Civilization Request Thread

So today I learnt we really need an Olga from Kiev civilization somewhere...

Oh this looks interesting, violent though. But still interesting.

This is simply too good to not be Leaderscene material!
olga-3.jpg

Yes, yes you can. And you even contradicted yourself there, as even if the lua command "player:ChangeNumResourceTotal()" didn't exist you could just use (Dummy) buildings to spawn the new resource.

Well that's why I put AFAIK before I said any thing. So thanks for clarifying!

Thanks for the answer. :)
I was just pondering about the right percentage of conversion. Don't know if 100% is ok or op.
Other doubts still arise from the UU: I'm still quite undecided among buffed workers and a military unit.

Right now I had an idea: an UU (replacing Archer) whose name and abilities changes according to the 'prosperousness' of the empire determined by how near it is to a golden age.

For example:

Basic promotion (Spirit of Time): the unit adapts to changes in eras.
The unit retains the defense and ranged strength of further upgrades, albeit getting progressively weaker in terms of ranged strength: -1 than Archer, -2 than Composite Bowman, -3 than Crossbowman, -5 than Skirmisher (Enlightenment Era mod), -5 than Gatling Gun, -10 than Machine Gun, -20 than Bazooka.
This for 2 reasons:
a) their powers derive from a juncture of both scientific and spiritual-mystical sources, thus not so much depending on tech level. Technology can progress and others can be more advanced, but they retain the comparative advantage given by their magical-esoteric knowledge that constitutes their peculiar intangible 'strategic resource'.
b) keep the UU's peculiarity and utility avoiding to leave the promotion on upgraded units, which coupled with their strenght will become uberOP.
Moreover, it has an additional conditional ability among the following:

Code:
[B]AGE		Condition		Name UU		FreePromotion		When Garrisoned	Ability[/B]
[B]Golden Age[/B]   	---------		Sahasnagi	Third Eye		+10% science	+1 attack range; +1 sight.
[b]Silver Age[/B]	>66% happiness next GA	Anahagi		White Magic		+3 food		This unit and all the adjacent ones heal +10 HP per turn.
[B]Bronze Age[/B]	>33% happiness next GA	Muladnagi	Green Lion		+5Def, +10HP	+20% combact strenght within own territory.
[B]Iron Age[/B]	after GA ends		Kuvranagi	Demon Heart		-10% spy rate	Enemy adiacent units within 2-tile range has -10% combact strenght.

Edit: I played a little with the lua to see if I was able to handle it, I think I did it (hoping without errors).

Spoiler :
Code:
-- Trait
local civilizationID 		= GameInfoTypes["CIVILIZATION_CRISOPEA"]
function Esoterism(playerID)
	local player = Players[playerID]
	if (player:IsAlive() and player:GetCivilizationType() == civilizationID) then
		local SciBonus = math.ceil(player:GetTotalFaithPerTurn())
		local fTeamID = player:GetTeam();
		local fTeam = Teams[fTeamID];
		local fTeamTechs = fTeam:GetTeamTechs();
		fTeamTechs:ChangeResearchProgress(player:GetCurrentResearch(), SciBonus, player:GetID())
	end
end
GameEvents.PlayerDoTurn.Add(Esoterism)

-- Spirit of Time Promotion
function SpiritOfTime(playerID)
local SpiritOfTimeProm = GameInfoTypes.PROMOTION_SPIRIT_TIME
	local player = Players[playerID]
	if (player:IsAlive() and player:GetCivilizationType() == civilizationID) then 
		for pUnit in pPlayer:Units() do
		if pUnit:IsHasPromotion(SpiritOfTimeProm) then
			local TechBazooka = GameInfo.Technologies["TECH_NUCLEAR_FISSION"].ID
			local TechMgun = GameInfo.Technologies["TECH_BALLISTICS"].ID
			local TechGgun = GameInfo.Technologies["TECH_INDUSTRIALIZATION"].ID
			local TechXbow = GameInfo.Technologies["TECH_MACHINERY"].ID
			local TechCbow = GameInfo.Technologies["TECH_CONSTRUCTION"].ID
			-- Bazooka update
			if fTeamTechs:GetTeamTechs():HasTech(TechBazooka) then
				local BazCo = GameInfo.Units.UNIT_BAZOOKA.Combat
				local BazRC = GameInfo.Units.UNIT_BAZOOKA.RangedCombat
				pUnit:SetBaseCombatStrength(BazCo)
				pUnit:SetBaseRangedCombatStrength(BazRC-20)
			-- Machine gun update
			elseif fTeamTechs:GetTeamTechs():HasTech(TechMgun) then
				local MgunCo = GameInfo.Units.UNIT_MACHINE_GUN.Combat
				local MgunRC = GameInfo.Units.UNIT_MACHINE_GUN.RangedCombat
				pUnit:SetBaseCombatStrength(MgunCo)
				pUnit:SetBaseRangedCombatStrength(MgunRC-10)
			-- Gatling gun update
			elseif fTeamTechs:GetTeamTechs():HasTech(TechGgun) then
				local GgunCo = GameInfo.Units.UNIT_GATLINGGUN.Combat
				local GgunRC = GameInfo.Units.UNIT_GATLINGGUN.RangedCombat
				pUnit:SetBaseCombatStrength(GgunCo)
				pUnit:SetBaseRangedCombatStrength(GgunRC-5)
			-- Crossbowman update
			elseif fTeamTechs:GetTeamTechs():HasTech(TechXbow) then
				local XBowCo = GameInfo.Units.UNIT_CROSSBOWMAN.Combat
				local XBowRC = GameInfo.Units.UNIT_CROSSBOWMAN.RangedCombat
				pUnit:SetBaseCombatStrength(XBowCo)
				pUnit:SetBaseRangedCombatStrength(XBowRC-3)
			-- Composite Bowman update
			else fTeamTechs:GetTeamTechs():HasTech(TechCbow)
				local CBowCo = GameInfo.Units.UNIT_COMPOSITE_BOWMAN.Combat
				local CBowRC = GameInfo.Units.UNIT_COMPOSITE_BOWMAN.RangedCombat
				pUnit:SetBaseCombatStrength(CBowCo)
				pUnit:SetBaseRangedCombatStrength(CBowRC-2)
			end
			-- Second part: Age-specific abilities
			local ThirdEyeProm = GameInfoTypes["PROMOTION_THIRD_EYE"]
			local WhiteMagicProm = GameInfoTypes["PROMOTION_WHITE_MAGIC"]
			local GreenLionProm = GameInfoTypes["PROMOTION_GREEN_LION"]
			local DemonHeartProm = GameInfoTypes["PROMOTION_DEMON_HEART"]
			local Current = player.GetGoldenAgeProgressMeter
			local Threshold = player.GetGoldenAgeProgressThreshold
			-- Golden Age
			if player:IsGoldenAge() then
				if not unit:IsHasPromotion(ThirdEyeProm) then
					unit:SetHasPromotion(ThirdEyeProm, true)
					local bThirdEye = GameInfoTypes.BUILDING_THIRD_EYE
					for city in player:Cities() do
					if (city:GetNumBuilding(bThirdEye) > 0) then
						city:SetNumRealBuilding(bThirdEye, 0);
					end
					if city:GetGarrisonedUnit():IsHasPromotion(ThirdEyeProm) then
						city:SetNumRealBuilding(bThirdEye, 1);
					end
					if unit:IsHasPromotion(WhiteMagicProm) then
					unit:SetHasPromotion(WhiteMagicProm, false)
					end
					if unit:IsHasPromotion(GreenLionProm) then					
					unit:SetHasPromotion(GreenLionProm, false)
					end
					if unit:IsHasPromotion(DemonHeartProm) then
					unit:SetHasPromotion(DemonHeartProm, false)
					end
				else
				end
			-- Silver Age
			elseif math.ceil(Current/Threshold) >= 0.66 then
				if (not unit:IsHasPromotion(WhiteMagicProm)) then
						unit:SetHasPromotion(WhiteMagicProm, true)
					local bWhiteMagic = GameInfoTypes.BUILDING_WHITE_MAGIC
					for city in player:Cities() do
					if (city:GetNumBuilding(bWhiteMagic) > 0) then
						city:SetNumRealBuilding(bWhiteMagic, 0);
					end
					if city:GetGarrisonedUnit():IsHasPromotion(WhiteMagicProm) then
						city:SetNumRealBuilding(bWhiteMagic, 1);
					end
					if unit:IsHasPromotion(ThirdEyeProm) then
					unit:SetHasPromotion(ThirdEyeProm, false)
					end
					if unit:IsHasPromotion(GreenLionProm) then					
					unit:SetHasPromotion(GreenLionProm, false)
					end
					if unit:IsHasPromotion(DemonHeartProm) then
					unit:SetHasPromotion(DemonHeartProm, false)
					end
				else
				end
			-- Bronze Age
			elseif (math.ceil(Current/Threshold) >= 0.33 and math.ceil(Current/Threshold) < 0.66)  then
				if (not unit:IsHasPromotion(GreenLionProm)) then
						unit:SetHasPromotion(GreenLionProm, true)
					local bGreenLion = GameInfoTypes.BUILDING_GREEN_LION
					for city in player:Cities() do
					if (city:GetNumBuilding(bGreenLion) > 0) then
						city:SetNumRealBuilding(bGreenLion, 0);
					end
					if city:GetGarrisonedUnit():IsHasPromotion(GreenLionProm) then
						city:SetNumRealBuilding(bGreenLion, 1);
					end
					if unit:IsHasPromotion(ThirdEyeProm) then
					unit:SetHasPromotion(ThirdEyeProm, false)
					end
					if unit:IsHasPromotion(WhiteMagicProm) then					
					unit:SetHasPromotion(WhiteMagicProm, false)
					end
					if unit:IsHasPromotion(DemonHeartProm) then
					unit:SetHasPromotion(DemonHeartProm, false)
					end
				else
				end
			-- Iron Age
			else 
				if (not unit:IsHasPromotion(DemonHeartProm)) then
						unit:SetHasPromotion(DemonHeartProm, true)
					local bDemonHeart = GameInfoTypes.BUILDING_DEMON_HEART
					for city in player:Cities() do
					if (city:GetNumBuilding(bDemonHeart) > 0) then
						city:SetNumRealBuilding(bDemonHeart, 0);
					end
					if city:GetGarrisonedUnit():IsHasPromotion(DemonHeartProm) then
						city:SetNumRealBuilding(bDemonHeart, 1);
					end
					if unit:IsHasPromotion(ThirdEyeProm) then
					unit:SetHasPromotion(ThirdEyeProm, false)
					end
					if unit:IsHasPromotion(WhiteMagicProm) then					
					unit:SetHasPromotion(WhiteMagicProm, false)
					end
					if unit:IsHasPromotion(GreenLionProm) then
					unit:SetHasPromotion(GreenLionProm, false)
					end
				else
				end
			end
		end
	end
end

GameEvents.PlayerDoTurn.Add(SpiritOfTime)

-- Spirit of Time Promotion Enlightenment Era Mod
function SpiritOfTime2(playerID)
local SpiritOfTimeProm = GameInfoTypes.PROMOTION_SPIRIT_TIME
	local player = Players[playerID]
	if (player:IsAlive() and player:GetCivilizationType() == civilizationID) then 
		for pUnit in pPlayer:Units() do
		if pUnit:IsHasPromotion(SpiritOfTimeProm) then	
			local TechSkirm = GameInfo.Technologies["TECH_EE_FLINTLOCK"].ID
			local TechXbow = GameInfo.Technologies["TECH_MACHINERY"].ID
			local TechCbow = GameInfo.Technologies["TECH_CONSTRUCTION"].ID
			-- Skirmisher update
			if (fTeamTechs:GetTeamTechs():HasTech(TechSkirm) and fTeamTechs:GetTeamTechs():HasTech(TechXbow) and fTeamTechs:GetTeamTechs():HasTech(TechCbow)) then
				local SkirmCo = GameInfo.Units.UNIT_EE_SKIRMISHER.Combat
				local SkirmRC = GameInfo.Units.UNIT_EE_SKIRMISHER.RangedCombat
				pUnit:SetBaseCombatStrength(SkirmCo)
				pUnit:SetBaseRangedCombatStrength(SkirmRC-5)
			end
		end
	end
end

GameEvents.PlayerDoTurn.Add(SpiritOfTime2)

Oh you know your code, good job! Having a unit that stays the same and changes through out the eras is interesting, and plausible.
 
Circassia!
zZFszPR.png

Capital: Sochi
Leader: Tuguzhuko Kyzbech
UA: Adyghe Supremacy - receive a free great general upon the discovery of iron working, gunpowder, and rifling. Forts produce culture.
UU: Circassian Ghulam - Replacing the pikeman, the Circassian Ghulam costs less in maintenance and begins with Cover, but is built like a settler - growth stops in a city while the Ghulam is constructed.
ALTERNATIVE UU: Cherkess Rider - Replacing the Lancer, the Cherkess Rider loses its bonus against cavalry. Instead, it gains a bonus against cities, and comes at Chivalry instead.
UB: Habze Shrine - Unlike the Temple, the Habze Shrine also gives Circassian units 15xp upon production (like a barracks).
 
Hmm.. Interesting, but needs a little tweakint; it'd be much more synergetic if the UA would also grant culture from citadels, not just forts. Additionally, the alternate UU is basically a stronger version of Songhai's UU... It should replace the knight, otherwise it makes training it plain useless. I do like the actual UU more but I think it should be just Ghulam as opposed to Circassian Ghulam (otherwise, it would appear as "Circassian Circassian Ghulam" in-game).
 
Okay I haven't posted a civ design for a while, but I've got one. This isn't a new civ I've thought of (been very busy as of late) instead, with the help of Lungora have I have redesigned my Sultanate of Rum civ. I'll show you a before and after shot of the designs.

This design here is the old one, the one Natan design and I edited slightly.
Sultanate of Rum under Kayqubad I

UA: Pax Rumana
Cities construct buildings and units built in cities that they could send a trade route to faster, and when a trade route is sent to your city, gain :c5production: production boost towards buildings built in its home city. +5% :c5strength: combat strength against cities per each trade route they had with your cities*.

UI: Han
Unlocked at Currency. May be built on :c5trade: city connections, and never adjacent to another Han. +1 :c5gold: gold after economics, and +1 :c5gold: gold per each trade route that passes through or adjacent to it. Trade routes to and from cities with an adjacent Han have a 33% increase in range. Gives a defensive bonus of :c5strength: 50%

UU: Bey
Replaces great general. When stationed in a city grants double bonuses from the UA.
Units within two tiles of a bey cost no maintenance.

*max. 10% per city.

And here's the new and improved one!
Sultanate of Rum under Kayqubad I

UA: Rumlar Bar&#305;&#351;
Upon a buildings completion, it's :c5production: production can over flow into the next unit's production.* +5% :c5strength: combat strength against cities per each ongoing trade route you have. *(10-15% maybe?).

UU: Bey (great general replacement)
Increases the :c5production: production over flow when stationed in a city plus it comes with a unique citadel, called the Han. (Normal bonuses plus +4 :c5gold: gold, +2 with road/railroad connection, +1 tourism after flight.) Bey's have unique names (like the Khan).

UB: K&#305;z&#305;l Kule (castle replacement)
Generate's :c5greatperson: Great General points for every trade route that comes to a city with a K&#305;z&#305;l Kule. Doesn't require walls and get's +1 tourism after flight

Spoiler :
Now the 3rd and 4th UCs!

UU: Ghulam (longswordsman replacement)
Available from Metal Casting rather than Steel. can change into a worker, with a promotion that increases construction speed.*
*(15%?)

UB: Medrese (university replacement)
Normal university bonus plus +1 :c5faith: faith, +2 :c5food: food, and a higher :c5production: production cost.
 
I like it. Trade and conquest is an interesting pair of focuses that I don't think I've seen before.

Well that what Rum was doing under Kayqubad, and yeah I haven't seen it in civ either. So it makes this civ very interesting. I'm glad you like the design!
 
Could someone please make this (and make it better than it is):

The Aesir - Odin Allfather
UA - Extra production when at war
UU - Einherjar (Swordsman) - More combat strength, does not require iron, unlocked at writing
UB - Valhalla (Palace) - When a great general dies produces one Einherjar unit

This is meant to be based off of the original Aesir, not the Marvel corruption, so if you add things please make sure they are canonically correct.
 
Could someone please make this (and make it better than it is):

The Aesir - Odin Allfather
UA - Extra production when at war
UU - Einherjar (Swordsman) - More combat strength, does not require iron, unlocked at writing
UB - Valhalla (Palace) - When a great general dies produces one Einherjar unit

This is meant to be based off of the original Aesir, not the Marvel corruption, so if you add things please make sure they are canonically correct.

Oh this sounds really interesting, what did Marvel do to 'corrupt' it?

Also this needs to be made into a mod, https://en.wikipedia.org/wiki/Dutch_Brazil
Ruler being Johan Maurits van Nassau-Siegen.
 
Main issue is that it'd be terribly weird to have Maurice of Nassau leading an obscure colony instead of the Netherlands which is what he's more known for. However I do admit Melchior's flying bull is too good of an event to pass up.
 
Oh this sounds really interesting, what did Marvel do to 'corrupt' it?

Marvel said A: Thor and Loki were not raised as brothers. Loki is the blood brother of Odin. B: Loki is NOT A GOD! He is a Jotunn. C: they got the realms wrong. Svartalfheimr is the home of dwarves (Dokkralfr) and is the same thing as Nidavellir. To make up for the nine now being ten, Marvel then said that Niflheimr and Jotunnheimr are the same. And that's just the surface.
Sorry. I'm a horrible pedant and love Norse mythology.
 
Main issue is that it'd be terribly weird to have Maurice of Nassau leading an obscure colony instead of the Netherlands which is what he's more known for. However I do admit Melchior's flying bull is too good of an event to pass up.

Melchior's flying bull? What?

Marvel said A: Thor and Loki were not raised as brothers. Loki is the blood brother of Odin. B: Loki is NOT A GOD! He is a Jotunn. C: they got the realms wrong. Svartalfheimr is the home of dwarves (Dokkralfr) and is the same thing as Nidavellir. To make up for the nine now being ten, Marvel then said that Niflheimr and Jotunnheimr are the same. And that's just the surface.
Sorry. I'm a horrible pedant and love Norse mythology.

So Loki being a Jotunn and being raised as an Asgardian is wrong? What's the Dark Elves homeworld then?
 
Main issue is that it'd be terribly weird to have Maurice of Nassau leading an obscure colony instead of the Netherlands which is what he's more known for. However I do admit Melchior's flying bull is too good of an event to pass up.
John Maurice of Nassau =/= Maurice of Nassau.

I'd know, I'm recifense.
 
Could someone please make this (and make it better than it is):

The Aesir - Odin Allfather
UA - Extra production when at war
UU - Einherjar (Swordsman) - More combat strength, does not require iron, unlocked at writing
UB - Valhalla (Palace) - When a great general dies produces one Einherjar unit

This is meant to be based off of the original Aesir, not the Marvel corruption, so if you add things please make sure they are canonically correct.
hmm, intriguing.
Here's my take on the idea
The Æsir
LJENc7f.png

Leader: Odin
Capital: Asgardr
UA: Fimbulvetr - +1 production when at war, and all effects from the honor tree doubled. Whenever a unit is defeated, it returns as an Einherjar.
UU: Einherjar - No clear replacement. Each era has its own Einherjar, with a combat strength corresponding to the strongest unit in that era. Cannot be built, only gained through combat.
UU: Valkyrie - Unlike the Knight it replaces, the Valkyrie can cross mountains and oceans irrespective of technologies.

In case the Einherjar is NOT considered a proper UU

UB: Urd Well - Replacing the Temple, the Urd Well produces +1 happiness in addition to the temple's normal bonus.
 
So Loki being a Jotunn and being raised as an Asgardian is wrong? What's the Dark Elves homeworld then?

It's not wrong, it's just like saying that a dog raised with cats is now a cat. Also, Svartalfheimr is Nidavellir. It's just the maggot holes in the body of Ymir, which is earth. It's trippy as hell how the dwarves happened.
hmm, intriguing.
Here's my take on the idea
The Æsir
LJENc7f.png

Leader: Odin
Capital: Asgardr
UA: Fimbulvetr - +1 production when at war, and all effects from the honor tree doubled. Whenever a unit is defeated, it returns as an Einherjar.
UU: Einherjar - No clear replacement. Each era has its own Einherjar, with a combat strength corresponding to the strongest unit in that era. Cannot be built, only gained through combat.
UU: Valkyrie - Unlike the Knight it replaces, the Valkyrie can cross mountains and oceans irrespective of technologies.

In case the Einherjar is NOT considered a proper UU

UB: Urd Well - Replacing the Temple, the Urd Well produces +1 happiness in addition to the temple's normal bonus.

I like it, but I still think Valahalla should be a thing for them. Also, anyone thinking if this happens we should also make:

The Vanir: Njord

UA: Alfseidr: Produces food and happiness when a war is stopped.
UU: Sessrumnir? : Replaces battleship?
UB: Sessrumnir? : Replaces Palace?

EDIT: Dammit, just realised my pedantry won't allow this. The singular of Einherjar is Einherji. Sorry.
 
I like it, but I still think Valahalla should be a thing for them. Also, anyone thinking if this happens we should also make:

The Vanir: Njord

UA: Alfseidr: Produces food and happiness when a war is stopped.
UU: Sessrumnir? : Replaces battleship?
UB: Sessrumnir? : Replaces Palace?

I don't know my Norse mythology (not particularly interested in Europe in general) but I don't think it's a great idea to have two uniques with the same name :p
 
I don't know my Norse mythology (not particularly interested in Europe in general) but I don't think it's a great idea to have two uniques with the same name :p

Yeah, Sessrumnir would be one or the other, it's just the obvious for both. Also, Vanir Capital would be Folkvangr.
 
Hideyoshi - Japan (Bounty of the Sun)
Enter a Golden Age immediately upon capturing a Capital. Length of Golden Ages increased for each annexed or puppeted city you control.

UU: Ashigaru
Unlike the Musketman it replaces, the Ashigaru is weaker but much cheaper. On top of this, it gains a combat bonus when outside of friendly territory.

UI: Wajo
Unlocked at Engineering, the Wajo may only be built on Coast and provides +1 Gold and Production, as well as 50% Defensive Strength for any unit stationed on the tile. If built on captured territory, it also deals 5 damage to any adjacent enemy units.

Not a very good design, I know, but I'm very interested in porting the Wajo from Invasion of Korea over to the base game. I believe I've found the files for it :p
 
Not a very good design, I know, but I'm very interested in porting the Wajo from Invasion of Korea over to the base game. I believe I've found the files for it :p
wait wait wait....

Aren't the "files" for the wajo limited to just an icon? I thought it either used the default fort graphics or the Motte-and-Bailey from Normandy?
 
wait wait wait....

Aren't the "files" for the wajo limited to just an icon? I thought it either used the default fort graphics or the Motte-and-Bailey from Normandy?

There's definitely a special ArtDefines for them inside the scenario, but I can't confirm whether it's just a fort or not :P

Code:
	<Improvements>
		<Delete Type="IMPROVEMENT_ACADEMY"/>
		<Delete Type="IMPROVEMENT_FORT"/>
		<Row>
			<Type>IMPROVEMENT_WAJO</Type>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_WAJO</ArtDefineTag>
			<PortraitIndex>0</PortraitIndex>
			<IconAtlas>KOREA_TERRAIN_ATLAS</IconAtlas>
			<Coastal>true</Coastal>
			<SpecificCivRequired>true</SpecificCivRequired>
			<CivilizationType>CIVILIZATION_JAPAN</CivilizationType>
			<NearbyEnemyDamage>2</NearbyEnemyDamage>
			<Description>TXT_KEY_KOREA_SCENARIO_IMPROVEMENT_WAJO</Description>
			<Help>TXT_KEY_CIV5_IMPROVEMENTS_WAJO_HELP</Help>
			<Civilopedia>TXT_KEY_CIV5_IMPROVEMENTS_WAJO_TEXT</Civilopedia>
		</Row>
	</Improvements>

EDIT: Yeah, I think it's actually just the fort >:( dammit game show some consistency
 
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