Zegangani
King
- Joined
- Oct 9, 2020
- Messages
- 846
Some Days ago I read, in a Thread here, a discussion about Nomadic/Pastoral/Mobile Civilizations/Tribes, like Mongolia and Scythia, with some Ideas on how they could be played in Civ. Tbh, I've never put much thought into this, since I didn't think that Firaxis would put much effort to make a (truly) unique playstile for just 1-2 Civs to have a nomadic start with mobile Cities till they can settle once and for all. I thought it would require a lot of work and Time which are better spent for a Nomadic Neolethic Start. But, that doesn't have to be the case, I mean it shouldn't be difficult to make (at least if you also don't code AI to handle this), and sometimes simple Solutions are the best. Like Maori's unique Start.
So here is what I came with:
Nomadic Civs, like Mongolia and Scythia, will have this 2nd Unique Civ Ability:
Nomads of the Steppe:
2) Can only Settle Cities on Featureless Tiles (No Forest, Jungle...etc).
- Classical Era: you start with Horseback Riding Tech already unlocked and get a Horseman Unit (Saka Horse Archer in case of Scythia).
- Medieval Era: you start with Strirrups Tech already unlocked and get a Courser Unit (Keshig in case of Mongolia).
- Early Modern Era: you get a Courser Unit.
- Industrial Era: you start with Military Science Tech already unlocked and get a Cavalry Unit.
- Modern Era onwards: no Benefits.
I've actually designed this (specifically for Scythia and Mongolia) around Civ VI's modding Capabilities, because I would really like to make a Civ 6 Mod out of this. I don't know how balanced this all is, and I'm sure the AI won't make full use of this, but it's to be played with not against.
I would like to know what you think of this and how YOU would design a Nomadic Civ.
So here is what I came with:
Nomadic Civs, like Mongolia and Scythia, will have this 2nd Unique Civ Ability:
Nomads of the Steppe:
- Start just like usual with their starting Bias, but with 2 caveats:
2) Can only Settle Cities on Featureless Tiles (No Forest, Jungle...etc).
- Before Settling any City, you get +2 Science and +2 Culture and +1 Faith.
- After every 3 Turns befor settling any City, get a Light Cavalry Unit for Free that doesn't require any Maintenance. If you start in:
- Classical Era: you start with Horseback Riding Tech already unlocked and get a Horseman Unit (Saka Horse Archer in case of Scythia).
- Medieval Era: you start with Strirrups Tech already unlocked and get a Courser Unit (Keshig in case of Mongolia).
- Early Modern Era: you get a Courser Unit.
- Industrial Era: you start with Military Science Tech already unlocked and get a Cavalry Unit.
- Modern Era onwards: no Benefits.
- When you have settled at least 2 Cities, you can pack up any non-capital Cities and move them elsewhere with a Nomad Settler Unit that has a Melee Strength to defend itself (moved City will get a new Name but all the Population will move with it). If you want to move your Capital City [A] too, you can only do that by moving your Capital to another City (with a Project like Dido's) and then you can move that original capital City [A]. And while moving a City, you get +1 Science and + 1 Culture (Doubled if it had a Campus or Theatre Square, respectively), and +1 Faith if that City had a Holy Site (+1 Science and + 1 Culture in each Era after Ancient Era, and also + 1 Faith if City had a Holy Site).
- When moving a City, get a Free worker when settling that City.
I've actually designed this (specifically for Scythia and Mongolia) around Civ VI's modding Capabilities, because I would really like to make a Civ 6 Mod out of this. I don't know how balanced this all is, and I'm sure the AI won't make full use of this, but it's to be played with not against.
I would like to know what you think of this and how YOU would design a Nomadic Civ.