Civ 5 Design Challenge II - Mechanics

Now it does!
 
The design.
 
Ok, I think I can handly give this one to Urdnot_Scott, at the very least as a reparation for all the crap that came with my misunderstanding.

Just something, folks - you have to fit within that area - while Urdnot_Scott's idea was lovely, it was missing a small thing that nearly caused it to be disqualified entirely.

So be careful. It has to fit. I like innovation from constraint, and I'd rather not throw everything out of the window. At the end of it, if I flex the rules just a tiny bit the designs might lose the thread that keeps them together.
 
Yeah.. I still didn't get the mechanic.
 
I sent it to you
 
How about you just tell us?
 
Well, here it is, finally, at last, all that.

Cities working Natural Wonders receive bonuses!

Any design that involves a City that works a Natural Wonder gaining a bonus is a go, so anything from giving free unique luxuries to plain old XP, all is fair game. However, you have until the 1st of November to submit these designs, so be warned!
 
Apathetic Man - Placeland (Come to Placeland and stuff)
Upon founding a city, any Natural Wonders within a certain radius (depending on map size) are instantly discovered. Cities working Natural Wonders increase each yield provided by the Natural Wonder by +1. Units gain double movement when within 1 tile of a Natural Wonder.
UU: Tour Guide
Replaces Scout. Weaker, but can move over Natural Wonders as if they were flat terrain. Upon discovering Flight, ??? Guides stationed on National Wonders worked by a city provide +2 Gold and +2 Tourism for the city.
UI: Guidepost
May only be built next to Natural Wonders or Luxury Resources, and cannot be built next to each other. Provides +2 Gold, and increases Gold, Culture or Faith yields from surrounding tiles by +1. Upon discovering Industrialization, this increase is replaced with a +50% modifier to each of the aforementioned yields. Costs 1GPT of maintenance if not built next to a Natural Wonder.
 
Damn I have no idea which civ to do with this mechanic...

Unless...

Can I make the effect penalize the city that is working the natural wonder? This falls under the definition of the word "bonus":
something extra or additional given freely:
:D

I'm not even sure that I'd use this idea, because it's a biiig stretch to give a natural wonder focus for the civ that I have in mind.
 
I think that'd be okay with me, if its interesting!
 
But I already did a Costa Ricaaaaaaa~ *gross sobbing*
 
Trapananda - Topa Inca

UA: The Wandering City: Starts with the Locations of Natural Wonders revealed.* Cities working Natural Wonders have their territory hidden and you can exchange their population and buildings with those of your capital.**

UU: Caleuche. Replaces Great Admiral. Naval units within range of the Caleuche have a chance of capturing any defeated unit. As well as having regular Great Admiral Features.

UB: Golden Square. Replaces Garden. No Fresh Water Requirements, but Requires Mountain or Natural Wonder. +50% Great Person Generation. +1 Golden Age Point for each Great Person the City has ever Generated.

* This doesn't count as having Discovered said Natural Wonders.
**This Includes Palace.
 
Here's my kinda oddball (For this mechanic) civ: The First Hellenic Republic. Natural wonders are just used once, in the Klepht (From what I can gather they used the Mount Olympus as an hideout), but the second part of the UA deals with City-States where natural wonders often spawn. Just for clarification, the qualifying part of this civ is: "Doing a Concert Tour adjacent to a Natural wonder makes it ... steal gold from the city working it" (The bonus is continuous, so it happens every turn and not only when the Concert Tour happens). So if negative bonuses are valid, that's it. :D

Spoiler :
XEB20xW.png
Ioannis Kapodistrias - Hellenic Phoenix
Gain Gold for each friend or influenced civilization, and Great Works created by them also generate tourism for you. Receive Tourism for each City-State enemy players have occupied and Culture for capturing them; they’re also integrated instantly.

Klepht (Great Musician/Great General)
Doing a Concert Tour adjacent to a Natural Wonder makes it produce units for you and steal gold from the city working it. The Klepht always create a Great Work upon ceasing to exist, and they may upgrade into high level military units.

Fireship (Trireme)
Obsolete only at Steam Power and ignores Zone of Control. It deals damage and make adjacent enemies catch fire (Lose health each turn and spread the effect upon sinking) when destroyed or disbanded. Kills resulted from Fireships yield Culture.

I'd love to make a civ more focused on Natural Wonders but I've got no idea which one would make sense, and since I wanted to design a greek civ from this period (Though that was a monarchic one under George I) I killed two birds with one stone here. :P
 
Here's my kinda oddball (For this mechanic) civ: The First Hellenic Republic. Natural wonders are just used once, in the Klepht (From what I can gather they used the Mount Olympus as an hideout), but the second part of the UA deals with City-States where natural wonders often spawn. Just for clarification, the qualifying part of this civ is: "Doing a Concert Tour adjacent to a Natural wonder makes it ... steal gold from the city working it" (The bonus is continuous, so it happens every turn and not only when the Concert Tour happens). So if negative bonuses are valid, that's it. :D

Spoiler :
XEB20xW.png


I'd love to make a civ more focused on Natural Wonders but I've got no idea which one would make sense, and since I wanted to design a greek civ from this period (Though that was a monarchic one under George I) I killed two birds with one stone here. :P

As much as I like your creativity and resourcefulness, I don't think GPuzzle is going to have any of this. I'm having a really hard time thinking of a civ that fits this besides Spain. Portugal maybe?
 
I'm just going to make a design then come up with some random civilization to fill it in.
 
As much as I like your creativity and resourcefulness, I don't think GPuzzle is going to have any of this. I'm having a really hard time thinking of a civ that fits this besides Spain. Portugal maybe?

It flies with me.
 
Wait- the mechanic is "cities working natural wonders receive bonuses". But:

1. The bonus must be for the city itself? Does a UA containing "units trained in cities working natural wonders gain +1 strength per each citizen present in the city" fit the mechanic?
2. Can that bonus be dependent on other things? Like: "X generates food for cities working natural wonders".

Anyway, my design:

Viceroyalty of New Spain
Antonio de Mendoza

UA: New World for the Old Man
Units in foreign lands gain +1 :c5strength: strength and grant +1 :c5greatperson: great general points from combat per each tile separating them from the coast. Cities working natural wonders provide :c5happy: happiness equal to the wonder's highest yield in addition to receiving :c5culture: culture and :c5goldenage: golden age points equal to the yields of luxuries in their territory.

UI: Hacienda
Unlocked at chivalry, and may only be built on flat plains or desert tiles, never adjacent to each other. +1 :c5culture: culture, and +1 :c5faith: faith if worked by a conquered city. Generates +1 :c5production: production, :c5gold: gold or :c5food: food per each adjacent resources granting those yields. If adjacent to a natural wonder, provides double yields and increases its yields by +1(2 if it has only one yield).

UU: Conquistador
Replaces great general. May fight like a normal unit, with :c5strength: strength equal to the strongest cavalry unit you may train. Though it only grants +10% :c5strength: combat bonus(doubled in foreign lands) it may be consumed to assimilate conquered cities, granting a large sum of :c5goldenage: golden age points and causing land units to ignore ZOC and terrain costs in foreign lands for 10 turns(on standard).

Lol I think I might actually play this design.


P.S. tell me what you think about the mission, I might replace it but I think it fits the design.
(Its supposed to make the player go liberty\ exploration)


(and for what its worth, I had a totally different mechanic in mind for that design)
 
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