Cant really do much work on it until I finish working, so this is just a plan for now, barring a couple of units.
Nameless civilisation, lead by a guy who cant remember his or his civilisation's name right now (That means come up with something).
Leader traits: Creative, Philosophical, Ingenuity.
Civ trait: Anarchist: 5% chance every turn for anarchy on that turn.
Current, temporary backstory: With everyone celebrating when the ice receded from their lands, some celebrated more than others, and just sorta wandered off. A couple of weeks, several hundred miles and an ocean crossing later, the group sobered up with the worst hangover in history, and setup a crude camp. Once their condition improved they set off home, and after wandering in circles and setting up camp in the same spot for weeks before realising, it dawned on them that they had no idea where they were. This situation calls for more drinking! During the merriment someone decided that they should just stay, and so they proceeded to found their first city. Over time more people found their way there who enjoyed the city's merry (If somewhat unhealthy) lifestyle, and so the civilisation of still need a name for them was made.
These guys function by drinking. The Dural are the smart bookish type, the Austrin are the adventurous explorers, and these are the kids who wasted college away throwing parties and doing nothing.
They get unique buildings to produce ale, two of them. All of these also produce more ale over time. +1 every ten turns (+2 for derupterous brewing house), per building (And they can be built in every city). No building will provide more than two ale at any point though.
They also drink ale. A lot of it. Each city takes one ale every ten turns. Your units take ale, but at a much lower rate (5 units drink at the same rate as a city - this means a city can support itself and five units with just the two unique ale buildings. Palace provides two, so 20 units for capital).
Finally, ale consumption increases by 1 for every three cities you have.
Onto abilities:
Cities can use an ability called celebrate (Probably units in cities needed to cast it, not sure), which halts production of everything (Food, science, hammers, great people etc.) for two turns, loses all stored food, and reduces population by a random amount between 1 and 5. In return, you have a small chance to generate a random great person than and there (random drunken philosophical discussions are bound to pay off sometime), a large happiness boost, and you generate drunk citizens equal to lost population. These guy will wander around near your city and do random stuff. This includes ripping out all the crops on a farm and replacing them with shot glasses (vodka farms), forcefully repurposing your mines to dig for barley, and turning forest tiles into beer trees. Those are just trees with empty glasses hanging off them though (-1 health in city till cleaned). They can also randomly find magical items (rarely, and weaker stuff only) lying on the ground, and die of alcohol poisoning (4% each turn?) and permanently improve or reduce productivity of a tile (Food, hammers or gold). After five turns of this they sober up and can return to the city and rejoin it (Or any other city). Alternatively you can band four of them together into a settler (Just needs four of them in a stack), or give them some more and let them continue their rampage.
Costs 10xcity population gold.
Most melee units will be able to similarly get drunk out in the field, which can have a variety of effects between turning into a dragon, a fish, and anything in between temporarily, kill them outright, give them experience, suddenly give them the urge to forge things like the 'godslayer slayer' (A funny looking stick with a face drawn on), or turn into a great prophet? (Not great prophet. Note the ?). They might gain hero, or temporarily gain the ability to do the impossible, such as seeing the invisible (self explanatory), breaking the unbreakable (Mountains to hills, good chance of marble or a metal being there), or touching the untouchable (double movement and a ranged attack). This will cost you some gold however.
Ranged units can do something similar, but they just attach something to their arrows (Or use something else outright). This includes ferrets (Anyone hit loses first strikes for a few turns, -25% damage to the archer who shot the ferret for that turn), random things they found on the floor (-20% damage, gives damaged units diseased, withered, poisoned, stoneskin, or regeneration), beehives (weak promotion clone for hit units for 1 turn, causes collateral damage), and whatever else I can come up with.
Mage units cast any spell they know (And a couple of unique ones) automatically at the beginning of the turn. Some of these might hit the wrong targets though, so you could end up turning your SoD into crazy mutant werewolves. Alternatively, you could end up using Firestorm, which creates five meteors, five fireballs,and casts pillar of firex3. Unfortunately this can only occur when drunk, which messes with his spells. Meaning some of your fireballs/meteors could be barbarian, and your pillars of fire might hit yourself. He does have a spell that can only be used at this start of turn cast which turns everything in the surrounding nine tiles (Friend or foe) into various drinks, which can then be consumed for effects similar to the melee unit's ability (Much better odds of good stuff though) or taken to a city to add hammers to current production. I guess they just dangle it in front of the worker's heads or something.
Currently planning on explaining all this with magical beer. Yep, next time someone asks why your warrior can flatten mountains, the correct response is 'gods spiked his drink'.
Enough overly long explanations, the rest can wait until I do them.
TL;DR VERSION:
They produce and consume ale, at a somewhat alarming rate. (One ale resource lasts the other civs an entire game, these go through that in ten turns!) Most of their abilities are random whether they help or hurt, and can do both quite excessively. Basically, throw caution to the winds and ask yourself: really, whats the worst that can happen?
Cities can celebrate for some extremely beneficial and detrimental effects. Including vodka farms.
Melee units can get wasted for random effects.
Archers can shoot various animals and rubbish at people.
All units have a 10% chance of converting anything they kill, including heroes. These all lose some strength though.
Most units have ale affinity, so surplus ale powers them up. Weaker base strength to compensate.
Two heroes:
Dave Davette, the alcoholic transvestite hill giant. (Flash ability, which is a dragon's roar clone that can also add crazed.) Otherwise, same as the nilhorn giants. Unlocked at Pact of the Nilhorn.
Leader guy. 95% withdrawal rate, 4/6 strength, weak ranged attack. You get to pick an extra trait every 10 levels. Does NOT have Hero. Available at some midgame tech like Iron working. +25% on cold terrains (He likes his drinks cool
) -25% on desert (He does not like them hot). Wears a kilt.
New (These guy's name here) only events:
Your lowest pop city is destroyed and you get 50 warriors with the drunk promotion, with no upkeep. Only occurs after you have four cities. 0.05% chance to occur every turn (Assuming events are checked for every turn, havent checked yet)
You run into a unique Sea serpent, Free Billy. Turns out THATS how you got across the ocean. Eh...1% chance after turn 150.
Used a lot of stuff that isnt done yet so I have to make myself learn python
So, other than how completely unserious it is, and how I have nothing tangible yet, thoughts? Also, ideas for names, units and such would be helpful. Think of a decent random thing to happen when drunk if you want. The whole point is for not even THEM to know whats going on. At least they wont remember it in the morning.
Wait crap I just saw the size of the preview. Thats too long D:
Nameless civilisation, lead by a guy who cant remember his or his civilisation's name right now (That means come up with something).
Leader traits: Creative, Philosophical, Ingenuity.
Civ trait: Anarchist: 5% chance every turn for anarchy on that turn.
Current, temporary backstory: With everyone celebrating when the ice receded from their lands, some celebrated more than others, and just sorta wandered off. A couple of weeks, several hundred miles and an ocean crossing later, the group sobered up with the worst hangover in history, and setup a crude camp. Once their condition improved they set off home, and after wandering in circles and setting up camp in the same spot for weeks before realising, it dawned on them that they had no idea where they were. This situation calls for more drinking! During the merriment someone decided that they should just stay, and so they proceeded to found their first city. Over time more people found their way there who enjoyed the city's merry (If somewhat unhealthy) lifestyle, and so the civilisation of still need a name for them was made.
These guys function by drinking. The Dural are the smart bookish type, the Austrin are the adventurous explorers, and these are the kids who wasted college away throwing parties and doing nothing.
They get unique buildings to produce ale, two of them. All of these also produce more ale over time. +1 every ten turns (+2 for derupterous brewing house), per building (And they can be built in every city). No building will provide more than two ale at any point though.
They also drink ale. A lot of it. Each city takes one ale every ten turns. Your units take ale, but at a much lower rate (5 units drink at the same rate as a city - this means a city can support itself and five units with just the two unique ale buildings. Palace provides two, so 20 units for capital).
Finally, ale consumption increases by 1 for every three cities you have.
Onto abilities:
Cities can use an ability called celebrate (Probably units in cities needed to cast it, not sure), which halts production of everything (Food, science, hammers, great people etc.) for two turns, loses all stored food, and reduces population by a random amount between 1 and 5. In return, you have a small chance to generate a random great person than and there (random drunken philosophical discussions are bound to pay off sometime), a large happiness boost, and you generate drunk citizens equal to lost population. These guy will wander around near your city and do random stuff. This includes ripping out all the crops on a farm and replacing them with shot glasses (vodka farms), forcefully repurposing your mines to dig for barley, and turning forest tiles into beer trees. Those are just trees with empty glasses hanging off them though (-1 health in city till cleaned). They can also randomly find magical items (rarely, and weaker stuff only) lying on the ground, and die of alcohol poisoning (4% each turn?) and permanently improve or reduce productivity of a tile (Food, hammers or gold). After five turns of this they sober up and can return to the city and rejoin it (Or any other city). Alternatively you can band four of them together into a settler (Just needs four of them in a stack), or give them some more and let them continue their rampage.
Costs 10xcity population gold.
Most melee units will be able to similarly get drunk out in the field, which can have a variety of effects between turning into a dragon, a fish, and anything in between temporarily, kill them outright, give them experience, suddenly give them the urge to forge things like the 'godslayer slayer' (A funny looking stick with a face drawn on), or turn into a great prophet? (Not great prophet. Note the ?). They might gain hero, or temporarily gain the ability to do the impossible, such as seeing the invisible (self explanatory), breaking the unbreakable (Mountains to hills, good chance of marble or a metal being there), or touching the untouchable (double movement and a ranged attack). This will cost you some gold however.
Ranged units can do something similar, but they just attach something to their arrows (Or use something else outright). This includes ferrets (Anyone hit loses first strikes for a few turns, -25% damage to the archer who shot the ferret for that turn), random things they found on the floor (-20% damage, gives damaged units diseased, withered, poisoned, stoneskin, or regeneration), beehives (weak promotion clone for hit units for 1 turn, causes collateral damage), and whatever else I can come up with.
Mage units cast any spell they know (And a couple of unique ones) automatically at the beginning of the turn. Some of these might hit the wrong targets though, so you could end up turning your SoD into crazy mutant werewolves. Alternatively, you could end up using Firestorm, which creates five meteors, five fireballs,and casts pillar of firex3. Unfortunately this can only occur when drunk, which messes with his spells. Meaning some of your fireballs/meteors could be barbarian, and your pillars of fire might hit yourself. He does have a spell that can only be used at this start of turn cast which turns everything in the surrounding nine tiles (Friend or foe) into various drinks, which can then be consumed for effects similar to the melee unit's ability (Much better odds of good stuff though) or taken to a city to add hammers to current production. I guess they just dangle it in front of the worker's heads or something.
Currently planning on explaining all this with magical beer. Yep, next time someone asks why your warrior can flatten mountains, the correct response is 'gods spiked his drink'.
Enough overly long explanations, the rest can wait until I do them.
TL;DR VERSION:
They produce and consume ale, at a somewhat alarming rate. (One ale resource lasts the other civs an entire game, these go through that in ten turns!) Most of their abilities are random whether they help or hurt, and can do both quite excessively. Basically, throw caution to the winds and ask yourself: really, whats the worst that can happen?
Cities can celebrate for some extremely beneficial and detrimental effects. Including vodka farms.
Melee units can get wasted for random effects.
Archers can shoot various animals and rubbish at people.
All units have a 10% chance of converting anything they kill, including heroes. These all lose some strength though.
Most units have ale affinity, so surplus ale powers them up. Weaker base strength to compensate.
Two heroes:
Leader guy. 95% withdrawal rate, 4/6 strength, weak ranged attack. You get to pick an extra trait every 10 levels. Does NOT have Hero. Available at some midgame tech like Iron working. +25% on cold terrains (He likes his drinks cool

New (These guy's name here) only events:
Your lowest pop city is destroyed and you get 50 warriors with the drunk promotion, with no upkeep. Only occurs after you have four cities. 0.05% chance to occur every turn (Assuming events are checked for every turn, havent checked yet)
You run into a unique Sea serpent, Free Billy. Turns out THATS how you got across the ocean. Eh...1% chance after turn 150.
Used a lot of stuff that isnt done yet so I have to make myself learn python

So, other than how completely unserious it is, and how I have nothing tangible yet, thoughts? Also, ideas for names, units and such would be helpful. Think of a decent random thing to happen when drunk if you want. The whole point is for not even THEM to know whats going on. At least they wont remember it in the morning.
Wait crap I just saw the size of the preview. Thats too long D: