DLC Civ ideas?

Iberian Husky

Chieftain
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Since only eight civs is just a bit small, let's brainstorm for some civs that could be added as DLC.


The Orion Company (OC): Represents the UK. Basically a futuristic East India Company. This civ should be a trade powerhouse. Harmony or Purity.

The Fifth Reich (R5): Represents Germany and Central Europe. Obviously a militaristic civ. Either Purity or Supremacy.

The New Kalmar (NK): Represents Scandinavia. Either an economic or science-based civ.

The Baghdad Coalition (BC): Represents the Middle East. Could be an economic or culture civ.

The Papal Colonies (PC): Represents the Vatican. Could be like futuristic crusader states as the Pope tries to build a new holy land. Could be militaristic/cultural. Most definitely a Purity civ.

Anatolian Expeditionary Force (AEF): Represents Greece/Turkey. Economic/militaristic civ maybe? Supremacy civ.

The Armstrong Confederacy (AC): Represents the Moon, because by 2200 we should be settled there. Science civ. Probably Harmony.

Pact of McMurdo (PM): Represents Antarctica, because we should have settled there by 2200. Most likely a science or militaristic civ. Either Supremacy or Harmony.


Anybody else got any ideas?
 
Oh cool, can I play? :goodjob:

British Energy Consortium
Government sponsored Seeding Operation with British Energy to provide raw materials and resources to Earth. Perhaps they have different terraforming methods? :crazyeye:

Saitou Song (斉藤/斎藤 - 송) Industries
Japanese-Korean joint venture and rival of the PAC. :lol:


That's all I could think of off the top of my head. :p
 
I could see the British Isles, Scandinavia and Northern Germany/Baltics becoming some sort of a single political neo-viking entity. With the climate change and the Gulfstream dying out, these areas would experience a new ice age, so you would need to significantly change the life style to survive.
 
I also have some ideas, but I'm not sure if they are good. Here is one of them:

The Space Khaganate: Represents Mongolia. The situation of Mongolia wasn't good, and after the great mistake the situation was worse. So the people revolt and take the government. They decided to establish a khaganate and conquer better places to live. Mongolia became a militaristic country, but after all that, they still couldn't conquer many areas. So they decided to raid PAC and steal a spaceship. Then they Counquer some part of Kazakhstan, and from a lunch vehicle from there they lunched a spaceship, to colonize and conquer a new world, maybe a better world. Affinity: Supermacy.
 
I think there's room for a Japanese megacorporate faction, despite the country's presumed allegiance to the PAC. Either highly productive or highly scientific.

As for the affinities, keep in mind all factions are meant to plausibly go all three ways. You can't really have a strictly Supremacy faction, or a "Harmony or Purity" one.
 
A faction of humans coming from a different earth like planet would be interesting. Or perhaps aliens that used to inhabit planet returning to settle it again only to find its been infested by a new species. I think it would be good to have a progenitor like faction in that they function on different mechanics like in SMAC.
 
I want to see an Arabiaaaaaaaaaaaaaaaaaaan faction :mad:

Maybe something like The united Arab States (Arabian peninsula + Iraq + Levant and north Africa )
 
I'll copy here the idea I posted on another thread:

The United Kingdom of England, Wales and Canada (imagining a future where Scotland is independent and Northern Ireland is lost to Ireland):

I like the idea of a Canadian faction (in contrary to my opposition to a Canadian civ). A nice idea to pose a future Canadian faction is to adapt the idea of alternate future presented in the Kaiserreich mod of Hearts of Iron II.

In this mod, Germany won the First World War and Britain is engulfed by revolution, forcing the Royal Family, the nobility and the rich industrialists to flee the island and take refugee in Canada (in a parody of what happened to the Portuguese Royal Family during the Napoleon Invasion of Portugal). The Canadian government is then substituted by the King and his ministers, and the country turn itself into a divided pathernalistic society where the fears of Syndicalism pushes the nation into a more militaristic and undemocratic path.

Adapting the idea to the context of the Great Mistake, Great Britain is engulfed by the ocean, forcing the Royal family and most of the British population to take refugee in Canada, transfering all Royal institutions to the contry. Considering that Global Warming mostly benefits Canada, giving it more arable land, the country enter in a great era of prosperity and population boom (reaching the number of habitants of present US).

The faction leader should be a British-Canadian prince that is now proclaimed King in the newly discovered planet. What about an Edward X? :p

Even thought England and Wales comes first in the name, Canada becames the main core of the nation. Geographically, politically and economically.
 
I could see the British Isles, Scandinavia and Northern Germany/Baltics becoming some sort of a single political neo-viking entity. With the climate change and the Gulfstream dying out, these areas would experience a new ice age, so you would need to significantly change the life style to survive.

That would be the British Archipelago, Germanic Marshes, and Scandinavian Fjordlands Conglomerate for you.:bump:
 
I think there's room for a Japanese megacorporate faction, despite the country's presumed allegiance to the PAC. Either highly productive or highly scientific.

I feel like this is how more factions would have to go.
Note that a sponsor doesn't necessarily represent a country (the ARC is not representative of the US, which is completely indifferent to the space programs).
 
I definitely think Japan would be a DLC or part of an expansion. It would take a lot of work to get them right, as people would expect great things from a faction representing the birthplace of such popular science-fiction anime such as "Metropolis".
 
Here's my suggestions:

Civ Fanatics Coalition: composed entirely of members of Civ Fanatics who escape the Great Mistake by pooling their collective wealth to fund an actual colony ship to outer space. All their many hours spent playing various strategy games gives them advantages that I can't be bothered thinking up.

The Kerbal Colony Program.

The Simpsons Faction: Homer Simpson is leader of an intrepid group of Springfield citizens, refugees of the Great Mistake.

Can't think of any more.
 
California and the western super region....hard to imagine the US not breaking up in a few more hundred years.
 
California and the western super region....hard to imagine the US not breaking up in a few more hundred years.

Actually lorewise the US held together (thanks to some of the hard work of ARC)
 
The Lagrats.

The Lagrats are space construction workers from the Lagrange Orbital where most of the Seeding ships were assembled. They stow away on the ships and stay in orbit around the planet, secretly rebuilding them into zero-g orbital habitats. While mining asteroids in the system they discover an extremely rare and mysterious material: Xavieron. Also known as X-crystals, these blue-glowing shards change shape under observation by a sentient being. Prolonged exposure unlocks psionic powers that enable humans to affect the quantum probabilities that underpin reality.

Study of this effect unlocks a deeper understanding of the universe that they call Clarity.

The Lagrats discover that X-crystals only form deep in the crust of life-bearing planets. Scanning the planet from orbit they discover X-crystal deposits beneath the sea floor. After living in zero-g for so long they suffer from low bone density and muscular atrophy so living weightlessly underwater is actually easier than attempting to learn to walk again. They adapt their orbital capsules into the components for subaquatic bases and splash down into the planet's oceans.

Unique ability: The Lagrat landing zone is always centred on an ocean tile. 10% production towards orbital units. Purchase cost (culture or energy) for sea-floor, coastal or ocean tiles is reduced by 25%


Underwater Expansion


Adds the Abyssal layer - the sea floor beneath ocean tiles. All 'mineral' resources as well as Firaxite, Floatstone, Xenomass and X-crystals can be found here. Unique biological resources (Plankton blooms, Eelkelp forests, Megaclams, Black Smokers, etc) can be farmed or worked. Spawning grounds for Sea Dragons and Krakens can be found as well as other aquatic aliens unique to the Abyss.

On land X-crystals are not visible until the technology that reveals Geothermal resources is unlocked. They are found in similar areas near canyons.

New underwater units - all are units that can transfer between the Abyssal layer and the surface. They have reduced effectiveness while on the surface of the sea. Submerging/surfacing uses up all their movement points.

Submersible - worker unit that can improve sea-floor tiles as well as coastal and ocean surface tiles.
ROV - Remotely Operated Vehicle - scouting drone that can explore and excavate underwater anomalies.
Seacolonists - can create a Bulwark (underwater equivalent of an Outpost) that cannot be detected from the surface (although some orbital units might be able to?). When it upgrades to a Seabase (city), it deploys an 'island' extension to the surface that enables Submersibles to build solar collectors and algae farms on the surface as well as enabling the Seabase to build and launch orbital, naval, aerial or even land units. This extension is vulnerable to attack and capture by surface naval units, although it has the normal city defenses as well.
Merchant submarine - trade unit that can trade with other seabases, underwater stations and coastal cities.

Several standard military units gain underwater equivalents, with applicable Affinity upgrades.

e.g.
Infantry: Soldier - Marine - Sentinel/Brawler/Disciple/Hoplite? (Clarity)
Underwater equivalent: Diver - Assault Diver - SEAL/Frogman/Fisher/Triton? (Clarity)

Unique underwater units for each affinity:
Supremacy: Leviathan
Harmony: Devilfish
Purity: Dreadnought
Clarity: Scylla



The Clarity Affinity


Apex Clarity unit: Charybdis. Charybdis is a psionic vortex of incredible power that can move freely from the Abyssal layer to the surface and move onto land.

New Clarity leaf techs added throughout the tech-web - revolving around quantum or psionic studies.

New Clarity victory condition: Elysian Field. Using the knowledge gained from studying the X-Crystals and detailed understanding of quantum physics and mathematics, the followers of the Clarity affinity can build the Chaos Attractor, a world wonder which requires access to all of the alien resources. Once completed, the Chaos Attractor siphons off a large amount of energy each turn until it is fully charged. An energy deficit means that it loses twice that amount of energy each turn. At full charge it generates the Elysian Field that instantly envelopes the planet, projecting all sentient minds into a higher dimension to explore the multiverse. To an external observer it would look something like the Rapture.

Clarity factions/units gain unique reality-bending abilities. Possibilities include limited teleportation, telekinesis (pushing other units around), remote sensing (extended vision range/removing fog of war), telepathy (diplomacy bonuses), psychic spies (unique espionage missions), gestalt (the joint will of Clarity citizens affects the world around them - this increases yields from all tiles adjacent to their cities within their borders).
 
I'm not sure if it would be DLC or would work better as an actual expansion, but I'll throw out some random ideas here.

AFFINITY SCHISMS--splits in the current affinities that share the general goal of one of the known three main affinities, but they differ on how to achieve those goals.

Harmony Schism 1--Apex Harmony. This affinity is one in which Harmonists decide their role in the ecosystem is to become the Apex predator. It opens up more combat-oriented unit upgrades, buildings like Hunting Den, Hunting Grounds, abilities to repel native species who fear the new predator. Through extreme genetic engineering, soldier and worker units develop centaur-like bodies with four legs and two arms, compound spider-like eyes and mandibles, ability to turn Resilin resources into various web entrapments, which when built in a hex, slows down the land movement of all non-Apex Harmonists trying to move through the area. Apex harmonists can additionally be upgraded to "track" movement of hostile units via thermal senses or scent (i.e., other player units that move through your space leave glowing footprint trails for 10 turns, making it easier for you to track them down and follow their movements). They might have some variant on the military victory as a new victory condition. I imagine this schism as a bit darker in tone and focused on combat aggression.

Harmony Schism 2--Hive Harmony. This affinity is one in which stresses collective activity and specialization. You can specialize workers as various types of drones that give them bonuses to specific types of construction or speedier upgrades, and various winged/flying breeds of workers and soldiers, new technologies like Rapid Maturation Cocoons (to produce biological units faster) or Nectar harvesting. It opens up new buildings like Nectar vats (for extra food) and photosynthetic architecture (extra energy in tiles where such buildings constructed), or living bio-architecture (which grows in size or effect over time). They might gain some bonuses toward the whole mindflower/merge with planet consciousness victory condition. I imagine this schism as focused on building and construction rather than combat aggression.

Alternatively, Harmony Schism 2 might be Aquatic Harmony. This affinity seeks to adapt humanity to live not just on land, but in the ocean. Gill upgrades for units, aquaform bodies, ability to access sub-surface ocean's geothermal heat vents, and build an aquatic colony in limited parts of the ocean (say exclusively on shallow plateaus or geothermal heat vents--to avoid the aquatic city spam of Alpha Centauri).

Supremacy Schism 1--Discorporeal Supremacy. This schism sees abandoning the human body for the sake of machine bodies as not going far enough. The long-term goal should be to abandon material form altogether and take on forms of pure energy, rendering humans effectively immortal and invulnerable. As part of learning how to create such bodies, Discorporeal Supremacists would follow a new chain on the Tech Web involving inertial forcefields (to upgrade troops with some sort of damage reduction), inertial dampening (giving them more maneuverable and faster air units), phasing of matter to make buildings and cities partially immune to damage, and so forth. They could have a new Victory condition in which they build the Discorporeal Transformation Column, a device that transforms all units who enter it into beings of pure energy, a dangerous invention that must be built far from any of their current settlements, and then the player must maneuver all his/her existing units into it to transform them into these non-corporeal energy beings.

Supremacy Schism 2--Collectivist Supremacy. This schism thinks that abandoning the human body for cybernetic upgrades is meaningless unless humanity also casts off the limited, individuated human mind. Their goal is to interlink minds together into a borg-like collective and share knowledge, personalities, and creativity with each other. They could research various technologies that would enhance the normal supremacy stacking bonuses for working formation (or possibly extend the range of the formation so that bonuses occur within 2 hexes of each other rather than in adjacent hexes.) To achieve maximum benefit and fully integrate the minds together, and achieve a victory condition, they need a very large population. The player running this faction would need to build a dozen collective consciousness nodes (perhaps as subterranean bunkers), and then create a set number of cities, then build up city populations in all cities to some very high level determined by the game developers to achieve a victory condition.

Given Supremacy's ability to teleport, some special teleportation technologies might also fit with one of the two factions to round them out.

Purity Schism 1--Exterminationist Purity--This is the more aggressive side of Purity-- a philosophy that says it is not enough to keep the alien at bay behind walls and defenses, but we must ultimately expunge them from the planet to make it safe for our new earth-like paradise. They would gain access to various forms of nanotechnological warfare designed specifically for anti-Harmony or anti-Supremacy targets: EM Pulse Bombs for attacking robotic units and Supremacy cities or nanotoxin clouds for attacking Harmonists.

Purity Schism 2--Separationist Purity--This is the more defensive and hedonistic side of Purity. They want to create physical distance between themselves and the aliens, so they use various techniques to separate themselves: (1) Subterranean Eden Cities -- bunkered underground fortified areas that surface aliens cannot reach dug out by special "nuclear mole-tanks" that burn/melt their way through rock. The same units can also be used to drill mag-rail paths through mountain terrain. (2) Tectonic Aggravators--devices built in an area to alter a hex of terrain in player-controlled territory to raise a mountain range impassable to ground units. (Perhaps the same unit can be used as an earthquake generator to attack structures in enemy player cities?) (3) At high levels, floating cities. The faction learns how to use Floatstone to literally turn their cities into flying castles and villas that float above their hexes, though this requires enormous amounts of floatstone.

Other miscellaneous DLC I'd love to see--or perhaps something for future expansions.
The orbital layer suggests we can move some of the competition "above" the ground into space. I'd love to also have a layer of competition "below" the ground with subterranean bunkers and sub-city infrastructure, mine shafts, siege worm tunnels that "mole" units can dig through to pop up in unexpected places or bypass defenses. Maybe this subterranean level would be equivalent to a subaquatic layer in the ocean?
 
Underwater Expansion
Indeed, it'd be nice to have an expansion focused in the underwater, with something akin to an abyssal layer, new units, resources, biomes etc.

The Clarity Affinity
Interesting idea, it's not easy to come up with new potential affinities.

AFFINITY SCHISMS
That's interesting as well, if not a new affinity, I'd totally want to see the current ones expanded in future content. I don't think they should have different victory conditions though, only different means (units, upgrades, mechanics) to reach the current victories.
 
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