Civ 5 Design Challenge II - Mechanics

It is! I think I can give this one to Caesar pretty easily. I will be extending his deadline to 12/08 to deliver the mechanic.
 
Hey! It was my excuse! :p
 
In that case it'd be better if we could restart the schedule. As a result, you have until 14/08 to send me the mechanic.
 
Hey! I have adjusted the schedule a bit, so it's going to work a lot better from now on (hopefully!)

Uighur_Caesar's chosen mechanic was...

May destroy Great Works for Yields!

This one is going to be a little bit more generic, as you can use it in any way you imagine - from Production to Experience, everything is possible!
 
Hmmm...

Byzantine Empire lead by Leo III
UA Iconoclasm - Great Works of Art may be destroyed to increase :c5faith: faith output and religious pressure for your empire's most popular religion by 50%. This is increased to 100% if the Great Work of Art was created by a civilization of another religion.
UU Exarch - Replacement for the Great General which automatically removes minority religions and halves resistance turns and unit maintenance costs in :c5occupied: occupied cities. If killed in battle, the nearest non-capital friendly city undergoes several turns of resistance but subsequently generates a large sum of :c5greatperson: Great General points proportional to its population.
UU Excubitor - Replacement for the Longswordsman which may only be trained in the capital, and there may only be as many Excubitors owned by a player as the player has cities at any given time. However, it earns more experience in battle and gives free XP to newly trained units if garrisoned in a city, and generates :c5goldenage: Golden Age points for every battle it survives proportional to HP lost.
I gather that entries don't actually need to be, y'know, codeable, and that this is just an exercise in creativity.
 
Qin empire

leader: Shi Huang Di

UA: Huangdi
:greatwork: Great works can be destroyed to rush a cities :c5production: production. researching technologies provides :c5plus: 1 experience to all your units.

UU: Xiongnu mercenary (Horseman replacement)
Can build pastures, has a 33% combat bonus versus barbarians and is trained faster when there is a barbarian in your borders.

UB: Terracotta workshop (Stone Works replacement)
Doesn't have any terrain requirements and when you build a unit in this city it gets 20% of the XP the last Qin unit that died.
 
some mechanics are so interesting that they're boring
Yay! I was already working on Byzantium split, so...

Isaurian Dynasty(Constantine V)
UA: Iconoclasm
Great works may be destroyed for :c5faith: faith, causing barabrains to appear in your territory. Killing units in your territory and while defending grants :c5faith: faith equal to double the defeated unit's :c5strength: strength. Great prophets commuting a sacrifice generate :c5culture: culture instead of a great work.

UU: Strategos
Replaces great general. May be instantly moved from city to city, unlike the great general it replaces. When stationed in a city, boosts unit :c5production: production per each enemy in your territory, and increases the :c5strength: strength of the city and all units within its range by 15%.

UU: Tagmata
More expansive but unlocked slightly earlier, at guilds as opposed to Chivalry. Unlike the knight, the tagmata gains :c5strength: defensive terrain bonuses and earns promotions faster when fighting in friendly lands, and may always gain XP from fighting against barbarians. When garrisoned, gain XP from the city's :c5rangedstrength: ranged attacks.

@Filiki: wow. I mean, that's a surprise. I totally forgot the hours is pent reading on China and its dynasties.
Thanks for the reminder. :)
 
Hmmm...
Empire of Manchukuo
Emperor Puyi
UA: Clashes of a Cultural Conversion
:greatwork: Great Works may be destroyed and generate a sum of :c5culture: Culture and Experience to Military Units trained within a City of your choice, :c5greatperson: GP Generation is increased by 10% for every Allied Civilization at :c5war: War with you against an Opposing Civilization.
UU: Chinganyuchitui (Great War Infantry)
Slightly weaker and more expensive than the Unit it replaces, begins with the Shock I and II Promotion and gains the Unique Promotion "Manchu Pacification" Reducing Excess :c5unhappy: Unhappiness in Cities that it is garrisoned in.
UB: Huankyoku (Constabulary)
In addition to Spy Ineffectiveness, +1 :c5production: Production for every :greatwork: Great Work present within the City, doubled if a :c5greatperson: Great Person is present
This is a civ I have been planning to do, even though the design is modified.
 
Allied civilization in war with you?
 
The Kingdom of the Vandals
Leader: Genseric
UA: The Sack of Rome
Upon Capturing an enemy city, :greatwork: Great Works and buildings which yield at least 1 :c5culture: culture are destroyed and converted into :c5gold: Gold and :c5production: Production in the capital. Naval units trained in the :c5capital: Capital receive +1 :c5war: experience for every :greatwork: Great Work destroyed this way.
UB: Liburnian (Replaces Trireme)
The Liburnian is slightly :c5production: cheaper than the Trireme it replaces but grants the 'Siege' promotion to land units within 2 tiles, granting a +50% :c5strength: bonus when attacking enemy cities. When adjacent to an enemy :c5capital: capital, the Liburnian increases this bonus to 100% and generates :c5culture: culture while attacking equal to the damage done.

UU: Marauder (Replaces Spearman)
The Maurader, unlike the spearman it replaces, receives the unique promotion 'Heavy looting' which allow it to generate 5 :c5gold: gold and :c5culture: culture for every adjacent unit when garrisoned in a city being :c5razing: razed. In addition, the Marauder upgrades to a longswordman, rather than a pikeman.

Hows this? A civ which can keep up in the culture game by leeching off of its rivals. Whenever an enemy gets strong, grab your fleet and your heavy looting infantry and set them back a couple notches, racking up huge gold and culture in the process. After taking one of their cities, the production and experience in your capital will help you build up a larger and larger navy with more and more experience until finally you can sack the capital and hit the motherlode. Then, give back the cities and wait for them to recover before you decide to hit the waves and take it all back again!
 
I know Our World already has a (Amazing) Mao's China, but it wasn't complicated enough for me :p


China
UA: Yi ge Zhonguo (One China)
+20% generation of :c5culture: cultural great people and +20% :c5production: production towards :c5culture: culture buildings before the industrial era. Gain :c5culture: culture from killing units of civilizations with different ideologies. Upon entering the industrial era, 5 turns of anarchy in the capitol and you must chose between Mao Zedong and Chiang Kai-Shek to play as for the rest of the game

Mao Zedong: May destroy :c5culture: cultural buildings*, :greatwork: great works, Guilds and wonders for :c5production: production bonuses and :c5happy: happiness**. May gain free Infantry units based upon :c5happy: happiness levels***.

Chiang Kai-Shek: :c5culture: Cultural buildings, :greatwork: great works and wonders produce +1 :c5happy: happiness and :c5culture: culture per 2 eras they have existed. Upon entering the modern era :c5happy: happiness contributes to tourism.

UU: (great war infantry) Ma Clique Battalion/Red Guard

Red Guard: Much weaker (45 vs. 50), but may be recruited once per city from your population (-1 population). When stationed in a city, provides +5 :c5happy: happiness, but also +25% :c5unhappy: unhappiness from citizens. Unique to Mao.

Ma Clique Battalion: Much more expensive (350 :c5production: vs 320 :c5production:), but has the promotion "Protector of the People" which grants :c5faith: faith and :c5culture: culture on kills and a 25% bonus in your land. Starts with drill 1. Unique to Chiang.


UB: (factory) Gongchang
Unique Chinese factory that does not have any specialists but is much cheaper to build (310 :c5production: vs 360 :c5production:) and costs no maintenance. Only two are needed to unlock an ideology.


* You can only destroy a certain building (ex. Opera House) once per city, and only pre-industrial buildings (monument, amphitheater and Opera house)

** Cultural Buildings provide one permanant point of production and happiness to the city they were in, Guilds provide +2 happiness and prodution to their city, Great works provide +2 happiness and +15% production for 5 turns and Wonders provide +1 happiness and +5% globally

*** Every 5 happiness increases the likelyhood of a unit spawning by 2%
 
The Gaya Confederacy
Leader: Gim Suro

Trait:(Six eggs from Heaven) May destory great works of Art for a slight growth boost. +1extra food to fisheries and farms. Cannot found cities but can annex cities and city states.

Uu: Sang-in (caravan) Can build twice as llmany that the current era allows but recieves half as much gold from trade missions. Sang-ins returning to there starting city gives that city +3 food.

UB: Gwangseog Gwangbu (forge) Unlocked eairlier at iron working. Along side forges regular bonuses, earn +1 production from local iron and copper. Recieve +1 Unique "Duck shaped pottery " luxury reasorce".
 
Calvinist Geneva - John Calvin
UA: Iconoclastic Revolt: May destroy Great Works to generate a 10-turn boost to production and faith, boost lasts 50% longer after founding religion. Chance to destroy Great Works when spreading religion with a missionary.
UU: Huguenot Levy (Landsknecht): May be bought with faith or gold, does not require a policy to build, and may appear after converting a city to your majority religion.
UB: Consistory (Temple): Is cheaper to build than the temple and also provides a 15% production boost when the city follows your majority religion.
 
Damn, I was looking forward to doing that last one (I mean, I could still do it, but it won't look as original anymore).
 
The Gruul Clan

Leader: Borborygmos

UA: The Abused Guild- Razing a city generates :c5production: production in the nearest city equal to twice the razed city's :c5strength: Combat Strength. When you :c5occupied: annex or :c5puppet: puppet a city, you may destroy a Great Work of that city's empire to reduce :c5unhappy: unhappiness from capturing by 1 and reduce the time of resistance in the city by 2 turns.

UU: Blood-thirsty Charger- Replaces Swordsman. Blood-thirsty Charger does not cost iron to produce. Whenever a Blood-thristy Charger kills an enemy unit within your territory, it grants +10% :c5production: production in the nearest city for 5 turns.

UU: Gruul War-Plow- Replaces Catapult. Unlike the catapult, which it replaces, the War-Plow is a melee siege unit and does not require set-up. The War-Plow is stronger than the catapult, with 12 :c5strength: strength, and also automatically pillages enemy Luxury resource tiles it moves into.


This my first attempt at making a themed civilization. I have no idea if it's balanced or if it even works as described, but meh.

(EDIT: You can check here in case you don't know who the Gruul are.)
 
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