Civ 5: Civilizations/Leaders Wanted!

I don't quite get the second half of the UA, but the first half is certainly very interesting, and works well. Is it that luxuries that aren't in your territory but you have due to city-states/trade deals give the reduction? That sounds quite powerful, but still balanced. The Dervish also is quite powerful, but making the enemy unable to move the next turn sounds a bit harsh. The Kelliyo seems balanced enough, but I'd put the extra food in it back a bit, as Biology seems too late. All in all, a very strong and interesting civ to play!

(Also - 1000 posts! Yay!)

Your interpretation of the 2nd half of the UA is correct. I'm glad you like it. I think you're right about the Dervish, but I'm not sure what to do about it. I want to keep the forced embarkation, because one of the Dervish states big goals was to drive the British back to the coasts (plus it's good tactically) but I'm not sure what else to give it. I have to give it something else, because the first thing is situational, but I'm not sure what. It has to be something that can be used aggressively, because Somalia is definitely needs to be a combination of aggressive and defensive, but I'm not sure what. Any ideas? As for the Kelliyo, I'm moving the extra bonus up to Fertilizer. It's not that big of a jump, but I don't want it to go too far. It makes more sense tech wise anyway.

Civ:Zapotec
Leader:Coecijoeza
Colors:Jade-Gray
Icon:A simpler version of this guys face. http://en.wikipedia.org/wiki/File:Funerary_Urn_from_Oaxaca.jpg
UU:Jade Warriors: Replaces Spearman. :c5strength: 14, :c5moves: 2, :c5production: 50, and a 50% :c5strength: against mounted units.
UB: Danibaans: Replaces Temple. Gives 2 faith, 1 gold, and 1 culture.
UA:Valley of Oaxaca: Forests provide 2 production, and retain 1 production when the forest is cut down. 3 food provided by farms on wheat.
City List: Monte Albán, San Jose el Mogote, *Cocijo, Coquihana,Pitao Cozibi, Chicomostoc (ETC)
Musical Theme: *Peace: The Door of the Wind. (http://www.youtube.com/watch?v=FCiqDWC6N9U) Wartime: Xitotepec (http://www.youtube.com/watch?v=XdqwbgjI_nw)

*These are the best I could find.

My main criticism here is that it lacks flavor. Everything is nicely balanced, it would work well, and just in general makes sense, but it's a little bland. In general, UAs that only provide yields aren't very interesting. What is it you want this civ to achieve? If you know what this is, how can you do that in a way that's unique and interactive? Yields are great and can sometimes be really pivotal in a civ's design (like Ethiopia with the Stele.) But, more often than not, unless there's something else going for that civ they're not very interesting. I'd really like to see what you want this civ to do, because you must have done some research on this civ, and I want to see where it can really go.
 
Romania

Capital: Bucharest
Leader: Vlad Tepes
UA: House of Dracul: Accepting a collaborative war with an ally increases combat strenght of the alliance's units by 10%.
UB: Fortified church: +2:c5faith: +2:c5strength:+20HP, unlike the temple it replaces.
UI: Forest of the dead: Can only be built by captured enemy civilians. Damages all enemy units that end their turn adjacent 25% of their Health, Pillaging Damages the enemy unit 50% of it's Health. Consumes civilian when built.

Very, almost too focused on Vlad Tepes times, but at least gives a good gameplay focus.
 
Your interpretation of the 2nd half of the UA is correct. I'm glad you like it. I think you're right about the Dervish, but I'm not sure what to do about it. I want to keep the forced embarkation, because one of the Dervish states big goals was to drive the British back to the coasts (plus it's good tactically) but I'm not sure what else to give it. I have to give it something else, because the first thing is situational, but I'm not sure what. It has to be something that can be used aggressively, because Somalia is definitely needs to be a combination of aggressive and defensive, but I'm not sure what. Any ideas? As for the Kelliyo, I'm moving the extra bonus up to Fertilizer. It's not that big of a jump, but I don't want it to go too far. It makes more sense tech wise anyway.

No, please keep the forced embarkation. It's awesome. :p

As for an alternative, perhaps just put in some simple combat penalty? It may sound a bit bland, but leaving your enemy crippled for the next turn could be pretty effective.
 
If anyone has some specific requests for Colonial/Pre-colonial civs that they want to see (modded) - let me know.

well, i've been trying to figure out how to work out a liberian civ because the circumstances surrounding its founding were pretty unique. anyone who knows more than what i could remember from 7th grade history about a decade and a half ago and what i found on the internet can definitely chime in.

Liberia
Leader: (William) Tubman
UA: Blackboard Newspaper: +2 Culture from Great Works
UU: Frontier Force: replaces Gatling Gun, starts with March promotion and has 42 ranged combat strength
UB: Palaver Hut: replaces Colosseum, +2 Happiness (like the Colosseum), +25% Happiness from Buildings, Wonders and Natural Wonders
 
My main criticism here is that it lacks flavor. Everything is nicely balanced, it would work well, and just in general makes sense, but it's a little bland. In general, UAs that only provide yields aren't very interesting. What is it you want this civ to achieve? If you know what this is, how can you do that in a way that's unique and interactive? Yields are great and can sometimes be really pivotal in a civ's design (like Ethiopia with the Stele.) But, more often than not, unless there's something else going for that civ they're not very interesting. I'd really like to see what you want this civ to do, because you must have done some research on this civ, and I want to see where it can really go.

Fair point. What do you think about this Hittite idea?


Hittites
Suppiluliuma I
Royal Blue-Dark Green
Hittite Chariots: Have one extra movement, and 8 extra defence. Also costs less to build.
Bit-Hilani: Replaces Gardens. Costs no GPT, and gives a 33% increased generation to great people.
Founders of Treaties: When signing a peace treaty with another nation, get a 15% increase to great people generation for ten turns.
 
I like this one more. It has a clearer theme, as well as more interesting play style. I have a question about the Hittite Chariots though. What unit does it replace? Also, I think that you'd be better served making it more aggressive, rather than defensive. It makes for a strategy of strike quickly, take a city or so, make peace as soon as possible, then attack again. I think that could be interesting, and the extra movement point is a great step in the right direction, because it would make your attacks quicker. Two more quick things, for the Bit-Hilani, I would make it more accessible, since you need rivers for gardens. Don't make it available to everyone, but make it so that rivers and something else let you build it. Lastly, I think you can safely increase the GP generation rate for the UA, as well as maybe extend the time. Other than that though, I like this. Good job.
 
Don't know if this is really a good idea , but hey, why not?

Anyways:
THE MALDIVES



This was the idea I had in mind:

Leader: Dhovemi of the Maldives, the first Sultan. (1141-1176)

UA: Foreign Great Works :greatwork: provide +1 additional point of Tourism :tourism: .
Attols provide additional +2 Food :c5food:, Gold :c5gold: and Production :c5production:.

UB: Beach Resort: It provides +1 gold :c5gold: for every coast tile worked by this city and the usual bonuses provided by the Hotel which is replaced by this Building.




UU: Dhoni: A Work boat replacement which with half the cost. Unlike the Work boat it can perform a ranged attack (Range:2 Ranged Attack :c5rangedstrength::8 Combat:c5strength::5 Movement:c5moves::5).




Here's a map
Spoiler :
 
Maldives UA: Cities start to disappear once you reach the Information Era

But seriously, I like the work boat idea. It's a shame that naval warfare is not nearly as common as land and so it wouldn't be used that often
 
Hey guys this is my idea for a new faction in civ 5 called the swiss, heres their traits

Name: Switzerland or Swiss

Leader: Johann Konrad Kern (first president of Switzerland 1848-50)

Special trait 1: "The Old Swiss Confederacy"
Swiss units gain 10% plus strength when defending their first 3 (or) 5 cities

or

Special trait 2: "Politically neutral banking"
each swiss financial building in each city produces 3+ gold for each player they are neutral or above with and 2+ for the amount of foreign trade routes they have.

unique unit - swiss pikemen (either an attack of 18 or 20 rather than 16, they where famous for their pikemen during the medieval era)
unique building - swiss bank (5+ gold +3 culture)
 
Here's my idea for an Israelite civilization
Firstly I note that some on this thread have said it's too controversial to include Israel. I don't understand that argument, Israel existed as a great Civilization 3000 years ago. yes their Golden Age under David/Solomon was short lived but the people of Israel have survived against incredible dangers from assimilation into or destruction by Assyrian, babylonian, Persian, Greek, Roman, Catholic and Nazism.
So I've created a Civilization of Israel that gives them a distinct bronze age (ancient/classical era) theme when they were a superpower in the Canaanite region. Despite periods of decline, exile & subjugation as a society certain Israelites has had a disproportionally high amount of influence over neighbouring civilizations and their contribution to Western philosophy and legal structures changed the world.

Leader: King Solomon
Terrain Bias: Desert and Hills

UA: Holy City of Zion
Unlocks the unique Israelite Wonder the Great Temple of Solomon (requires techonologies of Masonry, Writing and Bronze Working - replaces Temple in the Capital :c5capital:, can only be built in the Capital :c5capital:)
Cost 200 :c5production:
Produces 1 Prophet of Israel upon completion
Produces +3 :c5faith: and + 2 :c5happy: :, increases :c5strength: of units within 3 tile radiace by 10% and :c5strength: of capital by 5 points and 50 city health
Has 1 slot for a Priest Specialist
The priest produces +2 :c5faith:, +2 :tourism:, +2 :c5food: and + 3 :c5gold:
Has 4 slots for Prophecies (Each prophecy produces +1 :c5faith: and +1 :c5culture:)

Each Great Engineer or Great Scientist you produce will reduce the cost of these subsequent Great People to 80% of the normal cost. This is to reflect the remarkable contribution Jewish scientists have made to technological advancement. For example the first Great Scientist or Engineer you get will raise the cost of the next Great Scientist or Great Engineer to 180 instead of the usual 200.

UI: Canaanite Fortress City (Requires Hills)
Built by workers (due to the strict requirements of this UI it does not replace the Fort)
+1 :c5food:,
50 HP fort with 40% of the :c5strength: of the capital, garrisons 1 unit. Can launch a 1 range attack that is 50% of the :c5rangedstrength: of the Capital.
Costs 1 gold per turn to maintain. Cannot be built next to other hill forts
Disappear at gunpowder (i.e these settlements become obsolete and are no longer useful for military defense)

When the Israelites conquered Canaan, they soon found that they had hostile neighbours on all sides; The Israelites settled and stationed garrisons of troops in fortress cities across Israel to protect their capital and to maintain the peace against frequent invasions by hostile Philistines, Edomites, Egyptians, Arameans and later against Assyrians and Babylonians...
These fortress cities appear on the map like a smaller city, they have Hitpoints and 1-range attack. They can be destroyed like any normal city by concentrated attacks. Once the hit points are reduced to zero, the Fortress city will lose it's range attack and garrisoned unit will absorb remaining damage. As long as the Fortress city is garrisoned it will repair hitpoints each turn but if it is occupied by a foreign unit then the improvement is destroyed.
Note that these improvements do not hold population or buildings but they provide +1 food to represent the agricultural economies that these settlements depend on.
Once you reach Gunpowder technology these settlements will naturally be abandoned by your people as they are obsolete in modern warfare...


UU: Prophet of Israel (replaces Great General until Renaissance period when no more Prophets of Israel can be obtained, just the normal GGs at this point)
Receive a free Prophet of Israel when you gain a Pantheon and when you build the Temple of Solomon
+15% combat rating for nearby units
+1 :c5faith: per turn that Prophet is in your territory
+ 2 :c5faith: per unit killed in or adjacent to friendly territory
Can be used to create a prophecy +1 :c5faith:/+1 :c5culture: (Requires Temple of Solomon - can hold a total of 4 prophecies)

The Prophets of Israel represent men such as Moses, Joshua, the Judges and other prophets such as Isaiah & Sampson that were instrumental in leading Israel in difficult times against invasions or providing religious oracles to provide spiritual wisdom and leadership. Note that Israel was traditionally a defensive race of people once they settled in Canaan so the benefits they provide are almost entirely defensive. Once you reach the Renaissance era no new Prophets of Israel can be obtained only normal Great Generals.

The theme of Israel is that it is a primarily a defensive religious society. The Civilization centres around religious worship in Jerusalem, so they get some early bonuses to faith generation. The Civ functions quite a bit different from regular Civs and that is mainly because I wanted something to be a bit different and not generic. The boost to Great People is there to reflect the Jewish people embrace of rational science and to give them something that helps them in the later part of the game.
To play Israel obviously it is important to build the unique Temple of Solomon Wonder as soon as possible. The benefits of this will allow you to quickly get a religion. Obviously this Civ has a rather Capital-centred focus so you should focus early development on this. Establishing a Pantheon and the Temple of Solomon will give you some early Prophets of Israel which can help with your early expansion and be expended to create some additional culture
 
Ok just updated my earlier post on Israel to balance things a bit better. I was in a bit of a rush before so I didn't have time to have things balanced out quite correctly, so hopefully it should look more thought out now.
 
I know TP and crew are already working on this one for Colonialist Legacies, but I figured I'd drop my idea here for posterity:

the Inuit
Start bias: Tundra/coastal.
UA: Sled Dogs: While in friendly territory, land units (excluding mounted or armored) gain +1 :c5moves: movement and non-combat units ignore terrain cost.
UB: Iglu: No maintenance cost, unlike the Granary it replaces. +2 :c5food: Food, +1 :c5food: Food from Fish, Deer, and luxury resources worked by this city.
UI: Inuksuk: Unlocked at Construction. Can only be built on Snow and Tundra, cannot be built adjacent to another inuksuk. +1 of a chosen yield :)c5food:, :c5production:, :c5gold:, :c5culture:, :c5faith:, :c5science:) to all adjacent tiles; identical bonuses don't stack.

A civ built to thrive in tundra (natch), but with enough perks to get by just fine elsewhere. Quick explanation on the UI: a tile adjacent to one "food" inuksuk and two "production" inuksuit would only increase by +1 :c5food:, +1 :c5production:.
 
My idea for the Swiss.
Switzerland
Huldrych Zwingli
Black-Gold (Bern’s coat of arms) ((()))
City-list:http://en.wikipedia.org/wiki/List_of_cities_in_Switzerland
Swiss Mercenaries: Replaces Pikeman. Is slightly more costly, and just as strong. However, Swiss Mercenaries can be “rented out” to other civilizations, for 100 gold for every 10 turns. If the “renter” of the mercenaries declares war on the Swiss, the mercenaries rejoin the Swiss army.
Swiss Bank: Replaces bank, and gives 30% gold rather than 25%. Also has two merchant spots, and increases chance of 10%.
Swiss Neutrality: Cannot declare war, unless an ally asks you to, but any civs declaring war on you has a -15% against Swiss units. +2 gold from every gold generating building.

They're designed to be an economic powerhouse, while being able to manipulate the game from behind the scenes, and remain peaceful.
 
"Ally"? So much for neutrality.
 
Might as well post these here to gauge the general reaction ;)

All of these are potential upcoming mods -

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Zimbabwe (Changamire Dombo)
Start Bias: Hills
Colours: Brown/Green
Focus: Defense, Isolation
UA: Shield Of The Highveld - Cities gain +10% :c5strength: Defensiveness for each Luxury Resource worked by that City. Internal Trade Routes generate the same amount of :c5gold: Gold per turn as they do :c5food: Food or :c5production: Production.
UB: Dzimba-Dza-Mabwe (replaces Castle) - If a :c5rangedstrength: Ranged unit is garrisoned in a city with a Dzimba-Dza-Mabwe, that unit's Ranged Combat Strength is added to the City's for purposes of bombardment. Less hitpoints and defensiveness than the Castle. Unlocked at Civil Service.
UU: Selous Scout (replaces Infantry) - 50% chance of converting enemy units to your side upon destroying them.

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Vietnam (Trung Sisters)
Start Bias: Jungle
Colours: Crimson/Jade
Focus: Defense, Culture, Incentive to pick Honor
UA: One Eternal Vietnam - Each outgoing Trade Route connecting with another civilization in the empire adds +5 :c5strength: Defensive Strength to all cities.
UB: Water Puppet Theater (replaces Amphitheater) - Has one slot for a Great Work of Writing. +5% :c5culture: Culture and +5% :c5food: Food in this city for each Social Policy adopted in the Honor Tree.
UU: Vietcong (replaces Infantry) - Gains invisibility in jungles and a +25% :c5strength: Defensive Combat Bonus when fighting against a civ with a different ideology.

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Anangu Aboriginals (Ngankali Punari)
Start Bias: Desert
Colours: Brown/Orange
Focus: Faith, Scouting, Natural Wonders, Border Expansion
UA: Tjukuritja - Cannot found a Religion, instead :c5faith: Faith per turn contributes towards border expansion. Cities founded on desert tiles gains points towards a :c5goldenage: Golden Age. Upon entering a :c5goldenage: Golden Age, choose a unique "Dreamtime Bonus".
UB: Bora Ring - +1 :c5faith: Faith and +1 :c5culture: Culture. Land Units trained in a city with a Bora Ring start with the Survivalism I promotion unlike the Monument which it replaces.
UU: Warmala - Available at agriculture and pays no movement cost when entering Desert tiles unlike the Archer it replaces. If the Warmala is the first to discover a Natural Wonder, a Settler appears on the tile on which the Warmala is present. Receive a Warmala in the place of your Warrior upon starting the game.

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