#Sea Culture

4 messages · Page 1 of 1 (latest)

drifting wedge
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While ocean travel has been somewhat tweaked, there isn't exactly much going for it at the moment in terms of cultures. And we've got exactly one or two tomes to really expand on water-themed exploration. Meanwhile, the underground has loads of content. I think it's time we even the playing field.

Enter The Deep Culture! (Astral+?)

When a world is shattered or lost to the Astral Sea, there are those who manage to survive, to adapt to their harsh environment by taking on the aspects of the strange beings who float freely through the void-between-worlds. Deep cultures build their cities around gates to the astral sea, allowing its strange properties to "Flood" into their new worlds. While the effects on the local life is negligable, it makes all the difference for The Deep culture, who seem to move through open air as if it were water. The unique properties of their home also make them adept at living in more mundane oceans.

**Visually, **the Deep Culture would be a contrast to the more "Eldritch" aspects of their void-bound cousins. Their clothes and weapons would be heavily influenced by elements of ocean life, wearing armor made from crab carpace or luminous robes from the transluscent membranes of siphonophores. Weapons gleam with pearlescent light. And their heads are adorned with crowns of living crystal or coral.

On the overworld map, The Deep are capable of building cities on water and void tiles. What's more, they do not need to embark or disembark to these tiles. They can also construct a special province upgrade called a "Delvegate" which allows them to freely enter the Underground without the need for an entry point.

Economically, The Deep don't rely as much on gold as they do on food and mana. Most structures and even some units require mana as they are less "Built" and more "Summoned." To aid in this, they can turn any province into a mana conduit.

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Sea Culture

full niche
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I think the water deserves it's own dlc whit tomes, a culture like you suggested and perhaps a adaptation trait so that other cultures can also join in the water wars

simple heath
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I think the general premise of this culture is good. The astral sea aspect means they won't feel like a fish out of water on maps that don't have much ocean.

I think the culture needs some tweaks, being able to go underground without a cave entrance seems strong and should have some draw back (high mana cost/casting cost/special resource).

Also their ability to build cities on water might break the game as seiges might not work. Even if the devs can get it to work (they've moved mountains before) it seems busted. A culture like this would only work if they massively overhaul water content and make it less tedious for other cultures to embark. I mean it's cool in theory, but in practice I imagine it would be super tedious for other cultures to wage war with them.

Not saying they can't have their strengths, but the game should be fun for everyone, at the moment it just sounds annoying. I mean other cultures would have to get a specific empire upgrade just to be able to initiate a seige, then deal with the tedious water combat.