Civilization V: Noble and Hostile Civilizations!

Keniisu

YouTuber | Modder
Joined
Dec 17, 2015
Messages
501
Location
United States
NEW! Civilization Designs:

LH8HuId.png

Belgium (Leopold II)

Spoiler :

UA: Work of The Congo - Workers construct can produce land improvements 10% faster and provide +1 production to any city in which it's in there borders, but cause +1 Unhappiness.

UU: Laborer (Replaces Worker) - Every time this civilization enters enters into a Golden Age you gain the ability to expend out a luxury resource of the civilization's choosing. (Cannot expend out the same luxury twice.)

UB: Congo Market - +3 Gold :c5gold: for each trade route with a Civilization that has less luxuries than yours.




TjBwggm.png

Sikh (Hari Singh Nalwa)
Spoiler :

UA: Conquest of The Sikh - For each city taken over by this civilization and puppeted +1 Production across all owned cities :c5production:, alongside this each time another civilization's unit is killed in combat gain +2 Faith :c5faith: and +2 Culture. :c5culture:

UU: Guru (Replaces the Great Prophet) - Spreads religion to cities that are at least 3 tiles within the Guru's range and are able to choose a Reformation belief on religion creation.

UB: Gurdwaras - (Replace Temple) Missionaries can take out 15% of another religion's influence :c5faith: with each spread-use and also gain 1 extra spread-use during a Golden Age.




eKcZ0Mk.png

Denmark (Margaret I)
Spoiler :

UA: Liberation of Land - If yours or another civilization's city, or even a city-state's land has been taken over you gain +20% strength when attacking the city. Alongside this you gain +100 :c5gold: if you provide liberation for that city.

UU: Bowsmith (Replaces the Crossbowman) - +1 more movement than the normal Crossbowman. This unit can also cross hills with no movement costs.

UB: Danish Estate - (Replace Castle) Gain +2 Great Merchant Points :c5greatperson: as well as +7 defense & 20% more attack power for the city.





Pi6Ao4Y.png

Mauryan (Ashoka)
Spoiler :

UA: Conquest by Dharma - When at war with a city with your religion as the majority gives you +1 movement within their borders and +15% strength :c5strength: when attacking their city.

UU: Minister (Replaces the Missionary) - Spreads religion 15% faster and has 1 extra spread-use.

UB: Rest House (Replace Temple.) - Units within areas where your religion is dominant, your unit heals by 4% per turn.




Critique is appreciated.
 
Leopold:

I like the general idea you're going with, but I have a few problems with it. For one, I don't like civs that revolve around a specific resource. I can understand if it's a UI that can be built on a certain resource, but not that the whole UA should revolve around just one resource. If you could change that to a more general form of luxuries providing bonuses I think it could work.

The UU fits well, but I don't really like having a worker replacement so maybe its effects could be transferred to the UA. To fit with the UB, which I quite like for the uniqueness, how about you keep that theme of acquiring lots of luxuries? Maybe workers can be expended somehow to possible provide an extra copy of a luxury or to spawn a luxury? Not really too sure what to do with it right now but it could be something interesting and might make the civ a bit more unique.

Sikh:

I find it really generic and nothing particular to the Sikh. I would have expected some kind of religion bonus somewhere instead of just a pure war design. The UA is very strong since that's +4 production in every city for every puppet. The second half is too weak as it scales badly and doesn't provide a nice bonus. The unique GG is completely useless outside of the ancient-classical era. The UU isn't anything fancy and just repeats something that the UA does. Also, all the names are really boring and generic. I feel like it's just a very flat design that doesn't offer anything particularly unique or exciting. Maybe you could include something about religion or culture or something unique to Sikh warfare to make the civ stand out because right now it's pretty lame.
 
Leopold:

I like the general idea you're going with, but I have a few problems with it. For one, I don't like civs that revolve around a specific resource. I can understand if it's a UI that can be built on a certain resource, but not that the whole UA should revolve around just one resource. If you could change that to a more general form of luxuries providing bonuses I think it could work.

The UU fits well, but I don't really like having a worker replacement so maybe its effects could be transferred to the UA. To fit with the UB, which I quite like for the uniqueness, how about you keep that theme of acquiring lots of luxuries? Maybe workers can be expended somehow to possible provide an extra copy of a luxury or to spawn a luxury? Not really too sure what to do with it right now but it could be something interesting and might make the civ a bit more unique.

Sikh:

I find it really generic and nothing particular to the Sikh. I would have expected some kind of religion bonus somewhere instead of just a pure war design. The UA is very strong since that's +4 production in every city for every puppet. The second half is too weak as it scales badly and doesn't provide a nice bonus. The unique GG is completely useless outside of the ancient-classical era. The UU isn't anything fancy and just repeats something that the UA does. Also, all the names are really boring and generic. I feel like it's just a very flat design that doesn't offer anything particularly unique or exciting. Maybe you could include something about religion or culture or something unique to Sikh warfare to make the civ stand out because right now it's pretty lame.

I have edited the original post with some changes. I appreciate the feedback as it made me think about the design quite a bit...
 
In the revised Belgium, workers "provide +2 to all cities" - +2 what?

I like the revised Sikhs, although I admit I know very little about the historical Sikh Empire so I have no idea how suitable it is for them.

I just realized the mistake I made with Belgium haha. Now fixed.
The Sikh's were a conquesting people and were heavily religious from my knowledge.
 
I still feel like the effects of the worker and those of the unique ability in Belgium should be swapped around.
 
I still feel like the effects of the worker and those of the unique ability in Belgium should be swapped around.

Could you describe how I should go about doing this, because I'm a little stumped. I'm not exactly sure any changes I could make here which would stick with the theming I had originally had and used.
 
Something like:

Spoiler :
UA: Work of The Congo - Every time this civilization enters enters into a Golden Age you gain the ability to expend out a luxury resource of the civilization's choosing. (Cannot expend out the same luxury twice.)

UU: Laborer (Replaces Worker) - Workers replacement who can produce land improvements 50% faster and provide +2 to any city in which it's in there borders, but cause +1 Unhappiness.

UB: Congo Market - +3 Gold for each trade route with a Civilization that has less luxuries than yours.


You still haven't specified +2 what does it produce. Also, the worker replacement is completly busted, as with Liberty it'll build any and all improvements instantly.
 
Denmark seems decent... Though I dont really understand why did you give Margaret a Composite bowman replacement, as opposed to a unique crossbowman... Plus, unique castle for an offensive civ is kinda odd, especially when its unique effects have barely anything to do with the rest of it.
 
Denmark seems decent... Though I dont really understand why did you give Margaret a Composite bowman replacement, as opposed to a unique crossbowman... Plus, unique castle for an offensive civ is kinda odd, especially when its unique effects have barely anything to do with the rest of it.

During the time of Margaret's reign she amassed quite a large sum of gold for the Danish Kingdom and many estates were taken back under her control. She even reinvented the currency system in the Danish Kingdom. That's about the reason why it's designed this way...
 
Something like:

Spoiler :
UA: Work of The Congo - Every time this civilization enters enters into a Golden Age you gain the ability to expend out a luxury resource of the civilization's choosing. (Cannot expend out the same luxury twice.)

UU: Laborer (Replaces Worker) - Workers replacement who can produce land improvements 50% faster and provide +2 to any city in which it's in there borders, but cause +1 Unhappiness.

UB: Congo Market - +3 Gold for each trade route with a Civilization that has less luxuries than yours.


You still haven't specified +2 what does it produce. Also, the worker replacement is completly busted, as with Liberty it'll build any and all improvements instantly.

Fixed.
 
Back
Top Bottom