Amrunril
Emperor
- Joined
- Feb 7, 2015
- Messages
- 1,236
Lakota
Unique Ability: Followers of the Bison: City centers can be moved as a project, claiming adjacent tiles. When doing so, tiles no longer within the city’s workable radius are lost. Districts and buildings on these tiles are deconstructed but can be rebuilt at a reduced cost. Bison bonus resources will spawn in plains and grassland tiles on your starting continent, undergoing periodic migrations.
The movement ability will seem familiar to Beyond Earth players: I thought that an adapted version of Rising Tide’s mechanics for floating cities would be a good fit for a nomadic civ. The alterations prevent excessive border drawing exploits in a context where no one else can move cities to claim tiles and account for the district mechanic. The bison mechanic (moving bonus resources) provides added incentive for city movement.
Unique Infrastructure: Sun Dance Circle (Holy Site Replacement): Receives a minor adjacency bonus for each adjacent unimproved plains or grassland tile (including hills). On discovering Defensive Tactics, this increases to a standard adjacency bonus. All units trained in a city with a sun dance circle treat unimproved plains and grassland tiles as roads.
The adjacency bonus and movement enhancement of this UI reference the setting of these ceremonies and the trials of endurance undergone as part of them.
Unique Unit: Hunting Party (Scout Replacement): This unit can construct camp improvements on bison resources and gains experience when doing so. Rather than upgrading, this unit gains combat bonuses as you progress through the tech tree.
This unit allows the Lakota to make full use of bison resources without repeatedly expending builder charges (civs that lack this bonus will likely prefer harvesting them). In times of war, its non combat experience gain should make it a more viable combatant than most civs’ recon units.
Leader Ability: Defender of the Plains: Light cavalry units can be purchased with faith at half the usual cost for 10 turns after being targeted by a declaration of war and can move after attacking in friendly territory. Gain access to the Lakota Rider Unique unit.
This ability synergizes with the sun dance circle to allow for a very strong faith/mobility based defense, with hit and run attacks from large cavalry forces. In allocating abilities between the different uniques, I made a point of including strong cavalry based abilities represent the Lakota horse culture, but attaching them all to the leader ability, so that a different leader could allow portrayal of the civ before the introduction of horses.
Leader Unique Unit: Lakota Rider (Horseman Replacement): This light cavalry unit gains a combat bonus against units from later eras and has the “Counting Coup” ability, giving it the option of gaining extra experience instead of dealing damage when striking an enemy unit.
I considered making this a courser or cavalry replacement, but I though it would be better to allow more time to accumulate experience with the Counting Coup ability.
Unique Ability: Followers of the Bison: City centers can be moved as a project, claiming adjacent tiles. When doing so, tiles no longer within the city’s workable radius are lost. Districts and buildings on these tiles are deconstructed but can be rebuilt at a reduced cost. Bison bonus resources will spawn in plains and grassland tiles on your starting continent, undergoing periodic migrations.
The movement ability will seem familiar to Beyond Earth players: I thought that an adapted version of Rising Tide’s mechanics for floating cities would be a good fit for a nomadic civ. The alterations prevent excessive border drawing exploits in a context where no one else can move cities to claim tiles and account for the district mechanic. The bison mechanic (moving bonus resources) provides added incentive for city movement.
Unique Infrastructure: Sun Dance Circle (Holy Site Replacement): Receives a minor adjacency bonus for each adjacent unimproved plains or grassland tile (including hills). On discovering Defensive Tactics, this increases to a standard adjacency bonus. All units trained in a city with a sun dance circle treat unimproved plains and grassland tiles as roads.
The adjacency bonus and movement enhancement of this UI reference the setting of these ceremonies and the trials of endurance undergone as part of them.
Unique Unit: Hunting Party (Scout Replacement): This unit can construct camp improvements on bison resources and gains experience when doing so. Rather than upgrading, this unit gains combat bonuses as you progress through the tech tree.
This unit allows the Lakota to make full use of bison resources without repeatedly expending builder charges (civs that lack this bonus will likely prefer harvesting them). In times of war, its non combat experience gain should make it a more viable combatant than most civs’ recon units.
Leader Ability: Defender of the Plains: Light cavalry units can be purchased with faith at half the usual cost for 10 turns after being targeted by a declaration of war and can move after attacking in friendly territory. Gain access to the Lakota Rider Unique unit.
This ability synergizes with the sun dance circle to allow for a very strong faith/mobility based defense, with hit and run attacks from large cavalry forces. In allocating abilities between the different uniques, I made a point of including strong cavalry based abilities represent the Lakota horse culture, but attaching them all to the leader ability, so that a different leader could allow portrayal of the civ before the introduction of horses.
Leader Unique Unit: Lakota Rider (Horseman Replacement): This light cavalry unit gains a combat bonus against units from later eras and has the “Counting Coup” ability, giving it the option of gaining extra experience instead of dealing damage when striking an enemy unit.
I considered making this a courser or cavalry replacement, but I though it would be better to allow more time to accumulate experience with the Counting Coup ability.
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