Civ 5 Design Challenge II - Mechanics

Voting for Dodo's design. Like the building a looooot.
 
+1 for Dodo's design. Pretty nice.
 
2 for kul,
2 for Dodo,
1 for Arison

Anybody care to tiebreak?
 
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?
 
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?

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 ;)
 
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
 
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
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)
 
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 ;)

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

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

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

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

Luxembourg
(LEADER)
UA: Guillaume Luxembourg: After having researched The Wheel and Railroads, :trade: Land Trade Routes send from Luxembourg Cities provide :c5production: production towards Roads and Railroads respectively on the tiles it passes (the (rail)roads will be finished once the trade route ends). Cities :c5trade: connected to enemy :c5capital: Capitals yield +2% :c5gold: Gold and +1% :c5production: production per connected :c5capital: Capital (max +10%).
+5% :c5gold: Gold and +5% Production :c5production: in the :c5capital: Capital for every Road and Railroad :c5trade: connection respectively to enemy empires. (Max 20%).
:trade: Land Trade Routes have a 25% increased range and yield an additional +2 :c5gold: Gold when connecting to Civilizations which have more Cities than you. Both bonuses are doubled if it's sent out from your :c5capital: Capital.

Farms stationed on :trade: Trade Routes produce +1 :c5food: Food and :trade: Trade Routes provide an additional +2 :c5gold: Gold when connecting to Civilizations which have more cities than you, which is doubled if it's sent out from the :c5capital: Capital.

UU: Luxembourg Battery (replaces the Machine Gun): Has 65 :c5strength: Combat Strength instead of 60. Gains the 'Brigade Prion'-promotion. When garrisoned in a City, this promotion allows the unit to consume a :c5citizen: Civilian to gain an additional +10% :c5strength: Combat Strength when defending. A :c5citizen: Civilian may only be consumed if the city has at least 4 local :c5happy: Happiness. May be done for a maximum of 5 times, making it a total of +50% :c5strength: Combat Strength when defending.
Has 55 :c5strength: Combat Strength instead of 60. Gains the 'Brigade Prion'-Promotion, which grants 30% Combat Strength when fighting near :c5occupied: Occupied Cities that either used to belong to Luxembourg, used to belong to a Civilization that is also at war with the owner of that City, or that used to belong to a friend of Luxembourg.

UI: Fortress of Luxembourg (Unlocked at Chivalry): May only be constructed once. +60% :c5strength: Defensive Combat Strength for any unit stationed on this tile or on a Fort adjacent to the Fortress. An additional +10% :c5strength: Defensive Combat Strength for every Fort constructed adjacent to the Fortress. Enemy cities may not grow their borders to the tile with the Fortress or to a tile with a Fort adjacent to the Fortress. (Indeed Inspired by Moriboe's Duchy of Luxembourg)
Base :c5strength: Defensive Combat Strength is reduced to +10% :c5strength: Combat Strength at the discovery of the Railroads, after which tiles with the Fortress (or an adjacent Fort) yield +2 Culture and +1 Tourism. Additionally, International Headquarters establish within the Capital at this time, providing an additional 3 votes in the World Congress.

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)
 
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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.
 
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[...]

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.
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
 
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:-

=]
 
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