Design Thread - For Discussion and Review

Would like some opinions/improvements on these, preferably ones which are easy to code :p

Anafenza - Abzan (Salt Road Patrol)
Gain Food and City Strength from outgoing Trade Routes. Cities on or adjacent to desert produce units 15% faster.

UU: Siege Rhino
Unlike the Knight, which it replaces, the Siege Rhino is much slower, more expensive, and does not require Horses. All friendly units heal 10 HP when beginning a turn adjacent to a Siege Rhino, and all enemy units lose 10 HP.

UI: Kin Tree

Unlocked at Philosophy, and provides +1 Faith and Culture. +2 Food when built on Desert tiles, and an additional +1 Food and Culture upon the discovery of Fertilizer.

Narset - Jeskai (Annals of the Sage Eye)
15% of your total Faith is provided as Science. Science buildings increase the spawn rate of Great Prophets.

UU: Swiftspear
Unlike the Lancer, which it replaces, the Swiftspear is available at Printing Press and does not require Horses. It also does not retain any of the Lancer's promotions, except the ability to move after attacking.

UI: Stronghold
Unlocked at Theology, the Stronghold may only be built on Hills and provides +1 Faith and +1 Science. An additional +1 Food and +1 Science if built on a source of Fresh Water.
 
So I have this half-baked concept for a mod which I have absolutely no idea of what to do with it:

UA: Upon upgrading an Unit that is stationed in a City, a We Love The King Day begins, and the Unit heals 25 HP. Upgrading Units cost -2% :c5gold: Gold, up to a maximum of -50%, for every copy of any Strategic Resource you have available to you.

UB: Barracks replacement. Upon being built, grants a copy of a Strategic Resource that you know of. +2 :c5gold: Gold from Strategic Resources.

UU: [INSERT UU HERE]

Any ideas?
 
I have this design, based of "The blacklist". You should really see it if you haven't... :p

The Kabal(Mr. Director)
UA: Shadow Government
Gain :c5influence: influence with protected :c5citystate: city states whenever your spies steal a technology or kill enemy spies. City states may not peace out with civilizations that are in :c5war: war with you, and will continue to act as your allies until it ends. Receive 1 additional spy.

UU: Assassin
Replaces great general. Unlike the unit it replaces, the Assassin may not found citadels, though it may fight at the :c5strength: strength of the strongest infantry unit available to you. Additionally, it severely damages enemy :c5greatperson: great people within his range, and heals nearby units when a great person is killed within his range.

UU: Assault Force
Replaces infantry. In addition to being more expansive, the Assault Force receives 25% more :c5moves: flanking bonuses from other units, and grants XP to all adjacent units when making a kill. It ignores enemy ZOC and deals 33% more damage to cities within the vision range of your spies.
 
Spain Split
Critique and Help with these designs are greatly appreciated.


Kingdom of Aragon (Alfonso the Battler)
UA: Alliberament del Regne -
May not annex cities and may only found puppets :c5puppet:. Whenever you liberate a city gain a small sum of influence :c5influence: with all city-states. All units are granted +10% more strength :c5strength: (Max: 30% :c5strength:) for every capital you have conquered :c5war: from another civilization.

UU: Genet Ràpid (Replaces Horseman) -
Slightly weaker than a normal Horseman, but can travel across Hills and Forest tiles without extra cost :c5moves:. This unit also has no penalties for attacking :c5war: cities.

UB: Consell de Knight (Replaces Armory) -
All mounted units gain the "Salvatge" promotion granting +20% strength :c5strength: against cities and siege units. Whenever a unit has died :c5war: within the city's borders gain a sum of Gold :c5gold: depending on that unit's cost.



Kingdom of Castile (Isabella I)
Design inspired by Natan35's Castile

UA: La Gran Reforma -
Each citizen :c5citizen: in one of your cities following a religion separate from yours grants your units with +2% Strength :c5strength: (Max: 20% :c5strength:). Inquisitors also have the option to either Convert or Reform. (See below for details.)

UU: Militia (Replaces Calvary) -
Has lower strength than a normal Lancer (22 :c5strength:), but has no maintenance cost. Grants faith :c5faith: whenever this unit kills :c5war: an enemy unit.

UI: Village -
Can be built by Workers on Plains. Yields +2 Gold :c5gold:, +1 Production :c5food:, +1 Faith :c5faith: when worked by a city. Upon the discover of Architecture they begin yielding +2 Gold :c5gold:, +2 Production :c5food:, +2 Production :c5production: and +2 Faith :c5faith: instead of the former.

Inquisitor Details:
Reform - About 25% of your citizens :c5citizen: believing in your religion leave your city. However gain +2 Happiness :c5happy:
Convert - Converts all non-believers into believing in your religion. However gain +2 Unhappiness :c5unhappy:
 
I quite like that Aragon design. Though Im not quite sure about the last part of the UA... It could turn out as overpowered, or as useless considering the rest of the UA encourages a more diplomatic game.
 
I quite like that Aragon design. Though Im not quite sure about the last part of the UA... It could turn out as overpowered, or as useless considering the rest of the UA encourages a more diplomatic game.
I nerfed the design a bit so the max is 30%, and you only get 10% for each city conquered. Would that be better?

The Civilization focus is so made in the way that it can be used for a domination victory, but also can aim for Diplomatic as a second way of victory.
 
Need some advice on a Civilization design I'm making.

Norway (Haakon Haakonsson)
UA: A Norse Golden Age -
Whenever a city has been conquered by Norway gain a sum of Gold :c5gold: per turn depending on the defense of said city, this sum of Gold :c5gold: increases by +2 more during Golden Ages :c5goldenage:. Units gain a strong defensive bonus (+20% :c5strength:) for the duration of Golden Ages :c5goldenage:.

UU: Vikinger (Replaces Warrior) -
This unit can embark :c5moves: immediately and can pillage :c5war: tiles without movement cost. During Golden Ages :c5goldenage:, this unit gains +15% defense :c5strength: to all ranged attacks.

UB: Boathouse (Replaces Harbor) -
All naval units trained in this city receive 10% defense :c5strength: from city defense attacks and can attack cities with 5% :c5strength: for every policy tree completed.

​
 
What do you all think about this design?

Hanthawaddy : Shin Sawbu

UA : Golden Traders: Trade Route Range increased by 25%, +2 Gold from trade routes to cities following the same religion, including owned city.

UU : Heroes of Razadarit (replaces G.General): +20% Boost during Golden Ages. When destroyed, inflicts damage on the unit that destroyed it.
Alternative name: Mon Thuye'kaung


UB : Zedi (replaces Temple): +1 Culture. +2 Gold in trade routes going to a unique other civilisation.
 
What do you all think about this design?
  • Can you name it Pegu instead?
  • What do you mean by "including owned city"?
  • Do name it "Mon Thuye'kaung", or something shorter if you can find. If you must, name it "Hero of Razadarit" instead, as it is a Great Person. But above all, use a name that doesn't require a preposition.
  • "+20% Boost during Golden Ages" is that supposed to mean +20% Combat Strength to nearby units during Golden Ages or Generated 20% faster during Golden Ages?
  • Don't write "destroyed" twice, it's annoying to read. "Damages the unit that destroyed it" would be better.
  • You must also offset the inherent penalty of units that require self-destruction to trigger their effect by making... Well, actually strong effects. So instead of just damaging the unit that killed him, he should either outright kill it or damage all adjacent enemies as well.
  • The trait is boring.
  • The Temple replacement is just outright boring. Don't do that.

Need some advice on a Civilization design I'm making.
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  • Find another name for the UA, and by that I mean something that isn't generic. If you must invent one yourself (Rather than using a good historical term), at least be eloquent at it.
  • There's more than one Norwegian named Haakon son of another Haakon. Use numerals instead!
  • Unless it's Harald Hardrada, I'd say it's best to leave the warmongering to Danish or Swedish civs.
  • That said, the trait is worded weirdly. I don't think you should base the GPT increase on the defense of the city, as not only that's an awfully arbitrary thing to base it on, it also doesn't even complement the design in any meaningful way and only serves to make it more confusing. Also, rather than stating "Strong defensive bonus", just outright say "Units gain +20% defensive Combat Strength during Golden Ages".
  • Vikingers should not replace the warrior. They'd be, on civ-terms, Swordsmen or Longswordsmen.
  • What do policies have to do with... Anything in that Boathouse design? Also, heavily dislike UBs whose bonus is giving new units a promotion.
 
The Varangians

Leader: Rurik

UA: Tale of Bygone Years: Units start with additional Experience for every :trade: Trade Route leaving the City they were trained in. Units may move freely through :c5citystate: City-State territory, and killing Units in :c5citystate: City-State territory grants :c5influence: Influence with that :c5citystate: City-State.

UB: Runestone: Monument replacement. Produces additional :c5gold: Gold for every :trade: Trade Route the City is recieving (including Internal Trade Routes), doubled if the City is a :c5puppet: Puppet.

UU: Waregang: Swordsman replacement. +1 :c5moves: Movement if starting on a River tile. May Sell Exotic Goods near City-States to gain additional Experience and :c5gold: Gold. Does not require Iron.

Mostly a revision of an old design challenge, which I actually like, and hopefully I can actually do this without my SQL bugging out beyond salvation.

That said, I will hopefully refine my artistry even more. Especially Building and Unit Icons, those do need some work.
 
Don't get the whole CS focus... And wouldn't the Runestone be better as a UI?

UI: Runestone
Unlocked at Drama and Poetry, and may not be built next to each other. +1 :c5culture: culture, increasing to +2 after archeology. Yields +1 :c5culture: culture and +1 :c5gold: gold for each :trade: trade route sent to the city.

And maybe a bonus related to city connections...
 
Don't get the whole CS focus... And wouldn't the Runestone be better as a UI?

UI: Runestone
Unlocked at Drama and Poetry, and may not be built next to each other. +1 :c5culture: culture, increasing to +2 after archeology. Yields +1 :c5culture: culture and +1 :c5gold: gold for each :trade: trade route sent to the city.

And maybe a bonus related to city connections...

No.

You only say that because you're not the one coding, and dear Lord, Leopold's been a [FAMILY-FRIENDLY FORUM] to code. So I'm trying something lighter for now.
 
So... an idea I'd been toying with recently:

Lanfang - Luo Fangbo
UA: Chinese Democracy: Cities founded in other continents start as puppets that are instantly connected to the Capital.
UU: Kapitan China: Replaces Settler, double movement when embarked. Upon founding a city, it's not consumed, instead gaining a random promotion while garrisoned that improves either the city's production, gold, food or science as long as it's a puppet. Can be consumed to puppet one of your non-Capital cities.
UB: Kongsi: Replaces Bank. Aside from regular Bank features. The Kongsi also reduces purchasing cost of units by 10%. If built in a Puppet City, it generates a hundred times the city population in culture upon being finished.
 
West Germany (Konrad Adenauer)
UA: Wirtschaftswunder - Upon signing a Declaration of Friendship, West Germany and their friend gain an empire-wide +10% Gold bonus and West Germany alone gains a +10% Production bonus (max +50%).
UU: Bundeswehr - Replaces Infantry. Gains additional Combat Strength for every civilization with an opposing Ideology that borders West Germany.
UB: Auto Manufacturer - Replaces Factory. +1 Gold for every Engineer specialist in this city.

The DoF thing in the UA represents the Élysée Treaty and more broadly Franco-German reconciliation in general.

Thoughts? I'd like a more specific name for the UU since currently it's the name of the entire armed forces of the FRG.
 
Nice, but boring. Also, I quite like how the UA grants bonus from friendships while the UU becomes stronger when you're bordering enemies...
 
The Empire of Japan

Leader: Toyotomi Hideyoshi

UA: Rising Sun
Winning battles grants points towards a random :c5greatperson: Great Person in the :c5capital: Capital. Upon expending a :c5greatperson: Great Person, all your Units heal and gain experience.

UB: Tea Room
The Tea Room not require Fresh Water, unlike the Garden it replaces, and, in addition, has a :greatwork: Great Work of Writing slot that, when filled, grants Experience to newly trained units, increased if they're Land Units.

UU: Ashigaru
The Ashigaru generates Great Generals twice as fast and has an increased flank attack bonus, but is slightly weaker when compared to the Musketman it replaces.

Apparently me and senshidenshi are now doing a Imji War Pack with Hideoyshi's Japan and Seonjo's Korea. Now all we need is a Ming China, or something.

On the bright side, my leaderscreens are getting better and better.
 
Huh, this causes me Dé Ja Vú, as if the civilization already existed. Nice design, feels natural even.
 
I thought this was thread sufficiently suited to my need for harsh scrutinizing of my newly compiled civ ideas:

Revolutionary Serbia

Leader: Karađorđe

UA: Liberation of Belgrade: Whenever war is declared against another Civilization any foreign City that borders you receives a boost in Unhappiness. The Capital enters a We Love the King Day if a Voivode is born.

UU: Free Corps: Replaces the Musketman. If the City it was produced in follows your Religion it has no Maintenance Cost. It earns points toward Great Generals much faster when defeating a Unit.

UGP: Voivode: When garrisoned in a City all excess Production is converted into Faith. May be expended to increase the level of a Unit it was stacked with.

Based upon the First Serbian Uprising which although initially was a small rebellion that simply wanted to achieve complete Serbian autonomy escalated to into a fully fledged war between Serbs and Ottoman officials. The Free Corps was essentially a militia that existed even before the Uprising and actually came to use in the Great Turkish War of the Ottoman battling with the forces of the Holy League (Habsburgs, Russians, Polish, etc) this militia would later serve as the basis for the Rebel Army. Voivodes were essentially both military, civil, and religious leaders that later occupied key positions within rebel Serbian military.

Go ahead and tear it to threads.
 
Made an Alternate History design based on What If America Had Lost the American Revolutionary War?

The History:
Spoiler :

When Britain's army had arrived on American soil fighting for what they believed was rightful theirs the United States military was afraid of what laid ahead in the future for them. They hadn't a chance. The strength of Britain was overwhelmingly strong and stood with such strength that fear was stricken into the Colonies. The United Colonies had surrendered to the might of England as otherwise there wouldn't be an American soldier who would be able to come back from the war.

After the surrendering of the United Colonies, the lands of the US and the United Kingdom now was know ruled by George III. Now the leader of the new land he made reforms to the current system to prevent an uprising of the people of the Americas. He had instituted policies to keep the former United Colonies from a brewing rising up against the UK's military by putting the "Entente Act" into place. This assured that if there was a revolution rising in the land the UK military had the full right to use forceful actions to stop it.

The Civilization's design is meant to be based on how the former people of the United Colonies wouldn't appreciate the number of Redcoats and surveillance going on in the land hence the Unhappiness. However to make the Unhappiness worth it, you gain bonuses alongside this. The goal of this civilization is to balance your Happiness well and gain bonuses for doing that.

United Kingdom (George III)
UA: Entente Act -
When your Global Happiness :c5happy: is below 6 all units gain a bonus of +10% strength :c5war: as well as a promotion allowing for 10% faster experience gain. When your Global Happiness :c5happy: is above 12 all units gain a bonus of +20% strength :c5war: and cities are granted a [/B] Food :c5food: and Production :c5production: bonus of +10%.

UU: Redcoat (Replaces Musketman) -
When garrisoned provide the city wi5h +4 Defense :c5strength: and +20% city combat strength :c5war:. However alongside this bonuses to the city, gain +1 Global Unhappiness :c5unhappy: when garrisoned as well.

UI: Watchtower -
Can only be built on Hills. Yields +2 Production :c5production: when worked, and double this amount when the civilization's happiness :c5happy: is above 8. When a unit is stationed in this tile the unit gain +15% Strength :c5war: and Defense :c5strength: however Global Unhappiness :c5unhappy: increases by +2.
 
I've been reworking the Tangut design for a while but I like the second part of the UA and the UU (The UU is probably going to be the first thing I finish coding). Not 100% sold myself on the rest of it yet though. Any thoughts?

UA: The Hexi Corridor
Upon adopting a Social Policy Tree, borders expand in Cities sharing a Trade Route with another Civilization. During Golden Ages, Great Writers produce additional Great Works of Writing. Receive a large sum of Faith instead if an additional slot is unavailable or when writing a Political Treatise.*

UU: Camel Catapult (Trebuchet)
Weak but fast, ranged support unit that is more expensive to maintain. Grants +1 Moves to land units that begin their turn next to it, and gains +10% Ranged Strength near Cities for every international Trade Route entering and leaving those Cities (Maximum +30%).** Does not need to set up before firing and may withdraw from melee combat.***

UB: Imperial Mausoleum (Garden)
+25% Great Person generation and +10% progress towards the next Cultural Great person upon acquiring a tile in any owned City.**** +1 Golden Age point for every completed Social Policy Tree. Does not require fresh water but must be built in the Capital or in a City with a Mountain within two tiles of your territory.

*So if you have one slot available, the Great Writer will create one Great Work, then a check occurs to see if another slot is available. In this case it isn't so it provides a large sum of faith instead (enough to purchase a building or unit?)
**This works for both friendly and enemy Cities, though I'm probably going to keep it to friendly Cities.
***+1 Moves for adjacent land units is lost on upgrade but the other abilities are kept
****Maybe includes tiles from newly settled/conquered Cities?
 
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