Civ 5 Design Challenge IV - History/Eras

Well, that's it, now he definitely wins this one.
 
I guess we can just wait for Niao to change his vote. That shouldn't take too long to delay the challenge more than a day at most.
Well we got the votes in! So what shall you decide for the next challenge?
 
I'll go with the Age of Exploration (approximately 1480 ~ 1660). Unfortunately, like the first two eras I think this has a western focus, at least by the name, but I believe that the period is long enough to include a multitude of interesting non-western civs as well.
 
For the heck of it, I decided to enter my own submission!
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Portugal (Afonso V)

UA: Colonization of The Sea - All sea fairing units (Ships, Boats, etc.) gain +2 Movement :c5moves: and gain (+3 :c5strength:) once the Exploration policy tree has been finished.

UU: Batedor (Replaces Scout) - Can embark on ocean immediately, but cannot cross deep sea until Optics has been discovered.

UB: Farol (Replaces Lighthouse) - Alongside the normal lighthouse perks, units gain +15% defense :c5strength: when embarked at sea as well as +1 sight.
 
I'll go with the Age of Exploration (approximately 1480 ~ 1660). Unfortunately, like the first two eras I think this has a western focus, at least by the name..
As if thats been stopping me before, hehee

Sultanate of Bima
Leader: Abdul Kahir Sirajuddin
(1640 - 1682)
Capital: Bima


UA: Hawo ro Niru (Aegis and Overseer)
If possible, both you and your Friend receive up to 2 of each other Unique Combat units upon declaring a Declaration fo Friendship, and you receive a sum of Gold. Gifting Units to City States grants Gold and yield 67% more Influence.

UU: Jara Wera
Replacement for Knight. Receive 33% Combat bonus when fighting in Plains and "Lewa Na'e" promotion, enabling it to Gain XP when moving outside your Teritory during War.

UB: Ruhu
Albeit more expensive, Ruhu can be built anywhere unlike its counterpart, the Stable. Ruhu also boost Mounted Unit production by 25% and grants you 2 Sources of Horses. Yield +1 Gold instead of Maintenance.

Never thought I would be able to pull out a steppe civ from Indonesia did you?
Spoiler :
Can you believe this guy had fought in 3 different front against the VOC? First with his men in his home country, the Island of Bima. After losing, and execution warrant had been declared against him, he escaped and fought together with Sultan Trunojoyo in Eastern Java. They are winning, until VOC sent out reinforcement form Batavia. After being crushed, he moved to Banten, lending hand to Sultan Ageng Tirtayasa. Sadly the Sultan's son was defecting and thus leading to the force defeat.
 
Hmmm... How about eastern civs?

Tsardom of Russia(Ivan the Terrible)
UA: Oprichnina
+1 :c5culture: culture and +1 :c5production: production in the :c5capital: capital for each :c5razing: razed city. Killing :c5citizen: citizens in any way grants :c5gold: gold equal to triple the amount of tiles owned by their city.

UU: Gulyay-Gorod
Replaces great general. Has only half of the general's usual range, but all units within it take 33% less damage fighting ranged units and cities along with the ability to ignore enemy zone of control. When fortified, receives the medic promotion and allows adjacent :c5rangedstrength: siege units to instantly attack.

UU: Streltsy
Replaces musketman. For 10 turns after declaring war, it will gain a random :c5moves: movement or :c5strength: strength* bonus in the start of the turn, which becomes permanent if it kills a unit. Additionally, Streltsys grant a 25% larger flanking bonus to each other.

Spoiler :
*:c5strength: Strength bonuses: +1, +3, +4.
:c5moves: Movement bonuses: +1, +2.
 
The Safavid Dynasty​

Leader: Abbas the Great

UA: Dowlat: Upon :c5puppet: unpuppeting a City, gain a burst of :c5culture: Culture and :c5production: Production in the :c5capital: Capital. Estabilishing an Embassy with another Major Civilization grants you a burst of :c5culture: Culture.

UU: Tofangchi: Musketman replacement. If there are any Horses available, it becomes a Mounted Unit, gaining +2 :c5moves: Movement, +33% :c5strength: Combat Strength versus damaged Units, and upgrading to Cavalry rather than Rifleman.

UU: Tupchian: Cannon replacement. +50% :c5strength: Combat Strength versus Land Units. Mounted Units adjacent to it may force units to retreat if they deal more damage than they recieve while attacking, and enemies who cannot retreat take extra damage.

I don't think we'll have too many that actually cover the Age of Exploration in and of itself, really.
 
The Mughal Empire

UA: Din-i Alahi
+2 Global Happiness and +5% great person birth rate in the capital for every religion with at least one follower in the empire, including the pantheon.

UB: Charbagh
Replaces garden. Provides +1 faith for every wonder in the city, as well as, on top of the base 25%, an additional 5% great person birth rate for every religion with at least one follower in the city it is built. If in capital, stacks with UA. Still requires fresh water.

UU: Cushoon
Replaces cannon. In addition to city siege abilities, the Cushoon gains a +50% strength against mounted units. Available at gunpowder, rather than chemistry.
 
Qing Dynasty (Huang Taiji)

UA: Manchu, Han, and Mongol Banners: Gain 1 free mounted unit per each originally founded city (up to 8) upon declaring war on a civ with more cities than you. These units can convert enemy land units, with the chance of doing so increased if you own their capital.

UU: Green Standard Army (Replaces Musketman): Bonus to production in conquered cities, and has a bonus in friendly territory.

UB: Falconer's Quarters (Replaces Zoo): More expensive to maintain, but provides +1 Culture and +1 Food on camps.

Just slipping in under the time period restrictions
 
Thought of doing one, but while researching I discovered too much and decided I wasn't ready yet to try designing any Chinese civ.

Host may want to update the OP? Still has the info from the industrial revolution challenge last week.
 
Tu'i Tonga Empire

Leader: 'Aho'eitu

UA: The Friendly Isles
A 3 turn WLTKD starts in your capital whenever you first ally a city- state, and it is increased by 1 turn for every outgoing naval trade route you own. Gain naval units from demanding tribute from city- states.

UU: Kalia (Caravel)
Has one less movement point and one less sight, but is considerably stronger (24 vs. 20). Is double as effective at intimidating city- states.

UB: Toga Storehouse (Mint)
Has none of the abilities of the mint, and requires an active outgoing trade route from this city to be built. +2 :c5culture: culture and +1 :c5gold: gold from trade routes during WLTKD. +2 :c5gold: gold.

 
Where it says you gain naval units from tributing, does it mean it's a separate option to tribute a naval unit, or does it mean tributing for gold gives a naval unit?
 
Where it says you gain naval units from tributing, does it mean it's a separate option to tribute a naval unit, or does it mean tributing for gold gives a naval unit?

I think that it is the latter.
 
You do realize the snowball effect that could result from the UA, right?
 
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