Hoop Thrower
Cyberbolivarian Inkarri
Personally I'd love to see a modern Greece.
How khan you possibly not be mad for someone like him? In all seriousness though it's half my love for him and half my pride in that design that makes me so desperate to see it realised - other than him I've no idea which of my splits id most want to be made, probably Egypt? I'm not sure really. What do you guys think? (Since I might find the time to actually code one or two over summer...)
I want Byzantium. Especially Basil II. And also I want sheep turkemans. The design is just amehhhhizing.
Personally I always liked your Byzantium, Sweden, and Venice splits as you got a couple of civs who were either interesting but mediocre to just plain uncompetitive to Civs that have some quality to them, I mean I have rarely ever come up with new ideas (Even the one you made for Mongolia was a simple point system based upon your in game actions that just shows how unimaginative I am ) either way great job!!
State of Chu
Capital: Ying
Leader: Chancellor Wu Qi
UA: Wuzi
Adopting a Social Policy provides a 20% production bonus towards land military units for 10 turns and a free promotion for all garrisoned units. Upon completing a Social Policy Tree, may choose between a permanent 5% Growth boost and +3 Happiness in the Capital OR 20% Growth and +5 City Strength for 20 turns in cities near foreign cities or City-States.
UU: Lingyin
When adjacent to or garrisoned in a city, may move Citizens from the Capital to that city OR hurry production of buildings 3 times before being expended. Receive a sum of Gold when moving citizens or Culture when rushing buildings. Replaces the Great Writer.
UB: Língmù
Yields +2 Culture and provides a sum of Culture whenever a Great Person is expended unlike the Temple it replaces. Has with a random Great Work Slot which when filled by an Artifact or Great Work from foreign Civilizations or City-States, yields an additional +1 Faith and Culture.
OR
UI: Língmù
Yields +2 Culture and +1 Faith, and may not be built adjacent to another Língmù. Yields a sum of Culture whenever a Great Person is expended within 2 tiles of it OR Influence if built in City-State territory. +2 Gold after researching Archaeology. Unlocked at Calendar.
For me, chu should be militaristic.
The last part of the UA is OP, though I like the capital\ happiness focus. Perhaps making it scale would go better then flat bonuses. I'd go with the UB as it fits the theme more, and its much more... Badasstatic.
I have many ideas for civs, but not the coding know how to make them, I will place my ideas here for adoption some day.
Ajuran Sultanate
Capital Mogadishu
Leader Ajuran Gareen
UA: Hydraulic Empire
Cities on Rivers have 33% land trade route distance. Oasis have +1 food , and give the surrounding tiles +1 food .
UI:Qalcad
Replaces the fort. In addition to the usual defensive traits, the Qalcad yeilds +1 food and counts as clear terrain for friendly units. Gains +1 culture and +1 Tourism after the Flight Technology is researched.
UU: Somali Mamluke
Replaces the Knight. While slightly more expensive, the Somali Mamluke can be purchesed 25% cheaper with gold . In addition, when garrisoned in a city, it adds 2 local happiness .
While the Civ is a bit unfocused, the first two parts increase food production, and help represent the construction skills, and allow the player to control the terrain a bit, with increased food yields. The second part rewards high gold income, as the unit is much cheaper to buy with gold then normal.
Somalia
Leader: Mohammed Abdullah Hassan
Capital: Mogadishu
Border Colors: (((())))
Start Bias: Coast
Unique Ability: Hydraulic Empire. Pay no additional movement cost to cross rivers within friendly territory. +1 gold on lake tiles and tiles with fresh water access. Range of trade routes from cities with fresh water increased by 50%.
Unique Unit: Askari, replaces Rifleman. Has a 20% combat bonus in friendly territory and costs slightly less.
Unique Improvement: Qalcad, a replacement for the fort. Compared to the fort, the Qalcad takes a slightly shorter time to build and provides a 15% general combat boost on top of the 50% defensive bonus.
I did not see that, thanks for the heads up.Spoiler :First of all, this is mysteriously similar to this design:
Secondly, Unique Improvements do not replace Improvements that are already in the game. In addition, +1 Tourism is redundant for Improvements, because all Culture yielded from Improvements automatically contributes towards Tourism with Hotels.
Thirdly, the Qalcad is already a Unique Building for Age of Imperialism's Dervish State civ. Not that it matters that much, and not that you'd know, anyway.
As for the design itself, I really like the idea of Oases improving Desert tiles.
It's not OP desert sucks and it makes desert not be so bad.Hang in a sec. Nice design, but the +1 food for surrounding tiles is OP.
Lol firaxis can hire you both. (also what happened to the part when Nader shah killed civilians yo)
Now, Iroquois split!(incomplete; subject to revision)
Iroquois Confederacy(Hiawatha)
Spoiler :UA: Wars of the Beaver
Pillaging Improvements and attacking cities transfers food from the enemy city equal to the number of citizens in it to your nearest city. Conquered cities act as sources of Beaver, and +1 production towards units per each luxury copy traded to a civilization that may build them.
UU: Harasser
Replaces musketman. Has +1 movement, and starts with the "viking fury" and woodsman promotions. Has the "Rush attack" promotion, that makes it invisible and allows it to ignore enemy ZOC if it disembarked last turn or ended the turn of forest\ jungle.
UI: Warpath
Unlocked at construction. Functions as road, but may only be built on forest\ jungle. Friendly units treat warpaths as if they weren't rough, and gain 15% combat boost while fighting in them. Takes 2 turns to build.
Wyandot
Spoiler :UA: Forest Traditions
Cities may work additional tile ring per each 10 citizens in them. Chopping forests provides double production and food, and chopped forest tiles yield +1 culture. Forests are regenerated whenever the city's working range is increased.
UB: Longhouse
Replaces Aquaduct. Instead of its effects, it stores 30% of the food when a new citizen is born, and 30% of the culture whenever the city grows to a new tile. +1 culture, no maintenance costs.
UI: Huron Camp
Unlocked at agriculture. May only be built on forest, or near forest resources, and never adjacent to another Huron. Yields +1 food, production and culture. Resource improvements adjacent to a Huron camp yield +1 of their appropriate yield per each 10 citizens in the city.
Anishinaabe
Spoiler :UA: Seven Fires
Antiquity sites and great works are replaced* by Birch Bark artifacts**, and reveal miigis shells*** upon creation. +1 movement for civilian units adjacent to religious ones, and religious unit grant food and faith boost to cities upon founding(increased if the city is adjacent to a miigis shell).
UB: Midewigaan
Replaces shrine. Unlike it, provides +1 food and does not unlock the temple. Instead, if the city has more than 10 followers, unlocks the building of the Midewigamig, which grants +1 faith and food per each 5 followers of your religion. The Midewigamig also contains a random birch bark slot.
UI: Wigwam
Unlocked at trapping. May be built on non- hill tundra\ grassland\ plains tiles. Yields +1 food and +1 culture. May transfer citizen from the city to a wigwam, causing it to yield +1 culture and +1 faith. +1 culture, and +1 culture after archeology.
*antiquity sites not be seen(at all, includes hidden ones). Birch bark sources(may only appear in forests\ jungle, as frequent as antiquity sites) are seen instead.
**GW of writing become maps(2 culture, 4 science), GW of art become scrolls(3 culture, 3 faith), GW of music become songs(1 happiness, 1 faith, 4 culture.). All yield +1 tourism after archeology.
***revealed in coastal tiles that you discovered, base in the number of cities you founded.
I think Songhai is a weird example of a non-gameplay changing civ. Certainly it seems to encourage you to go after Barbarians much more agressively.