RawSasquatch/Kramer's New Civilizations

Usually the UU doesnt fit in with a cyclical design; thats the firaxis-set precdedent anyway, and usually its easier to just represent an important unit using relevant bonuses than cramming effects on to it to get it to line up with the UA or UB.

I mean if it can be done gracefully, all the better, i try to do it all the time in my civs. But sometimes it cant be done and thats okay. Like how would any californian UU be useful in terms of getting golden ages without stepping om the Pracina. And even if an appropriate effect could be found, finding a historical unit to conform to that effect is even harder. I think California id good as is; personally i think a UA with more ties to the movie industry would make more sense thematically, but its not my civ and the current UA works great mechanically.
 
So, that formerly-unused UA that LS designed for a Kongo civ, that I was planning to use for Bhutan, is kind of out of play now. Because, uh, LS released his Kongo civ. I don't know what I expected. Anyhow, I am now in need of a unique ability for Jigme Singye Wangchuck's Bhutan. Any and all suggestions will be considered. Maybe something about the Gross National Happiness system he created? I still intend to use the name "Druk Tsendhen" for the UA's name no matter what, though, because I like it that much.
 
I recall LastSword had planned another crazy UA based around giving increased production/food/whatever to cities that haven't been seen by any other civ yet.

That's an option...
 
Can you update your other civs before you release a new one? Please?
 
♫This is the dawning of the age of Entitlement... ♫
 
UA: Druk Tsendhen
Borders expand +10% faster for every Major Civilization in the game whom you have not met. +2 to every Yield from the :c5capital: Palace and +2 :c5faith: Faith in all other Cities for each Major Civilization you have met.

Edited for the sake of clarity.
 
Or, indeed, Bhutan, since it was very isolated and isolationist before the British showed up and gouged it open with a crowbar...

Yeah, sorry about that. Our dead people were diiiiicks. =]
 
Given I'm fairly sure none of the Brits on this forum were alive in 1864, we probably don't need to apologise :lol:

Either way, I don't like the idea of a bonus for not meeting civs; it sounds good on paper, but in reality it penalises you for exploration which is fairly crucial in most games, would be totally infeasible in higher difficulties because you need trade routes for dat science and it removes player agency - Oh a french warrior just wandered into my lands through no fault of my own lol there goes +2 of every yield, 10% border growth and a butt load of faith thnx game.

Furthermore, thematically, it'd make Bhutan a strong early-gamer, which is odd for a country formed less than 400 years ago.
 
Either way, I don't like the idea of a bonus for not meeting civs; it sounds good on paper, but in reality it penalises you for exploration which is fairly crucial in most games, would be totally infeasible in higher difficulties because you need trade routes for dat science and it removes player agency - Oh a french warrior just wandered into my lands through no fault of my own lol there goes +2 of every yield, 10% border growth and a butt load of faith thnx game.

Furthermore, thematically, it'd make Bhutan a strong early-gamer, which is odd for a country formed less than 400 years ago.

Unless I'm misreading or Scapegrace made a typo, I think you actually gain the yields from meeting civs. Which then is a bit confusing, as it encourages exploration, as border expansion is kind of boring, as bonuses go.
 
Unless I'm misreading or Scapegrace made a typo, I think you actually gain the yields from meeting civs. Which then is a bit confusing, as it encourages exploration, as border expansion is kind of boring, as bonuses go.

Well, on a Large or Huge map, you'd be getting 100% faster border expansion... so double speed? It'd allow you to claim a fair bit of territory around your capital, at least.
 
With such a fast Border Expansion you're bound to meet someone sooner or later, the UA balances itself quickly, really.
 
+2 to every Palace yield is really powerful.
 
With such a fast Border Expansion you're bound to meet someone sooner or later, the UA balances itself quickly, really.

yeah, but until then, you might as well enter the medieval era(and get any wonder that stands in your way).
 
Unless I'm misreading or Scapegrace made a typo, I think you actually gain the yields from meeting civs. Which then is a bit confusing, as it encourages exploration, as border expansion is kind of boring, as bonuses go.

Oh crap, yeah, I'm dumb. Either way I think thats even more weird; giving an isolated kingdom exploration bonuses :lol:

especially when that'd result in +24 to every yield in the capital by the mid-game on a huge map.
 
No, every yield from the Palace. That's (at most) Culture, Production, Science, Gold, and Faith, assuming you went for God-King as your pantheon. =]

EDIT: Perhaps it ought to be +1, but then it doesn't really compensate for the lack of expansion capabilities. Also, on higher difficulty levels, you have to play catch-up with the AIs - and since you get a +25% science bonus for techs someone else has researched, it can really hurt not to find anybody. Despite this, you don't expand that fast, and I think the benefits are generally balanced. You should be concentrating on Faith anyway, what with your Dzongs. =]
 
While wandering through the desert, dehydrated and in desperate search of new civs, you happen across a grisly scene. A trade caravan, apparently plundered by savage barbarians. Adorned with strange symbols you don't recognize, your curiosity gets the better of you and you investigate the wreck more closely in an attempt to discover its destination or origin. The gold and luxuries it once carried are long gone, but you notice a small book sprawled at the side of a deceased merchant. About 6 pages in length, the rest have been torn out, and pages 3-5 are too weathered to be read. However, pages 1, 2, and 6, while hastily censored, seem to detail known trading partners. None of these described civilizations sound the least bit familiar to you, and are nothing like the stories of unreleased empires such as Cascadia, Kurdistan, or Vermont that you were told as a child...

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Start Bias: Desert
Capital: ▓▓▓▓▓▓▓▓▓▓▓▓
UA: ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
:c5gold: Gold-providing Buildings grant +5 EXP to newly-trained units in the city in which they're built, and reduce the :c5gold: cost of buying tiles in that city by 10%.
UU: ▓▓▓▓▓▓▓▓▓▓▓▓▓ (Replaces Great War Infantry)
Extra :c5moves: Movement and extra Sight when it begins its turn on a Desert tile. Upon reaching Level 5, it becomes a ▓▓▓▓▓▓▓▓▓▓▓▓▓▓, further increasing its combat strength.
UB: ▓▓▓▓▓▓▓ (Replaces Caravansary)
May only be built in the Capital City and cities :c5trade: connected to it. In addition to the standard bonuses of the Caravansary, it increases the rate of cultural border expansion in this city by 20%, and will claim all neutral Roads within 3 tiles upon completion.

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▓▓▓▓▓▓'▓▓▓▓▓▓▓▓ (▓▓▓▓▓▓)
Start Bias: Desert
Capital: ▓▓▓▓▓▓▓▓▓
UA: ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
Retain destroyed Barbarian Encampments and adjacent tiles as Forts for your empire. Upon conquering an encampment or city, receive a :c5production: production boost in your Capital City.
UU: ▓▓▓▓▓▓ (Replaces Great General)
Can fight like a combat unit and gain levels unlike the Great General it replaces. With each level, reduces adjacent enemy strength by 5% to a maximum of 20%.
UU: ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ (Replaces Landsknecht)
Requires Honor, and may only be purchased with :c5gold: Gold. Gains extra :c5strength: Combat Strength with the discovery of certain military technologies, and an offensive boost when stationed on or adjacent to a friendly Great Person. May not upgrade.


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▓▓▓▓▓ (▓▓▓▓▓▓▓▓▓)
Start Bias: Hills
Capital City: ▓▓▓▓▓▓▓▓▓▓▓▓▓▓
UA: ▓▓▓▓▓▓▓▓▓▓
Receive a small amount of :c5gold: Gold for exploring Ancient Ruins. +1 :c5gold: Gold in the Capital from Artifacts in the empire, and +4 :c5gold: Gold from worked Antiquity Sites.
UU: ▓▓▓▓▓▓ (Replaces Crossbowman)
May move through Rough terrain as if it were flat, and is Invisible in Forest and Jungle. Slightly weaker than the unit it replaces.
UU: ▓▓▓▓▓▓▓▓▓▓▓ (Replaces Infantry)
+1 :c5moves: Movement when it begins its turn in Friendly Territory. May be used to excavate Antiquity Sites like an Archaeologist.

I know everyone wants me to focus on updating/finishing my currently released/announced civs, but I've been secretly planning all 6+ of these civs for a long while and wanted to get people hyped in a unique way. Guess all you like, all will be revealed in due time...
 
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