1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Additional civs?

Discussion in 'CivRev - General Discussions' started by Ikael, Aug 8, 2008.

  1. Ikael

    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
     
  2. vapaach

    vapaach Chieftain

    Joined:
    Jun 24, 2008
    Messages:
    47
    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?
     
  3. bonafide11

    bonafide11 Worker

    Joined:
    Jun 8, 2006
    Messages:
    3,177
    Location:
    STL
    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.
     
  4. shadowplay

    shadowplay (boss music)

    Joined:
    Nov 6, 2003
    Messages:
    5,622
    Location:
    Toronto
    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
     
  5. bonafide11

    bonafide11 Worker

    Joined:
    Jun 8, 2006
    Messages:
    3,177
    Location:
    STL
    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.
     
  6. shadowplay

    shadowplay (boss music)

    Joined:
    Nov 6, 2003
    Messages:
    5,622
    Location:
    Toronto
    It's meant to reflect the siege of Constantinople.
     
  7. Ikael

    Ikael King

    Joined:
    Dec 2, 2005
    Messages:
    873
    Ouch sorry, I english-ed a Spanish word XD I meant, harbour.

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

    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:

    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...
     
  8. bonafide11

    bonafide11 Worker

    Joined:
    Jun 8, 2006
    Messages:
    3,177
    Location:
    STL
    +2 happiness? There is no happiness in Civ Rev...
     
  9. Snerk

    Snerk Smeghead

    Joined:
    Jan 16, 2006
    Messages:
    7,625
    Gender:
    Male
    Location:
    Norway. You'll never leave
    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).
     
  10. Ikael

    Ikael King

    Joined:
    Dec 2, 2005
    Messages:
    873
    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
     
  11. 806slidingdoors

    806slidingdoors Chieftain

    Joined:
    Aug 10, 2008
    Messages:
    20
    I vote for Babylonians, Persians, Hittites, Carthaginians & Incas.
     
  12. Hertsh

    Hertsh Darwinist

    Joined:
    Jul 18, 2008
    Messages:
    311
    Location:
    Stockholm, Sweden
    Not to mention, special building, "Mosque" replacing the cathedral. Just for the realism of the game and to get special graphics. :)
     
  13. Hertsh

    Hertsh Darwinist

    Joined:
    Jul 18, 2008
    Messages:
    311
    Location:
    Stockholm, Sweden
    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.
     
  14. Ikael

    Ikael King

    Joined:
    Dec 2, 2005
    Messages:
    873
    Ugh, double post.
     
  15. Ikael

    Ikael King

    Joined:
    Dec 2, 2005
    Messages:
    873
    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?
     
  16. Raw Power

    Raw Power Chieftain

    Joined:
    Feb 19, 2003
    Messages:
    76
    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
     
  17. thedood123

    thedood123 Destroyer

    Joined:
    Jul 5, 2008
    Messages:
    45
    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;);)
     
  18. Quotey

    Quotey Emperor

    Joined:
    Jul 24, 2006
    Messages:
    1,459
    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.
     
  19. Hertsh

    Hertsh Darwinist

    Joined:
    Jul 18, 2008
    Messages:
    311
    Location:
    Stockholm, Sweden
    :) 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.
     
  20. Quotey

    Quotey Emperor

    Joined:
    Jul 24, 2006
    Messages:
    1,459
    Absolutely, Australia isn't a prime candidate at all. I just had a couple ideas for traits and put a civ to them.
     

Share This Page