Civilization Request Thread

Just finished 1493, which had a pretty nice section on Palmares. Would LOVE to see it in-game :cool:
 
Oh i DPed because of my internet! How do i fix that? :cry:

Also, Various ideas for a various... thing:

Ger\Yurt

Spoiler :
UI:Yurt Camp
Unlocked at trapping. May be built only on flat horses\sheep\cattle tile. Provides +1 :c5food: food and :c5production: production. May move one :c5citizen: citizen to the Yurt camp(doubles the yields of the camp, if worked).

UB: Ger
Replaces granary. Instead of the usual granary bonuses, the provides 1 extra :c5food: food from sheep, cattle, horses,and wheat. +15% :c5production: production while building land units.

UB: Ger
Replaces stable. Instead of the usual stable effects, the Ger increases production from horses, sheep and cattle by 1, and the :c5food: food output of the city by 2. Costs no maintenance.

UI: Ger
May only be built on a flat plains\grassland tile, and never adjacent to another Ger. Provides +1 :c5food: food, and increases :c5production: production from adjacent stables by 1. If built on a horse\sheep\cattle tile, provides 1 extra :c5production: production.
 
Two Ideas I have for Civs, 1 Historical, and 1 from the Ace Combat Series:

First the Historical:

Empire of Nicaea:
Leader: Theodore I Laskaris
Unique Ability: To Regain Constantinople: Units get +25% Combat Bonus ability when fighting to capture cities. Captured cities convert to the dominant religion of the empire.
Unique Unit 1: Pronoia Infantry: Weaker than the Longswordsman who replace it, but cheap to buy and produce.
Unique Unit 2: Archontopoulai: Replaces the Knight, Can hide in rough terrain.
Capital: Nicaea


And now the Fictional:
Principality of Belka:
Leader: Dimitri Heinreich
Unique Ability: Legacy of the Belkan War: Gain a free technology at the advancement of every era. Unit upkeep reduced by 25%.
Unique Unit: XB-0 Hresvelgr: Unit functions like an Airship, thus does not replace a unit. Buildable at Lasers.
Unique Building: Weapons Manufacturing Plant: Replaces Factory, 3 Engineer slots, +25 Great Engineer generation.
Capital: Dinsmark
 
Welcome to the forum! Also, good start to your time here.

That's a really interesting UA for Nicaea - kind of like the reverse of Jifford's Armenia. I guess the first part means all units get a 25% Combat Bonus against Cities, which is awesome and could be a little bit broken, especially if you get experienced Siege units (Volley being a thing). The uniques, well, the Archontopoulai is basically CL's Viet Cong on horseback and the Pronoia's kinda bland, but you can't have everything, right? Here's a slight reworking, free of charge.

---

Nicaea (Theodore I)
Start Bias: Coastal
Capital: :c5capital: Nicaea
UA: To Regain Constantinople
Land Units gain a +25% :c5strength: Combat Bonus when attacking enemy Cities, rising to +50% if the target City used to be owned by you or a Civilization with whom you have a Declaration of Friendship. Captured Cities convert to the dominant Religion in the Empire.
UU: Allagion (replaces Longswordsman)
Weaker than the Longswordsman it replaces (17 :c5strength: vs. 21), the Allagion is slightly cheaper to build and may be bought with :c5gold: Gold at half the usual price. However, its true power lies in its unique promotion, "Pronoiarios", which grants a +5% :c5strength: Combat Bonus for each Bonus or Strategic Resource Tile within range of the City in which it was trained, and a +10% one for each Luxury Resource Tile within range of that City. Requires Horses instead of Iron.
UU: Archontopoulai (replaces Knight)
Unlike the Knight it replaces, it starts with Formation I, Cover I, and a unique promotion, "Sons Of The Victorious Dead", that allows them to deal +33% additional damage to any unit that has killed a Nicaean unit, including Cities. Similarly, it has no Combat Penalty against cities either. While more expensive, it is considerably cheaper to buy with :c5faith: Faith and does not require the Holy Warriors belief to do so.

---

Whatcha think? =]
 
These aren't really suggestions, as I could (and hopefully will) do these civs myself, but I thought I'd post some ancient civs for u guise. ;)

First, have three Egypts:
The Kingdom of Egypt

Narmer

Creator of Empire
The first City conquered is instantly assimilated into the empire. Earn :c5goldenage: Golden Age points from settling or conquering cities on Desert tiles.

Self Bowman
Cheaper than the Archer it replaces. Receives a combat bonus against cities (+10%).

Nilometer
Replaces the Water Mill. Food Plain tiles near the city yield +1 :c5production: Production.


The Kingdom of Egypt

Den

Cult of Osiris
+1 :c5faith: Faith from pre-Medieval era buildings that yield :c5faith: Faith or :c5culture: Culture. Gain :c5faith: Faith from killing Barbarians.

Stone Maceman
Stronger than the Warrior it replaces. Receives a combat bonus (+30%) against Barbarians.

Mastaba
Allows expending :c5citizen: Citizens in this city for :c5faith: Faith, unlike the Shrine it replaces.


The Kingdom of Egypt

Khasekhemwy

King of Horus and Set
The :c5capital: Capital’s current :c5production: Production is rushed when you conquer a city. The closer the city is to your :c5capital: Capital, the greater the :c5production: Production boost.

Recurve Bowman
Faster and stronger than the Archer it replaces, but costs an additional :c5gold: Gold in maintenance.

Fort
Does not require any improved resources to be built, unlike the Circus it replaces. Yields +2 :c5production: Production.
 
Not exactly a request, unless anyone is super interested, but here's an idea I posted on a reddit thread about American States as civs.

Arkansas- Orval Faubus (or Bill Clinton. We don't have a lot of leaders who are both famous and noncontroversial. Faubus probably would be pretty well remembered in Arkansas if it weren't for one terrible decision).
"Natural State": +2 gold from improved sources of Gems. After reaching the industrial era, cities with at least one unimproved forest tile next to a river gain double tourism. (We're big on outdoors tourism and have a lot of rivers. Plus, the only active diamond mine in the US).

UB: Corporate Headquarters: Replaces Stock Exchange. Along with the regular effects of the Stock Exchange, each one built has a random +15% boost to either food, production, gold, or a +50% increase in land trade route range sent from that city. (I mean, what else do the rest of you know Arkansas for other than Walmart anyway? We also have Tyson, Dillards, JB Hunt...)

UU: Reorganized Militia: Replaces Rifleman, slightly weaker but cheaper. gives +1 happiness when garrisoned; +15% combat strength against barbarians and +15% more inside your territory. May randomly spawn for free when a barbarian unit enters your territory. (The Arkansas State Militia was reformed after the Civil war to fight the KKK and other anti-freedmen/Republican/Unionist militants.)
 
That UA is spot-on. In fact, that whole idea is spot-on. Would love to play it.
 
I'm not sure I really get the whole 'conquered cities convert to your religion' thing for Nicaea. given almost all of her conquering energies were directed West against the Latin empire in lands almost entirely populated by Orthodox Greeks, rather than East against Muslim Turks. Though the city capturing idea is of course fairly accurate.

Orval Faubus
Er... thats probably a bad idea.
 
Dat name though...
;) :lol:
 
I was just trying to stick as closely to the original UA as I could. If it was me, I'd increase religious pressure from the Capital for each city conquered, but I liked NO's idea too much to adjust it for that. The only real change was expanding the bonus against cities to be more thematically appropriate. =]
 
Welcome to the forum! Also, good start to your time here.

That's a really interesting UA for Nicaea - kind of like the reverse of Jifford's Armenia. I guess the first part means all units get a 25% Combat Bonus against Cities, which is awesome and could be a little bit broken, especially if you get experienced Siege units (Volley being a thing). The uniques, well, the Archontopoulai is basically CL's Viet Cong on horseback and the Pronoia's kinda bland, but you can't have everything, right? Here's a slight reworking, free of charge.

---

Nicaea (Theodore I)
Start Bias: Coastal
Capital: :c5capital: Nicaea
UA: To Regain Constantinople
Land Units gain a +25% :c5strength: Combat Bonus when attacking enemy Cities, rising to +50% if the target City used to be owned by you or a Civilization with whom you have a Declaration of Friendship. Captured Cities convert to the dominant Religion in the Empire.
UU: Allagion (replaces Longswordsman)
Weaker than the Longswordsman it replaces (17 :c5strength: vs. 21), the Allagion is slightly cheaper to build and may be bought with :c5gold: Gold at half the usual price. However, its true power lies in its unique promotion, "Pronoiarios", which grants a +5% :c5strength: Combat Bonus for each Bonus or Strategic Resource Tile within range of the City in which it was trained, and a +10% one for each Luxury Resource Tile within range of that City. Requires Horses instead of Iron.
UU: Archontopoulai (replaces Knight)
Unlike the Knight it replaces, it starts with Formation I, Cover I, and a unique promotion, "Sons Of The Victorious Dead", that allows them to deal +33% additional damage to any unit that has killed a Nicaean unit, including Cities. Similarly, it has no Combat Penalty against cities either. While more expensive, it is considerably cheaper to buy with :c5faith: Faith and does not require the Holy Warriors belief to do so.

---

Whatcha think? =]

That actually sounds very amazing how you reset up the Pronoia's capabilities. To be fair, I have to go back to look up Allagion, but otherwise it perfectly captures a Civilization looking for reconquest.
 
Not exactly a request, unless anyone is super interested, but here's an idea I posted on a reddit thread about American States as civs.

Arkansas- Orval Faubus (or Bill Clinton. We don't have a lot of leaders who are both famous and noncontroversial.)

I see you've picked up on my desire to avoid controversial leaders :lol: (If you don't know, I am the author of a series of mods of US states.)

I like your ideas, don't know if I will get to it, so if others want to take it on, they are welcome to.
 
Personally, I like all the ideas put forward for the Nicaea, but I don't think any of them actually suit Nicaea. Nicaea was never a military superpower and those two designs both give her huuge buffs to warmongering, which isn't something she excelled at historically. Nicaeas big things were a flowering of Greek awareness, a removal of taboos about 'Hellenes', a renaissance in art and culture, and the ability to hold out despite being kicked out of constantinople, grip tight and survive until they were able to take it back. That to me says cultural turtle civ with some bonuses for reconquest.
 
I agree with Urdnot Scott, although that UA name is really awesome.

Also, it would be fun to make a fourth crusade pack. :)
 
Byzantine Empire Split

The Eastern Roman Empire
Leader:Justinian I
UA: Renovatio Imperii
Courthouses, Barracks and Walls generate :c5greatperson: Great General points in the :c5capital: capital and yield a small amount of :c5culture: culture when built. Upon adopting a :c5culture: social policy, receive increased :c5production: production towards military units for 5 turns.

UU Prefect (Replaces Great General)
Prefects, unlike a regular Great General, provide an increased :c5strength: combat boost for every adjacent enemy, rather than a flat +15% increase. Furthermore, whenever war breaks out against a major civilisation, Prefects grant a :c5strength: combat bonus against cities to all adjacent units for 5 turns.

UU: Kathedra (Replaces Temple)
When built in a city following the majority religion of this civ, the Kathedra yields +2 :c5culture: culture and grants a small amount of :c5faith: faith whenever a military unit is trained in this city, equal to half the starting experience of the unit.

The Byzantine Empire
Leader: Basil II
UA: Patriarchate of Constantinople
May choose an additional religious belief upon adopting a religion. All religious buildings, and the palace, come with 'Patriarch' :c5citizen: specialist slots, which yield :c5faith: +2 faith and +1 :c5culture: culture.

UB Dromon (Replaces Galley)
The Dromon has much lower :c5rangedstrength: ranged combat strength than the Galley, however, unlike the Galley, it receives a unique promotion 'Greek fire' which gives it a chance to do 10 damage to all naval units adjacent to the target whenever it attacks. Additionally, enemy units attacked by a Dromon may take additional damage for 3 turns after being attacked.

UI: Mounastiri
Unlocked at theology, the Mounastiri provides a boost toward early :c5faith: faith generation. It may not be built adjacent to a city, and yields +1 :c5faith: faith for every unimproved tile adjacent to the Mounastiri, up to a maximum of +4 :c5faith: faith. Furthermore, Mountains adjacent to a Mounastiri yield 1 :c5faith: faith and :c5food: food.

The Empire of Nicaea
Leader: Michael VIII Palaiologos
UA: Hellenic Resurgence
Monuments, Shrines, Amphitheatres and Temples built before the Medieval Era have slots for :greatwork: Great Works of Art, which, when filled grant this city slightly higher :c5strength: defensive strength and generate +1 :c5happy: happiness after researching Theology. Ancient and Classical wonders yield +3 :c5faith: faith and :c5culture: culture during :c5goldenage: Golden Ages after entering the Medieval Era.

UB Vasiliki (Replaces Garden)
Does not require fresh water, unlike the Garden, but has a slightly lower base boost to :c5greatperson: Great People generation. It does, however, come with two :c5citizen: artist specialist slots and a slot for a :greatwork: Great Work of art, which when filled, yields +3 :c5faith: faith.

UU: Cataphract (Replaces Knight)
The Cataphract is slightly more :c5production: expensive than the Knight to produce, but for every formerly Nicaean city held by a rival civ, receive a +5% boost to :c5production: production. Furthermore, the Cataphract receives a +15% bonus on open terrain, and a further +15% bonus against ranged units.


The Eastern Roman Empire
Leader:Justinian I
UA: Renovatio Imperii
Courthouses, Barracks and Walls generate :c5greatperson: Great General points in the :c5capital: capital and yield a small amount of :c5culture: culture when built. Upon adopting a :c5culture: social policy, receive increased :c5production: production towards military units for 5 turns.

UU Prefect (Replaces Great General)
Prefects, unlike a regular Great General, provide an increased :c5strength: combat boost for every adjacent enemy, rather than a flat +15% increase. Furthermore, whenever war breaks out against a major civilisation, Prefects grant a :c5strength: combat bonus against cities to all adjacent units for 5 turns.

UU: Kathedra (Replaces Temple)
When built in a city following the majority religion of this civ, the Kathedra yields +2 :c5culture: culture and grants a small amount of :c5faith: faith whenever a military unit is trained in this city, equal to half the starting experience of the unit.

 
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What about my Justinian idea?
 
Leader: Michael VIII Palaiologos
UA: Hellenic Resurgence
Monuments, Shrines, Amphitheatres and Temples built before the Medieval Era have slots for Great Works of Art, which, when filled grant this city slightly higher defensive strength and generate +1 happiness after researching Theology. Ancient and Classical wonders yield +3 faith and culture during Golden Ages after entering the Medieval Era.
UB Vasiliki (Replaces Garden)
Does not require fresh water, unlike the Garden, but has a slightly lower base boost to Great People generation. It does, however, come with two artist specialist slots and a slot for a Great Work of art, which when filled, yields +3 faith.
UU: Cataphract (Replaces Knight)
The Cataphract is slightly more expensive than the Knight to produce, but for every formerly Nicaean city held by a rival civ, receive a +5% boost to production. Furthermore, the Cataphract receives a +15% bonus on open terrain, and a further +15% bonus against ranged units.

Personally, when I came up with the Nicaea Civ Idea, I avoided using Michael since although he was the Nicaean Emperor who conquered Constantinople and restored the formal Byzantine Empire under the Palaiologi. I find him to be more fitting as leader of the Byzantines proper since he was Emperor from Constantinople longer than he was Emperor in Nicaea (21 years vs. 2) but that's just me. Plus I never really considered Nicaea being a predominantly cultural state, though I think that may be more a consequence to the fact that Constantinople, and for the most part much of Greece was under the control of Frankish (or rather a combination of French, Flemish and Italians), Schismatic Christians.

I chose Theodore Laskaris specifically because I saw him as a capable military leader, same as Michael VIII, and although the latter conquered Constantinople, I saw in Laskaris and that of his son, John III Doukas Vatatzes, someone who set the capacity to, and set the stage for the conquest that Michael VIII would achieve within the two years on the throne.

That aside, I'm a big fan of your civ splits, and I'd actually love to one day play as Oscar II of Sweden-Norway and Basil II of Byzantium (though I don't think Basil was really known as a religious individual, outside of playing a role in the Christianization of Kievan Rus'.)
 
Yeah... Scott=genius.
Hail the Emiratesball!
(Also, i WANT Nicea...)
 
I came up with an alternative Seleucid civ (even though I know of and enjoyed Hiram's Seleucid Empire civ)

Seleucid Empire
Leader: Antiochus III
Unique Ability: Overlords of the East: Gain +1 Happiness for every city you take from an enemy civilization or City-State. +10% combat bonus for all units during battles against civilizations that control cities you originally built.
Unique Unit: Silver Shield Legionnaires: Replaces the Swordsman, currently unsure what to make it unique.
Unique Building: Peroikos Camp: Replaces the Barracks, In addition to the +15XP Bonus, a unit on guard in a city with this building has a 10% combat bonus.
Capital: Antioch
 
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