ones are spawned. Use Unholy Massacre is a war atrocitie.
SPHERE PRESTIGE
Role: These prestige promotions are quite powerful, but force you to build your node strategy around them. They require level 2 in all the spheres of the school.
a. Divination
Theurge: Acess to Divine Magic.
Comunner: Acquire the Commune Master promotion. You other units can acquire the commune slave promotion. Every time the Communer use its Commune Master power a random Commune Slave you control loses the casting of the turn. Use Commune Master don't require movement points.
b. Necromancy
Necrosage:
Description: Can spawn Danmed Echo. Everytime a non-summoned diseased unit is killed in the Necrosages square, or in the adjacent squares, there is a chance [Combat level*10%] of a Dammed Vestige be spawned. The Vestige is a copy of the dead unit, with all its promotions, and has also the heretic and the shadow promotion [-15% power]. The Echo can fight a number of combats equal to the Necrosages Spell Extension level before disappearing.
Requirements: All level II in all the Necromancy Scholl spheres, Spell Extension I and Combat I and the Ashen Veil Tech.
Role: The summoner role prestige promotion.
Entropmancer:
Description: Disables healing near him, in all the nine squares near him.
c. Alteration
Biomancer:
Can bestow grafts to other units.
Graft Promotions: These promotions are given by a Biomancer. It costs gold and reduces the maxHP in 20%. If the graft is done in a city with a Mage Tower the cost is reduced in 30%. Grafting in field must be expensive. There are two tiers of grafts.
Tier1
Legion Scarab: The unit cannot gain experience anymore.
Legion Hulk: Gains +10% to combat for each unit with Legion Scarab you control.
(more suggestions, please)
Tier2 (Archmage only)
Neuroblade: Everytime the unit hit his enemy during a combat he can steal a non-racial, non-enchentment, non-prestige promotion. If there are many levels of the same unit, only the smallest one that the unit dont have can be stolen.
(more suggestions please)
d. Elementalism
Animal Lord:
CLASS PRESTIGE:
a. Scout:
b. Wizard:
c. Disciple: Saint:
d. Melee:
e. Cavalry:
f. Archer:
g. Hero: Chosen One:
RESOURCE PRESTIGE
Concept: Make exploration an important issue in the unit development and promote the Hell exploration as part of a conquest strategy.
Concept: Create a more complex and rewarding promotion tree, leading to more individualizes units.
Mechanic: Each unit can only have a prestige promotion. These promotions are powerful, but sometimes demand an awkward promotion grabbing to get them. The place of the prestige promotion is important, and will be noted in each prestige promotion description. This mechanic also makes other games aspects matter more, as show below. The number of prestige units is limited to the number of Great Persons the civilization generated over the game.
RACIAL PRESTIGE
Description: I suggest broadening the racial tags to make the slayer promotions more relevant. Below there is a suggestion:
Fey: Ageless comtemplative beings with strong ties with the Dreamlands. They are the most beautiful race in Erebus, dreamed real by the angels and not simply created from raw materials as the other races. When the Dark Angels fell they fleed to the Dreamland, but were too by the Taint, but they were the least affected. They were cursed with a overwhelming pride. They avoided the lesser races, living in isolated misty Groves, but were atracted by their great dreams, which the Fey loved to contemplate. But the elven civil war changed many things ...
Subraces: Elves, Gorgons, Centaur, Merfolk.
Prestige: Mist Weaver: When a enemy attacks this unit or is attacked by this unit there is a (unit level x 5)% that the combat dont happen and the enemy is moved to a square adjacent to its starting place.
Mountain Folk: Stout and over rational race that were organized in two castes the philosophers Giants and the ingineous dwarves. The giants were lobotomized by their own brothers during the darkest days of the dreaded mountain folk Iron Empire and now are little more than animals. When Dark Angels fell they were tainted like all the other races, and became beings of little compassion and obsessed with perfection.
Subraces: Dwarves, Giants.
Prestige: Tatical Mastery: The unit has a Area of Control, like in the previous Civilization Games.
Human: The First Race and the only one created by the group work of the 21 Great Angels. Creative short-lived beings they were also tainted by the Fall from Heaven, and are fated to repeat forever the same mistakes.
Subraces: Oldbloded (The humans who lived underground in close communities during the Age of Ice), Wild (Humans who lived in the nasty surface during the Age of Ice, acquiring Beastmen blood).
Twists: Humans need -10% XP to level up.
Prestige: no.
Beastkin: The first beastkin was a female, who Bhall took as his wife, and all the Beastkin are children of Bhall. With the a heart burning with passion, keen instinct they are the fiercest warriors in the Land. They are a very adaptable race, and all it's sub-races results of adaptation to hard periods of it's history. They formed the bulk of the Legion of the White Fire, a Light-aligned organization whose task were terminate the Sorcery Heresy. They were also tainted by the Fall, their Taint was named The Beast Inside, a inhuman feral dual personality that progressiviliy takes the Beastkin conscious. They comitted many atrocities trying to wipe all the "darkfriends" out, and finally the members of the Seven Kingdoms Alliance, under a dark influence, decided to exterminate all the Beastmen. The rage against this treason, soon leaded to hate, that consumed their hearts and of their Father Bhall, who fell.
Subraces: Orc (the paragon beastkin), Ogre, Goblin (smaller and more fertile beastkin which appeared during the Age of Ice), Dragonspawn (the beastkin who abandoned Bhall after the fall and seek to a new lord, the Dragons), Lizardmen, Minotaur.
Prestige: Dervish: If the unit defeat a enemy unit he recovers the attack abilities and get a cumulative promotion desorganized, which gives a -10% combat bonus.
Fiend: All other sentient creatures were creted by many angels using the power of creation that the Creator gave to them. The fiends are sentient creatures created by only one angel using the Agares creation technique.
They are twisted reflections of their dark creator, lacking the spark that only can be created when the angels work in group.
Subraces: Doppleganger, Infernal (red armored fiends born from the body of the fallen Bhaal), Homunculi, Demons.
Twists: Astral Body: Based in Starcrafts Protoss Shield. The unit has two Hit Point score, with different regeneration rate, the Shield HP and the Body HP. The Shield HP fully regenerates in the end of each turn. The Body HP in special locations, corrupt terrain, node or city for fiends, for example. All fiends have Astral Body.
Prestige: Sin Eater: Mechanic: The Fiend grows stronger for each unhappy city in the world.
ALIGNMENT PRESTIGE
Description: Aligment matter, part 1. These prestige promotions can only be acquired if the civ is under the respective aligment, and the unit become aligned. More on aligment below.
a. Good:
Demon Hunter:
The unit gains 0.1 power for each Fiend or Herectic which it kills.
b. Neutral:
Accepting sugestions.
c. Evil:
Dread Prince:
Description: The unit gains the Unholy Massacre power and the heretic promotion. This power can only be used when you are in a city you control, and kills its entire population. Then [half the city pop, rounded down] Flayed Ones are spawned. Use Unholy Massacre is a war atrocitie.
SPHERE PRESTIGE
Role: These prestige promotions are quite powerful, but force you to build your node strategy around them. They require level 2 in all the spheres of the school.
a. Divination
Theurge: Acess to Divine Magic.
Comunner: Acquire the Commune Master promotion. You other units can acquire the commune slave promotion. Every time the Communer use its Commune Master power a random Commune Slave you control loses the casting of the turn. Use Commune Master don't require movement points.
b. Necromancy
Necrosage:
Description: Can spawn Danmed Echo. Everytime a non-summoned diseased unit is killed in the Necrosages square, or in the adjacent squares, there is a chance [Combat level*10%] of a Dammed Vestige be spawned. The Vestige is a copy of the dead unit, with all its promotions, and has also the heretic and the shadow promotion [-15% power]. The Echo can fight a number of combats equal to the Necrosages Spell Extension level before disappearing.
Requirements: All level II in all the Necromancy Scholl spheres, Spell Extension I and Combat I and the Ashen Veil Tech.
Role: The summoner role prestige promotion.
Entropmancer:
Description: Disables healing near him, in all the nine squares near him.
c. Alteration
Biomancer:
Can bestow grafts to other units.
Graft Promotions: These promotions are given by a Biomancer. It costs gold and reduces the maxHP in 20%. If the graft is done in a city with a Mage Tower the cost is reduced in 30%. Grafting in field must be expensive. There are two tiers of grafts.
Tier1
Legion Scarab: The unit cannot gain experience anymore.
Legion Hulk: Gains +10% to combat for each unit with Legion Scarab you control.
(more suggestions, please)
Tier2 (Archmage only)
Neuroblade: Everytime the unit hit his enemy during a combat he can steal a non-racial, non-enchentment, non-prestige promotion. If there are many levels of the same unit, only the smallest one that the unit dont have can be stolen.
(more suggestions please)
d. Elementalism
Animal Lord:
CLASS PRESTIGE:
a. Scout:
b. Wizard:
c. Disciple: Saint:
d. Melee:
e. Cavalry:
f. Archer:
g. Hero: Chosen One:
RESOURCE PRESTIGE
Concept: Make exploration an important issue in the unit development and promote the Hell exploration as part of a conquest strategy.