Civ 5 Design Challenge II - Mechanics

This is going to be horrible.

The Urgalagra
Leader: Nar Garzhvog
UA: The Mountain Clans: Whenever your religion becomes the majority in a new city you may gain command of a barbarian encampment in your territory. When you do you gain one of five different possible bonuses*. Units may move one tile onto solitary mountains.

UU: Kull: Unlike the Swordsman it replaces, the Kull gains +1 movement and +100% combat strength, however, takes 200% more damage from ranged attacks. Cannot be produced except by the Council Hut or being gifted by barbarians.

UB: Council Hut: Unlike the Castle it replaces, the Council Hut grants 50% of the normal bonuses but doubles production speed and health when you adopt a new social policy or a Kull is produced.

*
Spoiler :
  • Gain a free Kull in the nearest city
  • Unit Production is halved in the nearest city for five turns
  • Building Production is halved in the nearest city for five turns
  • All city health is doubled for five turns
  • All unit health is doubled for five turns
 
Dayak
Leader: Pangkalima Burung
Capital: Katingan


UA: Legendary Unifier

Can convert Barbarian Encampment into a City by spending some Food in your Capital when you destroy it with a Great General nearby. Cities made this way immediately claim adjacent tiles into its Teritorries, and receive Free Barracks. Start the Game with a Great General

UU: Mandau Warriors
Replacement for Swordman. Mandau Warriors are available with "Ngayau" promotion, that enabled them to absorbs a fifth of the enemy unit's XP when killing them, as well as dealing 50% more damage to fortified units. This promotion is carried over upgrades.

UU: Sipet

Replacement for Scout, but unlike its counterpart, they deal ranged damaged instead. Sipet are able to temporarily steal Animal Resources in the World for 5 turns in exchange for a Food bonus in the nearest City. Sipet deals 75% more damage to enemy when they attack from Jungles or Forest.
 
Woah, that Kull is crazy. 28 strength and 3 movement in the classical era? A battering ram is 30 strength against cities and it can't attack units. Heck, a musketman is 24 strength.
 
Yeah... and its penalty isn't an actual penalty, it means that it'll take damage from ranged attacks as if it was a swordsman.
 
The Roman Empire
Theodosius

Foederati Provinces
Trade units can be expended on one way trips to Barbarian encampments to convert all Barbarian units within 2 tiles. The encampment becomes a Settler. Defensive buildings are 30% cheaper to produce.

Auxilia Palatina - (replaces Pikeman)
Only has 25% bonus against mounted units but has a 10% chance of converting defeated enemy units which increases to 50% in friendly territory.

Forum - (replaces Market)
Unlike the Market, the Forum yields +1 gold from all specialists in the city.
 
Okay so here's my probably horribly imbalanced design for this mechanic challenge, I decided to go with with Widukind and his fight against Charlegmane. Not sure whether or not to call this civ the Saxons or the Westphalian Saxons. For now it's the later, any who here's the design!

The Westphalian Saxons under Widukind

Spoiler :
UA: Saxon resistance
When adjacent to a barbarian encampment with a friendly unit, may spend either :c5culture: Culture or the units XP to take control of all the barbarian units originating from that encampment and turns the encampment into a *Gau. Your cities stay in resistance for twice as long when conquered by another civilisation and when conquered by another civ you have the option to convert to that civilisations :c5faith: religion and in doing so gain back a majority of your cities.

UU: Seaxman (Swordsmen Replacement)
15 :c5strength: combat strength and it does not require iron, has the Woodsman promotion and has more :c5strength: combat strength in forest and jungles and can pillage without using :c5moves: movement points.

UI: Irminsul
Unique Improvement for the Saxons that can only be built once and must be within a cities working radius, can't be built in deserts, flood plains or snow and must be in a forest or jungle. Provides +6 :c5faith: Faith and +3 :c5culture: Culture and golden age points, when pillage it gives all your units a +15% :c5strength: combat bonus until it gets repaired, both you and the pillager gets a sum of :c5faith: Faith upon Irminsul getting pillage.

Bonus UI from the UA
Spoiler :
UI: Gau
Provides +2 :c5culture: Culture, :c5gold: Gold and +10% :c5strength: tile defence, it will spawn units periodically and when war is declared upon you all Gaus spawn a unit, claims the tile it is on and all adjacent tiles around it.
 
Yeah... and its penalty isn't an actual penalty, it means that it'll take damage from ranged attacks as if it was a swordsman.

Woah, that Kull is crazy. 28 strength and 3 movement in the classical era? A battering ram is 30 strength against cities and it can't attack units. Heck, a musketman is 24 strength.

Yeah, actually gonna nerf it more now that you point that out. Also, I'm not sure how to explain this in a design, but it takes twice as much damage from ranged attacks as a normal swordsman would.
 
Dude's Romans.
 
+1 for Caesar's Mongols, pretty much because of the UA
 
I'm a sucker for Canadian history, so I'll have to go with Natan's New France.
 
I'll be voting for Dude's Rome, love all the uniques
 
I really like Dude's Rome, but I'm going to go with Keniisu's Germanic tribes! The design is simple and fluid and ai'm not jumping on the Rome or New France bandwagon. So it is a win win.
 
I vote for Uighur Caesar's Mongols... Very synergetic, and makes it easier for you to maintain a large army and focus on war while still gaining new SPs and earning gold.
 
Since no one had done anything for a while I'll go and post the voting results of the past week.

So Keniisu had a total of one point with his Germanic design.

Uighur and Natan both have two points each for their respective designs.

But Dudewiththefood takes it away with three points for his Rome design, congrats to dude! What'd you got for us?
 
Top Bottom