Discussion in 'Civilization Design Resources' started by Keniisu, Jan 13, 2016.
SoGK's Nizar Ismailliyah for me
I want to assasinate some assasins
+1 for TheSuperDodo's Knights of St. John, with inthesomeday's Teutonic Knights coming in a close second place
P.s. What is up with that 'Trolly lolly' Arison?
My vote goes to inthesomeday's Teutonic Knights!
I really like how everything meshes together into a stable warfare civilization.
I'll be going with Dodo's Knights of St. John
[x]Papal State. I like to screw up my enemy without warfare
So... is voting over?
Go ahead Dodo
Alright, I think this is the only era we didn't try yet:
The Cold War!
It's time for communism, nationalism, and other shenanigans!
Let's do this thing. Sorry in advance if anyone gets offended, this deals with some sensitive subjects.
Leader: Ho Chi Minh
UA: Tien Quan Ca
For the duration of war, units gain +1 Movement when outside enemy territory. Upon declaring friendship, North Vietnam and their friend both gain +5% Unit Production.
UU: Viet Cong
Slightly weaker than the Infantry, which it replaces, the Viet Cong may freely move through Rough Terrain and is Invisible when in Forest or Jungle. Additionally, it gains a small Combat Bonus against units of a different Ideology and may build Punji Traps.
UI: Punji Trap
Unlocked at Construction, the Punji Trap may be built on any unimproved tile regardless of ownership and is hidden to all other civilizations. When a unit moves onto a Punji Trap tile, the trap is revealed and the unit takes a large amount of damage (increasing with advances in military technology). Any North Vietnamese unit may repair the Punji Trap.
(Punji Traps may be built by Workers as well as Viet Cong)
Blessed are the Cheesemakers
State of Israel (David Ben Gurion)
UA: Holyland Startup
Gain a food upon expanding your territory, and gain a sum of yield based on your ideology, increasing with each tent you have upon citizen birth. Each follower of your religion in a city reduces the cost of new tiles and buildings in it by 1% (limited to 5% per era until the industrial era).
UU: Jewish Militia
Replaces GWI. Both cheaper and weaker (40 ) the Jewish miltia becomes more effective in the long run, with its ability to build forts, roads and repair improvements as well as the unique IDF promotion which it gains when adopting an ideology, that gives it strength equal to the level of the tenets you adopt (max. +30 overall).
Truly unique, the kibbutz is a unique improvement unlocked at industrialisation and may not be adjacent to another kibbutz. It always yields +1 culture and food, but it also gains yields based on adjacent resources, research (+1 food after fertilizer, +1 culture and gold after biology) and ideology.
(Note that the bonus remains the same, even if you change the ideology)
Order: Production, +1 production from Kibuutz.
Freedom: Gold, +1 food from kibbutz.
Autocracy: Faith, +1 faith from kibbutz
Kibbutz Resource bonuses (the bonuses aren't increaseed if there's more then one adjacent resource from a certain type)
Adjacent Strategic resource: +1 Production (double if you chose order or autocracy).
Adjacent luxury resource: +1 Gold (double if you chose freedom or autocracy)
Adjacent bonus resource: +1 food (double if you chose freedom or order).
UA: New Order
Units receive small combat bonus per each Social Policies (+0.50%) or Ideological Tenets(+1.0%) your enemies had adopted, but you didnt take. Free Espionage buildings when you construct Military buildings of the same era, and vice versa.
More expensive replacement for Paratrooper with higher strength (+10) that ignores enemy ZOC, but heals slower than its counterpart. Stationing Kopassus inside a City formerly owned by your Rivals will give you a Science or Production boost in your Capital. This ability only happened one time per City.
Unique National Wonder that replaces the NSA. Only requires a Police Station in the City that it was being built, instead of its normal prequisites. Besides the normal bonuses of the NSA, this building strengthen your Spies and Diplomats, by giving a 33% Tourism penalty for their target's Tourism towards you, and stationing them inside your Cities give you +3 Tourism.
But new functions are a UA thing... And its not, like, unit related...
nAH, those '''functions'''' only ties the Spies, thus I deemed it as permissible for it to be an 'Unique Unit' that the spies can 'turn themselves' into. Its all unique anyway
The better way to do it would say it's a UB and then say that your spies can do x thing if they have the UB in the capital or whatever
The People's Liberation Army
When at war with civilizations following another ideology, their farms begin to produce contemporary infantry units for your civilization. Units gain +5% strength each turn they end fighting in territory that is occupied by an enemy civ (max 20%).
Replaces infantry. May use enemy improvements, and enemy farms act as both forts and roads. When starting a turn in territory that is occupied by an enemy, Huks have +20% defense against ranged attacks for the duration of the turn.
Replaces worker. No maintenance upkeep, and builds farms in half the usual time. If captured by an enemy with a different ideology, has a chance to spawn an inactive contemporary infantry unit adjacent to the enemy.
Natan with Israel, kul with Indonesia... So naturally, me with Philippines.
DDR - Walter Ulbricht
UA:Work for Everyone - If a improvement gets finished the nearest city gains a little production boost. Civil units has a 50% cheaper maintaince and production costs.
UU: NVA Infantry - Replaces the Infantry, which gains a combat bonus in friendly territory and an extra combat bonus if stationed at the border to a civilization with a other ideology.
UB: Kombinat - Replaces the Workshop and the Factory at once. The Kombinate are more expansive to build and have a higher maintance cost, but you can build three Kombinate per city, which have special abilitys besides the regular +2 .
Baukombinat/Combinat of Construction - +10% stronger when working on buildings.
Handwerkerkombinat/ Combinat of the Craftmans - +1 on every bonus and strategic ressource.
Wissenschaftliches Kombinat/ Combinat for Science - +2 on every strategic ressource.
I think I might go along with this edit. Thanks for the suggestion. I've been away longer than I intended to my CiV so my memory about the whole mechanic shebang seemed a bit rusty.
Cold War can be a touchy subject, so its best that we write what we know, haha
I've never considered it "touchy" though...
...I knew I should write Palestine
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