Warhammer Fantasy Battles Mod Brainstorm Thread

Ah good! I love to see such dilligence! :)

I like the things you posted so far.

I've included the CR in the Religions.xml and given most CR+SR both a place in the tech tree.

I'd like to see the rest of the SR's so I can incorporate them.

As soon as we got a final draft, of all the religions and some basic L1 spells, we can game play them in a beta 'e'.

I mentioned it earlier, but you got Omzad Pantheon as OldFaith and Law both.
I don´t know where to put it in either case.
 
I just looked at your tech tree. its very good, and i left my suggestions in the other thread. if you look at the 3rd or 4th post of this thread, you will see a list of the current ideas for CR and SR, its got the details of the ones were sure about.

About Ormzad, he hasnt changed in either CR, its the same. just pop him in at Elementalism. ;)

Im just waiting for everyone to give the word go to finish up on the Young Gods and make a proper start on the rest.

@everyone that hasnt written anything here yet: PLEASE PUT YOU OPPINION DOWN! id really like to get the publics pov, this has turned into an unnoficial private forum :( come on people, get typing :D
 
@AH All magic is derived from the chaos gates.. i never said it was evil i just said it is chaotic in nature.. chaos isnt evil as such it is chaos something created to do something isnt evil its the user... guns are a good example people use guns guns do not use people...

But all magic is derived from chaos... and yes all magic is evil or corrupt at least to start with, magic users have to purify it or die... (but i agree with Psychic_Llamas lets not dwell into that to much... magic is from chaos end point :D)

@AH tech charts are not my great interest... but i do like Lord_Ollues idea about having minor upgrades when a tech is discovered for units scaling there effectivness over time :D (but the tech tree needs to be simplified... its way to complex and time consuming...)

@I just think it would funny... anyway you could use that as a control on where Chaos, Norse etc cities are placed by the comp... -1 food in terrain that isnt that great... Norse snow etc would limit the feasible amounts of cities placed..

Otherwise yeah... people start posting plz... u have Psychich_Llamas pleading and thats just sad :P
 
Tech related idea... would it be possible to limit the amount of different magic techs... (the types of magic) for civs?

If so would it be possible when u discover tech X to get a choice to select what magic u want up to the number available for your civ? and from a selection of magic you are allowed? cause apart from a lack of functionability the magic tech tree is massive... to big....
 
I agree ... to a point.

I didn't think it possible to have a decision tree as well built into the tech tree....
That would quite simplify the choices a civ would have to take.
We'd be able to put in allignment choices.

Anyway aside from that, the magic tree i came up with is not that massive.
It just looks that way.

It has the primary High-magic trunk, which has roots in elven-magic and by a long detour the human magics.
Then there is a mystical/magic branch, which also includes the darker magics.
And a less mystical drawven enchanting branch.

Many of the entries are just increases in powerlevel of spells.
Many are needed to root the religions.

That reminds me: where does monotheism go?


edit: tree. It has been modified by a small amount already.
http://forums.civfanatics.com/attachment.php?attachmentid=143991&d=1165688812
 
Well apart from not being able to look at it i dont see any problems... :p

By decision i mean when you reasearch the tech you pop an event.. or create a building that allows you to reasearch techs from a part of the tree... and limit those reasearcable techs to magic techs..?

Probably best for eveyone is you have me as an instant messanger contact...
 
Of course some magics will become outdated as higher complexity is attained.

For instance hedge magic will contain some simple spells that will be availabe to hedge wizards. Invention of Elementalism maybe will negate some of those spells or just the building of hedgewizards. Similarily once humanity has investigated Elementalism to its fullest potential, Highmagic can be researched.
It is really not that complex...just compare it to the current 'd' tree.
(the in-game views show only a small number of the links)

If you got Gmail, we'd be able to chat... I don't like to install thos other messenger services.
 
I don’t trust Google... something to do with there storing of cookies for 77 years? And I can’t bring my self to trust a company with a motto like "do no evil..." or a company that cooperates with a police state (China.. Even though it’s a great country with great people it is still a communist state...) and assist that state in locking up "political dissidents" who raise valid concerns about there country and the manner in which it is governed...

Don’t get me wrong.. I don’t support Formosa (Taiwan) which was ruled by an incompetent military dictatorship that didn’t have the good grace to accept defeat and spend much of its time trying to escalate its conflict with China into a full scale war.. Not that China wasn’t gunning for the same thing.. And I most certainly do not support a government that oppresses the native inhabitants of said island..

And im not a bigot.. Or any thing else I might be accused of...

I still use Google but then who doesn’t..? Which might be the problem...?

That’s my off topic rant for the moment...

@AH im pretty sure at least in canon terms that Elementalism is just an offshoot of the normal magic... Elementalism uses the winds of magic and im pretty sure you can only use them one way... but im going to leave that alone.. To lazy atm to go through all the stuff i have...

New Thought...

On the nature of Good and Evil

Good and evil are constructs of the human mind; they are decided by a mix of factors which are often having cultural or religious links. The concept of good and evil is different from person to person. People of a similar creed for example may view good and evil in a similar light with similar situation and choices evaluated in a similar way. However conflict with the concept and view of good and evil can vary to a huge degree. Polygamy for instance which is looked down upon in the Christian world and the West and may be seen as evil or wrong etc with the view differing from person to person... But in some places, cultures and religious polygamy is looked well upon. Very view people view there own actions as evil and may only do so when they pass beyond the pale. Even so these actions may be viewed as necessary, for the greater good etc.. And they may well be... but while that view may be acceptable to others it may be wholly unacceptable to others...

Good and evil are relative!

The same can be applied to the Warhammer world... Chaos for instance is unusual it is actually accepted as evil by those high up in the high racy.. But that doesn’t mean is it evil those are the views of some. Archoan lord of the end of times in White Dwarf accepts some of his more distasteful acts as evil he however goes on to explain that according to his logic they are necessary.. In the black library books he tends to be shown in a very black and white way which I don’t think holds quite as true. Those in the lower ranks of the hordes of Chaos view there actions as good.. Ordained by the gods and there actions as necessary..

However can Chaos really be evil? Is plague evil? Not really it does what its meant to do.. It survives by the deaths of others.. Humans really cant take the moral high ground here.. *Vegans look at Masada* *Masada looks at Vegans points at Canine teeth and wonders why we evolved or were created with those...* Change in excess may not be good... but then everything in excess may not be good. Blood is just blood it isn’t like he’s the Elven God of Murder *Masada looks at the elves of the world and wonders why people think they are all high and mighty takes a special people to create a god like that :P* And pleasure well is that bad?...

Chaos cant be evil.. How can something that was created like that be evil? Something that occasionally stings at the world when the warring factions decide to go to war together. Are bumble bees evil when they sting you?

If we asked a member of the golden horde what army he would play in Warhammer and what best fits with his view of the world... what’s the bet he would go Chaos... Chaos you ask, yeah chaos those guys aren’t weak like the rest of them they have class and style.. What I don’t understand is why they haven’t taken over the weaklings in the south i mean with a Khan sorry Warlord like that... i just dont understand it... the guys in GW must be Empire players (which is good for the Warhammer world :D) those guys are HAXXING!!! sif they would... :P

Good and evil are relative.. To all sorts of things keep and open mind.. :lol:

Now that might blow some brains up with angry recriminations about how the western sense of good and evil is always right.. don’t worry I have already been shouted down by a crowd of people (my peers) when I did a speech similar to this... closed minds and ignorance sometimes go hand in hand or is that just me but then I don’t blame them if everyone thought like this the world would be really interesting...

Oh and i cant for the life of me get into that tech tree

Masada, you do not have permission to access this page. This could be due to one of several reasons:

1. Your user account may not have sufficient privileges to access this page. Are you trying to edit someone else's post, access administrative features or some other privileged system?
2. If you are trying to post, the administrator may have disabled your account, or it may be awaiting activation.

:( its annoying...
 
@ AH and Masada: masada cant access that tech diagram because hes not a member of the private forum, and AH posted it in there :p

@masada: are you a philosopher in your spare time? :confused: ;) theres some very... interesting... concepts in there.

i agree that good and evil are relative concepts, and there should be no representation of good or evil in the mod because WH is kind of a dark fantasy game (like FfH) where even the 'goodies' are are a tad evil.

we could argue about this for centuries and still not get anywhere though, so perhaps we could try complete these SR details so we can get onto balancing? :p

Ps, my MSN name is "Psychic_Llamas" (inventive hey?) but i dont use it very often.
 
i just had an intersting thought and wanted to post it here to see what you guys thought:

if every now and again, SR buildings can spawn barbarian acolytes etc of their SRs (which dont attack) but only move to different cities and spread their religions, or inqisition others. that would make the SR a little out of the players control and add an element of chance like with the CRs.
just a thought.
 
@Psychic_Llamas i am a philosopher in my spare time as welll as a theologist and i do amuse myself with a couple of other things :D

I do agree Chaos is evil well we perceive it to be evil, others may have viewed it differently. Warhammer is gothic fantasy, look at the new artwork for the empire complete with all the ravens skulls, fallen angels, flagellants’ and religious accoutrement...

PURE GENUIS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

That would make it even more random which is great religions in civ4 are a bit flat there is no real dynamic feel to them... what an idea :D

Religions are seldom tidy little affairs there are differernt factions, sub groups etc that often act against the authority of a central church and in many faiths there isnt really a strong unified centralised church anyway.. independant temples may do things differently that adds a bit of random chance into the equation

Chaos would be the perfect candidate for this hidden units that convert parts of your cities... and maybe institute a cult religion just for converting non chaos states. Like the cult of a dragon for instance.. except when you the Chaos player declares war on that state all units with the mark of chaos flip to your side and maybe make it a 10%-50% chance of a hidden mark of chaos being on your unit if there was a chaos cult in the city.. chaos is insidious in the way that it spreads (mind you warhammer isnt as bad as 40k any time chaos is involved in something, something like 50% of all Imperial units are corrupted...) in the recent storm of chaos quite a few units of the empire flipped and joined the enemy and a number of the chaos leaders were former citizens of the empire and other nations of the old world...

Oh and i dabble in politics alot as well... goverments are complex edifaces riven with discord and are fairly interesting :D
 
:lol: so ive been arguing with a Philosopher / Theologist / Politician about Religion?? good lord! *faints*

Its really just a random idea, and i tihink it could work. we may have to wait for Olleus to say if its possible, or worth while though :p

We could put a special ability in the Chaos Civ like that you described, it would encourage them to go as Chaos Religions. could be very intersting...


:lol: politician playing Civ :lol:
 
Now, drawing attention back to the SR development, Is everyone happy with this:

Spoiler :

The "Young Gods " Religion:
In General:
Young Gods has a normal Spread rate
with normal costs and priests
Its Altars, temples and Cathedrals should be an average cost, and will have normal effects.
---General Buildings:
Altar --- +1 Culture
Temple --- +1 Culture, increases spread of its faith’s sub religion
Cathedral --- +1 Culture, increases spread of its faith’s sub religion
Monument --- +1 gold for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Young Gods sub religion.
Priest (requires Temple) can convert a city to its Young Gods sub religion. Can heal units.
High Priest (requires Cathedral) can convert a city to its Young Gods sub religion. Can heal units. Can inquisition.


Sub Religions:
-The Northern Gods
All altars, Temples and Cathedrals of the Northern Gods make Alters temples and Cathedrals of the Southern Gods unavailable in the city that they are built (meaning that one city cannot have both the Northern gods and the southern gods in it at the same time.) Altars, Temples and Cathedrals of the Northern Gods each make all units 5% cheaper to produce (military and religious).
The city with the monument becomes immune to Barbarian attacks (meaning that barbarians cannot attack the city with the northern monument)
All religious units have 1 more strength than normal religious units.

---Buildings:
Altar= Altar to the Northern Gods
Temple= Temple of the Northern Pantheon
Cathedral= Sacred Hall of the Northern Pantheon
Monument= Hall of Heavenly Protection
---Priests:
Acolyte (requires Altar)--- Northern Fanatic
Priest (requires an Altar in 3 cities)--- Warrior Priest of the North
High Priest (requires an Altar in every city)--- Warrior High-Priest of the North (World Unit, can only have 3 at a time)


-The Southern Gods
All altars, Temples and Cathedrals of the Southern Gods make Alters temples and Cathedrals of the Northern Gods unavailable in the city that they are built (meaning that one city cannot have both the Northern gods and the Southern gods in it at the same time.) Alters, Temples and Cathedrals of the Southern Gods each produce +1 Happiness.
All Priests and high Priests of the southern gods are also able to build ‘libraries’ in cities with the Southern Gods CR at the cost of their life.
The Hall of Heavenly Bounty makes all plots of land in it’s cities radius with 2 food instead produce 3.

---Buildings:
Altar= Altar to the Southern Gods
Temple= Temple of the Southern Pantheon
Cathedral= Sacred Hall of the Southern Pantheon
Monument= Hall of Heavenly Bounty
---Priests:
Acolyte (requires Altar)--- Southern Altar Servers
Priest (requires an Altar in 3 cities)--- Scholar Priest of the South
High Priest (requires an Altar in every city)--- Scholar High-Priest of the South (World Unit, can only have 3 at a time)


-The Old World Pantheon
All Old World Pantheon buildings produce +1 happiness if another Young Gods SR is present in the city. (cancelling out the -1 happiness from competing SR’s) all Temple Streets produce +1 gold, and Temple Districts produce +2 gold (symbolising the charitable donations by the population to the temples)
Priests are also able to inquisition.
Al Acolytes, Priests and High priests built in the city with the Seat of the Gods have one extra priest spell.

---Buildings:
Altar= Altar to the Gods
Temple= Temple Street
Cathedral= Temple District
Monument= Seat of the Gods
---Priests:
Acolyte (requires Altar)--- Acolyte of the Gods
Priest (requires an Altar in 3 cities)--- Priest of the Gods
High Priest (requires an Altar in every city)--- High Priest of the Gods (World Unit, can only have 3 at a time)

-The Norse Pantheon
A city with a Norse Pantheon’s ‘Horgr’ is able to sacrifice an ‘animal’, or a slave, to produce +1 Happyness for 5 turns. The Sacred Copse allows cities to build ‘Sacrificial Animals’ to be sacrificed at the Horgr. The Long House allows cities to build 2 kinds of High priest, a Seiokona who also acts also as a normal mage, and the Hersir, who is a strong warrior chieftain with very high moral bonuses to his stack but unable to inquisition. The Shamaness and Volva act also as weak mages. The Shamaness can capture slaves, and wild animals for sacrifice.
The Valhalla makes all religious units built in the city start with one extra priest spell.

---Buildings:
Altar= Hörgr
Temple= Sacred Copse
Cathedral= Long House
Monument= Valhalla
---Priests:
Acolyte (requires Altar)--- Shamaness
Priest (requires an Altar in 3 cities)--- Völva
High Priest (requires an Altar in every city)--- Seiðkona and Hersir (World Unit, can only have 3 of each at a time)

 
and im a fairly good student of history with a great love of military history :lol:

Yeah im happy with that :D

and personally i like Lord_Olleus idea for his mod about having mini upgrades from different techs :D but that might just be me...

The Norse aninimal sacrifice idea? which way is that going to go?

Now im going to brainstorm some special traits for civs i dont like the idea of racial traits there a bit to hard to pin down... Chaos dwarves are nothing like Dwarves insofar as racially really Chaos dwarves are no longer part of the same speciese as Dwarves large scale exposure to warpstone clouds tends to do that to a race... are Brettonians really human? there peasants look really greenskin like downright ugly critters etc

Araby: Araby uses huge amounts of magic to be able to survive in there desert home... so something like desert sqaures yield +1 food and Araby units get +25% extra defense and attack on desert squares? hhi

Bretonnia: Something involving crusades.. actually just a call to arms for the Bretonnian armies normally there is only a small standing army defending Bretonnia the rest of the army is dotted around the country in small groups split between various lords and dukes... calling something like that together would take ages, in reality it used to take ages to call together a medieval army anyway... so something to allow a Bretonnia player to call together a large army or at least assemble one over time... so either a power to draft Knights every X turns from cities or a wonder that constructs new knights every X turns (with no upkeep?) and perhaps a castle type tile improvement cuts the amount of food available.. castles take up a fair amount of room increases shield production and increases defense.. just an improved version of the current fort in vannila civ which is next to useless... (there is a alot of commerce and industry generated by building a military base..)

Cathay: Well Cathay has a massive army simple, they need one Cathay is the size of the Old World and constantly fights with the various goblinoid empires and other darker things combine that with a massive population of rural peasants and that allows a massive army to be drawn together in times of need (they treat it like a type of defered tax) draft effect X3 along with a high upkeep (it costs alot to equip and feed such a large host even if you dont pay them...

The Empire: Is not a single country it is an empire composed of various independant nations who have 90% of there history killing each other.. the main difficulty to an invader is the Electors prefer to fight each other and throughout there history have only really come together because of 2 things an external enemy or a very rare strong emperor.. otherwise the empire spends most of its time fighting each other. But when the emperor makes a call to arms the state militaries have to respond. The Empires state militaries are standing armies unto themselves the Electors have to maintan a set number of units specified by the emperor. So for the empire maybe a lower unit support cost, or say 3 free units per city something like that

Estalia: Um ere thinking of Spain... ships?... mercanaries?... terico spearmen?...

Ind: Free units for each temple? more culture (this is a mod about war...) ere uummm ere

Kislev:The Pulk and Rota system which is the kislevite way of calling together there armies in the face of chaos mass draft of units that have no upkeep but are tied to national borders or have some other sort of cap?

Nippon: Maybe ban peasants and other things from there selection and substiute it by giving them more expensive but very good units?...

Norsca: More money from pillaging and all there units have chance of enslaving..

Tilea: Great militia units but no heavy knights etc..?

Chaos: Lower upkeep cost and chance to enslave units

Darkelves: Enslaving and maybe commando and the ability to heal quicker in enemy territory.. Darkelves are cunning people...

Dwarfs: Extra defenses in cities and maybe +25% extra on the defense for all dwarf units?

Orcs: WAAAGGGGG upkeep what upkeep? there Orcs they dont need much to keep going.. they are scary even when unarmed.. and only need a hunk of slag iron to do damage...

Highelves: .... not even going to bother.. wouldnt be able to control myself..

Tombkings: Umm there dead immune to phycology? aand the ability to raise new units when they kill yours..

Lizardmen: Sacred Spawnings... build buildings that build units... you dont create units the building does.. maybe not skinks who breed i think and units are born with XP cause Lizardmen are born/created knowing how to kill..

Sylvanians: was just a province of the empire... and in a scenario should appear a V day (vampire day if you will) skeletons and other undead units create new units of skeletons when they kill stuff..

Woodelves: Tree Singing they can create woods with mages... and they have Guerilla 1 and 2? or some such... i can just see it the woodelf player creating forests all over the world and overunning everything.. with trees *shudders*
 
Ok, well if AH or anyone else has no objections, im going to move on to the Dark Children SR now.

there are several things in there, but a lotof empty spaces, so please give us feedback if you have any ideas :)

Spoiler :

The "Dark Children" Religion:
In General:
Dark Children has a Normal Spread rate
with expensive costs of priests
Its Altars, temples and Cathedrals should be an High cost, and will have Good effects.
---General Buildings:
Altar --- +1 Culture
Temple --- +1 Culture, increases spread of its faith’s sub religion
Cathedral --- +1 Culture, increases spread of its faith’s sub religion
Monument --- +1 gold for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Dark Children sub religion.
Priest (requires Temple) can convert a city to its Dark Children sub religion. Can heal units.
High Priest (requires Cathedral) can convert a city to its Dark Children sub religion. Can heal units. Can inquisition.


Sub Religions:
-The Veneration of Nagash
The Bone Pillar increases the heal rate of Undead units in and adjacent to the city, but decreases the heal rate of living units in and adjacent to the city.
The Temple of Skulls allows all religious units produced in the city to have access to one more spell from The Winds of Death magic.
Units can be sacrificed in cities with a Great Crypt Hall in it to produce an Undead unit with no upkeep costs (different undead unit depends on sacrificed unit ie sacrificed melee unit = Undead Swordman unit, sacrificed ranged unit = Undead Bowman unit, sacrificed mage unit = Undead Necromancer, mounted sacrifice = Undead Horseman)
Acolytes start with one death spell, priests start with 1 death spell and High Priests start with 2 death spells.
All undead and religious units built in the city with Nagashizzar in it gain the ‘Vampiric’ promotion which allows them to restore their health when they attack.

---Buildings:
Altar= Bone Pillar
Temple= Temple of Skulls
Cathedral= Great Crypt Hall
Monument= Nagashizzar
---Priests:
Acolyte (requires Altar)--- Cultist of Nagash
Priest (requires an Altar in 3 cities)--- Dedicate of Nagash
High Priest (requires an Altar in every city)--- Great Follower of Nagash (World Unit, can only have 3 at a time)


- The Horned Rat

---Buildings:
Altar= Great Belfry
Temple= Bell Temple
Cathedral= Chapel of the 13 Bells
Monument= The Temple of the Horned Rat
---Priests:
Acolyte (requires Altar)--- Prophet of the Horned Rat
Priest (requires an Altar in 3 cities)--- Seer of the Horned Rat
High Priest (requires an Altar in every city)--- Great Seer of the Horned Rat (World Unit, can only have 3 at a time)


-The Blood Cult

---Buildings:
Altar= Blood Shrine
Temple= Blood House
Cathedral= Hall of Blood Rights
Monument= The Blood Soaked Throne
---Priests:
Acolyte (requires Altar)--- Vampire Initiate
Priest (requires an Altar in 3 cities)--- Vampire Priestess
High Priest (requires an Altar in every city)--- Vampire Queen (World Unit, can only have 3 at a time)


- Gods of the Dark Forge

---Buildings:
Altar= Chaos Anvil
Temple= Black Vaults
Cathedral= Catacombs of the Dark Ones
Monument= The Dark Forge
---Priests:
Acolyte (requires Altar)--- Acolyte of the Dark Forge
Priest (requires an Altar in 3 cities)--- Priest of the Dark Forge
High Priest (requires an Altar in every city)--- High-Priest of the Dark Forge (World Unit, can only have 3 at a time)

 
The Chaos gods are evil because they are utterly selfish.
Spoiler :

Unless one adheres to machiavellian philosophy, one cannot considder Chaos neutral. (at least what is commonly refered to as Chaos, the 4 main Gods)

I do agree that chaos (no capital C) is neutral, at least as much as the majority of life is neutral.

Random chance is not evil, although many considder it so. (just look at the response to evolution theory)
Same for entrophy. at first glance it looks evil (death and corruption), but in fact it is just time and without it there would be no life. So you could considder it the ultimate creator. The giver and taker of creation.

enough! :P

@ P_L : yes please, I'm itching. :)

One suggestion: undead units cannot be free of upkeep. They must cost magic-points or require a nearby controller (which has upkeep).
(In danger of getting too complex: perhaps a maximum number of units per controller?)
Oo! put them inside a caster as cargo! :D if they are left alone, without controller for a whole turn, they crumble.

Another promotion for norsca this time: (or Northern Pantheon) Werewulfen promotion for berserkers. or by priest.
 
Sad to say this but chaos is the product of human thoughts and emotions... the gods are like that because humans want them to be like that...

All humans are selfiish by nature, humans sometimes rise above that nature but most of the time we dont... we just we have but if look at our actions can we really say we did it without and selfishness...

@Psychic_Llamas dont worry were here to fill in the blanks..

Masada's thoughts on those recently dead and what a good peasant should do if his liege lord is a bit pale and doesnt like the light


And Masada's thoughts on Nagash that most horrible of liches and those who may worship him or just act like him

Heres where it gets tricky.. by veneration of nagash i just mean a set of values that the sentiment undead, so those undead that think hold. Quite often a superiority complex, arrogance, a refined sense of honour, elitism, general dislocation from the world and in some cases paranoia about death that verges on cowardice...

Religion... well really no... i dont think there is...

Heres the choice we can have it as a religion proper or we can go more my way in which the follower mirrors Nagash because of his/her condition... undeath in this case..

Im going to leave this open... we could treat it as a semi religion which can spread, vampires have a number of ways influencing areas... turning you local noblemen into a vampire may raise some eyebrows but hes still your lord...

Sylvania is like that we those still living in the province considering Manfred Von Carstien as there Elector and Count. Slightly screwed i know but he is still there rightful lord even if he is no longer alive. He still does his duty protecting the peasants in Sylvania are meant to be the worst bunch in the whole of the Empire. The taxes i would imagine would be collected in other ways, Manfred doesnt really need money. And this is where it gets really bizzare Sylvanian peasants still serve in Manfreds army alongside the undead. I dont know though its a choice between paying taxes (which are high for peasants) or occasionally having a daughter/son go missing for a bit and come back in the morning with a sore neck and looking a bit faint (and with only one Von Carstien that would very very rare...) and having the graves of you loved ones messed around every now and then. But then the Von Carstiens tend to raise most of there minions from there dead enemies...

So its a choice between taxes and funny stuff... i would choose the funny stuff...

Masada's thoughts on that most Skaveny of gods the Horned Rat

The Horned rat is the embodiment of all the great skaven values, deceit, spitefulness, backstabbing, disease and corruption (why family and cannabilism isnt in this is beyond me). So with that in mind we can safely assume his temples will represent one of these four values well five but were going to have to cull one or roll it into another...

Great Belfry: Deciet when built allows some units of skaven to have the hidden ability? or failing that allows a special skaven scout/attack rat/weak whatever the hell to be created with the hidden rule... Skaven are masters of deciet.. and of stupidity... they are just giant rats you cant expect much more from them...

Bell Temple: Spitefulness well what about poison? thats a skaveny thing units created in a city with the Bell Temple have a small chance of an instant kill of units they attack? or maybe just a poison rat something that gets a bonus to attack cities and negates defensive bonuses.. Skaven are sneaky rats who tend to attack around or through defensive obstablces... or they can just go under the walls... but they are still just Giant rats...

Chapel of the 13 Bells: Backstabbing is just Skaven incarnate so what about a sneaky rat? they ignore defensive bonuses since they are rats and can just pop out of everywhere... they are still only giant rats all we need is giant cats...

The Temple of the Horned Rat:disease and corruption are so skavenish that its scary... skaven cities are now resistant to effects caused by Flood plains, swamps and jungles... all skaven get a bonus to attacking and defending the above...

On the blood cult...

*Blink blink* wha? is that?

Out of ideas tonight...
 
booo! *snick, snick*
Skaven are more than just rats. :)

I think skaven temple effects should be restricted to very unpredictable efforts.
Not for things such as sneakiness and poison....That is what the techs 'stealth' and 'assasination' are for.
Bolstering the skaven morale would be a nice benefit for defence of the lair and enabling the building of Doombells would be good for the offensive.

Clan Eshin takes care of sneakishness and stealth.
Clan Pestilens are experts of plague spreading etc. (pestilence comes in late in the middleages)
Grey Seer wizards are the epitome of deceitfullness.
Clan Skryre would be able to produce the deadly warpstone machines of war skaven are feared for. These can then be added to unis as 'supportteam' specialcargo. Some early ones (poisonwind-globadiers) have a chance of decimating enemy as well as the hosting unit.

eh...:blush:
 
All the clans just embody a part of the Horned rat... the 4 main clans are religious institutions... the warlord clans are the laymen of the Skaven

Skaven are weaker than other races, physically speaking even goblins are stronger.. warlords take care of the moral and temples of the Horned Rat making them braver... the Horned Rat is skaven incarnate... so that would be laughable... :lol: and Skaven are giant mutated rats... cunning yes brave no, smart sorta idiotic yes..

And those values are the values Skaven look to... those are the key points of the Horned rat

And since skaven are skaven i think that attacking cities, defensive positions and terrain without penalties is great, its a nightmare in this mod as is to attack a defended position.. and really skaven cant get Knights or anything heavy to deal with it... and there soldiers should be weak as hell cheap but weak.. skaven need lots of siege weapons to do anything and yeah they should blow up all the time they are skaven...

A fully ranked unit of knights in full plate with a shield, lance and hand weapon is a skaven generals worst nightmare as is... and Skaven have one of the few armies as an empire player that i charge at... my normal tactic is to hold with infantry units and counter charge with detachments to negate there rank bonus and hopefully break them... with what may well be a +5-10 modifier.. and yes i have broken alot of things with that... and Knighs for counter attacking... the artillery is there to knock there artillery out and any targets i deem must die... but with Skaven i actually move and do stuff.. because a swordsmen will kill most skaven 33% of the time i worked it out to be or around that mark...

@AH keep it simple... all the major clans of the Skaven have been around for ages and yes Pestilens has spread some plauges... but like most Skaven things they are not very effective.. or just dont work... normal plauges seem to do more... and spread normally
 
@ AH: thats and interesting idea, using a 'controller' maybe something like a... Bone Spire, or Necromancer's Tower, or Tower of necromancy...maybe can be built as a tile inmrovement to expant the range and also as a city improvement. i like it, probably quite possible too. :D

not sure about making them 'cargo'.

Why werewolves? is there any fluff saying norsca has werewolves?

@masada: i agree about the nagash stuff, but im leaning toward making Nagash more necromancy oriented, and Blood Cult more Vampirism oriented. (see spoiler for details)

about skaven, i thinkid rather make temples etc have effects that have something to do with the religion and architecture, rather than the race that they represent. (see spoiler again :) )

I know AH will have a lot to say about the Skaven, and i look forward to his opinion :)

So, heres an altered list: i changed the nagash undead units to having upkeep, but also having the 'bound' promotion (explained spoiler) i also tried out something for the Blood Cult and Skaven. not too sure what to do about Gods of the Dark Forge though... Hmmmm...

Spoiler :

The "Dark Children" Religion:
In General:
Dark Children has a Normal Spread rate
with expensive costs of priests
Its Altars, temples and Cathedrals should be an High cost, and will have Good effects.
---General Buildings:
Altar --- +1 Culture
Temple --- +1 Culture, increases spread of its faith’s sub religion
Cathedral --- +1 Culture, increases spread of its faith’s sub religion
Monument --- +1 gold for all Religious Buildings of its faith, increases spread of its faith’s sub religion.
---General Priests:
Acolyte (requires Altar) can convert a city to its Dark Children sub religion.
Priest (requires Temple) can convert a city to its Dark Children sub religion. Can heal units.
High Priest (requires Cathedral) can convert a city to its Dark Children sub religion. Can heal units. Can inquisition.


Sub Religions:
-The Veneration of Nagash
The Bone Pillar increases the heal rate of Undead units in and adjacent to the city, but decreases the heal rate of living units in and adjacent to the city.
The Temple of Skulls allows all religious units produced in the city to have access to one more spell from The Winds of Death magic.
Units can be sacrificed in cities with a Great Crypt Hall in it to produce an Undead unit (different undead unit depends on sacrificed unit ie sacrificed melee unit = Undead Swordman unit, sacrificed ranged unit = Undead Bowman unit, sacrificed mage unit = Undead Necromancer, mounted sacrifice = Undead Horseman)
These units all have the ‘Bound’ promotion, which means these units must stay within the cultural boarders of cities with Bone Pillars in them. In addition, Acolytes can build tile improvements called a ‘Necromancer’s Tower’ which expand the area that undead built in this way can traverse by 3 squares in each direction.
Priests start with 1 death spell and High Priests start with 2 death spells.
All undead and religious units built in the city with Nagashizzar in it gain the ‘Drain Life’ promotion which allows them to restore their health when they attack.

---Buildings:
Altar= Bone Pillar
Temple= Temple of Skulls
Cathedral= Great Crypt Hall
Monument= Nagashizzar
---Priests:
Acolyte (requires Altar)--- Cultist of Nagash
Priest (requires an Altar in 3 cities)--- Dedicate of Nagash
High Priest (requires an Altar in every city)--- Great Follower of Nagash (World Unit, can only have 3 at a time)





- The Horned Rat
The Great Bells of the Horned Rat creates sounds of pitches which, when heard vary to cause a feeling of happieness in followers of the Horned rat, and in non-skavens, a feeling of woe. Thus, cities with the Great belfry gain +1 Happiness. Cities with a Bell Temple, make enemy units in that cities cultural boarders have 25% less moral, and cities with Chapels of the 13 Bells prevent the building of non Horned Rat sub Religions, and the entering of non Horned Rat religious units into the city, as the sound of the 13 bells ringing constantly causes non believers to cringe in fear and go insane.
The religious units of the Horned rat can travel undetected in enemy lands, and thus can pass cultural boarders at will without causing war.
acolytes can infiltrate an enemy city, spread the influence of the horned rat ignoring walls.
Seers of the Horned Rat also are able to build Screaming Bell tile improvements, which also decrease the moral of non believers within 2 squares of them an additional 15%. they are also able to cast 1 Skaven spell.
Great Seers can spend a few turns to ‘build’ a “Doombell” siege unit. This unit can negates city defence bonus and can destroy enemy artillery. The Doombells act as ‘cargo’ for the Great Seers to ‘carry’ (its actually the other way around) and as such, Doombells MUST stay with Great Seers.
Great Seers can cast 2 skaven spells.
The Temple of the Horned Rat can toll it's bells in discord every 3 turns to inundate a target forest (make it Jungle) or desert, plain or grassland (to make it a Swamp or Marsh) tile anywhere in LOS of a skaven unit. This destroys any improvements or resource on the tiles and may create the 'Black Corn' resource only workable by skaven.

---Buildings:
Altar= Great Belfry
Temple= Bell Temple
Cathedral= Chapel of the 13 Bells
Monument= The Temple of the Horned Rat
---Priests:
Acolyte (requires Altar)--- Prophet of the Horned Rat
Priest (requires an Altar in 3 cities)--- Seer of the Horned Rat
High Priest (requires an Altar in every city)--- Great Seer of the Horned Rat (World Unit, can only have 3 at a time)


-The Blood Cult
The Blood Shrine Heals all Vampiric units to full health when they stay in the city for 1 turn. The Blood House enables Blood Pets to be sacrificed to distribute 1 point of those Blood pet’s EXP randomly amongst the Vampires present in the city. The Hall of Blood Rights grants all units built in the city the ‘Vampirism I’ promotion, making them classified as a ‘Vampire.’ these units gain EXP faster, and are able to spread vampirism to those they defeat by creating ‘sub vampire’ 15% of the time, units called Blood Pets, also with the ‘Vampirism I’ promotion. All religious units have the ‘Vampirism’ promotion, but:
Vampire Initiates have the ‘Vampirism I’ promotion (classified as a Vampire, faster EXP gaining, 10% spawning of Blood Pet from victims)
Vampire Priestess’ have the ‘Vampirism II’ promotion (classified as a Vampire, faster EXP gaining, 25% spawning of Blood Pet from victims)
Vampire Queens have the ‘Vampirism III’ promotion (classified as a Vampire, faster EXP gaining, 50% spawning of Blood Pet from victims)

---Buildings:
Altar= Blood Shrine
Temple= Blood House
Cathedral= Hall of Blood Rights
Monument= The Blood Soaked Throne
---Priests:
Acolyte (requires Altar)--- Vampire Initiate
Priest (requires an Altar in 3 cities)--- Vampire Priestess
High Priest (requires an Altar in every city)--- Vampire Queen (World Unit, can only have 3 at a time)
- Gods of the Dark Forge
The Chaos Anvil adds +2 hammers to it’s city. The Black Vaults add +2 gold to its city, and also give units produced there the ‘Dark Armour’ promotion (increased defence on all terrain, and bonus Vs Dwarves) the Catacombs of the Dark Ones add +2 Science and +2 magic commerce to the city, it also produces one dispel scroll each turn, which then ‘dies’ at the end of the turn.
The Acolyte of the Dark Forge acts as a Sorcerer normally would, and starts with 1 spell from any wind of magic.
The Priest of the Dark Forge acts as a Sorcerer normally would, and starts with 2 spells from any wind of magic.
The High-Priest of the Dark Forge acts as a Sorcerer normally would, and starts with 3 spells from any wind of magic.

---Buildings:
Altar= Chaos Anvil
Temple= Black Vaults
Cathedral= Catacombs of the Dark Ones
Monument= The Dark Forge
---Priests:
Acolyte (requires Altar)--- Acolyte of the Dark Forge
Priest (requires an Altar in 3 cities)--- Priest of the Dark Forge
High Priest (requires an Altar in every city)--- High-Priest of the Dark Forge (World Unit, can only have 3 at a time)


EDIT: i agree with AH here masada :)
 
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