Civ 5 Design Challenge II - Mechanics

Got it. Prompt doesn't say it's your units which can't heal.
 
It's possibly by the very definition of the design itself - so long as it's present, it's valid.
 
I was thinking of doing zombies, with something like this for my UA: Units cannot heal, but do not require maintenance. Melee units have a small chance of inflicting the "infected" promotion on enemy units, which prevents healing and reduces Combat Strength by 10%. When a unit with the "infected" promotion dies, ot turns into a zombie unit.
 
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The Orzhov Syndicate under Obzedat
UA: Gift of Orzhova
Receive gold equal to half your produced faith. Missionaries do not receive attrition damage.

UU: Pontiff
Unlike the Great Prophet, which it replaces, the Pontiff cannot enter rival territory or build Holy Sites. After adopting and improving a religion (or after all religions have been adopted), the Pontiff is produced for a base faith cost rather than an increasing amount. While in the territory of a civilization which follows your religion, the Pontiff provides a +15% increase in combat strength to friendly land units within a one-tile radius. In the territory of a civilization that follows a different religion, it instead provides a 15% decrease in combat strength to enemy land units.

UB: Godless Shrine
Replacing the temple, the Godless Shrine provides only 1 faith, but costs no maintenance and provides 1 happiness. Units produced in a city with a Godless Shrine begin with the Haunt promotion. When an enemy unit defeats a unit with the Haunt promotion, it loses the ability to heal and has a 10% decrease in combat strength.

(Not as proud of this one as I am the Dimir, but it'll do. I had a lot of trouble coming up with good ones. I drafted a design for the Gruul, Golgari and New Phyrexia before settling on this.
 
Hmmm... I'm only on my alleged phone at the moment, but here's a preliminary design, subject to potential change when I have more formatting and so forth at my disposal. =]

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Empire of Russia (Alexander I)
Start Bias: Tundra
Capital: St Petersburg
UA: General Winter
Foreign Units take a -1% Combat Penalty for each Pillaged Tile in the Empire. Cities gain additional Combat Strength for each Tundra Tile worked.
UU: Flying Cossack (replaces Cavalry)
Unlike the Cavalry it replaces, the Flying Cossack can only heal by Pillaging Tile Improvements. However, it receives double the normal amount of HP for doing so and, thanks to its unique promotion "Borodino Raid", gains a +1% Combat Bonus while attacking for each Tile the unit has Pillaged. May also Pillage your own Tiles! Upgrades to Landship as normal. Requires Horses.
UU: Yeger Lifeguards (replaces Gatling Gun)
Available slightly earlier than the Gatling Gun it replaces, the Yeger Lifeguards are faster and may move after attacking. They also gain double movement on Tundra and Snow Tiles. Upgrade to Great War Infantry.
 

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Kingdom of Kediri
Leader: Jayabaya
Capital::c5capital: Daha

UA: Jangka Jayabaya (Jayabaya's Prophecy)
:greatwork:Great Work of Writing and Artifacts belonging to your Civilization had additional 2 :c5greatperson:GWP and 2 :c5science:Science when kept in your cities. Upon discovering said items, gain discount towards a random :c5science: Technology on the next eras.

UU: Mpu
Replacement for Great Writer which able to write a "Prophecy" instead of political treatise. Prophecies gives less :c5culture:culture, but in 3 turns will trigger a random effect based on the situation*. Upon expending your this unit, an antiquity sites will be formed within 2 tiles radius.

UB: Patirthan

Replacement for Garden that also boast a Great Work of Writing slot. Requires a mountain within 2 tiles of the city instead of freshwater. Beside the usual bonus, 10% (25% if the Great Work slot are filled) of :c5greatperson: GPP are carried over whenever a Cultural Great People are born.
Prophecy bonuses
Spoiler :

Neutral/Peace
Vision of Gardens: 30% more food in cities for 5 turns.
Vision of Light: Initiate a 3 turn Golden Age.
Vision of Ships: 50% more Gold and Science in traderoutes for 5 turns.
Vision of Calamity: Lost up to 3 non-wonder building in Capital. However, faith output are doubled for 5 turns.

War
Vision of Famine: Enemy cities and its units cant heal for 5 turns
Vision of Peace: Instant Peace Deal with your enemy with him giving you 5 Gold per turn
Vision of Fire: Raze up to 3 improvents in your cities, but 15% military units production boosted for 10 turns.
Vision of Triumph: Military units in enemy territories gain 20% combat bonus form 5 turns.


Its kinda far fetched, but eh..
 
If I may.

The Empire of Bael Turath

UA: Noble Demons: Units may not heal normally. Whenever you adopt a :c5culture: Social Policy, all your Units heal. Whenever an Unit is born, gain :c5culture: Culture equal to its :c5war: Experience.

UB: Infernal Citadel: Castle replacement. Doesn't generate additional :c5strength: Combat Strength for the City directly, but generates +2 :c5strength: Combat Strength for the City for every :c5strength: Social Policy tree open. Gains levels from :c5culture:, giving the city bonuses and expanding upon its benefits.

UU: Crimson Legion: Longswordsman replacement. Does not go obsolete. Enemy Units adjacent to it have a -20% :c5strength: Combat Strength penalty. When an unit adjacent to it dies, the Crimson Legion gains :c5war: Experience and heals, and you gain :c5culture: Culture.

Infernal Citadel Levels

Level 1: Achazriel: When an Unit produced in this City dies, it generates :c5culture: Culture equal to its :c5war: Experience.

Level 2: Kahlir: When an Unit built in this City dies, all enemies that were adjacent to it take damage.

Level 3: Dreygu: +2 :c5culture: Culture in this City for every Unit built in it that has already died.

Level 4: Kahnebor: Gain :c5culture: Culture when a Spy is caught in this City.

Level 5: Zannifer: Enemy Units adjacent to an Unit built in this City take damage every turn.

Level 6: Zolfura: When an Unit built in this City attacks an Enemy Unit, the Enemy Unit loses 1 :c5moves: Movement Point.

D&D 4e Civ, and there's probably some guy that wants to crucify me for making this one.
 
These are some nice looking designs, my turn to post something! Also when does voting start? Next week?

Karak Kadrin under the guidance of Ungrim Ironfist

UA: Slayer Keep
+1 to :c5strength: city strength for every adjacent mountain and for every mountain that is two tiles away from a city, land trade routes all ways yield +1 more :c5gold: gold than usual and Castles give +1 :c5food: food and also add +30 hit points to cities rather than the usual +25. All units are Dwarfs.

UU: Slayer
Unique Longswordsman replacement that only available to Karak Kadrin. Unit can never go obsolete and can never heal, and pillaging only brings back half the normal amount of health. But this unit has a :c5strength: combat strength of 31 (compared to the Longswordman's :c5strength: combat strength of 21), +3 :c5moves: movement and has the charge promotion, requires iron.

UB: Shrine of Grimnir
Unique temple replacement only available to Karak Kadrin. On top of it's normal benefits the Shrine of Grimnir is maintenance free and gifts a maintenance free Slayer upon completion. The Shrine can convert any melee unit into a slayer at the cost of one iron. (If a city has a Shrine of Grimnir in it, any melee unit that is adjacent to the city can be converted into a Slayer at the cost of one iron).
 
These are some nice looking designs, my turn to post something! Also when does voting start? Next week?

Karak Kadrin under the guidance of Ungrim Ironfist

UA: Slayer Keep
+1 to :c5strength: city strength for every adjacent mountain and for every mountain that is two tiles away from a city, land trade routes all ways yield +1 more :c5gold: gold than usual and Castles cost half maintenance and give +1 :c5food: food. All units are Dwarfs.

UU: Slayer
Unique Longswordsman replacement that only available to Karak Kadrin. Unit can never go obsolete and can never heal, and pillaging only brings back half the normal amount of health. But this unit has a :c5strength: combat strength of 31 (compared to the Longswordman's :c5strength: combat strength of 21), +3 :c5moves: movement and has the charge promotion, requires iron.

UB: Shrine of Grimnir
Unique temple replacement only available to Karak Kadrin. On top of it's normal benefits the Shrine of Grimnir is maintenance free and gifts a maintenance free Slayer upon completion. The Shrine can convert any melee unit into a slayer at the cost of one iron. (If a city has a Shrine of Grimnir in it any melee unit that is adjacent to it can be converted into a Slayer at the cost of one iron).

+47.6% Combat Strength, +3 moves AND the charge promotion?
 
UA: Slayer Keep
+1 to :c5strength: city strength for every adjacent mountain and for every mountain that is two tiles away from a city, land trade routes all ways yield +1 more :c5gold: gold than usual and Castles cost half maintenance and give +1 :c5food: food. All units are Dwarfs.

Castles don't cost maintenance.
 
My design (Same as for the Design Challenge #1)

Chachapoya
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Leader: Guaman

Trait: Warriors of the Clouds
Cities regenerate Clouds (Fog of War), and if unseen by all players, defensive buildings yield :c5faith: Faith and :c5food: Food. Enemies adjacent to cities have their Sight reduced, and they become weaker the less they see.

Unique Improvement: Purunmachu
Built on Hills without removing features, unlocked at Masonry and yields +2 :c5faith: Faith. The Purunmachu takes Sight from enemies up to two tiles away; if they can’t see at all, they also can’t heal.

Unique Warrior: Condor
Faster if unseen at the start of the turn, and regain :c5moves: Movement upon killing an enemy; if the turn ends with the Condor unseen again, he gains XP and Health. Retain this ability on upgrade.
 
+47.6% Combat Strength, +3 moves AND the charge promotion?

+47.6% what? More strength than a longswordsman? Would putting the :c5strength: combat strength back down to 21 be fine?

Castles don't cost maintenance.

Wait castle don't have maintenance? *Quickly goes to the civ wiki.* Oh they actually don't have maintenance, that's... good I guess? I'll change the UA description then.
 
I've actually got a fictional design for this one(yay!) Based of the SupCom game series:

The Coalition
UA: The Universal Faction
Killing units grants :c5production: Mass, which may later be consumed as a strategic resource or to found :c5greatperson: GP tile improvements. Units may only gain extra HP when stacked with workers or :c5greatperson: great people, which generate their appropriate yield when you kill a unit. Start with an ACU.

UU: Armored Command Unit
The armored command unit(or ACU) replaces the great general for the coalition. Unlike it, it has :c5strength: combat strength and belongs to a :c5war: faction, which will grant unique properties to units within his range. May build improvements.

UI: Mass extractor
Unlocked at bronze working. May only be built in strategic resources, except horses. Rather than connecting the resource to the trade network, it will generate :c5production: Mass equal to half of the resource's quantity. Has the same yields as a mine, but it will yield +1 :c5production: production if it generates more than 3 Mass per turn.

Factions:
United Earth Federation: Receive 33% less damage from melee combat. If attacked when fortified, the enemy takes 33% of the damage it inflicted on you. Armor units gain defensive terrain bonuses.
Illuminate: Generate :c5food: food and :c5faith: faith when fortified. For 3 turns after killing a unit, the bonuses are doubled. Units receive double XP from :c5rangedstrength: ranged attacks.
Cybran: +1 :c5moves: movement and pay only half of the movement cost to move through forests and jungles. If not starting the turn on a hill, lose all of your movements upon entering one. Siege units get +1 vision.
Seraphim: 33% :c5strength: stronger against units from the same type, Generates :c5science: science and :c5culture: culture equal to its level.
 
Yep, but you can't trade it, and it has alternative functions.
(Note that mass consumption for units varies based on the required resource's type)
 
Here's mine:

The Internet, as led by Neil deGrasse Tyson

Spoiler :
Unique Ability: Le Meme
Start with the Patronage policy tree unlocked. You may accumulate Dankness, which provides bonuses. Choose a meme at the beginning of the game, which provides advantages and drawbacks, and may be changed at any time (but your cities enter a short anarchy period).

Unique Unit: ROFLCopter
The Unique Helicopter Gunship of the Networked civilisation. +2 movement :c5moves: in a Golden Age :c5goldenage:. Gain a very small (decimal) amount of Golden Age :c5goldenage: points whenever you move due to the power of LOL.

Unique Building: Reddit
The Unique University of the Networked civilisation. Along with normal University bonuses, Reddit also provides 1 science :c5science: per citizen :c5citizen: and -1 science :c5science: per 2 citizens :c5citizen:.


Memes
Spoiler :
Philosoraptor: Recieve more science :c5science:. Cities lose some production :c5production: due to thinking.

Leeroy Jenkins: 50% Offensive Combat Strength :c5strength: bonus for all units. Your cities and units may not heal.

Better Drink my Own Piss: Units may enter mountains, but take 50 damage attrition if they end their turn on a mountain.

PROTIP: Provides a random bonus of faith :c5faith:, culture :c5culture:, gold :c5gold: or :c5science:, however, the anarchy period in cities is increased.

The Most Interesting Man in the World: The Most Interesting Man in the World isn't usually taken, but when he is, he provides extra dankness in return for lesser culture :c5culture: gain.

Doge: much meme. more dankness. less gold.


Dankness
Spoiler :
Dankness is a type of resource that measures how dank your civilisation's memes are. The more dank your memes are, the better, as it provides bonuses. Dankness is measured from 1 to 100. Dankness decays every turn (the amount of decay depends on era), but you can recieve more dankness from actions.

100 dankness provides 100% of these bonuses:

+10% science :c5science:
+25% culture :c5culture:
-5% unhappiness :c5unhappy: from population :c5citizen:
+10% Great Person :c5greatperson: generation

Dankness can be increased through reking enemy units, adopting social policies, changing your current meme and through certain memes.
 
Here's mine:

The Internet, as led by Neil deGrasse Tyson

Spoiler :
Unique Ability: Le Meme
Start with the Patronage policy tree unlocked. You may accumulate Dankness, which provides bonuses. Choose a meme at the beginning of the game, which provides advantages and drawbacks, and may be changed at any time (but your cities enter a short anarchy period).

Unique Unit: ROFLCopter
The Unique Helicopter Gunship of the Networked civilisation. +2 movement :c5moves: in a Golden Age :c5goldenage:. Gain a very small (decimal) amount of Golden Age :c5goldenage: points whenever you move due to the power of LOL.

Unique Building: Reddit
The Unique University of the Networked civilisation. Along with normal University bonuses, Reddit also provides 1 science :c5science: per citizen :c5citizen: and -1 science :c5science: per 2 citizens :c5citizen:.


Memes
Spoiler :
Philosoraptor: Recieve more science :c5science:. Cities lose some production :c5production: due to thinking.

Leeroy Jenkins: 100% combat strength :c5strength: bonus for all units. Cities and units may not heal.

Better Drink my Own Piss: Units may enter mountains, but take 50 damage attrition if they end their turn on a mountain.

PROTIP: Provides a random bonus of faith :c5faith:, culture :c5culture:, gold :c5gold: or :c5science:, however, the anarchy period in cities is increased.

The Most Interesting Man in the World: The Most Interesting Man in the World isn't usually taken, but when he is, he provides extra dankness in return for lesser culture :c5culture: gain.

Doge: much meme. more dankness. less gold.


Dankness
Spoiler :
Dankness is a type of resource that measures how dank your civilisation's memes are. The more dank your memes are, the better, as it provides bonuses. Dankness is measured from 1 to 100. Dankness decays every turn (the amount of decay depends on era), but you can recieve more dankness from actions.

100 dankness provides 100% of these bonuses:

+10% science :c5science:
+25% culture :c5culture:
-5% unhappiness :c5unhappy: from population :c5citizen:
+10% Great Person :c5greatperson: generation

Dankness can be increased through reking enemy units, adopting social policies, changing your current meme and through certain memes.

Leeroy Jeenkins OP AF
 
I toned it down a bit...
 
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