Hello, today I'm releasing an early alpha version of an ambitious mod in progress. This mod (PlayableCiv+) is meant to give you a little bit more of a variety on whom you play as, rather than the same old drunk dwarfs and
nobles. Rather than making it a total conversion mod where it includes everything in your possible imagination and more, it's going to focus on playable races themselves. I also aim for this to be more of an expansion mod, and limiting file replacing. But of course it will include some custom buildings and weapons and such... for variety in races. They will be full races, with languages and all.
Elves:Elves are those pointy-earred, tree hugging, small archers who get angry and raid you every time you offer something wooden to them. If you don't know who they are, well.... somethings wrong.
I don't own that picture, nor any other pictures on this thread. Permitted jobs:- Bowyer
- Carpenter
- Animal Caretaker
- Wood Crafter
- Metal Crafter
- Armorer
- Weaponsmith
- Weaver
- Clothier
- Herbalist
- Trader
- Woodcutter
- Craftsman
- Potter
- Glazer
- Wax Worker
- Farmer
- Cheese Maker
- Milker
- Tanner
- Miller
- Planter
- Brewer
- Soap Maker
- Potash Maker
- Wood Burner
- Lye Maker
- Shearer
- Spinner
- Presser
- Beekeeper
- Engineer
- Mechanic
- Architect
- Alchemist
- Doctor
- Diagnoser
- Bone Setter
- Suturer
- Surgeon
- Merchant
- Hammerelf/Master Hammerelf
- Spearelf/Master Spearelf
- Swordelf/Master Swordelf
- Archer/Master Archer
- RecruitD
- StandardD
- ChildD
- BabyD
D Listed here for debug purposes only, otherwise useless.
Elves no longer have access to Axes, so they can't chop trees down
(see Racial Features for alternative) However woodcutting is still in the raws incase you need to remove some trees if the amount of trees becomes too great. They're also Expert archers. Elves wont mine, its not their style. They also have woodburning for the potash to fertilize crops, however woodburning is looked down upon by most of the elven society.
Permitted Tasks:- Praying to Tree Altar for Enchanted Farming
- Making Cloth Quivers
- Bark Armoring (Custom workshop)
- Elven Magic Wood Processing (See Racial Features)
- Tan a hide
- Render Fat
- Make Soap From Tallow
- Make Soap From Oil
- Make Pearlash
- Make Plaster Powder
- Mill Seeds/Nuts To Paste
- Make Clay Jug
- Make Clay Bricks
- Make Clay Statue
- Make Large Clay Pot
- Make Clay Crafts
- Glaze Jug
- Glaze Statue
- Glaze Large Pot
- Glaze Craft
- Press Oil
- Make Clay Hive
- Press Honeycombs
- Make Wax Crafts
- Make Mead
Elves will not smelt any ores(Or alloys(Steel)), nor will they make coke.
NoblesDruidQuantity: 1
Responsibility: Religion
Succession: Acolyte
Lazy (Wont work)
No Punishment
Determines Coin Design
Requires 45 Elves, 2500 export worth, 10000 total worth before arrival.
Requires Bedroom worth 4000
Requires Office worth 4000
Requires Tomb worth 8000
The Druid isn't too bad of a noble, but he/she does want a good tomb for religious purposes. The requirement's aren't too high because the elves just want to know the new city is surviving before they send over an Acolyte to you to become your Druid.
AcolyteQuantity: 1
Lazy
No punishment
The acolyte is practically useless (like all other nobles) and is just there to become the next druid.
PrincessQuantity: 1
Responsibilities: Military goals/strategy
Lazy
No punishment
Appointed by Queen
Female only
QueenQuantity: 1
Succession: Princess
Female-only
Lazy
No punishment
Responsibilities: Law making, Receiving diplomats, Military goals.
Requires 85 Elves, 5000 Export and 25000 Total value before arrival.
Requires 15000 Worth Bedroom
Requires 10000 Worth Office
Ranger CommanderQuantity: 1
Accompanies a squad of 10
Appointed by Expedition Leader
Responsibilities: Military Strategy
Above RANGER_CAPTAIN in ranks.
Ranger CaptainQuantity: As needed
Responsibilities: Attack enemies, Patrol territory
Appointed by Princess
Expedition LeaderSee Satyrs Expedition Leader for info, it's the same thing.
Highest HerbalistThough it can be interpreted in multiple ways, 'Highest' is a reference to rank, not marijuana(Or any other drug for that matter).
The herbalist is the healer.
Quantity:1
Appointed by Expedition Leader or Druid
Responsibilities: Health Management (Like the chief medic for dwarves)
CourierThe Courier does just about everything relating to paperwork, he/she trades, makes agreements, accounts, etc...
Quantity: 1
Appointed by Expedition Leader or Queen
Responsibilities: Accounting, Trade, Make Trade Colony Agreements, Make Peace Agreements, Make Topic Agreements
Example city design and tipsI would strongly advise a temperate, flat, forest. You'll need LOADS of wood. I would also suggest a brook, as Elves are not alcohol dependent, they are fine with drinking water, so long as it isn't salty/contaminated.
This is a basic city layout, it works. It doesn't include defense however. All I can suggest is make use of your archers. Also, with the houses, unless you want a hundred thousand houses, I'd recommend a total of 4 beds in each house. 1 In each corner. Make all of them their own separate bedroom.(They can overlap) This will cut your space usage and land to protect to 1/4th. Please note though, these are only suggestions, you can do anything you'd like. (As long as it's above ground, Elves wont mine)
Racial Bonuses/FeaturesFirst, Elves make the best archers you will find, and to go with that, they get their own special bow- the Long bow.
The longbow has more force to it, and thus more power. It also takes more to make however, as they are quite large.
To go with this, Elves can also create cloth quivers at a craftsman workshop.
Next Elves also get a special workshop called the Bark Workshop. Elves have learned to use every part of the tree, and since bark is useless as fuel or construction material, why not make armor out of it? Advances in backwoods redneck thinking science have led to Wooden Armor. At the Bark Workshop, Elves can make wooden armor. This is made from 1 log and is used by Elves with the Wood Crafting skill.
Elves also can build a Tree Altar, where they can 'pray' for gifts.
Then, since Elves need to use some melee, they have access to Scimitars.
With the discovery of tree farming, Elves have, once again, put themselves ahead of other societies in that, when you processed a farmed tree at an Elven Magic Wood Extractor, there is a high chance of getting an extra log, as well as an extra seed.
Elves have also been gifted with magical plants that grow strands of metal in them. These plants may have their strands extracted and processed into a metal bar which can then be used for smithing. However the only metallic plants that they currently have are Copper, Silver, Gold, Lead, Platinum, Iron, and rumors have been heard about a legendary Elven village with Adamantine plants.
Next is the first custom race:
Satyrs:
Satyrs are: "A medium-sized humanoid with the horns and legs of a goat."
Despite their looks they're actually under the Good alignment, and aren't bandits. They survive of mostly hunting, but farming is always an option.
Also, to make a military in the start: Go to the Nobles page, appoint a Warparty Leader from there. Then you can go to the Military screen and create a squad under him.
Permitted Jobs:- Miner
- Carpenter
- Bowyer
- Woodcutter
- Engraver
- Mason
- Animal Caretaker
- Animal Trainer
- Hunter
- Trapper
- Animal Dissector
- Furnace Operator
- Weaponsmith
- Armorer
- Blacksmith
- Metalcrafter
- Gem Cutter
- Gem Setter
- Woodcrafter
- Stonecrafter
- Bone Carver
- Leatherworker
- Weaver
- Clothier
- Glassmaker
- Strand Extractor
- Fisherman
- Fish Dissector
- Fish Cleaner
- Cheese Maker
- Milker
- Shearer
- Spinner
- Cook
- Thresher
- Miller
- Butcher
- Tanner
- Dyer
- Planter
- Herbalist
- Brewer
- Soap Maker
- Potash Maker
- Lye Maker
- Wood Burner
- Clerk
- Administrator
- Trader
- Architect
- Diagnoser
- Bone Setter
- Suturer
- Surgeon
- Glazer
- Potter
- Presser
- Beekeeper
- Wax worker
Permitted Tasks:- Process Small Tree (Farmed trees, this is the basic version)
- Tan a Hide
- Render Fat
- Make Soap from Tallow
- Make Soap from Oil
- Make Pearlash
- Make Plaster Powder
- Mill Seeds/Nuts To Paste
- Make Clay Jug
- Make Clay Statue
- Make Clay Bricks
- Make Large Clay Pot
- Make Clay Crafts
- Glaze Jug
- Glaze Statue
- Glaze Large Pot
- Glaze Craft
- Press Oil
- Make Clay Hive
- Press Honeycomb
- Make Wax Crafts
- Make Mead
- All Metal-smelting tasks including Bituminous Coal/Lignite to Coke
Nobles:ChiefThe Chief is basically the leader.
Quantity:1
Determines Coin Design
Lazy
Lazy Spouse
No Punishment
Responsibilities: Law making, Military Goals,
Replaced by Warlord
Requires Bedroom worth 10,000
Requires 5 Boxes
Requires 5 Cabinets
Requires Dinning Room worth 10,000
Requires Office worth 10,000
Requires Tomb worth 5000
Requires 30 Pop before arival
Elected
WarlordThe warlord is the step below Chief, and is the military leader.
Quantity:1
Appointed by Chief
Lazy
No Punishment
Responsibilities: Military goals, military strategy, build morale
Replaced by Chief's Assistant
Requires 7 Boxes
Requires Study worth 7000
Requires 10 Weapon Racks
Requires 10 Armor Stands
Requires 22 Population
Leads the military, as well as his own personal unit of 10 Elite Warriors.
Chief's AssistantThe Chief's Assistant does all the crap no one else wants to do. He/she is basically the diplomat.
Quantity: 1
Appointed by Chief
No Punishment
Responsibilities: Accounting, Establishing Colony Trade Agreements, Making Introductions, Making Peace Agreements, Making Topic Agreements
Spirit:Spirit is the religious leader. Spirit is who all Satyrs ask when it comes to religious matters and by some, is respected more than the Chief himself.
Quantity: 1
Elected
Lazy
No Punishment
Responsibilities: Religion
Requires Tomb Worth 10,000
Requires Study Worth 10,000
Requires Population of 35 before arrival
Warparty Leader:The Warparty Leaders are like your militia captains. They are only the leader of their squad, not the whole military.
Quantity: As many as are needed
Appointed by Warlord OR Expedition Leader
Leads a squad of 12 Warriors.
Trader:The Trader is the Satyr's equivalent to the Broker.
Quantity: 1
Appointed by Chief
Responsibilities: Trade(This counts as the Trade Depot's "Only Broker may Trade")
Expedition LeaderThe Expedition Leader is simply there to make sure the Satyrs get to the new site safely and without ambush. He also appoints Warparty Leaders.
Quantity: 1 (Only 1 needed)
Responsibilities: Meet Workers, Receive Diplomats
Racial Bonuses/Features:Satyrs favor axes, and thus are granted use of the Great Axe, as well as the standard battle axe. They also use Morning Stars, Flails, and Whips.
In terms of ranged combat they use Slings and thrown Javelins.
Both Slings and Javelins improve the Thrown skill, so Satyrs make excellent throw-boulder-of-tower-wall-and-into-giant-pile-of-goblin, men.
The main downside to Satyrs is that they can't make or operate siege equipment due to their primitiveness.
Antmen:Warning: When playing as Antmen, expect a lot of micromanagement, you're going to be setting a lot of custom professions. USE DWARF THERAPIST FOR ANTMEN!! DO IT! Dwarf Therapist is an amazing tool and will make playing as Antmen an indefinate amount easier. If you somehow manage to run a successful fort without this tool, you deserve a major award. I'm not saying Antmen are broken, but the way they specialize in things makes it very hard to get ants that do what they should without this tool.
Also, to find out what the ant's type is, 'view description' of the ant, and then look at the bottom of the page it should include the default description of the ant, and then "-Worker/Soldier/Drone/Queen" respectively.
Permitted Jobs:In short, all. However worker ants are better at most working skills, drone antwomen are good at medical skills, soldier antmen are good at military skills, and the Queen ant sucks at everything. Just let her be a mean old noble. Also, the way the 'better' system is, basically if the ant type is 'better' at that skill, they improve it much faster, making for quite a few legendaries. But the other skills, they improve slower, and lose the skill faster.
Permitted Tasks:Again, in short, all defaults, and then small tree processing.(at the sawmill)
NoblesAnt's favor election.
Queen:Quantity: 1
Only Queen Ants may be Queen.
Succeeded by heir(Queen ant(s if you manage to get more than 1) lay 20-30 eggs at a time)
Otherwise Elected
Lazy
Lazy spouse
No Punishment
Sleeping Quarters Jealousy(Noone should get better quarters than her.(But see Racial Features for something cool about this))
Not affected by Economy(infinite wealth for her(ACCOUNT_EXEMPT))
Determines coin design
Requires 65 pop
Max 30 demands, 15 mandates
Responsibilities: Makes laws, receives diplomats, military goals
General:Quantity: 1
Only ant soldier may become General
Lazy
No punishment
Lazy spouse
Elected
Requires 30 pop
Max 10 demands, 5 mandates
Responsibilities: Military stratigy, meets workers(deals with pissy ants), military goals
MedicOnly Drone ant may become the lead Medic
Quantity:1
Elected
Lazy
Lazy spouse
No punishment
Requires 15 pop
Max 5 demands, 3 mandates
TraderOnly Worker Ant
Quantity: 3
Elected
Responsibilities: Accounting, Collect Taxes, Establish Colony Trade Agreements, Make Introductions, Make Topic Agreements, Make Peace Agreements, Manage Production
Requires 15 pop
Captain:Quantity: As needed
Appointed by Expedition Leader
Squad of 35
Expedition Leader:Quantity: 1
Elected
Only worker allowed to take position
[spoiler]
Racial Bonuses/Features:
[spoiler]
First, Antmen have simple nobles. They aren't too complicated, nor do they require fancy rooms and all. Antmen are also known for having larger squads, to rush the enemies with lots of troops fast. Antmen also have access to all jobs/tasks dwarves do, but then they also have additional weapons available to them. Antmen only last 3-5 years. Oh, and did I mention Antmen never have to sleep? Antmen have access to Cave animals as domestic.