Civilization Request Thread

What about say, up to 20%? I believe it seems fair without being too overpowered.

Spain Split Part III - From the Renaissance to Napoleon:

Hapsburg Spain:
Leader: Charles I/Philip II
Unique Units & Abilities shared same as Vanilla Spain
Capital: Madrid/Valladolid

Bourbon Spain:
Leader: Philip V/Charles III
Unique Ability: Spanish Enlightenment: Start game with a free Social Policy. Social Policy costs are reduced by 10%. Great Works provide 50% more Tourism.
Unique Unit: Walloon Guards: Replaces Musketman, When Garrisoned in a city, city culture output is increased depending on era. When garrisoned in the capital. Cultural Output is doubled in the city proper.
Unique Building: Palacio Real de Madrid: Replaces Palace, has two slots for Great Works of Art rather than one. Starts with an output of +3 Culture instead of an output of +1.
Capital: Madrid

Napoleonic Spain:
Leader: Joseph Bonaparte
Unique Ability: Peninsular War: Earn a Great General at the start of a new era. Stationing a Great General in an occupied city reduces the amount of time for a city to be in resistance by half.
Unique Unit 1: Guerillas: Replaces Riflemen, Can hide in Rough Terrain. Can Move after attacking.
Unique Unit 2: Santissima Trinidad: Replaces Frigate, Stronger (40 Ranged Strength vs. 28, 32 vs. 25 Strength), and Extra Sight, but slower (3 movement vs. 5)
Capital: Madrid
 
What about say, up to 20%? I believe it seems fair without being too overpowered.

Spain Split Part III - From the Renaissance to Napoleon:

Hapsburg Spain:
Leader: Charles I/Philip II
Unique Units & Abilities shared same as Vanilla Spain
Capital: Madrid/Valladolid

Bourbon Spain:
Leader: Philip V/Charles III
Unique Ability: Spanish Enlightenment: Start game with a free Social Policy. Social Policy costs are reduced by 10%. Great Works provide 50% more Tourism.
Unique Unit: Walloon Guards: Replaces Musketman, When Garrisoned in a city, city culture output is increased depending on era. When garrisoned in the capital. Cultural Output is doubled in the city proper.
Unique Building: Palacio Real de Madrid: Replaces Palace, has two slots for Great Works of Art rather than one. Starts with an output of +3 Culture instead of an output of +1.
Capital: Madrid

Napoleonic Spain:
Leader: Joseph Bonaparte
Unique Ability: Peninsular War: Earn a Great General at the start of a new era. Stationing a Great General in an occupied city reduces the amount of time for a city to be in resistance by half.
Unique Unit 1: Guerillas: Replaces Riflemen, Can hide in Rough Terrain. Can Move after attacking.
Unique Unit 2: Santissima Trinidad: Replaces Frigate, Stronger (40 Ranged Strength vs. 28, 32 vs. 25 Strength), and Extra Sight, but slower (3 movement vs. 5)
Capital: Madrid

Bourbon Spain is OP. You could go with tradition opener, and then you'll get the next SP in five turns or so. Oh, and Philip the second is plain wrong. You can't give him this UA(I mean, its a split. You have to use the vanilla components in sperate designs, otherwise you aren't really splitting anything).
I'll admit, I love this UNW for Philip V. Though, as I asiad, its an extremely strong start.
 
On Bourbon Spain: So Start with Tradition (Probably for the best since it is built for Culture already.) but If I had to weaken it. I'll remove the Tourism bonus, but keep the Social Policy bonuses...

Yeah, I realize I'm not exactly good at coming up with abilities. :p

On Habsburg Spain: How about this? (Assuming I just go with Philip II):

Iberian Union: City-States that share the same majority religion will have their influence raise by 2 per turn up to a cap of 30. +2 Gold for every trade route you make with a city who shares the same majority religion with you.
 
Now, on to my split:

Icelandic Commonwealth
Spoiler :
Leader: Ingólfr Arnarson
UA: Sagas of The Icelanders
Upon settling a city on a continent other then the :c5capital: capital, receive points towards a :c5greatperson: Skald. Those cities start with a and :c5culture: cultural specialists in themprovide 50% more :c5greatperson: great person points and :c5culture: culture. Units trained in them generate :c5greatperson: Skald points from fighting on other continents.

UU: Skald
Replaces great writer. Creates unique great works, Sagas, that yield double :c5culture: culture if stored in a continent other then the capital's. Units adjacent to a Skald yield :c5culture: culture from kills(equal to 125% of defeated unit's strength). :greatwork: Sagas stored in cities connected to the capital increase :c5happy: happiness by 1.

UB: Thing
Replaces the courthouse\amphitheatre(dependent on the city's status), If built in a non- occupied city, connects the city to the :c5capital: capital via water(if not already connected), and starts a 5 turn WLtKD in the capital and in its city after the city is :c5trade: connected to the capital. If built in an occupied city, it will not contain a great work of writing slot, but it will provide additional 1 :c5happy: happiness (and an extra one if city is connected to the capital).


The vikings
Spoiler :
Leader: Leif Erikson
UA:L'Anse aux Meadows
:c5goldenage: golden ages provide unique bonuses, and start with the exploration social policy tree unlocked. Cities founded on snow or tundra act as a source of unique luxuries, and luxuries on\ adjacent to this terrain provide double quantity. Gain :c5goldenage: golden age points from claiming and settling snow, ice and coastal tiles.

UU: Longboat
Replaces the Trireme. Starts with the boarding party I and II promotions. Although slightly more expansive, the longboat moves through tiles adjacent to ice, snow or tundra at :c5moves: double speed.

 
Here is my attempt of making the Grand Duchy of Westarctica:

Spoiler :
The Grand Duchy of Westarctica

Leader: Travis McHenry

:c5capital: Achilles

Civilization Group (for JFD's Cultural Diversity): Colonial

UA: Achaean Territory - Gain an additional trade route with civs that have less or an equal amount of cities from the Medieval Era.

UB: Research Station - Replacing the Observatory, the Research Station gives +2 :c5science: Science & :c5production: Production for every tile of Snow, Tundra, & Ice in the city as well as every improved resource of Whales or Fish.

UU: Icebreaker - Unlike the Battleship it replaces, the Icebreaker may cross Ice tiles. It has a unique ability which allows it to remove Ice, potentially revealing a resource of Whales, Seals, or Penguins (the latter two being unique to Westarctica). Gains a combat bonus when adjacent to or on Ice.
 
UB: Slave Market: Replaces Market. Increases trade route range by 25%. Provides an additional +1 gold and unique Slaves resource when built in conquered cities.
What does the Slave resource provide? The additional route range seems somewhat unnecessary, but it's quite an interesting idea otherwise.

Some new ideas I thought about sharing:
1. Greece:
Spoiler :

Greek Empire (Alexander)
(UA) Hellenic League: may train unique units from civilizations with whom you have a Declaration of Friendship. When declaring friendship, Greece and their friend gain +15% Production for Militar Units.
(UB) Bouleuterion: courthouse replacement. Provides -15% Unhappiness from Citizens and -25% building maintenance in the city. Unlike the courthouse which it replaces, it has no building requirements.
(UU) Strategos: great general replacement. Has an unique ability for the following effect:
1. Units within 2 tiles of the Strategos have their abilities and promotions' effects improved by 25%. This effect does not stack with other Strategos' nor does it affect their battle bonus ability.


2. Portugal
Spoiler :

Kingdom of Portugal (Sebastião I)
(UA) Battle of the Three Kings: followers of Portugal's religion generate Unhappiness in foreign cities, if their religion and Portugal's are not the same. Religious units cost -33% Faith and are +33% stronger.
*Each 4 followers generate +1 Unhappiness.
(UU) Frecha Knight: knight replacement. When fighting in an enemy city's territory, recieves bonus Combat Strenght for each follower of Portugal's religion within that city. Unlike the knight which it replaces, the Frecha Knight must be bought with Faith, but starts with the Charge promotion.
*Each follower provides +1% Combat Strenght, up to a maximum of +15% Combat Strenght.
(UU) Jesuit Missionary: missionary replacement. May be spent to use the "Construct a Reduction" ability.
(UI) Reduction: may only be constructed within a foreign cities' limits and only once per city. Yields +1 Faith and provides Portugal +1 Faith (these effects are tripled if the city follows Portugal's religion). Slowly converts the city's citizens to Portugal's religion (i.e. generates Religious Pressure).


3. Undecided
Spoiler :

(UA): may buy and sell Great Works and Artifacts.
*Creates a special tab in the Culture Overview window.
(UB): monument replacement. Contains 1 Great Work of Writting, Art or Music slot. Provides the civilization +15% GPP towards Great Artists, Musicians or Writters, depending on the Great Work type used to fill the building's slot.
(UB): seaport replacement. Gives naval units trained in this city an unique promotion for the following effect:
1. If gifted to another civilization, gives the player a lump sum of Gold. This promotion is lost, once the unit is gifted.
 
What does the Slave resource provide? The additional route range seems somewhat unnecessary, but it's quite an interesting idea otherwise.
The Slaves resource would just be a luxury that you could trade unless I or someone else comes up with an interesting way that it could be used. I gave it additional trade range so that cities that you actually settled would have some kind of bonus. Maybe I could just limit it to settled cities or give it something that fits better, I'm just not sure what. Or omit that part entirely, whatever works best.
 
The Slaves resource would just be a luxury that you could trade unless I or someone else comes up with an interesting way that it could be used. I gave it additional trade range so that cities that you actually settled would have some kind of bonus. Maybe I could just limit it to settled cities or give it something that fits better, I'm just not sure what. Or omit that part entirely, whatever works best.

Leugi's working on a BNW version of his slavery mod, maybe it'd tie into that when he's got that released?
 
The Slaves resource would just be a luxury that you could trade unless I or someone else comes up with an interesting way that it could be used. I gave it additional trade range so that cities that you actually settled would have some kind of bonus. Maybe I could just limit it to settled cities or give it something that fits better, I'm just not sure what. Or omit that part entirely, whatever works best.

Wouldn't it be fine for the Luxury to also provide a small Production boost? It seems to fit the theme. The way I see it, having many sources of the luxury as it is, in a warmongering game, would either be a waste or more benefical to the CPU, seeing as the diplomatic penalties would make luxury trading harder.
 
Leugi's working on a BNW version of his slavery mod, maybe it'd tie into that when he's got that released?
Thanks for letting me know, I wasn't aware of an update for that mod. When it does get released I'll have to find out how to tie it in and what would be appropriate.

Wouldn't it be fine for the Luxury to also provide a small Production boost? It seems to fit the theme. The way I see it, having many sources of the luxury as it is, in a warmongering game, would either be a waste or more benefical to the CPU, seeing as the diplomatic penalties would make luxury trading harder.
Yeah I see your point. That's why I tend not to be a huge fan of unique luxuries since they have limited use but it seemed appropriate for a civ that was entirely based around raiding the Mediterranean for slaves to sell. How would you suggest implementing the production bonus? I'm not sure if this would be OP but maybe +1% production empire-wide for each slave resource. Obviously this would have to be capped off at some number, maybe 10% but idk. Or perhaps military unit production could be increased empire-wide to continue warmongering. Again, the cap would probably end up being somewhere between 10% and 15%.
 
Yeah I see your point. That's why I tend not to be a huge fan of unique luxuries since they have limited use but it seemed appropriate for a civ that was entirely based around raiding the Mediterranean for slaves to sell. How would you suggest implementing the production bonus? I'm not sure if this would be OP but maybe +1% production empire-wide for each slave resource. Obviously this would have to be capped off at some number, maybe 10% but idk. Or perhaps military unit production could be increased empire-wide to continue warmongering. Again, the cap would probably end up being somewhere between 10% and 15%.
While people will disagree with this, I don't find it necessary to have a production cap. The Happinness management itself should limit the Production boost. Even if you somehow reach +150% Production bonus, chances are you won the game by the time you reached a tenth of it.
Now, regarding the actual numbers, that's something fairly hard to decide. Small bonuses would probably go unnoticed for the most part, while big bonuses might give you 1-turn units in satellite cities once you conquer your, let's say, 6th city. In the end, it comes down to how much you find it to be acceptable in a best case scenario. Also, I'm completely disregarding a wide culture/technology approach, as in my opinion they would be inferior to a domination one.
 
While people will disagree with this, I don't find it necessary to have a production cap. The Happinness management itself should limit the Production boost. Even if you somehow reach +150% Production bonus, chances are you won the game by the time you reached a tenth of it.
Now, regarding the actual numbers, that's something fairly hard to decide. Small bonuses would probably go unnoticed for the most part, while big bonuses might give you 1-turn units in satellite cities once you conquer your, let's say, 6th city. In the end, it comes down to how much you find it to be acceptable in a best case scenario. Also, I'm completely disregarding a wide culture/technology approach, as in my opinion they would be inferior to a domination one.
Yeah I agree that a wide culture/tech win is inferior to a domination victory with this civ in particular. I think your ideas about the lack of a need for a production cap interesting and will definitely take them into consideration. Thanks for the feedback! :)
 
Here's an idea I've been playing around with. It's based on Harry Turtledove's Worldwar series, and I'm having a good bit of trouble trying to balance it.

The Race - Atvar
:c5capital: Home
UA - In the Service of the Emperor: Gain a free Technology every x turns and a free Social Policy every x turns. The cost of Technologies and Social Policies increases an additional x% and conquered cities remain in resistance 50% longer.
UB - Shrine of Emperors Past: Replaces Temple, :c5faith: Faith per turn is reduced from 2 to 1, but gain :c5culture: per turn for each 2 :c5citizen: citizens following your religion.
UU - Landcruiser: Replaces Tank, more expensive, Gains a free ranged attack when entering close combat.

Now to explain the above:

In the books, the Race are reptilian aliens that invade Earth during 1942. They are technologically superior to humans (which they call Tosevites), but their rate of technological and social progress is much slower than that of mankind. They end up conquering essentially everything that isn't American, Nazi, Soviet, part of the British Isles, or Japanese (with the exception of China, which, along with India and the Middle East, remains in pretty much perpetual rebellion against the aliens). By the end of the book series, mankind had leapfrogged them technologically in roughly 50-70 years.

The UA, to me, is by far the toughest thing to balance. If anybody has any ideas how to simulate slow, steady progress rather than the exponential progress, I'm all ears. I went for something that is very obviously in the Race's favor early, but that could be overtaken in the late game (if the right turn increments are found, of course), for both technologies and social policies. Making them more expensive for the Race as more are learned helps keep them relying on the freebies they get and allows them to make "leaps forward" with the science and culture gained throughout the game - they did make some of these in the books.

The UB is based on their veneration of their deceased emperors - nearly 50,000 human years worth of deceased emperors. It's much more powerful than the Temple, but is meant to help them keep up with Social Policies, though that could always be changed.

The UU was hard. They had jets (killercraft) and tanks (landcruisers), but they did essentially what tanks and jets do. During the invasion, their landcruisers could take out 5 or so panzers (depending on the type - more for weaker, less for more advanced) for each one lost, but their tactics sucked. I figured giving it the Impi ability in the later eras can simulate their effectiveness when the Race got to choose the battlefield.

This is a Civ I'm interested in coding up over the summer (along with my ideas for Featherston, Aurangzeb and Reagan) if I can get a good setup ironed out. Not sure this idea can be entirely balanced, but it's worth a shot. If you have any ideas that could help, please let me know :)
 
I have zero modding experience, but I'd really like for this to happen

Civilization: Ohio

Leader: Rutherford B. Hayes

UA: Swing State- Golden Ages replaced by Election Season, which gives you 50% more tourism and 100% more GPT, along with the regular Golden Age bonuses.

UB: Amusement Park-(replaces Stadium) Provides +2 Happiness, +2 Culture, and +2 Tourism

UI: Oil Refinery- (replaces Oil well) When placed on Land-based Oil Strategic Resources, Ohio receives one copy of Unique Luxury Resource Kerosene, but loses on copy of the Oil Strategic Resource.

Please feel free to offer any critique on how to make this balanced.
My reasons for each of the Uniques are as follows: Swing State UA is for fairly obvious reasons, it's perks are for the increased media coverage and ad revenue.
UB: Cedar Point, voted best Amusement Park in the world for 15 or so years is in Ohio, also, we have King's Island. UI: Standard Oil started in Ohio.

Events and Decisions:
Something like Egypt's except Vote Republican and Vote Democrat: Costs one magistrate & x culture, can only be enacted during Election Season. One cancels the other. Voting Republican increases military unit production by 15% and makes trading posts produce +1GPT. Voting Democrat adds 5 global happiness and reduces the build time of roads and railroads by 50% and their maintenance by 25%.

Discover Flight: 2 Magistrates and 350 Science and 700 gold (on normal speed). Must be in the industrial era. Must have researched Industrialization. The Flight technology is discovered. Receive 2 free Great Engineers (Wright Bros. if possible)
 
Poland revision:


Leader: Casimir III the great
UA: From wood to brick
Upon claiming a new tile, receive :c5production: production towards defensive and military buildings, and gain :c5culture: culture equal to the tile's production yield upon improving it. Defensive buildings provide :c5greatperson: Voivode points upon construction.

UU: Voivode
Replaces great general. All cities you founded automatically expand and improve the most productive tile in their reach when a voivode is born. Mounted units adjacent to a voivode gain double :c5war: XP from combat. Grants a :c5production: production boost to the nearest city when consumed.

UB: Zamek
Replaces castle. In addition to the castle's effects, it increases city's border growth rate by 1% per each 2 :c5production: production the city yields(up to 50%). It also grants all units trained in the city the great generals I promotion. Has an additional yield of 1 :c5culture: culture. yields an additional 1 :c5culture: after reaserching architecture and flight(2 :c5culture:)
 
What do you guys think about this civ design?
UA: Land units may be expended in foreign territory for tourism after choosing an ideology. Social policies cost 15% less after selecting an ideology.
UU: Infantry replacement. 20% combat bonus versus civs with a different ideology than you.
UB: Broadcast Tower replacement. +4% military production for every ideological tenet selected (Max +20%). +15 XP for units when the Great Work of Music slot is filled.
 
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