Natan35's Design Workshop!

Yeah... I'm taller than him BTW. :p
But that's not the point. Point is, I can't find a proper guide in order to make mods. Kael's guide is outdated.

Honestly, just look at code. Try to understand what's going on and eventually you'll get it. That's how I learned and how I still learn, especially with Lua.
 
Random Civ I
UA: Homeland Deserters
:trade: Trade units sent to\ from your empire reveal adjacent tiles and grant :c5science: science as well as :c5greatperson: Cartographer points upon doing so. The range of :trade: trade routes is increased by certain technologies*.

UB: Traveler's square
Replaces Caravansary. Unlocked at currency, and is more expansive to build. However, it doubles the range of land :trade: trade routes from this city. It also contains a writer specialist.

UU: Cartographer
Replaces great writer. Instead of the great writer's abilities, it may create maps, which will reveal a random city on the map and will grant a city :c5culture: culture equal to 15% of its :c5gold: gold output(max. 75%). Alteratively they may be used to guide a trade unit, providing it with the range necessary to reach a random city on its continent.
 
UA: Conqueror of the Rings
Cities gain additional territory and start a WLtKD at the :c5capital: capital upon conquest. WLtKDs reduce the cost of acquiring new tiles by a % percentage equal to the city's population and grant +1 :c5culture: culture from military buildings empire wide. The capital may always expand to new tiles.

UU: Cyberlord
Replaces great general. May be consumed to initiate an invasion, granting adjacent melee units double movement, ignore terrain costs and enemy ZOC for 5 turns (doubled for units that require iron). During that time, receive no :c5unhappy: unhappiness from conquered\ :c5puppet: puppet cities.

UB: Garrison's Post
Replaces barracks. Yields and additional +1 XP for each conquered city its present in, and +5 per each :c5puppet: puppet its present in. Costs no :c5gold: gold to maintain, and reduces :c5unhappy: unhappiness from population by 1% per each city you conquer(2% from :c5puppet: puppets).
 
UA: Naturally Protected
Upon settling a city, gain :c5production: production towards defensive\ maritime buildings per each coast and mountain tile within the city's range and in your territory. Cities gain +1 :c5strength: strength per each mountain and 2 coasts in their territory, and gain a :c5food: food boost equal to 20% of their :c5strength: strength.

UI: Wooden Camp
Unlocked at construction. May be built on non- hill grassland\ tundra, and not adjacent to each other. +1 :c5food: food, and +1 food and :c5culture: culture if adjacent to mountain or a source of water(bonuses doubled If stack). Generates +2 :c5strength: strength if adjacent to a mountain, and +1 :c5production: production near a coast.

UU: War- Migrant
Replaces warrior. Unlike it, has ocean embarkation, and receives immunity as well as 20% :c5strength: combat boost in any tile that provide attrition, except for jungle(with ExCE). Heals if ends the turn on a Wooden camp.
 
The first design looks like it'd fit something like John I's Portugal. Though part of the UA is very similar to LastSword's Zimbabwe.

The last one feels like it'd sorta fit the Cañari, or some other kind of Central Andean civilization, mostly due to the combination of city building Mountain/Sea Jungle which requires a very specific kind of civilization.
 
UA: Union of the Separated
:trade: Cargo ships grant +1 :c5gold: gold per each other city that they may be sent to and have 5% more range per each :c5citystate: city state allied with you. Units stationed in :c5citystate: city state territory gain :c5strength: combat bonus based on the distance from the :c5capital: capital and grant extra :c5influence: from killing enemies.

UU: Shorunner
Cheaper, weaker(55 :c5rangedstrength:, 50 :c5strength:) and faster(6 :c5moves:) than the battleship it replaces, the Shorunner may move after attacking and has the 'Fire run' promotion, which grants it a 5% bonus against land targets per each unit adjacent to them. Has smaller range and may not fire over obstacles.

UU: Heavy Carrier
Replaces landship. Pays only 1 :c5moves: movement point to embark or disembark and grants an additional :c5moves: movement point upon doing so per each adjacent unit. Has the amphibious and 'Shielder' promotions, making it better at attacking and removing the defence penalties of adjacent embarked units.
 
UA: Order of the Apocalypse
:c5occupied: Occupied cities :c5razing: razed to the ground increase the yields units gain from killing and pillaging equal to the :c5citizen: population they had when you conquered them, and create burned gateway improvement on the city's tile. Units grant extra yields from pillaging and killing units based on their level and are automatically produced during :c5razing: city razing.

UU: Ruin Levy
Replaces great war infantry. While being massively weaker(40 :c5strength:), it costs no maintenance and has the "New world's horde" promotion, making it generate extra :c5goldenage: golden age points for each burned gateway you created. Produced at a double rate during :c5razing: city razing.

UU: Epokalic Seer
Replaces great general. Unlike it, its spawning rate is boosted from your :c5faith: faith output. May create a horde instead of creating a citadel, causing burned gateways contribute +1 :c5culture: culture, :c5gold: gold, :c5faith: faith and :c5production: production to all cities(stacks).
 
UA: Order of the Apocalypse
:c5occupied: Occupied cities :c5razing: razed to the ground increase the yields units gain from killing and pillaging equal to the :c5citizen: population they had when you conquered them, and create burned gateway improvement on the city's tile. Units grant extra yields from pillaging and killing units based on their level and are automatically produced during :c5razing: city razing.

UU: Ruin Levy
Replaces great war infantry. While being massively weaker(40 :c5strength:), it costs no maintenance and has the "New world's horde" promotion, making it generate extra :c5goldenage: golden age points for each burned gateway you created. Produced at a double rate during :c5razing: city razing.

UU: Epokalic Seer
Replaces great general. Unlike it, its spawning rate is boosted from your :c5faith: faith output. May create a horde instead of creating a citadel, causing burned gateways contribute +1 :c5culture: culture, :c5gold: gold, :c5faith: faith and :c5production: production to all cities(stacks).

But.. What is the Civilization?
 
Just random...
 
Alt History Design 1: The Zulu Reich
(Summary: In this reality, Shaka and the Zulus use the spoils gained from their various conquests and victories in order to get modern weaponry, resulting in the development of a Fierce fighting force which will team up against the Brits later, in World War I. Shaka II was the first Zulu kind to visit Europe officially, signing the Germany- Zulu Pact on December 18, 1913, assuring the Zulus of further military developments and their much desired advanced weaponary. King Shaka was also known for his various reforms in agriculture and his massive fort- building activity, particularly in the territory of the former British South Africa.

Leader: Shaka II

UA: Bellum Germanica
+1 :c5moves: movement and +10% :c5strength: strength for units after pillaging in improvement per each turn passed(equal to the unit's level). Units and buildings in cities cost -2% :c5gold: maintenance per each citizen present in the city their built in.

UU: Spearheads
Replacing the Great war infantry, the spearheads slightly earlier(at Radio) and cost a bit less to train. However, they are massively weaker(40 :c5strength:). They do get additional combat strength from the "Buffalo Boys" and "Spearhead" promotions, granting them a permanent :c5strength: strength boost near food yielding resources and a combat boost against other land melee units(25%), increased against cavalry and injured units(50%).

UI: Kraalfestung
Unlocked at engineering. May only be built on flatlands near sheep, cattle or bison, and never adjacent to each other. May be built outside of your territory, claiming the tile and functioning as a fort. Yields +1 :c5culture: culture as well as +1 :c5food: food per each required reousrce adjacent to it, in addition to it's base 1 :c5food: food yield. +1 vision to garrisoned units.
 
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Holy Roman Empire under Maximilian I

UA: Tu Felix Austria Nube
During WLtKDs, cities receive extra yields from your :c5citystate: city state allies. Entering a WLtKD during :c5war: wars will grant you :c5influence: influence with all city states for each turn passed since the war started.

UU: Kaiserliche
Replaces longswordsman. While being slightly weaker(20 :c5strength:) and more expansive, it becomes 5% cheaper and :c5strength: stronger per each :c5citystate: city state ally you have. Generates :c5culture: culture equal to 10% of his :c5strength: strength for each city celebrating WLtKD, doubled if garrisoned.

UB: Burg
Replaces castle. Grants a lump sum of :c5gold: gold upon finishing city state quests. When constructing units, grants you +1 :c5gold: gold per each :c5citystate: city state ally you have.

Modded Version
Spoiler :
UA: Grandfather of Europe
Mercenaries are 5% :c5strength: stronger and :c5gold: cheaper per each :c5citystate: city state ally you have. :c5greatperson: Great dignitaries provide the same yields as great merchants when conducting :c5gold: Trade missions, and are produced 5% faster per each :c5citystate: city state ally you have during :c5war: wars.

UU: Kaiserliche
Replaces longswordsman. While only having 20 :c5strength: strength, it has a 25% bonus against melee units, increased to 50%. against mounted or anti-mounted units. Has a chance to start a 7-turn WLtKD in all cities upon killing a unit, greatly increased in :c5citystate: city state territory.

UB: Burg
The Burg, unlike the castle which it replaces, grants :c5gold: gold whenever you complete a :c5citystate: city state quest. It also grants :c5culture: culture whenever you take a mercenary contract.
 
Holy Roman Empire under Maximilian I

UA: Tu Felix Austria Nube
During WLtKDs, cities receive extra yields from your :c5citystate: city state allies. Entering a WLtKD during :c5war: wars will grant you :c5influence: influence with all city states for each turn passed since the war started.

UU: Kaiserliche
Replaces longswordsman. While being slightly weaker(20 :c5strength:) and more expansive, it becomes 5% cheaper and :c5strength: stronger per each :c5citystate: city state ally you have. Generates :c5culture: culture equal to 10% of his :c5strength: strength for each city celebrating WLtKD, doubled if garrisoned.

UB: Burg
Replaces castle. Grants a lump sum of :c5gold: gold upon finishing city state quests. When constructing units, grants you +1 :c5gold: gold per each :c5citystate: city state ally you have.

Modded Version
Spoiler :
UA: Grandfather of Europe
Mercenaries are 5% :c5strength: stronger and :c5gold: cheaper per each :c5citystate: city state ally you have. :c5greatperson: Great dignitaries provide the same yields as great merchants when conducting :c5gold: Trade missions, and are produced 5% faster per each :c5citystate: city state ally you have during :c5war: wars.

UU: Kaiserliche
Replaces longswordsman. While only having 20 :c5strength: strength, it has a 25% bonus against melee units, increased to 50%. against mounted or anti-mounted units. Has a chance to start a 7-turn WLtKD in all cities upon killing a unit, greatly increased in :c5citystate: city state territory.

UB: Burg
The Burg, unlike the castle which it replaces, grants :c5gold: gold whenever you complete a :c5citystate: city state quest. It also grants :c5culture: culture whenever you take a mercenary contract.

I quite like both designs.
 
Amalek(Agag)

UA: Seed of Amalek
Your :c5capital: capital generates the yields of :c5war: pillaged tiles for 10 turns after pillaging. Units ignore enemy zone of control and generate :c5culture: culture for each unit exerting it over them, doubled in desert.

UU: Plunderer
Replaces warrior. In addition to paying no movement cost to pillage it has the "Chase of Amalek" promotion, granting it a massive 50% attack bonus and +1 :c5moves: movement if starting the turn on a flat desert tile.

UB: Sacred palms
Cheaper than the shrine(30 :c5production:) to which it replaces, the sacred palms grant +1 :c5faith: faith for each oasis tile worked and :c5food: food equal to that amount during :c5war: wars.
 
Celtic split!

La Téne Culture(Brennus)
UA: Vae Victis
Gain :c5gold: gold equal to a defeated enemy's :c5strength: strength. Upon conquering a city, deal damage to enemy units and gain :c5gold: gold for each :c5citizen: citizen killed.

UU: Gaelic Tribesman
Replaces Warrior. While being much weaker(5 :c5strength:) the barbarian is produced at double quantity. It also starts with the "Celtic horde" promotion, granting it a 50% bonus against cities and doubling flanking bonuses within 2 tiles of them.

UI: Oppidum
Unlocked at masonry. Provides +1 :c5food: food and :c5culture: culture, but may only be built in hill tiles not adjacent to each other. +1 :c5faith: faith over each adjacent forest. May convert adjacent barbarians to your side.

The Iceni(Boudicca)
UA: Boudicca's Revolt
+1 :c5production: production towards units per each encampment cleared. Units ignore terrain costs in forests and marshes, and gain a 15% :c5strength: combat bonus in those terrain types.

UU: Celtic chariot
Replaces chariot archer. Unlike it, the Celtic chariot may perform melee attacks(10 :c5strength:) in addition to performing a :c5rangedstrength: ranged attack before engaging in melee combat. May move after entering rough terrain. Grants adjacent units a 15% :c5strength: combat boost within 3 tiles of a city.

UI: Sacred grove
Unlocked at Mathematics. May only be built on forests. +1 :c5faith: faith, +1 :c5culture: culture. Generates +1 of those yields if its adjacent to a source of Oak or cedar. Grants units trained in the city a combat bonus and XP equal to its total yields.
 
Israel split III

State of Israel
(David Ben-gurion)
UA: Aliyah
During :c5war: wars, 20% of your citizens' :c5food: food consumption is converted to :c5production: production. Gain :c5food: food and :c5culture: culture whenever an active :trade: trade unit finishes its turn in your territory, doubled if it belongs to you or a civ following your religion.

UI: Kibbutz
Unlocked at industrialisation. Must be built on a farm or a pasture, never adjacent to each other. In addition to doubling the yields of the improvement beneath it, the Kibbutz also grants +2 :c5culture: culture, increasing to +3 :c5culture: culture once you get an ideology.

UU: Halutz
Replaces great war infantry. May build roads, farms, pastures and Kibbutz at the same speed as a worker. It also has a 33% :c5strength: combat bonus in friendly lands, and gains +1 :c5strength: strength for each ideological tenet you adopt.


State of Israel(Benjamin Nethanyahu)
UA: New Middle ISt
Gain a 5% :c5strength: combat bonus against civilizations per each time you denounced them or one of their friends (Max. 30%). Killing a unit starts a WLtKD and increases :c5happy: happiness based for a duration based off its level in the :c5capital: capital and in every city with a garrison.

UB: Bahad
Replaces military base. Unlike it, the Bahad increases :c5war: starting XP for units trained in the city by 30 and spawns a random unit upon completion*. Does have any prerequisite buildings.

UU: Achzarit
Replaces Mechanized infantry. Has the "Cruel" trait, which makes it take 50% less damage when fighting infantry units. Additionally, it ignores ZOC.

State of Israel(Yitzhak Rabin)
UA: Israel Waits for Rabin
Peace treaties grant :c5goldenage: golden age points upon signing intiate a waiting period, during which :c5unhappy: unhappiness and military :c5production: production are decreased, for a duration equal to the :c5war: war's length. During a Waiting period, may consume :c5goldenage: golden age points for :c5production: production.

UU: Machbet
Replaces the anti aircraft gun. While being identical, it has the "Second revision" promotion, preventing it form upgrading but granting it a massive 20% extra :c5strength: strength boost upon researching radar. Additionally, it has the +1 :c5moves: movement promotion.

UB: Private Enterprise
Replaces Factory. Unlike it, costs no maintenance and even grants +2 :c5gold: gold for each level 3 tenet or :c5culture: social policy tree you finished.
 
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Carthage split!

Magonid Dynasty(Hasdrubal I)
UA: The African Venice
The number of available :trade: trade routes contributes towards cargo ship :c5production: production in the :c5capital: capital and towards border growth in other cities. Coastal cities receive a free cothon and generate +1 :c5culture: culture from luxuries per each outgoing :trade: trade route.

UB: Cothon
In contrast to the harbour which it replaces, the bonuses provided by the Cothon also apply to caravans. Additionally, it doubles the amount of :c5gold: gold you receive from resource diversity in :trade: trade routes.

UU: Punic Galley
Replaces the trireme, but starts with one of 2 unique promotions. If it starts with the "Phoenician Heritage" promotion, it will gain +1 :c5strength: strength per each active naval :trade: trade route and will generate 50% more XP when fighting in friendly territory or near :trade: trade routes. If it gains the "Hanno's voyage" promotion, it gains +1 :c5moves: movement, vision, and the ability to :c5gold: sell goods in :c5citystate: city state territory.

Republic of Carthage(Hamilcar Barca)
UA: Mediterranean Hegemony
Whenever a :c5citystate: city state enters a :c5war: war on your side for the first time, receive a free unit and all existing units gain +5 XP. Units generate :c5gold: gold upon leveling up, and if they were gifted or purchased they also grant a sum of :c5greatperson: Great general points.

UU: Shophet
Replaces great general. When in :c5citystate: city state territory, the Shophet prevents :c5influence: influence decay and causes other units to generate :c5influence: influence instead of decreasing it. Additionally, it may be expanded to hurry :c5production: production in a city.

UU: Quiquereme
Replaces trireme. In addition to its massive 12 :c5strength: strength, it also has the cover I promotion, making it resistant to all sorts of attacks. Slightly more expansive to produce, though.

Carthaginian Empire(Hannibal Barca)
UA: Khanibal
Units may cross mountains and receive +1 :c5moves: movement in enemy territory. Units gain +5% :c5strength: strength while attacking for every move spent and +5% :c5strength: strength while defending per every movement point retained, doubled near :c5greatperson: Great generals.

UU: African War Elephant
Radically different to the horseman it replaces, the African war Elephant has 15 :c5strength: strength but has only 3 :c5moves: movement points. While still being a mounted unit, it does not require horses. Ignores terrain cost near mountains, though it takes damage if ending the turn on them(50 HP).

UU: Numidian Cavalry
A melee unit that replaces the chariot archer. While having only 9 :c5strength: strength, it has the horseman's traits in addition to the sentry, mobility, shock I and the "Battle of Cannae" promotion, which grants it double flanking bonus in flat terrain and makes it generate double :c5greatperson: Great general points from combat.
 
Celtic split!

La Téne Culture(Brennus)
UA: Vae Victis
Gain :c5gold: gold equal to a defeated enemy's :c5strength: strength. Upon conquering a city, deal damage to enemy units and gain :c5gold: gold for each :c5citizen: citizen killed.

UU: Gaelic Tribesman
Replaces Warrior. While being much weaker(5 :c5strength:) the barbarian is produced at double quantity. It also starts with the "Celtic horde" promotion, granting it a 50% bonus against cities and doubling flanking bonuses within 2 tiles of them.

UI: Oppidum
Unlocked at masonry. Provides +1 :c5food: food and :c5culture: culture, but may only be built in hill tiles not adjacent to each other. +1 :c5faith: faith over each adjacent forest. May convert adjacent barbarians to your side.

The Iceni(Boudicca)
UA: Boudicca's Revolt
+1 :c5production: production towards units per each encampment cleared. Units ignore terrain costs in forests and marches, and gain a 15% :c5strength: combat bonus in those terrain types.

UU: Celtic chariot
Replaces chariot archer. Unlike it, the Celtic chariot may perform melee attacks(10 :c5strength:) in addition to performing a :c5rangedstrength: ranged attack before engaging in melee combat. May move after entering rough terrain. Grants adjacent units a 15% :c5strength: combat boost within 3 tiles of a city.

UI: Sacred grove
Unlocked at Mathematics. May only be built on forests. +1 :c5faith: faith, +1 :c5culture: culture. Generates +1 of those yields if its adjacent to a source of Oak or cedar. Grants units trained in the city a combat bonus and XP equal to its total yields.
Since the Gaelic Tribesman is meant to be produced in large numbers it seems like it should have reduced maintenance.
 
Hmmm... Well, they do gain quite a lot of gold from city plundering, which the tribesman excels at. Youre supposed to suicide attack someone's capital, more or less.
 
Austria Split

Holy Roman Empire
(Maximilian II)

UA:
Tu Felix Austria Nube
During WLtKDs, cities receive extra yields from your :c5citystate: city state allies. Entering a WLtKD during :c5war: wars will grant you :c5influence: influence with all city states for each turn passed since the war started.

UU:
Kaiserliche
Replaces longswordsman. While being slightly weaker(20 :c5strength:) and more expansive, it becomes 5% cheaper and :c5strength: stronger per each :c5citystate: city state ally you have. Generates :c5culture: culture equal to 10% of his :c5strength: strength for each city celebrating WLtKD, doubled if garrisoned.

UB:
Burg
Replaces castle. Grants a lump sum of :c5gold: gold upon finishing city state quests. When constructing units, grants you +1 :c5gold: gold per each :c5citystate: city state ally you have.

Austrian Empire(Joseph II)
UA: Josephine Storm
:c5culture: Social policies are marked as either enlightened or conservative upon adoption, thus either granting yields* or causing anarchy when you adopt them. Government buildings yield +1 :c5happy: happiness and also yield +2 :c5culture: culture during :c5goldenage: golden ages.

UB: Staatschule
Replaces public school. In addition to the Public school's effects, the Staatschule also grants +1 :c5culture: culture for every 5 :c5citizen: citizens in the city, increased to +2 if the city has followers of religions other than your own.

UU: Freikorps
In addition to being slightly cheaper than the rifleman it replaces, the Freikorps also gains +1 XP from combat per each adjacent melee unit. Eliminates resistance when stationed in cities, and also gains XP from doing so.

*
Spoiler :
all policies grant :c5goldenage: golden age points, and an extra yield based on their tree:
Tradition: :c5food: food.
Liberty and exploration: :c5production: production.
Honor and commerce: :c5gold: gold.
Piety: :c5faith: faith.
Patronage and aesthetics: :c5culture: culture.
Rationalism: :c5science: science.


Austro- Hungarian Empire(Franz Joseph I)
UA: Kaiserlich und Königliche
Conquered cities are instantly assimilated once they form a railroad :c5trade: connection with your :c5capital: capital, granting you a free unit. :trade: Trade units grant +1 :c5production: production in the :c5capital: capital and in their city, increasing to +2 :c5production: if the city is connected to the :c5capital: capital and to +3 :c5production: if the :c5trade: connection is via railroad.

UB: Telephone Herald
Unlocked at industrialisation, much earlier than the radio station which it replaces. Instead of its effects, the Herald grants +1 :c5culture: culture and +5% :c5happy: local happiness per each city connected to the :c5capital: capital. It also generates +1 :c5culture: culture and :c5happy: happiness, increasing to +4 if a national wonder is present in the city.

UU: Kaiserjäger
Replaces great war infantry. In addition to constructing railroads, the Kaiserjäger may also pass mountains and gains +1 :c5moves: movement when ending the turn near them via the "Tiroler" promotion.
 
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