This is my wish List for the Game.. If I was not working and going to school I would start moding some of this my self... some would require SD to help Implement:
Some things I would like too see added on to the game.
It seems that Sovereign Creation can only make cookie cutter Sovereigns right now...
Here are some abilities that I think would allow for greater customization.
Advantages:
Spell Knowledge lets you start with two level one spells from that element.
Cost 1 point each , requires the basic spell book.
Spell Knowledge Fire ,
Spell Knowledge Water,
Spell Knowledge Earth,
Spell Knowledge Air,
Greater Spell Knowledge, Lets you start with two level two spells for that element
Cost 3 points each, requires Spell Knowledge of same Element.
Greater Spell Knowledge Fire ,
Greater Spell Knowledge Water,
Greater Spell Knowledge Earth,
Greater Spell Knowledge Air,
Elemental Affinity , Acts like one elemental shard of that type: Gain + 1 Mana a turn for each Shard of this type
Cost 5 points each , Requires base spell book of same type.
Fire Affinity
Water Affinity
Earth Affinity
Air Affinity
Greater Elemental Affinity Acts as second elemental shard of same type Gain + 2 Mana a turn for each Shard of this type
Cost 10 points each, Requires Elemental Affinity in that Element.
Greater Fire Affinity
Greater Water Affinity
Greater Earth Affinity
Greater Air Affinity
Master Elemental Affinity Acts as Third elemental shard of same type Gain + 3 Mana a turn for each Shard of this type
Cost 15 points each, Requires Greater Elemental Affinity in that Element.
Master Fire Affinity
Master Water Affinity
Master Earth Affinity
Master Air Affinity
Pure Soul: Your connection to the world is strong you regenerate one mana per combat turn and one extra mana per turn.
Cost 10
Sovereigns Bond: You have a great bond with the land, your bond calls upon the strength of the land it self and you can channel spells to any combat that happens in your domain.
+ 5 hit points + 5 Essence +1 Mana Regain
You are able to cast spells in any combat that happens with in your domain.
If you out of your territory you suffer -5 hit points -5 Essence, Lose the Mana Regain bonus and can no longer channel spells to distant combats.
Cost 20
Mana Control: Caster uses 20% less mana to cast spells.
Cost 5 ( dose not stack With any other Mana Control skills)
Greater Mana Control: Caster uses 35% less mana to cast spells
Cost :10 ( dose not stack With any other Mana Control skills)
Master Mana Control: Caster uses 50% less mana to cast spells
Cost : 20 ( dose not stack With any other Mana Control skills)
Fast caster - Spells take 50% less Ap to cast
5 points can not take Slow Caster
War Caster -Combat spells do 10% extra damage
3 points can not take Poor Concentration
Power Spells: You Pour extra energy to your spells in combat: + 50% mana cost + 50% damage
5 Points: Can not take Weak Spells
Strategic Caster- Strategic Spells cost 50% less to cast.
Cost 5 points can not take Tactically Focused:
Weapon Master- You have a natural affinity for weapons.. + 2 Attack +2 Def when any weapon is equipped
cost 2 points
Silver Tongue: 25% cheaper Equipment 25% off hiring champions + chance for Marriage acceptance.
cost: 3 points
Scavenger : You have a good chance of finding extra loot from quest and goodies from the map.
Cost: 3 Points 50% chance to get up to double the loot.
Scared: You received a horrific injury in your childhood. This Lowers enemy Moral in combat, but makes diplomacy and finding a mate harder.
- 3 cha cost:0
Metal Bender: Your stronger than a bear + 5 Str
Cost: 5 Points ( Requires 15 Str)
Cat Reflexes : You think fast and react faster .. + 5 Dex
Cost: 5 points ( Requires 15 Dex)
Strong Soul: You have a extra reserver of mana. +5 Wis.
Cost 5 points ( Requires 15 Wisdom)
Deep Thinker : You ponder the un-ponderable + 5 Int
Cost 5 ( Requires 15 Int)
Perfect Body: Your health is perfect + 5 Con
Cost 5 ( Requires 15 Con)
Roguish Charm : Your could talk any one in to anything... or out of it.... + 5 Cha
Cost 5 ( Requires 15 Cha )
Rich: Start with an extra 50 Gold: ( Thanks CreeDakota-)
Cost : 1 (Can only take one Start Money Trait)
Richer : Start with an extra 100 Gold
Cost: 2 (Can only take one Start Money Trait)
Very Rich: Start With 200 Extra Gold
Cost: 4 (Can only take one Start Money Trait)
Very Very Rich: Start with an Extra 400 Gold
Cost: 6 (Can only take one Start Money Trait)
Ultra Rich: Start with an Extra 600 gold:
Cost: 8 (Can only take one Start Money Trait)
Disadvantages:
Elemental Weakness , Take 10% more damage form this Elemental Type, Get 50% of the shard bonus for this Elemental Shards Get .5 mana Per shard of this type:
Cost - 5 points each, (Can not have the same Elemntal Affinity)
Fire Weakness
Water Weakness
Earth Weakness
Air Weakness
Greater Elemental Weakness Take 50% more damage form this Elemental Type, Get 25% of the shard bonus for this Elemental Shards Get .25 mana per shard of this type.
Cost -10 points each, (Can not have the same Elemntal Affinity)
Greater Fire Weakness
Greater Water Weakness
Greater Earth Weakness
Greater Air Weakness
Crippling Elemental Weakness: Take 100% more damage form this Elemental Type, Get no bonus from shards for this Elemental Shards can not cast magic of this element. Get 0 Mana from this type of shard:
Cost - 20 points each, Removes the elemental spell book you pick Crippling weakness if you have it picked if not makes it unavailable (Can not have the same Elemntal Affinity)
Crippling Fire Weakness
Crippling Water Weakness
Crippling Earth Weakness
Crippling Air Weakness
Poor Mana Control: Caster uses 25% more mana to cast spells.
Cost:-5 ( dose not stack With any other Mana Control skills)
Terrible Mana Control: Caster uses 50% more mana to cast spells
Cost:-10 ( dose not stack With any other Mana Control skills)
Horrible Mana Control: Caster uses 100% more mana to cast spells
Cost:- 20 ( dose not stack With any other Mana Control skills)
Weak Spells: You combat spells are weak: -50% mana cost -50% damage
-5 Points: Can not take Power Spells
Slow Caster - Spells take 50% More Ap to cast
-5 points can not take Fast Caster
Poor Concentration : You Control of spells is not perfect when rushed , Tactical Spells do -10% less damage..
-3 points Can not take War Caster
Tactically Focused : Who cares about the far reaching stuff, I like the here and now.- Strategic Spells cost 50% More to cast.
-5 points Can not take Strategic Caster
Uncoordinated: You have trouble hitting stuff and tend to stumble over your own feet... - 2 attack - 2 def
-2 Can not take Weapon Master ...
Tongue Tied: 25% more expensive equipment 25%more for hiring champions - chance for Marriage acceptance.
-3 points can not take Silver Tongue
Non-Observent - You don't notice little things.... 50% chance of reduced loot from goodie huts and quest...
-3 points can not take Scavenger :
Poor: Start with 25 Gold Less (Can only take one Start Money Trait)
Cost : -1 (Can only take one Start Money Trait)
Very Poor : Start with 50 Gold Less
Cost: -2 (Can only take one Start Money Trait)
Extremely Poor: Start With 75 gold Less
Cost: -4 (Can only take one Start Money Trait)
penniless : Start with 0 Gold
Cost: -8
Hmm Would Like to have a Skill Tree: Set form to pick from at Creation:
Such as: Skill picks at every 2 Levels: 2,4,6,8,10,12,14,16,18,20,...ect...
Skills unlock at certain Levels, you get to pick one every so many levels.
Most skills require the previous one in that skill family
Warrior Ethos: You are a natural born warrior, Skills in combat come naturally to you.
Skills:
Level 1: acquired at Lvl 2
Combat Stances, Block, Heavy Strike, Pain Tolerance, Defense Training, Attack Training, Enemy Weakness Humanoid, Fent
Level 2: acquired at Lvl 8
Improved Combat Stances, Block and Counter, Crippling Strike, Improved Pain Tolerance, Imporved Defense Training, Imporved Attack Training, Enemy Weakness Beast, Impoved Fent
Level 3: acquired at Lvl 16
Advanced Combat Stances, Preemptive Strike, Devastaing Strike, Advanced Pain Tolerance, Advanced Defense Training, Advanced Attack Training, Enemy Weakness Magical, Advanced Fent
Level 4: acquired at Lvl 24
Legendary Combat Stances, Preemptive Strike Block and Counter, Legendary Strike, Legendary Pain Tolerance, Legendary Defense Training, Legendary Attack Training, Legendary Enemy Weekness, Legendary Fent
Combat Stances:
The Focusing on how to hold your body to react to the battle field conditions. Improving Attack or Defense.
Aggressive Stance: + 50% attack -50% Def
Balanced Stance: The Basic combat stance
Defense Stance: -50% attack + 50% Def
Improved Aggressive Stance: + 75% attack -50% Def
Improved Balanced Stance: +10% attack +10% Def
Improved Defense Stance: -50% attack + 75% Def
Advanced Aggressive Stance: + 100% attack -50% Def
Advanced Balanced Stance: +15% attack +15% Def
Advanced Defense Stance: -50% attack + 100% Def
Legendary Aggressive Stance: + 150% attack -50% Def
Legendary Balanced Stance: +20% attack +20% Def
Legendary Defense Stance: -50% attack + 150% Def
Block skills:
Block: The skill to stop your opponents blow instead of countering your oppents attack.
Block Counter: The skill to block your opponents attack and counter attack instantly.
Preemptive Strike: Based on the skill of blocking you stop your opponets attack by stiking just before they can.
Preemptive Strike Block and Counter: Striking, before your opponets first blow, blocking the following attack and countering in one instant.
Strike Skills:
The Skill of Delivering extreamly powerful attacks by fuleing your attack with your essence.
Heavy Strike: +200% attack , Uses 1 Mana
Crippling Strike: +300% attack, Uses 2 Mana
Devastaing Strke: +400% attack,Uses 3 Mana
Legendary Strike: + 500% attack, Uses 4 Mana
Pain Tolerance:
The ability to shrug off or ignore physical injury.
Pain Tolerance: All damage is reduced by 1
Imporved Pain Tolerance: All damage is reduced by 2
Advanced Pain Tolerance: all damage is reduced by 3
Legendary Pain Tolerance: all damage is reduced by 4
Defense Training:
Intensive Training to improve Defensive skills
Defense Training: Def + 1
Imporved Defense Training: Def+ 3
Advanced Defense Training: Def + 5
Legendary Defense Training: Def + 7
Attack Training:
Intensive Training to improve Offensive skills
Attack Training: Att + 1
Imporved Attack Training: Att+ 3
Advanced Attack Training: Att + 5
Legendary Attack Training: Att + 7
Enemy Weakness:
The study of weakness of defrent body types: + 50% damage vs That Type of Creature
Humanoid: Man and like Creatures
Beast: The creatures of the wild
Magical: Creatures Summoned forth or Greater Monsters Ie Dragon Kind
Legendary: Improved damge to +100% vs all types
Fent:
The Skill of making your adversary react to a fake attack allowing you to get a strke in un-opposed.
Fent: 4% chance
Imporved Fent: 8% chance
Advanced Fent: 16% chance
Legendary Fent 24% chance
**Trying To figure Out what to do for a balance , and magical
Factions: The Factions are kind of bland right now I would like to see more +/- Abilities
Ancient Maps: These Maps have been handed down the generations ( shows entire map and the resources at the start of the game)
Cost: 15
Ancient Archives Civil: Start with level 2 in this tech.
Cost:5
Ancient Archives Warfare: Start with level 2 in this tech.
Cost:5
Ancient Archives Arcane: Start with level 2 in this tech.
Cost:5
Ancient Archives Adventure: Start with level 2 in this tech.
Cost:5
Ancient Archives Diplomacy: Start with level 2 in this tech.
Cost:5
Stunted Advancement Civil: Start at Level -1 in this tech.
Cost - 3
Stunted Advancement Warfare: Start at Level -1 in this tech.
Cost - 3
Stunted Advancement Arcane: Start at Level -1 in this tech.
Cost -3
Stunted Advancement Adventure: Start at Level -1 in this tech.
Cost -3
Stunted Advancement Diplomacy: Start at Level -1 in this tech.
Cost - 3
Good Eyes: All units, city's have + 1 sight range
Cost: 3
Poor Eye sight: All units, city's have -1 sight range:
Cost:-3
Nomadic: Through history your people have been Nomadic, able to travel farther with less. All units get +1 move.
Cost: 4
Subterranean: Your race survived by sheltering underground during the cataclysm: +25 Def for defenders in your towns, + 5 Hits . After 10 turns huts and houses are moved underground allowing you to build over them.
Cost: 10
Warrior Society: From birth your citizens are trained to be warriors, any path but that of war is looked down apon. Making them Stronger and Faster on the battle Field:
All Units get + 2 attack + 2 Def + 5 Hits, + .25 ap Your citizen look down on the magic arts, - 2 arcane production
Cost : 10
Theocracy: The people will fill the will of god. Arcane study is focused on as this power is a gift from our god, The down fall of the ancestors was there dependency away from gods will. + 20% Production from all natural resources -50% Tech Research + 50% Arcane Research -20% relations with other factions. -20% trade Champions are Harder to hire.
Cost: 10
Eathers of Flesh: Your people see every one else as Dinner
You Get Food Extra food For every Enemy City You Take over, Your People Start with + 5 Food, You have very Negitive reactions from all others.... Very Hard to get Champions to join. Get Extra loot From every Battle. Your Citys grow extra slow. Your units suffer form Stench of Carrion, this makes all monsters attack your units on sight.
Monsters will spawn in your controled area at a high rate, will try to swarm your cities.
Cost -2
Sickly: Your people still suffer from the forces unleashed during the final battles: - 2 hit Points - 1 Def
Cost: - 5
Weak: Your people are just not suited to physical exertion, making it harder to gather natural resources - 25% from all natural resources - 1 attack
Cost: - 8
Savage: Your race is not trusted by any other faction. Champions cost 50% more Diplomacy is much harder, You can not take over any enemy city.( auto Razed ) you get 25% of the cost of all the buildings, in gold, Materials. Your train units 20% faster, all units cost 20% less.
Cost: 8
Sailors: Your Ancestors lived on ships to escape the cataclysm, Start with Harbor Tech, Ships cost 20% less... Ships get + 1 Move and Sight
Cost: 4
Elemental Affinity : Your people have a inborn talent to make greater use of this element: FIRE, EARTH,WATER,AIR
Uints Take 25% less damage from this type of element based attack, But Suffer 25% more damage from the opposing element
Cost: 5
Greather Elemental Affinity : Your people have a inborn talent to make greater use of this element: FIRE, EARTH,WATER,AIR
As long as you control one Crystal of Your Element Your citiys can embue that power to all your troops equipment.
Requires Elemental Affinity of the same type : Cost : 10
Fire- Adds 2 attack to all units, attacks cause burns That dose 2 damage at the start of next combat round
Earth- Your Armor is extra strong - adds 2 Def and reduces all damage by 1
Air- Your attacks have a chance to knock the eney back 1 space, (prevents counter attacks) - and blinds your oppents for 1 roound ( - 50% hit)
Water- Regentive - Your Armor soothes and heals your units in combat + 1 hp every round 50% less damge from fire attacks
Units: There dose need to be some more that Just the Normal Human units:
I would like to see Ships get more development: Say a base type and let us add stuff to them, Better sails, Ballista, Catapults, Or Archers Have each size get more # of Weapons. So a Schooner could only have only one weapon, while a Warship can carry six catapults.
Schooner : Fast small armed scout: Can cary one Unit(up to a squad)
Not sure on cost:
Transport: Carries Units
Brigantine: An armed warship mounts 3x weapons can carry 4 units
Warship: Heavy warship: Mounts 6x weapons can carry 6 units
Merchant Ship : Acts like a caravan has to have a harbor at each city But with 4x the bonus ( since it dose not make roads)
Flying Units---
Ok So we have dragons.... that cant fly..... What the hell...... Are the wings for cooling off and not flight?
Would like to see
Pegasus ...
Wyvern
Griffons
ect...
Plz...... Lol wanted mounted Archers on flying horses >.>
Equipment:
Make it more unique, Let us add Elemental Abilities to our weapons and armor. Some Weapons should impart skills or abilities.
Addition of Spell Granting Equipment - Such as Crystal Staffs, Wands, Charms, Rings, Armor .Ect...
How I would like this to work is that Each Type of Equipment is linked to a type of Elemental Shard and would have a List of spells that require more equipment of the same shard to unlock more powerful abilities .
Example:
Fire Crystal Staff : Att: 1 Def: 1 Int+ 2 Essence + 4
Abilities -----------------# Required number Equipped of That element. * Have to have already researched the spell
* Fire Bolt 1
* Scorch 2
* Fire Ball 3
Ect......... Have some spells that require cross elements --
Bows I think range needs to be changed, with a Min range of 2: Short bows should be 2-7 spaces Long Should be 2-12 spaces
Composite Short Bow: This bow is made from layers of different Materials Giving a Stronger attack: Attack 5 Range 2-9
Composite Long Bow: This bow is made from layers of different Materials Giving a Stronger attack Attack 8 Range 2- 14
Crossbow: -.5 Ap: Attack 12 Range 1- 8
Heavy Crossbow: -1 Ap Attack 20 Range 1-11
Random Things:
Let me bribe the Bandits to leave my stuff alone. or Hire them..
More than gold for loot
More spells... not sure but want more...
Im not going to get on the combat and magic they have been discussed to death...
Sorry for how long this got... I will stop now..