Caesar of Bread
Ronald Reagan's #1 Hater
Alrighty, guys!
I have created games like this before, so get ready...
Civilization: The Imperium OffTopicum Edition!
You use or create a historical civilization and stand the test of time! Totally not ripping off Sid Meyer (please don't kill me, Sid. I've been a nice boy.)
We will be on an Earth map. Ouch. And using this thread or conversation via me!
Instead of being actually smart, I am creating a point system for the different types of victories.
Here they are:
Domination
Science
Religion
Culture
Diplomacy
Economy
Survival (no points needed)
And don't worry, there WILL be revolutions, natural disasters, royal family crises, city-states, debt, and more!!!
seems cool?
Note: If you are joining, put down your nation, leader, bonus, unique unit, and unique wonder ( the infrastructure thing I may be taking away)
People who have joined so far.
Nation: Rome
Leader: Augustus
Bonus: City of Marble: 25% Production bonus toward all buildings already present in the ✩Capital.
UU: Legion. Strong, front-line land unit replacing the Swordsman. Only the Romans may build it. This Unit has a higher 🛡Combat Strength as well as the ability to build roads and forts.
UW: Roman Forum. Gives 1 Gold per turn for every owned city, and 1Happiness for every owned ✩Original Capital, including your own.
Nation: Brazil
Leader: Pedro II
Bonus: Nature's Splendor: +1 Gold from improved resources. Receive two copies of every improved Luxury Resource. +25% Tourism from National Parks and Seaside Resorts.
UU: Dreadnought. Stronger, more expensive Battleship. Extra Combat Strength against earlier naval units.
UW: Christ the Redeemer. Can be included in National Parks and doubles the Tourism for that National Park.
Nation: Haiti
Leader: Henri Christophe
Bonus: Slave Revolt: All cities that lost loyalty become Haitian allies
UU: Voodoo Priest: Heals units more per turn and makes the enemy have 0.5x attacking strength (1/2).
UW: La Citadelle Lafèrriere: Can only be built on hills. Defensive bonus for any unit on it (2x)
Nation: Phoenicia
Leader: Hiram II of Tyre
Bonus: Thalassocracy: Naval trade routes grant +1 Gold and +1 Culture for every luxury resource improved in the city of origin; naval units gain +1 movement.
UU: Bireme: Higher combat strength, faster, and prevents nearby naval Traders from being plundered.
UW: Cothon: Grants an extra city attack (with walls) and boosts the production of naval units and Settlers.
Civ: Garamantes
Leader: Djalla
Bonus: Oasis Metropoles - Oases provide standard adjacency bonuses to all specialty districts. Farms can be built on flat desert tiles (and desert hills at [relevant tech]) with fresh water access, including oases. Farms built in the desert provide +1 food and +1 production.
UU: Javelin Rider - Ranged light cavalry unit that can move after attacking. Range 2, stronger combat strength than the archer.
UW: Foggara - One per city. Must be built on desert hills. Counts as an oasis. Each oasis in this city provides +2 production, +1 science, and +1 culture, with these bonuses doubling at 10 population.
Nation: Anglo-Saxons (English)
Leader: Edmund Ironside (of course)
Bonus: The Last King - Units beginning their movement in a City Centre or Encampment District have +2 Movement. Builds Campus districts in half the time. Ancient Walls grant +1 Gold and +1 Production.
UU: Huscarl - Gains +5 Combat Strength when fighting in or adjacent to its home territory.
UW: Moot Hall - Like the Monument which it replaces, the Moot Hall grants +2 culture output. In addition, it provides +1 happiness and is 50% less costly to produce.
Nation: Afghanistan
Leader: Ahmad Shah Durrani
Bonus: Graveyard of Empires - Enemy units cannot heal in Afghan territory. Caravans can not be plundered while in Afghan territory.
UU: Jezailchi - Replaces the Rifleman. Has both ranged and melee attacks. No movement cost for hill terrain.
UW: Minaret of Jam - Provides +5 faith and +5 culture. Religious units are 50% cheaper to purchase.
Nation: The Huns
Leader: Attila
Bonus: Scourge of God - Increases speed of destruction of cities, economic points from destroying cities
UU: Horse Archer. Replaces relevant cavalry unit, has ranged attack (or longer range), more damage, and speed.
UW: (Destruction of the) Arch of Constantine. Doubles effect of Scourge of God.
Nation: Cichlids (tanganyikan)
Leader: Julido Chromis
Bonus: Coastal Fisherfolk - Any coastal (lake or ocean) territories produce +1 culture
UU: Pirate- Gains +5 Combat Strength when fighting in or adjacent to its lake or coastal territory, receives gold on success
UW: Chromis Screw - Like (Archimedes' screw), the Chromis Screw allows irrigation on any city tile, and the benefits from this.
Nation: Russia
Leader: Catherine the Great
Bonus: Oprichnina - Cities with Governors gain extra happiness, loyalty, and unit growth.
UU: Streltsy - Has a ranged attack with increased range. Low cost, but low armor and defense. Always produces 2 units for the cost of 1.
UW: Red Square - All cities with a trade route to the capital gain happiness and loyalty.
Techs -
Culture
Ancient Era:
Level I - Oral Tradition
- Must have 5 culture points
Classical Era:
Level II - Bards
- Must have 10 culture points
- Must have 5 science points
Level III - Epics
- Must have won 2 battles
- Must have 25 culture points
Early Modern/Renaissance:
Level IV - Theater
- Must have 40 culture points
- Must have 25 science points
Level V - Classical Music
- Must have 60 culture points
Industrial Era:
Level VI - Novels
- Must have 70 culture points
Modern Era:
Level VII - Jazz
- Must have 80 culture points
- Must have participated in 1 war
Atomic Era:
Level VIII - Television
- Must have at least 2 Great People throughout history
- Must have 90 culture points
Level IX - Rock
- Must have 100 culture points
- Must have 50 military points
Sea, Sky, Space
Ancient Era:
Level I - Sailing (gives you a galley):
- Must be on the coast
- Must have 5 science points
Level II - Navigation (Phoenician UU, all units can embark):
- Must have Level I
- Must have Astrology
Classical Era:
Level III - Sea Warfare (Quadrieme)
- Must have all levels before
- Must have 20 science points
None for the medieval era
Early Modern Era:
Level IV - Armadas (Frigate, Privateer)
- Must have all levels before
- Must have 40 science points and 30 military points
Industrial Era:
Level V - Industrial Navies (Ironclad)
- Must have all levels before
Level VI - Airplanes (Biplane)
- Must have all levels before
- Must have 60 science points
Modern Era:
Level VII - Modern Warfare: Sea and Air (Submarines, Battleships, Bombers, Brazil UU)
- Must have all levels before
- Must have 70 military points and 70 science points
Atomic Era:
Level VIII - Naval Developments (Aircraft Carrier, Nuclear Submarine)
- Must have 100 science points
- Must have all levels before
Level IX - Space Race (spaceship, you can land on moon now)
- Must have all levels before
- Must have 100 science points
Information Era
Level X - Exoplanet Tech (you have won science victory. This MUST be your last tech)
- Must have 150 science points
- Must have all levels before
Inventions and Innovations (in a rush to get all techs in by 9 PM!)
Ancient Era:
Level I - Wheel (Chariots)
- Must have 5 science points
Level II - Cities (you can now do city development if you wish to do so, Roman UW)
- Must have 15 science points
- Must have at least 5 points in all other categories
Classical Era:
Level III - Architecture (Huna UW, Anglo-Saxon UW)
- Must have 20 science points
- Must have 10 culture points
Medieval Era:
Level IV - Forts and Castles (Haitian UW)
- Must have 30 military points
- Must have 25 science points
Skip Early Modern Era
Industrial Era:
Level V - Industrial Economy:
- Must have 100 gold
- Must have 50 science points
Level VI - Transistor:
- Must have 70 science
Skip Modern Era
Atomic Era:
Level VII - Computers
- Must have 100 science
- Must have 150 gold
Information Era:
Level VIII - Phones
- Must have 120 science
Beliefs (optional)
Ancient Era:
Level I - Astrology
Must have 5 faith points
Must have 5 science points
Level II - Myths
Must have 10 faith points
Level III - Religion (Apostle can be gained)
Must have all before
Must have 25 faith points
Medieval Era:
Level IV - Theology (Missionary can be gained)
Must have 50 faith points
Must have won 1 battle
Early Modern/Renaissance
Level V - Religious Orders (can spread religions across continents seperated by bodies of water)
Must have 75 faith points
At least 2 nations practice your belief
Agricultural Sciences
Ancient Era:
Level I - Animal Husbandry
- Must have 3 science points
Level II - Irrigation
- Must be near a source of water
- Must have Level I
Classical Era:
Level III - Farms
- Must have at least 2 cities
- Must have all levels before
Medieval Era:
Level IV - Feudalism (sorry)
- Must have all levels before
- Must have 30 science points and 5 military points
You don't need anything for the Early Modern Era
Industrial Era:
Level V - Industrialized Farming
- Must have 50 science points
- Must have industrial-era tech
Nothing for Modern Era
Atomic Era:
Level VI - Lawnmower
- Must have 75 science points.
- Must have all levels before
War (what is it good for? absolutely nothing!)
Ancient Era:
Level I - Combat (Warrior, Slinger, Archer, Huns UU - you can now destroy a nation)
- Must have 5 military points
Classical Era:
Level II - Organized Military (Roman UU, Battalion, Swordsman)
- Must have 15 military points and 5 science points
Level III - Tactics (Axeman, Spear-thrower, Raider)
- Must have 20 military points
- Must have won 1 battle
Medieval Era:
Level IV - Shining Armor (Knights, Trebuchet, Cavalry, Anglo-Saxon UU)
- Must have 25 military points
- Must have won 2 battles
Early Modern Era:
Level V - Balls Of Fire (Cannons, Riflemen, Afghan UU)
- Must have 40 military points
Industrial Era:
Level VI - Industrial Warfare (Line Infantry, Guerrilla Soldier)
- Must have 60 military points
- Must have won 5 battles.
Modern Era:
Level VII - Militaristic War (Tanks, Machine Gun Nests, Trench Soldiers, Paris Guns)
- Must have 75 military points
- Must have won 2 wars.
skip Atomic Era
Information Era:
Level VIII - Modern Warfare (Drones, Automatic Rifles)
- Must have 100 military points
- Must have 100 science points
I have created games like this before, so get ready...
Civilization: The Imperium OffTopicum Edition!
You use or create a historical civilization and stand the test of time! Totally not ripping off Sid Meyer (please don't kill me, Sid. I've been a nice boy.)
We will be on an Earth map. Ouch. And using this thread or conversation via me!
Instead of being actually smart, I am creating a point system for the different types of victories.
Here they are:
Domination
Science
Religion
Culture
Diplomacy
Economy
Survival (no points needed)
And don't worry, there WILL be revolutions, natural disasters, royal family crises, city-states, debt, and more!!!
seems cool?
Note: If you are joining, put down your nation, leader, bonus, unique unit, and unique wonder ( the infrastructure thing I may be taking away)
People who have joined so far.
Spoiler Danwar: Rome - Augustus Caesar :
Nation: Rome
Leader: Augustus
Bonus: City of Marble: 25% Production bonus toward all buildings already present in the ✩Capital.
UU: Legion. Strong, front-line land unit replacing the Swordsman. Only the Romans may build it. This Unit has a higher 🛡Combat Strength as well as the ability to build roads and forts.
UW: Roman Forum. Gives 1 Gold per turn for every owned city, and 1Happiness for every owned ✩Original Capital, including your own.
Spoiler Hellenism Salesman: Brazil - Pedro II :
Nation: Brazil
Leader: Pedro II
Bonus: Nature's Splendor: +1 Gold from improved resources. Receive two copies of every improved Luxury Resource. +25% Tourism from National Parks and Seaside Resorts.
UU: Dreadnought. Stronger, more expensive Battleship. Extra Combat Strength against earlier naval units.
UW: Christ the Redeemer. Can be included in National Parks and doubles the Tourism for that National Park.
Spoiler Henri Christophe: Haiti - Henri Christophe :
Nation: Haiti
Leader: Henri Christophe
Bonus: Slave Revolt: All cities that lost loyalty become Haitian allies
UU: Voodoo Priest: Heals units more per turn and makes the enemy have 0.5x attacking strength (1/2).
UW: La Citadelle Lafèrriere: Can only be built on hills. Defensive bonus for any unit on it (2x)
Spoiler Zaarin: Phoenicia - Hiram II (of Tyre) :
Nation: Phoenicia
Leader: Hiram II of Tyre
Bonus: Thalassocracy: Naval trade routes grant +1 Gold and +1 Culture for every luxury resource improved in the city of origin; naval units gain +1 movement.
UU: Bireme: Higher combat strength, faster, and prevents nearby naval Traders from being plundered.
UW: Cothon: Grants an extra city attack (with walls) and boosts the production of naval units and Settlers.
Spoiler fy00sh: Garamantes - Djalla :
Civ: Garamantes
Leader: Djalla
Bonus: Oasis Metropoles - Oases provide standard adjacency bonuses to all specialty districts. Farms can be built on flat desert tiles (and desert hills at [relevant tech]) with fresh water access, including oases. Farms built in the desert provide +1 food and +1 production.
UU: Javelin Rider - Ranged light cavalry unit that can move after attacking. Range 2, stronger combat strength than the archer.
UW: Foggara - One per city. Must be built on desert hills. Counts as an oasis. Each oasis in this city provides +2 production, +1 science, and +1 culture, with these bonuses doubling at 10 population.
Spoiler Edmund Ironsides: England - Edmund Ironsides :
Nation: Anglo-Saxons (English)
Leader: Edmund Ironside (of course)
Bonus: The Last King - Units beginning their movement in a City Centre or Encampment District have +2 Movement. Builds Campus districts in half the time. Ancient Walls grant +1 Gold and +1 Production.
UU: Huscarl - Gains +5 Combat Strength when fighting in or adjacent to its home territory.
UW: Moot Hall - Like the Monument which it replaces, the Moot Hall grants +2 culture output. In addition, it provides +1 happiness and is 50% less costly to produce.
Spoiler Bonysduck Campansing: Afghanistan - Ahmad Shah Durrani :
Nation: Afghanistan
Leader: Ahmad Shah Durrani
Bonus: Graveyard of Empires - Enemy units cannot heal in Afghan territory. Caravans can not be plundered while in Afghan territory.
UU: Jezailchi - Replaces the Rifleman. Has both ranged and melee attacks. No movement cost for hill terrain.
UW: Minaret of Jam - Provides +5 faith and +5 culture. Religious units are 50% cheaper to purchase.
Spoiler NinjaCow64 (formerly in the game, now has left): Huns - Atilla :
Nation: The Huns
Leader: Attila
Bonus: Scourge of God - Increases speed of destruction of cities, economic points from destroying cities
UU: Horse Archer. Replaces relevant cavalry unit, has ranged attack (or longer range), more damage, and speed.
UW: (Destruction of the) Arch of Constantine. Doubles effect of Scourge of God.
Spoiler Aiken_Drumm: Cichlids - Julido Chromis :
Nation: Cichlids (tanganyikan)
Leader: Julido Chromis
Bonus: Coastal Fisherfolk - Any coastal (lake or ocean) territories produce +1 culture
UU: Pirate- Gains +5 Combat Strength when fighting in or adjacent to its lake or coastal territory, receives gold on success
UW: Chromis Screw - Like (Archimedes' screw), the Chromis Screw allows irrigation on any city tile, and the benefits from this.
Spoiler Crezth: Russia - Catherine the Great :
Nation: Russia
Leader: Catherine the Great
Bonus: Oprichnina - Cities with Governors gain extra happiness, loyalty, and unit growth.
UU: Streltsy - Has a ranged attack with increased range. Low cost, but low armor and defense. Always produces 2 units for the cost of 1.
UW: Red Square - All cities with a trade route to the capital gain happiness and loyalty.
Techs -
Culture
Spoiler Culture :
Ancient Era:
Level I - Oral Tradition
- Must have 5 culture points
Classical Era:
Level II - Bards
- Must have 10 culture points
- Must have 5 science points
Level III - Epics
- Must have won 2 battles
- Must have 25 culture points
Early Modern/Renaissance:
Level IV - Theater
- Must have 40 culture points
- Must have 25 science points
Level V - Classical Music
- Must have 60 culture points
Industrial Era:
Level VI - Novels
- Must have 70 culture points
Modern Era:
Level VII - Jazz
- Must have 80 culture points
- Must have participated in 1 war
Atomic Era:
Level VIII - Television
- Must have at least 2 Great People throughout history
- Must have 90 culture points
Level IX - Rock
- Must have 100 culture points
- Must have 50 military points
Sea, Sky, Space
Spoiler Sea, Sky, Space :
Ancient Era:
Level I - Sailing (gives you a galley):
- Must be on the coast
- Must have 5 science points
Level II - Navigation (Phoenician UU, all units can embark):
- Must have Level I
- Must have Astrology
Classical Era:
Level III - Sea Warfare (Quadrieme)
- Must have all levels before
- Must have 20 science points
None for the medieval era
Early Modern Era:
Level IV - Armadas (Frigate, Privateer)
- Must have all levels before
- Must have 40 science points and 30 military points
Industrial Era:
Level V - Industrial Navies (Ironclad)
- Must have all levels before
Level VI - Airplanes (Biplane)
- Must have all levels before
- Must have 60 science points
Modern Era:
Level VII - Modern Warfare: Sea and Air (Submarines, Battleships, Bombers, Brazil UU)
- Must have all levels before
- Must have 70 military points and 70 science points
Atomic Era:
Level VIII - Naval Developments (Aircraft Carrier, Nuclear Submarine)
- Must have 100 science points
- Must have all levels before
Level IX - Space Race (spaceship, you can land on moon now)
- Must have all levels before
- Must have 100 science points
Information Era
Level X - Exoplanet Tech (you have won science victory. This MUST be your last tech)
- Must have 150 science points
- Must have all levels before
Inventions and Innovations (in a rush to get all techs in by 9 PM!)
Spoiler Inventions and Innovations :
Ancient Era:
Level I - Wheel (Chariots)
- Must have 5 science points
Level II - Cities (you can now do city development if you wish to do so, Roman UW)
- Must have 15 science points
- Must have at least 5 points in all other categories
Classical Era:
Level III - Architecture (Huna UW, Anglo-Saxon UW)
- Must have 20 science points
- Must have 10 culture points
Medieval Era:
Level IV - Forts and Castles (Haitian UW)
- Must have 30 military points
- Must have 25 science points
Skip Early Modern Era
Industrial Era:
Level V - Industrial Economy:
- Must have 100 gold
- Must have 50 science points
Level VI - Transistor:
- Must have 70 science
Skip Modern Era
Atomic Era:
Level VII - Computers
- Must have 100 science
- Must have 150 gold
Information Era:
Level VIII - Phones
- Must have 120 science
Beliefs (optional)
Spoiler Beliefs :
Ancient Era:
Level I - Astrology
Must have 5 faith points
Must have 5 science points
Level II - Myths
Must have 10 faith points
Level III - Religion (Apostle can be gained)
Must have all before
Must have 25 faith points
Medieval Era:
Level IV - Theology (Missionary can be gained)
Must have 50 faith points
Must have won 1 battle
Early Modern/Renaissance
Level V - Religious Orders (can spread religions across continents seperated by bodies of water)
Must have 75 faith points
At least 2 nations practice your belief
Agricultural Sciences
Spoiler Agriculture :
Ancient Era:
Level I - Animal Husbandry
- Must have 3 science points
Level II - Irrigation
- Must be near a source of water
- Must have Level I
Classical Era:
Level III - Farms
- Must have at least 2 cities
- Must have all levels before
Medieval Era:
Level IV - Feudalism (sorry)
- Must have all levels before
- Must have 30 science points and 5 military points
You don't need anything for the Early Modern Era
Industrial Era:
Level V - Industrialized Farming
- Must have 50 science points
- Must have industrial-era tech
Nothing for Modern Era
Atomic Era:
Level VI - Lawnmower
- Must have 75 science points.
- Must have all levels before
War (what is it good for? absolutely nothing!)
Spoiler War :
Ancient Era:
Level I - Combat (Warrior, Slinger, Archer, Huns UU - you can now destroy a nation)
- Must have 5 military points
Classical Era:
Level II - Organized Military (Roman UU, Battalion, Swordsman)
- Must have 15 military points and 5 science points
Level III - Tactics (Axeman, Spear-thrower, Raider)
- Must have 20 military points
- Must have won 1 battle
Medieval Era:
Level IV - Shining Armor (Knights, Trebuchet, Cavalry, Anglo-Saxon UU)
- Must have 25 military points
- Must have won 2 battles
Early Modern Era:
Level V - Balls Of Fire (Cannons, Riflemen, Afghan UU)
- Must have 40 military points
Industrial Era:
Level VI - Industrial Warfare (Line Infantry, Guerrilla Soldier)
- Must have 60 military points
- Must have won 5 battles.
Modern Era:
Level VII - Militaristic War (Tanks, Machine Gun Nests, Trench Soldiers, Paris Guns)
- Must have 75 military points
- Must have won 2 wars.
skip Atomic Era
Information Era:
Level VIII - Modern Warfare (Drones, Automatic Rifles)
- Must have 100 military points
- Must have 100 science points
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