Design a Unit 2 contest

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Mapmaker

Model: Explorer unit from vanilla

Tech: Cartography
National Unit: Only 2 allowed

Strength = 0
Movement = 2

Cost: 100

Promotions: Commando, Runs away when attacked, Can enter enemy territory

Description: Early recon-type unit to allow you to see what your resources your enemies have and discover more land. Can only die if surrounded (like Loki)

Rationale: Now that Cartography doesn't lead to trade anymore, I tend not to have a reason to get it. Plus, I am always wondering what my enemies have in terms of resources so I can better plot my attacks.
 
Ice Basilisk

Barbarian (hidden nationality) beast type unit. Starts in ice or tundra squares.

Immobile (0 :move:), 2 :strength: (+2 cold). Starts with magic immunity, immune to cold and fear.

During each (barbarian) turn the basilisk cast the "Gaze of the Serpent" (or whatever :) ) spell that freezes all units (even other barbarians) in adjected tiles (hand out frozen promotion to all those units).

Frozen units are immobile and take (10-level)% damage each turn until they die. They have a chance of (level * 3)% that they lose that promotion at the beginning of the (their) turn.

When the basilisk is killed take away the frozen promotion from all units in adjected tiles. The killer of the creature could get a "Skin of the Basilisk" promotion (could even be handed around and captured like Orthuss Axe) that gives (+1 cold defense :strength:,just ignore this if it not supported), magic immunity and immune to cold.
 
Asudem the Unborn

World Unit
Requires: Ashen Veil SR, Mage Guild, Obsidian gate, arm count of 50 or greater.
Available at Pass Through the Ether
500 hammers
Starts with Channeling I, II, & III, Summoning, Sorcery, hero

Abilities: sacrifice the highest level unit in the stack (at least lv 5) to regain the ability to cast.

Upon completion the city that built it is reduced to 1 population, loses 50% of it's buildings, and all other units present are destroyed.

Look: use the dragon horde base. add an ashenveil preist pushing a small infant in the carriage.
 
Constructer

Unique worker unit to the Doviello

Availble from start

:strength: :0/1
:move: 2

cost:125:hammers:

abilities:Same as worker,Can only defend, Immune to diease,Immune to frost(just for fun:) )

Look:A Javelin Thrower with a Shield like the Axemen
Animation:Worker animation,as for fight animations: i suggest axemen animation, but if there are better ones feel free to use them:goodjob:
 
Sheut Golem
6:strength:(+1 Death from Stone) 2:move:
Barbarian Unit/Sheaim Planar unit
Has chance of appearing at Armageddon count 40 for planar gate
(if city has entropy Mana)
Barbarians Spawn them at 60

Promotions: Golem, Sheut Stone
Appearance: Normal golem model with a texture similar to a Treant's color
Flavor text/History:
Many years ago, in the heat of the god wars, there was a tribe of outcasts. Some had spoken ill of their gods and been exiled. Some had committed crimes, and fled to escape punishment. But they were all joined in their anger and vengefulness. Among this pack of misfits a man named Jacob Quaiyne /*Yes, like Kane from TS*/. One day while gathering food for his tribe Quaiyne's hunting party was attacked by a great blood-red beast. Only Quaiyne survived, as he was rescued by an angel.

"What can I do to thank you friend" Quaiyne asked the heavenly figure.

"All I wish for is your servitude," Responded the towering figure. He told Quaiyne of a stone that held untold power, and told him of its secret powers. He told Quaiyne to learn how to use the stone, and help him use it against the angels of good.

From that day forward, Quaiyne became obsessed with the strange stone. As he examined it his mind grew. He crafted beautiful weapons with skill matched only by the most experienced Luchiurp. He enchanted the stone and created magics that Amurite Mages would envy. As his obsession with the stone grew, his intellect grew. And yet his sanity diminished.

However, eventually the god's warring found its way to Quaiyne's peaceful village. He was caught in the middle of one battle while gathering more of the stone. He watched as angel fought angel. Then he saw him, the angel that had helped him so long ago, summoning the same beasts that had killed his friends. He realized that this angel, Agares, had betrayed him.

Quickly he returned to his workshop and destroyed all of his creations. He smashed the armors and swords, the statues and figures. He littered the village with rubble of the stone. He peered out the window, and viewed the villagers as they went about their days. His sense of right and wrong were dead, and his rational thought was no more.

He then made up his greatest enchantment of all. As he chanted the runes, the shards of rock turned to a green mist that enveloped the town. His friends screamed as the stones fused with their flesh, deforming their bodies and remaking them as monsters.

With nothing but blind fury guiding the monsters, they went out to destroy anything in their paths. Among them was Quaiyne. His conscience was gone. His mortality was gone. He and his monsters descended on the battlefield, attacking angels regardless of their alignment. Fighting the abominations was useless, as swords could not scratch them, maces could not dent them. They grew more powerful by the second, absorbing magic from the battles and feeding on the life of the mortal world. Their power surpassed even Agares himself. He had only one option. He had to banish them from this world. He cast the creations from the earth to a place where they could never bother him again.

The centuries of wear that has afflicted them has no doubt weakened these monsters, but they are still out there. Their separation from the mortal realm removed their immortality, and with Agares influence waning, the stones from which they were created have become scarce. And though he has lost his insanity, Quaiyne has kept his intelligence. He knows that some day, the planes will become weak enough for his minions to return to the earth, and regain their power.
 
vindicator (malakim lvl2 disciple)

4or5(+1fire)/1move, 120ham

disciple unit, requires fanaticism

upgrades from lightbringer (not religious specific)

immune to fire (or +50% if that seems like too much)

can scorch and sanctify (fire1, life1, channeling1)

can use iron and mithril weapons (not copper)

model: paladin/malakim swordsman type base w/ a long shield that has a sun emblem on it. (maybe a bit of fiery glow from the shield)

[maybe upgradeable to immortal, maybe]
 
Godsbane
Unique Unit for the Grigori.
High Priest Model
National Limit: 1
Upgrades from Grigorian Medic

3/5 str
can enter enemy territory
Commando
March
Medic II
Scourge


Special Ability: Preach

Equal to the "Roar" mechanic the dragons possesed, it will convert units next to it, which have a religious promotion, that does NOT match the current state religion of the owning nation, to the grigorian cause.

The newly converted unit will get the hidden nationality promotion for free.
Every religious promotion will be removed.
 
Traveler

Available with Trade (may require an Inn)

Non-combat unit
When in a city not owned by the Traveler's civ, the Traveler can be sacrificed to use its special ability. One of the following things will happen (chosen at random):
  • A small amount of gold is generated for the owner of the traveler
  • The relations between the traveler's owner, and the owner of the city are improved
  • A random unit in the city receives the 'diseased' promotion
  • The owner of the Traveler receives :science: towards a tech known to the city's owner
  • (Rarely) The owner of the Traveler receives the territory/world map of the civ that owns the city
  • (Very Rarely) The owner of the Traveler receives information on the location of all units belonging to the owner of the city

The following events may also occur (in addition to the above)
  • The units in the city get a small XP boost
  • A small amount of gold is generated for the owner of the city
  • The owner of the city receives :science: towards a tech known to the Traveler's owner
  • (Rarely) The owner of the city receives the territory/world map of the civ that owns the Traveler

The unit is meant to represent people traveling between different civs. Such travelers often trade in foreign cities, and learn about the foreign civ. They can also teach that civ about their own homeland (hence the reversal of certain events). However, such travelers sometimes carry diseases, to which the are immune, to the other civs...
 
Thespian
:strength: 0
:move: 1
:hammers: 50 (maybe more?)
Model: Unisex looking model.

Requirements: Drama, Theater, Open boarders.

Abilities: Can be upgraded to any unit from a friendly city. When gifted building Civ retains visual range of the Thespian and if stationed in a city gives city view to original Civ.

There is a small % chance each turn that the Thespians will be discovered. The % increases, multiplied by the number of thespians currently working in the target Civ (or some other better balanced increase, which ever makes it work).

When a Thespian is discovered the target Civ gets a negative attitude modifier and the Thespian is lost. If the target was a human player the player in notified.

When war is declared between Civs all Thespians revert to their original Civs control and gain Hidden Nationality promotion (so they can stay inside borders.)


Comments:
I was thinking of a cool way to do early espionage while having a unit that could be useful into the late game. Perhaps the chance for detection should be increased by other means than just number of units. Perhaps some buildings should offer a bonus while unit is in that city. Also this unit presents an interesting incentive to go for drama which as is I never do.



Civopidia: The Thespian is a skilled agent of deception, recruited from the most promising of theatrical upstarts. Once chosen their natural abilities are scrutinized and honed until their wit and guile are as sharp as a razor. After they have reached mastery of their calling they are thrust into new and often dangerous training regiments.

Some are trained in might some in magic while still others are taught the way of the woods or the gods. In the end their purpose remains the same, the covert protection of the motherland. Or in the hands of the unscrupulous the covert destruction of the enemy. To these ends they are sent far and wide to strange lands and peoples to live and serve amongst them. They are subjected to the whims of madmen and saints but never does their true purpose sway far from their heart. They do as they are bid, terrible things, wondrous things it makes no difference. They do these things gladly and with zeal always watching, always listening. What they learn they whisper into the night and their secrets fly on the wings of birds or the backs of wagons to rest at the feet of their true masters.

It is a dangerous calling, fatal to a failure and a gruesome death I'm sure. For the rest, they wait and they watch always ready to take up arms, always ready to return home...
 
Name: Doppelganger

Civs: Probably Evil would be the most suitable, more specifically the Balseraphs, Sheim, or Calabim (though I could see the possibility as well for neutral civs like the Sidar)

Requirements: Deception, Body Mana

Model: Worker. If it seems feasible, changing to the model of the last humanoid unit it has killed.

stats: 5/4, 2 movement, -50 City, Magic Resistant, Hidden Nationality

Possible additions: Body 1 and Channeling 1 (for greater mobility), The doppelganger could gain sentry 1 or 2 after killing an enemy unit (representing knowledge gleaned from the fallen unit)

Reasoning: I see the doppelganger filling a similar, though perhaps more specialized, niche as the assassin (and would be available at roughly the same time). However, where the assassin works as a marksman, picking off weaker units and having additional poison damage, the doppelganger would be more of a raider, having the benefit of hidden nationality and greater survivability to operate farther from home. Magic resistance (and perhaps Immunity, though that could be overpowered) give the unit more versatility to raid even when large portions of the world might be in flames.

Gracias,


Domingo
 
that should be unattackable unless it attacks someone in the view of another units, and only attackable by the units that see it attack
 
Name: Philosopher

Civs: Any.

Requirements: Philosophy! :crazyeye: Units would be available only under City-States or Theology civics

Model: The Lightbringer would be fine ... anything without obvious weapons in a toga. :)

Stats: 1/2, 1 movement, inherent Inspiration spell. Probably should be made a national unit (3 maximum) but see Cost.

Cost: ~60 Hammers if made a National Unit, ~120 Hammers if not.

Reasoning: Well, everyone knows the ancient Greeks operated as 'city-states', right? And theyhad a bunch of philosophers running around, jumping into and out of bathtubs and chugging hemlock milkshakes. What more do ya need?

You need actual reason in the reasoning? Oh ... ok. Well, in bland practical terms, the idea it to give a bit more appeal to the City-States and Theology civics. These civics do not offer enough compared to God-King or Aristocracy, often enough.

About the only time I find City-States attractive is if I am playing a Barbarian-trait civ. They expand so fast, the low maintenence costs of City-States can be useful. These civs also suffer a huge R&D penalty. Fractions are truncated, not rounded off. The net effect is to supress Barbarian-trait R&D by about 20% instead of the advertized 10%.

The Philosopher unit would provide a way to offset this R&D hit. Allowing the unit under Theocracy too allows a Governmental civic upgrade path different from G-K/Aristocracy. It also allows for a (future potenial) unit upgrade path. E.g. under Theology Philosophers could be upgradeable to "Rabbi" or "Imam" units ... i.e. religion-oriented Philosophers. Such an upgrade unit is outside the scope of the contest, but the potential is there.
 
Let's see, here... with time running out, I'll just post whatever comes to mind:


Out of the mist, they came... At first, we thought them friendlies, lost in that pea-soup of a battlefield, but when they came closer, I saw my own face staring back at me!
We lost many good men on that night.
The enemy? Oh, we killed them all, eventually, but... when morning came, their fallen were all gone and disappeared, as were our wounds and those of our slain comrades - though they remained dead.


Name: Mistweaver.

Civs: Any, (though possibly limited to a sneaky civ such as the Svartalfar or the Sidar - could even serve as a replacement for archmages or summoners for someone, with a starting promotion adjustment.)

Requirements: Deception, Arcane Lore.

Model: Any generic spellcaster would work, though some sort of hazy mist effect (if possible) would enhance the flavour.

Numbers: National Unit (Maximum 3), 4 strength, 1 movement, costs 120 hammers.

Special Abilities:
Immune to first strikes.
Mistweave: Target any unit within range (1+spell extension) to create a friendly copy of that unit in the caster's tile. The copy has experience, level and promotions identical to the original, as well as the Summoned II promotion (i.e. lasts for two turns) and the Illusion promotion:
(Illusion:
-20% strength.
-20% strength vs units with Courage.
(possibly) Hidden Nationality.
Deals no combat or spell damage to units immune to mind-affecting spells.
Any units summoned by illusions are also illusions, and are spawned with Summoned I (i.e. always lasts for one turn, even if it is a skeleton).
Illusions cannot convert units.
Illusions cannot bombard.)

Promotions: Starts with Channeling I, Channeling II, Sorcery, Summoning, Mind I, Water I and Air I. Can get other spheres just like any other caster, but can never upgrade to gain Channeling III.
 
Cenobite
Calabim
Replaces:
Great Bard
Graphic: Succubus

The same characterisitcs as the Great Power, but don't have the Create Great Work and Join City as Great Bard powers. Instead she has the Create Macabre Work and Join as Cenobite powers.

Create Macabre Work: Kills half of the city population and generates as much culture as killed pop points. The Cenobite kills himself in the end as the climax of her supreme work.
Reasoning: Calabim is about killing tons of people to fuel your military and/or industry. But a Supremacist Civilization is not only about crushing the lesser beings. It is about superior forms of culture. And to a race whose power comes from mass killing humans, a form of art composed of bones, blood and entrails is logical.
The Cenobite "Macabre" Culture Bomb is quite diferent from the "Vanilla" Culture Bomb. It's effects in small outposts is worse than the from the "Vanilla" Bombs. Any culture push strategy centred in the Cenobite power depends of how fast your human herd grows.

Join City as Cenobite: The same effects as the Great Bard, but produces one more culture and one unhappy face.
The Calabim human herd is not known for their rebellion tendency. And it is natural, because their masters get stronger each time a revolt emerges, eating all the rebels. But there is a limit to what someone can take without saying something about. Cenobites kills human children to collect small bones to produce their fantastic instruments and vanguard works of art, and to many that draws the line.

It would be interesting to replace the Obelisk for the Monument if the Calabim gets the Cenobite. Now one major source of culture, a production light source is gone, and you must rely more on the cenobite to mantain tour culture frontier up without losing your production tempo in some strategic and tactical scenarios.
 
Ramble mode on...

Let me first start by stating I don't know all the units in this mod...

Shade

Basically an "invisible" recon unit. 0 strength. Movement 1 or 2. Visibility could be 1 or 2 depending on how you define its backstory. 2 makes some sense if it can fly. Can only be killed if seen. Could have hidden nationality trait.

You could say it was flying so that a ranged unit with a sighter can kill it or due to it's nature only discipline units have the ability.

It could be available to all kingdoms or just those who have necromancy. Making them a national unit is a possibility depending on how the final unit is shaped.

End of the day. Knowledge is power. Outside of having a holy city, how else can you really see what's going on deep inside another kingdom if you don't have open borders with them.

Ramble mode off...
 
Eh, why not.

Wyvern Rider:

Str 6+ 1 Poison Str, either 4 Defensive Str or Unable to Defend (see below)

Race: Doviello and Kuriotates

Promotions: Flying, Sentry 1, Move 4 or 5

Requirements: Capture a barbarian Wyvern (which I would also submit if not for the 1 unit-limit) and build a brood building with it? Or resource "Wyvern Nest" found in hils, gaurded by a strong Mother Wyvern - this would make a good trade material for races that couldnt build the unit, or be a good reason to make it available to everyone. On the flip side, it could just be race specific unit with no requirements at all.

Use: Ganker. The point of the low defense would to assume that in the lack of a real flying system, managing to attack the rider while sitting still would be, in essence, catching it on the ground and unable to defend itself properly. The AI would probably never understand how to use them offensively, unfortunately, but its the best I could think of without coding in promotions to mark archers, melees, and fliers and altering the attack routines to check for them, if that is even possible.

Techs Needed: Err.. I forget the mounted line.. Will have to look them up.

Upgrades to: Wyvern Knight, obviously!

Graphics: Plenty of places to rip/recolor, from NWN to Warcraft 3!
 
Hope its not too late to submit :) and apologies for not very detailed description since english is not my main language.

Name: Harpooner
Civilization: Lanun

Requirements: Lighthouse, Harbor, Tracking, Sailing, possible other naval techs and/or exploring techs
Promotions: visibility (i think it was sentry), subdue animal, heavy bonus vs. animals, track hidden animals
Cost: about twice much as work boat
Graphics: similar to work boat, maybe different colouring


Description:
Its a naval unit that looks like a basic work boat but it has some special abilities. Its designed to explore the seas and track down sea monsters and "tame" them much like hunters can do in land. After it has found and killed a sea monster you get control of the monster. It is very weak against normal ships and cant attack them but it gets big bonus against animals. It has advanced visibility range but doesnt get movement bonuses to start with. If all territory is already explored it could upgrade whale resource nodes to increase its :food: +1. This action would consume the unit.

Thanks for reading :)
 
name:Colonist/Pioneer
civilization:anyone who's expansionist

requirements:hunting (?)
promotions:none
cost:slightly more then the settler
graphics: similar to the settler but with maybe a warrior or explorer graphic added in

description
:A colonist would cost a bit more then a settler and when produced it a bit slower then the settler, but when settled it produces a city with 2 (or something else reasonable) population and a granary (or some other useful building based on type of civilization or location settled). It probably would reasonable to have the pop of the building city to lower by one after a colonist is built.

I can see this working pretty well with Hyprobem... if you you have a city you can produce a colonist which would boost the population of the new city (since city growth does not happen unless you sacrifice demons to increase pop). You can start of your cities bigger then usual.
 
Restless Spirit
Strenght 4 Movement 1
This units are gained every time city is razed but souls dont join either Hyborem or Basium (Either because they are neutral or because Hyborem/Basium is not yet in, and when larger cities are razed some pop points are turned into restless spirits regardless of alingment.
Basicaly this unit can never heal. It can heal if it gets promotion but you cant heal it in any other way. You can use it, every battle damaging it more and more until it dies forever.
However it gets strenght bonus depending on how much it is damaged. so with 50% HP it gets 50% strenght bonus, wich is not as good as if it was on full strenght but it helps anyway.
It can be used to slow down invasions and to get you some kind of rubberband effect when your cities are razed.
 
Evangelist


Non-combat unit, available at Priesthood, move 2, requires temple and state religion, cost 1.5x that of a basic disciple

Ability: In addition to being able to spread its religion to a city, this unit also has a 50% chance to convert the populace, removing one competing religion from the city. The unit is always consumed whether the conversion was successful or not. Non-state religions will always be removed first. Each disciple unit of a state religion present in the city reduces the chance of the state religion being removed by 10%. Previously built temples and other religion specific buildings are not destroyed.

State religions in cities of civs running Theocracy or Religious Discipline civic, or who own the holy city of their state religion are immune to this ability.

Removing a state religion from a city has a 10% chance of incurring a 1 point diplomatic penalty with the city owner.
 
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