#Reversed (special tribe)
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Start:
The Reversed have no starting tech, but they control all non-capital villages at the start of the game (this doesn't include their own capital, so they might be dead right away if the map is too crowded) as well as surrounding (normal) tiles, and tiles within range of bordergrowth if possible.
Tech order:
Reversed have a reordered tech tree where they can buy T3 techs from the start, need the related T3 tech to buy a T2 tech, and at least one of the related T2 techs to buy a T1 tech (combined with owning all villages, that means they need a lot of stars to buy their first tech).
Units:
All of the Reversed's units are unique to them, but follow the usual naming scheme. Their attack stat is the corresponding normal unit's defence stat and vice-versa. Their health is the corresponding normal unit's cost multiplied by 5, and their cost is the corresponding normal unit's health divided by 5. They cannot attack enemies but can heal a target friendly unit within their attack range by an amount corresponding to the damage they would deal to that unit (bombers can splash-heal in such a way). Their mind-benders, on the other hand, cannot heal allies but can attack all enemies around them. They can also convert a friendly unit and give ownership to the nature player. Their cloaks are invisible upon creation but appear upon moving. They can also be revealed by trying to step on the city. Revealed cloaks cannot be targeted (but can still be splashed and converted) and temporarily increase a cities income at the cost of a few stars for their owner when infiltrating.
Biome:
The biome of the Reversed tribe has a 0% chance for all resources, and otherwise regular terrain chances. In cities controlled by the Reversed, forests spawn with a very small chance of forest temple and lumber huts otherwise, mountains with a chance of mine (same chance as ore for regular tribes) and mountain temples otherwise, shallow water with bridge if possible and ports otherwise, deep water with water temple, lands with a chance of farms (same chance as crop for regular tribes), then growth buildings (sawmill, windmill, forge) by order of where they would produce the most population, then markets in the place with the best income, then temple in the remaining spots. City pop is reduced to 0 after counting all those.
Unique ability:
The Reversed tribe has a unique ability that prevents them from receiving income from markets. They also get +1 star per turn per sea-star per fish adjacent to that sea-star. Loss or gain of a farm, lumber-hut or mine through destruction or capture modifies the level of adjacent growth buildings but causes no change in pop. Seeing a lighthouse gives them stars instead of a pop. They cannot get pop ruins. Unit ruins give them their own version of the unit instead.
Techs:
Beside unit changes, the Reversed tribe also has a different version of all building and resource techs. Construction doesn't include the destroy ability. Trade allows them to destroy a market (for the usual price of building one) to gain 2 stars per level of adjacent growth building. Construction, mathematics and smithery allow them to destroy windmills, sawmills and forges for the usual price of building these improvements, and the destruction doesn't cause any loss of population but instead increases the city's population by 1 (or 2 for forges) for each level of the building. The techs for all other buildings also allow the removal of the corresponding buildings instead of their construction, for the same price, with a population gain instead of a loss. Organisation, hunting and fishing allow them to create fruits, animals and fish on a tile with none for the usual cost and pop gain.
-# Yes, this means you can get infinite population by exchanging a city between Reversed and some other tribe.
City upgrade bonuses:
The Reversed tribe has access to different upgrade bonuses compared to other tribes. Upon upgrading to level 2, they can take an explorer but lose 1spt (for a net +0spt with the upgrade) or do nothing. Upon upgrading to level 3, they can gain five stars but lose the city's defense bonus, or do nothing. Upon upgrading to level 4, they can gain 3 population but reduce the city's area by removing BG tiles, or do nothing. Upon upgrading to level 5 and above, they can spawn a super unit but lose 1 spt, or do nothing.
Tasks:
For the Reversed tribe, Metropolis is replaced by Shabby town, which is unlocked upon first upgrading a city and requires the player to not own a level 5 or more city for 5 turns. Killer is replaced by Victim and requires the player to lose 10 units (disbanding and disappearing don't count).
Is this meant to be balanced or just for fun?
Honestly, I love it!
They could be some kind of force of nature personified
Driving everything back to entropy
Ruins would be like markets, giving more stars when close to ores, animals or fruit, would also substitute temples in tec
(temple destruction relegated to Destroy Building in Chivalry)