Design a Unit 2 contest

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Town Watch

Available with Code of Laws
Requires courthouse (or a new building type)
Unit type: Melee
Strength: 3
Movement: 1

+ 50% city defense
Starts with guardsman promotion
Receives city garrison promotions instead of city raider
Able to get sentry promotions
Cannot get mobility or comando promotions (the only reason the unit moves 1 space is to allow it to reach other cities for defense)

Special: reduces unrest in city (not stackable for multiple watch units)

Upgradeable to royal guard

Model: reskinned acolyte with a sword or spear in hand

Concept: An early city defender that also reduces unrest in a city. Stronger than a warrior but not as good of a defender as an archer (3 + 50% = 4.5 vice archer 4 + 25% = 5) nor as upgradeable. Guardsmen promotion protects special units (like mages and great people) in a city from assassins and the like. In short: the town watch protects and serves making the city safer for the people!
 
Augmenter
Unique to Luchuirp

Available with Iron Working (alternatively, with Engineering)
Requires Forge
Unit type: Melee
Strength: 2/3
Movement: 1
Cost: 150

Starts with Dwarven, Enchantment I
Grants Empower I to all golems in stack

Model:
Thane of Kilmorph with different coloured clothes & a hammer instead of, er... the pointy thing (I forget the name).

Short flavour (suggestion):
Following the fall of Barnaxus, the Luchuirp's once powerful golems crumbled without his support. The Dwarves were hard-pressed to hold their own and frantically sought to rediscover some of the secrets that has been lost with Barnaxus.

Through rigorous work at their forges, the Luchuirp perfected methods of quickly repairing their creations. They also found they could physically augment their golems in battle, but such efforts were ultimately inferior to the abilities of their lost hero.

Reason:
I think the Luchuirp would benefit from a non-magical means of golem repair (meaning you don't have to research the magic path) for players who like to go heavy on melee. Also, if Barnaxus dies or never has a chance to level up much in the first place (very likely on small maps), a Luchuirp player really feels the loss of his potential +50% golem empowerment. I know about the pieces of Barnaxus but as long as the carrying unit can be disbanded it's a flawed idea.

Since the Luchuirp strategy relies very heavily on golem empowerment, Augmenters fill a gap in their implementation while remaining thematic. 150 hammers keeps Augmenters expensive enough that they won't be spammed, and their weak strength makes them easy targets for sneaky assassins (I'm tempted to have them at 2/4 but I like the idea of risk).


Edited: Fixed up reasoning in response to Bringa. I always play on small maps and I guess it shows how long it's been since Barnaxus was useful in a game I've played!
 
Name: Foreman

Technology Required: Bronze Working
Strength: 3
Movement: 1
Promotions: Mobility, Combat

Special Ability: Build Siege Engine - use when unit is on a forest tile - over 3 turns the Foreman will chop down the forest and build a catapult unit (ability requires you to have a catapult tech). You can only use this ability if the number of catapults you control is less than the number of Foreman you control (similar to the limitation of summon skeleton). Using this ability within another Civ's borders is an act of war.

Mostly I want this because moving catapults one unit at a time is tedious. Instead I can move my army in, and build siege devices from trees outside the enemy city. Balanced by taking the same amount of time (I got to wait to build them), but I'm not micromanaging my stack while I get ready.

 
Augmenter
Unique to Luchuirp
[...]

Reason:
I think the Luchuirp would benefit from a non-magical means of golem repair (meaning you don't have to research the magic path) for players who like to go heavy on melee. Also, Barnaxus can only ever be in one place and whenever he's not around, a Luchuirp player really feels the loss of his +50% golem empowerment.

Since when does Barnaxus have to be around for the golems to get the empowerment from him? Afaik, ALL golems owned by this player get the promotions as long as Barnaxus is alive.

Also, is this contest still open? It figures that you'd open a contest just when I'm flying to Poland! ;)
 
Name: Purist
Class: Melee
Strength: 3
Movement: 1

Model: Cultist (maybe change the robe color to white?)

Tech Req: Way of the Wicked
Unique For: All human factions
Promotions: All Slaying promotions (Elf, Dwarf, Orc, etc...)
Abilities:
Embrace the Hate: When located in an owner's city it applies a happiness modifier based on the number of non-human factions the owner has open-borders (-happiness) with and the number of non-human factions the owner is at war (+happiness) with. Non-cumulative for having multiple Purists in a single city.
Purify: When located in a "friendly" non-human city, a Purist may sacrifice a population in the city to gain XP. Causes heavy political fallout with the city's owner. Nothing says "friends" like genocide, regardless, makes for a good war starter.

Maybe should tie the number of Purists availabe to build to the number of non-human factions in the game to prevent pufication bombing a city to destruction in one turn.

--

I was thinking of something specifically for humans since it seemed factions like Elohim, Bannor, Amurite etc... (correct me if I'm misunderstanding their race specifications) had very few unique units...and this was one theme that seems rarely touched or is human specific in most fantasy or sci-fi settings. The Humanis Policlub from Shadowrun would be their sci-fi counterparts I suppose and I'm sure many could name a certain 3 letter group that this group is derived from.
 
Apprentice Wizard
0 :strength:
1 :move:
Starts with channeling I
Upgrades to Adept
Worker model wearing more clothes (medieval peasant?)

Randomly spawned after a unit casts a spell requiring channeling I, II, or III. Apprentice Wizard will be spawned for the owner of the unit casting the spell and will be spawned in the same tile as the unit casting the spell.
Spawn chance increases if magic user has spellstaff promotion.
Can be sacrificed by magic user to regain the ability to cast spells for the turn.

Magic is an awesome display of power to most denizens of Erebus. The fascination with magic leads to some people desiring the ability to use magic themselves. The people who fail to get into a mage guild may instead approach a mage and request that he or she accepts them as apprentices. A mage may accept some of these people as apprentices, however what happens from there is entirely up to the mage with his or her own aspirations. Perhaps the mage is malevolent and will only use the apprentice to gain more power. Or perhaps the mage is benevolent and will attempt to enlighten and protect his or her new student so that one day this person will become one of the greatest mages of all time.

Reason: Mostly because I wanted to give the Amurites something to make their wizards (starting out with a free spellstaff) more useful than normal mages. Could also be useful assassin fodder while out on long campaigns in enemy lands because of their 0 :strength:. AI should probably upgrade them to adepts or just delete them if they have too many units.
 
Rogue (upgrades to assassin, no tech requirement)
2/1 att/def strength
2 moves
1 first strike
immune to first strikes
-50% city strength
Cost: 25 production (same as warriors/scouts)
Combat Type: Recon unit
Model: Assassin (doviello one has the best basic model)

Reasons: A female unit that can be built from start for all civs would be nice, also, a unit for which assassins to upgrade from that doesn't change gender (in the basic case, tho for different civs they may need male ones when/if they get UU versions) would make sense (ending the ability for hunters to upgrade to assassins and removing the need for a hunters lodge from assassins would make sense for this as well). And it completes the nice Warrior/Rogue/Wizard basic archtype of fantasy games (plus in D&D a rogues prestige classes are Assassins and Shadow(dancer)s, which then makes sense for the upgrade paths here).
 
Familiar

No movement, no strength. After being built, can only be joined to an arcane unit - similar to the great commander mechanic, except the join is permanent. Familiar appears on a random mana node, and must be picked up by the arcane unit at that node. Max one familiar allowed per arcane unit.

Adds a +1 strength to the arcane unit, +10 xp. Familiar dies if the arcane unit dies.

Use wolf graphic (if black cat, rat or weasel familiar), or bird graphic (if crow, owl or bat familiar), or the toad resource graphic for a toad familiar. Any one of those works...

Requires mage guild + 2 civilization nodes. Costs 100 hammers.

...Perhaps for a future release, create each type of familiar listed above. When the familiar is built, the type of familiar will be created randomly. Will still provide the +10 xp, but remove the +1 strength bonus, and instead:

black cat: +1 movement (mobility)
rat: +1 extra strike chance (drill)
weasel: +20% withdrawal (flanking)
crow: +heal while moving (march)
owl: +1 visibility range (sentry)
bat: +heal other units +10% (medic)
toad: +1 strength (heroic strength)
 
Prophet of Despair
1 strength, 1 movement
Gains no experience, cannot attack, immortal (pops up back at the capital), hidden nationality, invisible.
cost: about 100 hammers
model The cultist or conjurer, but with torn garments for robes and a depressing and pathetic air.

These units have an anti-medic promotion which causes all units around them (friend, foe, or neutral) to have a negative healing rate of 30% a turn. It does not cause war. It cannot bring a unit below .1 strength, so it cannot kill. Also, if it is next to a city it causes one person to be unhappy and not work (regardless of the city's total happiness). Their abilities on cities (not troops) do stack so if you put enough of them next to a city you could starve it down to almost nothing. Of coarse, the enemy can easily kill them off and they are easy targets for assassins who might accidentally kill them at the bottom of a stack. And then they'll have to walk all the way back from their capital. The unit can only be built by civilizations that have had a net increase on the AC of less then 2, and after the AC hits 30.

Reason for this Unit: It gives civilizations that haven't been raising up the AC a unique tool with which to fight there enemies. It should not be overpowered because it can easily be killed by accident and just gives free experience to what ever unit ran into it.

Lore: Captain Lonuald road at the front of his column of Crusaders, off to the front. He knew they made an impressive sight, striding trough the charred countryside, there armor gleaming through the smoke and rubble of the homes they had destroyed. Heretics, he thought, all of them, they had been friendly with the enemy and they had had to die.
Out of the rubble stepped a wrenched man, in a torn rob. Dried blood caked his face and he looked utterly helpless and pathetic. Lonuald prepared to strike the heretic down, but before he could the man let out a terrible scream. "NO! do not hurt me. I am not one of them, not bad, no, no, never but I have seen bad, very bad, oh yes, so bad, please, take pity, I shan't get in your way, I have information, I can help, you may lose, the bad is evil, it is coming, but I can help, from the evil, the very evil of Hell, it is oh so evil." Lonuald paused his motion, it would be right to help this man, he thought, he is not a heretic, and if he can lead us to the enemy, all the better.
Three days latter He marched home, alone. His men, crusaders of the Bannor, had abandoned him, they had fled from the man's tails of woe and death. Lonuald had killed the man, but too late. He had seen the best troops in the world decimated without a shot and he wondered, how long until another one like that man comes, how long?
 
Advanced scout, to fill while waiting for hunting,

Skin, Beastmaster w/o animals

Traits 3 attack/1 defence one move

Promotions, Poison resistant, subdue animal, forestry 1/ with foresrty 2 promotion accessablity

Tech pre rec exploration, animal husbandry

Just for those times when a 3 or four star spider or bear is hanging around the wrong spot
 
recuiter: uses great commander model.
1 strength 2 move
starts with commando
only buildable in the capital
can travel in rival territory
low hammer cost

this unit will have an ability to go into a rival city that you are at peace with and recuit citizens to your cause. this can only be done if your score is lower than that of the player whos city you are in. the recuiter will have a low chance of recuiting some of the citizens of the city to your cause. the chance shoudl be modified by:
the level of unhappiness of that city
the population of the city
that nations relationships with yours
the nationality of the city
that cities distance from the capital

if this is sucessfull you will get a few "citizen" units using the worker skin that you can take back to one of your cities and upgrade into a melee unit. the leader will have a negative relationship modifier towards you depending on how many citizens you took.

this is meant to give players who are doing poorly extra military units provided they can spare the money and the relationship hit.
 
dwarven seer- blind(cannot see units), scry(see all units in target tile, including invisible)
a unit for the "magic restricted" dwarves.
 
Fire Salamander (Animal) - Reskinned tiger model should work.
3str 1move
Special ability: Degrades ancient forest to forest, or start fire when in a plot with forest or jungle. Not guaranteed to actually catch, but rather is the same as a fire spreading normally.

Cannot be built but can be captured like any normal animal. Any plot with a fire has a small chance of spawning the salamander. Can spawn within cultural borders. While barbarian, will always move into any adjacent forest or jungle that's not on fire and try to start a fire until successful.
 
Animal Pack

When more of some animal unit (eg wolves, bears, lions) is close by, they have a chance to change into a pack of that animal. The pack will start spawning new animals, move, or create a den (or chance of a den changed into a pack (especially if thretend)). A pack will attack easy prey but run from large armies.

The pack will have attack +25% defence +50%, the den will have 0% attack, +100% defence, 0 movement.
 
Dryad

Requirements: Ways of the Forest, Fellowship of Leaves state religion

Strength 1
Movement 1
Cost 100 hammers
Look smaller Treeant (?)

Special rules:
+25% against melee
+100%/+150%/+200% in new/old/ancient forest
-75% in a city
-50% fire resistance
doesn't heal in cities, heals in forests in the same rate as other units in cities (is it technically possible?)

Available promotions:
Combat I-V
Woodsman, Forest Stalker
Mobility
Shock
Channeling I-II, Sorcery, Nature I-II

Description:
Dryads are forests spirits, dwelling in deep woods. They normally don't interfere with the world of man (or dwarf/elf/orc for that case).
Devoted followers of the nature can summon a number of forest spirits to their case.

Strategy:
Dryads are decent units when in forests, but in left open, or even worse in a city, they are vulnerable. They need to be used with care to be effective (cross open land only in necessity and beware of fire mages!). A dryad can be trained to use magic, but it needs 3 promotions (if I calculate well) to get Treetop Defence and 5 promos to get Bloom.


I see dryad as a unit that could replace archer of leaves, a unit similar in some way, but with strengths and weaknesses more sharply marked. There is also a possibility (if expensive) to make a dryad a limited spellcaster. And personally the idea of awakening forest spirits to help nature's followers nation appeals to me more than (elven) archers joining the nature's followers civ.

EDIT: jungle = old forest?
 
Morbid Caravan

Civ suggestion: evil civs, except Balseraphs (?!)
Required building: Carnival.
Stats: 1 :strength:, 2 :move:
Cost: 100

Description:
Only 1 available per civ (I believe this is possible)
Adds +2 happy +1 :yuck: as long as unit is in city.
Can't attack.
Doesn't gain experience.
Two units in the same city doesn't add to the bonus

Model:
Gypsy wagon.. maybe with a few changes?

Story:
-Daddy, daddy, look! There are fireworks over there! - the little child ran out through the door.
The scent of the dead bodies quickly spread through the town. The mayor announced that the national forces were coming to demonstrate what happens to their enemies. Nobody would ever know the little child was "invited" to become part of the show in another town - not even the child.

Why?
Give evil civs happiness bonus =P but just one available avoid spamming. And yes, Public Baths on wheels.
 
Eternal Champion

World Unit, 1 Allowed
Requirements: Divination, Neutral Alignment

Strength: 5 :strength:
Movement: 1 :move:
Cost: 200 :hammers:
Look: single hero type

Special rules:
Abandoned if Alignment changes from Neutral

Starting promotions:
Channeling I
Eternal (if killed, unit is reborn in capital with no experience or promotions)

Available promotions:
Tier II Warrior/Mage promotions

Description:
The Eternal Champion exits through all time, defending the balance of the world between Law and Chaos. When the balance swings too heavily towards one side or the other, the champion may be infused with the power of other incarnations with Restore the Balance Ritual (detailed below), in an effort to bring harmony back to the world.

Restore the Balance

Ritual
Requirements: Divine Essence, Eternal Champion, Armageddon Counter under 20 or over 50.
Cost:400 :hammers:

Description:
A 6th level Eternal Champion may be upgraded to a Champion of Balance for free, if the Armageddon Counter is under 20 or over 50.

Champion of Balance

Strength 10 :strength: ?
Movement 1 :move:
Cost free upgrade from 6th level Eternal Champion
Look single hero type

Special Rules
Abandoned if alignment changes from Neutral
'Killed' if Armageddon Counter enters range between 25 and 45 (reborn in capital as 0 experience Eternal Champion).

Starting Promotions
Enervate (+40% versus heroes)
Free Promotion

Available Promotions
Tier IV Warrior/Mage promotions

Description:
The Champion of Balance comes forth when the world is threatened with the loss of harmony, tasked with removing those strong forces which tip the scales. Once balance has been restored, the Champion departs, only to rise once more when needed.

Notes
Obviously a tip of the cap to Mr. Moorcock, the Eternal champion has a novel cyclical dynamic and gives the Neutral Civs more interest and control over the progress of the Armageddon counter. I was going to suggest a ritual that could be redone each time the Champion of Balance could be summoned, but not sure if that was technically possible. The stats, promotions and Armageddon Counter numbers used are just suggestions; the concept of a cyclical hero of balance is my suggestion.
 
The Oracle

Buildable for: non-ashen veil civs
Requires: Way of the wise, Armageddon counter must be at least 10
Costs: 100 Hammers
Strength: 7?
Movement: 1
Look: Monk
Category: Disciple Units

Description:
Starts with No Religion promotion
0-2 First Strikes
+50% vs Holy Damage
+50% vs Unholy Damage
This unit is someone of 'the most gifted', who can feel the changes in the world that will happen. The futher the counter rises the more abilities gets th unit. Every gifted promotion fits to the coming event. The abilities can be adjusted if they are too powerful.

Special Abilities:
If counter reaches 38: This unit gets Channeling I and Water I
If counter reaches 58: The unit gets Spirit I (or just Courage)
If counter reaches 61: The unit gets Demon Slaying I
If counter reaches 64: The unit gets Immune to disease and Resist Poison
If counter reaches 67: The unit gets Undead Slaying I and Death Resistance(+50% vs Death Damage?)
If counter reaches 68: The unit gets Resist Fire
If counter reaches 88: The unit gets Law I (or just Loyality)
If counter reaches 98: The unit gets Immortal for one time

Story:
Not everything was lost during the Age of Ice. There are some people, which share a special bond with the land they are walking on like some of their ancestors in the Age of Magic. They will feel if the land suffers, if changes happen in the Ether. But different from the priests blinded by their faith, and the mages corrupted by their magical power, they know what will happen, what to do to save the lifes of the innocent and how they can fight the horrors of Armageddon.
The Oracles, how they call themselves, are men of every race, gender and age. Many were priests in their past, but as the world began to fall, even the greatest doubters recognised, that their gods are as helpless as every other man. Also, they couldn't refuse their newly gained might, which signed their fate as protectors.
They are scattered all around the world, but in big cities, where many of them live, the Oracles formed small confraternities. The sign of their community is the opened eye. There, they try to foresee the bane as good as possible and to tell it their king, so he can try to avoid it somehow. Yet many kings are too religious and many totally came under the influence of the priesthoods. Therefore they search for other ways to save the land they love.

(Sorry for my English if someone's eyes begin to rebel :))
 
Servitor

(any better name is welcome)

Model: Djinn

Requires Elementalism
Requires at least 3 (5?) different source of mana
Requires Mage Guild

Build cost varies depending on unit strength

Str: 1 + 1 for every different source of mana available (for example fire mana + 1 Fire, water mana + 1 Cold, etc.)
(If possible, count only owned sources, not bought)
Mov: 1

Promotions: Elemental, Immune to Disease, Magic Resistance

Description: Ether creature, created by mages from pure elemental energy.
 
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