Civ design challenge

Many, many good designs here. I'm voting for Tarcisio! I like the inforgraphic and the UA is super cool. :goodjob:

(@GP: what does the stock do?)
 
Nothing! However the value that the AI gives it is pretty much a Luxury Resource.
 
I'm going to vote for Natan because unique luxury resources are always welcome.
 
I'mma vote for TimeWalker. That's a really cool design, and I like that you didn't go for a Unique Great Merchant because I haaaaaaaaaate Great Merchants and like Civs that pander to my slightly irrational prejudices in this regard. Plus I want y'all to stick around. =]
 
Shouldn't it be time for a new civilisation now?
 
Yes it should.
 
Shall we attempt a hostile takeover assume temporary reign of the thread like the Mechanics thread then?
 
No. Scott picks the civs here.
 
I'm back tomorrow/tonight guise stahp fighting over my corpse its only been a few days :((

gee wiz
 
ps tarcisio wins, announcing that requires no effort I can do it now
 
Chus a tsiv meit
 
7 days later...
 
Just name it. We can find the wiki page ourselves.
 
Dayak
 
Hmmm... Well,

Dayak People
UA: Native Roots
Forests and jungles grant extra yields* but may not be improved\ chopped. Cities gain :c5production: production upon :c5food: growth, and provide units with unique promotions based on the city's tile

UB: Iban Blacksmith
Replaces forge but may be built everywhere. In addition to being unlocked earlier(at iron working) and costing no maintenance, the Iban blacksmith also grants +1 :c5culture: culture and +1 :c5happy: happiness from mining- based resources in jungles and forests.

UU: Hunter
Replaces Scout but obsoletes at biology. Instead of the scout's promotions, this unit performs a :c5rangedstrength: ranged attack before engaging in melee combat and requires 1 iron to be produced. Additionally, it posses the "Headhunter" and "Native islander" promotions, which make it receive double XP and heal from killing units, and granting extra :c5strength: strength equal to its level per each melee unit you may have trained.

*Extra yields: +1 :c5food: food and +1 :c5gold: gold. +1 :c5gold: gold after economics. If a resource is present, grants +1 :c5culture: culture and +1 :c5gold: gold.

**Extra promotions:
Flatland plains\ grassland\ tundra: +1 :c5moves: movement if starting the turn on the appropriate terrain.
Flatland Desert\ snow: double movement in the appropriate terrain type.
Hills: no terrain costs on hills.
Forests\ Jungles: double movement in forests and jungles.
 
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