Civilization Request Thread

Could really use some feedback on this design :)
United States (Lincoln)

UA: A Wartime President -
Upon the outbreak of war :c5war: with another civilization gain a randomly chosen wartime bonus to all of your owned cities. Buildings that provide your city with Production :c5production: are produced +25% faster than normal.

UU: Union Rifler -
Unlike the Cannon it replaces, the Union Rifler may expend all of it's Movement Points :c5moves: to grant nearby friendly units with a +10% Strength :c5strength: bonus lasting until until the end of that turn. Alongside this, the Union Rifler is +50% Strength :c5strength: against land units.

UU: Monitor -
Unlike the Ironclad it replaces, the Monitor has +30% more Production :c5production: costs than the unit it replaced. Alongside this, the Monitor starts with the Medic and Supply promotions, and has +35% Strength :c5strength: towards cities.

:c5war: Wartime Bonuses:
Spoiler :
• Time for Bravery - All units gain +15% Combat Strength :c5strength:.
• Time for Service - All units have -25% Gold :c5gold: maintenance costs.
• Time for Leadership - Great Generals and Admirals :c5greatperson: are generated +15% faster.
• Time for Unity - -25% Unhappiness :c5unhappy: empire-wide.
 
whats the point of making a 1=1 of JFD's Lincoln
Well, there's some need for originality and honestly the Wartime idea seemed like a fit that I could find ideas for. His presidency brought a lot of things, but a Wartime focus for him was quite hard to differ from JFD's design.

I was thinking maybe something more focused on his overall Leadership (Something focused on a Great General replacement or boost in generation of them.) or perhaps something more focused on the seperation from the Union during his time (Which is hard to execute, but I could try to do something with Puppeted or Annexed cities.) Though I have problems making ideas for these designs when it comes to the Unique Buildings/Units as those things didn't have much really tided to them historically, only the Wartime President idea did. :sad:

I'm trying to find out what UUs/UBs could fit the Great General or Puppeted/Annexed Cities ideas as I'm lost in the conception for that.
 
Well of course a war focus would fit Lincoln since that's what his presidency was engulfed by, but you should find a way to represent it in a different manner than how JFD did. IIRC some of those wartime bonuses you put are straight up the same thing as the wartime bonuses JFD made. Also, the second half of the UA while different is still practically the same idea since it's a boost towards acquiring buildings of a certain type. The UUs are also basically the same things, just with a couple different effects if anything.

If you wanted to make the civ more based on separation, you could just add some references to Reconstruction, although it would be kind of weird since Lincoln died in 65 and Reconstruction lasted from 65 - 77. Obviously there's no problem with creating the same civ as someone else, problems would only arise if you can't find a way to make it different enough from the existing version. If you wanted to make the civ based on Lincoln's leadership, it kind of conflicts with JFD's design since Lincoln's leadership is very much on display through the wartime bonuses. Unless you could make the leadership based Lincoln civ unique enough from JFD, I wouldn't really recommend making a Lincoln civ. Even a Great General focus wouldn't make sense really since the Union struggled to find quality generals for quite a while. There's also basically nothing non-war related you could really do for him. Hell, the only 2 non-war things I know Lincoln did were the Homestead Act and making Thanksgiving a national holiday with an official date. The Homestead Act gave settlers moving west free land, but Lincoln isn't associated with westward expansion so that would make the civ feel awkward and uncharacteristic. Your best bet would be to focus on that puppet/annexed focus, although I believe it could be made more appropriate and fitting with a Reconstruction America.
 
Make the civ all about Emancipation. Lincoln really didn't support Emancipation but he's very well known for it. You could make the UA about stealing workers or policy adoption, such as population boost for every active worker when you finish a policy tree, and make UU with bonuses for pillaging plantations. Then the second UC could be some infrastructure put in place by the Union during the war, maybe unique railroads or something
 
America (Lincoln)

UA: Emancipation Proclamation -
Each worker within the borders of an Annexed or Puppeted city reduces the cost for a new Citizen :c5citizen: by -5%. Whenever you capture a worker previously owned by a City-State :c5citystate: or another Civilization gain a Food :c5food: bonus in your closest owned city. Upon the capture of a city gain a free Worker :c5production: next to the captured city.

UU: Union Rifler -
Unlike the Rifleman it replaces, this unit is more expensive and upon the pillaging of a Plantation tile improvement or capturing of a Worker grant your civilization with a Gold :c5gold: or Culture :c5culture: boost (Randomly chosen). This unit has +50% Combat Strength :c5strength: when attacking cities and siege units

UI: Railroads -
Replaces the Road. City-Connections :c5trade: made with Railroads grant both cities with +1 Production :c5production:. When a Caravan ends it's turn on a Railroad tile, grant your city with a Production :c5production: bonus for that turn.
 
Asmat
Leader: Wimontok Mabel
Capital: Agats


UA: Fumeripits's Legacy

Buildings and Improvements that gives Culture yields +1 Production, and Buildings who gives Production yields +1 Culture.

UU: Kole Kole
Stronger replacement for Trireme with 14 Strength and "Headhunter" Promotion, which gives it the ability to attack land units on Coastal tiles. Never Obsoletes.

UI: Bis
Available in Pottery. Buildable only on tiles adjacent to Cities, and does not destroy Forest or Jungles. Yields +1 Culture +1 Production and +1 Faith. Grant the City a WLtKD upon finishing it. However, 3 turn after the WLtKD are finished, Bis are immediately destroyed.

Is this something that seemed balanced?
 
Is this something that seemed balanced?

Yeah your Asmat design seems completly fine and balance, in fact it looks quite intriguing. If your looking for a probably imbalanced design then do I have something for you. Introducing, the Westphalian Saxons! (Under Widukind)

Spoiler :
UA: Saxon resistance
When adjacent to a barbarian encampment with a friendly unit, may spend either :c5culture: Culture or the units XP to take control of all the barbarian units originating from that encampment and turns the encampment into a *Gau. Your cities stay in resistance for twice as long when conquered by another civilisation and when conquered by another civ you have the option to convert to that civilisations :c5faith: religion and in doing so gain back a majority of your cities.

UU: Seaxman (Swordsmen Replacement)
15 :c5strength: combat strength and it does not require iron, has the Woodsman promotion and has more :c5strength: combat strength in forest and jungles and can pillage without using :c5moves: movement points.

UI: Irminsul
Unique Improvement for the Saxons that can only be built once and must be within a cities working radius, can't be built in deserts, flood plains or snow and must be in a forest or jungle. Provides +6 :c5faith: Faith and +3 :c5culture: Culture and Golden Age points, when pillage it gives all your units a +15% :c5strength: combat bonus until it gets repaired, both you and the pillager gets a sum of :c5faith: Faith upon Irminsul being destroyed.

Bonus UI from the UA
Spoiler :
UI: Gau
Provides +2 :c5culture: Culture, :c5gold: Gold and +10% :c5strength: Tile Defence, it will spawn units periodically and when war is declared upon you all Gaus spawn a unit, claims the tile it is on and all adjacent tiles around it.


Also @Keniisu shouldn't the railroad be a replacment for, well the railroad? I feel like building railroads back in the classical era would be wierd, so maybe change the name (call it a union railroad or something) and have it replace the vanilla railroad.
 
Is this something that seemed balanced?

The UA's quite interesting except I could see it being abused with pantheons; IE, all pastures/plantations yielding production is pretty powerful. It would be cool for wide though, overall I like it a lot.
The UI is pretty OP, if you could have 75 turn WLTKD during which you had 3 tiles to work with +culture, hammer, and faith. In every city. Considering wide play focus of the design that's pretty crazy.

Like it a lot though.
 
The UA's quite interesting except I could see it being abused with pantheons; IE, all pastures/plantations yielding production is pretty powerful. It would be cool for wide though, overall I like it a lot.
The UI is pretty OP, if you could have 75 turn WLTKD during which you had 3 tiles to work with +culture, hammer, and faith. In every city. Considering wide play focus of the design that's pretty crazy.

Like it a lot though.

Yeah, the UA is deliberately made that way to be abused like that. But the thing you pointed out from the UI is something that I overlook. However, while researching from my computer about a revision for the UI and other stuff, I came with several articles that might turns it into an overhaul instead, but so far, I have trouble translating it into game terms.
 
Hey guys, can you help me balance/make decent this civ?

Parihaka - Te Whiti

UA: Home of the Displaced: Whenever you or an ally loses territory, your capital gains +1 population.

UU: Refugee: Unlike the worker it replaces, whenever a city you or an ally controls is captured a free Refugee spawns in each of your cities. Increases happiness by 10% when garrisoned or on the same tile as a Mahau. May not enter the same tile as another Refugee.

UI: Mahau: Unlocked at Masonry, the Mahau may only be built next to a city and may not be built on a mountain. It increases happiness by 10% and decreases unit production time by 10%.
 
Introducing, the Westphalian Saxons! (Under Widukind)

Spoiler :
UA: Saxon resistance
When adjacent to a barbarian encampment with a friendly unit, may spend either :c5culture: Culture or the units XP to take control of all the barbarian units originating from that encampment and turns the encampment into a *Gau. Your cities stay in resistance for twice as long when conquered by another civilisation and when conquered by another civ you have the option to convert to that civilisations :c5faith: religion and in doing so gain back a majority of your cities.

UU: Seaxman (Swordsmen Replacement)
15 :c5strength: combat strength and it does not require iron, has the Woodsman promotion and has more :c5strength: combat strength in forest and jungles and can pillage without using :c5moves: movement points.

UI: Irminsul
Unique Improvement for the Saxons that can only be built once and must be within a cities working radius, can't be built in deserts, flood plains or snow and must be in a forest or jungle. Provides +6 :c5faith: Faith and +3 :c5culture: Culture and Golden Age points, when pillage it gives all your units a +15% :c5strength: combat bonus until it gets repaired, both you and the pillager gets a sum of :c5faith: Faith upon Irminsul being destroyed.

Bonus UI from the UA
Spoiler :
UI: Gau
Provides +2 :c5culture: Culture, :c5gold: Gold and +10% :c5strength: Tile Defence, it will spawn units periodically and when war is declared upon you all Gaus spawn a unit, claims the tile it is on and all adjacent tiles around it.
I got bored :mischief:
attachment.php
 

Attachments

  • Saxons.jpg
    Saxons.jpg
    6 KB · Views: 439
Can I have some help ironing this out?

The ANZACs:
Leader: William Birdwood
UA: Under Cover of Night: Units may embark and disembark without using up their turn. Hills do not grant enemy units a defence bonus against ANZAC units.

UU: Light Horseman: Unlike the Great War Infantry it replaces, the Light Horseman has a 20% combat bonus when attacking into hills, and may use its turn to gain the unique promotion "Mounted". While Mounted the Light Horseman gains +3 movement but loses its combat bonus against hills and counts as a mounted unit.

UI: Field Command Tent: Unlocked at Military Science, the Field Command Tent cannot be built within two tiles of another and may be built in neutral territory. It grants a 20% combat bonus to all units within one tile and grants increased happiness production if a Great General is stationed on the same tile.
 
Ignore
 
Hey guys, can you help me balance/make decent this civ?

Parihaka - Te Whiti

UA: Home of the Displaced: Whenever you or an ally loses territory, your capital gains +1 population.

UU: Refugee: Unlike the worker it replaces, whenever a city you or an ally controls is captured a free Refugee spawns in each of your cities. Increases happiness by 10% when garrisoned or on the same tile as a Mahau. May not enter the same tile as another Refugee.

UI: Mahau: Unlocked at Masonry, the Mahau may only be built next to a city and may not be built on a mountain. It increases happiness by 10% and decreases unit production time by 10%.

Huh, interesting idea. It seems fine but adding something else to the UA might be good, and I'm assuming refugees can build stuff like normal workers.

I got bored :mischief:
attachment.php

Oh that looks interesting, where'd you get the colours and symbols from?

Can I have some help ironing this out?

The ANZACs:
Leader: William Birdwood
UA: Under Cover of Night: Units may embark and disembark without using up their turn. Hills do not grant enemy units a defence bonus against ANZAC units.

UU: Light Horseman: Unlike the Great War Infantry it replaces, the Light Horseman has a 20% combat bonus when attacking into hills, and may use its turn to gain the unique promotion "Mounted". While Mounted the Light Horseman gains +3 movement but loses its combat bonus against hills and counts as a mounted unit.

UI: Field Command Tent: Unlocked at Military Science, the Field Command Tent cannot be built within two tiles of another and may be built in neutral territory. It grants a 20% combat bonus to all units within one tile and grants increased happiness production if a Great General is stationed on the same tile.

This civ sounds very interesting, it's also interesting that the UU is a horse unit. I guess it's better than just 'ANZAC Infantry', like how all the Jerusalem and Crusader civs just have a Longsowrdsman replacment called "The Crusader'. So when can this unit become mounted? When it goes into hills or just whenever? Is the Command Tent only allowed to be in neutral territory or it can be built anywhere?
 
Oh that looks interesting, where'd you get the colours and symbols from?

Symbol is from a German town where they claim is the resting place for Widukind. Colors I chose to be dark (I changed them a little after that post) colors because Widukind was constantly fighting with Charlemagne.
 
The Kingdom of Belgium

Leader: Leopold I

UA: Nestor of Europe
Signing Defensive Pacts and Declarations of Friendship increases :c5influence: Influence with :c5citystate: City-States and grants :c5goldenage: Golden Age points. :c5citystate: City-States allies contribute 50% of their :c5science: Science to you during :c5goldenage: Golden Ages.

UB: Cockerill Mill
Grants +1 :c5goldenage: Golden Age points from Merchants, Scientists and Engineer specialists and does not need coal, unlike the Factory it replaces.

UU: Garde Civique
+15% :c5strength: Combat Bonus and +1 :c5moves: Movement if its starts its turn in friendly territory and, when available, recieve a free one every time you sign a Declaration of Friendship, unlike the Rifleman it replaces.

Probably gonna do this one, so I was going to ask what's you folks' opinion on this.
 
Probably gonna do this one, so I was going to ask what's you folks' opinion on this.

Regarding the UA, is the influence with city states a Global effect, or do you only gain influence with nearby City States? (If so, what's the approximate range?)

Anyhow, it seems pretty cool :)
 
Global effect, otherwise there'd be a "nearby" before it.
 
Back
Top Bottom