Civilization Request Thread

Eh, what the biscuits. It's late, I'm sick, and here's an idea I had:

Roma
William Faa II
Gelem, Gelem. The Roma may not annex cities. Ignores civilization borders. Roma Quarters duplicate some of the production of its host city, enhanced by Encampments in that city’s radius. Roma Quarters may not be destroyed except through the razing of a city.
Sulukule
Colours - Dodger Blue and Red
Unique Unit: Wagon. Replaces Settler. Cost: 89. Combat: N/A. Movement: 2. Adds one population and creates a Roma Quarter in an adjacent city.
Unique Improvement: Encampment. Unlocked at Wheel. Can only be built in other civilizations’ territory and does not interfere with other improvements. The Encampment provides bonuses to the nearest city’s Roma Quarter. Cannot be built adjacent to another Encampment.
Starting Bias: None
Region: N/A
 
So I have 3 original ideas for faith oriented empires with unique gameplay elements. Here they are :p

************************************************************
Ilkhanate(part of Mongol Empire)
Leader: Mahmud Ghazan

UA: Political Conversion
-Great Prophets cannot found religions (but can enhance them).
-When capturing a city with a majority religion for the first time, you found
a new religion with the same beliefs as the one of the captured city (applies
when no new religions can be founded). *Religion will be named 'New {religion}', e.g 'New Buddhism'
-When capturing a city, all surviving followers of the original version of your
religion are converted to your newer version. This third trait also applies to the
founder of the original religion (or any civilization with the original
religion as majority religion) if they capture your cities.

UU: Mongol Bowman
-Composite bowman replacement. ranged cavalry unit. Costs 1 horses.
-Can move after attacking if unit hasn't already moved this turn.
-When within 2 tiles of a Great Prophet, gain faith for the empire from units
killed.
*upgrades to crossbowman

UB: Sacred Training Ground
-Barracks replacement.
-No xp bonus unlike barracks it replaces
-Units built here gain +15% damage against cities following your religion or
the original copy of your religion.
-Units built here gain +15% combat strength when within 2 tiles of a Great
Prophet. (stacks with Great General and siege bonus)
-Costs no gold maintainance.

The Idea behind this Civ is to have people bring their great prophets to the front line of a battle. Too many prophets preach non violence,
you feel me?
************************************************************

Kingdom of Jerusalem (Crusader state)
Leader: Baldwin I

UA: Religious Celebrations
-Gain +2 faith for the empire when founding cities.
-Every time a city increases in population, gain faith for the empire equal to
the new number of citizens in the city.
-Declarations of friendship with leaders who share a majority religion with you
decrease Great Prophet cost by 15%.

UU: Anointed Knight
-Knight replacement.
-Costs faith per turn instead of gold maintainance. (faith amount==gold amount,
decreases to half cost with mandate of heaven policy).
-Earn faith for the empire whenever unit is promoted.
+15% combat bonus against civilizations which don't share a majority religion.
+30% combat bonus against barbarians.
-Earn +5 xp when visiting a city with a castle(UB) for the first time.
(garrisoned in or adjacent to city)

UB: Chivalric Order
-Castle replacement.
+1 faith per turn for every shrine, temple and castle in cities connected
to this city which share a religion with this city.
+1 CS and +3 City Health if city is connected to capital and shares religion
with the capital (in addition to castle base stats)
+2 gold per turn in captured cities (annexed or puppeted) which share a religion with the Holy City

This civilization is a typical crusader state. There are bonuses to playing small or wide and there is definitely a domination flavour here.
************************************************************

Tibetan Empire
Leader: Dalai Lama

UA: Pilgrimage
+1 faith for the empire for each active Guru(UGP)
-During Golden ages, Each Guru and Disciple(UU) generates +1 Tourism.
-During Golden ages, Each Disciple gains +20% defensive combat strength and
+1 movement in friendly territory.

UGP: Guru
-Replaces both Great Prophet and Great General.
-Has the abilities of both above GP and is born when either would be born.
-When a Guru is born, two Disciples(UU) are born with him.
-Cannot be destroyed through attrition (though it still affects spread religion
quantity). Using final spread religion quantity does expend the Guru but not
if it is lost through attrition.
-Great General aura only provides +10% combat strength but gives +30% for units
when defending.
-All non cavalry, preindustrial land units gain +1 movement when starting their
turn next to a Guru, bonus is doubled for Disciples.

UU: Disciple
-Has unique martial arts promotions. (could get quite creative here)
-Gains combat strength for each era before modern era (making it slightly weaker
than a contemporary melee unit in those eras).
+20% chance for converting defeated enemies into Disciples.
-When visiting a natural wonder, holy site or city with a World Wonder built in
it for the first time, gain xp and points towards a golden age. (amounts vary
depending on what is visited). Removing fog of war from the map also generates
points towards a Golden age (small amount, less for ocean and coast tiles).

This game just needs more kung-fu. Nuff said.
************************************************************

I hope these ideas inspire a brave modder to try their hands at making my dreams a reality.:crazyeye:
 
So I have 3 original ideas for faith oriented empires with unique gameplay elements. Here they are :p

************************************************************
Ilkhanate(part of Mongol Empire)
Leader: Mahmud Ghazan

UA: Political Conversion
-Great Prophets cannot found religions (but can enhance them).
-When capturing a city with a majority religion for the first time, you found
a new religion with the same beliefs as the one of the captured city (applies
when no new religions can be founded). *Religion will be named 'New {religion}', e.g 'New Buddhism'
-When capturing a city, all surviving followers of the original version of your
religion are converted to your newer version. This third trait also applies to the
founder of the original religion (or any civilization with the original
religion as majority religion) if they capture your cities.

UU: Mongol Bowman
-Composite bowman replacement. ranged cavalry unit. Costs 1 horses.
-Can move after attacking if unit hasn't already moved this turn.
-When within 2 tiles of a Great Prophet, gain faith for the empire from units
killed.
*upgrades to crossbowman

UB: Sacred Training Ground
-Barracks replacement.
-No xp bonus unlike barracks it replaces
-Units built here gain +15% damage against cities following your religion or
the original copy of your religion.
-Units built here gain +15% combat strength when within 2 tiles of a Great
Prophet. (stacks with Great General and siege bonus)
-Costs no gold maintainance.

The Idea behind this Civ is to have people bring their great prophets to the front line of a battle. Too many prophets preach non violence,
you feel me?
************************************************************

Kingdom of Jerusalem (Crusader state)
Leader: Baldwin I

UA: Religious Celebrations
-Gain +2 faith for the empire when founding cities.
-Every time a city increases in population, gain faith for the empire equal to
the new number of citizens in the city.
-Declarations of friendship with leaders who share a majority religion with you
decrease Great Prophet cost by 15%.

UU: Anointed Knight
-Knight replacement.
-Costs faith per turn instead of gold maintainance. (faith amount==gold amount,
decreases to half cost with mandate of heaven policy).
-Earn faith for the empire whenever unit is promoted.
+15% combat bonus against civilizations which don't share a majority religion.
+30% combat bonus against barbarians.
-Earn +5 xp when visiting a city with a castle(UB) for the first time.
(garrisoned in or adjacent to city)

UB: Chivalric Order
-Castle replacement.
+1 faith per turn for every shrine, temple and castle in cities connected
to this city which share a religion with this city.
+1 CS and +3 City Health if city is connected to capital and shares religion
with the capital (in addition to castle base stats)
+2 gold per turn in captured cities (annexed or puppeted) which share a religion with the Holy City

This civilization is a typical crusader state. There are bonuses to playing small or wide and there is definitely a domination flavour here.
************************************************************

Tibetan Empire
Leader: Dalai Lama

UA: Pilgrimage
+1 faith for the empire for each active Guru(UGP)
-During Golden ages, Each Guru and Disciple(UU) generates +1 Tourism.
-During Golden ages, Each Disciple gains +20% defensive combat strength and
+1 movement in friendly territory.

UGP: Guru
-Replaces both Great Prophet and Great General.
-Has the abilities of both above GP and is born when either would be born.
-When a Guru is born, two Disciples(UU) are born with him.
-Cannot be destroyed through attrition (though it still affects spread religion
quantity). Using final spread religion quantity does expend the Guru but not
if it is lost through attrition.
-Great General aura only provides +10% combat strength but gives +30% for units
when defending.
-All non cavalry, preindustrial land units gain +1 movement when starting their
turn next to a Guru, bonus is doubled for Disciples.

UU: Disciple
-Has unique martial arts promotions. (could get quite creative here)
-Gains combat strength for each era before modern era (making it slightly weaker
than a contemporary melee unit in those eras).
+20% chance for converting defeated enemies into Disciples.
-When visiting a natural wonder, holy site or city with a World Wonder built in
it for the first time, gain xp and points towards a golden age. (amounts vary
depending on what is visited). Removing fog of war from the map also generates
points towards a Golden age (small amount, less for ocean and coast tiles).

This game just needs more kung-fu. Nuff said.
************************************************************

I hope these ideas inspire a brave modder to try their hands at making my dreams a reality.:crazyeye:

2/3 of these have been done.

KINGDOM OF JERUSALEM:
LastSword's Civ Set 2
Aidence's KoJ

TIBET:
LastSword's Civ Set 8
(He also made a Nepal civ, if that interests you, in set 4)
More Civs Team's Tibetan Empire

I'm pretty sure the Ilkhanate hasn't been done, but the Khazar Khanate, Uyghur Khanate and Sibir Khanate sound pretty similar.
 
2/3 of these have been done.

My suggestions are more about the gameplay element. The same ideas but attributed to a different historical civilization would work just as well. I don't really mind what these civs would be called or who would lead them:lol:
 
My favorite Civ-related thing outside of playing to do is to make mock-ups of new civ mods. Here are three European civs, with a link to their flairs (willingness to denounce, wonder competitiveness, etc.) included. I've also included a link to a series I posted a while ago on reddit, which I termed Iron Age Anatolian Civilizations. I'd greatly appreciate feedback and questions, if you have them.


Flairs for Euro Trio: https://www.dropbox.com/s/m723xss42fzkwf9/CivData for Mod Ideas PDF.pdf

Link to reddit post on Iron Age Anatolian Civs: http://www.reddit.com/r/civ/comments/2721z7/iron_age_anatolian_civilizations_feedback/


Iceland
Leader: Jón Sigurðsson. Capital: Reykjavík.
Music Set: European. Architecture: European. Preferred Religion: Protestantism. Preferred Ideology: Freedom. Start bias: Coast.

UA: Ný Félagsrit. Each Icelandic Diplomat grants +2 science to each specialist in the capital. After adopting an Ideology, gain +1 Happiness in each city and +2 free Ideological Tenets regardless of early adoption.
UU: Sjómaður. Replaces Work Boat. Can build Fishing Boats on Fish without being consumed. Can establish a bonus resource of Cod, at a maximum of one next to an adjacent Fish resource, which yields +1 food and +2 gold.
UB: Geothermal Center. Replaces Hydro Plant. Does not require Aluminum. Does not require a river. +1 production on tiles for each adjacent mountain. +1 culture.

The UA’s name is that of the annual magazine published by Jón during his time in Copenhagen, used to communicate with the Icelandic people. The substance of the ability comes directly from what these writings triggered: a boom of inspiration and revolutionary thought in Iceland, which led to its push for independence. The UU’s name is the Icelandic word for fisherman, and is inspired by the efficient methods used by Icelandic fisherman to use the ocean make up for the deficiencies of the land. Cod is an especially prized resource, and was the cause of a bizarre conflict between Iceland and the United Kingdom over fishing boundaries. The UB comes from Iceland’s extensive geothermal energy resources, which along with hydropower provide effectively all of Iceland's electricity and around 85% of the nation's total primary energy consumption. The prevalence of geothermal energy is a result of Iceland’s position on a major fault, which also causes significant volcanic activity.


Czechoslovakia
Leader: Tomáš Masaryk. Capital: Prague.
Music Set: European. Architecture: European. Preferred Religion: Catholicism. Preferred Ideology: Freedom. Start bias: Hill.

UA: Čechoslovakismus. Each city increases the cost of Social Policies by 33% less than normal. Each city receives a free Workshop and Factory once the capital builds them.
UU: Great War Legion. Replaces Great War Infantry. +5% combat strength for every Declaration of Friendship made by Czechoslovakia (Max. +25%). +50% combat strength when fighting in a war triggered by a defensive pact.
UB: Pevnost. Replaces Arsenal. Does not require Castle. Provides an additional +11 combat strength to the city, for a total of +20. Provides +5 culture after entering each of the Atomic and Information Eras.

The UA is inspired by the political ideology of the founders of the democratic Czechoslovak state, who believed that Czechs and Slovaks were really just one people, Czechoslovaks, who had been artificially broken apart by the Austro-Hungarian Empire. Czechoslovak leaders attempted to enforce this unity through a variety of social programs and development, particularly production capacity. The UU comes from the volunteer Czechoslovak forces who served with the Allies in France and Italy. They turned into a force of tens of thousands of men, and also a force indirectly fighting for Czechoslovak independence. The UB’s name means “fort” in Czech, and comes from the border fortifications established by Czechoslovakia in the mid-1930s after Hitler took power in Germany. These fortifications became historical sites after the dissolution of the communist state, hence the culture boost later in the game.


Finland
Leader: Kaarlo Juho Ståhlberg. Capital: Helsinki.
Music Set: European. Architecture: European. Preferred Religion: Protestantism. Preferred Ideology: Freedom. Start bias: Forest.

UA: Neutral Modernity. Science and Production in Finnish cities are each increased by 10% upon entering a new era, compounding on each previous increase.
UU: Sniper. Replaces Infantry. +50% combat strength in snow. +50% combat strength when attacking Gunpowder units.
UB: Kalevala. Replaces National Epic. Cost does not increase with more cities. +15% additional Great Writer, Artist, and Musician generation.

The UA is inspired by the constant efforts of the leaders of autonomous Finnish states to ensure that the nation remained up to date with the latest technologies and advances in science. Today, Finland is a scientific leader and among the most modern nations in the world. The UU is a tribute to Simo Häyhä, a Finnish sniper during the Winter War who was nicknamed "White Death" by the Soviets. He killed over 500 Red Army soldiers, the largest number of sniper kills in any major war. The UB refers to the Kalevala, unofficially Finland’s national epic, which is a 19th century work of epic poetry. It became central to the development of a Finnish identity, and has inspired a litany of artistic works ever since the time of its publishing.
 
I'll see if I can do Iceland at some point, anyway. I like all of it, though I'd prefer for it to be less modern - I have some ideas of my own that I'll share later.
That'd be great! Just curious, how would you represent an earlier incarnation of an independent Icelandic state? It was really only independent until the Old Covenant, which gives you a little less than 400 years to work with (presuming 874-1262). I suppose you could also represent it as a subjugated territory under Norway, the Kalmar Union, or Denmark, if you were willing to overlook its lack of significant autonomy. Here's how I would do an older Iceland:

Icelandic Commonwealth (930-1262). Leader: Þorgeir Ljósvetningagoði (Thorgeir Ljósvetningagothi). Capital: Þingvellir (Thingvellir)
UA: Leiðangr (Leithangr). Coastal cities gain +25% Defense and Hit Points from defensive buildings. All land tiles bordering at least one coast tile yield +1 gold; +2 gold after researching Chivalry.
UU: Ðegn (Thegn). Replaces Knight. Does not require Horses. +25% Combat Strength in friendly territory.
UB: Goðafoss (Gothafoss). Replaces Garden. +1 faith for every 2 followers of the capital's religion. Can be automatically constructed when a missionary trained in the capital spreads the capital's religion to a city.

I can give my reasoning behind the above if requested, of course.
 
I'm looking at the Icelandic Commonwealth under Snorri Sturluson, though I don't know how accurate that would be. My idea revolved around a unique National Wonder (as something to try), the Althing, that would give theming bonuses from Great Works of Writing, as well as some sort of other bonus. As national wonders need a building in all cities to build them, the UB can get the name Thing (or Thingstead, in case that sounds ridiculous), probably an Amphitheatre replacement. UU can really be anything, though the Sjómaður might be quite good to represent modern Iceland.

Also, one other request - what would be the best way to translate the Icelandic characters into basic Latin? I ask as I doubt they will be supported in the game (i.e. they won't show up).
 
I'm looking at the Icelandic Commonwealth under Snorri Sturluson, though I don't know how accurate that would be. My idea revolved around a unique National Wonder (as something to try), the Althing, that would give theming bonuses from Great Works of Writing, as well as some sort of other bonus. As national wonders need a building in all cities to build them, the UB can get the name Thing (or Thingstead, in case that sounds ridiculous), probably an Amphitheatre replacement. UU can really be anything, though the Sjómaður might be quite good to represent modern Iceland.

Also, one other request - what would be the best way to translate the Icelandic characters into basic Latin? I ask as I doubt they will be supported in the game (i.e. they won't show up).

If you're going to incorporate the Althing, there should also be a bonus for the city specifically. Perhaps a combination along the lines of: Doubles the theming bonus from all Great Work of Writing slots. Provides +1 (maybe +2?) culture for each specialist in the city in which it is built.

As for translation, Wikipedia is accurate (for this bit) and summarizes well, so here you go: http://en.wikipedia.org/wiki/Old_Norse_orthography#Anglicized_spelling. The only ambiguous character is the ð, which one has to evaluate on a case by case basis.
 
Finland
Leader: Kaarlo Juho Ståhlberg. Capital: Helsinki.
Music Set: European. Architecture: European. Preferred Religion: Protestantism. Preferred Ideology: Freedom. Start bias: Forest.

I love the Finland idea, I wish I knew how to make some of these work or I would dive in. Some critiques: the 10% compounding turns into almost 200% by the information era. Maybe have it start later, like the Renaissance, or cap it at some point.

Would the Sniper make a better Gatling Gun or Machine Gun replacement? Give it a range of 2 instead of 1 maybe?
 
I love the Finland idea, I wish I knew how to make some of these work or I would dive in. Some critiques: the 10% compounding turns into almost 200% by the information era. Maybe have it start later, like the Renaissance, or cap it at some point.

Would the Sniper make a better Gatling Gun or Machine Gun replacement? Give it a range of 2 instead of 1 maybe?

I think a cap on the compounding would work better than a late start. Perhaps the last time it applies would be from Industrial to Modern? As for the Sniper, I suppose it could be a Machine Gun replacement, but I'd want to re-organize when it became available and what it upgraded to. It could come at Replaceable Parts instead of Ballistics, which would be no issue, but for upgrading it, there's always the issue of promotions transferring over.
 
I was thinking an Iowa civ. The UA would have something to do with farms and science. Maybe you can build farms in neutral territory, kind of like JFD's Belgium and Plantations. Led by Samuel Kirkwood maybe?
 
I was thinking an Iowa civ. The UA would have something to do with farms and science. Maybe you can build farms in neutral territory, kind of like JFD's Belgium and Plantations. Led by Samuel Kirkwood maybe?

Going off of what you've edited into your sig, with a few slight tweaks:

UA: Our Liberties We Prize. All river tiles yield +1 science. All resources on river tiles yield +1 food and +2 science.
UU: Volunteer Infantry. Replaces Rifleman. 25% cheaper than the Rifleman but slightly weaker. Beings with Mobility I promotion.
UI: Wind Turbine. Available at Economics. May only be built on flat plains, grassland, or tundra without forest or jungle. Yields +2 production. Yields +1 production if next to at least three other flat tiles without forest or jungle. Yields +2 gold and +2 science after researching Electricity.

The UA might need to have a late game kick, but it would be absolutely fantastic early game with the right start. Possibly another boost for farms. The UU's name was too long, so I cut it down. The characteristics you specified were relatively easy to include. The UI kicks in late but has comparatively high yields to balance out for that. I might want to move some of the gold back to Econ to keep it a viable mid game option.
 
Hello- I've been lurking around the forums for a while now. I decided that I wanted to make my own civ, so I tried to learn as much as I could about everything modding. Alas, I'm not very good at it. I keep getting overwhelmed with XML stuff and decided as my last recourse to ask for someone to do it for me.

Preferably, I'd like to get someone who has done some stellar work in the past. I'm wanting to create a civ that I created long ago to use in a different game with some of my friends and family. From the ground up, I already know what I want to have done, I just lack the know how.

If you're interested in helping me, send me a PM here. We can discuss the details then. I'd even be willing to make it worth someone's time :gold: to do this for me, provided they can deliver.

Thanks! :)
 
Hello- I've been lurking around the forums for a while now. I decided that I wanted to make my own civ, so I tried to learn as much as I could about everything modding. Alas, I'm not very good at it. I keep getting overwhelmed with XML stuff and decided as my last recourse to ask for someone to do it for me.

Hello! First of all, welcome to the CivFanatics community! =)
My name is Kiang; I have three civs out I like to believe are of good quality (check them out in the Workshop or in my signature) and I can totally help you out. Only problem is, you need to have been a member for five days and have five forum posts in order to use the CivFanatics PM system. So, just wait a few days and go talk with people about Civ on various threads, and PM me back if you're interested. Good luck!
 
Another Civ idea nobody will use approaches!

Tsêhéstáno (Cheyenne)
Erect Horns
Council of Forty-Four. Great Person generation rate increased by 10%; each Great Person you have active in your civilization’s borders provides unique bonuses based on their type.
Lame Deer
Colours - Dodger Blue and Sienna
Unique Unit: Dog Soldiers. Replaces Rifleman. Cost: 220. Combat: 36. Movement: 2. Has a special action, Plant Stake, which prevents movement but adds +33% to combat when on the defense. Cannot Remove Stake unless there are no adjacent enemy units.
Unique Building: Hunting Lodge. Replaces Aqueduct. Cost: 75. Available at The Wheel instead of Engineering, and adds 15 XP to mounted and archery units built in the city.
Starting Bias: Plains
Region: Great Plains
 
I've seen a few mods for various celtic civilizations and a few amateur attempts at making an Irish civ, but none of them really satisfied me. This is my take on what Ireland might look like [pimp]:


Ireland

UA:The Irish diaspora.
+50% growth rate in all cities. In cities with 5 or more citizens, half of the time when the city increases in population, a citizen will emigrate to a random civilization (you lose the citizen and another civ gains it). When a citizen emigrates to another civilization, gain a one time tourism boost with that civ(based on amount of tourism being produced).

UU: Monk (Missionary replacement)
-Has medic promotion.
-Chance of converting adjacent wounded enemy units to your side. (less likely if only slighly wounded, much more likely if near death).

UI: Abbey *edited*
Available at Theology. May only be built next to plantations, and not next to another Abbey. Yields +2 faith and a bonus resource of Ale. Friendly units which end their turn on an Abbey heal even if they have performed an action.
 
I've seen a few mods for various celtic civilizations and a few amateur attempts at making an Irish civ, but none of them really satisfied me. This is my take on what Ireland might look like [pimp]:


Ireland

UA:The Irish diaspora.
+50% growth rate in all cities. In cities with 5 or more citizens, half of the time when the city increases in population, a citizen will emigrate to a random civilization (you lose the citizen and another civ gains it). When a citizen emigrates to another civilization, gain a one time tourism boost with that civ(based on amount of tourism being produced).

UU: Monk (Missionary replacement)
-Has medic promotion.
-Chance of converting adjacent wounded enemy units to your side. (less likely if only slighly wounded, much more likely if near death).

UI: Abbey (Plantation replacement)
+1 faith.
-Friendly units which end their turn on an abbey heal even if they have performed an action.
-Recieve one unique luxury 'ale' for each luxury resource with an abbey built on it (only 1 per type of luxury).
-Pillaged for double gold.
For the record UIs tend to not replace anything. Maybe build it only on wheat resources, or give a bonus if it is?
 
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