Civ 5 Design Challenge II - Mechanics

Sounds like it, big lead
 
IMO the designs posted this time had many issues... Nevertheless, and for what its worth, I vote for Dudewiththefood.
 
DudeWithTheFood, new champion for sure with a massive lead.
 
Do I get to be known as 'High Chieftain Elect'? I feel like adopting a temporarily adopting a title. :p


Anyway, here's the new mechanic.

May expend a low-health unit to...

I'm leaving it fairly open.
 
Hey, what great timing, I had been toying with some Japan changes for my own mod! I don't know why it took so long for me to find this forum. As a theorycrafter myself, these Design Challenges are right down my alley! So I hope nobody minds if I jump in. If I dun goofed by inviting myself in, just say so and I'll show myself out.
Anyway, here's the new mechanic.

May expend a low-health unit to...
The mechanic, to me, seemed most at home as an expansion on Japan (call me unoriginal, but as I mentioned, Japan's been on my mind lately), so I incorporated some of the things I'd been working on and tweaked it to fit the mechanic (with a little bit of an added incentive to fight while damaged, taking a page from CBP's book here):

Japanese Empire
:c5capital: Leader: Oda Nobunaga
(Unique Ability) Divine Wind
Units gain :c5strength: Combat Strength as they lose health and for every enemy unit adjacent to them. Melee units gain the Death before Dishonor promotion* while at low health, allowing them to be expended to deal damage to nearby enemies.
  • *exact Death before Dishonor details: only active below 25 HP. Gain +1 :c5moves: Movement and ignore enemy Zone of Control. While adjacent to at least one enemy unit, can be activated to expend the unit and deal damage to all adjacent enemy units based on the unit's :c5strength: Combat Strength, generating :c5culture: Culture and :c5goldenage: Golden Age Points based on the damage dealt. If the unit starts a turn with Death before Dishonor active and adjacent to an enemy but ends a turn with no adjacent enemies, they are instantly lost (commit Seppuku).

(Unique Unit) Samurai
Replaces the Longswordsman. Has as much :c5strength: Combat Strength as the Musketman and obsoletes at Rifling (with Rifleman). Combat generates :c5greatperson: Great Generals twice as fast, and damage done with Death before Dishonor generates double the normal amount of :c5culture: Culture and :c5goldenage: Golden Age Points, as well as :c5greatperson: Great General Points based on the damage dealt.​

(Unique Unit) Daimyo
Replaces the Great General. While garrisoned in a City, the City gains +2 :c5happy: Local Happiness and units trained there gain +15 XP. If a unit within its radius is expended with Death before Dishonor, the Daimyo's :c5strength: Combat Strength bonus is temporarily doubled (to +30%).​

Japan: the "go hard or go home" Civ, just as God intended (and without the "go home" part, because not going hard means seppuku).
 
Do I get to be known as 'High Chieftain Elect'? I feel like adopting a temporarily adopting a title. :p


Anyway, here's the new mechanic.

May expend a low-health unit to...

I'm leaving it fairly open.

Oh this can't go wrong :lol:, I FULLY SUPPORT THIS ACTION!

"May expend a low-health unit to..." Cool mechanic, very cool mechanic. But what civ wold this fit? Seppuku/Kamikaze Japan sounds fun.

Hey, what great timing, I had been toying with some Japan changes for my own mod! I don't know why it took so long for me to find this forum. As a theorycrafter myself, these Design Challenges are right down my alley! So I hope nobody minds if I jump in. If I dun goofed by inviting myself in, just say so and I'll show myself out.

The mechanic, to me, seemed most at home as an expansion on Japan (call me unoriginal, but as I mentioned, Japan's been on my mind lately), so I incorporated some of the things I'd been working on and tweaked it to fit the mechanic (with a little bit of an added incentive to fight while damaged, taking a page from CBP's book here):

Japanese Empire
:c5capital: Leader: Oda Nobunaga

(Unique Ability) Divine Wind
Units gain Combat Strength as they lose health and for every enemy unit adjacent to them. Melee units gain the Death before Dishonor promotion* while at low health, allowing them to be expended to deal damage to nearby enemies.

*exact Death before Dishonor details: only active below 25 HP. Gain +1 Movement and ignore enemy Zone of Control. While adjacent to at least one enemy unit, can be activated to expend the unit and deal damage to all adjacent enemy units based on the unit's Combat Strength, generating Culture and Golden Age Points based on the damage dealt. If the unit starts a turn with Death before Dishonor active and adjacent to an enemy but ends a turn with no adjacent enemies, they are instantly lost (commit Seppuku).

(Unique Unit) Samurai
Replaces the Longswordsman. Has as much Combat Strength as the Musketman and obsoletes at Rifling (with Rifleman). Combat generates Great Generals twice as fast, and damage done with Death before Dishonor generates double the normal amount of Culture and Golden Age Points, as well as Great General Points based on the damage dealt.

(Unique Unit) Daimyo
Replaces the Great General. While garrisoned in a City, the City gains +2 Local Happiness and units trained there gain +15 XP. If a unit within its radius is expended with Death before Dishonor, the Daimyo's Combat Strength bonus is temporarily doubled (to +30%).


Japan: the "go hard or go home" Civ, just as God intended (and without the "go home" part, because not going hard means seppuku).

Except you nicked it! Ah well, welcome to the team Cyphose! No there isn't any official join up, so just show up and you'll be fine. (I think.) Anyway critique time!

I feel that first part of the UA is too strong, it will be really hard to kill Japanese units (I mean, that;s the idea behind it), so some nerfing might help that. The Samurai is all cool and dandy, so is the Daimyo. Just that first bit needs changing and your good! I'm not cos I haven't started researching yet. Which other civs had suicidal tendencies? Fictional civs might need to be used in this situation then.
 
I'm also going with Japan this time

Empire of Japan(Hideki Tojo)
UA: Yamato Spirit
Killing enemies in their territory and razing their cities grants you :c5culture: culture, especially when you do so near the enemy :c5capital: capital. After choosing an ideology, those actions will also grant you :c5production: production and the units that performed those actions will gain extra XP.

UU: Yamato Class
Replaces battleship, but has a higher cost. Much stronger than the unit it replaces (60 :c5strength:, 80 :c5rangedstrength:), and may also carry one air unit.

UU: Zero
Replaces the fighter. Has the Range promotion, and gains the unique Range II promotion (which has the same effect) if starting the turn on a ship, in addition to becoming stronger (55 :c5rangedstrength:) when doing so. When at low health, the Zero may perform a kamikaze, which will deal maximum damage to the target you choose but will consume the Zero. You will also gain :c5culture: culture from doing so.
 
Not sure why, but a Nazi Germany came to mind as a design I could focus around this mechanic.

Germany (Adolf Hitler)
UA: The Unified Forces -
Killing enemy units in their own territory grants your unit with extra experience and you gain Gold :c5gold: as well. Whenever you capture a city gain points towards a Great General :c5greatperson: or Great Admiral :c5greatperson:. You may expend units with low health inside of your borders to gain a Production :c5production: boost inside your city.

UU: Panzer -
Replaces Tank. When attacking an enemy's city gain Gold :c5gold: for the damage dealt and more experience depending on the city's defense :c5strength:. Grants nearby Siege units with +10% strength :c5war:.

UB: Steel Mill -
Replaces the Workshop. Alongside all the normal benefits of the Workshop, Land Melee and Siege units are given a +10% production :c5production: boost. Units produced in this city are given a "Wehrmacht" promotion that gives them more defense :c5strength: the lower their health gets.
 
:c5war: Sparta :c5war:
:c5capital: Sparta
Leonidas

UA: The Spartan Constitution
Upon earning a :c5greatperson: great general through :c5war: experience from battle, gain :c5culture: equal to the amount of experience required for the general. :c5unhappy: Unhappiness from :c5citizen: citizens working farms and mines is halved, while :c5unhappy: unhappiness from specialists is doubled.

UU: Spartiate
Replaces spearman. Higher :c5strength: combat strength, at 12, and has the unique promotion "agoge", which allows it to fortify at any time in the turn, as well as achieving full fortification bonus immediately from fortification. The promotion also allows you to delete the unit to establish a citadel on the tile when it has lost half of its damage.

UU: Helot
Replaces worker. Causes 1 :c5unhappy: global unhappiness to the empire unless accompanied by a military unit. However, they can improve farms and mines twice as fast. Receive a Helot free upon capturing a city.


TONIGHT WE DINE IN HELL.
 
I feel that first part of the UA is too strong, it will be really hard to kill Japanese units (I mean, that;s the idea behind it), so some nerfing might help that.
Its OPness would probably depend on the exact numbers behind it, but I felt it was the best way to give an incentive to actually keep units around until they're low health. Keep in mind that retreating from low health might mean you lose the unit entirely, which is a major drawback for trying to preserve your units and I figured also deserved a major buff to ensure it didn't put you in a very bad position. Perhaps removing the CS buff for adjacent enemies would bring it back into line, but I also wanted to complement the +1 Movement/ignore ZoC to suicide into enemy lines.
Which other civs had suicidal tendencies?
Well, I was going to suggest Sparta, but it would appear I'm not the only idea nicker here :p
 
Well, I was going to suggest Sparta, but it would appear I'm not the only idea nicker here :p

I considered doing Wallachia, where you could choose to turn an enemy unit into a unique impalement type improvement, but decided that was too novel and didn't represent a major enough chunk of Wallachian history.
Then I considered a WWI trench civ, where sacrificing units on a trench UI would yield great writer or great artist in general points, but decided against it because the trench would have an either anachronistic or impractical location on the tech tree.
I considered doing Soviet Russia or Nazi Germany, where sacrificing units could produce burst yields, and where starving your populace would vastly increase something, but decided against it because the mechanic would be hard to utilize.
I considered doing a Viet Kong type design or a North Korea design, but decided against it because Sparta just seemed more interesting for me to design.

If anyone is looking for a design, feel free to use any of the above.
 
Not sure why, but a Nazi Germany came to mind as a design I could focus around this mechanic.

Germany (Adolf Hitler)
UA: The Unified Forces -
Killing enemy units in their own territory grants your unit with extra experience and you gain Gold :c5gold: as well. Whenever you capture a city gain points towards a Great General :c5greatperson: or Great Admiral :c5greatperson:. You may expend units with low health inside of your borders to gain a Production :c5production: boost inside your city.

UU: Panzer -
Replaces Tank. When attacking an enemy's city gain Gold :c5gold: for the damage dealt and more experience depending on the city's defense :c5strength:. Grants nearby Siege units with +10% strength :c5war:.

UB: Steel Mill -
Replaces the Workshop. Alongside all the normal benefits of the Workshop, Land Melee and Siege units are given a +10% production :c5production: boost. Units produced in this city are given a "Wehrmacht" promotion that gives them more defense :c5strength: the lower their health gets.

The steel mill isn't a great choice in a Nazi Germany design... IIRC, its not a German thing. And the Wehrmacht promotion is a bit confusing: you can't give units more defence. You can give them a strength modifier while defending, or reduce the damage the enemy inflicts on them. But you can't give them more "defence".
(Unless you meant strength, and then its kinda paradoxical since low health units have less strength as they are wounded, so... They won't actually gain the full bonus).
 
Keniisu should try to somehow represent the Holocaust, perhaps with the UA or the UB.
 
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