dunkleosteus
Roman Pleb
I posted an idea I had for a civ on reddit but I thought I'd post it here for some feedback. I'll post the current working concept. If I can find the time, I'll make it but I want to get an idea of how people would place it in terms of balance. The Civ is The Algonquin People
"UA: The unique ability of the Algonquin people is cities below size 5 generate half unhappiness from number of cities and that all units receive the "Birch-bark Canoes" promotion: units move through tiles adjacent to rivers as if they were roads and can embark into FRESH water lakes with no movement cost.
UU: The unique unit of the Algonquin people is the Totem Carrier- a replacement of the settler that is built faster and ignores terrain penalties like a scout. [The Algonquin people lived in mobile communities comprised of simple bark shelters that were easy to pick up and move around.]
UI: The unique improvment of the Algonquin people is the Trade station. It replaces the trading post and gives + 1 gold for each adjacent camp improvement.
Does this sound appealing to anyone? For historical context, the Algonquin people were one of the first tribes of people met by the French in the new world. They became the largest trading partner for France in the fur trade (while the Iroquois were the largest trade partner for England). The Algonquin people were not militaristic but had extensive trade networks throughout what is now Quebec and Ontario, Canada. I've tried to represent that with the trading station, Totem Carrier and Birch-bark Canoes promotion.
The Algonquin Civilization would have a start bias for forests and a very strong bias towards rivers. They would hate warmongers and be relatively loyal. Their default religion would probably be Catholicism. The civ is probably skewed towards wide play with many cities since settlers are produced faster and can move more quickly across the map, so grabbing good city locations is easier.
Rather than city names, the Algonquin people organize into clans, such as the Bear clan or Turtle clan (represented by the Totem of the Totem carrier) and so each City founded will be named after one of these clans."
"UA: The unique ability of the Algonquin people is cities below size 5 generate half unhappiness from number of cities and that all units receive the "Birch-bark Canoes" promotion: units move through tiles adjacent to rivers as if they were roads and can embark into FRESH water lakes with no movement cost.
UU: The unique unit of the Algonquin people is the Totem Carrier- a replacement of the settler that is built faster and ignores terrain penalties like a scout. [The Algonquin people lived in mobile communities comprised of simple bark shelters that were easy to pick up and move around.]
UI: The unique improvment of the Algonquin people is the Trade station. It replaces the trading post and gives + 1 gold for each adjacent camp improvement.
Does this sound appealing to anyone? For historical context, the Algonquin people were one of the first tribes of people met by the French in the new world. They became the largest trading partner for France in the fur trade (while the Iroquois were the largest trade partner for England). The Algonquin people were not militaristic but had extensive trade networks throughout what is now Quebec and Ontario, Canada. I've tried to represent that with the trading station, Totem Carrier and Birch-bark Canoes promotion.
The Algonquin Civilization would have a start bias for forests and a very strong bias towards rivers. They would hate warmongers and be relatively loyal. Their default religion would probably be Catholicism. The civ is probably skewed towards wide play with many cities since settlers are produced faster and can move more quickly across the map, so grabbing good city locations is easier.
Rather than city names, the Algonquin people organize into clans, such as the Bear clan or Turtle clan (represented by the Totem of the Totem carrier) and so each City founded will be named after one of these clans."