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...)
) either way great job!!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!!

)
. I'd like to get some feedback on this design I have for the Chinese state of Chu. Especially the designs for the Língmù because I honestly have no idea what to do with it
- For that matter, does anyone have a better suggestion for the second unique? The Língmù was more of a throw-in to help get more culture. Though the design represents the reforms of Wu Qi, I thought it'd be blasphemous to not include some sort of representation of how Chu was influenced by the other cultures in its region.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 moveCitizens 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 +2Culture 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 +2Culture 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.

Mogadishu
route distance. Oasis have +1 food
, and give the surrounding tiles +1 food
.
and counts as clear terrain for friendly units. Gains +1 culture
and +1 Tourism
after the Flight Technology is researched.
. In addition, when garrisoned in a city, it adds 2 local happiness
.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
CapitalMogadishu
Leader Ajuran Gareen
UA: Hydraulic Empire
Cities on Rivers have 33% land traderoute 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 foodand 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 goldon 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 +1movement, 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 10citizens 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 thefood 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 +1food,
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* byBirch 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 +1food 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 +1food 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.
gold and expand to new tiles faster per each
caravan that moved through your territory last turn. Whenever you discover a brabrain encampment, a bigger* enmey city, or a
trade route is intercepted, gain
production towards Soninke fighter**.
) and more expansive, but costs no maintenance and generates
gold from killing barbarians and capturing cities.
production of infantry units by 20%, and grant +1
production from all mine-based resources. Requires the city to have at least 1 source of iron\ gems.
Royal Caravan points from
trade routes with cities following your religion. Intimidated
city-states give you their
gold output and gold gifts generate
faith based on the amount** of your religion's followers in the city.
faith per each copy of gold\ salt in your territory. Doing so will grant you a diplomatic boost and will increase your
influence with CS by 1 per each copy of salt\ gold in your empire(doubled if city follows your religion) for 10 turns.
combat bonus when attacking from a river or when stacked with a caravan.
gold tiles, +1
food and +1 gold from salt, +1 gold from copper.
science equal to the religious pressure you exert and
culture equal to the science you send out in
trade routes. Government buildings cost 50% less maintenance, may be bought with
faith, and generate +1
gold and +1
faith per each
trade route sent to the city.
culture, and additional one
culture and
science after you build the grand temple.
strength of adjacent 20% and forbids them from fortifying, healing or gaining defensive bonuses, and also causes them to gain a vision penalty. +25% defence for adjacent units if ending the turn on a cattle tile.
culture per each social policy adopted and the
capital generates +1%
culture per each conquered city.
movement and +5%
strength per each featureless grassland\ plains tile near them. For 10 turns after being consumed, gain
culture per each enemy killed.
), it may gain defensive terrain bonuses and has the drill I promotion. May enter foreign** territory.
production towards those buildings upon being improved.
Puppet cities provide additional copy of a random resource, and resources worked by them yield +1
gold.
Intimidates city states three times more than your most powerful unit, and units adjacent to it increase
influence when ending the turn in
city state territory(instead of decreasing it). May be consumed to
puppet allied city states.
, 16
).

social policy adopted by the city's owner upon conquering a city (may only happen once per civilization), and upon conquering an enemy
capital all cities founded by the same civilization are automatically assimilated to your empire. Gain
culture and
faith from government buildings, increased if built via conquering capitals.
great work if music or writing. When filled, the building will yield additional +2
culture and +2
happiness. +1
great writer points in the city with the highest great writer generation, if built in a city with a courthouse.
trade route passes on a yam, receive culture equal to the route's
science output. Yields +1
gold per each
trade route that passes within two tiles of it, and additional +1
gold if city has a caravansary. Units heal at double rate if ending the turn in a Yam.
unhappiness penalties in cities when garrisoned.
movement and is stronger(30
). May capture defeated units, and heals upon doing so. Upgrades to the great war infantry.
combat bonus to adjacent captured units per each level it has. Reduces enemy spy effectiveness by 25% when stationed in a city.