Making Civs Have Further Identity

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Mar 16, 2013
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One of the other threads made think about making each civ more unique. Like giving them a 3rd UU/B/I. What ideas do people have for further increasing specialisation for certain civs and how would they work?

My ideas. (Cost is production but only shown if changed. Strength in () is missile)

America - Navy SEAL replaces Paratrooper. Strength 65/Movement 3. Can paradrop without risk of interception.

Arabia - Mamluk replaces Knight. Strength 19/Movement 5. Gains gold upon killing an enemy. Camel Archer moves to horsemen.

Aztecs - Eagle replaces Scout. Strength 5/Movement 2. 15% combat bonus for each era it enters (stops at Renaissance)

Babylon - Shieldbearer replaces Warrior. Strength 8/Movement 1/Cost 35. Starts with Cover 1+2 and gives 10% protection from missiles to all adjacent units.

Carthage - Numidian Cavalry replaces Horseman. Strength 4(12)/Movement 4. Can withdraw before melee.

Celts - Essedum replaces Chariot Archer. Strength 7(8)/Movement 4. Double movement through hills.

Denmark - Longboat replaces Trireme. Strength 10/Movement 4. Can move through ocean at 1/4 speed.

Egypt - Nilometer replaces Watermill. 1 Maintenance/1 Production/3 Food. Must be built on a river.

England - Redcoat replaces Rifleman. Strength 30/Movement 2. 15% Bonus fighting units on foreign continents or of lower tech.

France - Chateau (UI). 15% Combat Bonus/+2 Culture/+1 Gold. Unlocked at Chivalry.

Greece - Odean replaces Ampitheatre. +2 Culture/+2 artist specialists/+1 culture per 3 science produced/2 maintenance.

Japan - Tea House replaces Garden. +25% GP production/+1 Culture.

Ottoman - Hammam replaces aqueduct. 40% of food is carried over/+1 Gold.

Rome - Forum replaces Market. +2 Gold/+1 Happiness/+2 Merchant specialists.

Russia - Red Square replaces Arsenal. +8 Strength/+25 HP/+1 Maintenance/+2 happiness. Requires Castle.

Spain - Citadel replaces Castle. +7 Strength/+25 HP/1 Faith. City exerts double pressure.

Sweden - Leather Cannon replaces Cannon. Strength 14(16)/Movement 2. Limited visibilty but 200% against cities and doesn't need setting up.


Please add your own ideas for other civs or make your own for these. :)
 
I'm a fan of the system similar to race creation in MOO2, where every race or civ has a set number of points to distribute over a number of toggles, weighted for point value. Several are pre-determined types, which the AI play, but the player has freedom to mix and match.

I don't like unique units. They're mostly one trick ponies that give you a stronger push when you get the appropriate tech. Alternatively they are somewhat game-breaking promotions that last until the modern era. I'd take them out of the game.
 
I'm a fan of the system similar to race creation in MOO2, where every race or civ has a set number of points to distribute over a number of toggles, weighted for point value. Several are pre-determined types, which the AI play, but the player has freedom to mix and match.
maybe it would be interesting if there were a number of uniques for each civ, say 4-6 uus/ubs/uis and a couple of leaders with different uas. and the player could pick 2 uniques and one of the leaders (and thus ua) before the start of the game. more interesting, the player wont know what his rivals have picked until he'll see that stuff in use.

another variant - those uniques could be unlocked at the start of a new era, but not more than 2 in one game
e.g. the player has unlocked bazaar in the classical and now he's entering medieval. he has a choise: unlock either camel or mameluk now, or wait until renaissance to pick the barbary corsair.
 
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