thomas.berubeg
Wandering the World
(Copied and pasted from Chamber of records- Elda King)
These are my ideas for the Silmarils, and the quests for finding them. I don't know if it can be done, or how, so I though about many alternatives to it.
History: Fëanor, the greatest elven smith ever, created 3 bright gems using the light of the two Trees that lighted the world (they later gave origin to the Sun and the Moon); they had light of their own, and all desired them. They were called the Silmarils. But the Enemy destroyed the trees and stole the Silmarils, and now they must be recovered by the free peoples.
Ideas The National Wonder "Quest for Silmaril - 1", when built for the first time, makes one Silmaril unit (barbarian unit) randomly appear at any land tile on the map. This unit is invisible to all that didn't build the wonder, and can't move by itself - but can be "taken" by any hero unit and moved to anywhere. The building only generates a Silmaril when built by the first time, but anyone can build it to be able to see this Silmaril - or to search for another Silmaril.
When a player captures the Silmaril, it must bring it to his capital; while at a players capital, it gives several benefits to that civ: extra gold/hammers/research, more XP, more happiness/health, etc (I'm not quite sure).
After one player have built the "Quest for Silmaril -1", it can build the "Quest for Silmaril -2" and start searching for another Silmaril, even if it didn't find the first. The same for the "Quest for Silmaril -3".
Goals make a barbarian unit spawn when a building is built by the first time, but not when it's built again; have a unit that must be moved by another unit of a certain category (like treasures of Civ3, or perhaps after captured, the capturer gets a promo - like FFH "Orthus' Axe", that goes to who kills it - and must return to the capital?); give benefits while a certain unit is at the capital of the civ.
Alternatives These are to be used if something is impossible or too hard to be done: instead of a building, a tech could spawn the unit when researched by the first time; the unit could be spawned at the start of the game, but would only become visible with the building/tech; any unit could capture it; the unit could trigger a golden age that last while it's at the capital.
These are my ideas for the Silmarils, and the quests for finding them. I don't know if it can be done, or how, so I though about many alternatives to it.
History: Fëanor, the greatest elven smith ever, created 3 bright gems using the light of the two Trees that lighted the world (they later gave origin to the Sun and the Moon); they had light of their own, and all desired them. They were called the Silmarils. But the Enemy destroyed the trees and stole the Silmarils, and now they must be recovered by the free peoples.
Ideas The National Wonder "Quest for Silmaril - 1", when built for the first time, makes one Silmaril unit (barbarian unit) randomly appear at any land tile on the map. This unit is invisible to all that didn't build the wonder, and can't move by itself - but can be "taken" by any hero unit and moved to anywhere. The building only generates a Silmaril when built by the first time, but anyone can build it to be able to see this Silmaril - or to search for another Silmaril.
When a player captures the Silmaril, it must bring it to his capital; while at a players capital, it gives several benefits to that civ: extra gold/hammers/research, more XP, more happiness/health, etc (I'm not quite sure).
After one player have built the "Quest for Silmaril -1", it can build the "Quest for Silmaril -2" and start searching for another Silmaril, even if it didn't find the first. The same for the "Quest for Silmaril -3".
Goals make a barbarian unit spawn when a building is built by the first time, but not when it's built again; have a unit that must be moved by another unit of a certain category (like treasures of Civ3, or perhaps after captured, the capturer gets a promo - like FFH "Orthus' Axe", that goes to who kills it - and must return to the capital?); give benefits while a certain unit is at the capital of the civ.
Alternatives These are to be used if something is impossible or too hard to be done: instead of a building, a tech could spawn the unit when researched by the first time; the unit could be spawned at the start of the game, but would only become visible with the building/tech; any unit could capture it; the unit could trigger a golden age that last while it's at the capital.