Re: New *Unique* Nations Brain storm thread
Long time ago I've started to make a nation named Tartaria with the following stats...
- very few troops (iirc it just had 2 human slaves units for PD and emergency recruitment, something like a militia and slingers, and sacred gold golems a mindless expensive holy unit)
- the commanders were a race of sacred titans last remnant of the tartarians, all were sacred and had blood and holy 1 magic (only, except for the best mages who had a FWE random)
- the concept was this race using its own sacred blood for magic, more often than using standard blood magic (hard to developp as all commanders cost was 400 or more gold) ; they had (or should had, I never finished this mod) national spells requiring blood & holy 1, using no blood slave and spread in all schools (not blood), with an unusual repartition : alteration school was used for battle summons (with descriptions saying things like "the titan cut himself and each drip of his sacred blood touching the floor takes the form of a monster" -out of sacreds and commanders used as thugs the main part of this nation forces would have been the battle summons-) ; conjuration for most battle enchantments (with description saying like "the titan uses his sacred blood to contact the spirits of his tartarians ancestors and ask them to call a storm on the battlefield"), etc...
... but the 30 or more national spells this nation should had was a long work and I have too many dominions projects so I stopped before finishing them.
Other unique nations I've not finished are the evil nations for the Greyhawk mod.
The nation for the temple of elemental evil use capitol ressources by hundreds for ceremonies to summon elemental lords costing no money. The choice is recruiting the good capitol only mages/priests and humanoids troops normally or spend about 4 turns producing nothing in the capitol and get an upkeep free quasi SC. Of course out of capitol mages and troops are very weak so the choice isn't too obvious.
The nation for Iuz has normal units but rather weak, the best units are special demons, not national units but produced by national pretender using summon allies. The nation has a blood version of gift of reason and must use it to have these demons become its best mages, and make them able to summon more and new types of demons.
As a less unique (human) nation but with an original concept is the Greyhawk nation : no gem income at start but a recruitable merchant producing gems instead (expensive, old, capitol only, with no magic and rather useless as commander, so the choice is "do I recruit my best mages or add 1 to my gem income for some years ?").
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