The Plant civ - Ideas thread

I've had a few more ideas, feel free to change them or ignore them however you please.

  • Magic Line: Geomancers
    • Masters of the Earth, Geomancers are powerful spellcasters that can bend the very earth around them to their will. Some would call their powers unnatural, but who is to say what is natural in Erebus?
    • The Geomancer line of magic-users function the same as their generic counterparts, save for the following: :strength: +25% while on grassland or plains - the most adaptive and useful terrains for a Geomancer - as well as the ability to raise or flatten a tile, making it flatlands or a hill.
    • Note: I am unsure on the race these should be.
  • Gaea Terrain
    • Gaea Terrain is an oddity in Erebus; it is an ecosystem that is so vibrant, adaptive, and inexhaustible, that it can resist the destructive touch of fire, and the corrupting presence of Hell Terrain. Units that travel through these strange ecosystems must beware, as the creatures that inhabit these areas are just as bizarre.
    • Gaea Terrain converts forests, jungles, and marshes within the borders into Eternal Forests. Eternal Forests are resistant to the effects of Smoke and Fire, and non-Plant civ units that travel through them have a chance of being afflicted with the Diseased or Plagued promotions. Eternal Forests disallow the construction of many mundane improvements, like lumbermills and roads, as the forests are too wild too tame. Furthermore, the Woodsman line of promotions do not apply to Eternal Forests.
    • The work time and cutting time are higher than that of Ancient Forests.
    • Eternal Forests will override Ancient Forests on all occasions possible.
    • Eternal Forests can exist only within the borders of the Plant civ. If an Eternal Forest exists outside of their cultural border, it will disappear over time.
    • This feature makes the Plant civ act as a Good civilization in regards to Hell Terrain spread within their borders, i.e. it is currently impossible for Hell Terrain to enter their borders. Additionally, Hell Terrain within their borders will convert back to natural terrain after a while passes.


That's all for now.
:cool:
 
I've had a few more ideas, feel free to change them or ignore them however you please.

  • Magic Line: Geomancers
    • Masters of the Earth, Geomancers are powerful spellcasters that can bend the very earth around them to their will. Some would call their powers unnatural, but who is to say what is natural in Erebus?
    • The Geomancer line of magic-users function the same as their generic counterparts, save for the following: :strength: +25% while on grassland or plains - the most adaptive and useful terrains for a Geomancer - as well as the ability to raise or flatten a tile, making it flatlands or a hill.
    • Note: I am unsure on the race these should be.
  • Gaea Terrain
    • Gaea Terrain is an oddity in Erebus; it is an ecosystem that is so vibrant, adaptive, and inexhaustible, that it can resist the destructive touch of fire, and the corrupting presence of Hell Terrain. Units that travel through these strange ecosystems must beware, as the creatures that inhabit these areas are just as bizarre.
    • Gaea Terrain converts forests, jungles, and marshes within the borders into Eternal Forests. Eternal Forests are resistant to the effects of Smoke and Fire, and non-Plant civ units that travel through them have a chance of being afflicted with the Diseased or Plagued promotions. Eternal Forests disallow the construction of many mundane improvements, like lumbermills and roads, as the forests are too wild too tame. Furthermore, the Woodsman line of promotions do not apply to Eternal Forests.
    • The work time and cutting time are higher than that of Ancient Forests.
    • Eternal Forests will override Ancient Forests on all occasions possible.
    • Eternal Forests can exist only within the borders of the Plant civ. If an Eternal Forest exists outside of their cultural border, it will disappear over time.
    • This feature makes the Plant civ act as a Good civilization in regards to Hell Terrain spread within their borders, i.e. it is currently impossible for Hell Terrain to enter their borders. Additionally, Hell Terrain within their borders will convert back to natural terrain after a while passes.


That's all for now.
:cool:

nice :goodjob:
 
I remember that guy who lives in Kaels brain saying that and I reaD IT FROM kAEL TOO!
Oh, nice.

Ideally, I would keep the diplo penalty between good and evil civs, but remove or lessen the diplo bonus between evil civs and other evil civs for rising AC. This represents the fact that while the basic conflict between good and evil gets more intense, the basic nature of evil - "evil turns on itself" - stays the same.
There is no such thing. The rising AC only make the Good hate the Evil more and the Evil hate the Good more.

And as has been stated more than once, the only people with a vested interest in raising the AC are the Sheaim (especially when led by Os-Gabella) and, to a lesser extent, other civs following AV. A diplo penalty for ALL non-AV civs against AV followers - increasing as the AC rises - would not be out of line.
Might as well just create an attitude modifier depending on AC contribution. AV followers already get their malus from non-AV followers.

I would also change the nature of the mechanic specifically for the Plant civ, so that they would increase their hostility toward ALL other civs as the AV rises, since they believe that all other civs are destructive and "evil" by their standards. They certainly would not prefer evil civs over good ones - they likely can not or choose not to differentiate between them. The easiest way to simulate their contempt for everyone else - and wouldn't require re-coding of the AC mechanic - is simply to make them neutral, aggressive (not necessarily the civ trait, but the behavior) and to have a large starting penalty toward ALL other civs, in addition to other penalties (and bonuses) described above.
I like the idea of the Plant civ giving more and more penalties as the AC increases. They'd be more and more angered.

A couple of other ideas: I didn't see it mentioned above, but the Plant civ should probably be at peace with animals. They should be able to build various animal units (wolves perhaps as scouts or something, etc.). In that case, they might build the Grand Menagerie from humanoid slaves instead of animals. :eek:
I'm not really fond of buildings animals... I don't want them to replace the other units. Like, wolves won't be scout as pixies are the recon line. They won't be a lot of room for animal units. And building them may just be too much.

They should automatically raze - or at least dramatically reduce the population of - all cities they conquer, perhaps spawning several units that have sprouted from the blood soaked into the soil and composting corpses of the slain - perhaps the number of spawns could depend on the lost population. Maybe even some sort of "plant zombie" controlled by some weird seed or something growing in the corpses that can control them! :mischief:
I like that :D

It certainly fits the bill of an insane Patrian mage fused with a tree.
Yes :) I asked the author, I'm waiting for an answer...

i like these :D

edit: i searched and i found this: http://forums.cgsociety.org/showthread.php?f=137&t=755110
Nice one ;)

mmm been looking through the forums a little and finally decided to speak up about something that I think is a really cool idea for a new race and thought that I might try and sneak some things I reckon would be cool.
Welcome to the board :D

Anyway getting to the point I think the "tree" people should be on the same mechanic as the Kuro's as in a limited amount of citys and the ability to produce "Sapling" of the "mother trees" that Dryads could say teleport too and it could also spread their unique terrain, I saw the legions of D'tesh terrain and thought maybe you could do something similar with that particular mechanic so that way hell terrain isn't a threat for them because they can "create" their own habitat and because of it's naturally magically enhanced nature it could ward of the threats of hell terrain?
Yeah, I thought their "settlers" could be "Glowing Seeds" that would need to be transported by a unit. Maybe like an Orthus' Axe... So other civs won't see it when a unit comes to found a city :lol: As for the unique terrain, yeah, I'll treat that with UNIT_666 post.

Maybe make a promotion line that gives various members of their race a chance to create a unit after winning against any living target like a seed that cant move but can upgrade into a food supply wagon (if this can be done like mobile culture...but food!)
maybe into a spore pod for besieging of citys (an immobile siege weapon that bombard and/or can poison/disease/wither/add ailment here)
or a warrior/scout sized plant/creature could birth from a "flowering seed" could take time like say 3-5 turns to be born.
Could be a good way to add in siege weapons to a race that isn't likely to have them unless you made like big tree people with rocks bash in walls (not a bad idea maybe having a spell or just a bombard ability)
Yeah, good bunch of ideas :goodjob:

  • Magic Line: Geomancers
    • Masters of the Earth, Geomancers are powerful spellcasters that can bend the very earth around them to their will. Some would call their powers unnatural, but who is to say what is natural in Erebus?
    • The Geomancer line of magic-users function the same as their generic counterparts, save for the following: :strength: +25% while on grassland or plains - the most adaptive and useful terrains for a Geomancer - as well as the ability to raise or flatten a tile, making it flatlands or a hill.
    • Note: I am unsure on the race these should be.
  • Gaea Terrain
    • Gaea Terrain is an oddity in Erebus; it is an ecosystem that is so vibrant, adaptive, and inexhaustible, that it can resist the destructive touch of fire, and the corrupting presence of Hell Terrain. Units that travel through these strange ecosystems must beware, as the creatures that inhabit these areas are just as bizarre.
    • Gaea Terrain converts forests, jungles, and marshes within the borders into Eternal Forests. Eternal Forests are resistant to the effects of Smoke and Fire, and non-Plant civ units that travel through them have a chance of being afflicted with the Diseased or Plagued promotions. Eternal Forests disallow the construction of many mundane improvements, like lumbermills and roads, as the forests are too wild too tame. Furthermore, the Woodsman line of promotions do not apply to Eternal Forests.
    • The work time and cutting time are higher than that of Ancient Forests.
    • Eternal Forests will override Ancient Forests on all occasions possible.
    • Eternal Forests can exist only within the borders of the Plant civ. If an Eternal Forest exists outside of their cultural border, it will disappear over time.
    • This feature makes the Plant civ act as a Good civilization in regards to Hell Terrain spread within their borders, i.e. it is currently impossible for Hell Terrain to enter their borders. Additionally, Hell Terrain within their borders will convert back to natural terrain after a while passes.
Hmmm.

I'm not really fond of the Geomancer idea. Well, I like the name but I don't see much interest in it for now. And I don't really like the Flatten <-> Hills thing.

However, I really like the unique terrain idea. Maybe Forests of Eternity, though? Sounds more like the forests are able to give eternity... By burying you under their roots :D

I should take a look at the D'Tesh civ to see how they handle the new terrain. And I will have to find a new terrain graphic, and a new forest graphic!
 
There is no such thing. The rising AC only make the Good hate the Evil more and the Evil hate the Good more.

Okay. I don't play evil civs much so I didn't know that. I played Balseraphs with Nell and Doviello with Orbis/LE neutral Mahala. :lol: Still, the Plants shouldn't differentiate between good and evil non-Plant civs because that distinction means nothing to them (humanoid values are alien and incomprehensible to the Plants and they think of themselves as good and all others as evil).

Might as well just create an attitude modifier depending on AC contribution. AV followers already get their malus from non-AV followers.

I like the idea of the Plant civ giving more and more penalties as the AC increases. They'd be more and more angered.

I hope that can be coded. Diplo penalties for AC contribution would be quite flavorful and logical. ;)

One more idea I had: a unit called the Shambling Mound (or something). Not too similar to the D&D monster of the same name except for being a big animated pile of vegetation, the Shambling Mound would operate something like a cross between a Mimic and a Flesh Golem. Defeated living units would be "eaten" and absorbed, and their promotions would then be added to the Shambling Mound! :eek: Probably should be a national unit, perhaps a Berserker UU.
 
I hope that can be coded. Diplo penalties for AC contribution would be quite flavorful and logical. ;)
Yeah, that would be quite easy to add :)

One more idea I had: a unit called the Shambling Mound (or something). Not too similar to the D&D monster of the same name except for being a big animated pile of vegetation, the Shambling Mound would operate something like a cross between a Mimic and a Flesh Golem. Defeated living units would be "eaten" and absorbed, and their promotions would then be added to the Shambling Mound! :eek: Probably should be a national unit, perhaps a Berserker UU.
Oh, I like that too :D

So, onward to the name of the civilization.

I had an idea, Darahgül, but I came to the conclusion that I looks too "cliché evil". Even though it's just two uyghur words. But whatever :)

I also thought of Daragyl, basically pronounced like the one above but written differently. Then I went on a sketch of a language for them to create the noun phrase "True People" that they would use to refer to themselves. So I came to something completely different: Re Ki; Re meaning "people" and Ki meaning "true". So, the Re Ki, what about that? Too short?
 
Here's a fun idea that works with the evil, blood soaked forests theme. The living forest unique terrain, the one that eats peoples, you could have it spread randomly next turn if a living unit dies on it. This would encourage lots of fighting near your borders to push you forest towards the enemy. My thought is to make is relantively easy to spread but also removable by workers (with much effort) so there is conflict and an ebb and flow effect.

I think the "eternal forests" name is a bit too nice for the theme. "Mirkwood" was the forest named in the Hobbit, which has a nice ring to it. In german, (according to webtranslation), "Dunklen Wald" is dark forest and "Wohnen Wald" is living forest. I think an strange name is a good

As for names, Darahghul is a bit stereotypical (though that is from the guy who proposed Mirkwood as a name). I like Re Ki a lot though. Good name and great choice of philosophical viewpoint.
 
In japanese...

Kuramori = Dark Forest
Eienmori = Eternal Forest
Kijin = Tree people
Mokuzaijin = Wood people
 
Rikimori?

Re Ki is my personal favourite.

--

I just called them Eternal Forests because I wanted it to be a 'more extreme' version of Ancient Forests.
 
If the leader / progenitor is half-mage, half-tree the forests could all be extensions of her roots and named after her. For instance, if she were called Arboria, the forests could be Arborian Roots. This also allows for improvements over time Arborian Roots -> Arborian Scrublands -> Arborian Forest.
 
I think the "eternal forests" name is a bit too nice for the theme. "Mirkwood" was the forest named in the Hobbit, which has a nice ring to it. In german, (according to webtranslation), "Dunklen Wald" is dark forest and "Wohnen Wald" is living forest. I think an strange name is a good
Well, I think "Forests of Eternity" gives a whole new dimension to the semantics of the name than "Eternal Forests".

As for names, Darahghul is a bit stereotypical (though that is from the guy who proposed Mirkwood as a name). I like Re Ki a lot though. Good name and great choice of philosophical viewpoint.
I like Re Ki
Re Ki is my personal favourite.
Oh, I'm glad to see that it pleases you :)

@Rosetint: I'm pretty sure I know the answer already but what do you mean by philosophical viewpoint?

In japanese...

Kuramori = Dark Forest
Eienmori = Eternal Forest
Kijin = Tree people
Mokuzaijin = Wood people
i like the japanese versions
I prefer not to use easily identifiable languages; or any Earth language at all.

If the leader / progenitor is half-mage, half-tree the forests could all be extensions of her roots and named after her. For instance, if she were called Arboria, the forests could be Arborian Roots. This also allows for improvements over time Arborian Roots -> Arborian Scrublands -> Arborian Forest.
I'm not sure what they are exactly. I'm pretty sure the progenitor will be called Lena; even though the tree-people would more likely call her Dy, "She/Her".
 
By philosophical viewpoint, I just meant the naming of your group after your belief that your are the only "true" species.
 
Oh, yeah. Actually, that's a rip-off of many ethnoname on Earth... Iirc, it's frequent for people to call themselves something meaning they are superior to one other tribe nearby or such :)
 
OMFG i absolutely love this idea for a civ! ive been dreaming of a time when someone would create a plant based civ!

now for my ideas :D muhuhahaha

1. Unique improvements:
The workers should get a few unique improvements and be unable to build any of the generic improvement. if the plant civ is destroyed so too do their unique improvements. ie for a few ideas:
Fruiting Grove: +1 food, build only in forests, turns grain resources (rice, wheat and corn) into Fruit resource.
Mycorr Field: +1 hammer, buildable only in forests, may spawn a 'Mycorr guardian' when enemies come nearby, weak, no upkeep cost units that explode on death poisoning the enemy akin to the worker explosions. (Mycorrhizae is the scientific word for the 'roots' of fungus. it is from these mycorrhizae that actual mushroom fruiting bodies grow from)
Preserve: +1 Happy, +0.5 health

2. Palace Effect:
Root spires grow from below ground at the perimeter of the civs culture, these roots of the giant trees can be magically crafted to grow up out of the ground to form a magical barrier against the spread of hell terrain, desert and ice. Root Spires should automatically occure on the perimiter of the civs cultural borders, similar to the Great Wall.
Palace Mana: Nature, Creation, water
-20% war wearyness (these plants live to remove humanoid races from erebus)
+1 free specialist from the unique improvements listed above (this could be one of the only ways that the Plants could get specialists, by building improvements)

3. World Spells:
Whispers of the Forest: reveals all forest tiles in the world to the player regardless of who owns them
The Rooting / Entrench: all plant units gain the 'Rooted' promotion which gives them +x defence strength, +y% heal rate increase, held, and a spell that allows them to turn into a Giant Tree city if not already in a city or within 2 squares of another friendly city (ignores enemy culture or distance to enemy cities). lasts for z turns.
Overgrowth 1: Each turn 'living forests' (the ones that damage enemies) grow out from your cultural bordersfor x turns. ie:
Spoiler :

C= city
c = Culture
F = Forest
o = other

turn 1.............Turn 2...........Turn 3 etc
ooooooo.........ooooooo.........ooFFFoo
ooooooo.........ooFFFoo.........oFFFFFo
oocccoo.........oFcccFo.........FFcccFF
oocCcoo..-->..oFcCcFo..-->..FFcCcFF
oocccoo.........oFcccFo.........FFcccFF
ooooooo.........ooFFFoo.........oFFFFFo
ooooooo.........ooooooo.........ooFFFoo


Overgrowth 2: All units get the 'Rapid Growth' promotion giving them nature and creation mana affinity +1 for x turns. but at the end of the spell all units get the 'exhausted' promotion, making them held for a period of time.

Overgrowth 3: All cities get a special Building which increases all yeilds by 50%, as well as giving +x ammount of happiness and health equivilent to the number of forests in the fat cross divided by 4.

4. Unique spells:
Nature:
1. Ironbark Skin: adds the Ironbark Skin promotion to units, +x% defence strength,
2. Forest Vengence: Causes enemies in forests adjacent to the caster to take physical and poison damage.
3. Awaken Hesperides: cast in a city. Destroy city, summon a 'weak' avatar Hesperides unit with nature and creation affinity, on top of whatever other awesome avatar abilities. the Hesperides should get one promotion for each building that was in the city, and a spell that allows them to re-plant themselves, restoring the city to what it was before, with each promotion adding that particular building back to the city. when cast the caster cannot cast any other spells until the Hesperides replants itself, and the caster is forced to move with the Hesperides.

Creation:
1. Animate Forest: turns the casters square into Living Forest (the one that damages stuff, not like Bloom) 3 turn cooldown period.
2. Barren to Fertile: Transforms Desert tundra or Ice terrain directly into Grassland.
3. Create Wood Dragon: The Plants having encountered dragons such as Abashi decided to adapt to such an enemy, and t ofight fire with fire. metaphorically. they devised magic to animate a dragon from scraps of Deadwood. a gigantic construct held together by wisps drawing energy from the plane of creation and given life, more specifically the life mind and a purpose of the caster of the spell. this would be a powerful world unit summon, which kills the caster (a small price to pay methinks)

Water:
1. Create Wetland: turns the tile into a single tile freshwater lake. cannot be cast next to rivers, ocean or other freshwater, teleports caster to another tile adjcaent to the lake. 3 turn cooldown period.
2. Summon Waterweed: castable next to coast only. Summons a Waterweed unit, similar to the Kraken. Imagine a Kraken made entirely of seaweed :hmm:
3. Earthblood Tap: castable in cities only. causes the Great Tree to tab into the Worlds Earthblood, Water, and drink its energies. all units within 2 squares of the tile get +25% heal rate, the city generates +2 health and +2 Happiness while the caster remains in the city.


5. Water Travel
being plants, they would be fairly against travelling across water. this however is a big issue in civ, especially on island maps.
One way they could counter this is by having aquatic plantlife act as their navy. im thinking Giant Lilly Transports, Floating carnivorous plants, Seaweed submarines.... ok im scraping the bottom of the barrel now haha.

EDIT: i really like this idea:
# Gaea Terrain

* Gaea Terrain is an oddity in Erebus; it is an ecosystem that is so vibrant, adaptive, and inexhaustible, that it can resist the destructive touch of fire, and the corrupting presence of Hell Terrain. Units that travel through these strange ecosystems must beware, as the creatures that inhabit these areas are just as bizarre.
* Gaea Terrain converts forests, jungles, and marshes within the borders into Eternal Forests. Eternal Forests are resistant to the effects of Smoke and Fire, and non-Plant civ units that travel through them have a chance of being afflicted with the Diseased or Plagued promotions. Eternal Forests disallow the construction of many mundane improvements, like lumbermills and roads, as the forests are too wild too tame. Furthermore, the Woodsman line of promotions do not apply to Eternal Forests.
* The work time and cutting time are higher than that of Ancient Forests.
* Eternal Forests will override Ancient Forests on all occasions possible.
* Eternal Forests can exist only within the borders of the Plant civ. If an Eternal Forest exists outside of their cultural border, it will disappear over time.
* This feature makes the Plant civ act as a Good civilization in regards to Hell Terrain spread within their borders, i.e. it is currently impossible for Hell Terrain to enter their borders. Additionally, Hell Terrain within their borders will convert back to natural terrain after a while passes.
 
amazing ...

haha :p is that a 'its amazing how many good ideas you have there' amazing, or 'its amazing how much rubbish you can type' amazing ;)

as i see your ideas you were dreaming of that idea for long time ... xD

actually i pulled most of those ideas out of my arse on the spot :p haha (i know im full of creative sh!t...:D)

(ok... enough of the lame puns and wierd sense of humour... ill go to my corner and wait excitedly for replies hehe)

EDIT: oh, btw, i really liek the name Re Ki. short, simple and to the point. Plants dont strike me as the kind to over express. sure they ay brood for centuries, but they would only express themselves (verbally) as little as possible.
 
So, I have to say,... I´d love to have a plant civ. but It should be really centered around plants and not fearies or something.
I love things like this: http://www.guildwars2.com/global/includes/images/concept-art/guildwars2-28.jpg (which I could create for you...) and this http://www.guildwars2.com/global/includes/images/concept-art/guildwars2-24.jpg
both from gw2.
But, I´d hope someone has played Dominions 2. There is a civ called Pangaea, consisting of Dryads, Centaurs, Satyrs, Minotaurs and so on. and you can play the evil version of it, consistion of black satyr mages and (now comes the best part) undeads combined with vines. so, basically a mix between skeleton and plant. I´d love to have a picture of it, but I cant find it anymore. maybe someone has the game and can take a screenshot of the Mandragoras.
Yea, so, if you have some cool stuff, I can help out with graphics ;)
 
i must agreee with seZ that the Re Ki should remain plant centric. faeries should only be a minor variation thing i think. also those links are awesome :) i really hope to see you create something like that seZ (im already planning on what id use it for muhuhahaha)
 
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