Food Dude's Design Thread

Joined
Mar 16, 2013
Messages
899
Location
Round the Corner
I'll point out first of all that I tried Civ V modding once and if anyone wants to see one of these ideas in game, it's on them. Feedback is more than encouraged.

Historical Civs
Spoiler :

Germania
Spoiler :
Arminius
Beyond the Rhine
- Melee units get a 10% combat bonus when attacking and a further 10% when within 5 tiles of friendly borders. While at war, defeated barbarians have a 67% chance of joining your civilization.

Warband (replaces Spearman)
- Only has 10 Strength :c5strength: but has the Woodsman promotion allowing double movement in forests and the Wild promotion which negates enemy terrain bonuses.

Sacred Grove
- Unique Improvement unlocked at Trapping. May only be built on forest tiles for +2 Faith :c5faith:. Units gain a 25% bonus on this tile and 5% on adjacent tiles. Cannot be built adjacent to another Sacred Grove and may no longer be built upon researching Education. After researching Archaeology the faith changes to +2 Culture and +1 Gold.


The Britons
Spoiler :
Boudicca
Fierce Independence
- Ignore rough terrain costs in friendly territory and units have a 25% defensive bonus in marsh. Every enemy unit killed in friendly borders yields a small amount of culture and production.

Essedum (replaces Chariot Archer)
- Unlike the Chariot Archer, the Essedum is a melee unit strength :c5strength: 10 and does not have a rough terrain penalty. Starts with Great Generals I and adjacent units gain a 15% combat boost.

Saethwyr (replaces Crossbowman)
- Gain double movement in Hills and have a +25% bonus when firing from a forest tile.


The Anglo-Saxons
Spoiler :
Alfred
Burghal Hidage
- For the first ten turns of war, units cost 25% less to purchase and farms yield +1 production towards units. Units cost no maintenance when garrisoned on farms.

Housecarl (replaces Pikeman)
- Has the Shieldwall promotion giving 15% bonus against ranged attacks and 30% bonus when defending. Doesn't have a bonus against mounted units and upgrades to Musketman.

Saint's Chapel (replaces Shrine)
- No maintenance and gives a bonus during Golden Ages depending on opened Social Policies.
Tradition open: +1 science :c5gold:
Liberty open: +2 gold :c5science:
Honour open: +15 experience
Piety open: +2 faith :c5faith:


The Gauls
Spoiler :
Vercingetorix
Tribal Hegemony

- Internal trade routes yield 50% more food or production. Cities without a :c5trade: have +1 science and +1 faith while cities with a :c5trade: connection suffer 15% less unhappiness.

Fanatic (replaces Swordsman)
- Has a 10% combat bonus for every 15 hp lost.

Oppidum (UI)
- Unlocked at Construction. May only improve a bonus resource or a hill and may not be built adjacent to a city. Gives units a 30% defence bonus and yields +1 food. This is increased to +2 food and +1 production if the city has a pantheon and gains +2 production at Economics.
 
Fantasy Civs

Spoiler :
Middle Earth
Spoiler :
Isengard
Spoiler :
Saruman
The Fighting Uruk-Hai

- For every era reached, units are built with +5 experience. Upgrading units yields a bonus to production for all cities which increases the closer the unit is to the capital.

Berserker (replaces Longswordsman)
- More powerful (24 combat strength) and has the Berserk promotion which is lost on upgrade. Berserk means after attacking an enemy unit, instead of combat being resolved, the Berserker will automatically attack again with a 10% combat bonus. This process repeats until either unit is killed. Upgrades to Rifleman.

Furnace (replaces Forge)
- Doesn't require a resource of iron and has a Scientist specialist slot which if filled boosts unit production by a further 10%. Slightly more expensive (135 production) to build.


Angmar
Spoiler :
The Witch-King
The Corruption of Rhudaur

- Gain 25 influence with a city-state whenever a rival civilization revokes their protection of it or loses their alliance with it. All tiles within 3 tiles of your borders or 2 tiles of an allied city state are visible and allied city states have a 20% bonus against enemies of Angmar.

Snow Troll (replaces Knight)
- Requires the city to be built on or adjacent to a snow or tundra tile instead of horses. Only has 3 movement but ignores zones of control, has +1 sight and suffers no penalty against cities.

Barrow Down (UI)
- May only be built by expending a unit below 50 hit points. Adjacent enemy units have -10% combat strength and enemy units occupying the tile suffer 10 hit point attrition each turn. May only be destroyed when near a city with a wonder or by a player who has researched Scientific Theory. Has additional effects depending on where it is built.
In Angmar territory, yields +2 culture.
In City-State territory counts towards their fear of Angmar and lowers the threshold for friendship by 5 and alliance by 10.
In another civilization's territory, the Barrow Down acts like barbarian zone of control.


Lothlorien
Spoiler :
Galadriel
Valley of Singing Gold

- Forest has no effect on sight or movement of units. Each city with an unimproved forest in its working radius has +1 happiness or +2 happiness with at least three unimproved forests.

Marchwarden (replaces Composite Bowman)
- Has double movement and +15% strength while in friendly territory.

Talan (UI)
Unlocked at Calendar and may only be built on forest tiles. Yields +1 food and +2 culture during Golden Ages. Yields an additional +2 culture at Acoustics. There may not be more Telain than half the total population of the civilization.
 
I quite like the Germania design... But all of them seem a bit too, well, misplaced... Having two unique ranged units that close to each other can be really interesting, but forces the player to do a very specific thing to benefit from them. The Anglo- Saxon UA is kinda counter intuitive, as it encourages the player to spend gold for a large army during wars but grants a bonus for garrisoning units during peace. Though if you can built shrines with no maintenance, why would you need faith from garrisoning units? I decided to... Well, change those designs a bit:

Germania(Arminius)
Spoiler :
UA: Battle of Teutoburg Forest
Units belonging to other civilizations have no bonus vs. Barbarians nor defensive terrain bonuses when inside your territory or adjacent to your units. Defeated barbarian units have a 67% of joining your army when you kill them, increasing to 100% during :c5war: wars.

UU: Warband
Replaces Swordsman. While being much weaker(10 :c5strength:), the Warband is also much cheaper and does require iron. Additionally, it starts with the "Forest Guardian" promotion, making it invisible in forests and jungles and allowing to move through them in double speed. Has the Drill I promotion, in addition to gaining a 25% :c5war: attack bonus when starting the turn if forest\ jungle.


The Celts(Boudicca)
Spoiler :

UA: The Furious Lady
+1 :c5production: production towards units per each encampment cleared. Units ignore terrain costs in forests and marshes, and gain a 15% :c5strength: combat bonus in those terrain types.

UU: Essedum
Replaces chariot archer. Unlike it, the Celtic chariot may perform melee attacks(10 :c5strength:) in addition to performing a :c5rangedstrength: ranged attack before engaging in melee combat. May move after entering rough terrain. Grants adjacent units a 15% :c5strength: combat boost within 3 tiles of a city.

UI: Sacred grove
Unlocked at Mathematics. May only be built on forests. +1 :c5faith: faith, +1 :c5culture: culture. Generates +1 of those yields if its adjacent to a source of Oak or cedar. Grants units trained in the city a combat bonus and XP equal to its total yields.


As for alfred, I made a design for him long time ago, which can be found in my signature(England split, part I).
But, well, I hope you will be able to learn from the feedback you'll get.
 
For reference I'll keep older versions of civs in the thread but only the latest version in the OP.

Anglo-Saxons, Germania and Britons
Spoiler :

Germania
Spoiler :
Arminius
Furor Teutonicus
- Melee units get a 10% bonus when attacking and have a 67% chance of converting barbarian units.

Warband (replaces Swordsman)
- Doesn't require iron but only has 12 Strength :c5strength:. Has the Wild promotion which negates enemy terrain bonuses.

Sacred Grove
- Unique Improvement unlocked at Trapping. May only be built on forest tiles for +2 Faith :c5faith:. Units gain a 25% bonus on this tile and 5% on adjacent tiles. Cannot be built adjacent to another Sacred Grove and obsoletes at Education.


The Britons
Spoiler :
Boudicca
To be decided
-

Essedum (replaces Chariot Archer)
- Strength :c5strength: 10, ranged strength :c5rangedstrength: 6 and range 1, the Essdum is a melee unit that can fire before attacking. Unlike the Chariot Archer, does not have a rough terrain penalty.

Saethwyr (replaces Composite Bowman)
- Gain double movement in Hills and have a +25% bonus when firing from a forest tile.


The Anglo-Saxons
Spoiler :
Alfred
The Fyrd
- May purchase units at half the price when at war and units provide +2 faith :c5faith: when garrisoned during peace. Purchased units gain 10 experience.

Housecarl (replaces Pikeman)
- Gain the Shieldwall promotion giving 15% bonus against ranged attacks and 30% bonus when defending. Doesn't have a bonus against mounted units and upgrades to Musketman.

Saint's Chapel (replaces Shrine)
- No maintenance and gives a bonus depending on opened Social Policies.
Tradition open: +1 gold :c5gold:
Liberty open: +1 science :c5science:
Honour open: +10 experience
Piety open: +1 faith :c5faith:
 
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