Civ 5 Design Challenge II - Mechanics

I'm actually gonna switch to "unit gains EXP" because that way it can apply in multiple ways and it's going to be interesting. It doesn't need to be verbatim.

So now it can be like, "Upon adopting a new Social Policy all mellee units gain x amount of xp." Also can we twig it a bit and have to be for example, "Upon entering the Renaissance era all units can x amount of xp."
 
So now it can be like, "Upon adopting a new Social Policy all mellee units gain x amount of xp." Also can we twig it a bit and have to be for example, "Upon entering the Renaissance era all units can x amount of xp."

Entering an era isn't adopting a social policy though. I think there should be room for design but that's taking it to far.
 
Entering an era isn't adopting a social policy though. I think there should be room for design but that's taking it to far.

Yeah. Stick to the conditions, and it has to have those conditions, and they can be implemented in any way.

But don't stick it out and change one of the conditions.
 
Klingon Empire
Emperor Kahless​

Blood and Honor
+20% :c5production: Production towards Land Units. Upon adopting a Social Policy, all Land Units gain experience.

Bat'leth Warrior (Longswordsman)
Stronger than the Longswordsmen they replace, Bat'leth Warriors earn :c5culture: Culture for every unit they kill. Obsolete at Rifling instead of Gunpowder.


Great Warrior (Great General)
A special melee unit spawned by gaining military experience, the Great Warrior becomes more powerful as better military technology is discovered. Great Warriors provide a Combat bonus to nearby units, which increases for every unit that the Great Warrior kills.
 
Yeah. Stick to the conditions, and it has to have those conditions, and they can be implemented in any way.

But don't stick it out and change one of the conditions.

Yeah I was just double checking because the civilization I was thinking of did most of it's reforms in the Renaissance and early industrial era. I'll propose my civ idea soon and then you guys can say if it's good enough or not.
 
Klingon Empire
Emperor Kahless​

Blood and Honor
+20% :c5production: Production towards Land Units. Upon adopting a Social Policy, all Land Units gain experience.

Bat'leth Warrior (Longswordsman)
Stronger than the Longswordsmen they replace, Bat'leth Warriors earn :c5culture: Culture for every unit they kill. Obsolete at Rifling instead of Gunpowder.


Great Warrior (Great General)
A special melee unit spawned by gaining military experience, the Great Warrior becomes more powerful as better military technology is discovered. Great Warriors provide a Combat bonus to nearby units, which increases for every unit that the Great Warrior kills.

That's a scary neighbour. But is it as scary as Montezuma?
 
Klingon Empire
Emperor Kahless​

Blood and Honor
+20% :c5production: Production towards Land Units. Upon adopting a Social Policy, all Land Units gain experience.

Bat'leth Warrior (Longswordsman)
Stronger than the Longswordsmen they replace, Bat'leth Warriors earn :c5culture: Culture for every unit they kill. Obsolete at Rifling instead of Gunpowder.


Great Warrior (Great General)
A special melee unit spawned by gaining military experience, the Great Warrior becomes more powerful as better military technology is discovered. Great Warriors provide a Combat bonus to nearby units, which increases for every unit that the Great Warrior kills.

This UA seems a bit unbalanced... How much experience exactly?
 
Eh, I've never entered one of these before but I may as well come up with something ridiculous.

Alcazar - San Theodoros (Viva Alcazar)
Upon completing a Social Policy tree or adopting an Ideology, enter a Golden Age. Gain :c5culture: Culture upon recapturing a city or unit. We Love The King Day immediately begins in cities after Resistance.
UU - Picaro
Unlike the Rifleman which it replaces, the Picaro provides :c5culture: Culture upon pillaging an improvement and receives +15 Experience whenever a Social Policy or an Ideological Tenet is adopted. However, it suffers a combat penalty when attacking or defending outside of Forests or Jungles.
UU - Colonel
Unlike the Great General which it replaces, the Colonel is incapable of building Citadels. However, they are earned 25% faster and one instantly appears outside the Capital upon adopting a Social Policy tree.
 
I'm actually submitting an attempt because I felt like it and it would be interesting to see how people react to it:

Holy Roman Empire - Frederick II

UA: Stupor Mundi: Upon adopting Social Policies and Ideological Tenets, all Land Units gain :c5war: experience. The cost of adopting Social Policies is diminished by 5% (up to a maximum of 35%) for every :c5citystate: City-State alliance you have.

UU: Saracen Archer: Crossbowman replacment. Begin with additional experience for every :c5citystate: City-State alliance you have.

UB: Universta: University replacement. Contains a slot for a :greatwork: Great Work of Writing that when filled generates +1 :c5culture: Culture for every +1 :c5science: Science produced by Specialists in this city.
 
Ok my turn to post something!

The Ottomans under Sultan Ahmet III

UA- The Tulip Period
Upon adopting policies and ideological tents, all land units gain experience. When a civilization is 4 technologies ahead of you, the culture amount for the next social policy is reduced by 10%. Workers can build roads and railways at double the normal rate.

UI- Tulip Fields (Unique Improvement)
Tulip Fields can be built on any flatland terrain excluding deserts and tundra, they can also be built in flood plains. The Tulip Fields yield +1 gold. After entering the Renaissance gain+2 culture. After reasercing economics gain +1 happiness and +1 gold. Gain copy of Tulips initially.Tulip Fields can become accessible after researching calendar. Cannot build Tulip Fields adjacent to each other.

UB- Textile Factory (Factory Replacement)
Same effects as a normal Factory but doesn't require coal to build. The Tulip Factories produces Tulip Fabrics, which are a luxury resources that only the Ottoman's can get without having to trade for it. Requires Tulips to produce Tulip Fabrics.
 
UU- Tulip Farmer (worker replacement)
Does everything a normal worker can do, but can build roads and upgrade roads to railroads at double the rate. Can also build Tulip Fields on any flatland terrain, including flood plains. The Tulip Fields yield +2 gold and culture and +1 happiness. Tulip Farmers can build Tulip Fields after reaserching calendar. Cannot build Tulip Fields ajacent to each other.

Why not just make the Tulip Field a UI?

Also maybe fiddle around with things a bit, because this seems pretty overpowered.
 
Why not just make the Tulip Field a UI?

Also maybe fiddle around with things a bit, because this seems pretty overpowered.

True. I could restrict the improvements to be only on certain terrains. Like no tundra or desert.

Edit: I've changed my post and swapped a few things around. Tulip Fields still too strong?
 
True. I could restrict the improvements to be only on certain terrains. Like no tundra or desert.

Edit: I've changed my post and swapped a few things around. Tulip Fields still too strong?

They're definitely less strong, but they still give a very large bonus in the Ancient Era. I'd probably recommend splitting some of the bonus into a later technology, such as the Brazilwood Camp's culture or the Moai's gold.
 
Well time to put something up...
Republic of China

Yuan Shikai

Father of the New Army
Military Units receive EXP when adopting :c5culture: Social Policies or Ideological Tenents. -50% Upgrade Costs from Units and every finished Social Policy Tree contributes points toward a :c5greatperson: Warlord.

Warlord
Units stacked or adjacent to a Warlord receive a :c5strength: Combat Bonus against Armored Units. May :c5puppet: Puppet Cities in :c5occupied: Occupation and when garrisoned in them it allows the purchasing of Military Units at a 50% discount unlike the Great General it replaces.

Arisaka
Slightly more expensive to produce it gains a +10% :c5strength: Combat Bonus in friendly territory and is doubled if adjacent to a City. Starts off with Shock I unlike the GWI it replaces.
 
The Society Of Jesus (Ignatius Loyola) (You killed my father) (Prepare to die)
Start Bias: Jungle
Capital: :c5capital: San Ignacio
UA: Ad Maiorem Dei Gloriam
33% of your :c5faith: Faith generation is generated as :c5culture: Culture. Land Units gain Experience upon adopting a Social Policy.
UU: Father General (replaces Great Prophet)
Upon its expenditure, the Father General also generates a Political Treatise, granting a large boost of :c5culture: Culture.
UB: Reduction (replaces University)
+2 :c5science: Science, :c5culture: Culture, and :c5faith: Faith from Jungle Tiles. +33% :c5science: Science. +2 :c5faith: Faith. Additionally, Military Land Units trained in a City with a Reduction gain +1 Experience for each point of :c5faith: Faith generated by the City (to a maximum of 45).
 
Here's a civ I'm amazed hasn't been done yet given how many eu4 players there must be around here:

The Margraviate of Brandenburg
Leader: Friedrich Wilhelm I Von Hohenzollern

UA: Bewegungskrieg
Upon adopting a :c5culture: policy, hurry :c5production: production in all cities producing a military unit, and all land units receive +1 :c5moves: movement and ignore terrain costs for the next 5 turns. Upon training a unit, receive :c5culture: culture equal to its :c5war: experience.

UU Lange Kerls (Replaces Musketman)
Lange Kerls function much like regular Musketmen until achieving their first promotion, after which they will grant a 5% :c5strength: combat boost to adjacent friendly units. After their third, they grant a 10% :c5strength: strength boost and after their fifth, 15%. Level 5 and above Lange Kerls may be expended in cities to permanently increase the :c5war: experience of units trained there by 5 and instantly grant :c5war: experience to adjacent units upon adopting a :c5culture: policy.

UU: Kantone (Replaces Barracks)
The Kantone, unlike the Barracks it replaces, yields an additional 5 :c5war: experience for trained units for every finished :c5culture: policy tree. +3 :c5culture: culture and +2 :c5production: production in this city while training land units.

A truly warlike civilisation here, focused on culture and conflict much like their leader. The basic idea here is that of 'Bewegungskrieg' or Maneuver warfare, which involves highly disciplined and trained units being relied on to outmanoeuvre their adversaries. (hence the movement bonuses from unlocking social policies) This style of warfare relies on two things: immensely experienced troops, hence the huge bonuses from experienced Lange Kerls and the massive potential experience bonuses from the Kantone, and efficient, well structured leadership - hence the bonuses both the Kantone and the UA grant from adopting reforms.
 
They're definitely less strong, but they still give a very large bonus in the Ancient Era. I'd probably recommend splitting some of the bonus into a later technology, such as the Brazilwood Camp's culture or the Moai's gold.

Fixed it.
 
Here's a civ I'm amazed hasn't been done yet given how many eu4 players there must be around here:

Ah yes Brandenburg, they definatly match this mechanic. How many people play eu4 here? I would be playing it now, if it wasn't broken.
 
El Cid - Valencia

UA: Dust, Sweat & Steel: Upon Conquering a city, gain Influence with each city state with whom you've got more influence than the previous city owner. Generate Points towards a Trovador when reaching Ally status with a City State for the first time.

UU: Trovador: Replaces Great Writer. Can create special great works of Writing called Epopeyas, which provide a small amount of experience to all units when adopting new Social Policies.

UU: Caballero Villano: Replaces Knight. Has a Production discount for every farm inside city limits. Produces extra influence when defeating barbarians camps targeted by city states and generates culture upon leveling up.
 
Wow, that's a hard one... :lol:

Israel(Yitzhak Rabin)
UA: State- of- war
Adopting :c5culture: social policies grants :c5production: production towards military buildings during peace, and experience* equal to the :c5citizen: population during :c5war: war. Receive :c5greatperson: Aluf Pikud points upon completing military buildings or if a :c5citizen: citizen is born during :c5war: war.

UU: Aluf Pikud
Replaces great general. Unlike it, provides 2 additional bonuses to units starting the turn within his range, based on his type. Additionaly, it will grant :c5culture: culture each time it :c5rangedstrength: bombards an enemy and will increase its :c5strength: strength by +1 per each building present in it.

UB: Basis
Replaces military base. Unlike it, allows units to be airlifted to the city and heals them when they do. +15 starting XP for all units, +3 :c5culture: culture, and +1 additional :c5culture: culture per each defensive\ military building when the city is garrisoned.

*experience is equally spread between all units.
Bonus list: (there are three types, each type may gain different bonuses)
Spoiler :
units ignore terrain costs and gain a 20% attack boost when fighting in river tiles(Central, Northern)
units gain a 33% :c5strength: combat bonus in desert tiles(Southern)
Units gain a 100% attack bonus when stationed in a city(Central)
Units generate :c5culture: culture and gain a 20% attack bonus when ending the turn in a citadel(Northern, southern)
+20% :c5strength: combat strength for units fighting tundra\ snow(Northern)
+20% combat bonus for units starting their turn in foreign lands(Northern, southern)
+10% combat bonus in grassland\ plains(Central)
+50% XP when fighting in friendly territory(Central, northern)
+50% XP for units fighting in foreign territory(Southern, northern)
Gain double XP from defending(Southern, Northern)
Units heal +5 HP per turn, even if they perform an action(Central, southern)
Receive double flanking bonuses(Southern)
Cost no maintenance and increase city's :c5gold: gold and :c5strength: strength by 10 when stationed in it(Central)
+25% :c5strength: combat bonus if fighting units adjacent to a mountain.(Northern)
 
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