Civ 5 Design Challenge IV - History/Eras

Added the next challenge, The Industrial Revolution!
The winner shall choose the next era to be set as the challenge.
 
Be more specific. I have some already made designs which I can put here...
 
I agree with Natan, more specificity would be nice. I chose to think of it as a timeline from around 1830-1900, and didn't necessarily choose a civ that was experiencing an industrial revolution, but one whose economy was most definitely affected by it, like all others. Tell me if it's invalid or something so I can do over. Spoiled in case. Unspoiled, seems like it would probably fly given other submissions.

Tagalog Republic
Andres Bonifacio

UA: Cry of Pugadlawin
After the discovery of rifling, spies and diplomats in enemy cities can spawn multiple Katipuneros near the city while fleeing whenever war is declared by either civilization. Enemy units suffer a combat penalty in your territory based on how far their capital is from yours. +1 great writer points in the capital for every tile pillaged in another civ's borders by your units.

UU: Katipuneros
Replaces rifleman. Weaker, at only 30 strength, but with a 15% all around combat bonus in enemy territory as well as a 15% bonus when attacking in enemy territory. Pillaging tiles costs no movement, and enemy cities near tiles pillaged by the Katipuneros suffer a -5% production penalty towards military units for each such tile.

UB: Balangay
Replaces bank; contains one great work of writing slot. When this slot is filled, the city has +15% production of military land units and military land units gain the unique guerrilla promotion, causing terrain defense bonuses to be doubled.
 
Here we go - George III, King of the United Kingdom of Britain and Ireland, King of Hanover!

The United Kingdom of Great Britain and Ireland​

Leader: George III

UA: Glory in the Name of Britain: Gain :c5goldenage: Golden Age points whenever a :c5citizen: Citizen is born or you kill an enemy unit. During :c5goldenage: Golden Ages, :c5production: Building and Unit Production is increased by 50%.

UU: Greenjackets: Rifleman replacement. During :c5goldenage: Golden Ages, gains +1 :c5moves: Movement. Has +20% more :c5strength: Combat Strength while outside of Friendly territory territory.

UB: Spinning Mule: Windmill replacement. Unlike the Windmill, the Spinning Mule can be built anywhere, and it grants +1 :c5gold: Gold on Sheep, Cotton and Silk, doubled if the City is on a River. In addition, the Spinning Mule increases :c5food: Food kept after a :c5citizen: Citizen is born by 1% for each Farm and Pasture worked, up to a maximum of 20%. 5 Spinning Mules can be used to unlock an Ideology.
 
Here's my submission based on the Greek War of Independence:

Kingdom of Greece

Leader: Ioannis Kapodistrias

UA: Philhellenism: Ancient or Classical :greatwork: Great Works and Wonders increase :c5greatperson: Great Person generation by 5%. When you enter a war, gain free units from other civs based on how influential you are over them. Free Great Writer at Drama and Poetry.

UU: Klepht: Replaces Rifleman (Skirmisher with EE). Cheaper to build, especially if in a defensive war, but weaker. Gains an extra attack if starting its turn adjacent to a friendly or gifted unit (units from the UA count). Can move after attacking.

UB
: Acropolis: Replaces Amphitheater. :greatwork: Great Works in this city yield an extra +1 :c5culture: Culture and +1 :tourism: Tourism for every 2 eras since their creation. Provides an additional :greatwork: Great Work of Writing slot that has a same civ, same era theming bonus. This theming bonus reduces the era length requirement to 1 instead of providing additional :tourism: Tourism.

So the way the UA works is if you enter a war, you gain free units from civs based on your influence level with them. So it would be something like 1 unit if Familiar, 2 units if Popular, etc. The UB normally makes great works yield an extra +1 culture and tourism for every two eras that have passed since they were made. If the UB's theming bonus is met, great works in that city provide +1 culture and tourism for every single era that has passed since they were made, instead of for every 2.
 
How do you mean "defensive war"? I like the design a lot but I was curious as to how one would define this
 
Ah. Well now I feel dumb.
 
Well

East India Company(Charles Cornwallis)
UA: The Imperial Gem
Farms will grant :c5gold: gold and plantations will grant :c5production: production equal to 34% of their other yields. Upon conquering a city, farms have a chance of spawning a source of cotton, dyes, silk or opium, which grant +1 :c5happy: local happiness when improved.

UB: Company Warehouse
Replaces market. If the city participates in an international :trade: trade route, resources improved by a plantation will grant :c5gold: gold equal to their contribution towards resource diversity empire wide. +1 :c5culture: culture per each different resource in the city if the merchant slot is filled.

UU: Sepoy
Replaces rifleman. Though weaker (30 :c5strength:), it's unlocked earlier, at metallurgy and starts with +1 :c5strength: strength for each city (in the same continent) you conquered before his construction. Furthermore, it starts with 15% of the total XP provided by military buildings in your empire.
 
This design is pretty insane but my brain does that for whatever reason...
Batavian Republic

Rutger Jan Schimmelpenninck

Spirit of Liberty Tree
Social Policies only cost half as much :c5culture: Culture. Adopting a Social Policy may randomly trigger :c5occupied: Resistance in any City. Cities still continue to generate half of all yields during :c5occupied: Resistance and spawn :c5greatperson: Great Person of your choice if :c5war: War is declared.

Korps Mariniers
Replaces the Marine. Although much weaker it only costs about half as much to produce. Comes much earlier at Rifling than Penicillin.

Revolutionary Committee
Replaces the Constabulary. In addition to Spy Ineffectiveness it has a :c5citizen: Specialist Slot of your choice. Resistance within this City is negated.
 
btw Anarchy is empire-wide and that icon is for Occupied cities. City-level "anarchy" is called Resistance and uses the red fist.
 
btw Anarchy is empire-wide and that icon is for Occupied cities. City-level "anarchy" is called Resistance and uses the red fist.

Thanks. I often confuse the two.
 
You said random of your choice in the UB... Its just... Lol.
 
Belgium (Leopold I)
Start Bias: Grassland
Capital: :c5capital: Brussels
UA: Nestor Of Europe
Upon brokering a peace deal between two other Major Civilizations who are at war, all Cities enter a :c5food: We Love The King Day and the Empire begins a brief :c5goldenage: Golden Age. +1 :c5production: Production from Forts.
UU: Garde Civique (replaces Musketman)
Unlike the Musketman it replaces, the Garde Civique generates +1 :c5production: Production for every Promotion it possesses while Garrisoned in a non-Occupied City. It also starts with the unique promotion "Brialmont", allowing it to gain a +33% Combat Bonus while defending on a Fort tile.
UB: Cockerill Mill (replaces Factory)
Does not require Coal, but is considerably more expensive than the Factory it replaces. However, it also generates +5% :c5food: Growth and 1 :c5greatperson: Great Engineer point for each Strategic Resource worked by the City in which it is built.
 
Is the production for tiles worked by cities on which a garde is standing
 
Buleleng

Leader: I Gusti Ketut Jelantik
Capital: Singaraja

UA: Tawan Karang
Gain Production and Gold in your city whenever a Naval unit had sunk within the water of your territory. This bonus is boosted by other additional yields (similar to discovering Ancient Ruins) when its was your enemy units that you had sunk during Wars. Receive more XP when your land units attack Naval units, and when your Naval units attack Land units.

UB: Pure
Replace Temple. Starts with less maintenance, cheaper to build, and gives you a lump of Faith and Culture whenever a Citizen in this City had been killed/lost. However, their main function was to enable Puputan in that city. Puputan are activated when your cities are sieged and had been attacked. During Puputan, your cities wont grow, but receive 40% increase in Production, Faith, and Culture. Puputan also enables you to perform a stronger additional Bombardment to enemy at the cost of 2 Citizen, which can be done up to 4 times per turn. Puputan ended with Peace Deal, or when the city had been taken over. If it was the latter, sacrifice the remaining 75% of the population.

UU: Balinese Militia
Replace Musketmen. Weaker (-3 Strength) but were gained freely in 2 of your most recent cities and your City States allies Capital whenever a War had been declared on you, as long as the prequisite tech had been researched. Gain Faith and Gold when killing and be killed.
 
@someday: Yes. Sorry, I forgot to put that in. Derp. =]
 
I just realized that I keep recycling old designs of civs I know too much about... oh well.

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Cixi - Qing Dynasty

UA: Isolationism
From the Renaissance era on, gain +3 :c5culture: culture in cities without a majority for every religion present in that city. Gain +5% :c5culture: culture and :c5production: production in the capital for every unused trade route slot.
UU: Boxer (Inquisitor)
Unique Qing inquisitor that may be bought with gold even without a religion. When stationed in cities causes rebellion, but gives a lump sum of +20 :c5culture: culture for every religious follower expelled.
UB: Opium House (Zoo/Tavern)
In addition to its usual effects, the Opium houses give +1 :c5culture: culture and +1 Opium resources each. Opium provides +1 :c5happy: happiness and +3 :c5gold: each (cap. +6 :c5happy: happiness), but Opium houses provide +2 Opium resources to enemy civs who control Qing cities*.

*Opium houses are not destroyed on city capture.
 
lots of good entries this time, definitely an interesting period... tho gotta say all the civs I was thinking about doing have been taken, damn my slowness ;)
 
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