Civilization Request Thread

Maybe some Slavic civilization. So, I suggest Great Moravia.

Leader: Mojmir I or Svatopluk ( http://www.moravacizmoravy.estranky.cz/img/picture/30/mojmir-i..gif, http://www.2zskolin.cz/panovnici/01/Image47.gif )
UA: Great Wander ( Settlers have +2 to move, cities found near rivers have +1 to population, +1 food from forest tiltes ) or The Great Mat Zemlya ( farms, plantations and pastures give +2 food, also each source of wheat gives +1 to religion and culture ).
UU: Slavic Warrior http://januszdabrowski.prv.pl/Serwis/Polska do Xw/woj2.jpg ( doesn't need iron to be produce, faster move thought forest, starts with Drill promotion, replace swordsman ), Slavic Spearman http://januszdabrowski.prv.pl/Serwis/Polska do Xw/woj.jpg ( replace for bowman with composite bow or spearman, better move throught forest, starts with Barrage promotion, can fight at range or melee ).
UB: Slavic Castle ( Gród ) http://bialczynski.files.wordpress.com/2013/04/radusz-rys.jpg - Hex upgrade ( can be build after discover Pottery, +50% defence for units in the castle, also Slavic Castle was home for slavic people, so it gives +1 to production, +1 to food.
Meadery: replace for Granary, Slavic people was known for their delicious mead, so building give +2 to happiness and +2 to food.
Svetovid http://upload.wikimedia.org/wikipedia/commons/thumb/0/04/Swiatowit3011.jpg/220px-Swiatowit3011.jpg ( Slavic Diety of war, fertility and abundance, replace for monument ): +1 to religion, +2 culture.
Emblem and Colour: Svarga http://upload.wikimedia.org/wikiped...Psolarsymbol01.png/220px-RKPsolarsymbol01.png or Gromoviti http://upload.wikimedia.org/wikipedia/commons/thumb/f/f4/Thundermarks.svg/800px-Thundermarks.svg.png. colour: blue main colour, red or white borders.
Climate: Normal, mideastern Europe like climate, near forests.
Architecture: European with pagan-like music.
Capital: Welehrad, rest are mostly old cities from Czech, south Poland, Slovakia ( Ducové etc ).
Music: https://www.youtube.com/watch?v=zYJPSgCYicE peace, war: https://www.youtube.com/watch?v=gZE3culf12k.
Religion: ( historical ) Slavic Paganism, Catholicism with historical religions - Druidism.
 
Well, I'm not the one you need to convince, I don't mod (yet), I've only done research thus far, but yeah, I believe it's easier to make a leaderscene for Svatopluk at the very least.
 
Ok, thanks for advice ;). I tried to do on my own, but modding is too hard for me. I've got only information.
 
I find the oasis city of Palmyra fascinating. From a mere caravan stop it grew in power to the point of challenging Rome and even establishing a short-lived empire. Unfortunately for it, trade routes shifted and it sunk into oblivion. Would be interesting to see it as a One-City trading Civ. I'm not very knowledgable about trade route mechanics so I might get things wrong. Here's my take on Palmyra.

Palmyrene Empire

Leader: Zenobia
Capital: Palmyra
Start Bias: Oasis

Unique Ability: Queen of the Desert - May not build Settlers*. Free Garden and Caravansary in Cities built beside an Oasis. Foreign Land Routes passing through territory of Cities with a Caravansary must pass through the City and have their range increased by 15%**. You gain Gold equal to 25%** of the Route Owner's income. Great Merchants may be bought with Gold and their Spawn Rate increases by 25%***.

Unique Unit: Bedouin Rider (Replaces Horsemen) - No Defensive Penalty, +2 Movement and +25% Combat Strength in Desert. Heals every turn when on or adjacent to Land Routes.

Unique Improvement: Merchant Settlement - Built by Great Merchants on City-States. Building the Improvement grants some Influence over the City-State and consumes the GM. Allows purchase and rebasing of Trade Units in Cities with a Merchant Settlement.****

* Receives a Free Great Merchant from Collective Rule instead of a Settler.

** If the Route is going to pass through the City's territory anyway, it is diverted to pass directly through the city. If this would cost them their Range, it is compensated before applying the Range increase. The effect is applied each time they pass through a city you own but caps at 50% for both the range and income.

*** Cost increases for each Merchant Settlement currently existing.

**** Can buy and rebase units regardless of your relationship with the City-State. If the CS is puppeted/annexed by another Civ or goes to War against you, any Trade Unit based in that city (whether active or not) is rebased to the nearest city you control or CS with a Merchant Settlement. If there are no City than can accept the Unit (i.e. it's a Cargo Ship and all your Cities and Settlements are land-locked), then the Unit is sold at purchase price (discounts disregarded).
 
The Duchy of Carantania



ICON​
Spoiler :

ALPHA​
Spoiler :

MAP​
Spoiler :

LEADER: Duke Valuk​
Spoiler :


UB: Prince's Stone​
Spoiler :

UU: Veca​
Spoiler :


And now about the effects:

Unique Ability: Slavic Confederacy


Lowers the cost of Social Policies by 5% for every City State ally. (Maximum - 35%)​


Unique Unit - Veca


Replaces the Worker, provides + 2 :c5culture: and costs no maintenance when stationed within a city.


Unique Building - Prince's Stone


May only be present in the capital and provides all the usual bonuses as the Palace it replaces additionally it removes 25% of the :c5unhappy: in the Capital, unlike the Palace it also has 2 slots for Great Works of Writing instead of 1 for a Great Work of Art.

 
That's discriminatory towards Icelanders.:gripe: Seriously though, I wonder how would an Icelandic civ look like?
 
That's discriminatory towards Icelanders.:gripe: Seriously though, I wonder how would an Icelandic civ look like?

Leader: Snorri Sturluson
UA: Nordic Sagas (+2 tourism per great work of writing)
UU: Explorer (Fishing boat replacement, has extra sight and can cross into oceans)
UB: Althing (replaces amphitheater, grants happiness bonus)
Edit: checked Tpangolin's link, am surprised how close I was
 
I have toyed with another Byzantine civ idea, but from the later period under Alexius Komnenos (sp?). The idea is to capture the polyglot, mercenary army that Komnenan Byzantines had to use after 1071.

http://en.wikipedia.org/wiki/Alexios_I_Komnenos


UA - Ashes of Manzikert - Production cost for military units in increased by 50% (maybe 100%?) during the Medieval and Renaissance eras, gold costs unchanged. During these eras, Byzantines may build/purchase any UU available to other Civs in-game that are not at war. [basically the Byzantines can buy units but not really build them]

UU - Varangian Guard - Swordsman (Longswordsman, maybe) replacement that heals 25hp when killing enemy unit.

UB - Imperial Cistern - provides +2 food and +2 production, requires Wall in city.
 
Me and some friends have been thinking of an alternate America civ that focuses more on a domination victory. Here's what we came up with.

Leader: George W. Bush

UA: Blood for Oil. All your units gain a 50% power boost in combat when fighting within the borders of a city that has oil in it. The gold output of all your cities is increased by 25% when at war, but you also generate more unhappiness.

UB: Detention Camp. Replaces the Military Academy. +25 xp for all units. If at war with another civ, you receive intel on that civ's actions (like having a spy in one of their cities)

UU: Combat Drone. Replaces the Stealth Bomber. Deals more damage, has more range and is cheaper to produce than the Stealth Bomber.
 
hiya. Even though i don't know how to mod/program, I've been designing some anime civs for some time.
(*whispers* I've been fixing and fixing them so much now. and i havent tried them yet so they are all obviously theoretical.)

All of the them are based on different anime studios (except AIC, they're all for one voice actress), each having references to different shows.

Unfortunately, I dont have all the content/graphics ready yet so it will take some time. I hope to hear some questions or balancing comments then.

I have images for each Civ and will have notes below them ♪♪

PS. if they of their abilities are similar to any of your own Civ creations, please let me know.

KyoAni Empire
Spoiler :
Peace: Suzumiya Haruhi OST - Itsumo no fuukei http://youtu.be/S-5nJdptkp4
War: Suzumiya Haruhi OST - Asakura Ryouko no Shinjitsu http://youtu.be/X2LDq9r8Nw4

Moé Marine: Science bonus is determined by unit strength


Joint Council of Stars (JCS)
Spoiler :
Peace: Hayate no Gotoku OST - Nodoka http://youtu.be/ZAjvGy1TfNY
War: Hayate no Gotoku OST - Kikyoku http://youtu.be/b-vQFAeYGHY

Merchant -> +1 gold per city
Scientist -> +1 science per city
Engineer -> +1 production in all cities
Prophet -> +1 faith per city.
General -> +10 EXP in all cities
Admiral -> +1 food in all cities
Artist -> +1 happiness per city.
Writer -> +1 culture per city.
Musician -> +1 tourism per city.


Aperture Interstellar Conglomerate (AIC)
Spoiler :
Peace: Black ★ Rock Shooter TV AnimationSoundtrack ~Track 03 ~Good Morning~ http://youtu.be/D0oee7xxlyo
War: Black ★ Rock Shooter TV Animation Soundtrack ~ Track 23 ~ Waltz of Loneliness ~ Hell Fire http://youtu.be/k_fCXiC_M-A


DEEN Directorate
Spoiler :
Peace: Fate/Stay Night Anime OST: Keiyaku http://youtu.be/VO3MQj5PZOw
War: 18 Fate/Stay Night OST ~ Shikkoku no Juujika http://youtu.be/CxS34es2IWY

I've calculated the frequency of unit gaining for DEEN. they seem to get alot of units per turn. which is pretty powerful, but consuming.

years per turn: (standard)
The first 75 turns are 480 months = 40 years per turn.
The first 60 turns are 300 months = 25 years. get a unit per 3 turns
The first 75 turns are 240 months = 20 years. get a unit per 3 turns
The first 50 turns are 120 months = 10 years. get a unit per 6 turns
The first 60 turns are 60 months = 5 years. per 12 turns
The first 50 turns are 24 months = 2 years. per 30 turns
The first 120 turns are 12 months = 1 year.
The first 60 turns are 6 months = 1/2 years.

years per turn: (quick)
The first 50 turns are 720 months = 60 years.
The first 30 turns are 480 months = 40 years.
The first 20 turns are 360 months = 30 years. per 2 turns
The first 30 turns are 240 months = 20 years. per 3 turns
The first 25 turns are 120 months = 10 years. per 6 turns
The first 40 turns are 60 months = 5 years.
The first 65 turns are 24 months = 2 years.
The first 70 turns are 12 months = 1 year.


Shaft
Spoiler :
Peace: Puella Magi Madoka Magica OST 1 - Salve, terrae magicae http://youtu.be/J0C0EOfLPMg
War: Puella Magi Madoka Magica OST 1 - Terror adhaerens http://youtu.be/mPYmwUdQiIw


Seven-Arcs Corporation
Spoiler :
Peace: Magical Girl Lyrical Nanoha - Shukumei no Ori, Unmei no Rin http://youtu.be/1ScJ94qITwA
War: Magical Girl Lyrical Nanoha - Omoi, Anata e http://youtu.be/WYVdJZIQf2s

In order to make the unit available, you have to research all the prerequisites for that units technology.
Some units are easier to access while some are harder. This applies also to air and sea units.
For example, you need all Drama and Poetry, Horseback Riding, and Currency to purchase/upgrade to Pikemen.
However, Longswordsmen only need Metal Casting to purchase/upgrade to.


Nomad Society
Spoiler :
Peace: Rozen Maiden OST - Noble Dolls http://www.youtube.com/watch?v=K_d1jJJ-fK8
War: Rozen Maiden OST - Alice Game http://www.youtube.com/watch?v=abhS96AtTDc

Kampfer's Shield is a temporary HP that cannot be regenerated back.
all three promotions do not have prerequisites so you can soon have all three later on.
However, kampfer does not start with any of these promotions so dont expect to have more promotions than any other unit.


and the newest addition to the Saimoe empires:

Faction of Xebec
Spoiler :
Peace: Haiyoru! Nyaruko san Insert Songs CD2 OST Soundtrack Class no Minasan desu http://youtu.be/pZ12kHmCo94
War: Haiyoru! Nyaruko san Insert Songs CD2 OST Soundtrack Jaaku na Toshi http://youtu.be/Z_O2wJ6S-8g

About Endowment: Your empire may still gain the bonuses of tourism, but doesnt mean youre closer to victory.
your empire starts at 0% like everyone else. however, you have to build it up to 50% to 60% in order to reach the next level.

The strength levels of Nyarlathotepians in different ages:
(+5 strength, +50 cost per age, +25% Attack)
Ancient Age: Strength: 5 Cost: 25 +25% Attack becomes 6 strength

Classical Age: Strength: 10 Cost: 75 +25% Attack becomes 13 strength

Medieval Age: Strength: 15 Cost: 125 +25% Attack becomes 19 strength

Renaissance Age: Strength: 20 Cost: 175 +25% Attack becomes 25 strength

Industrial Age: Strength: 25 Cost: 225 +25% Attack becomes 31 strength

Modern Age: Strength: 30 Cost: 275 +25% Attack becomes 38 strength

Atomic Age: Strength: 35 Cost: 325 +25% Attack becomes 44 strength

Information Age: Strength: 40 Cost: 375 +25% Attack becomes 50 strength


i hope the nice imagery works ^^
 
Iceland

Leader: Vigdís Finnbogadóttir
Capital: Reykjavik
UA: The Althing: enemies declaring war have to offer peace without terms after 10 turns
UB: Geothermal Plant (replaces Hydroplant), adding: all tundra counts as river
UU: Bard of Iceland (replaces Great Writer), generates 50% of a great writer's culture as well when creating a great work
 
I would like to see an Ancient Korean civilization, one from before they were heavily influenced (or coerced) into adopting Chinese culture.
 
I stiil have an "earlier Sweden" civ idea on the back burner, with these basic details --

  • Leader: either Erik the Victorious or his legendary widow, Sigrid the Proud
  • Capital: [Old] Uppsala
  • Trait: Land of Wooden Gods (+1 Faith/+1 Production from Lumber improvements after adopting a pantheon belief; foreign religions (those not founded by the player) exert 25% less Pressure
  • UB: [Having trouble deciding between several Norse alternatives that haven't been used before -- Picture Stone/Stone Ship replacing Monuments; Ring Fort replacing Barracks; or Hof replacing the Temple]
  • UU: [Longboat and Berserker are both taken by Denmark in other mods; does anyone have ideas for a different Norse unit, please? The Svear were both militant and well-traveled for their time.}
 
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