Civilization Request Thread

Russia split, Part II

Tsardom of Russia(Ivan the terrible)
Spoiler :
UA: Tasr of all Russians
Gain :c5goldenage: golden age points when you kill citizens(in whatever way, conquering cities included). Conquered cities loss 25% more population upon conquest, but experience no resistance and gain :c5production: production per each killed citizen.

UU: Streltsy
Slightly stronger(25 :c5strength:) the the musketman, which it replaces. Has 20% defence bonus in friendly lands, and 20% :c5war: attack bonus in enemy territory. Has the marksamna troops promotion, granting them attack bonuses when stationed on forts, Citadels and Goloy-Gorods.

UU: Goloy-Gorod
Replaces great general. Has the "walking city" promotion, granting it :c5tsrength: defensive strength and the ability to perform ranged attacks when a unit is stationed in it. Instead of the usual GG bonuses, grants adjacent units a 10% defence bonus(15% for gun units), and a 33% bonus vs. Cities to all adjacent melee units. Receives movement points from the units stationed on it(has 2 :c5moves: moves otherwise).


Russian Empire(Peter the great)
Spoiler :
UA: Through the Ranks
Non- cultural :c5greatperson: great people may found cities, and may enter enemy territory. Cities founded by GP don't increase the cost of social policies, and grant :c5culture: culture and :c5production: production in the capital when they grow. Gain :c5science: science from stationing units in enemy territory(doubled for :c5greatperson: GP)


UU: Preobrazhensky
Replaces rifleman. Slightly more expansive, but increases :c5greatperson: great people generation when built. Has the toy Army promotion, granting it 5% combat boost in friendly territory and 1 extra XP from combat per each adjacent unit with this promotion.

UU: Cossack
Replaces cavalry. Knights are automatically upgraded to cossacks upon researching economics. Cossacks start with lower :c5strength: strength(26), but receive 4 :c5strength: strength after military science and additional 4 after rifling. Starts with the charge promotion, and ignores enemy ZOC. Also has 1 extra vision, compared to the cavalry.


Catherine the Great
Spoiler :
UA: Catherinian Era
New cities increase the amount of :c5goldenage: golden age points required for a golden age by 50% less. During :c5goldenage: golden ages, the improvement construction rate is increased by 25%, and cities connected to the capital receive 5% of its :c5culture: culture and :c5production: production production output

UB: Guberniya
Replaces constabulary. Increase the city's :c5culture: cultural border growth rate by 2% per each tile the city is distant from the capital. If the city is :c5trade: connected to the capital, its improvement maintenance cost will be reduced by 33%. If connected by railroad, the :c5happy: happiness in the city will increase by 2.

UI: Mansion
Unlocked at economics. Yields 2 :c5culture: culture, 1 :c5production: production and 1 :c5goldenage: golden age points. May not be built adjacent to another mansion. Upon the start of a golden age, generates :c5culture: culture per each farm in the city's territory.
 
Russia split, Part II

Tsardom of Russia(Ivan the terrible)
Spoiler :
UA: Tasr of all Russians
Gain :c5goldenage: golden age points when you kill citizens(in whatever way, conquering cities included). Conquered cities loss 25% more population upon conquest, but experience no resistance and gain :c5production: production per each killed citizen.

UU: Streltsy
Slightly stronger(25 :c5strength:) the the musketman, which it replaces. Has 20% defence bonus in friendly lands, and 20% :c5war: attack bonus in enemy territory. Has the marksamna troops promotion, granting them attack bonuses when stationed on forts, Citadels and Goloy-Gorods.

UU: Goloy-Gorod
Replaces great general. Has the "walking city" promotion, granting it :c5tsrength: defensive strength and the ability to perform ranged attacks when a unit is stationed in it. Instead of the usual GG bonuses, grants adjacent units a 10% defence bonus(15% for gun units), and a 33% bonus vs. Cities to all adjacent melee units. Receives movement points from the units stationed on it(has 2 :c5moves: moves otherwise).


Russian Empire
Spoiler :
UA: Through the Ranks
Non- cultural :c5greatperson: great people may found cities, and may enter enemy territory.
*incomplete*

UU: Preobrazhensky
Replaces rifleman. Slightly more expansive, but increases :c5greatperson: great people generation when built. Has the toy Army promotion, granting it 5% combat boost in friendly territory and 1 extra XP from combat per each adjacent unit with this promotion.

UU: Cossack
Replaces cavalry. Knights are automatically upgraded to cossacks upon researching economics. Cossacks start with lower :c5strength: strength(26), but receive 4 :c5strength: strength after military science and additional 4 after rifling. Starts with the charge promotion, and ignores enemy ZOC. Also has 1 extra vision, compared to the cavalry.


(Incomplete)
Spoiler :
UA: Catherinian Era
?

UB: Guberniya
Replaces constabulary. Increase the city's :c5culture: cultural border growth rate by 2% per each tile the city is distant from the capital. If built in an occupied city, generates 2 :c5happy: happiness and reduces tile maintenance by 33%.

UI: Mansion
Unlocked at economics. Yields 2 :c5culture: culture, and 1 :c5production: production. May not be built adjacent to another mansion.
Ivan the Awesome* :p You seem to like Great General unique units, not that I mind considering how interesting you always make them. I like the Russian empire UUs especially the Cossack! Everything about it looks awesome. The UA seems underpowered, settlers aren't much an issue to make by the time people are getting great people though I do see the incomplete.
The Catherine era constabulary UB looks neat.
 
I had an idea for great people gaining experience, but in erased it as it was too situational and overpowered.
(And thanks! ;))
 
Inspired by an AlternateHistory.com TL that started not too long ago, my own take on a Pontic Civ...

Kingdom of Pontus
Leader: Mithridates VI
Unique Ability: The Poison King: Generate +10% Culture total when at war with a major civilization(s). Combat penalty when fighting in fallout halved. Gain a combat bonus when fighting in hills or next to mountain tiles.
Unique Unit: Royal Cavalry: Replaces Horseman, Can move through rough terrain as if it is normal, at the cost of overall movement (3 vs. 4).
Unique Building: Mithridatic Barracks: Replaces Barracks, In addition to it's traditional bonuses of the Barracks, it reduces the Production Costs and Gold Costs for Mounted Units made in cities with this building.
Start Bias: Hills
Capital: Amaseia (or Sinope)
 
Here's one I've been working on for a bit.

Aurangzeb - The Mughals
:c5capital: Agra (not sure what his backup capital should be atm)
UA: World-Seizer
Inquisitors and Great Prophets may be used to remove rival religions from your cities up to three times. Whenever a city following an enemy religion is conquered or a city is converted to your religion, gain a sum of :c5goldenage: Golden Age points.
UU: Multi-barreled Cannon or Sowar
The multi-barreled cannon would be more expensive than regular Cannon, but once placed, may attack more than once per turn. The cannons themselves were developed by Fathullah Shirazi for Akbar, but I figured this could be another way to highlight Mughal artillery prowess (though I'm not sure just how much the multi-barreled cannons were used).
-or-
The Sowar would be a Dragoon(?) replacement. Would get a combat bonus against cities of rival religions. Really, I haven't come up with anything exciting for this, but it's a bit more justifiable as a UU.
UB: Karkanah
Replaces the Artist's Guild. Contains a slot for Great Works of Art. During Golden Ages, Great Artist production is boosted by 50%.
Under Aurangzeb, these buildings (described by Francois Bernier) made valuable textiles. I kind of mashed it together with his love for calligraphy to work with the UA a little better.

Genuinely interested in how this could be made better. I figured Aurangzeb (and his zealotry) were perfect to make a "one world religion" warmonger Civ :p

I took another look at Aurangzeb and here's what I came up with:

Aurangzeb
:c5capital: Agra
UA: World-Seizer
Whenever a city following an enemy religion is conquered or converted to your religion, gain :c5goldenage: Golden Age points. Conquered cities suffer no resistance if they follow your religion and increase :c5angry: Unhappiness by 33% less.
UU: Multi-barreled Cannon
More expensive than the Cannon it replaces :)c5production: 225), the Multi-barreled Cannon begins with the Logistics promotion, allowing it to attack more than once per turn, and is slightly weaker vs. cities (17 vs 20).
UA: Karkanah
Replaces the Artists' Guild (more expensive, but not sure by how much yet). Contains a slot for Great Works of Art. Grants +1 :c5faith: Faith if the Great Work slot is filled. During Golden Ages, Great Artist generation in this city is increased by 50%.

His UA and UB are a little busier, but I think the design works somewhat better now.

For the UA, I added the no resistance/less unhappiness bit to help emphasize spreading your religion during times of peace. Which gets you more GA points from Part 1 of the UA. I dropped the inquisitors/Great Prophets bit, because while I felt it kinda fit thematically, the same thing could be done more simply by allowing the player to get more Faith instead (I also had conquered cities giving faith equal to combat strength, but dropped that too because I felt it made things too busy).

For the UU, I went with the multi-barrel cannon. Having siege units that start with Logistics is pretty good (I think - if not, can buff more). Making it slightly weaker against cities fits because each barrel would fire a smaller shell, doing less damage each - and also tries to keep them from shredding cities too fast with their ability to fire multiple times.

For the UB, I looked back to the UA. It wants Faith. Though the calligraphy Aurangzeb patronized is a stretch as far as Works of Art, in Islamic traditions, they're much the same as paintings or statues of Jesus in a Christian church. Having the building make only Mughal calligraphy is a bit narrow, but I thought having the Faith apply to any Work in its slot was good enough. More Artist generation for GAs helps fill these slots. I considered having the Faith bonus apply to all filled Great Art slots in that city, but I'm not sure if that's too strong.

Altogether, I would think the early game would focus on getting a religion and spreading it, before warmongering later on. Or in waves. Whatever floats your boat, really. The secondary focus on Great Artists gives Aurangzeb an outside shot at a Tourism win that usual warmongers may not have, too (opulence of the Mughals!). The increased UU/UB costs (not too much over the originals, I hope), also reflect the rising inefficiency of the later Mugal empire to a degree. I'm really happy with what I've got above, and wonder what some of you fine civ-makers think on a few questions:

1.) Is Logistics + slight debuff vs cities balanced and useful enough for the UU?
2.) How much more than the Artists' Guild should the UB cost (Guild costs :c5production: 150)?
3.) Should the Faith bonus on the UB apply only to its Art slot or all art slots in the city?
 
Fellow civ-inventors! Did someone have ideas here for Napoleon III and the Second French Empire? I'm currently working for it and struggling especially with the UA. As for the Uniques, I'm going to go with the Zouave (Rifleman) and the Grande-École (Public School). :)
 
No idea of what to do with Napoleon III.

However, after toying around with concepts a lot (again), I revisited my Etruscan concept until I was satisfied. Should be relatively simple.

UA: Dodecapoli: During Golden Ages, Trade Routes provide an extra +4 Gold, and Faith Generation is increased by 20%. +4 Gold from Trade Routes with City-States.

UB: Fanum: Temple replacement. Provides +1 Gold and +1 Faith on Metallic Resources (Iron, Copper, Gold, Silver, Aluminum).

UU: Baru: Great Prophet replacement. Upon being born, a Golden Age begins.

Should be relatively simple with plenty of code to base myself on (mainly CL's Australia - the original one and JFD's Meiji). Also quite fun to play as. That said, I'm asking for feedback, really.
 
I'm making the Second French Empire with Zantonius Hamm and OrderofOlav as part of their Age of Imperialism project. The design isn't final yet but this is the UA that I made that we're going to refine.

Liberal Empire: +5% production in the capital for every city connected to it and +1 production in every city connected to the capital. Roads cost 33% less.
 
Fellow civ-inventors! Did someone have ideas here for Napoleon III and the Second French Empire? I'm currently working for it and struggling especially with the UA. As for the Uniques, I'm going to go with the Zouave (Rifleman) and the Grande-École (Public School). :)

Those two uniques are good choices; the effects elude me for the time being, except for very basic ones.

UA: either enhanced diplomacy vs. City States (but that's limited and pretty dull probably), or focus on Great People and more of a civil approach and internal development of the empire. If Roosevelt didn't use it, I'd suggest the ability to generate GP points of the player's choice upon adopting a social policy. But alas, this is taken, so maybe the other way around? Expending Great People in any way generates Culture? Or permanently adds the yield to the city they were born?

Zouave: definitely a combat bonus when attacking. Ability to move when dealing more points of damage than suffering? Generate culture from taking damage? Dunno.

Grande-Ecole: Great Engineer points on top of normal effects? The French were pretty industrious then, and engineering is also the main thing that screams 19th century (at least to me), so it might be worth exploring.

Another idea for the unique would be some type of French pre-dreadnough battleship replacing the Ironclad. French designs were very influential around the world then, and the French Jeune Ecole of their admiralty had some innovative ideas.

Otherwise, I'm throwing all my septims at the screen right now. I want to help with art if I have the time; I'm intrigued by this civ, Napoleon IIIrd's Empire is one of the most interesting incarnations of France.
 
There's also this one, though I prefer the first civ to the second, you're speficially asking for Napoleon III so well, eh.

Anyways, it'd be interesting if this civ were a nice foil to Colonialist Legacies Benito Juarez somehow... :mischief:
 
I wrote a long post but my iphone chose to refresh the page and destroy the post so I'll keep this short...

Thanks for the ideas, I think I'll figure something out, but ideas for the UA are still appreciated :)

And yes, Jan, feel free to choose the Zouave and the Grande-Ecole / the leaderscreen (as long it has the typical imperial grandeur of your creations, and I believe it'll have :) )
I've already made the leader icon (my avatar) and the map, which I'm pretty proud of, and I'd like to make another icon. And if you feel so, there's yet a Haussmann renovation - wonder icon to do, something about the Haussmann architecture and boulevards of Paris :)

Oh, and Napoleon III's quite on the fast lane (I'm having a boost of motivation to combat the entrance exam stress), so I'd hope to see these done before July, otherwise I'll take these ;)

@Hoop_Thrower: if Benito's in the game, Napoleon III has a chance to replace him with Maximilian (will be shot if defeated)? :p
 
Took a look at it, I have this:

UA: Napoleon's Way
Gain :c5production: production boost towards :c5gold: gold and maritime buildings in all cities when a city is connected to the capital via railroad. When a :trade: trade route is sent to a city :c5trade: connected to the capital, gain a lump sum of :c5food: food and :c5production: production equal to the amount of GPT both civs earn from it in all cities connected to the capital.

UU: Zouave
Replaces rifleman. It gains a 5% foreign lands bonus and 3 extra XP per each :trade: trade route sent to the city during the unit's construction. The Zouave upgrades to infantry, but receives combat boost after researching replaceable parts(52 :c5strength:).

UB: Grandes écoles
Replaces public school. Contains one engineer specialist. Grants a :c5production: production boost in the city each time you research tech that unlocks a building.

Version 2:

UA: Empire's builder
:c5unhappy: Unhappiness in the capital is reduced by 5% per each city connects to it(up to 50%), and unhappiness in cities :c5trade: connected to the capital by railroad is reduced by 10%. Gain :c5culture: culture when a great person is born.

UU: Zouave
Replaces rifleman. The Zouave does not obsolete, and gains extra :c5strength: strength when you unlock new infantry units. The Zouave may be stationed in cities to halt resistance, and grants :c5production: production towards courthouse when doing so. Has a 20% combat boost while fighting in lands other then your own.

UB: Grandes écoles
Replaces public school. Contains a general and an engineer specialist slot, in addition to the scientist specialist slot. Each specialist slot filled in the building increases :c5greatperson: great people generation and unit :c5production: production by 5%.

There could be so many UAs for that one...
@Donstamos: I like that design!
 
Fellow civ-inventors! Did someone have ideas here for Napoleon III and the Second French Empire? I'm currently working for it and struggling especially with the UA. As for the Uniques, I'm going to go with the Zouave (Rifleman) and the Grande-École (Public School). :)

I wrote a long post but my iphone chose to refresh the page and destroy the post so I'll keep this short...

Thanks for the ideas, I think I'll figure something out, but ideas for the UA are still appreciated :)

And yes, Jan, feel free to choose the Zouave and the Grande-Ecole / the leaderscreen (as long it has the typical imperial grandeur of your creations, and I believe it'll have :) )
I've already made the leader icon (my avatar) and the map, which I'm pretty proud of, and I'd like to make another icon. And if you feel so, there's yet a Haussmann renovation - wonder icon to do, something about the Haussmann architecture and boulevards of Paris :)

Oh, and Napoleon III's quite on the fast lane (I'm having a boost of motivation to combat the entrance exam stress), so I'd hope to see these done before July, otherwise I'll take these ;)

@Hoop_Thrower: if Benito's in the game, Napoleon III has a chance to replace him with Maximilian (will be shot if defeated)? :p

i am scare

Spoiler :
There's also this one, though I prefer the first civ to the second, you're speficially asking for Napoleon III so well, eh.

Wow, people actually remember that design. I still think it is among my top 5 designs of all time, and it is the only historical civ I really, really, really want to do. And maybe a Louis XVI civ to complement it. And maybe some anti-revolutionary European civs.
 
I'm trying not to be too needy, but I wanted some feedback that it seems I'm not getting. Oh well.
 
Russia split, part III

Soviet union(Vladimir Lenin)
Spoiler :
UA: Red Terror
May consume units in enemy territory for :tourism: influence, and may consume workers for :c5production production. Units gain 20% of the :c5strength: comabt strength of defeated units\cities as :c5culture: culture per each level of influence you have on the owner(doubled for civs with different ideology).

UU: Red army
Significantly weaker(36 :c5strength:) the the great war infantry, which it replaces. However, when you conquer a city, all red armies gain HP boost, and you receive additional red Army unit. If consumed for influence, gain a double amount, and all adjacent units receive an HP boost.

UB: Soviet
Replaces the police station. Units trained in a city with a commissary may build and repair improvements during peace, and receive HP boost from doing so.


USSR(Josef Stalin)
Spoiler :
UA: Warsaw Pact
:c5influence: influence you receive from gold gifts and CS quests is increased by 5% per each CS you could demand tribute from. If military units end the turn near the borders of other civilizations, they increase the :tourism: influence you have on that civilization. all :c5citystate: city state allies you have may occasionally gift units during :c5war: war.

UU: IS-2
Replaces the tank. Has a bonus against armor units(33%), and slightly stronger(75 :c5strength:). However, it is more expansive then the tank(395 :c5production:).

UB: Commissary
Replaces the constabulary. Unit :c5production: production in the city is increased by 2% per each citizen present in the city. Reduces technology stealing rate by 35%.


I completed the previous part, BTW.
@GPuzzle: that's a nice design, but i don't like the "when born, starts a..." Part of the UU. But maybe its just me.
 
I'm trying not to be too needy, but I wanted some feedback that it seems I'm not getting. Oh well.

Apologies, I'm busy atm which is why I've not been able to talk about design as much as before. But regarding the new etruscans, what was wrong with the last design? I think this one is quite a bit more boring, especially the +20% faith - just a flat 20% increase to a yield is no fun whatsoever, it doesn't change anything about the way you play or the goals you set.
 
I wasn't satisfied with it. Too much going on at once, and I was thinking a bit too big. Might add a "Can buy Cargo Ships and Caravans with Faith."

Still, loads of sample concepts. Some:

- Metallic Resources provide +2 Gold when worked and double quantity when connected.

- Fanum provides Golden Age points after being built.

- Shrines and Temples provide +2 Gold and are built twice as fast.

- Gain +2 Faith and +2 Gold from Trade Routes with each different Civ or City-State. Trade Routes are 50% longer and produce an additional +2 Gold.

- Cities on the coast produce +2 Faith and +2 Gold. If settled next to a mountain, Faith and Gold are doubled.
 
I wasn't satisfied with it. Too much going on at once, and I was thinking a bit too big. Might add a "Can buy Cargo Ships and Caravans with Faith."

Still, loads of sample concepts. Some:

- Metallic Resources provide +2 Gold when worked and double quantity when connected.

- Fanum provides Golden Age points after being built.

- Shrines and Temples provide +2 Gold and are built twice as fast.

- Gain +2 Faith and +2 Gold from Trade Routes with each different Civ or City-State. Trade Routes are 50% longer and produce an additional +2 Gold.

- Cities on the coast produce +2 Faith and +2 Gold. If settled next to a mountain, Faith and Gold are doubled.

The last two are my favorite ones. If you want the civ to be wide then I recommend the last one. If not then the second to last one is pretty good.

What do you guys think of this interwar Czechoslovakia design?

UA: Cities generate Golden Age points during We Love the King Day. Social Policies are 15% cheaper during Golden Ages.

UB: Skoda Works: Replaces Factory. +1 production from strategic resources and receive 50% more strategic resource copies from this city.

UU: Legionnaire: Replaces Great War Infantry. Gain Golden Age points from kills, twice as many points if the kill occurs within your borders.

I wanted to represent how Czechoslovakia was the only strong democracy in Central/Eastern Europe during the interwar period. I'm not too sure about the UB though. It's supposed to help you acquire luxuries for WLTKD since you'll have more resources to trade.
 
Does the UU's promotion stay on upgrade?
 
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