Continued from here:
How often is the OP updated? I want to see Belgium, Chola, Bangla, and any other civs I might add.
Phoenicians
UA: First Sailors:
and
boast when meeting a city state on a different continent. Larger
boost and 4-turn
when meeting a major civilization on a different continent.
UU1: Phoenician Caravels (Replaces Caravels): Can enter ocean and has +1
and sight. Can "Disembark" to become a Phoenician settler.
UU2: Phoenician Settler (Replaces Settler): No growth penalty for building it. Has 5
and 3
. Can not attack. Can "Embark" to become a Phoenician Caravel.
Khmers
Leaders: Suryavarman II
Start Bias: Jungle
UA: Jungle Kingdom: Units move through jungles as if they were roads jungles can be used as roads to connect cities
UU: Jungle elephants (replaces horsemen): Doesn't require horses to build. Gains
bonus in jungles
UB: Prang (replaces temple): +2
, +2
per jungle tile worked. No maintenance.
Ghaznavids
Leader: Mahmud
UA: Persianate Legacy: Cities revolt for 75% less time. Puppeted cities will produce
and
buildings 15% faster.
UB1: Madrasas (replaces university): 15% of this city's
is added to science
or
15% of this city's
is added to culture
UB2: Iwans (replaces courthouse): 20% less
in addition to the regular effects of the courthouse
Bukhara:
UA: Mahalla Organization:
Scythian
UA: Scythian Craftsmanship: Pillaging tiles with luxury rescources gives 10
temporarily. If the luxury pillaged is gold, silver, or gems, then the bonus is
15 temporarily.
or
UA: Mercenaries: Purchasing units is 66% cheaper.
or
UA: Mercenaries: Upon defeating a land barbarian in its encampment or encountering a naval barbarian, there is a 50% chance they will convert to your side and you gain 25
. 33% more maintenance for units.
UU: Scythian Horsemen: No penalty for attacking cities. 5
. Has Blitz promotion. Costs twice as much as regular horsemen.
Somali
Will represent all of Somalia's kingdoms and Sultanates.
UB: Qalcad (Replaces castle): Units adjacent to city take 33% less damage from
and 20% less damage from melee attacks.
For Dutch, Portuguese, or Maya civilizations:
Unique Improvement (Replaces Plantation): +3
and +1
Scenario: Alexander the Great, Conquest and Legacy
(Yes, yes, I know there was one in cIV Warlords, but this is my own take on the scenario)
Rules: Game stays in ancient and classical era, with more techs added to make it feel longer. All 7 Wonders of the Ancient World are added to the game as well as many other "wonders" of the time. The bonuses from these wonders will be greatly enhanced. When conquering a city, you have the option of making it a city-state automatically allied with you.
Social Policies:
2 social policy trees, 1 for Wonder Production, and the other for Military. The military tree will be based on "formations". These will be combat bonuses for completing certain conditions of military positioning. For example, the Phalanx policy will give a 30% combat bonus to every Hoplite in a line of 3 Hoplites. Maybe another one will give a
bonus to a catapult that is adjacent to at least 2 melee units.
Monument Builders:
Opener: 10% Wonder Production
Formations:
Opener: 10%
to all units adjacent to another unit
Policy 1: Phalanx
Playable Civilizations:
Before and during Alexanders conquests:
Macedon (Represented by Greece)
Egypt
Persia
Bactria
Punjabs (represented by India)
After the Fall of the Empire:
Ptolemaic Egypt
Seleucid Empire
New Macedon
Pergamon
Victories:
Cultural: Complete both policy trees and build 5 wonders
Domination
Unity: Be allied with 9 city-states at the same time
Scenario: Viking Era
(No, not the one that came with the Denmark pack, I mean an entire Viking Era scenario)
Rules: Pillaging will give happiness to the pillagers and unhappiness to the pillaged.
4 social policy trees, one for navy, one for army, one for pillaging, and one for happiness. The map will cover most of northern Europe including Russia.
I will be working on ideas for this last scenario.
That's
12 civilizations I have recommended so far,
2 huge scenario ideas and 1 smaller scenario idea.