Galgus
Emperor
- Joined
- Aug 22, 2012
- Messages
- 1,705
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
from Shrines and Temples. Forests and Jungles give +1
in a
.
UI: Treetop Village- +1
and +1
. 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
for cities founded on Tundra and +2
for cities founded on snow. +2
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
on Tundra and Iron tiles, +2
on Snow tiles, and +5
on Ice tiles. Replaces the Forge, but does not grant a 15% bonus to land unit production.
UU: Veltarn Automaton- Gains a +35%
boost on Tundra and Ice tiles, unlike the Longswordsman which it replaces.
Valua
UA: City of Storms- Citadels in the Capital provide +8
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
and +1
. Grants +2
and +2
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%
output during Golden Ages. 25% of excess
is converted into
, increasing to 50% after Education is researched.
UB: Silvite Temple- +2
, +1 Great Scientist
, and 1 Great Scientist slot, unlike the Temple which it replaces.
UU: Silver Guardian- Replaces the Longswordsman. Gains +20%
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
in addition to their usual benefits.
UB: Nasrad Port- +2
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
and +4% Empire wide
for each internal trade route.
UB: Waterfall Pond- Replaces the Garden. +2
and +2
. Also grants +2
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.
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



UI: Treetop Village- +1


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



UB: Frost Forge- Must have a Tundra, Snow, Ice, or Iron tile nearby. Grants +1



UU: Veltarn Automaton- Gains a +35%

Valua
UA: City of Storms- Citadels in the Capital provide +8

UB: Moonstone Quary- Replaces the Stoneworks. Requires an improved source of Stone or Gems nearby to be built. +1




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%



UB: Silvite Temple- +2


UU: Silver Guardian- Replaces the Longswordsman. Gains +20%

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

UB: Nasrad Port- +2

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


UB: Waterfall Pond- Replaces the Garden. +2



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.