Create your ultimate Civ & bonus combos

Chinese American

Hamtastic Knight
Joined
Aug 23, 2001
Messages
432
Location
Chinatown, USA
ITT, create your own civ along with five bonuses: starting, ancient, medieval, industrial, and modern. Civ bonuses are the bonuses you get for reaching a new age, like Free Math tech or free heals or 1/2 price roads, etc. Try to stick with the existing bonuses, but tweaks allowed. eg +1 move for Fighters or any free tech, are OK. Also list the unique unit or buildings if you like.

eg a sample Civ
name = California
Starting: Begin with access to all resources
Ancient: Cities grow faster
Medieval: Rush units at half-price
Industrial: Free Mass Media tech
Modern: More Great People

UU: Modern Infantry -> Marines
UB: Temple -> Mission
 
Vikings
Starting: begin with iron working
ancient: more exploration gold
medieval: no penalty for amphibious assaults
industrial: -33% cost for ships
modern: banks 1/2 cost

unique units: longship, berserker
 
Russia (better)
Starting:Russians start the game with a BIGGER local area map.
Ancient:+1 food from plains
Medieval: Defensive Units receive Loyalty
Industrial:Knowledge of Communism
Modern:1/2 cost Spies

Special Units
Knights (or Horsemen, don't know) --> Cossack Horsemen

Sioux
Starting:Units receive free Guerilla bonus
Ancient:+1 Science from plains
Medieval:1/2 cost Horsemen
Industrial:1/2 cost Temples
Modern:+50% gold (lol Indian casinos)
 
Civ: Persia

Starting bonus: Free great person
Age1: 2% interest
Age2: Money buys 100% more goods
Age3: +1 Food from plains
Age4: Factories 100% more powerful
 
Dutch

Starting bonus: Knowledge of currency
Ancient: +1 trade from sea
Medieval: +1 naval movement
Industrial: +1 hammer from sea
Modern: +5 gold per city
 
The United States of America
Starting:ICBM

That is all.
 
England:

Modern - Automatically gets access to great person: David Beckham (50% culture boost, 50% gold boost)

Canada:

Starting - Horseman (Mountee) are veterans
Ancient - +1 settler movement
Medeival - +1 food from snowy squares.
Industrial - +1 food from trees (maple syrup)
Modern - temples/cathedral produce science

Special unit - Mountee,
Other design info - Swords are shaped like hockey sticks, rifleman have Davey Crockett racoon skin hats, Great generals ride moose,
 
Korea

Starting: Start with a workshop
Ancient: +1 food from hills
medieval: +2 hwacha attack
industrial: +2 ship defense
modern: modern infantry 1/2 cost

Unique units: Hwacha, Turtle ship
 
name : Firaxis (Firaxians?)
Starting: Begin the game with a Great Person (I shall dub ye 'Sid')
Ancient: Free Wonder (called Civ I)
Medieval: Free Construction tech ( Scenario Editor from Civ II)
Industrial: +50% culture production ( first appeared in Civ III)
Modern: Temple and Cathedral in all cities old and new ( spreading religion ala Civ IV)

UU: Settler -> Civvite

----

name : Predator
Starting: Automatic upgrades for Elite units
Ancient: Free technology Bronze Working
Medieval: All units receive Scout and Loyalty upgrade
Industrial: Rush units at half-price
Modern: Free Space Flight tech

UU: Modern Infantry -> Predator
 
Name: ???
Starting : 1 BILLION KUZILLION GOLD
Ancient: ALL GREAT PEOPLE
Medieval: FREE WONDERS
Industrial: +200 RESOURCES FROM EVERYTHING
Modern: A horseman unit.

UU: Settlers -> Jesus' bffl's
 
Ottomons
Starting: Free horseback riding tech
Ancient: new horsemen are veterans
medieval: enemy walls have no defensive bonus
industrial: -33% cost cathedrals
modern: No anarchy

Unique units: Janissary, Great bombard

--

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

Unique units: Maccabee slinger, Merkhava
 
Orcs
Starting: Units can traverse mountain tiles (skip over, not stop on)
Ancient: +1 production from mountains and hills
Medieval: Rush units for 1/2 price
Industrial: Free iron mines
Modern: Unit attacks not effected by walls

Unique units: 3 warriors/legions = Orcish Horde (attack bonus)
Orcish Crossbow
Flame catapault

Unique buildings: Ogre Mound (upgrade from barracks, units produced are veteran)
Temple of the Damned (in place of Cathedral, adds 30% to production)
 
----

name : Predator
Starting: Automatic upgrades for Elite units
Ancient: Free technology Bronze Working
Medieval: All units receive Scout and Loyalty upgrade
Industrial: Rush units at half-price
Modern: Free Space Flight tech

UU: Modern Infantry -> Predator

:rotfl:

This one is awesome!
 
sam wo's chinese restaurant
starting: menu arrives in mailbox
ancient: +2 deep fried egg rolls from grassland
medieval: free delivery when rushing over 20 gold
industrial: 10% discount when pay cash
modern: squirting noises in bathroom
 
name: Oompah-loompah
starting: (none)
Ancient: +1 resource from all tiles
Medeival: +1 food from all tiles
Industrial: + 1 production from all tiles
Modern: Great person appears - Willie Wonka (+75% culture, +50% production, +50% gold, +50% science). Great person bonuses applies to ALL cities. Wonka is automatically used upon reaching the Modern era, so he cannot be settled or stolen by another civ.
 
Celts
starting: iron working
ancient: 1/2 cost walls
medieval: horsemen and knights +1 defense
industrial: walls produce culture
modern: +2% gold reserves

Unique units: Woad warrior, highlander (rifleman)

Carthage
Starting: Knowledge of currency and a market
ancient: rush units 1/2 cost
medieval: +1 trade sea squares
industrial: free cruiser fleet
modern: +2 production from desert

unique units: numidian mercenary (legion), war elephant (knight)

Inca
Starting: Pottery
Ancient: +1 food, +1 hammer from mountain
medieval: +1 population per city
industrial: Enemies do not receive bonuses from hills when defending or attacking Incan units.
modern: 1/2 cost cathedrals

unique units: quecha warrior, javelin thrower (archer)
 
name = Al Quaeda
Starting: Knowledge of Fundamentalism
Ancient: +1 culture all cities
Medieval: Free tech - Poppy production (4x gold from caravans)
Industrial: 1/2 price Suicide Bombers
Modern: Free tech - Biological Weapons
 
California

Leaders:
- Ronald Reagan (Aggressive, Charismatic); fav civic: Representation.
- John Muir (Spiritual, Protective); fav civic: environmentalism
- John Doerr (Financial, Industrious); fav civic: free market

UUs
- Pioneer (replaces settler): founds cities that start with pop 2

UB
- Venture Capital Firm (replaces bank, increases money per turn)
- Build National park at 50% cost
- Amusement Park (replaces Theater, adds :))
 
name = Al Quaeda
Starting: Knowledge of Fundamentalism
Ancient: +1 culture all cities
Medieval: Free tech - Poppy production (4x gold from caravans)
Industrial: 1/2 price Suicide Bombers
Modern: Free tech - Biological Weapons

You got it all wrong, all units get free guerilla upgrade. :lol:
 
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