View Full Version : Mysidia as a civilization in Fall From Heaven in CIvilization IV.
ArlEammon
2008-10-19, 07:36 PM
Civilization IV is a game that I thought people were familiar with on this forum... ugh... never mind... look here.
Mysidia is a country from Final Fantasy IV and II full of wizards. I wondered what it would be like with Fall From Heaven II, which is a mod you can load in Civilization IV, a very POPULAR mod.
Mysidia, land of the Magicians
Leader:
Tellah; Arcane, Philosophical(Good)
Mindu; Arcane, Charismatic(Good)
Unique Unit; Sage
Favorite Civic; Scholarship
Cities: Mysidia, (any clue for other city names?)
Civilization Trait: Wisemen
Mysidia receives research beakers for every food resource or water tile. In addition, they may choose to produce mages without mage guilds... at a production penalty.
Special Building:
Tower of Wishes(Replaces the Palace),(+3 happiness, +2 Life Mana, +2 Fire Mana)
Serpent Road: Low maintenance cost version of Obsidian gate, available early and increases trade by 3.
Heros:
Palom
Porum
Is this a good idea for the Fall From Heaven II mod?
Dervag
2008-10-20, 12:49 AM
Could you give us some text so we have something to discuss? I mean, that's interesting, but except for people who are very familiar with the Fall From Heaven mod and with this "Mysidia" civilization, I doubt anyone knows what you're trying to say. Or what to say in response.
ArlEammon
2008-10-20, 12:56 AM
Civilization IV is a game that I thought people were familiar with on this forum... ugh... never mind... look here.
Mysidia is a country from Final Fantasy IV and II full of wizards. I wondered what it would be like with Fall From Heaven II, which is a mod you can load in Civilization IV, a very POPULAR mod.
Mysidia, land of the Magicians
Leader:
Tellah; Arcane, Philosophical(Good)
Mindu; Arcane, Charismatic(Good)
Unique Unit; Sage
Favorite Civic; Scholarship
Cities: Mysidia, (any clue for other city names?)
Civilization Trait: Wisemen
Mysidia receives research beakers for every food resource or water tile. In addition, they may choose to produce mages without mage guilds... at a production penalty.
Special Building:
Tower of Wishes(Replaces the Palace),(+3 happiness, +2 Life Mana, +2 Fire Mana)
Serpent Road: Low maintenance cost version of Obsidian gate, available early and increases trade by 3.
Heros:
Palom
Porum
Is this a good idea for the Fall From Heaven II mod?
Tom_Violence
2008-10-20, 03:25 AM
Sounds like a reasonably good idea. Only thing is, I don't really know how the Fall From Heaven team select new things to go in there, and there's a high chance that they've enough on their plate just dealing with things as they already are.
Related to that, given that this is a race from an already-established canon, I'm not sure how much they'd want to throw it in there. I mean, I always figured that Fall From Heaven was trying to be a setting in its own right (to an extent, anyway), so I don't really know if something from Final Fantasy would slot in particularly well.
Dervag
2008-10-20, 03:44 AM
Civilization IV is a game that I thought people were familiar with on this forum... ugh... never mind... look here.
Mysidia is a country from Final Fantasy IV and II full of wizards. I wondered what it would be like with Fall From Heaven II, which is a mod you can load in Civilization IV, a very POPULAR mod. Thank you. I knew what Civilization IV was, and I happen to know at least a little about the Fall From Heaven mod, but I'd never heard of Mysidia before in my life.
So you're proposing stats for a new civilization in the mod? I'm not qualified to judge how well balanced it is. Have you playtested it?
Are you sure it fits FfH 2? The team are quite clearly going for a "Dark Fantasy" setting and has rejecte including unicorns several times for this reason. I don't think they fit in with the Balseraphs, Bannor, Calabim, Sheaim etc.
For anyone who might not know of this mod, this is their subforum:
http://forums.civfanatics.com/forumdisplay.php?f=190
Their lore section (so you can learn who all those I mentioned are):
http://forums.civfanatics.com/forumdisplay.php?f=279
Edit: Forgot to mention, if you visit the lore subforum pay special attention to any post by MagisterCultuum, I don't know any words that can describe how much he knows about FfH lore.
RPGuru1331
2008-10-20, 02:47 PM
Are you sure it fits FfH 2? The team are quite clearly going for a "Dark Fantasy" setting and has rejecte including unicorns several times for this reason. I don't think they fit in with the Balseraphs, Bannor, Calabim, Sheaim etc.
Just mod mod it yourself. There's no way you'll get the creators to include a new civ, since they based it off an old DnD game. Mod mods are how people managed to play Faeryl before Shadow, and most of htem gave her Arc/Rai anyway.
Also HOLY CRAP that is OP.
Palaces are +1 Happy, +3 different mana, usually. *+COMMERCE* on *Everything else*? Do you realize that Fin is more powerful just for boosting Commerce on Commerce squares (Granted, a bit less so in FFH2 since an SE is better, in the end, then a CE). I don't see why they need their own trait; I'm not familiar with Mindu, but the traits seem fine on their own.
Cuddly
2008-10-20, 04:26 PM
Doesn't getting huge research bonuses just for being close to grass or water seem a little imba?
I'm not familiar with FfH, but I am familiar with Civ4.
ArlEammon
2008-10-20, 04:35 PM
Oh. I'm not proposing addign it to the mod, just want to know how powerful they might be. I thought that actually, it made sense for the Mages to get research bonuses for being next to water because they had the Water crystal in-game.
And that magicians have historicaly been country dwellers. It just makes sense to me, since they study herbs so much.
RPGuru1331
2008-10-20, 04:43 PM
Mm, no, too powerful. I could see maaaybe getting an extra beaker on reagants, but certainly not /everywhere/. The Amurites are as magocratic as it gets, and the effect that had was a UB that granted extra experience to their magi, not "Free Research everywhere for use on everything".
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