Mod Request:
Name: Weathering the Tides
Sea Monster/Navy Mod
Sea Monster Part:
-Spawning sea monsters
-Spawning Pirates
-Wreckage on costliness/mid ocean floating wreckage/stranded at sea which are only accessible by ship. (goodie huts/Quests/recruit-able heroes)
-recruit-able factions sea going factions (mermen, magical sea beasts)
-lost islands (Quest type - they remain invisible until the chain of events, in a quest line, places them on the map. Place treasure or faction to recruit on the island.)
-Oceanic world events [weather (damage to ships that pass through, maelstrom(impassable sea tile), red tide (no sea movement for X turns), Moon movement (tides rise 1 level, all constructions on coasts or 1 tile in are destroyed), Violent seas (all moment sea reduced by 1)
Navy Part:
-More ships - (Cutters, heavy cutters, battleships, Fire Bombers, Magic ships (can remain hidden for X turns, or can have combat bombardment before tactical battle), other cool ideas for magic ships/normal navy combat, example: a winged combat carrier (think air ship that can transport/aircraft carrier to use modern terms).
-Tactical navy battles, half the screen is the ship attacking the other half of the screen is the other ship defending, or water where the sea monster came from or is. (could use a plank or ropes to move across ship to ship to reach non range damaging units if if its ship to ship. It its ship to monster have the monster on the ship deck. If you want to step it up have a large monster have tentacles or what not on half the ship and the body in the water)
-Units, specialized creation of navy crew to combat nay ship to ship/ ship to monster combat. (please do not use transporting units to combat monsters like knights etc... (limit the amount of crew/created units per ship depending on the size of the ship.) Cant load a Heavy cutter with 20 squads of Sea men units, limit to 5 or what have you.
-New spells especially to focus on navy combat, ( wood rot: damage to ship over x turns, Rogue wave: damage to all units on deck/all tentacles to sea monster. have fun with it)
-Ship capturing. This is a bit tricky let me explain a bit. Ship would take overall damage during turns of tactical combat, after a set number of hit points ship would sink, all crew lost, you win. If you can defeat the crew before the hit points of the ship is lost then you have a free ship. Here is the thought, between each turn (attacker defender movement/combat) the ships take a turn where they simply fire there cannons at each other or the sea monster. The damage they do is simply to the ship/sea monster and not the crew on the decks. The hit points of a ship can be already damaged from the weather effects listed above, ranged bombardment from another ship before an attempt to capture so the ship might come to battle already half defeated already. Like current mobs you fight in the game now. If the combat is with simple Mermen jumping on deck then that "ship to ship cannon fire" does not occur. Its only ship to ship or ship to giant sea monster combat.
-Rare/legendary ships, you have to win these ships in combat, they don't spawn every game/there are particular quests to get them to spawn etc... these ships provide a bonus like a hero does on land (+1 to navy combat/ +1 to all ocean movement/+1 to bombardment/+1 to sea monster combat) and they come with a very specialized crew/magic crew (use your imaginations, anti monster crew with harpoons etc..)
Thanks Frog!
Edit: I wanted to add here under Navy:
Captain units, hero units for the sea, recruited by sailing into your waters with there own ship or seen exploring/or stranded in wreckage(without a ship). Ship heroes come without a crew or with a small weak crew. Just like how roaming heroes work now. (might be funny to see a hero floating around in a dinngy to recruit)