ldvhl's got his Design Challenge which is "here's a Civ, design the mechanics of it", and I've been thinking about this one which is pretty much the other way around - "here's a mechanic, design a Civ around it". It seems like it will be very interesting.
Rules:
1 - You may add anything to the mechanic, and it may be used in an UA, UB, UU or UI.
2 - You must not vote for yourself.
3 - We don't need the more complicated stuff like Capitals or Leaders (unless they're absolutely vital). All we need are the mechanics, the Civ which you're using, and the name of the uniques - we're going very dry for this.
Rules:
1 - You may add anything to the mechanic, and it may be used in an UA, UB, UU or UI.
2 - You must not vote for yourself.
3 - We don't need the more complicated stuff like Capitals or Leaders (unless they're absolutely vital). All we need are the mechanics, the Civ which you're using, and the name of the uniques - we're going very dry for this.










weaker than the cavalry it replaces, however may receive defensive bonuses when stationed on farms or ranches in friendly territory. Furthermore, the rancher may improve animal resources adjacent to your territory, granting
culture and claiming all adjacent tiles when doing so.
movement and +1 vision if ending their turn outside friendly territory, and may be consumed to relocate bison, cattle, horses or sheep from your territory to neutral territory, claiming adjacent tiles. Cities founded on those tiles gain
maintenance. 

Golden Ages, tiles which yield at least 1
food to all adjacent tiles and increase that city's
Capital or you are attacked by another major civilisation, receive
production, though it does not provide any extra production towards buildings. Furthermore, during