More Nation/Sovereign Options

Recruiting and Suggestions Post

Well, let me put it like this. I find a few dozen options not to be a list large enough to create 50+ very distinct nations. The sovereigns also lack options.

The cure? Whining? No! Mods. Or an addon. Which is just a mod that doesn't modify. In either case I will call it an addon. A community addon.

The goal is to add lots of options to the vanilla game but also to any mods that anyone makes. All in all, make custom character creation more varied and fun. They should be compatible with anything short of a complete game overhaul although some mods might not want to add all of them. They need not be balanced, that is why it is not a suggestion for the vanilla game but an addon something end users might choose to implement to make the game more fun and last longer.

I know that most people might make an individual option or a few for their own nation. Yet if we can compile every one of them into a single easy to plug-in addon even the uncaring masses might notice. Here is the place to say that you want to contribute to the community addon. And contribute of course.

We might want a good site for hosting things for when we get the tools. I plan to make as many as I can think of, but if someone comes up with a good suggestion but doesn't have time/knowledge to make it I can try to do it for the grater good. (Or another one of the people who say they can in this post.)

 

Here is a general template for making a suggestion: (You don't have to include this but it would make it all easier)

1. Type of option sov/nation (or race etc. if those appear later)(Sovereing goes in light green and nation in light blue for easy reference)

2. Name if you can think of one

3. Size of Change (Small change to gamebreaking overpowered)

4. Short description (for the list)

5. Long description (for the code + mechanics)

6. Background if you are feeling like adding one

7,335 views 7 replies
Reply #1 Top

Here is the list (I took the liberty of adding the sov ones from Tasunke at https://forums.elementalgame.com/387469) (The ones I did not add arre either too like ones that are already or I don't see the way to add them. Is there phys resist in the game at all?)

Sovereigns:

The positive ones:

Various unarmed skills. +atk, +abilities, +others

Other skills that give the sov melee special attacks

Various ones that improve the horse

The both way ones:

Resistant to magic but lower mana regen

Monastic, reduced chance of having children but better mana regen

The negative ones:

Troubled childhood that makes diplomacy/interaction more difficult

Nations:

The positive ones:

Hire theives who can steal others' gold.

Increases prestige

The both way ones:

Your armies can never have bad morale if they are attacking

A bonus to prestige but a reduction to it if you are at war

The negative ones:

Increases money cost for buildings

Lowers production.

Reply #2 Top

A trio for starters:

1. Nation (Or a replacement for the vanilla thief sov background)

2. Land of Thieves

3. Big change

4. You can hire theives who can steal others' gold.

5. The thieves can try to sneak into a rival (allied too) city and attempt to pilfer some gold. The size and level of the city decides how much gold you can steal. The garrison and several buildings make it harder ot succeed. If it's a failure the thief dies and you get a relation penalty with the other nation. (If possible it will be harder to succeed in that city again for a number of turns)

1. Nation

2. Fearless

3. Big change

4. Your armies can never have bad morale if they are attacking

5. But they get a lower morale if defending, simply hit first. Should be good for the warrior nations.

1. Nation

2. Pacifistic

3. Big change

4. You gain a bonus to prestige but a reduction to it if you are at war

5. Maybe the reduction comes after x turns if you are the one attacked.

Reply #3 Top

I played around with idea of making "invader" factions... nations from other worlds out to dominate the world of Elemental by various means. That way, I wouldn't really have to tie it to any prior lore and I could do whatever I wanted with them.

Reply #4 Top

Quoting MagicwillNZ, reply 3
I played around with idea of making "invader" factions... nations from other worlds out to dominate the world of Elemental by various means. That way, I wouldn't really have to tie it to any prior lore and I could do whatever I wanted with them.

I have similiar idea with you, but rather than "invader" it's more into exploring the other continent/world.

Reply #5 Top

I really don't care how you use the options, I never intended for it to be a mod in it's own right. It might make others' mods better and the vanilla game more varied. And I won't bother with lore for them. I probably won't add a nationoption that allows you to train visceral combat kittens unless enough people ask me to or someone wants it for their mod.

1. Nation

2. Lazy

3. Avg change, negative cost

4. Lowers production.

5. Of materials and metals mostly, as there is already one that lowers gold.

1. Nation

2. Extravagant

3. Avg change, negative cost

4. Increases money cost for buildings

5. Thought of adding a prestige bonus but added the one below

1. Nation

2. Artistic

3. Avg change

4. Increases prestige

5. Maybe I will alter a few common buildings to have statues and other stuff to make it more immersive, If I have time and energy that is.

Reply #7 Top

**alternative to lazy is that buildings cost *more* materials (and same amount of gold), and take an extra turn to build

 

Meanwhile Extravagant could have all buildings more expensive gold-wise.

(possible positive side-effect of Extravagant could be +1 prestige to Palace and Statues)