Civ 5: Civilizations/Leaders Wanted!

I modified the UA a bit to make them less religious per se and more defensive. The UU I changed lightly to make it less dependent on gold, and the Khachkar I didn't change because if you make it only an artifact, then they can't be produced until the industrial era.

Fair enough, I'm more concerned with the random chance though. I bet it could become frustrating not being able to plan around it. How about making it so all Great Works and Artifacts are Khachkars with half the original effect?

Or maybe a diplomatic bonus of some kind?
Thinking about it, this could be nice in order to prevent the Swiss from being the international isolationist pariah. Unique Diplomatic Modifiers sound very interesting. It's not enough though, so either an additional bonus or even being able to sign RAs and trade gold without a DoF could be added.
 
Fair enough, I'm more concerned with the random chance though. I bet it could become frustrating not being able to plan around it. How about making it so all Great Works and Artifacts are Khachkars with half the original effect?

Having all great works be Khachkars wouldn't be as fun, so my compromise is that all Medieval and Renaissance Great Works of art are Khachkars, and all artifacts are Khachkars. That way, in every era you can produce a Khachkar, but in later eras you can produce other things as well, just for the sake of flavor.
 
What do you mean? If by that you mean that half of its affect relies on having a certain building in your city (a temple) then yes, without a temple, a Khachkar has half of its bonuses. Other than that, I don't know what you mean. If that is what you mean, temples are relatively easy to build, especially if you follow Piety (which you should if you're Armenia) so I don't see that as a problem.
 
CANADA

Leader: I will think of one later.

Unique Ability: From Sea to Sea
Receive an extra 20% :c5gold: gold bonus from trade routes when the city is on a river. Costal cities gain +2 :c5food: food for every trade route into them; inland cities gain double :c5food: from internal trade routes. :c5influence: Influence resting point with city-states is increased by 30 when you have a trade route with them.

Unique Unit: Mountie
Replaces Cavalry. Gives +2 :c5happy: happiness when garrisoned in a city. Whenever it carries out an action for a city-state, it gains double :c5influence: influence.

Unique Building: Hudson's Bay Company
Replaces Harbour. Grants +2 :c5gold: gold and :c5food: food for every sea trade route that this city has to another civilization.

The Canada design here could be ridiculously overpowered, but I haven't been bothered to check. I've gone for a complete rip-off of steveg700's design (sorry steveg700) with a few changes. It's a lot more focused on the Voyageurs (without any actual reference) and immigration (again, without any actually reference). Please tell me what you think!

Edit: Found steveg700's post here.
 
Yeah, it does seem pretty overpowered. You get extra food in the same cities twice. And then you get double influence as well as a much higher resting point for that double influence. It mostly just needs to be tweaked, but I would say that it does indeed seem overpowered.
 
Saxons

Spoiler :
The Saxons
(((o)))

Leader: Alfred
Capital: Witanceaster
UA: (Something about Burhs or Fyrd) - 1 gold/culture in all cities until Education and 2 gold/culture after, melee units get Shieldwall promotion (10% against ranged, 10% bonus in home land and 10% bonus adjacent a friendly unit).
UU: Huscarl (Longswordsman) - Starts with Rough I and costs 100 production.
UB: Saint's Chapel (Shrine) - +15exp for units, 1 faith and 1 maintainence.

They aren't the best for the late game but they are very strong before then. Their melee units are much stronger, especially if they switch to the defence especially with the promotion from their UB. Even in the Medieval, if they didn't have enough already, they can get Huscarls quicker to get even more Shieldwall bonuses which carry on after upgrading.

I like it, although the Saint's Chapel is basically a stronger version of the Royal Library. Also, the civ doesn't seem to have much of a focus. If you changed the civ to be good at a paticular victory type, I think that this design would work really well. Could be hard for the Saxons, but should be possible.

UA - +20% of Faith is converted into gold (and +1 Tourism in all cities after Acoustics?). Melee units get the Shieldwall promotion.
UB: Saint's Chapel (Shrine) - 1 Faith and 10Exp but no maintainence.
Splitting Germany
Spoiler :
Germany
Bismarck
Berlin
Modern Engineering - Every Scientist specialist provides 2 production. +1 Science on all great person improvements.
Freikorps (Cavalry) - -2 Strength but 25% bonuses in friendly territory and against civs of opposing ideologies.
Panzer - As it is

Carolingians/Holy Roman Empire
Charlemagne
Aachen/Wien
Electorate Princes - Gain an extra delagate in World Congress. Each friendly city state gives 2 happiness.
Lansknecht - As it is
Rathaus (Courthouse) - Reduces enemy spy effectiveness by 5% in all cities and +1 gold.

Germania
Arminius
?
Furor Teutonicus - As it is
Warband (Swordsman) - Doesn't require iron. -2 strength but terrain bonuses doubled.
Sacred Grove (UI) May only be built on forests and may only be pillaged by city owner. +1 Faith and -10% strength for enemy units. Friendly units that fortify on the tile +10% strength until upgraded. Unlocked at Hunting.

I like these ideas a lot, though instead of the extra science on GP improvements, you could have an inverse to the scientist thing, I think I saw that somewhere and liked it, scientists provide 1 production and engineers 1 science. Only problem for me is that either way its passive and can get a little boring.

Either way, I like the splits, the HRE UA seems a tad boring to me personally, but I dunno, the UU and UB seem pretty solid (maybe make it so the pikeman upgrades to the rifleman a la Impi, because thats a big problem right now eh)

Love germania, the UU is a really cool idea and makes a lot of sense historically, without being too flashy, very good. Sacred grove seems kind of OP though, but I'm not sure, might require testing/I'm an idiot and havn't understood it :lol: (also, I assume you mean trapping ;))

1. I know it's a bit passive and more like vanilla civs than later but that's all I could think of. I thought about setting science to engineers too but wasn't sure how strong that would be.

2. I'd make regular pikemen upgrade into something proper like riflemen/musketman if I had the choice and maybe halve upgrade costs for Landsknechts too because they are so expensive.

3. Trapping is what I said. :mischief: I think it would need testing but maybe the defence bonus is a bit much. Maybe it should be 2 faith instead of that which is OP until you get a religion but after then, it is better to change it. Maybe the penalty to enemies should apply to everyone except Germania whether the city is captured or not. Then there would be incentive to destroy it or risk giving bonuses should Germania try to reclaim the city.
Splitting the Celts
Spoiler :
Gaul
Vercingetorix/Brennus
Alesia
??? - 10% of production is converted into science.
Forest Rider (Horseman) - No terrain cost and starts with Rough I.
Gallic Warrior (Spearman) - Like a Pictish Warrior but gains science.

Britannia
Boudica
Druidic Lore - As it is
Essedum (Chariot Archer) - No rough terrain penalty and stronger in melee. Doesn't require horses.
Dun (Walls) - Same health but lower strength bonus. +2 faith on pastures.

Gaels/Scotland
William Wallace
Edinburgh
??? - -10% unhappiness from cities founded on hills. Each adjacent hill provides +1 food in golden ages.
Highlander (Longswordsman) - Slightly weaker but double movement in hills and +25% bonus attacking.
Ceilidh Hall - As it is

Some of those bonuses are similar or not very 'new' but they all have different orientations.

What are thoughts on these? Because there hasn't been much comments on them I just thought I'd compile them all here.
 
Saxons: The Shieldwall promotion is too good to give to all melee units, if you're going to put other things in the UA as well. My tip would be to give it to the Huscarl instead, and get rid of the Rough I promotion. If you make that change though, the UA needs a little buffing, but that's not too hard. The UB is fine.

Germany: You can't really have two late game UUs, because having more advantages in the late game isn't that great, when having more advantages in the beginning or spreading them out lets you start off strong. The UA is a late game UA as well, since GP take time to produce, as do science buildings and extra population points. Focus on giving them more early game advantages.

HRE: Good stuff, but the parts don't relate to each other, making it kind of clunky. Also, I would buff the UA a little.

Germania: I like the Warband, but Furor Teutonicus could use a boost. In the original Germany, it's ok because it provides a good early game military advantage, but you're providing that with the Warband. So, modify Furor Teutonicus to suit this civ. I'll leave it to you to figure out the direction you want this civ to go in. The sacred grove is ok, but you need to figure out how its bonuses will be improved later in the game. Otherwise, it's not that great in the late game.

Gaul: The UA is good but uninteresting, as are both the UUs. Additionally, they're both in the same era, so you have a few kind of boring units that come and go really fast. If both units are in the same period, they need to be really good. For example, the Carthaginian War Elephant is tough, scares enemies, and produces Great Generals. The Quinquereme is ok, but the War Elephant is what lets Carthage dominate and be interesting. So, make the UA more interactive and redesign one of the units, because neither of them are really interesting.

Britannia: Good, but the Dun and UA provide similar bonuses, so you might want to alter the Dun slightly just to be interesting. Not a big thing though.

Gaels/Scotland: The UA makes them a little too hills oriented, and provides a happiness boost when that's what the UB does, and does well. In addition, it lacks a definite purpose. The UA makes it seem like a tall civ, but the UU seems to be a good invader unit. Decide which of the two you want to go for, then redesign the one that no longer fits accordingly.
 
Gaels definitely shouldn't be conflated with Scotland for a few reasons. While Scotland was important (especially in the late medieval period), Ireland was the Gaelic homeland so to speak. I don't think William Wallace was a Gael either so a Gaelic Scotland might be better served by somebody like Malcolm II.

For a Gaelic civ I would probably opt for a King of Dál Riata because it was instrumental in converting the Picts and Gaelicising Scotland. However I don't really know if any of the kings there were in themselves considered particularly noteworthy in the context of the Gaelic world.
 
Well if other people are getting feedback on their 'old' designs I may aswell rehash some ideas I didn't get a huge amount of feedback on, namely a few Ideas for a pack entirely about India, obviously pure fantasy, but still I like thinking of them, anyway, here goes.

The Mughal Empire.
Spoiler :
Leader: Akbar the Great
Capital: Agra
UA: Alamgirs Jizya - Annexing a city that followed a different religion to yours yields +1 gold for every 2 followers in that city. +1 Tourism from citadels, and forts provide +1 culture when worked.
UB: Maktab (courthouse replacement) - Not only pacifies Annexed cities as usual, but also provides +3 faith and a 15% increase in religious pressure from that city, this pressure only applies to your own majority religion, not the majority religion of the city it is based in. Once your empires majority religion is the majority in this city, it produces an extra 1 faith, and 1 culture. It also only has 1 maintenance compared to the bank-breaking 3 of a regular courthouse, if that seems overpowered remember it can only be built in annexed cities, so it needs to be slightly stronger than buildings one can build in ones own cities.
UU: Jaigarh Cannon. (Cannon replacement) -
Cost: 200
Strength: 14
Ranged Strength: 22
Range: 2
Moves: 2
Naturally slightly stronger and more expensive than the regular cannon, however, the Jaigarh gains +1 range when inside a fort, +1 range and +2 ranged strength when inside a citadel, costs 25% of its normal maintenance when inside either. (Cities with a castle count as a fort)


The Maratha Confederacy
Spoiler :
Leader: Chatrapatti Shahu
Capital: Pune
UA: Shiva Sutra - Double movement points in jungle, Gain XP, culture and gold when retaking a city, double XP for units fighting in home territory.
UU: Pal (Privateer) -
Cost: 125
Strength: 25
Moves: 6
Cheaper to produce than the privateer, and comes without the coastal raider promotion, however gains +20% strength for every adjacent foe.
UB: Ganpats (Rifleman) -
Cost: 200
Strength: 35
Moves: 2
Same as rifleman however gain a +2% bonus to XP generation for every social policy adopted and start with the Drill I promotion. Ganpats increase a cities garrison strength by 4 when stationed inside, and increase happiness by 1.


The East India Company
Spoiler :
Leader: Charles 'Hindoo' Stuart (Never really led the EIC but I think he would make for an epic leaderscreen, he's pretty famous within the EIC for being both a very high ranking leadership figure but also totally embracing Hinduism and Indian Culture)
UA: The Lion and the Tiger - May not found cities, but may establish a center of trade within other cities, allowing the EIC to send and receive trade routes from this city, independent of the owner, also allows the EIC to buy units in this city, once the EIC makes more gold from the city owner than the actual owner, may buy the city. Capital is a random city name from Civs in the game.
UU: Sepoy (replaces Rifleman) - much cheaper to buy than riflemen, and also, when trained in an annexed city, has +20% combat strength against the civ that previously owned it.
UU: EIC Banker (Replaces Great Merchant) may be moved inside enemy territory, most importantly, may set up a centre of trade within another civs cities when adjacent to it.

This one is a little odd and I dont really know what I'm doing with it to be honest but I thought I'd try my hand at a pro civ, not as proud of this one as I am with the Mughals and the Maratha but I dunno with some work I think it could be quite interesting to play, all the elements synergise relativley well, with a big gold focus, and the Spice Port will help the EIC with reaching that important gold bonus in order to annex the city.
 
Well if other people are getting feedback on their 'old' designs I may aswell rehash some ideas I didn't get a huge amount of feedback on, namely a few Ideas for a pack entirely about India, obviously pure fantasy, but still I like thinking of them, anyway, here goes.

The Mughal Empire.
Spoiler :
Leader: Akbar the Great
Capital: Agra
UA: Alamgirs Jizya - Annexing a city that followed a different religion to yours yields +1 gold for every 2 followers in that city. +1 Tourism from citadels, and forts provide +1 culture when worked.
UB: Maktab (courthouse replacement) - Not only pacifies Annexed cities as usual, but also provides +3 faith and a 15% increase in religious pressure from that city, this pressure only applies to your own majority religion, not the majority religion of the city it is based in. Once your empires majority religion is the majority in this city, it produces an extra 1 faith, and 1 culture. It also only has 1 maintenance compared to the bank-breaking 3 of a regular courthouse, if that seems overpowered remember it can only be built in annexed cities, so it needs to be slightly stronger than buildings one can build in ones own cities.
UU: Jaigarh Cannon. (Cannon replacement) -
Cost: 200
Strength: 14
Ranged Strength: 22
Range: 2
Moves: 2
Naturally slightly stronger and more expensive than the regular cannon, however, the Jaigarh gains +1 range when inside a fort, +1 range and +2 ranged strength when inside a citadel, costs 25% of its normal maintenance when inside either. (Cities with a castle count as a fort)


The Maratha Confederacy
Spoiler :
Leader: Chatrapatti Shahu
Capital: Pune
UA: Shiva Sutra - Double movement points in jungle, Gain XP, culture and gold when retaking a city, double XP for units fighting in home territory.
UU: Pal (Privateer) -
Cost: 125
Strength: 25
Moves: 6
Cheaper to produce than the privateer, and comes without the coastal raider promotion, however gains +20% strength for every adjacent foe.
UB: Ganpats (Rifleman) -
Cost: 200
Strength: 35
Moves: 2
Same as rifleman however gain a +2% bonus to XP generation for every social policy adopted and start with the Drill I promotion. Ganpats increase a cities garrison strength by 4 when stationed inside, and increase happiness by 1.


The East India Company
Spoiler :
Leader: Charles 'Hindoo' Stuart (Never really led the EIC but I think he would make for an epic leaderscreen, he's pretty famous within the EIC for being both a very high ranking leadership figure but also totally embracing Hinduism and Indian Culture)
UA: The Lion and the Tiger - May not found cities, but may establish a center of trade within other cities, allowing the EIC to send and receive trade routes from this city, independent of the owner, also allows the EIC to buy units in this city, once the EIC makes more gold from the city owner than the actual owner, may buy the city. Capital is a random city name from Civs in the game.
UU: Sepoy (replaces Rifleman) - much cheaper to buy than riflemen, and also, when trained in an annexed city, has +20% combat strength against the civ that previously owned it.
UU: EIC Banker (Replaces Great Merchant) may be moved inside enemy territory, most importantly, may set up a centre of trade within another civs cities when adjacent to it.

This one is a little odd and I dont really know what I'm doing with it to be honest but I thought I'd try my hand at a pro civ, not as proud of this one as I am with the Mughals and the Maratha but I dunno with some work I think it could be quite interesting to play, all the elements synergise relativley well, with a big gold focus, and the Spice Port will help the EIC with reaching that important gold bonus in order to annex the city.


Nice work. All these civs are looking pretty good, with the Mughal's synergy, the Maratha's defence, and the EIC's general awesomeness. The only thing I would say is that the Maratha's UA implies that they will be losing a lot of cities, so you might want to change that.
 
There's one feature in the game that always makes me think that Canada will be added to the roster of Civs in an upcoming DLC package, and that is the CN Tower. Off the top of my head, I can't think of any other wonder that's in the game that doesn't belong to a main roster civ.

Thoughts, ideas?
 
I think a great idea for Canada's UA would be "He's Canadian, you know" fills 5% of Canada's GWAM bucket every time a GWAM is born in a different civ.
 
I think a great idea for Canada's UA would be "He's Canadian, you know" fills 5% of Canada's GWAM bucket every time a GWAM is born in a different civ.

No. It should be "You're a Canadian too, eh?" extra food in tundra tiles or something similar along those lines, eh?
 
They could include that too, but on its own that is the same as playing any civ without a tundra start bias with no UA.
 
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