Ogedei_the_Mad
Caffeinated Khagan
TEMPEST OF THE DRAGON
...yep, still working on this. With the exception of the South Asian buildings, most of those buildings that I've been releasing lately were made not only to expand the building libraries of modders interested in making mods that include East Asian history or are set in East Asia but also to complete the long list of buildings I have for this mod in particular.
The mod will span 4 eras. The tech tree, resource lists, and building lists for the most part are complete. Wonders are still in the process of being planned out. Once I make enough building graphics and get units together, I'll start searching or requesting tech icons. I also found the perfect title screen opening and in-game music.
For those who don't already know, "The Annals of Seven Kingdoms" is an East Asian themed fantasy mod with inspiration drawn from wuxia (Chinese martial arts fiction), East Asian mythology and folklore, and the anime "Juuni Kokki" ("Record of 12 Kingdoms"). As the name suggests, there are seven playable factions. Each kingdom plays differently with the other and have their own particular strengths and weaknesses along with particular civ traits.
December 2 2011 EDIT:
The project has now been renamed "Tempest of the Dragon" and will be much less ambitious than the original project.
Playable Factions [for initial version of the mod; more will be added later]-
CELESTIAL EMPIRE
Ruler: Jade Emperor Xuanzong
Civilization Features: Expansionist and Scientific; Most powerful unit line; "Celestial Throne" government; capable of having 6 size 3 cities; Specialty is Heavens Magic
Weaknesses: Most expensive unit line
UUs: Celestial Warrior, Immortal, Righteous Guard
Unique Buildings: The Celestial Throne (builds magistrate in all cities), Crystal Palace (3rd palace), Alchemist (+25% Production bonus), Yuhorsehockeyai (4th palace, builds Righteous Guard every 4 turns)
Size 3 Cities Cap: 6 (Palace, Reserved Capital, Crystal Palace, Yuhorsehockeyai, Daming Palace, Qingmeng Palace)
Culture Group: Empire
THE NORTHERN KHANATES
Ruler: Khagan Ogedei "the Mad"
Civilization Features: Militaristic and Expansionist; Benefits the most from Horse resource; Unique buildings are cheap; Specialty is Earth Magic
Weaknesses: All units suffer a -1 Defense penalty; limited to 3 size 3 cities
UUs: Noyan, Khitan Shaman, Steppes Horseman
Unique Buildings: Ger (creates Steppes Horseman every 4 turns), Nadaam Field (small wonder; +1 happiness in all cities), Horse Trader (+50% trade)
Size 3 Cities Cap: 3 (Palace, Reserved Capital, White Tiger Monastery)
Culture Group: Steppes
EMPIRE OF IZUMO
Ruler: Tennou Atsuhira
Civilization Features: Militaristic and Religions; Benefits the most from Spring of Vitality resource; Specialty is Water Magic
Weaknesses: Lacking in artillery until era 3
UUs: Kensai, Onmyouji
Unique Buildings: Hot Springs Resort (+50% trade, +50% luxuries), Water Shrine (+1 happiness), River Dragon Shrine (enables size 3 city, +1 happiness, +25% production)
Size 3 Cities Cap: 4 (Palace, Reserved Capital, Imperial Villa, Grand Shrine)
Culture Group: Izumo
KINGDOM OF JUSIN
Ruler: Queen Seondeok
Civilization Features: Scientific and Agricultural; Has the most unique and versatile unit line; Specialty is Fire Magic
Weaknesses: Infantry unit line suffers a -1 Attack penalty
UUs: Hwarang, Geobukseon, Hwacha, Euibyeong
Unique Buildings: Hyanggyo (+50% research), Cheomseongdae (enables size 3 city, unique wonder, +50% production and doubles research in host city), Sindang (+1 happiness)
Size 3 Cities Cap: 4 (Palace, Reserved Capital, Cheomseongdae, Hwabaek)
Culture Group: Jusin
REALM OF PENGLAI
Ruler: Lady Disenchantment
Civilization Features: Scientific and Religious; Has the only unit line in which most units are produced through summoning (auto-production in buildings); specialty is Void Magic
Weaknesses: Best units obtained only through auto-production; weak regular units
UUs: Shifu, Master Alchemist, Fenghuang
Unique Buildings: Daoist Alchemist (small wonder, +50% research, trade, and luxuries, produces a Master Alchemist every 8 turns), Wudangshan (produces a Shifu every 8 turns), Longhushan (produces a Fenghuang every 16 turns)
Size 3 Cities Cap: 3 (Palace, Reserved Capital, Peach Blossom Spring)
Culture Group: Island Countries
NATION OF JUHO
Ruler: Beollim Chongmaeng
Civilization Features: Agricultural and Seafaring; Benefits the most from coastal or ocean tiles; can easily prevent amphibious assaults through unique naval line
Weaknesses: Can build only 1(!) Size 3 cities; weakest land unit line
UUs: Simbang, Te-u, Deokpanbae, Wrath of Mother Ocean
Unique Buildings: Dolhareubang (+1 happiness), Geouk (+1 happiness, increases resistance to propaganda), Pogu (+50% trade)
Culture Group: Island Countries
Non-Playable [for now]
SANZAN ALLIANCE
Ruler: Queen Yuna
Civilization Features: Commercial and Seafaring
Culture Group: Island Countries
HOKUBAN CONFEDERATION
Culture Group: Izumo
YOUKAI
Culture Group: Izumo
DAEHWA
Culture Group: Jusin
CHEONGHAEJIN
Culture Group: Jusin
EMPIRE OF DAI LA
Culture Group: Empire
KINGDOM OF NANZHAO
Culture Group: Empire
Concepts
MAGIC
Offensive "Spells" replace "missile" units; they are auto produced in cities from certain buildings and are used to bombard adversaries. Magic units also have very powerful bombard capabilities, but the worst defensive stats. The "Volcano" terrain feature is renamed "Sacred Mountain"; though they will randomly erupt, "Sacred Mountains" provide huge bonuses, unlike the relatively useless Volcano.
CULTURE GROUPS
There are 5 culture groups:
1) Empire [Chinese]
2) Jusin [Korean]
3) Izumo [Japanese]
4) Steppes [Central Asian]
5) Island Countries [Jeju Island]
CITY SIZE 3 LIMITS
Although population caps for city sizes have been adjusted, the number of size-3 cities are much more restricted and certain civilizations can grow more than others.
POPULATION HAPPINESS
Unlike regular Civ3, many more buildings cause unhappiness in "Tempest of the Dragon." Balancing growth will also require balancing stability. Administrative structures and Production structures can significantly increase population discontentment.
RESOURCES
To compensate for the limitations of Civ3's terraformation and terrain buildings, new bonus resources appear with new technologies. Some "resources" take the form of buildings; for example, when Administrative Reform is researched, "Double-crop Farms" resources with food bonuses appear randomly on the map. An extremely rare resource called the "Cloud Somersault Technique Scroll" may appear (with a high disappearance rate also) and allow any faction with access to it to recruit the Monkey King unit, which is the only buildable unit that can perform air missions.
XIA / KNIGHT ERRANTS
Factions can recruit "Xia" Knight Errants (basically martial arts masters who follow strict codes of honor). As the "Xia" follow honor or justice rather than authority or nationality (unlike the Celestial Empire's "Righteous Guard" or Jusin's "Euibyeong" who are steadfastly devoted to their country), any faction can recruit "Xia" of different cultural backgrounds if they manage to acquire access to them (in Civ3 terms, access to a particular "Xia" resource). In Civ3 terms, certain "Xia" have extremely high attack power or extremely high defensive power at the expense of the other stat to represent their extreme tendencies; also, "Xia" suffer a greater HP penalty to represent their not-so-absolute loyalty to authority and preference to abandon an unwise ruler who does not employ their talents properly.
[in the working Alpha of the mod, only the Ronin and Youxia are available; later, each faction will have its own type of Knight Errant unit including Black Masks and Yakuza]
Culture-specific Xia:
EMPIRE: Black Mask
JUSIN: Arahan
IZUMO: Yakuza
KHANATES: Steppes Mercenary
ISLAND COUNTRIES: Immortal
CITY DEVELOPMENT
Drawing quite a bit of inspiration from the Worldwide mod, cities are more specialized depending on what direction you take it. There are Four "attributes" that a city can take:
Production: Mine Complex (gives huge boost to production, but at cost to culture and happiness; moderate maintenance)
Magic: Magicians' Garden (boosts research and auto-produces a Magician every 8 turns; high maintenance)
Martial Arts: Gongfu Academy (increases city defense significantly and auto-produces a Gongfu Adept every 8 turns; moderate maintenance)
Administration: Summer Palace (reduces corruption, provides a light boost to production, +50% tax; very high maintenance)
These buildings will automatically replace the other so that cities can't take all four attributes at once. Also, there's an "upgrade" chain for each so that the next building requires and replaces the previous.
Mine Complex -> Manufactory -> Manufacturing District
Magicians' Garden -> Hermitage -> Ethereal Garden
Gongfu Drill Field -> Gongfu Academy -> Society of the Hidden Masters
Summer Palace
City size caps are boosted by 2 population (so city size 1 goes up to 8 from 6, etc.), but on the other hand, each civilization can build a limited number of Size-3 cities. Additional small wonders acquired through Civ-unique Techs grants additional Size-3 Cities. From the start, only the city with a Palace or Reserved Capital can allow a city to go to Size 3.