I had posted my favorite idea for a new nation of desert-dwelling Persian-types
in this thread here
a while ago, but never really carried through with implementing it, because I found no way to include it in the game (it would have to replace an already lovely existing nation).
This idea is basically for a new nation, but I think it would work VERY NICELY as a "theme" for Mictlan, thus being easily incorporatable without extra scary programming (18+ nations). Alternatively, I could also imagine the "Theme" being used for Machaka.
Before anyone gets too dissapointed, I would like to say that the idea will be as different to Mictlan (or Machaka) as, say, Soul Gate is to default Ermor, or CW is to default Pan, or BF Ulm is to Ulm. This will NOT be a blood nation.
Basically, the "feeling" is instead of a fallen Aztec race to have a more Northern American (Oglala Sioux-type) race. Anyone who has ever read Black Elk Speaks (*footnote) will find a few ideas here.
I envision this Theme to be a nation built around holy men and women of unparalleled devotion as well as priest-mages who are masters of nature, and who worship the stars and the elements as well.
1. standard recruitable-everywhere units with
- Very good shortbows, good morale, bad protection, good movement
- very good light cavalry, also with shortbows, no lances, good morale, bad protection, good movement
- Stealthy LI with good morale, bad protection, good movement
- Stealthy light cav
- Sacred tribal warriors: Dressed in war paint and feathers, these mounted warriors are blessed in sacred smoke and ritual dances. These holy men often ride dauntless into the middle of battle, and it has been said that enemy missiles seem to miraculously miss them. (expensive, shortbow, spear, low protection, Etheral -- because of their long training and sacred preparation, these units are exceptionally high both in gold cost and in "resources")
2. Capital Only Non-Commanders
- Sacred Totem Bringer: Dressed in war paint, feathers, and the hide of the Sacred Buffalo, the Totem is an exceptionally strong, specially trained warrior who will never rout in battle and who is blessed with holy vengeance. (Sacred, HI, Dual-Ax, Berserk +2 -- because of their long training and sacred preparation, these units are exceptionally high both in gold cost and in resources)
3. Mages/Priests
- Medicine Man: sacred, N2 ?1, can heal afflictions, capital only
- Shaman: H2 N1 S1 ?1
- Witchdoctor: H2 1?-sorcery
- The Master of the Heavens: H2 S2 N1 1?, capital only
- Master of the Four Directions: H3 F2 E2 W2 A2 ?1, capital only
- Master of Dreams: H3 S2, capital only
- High Priest: H4, capital only
4. Other Commanders
- Very cheap scouts (15 gold)
- Special Trackers: The Tracker is a scout who can follow the trail of their enemies, which they do in-game by receiving the "Follow Enemy" command; this will have them follow a random enemy commander if it moves into a neighboring province (into which the Tracker must be able to enter); does not work in sea provs or on flying commanders, 50% chance of failure in mountains and wastelands. If the enemy commander does not move, the Tracker stays put.
- Tribal Chief: Mounted, Good Leadership, Banner +5
- Assassin
5. Special Spells
- Ancestral Ox: Summon the Avatar of the ancient power of the Bull, 1 very large trampler NNE, supply bonus 10, with a gore and hoof attack, req. 6 nature gems, N2 S1
- Ancestral Herd: Summons a herd of 10 etheral spirit horses, size 3 tramplers with a hoof attack, req. 20 nature gems N3 S2
6. Special Interest Flavours or Notes
- as nomadic plains dwellers, these folk are not particularly good at defending fortresses; every national unit has its strength reduced by 3 for the purpose of defending castles ONLY
- Plains survival (since plains do not inhibit movement, this amounts to less liklihood of starving in plains)
- Most or all of the units should be low or very low in resources
Balance would have to be worked out with unit prices and surely an overhaul of the costs of the special spells etc, but in general, I would dearly love to see some Oglala-type action.
*(footnote) Many of you may find the book Black Elk Speaks to be "corny" or "kitschy" by today's standards, but it really is a very endearing and authentic account of the fall and de-magification of the Dakota Sioux from first-hand experience. Anyone who also wants to see how "magic" "really" works (or better: worked) in particular contexts should really read the book.
[EDIT: Typos, one balance stupidity]
[ August 04, 2004, 12:46: Message edited by: tinkthank ]