[WIP] God Wars - Civ5 RuneScape total conversion mod

elsp3th

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Jan 14, 2017
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This is a mod that im basing off of RuneScape's lore and gameplay from Jagex. It will try to replicate the carnage and destruction that occured between gods during the Runescape god wars. A lot of gameplay ideas from Armies of Gielinor (Runescape based game) Planned features include:

  • extensive combat system (magic, combat triangle, etc)
  • new civilizations
  • new minor civilizations
  • modified religion and tech system
  • custom art, music

The mod is in early development and I would appreciate any additions or suggestions.

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Civs:
Spoiler Forinthry :

  • Leader - Azzanadra, capital: Senntisten
  • Trait - Children of Mah: You begin the game with 3 Mahjarrat Ancient units.
  • UU - Ancient: This unit grants immense healing to nearby allies as well as combat strength. It costs 4x the production of the Knight which it replaces.
  • UB - Zarosizan Altar: In addition to granting exp like the Barracks it replaces, it also grants all trained units 25% attack bonus, at the cost of no health regeneration for units.
  • Gameplay: Revolves around the extremely powerful, but rare and few Ancients to keep an army of undead units alive.
  • Preferred Alignment: Zamorak
Spoiler Asgarnia :

  • Leader - Amik Varze, capital: Falador
  • Trait - The White Walls: All units gain a combat bonus for adjacent friendly units. Forts grant +1 production and culture when worked
  • UU - Temple Recon: This unit is a great scouting unit with +3 sight range increase, but is far weaker in combat than the Horseman it replaces.
  • UU - Partisan: This unit, which replaces the Knight, is a melee unit that can heal allies. It is also able to move after attacking.
  • Gameplay: Asgarnian armies are tightly and orderly packed armies; emphasis on formations and tactical gameplay
  • Preferred Alignment: Saradomin

Spoiler Morytania :

  • Leader - Drakan, capital: Darkmeyer
  • Trait - Blood Tithes: Melee and mounted units regain full health upon killing an enemy. All units gain +1 health regeneration in enemy territory, but otherwise cannot naturally regenerate health.
  • UU - Werewolf: Replaces the spearman. This unit gains a high combat bonus when attacking.
  • UU - Vyre: This unit frenzies near wounded enemies, gaining a high combat bonus when attacking wounded enemies.
  • Gameplay: This civilization is hungry for blood and should enslave cities or expand to feed. Units are highly aggressive and risky
  • Preferred Alignment: Zamorak

Spoiler Yu'Biusk :

  • Leader - Zarador, capital: Gu'Tanoth
  • Trait - Commandments of Bandos: Melee units gain a high combat bonus when attacking cities or Fortified units. Ranged units deal reduced damage.
  • UU - Hobgoblin: This unit replaces the Pikeman and can traverse through rough terrain without penalty. (placeholder)
  • UB - Ogre Shaman Camp: Trained units gain a smoke screen that reduces incoming ranged damage. Replaces the Barracks.
  • Gameplay: Emphasis on melee units and overwhelming enemies with sheer force
  • Preferred Alignment: Bandos

Spoiler Tirannwn :

  • Leader - Baxtorian, capital: Prifddinas
  • Trait - Light of a Thousand Crystals: Melee, mounted and ranged units gain Crystal Weaponry promotions.
  • UU - Ranger: This unit replaces the worker and is able to defend itself in melee. Cannot attack.
  • UB - Singing Chamber: Replaces the forge. In addition to granting production bonus, once built it will grant all ranged units the indirect fire promotion. Requires a nearby source of Gems, gold, or silver.
  • Crystal Halberd: Mounted units gain additional damage against ranged, but weak against melee
  • Crystal Chime: Melee units take additional ranged damage, but deal increased damage to mounted
  • Crystal Bow: Ranged units deal additional damage but have reduced defense
  • Gameplay: Involves around using combat triangle in warfare (skirmish > ranged, melee > skirmish, ranged > melee)
  • Preferred Alignment: Seren

Spoiler The Menaphites :

  • Leader - Senliten, capital: Menaphos
  • Trait - Locust Plague: Units gain additional movement within Desert tiles
  • UU - Kharidian Ugthanki: This unit replaces the Horseman and is able to remove jungle and forests. It also deals additional damage to wounded units.
  • UU - Scabarite: This unit is a long ranged unit that must set up before attacking. Has reduced sight range.
  • Gameplay: Mobile units allow domination of desert terrain; ugthankis and other skirmish units sets up devastating Scabarite barrages
  • Preferred Alignment: Pantheon

Spoiler Misthalin :

  • Leader - Roald II, capital: Varrock
  • Trait - Arravian Fervor
  • UU - Crossbowman
  • UU - Priestly Warrior
  • Preferred Alignment: Saradomin

Spoiler The Fremmeniks :

  • Leader - Brundt, capital: Rellekka
  • Trait - Dagannoth Hunger
  • UU - Longship
  • UU - Crusader
  • Preferred Alignment: Guthix

Spoiler Kandarin :

  • Leader - Ulthas, capital: Ardougne
  • Trait - Kandarin Sovereignty
  • UU - Paladin
  • UU - Tyras Catapult
  • Preferred Alignment: Saradomin

Spoiler Karamja :

  • Leader - Timfraku, capital: Shilo
  • Trait - Call of the Bullroarers
  • UU - Kharazi Warrior
  • UU - Witchdoctor
  • Preferred Alignment: Guthix

Spoiler Kourend :

  • Leader - Rada, capital: Great Kourend
  • Trait - Houses of Zeah
  • UU - Lovakite Ballista
  • UU - Reanimator
  • Preferred Alignment: Guthix

Spoiler The Dragonkin :

  • Leader - Kerapac, capital: Kalist
  • Trait - Curse of Jas
  • UU - Necrosyte
  • UU - Dactyl
  • Preferred Alignment: Zamorak
 
Last edited:
Looks nice, if you have any issues with any UA or UB problems. PM me and I'll be willing to help.
 
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