Keniisu's Design Workshop!

I like the food from overseas city connections, it's a creative mechanic that could have an effect like tall capitals in wide empires; IE, with ten cities all connected to the capital, this would result in +20 food, basically worth two naval trade routes; definitely worth a few pop.

Thank you! I really did enjoy making this design and I feel it's the most effort I've put into one so far. I suppose the amount of work and joy you put into something really shows :D
 
Decided to redesign my "War on Terror" design a bit. :)
United States (George W. Bush)

UA: War on Terror -
Upon the declaration of war :c5war: against a civilization who has been denounced by more than one civilization, gain a +25% bonus towards the Production :c5production: of military units for the duration of war. Military units can cross :c5moves: through another civilization's borders with no penalty if they have denounced or have declared war on a civilization you are currently at war with.

UU: PMC Mercenary -
Replaces the Infantry. This unit deals +10% more damage :c5war: for every denouncement placed upon the civilization that owns the unit or city being attacked :c5war:. When garrisoned, this unit provides +5XP to units trained in the city.

UB: Department of Security -
Replaces the Police Station. When information is found by a Friendly Spy, gain a small bonus to your civilization's treasury. (Gold :c5gold:) For each friendly spy stationed in another civilization's capital, your civilization gains +2 Science :c5science: per turn.
 
I like this design much more, so kudos for that. I somehow do feel like the UA could be explained better though.
 
Is this a better rephrasing? :)
Military units can cross :c5moves: through another civilization's borders with no penalty if they have denounced or have declared war on a civilization you are currently at war with.
 
Is this a better rephrasing? :)

I feel like the "with no penalty" is superfluous. The usual "penalty" for crossing into rival territory (at least assuming no Open Borders) is declaring war :p

I just feel like you could word your stuff more consistently based on how the game words it, like so:
UA: War on Terror -
Declaring :c5war: War on a Civilization who has been Denounced by more than one other Civilization grants +25% :c5production: Production toward military units until the war ends. Military units may enter another Civilization's territory if it has denounced or declared war on a Civilization you are currently at war with.

UU: PMC Mercenary -
Replaces the Infantry. Gains +10% :c5strength: Combat Strength against enemy units for every Civilization Denouncing its owner (missing: the "city being attacked bonus." Not sure what you meant by that). While garrisoned within a City, units trained there start with +5 XP.

UB: Department of Security -
Replaces the Police Station. +2 :c5science: Science for each controlled Spy in other Civilizations' :c5capital: Capitals. When a controlled Spy gathers information on another Civilization, gain a small sum of :c5gold: Gold.
But hey, that might just be me. I'm a consistency nut.

The actual bonuses are pretty cool; I like them. It looks like a fairly well-designed Civ, and one especially equipped to be the world police force :lol:
 
Perfect. Alongside the production from denounciation part of course.
Haha, glad to hear! Decided to make another American civilization before heading to bed. This idea was too good to just sleep with it on my mind :lol:.

United States (Franklin D. Roosevelt)
UA: First Hundred Days -
Upon the adoption of a Social Policy :c5culture: gain a boost to your current Gold :c5gold: output and Happiness :c5happy: for 10 turns. (Bonuses scale with era.) When a civilian unit completes a tile improvement grant your civilization with a small sum of Gold :c5gold: dependent on the turns spent on the tile improvement.

UU: Great Banker -
Replaces the Great Merchant. Unlike the Great Merchant it replaces, this unit only has the option to provide relief to a city's economy which grants all Trade :trade: routes coming from the city where the Great Banker is expended with +2 Gold :c5gold: per turn.

UB: Stock Market -
Replaces the Stock Exchange. Has 3 Great Merchant :c5greatperson: specialist slots. Unlike the Stock Exchange it replaces it has no base yields, however, for every Great Merchant :c5greatperson: specialist slot being worked in this building gain +1 Gold :c5gold: per turn.
 
I feel like the "with no penalty" is superfluous. The usual "penalty" for crossing into rival territory (at least assuming no Open Borders) is declaring war :p

I just feel like you could word your stuff more consistently based on how the game words it, like so:

But hey, that might just be me. I'm a consistency nut.

The actual bonuses are pretty cool; I like them. It looks like a fairly well-designed Civ, and one especially equipped to be the world police force :lol:

Thank you my dear sir! This is a civilization I'm currently making a mod on so I'm glad you enjoy the design associated with it. :D
 
The UB is really a UA
 
Having a "I need to make more Scandenavian designs!!" mood right now due to me talking to my Danish girlfriend :lol:, so have a Norway design!
Norway (Olaf Tryggvason)

UA: Vikings of Faith -
Religious Pressure :c5faith: is increased by +25% for trade routes :trade: made overseas. Upon the birth of a Great Prophet :c5faith: gain a free naval in all coastal cities.

UU: Vikinger -
Replaces Swordsman. Slightly stronger than the Swordsman it replaces (Has 17 :c5strength:). This unit has +15% more strength :c5strength: when attacking a city that follows a religion :c5faith: differing from the one dominant in your Capital. Can embark into the ocean and disembark out of the ocean without a movement :c5moves: cost.

UB: Mead Hall -
Replaces Granary. Unlike the Granary that it replaces, tiles with Wheat, Fish and Whales yield +1 Food :c5food: when worked. Trade routes :trade: between this city and another that you own provide +1 more Food :c5food:.
 
The Mead Hall's cool but if the civ has a tundra bias taking away deer food is a big hit.
However if it's coastal bias then that's fine of course.
 
Bananas and Cocoa? What? I don't think either of those things would have existed in 11th century Norway dood
 
I think those choices are more about the actual building than the civ
 
I think those choices are more about the actual building than the civ
Ding, Ding, Ding! :D
Yeah even though they weren't in 11th century Norway I have to give a bonus that is reasonable and makes sense in the context of a Granary and replacement-sense. :) Also due to the civilization being Vikings and it being a Seafaring civilization, it does in fact have a coastal bias attached to it.
 
Did the Norse really get off on daiquiris and chocolate liqueur though? Personally, I'd prefer wheat, fish and whales, because it's not a good (10th century) pub unless there's (10th century) grub.
 
Did the Norse really get off on daiquiris and chocolate liqueur though? Personally, I'd prefer wheat, fish and whales, because it's not a good (10th century) pub unless there's (10th century) grub.

Right, that's actually a smarter idea due to Coastal bias and the Norse grub as you would call it. :lol: Changed the design to provide bonuses to +1 Food :c5food: to Wheat, Fish and Whale tiles.
 
Wanted to make a simple design. :D

United States (Ulysses S. Grant)

UA: The Reconstruction -
After the signing of a Peace Treaty, your civilization gains a boost of +20% Production :c5production: in all cities lasting for 15 turns. 50% of your Global Happiness :c5happy: contributes to your Culture :c5culture: output.

UU: Brigade -
Replaces Musketman. When this unit is adjacent to another Unionist, gain +15% Combat Strength :c5strength: and +1 Extra Movement :c5moves:.

UB: USMA -
Replaces the Academy. Grants an additional +5XP than the normal Academy and grants all units trained in the city with Cover I.
 
Ken, this civ is OP. That's +4 culture from the start of the game... And there's a social policy which gives the exact same effect. That's also kinda counter intuitive, giving a military focused civ a bonus from happiness.
About the UB: shouldn't it replace military academy?
BTW, I'm pretty sure that the brigade should replace rifleman as muskets weren't really used at that time...
 
How about you change it so that the 50% of global Happiness is added as unit XP (when they are trained)? (20 Happiness would provide +10XP; 8 Happiness would provide +4XP; etc. Seems reasonably balanced right? (That being said, don't judge me if this is still way too OP :p I'm bad at balancing stuff...)) This would make it different from the social policy and fits more with the military focused civ :) (It still has that counter-intuitive happiness issue which Natan already talked about, but you usually make the AI pay some luxuries (or cities which contain luxuries) for a peace deal, which would fit with the rest of the UA right?)
 
Ah Reconstruction, one of America's greatest failures and the subject of the essay I wrote for the AP US History test last week (specifically the 14th and 15th Amendments consideration as a turning point in American history) :p. I think a Reconstruction America could be interesting, it would just have to be made based on more of the ideas and goals of Reconstruction, rather than what actually happened. I think that's what you're getting at here although I'd offer a few pieces of advice. First and foremost, swap out the UB for the Freedmen's Bureau. It's a much, much more appropriate for a Reconstruction civ and it was actually successful to a certain extent. It could somehow improve conquered cities and maybe provide some kind of science boost or something idk I can come up with something later. Also, the UU's name is kind of generic. As somebody already stated, the second half of the UA is already a social policy so I would suggest something else. I could see this civ having a focus on conquering cities and then getting some kind of bonuses towards improving them. I might make another post later with some more concrete ideas.
 
Back
Top Bottom