Civilization Request Thread

My manager will be disappointed that I lost the clean sheet, though. He will put me back in the Bad Cupboard. I don't like the Bad Cupboard. It is full of sharp things, like glass and nails and teeth, and things in mouths, like glass and nails and teeth. =[
 
While I'm recovering from a totally awesome allergy attack here at work, just figured i'd share an idea I had for a potential civ I don't think I'd ever be able to do myself:

The Dan/Tanka (aka Boat People) of China and Vietnam would be a really interesting civ, and could probably be implemented by cannibalizing the "build cities on water" mod on the steam workshop (can't find it right now, sorry).

They could start with +1 production on water tiles, +2 after 50% of other civs have discovered Industrialization. They could build cities only on water or adjacent to water/rivers.

UB could be the Fishing Brigade, replacing the Seaport, also providing +1 food from water tiles.

No idea about the UU? "Sampan" is the name of their small boats though, but that's not really UU material?

Just an idea.

PS if you want to go with accuracy even though it's more than a little risque, Dan cities could produce a unique luxury resource of Dan Women.
 
Hm... this makes me wonder what will Leugi do when he finally releases his Uro People civ.
 
Welcome to the forum! I realise this is a bit late, but oh well. I like the idea about the forts - we don't see much use for the tiles outside workable range. You can't build on water, though. Sorry. Not even Firaxis could do it, since part of the plan for the Netherlands was for them to be able to do that with Polders. What empire, polity, or group would even have that, though? Figure that out and you've got the makings of a really interesting Civ. I'd be only too happy to help. =]

Once again, thank you for the warm welcome!
Regarding a background for the civ I fear I'm not knowledgeable enough to actually provide one. I would be very glad if someone could come up with that or suggest one for me to look into :)
 
I'd say the civ as a whole would serve as a great revision of the "Manifest Destiny" concept.
 
Hm... this makes me wonder what will Leugi do when he finally releases his Uro People civ.

I don't know, but they sound awesome also. Possibly more lake-based though?
 
Welcome to the forum! I realise this is a bit late, but oh well. I like the idea about the forts - we don't see much use for the tiles outside workable range. You can't build on water, though. Sorry. Not even Firaxis could do it, since part of the plan for the Netherlands was for them to be able to do that with Polders. What empire, polity, or group would even have that, though? Figure that out and you've got the makings of a really interesting Civ. I'd be only too happy to help. =]

Somebody (JFD perhaps) had a civ that can build coastal forts on water tiles. I'll have to go peruse through his roughly 7 billion civs to find out which one.

JFD confirmed for being a mod god.
Also, Hiram's Yakutia civ features the toyon, that can be used to claim... a lot of sea tiles....
 
In other news, I found a thing! =]

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Central Asian Union (Nursultan Nazarbayev)
Start Bias: Plains
Capital: Iunno, prolly Astana?
UA: International Supreme Council
Generate a +5% :c5production: Military Unit Production bonus for each International Trade Route sent from the :c5capital: Capital, rising to +10% if you are sending them to a Major Civilization that shares your Ideology. Upgrading Land Units grants a flat amount of :c5culture: Culture.
UU: Alfa (replaces Marine)
Starts with Shock I and a unique promotion, "Incident Command System", that allows Cities with a Courthouse to add +1 additional :c5happy: Local Happiness for each Ideological Tenet unlocked.
UB: Justice Court (replaces Temple)
Available later, at Civil Service, and only generates +1 :c5faith: Faith. However, it generates +2 :c5culture: Culture, rising by +2 :c5culture: Culture and :c5production: Production for each Level 3 Ideological Tenet unlocked. Costs no :c5gold: Maintenance.

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Since it kinda sorta doesn't exist yet, I had to guess a bit as to what the Civ would represent, and I went for hardline ideological dogmaticism and a slight case of the gun-wielding-crazies. The Marine replacement actually has a use despite not upgrading at all, and you also have a decent Temple replacement that focuses on ideological strength and the military power that backs such things up. According to my admittedly limited research, most of the nations involved in the thing have an Alfa as a top-secret antiterror unit (and if you believe they're just for that in Central Asian dictatorships, I've got a bridge here lookin' for a buyer that might interest you), and the whole Justice Court thing is a bit of a cop-out, it's the kind of thing post-Soviet states, y'know, do. It's kind of the antithesis of my EU Civ, in a way - based on hard power and grim posturing rather than soft power and economic blitzes. Hope that was interesting! =]
 
Heh, it'd be funny to see these kinds of blob civs, Central Asian Union, European Union, African Union, North American Union, Pacific Islands Forum
(you had to be different, didn't you?)

They could even form a civ pack or something.
 
Heh, it'd be funny to see these kinds of blob civs, Central Asian Union, European Union, African Union, North American Union, Pacific Islands Forum
(you had to be different, didn't you?)

They could even form a civ pack or something.

Middle eastern federation.... lets see if middle eastern federation can into civ idea

MEF- The Middle Eastern Federation
Spoiler :
UA:Center of the world
:trade: Trade routes increase cultural influence by 50% more. If you settle a city on a terrain type for the first time, gain one extra :c5citizen: citizen, and extra :c5citizen: citizen if the city is next to a mountain\natural wonder.
May see oil,horse and the unique camel resource from the start of the game.

UI:Holy Place
Unique middle eastern improvement. May only be build on desert, plains or grassland hill tiles. Unlocked at theology. +6 :c5faith: faith, +3 :tourism: tourism and +2 :c5culture: culture. +2 extra :tourism: tourism, :c5culture: culture and :c5gold: gold after flight. May not be built in range of 2 tiles from other holy place.

UU: Middle eastern ruler
Replaces great general. Provides larger :c5strength: combat boost. When born, provides :c5culture: culture boost in every city(increases city's border growth rate).


From Assyria to Iraq, from the Arab tribes to the UAE, from the desert, to the tundra. The middle east.:lol::):D
 
I gather this is the correct place for this sort of request - have there been any modded civs focused on the various British and Irish kingdoms?

I know that Viregel has made Dal Raita and is working on Mercia, and that DJSHenniger has made Northumbria. I was just wondering if others exist, or even if any of you have concepts you'd be willing to share.
 
Yes. Just check the New Civilizations Index thread.
We've got Anglo-Saxons, Hiram's Celtic split (which includes Picts, Ireland and Cornwall), some more Picts, Isle of Manx, several different Englands under Victoria, Cromwell, Henry VIII...
 
Yes. Just check the New Civilizations Index thread.
We've got Anglo-Saxons, Hiram's Celtic split (which includes Picts, Ireland and Cornwall), some more Picts, Isle of Manx, several different Englands under Victoria, Cromwell, Henry VIII...

Ah apologies, I should have been clearer. I am not only aware of, but am a big fan of many of those mods - especially Hiram's split, and JFDs civs of course. I was hoping there were others similar to Northumbria that I was not aware of.

Point noted however, and thanks for the answer and advice.
 
Republic of Venice

Early Venice
Leader: Petrus Tradonicus
UA: Lords of the Lagoon
Land units receive a fraction of the :c5strength: combat strength of adjacent naval units as a boost to their own :c5strength: combat strength. Marsh tiles increase the :c5production: production of Naval Units by 5% when worked.

UB: Canali (Replaces lighthouse)
Alongside the regular benefits of the lighthouse, grants +15% :c5production: production to naval units and an additional +1 :c5gold: gold on sea resources.

UU: Nave (Replaces Trireme)
Receives +1 movement on coastal tiles and a +20% :c5strength: combat bonus against land units.

Crusader Venice
Leader: Enrico Dandolo
UA: Fourth Crusade
Upon capturing an enemy :c5capital: capital, all cities enter 'We Love the King Day' and you receive an additional :trade: trade route slot. Naval unit production is increased by :c5production: 3% in the capital for every :c5puppet: puppet in the empire. (up to a maximum of +66%)

UU: Noleggiatore (Replaces Caravel)
When beginning on the same tile as a cargo ship, receive +2 movement and +1 sight. Generates :c5gold: gold if stationed in a :c5puppet: puppeted or :c5occupied: occupied city.

UU: Grand Galleas (Replaces Galleas)
Must set up to fire, but has a :c5strength: +100% damage bonus against enemy cities and does damage to all units adjacent to the city.

Renaissance Venice
Leader: Andrea Gritti
UA: Marriage to the Sea
Every outgoing :trade: trade route grants Venice +1 :c5greatperson: great artist point in cities with a :greatwork: great work of music. Every incoming :trade: trade route grants +1 :c5greatperson: great writer points in cities with a :greatwork: great work of art. Receive +1 :c5greatperson: great musician point in cities with a :greatwork: great work of writing for every 500 :c5gold: gold in the treasury.

UU: Merchant of Venice (Replaces Great Merchant)
When a Merchant of Venice is stationed in a city, all great works yield +1 :c5gold: gold and the generation of :c5greatperson: Great Writers, Artists and Musicians is increased by 25% of that cities :c5gold: gold output. Upon performing a trade mission or building a customs house, there is a small chance that the Merchant of Venice will create a random :greatwork: Great Work.

UB: Piazza (Replaces Garden)
Contains a slot for a :greatwork: great work of art, which, when filled, yields +1 :c5culture: culture for every :trade: trade route to or from this city. Furthermore, unlike the garden it replaces, the Piazza costs no maintenance.
 
I gather this is the correct place for this sort of request - have there been any modded civs focused on the various British and Irish kingdoms?

I know that Viregel has made Dal Raita and is working on Mercia, and that DJSHenniger has made Northumbria. I was just wondering if others exist, or even if any of you have concepts you'd be willing to share.

Put me in, coach! =]

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Spoiler :
The Picts (Galam Cennalath)
Start Bias: Hill
UA: Masters Of Fortriu
Units gain a +33% Combat Bonus against more advanced units. Cities started on Hill Tiles gain additional City Defensiveness and do increased damage when bombarding enemy units.
UB: Crannog (replaces Garden)
+25% Great Person generation. Requires a source of Fresh Water. Tiles with access to Fresh Water generate +1 Culture.
UB: Broch (replaces Castle)
+7 City Defensiveness, +25 HP. Enemy units that end their turn within one hex of the City sustain 30 points of damage every turn. Generates +4 Production and +2 Culture if a Great General is garrisoned in the City.
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Dál Riata (Aedan mac Gabrain)
Start Bias: Coastal
UA: Three Kindreds
Occupied Coastal Cities stay in Resistance for half the usual time. Gain additional Faith from Trade Routes to Civilizations with whom you have a Declaration of Friendship equal to half the Trade Route's Gold yield.
UU: Currach (replaces Trireme)
Weaker and faster than the Trireme it replaces. May also perform Trade Missions.
UI: Insular Cross (all new!)
Unlocked at Masonry. +1 Faith. Additional +1 Faith and +2 Culture after Archaeology is researched, and generates another +1 Faith if the City working it contains a Monastery. If Pillaged, gain 50 Faith.
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Sudreyjar (Godred Crovan)
Start Bias: Coastal
UA: Plurimarum Insularum
Gain +2 Global Happiness and +1 Culture in the Capital for each Atoll tile in the Empire. Naval Units gain a +5% Combat Bonus when attacking for each 25 Tourism the Empire produces.
UI: Bothy (all new!)
Unlocked at Construction. +25% Combat Bonus for any Unit occupying the tile, and generates +2 Food and +1 Production whenever so occupied. Counts as a Farm for technology-related bonuses (Civil Service and Fertilizer).
UU: Crofter (replaces Settler)
After it is used to found a City, a Worker appears in it.
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Strathclyde (Rhydderch Hael)
Start Bias: Grassland
UA: Dyrnwyn Aflame
May purchase any unlocked pre-Gunpowder unit with Faith. Doing so generates Culture equal to double the Combat Strength of the Unit purchased. Land Units gain a +25% Combat Bonus when attacking.
UU: Novantae (replaces Swordsman)
Gain extra health from Pillaging tiles. Start with Cover I.
UU: Rheged Band (replaces Pikeman)
May be purchased with Gold for half the usual price. Does additional damage to Cities as well as Mounted units.
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Kent (Aethelberht)
Start Bias: Coastal
UA: Invicta
Land Units gain a +10% Combat Bonus while defending, with an additional +5% bonus for each Kentish Great Work in the Capital.
UU: Bretwalda (replaces Great General)
Standard Great General bonuses. In addition, may be spent to generate Tourism while at war with the target Civilization, or create a Great Work of Writing.
UI: Oast House (All new!)
Can only be built on flat land with access to Fresh Water. +1 Food and +1 Culture. The Culture yield rises to +2 after Architecture is discovered, and +3 after Biology is discovered. Unlocked at Engineering.
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Wessex (Alfred)
Start Bias: Grassland
UA: Burghal Hidage
Defensive Buildings grant a flat Gold boost when built. Defensive Buildings in the Capital also give a free copy of a Unique Unit from any Civilization not in the game for which you possess the required Technology. Units garrisoned on Forts generate -1 Unhappiness.
UU: Shieldwall (replaces Swordsman)
More expensive than the Swordsman it replaces, but starts with Cover I. Gains an additional 1% Combat Bonus for every Unit it kills from a major Civilization or City-State, as well as an additional point of Movement for every 20 Units it kills.
UB: Court Of Scholars (replaces University)
+33% Science generation bonus. +2 Science per worked Jungle Tile. 2 Scientist Specialist Slots. +1 Production, +1 Gold, +1 Culture. Contains a slot for a Great Work of Art. Substantially more expensive to produce than the University it replaces, and cannot be bought with Gold. May not be built in conquered Cities.
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Mercia (Offa)
Start Bias: Grassland
UA: Greatest Of Seven
Trade Routes with City-States generate +1 Influence over that City-State per turn and grant a +5% Culture Boost to the City that initiated the trade. International Trade Routes generate Culture per turn.
UB: Sceattas Coiner (replaces Mint)
+2 Gold per Gold or Silver Resource worked by the City. Also provides a +10% Gold generation bonus across the Empire, as well as a further +5% Culture in the City in which it is built for every Mercian City connected to the Capital.
UB: Jewelmaker (replaces Workshop)
+2 and +10% Production. 1 Engineer Specialist Slot. Creates one copy of the Jewellery Luxury Resource. Also contains a slot for a Great Work of Art, which grants a +1% bonus to Culture generation per 2 base Production in the City when filled.
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Gwynedd (Rhodri I)
Start Bias: Hill
UA: Y Hen Ogledd
Gain a +33% boost to Research towards a technology if a Civilisation you have met has already discovered it. Great Writers may construct Academies.
UB: Limewashed Church (replaces Temple)
+2 Faith. Contains one slot for a Great Work of Writing. +1 Science after Architecture is discovered.
UU: Gruffydite (replaces Spearman)
Gains an additional +10% Combat Bonus for each Terrain Type in a one-hex range around the tile where it ends its turn. Generates Science per kill.
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Deheubarth (Hywel Dda)
Start Bias: Plains
UA: The Laws Of The Good
-1 Unhappiness from Specialists. Specialists generate +1 of their primary yield in Cities with a Constabulary and a further +2 in Cities with a Police Station.
UU: Milwr Gosod (replaces Knight)
Weaker and slower than the Knight it replaces, but may attack twice, with the second attack dealing 75% damage. Costs slightly more.
UB: Caer Dinefwr (replaces Castle)
+7 Defensiveness, +25 HP. Increases City Bombardment Range to three hexes and causes it to deal additional damage against Siege Units. Costs considerably more than the Castle it replaces.
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Normandy (William I)
Start Bias: Grassland
UA: First Crusaders
Mounted Units start with Shock I, do additional damage against Units from Civilizations that follow a different majority religion, and generate Faith per turn when garrisoned in a City. The Production costs of Land Units are increased by 33%.
UU: Milites (replaces Knight)
Substantially stronger than the Knight it replaces, but more expensive to build and cannot be bought with Gold. May be purchased with Faith.
UB: Opus Gallicum (replaces Castle)
+15 City Defensiveness, +38 HP. The City in which it is built generates Faith when its bombardment kills an enemy unit.
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Connacht (Tairrdelbach Ua Conchobair)
Start Bias: Coastal
UA: Tribes Of Galway
+1 Global Happiness per International Sea Trade Route. Tiles that generate Gold may be purchased for free.
UU: Connaught Ranger (replaces Musketman)
Starts with a unique Promotion, "The Devil's Own", that grants a major bonus when attacking but a substantial penalty when defending. Gain a flat amount of Gold when used to capture Cities.
UB: Dun Ro Caislean (replaces, you guessed it, Castle. It's almost like they're everywhere in Britain and Ireland...)
+7 Defensiveness, +25 HP. The City now counts as a source of Fresh Water. +25% Gold bonus from International Trade Routes to and from this City.
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Leinster (Ugaine Mor)
Start Bias: Hills
UA: Province Of The Spear
Land Units gain a +5% Combat Bonus for each Tile with Iron worked in the Empire. Mounted Units receive Terrain Bonuses.
UU: Laigin (replaces Spearman)
Additional Combat Strength. Does extra damage against more technologically advanced units, which is retained upon upgrading. May embark across Ocean tiles.
UU: Redbreast (replaces Lancer) (Yes I know they were first raised in Enniskillen the synergy's better so deal with it)
Start with Formation I & II, along with a unique Promotion, "Quis Separabit", that allows them to deal 33% extra damage to Melee units. Costs significantly more than the Lancer it replaces. Upgrades to Cavalry.
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Ulster (Fiachnae mac Aedo Roin)
Start Bias: Grassland
UA: Annals Of Ulster
Theming Bonuses generate +2 Faith per turn. Buildings that generate Faith also generate +1 additional Culture.
UU: Ulaid Archer (replaces Composite Bowman)
Weaker and more expensive than the Composite Bowman it replaces, but has +1 Range. Also starts with the unique promotion "Cattle-Raiders of Cooley", which means it counts as a Great Work of Writing when garrisoned in a City.
UB: Abbey (replaces Shrine)
+2 Faith. +1 Faith for every other Faith-generating Building in the City and every Holy Site within range of the City.
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Munster (Cormac mac Cuillenain)
Start Bias: Plains
UA: Sanas Cormaic
A Great Prophet is born in the Capital after researching Writing and founding a Pantheon. 50% of the points generated towards a Great General or Great Admiral go towards Great Scientists.
UB: Leabharlann (replaces Library)
+1 Science per 2 Citizens in the City. Contains a slot for a Great Work of Writing that comes pre-filled. When filled, generates +1 Faith per 2 Citizens in the City.
UU: Geraldine (replaces Longswordsman)
Slower than the Longswordsman it replaces and cannot be used to capture Cities. However, gains a permanent +5% Combat Bonus for each City or City-State you Liberate (once per City) and has a very high Combat Strength (27 compared to 21). Upgrades directly to Rifleman and obsoletes at Rifling.


I trust this is of interest to you. =]
 
Put me in, coach! =]

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Spoiler :
The Picts (Galam Cennalath)
Start Bias: Hill
UA: Masters Of Fortriu
Units gain a +33% Combat Bonus against more advanced units. Cities started on Hill Tiles gain additional City Defensiveness and do increased damage when bombarding enemy units.
UB: Crannog (replaces Garden)
+25% Great Person generation. Requires a source of Fresh Water. Tiles with access to Fresh Water generate +1 Culture.
UB: Broch (replaces Castle)
+7 City Defensiveness, +25 HP. Enemy units that end their turn within one hex of the City sustain 30 points of damage every turn. Generates +4 Production and +2 Culture if a Great General is garrisoned in the City.
---
Dál Riata (Aedan mac Gabrain)
Start Bias: Coastal
UA: Three Kindreds
Occupied Coastal Cities stay in Resistance for half the usual time. Gain additional Faith from Trade Routes to Civilizations with whom you have a Declaration of Friendship equal to half the Trade Route's Gold yield.
UU: Currach (replaces Trireme)
Weaker and faster than the Trireme it replaces. May also perform Trade Missions.
UI: Insular Cross (all new!)
Unlocked at Masonry. +1 Faith. Additional +1 Faith and +2 Culture after Archaeology is researched, and generates another +1 Faith if the City working it contains a Monastery. If Pillaged, gain 50 Faith.
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Sudreyjar (Godred Crovan)
Start Bias: Coastal
UA: Plurimarum Insularum
Gain +2 Global Happiness and +1 Culture in the Capital for each Atoll tile in the Empire. Naval Units gain a +5% Combat Bonus when attacking for each 25 Tourism the Empire produces.
UI: Bothy (all new!)
Unlocked at Construction. +25% Combat Bonus for any Unit occupying the tile, and generates +2 Food and +1 Production whenever so occupied. Counts as a Farm for technology-related bonuses (Civil Service and Fertilizer).
UU: Crofter (replaces Settler)
After it is used to found a City, a Worker appears in it.
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Strathclyde (Rhydderch Hael)
Start Bias: Grassland
UA: Dyrnwyn Aflame
May purchase any unlocked pre-Gunpowder unit with Faith. Doing so generates Culture equal to double the Combat Strength of the Unit purchased. Land Units gain a +25% Combat Bonus when attacking.
UU: Novantae (replaces Swordsman)
Gain extra health from Pillaging tiles. Start with Cover I.
UU: Rheged Band (replaces Pikeman)
May be purchased with Gold for half the usual price. Does additional damage to Cities as well as Mounted units.
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Kent (Aethelberht)
Start Bias: Coastal
UA: Invicta
Land Units gain a +10% Combat Bonus while defending, with an additional +5% bonus for each Kentish Great Work in the Capital.
UU: Bretwalda (replaces Great General)
Standard Great General bonuses. In addition, may be spent to generate Tourism while at war with the target Civilization, or create a Great Work of Writing.
UI: Oast House (All new!)
Can only be built on flat land with access to Fresh Water. +1 Food and +1 Culture. The Culture yield rises to +2 after Architecture is discovered, and +3 after Biology is discovered. Unlocked at Engineering.
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Wessex (Alfred)
Start Bias: Grassland
UA: Burghal Hidage
Defensive Buildings grant a flat Gold boost when built. Defensive Buildings in the Capital also give a free copy of a Unique Unit from any Civilization not in the game for which you possess the required Technology. Units garrisoned on Forts generate -1 Unhappiness.
UU: Shieldwall (replaces Swordsman)
More expensive than the Swordsman it replaces, but starts with Cover I. Gains an additional 1% Combat Bonus for every Unit it kills from a major Civilization or City-State, as well as an additional point of Movement for every 20 Units it kills.
UB: Court Of Scholars (replaces University)
+33% Science generation bonus. +2 Science per worked Jungle Tile. 2 Scientist Specialist Slots. +1 Production, +1 Gold, +1 Culture. Contains a slot for a Great Work of Art. Substantially more expensive to produce than the University it replaces, and cannot be bought with Gold. May not be built in conquered Cities.
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Mercia (Offa)
Start Bias: Grassland
UA: Greatest Of Seven
Trade Routes with City-States generate +1 Influence over that City-State per turn and grant a +5% Culture Boost to the City that initiated the trade. International Trade Routes generate Culture per turn.
UB: Sceattas Coiner (replaces Mint)
+2 Gold per Gold or Silver Resource worked by the City. Also provides a +10% Gold generation bonus across the Empire, as well as a further +5% Culture in the City in which it is built for every Mercian City connected to the Capital.
UB: Jewelmaker (replaces Workshop)
+2 and +10% Production. 1 Engineer Specialist Slot. Creates one copy of the Jewellery Luxury Resource. Also contains a slot for a Great Work of Art, which grants a +1% bonus to Culture generation per 2 base Production in the City when filled.
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Gwynedd (Rhodri I)
Start Bias: Hill
UA: Y Hen Ogledd
Gain a +33% boost to Research towards a technology if a Civilisation you have met has already discovered it. Great Writers may construct Academies.
UB: Limewashed Church (replaces Temple)
+2 Faith. Contains one slot for a Great Work of Writing. +1 Science after Architecture is discovered.
UU: Gruffydite (replaces Spearman)
Gains an additional +10% Combat Bonus for each Terrain Type in a one-hex range around the tile where it ends its turn. Generates Science per kill.
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Deheubarth (Hywel Dda)
Start Bias: Plains
UA: The Laws Of The Good
-1 Unhappiness from Specialists. Specialists generate +1 of their primary yield in Cities with a Constabulary and a further +2 in Cities with a Police Station.
UU: Milwr Gosod (replaces Knight)
Weaker and slower than the Knight it replaces, but may attack twice, with the second attack dealing 75% damage. Costs slightly more.
UB: Caer Dinefwr (replaces Castle)
+7 Defensiveness, +25 HP. Increases City Bombardment Range to three hexes and causes it to deal additional damage against Siege Units. Costs considerably more than the Castle it replaces.
---
Normandy (William I)
Start Bias: Grassland
UA: First Crusaders
Mounted Units start with Shock I, do additional damage against Units from Civilizations that follow a different majority religion, and generate Faith per turn when garrisoned in a City. The Production costs of Land Units are increased by 33%.
UU: Milites (replaces Knight)
Substantially stronger than the Knight it replaces, but more expensive to build and cannot be bought with Gold. May be purchased with Faith.
UB: Opus Gallicum (replaces Castle)
+15 City Defensiveness, +38 HP. The City in which it is built generates Faith when its bombardment kills an enemy unit.
---
Connacht (Tairrdelbach Ua Conchobair)
Start Bias: Coastal
UA: Tribes Of Galway
+1 Global Happiness per International Sea Trade Route. Tiles that generate Gold may be purchased for free.
UU: Connaught Ranger (replaces Musketman)
Starts with a unique Promotion, "The Devil's Own", that grants a major bonus when attacking but a substantial penalty when defending. Gain a flat amount of Gold when used to capture Cities.
UB: Dun Ro Caislean (replaces, you guessed it, Castle. It's almost like they're everywhere in Britain and Ireland...)
+7 Defensiveness, +25 HP. The City now counts as a source of Fresh Water. +25% Gold bonus from International Trade Routes to and from this City.
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Leinster (Ugaine Mor)
Start Bias: Hills
UA: Province Of The Spear
Land Units gain a +5% Combat Bonus for each Tile with Iron worked in the Empire. Mounted Units receive Terrain Bonuses.
UU: Laigin (replaces Spearman)
Additional Combat Strength. Does extra damage against more technologically advanced units, which is retained upon upgrading. May embark across Ocean tiles.
UU: Redbreast (replaces Lancer) (Yes I know they were first raised in Enniskillen the synergy's better so deal with it)
Start with Formation I & II, along with a unique Promotion, "Quis Separabit", that allows them to deal 33% extra damage to Melee units. Costs significantly more than the Lancer it replaces. Upgrades to Cavalry.
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Ulster (Fiachnae mac Aedo Roin)
Start Bias: Grassland
UA: Annals Of Ulster
Theming Bonuses generate +2 Faith per turn. Buildings that generate Faith also generate +1 additional Culture.
UU: Ulaid Archer (replaces Composite Bowman)
Weaker and more expensive than the Composite Bowman it replaces, but has +1 Range. Also starts with the unique promotion "Cattle-Raiders of Cooley", which means it counts as a Great Work of Writing when garrisoned in a City.
UB: Abbey (replaces Shrine)
+2 Faith. +1 Faith for every other Faith-generating Building in the City and every Holy Site within range of the City.
---
Munster (Cormac mac Cuillenain)
Start Bias: Plains
UA: Sanas Cormaic
A Great Prophet is born in the Capital after researching Writing and founding a Pantheon. 50% of the points generated towards a Great General or Great Admiral go towards Great Scientists.
UB: Leabharlann (replaces Library)
+1 Science per 2 Citizens in the City. Contains a slot for a Great Work of Writing that comes pre-filled. When filled, generates +1 Faith per 2 Citizens in the City.
UU: Geraldine (replaces Longswordsman)
Slower than the Longswordsman it replaces and cannot be used to capture Cities. However, gains a permanent +5% Combat Bonus for each City or City-State you Liberate (once per City) and has a very high Combat Strength (27 compared to 21). Upgrades directly to Rifleman and obsoletes at Rifling.


I trust this is of interest to you. =]

Wow. You have a list with dozens of civs, no?
 
There's one problem here: JFD has made a Venice revision, so a different one would conflict with his (and JFD is, well, arguably the most famous civ 5 modder).

I guess, but I'm doing it for fun anyway, and I quite like my designs. Besides, they don't really conflict that much, we've got 2 Mexicos, 3 switzerlands, 2 PLCs, 2 Armenias etc. etc.
 
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