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Civ 5 Design Challenge II - Mechanics

Discussion in 'Civilization Design Resources' started by GPuzzle, May 27, 2015.

  1. TheSuperDodo

    TheSuperDodo Unsettler

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    My vote goes to Innistrad by Arison!
     
  2. SonOfGreatKoya

    SonOfGreatKoya Chieftain

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    Indon cabal strike again!
    [X] Ngayogyakarta
     
  3. inthesomeday

    inthesomeday Immortan

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    Voting for Dodo's design. Like the building a looooot.
     
  4. Arison

    Arison Eagerly awaiting Ragnarok

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    +1 for Dodo's design. Pretty nice.
     
  5. inthesomeday

    inthesomeday Immortan

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    2 for kul,
    2 for Dodo,
    1 for Arison

    Anybody care to tiebreak?
     
  6. Sgtwolf00

    Sgtwolf00 Potential genius

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    Vote for Kul, all though I really liked Dodo's design as well.

    Also hi I am back from irl shenanigans. This place is really quite now a days isn't it?
     
  7. Troller0001

    Troller0001 Not an actual Troll

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    That means kul is the winner! So kul, which challenge will you bring us?
    And yes, this place has been really quiet lately, which probably has something to do with the release of Civ VI ;)
     
  8. kul

    kul Chieftain

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    Wew lads, you guys are still here? Thanks for the vote, and lets see if we can still crank up some make believe designs up in here, based from one of the instresting choice of mechanic in Civ VI
    >Trade Routes creates Roads
    Get nuts
     
  9. Troller0001

    Troller0001 Not an actual Troll

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    Wow, that might have been the quickest reply ever :lol:

    (and that mechanic might just be something for my Luxembourg civ's UA that I've been wanting to change for a while, since I don't want to make it have a worse version of Morocco's UA)
     
  10. Sgtwolf00

    Sgtwolf00 Potential genius

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    Yeah true, that and the whole site revamp and the introduction of Discord. Which personally has sucked a lot of my time in.

    Well I mean, what else are we supposed to do? OH Civ VI inspired mechanic, and with roads! I can make something out of this sure. Central Asian civ perhaps, yeah Silk Road civ. I'm in!
     
  11. Natan35

    Natan35 Mayor of St. Natansburg

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    Hmmm....

    Yuan Dynasty (Kublai Khan)
    UA: Pax Mongolica
    Upon sending an internal :trade: trade route to a city you conquered for the first time, a :c5trade: road is created between that city and the route's origin. :trade: Trade units also grant :c5culture: culture and :c5science: science equal to the base :c5gold: gold provided by buildings in their city, and each :c5capital: capital you own allows you to posses an extra unit of this type.

    UB: Yam
    Replaces Aqueduct. In addition to the usual effects, The Yam also Grants :c5food: food and :c5gold: gold equal to the level of the city's garrison. Upon construction, improves every source of horses and grants :c5culture: culture for every one of those existing in the city's territory.

    UU: Xiangyang trebuchet
    Cheaper than the Trebuchet it replaces, this unit has "HuiHui" promotion, making it ignore :c5moves: terrain cost in enemy territory and cost no maintenance when stationed on road tiles.
     
    Last edited: Nov 12, 2016
  12. Scapegrace

    Scapegrace Obvious Spambot

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    Ooh, inspired by Civ VI, are we? Let's run with that idea...

    ===

    Naxos (Marco I)
    Start Bias: Coastal
    Capital: :c5capital: Chora
    UA: Duchy Of The Archipelago
    Upon sending a Sea Trade Route to another Naxian City, they are connected by a unique "Sea Lane" City Connection which grants +10% :c5food: Growth and :c5production: Naval Unit Production in the target City and the :c5capital: Capital. Roads and Railroads within workable range of a Coastal City or a City with a Contrafossa do not cost any Maintenance.
    UU: Galea Sottile (replaces Caravel)
    The Galea Sottile is an apex predator of the high seas, though far more suited to coastal combat than the Caravel it replaces. It starts with the unique promotion "Scaloccio", granting it +2(!) :c5moves: Movement and a +33% :c5strength: Combat Bonus when beginning its turn on or adjacent to a Land or Atoll Tile; however, this is counterbalanced by it suffering a -25% :c5strength: Combat Penalty on Ocean Tiles. It also has Coastal Raider I. Much more expensive than the Caravel it replaces (180 :c5production: Production vs. 120 on Standard). Upgrades as normal.
    UI: Contrafossa (All New!)
    Unlocked at Chivalry, the Contrafossa is an excellent addition to the Naxian shipbuilding industry. It may only be built on Coastal tiles within workable range of a City which is not itself Coastal. However, it grants +2 :c5production: Production and :c5gold: Gold from the off, and - and this is the awesome part - allows the City working it to construct Naval Units and Buildings if the Tile improved by a Contrafossa also has a Road on it. It also generates +1 :c5production: Production and :c5gold: Gold for each Naval and Military Building built in the City working it, and enemy units take an additional 20 HP damage if they end their turn adjacent to it. However, there is a considerable downside: only one may be built per Naxian City, it cannot be swapped between Cities, and in order to construct the Contrafossa one must destroy a Worker.
     
  13. Troller0001

    Troller0001 Not an actual Troll

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    An old design awakened and has been updated to a new (and hopefully more unique) version.

    Luxembourg
    (LEADER)
    I'm quite happy with the final result, though I'm considering changing the UA since it probably has too many mechanics and half of it only applies after half of the game is already over! Give me a day to change it up a bit :D
    EDIT: Made some edits, changes are in blue or striked through
    EDIT: Made some more edits (I know I know, I'm very late with this)
     
    Last edited: Nov 11, 2016
  14. Sgtwolf00

    Sgtwolf00 Potential genius

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    Okay so a bit late and bit rushed, but I haven't exactly got the luxury of time on my side. Regardless have a Samanids design!

    The Samanids under Isma'il ibn Ahmad

    UA: The Heart of the Silk Roads
    Caravans create Roads when on their trade missions, these Caravan created Roads allows all adjacent tiles to them to yield +1 :c5gold: Gold, cities connected to the capital produce +1 :c5gold: Gold, :c5science:Science, :c5culture: Culture and :c5faith: Faith, increases to +2 if the empire is in a :c5goldenage: Golden Age, gain Golden Age points when capturing cities.

    UU: Ghilman (Knight Replacement)
    Replacement for the Knight, no city combat penalty and it earns :c5goldenage: Golden Age points from kills. Can earn promotions faster and when reaching level 5 the Ghilman can be retired in a city. Giving you a burst of :c5goldenage: Golden Age points and increasing all the yields of that city by +1

    UB: Madrassa (University Replacement)
    +33% :c5science: Science, it also yields +1 :c5culture: Culture and :c5faith: Faith and this is increase by another yield if there is a city connection to this city. GWW slot and a unique Specialist Slot called a Scholar, yielding +3 :c5goldenage: Golden Age points and :c5greatperson: Great Scientist points.

    Also question, how do we get our icons back in this version (you know the yield icons)? It's not the same as before iirc and I'm not sure where to check for such a thing, thanks in advance.
     
    Last edited: Nov 4, 2016
  15. Troller0001

    Troller0001 Not an actual Troll

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    Do you mean these: :c5angry::c5capital::c5citizen::c5citystate::c5culture::c5faith::c5food::c5gold::c5goldenage::c5greatperson::greatwork::c5happy::c5influence::c5minus::c5moves::c5occupied::c5plus::c5production::c5puppet::c5rangedstrength::c5razing::c5science::c5strength::tourism::c5trade::trade::c5unhappy::c5war:?

    They're just under the 'Smilies'-tab (at the top of the code editor) and then under the 'Civ5 Related'-tab at the bottom of the code editor

    Their 'codes' (E.g. :c5gold: for :c5gold:) are also the same as before, so if you know them by hard you can just insert them that way as well
     
  16. Sgtwolf00

    Sgtwolf00 Potential genius

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    Ah right, well that's very useful actually! :c5gold:, and the code is the same as before too? Interesting, thanks for your help Troller!
     
  17. Sgtwolf00

    Sgtwolf00 Potential genius

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    Vote time? It's been a week since the last submission.
     
  18. Troller0001

    Troller0001 Not an actual Troll

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    +1 for Sgtwolf's Samanids!
     
  19. Scapegrace

    Scapegrace Obvious Spambot

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    Voting for Natan's Yuan! It's an interesting Civ that fits the design very well and emphasizes both internal trade AND active engagement with other Civilizations, which is a tricky balance to walk. Good show, old spot, you've come a hell of a long way.

    EDIT: Almost forgot the most important part of any post of mine:-

    =]
     
  20. Sgtwolf00

    Sgtwolf00 Potential genius

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    One for me, one for Natan. All right then let's shake things up, a vote to Scapegrace from me!
     

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