(WIP) Howard Tafty's Civilization Development Thread

Howard Tafty

Minister-Chairman
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May 23, 2015
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Howard Tafty's Imperialistic Civilizations of the World!

Designs:
Kingdom of Spain

Alfonso XIII

Restoration of the People
Upon adopting a :c5culture: Social Policy recieve :c5production: Production bonus in all Cities equivalent to 5% of the :c5culture: Culture expended. post-Industrial Buildings in the :c5capital: Capital contain a slot for a :greatwork: Great Work of Art which provides :c5happy: Happiness instead of thier base :tourism: Tourism yield.

Bandera
Much stronger than the Great War Infantry and start with the unique promotion "Mistica Legionaria" which increases :c5greatperson: Cultural Great Person generation from kills or when adopting a Promotion.

Metallurgic Plant
Provides +1 :c5production: Production and +1 :c5gold: Gold from Strategic Resources. Mines provide :c5production: Production outside of workable range of this City unlike the Factory it replaces.

Empire of Japan

Terauchi Masatake

From Tokyo to Toyohara
Naval :trade: Trade Routes to Conquered Cities increase Military Building :c5production: Production by +10%. :c5puppet: Puppet Cities connected to your Empire expand Borders much faster and decrease costs of :c5culture: Social Policies

Kongou-class
+1 :c5moves: Movement which increases for every 2 Levels this Unit earns. +5% :c5strength: Combat Bonus for every point faster it is than the Enemy Unit. Unlike the Frigate it replaces.

Kaichow
Ignores Movement Penalties when adjacent to Coast. Cheaper unlike the Great War Infantry it replaces.

United States of America

Grover Cleveland

A Gilded Age
Upon entering the Industrial Era resaerching :c5science: Technologies provide :c5goldenage: Golden Age Points upon thier discovery. Cities connected by Railroad to the :c5capital: Capital receive a :c5production: Production bonus equivalent to the :c5food: Growth difference.

Machine Shop

Pre-Dreadnought
 
That looks interesting! Definitely wouldn't mind seeing it in-game. My only critique is the partial heal on receiving XP, since the Aztec UU does the same.
 
Howard Tafty's Imperialistic Civilizations of the World!

Second Portuguese Republic

António de Oliveira Salazar

Estado Novo
International :trade: Trade Routes provide double the :c5gold: Gold if a Civilization is currently at :c5war: War. Upon adopting a :c5culture: Social Policy receive a small lump sum of :c5gold: Gold for Building Diversity* in the :c5capital: Capital. May immediately purchase or train Units at a -15% Discount in Cities founded far away from the :c5capital: Capital.

Instituicao Educacional
Much cheaper to build it generates +2 :c5culture: Culture. +1 :c5science: Science from Sea Resources. Worked Sea Resources generate double thier yields upon researching Refrigeration unlike the University it replaces.

Legião Nacional
Unlike the Infantry it is cheaper to train and gains a +10% :c5strength: Combat Bonus in friendly territory for every Policy Tree completed.

Spoiler :
*: For every 1 :c5culture: Cultural, :c5gold: Gold, and :c5production: Production Building receive +2 :c5gold: Gold


Imperial State of Iran

Reza Shah

Three Pillars of Rule
Training Units, Founding Cities, and Purchasing Tiles provide points toward :c5greatperson: "Potency" which may be expended to earn a free :c5culture: Social Policies or rush :c5science: Technologies. Cities connected to the :c5capital: Capital increase :c5greatperson: "Potency".

Berno
the Berno gains a :c5strength: Combat Bonus against Units in Desert Terrain or in Former Lands and is cheaper than the Great War Infantry that it replaces. Has the Unique Promotion "Sands of Persia" which upon attacking may cause the Enemy Unit to lose a :c5moves: Movement Point next turn.

Refinery
May grant a copy of Oil upon completion. Oil Wells and Offshore Platforms grant an additional +1 :c5production: Production unlike the Factory it replaces.
 
Could just make it cheaper to produce?
 
Other Stuff:

Empire of Russia

Pyotr Stolypin

Rural Transformation
May not build Workers but are instead spawned in all :c5puppet: Puppet Cities and Colonies* whenever you adopt a yield-changing :c5culture: Social Policy. Upon completing a :c5food: Food Building in the :c5capital: Capital all Cities :c5trade: connected to it receive a 15% reduction in Theft* for 5 turns.

Khutor
Replaces the Aqueduct. +1 :c5food: Food and +1 :c5production: Production from Farms, carries over 20% of the :c5food: Food after the birth of a new :c5citizen: Citizen. Comes much later at Machinery.

Stolypin Carraige
May grant a resource of Cattle after establishing a new :trade: Trade Route unlike the Caravan it replaces.

Spoiler :
* : From JFD's C&C&C (Claims, Crimes, and Colonies)


Grand Duchy of Hesse and by Rhine

Louis IV

The Greater Fatherland
Upon defeating an Enemy Unit within your borders you may receive a free Artifact which yields +1 :c5culture: Culture and +1 :c5greatperson: Great People points. For every Declaration of :c5war: War earn an additional +10% :c5culture: Culture generation in the :c5capital: Capital.

Artisits's Colony
Much cheaper to produce it has no base yields but instead it has a total of 5 :greatwork: Great Work Slots unlike the Museum it replaces.

Hessian Infantry
Generates twicw as much :c5influence: Influence when gifted to :c5citystate: City-States. +2 :c5gold: Gold per turn as long as it's under foreign control unlike the Musketman it replaces.

Weimar Republic

Wilhelm Marx

Burgfrieden
Cities other than the :c5capital: Capital may randomly "demand" certain :c5culture: Social Policies to be adopted. Upon doing so that City enters a 10-turn WLtKD during which it grants unique promotions* to Military Units and :c5unhappy: Unhappiness from the local :c5citizen: Population is halved.

Tankgewehr
Radically different than the Artillery it replaces it is considered an Infantry Unit and does not require set up before firing. Gains a +250% :c5strength: Combat Bonus against Armored Units however it also receives a Combat Penalty against other Infantry Units.

Bauhaus
Has a slot for 1 :greatwork: Great Work which when filled Engineer Specialist increase :c5greatperson: Great Person generation.

Spoiler :
*Promotions:

 
Yeah well last design: UA is a bit useless with piety(the first part) and kinda reminds me of UC's Saudi Arabia.
UU: giving a 15% bonus to a unit with less than 8 strength is... Well, hardly useful. Besides, you don't wanna spam warriors, Howard. Those abilities fit a scout replacements rather than a warrior one.
UU: reminds of JFD's Sweden. I supose itll be easier to code. Again, just saying. Quite like that it can remove heresy(totally awesome with P&P) though will that consume it?

Overall: I like the focus, but this needs tweaking.
 
Hey so not long after picking up a notebook I just made these designs. I plan on making up some stuff later so yeah...
 
I think these are some of your best designs.

I like the Spain one a lot. It's simple yet effective. How are you defining Industrial building though? All buildings in the Industrial era? Either way, it's very nice.

The Japan UA kind of reminds me of JFD's Japan with the whole naval production from conquered cities and border expansion elements, but it's done differently enough that I don't think it matters that much. I like the naval UU, although I think it could get really crazy with the amount of moves it'll be getting from promotions.

The Taft one sounds interesting too, but how exactly does the second half of the UA work?

I'm also looking forward to Salazar because everyone forgets about him.
 
I think these are some of your best designs.
Thanks! I've been trying to spark some creative engenuity since I've had my small creator's block.

I like the Spain one a lot. It's simple yet effective. How are you defining Industrial building though? All buildings in the Industrial era? Either way, it's very nice.
post industrial is what I meant so I just edited it right now.

The Japan UA kind of reminds me of JFD's Japan with the whole naval production from conquered cities and border expansion elements, but it's done differently enough that I don't think it matters that much. I like the naval UU, although I think it could get really crazy with the amount of moves it'll be getting from promotions.
I was considering to push it to every 3 levels or making it a bit weaker because I essentially wanted to emphasize naval raidings which the Japanese frequented in during both World Wars

The Taft one sounds interesting too, but how exactly does the second half of the UA work?
Essentially if you were to buy a Shrine in a City-State it yields +1 gold per turn in your treasury or its base faith yield in gold. I wanted to emphasize to obsession of foreign investment during both Taft and Roosevelt presidencies but I'm still trying to find something that ties it all together.

I'm also looking forward to Salazar because everyone forgets about him.
I'm surprised nobody has made a civ of him yet.
 
The Spain design looks really cool, I hope that you get around to making it one day as it certainly seems like it'd be appealing to play.

That said, the latter part of the UB, regarding mines outside of workable range providing production could be a little strong. I'm hesitant to cry OP because I like the rest of the civ too much - dammit :p

Seriously, great job, looking forward to what you cook up for Salazar

Edit; Ninja'd
 
The Spain design looks really cool, I hope that you get around to making it one day as it certainly seems like it'd be appealing to play
Thanks I appreciate it! I might make some of the civs in this thread after I set priorities straight

That said, the latter part of the UB, regarding mines outside of workable range providing production could be a little strong. I'm hesitant to cry OP because I like the rest of the civ too much - dammit :p
It really depends on how early you reach industrilization and how expansive you have been in the late game. I might nerf if it seems borderline overpowered.

Anyway updated the OP but the image limit here is terrible or [FAMILY-FRIENDLY FORUM] so I had to go hopping to the second post. Taft is completed and Salazar is still in the drafting stages.
 
Man, that song still creeps me out...

Link to video.

BTW, what was the reasoning behind giving Spain Metalurgic Plants as an UB?

Metallurgy has been atleast somewhat of a small staple in Spanish Economy since the Bourbon Restoration so I thought I could transfer it to game specs pretty well.
 
Update
- Finished the Second Portuguese Republic
- Added the most sublime and regal Imperial State of Iran under Reza Shah
- Empire of Russia under Alexander III is added to WIP.
 
You should really mention what do the buildings replace.
 
Update
-Added the Empire of Russia under Pyotr Stolypin from the previous design challenge, with a few modifications.
 
This is a design I came up with for the Civ Design Challenge II but scrapped it for whatever reason so here it is:

Emirate of Afghanistan

Ayub Khan

A God Granted Kingdom
Enemy Units may not heal for 10 turns after signing a Declaration of War if your :c5faith: Faith output is haigher than that of the opposing Civilization. Whenever a :c5citizen: Citizen is converted to your majority Religion in the :c5capital: Capital all Units gain an EXP Boost.

Ghazi
Missionaries receive no Attrition Damage when stacked with this Unit. Religous Pressure from :trade: Trade Routes are doubled when garrisoned unlike the Rifleman it replaces.

Zamburak
Available much earlier than the Anti-Tank Gun it replaces it is considered radically different as it has none of its bonuses it is considered a Mounted Unit. While much weaker it ignores Defensive Terrain Bonuses when attacking Units and gains a +25% :c5strength: Combat Bonus against Cities.
 
@Afghanistan's 2nd UU: I didn't quite get it: its a mounted unit, that has a bonus against cities instead of a penalty? Does it have 3 moves or 4? And shouldn't it simply replace lancer? How much strength does it have, and when its unlocked?

@Weimar's UU: Does it have a bonus against cities? And how significant is the penalty vs. Infantry? And... It seems like an earlier AT gun.
 
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