Civ design challenge

I vote for me. Despite Natan's UA being pretty interesting by normal standards, let alone his, I still prefer my design overall - even if I did have to nick stuff from a variety of, ahem, questionable resources.
 
I vote for myself. Scapegrace did the spy and city list, though.
@His Excellency, lord Hoop Thrower the third
Spoiler :
thank you! Thank you thank you thank you! And thanks, again!
 
So so far we have two votes for Natan's design, and one vote for Scapegrace. Today's the last day of voting, so make sure to get yours in!

Tomorrow I'll be posting the winner of the voting and the next challenge (which will be easier, I promise)!
 
So it looks like Natan won our first CiV design challenge! Congratulations Natan!

The next challenge should hopefully be easier, and there's no longer any requirement to come up with city and spy lists (thanks and sorry, Scape!). Anyway, here's the next challenge: Lesotho! Designs should be submitted within a week to be eligible!
 
Yay!
ill try to submit some more designs soon.
 
Why not Lesotho? I don't think the relative importance of a people/nation/whatever should be an indicator of whether or not they get represented in the game, much less a mod (or even just a design concept).
 
At first sight at least it does sound easier, I'll probably be able to come up with a good concept for them.
 
Hmmm... Hard, though more info available.

Lesotho

Leader:Ntsu Mokhehle
UA: Land of our fathers
Per each WLtKD, enemies gain 5% combat penalty in your territory, and enemies have 10% :c5strength: combat penalty against cities celebrating WLtKD. Trained Units receive 5 :c5war: XP per each DoF(doubled if trained during WLtKDs).

UU: LLA
Replaces Infantry. Unlike the infantry which it replaces, the Lesotho liberation army receives bonus in territory of civilizations you have DoF with(25%). If stationed in the working range of a :c5occupied: conquered city, causes anarchy.

UI: Highland Water tunnel
Unlocked at plastics. Yields 1 :c5production: production(3 :c5production: if built on river). May be used to connect lakes to cities. Lakes connected to cities via the highland water tunnel(HW tunnel) yield 1 :c5food: food, cause the city act as source of fresh water and increases the :c5food: food output in the city by 20%. Costs 1 maintenance( 2 if built on river).
 
Lesotho

Leader: Moshoeshoe

UA: Kingdom in the Sky. Enemy units take damage when ending their turn by a mountain tile within your territory. Farms and Mountains Generate +1 Food and +1 Golden Age Point during War and Peace Treaties.
UU: Sotho Cavalry. Replaces Cavalry. Has Defensive Terrain Bonuses. Produces Great People Points when killing enemy units within territory of a city.
UI: Mountain Stronghold. Unlocked at Architecture. Can only be built adjacent to a mountain tile. +50% Defensive Strenght for units stationed in the tile. Units starting their turn on a Mountain Stronghold gain the Altitude Training Promotion.

Yes, it's not based on a 1960+ Lesotho, sue me...
 
I like that. I just read an article on Lesotho, and early Lesotho was way more interesting than modern Lesotho. An accurate summary of Lesotho in recent years is basically coup coup coup coup coup coup border skirmishes with SA coup coup.
 
Yep, I'm trying to pick interesting stuff.

Thank you for your submissions, Natan and Hoop!
 
Kingdom of Lesotho
Leader: Moshoeshoe I

UA: A Letter to Victoria
Receive +1 :c5science: science in the capital for every unit from another major civilisation within your borders, rising to +3 :c5science: science if you've a declaration of friendship and +5 :c5science: science for missionaries. Upon researching a new technology or signing a research agreement, all cities receive +25% :c5strength: defensive strength for the next 5 turns.

UU: Kololo (Replaces Muskeman)
The Kololo is slightly more expensive than the Musketman it replaces, but is trained 10% :c5production: faster for every declaration of friendship or :c5science: research agreement between Lesotho and another major civilisation. Furthermore, the Kololo receives the unique promotion 'Difaqane' which grants it a 15% :c5strength: combat bonus against units which have recently pillaged a tile, and allows it to repair pillaged tiles, receiving a small :c5war: experience boost when finished.

UB: Translators Mission (Replaces Observatory)
The Translators Mission, unlike the observatory it replaces, grants +5 :c5strength: defensive strength and has no scientist specialist slots. Instead, the Translators mission has two unique 'Translator' specialists. When both are filled, the translators mission grants :c5science: +1 science and :c5faith: faith to all :greatwork: great works of writing in this city and yields +2 :c5science: science for every declaration of friendship between Lesotho and another major civilisation.

TIL about Lesotho. Time well spent. Naturally this civ is based off of Moshoeshoe's intense diplomatic maneuvering to attempt to modernise, and above all, protect his fledgling nation. Therefore a civ which gains science and defence by befriending other civs is fairly well deserved for Lesotho.
 
Musketman, damn. I always do that because I just reuse the formatting of my other civs and sometimes forget to change certain bits.
 
That's nice design you got there(as always) Urdnot.
(Waiting for scapegrace now, I suppose.)
 
*cracks knuckles*

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Lesotho (Moshoeshoe I)
Start Bias: Hills
Capital: :c5capital: Maseru
UA: I Am The Razor
Cities founded upon Hill Tiles generate a free Ranged Unit for which you possess the required Technology. Cities generate additional bonuses based on the type of Military Unit garrisoned inside them.
UU: Mohlabani (replaces Gatling Gun)
Unlike the Gatling Gun it replaces, the Mohlabani receives double the normal defensive bonuses from Terrain and incurs no penalty for moving through it. It starts with +1 :c5moves: Movement and a unique promotion, "Mountain Of The Night", that grants a +2% combat bonus while defending for each point of :c5strength: Melee Combat Strength the attacking unit has than the Mohlabani. Upgrades to Machine Gun.
UB: Likampo (replaces Constabulary)
In addition to the bonus to counter-espionage, the Likampo also grants a +1% :c5production: Military Unit Production bonus for every 2 :c5strength: Combat Strength of a garrisoned Land Unit.
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Bonuses from unit types:-
Melee Unit: +2% :c5gold: Gold per worked Mine.
Ranged Unit: +3% :c5production: Production bonus for every 5 Ranged Combat Strength the unit possesses
Mounted Unit: Doubles bonuses from City Connections.
Siege Weapon: +1% :c5food: Growth Bonus for every 10 City Strength.
Naval Melee Unit: +25% yields from Sea Trade Routes
Naval Ranged Unit: +1 to all yields from Sea Tiles.
Gunpowder Unit: +3% :c5gold: Gold per worked Mine and Quarry.
Armoured Unit: Doubles bonuses from City Connections and adds +50% to the yields of Land Trade Routes sent from this City
Fighter Unit: +1 :c5production: Production from Hill Tiles
Bomber Unit: +5% :c5strength: Combat Bonus for Garrisoned Units while attacking for each Defensive or Military Building in this City.
Helicopter Unit: +1 :c5food: Food from Hill Tiles
Bomb Unit: +10% :c5production: Production bonus towards anything that requires or generates a Strategic Resource.
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City List:-
:c5capital: Maseru
Thaba Bosiu
Teyateyaneng
Mafetang
Hlotsi
Mohale's Hoek
Maputsoe
Qacha's Nek
Quthing
Peka
Butha-Buthe
Roma
Mokhotlong
Thaba-Tseka
Lekokoaneng
Semongkong
Mabote
Afriski
Baroaneng
Laoti
Umtamana
Ramapepe
Nkata
Koadi
Dikupa
Makhoathi
Qomoqomong
Old Hoek
Serutle
Joels Drift
White Hill
Petlane
Ntsi
Richard
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Spy Names (M)
Amohelang
Nthofeela
Lebona
Kutloisiso
Tefo
Motsamai
Karabo
Tsebo
Mpho
Neo
Moeletsi
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Spy Names (F):-
Fumane
Buang
Dimpho
Keromang
Disebo
Mosimoli
Ratsebo
Oarona
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This was much easier to design for, though we run the risk of making a Basutoland Civ if we're not careful. My tendency to overdesign stuff is in full effect, and I LOVE IT. =]
 
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