sylvain5477
Cerebrus father
- Joined
- Dec 30, 2007
- Messages
- 752
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
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.
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.
To be continued...
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.
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)
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...