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Old October 5th, 2006, 12:36 AM
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Default Re: Hebrew derived position suggestions

Well, I was thinking that it would be like several other civs in Dom 3 - the "Early Era" version is displaced by the Middle Era version. It works as distinct civilizations, as well.

Several early era nations have fairly powerful sacred units - Jotunheim being the most obvious example.

I'll be using the KJV names for things since I doubt most people discussing this have any Hebrew.

But, if we want two civs, we'd have -
Early Era -
Sar Elad, Age of the Judges (everybody gets Miracles so I think Judges is better.)
vs.
Nephilim

Middle Era
Sar Elad, Age of the Kings
vs.
Carthanacia, Empire of the Waves (a combination of Anakim, Phoenicia, and Carthage)

Late Era
Sar Elad, Age of the Diaspora
vs.
Carthanacia, The Salt Curse (I just made this up.) - but really you're fighting Marignon.

So, here's a draft on the specifics. I don't expect it to be game balanced, and the second era of sar-elad needs work.

Unit profiles -

Stats are 10 unless otherwise noted.

The sar-alad base profile is Mor 13, Att 11, MR 12. Giant slayers are +2 Mor, +2 Def, +4 Pre. Other elites are +1 Mor, +1 Att, +1 Str. Excellent base profiles are a selling point of this nation.

Most Carthacians have the base profile. Carthanacian elites have +2 Mor, +1 Att, +1 Str, +2 Def. Archers are -2 Mor, -1 Att, +1 Pre.

Nephilim are +2 size (and do not go up a size if mounted on a chariot, but still get other bonuses). Nephilim troops have 30 HP, a Base Protection of 5, Mor 13, MR 12 and Str 20 (this is the basic jotun profile.) Nephilim characters have 35 HP, Mor 14, MR 13 and Str 22 (elite jotun profile.) Nephilim are all immune to fire.

Anakim are +1 size. They have 20 HP, a Base Protection of 3, Mor 12, MR 11 and Str 15. As I recall, this is the basic Aesir profile from Dom 2, but I don't have units.xls handy. Anakim elites/characters have 25 HP, Mor 13, MR 12 and Str 18. Anakim are 50% fire resistant.

Salt people are -2 to all stats (additive with elite or archer profiles), but fearless. When recruited, they

Sar-alad (early era), gets -
The Torah (that's the first five books of what you rightous goy would call the Old Testament), and the early prophets (through Samuel.)
light infantry - spear, javelin, leather cuirass, shield, leather cap
medium infantry - spear, ring mail cuirass, shield, iron cap
(serpent?) chariots - elite profile. rides a chariot, has ring mail cuirass, shield, iron cap, spear and short bow.
giant slayers, who are sacred, and have magical slings (we'd need to add them as a new weapon,) leather cuirass, leather cap, dagger. Capital only.
destroyers, who are sacred, elite profile, wear ring hauberks, iron caps, carry two handed axes, and have a siege bonus.

The Maker of Offerings is FSH.
The Keeper of the Teachings is SSHH, with 100% chance of {SFAN}, and a 50% chance of {SFAN}.
The Judge is bigger than you. He's got HHHH (yes, four), SNF, with a 100% chance of {SFNx2}, a 100% chance of {SFANWH}, and a 25% chance of {SFANH}. He's a priest 4-6, with 5-7 magic levels. If you make him a prophet, he gains WW in addition to H, and gains the "sailing" ability (get it?). The Judge also has a large leadership for a spellcaster. Capital only.
You also get a Hero, who has the same sling as a giantslayer, is sacred but not a Priest, has a standard and is an elite+slinger. Capital only.
And you get a doofus commander, who is only 20 gold but oterwise identical to the ones you buy from independents.

(Nephilim)
light infantry and medium infantry armed as sar-alad.

archers with leather hauberks and shortbows (archer profile.)
Nephilim are giants. There is evidence that, folklorically speaking, the Nephilim and/or Anakim are related to norse fire giants (by way of a common Sumerian origin), so hey, they're from Muspleheim too. They are armed with Jotun Spears, Javelins, Bronze Hauberk, Bronze Helm, Shield. They're sacred.
You get commanders - elite profile, armed as nephilim but with regular spears.
You get witches, who are sacred and have a 100% chance of {NB}, a 25% chance of {B}, and a 25% chance of {WEN}.
Witch mothers are BB, with two 100% chances of {WEN} and a 10% chance of {WEN}. They're cheap for what you get, and sacred.

The royal guard are nephilim on chariots. Substitute a Jotun Bow for the Javelin. Capital only, Sacred.
Nephilim princes are HH, BBBN, with three 100% chances of {EFNB}. They have the giant hero statline, and ride chariots (armed as above). Capital only, Sacred.


(Sar-elad, middle period)

This period needs work.

This is the period from Solomon (1 Kings 3 through and on) through the Diaspora.

Retain the giant-slayers and heroes, lose the destroyers. Lose the judges, keep the lesser spellcasters.

Your infantry gets more modern equipment - Iron Caps, Ring Mail Cuirass (Light) and Chain Mail Hauberk (Medium.)

Hammers have the elite profile, carry Long Sword, Kite Shield, Full Ring Mail, Half Helmet, are mounted (presumably on giant lizards), stealthy (at +5) with wasteland and mountain survival.

The Hammer commander gets the elite bonuses twice, same equipment and special abilities. He's HH.

(Carthanacia, Middle)

The blood of the nephilim runs thin, but you claim to be the true descendents of the high culture of Arcoscephale. You are extra decadent but very learned.

Your get peltasts and cardaces just like Arcoscephale. In addition, you have crossbowmen, but they wear leather armor (archer profile.)

You lose all the nephilim, you get anakim instead.

Anakim are still sacred. Anakim wear full chain mail, half helms, carry shields and jotun swords.

Anakim princes are capital only, and also get BBHH, and two 100% chances of {FWSB}.

You retain witches, but they trade earth for astral, and the witch queen loses one of the 100% picks. Your witches now all have bonuses to research, sieges and castle defense, thanks to their acquisition of arcoscephalian learning.

(sar-elad, late age)
Rabbis, kabalists, no sacred troops except the hammers, which are now capital only. I'll edit this one in later if people want it.

(Carthanacia, late age)
Carthanacia has been cursed by Ermor, salt has been tilled into the soil and the people turned sub-human.

Their land is brackish and they are born stunted and mutated, covered with blisters with wrinkly, damp, grey skin. They are sickly and weak, and broken in the mind, making them effectiveless mindless (and fearless). On the plus side, provinces under your control are immune to the various nasty dominions (Ermor, R'lyeh).

The blood of the nephilim is washed out entirely, but your witches still remember some of the magic they were taught.
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