Civ 5 Design Challenge II - Mechanics

I believe inthesomeday's initial proposal meant you could do either unit experience or spies, but you get extra creative points for doing both of them.
 
I literally just had the best idea ever. Que the music!
Isengard (Saruman)
The Fires of Isengard - :c5goldenage: Golden ages are not attained by happiness, but rather, by chopping down forests/jungles. Production of land units is boosted by +20% during :c5goldenage: golden ages, and earning golden ages can provide level-ups for your lowest level spy.

UU: Uruk-hai - Replaces Pikeman. In addition to higher combat strength and +1 :c5moves: movement, each Uruk-hai may chop down a forest to gain the siege promotion. Costs more production.

UI: Great Pit - +2 :c5production: production, must be built on flat grassland/plains. Every time a forest is chopped down or a battle is won, each pit generates points towards spawning free units, including Uruk-hai.

Obligatory Achievement: They're Taking The Hobbits!
Take a stolen worker to your :c5capital: capital city.
 
Hm... I like that design. Been a while since we had a fictional civ.
 
Bilibin under Lord McCoy:
UA: The Kolima Barricade: When you chop down a forest or jungle, any city you own with walls grants experience to units garrisoned there.
UU: Palace Guard: Unlike the Pikeman it replaces, the Palace Guard takes attrition damage when in forests or jungles, but can cut them down and gain experience from it.
UB: The Wife's Palace: Unlike the Castle it replaces, the Wife's Palace grants a burst culture and deals attrition damage to any unit in or next to the city it is built in when a forest or jungle is chopped down.
 
There are currently 4 designs here, Yours (Arison's), Dude's, Mobfire's, and mine. I'm expecting some more to pop up, Keniisu and Cyphose for example haven't submitted while they usually do. (We should post a deadline in the mechanic/challenge post next time, so it's clear when we start to vote :))
 
I guess my mechanic was a little too weird for some people.

If anybody needs ideas, I thought of:
  • Vietnam War US design that could nape trees, and the napalm bombers get experience from it
  • Soviet design whose spies leveled up when a forest got cut
  • Some sort of classical or medieval European army that was renowned for making forts in previously forested areas
  • A design of some tribe that has totem pole traditions or in another way uses trees for ceremonial rites of passage
  • A design of some modern civilization that routinely deforests for industry
  • A design reflecting slash-and-burn agriculture in the colonial Caribbean
 
North Vietnam (Ho Chi Minh)
UA: The Supply Trail -
When you establish a Trade route :trade: with another Civilization's capital gain one copy of each Luxury Resource they possess. When you are allied with a Maritime City-State :c5citystate:, trade routes :trade: made with them produce +25% more Gold :c5gold:.

UU: Viet Cong -
Replaces the Infantry. Unlike the Infantry it replaces, this unit may destroy Jungle tiles and replace them with a "Trại" which provides +1XP each turn to Units stationed in that tile.

UU: War Supplier -
Replaces the Cargo Ship. When this unit makes a trade route with a Maritime City-State or Civilization's Capital provide the city where this is outgoing from with +3 Food :c5food: and +1 Production :c5production:.
 
@inthesomeday, the mechanic wasn't weird, it was quite specific this time (not that that's bad! :)). Perhaps it would've been better (as, so people could have more (unique) ideas) to make the mechanic something more abstract.
This mechanic for example could've been split into about 3 different 'parts', for example "Cutting down forests or jungles provides....", "Units may earn experience by other means than combat", or "Spies also level up when..." rather than what we have now. That being said, I still really enjoyed this challenge/mechanic and it should still be a challenge right? :lol: :D :p This time it just meant you had to get extra creative and try to interpret the mechanic in a different way than it was originally intended ;)
 
I guess my mechanic was a little too weird for some people.

Not really. I thought of mine straight away and designed it in about ten minutes.
 
Can I have that power too please?

You mean being able to design easily? I can't code or art that well. Be thankful with what you have.
 
You mean being able to design easily? I can't code or art that well. Be thankful with what you have.

Ah true, I have the problem of not being able to find the right civ quickly enough (and mob took Isengard for this mechanic. Such a perfect civ for this challenge!)

Speaking of design I have mine! It's the Hallstatt Culture! I was going to do another Celtic Hillfort nation but I couldn't remember what it was called so I went with this one.

The Hallstatt Culture

UA: The Hallstatt Hillforts
Chopping down forest/jungles gives more :c5production: Production in cities than normal and it also gives all units in or around that city an experience boost. Salt, iron and hill resources provide double quantity.

UB: Iron Smith (Forge Replacement)
+15% :c5production: Production towards land units, +2 :c5production: Production on iron resources, +10% experience for land units and is available at iron working, requires a nearby source of iron.

UI: Hillfort
Can only be built on hills, forest and jungles. +25% :c5strength: defence, claims surrounding tiles and the Hillfort it self provide +2 :c5food: Food, :c5gold: Gold, :c5production: Production and :c5culture: Culture. Unlocked at Masonry.
 
Ah true, I have the problem of not being able to find the right civ quickly enough (and mob took Isengard this round.)

Speaking of design I have mine! It's the Hallstatt Culture! I was going to do another Celtic Hillfort nation but I couldn't remember what it was called so I went with this one.

The Hallstatt Culture

UA: The Hallstatt Hillforts
Chopping down forest/jungles gives more :c5production: Production in cities than normal and it also gives all units in or around that city an experience boost. Salt, iron and hill resources provide double quantity.

UB: Iron Smith (Forge Replacement)
+15% :c5production: Production towards land units, +2 :c5production: Production on iron resources, +10% experience for land units and available at iron working and requires nearby source of iron.

UI: Hillfort
Can only be built of hills, forest and jungles. +25% :c5strength: defence, claims surrounding tiles and all adjacent tiles provide +2 :c5food: Food, :c5gold: Gold, :c5production: Production and the base tile yields the same plus +2 :c5culture: Culture. Unlocked at Masonry.

You say it as if there's always an Isengard design every challenge (which if there is is fun) and mob just stole it this time round.

Also, nice design. Really works well, though the wording in the hillfort description is a bit weird.
 
You say it as if there's always an Isengard design every challenge (which if there is is fun) and mob just stole it this time round.

Also, nice design. Really works well, though the wording in the hillfort description is a bit weird.

Yeah it kinda does sound like that, there isn't. Just Isengard fits this mechanic so well.

Thanks! Yeah I worte everything in a rush so I'll go back and fix it.
 
North Vietnam (Ho Chi Minh)
UA: The Supply Trail -
When you establish a Trade route :trade: with another Civilization's capital gain one copy of each Luxury Resource they possess. When you are allied with a Maritime City-State :c5citystate:, trade routes :trade: made with them produce +25% more Gold :c5gold:.

UU: Viet Cong -
Replaces the Infantry. Unlike the Infantry it replaces, this unit may destroy Jungle tiles and replace them with a "Trại" which provides +1XP each turn to Units stationed in that tile.

UU: War Supplier -
Replaces the Cargo Ship. When this unit makes a trade route with a Maritime City-State or Civilization's Capital provide the city where this is outgoing from with +3 Food :c5food: and +1 Production :c5production:.

Ummm... Viet Cong destroying forests?
Plus, shouldn't the war supplier have something to do with war?
 
Garenganze - Msiri

UA: Scramble for Katanga - Starts the game with a Spy. Units within territory of a city where you have a Spy stationed gain experience every time a forest or jungle is cut down in it.

UU: Yeke - Replaces Musketeer. Gains extra combat strenght from every Allied City State and Civilization with whom you've got a declaration of Friendship.

UB: Hunters Guild - Replaces Circus. +2 Happiness. If Ivory is connected to your trade network, This city produces extra culture for each outgoing trade route.
 
Ummm... Viet Cong destroying forests?
Plus, shouldn't the war supplier have something to do with war?

The War Supplier supplys things could help benefit the war, like Food and Production. It's meant to represent the backing from its allies during the war.
 
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