Natan35's Design Workshop!

Thought I'd make an American design

United States of America(Theodore Roosevelt)
UA: Big Stick
Enemy cities will have less :c5strength: strength and will be instantly assimilated upon conquest if their owner is :c5unhappy: unhappy. After adopting an ideology, :c5citystate: city states will not be angered by trespassing units and tributing them would grant you :c5goldenage: golden age points.

UU: Rough Rider
Radically different to the Landship is replaces, the Rough Rider is a mounted unit, and requires horses instead of oil. While being initially weaker, with base :c5strength: strength of 45, it gains a 20% combat bonus in foreign lands which is further increased to +33% :c5strength: strength inside city state territory. Has the Drill I promotion.

UB: National Park
Unlike the garden is replaces, the National park requires the city to have at least one forest or jungle tile inside its working range, rather than a source of fresh water. Grants +1 :c5culture: culture from forests and +3 :c5culture: culture from national wonders. +2 :tourism: tourism during :c5goldenage: golden ages, or +3 :tourism: if the city has a natural wonder.
 
Celtic Ireland

UA: The Divides That Bind
Civilizations (minor and major) grant you :c5greatperson: High king points upon meeting, and the cost of :c5faith: Religious buildings and units is reduced for each one you know. Religious buildings cost no maintenance, and grant the yields of a random cultural specialist during :c5goldenage: golden ages.

UU: High King
Replaces great general. High kings intimidate :c5citystate: city states that follow your religion, and may be used once to exert tribute from a city state without reducing your influence with it. When stationed in a city, automatically connects it to the :c5capital: capital.

UU: Hibreno Scottish Monk
Replaces missionary. May be consumed in order to found a mission in foreign territory (max. 1 per civ). Missions exert pressure for your religion on the nearest city, and grant a sum of :c5goldenage: golden age points when a citizen in it converts to your religion. After the entire city is converted to your religion, the mission will grant extra :c5food: food to your nearest city and will give you +2 :c5faith: faith per turn.
 
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April fools day civ! (Almost a week to late :lol:)

United States of America(Donald J. Trump)
UA: Make America Great Again
Forts grant +1 :c5culture: culture and :c5goldenage: golden age points, and their maintenance costs are paid by the nearest civilization. The maintenance and construction costs of buildings and improvements are reduced by a percentage equal to the number of :c5citizen: citizens in the nearest foreign city. Gain a free Entrepreneur each time you enter a new era.

UU: Trump Resort
Replaces Hotel. In addition to its abilities, grants :tourism: tourism equal to 50% of the :c5gold: gold yields of buildings and tile improvements worked by the city, and costs no maintenance.

UU: Entrepreneur
Replaces great merchant. May be consumed to found any :c5greatperson: Great person improvement. Any such improvement founded by the Entrepreneur grants +3 :c5gold: gold, in addition to its base yield.
 
United Provinces of Rio De La Plata(Juan Manuel De Rosas)

UA: Pacto Federal
You and your :c5citystate: city state allies gain a unit when a :c5war: war is declared on either of you, increasing by +1 for each social policy tree you've finished or level 3 tenet you adopted. Gain :c5culture: culture equal to the :c5influence: influence you gain with :c5citystate: city states.

UU: Thirty Three
Replacing the Rifleman, the thirty three unit receives +1% :c5strength: strength for each city owned by the enemy when inside its territory, doubled of the enenmy is :c5unhappy: unhappy or has a negative GPT output (bonuses stack). When adjacent to units of friendly civilizations \ city states, the thirty three and the adjacent units gain +5 HP per turn, even if performing an action.

UU: Caudillo
Replaces great general. While not granting any bonuses right away it may fight like your :c5strength: strongest infantry unit (up until the industrial era), and it generates :c5culture: culture from kills within its range. Grants +1% :c5strength: strength for each policy you adopt.
 
A split of sorts

Seventeen Provinces(William the Silent)
UA: Orange Revolutionaries
Your cities cannot be blockaded, and they will grant you :c5greatperson: great general points when building or purchasing military units. Units acquired before the Renaissance era will have no maintenance cost in friendly territory after entering it, and units purchased after entering the Renaissance era will start with an extra promotion.*

UU: Sea Beggar
Replaces the privateer. Starts with the Coastal raiders I and II promotions, and heals 5 HP if ending the turn in foreign waters, increasing to 10 HP if ending the turn adjacent to an enemy city.

UU: Stadtholder
Replaces great general. Unlike it, grants purchased units 10% more :c5strength: strength than usual, and provides all units with an additional +5% :c5strength: strength when within 2 tiles of a city. Additionally, the Stadtholder will generate a small sum of :c5gold: gold when a unit levels up, doubled if the unit is within his range.

The Dutch Empire
UA:
Miracle of the Netherlands
New cities increase the cost of :c5goldenage: golden ages and national wonders by half of the usual amount. Gain +1 :c5happy: happiness from :c5greatperson: great person improvements.

UB: Waag
Replaces bank. Has its base yields doubled and converted to :c5culture: culture during :c5goldenage: golden ages. Additionally, contains a random specialist slot.

UI: Polder
Unlocked at engineering. May only be build on marshes and flood plains. Grants +2 :c5food: food, +1 :c5production: production and +1 :c5culture: culture. Yields extra +1 :c5food: food after civil service, and additional +1 :c5culture: culture after architecture.
 
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A result of a... Particularly boring summer vacation #GTAV:

State of San Andreas
UA: State of the Saints
Completing buildings grants :c5production: production towards units, based on the era and the city's :c5gold: gold output. :c5war: Military and Economical buildings yield :c5science: science per every incoming :trade: trade route, as well as granting XP to newly built units in their city for each internal :trade: trade route to or from it.

UB: Cult Stronghold
Replaces Castle. Unlike it, grants extra :c5strength: strength for each era passed, which counts towards a :c5science: science modifier once you enter the modern era. Additionally, the Cult Stronghold yields +1 :c5culture: culture for every :trade: trade route sent to or from the city.

UU: P - 996 Lazer
Replaces Jet fighter. Has a 200% bonus vs. Helicopters and bombers (as opposed to 150), as well as a 33% bonus against mechanized land units, making it deadly while attacking land targets as well. Additionally, may move and attack at the same turn (at that order only).
 
#Nostalgia

Stargate Command (Jack O'Neil)
UA: The Fifth Race
May see and exploit ancient ruins and antiquity sites that were taken by civilizations from other continents. :trade: Trading with civilizations less advanced than your own grants you extra :c5gold: gold as well as other yields, while trading with civilizations more advanced than your own grants you more :c5science: science than usual.

UU: Space Marines
Replaces Paratrooper. However, it may :c5moves: paradrop double the usual amount of tiles, and attack after doing so. Furthermore, it starts with all scouting promotions avaliable, to compensate for requiring a Stargate to be built.

UB: Stargate
Replaces Airport. Unlike it, the Stargate costs no maintenance while there are no units in the city, in addition to increasing the range of all :trade: Trade units by +200%. Airlifts via Stargate do not consume the unit's :c5moves: movement points, but double its maintenance for the turn.


Alternate Components
Spoiler :

UU: SG Team
Replaces Great general/ Great admiral, but only retains their combat bonus. Being a land combat unit, the SG team has combat strength equal to the strongest trainable infantry unit (max. 60 :c5strength:) which isn't reduced while embarked. It may also exacavate an antiquity site without being consumed.
 
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Update!
  • OP updated with design links (Splits)
  • Minor UA name revisions.
  • Stargate design revised.
NEXT UPDATE: Israel Split finalised.
 
Modern Germany Split

German empire
(Wilhelm II)
UA: Between Two Fronts
Units gain HP each turn, equal to their level. During peace agreements, this effect is doubled and units gain +1 :c5moves: movement.

UU: Stormtrooper
Replaces Great war infantry. While slightly more expansive, the Stormtrooper is also stronger (55 :c5strength:) than the unit it replaces and starts with the "Kaiserschlacht" promotion, which makes it ignore ZOC and heal at double rate if finishing the turn inside it. Additionally, units ending the turn near a Stormtrooper may not fortify and take 33% more :c5war: damage from attacks by your forces.

UU: Zeppelin
Replaces Airship*. Unlike it, the Zeppelin is a ranged unit, with more power (40 :c5strength:, 45 :c5rangedstrength:). It has the "Airship" trait, which makes it attackable only by civs who researched flight, but also makes it take 33% more damage from air units. Has the Siege promotion as well.
*Replaces Airship with ExCE option enabled. Otherwise, comes as a standalone unit at flight.

Nazi Germany (Adolf Hitler)
UA: Furherprinzip
Attacking does not consume :c5moves: movement points(unless in ZOC). Cities are :c5razing: razed at double rate and their territory is retained if razed to the ground, granting you :c5goldenage: golden age points for each tile you retain.

UU: Panzer
Replaces the tank. Gains a double flanking bonus from other tanks, and may attack an extra time.

UB: Hitler School
Replaces public school. While initially the same, it grants a sum of :c5greatperson: Great general points when a unit is built in the city, and makes every :c5war: military building yield +1 :c5happy: local happiness. Those bonuses are converted to :c5production: production as well during :c5war: wars.
 
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Totally revising the israel split.. again.

State of Israel (David Ben Gurion)
UA: Altneuland
Cities gain +2 :c5culture: culture, +2 :c5faith: faith and a multiple of 2 :c5strength: strength for each era you owned them(max. 5 eras).

UI: Kibbutz
Unlocked at industrialization. Yields +1 of all yields, in addition to increasing the base yields of all adjacent resources by +1. claims adjacent tiles if available. Kibbutzs can't be built next to each other, and may only be built on top of farms.

UU: Machteret
Replaces the Great war infantry. Initially weaker at 45 strength, the Machteret gains +2 :c5strength: strength For each declaration of friendship and declaration of war towards you, and freely upgrades to infantry when applicable.

State of Israel (Netanyahu)
UA: New Middle ISt
Units gain a 5% :c5strength: defense boost in foreign territory for each civilization that has denounced you, and a 5% :c5strength: combat bonus in friendly territory for each declaration of friendship you've made. Pressure for other religions from :trade: trade routes is halved.

UB: Bahad
Replaces the military base. Contains a scientist specialist, which grants +15XP to newly trained units. Additionally, it grants the city a 33% :c5strength: defense bonus against siege units.

UU: Startupist
Replaces the great scientist. Whenever consumed, grants :c5gold: gold based on your current :c5science: science output. There's also a chance that all units will gain +10XP, increasing with each era passed.
 
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Some GoT designs(made for a scenario where only GoT civs are active, ideally on a westoros map. I've basically tried to take vanilla components and make them more interesing)/

House Stark(Jon Snow)
UA: The North Remembers
:c5citystate: City state influence decreases at 50% the usual rate(on normal speed), and killing barbarians near city state borders grants double :c5influence: influence. Gain a wolf when founding each of your first 5 cities.

UU: Wolf
Replaces the scout, but may not be bought or trained. has 3 :c5moves: moves and may retreat when melee attacked. Gains +1 :c5strength: strength for each 10 turns passed since its spawning, up to 15 strength.

UB: Winter stash
Replaces the aqueduct, and requires the city to have a tile of snow or tundra within its range to be built, rather than a source of fresh water. In addition to the aqueduct's effects, the winter stash will grants +1 :c5food: food for each :trade: trade route sent from the city to a :c5citystate: city-state, doubled if the city state is your ally.

The Free Folk(Mance Rayder)
UA: The king beyond the walls
:c5war: Barbarians defeated in melee combat have a chance to join your army, increasing the closer they are to an encampment. Units have :c5moves: double movement in snow and tundra.

UU:
Axeman
Replaces the longswordsman. Cheaper and slightly weaker(20 :c5strength:), The Axeman receives a 5% bonus while attacking units that didn't see it last turn for each promotion it has(including this one). Enemy units receive no defensive terrain bonuses while attacked by the axeman on snow or tundra.

UB: Wooden walls
Cheaper to build. Additionally, grants +1 :c5production: production from forest tiles.

House Lannister(Tywin Lannister)
UA: Riches of Westeros
Luxury tiles yield :c5gold: double gold. Sources of gold and silver provide double quantity, and reduce the cost of purchasing :c5war: units by 3% each if improved within the working range of cities you founded.

UU: Lionswords
Replaces the longswordsman. Gains a :c5strength: defensive bonus the closer it is to your :c5capital: capital, and a bonus when fighting in open terrain(including cities) the closer it is to the nearest enemy capital. If bought, starts with an additional 15 XP.

UU: Qyburn's scorpion
Replaces the Trebuchet. Only has a 100% bonus against :c5razing: cities, and is more expanisve. However, it starts with the range promotion and gains a 5% bonus against infantry for each adjacent land melee unit.

House Greyjoy(Baelon Greyjoy)
UA: We do not sow
Pillaging costs no moves, grants triple :c5gold: gold, and :c5culture: culture as well as :c5faith: faith equal to that amount. Embarked units have +1 sight and movement, and pay just 1 movement point to embark.

UU:
Longship
Replaces the Galleass. Has 4 :c5moves: move points instead of 3. Any hostile forces ending their turn next to it take 10 damage, increasing to 12 if it has a bonus against their domain.

UB:
Seaside tower
Replaces the lighthouse. in addition to its effects, it grants the city 50 HP in addition to +2 :c5strength: strength for each coastal tile it is adjacent to. Also grants +1 :c5faith: faith from sea resources.

House Targeryan(Daenerys Targeryan)
UA: Breaker of chains
Gain an infantry unit upon conquering a city that has never been under your control. Units have a 10% bonus against :c5citystate: city states for each civilian unit they posess(up to 40%) and generate double :c5greatperson: great general points while fighting them.

UU:
Unsullied
Replaces the pikeman. Has no bonus against mounted units and is more expanisve. however, it has higher strength (18 :c5strength:) and a bonus against infantry(25%). It starts with the shock I promotion, and if fighting on flat terrain, will fight as if it full strength even when damaged.

UU:
Second sons
Replaces the longwordsman. Slightly weaker (20 :c5strength:) but faster (3 :c5moves:), the second sons differs from the unit it replaces by having the ability to double the rate of resistance reduction when garrisoned in an :c5occupied: occupied city, gaining experience in the process.

TBC
 
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