Civilization: The Imperium OffTopicum Edition

Cool America is pretty empity, just have my self and Brazil on deep south. I guess I will change my strategy to colonize this vaste amount of land empity.

Ps. I didn't know my capital was Cap Henri, I tougth is was Cap Haitien, they changed the name I guess nowadays.
 
Cool America is pretty empity, just have my self and Brazil on deep south. I guess I will change my strategy to colonize this vaste amount of land empity.

Ps. I didn't know my capital was Cap Henri, I tougth is was Cap Haitien, they changed the name I guess nowadays.
Yeah, its called Cap Haitien (or Au Cap). In the past, it was called "Cap Henri"
 
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
 
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I just edited the Haiti bonus because at first it seemed too op.
 
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
the end for I&I
 
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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 tile, and the benefits from this.

I don't know the game balance of these ideas, so please don't delay your update, we can edit and discuss after. I want to be some folk to started up on the lakeshore, and grow and expand once they hit the coast due to their aquatic agriculture and sailing prowess!
 
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 tile, and the benefits from this.

I don't know the game balance of these ideas, so please don't delay your update, we can edit and discuss after. I want to be some folk to started up on the lakeshore, and grow and expand once they hit the coast due to their aquatic agriculture and sailing prowess!
... a fish? okay i guess
 
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
 
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