orlanth
Storm God. Yarr!
- Joined
- Nov 17, 2001
- Messages
- 1,805
This thread is for discussion of a potential Armageddon Counter-like mechanic to represent the wax and wane of the Winds of Chaos.
Unless/until Ploeperpengel can return to modding, I think we'd be better off starting with a relatively simple mechanic that also won't be overwhelming in terms of gameplay effects until we can get a better idea of balance from some playtesting feedback. Here is a preliminary skeleton for any comments/suggestions. Again once we have a preliminary working system in place it would be easier to add stuff on.
The effects below are for a 0 to 100 scale that starts out at 50 or so (in a default game) and can fluctuate from there. In contrast to FfH where it's a unidirectional march to apocalypse or not, here Chaos exists as an omnipresent force in the world and can significantly weaken or wax from its baseline. I think that Python could handle a scale with negative integers if attempted, but am posting a positive integer scale here just to keep things simple.
Note that the effects on magic do not depend on the alignment of the caster (for even the Lawful gods and their powers are a mere shadow in the Warp cast by the minds of men..
)
Effects of the Winds of Chaos:
0 to 20
text tag (for combat stats etc): "the Winds of Chaos have fallen silent"
-40% strength to Demonic units
-10% strength to other Chaotic units
+40% strength to units with the Scourge of Chaos promotion (mostly Lawful religious units and powerful Lawful heroes)
+10% strength to other Lawful units
+40% to resist the effects of magic
New unit Mutation chance is halved
Alignment bonus/penalty in diplomacy is halved
20 to 40
text tag: "the Winds of Chaos are weak"
-20% strength to Demonic units
+20% strength to units with Scourge of Chaos
+20% to resist the effects of magic
40 to 60
No gameplay effects
60 to 80
text tag : "the Winds of Chaos are strong"
+20% strength to Demonic units
-20% strength to units with Scourge of Chaos
-20% to resist the effects of magic
slight + mutation chance for new Chaotic units
80 to 100
text tag: "the Winds of Chaos are tempestuous"
+40% strength to Demonic units
+10% strength to other Chaotic units
-40% strength to units with the Scourge of Chaos promotion (mostly Lawful religious units and powerful Lawful heroes)
-10% strength to other Lawful units
-40% to resist the effects of magic
New unit Mutation chance is doubled, small + mutation chance for *all* new units
Alignment bonus/penalty in diplomacy is doubled
Wax and wane of the Winds of Chaos:
(for each change on building x, there will also be an equal and opposite change on destroying x)
Random change at the beginning of each turn:
30% chance of +1, 30% chance of -1, and 40% chance of no change
+1 Corruption of Chaos spread in a city
+1 Building a Temple to Chaos (will have unique Temples for each god)
+6 Opening a Great Gate of Chaos (see Ahriman's Awakening post)
+1 Destroying a Lawful City, or expunging all Lawful religions from a city
-1 Lawful religion spread in a city
-1 Building a Temple to a Lawful religion
-3 Building the Great Shrine of a Lawful Religion
-1 Destroying a city with Corruption of Chaos, or expunging Chaos from a city
Other potential tweaks/features:
There is a latitude min and max in the XML for resource bonuses, so it would be easy to have Warpstone found closer to the poles in random maps to represent the proximity of the Realm of Chaos. I'm not aware of any other latitude XML capabilities, but if desired, I think it could be possible to mod in a function using Python that could act as a multiplier on some of the above base effects of the Winds of Chaos the closer you are to the poles. (P_L, does this sound reasonable?)
It should also be possible to implement a Flavor Start for the various civilizations on random maps as has been done with FfH, though this would require some work to complete.
Unless/until Ploeperpengel can return to modding, I think we'd be better off starting with a relatively simple mechanic that also won't be overwhelming in terms of gameplay effects until we can get a better idea of balance from some playtesting feedback. Here is a preliminary skeleton for any comments/suggestions. Again once we have a preliminary working system in place it would be easier to add stuff on.
The effects below are for a 0 to 100 scale that starts out at 50 or so (in a default game) and can fluctuate from there. In contrast to FfH where it's a unidirectional march to apocalypse or not, here Chaos exists as an omnipresent force in the world and can significantly weaken or wax from its baseline. I think that Python could handle a scale with negative integers if attempted, but am posting a positive integer scale here just to keep things simple.
Note that the effects on magic do not depend on the alignment of the caster (for even the Lawful gods and their powers are a mere shadow in the Warp cast by the minds of men..

Effects of the Winds of Chaos:
0 to 20
text tag (for combat stats etc): "the Winds of Chaos have fallen silent"
-40% strength to Demonic units
-10% strength to other Chaotic units
+40% strength to units with the Scourge of Chaos promotion (mostly Lawful religious units and powerful Lawful heroes)
+10% strength to other Lawful units
+40% to resist the effects of magic
New unit Mutation chance is halved
Alignment bonus/penalty in diplomacy is halved
20 to 40
text tag: "the Winds of Chaos are weak"
-20% strength to Demonic units
+20% strength to units with Scourge of Chaos
+20% to resist the effects of magic
40 to 60
No gameplay effects
60 to 80
text tag : "the Winds of Chaos are strong"
+20% strength to Demonic units
-20% strength to units with Scourge of Chaos
-20% to resist the effects of magic
slight + mutation chance for new Chaotic units
80 to 100
text tag: "the Winds of Chaos are tempestuous"
+40% strength to Demonic units
+10% strength to other Chaotic units
-40% strength to units with the Scourge of Chaos promotion (mostly Lawful religious units and powerful Lawful heroes)
-10% strength to other Lawful units
-40% to resist the effects of magic
New unit Mutation chance is doubled, small + mutation chance for *all* new units
Alignment bonus/penalty in diplomacy is doubled
Wax and wane of the Winds of Chaos:
(for each change on building x, there will also be an equal and opposite change on destroying x)
Random change at the beginning of each turn:
30% chance of +1, 30% chance of -1, and 40% chance of no change
+1 Corruption of Chaos spread in a city
+1 Building a Temple to Chaos (will have unique Temples for each god)
+6 Opening a Great Gate of Chaos (see Ahriman's Awakening post)
+1 Destroying a Lawful City, or expunging all Lawful religions from a city
-1 Lawful religion spread in a city
-1 Building a Temple to a Lawful religion
-3 Building the Great Shrine of a Lawful Religion
-1 Destroying a city with Corruption of Chaos, or expunging Chaos from a city
Other potential tweaks/features:
There is a latitude min and max in the XML for resource bonuses, so it would be easy to have Warpstone found closer to the poles in random maps to represent the proximity of the Realm of Chaos. I'm not aware of any other latitude XML capabilities, but if desired, I think it could be possible to mod in a function using Python that could act as a multiplier on some of the above base effects of the Winds of Chaos the closer you are to the poles. (P_L, does this sound reasonable?)
It should also be possible to implement a Flavor Start for the various civilizations on random maps as has been done with FfH, though this would require some work to complete.