Civilization Request Thread

Well, its simply a better version of the Brazilian UU, then.
 
Since Natan's last split is all about commies I thought of another anti-bolshevik civ.

Kronstadt Rebellion
Leader- Stepan Petrichenko
UA: 15 Demands- When below -10 happiness can cause a reform.
UU: Revolutionary Dreadnought- Doesn’t replace any unit and is available when an ideology is chosen. Randomly spawns as a hostile unit when the empire is below -10 happiness but switches to your side when the empire is happy. 30 strength and is a naval melee unit.
UB: Kronstadt Fortress- Replaces Arsenal. Increases chances of Revolutionary Dreadnoughts spawning.

Spoiler :
Reform- Grants 12 global happiness but causes all yields to be reduced by 30% for the next 10 turns and resistance in all cities for 3 turns. Also causes all current Revolutionary Dreadnoughts to turn friendly.
 
Hmmm... Interesting design. I might make white army, though.
 
Rome under Julius Caesar

UA - Veni, Vidi, Vici - Great Generals decrease the cost of adopting social policies by 10%. Garrisoned Great Generals increase city efficiency (+15% gold, culture, and production)

UU - Unaltered Legion

UU - Roman General - Aside from the effects of a normal great general, the roman general has the 'Form Legion' mode. May not stack conventionally with units. While in form legion mode, up to four grounded soldiers within two tiles that match the unit type currently stacked (if none are stacked, any may join) with the Roman General may be selected to stack with the Roman General; press form legion again to confirm the selection. After forming a legion, roman generals sort of act like air craft carriers, except instead of selecting units to attack, the legion (roman general), attacks with the combined power of the units it carries. The legion (roman general) receives any promotions held by 100% of the units in it, and has the movement points of the unit type. When defending (while attacking, the damage that would be inflicted upon one member is divided up) however, only one unit in the legion is attacked: the one with the least health. (whilst a legion is formed, the general may not set down a citadel, and the disband legion is available, reverting all units back to normal. roman generals are still viewed as great generals by the game when in legion mode, although the tool tip refers to the unit as [Roman {x} Legion, where {x} is the unit stacked].) <-- It's a bit complicated, but in game it would be simpler to use than an air craft carrier. I'm not a modder, but I expect this is impossible.
 
(White) Russia
Leader: Alexander Vasilyevich Kolchak
UA: For Faith, Tsar and Fatherland: First variant - "+2 Faith for every Police of Tradion, Honor and Piety trees you have adopted". The second variant - Adopting Monarchy police will grant a free Great Prophet, adopting Mandate of Heaven police will grant a free Great General, adopting Military Tradition police will grant a Golden Age".
UU: White Guardist -replaces Great War Infantry. Cost: 320 production. Combat: 55, Movement: 2. Can spread a religion to cities.
 
White Russia(Alexander Kolchak)
Spoiler :
UA: My enemy's enemy is my friend
May build the UUs of friendly civilizations and allied :c5citystate: city states. Upon signing a peace treaty, all damage made by the other civilizations is instantly healed, and units gain a 2% :c5strength: combat bonus for the time that the war lasted per each damage healed this way in friendly territory. All allied CS may gift units during :c5war: war.

UU: Volunteer Army
Replaces great war infantry. weaker(45 :c5strength:), but gains 3 extra :c5strength: combat strength per each DOF you make(max.9). Starts with Survivalism III promotion.

UU: Cossack
Replaces the landship. Unlike it, the cossack is a cvalry unit, and it is unlocked much earlier, at dynamite. The cossack is weaker(50 :c5strength:), and it requires horses instead of oil. Ignores ZOC, and while in firneldy territory ignores terrain costs. Automatically upgraded from the cavalry.
 
An Israel civ, inspired by something I saw in the news(and in the Israeli media in general):

State of Israel
Spoiler :
UA: Legacy of the United Kingdom(David Ben-Gurion)
Units take extra :c5war: damage if they finish the turn on a resource you improve. Units gain XP when a nearby enemy takes damage from aircraft, cities or attrition. Planes are 33% cheaper and gain :c5war: experience 33% faster.

UU: Mahal Spitfire
Replaces Fighter. Does not obsolete. Gains 2 extra :c5strength: strength per each civilization you fight(doubled after Computers). +2 :c5culture: culture when garrisoned in a city(and additional 1 :c5culture: culture per each level it has). Per each 2 mahal spitfires in a city, gain 1 :tourism: tourism(up to 3 per city).

UI: Kibbutz
Unlocked at industrialization. When an enemy is adjacent to it, it may perform a ranged attack like a city(increased of a unit is stationed on it). Yields 1 :c5food: food, :c5production: production and :c5culture: culture. May not be built adjacent to another kibbutz, but the improvement construction speed at adjacent tiles is increased by 20%.


State of Israel(David Ben-Gurion)
Spoiler :
UA: Operation: Hiram
Units in enemy territory ignore ZOC and have 1 extra :c5moves: movement for 6 turns after you conquer a city. Pillaging tiles reduces the HP of nearby enemy cities and boosts the HP of your cities per each other civilization you fight, and you gain :c5greatperson: Aluf Pikud points from pillaging tiles(but do not gain any gold).

UU: Palmach
Replaces Infantry. Starts with siege and Cover II promotions if trained. If upgraded from great war infantry, it gains a 15% attack bonus, and deals damage to adjacent enemies stationed on improvements. Automatically upgraded to mechanised infnatry upon researching mobile tactics, if upgraded from the great war infantry.

UU: Aluf Pikud
Replaces great general. In addition to the usual combat boost, it also start with one of three unique promotions*, granting additional combat boosts in specific terrain. May be consumed to deal damage and grant :c5gold: gold per each enemy and improvement within two tiles(the damage is dealt to enemy units and cities).


Promotions:
Aluf Pikud Darom(10% combat boost in desert, ignore terrain cost in desert)
Aluf Pikud Tzafon(10% combat bonus in snow and tundra, 33% defence boost vs. Naval units)
Aluf Pikud Merkaz(20% bonus from attacking over rivers, ignore terrain cost while moving through rivers).


Feedback please? Please? With cherries above?
 
Its not... Kibbutzi.
 
Huns And Mongolia UA rework:

Huns: May not train Settlers (receive a free GP of your choice from liberty policy). Raze Cities twice as fast. Units receive siege promotion. Receive a free courthouse in annexed cities after razing your first city. While razing cities, anything generated by that city is also generated in the capital times two (e.g., if you are razing a city that generates 4 faith, and your capital generates 2, your capital generates 10 faith until the city is razed; or if the city produces 6 food, and your capital produces 20, your capital will produce 32 food).

Mongolia: Mounted units have +2 movement and receive a free ranged attack before attacking. May expend horses to upgrade foot soldiers to mounted versions of themselves (e.g. mounted crossbowmen/infantry).
 
(New)
Shoshone split, Part I

Comanche(Buffalo Hump)
Spoiler :
UA: Menace of the Moon
Units claim buffalo and horse tiles outside friendly territory while stationed on them, and ignore ZOC and terrain cost if they end their turn on those tiles. Mounted units gain 1% more :c5gold: gold from pillaging(anything) per each 2 unused horses. Horse resources provide double quantity, and increase the :c5war: XP of trained units.

UU: Moonlight Raider
Replaces lancer. Comes much earlier, at metal casting, and is weaker(18 :c5strength:). The moonlight raider gains extra :c5strength: combat strength each time you unlock a new mounted unit. Instead of the lancer's bonus vs. Mounted, the moonlight raider pays no :c5moves: movement cost to pillage and gains 5% more :c5strength: strength and :c5greatperson: great general points per each time it did so in the last turn. Upgrades to the Landship.

UB: Comanchero
Replaces forge. Each source of iron worked by the city increases :c5production: production of infantry units by 5%, and each source of horses increases mounted unit :c5production: production by 5%. Instead of +1 production from iron, receive +1 :c5gold: gold from iron, horses and buffalo. Requires at least one source of those resources to be built.


Comanche(Quanah Parker)
Spoiler :
UA: The Last of the Rich
Founded cities start with random territory. The :c5gold: gold output of cities counts towards their border growth rate, and is increased by 1(:c5gold: GPT) per each :c5faith: religious and :c5culture: cultural building in the city. May buy tiles outside of your city's working range.

UB: Comanche Casino
Replaces Stadium. Unlocked earlier at electronics, the casino does not cost any maintenance and increases the city's :c5gold: gold output by 3. Grants no happiness by itself, but increase :c5happy: happiness by 1 per each incoming :trade: trade route.

UNW: Star House
Unlocked at economics, replaces east India company. Each time a trade route is sent to the city, the city claims one additional tile. Generates 1 :c5culture: culture, :c5faith: faith and :c5food: food per each 4 citizens in the city. +1 :c5happy: happiness per each 10 citizens in your empire.


Thoughts, anyone?
 
(New)
Shoshone split, Part I

Comanche(Buffalo Hump)
Spoiler :
UA: Menace of the Moon
Units claim buffalo and horse tiles outside friendly territory while stationed on them, and ignore ZOC and terrain cost if they end their turn on those tiles. Mounted units gain 1% more :c5gold: gold from pillaging(anything) per each 2 unused horses. Horse resources provide double quantity, and increase the :c5war: XP of trained units.

UU: Moonlight Raider
Replaces lancer. Comes much earlier, at metal casting, and is weaker(18 :c5strength:). The moonlight raider gains extra :c5strength: combat strength each time you unlock a new mounted unit. Instead of the lancer's bonus vs. Mounted, the moonlight raider pays no :c5moves: movement cost to pillage and gains 5% more :c5strength: strength and :c5greatperson: great general points per each time it did so in the last turn. Upgrades to the Landship.

UB: Comanchero
Replaces forge. Each source of iron worked by the city increases :c5production: production of infantry units by 5%, and each source of horses increases mounted unit :c5production: production by 5%. Instead of +1 production from iron, receive +1 :c5gold: gold from iron, horses and buffalo. Requires at least one source of those resources to be built.


Comanche(Quanah Parker)
Spoiler :
UA: The Last of the Rich
Founded cities start with random territory. The :c5gold: gold output of cities counts towards their border growth rate, and is increased by 1(:c5gold: GPT) per each :c5faith: religious and :c5culture: cultural building in the city. May buy tiles outside of your city's working range.

UB: Comanche Casino
Replaces Stadium. Unlocked earlier at electronics, the casino does not cost any maintenance and increases the city's :c5gold: gold output by 3. Grants no happiness by itself, but increase :c5happy: happiness by 1 per each incoming :trade: trade route.

UNW: Star House
Unlocked at economics, replaces east India company. Each time a trade route is sent to the city, the city claims one additional tile. Generates 1 :c5culture: culture, :c5faith: faith and :c5food: food per each 4 citizens in the city. +1 :c5happy: happiness per each 10 citizens in your empire.


Thoughts, anyone?
The Commanche don't interest me much so not a whole lot of thoughts. I'm tempted to say the UNW is over powered but a major city will have all or most of its rules already claimed while minor cities won't be getting trade routes in the first place. Also the civ designs are quite lengthy.
Finally how do you design so many civs!:crazyeye:
 
Hmmm... I want to, so i design them. Thats a rather easy way of challenging myself. :crazyeye:
Also, sometimes my designs are lengthy, because my English isn't perfect... And sometimes its about thecivs or the design itself.
 
This is weak. Especially compared to Poland.
 
Umm... not really. Techs are incredibly useful. I do, however, not think it fits China that much (obviously debatable).
A creative and innovative people, China has given the world some of the most important inventions in history, including paper, gunpowder, the compass, and movable type. (This section is mandatory whenever Chinese history is discussed, in case you were wondering. It's a law.)
 
I think that was Natan trying sarcasm, though don't quote me on that. =]

FYI, I think China could do with its UA being slightly different. How about this:-

UA: Celestial Emperor
+1 :c5science: Science in the :c5capital: Capital for each :c5science: Science-generating building in your other cities. Units in enemy territory generate 1 :c5science: Science per turn for every adjacent friendly unit.
 
A creative and innovative people, China has given the world some of the most important inventions in history, including paper, gunpowder, the compass, and movable type. (This section is mandatory whenever Chinese history is discussed, in case you were wondering. It's a law.)

While that is 100% true, several of those inventions were made in what would be the Renaissance era in civ. It makes as much sense as giving Poland free Social Policies per era.
 
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