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Aquatic Major Faction focusing on Food + Amoeba Minor Faction

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11 years ago
Sep 16, 2014, 9:42:41 PM
Water should be a more important aspect of Endless Legend ! smiley: smile I would personally love to see:



1..Aquatic / Underwater minor faction

2. Underwater Luxuries and Anomalies (deep sea mining, underwater cities, submerged structures and monuments) smiley: smile



I would be VERY happy if some of those come with the add-ons, or expansions. smiley: approval
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11 years ago
Sep 16, 2014, 8:29:13 PM
Amoeba Minor Faction

Minor Faction Town only found in Ocean or Lake tiles

Faction Bonus: +1 XP per turn per pacified Amoeba town on all units and heroes



Unit name: Protist (Support type, can heal units with Regeneration)

Special Ability >> "Morph" It will transform into the first enemy unit (except heroes) that it attacks during battle (NOT counter-attack). Can transform only one time per battle. Will change back to original form after battle ends. When transformed, it gains the highest Iron or Dust equipment available (according to player's era) for that other unit by default.



Unit design can be based on the hero/faction designs from Endless Space.
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11 years ago
Sep 16, 2014, 1:35:34 AM
Affinity Trait EDIT: if Naga vs Naga capture each other's cities, they can keep them like normal.

If the Naga capture land cities without being near water OR on top of, river, ice, wetland tile or Oasis anomaly >> automatically Salt the Earth at 100% ownership. All land cities will have a happiness/approval penalty



"Flesh for Mortar" trait EDIT: +1 Food from ocean, lake, ice and river AND WETLAND tiles...



To balance them a little, we could remove the "Reef Melding" ability. Instead, it will become a technology that must be researched in Era 2, replacing the Industry Improvements technologies across the board with unique Naga improvements that provide benefits based on population number in each city.

Also, Naga armies will get a 25% Attack and/or Defense handicap when fighting on Land BY DEFAULT. This handicap can be reduced or removed by researching certain technology in Era 1,2 or 3.
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11 years ago
Oct 7, 2014, 9:57:05 PM
Well guys, based on your feedback so far, it looks like I will be making extensive edits to the OP. First of all, I realize that we don't have to be so food-focused as I thought at first, because if the devs decide to add a variety of tiles in the ocean such as these non-anomalies:

1- Coral Reefs (1 smiley: food , 1 smiley: industry , 1 smiley: dust ) (rich in all kinds of resources)

2- Kelp Forests (2 smiley: food 1 smiley: dust ) (rich in life and wealth)

3- Sandy Abyss (2 smiley: dust and 1 smiley: food ) (almost desert-like but still oceans have food there)

4- Rocky Seabed (2 smiley: industry and 1 smiley: science ) (rough industrial terrain)

5- Trench network (1 smiley: science , 1 smiley: dust , 1 smiley: industry ) (a tile that looks like the sea floor has been carved with a "knife", these deep areas bring more secret knowledge)

6- Iceberg (2 smiley: science and 1 smiley: food ) (cold areas = more research)

7- Ocean Current (behaves exactly like rivers on land with same bonuses etc... They look like "transparent" rivers)



If new tiles like these are applied, then everything will change. We will have to start all over by making aquatic factions just as balanced as the land factions.

In this case, Kelp Forests, Coral Reefs and Trench Networks behave exactly like the forests on land (i.e they can take similar improvements, for the sake of simplicity and balance)



I will make a whole new thread for this topic. We should look out for replies from the devs though cuz this is a serious step forward. If we think about it, I don't think it is unreasonable to make aquatic factions without also giving them terrain variety in the Oceans.



Suggested anomalies:

1- Brine Pool (Brine Pools are actual really cool natural features in the deep ocean. It behaves similar to the Salt Desert on land, giving extra smiley: dust )

2- Hadopelagic Zone (An extremely deep and dark trench with unusual lifeforms. Provides extra smiley: science and smiley: dust )

3- Dust Vent (Inspired by real life volcanic vents that produce actual mineral "dust". Gives extra smiley: dust and smiley: industry )

4- Magma Fissure (Looks like the floor is cracked with red magma. Gives extra smiley: industry )

5- Magnetic Atoll (a mysterious extremely attractive coral formation. Gives extra smiley: food and smiley: approval )

6- Maelstrom (a massive twisting water storm that is a free energy source and fun for aquatic civilians! Gives extra smiley: industry and smiley: science and smiley: approval ) It also causes all ships that pass through it to lose 3 movement points?

7- Ancient Vessel (an unusual construct that yields astonishing insight into unknown technologies. Provides extra smiley: science and smiley: approval )



Water Ruins are 2 types:

1- Sunken Ruins (more common) The catastrophic loss of a great civilization following some unnatural disaster.

2- Ship Graveyard (less common) This is the location of an ancient naval battle that resulted in extreme losses on all sides.



I suggest we will take these into account from now on, or at least keep them in mind as an alternative.
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11 years ago
Oct 8, 2014, 8:48:25 PM
MANoob wrote:
From what I see in the traits, it doesn't really help the original stockpile techs much. But as an idea on its own the "stockpile magic" works pretty well I think. IMO would be more fitting to some sort of artificers but fits well enough. About aquatic being a universally accessible trait - I don't really see swimming stalwarts smiley: biggrin.



Some spells are probably OP but it's a matter of balancing. Would really want to see spells up to age 6 rather than 4 with epic endgame spells.



Pretty solid stuff. May want to expand it into an actual storyline.




1- I'm glad you mentioned Stalwarts. In fact, Broken Lords would be perfectly adapted to underwater. Think about it, they are spiritual entities trapped in their Dust armor. They don't eat or breath like we do. They feed on raw energy, and there's plenty of that in the ocean... if they don't mind chasing after fish LOL smiley: stickouttongue

Same rule that apply to zombies and other assorted undeadz, I guess... although I do admit that Dekari Rangers underwater would look ridiculous lol



2- Yup , I would LOVE to hear your suggestions especially for more abilities, level modifications, balances (probably best left for last). smiley: approval



3- Thanks! I'm training myself for writing a novel one day smiley: kitty

And as always, your suggestions to the story always welcome.



Nasarog wrote:
The Nagas are done. They are officially coming out for Warlock 2. Time to rename.




You came just in time, bro! In my last comment, I decided to name them Typhons Rising (with the Thulian race, inspired by Cthulu etc... or maybe even without the Cthulu influence altogether. Who knows...).

Although, let's face it: the Nagas are still open for business. Last I checked, nobody owns the patent for the elves and dwarves for example. In fact, Warcraft 3 had Nagas in Frozen Throne expansion a long time ago... so yeah we could still use them if push comes to shove

These fantasy races are ubiquitous in fantasy universes. Free for all! smiley: cool
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11 years ago
Oct 8, 2014, 8:21:45 PM
The Nagas are done. They are officially coming out for Warlock 2. Time to rename.
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11 years ago
Oct 8, 2014, 8:16:04 PM
KrimsonVagus wrote:
Alright MANoob, armed with lots of feedback, I have a new idea in mind: We will ditch the food focus and instead go for a faction that relies on industrial "magic" using abilities similar to stockpiles >> the faction uses activated abilities that are produced with industry and stored in the stockpiles section! They can be used in friendly or enemy territory (not both at the same time obviously). I thought of this idea cuz right now, stockpiles are underrated and underused. So I thought "why not have a faction that has stockpiles bonuses and similar abilities? They can start with the early technology to produce weak stockpiles etc...". Also, the "aquatic" trait will be a custom trait that anyone can take instead of being "affinity".



From what I see in the traits, it doesn't really help the original stockpile techs much. But as an idea on its own the "stockpile magic" works pretty well I think. IMO would be more fitting to some sort of artificers but fits well enough. About aquatic being a universally accessible trait - I don't really see swimming stalwarts smiley: biggrin.



KrimsonVagus wrote:


Era 1

- "Artificial Sentience" (Terra): "Reef Servitors" (used on city) >> Gain 2 free workers (+2 per level up i.e 4 workers at Level 2; 6 at level 3) in 1 city for 10 turns. Bonus workers can stack in the same city but do NOT count as extra population.

"Reef Defenders" (used on non-city wet tile) >> A free Typhon Militia unit (Reef Golem) (+2 starting level per Hydro level up) is spawned on a "wet" tile in your territory under your control for 10 turns (+2 per level up). Comes equipped with the highest level Iron/Dust equipment in your current age. Can have a maximum of 6 under your control at the same time. Golems can't be sold.

- "Fluid Infusion" (Hydro): "Go with the Flow" (used on friendly region or surrounding regions ) >> Your Armies moves 50%-75% faster (depending on level) in Ocean and "Wet" tiles in target region for 5 turns. Does not stack on same region.

"One with the Mist" (used on army) >> Target Army becomes invisible to all enemies. It cannot attack or be attacked and gains Vision Range (+1 per Hydro level) for 5 turns. This army can not do any other action except movement. It can't even split or merge with other units (except heroes)

Era 2

- "Tectonic Focus" (Terra): "Mineral Rupture" (used on city) >> Target City gains +2 smiley: industry per city/district level (+2 per Terra level up) and +50% resources for 10 turns. Only 1 per city.

"Seismic Shock" (used in combat) >> Enemy units within target area (1 tile range) have 30%-50% reduced Attack for 2 turns. Must have the Tectonic Focus prepared in the stockpile section before battle (numbers can be adjusted for balance)

- "Tidal Resonance" (Hydro): "Micro-aggregation" (used on target friendly region) >> +2 smiley: food from all Wet tiles (+1 per Hydro level up) for 10 turns

"Siren's Song" (used in combat) >> Enemy units on "wet" tiles within Target area (1 tile range) have 40-60% reduced damage for 2 turns. Half effect for enemies on Dry tiles. (numbers can be adjusted for balance)





Some spells are probably OP but it's a matter of balancing. Would really want to see spells up to age 6 rather than 4 with epic endgame spells.



KrimsonVagus wrote:


Faction Origin Story: The Thulians have stalked the unknown depths of the seas for ages locked forever in a cycle of truce and rivalry, yet comfortable in the knowledge that the deeper they lay, the less vulnerable they are to the even more fierce races above. From their humble beginnings they were consumers driven by as much curiosity as instinct.

That was until they felt the Cataclysm, and the voices of extinction echoed across the oceans. Odd wave and wind patterns have appeared followed by massive vessels of metal the likes of which they had never seen, falling into their domain from the surface. The Thulians felt these changes, way before anyone else began to notice the unusually heavy snowfalls. It was they who were the first to awaken in this calamity. But they were powerless to rise above and confront Auriga...

But when the dust settled, and the vessels lay motionless in the trenches, still humming with a toxic power, curiosity took over the nature of these primitive beings, and they set out to feed once more. As curiosity gave way to gluttony, they would consume every fallen artifact they identified as "food".

This would have been the end of their story, for they fell ill almost immediately, thousands at a time, driven to acts of mass suicide over the shores or dying a slow painful death from toxic fallout, and none were the wiser to end their mindless consumption.

There were those who survived however, and they grew enormous, having outlived all the others and developed an unusual appetite for glowing minerals of all sorts. Then they began to hear voices, the first of many voices... from the humble polyp to the gigantic whales and the fiercest of sharks. The ocean was calling out in a cacophony of various languages and chemical signals, and only they know what it meant. They spoke back to it, and all the marine lifeforms would respond with attention. The Typhons were thus born, the titans of Auriga, the rulers of the seas emerged to confront the surface world.



The Typhons are primrily Thulians (Octopus-like, Cthulu-inspired, with other marine characteristics). They have the ability to communicate with all lesser lifeforms in the oceans, and commanding them to do their bidding whether by chemical suggestion or intimidation as well as power over moisture, mobilizing it with their minds and bodies.

The titans among them, also their leaders by virtue of their sheer size have learned to effortlessly organize the execution of Hydromancy and Terramancy, abilities that require immense size, strength and command. Summoning tsunamis and splitting continents in one fell swoop. They can change the very nature of Auriga's domains to suit their needs.

This is the most primitive level of planetary terraforming. Will they use it to restore balance to Auriga? Or will they seek to mercilessly drown the other factions and transform Auriga into an Oceanic Planet?




Pretty solid stuff. May want to expand it into an actual storyline.
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11 years ago
Oct 8, 2014, 3:36:56 PM
Alright MANoob, armed with lots of feedback, I have a new idea in mind: We will ditch the food focus and instead go for a faction that relies on industrial "magic" using abilities similar to stockpiles >> the faction uses activated abilities that are produced with industry and stored in the stockpiles section! They can be used in friendly or enemy territory (not both at the same time obviously). I thought of this idea cuz right now, stockpiles are underrated and underused. So I thought "why not have a faction that has stockpiles bonuses and similar abilities? They can start with the early technology to produce weak stockpiles etc...". Also, the "aquatic" trait will be a custom trait that anyone can take instead of being "affinity".



Faction Name: Typhons Rising (aquatic multi-racial, but mainly Naga and/or Thulians, may split them into 2 aqua factions?)



Affinity "Titans of Panthalassa": Can use Hydromancy and Terramancy abilities (batteries) from the stockpile section, which can be built with industry in cities (Can also be rushed with Dust, then bought and sold in the market as just like normal stockpiles). Hydro and Terra traits are cheaper for them. (just like Ardent Mages have cheaper pillar traits). Since Hydro/Terra can sold in Market, other factions can buy them and use them as well (they are more expensive to buy for non-aquatic factions). As a concept, the Hydro/Tera powers can be stored in "Dust Batteries", and unleashed with Dust Magic etc... by the experts in other factions. But only Typhons have the power to produce them.



Faction Traits:

1- "Aquatic" (Condition trait. Does not cost any custom points): Always start on Ocean region. Can colonize Ocean regions. Can colonize on land ONLY if they build cities on "wet" tiles (Wetland, River, Ice, Oasis, Coastal tile OR on land immediately next to a Coastal tile. Captured land cities not build on "wet" tiles >> automatically Salt the Earth at 100% ownership. Same rule applies if land factions capture ocean cities. Hydro/Terra are 20% cheaper to buy from the Market.

2- "Chemical Propaganda": Stockpiles and Hydro/Terra abilities cost 2.5% less smiley: industry per population, with maximum 25% (can modify numbers for balancing).

*Available technologies:

3- "Plankton Memory" (already researched default tech from affinity): Can build weak and cheap Stockpiles from Era 1 (providing 25 smiley: food or 25 :industry or 25 :Science: each). Default Level 1 of Hydro/Terra

4- "Polyp Indoctrination" (default tech from affinity): In Era 2, Stockpile upgrade >> Stocks now give +150 instead of +25. Level 2 for all Hydro/Tera

5- "Crustacean Subjugation" (default tech from affinity): Replaces "Unskilled Labor" in Era 3 and has same effect (Stockpiles +700). Level 3 for all Hydro/Tera

6- "Octopod Enslavement" (default tech from affinity): Replaces "Skilled Labor" in Era 4 and has same effect (Stockpiles +???, I'm not sure). Stockpiles and Hydro/Tera built 25% faster (not cheaper i.e smiley: industry cost is not reduced) (numbers and bonuses can be modified for balance)

*Available Hydro/Tera technologies:

Era 1

- "Artificial Sentience" (Terra): "Reef Servitors" (used on city) >> Gain 2 free workers (+2 per level up i.e 4 workers at Level 2; 6 at level 3) in 1 city for 10 turns. Bonus workers can stack in the same city but do NOT count as extra population.

"Reef Defenders" (used on non-city wet tile) >> A free Typhon Militia unit (Reef Golem) (+2 starting level per Hydro level up) is spawned on a "wet" tile in your territory under your control for 10 turns (+2 per level up). Comes equipped with the highest level Iron/Dust equipment in your current age. Can have a maximum of 6 under your control at the same time. Golems can't be sold.

- "Fluid Infusion" (Hydro): "Go with the Flow" (used on friendly region or surrounding regions ) >> Your Armies moves 50%-75% faster (depending on level) in Ocean and "Wet" tiles in target region for 5 turns. Does not stack on same region.

"One with the Mist" (used on own army) >> Target Army becomes invisible to all enemies. It cannot attack or be attacked and gains Vision Range (+1 per Hydro level) for 5 turns. This army can not do any other action except movement. It can't even split or merge with other units (except heroes)

Era 2

- "Tectonic Focus" (Terra): "Mineral Rupture" (used on city) >> Target City gains +2 smiley: industry per city/district level (+2 per Terra level up) and +50% resources for 10 turns. Only 1 per city.

"Seismic Shock" (used in combat) >> Enemy units within target area (1 tile range) have 30%-50% reduced Attack for 2 turns. Must have the Tectonic Focus prepared in the stockpile section before battle (numbers can be adjusted for balance)

- "Tidal Resonance" (Hydro): "Micro-aggregation" (used on target friendly region) >> +2 smiley: food from all Wet tiles (+1 per Hydro level up) in target region for 10 turns. Does not stack in same region.

"Siren's Song" (used in combat) >> Enemy units on "wet" tiles within Target area (1 tile range) have 40-60% reduced damage for 2 turns. Half effect for enemies on Dry tiles. (numbers can be adjusted for balance)



Any other abilities to be suggested? And units? I will think of more stuff soon...



Faction Origin Story: The Thulians have stalked the unknown depths of the seas for ages locked forever in a cycle of truce and rivalry, yet comfortable in the knowledge that the deeper they lay, the less vulnerable they are to the even more fierce races above. From their humble beginnings they were consumers driven by as much curiosity as instinct.

That was until they felt the Cataclysm, and the voices of extinction echoed across the oceans. Odd wave and wind patterns have appeared followed by massive vessels of metal the likes of which they had never seen, falling into their domain from the surface. The Thulians felt these changes, way before anyone else began to notice the unusually heavy snowfalls. It was they who were the first to awaken in this calamity. But they were powerless to rise above and confront Auriga...

But when the dust settled, and the vessels lay motionless in the trenches, still humming with a toxic power, curiosity took over the nature of these primitive beings, and they set out to feed once more. As curiosity gave way to gluttony, they would consume every fallen artifact they identified as "food".

This would have been the end of their story, for they fell ill almost immediately, thousands at a time, driven to acts of mass suicide over the shores or dying a slow painful death from toxic fallout, and none were the wiser to end their mindless consumption.

There were those who survived however, and they grew enormous, having outlived all the others and developed an unusual appetite for glowing minerals of all sorts. Then they began to hear voices, the first of many voices... from the humble polyp to the gigantic whales and the fiercest of sharks. The ocean was calling out in a cacophony of various languages and chemical signals, and only they know what it meant. They spoke back to it, and all the marine lifeforms would respond with attention. The Typhons were thus born, the titans of Auriga, the rulers of the seas emerged to confront the surface world.



The Typhons are primrily Thulians (Octopus-like, Cthulu-inspired, with other marine characteristics). They have the ability to communicate with all lesser lifeforms in the oceans, and commanding them to do their bidding whether by chemical suggestion or intimidation as well as power over moisture, mobilizing it with their minds and bodies.

The titans among them, also their leaders by virtue of their sheer size have learned to effortlessly organize the execution of Hydromancy and Terramancy, abilities that require immense size, strength and command. Summoning tsunamis and splitting continents in one fell swoop. They can change the very nature of Auriga's domains to suit their needs.

This is the most primitive level of planetary terraforming. Will they use it to restore balance to Auriga? Or will they seek to mercilessly drown the other factions and transform Auriga into an Oceanic Planet?
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11 years ago
Oct 7, 2014, 10:56:08 PM
Well, I suppose it could work with map generator adjustments and players agreeing on playing balanced scenarios. Still partial to the idea.



A lot of stuff I suggested in terms of traits still stands though. I think trade/luxury focus would make a lot of sense for a naval/sea faction and making them slave traders and black marketeers can add some interesting mechanics to the game.
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11 years ago
Oct 7, 2014, 10:47:44 PM
MANoob wrote:
Even in this case the balance would heavily depend on water tile% on the map and number of water vs number of land faction players. Basically if (water tiles count/land tiles count) = (water player count/land player count) the game is balanced. Otherwise someone suffers. I'm not sure this is a good mechanic.




Good point. I mentioned this in a previous comment as well:

KrimsonVagus wrote:


It means the Naga will constantly have to relocate their captured cities, and they will have some areas completely blocked to them (can't be settled) if they don't have ANY "wet" tiles as mentioned above. Let's just say, the Naga are weakest at Expansion Victory in Pangea maps, even though they have exclusive areas. In other map types, they have a more equal footing (depending on percentage of water in the world).

We can make sure that games with Naga will always have 50% maximum water percentage or LESS, in the Create Game options, just for the balance. It means even in multiplayer, if someone chooses the Naga to play, the game will automatically have a maximum Water percentage of 50% (so the host can only choose 50% or LESS)





Furthermore, If you play "random factions" on 8-player Large Pangea map with 30-40% water. I don't think you will get more than 2 Aqua factions in that map. And even if you do, they will be at extreme disadvantage. Also, if there is only 1 aqua faction in Endless Legend >> it can be picked multiple times >> they can also compete with each other, ironically



And even better, players can avoid problems by manually picking the exact number of Aqua AI opponents in advance. The minimum and maximum number of Aqua factions allowed in the game will be determined by an algorithm related to the water percentage...
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11 years ago
Oct 7, 2014, 10:37:58 PM
KrimsonVagus wrote:
I see what you mean...



This is why I suggested the following handicaps for Aqua faction(s):

1- can colonize on land ONLY if they build cities on "wet" tiles (Wetland, River, Ice, Oasis, Coastal tile OR on land exactly next to a Coastal tile

2- Land cities have greater approval penalty than usual. Can be neutralized with researching special mid/late era technology(s) that also allows them to build districts on Land

3- Any land cities they capture that are not considered "wet" tile >> automatically Salt the Earth at 100% ownership with no benefits

4- Land factions that capture Water Cities >> automatically Salt the Earth at 100% ownership with no benefits

5- Aqua Factions move slower and fight weaker on land, until they research certain mid/late era technology(s) to neutralize that handicap



With these logical handicaps, I think they are quite balanced.



Now I just need to name them (convert them to actual faction/unit traits with names)...




Even in this case the balance would heavily depend on water tile% on the map and number of water vs number of land faction players. Basically if (water tiles count/land tiles count) = (water player count/land player count) the game is balanced. Otherwise someone suffers. I'm not sure this is a good mechanic. Maybeee if the map generator balanced it out automatically....
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11 years ago
Oct 7, 2014, 10:24:45 PM
MANoob wrote:
I think the following can work only and if only any faction can (at some point) colonise the sea regions. Too many problems otherwise.




I see what you mean...



This is why I suggested the following handicaps for Aqua faction(s):

1- can colonize on land ONLY if they build cities on "wet" tiles (Wetland, River, Ice, Oasis, Coastal tile OR on land exactly next to a Coastal tile

2- Land cities have greater approval penalty than usual. Can be neutralized with researching special mid/late era technology(s) that also allows them to build districts on Land

3- Any land cities they capture that are not considered "wet" tile >> automatically Salt the Earth at 100% ownership with no benefits

4- Land factions that capture Water Cities >> automatically Salt the Earth at 100% ownership with no benefits

5- Aqua Factions move slower and fight weaker on land, until they research certain mid/late era technology(s) to neutralize that handicap



With these logical handicaps, I think they are quite balanced.



Now I just need to name them (convert them to actual faction/unit traits with names)...
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11 years ago
Oct 7, 2014, 10:12:20 PM
I think the following can work only and if only any faction can (at some point) colonise the sea regions. Too many problems otherwise.
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11 years ago
Sep 16, 2014, 1:28:20 AM
Alright, I've been fermenting this Aquatic + foodsmiley: food focused faction idea in my brain for a while now. Unfortunately, I am not skilled with designing, painting or modding. So if there's anyone willing to develop this faction concept with me here, it would bring me great pleasure, cuz I really fell in love with this idea. If there's anyone else willing to adopt the idea for further development by themselves, I would not mind either... As long as you really love it like I do, I am with you.



Here's how it goes:



The race itself is Naga (sea monsters with characteristics of fish, possibly combined with Lovecraftian characteristics like tentacles and pincers etc...). We could also use the Amoeba. The Amoeba race would tie itself well with the Endless universe lore-wise, since they were also present in Endless Space and they were an aquatic race in that game as well. So it all fits perfectly.



But I do prefer Naga for the Major Faction cuz they will have more variety in unit design. The Amoeba are recommended for Minor Water Faction. However, we can still debate or poll over which is preferable, depending on your feedback



Major Faction: Naga (recommended) or Amoeba

Gameplay: This faction will have a strong food buff and they get an industry handicap. They are focused on large populations and cities with early difficulty, but they will snowball later in the game... pretty much like a tsunami!



Faction Affinity Trait >> “Kings of the Seas”: They have the added benefit of colonizing ocean tiles that no other faction can colonize. If their Ocean cities get captured, the enemy faction that captured them will automatically Salt the Earth after 100% ownership. They can colonize on land but they must have at least 1 water tile (sea or lake) right next to the city itself OR City must be built ON TOP of river, ice, wetland tiles or Oasis anomaly. If Naga faction captures cities with no water nearby, they automatically Salt the Earth at 100% ownership. On all maps, they always start on Ocean biome. This is the only faction that can see anomalies and resources in deep Ocean tiles.



Other Faction Traits:

Flesh for Mortar”: ((Nothing goes to waste in the crushing depths. Every bone and blood cell, every salt and molecule inevitably becomes food for the polyps, forming layers on which others can feed and colonize. Our growth is eternal.))

Faction can NOT see smiley: industry on land terrain, but they gain +1 smiley: food from ocean, lake, ice and river tiles. All districts and cities they build do NOT have -1 smiley: food. Instead, districts provide +1 smiley: food per level (so on level 2 they have +1 food, On level 3, they get +2 food etc…). They can build districts on water tiles.



Reef Melding”: ((Most remarkable are those Dust-infused Naga who can precipitate dissolved minerals from the water itself through sheer force of will, allowing them to form simple construction material and forge homes for their brethren.))

All buildings and units are 1.5% cheaper to buy with Dustsmiley: dust per population in each city. This bonus applies to each city BY ITSELF. It is not pooled between cities.



Go with the Flow”: ((Every structure is the result of billions upon billions of organisms deposited over repeated cycles of erosion and sedimentation. Why waste effort and resources on deliberate hammering and toiling when nature itself carves out the finest structural masterpieces?))

When constructing buildings (except districts), 30% of total smiley: food income is reduced from total smiley: food income and converted to Industrysmiley: industry income. If you are not building anything, this effect does NOT apply. When building units, districts and stockpiles, the food is NOT reduced by this effect (simply 30% food value added to industry).



Faction starts with Aquapulvistics technology (Dust Dredger + Dust Filtration) and Shipyards technology (Can go on water from the start… obviously!)



Story Concept: They start off as isolationists hoping to remain hidden, away from the conflicts of other factions. But over time, their growth brings them into inevitable contact. They have noticed severe weather patterns in Auriga, more so than everyone else. They become resentful towards the land-dwellers throwing their toxic leftovers into the ocean realm and polluting the world with their wars and wasteful ways.



Ultimately, they have to choose between preservation of the planet through sharing knowledge with other factions, and understanding why Auriga is changing. Perhaps there is a way to reverse these changes?

OR they become hostile and extend the ocean to transform Auriga into an Oceanic Planet, drowning the other nations once and for all. If only they can melt the ice and snow, raising the water levels, they will have full dominion over Auriga!



I have not developed ideas on units for them yet... but I found some cool art pieces on deviantart.com

I do NOT own these photos. Just sharing them as an example.

Here are some sample pics of the Naga race:







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11 years ago
Oct 7, 2014, 6:08:14 PM
Ok, some thoughts on the originally suggested traits:



"Flesh the Mortar" and "Go with the Flow" do not really work as separate traits (1st would make the race unplayable without the second and second is OP without the first). Plus, lore wise it would be super weird if they worked on land, but I think the race has to use land as well. So getting rid of industry might not be such a good idea after all. If going with the "food" theme I would suggest to introduce mechanic that makes high food regions much more favourable (low food regions are mostly desserts and arctic regions which make poor homes for an aquatic faction). "Reef melding" works mechanically (but there should be a cap on it), but again will it work on land and if yes, what's the explanation?



Possible mechanic favouring food regions:

Simplest way is just "food efficient" -> food tiles become even more attractive and you don't get any extra benefit from tiles without food.

Maybe also an extra penalty to food during winter with higher population loss to starvation speed to make it more extreme
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11 years ago
Oct 7, 2014, 2:48:20 PM
The water faction concept excites me. There would need to be either more than one water faction or early access to the water for land factions to prevent the water faction from snowballing freely. Also how would a water faction move between disconnected seas ?
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11 years ago
Oct 6, 2014, 9:38:25 PM
Giving this another spin on request by KrimsonVagus.



Some thoughts here:



  • Naval factions in 4x have always been map dependant and problematic in terms of balance. It's hard to avoid (but let's try to).
  • I don't think that settling on the ocean tiles is a good idea unless everyone can do it
  • The race needs to remain functional on land maps, thus I suggest amphibian species
  • I think the race should rather use coastal water tiles for cities (alternatively lakes, rivers and wetlands), but any land tiles are acceptable
  • "Naga" doesn't sound like it fits EL, because EL does not use common names (e.g. Wild Walkers and not Wood Elves). Some random names: Pearl Kingdom, Coral Protectorate, Tidecallers.
  • I think crab people should be considered as an option smiley: biggrin





Basic idea so far: The race mainly prefers to settle along the coastline on water tiles (ocean tiles not adjacent to the coast are too deep for them). It also builds water canals between its cities instead of routes. Naval travel is available immediately as well as naval trade routes (making it a trading powerhouse). All units are amphibian (unless sea only "ship" units are introduced).



Possible traits:

  • Able to colonise/build districts on coastline water tiles. This makes +dust and food on water techs extremely powerful since you can exploit more of them.
  • Adjacent ocean tiles count as districts for district leveling (this allows to snake the city along the coastline)
  • Built roads are canals (count as rivers for tile bonuses)
  • Naval travel unlocked
  • Early naval trade unlock
  • Goods of Auriga (Race specialises on gathering rare sea luxuries, water luxuries added)
  • The tile they settle on (city center) gets the "Oasis" anomaly





The nature of the race is dual: they are in many ways similar to the Roving Clans, having affinity for trade and prospering and bright cities, however they are also can be much more cold, treacherous and alien at times (need to elaborate more on this duality).



Ok, some more ideas on possible "treacherous" nature: maybe they can gather a unique luxury resource (basically a drug) and trade it with the other factions, which means breaking trade agreements or declaring wars on them would result in happiness penalty and possibly other negative consequences for their enemies. This drug can also be used in combat to hypnotise their opponents ("Siren's voice").



They can also have some "black market" trade tech that would allow them to do some slave trade (need to think of exact mechanics for this) / other illegal activities as well as the "black market" section of the marketplace (allowing to actually buy resources from other empires they did not intend to sell at increased cost) which can not be closed by the marketplace ban.



Will write more ideas later...
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11 years ago
Sep 26, 2014, 1:03:51 AM
another thing that could be done is to have a 1-6 hex island in every water region. if you do that then all you have to do is disallow building of districts on non 'wet' tiles. then the land factions could make use of the ocean tiles they take from them, though poorly, and they would be able to build land cities, though unless it was next to an ocean, lake, river, etc. you couldn't build districts for the city and it would always be subpar (just like the island cities in the middle of the ocean). most other balance issues would be quite similar to the land factions and should be fairly straight forward.
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11 years ago
Sep 23, 2014, 8:07:04 PM
Well the thing you want out of the ocean is for it to be unique. I think a great solution to the problem of only wanting one or two water factions is to make the regions much bigger than their mainland counterparts. this could cut down on the population of water factions, and force them to settle in coastal regions.
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11 years ago
Sep 23, 2014, 9:08:29 AM
KrimsonVagus wrote:
Good point. But keep in mind that in single player, you can have multiple Naga AI players on the same map. So even if the devs made only 1 or 2 aquatic factions, they can still be selected multiple times possibly causing competition between them. It is possible for them to add an algorithm that accounts for the spaces available for water factions when starting a game with "random factions". It means that if you start a "random" game, you might get multiple Nagas depending on how much Ocean there is in the game. I'd say 30% water is about enough for 2 of them.



Also, in the current trait roster, the Naga can't keep cities that are not next to Coast/Ocean OR are not built on "wet" tiles (river, ice, wetland, Oasis). So it evens out a little bit. It means BOTH sides (land vs aquatic faction) will have a hard time keeping each other's cities.



Overall, though, you're right. The aquatic side has slightly more reason to go to war against land side. So, we could add some deterrents as mentioned above like:

1- Aquatic faction gets happiness penalty from cities built on land

2- Aquatic soldiers get Attack/Defense/stats penalty when fighting on land.

Both of these handicaps can (or not) be reduced or fixed with research technologies.



This should balance things out...




yes, having the computer figure how many aquatic factions are needed based on ocean coverage would be good, but a 50% water map with 8 factions would need at least 4 naga factions, which would get stale quickly. (hence why the need for multiple ocean factions when they are introduced)



as i stated the numbers are for them getting ocean/coast and "wet" tiles (river, ice, wetland, oasis). the problem isn't keeping cities, it is being able to use regions (1 city to a region, they just have to raze the current city and build a new one).



they'll need something, the happiness penalties are probably the most direct counter the issue of the 2 you brought up (there are some other penalties in this thread as well which may work).



Perhaps aquatic factions don't need to be handicapped of industry after all. This would change a lot of things...


keep in mind that a boost to food production means a boost to growth, which in turn is a boost to industry, dust, science, influence, and districts.
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