#Underground Only

12 messages · Page 1 of 1 (latest)

sullen rampart
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With the rework and slight focus on underground and its provinces it would be fun to see them add a realm trait that removed the surface or make it uninhabitable it would be fun to roleplay a game like arx fatalis

young grove
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I believe that having no surface at all is impossible for technical reasons, but I could definitely imagine a trait where the surface is uninhabitable and only underground cities are possible

grand osprey
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Could apply a dot effect to the overworld. Any units that spend a turn up there just die. 100% health drain.

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Though, I think the easiest would just for the map gen to remove cave exits, and don't spawn anything on the surface.

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there will technially be a surface, but you wont see it.

undone scroll
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Instead of crazy insta death for the overworld, why not do something more like a 10% health drain so they slowly die from a “hostile overworld” similar to hostile seas. Also i agree that starting everyone underground with no exits would be an easy way to go about not having an overworld and maybe a slight tweak to the underground generation to increase traveling capabilities a bit. Gotta make sure nothing is unreachable

pearl marlin
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You also can have a realm trait for a surface totally made with unsuitable land, so no cities can be built on surface, but you can travel on it.

You can also have a realm trait to place very powerfull and agressive creatures on surface so you can go but quickly goes underground to be safe.

fathom geode
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I think you need to lean into WHY the surface isn't safe. Maybe there was a war between Godir, Dragons, Giants, Archons, Umbral, etc that so thoroughly destroyed the world of the sun that the only sane survivors fled underground to escape it.

So underground you have native subterranean factions and the last enclaves of surface dwellers.

Up top there is attrition but more importantly there are constant high level infestations of monsters. No bandits up there.

The way to decrease the infestations is holding important seals or wonders on the top side in order to stop the spells that have continued for millennia on auto. You can then start expelling the dangerous and unnatural levels of surplus magic off the planet.

Constructed wonders (ziggurats, etc) are only up top. Natural wonders are below. Up top there are also pickups aplenty (especially research) but they are always guarded. In fact, careless exploration of the surface can draw attention to your underground home.

Perhaps underground natural infestations (elementals, animals, etc) will target marauder armies from the surface, like white blood cells that target disease. If someone resorts to the forbidden magic these forces of the naturL world will focus their attention on them

Additional elements could be either the surface enclaves using their forbidden knowledge when pushed to the limit and polluting the underground as well ... or perhaps one of the up and coming underground natives ignores the hard lessons of the past and seizes the power for themselves.

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The top side could be covered in randomized end game threats. One run it is covered by Undead, another time Umbral, another time Astral, another time twisted Angels, another time Fey.

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This makes me want to play a map with a realm trait like the Silo show

young grove
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I like that idea, especially being able to make the surface less hostile by completing wonders or holding seals