einayim
Warlord
Going with dudewiththefood on this one

The mechanic, to me, seemed most at home as an expansion on Japan (call me unoriginal, but as I mentioned, Japan's been on my mind lately), so I incorporated some of the things I'd been working on and tweaked it to fit the mechanic (with a little bit of an added incentive to fight while damaged, taking a page from CBP's book here):Anyway, here's the new mechanic.
May expend a low-health unit to...
Leader: Oda Nobunaga(Unique Ability) Divine Wind
Units gainCombat Strength as they lose health and for every enemy unit adjacent to them. Melee units gain the Death before Dishonor promotion* while at low health, allowing them to be expended to deal damage to nearby enemies.
- *exact Death before Dishonor details: only active below 25 HP. Gain +1
Movement and ignore enemy Zone of Control. While adjacent to at least one enemy unit, can be activated to expend the unit and deal damage to all adjacent enemy units based on the unit's
Combat Strength, generating
Culture and
Golden Age Points based on the damage dealt. If the unit starts a turn with Death before Dishonor active and adjacent to an enemy but ends a turn with no adjacent enemies, they are instantly lost (commit Seppuku).
(Unique Unit) Samurai
Replaces the Longswordsman. Has as muchCombat Strength as the Musketman and obsoletes at Rifling (with Rifleman). Combat generates
Great Generals twice as fast, and damage done with Death before Dishonor generates double the normal amount of
Culture and
Golden Age Points, as well as
Great General Points based on the damage dealt.
(Unique Unit) Daimyo
Replaces the Great General. While garrisoned in a City, the City gains +2Local Happiness and units trained there gain +15 XP. If a unit within its radius is expended with Death before Dishonor, the Daimyo's
Combat Strength bonus is temporarily doubled (to +30%).
Do I get to be known as 'High Chieftain Elect'? I feel like adopting a temporarily adopting a title.
Anyway, here's the new mechanic.
May expend a low-health unit to...
I'm leaving it fairly open.
, I FULLY SUPPORT THIS ACTION!Hey, what great timing, I had been toying with some Japan changes for my own mod! I don't know why it took so long for me to find this forum. As a theorycrafter myself, these Design Challenges are right down my alley! So I hope nobody minds if I jump in. If I dun goofed by inviting myself in, just say so and I'll show myself out.
The mechanic, to me, seemed most at home as an expansion on Japan (call me unoriginal, but as I mentioned, Japan's been on my mind lately), so I incorporated some of the things I'd been working on and tweaked it to fit the mechanic (with a little bit of an added incentive to fight while damaged, taking a page from CBP's book here):
Japanese Empire
Leader: Oda Nobunaga
(Unique Ability) Divine Wind
Units gain Combat Strength as they lose health and for every enemy unit adjacent to them. Melee units gain the Death before Dishonor promotion* while at low health, allowing them to be expended to deal damage to nearby enemies.
*exact Death before Dishonor details: only active below 25 HP. Gain +1 Movement and ignore enemy Zone of Control. While adjacent to at least one enemy unit, can be activated to expend the unit and deal damage to all adjacent enemy units based on the unit's Combat Strength, generating Culture and Golden Age Points based on the damage dealt. If the unit starts a turn with Death before Dishonor active and adjacent to an enemy but ends a turn with no adjacent enemies, they are instantly lost (commit Seppuku).
(Unique Unit) Samurai
Replaces the Longswordsman. Has as much Combat Strength as the Musketman and obsoletes at Rifling (with Rifleman). Combat generates Great Generals twice as fast, and damage done with Death before Dishonor generates double the normal amount of Culture and Golden Age Points, as well as Great General Points based on the damage dealt.
(Unique Unit) Daimyo
Replaces the Great General. While garrisoned in a City, the City gains +2 Local Happiness and units trained there gain +15 XP. If a unit within its radius is expended with Death before Dishonor, the Daimyo's Combat Strength bonus is temporarily doubled (to +30%).
Japan: the "go hard or go home" Civ, just as God intended (and without the "go home" part, because not going hard means seppuku).
culture, especially when you do so near the enemy
capital. After choosing an ideology, those actions will also grant you
production and the units that performed those actions will gain extra XP.
, 80
), and may also carry one air unit.
) when doing so. When at low health, the Zero may perform a kamikaze, which will deal maximum damage to the target you choose but will consume the Zero. You will also gain
culture from doing so.
as well. Whenever you capture a city gain points towards a Great General
or Great Admiral
. You may expend units with low health inside of your borders to gain a Production
boost inside your city.
for the damage dealt and more experience depending on the city's defense
. Grants nearby Siege units with +10% strength
.
boost. Units produced in this city are given a "Wehrmacht" promotion that gives them more defense
the lower their health gets.
Sparta 
Sparta
great general through
experience from battle, gain
equal to the amount of experience required for the general.
Unhappiness from
citizens working farms and mines is halved, while
unhappiness from specialists is doubled.
combat strength, at 12, and has the unique promotion "agoge", which allows it to fortify at any time in the turn, as well as achieving full fortification bonus immediately from fortification. The promotion also allows you to delete the unit to establish a citadel on the tile when it has lost half of its damage.
global unhappiness to the empire unless accompanied by a military unit. However, they can improve farms and mines twice as fast. Receive a Helot free upon capturing a city.Its OPness would probably depend on the exact numbers behind it, but I felt it was the best way to give an incentive to actually keep units around until they're low health. Keep in mind that retreating from low health might mean you lose the unit entirely, which is a major drawback for trying to preserve your units and I figured also deserved a major buff to ensure it didn't put you in a very bad position. Perhaps removing the CS buff for adjacent enemies would bring it back into line, but I also wanted to complement the +1 Movement/ignore ZoC to suicide into enemy lines.I feel that first part of the UA is too strong, it will be really hard to kill Japanese units (I mean, that;s the idea behind it), so some nerfing might help that.
Well, I was going to suggest Sparta, but it would appear I'm not the only idea nicker hereWhich other civs had suicidal tendencies?

Well, I was going to suggest Sparta, but it would appear I'm not the only idea nicker here![]()
Not sure why, but a Nazi Germany came to mind as a design I could focus around this mechanic.
Germany (Adolf Hitler)
UA: The Unified Forces -
Killing enemy units in their own territory grants your unit with extra experience and you gain Goldas well. Whenever you capture a city gain points towards a Great General
or Great Admiral
. You may expend units with low health inside of your borders to gain a Production
boost inside your city.
UU: Panzer -
Replaces Tank. When attacking an enemy's city gain Goldfor the damage dealt and more experience depending on the city's defense
. Grants nearby Siege units with +10% strength
.
UB: Steel Mill -
Replaces the Workshop. Alongside all the normal benefits of the Workshop, Land Melee and Siege units are given a +10% productionboost. Units produced in this city are given a "Wehrmacht" promotion that gives them more defense
the lower their health gets.