[Suggestions]Less Bland Customization

I'm pretty sure that I don't just speak for myself when I say that I plan to play with a custom Sov and a custom faction.

Now, I was looking at the various features of the customization, and came to a conclusion - creating a Sov and a faction is really bland, boring, dull, and, well, unfun.

Some of the features seem to be totally pointless. Don't get me wrong - i use Egalitarian on my playthroughs. I get the advanced arms/armors. I may even grab Tutors and Loremasters sometimes. But overall...everything seems to be a complete waste.

For example - we spend a point just to have a variety of units. That doesn't seem right to me. One, it's wasting a point - variety is nifty, but not game changing. Furthermore, everything is just set in stone, to a degree: my faction is the exact same as everyone elses, minus a few boni. I was looking back at GalCiv2 days, when ships could be ID'd by their appearance. Or when factions seemed...distinct. Even before Twilight of the Arnor and the individual trees, when everyone had, basically, the same techs to draw on, they still felt unique.

Regarding just the Sovereign:

  • Specializations in Styles: Warrior-type Sovereign should not simply be defined by the weapons they wield. In such a case, my mage-type can don the same equipment and still be effective. Perhaps instead give the option to further define backgrounds. Some people are more comfortable with a type of weapon - a longsword, a claymore, a spear, an axe, perhaps a shield - and gains a bonus from adhering to that style. Preferring smaller weapons could give a bonus to attack speed, or unlock a special ability. Favoring a claymore increases the damage of that weapon. Now we have less bland characters, if only slightly.
  • Improved Magic: Some characters favor magic types. The one I usually use prefers summoning spells. The Fallen seem to favor, mainly, damaging spells. Why not let us select one 'type' of magic to totally favor, making those spells more useful to our character? Favoring summoning magic yields quicker learning, cheaper casts, certain specialty summons, and/or improves the summoned creature's stats. Favoring elemental magic improves that type by a certain way - fire becomes more damaging, ice spells slow down nearby enemies, earth magic improves allied defense, air magic improves ally speed. Favoring Enchantment spells could increase the potency of enchantments by 50%. These would be much like the "Super Abilities" from GalCiv2
  • Give more points to define a character, and let us select some starting spells, too. This way, characters could customize further the spells they enter the world with, or perhaps they'll simply ignore spells entirely, start off with nothing but greater stats, improved weapons, or improved abilities.
  • The current abilities seem weak to me. Pointless, really. For one thing, the Sovereign is the head of a nation of survivors - there should be an automatic boost to morale when he's in the army. Further, these abilities shouldn't just be confined to the Sovereign, but impact the area, too. I usually take Meditative or Brilliant, for the constant flow of Spell or Research points. These have long-term effects. Something ought be done to make abilities less of a chore to fit in, more of a nifty benefit. I do recommend that the anti-abilities remain as hindrances.

Regarding just the Faction:

  • Faction abilities seem next to pointless. I'd really like to see these expanded, perhaps so that it's more like it was in GalCiv2 - we can customize features more, such as attack, defense, whatever.
  • Add a new panel - society. This would let us customize our nations in terms of what our people are getting into. There are several 'paths' open for each option, and several options. Each option has both pros and cons already built in. Everything has a 'default' option that gives no benefit, but also no weakness.

MILITARY - Required Military Service (+% faster training speed, -% item boni [more troops = faster training, but weapons, etc, have a lessened quality]), Lawful Militias (-% faster training speed, all cities gain an invisible militia [soldiers are fewer in your cities, taking longer to recruit, but the lightly armed militia keep your cities safe regardless]), Aspiring Knighthood (+% item boni, -% faster training speed [Only the best weapons and arms for your soldiers are produced, and all soldiers are trained to use them right]), Militari Magi (+% more gold cost, all units can heal themselves one/battle [Your alchemists and potion makers produce fine healing salves for your troops, but such salves are very costly])

SOCIAL - Egalitarian (Men and women soldiers; +% faster training speed [Drawing on all resources, you draft men and women into your service]), Ancient Roles (Men soldiers; +% production for all cities [While the women and the skilled work your cities, the young and the brash fight your battles]), Proud Nobility (+% production, -1 prestige/level [The nobility handle much of your day-to-day tasks, running businesses of their own - but cruel nobles don't make life easier for refugees]), All Are Welcome (+% housing boni, -% gold income [You devote many resources to helping those who enter your cities willingly, but keeping everyone safe takes a great toll.])

ECONOMY - Free Market (+% gold income, -% other income [In a free market, gold flows easily - but other resources are sold to make up for that.]), Trade Partnerships (-% gold income, +% other income [Traders keep resources and workers moving, but they demand a high price for their work.]), Piracy (+% loot after each battle, -% gold income [Your money comes not from trade, but from war. To keep yourself rich, you have to destroy your competition.]), Brigandry (-% diplomatic relations, gain money/turn for each non-owned faction unit in your territory [Some call you a brigand, but who cares? If they're in your land, they have to pay - in gold, or in blood])

BELIEFS - Monotheism (-% to gold income, can build one Great Temple/city, increasing defense and magic resistance of all units in that city [Even as their allies die around them, your soldiers are inspired by the Great Temple, and feel as if they can shrug off any blow.]) Polytheism (-Prestige, units can be produced with a Sacred Symbol which confers the power "Blessing" increasing a random stat by 0-100% [Many people feel overwhelmed by the sheer number of deities in your cities, but soldiers clutch to their symbols tightly, calling upon great powers to perform miracles]), Atheism (+% gold income, + morale [Those who fight under your banner serve you without hindrance, and without the fetters of unknown powers]) Deification (-diplomacy, all units gain the "Faith" power when produced with Sovereigns' Sigil, which restores mana to the Sovereign or spellcasting-enabled champions, once per battle [Viewed and treated as a living god, a saint, or a prophet, most other factions view you with disgust. But your people's faith actually blesses you with a vast reserve of mana, making some wonder if you truly are a god amongst mortal man.])

Whee...that was interesting. Lemme know what y'all think!

-N

9,376 views 12 replies
Reply #1 Top

Excellent ideas Nathikal, I especially like your faction suggestions.

Reply #2 Top

I have to agree with your thoughts.

 

The variance between factions and soverigns atm is little. However, they had just introduced these two gameplay concepts into the game so they may have more they were holding back or Stardock might be open to some minor additions.

Reply #3 Top

Would keep the developers slaving behind the computers to add and test this to still release it in August. Very nice ideas, I wanted to add more options to custom nations, since they are as you say unbalanced and bland.

I don't think religion of any kind will enter as most people worship the titans and the sovereign from what I understand. The Fallen already have the Status of Kir-Tion or something like that which takes 4 slots and at least seems like a form of worship.

Reply #4 Top

Either way, the religion could embrace those concepts. Worshipping the Sovereign through deification, or Kir-Tion (I haven't done the Fallen, so I am guessing) as a monotheistic. Or, for the Titans, polytheistic.

I was debating adding a 5th - future hopes. The sort of world you were striving to build - I figured it'd be kinda important. I'll toss it around a little bit more before I actually try to make something worthwhile out of it.

Reply #5 Top

Sovereigns are definately too weak to start. A little spiderling kills my soveriegn at the begining of half of my games. If a sovereign can't squash a spider the size of his boot at the start, then they should not be a sovereign.

I disagree with the sovereign always adding to an army's morale. A soveriegn can be a real wanker and hated/feared by his people. Or have a face like a demon which freaks them out. Or maybe a voice that sounds like a ghost, etc. There are some traits you can select to get extra points that are like these. Maybe a soveriegn's not very militarily inclined as well. Maybe she's a whiney brat with massive power. As well there are traits for morale boost a sovereign can take.

Reply #6 Top

Agree with Birthday above about the morale. Not every sov would make his men fight better, as we can see in the traits that are already in the beta.

Not saying that people won't have faith, what I meant was organized religion which wouldn't make sense unless the sov specifically went about  creating one. It could be a sov trait, god on earth or something like that.

Reply #7 Top

There are some really excellent points made in this thread. :thumbsup:   Question is, which ones would have the most gameplay benefit for the least Stardock resources, and make it into Gold?

Frogboy, what are your thoughts about the feasibility of different suggestions made in this thread?

Best regards,
Steven.

Reply #8 Top

I'd really love some Dev feedback. My biggest fear is what GoaGalne said - that there isn't enough time to put it in. If that's the case, then I'll take this time to start playing with Python and try to figure this out...

An aside, since Frogboy said in his post that factions would be modded in rather than done via an in-game setup, it may kinda take my whole faction customization ideas and throw them out the window.

Note to self - build a Dev Summoning Platform O:)

Reply #9 Top

I agree there definitely needs to be more customization...hopefully the modding part will give us that.

As for time, yeah, I agree. I fear there may not be enough time for this game to be as good as it can be if they rush it out the door, but I'm sure Stardock knows what they're doing...I hope.

Reply #10 Top

At the very least, we need more customization in the way of our Sovereigns. So far, each Sovereign is basically the same person with a few different stats, maybe an ability or two. Unless Stardock plans to have us make our Sovereigns via modding too, which...might not be a terrible idea.

Reply #11 Top

Most troops can stay bland, Champions should have Disgaea style special abilities ^_^

 

normal unit example ... unit of 20 guys moves forward, front line attacks any in range

 

Champion examples below

melee specials

Champion moves forward, does a "Tiger's Strike" ability that attacks all enemies in the 3 tiles in front of him, and he ends up in the 4th tile in front of him

Champion does "Whirlwind"-> attacks all enemy units in a Civ-style fat-cross

Champion does "Tornado" -> attacks all enemies in all adjacent tiles twice

Champion attacks with "Eagle Claw" ability -> attacks all enemies in a 4 tile outward triangle, enemies' defensive roll is halved.

Killer Strike -> single attack vs single enemy soldier ... if successful deals 2-5x damage (or 3-4x damage)

 

archer specials

Longshot-> single attack, double range, 50% increased attack

Flurry-> attacks all enemies within 15 tile forward radius, uses half attack value

Slowshot/Pinning Shot-> single attack, if successful enemy loses next turn

Precise Shot-> half range, 50% chance ignores all defense, otherwise ignores half defense

Rapid shot -> 75% range, attacks twice

 

Mounted specials

Trample-> move 10 tiles in any direction, may not have friendly units in path, attack all enemy soldiers in your path ... auto-attacked by all spear/pike/halberd/lance soldiers you attack at a third their attack value (may not target large creatures)

Sky Rider-> target enemy unit within 8 tiles, ignore all non-terrain/building obstacles, attack with 50% higher attack, end round in nearest empty tile to your target.

Tactical Withdrawal-> retreat off the battlefield to nearest friendly city

Hit and Run -> move up to 5 tiles, attack, move up to 5 tiles

 

** Not all Champions will have all available abilities, Not all weapons will have all abilities (some will be weapon specific)

**Some Champions will have limited ability usage, others will not, limits will vary (may depend on level)

*** Some Champions may be able to combine "hit and run" with a weapon special, not all weapon specials can be used (mostly just archery specials)

Reply #12 Top

Some excellent ideas here! I'd enjoy seeing more customization and uniqueness to... everything (despite how much we have already). I like your faction setup idea, what if that could be implemented with or expanded by an ingame civics system (like civilization 4).