Civilization Request Thread

DAT MANSA MUSA. That is spectacular. I really like the flavor of the Trade Caravans.
 
Pirates!

UA - Scourge of the Seas - May not train settlers; may not annex or puppet happy cities (acquired by conquest). Penalties from unhappiness is increased twofold; unit maintenance is increased twofold. Acquired cities automatically become Haunts* (except for the capital, which retains it's ability to choose production). May buy off allied city-states to turn them into Haunts*. Naval units receive the unique Piracy** promotion. Gain increased gold from pillaging and plundering (x2-4, applies to pillaging tiles, gold from killing units, and from plundering trade routes and cities etc. etc.).

UI - Rum Distillery - Plundered from the Buccaneers mod.

UU - Corsair
- Replacement for the Privateer. The corsair also has a ranged attack (25 strength), has +1 movement, and may move after attacking. Does not start with coastal raider.

*Haunts - haunts are puppeted cities with reduced production (-50%), but allow you to purchase. Pirate haunt's borders are not visible on the map to other players unless directly next to them, and the same goes for the city itself (may not be spied upon). Haunts automatically convert barbarians venturing inside their borders, and plunders any non-friendly trade routes passing within two tiles of their borders (does not count as an act of war, signals that barbarians took it to other players).

**Piracy - Prize ships, receive gold from killing units equal to their combat strength, may enter borders without open borders. (stacks with Honor.).

Feedback/thoughts?
 
Pirates!

UA - Scourge of the Seas - May not train settlers; may not annex or puppet happy cities (acquired by conquest). Penalties from unhappiness is increased twofold; unit maintenance is increased twofold. Acquired cities automatically become Haunts* (except for the capital, which retains it's ability to choose production). May buy off allied city-states to turn them into Haunts*. Naval units receive the unique Piracy** promotion. Gain increased gold from pillaging and plundering (x2-4, applies to pillaging tiles, gold from killing units, and from plundering trade routes and cities etc. etc.).

UI - Rum Distillery - Plundered from the Buccaneers mod.

UU - Corsair
- Replacement for the Privateer. The corsair also has a ranged attack (25 strength), has +1 movement, and may move after attacking. Does not start with coastal raider.

*Haunts - haunts are puppeted cities with reduced production (-50%), but allow you to purchase. Pirate haunt's borders are not visible on the map to other players unless directly next to them, and the same goes for the city itself (may not be spied upon). Haunts automatically convert barbarians venturing inside their borders, and plunders any non-friendly trade routes passing within two tiles of their borders (does not count as an act of war, signals that barbarians took it to other players).

**Piracy - Prize ships, receive gold from killing units equal to their combat strength, may enter borders without open borders. (stacks with Honor.).

Feedback/thoughts?
Here's a pretty good pirate mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=323981257
 
If your UA is cluttering too much of the space and it's not easily understandable, it's not good enough. Plus, we have two Bucanner Civilizations already!

Testing the waters for something that only Anno Domini has really made and it's probably right next on my list of things to do: Ptolemaic Egypt.

Ptolemaic Egypt:

UA: Centre of Hellenism: +4 Culture from World Wonders. +1 Great Writer points in the Capital for every city with a Lighthouse.

UB: Maktabat: Library replacement. +2 Production. Has 2 Great Work of Writing slots that when filled increase Great People generation in that city by 10% each. Has increased mantainance.

UU: Polyreme: Trireme replacement. Stronger, and may rebase to other ports.

Really hoping it isn't too OP, and actually quite good.
 
Note to self: always double check Tarcisio's thread.

Goddamnit, why are our interests so overlapping? We should unite one day or something.
 
The Mythical Civilization of Atlantis

Leader: Atlas

UA - Divine Hubris - Gain increased culture and science for every percentage of the world mapped (+1% for every 2% discovered, on standard). Or, alternatively: Gain increased culture and science for every part of the world you own (+2% for every 1% of the world owned, on standard).

UU - Explorator - Atlantic replacement for the trireme. May traverse ocean and carry one unit. -1 movement on ocean.

UB - Temple of Poseidon - Replaces the Temple. +1 faith and +2 culture and science for each ocean tile worked by this city. Increased maintenance (3)
 
Babylon
Leader: Hammurabi
UA: The Code of Lows:
+2 Happiness from Courthouses. Courthouses may built in all cities. -50% Gold and Production cost for Courthouses, Constabularies and Police Stations.
--------------------------------------
requires Events and decisions
UA: The Code of Lows: +2 Happiness from Judiciary Court and Code of Lows. Adopting all policies in the Police tree will grant a free Magistrate.
Or
UA: The Code of Lows: Choose one Reward* of Civ Specific Decisions when you discover Civil Service.:yumyum: :yumyum::yumyum::aargh:
*For example: Thai Alphabet reward: Receive a free Technology; Send Out Embassies reward, Rescue the Relics of St. Mark reward, Found the Arsenale reward, Hold the Great Sejm reward, Establish the Main Crown School reward and etc.
------------------------------------------------------------
UU: Bowman
UB: Walls of Babylon
 
I don't understand what does that UA has to do with nabby.
 
Oh... I'm a fool. I didnt see you changed the leader. Nabby is Nebuchadnezzar.
 
What do you guys think about this Northern Ireland design?

Northern Ireland
Leader: Basil Brooke
UA: Dockyard of the Empire- Gain gold upon constructing naval units and work boats. +1 production from Sea Resources and +2 production from naval garrisons.
UB: Shipyard- Replaces Seaport. +25% naval unit production instead of +15%. 15 XP for naval units.
UU: Light Cruiser- Replaces Destroyer. +1 movement. Transfers movement to stacked units.

I wanted to represent Northern Ireland's industry, which was mostly centered around shipbuilding. The light cruiser is based off of the HMS Belfast which assisted in D Day, which is why it transfers movement. It's also because I needed a good naval unit to fit with everything else. The UA name is a placeholder until I think of something that sounds better.
 
Since my post a few pages back was politely ignored, I'm going to try again :D

Since you all looove doing civ splits over here , if anyone's familiar enough with Danish and Scandinavian history, I'd love to see some Denmark splits.
Harald I Bluetooth, Magrethe I (Kalmar Union), Christian IV (Denmark-Norway) are covered I guess. And GE and TCM is doing a Cnut/Canute II the Great (North Sea Empire) I think.
But either of the following could possibly be interesting:

- Valdemar I the Great
- Valdemar II the Victorious
- Valdemar IV Atterdag
- Christian II the Tyrant, or the Restless
- Frederick II

I don't know if all of them are different enough from one another to actually come up with different unique components, but some of them should be. :D
 
wait a bit. and ask Urdnot, as hes the best at splits(except Israel splits).
 
I discovered the Hussites a couple days ago and seeing their awesomeness I designed 2 civilizations based off them.

The Hussites
Jan Žižka
UA: Crusade Destroyers- Get a 15% combat bonus against civilizations following a different religion and gain faith :c5faith: when killing their units. Siege units have +1 movement and 25% combat bonus against infantry and cavalry.
UU: Wagenburg- Replaces Knight. Has 2 movement, less strength (18) and a penalty when attacking cities. 60% combat bonus when fortified and only takes 1 turn to fully fortify. 50% combat bonus when defending (except when fortified). Adjacent unit gets double flanking bonus when attacking a unit that attacked the Wagenburg the previous turn. Requires horses.
UU: Houfnice- Replaces trebuchet. No bonus against cities and has 1 range. 14 strength and 15 ranged strength. Enemy cavalry have a chance of taking damage and retreating when attacking the Houfnice.

I wanted a combat/faith civ though only the UA actually has something faith related since I was having trouble thinking of other faith uniques.


Second Hussite civilization though incomplete.

The Hussites
Jan Hus
UA: First Protestants- A city gains an extra 5% religious pressure for every follower of another religion in the city. Get a free Great Prophet the first time the majority of your cities follow another religion.
UU: ???
UB: Moravian Church- Replaces Temple. Faith :c5faith: output of the city increases the construction of science buildings. . Yields +1 faith :c5faith: for every other science building in the city.

I was thinking of possibly a great prophet replacement but I couldn't think of anything conclusive.
 
How... How you make Hussites with no moving fort?
 
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