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Civilization Request Thread

Is it worth asking if mythological civilization be requested as well? I know it may seem off topic, but I've always wanted to play as a civilization that isn't necessarily real.

Elder scrolls civs, I've got vanilla and G&K for that? Or are you talking like actual mythology based?
 
I've always wanted to see:
(discounting BNW & mods on here...)

> Vietnam
> Khmer Empire
> Bulgarian Empire
> Holy Roman Empire
> Split Celts into Scotland, Wales, Ireland & Britanny
> Italy
 
Nubia
Inuit Eskimo
Anasazi
Navajo
Zimbabwe
Atlantis
Irish
Denmark
Australian Aboriginals

:)
 
Switzerland :

Leader : Guillaume-Henri Dufour

UA : Confederation

Each diplomat in Switzerland capital city gives +15% :c5gold: in all cities of its owner and +5% :c5gold: in all swiss cities. Mountain tiles give +1 :c5gold: +1 :c5production: and +2 :c5food:.

UB : Kreditanstalt

Replaces Bank. +25% :c5gold: gold, +1 :c5gold: gold for each 2 :c5citizen: in the city, +2 :tourism: when discovering Electricity.

UU : Confederate pikeman

Replaces Pikeman. +15% :c5strength: when attacking units from an hill tile to a non-hill tile. +100 :c5gold: when gifted and +15 :c5influence: if gifted to a city-state.

Dufour was the General (highest grade possible in war-time) of the swiss army during the Sonderbund civil war which opposed the conservative-catholic cantons (regions) and the liberal ones. He managed to make this civil war last only three weeks and have few casualities. He's considered as a national hero and most swiss towns have a road with his name.

Switzerland is a peace oriented civilization. I wanted a UA that prevented other civs to DoW Switzerland. A first draft was to give a hapiness disadvantage for DoW Switzerland. But I liked more the idea that having an alive switzerland was useful for civilizations. Hence the gold bonus. A 15% bonus might be considered high in comparaison to the 5% for Switzerland. But you have to remember that the bonus from multiples diplomats stacks, making possible to have +35% gold on a standart game (with 8 civs). In addition, a civ will always want to have a bonus in gold and will wonder that a +5% gold to Switzerland is small compared to what they get. The bonus for mountain tiles derives from the geographical situation of Switzerland (60% of its territory is mountain) and is a bit of a boost at the start of the game until the renaissance era (where the spies and diplomats appear).

The Kreditanstalt is of course linked with the bank and financial tradition of Switzerland. The GPT per capita represents the high revenue of most of the Swiss and the tax revenues that derive from it. The tourism revenue indicates the high position of the swiss financial place in the world and the interest of the people about it.

Finnaly the Confederate pikeman is a medieval unit inspired from the first Swiss soldiers who defended their rights against the imperial army led by the Habsburgs who wanted to take back their domain (Habsburg is a castle in the middle of Switzerland). During this periods of resistance (roughly between 1291 and 1499), the swiss peasants fighted against the noble cavalry and were known for their courage and their strength. For example, the pope Julius II asked for 200 swiss soldiers as his personnal. Which is now the Swiss Guard. The hill bonus derives from the Morgarten battle where the Swiss trapped the cavalry between the hills and the lake and throw at them lumbers and stones before fighting them. The gold and influence bonus is a reference to the swiss mercenary who fought for other nations (and sometimes having swiss fighting on both sides during a battle).

Speaking of strategy, Switzerland is oriented towards gold generation and diplomacy. Wanting his diplomat in Swiss capital city prevents from DoW, denouncing and even having this city conquered by another civilization. The confederate pikeman can be used either as a mean of defense or a mean of having more influence on CS. Since confederate pikemen are obsolete with metalurgy (with the lancer), Switzerland can stress on the upper side of the tech tree and take profit of the arsenal of democracy to boost influence on CS. With all of those elements, Switzerland is good for a Diplomatic Victory, a Science Victory (using buying SS parts with gold) or even Cultural Victory (having a bit of a boost with the Kreditanstalt).
 
Few ideas and some Civs I'd like to see. If only I could mod! Haha!

Umayyad Caliphate
Capital: Córdoba
Leader: Muawiyah I
2555.jpg

UA: Sons of Umayya
Grants an additional +5 Faith and +5 Culture when converting a City to your Religion.
UI: Qsar
Can only be built in deserts. Like a fort, but also grants +1 Faith and +1 Gold
UU: Muslim Conquerers
25% stronger vs. Cities, however costs x2 tax. Replaces swordsman.

Always wanted to see this as a Civ. Would make a great Muslim counterweight to the Celts to be a Civ focused on Religion & Domination. They expanded Islam into Europe, expanding from Syria into much of Spain. And they hold the distinction of having the 5th largest empire!

Austria-Hungary (Replaces Austria)
Capital: Vienna
Leader: Franz Joseph I
Franz_Joseph_1898.jpg

UA: Dual Monarchy
Grants the same bonuses to Budapest as if it had a Palace (including trade route)
UB: Kaiserlich Akademie
Replaces Military Academy. Provides a production bonus when building infantry units.
UU: Magyar Huszar
Same as Austria's UU

Thought it was a shame when they included Austria but didn't include it as part of Austria-Hungary! Another Civ more geared towards Domination.

Duchy of Florence
Capital: Firenze
Leader: Cosimo I
bronzino-portrait-cosimo-medici-grand-duke-tuscany-NG704-fm.jpg

UA: Into the Renaissance
Provides a culture bonus (%) for every Policy tree completed
OR
UA: <Undecided name>
Provides +3 Culture per turn after completing the Patronage tree for every allied City State
UB: Florentine Senate
Replaces Opera House, but also provides +2 Gold per turn
UB: Florentine Port
Replaces Sea Port. Also provides +2 Culture for every improved sea resource.

Everyone always harps on about a Venetian Civ! While I do love the idea of a Venetian Civ, everyone forgets how influential the Florentines were on the Italian Peninsula - especially during the Renaissance! I figured with the Venetians being merchants, the Florentines should be more geared up towards Culture.

Cyprus
Capital: Nicosia
Leader: Guy of Lusignan
ppl-guydelusignan.bmp

UA: Crusader Kingdom
Provides a combat bonus when fighting troops of a different religion
UB: Templar Stronghold
Replaces Castle. Provides a +10 Defence bonus, but also provides unhappiness.
UU: Crusader
Provides faith when defeating a unit of a different Religion. Replaces Longswordsman.

I figured there were no proper crusader states! Quite a plain Civ; more built up for defence if anything with a bit of faith peppered in to reflect being a Crusader state. Could probably be fit for any victory type.

Romania
Capital: Bucharest
Leader: Vlad the Impaler
vlad-the-impaler.png

UA: România Mare
Bucharest, Sibiu, & Târgovi&#537;te grow their borders at 25% the normal rate
UB: SovRom
Replaces Factory. Loses production bonus, but also grants +1 of modern strategic resource.
UU: Impaler
Replaces Pikeman. Gives Fear (?) penalty vs. enemies.

I've always thought it a massive crime that Vlad the Impaler hasn't been included in Civ! He's legendary! I wanted to think up a Civ that makes Romania quite rounded; that gives a nod to the Medieval Romania when Vlad was at the helm beating back to Ottomans, but also bearing the production focused Communist era in mind.

Khmer Empire
Capital: Angkor
Leader: Jayavarman VII
300px-jayavarmanvii.jpg

UA: Land of the Temple Mountain
Mountain tiles provide a faith and culture bonus
UB: Bayon
Replaces Temple. Also provides a +2 Culture bonus when city is built near a Jungle.
UB: Khmer Rouge
Replaces Infantry. Gains a bonus when fighting in jungle tiles.

Really am quite interested in the Khmer Empire, and unsure why I've not seen a mod with them in so far! Definitely a Civ with a Culture focus with a few bonuses coming from Jungles, but also wanted them to have a modern edge and a nod to the Khmer Rouge.

Just a few ideas I've had! Feel free to tear them apart/suggest ideas to make them better. Or, better yet, make them! :P That would be pretty awesome! ;) I hope you've enjoyed reading them, anyway.
 
I think I may wnat to learn how to mod so I could make this:
Republic of Cuba
Leader: Fidel Castro
---------------------------------------------------------------------------------------------
UA: Communist Influences:
20% production towards military units and the cost of purchasing them goes down my 1/3 when at war. Also unhappiness and time of resistance from conquered cities is multiplied by 1.5%
----------------------------------------------------------------------------------------------
UU: Black Wasps: Marine replacement with drill I and cover I, strength remains untouched, cheaper to build.
----------------------------------------------------------------------------------------------
UB: Gallows: Replacement for the courthouse. Can't be purchased and takes longer to build but has no maintenance every 10 turns after being built there is a gold bonus.
----------------------------------------------------------------------------------------------
Let me know what you think!
EDIT if you originally saw the UA to improve happiness that was a typo it increases unhappiness.
 
I think I may wnat to learn how to mod so I could make this:
Republic of Cuba
Leader: Fidel Castro
---------------------------------------------------------------------------------------------
UA: Communist Influences:
20% production towards military units and the cost of purchasing them goes down my 1/3 when at war. Also happiness and time of resistance from conquered cities is multiplied by 1.5%
----------------------------------------------------------------------------------------------
UU: Black Wasps: Marine replacement with drill I and cover I, strength remains untouched, cheaper to build.
----------------------------------------------------------------------------------------------
UB: Gallows: Replacement for the courthouse. Can't be purchased and takes longer to build but has no maintenance every 10 turns after being built there is a gold bonus.
----------------------------------------------------------------------------------------------
Let me know what you think!

Cuba could work well with BNW, I'll wait until after BNW release and see what we can do
 
Olmec
Color: Medium grey, jade green
Capitol:La venta
Leader: Tetlitzontecon
Ability: "Heart of Mesoamerica"-
Golden ages increse beaker production by 15%. Culture bonus every time a great person is bornin an olmec city. (Culturebonus scales with era)
UU: Tamoanchan (replaces warrior)- no movement penalties, near capitol bonus 20% (symbol is Kunz jade axe head)
UB: Collosal Head (replaces monument)- 3 culture, 1 happiness.(symbol is collosal head... I know, shocking.)
 
I've always wanted to see The Sims as a playable civilization. But I'm horrible at modding. If someone could do it for me I'd be very grateful. Here's the idea:

The Sims
Leader: Admiral Landgraab
UU: Top Gun (replaces fighter) Starts off with enough XP for a promotion
UB: Park (replaces garden) No fresh water requirement, +2 happiness
UA: Play with Life: Can upgrades units for half cost

City List
Spoiler :

Capital: Sim City
Sunset Valley
Pleasantview
Bridgeport
Starlight Shores
Belladonna Cove
Ilsa Paradiso
Sunlit Tides
Monte Vista
Hidden Springs
Lucky Palms
Riverblossom Hills
Veronaville
Appaloosa Plains
Bluewater Village
Aurora Skies
Desiderata Valley
Moonlight Falls
Barnicle Bay
Riverview
Strangetown
Dragon Valley
Lunar Lakes
 
The Sea Peoples

Leader: Kukunnis, Son of Lukka

UA: "Terrors of the Coasts"
+50% attack bonus when attacking from the coast. Already receives the knowledge of Sailing. If started on the coast, you are granted a free Galley Raider with no maintenance cost.

UU: Galley Raider (Replaces Trireme) [Cost: 40, Strength: 12, Moves: 5]
No penalty for attacking cities. Obsolete with Astronomy.

UU: Chief Ship (Replaces Galleass) [Cost: 80, Strength: 15, Ranged: 18, Range: 3, Moves: 3]
Received when Construction is studied. Becomes obsolete with study of Navigation. No resources required.

UI: Sea Tower
Use Work Boats to build the Sea Tower. Can only be built on Coasts. And yields +1 Production and +1 Food. Yields double in the Industrial Era. If pillaged by an enemy player, one turn is taken off any project being built in their capital.


The Xiongnu

Leader: Modu Chanyu

UA: "Nomadic Steppe Masters"
+1 Production yield from Hills and Mountains. No maintenance cost for mounted units.

UU: Elite Xiongnu Cavalry (Replaces Knight) [Cost: 120, Strength: 25, Moves: 4]
No defensive terrain bonuses. Can move after attacking. No movement penalty on hills.

UU: Wise King of the Right (Replaces Great General)
+15% Attack bonus for mounted units. Can also construct Academies, Manufactures, and Customs House.
 
Hi all.
Me and my good pal (username Tsar Nicholas II) have been looking at discussion forums and lists and what not and have been hammering out a handful of Civs that we would like to see as part of some future DLC packs. We plan on attempting to create these as mods, but neither of us has any sort of experience, so it would take a while. In the meantime, I figure I'd put all of these out as a sort of very specific request. If anyone wants to grab at them, go to it, but a heads up would be appreciated.

Also, we obviously haven't had a chance to playtest any of these and therefore are only assuming that they would work well. They are completely up for further discussion and alteration.

Argentine Empire
Leader: Eva Peron

Unique Unit: Mounted Grenadiers
Replaces: Cavalry
Strength: 34
Movement: 4
Abilities: Garrisoned Cities receive +50% Combat Strength, +20% Combat Strength when adjacent to a friendly City, 50% combat bonus when attacking from a City.

Unique Building: Tango Hall
Replaces: Opera House
Effects: 2 Slots for Great Works of Music (Theming Bonus if both slots are filled with works from the same Era from the same Civilization)

Ability: Peronism (Mat adopt 2 Level 1 or 2 Tenets outside of the chosen Ideology.

Cities:
Buenos Aires
Córdoba
Rosario
Mendoza
San Miguel de Tucumán
La Plata
Mar del Plata
Salta
Santa Fe de la Vera Cruz
San Juan
Resistencia
Santiago del Estero
Corrientes
Bahía Blanca
San Salvador de Jujuy
Posadas
Paraná
Neuquén
Merlo
Quilmes
Formosa
Banfield
José C. Paz
Lanús
Catamarca
San Luis
Gregorio de Laferrère
Hurlingham
La Rioja
Berazategui
González Catán
Rio Cuarto
San Rafael
San Miguel
Moreno
Concordia
San Fernando
Commodoro Rivadavia
San Nicolás de los Arroyos
Isidro Casanova

Bulgarian Empire
Leader: Krum

Unique Unit: Kavkhan Riders
Replaces Knights
Combat: 23
Movement: 4
Abilities: 33% Combat Bonus more damage when wounded

Unique Unit: Pekhota
Replaces: Great War Infantry
Combat: 50
Movement: 2
Abilities: Enemy Combat Bonuses are 25% less effective, 50% if inside Bulgarian territory

Ability: Bones of the Emperor (Receive culture bonus from captured enemy Cities. Can demand tributes of Faith and Culture from City-States.)

Cities:
Pliska
T&#259;rnova
Preslav
Madara
Dr&#259;st&#259;r
Silistra
Cherven
Vichina
B&#259;din
Brani&#269;evo
Serdica
Sredec
Ni&#353;
B&#259;din
Ras
Preslavec
Constan&#355;a
Develt
Merkeli
Boruy
&#352;tip
Skopje
Srem
Dra&#269;
Ston
Vrhbosna
Pernik
Prespa

Comanche Empire
Leader: Quanah Parker

Unique Unit 1: Quahadi Raider
Replaces: Cavalry
Combat: 34
Movement: 4
Abilities: Steals Gold from Cities, Shock I, Reduced Combat Deficit vs. Cities for each adjacent Quahadi Raider

Unique Unit 2: War Lance
Replaces: Horseman
Combat: 12
Movement: 4
Abilities: Starts with 15 XP, May Attack Twice

Ability: Intimidation (Non-friendly Cities that are close to Comanche territory increase in size and population at a slower rate. Mounted Units earn unique promotions.)
Cities:
Lawton
Penateka
Kotsoteka
Kwahadi
Nokoni
Pagatsu
Caddo
Kiowa
Pikaatamo
Hoipi
Tilman
Jefferson
Yapa
Yamparika
Chariticas
Grady
Cotton
Comanche
Motsai
Utsuitu
Pohoee
Hani Nomo
Itehtato
Wiano
Pahoraix
Ohnone
Nonaom
Huuzine
Sarii Toka
Tanine
Noyohkane
Pekwi Toka
Totsanoo Yehko
Hanitaibo
Yaparoka
Nomone

Additional Notes:
Comanche Unique Mounted Promotions (upon leveling up one promotion may be selected from each list when the appropriate level is reached and upon reaching Level 5 and above any promotion may be selected):
&#8226; Level 1
o Scouting Party: Ignores Terrain Cost, +2 Sight, -25% Combat Strength.
o Hunting Party: May construct Camps and Pastures.
o Stories of Battle: Earn Faith from Kills.
&#8226; Level 2
o Migration: May Settle a City (consumes unit).
o To the Last Man: Deals extra damage when destroyed.
o Camp Guards: Bonus when fighting near a Friendly City (bonus increases when closer to a City).
&#8226; Level 3
o Raid: Pillaging grants Culture and earns Experience.
o Captives: Heals 25 Damage and earns Gold when destroys an enemy Unit.
o Counter Strike: If Unit takes more damage than given while defending, counters using a Ranged Attack (Ranged Strength = 70% of Combat Strength).
&#8226; Level 4
o Tribute Escort: +30 Influence gained if Unit is gifted to a City-State.
o War Chief: +20% Combat Bonus to all adjacent player-owned Units.
o Glorious Charge: 50% Combat Bonus vs. Full Health Units.

Also, it is worth mentioning on this one that we have considered eliminating it entirely with the news of the Shoshone and their Comanche unit. We still believe the Comanche as a whole are very worthy of inclusion and would be fun but we wouldn't want such a blatant overlap in representation (especially when one of our UU's is also a cavalry replacement).

Hittite Empire
Leader: Suppiluliuma I

Unique Unit: Heavy Chariot
Replaces: Chariot Archer
Ranged: 10
Combat: 8
Movement: 3
Abilities: +50% Defensive Bonus vs. Melee Units

Unique Building: Great Sanctuary
Replaces: Stone Works
Effects: +1 Faith, additional +1 Faith and Culture for every Era building has existed

Ability: Strategic Innovators (Can see any Strategic Resource upon entering the era it is discovered in. Forges provide double the usual Production.)

Cities:
Hattusa
Ankuwa
Katapa
Sapinuwa
Zippalanda
Imralla
Nerik
Hobigassa
Carchemish
Tarsus
Adana
Karatepe
Alaca Höyük
Beycesultan
Kültepe
Eflatun Pinar
Salatiwara
Purushanda
Waliwanda
Sam&#8217;al
Samuha
Kussara
Zalpuwa

Hungarian Empire
Leader: Matthias Corvinus

Unique Unit: Magyar Horse Bowman
Replaces: Chariot Archer
Combat: 4
Ranged: 8
Movement: 4
Abilities: Recieves Accuracy I and Barrage I, May move after attacking

Unique Unit: Black Army Heavy Rider
Replaces: Knight
Combat: 22
Movement: 4
Abilities: Great General Combat Bonus is doubled, +10% Combat Strength for every adjacent friendly unit of a different type

Ability: Order of the Dragon (All Allied City-States that share a Religion with Hungary will occasionally gift Military Units. Combat with founders of other Religions is twice as likely to produce Great Admirals or Great Generals.)

Cities:
Budapest
Debrecen
Szeged
Miskolc
Pécs
Gy&#337;r
Nyíregyháza
Kecskemét
Székesfehérvár

Israeli Empire
Leader: Solomon

Unique Unit: Maccabees
Replaces Swordsman
Combat: 14
Movement: 2
Abilities: Can be purchased with Faith, Can spread religion once, 33% Combat Bonus if within 2 Tiles of an Original Israeli Cities

Unique Building: Synagogue
Replaces Temple
Effects: Religion spreads from City 50% faster

Ability: Diaspora (Receive a free Settler each time one of Israel&#8217;s original Cities is captured. Cities created from these Settlers receive free Synagogue and are immediately converted to Jerusalem&#8217;s religion. Holy City is unaffected by foreign Prophets and Missionaries as long as Israel controls it.)

Cities:
Jerusalem
Jericho
Ai
Shiloh
Tirzah
Qumran
Mizpah
Bethlehem
Megiddo
Succoth
Bethel
Nazareth
Engedi
Gath
Beersheba
Kadeshbarnea
Gilgal
Gibeah
Cana
Ashdod
Lachish
Zoar
Bethany
Dan
Ashkelon
Hebron
Jezreel
Bethsaida
Samaria
Ramothgilead
Nain

Kongo Empire
Leader: Afonso I

Unique Unit: Congo Bowmen
Replaces: Composite Bowmen
Ranged: 12
Combat: 10
Movement: 2
Abilities: Moves at double speed when on tiles adjacent to a River.

Unique Unit: Pombo
Replaces: Scout
Combat: 5
Movement: 3
Abilities: +1 Sight, +100% Combat Bonus vs. Barbarians

Ability: Mwene Kongo (Roads connecting M&#8217;banza Kongo with a City-State provide +2 Culture and Food and increase the neutral amount of Influence with the City-State by 15.)

Cities:
M&#8217;banza Kongo
Bata
Sundi
Banga
Dvando
Pango
Bamba
Bombo
Manebacani
Bumby
Pembo
Libango
Cundi
Camga

Mexican Empire
Leader: Benito Juarez

Unique Unit: Zapatista
Replaces Riflemen
Combat: 30
Movement: 2
Abilities: Half cost of Riflemen (Production and Gold), 15% Combat Bonus if on a Friendly Farm

Unique Improvement: Hacienda
Unlocked with: Civil Service
Effects: Can only be built on Tiles adjacent to multiple Luxury Resources. Hacienda yields +2 Gold, all adjacent Luxury tile outputs (i.e. Gold, Production, Food, etc.) increase by +1 (Hacienda must be worked to receive other increases, only one Hacienda may be built next to any Luxury Resource)

Ability: Ruins of Empires (Antiquity Sites are more likely to appear.Landmarks provide +2 Culture and Culture from Ancient, Classical and Medieval Wonders is doubled after discovering Flight.)

Cities:
Mexico City
Guadalajara
Monterrey
Tijuana
León
Puebla
Toluca
Queretaro

Vietnamese Empire
Leader: Trung Trac

Unique Unit: Viet Cong
Replaces: Infantry
Strength: 65
Movement: 2
Abilities: Woodsman Promotion, 20% Combat Bonus vs. Enemies with a different Ideology

Unique Building: Water Puppet Theater
Replaces Amphitheater
Effects: +4 Culture and +2 Happiness if next to a River or Lake, +1 Culture from worked Lake Tiles

Ability: Cultural Inspiration (Science from International Trade Routes is doubled. +1 Happiness and Culture for every 3 followers of foreign Religions in Vietnam.)

Cities:
Hanoi
Hue
Saigon
Hai Phong
Can Tho
Da Nang
Bien Hoa
Nha trang
Buon Ma Thuot
Thai Nguyen
Quy Nhon
Vinh
Da Lat
Phan Thiet
Vung Tau
Rach Gia
Long Xuyen
My Tho
Ca Mau
Ha Long
Thanh Hoa
 
Oh, I didn't mean to be completely original or take full credit for these (I'll freely admit we ripped many ideas from other posts and or mods, these are just the specific versions we'd like to see), but thanks anyway for the mod links. I'll be sure to check them out.
 
Posting an idea for an Australian civ for BNW if anybody has interest in it.

UA: Gold Rush: Replaces a golden age (similar to Brazil's Carnival replacing a golden age). Gold Rush's provide +1 g and +1 p on tiles with existing production and gold (like the the original GA, represents the mining boom), 20% culture bonus, plus during a Gold Rush, population from other cities emigrate to yours.

UU: Anzac Soldier: Bonus combat strength vs units at war with a friendly civ or city state (if not possible, maybe adjacent unit and/or harsh terrain [rough + desert] bonus).

UB: Showgrounds: Circus replacement with bonus tourism/culture.

For the leader, I can't think of anyone famous/infamous enough to stand out. For colours, I would go inverse of Ottomans (bold enough, suitable and unique).
 
I'm making 22 civs that are in the Belgariad nad Mallorean books by David Eddings it going to take awhile though.:D
 
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