Civilization Request Thread

I'll try.
I mean, my main issue isn't even the coding; it's just getting the bloody mod to show up in game :p

Check your database, see if the files are active.
 
This was originally posted in the Mod Request thread, but I found out later that this thread existed. Yay for being a noob. I've added some explanations for everything too, so check it out.
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Original post:

I have a basic idea for a Anasazi / Puebloan Civilization.

Leader: Po'pay (If Puebloans or umbrella civ) / Fictional Matriarch (If Anasazi exclusively)

UA: Ceremonial Infrastructure - +2 :c5faith: Faith for every Natural Wonder connected to the Capital via roads. Pay 50% less maintenance for roads.

UB: Kiva - Replaces Shrine. In addition to being cheaper to build, the Kiva also yields +1 :c5culture: Culture and +1 :c5happy: Happiness . Cities that have a Kiva can receive boosts from Kachina dancers.

UU: Kachina Dancer - Replaces Missionary. They are stronger and can survive much longer before they die from attrition. While in or next to a city with a Kiva, they may perform a Rain Dance, providing a temporary boost to growth similar to a WLTKD, or a War Dance, providing a temporary boost to production when building military units.

This is my first civ design, so let me know how I did. I'm not quite sure how balanced or unbalanced this is, but the strengths of the boosts given by the dancers should be altered accordingly. If anyone has any suggestions just let me know. ;)

In terms of the UA, I also had the idea of making it so that any city connected to a Natural Wonder by a road would receive 50% of it's base yields. I'm pretty sure that would be OP, but maybe it could be an empire-wide thing instead of city specific? In the end I settled with a basic faith boost but if it's possible perhaps that could be changed.
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The Puebloans encompass several indigenous tribes (notably the Hopi, Zuni and Towa) and their ancestors, the Anasazi. They lived in cliffside towns called Pueblos found throughout a range consisting mainly of New Mexico and the corners of Arizona, Utah, Colorado and Texas. In my opinion, they are one of the most prolific North American civilizations that does not yet have a modded civ, which is why I chose to make a design for them.

Anasazi is a more specific term describing mainly the ancestors of the Puebloans, but it is of native origin (Navajo for ancestors of our enemies) while Puebloans is of Spanish origin. For all intents and purposes the civ design could be for either the Puebloans or the Anasazi, with the only factor that'd need to be changed being the leader. Honestly though it's probably more a question of personal preference for anyone who wants to make the civ. The overall design fits better for it being mainly Anasazi, but I have no qualms with either choice.

Po'pay was a Puebloan leader who famously organized the previously uncoordinated Pueblos into a revolt against the Spanish. It was known as the Pueblo Revolt and was probably one of the most successful native revolts in the history of North America.

The unique ability is inspired by the vast networks of roads that connect the Anasazi villages found in the Chaco Canyon. Historians speculate that the roads had special religious significance to their creators, with one leading to what the Anasazi called the Sipapu or site of creation. Many of the roads seemingly went nowhere, suggesting they led to ceremonial sites, natural monuments of religious significance and astronomical observation points.

Most kivas are underground rooms that were used for spiritual ceremonies in Pueblo complexes, associated with the Kachina (spirit) belief system. Many, including the larger Great Kivas, had social and cultural purposes.

Dances are of special significance to the Puebloans and their ancestors, and they were a primary way of communing with the Kachinas. Among other things, dancers called for rain, which brought food and prosperity to their people. Faith also had an extremely important role in organizing the contemporary Puebloans against the Spanish, as they wished to reclaim their lands and their ancient traditions, hence the option for war dances. Kachina Dancers are extra durable so as to represent the long and harsh stretches of land that the organizers of the Pueblo Revolt had to cross to spread their message and coordinate the date that they attacked.
 
Following in Mobfire's footsteps, I did a similar thing back when I was first on here and terrified of all the different threads.

This was my first idea of a civ, plus updates:

Arrakis: Paul Muad'dib: The Desert Planet: All units gain a combat bonus in deserts and all enemy units slowly take damage when in Arrakeen deserts.
UU: Fremen: Unlike the crossbowman it replaces, the Fremen gain an extra combat bonus and gain +2 movement in deserts, but cannot embark.
UI: Spice Mine: Unlocked at Industralisation, the Spice Mine can only be built on desert tiles, but produces the unique luxury resource Spice (non-plural) and can move units between Spice Mines, ending the units' turn.
 
Okay I'm back from Umrah! So now I can start talking/keeping this thread alive!

So @Mobfire (does this work like it does on Reddit?) you were asking for feed back and critique on your Anasazi/Puebloan Civ. So I'm going to give it to you now!

The Kachina Dancer is completely and utterly fine! I'm quite fond of it actually, the Kiva is good as well. The problem comes in the UA though. While you didn't overspecialized the civ with the UA, you still leave it at a disadvantage if the civ isn't close to wonders. Same way as Spain is without it's natural wonders. The 50% less road maintenance is fine, it's just that first bit that's a problem. Altering it/changing it and adding something else in might hep the civ. Other than that good job!

Also while I was over seas I typed up a quick Sokoto design, I wanted to put my own spin on it and I really didn't copy anyone else design, all so this is a rough design. Nothing here is final. (All though Ajsieg version is pretty cool, I'm thinking of nicking his Tariqa as a 3rd UC)

The Sokoto Caliphate under Sultan Usman Dan Fodio

UA: The Fulani Jihads
Killing units give :c5faith: Faith, and capturing cities gives :c5faith: Faith and :c5culture: Culture. Missionaries are stronger and :c5puppet: puppeted cities cause less :c5unhappy: unhappiness and you can purchase buildings and units within them.

Fulani Rider (replaces Lancer, if I find a Fulani name for them I'll use that instead of this name)
Stronger, more expensive and has a :c5strength: combat bonus against cities and can receive a free worker from defeated cities and units.

Emir's Palace (replaces Courthouse)
Normal Courthouse bonuses plus it can be built in any city and yields +2 :c5gold: Gold, :c5culture: Culture and :c5happy: Happiness. -2 Maintenance cost, and maybe extra city HP?

Spoiler :
And like I said this may be the 3rd UC:
Replaces University. Besides usual bonus, Units built in a city with a Tariqa gets +1 :c5moves: Movement for every city they conquered (Max: +2) and get an amount of :c5faith: faith for how damage they received attacking a city.


Also Arison, I like your Fremen civ.
 
Hmm... that UB sounds like a strictly better Pillar of Ashoka. Also +2 Gold and -2 Maintenance = free courthouses. :/
 
That unique ability looks sort of busy. I'd get rid of at least half of it as you have way too much stuff going on. If possible try to make the missionary thing mesh in better with the conquering bit, and probably you should get rid of the purchasing from puppets bonus because I really don't see much of a benefit from it.

Fulani Rider is very similar to the UU of LastSword's Niitsitapi, that said, it's kinda lackluster compared to the UA. Maybe move some effects there?

Emir's Palace also has way too many effects thrown in. Tell me, if it yields +2 gold, and costs -2 Maintenance, ain't it basically maintenance free?
 
Hmm... that UB sounds like a strictly better Pillar of Ashoka. Also +2 Gold and -2 Maintenance = free courthouses. :/

That one I made on a whim, the idea of +2 gold and -2 maintenance comes from the idea that it pays fr itself since an Emir manages the palace and not the state, plus I would still have to pay for it since a Courthouse is 4 maintenance. Your suggestion then? And feeling for the rest of the civ?

That unique ability looks sort of busy. I'd get rid of at least half of it as you have way too much stuff going on. If possible try to make the missionary thing mesh in better with the conquering bit, and probably you should get rid of the purchasing from puppets bonus because I really don't see much of a benefit from it.

Fulani Rider is very similar to the UU of LastSword's Niitsitapi, that said, it's kinda lackluster compared to the UA. Maybe move some effects there?

Emir's Palace also has way too many effects thrown in. Tell me, if it yields +2 gold, and costs -2 Maintenance, ain't it basically maintenance free?

Again made this quickly and Lungora said the same thing. What would you do with the missionaries to make them mesh better? Hoop, do you know how useful it is to buy stuff in puppet cities? Super useful! I want to tie puppeted cities into the civ since Sokoto was a at first (and later but not so much) a loose confederation of Emirates and other states. Hence the Palace, speaking of which...

Like I said to Senshi I had the idea of the building paying for itself since it was a private building, and again aren't Courthouses 4 maintenance? Wiki says that. What would you do to it plus other parts of the civs.

Also everyone with with the Tariqa?
 
A courthouse is four maintenance, and subtracting 2 makes it two maintenance, or -2 gold. Then, you give the building +2 Gold, so it's +2 gold -2 gold, or 0 gold. Hence, maintenance free courthouses.
 
A courthouse is four maintenance, and subtracting 2 makes it two maintenance, or -2 gold. Then, you give the building +2 Gold, so it's +2 gold -2 gold, or 0 gold. Hence, maintenance free courthouses.

Yep yep dumb dumb me remembered why I did +2 gold instead of + what ever amount of gold. Again what would you have done with the building?
 
Yep yep dumb dumb me remembered why I did +2 gold instead of + what ever amount of gold. Again what would you have done with the building?

Use it for the monthly virgin sacrifice to keep myself immortal. Actually, can you do that as an improvement or something. Like, a special sacrifice hall that heals units nearby. Someone needs to make a civ with that.
 
So I'd been struggling with coming up with a good design for the Yaghan, they are a really interesting civilization (living naked at the end of the world, domestic foxes, inhabiting godforsaken islands almost on the antarctic) but I've failed to come up with anything interesting, is someone up for the challenge?
 
Not sure if this will work, but I can do some revising if needed. :) It's focus is on how they survived the harsh lands and adapted to a lot of the environmental problems.

The Yaghan People
UA: People of The Land -
Whenever you settle a city on a tile differing from your capital's gain +2 Food :c5food: in your capital and +2 Food :c5food: in your newly founded city. For every source of Deer, Furs or Truffles inside your borders gain +1 Culture :c5culture: and +1 Happiness :c5happy:.

UU: Canoe Paddler -
Replaces Trireme. Can travel across the ocean :c5moves: immediately. When this unit is on stationed on a tile with Crabs or Whales gain +2 Food :c5food: in your capital and +1 Food :c5food: in all other cities.

UI: Hunting Grounds -
Can only be built on tiles adjacent to tiles with Furs, Deer or Truffles. Yields +1 Production :c5production: and +2 Food :c5food: when worked by a city. Can only have 3 Hunting Grounds per city.
 
Actually, thinking about it, that thing I said might work out.

Some form of Evil - Some form of Satan:
UA: The Dark Lord: Whenever you spread religion gain influence in all city states you know about. Faith reduces happiness.
UU: Demon: Unlike the inquisitor it replaces, the Demon also deals damage to enemy units in the area every turn. Deals extra damage to Marines (specifically space ones).
UI: Sacrificial Altar: Can be used to heal all units within a certain area by killing one.
 
UI: Sacrificial Altar: Can be used to heal all units within a certain area by killing one.

The Aztecs already fit the niche of wanting "sacrifical altars," so you wouldn't even need to come up with a new Civ (or force the "evil" narrative so hard :p)
 
The Aztecs already fit the niche of wanting "sacrifical altars," so you wouldn't even need to come up with a new Civ (or force the "evil" narrative so hard :p)

It's about my reply to Sgtwolf's question. It's for the blood of the virgins to help achieve immortality. It's more of a jokey civ than a real one, but it's meant to be using all of the current views about what true evil is.
 
It's about my reply to Sgtwolf's question. It's for the blood of the virgins to help achieve immortality. It's more of a jokey civ than a real one, but it's meant to be using all of the current views about what true evil is.

Ah, I see; the perils of coming late to the comments...

Still, who's to say the Aztecs never sacrificed virgins?
 
The Aztecs sacrificed thousands regardless of race, creed, or sexual status. Truly, they were a fair and just people.
 
Ah, I see; the perils of coming late to the comments...

Still, who's to say the Aztecs never sacrificed virgins?

They might have. I just want a civ that does everything else on this list. Would the Aztecs have any reason for a Doom reference? Or the religion being influential but creating unhappiness? Actually, that last one could be forced onto any civ, but that's not the point.
 
Okay I'm back from Umrah! So now I can start talking/keeping this thread alive!

So @Mobfire (does this work like it does on Reddit?) you were asking for feed back and critique on your Anasazi/Puebloan Civ. So I'm going to give it to you now!

The Kachina Dancer is completely and utterly fine! I'm quite fond of it actually, the Kiva is good as well. The problem comes in the UA though. While you didn't overspecialized the civ with the UA, you still leave it at a disadvantage if the civ isn't close to wonders. Same way as Spain is without it's natural wonders. The 50% less road maintenance is fine, it's just that first bit that's a problem. Altering it/changing it and adding something else in might hep the civ. Other than that good job!

Thanks for the suggestions. I've gone ahead and made a seperate Puebloans civ, as well as modified the Anasazi a bit.

The Anasazi - Yututskwa

UA: Ceremonial Infrastructure- Gain +3 :c5faith: Faith for every Holy Site connected to the :c5capital: Capital via roads. City connections generate +1 :c5faith:.

UB: Cliff Dwelling- Replaces Walls. In addition to costing less :c5production: to make, cliff dwellings provide +1 :c5food: and +1 :c5culture: to aid early growth. If they are built in a city with hills, they provide an extra +60 HP, inhibiting conquest.

UU: Kachina Dancer- Replaces Missionary. They are stronger and can survive much longer before they die from attrition. While in or next to a city, they may perform a Rain Dance, providing a temporary boost to growth similar to a WLTKD, or a War Dance, providing a temporary boost to production when building military units.



The Puebloans - Po'pay

UA: The Great Revolt- Upon declaration of war, all City State allies gain extra units which they use to attack the enemy. Denouncing a civ reduces it's :c5faith: Religious Pressure in your cities by 50%.

UU: Yuuk'u Warrior- Replaces Pikeman. In addition to costing less, Yuuk'u warriors have 1 extra movement. They come with the spite promotion, which increases their combat strength against civilizations with larger armies.

UI: Pueblo- Requires Masonry. In addition to a minor defense boost, it provides +1 of the following yields: :c5production: :c5food: :c5culture: . Increases to +2 upon discovery of guilds. May only be built on desert and plain tiles, and may not be built adjacent to other pueblos.


Further comments and criticisms would be very much appreciated, especially in the balance department. Also, if anything is too similar to something else already in vanilla or modded civ (especially the yields of the Pueblo) please let me know.

In case you're wondering, Yututskwa is Hopi for Mother Earth (fictional leader since no actual Anasazi leaders are available) and Yuuk'u is Keresan for axe (the UU would look something like this.
 
Ok, back to serious civs, I can't code, so could someone please do the coding for these as just a thing if I try to do the art?

The Aesir:

Odin
UA: Fumbulvetr - Gain +1:c5faith: faith for every allied city state when declaring war, and 20% increased :c5production: production.
UU: Einherji: When a unit dies, there is a 20% chance of an Einherji spawning in the :c5capital: capital. There is an Einherji for each age that is slightly more powerful than the strongest unit of that era. All Einherji have 2:c5moves: movement per turn.
UU: Valkyrie: Unlike the Knight it replaces, the Valkyrie gains +1:c5moves: movement and can travel over mountains and oceans.

EDIT:

Arrakis:

Paul Muad'dib
UA: The Desert Planet: All units gain a combat bonus in deserts and all enemy units slowly take damage when in Arrakeen deserts.
UU: Fremen: Unlike the crossbowman it replaces, the Fremen gain an extra combat bonus and gain +2 movement in deserts, but cannot embark.
UI: Spice Mine: Unlocked at Industralisation, the Spice Mine can only be built on desert tiles, but produces the unique luxury resource Spice (non-plural) and can move units between Spice Mines, ending the units' turns.
 
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