S3rgeus
Emperor
S3rgeus's Wheel of Time Mod is Moving
After much deliberation, the WoTMod team has decided to move development over to Civilization VI. We're taking a short hiatus and will be resuming work on WoTMod in Civ6 - converting our ideas from here - in October 2017. Details on that decision and how we arrived at it can be found in the Civ6 Creation & Customization thread.
Thank you everyone for all your contributions here with Civ5 and we hope to see you in Civ6!
------------------------------------------
S3rgeus's Wheel of Time Mod (WoTMod for short) is a mod I'm currently working on and have been working on on and off for a good while. I figure with BNW out and the fall patch looking to be the last set of additions to the modding suite available to CiV, now seems like a good time to make this my active project.
So, the normal game of Civilization V lets you "play history" in a new, different way from how it actually happened. This mod's objective is to do much the same thing but instead of with our world, with the Wheel of Time universe. So this is a total conversion mod, and I aim to have it overhaul basically everything you can think of. Completely new tech tree that's at least as big as the one in normal CiV. A host of new wonders numbering equal to the wonders in the base game. New units, unique to Wheel of Time, with new 3D models (that part should be fun). New buildings. A host of new civilizations. (Starting with 14) New resources. New victory conditions. Scenarios that capture key moments in the known Wheel of Time canon (Tarmon Gai'Don, the War of Power, the Consolidation, the founding of Artur Hawkwing's Empire, you name it.) New gameplay mechanics. Adapted (and possibly just straight up improved) AI. This is a huge project and is still in the early stages of development. Anyone skilled at 3D art would be the most useful straight off. I'm willing to learn to work on 3D artwork (and its associated 2D textures and the like) and I definitely will do a lot of artwork for this mod, but I'm a programmer underneath it all, and I'm much more efficient writing C++ and Lua than creating icons and meshes.
I'm also modding with modmodding in mind, so hopefully it should be possible for other modders to make offshoot or subsidiary modmods which do something unique for their own Wheel of Time-based intents. And if I do make any improvements to the AI, I'll try to do it in a way that can be extracted and used without the Wheel of Time content. I know an AI mod has been a heavily requested mod on CivFanatics. A key mandate of this mod is none of these new features should be usable only by humans. Everything that gets added must also be integrated into the AI. We'll see how long that plan lasts.
First thing's first, the Wheel of Time is a series of books written by Robert Jordan. It's my personal favorite series and I think it's got the depth to host a game like CiV in its universe. Any input from fans of Wheel of Time is greatly appreciated! Obvious spoiler warning, the series' 14th and final book was released in January 2013, so this post/mod contains spoilers for the whole series.
This project has evolved significantly since I first started off and I'm very happy to say that counterpoint is officially a member of the WoTMod team. (Currently that team consists of him and myself.)
We've been going over the original ideas for what this mod will entail with a fine-toothed comb and have also come up with countless new systems that will make this mod more fun for CiV players and WoT enthusiasts alike.
Here, you can find an index of the up-to-date summaries of various gameplay systems we're developing for WoTMod.
If you're looking for a jumping on point for contributing and don't want to read the whole thread (understandable), the following is a live updated list of the topics currently being discussed (in very broad terms):
Below, you'll find the original contents of this post, preserved for posterity and future reference.
After much deliberation, the WoTMod team has decided to move development over to Civilization VI. We're taking a short hiatus and will be resuming work on WoTMod in Civ6 - converting our ideas from here - in October 2017. Details on that decision and how we arrived at it can be found in the Civ6 Creation & Customization thread.
Thank you everyone for all your contributions here with Civ5 and we hope to see you in Civ6!
------------------------------------------
S3rgeus's Wheel of Time Mod (WoTMod for short) is a mod I'm currently working on and have been working on on and off for a good while. I figure with BNW out and the fall patch looking to be the last set of additions to the modding suite available to CiV, now seems like a good time to make this my active project.
So, the normal game of Civilization V lets you "play history" in a new, different way from how it actually happened. This mod's objective is to do much the same thing but instead of with our world, with the Wheel of Time universe. So this is a total conversion mod, and I aim to have it overhaul basically everything you can think of. Completely new tech tree that's at least as big as the one in normal CiV. A host of new wonders numbering equal to the wonders in the base game. New units, unique to Wheel of Time, with new 3D models (that part should be fun). New buildings. A host of new civilizations. (Starting with 14) New resources. New victory conditions. Scenarios that capture key moments in the known Wheel of Time canon (Tarmon Gai'Don, the War of Power, the Consolidation, the founding of Artur Hawkwing's Empire, you name it.) New gameplay mechanics. Adapted (and possibly just straight up improved) AI. This is a huge project and is still in the early stages of development. Anyone skilled at 3D art would be the most useful straight off. I'm willing to learn to work on 3D artwork (and its associated 2D textures and the like) and I definitely will do a lot of artwork for this mod, but I'm a programmer underneath it all, and I'm much more efficient writing C++ and Lua than creating icons and meshes.
I'm also modding with modmodding in mind, so hopefully it should be possible for other modders to make offshoot or subsidiary modmods which do something unique for their own Wheel of Time-based intents. And if I do make any improvements to the AI, I'll try to do it in a way that can be extracted and used without the Wheel of Time content. I know an AI mod has been a heavily requested mod on CivFanatics. A key mandate of this mod is none of these new features should be usable only by humans. Everything that gets added must also be integrated into the AI. We'll see how long that plan lasts.
First thing's first, the Wheel of Time is a series of books written by Robert Jordan. It's my personal favorite series and I think it's got the depth to host a game like CiV in its universe. Any input from fans of Wheel of Time is greatly appreciated! Obvious spoiler warning, the series' 14th and final book was released in January 2013, so this post/mod contains spoilers for the whole series.
This project has evolved significantly since I first started off and I'm very happy to say that counterpoint is officially a member of the WoTMod team. (Currently that team consists of him and myself.)
We've been going over the original ideas for what this mod will entail with a fine-toothed comb and have also come up with countless new systems that will make this mod more fun for CiV players and WoT enthusiasts alike.
Here, you can find an index of the up-to-date summaries of various gameplay systems we're developing for WoTMod.
- The Last Battle
- Alignment
- Channeling
- The White Tower
- The Science Victory
- The Cultural Victory
- Miscellaneous Concepts
- Domination Victory
- Paths to the Light
- Great People and Governors
- Tel'aran'rhiod
- Social Policies and Philosophies
- The Technology Tree
- Diplomacy
If you're looking for a jumping on point for contributing and don't want to read the whole thread (understandable), the following is a live updated list of the topics currently being discussed (in very broad terms):
- Civilizations and uniques
Below, you'll find the original contents of this post, preserved for posterity and future reference.
Spoiler :
Now, above I mentioned new gameplay mechanics. Let's take a look at those, shall we? In no particular order:
The Horn of Valere
I lead with this one even though it doesn't change that much in the game because it's basically already implemented! As people who've read the books know, the Horn of Valere is a magical item that allows its bearer (and only its bearer) to summon the Heroes of the Horn from outside the Pattern to fight for them. How does this translate to CiV? The Horn is located somewhere on the map and cannot be seen. It can be discovered by units with the Horn Hunter promotion (yes Hunters of the Horn have it by default) ending their turn near it. A unit possessing the Horn can sound it (with a cooldown) to summon the Heroes, which are extremely powerful units. But the Heroes can't stay within the Pattern permanently, so they take damage every turn (and don't heal) so they only stick around for a short time. If a melee unit kills the Hornblower, that unit becomes the new Hornblower. If a Hornblower unit is killed at range, it drops the Horn onto the square it died on.
The Council of the Tower
Reinventing the World Congress (which is helpfully similar to what I'd been planning for this since G&K), the Council of the Tower is hosted in Tar Valon, which is a city-state with a new, unique trait type. If Tar Valon is captured (not easy, they get a lot of cool bonuses, but doable by the end of the game), then the diplomatic victory is locked out until they're liberated again.
Unlike the World Congress, the players don't actually vote for the mandates given by the Tower. Instead, the players aid individual (or multiple) Aes Sedai Ajahs in obtaining influence and Sitters on the Council. Each Ajah is more likely to vote and propose specific types of mandates, which can affect basically any part of the game.
Also unlike the World Congress (and something that I think should be in the World Congress), when there is a resolution you seriously disagree with, you can refuse to co-operate, avoiding the effects of the resolution in exchange for a massive diplo penalty with civs that like the idea and penalizing your possibility to win a diplo victory at all. (Embrace your inner Tairen, don't let the White Tower tell you what to do!)
Channelers
Channelers! What would Wheel of Time be without people who can wield the One Power? Channelers present a lot of interesting gameplay possibilities as a new unit classification, from losing combat powers inside Stedding (and near the Guardian Ter'Angreal), to Aes Sedai-like restrictions on only being able to attack when their "life is threatened". We're early in development, so the extent of how Channelers are different from normal units will develop as we go on.
Governors
A lot of Wheel of Time is also about the capabilities of various monarchs and stewards to govern their kingdoms. Governors (or Great Leaders, text still pending) are great people that can be stationed (maybe expended?) in cities to provide massive yield bonuses/abilities to that individual city. Think Berelain and Morgase.
Shadowspawn
A second Barbarian-like faction (the actual Barbarians are now Dragonsworn) that spawns in the Blight, which is distributed around the poles of the map. They have unique units no other civs do and will constantly assault any nation unlucky enough to have cities near the Blight.
I'm mulling over several other major gameplay additions, but let's start with those, shall we? Now then, I also mentioned new victory conditions.
Diplomatic
This was sort of covered above, in the Council of the Tower section.
Cultural
I quite like the way the base game (BNW) cultural victory fits with Wheel of Time, though tourism will obviously need to be renamed and re-flavored a bit. This victory also brings up the topic of ideologies, and that seems to be a great way to incorporate the different nations' views on channelers in the Wheel of Time universe. There are even three handy categories. Do you want channelers to be rulers and owners of society? You'll attract a lot of powerful channeling units this way, but more cautious, normal-people-oriented civs won't like your attempts to reform the Kingdom of the Dragon. How about a more measured approach, channelers are free to go about their lives, but within the confines of some central authority? The White Tower likes that, because clearly they're the authority. You'll get Aes Sedai and Warder units and diplo bonuses with the Tower. Or do you think channelers are unnatural, abominations that must be contained lest they kill us all? Side with the Seanchan and shackle your channelers, locking yourself out of the diplomatic victory, but trading that for a guaranteed fighting force of powerful channelers.
Science
Science in the world of the Wheel of Time is obviously not as advanced as our own, so the tech tree will be stretched to go into more detail on the technologies that are foundational to human civilization, as well as incorporating the different facets of the One Power and its various produced substances (i.e. cuendillar). If you want to win a science victory, you'll need to forge all of the seals of the Dark One's prison and take them to Shayol Ghul, wherever that may be on the map you're playing on!
The Last Battle
A completely new victory condition. When the Last Battle rolls around (after a certain number of turns, varying with game speed) you've got an important choice to make. Do you side with the Light or the Shadow? If you side with the Light, you've got to band together with the others on your side to fend off waves of Shadowspawn. You can betray your friends if you wish, but do you want to be directing resources away from fighting the Shadow when they've already got huge advantages in numbers and units spawning everywhere? Or you can choose to join the Shadow. You make (uneasy) peace with the Shadowspawn and try to kill the foolish Light-sworn nations.
You may look at the above and wonder, from a gameplay perspective, what sort of choice is that? Choosing to side with the Shadow is the objectively better option! Ah, but there's a balance to that. If the Light wins the Last Battle, all civilizations of the Light win the game. But there can be only one first among the Dark One's chosen. Siding with the Shadow may make peace with the Shadowspawn, but it locks you into war with the other Shadow-aligned nations as well. Even when all the followers of the Light are dead, the Dark One accepts only the strongest of civilization to be a part of his new world.
But what if you want to play a more traditional game of Civ that's still Wheel of Time based, but isn't bookended by this massive military slaughterfest? Then you can disable the Last Battle for any individual game of course.
Domination
The same as the base game! If you can get it done before the Last Battle you can either claim victory right away and stand against the Shadow alone. (Or side with them, and the Dark One wins, but so do you, right?) Partially surviving nations (you've got their capital but not all of their cities) may choose the opposite side in an attempt to recapture their lands from you. You never know, it might all fall apart around you like it did for Hawkwing!
Civilizations
I mentioned the number 14 in reference to the number of Civs I'm planning for the first release of WoTMod (which, looking at this feature list, is oh so far away). I haven't decided on unique abilities/units/buildings/improvements for most of them, so suggestions are very welcome. Even if you haven't read the books, just suggest what you think would be cool for a civ. The sky's the limit, WoTMod will clearly be a DLL mod so I can add in basically anything we can think of. (We'll still try to keep it looking like a game of CiV though)
So, in no particular order, here's the list of Civs (with icons attached to this post!):
There will be city-states to fill in the few missing nations from the current era of the books (i.e. the rest of the Borderlands). The rest of the city-states will be filled by the various Ogier Stedding. The current era nations that are currently city-states are likely to be promoted to full civs in later versions of this mod (oh so very, very far away) as well as some other 'new old civs' from other times, like Manetheren is from well before the events of the books.
Wonders
New wonders that do strange and undecided things!
And more, as I comb through the books and sources.
Projects
A couple of new projects for Civs to complete!
Units and Buildings
A whole host of new units and buildings, too many to list here (though will be listed eventually once they've all been enumerated and assigned abilities).
Technologies
As I noted at the beginning of this post, I'll be remaking the tech tree, covering more of the technologies from early human civilization that line up with the Wheel of Time universe as well as technologies related to the One Power. (The plan is to have the equivalent of the Ancient era be After Breaking, when the Age of Legends has ended in cataclysm and the Dark One's touch has returned to the world, so human society needs to rediscover everything from the ground up.)
If you've gotten this far and are still interested in learning more about what I'm working on with this, check out my WoTMod repositories on Github, for the DLL-side and XML and Lua side. You're welcome to clone the repositories, build the custom DLL and attempt to play a game, but be warned that until I get this mod into some kind of Alpha state (long way off) it will be all kinds of unstable.
And that, ladies and gentlemen, is my plan. It's going to take a very long time and, as a modder, I've gotta disclaimer it's time and motivation permitting. But it's a project I've been tinkering with for going on two years now, (very on and off, work on it a bit, leave it for 6 months, repeat) so I think it's got legs long term.
Plus, announcing it to other people like this should make me work on it more to back up everything I've said.
Right?
The Horn of Valere
I lead with this one even though it doesn't change that much in the game because it's basically already implemented! As people who've read the books know, the Horn of Valere is a magical item that allows its bearer (and only its bearer) to summon the Heroes of the Horn from outside the Pattern to fight for them. How does this translate to CiV? The Horn is located somewhere on the map and cannot be seen. It can be discovered by units with the Horn Hunter promotion (yes Hunters of the Horn have it by default) ending their turn near it. A unit possessing the Horn can sound it (with a cooldown) to summon the Heroes, which are extremely powerful units. But the Heroes can't stay within the Pattern permanently, so they take damage every turn (and don't heal) so they only stick around for a short time. If a melee unit kills the Hornblower, that unit becomes the new Hornblower. If a Hornblower unit is killed at range, it drops the Horn onto the square it died on.
The Council of the Tower
Reinventing the World Congress (which is helpfully similar to what I'd been planning for this since G&K), the Council of the Tower is hosted in Tar Valon, which is a city-state with a new, unique trait type. If Tar Valon is captured (not easy, they get a lot of cool bonuses, but doable by the end of the game), then the diplomatic victory is locked out until they're liberated again.
Unlike the World Congress, the players don't actually vote for the mandates given by the Tower. Instead, the players aid individual (or multiple) Aes Sedai Ajahs in obtaining influence and Sitters on the Council. Each Ajah is more likely to vote and propose specific types of mandates, which can affect basically any part of the game.
Also unlike the World Congress (and something that I think should be in the World Congress), when there is a resolution you seriously disagree with, you can refuse to co-operate, avoiding the effects of the resolution in exchange for a massive diplo penalty with civs that like the idea and penalizing your possibility to win a diplo victory at all. (Embrace your inner Tairen, don't let the White Tower tell you what to do!)
Channelers
Channelers! What would Wheel of Time be without people who can wield the One Power? Channelers present a lot of interesting gameplay possibilities as a new unit classification, from losing combat powers inside Stedding (and near the Guardian Ter'Angreal), to Aes Sedai-like restrictions on only being able to attack when their "life is threatened". We're early in development, so the extent of how Channelers are different from normal units will develop as we go on.
Governors
A lot of Wheel of Time is also about the capabilities of various monarchs and stewards to govern their kingdoms. Governors (or Great Leaders, text still pending) are great people that can be stationed (maybe expended?) in cities to provide massive yield bonuses/abilities to that individual city. Think Berelain and Morgase.
Shadowspawn
A second Barbarian-like faction (the actual Barbarians are now Dragonsworn) that spawns in the Blight, which is distributed around the poles of the map. They have unique units no other civs do and will constantly assault any nation unlucky enough to have cities near the Blight.
I'm mulling over several other major gameplay additions, but let's start with those, shall we? Now then, I also mentioned new victory conditions.
Diplomatic
This was sort of covered above, in the Council of the Tower section.
Cultural
I quite like the way the base game (BNW) cultural victory fits with Wheel of Time, though tourism will obviously need to be renamed and re-flavored a bit. This victory also brings up the topic of ideologies, and that seems to be a great way to incorporate the different nations' views on channelers in the Wheel of Time universe. There are even three handy categories. Do you want channelers to be rulers and owners of society? You'll attract a lot of powerful channeling units this way, but more cautious, normal-people-oriented civs won't like your attempts to reform the Kingdom of the Dragon. How about a more measured approach, channelers are free to go about their lives, but within the confines of some central authority? The White Tower likes that, because clearly they're the authority. You'll get Aes Sedai and Warder units and diplo bonuses with the Tower. Or do you think channelers are unnatural, abominations that must be contained lest they kill us all? Side with the Seanchan and shackle your channelers, locking yourself out of the diplomatic victory, but trading that for a guaranteed fighting force of powerful channelers.
Science
Science in the world of the Wheel of Time is obviously not as advanced as our own, so the tech tree will be stretched to go into more detail on the technologies that are foundational to human civilization, as well as incorporating the different facets of the One Power and its various produced substances (i.e. cuendillar). If you want to win a science victory, you'll need to forge all of the seals of the Dark One's prison and take them to Shayol Ghul, wherever that may be on the map you're playing on!
The Last Battle
A completely new victory condition. When the Last Battle rolls around (after a certain number of turns, varying with game speed) you've got an important choice to make. Do you side with the Light or the Shadow? If you side with the Light, you've got to band together with the others on your side to fend off waves of Shadowspawn. You can betray your friends if you wish, but do you want to be directing resources away from fighting the Shadow when they've already got huge advantages in numbers and units spawning everywhere? Or you can choose to join the Shadow. You make (uneasy) peace with the Shadowspawn and try to kill the foolish Light-sworn nations.
You may look at the above and wonder, from a gameplay perspective, what sort of choice is that? Choosing to side with the Shadow is the objectively better option! Ah, but there's a balance to that. If the Light wins the Last Battle, all civilizations of the Light win the game. But there can be only one first among the Dark One's chosen. Siding with the Shadow may make peace with the Shadowspawn, but it locks you into war with the other Shadow-aligned nations as well. Even when all the followers of the Light are dead, the Dark One accepts only the strongest of civilization to be a part of his new world.
But what if you want to play a more traditional game of Civ that's still Wheel of Time based, but isn't bookended by this massive military slaughterfest? Then you can disable the Last Battle for any individual game of course.
Domination
The same as the base game! If you can get it done before the Last Battle you can either claim victory right away and stand against the Shadow alone. (Or side with them, and the Dark One wins, but so do you, right?) Partially surviving nations (you've got their capital but not all of their cities) may choose the opposite side in an attempt to recapture their lands from you. You never know, it might all fall apart around you like it did for Hawkwing!
Civilizations
I mentioned the number 14 in reference to the number of Civs I'm planning for the first release of WoTMod (which, looking at this feature list, is oh so far away). I haven't decided on unique abilities/units/buildings/improvements for most of them, so suggestions are very welcome. Even if you haven't read the books, just suggest what you think would be cool for a civ. The sky's the limit, WoTMod will clearly be a DLL mod so I can add in basically anything we can think of. (We'll still try to keep it looking like a game of CiV though)
So, in no particular order, here's the list of Civs (with icons attached to this post!):
- Illian
- Andor
- Cairhien
- Tear
- Amadicia
- Tarabon
- Seanchan
- The Aiel
- Sea Folk (Atha'an Miere)
- Arad Doman
- Ghealdan
- Altara (icon will be changed to use only 2 colors)
- Manetheren
- Shienar
There will be city-states to fill in the few missing nations from the current era of the books (i.e. the rest of the Borderlands). The rest of the city-states will be filled by the various Ogier Stedding. The current era nations that are currently city-states are likely to be promoted to full civs in later versions of this mod (oh so very, very far away) as well as some other 'new old civs' from other times, like Manetheren is from well before the events of the books.
Wonders
New wonders that do strange and undecided things!
- The Black Tower
- The Crystal Throne
- Seven Towers of Malkier
- Tower of Ghenjei
- Illuminators' Guild
- Topless Towers
- Foregate
- The Stone
- Callandor
- Male Choedan Kal
- Female Choedan Kal
- Whitebridge
- The Ways
- Avendesora
- Guardian
- The Eye of the World
- Towers of Midnight
- Great Square of Hammaz
And more, as I comb through the books and sources.
Projects
A couple of new projects for Civs to complete!
- The Great Stump
- Cleansing Saidin
- The Bore
- The Hunt for the Horn
Units and Buildings
A whole host of new units and buildings, too many to list here (though will be listed eventually once they've all been enumerated and assigned abilities).
Technologies
As I noted at the beginning of this post, I'll be remaking the tech tree, covering more of the technologies from early human civilization that line up with the Wheel of Time universe as well as technologies related to the One Power. (The plan is to have the equivalent of the Ancient era be After Breaking, when the Age of Legends has ended in cataclysm and the Dark One's touch has returned to the world, so human society needs to rediscover everything from the ground up.)
If you've gotten this far and are still interested in learning more about what I'm working on with this, check out my WoTMod repositories on Github, for the DLL-side and XML and Lua side. You're welcome to clone the repositories, build the custom DLL and attempt to play a game, but be warned that until I get this mod into some kind of Alpha state (long way off) it will be all kinds of unstable.
And that, ladies and gentlemen, is my plan. It's going to take a very long time and, as a modder, I've gotta disclaimer it's time and motivation permitting. But it's a project I've been tinkering with for going on two years now, (very on and off, work on it a bit, leave it for 6 months, repeat) so I think it's got legs long term.
Plus, announcing it to other people like this should make me work on it more to back up everything I've said.
Right?
Attachments
Last edited: