Mod Ideas:Civilization 5: Colonies Lost To Time

That name sounds familiar.... isnt that in Angola?
(Im confused)
 
There's an explanation on the previous page of this thread. I suggest you look it up. =]
 
I knew I had a design for the Republic of Cabinda kicking around somewhere. Have it free of charge:-

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Republic of Cabinda (Luis de Gonzaga)
Start Bias: Forest
Capital: :c5capital: Cabinda
UA: Alvor Rejection
Bonus, Strategic, and Luxury Resources grant a +5% bonus to :c5gold: Gold, :c5production: Military Unit Production, and :c5culture: Culture respectively to the Cities that work them. Every Ideological Tenet selected grants a percentage boost to :c5culture: Culture in all Cities equal to the Tenet's Level (+1, +2, and +3% respectively).
UU: FLEC (replaces Marine)
Generates :c5culture: Culture per kill and has the unique promotion "Pointe Noire", allowing it to generate both additional :c5culture: Culture per kill and transform captured Civilian Units into a random, non-obsolete unit for which you have the requisite technology. Upgrades to XCOM Squad.
UB: Petrochemical Refinery (replaces Stock Exchange)
+3 and +33% :c5gold: Gold, as well as +1 and +10% :c5production: Production. Additionally, rather than 2 slots for a :c5greatperson: Great Merchant, the Petrochemical Firm instead contains 2 slots for a :c5greatperson: Great Engineer.

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This is, rather obviously, a Gold/Production/Culture Civ. The reason why the UB is a petrochemical firm is that during the early years of the secession war, oil companies in particular were very much in favour of Cabindan independence. This might be due to the fact that Cabinda has a hell of a lot of oil underneath it, but, y'know, oil companies are also widely renowned for their humanitarian outlook and demands for the right of all mankind to freedom and self-determination. =]

Well I will certainly have to take notes, I am quite fond of your design. Extremely adaptable, cohesive, and efficient for any situation
 
I do a lot of this stuff on... not exactly a commission basis, per se? But people ask me for a lot of disparate Civs, Eli Khaliif in particular, and I love to find out new things so it's not exactly a burden. Most of the time. It also allows me to find out about amazing people like Chang Yuchun, an ethnic Hui general of such talent that his mere presence was likened to a force of ten thousand men, and amazing things, like the Huolongjing, an early artilleryman's text detailing such wonderful things as a double-ended rocket launcher called "Mister Facing-Both-Ways Rocket Arrow Firing Basket". Learning is fun! =]
 
Cape Colony
Spoiler :
Leader: Sir John Gordon Sprigg
Capital: Cape Town
UA: Govern and Conquer
Upon adopting a Social Policy reduce Unhappiness by 25% however bonus is revoked when waging war, gain Golden Age points when capturing Cities of Civilizations that have denounced you.
UB: Commission for Frontier Defense
All Military Units gain a 15% Combat Bonus against Units adjacent to City-Borders, Units stationed in Cities produce +2 gold when at war with another major Civilization
UU: Cape Colonial Forces
Replacement for the Rifleman, slightly stronger the the Unit it replaces, it gains the "Coercive" upgrade giving it a 10% Combat Bonus against Cities and 5% Bonus in Razing tiles within cities.
Well, this has been my first well thought out civ so please provide feedback
 
Update: Ideas will be going in order of this for the next few days
1) Some Place in Africa
2) French Indochina
3) British Guyana
4) (New) East Griqualand
 
Hum, is the Unhappiness reduction permanent? Because that sounds terribly abusable.

Rumor says modding unhappiness is tricky too...
 
The unhappiness reduction isn't permanent, it is to be revoked when war is declared on another civilization but I was to lazy and in a hurry I will edit that sometime now.
 
Hello, welcome back to another on of my hair brained Civ ideas so without further ado
Nyasaland
Spoiler :
Leader: Alfred Sharpe
Capital:Zomba
Start Bias: Desert
UA: Heart of Africa
Food, Production, and Gold Output doubled in Desert tiles, Strategic Resources acquired from Peace Treaties in War produce points toward Golden Ages
UU: Askari
Replacement for the Rifleman, Slightly weaker than the unit it replaces it gains +1 movement and 10%Combat Bonus against Units in Desert or Hill tiles
UB: Colonial Office
Produces +1 culture per every Declaration of Friendship made with allied Civs. May expend allied City-State influence for additional Military Units

This is a small civ I made for fun, isnt my finest work but take it for what you will
 
Hello, welcome back to the next civ mod idea I had in mind, France faced severe political and military power in both the 1st and 2nd World Wars, The decline of Empires and the belicous conflicts against Fascist governments changed its stance in Central Europe, and its venture in the colonilization of the Asain continent has always fascinated me.
French Indochina
Spoiler :
Leader: Jean Decoux
Capital: Hanoi
UA: Grand Federal Council
Earn +2 Cuture per trade routes with Civs you have never traded with previously, all Naval Units may travel within Cities of neutral Civs if they have established trade routes
UU:Aviso (Battleship)
Much weaker than the Unit it replaces, the Aviso has an addtional +1 Movement and costs much less Production, it also has the Unique promotion "Bougain" that gains 10% Combat Bonus against Land Units.
UB: Haiphong Port (Harbor)
Gain an additional +1 Production and +1 Gold from worked Sea Resources, Cost to purchase Coastal and Sea tiles are reduced by 15%

Please, Reception and Feedback is appreciated as I actually had fun making this Civ, maybe Scapegrace had a point about learning this Civs past and making the Uniques fit in with its history
 
Update: I will soon be bundling some of these Civ Ideas under categories, upon the completion of East Griquasland organize and develop all African civs as-The Complex Contested Conquest of Africa. Once I finish developing most of these Civ Mod Ideas I'm going to try to approach some modders to see if they make these mods into a reality but I still need some much needed reform and development before I cant get to that point.
 
British Guyana
Spoiler :
Leader: Walter Egerton
Capital::c5capital: Georgetown
UA: Thriving Soil
Upon founding a City gain a free Worker, Farms provide an additional +1:c5food: Food and a 5%:c5strength: Combat Bonus to Units stationed within them. Cost to purchase Tiles that contain Sugar Cocoa, or Cotton are reduced by 10%
UB: Booker Line (East India Company)
Requires Plantation within all Cities, It produces an additional +1:c5gold: per tiles that contain Sugar and +1:c5production: per Market
UU:Keizer (Great General)
Unlike the Unit it replaces they provide no Combat Bonus, however they generate :c5culture: Culture on kill and may be expended for :c5influence: City-State annexation or puppeting

Well its certainly a real powerhouse, I plan on buffing most of my Civs in the future, a very agricultural and expansionist civ, feedback, suggestions, alternatives, etc.
 
Wait: does the GG has combat strength? Can it earn experience? Does the sugar bonus is for every time in the empire? I think you should buff the UA slightly...
But I like the general idea! :D
 
Wait: does the GG has combat strength? Can it earn experience? Does the sugar bonus is for every time in the empire? I think you should buff the UA slightly...
But I like the general idea! :D

Buff the UA? Natan, did you read that part where farms yield +1 food? And that they start with a free worker too? :eek:
 
Wait: does the GG has combat strength? Can it earn experience? Does the sugar bonus is for every time in the empire? I think you should buff the UA slightly...
But I like the general idea! :D
To answer you oddly inquisitive nature Natan
A) Keizers were essentially retired military serviceman or civil servants that served in a representational assembly during the rule of British Guiana, they don't provide a combat bonus but in every other way their the same as regular GG
B) What Sugar bonus :p there is a lot of them after all they were initially a plantation-agrarian colony known for its sugar
C) The UA is already powerful enough as it is as Tarcioscm said

EDIT: by the way tarcio I enjoyed your HRE, Song, and Etruscan civs
 
It reminds me of the Boers.
 
The Complex Conquest Of Africa

Cabinda
Spoiler :
Republic of Cabinda (Luis de Gonzaga)
Start Bias: Forest
Capital: Cabinda
UA: Alvor Rejection
Bonus, Strategic, and Luxury Resources grant a +5% bonus to :c5gold: Gold, :c5production: Military Unit Production, and Culture respectively to the Cities that work them. Every Ideological Tenet selected grants a percentage boost to :c5culture: Culture in all Cities equal to the Tenet's Level (+1, +2, and +3% respectively).
UU: FLEC (replaces Marine)
Generates :c5culture: Culture per kill and has the unique promotion "Pointe Noire", allowing it to generate both additional :c5culture: Culture per kill and transform captured Civilian Units into a random, non-obsolete unit for which you have the requisite technology. Upgrades to XCOM Squad.
UB: Petrochemical Refinery (replaces Stock Exchange)
+3 and +33% :c5gold: Gold, as well as +1 and +10% :c5production: Production. Additionally, rather than 2 slots for a Great Merchant, the Petrochemical Firm instead contains 2 slots for a Great Engineer.
-By Scapgrace and me (Somewhat). Stage Of Completion: Done.

British Nyasaland
Spoiler :
Leader: Alfred Sharpe
Capital::c5capital:Zomba
Start Bias: Desert
UA: Heart of Africa
:c5food: Food, :c5production: Production, and :c5gold: Gold Output doubled in Desert tiles. Copper, Silver, or Gold resources acquired from Peace Treaties in War produce points toward a Great Engineer
UU: Askari
Replacement for the Rifleman, Slightly weaker than the unit it replaces it gains +1 :c5moves: movement and 10% :c5strength: Combat Bonus against Units in Desert or Hill tiles. Gains a 15% :c5strength: Combat Bonus while escorting Settlers.
UB: Colonial Office
Produces +1 :c5culture: culture per every Declaration of Friendship made with allied Civilizations. May build Mines within Neutral Territories.
- By Me. Stage Of Completion: Reformation and Changes.

Cape Colony
Spoiler :
Leader: Sir John Gordon Sprigg
Capital: :c5capital: Cape Town
UA: Govern and Conquer
Upon adopting a Social Policy reduce :c5unhappy: Unhappiness by 25% however bonus is revoked when waging War, gain :c5goldenage: Golden Age points when capturing Cities of Civilizations that have denounced you.
UB: Commission for Frontier Defense
All Military Units gain a 15% :c5strength: Combat Bonus against Units adjacent to City-Borders, Units stationed in Cities produce +2 :c5gold: Gold when at war with another major Civilization
UU: Cape Colonial Forces
Replacement for the Rifleman, slightly stronger the the Unit it replaces, it gains the unique "Coercive" promotion giving it a 10% :c5strength: Combat Bonus against Cities and :c5razing: Raze tiles 5% faster.
-By me. Stage Of Completion: Reformation and Change.

Griqualand East
Spoiler :
Leader: Adam Kok III
Capital: :c5capital: Kokstand
UA: The Final Trek
When waging War all Units gain an additional +1 :c5moves: Movement, Upon capturing a Capital it triggers a "We Love The King Day" that lasts 25% longer. During a "We Love The King Day" purchasing Buildings cost 10% less
UB: Laager
May only be built adjacent to Hills, Heals all Military Units stationed for 5 Damage and provides +1 :c5production: Production for every 4 :c5citizen: Citizens, May be expended and then reconstructed in another City
UU: Boesman Defensiewe Regime
Replaces Gatling Gun, it is weaker than the unit it replaces (23:c5strength:), Gains a 15% :c5strength: Combat Bonus against fortified Units, Gains the Unique Promotion "Vierkleur" forces Units to withdrawl from previously stationed Tiles after attacking.
-By me. Stage Of Completion: Newly Made.

Please dont forget to provide suggestions, feedback, changes, alternatives, etc or if I missed previously completed civ.
 
I like the Laager. I like how it makes you choose between the defensive bonus of the hill and the healing bonus of the Laager.

Wow its Doc :crazyeye:, thanks I thought it was good fit considering that these Nomadic Griqua people had to establish thier own provicional services considering they had to fight off the crazy Bushmen and Boers coming after them. By the way real big fan of your icons and art.
 
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