Civilization Request Thread

UA: Empire of the Traders
Spoiler :
Each Luxury you receive from other civilization increases :c5gold: gold empire-wide by 15%(up to 75%). :trade: Trade routes from and to civilizations you are friendly with provide 50% more :c5gold: gold. Gold buildings are automatically built in cities you found. Receive 2 free Trade communes upon entering the medieval era, and an additional one upon researching banking.

[/B] Trade Commune
Replaces settler. Unlike the settler which it replaces, the trade commune is unlocked at guilds and may not found normal cities. Instead, it may perform trade missions to city state(33% less effect then great merchant's missions), or found unique trader colonies, which give you 3 extra :c5gold: gold(and 2 to the trade route owner) per every :trade: trade route sent to them. Those colonies have ranged attack like cities, but start with no(land) territory(except the tile they are located on). Those cities may not train non civilian units. All colonies must be founded on coastal tiles. All :trade: trade routes passing through colonies give you :c5gold: gold equal to 50% of the amount the trade route owner gets.

UB: Genoese bank
Replaces bank. Unlike the bank which it replaces, the Genoese bank gives 1 extra :c5gold: gold per each luxury you get from other civilizations. It also increases the gold from :c5greatperson: merchant specialists in the city by 1, and contains one extra merchant specialist slot. However, when built, it immediately reduces your :c5gold: gold by 75.

Like Urdnot said, there's too many effects :crazyeye: Plus there's so much gold bonuses that stack together that it's kinda ridiculous how much gold would be made by this civ. Then there's also the fact that automatic construction of gold buildings is already done by JFD's Lincoln.

Shoshone split idea:
Comanche
UA: The great expansion
Horses provide double quantity. Founded cities claim all workable plains,buffalo and horse tiles. Per each horse, one unit is :c5gold: maintenance free.

Claiming all workable plains, buffalo, and horse tiles immediately from settling is way too much, theoretically you could claim every single tile in the workable radius in your cities.

UU: War chief
Replaces great general. Unlike the great general which it replaces, the War chief is only effective during wars. The war chief has 1 extra :c5moves: movement compared to the great general, and doubles the :c5gold: gold adjacent units get from pillaging tiles. It provides extra 10% bonus against :c5war: barbarians.

tbh, it's strange you'd make them ineffective outside of war when you'd give them a buff against barbarians. You might as well just leave them with the generic great general buff of +15% combat strength overall to nearby units. The 1 extra movement and bonuses from pillaging are ok though.

UU: Comanche Raider
Replaces cavalry. Much faster then the cavalry (:c5moves: 6), and has a 20% :c5strength: strength while attacking other unit. When stationed on a tile with horses, the horses count as yours(regardless of the tile owner).

You'll need to rename the unit otherwise it'll be "Comanche Comanche Raider" in-game :lol: The 6 movement overall, again, is a bit much especially considering the Keshik, the fastest and most powerful mounted unit in the game, has a base movement of 5. The ability with being stationed on horses isn't that practical, horses are already fairly common unless you have terrible luck and you already get double quantity of horses with the proposed UA anyways.

Shoshone
UA: Snake Indians
Units move through plains as if they were roads, and ignore terrain costs on tiles adjacent to mountains. units receive +15% :c5strength: combat boost per each adjacent unit from civilization you share common enemy with. +1 :c5moves: movement for civilian and melee land units during war(until the industrial era).

Using plains as roads is overpowered, that's way too much mobility right from the beginning of the game, especially combined with the +1 movement melee units and civilian units get during wars. A settler could theoretically travel 6 tiles, and I don't know about you, but I'm pretty sure it'd be annoying to have a city spot sniped repeatedly by the AI, especially on higher difficulties like deity, because their settlers can travel so far in such little time.

UU: Band
Replaces settler. Unlike the settler which it replaces, the band has :c5strength: combat strength(based on the strength of mounted units), and may remove buffalo(for :c5food: food and :c5culture: culture) or horses(for :c5production: production) from tiles for ten turns(may not remove resources from the same tile twice, or from a tile adjacent to a tile that resourcds has been removed from).

This seems too similar to the Sami's unique scout and its herding ability. The AI would also have trouble settling cities because they'll be confused as to how to settle a city with a unit that has combat strength.

UI: Shoshone encampment
May only be built on plains\grassland. +1 :c5food: food and :c5production: production, and +1 :c5culture: culture per each adjacent mountain. If adjacent to other terrain types(not grassland and plains), provides +1 :c5culture: culture.

Again, you'll need to change the name or it'd appear as "Shoshone Shoshone encampment" in-game :lol:. This UI, however seems interesting, but the extra culture from adjacent terrain isn't necessary, the culture bonus from adjacent mountains would be enough. I'm not 100% familiar with the Shoshone, so I'm not sure about their link to the mountains, so I can't comment on that.
 
Lincoln does something slightly different...
and... I cant answer to all right now, I'm at school, but thanks for feedback. :)
 
Āryāvarta (Vedic civilization)

Leader-Rama

Map_of_Vedic_India.png


Symbol
400_F_14882384_I9PmHDCZGb4jWS8iFbrXl8qNiQ7YtqR2.jpg
 
Āryāvarta (Vedic civilization)

Leader-Rama

Map_of_Vedic_India.png


Symbol
400_F_14882384_I9PmHDCZGb4jWS8iFbrXl8qNiQ7YtqR2.jpg

I had an idea planned on my Civ page for the Vedics. I'll post it here.

However, it was the Kuru kingdom, led by Pariskhit.

Kuru Kingdom - Parikshit
Vedic Rites - For every 10 faith per turn gain +2 Culture in the Capital. For every 20 Faith per turn receive a free Great Writer.

Vedi (Shrine) - +1 Faith and a Great Work of Writing Slot. A Purohita appears upon construction.

Purohita (Missionary) - Can spread religion 2 times. Or can be placed on a horse or sheep resource to perform a sacrifice to gain a large amount of faith.

It has a Vedic thing though.
 
Revising the split:

Shoshone

UA: Snake Indians
During :c5war: war, civilian and melee units gain +1 :c5moves: movement. Units ignore terrain costs in tiles adjacent to rivers and mountains, and receive a 15% :c5strength: combat bonus in those tiles.

UI: seasonal encampment
May only be built on plains\grassland tiles. +1 :c5culture: culture, and +1 :c5production: if unit is stationed there. Each 10 turns, the seasonal encampment gives a :c5food: food\ :c5production: production boost equal to ten times the base yield of the tile it was built on. It causes adjacent buffalo\horse tiles do the same. May not be built adjacent to another encampment. +1 :c5food: food if built near a source of fresh water.

UU: Pathfinder
Replaces scout. May cross mountains, and moves through plains as if they were roads. Has 1 extra :c5strength: combat strength compared to the scout. Gets double :c5gold: gold from pillaging caravans. Costs 150% of the scout's production cost.

Comanche

UA: The great Rides
Upon becoming improvable, all workable horses and buffalo tiles are claimed and improved by your cities. Horses provide double quantity, and per each horse, a unit is :c5gold: maintenance free.

UU: Raider band
Replaces lancer. Has 6 :c5moves: movement, and doesn't get the formation promotion. Instead, it gets the charge promotion, and has a :c5strength: combat bonus in enemy territory(15%). Has much lower penalty vs. Cities(15%).

UU: War chief
Replaces the great general. Units pillaging a tile adjacent to a :c5greatperson: war chief get a 10% :c5war: attack bonus for 5 turns(may stack up to 2 times). Has 1 extra :c5moves: movement.
 
UI: seasonal encampment
May only be built on plains\grassland tiles. +1 :c5culture: culture, and +1 :c5production: if unit is stationed there. Each 10 turns, the seasonal encampment gives a :c5food: food\ :c5production: production boost equal to ten times the base yield of the tile it was built on. It causes adjacent buffalo\horse tiles do the same. May not be built adjacent to another encampment. +1 :c5food: food if built near a source of fresh water.

Maybe it should be called Wigwam/Wickiup?
http://en.wikipedia.org/wiki/Wigwam
 
I dislike how everyone keep splitting civs, but disregard the Firaxis uniques. Shame, really, for when the uniques are interesting.

Yeah I usually try and put at least one unique in each of the civs that comes over from the base game, even if comes with a bit of tweaking. The main reason to include them is for those sexy free art assets :lol: Just look at Sweden, each civ gets one firaxis unique. I actually think I'm most proud of Sweden out of all of my civ splits, them and Japan (Who also gets all of Firaxis' bonuses in there somewhere)
 
Shoshone Split

The Shoshone
Leader: Chief Pocatello
UA: The Great Expanse
Founded Cities start with additional territory and all units receive a +20% :c5strength: Combat Strength bonus when fighting in their own territory. Tiles outside of workable range generate +1 :c5food: food in the nearest city.

UU: Grass house(Replaces Granary)
The Grass House is available earlier than the Granary, at agriculture, and is significantly cheaper to :c5production: construct. Furthermore, the Grass House increases the rate of border expansion in this city for every worked bison, horse or deer tile.

UU: Sheepeater (Replaces Gatling Gun)
The Sheepeater, unlike the gattling gun it replaces, receives a +15% :c5strength: combat bonus on unimproved tiles within friendly territory, and +1 :c5moves: movement on plains tiles. May move after attacking.

The Comanche
Leader: Chief Buffalo Hump
UA: Comanche Moon
Upon capturing a barbarian camp, pillaging a tile or destroying a :trade: trade route, receive a boost to :c5production: production in any city training a cavalry unit, and :c5culture: culture for every owned unit. When declaring war on a major civilisation, all cavalry units receive +1 :c5moves: movement point and pay no movement point cost to pillage for 3 turns.

UU: Bungi Corral (Replaces Forge)
Unlike the forge it replaces, the Bungi Corral grants no :c5production: production bonus to Iron resources and only a +10% :c5production: bonus to land units. However it provides additional +1 :c5production: production and :c5culture: culture on pastures, and +20% :c5production: production of cavalry units.

UB: Moonlight Raider (Replaces Cavalry)
Unlike the cavalry it replaces, the Moonlight Raider is slightly weaker but starts with a unique promotion, granting it an additional :c5moves: movement point. Additionally, the Moonlight Raider gains a 5% :c5strength: combat bonus for every tile it has pillaged that turn.

The Paiute
Leader: Chief Numaga
UA: Explorers of the Great Basin
receive +1 :c5food: food and :c5happy: happiness in the capital for every 3 tiles discovered in the previous turn. All ancient and classical era units receive +1 :c5moves: movement in desert, +20% :c5strength: combat strength in plains and heal slightly faster in marsh.

UU: Pathdinfer (Replaces Scout)
The Pathfinder is slightly :c5strength: stronger than the Scout, making it as tough as a warrior in combat. Furthermore, upon discovering an ancient ruin, the pathfinder may choose which bonus it receives.

UB: Gatherers Hut (Replaces Watermill)
The Gatherers Hut, unlike the watermill it replaces, does not have to be built on a river tile, furthermore, while it has no base yield, it yields +1 :c5food: food for every different worked terrain type in this city and +1 :c5production: production for each unimproved forest tile adjacent to the city, up to +3 :c5production: Production or +4 :c5food: food.
 
Well, I... have no idea well do some of the uniques came from.
(Also, Comanche split from the Shoshone at 1700. Forge replacement... well, its completely different from the forge, and yet...)
(Also, what's with the marines\Gatling gun replacements, everyone?)
(And no chief reference?)
 
Yeah I'll be honest, I pulled the Bungi Corral and the Gathering tent straight out of my ass. It was originally just corral for the Comanche but I shoved the Shoshone word for horse in there to make it a bit more native American :lol: the Gathering Tree I just got because I noticed that all of the Paiute were named after the food they gathered, and so I figured the guys in charge of the food/the place where all of the food would go were a bit important maybe?

I dun get what you're trying to say about the forge replacement... my Natan-English must be off today. :lol:

As for the Gatling gun replacements... er... I think this is literally my only Gatling gun replacement in my whole civ split set, so I wouldn't consider them particularly prolific, and I've never done a marine replacement. Though I agree, marine replacements in general are both too common and too worthless; Marines are garbage and come way too late for a UU anyway, imo.

And yeah, no chief reference; to me, putting a chief as a UU felt like putting a king UU for say, France. In fact its exactly like that; its really odd and literally all native groups had a chief, so to make it a single UU for a single civ? odd.
 
Maybe Spain needs a split too. (Which i might do after i can work my head around the Muscogee Lua)

The Christian kingdoms of Iberia and the Islamic Almohad empire
Kingdom of Asturias
Alfonso III
Gothic Chronicles - Each :greatwork: Great Work of Writing in a city gives +5 XP to units built in the same city (Max +15). Conquered cities have a free :greatwork: Great Writing slot.

Caballeros Hidalgos (Knight) - When stationed in a city, produce +2 :c5gold: Gold and +5% :c5production: Production and the city gains a :greatwork: Great Work of Writing slot. Slightly lower combat strength then the Knight it replaces. (18 instead of 20)

Asturian Church (Garden) - Same effect as a Garden but doesn't require water nearby. Also has +3 :c5faith: Faith and contains a single Writer specialist.

Kingdom of Castille
Isabella I
(The original Spain civ)

Kingdom of Aragon
James I
Consulate of the Sea - Each :c5influence: Declaration of Friendship increases income from :trade: trade sent out by +2 :c5gold: Gold and :trade: trade arriving by +3 :c5gold: Gold.

Knights of Calatrava (Knight) - Can be purchased with Faith. Has Defensive terrain bonuses.

Studium (University) - Rather then +2 Science from jungle, the Studium increases science from trade routes by +2.

Kingdom of Navarre
García Ramírez
Restoration of Independence - When a peace treaty ends, start a Golden Age. During Golden Ages the cost of purchasing buildings and units is halved.

Gascon(Crossbowman) - Bonus in friendly lands but can only be purchased. Cheaper then the crossbowman it replaces.

Star Fort (Castle) - Larger defense then the castle and Citadels in workable range yield +3 Gold and Culture. (+11 :c5strength: City Strength and +31 HP.)

Catalan Counties
Wilfred
Marca Hispanica - All military units have a +10% bonus in territory and +15% bonus against barbarians.

Almogavars (Swordsman) - Doesn't require iron. Ignore terrain costs and throw spears before attacking. Bonus against horseman. Weaker combat strength (12 instead of 15)

Grand Company (Knight) - Bonus in foreign lands. Amphibious.

Almohad Calipathe
Abu Yusuf Yaqub
Al-Andalus - The Capital can be relocated but starts a resistance. Palace has double yields after discovering Civil Service and for each city you own it produces +1 Gold.

Moorish Soldier (Swordsman) - +30% bonus when near capital that falls off (-5%) for each tile they are away.

Adarga Cavalry (Knight) - Bonus against mounted units and +1 Movement. Upgrades to Lancer.


That researching took ages. 3 posts were made (last time i checked) while i wrote this all up.
 
Yeah I'll be honest, I pulled the Bungi Corral and the Gathering tent straight out of my ass. It was originally just corral for the Comanche but I shoved the Shoshone word for horse in there to make it a bit more native American :lol: the Gathering Tree I just got because I noticed that all of the Paiute were named after the food they gathered, and so I figured the guys in charge of the food/the place where all of the food would go were a bit important maybe?

I dun get what you're trying to say about the forge replacement... my Natan-English must be off today. :lol:

As for the Gatling gun replacements... er... I think this is literally my only Gatling gun replacement in my whole civ split set, so I wouldn't consider them particularly prolific, and I've never done a marine replacement. Though I agree, marine replacements in general are both too common and too worthless; Marines are garbage and come way too late for a UU anyway, imo.

And yeah, no chief reference; to me, putting a chief as a UU felt like putting a king UU for say, France. In fact its exactly like that; its really odd and literally all native groups had a chief, so to make it a single UU for a single civ? odd.

Only, well, France had kings. The Comanche had war & peace chiefs, something other tribes didn't(if i reckon correctly)
 
No, loads of plains and Great Basin indians had peace and war chiefs. France had kings, sure, but it'd be a weird choice for a UU, no?
 
Yes. Yes it will be.
(Emperor for Rome, though :lol:)
 
Hey guys, I am new here, but I have been playing Civ for a while, and I am rather inexperienced when it comes to modding. I am from Panama. Obviously I love my country, and I am an avid player of Civ5. I would love it if someone was able to create a Panama Civilization Mod.

Leader: Belisario Barahon or Esteban Huertas

UA: Pro Mundi Benefici - Whenever a Foreign Ship or Cargo Ship passes through a canal gain a lump sum of 250
gold.png
Gold. Internal
traderoute.png
Trade Routes yield 100% more
food.png
Food and
production.png
Production.

UI: Canal - May be constructed upon researching Dynamite (either that or Engineering, or some other tech I can't think of at the moment), connects one body of water to another, once connected Ships and Cargo Ships may pass through. Cannot be built next to a river. May only be built in Panamanian territory. Yields 1+
gold.png
Gold once completed.

UU: Fuerza Pública - Replaces Infantry, stronger but costs more to build with the Promotions Drill (I, II and III) plus a special promotion (Defense of the Homeland) that gives it a 15% defensive boost when fighting within a tile of a Canal.

This is just an idea, feel free to play with it and mold it if you wish. Just tell me if you want to pick it up and I will be happy supply you with facts! :)
 
Hey guys, I am new here, but I have been playing Civ for a while, and I am rather inexperienced when it comes to modding. I am from Panama. Obviously I love my country, and I am an avid player of Civ5. I would love it if someone was able to create a Panama Civilization Mod.

Leader: Belisario Barahon or Esteban Huertas

UA: Pro Mundi Benefici - Whenever a Foreign Ship or Cargo Ship passes through a canal gain a lump sum of 250
gold.png
Gold. Internal
traderoute.png
Trade Routes yield 100% more
food.png
Food and
production.png
Production.

UI: Canal - May be constructed upon researching Dynamite (either that or Engineering, or some other tech I can't think of at the moment), connects one body of water to another, once connected Ships and Cargo Ships may pass through. Cannot be built next to a river. May only be built in Panamanian territory. Yields 1+
gold.png
Gold once completed.

UU: Fuerza Pública - Replaces Infantry, stronger but costs more to build with the Promotions Drill (I, II and III) plus a special promotion (Defense of the Homeland) that gives it a 15% defensive boost when fighting within a tile of a Canal.

This is just an idea, feel free to play with it and mold it if you wish. Just tell me if you want to pick it up and I will be happy supply you with facts! :)

Welcome aboard! Good to see more people coming up with ideas for as-yet-untouched civs.
 
Welcome aboard! Good to see more people coming up with ideas for as-yet-untouched civs.

I had an idea for doing Panama a while back but this is much better.
Quite hard to code, i'd imagine.
 
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