Civ 5 Design Challenge II - Mechanics

Haiti

UA: Pearl of the Antilles
Each time an external naval trade route is initiated with a new civ, gain a free worker near the city that sent it. Pay no maintenance on workers.

UI: Sugar Refinery
May only be built on marsh tiles; may not be built on marsh tiles with non-sugar resource present. Does not destroy the marsh when built. Can improve sugar with the same base yield as a plantation, but when built on a marsh with no sugar resource, yields the same as a sugar plantation, and will produce a sugar resource on the tile after being worked for five turns by a city. Hooks up sugar resource, and negates movement penalty for friendly units on the tile it's built on.

UB: Manor
Replaces constabulary. Provides base constabulary bonuses. Additionally, provides +1 food and +1 production to all worked sugar refineries, and provides a second copy of each sugar improved by a sugar refinery within reach of a city. Every turn, and changing randomly, it will also provide an additional yield of either food, production, or gold to each marsh workable by the city, regardless of the presence of a sugar refinery. Costs no maintenance and increases gold from external naval routes sent by the city by 25%.
 
Segara Kidul
lead by Nyi Roro Kidul

UA: Ruler of the Southern Sea
Always start the game on a single tile island in the sea, and may not settle any other cities. Healthy* enemy units in water tiles within your territory may dissapear to be dismantled in your capital, giving you 70% its production cost. All units are able to embark and cross ocean immediately, while land units retain their strength and can attack normally when embarked.

UU: Titisan

Replacement for Missionary thats when consumed on a coastal city, it turned itself into a Cargo Ship of said civilizations with permanent fixed destination of your Capital. This trade routes also delivers production, similar to an internal trade route.

UB: Istana Laut
Replaces the Palace with additional 3+ faith. Istana Laut grants 1+ random yield to resourceless sea tiles within your workable territory. These yield changes every turn, but the majority will follow the Capital current focus. These randomized yield increase by 1 per 2 era passed.

Spoiler :
Healthy meaning it has green health. Since Nyi Roro Kidul are said to favour the colour green, and keen to drown people who wanders into the sea using said colour. The cargo ship thingy is based on Sedekah Laut, a tradition to floats spoil of the land and other valuables to the sea as a tribute to Nyi Roro Kidul during specific times of the year


Lets hope I dont get cursed or anything for setting this up. Peace.
 
Wow! Some interesting designs out here! :D

@Kul: while the design is nice, I didn't really get the UA: forcing the player to settle his capital on the coast would be enough to ensure synergy with other components. Besides that, it looks like a stronger version of Polynesia's UA(with parts of Songhai's UA).
(I'll also add that you'll need some resources nearby, if you gonna start on an island...)
 
Wow! Some interesting designs out here! :D

I'm shocked as to how quickly thy were able to pull these out. I haven't even started researching yet! Which brings me to a question, where do you guys get the inspiration from? As in what makes you decide to do a specific civ over another civ? Apart from the fact that it has to relate to the mechanic.
 
Wow! Some interesting designs out here! :D

@Kul: while the design is nice, I didn't really get the UA: forcing the player to settle his capital on the coast would be enough to ensure synergy with other components. Besides that, it looks like a stronger version of Polynesia's UA(with parts of Songhai's UA).
(I'll also add that you'll need some resources nearby, if you gonna start on an island...)

Its more of a tie in to its mythology actually, where the palace are located on the middle of the sea and everything. Guess I worded the UA poorly, what I meant was a single tile island, but it didnt give any restriction to its surrounding. (I'll change that) It can be 1 tile off the coast of a much larger continents and it was still acceptable.

About recources, sea recources are still a thing, and if they arent nearby, the UB's random bonus could benefit them dearly. Besides, while it can't settle other cities, theres nothing stopping the civ from sending waves of warriors and archers that could attack from the sea to annex nearby coastal cities.

I'm shocked as to how quickly thy were able to pull these out. I haven't even started researching yet! Which brings me to a question, where do you guys get the inspiration from? As in what makes you decide to do a specific civ over another civ? Apart from the fact that it has to relate to the mechanic.
All the civ I've done here come from my own country (Pagaruyung, Kediri, Demak, and now Southern Javanese Sea) so it helps to know at least 33% of their whole gimmick. The inspiration always come from their myths and legends, while choosing civ are just the matter of molding those myths and legends into something playable without breaking everything over.

Besides, planning/discussing some stuff without actually going to do them are somewhat of an Indonesian thing, it has its own slang now, we called them Wacana
 
Well, for me anyway, first I tried to select which feature I'd like to focus on. Mountains, marsh, jungle, rivers, and forest are all the features I could think of, besides atolls and natural wonders, which are highly situational. Then I tried to think about which would be most useful to buff, and I recalled the millions of games wherein I had to literally restart about twenty turns in because the marsh would simply cripple my entire empire. So then I tried to think about things that could somehow utilize marsh, and my first thought was a Confederate States with some sort of cotton on marsh bonus, but marsh doesn't naturally contain copies of cotton. Then I tried to think of another plantation civ that could use sugar, and naturally I thought of Haiti.
This is my first attempt at participating, but I read a few of them from the past and I went through similar thought processes when trying to sort of practice formulating ideas using old challenges.
 
All the civ I've done here come from my own country (Pagaruyung, Kediri, Demak, and now Southern Javanese Sea) so it helps to know at least 33% of their whole gimmick. The inspiration always come from their myths and legends, while choosing civ are just the matter of molding those myths and legends into something playable without breaking everything over.

Besides, planning/discussing some stuff without actually going to do them are somewhat of an Indonesian thing, it has its own slang now, we called them Wacana

Yeah living in the place that you decide to make would help a lot. Also by reading what you've said about the Wacana, it sounds like something I do on a regular basis!

Well, for me anyway, first I tried to select which feature I'd like to focus on. Mountains, marsh, jungle, rivers, and forest are all the features I could think of, besides atolls and natural wonders, which are highly situational. Then I tried to think about which would be most useful to buff, and I recalled the millions of games wherein I had to literally restart about twenty turns in because the marsh would simply cripple my entire empire. So then I tried to think about things that could somehow utilize marsh, and my first thought was a Confederate States with some sort of cotton on marsh bonus, but marsh doesn't naturally contain copies of cotton. Then I tried to think of another plantation civ that could use sugar, and naturally I thought of Haiti.
This is my first attempt at participating, but I read a few of them from the past and I went through similar thought processes when trying to sort of practice formulating ideas using old challenges.

Yeah that's a good thought process, I'm thinking of doing a river based civ, but I'm not sure if I'll stick to that.
 
Jeez though after looking back on some of the earlier competitions this can take a while can't it
 
Yeah that's a good thought process, I'm thinking of doing a river based civ, but I'm not sure if I'll stick to that.
How about something regarding the downstream of the river? Like if city A is a located in the mainland had done something, then city B that is located further down the river near the coast would benefitted or disadvantaged in some way.

Jeez though after looking back on some of the earlier competitions this can take a while can't it
Welcome to the club. There's complementary snacks down the hallway lol
 
I'll try to think of it as marathon speed, I guess
 
Polynesia (how a blob should be)

Leader: Kamehameha

UA: Million Isles
+1 :c5culture: culture and a random yield that changes every turn from atolls and sea resources. Extra atolls and sea resources appear on your first city on each landmass.

UU: Wayfinder (settler)
May embark onto ocean tiles from the beginning of the game. +1 movement and sight when embarked. The first city on a landmass causes all future cities on that landmass to be named after the the first city on the same landmass (ex. Parihaka-->, and all cities on that landmass can build only one, random type of unique Polynesian trireme.


UU1: Va'a Tele (trireme)
May cross ocean tiles, and has +2 strength (12 vs 10).

UU2: Waka Taua (trireme)
-1 movement. May hold up to 3 units, and has +1 strength for every unit inside.

UU3: Wa'a (trireme)
May cross ocean tiles. +2 movement, but -2 strength (8 vs 10).

UU4: Waka Ama (trireme)
-1 movement and -2 strength (8 vs 10), but when stationed on atolls and cities provides +1 food from that tile.

UU5: Trimaran (trireme)
-1 movement, but has double movement on coastal tiles.

UU6: Popao (trireme)
May "drift" between cities.
 
Here's mine:

The Pueblo

Leader: Pope

UA: Adobe Builders: Stones may be discovered when settling in desert or building Cliff Dwellings and Stones increase :c5production: Production towards building by 5% and Wonders by 2%. Gain :c5food: Food in all cities upon building a Wonder.

UI: Cliff Dwelling: Unlocked at Construction. May only be built on hills and not adjacent to another Cliff Dwelling. +1 :c5food: Food (increases to +2 on deserts) and +1 :c5culture: Culture. Provides any adjacent mountains +2 of a random yield (changes every turn). +2 :c5culture: Culture after Archaeology. +50% :c5strength: Defense.

UB: Kiva: Replaces Temple and has a :greatwork: Great Work of Art slot. +1 :c5faith: Faith and +1 :c5culture: Culture from mountains. A second Kiva may be built if there is a Wonder in this city.
 
How about something regarding the downstream of the river? Like if city A is a located in the mainland had done something, then city B that is located further down the river near the coast would benefitted or disadvantaged in some way.

Yeah that's an interesting idea, but it might be too finicky of an UA to do. I've got an idea though.


Welcome to the club. There's complementary snacks down the hallway lol

I wish we had complementary snacks. :(

I'll try to think of it as marathon speed, I guess

Sometimes we go epic here, but yeah it's marathon most of the time.
 
Sorry for the late post, (been very busy this week) but here's my design for this week's challenge! So I've decided to take my prototype William Wallace civ idea and modify it a bit to fit this week's challenge, (I actually like this design and might go ahead with it. Minus the feature yield changing bit) But without further ado, I herby present to you; Scotland under William Wallace!

(Credit to Natan35 for helping)
UA: Rise of the Highlanders
Units take 25% less damage from combat damage and ignore enemy zone of control if starting the turn on a hill, move through Hills in your territory like they are roads (can't form :c5trade: city connections though). Hills also provide a base of +1 :c5food: food and may provide +1 :c5gold: gold, :c5culture: culture, :c5production: production or :c5science: science during :c5war: war.

UU: Gallowglass (replaces Longswordsman)
Scottish replacement for the Longswordsman, has a much greater Defensive Strength than normal (can I still buff their Combat Strength even if I've increased their defensive bonus?), it is cheaper to produce and buy and doesn't require Iron to build. If built in a city with a Barracks or a Castle present, then this Unit can perform a Ranged Attack before entering Melee, Upgrades to a Musketman.

UU: Redshanks (replaces Crossbowman)
Scottish replacement for the Crossbowmen, it is a weaker replacement for Crossbowmen, but is able to perform Melee Attacks, and is even stronger when doing so. Available with amphibious promotion, production is 5% cheaper per Iron resource you didn't use(max 30%) and is also cheaper to purchase, it Upgrades to a Gatling Gun.
 
I would suggest a different UA...

UA: Rise of the Highlanders
Units take 25% less damage from combat and ignore enemy zone of control if starting the turn on a hill. Hills grant +1 :c5production: production when building units, and may provide +1 :c5gold: gold, :c5culture: culture or :c5food: food during :c5war: wars.
 
The Redshanks seems like a nerf in disguise, you chance losing crossbows if you're not on strategic balance
 
I would suggest a different UA...

UA: Rise of the Highlanders
Units take 25% less damage from combat and ignore enemy zone of control if starting the turn on a hill. Hills grant +1 :c5production: production when building units, and may provide +1 :c5gold: gold, :c5culture: culture or :c5food: food during :c5war: wars.

Okay the, I'll take your suggestion into condition.

Edit, changed the design that mashes our two ideas together. Two questions though, one what's the code to get the city connection symbol? Two can I still buff thei Gallowglass's Combat Strength even if I've increased their defensive bonus?

The Redshanks seems like a nerf in disguise, you chance losing crossbows if you're not on strategic balance

Well you can loose any unit if you don't strategically place it properly, and who said you would always use them for Melee?
 
He's referring to the 'requires iron' which makes it a shocking nerf. I really don't like that Redshanks either, its so convoluted and just ends up being worse than the crossbowman in its attempt to balance every little detail shoved into it. Its got like 7 effects, thats ridiculous!
 
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