Civ'ed's Civ Ideas

Civ'ed

I ain't gotta explain a thing
Joined
Oct 7, 2010
Messages
6,315
Location
Aberdonia et Banffia
Because they gotta be collected someplace.

Kaiserreich Civs
Germany (Wilhelm III)

UA: Legacy of the Weltkrieg - Can buy in puppeted cities. Puppeted cities have -50% unhappiness.
UU: Zeppelin (Anti-Tank Gun)- While it retains the bonus against armoured units of the Anti-Tank gun it replaces, the Luftschiff Zeppelin is a radically different unit overall. It is slightly faster, with 3 base Movement, and is classified as a Hovering unit. It also starts with Targeting I & II, meaning it can deal significant damage to Naval Units, and may move across open ocean without needing to embark, a trait retained upon upgrading to a Helicopter Gunship. Available at Flight rather than Combined Arms. (Thank you Scapegrace!)
UB: Sedanday Monument (Monument) - In addition to providing culture, the Sedanday monument also adds +1 happiness.

Combined Syndicates of America (Jack Reed)

UA: Syndicates of America, Unite - ideological pressure doubled by trade routes. Receives a combat bonus in own territory.
UU: TBD
UB: Syndicate Hall (Factory) - Does not require coal. +1 tourism per 4 citizens in a city.

Allgemeine Ostasiatische Gesellschaft (von Falkenhausen)

UA: Board of Directors - receive double trade routes. Plantation produces +1 gold.
UU: Seesoldat (GWI) - Starts with the Amphibious promotion. +1 movement when embarked, and +33% combat bonus vs cities.
UB: Legation Quarter (Bank) - Produces +2 gold, and +3 gold in puppeted cities.

National France (Pétain)

UA: Republic in Exile - Each city on a continent away from your capital produces +1 happiness and +1 culture. Receive a combat bonus outside of your empire.
UU: Zouave (Rifleman) - Does not obsolete and is stronger than the Rifleman it replaces. Receives combat bonus in desert.
UU: Armored Car (Landship) - again, does not obsolete, and is cheaper and faster than the Landship it replaces.

Civ'ed's Africa Ideas
TBD
 
While I'm working on a proper Xhosa mod (dummy buildings damnit), here's a stupid little civ idea

Kingdom of Fyfe
Leader: Angus McFyfe
Capital: Dundee
UA: Infernum ad Astra - +33% combat bonus against cities, which upgrades to a +50% bonus in the modern era.
UU: Knight of Crail - Replacing the Knight, the Knight of Crail is cheaper to produce and doesn't need horses. Loses the combat penalty against cities but is weaker overall.
UU: Space Wizard - Replacing the XCOM squad, the Space Wizard is much cheaper to produce and buy.
 
Hello Civ'ed!
I really like your Germany (Wilhelm III) design, but we alreday have a Germany civ with U-boat UU by Tarcisio.
Spoiler :


What about change the UU to a Zeppelin as Great War Bomber replacement? There is already a great unit model for it.
 
Here's an idea for a Zeppelin:-

UU: Luftschiff Zeppelin (replaces Anti-Tank Gun)
While it retains the bonus against armoured units of the Anti-Tank gun it replaces, the Luftschiff Zeppelin is a radically different unit overall. It is slightly faster, with 3 base Movement, and is classified as a Hovering unit. It also starts with Targeting I & II, meaning it can deal significant damage to Naval Units, and may move across open ocean without needing to embark, a trait retained upon upgrading to a Helicopter Gunship. It's cheaper, too, and you can get it at flight rather than Combined Arms! What's not to like, other than the fact that it's an Anti-Tank Gun replacement...

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Hope that's of use to you. =]
 
Er... shouldn't the Zeppelin be a Bomber? Like, Great War Bomber replacement?
 
Maybe, but on the other hand, air unit replacements are something I tend to view as an absolute last resort.

Also I forgot to mention it was supposed to unlock at Flight rather than Combined Arms. I'm smart. =]
 
I've made two new Kaiserreich civs, and icons to go with them! :D
ALLGEMEINE OSTASIATISCHE GESELLSCHAFT

Capital: Guilin
Leader: Von Falkenhausen
UA: Board of Directors - receive double trade routes. Anything that can be produced by a plantation produces +1 gold.
UU: Seesoldat (GWI) - Starts with the Amphibious promotion. +1 movement when embarked, and +33% combat bonus vs cities.
UB: Legation Quarter (Bank) - Produces +2 gold, and +3 gold in puppeted cities.
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NATIONAL FRANCE

Capital: Algiers
Leader: Pétain
UA: Republic in Exile - Each city on a continent away from your capital produces +1 happiness and +1 culture. Receive a combat bonus outside of your empire.
UU: Zouave (Rifleman) - Does not obsolete and is stronger than the Rifleman it replaces. Receives combat bonus in desert.
UU: Armored Car (Landship) - again, does not obsolete, and is cheaper and faster than the Landship it replaces.
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Also an icon for the Kaiserreich, which will use Scapegrace's UU idea because Scapegrace is top tier awesomeness personified.
 
I also made some icons for the Kaiserreich, if you like them, I could provide you PSD files.

 

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Subpost, digging these nations thus far :D
 
Does Allegmeine's Unique Ability affect plantation resources before improving with a plantation? For example, Cotton is 2 food :c5food: and 2 gold :c5gold:, and with Allegmeine's UA, does it change to 2 food :c5food: and 3 gold :c5gold:?
 
IMO, that's a bit weak. Maybe make it "Plantations provide +1 food :c5food:", because plantations are generally thought to be the weakest Luxury Tile Improvement?
 
No, just an additional food.
 
something that isn't Kaiserreich:

NAKHCHIVAN
LEADER: Masqud Sultan
UA: Valley of Sorrow: All civilian units can fight. Hills produce +1 culture.
UU: Kangarlu Peceneg: Replacing the Knight, the Kangarlu Peceneg is weaker yet faster than the original, and can build forts and Kangarlu Settlements.
UI: Kangarlu Settlement: Acting as a minor citadel, it can only be built outside of Nakhchivan territory and consumed the Peceneg.Doesn’t damage enemies, but it does produce +2 food and +2 production no matter where it is placed.
Spoiler Citylist :

NAKHCHIVAN
Shykhmakhmud
Dzhagri
Babek
Negram
Engidzha
Yeghegnadzor
Pusian
Shakhbaz
Jermuk
Arafsa
Kend Shakhbaz
Kiuki
Agarakadzor
Taratumb
Kiarki
Dasta
Sharur
Bilav
Vayk
Ordubad
Paragachay
Arin
Goghtanik
Horbategh
Demirchi
Tivi
Artabuynk

stupid idea, but meh. :p
 
Civilian units can fight? How does that work? Also what's the point of a UI giving food and production if it is outside of your land? Just, some questions.
 
Civilian units can fight? How does that work? Also what's the point of a UI giving food and production if it is outside of your land? Just, some questions.

  1. Civilian Units can fight - this one's fairly easy to do without LUA. The way I'm working on it right now, Nakhchivan has some extra UUs called the "Combat Worker/Settler" in the files, which has, you guessed it, a combat strength!
  2. UI provides food and production but cannot be built inside Nakhchivan territory - Although it does this, it may seem useless. That said nobody's saying the Settlement will disappear if you place a city right next door.
 
I'm curious about the implementation of civilian units that can fight. While it's easy to give them combat strength, how do you plan to balance it? Because you could end up with a Settler that is very strong in the ancient era but ridiculously weak in the modern era.

Also, by civilian units - do you mean only Settlers/Workers or all civilian units including great people, missionaries and inquisitors?
 
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