Design Thread - For Discussion and Review

I actually quite like your Second French Empire, it pretty much screams "Imperialism and Conquer" Production, Gold, and Killing People which is something I quite like (There's a reason why Stalin is my go-to mod civ) although the UA name is pretty boring.

However it seems with Indochina is you got a bit of my Design, RawSasquatch's Rhodesia, and a bit of your own design and put it into some big witches melting pot, There's so much going on in it that I really don't have anything to say it isn't good... But it isn't bad either its just something.
 
Then the solution is simply to increase the chance, keep it simple, really longwinded UAs really look bad when presented, better to just make something simple yet challenging, and as you said, the chopping here makes you play differently, which is a plus in my opinion.
 
I agree with whats being said about the Second French empire, thats a really cool design and the UA is gorgeously synergetic. Good work Natan!
 
I'd like to start off this by asking what makes a design good and which, in your opinion, is the best modded Civ and the best vanilla

Personally I love designs that mix things up a little, that add some unique style and objective.

Since I prefer high levels of asymmetry to create this, I favor strong bonuses.

This has led me to make personal mods amping up some bonuses - like giving the Aztecs a truly formidable culture and faith on kills bonus. (10 X killed unit combat strength.)

I'm also generally a fan of bonuses that require some active play rather than minor, passive bonuses.
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My favorite modded civ is probably the Muisca with their unique faith bonus for stockpiling gold till the Renaissance.

That said, I fear their updated version may have the old flaw that plagues Marathon players: not updating one time yields with game length.
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My favorite vanilla civ is definitely Spain, since I love their indirect faith focus and the challenge of conquering all Natural Wonders.

Their UA shifts NWs from things that are kind of nice to have to major assets.
 
I actually quite like your Second French Empire, it pretty much screams "Imperialism and Conquer" Production, Gold, and Killing People which is something I quite like (There's a reason why Stalin is my go-to mod civ) although the UA name is pretty boring.

However it seems with Indochina is you got a bit of my Design, RawSasquatch's Rhodesia, and a bit of your own design and put it into some big witches melting pot, There's so much going on in it that I really don't have anything to say it isn't good... But it isn't bad either its just something.

Then the solution is simply to increase the chance, keep it simple, really longwinded UAs really look bad when presented, better to just make something simple yet challenging, and as you said, the chopping here makes you play differently, which is a plus in my opinion.

I agree with whats being said about the Second French empire, thats a really cool design and the UA is gorgeously synergetic. Good work Natan!

Wow. That's a... That's a 'We love the Natan day'!
1. This design was for you.
2. Thank you so much! Gave me some more ideas...
3. Yay!
 
Does anyone know of any Civs that have unique promotions? I was thinking about an Appalachia Civ (you might see it here soon, once I've figured out a bit more) and thought that a 'Mountain Man' Unique promotion might be cool, and I haven't seen any mods with uniques other than buildings, units, and improvements.
 
Kramer/RawSasquatch's Confederates is the first that comes to mind. Loads of UAs are basically accomplished through Promotions, just that they don't state it outright.
 
Most of them that have "units do X special thing" are promotion-based.
 
More Indias!

Mughal Empire(Akbar the Great)
Spoiler :
UA: Akbari Age
+1 :c5production: production towards wonders per each conquered city, and +1 :c5goldenage: golden age points from wonders. +1 :c5greatperson: GP points from wonders during golden ages and :c5goldenage: golden ages last 1 turn longer per each city conquered and wonder built since the end of the last golden age.

UB: Charbagh
Replaces garden. +1 :c5culture: culture and +1 :c5greatperson: great engineer points, automatically built in all cities with a wonder and receives double yields upon researching architecture. +1 :tourism: tourism, doubled in cities with a wonder.

UU: Artillery Elephant
Replaces cannon. Stronger(24 :c5rangedstrength:, 20 :c5strength:) and does not need to be set up for attack, but requires iron and has smaller bonus vs. Cities(125%).


(Incomplete)Maratha Confedracy(Madhavrao I)
Spoiler :
UA: Hinadvi Swarajya
Units ignore the effects of enemy forts and citadels and gain bonus vs. Cities equal to the :c5strength: defence modifier they get. Gain :c5greatperson: great general points whenever a city following your religion is conquered per each city you own, and also gain a free melee unit if a hostile civilization conquered a city following your religion.

UU: Peshwa
Replaces great general. Unlike it, Claims enemy forts and citadels and increases the strength of units within 2 tiles by a percentage equal to 20% of the defence modifier the Peshwa gets. Grants all units within two tiles the "revival" promotion, causing them to 50% more :c5war: XP when defending and when fighting in citadels and forts(bonus stacks).

UU: Sainika
Replaces musketman. Stronger (26 :c5strength:), an receives a friendly lands bonus(25%). When stacked with a great general, deals damage to adjacent enemies and grants 50% more :c5war: XP from attacking cities.


More to come!
 
I wanted to post this design in my main thread, but then decided that it was a bit underdeveloped at the moment:
Åland Islands
Carl Björkman
UA: Kusten Bleknar Adrig
Coastal Cities generate :c5gold: Gold for every adjacent Ocean Tile, Oversea Trade Routes yield an additional +2 :c5gold: for every Harbor, Ferry Port, and Lighthouse within a City, Work Boats cost no maitnence
UU: Finnish Grenadier (Riflemen)
More Expensive yet slightly stronger than the Unit it replaces, it begins with the Embarkation Promotion, does not expend movement points upon Embarking and has a 10% :c5strength: Combat Bonus against Fortified Units
UB: Ferry Port (Seaport)
Unlike the Building it replaces it does not require a Harbor, :c5gold: Gold is increased by 5% for every incoming Trade Route, +1 :c5gold: Gold for every Naval Unit within a City, costs much more :c5production: Production
 
Ferry port looks... A bit worthless. So is the finnish grenadier.
 
Ferry port looks... A bit worthless. So is the finnish grenadier.

Well I did say it was underdeveloped after all, I woudln't mind you saying what makes you think that thier "worthless".
 
About the UA: you only really build work boats if you need to improve something, so they only cost maintenance for 2- 3 turns. Maybe +1 gold from work boats would work better? Though that sounds a bit similar to other modded civs...

How much trade routes does the AI send? The most I had received was 3. Non of them by the sea, all of them to inland cities. And I'm playing with 12 civilizations. Besides, harbor boosts gold from trade routes, the fact that it does not require an harbor doesn't matter all that much. Also, I find naval garrisons useless.

About the Finnish grenadier... It sounds like an earlier, poor man's marine. I'd suggest making it upgrade to a marine and making it more focused.
 
To celebrate the return of the Forum, here's a Tongue-in-cheek civ:

Tanna
Leader: Jack Naiva
UA: Cargo Cult: Start a WLTKD in the Capital when you meet your first major civ. Earn 100 Golden Age Points each time you make a diplomatic interaction with them (Exchange Embassies, Declaration of Friendship, Trade, etc)
UB: Kastom House: Replaces Museum. +2 Culture. Has slots for 2 Great Works of Art. If filled with foreign Objects, provides double theming bonus and +2 extra Culture.
UU: Big Man: Replaces Great Prophet. Can visit a Foreign Capital Once to Generate a big amount of Faith (this doesn't consume the unit). Cannot build a Holy Site. Instead being able to Perform Magic Rituals in Forts and Citadels to make them Generate large amounts of faith. Can Create and Enhance Religions as normal.
 
I'd sync up some of the bonuses there, since all 3 uniques have different yields with 0 overlap which I'm not normally too happy with, but still that's a cool idea!
 
Not really, its a reference to the fact that the first western contact these people had was with the UK and so since then they've created a religion and society with prince Phillip as their central figure.
 
Personally I rather purposedly went for different yields to not force one's strategy too much into one direction. I guess I could add more faith stuff to the other parts of the civ given that a Cargo cult is... a cult after all.
 
Is there anyway to include a unique religion available only to them, that would be incredible :D
 
Not really, its a reference to the fact that the first western contact these people had was with the UK and so since then they've created a religion and society with prince Phillip as their central figure.

This somehow manages to be both the best, and worst thing I have read today.

Is there anyway to include a unique religion available only to them, that would be incredible :D

I am unsure as to whether you could create unique religions, but it's certainly possible to package the civ with a new religion, as was the case in the original release of JFD's Nri and (I think) is the plan for LITE's North Korea.
 
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