mo123567
Worst modder ever!
- Joined
- Sep 4, 2005
- Messages
- 279
I started a thread awhile ago where I was trying to flesh out my idea for a civ concept. I've put most of the ideas from that thread into the folowing concept for a new civ.
The Sand Sea
Leader - Anais - (On-uh-ees) A goddess who was stripped of her powers and confined to the desert
The Sand Sea is a civilization that consists of the goddess Anais and her servants who are captured from other civilizations. Anais can manifest herself as multiple units and becomes more powerful as she devours more resources, land, units, mana, just about any thing she can get her hands on.
Technology - The Sand Sea gains "points" from "devouring" that can be spent on technology which, for the Sand Sea is simply upgrades to the power of Anais. These technologies will alow her to manifest as more powerful units and become less confined to the desert. A separate tech tree would most likely be required for this civilization.
Units - As opposed to building units, The Sand Sea gains generic units over time. Every certain amount of turns one of these is generated in the Capital city until the limit is reached. These units can be combined to form more powerful units. As Anais gains more power (technologies), the unit limit increases as does the ability to combine into more powerful units. If a unit is killed, the amount of combined units that went into it is added back into the unit generation limit. All promotions for killed units are lost and it will take time for the generic units to be regenerated. When units are combined, the experience is combined as well and promotions can be selected for the new unit. All of these units are part of Anais and can only be away form the desert for a certain amount of turns. As Anais recovers her power, the time units can be away from the desert increases. When she is at full power, she is no longer confined to the desert. The "mage" units can control sandstorms which can allow Sand Sea units to travel outside of the desert. Units from other empires can also be persuaded to follow Anais. They will retain thier form and abilities and will be able to travel outside of the desert with no restrictions.
Culture/Land - A new "Sand Sea" tile will need to be created. A Sand Sea tile is automaically within the Sand Sea cultural borders. The only way to take land from the Sand Sea is to convert it back, which would declare war. It takes more turns to convert a Sand Sea tile than a normal desert tile. On the other hand, the Sand Sea can only spread land by converting it into a Sand Sea tile. Of corse converting a tile within another civ's borders is a declaration of war. Any Sand Sea unit, other than captured units, can convert a tile over a certain amount of turns however the unit is lost and returned to the unit generation limit. So it's best to use the weakest units. (Something needs to be done to avoid declaring war if another civ expands into a square while you are in the process of converting it. It happens with the Scions) Land can not be taken from the Sand Sea through culture and the Sand Sea can not take land through culture.
Diplomacy/War/"points" - The Sand Sea needs to generate "points" in order to purchase tecnologies which equate to the godess Anais regaining her power. (The points may simply be gold) Basically everytime the Sand Sea has a chance to "devour" something, points are gained. Any unit that is killed in the Sand Sea generates points, as well as any unit killed anywhere by a Sand Sea unit. If other civs have a war within the Sand Sea's lands, the killed units generate points for the Sand Sea. Also the animal civ will generate dangerous units in the Sand Sea (giant scorpians, sandworms!) which can help generate points. The Sand Sea will be at peace with the animal civ. Converting tiles also generates points. A hill with trees would generate more points than a featureless plain. Resources also generate points and are automatically contected in the Sand Sea but can not be traded to other civs since the Sand Sea does not process them correctly for other civ's needs. (no winery to change grapes into wine etc..) The Sand Sea can trade with other civs however, by offering benefits of the power of Anais which can boost production, food, commerce, science, etc... As Anais becomes more powerful (technology) she will have more of these special bonuses to trade. (They don't benefit the Sand Sea since it has no production, food, etc..)
Featureless desert/Capital City - The Sand Sea only has one City which is invisable and can move throughout the Sand Sea. (Hope this is possible) It can be seen for a few turns after moving and if a unit is in an adjacent tile. The Sand Sea does not produce anything, does not need food, commerce, culture or anything else other than devouring things in order to gain techs/power.
Full Power/Hero - When Anais regains all of her power (all technologies in her tree) She returns to her true form as a powerful godess. (Auric can't be the only super unit running around)
Of course all of this would have to be balanced and a lot of things could be adjusted or changed. I especially am not attached to the civ's name.
The Sand Sea
Leader - Anais - (On-uh-ees) A goddess who was stripped of her powers and confined to the desert
The Sand Sea is a civilization that consists of the goddess Anais and her servants who are captured from other civilizations. Anais can manifest herself as multiple units and becomes more powerful as she devours more resources, land, units, mana, just about any thing she can get her hands on.
Technology - The Sand Sea gains "points" from "devouring" that can be spent on technology which, for the Sand Sea is simply upgrades to the power of Anais. These technologies will alow her to manifest as more powerful units and become less confined to the desert. A separate tech tree would most likely be required for this civilization.
Units - As opposed to building units, The Sand Sea gains generic units over time. Every certain amount of turns one of these is generated in the Capital city until the limit is reached. These units can be combined to form more powerful units. As Anais gains more power (technologies), the unit limit increases as does the ability to combine into more powerful units. If a unit is killed, the amount of combined units that went into it is added back into the unit generation limit. All promotions for killed units are lost and it will take time for the generic units to be regenerated. When units are combined, the experience is combined as well and promotions can be selected for the new unit. All of these units are part of Anais and can only be away form the desert for a certain amount of turns. As Anais recovers her power, the time units can be away from the desert increases. When she is at full power, she is no longer confined to the desert. The "mage" units can control sandstorms which can allow Sand Sea units to travel outside of the desert. Units from other empires can also be persuaded to follow Anais. They will retain thier form and abilities and will be able to travel outside of the desert with no restrictions.
Culture/Land - A new "Sand Sea" tile will need to be created. A Sand Sea tile is automaically within the Sand Sea cultural borders. The only way to take land from the Sand Sea is to convert it back, which would declare war. It takes more turns to convert a Sand Sea tile than a normal desert tile. On the other hand, the Sand Sea can only spread land by converting it into a Sand Sea tile. Of corse converting a tile within another civ's borders is a declaration of war. Any Sand Sea unit, other than captured units, can convert a tile over a certain amount of turns however the unit is lost and returned to the unit generation limit. So it's best to use the weakest units. (Something needs to be done to avoid declaring war if another civ expands into a square while you are in the process of converting it. It happens with the Scions) Land can not be taken from the Sand Sea through culture and the Sand Sea can not take land through culture.
Diplomacy/War/"points" - The Sand Sea needs to generate "points" in order to purchase tecnologies which equate to the godess Anais regaining her power. (The points may simply be gold) Basically everytime the Sand Sea has a chance to "devour" something, points are gained. Any unit that is killed in the Sand Sea generates points, as well as any unit killed anywhere by a Sand Sea unit. If other civs have a war within the Sand Sea's lands, the killed units generate points for the Sand Sea. Also the animal civ will generate dangerous units in the Sand Sea (giant scorpians, sandworms!) which can help generate points. The Sand Sea will be at peace with the animal civ. Converting tiles also generates points. A hill with trees would generate more points than a featureless plain. Resources also generate points and are automatically contected in the Sand Sea but can not be traded to other civs since the Sand Sea does not process them correctly for other civ's needs. (no winery to change grapes into wine etc..) The Sand Sea can trade with other civs however, by offering benefits of the power of Anais which can boost production, food, commerce, science, etc... As Anais becomes more powerful (technology) she will have more of these special bonuses to trade. (They don't benefit the Sand Sea since it has no production, food, etc..)
Featureless desert/Capital City - The Sand Sea only has one City which is invisable and can move throughout the Sand Sea. (Hope this is possible) It can be seen for a few turns after moving and if a unit is in an adjacent tile. The Sand Sea does not produce anything, does not need food, commerce, culture or anything else other than devouring things in order to gain techs/power.
Full Power/Hero - When Anais regains all of her power (all technologies in her tree) She returns to her true form as a powerful godess. (Auric can't be the only super unit running around)
Of course all of this would have to be balanced and a lot of things could be adjusted or changed. I especially am not attached to the civ's name.