Civilization Request Thread

You know, JFD is basically an acronym for his name...
 
right. Back on topic.
Here's my idea for part one of my geographical Netherlands split:
The Duchy of Brabant
Capital: Hertogenbosch
Leader: John III
UA: Circle Cities - puppeted cities give 50% less unhappiness. Great Works of Art generate +3 tourism rather than +2. (Reasoning: Brabant as an independent country was made up of several autonomous cities which had control over their surroundings. In addition, many artists of the Flemish Renaissance were from Brabant - Breughel, Rubens, and Bosch spring to mind.)
UB: Diamond Market - Replaces Bank. Generates +2 gold if the city has gems in its radius. (Reasoning: Antwerp is a major center for diamond trade.)
UU: Goedendag Militia - Replaces Pikeman. Costs less to build, but uses food like a settler. Also cheaper to buy. Slightly weaker. (Reasoning: The Goedendag was a unique weapon from Flanders and Brabant. It was a smaller version of the pike - literally a spike on a stick.)
Other cities:
Spoiler :
  • Breda
  • Antwerpen
  • Brugge
  • Brussel
  • Tilburg
  • Eindhoven
  • Gorinchem
 
I get the explanations, but those ideas look to specific to me. They aren't strong enough.
 
Personally I did feel that the diamond market was a bit weak :p

You could just make it +2 :c5gold: in the city if the civilization has access to a source of Diamonds (naturally, from a CS, or by trade). Otherwise, the vast majority of the time the UB will just be a simple Bank.
 
agreed.
This makes the new civ model:
The Duchy of Brabant
Capital: Hertogenbosch
Leader: John III
UA: Circle Cities - puppeted cities give 50% less unhappiness. Great Works of Art generate +3 tourism rather than +2. (Reasoning: Brabant as an independent country was made up of several autonomous cities which had control over their surroundings. In addition, many artists of the Flemish Renaissance were from Brabant - Breughel, Rubens, and Bosch spring to mind.)
UB: Diamond Market - Replaces Bank. Generates +2 gold if the city has gems in its radius Brabant has access to gems. (Reasoning: Antwerp is a major center for diamond trade.)
UU: Goedendag Militia - Replaces Pikeman. Costs less to build, but uses food like a settler. Also cheaper to buy. Slightly weaker. (Reasoning: The Goedendag was a unique weapon from Flanders and Brabant. It was a smaller version of the pike - literally a spike on a stick.)
 
agreed.
This makes the new civ model:
The Duchy of Brabant
Capital: Hertogenbosch
Leader: John III
UA: Circle Cities - puppeted cities give 50% less unhappiness. Great Works of Art generate +3 tourism rather than +2. (Reasoning: Brabant as an independent country was made up of several autonomous cities which had control over their surroundings. In addition, many artists of the Flemish Renaissance were from Brabant - Breughel, Rubens, and Bosch spring to mind.)
UB: Diamond Market - Replaces Bank. Generates +2 gold if the city has gems in its radius Brabant has access to gems. (Reasoning: Antwerp is a major center for diamond trade.)
UU: Goedendag Militia - Replaces Pikeman. Costs less to build, but uses food like a settler. Also cheaper to buy. Slightly weaker. (Reasoning: The Goedendag was a unique weapon from Flanders and Brabant. It was a smaller version of the pike - literally a spike on a stick.)
Since Antwerp was a major center of trade it would make sense for there to be something trade related. Something like the Diamond Market gets +1 Gold for every incoming trade route that comes from a civilization with access to Gems. Or for every other incoming trade route get a source of gems. The Geodendag is really weak, growth is incredibly important, people won't sacrifice it for a weaker pikeman. AlsoPikeman are already on a bad unit tech path so they need to be real good to justify building.
 
Fair point. To be fair, my strategy for playing civ is "spam all the techs", so... :p

Which you need pop, and therefore food, to do most effectively. =]

Another slight problem is that you aren't the only one to use the Goedendag - there's a Flanders Civ that uses it. Here's what I'd do for Brabant, though you're more than welcome to tear it to shreds:-

---

Brabant (John III)
Start Bias: Grassland
Capital: :c5capital: Leuwen (Not only is s'Hertogenbosch on the Dutch city list, it should also be quite far down the present one - Leuwen was the historical capital and there were three other cities forming regional capitals before s'Hertogenbosch was even founded. So, y'know.)
UA: Joyous Entry
Generate +1 :c5gold: Gold in the :c5capital: Capital for every City connected to your Trade Network. Upon the Connection of a City you settled to your Trade Network, increase the :c5happy: Local Happiness in that City by +1 and gain a boost of :c5culture: Culture.1
UU: Beer (replaces Trebuchet)
The Beer has a lower range than the Trebuchet it replaces, a mere 1. However, it starts with both Cover I and Volley, FOUR base movement, and can move after attacking. Requires Iron, though. Upgrades to Cannon.
UB: City Square (replaces Bank)
The City Square has a peculiar benefit, in addition to the ones provided by the Bank it replaces. Tiles that yield :c5gold: Gold that are directly adjacent to the City in which it is built generate +3 :c5gold: Gold, tiles two tiles away that yield :c5gold: Gold generate +2 :c5gold: Gold, and tiles three tiles away that yield :c5gold: Gold generate +1 :c5gold: Gold. Additionally, if the City is connected to the :c5capital: Capital, cities with a City Square gain 20% of the :c5capital: Capital's :c5strength: City Combat Strength added to their own. 50% more expensive than the Bank it replaces.

1: The bonus from the UA is based on the size of the City being connected.

---

Bossa's Warfare In Medieval Brabant was my go-to source here (it's on Google Books), and that's where the Beer comes from - it was a king of heavy battering ram. The City Square, on the other hand, comes from a particular piece of Brabançon law: only cities were allowed to hold markets, which occurred in large squares. Anyway, a gold/offensive Civ seemed right for the rather fighty Duchy of Brabant, forming a more conquest-oriented counterpoint to JFD's Flanders. Serve him right for nicking the Goedendag. =]
 
Hmmm... Nice design. The city square sounds a bit generic, and OP, though.
 
I could translate it into Flemish, but that'd just pass the problem on to the Belgians. Also, the original draft was for a Diamond Market, which is also a little on the generic side.

Also also, the UB is balanced for BNW - in which there are substantially less tiles that yield gold. The only ones you're likely to get with a Grassland start are things like Sea Resources and maaaaaybe Wine - which, well, it'll set you up good and proper if you have a lot of Fish next to your cities, but they're few and far between. Of course, you can build Trading Posts or Customs Houses, but that's generally a bad idea since it massively harms your city growth. Notice how the only tiles that benefit from the UB are ones that were producing Gold ANYWAY.

If you've got a lot of Gold/Silver/Gem mines, though, and some are on a river? Hoo boy, Order + Hydro Plant + Brabant = lategame economic powerhouse. =]

EDIT:-

UB: Grote Markt (replaces Bank)
The Grote Markt has a peculiar benefit, in addition to the ones provided by the Bank it replaces. Tiles that yield :c5gold: Gold that are directly adjacent to the City in which it is built generate +3 :c5gold: Gold, tiles two tiles away that yield :c5gold: Gold generate +2 :c5gold: Gold, and tiles three tiles away that yield :c5gold: Gold generate +1 :c5gold: Gold. Additionally, if the City is connected to the :c5capital: Capital, cities with a Grote Markt gain 20% of the :c5capital: Capital's :c5strength: City Combat Strength added to their own. 50% more expensive than the Bank it replaces.

City List: :c5capital: Leuven
Brussels
Antwerp
Tienen
s'-Hertogenbosch
Lier
Diest
Vilvoorde
Nivelles
Zoutleeuw
Aarschot
Steenbergen
Breda
Landen
Jodoigne
Hoogstraten
Turnhout
Heusden
Helmond
Ravenstein
Duffel
Grimbergen
Scherpenheuvel
Meghem
Herentals
Grave
Tervuren
Wavre
Gembloux
Halen
Oisterwijk
Zichem
Duisburg
Arendonk
Bergen op Zoom

I think that's fairly comprehensive. And also there was no way I was declining to include Bergen op Zoom. Zoom!
 
This design could work very nicely with full commerce...
 
Thank you for saying so! Natan's also not wrong about it working with full Commerce, though that might be because it's a gold-focussed Civ - on King and Lower, you basically get to pick whatever you want, rather than Tradition -> A.N.Other if you've got the time -> Rationalism -> Ideology, so it'll work massively well with the Commerce Tree. The key policy here - aside from the opener and finisher, which are actually kind of broken for this Civ - is Mercantilism. With a Bank Unique that's as weirdly strong as the Grote Markt, you'll need a Market as well; that's at least +2 base Science in all your cities. If you luck out and get Gold or Silver, it's +3! That's surprisingly good for this Civ, since going full Commerce really delays your completion of Best Tree.

As for the brokenness of the opener and finisher, well, you get free Gold from City Connections in your Capital, which is boosted by the opener, and if you have a trading post on a Grassland tile adjacent to a city with a Grote Markt, that's +4 Gold. Since you'll have a metric ton of cash knocking about, you'll be able to buy a lot of buildings outright, which generally means, say, Production stuff that's a bit out of the way, like Windmills. I like Windmills. I think they're underrated. Also, the finisher synergizes really well with Free Thought, since it provides yet another reason to work those beautiful trading posts. Jungle Cities as this Brabant are going to be epic if you can get them. =]
 
The Teutonic Order
Capital: Marienburg
Leader: Hermann von Salza
UA: Zealous - Gains faith for the empire for each enemy unit killed.
UU: Teutonic Knight - The Teutonic Knight is the Teutonic Order's unique unit, replacing the knight. Recieves a 25% combat bonus when fighting empires who don't share your faith.
UB: Holy Order - The Holy Order is the Teutonic Order's unique building replacing the armory. The Holy Order provides +1 Gold and +1 Faith to the city. The Holy Order also provides +15 experience for military units constructed in the city.
 
Hi Guys, Thanks to you all for your great work!
I've tied, for a while now, to find a mod which created a nice European Union civ. None of the existing, however, satisfied me. So I came up with some new thinking about a very, very special EU civ. This Civ would work a bit like the Venetians, but with a particular addition that is trying to achieving diplomatic victory through interaction with other European Civs. Unfortunately, I don't have the skills or the time for doing that (ca va sans dire, I am a kind of Eurobureaucrat for real and I only play this much time to time). So I posted my whole work on the EU Civ down here. Let me know what do you think about it!


European Union (EU)
Leader: Jean Monnet
Special Unit: Eurobureaucrat (equivalent to Merchant of Venice, but only works with European City States)
Special Power: European Integration
Jean Monnet cannot create settlers. He can, however, conquer cities by war or puppet (European) city states with the “Eurobureaucrat” Unit. He can also create the special project/wonder “European Union” (see below).
Once the EU is created, The player can create all special buildings, special improvements and special units of all participating member states.
Once the EU is created, the player acquires 15% production boost to build European Wonders unlocked by EU Resolutions.

“European Integration”
- Allows the activation of the "European Union" is activated once the player with the EU has met its 6th other European civilizations (or lower number if there are less than 6 European civilizations in the game).
- When this happens, the player can choose, in any moment, to “fund” the EU. All European civilizations can participate in this project as if they were constructing a global project (like the International Games or the International Space Station) by dedicating Production in their cities.
- At the end of the construction, the wonder “European Union” appears in Brussels. The wonder grants to the EU the possibility to create all special buildings, improvements and units of participating Civs.
- The participating Civs acquire a number of delegates to the newfound European Union, depending on the production devoted to the project.
The European Union works similarly to the United Nations, but it is open only to the participating countries. Other European Countries can demand access to the EU at later stage, but this has to be approved (as a Resolution) by a majority of the delegates.

European Union: general features
- The number of delegates depends on the initial production generated in building the wonder, and on subsequent Resolutions approved and European wonders built.
- The Resolutions are proposed and passed much more often than in the United Nations (proposed each 4 turns, voted 4 turns after)
- Declaring war to another participating member state automatically finish a civilization’ participation by self-explusion. Expelled civilizations can apply at a later stage as if they were new to the process.
- Two resolutions are proposed each time: one from the civilization EU, and another from another participating civilization, turning each time.
- Financing the EU: each resolution produces, for each participating civ, a “gold per turn” cost equal to 50% of the number of its delegates. For example, a 3 resolutions passed would cost about 30 gold per turn for a civ with 20 delegates.


Examples of EU resolutions (the list is by no means closed!)

Intergovernmental Institutions: gain one additional delegate for any Spy as a diplomat in another European civ’s capital.
Trade Standards: allow participating civilizations to trade among them Luxury Resources they already own. Each luxury resource traded in this way grants + 1 happiness. Happiness generated by Luxury resources traded with non EU civilizations halved.
Milk Quotas: All Cows resources generate +1 production and +1 gold, but lose 1 food. Gold that non-European civilizations receive from trade routes with European Civs is reduced by 5%.
Ban fertilizers: requires “fertilizers”. The +1 food bonus for farms from the research fertilizers is deactivated. +1 local happiness for each 3 citizens in a city
European Religion. Choose a religion: this becomes the official European Religion. The religion will spread 100% faster to other European civ’s cities. European Civ’s cities with at least 50% of their cities with this religions gain 2 more delegates to the EU.
European Ideology: Choose an ideology: this becomes the official ideology of the EU. civilizations with a different ideology lose 50% of their delegates to the EU.
European Custom Union. All trade routes from non-European civ to a city of European civ lose 10% of the gold they generate. The European civ gains that 10% instead.
European Single Market (ESM). All trade routes between European Civs generate 20% more gold. Unlocks the European Wonder “European Commission”
 European Commission: requires the Resolution ESM. Only one can be built, only European Civs can attempt to build it. Output generated by specialists of the city that builds it is doubled, unhappiness generated by specialists is halved. Grants one additional delegate to the EU.​
European Monetary Union (EMU): All trade routes between European Civs generate 40% more gold. Unlocks the European Wonder “European Central Bank”.
European Central Bank: requires the Resolution EMU. Only one can be built, only European Civs can attempt to build it. Gold generation boosted by 10% in all city of the Civ that builds it. Each Stock Exchange grants +1 production. Grants one additional delegate to the EU.​
Democratic Institutions: all participating civilizations acquire a number of delegates which equals the total number of their population divided by 15 (rounded downwards). Unlocks the European Wonder ““European Parliament”
European Parliament: requires the Resolution Democratic Institutions. Only one can be built, only European Civs can attempt to build it. Culture generation in all cities with a trade route with another European civ is doubled. Allows to expend permanently up to 3 delegates to the EU to acquire additional Spies.​
Schengen Area: All European civilizations grant permanent open borders to the other European civilizations; tourism from other European civs is increased by 20%. Open borders with non- European civilizations is disabled. Tourism from non-European civs is decreased by 20%. Unlocks the wonder European Human Rights Chart.
European Human Rights Court: requires the Resolution Schengen Area. Only one can be built, only European Civs can attempt to build it. Tourism from all other European civilizations is doubled. 50% of total Tourism, each turn, is added to the Culture output. Grants one additional delegate to the EU.​
European Defense Union: a permanent defense pact is established between participating civilizations. 10% fight bonus when another EU civilization unit is placed in an adiacent tile. Unlocks the European wonder “Joint Training Center”
Joint Training Center: requires the Resolution European Defense Union. Only one can be built, only European Civs can attempt to build it. The civ that builds it can purchase with gold special units from all other participating civs in the city with the Joint Training Center. Grants one additional delegate to the EU.​
Expulsion: expel a civ from the Union.
European Federation: requires the Five European Wonders to be built before it can be passed. The first 3 civs for number of delegates double their delegates to the EU. the delegates of all European civs to the World Congress are reduced to 1 (except for Globalization and Forbidden Palace delegates). The European Union civilization acquires a number of delegates to the World Congress equal to the half of delegates lost in this way. Note that this number may change depending on the other Civs’ relations with the city states.

Leading Strategy: achieving a diplomatic victory trough maximisation of delegates
 
duplicate post ignore
 
I know there are two already but i am not comfortable with the Minoan factions which exist. From my archaeological background i always thought that while the UA should have been trade related (as both mods do), the UB should have in somehow relate to the palaces of Bronze age Crete, say like the knossos palace bing the primary one with the secondary palaces replacing the Granaries or similar. UU obvs boat related obvs.

i dunno what anyone else thinks about this and sutff but thought I'd thorw out my thoughts.

I have some thoughts about events and decision etc.

Like random event = sea peoples invasion.

Decision = tithe the palaces, take a certain number of food from all cities which have a granary palace (need a better name) for a number of turns, provides a substantial amount of gold.
 
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