Civilization Request Thread

Why founded cities would be puppets, though? I don't see how that works well with anything else in the civ. It may be thematically relevant but that's debatable.
 
Because, hanse never really ruled its cities.
 
Debatable. At best.
 
Waiting for you proposal, councilman scapegrace.
 
Debatable. At best.

Uh... no, it really isn't. The Hansa was a loose confederation of merchant cities, half of which were already part of sovereign nations. Lubeck had literally no say in how Riga, Hamburg or London was run. If any civ deserves the puppet thing, its the Hansa.

Also, a hanse civ idea:

The Hanseatic League
Spoiler :
UA: Hanse Domination
During :c5goldenage: golden ages, the :c5gold: gold output is increased by 33%(instead of usual golden age gold bonus) and ships have 1% more :c5strength: combat strength per every 2 :c5gold: GPT you earn(to a maximum of 50%). :trade: trade routes to cities with kontor produce 2 extra :c5gold: gold and 3 :c5production: production. All cities you found except your capital will be founded as :c5puppet: puppets. :c5puppet: Puppets increase :c5culture: social policy cost by 10%

UI: Kontor
May never be built in range of 2 tiles from other kontor, or in your territory. Kontor claims the tile its built in. Provides 2 :c5production: production and 1 :c5gold: GPT, but it may be worked by any civilization. Can only be destroyed during war. Hanse can only be built after Guilds and Economics\astronomy have been researched.

UB: Hanse Hall
Replaces Bank. Instead of the bank's :c5gold: gold yield, it increases the :c5gold: gold output of the city by 33%. +10% :c5production: production towards naval units per every International :trade: trade route outgoing from the city. Has 2 merchant specialist slots, each providing 2 :c5production: production in addition to their other yields. If the city has harbor, ships will be built 25% faster.


And a Germany revision(to not clash with the hanse design)

Prussia
Spoiler :
UA: Blood and Iron
:c5unhappy: unhappiness effects the :c5strength: combat strength of units by 50% less, and doesn't effects at it all during :c5war: war. Friendly city-states may declare war on your enemies, if you have more :c5influence: influence then the civilization you fighting with the city state. :c5occupied: Occupied city states don't enter anarchy and provide 50% less :c5unhappy: unhappiness then usual.

UU: Junker
Replaces great merchant. May not perform any of the actions of the great merchant. Units adjacent to a junker cost no :c5gold: maintenance, and heal 5 HP per turn. May found Junker Estates, which yield 3 :c5gold: gold and :c5culture: culture, and makes adjacent farms yield 1 :c5gold: gold. May also instantly build factory in a city(does not consume the unit, but may only be performed one time). all junkers has one of those unique features: can be converted to a great general, can build 3 factories(but can't build an estate), may spawn 3 infantry units.

UU: Landwehr
Replaces Landwehr. Slightly weaker (32 vs. 34), but cheaper, and have a 20% :c5strength: combat bonus in friendly lands and against other gun units.

Natan, I'm gonna say what I always say about your designs. Its effect overload! All the effects are right for the civs, so I can't complain about that, but when you have *this* many effects, it just looks ugly. I mean you literally have a professionally modded civ to compare yours with, given JFD already did Prussia and it has 2 abilities in its UA compared to your 3 (each with a secondary effect so actually 5) and 5 for the Hansa! Aside from how confusing, crammed and ugly it looks, its also just not done and so doesn't follow either the modded or the firaxis precedent. It usually goes like this:

UA: Primary ability (which *can* include two effects, if closely related). Smaller, secondary ability thematically linked to primary ability.

Regarding some of the details.

Hansa has 2 UBs, which I don't personally like, its generally the done thing to include a UU somewhere in the civ.

The Kontor is completely useless to the Hansa apart from the small UA effect, because the Hansa wouldn't be able to work it when built, since you can't work stuff outside of your nations territory/

The Hanse building has, like the UA, too many effects and would be confusing for the player to use.

Prussia should get an elite military unit, a cheap, weak militia makes no sense for the nation which defined military strategy and training for hundreds of years. Furthermore, the Juncker doesn't fit in with the overall design, its clearly set up to be a warmonger civ and so the inclusion of a Great Merchant, with so many different effects, most of which aren't related to the military, is a bit weird. It could definitely work *if* the existing military UU was more interesting or powerful, but right now it isn't. Also, the Juncker is insanely overpowered.

Also, Prussias UA is all over the place. Some of the bonuses stack unnecesairly, like, why would you need less of a combat strength reduction from unhappiness if you don't net much unhappiness from occupied cities? Either bonus works, you don't need both. Furthermore, the first part of the UA might as well be 'No unhappiness penalty on combat strength' since, why does your units combat strength matter if you aren't at war? Thats a pointless bonus.
 
Uh... no, it really isn't. The Hansa was a loose confederation of merchant cities, half of which were already part of sovereign nations. Lubeck had literally no say in how Riga, Hamburg or London was run. If any civ deserves the puppet thing, its the Hansa.
Sure... but that doesn't at all fit the idea that city they'd found would be puppets. I'm sure there are better ways to go about it.

You could switch Venice's UA to the Hansa. You could give the Hansa the ability to pop unremovable UIs in foreign lands, giving gold and culture, plus a chance to convert allied city-states in puppet cities (maybe provided they've also got a trade route with the Hansa).

Other than that, I was mostly reacting to the overload of effects into the UA and that the puppet effects didn't seem to work with anything else but were just there "because it's the Hansa".
 
Sure... but that doesn't at all fit the idea that city they'd found would be puppets. I'm sure there are better ways to go about it.

You could switch Venice's UA to the Hansa. You could give the Hansa the ability to pop unremovable UIs in foreign lands, giving gold and culture, plus a chance to convert allied city-states in puppet cities (maybe provided they've also got a trade route with the Hansa).

Other than that, I was mostly reacting to the overload of effects into the UA and that the puppet effects didn't seem to work with anything else but were just there "because it's the Hansa".

Oh yeah, I totally agree with you that it isn't really right here, I was just pointing out that saying its debatable that the Hansa didn't rule each city directly is totally wrong.
 
Okay, okay....

Hanseatic league
Spoiler :
UA: Hanseatic Dominance
During :c5goldenage: golden ages, Naval :trade: trade routes provide extra 3 :c5gold: GPT and increase Naval unit :c5production: production by 15%. In the first 4 cities you found, gold buildings are automatically built. All other cities you found are :c5puppet: puppets and may not be :c5occupied: occupied.

UB: Hanse Hall
Replaces Bank. Instead of bank's usual effects, it increase the :c5gold: gold output of the city by 33%, and increases :c5production: production and :c5gold: gold from incoming :trade: trade routes by 2. +1 :c5gold: gold from :trade: trade routes per each national wonder in the city.

UI: Kontor

May be built in other civilization's territory. Trade routes to cities with kontor produce extra 2 :c5production: production and :c5gold: gold, and each Kontor increases production output in non-puppet cities by 1 per each trade route sent to the city it was built in.


And...

Prussia
Spoiler :
UA: Blood and Iron

Friendly city states will declare war on enemies that have less :c5influence: influence with them then you. The effects of :c5unhappy: Unhappiness reduced by 50%. conquered city states and cities you gain through deals are automatically assimilated to your empire.

UU: Junker

Replaces great merchant. Instead of the great merchants effects, the Junker may be used to found estates( each estate yields 3 :c5gold: gold and :c5culture: culture) that claim all adjacent tiles. Junkers increase :c5unhappy: unhappiness by 3, but reduce the cost of purchases while stationed in cities. After industrialization, Junkers can be used to instantly build 3 factories.
 
I still don't like the UA. It's the same thing as Venice, can't have non-puppets (although I guess you can by conquest) and you have a UB which you'll only build once because you can't do anything in puppets - and even then you won't build it because of the UA!
 
This civ is based on naval conquest and trade. It also fits tall game. Not my style either.
(This UA is definitely not like Venice, though.)
 
As a relative newcomer in the new civilizations scene, I'm surprised there isn't any alternate Byzantium leader. I love Theodora but Byzantinophiles are usually quite vocal and I'd have imagined someone'd have created another leader for them.
 
As a relative newcomer in the new civilizations scene, I'm surprised there isn't any alternate Byzantium leader. I love Theodora but Byzantinophiles are usually quite vocal and I'd have imagined someone'd have created another leader for them.

I don't know when I'm going to actually make this, but I was just now working on an alternate byzantine map: (Not finished btw)

Spoiler :
 
Sweden Split

Gustavus Adolphus' Kingdom of Sweden
Leader: Gustavus Adolphus
UA: Lion of the North
When a Great General is born, all units in hostile territory receive an :c5war: experience boost. Cavalry units transfer their :c5moves: movement points to great generals when they start their turn on the same tile.

UU: Hakkapelitta(Replaces Lancer)
Has +1 :c5moves: movement over the lancer it replaces, and starts with the Great Generals I promotion. Furthermore, the Hakkapelitta receives a larger combat bonus from great generals while attacking.

UU: Gustaviansk (Replaces Musketman)
Is slightly more expensive than the musketman it replaces, but when adjacent to an artillery unit, receives a +20% :c5strength: defensive bonus, and when adjacent to a cavalry unit, receives a +20% :c5strength: attack bonus.

Karl XII's Swedish Empire
Leader: Karl XII
UA: The last of the Vikings
For every turn a unit is being trained, it starts with +1 :c5war: xp, up to a maximum of +20. For the first three turns of a war, veteran units receive +1 :c5moves: movement.

UU: Carolean (Replaces Rifleman)
Unlike the rifleman it replaces, the Carolean starts with the march promotion, allowing them to heal every turn, even if they perform an action.

UB: Militärliv (Replaces Military Base)
Comes slightly earlier than the military base, at rifling rather than military science. In addition, the militärliv grants an additional 5 :c5war: xp for every :c5faith: religious building in this city.

Union of Sweden-Norway
Leader: Oscar II
UA: Nobel Prize
Gain 90 :c5influence: influence with :c5citystate: city states by gifting :c5greatperson: great people. Upon declaring friendship, Sweden and her friend gain a +10% boost to :c5greatperson: great person generation.

UB: Akademin (Replaces University)
Unlike the university, the akademin does not gain any extra :c5science: science from jungles. However, whenever a :c5greatperson: great person is born in this city, it grants a lump sum of :c5science: science. This burst of :c5science: science is increased for every :c5citystate: city state ally or research agreement signed by Sweden.

UU: Skydskarr (Replaces Great War Infantry)
The Skydskarr, unlike the GWI, receives a +5% :c5strength: combat bonus for each adjacent civ or city state ally. Furthermore, production towards Skydskarrs is increased for every declaration of friendship or protection Sweden has active.
 
Bowing to er... 'popular' demand, I've rushed ahead a Sweden split, rejoice!

Sweden Split

Can you think of an alt Oscar II UU? I couldn't adapt your arrangement without conflicting with my Bismark UU.
 
Yeah, I had some trouble with that given Sweden was officially neutral from the Napoleonic wars onwards. Is it the effect that needs to be revised or just the name? In terms of other units all I could thing of would be something like 'Vik Vakt' or 'Skyddskår' or just 'White Guards' which were volunteer regiments sent to Finland during the Russian/Finish civil war to fight against the Russians/Commies alongside the Finns, so it fits the existing effect pretty well.

Does that mean some of my design could be used in your Sweden split?
 
As a relative newcomer in the new civilizations scene, I'm surprised there isn't any alternate Byzantium leader. I love Theodora but Byzantinophiles are usually quite vocal and I'd have imagined someone'd have created another leader for them.

I don't know when I'm going to actually make this, but I was just now working on an alternate byzantine map: (Not finished btw)

Spoiler :

Suggestions for uniques:

Justinian I
Spoiler :
UA: Pax Byzantica
Units gain :c5strength: combat boost after giving :c5gold: gold gifts to city states. Each declaration of friendship increases the :c5strength: combat strength of units in non friendly territory by 10%(up to 50%).

UA: Rebuilding and Reconquest
Captured cities will lose less population and will be in anarchy for less time based on length of the :c5war: war. Wonders increase building :c5production: production by 5%, and wonders in conquered cities provide 1 extra :c5culture: culture.

UU: Dormon
Available at theology, instead of Compass unlike the Galleys which it replaces. Has slightly lower :c5strength: combat strength, but has a large bonus against naval units.

UU: Bucellarii
Replaces Horseman. Has a much higher production and maintenance cost, but has higher :c5strength: combat strength, and comes in two versions: one with great generals II promotion, that has higher strength(in addition to the units boost), and one with great generals I promotion that boosts the strength of adjacent units.
 
Yeah, I had some trouble with that given Sweden was officially neutral from the Napoleonic wars onwards. Is it the effect that needs to be revised or just the name? In terms of other units all I could thing of would be something like 'Vik Vakt' or 'Skyddskår' or just 'White Guards' which were volunteer regiments sent to Finland during the Russian/Finish civil war to fight against the Russians/Commies alongside the Finns, so it fits the existing effect pretty well.

Does that mean some of my design could be used in your Sweden split?

I don't know, but I meant just in case I were to do an Oscar II as a part of the split, I couldn't use your Jaeger as their UU.
 
Also: nobody else thinks Sweden should get world congress project bonus? I mean, noble prize...~
 
That's such a niche and largely useless bonus though. Sometimes gameplay is more important than encapsulating every possible angle of a civ. Besides, the Nobel prize isn't even an international thing or a UN resolution, its a Swedish and Norwegian thing.
 
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