Civ 5 Design Challenge II - Mechanics

He's referring to the 'requires iron' which makes it a shocking nerf. I really don't like that Redshanks either, its so convoluted and just ends up being worse than the crossbowman in its attempt to balance every little detail shoved into it. Its got like 7 effects, thats ridiculous!

Well the reason I didn't put an iron requirement is because Gallowglass traditionally didn't have many iron pieces made out of iron, (except for the helmet) but I could put an iron requirement to balance things out. Also the Redshanks aren't that complicated! They're stronger crossbowman, that can melee attack (and get a bonus for melee attacking),it also has the amphibious promotion and requires iron. So it isn't that bad! I actually quite like these guys!
 
(Credit to @Scapegrace for original design.)
UU: Redshanks (replaces Crossbowman)
Unlike the Crossbowman it replaces, the Redshanks can preform Melee Attacks, and additionally has a base :c5strength: Combat Strength of 18 and a +5% :c5strength: Combat Bonus when making a Melee Attack, and it also starts with Amphibious Promotion. It's cheaper to produce and buy, requires Iron to build and Upgrades to a Gatling Gun.

I... wasn't aware pre-existing designs were allowed in these competitions. Particularly ones other people had cooked up. Not that I mind at all, it's just slightly surprising.

For reference, here's my actual design, with the grammar tidied up.

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UU: Redshanks (replaces Crossbowman)
Unlike the Crossbowman it replaces, the Redshanks can make Melee Attacks - and has a reason to do so. In addition to having a much higher Melee Combat Strength (21 :c5strength: vs. 18) and the Amphibious promotion, the Redshanks also gets a +50% :c5strength: Combat Bonus while attacking. While quite a lot cheaper, it can only bought with :c5gold: Gold and requires Iron. Upgrades to Gatling Gun.

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I think this makes a bit more sense, though the Iron requirement is a massive nerf. Just don't build Swordsmen and Longswordsmen, you don't need 'em. =]
 
Holy hell that's even more complicated and the only bought with gold thing is potentially even more of an enormous nerf... You guys do play civ 5, right ?

I mean thats literally eight goddam effects on that single UU, how you can think that's not overly complex is beyond me :L
 
Lets K.I.S.S. it!

Redshanks
Weaker replacement for Crossbowmen that able to melee attack, and even stronger when doing so. Available with amphibious promotion. Production is 5% cheaper per Iron resource you didnt use (max 30%)

Redshanks stats would be like
cost=120
:c5strength:=18
:c5move: = 2
:c5rangedstrength: Strength = 15 , range= 2
 
I... wasn't aware pre-existing designs were allowed in these competitions. Particularly ones other people had cooked up. Not that I mind at all, it's just slightly surprising.

For reference, here's my actual design, with the grammar tidied up.

---

UU: Redshanks (replaces Crossbowman)
Unlike the Crossbowman it replaces, the Redshanks can make Melee Attacks - and has a reason to do so. In addition to having a much higher Melee Combat Strength (21 :c5strength: vs. 18) and the Amphibious promotion, the Redshanks also gets a +50% :c5strength: Combat Bonus while attacking. While quite a lot cheaper, it can only bought with :c5gold: Gold and requires Iron. Upgrades to Gatling Gun.

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I think this makes a bit more sense, though the Iron requirement is a massive nerf. Just don't build Swordsmen and Longswordsmen, you don't need 'em. =]

Well there's no known rule agaist it so I did it. Yeah I changed the original design, that's why I said "Credits to @Scapegrace for original design."

Holy hell that's even more complicated and the only bought with gold thing is potentially even more of an enormous nerf... You guys do play civ 5, right ?

I mean thats literally eight goddam effects on that single UU, how you can think that's not overly complex is beyond me :L

Scapegrace's version is a bit complicated, mine isn't.

Lets K.I.S.S. it!

Redshanks stats would be like
cost=120
:c5strength:=18
:c5move: = 2
:c5rangedstrength: Strength = 15 , range= 2

Yeah that's a similar and cleaner version of my Redshanks, mind if I use it?
 
I have to have a take at it don't I

UU: Redshank
Replaces Crossbowman. While it only may be bought with :c5gold: gold, it becomes 1% cheaper for each hill and atoll in the empire, and also gains +3 XP for each one of those features present in the city. At the cost of 1 iron, the Redshank may be equipped with Claymores, granting it +1 :c5strength: strength and a 33% bonus against adjacent units. Upgrades to Musketman(skirmisher with enlightenment era).
 
If the issue is about the many,many features we keep on attaching to the poor unit, then let me revisioned my take

Redhairedshanks

Replaces Crossbowmen. Can only be bought with gold, but 5% cheaper per number of unused Iron in your treasury and 1% cheaper per number of hill and atolls tile on your teritory (Max 30%), which also increase its starting XP by 3 each. While weaker, it can perform melee attack, with 18 strength and another power 50% modifier for free. At the cost of 1 Iron, it can be equipped by Claymore, increasing its strength by 1 and giving it another bonus of 33% more damage to enemies on adjacent tiles. It is also available with Amphibious promotion. You can choose to upgrade this unit into Musketman (or Skirmisher in EE) or Gatling Gun. This unit can also be placed in the middle of two warring civilization to stop their War, since if the conflict last longer, then they had to face Your Civilization instead!. Only available if you are playing a different game with Urdnot_Scott.

Spoiler :
You guys understand that this is a joke, right? Sorry to all the inflicted parties
 
Maybe make it a replacement for Landschnekt that requires 0.37 iron resources each? And gains a combat strength bonus for every ruin discovered by the Celts divided by the amount of faith spent on Roman Legion units that were purchased with holy warriors?
 
For people who like to ICS.
Ichthyophagi
UA:People of the Coast- In the Ancient and Classical era improvements are unavailable but there is 66% less unhappiness for cities founded on the coast in this time and population unhappiness is reduced by 50%. Units adjacent to water heal 25% faster.
UU:Fish-Eater- Replaces Warrior. Only has 7 strength but is 50% cheaper to build and has half maintenance when adjacent to the water. Can build the Tidal Trap improvement.
UB:Tidal Trap- Available immediately. Provides +1 of a sea resource's yield on the resource's tile and an additional random yield to the tile and adjacent coastal tiles every turn. Can not be built adjacent to one another.

Spoiler :

The Tidal Trap will add +1 food to normal coast and a random yield while like on pearls it will add +1 gold to the pearls and a random yield.
 
I think that's a week right?
 
For people who like to ICS.
Ichthyophagi
UA:People of the Coast- In the Ancient and Classical era improvements are unavailable but there is 66% less unhappiness for cities founded on the coast in this time and population unhappiness is reduced by 50%. Units adjacent to water heal 25% faster.
UU:Fish-Eater- Replaces Warrior. Only has 7 strength but is 50% cheaper to build and has half maintenance when adjacent to the water. Can build the Tidal Trap improvement.
UB:Tidal Trap- Available immediately. Provides +1 of a sea resource's yield on the resource's tile and an additional random yield to the tile and adjacent coastal tiles every turn. Can not be built adjacent to one another.

Spoiler :

The Tidal Trap will add +1 food to normal coast and a random yield while like on pearls it will add +1 gold to the pearls and a random yield.

So no farms, no plantations, no mines and quarries, but just straight fishin? Can we built them on the later eras? If not, then its a very situational civ
 
So no farms, no plantations, no mines and quarries, but just straight fishin? Can we built them on the later eras? If not, then its a very situational civ

In the UA it says improvements are only unavailable in the ancient and classical areas so improvements can be built starting from the medieval era. The civ strategy is pretty much to just spam cities in the early game.
 
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