Civ Design Challange VIII: Fictionland

SonOfGreatKoya

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So, several week ago, when civ design challange V and VI was created, I have an idea for yet another CDC, Fictionland. I figured fiction civ have too little love in this community, and there's never enough CDC anyway

Similar with CDC IV: History, this challange is to create a fictional civilization based on fiction, whether it's from an already existing fiction or straight from your imagination

The opening challange, shall you take it, is Near Future Earth
 
Kickstarter:
Novaya Russia
Grigor Stoyanovich
:c5capital: Moscow

UA - The Crocodile
Luxuty ban have no effect on civ, and city containing it have 50% bonus cost for buying unit. Captured City State and Capital have instant free Courthouse

UB - Black Robe Headquarter (Police Station)
Remove unhappiness from captured city. Less maintence. Instant BRH in all city after obtaining all prerequirement. Raze courthouse in such city, if exist. +1 spy per 3 BRH

UB - Missile Base (Military Base)
Free 2 Guided Missile upon completion. +75% range for missile. 15% Production when creating Missile unit
Based on Empire Earth
 
Might as well.

Waknuk under Joseph Strorm
UA: Watch Thou for the Mutant
Gain Faith whenever a new Citizen is born. Cities following your religion may gain a large burst of Faith instead of growing. May spend Faith to damage enemy cities.

UU: Inspector
Unlike the Inquisitor, which it replaces, the Inspector generates Food and Faith when stationed on an Animal resource, but must move every turn. Additionally, it has a small chance of pillaging any improvement it moves across, providing no Food but a large burst of Faith.

UB: Church
Unlike the Armory, which it replaces, the Church is cheaper and available at Theology. In addition, it provides twice as much Experience to newly produced units if the city it is built in follows only one religion, and may be purchased with Faith.
 
:c5moves: The Citadel :c5moves:
:c5capital: The Citadel
Immortan Joe


UA: What a Lovely Day...
Flatland desert tiles without resources provide +1 :c5food: food for each adjacent freshwater source, but may only contain fort improvements. Units gain +1 :c5moves: movement and +15% :c5strength: strength when near friendly :c5citystate: city-states, and may be sacrificed when below 50 :c5plus: HP to deal damage to all surrounding units.

UU: War Boy
Replaces warrior, and never obsoletes. Being purchased, upgrading, and pillaging all require no :c5moves: movement. Gains the Chrome Teeth promotion, allowing it to be sacrificed when at full health and to :c5moves: move 4 tiles and ignore terrain cost when being sacrificed.

UU: Rig
Replaces landship. Available earlier, at steam power, and requires no oil. Upgrades from knight and gains the ability to conduct :c5gold: trade missions when adjacent to foreign territory and in desert. However, in addition to producing :c5gold: gold, the trade mission adds a small burst of :c5production: production to all cities in both empires producing a unit.


This one was chalk full of ideas, could've alternatively had a harem UB replacing bank, an imperator UGP replacing general, a wretched UU replacing worker or settler, an aquifer UB replacing hydro plant... Settled on the war boy and the rig for this design, but depending on feedback could change that up.
 
#Supremecommander

Old Earth Empire
UA: Small step for man, Huge distance in reality
Units gain a free scouting promotion per each 2 :c5moves: movement points they have with, and gain an additional free promotion once they reach level 5. Great generals may found cities rather than citadels and may also cross oceans and defend themselves from the start of the game, and are given to the player instead of the starting settler.

UU: Space Colonialist
Replaces settler. Though totally useless until astronomy, it grants a lump sum of :c5greatperson: great general points whenever built. Once you research astronomy, it will become strong as the most powerful melee unit available, have its movement doubled, and will gain the siege and March promotions.

UB: Outpost
Replaces Barracks. Rather than unlocking the armory, it unlocks a unique version of it, the Field Research Station, which in addition to the usual effects also makes units generate science from kills. Building this unlocks a variant of the military academy, the Commander school, which grants :c5greatperson: Great person points when a unit is built in the city, increasing with each unit you build.

Not really a good design, probably unbalanced due to the nature of its UU. Supposed to allow you to win the game while not having the best empire or the strongest army, using a "Superweapon" of sorts.
 
Oh boy another challenge; here we go!

The Moon Colonists (Colonist Delta) Don't ask me why they're still on Earth
UA: Age of Satellites: Once the Moon Colonists enter a new era, they may shoot a satellite into space, instantly winning a science victory revealing the terrain below and around the targeted area for 5 turns (a 3 hex range around the target tile is revealed; 30 hex range total). Exploring tiles this way or with LRVs (scout replacement) grants small boosts of :c5science: science. (1% science of the next technology per 1 explored (not revealed!) tile (this for sure needs some balancing, because its either too weak or too strong))

UI: Moon Base: Moon Bases may only be built outside friendly territory, and claim strategic and luxury resources on the tile its stationed on. Claims the tile it is built on. Moon Bases take attrition damage whenever there is no unit stationed on the tile, getting destroyed (and removing the tile from your territory) when it reaches 0 health. (10 health total; 1 health attrition damage)

UU: Lunar Roving Vehicle (replaces the scout): Does not ignore terrain cost, but has double the :c5moves: movement of the scout. May airlift to friendly cities at any time, consuming its remaining movement points.

In short: A civ focused around exploration; I have no clue how this would work in-game though :crazyeye:
 
Why go to space? THE FUTURE IS HERE!
:c5war: The United States of America :c5gold:
Donald Trump
UA: Make America Great Again
Forts built on your borders take half the time to build and provide +1 :c5gold: gold. Other empires' civilian units may not enter your borders, even if they have Open Borders from you.
UB: Trump's Wall
Replaces Walls. Cannot be normally built; instead, you must expend a worker you have captured from another civilization in a city to automatically build a Trump's Wall in that city. Provides +7 :c5strength: and +65 HP, more than the Walls it replaces, and enemy units move at half speed within 2 tiles of a city with a Trump's Wall.
UB: Casino
Replaces Stock Exchange. Provides the same :c5gold: gold as a Stock Exchange. In addition, every 5 turns, has a 10% chance to spawn a Great Merchant and a 10% chance to make you lose 2 turns' worth of income.
I went way out of my designing-comfort-zone to create this, but I think it reflects a Trump-America quite well.
And I sure do hope it's straight from my imagination.
 
Going for senshi's Waknuk
 
I like Waknuk. Not as a holiday destination, but as the design posted by Senshi.
 
For the record, I'm voting for the citadel.
 
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