Thursday, November 19, 2020

Combining two of my favorite games into one: if the Fire Emblem: Three Houses house leaders were their own civs


I had this idea a while ago: making characters and nations from games into civs. Granted, I have no way of modding these into the game at present, but I wanted to show off my ideas for them.First up, Edelgard of Adrestia. I wanted to capture the anti-religious crusading style of her in Three Houses in the design for her, so she's a domination-focused leader.Leader Ability: Bane of Seiros. Your units in your territory can condemn heretics even if not at war with the other unit's controller. Doing so grants you 50 gold in addition to the other effect. You also cannot found a religion or build Holy Sites.Civilization Ability: Mark of Nobility: Units trained in happy cities get +3 combat strength and +1 movement, both of which are doubled in ecstatic cities. Whenever you capture a city, other cities in your empire not founded by the original founder of the captured city gain +1 amenity as long as it's in your empire.Unique Unit: Death Knight: Replaces the knight, has +1 combat strength for each unit it's killed controlled by the enemies(if it's killed two Greek units it gets +2 combat strength against all other Greek units, but not against Roman ones)Unique Improvement: Agarthan Foundry: Replaces the barracks and stable buildings in encampments, offering all units trained in the city to get +25% combat experience and +1 combat strength for each improved strategic resource in the city.Her agenda is Black Eagle. She strongly dislikes religion and dislikes civs who found or spread religions. She likes civs who don't.Dimitri of Faerghus is up next. In the game, he and the Blue Lions-specific Dedue are both very tough defensive threats, and in the story, he works to protect Fodlan from Edelgard. As such, a civ who thrives on turtling up and punishing attackers was born.Leader Ability: Dedue's Sacrifice: Your units get +5 combat strength when defending. Whenever a unit you control kills an enemy unit while defending, you get 20 diplomatic favor.Civilization Ability: Blue Lions: +1 food and + 1 production on all snow and tundra tiles in your empire. Resources improved in tundra or snow tiles in your empire get +1 amenity.Unique Unit: Fortress Knight: medieval Anti-Cavalry unit that doesn't replace anything. Exerts zone of control against heavy and light cavalry units. Has +6 combat strength when not adjacent to an allied unit.Unique District: School of Sorcery: Replaces Campus with -50% cost. Gets +2 science per adjacent natural wonder, +1 per adjacent river or resource, minor adjacency from districts and rainforests.His Agenda is King of Lions, which makes him dislike surprise wars and trading with civs he denounced. He likes civs who follow suit and dislikes civs who declare surprise wars.Finally, is Claude of Leicester. He's gonna be the most cultural, since of the three he's least interested in war and most diplomatic. He's also pretty capable on defense.Leader Ability: Golden Deer: +1 production on camps, +5 combat strength to ranged units. 20% cost reduction on ranged units.Civilization Ability: Alliance Traders: Gain an additional trader and trade route capacity when you would get one. Domestic trade routes give +1 gold per specialty district in the destination. International trade routes give +1 culture and +1 tourism per specialty district in the destination.Unique Unit: Barbarossa: Medieval era ranged cavalry unit. No movement penalty from difficult terrain. Can move after attacking.Unique Improvement: Ballistae: Replaces fort, gives all the same benefits. In addition, friendly units get a ranged attack with ranged strength equal to half their combat strength, rounded up.His agenda is Master Tactician. He likes to use spies offensively and approves of those who do likewise to civs other than him. He dislikes warmongers even more than other players. via /r/CivVI https://ift.tt/35JeTzP

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