Romeee split!!! Roman Kingdom(Lucius Tarquinius Priscus) UA: Builder's Legacy National wonders grant a lump sum of their yield upon completion, and increase the yields of buildings required for their construction by +1 strength and a point of their yield. The cost of Purchasing items in cities is reduced equally to their strength. UU: Equites Celeres Despite being a mounted unit like the horseman it replaces, but does not require horses and gains defensive terrain bonuses on hills. Additionally, it gains +3 strength when garrisoned, increased to +4 in the capital. UB: Cloaca Maxima Replaces aqueduct, but unlocked at construction as opposed to engineering. Eliminates all marshes within 3 tiles of the city upon being built, and grants +1 food per each marsh tile removed this way. If the city is connected to your capital, gain 10% of its food output, increased to 20% if the city is adjacent to a river. Roman Republic(Aulus Postumius Albus) UA: Foederati Taking a tribute from city states grants your units a 15% combat bonus for 5 turns, and will also grant you a free unit during wars. Killing barbarians and clearing encampments grants influence with all city states, and doing so in non- neutral territory will instantly heal your units. UU: Triarii Slightly stronger(12 ) but much more expansive than the spearman, the Triarii has the unique "Barrier troops" promotion, granting it +1XP whenever an adjacent unit fights and also granting the morale promotion to weaker adjacent units. UU: Velites May only shoot adjacent units, unlike the composite bowman it replaces. The Velites compensates for his weakness(6 , 10 ) by receiving flanking bonuses and having the shock I promotion, despite not being a melee unit and also has the ability to retreat when being melee attacked. Gains +1 vision. Roman Republic(Publius Cornelius Scipio Africanus) UA: Glory of Rome Receive +25% production towards buildings present in the capital. Adopting social policies grants points towards Consuls. UB: Forum Replaces courthouse, but costs only 1 gold to maintain and may be built in every city. Grants a culture boost upon connecting the city to the capital, and will increase all city yields by 1 afterwards. Additionally, it will grant +2 happiness if built in conquered cities, or +2 culture if built in a city you founded. UU: Consul Replaces great general. Grants a free unit upon birth. Additionally, its combat boost is increased by +1% per each city connection you have.
Rome Split, Part II: Roman Empire(Augustus) UA: Pax Augusta Military and faith buildings yield +2 golden age points, and will start a 4-turn WLtKD when you enter a golden age. During WLtKDs, garrisoned units grant +2 happiness and may gain XP, to a maximum of 20. UI: Villa Unlocked at engineering and may never be built adjacent to each other. Villas grants +2 culture, and also yield +1 gold for each adjacent luxury resource. Villas also generate +1 happiness when adjacent to cities, increased to +2 happiness if a trade route goes through them. UB: Praetorian Guard Replaces Swordsman. The Praetorian guard is much more expansive, but it gains a combat bonus the closer it is to the capital(max. 33%) and heals +1 HP for every 3 military buildings in your empire. Roman Empire(Trajan) UA: Optimus Princeps Building improvements grants production towards buildings, and doing so on bridges will also grant culture. Cities boost improvement construction rate for 5 turns after conquest and will go out of resistance if you complete a wonder. UU: Legion Replaces swordsman. Being slightly stronger(15 ), the Legion may also construct Castra and roads. UI: Castrum Unlocked at engineering, and may never be built adjacent to another Castrum. In addition to claiming adjacent tiles, it will also grant +1 production per each adjacent pasrure\ iron mine during unit construction. Furthermore, it grants a 50% defence boost to stationed units and +2 food if there's one inside.
Kingdom of Dahomey(Agaja) UA: Bloody Money Upon capturing a city, receive a lump sum of culture, faith and production for each unit you ever killed or captured, increased by 5% for each great work present in it. gold earned from disbanding civilians and conquering cities contributes towards unit upgrades. UU: Mino While costing 33% more than the Musketman they replace, the Mino start with the Morale promotion and have 27 strength. Additionally, when near cities, Minos grant adjacent units +5% strength for each level they posses (max. 20%). UB: Palace of Abomey Unlike a regular Palace, a Palace of Abomey may be constructed in your capital for each capital city you own. Each has 2 Great work slots, and starts with 1 slot filled. Additionally, units trained in the city will gain +1 XP for each culture building present in it.
Almoravid Dynasty(Yusuf ibn Tashfin) UA: Amir al- Muslimin Upon attacking or being attacked by your units, enemy cities take extra damage equal to the number of your religion's followers present in them. Units gain +1 strength for each religious unit present, doubled when stationed on faith- yielding tiles. UU: Marabout Replaces missionary. While being slower(2 ), a Marabout does not have a vision penalty, ignores terrain costs and may move through desert tiles at double speed. Additionally, Marabouts have a chance of becoming Murabituns rather than being destroyed, gaining combat strength as well as the ability to spread religion an extra time(without being consumed). UI: Ribat Unlocked at Theology. May be built on flat desert tiles regardless of their owner but never adjacent to each other. May be built by all infantry units. The Ribat grants +1 faith and +1 science, increased by +1 for each adjacent holy site and doubled when a unit is stationed inside. Units stationed in a Ribat will also gain +5HP per turn and will deal 33% more damage to enemies in desert tiles.
Egypt split! Egyptian Empire(Rameses II) UA: Age of the Pyramids The culture and faith yields of buildings are added to the production output when building wonders. In your capital, wonders will yield +1 faith and will grant 2 turns of WLtKD each when you conquer a city. UU: War Chariot Strong as a composite bowman(11 ), the War chariot may also move after attacking, and has +1 movement compared to the Chariot archer, which it replaces. UI: Step Pyramid May spawn on desert tiles when you conquer a city or complete a wonder, but never adjacent to each other. Step Pyramid yield +1 culture for each religious buildings in the city working them, and +1 faith for each culture building in the city working them in addition to yielding a base +1 culture and faith. Step Pyramids may only spawn until the Medieval era. Ptolemaic Kingdom(Ptolemy III Euergetes UA: Pharaonic Hellenization +1 production towards science, culture and faith buildings for each city that has them. Followers of your religion reduce global unhappiness generated by their city by 1% each. UU: Machimoi A cheap, weak(10 ) replacement for the spearman, the Machimoi costs no maintenance and gets a double bonus from Great generals. UB: Serapeum Replaces temple. In addition to being cheaper to maintain(1), the Serapeum will convert any pantheon followers to your religion upon founding. Additionally, any religious building in the city will yield +1 culture. Khedivate of Egypt(Muhammad Ali) UA: Father of Egypt Military buildings grant a sum of science upon acquiring a unit, and production buildings grant a sum of production upon unlocking a new unit. Great generals increase XP earned in enemy territory, and you receive a free great general at industrialization. UB: Textile Factory Replaces Windmill. Rather than having a terrain requirement, it may only be built in cities with sources of cotton, silk or dyes, and it grants +1 production, gold and science from those resources. Costs no maintenance. UU: Expeditionary Force Replaces Rifleman. Slightly stronger(35 ). When starting the turn on a hostile desert, gains +1 movement and vision. If starting the turn on an other type of hostile terrain, grants strength based on distance from your capital (Max. +30%).
I like that Muhammad Ali design, but do you think there's a better name for the UU? Expeditionary Force makes me think of WW1.
I.. Cant really think of any other unit for them.. Plus, kitchener was involved, so its actually nice that it reminds you of WWI Im glad you like it, anyway! Oh and I made this State of Katanga(Moise Tshombe) UA: A Free State's Legacy Mines increase the strength of the city working them and grant golden age points, doubled during wars. During golden ages, mines yield +1 culture and production. UU: Gendarmerie Replaces infantry. If purchased , starts with a 20% foreign lands bonus and the Medic I promotion. If produced/promoted, Gains a double combat boost from great generals. UB: UMHK The Union Minière du Haut-Katanga (Or UMHK) replaces the nuclear planet for Katanga. It does not require uranium, it may be constructed in every city after researching Electricity. Instead of the usual production boost, it grants +3 gold and +10% production for each source of copper or mined strategic resource within its territory.
More designs from Africa: Kingdom of Zimbabwe UA: Stone Empire Cities connected to the capital as well as the capital itself gain a great work of art slot, and gain extra food from defensive buildings. Great works of art increase the gold from incoming and outgoing trade routes in their city, and grant +1 culture for each building doing the same. UI: Zimbabwe Unlocked at construction. May never be built adjacent to each other or to a city. In addition to providing the same defensive modifier as the fort, the Zimbabwe also grants +1 production per bonus resource adjacent. Additionally, it grants +1 great artist points, increasing to +2 when built near stone UB: Stone Craver Replaces stone works. In addition to the usual effects, the Stone Craver also grants +1 gold from incoming and outgoing trade routes, increasing by +1 with each source of stone. Kilwa Sultanate(Ali ibn al-Hassan Shirazi) UA: Venice of Southern Africa Gold from resource diversity is increased by 25% per each maritime building in a city, and is later added to its food output. City states grant luxuries at double quantity when allied, and gold gifts generate 10% more influence with them for each Coastal city you own. UU: Dhow Replaces the Cargo ship. In addition to having a vision range of 2, it may cross oceans from the beginning of the game. After compass, it may be converted to a naval unit with 18 strength, retaining its unique properties and gaining the "coast-dweller" promotion, making it heal 5 HP when starting the turn on coast. UI: Coconut plantation Unlocked at Currency. Yields +1 food and +1 gold, and may only be built in coast tiles that aren't adjacent to each other. Taking 10 turns to build, the coconut plantation may create a copy of the coconut resource on its tile. If a copy is created, it will connect it to your trade network as a luxury and will have its yields doubled.
Mongolia split! Gökturk Empire(Ashina Helu) UA: Onoq Buildings become cheaper for 10 turns after founding a city, discount increasing with each social policy you adopt. +1 production towards mounted units per each city founded, and +1 culture in all cities per each mounted garrison. UU: Inscription Replaces Monument. Has no maintenance and grants +1 happiness. During golden ages, it also grants +3 production and additional +1 culture. UU: Iron cavalry Replaces horseman. In addition to having the ability of entering the territory of civilizations you signed a treaty with, it causes damage to adjacent enemies who didn't attack last turn, and has a 33% defence bonus against enemies who did. Mongolian Empire(Genghis Khan) UA: Mounted Terror Enemy cities take damage when you pillage tiles within their range, and have a chance (equal to their strength) of granting you a siege unit upon conquest. Mounted units have +1 movement and no penalty against cities. UU: Huihui Pao Replaces trebuchet. In addition to having +1 movement, it gains +5% attack bonus for each mounted unit adjacent. This unit may also move after attacking, an ability which is retained after upgrade, unlike its other unique properties. UU: Khan Replaces great general. In addition to being faster(4 ), units within his range gain experience and 10 additional HP from pillaging tiles. It will also cause units earn double XP from attacking cities, making siege warfare much less costly for your side. Yuan Dynasty(Kublai Khan) UA: Pax Mongolica Trade routes grant a sum of golden age points upon sending and boost science by 5% for each religion present in the sending or the receiving end. Gain culture equal to the science sent out in trade routes. UI: Pavilion Unlocked at chivalry. May only be built on flat terrain, never adjacent to each other. Grants +1 faith and +1 culture per each religion that exerts pressure on the city working it. Each worked pavilion reduces the cost of religious and cultural buildings by 3% empire wide. UB: Yam Replaces caravansary. Unlike it, trade units stationed in the city will generate +2 science, doubled If the city is connected to the capital. Also yields +1 culture for each commerce social policy adopted.
Not really a split, more so a revision and two other civs tbh (also, Gokturks in a 'Mongolia' split? Er... wut? O_o) Gökturk Empire: I feel like the discount on buildings from each social policy you unlock might fight against the bonus of buildings being cheaper after founding a city. Reason being is that this design is encouraging the player to play wide, but the culture penalties you get from settling many cities can hinder social policy acquisition (especially on longer game speeds like epic and marathon). The second part of the UA might help with earning culture but that's still a bit of building and unit maintenance that's required to benefit from it. I do like the monument replacement though. With the Iron Cavalry, I don't feel the first part is necessary since if you've signed a defensive pact with someone, chances are that you'll probably be able to get open borders from them very easily anyways. Unless you mean you've signed a peace treaty, then that should be ok to keep in there (though the usefulness is limited unless you plant to scout and go to war again in a very short amount of time). Genghis Khan's Mongol Empire: For the Huihui Pao, I feel that doesn't make sense to give it to Genghis Khan, it makes much more sense with Kublai. Also being able to move after attacking is a bit weird since IIRC they're heavy artillery? (Correct me if I'm wrong there). I know you gave it that bonus so that it can keep up with mounted units and the Khan, but it really doesn't suit the unit. Also I see you've taken some ques from my older iterations of a Mongol Revision (namely to do with the pillaging tiles damages cities and free siege unit upon city capture - though to be fair I have moved those from my design and placed them elsewhere. I'm still thinking of shuffling things around though, not 100% sure if I want the ability to damage a City by pillaging tiles to go to the Huns or Mongols). Kublai's Yuan Dynasty: The science from the UA may be a tad too much but I haven't done any proper calculations so I'm not sure. For the UB, by stationed in a City do you mean the Trade Route is inactive? Otherwise it's better to phrase it as, "+2 science from active trade routes in this city". Also by "doubled if the city is connected to the capital" to you mean the City has a 'City Connection' to the Capital, or do you mean if it's sending a trade route to the Capital?
1. its suppose to have synergy with the liberty tree... I'm open to suggestions BTW. 2. It refers to treaties in general. That includes peace treaties. 3. Yeah... I wanted Kublai to have a trade/ culture focus so I used it in Genghis Khan's civ. though perhaps a mounted archery unit would've been better. 4. Frankly, I think it doesn't fit any of them too much... Or more correctly, not in this manner. I think this concept should be used in a non direct way, as in it should be tied to another unit/ situation. 5. I guess I'm not receiving too much trade routes in my games My idea was to encourage players to spend time and resources on trade buildings, as opposed to other kinds of infrastructure. And as I said earlier, the culture bit was important for me as well, to represent Chinese cultural development under the Yuan dynasty. Anyways, thanks for the feedback!!!
Wouldn't the Gokturks be closer to...the Ottomans rather than the Mongols? I'd actually expect the Xiongnu instead, or even the Oirats/Northern Yuan.
Han Dynasty(King Wu) UA: The Han Mandate Demanding tribute from city states makes them declare war on your enemies, and temporarily boosts your units' strength equal to its population. Gain Protector general points whenever your cities expand into a new tile, doubled from conquered cities. UU: Protector General Replaces great general. When stationed in a hostile city state's territory, it will take damage per each unit you have in its territory. Additionally, it has a chance of assimilating the city state to your empire, based on the damage it already took. Units within his range generate +1 food in the nearest city. UU: Cho Ko Nu Replaces composite bowman. In addition to being slightly stronger (12 ) it has a 50% combat bonus against mounted units, and generates culture if it kills them. Tang Dynasty(Wu Zetian) UA: Imperial Examination Great works start a WLtKD upon creation and increase great people generation by +1%(doubled during golden ages). Specialists grant +1 Culture during golden ages and +1 GA points otherwise (doubled in cities during WLtKDs). UB: Dayun Temple Replaces temple. Though built 10% faster for each religion in the city, it will remove followers of religions other than your own and will initiate a WLtKD upon completion. Contains a monk specialist slot, which grants +1 faith during golden ages (with P&P). UU: Fubing Troop Replaces Swordsman, but obsoletes at gunpowder as opposed to steel. To compensate the Fubing troop starts with 15 strength, gaining an additional +3 after metal casting. Grants +1 happiness if stationed on a farm, in addition to granting +1 food from doing that during golden ages. Song Dynasty(Emperor Xiaozong) UA: Lighthouse of Knowledge Gunpowder allows you to see and improve coal, and is freely given to you once you've unlocked all of its prerequisite technologies. Each sea tile increases production of maritime buildings, which grant copies of resources present in their city when complete. UU: Gun Ship Replaces frigate. While starting off weaker (22 , 24 ) it's unlocked at astronomy and has the "Sea of fire" promotion, which grants it a 33% bonus against land units, increasing to 50% against those who are stationed on rivers. Additionally, it starts with the bombardment I promotion. UB: Blast Furnace Also grants +1 production from copper and coal, unlike the forge it replaces, in addition to having its production bonuses doubled during unit construction. If the city has two or more sources of coal in range, sources of iron will yield +2 production and the furnace will generate +3 culture. Otherwise, it generates +1 culture.
Hrm, I think the City States taking damage from trespassing units should have a cap on it (maybe the maximum amount of damage is 50%?). It'd be really easy to fend off their units whilst camping your units outside of the city's bombardment range, and even then any units with the cover/medic promotion combo would tank it out really easily. The City State would be way too easy to capture/assimilate. The Military units being able to repair tiles/build farms on conquered tiles part might be better with a UU instead of the UA (IIRC there are issues with assigning improvement related abilities for all available military units across a civ - though I could be entirely wrong on that one ). Maybe it can be given to the Protector General UU since I feel it needs some sort of buff to it since whilst halting loss of influence with a City State is nice, there's not going to be that many Great Generals available (at least early on) to keep tabs on most City States. So something like if the Protector General repairs a tile or builds a farm in conquered territory (or even City State territory where barbarians like to rampage through), adjacent units are healed? If that ability goes to the UU, the UA would be a bit bare, though in some cases the simplicity would be an advantage. I'm not sure what I'd add to it though since I'm not very knowledgeable on the Chinese Dynasties outside Western Xia and its neighbours The Blast Furnace may also need a cap on the extra food it can provide, alternatively it can keep the food bonuses but the iron requirement that comes with the regular forge should remain imo.
I implemented some of your suggestions. And well, I moved the Furnace to the song, since I thought that it'd fit them more. Do you think that the designs are better now?
Ming Dynasty(Yongle Emperor) UA: Imperial Resurrection Upon completing a wonder, receive a lump sum of culture for each era you passed. +1 science for each great person consumed in cities who spawned the appropriate type of GP. UU: Red Turban Replaces musketman. Differs from it by having the permanent "Turban" promotion, granting it a 10% combat bonus against civilizations who follow a different religion, ideology or are in a different era (bonuses stack up to 25%). UB: Kiln Replaces stoneworks. Rather than any of the usual effects, it grants a copy of the unique Chinese Porcelain luxury. +1 culture and +1 gold, increasing by +1 after acoustics and economy, respectively. Qing Dynasty(Qianlong Emperor) UA: Banner Power Conquering a city will make its garrison join your army with the "Green army" promotion, and will grant you a chance of capturing units owned by the same civilization (once you've defeated them). Capturing an enemy capital will grant you a free Great general and halt resistance in your empire. UU: Bannerman Replaces rifleman. May capture any unit it defeats, with double chance of doing so compared to any other unit. With the "Green Standard" promotion, the Bannerman gains a 20% combat bonus in foreign territory. UB: Binggongchang Replaces arsenal. In cities with Binggongchang, military units start with +2 XP and there's 2% more production towards them for each one of those buildings present in the empire. Requires walls, as opposed to a castle, in order to be built. Spoiler : Green Standard: When attacking within the range of a great general, gain +1 strength for each city conquered. Gain double great general points from combat in foreign territory.
Random Civ 6 UA: Path of Blood Pillaged improvements function as roads for you and will provide +1 culture instead of their yields when worked by your cities. Units gain a 20% attack bonus against units in improved tiles, in addition to instantly pillaging any tiles they defeat a unit on, gaining extra XP. UI: Ground- marker A ground marker may be placed by your units on pillaged\ unimproved resources outside of friendly territory. In addition to connecting the resource its built in to your trade network, it will claim its tile and will grant +1 of any yield possessed by adjacent tiles pillaged to your nearest city. If built within 3 tiles of cities you conquered, it also grants +2 culture and may develop into a town (with CiD). UU: Red Troop The red troop greatly differs from the pikeman it replaces: it has a +10% strength bonus if ending the turn on a tile that provides a defence modifier and causes Ground markers to function as citadels in when stationed in them. However, it does not have a bonus against mounted units, gaining +1 movement when starting the then near faster units instead.
Japan Split Kingdom of Japan(Fujiwara no Michinaga) UA: Pax Fujiwarica During wars, gain Great general points whenever a citizen is born. Local happiness contributes towards WLtKD length, and is increased by +1 for each Shoen in the city's territory. UU: Shogun Replaces great general. In addition to the combat boost, The Shogun allows cities to work and purchase an additional ring of tiles when garrisoned inside them. Furthermore, it will start a 5-turn 'WLtKD' in the capital upon conquering a city. UI: Shoen Unlocked at chivalry. May not be built within 3 tiles of another Shoen. Upon completion, the Shown will grant you a free melee unit, in addition to placing a farm in an adjacent tile. It yields +1 gold, increasing to +2 gold if there are more than 3 adjacent farms. Additionally, claims any neutral tiles adjacent. Takes 12 turns to construct. Oda Clan(Oda Nobunaga) UA: Tenka Fubu Your melee units start with the siege promotion, and fight as though at full strength even when damaged. Defensive buildings yield +1 culture, and are retained in cities you conquer. UU: Samurai Replaces Longswordsman. In addition to having higher strength(24 vs. 21) it will fight always fight accordingly, regardless of damage or its target. Additionally, it grants culture whenever it kills a unit. Upon reaching level 5, gains the leadership promotion. UB: Dojo Replaces Armory. Yields +2 culture, increasing to +3 after flight. In addition to its usual benefits, it will add 15% of the city's culture output to the production of new units and their XP. Ryukyu Kingdom(Sho Hashi) UA: Three Mountains Each luxury you're buying from another civilization grants +1 culture, increasing by +1 per each trade route they receive from you. This amount is converted to science if you have an embassy in the civilization's capital, which will also increase the gold you'll both receive from trade routes by +2. UU: Wokou Replaces Caravel. Aside from upgrading to the Privateer, the Wokou may enter the territory of other civilizations without open borders and may even heal inside it if you send them a trade route. Additionally, it will grant you gold equal to the amount yielded by cargo ships within 2 tiles of it. UU: Gusuku Replaces castle. In addition to its yields, the Gusuku grants +1 faith and +1 culture. It will also cause buildings already providing this yields to generate +3 strength for the city.
Japan Split II Empire of Japan(Meiji Emperor) UA: Rising Sun Trade routes covert 5% of the science output of their city into golden age points, and 10% of it into production during them. Upon completing a unit, receive 2 golden age points from each specialist in your empire, and culture equal to double that amount during golden ages. UB: Zaibatsu Replaces factory. The first 4 of those built grant unique bonuses for their respective cities. The Zaibatsu yields +1 production per specialists if the city has an active trade route, in addition to costing no maintenance. It does, however, cost more production in order to be constructed. UU: Matsushima Replaces the Battleship. Comes earlier, at replaceable parts. While weaker(45 , 55 ) and having a limited range, it has the "Jeune École" promotion, which grants it +1 movement and the bombardment I promotion. It is also cheaper to produce. Empire of Japan(Hideki Tojo) UA: Umi Yukaba Coastal cities claim all sea resources and atolls within their working range upon conquest or founding. Fishing boats and atolls generate +1 and increase the of naval units by +1% when worked. UU: Yamato Class Replaces battleship, but has a higher cost. Much stronger than the unit it replaces (60 , 80 ), it also inflicts 33% more damage on air units attacking it. It may also carry one air unit. UU: Zero Replaces the fighter. Starting with the Range promotion, the Zero may attack even further targets when stationed on a naval unit, gaining +2 operational range and gaining +10 strength. It also has an additional 50% bonus vs. Other fighters, which is also increased to 67% when stationed on a ship.
Uyghur Khaganate(Tengri Bögü) UA: Wandering Prosperity Whenever a city sending you a trade route is captured, your capital gains a citizen as well as any religious building present in the city before its conquest. International trade routes grant +1 gold for every 5 faith in your capital if sent to a city following the same religion. UI: Yurt Unlocked at trapping. The yurt may only be built on flat plains or grassland tiles, never adjacent to each other. Yields +1 culture and +1 faith, as well as +1 food and production if adjacent to a pasture resource. +1 gold after guilds, +1 faith after theology. UU: Atliq Esker Replaces knight. Unlocked earlier, at guilds, and is also slightly weaker at 18 strength. However, it may ignore enemy zone of control and gains +1 movement when starting the turn on the same tile as a caravan. It also receives +1 strength for every tile it pillaged in the last 5 turns.