Civ 5: Civilizations/Leaders Wanted!

Apache

(((0)))

Mangas Colorados

Mescalero replaces Horseman. 12:c5strength:, 4 :c5moves:. Double movement in hills and doesn't cost to pillage.

Brave replaces Composite Bowman. 6:c5strength:, 12:c5rangedstrength:, 3:c5moves:. Only 65:c5production:.

Buffalo Migrations
Cattle produce +2:c5production:. Horses don't require pastures.
 
YUGOSLAVIA

Leader: Tito
Capital: Belgrade

UA: Brotherhood and unity - 20%
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in friendly territory(50%
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in golden age).New cities give extra
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, lost cities cause extra
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UU: Partisan - replaces Great War Infantry -cost 370(from 320) can stealth in forest tiles, +1 movement in forest. +1
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for each enemy killed
UB: Duro Dakovic - replaces Factory - doesn't require COAL (instead of 10%
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+4
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) gives +1
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per citizen. +5%
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Central and East Asia: 8 (4)

Europe: 23 (13)America1, Austria, Bohemia, Bulgaria, Celts, Denmark, Dutch, England, Finland, France, Germany, Goths, Hungary, Huns, Italy, Norway, Poland, Portugal, Romania, Russia, Spain, Sweeden, Switzerland

The Mediterranean: 13 (6)Byzantium, Carthage, Egypt, Genoa, Greece, Kingdom of Jerusalem, Minoans, Morocco, Moors, Ottomans, Phoenicia, Rome, Venice

Middle East: 8 (3)Arabia, Assyria, Babylon, Hebrew, Hittites, Israel, Persia, Sumer
1) Central and East Asia: Should be 10 (4) (instead of 8 (4)).
2) Europe: There are no links to Armenia and Scotland.
3) Hittites and Israel are mentioned as Middle East in the second post, but they are in the "Mediterranean" post.
 
For Costa Rica, I would suggest Oscar Arias as the leader since one hadn't been suggested yet!
 
Seleucid Empire

Leader: Antiochus III the Great
Capital: Seleucia
Language: Attic Greek

Unique Ability: Ellinistikí Politismoú. +3 :c5culture: culture for each cultural building built in the capital.
Unique Unit 1: Argyraspides. Replaces Spearman. +15% :c5strength: strength when fighting in enemy territories.
Unique Unit 2: Agema. Replaces Horseman. +2 :c5moves: movement on any terrain. No terrain cost when moving over rivers. +10% :c5strength: strength when fighting in friendly territories.
Unique Building: Seleucid Monument. Replaces Monument. +5 :c5culture: culture.



Armenian Empire

Leader: Tigranes II the Great
Capital: Yervandashat
Language: Armenian

Unique Ability: Satrapy of Armenia. +15% :c5gold: gold when :c5trade: trade routes are connected to the Persian capital.
Unique Unit: Ayrudzi. Replaces Horseman. +4 :c5moves: movement. +25% :c5strength: strength against land units.
Unit Building: Garni Temple. Replaces Temple. +5 :c5faith: faith.
 
(for the record, I'm aware that the Celts already exist but this is an attempt to incorporate Wales' later medeival/industrial culture and heritage - I also kind of found the Celts a bit weird and syncretic. The goal with Wales was to provide a unique culture-production twist, relating to Wales' industrial and labour heritage)

Wales

Leader: Llywellyn the Last
Unique Ability: Eisteddfod. Gain +1 culture from production buildings. Great Artists may hurry buildings.
Unique Improvement: Colliery. Can only be built on coal. Provides double coal and +3 culture.
Unique Unit: Teulu. Replaces the Knight. A little cheaper, and is built with Drill I.

Vijayanagara

Leader: Krishna Deva Raya
Unique Ability: Vijayanagara Architecture. +15% construction speed for buildings. Buildings which improve the hit points of cities improve them a further 50%.
Unique Building: Ashram. Replaces the Temple. Provides +2 faith and +2 culture. Faith purchasing costs in this city are reduced by 15%.
Unique Building: Anecut. Replaces the Aqueduct. Provides all the benefits of an aqueduct as well as +1 food in plains and desert squares.
 
KHMER (Revised 7/25/13)
Leader: Jayavarman VII or Suryavarman II
Capital: Angkor Thom

Unique Ability: Feats of Stone and Water. Cities receive +25% :c5food: food or :c5production: production from internal trades routes. Cites do not require granaries or workshops in order to form internal trade routes.
Unique Building: Baray. Requires Engineering, replaces aqueduct.
Cost: 100 :c5production:
Maintenace: 1 :c5gold:
As aqueduct. Has an engineer specialist slot. When the slot is filled, +1 local :c5happy: happiness.
Unique Unit: Siege Elephant. Requires Physics, replaces trebuchet.
Cost: 120 :c5production:
Strength: 16 :c5strength:
Ranged Strength: 16 :c5rangedstrength:
Range: 2
Moves: 3 :c5moves:
Faster and tougher than the trebuchet it replaces.



DESIGN & STRATEGY
When one of the devs of BNW mentioned using trade routes to speed up production of a wonder, I thought of Khmer right away. It's a civilization which boasted amazing engineering feats and a massive population. When building Angkor Wat and their other temple mountains, they had to import massive amounts of sandstone and other materials vast distances, not to mention personnel and food. They accomplished the transportation from quarry to city through the use of elephants and a massive network of canals. As stone masons and hydraulic engineers, they were unsurpassed.

The baray gives the city an engineering specialist a bit sooner than other civ's, granting another boost to production and speeding up the output of great engineers a bit. Cities will be able to grow large rapidly, which is a perfect representation of the civilization whose cities boasted the world's highest population until the industrial age.

Techwise, there's a fairly smooth and logical incentivization to pursue Engineering and then move up to Physics. Regarding the siege elephant: while war elephants were common in Asia, it took the ingenuity of the Khmer to use it as a platform for large, ballista-like crossbows.
 
Thanks, Nirosi. We don't get enough feedback around here, but I hope the dev's are looking once in a while.
 
@steveg700: I love that idea. Although I dislike the Siege Elephant (too many War Elephants). Why don't you modify the first part of the UA and make it part of an Elephant Caravan UU, they did use elephants to transport material when building the temples.

Anyway, my turn. (Although I have suggested this elsewhere).

Italy
Spoiler :
Italy_Small.jpg

Leader: Lorenzo de' Medici
Capital: Florence

UA: Men of the Renaissance; All Great People can produce Great Works. Great Artists, Musicians and Writers may be expended to create extra Great Work slots.
UNW: Bank of Medici; Replaces the National Treasury, Receive a a bonus for International Trade Routes for every Great Work in this city.*
UU: Pavisier; replaces the Crossbowman, has a bonus on defense.
UU (Alternative): Marco Polo's Caravan, replaces the Caravan, provides Line of Sight and has a small chance of generating a Great Work on every completed journey.

*I imagine it would function the same way as when a foreign city has resources, so each great work would provide a bonus of 25 or so.
 
Nice job! It's very distinctive and flavorful of classic, pre-unification Italy. With Brazil being somewhat similar to the UA I came up with for Italy, I need to come up with some new ones. But I'll probably wait until I know more about "great creators" or whatever we wind up calling them collectively.

Regarding Khmer's elephants, I have some of your trepedations about adding another elephant UU, particularly with Siam having one. However, as that wikipedia page I linked to indicates, this truly was a unique unit for Khmer. While everybody used elephants to plow through enemy ranks, only Khmer used them as mobile ballista platforms. This relfects their ingenuity and craftsmanship, and it creates a solid path for research: Engineering for the baray, Metal Casting for the workshops (which you need to receive production from trade routes), and Physics for the siege elephant. So, I bit the bullet and added it.

And on a broader note, I had to make myself aware that my bias against "too many elephant units" was kind of a eurocentricism thing. We can accept way more than four horseback units as being perfectly natural, so why object to a fourth elephant unit? In the west, war elephants may seem exotic, but shouldn't we accept that in Asia this was a normal type of unit? In fact, Civ IV did treat them as a normal unit.

Having said all that, a pachyderm caravan unit is also an interesting possibility, but I just don't know enough about these trade units yet. It may develop that it doesn't make sense for them to be faster or capable of defending themselves.
 
Nice job! It's very distinctive and flavorful of classic, pre-unification Italy.
Thank you!

Metal Casting for the workshops (which you need to receive production from trade routes)
Wait, is this part of the UA, or have I missed an update?

And on a broader note, I had to make myself aware that my bias against "too many elephant units" was kind of a eurocentricism thing. We can accept way more than four horseback units as being perfectly natural, so why object to a fourth elephant unit? In the west, war elephants may seem exotic, but shouldn't we accept that in Asia this was a normal type of unit? In fact, Civ IV did treat them as a normal unit.
Good point! I didn't know there was a historical basis for them either, which was partly why I was against the idea.
 
You might have missed an update. With a granary you can import food, and with a workshop you can import hammers.
I'm pretty sure it's with a granary/workshop you can export food/hammers, seeing as how they mention you can use your capital to boost new founded cities.

Your Khmer civ is unique, cohesive and well thought-through, excellent job!

On Italy, as we have seen with the Walls of Babylon and the Royal Library of Ashurbanipal, one-off buildings can be loosened to UBs that can be built in every city. So in this way I think the UB should be the Medici Bank as Sukritact suggested, maybe with normal bank stats but with a great work slot and a bonus +1 gold per great work in the city? As interesting as a UNW would be, it would remove a great deal of flexibility for a wide Italy.

Otherwise the UA encapsulates a pretty good idea of renaissance italy and provides a new way to play, and that is one professional looking map!!:goodjob:
 
I'm pretty sure it's with a granary/workshop you can export food/hammers, seeing as how they mention you can use your capital to boost new founded cities.

Your Khmer civ is unique, cohesive and well thought-through, excellent job!
Thank you kindly, sir!

I think you are correct about exporting. It makes me reconsider the UA, because it won't be until the medieval era that you can export/import production, and that means its benefits come after a lot of wonders. You can export grain quite early though, and Engineering comes fairly soon if you prioritize it. Maybe boosting population suffices early on? Well, at least Angkor Wat is a medieval wonder.

On Italy, as we have seen with the Walls of Babylon and the Royal Library of Ashurbanipal, one-off buildings can be loosened to UBs that can be built in every city. So in this way I think the UB should be the Medici Bank as Sukritact suggested, maybe with normal bank stats but with a great work slot and a bonus +1 gold per great work in the city? As interesting as a UNW would be, it would remove a great deal of flexibility for a wide Italy.

Otherwise the UA encapsulates a pretty good idea of renaissance italy and provides a new way to play, and that is one professional looking map!!:goodjob:
I think you're probably right about the Medici bank. As for a UA, I'm thinking along the lines of cannibalizing one of the UA's I thought of for Portugal. Essentially, the "great creators" could have multiple uses before they're expended. In this way, the prolific nature of italy's many geniuses could represented. Perhaps even extend this to merchants as well!
 
HITTITES (revised 7/25/13)
Leader: Hattusili III or Suppiluliuma.
Capital: Hattusha.

Iron-Fisted Overlord. Captured cities generate +2 :c5gold: gold and :c5production: production. Duration of anarchy in captured cities is halved.
Unique Building: Bloomery.. Requires Bronze Working. Replaces Barracks.
+15% XP to new units.
The bloomery provides 1 iron to the city where it's built (including +1 :c5production: production).
Unique Unit: Impact Chariot. Requires The Wheel, replaces Chariot Archer. Requires 1 iron.
Cost: 75 :c5production:
Strength: 14 :c5strength:
Moves: 3 :c5moves:
The impact chariot can move after attacking, and if it kills an enemy unit, it can attack again. Like other chariots, it suffers a movement penalty when entering rough terrain and does not receive defensive terrain bonuses.

WANNABE DEV DIARY
The powerful Hittite empire went undiscovered by archaeologists for quite some time. The reason for this mystery is that the Hittites did the unthinkable: they created an ancient civilization with a capital situated in the uninviting hills of Anatola, situated dozens of kilometers from any large bodies of water. All evidence indicates they weren't creating a society based on trade with outsiders, but rather one primed to go to war with its Mesopotamian rivals. And it succeeded. While Assyria enjoys its reputation for being the primeval war machine, it's the Hittites who sacked Babylon and drove Egypt into submission.

This design showcases the Hittities as a domination civ which fast-tracks early techs related to military and production. Rather than follow the suit of the Huns and simply give out resource-free units, the Hitittes actually have the ability to produce iron via their bloomeries. In addition to its obvious benefit at building units, this extra resource can provide a much-needed bump to trade routes with city-states. It also means that eventually the Hittites can build forges everywhere!

The chariot should prove effective at crushing archers and warriors (perhaps after being softened up), and one of its hidden benefits is that as an iron-based unit it becomes immune to the spearman's anit-mounted bonus, allowing it to mow down ancient-era foes unabated.

Thanks to Viregell, Kurtbob, phaethon16, and awesome for feedback!


Link to video.
 
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