Kuriotate airships / work boats

Issue #58 new
joseasoler repo owner created an issue

Can use their Airships to build workboats on water and costal tiles (this is for those land locked cities and settlements that can not build workboats) (Avahz Darkwood)

http://forums.civfanatics.com/showthread.php?t=335194

Comments (14)

  1. Tasunke Witka

    I guess it'd be possible to make a 'supplies' type unit, like a 0 str warrior or something, with 1 move, same cost as a workboat. Then it has just 1 spell/ability, and that is to turn into a workboat on a coastal tile, so long as there is an empty coast tile adjacent to it.

    Could be, not a UU, but an alternative workboat, only buildable so long as the city is not itself on a coastal tile. The requirement isn't necessary perhaps, but would be more streamlined. Although I suppose having 2 different types of workboats isn't the worst.

  2. joseasoler reporter

    Having two separate units may be a cleaner solution from an AI point of view. The AI already seems to have problems with units that can both combat and work improvements (like Mud Golems) so it would be better if we avoid turning the Airship into another one of them.

    It shouldn't be the "default" workboat of the Kuriotates, though. I think it should be an UU with the same technology requirements than the Airship. Otherwise, it would negate the weight of one of the decisions that a Kuriotate player must take when creating cities: having better tiles or access to the sea.

  3. Tasunke Witka

    yes, having the 2nd workboat type available at ... is it Optics or Astronomy? Having that would be fine, as you are right city placement should still be an important element.

    I also think it'd be cool if the Kuriotates could make flying Airships that have the fire2 ... like an upgraded Arcane Barge available at Astron + Machine + Arcane lore :)

    like a flying Arcane Barge/ Man of War/ Airship hybrid :D ... w/o the cargo slots though. Would probably be overpowered, but its fun to think about :) .... (maybe should be available to Khazad and Luchuirp as well? perhaps they were the inventors ^_^)


    would have to look at the lore though, as I could see 'not being in the lore' as a clear potential blocker, regardless of balance issues. Honestly that area of the lore ... late-game mechanical technology, isn't really my strong suit.


    (all I know is that eventually with population increase and a continued number of magic users, perhaps aided by the ideals spread by Govannon, but something that takes place long after his death, the magic in the world becomes diminished and eventually dissipates, to that the only things that work are magical items, as all of the potential magic is stored in them (and the imagination of the population).

    There was a group of fanatics that wanted to reduce the world's population, and went about destroying magical artifacts, with the intent to bring magic back into the world. The sources of magic are infinite, but on Erebus the amount of 'RaM' or Bandwith that they can access the elemental servers is limited .... in the lore this is called 'Channeling Potential' .... that the Channeling Potential of magic use, that is the simultaneous use of magic within a given mortal plane of creation, has its limits. Therefore within a given plane of existence, if there are very few magical users the magicians can be quite powerful, while if everyone has magical power, then one would be pressed to produce a simple cantrip. It would be my understanding that in the plane of Erebus, this does not take place until the type of population growth you would see during the Sanitation reforms (civil engineering, etc) and the new Food Industry (rail cars, refridgerated rail cars) that you saw in the 1830s - 1930s, or during the birth of the modern era what most games refer to as the 'industrial age'. I would suspect that in an Erebus timeline technology would develop differently so it wouldn't quite be like 'our' industrial era, but advanced civil engineering, mass-reformed sanitation practices, and the corporations of transporting food to population centers by railcar would be natural prerequisites.

    Given the late-game tech in FFH2, I'd say it would seem likely that late-game, even end-game FFH2 is perhaps 150 years away from the complete obliteration of magic. And that, only if technological progress isn't delayed or altogether halted by a reliance on magic or based upon some religious convention.

    This brings me to my interpretations on the two infamous victories, Luannotar and Tower of Mastery. To me, completion of the Altar of Luannotar means that the entire population 'ascends' into true heaven, similar to the auto-dissapearance of the Dwemer during the battle of red mountain when Kagrenak uses the sacred tools ... if I remember correctly the 'last of the dwemer' only survived because he was travelling through different universes at the time, and when he returned, I suppose he contracted corprus and thus forced himself to stay put lest he suffer other worlds of the disease. But yes I believe that the last Dwemer survived only because he was in an entirely different dimension/universe ...

    And as far as the Tower of Mastery, as I said the 'channeling' in Erebus is finite, but with construction of the Tower, that channeling becomes the sole property of the Tower's owner. With this religions would become obsolete, because the only one able to cast miracles would be the Tower's owner and his select few disciples/apprentices what have you. Perhaps this would be the State Alchemists/ State Mages, that pledge fealty to the Magical Overlord. This would make those in command of the power extremely powerful, as powerful as the mages during the age of magic, or even as powerful as a god. This dictatorship would bring ruin to humanity, as absolute power would make cruel tyrants of anyone in this position. Their every whim would be total law, and any real human progress would have to be hidden away in underground shelters, etc. It is hard to say what the gods would do in this situation, but I suspect they would do all within their power to aid the rebels in the destruction of the Tower, allowing their influence to re-enter Erebus.

    Therefore, until the Tower is Destroyed, the exclusive magic-wielders would use their magic to impose a sort of dystopian, almost post-appocalyptic dictatorship, similar to the one imposed upon future earth in the comic and anime Valerian and Lorelein, a time-travelling based Anime in which a human man uses time travel, not long after it is first invented, to set the stage for him to have complete supremacy over earth ... even going so far as to

    SPOILER ALERT!!

    ....hide earth away in a different galaxy, away from the other sentient species that humans had made contact with.

    End Spoiler Alert

    So then in either timeline, well in the Altar Victory, the others would follow a normal progression, and in the Mastery timeline, human progress would be slowed or completely halted for another few centuries while the mage-kings held their power, but then eventually a rag tag band of rebels and adventurers, aided by the gods, with whatever small power they could exert, perhaps made possible by tiny cracks in the Tower made over time ... that these adventurers could eventually desroy the tower. Then religions would re-enter Erebus, and natural progression would occur until magic was all but useless, and then people would no longer be able to cast miracles, and religions would be more like what they are today, and around this time the cult that wants to bring back magic would be at the height of its membership and power, attempting to end the world in order to bring back magic (and all the while collecting magical artifacts, and perhaps destroying them too, or planning on destroying them all at once, or using them to aid in their cause).

    So a lot to take in, but that is basically the multiverse of FFH2 branching out from the victories in the base game. Naturally Empires don't last forever, so Conquest and Domination victories would lead directly into natural progression.

    Armageddon is a bit trickier. The way its represented in-game would lend one to think that, rather than outright destroying creation, 'The One' simply decided to test humanity with a series of trials .... however the lore would have one think that upon 'Armageddon' creation is no longer the land of the living but simply another 'hell' inhabited by demons. Or rather, that, say, Nyx and Erebus become merged. Its really quite tricky to be honest, as 'Armageddon' has a lot of psychological and theological implications and it is hard to know exactly which version the lore has in mind. And there are many more possibilities too.

    One thing that seems consistent however is that armageddon is something that can be overcome. Perhaps erebus does become a plane of hell, or maybe combined with both a hell and a heaven, or simply becomes a divine plane of its own rather than a plane of 'mortality', and therefore people become almost stuck in time, perhaps even immortal, similar to how the Bannor were in their travels through Hell ... and since its a divine plane all can have influence over it. One would think that this means the compact is broken, but the gods all fear for their life so the most that occurs is the introduction of Camulos's archangel the 'Avatar of Wrath' ... although if one goes by the original FFH2 lore, the Av of Wr is created by all the restless souls that were slain during the catastrophic events of the appocalypse. Perhaps this being then becomes the new archangel of Camulos. Or the souls added to the old archangel and changed his identity somewhat. Or the archangel 'consumed' these souls, letting them into his being, and it corrupted/changed his mind ... either way becoming his 'final form' as it were, eventually to become slain during the events of the appocalypse, but perhaps only after decades of slaughter and rule in an apocalyptic wasteland. Depending on events.

    This 'divine plane' that erebus has become ... rather than escaping it, perhaps the humans and other divine sparks of the world must create a ritual to bring erebus back into its status as creation ... but none of this is really explored within the current armageddon mechanics. If hell terrain spawned 'demon barbarians' and some ritual that could only be created if Infernals are not in the game/ were killed off ... could remove all hell terrain .... (and perhaps, as in another ritual, all demons yet again), then perhaps that would be indicative. There is already a ritual that removes all demons, so perhaps this could be an allusion to bringing erebus back into a 'mortal/creatoin' status by banishing all evil outsiders, as it is no longer a home within which they may freely crawl. Introducing ways in which barbarian demons enter erebus during Armageddon, and adding ways to reverse this somehow, could be indicative of this.

    On the reverse side, if there was an 'Armageddon' victory, perhaps at 100 AC, then it would reinforce that the world is ended fully ended, making it an alternate timeline completely (or alternate universe) where Erebus simply ends, and becomes a heaven/hell for the mortals of another plane, or simply becomes a wasteland which other divines can traverse (as well as DnD planeswalkers).

  4. Former user Account Deleted

    Suddenly wall of speculation.

    It actually looks extremely interesting that. Is it a problem if I repost it in the Lore section of the forums?

  5. Former user Account Deleted

    Back on topic -

    Would it be possible for Airships to not replace Queen of the Line? If I have a coast I'd much rather have Queens than Airships to transport my dudes.

    But still keep it as an option to build Airships.

  6. joseasoler reporter

    That was a long but interesting read. Making assumptions about the future of Erebus seems like a too far jump in the lore for ExtraModMod to make, though :)

    If I understand correctly, what you propose is two new "Naval" UUs for the Kuriotates. One for the Airship (which would allow the Kuriotates to build the Queen of the Line) and another one for flying workboats, which would also allow them to build fishing boats when their cities are landlocked. I like this proposal, although I would need artwork for the flying workboat. Maybe the Mechanos have some (not very steampunk looking) graphics that can serve for it.

    The biggest problem with a flying workboat is that the AI would require a new UNITAI_ class to understand how to use it. The Airship will probably require another one (Tholal has an issue in the More Naval AI tracker about this).

  7. Tasunke Witka

    lets keep the current fix for now .... but it would require 2 new unitclasses (if we separate Airship from Queen of the Line, for instance)-> Airship as a standalone unit, and a movable workboat (not flying) but movable over land, at maybe construction? But if at Astronomy too its ok I guess.

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