Midrosaic

Midrosaic Story:

Originating in the red desert, the Midrosaic were hard pressed for survival. Their lands are custom to large heat waves that melts the sand into large glass pillars, and once the winds arrive the dunes shift to reveal large glass trees and mountains that define the Midrosan terrain. With heat waves hot enough to melt glass you could imagine survival was hard. The Midrosans ended up surviving under the surface. Their city’s are rooted deep within the ground, and it underground they figured out how to defend their cities from opposing tribes, the Dynspeculo. Super unit: dynspeculo Rolling animation range of rider, not affected by roads. 30 health. Special attack range. Can attack 1 of the eight surrounding squares, and from there it can go in the same direction and get two squares. It attacks with a glass shard wave that can move in two squares in any direction, cannot curve. It can although hit two enemies if they are lined up perfectly. Drawbacks: due to it being a ground attack the giant can do no damage to boats whatsoever if it is not a boat itself.

## Non tech-tree differences

The level 3 city upgrade is different. Resources is knocked down to 4 stars (to influence use of the city wall) The city wall is shiny and is made of of a crystalline glass mixture. With this shiny wall the shine ability is put into play. This affects any unit in the wall, but is doubled if a Midrosan defender is inside the walls. The shine ability: This ability is when a unit loses 1/5 of its health it gains a temporary +1 attack bonus. The attack bonus stacks for ever 1/5 of that units health that is lost. The buff goes away after the unit attacks. This cancels out units doing less damage the less health, when the shine ability is in play. The shine ability only applies to units either inside the city wall, or applies universally to all Midrosan defenders. (That’s why it’s doubled damage buff for defenders in the city wall) This being said if a non defender unit gets attacked, loses 1/5 of its health and then leaves the city wall the buff is still in place until the unit attacks.

## Tech tree changes

Just to be clear (pun intended) I’m not going to touch the entire naval branch, and maybe the riding branch. Changes to the organization branch: Fruit: is a shiny disco like ball that contains a sweet water based liquid. Water berries Defenders: defenders have the shine ability, but they start off with no attacking power. So their only attacking power is derived through the shine ability. (They have attack power on boats) Changes to the climbing branch: Mining becomes melting, because you melt glass to remold it. It gives TWO population, and applicable to ALL Midrosan mountains. When it comes to other tribe mountains it works on ALL mountains, but only gives ONE population since it’s not a glass mountain. Smithery becomes glassmithing, and has a different icon for a forge, but gives two population for every Midrosan mountain near it with a melt-ery(?), and 1 for every other tribe mountains Changes to hunting branch. Animal: coyote, canine esc. Is sort of a sandy color. Pointy ears. The only animal living in the glass desert because it was domesticated and protected by the Midrosans, but every once and a while one escapes and wonders the glass forests until it’s demise. Name: kyotl Forestry becomes glass cutting. Essentially the same thing with. Different name and different icons

## Aesthetic choices

Tribe color: dark orange (red desert color)

Blades: all Midrosan units that have blades, consist of more polygons that add more detail.

Swordsmen, archer arrows, chivalry spear tips, and Catapults are made of glass. Defenders have more detailed shields.

Icons: a bunch of the building have to look different for different purposes, especially all glass related techs.

Monuments: all the monuments are flat designs, but are raised on colorful pedestals.