Design Thread - For Discussion and Review

What you mean double quantities of sheep? I think the issue is with the UA in its current state not giving you any bonuses outright.

(You have to use horses, you have to move cities, otherwise its useless)

Wait... Sheep and cattle aren't luxury resources. I'm an idiot. I'll just give +1 Gold for them.
 
I've got that for Cumania:

Cumania(Khan Konchek)
UA: Desht-i Qipchaq
:c5razing: Plundering a barbarian encampment increases the :c5gold: gold you gain from plundering, pillaging and tributes by a percentage equal to its distance from your :c5capital: capital. Upon founding or conquering a city nearby units may switch to your side, granting :c5influence: influence with all known :c5citystate: city states when they do.

UU: Mamluk
Replaces knight. Unlike it, doesn't have a penalty against cities and generates :c5greatperson: Great general points when stationed in them. Additionally, gains 10% more XP from combat per each :c5greatperson: Great general ever born in your empire.

UI: Steppe village
Unlocked at horseback riding. May not be built adjacent to each other but must be built near a pasture. +1 :c5food: food, :c5production: production and :c5gold: gold. Generates +1 :c5happy: happiness and +1 :c5culture: culture if worked by a conquered city, doubled if the city also has a stable.

So whatcha thinkscott guys?
 
I've got that for Cumania:

Cumania(Khan Konchek)
UA: Desht-i Qipchaq
:c5razing: Plundering a barbarian encampment increases the :c5gold: gold you gain from plundering, pillaging and tributes by a percentage equal to its distance from your :c5capital: capital. Upon founding or conquering a city nearby units may switch to your side, granting :c5influence: influence with all known :c5citystate: city states when they do.

UU: Mamluk
Replaces knight. Unlike it, doesn't have a penalty against cities and generates :c5greatperson: Great general points when stationed in them. Additionally, gains 10% more XP from combat per each :c5greatperson: Great general ever born in your empire.

UI: Steppe village
Unlocked at horseback riding. May not be built adjacent to each other but must be built near a pasture. +1 :c5food: food, :c5production: production and :c5gold: gold. Generates +1 :c5happy: happiness and +1 :c5culture: culture if worked by a conquered city, doubled if the city also has a stable.

So whatcha thinkscott guys?
Nice if a more lengthy design. I think it's a little weird to have a Mamluk UU for the Cumans.
 
Its not a little weird to have a Mamluk UU, its totally nonsensical. Tbh the Steppe village is a bit silly too considering the Cumans were nomadic by nature so villages didn't really last very long, infact, one of the arabs who studied the Kipchaks literally wrote: "This is of the Sixth Clime, its plains bear excellent pasturage...but there are here few houses or towns or villages." So the entire civ just reads like you didn't do any research. If I were to tweak yours I'd go with this

Cumania
Leader: Khan Konchek
UA: Desht-i Qipchaq
Upon founding or conquering a city, barbarian or :c5citystate: city state units may flip to your side, granting a :c5gold: or :c5influence: influence boost which increases the further from your :c5capital: Capital. Clearing a barbarian camp yields triple :c5war: experience and :c5gold: gold if targeted by a :c5citystate: city state.

UU: Kankali(Replaces Horseman)
The Kankali is :c5strength: weaker than the Horseman it replaces, but ignores :c5moves: movement point costs on flat terrain and restores all its :c5moves: movement points upon killing an enemy unit. Upon clearing a barbarian encampent, another, :c5strength: stronger Kankali spawns adjacent to this one.

UU: Karaulaghi Vlach (Replaces Spearman)
The Karaulaghi Vlach, unlike the spearman it replaces, increases the yields of adjacent pastures by 1 :c5food: food and 1 :c5gold: gold and may improve sources of cattle, sheep and horses. Upon improving a source of horses, may instead remove the resource and become a much :c5strength: stronger, :c5moves: faster mounted version of itself.
 
Its not a little weird to have a Mamluk UU, its totally nonsensical. Tbh the Steppe village is a bit silly too considering the Cumans were nomadic by nature so villages didn't really last very long, infact, one of the arabs who studied the Kipchaks literally wrote: "This is of the Sixth Clime, its plains bear excellent pasturage...but there are here few houses or towns or villages." So the entire civ just reads like you didn't do any research. If I were to tweak yours I'd go with this

I like it. Better than mine, I was just trying to make a nomadic civ that was actually nomadic
 
At this point I like the design so much I'm genuinely thinking of doing it.

Aztec Redesign​

Leader: Montezuma

UA: Nextlaualli: May expend high level Units to start a We Love The King Day* in that City. Units produced during a We Love The King Day start with additional Experience and gain Experience 30% faster.

UU: Jaguar Warrior: Warrior and Swordsman replacement. Has a combat bonus on Jungle and Forest tiles, and moves twice as fast in them. Heals after killing an Unit. Automatically upgrades to Swordsman when Iron Working is researched, and costs no Iron.

UB: Floating Gardens: Water Mill replacement. May be built anywhere with Fresh Water. +15% :c5food: Food. During We Love The King Day, +2 :c5food: Food on Lake Tiles during We Love The King Day.

*We Love The King Day duration is equal to the number of Citizens in this City.
 
The only problem I can see with that is that you could spam the XP buildings in one city, and easily have an endless WLtKD in all cities.
 
I could have sworn it was Jaguar Warrior.
 
Yup, it would be around 5 or 6 levels.
 
I finalized my Cuman design;

UA: Desht-i Qipchaq
Allies grant you :c5gold: gold from killing units, doubled if you kill them near or inside someone's borders. Cities may convert nearby units to your side upon being founded\ conquered, claiming their tile for your empire and granting you :c5influence: influence with all known :c5citystate: city states.

UU: Kipchak Rider
Unlike the knight which it replaces, the Kipchak rider is a slightly weaker ranged unit(18 :c5strength:, :c5rangedstrength:). In addition to not having a penalty against cities, the Kipchak rider has the "Cuman tactics" promotion, sometimes allowing it to retreat when being melee attacked on flatland, dealing damage to the attacker. Has a 33% bonus against other cavalry units.

UB: Rock workshop
Replaces stone works, but may be built everywhere. Grants +2 :c5happy: happiness. +1 :c5production: production and +1 :c5culture: culture from sources of stone and marble. Grants an additional point of those yields per each unit you killed in the last 5 turns.
 
North Pole​
Leader: Santa

Christmas is Coming:
+1 Food on Snow and Tundra Tiles. Farms can be built on Snow and Tundra Tiles. Trade Routes provide bonus Production and Happiness.

Reindeer Rider:
Unique Cavalry replacement that specializes in fighting in cold terrain. +2 movement if it starts the turn on Tundra or Snow and +25% Combat Strength in Snow and Tundra.

Santa's Workshop:
Workshop replacement that provides extra production on Snow and Tundra Tiles.
 
Okay. So after returning to the "Battalion" online game series(after a year or so) I decided to make those designs (or split, if you'd like):

Northern Federation(General Pearl)
UA: Pearl's Vengeance
Strategic resources grant +1 :c5gold: gold, and have their yields doubled if a unit is fortified on them. Upon completing a unit, all strategic resources will grant :c5greatperson: Great general points based upon their yields.

UU: War Machine
Replaces great general. Rather than its usual bonuses, the War machine may perform a :c5rangedstrength: ranged attack based on your military technologies. Additionally, may permanently consume a strategic resource in order to instantly produce a unit requiring it. Units spawned that way gain +3 XP per each improved source of strategic reosurce within your borders.

UU: Vulture Drone
The Vulture drone gains full health and may perform another action after killing a unit, however it has a penalty when intercepting bombers while having a lower cost than the Jet fighter, which it replaces.

Akkadian Empire(General Durand)
UA: Pride of Akkadia
Great generals and admirals have a chance of defecting to your side while inside your territory or adjacent to your units. Naval combat also grants points towards :c5greatperson: Great generals, which may be consumed to grant your units a boost for the :c5war: war's duration (when it starts).

UU: Spider Tank
Replaces the paratrooper, but counts as an armour unit. Rather than being able to Paradrop, this unit may cross mountains and has the +1 :c5moves: movement promotion. Has the "Mountain's guardian" promotion, granting it a 20% attack bonus and making it immune to damage when attacking if it ended the last turn on a mountain. However, has 20% :c5strength: defence penalty as well.

UU: Stealth Tank
Replaces Tank. Though weaker (50 :c5strength:) the stealth Tank is invisible to enemies unless adjacent to them, and has the shock I promotion. If ending the turn invisible, it gains a massive 40% :c5strength: combat bonus, increased to 60% if its target is adjacent to a :c5greatperson: great general.

The Dragoons(Commander Yurik)
UA: Codex Dragoonicus
Cavalry and Armor units gain +2 :c5strength: strength and extra capabilities with each level they get. While inside enemy territory, units will fight as though they're at full :c5strength: strength even when damaged and will generate :c5culture: culture whenever they level up.

UU: Lancer Tank
Replaces Tank. Any unit stationed in the same direction relative to its target takes half of the damage it receive should the Lancer attack it. Has only 60 :c5strength: strength, but also starts with a 20% bonus vs. Armor units.

UU: Jammer Truck
Radically different to the Mobile SAM it replaces, the Jammer truck may not attack any units. However, it prevents air units from attacking adjacent units. That ability is extended to units within 2 tiles if to ends the turn with no terrain modifier bonuses. Significantly more expansive.

UA Bonuses:
Spoiler :
Level 2: gains :c5culture: culture from kills.
Level 3: pays no movement cost for disembarking. +1 :c5moves: movement while embarked.
Levels 4: if starting the turn on a coastal tiles, ignores terrain costs, gains +1 vision and a 15% :c5strength: combat boost.
Level 5: ignores enemy ZOC. +1 :c5moves: movement.



Whatcha thinking?
 
One of the many things I sketched out on the looong journey home, what do you think?

Marsh Arabs

Leader: Abu Hatim

UA: Sons of Sumer
Upon improving tiles with access to freshwater, may uncover sea based resources which yield +1 :c5food: food and +1 :c5gold: gold or receive a :c5citizen: citizen in the nearest city. Unimproved marsh tiles yield +2 :c5culture: culture.

UU: Tarada (Replaces Trireme)
The Tarada is :c5strength: weaker than the trireme it replaces, but may travel quickly along river tiles, receiving 2 additional :c5moves: movement points when near the mouth of a river. Additionally, land units adjacent to a Tarada receive the amphibious promotion and do not expend any additional :c5moves: movement points to cross rivers or marsh tiles.

UB: Mudhif (Replaces Watermill)
The Mudhif, unlike the watermill it replaces, yields +1 :c5food: food on marsh tiles and +2 :c5culture: culture if built in a city on a river. Cities with a Mudhif receive a boost of :c5culture: culture whenever a citizen is born.
 
Well, it reminds me of Sukritact's Calusa... And some other things:
1. Can the UA effect hills too? And if I reveal a sea resource, will the built improvement stay? Because farm on a fish tile sounds a wee bit OP, especially with lighthouse and stuff...
2. Similarly to the Calusa(which I played with), you might end up getting tons of population without the means to sustain it or to actually use it. You can gain quite a lot of culture this way, but the lack of production boosts means that you'll have to* go liberty. Which, again, won't give you the necessary happiness.

*
Spoiler :
Going for tradition first with a civ that has bonuses to culture seems wasteful for me... I'd rather go with liberty, build 4-5 cities and then another one after I finish tradition.


P.S. sorry if I'm ignoring parts of the game or possible strategies, I just hate marshes
 
The Kingdom of France

Leader: Charles V

UA: Songe du Vieil Pelerin: For every Wonder you have, :c5goldenage: Golden Age length is increased by 5% (up to a maximum of 100%). Gain a :greatwork: Great Work of Writing slot in the :c5capital: Capital for every Wonder in the empire.

UB: Palais: Castle replacement. Has two "Marmouset" Specialist slots, which generate +3 :c5goldenage: Golden Age points and +2 :c5production: Prodction when worked. During :c5goldenage: Golden Ages, generates +2 :c5greatperson: Great Writer points.

UU: Chevalier: Knight replacement. +1 :c5strength: Combat Strength (up to a maximum of +10) for every Wonder in the Empire.

And that's my last design of the year!
 
Had this for Napoleon:

The French Empire(Napoleon Bonaparte)
UA: The French Augustus
Gain :c5greatperson: Great general points from taking cities, increased with their distance from your :c5capital: capital. WLtKDs last a turn longer per each city you conquer, and :c5citizen: population may contribute to unit :c5production: production during them,

UU: Marshal
Replaces great general. In addition to its abilities, the Marshal grants +1 :c5moves: movement and eliminates the vision penalty for all siege units within his range. Rather than building citadels, it may assimilate cities, starting a WLtKD while removing all occupied :c5unhappy: unhappiness and anarchy.

UU: Imperial Guard
While being much more expansive than the line infantry they replace, the Imperial guard gains +1 :c5strength: strength and +2 XP for each general you had since their creation. Additionally, they have the great generals I promtion and receive +1 :c5moves: movement when adjacent to Marshals.
 
Had an idea for Chile:

Republic of Chile(Domingo Santa Maria)
UA: Champions of the Pacific Desert
Units stationed on hill tiles gain extra :c5strength: strength and HP equal to their :c5gold: gold output. May see sources of the unique Nitrate luxury, and gain extra :c5strength: strength against enemy cities who have it in their range.

UI: Salitrera
Unlocked at industrialization. May only be built on sources of nitrate. Yields +2 :c5production: production and :c5gold: gold. Additionally, causes 10% of the city's :c5gold: gold output to be added into the :c5production: production output, doubled during unit construction.

UU: Armored cruiser
Replaces Frigate. In addition to being stronger (30 :c5rangedstrength, 30 :c5strength:) the Armored cruiser also has the Medic I and supply ship promotion, which allows it and adjacent naval units to heal even outside friendly territory.
 
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