Design a Unit 3 Contest

Status
Not open for further replies.
Opium Smuggler
[TAB]Civilization — Balseraphs
[TAB]Cost: 200 shields
[TAB]Strength: 0
[TAB]Movement: 1
[TAB]Prerequisites: Incense, Medicine

The Opium Smuggler doesn't cost any maintenance as long as he remains outside of cultural borders, nor does his retinue (intelligent living units that join him by choice or become deeply entangled within his shady deals). As he walks around, the smuggler leaves a trail of shady deals. These shady deals have several potential effects (experience, death, the Fear promotion, disease, the Crazed promotion or a temporary Enraged promotion, joining the smuggler's retinue or the odd eventless encounter). A smuggler will gain gold and experience for every unit to step into his shady deals. Experienced smugglers will have eventful dealings. And I guess that's pretty much it...

EDIT: I forgot to expand the concept of the retinue. Units switch nationality and all, basically become the smuggler's thugs. They get the Retinue promotion which removes their maintenance cost and requires them to be on tile with shady deals. If they haven't been on a tile without shady deals for over a couple turn, the Rage spell is cast on him.
 
Civilization: Balseraphs
Replaces Summoner
Starts with puppeteer

Would use modern merchant from vanilla. Reskinned with cape attached (?).

Every carnival needs a ringmaster.
 
Trickster (Arcane Unit Type)
Available for Svartalfar, possibly also Balseraph
Available with Drama
Requires Theatre
Upgrades to Assassin

4/3 :strength: (3/3 base :strength: but with Sinister promotion upping to 4/3)
2 :move:
1 first strike
60 :hammers: cost

Promotions:
Sinister, Channelling 1

An arcane unit with a recon feel. Gains XP over time as an arcane unit. Can learn level 1 spells, but has no hope of learning higher level spells. Instead advances as an assassin and later a shadow. Based on Arcane Trickster class from DnD, a mix of rogue and mage.

For Graphics, just a single Svartalfar Swordsmen with a reskin, or something more appropriate.
 
Apparition
Prerequisites: Tracking, Hunting Lodge
Cost: 60
Str: 2/1 (+1 poison)
Movement: 1
Abilities: Fear
Model: Kikijub

Grr arrgh!
Civ: Balseraphs. Or maybe Sidar (doubtful)?
 
Monstrous Freak
Requirement: Freak Show, Balseraphs

The crowd fell silent as he entered the Arena. Eighty thousands jaws dropped, and one man walked into the circle of sand, bowing down to let his huge mass walk past the iron grid. The gladiators in front of him stepped back, bemused, scared by the mighty body they were facing.

He held up his fist and groaned, filling the arena with a roar that seemed mightier than all Luchuirps cannons. His fist gleamed with fire and he looked ready to unleash what only a few people had seen in Coombe View.

And suddenly, he arched back, his eyes rolled, his fist hit the dust and he felt over.

Pandemonis was dead. Perpentach was merrily chuckling.


Cost: Something around 70:hammers: (which is Hunter +16%)
RANDOM :strength: (0-6)/(0-6)
RANDOM :move: 1-3
RANDOM Unit Class

Promotions:
Mutated, Crazed, 0-3 random promotions available to its Unit Class.
Unit will level accordingly, meaning that a if it draws 3 promotions, it will be level 4 and will not level up so easily.

Spoiler :

Maybe tweak the randomness as in:
strength
0 - 15%
1 - 10%
2 - 20%
3 - 15%
4 - 15%
5 - 15%
6 - 10%

move
1 - 40%
2 - 40%
3 - 20%

promotion
0 - 20%
1 - 30%
2 - 30%
3 - 20 %

Or maybe it could these options could be weighted by civics, etc. Ie, if you are running pacifist, defensive strength is more likely to get higher, but with military offensive strength will get higher,


Special Rules:
Better odds at Arena - Im not quite positive on the game mechanics for Arena, but I would like have the Monstrous Freak to be expected one thing, apart from all things random, and that would be to get more XP/better chances of surviving from the arena. He's putting on a good show after all, and he's quite expensive for what you can expect from him...

Unit Model: Not quite sure... Either random or accordingly to random stats or unit class.
 
Civilization: Malakim

Unit: Crimson Rider or Crimson Salaknight (replaces Horseman)

Descriptions: During the colonization and development of the Malakim Civilization, they often seen large sized salamander that are capable of riding and use to get along across the deserts faster then regular horseman. The Malakim use these to counter the barbarian raiders, they called themselves the Crimson Salaknights because they appeared to wear red desert armor with large spears, and ride these salamanders throughout the deserts.

5 :strength:
3 :move:
Double Movement on Desert Terrain
+50% against melee
+50% against mounted units

Requires: Stables
 
Civilization: Malakim
Unit: Wahai (taken from the Coptic word phonetically translated as Waha or Ouaha - the root for the English word 'Oasis'. Also sounds similiar to Wahabi, a fundamentalist sect of modern Islam).
Technology Required: Elementalism
Description: Among the nomadic Malakim, water is by far the most important and precious resource. No expense is spared in locating and obtaining new sources of this life-giving liquid. The Wahai are an elite sect of water-seekers tasked with searching deserts near and far for sources of water, using their limited arcane talent to acquire the source of the Oasis for use in delving one in a location more accessible to the Malakim.

Recon Unit, Replaces Ranger
150 :hammers:
7 :strength:
2 :move:
Cargo Space 1 (Carries Birds)
Can See Hidden Animals
Can Move Through Impassible Terrain
Can Build Camp
Better Results From Tribal Villages
-20% City Attack
+50% vs Animals
Starts With Subdue Animal
Whenever a Wahai enters an Oasis square he gains the option to relocate the Oasis to another Desert square. (This would likely be done through scripting and a new one-use spell, Found Oasis). This would of course be considered an act of war in foreign territory.
Upgrades to Druid, Beastmaster
Requires Hunting Lodge
Uses the Horseman model, reskinned to be more "Nomadic" with sandy/tan coloration.
 
Name: Wild Mage (replaces Mage)

Civ: Balseraphs

Requires: Sorcery
Cost: upgraded from L6 adept
Str: 4 (or the same as mage)
Free promotion as Mage
(and otherwise the same as Mage)

Special:
1. Every round there is a 50% chance the wild mage will (temporarily) loses the ability to cast one of her spells (randomly determined), and gains the ability to cast one randomly determined spell (of any mana type, level, and sphere (sorcery, summoning, divine)). Abilities return to normal the next round.

2. Whenever the Wild Mage casts a spell there is a 5% chance that a randomly determined spell will be cast in its place

(you could be just one of those, but I like both effects, so that's my submission)
 
Trapper

Similar to scout in strength but are experts in traps and can trap an area so that enemy units entering the tile gets held up for a few turns. These traps should cost gold to create and should stay in place for a limited time so they can't be over-used.
 
Chaos .Orb

Balseraph replacement for Hawk
Stats and abilities as per Hawk +25 :hammers:
Requires Mage Guild instead of Hunting Lodge

While in Recon mode, the Chaos Orb has a 5% chance to mutate any unit within its sight range; and a 3% chance to *alter terrain. And while in Sleep Mode, and upon activation for a Recon or Rebase mission, there is a 1% chance that the Chaos Orb will detonate and damage all units (up to 20%) within a one tile radius. The Orb is destroyed upon accidental detonation.

Additionally the Chaos Orb can be hurled at enemies for random effect. Affects all units within a single tile. The Orb is destroyed. Magic resistances apply as normal. 20% chance to cause lightning damage up to 15%. 20% chance to heal up to 15%. **20% chance to mutate units. **20% to grant unit experiance. And a 20% chance that nothing but a cool light show occurs.

Can use a slightly mutated modified Lightning Elemental graphic.


* Alter Terrain: The Orb does not affect terrain elevation as in turning Hills to Plains, or Mountains to Hills etc. And it cannot alter water terrains and does not affect terrain within Ancient Forests. It can alter Hell terrain but cannot create or remove the hell terrain feature. What it can do is upgrade or downgrade terrain such as changing deserts to plains, forests to jungles etc.

** Unit Mutation or Experience: Each unit in the stack 'rolls' individually. 33% chance.
 
Svartalfar White Panther

Replaces the Scout plain and simple. The idea goes with the winter and deception themes. Just change the color the barb black panther.

(Inspired by my white cat Lily who is sitting on my desk :D )
 
Daughter of Nimrod (sidar unit, replaces hunter) (you may want to change names... just my first thought)

70 :hammers:
4(+1 poison)/3 :strength:
2 :move:

skin: hunter (duh, lol)
comes with: invisibility, hidden nationality, Build a Camp, Can see hidden animals, Better results from tribal villages, Cannot Pillage, City Attack/Defense Modifier: (-25%/0%), no cargo (adding cargo will probably make it to powerful...), resist poison, subdue animal

balance ideas: they cost a bit more :hammers: to produce but you get the extra :strength: and the +1 poison. To go along with the story due to the blindness of the unit it has a lower defense and does not have a bonus when it comes to speed. On the other hand, it has invisibility, hidden nationality, resist poison, and subdue animal

lore: Nimrod was born to the largest most noble clan of hunters within the sidar nation. On a certain day within the height of their power as military factions their strength was matched when an enormous rift opened within range of the the temple of Sark spilling out the remains of a ongoing battle amongst the divine. Having notice one group being their top enemies, the Mercurians, they prepare for battle but are not in favor of the demons. When the battle was done the blue-blood of more then half of the clan had drenched the roads of Sark. The leader of the opposition, who happend to be Nimrod himself, had show hero's strength and had slain many opposites. Although he was a master of his skill he was not able to hold out at the last hour of battle and was crippled by the spell of a nearing angle. Nimrod had meet his ending but it was not the end of his blood line. He had fathered a daughter who was of the age of 7 when the battle took place. Although she was born blind, she promised to meet her father's skill level and prove to the clan to be a master huntress. As a tradition female huntresses in the line of Nimrod trained in similar ways as his daughter and had even went through a posses that would blind themselves. For decades past the line which consist of scattered nimble and strong (offensively) huntresses who hope to honor and match or even surpass the mighty huntress and hunter of their families past.

background info: Nimrod is a biblical hunter and theres a pixies song called "Nimrod's son" :D lol
 
Shepherd

Strength 2
Move 2
Hammers (same as worker and also able to be built with food)
Available with: Animal Husbandry

This unit would have a special ability called "Herd Cattle", herd pigs, sheep, etc etc and so on. When used on a tile containing that resource it consumes the resource, removing it from that tile, forever destroys its herd ability and gains a new ability (perhaps via promotion, the mechanic part is not my concern) that when used on another tile inside your cultural borders with no other resource to place on that tile a the resource, and its related improvement. However, should this tile ever be pillaged, both the improvement and the resource are destroyed (along with a great amount of gold provided for the pillager).

In addition, activating the "herd cattle" ability should be considered hostile, and thus an act of war. Further, I think it should earn the stealing party a permanent -1 per use with that civ. The "range" of hostility should also count not just inside cultural borders but within X tiles of a city, 2 (3 for kuriotates) +1-3 seems fair. I lean towards making it a flat 3 (5 for kuriotates) and not allowing a shepherd to move into a tile with any non invisible unit not of their own civ, allowing other players who are in the know to garrison their horses and sheep for later use.

Now, thoughts on implementation are uninformed at best. I don't know how or what a tile improvement can do. I imagine something not so unlike the tomb that provides life mana. A graphic that looks like the improved resource (corral on cattle) but is a single entity that can be pillaged.

Flavor wise, the unit finds an area ripe with a kind of livestock, and herds most of them together to move them elsewhere. Where as normally an animal resource such as this is indestructible (cattle or horses set free learn to live normally in the wild) these are artificially present under less than ideal conditions, so upon the destruction of their artificial habitat they go freely out into the wild and are summarily devoured or reduced in quality/quantity to the point of being useless on the scale requried to be a tile resource.

Balance wise, this rewards the malakim for early exploration, malakim players in their thirst for cattle and horses will have a much, much wider swath of the map explored on a given land based map far before other players. This constant exploration (and consumption) leads them to have better maps and contact with more civs earlier than most other players. This would make them "feel" nomadic without actually being nomadic. Sure, their big cities stay right where they are, but they have units and "unit bundles" (scout, defender, shepherd) ranging further afield than just about anyone else, these "unit bundles" might even be likened unto representing wandering tribes, especially later when upgraded to hunters with their precious shepherd payload.

In addition in mid game their role as wandering traders knowledgeable of the world abroad is further aided by their posessing most, or at least more, of certain resources than other civs, allowing them to combine their knowledge of locations and routes with their supply of animal products to trade far and wide, making their cities trade hubs, which has a feel I think is in line with the malakim overall theme.

on the surface this strategy seems very powerful, but that depends entirely upon the effects armageddon count 40 has on the acquired resource tiles. If they are destroyed, and unable to be rebuilt as per the pillage rules, then the malakim have a very practical reason for averting the end, or near end, of the world. This motivates malakim players further to do all in their power to slow, stall, or even stop the clock, which enriches their flavor as a civ further, cementing them into their role as averters of the apocalypse.

While I think that is a bit harsh, I will state my opinion on how it should work. Each tile that has its resource destroyed in such a manner should be enhanced in some way, perhaps a flat +1 hammer/food/gold bonus on the tile, or a percentage chance for each, I don't know, but just acing them entirely seems a bit draconian, even as a balance factor. Losing the resources but retaining some of the production bonuses seems a fair balance.

Graphically, hard to say. Hunter is an easy cop out, or scout, I believe scout might be more appropriate. For the tile I think a combination of a cottage and the raw resource (a little hit in the middle of a herd of sheep) might be nice, but I don't know how such things should layer.

As a final sidenote, if all the code is written for this ability, I would just LOVE To see Great Scientist units for the malakim to be able to "morph" into an herbalist able to do the same thing with plant resources. That's an entirely other can of worms though, but I'm just saying.
 
Lugh Escaoil
Unique Unit for Malakim
Replaces Archer, requires Archery
50 :hammers:
3/4 :strength:
1 :move:
1 First Strike
+25% Hills Defense
+25% City Defense
Starts with Undead Slaying I
Starts with Nomad (this gives a bonus to speed and strength in the desert, right? - the wiki doesn't say)
When on a desert tile, can cast Sprint, which exhausts them.

The Lugh Escaoil are desert commandos who string their bows with the very rays of the sun. As such, they are especially fearful to undead, but their true specialty is in sneaking up and striking a foe before they have time to react. Foes who enter the Malakim deserts must beware. Coupled with Sprint, their Nomad ability allows them to cover up to 4 squares per turn in the desert. And their bonus to attack in the desert, along with the 25% defense penalty to the opponent and the Escaoil's First Strike means that they can often take down a much stronger foe if they can get the drop on them. Be careful when using them as a city defender, though. They are 1 :strength: weaker on defense than a normal archer, although they are cheaper, so you can field more of them.
 
Not too imaginative, but:

For the Balseraphs.

Fortune-teller
Replaces Adept
Same costs, etc of the Adept.
Instead of 1 free promotion, receive 0, 1, or 2 free promotions. Maybe weighted so that 50% of the time it is 1 promotion, and 25% of the time none, or two.

Would be fun to give them something like "sing" that when activated tells a fortune (not used by the AI, since it is functionally useless).

No difference in unit appearance, but its icon could be the same as for the mobius witch. That looks sort of fortune-teller-ish.

If chosen... at a later stage, a new unit design could be created: the fortune-teller would throw tarot cards, or use tarot cards as knives, inflicting a multitude of paper cuts.
 
Imager

Pedia text: "We marched into Thariss in triumph, our banners brilliant in the noonday sun. The defenders had been killed or scattered. It seemed there was nothing left but to bask in the brilliance of our victory.

As my column passed through the Fishmongers' Quarter, a dingy area just inside the City Walls, there was a flash of fire, and a noise that might have woken the dead. All of a sudden, all about me I heard soldiers screaming. "It's the Red!" yelled one. "Acheron the Red Dragon!" I looked up and saw it was indeed so. The serpent, in all its terrible might, towered above us. Of course we ran. Later, at all the hearings in Golden Leane, they chided us for lack of courage, but at the time courage had nothing to do with it. Of course we ran.

It wasn't until we were halfway back to camp before any of us thought to ask exactly what Acheron the Red Dragon had been doing in a Svaltafar fish market."

Stats
Prerequisites: Knowledge of the Ether
Cost: 90
Str: 2/2
Movement: 1
Model: Adept
Civ: Svaltafar
World Unit: 3 allowed

Explanation

The imager is a mage who specializes in illusion. He has access to six spells: Image Archer, Image Nyxkin, Image [Svaltafar Hero], Image Longbowman, Image Hill Giant, Image Acheron the Red Dragon.

Casting the spell acts like a summon for that unit. However, there are several differences between an image and a summon:

1. Images don't go away like summons do.
2. Certain images appear to be barbarians (the hill giants and Acheron); they are, however, in fact under Svaltafar control.
3. One imager can only support a certain number of images at once (maybe four or five)
4. The image has an invisible "Actually Just An Image" promotion. Units with this promotion aren't real; they can't use any abilities, and if it gets involved in battle, it automatically dies. The AI doesn't understand this promotion and assumes it's a real unit, and humans can't see this promotion and will assume it's a real unit unless they have a very good reason to believe otherwise.

The point of an imager is to distract or scare off enemy troops. Create an army of fake longbowmen in a city, and maybe you'll get lucky and your enemy won't attack. Create a bunch of hill giants heading towards your capital and you might withdraw your plans for an offensive assault.
 
Drifting echoes OR Drifting Souls
Unique unit for the Sidar

Prerequisites: Ancient Chants
Cost: 3rd of the cost of the settler, and doesn’t use food. (This is a rough estimate)
Str: 0 (with option of being phantom/invisible)
Movement: 2
Abilities: Found phantom city
Model: Settler


My idea is one that I feel fits in well with the Sidar’s motif of disappearance. Imagine phantom cities which seem to appear on the horizon. Faint echoes seem to imply the bustle of daily life, but the sounds are muffled and otherworldly, seeming to come from a great distance. When the spot the city seemed to be in is reached, there is nothing there, only the whisper of souls which may once have lived there and an intangible presence; the sense that this place was once full of life which has drifted into another world.

The drifting souls are like settlers which create a phantom city which appears at the edge of sidar lands. It gets an immediate culture around it up to the 2 squares out, but generates no culture or other resources apart from a small amount of research. It appears to have a unit defending it (of a type which the Sidar control), but has no other features of a normal city.

When a unit from another nation reaches the city, it disappears (and possibly appears as rubble; a fading graphic would be nice here but is not necessary), but the culture stays. This allows expansion culturally and a small research benefit (which goes with the city), without being an overpowering benefit. If it was felt that they could churn out too many and take up too much land, then the units could be limited in number or the culture could be destroyed by destroying the ruins (without going to war; see the options below)

I’m not sure of the difficulty in mechanics and there are a lot of ways which this could be implemented, altered for balance or just altered in order to make it workable, and I don’t mind a compromise.

The general idea is that the Sidar would be able to expand to a degree without military strength, and would disappear on contact. They would only be half existing in the world at times, and would seem partly intangible; appearing and disappearing.

Variables/Options:

Unable to be attacked (or attack). Make them phantom in some way, but this would need to be done so that they could not be used as impervious scouts. E.g. They are destroyed if they enter enemy territory or go beyond 40 tiles from the capital.

The city could have a finite life. It could disappear after a certain amount of turns.

If thought to be overpowered:

Possible national unit limit of 3 units/cities.
The culture could be destroyed by destroying the ruins.

I also thought of this as being a wonder which creates phantom souls who then go out and build phantom cities, but thought it would be need a unit either way. A similar dynamic could also be perceived for the deceptive motif of the Svartalfar, but I prefer it with the Sidar.
 
Malakim Unit (cap: 3)

10
strength.gif

2
move.gif

Can move through impassible terrain.
Ignore Terrain Costs.
Immortal as long as in desert or attacking desert tile.
 
Civilization: Svartalfar (potentially any "shadow" race)

Unit: Shadow Beast

Descriptions: The hunters returned, proud of the beasts they had in tow. It was Khalid, a senior member of the mage guild who insisted that he be given one of the animals for his experiments, he was a dark indavidual and the hunt master agreed with little dissent. We all heard the cries of the beast emanating from Khalid's workshop and then nothing...days later, Khalid emerged with the creature but it was not as it had entered. A thing tainted by shadow, by pain and cruelty - it shied away from the torches of the city and on the bidding of its master fled from the light into the surrounding forest, the dark places where it must have felt at home, watching and waiting for its prey...

Stats
Class: Beast
Prerequisites: Hunting / Mage Guild / Any tamed animal
Cost: Upgrade cost 20 gold
Str: 4/3
Movement: 2 (ignores forest/jungle movement penalties)
Model: Any beast model but pure black
-100% City attack
+100% Forrest /jungle attack
Sentry 1
Hidden Nationality
Does not receive defence bonuses
Only gains Combat promotions
 
Aboukai

Unique Unit for Svatalfar, replaces ranger.

Has same costs and stats as the ranger. Unlike the ranger it hunts people. If it wins a combat the defeated human/non beast/live unit are 'captured' and turned into 'sacrifices'.

Sacrifices can be used for several things
a) converted into production, in the manner of the Kilmorph soldiers.
b) can be sacrificed in a town with a festival(?) for a temporary happiness boost.
c) A summoner can kill one in the manner of the vampire/bloodpet to revitalise himself.

Other than that sacrifices have no other uses.

Aboukai, have no bonuses against animals but can use bronze/iron weapons. The Poison +1 is also available. Like rangers they receive negatives to attacking cities.
 
Status
Not open for further replies.
Back
Top Bottom