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Design your own Civ VI civ

Discussion in 'Civ - Ideas & Suggestions' started by Morningcalm, Aug 14, 2016.

  1. Amrunril

    Amrunril Emperor

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    Indonesia

    Unique Ability: Biological Riches:
    Rainforests in Indonesian territory count as forests for the purpose of determining appeal; +1 Science from Rainforests
    One feature of Indonesia not represented in CIv V is its biological diversity (in addition to featuring the "normal" diversity of tropical regions, the archipelago is also divided by the "Wallace Line" into regions dominated by organisms of Asian and Australian descent). This ability allows rainforests to serve both as centers of research and as homes for natural parks.

    Unique Infrastructure: Spice Plantation: Must be constructed adjacent to a resource improved by a plantation. This improvement provides a duplicate copy of that resource and its tile yields (limited to one per original resource)
    This improvement is essentially the "unstacked" version of Civ V Arabia's Bazaar. It provides the same benefit of producing additional resources for trade, with the added benefit of generating tile yields (and the added cost of consuming a tile).

    Unique Unit: Javan Trader (Trader Replacement): This unit generates +2 gold from sea trade routes and can form these trade routes with no technological requirements. While at sea, it can defend itself as your most advanced melee ship, and on completing an international trade route, it reveals an unexplored city of the receiving player.
    In addition to providing novelty by replacing a new unit type, this UU emphasizes Indonesia's maritime trade and geography. Combined with the Rainforest UA, it allows Indonesia to thrive on land like its historical location but avoids the strict map dependency of Civ V's Indonesian UA.

    Leader Ability: Spice Trader: International trade routes to and from your cities provide both civilizations +2 gold for each luxury resource that you are currently trading to the other civilization.
    While also able to stand on its own, this ability is designed to synergize with the additional luxury resources generated by Spice Plantations.
     
  2. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    Hm, I wonder what cool thing could be added to Civ6 this, a fun game for multiple ages, filled with excitement about what the next turn holds, with infinite ways to play making it appealing to all demographi-



    Leader Ability: Soviet Union
    • Enemy units suffer -1 combat strength for each turn in Russian territory (max -10)
    • Campuses and Industrial Zones gain minor adjacency from Tundra
    • Half production cost for Campuses, Encampments, Industrial Zones, Aerodromes and Spaceports built on Tundra

    Agenda: Iron Curtain
    • Likes civilizations with notably less production and a weaker military than Russia. Dislikes civilizations with comparable or higher production and a comparable or stronger military.
    • [Alternately: Dislikes civilizations sending lots of tourism to Russia.]

    I don't actually advocate for communist dictatorships and think Stalin is a very terrible person please do not take this idea as supporting his actions or policies.
     
  3. Raz.BELOVED

    Raz.BELOVED Chieftain

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    • CUBA
      • Ability
        • CANA
          • Commercial Hubs, Industrial Zones, and Harbors gain +1 Adjacency for Plantations.
      • Leaders
        • FIDEL CASTRO
          • MEDICAL INTERNATIONALISM
            • Aqueducts, Neighborhoods, and City Center buildings provide +1 Housing and +1 Food each. Trade Routes other civs send to Cuba give +1 Housing to the city the trade route originates from, and +2 Science for Cuba.
          • THE MOVEMENT
            • Will defend civs that share the same government if they are attacked by civs that have a different government.
      • Unit
        • GUERILLO
          • Replaces Infantry
          • Unlocked at Replaceable Parts
            • 2 Movement
            • 70 Strength
            • If a Guerillo conquers a city, the enemy suffers increased war weariness for a short while (10 Turns on Standard)
      • Infrastructure
        • DANZON HALL
          • Replaces Zoo
          • Unlocked at Opera and Ballet
            • +1 Amenity
            • +2 Culture
            • Bonus extends to city-centers within 6 tiles
     
  4. luigilime

    luigilime Prince

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    ITALY:
    Unique ability: Bel Paese; every natural wonder and buildable wonder within its territory grants additional culture and an amenity to the city that works it. They can also use faith and gold to boost construction of a wonder

    Unique unit: condottiere; can only be purchased and doesn't have maintenance, it replaces the pikeman.

    Unique infrastructure: piazza; grants additional gold for every districts adjacent to it and has three artwork slots. It replaces the market.

    Leader 1: Lorenzo de Medici
    Capital: Florence

    Leader ability: il magnifico; he has a discount of 50% for purchasing great people and grants an additional artwork slot in the palace.

    Leader agenda: l'ago della bilancia; likes to befriend everybody and offers delegations very often. Doesn't like people at war with allies or friends.

    Leader 2: Enrico Dandolo
    Capital: Venice

    Leader ability: serenissima; provides double trade routes capacity

    Unique unit: Venetian galleass; replaces the caravel provides additional damage when attacking in shallow water.

    Leader agenda: il doge; wants to trade with everyone and likes allying to city-states doesn't like people at war with city-states that are allied with him.

    Leader 3: Victor Emmanuel II
    Capital: Turin

    Leader ability: Risorgimento; grants bonus amenity to newly conquered cities that fades away after the occupation effect disappears.

    Unique unit: alpini; replaces infantry, they have additional movement on rough terrain, can move on mountains and can issue additional damage from hills and mountains.

    Leader agenda: casa Savoia; likes civilizations with a powerful military and tends to ally them but when they are surpassed by another leader they switch sides and ally to them.

    Wonders that come with this civilization:
    Natural: mount Vesuvius, mount Etna, Matterhorn
    Artificial: Santa Maria Del fiore, leaning tower of pisa, Milan cathedral, st. Mark's basilica, saint Peter's basilica,
     
    Last edited: Jul 20, 2017
    Cossackaiser likes this.
  5. Zaarin

    Zaarin Diplomatic Attaché to Londo Mollari

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    DUCHY OF BRITTANY
    Brittany is now a province of France, but it was independent until the sixteenth century and was a major point of contention among England, France, and Normandy, who all sought to influence its affairs. This civ has some versatile options: Joanna's abilities give it an edge in maintaining a large infantry, while the unique unit gives it a cavalry edge; its overall abilities, however, push it towards an aggressive cultural player that uses religion to boost its culture game (cathedrals, anyone?).

    Leader:
    Joanna of Flanders*
    Leader Unique Ability: Cut Your Skirts: Melee infantry train 15% faster and have -1 upkeep. Joanne gains bonus resources from pillaging.
    Leader Agenda: Heart of a Lion: Joanna likes leaders who have large armies of foot soldiers.
    Capital: Vannes (or Nantes?--the ducal residence was in Nantes but other government functions were in Vannes)
    Language: Breton

    Unique Ability: The Matter of Britain**: All great works of writing provide +1 :c5culture: and +1 amenity for the city in which they are housed.
    Unique Unit: Marc'heg: Replaces knight; gains a small amount of culture and faith for defeating an opponent and has slightly more hitpoints.
    Unique Building: Pardon: The pardon replaces the arena. Adds +2 :c5faith: in addition to the usual amenities.

    *Were there more powerful leaders of Brittany? Surely. But I defy you to find me one who is more interesting. She was a rare case of a genuine female warrior in Medieval Europe, and one who was well regarded by her contemporaries and later historians. When her husband was captured by the House of Blois during the War of Breton Succession, she took up a glaive and besieged the enemy castle--and rose an army of women in the process.
    **Many Arthurian tales are set in Brittany, and many troubadours originated there as well--albeit most of their work was in French (i.e., langue d'oïl) not Breton. If you like, "the Matter of Britain" might be renamed "Chansons de Geste."
     
  6. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    Israel
    Unique Ability:
    Father Abraham
    • +2 Faith and +2 Great Prophet Points in the Capital
    • After founding a religion, Great Prophet Points are converted into Great Scientist, Great Merchant, and Great Writer Points
    • Israel's cities are more resistant to religious conversion.
    • Can purchase Builders, Settlers, and Districts with faith
    • Cannot build Builders or Settlers.

    Unique Unit: Maccabees
    • Unlocks with Defensive Tactics
    • 40 Combat Strength, 2 Movement, 180 Production, 3 Maintenance
    • Upgrades into Musketman
    • +10 Combat Strength when in or adjacent to a Holy Site of Israel's religion

    Unique Building: Yeshiva
    • Replaces Library
    • +2 Science, +2 Faith, +2 Culture, +2 Housing, +1 Citizen Slot, +1 Great Scientist Points

    Leader: David
    Capital: Jerusalem

    Leader Ability: Giant Slayer
    • +7 Combat Strength for all ranged attacks against larger civilizations than Israel.

    Agenda: Shepherd King
    • Likes civilizations with strong defenses and infrastructure and will build up powerful defenses. Dislikes civilizations with poor defenses, especially if they have aggressive militaries otherwise.

    Israel is guaranteed the first religion and first Pantheon, allowing it to select the proper beliefs to build powerful cities. While their expansion is limited, David's unique abilities allow them to take territory early and, along with the Maccabees, allow that territory to be effectively defended against larger, settler-building neighbors. The Yeshiva allows Israel's cites to grow tall, and Israel's bonus to great people generation can be used to compensate for their smaller territory. Their resistance to religious conversion allows faith resources to be put towards infrastructure, rather than preserving your beliefs against foreign missionaries.

    How will you protect your holy land in Sid Meier's Civilization VI?

    So yeah, this is Israel, but I decided not to go with the more common route of making them a civ geared towards religious or domination victory, because let's face it, that's not exactly accurate to their reputation. Instead, Israel here is designed to go tall and use their religion to pursue a science or culture victory. You can use their abilities to take some territory if you want, converting cities of larger empires and going in with Maccacbees and Crossbows, but it's mostly meant to be defensive.

    Honestly though, it's just for fun, more so than anything else in this thread (if such is possible). I do understand there are come controversies with the use of David as Israel's leader, but this is kind of the way I'd like to see it. Hope the idea is at least interesting.


    Anyway, while we're here:

    Aurangzeb
    Alternate Leader for India

    Capital: Shahjahanabad
    Leader Ability: Jizya
    • Earn Gold from Indian citizens not of your religion.
    • Pay no maintenance for City Center buildings.
    Though a successively conqueror, Aurangzeb is most famous for destroying the Mughal empire with his darned dirty religious intolerance and cost cutting measures. While it's perhaps more complicated than that, it makes for an easy ability to implement, and works well with both conquering and Dharma.

    Agenda: ???
    • Likes Civilizations that keep building maintenance low and will keep his own very low, excepting Holy Sites. Dislikes civilizations which waste money on building maintenance, especially Theater Squares but excepting Holy Sites.
    Another thing Aurangzeb is known for is firing court musicians, banning a lot of extraneous uses of gold in the court, and being buried in a plain and inexpensive grave, much unlike his father's mausoleum, the Taj Mahal. As a conqueror he is still not apposed to army maintenance or Barracks and Armories, and as a devout Muslim he won't mind spending money on temples so much, but overall he'll try and make room for gold to go towards the army.
     
    TyrannusRex likes this.
  7. Denkt

    Denkt Left Forever

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    The Israel look very interesting with its heavy faith focus. Im not sure making Aurangzeb a leader of India is a good idea, it would be better to make a Mughal civ for him like what they did with Alexander and Macedon.

    I would change Jizya ability to each holy district in a city not following the religion you founded generate gold instead of faith (I think 3 gold per faith is a good ratio here, 2 gold at minimum given that is the normal ratio between gold and faith. I threw in an extra gold just to make Jizya useage extra valuable). The no maintenance should also apply to holy districts (atleast not of his religion) in addition to city centers. I think that make his ability easier to work with and encourage Aurangzeb some unorthodox religious gameplay.

    His agenda should make him dislike civs that build wonders as he would consider such things a waste. He should have very low probility at building wonders. He should also dislike civs that don't follow his religion.

    Here is my ideas for the Otttoman civ:

    Unique ability: Millet
    Holy sites generate culture instead of faith. For each religion that have atleast one majority city controlled by the ottomans they get +5 culture and +5 gold. Holy sites and their buildings produce both gold and culture, the amount of gold is 1 gold per building per unique religion in your empire. Disadvantage: Can not build any religious agents or found a religion and thus unable to win a religious victory.

    Unique unit: Janissary (replace musketman)
    Can only be built in cities that follow a religion that is not your majority religion. They get a +10 combat bonus against all civs that don't follow your majority religion and have 60 strength instead of 55.

    Unique district: Bazaar (replace commerce hub)
    Half cost and do not count towards district limit (standard unique district bonuses). City with both bazaar and harbour provide 2 trade routes (like England royal harbour). Bazzar get +2 gold for each unique type of speciality district adjacent to each (do not count other bazaars) but gain no other adjaceny bonus at all.

    Leader: Mehmed II
    Leader Ability: The conqueror
    • Capitals and city states he capture do not lose population and instead they get a free district of your choice. He also gain a +5% culture per city state and capital controlled not including the ottoman capital.
    Agenda: ?
    • Dislike civs that convert cities from one religion to another if not that religion is the one he is following. Like civs that follow one of the religions inside his empire but dislike civs who don't follow a religion inside his empire. Dislike civs that have better capitals than his own.
    Ottoman abilities are strongly tied to religion but it is unable to control spread of religion. Instead it gain some very nice bonuses for religious pluralism which favor heavy conquest and building a large empire. The bazaar make it a strong trader and Mehmed encourage conquest of capitals and cs. It is a very strong culture civ and likely to have amongst the most developed civic trees. But its main strategy is militaristic.
     
    Last edited: Jul 29, 2017
  8. TheSpaceCowboy

    TheSpaceCowboy The Gangster of Love

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    This is a further refinement of my Outremer idea:

    Outremer
    Leader: Godfrey of Bouillon




    Civilization Ability: Penitential Warfare
    Gain Faith when killing units from Civilizations that follow a different religion and capturing cities following a foreign Religion.

    Leader Ability: Crusader King
    Ancient Walls, Medieval Walls, and Renaissance Walls all have one relic slot each and require less production to build in occupied or ceded cities.
    Upon capturing the a city following a foreign religion, gain one relic.
    If Outremer has founded a religion, that city will instantly begin emanating 100% religious pressure for Outremer's religion instead.

    Unique Unit: Crusader
    Replaces Knight. When first deployed, joins one of the following Military Orders (unique promotion):
    Knight Hospitaller: This unit heals itself on kills and heals all adjacent allied units each turn
    Knight Templar: This unit gains Gold on kills and Great Merchant points when pillaging ​

    Unique District: Sepulchre
    New units appear at the Sepulchre instead of the Armory, and receive a bonus to attack based on the number of relics in the city.
    If the city has walls, the Sepulchre can launch a ranged attack, similar to an Armory. This attack receives additional ranged strength for every relic in the city.

    Replaces Holy Site. Half the cost of a Holy Site, and does not count against the district limit.
    Must be built more than one tile away from the City Center or an Armory.
    +2 Great Prophet points per turn, and adjacency bonuses for desert tiles and religious Wonders.

    Associated Project: Council of Clermont
    Generates Great Prophet points and Faith prior to founding a religion
    Generates Great general Points and Faith after founding a religion

    Agenda: Advocate of the Holy Sepulcher
    Loves Civilizations that have gifted or traded Outremer a Relic and loathes those that hoard a Relic to themselves


    Bonus: City-State Idea!
    Malta
    Suzerain Bonus: Upon receiving their first promotion, ground units (artillery, cavalry, melee, ranged) are inducted into the Military Order of Knights Hospitaller.
    This promotion does not heal the unit, nor does it end its turn.
    (When leasing Malta's military, all of its own units will be Hospitallers as well)
     
  9. IgorS

    IgorS Your ad could be here!

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    We already have Valletta as a city-state.
     
  10. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    Maybe, but I decided to stick with India instead of a separate Mughal civ. I thought the combination of Dharma with Jizya was pretty interesting. I also considered having wonders be a part of his agenda, but I felt that would be stepping on Qin's territory.


    The Bazaar is pretty broken, which is kind of obvious because it's a unique Commercial Hub, but still. It may lose the river bonus, but more than compensates with a much better district adjacency bonus.

    I also find that Janissary's replace musketmen rather strange, given their unique build requirement. It seems like a good time to take advantage of the fact that Civ6 unique units don't have to replace anything.

    I don't personally like Millet converting faith into other resources or disabling the Ottomans from a religious victory. It sort of intrudes on Kongo's territory, and while their dominant religion wasn't founded under their empire it was still a religious enough empire that it seems weird to disable faith like that for them. Spain didn't found Christianity or even Catholicism in any context, nor did Poland, yet those are still civilizations focused somewhat on religion.

    Mehmed II conquering capitals is an idea I've seen before, and it's one I actually like. However, I think the execution borrows a little heavily from Pericles, and the agenda is a little weird partly because it covers too many aspects and partly because it'll leave him most upset with civilizations not near him.

    I personally don't think culture is really the route to go with the Ottomans, and I feel that culture is the main focus of this, but I feel that it also trying to do gold with the Bazaar and the odd religious things and the military things all at once prevent it from being really focused as a set of abilities.

    The Huns
    This isn't a full civ yet, but more of a gameplay idea. Basically, the idea of the Huns is a civilization focused entirely on pillaging everything in site. They lack the ability to create infrastructure, but can take anything they need from other civs by killing their units and pillaging their stuff.
     
    ~frogchild~ likes this.
  11. Phrozen

    Phrozen King

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    It works if the civ isn't the Ottomans but instead the Turks and Attaturk is the leader.
     
  12. Denkt

    Denkt Left Forever

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    Ottoman was quite multireligious and as far as I know was not all that much into religious conversion. I mainly think my Ottoman design is militaristic in nature because the main way to get several religions would be by conquest. The extra gold and bazaar allow it to maintain a large army and the culture allow it to quickly advance in civics even without theatre squares and great works. Janissary is a tricky unit, even a bit of a disadvantage due to the requirement but it would work well with the Ottoman strategy of conquest.
     
  13. RFormica

    RFormica Imperator Silvae

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    Now, I am making this mod, but I just want to know what everybody thinks of this idea:
    Civilization: BOHEMIA
    Civilization Unique Ability: Basel Compacts
    -Triggers a culture bomb when a new religion is founded by any civilization
    Civilization Unique Improvement: Hrad
    -Replaces Fort, and unlocks earlier. Can be built by Builders and Military Engineers. Provides greater defense than a regular fort. Faith, Gold and Production bonus when adjacent to a City Center or another Hrad.
    Civilization Unique Unit: Knight of the Red Star Cross
    -Replaces Medic, and unlocks in the Medieval era - much earlier than a regular medic.
    Leader: OTTOKAR II
    Leader Unique Ability: Prussian Crusades
    -Units gain +5 Strength when fighting units from civilizations that follow a different religion. Gain Faith from defeating enemy units.
    Leader Unique Agenda: Iron and Golden King
    -Likes civilizations that have high faith, control large amounts of territory, and follow his religion.
     
  14. Amrunril

    Amrunril Emperor

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    Others (@Kimiimaro) can probably comment better on how well these abilities fit Bohemia. I'll just note that the civ ability needs some clarification, as culture bombs in Civ VI need to be centered on a specific tile (unless what you mean by culture bomb is something different than what Poland and Australia have). It's also worth noting, from a balance perspective, that whereas Poland and Australia's culture bombs can be repeated many times, this ability can trigger a maximum of five times on a standard sized map.
     
  15. RFormica

    RFormica Imperator Silvae

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    Originally I was going to make it trigger a Eureka moment, but I think that's pretty underpowered too.

    How about doubling the treasury? (like Big Ben)
     
  16. Kimiimaro

    Kimiimaro King

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    I'll comment that soon. Here you can look on my concept of Bohemia.

    Btw. Ottokar II is a great choice!
     
  17. RFormica

    RFormica Imperator Silvae

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    Oh, and thanks for the free ideas, everyone! ;) :p
     
  18. Kimiimaro

    Kimiimaro King

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    Ok, here comes my comment!

    First of all, let me say that I'm really glad to see Bohemia as a potential mod. It was an important country in the Central Europe and this would actually be the first Bohemian mod.

    However, there are some things I think that don't very suit Bohemia as a Civ.

    First of all, I think that you're making it too religious focused. I know that it's quite known for Jan Hus, the Hussites and for being one of the places where the Thirty Years' War, a great religious conflict, started, but let's not forget that the current Czech Republic is one of the most Atheist countries in the world (which was mostly caused by Communists, but that's something that doesn't exactly belong here so I'm moving somewhere else).
    The Civ UA is quite strange to me. Basel Compacts sort of settled peace between Hussites and Catholic Church by allowing them communion under both kinds, but I'm afraid it wasn't very important in Czech history, since the Battle of Lipany where radical Hussites were defeated is accepted as the real end of Hussite wars. I'm afraid that I don't understand what Basel Compacts had to do with gaining lands or founding new religion. Also, as @Amrunril said, the culture bomb means that lands around some tile are immediately gained if you build there something (fort/encampment if Poland, pasture if Australia). I don't understand how it would work and in which city it would work. Also, I think it would be a very underpowered ability, since there is only limited number of religions Civs can founded (2-7), if you're not playing on the biggest map types, you're never going to fully benefit from this.
    Hrad looks good, but I would personaly add a late game tourism bonus to it, since the Czech Republic is quite known for its large number of ornate castles.
    Although Knight of the Red Star Cross looks like an interresting UU, it would be one of the most underpowered UU's in game, simply because lots of people (me included) don't even bother with building Medics, regardless of era. You can check my statement about people not building Medics in the Support Unit Elimination Thread, where they ended up being the third worst support unit in game (right after AA Gun and Mobile SAM). I think the Hussite War Wagon is much better UU for Bohemia, since they were important part of Hussite strategies and helped them win lots of their battles.
    Now let's get to the leader. Once again, Ottokar II is a great choice, but he was more a conqueror and diplomat than a king caring about strenghtening the position of the kingdom than a king mostly concerned about religion. Also, Philip II of Spain already has a bonus against fighting units of the other religions. Also, I don't think that participation in the Prussian Crusades is very known fact about him - actually, we didn't even learn that at school. As I said, he is more known for being a diplomat and conqueror who extended territory of Bohemia to the Adriatic Sea and made Bohemia the strongest country in the HRE and actually one of the strongest countries in the whole Europe. Also, he is known for making Bohemia very wealthy country (that and his conquests are facts that he is called "the Iron and Golden King"). Also, I read that he was a great builder - he founded about thirty cities during his life. I would definitely give him some ability that gives him bonuses in war and maybe some bonus about cities¨or economy. Also, I would rather use "The Iron and Golden King" as a name of his ability.
    And about his agenda, I'd put there something with army and/or territories or something with conquest, maybe something with being rich and influental. He wasn't known for being especially pious king, so I'd remove the faith and religion from his agenda.

    But that's just an opinion from a Czech - it often happens that we're unhappy with something :D
     
    Last edited: Aug 3, 2017
  19. RFormica

    RFormica Imperator Silvae

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    Yes, it is, but this is mostly focused on the extemely devout, Catholic Bohemia of medieval times. There would be a different civilization for the Czech Republic.
    I wasn't quite happy about the Civ ability, either. There really isn't a "peace" factor, so it's kind of hard to make something like the Basel Compacts. Maybe something like gain a few amenities in a city when two religions have been in it for 10 turns? Kind of specific, but hey. (Also probably hard to do)
    I'll add that.
    While reading about Bohemia, I was confused if the Hussites should be their own civilization, or at least something like Greece. After hearing from this, I guess they aren't! I think that the Wagenburg or a War Cart would be good.
    And also, I think that people would be building a lot more medics if they were unlocked 3 eras before they should :p
    So gold/culture bomb instead of faith bonus? Sounds good.
    NOW I can use my culture bombs.

    I can be there in an instant if someone decides to make an alternate for America. I have a few problems with Firaxis' deisgn as well.

    Thanks!
     
  20. Kimiimaro

    Kimiimaro King

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    I don't think that Czech Republic is a good idea - it's about 20 years old state :p A Czechoslovak Civ led by T. G. Masaryk would be better.
    That would still be underpowered. You know, I'm currently thinking about some religious bonus that wouldn't be underpowered. I'll probably share my idea later.
    Also, there is still an opportunity to create "In the Heart of Europe" UA that doesn't have to focus on a religion ;)
    Hussites indeed shouldn't be a Civ, mostly from the fact that they were a group of people that was mostly active for some 15 years.
    And about Medics - I don't think so. There is no need for a Medic if you think before you act and then you come with some nice strategy.
    Culture bomb could give some sense, since he also used diplomatic marriages to gain some lands, but it would still have to spread from some specific tile after some condition would be satisfied. However, let's think of some military bonus for him. He was "the Iron and Golden King", after all.
    And have you thought of some bonus for settling new cities instead of the culture bomb? I tried to think about that, since it's true that he founded about thirty cities, some of which became very big (for example: Kalingrad (yes, that currently owned by Russia), České Budějovice or Kutná Hora)... I thought of giving his cities a free builder or some bonus towards building City-Center buildings.
     
    Last edited: Aug 3, 2017

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