Civ 5 Design Challenge II - Mechanics

:tourism: The Spanish Empire :tourism:
:c5capital: Madrid
Philip II

UA: Peso de Ocho
Civilian units may :c5moves: enter foreign territory, and workers can build mines in foreign and neutral territory. Connects mineral resources to your network. :trade: Trade routes provide :c5culture: culture and, when external, applies :tourism: tourism pressure towards the destination civilization for each mine you've built in territory besides your own.

UU: Armada
Replaces frigate. Does not require iron; however, must have silver. +3 :c5gold: gold per turn for each active Armada while at peace, and while at war, the Armada gains % bonuses to :c5rangedstrength: ranged attack and :c5strength: melee defense based on the level of :tourism: influence over the other civilization.

UU: Jesuit
Replaces missionary. Suffers no attrition, and creates a sum of :tourism: tourism towards the civilization in control of the target city when converting, as well as some :c5science: science for both civilizations. The amount increases the closer their nearest border is to yours.


A peaceful civ designed on mutual benefits for others, so that they don't get mad at you for mass converting and stealing their mineral resources. Think of tourism here as cultural influence/marriage and Habsburg stuff.
And for the UA it's based on the Spanish/Chinese silver trade. I couldn't really find a good name for it so I decided to just call it Peso de Ocho, if anybody else has a better name inform away.
 
Decided to repost this design (cmon, it literally had the 'workers enter rival territory-mechanic' already in it :p), though I tweaked some things since I wasn't entirely happy with the design anymore:

Russian Crimea (Vladimir Putin)
UA: Referendum: Upon annexing or :c5puppet: puppeting a city, a Courthouse is constructed in that city where a referendum ("Does this city want to join Russia?") is held.
If the referendum succeeds, only half of the usual Warmonger penalty is inflicted, the city and Russia's :c5capital: Capital enter a :c5food: WLTK-day, +1 local city :c5happy: happiness is granted (until it is recaptured by its original owner), and all :c5occupied: resistance is removed from the city (allowing it to produce stuff immediately).
If the referendum fails however, :c5occupied: resistance time is increased (x1.5 the usual amount), and +4 :c5unhappy: unhappiness is added within the city until it is recaptured by its original owner. (remember that there is no resistance unhappiness due to the free courthouse)
Additionally, all workers gain the 'Migrant Worker' promotion, which allows them to enter rival territory, even without open borders.

(Calculation of the referendum: Base = 10-20% (random) success chance; Russian uniques increase the success chance of the referendum. See below for the details)


UU: Little Green Men (replaces the Riflemen): Has the same :c5production: production cost as a rifleman. Has 1 more :c5moves: movement point than the Rifleman which it replaces. Has 32 :c5strength: combat strength compared to 34.
Gains the 'Suprise Attack' promotion, allowing the unit to gain double :c5moves: movement points upon the declaration of :c5war: war to another Civilization (If another Civilization declares :c5war: war on you this bonus does not apply). (Increases the referendum's success chance by 8% for every Little Green Men next to or in the city).
Litte Green Men never obsolete, though their :c5production: training/production costs increases for every infantry-technology discovered after Rifling (=80% of the production cost of the latest discovered infantry-unit (Great War Infantry, Infantry, and Mechanized infantry))

UI: Russian Township (may only be constructed in rival Civilizations' borders; can't replace :c5greatperson: Great Person Tile Improvements): +1 :c5gold: gold and +1 :c5food: food. Removes forests and jungles. Cannot be constructed in a civilization's borders when at :c5war: war with them.
Upon declaring :c5war: war, all tiles within that Civ's border with a Russian Township turn into Russian territory. Additionally, they also increase :c5strength: combat strength by 20% from any Russian unit stationed on that tile. If peace is negotiated at any time with that civilization, all tiles with the Russian Townships are returned to that civ.
(Referendum's success chance is increased by 8% for each Russian Township within the city's borders.)
NOTE: The Referendum's numbers and/or bonuses probably need some tweaking

This civ focuses heavily on the UA, which provides major bonuses towards a Domination Victory if used right. The Uniques help to achieve this bonus.

EDIT: Some thoughts behind the design process:
The civ focuses on the Crimean Crisis, when Russia annexed Crimea. Though a big part of the world (including major powers such as the EU and the US) still doesn't accept(?) the annexation, no major (warlike) consequences have followed. The main reason for Russia to annex Crimea was because a big part (if not the most) of Crimea's population is Russian (hence the Russian Township UI). Upon the annexation, a referendum (which is considered invalid by a big part of the world) was held (hence the UA), which succeeded. Since there were many Russian soldiers, better known as the 'Little Green Men' (hence the UU), near the places where people could vote for the referendum, it was thought that pro-Ukrainian voters were too afraid to come/not allowed to come, which is why it was considered invalid. Up to now, the rest of the world still hasn't accepted Crimea's annexation by Russia, and many people still consider it part of Ukraine or a state on its own.

Advise/criticism is appreciated! :D
 
My submission is definitely on quite a sensitive topic, but I hope you guys like it nevertheless.
Cambodia (Pol Pot)
UA: Blood Trails - All units gain a +20% :c5strength: combat bonus against foreign cities connected to the capital :c5trade: via roads, and pay no maintenance for roads on jungle tiles. Workers may enter rival territory without open border treaties to build roads and tiger pits.

UI: Tiger Pit - Unlocked at trapping. May only be built on unimproved forest and jungle tiles, and is initially invisible to other civilizations. When a foreign unit passes over a tiger pit during a time of war, they loose 25% of their current health and are 33% :c5strength: weaker to attacks for 3 turns. Remove it by pillaging or with a worker.

UU: Khmer Rouge Militant - Replaces Infantry. Slightly weaker, but comes with the Woodsman promotion. Has an additional 33% :c5strength: combat bonus against units that have been weakened by tiger pits.

The UA is based on guerrilla warfare employed by Pot's Khmer rouge to seize power and decimate government forces, as well as a war against Vietnam and the "trails of blood" left during the Cambodian genocide.
The UI is another name for a troup de loup, a type of trap commonly used in the area at the time. It's basically a disguised hole with sharp stakes and punji sticks inside. The UU is pretty self-explanatory.
 
Hmmm... Obsession time

Yeshuv
UA: Resurrection of Zion
Civilian units may enter foreign territory without open borders if the nearest foreign city has a connection* to your civilization. Before adopting an ideology, building improvements grants you :c5culture: culture and :c5faith: faith for each follower of your religion in the nearest city (once per tile).

UU: Nadvan
Replaces great merchant. Instead of building custom houses, the Nadvan may be consumed to found a yekev on a plantation resource in your territory or elsewhere, claiming and improving all adjacent tiles with resources. Consuming a Nadvan grants you a random building in a city of your choice, which generates +2 :c5culture: culture.

UU: Halutz
Replaces rifleman. May clear marshes and forests 50% faster than a regular worker, and may build farms, forts, roads and railroads. Additionally, it counts as a worker for the purposes of the UA and may be upgraded from them. Has +1 :c5moves: movement when embarked and may disembark at half of the usual movement cost.
 
Sriwijaya
Leader: Balaputra Dewa
Capital: Suwarnadwipa

UA: Gending Sriwijawa

Workers can enter teritorries of Cities that you are trading with, and can be expended to construct or replaces Religious Building when stationed next to any Cities. Each of your Religion's Follower in Rival Cities weakens its Defense when you attacked them.

UU: Samudraraksa

Replacement for Cargo Ship. Always visible, thus allowing you to find other Civilizations. Each sailing technology increases its Range. Spreads out your Religion during the duration of Trade Routes.

UB: Wihara
Replacement for Temple . Besides its usual bonus, when a Wihara was first built in a City, it also instantly converts 1 population of the City into your Religion. 1+ Faith and 1+ Production per each 3 Population that believes in any religion.
 
Turkey
Cemal Gursel
Diplomatic Negotiation

Declarations of friendship give a 7% science boost if the other civilization has more technologies than Turkey, 7% culture boost if they have more social policies and a 7% production boost in all cities if they have more wonders. Denouncing a civilization with a larger army grants a +10% bonus to building military units for as long as the denouncement lasts.

Mehmetchik - (replaces GW Infantry)
If a Mehmetchik is alive during a declaration of war or public denouncement either of or against Turkey, it gains a permanent +30% against that civilization.

Garstarbeiter - (replaces Worker)
Injures a unit that captures it* and remains Turkish if it kills it. May enter rival civilization's borders without permission. If stationed on a rival civilization's tile, the tile owner gains +2 production on the tile while Turkey receives double the equivalent tile yield in the closest Turkish city. With open borders, the bonuses are extended to +4 production and +1 tourism for the owner and +4 gold for Turkey.


There aren't many civs built around diplomacy at the minute.
 
Not submitting so you can start the vote. :) I'll vote Inthesomeday's Spanish Empire by the way...
 
I'll go with Mobfire's Cambodia. I like most everything about it, and it isn't overpowered.
 
There were many great entries this round but I think my vote will go to Uighur's Kingdom of Jordan. I loved the general theme, and it represents Jordan well.
 
Senshi's Cape colony. Love the promotion name.
 
No one has voted in a couple of days, and only one design got more than one vote, so here's the final results:
  • Inthesomeday's Spain - 3
  • Mobfire's Cambodia -1
  • Senshi's Cape Colony - 1
  • Uighur's Jordan - 1
  • Dude's Turkey - 1
Inthesomeday wins! Got a challenge for us?
 
Spend yields to use barbarian encampments


My original thought for this was as production centers, and the units that built from them would basically have cIV "Hidden Nationality" promotion, but decided to make it more open ended. Basically, spend either gold, culture, tourism, science, food, hammers, faith, GPP, CS influence, unit XP, happiness, golden age points, uhhhhm... literally anything conceivable as a "yield"-- bonus for creativity-- to take control over barb camps that then provide the civ with a specific bonus. Bonus could be anything.
If you couldn't tell, I'm trying to make this one more open ended than my last :lol::lol::lol:
 
Germanic People (Arminius)
UA: The Barbarus Tribe -
When a friendly unit is adjacent to a Barbarian Encampment, it may be expended to capture the encampment at the cost of losing Culture :c5culture:. Upon the capture of an enemy city, gain a large Culture :c5culture: bonus, however if a Enemy's Capital :c5capital: is captured gain a free Great General :c5greatperson:.

UU: Chieftain -
Replaces Warrior. When this unit kills a Barbarian unit or clears an encampment, gain double the normal Experience and gather Culture :c5culture:. Has +15% Combat Strength :c5strength: against Barbarians and cities.

UI: Tribal Camp -
Unlocked at Trapping. Can only be built on Forest or Jungle tiles. When a friendly unit is stationed on this tile, it heals +15% faster than normal and grants Culture :c5culture: to your civilization.
 
Hmmm...

New France
UA: Fort Natives
Barbarian encampments within 2 tiles of your trade routes and forts are in peace with you, and you receive control of their army during :c5war: wars as long as you have a positive GPT output. Forts increase :trade: trade route range by +3% each (up to 33%) and grant :c5gold: gold equal to the level of any unit stationed in them during :c5war: wars.

UU: Mi'kmaq Militia
Replaces Longswordsman, but doesn't require iron and upgrades to the GWI. Gains +4 :c5strength: strength once researching gunpowder. It may pillage without consuming its :c5moves: movement points, and has a 33% bonus vs. Cities. Receives +3% :c5strength: strength near forts and cities for each tile it pillages.

UU: Troupes de la Marine
Replaces rifleman. Unlike them, they may build forts, and do so 50% faster outside friendly territory. They have the "Royal troops" promotion, which makes friendly barbarian units within two tiles of them gain +15% :c5strength: strength (doesn't stack).
 
I like how this one turned out:

The Mongols

Leader: Temujin

UA: Unification of the Hordes: Start with Honor unlocked and gaining XP will contribute towards unlocking new Honor Policies. When clearing a Barbarian Encampment, you may chose to Subjugate them, spending :c5culture: Culture and :c5gold: Gold to take control of their units and turn the Encampment into a source of Horses.

UU: Keshik: Replaces Knight. All melee promotions are converted into ranged promotions when upgrading from Horseman, and converted back when upgraded into Cavalry. Earns XP 50% faster and generates Khans twice as fast.

UU: Khan: Replaces Great General. 5 :c5moves: Movement instead of 2. Provides adjacent units with a 10% chance to capture defeated enemies and units within 2 tiles to plunder twice as much :c5gold: Gold from cities and pillaging.
 
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