Civ 5: Civilizations/Leaders Wanted!

Nazi Germany

Leader: Adolf Hitler
Capital: Berlin
UA: Wehrmacht - extra UU; all units gain +110% strength and +5 movement; all CS and civilizations are afraid from the start of the game; other civs cannot declare war; all units starts with the Blitzkrieg promotion
UU: Waffen SS - replaces Great War Infantry; can move after attacking; +100% defense bonus from enemy units; -75% strength vs cities
UU: U-Boat - replaces Submarine; can move after attacking; +100% defensive bonus against enemy units; -80% strength vs planes
UU: Arado Ar 234 - replaces Bomber; can move after attacking; +100% defensive bonus against interceptions; can intercept enemy planes; 0.0000000000000000000000000000000000000000001% chance of intercepting an enemy plane

EDIT: SARCASM!
 
Nazi Germany

Leader: Adolf Hitler
Capital: Berlin
UA: Wehrmacht - extra UU; all units gain +110% strength and +5 movement; all CS and civilizations are afraid from the start of the game; other civs cannot declare war; all units starts with the Blitzkrieg promotion
UU: Waffen SS - replaces Great War Infantry; can move after attacking; +100% defense bonus from enemy units; -75% strength vs cities
UU: U-Boat - replaces Submarine; can move after attacking; +100% defensive bonus against enemy units; -80% strength vs planes
UU: Arado Ar 234 - replaces Bomber; can move after attacking; +100% defensive bonus against interceptions; can intercept enemy planes; 0.0000000000000000000000000000000000000000001% chance of intercepting an enemy plane

First off, No. We already have Germany, so its redundant, and its offensive to certain people. Personally, I think some leaders in Civ were worse then Hitler (*Cough, Cough* Atilla and Ghengis ). However, the fact of the matter is that Hitler was too recent and some people are still mad at him, while no Chinese or Italian person I know would complain about Atilla or Ghengis, because they caused their damage hundreds of years ago. Plus, there are way better german leaders then hitler. Finally, overpowered much? If you were going for that effect, well done.
 
First off, No. We already have Germany, so its redundant, and its offensive to certain people. Personally, I think some leaders in Civ were worse then Hitler (*Cough, Cough* Atilla and Ghengis ). However, the fact of the matter is that Hitler was too recent and some people are still mad at him, while no Chinese or Italian person I know would complain about Atilla or Ghengis, because they caused their damage hundreds of years ago. Plus, there are way better german leaders then hitler. Finally, overpowered much? If you were going for that effect, well done.

I should've put sarcasm on there, huh?
 
How about a change of subject? Here's a hypothetical Mvskoke civ:

Mvskoke (Muscogee/Creek)
Hoboyetly
Kohasalke Leadership. Upon reaching level 3, units obtain the Tustunnuggee promotion, providing +10% combat bonus to adjacent friendly units; +3 Happiness for each completed Policy Tree.
Micosukee
Colours - Lawn Green and Yellow - (((O)))
Unique Unit: Yahola. Replaces Missionary. Cost: 200. Combat: N/A. Movement: 4. Can spread religion three times, loses strength in enemy territory at half rate.
Unique Improvement: Ássi Plantation. Can be built on grasslands; unlocked at Calendar. When worked, provides +3% to city’s production of Faith, Science, and Production.
Starting Bias: Grasslands
Region: North America
 
Looks good, very unique. Just a bit of a suggestion to make my life easier updating the OP, when you do the (((O))) thing for the colours, they should actually be the colours you're suggesting. Means I don't need to try and the colour names to get it right and it can actually be the colours proposed instead of something completely different by mistake
 
Looks good, very unique. Just a bit of a suggestion to make my life easier updating the OP, when you do the (((O))) thing for the colours, they should actually be the colours you're suggesting. Means I don't need to try and the colour names to get it right and it can actually be the colours proposed instead of something completely different by mistake

I've tried to do that in the past but the colors came out wrong. Does hexadecimal work?
 
OK, here goes:

Chumash
Rafael Solares

Brotherhood of the Tomol. +1 Food and Gold from improved non-oil resources, +1 Trade Route from Sailing, Optics, Compass, and Astronomy.
Soxtonoxmu
Colours - Slate Blue and FireBrick - (((O)))
Unique Unit: Tomol. Replaces Work Boat. Cost: 30. Combat: N/A. Movement: 4. Can also be used to perform a ¼ strength Trading Mission (ala Great Merchant), and can cross ocean tiles once the appropriate technology is researched.
Unique Improvement: Scorpion Tree. Improvement for Forests. Unlocked at Calendar. Removes Forest; Produces +1 Faith and +1 Science.
Starting Bias: Plains Coast or Archipelago
Region: North America
-----------------------------------------------------------------------------------
Shawnee
Tekoomse

The Great Comet. All allied CS contribute units during wartime, not just Militaristic CS.
Chalahgawtha
Colours - Cornflower Blue and Crimson - (((O)))
Unique Unit: Red Sticks. Replaces Musketman. Cost: 175. Combat: 24. Movement: 2. Attacking an enemy city causes 1 unhappiness in target civilization for 5 turns. Conquering the city of an enemy civilization with a Red Stick causes 10 unhappiness, decaying by 1 unhappiness per turn after the first.
Unique Building: Mound. Replaces Granary. Cost: 70. Maintenance: 1. Also produces +1 Culture and +1 Faith.
Starting Bias: Grassland Hills
Region: North America
 
Hungary
Leader: Matthias Corvinus
Capital: Budapest
UA: Aegis of Europe. All units, cities, forts, and citadels exert a zone of control that extends two tiles away. Forts may not be pillaged in Hungarian territory by enemies.
UU: Black Army. Replaces knight.
Cost: 140 :c5production:
Strength: 22:c5strength:
Moves: 4:c5moves:
UB: Thermal Baths. Replaces garden. Friendly units within 2 tiles heal an additional 10 hp per turn.

Hungary is sort of a vanilla civ, not taking advantage of any new game mechanics, but I think it solidly represents Hungary as a turtle civ that can go on the aggressive. Besides, I'm not sure what new game mechanics they would use.
 
OK, here goes:

Chumash
Rafael Solares

Brotherhood of the Tomol. +1 Food and Gold from improved non-oil resources, +1 Trade Route from Sailing, Optics, Compass, and Astronomy.
Soxtonoxmu
Colours - Slate Blue and FireBrick - (((O)))
Unique Unit: Tomol. Replaces Work Boat. Cost: 30. Combat: N/A. Movement: 4. Can also be used to perform a ¼ strength Trading Mission (ala Great Merchant), and can cross ocean tiles once the appropriate technology is researched.
Unique Improvement: Scorpion Tree. Improvement for Forests. Unlocked at Calendar. Removes Forest; Produces +1 Faith and +1 Science.
Starting Bias: Plains Coast or Archipelago
Region: North America
-----------------------------------------------------------------------------------
Shawnee
Tekoomse

The Great Comet. All allied CS contribute units during wartime, not just Militaristic CS.
Chalahgawtha
Colours - Cornflower Blue and Crimson - (((O)))
Unique Unit: Red Sticks. Replaces Musketman. Cost: 175. Combat: 24. Movement: 2. Attacking an enemy city causes 1 unhappiness in target civilization for 5 turns. Conquering the city of an enemy civilization with a Red Stick causes 10 unhappiness, decaying by 1 unhappiness per turn after the first.
Unique Building: Mound. Replaces Granary. Cost: 70. Maintenance: 1. Also produces +1 Culture and +1 Faith.
Starting Bias: Grassland Hills
Region: North America

So, for the Chumash I'm assuming that you're going to change the UA because Venice does that now. The Tomol is very interesting, but seeing as work boats are easy to produce and even 1/4 of a GM's bonus is still a lot (200 gold and 7 influence) it's a little overpowered. Not sure what to do about that, sorry. The Scorpion Tree is good though, giving two yields that are only food in NW and buildings, and it prevents the tile from producing much production or food. It's good, nice and balanced.

I really like the Shawnee's UA. It really benefits from that one autocracy belief that doubles the units given to you during wartime. It needs a little more though, to make it really sting for your opponents. Maybe something like CS influence levels don't go back to normal for your opponents after they make peace with your CS? The mound is cool too, again it provides nice extra yields without being overpowered. It essentially replaces the shrine too, so that's nice. (I hate having to build shrines early on.) The Redsticks are an interesting concept, but is the unhappiness after conquest of a city given to you or your opponent? If it's to your opponent, then fantastic. Fine as it is. If it's to you, does all the unhappiness go away after 10 turns, including the default unhappiness caused by capturing a city in general? If so ok, but decrease it to 5 turns. If not, then it's just an incentive to not take cities, which isn't very good. You might want to change it if that's what it does. Overall, cool ideas. I like the Shawnee and could see them as a real civ, and the Chumash are cool too, but the UA needs to be replaced and the UU is a little OP. What do you think? Is there anything I'm not understanding?
 
I like the unhappiness. it's nice and unique. Although I'd maybe get rid of the extra unhappiness on capture. Or just 5 unhappiness on capture and none from just attacking.
 
So the unhappiness goes towards your opponent right? I wasn't sure, so I wrote something for each. I like the unhappiness from attacking best, because no matter what, you're going to hurt them. If it's only unhappiness for capturing a city, then there's a chance you might not get anything if you don't take the city.
 
Overall, cool ideas. I like the Shawnee and could see them as a real civ, and the Chumash are cool too, but the UA needs to be replaced and the UU is a little OP. What do you think? Is there anything I'm not understanding?

Thank you! It looks like you got the intent I had for these civs. Here's the revamps/clarifications, hopefully addressing concerns:

Chumash
Rafael Solares

Brotherhood of the Tomol. +1 Food and Gold from improved non-oil resources, +1 Trade Route from Sailing, Optics, Compass, and Astronomy.
Soxtonoxmu
Colours - Slate Blue and FireBrick - (((O)))
Unique Unit: Tomol. Replaces Work Boat. Cost: 30. Combat: N/A. Movement: 4. Can be consumed in a coastal tile to add 5 Food to the nearest friendly city.
Unique Improvement: Scorpion Tree. Improvement for Forests. Unlocked at Calendar. Removes Forest; Produces +1 Faith and +1 Science.
Starting Bias: Plains Coast or Archipelago
Region: North America
-----------------------------------------------------------------------
Shawnee
Tekoomse

The Great Comet. All allied City-States contribute units during wartime, not just Militaristic City-States; allied City-States do not lose Influence during wartime.
Chalahgawtha
Colours - Crimson and Cornflower Blue - (((O)))
Unique Unit: Red Sticks. Replaces Musketman. Cost: 175. Combat: 24. Movement: 2. Attacking an enemy city causes 1 unhappiness in target civilization for 5 turns. Conquering the city of an enemy civilization with a Red Stick causes 10 unhappiness in the enemy civilization for 5 turns.
Unique Building: Mound. Replaces Granary. Cost: 70. Maintenance: 1. Also produces +1 Culture and +1 Faith.
Starting Bias: Grassland Hills
Region: North America
 
Thank you! It looks like you got the intent I had for these civs. Here's the revamps/clarifications, hopefully addressing concerns:

Chumash
Rafael Solares

Brotherhood of the Tomol. +1 Food and Gold from improved non-oil resources, +1 Trade Route from Sailing, Optics, Compass, and Astronomy.
Soxtonoxmu
Colours - Slate Blue and FireBrick - (((O)))
Unique Unit: Tomol. Replaces Work Boat. Cost: 30. Combat: N/A. Movement: 4. Can be consumed in a coastal tile to add 5 Food to the nearest friendly city.
Unique Improvement: Scorpion Tree. Improvement for Forests. Unlocked at Calendar. Removes Forest; Produces +1 Faith and +1 Science.
Starting Bias: Plains Coast or Archipelago
Region: North America
-----------------------------------------------------------------------
Shawnee
Tekoomse

The Great Comet. All allied City-States contribute units during wartime, not just Militaristic City-States; allied City-States do not lose Influence during wartime.
Chalahgawtha
Colours - Crimson and Cornflower Blue - (((O)))
Unique Unit: Red Sticks. Replaces Musketman. Cost: 175. Combat: 24. Movement: 2. Attacking an enemy city causes 1 unhappiness in target civilization for 5 turns. Conquering the city of an enemy civilization with a Red Stick causes 10 unhappiness in the enemy civilization for 5 turns.
Unique Building: Replaces Granary. Cost: 70. Maintenance: 1. Also produces +1 Culture and +1 Faith.
Starting Bias: Grassland Hills
Region: North America

I like the new Tomol, great job. Also, the added on bit to the Shawnee's UA is very good; it adds a real kick to it. The Redsticks' confusion was cleared up too. The only thing is that the trade routes ability for the Chumash has to be changed, because Venice has been leaked an that's exactly what it does. It's too bad, because it's a good idea for a UA.
 
The only thing is that the trade routes ability for the Chumash has to be changed, because Venice has been leaked an that's exactly what it does. It's too bad, because it's a good idea for a UA.

Here's a potential fix for the Chumash UA:

Brotherhood of the Tomol. +1 Food and Gold from improved non-oil ocean resources, +2 Influence per turn with City-State Trade Route partners.
 
Here's a potential fix for the Chumash UA:

Brotherhood of the Tomol. +1 Food and Gold from improved non-oil ocean resources, +2 Influence per turn with City-State Trade Route partners.

That's cool—maybe a little on the powerful side, though. I think I might limit it to one type of trade route (naval), weaken the effect (say, +1 Influence per turn, or Influence with trade partners doesn't decay), or both.

Do you have any other ideas for the UU? It seems like a very niche ability, and one that sort of treads on the toes of the domestic trade route ability.
 
That's cool—maybe a little on the powerful side, though. I think I might limit it to one type of trade route (naval), weaken the effect (say, +1 Influence per turn, or Influence with trade partners doesn't decay), or both.

Agreed - I think the bonus should be for naval trade routes only. So it should read like:

Brotherhood of the Tomol. +1 Food and Gold from improved non-oil ocean resources, +2 Influence per turn with City-State Naval Trade Route partners.

Do you have any other ideas for the UU? It seems like a very niche ability, and one that sort of treads on the toes of the domestic trade route ability.

Not at the moment. I can dig into Chumash history some more, but it seems like a one-use expended food bonus is the best alternative to the first ability that Portugal's Nau had taken.
 
That's cool—maybe a little on the powerful side, though. I think I might limit it to one type of trade route (naval), weaken the effect (say, +1 Influence per turn, or Influence with trade partners doesn't decay), or both.

Do you have any other ideas for the UU? It seems like a very niche ability, and one that sort of treads on the toes of the domestic trade route ability.

Since influence decreases at one point per turn, I don't think it's too powerful at all. Keep in mind that there are a limited number of CS in range of your trade routes at first anyway. Having +2 influence per turn is essentially the same thing as +1 influence per turn that can't decrease, though I like the second one better because in the late game +2 influence won't do much. The Tomol has a niche ability, but I like it. The real problem is that out of both UUs, neither provides a really sizable advantage. It would be like if Ethiopia had the Mehal Safari and not the Stele. The Mehal Safari is a good UU, but on it's not the real force behind Ethiopia. You need something that gives an advantage as big as the Stele, because both the UU snd UI are a little passive. I like them both, but they don't work well together. I'm sorry, because I do like the new Tomol, but the Chuvash need a real advantage from at least one of their uniques, and the ones you have are too passive. The new UA is great though; you can keep it as it is or change it slightly, it's up to preference really.
 
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