Civ 5: Civilizations/Leaders Wanted!

Ukraine
Yaroslav the Wise
Kiev

UA: Russkya Prahvda. Great People and their improvements decrease building, unit, and improvement maintenance in adjacent tiles by 30%. Having a Great Person in a city produces 3:c5happy: and increases religious pressure by 2.
UB: Cell Church. Replaces temple. Produces only one faith, but has no maintenance and reduces the empire wide cost of Great Prophets by 5% each.
UU: Druzhina. Replaces longswordsman. Has the bodyguard promotion, which gives Great Generals on the same or an adjacent tile as the unit equal strength, +:c5strength: for each adjacent unit with the bodyguard promotion. This promotion carries on to later upgrades. A Druzhina costs more to upgrade, but may be upgraded into a musketman or cavalry.
 
Ukraine
Yaroslav the Wise
Kiev

UA: Russkya Prahvda. Great People and their improvements decrease building, unit, and improvement maintenance in adjacent tiles by 30%. Having a Great Person in a city produces 3:c5happy: and increases religious pressure by 2.
UB: Cell Church. Replaces temple. Produces only one faith, but has no maintenance and reduces the empire wide cost of Great Prophets by 5% each.
UU: Druzhina. Replaces swordsman. Nearby Great Generals have 13:c5strength: +:c5strength: for each adjacent Druzhina and can still stack with normals units. Druzhina require iron and horses, but may be upgraded into longswordsman or knights.

Most of the civ is good, but the Druzhina seems a bit situational. There's a lot of people that complain about not having the iron for iron-based units, but adding in horses just makes it even more situational. Athough it does give a good reason for expansion to get the resources and then the Cell Church, it still doesn't synergise well enough. Instead, you could make it a Horseman replacement. Overall, the civ is pretty unique, so good work!
 
Before I revise Ukraine, I have a questions on some of the things you suggested. First, I will defintely remove the horse requirement and replace it by increasing the cost to upgrade the Druzhina. My question is did you mean the cell church doesn't synergize well with the civ, the general enhancement part of the Druzhina, or both? I have ideas to change the design in response to your critique, but first I want to be clear on what you meant.
 
Before I revise Ukraine, I have a questions on some of the things you suggested. First, I will defintely remove the horse requirement and replace it by increasing the cost to upgrade the Druzhina. My question is did you mean the cell church doesn't synergize well with the civ, the general enhancement part of the Druzhina, or both? I have ideas to change the design in response to your critique, but first I want to be clear on what you meant.

Sorry for not being clear; what I meant was that with the Cell Church, Ukraine should be played wide, and athough this would help the Druzhinka by getting more strategic resources, it wouldn't help because you would be focusing on religion at this stage. It could be compared to Byzantium, as it has early uniques, but is also aimed at founding a religion, which a lot of people don't like. I'd say to either put the Druzinka at a more useful location in the tech tree, or give it some faith-related ability. It's just too early to be useful.
 
Oh, I see. That's a very astute comment. I think that even though Druzhina really were a medieval creation, it would maake more sense to make them a longswordsman that can become a musketman or cavalry with the Great General ability than give it a faith based ability. That might work better anyway because it gives you more time to generate generals. Thanks for the feedback, I will edit my original post.
 
Oh, I see. That's a very astute comment. I think that even though Druzhina really were a medieval creation, it would maake more sense to make them a longswordsman that can become a musketman or cavalry with the Great General ability than give it a faith based ability. That might work better anyway because it gives you more time to generate generals. Thanks for the feedback, I will edit my original post.

Thanks! Admittedly, you're not going to get many Great Generals by then, so moving it forwards would definitely help. Also, a question for the mods (or anyone who can answer); seeing as this in no longer exclusive to Civ V, are we allowed to revise civilizations already in Civ V?
 
Italy (capital Firenze, represents the italian city states of the renaissance)

UA : Risorgimento. During a "We Love The King Day", the city gains +20% in two out of the four following yealds (you choose which) : :c5gold:, :c5culture:, :c5science: and :c5greatperson:. Gain a free Great Artist when entering the Renaissance era.

UB : Galleria. Replaces museum, available with Acoustics.+1 :c5culture:. Has three slots for a GW of art or artifact. The theming bonus is 1 if two GW have two common caracteristics (era, civilization and type), 2 if two GW have three common carcteristics or the three have two common and 3 if the three have the three caracteritics in common.

UU : Condottiere. Replaces Knight. +10% :c5strength: for each different type of units adjacent to it.
 
I like how there are all these Italy designs out, and while everyone seems to agree on some of the basic traits of the civ, they're all fairly different in design. The UA for this one is interesting, as is the UU. I don't like the UB so much, because it only adds to UA, rather than providing a new element to it. It's fine if you want the UB to create more focus on "We Love the King Days," but do it in a way that doesn't just copy the UA, because it's not as interesting, or as flexible. Another thing, 5 culture is pretty overpowered considering most other buildings only produce one. Since the other ability or a variation on it is good on it's own, I would just take out the extra culture. I love the Condottiere. It's unique, useful, and well adapted to defense or offense. The UA is good too, it's just that there are too many things it gives, rather than one or two really solid bonuses. I always suggest to people that in cases like this, take out two of the yields, and buff the remaining two. If you wanted to add a second part to the UA that didn't revolve around yields, I think that would work in this case. Other than that though, this looks pretty solid. Good job.
 
South Africa, because why not?

Leader: Nelson Mandela. Probably far too recent, so liable to change.
Capital: Not a clue. South Africa has no official capital, making Viregel's life more difficult, although I'd suspect either Pretoria, Cape Town or Johannesburg, the first being most likely.

UA: Rainbow Nation. +3 :c5culture: Culture for every different type of terrain a city is built on. (Culture appears on city tile) Gain +1 :c5culture: Culture and +3 :c5influence: resting point for every tile that borders a City-State.

UU: Voortrekker. Replaces Cavalry. May claim up to 3 tiles each, regardless of previous ownership. (Although it will have severe diplomatic consequences, like citadels) May improve tiles.

UB: Nature Reserve (or something better named). Replaces Zoo. Grants +2 :tourism: Tourism for each camp worked and a base +2 :tourism: tourism.

Basically, South Africa is designed to be a Diplomatic/Culture civ. It's known for its vast expanses of natural beauty, its diverse cultures, and, of course, Nelson Mandela. I've never been a huge supporter of South Africa as a civ, but in honour of Nelson Mandela, I give you this. I really hope that it does the country justice.
 
Most of the following are modernish so

Canada

UA- Multiculturalism- +3% Culture from every DOF and -3% Culture per civ at war at. (friendly nations are more open to exchange while warring nations will not)

UU- Mountie- Replaces the Cavalry. When garrisoned in a city, enemy spy function reduced by 10%. +20% bonus when defending or fighting Barbarians/Rebels.

UB- Hudson Bay Trade Company- Replaces the Market- +2 gold. Gain +1 gold from each internal Trade Route coming from a city with a HBTC.

Italy

UA- Renaissance Culture

During the Renaissance, culture, tourism and GP generation is increased by 25%. After the Renaissance, bonus is reduced to 5%.

UB- Piazza- Replaces the Garden. May be built in all cities. +1 happiness, +2 Gold.

UU- Condottiere- Replaces the Knight- +5% Defense for all adjacent units. +1 strength, +1 movement.

Switzerland

UA- Land of Peace

+2 culture per city when not at war. Diplomats will give +5% gold to the city owner and the Diplomat owner.

UI- Ski Hill- Must be built on a hill within 2 tiles of a mountain. +3 gold, +2 Production, +2 Culture.

UU- Confederate Pikeman- +20% strength when on defense. When gifted to a civ or City State, gain 100 gold and 25 influence.
 
South Africa, because why not?

Leader: Nelson Mandela. Probably far too recent, so liable to change.
Capital: Not a clue. South Africa has no official capital, making Viregel's life more difficult, although I'd suspect either Pretoria, Cape Town or Johannesburg, the first being most likely.

UA: Rainbow Nation. +3 :c5culture: Culture for every different type of terrain a city is built on. (Culture appears on city tile) Gain +1 :c5culture: Culture and +3 :c5influence: resting point for every tile that borders a City-State.

UU: Voortrekker. Replaces Cavalry. May claim up to 3 tiles each, regardless of previous ownership. (Although it will have severe diplomatic consequences, like citadels) May improve tiles.

UB: Nature Reserve (or something better named). Replaces Zoo. Grants +2 :tourism: Tourism for each camp worked and a base +2 :tourism: tourism.

Basically, South Africa is designed to be a Diplomatic/Culture civ. It's known for its vast expanses of natural beauty, its diverse cultures, and, of course, Nelson Mandela. I've never been a huge supporter of South Africa as a civ, but in honour of Nelson Mandela, I give you this. I really hope that it does the country justice.

I like the ideas, but that is a lot of cultural output that can come out of the UA. Seems super-powered.
 
Most of the following are modernish so

Canada

UA- Multiculturalism- +3% Culture from every DOF and -3% Culture per civ at war at. (friendly nations are more open to exchange while warring nations will not)

UU- Mountie- Replaces the Cavalry. When garrisoned in a city, enemy spy function reduced by 10%. +20% bonus when defending or fighting Barbarians/Rebels.

UB- Hudson Bay Trade Company- Replaces the Market- +2 gold. Gain +1 gold from each internal Trade Route coming from a city with a HBTC.

Italy

UA- Renaissance Culture

During the Renaissance, culture, tourism and GP generation is increased by 25%. After the Renaissance, bonus is reduced to 5%.

UB- Piazza- Replaces the Garden. May be built in all cities. +1 happiness, +2 Gold.

UU- Condottiere- Replaces the Knight- +5% Defense for all adjacent units. +1 strength, +1 movement.

Switzerland

UA- Land of Peace

+2 culture per city when not at war. Diplomats will give +5% gold to the city owner and the Diplomat owner.

UI- Ski Hill- Must be built on a hill within 2 tiles of a mountain. +3 gold, +2 Production, +2 Culture.

UU- Confederate Pikeman- +20% strength when on defense. When gifted to a civ or City State, gain 100 gold and 25 influence.

My problem with Canada is that it's vastly underpowered. If you have one DoF, then the UA will do nothing until you hit 34 culture per turn, which can take ages now. Also, the Mountie isn't great, as it comes too late to really help fight barbarians, and the 10% reduction in spy efficacy doesn't help much as you won't know what cities to put them in. You could stop this by playing tall, but Canada's the second largest country in the world, so it's not massively accurate. The Hudson's Bay Company is fine, though, as I like how you can make some money off internal trade routes as well.

My main problem with Italy is the UA. Athough it is historically accurate, I just don't massively like that the bonus is mainly in one era. I'd also say that the UB needs tweaked slightly, as it's pretty much the Candi, but more fitting. As a slightly mad and probably overpowered idea, you could make it a market replacement with +25% GP generation.

I think Switzerland is fine, but the Ski Hill may be overpowered depending on the tech it is unlocked at. Overall, those are some good ideas, and I'm exited to see what they turn into. :D



I like the ideas, but that is a lot of cultural output that can come out of the UA. Seems super-powered.

I don't think the city-state culture part is massively overpowered, athough the influence might be, but the terrain culture probably is. However, this wouldn't come into play from your first city, and a lot of it wouldn't happen until later eras. What do you suggest I tone it down to?
 
Viregel"s Scandanavian Civs!

Norway.

Leader: Harald Fairhair.
Capital: Oslo?

Unique Ability: Settlers of Vinland.
Naval units may create settlements on other continents, preventing other civs from settling on them or on the tiles around them until the Renaissance, up to 5 times total. When founding a city on a new continent, the Settler converts to a Worker.

Unique Unit: Longship.
Replaces Trireme. Can cross ocean tiles, but has -3 :c5strength: Combat Strength as compared to the Trireme. When stacked with a Settler, the Settler has the same amount of moves and may cross ocean tiles.

Unique Building: Stave Church.
Replaces Temple. +1 :c5culture: and +1 :c5happy: happiness, and has a Great Work of Writing slot.

Sweden.

Leader: Karl XII.
Capital: Stockholm.

Unique Ability: Tre Kronor.
Units gain a 15% :c5strength: combat bonus when fighting an enemy with a larger army. Capturing a city triggers a :c5goldenage: Golden Age.

Unique Unit: Carolean.
Replaces Rifleman. Has a 15% :c5strength: combat bonus in enemy territory. Combat strength increased by 5% for every adjacent Carolean.

Unique Improvement: Runestone.
Can only be built on plains or grassland tiles (does not remove Forest or Jungle). +1 :c5culture: when built, +1 :c5culture: upon entering the Industrial Era.

Normandy.

Leader: William I.
Capital: Rouen.

Unique Ability: Men from the North.
Units ignore enemy terrain defences while fighting in enemy territory. Units following the same religion as the Norman capital get a 25% :c5production: bonus towards melee units.

Unique Unit: Crusader.
Replaces Knight. May be purchased with :c5faith:, and has +1 :c5movement: over the normal Knight, which also applies when embarked. Starts with Blitz promotion.

Unique Improvement: Motte and Bailey.
Can be built on top of Pasture resources. +2 :c5production: and +1 :c5faith:, also provides a 50% combat bonus. Available at Engineering.

These civs aren't great, and will be refined in the future, but I'll just leave them here for the moment. More Scandinavian civs soon!

Note: Normandy counts as Scandinavian. Distantly, but still Scandinavian.
 
Viregel"s Scandanavian Civs!

...

Sweden.

...

Unique Ability: Tre Kronor.
Units gain a 15% :c5strength: combat bonus when fighting an enemy with a larger army. Capturing a city triggers a :c5goldenage: Golden Age.

...

About the bonus when capturing a city, I'm suggesting to give it a restriction similar to Assyrian UA:
"Gaining a city through a trade deal does not count, and it can only happen once per enemy city."

Because I have this case before:
I had launched a naval attack to a coastal city with ships, and the defender only has land units..
On the 1st turn, I capture their city easily, but they retake it on the 2nd turn.
Next turn I capture it again, and it repeated 2-3 times until the defender has no unit anymore.. :lol:

Imagine if I get Golden Age per capturing city in that way.. :lol:

Viregel"s Scandanavian Civs!

...

Normandy.

Unique Ability: Men from the North.
Units ignore enemy terrain defences while fighting in enemy territory. Cities following the same religion as the Norman capital get a 25% :c5production: bonus towards melee units.

...

Fix'd..
 
South Africa, because why not?

Leader: Nelson Mandela. Probably far too recent, so liable to change.
Capital: Not a clue. South Africa has no official capital, making Viregel's life more difficult, although I'd suspect either Pretoria, Cape Town or Johannesburg, the first being most likely.

UA: Rainbow Nation. +3 :c5culture: Culture for every different type of terrain a city is built on. (Culture appears on city tile) Gain +1 :c5culture: Culture and +3 :c5influence: resting point for every tile that borders a City-State.

UU: Voortrekker. Replaces Cavalry. May claim up to 3 tiles each, regardless of previous ownership. (Although it will have severe diplomatic consequences, like citadels) May improve tiles.

UB: Nature Reserve (or something better named). Replaces Zoo. Grants +2 :tourism: Tourism for each camp worked and a base +2 :tourism: tourism.

Basically, South Africa is designed to be a Diplomatic/Culture civ. It's known for its vast expanses of natural beauty, its diverse cultures, and, of course, Nelson Mandela. I've never been a huge supporter of South Africa as a civ, but in honour of Nelson Mandela, I give you this. I really hope that it does the country justice.

Nelson Mandela for leader is still too recent. He's been gone for only a couple of days now.
 
Viregel"s Scandanavian Civs!

Norway.

Leader: Harald Fairhair.
Capital: Oslo?

Unique Ability: Settlers of Vinland.
Naval units may create settlements on other continents, preventing other civs from settling on them or on the tiles around them until the Renaissance, up to 5 times total. When founding a city on a new continent, the Settler converts to a Worker.

Unique Unit: Longship.
Replaces Trireme. Can cross ocean tiles, but has -3 :c5strength: Combat Strength as compared to the Trireme. When stacked with a Settler, the Settler has the same amount of moves and may cross ocean tiles.

Unique Building: Stave Church.
Replaces Temple. +1 :c5culture: and +1 :c5happy: happiness, and has a Great Work of Writing slot.

Sweden.

Leader: Karl XII.
Capital: Stockholm.

Unique Ability: Tre Kronor.
Units gain a 15% :c5strength: combat bonus when fighting an enemy with a larger army. Capturing a city triggers a :c5goldenage: Golden Age.

Unique Unit: Carolean.
Replaces Rifleman. Has a 15% :c5strength: combat bonus in enemy territory. Combat strength increased by 5% for every adjacent Carolean.

Unique Improvement: Runestone.
Can only be built on plains or grassland tiles (does not remove Forest or Jungle). +1 :c5culture: when built, +1 :c5culture: upon entering the Industrial Era.

Normandy.

Leader: William I.
Capital: Rouen.

Unique Ability: Men from the North.
Units ignore enemy terrain defences while fighting in enemy territory. Units following the same religion as the Norman capital get a 25% :c5production: bonus towards melee units.

Unique Unit: Crusader.
Replaces Knight. May be purchased with :c5faith:, and has +1 :c5movement: over the normal Knight, which also applies when embarked. Starts with Blitz promotion.

Unique Improvement: Motte and Bailey.
Can be built on top of Pasture resources. +2 :c5production: and +1 :c5faith:, also provides a 50% combat bonus. Available at Engineering.

These civs aren't great, and will be refined in the future, but I'll just leave them here for the moment. More Scandinavian civs soon!

Note: Normandy counts as Scandinavian. Distantly, but still Scandinavian.

Norway: I really like some of the ideas in this, because they're innovative. Having said that, I feel like Norway is taking on some Polynesia-like qualities, and while it's different enough to be ok, it doesn't feel quite right. In order to reduce the similarities to Polynesia, you should find a way to limit the ocean-traveling capabilities of the Longship and stop settlers from being able to travel over oceans. I love the idea of settlements, and I think that rather than having them die off after the Renaissance, you could just make it so that they have a 30 turn limit, let them be placed anywhere, and when one settlement stops working, the unit that built it can build a new one. That would make them a potent tool for the whole game. The stave church is great and makes sense for the expansion vibe of Norway. I know that settlers sailing across oceans is a big part of the design, but if you allow Norway to do that, Polynesia ends up being a little obsoleted, since they can't build settlements. I really do like the ideas in this one, great work.

Sweden: Everything in this is good. The only suggestions I would make would be to maybe make the Runestone do something else that's small, and maybe instead of giving units an outright combat bonus if the opponents army is bigger, maybe give them a more subtle boost. Both of those suggestions are just personal preference though. Do what you think makes sense, because Sweden is already solid right now.

Normandy: This civ too is pretty solid, but it's not as interesting as the others. You have three different military bonuses in this civ: increased unit production, an early tank-type unit, and no defensive bonuses for enemy units in enemy terrain. To me, even though there is a religious undertone to it, the focus seems to be too much on the military. A really simple way to change that would be to take out the unit production bonus for cities following your religion and change it to something that could be useful for things other than military matters. It would help round out the civ, while still keeping a focus on the military. It would actually make Normandy more specialized at having all terrain units, because that would be the one thing they did really well.

Overall, these are some great ideas. I really love the settlement idea in particular, because it's innovative and yet true to Norse history.
 
Viregel"s Scandanavian Civs!

Norway.

Leader: Harald Fairhair.
Capital: Oslo.

Unique Ability: Settlers of Vinland.
Naval units may create settlements on other continents, preventing other civs from settling on them or on the tiles around them until the Renaissance, up to 5 times total. When founding a city on a new continent, the Settler converts to a Worker.

Unique Unit: Longship.
Replaces Trireme. Can cross ocean tiles, but has -3 :c5strength: Combat Strength as compared to the Trireme.

Unique Building: Stave Church.
Replaces Temple. +1 :c5culture: and +1 :c5happy: happiness, and has a Great Work of Writing slot.

Sweden.

Leader: Karl XII.
Capital: Stockholm.

Unique Ability: Tre Kronor.
Capturing a city triggers a :c5goldenage: Golden Age (can only happen once per city). :c5goldenage: Golden Ages give 50% more :c5culture: culture.

Unique Unit: Carolean.
Replaces Rifleman. Has a 15% :c5strength: combat bonus in enemy territory. Combat strength increased by 5% for every adjacent Carolean.

Unique Improvement: Runestone.
Can only be built on plains or grassland tiles (does not remove Forest or Jungle). +1 :c5culture: culture when built, +2 :c5culture: culture upon entering the Industrial Era. If a battle is fought within 3 tiles of it, then :c5greatperson: Great Writer points are produced.

Normandy.

Leader: William I.
Capital: Rouen.

Unique Ability: Harrying of the North.
Pillaging improvements yields :c5faith: faith (scales with era). Cities produce extra :c5faith: faith once the Medieval Era starts, calculated as half as much as the :c5gold: produced by tiles.

Unique Unit: Crusader.
Replaces Knight. May be purchased with :c5faith:, and has +1 :c5movement: movement over the normal Knight, which also applies when embarked. Starts with Blitz promotion.

Unique Improvement: Motte and Bailey.
Can only be built next to pastures. Yields +1 :c5gold: for every adjacent pasture, as well as providing +1 :c5food: base. Provides a 50% :c5strength: Combat Bonus to units inside. Available at Engineering.

Thank you very much for the feedback; the only thing (I think) that I didn't do was alter the settlement mechanic. At Astronomy, you no longer have the Longship, but you can now go back to the settlements you claimed and put cities on them. Is there anything else to change there?

Tomorrow, I should have Denmark and Finland up, both of which have been a pain to do, and I will possibly add another one as well. Again, thanks! :)
 
I like it all. The only question I have is that you said that longships aren't available after astronomy, but can't all naval units make settlements? It's still a useful mechanic, seeing as many civs don't expand quickly. Anyway, the Runestone in particular is a fantastic improvement. Nice work.
 
I like it all. The only question I have is that you said that longships aren't available after astronomy, but can't all naval units make settlements? It's still a useful mechanic, seeing as many civs don't expand quickly. Anyway, the Runestone in particular is a fantastic improvement. Nice work.

I was thinking about making the Runestone yield Great Artist points instead to start Golden Ages, but Great Writer's probably more accurate. The reason that I said that the UA is essentially obsoleted at Astronomy is because you can then just settle the areas as opposed to claiming them. Thanks again! ;)
 
Making this anyway as a part of the Colonialist Legacies mod, so I might as well just post it here for feedback:

Canada

Leader: Lester B. Pearson

Keeper of the Peace:

Mounted Units can temporarily claim neutral land and generate +2 :c5happy: Happiness if garrisoned. Upon declaring friendship, Canada and their friend gain +1 :c5influence: Delegate to the World Congress.

Unique Unit: Garrison Artillery

Starts with Cover II. If garrisoned in a fort, citadel or city, the Garrison Artillery is twice as powerful if it were otherwise. Doesn't have defensive terrain abilities and does not receive any advantages for attacking cities. Can repair pillaged tiles.

Unique Unit: Voyageur

The Voyageur is a special type of Great Person that replaces the Great Merchant. It cannot conduct Trade Missions or build Customs Houses. It does have the ability however to either turn itself into a trade unit similar to the Caravan that can traverse mountains and receives double movement on coastal, lake and river tiles or spawn an improved Fur Camp luxury resource on any Plains, Grassland, Forest or Tundra tiles.
 
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