Skaven development thread

tunnels - agree - having them require warpstone makes no sense.

required techs - making a race-specific tech requireed for era advancement is not possible as I understand it, as it would then prevent any other race from advancing eras. Besides, these techs seem to be in the "so useful you wouldnt want to skip anyway' class, so it isnt a ccritical requirement. Consider teh vampire races dont actually have vamp[irism as a required tech.

clans - great idea making them small wonders. Id have moulder require elephants and griffons though. Neither is directly relevant,m but both are 'monsters'.

Id add teh warpstone refinery as a city imrpvoement, with manufacturing bonus and pollution penalty, requires warpstone refining tech.
 
I think that may be too much. Perhaps the clan wonders could give one Moulder, Eshin, etc, unit every 20 turns or something like that instead?
 
rhialto said:
required techs - making a race-specific tech requireed for era advancement is not possible as I understand it, as it would then prevent any other race from advancing eras.
Yup, you can and no it wouldn't. :) To advance an age you only need to research all required techs available to you. If you don't have acces to research a tech otherwise marked as required to advance - you don't need it to advance :cool:


rhialto said:
clans - great idea making them small wonders. Id have moulder require elephants and griffons though. Neither is directly relevant,m but both are 'monsters'.
It would certainly make it a LOT harder and more rare to create a Clan that required 1 luxury + 1 strategic resource WITHIN it's city radius to build - at least on a random map ;)

I used luxuries in radius for 2 of the Clans as all sources of the same luxury is normally clumped together on a random map, which would (in most cases) force the Skaven to form city all over the world to be able to build all the Clans. Merely attacking your neighbours wont get you all the Clans.

Also I have serious doubts if the AI would be able to figure out where to form a city with 2 resources required (in radius) - on random maps there is no guarantee it would even be possible to make a city that had both resources in range.

But perhaps the requirements for some of the Clans could bear further investigation/experimentation, I did actually consider both Griffons and Wolves also for Clan Moulder. It is certainly not my intention to make it an easy task for the Skaven to get all Clans. :)


@mrtn: I think you would find getting all of the Clans up and running to be a little harder than you seem to be imagining ;)
 
Wow, you've really been thinking about this haven't you CC? Lots of good ideas, and I didn't know that about the era advancement with unresearchable techs, it gives me ideas...
 
Mr. Do said:
Wow, you've really been thinking about this haven't you CC? Lots of good ideas, and I didn't know that about the era advancement with unresearchable techs, it gives me ideas...
Rhye have already been using this technique with great succes in his excellent Expanded Mod to emulate the different world religions :)
 
Rat ogres will be very powerful (i hope ;)) so either Clan Moulder can produce them not so frequently or Giant Rats more frequently.

good hunting on those ships. i also heard that the skaven have bred a kind of giant sea-rat, called a bilge rat, that can ferry troops across small bodies of water.

forbidding them from building above-ground and water improvements is good too

@kinboat: maybe the teeth could be a little bigger, too :)
 
Maybe giant wolves would be teh resource for clan moulder. They actually created wolf rats (a rat-wold hybrid) at one point, so its even relevant to the skaven too!
 
wolves are good, but i was thinking of a new rat resource that every race can have, but it is only useful to the skaven.

it decreases food in the tile the resource is on, coz the rats eat the food. this would be a problem for all races, but the skaven need it to build giant rats, rat swarms and clan moulder. just a thought, whaddya think?
 
Personally, I'd try hard to reduce teh number of resources, and it bugs me slightly that several resources only interact with one, perhaps two, races. Adding yet another resource with limited usefulness is not something I'd really like to see.

Besides, its not as if rats are teh kind of resource that are in limited supply.
 
LizardmenRule! said:
wolves are good, but i was thinking of a new rat resource that every race can have, but it is only useful to the skaven.

it decreases food in the tile the resource is on, coz the rats eat the food. this would be a problem for all races, but the skaven need it to build giant rats, rat swarms and clan moulder. just a thought, whaddya think?
A Rat resource is a good idea (how about naming it Giant Rats?), however I think they should only be visible to Skavens, only appear on mountain/hill tiles (consider them to be underground) and they should add food (+2) rather than reduce it (Skavens actually breed rats not only for cannon fodder in wars, but also to eat them if other food sources are scarce - think of it as underground 'pig' farms ;) ).

This solution would make a lot of sense and help them in regard to their loss of food from sea. Also, the Skaven would now have more reason to build near mountains and would often be able to sustain decent sized cities where other nations would starve.

Since strategic resources never appear in large clumps(on random maps) this would avoid this resource being to powerfull a benefit for the Skavens, but it should have the highest possible appearence ratio (wont be that common even so).

Giant Rats could be a required resource to build units like Rat Swarm and Doomwheel.

Regarding Wolves then perhaps the Wolf Rats could merely be a unit made available to the Skaven with Creature Control and require the Giant Rats, Wolves and Warpstone resources to build?

...

New suggestions as well as revisions to prior ones - in relation to the Giant Rats resource - following:

Giant Rats
Strategic resource that can appear on mountain and hill tiles and has +2/0/0 (high appearence rate and never disappears)
Req. Adv.: Under-Empire

Rat Mill
Regular improvement that increase production in city by 25%.
Req. Adv.: Gearworks
Req. Gov.: Chaos
Req. Res.: Giant Rats (must be in city radius)
Obs. with: Wood Working

While the Rat Mill would only be a Skaven version of the Saw Mill it might reduce the need for all Clans to function like Forbidden Palaces as I previously suggested, so I looked into what would be an appropriate amount.

Currently Cathay has acces to 2 Forbidden Palace type buildings as well as being Commercial (apart from extra trade then the trait essentially also functions like a build in FP). That effectively makes the current max of FPs possible in the mod = 3.

Considering that the requirements for building each suggested Clan wont allow them to be build whereever you want them(and on some random map - nowhere at all), I don't think allowing Skavens access to at least the same amount of FP style buildings would be unreasonable or overpowering.

However, of the 5 Clans I previously suggested only Clan Mors is and never really was as powerfull a Clan as the 4 others. So I can only recommend that only Clan Mors should not function as a FP (but retaining all other previously suggested attributes).

This leaves 4 FP type buildings which many people still find to powerfull - so how about this compromise to punish the Skavens for this edge:
Skaven won't be able to build Sewers at all, instead the 5 Clans (4 FP and 1 non FP) will have the "Allows City Size Level 3" flag as well as the other previous suggested attributes. This would certainly fit well with the Feudal nature of the Skaven society with many smaller 'nests' surrounding the few big ones.


As result of this idea I have made a couple changes for the suggested Clans - as follows.

Clan Mors
Small wonder with "Reduces Corruption" in city, "Resistant to Propaganda" and "Allows City Size Level 3" flags as well as producing a Storm Vermin(?) unit every 5 turns (or so).
Req. Adv.: Under-Empire
Req. Imp.: Barracks
Req. Res.: Iron and Gems (must be within city radius)

Clan Skryre
Small wonder that functions like previously suggested - but now also with "Allows City Size Level 3" flag.
Req. Adv.: Warpstone Refining
Req. Imp.: Wizard's Guild
Req. Res.: Brightstone and Warpstone (must be within city radius)

Clan Pestilens
Small wonder that functions like previously suggested - but now also with "Allows City Size Level 3" flag.
Req. Adv.: Cult of the Horned Rat
Req. Imp.: Temple
Req. Res.: Incense and Warpstone (must be within city radius)

Clan Eshin
Small wonder that functions as a FP with "Reduces Corruption" in city, "Resistant to Propaganda" and "Allows City Size Level 3" flags as well as allowing Espionage Missions.
Req. Adv.: Assassination
Req. Gov.: Chaos
Req. Res.: Pipeweed and Wine (doesn't necessarily have to be in city radius)
Obs. with: Wood Working

Clan Moulder
Small wonder that functions like previously suggested - but now also with "Allows City Size Level 3" flag.
Req. Adv.: Creature Control
Req. Gov.: Chaos
Req. Imp.: Rat Mill
Req. Res.: Elephants and Warpstone (must be within city radius)
Obs. with: Wood Working


As a further result the following buildings currently in game would have to go obsolete with Under-Empire:
- Palace Fortress
- Sewers
- The Underways


Another long post - sorry for the spam, heh :p


EDIT: Oops, made a blunder with Clan Moulder - they are going to be very hard to build now =)
 
LizardmenRule! said:
...units still need to be made. do you have unit making skills, cyber and rhialto?
Sorry, making animated graphics is not really my area of expertice.
 
Same here, my ability to make useful game-quality graphics ended sometime around the civ1 era. I can do the rest though.
 
Okay, so I know jack about how civ programming works. But I know the Skaven from way back when. Specifically, the old Warhammer Siege rules.

According to those old rules, the Skaven "cities" were the razed ruins of the former occupants. Skaven could only earn revenue if the territory was completely ruined. This leads me to ask this question: Is it possible for pollution (known as corruption in this mod) to become some sort of bonus resource for the skaven, or even, the standard for city modifications, as opposed to irrigating?

The ideas that are being thrown around in this thread are great. You guys keep it up. Those of us who lack any real talent in the creation department depend on you.
 
Unfortunately, pollution (corruption) works the same for all, and is hard coded. It isnt possible to mod this aspect.
 
To keep this thread alive I have tried to make some (hopefully semi-decent) wonder splash screens for the suggested Clans.

I decided that using the Clan Banners to represent them might work nicely, so I located some sketches on the net and dusted of Photshop. I hope I got the markings right on the 3 I made so far. If anyone got any sketches of Clan banners/markings for the 5 suggested Clans then please post them - especially for the clans not done yet :)

Now, please don't expect any masterpieces but feel free to suggest changes in color, background etc.
 

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