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Nexus Entity

Second Lieutenant
24 Badges
Mar 12, 2020
172
64
  • Stellaris: Ancient Relics
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
Subtopics:
  • Affinities ordered inside their domain of planets climates
    • I am bored by the simplicity of magic, sure you can use imagination, then you don't need Age of Wonders as game at all, short, I want a better frame for imagination, as such I would prefer to have environmental to matter. I think one can correlate the magic with its surroundings, if something is hotter, the similar element will get stronger.
  • Vanilla association Affinities
    • As they are augmented at the moment to extrapolate my arguments. Arguments on topic header.
  • What is the ground laying elements of magic? They are modes of order or cycles of magic/sprite.
    • Here I try to define reasons for ethics and origins of actions. Like why do we have something like an Umbra, and how does it influence and where does it come from to build the foundation of "good and "evil", where deny the the concept objectificallity of right and wrong. All actions are right subjectivically argumented.
      There can only be a difference is being animated or animate, means, if someone animates me, I am not free and have an disadvantage. The flow can be seen as no directed animation and anima.
      I need to get some reflect this to define this elements more:

      Anima and animus, mostly from Carl Jung
      In this way Umbra can be an expression of insanity of all and a try of order, or an expression of enslavement to create an own order. One times it is a social enlistment, an commonwealth, in the other case a single wealth. I have set here an objecticicall equality in the main dimension, astral sea and pocked dimension astral sea. You could argument that main dimension is equally an pocked dimension etc. - recursion, fractalation - but this isn't my weighting and importance right now.
      It is here important to serve as foundation of an evil slaver or evil animator, necromancer and its underlying use or alternation of magic.
  • Good and Evil are relative
    • An convergence or cycling in phenomenal and spiritual order/logic of right and wrong or "good" and "evil". Subjectively seen as "good" and "bad".
  • To build a logic how a cast/spell works
    • Not done jet, but is a way to bring higher complexity into spells and casts, or to create an different understanding of mana and magic, which can serve as an rework of spell tomes.
  • Still supposed to order
    • Their strengths are here based on natural advantage
    • Magic as passive representation of spirit:

Affinities ordered inside their domain of planets climates:
If then, matrix:
Temperate Climate/Realm
  • Water amount/richness? (this question is a placeholder)
    • Ocean world / high water
    • until
    • Bleak world / low water
      • If medium
        • then
        • Affinities "aren't" correct, just fast writhing to deliver an example.
        Equator
        [*]|-Q-Q-Q-|
        • Affinities
          • Chaos/Fire extreme high
          • Shadow/ice extreme weak
          • Astral/Storm/Blitz/Air medium
          • Materium/Earth medium
          • Nature/Water/Organic weak
          • Order/Spirit medium
        • Humidity high
          • Trait: Extreme High Maintenance
        [*]|-Q-Q-Q-|
        • Affinities
          • Chaos/Fire high
          • Shadow/Ice weak
          • Astral/Storm/Blitz/Air medium
          • Materium/Earth medium
          • Nature/Water/Organic medium
          • Order/Spirit medium
        • Humidity
          • Trait: High Maintenance
        [*]|-Q-Q-Q-|
        • Affinities
          • Chaos/Fire medium
          • Shadow/Ice medium
          • Astral/Storm/Blitz/Air medium (Zeus,Frankenstein)
          • Materium/Earth medium
          • Nature/Water/Organic extreme high
          • Order/Spirit medium
        • Humidity
          • Trait: Medium Maintenance
        [*]|-Q-Q-Q-|
        • Affinities
          • Chaos/Fire weak
          • Shadow/Ice high
          • Astral/Storm/Blitz/Air medium
          • Materium/Earth medium
          • Nature/Water/Organic medium
          • Order/Spirit medium
        • Humidity
          • Trait: Low Maintenance
        [*]|-Q-Q-Q-|
        • Affinities
          • Chaos/Fire extreme weak
          • Extreme Shadow/Ice high
          • Astral/Storm/Blitz/Air medium
          • Materium/Earth medium
          • Nature/Water/Organic weak
          • Order/Spirit medium
        • Humidity low
          • Trait: Extreme low Maintenance
Vanilla association Affinities:

The Six Affinities​

AffinityOpposedDamage typeDescription
OrderChaosSpirit damageOrder Affinity is the power thatbrings structure to the Cosmos and to the lives of mortals.Associated with light, faith, justice, and the government ofempires.
ChaosOrderFire damageChaos Affinity is the cosmicpower of change and destruction. Associated with conquest, strife,and demonic forces.
NatureShadowBlight damageNature Affinity governs theenergies of life, promoting growth and revitalization. It isassociated with farming, druidism, and control over the livingworld.
MateriumAstralPhysical damageMaterium Affinity relates tophysical magic. It is associated with resource extraction,transmutation, and mastery over the mundane physical world.
AstralMateriumLightning damageAstral Affinity seeks to unravelthe cosmic powers and harness the pure magic that shapes reality.Associated with Scrying, Illusions, Enchantment, Summoning, andMeta-magic.
ShadowNatureFrost damageShadow Affinity relates to therealm of death, decay and ice, as well as deception and instillingand exploiting weakness.
Source: Affinities
Statements or my ordering in-comparison:
Affinity to Opposed
  • Order
    • (Cosmic power that brings stability and structure)
      • Disagree, Nature and followed with Astral, brings Order as its represents the all father's creation and structure through will and spirit.
        • We could say, yin yang, was in the balance of the cosmos who brought the spirit, or was the spirit that brought order to matter.
        • As such the foundation of Nature with Materium is Fire/Chaos and Ice/Shadow in Balance/Harmony of the two.
  • Chaos
    • (Cosmic power of change and destruction)
      • Disagree, There is Fire and Ice, and itself they define nothing. The one is in movement in change, while the other is in rest.
        • Fire
          • Movement
            • Alive, life full, self killing.
        • Ice
          • Rest
            • Dead, lifeless, killing.
    • There is no will to chaos, chaos can't dominate, there are only strives of preservation, anti entropy or different modes to prevent entropy,
      • through:
        • Control
          • Will to Subjugation, slavery
        • Harmony
          • Passive emanate from the subjects nature.
            • Flora
            • Fauna
        • Acceptance
          • Will to cooperation, Law, categorical imperative.

  • Materium
    • (Cosmic physical)
    • (Cosmic power of the eternal, passive, substance, transformative, the medium)
      • Disagree, It has a conflict with Astral as it wants to shape reality, which Materium is already associated with transmutation.
        • Astral
          • or
        • Materium
  • Nature/life
    • (Energies of life, promoting growth and revitalization)
      • Disagree.
    • Alternative:
      • (comic power of interaction, exchange and cooperation, harmony)
      • Nature/life is the sum and Balance of all affinities.
    • The most important elements is the suggestion of complex "spells", means to represent a higher complexity as to be just constructed out of a single affinity, you need an interaction of affinities, it represents the combinatory multitude of option, as such imagination.

  • Logical magic state associations based on:
    • The chain goes as followed
      • Earlier in chain, stronger in compassion to the following:
        • Order
          • Ice[Snowflake/Order]
        • They are an core aspect of them, so they control their foundation.
      • Earlier in chain, stronger in compassion to the following:
        • Chaos
          • Fire[Entropy]
        • They are an core aspect of them, so they control their foundation
Astral and Shadow duality
  • Yin Yang in balance of the cosmos
    • Who brought the favor?:
      • Body (Nature and Materium) shaped the spirit (Astral)
      • Spirit(Astral)shaped the body (Nature and Materium).

  • Astral
    • (Power of Seeking to unravel the cosmic powers and harness the pure magic that shapes reality)
    • Translation: (Cosmic power of spirit, will, desire and need)
      • Disagree, it conflicts with Order and Chaos, and contains their part.
        • Chaos
          • Logical following: Affinity of Control and Force
            • Order of Slavery, subjugation.
            • Domination, Sadism and Masochism
        • Order
          • Logical following: Affinity of Order and acceptance.
            • Order of Freedom, free will.
            • Cooperation, Love and Understanding.
  • Shadow
    • (Power of Death, decay and ice, as well as deception and instilling and exploiting weakness.)
    • Translation: (Cosmic power of spirit, will, desire and need)
      • Mode Ice as preservation of Nature and surpassing of weakness)
      • Disagree, Shadow affinity see the concept of Materium as origin of the spirit correct and not vise versa.
        • As such it sees the preservation of the spirit only in the Materium.
          • We could theorize that, if you are too long in the Astral you get Umbralor forget your strives and your will, as such you will exist, but without plan and order, rebirth.
      • Shadow and Astral are two ways to reach the same goal, order, power and knowledge, in:
        • Control
          • or
          • Acceptance
What is the ground laying elements of magic? They are modes of order or cycles of magic/sprite:
  • Resistance/Bound Will/Slavery
  • Acceptance/Free Will/Freedom
    • Wholeness/Flowing Will/Harmony

      • Definition of Vertexes and inverse Vertexes, Paradoxes
        • (I chose materium, as it represent the chains of slavery, the inability to travel at will. The opposite in Astral is umbra, the nightmare, slave of the own mind.)
        • Relatives
          • Acceptance/Free Will/Freedom
          • Resistance/Bound Will/Slavery
            • (Fire is the unbound, in which is light the highest way of being transcendent of matter, entropy)
          • Matterium convergence with Astral Sea
          • "Chaos"/Materium-Bound Will - primary dimension - unificated spiritual plane - unity in matter convergence/astral sea
            • Fire-chaos
            • Light
          • "Order"/Astral-Free Will - primary dimension - unificated spiritual plane - unity in matter convergence/astral sea
        • Vertex Point
          • "Order"/Astral-Free Will - primary dimension - unificated spiritual plane - /astral seaunity in matter convergence
            • Light
            • Fire-chaos
          • "Chaos"/Materium-Bound Will - primary dimension - unificated spiritual plane - unity in matter convergence/astral sea
        • Inverse Vertex point - Paradoxes
          • Umbral - Astral - Insanity - (Origin of the Father, matter created out of spirit, own light source or origin)
            • (Ice is an impulse to order or binding, as such is in traverse but strives to compression, in which I see the emanation of the bound of matter projected into or outto the Astral sea)
          • "Chaos"- in core relative/Astral-Bound Will - Pocked dimension - different spiritual plane - divergent astral see
            • Shadow
            • Ice-order
          • "Order"/Materium-Free Will - primary dimension - unificated spiritual plane - unity in matter convergence/astral sea
        • Vertexes Inverse
          • "Order"/Materium-Free Will - primary dimension - unificated spiritual plane - unity in matter convergence/astral sea
            • Ice-order
            • Shadow
          • "Chaos"- in core relative/Astral-Bound Will - Pocked dimension - different spiritual plane - divergent astral see
      • As such we formulate an Yin Yang of Materium and Astral for free and bound will.
Good and Evil are relative:
  • There are two answers to catalyst chaos
    • Acceptance=Doubt= Blindness to outer world
      • Demons/Angels
        • Shadow
        • Needs shadow for faith
          • Even though I walk through the valley of the shadow of death,
            I will fear no evil,
            for you are with me;
            your rod and your staff,
            they comfort me.
          • Searches for out wonders, his model is in him, it is himself who creates like his example.
            • Servants of a example.
        • Shadow emanates from Void/Astral.
    • Resistance= Faith = Blindness to inner world
      • Angels/Demons
        • Needs light for faith
          • Even though I walk through the valley of the shadow of death,
            I will fear no evil,
            for you are with me;
            your rod and your staff,
            they comfort me.
          • Searches for deeds, his example/model is unmatched, only idol himself is allowed to create.
            • Servants of an identity.
        • Light emanates from Matter/Materium.
    • Servants of a example.
      • Shadow emanates from Void/Astral.
        • Acceptance/Doubt
          • Order
            • Shadow
              • Ice/Coldness
      • Visual dualism of
    • Servants of an identity.
      • Light emanates from Matter/Materium.
        • Resistance/Faith
          • Chaos
            • Light
              • Fire/Heatness
      • Visual dualism of Angels and Demons
To build a logic how a cast/spell works:
We can define, that it isn't the raw impact of the opposite force that destabilizes it, as the balance of affinities in something gets out of order, nature affinity is for example pure balance, as such it contains all affinities, an single affinity represents only an partial aspect of it, in which we see heat as an outside condensation of it, but magic doesn't speak or suggest it self not as condensation of something, as more far more abstract way, If it would be different, magic would be an only outside logistical action, not an superpositional state of mana shifting or transforming into all option of affinities, means, it works not as end to end result confrontation, more as an alternation to regeneration of the state it has.
It is all the destroying of the balance inside of something and its ability to stabilize itself.


  • Dual opposite are weakest against each other, annihilation if they are at the Realm of life:
    • Materium, [Life], Astral
      • Chaos
        • Escape is underground
      • Order
        • Escape is E.g. Umbral(Realm to be filled)
    • Astral/Air
      • Life/Water
    • Materium/Earth
  • They dominate one of the other, if they get into their realm of fire or ice.
    • Fire[Entropy]
      • Chaos
        • Order
    • They dominate one of the other, if they get into their realm of fire or ice.
      • Ice[Snowflake]
        • Order
          • Chaos
 
Generally:
Having read all of your recent posts, I feel like you are not posting suggestions so much as trying to engage in philosophical discussion about the design of the game, which is fine, though probably better suited to the General forum rather than the suggestions forum.

Specifically to this post:
I feel like it is asking a lot for the developers to completely rethink the structure of the game's affinities and spells. While I can appreciate the desire for the game to have more complex, and perhaps grander strategies that can be born out, I don't think AoW is really going to do that as a franchise. They have typically catered to a more casual player. In my experience, developers tend to push out a lot of options that can be as complicated or simplistic as you choose to make them.
 
Generally:
Having read all of your recent posts, I feel like you are not posting suggestions so much as trying to engage in philosophical discussion about the design of the game, which is fine, though probably better suited to the General forum rather than the suggestions forum.
If a moderator sees it that way, why not.
Specifically to this post:
I feel like it is asking a lot for the developers to completely rethink the structure of the game's affinities and spells. While I can appreciate the desire for the game to have more complex, and perhaps grander strategies that can be born out, I don't think AoW is really going to do that as a franchise. They have typically catered to a more casual player. In my experience, developers tend to push out a lot of options that can be as complicated or simplistic as you choose to make them.
If you want to offer something special you can't go the way everyone does, sure you need to have mostly the compassion complexity of others, but over that or in partial elements someone needs to have statements.

If we want to define the people which have to most success, as example for the right action for the studio to do, it is rare that people, which don't agree in society, in terms of an Asch experiment, are in distribution the most successful. Which is normal hierarchical, why people envy or strive form success at the first place.

- 20% of the population generates 80% of emissions.
- 76% agree with the false statement at least once, and 24% are shock-resistant.
Now imagine there isn't even a definition of the correct statement!? The probability increases and is based purely on the group level.
Gun8Z0FWsAAnmpw
Gun8r_VWMAEfnaa

Simply to be successful you need to do your own thing!
Balance of magic is in its foundation Witcher "magic", every order you will create creates chaos on the other side, like a air conditioner:D. That opposes the concept of mana, in which you have a superposition of options where you need to form it into reality, as such you deplete mana.
Balance magic by a fire elementary looks like, if it wants to regenerate itself, it will deplete heat out of its surroundings, and creates coldness. As such you can argument that fire elements will be appearing beside of lava, as it stabilizes their state.
I think the importants here is the open discussion, to be inconsideration in my action, not the in between maybe it is like this, not the maybe. For me its like Tolkien, you don't just create an race or fantasy world, you give it an whole language and stuff of uniqueness. For me it is like, hearing classical music or pop, I personally feel mostly by pop music abused, trashed of my feelings, like fast food, I can't put love into something that isn't created with love and pain..., passion. I think that is the most important element on modern fantasy games. As I was yung I feeled this lesser, but with age it growth. The same by Harry Potter in the movies, there are totally irrelevant flowers which make sounds, this is a detail, that fucks you up. This is like a seed of suggestion, in the extrapolation of imagination of the theoretical content and your imagination it concludes repetition of density of such entities. Means, even if I didn't get explained what in this world is, it potentiate on this level of detail. People love the options.
 
I think any suggestion is fine, I just also think that since the game is released, the most feasible ideas, and therefore the ones most likely to be implemented, are ones that are adjustments to existing systems rather than complete redesigns of systems that are critical to the game.

BUT I'm not a game developer, so what do I know?