Civ 5 Design Challenge II - Mechanics

Yup, it is the suggestion from Hoop when there was a tie between him and Urdnot.

Also possibly used in [REDACTED] involving me and Hoop.
 
Yup, it is the suggestion from Hoop when there was a tie between him and Urdnot.

Also possibly used in [REDACTED] involving me and Hoop.

You guys are making a civ with that mechanic? Because if not I'd actually be interested in making this civ.
 
Well, probably, we've barely discussed design together.
 
My obligatory steppe civ:

Spoiler :
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Civilization: The Rouran Khaganate
Leader: Yujiulü Shelun

Unique Ability: The First Khan
Captured Encampments produce new resources and have their nearby plots improved. Cities founded near plots that have ever been Encampments start with extra :c5citizen: Citizens and military.

Unique Unit: Blacksmith Vassal (Worker)
May not be trained by cities. Instead, the Blacksmith Vassal is gained whenever you capture a Barbarian Encampment. Can be expended in your lands to spawn Bonus or Strategic resources.

Unique Unit: Wriggling Rider (Horseman)
You may associate a Strategic Resource to this unit, which will increase its Strength equal to 40% of the stored amount for it. Tiles passed by a Wriggling Rider increase movement of units and their flanking :c5strength: Combat Strength for one turn.

Note: By new resources I mean resources that weren't there before, not newly added modded resources.

I had actually scrapped the Rouran before because I couldn't make a design for them, so thanks. :p
 
Barbary States
UA: Razzias- Whenever a naval units defeats an enemy or pillages a tile a lump sum of gold :c5gold: and a random other yield is given to the city the unit was created in. Captured enemy civilian units turn into slaves. Cannot build workers. Pay 33% less naval unit maintenance.
UU: Dutch Privateer- Replaces Great Admiral. Nearby naval units can capture enemy ships and have the supply promotion. Has +2 movement :c5moves:.
UU: Corsair- Replaces privateer. Is weaker (22 strength :c5strength: versus 25 :c5strength:) but ignores enemy ZoC and can pillage enemy tiles adjacent to the coast.
Spoiler :

Random Other Yield* Either gold, production, food, faith or culture. The amount yielded is equal to the strength of the defeated unit.
Slaves* When garrisoned in a city they provide a production boost. Takes 50% longer to improve tiles and can only be used three times to improve a tile before being disbanded.
 
Nice UA!
 
My turn to post something, this should make Urdnot happy. Suggestions welcomed!

The UAE under Khalifa bin Zayed Al Nahyan.

UA: The gem of the Gulf
+1 :c5gold: gold on all improved oil tiles and another +1 :c5gold: gold upon entering the atomic era. Upon entering a modern era gain a permanent +10% :c5production: production boost towards wonders coming from technologies in the modern era and further. cannot build workers, but gets a free worker after every fifth border expansion. Get a free worker after the third border expansion of your empire, (note this is a one time thing, all other workers are given after the fifth border expansion and not the third).

UB: Foreign workers office
Replacement for the broadcast tower, it keeps all the effects of the broadcast tower but reduces the culture output to +22% rather than it's +33%, and replaces the great work of music slot with a +2 :c5greatperson: migrant worker points. A migrant worker is a unique worker that can only be received from points generated by a foreign workers office. Has all the effects of a normal worker but has +3 :c5moves: movement and can be expended to rush wonders, (but only wonders from the modern age and on words).

UI: Emirati oil rig
Unique replacement for the oil rig, gives the same yields as a normal oil rig but doubles the amount of oil you receive from the rig.
 
My turn to post something, this should make Urdnot happy. Suggestions welcomed!

The UAE under Khalifa bin Zayed Al Nahyan.

UA: The gem of the Gulf
Oil rigs grant +1 :c5gold: gold and additional 1 gold upon entering the atomic era. Gain a permanent +10% :c5production: production boost towards wonders coming from technologies in the modern era and further. Cannot build workers, but gets a free worker after every fifth border expansion. Get a free worker after the third border expansion of your empire.

UB: Foreign workers office
Replaces the broadcast tower. Grants +22% :c5culture: culture(instead of +33%) and grants +2 :c5greatperson: Migrant worker points instead of a great work of music slot. Migrant workers have 5 :c5moves: movement as opposed to 2, and may be consumed to rush modern era and later wonders, in addition to the worker's abilities.

UI: Emirati oil rig
Unique replacement for the oil rig, gives the same yields as a normal oil rig but doubles the amount of oil you receive from the rig.

I took the liberty of editing some of your designs to make it shorter and make more sense... Though UIs don't replace anything, and you already changed oil's yields in the UA.
 
I took the liberty of editing some of your designs to make it shorter and make more sense... Though UIs don't replace anything, and you already changed oil's yields in the UA.

Well I wanted the Emirati oil rig to have another ability, on top of doubling the amount of oil you get from that tile, but I forgot what it was so I left it out. Thanks for shortening it!.
 
Egypt under Pharaoh Tutankhamen

Unique Ability: Treasures of the World
May not build Slaves (but can still build Work Boats). Gain a free Slave when you research Mining and every 50 turns thereafter. May sacrifice citizens to gain Slaves.

Unique Unit: Slave
The Unique Worker of the Egyptian civilisation. The Slave can build Tile Improvements, similar to the Worker. The Slave grants +10% production :c5production: to a city when garrisoned in a city. The Slave can also be expended to Hurry Production similar to a Great Engineer, but is only 75% as effective as a Great Engineer.

Unique Improvement: Pyramids of Egypt
Requires Masonry. May only be built on tiles with at least 1 Production :c5production:. +1 Production :c5production:. Culture :c5culture: from this tile improvement is equal to 1/4 the total production of all adjacent tiles.

To clarify the Pyramid of Egypt's culture: Let's assume you have 6 unimproved plains tiles adjacent to the Pyramid of Egypt. This means that the total production adjacent to the Pyramid of Egypt is 6 (1 from each plains). You get 1/4 of 6 (1) culture from the Pyramid of Egypt.
 
Okay, many problems. First of all, great engineers grant production the more citizens you have in a city, so the slaves from citizens thing is problematic. Second, you gonna need more population in order to work all of those tiles. Furthermore, the slave has a bonus when stationed in a city, which is an absurd considering its a worker that you can rarely get. No offence, but this design is just bad.
 
Okay, many problems. First of all, great engineers grant production the more citizens you have in a city, so the slaves from citizens thing is problematic. Second, you gonna need more population in order to work all of those tiles. Furthermore, the slave has a bonus when stationed in a city, which is an absurd considering its a worker that you can rarely get. No offence, but this design is just bad.


It's a good design. Just take slaves from high growth low pop cities. And civ designs that force player think for optimal effect are good in my opinion. The being stationed in a city bonus makes sense, not really problematic and the great engineer hurry is good. My only significant criticism of the design is that the UI should be called Pyramid of Egypt instead of Pyramids of Egypts, be kind of weird to have multiple groups of pyramids per tile.
 
Welp, I might have been too harsh. My real problem with this design is that it requires you to halt your growth in favor of a benefit that is ultimately dependent on the number of citizens. So you either get stuck now or slow yourself down later, which isn't really a choice.
 
Losing a single citizen is hardly 'halt growth' - I very rarely need more than 1 worker per city, if that, so its essentially lose 1 citizen from each city. If anything I'd say its really overpowered. Lose 1 citizen to hurry a wonder? Jesus.
 
It's a decent design, but certain things annoy me, the pyramids especially. The fact that the culture production is rounded down is a bit of a hindrance, considering it takes a minimum of three hills and two plains to get the culture early, and the pyramids can be built on hills but not desert.
(Also manufactories exist).
 
Welp, I might have been too harsh. My real problem with this design is that it requires you to halt your growth in favor of a benefit that is ultimately dependent on the number of citizens. So you either get stuck now or slow yourself down later, which isn't really a choice.
At the beginning of a game getting a worker 8 or so turns in will offset the cost of losing a citizen. Later in the game a person can get plenty of workers just by feeding a low pop city food trade routes to get a worker every turn or so. There will be a lull between the first city and worker and setting up trade routes and other cities where a person will have to choose between slaves or growth but the early and late game advantages are huge. A semi great engineer so often by probably the Renaissance is autowin. I honestly think the slave is overpowered.
 
The Emus

UA: The Great Emu War
All units are replaced by Emus, and when garrisoned forest and jungle tiles yield +1 :c5food: food. +1 :c5food: food, :c5production: production, and :c5culture: culture from all animal resources. May not gain workers.

UU: Mob Leader
Great general unique to the Emus. Only gives a +10% :c5strength:, but units that start adjacent to a Mob Leader gain :c5strength: cover 1 and +1 movement for that turn. Instead of making citadels, may perform a unique action, "Call of the Wild", which creates 1-5 random animal resources near the city it was performed in.

UB: Mound Nest
Replaces the shrine, but gives +2 :c5food: food instead of faith. Automatically connects any resources to your trade network (also filing the resource requirements for buildings) that are within this city. All units trained within a city with a Mound Nest gain the unique promotion "Avian Zulu", which gives +25% :c5strength: combat strength against all ranged attacks (stacks with cover), a chance to switch places with an attacking melee unit when attacked and double great general points gained from combat.
 
Ok, that is pretty funny.
 
Is this challenge still open? If so, then here's an entry

Pagaruyung Empire
Leader: Bundo Kanduang

Unique Ability: Merantau
May not built workers. Settling down do not expend Settler, who in turn, are turned into workers instead. This worker are not permitted to move until the first building are erected in the city. Gain production bonus in cities depending on its distance from the capital.

Unique Unit: Pandeka
Unique Scout replacement for the Pagaruyung. Stronger, but also more expensive. Pandeka may be expended to heal adjacent combat unit. This action gave them the "Silek" promotion, which strengthen them while fighting melee.

Unique Building: Rangkiang
Unique Pagaruyung replacement for the Granary. Much cheaper and will continue to produce food even when training a Settler, but they need to be rebuild again in the next era.
 
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