Civ 5 Design Challenge IV - History/Eras

I think no regional limitations, in which case we may take the Interwar Period.
 
Since this in the Interwar Period, let's dive right into America's Great Depression with the person who helped cease it out.

The United States (Franklin D. Roosevelt)
UA: The New Deal -
Upon the adoption of a Policy :c5culture: gain an large boost to your Gold :c5gold: and Great Merchant :c5greatperson: points. For each Gold-yielding building you own in your cities gain +1 Gold :c5gold: and +1 Culture :c5culture:.

UU: B17 -
Replaces Bomber. Starts with the Siege I promotion and provides small amounts of Gold :c5gold: to your civilization when attacking :c5war:.

UB: Assembly Plant -
Replaces the Factory. Grants +20% Production :c5production: towards Airborne and Siege units. Workers take 10% less time to make tile improvements and provide +1 Gold :c5gold: to your civilization. (Max: 20 :c5gold:)
 
:c5trade: The Kingdom of Italy :c5trade:
:c5capital: Rome
Benito Mussolini

UA: Il Duce
Railroads unlocked at steam power. Cities :c5trade: connected to the capital receive +15% :c5production: production, with an additional +1 :c5production: production for every 2 excess :c5happy: local happiness when connected by railroad.

UU: Blackshirt
Replaces Infantry. Produced twice as fast in cities :c5trade: connected to the capital. Garrisoning a Blackshirt in the capital for the first time will provide a free ideological tenet. Blackshirts garrisoned in cities :c5trade: connected to the capital provide 3 :c5happy: happiness.

UB: Fascio
Replaces Broadcasting Tower. Yields only +20% :c5culture: culture, but additional +20% when :c5trade: connected to the capital. Provides +1 :c5production: production on tiles with a road or railroad. Does not require a museum.
 
Also in trend of what Inthesomeday did a while back helping others. Here's two ideas someone can use for designs:
 
Let's just post this here again:

Welfare Chile - Arturo Alessandri

UA: ISI Model: Cities with improved resources have a boost of production towards units and buildings needing said resources. +2 Happiness for each untraded extra copy of luxury resources.
UU: Carabinero: Replaces Landship. Requires Horses instead of oil and is slightly weaker, but counts as a gun unit instead of a cavalry or armored unit, having defensive terrain bonuses and not having a penalty against cities.
UB: Corfo: +10% Production towards buildings, unlike the Stock Exchange it replaces. Doubled if you have 50 or less gold.
 
Since this in the Interwar Period, let's dive right into America's Great Depression with the person who helped cease it out.

The United States (Franklin D. Roosevelt)
UA: The New Deal -
Upon the adoption of a Policy :c5culture: gain an large boost to your Gold :c5gold: and Great Merchant :c5greatperson: points. For each Gold-yielding building you own in your cities gain +1 Gold :c5gold: and +1 Culture :c5culture:.

UU: B17 -
Replaces Bomber. Starts with the Siege I promotion and provides small amounts of Gold :c5gold: to your civilization when attacking :c5war:.

UB: Assembly Plant -
Replaces the Factory. Grants +20% Production :c5production: towards Airborne and Siege units. Workers take 10% less time to make tile improvements and provide +1 Gold :c5gold: to your civilization.

:c5trade: The Kingdom of Italy :c5trade:
:c5capital: Rome
Benito Mussolini

UA: Il Duce
Workers build improvements 50% faster. Cities :c5trade: connected to the capital receive +15% :c5production: production, with an additional +1 :c5production: production for every 2 excess :c5happy: local happiness when connected by railroad.

UU: Blackshirt
Replaces Infantry. Produced twice as fast in cities :c5trade: connected to the capital. Garrisoning a Blackshirt in the capital for the first time will provide a free ideological tenet. Blackshirts garrisoned in cities :c5trade: connected to the capital provide 3 :c5happy: happiness.

UB: Fascio
Replaces Broadcasting Tower. Yields only +20% :c5culture: culture, but additional +20% when :c5trade: connected to the capital. Provides +1 :c5production: production on tiles with a road or railroad. Does not require a museum.


@Ken: ummm... The assembly planet and the B - 17... Don't really belong to the interwar period. Besides, if the bonus is global, that essentially means five factories will give you +4 gold per worker? That's quite powerful, especially as you already gain gold from the UA. I do think it's a nice, synergetic design though. The UA will probably be better off without the great merchant points boost. Being a war - focused civ with bonuses to gold generation, you won't need the gold nor the influence that can be provided by a great merchant.

@inthesomeday: whoa. Improvement construction time reduced by a half? Add that to a free policy at the modern era, and a couple of bonuses you're sure to get (since road construction would only take you one turn), that's an overpowered civ... Besides, if I get the pyramids and liberty policy that gives you a free worker, I'll be able to instantly build improvements.

Spoiler :
(I also find it quite ironic that you give Mussolini isn't really offence - orientated, unlike mine, which can be sent below)


Italian Social Republic(Benito Mussolini)
UA: Mare Nostrum
Receive an % attack bonus in coastal tiles equal to the distance from your nearest coastal city, and :c5goldenage: golden age points equal to your distance from the :c5capital: capital if you make a kill in them. +1 :c5culture: culture and :c5goldenage: golden age points from each conquered and coastal city you own(bonuses stack).

UU: Alpini
Replaces GWI. Unlike it, starts with the Drill I, II and "mountain war*" promotions, making it significantly stronger in rough terrain.

UU: Manned Torpedo
Replaces submarine. Though slightly weaker(50 :c5strength:, :c5rangedstrength:) it is also much cheaper, and may be used to attack cities, damaging naval units stationed in them. Additionally, it may place a limpet mine on an enemy ship, damaging it as much as a guided missile would, and damaging adjacent units with a third of its strength. The targeted unit won't be able to move in the next turn.

*Unit may cross mountains, and gains a 15% bonus when fighting on or adjacent to mountains.
 
Good call on the improvements, I'll scale that back. What I'd really meant was basically specifically railroads, so as to be able to fully cash in on that bonus, but instead I'll just give railroads an earlier unlock tech. They're just usually so out of the way, I was wanting to keep the design capable of streamlining the plastics rush and staying competitive while also building the rails fast enough to cash in on the bonus at all while the game is still going.

Fixed the design, hopefully not as OP. I had been kind of juggling with that because I like my civs to have some form of early game bonus and I was unsure if the production from city improvements was really as good, but thinking more about it now it certainly should be.

Looking over your design, isn't a melee submarine a bit of a heavy nerf? Without oil, or at least without oil to spare for the sea, it would mean no way to appropriately defend oneself from naval incursions, or to combat enemy fleets in their own home. Though I do like the manned torpedo immensely, it seems like a very fun unit to play around with. It just might be more balance-wise appropriate as a destroyer replacement.
 
Siam - Phraya Phahon
UA: The Four Musketeers: Gain a lump sum of golden age points and a bonus to military unit production from adopting social policies starting in the industrial era. May expend great generals for social policies.
UU: Mitsubishi Ki-30 (Replaces Bomber): Cheaper with every declaration of friendship you have, and has +5% combat strength for every fighter stationed in the same city/carrier (up to +20%)
UB: Book Club (Replaces Bank): +2 culture, increasing to +3 culture and +3 gold on outgoing trade routes upon adopting an ideology.
 
Hm... shouldn't the Book Club be a Culture building? Or a Science building at the very least?
 
Good call on the improvements, I'll scale that back. What I'd really meant was basically specifically railroads, so as to be able to fully cash in on that bonus, but instead I'll just give railroads an earlier unlock tech. They're just usually so out of the way, I was wanting to keep the design capable of streamlining the plastics rush and staying competitive while also building the rails fast enough to cash in on the bonus at all while the game is still going.

Fixed the design, hopefully not as OP. I had been kind of juggling with that because I like my civs to have some form of early game bonus and I was unsure if the production from city improvements was really as good, but thinking more about it now it certainly should be.

Looking over your design, isn't a melee submarine a bit of a heavy nerf? Without oil, or at least without oil to spare for the sea, it would mean no way to appropriately defend oneself from naval incursions, or to combat enemy fleets in their own home. Though I do like the manned torpedo immensely, it seems like a very fun unit to play around with. It just might be more balance-wise appropriate as a destroyer replacement.

Oops! Forgot an icon.
While I think your design is much better now, you should probably make the UB only grant production from railroads. Even though I'm not a fan of the whole "yields from modifiers" concept...
 
Also in trend of what Inthesomeday did a while back helping others. Here's two ideas someone can use for designs:
Oh, lemme try to add ideas:
 
Ooh, I forgot about the Spanish civil war. A republican Spain design would be fascinating, with unit gifting or tourism bonuses or things like that, or an all around cultural focus.
 
Territory of Hawaii
Leader: Stanford B. Dole

UA: Big Five
Plantation yield +1 gold :c5gold, tourism :tourism: and unhappiness :c5unhappy: for every civ that you have at least one active deal with (max. 4). Upon settling a city, one to three sources of unique luxury plantation resources may be spawned (Pineapple, Sugarcane and Mangoes)

UB: Foreign Military Base (military base)
Does not have any prerequisites, but gives less defense (8 vs. 12) (18 vs 25). Must have at least one declaration of friendship to build, and increases the the gold :c5gold: and tourism :tourism: yields of this city by +5% for each active declaration of friendship.

UU: Passenger Ship (cargo ship)
Does not give gold in a regular way, but instead trade routes with a passenger ship yield +1 gold :c5gold: and tourism :tourism: for every 2 citizens in the target city.

Hawaii again?
 
Oh, lemme try to add ideas:

The fun thing is that I had like half a dozen ideas for Chilean civs in this period, if not Alessandri´s Chile I could have gone with Ibañez Chile, the Socialist Republic, Anarchist Magallanes, Naci Chile (yes, Naci, with C), Junta Chile or even Parliamentary Chile would qualify.


...Those were turbulent, odd, weird and turbulent times. :crazyeye:
 
Saudi Arabia

Abdul-Aziz Ibn Saud

Wahhabi Mission

Faith per turn reduces the effects of other civilization's tourism over Saudi Arabia and only receive half the ideological pressure from civilizations not following your religion. +2 faith from oases.

Ikhwan - (replaces Great War Infantry)
Receives the Desert Warrior promotion and has a 20% bonus against City-States. Adds 0.25 points of unhappiness while in friendly of neutral territory or 2 faith per turn while in enemy territory.

Oil Refinery - (replaces Hydro Plant)
City must border a desert instead of a river and grants +1 production on every desert tile. In addition, gain +1 gold on improved oil resources for every copy of oil it yields.


The time frame slightly overlaps both world wars but it sort of fits.
 
[*]And last but not least, the Campion Campaign
[/LIST]

Omg the campion campaign... Time to get those design bits in my brain working!

Western Australia lead by Sir George Pearce
UA: The Great Emu War
Upon defeating an emu, receive a sum of :c5production: Production and :c5food: in the nearest City. May disband Military Units that are level 4 or higher in a City for a source of Wheat within working radius; additionally provides a sum of :c5food: Food for every worked Farm when doing so.

UU: Emu
Adorable but general nuisance that periodically spawns near your Cities as a Barbarian Unit; cannot be trained or purchased. +4 :c5moves: Moves and may retreat from combat. Additionally, automatically pillages Farms and has a 50% chance to respawn in an adjacent, empty tile upon being defeated. +2 :c5gold: Gold and -1 :c5food: Food on tiles it is stationed on.

UU: Emu Command
Stalwart veterans dedicated to the cause of the everyday farmer. Earlier Machine Gun replacement that comes at Replaceable parts that earns experience faster. Damages enemies that enters its Zone of Control and prevents them from pillaging adjacent tiles. +1 :c5food: Food when stationed on a Farm tile.

NOTE: The Emu can enter rival territory since it's a barbarian, so settling near enemies could prove to be funny *evil laughter*
 
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