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Professions

Published May 10, 2006
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I jotted down some profession info for MoE (in the design doc [link is to last revision]). Need to do a bit more brainstorming [or hear others brainstorm a little] to gather what the profession code is going to need to be able to do. For those interested:

3.4.5.2.1	Peasant [tentative/low]	Default class, able to do most minor projects.3.4.5.2.2	Farmer [tentative/low]	Specialization to gain bonuses at farming, sacrificingability to do other projects.3.4.5.2.3	Miner [tentative/low]	Specialization to gain bonuses to mining, sacrificing ability to do other projects.3.4.5.2.4	Blacksmith [likely/medium]	Works on projects to train peasants into fighting professions. Can work on iron/coal based projects.3.4.5.2.5	Explorer [tentative/medium]	Specialist who gains bonus to not die while on exploration mission.3.4.5.2.6	Trader [likely/medium]	Able to work trade projects and provides trade bonus [possible/low].3.4.5.2.7	Thief [likely/low]	Provides 'black market' trade, even at war [likely/medium]. Available with research into sewers [likely/low]3.4.5.2.8	Bard [likely/medium]	Able to wander through enemy territory gaining knowledge and exposing fog of war in exchange for raising enemy happiness. [likely/medium]3.4.5.2.9	Spy [possible/medium]	Standard 'go into enemy territory and do nasty things'.3.4.5.2.10	Engineer [possible/low]	Higher level builder, required for complex projects. Ableto build roads and similar improvements.3.4.5.2.11	Ranger [likely/low]	[possible/low] 'live off land' able to create food in forested areas if no/limited other units are there for no cost. Good ranged, medium melee.3.4.5.2.12	Paladin [possible/low]	[likely/low] Limited to low lifespan races.  No deity bonuses. Extreme confidence/ignorance leads to morale or other bonus.3.4.5.2.13	Monk [possible/low]	[likely/medium] Monastery and/or monks required to be remote. [possible/low] Does beginning level education/ivory tower work. [possible/low] Does beginning level martial arts.3.4.5.2.14	Necromancer [likely/medium]	[likely/medium] Non-accursed necromancers will be required to 'unlock' research into higher level necromancy, death cults, and societal projects.3.4.5.2.15	Enchanter [tentative/low]	[possible/low] With the advent of power stones (use of crystal and magic to power machinery), enchanters become available to make the stones and work arcanic projects.3.4.5.2.16	Sage [tentative/low]	[tentative/low] Specialist magical researcher, who forgoes ability to work projects, and learn combat spells to better work pure research.3.4.5.2.17	Dream Sculptor [possible/medium]	[tentative/medium] Psionic specialist who provides friendly units in a tile or small area with a bonus (happiness, contentment, AP?, bonus to hit?) depending on Psionic skill (and perhaps crafting/people/mental).	[possible/low] High skill sculptors may allow negative bonuses to unfriendly units.3.4.5.2.18	Inquisitor [tentative/medium]	Likely a psionic specific profession for societal order.3.4.5.2.19	Reaper [tentative/low]	[likely/low] A priestlike profession in societies that accept necromancy. Friendly units which die in range of the reaper are automatically brought to the priest and raised into undead.3.4.5.2.20	TODO:	[likely/low] More combat professions.	[likely/low] More magic professions.	[likely/low] More psionic professions	[possible/low] More uncommon/cultural/reward professions 	[possible/low] More Accursed/Draconic specific professions


It's going to be a little tough to walk the line where the different professions are different but still useful/meaningful. I hate how most 4x games just give you 20 varieties of fighting unit.

Also, since professions are "for life" the professions will help out the difference between long lived races [where certain projects are available, ex. Mythals will require a single unit work on them as their 'lifetime achievement'] and short lived races [who can adapt professions each generation being more nimble to the empire's needs]
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