TheSuperDodo
Unsettler
My vote goes to Innistrad by Arison!
Vote for Kul, all though I really liked Dodo's design as well.
Also hi I am back from irl shenanigans. This place is really quite now a days isn't it?

Wow, that might have been the quickest reply everWew lads, you guys are still here? Thanks for the vote, and lets see if we can still crank up some make believe designs up in here, based from one of the instresting choice of mechanic in Civ VI
>Trade Routes creates Roads
Get nuts

That means kul is the winner! So kul, which challenge will you bring us?
And yes, this place has been really quiet lately, which probably has something to do with the release of Civ VI![]()
Wew lads, you guys are still here? Thanks for the vote, and lets see if we can still crank up some make believe designs up in here, based from one of the instresting choice of mechanic in Civ VI
>Trade Routes creates Roads
Get nuts
trade route to a city you conquered for the first time, a
road is created between that city and the route's origin.
Trade units also grant
culture and
science equal to the base
gold provided by buildings in their city, and each
capital you own allows you to posses an extra unit of this type.
food and
gold equal to the level of the city's garrison. Upon construction, improves every source of horses and grants
culture for every one of those existing in the city's territory.
terrain cost in enemy territory and cost no maintenance when stationed on road tiles.
Chora
Growth and
Naval Unit Production in the target City and the
Capital. Roads and Railroads within workable range of a Coastal City or a City with a Contrafossa do not cost any Maintenance.
Movement and a +33%
Combat Bonus when beginning its turn on or adjacent to a Land or Atoll Tile; however, this is counterbalanced by it suffering a -25%
Combat Penalty on Ocean Tiles. It also has Coastal Raider I. Much more expensive than the Caravel it replaces (180
Production vs. 120 on Standard). Upgrades as normal.
Production and
Gold from the off, and - and this is the awesome part - allows the City working it to construct Naval Units and Buildings if the Tile improved by a Contrafossa also has a Road on it. It also generates +1
Production and
Gold for each Naval and Military Building built in the City working it, and enemy units take an additional 20 HP damage if they end their turn adjacent to it. However, there is a considerable downside: only one may be built per Naxian City, it cannot be swapped between Cities, and in order to construct the Contrafossa one must destroy a Worker.UA: Guillaume Luxembourg: After having researched The Wheel and Railroads,Land Trade Routes send from Luxembourg Cities provide
production towards Roads and Railroads respectively on the tiles it passes (the (rail)roads will be finished once the trade route ends).
Citiesconnected to enemy
Capitals yield +2%
Gold and +1%
production per connected
Capital (max +10%).
+5%Gold and +5% Production
in the
Capital for every Road and Railroad
connection respectively to enemy empires. (Max 20%).
Land Trade Routes have a 25% increased range and yield an additional +2
Gold when connecting to Civilizations which have more Cities than you. Both bonuses are doubled if it's sent out from your
Capital.
Farms stationed onTrade Routes produce +1
Food and
Trade Routes provide an additional +2
Gold when connecting to Civilizations which have more cities than you, which is doubled if it's sent out from the
Capital.
UU: Luxembourg Battery (replaces the Machine Gun):Has 65Combat Strength instead of 60. Gains the 'Brigade Prion'-promotion. When garrisoned in a City, this promotion allows the unit to consume a
Civilian to gain an additional +10%
Combat Strength when defending. A
Civilian may only be consumed if the city has at least 4 local
Happiness. May be done for a maximum of 5 times, making it a total of +50%
Combat Strength when defending.
Has 55Combat Strength instead of 60. Gains the 'Brigade Prion'-Promotion, which grants 30% Combat Strength when fighting near
Occupied Cities that either used to belong to Luxembourg, used to belong to a Civilization that is also at war with the owner of that City, or that used to belong to a friend of Luxembourg.
UI: Fortress of Luxembourg (Unlocked at Chivalry): May only be constructed once. +60%Defensive Combat Strength for any unit stationed on this tile or on a Fort adjacent to the Fortress. An additional +10%
Defensive Combat Strength for every Fort constructed adjacent to the Fortress. Enemy cities may not grow their borders to the tile with the Fortress or to a tile with a Fort adjacent to the Fortress. (Indeed Inspired by Moriboe's Duchy of Luxembourg)
BaseDefensive Combat Strength is reduced to +10%
Combat Strength at the discovery of the Railroads, after which tiles with the Fortress (or an adjacent Fort) yield +2 Culture and +1 Tourism. Additionally, International Headquarters establish within the Capital at this time, providing an additional 3 votes in the World Congress.

Gold, cities connected to the capital produce +1
Gold,
Science,
Culture and
Faith, increases to +2 if the empire is in a
Golden Age, gain Golden Age points when capturing cities.
Golden Age points from kills. Can earn promotions faster and when reaching level 5 the Ghilman can be retired in a city. Giving you a burst of
Golden Age points and increasing all the yields of that city by +1
Science, it also yields +1
Culture and
Faith and this is increase by another yield if there is a city connection to this city. GWW slot and a unique Specialist Slot called a Scholar, yielding +3
Golden Age points and
Great Scientist points.Do you mean these:[...]
Also question, how do we get our icons back in this version (you know the yield icons)? It's not the same as before iirc and I'm not sure where to check for such a thing, thanks in advance.



























?
) are also the same as before, so if you know them by hard you can just insert them that way as well
, and the code is the same as before too? Interesting, thanks for your help Troller!