ShadeSigma
Chieftain
- Joined
- Oct 6, 2010
- Messages
- 47
Joined a discussion on Steam about Civ ideas. The Metal Gear Solid Civ went through but a lot say that it is over-powered (you get a Spy in the Ancient Era).
Here are some I threw out there just for the heck of things.
The Elven Nation
Leader: Quantis Arrowwind
Ability: "Fight in Distance"
+20% production when building ranged units. Ranged units don't suffer melee penalty when attacked.
UU: Sniper [ Cost: 80, Strength: 14, Ranged: 21, Range: 2(+2), Moves: 2 ]
+2 range and +2 sight. Replaces the Crossbowman and is cheaper to build.
UB: Gambling Hall (Replaces Marketplace) [Cost: 100, Yield: 3 ]
Provides 2 merchant slots, +3 GPT, and +25% Gold in nation.
The Dwarves
Leader: Ba'taan Thunderhammer, son of Betus Battlehammer
Ability: "Spirit of Dwemer"
Mines yield +1 production. Gold and Silver provides +2 GPT and you gain +100 Gold when trading away any source of Gold or Silver to another Civ.
UU: Automaton (Replaces Swordsman) [Cost: 70, Strength: 15, Moves: 2]
Melee unit that has +30% defense bonus when fighting in Dwarven territory. -20% when fighting outside of Dwarven territory.
UU: Sentinel (Replaces Longswordsman) [Cost: 130, Strength: 24, Moves: 2]
Must have source of Iron.
UB: Dwemer Blacksmith (Replaces Workshop) [Cost: 100, Main: 3, Yield: 3 Production]
+20% Production and Engineer Slot
The Saiyan Race
Leader: King Vegeta
Ability: "Saiyan Pride"
When a unit is attacked at 50HP or lower (and survives) they gain double experience.
UU: Saiyan Warrior (Replaces Warrior) [Cost: 40, Strength: 10, Moves: 3]
UU: Great Ape (Replaces Knight) [Cost: 120, Strength: 28, Moves: 3]
No resources required. Bonus when attacking cities. No Defensive Bonuses.
UU: Super Saiyan (Replaces Mechanized Infantry) [Cost: 400, Strength: 100, Moves: 4]
No resources required. Can Intercept aerial units.
Western Roman Empire
Leader: Flavius Aetius
Ability: "Flavian Alliances"
Militeristic city-states grant two military units instead of one. Resting point with city-states start at 15.
UU: Gallic Warrior (Replaces Pikeman) [Cost: 90, Strength: 17, Moves: 2]
+30% Flanking Bonus. +60% vs Mounted Units
UB: Cathlolic Church (Replaces Temple) [Cost: 110, Main: 2, Yield: +3 Culture, +3 Faith]
Must have a Shrine to build.
The Sith
Leader: Darth Vader
Ability: "Submission to the Sith"
When you successfully seige a city-state, they are automatically annexed and you receive no penalty to Happiness.
UU: Sith Lord (Replaces Great General)
When near a Sith Lord, the enemy units receive a "Fear" penalty resulting in -20% attack strength for them.
UU: Sith Starship (Replaces Jet Fighter) [Cost: 425, Ranged: 80, Range: 12]
Must have Aluminum. +150% Bonus vs Helicopters and Bombers.
UU: Dark Jedi Starship (Replaces Stealth Bomber) [Cost: 425, Ranged: 95, Range: 20]
Must have Aluminum. +50% Attack bonus against cities.
Dunwall Nation
Leader: Empress Jessamine
Ability: "Era of the Outsider"
+2 Happiness when Dunwall begins a Golden Era. Scientist Slots produce +6 science and +6 Great Scientist points.
UI: Dunwall Research Lab (Replaces Academy)
Yields +4 more science
UU: Whaling Boat (Replaces Work Boat)
Provides +1 more source of Whale and yields +1 Production on any fishing improvement
UU: Tallboy (Replaces Gatling Gun) [Cost: 225, Strength: 37, Ranged: 37, Range: 2, Moves: 3]
Cannot melee attack.
The Manji Clan
Leader: Yoshimistu
Ability: "The Manji Way"
Spies can steal gold from other players. Gain +10 Culture when killing a unit in Manji territory. Gold gifts to City-States provide +10 more influence than normal.
UU: Manji Samurai (Replaces Longswordsman) [Cost: 120, Strength: 22, Moves: 2]
Requires Iron to build. When a Manji Samurai is destroyed +10 Culture is produced.
The Amazonian Civilization
Leader: Penthesilea
Ability: "Amazonian Traditions"
If a unit is defeated within Amazonian territory you have the option to add them to your population. Workers improve tiles +25% faster.
UU: Amazon Warrior (Replaces Warrior) [Cost: 40, Strength: 10, Moves: 2]
+1 Movement in Jungle tiles. Jungle tiles provide +20% in Combat bonus and Defense
UU: Amazon Swordswoman (Replaces Swordsman) [Cost: 75, Strength: 15, Moves: 2)
No movement penalty for Rough terrain. Jungles provide +20% in Combat bonus and Defense. No resources required.
The Shaolin Monks
Leader: Kung Lao
Ability: "Passive Aggression"
City Bombardment strength increased by +20%. Gain +10 Culture each time you destroy an enemy unit by City Bombardment. +1 Culture per turn for every defensive building.
UU: Great Monk (Replaces Missionary)
Religious Strength starts at 1100. Does not suffer penalty when entering any nation that you don't have Open Borders with. Can spread religion 3 times.
UU: Shao Monk (Replaces Longswordsman) [Cost: 120, Strength: 22, Moves: 2]
Does not require any resources. Gain +10 Faith if unit is destroyed by a Shao Monk.
UB: Shaolin Temple (Replaces Amphitheater) [Cost: 100, Main: 2, Yield: +3 Culture, +5 Faith]
Requires both Shrine and Monument in order to build. Provides +1 Artist Slot. If city is captured with Shaolin Temple built in it, the enemy gets +3 Happiness.
Here are some I threw out there just for the heck of things.
The Elven Nation
Leader: Quantis Arrowwind
Ability: "Fight in Distance"
+20% production when building ranged units. Ranged units don't suffer melee penalty when attacked.
UU: Sniper [ Cost: 80, Strength: 14, Ranged: 21, Range: 2(+2), Moves: 2 ]
+2 range and +2 sight. Replaces the Crossbowman and is cheaper to build.
UB: Gambling Hall (Replaces Marketplace) [Cost: 100, Yield: 3 ]
Provides 2 merchant slots, +3 GPT, and +25% Gold in nation.
The Dwarves
Leader: Ba'taan Thunderhammer, son of Betus Battlehammer
Ability: "Spirit of Dwemer"
Mines yield +1 production. Gold and Silver provides +2 GPT and you gain +100 Gold when trading away any source of Gold or Silver to another Civ.
UU: Automaton (Replaces Swordsman) [Cost: 70, Strength: 15, Moves: 2]
Melee unit that has +30% defense bonus when fighting in Dwarven territory. -20% when fighting outside of Dwarven territory.
UU: Sentinel (Replaces Longswordsman) [Cost: 130, Strength: 24, Moves: 2]
Must have source of Iron.
UB: Dwemer Blacksmith (Replaces Workshop) [Cost: 100, Main: 3, Yield: 3 Production]
+20% Production and Engineer Slot
The Saiyan Race
Leader: King Vegeta
Ability: "Saiyan Pride"
When a unit is attacked at 50HP or lower (and survives) they gain double experience.
UU: Saiyan Warrior (Replaces Warrior) [Cost: 40, Strength: 10, Moves: 3]
UU: Great Ape (Replaces Knight) [Cost: 120, Strength: 28, Moves: 3]
No resources required. Bonus when attacking cities. No Defensive Bonuses.
UU: Super Saiyan (Replaces Mechanized Infantry) [Cost: 400, Strength: 100, Moves: 4]
No resources required. Can Intercept aerial units.
Western Roman Empire
Leader: Flavius Aetius
Ability: "Flavian Alliances"
Militeristic city-states grant two military units instead of one. Resting point with city-states start at 15.
UU: Gallic Warrior (Replaces Pikeman) [Cost: 90, Strength: 17, Moves: 2]
+30% Flanking Bonus. +60% vs Mounted Units
UB: Cathlolic Church (Replaces Temple) [Cost: 110, Main: 2, Yield: +3 Culture, +3 Faith]
Must have a Shrine to build.
The Sith
Leader: Darth Vader
Ability: "Submission to the Sith"
When you successfully seige a city-state, they are automatically annexed and you receive no penalty to Happiness.
UU: Sith Lord (Replaces Great General)
When near a Sith Lord, the enemy units receive a "Fear" penalty resulting in -20% attack strength for them.
UU: Sith Starship (Replaces Jet Fighter) [Cost: 425, Ranged: 80, Range: 12]
Must have Aluminum. +150% Bonus vs Helicopters and Bombers.
UU: Dark Jedi Starship (Replaces Stealth Bomber) [Cost: 425, Ranged: 95, Range: 20]
Must have Aluminum. +50% Attack bonus against cities.
Dunwall Nation
Leader: Empress Jessamine
Ability: "Era of the Outsider"
+2 Happiness when Dunwall begins a Golden Era. Scientist Slots produce +6 science and +6 Great Scientist points.
UI: Dunwall Research Lab (Replaces Academy)
Yields +4 more science
UU: Whaling Boat (Replaces Work Boat)
Provides +1 more source of Whale and yields +1 Production on any fishing improvement
UU: Tallboy (Replaces Gatling Gun) [Cost: 225, Strength: 37, Ranged: 37, Range: 2, Moves: 3]
Cannot melee attack.
The Manji Clan
Leader: Yoshimistu
Ability: "The Manji Way"
Spies can steal gold from other players. Gain +10 Culture when killing a unit in Manji territory. Gold gifts to City-States provide +10 more influence than normal.
UU: Manji Samurai (Replaces Longswordsman) [Cost: 120, Strength: 22, Moves: 2]
Requires Iron to build. When a Manji Samurai is destroyed +10 Culture is produced.
The Amazonian Civilization
Leader: Penthesilea
Ability: "Amazonian Traditions"
If a unit is defeated within Amazonian territory you have the option to add them to your population. Workers improve tiles +25% faster.
UU: Amazon Warrior (Replaces Warrior) [Cost: 40, Strength: 10, Moves: 2]
+1 Movement in Jungle tiles. Jungle tiles provide +20% in Combat bonus and Defense
UU: Amazon Swordswoman (Replaces Swordsman) [Cost: 75, Strength: 15, Moves: 2)
No movement penalty for Rough terrain. Jungles provide +20% in Combat bonus and Defense. No resources required.
The Shaolin Monks
Leader: Kung Lao
Ability: "Passive Aggression"
City Bombardment strength increased by +20%. Gain +10 Culture each time you destroy an enemy unit by City Bombardment. +1 Culture per turn for every defensive building.
UU: Great Monk (Replaces Missionary)
Religious Strength starts at 1100. Does not suffer penalty when entering any nation that you don't have Open Borders with. Can spread religion 3 times.
UU: Shao Monk (Replaces Longswordsman) [Cost: 120, Strength: 22, Moves: 2]
Does not require any resources. Gain +10 Faith if unit is destroyed by a Shao Monk.
UB: Shaolin Temple (Replaces Amphitheater) [Cost: 100, Main: 2, Yield: +3 Culture, +5 Faith]
Requires both Shrine and Monument in order to build. Provides +1 Artist Slot. If city is captured with Shaolin Temple built in it, the enemy gets +3 Happiness.