RawSasquatch/Kramer's New Civilizations

RawSasquatch

Minuteman
Joined
Jan 27, 2014
Messages
484
Location
New California Republic


Republic of Biafra (Ojukwu)
Start Bias: Coastal
Capital: :c5capital: Enugu
UA: Ahia Attack
Upon a Declaration of War, generate +1 :c5production: Production from all Strategic Resources and receive double Oil for the duration of the conflict. Tiles blockaded by an enemy unit provide 100% of their :c5production: Production and :c5gold: Gold yields to your nearest city, and enemy tiles you blockade within 5 tiles of your borders provide 50%.
UU: Red Devil (Replaces Bazooka)
Radically different to, and slightly weaker than (78 Ranged Combat Strength vs. 85), the Bazooka it replaces, the Red Devil is considerably faster (base movement is 4), may move after attacking, starts with +1 range, is available at Combined Arms rather than Nuclear Fission, counts as an Armoured unit, and requires Oil. Additionally, it has a unique promotion, "Ogbunigwe", that allows it to deal damage (with a -67% Combat Penalty) to all other units within 1 hex of the target, including Cities and friendly units.
UU: Biafra Baby (Replaces Bomber)
Available with the discovery of Ballistics, the Biafra Baby is cheaper to produce (325 :c5production: vs 375) but slightly weaker (62 :c5strength: vs 65) than the Bomber it replaces, though it also receives a notable combat bonus (25%) when attacking targets in Open terrain.

Cascadia (Seattle)
Start Bias: Forest
Capital: :c5capital: Seattle
UA: Bioregionalism
+1 Food from unimproved Forest tiles. Unhappy enemy cities may revolt and join your Civilization even before adopting an Ideology.
UU: Sasquatch Militia (Replaces Infantry)
Weaker than the Infantry it replaces, the Sasquatch Militia may only be built by Cascadia. It receives a combat bonus and moves at double speed in Forest tiles. On the outbreak of war and after discovering Plastics, there is a small chance for Sasquatch Militia units to be raised on unimproved forest tiles near Cascadian cities.
UB: State Park (Replaces Garden)
Instead of requiring fresh water, the National Park may only be built in cities near Forests, Jungles, and Natural Wonders. Further increases the spawn rate of Great People by 5%; and after researching Flight, provides +1 Tourism for every unimproved tile adjacent to the city.

Kurdistan (Mustafa Barzani)
Start Bias: Hills
Capital: :c5capital: Hewlêr
UA: No Friends But The Mountains
Defensive Terrain Bonuses on Hill Tiles are doubled. Gain +1 :c5culture: Culture in the Capital for every three Mountain tiles within your borders.
UU: Peshmerga (Replaces Infantry)
Moves at double speed through Hills, can cross Mountains and provides a small boost of :tourism: Tourism with all civs upon capturing a city.
UB: Qela (Replaces Walls)
+5 :c5strength: City Strength, +50 Health. Allows Mountains in this city to be worked for +1 :c5production: Production and +1 :c5food: Food; bonuses doubled if the City is founded on a Hill. +1 :c5strength: Strength per Mountain in working range.

Vermont Republic (Ethan Allen)
Start Bias: Forest
Capital: :c5capital: Windsor
UA: These Green Mountains
Forest tiles in or near your territory may spawn a unique Maple bonus resource. Upon improving one of these resources, it can be removed from the map and converted into a unique Syrup luxury resource.
UU: Green Mountain Boy (Replaces Musketman)
Claims any neutral tiles, Forts, or Citadels it enters for 1 turn. 15% Attack bonus vs Fortified units.
UB: Tavern (Replaces Stone Works)
Greatly different from the Stone Works it replaces, the Tavern is unique to Vermont. Boosts local Happiness, and each source of Wine, Wheat, or Maple provides +1 Production and +1 Culture when worked. City must have at least one of these resources improved nearby with a Plantation or Farm.

Republic of Yucatán (Santiago Mendez)
Start Bias: Jungle
Capital: :c5capital: Mérida
UA: Iman's Promise
+1 Faith and +5% Military Unit production for every Plantation worked by a city. If available, spawn near a unique Henequen resource.
UU: Cruzob (Replaces Rifleman)
Gains extra Great General points and Faith from kills, and may be purchased with faith for half the cost of a normal Rifleman.
UB: Peninsulares' Quarter (Replaces Constabulary)
-25% enemy Spy stealing rate, and spawns another copy of the Henequen resource. Increases the defensive strength of the city by 5.




Pack 2

Brotherhood of Steel (Maxson)
Start Bias: Hills
Capital: Lost Hills
UA: The Codex (needs much better name)
Recon units may enter enemy land without Open Borders, and gain +1 XP per turn spent there. Leveling up Scouts, stealing Technology, and killing Spies provides points towards Scribes, which may write unique Great Works that yield +2 Science. May purchase Scribes with Faith after entering the Industrial Era.
UU: Paladin (Replaces Infantry)
Stronger than the Infantry it replaces (80 strength vs 70), but costs more to produce. Converts 200% of a defeated enemy's strength into Science.
UB: Bunker (Replaces Bomb Shelter)
Unlocked with Scientific Theory, and costs less to build than the Bomb Shelter it replaces. Decreases Population loss from nukes. Increases the Strength and HP of the city. Contains 2 slots for Great Works of Writing.
Peace Theme|War Theme

The Enclave (Dick Richardson)
Start Bias: Coastal
Capital: Navarro
UA: Semper Fi
Converting Production into Research is 50% more effective, and cities building Research are stronger and provide a combat bonus to adjacent units.
UU: Hellfire Trooper (Replaces XCOM Squad)
Available earlier than the XCOM Squad it replaces (Advanced Ballistics instead of Nanotechnology), the Hellfire Trooper is significantly weaker (80 Strength vs 100), but it may attack immediately after Paradropping.
UU: Vertibird (Replaces Helicopter Gunship)
Unique Enclave Helicopter Gunship that can move 8 tiles per turn and carry one Infantry or Ranged unit as Cargo, unlike the unit it replaces.

Pack 3

New Vegas (Mr. House)
Start Bias: Desert
Capital: New Vegas
UA: The House Always Wins
May only settle 4 cities per game. Upon discovering Electronics, may acquire the Platinum Chip to permanently upgrade Armor and Ranged units. 90% less population loss from Nuclear Attacks in all cities.
UU: Securitron Mk. I (Replaces Machine Gun)
Unlocked with Electronics instead of Ballistics. +1 Movement. Upon aquiring the Platinum Chip, all Mk. I Securitrons permanently upgrade to more powerful Mk. II Securitrons.
UU: Securitron Mk. II
May only be acquired after securing the Platinum Chip, and replaces the Securitron Mk. I. Has Strength on par with a Bazooka, which is further increased when stationed in a City.
UB: Casino (Replaces Stock Exchange)
The first 4 Casinos you build function as unique Wonders that provide Tourism and other benefits.
 
For Yucatan, I'd recommend Santiago Mendez as leader, since he was more in favour of Yucatecan independence than his counterpart, Miguel Barbachano. I was thinking something like this:-

Republic of Yucatan (President Santiago Mendez)
Start Bias: Jungle
UA: Iman's Promise
Begin the game with a Mayan Atlatlist in addition to your Warrior. +5% production of military units per 10 Plantations controlled by the Republic of Yucatan.
UU: Maya Infantry (replaces Rifleman)
Generates Great General and Great Engineer points per unit killed. Cheaper than the Rifleman.
UB: Meridan Walls (replaces Constabulary)
-25% enemy spy stealing rate. -2 Unhappiness from population.

Hopefully this is helpful. =]
 
This section to be revamped, coming soon-ish.

What you can do to help

Cascadia
What's Needed

  • Models and an icon for the Sasquatch Militia unit. Based on modern American/Cascadian gun owners, not actual Sasquatches. Think plaid-adorned bearded outdoorsmen with AR-15s and Mosin-Nagants.
  • Lua for the UA: Cities within 10 tiles of a Cascadian city belonging to an unhappy empire (lower than -10 Happiness) have a chance to revolt and join Cascadia. (Preferably with spiffy little notifications that the people of [CITYNAME] have risen up and joined the Cascadian bioregion.)
  • Lua for the UU: On the outbreak of war, assuming the player has the correct tech (Plastics), there is a chance for Sasquatch Militias to be raised on unimproved forest tiles owned by Cascadia.
  • Lua for the State Park UB: Receive a hidden building for every unimproved tile/mountain/natural wonder/etc directly adjacent to the city it was built in, and if one of those tiles is later improved, remove one of the hidden buildings accordingly.
  • A peace theme and a war theme. Native American, maybe, or anything that sounds like it embodies the Pacific Northwest.
  • Pedia entries for Cascadia, Chief Seattle, and the State Park.
What would be appreciated
  • Dialogue for Seattle.
  • A better icon for the State Park. I have a few, but none really turned out the way I envisioned them. Maybe a stone lodge in the wilderness, or even a single outstanding Douglas tree, ala the Cascadian flag.
  • DOM speech for Seattle.

Fallout Civs
What's Needed

  • Lua for Enclave
  • Lua for Brotherhood
  • Lua for New Vegas

All Other WIP Civs (Except Bhutan)
What's Needed

  • Everything except XML.
 
I love almost everything except the bonus from plantations. It's an interesting concept, but it seems like 10 plantations would be hard enough to get, let alone 20+ more, without going super-wide. Perhaps some sort of bonus to spies, like this:

Iman's Revolution
Begin the game with an Atlatlist (or perhaps, the ancient-era UU of any random civ not in the game) as well as the standard warrior. Cities where you've stationed a spy receive a bonus to :c5strength: City Strength and the :c5production: Production of military units.

In a perfect world, the bonus to strength and production would scale with the level of the spy, but it otherwise seems like it could be doable in SQL and/or with a dummy building.

Then buff the bonus. Perhaps a +5% bonus to Military Unit production in a city for each Luxury resource tile worked by that city.

See, the reason for that is tied into why you start with the Mayan UU and why it's called Iman's Promise rather than Iman's Revolution; the Second Yucatan Republic (which you're basing this off because the other one lasted maybe eighteen months before being reabsorbed into Mexico) was kicked off by Santiago Iman, who only came to power because he rearmed the native Mayans and promised them freedom from their rather harsh lot as indentured serfs in an unutterably racist colonial-era caste system. That he and the subsequent Presidents of Yucatan kept the system in place and broke their word is largely what led to the dissolution of the Republic in the first place, the reason being that if you give a lot of people military training and then keep them and their families as downtrodden as possible, you end up with bloody insurrection, also known as the Caste War. And that war went on forever; it didn't end until 1901, with a brief period of respite in 1883 because the Mayans won and created their own independent state.

I hope I didn't come off as brusque, because I really don't mean to; it's just that the more I read up about this place, the more important to me it becomes that this particular story gets told in as many ways as it can. =]
 
Interesting ideas for Yucatan, tho they could use some work. I wouldnt give Yucatan the Atlatlist either.

I wouldnt get rid of the plantation focus for Yucatan, as they did depend a lot on them, specially henequen. I think the main problem is the Caste War, as it was fought against the stablished land owners , but well, if Mexico in Patria grande can get Zapatistas and Rurales I guess there wouldnt be much problem in adding Cruzob as UU infantry to Yucatan.
 
According to this the Cruzob Infantry were called K'atun (same as the long count time cycle apparently), just so you may know.
Also, shouldn't the Meridan Walls replace... Walls?

Also Also, maybe talking crosses as an unique improvement? dunno how culturally sensitive this would be though...
 
Maybe the talking crosses could be incorporated as part of the UA, I imagine it would be hard to have them as a UI.
 
The reason I picked the Constabulary for them to replace rather than Walls is largely because of the original purpose of the walls in Merida; not to defend against outside attack, but to partition off the peninsulares from the dastardly, rebellious criollos and so forth that formed the bulk of the city's population. It seemed like a more natural fit for the Constabulary, since they're only built in a certain place and their entire objective is to keep order in the city against its own people, hence why it's -2 unhappiness rather than +2 happiness.

I'd not pick the talking cross thing as a UI because, well, there was no real evidence that it happened. Perhaps what we've been discussing could be reflected like this:-

UA: Iman's Levy
+5% :c5production: towards Military Units in a city for each Plantation worked by the city. +2 :c5faith: from Plantations after the Industrial era is reached.
UU: Cruzob K'atun (replaces Rifleman)
Generates points towards Great Generals and Great Engineers when it kills a unit. Cheaper than the Rifleman, costing 150 :c5production: rather than 200.
UB: Peninsulares Quarter (replaces Constabulary)
-25% enemy spy stealing rate. -2 :c5unhappy: from population. +5 City :c5strength:.

Hope that's more to everyone's satisfaction. =]
 
UA: Iman's Levy
+5% :c5production: towards Military Units in a city for each Plantation worked by the city. +2 :c5faith: from Plantations after the Industrial era is reached.
UU: Cruzob K'atun (replaces Rifleman)
Generates points towards Great Generals and Great Engineers when it kills a unit. Cheaper than the Rifleman, costing 150 :c5production: rather than 200.
UB: Peninsulares Quarter (replaces Constabulary)
-25% enemy spy stealing rate. -2 :c5unhappy: from population. +5 City :c5strength:.

Hope that's more to everyone's satisfaction. =]

Sounds like a solid production civ with late faith generation. Focusing on faith first to grab either oral tradition or goddess of festival.

Peninsulares Quarter seems interesting, giving a reason to build constabularies in every city.

The Cruzob K'atun seems a bit too good generating both GG and GE points, perhaps they should generate points towards only one? GG seems to fit the military UA better.
 
Something's telling me the K'atun generates points towards both kinds of great persons as a reference to the other K'atun...
 
UA: Iman's Levy
+5% :c5production: towards Military Units in a city for each Plantation worked by the city. +2 :c5faith: from Plantations after the Industrial era is reached.
UU: Cruzob K'atun (replaces Rifleman)
Generates points towards Great Generals and Great Engineers when it kills a unit. Cheaper than the Rifleman, costing 150 :c5production: rather than 200.
UB: Peninsulares Quarter (replaces Constabulary)
-25% enemy spy stealing rate. -2 :c5unhappy: from population. +5 City :c5strength:.

Hope that's more to everyone's satisfaction. =]

The problem with a Constabulary UB is that it's not in the game if espionage is turned off.

Question? Why do plantations get bonus faith after the industrial age? I doesn't look overpowered at all to have it from the start.
 
Sounds like a solid production civ with late faith generation. Focusing on faith first to grab either oral tradition or goddess of festival.

Peninsulares Quarter seems interesting, giving a reason to build constabularies in every city.

The Cruzob K'atun seems a bit too good generating both GG and GE points, perhaps they should generate points towards only one? GG seems to fit the military UA better.

Yeah, having slept on it they are a bit overpowered with both. I think it could easily lose the GE and still be good, especially since it's only 150 hammers instead of 200. Also, it still means Yucatan can spam GGs a bit in the lategame, which was sort of the idea. Hmm... I'd say maybe each unit could generate points towards a random GP, but I'm not sure how you'd even make that, so GG it is. =]

The problem with a Constabulary UB is that it's not in the game if espionage is turned off.

Question? Why do plantations get bonus faith after the industrial age? I doesn't look overpowered at all to have it from the start.

Ah. Managed to forget that. Still, it helps a lot that the Cruzob K'atun are so good, eh? =]

As for the plantations, I didn't want to make it overpowered, and the Industrial age thing reflects that, while the rest of Yucatan and Central America was getting more industrial, life among the indigenous Maya was still pretty much a medieval world of institutionalised racist serfdom. This was why the uprising happened, and this was why the Talking Cross got so much power. Also, I didn't want to make it OP from the start, since they've got a Jungle bias.

Perhaps +1 :c5faith: from the word go, rising to +2 (or possibly +3) after reaching the Industrial Age?
 
Alright ladies and gentlemen, the long-awaited Boers have been completed, thanks to a partnership with Colonialist Legacies, and I've come up with a name/theme for the pack. "What a Time it Was - Civilizations that could have been". The name's based upon a Rhodesian folk song (fitting, right?) that came up over and over again while I was looking for a good theme for them. Anyhow, I've also added a few more in-progress Civilizations to the list, including California and the CSA! And working with TPangolin and the rest of Colonialist Legacies has taught me that it's not a bad thing to ask for help, or to form a team to work on mods. And right now, I need some help with a lot of things: Lua for all 3 WIP civs, a Leader scene/leader icon for Yucatan and the CSA, a custom model for the CSA's Antebellum Manor (detailed in the OP), and, well, anything anyone can offer, save XML. Pedia texts, icons, translations, anything is very highly appreciated!

On that note, I also need some help figuring out what sort of color scheme to use for Yucatan. It's pretty hard to find schemes that look good and Yucatec-ish without being nearly identical to the Mexico color schemes in Leugi's and CL's respective mods. Here's a bunch of them I came up with, though if anyone has any original ones, please do post them:
Spoiler :

The colors are based off the modern Yucatan coat of arms, and the Republic of Yucatan's flag, respectively.
 
Alright ladies and gentlemen, the long-awaited Boers have been completed, thanks to a partnership with Colonialist Legacies, and I've come up with a name/theme for the pack. "What a Time it Was - Civilizations that could have been". The name's based upon a Rhodesian folk song (fitting, right?) that came up over and over again while I was looking for a good theme for them. Anyhow, I've also added a few more in-progress Civilizations to the list, including California and the CSA! And working with TPangolin and the rest of Colonialist Legacies has taught me that it's not a bad thing to ask for help, or to form a team to work on mods. And right now, I need some help with a lot of things: Lua for all 3 WIP civs, a Leader scene/leader icon for Yucatan and the CSA, a custom model for the CSA's Antebellum Manor (detailed in the OP), and, well, anything anyone can offer, save XML. Pedia texts, icons, translations, anything is very highly appreciated!

On that note, I also need some help figuring out what sort of color scheme to use for Yucatan. It's pretty hard to find schemes that look good and Yucatec-ish without being nearly identical to the Mexico color schemes in Leugi's and CL's respective mods. Here's a bunch of them I came up with, though if anyone has any original ones, please do post them:
Spoiler :

The colors are based off the modern Yucatan coat of arms, and the Republic of Yucatan's flag, respectively.

I like 4-6, though I think 5 may be my favorite, as it's like the green counterpart to Babylon's colors (which I've mentioned before that I really like) and not yet used in any mod civs that I'm aware of.
 
CSA sounds bloody awesome! I'll try to contribute more art when I have time :)
 
I really like #4 for the Yucatan, though they're all excellent themes. I even like #7, and recommend that you go for it so that TP's Vietnam isn't the only Civ with that kind of colour scheme. We need more watermelons, dammit! =]

Seriously, though, my vote's for colour scheme #4. It's really striking and I think it'll stand out well when you're bordering other Civs. Yucatan as a whole looks like it'll be a fantastic Civ to play as once it's done! Quick thing, though; perhaps it'd be better for Henequen to be a unique luxury created by the first N cities you found as Yucatan, like the Spice Islanders thing with Indonesia.

Also, if you want DoM speeches for Civs that aren't the Confederates, I'd be only too glad too help out.

For real, if I hear the words "War of Northern Aggression" one more time I'm going to show them just how aggressive a Northerner can bloody get...
 
I was actually contemplating replacing the direct happiness bonus from the Peninsulares' Quarter with the provision of an additional Henequen luxury resource. (Especially because if you spawn next to only ONE copy of the unique luxury, you're pretty much boned in terms of trading it.)
 
I'm... conflicted. Henequen was primarily used for cheap naval supplies, it wasn't really a luxury, though licor del henequen is quite pleasant once it's finished burning all your taste buds off. That said, my own version doesn't really work either, and the peninsulares were largely haciendados. Guh. Brain hurts. Scape cannot thinky Scape things.

Let's move on to something that I can talk about: short-lived states that AREN'T American/African!

Tannu Tuva (Donduk Kuular)
Start Bias: Plains
UA: Ger Kharuul Line
Cannot form Land Trade Routes until after Railways is researched. Cities gain +5 :c5strength: Combat Strength and +1 :c5production: Production for each Civilisation you have a Declaration of Friendship with.
UI: White Water Church (All New!)
Unlocked at Astronomy. Can be built on any tile, and generates +1 :c5faith: Faith. However, it also generates +1 :c5faith: for each unimproved tile next to it and +2 :c5culture: Culture if it is built next to a Natural Wonder.
UB: Kamlanie Site (replaces Opera House)
+1 :c5culture:, +1 :greatwork: Great Work of Music slot. +1 :c5faith: Faith per Natural Wonder within the borders of the empire. Unlocked at Theology rather than Acoustics.

Brittany (Nominoe)
Start Bias: Coastal
UA: League of the Public Weal
Trade Routes with City-States grant +25% :c5greatperson: Great People generation in the City that started the trade. Trade Missions generate double the normal amount of Influence with a City-State.
UU: Saint-Malo Corsaire (replaces Privateer)
+1 :c5moves: Movement. Has a unique promotion, Lettre de Course, that means it can plunder any Sea Trade Route, regardless of whether either Civilisation is at war with the unit's owners or not. Upgrades to Destroyer, rather than Ironclad.
UB: Menhir Alignment (replaces Monument)
+1 :c5culture:. Culture output increases by +1 every time you enter a new Era after it is built. +2 :c5gold: Gold after Archaeology is discovered.

Free Danzig (Heinrich Sahm)
Start Bias: Coastal
UA: Hansa Heritage
Cities founded by Free Danzig begin with a random Religious Building. Religious Buildings in Coastal Cities provide a +20% :c5gold: Gold generation bonus.
UB: Post Office (replaces Police Station)
-25% Enemy spy stealing rate. +33% :c5rangedstrength: Strength bonus to City Bombardment.
UB: Gulden Press (replaces Mint)
+2 :c5gold: Gold from Gold and Silver worked and +1 :c5gold: from all Strategic and Sea Resources worked. Requires at least one Strategic or Sea Resource in range. Costs 50% more than the Mint it replaces.

Hope these give you some ideas! =]
 
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