NiaoMeow's Civs

I'd go with that for new France:

New France(Samuel De Champlain
UA: Father of New France
5% of a city's :c5food: food output contributes towards :c5greatperson: Great merchant points for each :trade: trade route to and from it. Cities claim all luxuries within workable range upon founding, and generate +1 :c5food: food for each different resource that they work. Civilian units may enter foreign territory.

UU: Coureurs des Bois
Replaced great merchant. May be stationed on a luxury tile outside your territory to connect it to your trade network. Luxuries connected to your trade network this way will contribute towards resource diversity in all cities, and increase :trade: trade route range by 10%. If consumed for a trade mission, grants :c5food: food in all cities based on the :c5gold: gold it gave you.

UU: Troupes de Marine
Replaces musketman. Has the amphibious promotion. Deals 33% more damage to enemies when stationed in forts or near :c5greatperson: Coureurs des Bois. Unlike other units, it becomes 1% cheaper and +1% :c5strength: stronger for each :c5citizen: citizen in the city building it.
 
UB: I need a name; some type of counsel Tipi or Coral (stable)
+2 :c5production: production on horses and cow resources, and requires at least one source of those resources to be built. Every melee unit trained in a city with a ______ can pillage without using movement points. Costs no maintenance.

I would add Bison to this effect as well, potentially replacing cattle.
 
New France

Leader: Samuel de Champlain
Capital: Quebec
Start Bias: Forrest

UA: Company of a Hundred Associates
-25% growth rate, but +25% border expansion rate. Upon improving a luxury, gain a :c5citizen: citizen in the nearest city, and improved luxuries yield +1 :c5culture: culture in the nearest city.

UU: Coureurs des Bois (Worker)
Starts with the Woodsman promotion, and may evade melee attacks. Coureurs des bois may be expended to claim a neutral luxury adjacent to your territory. More costly to produce (100 :c5production: vs. 70 :c5production:).

UB: Habitation (Constabulary)
Only gives +15% protection against spies, but increases the cities defense. +5% trade route length per forrest tile within this city's borders.
 
But both of them are supposed to represent the same thing, the Buccaneers, even though they have different names. New France, while similar to Quebec, isn't the same thing. And even if LS's and MC's civs weren't the same, two wrongs don't make a right.
 
Man has a point....
Also, why would you consume a worker to claim a tile? Its like consuming a unit to build a fort... :p
 
Sakha Republic
:c5capital: Yakutsk
UA: ?????
+1 :c5production: production and +1 :c5gold: gold on all mines, doubled on snow tiles. +5% :c5gold: gold per mine within city borders in cities adjacent to or on tundra.
UB: Lena Dam (needs new name) (hydro plant)
+1 :c5food: food on river tiles instead of +1 :c5production:. Does not require aluminum, and is unlocked earlier at Industrialization.

I need another unique, but I would like to release the Sakha Republic at the same time as Mongolia.

I think I will use real images as leaderscreens, so all I will need are UI graphics and icons.
 
Does anybody have any ideas as to what the Full Moon Raider's abilities should be? It is going to replace the lancer, and will never obsolete.

Possible abilities:


Stronger or Faster

+

Gain triple gold from pillaging tiles (too OP?)

Gain triple gold from pillaging pastures, trading posts and forts (too complex?)

First strike promotion + Triple gold from pillaging pastures (too many things going on at one time?)

Pillaging grants food in the nearest city



I kind of want the design to make pillaging more useful. Any input or ideas would be great.
 
Mongolia (Tsakhiagiin Elbegdorj)
Start Bias: Plains (avoid jungle)
Capital :c5capital:: Ulaanbaatar

UA: Golden Sparrow of Democracy
Every time a social policy :c5culture: is enacted, gain +2 :c5goldenage: golden age points for every building and wonder in the empire. During :c5goldenage: golden ages, buildings and improvements that yield at least 1 :c5culture: culture yield +1 :c5production: production.
UI: Ger-Monastery
Yields +1 :c5culture: culture and an additional +1 :c5faith: faith for every era that has passed. Improvements adjacent to a Ger-Monastery yield +1 :c5culture: culture. May be built on flat plains and grassland tiles and not adjacent to each other.
UB: Dazgal Sal (Seaport)
Unlocked at Railways, and has none of the previous bonuses. May only be built in cities connected to your capital by rail, and is more expensive (350 :c5production: vs. 250 :c5production:). +20% :c5production: production towards buildings, and +1 :c5food: food and +1 :c5production: from all resources.
 
The Comanche (Quanah Parker)
Start bias: Plains (avoid tundra)
Capital :c5capital:: Quahadi

UA: People of the Summer Moon
Land units gain +1% :c5strength: combat strength for every horse resource owned by the Comanche (max. +35%). Cow and sheep resources have a 50% change to become horses upon being improved.
UB: Raider's Corral (Stable)
+2 :c5production: production on horse and bison resources, and requires at least one of these resources improved nearby. +20% production towards mounted units, and land units trained in this city may pillage without expanding :c5moves: movement points.
UU: Moonlight Raider (Cavalry)
Cavalry unit that comes earlier at metallurgy, has less combat strength (28 :c5strength: vs. 34 :c5strength:) and has +1 :c5moves: movement point. Starts with the "first strike" promotion, allowing it to perform a ranged attack before entering combat.


Spoiler :

:c5capital: Quahadi
Penateka
Yamparika
Nokoni
Kotsoteka
Noyuhkanuu
Tenawa
Tanima
Pa’kah’tsaJupe
Ohnonuu
Pagatsu
Pekwi Tuhka
It’chit’a’bud’ah
Wahkoh
Pohoi
Ketatore
Motso Tu
Hai’me’na’une
Itehtah’o
Nau’niem



At this point, I just need some LUA and compiling. Any help coding would be great.
 
I like both of these designs so I thought I'd offer some feedback:

Mongolia:

I really like this design, lots of synergy and creativity, although I wonder how strong the Ger-Monastery could be. I had been thinking of using the Ger-Monastery for another steppe civ, but I couldn't think of anything interesting so it's pretty cool to see how could came up with something really original for it here. I also love how you gave a landlocked country a seaport replacement lol.

Comanche:

Is there a cap on the first half of the UA? The cow and sheep converting to horse is pretty original and fits really well with the theme. What exactly does the first strike promotion do? Pretty simple, yet thematic and fitting so I think this is a great design too.
 
I like both of these designs so I thought I'd offer some feedback:

Mongolia:

I really like this design, lots of synergy and creativity, although I wonder how strong the Ger-Monastery could be. I had been thinking of using the Ger-Monastery for another steppe civ, but I couldn't think of anything interesting so it's pretty cool to see how could came up with something really original for it here. I also love how you gave a landlocked country a seaport replacement lol.

Comanche:

Is there a cap on the first half of the UA? The cow and sheep converting to horse is pretty original and fits really well with the theme. What exactly does the first strike promotion do? Pretty simple, yet thematic and fitting so I think this is a great design too.

Thanks for the feedback!


I actually forgot a few key thinks in my Comanche design here, and one of them is the cap (+35%).

The Raider should be getting some more interesting qualities, but I need a LUA coder willing to help to do that. Right now I think I will drop the gold in favor of just having the first strike (Impi promotion) promotion. The Comanche would be done pretty soon if I get someone to code the first part of the UA and (hopefully!) a more interesting UU.
 
The Thule (?????)
Start Bias: Tundra (avoid jungle)
Capital :c5capital:: ????? (Qaanaaq/Thule?)

UA: Umiak Migration
Citizen units gain +1 :c5moves: movement points when embarked. Gain :c5science: science when mining resources and naval resources are improved.
UU: Kayak (trireme)
May temporarily remove water luxuries from the map for a :c5food: food and :c5science: science boost in the nearest city.

How about this design? I think it could be really cool but I don't love the design.
 
Back
Top Bottom