Design a Unit 2 contest

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Kael

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For a little fun we are going to have a design a unit contest.

The Rules:

1.[tab]Each participant can submit 1 and only 1 unit. We mean it, we don't want "either of these are fine", "here are a handful of ideas", or "here is my very favorite, filtered down, cream of the crop 347 pages of unit ideas".

2.[tab]This contest isn't for heroes. This is only for a non-unique unit.

3.[tab]The unit can be recommended for a specific civ or not, either way is fine.

4.[tab]Make sure your ideas are unique before submitting it (your idea may be excellent, but if it is already done somewhere else you won't win). You may want to read the unit section of the wiki before you begin.

5.[tab]Bonus points given to non-uber units. We already have the top of the power curve detailed out (I know those units are the most fun to make) what is more difficult to design is making the early and mid-game units interesting.

6.[tab]Backgrounds or writeups aren't nessesary but a good name is.

7.[tab]Please keep your responses to this thread down to 1 post for each entry (and therefor 1 post for each person). Create a new thread if you want to chat about the contest.

8.[tab]While we are accepting sumissions you are free to change your entry if you have a new idea.

9.[tab]FfH team members can't enter. (this means you Woodelf!)

10. It must us an existing model. We can't commit to modeling and animating a new unit right now, so please dont purpose anything that cant use a new model.

The contest starts right now and we will be accepting submissions until March 28th at 9pm EST (Eastern Standard Time).


Judging:

After 9pm each member of the FfH team will have 24 hours to pick their favorite unit. I will add all of the selected units to a poll for public voting for a few days. At the end of that poll the unit with the highest votes wins!


The Reward:

Your unit will appear in FfH2! Thats right, we have taken stealing ideas to a whole new level by asking you to compete for the right to have your ideas stolen! :) You can supply the pedia entry for the unit if you like or we will write it based on your description.
 
A Ballad of John Silver

We were schooner rigged and rakish, with a long and lissome hull,
And we flew the pretty colors of the cross bones and the skull;
We'd a big black Jolly Roger flapping grimly at the fore,
And we sailed the Spanish waters in the happy days of yore.

We'd a long brass gun amidships, like a well-conducted ship,
We had each a brace of pistols and a cutlass at the hip;
It's a point which tells against us, and a fact to be deplored,
But wew chased the goodly merchantmen and laid their ships aboard.

Then the dead men fouled the scuppers and the wounded filled the chains,
And the paint-work was all spatter-dashed with other people's brains.
She was boarded, she was looted, she was scuttled till she sank,
And the pale survivors left us by the medium of the plank.

O! then it was (while standing by the taffrail on the poop)
We could hear the drowning folk lament the absent chicken coop;
Then, having washed the blood away, we'd little else to do
Than to dance a quiet hornpipe as the old salts taught us to.

O! the fiddle on the fo'c's'le and the slapping naked soles,
And the genial "Down the middle, Jake, and curtsy when she rolls!"
With the silver seas around us and the pale moon overhead,
And the lookout not a-looking and his pipe bowl glowing red.

Ah! the pig-tailed quidding pirates and the pretty pranks we played,
All have since been put a stop to by the naughty Board of Trade;
The schooners and the merry crews are laid away to rest,
A little south the sunset in the Islands of the Blest.


-- John Masefield

I submit this unit cause I think it is necessarily in the game.

John-Rackham_trans.gif


Unit name: Corsair
A new ship available only to Luan the time Frigates are buildable and with the same restrictions. On top on that they can't be build normally but have to be upgraded from Pirates with lvl 4+ with their hidden nationality on. [those who declare their nationality wont be able to upgrade]
Maybe for balance limit them only to 3? It would give also gold for Luan like pirates do, etc. With this I propose a corsair promotion for the Black Wind at the time he reaches 8th lvl and it would increase his power by 2 so he becomes one also and is not obsolete.

Alternatively not only for Luan but you have to have a Pirate of lvl 8+ to upgrade it to and Luan get to upgrade them at lvl 4+ already.


Special ability: City Raid
- when next to a city can use it like it would bombard it
- it will last till the ship leaves the city radius or does an action like attack, bombard, move [successfully defending does not break it]
- the corsair does not heal while using this ability
- the corsair owner would gain the income of that city: 1st turn 100% of the income, 2nd 100%/2 of the city income, 3rd 100%/3 and so on
- after the second turn a blockade effect takes place till the raid is over
-- a city that is under a blockade can not build ship
-- a city that is under a blockade produces no research
-- a city that is under a blockade produces no income
-- a city that is under a blockade produces no luxuries nor resources [it would be like there were no roads connected to the rest of the empire for outgoing resources], the city still would have access to them
-- if the city has gems, gold, mithrill then the corsair will receive extra gold for the raid

This way players would chose to have gold from it or to strategically disable a city. A city can only be the target of one raid at a time.


Stats:
Strength: Frigate-1 :strength:
Move: Same as Frigate :move:
seagifts_1942_3356664

Model: Frigate with some pirate bander.

John-Rackham_trans.gif


A Buccaneer

Initially hunter’s of cattle and pigs on the Island of what is now known as Haiti and the Dominican Republic. The Buccaneers got their name from the meaning of the French word "boucan" (which means barbecue), as they were frequently seen barbecuing their meat on grills (they learned this form of cooking from the Arawak Indians).

The buccaneers were driven out by the Spanish, and the persecuted hunters banded with groups of runaway slaves, deserters, and other’s who hated the Spanish and sought vengeance on their vessels. The word buccaneer soon became common, and by the 17th century was used to describe pirates and privateers who had bases in the West Indies.

A Privateer

A privateer was a pirate who by commission or letter of marque from the government was authorized to seize or destroy a merchant vessel of another nation. The privateer was used as a cheap means of weakening the enemy by frequenting shipping routes (avoiding the costs related to the maintenance and creation of a navy).

In theory no Privateer with a letter of marque could be charged with piracy, since it was recognized by international law. However, it was not uncommon for privateers to be charged and prosecuted for piracy by hostile nations. All occurrences of vessels captured by privateers had to be brought before an Admiralty Court where they were tried to ensure that their plunder was legal game.

A Corsair

The term refers to pirates or privateers who operated in the Mediterranean. The most recognized corsairs were from the Barbary Coast of North Africa (European crusaders named their Muslim enemies “Barbary Corsairs”).

These corsairs were authorized by their governments to prey upon the shipping lanes of Christian countries. The Maltese Corsairs led the fight against the Turks, being led by the Knights of St. John. The Maltese Corsairs initially fought for religion, but after a while the rewards of piracy grew to greater appeal. Soon the Maltese Corsairs were full-fledged pirates, with no interest in religious ideals.

Source: http://www.piratesinfo.com/detail/detail.php?article_id=63
 
Unit name: Spirit Shaman
Technology Required: Sorcery
Recommended Civ: None (Maybe Doviello and Clan only if it must be)

Strength: 5
Movement: 1
Promotions: Channeling I, Channeling II, Sorcery, Summoning
Upgraded from: Adept (The adept must have Spirit I, be level 4)
Upgrade to: None

Unit Type: Disciple unit (so it doesn't get experience over time)
Instead of spending time learning more about magic, a spirit shaman instead spends his (or her) time attempting to bind spirits.

A spirit shaman can have a maximum of 4 bound spirits at once and these may be used for different abilities, you can get bound spirits over time (level % so minimun 4%) or by killing enemy units (which prevent them from becoming angels or demons)

Different abilities can have different costs
() represent how many bound spirits it uses
Memories of the Dead: (1) The shaman uses his service and delves into the spirits past learning from his mistakes so the shaman dosn't have to, this gives the shaman 5 experience.
Wail of the Spirits: (3) The shaman unleases the spirits to torment his enemies, targets a stack, all units (unless resisted or has courage) receive a -40% strength and -1 movement, this lasts until either the shaman is dead, the spirits have been quelled (Dispel Magic?) or the units move away from the shaman (and even then it lasts one turn)
Spirits Fury: (1) Calling upon the spirits fury and anger at being traps the shaman gains the following abilities: ability to cast again, ability to attack again (can only be used once a turn)
Heal the Rupture: (2) Calling upon the spirits the shaman can heal his own wounds (70%)
Call of the Immortals: (4) Must be at least level 6 to use: Binding himself to the material world more thoroughly, the shaman can make sure that if he dies, his spirit will not and go on to inhabit another body, this is a painful experience though and the shaman loses half his experience and all bound spirits.

Notes:

Although much more powerful than a normal mage strength wise and has both summoning and sorcery, the unit does not get experience over time nor could he upgrade to anything which could give him channeling III.
 
Just for the fun of it.

Unit Name: Beholder
Promotion: Undead, Fear, Divine, Channeling II, Chaos II, Body II (For Mutation & Burning Blood)
Special Ability: Mutation, Burning Blood
Str: 2
Move: 1
Unit Type: Beast
Possible Model: Use Floating eyes
Others: No Pillage, No military happiness
 
Combat Bard, support unit. National unit, 3 allowed.
Requires: Education, Drama and Theatre
100 Hammers
+100% city defense
0/2 strength
Promotions:
Channeling I and II, Mind I, Earth I, Spirit I, Sorcery
Model: Great Bard (Surprise! :O)
Type: Arcane (not entirely sure about it though)

Flavour text:
Days went by and more and more soldiers returned injured. Every inn was packed with citizens trying to ignore the constant war. The war went on and as more soldiers were sent, the more the infirmary's were filled and the emptier the inn's and taverns became. Bards found themselves out of jobs. Some of the bards also found themself feeling useless. Wandering about the streets of the now seeming empty city and slowly declining, some bards craved to do something, to help their country out of it's deprived state. After months of training most of the bards gave up. They thought it was useless to keep on training, the macemen and immortals will always be stronger. So they gave up. Halfway through their training, exhausted as they were, they decided to cheer eachother up by sharing songs and tales. Soon after they started, the rest of the aspiring fighters were attracted to their songs of hope. They realised they could help the war in another way than merely fight.
With songs of hope and inspiration the population of the city seemed to be cheering up. But as happy as the city may seem, the enemy was still closing in. Finally the war was found at the gates of the city. One moment it seemed like all was lost, all the macemen and archers slain. The enemy was ready to march into the city with their remaining weakened forces. Suddenly, there was a cheering cry heard throughout the city, and bards were suddenly rampaging over the city streets, strengthened by the mad thought that this once cheerfull city might fall and by the cheers of the citizens. And as the last enemy was slain the bards cheered. The bards swore an oath. "This city will not fall, neither through combat nor through declination."

Hm, didn't turn out quite the way I want it to be. Ah well. If the team decides to add this unit and feels to lazy to write some flavour text, be my guest and use this :P

Reasoning:
I'd like to see an early National Unit. And, this would boost the usefullness of a theatre, which is needed tbh because it takes quite some hammers. I never really bother with Drama unless it gets offered to me in some real nice way, I want to get a cultural victory or I get it through the eyes and ears network. It gets all the spells because I'd like to see some pure city defenders and helpers.
At mind I or II (can't remember, and Wiki states it's I one time and II the other) they get Inspiration so the city they're in gets a research boost, at Earth I they get Wall of Stone for boosted city defense, at Spirit II they get Hope for culture and +1:). The rust spell is impossible to kill people with, and therefor it kind of fits into the Combat Bard's arsenal.
They would be powerfull units to send with newly trained settlers because the combat bards add +2 culture (if promoted in the right way) so an obelisk isn't needed (the -1 money is quite annoying when you don't have a nice economy yet) and having added defense against barbs or whatnot with earth I. Also the +100% city defense only makes them viable as city defenders for combat.
For the tech level they are quite expensive (compared to units such as archers at 60 hammers), but that's only fair because they have the same defense as archers together with the spells.
It also balances itsself out due to the fact that if you remove the bard, the city will no longer produce culture.

Hope ye like it :)

Edit: R0GERSHRUBBER pointed out that it still needed a unit type and that it needed sorcery, cheers lad :)
 
minor demon of devestation -

starting at counter 5 each round there is a chance to spawn one equal to [(counter total/100) x (5 - number of minor demons of devestation)

stats - 0/2 invisible barbarian that works in reverse to what a worker does. it will follow the worker AI code however it will look for upgrades and then take the rquired amount of turns to remove them.

as for graphics and animation .... none needed , its invisible and a barbarian. (i can see these as being made by embers or shiam though if desired, but they would need to be national units , probably available with the necromancy tech)

lore - sitting at his desk , high ritualist falguth , was reading a battle report about strange poltergeist activity. Rosier reported seeing farms and towns ripped asunder before the battle was even engaged , like a rabid animal had charged through. hearing this Falguth remembered about the last summoning ritual he did were he swore at the last instant he saw something out of the corner of his eye. at the time he dismissed it , but now , now , might just be a good time to try and replicate that error.
 
Submersible
Unique unit to the Luchuirp
Replaces Pirate

Strength 3/1
Movement 3
Stealthed unit
Hidden nationality
80% withdraw chance
1 first strike

Model: Could use the basic submarine model from vanilla civ, although I could swear I've seen a Nautilus model somewhere that I can't seem to find.
 
Unit name: Militia/Angry Mob
Civics Required: Despotism, Slavery, or Sacrifice the Weak for "Angry Mob" version or liberty, pacifism, or republic for the "Militia" version


Strength: 0/1+*
Movement: 0
Promotions: Always starts with Civ's religion and Race promotions
Cost: 35
Special: can join city population, never gain experience, never upgrade, can't use obsidian gates, and can not be made into flesh golems. Only one may exist in any city.

* The defensive STR of this unit will be equal to 1 + the excess happy citizens or angry citizens present in the city. Upon creation, a script will run costing the creating city a number of population equal to the excess happy/angry citizens as appropriate.

The Angry Mob version causes unhappiness in it's creator city equal to it's defensive STR as long as it exists.

Model: Use warrior/pikeman, or perhaps a mix-mash of existing melee models

Description: This unit is meant to be a relection of a city's population's desire and ability to defend a city. It should be unable to leave the city it was created in, but it can rejoin the population.
This unit will possibly be quite valuable in the early game when a defensive unit of 3, 4, or 5 is available far earlier than might otherwise be possible. The unit retains some of it's usefulness into the late game as it scales in size with cities.

The unit is balanced in that by eating population within a city it costs potentially large amounts of production and commerce and food each turn it exists. The evil Angry Mob version of the unit causes unhappiness equal to it's defensive str, and thus can't be used to displace otherwise useless citizens. If an Angry Mob is created while there is too much unhappiness in a city, it's unhappiness will then excede it's remaining population and send a city into revolt...so while the city will be well defended, it will produce nothing.

It is also the case that cities with happiness = unhappiness are unable to produce either type of unit reguardless of civics.

This type of unit might be particularly valuable against an attack of the Calabim, as what player wouldn't rather see their city's population fight to the death rather than feed the oncoming vampires?


Examples: (my math/understanding my be off)
Early game -- A city of size 4 with 6 happy and 1 unhappy builds a militia unit. The result is a unit with defensive str 4 (1 + the 3 excess citizens as more than 3 citizens can't be taken) and a city of size 1. Such a unit might be able to hold off a hoard of skeltons or hunters if fortified, but the reduction in population would slow down the city's production and research.

Early game angry mob -- A city of size 7 with 4 happy and 7 unhappy builds an angry mob unit. The result is a unit with defensive str 4 (1 + the 3 excess angry citizens) and a city of size 4 that still has 7 unhappiness. With 4 happiness and 7 unhappiness, 3 workers out of 4 will sit and spin, leaving our city well defended but completely unproductive.

Late game -- A city of size 30 with 36 happy and 20 unhappy builds a militia unit. The result is a unit with defensive STR of 17 (1 + the 16 excess happy citizens) and a city of size 14. This is a strong unit, but it can't move, it can't upgrade, and it is costing it's owner 16 citizens worth of work each turn.

Late game angry mob -- A city of Size 30 with 25 happy and 35 unhappy builds an angry mob. The result is a defensive str 11 unit and a city with a population of 20, but which still has a total unhappiness of 35, leaving it's owner with only 5 citizens worth of production.
 
Unit Name: Rune Warden
Civilization: Khazad
Technology: Sorcery

Some dwarves show enough magical aptitude that in another society would follow a path of magic. However amongst the Khazad they become the defenders against the destructive powers of magic by inscribing protective runes of warding onto their bodies. This transformation turns them into the ultimate protection against magic users.

Game Effects: Rune Wardens are immune to magic. They are a melee unit (probably strength 4 or 3/5), upgraded from adepts (similar to mages) and can upgrade to shield wall. They also have the spell Mana Short which gives arcane units on the tile the inability to cast magic on the next turn and gives summoned units a -50% strength promotion.
 
Body jumper
National unit(limit 1)
upgrades from a level six mage
strength: 2
model: like the wraith, but gray and faded/slightly transparent
abilities: once per turn it has the ability to possess an unit. If it's possible to do this, it would have the the units promotions replaced with its promotions and then gain xp like it was that unit. If it's not possible to do this have the possessed units promotions stay and the body jumper gain half the xp. Either way the possessed unit would gain the possessed promotion which gives them hidden nationality and -30% strength. The chance of possessing the unit would be based on both units levels like the domination spell. The possessed unit would have a chance each turn to throw it off each turn damaging the body jumper to nearly no health when it is removed. This is the same when the possessed unit is killed.
 
Anchor
Strength: ?
Movement: 1
Collateral Damage, Heavy, no unit category, living, can gain the following promotions: Barrage I-III, Blitz, Combat I-V, Drill I-IV, Magic Resistance, March and Resist Cold/Fire/Lightning/Poison.
Damages the movement of a unit until it is incapable of moving. Units affected by this do not gain any fortification bonus. Cannot board a ship (is this even possible?). Units under the effect of an Anchor are stuck until a unit of an equal level of mobility (or several units with a sum of mobility equal to the anchored unit) reach the tile and relieve the anchored unit by becoming anchored themselves.
 
Greys/Ghosts/Phantoms

Strength: 0 (+2 cold)
Does not recieve metal weapon upgrades
(NOT immune to fear)
2 movement
+100% versus living units
-150% versus disciple units
Starts with Sentry I promotion.

Only available once the Armaggedon Counter reaches a certain point and is more likely to spawn as the counter increases further.

If created through the death of a unit, the ghost will start with the summoned promotion.

[For shadow, perhaps this could be a unique unit for Sidar or at least a more permanent unit for them]

When this unit dies, no exp will be gained by the opposing victorious unit.



Lore- The mystical beings which usually collect the dead have been thrown into chaos, so some souls have been forgotten. Some of these may be unhappy at the circumstances of their death and seek vengence.

If the AI see this as a siege unit, will they be more likely to use it as intended?
 
Spellbreaker
Type: Melee, can use bronze and iron weapons.
Requires: Arcane Lore, Ring of Warding.
National unit.

Cost: 120 hammers
Strength: 1/3
Moves: 1
Intrinsic Boni: +100% vs Arcane units

Starts with Magic Immunity promotion.

Special: Has a 5% chance per level to cause a spell cast in an adjacent plot to fizzle. If the unit is situated in a city with a Ring of Warding, this extends to the citys working plots. Given the heroic strength promotions (only available to Grigori Spellbreakers) the radius increases by 1 per such promotion, but the chance for fizzling is divided by the distance bewteen the caster and the Spellbreaker.

Model: Malakim swordsman, single unit, darker colors.
 
Halfling: (yeah, a hobbit)
Available to kuriotates (or other men/good civs)
A worker with attacking and defensive capabilites: can build improvements, gets the marskman promotion, and gets Hidden nationality... maybe a random chance of the bodyguard promotion.

Unnoriginal, i know, but oldies are goodies

model: Hobbity looking unit
 
The Last Battle

Trigger: Tied to an event, AC counter or Wonder trigger. (You decide how best to utilize the idea.)

Unit: Forsaken Soldiers - Immune to physical attack. Vulnerable to magic.

Light Backstory (You make it fit.): Upon trigger, the souls of the lost dead, forsaken on the battlefield rise once again to face their foes.

Unit stats: I'm not good enough with balancing to make sensible stats. However, the units should be 0 (normal)physical strength units but invulnerable to physical attack. They should only be affected by magic from PC/AI and susceptible to their own [Battle Damage] damage promotion. However, if attacked, they will attack the offending party with magical (death) damage.

Appearance: Ghosted images of faction warriors, axemen, knights or a mix. Depending on how much room you want to devote to the graphics. No substantive changes to current models other than they are spectral in appearance. The importance is only that they fit together either by faction or alignment (good/evil unit graphics)

Description (Insert the mechanics): Two sets of 3-5 units spawn at a time a few squares from each other in a random spot on the map. This can happen once or several times over the course of the game once the trigger event takes place. Rare re-occuring would be the best. The units are not hostile to any PC/AI faction. However, the two sets are hostile against each other and will move towards each other to engage in deathly spectral combat. The player has a choice; Watch the battle for funsies or attempt to defeat the dead and possibly gain a relic. The dead can only be effected by magical attack from PC/NPC so melee rushes wouldn't work and +1(magic sphere) damage shouldn't be too much for them to handle. The trick is that they start only hostile to each other and will quickly move to destroy each other. So, even if you see the battle forming, you may not get there in time to get the loot. The reward shouldn't be anything really powerful, just something to add a bit of flavor and incentive to be watchful for the event after the trigger. Because of the random placement (simulating old battlefields) a PC may never even witness one. It'd be good to keep it rare indeed to make it that much more special.

In a hurry.. there ye go!

PS - I realize this is more of an event than anything else. The idea is that there are already a ton of playable and faction specific units. I wanted to emphasize the "fantastic environment" of the game by putting a neutral event in that the player could engage or not at their discression.
 
Unit name: Mage Knight
Technology Required: Armored Cavalry, Sorcery
Buildings: Hippodrome, Mage Guild
Resources: Mithral, Horses or Air Mana (Think being able to use a really nice horse or summon a mount with a spell, but needing specificly mithral because it interferes with casting less.)
Recommended Civ: Amurites

Strength: 7/5 +3 assorted elemental strength. (Whatever the weakest combo is)
Movement: 3

Model: Knight recolor
Cannot be built
Promotes from Wizard or Horse Archer, very expensive promotion

Think Knight/Wizard Combo, replaces knight, is effectivly weaker because of resistable strength points. Casts as a wizard. Hopefully, can be made to be able to be able gain new spheres without the Arcane XP gain. Gains a free magic promotion if promoted from Knight. Access to weapons promos being the free promo for promos from wizards
 
Qes' Unit Suggestion

Maegister (Grigori Only)
Model: Jewish Missionary or possibly an alternately colored Inquisitor
Early/Mid (through late) game unit.
Available with Writing
Allowed to build 1 Maegister per library within civilization.

Cost: Expensive 100? - Depends on balance
Str: 1
Moves: 1

Gains experience like adepts.

Promotions (Special) allowed:
Allowed to take Mobility I, II
Improved Education I-V: Adds 1-5 to great people points (any) in the city the Maegester is in per turn.
Arbiter I, II: +1 to 2 Happy faces to the city the Maegister is in
Minister of War (Requires level 3): Any units in city are produced with +3 exp; Movement -1
Minister of Justice (Requires level 4): +2 Culture for any city Minister is in; Movement -1
Minister of Wealth (requires level 5): Tax Collectors collect an additional +1 gold in the city in which the minister is in; Movement -1

Maegisters are the masters of knowledge, and the longer they live the more their knowledge is useful to the city they take residence in. They're keen insights are invaluable to any city ruler, and are often the very first targeted by assassins when hostilities arise.

Design Purpose:
To give the Grigori a fun utility unit that would function to strengthen their strengths, and help mitigate the lack of religion (for happicap). The ultimate weakness is to assassins, and assinating a very old Maegister could be detrimental to some Grigori players. They should be expensive, and always tied in number to libraries - to keep their numbers down.
 
Name: Rear Guard
Class: Recon
Strength: 2/4
Movement: 1
Cost: 120

+50% vs Recon
40% chance to intercept Marksman promotion attacks on tile
Free Promotion: Sentry I

Requires: Tracking
Requires: Walls

Unable to obtain: Mobility2

Concentrate on the fight at hand, I'll cover your backs.

May need a higher cost or castle instead of walls.
 
Highwayman

Model: Any swordsman or whatever. Nothing special.

3/2 Strength, adjusted for various reasons.
1 Movement. Additional +1 move if it passes over a horse pasture.
90 hammers. "Available" with Trade, but not buildable by any civilization.

This barbarian unit spawns near roads outside a city's immediate radius. It will seek out improvements outisde city radiuses, pillaging some, and leaving others. Passing over any metal, it will cast a "spell" that gives it that metal weapon upgrade. In addition, passing over any "mana" it will receive a +1 from that mana type. +1 fire, +1 water, so on. Alot of it's "abilities" are from "spells" that it will cast passing over certain improved resources. Additionaly, as the armageddon counter increases, it will appear more rapidly, and with more base strength as more people are driven toward desperation to survive. Perhaps a more powerful "Highway Mob" with double or triple strength at 40 and 80 counter numbers.

I like the idea of this unit having alot of unique abilities tied to resources. Passing over a food resource allows it to heal itself, extra movement with horses, extra power with metal and mana and armageddon counter.

This unit will provide a weak early game threat, gaining in power as the game progresses. Human controlled civs will need to patrol their territories, or risk losing valuable resources. The unit would quickly devestate the area around razed cities.

All in all, this is a unit that would basically exploit all the tricks I as a human player use that the computer can't. Spreading my cities out to gather resources, and never patrolling my own territory. Computer civs always park a unit on resources, and generally clump cities closer together, so they will not be bothered by this, but it provides a credible threat to overconfident human players.

Backstory is not terribly neccesary. A short story about a group of bandits sacking a backwoods iron mine for food money, because religious discrimination drove them out of town would be neat.

It's a little complicated, I hope I made myself understood.
 
Unit name: Killer "White" Rabbit
Civics Required: None
Strength: 4/6
Movement: 1
Promotions: Animal, Spirit II , Sorcery, Channeling II. ( I'm not totally sure how it works but basically i just want it to be able to cast hope, and also courage if it needs it to.) ,and maybe +50% against dwarf (since it's easier for the rabbit to jump at their neck)...
Cost: 1
Model: The Killer "White" Rabbit model by TheBladeRoden, only if he accepts the use of it. Sadly it seems to have no animation.

http://forums.civfanatics.com/showthread.php?t=183253

Description and concept: Will appear at a certain AC count in a barbarian city and defend it like Acheron the Red Dragon.
Shows that people are getting mad/crazy because of the feeling of impending doom. And they start worshipping this rabbit.
It will be "animal subduable" since it has the animal promotion and getting it in your civilization's city will benefit in three ways.
One : You get your own hopping-around cute pet!
Two : It can cast Hope in your civilization's cities. If he is in one of them of course.
Three : It is also Strong enough to provide a cute middle game attack unit, good enough to "kill"(capture) the workers, settlers and lone archers, warriors...

Story:Why would this rabbit be so cruel? As the Apocalypse grows closer, food is getting scarce, and those poor rabbits tends to become as much violent as their human counterparts, because they are both creature shaped by the gods (or is it?). Strangely this rabbit is more violent than any other rabbits, it was found by orcs, lizarmen (barbarians) when they sacked a town. The rabbit was so hungry it jumped on the corpse of his fallen masters and ate their flesh...
But while it was no mage-rabbit (though it can cast hope, but it's more like people worshipping him thinking it's a demon incarnate or a new creation from the gods , rather than the rabbbit making big speech and getting nobel prizes) , he was intelligent enough to understand that if he followed those green skinned barbarians he will find food...Therefore He followed them and got more and more vicious, until one day, a beastmaster could tame him and make him a formidable ally but only in a cute way...

PS:I read the rules about the non-uniqueness, so maybe a random number of those rabbits should spawn in various barbarian cities?
Many towns must have rabbits, so it would be no wonder if in any of these towns, the rabbits would evolve into killer rabbits...
 
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