Civilization Request Thread

Well, experience points are just numbers, and "promotions" can be easily achieved through dummy buildings, so the hardest thing would be making an interface to show everything, which is not very hard.

Increasing the city range though probably would require dll modding, but I think whoward's dll already does that.
 
Here's a Vinland civ I came up with; it's more hypothetical than anything, but I thought it was still worth sharing.

Vinland

Leader: Karlsefni

UA: Saga of the Red Bull - Military units gain additional strength when an improved Cow resource is 2 or less tiles away. Units may cross Oceans with the discovery of Compass as opposed to Astronomy.

UU1: Skræling* - Unlike the Swordsman it replaces, the Skræling is able to perform ranged attacks as well as melee units. It also gains additional strength in Forests & doesn't suffer from Rough Terrain movement penalties. Does not require Iron.

UU2: Longboat - Unlike the Trireme it replaces, the Longboat is able to cross Oceans.

*I know that skrælings were the the Norse name for the Native Americans, but it was all I could think of.
 
Here's a Vinland civ I came up with; it's more hypothetical than anything, but I thought it was still worth sharing.

Vinland

UA: Saga of the Red Bull - Military units gain additional strength when an improved Cow resource is 2 or less tiles away. Units may cross Oceans with the discovery of Compass as opposed to Astronomy.

UU1: Skræling* - Unlike the Swordsman it replaces, the Skræling is able to perform ranged attacks as well as melee units. It also gains additional strength in Forests & doesn't suffer from Rough Terrain movement penalties. Does not require Iron.

UU2: Longboat - Unlike the Trireme it replaces, the Longboat is able to cross Oceans.

*I know that skrælings were the the Norse name for the Native Americans, but it was all I could think of.
The first part of the UA sounds very situational and generally not that useful; the second part I can't promise is moddable, since I believe that effect is linked directly to the technology, and so, to change it for one civ, you'd have to change it for all civs.

First UU might have a few too many effects; it seems fairly OP.
Second UU is rather the opposite.

Although an interesting proposition nonetheless, I think.
 
An idea:

Spoiler :

Name: WWW

Leader: Dr. Wily

UA: Mad Science: Gets +1 science point every time he kills an enemy.

UB: Robot Master Chamber: Replaces Walls. +10 City CS, +50% HP.

UU: Wily Machine: Replaces Giant Death Robot. Spawns Wily Saucer in capital if destroyed.

UU2: Wily Saucer: Replaces helicopter. No special bonuses.
 
I was able to come up with some ideas for a China split:


Zhou Dynasty

Leader: Wu Zetian

Capital: Haojing

UA: Art of War - Same as vanilla.

UB: Paper Maker - Same as vanilla.

UI: Oracle Bones - May be built with the discovery of Calendar. May be built on a resource of Cows, Horses, Sheep, or Ivory. While it removes the resource from the tile, it supplies the empire with +2 :c5faith: Faith & +2 :c5culture: Culture.


Qin Dynasty

Leader: Shi Huang Di

Capital: Xianyang

UA: Mandate of Heaven - Receive no penalties for unhappiness. Palaces supply the empire with +2 :c5faith: Faith. May conquer :c5citystate: City-States without becoming a Warmonger.

UU: Chu-Ko-Nu - Same as vanilla.

UB: Great Walls - Replaces Walls. Acts like the Great Wall of China wonder, but 5 may be built within the empire in cities without the Great Wall of China wonder.


Ming Dynasty

Leader: Zhu Yuanzhang

Capital: Beijing

UA: True Rulers of China - Begin the game in a :c5goldenage: Golden Age. Cities deal +5 :c5rangedstrength: Attack Damage to enemy units.

UU1: Red Turban - Unlike the Musketman it replaces, the Red Turban becomes available at Physics instead of Gunpowder (Longswordsmen just upgrade to Riflemen). Is able to do extra damage to Archery Units & receives a defense bonus when in friendly territory.

UU2: Junk - Unlike the Caravel it replaces, the Junk upgrades to the Ironclad instead of the Frigate. It has +2 sight on Ocean tiles, & may create a :trade: trade route to a foreign city (it can only do this once though; it doesn't get consumed however).
 
There's actually been a few goes at that, and some of them are really interesting... but so are some of, especially the Red Turban, which is extremely powerful at the cost of having less promotions. =]

EDIT: Also, AzureAce and Protagonist need to speak to ViceVirtuoso and Typhlosion respectively. They're your best bets. =]
 
Scapegrace knows best...
:D
 
My first post, this civ idea has been in my head for a while.

Principality of Antioch:

UA:
A Prince's Ransom - Captured units are always returned to Antioch.
OR
The Holy Lance - Religious units provide extra defence to adjacent units.

UU:
Knight Hospitaller - Replaces knight. Unit heals at the end of the turn if adjacent to a unit of another faith.

UB:
Krak - Replaces castle. 25% extra defense against civs of other faiths.

I don't know if all of these ideas would work, but it would be interesting to see this civ made.
 
My first post, this civ idea has been in my head for a while.

Principality of Antioch:

UA:
A Prince's Ransom - Captured units are always returned to Antioch.
OR
The Holy Lance - Religious units provide extra defence to adjacent units.

UU:
Knight Hospitaller - Replaces knight. Unit heals at the end of the turn if adjacent to a unit of another faith.

UB:
Krak - Replaces castle. 25% extra defense against civs of other faiths.

I don't know if all of these ideas would work, but it would be interesting to see this civ made.

Welcome to Civfanatics!
In my opinion, it should be like that:

UA: Protective alliances
Declarations of friendship increase the :c5strength: defensive strength of your cities. During war, the influence resting point with :c5citystate: city-states is increased by 10. Each declaration of friendship you make reduces the cost of :c5gold: gold gifts to :c5citystate: city-states by 10%(up to 30%).
UU: Knight Hospitaller
Replaces knight. Starts with the "Combat medic" promotion(while in friendly territory, all adjacent units including the knight himself will receive +5HP. While garrisoned in a city, this bonus is doubled), and with the "Hospitaller" promotion(while stationed in a city, provides 2 :c5food: food and :c5faith: faith, and extra :c5strength: defensive strength).
 
There's not enough Russias obviously. We need more.

Nikita Khrushchev - Soviet Union
UA: Space Race - Scientific buildings require no maintenance and are built twice as fast. Unhappines from following different ideology is halved.
UU: Katyusha (I know that this fits Stalin more but ROCKETS!!) - replaces Rocket Artillery, unlocked after Ballistics instead of Rocketry, does not require Aluminium but requires Oil instead.
UB: Sovkhoz - replaces Windmill. Can be built on any terrain and provides +1 :c5food: and +1 :c5gold: from farms.

Decisions:
Support the developement of thermonuclear weapons - makes Nuclear Missiles cheaper and require no Uranium.
Virgin Lands Campaign - farms can be built on any terrain and provide +1 :c5food:.
 
There's not enough Russias obviously. We need more.

Nikita Khrushchev - Soviet Union
UA: Space Race - Scientific buildings require no maintenance and are built twice as fast. Unhappines from following different ideology is halved.
UU: Katyusha (I know that this fits Stalin more but ROCKETS!!) - replaces Rocket Artillery, unlocked after Ballistics instead of Rocketry, does not require Aluminium but requires Oil instead.
UB: Sovkhoz - replaces Windmill. Can be built on any terrain and provides +1 :c5food: and +1 :c5gold: from farms.

Decisions:
Support the developement of thermonuclear weapons - makes Nuclear Missiles cheaper and require no Uranium.
Virgin Lands Campaign - farms can be built on any terrain and provide +1 :c5food:.

That Katyusha.... ruined my summer vacation. :p:p:p
(Regardless :p, it should have extra movement, and lower ranged strength, and it shouldn't need to be set up before firing.)
 
Another Russian civilization idea! And a Cossack one! I also put my historical basis for each of the uniques.

Provisional All-Russian Government
Capital- Omsk
Leader- Alexander Kolchak
Colors- White and Green.

UA: White Movement- City-States that are fighting a major civilization that you are fighting can be annexed or puppeted after 10 turns.

The Whites during the Russian Civil War weren't so much allies as they were anti-Bolshevik. Some of the White factions didn't even like each other but they really disliked the Bolsheviks so they still fought together.

UU: Cossack Regiment- 50% combat strength bonus when fighting barbarians. 25% combat strength bonus when fighting against civilizations with a different ideology.
Cossacks were used to put Kolchak in power and put down a revolt in Omsk.

UB: Imperial Gold Reserve- Replaces the Bank. Provides 500 gold and another 150 gold for each gold resource worked by this city when built. Has standard bank bonuses.
Omsk held the Imperial Gold Reserves so I figured it could be an UB.

Another similar civilization I thought of a while back, the UA needs work though.

Kuban People's Republic

UA: White Movement- Whe declaring with a civilization of another idealogy recieve units from same idealogy and nonenemy idealogy civilizations.

The Whites during the Russian Civil War weren't so much allies as they were anti-Bolshevik. Some of the White factions didn't even like each other but they really disliked the Bolsheviks so they still fought together.

UU: Cossack Volunteer - Replaces Great War Infantry. Receive one Cossack Volunteer when declaring war for every other city owned by the player with them spawning in the Stanitsas closes to the enemy territory. Comes with the White Terror promotion which results in pillaged tiles taking longer to repair and more population loss when taking a city that wasn't built by the player.

Historically The White factions killed and terrorized lots of Bolshevik land and people or just people in general.

UI: Stanitsa- Unlocked at Civil Service. Cannot not be built next to one another and yields +1 gold, food and production and 1 Great General point.

The Stanitsa was like a Cossack military village and the head of one was an Ataman. Atamans were commanders of various types and usually had military experience. I figure a Great General point would make the improvement very unique while also being somewhat fitting.
 
I always wanted a Russian Republic civ with Kerensky as a leader but whenever I tried to come up with a design, I never knew how to represent Dual Power in its UA.
 
This isn't a civ idea, rather this is a UU idea, but I don't recall in recent memory any propositions for a Grenadier UU so here's my idea for a renaissance/industrial era one:

Grenadier:
- Replaces the rifleman but is unlocked earlier. Upgrades to modern era Infantry. (Or a Musketman that is unlocked later and upgrades to Great War Infantry)
- A melee gunpowder unit that can also range attack (1 tile range). This ranged attack does bonus damage to fortified units and has a chance to 'shock' an enemy, weakening them for 1 turn. This attack is ineffective against mounted and armored units.
- During Peace, generates culture when garrisoned in cities with a Wonder (including National Wonders). Culture generated is increased during WLTKD.
- Has a combat bonus when attacking
- Has +1 Movement
- Does not obsolete.

or

- Replaces the lancer but unlocked earlier at gunpowder. (No idea what'd be the most appropriate upgrade for this one. Perhaps it can't upgrade?)
- A mounted ranged unit (1 tile range) that does bonus damage to fortified units and has a chance to 'shock' an enemy, weakening them for 1 turn. This attack is ineffective against other mounted and armored units.
- During Peace, generates culture when garrisoned in cities with a Wonder (include National Wonders). Culture generated is increased during WLTKD.
- Does not start with the formation promotion
- Has a combat bonus when attacking
- Does not obsolete.

The basic idea is for it to be a powerful, elite, and prestigious unit that leads the assault on the enemy. It weakens them up for the everyone else whilst still being a capable fighter in its own right. The bonus culture when garrisoned in cities is to represent how they've become more symbolic and ceremonial in nature, guarding places and people of importance long after their use. Though to counter its powerful capabilities they can probably be made expensive in terms of production and/or maintenance, and are only marginally stronger than the unit upgrades that they skip (giving rivals a chance not to get squished once they reach more advanced techs for their units).
 
So, I mentioned a wish for Ninteen Eighty-Four civs on the Colonialist Legacies thread... :smug:

The Empire of Oceania

Big Brother

War is Peace
After adopting an Ideology, all cities remain in ‘We Love the King Day’ when at war and units receive +1% combat strength for every excess :c5happy: Happiness (up to +20%).

Floating Fortress
It may carry aircraft as well as missiles and decreases the combat strength of nearby units, unlike the Missile Cruiser it replaces. Available with Computers, but is more expensive.

Party Building
It isn’t available until Combined Arms, unlike the Hotel it replaces. :c5happy: Happiness is increased by 25% during ‘We Love the King Day’ in cities with a Party Building.


The Empire of Eastasia

Dage

Siwang Chongbai
:c5science: Science penalty from cities doubled. +2 :c5production: Production from Farms when at war and may build Farms on any Hill tile. All units receive double :c5moves: Movement on Farms.

Zhanshi
Receives a combat bonus (+15%) in Hills, unlike the Paratrooper it replaces. Generates :c5science: Science from kills.

Tuqu
Provides +2 :c5science: Science from Hill tiles, unlike the Research Lab it replaces. Does not require a Public School to be built.
Spoiler :
The Farm design was chosen because of the description Eastasia had in the novel; their main method of defence was through their industriousness and fecundity. Focus on hills was because there are many hilly and mountainous areas within and around Eastasia, and because it fits well with Farms.


The Empire of Eurasia

Bolshoy

The Unification of a Continent
Cities :c5trade: Connected to the :c5capital: Capital via Railroads automatically build land infantry units when at war. Enemy units take damage if they end their turn on a Eurasian Railroad.

Pekhota
It heals twice as quickly on Railroads, unlike the Infantry it replaces. May use enemy Railroads.

Zdaniye
It does not require a Hospital to be built, unlike the Medical Lab it replaces. Military unit :c5production: Production is increased by +5% for every Zdaniye (up to +20%).
Spoiler :
The entire civ is built upon owning many cities connected via land, which is how Eurasia is built up.



Spoiler :
The names and traits of the leaders and uniques of Eastasia and Eurasia are made up. :p There are no such things in the novel, or any other sources I know of (which, well, aren't any).

Ok, so I had to cheat. The main civ design here is Oceania, anyway, which I think is well in the spirit of the original superstate.
 
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