Design Thread - For Discussion and Review

The Aesti under Hermanaric

The Amber Road: Each luxury you export increases the range of your trade routes and each luxury you import increases :c5moves: movement on roads and railroads.


Glesum Farm: A UI that can only be built on any luxury or strategic resource and connects it to the nearest city. Provides +1 :c5food:, :c5production:, and :c5gold: for Strategic Resources and +1 :c5gold:, :c5faith:, and :c5culture: on Luxury Resources. Can only be built next to the coast and each different luxury that is connected by the Glesum Farm increase the range of your trade routes.



Boar Imaged Warrior: Replacing the Warrior, the Boar Imaged Warrior can retreat enemies when attacked, dealing extra damage if they can’t retreat. Ignores Terrain cost of Forests and Jungles and moves faster on roads.
 
@Ajsieg, the UA seems pretty weak. I like the UI and UU a lot though :)

--------------------------------------

Three designs for three fictional civs from one of my favourite childhood games: Super Mario 64

Bob-omb Battlefield (King Bob-omb)
UA: King of the Hill: All units gain 10% and 20% :c5strength: combat strength when on a hill or next to a mountain respectively. This combat bonus stacks.

UU: Bob-omb: A unique unit that replaces no existing unit. :c5production: Production and :c5gold: Gold costs scale with era.
Whenever the Bob-omb spots an enemy unit, it will lit its fuse. Three turns later, the Bob-ombwill :c5razing: explode and deal 10 damage to all surrounding enemy units. If there is another Bob-omb adjacent to an :c5razing: exploding Bob-omb, it will also instantly :c5razing: explode, dealing 15 damage to all surrounding enemy units.
Bob-ombs also :c5razing: explode whenever they are killed.

UB: Bob-omb Factory (replaces the Factory): Requires 2 Coal-Resources rather than 1. Speeds up the production of Bob-ombs by 50%. +10% :c5production: production towards all types of nukes and missles. Requires only 1 :c5gold: Gold maintenance instead of 3 and has only 75% of the :c5production: production cost of a normal factory.



Bob-omb Battlefield Resistance (Bob-omb Buddy):
UA: Resource Revelation: All ancient ruins are revealed at the start of the game.
Additionally, all luxury and strategic resources that you do not have access to and are within a 5-tile radius of your nearest unit or city are revealed.

UU: Water Bubble Cannon (replaces the cannon): Has 2 less :c5strength: combat strength than the normal cannon.
When garrisoned in a city, it may consume its :c5moves: movement points to airlift a nearby unit to another friendly city.
May also consume its :c5movement: movement points to paradrop a nearby unit. Both abilities have a shared 5 turn cooldown.

UU: Bob-omb Buddy: Unique unit that replaces no existing unit. :c5production: Production cost, :c5gold: Gold cost and :c5strength: combat strength scale with era.
Explosions, originating from nukes and missles for example, are only 40% effective against the Bob-omb Buddy. Additionally, the Bob-omb Buddy heals adjacent siege units by 5HP/turn and grants them 10% :c5strength: combat strength.


Whomp's Fortress (The Whomp King)
UA: We build your houses, your castles, and we pave your roads: Roads and Railroads provide 20% :c5strength: combat strength.
Stone Resources act as a luxury resource, but may not be traded to other civilizations.

UU: Whomp (replaces the Rifleman): Gains 40% :c5strength: combat strength when attacking. However, after it has attacked, its :c5strenth: combat strength decreases by 30% until it may attack again.
Ignores the Fortified defensive bonus of other units.

UB: Fortress Walls (replaces the Walls): Unlike the Walls which are replaced, The Fortress Walls grant a city with +8 City Combat Strength and +100 City Hit Points.
This bonus is however permanently reduced to 1/4 of the original bonus upon the discovery of the Cannon (Chemistry). Requires 85 :c5production: production to be produced compared to 75.
 
@Ajsieg, the UA seems pretty weak. I like the UI and UU a lot though :)

Is it too weak, or too little?

I can do "Each exported luxury increase the range and gold bonuses from luxuries of your trade routes and each luxury you imported increase movement and lowers maintenace cost of roads and railroads."
 
@Ajsieg, I just realized I misunderstood the concept at first :hammer2:
Anyhow, the new UA seems better :)
 
The Kingdom of France:

Leader: Louis IX

UA: Rex Christianissimus
:greatwork: Great Works produce :c5faith: Faith. Conquering Cities increases :c5influence: Influence with :c5citystate: City-States and may grant you a free :greatwork: Great Work based on how much :c5faith: Faith you are producing.

UU: Arbalist
Crossbowman replacement. Once available, may be gifted by :c5citystate: Allied City-States. +50% :c5strength: Combat Strength vs Cities.

UB: Chapelle
Temple replacement. Starts with a :greatwork: Great Work slot, which is randomly determined upon construction if it will be a Great Work of Art, Great Work of Music or Great Work of Writing.

The Kingdom of England

Leader: Edward III

UA: Legacy of King Arthur
Conquering Cities and adopting Social Policies grants :c5gold: Gold. :c5puppet: Puppet Cities increase Culture in the :c5capital: Capital and passively generate Units.

UU: Billman
Pikeman replacement. Upgrades to Musketman. +25% :c5strength: while in a Farm tile, doubled if it's a Wheat Farm. +15% :c5strength: when stacked with a Great General. +1 :c5strength: Combat Strength per :c5puppet: Puppet City you own, up to +8 :c5strength: addition Combat Strength. Weaker, at 14 :c5strength:.

UB: Fief
Castle replacement. Automatically turns the City into a :c5puppet: Puppet (unless it's the :c5capital: Capital). If the City is the :c5capital: Capital, it generates :c5gold: Gold for every Fief built in other Cities. If the City is a :c5puppet: Puppet, it generates :c5greatperson: Great General points and +1 :c5food: Food and +2 Gold :c5gold: on Wheat tiles.

Eh, thought we needed a Medieval France and a Medieval England, so I made some designs and threw them against the wall to see what sticks from them.
 
I, like, really like those designs. If I had any money, I'd pay you to make them, seriously. Its like you made for me; they fit my playstyle (which can be most simply described as careful aggression) perfectly.
 
Oof, that Arbalist. 27 strength against cities is pretty rough. Although with the
Chu Ko Nu and the Longbow in I suppose anything is pretty much fair game.

I will say though the Fief is just a little too rough for my tastes. It would mean you couldn't really build castles if you played tall, and even a bit going wide. It's good for SUPER wide play, but isn't really viable with tall at all. Imagine if you were worried about frigates, you'd have to just stay worried...
 
Theocracy of Florence by Savonarola

UA: Hailstorm that shall break heads - Gain no :c5happy: happiness from luxury ressources, but from :c5faith: faith. You can destroy :greatwork: Great Works and :c5happy: luxury ressources for permanent :c5faith: faith.

UU: Host of Angels/Children Guard - Replaces the Missionary, Inquisitor and the Landsknecht at once. Can be bought with the founding of a religion. The Host of Angels have the abilites from the Missionary and the Inquisitor and gains the :c5strength: combat strength from the Landsknecht, but not his abilites.

UB: Funeral Bonfire of the Vanities - Besides of the regular abilities of the monument, the Funeral Bonfire of the Vanities gives a boost to the next Great Prophet for each destroyed :c5happy: luxury ressource or :greatwork: Great Work and a small :c5culture: culture boost.
 
I dont want people to forget about him so soon, so Im submitting this design so that we all didnt forget. RIP
Animal Martyrdom
Leader: Harambe
Capital: Gorilla Exhibit


UA: @@@@'s Out
Gain Faith and spread Tourism with all known Civilization when your units are destroyed by a Gunpowder Units, or those from Modern Era and Beyond. The number increased exponentially at the discovery of Radio, Computers, and Internet. Worked Animal Resources increases the production Units in Cities by 3% (Max 33%)

UI: Wildlife Reserve
Standalone Improvement that can be worked over any Animal Resources, both in Land and Sea. Yield +2 into Food and either Faith (Land) or Culture (Sea) as well as +2 Tourism. Improving a resource with Wildlife Reserve make it counts towards your UA, even when it was out of the Workable Range. Available in Biology.

UB: City Zoo

Obviously, it replaces the Zoo, and gives out +3 Happiness as well as +1 Tourism. Upon being built, you can choose an Animal that the City Zoo would display. Each Animal represent a different Great People that it's generation would also be affected by your UA.

Spoiler for Animal List
Spoiler :

Gorilla - Great Artists/Great Scientist
Lion - Great Musician/Great Engineer
Lobster - Great Writer/Great Merchants
and so on and so on
 
Quick question to you all, how big is the preferred size for a DoM?

See the attached cheat-sheet I found on the forums (some time ago; I can't seem to find the link anymore)
 

Attachments

  • ScreenDimensions.jpg
    ScreenDimensions.jpg
    111.4 KB · Views: 202
A design based upon the glorious days of The Kingdom under the Mountain (in the Hobbit)

The Kingdom under the Mountain (Thráin Oakenshield)
Capital: Erebor
UA: Far over the Misty Mountains Cold:
Luxuries in your borders are transformed into Mining-based ones and yield +1 :c5gold: Gold. They may also transform into the unique Arken Resource, which provides double :c5happy: Happiness and spawns a Mighty Barbarian Dragon on the city's ruins if it's razed to the ground. This Dragon controls the city's former territory until its killed.

UB: Dwarven Mines (replaces the Stone Works): Instead of the normal bonuses of the Stone Works, the Dwarven Mines grant +1 :c5production: Production on all Luxuries and provides +1 :c5production: Production for each mine built next to the city.

UU: Dwarven Artillery (replaces the Trebuchet): Gains 15% :c5strength: combat strength when stationed in a city or when stationed on top of a hill. Gains an additional 10% :c5strength: combat strength when stationed next to another Dwarven Artillery. Both bonuses only apply outside enemy borders.

UU2 (in regards to the movie, not the actual glory days of the kingdom): Burglar (replaces the Landsknecht): A Civilian unit, unlike the Landsknecht which it replaces.
Invisible until it passes next to another Unit or City, and may regain its Invisibility by moving near a Friendly City. While Invisible, may steal a Luxury or Strategic Resource that will be placed in a friendly City's territory when it returns to it. However, being revealed while doing so returns to Resource to its owner and grants you a diplomatic penalty with them.

Special thanks to Natan for helping me describe the Uniques in a shorter and clearer way
 
Man... While I think its nice to have a backup component, that's a very long UA.. And I don't understand it either.
 
I rephrased and added examples to the UA, I hope it's a bit clearer now :) (The explanations/examples make the ability seem REALLY long too I guess :undecide:)
 
A design based upon the glorious days of The Kingdom under the Mountain (in the Hobbit)

The Kingdom under the Mountain (Thráin Oakenshield)
Capital: Erebor


Spoiler Examples and Explanations :

1'Gems'-Resources are Luxury Resources such as Gold, Silver, Gems, Pearls, Jewelry, Jade (when 'more Luxuries' is installed), or 'Arken' (a new Resource). NOTE: I couldn't come up for a collective name of these Resources, so this has to do for now...)
2 E.g. When my territory expands to a Citrus-resource, that Citrus-resource is removed from the map and is replaced by one of these 'Gems'-resources.
3 Normally, the tiles that belonged to a razed city become neutral territory. However, due to this ability, they are granted to Barbarians and a Barbarian unit is spawned on the City Ruins. When/If this Barbarian Unit is killed, these Barbarian tiles are transformed into neutral tiles again. (NOTE: This was more of an iconic-ability rather than an amazingly useful ability)

I hope you don't mind if I'll edit this a bit

UA: Far over the misty mountain cold
Luxuries in your borders are transformed into Mining - based ones and yield +1 :c5gold: gold. They may also transform into the unique Arken resource, which provides double :c5happy: happiness and spawns a barbarian dragon on the city's ruins, if it is razed to the ground. The dragon controls the city's former territory until its killed.

UB: Dwarven Mines
Replaces Stone works. Instead of its effects, the Dwarven mines grant +1 :c5production: production on all luxuries and yield +1 :c5production: production for each mine built next to the city.

UU: Burglar
A civilian unit, unlike the Landsknecht it replaces. Invisible until it passes next to another unit, and may regain its invisibility by moving near a friendly city. While invisible, may steal a resource that will be placed in a friendly city's territory when it returns to it. However, being revealed while doing so returns to resource to its owner and grants you a diplomatic penalty with it.

Hope I've helped.
 
@Natan
Yes, thank you! That's exactly what I all meant/what the design should be! :)
I'm always trying to over-complicate my explanations with these kinds of things... Again, thanks a lot! :D
 
So I thought up of this the other day:

Tiki Tak Tribe (Tiki Tong)
UA: Musical Tone: Gains points towards a new type of :c5greatperson: Great Person, the Tiki.* Tiki Points are earned by working Banana sources**. Every newly settled city gains access to a free Banana Resource. Gain a Free Tiki every time you advance to a new era.

UU: Tiki Goon Baloon (replaces the Helicopter Gunship): Airship unit that takes no time to embark or disembark. Strong against land units but weak against Air Units.
Only has :c5moves: 4 moves instead of 6, and only has 55 :c5strength: Combat Strength instead of 60. However it only costs 375 :c5production: production to be completed and is unlocked at Flight rather than at Computers.
May steal a Banana Resource** from a civilization you are at war with. Doing so reduces the unit's :c5strength: combat strength and :c5moves: movement points by 75% and 50% respectively until the stolen Resource is brought back to a friendly city. Getting killed while doing so returns the resource to its owner.

UB: Tiki Tong Tower (replaces the Library): Only provides :c5science: 1 Science per :c5citizen: 3 population. Provides 2 :c5greatperson: Great Person Points (GPP) towards a Tiki. Add up to two specialists to gain 1 :c5science: science and 2 additional :c5greatperson: Tiki Points (per specialist).

*The Tiki may be expended to hypnotize and take control of adjacent enemy unit(s), depending on its owner:
- Barbarian owner: All adjacent units are converted;
- Civilization/CS owner: Only one unit is converted (chosen at random).
- Combination: depends on the owners (E.g. there are 2 adjacent barbarian units, one unit from Denmark, and two units from France -> result: 2 converted Barbarian units, 1 converted Danish unit, 1 converted French unit. In short: This unit is the more effective if there are units from different owners)
NOTE: Tikis can also convert Great People!
NOTE2: Tikis will NOT convert units from Civilizations/CSs that you are NOT at war with!

**Golden Bananas (from OTiger's DK-civilization) provide twice as many Tiki Points as normal Bananas do.



A design based around the enemies of DK Country Returns (Wii/3ds)
 
You have 3 uniques in that design, but I think with some modifications I can easily narrow it down to 2, and simplify the descriptions. It's up to you if you want to use them or not.

Tiki Tak Tribe (Tiki Tong)

UA: Tiki Tak Terror: Gains points towards a new type of Great Person, the Tiki, whose points are earned by destroying Banana resources. All units can destroy banana resources, which only convert to :c5greatperson: Tiki points once the unit returns to friendly territory. Destroying banana resources in this fashion also provides :c5production: production boosts.

UU: Tiki - A standalone unique great person that can be expended to hypnotize and take control of military and civilian units belonging to civilizations that you are at war with. Will randomly convert one unit from adjacent tiles for each civilization you are at war with when expended.

From here, the last unique is really your choice based on what you think would be better for the design as a whole.
UU: Tiki Goon Baloon - Helicopter Gunship replacement that is weaker but comes much earlier (Flight) and costs less production to build. While it only has 4 :c5moves: movement, it is doubly effective at converting destroyed banana resources into :c5greatperson: Tiki Points and :c5production: production once it reaches friendly territory.
or
UB: Tiki Tong Tower (replaces the Lighthouse): Unlike the lighthouse it replaces, it has no terrain requirements, and it provides a 10% city :c5strength: defense bonus. Has one (or two if you want) Tiki specialist slot(s), which when filled generates :c5greatperson: Tiki Points as well as a small amount of science and production.

I changed the Tower to replace the Lighthouse instead of the Library, since they share more structural similarities. Also, this way, there isn't that debuff that would result in Libraries granting 50% less science, which may be a little much.
 
I'm not really a fan of the destruction of the Banana's, and would prefer it if that ability was limited to the Tiki Goon Baloon (mostly since that balloon was the only Tiki-invention that actually took/transported the Bananas in the actual Game). So I think I"m going to keep the original idea.

The reason why the Tower granted less science was so that the Tikis would become more powerful over time (since you'd fall behind in science, which would require you to actually use the Tikis (and since this civ isn't focuses around scientific victory anyways)). That all being said, I wasn't entirely happy with the building anyway (and kept changing the 1 science per 3 pop to 1 science per 4 pop and back), so I'm going to remove that Unique in favour of the Balloon UU (and Tiki UU obviously).

The main reason for the Tower Unique actually was to grant the player at least some Tiki Points when the world would have a small amount of Bananas.

-------------
Regarding the Tiki UU, I'm thinking of making it replace the GG, since it shares war-features and such.
(The bananas would then increase GG/Tiki generation and I'd have no need for the Tower UB at all.)

Anyhow, thanks for the advice and criticism! :)

Oh and thanks a lot for the simplified descriptions, those will always be issues for me I guess :lol: :p

--------------------------------

Current design
Tiki Tak Tribe (Tiki Tong)
UA: Musical Tone: Gain Points towards Tikis by working Banana sources*. Every newly settled city gains access to a free Banana Resource. Gain a Free Tiki every time you advance to a new era.

UU: Tiki (replaces the Great General): Unlike the Great General, a Tiki can be expended to hypnotize and take control of military and civilian units belonging to civilizations that you are at war with. Will randomly convert one unit from adjacent tiles for each civilization you are at war with when expended. Adjacent Barbarian Units will all be converted. However, the Great General :c5strength: Combat boost transfers to one of the hypnotized enemy units.

UU: Tiki Goon Balloon (replaces the Helicopter Gunship): Airship unit that takes no time to embark or disembark. While it is weaker (55 :c5strength:) and slower (4 :c5moves:) than the Helicopter Gunship that it replaces, the Tiki Goon Balloon is cheaper to produce (375 :c5production:) and is unlocked earlier, at Flight. Is strong against land units but weak against Air Units.

Additionally, it may steal a Banana Resource** from a civilization you are at war with. Doing so reduces the unit's :c5strength: combat strength and :c5moves: movement points by 75% and 50% respectively until the stolen Resource is brought back to a friendly city, where it will be placed on an empty tile. Getting killed while doing so returns the resource to its owner.

*Golden Bananas (from OTiger's DK-mod) provide twice as many points towards a Tiki than normal Banana Resources
**or Golden Banana Resrouce if OTiger's DK-mod is active
 
Top Bottom