Civ 5 Design Challenge II - Mechanics

I... Have to say I didn't expect a challenge so hard IMO to get that.. Well, interesting.

Very good designs, especially liked Garenganze (never heard of them though) and the kingdom of Alba, but went with the first in the end as it was the least overpowered... :p
 
I'm going with Dude's Kingdom of Alba design. I especially like how the UU gains free promotions based on other promotions! :)
 
My vote goes to Dude's Alba, though I was close to picking the Hallstatt.
 
Sgtwolf's Hallstatt
 
Mobfire's Isengard- 4
HoopThrower's Garenganze- 2
DudeWiththeFood's Kingdom of Alba- 3
Keniisu's Vietnam- 1
Sgtwolf00's Hallstatt culture- 2
 
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What challenge do you have for?
 
Here's the challenge, let me know if it's been done before:
"Workers can enter rival territory"
The idea behind this is one to allow building improvements in their lands, but if you have an idea not based on improvements it'll certainly be accepted as well. Here are some ideas to kickstart things:
  • Building traps in enemy territory that deal damage
  • Improving their resources in exchange for yields
  • Establishing hunting camps or religious outposts
  • Ruining tile improvements to piss them off
  • Bonuses from connecting your cities to foreign cities with roads
It's definitely more of an open-ended challenge, but I'm interested to see the designs that'll be produced as a result. Let the games begin!
 
I made a design a while ago that did something like this so I've edited it a bit:

Kingdom of Jordan

Leader: Abdullah II

UA: Hashemite Humanitarianism: Gain :c5culture: Culture from units ending their turn or performing actions* in foreign territory. Workers may enter rival territory and work 25% faster in the territory of friendly Civs or City States. Gain a free Worker upon signing Open Borders.

UU: Joint Special Op/Peacekeeper: Unique standalone unit available upon the creation of the World Congress. :c5strength: Strength varies by era and earns scout promotions. Can enter the territory of every civ, but takes attrition if they don't allow open borders. May be expended to build Field Hospitals or rescue refugees**. Can paradrop after Radar.

UI: Field Hospital: Unlocked at Education and can also be built in foreign territory. +2 :c5food: Food and +1 :c5science: Science, with an additional +1 :c5food: Food after Biology and another +1 :c5science: Science after Penicillin (Health instead of food with CID). Every Field Hospital in a city state's territory raises your :c5influence: Influence resting point by 5. Friendly units ending their turn on this tile heal 10 HP.

*Building improvements, great people missions, spreading religion, fighting enemies, etc.

**May only be performed when adjacent to a conquered city and only once per city. Has a chance to extract a :c5citizen: Citizen from that city, which goes to your empire. Improves relations with the original owner if successful. Damages relations with the current owner if a failure. Chance of success is dependent on :c5strength: City Defense and this unit's health.
 
Yay! My first non-mythical/post-1800s civ!
British Army
Leader - Lord Horatio Herbert Kitchener
UA: The Royal Engineer Corps: Workers may enter enemy territory, however, takes extra attrition damage when performing actions.
UU: Attached Infantry: Unlike the Great War Infantry it replaces, when stationed on the same tile the Attached Infantry increases Worker production speed by 10% (stacks to 20%) and heals the worker 10% per turn.
UI: Hill Mine: Only buildable on hills, the Hill Mine is unlocked at Construction. When an enemy unit moves onto or over a Hill Mine it loses 90% of its maximum health and the Hill Mine is destroyed.
 
The Cape Colony under Cecil Rhodes

UA: The Rhodes Colossus
Workers may enter enemy territory without an Open Borders treaty in order to build Roads and Railroads. City Connections generate additional Gold and Golden Age points, increasing with distance.

UU: BSAP
Unlike the Rifleman, which it replaces, the BSAP is cheaper to produce during Golden Ages. In addition, it receives the "Kum-A-Kye" promotion, increasing its combat strength in Jungle and allowing it to use Roads in enemy territory.

UB: De Beers
Providing none of the usual bonuses of the Mint, which it replaces, the De Beers provides +1 Golden Age Points on all mines and does not require Gold or Silver to construct. In addition, it may spawn a source of Gems on resource-less Mines upon the beginning of a Golden Age.
 
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