1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Harkodos' Civilizations

Discussion in 'Civ5 - New Civilizations' started by Harkodos, Mar 17, 2016.

  1. Harkodos

    Harkodos Warlord

    Joined:
    Feb 9, 2016
    Messages:
    178
    [UPDATE] - Today, I've officially released my second Civilization: The Exdeath Empire! Details below.

    Also, I've decided to scrap my Phase 1.5 as it seemed to be dragging. At present there are still 5 Civilizations in my roster that have faulty or incomplete UAs, namely: The Aku Empire, The Equalists, The Monarch's Butterfly Empire, The Mystics, and The Pollutors. However, I'm not pressed to fix them at present as I'm announcing a new method for the release of my Mods from hence forth.

    I shall now be working on my mods in much more viable lumps of 22 at a time and releasing them as thus. I'll still work in the Phase method for these lumps but for now I shall only be working on the 22 I've elected to focus on. These 22 Civs shall be relayed down in post #2 and the rest of the Civs in posts 3~5. If you're interested in which Civs those will be, be sure to check out post #2 for all the info. Also I've made a slight few tweaks to some of the Civs. Most aren't important for now however; the most notable is that I've split one of the Civilizations into two separate Civs for more variety (particularly in the gender department).

    The Steps I will now be making my Civs in are as follows:
    Step 1: Program in UA, UU(s), and UB(s) using America as a base for testing.
    Step 2: Program in Actual Leader, their personality, and their Background Music.
    Step 3: Graphics, Artwork, and Great Works (if any).
    Step 4: Dialogue.
    Step 5: Release.

    At the time of this posting, the current standing for each step (including released Mods) for Release Set #1 is:
    Step 1: 22/22
    Step 2: 2/22
    Step 3: 2/22
    Step 4: 2/22
    Step 5: 2/22

    I'll be posting my custom Civilizations here, as is customary.

    Newest Release:
    The Exdeath Empire


    Download at:
    Steam Page

    Newest Release Info:
    Spoiler :


    Exdeath - The Exdeath Empire - (Final Fantasy V) - Defensive & Culture Focus
    UA: Power of the Void: Land units receive a +33% Combat Bonus when defending. Defensive buildings in all cities are more effective based on the number of cities you possess. Defensive buildings and improvements provide Culture.
    UU: Legendary Swordsman: Replaces the Longswordsman. 20 Combat Strength. 2 Movement. Available with Steel. Requires 1 Iron to build. Begins with the Sword of Legend promotion, which will provide either the Strongest of Swords promotion or the Cheap Imitation promotion after this unit engages in its first combat.
    UB: Interdimensional Rift: Replaces the Caravansary. Land-based trade routes from this city extend 100% further away and provide an additional 2 Gold for both the trade route owner and the trade route recipient. +2 Culture. +10% Culture. +2 Tourism with the discovery of Flight.


    Non-Civilization-based Releases:
    Spoiler :
    Trollz Citadel (not exactly a Civilization, but I'm celebrating the completion of Phase #1 by releasing this).


    Download at:
    Steam Page


    Keep checking back here for updates!
     
  2. Harkodos

    Harkodos Warlord

    Joined:
    Feb 9, 2016
    Messages:
    178
    Harkodos' Leaders and Civilizations Release Set #1:
    Spoiler :
    American Dad Civilizations:
    Stan Smith - The Central Intelligence Agency - Focuses primarily on Espionage. His Spies are unmatched in effectiveness.
    UA: Zealous Patriotism: Your Spies are twice as effective at stealing technology, catching enemy spies trying to steal technology, and rigging City State elections. Gain 3 extra Spies.
    UU: Field Agent: Replaces the Infantry. 65 Combat Bonus. Weaker than the Infantry, but gains an attack bonus when fighting outside friendly territory, and is considered a Stealth Unit. Does not obsolete.
    UB: Weapons Research Lab: Replaces the Research Lab. Same effects as the Research Lab, except units gain +15 Experience when built in this city. Also decreases enemy spy effectiveness by 10%.

    Crash Bandicoot Civilizations:
    Crash Bandicoot - Wumpa Island - Starts near lots of Bananas, Citrus, and Wheat to build up large cities and then protect them with unique promotions. Likely to start near Jungle.
    UA: All Juiced Up: Bananas, Citrus, and Wheat resources appear outside of the Capital, provide +1 Food when worked by your cities, and enable land units to recover health at twice the normal rate and to fight 33% more effectively.
    UU: Crate Crusher: Replaces the Warrior. 8 Combat Strength. Pays no movement cost to pillage. Recovers 25 Health when it kills an Enemy Unit (including Barbarians). +25% Combat Bonus VS Fortified Units.
    UB: Race Track: Replaces the Colosseum. 2 Gold maintenance cost. +2 Happiness. +15% Production towards Mounted and Armored Units. Military Units built in this city receive the +1 Mobility promotion (where applicable).

    Dr. Neo Cortex - Dr. Cortex's Animal Empire - Generates lots of Great People and can steal enemy territory with a Great Person Improvement (except for Religious GP). Likely to start near Jungle.
    UA: Cortexrulestheworldium: Non-religious Great People and their tile improvements are half as effective, but can improve resources and be built outside of your territory to claim adjacent tiles. Earn non-religious Great People 100% faster.
    UU: Flamethrower: Replaces the Machine Gun. 60 Combat Strength. Stronger when attacking than when defending. Receives an additional bonus when attacking into Rough Terrain and an additional penalty when defending in Open Terrain.
    UB: Evolvo Ray: Replaces the Military Academy. In addition to the benefits of the Military Academy, also provides +2 Science, and +1 Science for each land-based animal resource worked by this city.

    Final Fantasy Civilizations:
    Cloud of Darkness - The World of Darkness - Gets lots of Faith from Water-based tiles and should focus on Exploration and Religion. Likely to start near the Coast.
    UA: Flowing Darkness: +1 Faith from Lake and Coast tiles. +2 Faith from Ocean tiles. Missionaries born in your cities receive 1 additional spread religion action for every Policy you've adopted in the Exploration Tree.
    UU: Onion Knight: Replaces the Spearman. 10 Combat Strength. Significantly faster than the Spearman it replaces and can move after attacking, it pays for it speed by being slightly weaker and less effective against Mounted Units.
    UB: Eureka: Replaces the Temple. +2 Happiness. Does not require Gold maintenance costs and provides +1 Culture, +1 Faith, +1 Food, +1 Gold, +1 Production, and +1 Science in the city in which it is built. If this city is captured, the enemy receives twice as much Gold as normal.

    Exdeath - The Exdeath Empire - Very defensive, but also quite Cultured. His defenses grow when he gains control over more cities. Likely to start near Forest.


    Download at:
    Steam Page

    Garland - The Land of Discord - Land Units come highly trained and specialized; woe to those who face his units in battle. Likely to start near Plains.
    UA: Pact of the Four Fiends: Land units receive +15 XP, earn twice as much experience from battle, may move after attacking, and may force enemy units to retreat from melee combat. Military buildings provide Faith when at War with a Major Civilization.
    UU: Warrior of Chaos: Replaces the Warrior. 8 Combat Strength. Starts with a unique promotion that will offer a wildly different combat bonus for each combat this unit participates in ranging from -15% to +15% combat bonuses (in increments of 3).
    UB: Chaos Shrine: Replaces the Shrine. 2 Gold maintenance cost. +1 Culture. +1 Faith. +1 Science. +15 XP for land units built in this city. Has improved and varied yields compared to the Shrine which it replaces.

    Golbez - The Lunarians - Faith and Science go hand-in-hand for this Civilization. Likely to start near Tundra.
    UA: The Twin Moons: Receive Science from Faith buildings and receive Faith from Science buildings. Academies provide +1 Faith and Holy Sites provide +3 Science.
    UU: Red Wing Airship: Replaces the Anti-Tank Gun. 50 Combat Strength. Receives a +33% Combat Bonus when attacking Cities, is slightly faster, and is 25% stronger when defending, unlike the Anti-Tank Gun it replaces. May move over Mountains and is considered a Hovering Unit. Requires 1 Coal to build.
    UB: Airfleet Base: Replaces the Military Base. +12 City Defense and +25 Health. Provides +15% Production towards Air units and provides 2 additional slots for Air Units in its city.

    Jecht - The Zanarkand Abes - VERY competitive, especially with City States. Good at generating Faith and well-trained units. Likely to start near the Coast.
    UA: Hymn of the Fayth: Each City State you are allied with provides +2 Faith and +2 XP for land units in the Capital. +2 Influence per turn to City States you have a trade route with. +1 Faith in all cities with the discovery of Theology.
    UU: Blitz Ace: Replaces the Crossbowman. 20 Combat Strength. +50% Combat Strength against Fortified Units. Stronger than the crossbowman which it replaces, but can only target adjacent tiles. Really effective against Fortified Units. Costs more to build than the Crossbowman it replaces.
    UB: Blitzball Stadium: Replaces the Stadium. 5 Gold maintenance cost. +2 Happiness. +1 Culture from Coast and Ocean, and +2 Culture from Lakes. +2 Tourism with the discovery of Telecommunications. City must be built next to the Coast.

    Kefka Palazzo - The Cult of Kefka - Very aggressive and warmongering. Ranged Units receive lots of benefits. Likely to start near Tundra.


    Download at:
    Steam Page

    Kuja - The Genomes - Culturally minded, but also maintains a strong Airforce in the Modern and later Eras.
    UA: The Peacock's Venom: Great Artists, Great Musicians, and Great Writers are 50% more effective and are earned 25% faster. +25% Production when building air units. Pay 25% less maintenance on air units.
    UU: Silver Dragon: Replaces the Triplane. 40 Combat Strength. Stronger than the Triplane which it replaces, this unit is more effective against Land Units and when making Air Sweeps, but takes considerably more damage from enemy interception as consequence. Does not require Oil to build.
    UB: Auction House: Replaces the Opera House. 3 Gold maintenance cost. Same effects as the Opera House, except provides +100% Gold in the city in which it is built. However, building this building increases the global cost of purchasing items in cities by 5%.

    Mateus - The Palamecian Empire - Very aggressive and Warmongering but will Ally and Intimidate City States for increased benefits. Likely to start near Desert.
    UA: The Palamecian Empire: Cannot annex cities. Unhappiness from number of cities and Citizens halved. Your units are 50% more effective at intimidating City States. Military City States gift units twice as often when at War with a common foe.
    UU: Demon Soldier: Replaces the Swordsman. 15 Combat Strength. Stronger than the Swordsman it replaces, it also starts with the March promotion and heals at twice the normal rate, unlike the Swordsman it replaces. Requires 1 Iron to build.
    UB: Castle Pandemonium: Replaces the Castle. +8 City Defense and +50 Health. Stronger than the regular Castle it replaces, it also provides +2 Faith.

    Sephiroth - The Shinra Electric Power Company - Generates lots of bonuses from Rivers and receives benefits when fighting Foreign Wars. Likely to start near Rivers.
    UA: The Lifestream: +1 Culture, +1 Faith, and +1 Food from tiles next to Rivers. Land units ignore the costs of terrain when moving along Rivers. Units receive a Combat Bonus when fighting in foreign lands.
    UU: SOLDIER: Replaces the Great War Infantry. 60 Combat Strength. Stronger than the Great War Infantry it replaces, this unit also gains an additional +25% Combat Bonus against Wounded Units. However, this unit costs more to build and can only be built in a city with a Mako Reactor.
    UB: Mako Reactor: Replaces the Hydro Plant. Requires 1 Aluminum resource to be built. This building provides +1 Gold, +1 Production, and +1 Science for each tile next to a river worked by this city. However, all tiles next to rivers have their Culture, Faith, and Food yields decreased by 1. Also allows the SOLDIER unique unit to be built in this city.

    Ultimecia - The Ultimecian Empire - Can see all revealable Resources (except Hidden Antiquity Sites) and gains Science from working them. Likely to start near Tundra.
    UA: Time Compression: All strategic resources and Antiquity Sites are revealed immediately, and provide +2 Science when worked by your cities.
    UU: SeeD: Replaces the Landsknecht. 16 Combat Strength. Slightly more expensive than the Landsknecht it replaces, this unit receives a +50% combat bonus against Wounded Units and earns Gold for the empire when killing enemy units. Slightly less effective against Mounted Units with only a 25% Combat bonus. Upgrades into Rifleman. Available without the Mercenary Army Social Policy.
    UB: SeeD Garden: Replaces the Garden. 2 Gold maintenance cost. +2 Food. +25% Great Person generation in this city. +15 XP for land units built in this city. Does not require a source of Fresh Water, unlike the Garden it replaces.

    Futurama Civilizations:
    Professor Farnsworth - Planet Express - Can immediately see Uranium and all military units are built with Uranium instead of their usual resource. Likely to start near the Coast.
    UA: Atomic Supermen: Uranium resources are revealed at the start of the game and provide double quantity. All non-unique military units that require strategic resources require Uranium instead, and receive a +25% Combat Bonus when built.
    UU: Albino Shouting Gorilla: Replaces the Warrior. 9 Combat Strength. Stronger than the Warrior and causes 10 damage to adjacent enemy units when it begins its turn, but costs more to build.
    UB: Planet Express: Replaces the Caravansary. 1 Gold maintenance cost. +2 Science. Same effects as the Caravansary, but increases Production by 5% for each Trade Route from this city connecting to a City State.

    The Life and Times of Juniper Lee Civilizations:
    Juniper Lee - Orchid Bay - Can only build one city. Units are VERY powerful in their own territory and Civ gets LOTS of Tourism from Great Works, Improvements, Wonders, etc. Likely to start near the Coast.
    UA: The Great Protector: Cannot gain settlers nor annex cities. Units fight twice as effectively inside your territory but are completely ineffective outside of your territory. +100% Tourism from Great Works, Improvements, and Wonders in the Capital.
    UU: Te Xuan Ze: Doesn't replace any in-game unit. 20 Combat Strength. Can only build one at a time. Very strong unit available at the beginning of the game. Earns promotions twice as fast, and receives Faith from killing Enemy Units, but suffers attrition damage when outside your territory.
    UB: Temple of the Elders: Replaces the Temple. 4 Gold maintenance cost. +2 Faith. +1 Faith from all tiles worked by this city.

    Ophelia Ramirez - The Punk Rockers - Focuses on making Great Musicians more effective and a nuisance for enemies.
    UA: Punk Rocker in-Training: Great Musicians have +2 Movement, can pillage improvements at no movement cost, ignore enemy ZOC, and are earned 100% faster. +1 Culture from Great Works.
    UU: Grim Reaper: Replaces the Pikeman. 16 Combat Strength. Instead of being effective against Mounted Units, the Grim Reaper is 50% more effective against Wounded Units. Earns Faith from killing Enemy Units.
    UB: Skull Lake Camp: Replaces the Garden. 2 Gold Maintenance Cost. +2 Faith. +25% Great Person Bonus. Gives +2 Points towards Great Musicians and has a Slot for a Great Work of Music. City must be built next to a Lake.

    Rick and Morty Civilizations:
    Rick Sanchez - The Council of Ricks - VERY Science-focused. This is at the detriment of all other aspects of gameplay. Essentially a Science-monster.
    UA: Wubba Lubba Dub Dub: All buildings with Great Person slots provide points towards Great Scientists instead. Great Generals are 33% less effective. Unhappiness from number of cities and number of Citizens doubled.
    UU: The Mortiest Morty: Replaces the Great General. Provides a slightly weaker combat bonus, but is slightly faster, and is considered a Stealth Unit, unlike the Great General which it replaces.
    UU: Mr. Meeseeks: Replaces the Worker. Requires no maintenance cost, costs less to build than the worker, and builds improvements 100% faster, but is disbanded after finishing any given task.

    The Simpsons Civilizations:
    Mr. Burns - Springfield - Can always build any units or buildings without the required resources and receives a purchasing bonus during Golden Ages. Likely to start near Hills.
    UA: Cost Effectiveness: May produce units and buildings without the normally required resources, but they are more costly, and must still meet city placement requirements. During Golden Ages the cost of purchasing in cities is reduced by 33%.
    UU: Employee: Replaces the Worker. Requires no maintenance costs, but takes 50% longer to build improvements.
    UB: Cavernous Manor: Replaces the Castle. +4 Gold. Same benefits as the Castle, but has a Slot for a Great Work of Art.

    Homer Simpson - The Simpsons - VERY powerful in the early-game receiving a large boost to Science and Great Person generation in all cities, BUT... Likely to start near Plains.
    UA: The Simpson Gene: +100% Great Person generation in all cities. Great Works decrease Great People generation in all cities by 5%. +7 Science in all cities. Science in cities decreases by 1 and 10% upon advancing into a new Era.
    UU: Axeman: Replaces the Spearman. 12 Combat Strength. Stronger than the standard Spearman, and receives a unique promotion that gradually increases its combat effectiveness by 3% for each tile it is away from the Capital. Does not receive a bonus against Mounted Units, and is ineffective against Cities and cannot capture Cities.
    UB: Tavern: Replaces the Zoo. 2 Gold maintenance cost. +2 Happiness. +2 Culture. +1 Culture from resources improved with Plantations.

    South Park Civilizations:
    Randy Marsh - South Park - Tourism focused, especially when at War with other Civilizations. Likely to start near Tundra.
    UA: Political Satire: +50% Tourism in the Capital from Great Works, Improvements, and Wonders when at War with a Major Civilization. +10% Tourism from shared religion, trade routes, and open borders. +1 Food from Pastures.
    UU: Game Hunter: Replaces the Rifleman. 30 Combat Strength. Weaker than the Rifleman, which it replaces, but starts with the Formation I promotion and gains a +33% Combat Bonus when positioned on Pastures or Camps.
    UB: *Butt* Transmitter: Replaces the Broadcast Tower. 3 Gold maintenance cost. +1 Culture. +33% Culture. Contains a Slot for a Great Work of Music. Same effects as the Broadcast Tower, except it also provides +1 Culture and +1 Science from Cattle, Horses, and Sheep.

    Steven Universe Civilizations:
    Steven Universe - The Crystal Gems - Very good at establishing and maintaining City State relations, provided it can continually carry out City State Missions. Likely to start near the Coast.
    UA: Love and Birth on the Planet Earth: +1 Food and +1 Gold in the Capital for each City State you are Allied with. Influence resting point with all City States increased by 10. Receive 50% more Influence from Gold gifts and City State missions.
    UU: Fusion Fighter: Replaces the Swordsman. 15 Combat Strength. Starts with the Cover I promotion, this unit receives a +50% Combat Bonus against other Melee units. Receives a +50% boost to flanking attacks. Doesn't require any resources to build but costs slightly more to produce.
    UB: Rose's Garden: Replaces the Garden. 3 Gold maintenance cost. +1 Faith. +25% Great People generation in this city. +1 Faith from Forest and Jungle tiles worked by this city. Land military units built in this city recover twice as much health as normal. Must be built next to a lake or river.

    Yellow Diamond - The Homeworld Gems - Focuses on improving mineral-based luxury resources ASAP and gets bonuses when fighting atop them. Likely to start near Hills.
    UA: The Great Diamond Authority: Start with Mining technology. Land units receive a +33% Combat Bonus when fighting on Mines or Quarries. +1 Science from Mines and Quarries. Pearls and Mined luxury resources provide double quantity.
    UU: Quartz Soldier: Replaces the Longswordsman. 22 Combat Strength. Begins with the March promotion and is 50% more likely to generate Great Generals from combat. Receives a +15% (Combat Bonus) while stacked with a Great General. Doesn't require any resources to build but is more costly. Upgrades to Rifleman.
    UB: Kindergarten: Replaces the Forge. 2 Gold maintenance cost. +2 Production. +1 Production from sources of Mined resources. Requires at least one improved source of these resources nearby in order to be built. +15% Production towards Land Units in this city.
     
  3. Harkodos

    Harkodos Warlord

    Joined:
    Feb 9, 2016
    Messages:
    178
    Harkodos' Leaders and Civilizations (That I'll get to eventually) Part 1:
    Spoiler :
    The Angry Beavers Civilizations:
    Norbert & Daggett - The Legion of Beavers - Focuses on Production in cities, but cannot build Wonders effectively. Likely to start near Rivers.
    UA: Busy as a Beaver: +2 Production and +1 Happiness in cities next to Rivers. Forests and Jungles have improved Production yields, and provide more Production when removed by Workers. -25% Production when building Wonders.
    UU: Luchador: Replaces the Warrior. 8 Combat Strength. Will force enemies to retreat if they receive more damage than the Luchador. Enemies receive additional damage if they cannot retreat. +50% boost to flanking attacks.
    UB: Dam: Replaces the Watermill. 3 Gold Maintenance cost. +1.5 City Defense. +25 City Health. +2 Production. +1 Production from tiles next to Rivers. City must be built next to a River. Available later with Construction.

    Bleach Civilizations:
    Baraggan Louisenbairn - Hueco Mundo - Can only build one city, but it will grow VERY quickly due to unique ability. Likely to start near Desert.
    UA: To Fill the Emptiness Inside...: Cannot gain settlers nor annex cities. Receive +1 Food in the Capital for every 2 Citizens in the cities of other Major Civilizations. Unhappiness from number of Citizens doubled.
    UU: Arrancar: Replaces the Longswordsman. 20 Combat Strength. Instead of engaging in Melee Combat, the Arrancar can perform a Ranged attack against an adjacent target, and may move after attacking. Recovers 50 Health when it kills an Enemy Unit. Provides Culture for the empire for each enemy unit killed. Does not obsolete.
    UB: Los Noches: Replaces the Palace. Contains 2 slots for Great Works of Writing. Provides units built in this city +10 XP for each Great Work Slot filled, and has a theming bonus for the same civilization from the same era. +3 Faith yield with the discovery of Theology.

    Chrono Trigger Civilizations:
    Magus - The Mystics - Gets lots of boosts early in the game, but after they've discovered Atomic Theory, they can no longer expect to win.
    UA: The Day of Big Fire: Cities have enhanced yields and all military units are 33% more effective until the discovery of Atomic Theory. Then, military units become 33% less effective and the Defensive Strength of all cities is reduced by 67%.
    UU: War Band: Replaces the Swordsman. 14 Combat Strength. Unlike the Swordsman it replaces, this unit receives a +100% boost to flanking attacks. Does not require Iron to build.
    UB: Lair: Replaces the Temple. 2 Gold maintenance cost. +2 Faith. +3 City Defense. +25 City Health. Raises City Defense and Health unlike the Temple it replaces; it also contains a slot for a Great Work of Music.

    Courage the Cowardly Dog Civilizations:
    Courage - Nowhere - Land Military Units are unreliable for protecting citizens, preferring to stay alive, rather than engage in combat. Likely to start near Desert.
    UA: Be Not Afraid: All land military units gain +2 Movement, ignore enemy ZOC, and may withdraw from Melee Combat when attacked. +1 Happiness and +25% Great Person generation in Cities built next to Desert.
    UU: Mr. Mouse: Replaces the Landsknecht. 20 Combat Strength. Stronger than the Landsknecht, which it replaces. Does not feature the extra plunder or the free pillage promotions of the Landsknecht, nor the bonus against mounted units but earns Science for the empire when an enemy unit is killed. Upgrades into Riflemen. Available without the Mercenary Army Social Policy.
    UB: Bagge Farmhouse: Replaces the Granary. 2 Gold maintenance cost. +2 Food. +1 Food for each Bananas, Deer, and Wheat resource. +1 Food for each Desert tile worked by this city (except Flood Plains).

    Dan VS Civilizations:
    Dan - Dantopia - Receives lots of units for discovering Technologies and his Wounded Units are stronger. Likely to start near Plains.
    UA: Planning for Revenge: Upon discovering a technology that unlocks a land or naval unit, receive 2 free copies of that unit outside of the Capital. Wounded military units inflict 25% more damage than normal. Pay 33% less for land and naval unit maintenance.
    UU: Garbage Ballista: Replaces the Catapult. 15 (7) Combat Strength. Far more powerful than the standard Catapult, it does not receive bonuses against cities. Decreases the Combat Effectiveness of adjacent units by 10%. Useful as an anti-personnel unit.
    UB: Burgerphile: Replaces the Hospital. +2 Food. Provides less Food than the Hospital it replaces, but provides +25% Food Growth and does not require maintenance costs. Also provides +25% Gold in its city and increases the Gold earned in Trade Routes by 1.

    Descent: Journeys in the Dark: Second Edition Civilizations:
    Ariad - Sudanya - Can see Antiquity Sites from the get-go and gets lots of bonuses from them. This Civ should hate Archaeologists. Likely to start near Desert.
    UA: Treasures of Sudanya: Antiquity Sites are revealed at the beginning of the game. +4 Gold from Antiquity Sites and +1 Gold from Landmarks. Land military units receive a +33% Combat Bonus when fighting on Antiquity Sites.
    UU: Goblin Archer: Replaces the Archer. 4 Combat Strength. Much weaker than the standard Archer it replaces, the Goblin Archer compensates by being faster, being able to attack twice per turn and being able to move after attacking, making it great for harrying enemy forces and then scurrying from harm's way.
    UB: Pylia Camp: Replaces the Circus. +2 Happiness. +1 Gold from Camps worked by this city. +2 Culture with the discovery of Economics. Requires an improved source of Bison, Deer, Furs, Ivory, or Truffles in order to be built.

    Kyndrithul - The Mistlands - This Civ thrives in Marshes and has very powerful units, however they slowly die outside of their own territory. Likely to start near Marshes.
    UA: Tainted Blood: Your units receive a +25% Combat Bonus and are more effective in Marsh tiles, but suffer 10 damage when ending their turn outside of your territory. +1 Faith, +1 Food, and +1 Production from Marsh tiles.
    UU: Broodwalker: Replaces the Warrior. 10 Combat Strength. Stronger than the Warrior but cannot attack. The Broodwalker instead deals 10 damage to adjacent units when it begins its turn, reduces their combat effectiveness by 10%, and is 100% more effective in Melee Combat. Costs more to build, does not obsolete and cannot be upgraded.
    UB: Vampire's Study: Replaces the Library. 2 Gold maintenance cost. +1 Science for every 2 Citizens in the city where it is built. +1 Faith. +1 Faith from Marsh tiles. Land Units built in this city recover 50 damage when they kill a non-barbarian enemy unit.

    Rylan Olliven - The City of Nerekhall - Can only build one City, but is very good at coaxing City States into an alliance.
    UA: Dark Influence: Cannot gain settlers. +1 City Defense in the Capital for each of your City State Allies, and other player's Influence with City States degrades 25% faster. Gain 2 extra delegates in the World Congress.
    UU: Ironbound: Replaces Longswordsman. 30 Combat Strength. Incredibly powerful Medieval Era unit that is also effective against Mounted Units. Receives a penalty when attacking Cities. Requires 1 Iron to build.
    UB: Magical Paling: Replaces the Shrine. 2 Gold maintenance cost. +2 Faith. +3 City Defense. +25 Health. Costs more to maintain than the Shrine which it replaces, but provides more Faith and increases the city's health and defense.

    Zachareth - The Twin Baronies - Can only build two cities, but can make those cities thrive with improved Food and Production yields. Likely to start near Plains.
    UA: The Twin Baronies: Start with 2 settlers, but cannot gain additional settlers. Land trade routes extend 50% further away and internal trade routes are 50% more effective. +25% Food and Production in all cities.
    UU: Kobold: Replaces the Warrior. 4 Combat Strength. Very weak compared to the Warrior, which it replaces, this unit costs less to build, ignores Enemy ZOC, and has a +300% flanking attack bonus to compensate. Great for early-game swarm attacks.
    UB: Shadow Vault: Replaces the Bank. +2 Faith. Increases City Health and Defense, in addition to the normal effects of the Bank.

    Digimon Civilizations:
    Gennai - The Digital World - Works on trying to discover Computers, after which the Civilization gets lots of boosts and bonuses.
    UA: The Digital Kingdom: Receive +2 Science in every city until the discovery of Computers. Receive a free Great General, +25% Production when building military units, and +2 Tourism in every city after the discovery of Computers.
    UU: Digital Monster: Replaces the Mechanized Infantry. 100 Combat Strength. Stronger but slower than the Mechanized Infantry, this unit pays no movement cost to pillage and earns Science for the empire for each enemy unit killed.
    UB: Data Synapsis: Replaces the Hotel. +2 Science. Same effects as the Hotel, except it provides +25% Science in its city.

    Disney Civilizations:
    Aladdin - Agrabah - Focuses on Faith and Great Person Improvements. Will receive 3 free Great People in the Medieval Era. Likely to start near Desert.
    UA: Three Wishes: +2 Faith from Great Person tile improvements. A Great Engineer appears after researching Metal Casting. A Great Merchant appears after researching Guilds. A Great Scientist appears after researching Education.
    UU: Palace Guard: Replaces the Swordsman. 15 Combat Strength. Slightly stronger than the standard Swordsman, the Palace Guard also fights more effectively near the Capital. Requires 1 Iron resource to build.
    UB: Cave of Wonders: Replaces the Temple. +2 Faith. +100% Gold in the city in which it is built. If this city is captured, the enemy receives twice as much Gold as normal.

    Scrooge McDuck - Duckburg - Gets lots of Gold from specialists and improvements. Likely to start near the Coast.
    UA: The World's Wealthiest Duck: +2 Gold for all specialists, for all Great Person tile improvements, and from Atolls. +1 Gold from Farms and Trading Posts. Cities near sources of Fresh Water receive +1 Culture from Lakes.
    UU: Ace Pilot: Replaces the Triplane. 35 Combat Strength. Has a further operational range than the standard Triplane and is 33% more effective when Intercepting incoming units. Requires 1 Oil to be built.
    UB: Money Bin: Replaces the Mint. +100% Gold in the city. +2 Gold from Gold and Silver luxury resources. Can be built without access to any Gold or Silver luxuries. +3 City Defense. +25 Hit Points. If this city is captured, the enemy receives twice as much Gold as normal.

    Doom Civilizations:
    Malcolm Betruger - The Union Aerospace Corporation - Uses enhanced Science and Military to earn big bucks on the battlefield. Likely to start near Desert.
    UA: Military Research Operations: Science buildings provide +5 XP for military units built in their city, and military buildings provide +5% Science in their city. Units earn Gold for the empire for each enemy unit killed.
    UU: Bio Force Gun: Replaces the XCOM Squad. 120 Combat Strength. Ranged unit unlike the XCOM Squad, which it replaces. Cannot Paradrop and requires 1 Uranium to build.
    UB: Teleportation Center: +5 Science. +25% Science. 10 Gold maintenance cost. Available with Particle Physics. A Unique building that doesn't replace any other building. Resuires 1 Uranium to build. Your units may air drop to any tile on the map.

    Dr. Seuss Civilizations:
    The Grinch - Grinchland - Focuses on terrorizing other Civilizations for initiating Golden Ages. Likely to start near Tundra.
    UA: Two Sizes Too Small: Golden Ages last 50% longer. Receive Points toward a Golden Age for each enemy unit killed. Receive a +10% Combat Bonus against Cities, and double Gold from Barbarian encampments and from pillaging Cities.
    UU: Who-Slayer: Replaces the Chariot Archer. 12 Combat Strength. Receives a +33% Combat Bonus when fighting in Snow or Tundra. Does not require Horses, is a Melee Unit, is stronger, but slower, unlike the Chariot Archer it replaces.
    UB: Who-Hater's Hovel: Replaces the Workshop. 2 Gold maintenance cost. +2 Production. +10% Production. Same effects as the Workshop, except each Snow and Tundra tile provides +1 Production.

    Ed, Edd, 'n' Eddy Civilizations:
    Ed, Edd 'n' Eddy - Peach Creek - This Civ loves luxury resources and earns lots of Gold and Food from them. Likely to start near Forest.
    UA: The Sweet Taste of Victory: Each city you found provides a free copy of the unique Jawbreakers resource. All luxury resources worked by your cities have increased Food and Gold yields.
    UU: Squirt-Gun Marshall: Replaces the Gatling Gun. 21 Combat Strength. Significantly weaker than the Gatling Gun it replaces, this unit is 15% more effective in friendly territory and may attack twice per turn.
    UB: Jawbreaker Bank: Replaces the Bank. Same effects as the Bank, but also increases the Food and Gold yields of luxury resources worked by this city. +4 Gold yield with the discovery of Economics.
    UL: Jawbreaker: Provides +4 Happiness. +1 Food and +1 Gold when worked by cities. +1 Gold and +1 Production from Lighthouses and Seaports (for some reason, but this actually happens with some luxuries, like Jewelry, Porcelain, and Pepper).


    Family Guy Civilizations:
    Peter Griffin - Petoria - This Civilization is a true wildcard. It can build a unique Wonder that will dictate whatever strategy it desires. Likely to start near the Coast.
    UA: Flavor of the Week: Start with access to numerous unique "Wonders" that only Petoria may build, however Petoria may only ever build 1 of these unique "Wonders." Each "Wonder" provides benefits towards a particular game strategy.
    UW: Admiral: (Cost: 75) Receive a free Great Admiral. +15% Production when building Naval Units. Naval Units receive +15 XP and a +15% Combat Bonus.
    UW: Artist: (Cost: 150) +2 Great Artist points in all Cities. Golden Ages last 50% longer. +2 Happiness in all Cities. A Golden Age immediately begins.
    UW: Barbarian: (Cost: 75) +25% Production when building Melee land military units in the Capital. Land Melee military units start with the Barbarian Spirit promotion when built in the Capital. Receive a free Barracks in the Capital. Immediately receive three Spearmen.
    UW: Engineer: (Cost: 150) +1 Great Engineer point in all Cities. +2 Production in all Cities. +10% Production when building Wonders. +1 Production from Strategic Resources worked by your cities.
    UW: Expansionist: (Cost: 75) +1 Culture and +1 Gold in all Cities. Culture and Gold cost of purchasing tiles is reduced by 25%. Worker build speed is increased by 25%. -33% Unhappiness from number of cities.
    UW: Explorer: (Cost: 75) Land Units receive +1 Sight and +1 Movement on Land, and +1 Sight while Embarked. Units may Embark in coastal tiles immediately. +5 Culture from Natural Wonders. +25% Production when building Spaceship Parts.
    UW: Farmer: (Cost: 150) +2 Food in all cities. +15% Growth in all Cities. 10% of Food is carried over after City Growth. +1 Citizen in all cities.
    UW: Fisherman: (Cost: 75) +1 Food from coastal tiles, and +2 Food from Lakes. +1 Gold and +1 Production from Sea Resources worked by your cities. Sea Trade Routes extend 50% further away.
    UW: General: (Cost: 75) Receive a free Great General. +15% Production when building Land Units in all cities. Land Units receive +15 XP and a +15% Combat Bonus.
    UW: Imperialist: (Cost: 150) +1 Food and +1 Production in all cities. +25% Gold from City Connections. +3 City Defense and +25 Hit Points in each of your cities. +1 Culture from National Wonders.
    UW: Merchant: (Cost: 150) +1 Great Merchant point in all cities. +2 Gold in all cities. Gold cost of purchasing in all cities is reduced by 5%. +4 Gold from incoming and outgoing Trade Routes.
    UW: Musician: (Cost: 150) +2 Great Musician points in all cities. +5 Tourism in the Capital. +2 Tourism in all cities with the discovery of Acoustics. +50% Tourism from Great Works, Improvements, and Wonders in the Capital.
    UW: Philosopher: (cost: 150) +1 Faith and +1 Science in each of your cities. +25% Great Person generation in each of your cities. Receive 50 Gold each time a Great Person is expended. Immediately receive 1 free Great Person of your choice.
    UW: Pilot: (Cost: 75) +2 Aircraft slots in all cities. +15% Production when building Air Units. Air Units receive +15 XP and a +15% Combat Bonus.
    UW: Politician: (Cost: 225) +2 Delegates in the World Congress. +5% Production for each Trade Route you have with a City State. Immediately receive 1 extra Spy. Decreases enemy Spy effectiveness in all cities by 15%.
    UW: Prophet: (Cost: 225) Receive a free Great Prophet. +2 Faith in all Cities. +1 Faith for each Major Religion with at least 1 Follower in each of your cities. Religious Pressure is doubled in the Capital.
    UW: Scientist: (Cost: 150) +1 Great Scientist point in all cities. +2 Science in all cities. Receive 50% more Science from Research Agreements. Receive 1 free Technology.
    UW: Writer: (Cost: 150) +2 Great Writer points in all cities. +2 Culture in all cities. Culture cost of Social Policies is reduced by 10%. Receive 1 free Social Policy.
    UU: Pawtucket Patriot: Replaces the Musketman. 24 Combat Strength. Gains a combat bonus (+15%) when fighting near the Capital, unlike the Musketman it replaces. Also receives a +15% combat bonus when fighting in friendly territory.
    UU: Petercopter: Replaces the Helicopter Gunship. Pays no movement cost to pillage and is 33% stronger VS cities, unlike the Helicopter Gunship it replaces. However, this unit pays for these benefits by having a 33% penalty when defending. Requires 1 Aluminum resource to build.

    Fern Gully: The Last Rainforest Civilizations:
    Hexxus - The Pollutors - Decreases the generation of other Civ's Great People when Declaring Friendship and gets bonuses from Fallout. Likely to start near Jungle.
    UA: Toxic Love: Cannot earn Great People. Declaring Friendship with another Civilization decreases their Great Person generation by 50%. Land military units fight 50% more effectively in Fallout. Uranium resources provide double quantity.
    UU: Deforester: Replaces the Landship. 55 Combat Strength. 3 Movement. Requires 1 Oil resource to build. Moves slower than the Landship, but can chop down Forest and Jungle Tiles sending the Production to the closest friendly city. Does not obsolete.
    UB: Fumigation Center: Replaces the Bomb Shelter. 3 Gold maintenance cost. Completely negates population loss from Nuclear Weapons. Negates the normal Food, Gold, and Production penalties of Fallout and allows Fallout to provide +3 Food, +3 Gold, and +3 Production.

    Foster's Home for Imaginary Friends Civilizations:
    Madame Foster - The Imaginary Friends - Receives lots of Faith-based bonuses and is a force to be reckoned with when founding a Religion. Likely to start near Plains.
    UA: Adopt-A-Thought: Receive a 30% discount when purchasing with Faith. Religious Pressure emanating from your cities is increased by 50%. Religious buildings are twice as effective and pre-Industrial defensive buildings provide Faith.
    UU: Caregiver: Replaces the Worker. Builds improvements 50% faster and has +1 Movement, but requires extra Gold to Maintain. Also starts with the Medic promotion.
    UB: Unicorn Stable: Replaces the Stable. +2 Faith. Same effects as the Stable, except Mounted Units are provided with a promotion that allows them to ignore the Costs of terrain when moving and move across Mountains.

    Gravity Falls Civilizations:
    Bill Cipher - The Nightmare Realm - Can only build one city but has the insanely powerful ability to purchase Wonders with Gold. Likely to start near Forest.
    UA: Weirdmageddon: Cannot gain settlers nor annex cities. Land melee units receive a random promotion after engaging in their first combat. May purchase World Wonders with Gold. +3 Gold from World Wonders.
    UU: Eye-Bat: Replaces the Helicopter Gunship. 60 Combat Strength. Slower than the standard Helicopter Gunship, this unit is completely ineffective against cities, but is twice as strong against Land Units and can capture defeated units to your side. Does not require Aluminum to build, but does require more Gold to maintain.
    UB: Cipher Pyramid: Replaces the Shrine. +2 Faith. +2 Gold. +2 Science. Doesn't require Gold to maintain and has enhanced yields compared to the Shrine it replaces, but decreases Great Person generation in this city by 25%.

    Dipper Pines - Dipper's Investogative Bureau - Can only build one city. Strives for Golden Ages, as they provide huge boosts to various yields while active. Likely to start near Forest.
    UA: Summer of Mystery: Cannot gain settlers. Golden Ages last twice as long and provide +4 Culture from Antiquity Sites, +2 Science from specialists, and a 50% reduction in enemy Spy effectiveness. Gain 1 extra Spy.
    UU: Woodsperson: Replaces the Swordsman. 12 Combat Strength. Starts with the Woodsman promotion. Recovers 25 Health whenever it kills an Enemy Unit (barbarians included). Treats Roads in Enemy Territory as Friendly Roads. Weaker than the Swordsman but doesn't require Iron.
    UB: Human Copier: Replaces the Forge. 1 Gold maintenance cost. +2 Science. +50% Production when building Land Units in this city. Does not require a source of Iron to be built, but does not improve the yields of Iron. Land Units built in this city receive a -100% Combat Penalty when fighting in Flood Plains, Marsh, Lake, Coast, and Ocean tiles.

    Stanford Pines - The Chroniclers - Can only build one city. Very Science-focused with increased yields based on the number of Great Works held in his cities. Likely to start near the Coast.
    UA: Author of the Journals: Cannot gain settlers. +2 Science from Great Works. Receive 4 free copies of the unique Secret Journals luxury resource in the Capital. +50% Production towards Science buildings. Gain 1 extra Spy.
    UU: Crazy Prospector: Replaces the Archaeologist. Receives a promotion where it receives +1 Visibility Range and is treated like a Great General while positioned atop Mine improvements. Requires a Bank instead of a University in order to be built.
    UB: Underground Bunker: Replaces the Arsenal. +10 City Defense. +50 Hit Points. Stronger than the Arsenal it replaces, it also provides a 10% reduction in population loss from Nuclear Weapons and +2 Science in the city where it is built.
    UL: Secret Journal: Provides +4 Happiness. +2 Science when worked by cities. Will not receive Gold and Production boosts from Lighthouses and Seaports (Cause some luxuries actually do that for some reason, like Pepper, Porcelain, and Jewelry for example).

    Invader Zim Civilizations:
    Zim - The Irken Empire - Focuses more on warmongering than being Culturally influential. Likes to build a large, expansive empire.
    UA: Operation: Impending Doom II: Unhappiness from number of cities and Citizens halved. Pay 50% less maintenance on Roads and Railroads. -1 Culture from Great Works and World Wonders. Gain 1 extra Spy.
    UU: S.I.R. Unit: Replaces the Worker. Works 25% faster, can pillage enemy improvements, and deals 10 damage to adjacent enemy units when it begins it turn. However, it suffers 10 damage each turn it is outside of Friendly Territory and will have to voluntarily repair itself in order to keep from automatically dying.
    UB: Cloning Facility: Replaces the Medical Lab. 5 Gold maintenance cost. +2 Science. 60% of the city's Food is carried over after a new Citizen is born. +15% Production when building Military Units. City must have a Hospital, Factory, and Public School.

    Jak and Daxter Civilizations:
    Damas - Spargus - Thrives in the Desert, though not in the case of Food, but definitely in Production and Trade. Likely to start near Desert.
    UA: Desert Scavengers: Desert tiles provide +1 Gold, +1 Production, and 100% more strategic resources. Trade Routes with cities on Desert provide an additional +4 Gold. Land units heal twice as fast and are 20% more effective in Desert.
    UU: Sandshark: Replaces the Landship. 45 Combat Strength. Weaker than the Landship it replaces, the Sandshark doesn't require Oil to build and is significantly faster (6 movement).
    UB: Arena: Replaces the Colosseum. 2 Gold maintenance cost. +2 Happiness. +15% Production towards Land Units built in this city. +15 XP for Land Units built in this city. Archaeologists built in your cities provide a Great General combat bonus.

    Praxis - Haven City - Can only build one city. Receives lots of boost to resource yields, making his one city very powerful and able to thrive. Likely to start near the Coast.
    UA: The Dark Eco Project: Cannot gain settlers nor annex cities. Bonus resources worked by your cities provide +2 of the appropriate yield. Strategic resources provide +2 Culture and double quantity. Unhappiness in all cities is reduced by 25%.
    UU: Krimzon Guard: Replaces the Paratrooper. 60 Combat Strength. Slightly weaker than the Paratrooper, and receives a -10% Combat Penalty when defending, but requires less production to build. Gains a +50% bonus to flanking attacks.
    UB: Eco Deposit: Replaces the Stone Works. 2 Gold maintenance cost. +1 Production. +1 Science. +1 Science from Bonus Resources worked by this city. Land Units built in this city receive the Eco Warrior promotion. +4 Gold with the discovery of Economics.

    Johnny Bravo Civilizations:
    Johnny Bravo - Clan Bravo - Focuses purely on Happiness and triggering more Golden Ages, but cannot generate certain Great People. Likely to start near Grassland.
    UA: Too Stupid to Fail: +1 Global Happiness for every 2 Social Policies you've adopted. Finishing a Policy Tree increases the duration of Golden Ages by 50%. Cannot earn Great Engineers, Great Merchants, or Great Scientists.
    UU: Shovelizer: Replaces the Archaeologist. Capable of pillaging improvements without spending any movement points, also causes 10 damage to adjacent enemy units when it begins it turn.
    UB: Pop's Diner: Replaces the Market. Same effects as the Market, except all sources of Animals provide +1 Food.

    Kung Fu Panda Civilizations:
    Po - The Valley of Peace - Great Writers are earned through Combat and units will receive extra XP from Great Works. Likely to start near Hills.
    UA: Legends of Awesomeness: +25% Production towards melee, ranged, and recon land units. Earn 50% of the Strength value of defeated enemy units as Points toward Great Writers in the Capital. Units receive +3 XP from Great Works.
    UU: Kung Fu Master: Replaces the Swordsman. ? Combat Strength. Available in five unique versions, each with their own unique combat style and effectiveness. Does not require Iron to build, but only one of each unique version of this Unit is allowed on the field at any one time. Upgrades to Rifleman.
    UB: Jade Palace: Replaces the Palace. Unlike the normal Palace, the Jade Palace contains three slots for Great Works and has a theming bonus for containing Artifacts from different Eras. +25% Great Person generation in the Capital.
     
  4. Harkodos

    Harkodos Warlord

    Joined:
    Feb 9, 2016
    Messages:
    178
    Harkodos' Leaders and Civilizations (That I'll get to eventually) Part 2:
    Spoiler :
    The Legend of Korra Civilizations:
    Amon - The Equalists - Very aggressive with Tourism and can found an Ideology as soon as they enter the Industrial Era. Likely to start near the Coast.
    UA: The Revolution Has Begun: May immediately adopt an Ideology upon entering the Industrial Era. Captured cities spend half as much time in Resistance. +2 Tourism with all known civs when a pre-Industrial land military unit is produced. Gain 1 extra Spy.
    UU: Chi-Blocker: Replaces the Swordsman: 13 Combat Strength. Does not require Iron to build. Has a promotion that enables it to evade being engaged in melee combat, and a promotion that forces the enemy to retreat if they suffer more damage.
    UU: Mecha-Tank: Replaces the Landship: 60 Combat Strength. 3 Movement Speed. Receives a combat bonus when attacking wounded units and doesn't require Oil to build, but is slower and receives a penalty when attacking cities, unlike the Landship which it replaces.

    Tenzin - The Air Nomads - Gets lots of bonuses from working Mountain tiles and his early game units can cross them. Likely to start near Hills.
    UA: The Element of Freedom: Mountains provide +2 Food and +1 Production when worked by your cities. Melee, Archer, and Recon land military units ignore enemy ZOC and may move across Mountains at the start of the game.
    UU: Airbender: Replaces the Scout. 8 Combat Strength. Stronger than the standard Scout, the Airbender has a chance to retreat from melee combat. If it receives Survivalism III, the Airbender will always retreat from melee attacks.
    UB: Airbending Gates: Replaces the Garden. 2 Gold maintenance cost. +2 Faith. +1 Faith from Mountain tiles. +25% Great People generation in the city where it is built. +15 XP for Melee, Archer, and Recon units built in this city. +2 Tourism with the discovery of Flight. Can only be built in a city that is within 2 tiles of a Mountain.

    Madagascar Civilizations:
    King Julien XIII - Madagascar - Very Jungle and Culture focused. Likely to start near Jungle.
    UA: Booty Shaker Extraordinaire: Land Military Units move at twice the normal rate in Forest and Jungle, and are 33% more effective in Forest and Jungle. Great Musicians are earned 50% faster. +1 Culture and +1 Food from unimproved Jungle tiles.
    UU: Foot Hunter: Replaces the Spearman. 11 Combat Strength. Gains a +25% combat bonus against wounded units and heals 25 damage when it kills an enemy unit, unlike the Spearman, which it replaces.
    UB: Royal Throne: Replaces the Monument. 2 Gold maintenance cost. +2 Culture. Gives a point towards Great Musicians and contains a slot for a Great Work of Music, unlike the Monument which it replaces.

    Skipper - The Penguins - A Maritime Civilization. Military Units get lots of bonuses from the get-go, especially when adjacent. Likely to start near the Coast.
    UA: Brothers-in-Flippers: Land units receive both Medic promotions and a 50% boost to flanking attacks. +1 Food, +1 Gold, and +1 Production from Fishing Boats. +1 Gold, and +1 Science from Offshore Platforms. Gain 1 extra Spy.
    UU: Commando: Replaces the Marine. 65 Combat Strength. Is 33% more effective when fighting in Snow or Tundra than the standard Marine, but is also 33% less effective in Desert.
    UB: Fisherman's Wharf: Replaces the Harbor. 2 Gold maintenance cost. Same effects as the Harbor, except it also provides +1 Gold, and +1 Production from Sea Resources worked by this city. +1 Food from Fish resources.

    The Powerpuff Girls Civilizations:
    Mojo Jojo - The City of Townsville - Warmongering, but also Production and Science-focused. Likely to start near Hills.
    UA: More-Than-Your-Average Brain Power: +50% Production when building armor units. Mountains provide +2 Production when worked by your cities. Receive a research boost when you build a scientific building/Wonder in the Capital.
    UU: Robo Jojo: Replaces the Giant Death Robot. 120 Combat Strength. Weaker than the Giant Death Robot which it replaces, but does not require any resources to build, also costs less to build.
    UB: Volcano-Top Observatory: Replaces the Observatory. +50% Science. Same effects as the Observatory, except Mountains provide +2 Science. +5 Science from Natural Wonders worked by this city.

    Samurai Jack Civilizations:
    Aku - The Aku Empire - Very warmongering; even allies suffer from Aku. Gets boosts towards military Production and purchases.
    UA: Shogun of Sorrow: +15% Production towards military units. 15% discount when purchasing and upgrading military units. Declaring Friendship with another Civilization increases the Unhappiness from the number of cities in their empire by 50%.
    UU: Essence Collector: Replaces the Warrior. 6 Combat Strength. Weaker than the Warrior, but heals 50 damage when it kills an enemy unit, and has a chance to capture killed enemy units over to your side.
    UB: Pit of Hate: Replaces the Palace. +15 XP for Military Units built in this city. +50% Gold. +1 Gold from Resources worked by this city. Has a maintenance cost, unlike the Palace it replaces. Can be sold and built in different cities, changing the position of your capital, unlike the Palace which it replaces. However, this will decrease your Empire's effectiveness while you replace it.

    Samurai Jack - Jack's Kingdom - Can only build one city, but can continue playing without any at all. Pretty much a more powerful mix of Japan and Ethiopia. Likely to start near Rivers.
    UA: Indomitable Will: Cannot gain settlers. May continue with no cities when your last city is captured. Wounded units fight as though they were at full strength, and receive a +50% Combat Bonus when fighting units from a Civilization with more Cities.
    UU: Wandering Ronin: Replaces the Longswordsman. 20 Combat Strength. Receives a +50% Combat Bonus against Gunpowder units, and fights more effectively outside of Friendly Territory unlike the standard Longswordsman. Recovers 25 health upon defeating an enemy unit (Barbarians included). Doesn't require Iron to build. Requires an Armory in the City before it can be built.
    UB: Royal Palace: Replaces the Palace. +2 Happiness. +1 Global Happiness from every Garden in your empire. Provides a free Garden in the Capital. Increases the Defensive Strength, and Hit Points of your cities while at War with a Major Civilization, unlike the standard Palace.

    Scott Pilgrim VS The World Civilizations:
    Ramona Flowers - Amazon.ca - Can only build one city. Very trade and Tourism-focused. A slightly different take on Venice. Likely to start near Tundra.
    UA: Special Delivery: Cannot gain settlers. Receive 50% more trade routes than normal and land trade routes extend 50% further away. Trade routes with another Civilization transfer +25% more Tourism. Land military units receive +1 Movement.
    UU: War Hammer: Replaces the Swordsman. 15 Combat Strength. Unit is 25% stronger when engaging in Melee Combat and VS Cities, but is 33% weaker against Ranged attacks. Requires 1 Iron to build.
    UB: Subspace Highway: Replaces the Caravansary. +2 Gold from out-going Trade Routes. Extends Land Trade Routes 50% further away. +5% Gold from City Connections in the Capital. Military Units built in this city treat Enemy Roads as Friendly Roads.

    Slugterra Civilizations:
    Eli Shane - Slugterra - A real middle-of-the-road civilization in foreign policy. Tries to maintain peace, and even gets bonuses when Liberating cities. Likely to start near Hills.
    UA: Bandolier of Brothers: Each City State you are allied with provides +5% Production towards land units in the Capital. Units are 20% stronger against captured cities they start adjacent to. Receive Golden Age points from Liberating captured cities.
    UU: Mecha-Beast Rider: Replaces the Cavalry. 36 Combat Strength. Starts with the Amphibious and Foreign Lands promotions. Does not require Horses to build, but is 50% less effective against Armor and Helicopter Units.
    UU: Molenoid: Replaces the Rifleman. 36 Combat Strength. Can attack twice per turn, and has a 50% chance to withdraw from Melee Combat, but receives a Sight Penalty.

    South Park Civilizations:
    Princess Kenny - The Boys of South Park - Can only build one city. Suited for Early-game rushes. Won't do well long without conquering. Likely to start near Tundra.
    UA: The Stick of Truth: Cannot gain settlers. Free Courthouse upon city capture, and Courthouses provide +3 Science. +1 Faith from Shrines. Receive +4 Gold in the Capital. Start with Archery technology. Begin the game with extra units.
    UU: Wooden Swordsman: Replaces the Warrior. 6 Combat Strength. Weaker than the standard Warrior, the Wooden Swordsman receives the Siege and Cover I promotions to compensate. Specialized in very early-game city rushes.
    UU: Overweight Wizard: Replaces the Archer. 6 Combat Strength. Weaker than the standard Archer, the Overweight Wizard receives the March and Cover I promotions to compensate. Specialized in very early-game city rushes.

    Spongebob Squarepants Civilizations:
    Mr. Krabs - The Krusty Krab - Generates lots of Food and Gold via specialists and improvements. Likely to start near the Coast.
    UA: The Money is Always Right: +2 Food from Great Merchant specialists. +2 Food from Customs Houses and +1 Food from Trading Posts. Earn Great Merchants 50% faster. Receive 50% more Gold from Great Merchant trade missions.
    UU: Part-Time Worker: Replaces the Landsknecht. 14 Combat Strength. Doesn't require Gold to maintain, requires less Gold to purchase, and is capable of performing some worker actions, but doesn't have the plundering promotions or Mounted bonus of the standard Landsknecht, and is weaker. Starts with the Cover I promotion. Doesn't require the Mercenary Army Social Policy.
    UB: Patty Vault: Replaces the Constabulary. 2 Gold maintenance cost. +2 Food. +3 City Defense. +25 Hit Points. -25% enemy spy effectiveness in this city. +1 Gold from Food-based resources worked by this city.

    Spyro the Dragon Civilizations:
    Ripto - The Riptocs - Gets Faith bonuses from luxury resources and gets lots of bonuses against enemy aircraft. Likely to start near Tundra.
    UA: Dragon-Free Skies: +1 Faith from luxury resources. +15% Production when building ranged units and anti-aircraft units. Ranged units have a 50% chance to intercept enemy aircraft.
    UU: Ripto Rider: Replaces the Knight. 22 Combat Strength (18 Ranged Strength). Stronger than the standard Knight but slower, but is a Ranged unit, doesn't require Horses to build, and starts with the Siege promotion.
    UB: Gateway: Replaces the Shrine. +1 Faith. Doesn't require Gold to maintain, instead providing +5% Gold from City Connections in the Capital. Effect stacks with additional Gateways.

    Star VS The Forces of Evil Civilizations:
    Star Butterfly - Mewni - Ranged units get buffs and de-buffs, and cities are more effective during Golden Ages. Likely to start near Forest.
    UA: Mewnipendence Day: All ranged units receive either the Range or Air Range promotions, but are 25% less effective when engaging in Combat. Cities receive additional Faith and Defensive Strength during Golden Ages. +1 Faith from Pastures.
    UU: Pony-Head Rider: Replaces the Horseman. 12(8) Combat Strength. Is a ranged unit instead of a Melee unit. Receives the Medic promotion and the March promotion, but costs more Production to build. Requires 1 Horses to build.
    UB: Quest Buy: Replaces the Market. +1 Gold. +1 Gold from Trade routes with this city. +15% Production towards military units built in this city. +15 XP for military units built in this city.

    Teenage Mutant Ninja Turtles Civilizations:
    The Shredder - The Foot Clan - Relies solely on Stealth units. Likely to start near the Coast.
    UA: Concealing Shadows: All of your Land and Naval Military Units are considered Stealth Units. Gain 1 extra Spy.
    UU: Ninja: Replaces the Longswordsman. 20 Combat Strength. Weaker than the Longswordsman, but ignores enemy ZOC when moving and starts with a promotion that increases its (Combat Strength) by 50% when attacking.
    UB: Dojo: Replaces The Armory. 1 Gold maintenance cost. +2 Faith. +15 XP for military units built in this city. Land Melee Units receive an additional 15 XP when built in this city.

    Splinter - The Hamato Clan - Gets Faith-based bonuses from Great Works and Military bonuses from Faith buildings. Likely to start near Rivers.
    UA: Sensei of the Rennaissance: +2 Faith from Great Works. Faith buildings provide +15 XP to military units built in their city. Melee units cost 33% less maintenance, and are 25% more effective against melee, mounted, and archer units.
    UU: Ninja Turtle: Replaces the Scout. 10 Combat Strength. Stronger and more costly to build than the standard Scout, this unit is 100% more effective against Melee, Mounted, and Recon Units, but cannot capture cities. Upgrades to Musketman.
    UB: Sewer System: Replaces the Aqueduct. 3 Gold maintenance cost. Retain 50% of a city's Food when a new Citizen is born. +1 Science from River tiles worked by this city. +3 City Defense. +25 Hit Points.

    The Venture Brothers Civilizations:
    Dr. Venture - Venture Industries - Gets Gold and Science bonuses from number of cities and from Great Person improvements. Likely to start near Forest.
    UA: Super Science: Earn more Gold from expending Great People, and more Science from Research Agreements, both based upon how many cities you own. +1 Gold and +1 Science from all Great Person tile improvements.
    UU: Bodyguard: Does not replace any in-game unit. ? Combat Strength. Unique unit that can be built at the start of the game that is 25% stronger than the current front-line unit's strength value. Receives a +85% Combat Bonus when stacked with a Great General. Each Bodyguard has a unique name. May only have 1 Bodyguard on the field at any one time.
    UB: Compound: Replaces the Public School. 3 Gold maintenance cost. +3 Science. +1 Science for every 2 Citizens in this city. Contains 1 Great Scientist Slot. +25% Great Person generation in this city. +1 Science from Jungle and Forest tiles.

    The Monarch - The Monarch's Butterfly Empire - Very warmongering. Gets Happiness boost while at War with a Major civ, and Gunpowder units get more benefits. Likley to start near Hills.
    UA: Arch For Life: Your units receive a +10% Combat Bonus. +2 Happiness in all cities while at War with a Major Civilization. Gunpowder units require 50% less maintenance and may cross over Mountains with the discovery of Flight.
    UU: Henchman: Replaces the Great War Infantry. 42 Combat Strength. Signifincatly weaker than the Great War Infantry which it replaces, but costs significantly less to build. Also gains a +50% boost to flanking attacks and ignores the cost of terrain when moving.
    UB: Flying Cocoon Headquarters: Replaces the Military Base. +15 City Defensive Strength. +50 Hit Points. Much more effective than the Military Base, and all units trained in this city start with the ability to Paradrop into enemy territory.

    Wallace and Gromit Civilizations:
    Feathers McGraw - The Barnyard Burglars - Military units move more effectively and can move through enemy territory during Peace. Likely to start near Tundra.
    UA: Mysterious Intentions: Non-recon land military units ignore the costs of terrain when moving. All land military units may enter the territory of other Civilizations without Open Borders agreements. +1 Science from luxury resources. Gain 1 extra Spy.
    UU: Ultimate Trousers: Doesn't replace any in-game unit. 200 Combat Strength. Available with Robotics. Extremely powerful, but only 1 allowed on the field at any one time.
    UB: Diamond Exhibit: Replaces the Museum. 2 Gold maintenance cost. Same effects as the Museum, except it provides a free Gems luxury resource in the city in which it is built, and luxury resources provide +1 Culture when worked by this city.
     
  5. Harkodos

    Harkodos Warlord

    Joined:
    Feb 9, 2016
    Messages:
    178
    Harkodos' Leaders and Civilizations (That I'll get to eventually) Part 3:
    Spoiler :
    Sorry, none here just yet!
     
  6. Hoop Thrower

    Hoop Thrower Cyberbolivarian Inkarri

    Joined:
    Aug 5, 2013
    Messages:
    2,487
    Location:
    Chile
    So... um. Does the Landship come before the Cavalry?

    How does that work?
     
  7. Uighur_Caesar

    Uighur_Caesar Comandante en Jefe

    Joined:
    Mar 14, 2015
    Messages:
    1,227
    Location:
    Florida
    Omg yes Final Fantasy civs. I just started replaying Chrono Trigger today and now I feel like replaying some of the old FF games too. I'm really looking forward to seeing what else you have planned for the future.
     
  8. Harkodos

    Harkodos Warlord

    Joined:
    Feb 9, 2016
    Messages:
    178
    @Hoop_Thrower
    While that is possible, you have to research more techs to get the Magitek Armor than you do the Cavalry. I guess the Cult of Kefka will provide a rare opportunity for certain units to be obsolete on arrival.

    @Uighur_Caeser
    I plan to do all of the major Final Fantasy villains as playable Civs as well as many more varied ideas. I'll be updating my first post in the next few days of what I have in mind.
     
  9. ruhrgebietheld

    ruhrgebietheld Warlord

    Joined:
    Nov 30, 2014
    Messages:
    150
    Location:
    California
    Looks fantastic, but I am a little concerned that it has too much of a dependence on coal. Both uniques require it, which is kind of a problem considering that coal placement on many maps can be pretty arbitrary. Coal and uranium are the two strategic resources that can sometimes fail to show up on gigantic portions of maps, so having both uniques require coal seems like perhaps not the best idea. It might be a good idea to either keep the UU's oil requirement in stead of giving it a coal requirement, or do away with the UB's coal requirement.
     
  10. Harkodos

    Harkodos Warlord

    Joined:
    Feb 9, 2016
    Messages:
    178
    That is a good point. Fortunately, his unique ability favors ranged units instead (except in an awkward case where the Chariot Archer could potentially upgrade into the Magitek Armor which causes some interesting effects). I may disable the need for the Unique Building to require Coal, but for now I'll leave it as is. Maybe when I update it sometime in the future, I'll at least change that much.
     
  11. twentyapm

    twentyapm Chieftain

    Joined:
    Mar 2, 2016
    Messages:
    36
    Great mod, I'm really excited for more mods from you, especially Final Fantasy ones.

    I don't think having two Uniques reliant on Coal is too strong, because the Unique Ability promotions are insane as it is.
     
  12. Harkodos

    Harkodos Warlord

    Joined:
    Feb 9, 2016
    Messages:
    178
    Made a Major update today involving all of the ideas I have for Civs and their leaders. If you have any questions/suggestions, please tell me. I'd love to hear any input you have.
     
  13. Protagonist

    Protagonist Warlord

    Joined:
    Mar 10, 2014
    Messages:
    175
    Hm, have you begun any work on the Digital World, yet? I'd really appreciate a Digimon civilization. In fact, if you even have a prototype, may I try it out?
     
  14. Klisz

    Klisz King

    Joined:
    Aug 18, 2014
    Messages:
    805
    Just so you know, Cortex's UA wouldn't be very hard to code at all. (It would require some Lua, but pretty simple Lua that I'd be willing to help with if you like.)
     
  15. Harkodos

    Harkodos Warlord

    Joined:
    Feb 9, 2016
    Messages:
    178
    @Protagonist
    As of right now, only The Exdeath Empire has any significant work done on it (though I have finished coding the units, buildings and traits of The Shinra Electric Power Company and The Council of Ricks). I probably won't have any prototypes of any of the mods anytime soon. The way I've decide to work on these, I'll probably be making these Civs in lump sums. However, I will take note that a Digimon Civ is desired. A good place for me to start after I'm done with the others I've allotted for the time being.

    @Klisz
    I tagged that as difficult to be on the safe side. I was planning on looking over the Trung Sisters Mod as reference since they have a similar feature with the Honor Policy Tree for their Trait (which is where I got the idea). Cortex's UA has gone through numerous changes because all of the parts of his UA have been absorbed into other Civs. His original was something along the lines of:

    "+1 Science from Quarries and Mines. +1 Food and +1 Production from Jungle Tiles. Earn +50% more Research from Research Agreements."

    As you can see, all of those have been featured in at least one form or another in another Civ I've listed above, so I decided to change it entirely.

    Regarding the Lua: I am willing to accept any help that's offered. If you'd like to contribute, that'd be swell.
     
  16. Alga2

    Alga2 Lurker

    Joined:
    Sep 6, 2015
    Messages:
    325
    Oh my! I really want this South Park civ. I will look into art, what I can do.
     
  17. Groucho Marx

    Groucho Marx Duke of Savoy

    Joined:
    Mar 18, 2016
    Messages:
    118
    I think out all of these I think Planet Express, Springfield, Union Aerospace, and strangely Petoria are among my favorites but overall I have enjoyed and enthusiastically approve of the line-up of fictional civilizations you have planned and hopefully you'll have the tools at your disposal to make them.
     
  18. Alga2

    Alga2 Lurker

    Joined:
    Sep 6, 2015
    Messages:
    325
    So here are my South Park icons if you want to use.

    Spoiler :


    Randy Marsh Icon -> Game Hunters -> Butt Transmitter

    Spoiler :


    Randy Marsh leaderscreen.
     

    Attached Files:

  19. Harkodos

    Harkodos Warlord

    Joined:
    Feb 9, 2016
    Messages:
    178
    @Alga2
    Your contributions are quite generous, but I'm pretty sure I'll have graphics covered. As with my Cult of Kefka Civilization, I want to give each and every Civ a nice brand of polish. Your Leader Scene and Civ Icons look...rushed to be honest. I don't mean that as a bad thing, it just means they aren't quite up to what I want to do with each of my Civs. I don't plan on giving any of the Civs on my to-do list any less of the treatment I've given my first.

    Also, it's funny that we both picked the same pictures for the Unique Unit and Unique Building (I suppose there were only so many variations to choose from).

    @Groucho_Marx
    I had a lot of fun thinking up the ideas for each of the Civs above. I've the tools and the time, I'm here to make sure I bring quality Civs to Civ 5.
     
  20. daniyan

    daniyan Chieftain

    Joined:
    Mar 25, 2016
    Messages:
    3
    Location:
    Chile
    Definitely i'm going to play these mods once completed, i really like fictional civilizations :king:

    Also, and the purpose of this post, i have some ideas (don't know if there are a suggestion civilization thread), and watching this thread i need some opinion about.

    The World God Only Knows (aka Kami Nomi zo Shiru Sekai) (Icon is the First Japanese Character of the logo as is stylized, crimson red (or maroon) and yellow preferably as colors)
    Leader: Keima Katsuragi
    Capital: Maihama (Other Cities: Tenri, Takanohara, Aoyamacho, Ise-Nakagawa, Shionomiya, Kusu, Kawachi-Kosaka, Nagase, Kujo, Ikoma, Uehonmachi, Haibara, Goido, Narusawa)
    UA: I Can See The Ending, Steal one Technology from Enemy Civ when Annex or Puppet one city.
    UB: Maihama High School, Replaces Public School, instead of 3 Science produces 3 Culture, the other properties of High School remains.
    UU: Spirit Hunter, Replaces Rifleman, if killed the civ gain +15 science points.

    Camp Lazlo (Icon: a Pine?, a Bean?, or the Face of Lazlo?, yellow and green preferably as colors)
    Leader: Lazlo
    Capital: Camp Kidney (Other Cities: Acorn Flats, Prickly Pines, Jelly Cabin, Pinto Cabin, Java Cabin, Leakey Lake, Camp Tomato)
    UA: Happy-Go Lucky, +1 Global Happiness for each 5 citizens, -25% Unhappiness when Puppet or Annex a City.
    UB: Camp Kidney, replaces Circus, +2 Happiness and +2 food but 1 maintenance.
    UU: Bean Scout, like scouts but cheaper and less stronger.

    Suggestions are welcome, and regards.
     

Share This Page