Discussion in 'Civilization Design Resources' started by ldvhl, Mar 30, 2015.
Brazil's in Summer Time for reasons.
What is "Summer Time"?
Daylight Saving Time.
In Brazil it's weird, it goes one hour ahead. Normally I'm one hour ahead of something like NY, but now I'm two hours ahead, while normally I'm 4 hours behind London - now I'm just 3 hours.
Oh, Daylight Saving. That ends in November, here. I just assumed it was the same for everyone who used it.
Start in October here. Really weird stuff.
So there it is - an oddball civ this time, with the obvious focusses being trade, gold, war and diplomacy. Lets see what you can do guys!
You need to write a book, Scott. Oh and GPuzzle, they do it to save electricity. Why Am I telling you that... Anyway
East India Company
UA: A Company of Rulers
Eternal trade routes provide gold and local happinessc5production: production in the sending city) based on resource diversity*. Merchant specialists grant production equal to their gold yield, and all luxury resources are automatically improved upon conquering a city.
UB: EIC Factory
Radically different to the factory which it replaces, the EIC factory is unlocked at economics and has nothing in common with the factory. It grants +1 and +5% gold and production per each luxury source worked by the city, and grants the benefits of a railroad connection if the city has a sea connection to the capital. Contains two merchant specialist slots, and spawns a source of tea, indigo dye, saltpetre or opium if built in a foreign continent.
Replaces rifleman. Cheaper and weaker(30 ) the sepoy has a massive 20% bonus outside of friendly territory which stays after upgrade, making it suited for fighting in foreign continents. Additionally, it start with +1 strength per each city you conquer if built on foreign continents(stays after upgrade as well).
* +2 gold and production in the host city and +1 happiness in the receiving city per each resource that is present in the host city only.
** Opium and Indigo dye provide 5 happiness as opposed to 4. Tea yields 4 culture, and Saltpeter boost gunpowder unit production by 10% per each copy you own.
Institute the Ryotwari System
Costs: 3 magistrates
Requirements: must have researched economics, must have conquered at least 3 cities.
Rewards: +1 gold from any improved resources yielding +1 gold, +3 culture from custom houses.
Adopt the Tea Clipper
Costs: 1 magistrate, science equal to the amount required to research navigation.
Requirements: Must have researched navigation, must have at least 3 cargo ships.
Effects: Cargo ships cost 20% more to produce but gain 50% more range.
I really like how this design came out. It's a very aggressive civ that can make a lot of money through war. The first half of the UA will help you generate a lot of Zamindars (Indian tax collectors) that you can use to pacify your conquests and make them more valuable. The second half of the UA is an Opium War reference since I wanted to include the things the EIC did outside of India too. The Sepoy can be built very quickly and is especially effective in carrying on your conquests on foreign land.
@Natan, Sepoy is India Split's Maratha's UU made by Pouakai.
Yeah. But that's a problem on their side. It does not belong to the renaissance, and was hardly used by the actual maratha army.
I'll rename it anyways.
Seems like the alternate history thread stole this challange's thunder
East India Company
Well I plan on making the best of this although the East India Company wasnt as special as most people exactly think (there was the BSAC, DEIA, FEIA, among others) but humbaugh this doesnt matter:
I think I'm done!
The East India Company (Cornwallis)
Start Bias: Plains
UA: John Company
Gain +1 Gold and +1% Military Unit Production in all Cities for each Technology you are ahead. Upon upgrading a Military Unit, generate Science equal to 50% of the Gold spent
UU: Corps of Guides (replaces Lancer)
Does not require Horses, but is still a Mounted Unit. Starts with Survivalism I, Amphibious, and Woodsman, as well as the unique promotion "Frontier Force", which grants a Combat Bonus that increases the further away the unit is from a City (+5% per tile from the closest City, max. at +50%). More expensive than the Lancer it replaces. Upgrades to Cavalry.
UB: Writers' Quarters (replaces Bank)
Unlike the Bank it replaces, the Writers' Quarters is unlocked at Civil Service. In addition to the standard Bank bonuses, it grants a +33% Production Bonus to Buildings or Wonders that generate Science, and itself grants a +15% Science bonus, in the City in which it is built. Requires a Market.
Gold, hammers, and science. Because of course. =]
Also, I should mention that the writers mentioned above are a name given to the small army of junior clerks who used the Company as training for later positions of power, both within and without its ranks. No Great Writers here. =]
The East India Trading Company (Richard Wellesley)
UA: Trade Monopoly: Cannot Gain Settlers. Gain 5 Influence per turn from City States you can demand tribute from. Allied City States may gift civilian units over time and you gain their Gold Revenue from Trade Routes sent there.
UU: Sowar. Replaces Lancer. Twice as effective at intimidating city states. Generates Gold from Trade Routes passing through the tile where the Sowar is located.
UB: Post Office. Replaces Caravansary. Aside from regular Caravansary Benefits, it generates an extra 2 Gold and Influence from Trade Routes directed at City States.
When does voting begins, btw?
Joined the forum just because I love designing up new civs, but suck at modding.
My version of the East India Company isn't as militaristic as I wanted it to be, because I really wanted a Cargo Ship upgrade unique unit and I don't like civilisations with more than one unique unit.
Also, the Brig might be difficult to mod, but I'm not sure.
Has this been abandoned? I haven't seen any posts for a few days.
no im just really busy hang tight guise
Okay sorry I probably could have managed to ask people to vote, thinking about it, it doesn't require a lot of time. Duh doyy
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