Design a Unit 2 contest

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(This idea is not my own, but I liked it so much that I thought I would submit it. The concept was originally discussed in this thread: http://forums.civfanatics.com/showpost.php?p=5169280&postcount=1. I apologize that this post is a bit rushed; I've taken far too long to submit this idea on paper.)

Elite Bodyguard

National Unit
Requirements: TBD (Tavern? Monarchy?)
Unit Type: Melee
Unit Cost: 240 :hammers:
Strength: 2 :strength:
Movement: 2 :move:
Graphic/Model: Single Mercenary-like unit.
Notes: +100% Strength vs. units with the Marksman promotion. Begins with Bodyguard promotion. Can only defend. Can use Bronze, Iron and Mithril weapons. Upgrades from Mercenary.

Bodyguard Promotion: This unit always defends first against units with the Marksman promotion. (This promotion is removed by the Graft Flesh spell. It may be appropriate for some heroes.)

Concept: I think there have been at least two submissions already (Rear Guard and Apprentice Wizard) that mentioned the problem of Mages/etc. being sniped by Shadows/etc. without any real counter. This is my take on a solution: a single elite sellsword (or small group) which protects vulnerbale units. Mechanically, a national unit which is always targeted first by units with Marksman, but which is largely ineffective against conventional units in its era. Its strength will range from 2-6 depending on metal access (4-12 vs. Marksmen), and it will consistently fall to conventional units of its era and probably groups of Marksman units.

(I have to run: if this thread isn't locked, I'll flesh this out further and add further info below via an edit. This information is purely supplementary and not part of the contest.)
 
Puppet

Civ: Balseraphs
Available with Mysticism
Type: Melee, National Unit (max: 3), not upgradable
Model: reskinned Harlequin
Strength: 1
Move: 1
Cost: expensive
Buildable only in Capital

The puppets are the most closest units to perpentach/keelyn. They do not have a free will, they are their personal toys. Their behavior and powers are always tuned to their masters mindset. In perpentachs case, they get 3 promotions which will switch according to his traits change.

Aggresive: Crazed
Arcane: Vile Touch
Creative: Invisible
Defensive: Defensive
Expansive: Hasted
Financial: No promotion, unit just don't cost support
Industrial: Diseased
Organized: March
Magic Resistant: Magic Resistance
Philosophical: Spirit Guide
Raider: Blitz
Spiritual: Blessed
Summoning (for keelyn): Channeling I and Dimensional I, unit can cast escape

(sorry for my ugly english)
 
Gnomish Engineer

Cost: about 1.5 times a worker
Tech: Masonry

Strength: 0/2

the earliest mercenary, is a worker with a few special abilities:

can bombard 5/turn
can help other units fortify (the maximum a unit can have fortifying in the open is raised to 40% and they start at 10% the first turn instead of 5%)
can recruit other gnomish engineers for a cost like mercenaries

the idea is to give an option to buy workers if you have alot of money early.
also, gives a very slow bombard for early fights
lastly, is a worker that can defend against weak attackers
 
The contest is closed. Give the team and I a little time to pick our favorites and I'll post a poll with our top picks for you guys to vote for.
 
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