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Heroes Community > Age of Heroes Coliseum > Thread: ICTC: Colony
Thread: ICTC: Colony
DukeAchillus
DukeAchillus

Tavern Dweller
posted February 04, 2006 09:17 PM
Edited by Lich_King on 5 Feb 2006

ICTC: Colony

The Colony

AKA: The Colonial Power
Race: Predominantly Human
Asociated Colours: Dark Brown with either Deep Red (For the Legions) or Navy Blue (for the Fleet).
Worship: No-one
Core Philosophy: Official: "Through Discipline and Order we Prevail" Unofficial: "Wealth is Power"
Country/Kingdom: The Isle of Cray, more commonly known as the Colonial Mainland
Key Symbol: The Clenched Fist representing order through strength.
Capital City: Istock, The City of Wheels

Description: The Colonial Power of Cray is a mercentile nation but a rather isolated one. This has led to many citizens seeking thier riches abroad and has made the colonial people eager seafarers and explorers.
The Power is governed by two leaders, the Lord Chancellor (Currently Tiberius Damascus)and the Lord Protector (Vincent Morgan). The chancellor takes care of economic and civlian issues and is voted for by various landholders held in high esteem. The protector commands the Legions and the Fleet and is elected by the Admirals and the Generals.
The Colonial Wizards are often refered to as scientists or engineers, as instead of simply using magic as a tool or a weapon they study it's effects. It is their opinion that magic is often too unstable to use in it's raw state and so have invented devices known as wheels that wind up magical energy inside themselves so it can be released constantly as in powering a streetlight or in a single burst which can be quite devastating.
The Power used to be a strong nation, with colonies on numerous island chains within the Great sea, but that was before the fall of the eastern mainland. It is not known what caused the great cataclysm that engulfed half of the island and destroyed the twin port cities of Pers and Brey, but the most likely of theories is that a wizard attempted to store too much energy in a set of wheels to perform a massive experiment and it was released before it could be controlled, but then again maybe the cataclysm was the wizards intention. Whatever the cause, the east is now a horrific wasteland filled with demons and humans twisted and changed by the power of the magic. These forces try to push westward but are held by the ingenious General Marcus and the border Legion at Crayholm, the once glorius Capital.
The Country has grown corrupt. Bandits and rouges roam the countryside and the city streets, the colonies have started to rebel, there is talk of a Coup by Morgan and all the while the demons are bearing down upon the Border Legion. During all this, a little known explorer called Lorenzo discovered a new landmass larger than any seen before. This new land has provided a way out for the colonial people and many have set out to create a new homeland.

The Colonial Military:
The military prides itself on order and discipline, it is an army of professional soldiers which has strong links to it's past glory. Wheels that store magic have become common usage in the army and are used in wheelock mechanisms in projectile weapons such as pistols and hand cannons. While powerful, these weapons can only fire once before needing time to recharge so sometimes bows and crossbows are preferred by irregular troops.

Creatures:

Level 1
Workers
The workers in the legions are most often new recruits. They are given a pick, a shovel, a backpack and a breastplate and are set to work construcing roads or fortifying defences in the colonies. When times are tough or things look desperate, they are called to fight. Slow walker unit.

Look: Humans in uniform with a breastplate a large backpack and a heavy two-handed pick.

Skills:
Entrench- the worker can spend one turn digging into the square he is in and gains a defensive bonus which stays until he moves.

Upgrade:- Auxiluaries
Auxiluaries are soldiers who are often left behind to perform guard duties or as reserves and as such are much less highly trained than other colonial troops.

Look: Humans with a spear, a shield, a breastplate and a helmet.

Skills:
Entrench Lost
Reserve: if left off the battlefield at deployment, these troops may be ordered on by your hero and placed at any point on your deployment edge.

Level 2
Cutthroats
The Colonial Legions are well funded and pay good money to those who wish to fight alongside them. This usually entices all sorts of bandits and cutthroats to take up their weapons and fight. Solid melee fighter with a very inaccurate wheellock pistol.

Look: Un-uniformed lightly armoured troops with a cutlass and a wheellock pistol.

Skills:
Suffer no penalties for having a ranged weapon in close combat. Pistol very inaccurate at long range but gets more accurate the closer they are.

Upgrade:- Mercenaries
Mercenaries are much more professional sword for hire.

Look: Un-uniformed heavy armoured troops with a cutlass and a pistol.

Skills:
Blitzer: When attacking in melee mercenaries get two attacks, one with their cutlass and the other with their pistol.

Level 3
Gunners
The first gunners were workers who were assigned to test out the new wheellock muskets. This was often a very dangerous job due to the mechanism being far from perfected and prone to misfires. Although the weapons are much safer now, they still have a tendancy to jam at akward times. Strong but unpredictable ranged fighter.

Look: Human with a breatplate and a musket.

Skills:
Misfire: Depending on your luck, gunners have a chance of their weapon misfiring and not dealing any damage.
Fix Bayonnets: Gunners have the option to fix bayonnets and prepare for melee combat. This takes one turn. The gunners may not fire again for the rest of the battle but deal full damage in melee.

Upgrade:-Sharpshooters
Sharpshooters spend a lot of time behind enemy lines harrassing their troops. They are oftn peceived as mavericks and undiciplined but they're good at what they do.

Looks: Human with breastplate, backpack and musket with a telescopic sight. They are festooned with spare knives and daggers.

Skills:
Lose Fix Bayonnets
Harassment: When an enemy is hit by a sharpshooter their movement is reduced by one square for their next turn.

Level 4
Defenders
Defenders are the fighters of the Colonial fleet. They defend their ships against any assailant and are often assigned to colonies to reduce dissent from the local populace. Heavy Melee fighter.

Looks: Human with halberd, breastplate, shoulder guards and guantlets.

Skills:
Marines: Gain an attack bonus when fighting at sea.

Upgrade:-Roundshiers
The Roundshiers are the backbone of the colonial armies. Though few in number, their heavy armour and ruthless disipline provide a solid wall that few can break through. Very heavy Infantry.

Looks: Human with heavy armour, mace and large round shield with the emblam of the colonial fist.

Skills:
Lose Marines
Shield Wall: Roundshiers provide a defensive bonus against ranged weapons to themselves and those behind them.
Stun: There is a chance that roundshiers attacks will stun the opponent.

Level 5
Outrider
Mercenary riders are often employed to take out enemy ranged units as horsemen are few and far between in the legions. Outriders are fast but they tend to lack good hitting power, it is a good idea to use them in hit and run tactics.

Looks: Riders with light padded armour and a broadsword

Skills:
Archer hunter: Outriders do more damage to ranged units.

Upgrade:- Cuirassier
Cuirassiers are the cavalry of the legions. They are stronger than Outriders and more heavily armoured. These cavalry can pack a punch even to tough infantry units.

Looks: Uniformed riders with guantlets, a breastplate, a peaked helmet with a plume and a cavalry sabre.

Skills:
Loses Archer Hunter
Charge: Deals extra damage for each square you move.

Level 6
Engineer Adept
Gnomes have always been inhabitants of the Colonial Power and have often led the field in magic research. They normally make the best engineer adepts even to this day. Adepts carry a brace of wheellock pistols which they are much more proficient in than other troops due to their attunement to the magical energies.

Looks: A small bald gnome with goggles, a backpack, two pistols and a number of clockwork "Wheel" devices.

Skills:
Caster: Depending on the number of Adepts there are a number of buff spells that they can cast. The more adepts in a stack, the more choice of spells.

Upgrade:-Technomancer
Technomancers are those most skilled in using wheel devices. They prefer using offensive magic.

Looks: Similar to Adept

Skills:
Offensive Caster: Uses offensive magic instead of buffs.

Level 7
Clockwork soldiers
These massive constructs are animated by wheel mechanisms all over their steel skeletons. Pistons drive their arms and legs. Clockwork soldiers are usually prototypes of Legions in their testing phase.

Looks: A Steel frame in the shape of a giant man surrounded by clockwork mechanisms.

Skills:
Overdrive: This ability can be used once, it doubles the soldier's movement but the soldier cannot attack that turn.

Upgrade:-Legion
These constructs were named legions because even one is powerfull enough to take out an entire legion of Colonial Troops.

Looks: Similar to Clockwork soldier except vunerable clockwork is hidden by large steel plates.

Skills:
Burnout:All the energy in the Legion is released. All units adjacent to the Legion take damage equivilent to half the Legion's attack power. The Legion must stay still in order to perform this action.

Colonial cities: These start out as mostlylog buildings with a wooden palisade and a clocktower for a town hall, but as the city grows the houses begin to look more like tudor houses and clockwork "wheel" generators are seen throughout the city. On the town screen it is overcast and constantly raining
____________________________

Technology, some people love it and some people hate it but this is my attempt to incorperate it into the world of HOMM. I also wanted to portray a slightly darker side to humans rather than the good and noble haven ones.


-----

As for some reason I can't log in to the forums (Whenever I log in it says welcome visiting hero), I will add proposed changes here.

Level 1
Hunting Dogs
Trained dogs are used throughout the Colonial Power to hunt escaped criminals and conscript workers. These vicious beasts are fast but lacking in close combat skills.

Looks: Dogs

Skills: None

Upgrade:-War Dogs
Due to the lack of cavalry in the colonial military, dogs trained for war are often used to protect flanks and drive the enemy into the wall of roundshiers.

Looks: Like hunting dogs but more vicious.

Skills:None

Level 5
Enslaved giants
Giants used to be commonplace on Cray, but now they're only bred in captivity. These enslaved creatures are often put to work in the construction industry, allowing for many archiectural feats that could not have been completed otherwise. Giants posess a certain amount of intelligence, but are seen as halfwits by the Colonial people. Giants are fast and strong creatures and are used as a heavy hitting attack force.

Looks: A large muscular giant with chains hanging from his arms.

Skills:
Charge: Deals extra damage for each square the creature moves.

Upgrade:-Armoured Giants
Some giants are trained for the specific use of going into battle alongside the legions, and as such are given suits of heavy armour. The life of these war giant is much better than that of slave giants and so they rarely turn against the Colonial troops.

Looks: A giant with heavy armour on it's legs and arms, and a steel plate covering it's chest.

Skills:No Extra Skills

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Ulf
Ulf

Tavern Dweller
posted February 04, 2006 09:23 PM

Quote:

Technology, some people love it and some people hate it
The latter for me i'm afraid...
Quote:
but this is my attempt to incorperate it into the world of HOMM. I also wanted to portray a slightly darker side to humans rather than the good and noble haven ones.

I respect this. Humans always being good does seem a little, well, biased (surprise surprise) and certainly a more evil human town would be a quite nice addition, SO LONG AS there weren't too many humans in it (yes, kinda paradoxical, but there are already too many - and too many elve!)

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TheNordicKing
TheNordicKing


Adventuring Hero
Dark Lord of the Smith
posted February 07, 2006 08:30 PM

Rating:

Race: 7

History: 5 (I consider the description a history)

Creatures: 9

Balance: 9 (Very Nice)

Originality: 8


Overall: 38/50. Great Town! Cool Ideas!
____________
Knowledge is Power, Magic over Might. Solmyr is the Best.
Check out my town. ICTC The Artic Town

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted February 08, 2006 08:02 PM

33/50

There's no doubting this town is unique. Unfortunately for me this puts it outside of the potential HoMM5 castles boundary. I prefered the pre-giant line-up (or is the top line-up the correct one?).
____________

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kookastar
kookastar


Honorable
Legendary Hero
posted February 10, 2006 12:53 PM
Edited by kookastar on 31 Mar 2006

Race 5
History 0
Creatures 5
Balance 6
Originality 8
24/50


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FriendOfGunnar
FriendOfGunnar


Honorable
Legendary Hero
able to speed up time
posted February 14, 2006 01:52 AM

Colony
Race(3 +1 )= 4   I don’t have a problem with guns in a strategy game but they don’t fit in an HOMM5 context
History( 2+1 )=1 (-2 for incompletness)
Creatures( 3+2 )=5  you’ve got men with guns, and then gnomes with guns, and then clockwork solders…uh huh…
Balance( 4+2 )=6 as I’ve said in recent posts I don’t buy the idea of enslaved creatures fighting for their overlords.
Originality=6


“The Colonial Power of Cray is a mercentile nation but a rather isolated one. “
“horrific wasteland filled with demons and humans twisted and changed by the power of the magic”
“Skills:
Misfire: Depending on your luck, gunners have a chance of their weapon misfiring”

Dude, I believe you have a great future in the faction making business but right now your thoughts are a little incoherent.

(minus one for no flag)
Total Score=21  


How I graded these:
Race (Originality [1-5]+Compatibility with HOMM5 universe[1-5])
History (How interesting is it to me [1-5] +Compatibility with HOMM5 universe [1-5])
Creatures (Originality [1-5] +Internal Consistency [1-5])
Balance  (are the special skills inventive [1-5] + Does it have a variety of flyers, shooters, walkers, spell-casters [1-5]
Originality (all the originality scores added up and divided by two.  This means that creativity counts twice. [1-10])

30 to go


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Valeriy
Valeriy

Mage of the Land
Naughty, Naughty Valeriy
posted February 23, 2006 11:00 AM

by ThE_HyDrA

Race: 7
History: 2
Creatures: 7
Balance: 7
Originality: 6
Overall: 29
Comments: Unfortunately, the race seems too similar to the current Haven, and another human town, despite their more clandestine involvements, would simply create too much of the same. This would be an excellent idea to replace Haven had it not been there. The special abilities are highly commendable and imaginative, though perhaps slightly more suited to a game like Rome Total War. The town itself has a good feel, but too modern for Heroes V, though it would complement the new Age of
Empires well.
____________
You can wait for others to do it, but if they don't know how, you'll wait forever.
Be an example of what you want to see on HC and in the world.
http://www.heroesofmightandmagic.com

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