Natan35
Mayor of St. Natansburg
Well, its simply a better version of the Brazilian UU, then.
city states. Upon signing a peace treaty, all damage made by the other civilizations is instantly healed, and units gain a 2%
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
war.
), but gains 3 extra
combat strength per each DOF you make(max.9). Starts with Survivalism III promotion.
), and it requires horses instead of oil. Ignores ZOC, and while in firneldy territory ignores terrain costs. Automatically upgraded from the cavalry.
Well, its simply a better version of the Brazilian UU, then.

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
experience 33% faster.
strength per each civilization you fight(doubled after Computers). +2
culture when garrisoned in a city(and additional 1
culture per each level it has). Per each 2 mahal spitfires in a city, gain 1
tourism(up to 3 per city).
food,
production and
culture. May not be built adjacent to another kibbutz, but the improvement construction speed at adjacent tiles is increased by 20%.
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
Aluf Pikud points from pillaging tiles(but do not gain any gold).
gold per each enemy and improvement within two tiles(the damage is dealt to enemy units and cities).
gold from pillaging(anything) per each 2 unused horses. Horse resources provide double quantity, and increase the
XP of trained units.
). The moonlight raider gains extra
combat strength each time you unlock a new mounted unit. Instead of the lancer's bonus vs. Mounted, the moonlight raider pays no
movement cost to pillage and gains 5% more
strength and
great general points per each time it did so in the last turn. Upgrades to the Landship.
production of infantry units by 5%, and each source of horses increases mounted unit
production by 5%. Instead of +1 production from iron, receive +1
gold from iron, horses and buffalo. Requires at least one source of those resources to be built.
gold output of cities counts towards their border growth rate, and is increased by 1
c5gold: GPT) per each
religious and
cultural building in the city. May buy tiles outside of your city's working range.
gold output by 3. Grants no happiness by itself, but increase
happiness by 1 per each incoming
trade route.
culture,
faith and
food per each 4 citizens in the city. +1
happiness per each 10 citizens in your empire.
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.(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% moregold from pillaging(anything) per each 2 unused horses. Horse resources provide double quantity, and increase the
XP of trained units.
UU: Moonlight Raider
Replaces lancer. Comes much earlier, at metal casting, and is weaker(18). The moonlight raider gains extra
combat strength each time you unlock a new mounted unit. Instead of the lancer's bonus vs. Mounted, the moonlight raider pays no
movement cost to pillage and gains 5% more
strength and
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 increasesproduction of infantry units by 5%, and each source of horses increases mounted unit
production by 5%. Instead of +1 production from iron, receive +1
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. Thegold output of cities counts towards their border growth rate, and is increased by 1
c5gold: GPT) per each
religious and
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'sgold output by 3. Grants no happiness by itself, but increase
happiness by 1 per each incoming
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 1culture,
faith and
food per each 4 citizens in the city. +1
happiness per each 10 citizens in your empire.
Thoughts, anyone?


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.)Umm... not really. Techs are incredibly useful. I do, however, not think it fits China that much (obviously debatable).
Science in the
Capital for each
Science-generating building in your other cities. Units in enemy territory generate 1
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.)