Civ 5 Design Challenge IV - History/Eras

I'm honored!

For my time period I'll say the Pax Mongolica! I'll set the period as c. 1200 CE to 1400 CE. Just a rough time period, not extremely precise or anything, meant to give more leeway but with a central theme. Of course any region is allowed provided the design falls within period but it would be neat to stick with a sort of unifying theme.
 
The Mongols (Batu Khan)

UA: The Good Khan -
Whenever a city with a defense above 16 :c5strength: has been conquered :c5war: by your civilization gain two free Shèshǒu by your capital :c5capital:. Mounted units heal a small portion when attacking :c5war: cities.

UU: Shèshǒu (Replaces Horse Archer) -
Can travel :c5moves: across enemy roads as if they were your own. When attacking on rivers or while on a road gain +20% strength :c5war: and +10% defense :c5strength:.

UU: Zhànshì (Replaces Warrior) -
Has +1 more movement :c5moves: than a normal Warrior. Gain a small 10% attack bonus :c5war: whenever on a River.
 
Majapahit
Leader: Raden Wijaya (1293 - 1309)
Capital: Wilwatikta

UA: Sura ing Bhaya (Valor in Peril)
Unit gain combat bonus against enemy who fights not in their native Continent, based on the distance from their Capital. All Land Units had +1 Movement for 3 turns after the Declaration of War.

UU: Dharmaputra
Replacement for Great General who also gives adjacent Units Great General I promotion. Dharmaputra's combat bonus effect are stackable upto 45%

UB: Hunting Palace
Replacement for Camps with additional +1 Gold for the improved resource. Removes the feature on the tile it was worked upon, but each Hunting Palace gives +5xp to newly trained units in the City.

Well you said Pax Mongolica, So I figured to includes something that managed to repel them (Well, at least a splinter of them, the army came from Yuan Dynasty)
 
Mamluk Sultanate - Sultan Baibar
Capital: Cairo

UA: Victory at Ain Jalut - Mounted units can force enemy units to retreat and can retreat from combat themselves when within 2 tiles of a great general. Gain Golden Age Points from defeating units from civilizations with larger militaries than you.

UU: Midfa Gunman (Replaces Musketman) - Weaker than the musketman (21 CS vs 24 CS), but available earlier, at Physics. Intimidates nearby enemies and has a bonus against mounted units.

UB: Cat Garden (Replaces Garden) - Doesn't require fresh water, and provides +1 happiness and +2 culture

If we're continuing with Mongol-repellent...
 
Yes, I suppose my idea was basically any civ that was affected by or interacted with the Mongols, basically. All so far have been war themed, all good, also interested in trade themed civs or combination war and trade. But I like all so far
 
Hrm... would I be allowed to submit a design for Western Xia (The Tangut)? They were very much effected by the Mongol Empire (with the Mongols kinda wiping them off the face of the earth and everything) and they'd probably be a mix of culture, diplomacy, trade and/or war. However, the thing is their last effective ruler's reign ended just 7 years before the beginning of the challenge's timeline (1193). Everyone after that fell victim to coups, questionable wars, and eventually destruction by the Mongols... :shifty:

I could probably come up with something else though, I have some ideas for some dynasties / the mongols themselves.
 
Let's give this a try then shall we
Khwarazm (Muhammad II)

Capital: Samarkand
UA: On All Fronts - Every time a civ or citystate declares war, receive a culture bonus, depending on how many cities the other civ has. Deserts produce +1 :c5food: Food.
UU: Khwarezmiyya - Replacing the Knight, the Khwarezmiyya is capable of treating deserts as roads. In addition, the Khwarezmiyya does not require horses to be built.
UB: Qal'a - The Qal'a replaces the castle. In addition to its defensive capabilities, each desert hill tile in the city radius now produces +1 :c5culture: culture.
 
Delhi Sultanate

Alauddin Khilji

Ghanima

Earn double the amount of :c5gold: gold from pillaging tiles and bullying city-states. Gain +2 :c5faith: faith in all cities following the state religion while at war with a civilization of an opposing religion.

Iqtadari Cavalry
Replaces Knight. Earn :c5gold: gold from killing enemies. Exert religious pressure equal to half that of a city when built or purchased in a city following the state religion.

Mandi
Replaces Market. +1 :c5gold: gold for every two farms worked by the city and +2 :c5faith: faith in cities following the state religion.
 
Devlet I Giray,The Crimean Khanate
https://en.wikipedia.org/wiki/Crimean_Khanate
https://en.wikipedia.org/wiki/Devlet_I_Giray
UA: Pillage And Murder https://en.wikipedia.org/wiki/Crimean–Nogai_raids_into_East_Slavic_lands
All land military units receive +1 :c5moves: Movement point. Double a gold bonus from pillaging.
UU: Nogai Raider (replaces Knight)
Cost: 110 :c5production: / 220 :c5faith:
Combat Type: Mounted Units
Combat: 20 :c5strength:
Movement: 6 :c5moves:
Abilities: Knight’s standard abilities + City Plunder (Steals :c5gold: Gold equal to 100% of the damage inflicted on a city).
UB: Divan (replaces Garden) https://en.wikipedia.org/wiki/Divan
Cost: 120 :c5production:
Maintenance: 1 :c5gold:
+25% :c5greatperson: Great People generation in this City
+1 :c5gold: Gold for every 6 :c5citizen: Citizens in this City
No fresh water requirement

Cities: Bakhchisaray (Capital), Stary Krym, Chufut-Kale, Salaciq, Kefe, Myrmekion, Kherson, Yalta, Keric, Aqmescit, Alusta, Kezlev, Alupka, Livadiya, Massandra, Oreanda, Baliqlava, Gurzuf, Nikita, Saq, Koktobel, Katsiveli, Mishor, Simeiz, Foros.
 
Just thought I'd say Submission time ends on 3/15 since I forgot to update the thread.
 
Itzcoatl, Aztec Empire
https://en.wikipedia.org/wiki/Itzcoatl
UA: Triple Alliance https://en.wikipedia.org/wiki/Aztec_Empire
+10% :c5production: Production (max. 50%) when training Military units in :c5capital: Capital and :c5strength: Combat Strength of Cities increased by 2 for each friendly or allied :c5citystate: City-State.
UU: Eagle Warrior (replaces Longswordsman) https://en.wikipedia.org/wiki/Eagle_warrior
Cost: 120 :c5production: / 240 :c5faith:
Combat Type: Melee Units
Combat: 21 :c5strength:
Movement: 2 :c5moves:
Abilities: Sneak Attack, Leadership
UB: Calmecac (replaces Armory) https://en.wikipedia.org/wiki/Calmecac
Cost: 160 :c5production:
Maintenance: 1 :c5gold:
+15 XP for all Units. 20% discount on all purchases of Military units with :c5faith: Faith. City must have a Barracks or Krepost.
 
Yuan Dynasty
UA: The Great Khan
Cities founded by a civilization which has been eliminated may be instantly :c5occupied: assimilated upon conquest, and increase :c5culture: social policy cost by half of the usual amount. Gain :c5culture: culture from your :c5trade: caravans equal to the amount of :c5science: science the other civilization receives from them, and gain +5% :trade: trade route range for each city connected to your :c5capital: capital.

UU: Printing House
Replaces Zoo. The Printing house grants +1 :c5science: science for each :greatwork: great work in the city, and +1 :c5culture: culture per each one made by other civilizations. Has a :greatwork: great work of writing slot, which causes the building yield +2 :c5gold: gold rather than costing maintenance.

UI: Yam
Unlocked at Guilds and may only be built on roads, never adjacent to each other. Yields +1 :c5culture: culture, and +1 :c5gold: gold for each :trade: trade route passing within 2 tiles from the Yam. +1 :c5gold: gold after chivalry, and +1 :c5gold: gold after economics. If adjacent to a source of horses, units stationed inside it will heal at double rate.
 
Wilhelmina, Kingdom of the Netherlands
https://en.wikipedia.org/wiki/Wilhelmina_of_the_Netherlands
UA: The Dutch Resistance https://en.wikipedia.org/wiki/Dutch_resistance
:c5strength: Combat Strength of Cities increased by 10% for every original Dutch city captured by an enemy (up to 80%). Pay 100% less for land unit maintenance when they are in friendly territory.
UU: Knokploeg (replaces Great War Infantry) https://nl.wikipedia.org/wiki/Knokploeg
Cost: 250 :c5production:
Combat Type: Gunpowder Units
Combat: 50 :c5strength:
Movement: 2 :c5moves:
Abilities: City Plunder, Near Capital Bonus
UB: Painting School (replaces School)
Cost: 300 :c5production: / 300 :c5faith:
Maintenace: 3 :c5gold:
Happiness: +2 :c5happy:
Science: +3 :c5science:
Great Work of Art or Artifact Slot: 2 :greatwork:
+1 :c5culture: Culture for every 2 :c5citizen: Citizens in this City.
City must have a University.
 
Wilhelmina, Kingdom of the Netherlands
https://en.wikipedia.org/wiki/Wilhelmina_of_the_Netherlands
UA: The Dutch Resistance https://en.wikipedia.org/wiki/Dutch_resistance
:c5strength: Combat Strength of Cities increased by 10% for every original Dutch city captured by an enemy (up to 80%). Pay 100% less for land unit maintenance when they are in friendly territory.
UU: Knokploeg (replaces Great War Infantry) https://nl.wikipedia.org/wiki/Knokploeg
Cost: 250 :c5production:
Combat Type: Gunpowder Units
Combat: 50 :c5strength:
Movement: 2 :c5moves:
Abilities: City Plunder, Near Capital Bonus
UB: Painting School (replaces School)
Cost: 300 :c5production: / 300 :c5faith:
Maintenace: 3 :c5gold:
Happiness: +2 :c5happy:
Science: +3 :c5science:
Great Work of Art or Artifact Slot: 2 :greatwork:
+1 :c5culture: Culture for every 2 :c5citizen: Citizens in this City.
City must have a University.

This is way out of the time period... and you already submitted a design.
 
One design per challenge, and it must fit within the specified time period. There are many other design challenges if you're interested in submitting further designs, but for each challenge only one entry is allowed, and the rules of this challenge require the submissions to fall within a certain time period.
 
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