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New Civ Suggestion

Tlalynet

Emperor
Joined
Aug 24, 2007
Messages
1,048
I'm Posting just because I like to make things up. I know new civs are basically closed.

Race: Orcana
Whale aliens from another dimention

Leader and UU: Mobius the blue.
Financial, Philisophical, Creative, Sprawling
Nuterel Alingment.
Attack 12, Defence 36, Starts with water walking and hero.

The race enters the world when someone builds the astral gates wonder (or whatever it is that gives a free airport in every city) Three settlers and Mobius are spawned somewhere in the ocean, settlers have water walking, can found cities in the ocean.

They start with parent civs techs, and Future teck 1-3

Palace gives Water and Dimentional mana, and Mithril. 100 Science instead of 8 commerce, and 24 culture.

UU's
Abductor (replaces warrior) Str 3, 4 first strikes, 50% chance of creating an experiment unit after combat
Experiment, no str, can create probing center in a city.
Light Ray Gun Soldier (replaces Araquabus) 14 Str, no resource requirement)

UB's
Deep sea lab (replaces Library) +100% Beakers
Ultrasonic Symphony (Replaces theater) 10 Culture +100% culture
Shrine of the sea (replaces monument) +4 Culture +100% Culture, all units start with water walking.
Probing center +4 culture +25 beakers

UI's
Krill farm, +1food
Undersea Mine +2 Prod
Undersea Factory +1Prod +2 Commerce
Can be built by water walking workers.

World Spell
Invasion, creates 3 Light Ray soldiers for every astral gate in the world.


A very nuteral civ taht appears late game but can still catch up in teck beter than the other late start civs. Good for Lunnorator victory or cultural possibly. They dont care about hell terrain, because unless they go to war it doesent effect them, they dont care about Baisum, its none of their business. They care about capuring specimens for reserch or just living and setteling the new world they warped too.
-4 diplo hit with any civ that has the whale resource. "You kill our cousins!"

If I had to pitch it all I could say is that it gives nuters a swappable civ, and it doesent have the start loc issues other late game civies have (bad loc or having to sacrafice a city)

{HA! Hows that for a different civ suggestion!}
 
Agreed, but if you want to make the civ and play it then there's no harm.
 
In all seriousness, make 'em magical benign sea creatures and nerf their World Spell. And spell correctlier. A general culture nerfing could be good too. I half like this idea, the bane of the sea, experimenting on the victims of the maelstrom, using shadow magic to avoid the overlords and their followers, perhaps?

In ICE there should be a scenario where Guybrush has just escaped from one of the Laboratum Aqauous and wrecked havoc in the capital, earning a healthy does of whale rage for the Lanun. Picture that scene with the squid latched on to a whale's eye as the whale's heavy weighted companion snatches the squid in half...
 
Its for fun, so in that sense it is a joke. But a playable one.

Lets make this a general lighthearted suggestions thread and see if anyone else can throw something in.
Obviously there wont be a nuter late game civ in the offitial, but if anyone has some creative ideas on where to put them I wouldnt mind reading them.

Hmm, perhaps they should have a diplo hit with octopus overlords civs...

I think this was a success as far as a creativity experiment goes though. I do no graphics so its unmodable for me, and I wouldnt bother anyway.
 
In all seriousness, make 'em magical benign sea creatures and nerf their World Spell. And spell correctlier. A general culture nerfing could be good too. I half like this idea, the bane of the sea, experimenting on the victims of the maelstrom, using shadow magic to avoid the overlords and their followers, perhaps?

In ICE there should be a scenario where Guybrush has just escaped from one of the Laboratum Aqauous and wrecked havoc in the capital, earning a healthy does of whale rage for the Lanun. Picture that scene with the squid latched on to a whale's eye as the whale's heavy weighted companion snatches the squid in half...

Hey, I like that. Shadow instead of free mythril would be good. I was thinking magical tennecies as well, but couldnt really think of what to put. Any suggestions? I thought of them being kind of natural allies to the Lannun, but they generally dislike eveyrone else and veiws the rest of the world as experiment matieral. They look down on landwelling critters as inferior, so they are kind of benigin, but kind of sinister too. At least, they are not good in any respect, and not really evil in the destroy the world sense, so they are a very truely nutrel.

In a scinerio though, I can definetly see them warring with the Lannun, their liking of them does in no way prevent them from taking them as lab samples as they see fit.
I can see the culture nerfing though, but its kind of hard to figure, as I wouldnt mind a culture victory being viable, but as a late game cive they lose a LOT of turns, esp as pass through the ether is veyr late game.

Oh, and founding city title, Atlantis
 
It is cute, and great for a laugh. I'd almost want them in my game.

Big problem though: If they come in with such a late-game tech... why a unique warrior unit? Strength 3 means NOTHING at that point. They cannot capture anything, so make it some other unit that can do the capturing.

And as for the insane boosts in tech research ability... umm... they come in with all of the tech of the civ that spawned them, which means most of the tree done by that point. So I don't know that they completely need a leg up in that department.
 
I should consider minimoding it just for that reason, to be quite honest it is a little off key for FFH

The warrior UU was only inteded to finish off weakend units to caputre units for experiments. With free mithril its effective str 6, but it might be too weak even for that job.
Of course only 3 experements would really be usefull anyway (+ or - depending on map size)
As for the teck boost, its supposed to be only psudousefull. They are the amazing superintellegent ailens, but it will only help fillling out the last bit of the teck tree (and at first even 100 beakers is kind of small, as youre empire is undeveloped) I considered making them go without most tecks and have to catch up, but that seemed to make them much much too weak. In the end they could grab a lot of future teck for :) for their sprawling cities.

Its for fun in the end, so I'm glad to take any suggestions.
 
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