I am making a series of 3 nations (EA, MA, and LA) for a nation.
The first two are now done! Version 0.2 is out. It should address more exponential growth problems and adds the nation to the second age.
The pretender and descriptions have been added. The pretender is still super-beta though.
Next version will likely just be a documentation/description change and the addition of a pretender.
It begins when they discover the Allspring and begin gathering around it. The Allspring is a raw elemental layline, literally made out of elementals. They create a hierarchy around those who can tap into the raw power.
Gem Income:
2 Earth/Fire/Wind/Water
Units:
Slave (basically Micitan Slave)
Fourfold Elemental: 25 Gold/5 res (capital only)
str 4 prot 8
Flame Strike -Cold -Lightning Strikex2
Armor - Flesh Ward
hp 10 -mor 20 -mr 8 -att 6-def 6-ap 12-prec 10-enc 1
fire/cold/shock res 90%
Regeneration 5 hp/turn
Sacred, Magical (obviously)
Commanders:
150 gold/80 res
Speaker of Flame
Speaker of the Wind
Speaker of Water
Speaker of the Earth
All can 'call allies' to summon elementals each turn
Size-3 Fire
3 Size-1 Air
2 Size-2 Water
Size-3 Earth
Magic: 10% chance of their element 10 times
Page: 50 gold/10 res
No Magic
5 Research
Stealth 0
Wellspark 400 gold/100 res (capital only)
4 Misc Slots
str 8 prot 12
Small Area Fire/Frost/Shock/Stun
Armor: Flesh Ward
Fire/Cold/Shock Res: 100%
Regeneration 2hp/turn
2 Holy
hp 10-mor 18-mr 12-att 8-def 8-ap 12-prec 10-enc 0
magic/goodleader/goodmagicleader
Size 3
If anyone could tell me how to make a unit expire after several turns (I intend to have the Wellspark be cheaper but only last 8 turns). Feedback over what is blatantly overpowered if appreciated. The general idea is that the nation is extremely reliant upon elemental for their military. Nearly all their units are magical, and the rest likely are independents.
Now with 100% more first-post mod.