Design Thread - For Discussion and Review

Well, more Germanys.

Kingdom of Bavaria(Ludwig II)
UA: The Swan King
+2 :c5production: production towards :c5culture: cultural buildings and wonders per each :greatwork: great work you own. Wonders grant :c5greatperson: great musician points upon completion, and cities that contain them receive a free Schloss.

UB: Schloss
Replaces Castle. In addition to its effects, the Schloss provides +1 :c5strength: strength to the city per each wonder present in it, and converts 20% of the city's :c5strength: defensive strength into :c5culture: culture. +2 :tourism: tourism after flight.

UU: Raupenhelm
Replaces rifleman. Cheaper to build, it is slightly weaker(33 :c5strength:) and generates :c5culture: culture from kills equal to the enemy's strength per each promotion it has.
 
I thought of the UA for this one months ago but I decided to finish it finally.

Crimean Khanate

UA: Harvesting of the Steppe- Pillaging enemy tiles and attacking enemy cities has a chance to create enemy workers which are immediately captured. Workers can be disbanded in a city for a lump sum of production :c5production: and gold :c5gold:.

UU: Tatar Cavalry- Replaces knight. Has 16 combat strength :c5strength: with a ranged attack strength of 16 :c5strength:. Can melee attack and ignores enemy ZOC. Transfers its movement :c5moves: to workers on the same tile.

UB: Slave Market- Replaces Caravansary. Generates +1 gold :c5gold: for every trade route to and from this city for 5 turns (standard speed) when a worker is disbanded in this city.
 
I decided to design a naval/gold Cornwall civ based around the fishing industries and history of smuggling.

The Kingdom of Cornwall
Led by Dionotus​
UA: The Carters of Prussia Cove
+1 :c5gold: Gold per incoming :trade: Trade Route, +2 :c5gold: Gold per imported luxury resource. Plundering Cargo Ships provides twice as much :c5gold: Gold and sends :c5food: Food to your nearest coastal city.

UU: Lugger (Replaces Work Boat)
The Lugger is a Cornish unique Work Boat that may be stationed in cities for additional bonuses. When a city has a Lugger stationed in it, that city produces +1 :c5culture: Culture, and each incoming :trade: Trade Route provides the city with +1 :c5food: Food and +1 :c5gold: Gold.

UB: Marghas Puskes (Replaces Market)
+2 :c5gold: Gold from Fish and Crab. If a Lugger is stationed in the city, it has a small chance to turn into a :c5greatperson: Great Merchant each turn.

It feels a little one dimensional, but that's not necessarily a bad thing.
 
No, no it isn't. Though flat bonuses aren't that useful in the late game.
 
Well then this is something that I came up with:
Roman Empire
Antoninus Pius
UA: Pax Romana
Excess :c5culture: Culture contributes to :c5goldenage: Golden Ages, during :c5goldenage: Golden Ages upon completing construction of a Building receive a small :c5gold: Gold and :c5food: Food boost.
UU: Auxilia (Swordsmen)
Much cheaper than the Swordsmen it replaces, when garrisoned it generates :c5production: Production equivalent to every level it has earned, recieve a free Auxilia upon entering a :c5goldenage: Golden Age.
UB: Spectaculum (Ampitheatre)
Slightly more expensive to construct than the Ampitheatre it replaces, +2 :c5culture: Culture, has an Artist Specialist Slot that once filled may generate +1 :c5culture: Culture for every new :c5citizen: Citizen born in the City.
 
Its quite synergetic... Though +1 culture per citizen is a bit... Much.
 
All the Russias Civ's I find not the way I like, so here is a design i thought of myself.

The Grand Duchy of Moscow​
Under Ivan III​

UA: Gatherer of the Russian Lands
Conquered cities following your religion are in :c5razing: resistance for only half as long. On conquering a capital city, it loses more :c5citizen: citizens then normal, but each city in your civilization gains a equal number of :c5citizen: citizens from the conquered city.

UU Dvorianstvo
Replaces the Knight. While slightly weaker :c5strength: (18), when garrisoning a city, the city has a :c5production: production percentage boost equal to units level*5.

UBPomstie
Replaces the armory. In addition to affects, gain a local city boost to horse unit production equal to how many farms worked in the city (.05% per farm). Wheat provides an additional :c5production: +1 production.

If I actually modded this, the farm boost from the UB if to weak would likely be 1% per farm worked by city. The Decisions would likely be one on the creation of the Sudebink, decleration of the Third Rome, or perhaps something else. Events would likely be for example his marriage Sophia Palaiologina.
 
What? You didn't like JFD's Russias? Not a single one? Or you dont know what I'm talking about...
 
Yeah, I read a lot about Russia myself... I am part Russian(technically)

(@Moderators: shouldn't this thread be moved to the new Sub forum?)
 
I've been trying to come up with an idea for a civ and I want to see if you guys think it's balanced and good.

UA: Units gifted to :c5citystate: City States generate :c5influence: Influence per turn with that city state and upon adopting an Ideology all gifted units provide +1 :tourism: Tourism in the :c5capital: Capital. Spies are twice as effective when rigging elections and can spawn rebels when in cities of civs denouncing you.

UB: Replaces Constabulary. Starts off with a -15% enemy spy stealing rate, but every UB in the empire increases defense against enemy spies by 5%. +5% :c5production: land unit production for every Pledge of Protection you have (max of 20%). +1 Spy when built in the :c5capital: Capital. +2 :tourism: Tourism after adopting an ideology.

UU: Replaces Great War Infantry. Cheaper and weaker. No terrain movement penalty and can enter any civ or city states borders. +15% :c5strength: Combat bonus when outside of your territory and an additional +15% if in the borders of a civ or city state you are not at war with.
 
The UU looks really odd but I like the rest of the civ. A very interesting take on an Espionage and Subterfuge civ.
 
The UU's more powerful outside friendly territory and neutral territory so it can be very effective when defending city states or friendly civs. It's supposed to represent proxy wars and what not. I just thought about what if it could turn into a rebel when in the territory of civs that are denouncing you but not at war with you, although the UA already does that in a way so it would be kind of redundant.
 
I've been trying to come up with an idea for a civ and I want to see if you guys think it's balanced and good.

This reminds me of that old Prussia design you made up, the GWI replacement seems a bit to strong for being able to defend in both neutral friendly and Spies spawning rebels seems pretty annoying as I have to castrate or kill them every time but overall concept is pretty interesting.
 
Gotta agree. Though is it a cold war civ? It looks like it...
 
One of my old designs that I have almost completely revised. Feedback appreciated.

Provisional All-Russian Government
Capital- Omsk
Leader- Alexander Kolchak
Colors- White and Green.

UA: White Movement- When at war against a civilization with a different ideology friendly and allied city-states and major civilizations give units. All military units come with the “White Terror” and “Ice March” promotions.

UU: Czechoslovak Legion- Replaces Great War Infantry. Cannot be produced but is given by friendly and allied city-states during war. Has 1% more combat strength :c5strength: for every 5 influence :c5influence: with the city-state it was gifted from. Disbands if the city-state that gave the unit is at zero influence.

UNW: Imperial Gold Reserve- Replaces the East India Company. When built yields 500 gold :c5gold: and another 150 gold :c5gold: for each gold resource. Yields 150 gold :c5gold: the each time a gold resource is improved for the first time. Produces +6 gold :c5gold: per turn and can be moved between cities when at war.
Spoiler :
White Terror- Units pillage for no movement cost and when garrisoned reduce unhappiness from ideological influence.
Ice March- Units below 50% health gain +1 movement.
 
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