Arcen Games

General Category => Skyward Collapse => Topic started by: madcow on May 08, 2013, 10:58:57 am

Title: Cataclysm (now Woes) ideas
Post by: madcow on May 08, 2013, 10:58:57 am
Posting this topic for any cataclysm ideas you might have. Post away!  Specify what age its for as well.
Title: Re: Cataclysm ideas
Post by: madcow on May 08, 2013, 11:05:15 am
Some of my own ideas for the age of man:

A hero is born! One side gets a new warrior unit that has strongly buffed up stats. For added flavor could have random names for the heroes.  Achilles has been born! For instance.

One of the villages has revolted!  Perhaps might need conditionals before this could occur, but one random village flips to bandits.

Traitors have overtaken a village!  Like the above, except the village flops to the other faction.

Reinforcements have arrived for side X! Similar to a hero bein born except a handful of units with regular stats appear.
Title: Re: Cataclysm ideas
Post by: mrhanman on May 08, 2013, 11:13:58 am
Black Death!  A plague wipes out 75% of all dudes in a town.

Title: Re: Cataclysm ideas
Post by: madcow on May 08, 2013, 12:28:42 pm
Insanity! A bloodlust has overtaken units and they will attack former friends and foes alike (just mark them as bandits maybe? - could be called deserters I guess).

False Gods.  A fairly powerful unit comes out, causing the villages to (falsely) think it is a God - of course it isn't! All villages have lowered production (tithing/sacrificing to the false God) until it is killed.
Title: Re: Cataclysm ideas
Post by: Mick on May 08, 2013, 12:33:50 pm
Monster portal.

It's a portal... monsters come out. Lots of them.

You can't close it, you can only try to contain the outbreak.
Title: Re: Cataclysm ideas
Post by: Pepisolo on May 08, 2013, 01:30:14 pm
Quote
A hero is born! One side gets a new warrior unit that has strongly buffed up stats. For added flavor could have random names for the heroes.  Achilles has been born! For instance.
Great! And low assets required. Just as you say, a random name to identify it is all that's needed.


Quote
One of the villages has revolted!  Perhaps might need conditionals before this could occur, but one random village flips to bandits.

Another nice, simple one. Similar stuff happens all the time in Romance of the Three Kingdoms as I recall, although that's based on village morale.

Quote
Traitors have overtaken a village!  Like the above, except the village flops to the other faction.

Another cool simple to implement one. Again, this can happen in ROTTK if your village commander has low loyalty.

Quote
Reinforcements have arrived for side X! Similar to a hero bein born except a handful of units with regular stats appear.

... all good.

Must say, I'm a little excited at the prospect of these Cataclysms now. Seems like it will make the game a lot more fun, and naturally cause those imbalances that are enjoyable and challenging to work yourself out of.
Title: Re: Cataclysm ideas
Post by: mrhanman on May 08, 2013, 01:30:41 pm
Vengeful Developer!  The game's difficulty increases suddenly for the duration of the cataclysm because too much winning is going on.  8)
Title: Re: Cataclysm ideas
Post by: Pepisolo on May 08, 2013, 01:39:03 pm
Locust Horde. Randomly reduces a side's crop resources (rice etc) by 50%.
Title: Re: Cataclysm ideas
Post by: Pepisolo on May 08, 2013, 01:40:54 pm
Quote
Monster portal.

It's a portal... monsters come out. Lots of them.

You can't close it, you can only try to contain the outbreak.

Good idea, but if a permanent portal is too sadistic, maybe have a turn timer on it.
Title: Re: Cataclysm ideas
Post by: Mick on May 08, 2013, 01:46:10 pm
Quote
Monster portal.

It's a portal... monsters come out. Lots of them.

You can't close it, you can only try to contain the outbreak.

Good idea, but if a permanent portal is too sadistic, maybe have a turn timer on it.

I don't think it's too sadistic, especially if it's a Age of God style cataclysm. The goal isn't to get rid of everything bad, just survive it.

It'd probably even be easier to deal with then you think, since you can just block it off with terrain.
Title: Re: Cataclysm ideas
Post by: Pepisolo on May 08, 2013, 01:54:20 pm
Quote
I don't think it's too sadistic, especially if it's a Age of God style cataclysm. The goal isn't to get rid of everything bad, just survive it.

It'd probably even be easier to deal with then you think, since you can just block it off with terrain.

Yeah I see what you mean, the option is always there at least. An easy to tweak thing, anyway.
Title: Re: Cataclysm ideas
Post by: PokerChen on May 08, 2013, 01:57:02 pm
Locust Horde. Randomly reduces a side's crop resources (rice etc) by 50%.

Come to think of it, a good locust hordes would probably reduce all crop production by >99%. In game, that's zero siege units nor half the others, which means crime can go up drastically.
Title: Re: Cataclysm ideas
Post by: Greywolf22 on May 08, 2013, 03:03:55 pm
How about an earthquake where X amount of your resources are detroyed and have to be rebuilt.  Nothing major, but could be a real pain.
Title: Re: Cataclysm ideas
Post by: Pepisolo on May 08, 2013, 03:59:40 pm
Finally tracked down a spreadsheet error, so can help with this for a bit... man, that was annoying.

Some of these are very small scale. Just throwing ideas out.

Bandit inspections -- Some of your town people have banded together in order to oust the bandits in the city. Temporary invulnerability to bandits or anti
bandit force emerges.

Fearless commander emerges -- all military units get a modifier to all stats as they are under the rule of a legendary leader. Kind of like a Joan of Arc
figure, but greek -- yes, my knowledge of greek mythology is poor. Effect could last until the town that the commander is stationed in is destroyed.

Great Fire outbreaks -- simple one. Fire randomly breaks out spreading and causing random structure damage for a few turns.
Title: Re: Cataclysm ideas
Post by: Pepisolo on May 08, 2013, 04:51:30 pm
Divine favour -- Godly light randomly bestows units of a side the ability to regen health for a time. Edit: forgot about auto-heal. Maybe boosts the healing rate then. Double edit: Light Elf already does this...probably don't want another one... need to spend more time with the current powers I think!

Famine -- maybe just a grander, larger scale form of the Locust horde.

Just reading a little Greek mythology stuff -- apparently Zeus was big on throwing lighting bolts, who'd a thought. Random destruction of a tile or area of tiles caused by a bolt from Zeus.


More specifically mythological stuff -- Norse side. King Högni sets out in fury wielding Dáinsleif the sword that "must cause a man's death every time it is
bared, nor ever fails in its stroke; moreover, the wound heals not if one be scratched with it." Just a more specific "Hero is Born" style event. If a unit is struck by Dáinsleif it they take bleeding damage every turn.

http://en.wikipedia.org/wiki/D%C3%A1insleif


Other Hero ideas:

Sigurd wielding Gram or Balmung http://en.wikipedia.org/wiki/Gram_%28mythology%29

Warrior find Hrotti, Fafnir's treasure: http://en.wikipedia.org/wiki/Hrotti

Magnus III wielding Legbiter: http://en.wikipedia.org/wiki/Legbiter

Legendary sword Mistilteinn found by fishermen in the stomach of a pike: http://en.wikipedia.org/wiki/Mistilteinn

Regin wielding Ridill: http://en.wikipedia.org/wiki/Ridill

Skofnung either wielded by Hrólfr Kraki or found in the timbers of a ship: http://en.wikipedia.org/wiki/Hr%C3%B3lf_Kraki

and... you get the idea. Not sure how helpful being this specific is, but if it is then there's plenty more warriors/artifacts etc.
Title: Re: Cataclysm ideas
Post by: mrhanman on May 08, 2013, 05:24:17 pm
Atlas Shrugs!  Several tiles are destroyed by a violent earthquake, mostly concentrated around one town center or another.
Title: Re: Cataclysm ideas
Post by: PokerChen on May 08, 2013, 05:44:01 pm
 For everyone catching on to this thread - remember to read Chris's post (http://www.arcengames.com/forums/index.php/topic,13024.msg146032.html#msg146032) on the motivations of a cataclysm (near the end).

 The current planned design is that you will be alerted to the actual event before it arrives, so as to allow you to prepare. It is also the largest randomising force in the game aside from losing the ability to choose your minor gods. Btw, when I read the word cataclysm, I imagine some terrible event that will risk you losing the game if you ignore it. ;)

 Please also state which round(s) these cataclysms are pitched towards. Chris and Josh have an idea of the Age of Gods ones (like Ragnarok, Rise of the Titans, etc.) and they would like help for Age of Man/Monsters ones to be interesting.
Title: Re: Cataclysm ideas
Post by: Winge on May 08, 2013, 05:55:09 pm
Volcano:
Immediately replaces a random tile with a Volcano tile.  For the next 5 turns, the volcano does unleashes magma rocks on 10 random tiles within a 5 tile range.  Magma rocks deal 1,500 to any unit or building in the area.  After the effect ends, the Volcano becomes a normal Mountain tile.

Numbers are debatable, of course.  I have a few other ideas, but no more time to flesh them out.  Come back later.
Title: Re: Cataclysm ideas
Post by: madcow on May 08, 2013, 06:16:18 pm
Blizzard (age of man): A large (number of tiles to be determined) blizzard appears.  All units in the blizzard will slowly lose health due to attrition, have their movement drastically lowered, and village buildings have production halted (or reduced).

Honestly most of the World Map spells in AVWW2 could be ported in with similar effects.


Edit below so I don't have to double post:

Pestilence (age of man, or age of myth maybe): A unit has contracted a horrible disease. Causing it to slowly lose health and/or have reduced attack. Units attacking or defending it have a chance to get infected. Units within X tiles of it have a chance of getting effected.

Grey Outbreak! (or zombie outbreak if you prefer: age of myth/man - might be too strong for age of man): Can simply use existing graphics and mark it or palette swap it.  A new type of "bandit" emerges, if it kills a unit - the unit is revived at reduced health in the same tile, but it becomes a grey as well. I use bandit just to mean hostile to both faction, not sure if its possible to do this as a separate hostile to everything faction or not. Every unit killed comes back with the same property, making it potentially spiral out of control, or easily contained early on.

Incidentally, the possibility of concurrent cataclysms could -really- make things interesting :D
Title: Re: Cataclysm ideas
Post by: Cinth on May 08, 2013, 06:37:37 pm
Grey Outbreak! (or zombie outbreak if you prefer)

Tartarus Rising  :)
Title: Re: Cataclysm ideas
Post by: madcow on May 08, 2013, 06:39:17 pm
Grey Outbreak! (or zombie outbreak if you prefer)

Tartarus Rising  :)

Okay, that would be more than theme than calling it zombies or greys ;)
Title: Re: Cataclysm ideas
Post by: Cinth on May 08, 2013, 06:45:18 pm
I love Greek mythology (and Roman by default).

Even my nick here is a shortened form of Hyacinth (lover of Apollo and murdered by Zephyr).
Title: Re: Cataclysm ideas
Post by: Misery on May 08, 2013, 07:29:16 pm
Meteor Strike:   The gods are throwing rocks at you!  A large meteor (perhaps even 2 at once) outright destroys a group of tiles in an area about the size of a city.  It cannot select an area that contains a god unit. 


More things that affect/change the landscape like that would be nice, I like that sort of idea.
Title: Re: Cataclysm ideas
Post by: PokerChen on May 09, 2013, 10:39:10 am
I'd like to develop on the Locust-Swarm type of disaster, but a more planned and persistent verison:

Feast and Famine
- Age of Monsters only. A prophet has declared that e has seen the future of wealth followed by vast poverty. Warns you to prepare for it, and maybe let his people go. ;)
- Affects Your food resources: Rice, Wheat, Pigs, and Sheep (maybe fish, but it doesn't quite fit).
- 4~6 turns of double production, followed by 10~12 turns of zero production with double crime rate or +5% crime rate. Does not affect your food stores. Random number so you can't calculate exact numbers to hit.
- The crime penalty is designed to represent starvation unrest, and will overthrow all of your towns if you hit the famine period without enough food and also do nothing.
- The player can stock up on your food stores/prepare with Cornucopia/plant some food resources.

Locust swarms can be retooled to hit your food stores and production for a short time only (such as 3 turns).

 = = =

 Dwarven Invasion
 - Age of Man/Age of Monsters (age alters the number of spawn points).
 - ideally should only implement if it's possible to make the hostile to bandits as well. Generic mayhem is good.
 - Several mountain tiles are selected as spawn points for an incoming army. Mark them with a "Dwarven Tunnel" token so they do not get smited. ;) They come for your diamonds, jewellers, moonstones and sunstones, but aren't afraid to sack your towns if they're in the way.
 - When the map has no mountains, spawn a few during the warning period and mark them.
- Copy the Brokkr's portrait if in need of dwarven units. When the act comes, spawn them constantly over 6 turns or so. They are strong melee fighters with bonuses against light infantry, heavy infantry, and buildings. They'll have mountain-walker, naturally. Town they capture may or may not be turned to their faction.
- EDIT: In addition, also spawn a pair of battering rams.
- In terms of fluff, disable Brokkr when the invasion is in effect. He wishes to remain out of the conflict.

- Metagame-wise, this is specifically designed to ruffle up players who use mountains as part of their city defense. If possible slightly increase the odds of picking mountain tiles near player towns, and slightly increase again for picking them next to Greek towns.

 = = = = =
 Developing the plague ideas a bit more...
 A Plague! (several variants)
 - Age of Man/Age of Monsters.

 - This cataclysm needs to begin in only one faction in order to de-stabilise the game. The choice is random.

 - When a plague erupts, ideally inflict several buildings with the plague. Higher probability to pick the largest city. (I think units tend to get killed too quickly especially when players deploy enemy mythological counters.)
 - Each turn after, spread the plague to neighbouring buildings cardinally. An infected trading-post has a chance to infect another trading post. Wells will never be infected.
 - Each unit that step onto these buildings will be infected (80% of the time?). Conversely, each infected unit stepping onto a building can infect the building. Their auto-heal is inverted and multiplied by 5, and each unit they are adjacent to can get infected as well. Up to you when you want to calculate these spreading events.
 
 - Town-centers that are infected have no crime rise, as the criminals are steering clear. :D Infected buildings cease to function.

 - (nasty version) If ever all buildings in a city becomes infected, that town is killed off and is turned into empty ruins! Having a well (see above) will always prevent this from happening.

 - It would be nice to give the Norse Shotput some auto-heal, but Apollo may have something to say about that too. ;)

 - The plague runs its course after 3~7 turns (shorter at age of man so as not to directly wipe out your chances). At which point remove all plague tokens. It is possible for a melee unit to infect his enemy faction, but the effect will inevitably be less.

 - To combat this, players should prepare additional towns to compensate, and spread them out a little more. One *should* expect to lose a town or two to this cataclysm.
Title: Re: Cataclysm ideas
Post by: Misery on May 09, 2013, 10:56:27 am
I like the idea of the dwarven one.   Would make the world seem like it's not JUST populated by the red guys, the blue guys, and the yellow maniacs, and associated magical monsters.
Title: Re: Cataclysm ideas
Post by: PokerChen on May 09, 2013, 11:02:43 am
Damn, the more I think about it, the more I'm certain that in order to force a loss - more cataclysms need to permanently destroy towns.

Once you get into round 3 and 8 towns a side, it can be statistically very difficult to lose since many of these will be hanging off the edge with choke-points that can be well guarded.
Title: Re: Cataclysm ideas
Post by: Misery on May 09, 2013, 11:07:46 am
Damn, the more I think about it, the more I'm certain that in order to force a loss - more cataclysms need to permanently destroy towns.

Once you get into round 3 and 8 towns a side, it can be statistically very difficult to lose since many of these will be hanging off the edge with choke-points that can be well guarded.

Yep, my thoughts exactly.   Groups of Siege units can smash things up pretty hard, but aside from that, fully defeating an entire player-designed city.... with defenses and all, and the inevitable chokepoints that most resource cities will be built off of.... is probably going to be a tough thing.   Though, I of course say that not really knowing exactly what impact ANY of the cataclysms will have.  They may be stronger than I'm thinking they are, able to do big damage like that.
Title: Re: Cataclysm ideas
Post by: PokerChen on May 09, 2013, 11:16:18 am
 In this sense...
Meteor Strike:   The gods are throwing rocks at you!  A large meteor (perhaps even 2 at once) outright destroys a group of tiles in an area about the size of a city.  It cannot select an area that contains a god unit. 

Your meteor strike is a very good method. :D  However, we may need a few more rocks and a method to placate the other jealous Creators. I suggest..
Meteor Shower
- Age of Monsters/Age of Gods calamity.
- Other Creators have spotted your thriving towns and are quite jealous... Collision Alert!

- They have banded together and are threatening to pitch large rocks at your island. When they impact, will knock out 3x3 tile areas or slightly bigger at 3/5/5/5/3. If your God is in town, they will protect it, but just within that town radius.

- I'm not sure about this option, but you may try to placate them with plenty of incense or moonstone... ;) An additional trade option opens with incense and moonstone. For 150 incense or 30 moonstone, you will bribe a rival Creator and convince him/her/it to back down. Alternatively, an additional token is available and can be build with sunstones. Placement of this token will protect that 5x5 area should a rock come flying in.
Title: Re: Cataclysm ideas
Post by: Misery on May 09, 2013, 12:01:59 pm
In this sense...
Meteor Strike:   The gods are throwing rocks at you!  A large meteor (perhaps even 2 at once) outright destroys a group of tiles in an area about the size of a city.  It cannot select an area that contains a god unit. 

Your meteor strike is a very good method. :D  However, we may need a few more rocks and a method to placate the other jealous Creators. I suggest..
Meteor Shower
- Age of Monsters/Age of Gods calamity.
- Other Creators have spotted your thriving towns and are quite jealous... Collision Alert!

- They have banded together and are threatening to pitch large rocks at your island. When they impact, will knock out 3x3 tile areas or slightly bigger at 3/5/5/5/3. If your God is in town, they will protect it, but just within that town radius.

- I'm not sure about this option, but you may try to placate them with plenty of incense or moonstone... ;) An additional trade option opens with incense and moonstone. For 150 incense or 30 moonstone, you will bribe a rival Creator and convince him/her/it to back down. Alternatively, an additional token is available and can be build with sunstones. Placement of this token will protect that 5x5 area should a rock come flying in.


Wow.  Those are expensive bribes.  I dont think I've ever even seen 30 moonstone in one place yet!   
Title: Re: Cataclysm ideas
Post by: PokerChen on May 09, 2013, 02:58:49 pm
Oh. Yeah, those numbers are expected to come down. I ended up with about 50 moonstones due to spamming bugged Cornucopia and 8 trading posts - which won't last. However,  I'm expecting to expend something like two god-token's worth of stones to grant protection or avoidance. Not sure how to convert incense to that comparison.

The general idea being that if a god power is available and suitable you'd want to use that.
Title: Re: Cataclysm ideas
Post by: PokerChen on May 09, 2013, 05:31:13 pm
Midgard's Upheaval
- An age-of-man cataclysm that, unlike others, is not explicitly directed at hurting you, but to juggle up the landscape and hopefully create openings. It is, however, most faithful to the orginal meaning to the word...

- That is, it is an earth-quake that reforms the landscape around the map and will potentially hit towns.

- When this event occurs, select several different X,Y-coordinates on the map.
 - - If a mountain or hill tile is chosen, smite it and replace with a lake. Randomly smite and replace the surrounding tiles of 3 radius into  lakes, marshes, or plains. Kill any unit that gets in the way.
 - - If it is any other tile, smite it and replace with a mountain. Similarly, randomly smite and replace with plains / hill / mountain tiles.
 - - If the coordinate selected is empty space, then randomly pick one of the above and proceed. Anytime the event picks a spot and it is empty, raise a new tile. This event then serves to enlarge the playing field and spice up the terrain coverage.

 - - All surviving units within 5 radius take 20~50% damage, and all surviving building within 5 radius take 50~100% damage. Does not affect defensive towers at this age, and does not affect town-centers.

 - - Because it is intrinsically a natural event, there is nothing much you can particularly do about it. Having Palladium for the Greeks may perhaps avoid destruction of the town's tile - does this work against the Midgard token?

The Heros of old (Ancestral Artifacts)
- Age of Man cataclysm.
- Developing on Pepisolo's and others' Hero ideas from legend, but I would like it to be more generic and less bandit-spawny in this variation.
- - If it is possible for melee units to attack into a flying unit on a lake, then do this: several lake tiles are created, and populated by a flying (bandit) Cerebus. Otherwise spawn a normal Cerebus. They are named the guardian.
- - If possible, do this between the Greek and the Norse towns, destroying old tiles where necessary.
- - The first red / blue unit that kills a guardian is granted a mighty artefact. He becomes a hero of the first Age. There are several variations that I would like to explore at this point:

(option 1) simple powerful artifact.
He is powered to 10x HP/Dmg and automatically promoted to level 3, and gains immunity against attacks by God and mythical creatures (he will be dangerous to your minor gods should he survive until then).

(option 2) The fable of the three.
This variation will always spawn 3 lakes with 3 guardians. Each bears an artifactof the following:

- The mighty Warrior. As above.

- The Bearer of Honor. The artifact grants him the image of glory and men flock to follow him to battle. He is powered to 8xHP and 3X damage and promoted to level 3. Each turn, he spawns a random level 1 unit on an adjacent  tile. He also multiplies auto-heal in a range 2 around him by 2. He is invincible as long as another unit is adjacent to him.

- The One of Forked Tongue. The artifact grants him great charm, and convicts all who fight against him to convert. He is powered to 5xHP, 3x damage, and promoted also to level 3. He reverses auto-heal (thus countering the second hero), and his special power is to convert a level 1 or 2 unit who is killed either by himself or his degen. Spawn the same unit at half-health on the same tile. Half health because this is merely the age of man... :)

Title: Re: Cataclysm ideas
Post by: Shumbok on May 09, 2013, 05:42:34 pm
Imposters : Self announced Heroes and Villians, destroying random buildings and people in epic fights the next few turns :)
Title: Re: Cataclysm ideas
Post by: Pepisolo on May 09, 2013, 08:08:52 pm
A piece of text about Norse mythology Ragnarok catastrophe (just one part of it):

"The sun and moon would be swallowed up, and the world would be left in darkness and despair."

Could possibly be another loss of farming resources type Cataclysm. Just change the game background to pitch black instead of the currently sunny one and disable all farming produce for a time. Sorted!

Maybe work better as an epic last Cataclysm, though, as the fade to black then signalled a huge battle of the gods.

http://mythology.terrapolis.org/?title=Ragnarok 


Oh, liking the detail on your ideas Zharmad, good stuff!
Title: Re: Cataclysm ideas
Post by: Winge on May 09, 2013, 10:15:41 pm
Flash Flood
A normally insignificant river suddenly swells!  Flood tiles (similar to Lakes) appear for 3 turns in an area 1x Round wide and 5x Round long.  All units and structures on the tiles are immediately destroyed (Town Centers, Hills, and Mountains are immune to and not targeted by the effect).  After 3 turns, each Flood tile becomes a regular tile as follows:  55% chance of becoming a Plain, 30% chance of becoming a Marsh, and 15% chance of becoming a Lake.  Could potentially cut off a town for a long period of time.

Divine Summons
Either Red or Blue faction is randomly selected.  3/4/6 (based on Round) of that factions units are removed from the field to take part in a divine battle taking place in another realm.  After 5 turns, up to 50% of them return at full health and maximum level.  Basically, tries to force a player to overcompensate for the temporary loss of troops.

Condemnation
The gods to not smile on you.  All Mythological Creatures, Mythological Tokens, and God Tokens are immediately removed from the game, and none can be placed.  Gods remain, but become petrified (invulnerable, but unable to attack or act).  Crime is added to every city in the game (one-time constant increase; the rate remains the same).  The effect lasts 5 turns.  Punishes players who rely overly much on Mythological benefits, and finishes off a player who has managed to "hold the line" with gods and the like.

Encroaching Wildlife
Wildlife begins to attack civilians!  All non-military buildings in the outer ring of all cities become non-functional for three turns.  Military building effectiveness is reduced by 50% as the military kills the animals.  Similar to the other famine effects, but one that you can partially mitigate with placement.

Natural Wonder
A natural wonder of the world was discovered!  Now, of course, all sides fight for it (even bandits...apparently Murdoch likes nature).  All units will try to reach and defeat enemy units around the wonder and attack the wonder itself.  Whichever side captures the wonder by dealing the required damage first gains a worldwide buff.  The wonder cannot be recaptured.  Increases the imbalance between factions if the stronger captures the structure, but also gives the player the opportunity to try and balance things out.
Title: Re: Cataclysm ideas
Post by: PokerChen on May 11, 2013, 05:44:31 am
Wildfire!
- Age of man cataclysm.
- Decide on a wind direction and a set of tiles to begin from near the upwind edges. ;)

- The landscape will burn. Forests that are lighted block line of sight, become unpassable to humans, and heavily damage all humans who were caught in the conflagration.
- Each burning tile lasts 2~3 turns, and have a chance of spreading with highest change downwind.
- Forests will leave behind dead forest tiles, while plains and hills will be recoloured to remove all vegetation. (functionally identical). Lakes and mountains are unaffected, and so will block the direction of the flames.

- When the fires reaches a town building, disable them, damage them and set them alight. Fisheries and defensive towers are unaffected, but primary resource and Norse building take double damage. If these buildings are not destroyed after a few turns, put out the fire as above. Town-centers will burnto enable spread of fire across town, but not take damage. you citiznes concentrate on saving the center.

- So, effectively these fires are long-lasting compared to other cataclysms, because they will take time to burn out. If Poseidon happens to appear, immediately end the cataclysm.

Ride of the Valkyries
- Age of Man/ Age of Monster cataclysm.
- - They come to herald a bloodshed of man, and bring them to the afterlife. Unlike most cataclysms, these Valkyries are on the *Norse* faction - spawn them as bandits if no Norse are playing, and pick a side if both are Norse.
- - Spawn 1 Valkyrie leader and 8 Valkyries in one location. The leader herself has 2x HP and grants all units within 3-tiles, allied-or-enemy, a 2x damage boost to hasten mankind's demise. The leader is invincible for as long as another friendly unit is adjacent.
- - 3 such squads are spawned in the age of monsters!

Thanatos' Great Gathering
- Age on Monsters Cataclysm
- - The God of Death himself desires blood-sport and to sate his hatred. He arises out of the chasm with a large pack of Cerberuses he stole from Hades. Although he spawns as a "bandit", he needs to hostile to all bandits (like the dwarves).
- - These Cerberuses are mobile and have a MP of 5. Thanatos himself has an MP of 5, and grants all of his Cerberuses 5x HP. He has the stats of a minor God.
- - The rogue God will move first, and the Cerberuses will be forced to choose targets around him to keep them all together. Assuming that your Greek-God is alive, Thanatos will adroitly avoid him and choose a Norse town (he isn't a strong God, though he has hatred for them too) to pillage and satisfy his hatred.

- - He will not stop. You must 'kill' him. When you do, all human units cannot die for 5-turns while the God of Death recovers from his trip (a large backlog builds up, naturally).
- -Note that due to the mechanics of this cataclysm and the Norses's lack of Palladium equivalents, this is particularly dangerous to them.
Title: Re: Cataclysm ideas
Post by: PokerChen on May 11, 2013, 07:33:25 am
EDIT: Modified mechanism slightly.

The Malignant Seed
- Age of Man/Age of Monster cataclysm.
- You discover that a rival Creator has sneaked in something very sinister into your island...
- A seed will grow and supplant a tile, turning into a giant malignant tree. It is considered to be a building with a large amount of health (30.000).
- The purpose of this tree is to corrupt your landscape. Each turn thereafter, it will randomly smite 1~3 adjacent tiles nearby (not already a deadforest/swamp), then randomly place 1~3 tiles: dead-forest, swamp, or fetid-lake. Fetid lakes are lakes that increase the chance of bandit-spawns around it. There is a chance that a dark-elf, centaur or bandit-only units will spawn on the tile created. The change allows it to grow a little more dynamically by not always replacing the same tile.

- On the turn of it's creation, smite the surrounding 8 tiles to help it get a foothold and helpfully prevent melee units from accidentally being smited when attacking on the first few turns.

- New tiles that have been randomly created are automatically one of the appropriate corrupted tiles, if it's in tile contact with the tree. This aids the tree to grow if the player tries to smite off its tendrils.

- Over time, the landscape will warped. Be warned that this will gradually take over nearby-towns. If there's a clear path of dead-forest/swamp/fetid-lakes between the tree and a town, then the tree will prefer to smite the town's buildings.
- The tree itself spawns serpents (same icon as god token if needed) every 5 turns.

- You need to destroy the tree or corral it somehow. It counts as a military production building in accordance with God tokens.

I think for the fetid-pools, it may be useful to franken the graphics by filling the rock quarry with brackish water and plant dead trees around it.

Meaner option: on Hard difficulty or above, when the tree is converting the surrounding landscape, have a 5% chance to create a bandit fortress.
Title: Re: Cataclysm (now Woes) ideas
Post by: Cinth on May 17, 2013, 07:09:23 pm
Crumble

Instead of tiles being added to the continent, tiles fall away.

5 tiles fall away for x amount of turns.  Tiles that fall away are chosen from around the outside edge of the board and work inward. 

Age of Gods/Monsters type woe because I want x to be = to the number of turns in a round (30/40/50).
Title: Re: Cataclysm (now Woes) ideas
Post by: Cinth on May 20, 2013, 09:00:56 pm
Drought

This dry spell is going to be the death of us all...

Turns lakes and marshes to cracked earth  (needs a tile that isn't a desert tile).

Added bonus if it hits wheat fields and livestock.
Title: Re: Cataclysm (now Woes) ideas
Post by: Pepisolo on May 22, 2013, 08:40:51 pm
Just reading a bit of Greek mythology. I haven't got exact mechanics for these, but these bits of mythology seemed appropriate.

"The Scholia to Lucian[15] says that Eubuleus was a swineherd who was feeding his pigs at the opening to the underworld when Persephone was abducted by Plouton. His swine were swallowed by the earth along with her."

Maybe an something like Eubuleus' Fate. Something that decimates pig stocks. Edit: actually don't think Ebululeus himself was taken, so maybe Glimpse would be more apt.


"In Greek mythology, Persephone also called Kore "the maiden"),[1] is the daughter of Zeus and the harvest-goddess Demeter, and queen of the underworld."

"Persephone as a vegetation goddess and her mother Demeter were the central figures of the Eleusinian mysteries that predated the Olympian pantheon, and promised to the initiated a more enjoyable prospect after death."

"Persephone is invariably portrayed robed; often carrying a sheaf of grain."

Vegetation godess for crying out loud. Must be something you can do with this. Persephone's Kiss, maybe, double wheat resources.

No clear mechanics here, but I don't think it's my strong suit.



Title: Re: Cataclysm (now Woes) ideas
Post by: keith.lamothe on May 22, 2013, 08:43:04 pm
Quote
"The Scholia to Lucian[15] says that Eubuleus was a swineherd
Made me immediately think of:

Woe name: Legion
Woe effect: All pig farms destroyed

;)
Title: Re: Cataclysm (now Woes) ideas
Post by: Pepisolo on May 22, 2013, 08:47:16 pm
Quote
"The Scholia to Lucian[15] says that Eubuleus was a swineherd
Made me immediately think of:

Woe name: Legion
Woe effect: All pig farms destroyed

;)

Definitely some bacon reducing Woe is in order. That would be a Woe indeed.
Title: Re: Cataclysm (now Woes) ideas
Post by: Cinth on May 22, 2013, 08:48:00 pm
I had the thought the woes needed to be Greek/Norse themed across the board.  I was politely reminded that these two factions aren't likely to be the only two factions in the game.

Like I so wanted to rename "Drug Lord" to "Cult of Dionysus".
Title: Re: Cataclysm (now Woes) ideas
Post by: keith.lamothe on May 22, 2013, 08:50:28 pm
Quote
Definitely some bacon reducing Woe is in order. That would be a Woe indeed.
"And the world stood still, its denizens aghast. For lo, in all the cosmos there could not be found a single strip of bacon.  Game Over."
Title: Re: Cataclysm (now Woes) ideas
Post by: Pepisolo on May 22, 2013, 08:50:53 pm
Quote
I had the thought the woes needed to be Greek/Norse themed across the board.  I was politely reminded that these two factions aren't likely to be the only two factions in the game.

It would be cooler, I think if things were correctly themed across the board.

Quote
"And the world stood still, its denizens aghast. For lo, in all the cosmos there could not be found a single strip of bacon.  Game Over."

I don't see how they would want to live in such a bacon-less world. So yeah, definitely game over once this one hits.
Title: Re: Cataclysm (now Woes) ideas
Post by: x4000 on May 22, 2013, 08:52:23 pm
Quote
I had the thought the woes needed to be Greek/Norse themed across the board.  I was politely reminded that these two factions aren't likely to be the only two factions in the game.

It would be cooler, I think if things were correctly themed across the board.

My statement was: give me a better name that explains what the thing is in the theme, for any of them that you find out of theme, and I'll at least consider them.  So far I have had zero suggestions.
Title: Re: Cataclysm (now Woes) ideas
Post by: Pepisolo on May 22, 2013, 08:55:57 pm
Quote
My statement was: give me a better name that explains what the thing is in the theme, for any of them that you find out of theme, and I'll at least consider them.  So far I have had zero suggestions.

Oh, ok, cool. I'm sure we could try overhauling the naming of the current Woes (not that it's a huge deal). Presumably pop all suggestions in this thread then.
Title: Re: Cataclysm (now Woes) ideas
Post by: x4000 on May 22, 2013, 09:02:10 pm
Preferably in another thread, as this is already getting mixed purpose enough.
Title: Re: Cataclysm (now Woes) ideas
Post by: Pepisolo on May 22, 2013, 09:06:11 pm
Preferably in another thread, as this is already getting mixed purpose enough.

OK, I'll maybe start one. Not sure how popular it'll be, but it's worth a try.
Title: Re: Cataclysm (now Woes) ideas
Post by: Cinth on May 22, 2013, 09:07:28 pm
So far I have had zero suggestions.

Like I so wanted to rename "Drug Lord" to "Cult of Dionysus".

:)


I like both.  And bear in mind that Greek and Norse just happens to be the civilizations so far.  If we do expansions, we'll expand to other real civilizations as well as made-up ones.

I also took this into consideration.
Title: Re: Cataclysm (now Woes) ideas
Post by: x4000 on May 22, 2013, 09:27:15 pm
All righty.

* Drug lord has been renamed to "Cult of Dionysus."
Title: Re: Cataclysm (now Woes) ideas
Post by: Cinth on May 22, 2013, 09:29:43 pm
Awesome :)

I had to dig for that one. 

Title: Re: Cataclysm (now Woes) ideas
Post by: Pepisolo on May 23, 2013, 10:11:03 am
Kronos or Cronus was the Greek God of time.

So a Woe along these lines might be great. Perhaps AP for a side could be doubled or halved for a depending on whether you want to boost one side or hinder the other. Bit vague, but you get the gist. Must be a Woe in Kronos somewhere.

Edit: I meant the unit points double or halve so that they can attack more or less. Whatever they are called. Shouldn't rush when posting...

Double edit: could possibly also be used as a rename for Accelerated Growth....The Hand of Kronos
Title: Re: Cataclysm (now Woes) ideas
Post by: PokerChen on May 23, 2013, 10:38:19 am
On Kronos:
Slowing down the battle will only help the player in general - it's also a bit hard to code I think, since most units still attack roughly once a turn so now units need to stock AP over multiple turns.
Doubling the AP of all units, on the other hand... (especially when combined with Ares who also doubles AP, but only for his allies).

In all, I think reserving his spot for an suitably cataclysmic woe would be excellent.
Title: Re: Cataclysm (now Woes) ideas
Post by: Pepisolo on May 23, 2013, 10:45:52 am
Quote
In all, I think reserving his spot for an suitably cataclysmic woe would be excellent.

Yeah, Kronos deserves something epic, I think.
Title: Re: Cataclysm (now Woes) ideas
Post by: Pepisolo on May 23, 2013, 11:45:56 am
Check this: Byggvir is the Norse God of ale and brewing.

Quote
But who tends the mill on the busy harvest-lord's behalf?

That job falls to Freyr's faithful servant, Byggvir--the Norse god of ale and brewing.

Mechanically, how this Woe would work, I'm not sure as I haven't unlocked the brewery yet -- still only profile level 7. But, seeing as the Brewery is supposed to unlock new units...

Byggvir's Toast -- While Byggvir's Toast is active all brewery requirements will be met for the faction affected. Plus, one each of these Brewery required units will be created for free each turn it is active. Age of Man Woe.
Title: Re: Cataclysm (now Woes) ideas
Post by: keith.lamothe on May 23, 2013, 12:01:17 pm
Byggvir's Toast -- While Byggvir's Toast is active all brewery requirements will be met for the faction affected. Plus, one each of these Brewery required units will be created for free each turn it is active. Age of Man Woe.
And 2x buff to all norse melee units, and said units randomly charge the nearest enemy (or friend?) !

Yea, a little more complex than it needs to be ;)
Title: Re: Cataclysm (now Woes) ideas
Post by: Pepisolo on May 23, 2013, 12:16:25 pm
Quote
Yea, a little more complex than it needs to be

Plus, after a few turns of Toasting, your units movement speed is reduced to 1 in a random direction.
Title: Re: Cataclysm (now Woes) ideas
Post by: Pepisolo on May 29, 2013, 02:12:32 pm
Circe was a minor Greek Godess of magic. A Witch, Enchantress, or Nymph. Using magical potions or a Wand she would would transform her enemies into animals.

The Cup of Circe -- a Woe that would transform all units of a faction. Two options for this:

1) All current units for a faction would be converted into either Pigs, Sheep, or Horses. This would nominally adjust the resource counter up by 1 per unit transformed into the relevant farmyard animal. Obviously the main effect of this is the removal of the units from the board, the addition to the animal resources is pretty much just for the theme.

2) Something more powerful. Any unit on the current faction is transformed into a random mythological. Or even just other unit.

1) is a bit of a tamer an effect. 2) is a bit more of a profound effect although not as thematically accurate as Circe generally transformed people into farmyard animals, usually pigs.

Feel free to offer suggestions to improve the name or the mechanics of this idea.
Title: Re: Cataclysm (now Woes) ideas
Post by: Castruccio on May 30, 2013, 11:23:26 pm
is it just me or is the woe where the level 4 ice giants drop  a little over powered.  The giants are level 4 and they dropped around turn 40. 
Title: Re: Cataclysm (now Woes) ideas
Post by: OobleckTheGreen on May 31, 2013, 02:01:28 am
How about:

Crime does pay! One random unit from your army goes bandit each turn for the next X turns.

or...

Turncoats! There is a chance that some of your units will be persuaded to join the other side and fight against you!
Title: Re: Cataclysm (now Woes) ideas
Post by: mrhanman on May 31, 2013, 08:48:02 am
Slave Revolt!  Age of man.

Each turn while active, a (band of) chapmen show up to raze a building!  This would be a cool way to reuse that defunct chapman sprite.
Title: Re: Cataclysm (now Woes) ideas
Post by: keith.lamothe on May 31, 2013, 10:51:53 am
Revenge of the Slighted Chapmen!
Title: Re: Cataclysm (now Woes) ideas
Post by: Teal_Blue on May 31, 2013, 05:50:22 pm
:)  This is wonderful!!!

Title: Re: Cataclysm (now Woes) ideas
Post by: Pepisolo on August 14, 2013, 10:07:59 pm
Seeing as more Woes are due might as well bump this as well as adding a link to the steam ideas thread which has a few ideas on it (not many):

http://steamcommunity.com/app/238890/discussions/0/810925580042361538/



Title: Re: Cataclysm (now Woes) ideas
Post by: blastpop on August 14, 2013, 10:43:06 pm
How about Civil War? - if the player doesn't do something (whatever Chris deems appropriate) the faction will split into 2 with  a 3 d faction created or possibly joining the previously enemy faction... Could be a lot of programming here- but may be worthy of its own expansion with another faction "packaged" with it.

Sorry if this has been posted before- didn't have time to read them all.

More Woes the better...
Title: Re: Cataclysm (now Woes) ideas
Post by: Pepisolo on August 15, 2013, 10:23:07 am
Just a vague idea, but what if some Woe were to add units from one of the not in play factions to the board. For example, if you are playing Japanese and Greek, you get a Norse invasion.
Title: Re: Cataclysm (now Woes) ideas
Post by: LaughingThesaurus on August 15, 2013, 01:09:20 pm
A slight vague idea:

Unstable City-State (or similar): When this woe triggers, it spawns a full city with a bunch of the less common buildings of both sides on either end of it. The buildings can't be attacked, but the town center can. Whichever side "kills" the town center first takes the entire city for their side. For free. Capturing mechanics could be different, like having to just get a single melee infantry onto the town center spot, or so on.
Title: Re: Cataclysm (now Woes) ideas
Post by: Fluffiest on August 15, 2013, 03:24:28 pm
Inspired by Teal_Blue's signature: Phat Loot. Hlidskjalf, Singasteinn, and Pandora's Box each spawn - directly outside a bandit keep. (Thankfully, this version of Pandora's Box doesn't accelerate the next woe countdown.)

Devices of Daedalus. Half of all bandit infantry and archers gain flying via the wings of Icarus, and all bandit siege engines gain a large boost in power.

Phobos rides! All humans are fear-stricken, and will retreat towards the nearest friendly town, refusing to leave a small radius around the town for the duration of the Woe.

Naglfar nears completion. For every human unit that dies, its fingernails and toenails are added to the fell ship. If too many mortals die while the Woe is active (five turns, or so?), Naglfar will be completed and will deposit its cargo of frost giants on the land.

Apple of Discord. The Apple appears at a random spot on the map. All of the gods will move towards it and fight over it, killing everything near it including each other, until only one is left. Thanks a lot, Eris.

(having only played a tiny bit of the game, I can't say for sure that none of these concepts are already included anywhere)