Additional civs?

Ikael

King
Joined
Dec 2, 2005
Messages
873
Since we all are wanting more civs to be included (Persia more notabily) and now we know the game mechanics in depth, it is time to make some theorical game design! (oh how much I miss the editor). So here we go:

Persia
Starting bonus: Wonders cost 1/3 to be built in capital
Ancient bonus: Legions starts with extra experience (veteran or elite)
Middle ages bonus: Cathedrals costs are halved
Industrial bonus: Acess to every resource
Modern bonus: Fundamentalism doesn´t close Libraries nor universities

Babylon:
Starting bonus: Starts with writting technology
Ancient bonus: +25% to the effects of temple
Middle ages bonus: +2 food to desert tiles
Industrial bonus: +50% to the gold of caravans
Modern bonus: New units starts with guerrilla promotion

Brazil:
Starting bonus: +1 food in forest
Ancient bonus: +1 movement to settlers
Middle ages bonus: Free veteran Galleon
Industrial bonus: + 50% city growth
Modern bonus: +2 production to sea tiles

Portugal:
Starting bonus: They start knowing the location of one relic
Ancient bonus: +1 to the movement of sea vessels
Middle ages bonus: +1 to sea trade
Industrial bonus: -50% to the cost of port
Modern bonus: All sea units upgrade automatically
 
Good idea but what is a "port?"

Maya:

Starting bonus: knowledge of currency
Ancient bonus: temples -50% cost
Middle ages bonus: +1 food from sea squares
Industrial bonus: Riflemen +1 defense
Modern bonus: 2% interest on gold reserves

Edit: tell me is this over or underpowered?
 
Ottomans please! Don't need to have Brazil and Portugal, and I'd rather not have Babylon either. Ottomans are a must, wouldn't mind seeing another African Civ either, perhaps Mansa Musa for Mali.
 
Dutch
Starting bonus: Knowledge of currency and a market
Ancient: +1 trade from sea
Medieval: +1 naval movement
Industrial: +1 hammer from sea
Modern: +5 gold per city

Korea
Starting: Knowledge of construction
Ancient: +1 food from hills
medieval: +2 ship defense
industrial: free guerrila upgrades
modern: +2 science per city

Ottomons
Starting: Free horseback riding tech
Ancient: new horsemen are veterans
medieval: enemy walls have no defensive bonus against Ottomon units
industrial: -33% cost cathedrals
modern: No anarchy

Israelites
Starting: temples produce twice as much culture
Ancient: +2 trade from desert regions
medieval: 1/2 cost markets
industrial: 1/2 cost libraries
modern: +1 population in all cities

Celts
starting: free bronze working tech
ancient: 1/2 cost walls
medieval: horsemen and knights +1 defense
industrial: walls produce culture
modern: +2% gold reserves

Carthage
Starting: Start with great general
ancient: rush units -33% cost
medieval: +1 trade sea squares
industrial: free cruiser fleet
modern: +2 production from desert

Inca
Starting: knowledge of pottery
Ancient: +1 food, +1 hammer from mountain
medieval: +1 population per city
industrial: free wonder
modern: 1/2 cost cathedrals

Vikings
Starting: begin with iron working
ancient: more gold from barbarian and enemy cities.
medieval: no penalty for amphibious assaults
industrial: -33% cost for ships
modern: banks 1/2 cost
 
Ottomons
Starting: Free horseback riding tech
Ancient: new horsemen are veterans
medieval: enemy walls have no defensive bonus against Ottomon units
industrial: -33% cost cathedrals
modern: No anarchy

Most of this sounds pretty good, in particular I like the horseback riding tech and the cheaper cathedrals, but I'm not sure about the wall bonus. Instead, I'd suggest they get a free great builder for the medieval era.
 
Good idea but what is a "port?"

Ouch sorry, I english-ed a Spanish word XD I meant, harbour.

Argh, how could I forget about the coolest South American civ?

Starting bonus: knowledge of currency
Ancient bonus: temples -50% cost
Middle ages bonus: +1 food from sea squares
Industrial bonus: Riflemen +1 defense
Modern bonus: 2% interest on gold reserves

Edit: tell me is this over or underpowered?
Sound pretty well balanced to me, even thought the bonuses are a bit tad generic the civilization comes well rounded in the end. The half cost temples are a huge early bonus that kinda balances itself once the game progresses (no such a big deal in the late eras), and the sea squares food bonus and the gold reserves makes for a good commercial civ in the late game :goodjob:

Ottomans please! Don't need to have Brazil and Portugal, and I'd rather not have Babylon either. Ottomans are a must, wouldn't mind seeing another African Civ either, perhaps Mansa Musa for Mali.
I know that Brazil or Portugal are not popular, but come on, we need more seafaring civs! Also, you might argue that the Babylonians are kinda African a la Egyptians, and they are awesome... but yes, we need the Turks, period! Let me see if that would be ok...

Ottomans

Starting bonus: +1 attack to horseman
Ancient bonus: Naval units cost 2/3 to build
Middle ages bonus: Mantains every building from captured cities, included cultural ones
Industrial bonus: Cannons starts with a free infiltration promotion
Modern bonus: Barracks give +2 happiness

Shadowplay´s Dutch: A bit too much focused for my taste.

Shadowplay´s Korea: I like how you have "got" this civ ^^ (turtle ships and tech ahoy)

Shadowplay´s Ottomans: Another really well done, balanced civ! Quite liked the ignore wall feature, it represent the constantinople´s fall very well.

Shadowplay´s Israel: Ok, now you went a bit overboard with that one. Temples that generates as much culture as cathedrals? Holy freaking crap dude. Unbalanced and renders one building pointless. However, I quite liked the desert trade bonus, desert tiles needs more love in this game and the Israelis are a perfect match for that. Other than that, the half buidling bonuses are a bit meh.

Shadowplay´s Celts: Well balanced civ, although not exactly my playstyle (too much defensive for my taste). Also, it would be nice to know how much culture would the walls generate.

Whew, that´s all for now, I will comment more latter...
 
Ottomans

Starting bonus: +1 attack to horseman
Ancient bonus: Naval units cost 2/3 to build
Middle ages bonus: Mantains every building from captured cities, included cultural ones
Industrial bonus: Cannons starts with a free infiltration promotion
Modern bonus: Barracks give +2 happiness

+2 happiness? There is no happiness in Civ Rev...
 
Vikings
Starting: begin with iron working
ancient: more gold from barbarian and enemy cities.
medieval: no penalty for amphibious assaults
industrial: -33% cost for ships
modern: banks 1/2 cost
Good one, this game needs vikings!

My take on them:

starting bonus: begins with bronse working.
ancient: Gallys enter ocean.
medieval: free city raider promotion to offensive land units.
industrial: 1/2 cost of markets.
modern: 2% interest on gold reserves.

UU: Longboat (gally), Berzerker (legion).
 
+2 happiness? There is no happiness in Civ Rev...
I mean happiness as in happiness gave by the inciense resurce (that is, culture). But I think that a "barracks give +0.5 of culture per citizen" would suffice, me thinks.


Shadowplay Carthage:
One of the best that I have seen around here! :goodjob: very well balanced, and sound quite fun to play as well. Brutal bonuses (trade and production bonuses) compensated by mild ones (starting with great general) but incredibly faithful to their history. My only doubt is if the free cruiser fleet would be too much.

Shadowplay: Inca
Another really cool civ and balanced, loved the tile bonus for mountains: game balancing and realistic as well, along with the population increase. However, the modern bonuses are a bit out of historic context, me thinks.

Shadowplay´s Vikings:
Hehehe, cool civ you got there. Quite liked the no penalty for amphibius assaults, an original, fitting and balanced trait for the vickings! Only thing that looked a bit meh is the half cost banks, but that is a minor issue.

Now my turn:

Inca
Starting: +50% to the culture generated in capital
Ancient: +1 food, +1 hammer from mountain
medieval: +1 population per city
Industrial: Riflemen starts with guerrilla promotion
Modern: doubles the bonuses of sea resources (say, if fishes generates 2 food and 2 trade, now they generate 4 food and 4 trade)

Vikings
Starting: trirremes gives naval support
ancient: more gold from barbarian and enemy cities.
medieval: no penalty for amphibious assaults
industrial: Builds markets on every city without them and banks in every city with market
modern: universities generates culture a la delegations + Magna Carta
 
Persia
Starting bonus: Wonders cost 1/3 to be built in capital
Ancient bonus: Legions starts with extra experience (veteran or elite)
Middle ages bonus: Cathedrals costs are halved
Industrial bonus: Acess to every resource
Modern bonus: Fundamentalism doesn´t close Libraries nor universities

Not to mention, special building, "Mosque" replacing the cathedral. Just for the realism of the game and to get special graphics. :)
 
Vikings
Starting: trirremes gives naval support
ancient: more gold from barbarian and enemy cities.
medieval: no penalty for amphibious assaults
industrial: Builds markets on every city without them and banks in every city with market
modern: universities generates culture a la delegations + Magna Carta

Really like your well thought through Viking bonuses. I would suggest that starting bonus should be extra move for galleys rather than naval support. I would also suggest a special unit replacing the warrior, simply called Viking.
 
Really like your well thought through Viking bonuses. I would suggest that starting bonus should be extra move for galleys rather than naval support. I would also suggest a special unit replacing the warrior, simply called Viking.
The-hee, glad that you liked it (specially since you come from Sweden). Yup, warriors should be replaced by Vickings, and trirremes by Drakkars. About the bonus, yes, it is the weakest of them all. Perhaps every naval unit starts with veteran promotion?
 
Vikings
Starting: Vikings were big in the bronze age, and should thus know bronze working and start with that tech.

ancient: Vikings were a seafaring and agricultural society, and their ships were famous for sailing to distant lands pre-navigation. That's why i think the starting bonus should be that triemes (or better yet replaced by viking long ships) can enter ocean.

medieval: +1 commerce from occean simply due to the Hanseatic age, and strong position in the fish market.

industrial: This bonus I'm very unsure about, but +1 movement for naval units seems appropriate due to Vikings being a seafaring nation

modern: +2% interest on gold reserves. (Norway as part of the Vikings discovered oil, and have the petroleum fund)

Units:
Trieme is replaced by Viking long boat
Legion is replaced by Berserkers
 
Vikings
Start: Starting with access to Bronze Working Tech
Ancient: 50% Gold Production
Medieval: 1/2 Cost Ships
Industrial: +1 trade in each city
Modern Era: 50% gold from Caravans

Persia
Starting 1+ Production from Desert Tiles
Ancient: 50% Gold Production
Medieval: 1/2 Cost Units
Industrial: New Defensive Units Recieve Loyalty Upgrade
Modern Era: 2% Gold Reserves

Babyalonia
Starting: Starts with Hanging Gardens of Babylon Wonder
Ancient: Rush units at half price
Medieval: +1 Food In each city
Industrial: Free Upgrades for Elite Units
Modern Era: More Great People


How do you like my ideas? please comment or msg me :):p:):p;);)
 
My take on Vikings:

Start: Viking units receive a 25% attacking bonus for amphibous assaults, and no penalty.
Ancient: Viking Longboats can enter ocean tiles at 2x movement cost.
Medieval: +50% Plunder Gold on capturing a city.
Industrial: Free Steam Power technology.
Modern: +1 food from sea tiles

Hittites:

Start: The Hittites begin the game with a Great Leader.
Ancient: Hittite units only need 2 victories to promote.
Medieval: +50% Gold from Trade Carts
Industrial: Hittite victories are more [25%] likely to produce a Great General.
Modern: Free Scout promotion for all units.

Australia:

Start: Australia starts with access to all governments.
Ancient: +1 resource on water tiles.
Medieval: Irrigated tiles produce +2 food.
Industrial: Free Factory in every city upon entry to the Industrial Age.
Modern: Planes must return to be refueled every 5 turns.
 
Australia:

Start: Australia starts with access to all governments.
Ancient: +1 resource on water tiles.
Medieval: Irrigated tiles produce +2 food.
Industrial: Free Factory in every city upon entry to the Industrial Age.
Modern: Planes must return to be refueled every 5 turns.

:) Why would Australia be a civilization? Not a particularly old civilization, imo. The civilization started bascially a few hundred years ago when the English came to the island and used it as a prison camp. If a civilization at all, they should start in the industrial era because they didn´t exist earlier. The key up until today has been that the civilizations in this game series has been either ancient or one of the "colonizing"/war time civilizations (read American, English, France). Australia doesn´t fit any of those criteria.

Sorry for the critical comment, but I think there are so many more civilizations that have earned being part of the game, e.g., Vikings and Persia.
 
Absolutely, Australia isn't a prime candidate at all. I just had a couple ideas for traits and put a civ to them.
 
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