Design Thread - For Discussion and Review

Take two, I'm glad the synergy between the Warlock and Church has been found to be subtle yet noticeable. :D

Chiloe

Leader: Martín Ruiz de Gamboa

UA: Minga: Selling Buildings earns culture and makes them free to purchase in another city of your choice.

UB: Chilotan Church: Replaces Temple. +1 :c5faith: Faith for each religion being followed in this city. +1 :tourism: Tourism for each religion being followed in this city after the discovery of Globalization.

UU: Warlock: Replaces Inquisitor. Cannot Remove Heresy, instead increasing Religious pressure from cities it is Garrisoned in. Instead of protecting cities from Missionaries and Great Prophets, it has a 50% chance of converting them to your civilization when performing such action.

Discarded entirely the transferring movement points aspect to focus the civ completly around selling and repurchasing buildings, which I believe is a focus no civ has taken yet. Now my problem is finding out how to make this not entirely abusable and busted... :crazyeye:
 
So, yeah, I had this concept a while ago, not sure to which Civ should I give or if it's any good.

UA: May not build Settlers, but may purchase them by much lower price. Settlers cannot settle cities - instead, they may purchase City-States.
 
Take two, I'm glad the synergy between the Warlock and Church has been found to be subtle yet noticeable. :D

Chiloe

Leader: Martín Ruiz de Gamboa

UA: Minga: Selling Buildings earns culture and makes them free to purchase in another city of your choice.

UB: Chilotan Church: Replaces Temple. +1 :c5faith: Faith for each religion being followed in this city. +1 :tourism: Tourism for each religion being followed in this city after the discovery of Globalization.

UU: Warlock: Replaces Inquisitor. Cannot Remove Heresy, instead increasing Religious pressure from cities it is Garrisoned in. Instead of protecting cities from Missionaries and Great Prophets, it has a 50% chance of converting them to your civilization when performing such action.

Discarded entirely the transferring movement points aspect to focus the civ completly around selling and repurchasing buildings, which I believe is a focus no civ has taken yet. Now my problem is finding out how to make this not entirely abusable and busted... :crazyeye:

Interesting concept, but I've never sold a building before so I have no idea how useful the UA could be.

So, yeah, I had this concept a while ago, not sure to which Civ should I give or if it's any good.

UA: May not build Settlers, but may purchase them by much lower price. Settlers cannot settle cities - instead, they may purchase City-States.

My immediate thought is the Hanseatic League.
 
I was actually thinking something along the lines of Henry the Navigator, that's more or less how the Portuguese approached colonization, through private entrepreneurship... which is why Brazil did so terribly at it's beginning.

Of course, I know Henry wasn't the actual King, but he's the most known figure of the period.
 
So I've come up with this one which should be easy to do because Rob (R8XFT) has done most of the work for me:

Teuta of Illirya:

UA: Terror of the Adriatic Sea: Free Lighthouse in Coastal Cities. Naval Units may pillage for free, and gain double Gold upon doing so.

UB: Kuvend: Library replacement. +15 XP.

UU: Lembus: Galeass replacement. Much weaker, but also much cheaper and comes earlier in the tech tree (Optics). Starts with both Bombardment I and Targeting I.
 
I had a slightly different idea in mind:

UA: Terror of the Adriatic Sea
Naval units gain double :c5gold: gold from pillaging and plundering trade routes, and pay no :c5moves: movement points to do so. Naval units may enter foreign territory and plunder foreign :trade: trade routes without declaring :c5war: war (but doing so gives you a diplomatic penalty).

UU: Lembus
Replaces workboat. Costs more to produce, and may only build one improvement(but is not consumed after doing so). Additionally, it has 6 :c5strength: combat strength, and grants the boarding party I and II promotion to adjacent units(even if they already have it).

UU: Liburna
Replaces trireme. Gains 50% more XP While fighting or plundering* in foreign territory. Additionally, has the "Illyrian legacy" promotion, granting it +1 :c5strength: strength per each civilization that fought against a Liburna.

* plundering :trade: trade routes gives 6 XP(without the bonus) and pillaging tiles gives 2 XP(with the bonus).
 
Yeah I have to agree that your design doesn't feel very... piratey, GP. I mean the only bit in it which seems piratey is the second half of the UA, sine even the UU seems a little uninspired.
 
I can't really come up with one that wouldn't feel out of place as the Buccaneers. Damnit.
 
Tip: civs usually don't get a free building (except for their unique one).
 
DJSHenninger's Croatia and Hiram's Saba, to name a few, don't follow that rule.
 
*Usually. That word is there for a reason. Also, Carthage doesnt have any UB. They should have.
(and for the god knows what time, I play with JFD's Alternate Leaders Pack. Always.
 
Then what are you talking about? Very few people advocate following precedent as much as I do, but I don't see your point here - if no UA was allowed to have a feature that other UAs didn't have, we wouldn't have any new civs! No vanilla civs grant free units upon DOW but I still like Belgium, no vanilla civs grant free units upon prophet spawn but I still like Saladin, so of course some civs need new mechanics. Sounds like finding problems for the sake of finding problems tbh. (Not that I don't do that all the time :lol: )
 
I'm trying to finalize this rough design for Najd and could use some help. Here's what I currently have:

Najd

Leader: Abdulaziz Ibn Saud

UA: Wahhabiyya: Cities following your religion generate more :c5faith: faith and :c5production: produce military units faster for every citizen following your religion in that city*. Upon making a unit, gain :c5faith: faith equal to it's starting XP.

UU: Ikhwan: Replaces Lancer and upgrades to Cavalry. Can remove heresy once and upon doing so gains XP according to how many heretics were removed. Starts with Shock I and reduces the :c5strength: combat strength of adjacent enemy units by -10%.

UB: Sharia Court: Can be built in all cities. 1 :c5gold: gold maintenance in founded cities instead of 4. +2 :c5faith: faith and upon completion converts all citizens in the city to your religion (if you have not founded a religion yet it will convert once you have).

* 1% per follower
 
Well, I'd go with ye olde recommendation of capping the UA, because if Religious Community is capped then this one sure as hell should be capped. The Faith boost on number of followers alone sounds like your religion could snowball out of control rather fast.
Actually, I'd simplify the UA as:

Units trained in cities following your majority religion start with extra Xp for every citizen following that religion in city. Upon making a unit, gain faith equal to it's starting XP.
 
It would be a lot nicer if you could do something extra with faith...
 
My number one piece of advice would be not to make a Najd civ. Just call it the Saudi State - Najd is a geographical region in Arabia, not a state, it'd be like making a 'Pannonian Basin' or 'Italian Peninsula' civ. Paradox's set up in Arabia for EUIV really annoys me.
 
My number one piece of advice would be not to make a Najd civ. Just call it the Saudi State - Najd is a geographical region in Arabia, not a state, it'd be like making a 'Pannonian Basin' or 'Italian Peninsula' civ. Paradox's set up in Arabia for EUIV really annoys me.

A guy from Kuwait requested a Najd civ and gave me some ideas for one. I was considering changing the name too, I guess I will. Or I could call it the Saudi State of Najd since there were two Saudi states that were centered in Najd before Saudi Arabia formed.
 
I'm trying to finalize this rough design for Najd and could use some help. Here's what I currently have:

Its pretty solid, except for the Ikwhan, unless it isnt expended after removing heresy, then it just sounds like a better, more terribly abusable version of an Inquistor, and the UA is somewhat weak early and early-mid game simply because you really won't be entirely religously dominant and you have to make sure that you have completely decimated any and all Minority religions for full effect. Best advice is maybe increase City faith based on religous units or increase the amount from just 1% and the Ikwhan maybe expended after removing heretics 3-4 times and maybe someway to tie religion to unit movement as most Ikwhan were nomadic peoples.
Speaking of rough designs

Gilded Age America
Spoiler :
Gilded Age America
Leader: Grover Cleveland
UA:Legislative Abstinence
Gain double the amout of World Congress from Allied :c5citystate: City-States, Ideological Tenants increase :c5production: Production based on level (1%, 2%, etc) and :c5production: Building Production is increased by 10%
UB:Monopoly
Must require a Factory, upon construction Monopolies increase :c5gold: Gold output by 25% and :c5production: Production by 5% for every 2 Citizens however :c5unhappy: Unhappiness from Citizens is Doubled and is immediatley :c5razing: Razed upon Enemy Occupation
UGP: Executive Boss (Great Engineer)
Unlike the Great Engineer it replaces, generates an +1 :c5science: Science, provide +1 :c5production: Production from Specialists, and may be exepended for the creation of a Monopoly. Chances for generating an Executive Boss is much lower
Remember those old projects I gave you, this is revised version that I plan to produce next year along with Rome led by Vespasian under something different from Colonies Lost to Time
 
Double the Amount of Delegates for World Congress is 10 flavors of overpowered, 1 extra delegate per city state is already pushing it. Nevermind the fact that the UA has two other parts, which honestly I doubt are really necessary.

What does the Monopoly replace, if anything?

Also, Executive Boss sounds to me like a terribly odd name for a Gilded Age person, it feels more like something out of the 80s.
 
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