Natan35
Mayor of St. Natansburg
I had those random(yet connected) ideas:
Hohenstaufen(Frederick II)
Cuman-Kipchak Confederation(Khan Konchek)
Hohenstaufen(Frederick II)
Spoiler :
UA: Guelphs and Ghibellines
Receive
culture and
influence with city states that follow your religion per each follower of your religion present in a city upon conquest. During
war, assume control over the forces of allied
city states.
UU: Teutonic knight
Replaces knight. Slightly stronger(21
) and more expansive, but gains
faith from kills. Exerts religious pressure on cities when it attacks them, and has the "crusader" promotion, granting it a 3% bonus against enemy cities per each enemy city that doesn't follow your religion.
UB: Kaiserpfalz
Replaces courthouse. Unlike it, the Kaiserpfalz also grants +2
culture, and starts a WLtKD when you adopt a social policy(equal to the number of social policies adopted).
Receive
culture and
influence with city states that follow your religion per each follower of your religion present in a city upon conquest. During
war, assume control over the forces of allied
city states.UU: Teutonic knight
Replaces knight. Slightly stronger(21
) and more expansive, but gains
faith from kills. Exerts religious pressure on cities when it attacks them, and has the "crusader" promotion, granting it a 3% bonus against enemy cities per each enemy city that doesn't follow your religion.UB: Kaiserpfalz
Replaces courthouse. Unlike it, the Kaiserpfalz also grants +2
culture, and starts a WLtKD when you adopt a social policy(equal to the number of social policies adopted).
Cuman-Kipchak Confederation(Khan Konchek)
Spoiler :
UA: Desht-i Qipchaq
Civilian units may enter foreign territory and Gifted units generate
culture and
gold from kills based on their level, and will return to your control upon the outbreak of a
war. After chivalry, gifted units may return to your control as Mamluks or Skythikoi*.
UI: Cuman Camp
Unlocked at trapping. Takes 7 turns to build, and May be built on pasture resources or iron owned by any civilization. Yields +1
culture, +1
production and +1
food, and extra yields** if built on a startegic resource. Occasionally spawns units for the territory's owner based in its resource(the units spawned by the camp are completely free). Receive +1
culture per camp after biology.
UU: Mamluk
Replaces knight. Unlike the knight, does not require horses, and ignores terrain costs.
*Skythikoi: same as camel archer.
** extra yields: +1
culture and
food from horse, +1
culture and
production from iron.
Civilian units may enter foreign territory and Gifted units generate
culture and
gold from kills based on their level, and will return to your control upon the outbreak of a
war. After chivalry, gifted units may return to your control as Mamluks or Skythikoi*. UI: Cuman Camp
Unlocked at trapping. Takes 7 turns to build, and May be built on pasture resources or iron owned by any civilization. Yields +1
culture, +1
production and +1
food, and extra yields** if built on a startegic resource. Occasionally spawns units for the territory's owner based in its resource(the units spawned by the camp are completely free). Receive +1
culture per camp after biology.UU: Mamluk
Replaces knight. Unlike the knight, does not require horses, and ignores terrain costs.
*Skythikoi: same as camel archer.
** extra yields: +1
culture and
food from horse, +1
culture and
production from iron.

golden age points when worked, and yield +1
Artifact* point during golden ages. +1
artifacts per each
trade route sent to the city, and +1
capital. Upon declaring war, enemy cities following your religion enter anarchy per each city following your religion under your control, and there's a chance(based on HP) that they will join your empire.
Puppets contribute