Civilization Request Thread

Republic of Wadiya (Admiral-General Aladeen) - There's an awesome Admiral-General Aladeen icon by knightmare13 floating around in one of the City-State mod threads. Would love so use him as a leader!

Confederate States of America (Jefferson Davis) - There really isn't a recent one that I've found. Probably should check the Workshop again, but still.

Iran (Ayatollah Khomeini) and Iraq (Saddam Hussein) - Murphy613 has an interesting version of each, but I'd rather not replace Civs if it can be avoided.
RawSasquatch was considering the CSA. It's not actually released yet and I'm not sure how far into development it is, but's it's worth a shot asking.

RawSasquatch's thread

And I hereby nominate myself the "Junior Semi-Non-Official Redirector Of Queriers To Completed New Civilizations Of Which They Have Queried", or "The JSNOROQTCNCOWTHQ". :mischief:
 
And I hereby nominate myself the "Junior Semi-Non-Official Redirector Of Queriers To Completed New Civilizations Of Which They Have Queried", or "The JSNOROQTCNCOWTHQ". :mischief:

And we welcome His Imperial Grace, the JSNOROQTCNCOWTHQ, to this position :D
 
And we welcome His Imperial Grace, the JSNOROQTCNCOWTHQ, to this position :D

:lol: Now I feel obliged to add HIG to my sig.
Wow, that rhymed!
It sounds a bit weird to say "The His Imperial Grace..." but it just adds to the awesomeness, I'd say. :crazyeye:
 
Also, Iran to be done at some point by SuperWaffle247 - can I be Junior Vice Semi-Non-Official Redirector Of Queriers To Completed New Civilizations Of Which They Have Queried (JJSNOROQTCNCOWTHQSNOROQTCNCOWTHQ)?
Switch around the position of Junior and Vice and I'm totally in favor of it. As it is right now, I'm only semi-non-officially in favor of it. ;)

Going back a few pages through the thread, there were some people asking for the Mughals and Kushans...
 
I was thinking about the Knights of St. John from Age of Empires III. (not the real-life version)

Leader: Morgan Black
Capital: Malta
UA: Not Sure
UU: St. Elmo (replaces the Frigate) Has a 50% bonus against Barbarian Naval Units
I'm not sure what the last unique thing should be.

If anyone wants to create the mod or help edit it to make it better, feel free to do so. PLS?

I created the icon below but feel free to edit.
Spoiler :
nUMOjs0.png
 
I've had an idea for the ten guilds of Ravnica as civs, but I'm still trying to figure out how to mod myself, so...

Anyways, here's the ideas:
Civ: The Azorius Senate
Leader: Azor I
UA: The High Judges (Unhappiness from all cities is 1, unhappiness from citizens is 2)
UB: Azor's Forum (Replaces Manhatten Project; Allows construction of Supreme Verdict; cheaper to build, requires Architecture)
UU: Supreme Verdict (Replaces Nuclear Missile; Does not require Uranium; Reduces city's population to 1 and captures it. Cannot be used on capitals or civilizations not at war)

Civ: Orzhov Syndicate
Leader: Obzedat
UA: Church of Deals (Gain Gold (currency) instead of Faith)
UU: Syndic of Tithes (Replaces Missionary; Gain Gold (currency) when converting a city)
UB: Godless Shrine (Replaces Shrine; No maintenance cost; Increases Gold (currency) gain. May use Gold (currency) instead of Faith for Faith purchases (Policies that reduce Faith costs reduce this price).)

Civ: House Dimir
Leader: Szadek
UA: The Unseen (Increased Spy production (Begins immediately; other players recieve theirs upon reaching Renaissance as normal).)
UU: Rogue (Replaces Scout; Bonus movement and combat on cultivated tiles; invisible to non-Scouts and Renaissance-and-higher units. upgrades to Crossbowman.)
UB: House of Shadow (Replaces Palace. +3 Production, Science, and Gold. +2 City Combat Strength. Marks Capital. Reduces effectiveness of enemy spies by 30%.)

Civ: Izzet League
Leader: Niv-Mizzet
UA: Explosive Progress (When decommissioning a unit in friendly territory, grants a bonus to science instead of gold)
UU: Gelectrode (Replaces Crossbowman; Increased defense, heals faster. Cannot melee attack)
UI*: Boilerworks (Built on Plains, Grassland, Desert, Tundra; +2 Science; Additional +2 for the following: Scientific Theory, Chemistry, Atomic Theory, and the Free Thought Policy; Requires Engineering.)

Civ: Cult of Rakdos
Leader: Rakdos
UA: Bonds of Agony (When a unit is dealt damage, +1 towards Golden Age)
UU: Cackler (Replaces Warrior; increased attack, lowered defense)
UB: Blood Crypt (Replaces Temple; No maintenance; Additional +2 Happiness; Damages garrisoned units.)

Civ: Golgari Swarm
Leader: Svogthir
UA: Rot Farm (Bonus to Food when a unit is killed.)
UU: Shambler (Replaces Warrior; March, increased defense; Halves Food production during creation.)
UU: Troll (Replaces Horseman; Like "African Forest Elephant," but with March instead of Great Generals II.)

Civ: Gruul Clans
Leader: Cisarzim
UA: Wild Guardians (Treat land tiles as improved without working them, cannot recieve benefit of worked tiles; Empire only produces 1/3 Science.)**
UU: Raider (Replaces Scout; Bonus to attacking cities.)
UU: Shaman (Replaces Worker. Ignores rough terrain, can un-work land tiles.)

Civ: Boros Legion
Leader: Razia
UA: Radiant Battalions (Units get bonues attack and defense for each adjacant ally unit.)
UU: Paladin (Replaces Longswordsman; requires Iron; Comes with Morale promotion.)
UB: Sacred Foundry (Replaces Armoury; Lowers Faith cost for buying units in city where it's built.)

Civ: Selesnya Conclave
Leader: Mat'selesnya
UA: Song of the Conclave (2% bonus to Culture, Happiness, and Faith for each citizen.)
UU: Druid (Replaces Archaeologist; Can only be made in cities with Gardens; Temporarily*** gives Forest or Jungle tiles Sacred Grove improvement; Sacred Groves can extract Great Works of Music or become Holy Sites.)
UU: Wayfaring Temple (Can only be built in cities with Temples; Maintenance 2 Faith; Siege unit comparable to Artillary; Melee only.)

Civ: Simic Combine
Leader: Simic
UA: Engineered Evolution (Units gain experience when a more advanced unit is produced.)
UU: Biomancer (Replaces Archaeologist; Requires Biology; can only be made in cities with Hospitals; Temporarily*** gives tiles near water Bio-Research improvement. Bio-Research can extract Great Works of Art or bonus Great Scientist generation or become Academies.)
UU: Cloudfin Raptor (Replaces Triplane; Air unit; Defense boost against anti-aircraft weapons; Doesn't require Oil.)

* Unique Improvement
** Best I can think of to do this is to have the "improvements" dependent on the terrain type or resource.
*** Similar to the Archaeological Dig "improvement."
 
Not so much a request, but I've been thinking a Civ that gets 2 pantheon beliefs would be pretty cool although maybe a bit overpowered.
 
I want Manchu,Belgium and israel.
 
Indeed, JFD's Belgium an Leugi's Israel, Leugi's Israel is one of the few custom civs that actually have a real animated leaderscreen!
 
So, since DJShenniger's suffering from modding burnout, these are open for people to nick. I'd really like to see them made, and I know it's a big project but, well... it's an awesome part of history that doesn't get that much attention. Help a painting out. =]

Fiat Lux: British Kingdoms Of Late Antiquity
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Spoiler :
The Picts (Galam Cennalath)
Start Bias: Hill
UA: Masters Of Fortriu
Units gain a +33% Combat Bonus against more advanced units. Cities started on Hill Tiles gain additional City Defensiveness and do increased damage when bombarding enemy units.
UB: Crannog (replaces Garden)
+25% Great Person generation. Requires a source of Fresh Water. Tiles with access to Fresh Water generate +1 Culture.
UB: Broch (replaces Castle)
+7 City Defensiveness, +25 HP. Enemy units that end their turn within one hex of the City sustain 30 points of damage every turn. Generates +4 Production if a Great General is garrisoned in the City.
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Dál Riata (Aedan mac Gabrain)
Start Bias: Coastal
UA: Three Kindreds
Occupied Coastal Cities stay in Resistance for half the usual time. Gain additional Faith from Trade Routes to Civilizations with whom you have a Declaration of Friendship.
UU: Currach (replaces Trireme)
Weaker and faster than the Trireme it replaces. May also perform Trade Missions.
UI: Insular Cross (all new!)
Unlocked at Masonry. +1 Faith. Additional +1 Faith and +2 Culture after Archaeology is researched, and generates another +1 Faith if the City working it contains a Monastery. If Pillaged, gain 50 Faith.
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Sudreyjar (Godred Crovan) [Hebrides]
Start Bias: Coastal
UA: Plurimarum Insularum
Gain -2 Unhappiness and +1 Culture in the Capital for each Atoll tile in the Empire. Naval Units gain a +5% Combat Bonus when attacking for each 25 Tourism the Empire produces.
UI: Bothy (all new!)
Unlocked at Construction. +25% Combat Bonus for any Unit occupying the tile, and generates +2 Food and +1 Production whenever so occupied. Counts as a Farm for technology-related bonuses (Civil Service and Fertilizer).
UU: Crofter (replaces Settler)
After it is used to found a City, a Worker appears in it.
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Strathclyde (Rhydderch Hael)
Start Bias: Grassland
UA: Dyrnwyn Aflame
May purchase any unlocked pre-Gunpowder unit with Faith. Doing so generates Culture. Land Units gain a +25% Combat Bonus when attacking.
UU: Novantae (replaces Swordsman)
Gain extra health from Pillaging tiles. Start with Cover I.
UU: Rheged Band (replaces Pikeman)
May be purchased with Gold for half the usual price. Does additional damage to Cities as well as Mounted units.
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Northumbria (Erik Bloodaxe)
Start Bias: Plains
UA: Dena Lagu
Buildings that produce Gold generate -1 base Gold. Gain an additional Trade Route for each Gold-generating building in the Capital. Mines produce +1 Gold.
UU: North-Harrier (replaces Knight)
Gain a +1% Gold generation Bonus in the Capital for each Tile this Unit Pillages. Weaker and cheaper than the Knight it replaces.
UU: Monk (replaces Great Writer)
When used for a Political Treatise, a Monk generates the same amount of Faith as Culture. When used to create a Great Work of Writing, gain a free Monastery in one of your Cities.
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Kent (Aethelberht)
Start Bias: Coastal
UA: Invicta
Land Units gain a +10% Combat Bonus while defending, with an additional +5% bonus for each Kentish Great Work in the Capital.
UU: Bretwalda (replaces Great General)
Standard Great General bonuses. In addition, may be spent to generate Tourism while at war with the target Civilization, or create a Great Work of Writing.
UI: Oast House (All new!)
Can only be built on flat land with access to Fresh Water. +1 Food and +1 Culture. The Culture yield rises to +2 after Architecture is discovered, and +3 after Biology is discovered. Unlocked at Engineering.
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Wessex (Alfred)
Start Bias: Grassland
UA: Burghal Hidage
Defensive Buildings grant a flat Gold boost when built. Defensive Buildings in the Capital also give a free copy of a Unique Unit from any Civilization not in the game for which you possess the required Technology. Units garrisoned on Forts generate -1 Unhappiness.
UU: Shieldwall (replaces Swordsman)
Slower than the Swordsman it replaces, but starts with Cover I. Gains an additional 1% Combat Bonus for every Unit it kills from a major Civilization or City-State.
UB: Court Of Scholars (replaces University)
+33% Science generation bonus. +2 Science per worked Jungle Tile. 2 Scientist Specialist Slots. +1 Production, +1 Gold, +1 Culture. Contains a slot for a Great Work of Art. Substantially more expensive to produce than the University it replaces, and cannot be bought with Gold. May not be built in conquered Cities.
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Mercia (Offa)
Start Bias: Grassland
UA: Greatest Of Seven
Trade Routes with City-States generate +1 Influence over that City-State per turn and grant a +5% Culture Boost to the City that initiated the trade. International Trade Routes generate Culture per turn.
UB: Sceattas Maker (replaces Mint)
+2 Gold per Gold or Silver Resource worked by the City. Also provides a +10% Gold generation bonus across the Empire.
UB: Jewelmaker (replaces Workshop)
+2 and +10% Production. 1 Engineer Specialist Slot. Creates one copy of the Jewellery Luxury Resource. Also contains a slot for a Great Work of Art, which grants a +1% bonus to Culture generation per 2 base Production in the City when filled.
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(Wales is part of the Celtic Civilizations split, and these guys are contemporaneous to the others, so...)
Gwynedd (Rhodri I)
Start Bias: Hill
UA: Y Hen Ogledd
Gain a +33% boost to Research towards a technology if a Civilisation you have met has already discovered it. Great Writers may construct Academies.
UB: Limewashed Church (replaces Temple)
+2 Faith. Contains one slot for a Great Work of Writing. +1 Science after Architecture is discovered.
UU: Gruffydite (replaces Spearman)
Gains an additional +10% Combat Bonus for each Terrain Type in a one-hex range around the tile where it ends its turn. Generates Science per kill.
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Deheubarth (Hywel Dda)
Start Bias: Plains
UA: The Laws Of The Good
-1 Unhappiness from Specialists. Specialists generate +1 of their primary yield in Cities with a Constabulary and a further +2 in Cities with a Police Station.
UU: Milwr Gosod (replaces Knight)
Weaker and slower than the Knight it replaces, but may attack twice, with the second attack dealing 75% damage. Costs slightly more.
UB: Caer Dinefwr (replaces Castle)
+7 Defensiveness, +25 HP. Increases City Bombardment Range to three hexes and causes it to deal additional damage against Siege Units. Costs considerably more than the Castle it replaces.
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Normandy (William I)
Start Bias: Grassland
UA: First Crusaders
Mounted Units start with Shock I, do additional damage against Units from Civilizations that follow a different majority religion, and generate Faith per turn when garrisoned in a City. The Production costs of Land Units are increased by 33%.
UU: Milites (replaces Knight)
Substantially stronger than the Knight it replaces, but more expensive to build and cannot be bought with Gold. May be purchased with Faith.
UB: Opus Gallicum (replaces Castle)
+15 City Defensiveness, +38 HP. The City in which it is built generates Faith when its bombardment kills an enemy unit.
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Connacht (Tairrdelbach Ua Conchobair)
Start Bias: Coastal
UA: Tribes Of Galway
+1 Global Happiness per International Sea Trade Route. Tiles that generate Gold may be purchased for free.
UU: Connaught Ranger (replaces Musketman)
Starts with a unique Promotion, "The Devil's Own", that grants a major bonus when attacking but a substantial penalty when defending. Gain a flat amount of Gold when used to capture Cities.
UB: Dun Ro Caislean (replaces, you guessed it, Castle. It's almost like they're everywhere in Britain and Ireland...)
+7 Defensiveness, +25 HP. The City now counts as a source of Fresh Water. +25% Gold bonus from International Trade Routes to and from this City.
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Leinster (Ugaine Mor)
Start Bias: Hills
UA: Province Of The Spear
Land Units gain a +5% Combat Bonus for each Tile with Iron worked in the Empire. Mounted Units receive Terrain Bonuses.
UU: Laigin (replaces Spearman)
Additional Combat Strength. Does extra damage against more technologically advanced units, which is retained upon upgrading. May embark across Ocean tiles.
UU: Redbreast (replaces Lancer) (Yes I know they were first raised in Enniskillen the synergy's better so deal with it)
Start with Formation I & II, along with a unique Promotion, "Quis Separabit", that allows them to deal 33% extra damage to Melee units. Costs significantly more than the Lancer it replaces. Upgrades to Cavalry.
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Ulster (Fiachnae mac Aedo Roin)
Start Bias: Grassland
UA: Annals Of Ulster
Theming Bonuses generate +2 Faith per turn. Buildings that generate Faith also generate +1 additional Culture.
UU: Ulaid Archer (replaces Composite Bowman)
Weaker and more expensive than the Composite Bowman it replaces, but has +1 Range. Also starts with the unique promotion "Cattle-Raiders of Cooley", which means it counts as a Great Work of Writing when garrisoned in a City.
UB: Abbey (replaces Shrine)
+2 Faith. +1 Faith for every other Faith-generating Building in the City.
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Munster (Cormac mac Cuillenain)
Start Bias: Plains
UA: Sanas Cormaic
A Great Prophet is born in the Capital after researching Writing and founding a Pantheon. 50% of the points generated towards a Great General or Great Admiral go towards Great Scientists
UB: Leabharlann (replaces Library)
+1 Science per 2 Citizens in the City. Contains a slot for a Great Work of Writing that comes pre-filled. When filled, generates +1 Faith per 2 Citizens in the City.
UU: Geraldine (replaces Longswordsman)
Slower than the Longswordsman it replaces and cannot be used to capture Cities. However, gains a permanent +5% Combat Bonus for each City or City-State you Liberate (once per City) and has a very high Combat Strength (27 compared to 21). Upgrades directly to Rifleman and obsoletes at Rifling.
 
...both from the Indian Ocean. One is a revamp of the Komori idea I had earlier that's apparently impossible.

Komori
Said Ali bin Said Omar
Udzima wa ya Masiwa. The Komori may found cities two tiles apart instead of the standard 3. +3 food in each city.
Moroni
Colours - White and ForestGreen
Unique Unit: Komori Dhow. Replaces Trireme. Cost: 45. Combat: 10. Movement: 4. +1 movement in shore tiles; can construct work boats.
Unique Building: Perfumery. Cost: 100. Unlike the Mint that this building replaces, the Perfumery can be built only if there is a forest in the city’s radius. So long as there is a forest in the city’s radius, adds a unique luxury resource Perfume and +2 gold.
Starting Bias: Archipelago
Region: Indian Ocean
--------------------------------------------------------------------------------
Sri Lanka
Anula
Mother Sri Lanka. The first hills and jungle that become part of your territory become Natural Wonders unique to your civilization so long as they don’t already have resources present (Central Highlands and The Sinharaja, respectively). All Wonders (constructed or natural) in your territory produce one extra of their highest yield.
Sri Jayawardenepura Kotte
Colours - DarkRed and Gold
Unique Unit: Senior Commander. Replaces Great General. Combat: N/A. Movement: 2. The Senior Commander may be expended to create a diplomat.
Unique Building: Tea House. Replaces Bank. Has two slots for Merchants, and creates a Tea resource on a nearby Grasslands tile.
Starting Bias: Island
Region: Indian Ocean
 
Nation: The Roskian Empire
(Roski, the civ short name.
Roskian, the people's name)
Leader: Vechek Dorssky

UU: God Class (Replaces Carrier, has +15 defence against submarines and nuclear submarines)
Presidential Guard (Replaces Marines, has +5 strength when garrisoned in the capital)
UA: Units 3/4 cost when at war

(Capital, Russo, Replaces Russia)
 
Random idea I had.

Civ: Xanatos Enterprises
Leader: David Xanatos
UA: Plan B (If someone finishes a World Wonder while Xanatos is building it, the city it was being built in gains a one-time boost to Production and Science equal to the amount of Gold (currency) received.)
UU: Steel Clan (Requires Steel; Increased movement, defense, and offense, ignores terrain penalty, cannot heal, no promotions. Uses two Iron, must be purchased, but can move immediately.)
UB: Gen-U-Tech Lab (Replaces Research Lab; +50% Science, +25% Gold (Currency), +2 Science, one scientist slot, one merchant slot.)
 
Another civ idea!

Pomo
Essie Pinola Parrish
Renowned Pomo Art. Each Declaration of Friendship the Pomo declare adds 10% to their and their friend’s generation of Great Artists.
Pomo
Colours - Red and Orange
Unique Unit: Nomad. Replaces Scout. Cost: 30. Combat: 4. Movement: 2. May convert itself into another Unique Unit, the Settlement. The Settlement claims the hex it is built on and taps any resource it is built upon that the Pomo have the technology to utilize. The Settlement can be activated to convert back to a Nomad.
Unique Building: Basket Weaver. Replaces Workshop. Cost: 120. Unlocks at Mining instead of Metal Casting and adds +2 culture and +1 Great Artist Point (instead of the +2 production). So long as the specialist slot is filled, provides a unique luxury resource, Pomo Baskets.
Starting Bias: Plains
Region: California
 
Does anyone know how, on a mac (please don't kill me) I might be able to actually get/use the steam workshop mods I've subscribed to? I ask here because I'd love to try some new civs that people right here have made (assuming they're on the workshop) but nothing works when I subscribe to them. Strangely, workshop mods for the game Insurgency work on the mac version of the game.

Also don't want to come across as whining/nagging but it'd be nice if I could get any sort of feedback regarding the fictional civ I started outlining last page. Hopefully if I can at least get subscribed workshop mods to work and if someone would be kind enough to make the mod (doesn't seem that I can on my mac myself), then I'd be overjoyed and very grateful :)

EDIT: Oh and the British Kingdoms of Late Antiquity looks sweeeeeeet! I've been researching a lot about those Kingdoms during the Viking Age.
 
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