Hellenism Salesman
King
As the tile suggests, this thread is just for posting any and all ability, unique district, unique building, unique tile improvement, or unique unit ideas that you've had, but they don't have to be for a real-life civ. The difference between this and other threads is that you're not creating whole civilizations, but instead the dettached elements of one. So if you have a good idea for a leader ability, but not a civ one, post it here. If you have a fantastic concept for a unique unit, but no idea who it should go to, post it here. And if you have clever ideas for unique districts but you're unsure how they would fit into the rest of a civ, post them here.
Think of this as an opportunity to suggest any cool ability ideas you've had but can't find the right civ for.
Also keep in mind that while you should strive for balance, the purpose of this is also for discovering unique playstyles and concepts that you couldn't otherwise if you were locked into the bounds of a factual, historical civ you were basing it all on.
I'll give some examples to get the ball rolling. And for any modders interested, the ideas I list are completely free to use. Go nuts
Think of this as an opportunity to suggest any cool ability ideas you've had but can't find the right civ for.
Also keep in mind that while you should strive for balance, the purpose of this is also for discovering unique playstyles and concepts that you couldn't otherwise if you were locked into the bounds of a factual, historical civ you were basing it all on.
I'll give some examples to get the ball rolling. And for any modders interested, the ideas I list are completely free to use. Go nuts
- Civ/Leader Abilities:
- Gain access to the Move Capital project in all cities with a Holy Site. +100% Faith in the Capital. The Capital gains +1 Culture per population and +2 Food for each City Center within 6 tiles. (This could fit for a Constantine alt leader, just saying...)
- While in a Golden Age, generate Gold per turn equal to all Era Score earned during this era. +3 Era Score upon completing a Commercial Hub or Harbor.
- Capturing an enemy city makes the original owner of that city lose 1 Era Score. All units gain +3 Combat Strength while in a Golden Age, but lose -5 Combat Strength when in a Dark Age. Gain double the Era Score from capturing capitals and defeating civilizations.
- Trading Posts in foreign cities provide -5 Loyalty. Commercial Hub buildings in your cities exert -1 Loyalty to all foreign cities within 9 tiles. When a city leaves its civilization due to your Loyalty Pressure, it instantly flips to you, skipping the free city stage.
- All City Centers have a Relic slot. Unlock Archaeologists at Recorded History instead of Natural History. Relics provide +2 Science.
- Gain access to the Move Capital project in all cities with a Holy Site. +100% Faith in the Capital. The Capital gains +1 Culture per population and +2 Food for each City Center within 6 tiles. (This could fit for a Constantine alt leader, just saying...)
- Unique District:
- Dam Replacement:
- Base +3 Housing (identical to regular dam)
- +1 Housing for each adjacent district
- +3 Food for an adjacent City Center
- You can place more than one of this district per river
- This district cannot be placed adjacent to another one of itself
- Neighborhood Replacement:
- Fixed +4 Housing (not based on Appeal)
- Can be placed in shallow water tiles
- +1 Appeal to adjacent coastal tiles
- Adjacent unimproved land tiles receive +1 Production
- Adjacent sea resources receive +1 Science
- Aqueduct Replacement:
- Same housing rules as the normal Aqueduct
- +2 Power after Industrialization is researched
- +1 Power for each adjacent floodplains tile after Industrialization is researched
- +1 Food for each adjacent district
- If placed on a resource, that resource is automatically harvested (if technologies permit) when this district is completed
- Theater Square Replacement:
- This district can and must be placed on mountains
- +2 Production for adjacent City Centers
- +2 Culture for adjacent City Centers
- +1 Culture for each adjacent Mountain tile
- +1 Culture to adjacent tiles
- Dam Replacement:
- Unique Building:
- Library Replacement:
- +2 Great Works of Writing slots
- +1 Science
- +1 Culture
- Ampitheater Replacement:
- +2 Culture
- +1 Amenity
- +1 Great Work of Writing Slot
- +2 Relic Slots
- +1 Great Writer point per turn
- Library Replacement:
- Unique Unit:
- I have no ideas. Unique units aren't my specialty...
- Unique Tile Improvements:
- Once again, no ideas. I find them kind of boring, personally...