GPuzzle's Designs

GPuzzle

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[THIS THREAD IS UNDER CONSTRUCTION]

FINISHED DESIGNS WITH A CIV:

The Byzantine Empire

Leader: Basil I

UA: The Second Justinian: Capturing Cities and adopting Policies boosts Production in all Cities. Finishing National Wonders grants experience for every Unit.

UB: Dikastirio: Courthouse replacement. May be built in all Cities. Grants a Culture boost when a building is finished in the City.

UU: Proktikor: Knight replacement. Gains experience 50% faster. When garrisoned in Cities, increases building Production by 5% for every Level it has (maximum 30%).

The Abbasids

Leader: Harun al-Rashid

UA: Kingdom of the Thousand Nights: Cities following your Religion have +25% Great Person Generation and a Scientist slot. Trade Routes spread the home city's Religion with twice as much intensity.

UB: Bazaar: Market replacement. +2 from trade routes for both owner and recipient. +2 Gold. +25% Gold. +2 Gold and +2 Faith on Oasis. 2 Merchant slots rather than 1.

UU: Camel Archer: Knight replacement. Ranged unit. Upon being built, gains extra Experience based on the number of Specialists in the City it was built.

Holy Roman Empire

Leader: Frederick II

UA: Stupor Mundi: Upon adopting Social Policies and Ideological Tenets, all Units gain Experience. The cost of adopting Social Policies is diminished by 5% (up to a maximum of 35%) for every City-State alliance you have.

UB: Universta: University replacement. Contains a slot for a Great Work of Writing that when filled generates +1 Culture for every +1 Science produced by Specialists in this city.

UU: Saracen Archer: Crossbowman replacment. Begin with additional experience for every City-State alliance you have.

The Rebel Alliance

Leader: Luke Skywalker

UA: A New Hope: While at War, City-States you are Friendly or Allied with can join your Civ, giving you two additional World Congress Delegates. Great Generals may be expended in City-State territory for a good deal of Influence.

UU: Rebel Gunner: Infatry replacement. Cheaper. Slightly stronger. Has a combat bonus in Friendly Territory.

UU: X-Wing: Fighter replacement. Much cheaper. Has a massive bonus while Intercepting. Requires no oil.



Venice Split

Crusader Venice

Leader: Enrico Dandolo

UA: Stato da Mar: May not settle new Cities. +1 Food from Marshes - increasing to +2 if the city is the Capital or a Puppet. If a city has a Trade Route leaving from it, the city gains +2 Local Happiness. Upon capturing an enemy Capital, gain an additional Trade Route slot.

UB: Statua di San Marco: Courthouse replacement. Instantly built in Puppet Cities. Does not remove Occupied Unhappiness. +1 Culture for each Trading Post worked.

UU: Great Galleass: Galleass repalcement. +1 Movement. Has to set up to fire, but has a +300% bonus against Cities.

Trader Venice

Leader: Andrea Gritti

UA: Serenissima: May not settle Cities. Gain Golden Age Points from discovering Civilizations and City-States. During Golden Ages, every Tile that generates Gold generates an additional +2 Gold rather than +1.

UU: Merchant of Venice: Great Merchant replacement. May be expended inside the territory of Foreign Civs to begin a Golden Age.

UB: Canali Lighthouse replacement. Has a Merchant Slot. +1 Gold from Sea Resources.

Teutonic Knights

Leader: Hermann von Salza

UA: Helfen, Wehren, Heilen: Cities following your Religion suffer no Occupied Unhappiness. Missionaries may spread Religion one additional time.

UU: Komtur: Great General replacement. In addition to the normal Great General bonus, units within 2 squares of the Komtur automatically heal every turn.

UB: Kloser: Shrine replacement. +10 Experience for units built in the city, and provides them with the Morale promotion. Is built twice as fast in Conquered Cities.

SEMI-FINISHED DESIGNS WITH A CIV:

FINISHED DESIGNS WITHOUT A CIV:

Design without a Civ #1

UA: Worked Citadels generate Golden Age points and increase the Production of Units. +3 Culture from Citadels.

UB: Mint replacement. Can be built anywhere. +2 and +1 on Copper, Silver and Gold rather than only on Silver and Gold. Whenever a Social Policy or Ideological Tenet is adopted, gain Great General points based on the city's Culture output, doubled if on Conquered Cities.

UU: Great General replacement. Whenever it is expended, gain a burst of Culture.

SEMI-FINISHED DESIGNS WITHOUT A CIV:

Unifinished Civless Civ #1

UA: Your Holy City produces +50% Tourism. +1 from Great Works and Wonders.

UB: Shrine replacement. Has a Great Work of Writing slot. +2 Culture. +2 Faith.

UU: Some sort of missionary/great prophet replacement.

Unifinished Civless Civ #2

UA: Capturing Cities gives a Production boost in all Cities. +2 Gold and +2 Science in the Capital for every Conquered City.

UB: Barracks replacement. +2 Happiness.

UU: Some sort of early, powerful siege weapon or something that makes it easier to conquer cities (Great General with a Siege Tower-like boost?)

Unfinished Civless Civ #3

UA: ???

UU: Great General replacement. May acquire City-States.

UU/UI/UB: ???

[MEN AT WORK]


Link to video.
 
UPDATE 13/10/15:

- Added the Abbasids under Harun al-Rashid

- Added the Holy Roman Empire under Frederick II
 
Feedback:

Abassids- the UA is nice, but I dont like it because it doesn't scale and useless in most cases because you only really produce great people in 3 cities or so throughout the game.
UB is nice. in fact, I like it, because it makes trade routes more useful without requiring you to spend huge amounts of production. The UU is... Nice, but the effect seems rather generic.
Overall, the only problem that I see with this design is that you need a lot of food to actually make all of these slots useful, and food is not something that common for desert civs.
 
UPDATE 15/10/15

- Added Civ-less Design #1.
 
Civ less? Yeah right...
Also, the UB's effects is kinda op... If you are during a golden age, a policy might give you 100+ GG points.
(You saw what I did there :lol:)
 
Based, not equal to. Probably has a maximum.

I just really liked that design but I can't fit it anywhere.
 
Probably something colonial. Perhaps a Spanish colony blob civ.
 
UPDATE 18/10/15

- Added Unifinished Civless Civ #1.
 
I think if you were to modify that new design enough, you could get a design for Mecca/Hejaz. I once thought about a Mecca/Hejaz design that would have had a Tourism boost for the Holy City and a Missionary replacement, which is why this design reminds me of it.
 
Hm... The Unfinished Civless Civ sounds like it'd fit for Jerusalem, given all the tourism bonus for faith and wonders...

The Second one doesn't sound to me like something out of a colony, just a very defense oriented civ. Could be Colonial Mexico alright, but I'd also could see it as a Wari civ, something West African, Benin would fit nicely given their pechant for building walls and fortressses everywhere and their "advanced artistic culture". Heck, the Great General replacement could be Obas.
 
Yeah, with the exception of the unique blood resource...
 
Unique blood resource? What?
 
You know, the blood that got spilled on Jerusalem's streets from whatever reason for some days now... But that's not the point. Its a nice design... Which I think could fit the Vatican quite well. How about a pope UU, that could perform unique concert tours that also provide faith and religious pressure on all of the other civ's cities?
 
UPDATE 18/10/15 #2

- Added Unifinished Civless Civ #2.

Turns out, showers are quite nice for your thoughts.
 
They certainly are.

First thing that springs to mind with that new design is Samori Toure's Wassolou Empire.
 
I have a design pretty similar to it actually, I think it was an Italian Colonial civ I believe. However it seems odd that you decided to take a secondary focuses instead of just going pure domination considering the fact that this sort of civ is generally going to be used for long military marches which are what most domination matches are about. Although it depends on the game really.
 
I have a design pretty similar to it actually, I think it was an Italian Colonial civ I believe. However it seems odd that you decided to take a secondary focuses instead of just going pure domination considering the fact that this sort of civ is generally going to be used for long military marches which are what most domination matches are about. Although it depends on the game really.

The secondary focus isn't so much as a secondary focus as it is "I want you to go on war, and as a result I'm going to make your job of going to war easier so you don't need to worry as much about your cities." People who go to war generally build Barracks in most cities, although I was considering changing it to a Monument replacement and diminishing the Happiness to only +1 and increasing it to +3 Culture.
 
Update 19/10/15

- Added the Rebel Alliance

GPuzzle doing a fictional Civ? What is this madness?
 
Your waif(u) is changing you...
 
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