Brainstorm- Skies of Arcadia civs

Galgus

Emperor
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Aug 22, 2012
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For practice and the fun of it, I decided to design civilizations around the game Skies of Arcadia.

A satisfactory city list would be impossible without improvision, but I just enjoy creating mechanics.


Are these civilizations balanced in your opinion?

Would they offer a unique and entertaining experience, or are they too bland or too much like an existing civilization?


Ixa'Taka

UA: Blessing of the Green Moon- +1 :c5food: from Shrines and Temples. Forests and Jungles give +1 :c5food: in a :c5goldenage:.

UI: Treetop Village- +1 :c5food: and +1 :c5gold:. Must be built on Forest or Jungle tiles. Requires Trapping.

UU: Masked Guard- Moves faster through Forest and Jungle and starts with Drill 1 and the Medic promotion, unlike the Spearman which it replaces.


Glacia

UA: Masters of Ice- Granaries provide +1 :c5food: for cities founded on Tundra and +2 :c5food: for cities founded on snow. +2 :c5food: from Snow tiles. Can construct Trading Posts and all Great Person improvements on Snow tiles and Mines on Snow hills.

UB: Frost Forge- Must have a Tundra, Snow, Ice, or Iron tile nearby. Grants +1 :c5production: on Tundra and Iron tiles, +2 :c5production: on Snow tiles, and +5 :c5production: on Ice tiles. Replaces the Forge, but does not grant a 15% bonus to land unit production.

UU: Veltarn Automaton- Gains a +35% :c5strength: boost on Tundra and Ice tiles, unlike the Longswordsman which it replaces.


Valua

UA: City of Storms- Citadels in the Capital provide +8 :c5science: as well as an additional +2 for researching scientific theory and +2 for researching atomic theory. A Coliseum in the Capital provides +15 experience to military units trained in the city.

UB: Moonstone Quary- Replaces the Stoneworks. Requires an improved source of Stone or Gems nearby to be built. +1 :c5happy: and +1 :c5production:. Grants +2 :c5production: and +2 :c5gold: from sources of Stone and Gems.

UU: Armada Airship- Can move over land, but is vulnerable to the Interception* and Bonus vs Aircraft Promotions* while over land, unlike the Privateer which it replaces. *(As well as other attacks.)

Starts with Coastal Raider 2 and 3.

Limited to two moves a turn over land, but ignores terrain costs.


Soltis

UA: Enlightenment- +50% :c5science: output during Golden Ages. 25% of excess :c5happy: is converted into :c5science:, increasing to 50% after Education is researched.

UB: Silvite Temple- +2 :c5happy:, +1 Great Scientist :c5greatperson:, and 1 Great Scientist slot, unlike the Temple which it replaces.

UU: Silver Guardian- Replaces the Longswordsman. Gains +20% :c5strength: in Soltis lands, but loses 1 movement outside them.


Nasr

UA: Jewel of the Sands- Up to three internal trade routes to cities founded on Desert tiles do not count against your trade route limit. Merchant specialists grant +1 :c5culture: in addition to their usual benefits.

UB: Nasrad Port- +2 :c5gold: per outgoing and incoming international trade routes, unlike the Seaport which it replaces. The trade partner receives half the gold bonus.

UU: Nasr Airship- Can move over land, but is vulnerable to the Interception* and Bonus vs Aircraft Promotions* while over land, unlike the Privateer which it replaces. *(As well as other attacks.)

Starts with the Supply promotion.

Limited to two moves a turn over land, but ignores terrain costs.


Yafutoma

UA: Isolated Heritage- +3 :c5culture: and +4% Empire wide :c5culture: for each internal trade route.

UB: Waterfall Pond- Replaces the Garden. +2 :c5culture: and +2 :c5happy:. Also grants +2 :c5culture: from worked Lake tiles. City must be border a River, Lake, or the Coast.

UU: Tenkou Airship- Can move over land, but is vulnerable to the Interception* and Bonus vs Aircraft Promotions* while over land, unlike the Privateer which it replaces. *(As well as other attacks.)

Starts with Mobility 1 and 2.

Limited to two moves a turn over land before the Mobility bonuses, but ignores terrain costs.
 
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