Settlers of the Planes - Fantasy mod concept and brainstorming

Based on what was said so far, would you play this mod?

  • Yes. I'd also like to help design it.

    Votes: 5 31.3%
  • Yes.

    Votes: 8 50.0%
  • No, I don't want to play, but I would like to help design it.

    Votes: 0 0.0%
  • No thanks.

    Votes: 1 6.3%
  • Will there be radioactive monkeys in it?

    Votes: 2 12.5%

  • Total voters
    16

Blasphemous

Graulich
Joined
Feb 23, 2002
Messages
3,079
Location
Jerusalem, Israel
I recently started playing the Warhammer fantasy mod after a long while of nothing but Rhye's of Civ, and though I liked it alot I felt there were many things that I would have done differently...
And that got me thinking... Thinking about a fantasy mod independant of a familiar setting. One where I could do crazy stuff and claim that's the way it is.
So I formed the concept for such a fantasy mod.
The story thus far (cheesiness intended):
The world as it was known was destroyed in a war of magnanimous magnitude a few centuries ago. The Great War and The Collapse following it brought civilization down very rapidly and chaos broke out. Scattered survivors around the world started gathering around ambitious men (and Elves, and Lizardmen, and Dwarves, and Goblins, and Gnomes and Orcs) of peace who wished for the world to be resettled and wished for an era of peace. These men later grew to be known as The Great Fathers.
Each such father founded a nation and these nations rapidly grew thanks to the promise of peace, until no sentient alive was not part of one of these great peaceful nations. Once this process - later caleld The Resurrection - was complete, the leaders of the nations met together and signed a magically binding blood-pact that promised no war would ever be fought in that world again.
The serenity lasted for a while, but tensions grew, nations split up into seperate factions, and the magic of the Great Pact was all that stopped wars from breaking out all over the place.
A few wise wizards offered a solution: wars could be fought on alternate planes of reality, through the magic of Planewalking. But there was a problem: complex minds tended to melt during the strenuous process of moving from one plane to another, and most sophisticated tools and weapons simply evaporated from the strain. Nations wanting to have a war ended up sending large colonization parties made up of farmers and other simple peasant men and women and children. No scientists, rulers, or weapons could be sent along. The Settlers of the Planes had to start from scratch.
The player gets to rule such a settling party, bringing it from peasentry to domination, or if failing that, to destruction.

The general setup will be so:

-There will be several nations, at least 2 of each race (Humans, Elves, Greenskins, Small folk), and 1 to 3 descendant from each of the original Great Fathers' nations. Those factions sharing an ancestral Great Father nation usually have a similar creed but if the variation between them was big enough for them to split up in the first place, it will be noticed.

-Each faction will have only one civ trait, but all factions will have a choice of a few small wonders early on, whichever chosen replacing the other choices (like power plants do now). These small wonders would cost a very little bit, require the Palace to be built in the same city, and have a powerful effect. The variety would depend on the faction (Elves and Small Folk may be able to choose "Mirth", a wonder that keeps their people happy, while the Greenskins and some of the humans could choose a wonder that produces a weak combat unit every 2 or 3 turns, giving them an intitial boost and an eventual horde to throw at their enemies). This would replace the second trait and give the player more of a choice.

-There will be a resoruce for each race (this time going into more detail probably: Lizardmen, Goblins, Orcs, Humans, Elves, Dwarves, Halflings, Gnomes) and these resources will be fairly common, representing scattered villages. Each race (and sometimes each faction) would use these differently:
Humans and Elves, looking down upon Goblins, Orcs and Lizardmen would enslave them, while the Greenskin nations would employ them in their army to great effect. Humans, Small Folk, and Elves would of course employ Elves in their armies, while the Greenskins would abuse them. Dark Elves may even enslave what thay see as lesser members of their own kind.

-Barbarians would be replaced with those people who crossed the barrier between the planes when they should not have. These will be zombies and insane peasants (or something).

I'm kinda out of focus right now, please give me your opinion on these concepts and I'll add more later... I generally think I can't make this mod on my own so anybody interested enough to wanna help would be great to have on board.

NOTE: I know I'm not very original in many of the ideas and names used here, I'm somewhat restricted by the graphics available to me for use in the mod, and some of the unoriginality (especially in the names in the plot) is on purpouse.
 
Weasel Op said:
That's really... interesting. :mischief: Very original IMO. If you want to make a fantasy mod and "do crazy stuff" you could just make up a new world and everything and start the story from the beginnng of history, like LotR, instead of trying to explain what happened to earth.
Not our world of Earth, just "the world".
All I wanted was the plot to make sense in the context of these races settling an empty map. But the plot really is just a big excuse to making a fantasy mod and the more I think about some of the concepts, the more they excite me. But I know I can't do it on my own so I would really like to get some support, even in the form of brainstorming.
 
Well, yes that's what I meant, if you want to justify a bunch of races on an empty map just say its an entirely different world with its own species and everything, then you can do whatever you want, instead of blowing up the earth, starting over with new sentient beings from nowhere, and then taking the war into an alternate plane of reality. You get the same resulting setup either way, without the strange sci-fi/fantasy background story to complicate things. Just my 2 cents.
 
Weasel Op said:
Well, yes that's what I meant, if you want to justify a bunch of races on an empty map just say its an entirely different world with its own species and everything, then you can do whatever you want, instead of blowing up the earth, starting over with new sentient beings from nowhere, and then taking the war into an alternate plane of reality. You get the same resulting setup either way, without the strange sci-fi/fantasy background story to complicate things. Just my 2 cents.
Nah, the story fits what I want to do very well. Unless of course you think the story is stupid or doesn't make sense or something, in that case I can take criticism.
 
Communisto said:
empty map? so just a huuuuuuuge plane? man that would be....... different
No no.... A regular randomly generated civ map with different kinds of terrain et all... I said PLANES not PLAINS. xD
 
I think you should also add dragons as a nation, with a very slow growing rate, and some super expensive units(dragons, duh)
Also, maybe you should change the storyline abit to add in undead; liches, zombies, vampires, ghosts and so on...
 
Noldo said:
I think you should also add dragons as a nation, with a very slow growing rate, and some super expensive units(dragons, duh)
Also, maybe you should change the storyline abit to add in undead; liches, zombies, vampires, ghosts and so on...
Good ideas, thanks. =P
Hmmm... How do I allow undead nations plot-wise... Perhaps a breakaway ex-human lich king who seeks only to become more powerful through the use of dark magic and necromancy, and a vampire lord (created by the lich king perhaps?) who rules in terror driving his miserable people in his own quest for further knowledge of the universe...
How do these ideas sound?
 
Undead could be native to the plane. hey, could be barbarians and you could call them Planari. Like twisted barbaric mirrors of human beings
 
Communisto said:
how about a civ that is native to the plane. hey could be barbarians and you could call them Planari. Like twisted barbaric mirrors of human beings
Oooh, good idea! I like! I can give them an entirely seperate tech tree and basically make them as different as possible from the rest.
Thanks!
Do you think they should be strictly hostile and warlike? Cause I can make them unable to trade techs with the rest and perhhaps rewrtie their diplomacy texts to extenuate the point...
They could instead be wise and ethereal and hospitable and stuff... But I think the idea of them being totally hostile and utterly unapproachable is quite good.

I want to start scheming out the factions... I would like to start with the Human lines as they are probably easiest...
One group of human factions (from now on I'll call these groups "houses", deffering from eachother by their descent from the original Great Fathers' nations) I think should be of vaguely ancient-Germanic/Nordic-type culture (yes, unoriginal, but it's kinda hard to envision completely imaginary cultures). Perhaps there could be two faction: one that vies for supremacy and strength and one that is highly religious and wishes to be as virtuous as possible. Both should generally be religious and pious, but the former should have the Militaristic trait and the latter Religious. The former should be able to use slaves, while the latter should not. The Religious faction should be highly dependant on horses and generally use varied knights and a few footknights (only when lacking horses). The Militaristic ones should have "barbarian" units such as axemen, berserkir, and I guess some kind of wild horse-riding homocidal maniac...
(I have more ideas but that's all for now - let's take this one step at a time.)
 
Weasel Op said:
Now we're getting some good ideas here! How will you explain the existence of elves and sentient lizards?
The world before The Collapse had them, the world after The Ressurrection has them... Nobody gives it a second thought, it's just the way it's always been. If we start trying to explain simple things like that, how do we go about explaining magic, planewalking, etc?
Ignorance is bliss, especially in a fantasy world where things are naturally unexplainable. :P
 
Got thinking about some special abilities for the races...
The Planari (or whatever name is used in the end) can have a short-range airdrop ability for all units, reflecting their natural ability to planewalk that allows them to teleport by planewalking and then returning to a different spot on their plane of origin.
The greenskins could be the only ones able to see an invisible resource that appears often in swamps (I'll give it the highest rate of appearance possible) and gives them extra food, gold, and shields from the swamp. Their units would also obviously treat movement costs in swamps and volcanoes as though they were grasslands.
The Elves would generally be fast sometimes with a small negative adjustment to unit HP.
Halfling units would be fast with low HP, Dwarf units slow with high HP.
Dragon units would be generally very powerful and expensive and would usually treat all terrain as roads (cause they can fly). Most of their units should also have a mild bombard, at least defensively, since they have deadly breath weapons and they are fast enough to swoop in on their enemies, hit, and run (or fly). Should possibly have blitz as well.
Dunno what could possibly be special to humans.

Also, I was thinking that since the idea is that the different factions are trying to colonize the planes, the city sizes should be 1-3: Colony; 4-8: Town; 9+: City. The switch from Colony to Town should be done by building some kind of improvement signifying that there has been trade going through the colony... And colonies on rivers would grow naturally as rivers always allow for quick trade.
How does all this sound?
 
Hey. Blasphemous Invited me because supposdly we are like eachother. :)

With the undead as i think was said before they should be natives to the planes. Maybe groups of lost peasents united under the rule of a strong mage who slowly became corrupt and evil.

Evil Elves should just be a group of elves who got obbsesed (sorry about spelling) with power and were turned evil. They should really really enjoy sacrificing people and should thus get a better culture bonus when sacrificing citizens. Maybe double that of other civs. So Chaos would get 20 while evil elves would get 40 this makes the idea of sacrificing slaves instead of making them work more appetising.

Wood elves should get forest related bonus' (if there is going to be wood elves that is) and stronger archers. oooo steariotype. If not archers maybe they should be able to 'summon' wild beasts from the real world, like griffons and stuff.

High Elves (If they exist) should have some bonus to research. And a strong Navy.

Orks should have stronger infantry. Few Ranged units. Not the best research abilitys.
Goblins should have a couple of small wonders which produce lots of weak critters. Weak advanced units (Compared to others) but cheap.

Dwarfs should be clasic. salow moving with great artilary.

Humans could be anything from bretonian like knights to back stabbing pirate nations. I like the pirate nation idea. They should get cheap naval units and Amphibious men.

Thats all for now. Hope who like.
 
Tyrion said:
With the undead as i think was said before they should be natives to the planes. Maybe groups of lost peasents united under the rule of a strong mage who slowly became corrupt and evil.
You're confusing three ideas, the undead, the undead barbarians, and the planar natives... (And I understand why now that I see that Communisto edited his post after I quoted and replied to it.)
So far the idea that I was thinking I would use is basically that instead of barbarians, the planes will have undead whackoes created by bad planewalking that roam around killing things. In addition, there will be a playable nation native to the plains, and a playable nation (or two) ruled by the undead in the form of a Lich King and/or a Vampire Lord.

Tyrion said:
Evil Elves should just be a group of elves who got obbsesed (sorry about spelling) with power and were turned evil. They should really really enjoy sacrificing people and should thus get a better culture bonus when sacrificing citizens. Maybe double that of other civs. So Chaos would get 20 while evil elves would get 40 this makes the idea of sacrificing slaves instead of making them work more appetising.
Chaos? Who said anything about Chaos? I don't want chaos in the mod as a faction, it doesn't fit into the plot very well at all.

Tyrion said:
Wood elves should get forest related bonus' (if there is going to be wood elves that is) and stronger archers. oooo steariotype. If not archers maybe they should be able to 'summon' wild beasts from the real world, like griffons and stuff.

High Elves (If they exist) should have some bonus to research. And a strong Navy.
I don't think I'll have "High" Elves... Just a few different factions of elves... And the whole navy thing with "High" Elves is just some weird stereotype, no reason for that even if I do have High Elves.

Tyrion said:
Orks should have stronger infantry. Few Ranged units. Not the best research abilitys.
Goblins should have a couple of small wonders which produce lots of weak critters. Weak advanced units (Compared to others) but cheap.
First of all they're gonna be called Orcs here, as they should be called. None of that "Ork" nonsense. Second of all, the greenskin nations will all be mixed together. There won't be seperate factions for Orcs, Goblins, and Lizardmen, though there will be different nations including those three and each perhaps ruled by different people (a greenskin faction ruled by a Lizardman shaman would act quite differently from one ruled by an Orcish general.)

Tyrion said:
Humans could be anything from bretonian like knights to back stabbing pirate nations. I like the pirate nation idea. They should get cheap naval units and Amphibious men.
I also like the idea of a pirate nation... So that'll be another human nation.
Perhaps it should be of the same house as another faction of scoundrels and sneaks, both factions of the house akin by their belief that there is no reason to play fair and that to survive in the harsh alternate planes you have got to kill, pillage, backstab, and rob "them" before "they" do the same to you.
 
Okay, I've started working on the standard human tech tree...
The human factions should generally be able to see Horses and the other domesticatable animals and plants (bonus resources) from the start. They should know how to build their respective shrines (crudely, as no architechts could be brought along safely) and be able to produce a basic horse-riding scout and a "Peasant" unit that serves both as a worker and as a very basic combat unit (1.1.1 or 1.2.1 or something like that), and they should be able to irrigate, mine, and pave roads (unskilled labour that some of the settlers already know how to perform).
First tier techs:
Combat - The alternate planes are not a friendly place, and one of the first things the settlers may want to do is learn how to better protect themselves from the hostile natives and the unapproachable zombies that randomly roam and destroy. This tech will allow some basic defensive foot unit.
Diplomacy - The settlers will quickly find other settling parties with similar goals as their own, and if wat does not break out they will have to communicate. This tech will allow embassies to be constructed.
Trade - The settlers will find they are not alone in the new world and they will meet all kinds of different people that they may want to trade with and stuff. This tech will allow the construction of marketplaces and will allow the nation to see the following resources: Elves, Dwarves, Halflings, Gnomes, Orcs, Goblins, Lizardmen, Humans, and Planari (I like that name, I think I'll use it).
Settling Parties - Though the settlers may have managed to create their little colony, they don't actually know how to assemble other settling parties and so if they wish to expand they will have to work on that. Allows the construction of settlers.

Second-tier techs:
Horseback Combat - Requires Combat. Allows a basic horse-riding combat unit, and perhaps a "stables" improvement that requires horses in the city radius and produces one of those riders every 5 turns (or perhaps some more, for balance?).
War - Requires Combat and Diplomacy. Allows signing Military Alliances and ROPs, and allows the construction of Barracks.
Worker Bands - Requires Settling Parties. Eventually the farmers and miners and assorted peasantry of the settlers learn how to organize worker bands that do nothing but work, paving roads, irrigating, and guilding mines. Workers become available and replace the basic Peasant, losing combat abilities but becoming cheaper. Could be an optional tech I guess.

I'll think of more later. Now, please give me your opinions on this tech tree.
 
kamleungc said:
Being a human, i wanna know ~
How many factions will be find in this mod? 
Well let's see... Probably around ten human factions (since frankly those are easiest to make in all respects), 2 or 3 elf factions, 2 or 3 greenskin factions, and one or two Small Folk factions, two undead factions, one dragon faction, and the Planari...
So at least 20 factions or so, and there could be more eventually... I would say the sky is the limit but the hardcoded limit is actually just 31. :cry:
 
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