Civ 5 Design Challenge II - Mechanics

Losing a single citizen is hardly 'halt growth' - I very rarely need more than 1 worker per city, if that, so its essentially lose 1 citizen from each city. If anything I'd say its really overpowered. Lose 1 citizen to hurry a wonder? Jesus.

For god's(whoever that is) sake, are you christian or Muslim?not my business but I had too kthx

Bu....Well the fact that I played with RS's Cesar's(ikr) legion might've clouded my opinion... After all, I probably got more than 10,000 production using the UA.

Spoiler :
SORRY FOR BEING STUPID THATS THE FUN ABOUT BEING A KID INNIT
 
Holy Pachamama!

Speaking of Pachamama, the word for Native Auxiliaries in the Viceroyalty of Peru was Yanacuna.

Personally I would have made workers take damage instead of disbanding, and then make Yanakunas have an ability to heal civilians stacked with them, but that may just be me trying to force some extra synergy.

This comment was directed at Uighur Caesar's entry, which I cannot quote due to the way it was posted.
 
Holy Pachamama!

Speaking of Pachamama, the word for Native Auxiliaries in the Viceroyalty of Peru was Yanacuna.

Personally I would have made workers take damage instead of disbanding, and then make Yanakunas have an ability to heal civilians stacked with them, but that may just be me trying to force some extra synergy.

This comment was directed at Uighur Caesar's entry, which I cannot quote due to the way it was posted.

I was going to name the UU Yanacuna originally, but I figured I might as well call it Native Auxiliary because if I had called it Yanacuna no one would have had an idea of what it was, which always bothers me personally when I see a unique component that I know nothing about and can't imagine what it looks like.
 
Blah Blah Blah Russia

Empire of Russia

Pyotr Stolypin

Rural Transformation
May not build Workers but are instead passively generated by :c5puppet: Puppet Cities or Colonies*. This generation is increased upon adopting a Yield-changing :c5culture: Social Policy or when building a :c5food: Food Building in those Cities. Cities :c5trade: connected by Railroads convert +25% of the :c5production: Production yield into :c5food: Food.

Khutor
Unlike the Aqueduct it replaces the Khutor grants +1 :c5production: Production and +1 :c5food: Food from Farms. Carries over 20% of :c5food: Food after the birth of a new :c5citizen: Citizen. However comes much later at Machinery.

Stolypin Carriage
Unlike the Caravan it replaces it may grant a resource of Cattle to a City after establishing an Internal :trade: Route. Gains an additional +2 :c5moves: Movement on Railroad.

EDIT: Changed the design completely. UB idea from Uighur Caesar.
 
That seems like a strange skill set for a Great Merchant replacement - I can't see a situation where instantly constructing forts would make up for the limiting of trade missions and the lack of custom houses.
 
That seems like a strange skill set for a Great Merchant replacement - I can't see a situation where instantly constructing forts would make up for the limiting of trade missions and the lack of custom houses.

Eh I ran the risk of making it really overpowered, maybe instead it can construct some sort of alternative improvement that has the yields of a custom house and defensive bonuses of a Great Merchant, or just drop the ability of it not being able to construct CH's anymore which is probably what I will end up doing.
 
Wow, lots of critique and discussion on my design. Thanks!

Am I allowed to edit my design after critique? Because I'll post a edited version of my Egypt in this post (but keep the original post unchanged if it is not allowed).

Okay, many problems. First of all, great engineers grant production the more citizens you have in a city, so the slaves from citizens thing is problematic. Second, you gonna need more population in order to work all of those tiles. Furthermore, the slave has a bonus when stationed in a city, which is an absurd considering its a worker that you can rarely get. No offence, but this design is just bad.

Never knew that the Great Engineer is based on population. Or did you mean it's based on Production, which itself is technically based on Population?

But it's designed to be a choice: Do you want that citizen working that hill tile for +2 production, or do you want a lumpsum of Production to finish your current Wonder?

It's a good design. Just take slaves from high growth low pop cities. And civ designs that force player think for optimal effect are good in my opinion. The being stationed in a city bonus makes sense, not really problematic and the great engineer hurry is good. My only significant criticism of the design is that the UI should be called Pyramid of Egypt instead of Pyramids of Egypts, be kind of weird to have multiple groups of pyramids per tile.

It's called the Pyramid of Egypt now, thanks.

Losing a single citizen is hardly 'halt growth' - I very rarely need more than 1 worker per city, if that, so its essentially lose 1 citizen from each city. If anything I'd say its really overpowered. Lose 1 citizen to hurry a wonder? Jesus.

I've slightly nerfed the Slave's Hurry Production now, please tell me if this is too UP or OP.

It's a decent design, but certain things annoy me, the pyramids especially. The fact that the culture production is rounded down is a bit of a hindrance, considering it takes a minimum of three hills and two plains to get the culture early, and the pyramids can be built on hills but not desert.
(Also manufactories exist).

I've slightly buffed the Pyramid.

Egypt under Pharaoh Tutankhamen

Unique Ability: Treasures of the World
May not build Slaves (but can still build Work Boats). Gain a free Slave when you research Mining and every 50 turns thereafter. May sacrifice citizens to gain Slaves, but each sacrifice increases the minimum population required to sacrifice a citizen in the city by 1.

Unique Unit: Slave
The Unique Worker of the Egyptian civilisation. The Slave can build Tile Improvements, similar to the Worker. The Slave grants +10% production to a city when garrisoned in a city. The Slave can also be expended to reduce six turns (on Standard speed) of the current construction project.

Unique Improvement: Pyramid of Egypt
Requires Masonry. May only be built on tiles with at least 1 Production . +1 Production . Culture from this tile improvement is equal to 1/3 the total production of all adjacent tiles, rounded off.

Now, for example, if you sacrifice a citizen in a 2 pop city, you need 3 pop to sacrifice the next citizen in that city. It makes it slightly harder to get Slaves.

Also, the Slave's turns reduced is an arbitary number, I don't know if it's OP or UP.
 
The max amount of production that can be provided by great engineer is equal to 300+30*the number of citizen(on standard).

(Jeez this challenge involves a lot of slavery innit)
 
This sunday!

Also, NiaoMeow, send me your goddamn mechanic.
 
This sunday!

Also, NiaoMeow, send me your goddamn mechanic.

Two days time? Good, I've other matter to attend too. Also NiaoMeow. When you send your mechanic to GPuzzle. Make sure it's not a morbid challenge like this one!
 
I disagree. Make it more morbid. Friendly units provide bonuses upon being defeated/captured.
 
When Hollowhenge Scavenger enters the battlefield... wait a minute.
 
Ooooo I'm changing my design. Totally.

La Téne Culture
UA: Barbaric Culture
Cities can't produce workers, great people, buildings, settlers and can't claim tiles, and you may gain these only through purchasing them with :c5culture: culture(though they cost no maintenance). :c5citizen: Citizens contribute towards your :c5culture: culture output and claim a tile when born. Gain :c5culture: culture instead of :c5greatperson: great people points.

UU: Celtic migrant
Replaces settler. May be used to found oppidums rather than cities, which reduces the cost of :c5culture: culture purchases and grants you a free melee unit.

UI: Oppidum
Unlocked at agriculture. Yields +1 :c5food: food, :c5gold: gold, :c5culture: culture, :c5production: production and :c5faith: faith and grant one of those yields to all tiles in its control(randomly). Claims and improves workable hill tiles with resources upon founding, and gains a specialist slot for each different resource claimed. May function like a normal city(with UA's restrictions).


So whatcha think guys
 
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