Four Path Magitech

This page is under construction.

Four Path Magitech is a proposed Glest mod that expands directly upon the core magitech faction. The concept retains the two starting factions of Magic and Technology. However, after developing to a certain point, the player is given the choice between two paths which will decide what advanced units and buildings they will be able to create.

The idea originally started as Necromancy & Religion for the Magic and Technology factions, respectively, posted by user Justcallmeike on the Glest forum on this thread. Daniel later proposed expanding upon those ideas by offering a choice of two different paths for each faction. Magic would get Path of Corruption (necromancy) or Path of Nature (druidism/natural magic) and Tech would get Path of Enlightenment (religion) and Path of Reason (science). At this time development efforts are focused on the original Necromancy & Religion areas (i.e., Path of Corruption and Path of Enlightenment) and the rest will be more closely examined later.

=Editing this page= For consistency, I am trying to follow terminology used in the game/xml files as closely as possible. Buildings are considered "units", all units have skills and commands. (Commands tell the unit to use a skill). We'll have a separate level 2 heading (one surrounded by two equal signs on either side) followed by an info table and then a skill table. For help with editing wiki-tables, try the Wikipedia Help:Tables page. So we keep the size of tables low, here is my suggested table usage:

=Magic: Path of Corruption=

Initiate

 * Add Necromancer Tower and Necro extension to buildings they can build
 * Possibly add morph into Necromancer

Summoner

 * Possibly add morph into Necromancer.

New Damage Types

 * I propose we add fire, cold, disease and poison damage types. Additionally, consider holy and unholy attacks.

Temporary Effects
I think that the core code needs the ability to add temporary "effects". Effects can be negative or positive changes to the stats of a unit, including movement speed, attack speed, damage min/max, sight, regeneration (including negative regeneration). This will enable the use of temporary beneficial spells or effects, damage-over-time effects like poison and the like, blindness, erosion (a damage over time that effects elementals), despair (slows movement, decreases sight slightly and decreases attack speed), etc.

Undead Behemoth
=Magic: Path of Nature=

Treant
=Technology: Path of Enlightenment=

White Knight
=Technology: Path of Reason=