City State ideas thread

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This thread should be used to list your ideas for City states which you think should be included in the game. Please specify what type it will be.

Kiev (Trade): Captial of the Kievan Rus, it was a major trade city between Russia's (Amber?) mines and Byzantium.

Riga (Militaristic/ Trade): Capital of the Livonian order, a monastic order which was allied with the Teutonic order. Also was a major trading city.

Luxembourg (Cultural/ Trade): One of the oldest nations in Europe, their monarchs at one point ruled Hungary and other European Powers. It is now a tax haven.

Great Zimbabwe(Cultural/ trade): a now abandoned walled city in Zimbabwe (where else?) which in its day formed a major trade center.\

Lubeck(trade): A major Hanseatic city.

Toronto (Trade/ Cultural): Largest city in Canada.
 
Luxembourg seems such an obvious choice that it's strange it hasn't featured yet.

I'd suggest Great Zimbabwe - a now abandoned walled city in Zimbabwe (where else?) which in its day formed a major trade centre, would most fittingly be Mercantile, but perhaps also Cultural.

Some Hanseatic League cities would fit as Maritime or Mercantile: Lübeck (although it is already probably in the German city list, that never stopped Milan/Mediolanum :p) or Bruges.
 
I was thinking this thread would be more about new concepts and unique resources than just new city-states of the same old types. Like maybe there could be another new luxury resource to go along with porcelain and jewelry. Or there can be an entirely new type of city-state, like maybe one that gives you workers, or possibly even a unique worker, that you can only get from city-states. There's a lot more that can be done than just adding a few more names to the same lists.
 
Well, we have Militaristic City States giving out Unique Units from civilizations now, so how about some City States that can give out their own Unique Units.

Here are my suggestions for a few:
CS = Combat Strength, R = Ranged Strength/range in tiles, M = Movement

Rhodian Slinger...........CS – 5, R – 7/2, M – 2, Cost – X, Gold – X (Replaces Archer)
......+25% Ranged Factor against other Ranged Units
......Available from City State: Rhodes

Numidian Horseman.......CS – 7, R – 10/1 M – 5 Cost – X Gold – X (Replaces Horseman)
......Can move after shooting
......Available from City State: Cirte

Jomsborg Viking.........CS – 21, R – 0, M – 3, Cost – X, Gold – X (Replaces Longswordsman)
.....Requires 1 Iron
.....Amphibious Promotion, When embarked, can attack other units at sea
...........(Melee attack at Sea = 8)
.....From City State: Jomsborg

Swiss Pikeman...........CS – 16, R – 0, M – 2, Cost – X, Gold – X (Replaces Pikeman)
.....Ignores Terrain Penalties for Hills
.....Available from City State: Berne

Hessian Fusilier..........CS – 24, R – 0, M – 2, Cost – X, Gold – X (Replaces Musketman)
......+1 Production in City when used as Garrison
......Available from City State: Darmstadt
 
I think the Militaristic CSs are worse than others, so they should be improved. Unique Units would be great, maybe more than one for each CS. They should receive free barracks family buildings as well.
 
Well, we have Militaristic City States giving out Unique Units from civilizations now, so how about some City States that can give out their own Unique Units.

Here are my suggestions for a few:
CS = Combat Strength, R = Ranged Strength/range in tiles, M = Movement

Rhodian Slinger...........CS – 5, R – 7/2, M – 2, Cost – X, Gold – X (Replaces Archer)
......+25% Ranged Factor against other Ranged Units
......Available from City State: Rhodes

Numidian Horseman.......CS – 7, R – 10/1 M – 5 Cost – X Gold – X (Replaces Horseman)
......Can move after shooting
......Available from City State: Cirte

Jomsborg Viking.........CS – 21, R – 0, M – 3, Cost – X, Gold – X (Replaces Longswordsman)
.....Requires 1 Iron
.....Amphibious Promotion, When embarked, can attack other units at sea
...........(Melee attack at Sea = 8)
.....From City State: Jomsborg

Swiss Pikeman...........CS – 16, R – 0, M – 2, Cost – X, Gold – X (Replaces Pikeman)
.....Ignores Terrain Penalties for Hills
.....Available from City State: Berne

Hessian Fusilier..........CS – 24, R – 0, M – 2, Cost – X, Gold – X (Replaces Musketman)
......+1 Production in City when used as Garrison
......Available from City State: Darmstadt

Let's not forget Valletta!

Knight Hospitaller (Replaces Knight)
Bonus against units of civilizations with another major religion than the User (Or maybe the CS).
 
Some of the civilizations in the civilizations wanted thread could fit nicely, too. I'd also like to add:
Meroe: Kuhorsehockye Horseman: replaces horseman, uses half movement points when moving through desert tiles
 
One thought I had is that Militaristic city states could grant promotion abilities to your civ's units. Justifiable as either as training from their premier military institutions or the arrival of immigrants to your civ.

(Perhaps this should be selectable as an alternative to giving you bonus units.)

You could represent this through a new great person "Great Warrior" who appears either in your Civ or at the City State, travels to a unit you want to upgrade and is then expended to provide a major XP boost or just give you a new ability straight away.

Great Warrirors could include Jack Churchill, Musashi and Yevdokiya Bershanskaya.
 
Or maybe one of the militaristic city-state quests can be to train in the city-state's barracks, which can be done by walking over to it and having the unit sit in or near the city for x turns and it can get a promotion that way.
 
New city state types:

Innovative - additional science.
Artisan - additional production
Cosmopolitan - percent increase in great people production
Fortified - raises all of your cities' defense
Excavation - CS always founded on a strategic resource which you receive if friends. all strategic resources found within the borders of this city-state have their yield doubled when you are allied
Nomadic - when friends, barbarians cannot enter your borders. When allied, barbarians are more prone to attack your opponents aggressively
Migrant - when friends, percent chance of spawning a worker or work boat within your borders. When allied, percent chance of spawning a worker, work boat, or settler within your borders.
Wealthy - increases your yield from trade routes.
Affluent - slows your loss of influence from city states when friends or allies, worth two votes in UN elections.
 
I think a CS should receive some Great Persons during the game and use then for special improvements, maybe twice per game (Medieval and Industrial eras).
Militaristic -> G. Engineer
Cultural -> G. Artist
Maritime -> G. Scientist
Mercantile -> G. Merchant
Religious -> G. Prophet
 
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