Hoop's History and Heroes

Hoop Thrower

Cyberbolivarian Inkarri
Joined
Aug 5, 2013
Messages
2,463
Location
Chile
Given that everyone's making their own personal thread nowadays...

Shuar - Nunkui
UA: Tsantsa: Defensive and Military Buildings have 2 slots for Great Works of art. Defeated units in battle have a chance to provide special artifacts*
UU: Uwishin: Replaces Composite Bowman. Can create special Tsentsak Darts in Jungle tiles by spending Faith. These darts come in limited numbers but are much more effective when fighting against units. Can be consumed to remove heresy.
UB: Einsupani House: +1 Culture. Has one Slot for Great Work of art, unlike the Amphitheater it replaces. When filled, units trained in city gain the Fear Promotion, reducing enemy unit combat strenght by 10%.

* Shrunk Head: Provides +1 Faith, +1 Tourism, +2 Culture.

Paraguay - Solano Lopez
UA: Patria o Muerte: Can sell buildings to rush production of units in city. Civilian units cause attrition damage to enemy units that end their turn near them.
UU: Aca Yboty: Replaces Cavalry. Unlocked earlier at Rifling. Deals significantly less damage, but its trained in pairs and starts with the Charge Promotion.
UU: Christian Cannon: Replaces Cannon. Starts with extra experience equal to the amount of faith produced in city. Generates a small amount of faith from victories.




Inca - Tupac Amaru II
Inkarri Prophecy: Pillaging Tiles and Liberating Civilians produces Faith. Start a Golden Age upon birth of a Great Prophet.
UU: Arriero: Double Movement on hills and can cross mountains, unlike the Worker it replaces. Builds pastures instantly.
UU: Auca Runa: Is an infantry unit, unlike the lancer it replaces, meaning it has 2 less movement points. Has a combat bonus against Gun units and heals at double rate during golden ages.


Chavin
UA: New Horizons: Construction of improvements is rushed upon discovering new technologies. Improvements generate faith upon being finished.
Ub: Roaring Drainage: Replaces Aqueduct. Aside from normal Aqueduct Benefits, it also generates faith upon birth of a new citizen equal to the number of citizens the city has.
UU: Translator: Replaces Missionary. Generates Science when spreading religion.

Moche - Lady of Cao
UA: The Warrior Narrative: Great General Counter contributes to Generation of Great Artists. Conquered cities gain an Artist Specialist Slot.
UU: Decapitator: Replaces Swordsman. Doesn’t require Iron. Decapitators Provide Culture & Faith upon taking damage.
UB: Huaca: Replaces Temple. +2 Faith. 1 Great Work of Art Slot..

Wari
Cradle of Engineering: City connections generate food equal to the amount of gold they generate. Overflow food generates points towards Great Engineers.
UB: Kancha: Replaces Amphitheater. +1 Culture. When the Great Work of Writing slot is filled, increases production towards buildings by 10% in city.
UU: Champi: Replaces Pikeman. Has extra combat strength against civilizations that produce less food.

Huarpa
UA: Irrigators of the Andes: Caravans send Food and Production through trade routes, providing Science and Culture in return. Desert Tiles produce +1 Food.
UI: Cochas. Can only be built on Hill tiles. Acts as a source of Fresh Water and makes adjacent Farms produce +1 Food.
UU: Herder: Replaces Worker. Build improvements faster near sources of water and may reveal unique Llama Bonus Resources upon discovering new territory.

Chonos - Pedro Delco
UA: Archipielago Informers: Upon Meeting a new Civilization, reveal your entire territory. Earn Gold for every tile revealed to that civilization this way*. +2 Happiness from Cities founded on new Landmasses.
UU: Dalca: Replaces Trirreme. Can enter Oceans and earns gold from Combat.
UB: Aike: Replaces Monument. +2 Culture. Units Garrisoned in a city with an Aike heal faster. +1 Faith after city adopts a religion.

Mexico – Francisco Villa

UA: Gestai dei per Mexicanos- Liberating captured civilians generates culture & provide a free ranged unit. Working Pillaged tiles Generates +1 Food and Culture.

UU: Soldadera: Replaces Rifleman. After spending all their movements, Soldaderas may pillage a tile within a range of two & heal close units.

UU: Zapatista: Replaces Gatling Gun. Ranged unit which has a melee combat strenght as good as its ranged strenght. Combat bonus on Pillaged tiles. Ignores terrain costs.

Viceroyalty of Rio de La Plata - Joaquín del Pino

Representation of Landowners
+2 Culture from merchant Specialists. Internal Trade Routes provide +1 Culture and Gold for every resource worked by the capital.

Aduana
Replaces Seaport. Aside from normal Seaport Benefits, it also produces +1 Production and Gold from Pastures worked by the city.

Blandengue
Replaces Lancer. Can be consumed to create a source of Cattle. Can also build Pastures and Forts.
 
So yeah your intrest in Chilean civs inspired to do one of my own:
Viceroyalty of Rio de la Plata

Joaquín del Pino

Consular de Buenos Aires
Whenever a Building containing a Merchant Specialist slot it completed in the :c5capital: Capital receive a lump sum of :c5gold: Gold and :c5culture: Culture. Internal :trade: Trade Routes provide +2 :c5gold: Gold for every traded Resource in the :c5capital: Capital

Audencia
May be built anywhere and upon being complete grants a sum of :c5gold: Gold equivalent to half the cost spent building it. Contains a Unique "Chancillería" Slot which grants +2 :c5culture: Culture and may grant :c5gold: Gold whenever a resource is improved however is more costlier unlike the Courthouse it replaces

Legión Penninsular
Ignores rough terrain and appears invisible in Jungle Terrain. When garrisoned in a City it offsets :c5production: Production penalties and grants :c5culture: Culture on kill unlike the Musketman it replaces.
 
I'll be keeping an eye on this thread, I'd certainly like to see Allende and Pinochet represented at some point in civ, it'd be cool if Our World picked these up.

One question that I have about Allende's design is that the UA could possibly be too strong. I think it was discussed in another thread prior - that the bonuses of picking up Rationalism as your second policy tree would be pretty damn immense. So i'd consider that - otherwise I'm looking forward to see more designs :)
 
Foreign resources?
Also, that bonus is nothing. It barley makes up for unit maintenance.
 
So yeah your intrest in Chilean civs inspired to do one of my own:

Well, that's funny, because if you look at a map of said Viceroyalty you'd discover it didn't actually include the territory of Chile!

It kinda deliberately avoided this thin strip of land, yeah, that's how undesiable we are. :lol:

As for your civ design, it... doesn't convince me much, I mean, yeah, La Plata did have a somewhat good trading class, within the limits Spain imposed, but those limits were so harsh it could as well not have existed, so dunno if Merchant Specialist focus works here. Maybe something connecting Pastures to Merchants could work, and would be more fitting in my opinion. The internal trade routes providing gold is fitting I guess, but remember Spain wanted to get their gold from Peru mostly.

The Audiencia... sorta fits. I don't see the need to have Courthouses everywhere, it'd be more fitting as a Constabulary replacement really. I guess it provides gold equal to half its production cost. Dunno what the specialist is about, it could provide points towards a... Spy perhaps? Dunno how'd that work, but it'd be funny.

For the UU, I've got nothing. The name is as plain as it gets. (Legion Peninsular, really?) and the abilities don't make much sense to me either (Jungle in Argentina ???)
If I were making a Viceroyalty of La Plata civ I'd turn the unit into a Blandengue, a replacement for... some Cavalry unit with combat bonus against barbarians, in frontier terrain, within forts or whatever.

One question that I have about Allende's design is that the UA could possibly be too strong. I think it was discussed in another thread prior - that the bonuses of picking up Rationalism as your second policy tree would be pretty damn immense. So i'd consider that

Noted. To be honest, I thought about it too, but I still don't think it'd be that powerful compared to the sort of civs coming out nowadays. Rationalism Opener ain't that much of a bonus, I mean, 10% extra Science is nice and all, but the other policies are useless until Medieval Era anyways, it would be excellent as a second tree, but that's no real surprise I think, and it is a nice little bonus that could make the civ attractive.

Outside that the civ has an UU that you'll rarely see and an UB that doesn't come until late, so a somewhat powerful (again, it'd need playtest to see how it'd really end up being) UA isn't that game breaking I think.


Thanks for the Feedback! I updated the main 2 posts (El limite de las imagenes etc, etc.) I think I've just got left the Events and Decisions to plan. :)
 
Well, that's funny, because if you look at a map of said Viceroyalty you'd discover it didn't actually include the territory of Chile!

It kinda deliberately avoided this thin strip of land, yeah, that's how undesiable we are. :lol:

As for your civ design, it... doesn't convince me much, I mean, yeah, La Plata did have a somewhat good trading class, within the limits Spain imposed, but those limits were so harsh it could as well not have existed, so dunno if Merchant Specialist focus works here. Maybe something connecting Pastures to Merchants could work, and would be more fitting in my opinion. The internal trade routes providing gold is fitting I guess, but remember Spain wanted to get their gold from Peru mostly.

The Audiencia... sorta fits. I don't see the need to have Courthouses everywhere, it'd be more fitting as a Constabulary replacement really. I guess it provides gold equal to half its production cost. Dunno what the specialist is about, it could provide points towards a... Spy perhaps? Dunno how'd that work, but it'd be funny.

For the UU, I've got nothing. The name is as plain as it gets. (Legion Peninsular, really?) and the abilities don't make much sense to me either (Jungle in Argentina ???)
If I were making a Viceroyalty of La Plata civ I'd turn the unit into a Blandengue, a replacement for... some Cavalry unit with combat bonus against barbarians, in frontier terrain, within forts or whatever.

Honestly I just brought here because of that one small piece of land but I really dont know jack about south american history soo ehh I'll take some of your suggestions:

Viceroyalty of Rio de La Plata

Joaquín del Pino

Consular de Buenos Aires
Recieve a +5% :c5gold: Gold bonus in the :c5capital: Capital from Merchant Specialists for every Pasture worked. Internal :trade: Trade Routes provide +1 :c5culture: Culture and :c5gold: Gold for every traded Resource in the :c5capital: Capital

Audencia
Slightly more expensive to build and provides :c5gold: Gold equivalent to half the cost spent building it. provides in addition to Spy ineffectiveness it provides +2 :c5culture: Culture and may provide a Free Spy upon discovering the Printing Press unlike the Consubalary it replaces.

Blandengue
Much cheaper it gains a +15% :c5strength: Combat Bonus in Rough Terrain and may build Forts or Pastures unlike the Lancer it replaces

this seems a bit more plausible I'm assuming? this after a bit more research along with some of your suggestions. The only reaseon I wanted to do Rio de La Plata was because essentially it would give me a reason to expand into South America
 
That's a damn good reason, and a very nice design.
 
Well, here's my take on it:

Viceroyalty of Rio de La Plata

Joaquín del Pino

Representation of Landowners
+2 Culture from merchant Specialists. Internal Trade Routes provide +1 Culture and Gold for every resource worked by the capital.

Aduana
Replaces Seaport. Aside from normal Seaport Benefits, it also produces +1 Production and Gold from Pastures worked by the city.

Blandengue
Replaces Lancer. Can be consumed to create a source of Cattle. Can also build Pastures and Forts.

----------

Yeah, the civ has an odd focus both on working resources and Specialists, I kinda like that, it'll definitely be a tradition civ which will need loads upon loads of population, heh.

That said, I'm not sure why you went with La Plata specifically, if you wanted a more iconic Viceroyalty, there's Peru, while if you wanted an obscure colony like most of your other civs, you could have gone with Kleine Venedig, France Antartique, Dutch Brazil (Melchior's flying bull anyone?) Falklands or even that colony the Dutch made in southern Chile that lasted like 2 months... :crazyeye:

So yeah, paint me confused, dunno why you went with this one specifically.

That said. I updated the third post of this thread. Because stupid image limit wouldn't let me make more posts on the first two, should have reserved more pages, hindsight is 20/20 etc. At least nothing of value was lost.
 
Well, here's my take on it:

Viceroyalty of Rio de La Plata

Joaquín del Pino

Representation of Landowners
+2 Culture from merchant Specialists. Internal Trade Routes provide +1 Culture and Gold for every resource worked by the capital.

Aduana
Replaces Seaport. Aside from normal Seaport Benefits, it also produces +1 Production and Gold from Pastures worked by the city.

Blandengue
Replaces Lancer. Can be consumed to create a source of Cattle. Can also build Pastures and Forts.

----------

Yeah, the civ has an odd focus both on working resources and Specialists, I kinda like that, it'll definitely be a tradition civ which will need loads upon loads of population, heh.

That said, I'm not sure why you went with La Plata specifically, if you wanted a more iconic Viceroyalty, there's Peru, while if you wanted an obscure colony like most of your other civs, you could have gone with Kleine Venedig, France Antartique, Dutch Brazil (Melchior's flying bull anyone?) Falklands or even that colony the Dutch made in southern Chile that lasted like 2 months... :crazyeye:

So yeah, paint me confused, dunno why you went with this one specifically.

That said. I updated the third post of this thread. Because stupid image limit wouldn't let me make more posts on the first two, should have reserved more pages, hindsight is 20/20 etc. At least nothing of value was lost.

Because it was the combination of it being big and obscure at the same time which essentially allows me to cover up my map a lot more :crazyeye: so that was my reasoning (although last time I checked Belgian Congo wasnt that obscure). As for your new designs I like the Shuar as it reminds me of one of my old personal designs with the Shruken Head and the UB being interesting.
 
I've updated the first two pages with Events and Decisions support ideas!

Now is a good moment to mention that I don't normally play with that mod so the balance there may be a little bit off, but still, I think these are the most complete civ suggestions so far. :D

Anyways, hope to hear some feedback, I think I'll start tinkering Central Andes civs now.
 
First batch of Central Andes civilizations. Concepts may still be... a little bit rough around the edges.

Chavin
UA: New Horizons: Construction of improvements is rushed upon discovering new technologies. Improvements generate faith upon being finished.
Ub: Roaring Drainage: Replaces Aqueduct. Aside from normal Aqueduct Benefits, it also generates faith upon birth of a new citizen equal to the number of citizens the city has.
UU: Translator: Replaces Missionary. Generates Science when spreading religion.

Moche - Lady of Cao
UA: The Warrior Narrative: Great General Counter contributes to Generation of Great Artists. Conquered cities gain an Artist Specialist Slot.
UU: Decapitator: Replaces Swordsman. Doesn’t require Iron. Decapitators Provide Culture & Faith upon taking damage.
UB: Huaca: Replaces Temple. +2 Faith. 1 Great Work of Art Slot..

Wari
Cradle of Engineering: City connections generate food equal to the amount of gold they generate. Overflow food generates points towards Great Engineers.
UB: Kancha: Replaces Amphitheater. +1 Culture. When the Great Work of Writing slot is filled, increases production towards buildings by 10% in city.
UU: Champi: Replaces Pikeman. Has extra combat strength against civilizations that produce less food.

Huarpa
UA: Irrigators of the Andes: Caravans send Food and Production through trade routes, providing Science and Culture in return. Desert Tiles produce +1 Food.
UI: Cochas. Can only be built on Hill tiles. Acts as a source of Fresh Water and makes adjacent Farms produce +1 Food.
UU: Herder: Replaces Worker. Build improvements faster near sources of water and may reveal unique Llama Bonus Resources upon discovering new territory.
 
So I actually got a couple ideas after the comment of WWI Mexico, thing is, the period is so crucial in the country I thought the better approach to the situation is to do two civilizations to give a complete picture, second civilization is of course a WIP, where comments are particularly welcome:

Mexico – Francisco Villa

UA: Gestai dei per Mexicanos- Liberating captured civilians generates culture & provide a free ranged unit. Working Pillaged tiles Generates +1 Food and Culture.

UU: Soldadera: Replaces Rifleman. After spending all their movements, Soldaderas may pillage a tile within a range of two & heal close units.

UU: Zapatista: Replaces Gatling Gun. Ranged unit which has a melee combat strenght as good as its ranged strenght. May melee attack & capture cities. Combat bonus on Pillaged tiles. Ignores terrain costs.

Something odd is that it's actually really difficult to find an actual leader for a Mexican Revolution civilization given how many characters and leaders participated in it! I went with Pancho Villa mostly due to the fact that he's the most famous.

So, Mexican Revolution, a revolution made by and for the campesinate (or not!). I thought a military oriented civilization would be the best for it, so I got inspired by MC's Mexico, the Zapatista anyways, given how description of the period mention a landscape with ruined plantations that dot the scenery, having a civilization based around pillaged tiles and the liberation of the oppressed feeled like something new and potentially fun, so here we are, a completly unorthodox UA.

The Zapatista is mostly a fixed version of MC's one, which has that eternal problem of belonging to a completly different upgrade line making it useless, the unit may very well be completly overpowered, yet, it does interact nicely and there's probably worse offenders out there.

Soldaderas just felt like a complete must be in this civilization and the idea of the unit is meant to complement the rest of the civ to give a really strong industrial era combat strenght, they not only pillage tiles, but heal units! Giving a push that should allow you to quickly gain an advantage when pressing the assault






Mexico – Porfirio Diaz

UA: Porfiriato- Specialists reduce the culture cost for acquiring new tiles. Plantation based luxuries generate +2 Happiness and food.

The Porfiriato, characterized mostly by the regime based on "Scientists", technocrats to say in some manner who tried to drive the country headlong into modernity through order and progress, or so the saying goes, while supporting the nation through the good old plantations that characterize Mexico so much. Territorial acquisition and specialists is what I felt should the civilization be based around, so I made a, I think, clever way to mix these two ideas to have a good civilization based around Specialists.

No idea What the uniques should be though, the Rurales could perfectly fit in here, but then again, I don't quite want to make this an impromptu "MC's Mexico Split", so here I'm waiting to see if someone comes with something clever.
 
Chonos - Pedro Delco
UA: Archipielago Informers: Upon Meeting a new Civilization, reveal your entire territory. Earn Gold for every tile revealed to that civilization this way*. +2 Happiness from Cities founded on new Landmasses.
UU: Dalca: Replaces Trirreme. Can enter Oceans and earns gold from Combat.
UB: Aike: Replaces Monument. +2 Culture. Units Garrisoned in a city with an Aike heal faster. +1 Faith after city adopts a religion.

*Amount of Gold depends on the number of tiles revealed and the amount of eras that have transcurred (1 Gold per tile per era.)

In case anyone is reading, something I thought up quick, refer to this or this for further reference.
 
Hmmm... Interesting synergy. On one hand, this design encourages exploration but then it also makes it more beneficial to you to maintain your control of "frontier" cities via the UB. Quite nice.

(Though I do find some bonuses insignificant, as usual :p)
 
Yeah, came out very nicely, even I hadn't thought so much on how Synergistic it ended up being.

Also, I must that Chilean split somewhere else, this page is taking an eternity to load...
 
Guarani - Sepe Tiaraju
UA: Land with no Evil: As long as you're at peace, faith and happiness yields of buildings being constructed are added to your civilization.
UU: Bocafuego: Replaces Cannon. Excerts religious pressure through combat. Extra combat strenght based on followers of the main religion while garrisoned.
UB: Kupyty Workshop: Replaces Workshop. +2 Production in city. 1 Engineer specialist and allows production to be traded through trade routes. +1% Production from each point of faith generated by the city and Missionaries created in this city generate production upon spreading their faith.

Yaghan - Jemmy Button
UA: Kina: Civilian units ending their turn on an improvement built on snow, tundra or sea yield golden age points.
UU: Anan: Replaces Workboat. It's not consumed by creating fishing boats, but it doesn't create them instantly either. Can cross ice tiles and retire from combat.
UI: Akalli: Unlocked at Agriculture. Only buildable on snow or Tundra tiles without features. +1 Food. +1 Food for each adjacent Akalli.
 
Gotta post this somewhere so I don't forget.

Yaghan Jemmy Button (?)
UA: Eternal Sun: Finishing improvement in tundra, snow or water generates food in city. Acquiring snow tiles gives a 50% chance of them revealing a random resource.
UU: Wrecker: Replaces Archeologist. Requires Harbor instead of University. Can enter Ice tiles and, while there, can be expended for unique Artifacts.
UB: Akalli: Replaces Lighthouse. Requires 15 less production. Generates extra food the closer it is to the pole.
 
Top Bottom