Scions of Patria: Seeking ideas, feedback for undead civ module

Tarquelne

Follower of Tytalus
Joined
Dec 8, 2001
Messages
3,718
[size=+2]Now part of Fall Further[/size]

Follow for Fall Further forum

[size=+1]Documentation:[/size] (current to 1.31)
A copy of this is included with the mod. (scionsdocs131.html)
Spoiler :

Leaders
Units
Buildings
Heroes
Gaining Population

[size=+1]Gaining Population:[/size]
The greatest difference between the Scions and the other civs is probably how the Scions get population.
As a Fallow civ the Scions don't gain population via food. Instead they must capture cities, create Reborn, or use Awakened.

Capture cities: All you need is a bunch of guys with swords. However, the lifestyles of other civs isn't very compatible with the unlifestyle of the Scions. When a city changes hands to or from the Scions most of the population is lost.

Reborn: Reborn are formerly living inhabitants of Erebus granted the Gift and transformed into undead Scions. There are four ways to gain Reborn. First, Reborn can be created from combat with a priest of the Gift - the enemy unit is persuaded that unlife among the Scions is preferable to the present meager existence. Second, Reborn can be created in a city containing a Cathedral of Rebirth. Third, once the Scions have Sorcery and Religious Law a razed city will yeild a few Reborn. Finally, the Dark Council generates three Reborn the turn it is established.

Awakened: Citizens of long-departed Patria, the great Age of magic empire, are the the core population of the Scions of Patria. They have been given the Gift, but they still must be brought out of the Bottomless Tomb. Awakened may be "built" in the capital. Structures much like bridges may be extended into the Tomb and used to find and ferry the honored dead back into the world. But they are very expensive and inevitably temporary. After a short time they become animate and unalive, like everything in the Tomb, and can no longer be used. Awakened gained this way are expensive. Prohibitively so in the earliest portion of a game.

The easiest way for the Scions to get population is for an Awakened just walk out of the capital's Bottomless Tomb of it's own free will. The frequency with which Awakened emerge is displayed in the message area and can be increased by the player's actions. They appreciate devotion to the emperor and luxuries, for example.

The formula determining the odds an Awakened appear each turn isn't complicated, but it is rather long. First, a rough guide:

The base chance for a Standard-sized world is:
Quick: ~9%
Normal: ~6%
Epic: ~3.5%
Marathon: ~3%


The world size also sets a cap on Awakened generation: It ranges from 20 for a Duel world to 70 for a Huge one.

Awakened have their own alien amusements with the Bottomless Tomb. The longer they stay the less willing they are to leave. The game speed determines how quickly the odds fall each turn.

Every +1 will give the following bonus.
Quick: +2%
Normal: + 1.33%
Epic: +0.8%
Marathon: +0.67%

Additive factors:
Capital population / 3
Total buildings:
Gift Temples or Cenotaphs * 1
Halls of the Covenant * 2
Shrines to Kylorin / 2

Resources:
The number of Patrian Artifacts available * 0.75
Then +1 each for having any:
Silk, Gold, Gems, Ivory, Dye.

World Size adjustment:
"Population limit" / 40
That limit is 20 for a Duel sized world and goes up to 70 for a Huge world.

Multipliers:
Civic: God king? Then * 1.25

Game speed - the numbers are linked to game-speed production adjustments. Divide by...
Quick: 0.5
Normal: 0.75
Epic: 1.125
Marathon: 1.5

Game turn. Every turn it's a little harder by...
Quick: 0.5%
Normal: 0.25%
Epic: 0.165%
Marathon: 0.125%

Ai mod:
The AI gets a x2 multiplier.

[size=+1]Buildings:[/size]

Buildings the Scions don't build:
Aqueduct
Granary
Grove
Herbalist
Smoke House

Tower of Complacency

Tower of Necromancy: Only effects Bone Horde, Skeletons, and Diseased Corpses.


Scions-only buildings:
Cathedral of Rebirth

The Cathedral of Rebirth celebrates the glory of both the Emperor and the people. The Cathedrals tie the empire together with self-veneration. It is in the Cathedrals that the chosen of the new age's people are ceremoniously made into true Scions of Patria.

Requires Religious Law and four Halls of the Covenant. Allows creation of Reborn in city. -20% war weariness. +5 culture, +1 TR, +10% defense, +3 happiness with Life mana, +2 xp for Disciple units built in city. Units built in city get Homeland promotion.

Dark Council

The Parliament of Merchants and Citizens, aka “The Dark Council,” is primarily an instrument for maintaining the wealth and power of Patria Reborn's merchant princes. An advisory council and financial clearing house, it's also a clearing house for information about powerful individuals, both Scions and those from outside the Empire. The Imperial Cult makes good use of this information.

+2 Culture, +10% gold, 1 free Merchant. +1 trade route per city, +10% to trade routes. -10% Scions war weariness. +15% to enemy war weariness.


Emperor's Mark - Free in all cities founded by the Risen Emperor. +3 culture

Exchange

An Exchange allows the Scions of Patria to sell their land's unused foodstuffs to the world.

Allows the Scions to sell off the usused foodstuffs of their territory. Requires Mercantilism and 4 Markets. +2 gold, +1 trade route in every city, +30% to trade routes in this city.

Flesh Studio

At the capital's Flesh Studio adepts mold flesh like clay, or work it like metal, or weave it like silk. Most citizens apply to the Flesh Studio for an improved appearance, but soldiers quickly and easily become terrifying. Vanity and health combine to make the Flesh Studio a powerful lure for the Awakened.

Each Body Mana increases the chance an Awakened will appear. Requires Body Mana and Alteration. May only be built in the capital. +2 Happiness, +50% heal rate, +10% military production, +4 Culture.

Hall of the Covenant

Various entertainments celebrating the Emperor and the Gift, including plays, are performed here. Where the Temple of the Gift is often the main link to the capital, a Hall of the Covenant is often the center of a city's secular life.
Awakened are part of the Covenant. A Hall increases the likelihood that an Awakened will emerge from the Bottomless Tomb.

Replaces Theatre. Somewhat more expensive, allows for 2 Bards rather than 1. Increases Awakened spawn rate. Required for Martyrs of Patria.

Imperial Cenotaph

Containing a relic of the Sleeping Emperor, all Patrians can feel the movements of his thought here. It is said no true Patrian may lie or think a disloyal thought near the Cenotaph.
The Awakened honor the Sleeping Emperor. A Cenotaph increases the likelihood that an Awakened will leave the Bottomless Tomb.

Requires Code of Laws. Increases Awakened spawn rate. +2 culture, +10% culture, -10% maintenance, -15 crime.

Kylorin Cult

A center for the worship of Kylorin as the supreme Archmage and savior of human kind. Frowned on by the Emperor's Cult because it shifts veneration away from the Risen Emperor. Frowned on by the Church of the Gift for undermining the Doomsayer's authority. Frowned on by the local authorities because mage-wannabees tend toward spontaneously bursting into unquenchable flame.

Replaces Pagan Temple. +5 Crime, happiness from Reagents rather than Incense.

Necropolis

All citizens of Patria Reborn possess the Gift of Life-in-Death, but each city has populations of living people as well. These immigrants labor for the good of the Scions. The most worthy never truly die, but will instead receive the flesh imperishable.
With Sorcery the Scions have regained sufficient knowledge to give the Gift to others. And not just a chosen few, but on a massive scale. All long-term citizens will now gradually join the ranks of the undead. Whether they want to or not. Energy from all living things in the region is funneled into the city's Mages Guilds and workshops and put to good use.

-10 crime, -25% GP rate, No unhealth from Pop, +3 culture, +3 hammers per Death Mana (won't show up in description, the hammers do show up in the que), +3 xps for Adept units. Cancels out the happiness from wine.

Patrian Bazaar

Collected here are the various fantastic artifacts produced or found on Patrian digs... or in the haunted lands.

Replaces Moneychanger. +15% gold, +1 TR, +100% foreign TR. +4 Culture.

Shrine to Kylorin

Shrine honoring the great god-crossed and god-slaying hero of Patria.

Replaces Obelisk. +3 Culture.

Spirit Mill

While they take no food or drink the Scions do have one vice of consumption. Those with the Gift may enjoy a pseudo-substance wrung from the life-essences found in certain tissues, then distilled and stored in well-cooled jars.

Replaces Brewery. +1 happiness from Cow, Pig, Sheep.

Temple of the Gift

The Gift is the gift of unlife that Scions receive from their Emperor. The Scions do not worship death. Rather the Temples host a fiercely nationalistic faith worshiping the Emperor and the proud history of Patria. The Legates tell and re-tell the story of their history: Glory, then betrayal by the gods and their thuggish angels. The long cold, the long fitful sleep... and now the Gift and rebirth.
A Temple of the Gift increases the likelihood that an Awakened will leave the Bottomless Tomb.

Requires Code of Laws. +2 culture, +20 % culture. 5% defense. +1 happiness from Incense, Silk. Required for all the Scion religious units. May only be built by the Risen Emperor.

Vacant Mausoleum

"The Emperor's will is manifest, but let him Rise!"
"Unmake the wards, crack the seals and let him Rise!"
"His people beseech, faithful Alexi calls, and Erebus awaits!"
"Let the Sleeping Emperor rise!"

Requires Arcane Lore. Can only be built by Alexi, and only in the Scion's capital. +10 culture, -20% war weariness in all cities, +1 population in all cities. Required for the Risen Emperor.

[size=+1]Units:[/size]

Units the Scions don't build:
Beastmaster
Cannon
Settler (they still have the initial settler)


Magic:

Scions units cannot cast Haste, Regeneration or Flesh Golem. However, the Scions have access to Draw Strength, Death Geas and Grand Ward.

Scions-only units:

Abomination

"What you see is the essence of divinity unmasked. We will make use of the gods power, but do not be fooled by it for an instant." - Redactor Caestate


Replaces Immortal. Lacks the Immortal ability, but starts with Fear, Cannibalize, Implacable and Magic Immune.

Awakened

Former inhabitants of the Bottomless Tomb, the Awakened issue forth at their own pleasure.
Use to found new cities, or add to an existing city's population.
The Gift is eternal as the Emperor's glory, but even the pull of his call when the Tomb opened cannot reverberate forever in the Tomb's infinite darkness. The passing of each day means that more of the Awakened dead of Patria fall back into slumber. However, increased industry and devotion in Patria Reborn can coax the honored dead from their rest. As can the availability of favored luxuries in the cities. Furthermore God King, a populous capital, and every Shrine to Kylorin, Temple of the Gift, Imperial Cenotaph, Hall of the Covenant, or source of Patrian artifacts serves to strengthen the Emperor's Will and call more of our people back to the world.
Alternatively a series of bridges into the Tomb may be used to retrive some of the Awakened. Such structures are expensive, however, and the inevitable animation of each as it accepts the Gift means each can be used only for a short time.

Adds population to a city, or founds a new city.

Bone Horde

"Take that cart of powder and open the western catacombs to the sky. The mages will do the rest."

Replaces Arquebus. Cheaper, but much weaker when attacking.

Cetratus

The Scions prefer skirmishers to hunters.

Replaces Hunter. Only move 1, cannot carry birds, but has first strikes and Skirmisher.

Doomgiver

The most obvious symbol of his power, a Doomgiver's Seeing Sword has grown. Its eye fully open, it blade well fanged.
A Doomgiver manipulates fate almost contemptuously. Their most vulnerable foes will find themselves seeking shelter where the Doomgiver already waits. A Doomgiver can shatter the destiny of an entire city, or make it a place that angel's envy.


A high priest of the Scions. Reduces city population when attacking, starts with Sentry II and Marksman Can create Reborn in combat.

Doomsayer

Priests of either the Emperor's Cult or Patria's Destiny. Doomsayers feed their Seeing Swords with lives. With the army, spreading word of the Emperor's Promise to outlanders. Or with reverence, in the Scion's cities.
The Scion's worship revolves around reverence for the Patrian culture, Patrian history, and the Scions' divine destiny. Doomsayers hold that this destiny is immutable and borrow its power to alter the lines of fate. They possess few obvious magics, but to oppose a Doomsayer is to find the very weft and warp of the world turn against you.

A priest of the Scions. Has the spell "Weird Wrack," Sentry. Can create Reborn in combat. Doomsayers use great quantities of Incense and are more expensive to build without it.

Ghostwalker

Sometimes a Cetratus or Velite will abandon his unit, and sometimes a Ghostwalker returns.

Replaces Ranger. Lower combat strength but several first strikes, -1 to terrain move costs. Can create “Haunted Lands” and temporarily transform into a Haunt. Haunted Lands lower health but increase commerce. Wounded living units risk becoming undead when in the Haunted Lands. Ghostwalkers create a Reaching Creeper when they create Haunted Lands, or when they die. With Feral Bond they can feed Reaching Creepers some of their blood. This allows the Creeper to quickly establish a Haunted Land – even within enemy territory.



Honored Band

"Your captain holds your eyes, you just hold your line!"
The Awakened are still vulnerable to blows to the head, and to a certain extent the vitals. Members of the Honored Band have submitted to the removal of these things for the greater glory of Patria Reborn. The Honored Band will be glad to sacrifice everything remaining at the Emperor's command.
Recruits to the Band expect a sizable enlistment bonus - a gold ingot "receipt" for their removed head and organs.


Replaces Axeman. Lower attack but higher defense, at its best in open terrain. Has “Headless” and the "Emperor and Honor!" ability. Require +1 gold/turn maintenance. More expensive without Gold.

Legate

"Kill them all, we will take our own."

A disciple of the Scions. Can recruit Reborn in combat.

Martyrs of Patria

Fanatics who worship the Risen Emperor as their personal god. They exist only to carry their own deaths to the Emperor's enemies.

Replaces Assassin. Requires God King civic. Limit of 6, they're cheap but are destroyed in combat whether they win or lose. With “Poisons” the Martyrs are built with the promotion “Poison Drenched.”

Necromancer

Necromancers have learned the trick of drawing on the death of their foes for strength. So, armed with swords rather than wands, they seek strength.

Replaces Mage. Does extra death damage in combat. After making a kill may cast "Balefire."

Principes

A wall of iron and death standing between Patria Reborn and the barbarian peoples.
Principes require the best of everything - prizing especially fine clothes and bejeweled weapons, armor, and other accouterments.

Replaces Champion. At its best in open terrain. Costs +1 gold/turn maintenance. More expensive without Gems, Dye.

Reborn

Priests not of the Patrian church but of the Gift itself. The Redactors do not worship death. They worship the sublime merger of being and void that animates the Scions. They whisper this secret to the winds, and the winds bow. Where the winds bow the land changes. Animals become scarce and strange, the trees lay down their arms. In the earth a thousand eyes open wide, and from the sky a thousand mouths open and whisper back the secret.

Like Awakened, but created in Cathedrals of Rebirth or recruited by Legates or priests. Luxuries will reduce the cost to create Reborn at Cathedrals of Rebirth.

Redactor

Replaces Druid. Death rather than Nature magic. Quickly spreads the Haunted Lands, and may grant the Gift to many Scions units – not just the living - that aren't undead.

Revenant

Bone and magic woven together with the most powerful weirds laid by priests of the national cult. Those killed near them are doomed to rise again and fight for the Scions of Patria.

Scion crusader unit.

Praetorian

Warrior-Priests of the Emperor's Cult. They guard the most important cities or Scion leaders.

Replaces Royal Guard. Requires God King civic. Best in open terrain. Costs +1 gold/turn maintenance. They cost more without ready access to the silk and ivory enchanted to create their armor.

Velite

Heavily armed compared to most scouts, Velites are slower but have more bite.

Replaces Scout. Only 1 move, but has a first strike and Skirmisher.

Wraith Lord

Even more enigmatic behind their bronze masks, the Wraith Lords can each produce a vortex of necromantic force that continues to drain surviving victims long after they've run away.

Replaces Archmage. As the Necromancer is to the Mage, so is the Wraith Lord to the Archmage. Can cast "Hand of the Reaper" after combat.

[size=+1]Leaders:[/size]

The Risen Emperor

The lord of the Scions claims to be one of Kylorin's original students, now returned from the Underworld. He says he will reclaim Erebus for the glory of Patria. The first claim is almost certainly false. As to the second, only time will tell.

Arcane, Agnostic, Fallow
Alignment: Neutral, -100

Alexi the Protector

Living yet immortal guardian of the Sleeping Emperor, and by extension all the Scions.

Aggressive, Organized, Fallow
Alignment: Neutral, 100

[size=+1]Heroes:[/size]

Alexi:
Available as soon as the capital is founded, Alexi is bound to the Palace. She is a very strong early-game unit... though capable only of defending the capital. With Knowledge of the Ether the spells keeping her in place may be lifted. Alexi Unshackled is an Adept, especially potent on the defense.
At Sorcery Alexi may be given the Gift and made undead like citizenry of the Scions. She must also make a choice: Whether to follow the Path of Magic or the Path of Blood. The Path of Magic will make her into an especially powerful Necromancer and eventually Wraith Lord. The Path of Blood gives her the abilities of a powerful warrior and eventually Shadow.

Only the Risen Emperor may have Alexi as a hero.

The Risen Emperor:

If Alexi rules it must be because the Sleeping Emperor remains locked in a separate and well-warded vault of the Bottomless Tomb. With Arcane Lore the wards may be broken and the Sleeping Emperor can Rise. The Risen Emperor has a Death mana Affinity, Implacable, and many defeated foes become Revenants under his command.

Only Alexi the Protector may have the Risen Emperor as a hero.

The Dark Council

Formerly powerful Patrians, each immortal Councilor fulfills a special purpose for the Patria Reborn.

Themoch, the Silent Watcher: Invisible, can enter rival territory, Sentry
Pelemoc Goldtongue: Can enter rival territory. A variety of city-centric spells.
Melante, the Artful Governor: Can give production, culture, and gold boosts to 1 non-capital Scion city.

All three units are defensive only and have a strength of about 2. Themoch requires Tracking, Pelemoc Currency, and Melante requires Feudalism.
 

Attachments

I love the idea of an undead civ. in fact I requested one not long ago on the Fall Further thread.

I don't know that they would have a ton of culture. Other people tend to frown on the undead.
 
I don't know that they would have a ton of culture. Other people tend to frown on the undead.

"Undead?" It's a word fraught with traps laid by your Hierarchs, good sir. Look about you, believe your own eyes. Is not this, the city of Scions, cleaner and stronger than your own? Our magics, our knowledge, that of Patria reborn, gives us buildings of gilt marble and metals where you have wood and base granite. To be one of us you need only give up your desperate animal hungers, your diseases, your fear of death. You have heard the tales, and they are all true. Our needs are few, our flesh imperishable, our devices varied and potent. Join us and your life, excuse me, your eternal existence, will be one of ease and delight.

You have heard the tales and they are true. But they do not tell of everything. Our pleasures are similarly varied and refined. The Auspix will arrive in a moment with the straps and the flenser and these pleasures, good sir, I will show you.
 
nice ....

I was also thinking that there is no reason why the leaders have to be neutral or evil. it is just a stereotype that people think that the "undead" are evil. why not have a Good leader and an Evil leader so you can choose the path you play.
 
why not have a Good leader and an Evil leader so you can choose the path you play.

Well, mostly because I'm saving that for a possible Giants civ with significantly different building/unit availability depending on the leader.

But also because I think morally ambiguous - "Neutral" - is the best a civ the the proposed background is going to get. Not because it is undead but because it's too reactionary, too self-centered, and too ruthless.

I might make both leaders Neutral, or just have one leader, but I don't think I'll provide a Good one. Of course the background might develop toward that... and it's just 1 line in the leaderheads file, anyway. :)
 
Some further thoughts:

"Agnostic" trait, but provide temple buildings and a Disciple unit-line to reflect a very self-serving Scion state religion. The Scions are very much opposed to the other religions and may get cheaper, earlier Inquisitors and an improved "Purge the Unfaithful."

Have animals dislike the undead Scions. So:

Most units have a bonus against animals and mounted units.

The Scions have access to horse-units but the units are all mercenaries. (Hippus?) Maybe that just means the horse-based units don't need custom art, though it might mean that cavalry units are hired rather than built. Probably in limited numbers. And they might get a custom, unmounted, "Royal Guard."
 
About Agnostic, perhaps there is a slight inflation in the number of Agnostic civilizations.

Yeah, it seems there is. :) It occurs to me that both leaders don't have to be Agnostic.

Are you considering the fallow trait?

It's a certainty. It'll be interesting to see how hard it is to balance.

Special unit or wonder that creates 'Remenants of Patria' recourse? AND perhaps some special bonus from that? Like Culture?

I think there will be a building that gives an additional bonus if the Scions have the RoP.... depending on exactly how the RoP is currently set up.

I'm planning on having a Scions only Resource. Something like Lanun and Pearls. It'd represent buried... well, buried remnants of Patria. Too bad that name's taken...

And. I was thinking, there could be made a lot of interesting world events along that line.

Yep. But I doubt I'll be including any events. I'm going to try to make the Scions a module. I think events need python. If they can be XML-only it's likely I'll include something after v 1.0.
(Hmm... can a religion be created/run completely within XML?)

Progress report:

I've chosen all the unit art and have started modifying the skins that need modification. Every unit they use - except the Catapult - will have either a modified skin, a new skin, or a new mesh+skin. Quite a bit will be coming from the WHFB mod.

For many of the skins the basic change will be just changing the exposed flesh (faces, arms, etc.) to deep black. I'd like to come up with an "Incorporeal" Promotion to go with that. ("Nightblessed"? Ethereal? Insubstantial? "I like the Night life, I like to boogie."?)

There are still a lot of changes to be made but the unitinfos and artdef_unit files are in place.

The Hero is provisionally called "The Dark Councilor." He'll be able to move through rival territory. Perhaps invisibly. I'm thinking that for a cash payment he'll be able to reduce the population of a city by one. Loki-like he might cause insurrection, too. He may be Defensive-only but start with all three "Command" promotions.

I'm not certain this will work, but I hope to give the Scions a Slave UU that has an "Add to city." Promotion. The idea is that any captured units can be taken back to a Scion city and added to the population.

The UBs: I'm thinking...

A Obelisk UB "Shrine to Kylorin" that gives 1 extra Culture.
A temple UB "Temple of the Gift".
A "cathedral" UB "Cathedral of Rebirth".
A theater UB that gives extra Culture.

Non-progress report:
No workable XML-only World Spell ideas yet.

I'd like to add a Scions-only improvement (Strip mine? Dig?) that's much like a Workshop but can't be pillaged. It's either permanent or Workers have to work to remove it. And maybe it _occasionally_ spawns a Skeleton. But I'm not sure how to do it, it might be severely unbalanced, and it seems likely cottages would be better anyway.
 
How about calling the resource 'Antiques of Patria'? That would fit in with the idea of them wanting Patria's culture.
 
There's going to be a few 'fireworks' between these and the Amurites, aren't there? I mean, the previous favoured of Kylorin, now undead, and those he led from the Age of Ice... I see a certain amount of animosity - anyone else?
 
how about Bones of the Past. Dig ´em out and bring em to your city... and raise a unit with them .....
And for the Worldspell: March of the Dead ! For the next X rounds, you get a Spectre for every killed unit in the game.
or Gathering of the Dead. Gathers all undead units around the caster.

And as a unit type: Soul hunter. If the hunter kills a living unit, he has a changse to get an item "Soul"
In a city he can "raise Soul" and the player gets a spectre.
 
Good ideas!

Progress report:

1)
I hate typos SOOOOOO much!

2)
Despite the typos Things are moving forward.

 
...I looked on in horror as my childhood friend stood before me, glittering magical light where her eyes should be. "Come now, can you not see that my path is one of greatness and power? I shall exist until the end of time itself. Join with me, discard your false gods and pious blather!"

Turning to my inner reserves, I called upon Junil, and a blinding light came down from the heavens, engulfing her in a holy flame. When it was over, I said a prayer for her soul, even though I knew it had been completely consumed when she entered the ritual circle. The demons keep your soul for slavery. These Scions utterly demolish it with their mad magics.


- Justicar Arian Worth, The Sirens of the Scions
 
...I looked on in horror as my childhood friend stood before me, glittering magical light where her eyes should be. "Come now, can you not see that my path is one of greatness and power?


:)


For the curious I've attached the current build.

I think it's actually playable. At least so long as you're not concerned with what's still missing: Some unit abilities... and all the game-text, the buttons, the documentation and any testing or balance adjustments.

(Areas of esp. iffy/absent balance: The civic "Glory", the hero (unit_council), cost of population unit, leader's traits.)

The "Slave" unit you can build in the capital (and elsewhere, later) is the unit that will increase population.

It's a module, so just copy it to the proper place. (If you don't know where that is follow the first link in my sig.)
 

Attachments

Suggestion, Undead have a lot of labor power, how about re-introducing the great wall wonder from Vanilla civ as a Scion wonder?

During the years of the fallen dark the restless dead labored silently day and night under the command of their hidden master, erecting a huge wall around their borders. A toil and effort never seen before, and never will again. The dead guard the walls, and the dread creatures watch it restlessly.

I'll download and test it when I get home. :)
 
This civ will rival the Kahzad for production possibilities! With their cultural power and sweet production, they are definitely empire builders - does the "Slavery" civic give you scion slaves that can be used to add to the undead population?
 
Suggestion, Undead have a lot of labor power, how about re-introducing the great wall wonder from Vanilla civ as a Scion wonder?

Good idea. Should be do-able.

This civ will rival the Kahzad for production possibilities! With their cultural power and sweet production, they are definitely empire builders

Why do you say that? How'd you make that happen? I ask because it sounds like what I'd like, but I don't think it's really built-in at the moment.

I am trying to steer towards a generally defensive/builder focus. Mostly because a more belligerent stance would de-emphasize their cultural ambitions/abilities too much.

I've upped the Worker build-rate to 120, just 5 below Dwarven workers. I've also removed their ability to Farm... not too sure about that.

- does the "Slavery" civic give you scion slaves that can be used to add to the undead population?

I believe so - I haven't checked it to make sure. (The civ has a UU Slave unit, the "Awakened", with the same stats as that slave unit they build to increase pop.)

Only thing I don't like is that I can only build slaves in my capital. So early growth is limited....

That's based on the idea someone had with regard to a big vault containing at least the initial undead. I like it - it's a unique mechanic - but it'll be tricky to balance. As you say at the beginning they can only be built in the capital. Currently a building available later - the "Cathedral of Rebirth" - can also make them.

Maybe it'd be best if they could be built in more places, maybe they should just be cheaper... or more expensive. We'll have to see.

But that's one vote for "too slow." You think buildable elsewhere would be better than cheaper?

Progress report:

Lined up some more graphics for unit buttons. Fiddled with the unit skins some more.

I believe I've fixed up the Redactor (Druid UU.) It has a custom spell that creates the "Haunted Land" terrain Feature. Food production is lowered (The file says "-4", but that's not how it always works out. Something to do with hills?) but commerce is +2. This can be cast outside their borders. This effect replaces "Vitalize" and the explanation is that the line between the animate and inanimate, the living and the dead, is blurred. This lends itself to some interesting trade items - nobody wanted those plants and animals around, did they? I'll also give many Scions units a Haunted Lands defensive bonus.

They've got Channeling 3 and Death, the custom spell mentioned above... and I'd like to give them some other ability, too. Something to reflect that they're "fixing" the natural world, making it over as they think it should be. Err... an Improvement that spawns skeletons or specters?

The "Lost City" Bonus (their Pearls) also seems to be functioning.

I went through the units file and fixed a lot of minor problems and discovered that a few units are fubared. (Both Priest units, for example.) I'll probably post another version tomorrow sometime.

Hopefully I'll also post something about the more unusual unit ideas, like the MOPs, and get some feedback on them.
 
Back
Top Bottom