Amazing job on unit submissions. The team has already started with the "even if this one doesn't win we should add it" talk, and everyone had several entries they really liked. Of those the following were liked by several team members.
We may even be implementing modified versions of some units that didn't make the final poll so even if your entry doesn't show up here, we are still thinking about it. I should also mention that the Dwarven Seer was selected by a team member, but I vetoed it because I wouldn't be able to implement it.
Animal Pack
by: Zuul
When more of some animal unit (eg wolves, bears, lions) is close by, they have a chance to change into a pack of that animal. The pack will start spawning new animals, move, or create a den (or chance of a den changed into a pack (especially if thretend)). A pack will attack easy prey but run from large armies.
The pack will have attack +25% defence +50%, the den will have 0% attack, +100% defence, 0 movement.
Corsair
by: Valis
A new ship available only to Luan the time Frigates are buildable and with the same restrictions. On top on that they can't be build normally but have to be upgraded from Pirates with lvl 4+ with their hidden nationality on. [those who declare their nationality wont be able to upgrade]
Maybe for balance limit them only to 3? It would give also gold for Luan like pirates do, etc. With this I propose a corsair promotion for the Black Wind at the time he reaches 8th lvl and it would increase his power by 2 so he becomes one also and is not obsolete.
Alternatively not only for Luan but you have to have a Pirate of lvl 8+ to upgrade it to and Luan get to upgrade them at lvl 4+ already.
Special ability: City Raid
- when next to a city can use it like it would bombard it
- it will last till the ship leaves the city radius or does an action like attack, bombard, move [successfully defending does not break it]
- the corsair does not heal while using this ability
- the corsair owner would gain the income of that city: 1st turn 100% of the income, 2nd 100%/2 of the city income, 3rd 100%/3 and so on
- after the second turn a blockade effect takes place till the raid is over
-- a city that is under a blockade can not build ship
-- a city that is under a blockade produces no research
-- a city that is under a blockade produces no income
-- a city that is under a blockade produces no luxuries nor resources [it would be like there were no roads connected to the rest of the empire for outgoing resources], the city still would have access to them
-- if the city has gems, gold, mithrill then the corsair will receive extra gold for the raid
This way players would chose to have gold from it or to strategically disable a city. A city can only be the target of one raid at a time.
Stats:
Strength: Frigate-1
Move: Same as Frigate
Model: Frigate with some pirate bander.
Doppelganger
by: Domingo
Civs: Probably Evil would be the most suitable, more specifically the Balseraphs, Sheim, or Calabim (though I could see the possibility as well for neutral civs like the Sidar)
Requirements: Deception, Body Mana
Model: Worker. If it seems feasible, changing to the model of the last humanoid unit it has killed.
stats: 5/4, 2 movement, -50 City, Magic Resistant, Hidden Nationality
Possible additions: Body 1 and Channeling 1 (for greater mobility), The doppelganger could gain sentry 1 or 2 after killing an enemy unit (representing knowledge gleaned from the fallen unit)
Reasoning: I see the doppelganger filling a similar, though perhaps more specialized, niche as the assassin (and would be available at roughly the same time). However, where the assassin works as a marksman, picking off weaker units and having additional poison damage, the doppelganger would be more of a raider, having the benefit of hidden nationality and greater survivability to operate farther from home. Magic resistance (and perhaps Immunity, though that could be overpowered) give the unit more versatility to raid even when large portions of the world might be in flames.
Foreman
by: EvilBohdran
Technology Required: Bronze Working
Strength: 3
Movement: 1
Promotions: Mobility, Combat
Special Ability: Build Siege Engine - use when unit is on a forest tile - over 3 turns the Foreman will chop down the forest and build a catapult unit (ability requires you to have a catapult tech). You can only use this ability if the number of catapults you control is less than the number of Foreman you control (similar to the limitation of summon skeleton). Using this ability within another Civ's borders is an act of war.
Mostly I want this because moving catapults one unit at a time is tedious. Instead I can move my army in, and build siege devices from trees outside the enemy city. Balanced by taking the same amount of time (I got to wait to build them), but I'm not micromanaging my stack while I get ready.
Harpooner
by: Miloe
Civilization: Lanun
Requirements: Lighthouse, Harbor, Tracking, Sailing, possible other naval techs and/or exploring techs
Promotions: visibility (i think it was sentry), subdue animal, heavy bonus vs. animals, track hidden animals
Cost: about twice much as work boat
Graphics: similar to work boat, maybe different colouring
Description: Its a naval unit that looks like a basic work boat but it has some special abilities. Its designed to explore the seas and track down sea monsters and "tame" them much like hunters can do in land. After it has found and killed a sea monster you get control of the monster. It is very weak against normal ships and cant attack them but it gets big bonus against animals. It has advanced visibility range but doesnt get movement bonuses to start with. If all territory is already explored it could upgrade whale resource nodes to increase its +1. This action would consume the unit.
Ice Basilisk
by: Frozen Vomit
Barbarian (hidden nationality) beast type unit. Starts in ice or tundra squares.
Immobile (0 ), 2 (+2 cold). Starts with magic immunity, immune to cold and fear.
During each (barbarian) turn the basilisk cast the "Gaze of the Serpent" (or whatever ) spell that freezes all units (even other barbarians) in adjected tiles (hand out frozen promotion to all those units).
Frozen units are immobile and take (10-level)% damage each turn until they die. They have a chance of (level * 3)% that they lose that promotion at the beginning of the (their) turn.
When the basilisk is killed take away the frozen promotion from all units in adjected tiles. The killer of the creature could get a "Skin of the Basilisk" promotion (could even be handed around and captured like Orthuss Axe) that gives (+1 cold defense ,just ignore this if it not supported), magic immunity and immune to cold.
Puppet
by: AlterMann
Civ: Balseraphs
Available with Mysticism
Type: Melee, National Unit (max: 3), not upgradable
Model: reskinned Harlequin
Strength: 1
Move: 1
Cost: expensive
Buildable only in Capital
The puppets are the most closest units to perpentach/keelyn. They do not have a free will, they are their personal toys. Their behavior and powers are always tuned to their masters mindset. In perpentachs case, they get 3 promotions which will switch according to his traits change.
Aggresive: Crazed
Arcane: Vile Touch
Creative: Invisible
Defensive: Defensive
Expansive: Hasted
Financial: No promotion, unit just don't cost support
Industrial: Diseased
Organized: March
Magic Resistant: Magic Resistance
Philosophical: Spirit Guide
Raider: Blitz
Spiritual: Blessed
Summoning (for keelyn): Channeling I and Dimensional I, unit can cast escape
We may even be implementing modified versions of some units that didn't make the final poll so even if your entry doesn't show up here, we are still thinking about it. I should also mention that the Dwarven Seer was selected by a team member, but I vetoed it because I wouldn't be able to implement it.
Animal Pack
by: Zuul
When more of some animal unit (eg wolves, bears, lions) is close by, they have a chance to change into a pack of that animal. The pack will start spawning new animals, move, or create a den (or chance of a den changed into a pack (especially if thretend)). A pack will attack easy prey but run from large armies.
The pack will have attack +25% defence +50%, the den will have 0% attack, +100% defence, 0 movement.
Corsair
by: Valis
A new ship available only to Luan the time Frigates are buildable and with the same restrictions. On top on that they can't be build normally but have to be upgraded from Pirates with lvl 4+ with their hidden nationality on. [those who declare their nationality wont be able to upgrade]
Maybe for balance limit them only to 3? It would give also gold for Luan like pirates do, etc. With this I propose a corsair promotion for the Black Wind at the time he reaches 8th lvl and it would increase his power by 2 so he becomes one also and is not obsolete.
Alternatively not only for Luan but you have to have a Pirate of lvl 8+ to upgrade it to and Luan get to upgrade them at lvl 4+ already.
Special ability: City Raid
- when next to a city can use it like it would bombard it
- it will last till the ship leaves the city radius or does an action like attack, bombard, move [successfully defending does not break it]
- the corsair does not heal while using this ability
- the corsair owner would gain the income of that city: 1st turn 100% of the income, 2nd 100%/2 of the city income, 3rd 100%/3 and so on
- after the second turn a blockade effect takes place till the raid is over
-- a city that is under a blockade can not build ship
-- a city that is under a blockade produces no research
-- a city that is under a blockade produces no income
-- a city that is under a blockade produces no luxuries nor resources [it would be like there were no roads connected to the rest of the empire for outgoing resources], the city still would have access to them
-- if the city has gems, gold, mithrill then the corsair will receive extra gold for the raid
This way players would chose to have gold from it or to strategically disable a city. A city can only be the target of one raid at a time.
Stats:
Strength: Frigate-1
Move: Same as Frigate
Model: Frigate with some pirate bander.
Doppelganger
by: Domingo
Civs: Probably Evil would be the most suitable, more specifically the Balseraphs, Sheim, or Calabim (though I could see the possibility as well for neutral civs like the Sidar)
Requirements: Deception, Body Mana
Model: Worker. If it seems feasible, changing to the model of the last humanoid unit it has killed.
stats: 5/4, 2 movement, -50 City, Magic Resistant, Hidden Nationality
Possible additions: Body 1 and Channeling 1 (for greater mobility), The doppelganger could gain sentry 1 or 2 after killing an enemy unit (representing knowledge gleaned from the fallen unit)
Reasoning: I see the doppelganger filling a similar, though perhaps more specialized, niche as the assassin (and would be available at roughly the same time). However, where the assassin works as a marksman, picking off weaker units and having additional poison damage, the doppelganger would be more of a raider, having the benefit of hidden nationality and greater survivability to operate farther from home. Magic resistance (and perhaps Immunity, though that could be overpowered) give the unit more versatility to raid even when large portions of the world might be in flames.
Foreman
by: EvilBohdran
Technology Required: Bronze Working
Strength: 3
Movement: 1
Promotions: Mobility, Combat
Special Ability: Build Siege Engine - use when unit is on a forest tile - over 3 turns the Foreman will chop down the forest and build a catapult unit (ability requires you to have a catapult tech). You can only use this ability if the number of catapults you control is less than the number of Foreman you control (similar to the limitation of summon skeleton). Using this ability within another Civ's borders is an act of war.
Mostly I want this because moving catapults one unit at a time is tedious. Instead I can move my army in, and build siege devices from trees outside the enemy city. Balanced by taking the same amount of time (I got to wait to build them), but I'm not micromanaging my stack while I get ready.
Harpooner
by: Miloe
Civilization: Lanun
Requirements: Lighthouse, Harbor, Tracking, Sailing, possible other naval techs and/or exploring techs
Promotions: visibility (i think it was sentry), subdue animal, heavy bonus vs. animals, track hidden animals
Cost: about twice much as work boat
Graphics: similar to work boat, maybe different colouring
Description: Its a naval unit that looks like a basic work boat but it has some special abilities. Its designed to explore the seas and track down sea monsters and "tame" them much like hunters can do in land. After it has found and killed a sea monster you get control of the monster. It is very weak against normal ships and cant attack them but it gets big bonus against animals. It has advanced visibility range but doesnt get movement bonuses to start with. If all territory is already explored it could upgrade whale resource nodes to increase its +1. This action would consume the unit.
Ice Basilisk
by: Frozen Vomit
Barbarian (hidden nationality) beast type unit. Starts in ice or tundra squares.
Immobile (0 ), 2 (+2 cold). Starts with magic immunity, immune to cold and fear.
During each (barbarian) turn the basilisk cast the "Gaze of the Serpent" (or whatever ) spell that freezes all units (even other barbarians) in adjected tiles (hand out frozen promotion to all those units).
Frozen units are immobile and take (10-level)% damage each turn until they die. They have a chance of (level * 3)% that they lose that promotion at the beginning of the (their) turn.
When the basilisk is killed take away the frozen promotion from all units in adjected tiles. The killer of the creature could get a "Skin of the Basilisk" promotion (could even be handed around and captured like Orthuss Axe) that gives (+1 cold defense ,just ignore this if it not supported), magic immunity and immune to cold.
Puppet
by: AlterMann
Civ: Balseraphs
Available with Mysticism
Type: Melee, National Unit (max: 3), not upgradable
Model: reskinned Harlequin
Strength: 1
Move: 1
Cost: expensive
Buildable only in Capital
The puppets are the most closest units to perpentach/keelyn. They do not have a free will, they are their personal toys. Their behavior and powers are always tuned to their masters mindset. In perpentachs case, they get 3 promotions which will switch according to his traits change.
Aggresive: Crazed
Arcane: Vile Touch
Creative: Invisible
Defensive: Defensive
Expansive: Hasted
Financial: No promotion, unit just don't cost support
Industrial: Diseased
Organized: March
Magic Resistant: Magic Resistance
Philosophical: Spirit Guide
Raider: Blitz
Spiritual: Blessed
Summoning (for keelyn): Channeling I and Dimensional I, unit can cast escape