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Dev Diary #26: Primal Culture

Hello everyone, my name is Tom Bird and I’m the lead designer at Triumph Studios. Today I’m here to talk about the new Primal Culture from our upcoming Primal Fury content pack!

Primal Culture is nature focused and for people who want a culture that is all about having a connection with the land and the creatures who live there. Primal cultures focus on a deep connection with a Primal Animal who they see as their totem, guide and protector. You can choose which Primal animal your culture communes with, and this has a big impact on how your culture plays. To help explain this we’ll go with the example of the Mire Crocodile.

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(Note that all cultures can choose to ride crocodiles, I just picked it here because it was appropriate!)

The Mire Crocodile is aligned with nature affinity, so that means that our cultural affinity becomes double nature (if we’d chosen the Storm Crow we’d have gotten astral instead, for a nature/astral culture), and it means that our some of our units do blight damage with their attacks.

Each Primal animal is associated with a particular type of terrain, and the Mire Crocodile is associated with Swamps.

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This means we start off in swampy terrain, and gain the following bonuses:

  • Our units gain Swamp Walking, so they can move faster through the terrain
  • Provinces with Swamp grant our cities +3 food
  • When we summon Mire Crocodile units, they are more powerful when we’re in Swamp provinces

To prevent issues with overlapping bonuses, Primal cultures cannot use Terrain Adaptation form traits, however we can still terraform the landscape to our chosen terrain if we can find a Mire Crocodile Den.

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Dens are special locations that are only visible to primal culture players with the correct primal animal, when annexed they grant a bonus to city stability but more importantly they unlock the animal’s temple in the city. If we can build the Mire Crocodile Temple then the provinces near to our city will slowly start transforming into swamp, boosting our income! It’s important therefore that we keep our eyes open for these dens, since they’re priority locations for us to found new cities.

Of course, our Mire Crocodile will also help us in combat as well. In the most direct sense, we can directly summon him into combat using a spell!

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Primal animals are all tier 2 mythic units, and they always use their favored damage types. This example has gained the Frenzy ability, since he’s been summoned into a swamp province!

The Mire Crocodile also empowers our cultural units with his Boon.

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Each time a unit with a boon attacks, it gains a stack of Rising Fury (single attacks, such as from a shock unit, give 2 stacks). Once the unit gets its 5th stack, the Rising Fury is replaced by 5 stacks of Fury of the Mire Crocodile, this powerful buff enhances all of the unit’s attacks, granting them extra damage and the ability to inflict the Diseased status effect. Once the unit has attacked 5 times (one per stack), the effect expires and the unit needs to start building up Rising Fury again.


Some units, such as the support unit, the Animist, can spend their fury in other ways.

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Animists can summon a Primal Mire Crocodile into combat for us, but this requires having Fury of the Mire Crocodile to be active, and doing so will immediately use up all the stacks the unit has, meaning it needs to start gathering Rising Fury again.

Animists also have the Spiritual Healing ability, this heals a unit for 15hp but also gains 3 stacks of Rising Fury, letting you quickly gain access to your Fury boost.

There are 7 Primal animals to choose from, so you can make your primal culture perfect for your chosen playstyle:

Mire Crocodile
  • Affinity: Nature
  • Favored Terrain: Swamp
  • Terrain Bonus: +3 food per swamp province
  • Damage Channel: Blight
  • Boon Effect: +3 blight damage and inflict diseased
  • Special: Culture units have disease immunity

Storm Crow
  • Affinity: Astral
  • Favored Terrain: Grassland
  • Terrain Bonus: +2 mana per grassland province
  • Damage Channel: Lightning
  • Boon Effect: +3 lightning damage and an additional 4 lightning damage to adjacent enemies.

Glacial Mammoth
  • Affinity: Shadow
  • Favored Terrain: Snow
  • Terrain Bonus: +3 production per snow province
  • Damage Channel: Frost
  • Boon Effect: +4 frost damage and 30% chance to freeze target
  • Special: Can build farms in arctic provinces

Ash Sabertooth
  • Affinity: Chaos
  • Favored Terrain: Ashlands
  • Terrain Bonus: +3 gold per ashland province
  • Damage Channel: Fire
  • Boon Effect: +3 fire damage and an additional 4 fire damage to one nearby enemy.
  • Special: Can build farms in ashland provinces

Dune Serpent
  • Affinity: Materium
  • Favored Terrain: Sand
  • Terrain Bonus: +2 gold per sand province
  • Damage Channel: Physical
  • Boon Effect: +3 physical damage and inflict blind
  • Special: Can build farms in sand provinces

Tunneling Spider
  • Affinity: Nature
  • Favored Terrain: Mushroom Forest (starts underground)
  • Terrain Bonus: +3 knowledge per mushroom forest province
  • Damage Channel: Blight
  • Boon Effect: +3 blight damage and life steal

Sylvan Wolf
  • Affinity: Order
  • Favored Terrain: Forest
  • Terrain Bonus: +3 draft per forest province
  • Damage Channel: Spirit
  • Boon Effect: +3 spirit damage, +2 additional spirit damage per ally adjacent to the target.

We’ve already seen the Animist unit, but what about the others? With the exception of the protector, The primal core units favor maneuverability, and taking the fight to the enemy.

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The Darter is the starting ranged unit, their Blowguns have one less range than other ranged units, but ignore the accuracy penalties from cover. They also have Disengaging Shot which they can use when threatened by an adjacent enemy - this attack lets the darter damage the enemy and leap back to safety. As with the animist, the damage type of this attack changes depending on your chosen primal animal!

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The Protector is the other starting unit, it is a shield unit whose special ability Primal Renewal allows it to sacrifice its stacks of Fury in return for healing itself.

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The Primal Charger is a powerful shock unit, their Cleaving Charge ability lets them strike up to three adjacent targets at once, while still gaining the damage bonuses and interruptions of a standard charge attack.

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The primal culture’s tier 3 unit is the Ancestral Warden, this powerful Polearm forgoes the normal tactic of allowing shock units to charge into them by using Primal Lunge to leap directly into the middle of a group of enemies! The attack does damage to all enemies adjacent to where the Warden lands, and then places the Warden into defense mode ready to counter attack.

As a final feature, Primal Cultures have a special quest that will always trigger each session.

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The type of quest and its goals differ between Primal Animals, but completing it will grant your ruler the full favor of their totem in the form of a powerful combat boost!

So, in conclusion Primal is a flexible culture that you can be customized to synergize with almost any affinity or tome path! Its powerful terraforming lets you take control of the lands, but you need to go and find rare spirit dens if you really want to make use of it.

That’s it for now, check by next week where we’ll have a dev diary showing off the new tomes! The Primal Fury content pack is due to be released on February the 27th.


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I'd be cool with them just using the Kraken model, too. A warfare focused Primal water culture could be really cool.

Their special gimmick could be a hero trait or world spell that allows water summons to go on land with a "disembarked" debuff.

Their play style would be to own the seas and conduct amphibious assaults.
 
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Late game crisis with opened portals to shadow realm.
4 more tomes.
1 more culture and/or ruler.
i hated planetfall invasion crisis. i am ok with a big wave but constant waves of troops going out of portals is boring. i always had the planetfall invasion crisis deactivated.
however i liked how it was done in aow3. the invasion armies all went out at once instead of waves.
 
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This all looks very cool and exciting. Already planning some factions to create. One feature I would like to request is when we make a faction, to have the option to choose a tome path for them as well. So that as the game progresses the faction progresses in the way we envisaged.
For example I created a faction based on the Fomorian giants of Irish legend. I wanted them to have dark snow and ice tomes and nature poison and giant growth tomes, but the computer won’t recreate that.
It could be we choose the first tomes they choose up to tier 5 or just tick several tomes they prioritize.

What do people think?
 
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This all looks very cool and exciting. Already planning some factions to create. One feature I would like to request is when we make a faction, to have the option to choose a tome path for them as well. So that as the game progresses the faction progresses in the way we envisaged.
For example I created a faction based on the Fomorian giants of Irish legend. I wanted them to have dark snow and ice tomes and nature poison and giant growth tomes, but the computer won’t recreate that.
It could be we choose the first tomes they choose up to tier 5 or just tick several tomes they prioritize.

What do people think?
You can already choose that by changing the AI behavior in creation menu. It's not exactly what you asked, but close to it
 
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Primal culture is amazing, as others have said!

However, I also agree that after this barbarian culture especially is going to need a rework to keep up, or primal culture is going to have to be more magic oriented to differentiate it a bit more. This is pretty much eclipsing a lot of existing cultures in terms of being interesting, flexible, and highly customizable. Really hoping other cultures can be reworked to keep up.
 
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Locked for cleanup

And open again. Remember to keep your posts within the context of the game and to avoid RL politics.
 
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Hm. Tunneling Spider is going to have a slight food weakness, since they can't farm the cavern floor.
They also have a specil city building.
But in general - it's the compensation for huge research boost, since +3 research per pop (basically) is pretty damn good.
Combine the Primal culture with the Underground Adaptation form trait, and this is not a problem at all; same way you might want to combine the Mire Crocodile spirit with the Swamp Adaptation form trait, to avoid the normal penalty for constructing farms in swamp regions.
 
Combine the Primal culture with the Underground Adaptation form trait, and this is not a problem at all; same way you might want to combine the Mire Crocodile spirit with the Swamp Adaptation form trait, to avoid the normal penalty for constructing farms in swamp regions.

As it states in the Dev Diary, Primal cultures are unable to take the terrain adaptation traits.
 
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I was hoping for pure NATURE race..and this is more than i expected..i also think that this race will be most OP race to pick ...the bonuses are insane and i love the terrain implementation..this is something that needs even more implementation
 
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As it states in the Dev Diary, Primal cultures are unable to take the terrain adaptation traits.
I didn't notice that, thanks for the clarification. I would hope then, that the Primal culture would always be able to build farms in their favored terrain. Wouldn't be great if the devs expect players to build their farms on the surface, for a race designed to live underground.
 
I didn't notice that, thanks for the clarification. I would hope then, that the Primal culture would always be able to build farms in their favored terrain. Wouldn't be great if the devs expect players to build their farms on the surface, for a race designed to live underground.

I believe that is the case.
 
Ash Sabertooth
  • Affinity: Chaos
  • Favored Terrain: Ashlands
  • Terrain Bonus: +3 gold per ashland province
  • Damage Channel: Fire
  • Boon Effect: +3 fire damage and an additional 4 fire damage to one nearby enemy.
  • Special: Can build farms in ashland provinces

Dune Serpent
  • Affinity: Materium
  • Favored Terrain: Sand
  • Terrain Bonus: +2 gold per sand province
  • Damage Channel: Physical
  • Boon Effect: +3 physical damage and inflict blind
  • Special: Can build farms in sand provinces

I'm not sure I understand the reason why the Dune Serpent culture produces less gold than the Ash Sabertooth culture. Would anyone care to explain? It seems arbitrary.
 
I had the impression that deserts have naturally more resources/nodes/stuff going on than ashlands, hence why it would seem fair to give ashland a boost through this culture.
I haven't played much on maps with ashland terrain, so I can't share your impression.

I also couldn't find anything regarding nodes spawn chance/distribution on different terrains.

Whatever the reason for this slight boost the Ash Sabertooth culture has over the Desert Serpent one, because I'm sure there is one, I think it should be clearly stated. Because based on the information given, I don't see why I should choose the Desert Serpent culture over the Ash Sabertooth, appart from roleplay purposes of course.

It still seems like an arbitrary choice to me.
 
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I haven't played much on maps with ashland terrain, so I can't share your impression.

I also couldn't find anything regarding nodes spawn chance/distribution on different terrains.

Whatever the reason for this slight boost the Ash Sabertooth culture has over the Desert Serpent one, because I'm sure there is one, I think it should be clearly stated. Because based on the information given, I don't see why I should choose the Desert Serpent culture over the Ash Sabertooth, appart from roleplay purposes of course.

It still seems like an arbitrary choice to me.
Aside from any possible economic differences of the terrain, the following are also differences (whether that is arbitrary or not is a matter of taste):
  • The thematics of living in the desert vs living in ashlands
  • The thematics of following a Sabretooth or Serpent as your spirit animal.
  • Chaos affinity vs Materium affinity
  • Fire damage vs physical damage
  • Splash damage vs inflicting blind
All of these things do add up, but maybe they don't add up enough to your liking.
 
Aside from any possible economic differences of the terrain, the following are also differences (whether that is arbitrary or not is a matter of taste):
  • The thematics of living in the desert vs living in ashlands
  • The thematics of following a Sabretooth or Serpent as your spirit animal.
  • Chaos affinity vs Materium affinity
  • Fire damage vs physical damage
  • Splash damage vs inflicting blind
All of these things do add up, but maybe they don't add up enough to your liking.
I figure there must be a balance reason. Thematics are irrelevent to my question. That's not why I'm asking.

The only thing I could see is that the blinding effect is slightly "better" than the splash damage according to the devs. Another reason like MomotaroKane stated could be because nodes are more abundant on sand tiles.

But all that is speculation. I'm asking the question because I would like to know the actual reasoning behind this choice.

Preferably from a developper.
 
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