Disclaimer: Knowledge of Sid Meier's Civilization is required to appreciate this blog.
I thought it'd be fun to translate the world of Runeterra into Sid Meier's Civilization V game format.
This is work in progress - so feel free to contribute ideas, new Civilizations or berate obvious balance issues (I don't profess to be a competitive Civilization player). The Civilizations I've proposed are imagined to be isolated from Civilization V's available Civilizations - so some overlap may exist.
Unique Unit / Building / Improvement / Great Person
Provides all Ranged naval units with the Indirect Fire promotion (can fire over obstacles provide there is sight) and +2 range. Additionally, your embarked units can have no defense penalty while at sea and will defend themselves when attacked.
Trial by Fire: Your attacks versus land units half their maximum movement units (rounded up) until the end of their next turn
+15 XP for all naval units produced in this city
Provides all naval units built in the city the Coastal Raider I promotion
Units ignore terrain costs when moving into any tile with Tundra, Snow or Ice. Units gain +1 Vision and sight is not obstructed by terrain on Tundra, Snow or Ice. Upon discovering Optics, your units may move on Ice.
Costs 50% less to maintain.
Iceborn Horde: Upon defeating an enemy unit, there is a 67% chance you will spawn another Iceborn Warrior.
Shrine of True Ice
+1 additional Faith per Tundra, Snow and Ice tiles controlled by this city
+1 Happiness per city with a forest, enhanced to +2 for cities with 3 or more forests tiles. Cities founded in forests start with 3 Population. Training settlers requires a minimum of 3 Population (up from 2). Unhappiness from Population is reduced by 50%.
Portal (Tile Improvement)
Can only be built in Forests you control.
Allows "Airlifting" to other Portals (range capped).
Units and Trade Caravans move alongside Rivers as if it is Road and can cross rivers with no movement penalty. Upon discovering Sailing, Rivers can be used to form City Connections (including with other Civs and City States).
Gain a one time bonus toward a Golden Age whenever you kill an enemy unit or a bigger bonus whenever one of your veteran units dies in combat. Gain up to +50% production toward military units while Happy.
Cannot attack (can still defend)
Can move into enemy territory without Open Borders
Invisible to other units except within one hex
Restores health when attacking
Substantial offensive bonus when adjacent to another Glorious Executioner
You gain the support of barbarian units defeated in combat, gaining the choice to have them stay on as a military unit, convert them into a worker or add them to your nearest city's population. You cannot choose the same option twice in a row. 25% less unhappiness from Population. Generates Great General points versus Barbarians.
Replaces Great General
Cannot be attacked/captured by Barbarians.
+30% Combat bonus to all Land units within 2 tiles versus Barbarians.
When moving into Barbarian Encampments with a Barbarian King nearby, you have the option to found a city or destroy the camp. Founding a city will consume Barbarian King.
Does not require Ivory or Horses
+1 Happiness per Trade Route established from this city.
You gain +1 Food from international Trade Routes to this city.
Pillaging tiles grants a one time boost to Science and creates Fallout. Your units invert the combat modifier of Fallout (+15% instead of -15%). Additionally, Fallout tiles in your territory instead grant +1 Production, +1 Gold and +1 Food (instead of -3, respectively).
Madman of Zaun
Restores 10 health every turn.
+50 Hit Points.
Shock and Awe May pillage and attack in the same turn.