{WIP} CivRune- Runescape total conversion mod -recruiting now-

Unfortunately the name of The Zarosian Empire is literally The Zarosian Empire.

And if your going that route your going to need to include things like The Hallow Lands, The Gnomish Empire (its rather nebulous on the concept) and trying to track all the nations that rose and fell during the 3rd and 4th era (I honestly have been trying to get that whole mess figured out but theres less on it than I'd like).


Also I'm the kool one with the skeleton for the avatar

PS theres multiple of me? well then I guess I need to unretire as an assassin.
 
Reason we didn't include many of the numerous civs from gielenor's history is that most are in un recognizable to the average Rser. One of such would be the gnomish empire.

Hallow lands sounds epic t hough... Could be a use for that sarodomin leaderscreen.
 
Ok fine I'll bother to do some city names

Misthalin:
leader: King Roald Remanis III,Queen Ellamaria Remanis (either one would honestly work there both decent characters)
Varrock (capital)
Lumbridge
Draynor Village
Edgeville
Gunnarsgrunn (might make a good city state if you want do that)
Wizards' Tower
Dig Site
Champions' Guild (now the ones start)
Cooks' Guild
Draynor Manor
Fred's farm
Millie's mill

Asgarnia:
leader: Sir Tiffy Cashien
Falador (capital)
Port Sarim
Rimmington
Burthorpe
Taverley
Thorobshuun and Garagorshuun (goblin village for all the lore naades, also a good city state)
Dwarven mines
Black knights fortress (might make a better city state)
Monastery
Crafting Guild
Dark Wizards' Tower
Make-over Mage

Kandarin: (Would probably make a good wide civ)
Leader: King Lathas Ardignas (King Thoros is an option too I guess)
East Ardougne (capital)
West Ardougne
Seers' Village
Catherby
Yanille
Hemenster
Witchaven
Fight Arena
Port Khazard
Camelot
Piscatoris Fishing Colony
Legends' Guild
Fishing Guild
Ranging Guild
Sinclair Mansion

Feldip: (militant civ here)
Leader: Chief Tess
Gu'Tanoth (capital)
Oo'glog
Jiggig
Mobilising Armies
Monastery of Ascension
Trollheim
Death Plateau
Trollweiss Mountain

Fremennik: (good maritime civ)
Leader: Brundt the Chieftain
Rellekka (capital)
Lunar Isle
Miscellania
Etceteria
Neitiznot
Jatizso
Mountain camp
Barbarian outpost
Lighthouse
Pirate's cove
Keldagrim (MUCH better as a city state)
Golden apple tree (might make a better natural wonder)

Tirannwn: (Make them taller than the tall)
Leader: Lord Arianwyn of Cadarn
Prifddinas(capital)
Lletya
Iorwerth Camp
Tyras Camp
Arandar
Arposandra (not sure if this should really be put in)

Morytania:
Leader: Vanescula Drakan
Darkmeyer (capital)
Meiyerditch
Canifis
Port Phasmatys
Burgh de Rott
Mort'ton
Paterdomus
The Slayer Tower
Fenkenstrain's Castle
Nature Grotto
Barrows Town
The Hollows

Kharidian:
Leader: Senliten the Pharaoh Queen
Sophanem (capital)
Menaphos
Pollnivneach
Nardah
Bedabin Camp
Bandit Camp
Desert Mining Camp
Uzer
Dominion Tower
Scabaras (may make a better city state)

Hiawatha would be proud, these city names are completely pulled out of my ass.

Its like guess work with most of the older civilizations of Gilenor, we might know the name of like one city but thats it. Honestly most of what we know about about the Zarosian empire's cities is mostly through inference, other than Senntisten.
 
.zip with the civ atlases and RGB values attached. I'm assuming you already know the RGB values for black and white.

Also, Sir Tiffy Cashien for Asgarnia's leader? Why not Sir Amik Varze?
 

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Because I'm still here I might as well post some more city state ideas that were not stated as part of the civs list.

Mos Le'Harmless Mercantile
Al Kharid Cultured (I know you made a civ for them but they literally are the definition of a city state)
Musa Point Maritime
Brimhaven Mercantile
Tia Bwo Wannai Cultured
Shilo Village Cultured
Crandor Maritime (There is far too little to work with to honestly make this a civ sorry)
Harmony Religious
Void Knight's Outpost Militaristic
Ashdale Maritime
Ape Atoll Maritime
Forinthry Bandit Camp Militaristic
Mage Arena Religious
Rouge's Castle Mercantile
ZMI Religious
Ta Quir Priw Cultured (Grand tree)
Priw Gnomo Andralo Militaristic (tree gnome village)
Iceberg Militaristic

Sir Tiffy Cashien is the leader of the temple knights, while Sir Amik Varze is the leader of the white knights. Despite them working closely together, they are two separate entities and the temple knights, despite not having a castle, are the ones really running the show. During the late 4th era there were quite a few coops in counties that were traditionally pretty mixed into purely Saradominist. Such is what happened in Asgarnia as well as in the Wizard's Tower cementing the following's hold on most of central Gilenor.
 
I mean a Karamja civ isn't a bad idea. My main concern with it is only 4 of the cities on there are from Karamja, there aren't that many towns in that region and if we're following canon there has never actually been a Karamja Nation.

Like I said its not a bad idea, but at the same time we also need city states.
 
I really do think crandor can be made as a Venice type civ, with a little liberties. We know literally enough about them, for UCs, and the only liberty we must take is the King's name.

Penguins is really a civ, haven't posted them up yet because I haven't come up with UCs for them- they actually have a couple of cities.

and Ogres as a civ? I suppose, but we'll make them last due to a lack of icons and stuff.

Also, does Mid-April sound too early for a Alpha to be released.

EDIT: Also, it's more Tai Bwo Wannai than Karamja. There's only one city for that, but we can take Shilo and some others for it. Also, I was thinking to get up to 30 city names we can use a random name generator to generate names that sound fitting to the culture.
 
I based my civ choices off the major regions of the game.

"the only liberty we must take is the King's name." Thats kind of a big liberty there. Crandor is pretty much only mentioned during dragon slayer. Also if your trying to make a Venice like civ, why not just play Venice?

Penguins would make a great civ but the only "cities" we know of are the motherland, the iceberg, and archon (which might actually be the motherland).

Ogers are pushing it for a civ. I'm sure you noticed I threw the troll encampments in there at the end. However they do control a large amount of land between the two of them and shouldn't hard to come up with UAs and UUs.

I'll leave you to it if you want to use a random name generator for the later city names. Honestly I'd rather pull from the civ itself for names.
 
More civs is always better, and Crandor I feel would be an interesting civs to play. Militarized Venice.... Also penguins have at their capital. I@ts called palingrad.

Maybe ogress are pursing it will work on the main civs first. Doing screenies now. Can someone start on another, maybe misthalin?
 
What exactly do you mean by screenies? like opening text? I'm sure I could do that if you'd like.

Also as fantastic of icons as those are I think we're focusing on the mortal kingdoms of the game not the gods. The exception being the bandosian one, the only symbol for the ogers I could find if the one on the loadstone system which is a tree with a purple back ground, personally I'm thinking that its kinda dull. Seeing how I threw the trolls in there as well using the bandos symbol might work for a faction icon.
 
OOPS. Screenies was auto corrected on my phone from asgarnia. :goodjob:Anyways, As this is gonna be a total conversion mod, traces of "real" stuff will be eliminated. Of course, we'll include an option to have normal civs in game of course,but the default will be totally converted.
 
We weren't planning on any sort of bandosian civ, were we? :confused:
These would be my CS suggestions; left out what I knew for certain was in city lists (e.g. Zarosian fortresses) :
Spoiler :
MARITIME
Crandor (if we've given up on it as a civ; I don't really care one way or another)
Dragontooth Island (If not used in Morytania city list)
Pirate's Cove
Witchaven (if not used in Kandarin city list)
Piscatoris (if not used in Fremennik/Kandarin city list)


CULTURAL
Tree Gnome Village (let's give it the actual english understandable name, I'm not sure many people know the gnomish name)
Grand Tree (same as above)
Zanaris
Keldagrim?
Jiggig
TzHaar
Botany Bay


MILITARISTIC
Death Plateau
Void Knight's Outpost
Port Khazard
Kinshra Fortress / Black Knights Fortress
Arposandra? (if not used in the Tirannwn city list)
Daemonheim (if not a wonder and not in any city list)
Dark Warrior's Fortress
Trollheim
Goblin Village (if not used in Asgarnia city list)


MERCANTILE
Mos Le'Harmless
Gu'Tanoth
OO'glog
Lizards (just 'cuz)


RELIGIOUS
Ourania (I would rename ZMI to this)
Lunar Isle (if it isn't already used in the Fremennik city list)
Harmony
Fist of Guthix?
Ah Za Rhoon
Entrana
The Ritual Stone?
 
the real question is: how many civs do we want in the game? I noticed that 12 was the original goal but thats seems a bit high. Eight seems more doable also its the number of civs in a normal game. It seems to me that we have seven definite civs: Misthalin, Asgarnia, Kandarin, Fremennik, Tirannwn, Morytania, and Kharidian. And then we have two almost civs: Karamja and Feldip. So the real question is which one of the two do we want? I would prefer Feldip but honestly I'd this should be put to a vote.

Personal notes on the city states:
This is probably a better list than mine.
Tree Gnome Village/Grand Tree: fine fine I'll stop showing off
Zanaris/Keldagrim: both of these aren't on the surface of the game world, they will work if needed but if we can avoid them it might be for the best. We'll need 16 city states if we're going to do a standard size map so lets see if or were we need to cut first.
Arposandra: Honestly I'd rather this not be in game as it is kinda suppose to be a "secret" city. I probably shouldn't have even put it on Tirannwn city list.
Daemonheim: probably would make a much better natural wonder honestly.
Lizards: what even is this? like the hunter creatures?
The Ritual Stone: also probably a better natural wonder.


Honestly I've been thinking on the list of cities that I put down and it might be better if we use the guilds as wonders rather than towns, but if we get enough sure we could use them.
 
the real question is: how many civs do we want in the game? I noticed that 12 was the original goal but thats seems a bit high. Eight seems more doable also its the number of civs in a normal game. It seems to me that we have seven definite civs: Misthalin, Asgarnia, Kandarin, Fremennik, Tirannwn, Morytania, and Kharidian. And then we have two almost civs: Karamja and Feldip. So the real question is which one of the two do we want? I would prefer Feldip but honestly I'd this should be put to a vote.

Personal notes on the city states:
This is probably a better list than mine.
Tree Gnome Village/Grand Tree: fine fine I'll stop showing off
Zanaris/Keldagrim: both of these aren't on the surface of the game world, they will work if needed but if we can avoid them it might be for the best. We'll need 16 city states if we're going to do a standard size map so lets see if or were we need to cut first.
Arposandra: Honestly I'd rather this not be in game as it is kinda suppose to be a "secret" city. I probably shouldn't have even put it on Tirannwn city list.
Daemonheim: probably would make a much better natural wonder honestly.
Lizards: what even is this? like the hunter creatures?
The Ritual Stone: also probably a better natural wonder.


Honestly I've been thinking on the list of cities that I put down and it might be better if we use the guilds as wonders rather than towns, but if we get enough sure we could use them.
I'm currently working on a secret project of my own which adds 12 more civs and YES it is quite a lot to come up with unique characteristics for all of them. It was even harder to come up with unique effects of 42 wonders, so I'll counsel CivRune not to add too many, at least to begin with.

Of Karamja and Feldip I prefer Karamja, actually, by quite a lot. Feldip is even less inhabited than Karamja if that's even possible, and barely has a society to begin with. (Or maybe I just don't realize it) Plus, jungle tribes with poisonous spears and gem mines... vs. lumbering, uneducated, smash-everything brutes that hunt birds for fun? It's no contest in my book.

The way Firaxis so intelligently hardcoded the DLL or game engine - I don't remember which one is relevant here, maybe both - we can't add new Natural wonders. :/
As I told Warden already, here in the Civ5 C&C forums we will train you to hate Firaxis and make it the object of your frustrations.

Lizards. :lol: I was just looking over the world map and saw "lizards", shrugged and thought "Why not?", then proceeded to put it on the list. Technically since it's on the map it's a location, but admittedly it was mostly for comic relief.
(Vultures was another option, but Lizards is funnier than Vultures)

If it's any consolation, I got what Ta Quir Priw was. ;) I'm just not sure how many other people do.

Keldagrim is at least in the same dimension as the rest of Gielinor, so I'm pushing for that. Zanaris... eh. I needed more CSs.
Which brings me to my next point: I believe still have some holes in the Mercantile and Maritime CS slots.
 

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If you honestly want to add 12 civs than we could do both. The real question is what do you want for the last three. Crandor, and penguins both require large amounts of assumptions.

My first list of city states I basically tried to make anything thats pirate or bandit related as mercantile even if there isn't actually any "trading" going on.

No lizards.
 
hmm what i meant by new natural wonders is reskinning them.. is that possible?

Also, we might just release 8 civs for the beta/initial release and release more afterwards.

Some guy brought up an idea that we might be able to implement a tech web?

Different sides of the tech web could be built towards aligning yourself with a god.

So you could make yourself more sarodominian by going down one path, etc.

Only problem is, does civ 5 even support that? can we edit the tech tree that much?
 
For the tech tree, probably not without DLL modding, no.
(Thanks, Firaxis!)
Actually, that's not the kind of thing we get on Firaxis' case for. Most of our arguments against them involves their having hardcoded everything. Realistically, they can't predict everything that every modder could possibly want to mod, but they could at least make the game more flexible instead of hardcoding a bunch of Boolean XML columns and whatnot.

Now natural wonders... you can reskin them, I believe... actually being able to change their gr2 or fxsxml or whatever it is that actually controls the shape of the natural wonder... is most likely a completely different boat.
 
Oh that's too bad. Whats wrong with Dll, does it reduce compatibility, or is it hard to do?
 
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