Natan35
Mayor of St. Natansburg
What you mean "copy with extra flaws"?
Here's one I've been working on for a bit.
Aurangzeb - The Mughals
Agra (not sure what his backup capital should be atm)
UA: World-Seizer
Inquisitors and Great Prophets may be used to remove rival religions from your cities up to three times. Whenever a city following an enemy religion is conquered or a city is converted to your religion, gain a sum ofGolden Age points.
UU: Multi-barreled Cannon or Sowar
The multi-barreled cannon would be more expensive than regular Cannon, but once placed, may attack more than once per turn. The cannons themselves were developed by Fathullah Shirazi for Akbar, but I figured this could be another way to highlight Mughal artillery prowess (though I'm not sure just how much the multi-barreled cannons were used).
-or-
The Sowar would be a Dragoon(?) replacement. Would get a combat bonus against cities of rival religions. Really, I haven't come up with anything exciting for this, but it's a bit more justifiable as a UU.
UB: Karkanah
Replaces the Artist's Guild. Contains a slot for Great Works of Art. During Golden Ages, Great Artist production is boosted by 50%.
Under Aurangzeb, these buildings (described by Francois Bernier) made valuable textiles. I kind of mashed it together with his love for calligraphy to work with the UA a little better.
Genuinely interested in how this could be made better. I figured Aurangzeb (and his zealotry) were perfect to make a "one world religion" warmonger Civ![]()
Publicizing this here just so that it does not come out of nowhere later on because it would be super awkward to surprise-release a civ about a very specific period on a civilization history that another person has already developed a mod set on the same period and, on top of it all, said civilization was already added to the game by another group of modders but with a different focus (Thus ending up with three mods about the same civilization and two set on the same period of said civilization's history); Regalman requested me to do an Aurangzeb focused Mughal civ (Codename dubbed: Mughal Hitler), so we might end up with two Aurangzebs.I reposted this here because I want to take a stab at actually doing this Civ after I get back from a trip on the 3rd. I want it to focus on religious warfare and culture, two things Aurangzeb prized.
Publicizing this here just so that it does not come out of nowhere later on because it would be super awkward to surprise-release a civ about a very specific period on a civilization history that another person has already developed a mod set on the same period and, on top of it all, said civilization was already added to the game by another group of modders but with a different focus (Thus ending up with three mods about the same civilization and two set on the same period of said civilization's history); Regalman requested me to do an Aurangzeb focused Mughal civ (Codename dubbed: Mughal Hitler), so we might end up with two Aurangzebs.
Of course, I don't mind when two people make the same civilization (As I have expressed before), but I think it would be kinda rude to not even let you know.
No worries. I wasn't sure if there was an Aurangzeb in progress or not. I knew there was More Civs' Akbar and LS' Shah Jahan, and figured I'd try my hand at it. Entirely intrigued by "Mughal Hitler," so I think I'll just defer to you![]()
UA: World-Seizer
Inquisitors and Great Prophets may be used to remove rival religions from your cities up to three times. Whenever a city following an enemy religion is conquered or a city is converted to your religion, gain a sum of Golden Age points.
Empire of GhanaLeader: Kaya Magan Cissé
UA: Soninke Traditions
International trade routes to and from the
Capital generate an additional +2
gold and +2
faith for every city following your pantheon belief in the empire. May purchase
gold buildings and caravans with
faith in cities following your pantheon.
UB: Mande Warrior (Replaces Warrior)
The Mande Warrior, unlike the warrior it replaces, generates triplegold from barbarian encampments and generates +1
faith in the capital for every adjacent barbarian unit.
UU: Camel Pen (Replaces Caravansary)
The Camel Pen, unlike the Caravansary it replaces, generates an additional +1gold on ivory, gold and salt resources. For every desert tile worked in a city with a Camel Pen, receive +5%
trade route range up to a maximum of +50%.
Mali EmpireLeader: Mansa Musa
UA: Kings of Gold and Salt
Whenever you construct a mine anywhere in the empire, receiveGreat Merchant points and
Faith equal to the number of worked mines anywhere else in the empire. Whenever a
Great Merchant is born, mines in the capital yield +3
gold and +2
faith for ten turns.
UU: Treasure Caravan (Replaces Great Merchant)
The Treasure Caravan, unlike the Great Merchant it replaces, is slightly faster at +3 movement and generates 10gold whenever it ends its turn on a caravan, doubled on desert tiles. When outside friendly territory, the amount of gold generated increases by +1 for every two tiles the Treasure Caravan is from the
Capital. Furthermore, the Treasure Caravan may conduct trade missions inside the territory of another civilisation, rather than city states, which grant double
gold and a significant amount of
Great Merchant points in the
Capital.
UB: Mandekalu Cavalry (Replaces Knight)
The Mandekalu Cavalry is slightly weaker than the knight it replaces, but receives the unique promotion 'River Warlord' which allow it to cross rivers without incurring the extra movement point cost and granting a +50% attack bonus when attacking over a river.
Songhai KingdomLeader: Muhammad Askia
UA: Timbuktu and Back Again
International trade routes to the
Capital yield +1
culture for every monument in the empire, +1
faith for every temple, and +1
science for every library.
International trade routes to Songhai cities yield an additional +1
gold for the route owner and the recipient for every city
connected to the
Capital.
UU: Mud Pyramid Mosque (Replaces Temple)
The Mud Pyramid Mosque, unlike the temple it replaces, requires no upkeep cost and is much cheaper to build. Furthermore, the mud pyramid mosque yields +1culture for every 3 followers of your religion in this city.
UB: Cattle Line (Replaces longswordman)
The Cattle Line is significantly weaker than the longswordman it replaces on attack, at only 11 combat strength but is much cheaper to build. However, whenever the cattle line attacks an enemy unit, it has a chance to force that enemy to retreat. Furthermore, enemy units adjacent to a cattle line receive -25% defensive strength and may not receive terrain defensive bonuses.
Ghana: Lots of good, fun ideas here. However, it feels a bit underpowered. Namely, it has a Faith and Gold focus but is lagging behind on Faith which is important for Gold generation. Maybe starting with an additional trade route would be helpful, or always knowing where Barbarian encampments are.
The UA has that slight problem where it's lacking on early faith, but alright.
UU seems incredibly fun, I'll be honest. Maybe a bonus while adjacent to Barbarians?
UB is pretty good, I enjoy it. Also, increasing Trade Route distance based on Desert tiles worked is very interesting.
Mali: I like the cycle of Treasure Caravans and the UA. Just so fun. The Mandekalu Cavalry seems very interesting to play, allowing for some of the fastest rushes in the game. Sorry, don't have much to complain about this one, it's pretty great all in all. Flavor, technique, how possible it is to code...
Songhai: Askia is surpringsly great. First of all, I love how powerful the UA is, based on trade routes. The Cattle Line doesn't really interest me and the Mud Pyramid Mosque is pretty good without being OP.
Kievan RusLeader: Oleg
UA: Slavic Waterways - Cargo Ships can travel rivers and rivers count as roads for City Connections. Each forest adjacent to a city increases its Naval Production by 5%.
UU: Druzhina (Swordsman) - Higher Defense and has the Amphibious promotion.
UU: Lodya (Trireme) - Can enter rivers. Units embarked on the same tile as a Lodya gain +50% defense.