Reinventing the wheel

By base unit support you mean that you can field 25% more units before hitting the production penalty, correct? This is a really interesting idea, if I knew how to do the unit support I might mod it in myself. :p
 
Some superb ideas in here. I would love to see at least an alternate UA for each civ so I can imagine what Civ V with different leaders would be like.
 
A little idea of a Rome remake.

UA: Pax Romana
Unhappiness from any citie (yours,puppets,puppets you annexed is reduced by 25%. All non-Roman cities you conquer give a 2% culture boost in capital, and 1% in other Roman cities. (While small, it promotes Rome as a tall civ that goes warmonger, because it can have many puppet cities, to give a massive culture boost.)(Boost stops a 30% in Cap, and 15% in other Roman cities.) Once you hit archaeology, boost stops but you gain 10% tourism in all cities.

UI: Castra
Req: Requires the tech Construction to be built. (Maybe) replaces the normal Fort. Provides a 55% defense boost, along with 1 gold at the start, and 2 food at civil service, and 1 production at metal casting. If built outside your own territory, 12 turns after it was built and if was not damaged, it is claimed as your territory. However, there can only be 1 in a 5 hex radius unless it is in the 3 hexs that you can work in your city.

UU: Legion
Requires 80 production. Has 17 STR and starts with Cover 1 promotion, and can clear woods and jungles, and build Castras. (This time this trait gets carried on)

While in the same style as normal Rome, such as the same UU, it mixes it up a bit. First, it really promotes building an empire out of puppets because of the UA which will give culture and later tourism, which represents the glory of Rome. the UI promotes expansion with its ability to claim territory in a bit, allowing you to expand outside your territory with many garrisons, allowing control the trade routes and army marching. The legion, while more expensive then last time, makes up for it big time by perma keeping its road and Castra building powers, along with removing trees, to become a more versatile army piece, and with cover, it becomes a very powerful combat unit in the classical and early medieval era.
 
Rome UA: Bread and Circuses
Your capital gets +1 food for each other city you own, including puppets. Happiness buildings in the capital provide one additional local happiness.
 
Rome UI: Roman Road
Replaces the Road, gives Rome units +33% faster movement and Rome citizen units do not have movement penalties on Roman Road tiles.

Movement bonus does not carry over when improved to Railroad.
 
I got around to doing the DLC civs. Thoughts?

Mongolia
Assimilation: You can construct the unique Units, Buildings, and Improvements of any Civilization whose original :c5capital: Capital you control.

Mounted Archer (replaces Crossbowman): +3 :c5moves: Movement. Can move after attacking. No defensive terrain bonuses.
Light Lancer (replaces Knight): +1 :c5moves: Movement. Starts with Charge promotion.

Spoiler :
Okay, the names are super dull. Better ideas? The Mongols didn't use exclusively archers in their conquests; they also had lightly armored lancers to break enemy armies softened up by the archers. Making the horse archer a crossbowman replacement (with no resource requirement) gives the Mongols a proper horde, with some knight-like units backing them up. Keeping the original crossbow stats for the archer also makes them weaker in combat than vanilla camel archers and keshiks, which I think is necessary. I never liked the Mongol UA (who needs help attacking city-states?) but it wouldn't make sense to have them be anything but a warmonger. I decided to let them absorb the unique aspects of the civs they conquer—too cool an ability not to suggest for somebody, and for the Mongols, I think it actually makes a lot of sense. Unlike many other great empires, they actually adopted more from the cultures they dominated than they imposed on them. It'd be a fun little bit of meta-game, trying to figure out in which order to attack your enemies in order to get the most use out of their unique stuff.


Babylon
Akkadian Heritage: Receive a small amount of :c5culture: Culture and :c5science: Science from each Ancient Ruin your Units explore. Receive a free Artifact when you discover Archaeology. +2 :c5culture: Culture from Landmarks and all :c5greatperson: Great Person tile improvements.

Brickworks (replaces Stone Works): +1 :c5production: Production. +10% :c5production: Production when constructing Buildings or Wonders. No resource requirements.
Royal Guard (replaces Chariot Archer): +1 :c5strength: Strength, +1 :c5rangedstrength: Ranged Strength. +10% :c5rangedstrength: Ranged Strength vs. Melee Units.

Spoiler :
Reading about the Neo-Babylonian empire on Wikipedia, I thought this was really interesting:
"Neo-Babylonian rulers were deeply conscious of the antiquity of their heritage, and pursued an arch-traditionalist policy, reviving much of their ancient Sumero-Akkadian culture. Even though Aramaic had become the everyday tongue, Akkadian was restored as the language of administration and culture…Ancient artworks from the heyday of Babylonia's imperial glory were treated with near-religious reverence and were painstakingly preserved. For example, when a statue of Sargon the Great was found during construction work, a temple was built for it—and it was given offerings. The story is told of how Nebuchadnezzar in his efforts to restore the Temple at Sippar, had to make repeated excavations until he found the foundation deposit of Naram-Suen, the discovery of which then allowed him to rebuild the temple properly."
I figured hey, perfect, it'd be cool to have a civ that was associated with the new archaeology system in some unique way. This UA only functions in the early game and the late game, which is somewhat of a weakness, but I think it's interesting in spite of that, and a very strong UB keeps them going through the mid-game. There wasn't much stone in Babylonia, but they managed to construct all sorts of fabulous monumental architecture with brick instead. The production bonus should help them go tall. There's really nothing interesting about the ancient Babylonian military—apparently it was just a mediocre copy of Assryia's—so I thought maybe I'd ditch their UU and go for a second UB, a ziggurat or something. But I decided to stick with tradition and just make something up: there was probably a royal guard, and the elite troops were probably cavalry or charioteers, so voilà. Resource-limited but fairly strong, and not very interesting.


Spain
By the Grace of God: Can purchase Settlers and Workers with :c5faith: Faith. If you have founded a religion, your new Cities convert to your religion immediately upon being settled.

Caballero (replaces Horseman): +7 :c5rangedstrength: Ranged Strength. Strikes twice when attacking.
Reconquistador (replaces Longswordsman): +1 :c5moves: Movement. May Remove Heresy from a friendly city, at the cost of 1 :c5citizen: Citizen for every 2 followers of foreign religions eliminated from the city (one use).

Spoiler :
The caballero is a caballero villano, who struck with javelins before closing for melee combat (so I swiped the Impi's new mechanics). The reconquistador (probably deserves a better name, but I do like the symmetry with the original conquistador unit) is a Longswordsman who moves as fast as an Inquisitor and can function like one—without the associated faith cost (also without being able to defend against conversion)—with the downside that he has to kill your citizens to do it. The UA is hopefully decent if you don't get a religion, but with a religion it should be very strong, especially if there's enough unsettled room on the map for some major mid-game expansion.


Inca
Andean Hegemony: Pay 250 :c5gold: Gold to annex or puppet any non-hostile :c5citystate: City-State within five tiles of your territory from which you have been able to demand tribute for five consecutive turns.

Boleador (replaces Composite Bowman): +1 :c5rangedstrength: Ranged Strength. +33% :c5rangedstrength: Ranged Strength against Mounted Units.
Terrace (replaces Water Mill): City must be built on or next to a Hill. +1 :c5food: Food for all Hill tiles worked by this city.

Spoiler :
Making the terrace a UB instead of a UI is kind of fudging the whole "reinvent this civilization" directive, but it's hard to imagine the Inca, especially with their hill start bias, not having terrace farms in some form. As a UB, it might actually be a little more powerful in the late game, since it adds food to every hill (including pastures, mines, etc.), but it also means you have fewer crazy super-hexes producing 5+ food. There's not much that's unique about the Inca military, but I thought it was interesting that they used bolas in battle, so they get a slightly more powerful composite bowman with an extra advantage against horses. The UA is a twist on Austria's; the Inca supposedly preferred threatening smaller states into submission rather than actually fighting for them. They'd offer a gift in return for the rival's surrender; only if it was declined would they attack. Here, the Inca would be able to absorb any nearby city-state after threatening it for a little while.
 
For the Danish Longboat, I borrowed a bit of Hans Castorp's (great name, by the way) idea but toned it down. Logistics is very, very powerful—I think it's better just to have them move after attacking, cavalry-style.

Polynesia
Slayer of Chiefs: Start a :c5goldenage: Golden Age the first time you declare war and each time you capture an enemy :c5capital: Capital.

Luakini Heiau (replaces Temple): +2 :c5faith: Faith. +3 additional :c5faith: Faith while you are at war.
Koa (replaces Spearman): +1 :c5strength: Strength. +33% :c5strength: Strength vs. Mounted units, +25% :c5strength: Strength vs. Melee units.

Spoiler :
Focused on Hawaii and turned Kamehameha into a pure warmonger. The UA comes from a (probably apocryphal) prophecy about Kamehameha himself; I thought it'd be an interesting way to lead a player towards a domination victory. Koa were (still are, I guess) Hawaiian warriors; they supposedly used sophisticated phalanx-like tactics which were deadly against less-organized infantry. Heiau are temples; a luakini heiau was a temple to the god of war and a site of human sacrifice. The faith bonus might be excessive, considering that the player can choose to be at war 100% of the time, but that'd have to be tested.


Denmark
The Tempest's Might: All Naval and embarked Units have +1 :c5moves: Movement. Melee Units receive +15% :c5strength: Combat Strength when attacking from the sea. Great Admirals can be used to start :c5goldenage: Golden Ages.

Longship (replaces Trireme): Starts with Coastal Raider I promotion. Can move after attacking. More likely to generate Great Admirals.
Star Fortress (replaces Arsenal): +2 :c5strength: Defense. +1 :c5gold: Gold for each Naval Trade Route that passes within three tiles of this City.

Spoiler :
UA name pinched from Henry Wadsworth Longfellow's translation of the Danish royal anthem. Maybe the Golden Age thing seems more fitting for England, but Denmark has its own illustrious naval history too; I wanted to capture some of the coast-raiding Viking flavor but expand it into something that'd make Denmark a naval power all game long and have some non-military benefits as well. I think the original Danish UA and the berserker are cool (the ski infantry are a bit daft), but the changes to naval combat in G&K really weakened them. Now that naval units can take cities, why bother with amphibious pillaging and raiding when you control the waves? The Longship can withdraw after attacking and offers a little synergy with the UA (the former promotion wouldn't carry over; the latter would). Denmark was hardly the only nation to build star fortresses, but Kronborg in particular was a pretty big deal for taxing maritime trade out of the Baltic Sea. Depending on how naval trade routes work in BNW, this could be a little weak or totally OP. Also depending, as in real life, on geography.


Korea
Hermit Kingdom: +25% :c5culture: Culture in all Cities as long as there are no foreign Units in your territory.

Porcelain Kiln (replaces Granary): +2 :c5culture: Culture.
Panokseon (replaces Galleass): +4 :c5strength: Strength, +6 :c5rangedstrength: Ranged Strength.

Spoiler :
This UA probably needs a lot of tweaking, and it might be a little too game-y, but I like the concept. With the new emphasis on international trade as a source of gold and science, and especially with the late game's focus on tourism, this should actually be a pretty compelling trade-off. You can get a huge culture boost, but only if you forego a lot of other important advantages; you'll probably have to give it up sooner or later. It could perhaps be better realized as "when you have no active Open Borders treaties," but then Korea would have nothing special to do until Civil Service, and you'd lose the extra incentive to keep even missionaries and barbarians away. The Panokseon was actually the main Korean warship in the same era as the turtle ships; its main advantage over its Japanese counterparts was firepower: better cannons in greater numbers. The porcelain kiln offers an extra boost to culture and represents Korea's long tradition of fine pottery, especially celadon. The granary and shrine are the only buildings associated with the pottery tech, so I picked the granary—maybe a kiln that generates extra food from bananas doesn't make a lot of sense, but what can you do?
 
More great ideas here. I particularly like the Mongolian, Babylonian and Spanish UAs. The Polynesian UA is an interesting idea, but it doesn't immediately scream Polynesia at me. I think you are probably right about the Danes and Logistics. Would the withdrawal ability for the Longship be passed on on promotion? The UA as it stands is a bit of a grab-bag of little naval bonuses. Maybe it could do with something with a bit more oomph! I like the Star Fortress idea, though.
 
Polynesia
Slayer of Chiefs: Start a :c5goldenage: Golden Age the first time you declare war and each time you capture an enemy :c5capital: Capital.

Luakini Heiau (replaces Temple): +2 :c5faith: Faith. +3 additional :c5faith: Faith while you are at war.
Koa (replaces Spearman): +1 :c5strength: Strength. +33% :c5strength: Strength vs. Mounted units, +25% :c5strength: Strength vs. Melee units.

A Polynesia without the Moai?! :cry: You're breaking my heart here.
 
Mongolia
Assimilation: You can construct the unique Units, Buildings, and Improvements of any Civilization whose original :c5capital: Capital you control.

Okay, the names are super dull. Better ideas?

Might I suggest something along the line of "Khaganates" to replace Assimilation?
 
This could be a little harsh or negatively themed, but I think it would be interesting if Russia had less detriments from going into unhappiness as a supplement to their UA. Maybe unhappiness could kick in at -6 and rebellion at -12?
 
This could be a little harsh or negatively themed, but I think it would be interesting if Russia had less detriments from going into unhappiness as a supplement to their UA. Maybe unhappiness could kick in at -6 and rebellion at -12?

Even if it weren't implemented for Russia, that's a pretty good idea - a mechanic of the game that is not really messed with at the moment.
 
Even if it weren't implemented for Russia, that's a pretty good idea - a mechanic of the game that is not really messed with at the moment.

I thought this was already the AI's UA?
 
More great ideas here. I particularly like the Mongolian, Babylonian and Spanish UAs. The Polynesian UA is an interesting idea, but it doesn't immediately scream Polynesia at me. I think you are probably right about the Danes and Logistics. Would the withdrawal ability for the Longship be passed on on promotion? The UA as it stands is a bit of a grab-bag of little naval bonuses. Maybe it could do with something with a bit more oomph! I like the Star Fortress idea, though.

Yeah, Polynesia as a warmonger might be a bit of a stretch; I looked at Hawaiian history pretty narrowly and it turns out it's pretty bloody (and Kamehameha himself was quite the imperialist), but that definitely leaves most of Polynesia out in the cold. I was thinking the Longship's cavalry-style promotion wouldn't pass on—it'd be pretty nasty if you had a whole fleet of destroyers that could do that. Then again, how many triremes do you ever build in a game?

As for the Danish UA, I think it's pretty powerful, but you're right that it's a bit of a hodgepodge. I do think the great admiral thing has a bit of…well, maybe not oomph. Pizzazz?

A Polynesia without the Moai?! :cry: You're breaking my heart here.

Ha, sorry. The idea was to reinvent the civs—so Polynesia without the focus on culture or seafaring. I decided to just zero in on Hawaiian history.

Might I suggest something along the line of "Khaganates" to replace Assimilation?

Sure! Sounds way better.

This could be a little harsh or negatively themed, but I think it would be interesting if Russia had less detriments from going into unhappiness as a supplement to their UA. Maybe unhappiness could kick in at -6 and rebellion at -12?

Ha, yeah, I doubt Firaxis would ever implement something (potentially) offensive like that, but as long as we're just playing Game Designer over here, that's pretty good. The only trouble is that it's sort of a human-only UA—the AI basically never experiences unhappiness, so they wouldn't get anything out of it. Of course, there are plenty of vanilla UAs that have the same problem, and your idea would allow for much more interesting (human) gameplay than, say, India's current ability.
 
Yeah, Polynesia as a warmonger might be a bit of a stretch; I looked at Hawaiian history pretty narrowly and it turns out it's pretty bloody (and Kamehameha himself was quite the imperialist), but that definitely leaves most of Polynesia out in the cold. I was thinking the Longship's cavalry-style promotion wouldn't pass on—it'd be pretty nasty if you had a whole fleet of destroyers that could do that. Then again, how many triremes do you ever build in a game?

As for the Danish UA, I think it's pretty powerful, but you're right that it's a bit of a hodgepodge. I do think the great admiral thing has a bit of…well, maybe not oomph. Pizzazz?

Ha, sorry. The idea was to reinvent the civs—so Polynesia without the focus on culture or seafaring. I decided to just zero in on Hawaiian history.

Sure! Sounds way better.

Ha, yeah, I doubt Firaxis would ever implement something (potentially) offensive like that, but as long as we're just playing Game Designer over here, that's pretty good. The only trouble is that it's sort of a human-only UA—the AI basically never experiences unhappiness, so they wouldn't get anything out of it. Of course, there are plenty of vanilla UAs that have the same problem, and your idea would allow for much more interesting (human) gameplay than, say, India's current ability.

Polynesia as a warmaker I get - Hawaii, the Maori, etc. It just feels sort of generic as a ua. The capital seizure idea could work for a civ more explicitly associated with the capture of major cities, but this is a bit of a stretch for Polynesia. The Huns maybe?
 
This could be a little harsh or negatively themed, but I think it would be interesting if Russia had less detriments from going into unhappiness as a supplement to their UA. Maybe unhappiness could kick in at -6 and rebellion at -12?

Isn't this functionally identical to giving Russia a happiness bonus?
 
Well, also there's the Golden Age mechanic and the Piety thing that gives you culture for excess happiness.
 
Hippodrome (replaces Coliseum): +1 additional :c5happy: Happiness; the total happiness provided by this building counts twice for determining the points needed to start a :c5goldenage: Golden Age.

Could just provide +1:c5happy: and +1:c5goldenage: GA point, similar to how Satrap's Courts work in GEM (+2:c5goldenage: GA points and +200 for building it).


Also, I really don't like America losing the Ironclad. After all, they were the ones to invent it.
 
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