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Additional Civilizations (by DJSHenninger)

Great update, I can finally use the Pantheon mod.
As for Carantania, are you going to use my ideas or do your own thing?

Thanks. I haven't decided anything yet. I still need to look into it a bit more thorough. There isn't really much to read about Carantania, is there?
 
A decent article I found was this one http://www.prah.net/slovenia/history/investiture/

Hard to get anything not in Slovene even if I can understand bits of it.
My idea was basically to let the UA cover the fact that by allying with smaller tribes Carantania became an orginized state. The UA/UB would cover the pseudo-democratic system covered in that article.
I am not so sure about my UB though. There are probably better ideas than those. But I really like my UA.

EDIT: Also, I tried reloading my save from yesterday when I was playing as Algeria and the game crashed while loading. Not sure if it is caused by Algeria itself or maybe another mod, but I figured I would let you know.
 
A decent article I found was this one http://www.prah.net/slovenia/history/investiture/

Hard to get anything not in Slovene even if I can understand bits of it.
My idea was basically to let the UA cover the fact that by allying with smaller tribes Carantania became an orginized state. The UA/UB would cover the pseudo-democratic system covered in that article.
I am not so sure about my UB though. There are probably better ideas than those. But I really like my UA.

EDIT: Also, I tried reloading my save from yesterday when I was playing as Algeria and the game crashed while loading. Not sure if it is caused by Algeria itself or maybe another mod, but I figured I would let you know.

Ok, thanks for the info. Does the idea of a Carantanian civilization also include the later Duchy of Carantania? That would give me more possibilities. I'll take a look at Algeria, although I probably wouldn't be able to fix it anyway. Thanks for letting me know.
 
Well, it is more oriented towards the original slavic duchy before it was germanised (Carantania) as the leader, UA and UU are made for that.
However the map and city list are for the most part from the time when they were the Duchy of Carinthia.
After all there isnt that much stuff about them otherwise.
 
Well, it is more oriented towards the original slavic duchy before it was germanised (Carantania) as the leader, UA and UU are made for that.
However the map and city list are for the most part from the time when they were the Duchy of Carinthia.
After all there isnt that much stuff about them otherwise.

Yeah I want it to be more oriented towards the slavic period as well, but I'm not sure if I can make a decent civ based on just that. Like you said, there isn't really much about them :p I'd rather have a different UB. Could instead give them a National Wonder: Church of Maria Saal (Gospa Sveta), for example. Not entirely sure about the leader. There are like 5 lines on Wikipedia xD Problem with other leaders of the Duchy is that they're almost always 'also Duke of Carinthia' while mainly being the leader of another political entity. Either that, or they've done nothing noteworthy :p

As for Algeria, I managed to reload a save game. I only played for a couple of turns, then saved, then reloaded instantly. I don't know if that counts.. :p
 
Wow! You added Seljuks! Great great great! :D

I'm gonna try that as soon as possible. Thank you friend.

Btw, do you have a model in game for Ghulam Mounted Archer?

Also, HA in that pic is a Tribal Horse Archer not Ghulam. Anyway, if you made a model for that pic, you can change the in-game name to "Seljuk Horse Archer" or if you don't have a model for it you can replace the pic with Ghulam HA. And, if you don't have a Ghulam pic I can send you some.

Regards.
 
Wow! You added Seljuks! Great great great! :D

I'm gonna try that as soon as possible. Thank you friend.

Btw, do you have a model in game for Ghulam Mounted Archer?

Also, HA in that pic is a Tribal Horse Archer not Ghulam. Anyway, if you made a model for that pic, you can change the in-game name to "Seljuk Horse Archer" or if you don't have a model for it you can replace the pic with Ghulam HA. And, if you don't have a Ghulam pic I can send you some.

Regards.

If I call it a Seljuk Horse Archer it'll be Seljuk Seljuk Horse Archer. Know a better name?
 
Hmm.. Well, you can try Askari Horse Archer => Seljuk Askari Horse Archer.

Askar literally means Soldier and using to describe Free born soldiers in army. Tribal warriors were free people but Ghulams were "Servants" (used "" because they were slaves just on paper but lived in far better conditions then free born people).
 
Hmm.. Well, you can try Askari Horse Archer => Seljuk Askari Horse Archer.

Askar literally means Soldier and using to describe Free born soldiers in army. Tribal warriors were free people but Ghulams were "Servants" (used "" because they were slaves just on paper but lived in far better conditions then free born people).

Thanks. I'll use ''Askari Mounted Archer'' to distinguish it better from the Horse Archer already in game (Huns). It has a unit skin, yes :)
 
Nice to see the Seljuqs now supprt More Pantheons. Any chance of Leugi's Israel New Beliefs will be supported as well? Iirc, it just adds one new founder's belief and one new follower belief.
 
Nice to see the Seljuqs now supprt More Pantheons. Any chance of Leugi's Israel New Beliefs will be supported as well? Iirc, it just adds one new founder's belief and one new follower belief.

Sure, shouldn't be a problem.

Cool.

Btw, good luck with the Sassanids. I want to try them too :)

They're right there. Check them out. (Post #6)
 
Hey, a few things to address this time.

Wessex

City List: the first three cities are the three Capitals of Wessex at some time in its history. Afterwards, the names are drawn from the Burghal Hidage in order of garrison size. I've italicised the few names which overlap with England (except Winchester). I would keep them in, but you might prefer to have entirely unique names.

Spoiler :
Winchester
Dorchester
Sherborne
Wallingford
Warwick
Southwark
Wareham
Buckingham
Chichester
Cricklade
Wilton
Oxford
Lewes
Malmesbury
Worcester
Bath
Sashes
Bridport
Exeter
Burpham
Chisbury
Shaftesbury
Langport
Eashing
Watchet
Hastings
Portchester
Twynam
Axbridge
Pilton
Eorpeburnan
Halwell
Southampton
Lydford
Lyng


And then for Spies, just names of some of the other West Saxon Kings and Queens:

Spoiler :
Cerdic
Ine
Egbert
Athelstan
Edward
Ceolwulf
Aethelwulf
Seaxburh (female)
Cynegils
Beorhtric


Pakistan

I found a few bugs while trying Pakistan. There's a problem with the Food Street UB. It has an unadvertised effect to make Specialists produce +1 Food globally. By which I mean if you have 4 Food Streets, all Specialists in your Empire produce +4 Food. This breaks the Specialist system and sends populations skyrocketing. Secularism + Civil Society pretty much gives you a guaranteed win, see Population and Specialist yields:

Spoiler :


Another issue was the double quantity luxuries in the UA - for some reason I didn't receive them. One Plantation, one Silk:

Spoiler :


Finally, just a minor visual thing, when selecting the Ranger's unique Promotion it sometimes displays as the red 'No' symbol, and other times has a conventional icon. Works fine in gameplay though:

Spoiler :
 
(Done by others, but here's mine)
The Picts (Galam Cennalath)
Start Bias: Hill
UA: Masters Of Fortriu
Units gain a +33% Combat Bonus against more advanced units. Cities started on Hill Tiles gain additional City Defensiveness and do increased damage when bombarding enemy units.
UB: Crannog (replaces Garden)
+25% Great Person generation. Requires a source of Fresh Water. Tiles with access to Fresh Water generate +1 Culture.
UB: Broch (replaces Castle)
+10 City Defensiveness, +100 HP. Enemy units that end their turn within one hex of the City sustain 30 points of damage every turn. Generate +3 Production if a Great General is garrisoned in the City.
---
Dál Riata (Aedan mac Gabrain)
Start Bias: Coastal
UA: Three Kindreds
Occupied Coastal Cities stay in Resistance for half the usual time. Gain additional Faith from Trade Routes to Civilizations with whom you have a Declaration of Friendship.
UU: Currach (replaces Trireme)
Weaker and faster than the Trireme it replaces. May also perform Trade Missions.
UI: Insular Cross (all new!)
Unlocked at Masonry. +1 Faith. Additional +1 Faith and +2 Culture after Archaeology is researched, and generates another +1 Faith if the City working it contains a Monastery. If Pillaged, gain 50 Faith.
---
Sudreyjar (Godred Crovan) [Hebrides]
Start Bias: Coastal
UA: Plurimarum Insularum
Gain -2 Unhappiness and +1 Culture in the Capital for each Atoll tile in the Empire. Naval Units gain a +5% Combat Bonus when attacking for each 25 Tourism the Empire produces.
UI: Bothy (all new!)
Unlocked at Construction. +25% Combat Bonus for any Unit occupying the tile, and generates +1 Food and +1 Production whenever so occupied.
UU: Crofter (replaces Settler)
After it is used to found a City, a Worker appears in it.
---
Strathclyde (Rhydderch Hael)
Start Bias: Grassland
UA: Dyrnwyn Aflame
May purchase any unlocked pre-Gunpowder unit with Faith. Doing so generates Culture. Land Units gain a +25% Combat Bonus when attacking.
UU: Novantae (replaces Swordsman)
Gain extra health from Pillaging tiles. Start with Cover I.
UU: Rheged Band (replaces Pikeman)
May be purchased with Gold for half the usual price. Does additional damage to Cities as well as Mounted units.
---
Northumbria (Erik Bloodaxe)
Start Bias: Plains
UA: Dena Lagu
Buildings that produce Gold generate -1 base Gold. Gain an additional Trade Route for each Gold-generating building in the Capital. Mines produce +1 Gold.
UU: North-Harrier (replaces Knight)
Gain a +1% Gold generation Bonus in the Capital for each Tile this Unit Pillages. Weaker and cheaper than the Knight it replaces.
UU: Monk (replaces Great Writer)
When used for a Political Treatise, a Monk generates the same amount of Faith as Culture. When used to create a Great Work of Writing, gain a free Monastery in one of your Cities.
---
Kent (Aethelberht)
Start Bias: Coastal
UA: Invicta
Land Units gain a +10% Combat Bonus while defending, with an additional +5% bonus for each Kentish Great Work in the Capital.
UU: Bretwalda (replaces Great General)
Standard Great General bonuses. In addition, may be spent to generate Tourism while at war with the target Civilization, or create a Great Work of Writing.
UI: Oast House (All new!)
Can only be built on flat land with access to Fresh Water. +1 Food and +1 Culture. The Culture yield rises to +2 after Architecture is discovered, and +3 after Biology is discovered. Unlocked at Engineering.
---
Wessex
---
Mercia
---
(Wales is part of the Celtic Civilizations split, and these guys are contemporaneous to the others, so...)
Gwynedd (Rhodri I)
Start Bias: Hill
UA: Quieta Non Movere
Gain a +33% boost to Research towards a technology if a Civilisation you have met has already discovered it. Great Writers may construct Academies.
UB: Limewashed Church (replaces Temple)
+2 Faith. Contains one slot for a Great Work of Art. +1 Science after Architecture is discovered.
UU: Gruffydite (replaces Spearman)
Gains an additional +10% Combat Bonus for each Terrain Type in a one-hex range around the tile where it ends its turn. Generates Science per kill.
---
Normandy (William I)
Start Bias: Grassland
UA: First Crusaders
Mounted Units start with Shock I, do additional damage against Units from Civilizations that follow a different majority religion, and generate Faith per turn when garrisoned in a City. The Production costs of Land Units are increased by 33%.
UU: Milites (replaces Knight)
Substantially stronger than the Knight it replaces, but more expensive to build and cannot be bought with Gold. May be purchased with Faith.
UB: Opus Gallicum (replaces Castle)
+15 City Defensiveness, +100 HP. The City in which it is built generates Faith when its bombardment kills an enemy unit.
---
Connacht
---
Leinster
---
Ulster
---
Munster
---

More coming even soonerer! =]
that's totally a word
 
Hey, a few things to address this time.

Thanks for the info and the bug reports! Some of these bugs are really strange, but I'm fixing them. I forgot to remove the UB's previous effect (food from specialists). The promotion bug.. well IDK what's causing it, but I'm just going to use another icon then. And I fixed the double resource bug after some trial and error.

More coming even soonerer! =]

Thanks for the ideas! Ironically, I wanted to start with the civs you did not specify yet (Wessex and Mercia) :lol:
 
But... but Deheubarth!

Okay, I haven't done them either, but it's a Civ with a name like the sound a drunk guy makes when he vomits his kebab up in the back of a taxi (or possibly tacsy), how can you not be excited? =]

Wessex and Mercia will be along in due course.
 
Is there any chance of War of the Roses civs in that England split? Lancaster and York of course.
 
Is there any chance of War of the Roses civs in that England split? Lancaster and York of course.

Perhaps. I don't know. It'll probably take a while before I even start with British civs.
 
The course is due. The stars are coming right. Wessex and Mercia are both ready.
---
(Done by others, but here's mine)
The Picts (Galam Cennalath)
Start Bias: Hill
UA: Masters Of Fortriu
Units gain a +33% Combat Bonus against more advanced units. Cities started on Hill Tiles gain additional City Defensiveness and do increased damage when bombarding enemy units.
UB: Crannog (replaces Garden)
+25% Great Person generation. Requires a source of Fresh Water. Tiles with access to Fresh Water generate +1 Culture.
UB: Broch (replaces Castle)
+10 City Defensiveness, +100 HP. Enemy units that end their turn within one hex of the City sustain 30 points of damage every turn. Generate +3 Production if a Great General is garrisoned in the City.
---
Dál Riata (Aedan mac Gabrain)
Start Bias: Coastal
UA: Three Kindreds
Occupied Coastal Cities stay in Resistance for half the usual time. Gain additional Faith from Trade Routes to Civilizations with whom you have a Declaration of Friendship.
UU: Currach (replaces Trireme)
Weaker and faster than the Trireme it replaces. May also perform Trade Missions.
UI: Insular Cross (all new!)
Unlocked at Masonry. +1 Faith. Additional +1 Faith and +2 Culture after Archaeology is researched, and generates another +1 Faith if the City working it contains a Monastery. If Pillaged, gain 50 Faith.
---
Sudreyjar (Godred Crovan) [Hebrides]
Start Bias: Coastal
UA: Plurimarum Insularum
Gain -2 Unhappiness and +1 Culture in the Capital for each Atoll tile in the Empire. Naval Units gain a +5% Combat Bonus when attacking for each 25 Tourism the Empire produces.
UI: Bothy (all new!)
Unlocked at Construction. +25% Combat Bonus for any Unit occupying the tile, and generates +1 Food and +1 Production whenever so occupied.
UU: Crofter (replaces Settler)
After it is used to found a City, a Worker appears in it.
---
Strathclyde (Rhydderch Hael)
Start Bias: Grassland
UA: Dyrnwyn Aflame
May purchase any unlocked pre-Gunpowder unit with Faith. Doing so generates Culture. Land Units gain a +25% Combat Bonus when attacking.
UU: Novantae (replaces Swordsman)
Gain extra health from Pillaging tiles. Start with Cover I.
UU: Rheged Band (replaces Pikeman)
May be purchased with Gold for half the usual price. Does additional damage to Cities as well as Mounted units.
---
Northumbria (Erik Bloodaxe)
Start Bias: Plains
UA: Dena Lagu
Buildings that produce Gold generate -1 base Gold. Gain an additional Trade Route for each Gold-generating building in the Capital. Mines produce +1 Gold.
UU: North-Harrier (replaces Knight)
Gain a +1% Gold generation Bonus in the Capital for each Tile this Unit Pillages. Weaker and cheaper than the Knight it replaces.
UU: Monk (replaces Great Writer)
When used for a Political Treatise, a Monk generates the same amount of Faith as Culture. When used to create a Great Work of Writing, gain a free Monastery in one of your Cities.
---
Kent (Aethelberht)
Start Bias: Coastal
UA: Invicta
Land Units gain a +10% Combat Bonus while defending, with an additional +5% bonus for each Kentish Great Work in the Capital.
UU: Bretwalda (replaces Great General)
Standard Great General bonuses. In addition, may be spent to generate Tourism while at war with the target Civilization, or create a Great Work of Writing.
UI: Oast House (All new!)
Can only be built on flat land with access to Fresh Water. +1 Food and +1 Culture. The Culture yield rises to +2 after Architecture is discovered, and +3 after Biology is discovered. Unlocked at Engineering.
---
Wessex (Alfred)
Start Bias: Grassland
UA: Burghal Hidage
Defensive Buildings grant a flat Gold boost when built. Defensive Buildings in the Capital also give a free copy of a Unique Unit from any Civilization not in the game for which you possess the required Technology. Units garrisoned on Forts generate -1 Unhappiness.
UU: Shieldwall (replaces Swordsman)
Slower than the Swordsman it replaces, but starts with Cover I. Gains an additional 1% Combat Bonus for every Unit it kills from a major Civilization or City-State.
UB: Court Of Scholars (replaces University)
+33% Science generation bonus. +2 Science per worked Jungle Tile. 2 Scientist Specialist Slots. +1 Production, +1 Gold, +1 Culture. Contains a slot for a Great Work of Art. Substantially more expensive to produce than the University it replaces, and cannot be bought with Gold. May not be built in conquered Cities.
---
Mercia (Offa)
Start Bias: Grassland
UA: Greatest Of Seven
Trade Routes with City-States generate +1 Influence over that City-State per turn and grant a +5% Culture Boost to the City that initiated the trade. International Trade Routes generate Faith per turn.
UB: Sceattas Maker (replaces Mint)
+2 Gold per Gold or Silver Resource worked by the City. Also provides a +10% Gold generation bonus across the Empire.
UB: Smithy (replaces Workshop)
+2 and +10% Production. 1 Engineer Specialist Slot. Creates one copy of the Jewellery Luxury Resource. Also contains a slot for a Great Work of Art, which grants a +1% bonus to Culture generation per 2 base Production in the City.
---
(Wales is part of the Celtic Civilizations split, and these guys are contemporaneous to the others, so...)
Gwynedd (Rhodri I)
Start Bias: Hill
UA: Keepers Of Annals
Gain a +33% boost to Research towards a technology if a Civilisation you have met has already discovered it. Great Writers may construct Academies.
UB: Limewashed Church (replaces Temple)
+2 Faith. Contains one slot for a Great Work of Art. +1 Science after Architecture is discovered.
UU: Gruffydite (replaces Spearman)
Gains an additional +10% Combat Bonus for each Terrain Type in a one-hex range around the tile where it ends its turn. Generates Science per kill.
---
Deheubarth (Hywel Dda)
Start Bias: Plains
UA: The Laws Of The Good
-1 Unhappiness from Specialists. Specialists generate +1 of their primary yield in Cities with a Constabulary and a further +2 in Cities with a Police Station.
UU: Crug Mawr Horse (replaces Knight)
Weaker and slower than the Knight it replaces, but may attack twice, with the second attack dealing 75% damage. Costs slightly more.
UB: Dynevor (replaces Castle)
+7 Defensiveness, +25 HP. Increases City Bombardment Range to three hexes and causes it to deal additional damage against Siege Units. Costs considerably more than the Castle it replaces.
---
Normandy (William I)
Start Bias: Grassland
UA: First Crusaders
Mounted Units start with Shock I, do additional damage against Units from Civilizations that follow a different majority religion, and generate Faith per turn when garrisoned in a City. The Production costs of Land Units are increased by 33%.
UU: Milites (replaces Knight)
Substantially stronger than the Knight it replaces, but more expensive to build and cannot be bought with Gold. May be purchased with Faith.
UB: Opus Gallicum (replaces Castle)
+15 City Defensiveness, +100 HP. The City in which it is built generates Faith when its bombardment kills an enemy unit.
---
Connacht
---
Leinster
---
Ulster
---
Munster
---

Irish coming last, but by no means least. =]
 
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