Grim_ Posted October 4, 2010 Share Posted October 4, 2010 Here is what we have got so farWorld map:[hide][/hide] RacesReds Warriors - can raise cheap(er) raiding parties or militiasRaiders - raiding boosts incomeEagle Eye - high accuracy in archers / mages Factionalism - risk of rebellion is highUntrained - casters cost more to recruitUnfriendly - have a generally harder time cooperating with other races Wood elves:Long lived and with a slow reproductive rate bonus to income from artisans and wood workBonus to druidic magicBonus towards archers and skirmisher units Negatives towards most agriculture Low troop pool (heightened troop cost by 25%)Individualist Higher risk of rebellionsNegative towards divine magic Mixed Society/Humansbonus towards income from trade Chance of rebellion Dwarfs: A shorter lived race than elves but longer lived than humans with a slightly lower reproductive rate than humans but a higher reproductive rate than elves.Favors Divine magic over arcane or druidic magic in general Pros: Lessened cost of smithing metal weaponsLessened cost of fortificationsLessened cost of buildings using stoneFinely crafted weapons for armiesBonuses towards income from mining and craftingLessened chance of rebellionCons:Smaller armies than humans or GreenskinsAlmost no druicic magic and very little arcane magicNegatives towards income from farming, wood work and raids Greenskins: Short lived race that breed like rabbits. Orkoid in nature.Pros:Warlike in nature: Cost of units is reducedBreeds like [bleep]ing rabbits: Much larger army size (-25% troop cost)boost to income from raiding Cons:We's all gonna die!: Lower quality troopsProbably the smallest number of casters in them of any raceFactionalism: Risk of rebellion is heightenedLack of cavalry Undead: Pros: The dead don't eat: Lessened cost of units in generalLiches: A lessened cost to build colleges of necromancy and a lessened cost of necromancersThe dead don't breath: No real need of boats to cross shallow bodies of waterNo need for supply linesCons:Most gods will not accept them as servantsDruidic magic is a no-no NPCs tend not to like the dead that walk the earth (spawning the occasional crusade against them) MAGIC:[hide]Arcane magic: Schools of magic Abjuration: Your basic protection, dispelling and shielding type magic.Conjuration: Encloses Teleportation, summoning, healing and the binding of various beastsDivination: Your scrying and to a lesser degree interrogation schoolEnchanting: Causes status effects and is useful for interrogation/making sleeper agents Evocation: The school of fire balls, lightning bolts and explosionsIllusion: Creates illusionsNecromancy: Negative effects and raising the deadTransmutation: Changing one thing to the other as well as certain abjuration like effects Divided into schools arcane magic users (henceforth called mages) can be trained at either generalist universities or specialist colleges. While the generalists can use pretty much all of the schools it takes a specialist (well a group of them) to perform a ritual Rituals: Rituals may only be performed by specialists from the school of magic that the ritual is classified under. In addition to the practitioners they require research into and a variety of regents depending upon the ritual in question. Training mages: After the college or university has been set up you must wait four years before gaining your first crop of mages be they specialists or otherwise. On a slightly different note you there is a maximum number of mages each college/university can produce per year and a maximum number of mages each race can have (due to the small number of candidates)[/hide] Divine magic:[hide]Very similar to arcane magic divine magic instead of relying on colleges draws power from the user (henceforth to be called clerics) faith and the power of the god in question. Training clerics: A requirement for them is to be a theocracy of that god in question. They may be trained at a church or cathedral for a certain price. Miracles: With enough clerics praying simultaneously (and enough study into religous studies to perform the ceremony) you may ask your god for a miracle provided that it fits in their interest and there are appropriate sacrifices.Note: Divine magic relies almost entirely upon the power of the god in question so if you are not acting in said gods interest or with his dogma odds are you will not get anything more than a fizzle and a pop. If a country radically goes against their gods wishes and is a heavy user of divine power they can expect powerful repercussions to fall upon them (depending upon the god in question). Rather than the schools of arcane magic divine magic focuses mostly on healing, curing disease, divination, strengthening allies and the odd blasting spell thrown in. [/hide] Druidic magic:[hide]Druidic magic relies upon the power of nature to pull power out to defeat your enemies. To train druids you must create a coven or grove or other appropriate structure Rituals: Druidic rituals function almost the same way as arcane ones in that they require research and regents. Notes: You can lose the power of your druids if you destroy too much forest, upset the balance of nature or in general [bleep] around with the natural order of things. Druidic magic focuses mostly on summoning creatures to aid in the fight and influencing the organisms around you to help (awakening trees to create ents for a time). They also have the odd blast (which makes them effective in that regard as well)[/hide] Budget: Budget is to be done in gold coins and be given every five years. Your starting province will give you 10 million gold pieces towards troops and any other projects you may want Year/day ratioEach day is worth one year in game Military units:Peasants: 100-150Spearmen: 250Pikemen: 400Archers: 400Heavy Horse Archers: 700-800Men at Arms: 500Elite template: Add 300 gold to the cost for an increase of effectiveness Mages: 4,000 each, requires a univesity or a specialized college Cleric: 4,000 eachDruid: 4,000 Link to comment Share on other sites More sharing options...
Seraphi Posted October 4, 2010 Share Posted October 4, 2010 Just so we're clear, magic is a substitute for technology in this, correct? So really, aside from realism (Ha!), there is little difference from a regular hegemony. Also, shouldn't that map include terrain? I'd like a mountainous region, being dwarves and all. Of course, I wouldn't ask that you add terrain to every region, just a seperate map with that sort of thing, perhaps? Link to comment Share on other sites More sharing options...
Earth Posted October 6, 2010 Share Posted October 6, 2010 I can the undead demon overlord who likes to throw dead things at live people. Youtube account: Earthgragonsage; currently uploading not an effing thing.[hide=Memorable Crossroads Quotes.]Reigan: NO MOOSE CAN SAVE US NOW; ...Had that been taken out of context, it would have been comical... Right now, it's terrifying.[/hide] Link to comment Share on other sites More sharing options...
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