Grimdark Frontier Game Design Document
Version
Version 0.01.04 (14/12/10)
Summary
Grimdark Frontier is a mod of Civilisations IV (Beyond the Sword) to place it in the Warhammer 40k setting. This will be for Civ fans who want a new and interesting mod to play, or 40k fans who want to play a 40k game at a scale they have never been able to do, until now. The scale is at the sector level, with armies and ships being the smallest units, and entire systems being a single tile. This is as I wanted a truly strategic game, on a scale that isn’t represented in other games, and secondarily because I was basing it on the popular Final Frontier mod (actually the Final Frontier Plus mod, a fan compilation mod and update on Final Frontier with some of the most popular Final Frontier mods, including the popular Finaler Frontier. Yo dawg, I heard you liked mods?) which is set at this scale.
Notes
Also, since this mod is based on another mod which drastically alters gameplay, it’ll be out of my coding ability to create this from Civ5, until a Civ5 Final Frontier mod comes out.
Many of the changes to Civ 5 do not lend themselves to this mod, and Civ IV feels more right for what I’m trying to make.
Table of Contents
1.7 Look and feel (the basic look and feel of the game, the visual style)
Section 2 - Gameplay and Mechanics
2.1.1 Objectives –objectives of the game
3.1.1 Game premise and setting
3.1.3 Plot elements and story progression
Section 1: Game Overview
1.1 Basic concept
Grimdark Frontier is a mod of Civilisations IV (Beyond the Sword) to place it in the Warhammer 40k setting. It is in actuality a mod of the Final Frontier Plus compilation mod, which drew primarily from the Finaler Frontier fan-mod update of the Final Frontier mod (shipped with Beyond the Sword).
1.2 Design Objectives
Create a mod for Civ IV that places the game in the 40k setting. It should play appropriately to the setting as well as being correctly set.
1.3 Feature set
The features include a number of details to make the gameplay more ‘40k’. These include replacing religion with alliances, research with faith, culture with control and updating many details to make them more grimdark and fitting with the 40k setting.
1.3.1 Alliances (Religion)
Instead of religion, the game will feature alliances, which will automatically spread a certain religion in your systems (player choice). This will help keep the varying factions at arms length, using the diplomacy system.
The alliances will be:
· Imperium of Man (Available to Human, Space Marine and Admech players)
· Chaos (Available to Human, Space Marine, Chaos Space Marine, Deamon and Admech players)
· Orks (Available to Orks and Diggaz)
· Eldar (Available to all Eldar subraces)
· Tyranid (Available to nids)
· Necron (duh)
· The Greater Good (Available to Human, Tau and Kroot players)
Alliances other then the state alliance will cause unhappiness and loss of control (culture), whereas the state alliance will give +2 J and a bonus to control.
1.3.2 Faith (Research)
In wh40k, research is not a major thing. Instead, faith is a more useful power. Thusly, you will get faith from temples, etc. and this will be used to move up the faith tree, which will give temporary bonuses, and unlock certain high tier units (demons, living saints, etc).
1.3.3 Civics
The Civics will be replaced with more Grimdark Civics. Instead of representation, expect repression. Still working out the details on these ones.
1.3.4 Grim Resources
Additional resources will be added to various planets including ‘Deathworld’, ‘Ogyrn population’, ‘Ratling Population’, and more.
1.3.5 Warp Counter
As per the Armageddon Counter in FFHII, except it will add in how close the sector is to falling into the warp, with 0% being entirely realspace, and 100% being currently entirely in the warp. As the Warp Counter rises, various events become more likely, deamons gain power, and much more.
1.3.6 Control (Culture)
Every planet/system will have a number associated with how under control it is. At 100% the planet is under complete control of it’s owner, and will work as per normal. At 0% it will forcibly change hands and revolt. This will replace the culture/influence from Civ IV/Final Frontier.
1.3.7 Barbaric Factions
Some factions (Orks, Chaos, Dark Eldar) have little control over all of their forces, and as such can easily deny being behind an attack. Barbaric factions have most of their units appear to be barbarians, in a similar way to privateers in normal Civ IV BtS or Stealth Ships in Final Frontier. Additionally the infighting within these factions means that barbarian forces will appear nearby space occupied by these factions, of any unit type the Barbaric Faction can create. Finally, the actual barbarians will be able to create many units that are otherwise unique to these factions.
1.3.8 Undiplomatic Factions
Some factions (Tyranids, Necrons) can’t be negotiated with at all, ever. As such they will be permanently at war with all other factions.
1.3.9 Mobile Worlds
Many factions have populations comparable to planets on ships (Eldar craftworlds for example) , and as such will have ships that double as one planet systems.
1.4 Genre
The mod will be of the TBS Genre, and will be a 4X game (ie. eXplore, eXpand, eXploit, eXterminate). This is because the original game is of the said genres.
1.5Target audience
This will be for Civ fans who want a new and interesting mod to play, or 40k fans who want to play a 40k video game at a scale they have never been able to do, until now. Also, fa/tg/uys and ca/tg/irls.
1.6 Gameplay summary
As per Final Frontier, but more in keeping with 40k’s setting.
1.7 Look and feel (the basic look and feel of the game, the visual style)
Grimdark Gothic. See Section 5 – Art, p10.
1.8 Background story
See Warhammer 40k.
1.9 Types of play
Single and Multiplayer will both be supported.
There will be two modes: Grimdark frontier, and ‘Galaxy at War’, the latter being a map with additional victory modes linked to each faction, and a larger scale (the whole damn galaxy).
Section 2 - Gameplay and Mechanics
2.1 Game play
The Gameplay will be as per Civ IV FF+, but changed so that it reflects the wh40k setting appropriately. Note that I am only mentioning changes from the Civ IV BtS Final Frontier Plus mod.
2.1.1 Objectives –objectives of the game
To crush your enemies underfoot. As per Civ IV. Note that diplomatic victories will only be accessible once all factions that are forcibly opposed to you are defeated.
2.1.2 Core Gameplay
Civ IV FF+, but with more war.
2.2 Elements and Mechanics
2.2.1 Factions
The factions available to play will be:
Mankind
Humanity is the most widely spread civilised race in the known galaxy, and among the most unified. Almost all humans belong to the Imperium of man, although some defectors exist. Traitors renounce their ties to the IoM and attempt to strike out alone or worse yet, turn to chaos or xenos for protections and governance. Humans can take the IoM, Chaos, Tau Empire alliances, or be independent.
Planetary Governor
Planetary Governors are Productive and Economic.
Governor Militant
Governors Militant are Militant and Aggressive.
Cardinal
Cardinals are Faithful and Aggressive.
Rouge Trader
Rouge Traders are Explorative and Economic
Adeptus Mechanicus
No longer human, the Adeptus Mechanicus are the Tech-Priesthood of the Imperium, although many have been corrupted. Admech players can be IoM, Chaos or Independent.
Magos Explorator
Magos Explorators are Explorative and Technological.
Fabricator Generals
Fabricator Generals are Productive and Technological.
Magos Secutor
Magos Secutors are Militant and Technological
Space Marines
Space Marines are the defenders of humanity, chosen from aspiring heroes and given the best training, weapons and armour that humanity can outfit them with. Space Marine players can be IoM, Chaos or Independent.
Chapter Masters
Chapter Masters are Militant and Aggressive.
High Marshal
High Marshals are Militant and Faithful.
Iron Father
Iron Fathers are Militant and Technological.
Great Khan
Great Khans are Militant and Raiding
Wolf Lord
Wold Lords are Aggressive and Raiding
Grand Master
Grand Masters are Militant and Explorative.
Chaos Space Marines
Chaos Space Marines are vile and twisted foes, once the saviours of mankind, and heroes of the Imperium, now its worst villains. Chaos Space marines can be Chaos.
Daemon Prince
Daemon Princes are Aggressive and Faithful.
Warsmith
Warsmiths are Militant and Technological
Chaos Lord
Chaos Lords are Aggressive and Militant
Dark Apostles
Dark Apostles are Faithful and Militant.
Alpha Legion Lord
Alpha Legion Lords are Militant and Raiding
Sorcerer Lord
Sorcerer Lords are Faithful and Militant
Berserker Lord
Berserker Lords are Aggressive and Raiding
Night Lord
Night Lords are Raiding and Aggressive
Thousand Sons Sorcerer Lord
Thousand Sons Sorcerer Lords are Faithful and Explorative
Alpha Legion Lord
Alpha Lords are Raiding and Explorative
Heralds of Nurgle
Heralds of Nurgle are Militant and Faithful
Orks
WAAAGH! Orks are made to fight and win. Orks take the side of the Orks.
Goffik Warlord
Warlords are Aggressive and Militant.
Big Mek
Big Meks are Aggressive and Technological
Evil Sunz Wazzaboss
KoS Warbosses are Aggressive and Raiding
Blud Axe Genrul
Blood Axe Generals are Militant and Manipulative.
Bad Moon Warboss
Bad Moon Warbosses are Productive and Economic
Deffskull Skrapboss
Deffskull Skrapbosses are Raiding and Technological
Snakebite Chief
Snakebite Chiefs are Raiding and Faithful
Freeboota Kaptin
Freeboota Kaptins are Raiding and Economic
Eldar
The vile and alien eldar can only take the side of the eldar.
Farseer
Farseers are Manipulative and Faithful.
Autarch
Autarches are Militant and Aggressive.
Dark Eldar
Dark Eldar can take the side of the Eldar, or be independent.
Archons
Archons are Militant and Raiding.
Archite
Archites are Aggressive and Raiding.
Tau
Tau can take the side of the Greater Good, or be independent.
Aun’o
Aun’o are Manipulative and Faithful.
Shas’o
Shas’o are Militant and Faithful.
Fio’o
Fio’o are Productive and Technological.
Por’o
Por’o are Manipulative and Economic.
Kor’o
Kor’o are Raiding and Faithful.
Kroot
The Kroot can take the side of the Greater Good, chaos, or be independent.
Master Shaper
Master Shapers are Militant and Raiding.
Necrons
The Necrons are always on the side of the Necrons.
Necron Lord
Necron Lords are Raiding and Technological.
Tyranids
Tyranids are always on the side of the Tyranids.
Hive Mind Synapse
Aggressive and Militant.
Notes:
Many armies will be able to side with alliances out of their normal abilities thanks to certain events. For example, an event may allow your Chaos Space Marines the chance to worship Malal, and if accepted you will become Independent, although you cannot always take that side.
2.2.2 Traits
In the above section (2.2.1 Factions, p6) leaders were mentioned to have traits. The Traits are explored in more depth here.
Aggressive
Free Promotion: Combat I.
Militant
+2 J Training Base
+50% Production: Training Base
+10% Production: Great Generals
+10% Control
-1 J All worlds
Productive
+1 Production Mining Facility, Factory.
+20% Production: Mining Facility, Factory.
+1 Production on any world with 2 or more production.
Economic
+1 Currency on any world with 2 or more currency
+20% Production: Spaceport
+1 Trade Routes: Spaceport
Raiding
Free Promotion: Raider I
+20% Production: Slave Pen
+2 J Slave Pen
+10% Control: Slave pen
Faithful
+1 Faith for Temples
+10% Faith in each system
+1 J
Manipulative
No Anarchy.
+1 J on each planet.
Technological
-25% Requirements for promotions
Free Promotion for Ships: Repair Staff
Free Promotion for Ground Units: Improved Armaments
Explorative
Free Promotion: Recon I, Engines I
+50% Production: Recon Units
+1 J On all worlds with Spaceport
+1 Health on all worlds with Spaceport
+20% Production: Spaceport
2.2.3 Unit Types
There will be a number of new units, including many ground units in a number of new types. Remember Final Frontier is space based, so ground units are 'new', or at least ‘new again’.
Transports
Transports are ships designed to move the ground units through space. Although most are poorly armed, there are some notable exceptions.
Ground Units
All of the new types (save for Transports) are ground units, representing armies of the regular 40k forces. They will all have movement 0, and rely on transports to ship them from system to system. Initially they will work much like other units, but I intend to create methods so that multiple ground units can occupy the same tile, and will only fight when ordered to, with winning battles causing a change in control (See 1.3.6 Control (Culture) on p5).
Infantry
Infantry are the core ground units. They will have movement 0 but will be able to be shipped around by Transports (as will all ground units). A balanced type with no notable weaknesses or strengths.
Armoured
Armoured units will be tough and resilient, however they will also be expensive to create. They will be useful to cause Collateral Damage against other ground units.
Mechanised
Mechanised units will be tough and resilient like armoured units, and will also be expensive. Expect mechanised units to have first strikes against other ground units.
Artillery
Artillery units will be fragile, however they will also be capable of massive collateral damage. Also, they will add to the attacking strength of other units in their stack.
Superheavy
Superheavy units will be able to defend against space units, and will make a mockery of all other units. They will be extremely expensive to create, and without support will be taken down by hordes of cheaper, disposable units. Superheavies will also be targetable from space
Characters
Characters will be a more detailed set of Great General equivalents. Will give specific upgrades as well as extra prestige/upgrades for the unit.
Aerial
Aerial units will be used to harass other unit types, by taking advantage of very high withdrawal chances.
2.2.3 Units
There are a number of new units in this mod, and as most of them are faction specific, I’ll mention them by faction.
Imperium of Man
PDF (Planetary Defence Forces) regiments are raised by Imperial Governors to defend planets. Although they can’t be taken out of the system, they are very useful for defending the systems they are built in against enemy foot-troops.
Infantry Regiment
A Regiment of Imperial Guard is the most flexible and common infantry unit available to the Imperium of Man.
Ogryn Regiment
An entire regiment of Ogryns, with a limited staff of humans leading them into battle. No withdrawal chance, +str against infantry, but lower str overall.
Penal Regiment
No withdrawal chance, cheap and disposable. Very limited in the upgrades it can take.
Feral Regiment
Very weak, with large weaknesses vs all non-infantry types. Very cheap, and can be raised on almost any planet.
Armoured Company
A whole company of tanks, the armoured company is the basic armoured unit.
Mechanised Regiment
As per Guard Regiment, now in mechanised.
Droptroop Regiment
As per Mechanised Regiment, but with additional bonuses to withdraw chance. Also, weak against anti-air.
Artillery Company
The basic Artillery unit for the IoM.
AA Company
Anti-Air company. An artillery unit with significant advantages against Droptroop Regiments and Aerial units.
Baneblade
The IoM’s primary superheavy.
Machrius
The Macharius is one of a variety of super heavy tanks referred to as 'second generation' Baneblades. Built by forge worlds that do not possess the STC data to build Baneblades, the Macharius fulfills the same battlefield role as the Baneblade, but lacks most of its advanced features, engine performance and armor bracing.
Like a Baneblade but weaker and can be built without the STC data.
Shadowsword
Baneblade but with Large +Str vs. Superheavies and a –Str vs Infantry.
Stormblade
Variant on Shadowsword, pre-volcano-cannon. Has less +Str vs Superheavies. Also has +Str vs Armour and Mechanised, and a smaller –Str vs Infantry.
Stormsword
Shadowsword, but replace it’s bonuses and negatives with: City Attacker. Minus to enemy fortifications. + Str vs Infantry.
Stormlord
Baneblade without +vs titans and has a significant + vs infantry.
General
Basic character for the IoM.
Lightning Fighter Squadron
Light Aerial unit with a bonus to withdrawal chance.
Thunderbolt Heavy Fighter Squadron
Heavy Aerial unit, with a bonus against other Arial units.
Marauder Bomber Squadron
Aerial unit, with a bonus against ground units. Also creates collateral damage.
Marauder Destroyer Squadron
As the Marauder bomber, but sacrifices some collateral damage ability for an increased withdraw chance and a slightly higher strength.
Inquisitor
A character used for clearing chaos or xenos alliances from planets. Also can be used to improve control (see 1.3.6 Control (Culture), p5), combating enemy spy units or for covert missions.
Sisters of Battle Commandery
Infantry unit, that adds to faith every time they battle. +Str when defending.
Canoness
Character, gives a bonus to SoB faith bonuses, and adds +str.
Living Saint
Character, only gain-able from faith. Very powerful, and adds faith every turn it is alive, with bonus faith every battle it wins and a large martyrdom bonus when it dies.
Commissar
Character, requires Schola Progenium. Adds to Str, subtracts from withdrawal chance.
Space Marines
Elite, yet almost always outnumbered, the Space Marines are the most powerful warriors available to the IoM.
Space Marine Company
Basic infantry unit for SM. Very strong, however, the player is limited to 8 companies in codex chapters.
Space Marine Strike Force
Other infantry unit for SM. Not nearly as strong as the Company, however, is not limited in number. Upgrades gained by Strike Forces are instead gained by a random Company.
Space Marine 1st Company
Elite infantry unit for SM. Very strong, however, the player is limited to one 1st company. Can take the powerful Terminator Unit upgrade. Will gain any experience upgrades that any Company has.
Space Marine 10th Company
Starting unit for SM. Strong, and has a very high withdrawal rate. Limit of 1. Experience upgrades gained by the 10th company are instead gained by a random company.
Chapter Master
Central Character for Space Marines. Limit of one.
Captain
Basic character for space marines. Limit of ten.
Thunderhawk Strike Attack Team
Aerial Unit, with a weakness to enemy aerial units.
Stormraven Gunship
As thunderhawk, with less weakness vs aerial units, more withdrawal chance and less str overall.
Admech
Admech are the techno-preists of 40k. Lots of faith-tech, lots of powerful units, and a powerful fleet. Note: Admech also get access to a lot of the IoM superhevies.
Skitarii
A strong infantry unit.
Balisteria
A powerful artillery unit.
Cataphractii
A powerful armoured unit.
Praetorians
Elite Admech Infantry unit.
Explorator Fleet
Recon unit with the power to make ‘Explorator Bases’ in systems.
Explorator Base
Starbase, relatively low str. Good Vision.
Knight
Weakest superheavy, but most readily available. A small 1 person Titan.
Warhound Scout Titan
Small Titan, with bonus first strikes and withdraw chance but a lesser str then most Titans
Reaver Battle Titan
Slightly lower Str then the Warlord Battle Titan, but with a bonus to city attack and to supporting armoured units.
Warlord Battle Titan
The main Titan used.
Imperator Emperor Titan
One of the highers Str Titans, the core Emperor Titan
Warmonger Emperor Titan
As Imperator but sacrifices Str for extra first strikes and collateral damage.
Orks
The Orks are generally weak against armoured units and have lower str units then most, however they come in vast hordes and have very fast to produce units. Also, many Ork upgrades give +collateral damage.
Ork Warband
Ork Infantry unit
Feral Ork Warband
Ork Infantry unit, weaker then ork warband, very cheap to create, strong weakness vs armoured units.
Kult ov Speed
Ork Mechanised unit.
Armoured Krumpany
Ork Armoured unit. High collateral Damage.
Big Gunz Dakka Krumpany
Ork Artillery unit
Stompa
Smallest Ork Supberheavy.
Gargant
Ork Superheavy. Gargants are very varied in their creation, and will come with a random ‘gargant’ upgrade with their creation.
Great Gargant
Ork Superhavy, bigger and more str then gargants.
Mega-Gargant
Biggest, meanest, strongest ork superheavy.
Warboss
Basic Ork Character
Big Mek
Alternative Ork Character, gives additional bonuses to mechanised and armoured units. Gives access to ‘Big Mek’ upgrades.
Deff Skwadron
Ork Arial unit
Biker Warband
Ork mechanised unit, extra withdraw chance, lower str.
Deffwing
Ork Infantry unit, bonuses vs. armour.
Battlewagon Krumpany
Ork Mechanised unit, extra collateral damge and str but loses most of its withdrawal chance.
Chaos
Note that these units are available to any faction that has chaos as it’s state religion. Daemonic units don’t have withdrawal chances. All have a 1% chance of corrupting any regiment attacked.
Daemonic Horde
Daemonic infantry unit. Has a 5% chance per turn to dematerialise. Can be summoned in a number of ways.
Bloodthirster Horde of Khorne
Daemonic infantry unit. Has a 5% chance per turn to dematerialise, reduced to 2% if it has killed something in the last two turns. Higher Str then daemonic horde. Bonuses when attacking.
Tzeentchian Changing Horde
Daemonic infantry unit. Has a 5% chance per turn to dematerialise, has a 10% chance of gaining a random Tzeentchian upgrade per turn.
Rotting Mass of Nurgle
Daemonic infantry unit. Has a 5% chance per turn to dematerialise. Causes infections in attacked units.
Warp-Carnival of Slaanesh
Daemonic infantry unit. Has a 5% chance per turn to dematerialise. Has added chances of first strikes. 2% chance to corrupt an attacked regiment.
Greater Daemon
Daemon Character, adds +1 to combat str of regiment.
Bloodthirster
Greater Daemon of Khorne, adds an extra +1 (making +2) to regiment str
Keeper of Secrets
Greater Daemon of Slaanesh, adds first strikes and +1% chance to corrupt.
Changer of Ways
Greater Daemon of Tzeench, adds 5% to the odds of gaining a random tzeentchian upgrade, can cast great spells.
Great Unclean One
Greater Daemon of Nurgle. Bonus to defending str, and gives a 10% chance of inflicting a ‘contagious infection’ in attacked units.
Chaos Space Marines
CSM units
Chaos Space Marine Warband
CSM Infantry unit.
Veteran Chaos Space Marine Warband
CSM Elite Infanrtry unit.
Chaos Space Marine Armoured Warband
CSM Armoured
Chaos Space Marine Mechanised Warband
CSM Mechanised
2.2.4 Buildings
Adeptus Arbites HQ
Replaces Police Station. Police Station + Adds to defensibility of the planet.
Slave Pen
+10% Production
+1 Sickness
+1 Unhappiness
-10% Control
+20% Production with Raiding trait
+2 J with Raiding trait
+10% Control with Raiding trait
Req. Alliance: Chaos, Orks, Independent, Eldar (Dark Eldar).
Fortress Monastery
Req. Faction: Space Marines
+100% Defence
+4 Exp for new units
Astropath Facility
UB for IoM. Replaces Interplanetary Beacon. Builds 50% faster with Psyker Rich Population.
Scholastia Psykana
IoM Only. National Wonder. Allows training of sanctioned psykers in empire. Builds 50% faster with Psyker Rich Population. Doubles production of psyker units.
Shipyard
Allows the production of Space units and space buildings (Capital Shipyard, Squadron Factory, etc.).
+1 Hammer.
Munitions Factory
Allows the production of missiles, armoured units, artillery units. Allows explosive weapon upgrades: Missile Launcher, Battlecannon, etc. Adds upgrade Heavy Weapons Squad (Missile Launchers) where appropriate.
Armament Factory
Allows the production of ground units. Allows las and melta weapon upgrades. Adds upgrade Heavy Weapons Squad (Lascannon) and (Melta) where appropriate.
STC Design
Allows production of
Temple
+1 Gold
+1 J
+2 Faith
Temple of the Omnissiah
UB for Admech. Replaces Temple. +2 Prod/turn.
Designations
A planet can only have one designation on it.
Designation: Forge World
National Wonder
Centre of government
+100% Production
Allows: Titians, Baneblade.
Designation: Knight World
Req. Forge World in system
+50% Production
Allows: Knight
Designation: Agri-World
+50% Food
-25% Prod
-25% Currency
Designation: Fortress World
+25% Military unit production
+50% Defence
-25% Food
-25% Currency
2.2.5 Grimdark Events
Many events may happen in the Grimdark far future that is the setting of wh40k. Some of these are illustrated below.
Odd Cultist
"A strange cultist with an odd speech impediment on
- Kill her (+5 on the warp meter, 20% of her reappearing on other planet in your area)
- Put her in Jail (5 Turns of L on your planet, -1 Food)
- Ignore her (Chaos spreads on planet)
- EXTERMINATUS (Lost planet, 1% of her reappearing on other planet in your area)
LIIVI
"One of your Vidicare assassin defected while on a mission to assasinate a Eldar Farseer"
- Send out a search force for him (1 Military Unit in the area is busy for 2 turn, 50% Chance of losing the unit or 50% Chance of regaining the Assassin)
- Let him go (Lost the Assassin unit)
Gav
“Tales of a heroic ogryn known as Gav have become popular on
- Encourage these tales (+1 J for 10 turns)
-Crush the stories of this “heroic” abhuman, this heresy will not be tolerated (+3 L for 10 turns, +5 Ctrl. 5% chance for access to ogryns to be removed from the planet.
-Publish books telling the Tale of Gav and Bob across the sector (+1 J in all cities for 10 turns, costs 50 gold)
-I must have this Gav! Bring him before me! Pay no heed to cost!” (1% chance to gain special character “Gav” and +2 J in all cities for 10 turns, Costs 400 gold, 10% chance to discover a new source of ogryn, +1 J in all cities for 10 turns)
2.2.6 Grimdark Resources
Some Grimdark resources for a grimdark universe.
Ogryns
Allows ork and human factions to use ogryns. +1 hammer, with a further +2 hammers when developed.
Feral Natives (Race)
Allows the race in question to build units from the ferals. Needed for Space Marine Fortress Monestary. Doesn’t come in Tau, Necron or Tyranid flavours. +1 Hammer, with a further hammer and food when developed. Feral Natives (orks) are -1 food -1hammer -1commerce, but orks can develop them into a Food neutral, +1 hammer, +1 commerce.
Deathworld
Allows the player to create units with the deathworld trained perk. -1 hammer, -1 commerce, -1 food.
Psyker Rich Natives (Race)
This Resource allows the race in question to build units from the psykers. It also gives bonuses/production bonuses to certain buildings/units. However it doesn’t come in Tau, Necron or Tyranid flavours. Tyranids can use them in different ways. As always SM, CSM, etc. use Human ones, and everyone else only uses their own.
Rattling Population
Allows human factions to use Rattlings. +1 food, -2 hammers, -1 commerce.
Abhuman Beastman Population
Allows human factions to use abhuman beastmen.
Squat Population
Allows human factions to use Squats. -1 food, +1 hammers, with +1 hammers and commerce after development. Ultra-rare.
Subhuman Population
Allows human factions to use Subhumans. +1 Hammers. +1 more hammers after development.
Section 3 – Story, Setting and Characters
The Setting will be that of a Frontier Sector in the Warhammer 40k setting. Whether it will be a blank ‘any sector’ or a fictional sector that we can put together some fluff for, I’m unsure as of yet.
3.1 Story and Narrative
3.1.1 Game premise and setting
Warhammer 40k, set in the Frontier Sector of space, known as Sivforrius.
3.1.2 Back story
Sivforrius was originally settled by Rouge Trader Sid Mier, and a number of leaders from every faction have taken systems, however in this area of space, there is no dominant power, yet. Take this area of space in the name of your faction, whether it be by diplomacy, covert actions, or by force. However, remember, in the grim dark of the far future there is only war.
3.1.3 Plot elements and story progression
This will be largely variable, but there will be a number of plot ‘events’ which may happen. One game might have events making tyranids such a threat that the Imperial players must cease hostilities with the alien Tau, another game might have the entire region fall into the warp and all the players fall to chaos.
3.2 Characters
For key characters include details such as:
· Back story
· Personality
· Look
· Special abilities
· Relevance to the game
· Relationship to other characters
Section 4 – Interface
Note that I am only mentioning changes from the Civ IV BtS Final Frontier Plus mod.
4.1 Player Controls
The description of the actions that the player can take and how they interact with the game. Should be a specific description of what the player can and cannot do in the game. The aim is to list the user actions and desired results, including specific commands and actions. Include diagrams and mock-ups. If the player needs special hardware to play (such as a specialized controller), specify that here.
4.2 Graphic User Interface
The description of how the game communicates essential data to the player. This includes displays for items held and selected, score, control options, navigation (map or radar), ammo, health, speed, and the like. This typically is a set of overlays on the game screen that constantly shows the player essential information.
4.3 Tutorial Help System
The description of the way the GUI instructs the player how to play the game, the help system the player can consult, and any other ways the game takes explicit actions to teach the player. This can include pop-up instructions, rollover text, highlights on the GUI, audio messages, step-by-step walkthroughs for how to use the GUI, and the like.
Section 5 – Art
The grimdark feel of Warhammer 40k will be echoed in this mod. The world itself is representative, with not everything even nearly to scale (planets, ground armies and ships are all at very different scales for example).
5.1 Game World
The map will look very similar to FF+ at this stage. Making it look more 40k is beyond the scope of this mod, for now at least.
5.2 Art
The art will focus on consistency in mood and style over other considerations.
Leaderheads
Leaderheads will be needed for every leader in the game. They will be colour illustrations of the leader in question.
No comments:
Post a Comment