Civs of Tarkir

So will the Kin-Tree have yeilds then? I'd like it to provide additional food to adjacent desert tiles - just to hammer home the desert theme, though this isn't essential.

I could see the Kin-Tree being unlocked at Theology and providing +2 Culture and the blocking thing, then at Chivalry providing +1 Faith, then maybe at Chemistry providing the crazy food bonus.
 
I could see the Kin-Tree being unlocked at Theology and providing +2 Culture and the blocking thing, then at Chivalry providing +1 Faith, then maybe at Chemistry providing the crazy food bonus.

Although maybe I could make the rewards greater but more spread out...
 
Alright, so this is what I have written down so far. Abzan might need some balancing.

Anafenza - Abzan Houses (Salt Road Patrol)
Gain :c5food: Food for each outgoing :trade: Trade Route with another Civilization or City State. The range of :trade: Trade Routes is increased for Abzan cities on desert tiles. When an Abzan :trade: Trade Route is plundered, there is a chance the plunderer will be destroyed instead.
UU: Siege Rhino
Replaces Knight. Does not require Horses. -1 :c5moves: Movement Speed when not travelling through Desert tiles. At the beginning of each turn, each Abzan unit within a 1-tile radius heals 15% of its total health and each enemy unit loses 15% of its total health.
UI: Kin-Tree
Unlocked at Philosophy. Can only be built on Desert tiles without Hills. Cannot be built next to another Kin-Tree or a city. Provides +1 :c5culture: Culture and +1 :c5faith: Faith. Non-Abzan non-combat units cannot travel over Kin-Tree tiles. Upon discovering Chivalry, an additional +1 :c5culture: Culture is added, and each Desert tile around the Kin-Tree gains +1 :c5food: Food.

Sidisi - Sultai Brood (Doom of the Golden Fang)
Units move through marshes and jungles at normal speed. Upon being defeated in combat, Sultai units provide :c5gold: Gold equal to twice their combat strength.
UU: Rakshasha
Replaces Great Prophet. Cannot travel through closed borders. As well as being generated by :c5faith: Faith, Rakshasha also spawn after a certain number of units have been destroyed. When a Rakshasha converts a city, all combat units within a 1-tile radius become Sultai Zombies.
UB: Necropolis
Replaces Garden. Does not require fresh water. +1 :c5gold: Gold in each Jungle and Marsh tile. Dead units in a Necropolis provide :c5production: Production which can be spent at any time.
 
What thoughts do you have in regards to the other clans?

I haven't really been thinking about them much atm.

I thought maybe the Jeskai UU could be the infamous Swiftspear, and just make it a Double-Attack Pikeman. Jeskai are likely going to be somewhat science and faith based.
EDIT: It's occurred to me the two-attack pikeman already exists, and is called the Impi. Maybe a Pikeman which is weaker but has greater movement?

The Mardu I was thinking of taking the generic, bland UU thing where it costs less but is weaker and applying it to EVERY UNIT IN THE GAME. Because that's fun. Also maybe an increased flanking bonus? And/or a reduced maintenance cost? I'm not sure, my knowledge of the Mardu isn't that great.

Nor is mine of the Temur. I was thinking putting more food from Tundra in, as well as maybe allowing them to construct camps from the start of the game. Temur is probably going to be the one I'll have the most trouble with, so, like any responsible high school student, I'm mostly putting it off for now.
 
As for a concrete design for the Abzan, it's a little trickier. I'm considering making them more defensive than the others for variety's sake. Maybe something to do with Kin-Trees and deserts? Kin-Trees could boost culture or faith depending on the number of citizens in the city, encouraging the Abzan to go tall. Then, uh, extra food in the desert? And then I'd need to add something extra to prevent them from having the lamest UA of all time.

Ah, dang... I'd meant to post some thoughts on Abzan yesterday, since I really enjoyed their flavor in Khans of Tarkir. (I never really played with the set, but I loved the worldbuilding in it!)

I'll just toss a few thoughts out to see if they help anything percolate. When I think about the Abzan, the major things that come to mind are fortifications and trade routes, what with their desert fortress-cities and protecting the Salt Road. Random ideas that I'd thought of was things like "Defensive buildings produce :c5food: Food" (reflecting the verdant gardens within the Abzan fortress-cities), or having some kind of bonus for Fortresses near trade routes, to help encourage the Abzan to build them.

Those are just random ideas, though -- it sounds like you're making progress with some of your own for Abzan already. Looking forwards to seeing it!
 
They had a heavy emphasis on mobile defenses though. This being a fantasy setting, those actually meant actual Mobile Bases!
179.jpg

165.jpg

Bearing that in mind, I think the current focus certainly works.
 
They had a heavy emphasis on mobile defenses though. This being a fantasy setting, those actually meant actual Mobile Bases!

Bearing that in mind, I think the current focus certainly works.

Oh, I know that -- my original thoughts for a UU revolved around a mobile fortress that would provide the Cover promotion to adjacent units. Although the mobile Citadel concept is just as viable, and shouldn't be hard to code.

I suppose for me it's just that card like Sandsteppe Citadel left an impression, as well as cards like Archers' Parapet and Dazzling Rampart that emphasize their physical fortifications.

Image.ashx
 
I'd be cool from shifting the Abzan UA a bit. Maybe replacing the increased trade route distance with "Abzan Trade Routes provide additional :c5strength: defense to the cities they travel between"
 
That'd be fun and innovative. Encouraging one to protect Trade Routes during War and such. Would it be possible to have combat bonuses alongside trade route paths?
 
That'd be fun and innovative. Encouraging one to protect Trade Routes during War and such. Would it be possible to have combat bonuses alongside trade route paths?

I think the Merchant vessel from Viregel's (soon to be JFD's) George V gets strength or movement along naval trade routes so it should be possible. If this is proven to be correct I'd definitely support this ability replacing trade route distance - it seems like it would affect how you play more and is more flavourful in any regard.
 
That'd be fun and innovative. Encouraging one to protect Trade Routes during War and such. Would it be possible to have combat bonuses alongside trade route paths?

It's certainly worth a try. I'm rather liking how these two are turning out so far.

So the Abzan UA would look like this:

Salt Road Patrol (This name's a bit rubbish, but I can't think of a better one. Suggestions are always appreciated.)
Gain :c5food: Food and :c5strength: City Strength for each outgoing :trade: Trade Route with another Civilization or City State. Abzan units gain a combat bonus when fighting on :trade: Trade Route paths. When an Abzan :trade: Trade Route is plundered, there is a chance the plunderer will be destroyed instead.
 
Yeah, I'd be happy with that as the final UA for the Abzan, it seems fun and very evocative - encouraging tall growth, trading and defending those routes from others. Does anything else need to be discussed in terms of the Sultai or Abzan design - or are you happy enough to move on to the other clans?

If so, I can see what you are trying to do with the Mardu, but I believe they should have some archery/ranged focus. A lot of cards detail how Mardu magic centres around the use of the bow - their skill being one of their main advantages over the other clans. Not sure whether that fits a UA or UU though. Ponyback Brigade, or Goblins in General have potential for a non-ranged UU.

One thing I was thinking about - if you plan to have CulDiv support for these civs, would you be opposed to them getting the Totalitarian bonus (free GG at the start), regardless of what culture they end up in. I think this would be a nice way of reflecting the titular Khans of Tarkir, and their influence on combat. It's probably a little early to be thinking of this though.
 
Yeah, I'd be happy with that as the final UA for the Abzan, it seems fun and very evocative - encouraging tall growth, trading and defending those routes from others. Does anything else need to be discussed in terms of the Sultai or Abzan design - or are you happy enough to move on to the other clans?

If so, I can see what you are trying to do with the Mardu, but I believe they should have some archery/ranged focus. A lot of cards detail how Mardu magic centres around the use of the bow - their skill being one of their main advantages over the other clans. Not sure whether that fits a UA or UU though. Ponyback Brigade, or Goblins in General have potential for a non-ranged UU.

One thing I was thinking about - if you plan to have CulDiv support for these civs, would you be opposed to them getting the Totalitarian bonus (free GG at the start), regardless of what culture they end up in. I think this would be a nice way of reflecting the titular Khans of Tarkir, and their influence on combat. It's probably a little early to be thinking of this though.

I'm fond of the Abzan and Sultai designs. I'll probably add them to the main page.

Adding somewhat of a ranged focus to the Mardu could work. The problem with my original plan is it makes it difficult to make super original UUs, and the Mardu aren't exactly known for being less good at fighting. I want to make the Ankle Shanker a UU, if only because Ankle Shanker.

I'm not familiar with most of JFD's work. I'd probably have to do some research before planning anything.
 
Hmhm...

Mardu Horde
Zurgo
UA: Rush of Battle: Units have +1 Movement during War. Damaged units gain an additional attack per turn.
UU: Ankle Shanker: Replaces Swordsman. Receives 30% less damage from melee combat.
UI: Nomad Outpost: Unlocked at Horseback Rider. Can only be built on Flat Terrain. Units Starting a War in a Nomad Outpost earn a free Promotion.
 
Hmhm...

Mardu Horde
Zurgo
UA: Rush of Battle: Units have +1 Movement during War. Damaged units gain an additional attack per turn.
UU: Ankle Shanker: Replaces Swordsman. Receives 30% less damage from melee combat.
UI: Nomad Outpost: Unlocked at Horseback Rider. Can only be built on Flat Terrain. Units Starting a War in a Nomad Outpost earn a free Promotion.

Nice. A bit simplistic, but nice. I especially like the +1 Movement thing, I was mulling it over (+1 Movement while in enemy territory?) but I like the general War idea a lot more. Might want to focus at least somewhat on the insane archery stuff the Mardu have going on though. I think at least one of the warring clans deserves two UUs, and the Mardu seem like the most likely candidate.

On an unrelated note, I learnt today that "Rakshasha" is actually spelled "Rakshasa". I don't think it's as catchy.
 
Well after revisiting old deck and doing research heres this?
Temur Frontier
Surrak
UA: Impedient Ferociousness
Military Units stationed in Snow or Tundra receive a :c5strength: Defensive Bonus and pre-Industrial Units all start with the Charge and Shock I Promotions, Unit Maitnence is reduced by 15%
UGP: War Shaman (Great General)
Receive a free War Shaman upon discovering Theology, has 25 :c5strength: Combat Strength and has a chance of converting an Enemy Unit on kill.
UI: Bone Hut
Available at Architecture, may not be built adjacent to each other and claims all Tiles in a 1-Tile Radius, +2 :c5production: Production and +1 :c5food: Food from Snow or Tundra.
Note: I havent played or experienced this game in a long time so I barely remember anything from the game and isnt this whole Tarkir thing a new set.
 
Note: I havent played or experienced this game in a long time so I barely remember anything from the game and isnt this whole Tarkir thing a new set.

Yeah, Khans was the most recent block.

I really like that design for the Temur, especially the UI and the UA, that said these elements would probably need to be considered in terms of how strong they are. I would also like to see some element of synergy in the design, as there doesn't seem to be much - that said I can't think of anything better.

It's sad that by far the most memorable thing about the Temur - their habit of punching bears - cannot be translated into the game, at least not in a way I can see.

In terms of your design Hoop, it seems like a damage reduction doesn't really fit the Ankle Shanker as a unit. Perhaps making it dangerous and fragile rather than tanky in some way, like the Falxman from MC's Thracian mod.Whilst I definitely think the second component should be a ranged unit, the UA is really fitting and captures the idea of Mardu Speed.
 
Hmm... just thinking about Hoop's design, I think I'd rather see the Ankle Shanker as a slightly-weaker Swordsman (say Strength 12?) that had Flank and Charge, so he'd be a harassment unit.

I'm not sure if there's a ranged equivalent to Charge, but the second UU could be an Archer replacement that had bonuses against wounded units? Seems like there'd be some synergy that way.
 
Hmm... just thinking about Hoop's design, I think I'd rather see the Ankle Shanker as a slightly-weaker Swordsman (say Strength 12?) that had Flank and Charge, so he'd be a harassment unit.

I'm not sure if there's a ranged equivalent to Charge, but the second UU could be an Archer replacement that had bonuses against wounded units? Seems like there'd be some synergy that way.

UA only applies to melee units and I'm not to sure if they have some iconic ranged unit as the War Shaman were the only things I could find that were synonymous with them, I'm still trying to find some sort of link to make it more cohesive somehow.
 
Back
Top Bottom