Design Thread - For Discussion and Review

The UU wouldn't have been expended.

This design really needs some balance. Double delegates sounds really strong to me and the second half of the UA sound really weak. The tenet bonuses come too late in my opinion. What is the Monopoly exactly? It says it requires the factory but doesn't mention replacing it so is it a completely unique building? It's production bonus is also waaaay too strong. And how exactly does a unique give yields? And is it the only way to get a Monopoly?
 
My take on Najd Saudi Civ:

Leader: Abdulaziz Ibn Saud

UA: Wahhabiyya: Units trained in cities following your majority religion start with extra XP for every citizen following that religion. Upon making a unit, gain 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 combat strength of adjacent enemy units by -10%.

UB: Sharia Court: Replaces Courthouse. Maintenance equal to the amount of citizens not following your mayority religion. +2 faith if all citizens in the city follow your mayority religion.

Streamlined it a bit and made it somewhat more synergistic.
 
The UU wouldn't have been expended.

This design really needs some balance. Double delegates sounds really strong to me and the second half of the UA sound really weak. The tenet bonuses come too late in my opinion. What is the Monopoly exactly? It says it requires the factory but doesn't mention replacing it so is it a completely unique building? It's production bonus is also waaaay too strong. And how exactly does a unique give yields? And is it the only way to get a Monopoly?

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.
Well thats the ineffectiveness of bad page from page internet copying and poor faulty design.

Gilded Age America
Spoiler :
Gilded Age America
Leader: Grover Cleveland
UA:Legislative Abstinence
Gain an extra delegate from Allied :c5citystate: City-States in World Congress, Ideological Tenants increase :c5production: Production based on level (1%, 2%, etc) and recieve a free Mint for every era after the Industrial Era
UB:Monopoly (Factory)
Upon construction Monopolies produce an additional +1 :c5gold: Gold and :c5production: Production by 2% for every Citizen and has three slots for Great Industrialists, however it requires 2 Coal and 2 Workshops within the City of its Construction
UGP: Great Industrialist (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 a Great Industrialist is much lower

*Requirements for Monopoly must be met
This is a bit less OP, and more tame, and the UGP name is a bit more fitting now, and minor changes overall to reflect the historical values of the Gilded Age.
 
With Uighurs additions to Hoops proposal there, I love that civ, a perfect representation of the Saudi State if you ask me. While planning a Mongol split earlier I decided I have to include a certain particularly interesting figure and ended up spending more time on him than all the other designs put together, and it ended up being incredibly unorthodox, I just want some quick feedback on it before going ahead with the rest of the split:

The Great Mongolian State
Leader: Roman von Ungern-Sternberg
UA: The Mad Baron
Killing enemy units, training new units and pillaging tiles all grant :c5angry: 'Madness points' which decay over time, up to a maximum of 100, which provide bonuses to :c5war: experience, tile pillaging and :c5strength: combat ability, but penalties to resistance time, :c5happy: happiness and :c5greatperson: great people generation.* Receive +2 :c5happy: happiness and +1 :c5angry: madness in the capital for every major civilisation you are at war with.

UU: Asian Division (Replaces Cavalry)
The Asian Division takes two distinct forms within the Great Mongolian State - if trained below 50 :c5angry: madness, the Asian Division is a slight upgrade on the regular cavalry, receiving +1 :c5moves: movement and +1 sight when in neutral territory. However if trained when above 50 :c5angry: madness, receive instead a Savage Division. Savage Divisions receive a +15% :c5strength: attack bonus and may pillage tiles for free, fully healing when doing so, at the cost of a 30% :c5strength: defense penalty. Cities with a Savage Division in them are :c5razing: razed twice as fast.

UB: Temple of Jamsaran (Replaces Temple)
The Temple of Jamarsan, unlike the temple it replaces, generates +1 :c5happy: happiness and +2 :c5faith: faith for every enemy killed in the previous turn. Furthermore, :c5citizen: citizens may be sacrificed in a city with a Temple of Jamsaran for a large :c5angry: madness boost. Military units may also be expended for a large :c5angry: madness penalty, which increases depending on the units level.

*
Spoiler :
While at 100 madness, all units receive a +30% attacking bonus, start with +30 experience and generate an extra 30 gold and fully heal when pillaging tiles, though these bonuses decrease with the amount of madness, so at 33 madness you'd be receiving +10% attack bonuses, 10 experience and 10 gold when they pillage a tile.

However, at 100 madness you also receive +10 turns of resistance in captured cities, enjoy +20 global unhappiness and have a 50% penalty to Great Person generation.

Overall then, at say, 50 madness, you'd enjoy a +15% attack bonus, +15 experience to starting units and +15 gold whenever you pillage a tile but cities would stay in resistance for an extra 5 turns and you'd receive a 25% penalty to your great person generation and +10 global unhappiness

So then, this is all inspired by Baron Roman von Ungern-Sternberg, possibly my number two all time favourite historical figure. The man was a prominent monarchist in pre-revolution Russia, and then went out to Mongolia to see what support he could drum up among the Mongols as things started to go south for the whites. However, owing to his extraordinary military successes, he actually took over the entire Mongol State, proclaimed himself the king of Mongolia and the literal goddamn reincarnation of Genghis Khan!He was pretty insane, as if you couldn't already tell, and brutally suppressed his new kingdom - he was an Orientalist and mystic and gradually became obsessed with Buddhism, communicating regularly with the Dalai Lama himself, even receiving several Tibetan units for his army from the Dalai Lamas own entourage! Sometimes he brutally murdered his enemies and sometimes didn't, it was impossible to tell with him, which is why he was nicknamed the Mad Baron - the Mongols at the time even thought he was literally the god of war, Jamsaran. He ended up getting captured and killed by the commies, however, but lets not focus on that. (Better dead than red!)

So who better for a totally balls-to-the-wall, hypercube, nonsensical nutter civ? This civ is focussed on controlling your own sanity by occasionally going totally mad and destroying everything in sight, but sometimes restraining yourself. Maybe you try and hit 100 sanity and conquer the world before your entire kingdom collapses under the weight of its own silliness and anger, or occasionally ramp up your madness before a war and then trying to get it back under control to reign in your new conquests, what with the crazy unhappiness and resistance times you get from being totally mad. Or maybe you just play like normal...

... but who'd want to do that with the mad baron, reincarnation of Ghenghis Khan and living representation of the God of Death?
 
This Civ seems so stupidly silly and so stupidly fun, I want to play the hell out of it.
 
Aww yiss that is exactly the kind of reaction I'd hoped for.
 
This the type of civ that makes Montezuma look like the small little girl in the playground sandbox, what is this monstrosity :scan:
 
I'm glad people are appreciating the craziness here, I was worried it was all too silly. Also my number one figure would probably have to be Nader Shah just for also being a complete nutter in a really cool way. I mean get born into poverty, then sold into slavery by your own parents, escape, join a band of brigands to eek out a living with a life of crime and then... take over all of Persia. Then when he got bored of that he decided to sack the capital city of his incredibly wealthy and enormous neighbour, arguably one of the most powerful empires in the world, just for fun, running away with all the jewels he could possibly carry.

bad

ass
 
Basically, if you can picture the Benny Hill theme playing in the background while Urdnot_Scott narrates that person's history, the guy is a badass.
 
See this is why I should be writing all of the DoM texts for modded civs. Actually why stop there, Firaxis hire me for civ 6 pls
 
I recall JFD mentioning he was interested in making a Mad Baron civ and this, oh boy, hope he sees this...
 
I recall JFD mentioning he was interested in making a Mad Baron civ and this, oh boy, hope he sees this...

Oh god, I've never wanted one of my designs to be stolen more than right now, mad baron hype.
 
You're mad for him, aren't you?
 
How khan you possibly not be mad for someone like him? In all seriousness though it's half my love for him and half my pride in that design that makes me so desperate to see it realised - other than him I've no idea which of my splits id most want to be made, probably Egypt? I'm not sure really. What do you guys think? (Since I might find the time to actually code one or two over summer...)
 
Egypt is possible, maybe if you reduce the "on the capital" focus of some.
 
I have no single favourite split, but I love your Modern Greece.

Regarding Egypt, I need me some more Egypt civs, and JFD's won't suffice. What I mean to say is I want to make Egypts myself. Even so, the only pharao you have in your split that I'm interested in doing is Khufu (assuming JFD's Ramesses revision will satisfy me).
 
Lol firaxis can hire you both.:lol: (also what happened to the part when Nader shah killed civilians yo)

Now, Iroquois split!(incomplete; subject to revision)

Iroquois Confederacy(Hiawatha)
Spoiler :
UA: Wars of the Beaver
:c5war: Pillaging Improvements and attacking cities transfers :c5food: food from the enemy city equal to the number of citizens in it to your nearest city. Conquered cities act as sources of Beaver, and +1 :c5production: production towards units per each luxury copy traded to a civilization that may build them.

UU: Harasser
Replaces musketman. Has +1 :c5moves: movement, and starts with the "viking fury" and woodsman promotions. Has the "Rush attack" promotion, that makes it invisible and allows it to ignore enemy ZOC if it disembarked last turn or ended the turn of forest\ jungle.

UI: Warpath
Unlocked at construction. Functions as road, but may only be built on forest\ jungle. Friendly units treat warpaths as if they weren't rough, and gain 15% :c5strength: combat boost while fighting in them. Takes 2 turns to build.


Wyandot
Spoiler :
UA: Forest Traditions
Cities may work additional tile ring per each 10 :c5citizen: citizens in them. Chopping forests provides double :c5production: production and :c5food: food, and chopped forest tiles yield +1 :c5culture: culture. Forests are regenerated whenever the city's working range is increased.

UB: Longhouse
Replaces Aquaduct. Instead of its effects, it stores 30% of the :c5food: food when a new citizen is born, and 30% of the :c5culture: culture whenever the city grows to a new tile. +1 :c5culture: culture, no maintenance costs.

UI: Huron Camp
Unlocked at agriculture. May only be built on forest, or near forest resources, and never adjacent to another Huron. Yields +1 :c5food: food, :c5production: production and :c5culture: culture. Resource improvements adjacent to a Huron camp yield +1 of their appropriate yield per each 10 :c5citizen: citizens in the city.


Anishinaabe
Spoiler :
UA: Seven Fires
Antiquity sites and great works are replaced* by :greatwork: Birch Bark artifacts**, and reveal miigis shells*** upon creation. +1 :c5moves: movement for civilian units adjacent to religious ones, and religious unit grant :c5food: food and :c5faith: faith boost to cities upon founding(increased if the city is adjacent to a miigis shell).

UB: Midewigaan
Replaces shrine. Unlike it, provides +1 :c5food: food and does not unlock the temple. Instead, if the city has more than 10 followers, unlocks the building of the Midewigamig, which grants +1 :c5faith: faith and :c5food: food per each 5 followers of your religion. The Midewigamig also contains a random :greatwork: birch bark slot.

UI: Wigwam
Unlocked at trapping. May be built on non- hill tundra\ grassland\ plains tiles. Yields +1 :c5food: food and +1 :c5culture: culture. May transfer citizen from the city to a wigwam, causing it to yield +1 :c5culture: culture and +1 :c5faith: faith. +1 :c5culture: culture, and +1 culture after archeology.

*antiquity sites not be seen(at all, includes hidden ones). Birch bark sources(may only appear in forests\ jungle, as frequent as antiquity sites) are seen instead.
**GW of writing become maps(2 culture, 4 science), GW of art become scrolls(3 culture, 3 faith), GW of music become songs(1 happiness, 1 faith, 4 culture.). All yield +1 tourism after archeology.
***revealed in coastal tiles that you discovered, base in the number of cities you founded.
 
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