Design Thread - For Discussion and Review

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



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.

You couldn't without both editing the Religion Overview to prevent the choice for the player if they play as a different civ and intervening in the AI's religion choice. However, because the religion that the AI picks, IIRC, is quite dependent on the order of IDs (if after their preference is gone), it's fairly safe to add a new one without fear that the wrong civ will take it. Akhenaten will also include Atenism, incidentally, in the event one is not using Tomatekh's HR.
 
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.

It could be worse.

It could be this:

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 Charles as their central figure.
 
It could be worse.

Top banter m8

In all seriousness, I quite like the design of the civ (even if proposed as a joke), the UA is pretty damn unique to my knowledge and I really like the abilities of the Big Man. True, there doesn't seem to be much synergy between the Unique components, but the focus that they all have on foreign cultures is probably enough to make this issue moot.
 
Kingdom of Granada
Leader: Muhammad XII
UA: No Conqueror but God
:c5faith: Faith output in the :c5capital: Capital increases the :c5rangedstrength: ranged attack strength of all cities and contributes towards :c5production: production while building defensive buildings. Gain 10% of the :c5strength: defensive strength of fallen cities in the :c5capital: Capital.

UB: Alcazar (Replaces Castle)
The Alcazar is unlocked earlier than the castle it replaces, at Theology. Furthermore, Alcazars grant +2 :c5faith: faith and +1 :c5production: production on fort tiles - double while at war.

UU: Zenata (Replaces Knight)
The Zenata, unlike the Knight it replaces, may receive terrain :c5strength: defense bonuses when in friendly territory. When outside of friendly territory, however, the Zenata receives the 'Border raid' promotion, granting faith from kills or when capturing workers.

Can I get some feedback for this design, guys? Been thinking about this for a while, since the splits are quite a lot of work I've been considering just doing a few one off civs if I ever get into modding myself. Granada is one of those, among others.
 
I'll suggest adding more flavour... Also, what's with the fallen city part? I suppose its there for accuracy purposes.
 
More flavour? What does that mean?

Also the fallen cities thing is basically there to make Granada the ultimate turtle, almost impossible to dislodge. Say you lose a city which had 40 defensive strength - the capital gets a permenant +4 defensive strength until you recapture it.
 
Can I get some feedback for this design, guys? Been thinking about this for a while, since the splits are quite a lot of work I've been considering just doing a few one off civs if I ever get into modding myself. Granada is one of those, among others.
I'm fairly sure that "Cities generate faith when bombarding enemy units" and "granting a large amount of faith when ... pillaging tiles." aren't codeable, at least without dll mods.
 
Ah thats a bit annoying then. Would it be codeable now?
 
The UA is code able, not sure about the UU's capturing workers part. I like it the design. It'll basically be a super turtle. Maybe the Alcazar could also give faith from all defensive buildings since I don't think many peoplr build forts.
 
I quite like Granada it seems pretty like a literal bulletproof civ although I thought it was Sultante anyways If this design thread is still active:
Gilded Age America
Grover Cleveland
UA: Legislative Obstinencey
Allied City-States provide an additional Delegate to World Congress, Luxury Resource Bans are ignored an may still be traded to Allied Civilizations or City-States for additional :c5gold: Gold or :c5influence: Influence
UB: Industrial Complex (Factory)
Generates an additional +5% :c5production: Production for every Workshop, Longhouse, or Industrial Complex within the City, generates +1 :c5influence: Influence from City-State :c5trade: Connections for every Military or Naval Unit in construction.
UU: Baltimore-Class (Battleship)
Much more expensive than the Unit it replaces, gains a :c5strength: Defensive Bonus in City-State or Allied Territory, and generates additional :c5influence: Influence when gifted to City-States.
I do wish to excersice the Industrialization of the age and I acknowledge that, still wouldn't mind suggestions
 
My Byzantium split continued! (The first parts are in page 11, revised)

Justinian Dynasty(Justinian I)
Spoiler :
UA: Renovatio Imperii
:c5occupied: Conquered cities build buildings that were once present in them faster per each policy you adopted and provide a :c5production: production boost in a city of your choice when they get out of anarchy. National wonders grant +1 :c5culture: culture from buildings required for them.

UU: Skutatoi
Replaces spearman. Slightly stronger(17 :c5strength:) and starts with the cover I promotion.

UU: Basilica
Replaces temple. In addition to the temple's yields, the basilica converts 25% of the city's :c5citizen: population to your religion, and +1 :c5faith: faith after you built the Grand temple.


Macedonian Dynasty(Basil II)
Spoiler :
UA: Father of the Army
:c5war: Unit and military building :c5gold: maintenance costs are reduced by a % percentage equal to your :c5happy: happiness if your empire is happy(max. 50%). Garrisons increase local :c5happy: happiness, which is converted to :c5production: production while building units.

UU: Varangian Guard
Replaces Longswordsman. Has the "oathsworn" promotion, causing and all adjacent units to fight at full :c5strength: strength even if damaged, and also has the great generals I promotion. Does not require iron to be built.

UB: Tzykanisterion
Replaces Colosseum. Unlike it, costs no maintenance. Provides +1 :c5happy: happiness if the city has a garrison, and +1 :c5happy: happiness during WLtKDs. Also yields +1 :c5culture: culture.


So... Thoughts? I'll post more designs soon anyway.
 
So it's no secret that I really like Xia's Unique Ability (who doesn't?), and I got thinking on what other civ may have an ability suitable for something similar.

It's frequently said that Persia/Iran is a contestant for oldest existing civilization, alongside China, which of course gave me the perfect candidate.

And that's how I came up with this idea:

Persia - Achaemenes
UA: Thus Spoke Zarathustra: Upon entering a Golden Age, Creating a Great Prophet or choosing an Ideology, change Dynasty.
UU: Line Chariot: Is a Melee unit, unlike the Chariot Archer it replaces, but it starts with the Charge Promotion and earns Golden Age points from victories.
UB: Necropolis: +1 Faith per Dynasty Progressed, unlike the Shrine it replaces.

Dynasties:
Spoiler :

Achaeamenids-> The First Empire: 25% Less Unhappiness from Cities Connected to the Capital.
Seleucids-> Hellenization: Earn 1 Influence per turn over City States you can Intimidate.
Parthians-> Parthian Shot: Cavalry make a small ranged attack before entering melee.
Sassanids-> Keeper of the Sacred Fire: Newly Founded Cities instantly start following your majority religion and start with a Shrine and Temple.
Samanids-> Islamic Sciences: Faith Production in Cities contribute to the Generation of Science.
Ghaznavids->17 Expeditions: Units can move after Pillaging
Safavids-> Isfahan School: Earn 100 Culture each time a Great Person is expended.
Afsharids-> Peacock Throne: Double Gold from Capturing Cities and Pillage.
Zand-> Benevolence: +1 Happiness in each city and increased border expansion during peace.
Qajar-> Constitutional Revolution: Earn Culture from upgrading units. Unit upgrades 25% Cheaper.
Pahlavi-> Majlis: +1 Production from Specialists.
Islamic Republic-> Iranian Revolution: Faith Reduces Cultural Pressure from Ideology. No more Dynasty changes.
 
That's kinda OP... I get at least 5 great prophets before the industrial era, playing with P&P. I also had an idea for Persia with a Dynasty based ability back in the LITE thread.
 
But that only happens to you because you're part of the chosen people.

Err... I took in consideration an average of 6 Golden Ages per gameplay, that plus your 5 Great Prophets and 1 Ideology per game should mean that you should get through the Dynasties pretty reliably, yeah, it's somewhat easier than China, but I kinda wanted to give them a more open gameplay, not to mention not forcing one into an aggresive game.

I agree that the effects could be downgraded though, to something like the Partian Mini-ability may be enough.
 
So it's no secret that I really like Xia's Unique Ability (who doesn't?), and I got thinking on what other civ may have an ability suitable for something similar.

It's frequently said that Persia/Iran is a contestant for oldest existing civilization, alongside China, which of course gave me the perfect candidate.

And that's how I came up with this idea:

Persia - Achaemenes
UA: Thus Spoke Zarathustra: Upon entering a Golden Age, Creating a Great Prophet or choosing an Ideology, change Dynasty.
UU: Line Chariot: Is a Melee unit, unlike the Chariot Archer it replaces, but it starts with the Charge Promotion and earns Golden Age points from victories.
UB: Necropolis: +1 Faith per Dynasty Progressed, unlike the Shrine it replaces.

Dynasties:
Spoiler :

Achaeamenids-> The First Empire: 25% Less Unhappiness from Cities Connected to the Capital.
Seleucids-> Hellenization: Earn 1 Influence per turn over City States you can Intimidate.
Parthians-> Parthian Shot: Cavalry make a small ranged attack before entering melee.
Sassanids-> Keeper of the Sacred Fire: Newly Founded Cities instantly start following your majority religion and start with a Shrine and Temple.
Samanids-> Islamic Sciences: Faith Production in Cities contribute to the Generation of Science.
Ghaznavids->17 Expeditions: Units can move after Pillaging
Safavids-> Isfahan School: Earn 100 Culture each time a Great Person is expended.
Afsharids-> Peacock Throne: Double Gold from Capturing Cities and Pillage.
Zand-> Benevolence: +1 Happiness in each city and increased border expansion during peace.
Qajar-> Constitutional Revolution: Earn Culture from upgrading units. Unit upgrades 25% Cheaper.
Pahlavi-> Majlis: +1 Production from Specialists.
Islamic Republic-> Iranian Revolution: Faith Reduces Cultural Pressure from Ideology. No more Dynasty changes.
Maybe the UU should replace something other than the chariot, since right now it is too similar to the Xia?

Other than that, I don't like the idea of reusing the progressing dynasties concept from the Xia but that might just be me. It also feels weird to have foreign dynasties like the Seleucids available (And yes, I know that the Xia have the Yuan and Qing, though somehow they feel less out of place to me), but that again might be just me.
 
I agree I feel as if though that's what made the Xia special, maybe having less dynasties with more complicated or developed UAs I wouldn't mind.
 
So..I'm new to this site and I don't really intend to become a modder, but I've had this idea for a while and thought I might as well share it here. Feel free to tear it apart. :P

1960s America (Lyndon B. Johnson)

Spoiler :
So, this is more a 1960s America civ than an LBJ one, primarily revolving around the many social movements that occurred at the peak of US liberalism. I think Vietnam-related stuff should be saved for a Nixon civ, while space race stuff should go to Kennedy.

UA: The Great Society-Cultural Great People may be expended to start one of six Social Movements, which function like miniature Golden Ages that provide varying bonuses to your specialists.

The movements include:
Civil Rights Movement-Specialists provide +2 Culture, +1 Happiness, and no Unhappiness (social progress, reduced racial tension)
Feminist Movement-Specialists provide +1 Culture, +2 Production, and +2 Gold (social progress, larger industrial/financial workforce)
Anti-War Movement-Specialists provide +2 Culture and Tourism, but also +1.5 Unhappiness during wartime (hippie culture, anti-war music, challenging authority)
Free School Movement-Specialists provide +3 Science. (education)
Environmentalist Movement-Specialists provide +2 Food and consume none. (lower pollution=healthier cities)
Gay Liberation MovementSpecialists provide +2 Tourism, +1 Happiness, and no Unhappiness, but reduce dominant religion's pressure by 5% (less discrimination, less strict adherence to religious doctrine, gay actors? :P)

UU: Great Rockstar-Unlike the Great Musician it replaces, provides additional Tourism and a boost of points towards all types of cultural great people upon completing a Concert Tour.

UB: Motel-Unlike the Hotel it replaces, the Motel is unlocked slightly later (Combustion instead of Refrigeration), but the capital generates +1 Tourism for each connected city with a Motel.

Decision 1: Pass the Voting Rights Act
Requirements: Must be in the Modern era, must have adopted the Freedom or Order ideology.
Cost: Culture equal to half of next policy cost.
Effect: Social Movements last 50% longer.

Decision 2: Declare the War on Poverty
Requirements: Must have researched Railroads, must have completed at least 2 social policy trees.
Cost: Gold and Magistrates.
Effect: Gold boost from City connections by Road increased by 20%, Production boost from connections by Railroad increased by 10%
 
First of all, welcome to this site. I see you're already familiar with the E&D mod... :goodjob:
The UA seems interesting... But I'm not a fan of single effect UAs.

And... How about that Persia?

UA: Mother of Empires
:c5goldenage: Golden ages last longer and grant additional bonuses* per each :c5faith: religion you adopted, era you passed, and :c5culture: social policy tree you finished. Founding a religion and adopting an ideology for the first time starts a :c5goldenage: golden age.

UU: Immortal
Replaces spearman. Unlike it, gains :c5strength: strength equal to your strongest unit(min. 12), and does not obsolete. gains :c5goldenage: golden age points from combat, and heals 5 HP each turn(doubled during :c5goldenage: golden ages).

UU: Satrap
Replaces great general. Unlike it, grants additional 2% :c5strength: comabt bonus per each additional bonus you get, And may be used to assimilate cities into your empire, starting a :c5goldenage: golden age.
 
So, this is the thread for sharing the ideas for civ designs, right? Well, if it is, here's something I thought about.
State of Alaska
Leader: William A. Egan
UA - The Last Frontier: +1 :c5culture: culture from Gold tiles. Improving a sea resource tile generates Golden Age points equal to your current culture per turn.
UU - Dog-Sled Rider: Replaces Chariot Archer. Unlocked in Trapping rather than The Wheel. Has 12 :c5strength: combat strength, but has no :c5rangedstrength: ranged attack, and does not automatically end its movement in Rough Terrain. Can be consumed in your territory while it has full health to generate :c5culture: culture equal to 10 + 5 per promotion.
UB - Fishing Dock: Replaces Harbor. In addition to the Harbor's abilities, it is cheaper (110 :c5production:) and, upon being built, automatically improves one sea resource that could be worked by the city in which it was built.

I don't know how much it is an Alaska civ rather than an Alaskan native civ but meh. It's Vanilla for now, but I'm planning on getting the expansions next time they go on sale so I can add important things such as Tourism; this could help to convey stuff such as the Gold Rush, Iditarod, and national parks.

Opinions and constructive criticism please!
 
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