Design Thread - For Discussion and Review

Wait: those are two decisions, or one? Because I don't get the semitic thing....
(What exactly they're supposed to represent)

2 decisions.

I had the bonuses of the group more in mind than anything else.
 
Well, you shouldn't, really, if you don't mind me saying...
 
Well, you shouldn't, really, if you don't mind me saying...

Considering I'm grouping them by Cultural Group rather than anything else, what do you reccomend?
 
I know I already posted this in the mechanics challenge, but I quite like it and was wondering what you guys think?

The Margraviate of Brandenburg
Leader: Friedrich Wilhelm I Von Hohenzollern

UA: Bewegungskrieg
Upon adopting a :c5culture: policy, hurry :c5production: production in all cities producing a military unit, and all land units receive +1 :c5moves: movement and ignore terrain costs for the next 5 turns. Upon training a unit, receive :c5culture: culture equal to its :c5war: experience.

UU Lange Kerls (Replaces Musketman)
Lange Kerls function much like regular Musketmen until achieving their first promotion, after which they will grant a 5% :c5strength: combat boost to adjacent friendly units. After their third, they grant a 10% :c5strength: strength boost and after their fifth, 15%. Level 5 and above Lange Kerls may be expended in cities to permanently increase the :c5war: experience of units trained there by 5.

UU: Kantone (Replaces Barracks)
The Kantone, unlike the Barracks it replaces, yields an additional 5 :c5war: experience for trained units for every finished :c5culture: policy tree. +3 :c5culture: culture and +2 :c5production: production in this city while training land units.
 
I think that +3 Culture might be too much. Does the extra Combat Strength from multiple Lange Kerls stack?
 
As in, does a unit next to 2 super Lange Kerls get a 30% bonus? No - it doesn't stack for Great Generals, does it? So I assume not. If you mean stack as in, a level 5 Lange Kerl grants a 30% bonus to everyone because 5 + 10 + 15 = 30, then again, no. It just grants a 15% bonus to adjacent units at level 5.

3 culture might be too much indeed, I just figured since it only triggers while you're building units then the player basically gets an alternative to building actual cultural buildings and can stay in the game even when spamming units. 2 seems like too small to keep up and 3 seems like too much for 1 building - so I'm not sure.
 
That's a design that is very dependent on how you play, so it should be rewarding.
You should keep it that way.
 
I came up with this design surprisingly fast, so I wanted to see if it sounds good:

Society of Jesus

Leader: Ignatius Loyola

UA: Soldiers of Christ: Missionaries can embark over oceans immediately and have a chance of spawning based on city :c5faith: Faith output. Gain points towards a random :c5greatperson: Great Person in your :c5capital: Capital based on the number of foreign followers your religion has.

UB: Jesuit University (Needs a better name): Replaces University (no crap). +2 :c5faith: Faith. All other :c5science: Science buildings in this city produce +1 :c5faith: Faith. Gain a lump of :c5science: Science relative to :c5faith: Faith Production whenever a :c5greatperson: Great Person or Missionary is born in this city

UI: Reduction: Unlocked at Theology. May be built in friendly, foreign territory by missionaries, however the missionary is expended. Provides +2 :c5faith: Faith, +1 :c5culture: Culture, and +1 :c5science: Science, all yields are increased by 1 if adjacent to a city. Every turn, citizens equal to the number of worked Reductions in a city are converted to your religion.
 
Sounds nice, a peaceful faith civ is good for a change. For the UB name, I'd go with Mission.
 
Ey Urdnot, I've decided to code that Brandenburg civ today and just finished the lua for it* but there's a couple of technical clarifications that I need:

How much production is hurried by the UA.
How long the UA lasts: does the "Next five turns" starts with the turn that the policy was adopted, or does it only count for turns after the policy was adopted?
Units begin at level 1. When the UU is disbanded for that effect, does it need to be level 5 (Thus, they only need to have 4 promotions) or actually level 6 (Needing 5 promotions)?

* pending ingame testing

Oh, and the leader is the Great Elector guy, not the king with the same name right?
 
*I could test it for you!
(please. My modlist is so lonely. :cry:)
 
(Speaking of Urdnot's designs, do you plan on ever making the sheep Turkemans?)
Oh. But I thought LUA was the most complicated part?
 
Okay. A rework of one of my old(er) designs:

Free city of Lübeck
UA: Lübeck Law
May not build settlers or annex cities. Receive a :c5gold: merchant specialist slot in the :c5capital: capital per each :trade: trade route slot, and gain +1 :c5culture: culture from merchant specialists per each :c5puppet: puppet city you own. Each :trade: trade route sent from a city reduces the :c5gold: gold and :c5culture: culture costs of new tiles by 10%(in the city).

UB: Hansa
Replaces market. Contains 2 merchant specialist slots as opposed to one, and allows the purchasing of items 5% cheaper per each city with Hansa connected to the :c5capital: capital. City states and :c5puppet: puppet cities receiving a naval trade route from a city with a Hansa for 30 turns gain a Kontor.

UB: Kontor
Replaces courthouse. May only be built in :c5puppet: puppet cities. Instead of the courthouses effects, it increases the :c5gold: gold and :c5greatperson: GPP yields of merchant specialists in all cities with a hansa by 1. It also creates a unique Kontor improvement in the city's territory, which will passively take over the city's tiles and will grant :c5production: production in your :c5capital: capital each time it does.


I also have a naval warfare based version, but what you think about this one?
 
Ey Urdnot, I've decided to code that Brandenburg civ today and just finished the lua for it* but there's a couple of technical clarifications that I need:

How much production is hurried by the UA.
How long the UA lasts: does the "Next five turns" starts with the turn that the policy was adopted, or does it only count for turns after the policy was adopted?
Units begin at level 1. When the UU is disbanded for that effect, does it need to be level 5 (Thus, they only need to have 4 promotions) or actually level 6 (Needing 5 promotions)?

* pending ingame testing

Oh, and the leader is the Great Elector guy, not the king with the same name right?

Oh, wow! That's exciting! I figured the production from the UA would be roughly equal to a standard unit from that era, so about 50 in the ancient era all the way up to 350 in the modern era.

The turn on which the UA kicks in doesn't matter hugely, each has its upsides and downsides (same turn might mean players get annoyed because they could have already moved some units before selecting the policy but is slightly more intuitive in my head) so really whichever you think is easier to code or the one you prefer.

Similar story with the Lange Kerls - I think people would probably assume it kicks in after 5 promotions, but then again my sample size for that notion is 1 so maybe naut. 5 promotions is also an awful lot of promotions so I'm not 100% many people would actually be able to reach that level, so 4 might be better.

And yeah, its the Great Elector
 
Its supposed to represent Lübeck's rule in the Hanseatic league, rather than the city itself.
 
Tokugawa Shogunate
Capital: Edo
Leader: Tokugawa Ieyasu
UA: Sakoku
Upon adopting a Social Policy, Cities enter 'We Love the King Day' if they are not connected by Trade Routes to other Civilizations that have been met. Domestic Trade Routes lengthen 'We Love the King Day' celebrations by 30% and prevent the establishment of Trade Routes to and from other Civilizations.

UU: Red Seal Ship (Cargo Ship)
When establishing a Trade Route to a major Civilization, provides a free copy of a Luxury resource from the connected City that is not currently owned by Tokugawa's Japan. Luxuries earned this way last for the duration of the route and contribute towards production of Naval Units empire-wide.

UB: Castle Keep (Arsenal)
Provides +1 Happiness for every two unimproved forest or jungle within working range of a City; regardless if they are being worked or not. +1 Culture on worked Luxury resources, +2 during 'We Love the King Day'. Unlocked earlier at Gunpowder.

Been throwing this one around in my head for a bit, and recently rethought the Red Seal Ship (thanks Naples... :mischief:), but I'm not too keen on the Castle Keep. Anyone have any suggestions?
 
I remember dumping some Japans somewhere around here about a year ago, but I can't recall where... Anyway, the second part of the UA is very discouraging, and... While I admit its possible to play with it(I do this sometimes), you'll need a lot of gold for that.
 
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