django6 0 Posted March 2, 2011 I think that 6 natiosn are... well... a little bit few... So I started thinking about my own nations und the MONGOLS are the first one which came up my mind by thinking about their history and the game mechanics... So they start with stronger mounted units and horseback riding. They also may occupie villages to expand and get trade points... Maybe someone will playtest them (we just played them once....). I will post the starting piece of them in the near future (its just one "normal" playing piece of the game on which silk is found in the left upper corner...). Maybe you have also some ideas about new nations?? I would like to read/see them to variate the game... Enjoy! img689.imageshack.us/i/mongolsw.jpg/ Quote Share this post Link to post Share on other sites
yummypie2 0 Posted August 2, 2011 How did you make that card? Also, can you make a copy of it w/out the special ability. Quote Share this post Link to post Share on other sites
MidgardSerpent 0 Posted August 3, 2011 We've been working on our own homemade nations as well. We also made the mongolians. I think yours seems a little too powerful. Here's the text from ours Mongolians - Ghengis Khan Starting Tech: Horseback Riding Power: Once per turn when you win a combat, put one killed enemy unit into your standing forces. Your mounted units deal +1 damage. Quote Share this post Link to post Share on other sites
MidgardSerpent 0 Posted August 3, 2011 Oh yeah, and here's the rest of them Vikings - Erik the RedStarting Tech: NavigationPower: Treat blockaded tiles as if they were adjacent to your capital. Start the game with an extra scout.Starting tile should contain 5 water, 3Forest, 3, grassland, 4 mountains, 1 “Tundra”/DesertStart with iron, wheat, gold on edge Spain - CortezStarting Tech: MonarchyGain 3 trade when you capture a hut or villageYou may sacrifice a figure to steal a blockaded great person. Place it in the outskirts of one of your cities immediately.Starting Tile should contain incense, wheat, iron Japan: Mayamoto MusashiStarting Tech: Feudalism Once per turn, when one of your units is killed, deal it’s strength in damage to any enemy unit in play.Starts with iron, silk, wheat on water India: Mahatma GandhiStarting Tech: IrrigationWhen you spend 3 trade to produce hammers, gain 1 culture. When you build a wonder draw a culture card of the same or lower era. Starts with wheat, incense, silk Islam: MohammadStarting Tech: TheologyStarting Civic: FundamentalismGain +2 trade for each city.Starts with incense, iron, silk, wheat Greece: Alexander the greatStarting Tech: Code of LawsStarting Civic: Republic+1 battle hand size + 1 culture hand size. When you draw a culture card, draw two culture cards, keep one put the other on the bottom of the deck.Water, forests, mountains, desertStarts with iron, silk, wheat on water, iron on outside Quote Share this post Link to post Share on other sites
player577091 0 Posted September 10, 2011 Britain Starting Tech: Monarchy (Level II tech) starting Bonus: Free movement across water, x2 culture when devoting to arts Starting Civic: Monarchy Quote Share this post Link to post Share on other sites