Civ design challenge

Brazil's in Summer Time for reasons.
 
Daylight Saving Time.

In Brazil it's weird, it goes one hour ahead. Normally I'm one hour ahead of something like NY, but now I'm two hours ahead, while normally I'm 4 hours behind London - now I'm just 3 hours.
 
Daylight Saving Time.

In Brazil it's weird, it goes one hour ahead. Normally I'm one hour ahead of something like NY, but now I'm two hours ahead, while normally I'm 4 hours behind London - now I'm just 3 hours.

Oh, Daylight Saving. That ends in November, here. I just assumed it was the same for everyone who used it.
 
Oh, Daylight Saving. That ends in November, here. I just assumed it was the same for everyone who used it.

Start in October here. Really weird stuff.
 
1612 - 1858 AD

One of the greatest sources of diversity among humanity is how we choose to govern ourselves. States come in hundreds of different forms and if you get two humans in a room together, chances are you'll have five different opinions on the best way to run a state. From the republic to the absolute monarchy, from the theocracy to the junta, humans love to find new and innovative ways to coexist. As such, some of these government forms are... stranger than others and perhaps the oddest of these forms were a handful of states, though none of them were nominally sovereign so to speak, which arose at the dawn of the European industrial age. These states seemed normal in a variety of ways - they had armies which they used to exert force both internally and externally. They held territory across vast distances and employed a never ending stream of bureaucrats and officials to manage their holdings. The major difference with these states then, was the fact that they weren't states at all. They were corporations.

The East India Company was one of the largest, most powerful and most lucrative of these quasi-state companies. Unlike corporations today, the EIC and her contemporaries went through all the notions of normal statehood. The EIC frequently waged war, it had a territory of almost 5 million square miles from Multan to Malabar and it even levied taxes. The company started in employment under India's nominal suzerains towards the end of the 17th century; the Mughals. The rapidly collapsing empire hired the EIC to collect taxes and, in return, granted trading rights to the corporation. It turned out to be a disastrous move and, now essentially in control of most of India's trade and its taxes, the EIC began to work against the Mughals and started annexing portions of India, taking vast swathes of the subcontinent under official company rule. The portions left over were coerced into treaties with the EIC which gave it favourable trading rights and nominal overlordship of certain principalities, in return for greater autonomy - the famous princely states.

Despite this, the EIC began to face difficulties in the 19th century, facing bankruptcy and bailouts several times before, following rumours that their 'Sepoys' - native soldiers hired to do the company's dirty work - were being given pork and beef fat to grease their rifles, the region exploded. After almost a year of bitter fighting, the company held on to her possessions in India but was officially relinquished of its territory by the British government in 1858 following the government of India act.

Despite this, the EIC has left a legacy undeniable to even its most fervent critics. often acting autonomously of London, the company epitomised the period of European dominance in which a corporation came to control some 5 million square miles and some 285 million people. Careful diplomacy, fabulous wealth and the kind of raw pragmatism only a company could have gotten away with, the EIC is the best example of corporate capitalism getting totally out of control: ruthless, powerful and at times fantastically rich,

I guess greed is good after all.

So there it is - an oddball civ this time, with the obvious focusses being trade, gold, war and diplomacy. Lets see what you can do guys!
 
You need to write a book, Scott. Oh and GPuzzle, they do it to save electricity. Why Am I telling you that... Anyway


East India Company
UA: A Company of Rulers
Eternal :trade: trade routes provide :c5gold: gold and :c5happy: local happiness:)c5production: production in the sending city) based on resource diversity*. Merchant specialists grant :c5production: production equal to their :c5gold: gold yield, and all luxury resources are automatically improved upon conquering a city.

UB: EIC Factory
Radically different to the factory which it replaces, the EIC factory is unlocked at economics and has nothing in common with the factory. It grants +1 and +5% :c5gold: gold and :c5production: production per each luxury source worked by the city, and grants the benefits of a railroad connection if the city has a sea connection to the :c5capital: capital. Contains two merchant specialist slots, and spawns a source of tea, indigo dye, saltpetre or opium if built in a foreign continent.

UU: Sepoy
Replaces rifleman. Cheaper and weaker(30 :c5strength:) the sepoy has a massive 20% bonus outside of friendly territory which stays after upgrade, making it suited for fighting in foreign continents. Additionally, it start with +1 :c5strength: strength per each city you conquer if built on foreign continents(stays after upgrade as well).

* +2 :c5gold: gold and :c5production: production in the host city and +1 :c5happy: happiness in the receiving city per each resource that is present in the host city only.
** Opium and Indigo dye provide 5 :c5happy: happiness as opposed to 4. Tea yields 4 :c5culture: culture, and Saltpeter boost gunpowder unit :c5production: production by 10% per each copy you own.

Decisons!

Institute the Ryotwari System
Costs: 3 magistrates
Requirements: must have researched economics, must have conquered at least 3 cities.
Rewards: +1 :c5gold: gold from any improved resources yielding +1 :c5gold: gold, +3 :c5culture: culture from custom houses.

Adopt the Tea Clipper
Costs: 1 magistrate, :c5science: science equal to the amount required to research navigation.
Requirements: Must have researched navigation, must have at least 3 cargo ships.
Effects: Cargo ships cost 20% more to produce but gain 50% more range.
 
East India Company

Leader: Robert Clive

UA: Company Rule: Gain :c5greatperson: Great Merchant points from worked luxury resources and conquering cities. During peace treaties, generate half of the :c5happy: Happiness and :c5gold: Gold that your enemy was producing at the beginning of the war*.

UU: Sepoy: Replaces the Rifleman. Can be instantly recruited in conquered cities at the cost of 1 :c5citizen: Citizen. When recruited in this manner, the Sepoy has a 20% :c5strength: Combat bonus when fighting on the continent that it was recruited from.

UGP: Zamindar: Cannot conduct trade missions unlike the Great Merchant it replaces. The Zamindar can be expended in conquered cities to instantly build a courthouse and permanently increase their revenue.**

*If either of these values are negative, receive half of their absolute value instead.

**+10% :c5gold: Gold. +1 :c5gold: Gold from every worked luxury resource. +1 Merchant Specialist slot.

I really like how this design came out. It's a very aggressive civ that can make a lot of money through war. The first half of the UA will help you generate a lot of Zamindars (Indian tax collectors) that you can use to pacify your conquests and make them more valuable. The second half of the UA is an Opium War reference since I wanted to include the things the EIC did outside of India too. The Sepoy can be built very quickly and is especially effective in carrying on your conquests on foreign land.
 
Yeah. But that's a problem on their side. It does not belong to the renaissance, and was hardly used by the actual maratha army.
(Actual!)

I'll rename it anyways.
 
Seems like the alternate history thread stole this challange's thunder :lol:

East India Company
Spoiler :
Leader: James Broun-Ramsay

Unique Ability: Doctrine of Lapse
May annex City-States when your alliance with them ends, but you’ll take an influence hit with other City-States. Plantations may be ordered to switch to a different crop, and at least one Plantation luxury will always be present in conquered cities.

Unique Rifleman: Sepoy
Sepoys are cheaper to build for each allied City-State, but start with more Experience for each former City-State controlled by you. +20% Combat Strength in City-State or former City-State territory.

Unique Great Merchant: Factor
The Factor spawns an improved luxury that is given to you when consumed for a Trade Mission. Trade Routes generate more Gold for each Factor ever born, and Factor Points are gained in the Capital per allied or conquered City-State.​
 
Well I plan on making the best of this although the East India Company wasnt as special as most people exactly think (there was the BSAC, DEIA, FEIA, among others) but humbaugh this doesnt matter:
East India Company

Charles Cornwallis

Cornwallis Code
Upon completing construction of a Courthouse it decreases the amount of :c5culture: Culture expended to adopt the next :c5culture: Social Policy by 5%. Purchasing a plot containing a Luxury Resource is instantly improved and provide and yield an additional +2 :c5gold: Gold.

Sepoy
Slightly cheaper than the Rifleman it replaces the Sepoy gains an additional +5 EXP in conquered Cities for every Building original to it.

Lodge
Gain an additional +2 :c5gold: Gold from :trade: Trade Routes. Trading Posts act like Forts within this City unlike the Arsenal it replaces.
 
The East India Company

UA: Deo Ducente, Nil Nocet: :c5greatperson: Great Merchants are generated faster for every City in a different Continent than your :c5capital: Capital. Upon expending a :c5greatperson: Great Merchant, gain an Unique Resource - the Stock, which can be sold off to other Civilizations.

UB: Company's Factory: Factory replacement, available earlier (at Navigation rather than Industrialization). Instead of +4 :c5production: Production, it produces +5 :c5gold: Gold. +3 :c5greatperson: Great Merchant points for every Luxury.

UU: Sepoy: Musketman replacement. If a :c5greatperson: Great Merchant is expended in the same tile or in the tile adjacent to the Sepoy, it gains the ability to Sell Exotic Goods for :c5gold: Gold and :c5war: Experience, as well as gaining a :c5strength: Combat Bonus in :c5citystate: City-State territory.

I think I'm done!
 
The East India Company (Cornwallis)
Start Bias: Plains
Capital: :c5capital: Calcutta
UA: John Company
Gain +1 :c5gold: Gold and +1% :c5production: Military Unit Production in all Cities for each Technology you are ahead. Upon upgrading a Military Unit, generate :c5science: Science equal to 50% of the :c5gold: Gold spent
UU: Corps of Guides (replaces Lancer)
Does not require Horses, but is still a Mounted Unit. Starts with Survivalism I, Amphibious, and Woodsman, as well as the unique promotion "Frontier Force", which grants a :c5strength: Combat Bonus that increases the further away the unit is from a City (+5% per tile from the closest City, max. at +50%). More expensive than the Lancer it replaces. Upgrades to Cavalry.
UB: Writers' Quarters (replaces Bank)
Unlike the Bank it replaces, the Writers' Quarters is unlocked at Civil Service. In addition to the standard Bank bonuses, it grants a +33% :c5production: Production Bonus to Buildings or Wonders that generate :c5science: Science, and itself grants a +15% :c5science: Science bonus, in the City in which it is built. Requires a Market.

---

Gold, hammers, and science. Because of course. =]

Also, I should mention that the writers mentioned above are a name given to the small army of junior clerks who used the Company as training for later positions of power, both within and without its ranks. No Great Writers here. =]
 
The East India Trading Company (Richard Wellesley)

UA: Trade Monopoly: Cannot Gain Settlers. Gain 5 Influence per turn from City States you can demand tribute from. Allied City States may gift civilian units over time and you gain their Gold Revenue from Trade Routes sent there.
UU: Sowar. Replaces Lancer. Twice as effective at intimidating city states. Generates Gold from Trade Routes passing through the tile where the Sowar is located.
UB: Post Office. Replaces Caravansary. Aside from regular Caravansary Benefits, it generates an extra 2 Gold and Influence from Trade Routes directed at City States.
 
Joined the forum just because I love designing up new civs, but suck at modding.

The East India Company, as led by John Watts

Unique Ability: Deus Indicat
Each additional copy of a luxury resource you control grants you +0.5 happiness :c5happy: and +0.25 gold :c5gold: from resource diversity in trade routes for this luxury resource.

Unique Unit: Brig
The Unique Frigate of the East Indian civilisation. Replaces the Galleass and the Cargo Ship. Production cost :c5production: of 195, up from 185 (on Standard speed).Combat strength :c5strength: of 20, down from 25. Movement :c5moves: of 6, up from 5. May establish sea trade routes unlike the Frigate. May be built even when there isn't a free trade route slot available, but cannot establish trade routes without one available. May only be based in coastal cities.

Unique Building: East India House
The Unique East India Company of the East India Company (lol). Does not require a Market in all cities. +2 Gold :c5gold: (down from 4), and an additional +4 Gold :c5gold: if you have a Market in all cities. Trade routes other players make to a city with an East India Company will generate an extra 4 Gold :c5gold: for the city owner and the trade route owner gains an additional 2 Gold :c5gold: for the trade route. +2 Happiness :c5happy: +50% to Sea trade routes' range originating from this city. +2 Gold :c5gold: when Sea trade routes connect to another civilisation. +50% to Land trade routes' range originating from all cities. Double Gold :c5gold: when Land trade routes connect to another civilisation in all cities.

City Names

Calcutta :c5capital:
Bantam
Surat
Madras
Bombay
Hirado

My version of the East India Company isn't as militaristic as I wanted it to be, because I really wanted a Cargo Ship upgrade unique unit and I don't like civilisations with more than one unique unit.

Also, the Brig might be difficult to mod, but I'm not sure.
 
Has this been abandoned? I haven't seen any posts for a few days.
 
no im just really busy hang tight guise
 
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