Civ 5 Design Challenge IV - History/Eras

I was talking about the caravel, not the mint replacement...

(And its actually rare for trade based civs to have a slower unit... That will make maintaining the safety of your trade units harder.
(And what's even the point of a slower caravel? Not to be rude, but if you'll use mods such as ExCE, this kind of UU might be extremely penalizing).
 
I actually liked it more when it was bigger, and I believe Natan is referring to the second bit.
 
Right past post 100 with no celebration, I see.
I think the UA is perfectly fine, although I agree the unit is a bit of a nerf. I also have complicated feelings about the UB; does "outgoing naval trade routes" include internal? I assume it does with the UA, but it could or could not with the UB.
Either way it's voting time soon.
 
I'll go with Kul's Sultanate of Bima, none of it seems too overpowered while also being very forseeably useful. The UA might not work as well in multiplayer, but the stable replacement and the UU have great synergy and are both quite strong without being overpowered. Tight, synergetic civ that's well balanced.
 
Voting for GPuzzle this time. While not the most synergetic design ever, it certainly has some nice bonuses without being OP.
 
I'll vote for NiaoMeow's Tu'i Tonga Empire. Even though I'd rather have the old values back, it still seems extremely fun, and I love it. Hell, it seems like something that I'd code!
 
And... that's a five way tie.

Damn.
 
Kul - 1
Natan - 3
Einayim - 1
GPuzzle - 2
NiaoMeow - 1

RRhFigy.png

Natan has won the contest by 3 votes and shall be providing the era details!
 
*A :c5goldenage: Golden age begins*

The next challenge will be The Ancient Era (3000- 500 BC).
I expect a battle for the Euphrates this time around... :D
 
Roman Kingdom (Numa Pompilius)

UA: Quidam dux:
During "Golden Ages" religious faith :c5faith: is increased by 50% in output and a free Missionary is born by the capital.

UU: Palatini (Replaces Swordsman):
For every unit killed by the Palatini, you gain Faith and Culture.

UB: Temple of Janus (Replaces Temple):
Whenever a war is declared on another civilization 2 Palatini units are born near the capital. Yields +2 Faith :c5faith: and +2 Culture :c5culture: .
 
Roman Kingdom (Numa Pompilius)

UA: Quidam dux:
During "Golden Ages" religious faith :c5faith: is increased by 50% in output and a free Missionary is born by the capital.

UU: Palatini (Replaces Swordsman):
For every unit killed by the Palatini, you gain Faith and Culture.

UB: Temple of Janus (Replaces Temple):
Whenever a war is declared on another civilization 2 Palatini units are born near the capital. Yields +2 Faith :c5faith: and +2 Culture :c5culture: .

That UB is massively OP.
 
That UB is massively OP.

Disagree; the culture is the same as the Mud Pyramid Mosque, and it's an okay bonus, and the two units are only two units and they start way back at the capital, meaning 2 turns to the front lines. It's a nice bonus but I wouldn't call it OP.

Anyway, here's my design:

Harappa

UA: The Indus Valley Civilization
"Internal :trade: trade routes yield :c5science: science and :c5culture: culture; external :trade: trade routes contribute to :c5food: food storage similar to an acqueduct."

Spoiler :
In the ancient and classical era, internal trade routes provide +1 culture and +2 science. Increases to +2 and +3 in the classical era but stays this way until the Renaissance, when it increases to +4 and +7. Increases again in the modern era, to +5 and +10. For every external trade route leaving a city, it stores 10% food on citizen birth, and for every external trade route coming into a city it stores 5%.


UU: Builder
"Faster settler that founds cities starting with 2 :c5citizen: population and additional :c5strength: defense, as well as a free bath built in new cities after the discovery of masonry."

Spoiler :
Builder has 3 movement rather than two and cities founded by builders have a base defense of 10.


UB: Bath
"Harappan unique acqueduct replacement available at masonry. Still stores the same amount of :c5food: food as an acqueduct. Increases :c5production: production based on :c5food: food output, especially towards buildings."

Spoiler :
Adds +1% to production for every single item of surplus food, increased to +2% when building buildings. Upon entering the industrial era, the bonus is decreased to +1% for every two units of surplus food and +1% for every single unit when building buildings.
 
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