This thread will eventually morph into the typical promotion and download page
ZiKy - Flexibility and Speed
As you may have noticed from a couple of threads, Kyrub and I have leaked the early development on a mod we are working on. This will not be a more polished version of the rough 'insecticide+zitro'; mod that was posted in April. Our vision implements new, fresh ideas to our 'flexibility and speed'; theme. Please note that 'flexibility' does not necessarily mean ridiculous balance where everything is equally good. That is a recipe for boredom. It simply means that players have many more winning strategies at their disposal.
This is not a mod-friendly game, but we will try to get the following ideas working in our mod. Our success can be dependent on your support and enthusiasm.
Speed
_This element predictably borrows very heavily from Zitro's Balance and Speed. If you are unfamiliar with the mod, ZiKy will increase city growth by an average of 20/turn, nearly double outpost growth, increase the chances of mercenaries, and increase movement speed by 1 point in average.
Races
_Each race can be easily distinguished - there will be more distinct bonuses such as high men-+1 research point per 3,000 population
_Some races have alternate terrain bonuses and penalties.
_Each race has a winning strategy. There are no weak races, unless you do not know how to use a race's full potential.
_Building limitations are less harsh.
Wizards
_When creating a wizard/witch, you have up to 10 points to choose from. A maximum of 8 points can be utilized for books, leaving at least 2 points for wizard picks.
_You may no longer start with a rare spell by choosing maximum number of books. In fact, number of starting spells is substantially lowered.
_Several wizard pick bonuses overhauled. New system enhances flexibility and fun factor.
Realms/Magic/Research
_Research Costs standardized within each bracket (common, uncommon, etc). Research costs jump dramatically between each bracket.
_Your research spellbook will no longer be filled with arcane spells
_Spells now will get progressively more cost-effective. Rare spells are all quite powerful
_Very rare spells are incredibly tide-turning and also have the potential for exploits. This may be unbalanced, but in a fun way.
_Several new or modified spells.
_Magic realms are balanced in effectiveness, yet distinct thematically. Every realm (or combination) can have a winning strategy.
_It is now less beneficial for players to pick multi-colored, node mastery wizards.
_You need a certain number of books to obtain advanced spells with rewards and diplomacy
City
_New buildings postponement factor: every city has 5 status Hamlet, Village, Town, City, Capital. They are based on city population (1-4-8-12-15). Buildings will have a number in parenthesis indicating the level necessary for availability.
_More separated usage for buildings (military buildings are separated from buildings giving units experience levels, buildings improving speed of growth from buildings giving food). However, some buildings still have 2 or more goals, giving them supportive role if the first one is unfulfilled.
_Religious buildings = an important source of mana, with only Cathedral giving raw power
_No useless buildings solely used for building requirements. Every building should have its rationale.
_Some buildings replaced while Maritime Guild completely removed.
_Less prerequisites of type: I need University because of War college (but I don't need research).
_Loose tree, various goals, alternative playing styles
_Early buildings more useful for small towns.
_Cost of rush-buying is increased.
_Production carries over to next project.
_Modified terrain and resource bonuses.
Unrest
_Racial Tension (Unrest in Conquered Cities) simplified and standardized. The unrest is now 2 in most circumstances. It is 1 when it involves a friendly race; (halflings, dwarves) and it is 3 when it involves an unfriendly race (e.g. Klackons)
_There is a new building that quells racial tension
_Racial Tension also increases cost of recruiting units.
_Garrison units can only remove up to 2 unrest points instead of 4.
_Tax system more flexible.
Units and Experience
_No useless units. Every unit should have its rationale. Some units boosted, others weakened.
_Spearmen, swordsmen, bowmen, halberdiers, and cavalry are pricier and better in combat.
_Recruit -> Regular -> Hardened -> Veteran -> Elite.
_Bonuses are more gradual per promotion as opposed to veteran -> elite getting it all in 1.31.
_Elite is somewhat comparable to ultra-elite in effectiveness, enhancing normal unit strength later in the game (but later summons are stronger)
_Warlord or Crusade help you reach Champion.
_Experience bonuses from heroes is quite different.
_Units get higher rewards from tougher enemies. It will not be unusual earning over 20 exp after a difficult lair.
Summons
_One of 1.31s worst fails. Units have more specific uses, different capabilities and are arguably more useful overall. Conjurer wizards benefit the most.
_Common - An early alternative to normal units if you lack food or have a starting race with weak early military.
_Uncommon - Generally lower in cost. Weaker 1.31 summons have better statistics. More cost-effective than common.
_Rare - Significantly stronger than in 1.31. Highly cost-effective despite high costs.
_Very Rare - Incredibly powerful, nearly unstoppable creatures but most need much higher cost and upkeep than 1.31
Lairs
_Emphasis on uncommon and rare creatures. Less frequency of easy lairs with few common units. Lairs with a single war bear almost unheard of.
_Towers will be difficult.
_Lair difficulty and magnitude of rewards will be more closely connected. You will not earn a very rare spell after defeating a couple of basilisks.
Combat
_Walls are much more effective, making disrupt, wall crushers, and flyers more useful.
_Combat mechanics such as poison, stoning, first strike, flying, among many others are altered while a couple new ones are introduced. This was a success and will be shared at a later date in more detail
_There is more emphasis on armor on units as 2nd unit promotion hardened grants +1 to defend.
_+1 to defend bug does no longer reduce opponent's to hit rating and is therefore less overpowered.
_Summoning Sickness (summoned combat units cannot act on first turn)
_Different retreat mechanism.
_Less emphasis on non-chaos direct damage spells, especially from AI.
Fame and Mercenaries
_Fame determines availability of mercenaries of higher cost, better magical weapons (up to adamantium), and experience (up to champion). Also, the more fame, the more often you get offers.
_Buildings (oracle) can build up fame. Battles and Just Cause are not the only way to build up fame.
_Fame now affects summon hero spell
AI and Difficulty
_Insecticide 1.40m is the basis.
_Flexibility theme of mod translates to AI being punished less for poor unit, building, summon, and spell choices.
_Difficulty expected to be harder than 1.31. The abandoned 'balance and speed and insecticide' is a fair point of reference
_New difficulty level extreme falls in between hard and impossible
ZiKy - Flexibility and Speed
As you may have noticed from a couple of threads, Kyrub and I have leaked the early development on a mod we are working on. This will not be a more polished version of the rough 'insecticide+zitro'; mod that was posted in April. Our vision implements new, fresh ideas to our 'flexibility and speed'; theme. Please note that 'flexibility' does not necessarily mean ridiculous balance where everything is equally good. That is a recipe for boredom. It simply means that players have many more winning strategies at their disposal.
This is not a mod-friendly game, but we will try to get the following ideas working in our mod. Our success can be dependent on your support and enthusiasm.
Speed
_This element predictably borrows very heavily from Zitro's Balance and Speed. If you are unfamiliar with the mod, ZiKy will increase city growth by an average of 20/turn, nearly double outpost growth, increase the chances of mercenaries, and increase movement speed by 1 point in average.
Races
_Each race can be easily distinguished - there will be more distinct bonuses such as high men-+1 research point per 3,000 population
_Some races have alternate terrain bonuses and penalties.
_Each race has a winning strategy. There are no weak races, unless you do not know how to use a race's full potential.
_Building limitations are less harsh.
Wizards
_When creating a wizard/witch, you have up to 10 points to choose from. A maximum of 8 points can be utilized for books, leaving at least 2 points for wizard picks.
_You may no longer start with a rare spell by choosing maximum number of books. In fact, number of starting spells is substantially lowered.
_Several wizard pick bonuses overhauled. New system enhances flexibility and fun factor.
Realms/Magic/Research
_Research Costs standardized within each bracket (common, uncommon, etc). Research costs jump dramatically between each bracket.
_Your research spellbook will no longer be filled with arcane spells
_Spells now will get progressively more cost-effective. Rare spells are all quite powerful
_Very rare spells are incredibly tide-turning and also have the potential for exploits. This may be unbalanced, but in a fun way.
_Several new or modified spells.
_Magic realms are balanced in effectiveness, yet distinct thematically. Every realm (or combination) can have a winning strategy.
_It is now less beneficial for players to pick multi-colored, node mastery wizards.
_You need a certain number of books to obtain advanced spells with rewards and diplomacy
City
_New buildings postponement factor: every city has 5 status Hamlet, Village, Town, City, Capital. They are based on city population (1-4-8-12-15). Buildings will have a number in parenthesis indicating the level necessary for availability.
_More separated usage for buildings (military buildings are separated from buildings giving units experience levels, buildings improving speed of growth from buildings giving food). However, some buildings still have 2 or more goals, giving them supportive role if the first one is unfulfilled.
_Religious buildings = an important source of mana, with only Cathedral giving raw power
_No useless buildings solely used for building requirements. Every building should have its rationale.
_Some buildings replaced while Maritime Guild completely removed.
_Less prerequisites of type: I need University because of War college (but I don't need research).
_Loose tree, various goals, alternative playing styles
_Early buildings more useful for small towns.
_Cost of rush-buying is increased.
_Production carries over to next project.
_Modified terrain and resource bonuses.
Unrest
_Racial Tension (Unrest in Conquered Cities) simplified and standardized. The unrest is now 2 in most circumstances. It is 1 when it involves a friendly race; (halflings, dwarves) and it is 3 when it involves an unfriendly race (e.g. Klackons)
_There is a new building that quells racial tension
_Racial Tension also increases cost of recruiting units.
_Garrison units can only remove up to 2 unrest points instead of 4.
_Tax system more flexible.
Units and Experience
_No useless units. Every unit should have its rationale. Some units boosted, others weakened.
_Spearmen, swordsmen, bowmen, halberdiers, and cavalry are pricier and better in combat.
_Recruit -> Regular -> Hardened -> Veteran -> Elite.
_Bonuses are more gradual per promotion as opposed to veteran -> elite getting it all in 1.31.
_Elite is somewhat comparable to ultra-elite in effectiveness, enhancing normal unit strength later in the game (but later summons are stronger)
_Warlord or Crusade help you reach Champion.
_Experience bonuses from heroes is quite different.
_Units get higher rewards from tougher enemies. It will not be unusual earning over 20 exp after a difficult lair.
Summons
_One of 1.31s worst fails. Units have more specific uses, different capabilities and are arguably more useful overall. Conjurer wizards benefit the most.
_Common - An early alternative to normal units if you lack food or have a starting race with weak early military.
_Uncommon - Generally lower in cost. Weaker 1.31 summons have better statistics. More cost-effective than common.
_Rare - Significantly stronger than in 1.31. Highly cost-effective despite high costs.
_Very Rare - Incredibly powerful, nearly unstoppable creatures but most need much higher cost and upkeep than 1.31
Lairs
_Emphasis on uncommon and rare creatures. Less frequency of easy lairs with few common units. Lairs with a single war bear almost unheard of.
_Towers will be difficult.
_Lair difficulty and magnitude of rewards will be more closely connected. You will not earn a very rare spell after defeating a couple of basilisks.
Combat
_Walls are much more effective, making disrupt, wall crushers, and flyers more useful.
_Combat mechanics such as poison, stoning, first strike, flying, among many others are altered while a couple new ones are introduced. This was a success and will be shared at a later date in more detail
_There is more emphasis on armor on units as 2nd unit promotion hardened grants +1 to defend.
_+1 to defend bug does no longer reduce opponent's to hit rating and is therefore less overpowered.
_Summoning Sickness (summoned combat units cannot act on first turn)
_Different retreat mechanism.
_Less emphasis on non-chaos direct damage spells, especially from AI.
Fame and Mercenaries
_Fame determines availability of mercenaries of higher cost, better magical weapons (up to adamantium), and experience (up to champion). Also, the more fame, the more often you get offers.
_Buildings (oracle) can build up fame. Battles and Just Cause are not the only way to build up fame.
_Fame now affects summon hero spell
AI and Difficulty
_Insecticide 1.40m is the basis.
_Flexibility theme of mod translates to AI being punished less for poor unit, building, summon, and spell choices.
_Difficulty expected to be harder than 1.31. The abandoned 'balance and speed and insecticide' is a fair point of reference
_New difficulty level extreme falls in between hard and impossible