Colonialist Legacies: Histories of the New World | Colonial + Pre-Colonial civs

Wasn't there a city-state master thread a while ago? I can't find it any more though. :/
I mean, I didn't look very hard, but...
Should have some good ideas in it.
 
To be honest, I am on Demondance's side here, sort of.

The original Philippines UA was one of the most fun, most ambitious UAs I've ever seen (up there with JFD's Armenians, for example.) Aaaand it was one of the most prone to errors and buggy behavior I've ever seen, too.

Some of us are okay with buggy but insanely ambitious... most are not.

The popularity of a modder lives and dies on downloads. Just saying. So we couldn't just leave a mod at the stage of "it's really really really cool when it works, which is rarely."
 
I dunno man, as someone who plays really defensively and never allows open borders, I felt it to be a huge contrast buddying up closely to people geographically and have them wander my lands for sweet culture.
 
So true. My favorite Uniques are ones that change your gameplay altogether.

Nazca Geoglyphs, the Nato-oh Siskoom, and the Sioux Buffalo come to mind.
 
A bit of a preview for our Beyond Earth Sponsor that is closest to release:



The Vesperian Confederacy - Noémie Leifsdóttir


Many events prior to the Great Mistake helped make room for the confederacy of Canada to brush aside her former masters and emerge a truly independent regional power. The first opportunity came from the weakening of the USA. As time went on in the 21st century, the once mighty USA had lost much of its imperial authority over the world; China in Asia, Brazil in South America, the African Union, and the Arab nations all began rejecting American imperialism. This loss of influence sent America on a downward spiral into its first ever dark-age as the imperial USA had become excessively dependent on foreign imports to sustain both its military and its people. The dark age of America left the population fighting over what little resources were available, things like food, fuel, electricity, and clean water became scarce and the entire nation erupted in civil war. With their neighbor in disarray, the stable confederacy of Canada began a long, peaceful, campaign of solidifying its hold over the North of the Americas. Because of its distance from the rest of the states, Alaska was easily annexed peacefully into the confederacy, and the North West Passage was declared Canadian Territory; with rising climate temperatures the northern sea lanes became lucrative trade lanes to own. Seeking a new image, Canada adopted the name "Vesperia", meaning "Land of the the Evening Star".

The second major opportunity came from the great migration that had begun to occur from the south to the north. A combination of climate change creating desertification in the south, and the civil unrest throughout the former United States caused many refugees to migrate to the US/Vesperian borders. This influx in population brought a lot of people from all walks of life into the Great White North; many of these people fleeing the south were of the intelligent caste – doctors, engineers, scientists, skilled labor, etc. – all looking for peace and security. The final great opportunity that came, was the Great Mistake itself.

Not much can be said about this period except that all the great powers that now found themselves free from American Imperialism all began acting in reckless ways eventually leading to their own destruction in the Great Mistake. Of particular interest to the Confederacy in this period was Russia; the other great empire from the 20th century which emerged in the fiercest way after America’s decline. To keep it brief – Russian expansionists sought out to regain former USSR territories and began aggressively annexing eastern European and central Asian territories. For decades this happened up until the Great Mistake tore Russia apart from the inside out. The wide spread nation was unable to maintain itself after the Great Mistake happened, civil unrest from all corners literally tore the country up leaving the once glorious Mother Russia into a decentralized mess of small states.

After the events of the Great Mistake a few regional powers managed to maintain stability, The Vesperian Confederacy being one of them.

As the world stabilized once again, former empires change, while new ones emerge. Canada having already annexed Alaska now seeks to control the entire Arctic circle and the shipping lanes that go with it. The former Russian empire that had been torn asunder during the Great Mistake was slowly gobbled up by her neighbours. In the east, the Pan-Asian Cooperative integrates parts of eastern Russia, while in the west the Slavic Federation move into the Crimean region and up to Moscow, leaving the northern regions vulnerable, and open to Canadian interests. Being vulnerable to invasion from PAC and the Slavic Fed, the various independent Northern Russian states met with a Canadian delegation and joined the confederation (the Russian nationalists were not interested in being persecuted by their Slavic enemies, or enslaved into PAC, thus they accepted integration and relative autonomy within the Arctic Circle). This amalgamation of northern nations caught the attention of the remaining Northerners - Norway, Sweden, Finland, Greenland, and Iceland. It didn't take much for the Scandinavia, Greenland or Iceland to join - seeing the economic and strategic benefits of monopolizing the Arctic circle they all agreed to create one confederated nation under the banner of the Vesperian Confederacy.

Spoiler :


Trait: Units born in a city with a Trade Depot gain additional Sight. Trade Units gain line of Sight.

Everything is tentative to change though! The Vesperians are also very angled towards Trade and Exploration. Being Space Canada and all, the Vesperians are also very geared towards diplomacy and peace.
 
Space Canada? Nah... they'll always be technoviking for me.

Hm... maybe I could think up an idea for a Spanish Latin America faction, after all, Brazil can't take all the fun.:)
 
I previously did some art for Neuvos Aires, which can be found in the Steam Workshop :)

I've also just realised that these first three factions are all based in the Americas, so we might need to broaden our horizons...
 
Oh, Nuevos Aires, I see that pun was too good to pass up. :lol:
Excellent work there, I would have expected a neo-bolivarian faction (like what Bolivia and Venezuela are trying to do) but this is an amazing idea nonetheless.

Of course, I also would have expected a more Eternauta-ish look, like this:
Spoiler :


But of course I wouldn't have counted on you knowing it by the fact that it's a fairly obscure science fiction work outside the latin language speaking world. :(
 
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Sponsor Trait: GPSDRMKSC
Cost of Virtues is decreased by 2.5% for each Synergy Bonus unlocked.
Additional Colonists: Proletariat
+1 Food, +1 Production, and +1 Culture in every City
Additional Spacecraft: Generation Ship
+1 Population in the first City and +5% Growth in all Cities
Additional Cargo: New New Soviet Thinking
Start with a random Tier 1 Virtue unlocked

How's that sound? =]
 
Ya, after play Phillipine i dont know what this civ do\
- The first part is so underpower : give a trade boat when open border, well since if no coastal city or you trade route is full... this is like nothing

- The second part is extremely doubt : unit on your land give culture, so how many units ? and how long it stay ? Some situation is very strong when enemy use mass military to war another civ and need to pass out land but that is it(well compare to VietNam i play, only capital have more 300 culture per turn...), for all other time it like omgwtfggwp... Literally useless.

I miss the old one, really or we should make a huge remake . I think if you wanna focus on Influence, should build civ base on tourism or base on CS rather than major civ
 
All I can say really is that... You're playing it wrong and certainly not using the abilities to it's advantage. Played right, the Philippines is extremely formidable - especially on higher difficulties. Free Cargo Ships save you quite a few turns in production, and if pillaged by an enemy or barbarians, you can get them back up easily with little to no cost. The Philippines also gains +2 Culture for all foreign units with their borders - so that's +2 Culture for each Prophet, Missionary, Caravan or Cargo Ship in the early game, guaranteed to be more in the late game. It's a nice supplementary boost.

Still, the strongest part about the Philippines is the 5% per Coastal resource Church - two resources? That's basically the Temple of Artemis. Managed to build the ToA and each city has approximately 2 Sea Resources? That's +20% Excess Food Growth in all cities.
 
Okay, let me weigh in on that.

I'm really not getting that many foreign units in my borders even though the setup I got seems perfect for it (started on a peninsula and met Carthage just ten tiles away, so close that I had to build cities on the other side of their territory). Even with my cities bordering on theirs, I've been unable to replicate TPangolin's screenshot with his city right next to an AI capital and four units in his territory at once. Even with open borders, AI units prefer to stay in their territory most of the time. Maybe one or two units in my territory per turn. Could be worse.

But the cargo ships are good. I literally didn't have to build a single trade unit. Demondance, you said "if trade routes are full". Well, why would they be full? Don't hard-build any trade units. If you happened to be on a completely landlocked map, then there would be an issue, but that must be rare.

Oh, and the little trick is...fine, I'll tell you. The code checks if you have open borders with a civ this turn and didn't have it last turn, and then gives you a cargo ship. So when I have more unused trade routes and already have open borders with everyone, when they come to me asking to renew it, I refuse, so that the open borders expire. And then I ask them for it the next turn. I'm basically rolling in money now and can send food and production to my coastal cities, which is all of them. Sea trade routes really are the best.

The Coral Church's growth bonus is down from what it was before, but the faith yield is now 2 per turn instead of 1, that's good.
 
Honestly, I glean two ideas from this thread:

-if possible, the Cargo Ships should be given whenever Open Borders treaties are renewed, in addition to when they are first formed.

-If you want bonus culture from units in your lands... declare war.
 
Nah, Bonus Culture is only during Peace.
 
In my opinion the Philippines are now great and without bugs. I have win my first game with difficulty
emperor :) So im looking forward to the Cree
 
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