Civilization Request Thread

For the record UIs tend to not replace anything. Maybe build it only on wheat resources, or give a bonus if it is?

I wanted to replace the plantation because abbeys tend to plant wine, incense, fruits and generally the sort of resources which plantations are built on.

Perhaps you could choose between the plantation and the abbey, one providing extra gold and the other providing the above bonuses.

Edit: or maybe allow them to be built next to luxuries like Chateaus (but only plantation type luxuries)
 
I've seen a few mods for various celtic civilizations and a few amateur attempts at making an Irish civ, but none of them really satisfied me. This is my take on what Ireland might look like [pimp]:


Ireland

UA:The Irish diaspora.
+50% growth rate in all cities. In cities with 5 or more citizens, half of the time when the city increases in population, a citizen will emigrate to a random civilization (you lose the citizen and another civ gains it). When a citizen emigrates to another civilization, gain a one time tourism boost with that civ(based on amount of tourism being produced).

UU: Monk (Missionary replacement)
-Has medic promotion.
-Chance of converting adjacent wounded enemy units to your side. (less likely if only slighly wounded, much more likely if near death).

UI: Abbey (Plantation replacement)
+1 faith.
-Friendly units which end their turn on an abbey heal even if they have performed an action.
-Recieve one unique luxury 'ale' for each luxury resource with an abbey built on it (only 1 per type of luxury).
-Pillaged for double gold.

Assuming you don't mind constructive criticism on this:

The UA's growth bonus needs to be nerfed, probably down to 30% or so. 50% goes beyond what normal constraints would allow, i.e. what another civ could get with the right wonders, buildings, and policies. The other part of the UA would be tough to code, but not impossible, and you need to specify some way for the tourism bonus to calculated. The tourism portion of it also doesn't have much historical backing, seeing as Irish immigrants after the Potato Famine brought their culture with them, but that didn't prompt the residents of the countries they moved to to go and visit Ireland. The UU is a cool idea, but a numerical value for the second portion would be preferable. The UI, as has already been brought up, does not replace another improvement. Here's the tweak I'd recommend:

UI: Abbey. Available at Theology. May only be built next to luxury resources, and not next to another Abbey [Chateau restriction]. Yields +2 faith and a bonus resource of Ale. Friendly units which end their turn on an Abbey heal even if they have performed an action.
 
Assuming you don't mind constructive criticism on this:

The UA's growth bonus needs to be nerfed, probably down to 30% or so. 50% goes beyond what normal constraints would allow, i.e. what another civ could get with the right wonders, buildings, and policies. The other part of the UA would be tough to code, but not impossible, and you need to specify some way for the tourism bonus to calculated. The tourism portion of it also doesn't have much historical backing, seeing as Irish immigrants after the Potato Famine brought their culture with them, but that didn't prompt the residents of the countries they moved to to go and visit Ireland. The UU is a cool idea, but a numerical value for the second portion would be preferable. The UI, as has already been brought up, does not replace another improvement. Here's the tweak I'd recommend:

UI: Abbey. Available at Theology. May only be built next to luxury resources, and not next to another Abbey [Chateau restriction]. Yields +2 faith and a bonus resource of Ale. Friendly units which end their turn on an Abbey heal even if they have performed an action.

Constructive criticism is totally cool.

I believe the growth bonus is not overpowered, as half of the time when your city grows in population you don't keep the citizen. So the growth rate over all is actually slower for this civ.

Also, the cultural influences of Ireland have definitely been enhanced by their emigration. They brought their festivals around the world with them. I, for example, know almost nothing about the patron saints of other countries (including the patron St of my country: St George) and yet I celebrate St Patrick's day every year. I don't think tourism necessarily means that people are visiting the country itself. If there is demand for Guinness and Irish Folk Music in foreign countries, I would call that tourism.

Edit: what about UA: +50% growth rate in cities with 10 or more population. In these cities, half of the time when the city increases in population, a citizen will emigrate to a random civilization (you lose the citizen and another civ gains it). When a citizen emigrates to another civilization, gain a one time tourism boost with that civ(based on amount of tourism being produced)
 
Hm... this got me thinking:

Ireland

UA:The Irish diaspora.
If a city hasn't grown for 3 turns, one of its citizens is moved away to a Random City state, increasing your Influence in it by 20.

UU: Wild Goose
Replaces Knight. Can be exchanged to other players in trade deals. After a certain amount of turns, if there's a Wild Goose under control of another player or city state, it reverts to your control.

UI: Abbey (Plantation replacement)
Available at Theology. May only be built next to plantations, and not next to another Abbey. Yields +2 faith and a bonus resource of Ale. Friendly units which end their turn on an Abbey heal even if they have performed an action.

I believe this may be more fitting while also being thematic to the Irish Diaspora.
 
Hm... this got me thinking:

Ireland

UA:The Irish diaspora.
If a city hasn't grown for 3 turns, one of its citizens is moved away to a Random City state, increasing your Influence in it by 20.

UU: Wild Goose
Replaces Knight. Can be exchanged to other players in trade deals. After a certain amount of turns, if there's a Wild Goose under control of another player or city state, it reverts to your control.

UI: Abbey (Plantation replacement)
Available at Theology. May only be built next to plantations, and not next to another Abbey. Yields +2 faith and a bonus resource of Ale. Friendly units which end their turn on an Abbey heal even if they have performed an action.

I believe this may be more fitting while also being thematic to the Irish Diaspora.

I think the UI is perfect as stated here. This version of the UA is definitely an alternative worth considering if a modder decides to pick this up. (though I would say 'if a city has been stagnant or starving for 3 turns etc..').

Care to explain the Wild Goose? I don't know of this history and couldn't find it from a google search.
 
Constructive criticism is totally cool.

I believe the growth bonus is not overpowered, as half of the time when your city grows in population you don't keep the citizen. So the growth rate over all is actually slower for this civ.

Also, the cultural influences of Ireland have definitely been enhanced by their emigration. They brought their festivals around the world with them. I, for example, know almost nothing about the patron saints of other countries (including the patron St of my country: St George) and yet I celebrate St Patrick's day every year. I don't think tourism necessarily means that people are visiting the country itself. If there is demand for Guinness and Irish Folk Music in foreign countries, I would call that tourism.

Edit: what about UA: +50% growth rate in cities with 10 or more population. In these cities, half of the time when the city increases in population, a citizen will emigrate to a random civilization (you lose the citizen and another civ gains it). When a citizen emigrates to another civilization, gain a one time tourism boost with that civ(based on amount of tourism being produced)

I'm actually thinking of going down a slightly different path right now, which would involve a significant growth bonus during golden ages but then the citizen loss penalty out of golden ages. I've also cleaned up the wording quite a bit. Something like:

UA: The Irish Diaspora. +50% growth and +1 food on farms during Golden Ages. When a city of population of 5 or more increases in population when not in a Golden Age, there is a 50% chance that the new citizen will emigrate to a random civilization, resulting in a one time tourism boost with that civilization equal on amount of tourism being produced.
 
Hello! First of all, welcome to the CivFanatics community! =)
My name is Kiang; I have three civs out I like to believe are of good quality (check them out in the Workshop or in my signature) and I can totally help you out. Only problem is, you need to have been a member for five days and have five forum posts in order to use the CivFanatics PM system. So, just wait a few days and go talk with people about Civ on various threads, and PM me back if you're interested. Good luck!

Hey, three is WAAY better than me. Ya know, considering I have zero civs made. :P

Thanks for heads up. I've been light modding Civ games (like stats and stuff) since my Civ II days so it's kinda weird I've never even joined up before.

Anyway, thanks for the heads up!
 
Got another civ idea. I'm going to begin learning how to mod soon, but I'm busy with a few other projects so I'm going to continue to post my ideas up here in case anyone wants to contribute / steal the ideas ;)

Akkadian Empire

UA: Slave Raiders.
Cannot produce workers. Captured workers cost half maintainance, improve tiles 25% faster and generate production for the nearest city when finishing a tile improvement. Recieve 3 free slavers upon researching horseback riding.

UU: Slaver (replaces horseman)
-Weaker than the horseman it replaces
-ignores enemy zone of control
-When stacked with a worker, increase it's movement points by 2.

UB: Postal service (replaces caravansary)
In addition to the normal caravansary effects, domestic trade routes provide +3 gold and city connections between cities with postal service generate +2 science.

note: workers from pyramids and liberty policy don't receive the UA bonuses as they are not captured. (unless it turns out to be a pain to code, then maybe they do)
 
Got another civ idea. I'm going to begin learning how to mod soon, but I'm busy with a few other projects so I'm going to continue to post my ideas up here in case anyone wants to contribute / steal the ideas ;)

Akkadian Empire

UA: Slave Raiders.
Cannot produce workers. Captured workers cost half maintainance, improve tiles 25% faster and generate production for the nearest city when finishing a tile improvement. Recieve 3 free slavers upon researching horseback riding.

UU: Slaver (replaces horseman)
-Weaker than the horseman it replaces
-ignores enemy zone of control
-When stacked with a worker, increase it's movement points by 2.

UB: Postal service (replaces caravansary)
In addition to the normal caravansary effects, domestic trade routes provide +3 gold and city connections between cities with postal service generate +2 science.

note: workers from pyramids and liberty policy don't receive the UA bonuses as they are not captured. (unless it turns out to be a pain to code, then maybe they do)

Here's my Akkad, drafted two months ago:

Akkad. Leader: Sargon. Capital: Akkad.
UA: Constructors of Growth. The yield from domestic trade routes of food is doubled. Granaries and Water Mills produce +4 food instead of +2, and have no maintenance cost.
UI: Chained Fortress. Available at Engineering. May only be build on flood plains on top of existing farms. Yields +1 food and +1 gold. Yields +1 gold for every adjacent Chained Fortress. +25% defense for any unit stationed in the tile.
UU: Light Bowman. Replaces Composite Bowman. Begins with Mobility I and Accuracy I promotions.

The UA comes from the advanced nature of the Akkadian economy. It was largely planned and controlled centrally, resulting in high levels of growth and the development of major cities. The UI is inspired by the construction of a chain of fortresses along major Akkadian farms and trade routes, which often overlapped. These fortresses allowed the empire to safely transport grain and goods domestically, and have a tight grip over international trade that passed through the empire. The UU references the main offensive unit of the Akkadian army, a composite bowman that was able to move quickly and attack over a great range on flat lands. The invention of this unit influenced later armies of the region as well, include Sumer and Babylon.
 
Here's my Akkad, drafted two months ago:

Akkad. Leader: Sargon. Capital: Akkad.
UA: Constructors of Growth. The yield from domestic trade routes of food is doubled. Granaries and Water Mills produce +4 food instead of +2, and have no maintenance cost.
UI: Chained Fortress. Available at Engineering. May only be build on flood plains on top of existing farms. Yields +1 food and +1 gold. Yields +1 gold for every adjacent Chained Fortress. +25% defense for any unit stationed in the tile.
UU: Light Bowman. Replaces Composite Bowman. Begins with Mobility I and Accuracy I promotions.

The UA comes from the advanced nature of the Akkadian economy. It was largely planned and controlled centrally, resulting in high levels of growth and the development of major cities. The UI is inspired by the construction of a chain of fortresses along major Akkadian farms and trade routes, which often overlapped. These fortresses allowed the empire to safely transport grain and goods domestically, and have a tight grip over international trade that passed through the empire. The UU references the main offensive unit of the Akkadian army, a composite bowman that was able to move quickly and attack over a great range on flat lands. The invention of this unit influenced later armies of the region as well, include Sumer and Babylon.

Nice ideas, but the UU and the UI are available only since the classic era, akkad didnt survive until the classic era.... the unique features should come earlier
in the game.
 
Nice ideas, but the UU and the UI are available only since the classic era, akkad didnt survive until the classic era.... the unique features should come earlier
in the game.

Akkad was not technologically dissimilar to what the Classical Era is, tech-wise, in BNW.
 
Here's my Akkad, drafted two months ago:

Akkad. Leader: Sargon. Capital: Akkad.
UA: Constructors of Growth. The yield from domestic trade routes of food is doubled. Granaries and Water Mills produce +4 food instead of +2, and have no maintenance cost.
UI: Chained Fortress. Available at Engineering. May only be build on flood plains on top of existing farms. Yields +1 food and +1 gold. Yields +1 gold for every adjacent Chained Fortress. +25% defense for any unit stationed in the tile.
UU: Light Bowman. Replaces Composite Bowman. Begins with Mobility I and Accuracy I promotions.

This might be a more historically accurate Akkad than mine. I really want a civ with a strong slavery focus though. I've seen a couple mods try to make slaver civs but they were quite awkward. Maybe I will draft Rome with an alternate leader and uniques...

Edit: So I decided to make a Roman republic ;)

Roman Republic
Leader: Julius Caesar


UA: "veni, vidi, vici" ("I came, I saw, I conquered")
Begin with the honor tree unlocked.
No occupied unhappiness or resistance from conquered cities whose founders have researched less technologies or have less social policies than Rome.

UU: Slave (new civilian unit)
-Workers and settlers captured by rome automatically become slaves.
-half gold maintainance of workers.
-improve tiles 25% faster than workers.
-when stationed in a city, a slave can be sacrificed for a production boost.

UB: Amphitheatrum (replaces colosseum)
+1 culture unlike colosseum it replaces.
additional +1 culture, +1 tourism, +2 gold after flight is researched (so total output is 2 happiness, 2 culture, 1 tourism, 1 gold.)
 
I thought I'd moved this here but I hadn't so I will now.

The Mississippians.

Spoiler :
UA: The Eternal River - Rivers can be utilised as roads, for movement :c5moves:, for establishing city connections :c5trade: and lengthening trade routes :trade:.

UU: Falcon Dancer - A Unique Great Person for The Mississippians. A Falcon Dancer is born in the capital whenever the empire enters a Golden Age. Falcon Dancers can be expended in friendly territory to build a Chunkey Ground. Expending Falcon Dancers in City State territory provide +15 :c5influence: in that City State, and an additional +5 :c5influence: in every City State with a trade route.

UI: Chunkey Ground - Provides +2 :c5science: +2 :c5gold: +2 :c5production: and +2 :c5goldenage:. Upon discovering archaeology can be utilised as an Antiquity Site. (Stacks with any improved tile yields from social policies, religious beliefs, ideological tenants, resolutions etc.)

UB: Mounds - Replaces Walls. In addition to Walls bonuses, Mounds grant cities on flat lands the benefits of having been founded on a hill. Once built, culture can be sent along domestic trade routes, +1 :c5culture: for each stretch of river adjacent to the hex is the city is founded on, to a maximum of +5.

UU: Mississippian - A worker replacement that, starting at calendar, can build Maize plantations on flat land tiles that are adjacent to rivers. Maize is a unique bonus resource that provides double the food yield of wheat, and contributes to the resource diversity of a city.
 
This might be a more historically accurate Akkad than mine. I really want a civ with a strong slavery focus though. I've seen a couple mods try to make slaver civs but they were quite awkward. Maybe I will draft Rome with an alternate leader and uniques...

Edit: So I decided to make a Roman republic ;)

Roman Republic
Leader: Julius Caesar


UA: "veni, vidi, vici" ("I came, I saw, I conquered")
Begin with the honor tree unlocked.
No occupied unhappiness or resistance from conquered cities whose founders have researched less technologies or have less social policies than Rome.

UU: Slave (new civilian unit)
-Workers and settlers captured by rome automatically become slaves.
-half gold maintainance of workers.
-improve tiles 25% faster than workers.
-when stationed in a city, a slave can be sacrificed for a production boost.

UB: Amphitheatrum (replaces colosseum)
+1 culture unlike colosseum it replaces.
additional +1 culture, +1 tourism, +2 gold after flight is researched (so total output is 2 happiness, 2 culture, 1 tourism, 1 gold.)

That's a great UA. The UB, to me, shouldn't replace the colosseum because the colosseum is a quintessentially Roman building in the first place. It might be a better replacement for the Amphitheater, and instead of the +1 culture boost have and +1 or +2 happiness boost.

I thought I'd moved this here but I hadn't so I will now.

The Mississippians.

Spoiler :
UA: The Eternal River - Rivers can be utilised as roads, for movement :c5moves:, for establishing city connections :c5trade: and lengthening trade routes :trade:.

UU: Falcon Dancer - A Unique Great Person for The Mississippians. A Falcon Dancer is born in the capital whenever the empire enters a Golden Age. Falcon Dancers can be expended in friendly territory to build a Chunkey Ground. Expending Falcon Dancers in City State territory provide +15 :c5influence: in that City State, and an additional +5 :c5influence: in every City State with a trade route.

UI: Chunkey Ground - Provides +2 :c5science: +2 :c5gold: +2 :c5production: and +2 :c5goldenage:. Upon discovering archaeology can be utilised as an Antiquity Site. (Stacks with any improved tile yields from social policies, religious beliefs, ideological tenants, resolutions etc.)

UB: Mounds - Replaces Walls. In addition to Walls bonuses, Mounds grant cities on flat lands the benefits of having been founded on a hill. Once built, culture can be sent along domestic trade routes, +1 :c5culture: for each stretch of river adjacent to the hex is the city is founded on, to a maximum of +5.

UU: Mississippian - A worker replacement that, starting at calendar, can build Maize plantations on flat land tiles that are adjacent to rivers. Maize is a unique bonus resource that provides double the food yield of wheat, and contributes to the resource diversity of a city.

I like the UB quite a bit. The Mississippian UU seems like it could be exploited on the right map, where you could easily end up with a ton of maize for one city. The UI needs to be nerfed; +8 total yield is far beyond what any in game UI will give you upon building it. Kasbahs and Polders are both +3 when you first build them, for instance.
 
I like the UB quite a bit. The Mississippian UU seems like it could be exploited on the right map, where you could easily end up with a ton of maize for one city. The UI needs to be nerfed; +8 total yield is far beyond what any in game UI will give you upon building it. Kasbahs and Polders are both +3 when you first build them, for instance.

I get what you mean about the Chunkey Ground, but it is a Great Person improvement remember, not something you could have your workers build all over the place. So depending on where you're setting your difficulty at, I don't think you'd be getting that many CGs in a game.

However, I'm not a modder, and all the high end celeb modders are busy doing some incredibly fine work on other things, so I doubt The Mississippians, or at least an iteration based on this idea, will be appearing any time soon. :nope:
 
I get what you mean about the Chunkey Ground, but it is a Great Person improvement remember, not something you could have your workers build all over the place. So depending on where you're setting your difficulty at, I don't think you'd be getting that many CGs in a game.

However, I'm not a modder, and all the high end celeb modders are busy doing some incredibly fine work on other things, so I doubt The Mississippians, or at least an iteration based on this idea, will be appearing any time soon. :nope:

If it's only a GP improvement, then it's not a UI.
 
More civilization ideas? Here goes:

Cappadocia
Ariarathes V
Underground Cities. Each city you found receives 15% bonus defense and becomes a source of Stone, Iron, Gold, Marble, Silver, Copper, or Gems at random.
Anaku-Inegi
Colours - LightGray and Chocolate
Unique Unit: Cappadocian Fathers. Replaces Missionary. Cost: 200. Movement: 4. When expended, provides either 50 culture toward a Piety policy, or if all Piety policies have been acquired, 50 Faith.
Unique Building: Silk Road Hotel. Replaces Hotel. Cost 300. Available at Masonry instead of Refrigeration; built for free in any city that is the destination of a foreign trade route.
Starting Bias: Plain Hills
Region: Turkey
 
More civilization ideas? Here goes:

Cappadocia
Ariarathes V
Underground Cities. Each city you found receives 15% bonus defense and becomes a source of Stone, Iron, Gold, Marble, Silver, Copper, or Gems at random.
Anaku-Inegi
Colours - LightGray and Chocolate
Unique Unit: Cappadocian Fathers. Replaces Missionary. Cost: 200. Movement: 4. When expended, provides either 50 culture toward a Piety policy, or if all Piety policies have been acquired, 50 Faith.
Unique Building: Silk Road Hotel. Replaces Hotel. Cost 300. Available at Masonry instead of Refrigeration; built for free in any city that is the destination of a foreign trade route.
Starting Bias: Plain Hills
Region: Turkey
Here's the Cappadocia I drafted two months ago:

Cappadocia
Leader: Ariobarzanes. Capital: Mazaca. Start Bias: Hill.

UA: Cultural Carving. Cappadocian cities gains +10% culture for each religion present in the city (max 50%), and +20% tourism for every open borders agreement made by Cappadocia (max 100%).
UI: Fairy Chimneys. Available at Masonry. May only be built on desert hills. Yields +2 production and +2 culture. Yields an additional +8 culture if built next to a Natural Wonder. Subject to tourism boosts from buildings and technologies that affect other UIs.
UU: Armenian Infantry. Replaces Swordsman. Starts with +15 experience. +25% combat strength when defending.

The UA comes from the extensive number of different cultures that have called Cappadocia home over the years, and in the time of the Cappadocian state as well. The land was able to adjust to all of these changes, albeit with some violence. The max levels are set at five times the single increase because of the five main influences on Cappadocia: Hittite, Roman, Christian, Armenian, Turkish/Ottoman.The UI is inspired by the formation of fairy chimneys, also called hoodoos, in the dry hills of Cappadocia. These unique formations attract a great deal of international tourism today, and serve as a marker for Cappadocian culture even after the state is long gone. The UU represents the use of ethnic Armenian soldiers by Roman rulers of Cappadocia. The soldiers were known for their experience and success in battle.

I actually drafted a series of about two dozen Iron Age Anatolian civilizations around the same time, and I posted them to /r/civ on reddit, where they mostly got ignored. You name it, I've probably got it.
 
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