Okay so I was smoking a cigarette when it hit me, I love mutants! I love the look of them, the lore of them, sometimes........even the smell of 'em. Then I realized that really I liked outcasts even more!
I have done some preliminary writing such as background etc regarding this and I wanted to post my idea for a civ before posting the background I have:
The Sons of Pariah, a group of mutant refugees who have fled the lands of the Untouched notorious for their use and abuse of mutants. These lands include the Calabim and the Balseraph but also the potentially intolerant nations such as the Bannor and Khazad.
They call themselves the Sons of Pariah, after their leader, a female mutant with great wisdom and will who has forsaken her original name. Unfortunately the society attracts both peaceful and bloodthirsty elements. Some of the mutants were bandits while others formed small villages of farmers. Because of their sense of brotherhood, the bandits and farmers formed a sort of symbiotic relationship with the bandits providing muscle and goods and the farmers providing shelter and a sense of community.
Unfortunately the banditry (and intolerance in general) attracted the ire of their neighbors and begun the cycle of oppression all over again. With their villages enslaved and lives more or less destroyed the farmers banded together with the bandits for vengeance. This proved to be a losing (suicidal) battle and soon a new leader, calling herself Pariah, emerged who took control of her peoples remnants (with new refugees swelling their ranks all the time) and resolved to form their own society instead of living a scattered and isolated existence.
Units: Many of the low tier units will represent a mix of the Pariahs past, they will have Bounty Hunter (to represent their banditry) and many will also have HN. Of course they will be mutants but that could lead to getting some pretty awful or pretty powerful units so I am not sure if I should just have newly minted units granted the mutation promotion. Here are two examples. I think this civilization would be more defensive so their units starting with bonuses to attack cities would be rare to nonexistent.
Bandit (replaces Hunter)
starts with Bounty Hunter, HN
-50% attack vs. City
+25% vs. Animals, Beasts
+25% vs. Melee
Brigand (replaces Axeman)
starts with Bounty Hunter, HN
+25% vs. Warrior
Can use metal weapons
I envision this civ to be more of a raider/pillager civilization than a conquering one (at least not until the time is right) and they definitely should get diplomatic penalties with other players when using their HN units (the one about influencing their units).
Pariahs consider their mutations (now) to actually be gifts from the gods, they now believe that others are actually jealous of their abilities and that is why they were treated so harshly.
EDIT: oh yeah...I want the unit progression (later tiers) to represent the Pariahs evolution from a raider/pillager culture into a more normal and mainstream civilization. Still not sure if I should try to tie this to a choice made by the player but still working on that idea.
I have done some preliminary writing such as background etc regarding this and I wanted to post my idea for a civ before posting the background I have:
The Sons of Pariah, a group of mutant refugees who have fled the lands of the Untouched notorious for their use and abuse of mutants. These lands include the Calabim and the Balseraph but also the potentially intolerant nations such as the Bannor and Khazad.
They call themselves the Sons of Pariah, after their leader, a female mutant with great wisdom and will who has forsaken her original name. Unfortunately the society attracts both peaceful and bloodthirsty elements. Some of the mutants were bandits while others formed small villages of farmers. Because of their sense of brotherhood, the bandits and farmers formed a sort of symbiotic relationship with the bandits providing muscle and goods and the farmers providing shelter and a sense of community.
Unfortunately the banditry (and intolerance in general) attracted the ire of their neighbors and begun the cycle of oppression all over again. With their villages enslaved and lives more or less destroyed the farmers banded together with the bandits for vengeance. This proved to be a losing (suicidal) battle and soon a new leader, calling herself Pariah, emerged who took control of her peoples remnants (with new refugees swelling their ranks all the time) and resolved to form their own society instead of living a scattered and isolated existence.
Units: Many of the low tier units will represent a mix of the Pariahs past, they will have Bounty Hunter (to represent their banditry) and many will also have HN. Of course they will be mutants but that could lead to getting some pretty awful or pretty powerful units so I am not sure if I should just have newly minted units granted the mutation promotion. Here are two examples. I think this civilization would be more defensive so their units starting with bonuses to attack cities would be rare to nonexistent.
Bandit (replaces Hunter)
starts with Bounty Hunter, HN
-50% attack vs. City
+25% vs. Animals, Beasts
+25% vs. Melee
Brigand (replaces Axeman)
starts with Bounty Hunter, HN
+25% vs. Warrior
Can use metal weapons
I envision this civ to be more of a raider/pillager civilization than a conquering one (at least not until the time is right) and they definitely should get diplomatic penalties with other players when using their HN units (the one about influencing their units).
Pariahs consider their mutations (now) to actually be gifts from the gods, they now believe that others are actually jealous of their abilities and that is why they were treated so harshly.
EDIT: oh yeah...I want the unit progression (later tiers) to represent the Pariahs evolution from a raider/pillager culture into a more normal and mainstream civilization. Still not sure if I should try to tie this to a choice made by the player but still working on that idea.