Civilization Request Thread

I've had an idea for the Uniques of a civ, but I have no idea what the civ is:

UA: Whenever you purchase a unit using faith, gain 50% of the cost in gold. Holy Sites also act as Trading Posts.
UU: Great Merchant Replacement, spreads religion to the nearest city whenever it is expended.
UB: Shrine Replacement, gives a percentage of the faith production of the city it is built in as gold.

Anyone know any civs that would make sense for these abilities?
 
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Ok, so Senshi told me to do a design for the Kaqchikel, so this should be quite fun.

The Kaqchikel
Leader: Wuqu-Batz'
Capital: Iximche

UA: Annals of the Cakchiquels: City State alliances and trade deals provide happiness in the capital, Increased with Writing.

UU: Ahpo Xahil: Unlike the Great General it replaces, the Ahpo Xahil gains +2 movement and grants +2 movement to any unit within one tile of it when outside of friendly territory.

UB: Itzompan: Unlike the Temple it replaces, at Archeology, the Itzompan provides +1 tourism for each trade route to and from the city it is built in, and +1 faith if connected to the capital.
 
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Ok, so I did this civ for the History/Era challenge a while back and I think it was semi-decent, but this is the upgraded version and I'm looking for feedback on it:
The Diquis
Leader: Chiriqui(Made up)
Capital: Palmar Sur
Start Bias: River
Religion: Chiminigagua
Cul Div: Mesoamerican
Civ IV Trait: Inventive/Creative

UA: The Great River: When you settle a city next to a source of fresh water, you gain +3 culture and up to one source of gold within three tiles is revealed.

UU: Metalworker: Unlike the Great Artist it replaces, when the Metalworker is expended it provides 5 culture for every source of gold, silver and copper within two tiles.

UI: Stone Ball: Unlocked at Masonry, the Stone Ball may only be built next to a city and not next to another Stone Ball, and provides +2 culture and +1 production. Yields double if Tradition policy tree is fully explored.

And I'm also looking for help with art and code once the design is finished.
 
Ok, so I did this civ for the History/Era challenge a while back and I think it was semi-decent, but this is the upgraded version and I'm looking for feedback on it:
[..]
And I'm also looking for help with art and code once the design is finished.
Looks pretty nice, though I feel like the "double yields if Tradition is fully explored" is oddly specific. It sort of forces the player to go for this policy track, as this is quite a strong bonus.
You could perhaps change it to something such as "Yields double if any policy tree is fully explored", or if that would be too strong: "yields double if two policy trees are fully explored". There are quite a lot of options there.
That all being said, I don't really know the history/thematics of the civ, so if the Tradition policy track really fits their theme then by all means leave it there! :D

P.s. I won't be able to help with the code sadly, as I need to finish up some of my own/collab projects as well. Add the fact that university is taking quite a lot of my time lately which leaves even little time for those :sad:
 
Looks pretty nice, though I feel like the "double yields if Tradition is fully explored" is oddly specific. It sort of forces the player to go for this policy track, as this is quite a strong bonus.
You could perhaps change it to something such as "Yields double if any policy tree is fully explored", or if that would be too strong: "yields double if two policy trees are fully explored". There are quite a lot of options there.
That all being said, I don't really know the history/thematics of the civ, so if the Tradition policy track really fits their theme then by all means leave it there! :D

P.s. I won't be able to help with the code sadly, as I need to finish up some of my own/collab projects as well. Add the fact that university is taking quite a lot of my time lately which leaves even little time for those :sad:

The Tradition thing is that traditionally the more stone balls you had and the large they were the more status you had, and I think that it provides a balance to the wide playstyle that the rest of the design promotes, but I might change it. I'm actually going to update the design right now in fact:

The Diquis
Leader: Chiriqui(Made up)
Capital: Palmar Sur
Start Bias: River
Religion: Chiminigagua
Cul Div: Mesoamerican
Civ IV Trait: Inventive/Creative

UA: The Great River: When you settle a city next to a source of fresh water, you gain 20 culture and up to two sources of gold, silver or copper connected to the fresh water is revealed.

UU: Metalworker: Unlike the Great Artist it replaces, when the Metalworker is expended it provides 5 culture for every source of gold, silver and copper within two tiles.

UI: Stone Ball: Unlocked at Masonry, the Stone Ball may only be built next to a city and not next to another Stone Ball, and provides +2 culture and +1 production. Yields double if the Tradition policy tree is fully explored.
 
How about the yields increase the more gold you have in your treasury? Say, for every 500 gold in your treasury, the balls yield an additional culture and production? It would have to cap off at some point but I think strategy-wise it would be more interesting than just forcing the player to take tradition.
 
How about the yields increase the more gold you have in your treasury? Say, for every 500 gold in your treasury, the balls yield an additional culture and production? It would have to cap off at some point but I think strategy-wise it would be more interesting than just forcing the player to take tradition.

Yeah, that actually might work, but I might need to bring the numbers down first, considering that this civ isn't, y'know, Venice. Thanks for the advice.
 
Ok, been working on the redesign, and here it is:

The Diquis
Leader: Chiriqui(Made up)
Capital: Palmar Sur
Start Bias: River
Religion: Chiminigagua
Cul Div: Mesoamerican
Civ IV Trait: Inventive/Creative

UA: The Great River: When you settle a city next to a source of fresh water, up to two sources of gold, silver or copper connected to the fresh water is revealed, and gold provides +1 culture if worked. City expansion prioritises fresh water tiles.

UU: Metalworker: Unlike the Great Artist it replaces, when the Metalworker is expended it provides 5 culture for every source of gold, silver and copper within two tiles.

UI: Stone Ball: Unlocked at Masonry, the Stone Ball may only be built next to a city and not next to another Stone Ball, and provides +2 culture and +1 production. +1 culture and Production per two social policies of the first ten adopted.
 
That's better, but either the Metalworker is super underpowered or I'm not reading its description right. Let's say you have 4 sources of those metals within 2 tiles- a rather large number- you'd only get 20 culture. Especially in the late game, that is not much at all. How about instead of that, it adds a permanent +1 Culture to Gold, Silver, and Copper tiles worked by the city? Or you could increase the one-time culture boost to a bigger number.

Alternatively, you could make it into a UB (perhaps a mint replacement with something to do with Tumbaga). It could provide culture from Copper, Silver, and Gold, have a slot for an artist specialist, or maybe even have a slot for a great work of art or artifact.
 
That's better, but either the Metalworker is super underpowered or I'm not reading its description right. Let's say you have 4 sources of those metals within 2 tiles- a rather large number- you'd only get 20 culture. Especially in the late game, that is not much at all. How about instead of that, it adds a permanent +1 Culture to Gold, Silver, and Copper tiles worked by the city? Or you could increase the one-time culture boost to a bigger number.

Alternatively, you could make it into a UB (perhaps a mint replacement with something to do with Tumbaga). It could provide culture from Copper, Silver, and Gold, have a slot for an artist specialist, or maybe even have a slot for a great work of art or artifact.

Actually, yeah, that's a good point.

Maybe something like this:

UU: Metalworker: Unlike the Great Artist it replaces, when the Metalworker is stationed in a city it provides +2 culture for every source of gold, silver and copper within two tiles.
 
Redid the metalworker to actually be useful:

The Diquis
Leader: Chiriqui(Made up)
Capital: Palmar Sur
Start Bias: River
Religion: Chiminigagua
Cul Div: Mesoamerican
Civ IV Trait: Inventive/Creative

UA: The Great River: When you settle a city next to a source of fresh water, up to two sources of gold, silver or copper connected to the fresh water is revealed, and gold provides +1 culture if worked. City expansion prioritises fresh water tiles.

UU: Metalworker: Unlike the Great Artist it replaces, Great Works produced by the Metalworker provide +1 culture on gold, silver and copper tiles worked by the city.

UI: Stone Ball: Unlocked at Masonry, the Stone Ball may only be built next to a city and not next to another Stone Ball, and provides +2 culture and +1 production. +1 culture and Production per two social policies of the first ten adopted. Provide +1 food after Archeology if not in jungle or forest.
 
I wouldn't mind trying to get a design going
That would be great. I wish we'd find a coder too though. As an ethnic caucasian (lezgin to be more specific), I just wish I could play full Caucasus region. There's already Georgia, Armenia, Azerbaijan and Alans, so the only lacking ones are North-eastern ethnicites (which could be all represented by Caucasian Imamate) and north-western (different kinds of circassian ethnicites could be represented as one unified Circassia). I would provide any help, but I'm not very good at neither coding, nor designing, and all the info is on the internet, so all I can do is give my thoughts or consult, if needed. Thank you, Arison, for offering your help, and I'd be grateful to anybody, who joins in on it.
 
That would be great. I wish we'd find a coder too though. As an ethnic caucasian (lezgin to be more specific), I just wish I could play full Caucasus region. There's already Georgia, Armenia, Azerbaijan and Alans, so the only lacking ones are North-eastern ethnicites (which could be all represented by Caucasian Imamate) and north-western (different kinds of circassian ethnicites could be represented as one unified Circassia). I would provide any help, but I'm not very good at neither coding, nor designing, and all the info is on the internet, so all I can do is give my thoughts or consult, if needed. Thank you, Arison, for offering your help, and I'd be grateful to anybody, who joins in on it.

I've got something like this kicking around for the Imamate:

UA: Unified in Faith: Cities you control immediately follow the religion of your capital. May annexe allied City-States that follow the religion of the Capital.

UU: Naib: Unlike the Great General it replaces, the Naib has double movement in hills and citadels created by it on hills heal nearby units.

And for the Circassians:

UA: Circassian Beauties: Unit gifts to City-States provide triple influence, and Great People gifted to City-States provide 50 influence.

UU: Caffa Trade Ship: Unlike the Cargo Ship it replaces, the Caffa Trade Ship provides food to both the Trade Route owner and the receiver determined by each's gold earned.

UU: Mountaineer: Unlike the Musketman it replaces, the Mountaineer is invisible in hills until it attacks and gains a +50% combat bonus when adjacent to two enemy units.

Honestly, it's kind of hard to work out a Circassian one that isn't just 'super hills', and I need to do a little more research for the Imamate's third unique, but other than that I hope this looks good.
 
I've got something like this kicking around for the Imamate:

UA: Unified in Faith: Cities you control immediately follow the religion of your capital. May annexe allied City-States that follow the religion of the Capital.

UU: Naib: Unlike the Great General it replaces, the Naib has double movement in hills and citadels created by it on hills heal nearby units.

And for the Circassians:

UA: Circassian Beauties: Unit gifts to City-States provide triple influence, and Great People gifted to City-States provide 50 influence.

UU: Caffa Trade Ship: Unlike the Cargo Ship it replaces, the Caffa Trade Ship provides food to both the Trade Route owner and the receiver determined by each's gold earned.

UU: Mountaineer: Unlike the Musketman it replaces, the Mountaineer is invisible in hills until it attacks and gains a +50% combat bonus when adjacent to two enemy units.

Honestly, it's kind of hard to work out a Circassian one that isn't just 'super hills', and I need to do a little more research for the Imamate's third unique, but other than that I hope this looks good.
It looks perfect, Arison, would make for great civs! I have an idea, it may be stupid, but I could suggest using Saklya (Сакля) as a unique building for the Imamate, could work as a replacement for castle or separately. It could add more defense, since Chechen-Dagestani settlements were known for being very well fortified. What do you think? We could even use this pic I attached for icon art, I think it would look good on small icon.

P.S. sorry for such late reply, I was a bit busy and then I completely forgot about this.
 
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It looks perfect, Arison, would make for great civs! I have an idea, it may be stupid, but I could suggest using Saklya (Сакля) as a unique building for the Imamate, could work as a replacement for castle or separately. It could add more defense, since Chechen-Dagestani settlements were known for being very well fortified. What do you think? We could even use this pic I attached for icon art, I think it would look good on small icon.

P.S. sorry for such late reply, I was a bit busy and then I completely forgot about this.

Perhaps this:

UI: Saklya: Unlocked at Construction, the Saklya grants a +50% combat bonus to friendly troops stationed on it and provides double Great General Points from battles taking place on it.
 
UI: Saklya: Unlocked at Construction, the Saklya grants a +50% combat bonus to friendly troops stationed on it and provides double Great General Points from battles taking place on it.
Sounds great, but do you think it'll be possible to find or create a model for it? Also, will it replace forts? If so, maybe it should grant +1 food or smth? I mean, it's supposed to be a house as well as a fortress, maybe we should somehow signify it?
 
Is there any progress?
Sorry, no, I've been focussing on everything else that's been happening in my life atm (screw a constant stream of assignments) so I haven't really had time to focus on anything that doesn't just come from nowhere (like a full European Economic Union design that somehow developed in an afternoon).

But thinking about it now, the Saklya could work as an improvement that stops civilian units from being captured until it is fully pillaged and take two pillages to destroy or something like that (trying to think of how to incorporate house and fort into one thing). I'm not really sure.
 
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