Hi, this is a mod I've been working on that not only encompasses the rich lore of the world of Runescape, but also vastly expands on military tactics and strategies. Here are the current features:
Civilizations
Asgarnia, lead by Amik Varze
Cities: Falador, Burthope, Sarim, Entrana, Rimmington, Eastbridge, Lina, Raddallin, Donblas, Crystalmere...
Cities: Senntisten, Paddewwa, Kharyll, Lassar, Carrallanger, Dareeyak, Annakarl, Ghorrock, Onkhara, Silvarea...
Cities: Darkmeyer, Meiyerditch, Phasmatys, Canifis, Mort'ton, Ver Sinhaza, Burgh de Rott, Slepe, Flamtaer, Cave Canem...
Cities: Great Kourend, Shayzien, Arceuus, Lovakengj, Hosidius, Piscarilius, Molch, Lacerta, Land's End, Crabclaw...
Cities: Varrock, Lumbridge, Draynor, Edgeville, Paterdomus, St. Elspeth, Barrowstown, Remanis, Constantius, Caistlyn...
Cities: Menaphos, Sophanem, Uzer, Ullek, Nardah, Pollivneach, Kharid-et, Jaleustrophos, Shantay, Al Kharid...
Cities: Shilo, Tai Bwo Wannai, Brimhaven, Musa, Kharazi, Rantuki, Cairn, Ah Za Rhoon, Yommi, Viyeldi...
Cities: Ardounge, Yanille, Hemenster, Catherby, Witchaven, Piscatoris, Tyras, Ourania, Ikov, Le Faye...
Cities: Gu'Tanoth, Oo'glog, Goltholglor, Trollheim, Jiggig, Thrasghdak, Verotark, Drogish-Kaan, Thorobs-Kaan, Azkragthog...
Cities: Rellekka, Neitiznot, Jatizso, Gunnarsgrunn, Miscellania, Etceteria, Waterbirth, Vudisor, Bukalla...
Cities: Prifddinas, Lleyta, Arandar, Iowerth, Cadarn, Trahearn, Ithell, ...
The Gnomes, lead by Healthorg
Cities: Ta Quir Priw, Arposandra, Priw Gnomo Andralo, Atarisundri, Gandiusandra, Kai-Undri...
Cities: Hallowvale, Ver Sinhaza, The Burgh, Humblethorn, Hallowglade, Barrowstown, Salve, Avarrocka, Ascertes, Mort'ton...
Cities: Al Kharid, Ullek, Uzer, Kharid-et, Pollivneach...
Cities: Crandor
Units
Several basic units have also been modified; a 'combat triangle' has been implemented:
Other
To do
Civilizations
Asgarnia, lead by Amik Varze
Cities: Falador, Burthope, Sarim, Entrana, Rimmington, Eastbridge, Lina, Raddallin, Donblas, Crystalmere...
- Trait: White Walls of Farradorn - Leadership units grant 20% bonus strength. Forts produce +2 Culture and +1 production. Recieves one extra spy.
- Unit: Temple Recon - Replaces Skirmisher; extra sight
- Building: Ordo Templis Saradominis - Exclusive wonder. Grants all units increased flanking strength; constabularies produce additional science.
- Gameplay - Highly strategic and tactical focused civ
Cities: Senntisten, Paddewwa, Kharyll, Lassar, Carrallanger, Dareeyak, Annakarl, Ghorrock, Onkhara, Silvarea...
- Trait: Children of Mah - Start the game with several Mahjarrat ancients. Upon researching Magic, citadels grant adjacent units strength, and gain bonus strength vs civs with more cities.
- Unit: Ancient - Fairly weak and expensive mage unit that gains access to four exclusive promos as it levels up: Ice attuned (bonus damage vs melee), Blood attuned (heal adjacent allies), Smoke attuned (resistance vs ranged), Shadow attuned (terrify nearby enemies)
- Unit: Ripper Assassin - Replaces Skirmisher; fairly weak but massive damage on attack
- Gameplay - Revolves around keeping the few but powerful Ancient units alive and using them to lead armies
Cities: Darkmeyer, Meiyerditch, Phasmatys, Canifis, Mort'ton, Ver Sinhaza, Burgh de Rott, Slepe, Flamtaer, Cave Canem...
- Trait: Blood Tithes - Melee units heal massively upon killing a unit, or inside enemy territory. Citadels grant science and food.
- Unit: Vyre - Replaces swordsman. Massive increase in strength when attacking wounded enemies.
- Building: Theatre of Blood - Replaces Zoo. Grants happiness and culture.
- Gameplay - A bloodthirsty civ that wants to expand rapidly not only to sate its military, but to expand in science and culture
Cities: Great Kourend, Shayzien, Arceuus, Lovakengj, Hosidius, Piscarilius, Molch, Lacerta, Land's End, Crabclaw...
- Trait: Five Houses of Zeah - Gain access to 5 unique buildings: Shayzien barracks, Arceuus library, Lovakite forge, Hosidius granary, Piscarilius fishery. Each House building is synergistic with other House Buildingss (eg Shayzien barracks grant happiness to all other house buildings)
- Unit: Reanimator - replaces druid; has necromancy promotion.
- Unit: Lovakite Tower - replaces trebuchet; each turn, for every allied adjacent unit, the tower will sap their health to heal itself. Powerful and unstoppable unit when supported by undead.
- Gameplay - Uses its strong infrastructure to produce large amount of fodder for its towers.
Cities: Varrock, Lumbridge, Draynor, Edgeville, Paterdomus, St. Elspeth, Barrowstown, Remanis, Constantius, Caistlyn...
- Trait: Arravian Fervor - Damaged units fight as if theyre full health. Defeated barbarians have a chance to be converted. Unit health to damage modifier in this mod is changed from 50% to 90%. Looking to add more depth to this trait.
- Unit: Priestly Warrior - replaces longswordsman. Can attack twice per turn; ignores zone of control.
- Building: Temple of Paterdomus - exclusive wonder; river tiles in the city produce +2 faith and +1 culture, and provides the Great Wall effect.
- Gameplay - Defensive civilization that has a powerful lategame
Cities: Menaphos, Sophanem, Uzer, Ullek, Nardah, Pollivneach, Kharid-et, Jaleustrophos, Shantay, Al Kharid...
- Trait: Catolax's Legacy - When a unit begins its turn on Remains, it generates XP and science. Bonuses doubled after researching Slayer. Remains has a 25% chance of being consumed this way.
- Unit: Kharidian Ugthanki - Skirmish unit. Bonus damage vs wounded, and can chop forests.
- Unit: Devourer - Long range and powerful mage unit. Must set up before attacking. If empowered by Remains, it gains Indirect Fire temporarily.
- Gameplay - Use ugthankis and other protective units to set up devastating devourer barrages.
Cities: Shilo, Tai Bwo Wannai, Brimhaven, Musa, Kharazi, Rantuki, Cairn, Ah Za Rhoon, Yommi, Viyeldi...
- Trait: Mana of the Gara-Dul - Flanking attacks increased by 50%. When a faith unit is purchased, all enemy units in a 6-tile radius is damaged by 10. Broodoo victims take double damage at double range (and are cleansed of the Broodoo curse).
- Unit: Witch Doctor - Replaces druid. Carries the Broodoo Curse, a promotion that removes terrain defensive bonuses and reduces healing. Each turn, adjacent units (enemies or yours) to the carrier, will gain this promotion. Can build hardwood groves, providing faith from jungles.
- Unit: Kharazi Warrior - basic melee unit that has Heavy Charge and Woodsman.
- Gameplay - Use the Broodoo Curse to weaken enemy forces, and defeat them in a battle of attrition.
Cities: Ardounge, Yanille, Hemenster, Catherby, Witchaven, Piscatoris, Tyras, Ourania, Ikov, Le Faye...
- Trait: Kandarinian Sovereignty - Military units stationed on Trading Posts will claim adjacent unowned land, at a Gold cost increasing based on distance from the nearest city. Trade Route maximum increased by 50%.
- Unit: Paladin - Replaces heavy skirmisher. Powerful and mobile unit, that gains extra strength in friendly territory.
- Unit: Tyras Catapult - Siege unit with bonus range.
- Gameplay - Expansive, influential civ that uses paladins to very effectively defend its lands.
Cities: Gu'Tanoth, Oo'glog, Goltholglor, Trollheim, Jiggig, Thrasghdak, Verotark, Drogish-Kaan, Thorobs-Kaan, Azkragthog...
- Trait: Commandments of Bandos - Melee units deal extra damage to foritifed units, and to cities. Recieve a free Shaman upon discovering Herblore. When a Great Person is spawned, all units gain +3 Movement for that turn.
- Unit: Interceptor - Basic melee unit that can traverse through rough terrain, and is not weak to flying units.
- Unit: Kyzaj Champion - Military melee unit, replacing Great General. At the start of each turn, Kyzaj Champion gains +10% combat strength for each adjacent allied unit. Can be trained, but not purchased.
- Gameplay - A melee focused civ that uses brute force to tear down enemies.
Cities: Rellekka, Neitiznot, Jatizso, Gunnarsgrunn, Miscellania, Etceteria, Waterbirth, Vudisor, Bukalla...
- Trait: Blood Runs Deep - Melee units can build the Outpost improvement, which damages adjacent enemies and grants allies strength. Can be built outside of friendly lands, and will connect luxury/strategic resources. Upon discovering Runecrafting, units gain immense combat strength near outposts.
- Unit: Crusader - Basic melee unit. Pillage at no cost. Can build Outposts.
- Unit: Dagannoth Hunter - Naval melee unit that increases movement of embarked units.
- Expansive civ that builds multiple outposts in far away lands before invading enemies through them.
Cities: Prifddinas, Lleyta, Arandar, Iowerth, Cadarn, Trahearn, Ithell, ...
- Trait: Light of a Thousand Crystals - Great People improvements provide +2 Culture. Military units will gain XP equal to double the culture yield of the tile they are stationed on, each turn (capped at 80 XP).
- Unit: Crystal Bowman - Slightly stronger ranged unit.
- Unit: Hefin Monk - Will heal adjacent units each turn equal to 25% of current culture output (capped).
- Uses culture as an active secondary resource to improve the effectiveness of its troops
The Gnomes, lead by Healthorg
Cities: Ta Quir Priw, Arposandra, Priw Gnomo Andralo, Atarisundri, Gandiusandra, Kai-Undri...
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Cities: Hallowvale, Ver Sinhaza, The Burgh, Humblethorn, Hallowglade, Barrowstown, Salve, Avarrocka, Ascertes, Mort'ton...
- Trait: ???
- Unit - Priest of Saradomin - When on a tile with Remains (a resource that has a chance to spawn when units are damaged/killed), it will bury the remains to gain +1 CS. On death, it will grant faith and buff adjacent units based on its CS.
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Cities: Al Kharid, Ullek, Uzer, Kharid-et, Pollivneach...
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Cities: Crandor
- Trait: Venice
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Units
Several basic units have also been modified; a 'combat triangle' has been implemented:
- Melee units greatly resist ranged units
- Ranged units deal massive damage to flying and magic units
- Magic units are slow, but deal massive damage to melee units
- Skirmish (Mounted) units are fast but weak against melee units
- Monk - Support civilian unit that heals adjacent units
- Druid - Support unit that grants adjacent units strength
- Shaman - Support unit that grants adjacent units thick smoke, vastly reducing damage taken from bombards
- Necromancer - Converts low health adjacent units into undead (reduced health regen, but greatly healed by necromancer each turn). Unlocked only through the 'Lord of Chaos' belief.
- Warder - Support unit that vastly buffs the attack of adjacent skirmish and ranged units
- Flyer/Greater Flyer - Flying units that are devastating against melee, but easily taken down by ranged and mages
- Multicannon - Powerful, long range siege unit
- Kelda Tank - Powerful armored unit that can remove forests, and cross mountains
Other
- Religious beliefs are completely overhauled to follow Runescape lore.
- Techs are overhauled to follow Runescape skills (ie Magic, Construction, Herblore). Eras are divided into 5 ages; the most advanced units are Steampunk (dwarven/gnome) themed units such as the Multicannon and Airships.
- The end of the Tech tree is a tech called 'The Cataclysm'. When discovered, the God Wars is unleashed, and all civs that are not friends declare war on each other. The devastation will cause all techs of all civs to reset, restarting the researching cycle. Allows obsolete units to become useful, but can be tuned if this effect is too obnoxious.
- Researching the tech 'Questing' allows the training of Adventurers - these units can travel around the map to complete random quests that appear in cities, natural features, and city-states, and will grant influence, gold, XP, and unique promotions upon completion.
- The following Wonders are added: Grand Exchange, Cooks' Guild, Warriors' Guild, Druidic Circle, Legends' Guild, Slayer Tower, Ranging Guild, Citharede Abbey, Duel Arena
- Policies are slightly modified to match the culture of races of RS - Honor references vampyres, piety references ogres, patronage references demons, aesthetics references elven, commerce dwarves, exploration gnomes, and rationalism dorgeshuun. Ideologies are divided between Order, Balance, and Chaos.
To do
- AI improvement - very important, especially in a military focused mod
- Art - portraits for units, buildings, leaders, etc
- Scenes for Leader diplomacy screens
- Models - for unique units and others
- Overhaul science victory - Possibly tie to Questing, and requires specific techs to be obtained only from certain quest locations. Can be related to Daemonheim dig, building the World Gate, or building the Godsword
- Summoning - The Summoner unit has very unique abilities, for example - Ghast Summoner: Decays 10 HP each turn. When 50 HP or lower, this unit will lifesteal from all adjacent enemies.
- Expand Adventurers - possibly add equipment/inventory, spells, etc
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