Design a Unit 3 Contest

Status
Not open for further replies.
Mime (until I have a better name)
Balseraph unique unit
Melee unit
90 :hammers:
4 :strength:
1 :move:
Mind affinity: 1
Can use bronze, iron, mithril weapons
Starts with: Mime
Requires: Hall of Mirrors, Alteration, Drama

The mime promotion marks the unit as a mime and has the following effect:
Everytime the mime defeats an enemy, he gets every bonus and malus the last defeated enemy had (e.g. if the mime defeats an archer, he gets the +50% city defense, +25% hills defense and the first strike).
If this isn't possible, he gains all promotions of the enemy. After the next fight all promotions(except for mime) get lost and he gains the new promotions of his enemy.
 
Unseen
Replaces Scout for Sidar
Recon unit
33 :hammers:
2 :strength:
1 :move:

Starts with Promotion: Distort

Promotion: Distort
Creates Fog of War Effect for all players in normal visibility range (so range increases if on a hill, or promoted with Sentry 1 & 2).

Spoiler :
The intention is that you cannot see any units at all, so actually this unit wouldn't even need a graphic (but it can just as easily use the revelers graphics). But of course that would mess with the ability to select the unit probably... so in reality it probably means reducing all visibility to just the specific tile your unit is on. And this even causes fog of war within cultural borders, not just the visibility from a unit



Civlopedia
Once a hermit wanting nothing more than to retreat from the world, these shades have cheated death to enjoy the peace they are convinced not even the afterlife can grant them. Now, they have learned how to befuddle the senses of the living, allowing them and all about them to go truly unseen

Strategy
Using the Unseen, a stack of weakened units can be snuck past an otherwise potentially hostile force, leaving them curious how strong of an opponent truly waits within the mists.

However, an Unseen left within your own territory can prevent the detection of an invading force just as easily.
 
Double post, sory.
 
Inside Agent

Disciple unit. Model can be a reskined religion disciple till it transforms to the new unit in disguise.

3 :strength:
1 :move: [sinister would give it mobility I]
Invisible
Cannot attack.
Can cross enemy border
New ability: insert agent

Requirements:
Deception

We do not know much about the Sindar, nor the Svalfatar but I guess it will fit the Sindar nicely. Edit: After Kaels post I do not think it any more :( Will have to change it. Till then it says as it is.
It is not a simple agent, I am sure there will be one in Shadow. This unit is meant to be gifted to the enemy :crazyeye: When 'Inside agent' gets to an enemy city you can pay 1/5 gold that would take it to upgrade it to a unit that is buildable in that city.[it will effectively upgrade it to that unit] You lose control of the unit[like gift] but it is given a promotion whose icon is exactly like combat I or drill I or whatever [make few for harder to tack, make them replace required promotions so with level ups the player wont notice any difference] The description of the promotion will be true and will be the way of detecting its true nature. This promotion would increase the units upkeep to 5 gp/turn and receive 50% less combat XP. Also if it is possible it should give its visibility to the former owner of the inside agent.

For the AI the discovery of the unit should be simulated like:
- on the lower levels the AI should never notice them and disband them only when they get 3-5 agents
- on the higher levels each turn there would be a chance that the agent is discovered and disbanded so it takes a lower profit margin but make it still worth it for the visibility and economy sabotage

Extra: There can be events tied to having an agent in your rivals empire and having an agent among your own troops. Saboteur missions, convincing other units to your side making them also inside agents for your empire, etc.

So many possibilities and only one contest for every type :)
 
Shadow Flame
UU for Balseraphs
Melee Unit
:hammers: 140 or summoned
:strength: 7
:move: 3
Invisible until attacks
Starts with Shock
Flank vs. melee units

Summoned or constructed by Belseraph mages, deep in madness, this Shade is both stealthy and deadly. Able to move unnoticed until the lethal moment, it is meant to test warriors to the ultimate level, before pulling their souls into the netherworld.

Strategy: This unit could be built or summoned and then sent to take down the strongest of warriors, without being noticed on the approach till the last minute. With flank, this unit seeks out the toughest melee units to bring them down, softening their defenses.

graphic:
Spoiler :

shadowflame_PZ4.jpg



thread
 
There is nothing as emboldening
As hearing your enemy laugh at you,
Until they realize
That you ride the very sand itself,
And its claws are sharp,
Its teeth are bright,
And it devours
Before they can think
One more thought.

-Bir Gossad, Malakim Sand Rider

Class: Mounted Units
Strength: 3/3
Movement: 1
Cost: 70
Technology Required: Horseback Riding
Need 1 of: Sun Mana
Unique For: Malakim
Upgrades To: Sand Lion Charioteers
Does not get Defensive Modifiers
Can only be built in a city with at least 1 Desert Tile in its radius.
Cannot Pillage

Special ability: When in Desert, it changes to represent the Sand Lions that this unit rides while in the Desert:

Strength +2/+1; +1 Fire
Movement +2
Can See Invisible
+25% Withdraw chance
+40% vs Archery Units

Strategy Tips:
Keep these units in the Desert whenever possible; guard them well when they move between Deserts.
Scorch Plains with Adepts to help expand your Deserts for these units to fight in.
Consider Mobility Promotions to help these units move quickly from Desert to Desert.

Pros:
This unit would help give a strong reason for Malakim to want to use and spread Desert; this unit is nearly worthless outside of the Desert, but very strong in the Desert.

Cons:
The primary one is that visually it optimally would have two models - one for in the Desert, and one outside (likely a tiny variant of the Malakim Warrior). This may mean implementing it as two separate units.
 
Svartalfar: Grants Spider (Recon or Melee)
  • 75
    hammer.gif
  • 3/4
    strength.gif
    (+2 poison)
  • 1
    move.gif
  • -25% City Defense
  • Hidden Nationality
  • 'Invisible Animal'
  • Double Movement in forest/jungle
  • Tech: Hunting
  • Requires: Hunting Lodge
  • Same graphic as Giant Spider

Basic idea is to turn hunter into prey, while keeping the unit from being too general purpose. Probably needs another limiting factor(require silk or spider pen, or penalty vs melee)
 
Ghost Pirate
UU for Sidar
Naval Unit
Undead Unit

100 hammers.
5 Strength.
4 Movement.

Invisible with Hidden nationality.

This unit replaces the Pirate for the Sidar. It has the same requirements, and in all respects functions as a pirate, save for a slightly higher strength, and invisibility. The downside is that as an undead unit, it is vulnerable to undead damaging effects.

"Those are the rules... the GHOST PIRATE rules."
 
For: Balseraphs
Name: Illusionist
:move: 1
:strength: 1

While weak, it has two abilities that will mess with your opponents' minds.
_________________________________________________________________
First, "Assume Identity": Spell that must be casted on another unit(friend or foe), changes the illusionist into the targeted unit, with stats, models, promotions, etc. However, should the illusionist get into a fight, he reverts back to his original form BEFORE combat takes place. Great for intimidate purposes only.
--------------------------------------------------------------------------
Second, "Deceive"(feel free to change name): opposite of "Assume Identity", changes target unit into an illusionist, whithout abilities. Again, the same combat rules apply. Nasty defender in your way? Put him to the bottom of the stack, and deal with him later.
_________________________________________________________________
Fun uses: Get a hero with high attack, then use the illusionist to switch identities. Protects hero from nasty surprises by making him last to defend, and gives those assassins a little suprise. There are other uses, but I'm sure you can figure it out.
 
Svartalfar: Faerie (or some other flavorful name) (Recon Unit) (Replaces Hunter)
Strength: 3/4
Move: 2
Cost: As hunter
+50% against animals
+25% against Poison
Requires: Hunting, Hunting Lodge
Free Promotion: Elven, New promotion which masks Sinister Promotion display, and has same appearance as Bronze Weapons.
Model: Identical to Svartalfar warrior
 
Svartalfar: Shelob, the race of intelligent giant spiders
Summoned by city building, requires Death I and Nature I.

Cost: similar to assassin, but shouldnt replace it.
Str 5
Move 1
Free poison attack
Free Woodsman II
Allowed to learn Nature line of spells
Invisible if in woods.

If not unbalancing, can cast a summons for plain giant spiders.
(only last 1 turn as normal summoned creatures).

Model: Giant spider, reskinned to have some menacing,
intelligent eyes.

Should be disallowed move 2 promotion to encourage using
them in woodland ambushes.


EDIT: Not a hero, but perhaps make it a national unit, numerous enough to set up a wall of them on a forest border, or a perimeter around a forested city. More power to them to make them fun!

http://fan.theonering.net/middleearthtours/spiders.html



(xanaqui's idea is awesome flavor. If you use it be sure to tie in with the Dune sandworm parallel)
 
Dunewalker Malakim:

-Replaces Assasin
-Invisible in Desert & Floodplains
-Can only be build when neutral or evil

Idea is that when Varn leaves his true faith why should he care about his old grudges against stealth/poison/dishonor - Maybe could get a shadow replacement with the same changes.

Could use any standard Model with Beduine texture.
 
Culture Wagon (feel free to change the name)
Balseraph unique unit
Requires Drama
0 :strength:
1 :move:
Can use gypsy wagon model

Basically, the idea is that when a city builds one of these, it looses 500 culture. the unit then has the ability to go to another city and give that city 500 culture. The idea is that you could have one city produce enormous culture and give that to you other cities to help in a culture war or acheive culturar victory.
 
The Spy is a Sidar replacement for the basic Scout Unit. They would start with a Warrior and a Spy, but be unable to build more until they researched Exploration.

Spy

Recon Unit

Str: 0:strength:
Move: 2:move:
Cost: 40:hammers:

Requires: Exploration

Upgrade: to Shadow once Guilds are researched and a Thieve's Guild is built

Special Abilities:

Invisible to all units
Can explore rival territory
Starts with Commando
Can see hidden animals
Better results from tribal Villages

The model would be the Spy from BtS.

The unit would have the same chances of discovery in rival territory as the spy unit from BtS and would be unable to capture rival cities.

"You must have keen eyes to spot the Sidar, many times we have walked through your lands unnoticed." - Morgoth
 
Mana Freak - Balseraphs

4:strength:
1:move:

Requires: Knowledge of the Ether, Mage Academy, Freak Show

Upgrades from Freak

Starts with:
<Random Magic> Affinity: +1
<Random Magic> Affinity: -1
Mutated

The stakes have been raised once more for the Balseraphs. Their normal circus freaks have been infused with pure blasts of mana. Using the already mutated freaks, there's no telling how these infusions will effect each freak.

An upgrade of the freak, but still a staple melee warrior for the Balseraphs. As the game progresses and more mana is gained, the effects will be even more severely random.

edit note: The <Random Magic> trait could be set to a dynamic counter like the Armageddon Counter. So every time the AC changes, there's a new +1/-1 for each freak. One turn it's a beastly 10:strength: monster, the next it's a piddly 1:strength:
(AC) mod (rand) = whatever mana type for more crazy randomness :).
 
Sidar: Shade (replaces scout, or possibly in addition to the scout) (I know someone else already used that name, oh well)

Recon Unit

0 :strength:
2 :move:
40 :hammers:

Requires: Exploration

Upgrade: maybe to shadow, maybe no upgrade

Special Abilities:

Immortal
Cannot attack
Can explore rival territory
Can see hidden animals
Invisible to normal units, but can be seen by scouts and anything better (I don't know if this is possible, if not, maybe just make them visible to all)


The model could be a less imposing looking Spectre

Concept: Sidar society should be full of people who's bodies have been destroyed, or aged beyond use, and yet still reject death's embrace. While the more powerful of these may become warriors or mages (shadowy archmages, now there's a cool idea) the lesser beings merely roam around powerlessly.

These guys cannot attack, and they lack the scouts good response from villages. However, lacking a body they are devilishly difficult to destroy. A keen eyed foe can disperse the Shade, however it will just reappear in the capital. This means that the Sidar can send out all the scouts they want without the incredible fatality rate most civs suffer.
 
Svartalfar Shadow Huntress

Replaces Hunter with same stats and build cost except with new promotion "Shadow Strike":

On Attack only, has 10% chance to do a small amount of collateral damage to the strongest unit in the defending stack OR an enemy unit within one tile of the defending stack. The normal attack remains the same.

Concept:
Shadow huntresses are specially trained with throwing knives and blades. Hunting in packs, a huntress will track down their individual prey, but will also injure unsuspecting nearby enemies on the attack, to cripple the next targets for the hunting team. Once marked, their targets will never escape very far...

Synergies:
1. Sinister promotion works specifically on attack, making huntresses ever more dangerous.

2. Combat I - V promotions increase the chance by 10% to cause collateral damage.

3. Drill I - IV promotions increase the number of targets for collateral damage by 1.

4. Poisoned blade promotion works with collateral damage! Thus, a few promoted huntresses can cripple a bunch of powerful units in the stack by poisoning them (-3% to -8% healing AND -10% strength)

5. Upgrades to rangers and shadows (or perhaps they all should start with the shadow strike promotion as well).

* * *
For example, a huntress with Combat III and Drill I, will have:
- 10%(base) + 3 x 10% = 40% of causing collateral damage to one unit.
- target up to 1(base) + 1 = 2 targets.

So (sorry for the math...) you can the binomial distribution to determine your chances of damage:

2 strongest targets damaged = 0.4*0.4 = 16% chance
Only 1 strongest target damaged = 2*0.4*0.6 = 48% chance
No targets damaged = 0.6*0.6 = 36% chance

A maximum promoted huntress / ranger / shadow with Combat V (60% chance) and Drill IV (up to 5 targets) is truly scary! (may be overpowered and have to tweak this.)

* * *
The numbers will have to be tested for balance.

One potential strategy: imagine two stacks, one with weaker units than the other (or perhaps one is in a city while the other is in the open). Use huntresses to kill the weak stack while softening up the neighbouring strong stack by poison and collateral damage. Mop up the strong stack with you remaining units.

Strengths - their effectiveness will scale as you level up your huntresses. You also get an additional boost when you get Nature II sorcery with poisoned blade or a FOL priest. You will have to balance your combat and drill promotions because if you only promote drill, then your huntress will have a higher chance of death compared to combat promotions. On the other hand, it is better to increase the number of targets for collateral damage with the drill promotion.

Counters - priests with Cure Disease, Poison resistance or immunity, an Empyrean specific spell to stop poisoned collateral damage?

I look forward to any feedback or comments!

* * *

P.S. Long time fan and forum reader but first post ever - I couldn't resist when I saw the design challenge!

Silvenfire
 
As nomads the Malakim must be adept at animal husbandry, especially since they would conceptually be moving around constantly instead of settling specific pastures for generations. As such, I give you the

Malakim Shephard (name could use work)
Replaces Hunter for Malakim

Stats as per normal hunter but with a few differences. It loses 1 attack for an extra defense power, (3/5) and it gains a herding ability to start with. The hearding ability basically "consumes" an animal resource, such as horses, cattle, sheep, or pigs, in a tile and gains the icon of that resource as a promotion that when used places it on a new tile with no present resources. Additionally, when fortified in a tile for at least 5 consecutive turns it alters the resource output of the tile to +1 food +1 gold to represent their work as master herdsmen. (Alternatively remove this last bit but give them the ability to build appropriate structures on top of these resources)

This might make the unit too strong, so I might consider breaking it up some or requiring additional technologies, perhaps removing beastmasters and rangers from their tech tree but just giving flat bonuses to the Shephard when the relevant technologies are researched to keep their stats up on par with those units in terms of utility but not as combat powerhouses. (no crowd of shephards should turn into beastmasters late game)

The strategy would be to allow the malakim the ability to range far and wide without having to settle too heavily, "pack up" livestock and bring it back to their few large cities and ramp up their local food stocks, especially important if they hug to the deserts (normally a death sentence in terms of city growth). Additionally it allows them to steal the livestock of enemies they go to war with. Though I would have using this ability in an enemy controlled tile be considered an attack (and instigate war) as well as gaining a permanent -1 reaction from that civ. (C'mon, that's where the phrase 'got his goat' comes from)

Consider this Post Null and void, the idea will be revised and reposted later in the thread in a more realistic and balanced manner.
 
Civilization : Malakim
Unit :Sand Rider,
class : recon, replace ranger
skin : as ranger, panther replaced with sand lion,
strength : as ranger but : -1 str,
cost : as ranger, +10%
needs : hunting lodge, elder Council,

particularity :
as ranger
+starts with channeling II, summoning, fire I

Aims :
-Malakim's ranger are trained to be able to summon sand lions while in desert after a few levels.
-unit cannot create any desert by itself but they know how to make use of deserts..

Lore :
With intense study of animal behaviour and rapte attention to the tales of their elders about desert life, the malakim rangers learn how to call for the help of the most feared dweller of the desert, the almighty sand lions.

pros :
-easy to implement
-malakim recon units are able to make use of even the tiniest desert land.
--1str : the time they spend studying sand lions and listening to eleders is not spent on practicing their combat skills

cons :
-would make ultra powerful malakim druids, able to rule all fire spells, fireball, meteor, RoF, PoF...Etc
(maybe keep those porwerful druids as a compensation for malakim if the choose OO and fall from Good ... ???)

what may improve it /balance it :
-remove the option to upgrade to druid
 
Unit: Redeemer

Svartalfar unique unit, replaces Priest Of Leaves

Disciple unit

120 hammers
5/3 strength
1 move

Requires: Fellowship Of Leaves

Abilities: Can build cottages in forests, other abilities as per Priest Of Leaves (possibly replace Life mana with Shadow mana?)

A replacement for a Priest Of Leaves, the Redeemer represents those elements within the Svartalfar society that wish a return to nature. They can create small communities within the forests. However, they are still dark elves, and believe that attack is the best form of defense.

---

An interesting option for dark elves to follow FoL and be able to build cottages in forests.
 
Status
Not open for further replies.
Back
Top Bottom