Civilization Request Thread

I would totally love it if you learned to make all these awesome civ ideas you have.
 
I wonder why did nobody ever create the Liberian civ. It is one of the most unique cases of colonialism: American colony in Africa settled by descendants of african slaves.

Civ: Liberia
Leader: Joseph Jenkins Roberts
UA: Home of Glorious Liberty: Internal sea trade routes to other continents provide triple amount of food or production. Lenght of sea trade routes is doubled.
UU: Colonist: Replaces scout. Never obsoletes and can settle cities on continents other than the original. Can cross the oceans before the research of Astronomy.
UB: Masonic Lodge: Replaces Constable. In addition to effects of constable it provides additional +2 :c5greatperson: to all Great People you already train in the city. Produces gold :c5gold: equal to city's culture :c5culture: production if the city has an internal trade route to it.

My idea is clearly based more on the idea of colonisation of Liberia other than the Liberia itself though. UA is based on "repatriation" of people from USA to Liberia, it would encourage the colonisation part of game. UB is based on Liberia's ruling party of True Whigs which ruled until 1980 (when Liberia transformed to yet another african country) and Masonic Order of Liberia. Masons had a lot of influence on Liberia's political landscape. I however can't come up with any interesting UU, but a scout which can quickly settle a colony may be interesting from the gameplay point.
 
Scapegrace, that is a wonderful civ idea! My only question(s) deal with the Resources; in the UA, you list mostly strategic, but mention Bananas in the UB. Does the UB affect more resources than the UA? (ie, the UB gives buffs for Plantations, etc)

Also, out of curiosity, what would your take on a Rwandan civ look like? Everything I try to think of comes back to the genocide and Hutu-Tutsi conflict, and that wouldn't make for a very attractive civ.
 
Yes. Yes it does. The UA is focused on mining and land clearance, giving you a flat culture burst every time you get a mine on a Bonus, Strategic, or Luxury Resource. The UB, on the other hand, gives you +1 Culture on Resource tiles whose yields are increased by buildings. This is to represent its importance to the the Malawian oral tradition and its gods of every animal, shiny thing, and political figure going. I didn't set it out too well in the original post, so here's a list of all the resources that the Nyau affects and the buildings that give the bonuses.

Wheat, Bananas, Deer: +1 (Granary)
Stone, Marble: +1 (Stone Works)
Fish, Pearls, Crab, Whales, Offshore Oil: +2 (Lighthouse and Seaport)
Gold, Silver: +1 (Mint)
Horses, Sheep, Cattle: +1 (Stable) (Yes it does stack with the UI and other stuff. Pasture game stronk.)
Iron: +1 (Forge)
Wine, Incense: +1 (Monastery) (This stacks too! Ain't stacking wonderful?)

This is why the Nyau's a Temple replacement; it necessitates going wide and getting as many resources as possible, so the increased production cost over the Shrine is a necessity to give it some manner of balance, especially on the higher difficulties when your Science will suffer a bit from all your blobbing. =]
 
I dunno if anyone did this (i searched it up but didnt find any) so i did an attempt.

Halloween civ

I'm not intending to get it based of Nightmare before Christmas so the leader should be more of a personified Jack o'Lantern.

Leader - Jack o'Lantern
UA - Trick-or-Treating: All land military units have Trick-or-Treat promotion, yielding gold and culture from attacking cities.
UU - Ghostly Soldier: Great War Infantry with cover and can withdraw before melee attacks.
UI - Haunted House: Available in Construction. +1 production, +50% defence, and enemy units adjacent to tile have movement down to one. Tile must be adjacent to strategic or bonus resource but not with another Haunted House within 2 tiles.

~~~

And I also thought of a Christmas one. I hope you see what I did to the workshop:

Christmas civ

Leader - Santa Claus
(Tundra Bias)
UA - Coming to Town: +1 Happiness for every Trade Route you connect to civilization or City-State. Embassies you make gives bonuses like another trade route, without needing a caravan.
UU - Reindeer Sleigh: Chariot that can Give Presents (May once give presents when adjacent to foreign borders, gaining Golden Age points for your empire, and XP for your unit based on the distance of your capital.) and does not require horses.
UB - Elves Workshop: Workshop with +1 food for worked tundra tiles without forest, and +2 food on worked snow tiles. +2 culture on worked tundra-without-forest/snow tiles upon Acoustics.

whatcha think?
 
I know civilizations are supposed to have presidents/kings/queens etc. as the leader but the thought of a civ led by a general or the like always seemed neat to me. With that in mind I thought of a rough idea of a civilization led by Hernán Cortés.

UA: Native Diplomacy- Upon defeating an unit of a civilization gain influence with the nearest city-state that has been wronged (Doing something to gain negative influence with the city-state) by said civilization. Upon gaining allied status with a city-state receive a free unit at a maximum of one unit every 10 turns from said city-state.

The historical basis for this is that the Aztec empire was based on tributes from conquered peoples who hated and had no loyalty to the Aztecs. Cortes took advantage of this and recruited tens of thousands of natives to his side.

UU: Conquistador- Comes in two versions, mounted and non-mounted. The mounted version replaces the knight and comes with a version of the, “fear” promotion. Enemy unit’s that are of a previous era are affected by an -15% combat strength penalty. The non-mounted version also replaces the knight but acts as a longsword man but receives twice as much gold when pillaging cities.

The Aztecs had never seen horses and were terrified of them. Not much unique about the mounted conquistador besides that (Maybe +1 sight too?). The conquistadors were motivated by greed a large amount so twice as much gold from pillaging cities seemed fitting. Regardless this UU does seem a bit bland, any ideas?

UI: Encomienda- Can only be built around conquered cities and provides +2 production, +2 gold and .5 local unhappiness.

The Encomienda system were estates that were awarded to certain Spanish peoples. They were worked by natives and were little different from slavery.
 
The Aztecs had never seen horses and were terrified of them. Not much unique about the mounted conquistador besides that (Maybe +1 sight too?). The conquistadors were motivated by greed a large amount so twice as much gold from pillaging cities seemed fitting. Regardless this UU does seem a bit bland, any ideas?
adjacent enemy units lose -10hp per turn from smallpox :p
UI: Encomienda- Can only be built around conquered cities and provides +2 production, +2 gold and .5 local unhappiness.

The Encomienda system were estates that were awarded to certain Spanish peoples. They were worked by natives and were little different from slavery.
Firaxis made it so ridiculously hard to add unhappiness that the workarounds modders come up with, even they think are unconventional, illogical and too difficult. To put it one way: Firaxis coded the DLL in such a way that without a DLL mod, it is impossible for us to add unhappiness. The workaround... involves giving the player a stock of invisible buildings in their capital that produce happiness, and remove them accordingly. The downside: the player gets free happiness they don't deserve as long as they don't build the UI!

Also there's a lot of complications in iterating around a city's plots and detecting new improvements upon an improvement being built within the radius of a city, then proceeding to switch out a couple of dummy buildings in the city. All that because only buildings and policies, as far as I'm aware, have the built in capability to change happiness. Can't do it with improvements without a heckuva lot of trouble. :p
 
Actually, there is a lua way:

Code:
pPlayer:ChangeUnhappinessFromUnits(200)
(this would give 2 Unhappiness, for some reason it must be multiplied by 100)

The issue is that in the interface it says "+X Unhappiness from units", so I also put this somewhere:

Code:
<Replace Tag="TXT_KEY_TP_UNHAPPINESS_UNITS">
			<Text>{1_Num} generated by Units or other sources.</Text>
		</Replace>
 
Actually, there is a lua way:

Code:
pPlayer:ChangeUnhappinessFromUnits(200)
(this would give 2 Unhappiness, for some reason it must be multiplied by 100)

The issue is that in the interface it says "+X Unhappiness from units", so I also put this somewhere:

Code:
<Replace Tag="TXT_KEY_TP_UNHAPPINESS_UNITS">
			<Text>{1_Num} generated by Units or other sources.</Text>
		</Replace>
Hm. Well, never heard of that method. But this changes unhappiness from... units? And t would need to change unhappiness from an improvement...

I'm just remembering from a while back when someone asked if giving <Happiness>-1</Happiness> would make a building generate unhappiness and whoward responded by posting the segment of DLL that deals with the <Happiness> column... and Firaxis so awesomely coded that segment with a clause the read something along the lines of "if Happiness > 0 then". :p
 
Of course, I just mean that you can check how many improvements the player has, and then use the UnhappinessFromUnits function to change Unhappiness depending on the number of improvements; still not so simple, but at least possible. Might need saveutils too...
 
Another little idea, courtesy of Viregel's brilliant Greater Europe pack leaving things buzzing around in my head...

European Union (Robert Schuman)
Start Bias: Grassland
Capital: Bruxelles
UA: United In Diversity
+1 :c5culture: Culture and +5% Border Expansion for each different Improved Luxury Resource worked by a City. +2 :c5production: Production for each Social Policy Tree Opener selected.
UB: Eurotower (replaces Stock Exchange)
+3 and +33% :c5gold: Gold. 3 Merchant slots. +1 :c5gold: Gold and +2 :c5culture: Culture per incoming and outgoing Trade Route.
UU: Eurofor (replaces Paratrooper)
Though stronger and 25% more expensive than the Paratrooper it replaces (70 :c5strength: Combat Strength vs. 65), the Eurofor is unable to Pillage tiles or attack enemy units, but may defend against them normally and does contribute towards Flanking bonuses for other units. However, it starts with Cover II and Medic I, and grants adjacent units a +25% :c5strength: Combat Bonus while defending. Cities with a Eurofor garrison heal at double the normal rate and have +25% :c5strength: City Defensiveness when at war, and gain a 5% bonus to all yields when at peace.

---

This is my attempt at the kind of wide-ish lategame-centric "soft power" Civ that I think best reflects the ideal of the EU. Soft power has always intrigued me with regards to Civ 5; with the multiple victory conditions, it's kind of pushed forward, but it's also hindered by certain factors that are necessary for game balance (limited trade routes and diplomacy options spring to mind). I wanted to make something that can reliably go for any victory except domination, and I was interested to cook up a totally defensive and support-centred lategame UU.

Yes, I know there's an EU Civ floating around already, but it was gimmicky and not really what I wanted from a Civ of this sort, and besides, it's from 2010. I would really, really like to see this idea made properly. I'll do DoM stuff, dialogue, pedia entries... just not art or code, because I'm rubbish at the former and literally unable to do the latter, what with my main computer completely up the spout at the moment. Which sucks. I will do all the research you require. Just help me with this one, okay? Please. =]
 
I did think about including a Eurocrat UU with the Civ (possibly as a Great Merchant replacement but for one's own cities, giving them a massive short-term boost to yields?), but I wanted to make it as a federated nation rather than what it is now. Indeed, that's what this Civ is kind of all about; what the EU should be, rather than what it is. All Civs have an element of that, even if it's only to increase its competitiveness (which, as an aside, is why I haven't downloaded JFD's Third Reich Civ and refuse to help with the Boers or any CSA mod).

But yeah, if you want, here's an alternative UU you could include for any Eurosceptics out there.

Eurocrat (replaces Great Merchant)
Trade Missions from Eurocrats do not generate :c5gold: Gold; however, they generate much more influence. They may also undertake a Factfinding Mission to a European Union City. The City in question generates +1 additional :c5angry: Unhappiness from Specialists for the next 20 Turns, but generates +50% :c5food: Growth, :c5science: Science, and :c5culture: Culture over the same period.
 
I would like to do this myself because I do have experience with modding, but I have issues getting ModBuddy to run and I have tried all solutions I can find, but anyways, would anyone be willing to make a Mandalorian Civilization? I already have the general layout for it.


Leader: Fenn Shysa

Unique Ability: "Resol'nare" 10% (Or whatever is a balanced reasonable amount) Unit maintenance cost decrease due to every Citizen is a soldier. Also a 7% chance of enemy (or just barbarian units) converting to your side upon defeat.

Unique Building: Beskar Forge to replace the Standard Forge

Unique Unit 1: Mandalorian Protectors to replace Marines

Unique Unit 2: None
 
Hi, i've just started modding for Civ5 a few days ago and theres a few things I quite don't get, its a little overwhelming. :lol:

Is it possible for somebody to make an "AlternateByzance" Civilisation ?

Only changes with the real byzance will be that monument give +50 culture, 7 happiness and 7 faith, and the civ to be multiplayer ready for BNW ? (i'm using JDH's civ mp mod manager and it work really well)

Thank you all very much! :)
 
Welcome to the forum!

There are several versions of existing Civilizations, along with splits (the India and Polynesia split packs come to mind), so an alternate Byzantium is certainly possible. Indeed, I've had knockdown, drag out arguments discussions regarding one before. However, I'm fairly certain that you can't use any mods at all in multiplayer, with the exception of DLL mods like Enhanced UI (which is practically DLC anyway). So you're out of luck there. Sorry to be the bearer of bad news, old spot. On the bright side, your idea's ridiculously overpowered (for comparison, Ethiopia's very strong Monument replacement only gives +2 Culture and +2 Faith), so, y'know, there's... that. =]
 
Thanks! I know its overpowered, that was for testing purpose :)

I'm using mods in multiplayer for a couple of month now. Most of the time I play with 3 to 4 of my friends, with mainly balanced modded civ (like LotR Civs) but I like the original Ethiopia the most. :lol:

I was just seeking more OP civilisation alternative to have fun sometimes ;) (when you have more than 500 hours in the game, a not-conventional game is good from time to time)

I use "JdH's CiV MP Mod Manager" to create games and invite my friends (don't really know how it word, its all automatic, connect you to steam then works, I just know its not a malware)

From this lack of OP civ, I began to wanted to mod myself :)
I know how to alter yields and all but have hard time to create "mod info" files that make the mod actually work
 
There's a couple of tutorials knocking about. Ask Pouakai about it, he'll probably be able to help you more than me. =]
 
This would be the reason I was asking about the City Strength Formula elsewhere. I'd be eternally grateful to anyone who made this a reality =)

Malta
Bias: Coast
Capital: Valetta (Replaces City-State of the same name)
Leader: Jean Parisot de Valette

UA: Brave Defense Fortress Island
For every 25 (Really need to figure out what would work here...) Combat Strengh a city has, a city produces 1 Culture. Imediately enter a Golden Age if a Peace Treaty is signed between yourself and another Civilisation.
UB: Cavalier Torrijiet ta' Wignacourt (Replaces Castle)
CS is increased by 50% (Instead of +7), the city's ranged attack has range increased by 1. No gain to City Health.
UU: Knight of St John (Replaces Knight)
As standard Knight, but starts with Medic.

---------

This is my stab at making city strength important.

Brave Defense comes from how often Malta survives being attacked by overwhelming forces (See the Great Seige of Malta), and is the driving force behind building city Combat Strength up.

Fortress Island is the common tourist name.

Cavalier refers to the fortifications of the same name - there were 9 planned in Valetta, and even though only two were complete they're mighty impressive. The range boost makes Maltese cities, roughly speaking, a little bit tricky to try to capture.

Torrijiet ta' Wignacourt are a set of towers that are fairly iconic of Malta.

Knight of St John, perhaps better known as a Knight Hospitaller, were originally formed to care for pilgrims to the Holy Land, and later to defend it. As such, direct caring for others (Medic) seems appropriate to give them.

---

... just looking over my own stuff, realised how powerful Oligarchy and Cavalier would be together. By my understanding they'd be effectively double city strength? Because that sounds fun :D

edit: Howdy CCC, nice to see ya! Added in your names since I prefer them.
 
Welcome to the forum, DF! =]

There's a couple of Civs about, both released and forthcoming, that favour defensive play. Chief among them is Canada, courtesy of Colonialist Legacies, but there's a couple in the pipeline (CL's Zimbabwe, sundry others) that have a similarly defensive, pseudo-turtlish feel to them.

As for your Malta: I like it, though the names could use work. Might I suggest "Fortress Island" for the UA, what with it being a common nickname for Malta according to the Tourist Board's website, and "Torrijiet ta' Wignacourt" rather than "Cavalier" for the UB? Referencing the Wignacourt Towers might account for the range boost more effectively, given the scope of the things; given that cavalier is a) a more generic term and b) more suited to pouring down additional firepower than actually outranging the enemy, I'd go with something specific to Malta. I've had similar ideas for Civs in the past - indeed, the Culture from City Defensiveness matches almost exactly an idea I had for CL's forthcoming Cuba - but this is definitely interesting.

Also, Stunfisk sends its love, courtesy of CCC. Who is me. =]
 
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