Civilization Request Thread

My (probably better)ideas for unique events regarding Öselians:

Establish Taara as the main Deity and protector of these islands!:
The light that was seen in the sky and the destructive power that created the huge hole where he landed can leave nobody doubting in his superiority! It's time for our people to bring glory to his name! Rejoice! Has he who has the mighty God of War & Thunder:c5war::c5razing: on his side something to fear?
Cost/Restrictions:Can be enacted in Ancient and Classical eras. Can only be enacted once per game! Must have built 3 sacred groves, must own 7 land melee units, 150 faith:c5faith: 1 Magistrate, must not have found/adopted a religion!
Rewards: All land melee units created from now on receive free Morale and Drill I promotions.

Burning of Sigtuna There lies a wealthy Town in the west, just over the sea, who believes their Christian God will protect them! We and some of our Finnic brothers are planning to show them the error in this, while also making our pouches heavier. This is not going to be easy, all of our ships and gear must be in top shape, but the rewards shall be gold a plenty and the returning warriors shall be hailed as Heroes!
Cost/Restrictions:Can only be enacted during Medieval era! Can only be enacted once per game! Must have Researched sailing, Must own 5 military naval units and 1 Great Admiral, 1000 Gold:c5gold: 2 Magistrates.
Rewards: 3000 Gold:c5gold: 1 Great Admiral, 1 Great General and a WltKd starts in the capital.

And leader traits too: King Wesse: Seafaring & Financial
Financial rather than Aggressive since otherwise the trading aspect to them for which they had a whole other type of ship, called "liburna"(not to mention the great location for that) would be too overlooked!
 
Thanks for the links!

I'd seen the Sardinia-Piedmont civilization and I might use it.

I'd still like a more generic Italy, though. Using Sardinia-Piedmont to represent the Italian civilization is like using Prussia to represent the German civilization.

It's a surprising omission since one can play as England, Spain, Germany, France, Netherlands, Sweden, Denmark, Poland, Austria in the vanilla game alone, so an Italy mod would fill a void. Yeah, there's the Romans and Venetians and some more as mods, but no Italy proper, Mussolini aside.

I am actually planning Victor Emmanuel III, who would be the only pure Italy civ out there aside from Mussolini.
 
It's true that Italy as a single unified nation is relatively new, but the concept of Italian peoples is older.

The game already combines different eras within civilizations, such as Berserker and Norwegian Ski Infantry for the Danish or the Germans having Teutonic bonuses against barbarians (most useful in the early eras), along with Landsknechts (middle era) and Panzers (late era).

When I think of the Golden Ages of the Italian peoples I think of ancient Rome and it's military (and administrative) machine and I think of the Renaissance with it's many great people in many artistic, scientific and other fields.

So I think that combining the Roman units with some Great Person bonuses (along with some tourism increases) would work well for the Italian civilization.

Denmark has already been split into several different Civs - it had an overhaul, Norway in the late Viking era also got made, Denmark-Norway under Christian IV and the Kalmar Union as well...

Same applies to Germany - Germans, HRE, Bismarck, minor splits (Prussia and Bavaria), the 3rd Reich... They all were made.

There's like 9 Russias, Polynesia got split into 4 Civs, India into 5.
 
Denmark has already been split into several different Civs - it had an overhaul, Norway in the late Viking era also got made, Denmark-Norway under Christian IV and the Kalmar Union as well...

Same applies to Germany - Germans, HRE, Bismarck, minor splits (Prussia and Bavaria), the 3rd Reich... They all were made.

There's like 9 Russias, Polynesia got split into 4 Civs, India into 5.
That's all good - having lots of civilizations to suit one's needs is a positive thing.

I hardly ever play with random civilizations and instead select the civilizations according to geographical and historical criteria. European nations, for example: France, England, Germany, Sweden, Spain, Portugal, Netherlands etc. I wouldn't use, say, the Romans or the Celts in this setup. Ancient Mediterranean/Europe/Near East would be another theme, so I'd use the Goths rather than Germany to represent people from that region in that setup.

So I'd like a generic Italian civilization to use in my European nations format that covers people from the Italian peninsula in the same way that the German civilization references things from throughout the history of the people living in that region.

I'd probably use more geographically diverse civilizations in games sometimes if there was a mod that was better at distributing the civilization starting locations realistically. If I'm playing as the English and the first civilization I meet is the Chinese then it spoils my immersion in the game.
 
I am actually planning Victor Emmanuel III, who would be the only pure Italy civ out there aside from Mussolini.
I'll look forward to checking it out. :)

Thanks for the link - I subscribed to it. It looks interesting, although I don't think my computer would be capable of handling anything larger than the standard size maps. The ancient Mediterranean mod also looks fun as that's my favourite era.

I was thinking the other day how useful a mod would be for the various maps that come with the standard game that combine real world landmass forms - like Europe, Asia, Earth - with randomly-generated terrain and one that would also put civilizations in their correct starting locations. So you'd have something very similar to the YnAEMP mod, but with a random element each game. Yeah, there's the argument about there being too many civs in Europe and so on, but there could be ways to set limits on the number of civs in play on each continent to balance it out.

I mostly like to play on randomly generated maps but I like the civilizations to be somewhat plausible in their geographical relationships with one another. I've recently started using the Culturally Linked Start Locations mod. I've been generating and revealing maps with it to test it out and it seems to do a pretty decent job most of the time. So I'm going to use it as standard on all my randomly-generated map games from now on. It's certainly an improvement, in my eyes, on the way the vanilla game sets up the civilizations on the map.

Also, I'm interested in trying to get a simple mod up and running to allow a bit of customisation as to which city-states are utilised in games, to get them a bit more geographically relevant to the game one's playing, so here's the link for that.
 
I decided to be Urdnot_Scott for a moment.

Spain Split

Reconquista Spain

UA: Reconqusita: Great Works generate Faith. Units gain a combat bonus while fighting inside territory of a city with a different Religion.

UB: Muralla: replaces Walls. Has a Great Work of Writing slot that, when filled, increases Great Person generation in that city by 25%.

UU: Caballero: Knight replacement that makes a ranged attack before entering combat and gains Faith on kill.

New World Spain

UA: Seven Cities of Gold: Recieve extra Gold from meeting City-States, and recieve +2 Influence per turn if you and the city-state are at war with the same foe. Natural Wonder bonuses are doubled and you recieve a Gold bonus from finding them. Recieve a free Carabela upon researching Gunpowder.

UU: Conquistador: Lancer replacement. Slightly more expensive, available at Gunpowder rather than Mettalurgy. Can embark without Optics or Astronomy, upgrades from Knight and into Landships. No penalty while attacking cities, extra sight 2, and may found cities on foreign lands.

UU: Carabela: Caravel replacement. Cheaper than the Caravel it replaces, it ignores Zone of Control, as well as having an increased movement and sight range. However it is weaker.

I'll probably get more relatively soon.

And will I ever make them?

Most likely, no.
 
Pardon me but those look like the lamest UU names I've ever seen. I mean, muralla, really?

Yo no ablo español.

And autocorrect decides to be an asshat again.

CURSE YOU, AUTOCORRECT!
 
I realized I should've listened to Urdnot_Scott. So...

Osman I
Spoiler :
UA: Sultan of Ghazis
Upon conquering a city, receive a melee unit* with Ghazi's unique attributes and gain :c5greatperson: people points. :c5occupied: conquered cities that doesn't follow your religion don't exert religious pressure nor reduce your piety.

UU: Ghazi
Replaces longswordsman. Slightly weaker(18 :c5strength:), but cheaper. Receives 1% :c5strength: combat bonus in enemy territory per each 2 :c5faith: faith you earn per turn(up to 33%). Gains :c5faith: faith(or piety) from capturing cities. Does not require iron.

UU: Timariot
Replaces the knight. Costs no maintenance while stationed in your territory. Units in the timariot's ZOC take damage based on the Timariot's level. Upon reaserching metallurgy, becomes a siphai, receiving extra :c5strength: combat strength(27). Upon reaching level 5, receives 6 extra :c5strength: strength, and spawns two timariots.

*until the industrial era. Units include warrior, swordsman, ghazi and musketman.

Mehmed II
Spoiler :
UA: Qayser-i Rûm
Receive 50% smaller flanking bonuses vs. Cities. Upon conquering an enemy's :c5capital: capital, receive a :c5strength: combat boost(20%) against any city that was owned by previous owners of the city. Receive extra :c5gold: gold from tributes per each city you conquered.

UU: Great Bombard
Replaces cannon. Has lower :c5strength: melee strength, but has a much higher bonus vs. Cities(300%). Also has a bonus vs. Naval units(33%).

UU: Humbaracı
Replaces crossbowman. Unlocked at gunpowder. Has higher :c5rangedstrength: ranged strength(22), and strats with the volley promotion. All units adjacent to the Humbaracı's target take damage equal to 10% the damage it dealt to it's target. Terrain bonuses are not effective against it. All adjacent gunpowder units gain 10% :c5strength: combat boost.


Tell me its better. Please?
 
Leader: Burebista

Civilization: Dacia

People: (Geto)Dacs

Civ Adjective: (Geto)Dacic

:c5capital: Sarmizegetusa

UA: Dacia Felix
Improved luxury resources provide 50% more :c5happy: and :c5plus:2 :c5gold: if worked. If the original (geto)dac capital gets captured, the conqueror gains this unique trait instead.
(OR 100% more :c5happy: and :c5plus:6 :c5gold: :c5plus:2 :c5culture: if worked, but only for 5 (geto)dacic specific luxury resources: gold, silver, copper, salt & wine)

UU: Tarabostes
Replaces Horseman. Has 2 unique promotions: Dracon (33% combat bonus when attacking units); Hit&Run (attacking consumes no mp)

UB: Tumul
Replaces Temple. Costs no maintenance. :c5plus:2 :c5culture: :c5plus:2 :c5faith: to Citadels worked by this city
 
Leader: Burebista

Civilization: Dacia

People: (Geto)Dacs

Civ Adjective: (Geto)Dacic

:c5capital: Sarmizegetusa

UA: Dacia Felix
Improved luxury resources provide 50% more :c5happy: and :c5plus:2 :c5gold: if worked. If the original (geto)dac capital gets captured, the conqueror gains this unique trait instead.
(OR 100% more :c5happy: and :c5plus:6 :c5gold: :c5plus:2 :c5culture: if worked, but only for 5 (geto)dacic specific luxury resources: gold, silver, copper, salt & wine)

UU: Tarabostes
Replaces Horseman. Has 2 unique promotions: Dracon (33% combat bonus when attacking units); Hit&Run (attacking consumes no mp)

UB: Tumul
Replaces Temple. Costs no maintenance. :c5plus:2 :c5culture: :c5plus:2 :c5faith: to Citadels worked by this city

The UB is very underpowered. Citadels are rare in the first place and depending on the play style (I use them offensively) there's a good chance they won't be in working range of the city.
Besides that the civ seems good.
 
Had an idea for a revolutionary themed El Salvador civ while reading about the country:

Leader: Óscar Romero

UA: Liberation Theology: Receive 1:c5faith: for every 5:c5unhappy: in your empire. Penalties for having an unhappy empire are halved

UI: Finca: +1:c5food:, +1:c5gold: Can only be built on a luxury resource. Connects the resource. Produces +1:c5food: when the empire is happy and +2:c5gold: when the empire is unhappy

UU: Insurgente: Replaces great war infantry. Provides +1:c5happy: when stationed in cities. Becomes maintenance free and gains a +25% attack bonus when the empire is unhappy
 
I'd say the one from the balance would be better, that way it wouldn't even need the bonus from when the civ is unhappy.
 
What I intended was that the bonus would be from total unhappiness generated, including that negated by happiness.
 
I kinda get the point of your design, but the Faith bonus seems somewhat out of place to me. Was your idea to have a scientific/domination hybrid? If that's the case wouldn't it be more fitting to generate Science instead of Faith? I know the additional Faith could be used for Holy Warriors and Religious Fervor, but that still sounds risky.
Well, all in all, it does look like a very fun civilization, albeit not very straight forward.
 
Well, I guess I agree that the faith is a little out of place. I was too attracted to the flavor aspects of the ability.

The strategy with the civ as I envisioned it would be to have both high unhappiness and happiness, hovering right around the zero mark. The UA would give you a lot of faith from this. You could then shift into a happy or unhappy empire based on what you needed. If you wanted more growth , and less unhappiness penalties, you would maintain happiness and get extra food from your fincas.

Allowing your empire to grown slightly unhappy would give you a gold boost from your fincas, and a religious boost. The Insurgentes would not only give you more control over moving between happiness and unhappiness (by chosing to garrison them or ungarrison them), but also give you the option to gain a stronger fighting force when necessary ( also boosting your gold through the removal of maintenance).
 
From what I could gather, an early Tall approach that switched to Wide seemed like a great idea, considering the amount of Unhappiness the player could gather by conquering cities, which should not be too hard, especially once the Insurgente was available. The UI would also probably be able to pay off the military units maintenance for a while, but then again, getting to +10 Unhappiness (balance) does not sound like a good idea in any scenario. I did consider just going Tall and only aim for Scientific Victory, but in that case there were few bonuses aside from the +2 Food provided by the UI and the +3~+5 Happinness provided by the Insurgente.
Also, forgive me if I mispeak, but you mentioned a Tall approach hovering between Happy and Unhappy, which could be useful for both Diplomatic and Scientific, but I feel that in either case the civ would be subpar compared to, let's say, Greece or Korea. The civ's concept does seem quite flexible and quite creative, but I feel some aspects should be tweaked.
Sorry for the wall text, but I do feel like the civ is a great idea, whether changes are made or not!
 
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