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In reply to WoodElf
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What do you think about moving the Dark Elves to Might and Magic?
Might and Magic already has its own Dark Elves...
Where did she come from in the heavens?
If you explored the Bracadene region in Might and Magic VII, you would have seen the celestial city of Celeste...
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It's just information about the ruler of the empire – the EMPEROR. And what kind of name is "Royal Empire"? Okay, in Heroes of Might and Magic 5, it's "King of the Griffin Empire." IMHO, it would be better to come up with a different name, because this one is just nonsense.
Тому, кто сражается с монстрами, нужно сильно постараться, чтобы самому не превратиться в монстра.
Клан "Вершители Асхана" - "Masters of Ashan"
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Might and Magic...it's different...
Why then are there 3 water cities, 2 Egyptian ones, Tartarus, Fortress, Kronverk, Cathedral...?
Where did Egypt, Greece, and Gothic (the Goths lived on Earth...) come from in Might and Magic...?
Everything has its place...and whether to accept new ideas or not is up to you:)
THIS IS STILL FANTASY...:)

Regarding the name of the human state...
The Supreme Royal Empire...
Initially, kings ruled...when the kingdom expanded after the fall and conquest of foreign lands, almost doubling in size, they didn't change the monarch...So, it remained a kingdom, but the state was already called an Empire, and "supreme" because it was officially the largest and most influential country...
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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And what about the Royal Empire? Because the ruler isn't an emperor, but a king, right? IMHO, you should probably remove the word "royal." "Supreme Empire" also sounds good! Or you could insert a different word.
Тому, кто сражается с монстрами, нужно сильно постараться, чтобы самому не превратиться в монстра.
Клан "Вершители Асхана" - "Masters of Ashan"
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Okay, I'll take your comments into account. Right now, I'm sketching out the Colosseum city in Paint, and so far, it's going well :) Next, I'll draw the Dungeon...
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
In reply to WoodElf
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WoodElf
Might and Magic...it's different...
Really? This statement only applies to Ashan, and as far as I understand, your project isn't based on Ashan. And you suggested adding dark elves to WoG, but Might and Magic already has its own dark elves.
For cities with Egyptian and Greek styles, the presence of Greece or Egypt in the game world is not necessary. Regarding Gothic architecture - study school history. Gothic is an architectural style and has nothing to do with the Gothic tribes.
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You've been caught! :smile31:
I know the history, but you apparently don't:smile51:
:smile29:
Gothic is a historical artistic style that dominated Western Europe in the 13th-15th centuries. The term "Gothic" appeared during the Italian Renaissance and meant "barbaric." This is the sense in which the term first appears in Vasari's writings. The Gothic style developed in the north of modern-day France, in the province of Île-de-France.

Who will now argue that the Goths have nothing to do with the Gothic style? They gave this style its name.

I'm not against the appearance of cities from various civilizations in Heroes of Might and Magic, but there's no point in trying to find a connection between the fantasy universe and world history.

:smile39: I also have my own issues, for example:
ATLANTIS - In Greek mythology, Atlantis is a mythical island in the Atlantic Ocean, inhabited by Atlanteans; for their excessive pride, Zeus punished them, and they, along with the island, were swallowed by the Ocean. Atlantis was often identified with the "island of the blessed," where Zeus settled the people of the fourth age after their death, who had been heroes and demigods in life. On the islands of the blessed, they live a happy life. The fertile land provides them with sweet, honey-like fruits three times a year. Modern scientists still want to know which island Atlantis actually was and what kind of people inhabited it, but the history of antiquity still firmly keeps its secrets.
The inhabitants of the sunken Atlantis also appeared in modern times. They are often mentioned in books and articles.
The early Atlanteans, depicted in this drawing, were three to four meters tall, had a massive chest, a retracted penis, and had membranes up to the middle of their fingers, and their feet
had a leaf-like shape. Apparently, they led a semi-aquatic lifestyle... They had a valve-shaped nose.
...their civilization perished 850,000 years
ago, but on one island (Atlantis) they survived until the 10th millennium BC. The Atlanteans were divided into 4 races: yellow, black,
red, and brown, and there were constant wars between them. The main weapon in these wars was hypnosis, as they had a developed "third eye" - an organ for tuning into the frequencies of psychic energy." No further comments are needed.

I wonder, who will use all this as is?
There's no need to try to combine my Atlanteans with the mythological ones: they are united only by antiquity and their height, and perhaps also by arrogance and pride.
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Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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Those who haven't understood yet what I'm leading up to...
The title Light and Darkness is the foundation for the plot.
I won't retell it yet... I'll just say that it's quite unusual...

The point is that the modern civilizations of this world are engaged in endless wars, hidden hostility, and hatred. It couldn't be any other way – originally, good and evil, born from the blood of the mighty gods – Elsar and Ragnar, opposed each other, like brothers. BUT... all these countries and factions have forgotten over the centuries about the existence of the mighty FIRSTBORN...
Usually, the elves are considered the oldest, but, of course, they have heard of the tall and proud humanoid Atlanteans, who lived here, as in most other worlds.
BUT who would have thought that while the war between good and evil is going on, life is going on in the wild, unexplored lands: civilization is developing, new territories are being explored, and magical skills are being learned...
The first to feel something familiar, but long forgotten, were the forest elves, or rather, their oracles. The first discovery turned out to be unfamiliar tribes of savages, inhabiting the tropical forests and swamps.
Arachnids, as they were already called by human scientists, were far from a peaceful people, but they mostly fought among themselves.
They developed good, even friendly, relations with the elven ambassadors, because both races worshiped the forces of nature...
An amazing race has inhabited the hot area for a very long time.
Perhaps they were here even before everyone else. By taming primitive reptiles and their relatives, the arachnids were able to protect themselves from invaders, which is why they were not heard of for so long.
The people of the Empire reacted very coldly to the arachnids, calling them savages and bloodthirsty animals...

Almost at the same time, rumors of giants in armor, skilled warriors, and excellent healers began to reach the Imperials. The ruler of the Empire decided to conclude an alliance or a mercenary contract with these warriors, but the royal ambassadors encountered distrust and excessive pride from the aliens. The scouts of the people found huge white cities in the high mountains, and the scientists no longer doubted who the unfamiliar warriors were. These were Atlanteans... once the most powerful race, the personification of good and justice... The Empire immediately concluded peace with the Great King of the Celestial Kingdom of the Atlanteans, because it did not foresee the power of this people.
The Imperials often sailed on fast ships to trade or communicate with other countries. Piracy flourished because the mighty men of the Empire could not reach the limits of the distant seas with the sword of justice...
Tales of sea monsters ceased to be fiction when the Imperial fleet, lost in the sea fog, stumbled upon a wonderful island inhabited by strange humanoid creatures that resembled fish. In addition to mermaids, sirens, and tritons, the race had a terrifying menagerie: water elementals, giant octopuses, sea snakes, walruses, and warlike ichthyans.
But, as it happens, the people decided to steal the wonderful Sea Unicorn, for which most of the Imperial fleet went to the bottom. Only the pirates remained; here they surprised the sea creatures with their weapons and sailing skills. The Empire declared war on the Sea Kingdom, but only for a short time, when it realized that, in addition to the sea route, there was no way to reach the Azure Islands.
And most importantly...
The solar mages have long indulged in summoning elemental spirits. Now they began to notice that the elements not only refuse to obey but also attack their creators. The answer was found quickly: the elementals came into the world as an independent race, and not as toys for inexperienced sorcerers. They had no state, ruler, or power; there were only astral spirits – unfamiliar creatures resembling genies. These spirits controlled the elemental armies, but their behavior could not be explained. The Elementarium – a gathering of elemental warriors – became the main danger to the whole world. It was impossible to pacify it, negotiate with it, or trade with it; only struggle or submission was possible. BUT... the elemental creatures were not only destroyers; they felt a certain respect for archmages, forest elves, sea creatures, arachnids, and dwarves, all those who worshiped the elements and the gods of these elements. But they felt terrible hatred towards the undead and barbarians, but... that's another story.
Thus, my world is not only a struggle between good and evil but also a confrontation between the new and the old...
And it is unlikely that anything will win, because the victory of one will bring the death of everything and plunge the world into another Chaos...
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
In reply to WoodElf
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WoodElf
You've been caught! :smile31:
I know the history, but you apparently don't:smile51:
:smile29:
Gothic is a historical artistic style that dominated Western Europe in the 13th-15th centuries. The term "Gothic" appeared during the Italian Renaissance, meaning "barbaric." This term was first used in this sense by Vasari. The Gothic style developed in the north of modern-day France, in the province of Île-de-France.

Who will now argue that the Goths have nothing to do with the Gothic style? They gave this style its name.
OMG, I was wrong, how can I live now?
Besides the name, the Goths have nothing to do with this style, and to claim that the presence of the Goths is necessary for the existence of Gothic architecture is simply ridiculous.
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Hello everyone:)..
Due to some technical issues, I couldn't access the forum, but that didn't stop me from developing my idea...
So, here are the final stats for the Colosseum...
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
In reply to WoodElf
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Celestial Kingdom
State: Atlantis
Government: Monarchy
Ruler: Great King
Deity: Atlas
Structure: Closer to a patriarchy
Alignment: Good
Symbols: Pegasus, Centaur, Helmet, Scales, Temple
Colors:white,yellow,gold,red,azure
Diplomacy:
Alliance: None
Peace: Humans, Elves, Dwarves, Arcanites, Sea Dwellers
War: Barbarians, Mages, Undead
Hatred: Demons

Heroes:
Templar
Guardian
Special ability: Divinity - as the hero levels up, the morale of the units increases, as well as the chance of failure for enemy Dark magic or mind control.
Native magic school: Light
Dwellings:
1. Quarry - Arena
2. Grotto - Hall of War
3. Military School - Military Academy
4. Centaur Stables - Centaur Hill
5. Haven of Light - Temple of Light
6. Temple of War - Hall of War
7. Hippodrome - Royal Hippodrome
8. Giant - Son of Atlas
Special building: Celestial Father
Troops:
1. Slaves - Gladiators - Slingers
2. Warriors - Iron Maidens - Archers
3. Soldiers - Legionaries - Boreads
4. Centaurs - Battle Centaurs - Archers
5. High Priests - Judges - Saints
6. Amazons - Pegasus Riders - Valkyries
7. Chariots - Royal Chariots - Celestial Chariots
8. Colossi - Giants - Titans

Comments:

The armies of the Atlanteans are distinguished by their high health, defense, and at the same time, strong attack and high speed. However, the compensation for the highest parameters is a rather low growth rate and exorbitant prices. In addition, the Atlanteans have a balanced power of sword and magic, so they are difficult to defeat because if you try to defeat them with spells, they will attack, and if you attack, they will bless and strengthen their units. The weakness of the race is perhaps a slight vulnerability to Chaos magic.
The Atlanteans have one of the most contradictory systems for developing creatures; upgrades easily change the purpose of the unit (example: slave - infantry, slinger - archer).
Therefore, most of the Colosseum armies are multiclass...
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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Symbol of the Empire
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Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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Wizard Cult
State: Al-Solar
Government: Democracy
Ruler: Supreme Archmage (elected ruler) and Sultan
Deity: Elsar (or rather, his remains)
Social Structure: Feminism
Alignment: Neutral Good
Symbols: Moon and Sun, Star, Elephant, Lion, Mask
Colors: yellow, orange, gold, blue, pink
Diplomacy:
Alliance: Elementals
Peace: Elves, Humans, Arcanites
War: Demons, Gnomes
Hatred: Undead, Barbarians

Heroes:
Battle Mage
Archmage

Special Ability: High Magic - enhances any spell depending on the hero's level.
Native Magic School: All

Dwellings:
1. Town - Magic Town
2. Rampart - Day and Night Wall
3. Scouting School - Assassin Guild
4. Magic Tower - Academy of Magic
5. Altar of Wishes - Magic Lamp
6. Cat Temple - Elsar's Palace
7. Sand Pit - Serpent Temple
8. Elephant Pasture - Elephant Arena
Special Building: Great Astra

Troops:
1. Gremlins - Elder Gremlins - Evil Gremlins
2. Gargoyles - Ancient Gargoyles - Obsidian Gargoyles
3. Scouts - Swift Scouts - Assassins
4. Mages - Archmages - Battle Mages
5. Djinns - Djinn Sultans - Battle Djinns
6. Tigrans - Sphinxes - Rakshasas*
7. Nagas - Naga Queens - Serpent Kings*
8. Elephants - Elephant Cavalry - Battle Elephants
Comments: First of all, you should immediately understand that this race cannot stand mechanisms and technology and tries in every way to destroy them, as well as their creators.
The race worships the deceased god of light, Elsar, and his symbol is the sun and moon, but the full moon, which embodies evil, is alien to them. However, the most important thing is another celestial body - the Great Astra, a huge star visible only in the lands of Al-Solar and uniting six primordial elements - fire, water, earth, air, mind, and the main one... magic. According to legend, if the Astra falls, the world will fall with it...
The armies of the Solarians are distinguished by their magical power, low health, but high attack. Gremlins are the main haters of technology, gargoyles are children of the night, in the light they turn to stone and become invulnerable, and in the dark they turn into cruel monsters with sharp claws and magical protection, scouts and their upgrades are fast infantry, and assassins also have teleportation and return after an attack. Mages and djinns are powerful spellcasters. The main military power consists of high-level units. Tigrans are cat-people, sphinxes are mythical winged creatures, and rakshasas are cat-demons, bloodthirsty and truly ancient... Nagas are snake-people, and serpent kings - three-headed male nagas - are very strong hypnotists, and naga queens, on the other hand, are practically invincible warriors...
And elephants are the main power of mages, although not magical, but certainly so strong that they crush even giants and fortress walls, not to mention ordinary small creatures...
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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Mountain Clans
State: Frostwell
Government: Monarchy
Ruler: King
Deity: Ethan
Structure: Patriarchate
Alignment: Neutral Good
Symbols: Rune, Pentagon, Round Shield, Hammer-Axe, Bear
Colors: white, light blue, yellow, brown, red
Diplomacy:
Alliance: Elves
Peace: Humans, Atlanteans, Magi, Elementals
War: Demons, Dark Elves, Barbarians
Hatred: None

Heroes:
Warlord
Rune Priest
Special Ability: Runology
Native Magic School: Light, Chaos

Dwellings:
1. Dwarf Mines - Guard Halls
2. Highlander Camp - Mountain Settlement
3. Mountain Garrison - Mountain Castle
4. Workshop - Laboratory
5. Rune Hall - Rune Temple
6. Bear Lair - Mountain Forest
7. Lords' Manor - Immortal Halls
8. Dragon Caves - Dragon Halls

Special Building: Blazing Hammer

Troops:
1. Defenders - Guards - Warriors
2. Highlanders - Harpooners - Scouts
3. Veterans - Sentinels - Dragon Slayers
4. Engineers - Alchemists - Gunners
5. Rune Priests - High Priests - Battle Priests
6. Bear Riders - White Bears - Bear Lords
7. Thanes - Earls - Jarls
8. Stone Dragons - Ancient Dragons - Rune Dragons

Comments:
The armies of the Dwarves are entirely based on defense, supported by rune magic; there are no fast units in the ranks (all have a speed below 8), but the clans' units have the highest health and defense compared to other races at any level. The strike units (thanes, bears, and bone crushers) in turn have high defense, but their attack is not lacking either. Archers are stronger in melee combat, and defensive troops (defenders and veterans) almost always engage in combat only after a counterattack, inflicting minor damage. Special attention should be paid to runology, a special skill that allows heroes to learn runes, which increase the parameters of the unit or add new properties. Rune priests are useful because even a mediocre warrior will be able to use unique runes...

*The lands of the dwarves are divided between five bastion clans, named after the main metals: gold, silver, bronze, steel, and iron.
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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Elementalia

State: None
Government: Anarchy
Ruler: Six Astral Lords
Deity: None
Social Structure: Feminism
Alignment: Neutral
Symbols: Star, Flame, Wave, Whirlwind, Stone, Eye
Colors: pink, turquoise, red, brown, yellow
Diplomacy:
Alliance: Mages
Peace: Elves, Dwarves, Hydrans, Demons
War: Dark Elves, Orcs
Hatred: Undead

Heroes:

Alchemist
Elementalist

Special Ability: Elementology -
1) Transforms defeated enemies into Elementalia creatures for certain resources.
2) Magic and creatures of opposing elements deal increased damage, while those of the same element deal reduced damage.
Native Magic School: Chaos, Summoning

Dwellings:
1. Grove of Nymphs - Magical Gardens
2. Altar of Air - Aerarium
3. Altar of Earth - Terrarium
4. Altar of Water - Hydrarium
5. Altar of Fire - Pyrarium
6. Altar of Mind - Astrarium
7. Altar of Creation - Temple of Eternity
8. Bonfire - Volcano

Special Building: Astral Portal

Troops:
Regular - Genderless
Upgrades - Male
Alt-Upgrades - Female
Except - Nymphs and Golems
1. Nymphs - Sylphs - Alseids
2. Air Elementals - Mind Elementals - Storm Elementals
3. Earth Elementals - Magma Elementals - Soil Elementals
4. Water Elementals - Ice Elementals - Plasma Elementals
5. Fire Elementals - Energy Elementals - Lava Elementals
6. Mind Elementals - Astral Lords - Magic Elementals
7. Golems - Gold Golems - Diamond Golems
8. Firebirds - Phoenixes - Wonderbirds

Comments:
Elementalia probably offers the most complex and lengthy gameplay. It differs significantly from other factions, with Necropolis being the only point of reference, but there are still more differences.
The first feature is that none of the units can be controlled by the mind and are not dependent on morale, but this is both a plus and a minus.
The second... the trump card is elementology, which acts like necromancy, but also consumes valuable resources, everything except gold. However, it also serves as a damage factor, i.e., opposing elements (and creatures, and spells) deal increased damage. And counterattacks, on the contrary, become weaker...
The third... a significant drawback is that all units and dwellings of Elementalia have an exorbitant price, the lowest total growth.
BUT... elementals can confidently be called the strongest race, if we do not take into account the third point. Here... :
Nymphs and sylphs seduce and fly, alseids slow down when firing, entangling with vines, air and fire elementals, along with birds, are the main striking force. Golems and earth elementals are very good defenders, but they also hit excellently. Mind elementals that affect the mind support the army with hypnosis.
Each elemental has a spell and effectively uses it.
Archers - alseids, storm elementals, ice elementals, lava elementals. There are many, but their damage is small compared to the damage from magic.
When playing as this race, forget about cheapness and ease of development, but the victories in battle will only bring joy.
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Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:

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