Oracularsoapbox's

Oracularsoapbox

Chieftain
Joined
May 15, 2016
Messages
6
Well, I'm a newcomer here - please forgive any formatting mistakes! As I'm not a terrifically historical buff myself, most of my designs are for fictional civilisations, with the occasional real world organisation - it's all in the spirit of fun though. Similarly, I haven't had the time to really play with the SDK yet but hope to given some time. My design philosophy tries to make each civ flavorful and reasonably useful in the power scale - sometimes things do go wrong though so inform me if it does.
Do inform me if concepts are used so that I'll know to develop something new - or if you're interested in taking some of these on!
Civs are tagged by readiness state (not done yet, ready for deployment) - note none of them are under production yet due to time constraints, formatting to be improved later on.
Will probably try and improve formatting later on.

Sets (links as they are posted)
Neocolonialist Legacies Civ Set
Warhammer 40K Civ Set
Defence of the Ancients Civ Set
Senpai Kush - Stoners
Big Brother - Ingsoc
 
Warhammer 40K Civ List - reserved
In the grim darkness of the 40th millennium... there is only war. That's right, you heard me. Get those spaceships, diplomats and cultural stuff outta here, the Emperor's coming to town.

Imperial Guard Civs
Spoiler :
The imperial guard is the emperor's hammer. Drawn from a million worlds across the Imperium, they achieve their objectives through sheer strength of numbers and standard-issue balls of adamantium. All of these civs are militarily oriented to some extent; although they're usually specialised to some extent they'll be outright broken in environments that favor their UA.

Steel Legion - Sebastian Yarrick
Spoiler :

UA: 3rd War for Armageddon. Units ignore the effects of Fallout. +25% production towards armour units.
UB: Hive Megastructure. Nuclear reactor replacement which allows cities to carry over an extra 15% of food whenever they grow in addition to it's regular production bonuses.
UU: Motorised Infantry. Infantry replacement with 3 movement.

The Armageddon Steel Legion is based on the heavily polluted hive world of Armageddon. They focus on growing extremely tall, industrialised cities with plenty of science and can aggressively push or defend with their highly mobile units. They're particularly fond of uranium, nukes and giant death robots.


Catachan - Iron Hand Straken
Spoiler :

UA: Death World. Units that end their turn in Catachan jungle take 15 damage and gain 4 xp. Catachan units move at double speed in jungles. (May be reduced to 1 or 2 xp per turn or capped pending playtests)
UU: Catachan jungle fighters. Infantry replacement. 50% Combat bonus in jungles (lost on upgrade). Does not obsolete.
UI: Jungle outpost. Adds +1 production to adjacent jungle tiles. Requires jungle to be cleared. Must be built at least 3 tiles from each other. Requires Construction.

The Catachan Jungle Fighters live on one of the most brutal death worlds the Imperium has ever seen, whose survivors become the Imperium's best, battle hardened assault troops. Double movement through jungles will help you get your infrastructure set up much faster and the Death World effect will be useful for defending and training up your units for a push outside the jungles.


Valhalla - Kubrik Chenkov
Spoiler :
Start bias: Tundra
UA: Ice Warriors. Double movement on snow and tundra. Unit upkeep reduced by 25%.
UU: Lord Commissar: Great General replacement that also improves the CS of wounded units by 25%.
UU: Conscripts: Unique great war infantry which is 25% cheaper to produce and does not obsolete.
Valhalla is an ice cube that people somehow live in. Specialises in human wave tactics to batter down defences and cities. Expands from it's tundra start by taking the cities of civs in nicer digs. Builds wide to drown other civs in a neverending wave of conscripts.


Cadia - Ursakar E Creed
Spoiler :
Start bias: Plains
UA: Fortress World. Castles, Arsenals and Military Bases are 50% cheaper and grant 5 experience each to new units.
UU: Kasrkin. Paratrooper which starts with shock I.
UU: Tactical Genius. Great general which allows a stacked unit to paradrop 4 tiles.
Cadia's only export is shock troops. As a Fortress World in the only safe travel route in and out of the Eye of Terror, it sees just about the worst that the galaxy has to throw at it. Focuses on a elite, mobile army with great positioning which can infiltrate units behind enemy lines to pillage with the Tactical Genius. Note that the kasrkin will start with 60 xp with basic XP buildings, which will allow them to jump straight to blitz and attack after paradropping.


Tanith - Ibram Gaunt
Spoiler :

Start bias: forest.
UA: Gaunt's Ghosts. Infantry and ranged units are invisible in forests. Gain a free unit whenever you liberate a city.
UU: Tanith First. Unique composite bow replacement with woodsman which can move after attacking.
UB: First Founding. Heroic epic replacement. All units trained in this city gain the scouting and survivalism promotions.
The Tanith lost their original planet when the forces of Chaos destroyed it. They're largely designed to be defensive, but can take some early aggression with a compbow rush. You're encouraged to build as many Tanith Firsts as you can, as they upgrade very well and can fight a guerilla war very effectively with shoot-move-shoot. Although they can be very hard to flush out initially, they are somewhat vulnerable to air power once detected and generally focus on being able to settle wide with their superior scouting power.


Phantine - Bree Jagdea
Spoiler :

Start bias: Mountains
UA: Aerial Tradition: Air units earn promotions 40% faster and have increased range.
UU: Thunderbolt. Fighter unit with 60 combat strength.
UB: Promethium refinery. Provides oil and production. [PENDING REVIEW]
Still being balanced. Goal is to have an air-based civ.


Mordia - Tetrachy
Spoiler :

UA: Eternal Night. 50% less penalty to production, growth and combat strength from unhappiness. More frequent uprisings. [May be adjusted to 60-80%.]
UU: Iron Guard. Infantry replacement. Starts with Drill.
UB: Commissariat. Courthouse replacement which further reduces production penalties. [PENDING REVIEW]
A tidally locked world which is renowned for being especially bad to live on, Mordians are a gloomy, solemn lot. Having distinguished themselves in the defence of their homeworld from a massive daemonic incursion, their honour and discipline ensures their ongoing service to the emperor. Very honour focused, turn those uprisings into culture.


Tallarn - Captain Al'raheim
Spoiler :
Start bias: desert.
UA: Like the Wind: Cavalry and armour units move at double speed in desert and gain 25% flank attack bonuses.
UU: Sentinel. Machine gun replacement with 3 moves and 2 range. Ignores terrain cost, requires 1 oil.
UU: Mukaali Rider: Cavalry replacement with +1 movement and March. [Provisional]
An aggressive desert based civ which focuses on fast attack. Although they don't have any particular advantages to desert survival, their mounted forces are extremely mobile, specialise in hit and run tactics and can become outright unstoppable if a whole bunch of mukaali riders heal on the run.



Sisters of Battle
Spoiler :

UA: Emperor's Faith: +1 faith for every unit. Purge unbelievers when a city is captured.
UU: Exorcist. Artillery replacement which does not need to set up. [PROVISIONAL PENDING DEVELOPMENT]
UU: Living Saint. Great prophet replacement whose combat strength increases with your faith output. Provides a +15% combat boost to units within two hexes.

Faith based civilisation. Early faith generation and powerful living saints backed up by Exorcist support allow for fairly rapid domination.
Alternative ideas floated: +1 faith and culture from all religious buildings. +2 culture and +4 faith from citadels, holy sites and landmarks, generate faith on kills, faith influences combat strength.


Sons of Sek - Ankawanar Sek
Spoiler :
Start bias: plains.
UA: Scourge of Sabbat. All units have the terrifying promotion. Gain a temporary 25% bonus against cities whenever a city is taken or being razed.
UI: Corruption. Provides +2 faith in the capital. Does not have to be worked. Tile considered to have fallout.
UU: Gore Mage. Missionary replacement which may be expended to grant units the Daemonic Possession promotion, which gives +150% combat strength and Blitz but does 40 damage to the unit per turn.


Chaos Gods
Spoiler :
Only a very loose attempt was made to balance this - they are gods, after all. The Greater Daemon Great Prophet replacements are generally borderline to absurdly powerful, and it's very likely that the buffs to faith spread willl be absurd. Overall, all of these civs have very strong focuses on faith and religion, with a rather looseish focus on tech, interciv diplomacy, tourism and conquest respectively. Comments appreciated, even if you don't actually understand what 40K is / what's going on here.
Although they're reasonably solid they may be adjusted as new ideas come in.
All Chaos Gods may use workers to produce the Corruption special improvement the Sons of Sek use.

Chaos - Tzeentch
Spoiler :
UA: Just as Planned: Gain a GS boost whenever intrigue is shared, a spy is killed or a technology is stolen.
UU: Lord of Change. Great prophet replacement which boosts the generation of great people whenever they spread religion.
UB: Web of Deceit. Constabulary replacement which increases science by 10% for every rival spy in the city.

As with any tech-based civ, Tzeentch can really get out of hand. As the god of ambition, plotting and change, he thrives in a world of intrigue where he can turn the plans of mortals into his own. With all of those spies flying around past the renaissance, it's only really a matter of time before he starts racking up those great scientists.
ALTERNATIVE: Units randomly transmute into other units.

Chaos - Nurgle
Spoiler :
UA: Plaguefather: Enemy cities with your religion generate double unhappiness from population when you are at war.
UU: Great Unclean One. Great prophet replacement with the medic I promotion. Causes 20% population loss when spreading religion to civs you have denounced or are at war with. (For reference, 2x spread = 64% 3x spread = 51%, 4x spread = 41%)
UU: Nurglings. Cheaper missionary replacements which spawn occasionally from holy sites.

Father Nurgle likes to build wide and is very aggressive about forcing his religion on you. He's a comparatively friendly AI, but god help you and your people if you get on his bad side. Although inquisitors can stop him from spreading his filth, civs without enough faith to produce them are in for some serious woe in times of war.

ALTERNATIVE: Cities stop growing and cannot heal when a Nurglic unit is next to them.

Chaos - Slaneesh.
Spoiler :
UA: Prince of Pleasure: Banned luxuries still give the full amount of happiness. Empire happiness increases outgoing religious pressure.
UU: Keeper of Secrets. GP replacement which erodes opposing religious pressure whenever it spreads religion and has 4 movement.
UB: Slaneeshi cult. Temple replacement. City generates 1 tourism and happiness for every luxury resource worked by the city during We Love The King Day.
The god of pleasure. Doesn't really have to do much about spreading his religion to get shared religions down, but has to aggressively acquire luxuries to keep up WLTKD and make the most of his UB. Although he can be a bit capricious, he generally likes to play tall, trade a lot and go for a culture win.


Chaos - Khorne
Spoiler :
UA: Blood for the Blood God: Gain faith when cities are razed or units are killed... anywhere in the world.
UU: Bloodthirster. Great prophet replacement with combat strength based on your faith per turn when spawned, which gets stronger with kills. Unique promotions. Not really into spreading religion, or making holy sites.
UU: Bloodletter. Longswordsman replacement which has charge and heals on kills. May only be purchased with faith. Does not obsolete.

Pretty straightforward guy. Blood for the blood god, skulls for the skull throne. Daemonic UUs like to pillage strategic and luxury resources, and he'll happily trade blows with aggressive neighbours for days. He's not going to have many friends, but as long as he uses his units properly he can easily handle several civs at once.
 
Neocolonialist Legacies Civ List - reserved
Multinational companies of the industrial-early modern age whose power and influence is still felt even today. At the height of their power, they controlled more capital and resources than many small countries.

Walt Disney - Disneyland
Spoiler :
Focus on happiness, culture, tourism. Likely to roll up a whole bunch of golden ages.
UA: Happiest Place on Earth. Gain a % boost to your tourism output based on your happiness. [May be adjusted on a civ by civ basis]
UU: Great Animator. Provides a small burst of culture and golden age points when used.
UB: Film Theatre. Replaces Garden. Doesn't require fresh water. Has a slot for a great work of art which provides +2 happiness if filled.

Events and decisions: [ NOT FULLY BALANCED YET ]
* Propaganda films. +33% tourism to civs fighting the same enemy OR gain tourism on kills.
* Merchandising. Gain gold based on your tourism.
* Mergers and acquisitions. Random event where you can buy great writers, musicians and artists.

Merchant, artist, visionary. Although the road was tough and there were many failures, you persevered where do many others failed. While you may not be the largest company in this modern age, you will be the most fondly remembered. Through a shrewd series of mergers and acquisitions, your company now controls a substantial portion of global media and has brought boundless joy and wonder to the children of the world.


United Fruit Company
Spoiler :

The banana was virtually unknown before the United Fruit Company introduced it to the United States. Through an excellent transportation system and the widespread exploitation of labor and land, the company grew rapidly from humble origins and by 1930 they had become the largest employer in Latin America. By supporting corrupt governments who turned a blind eye to their labor practices, the United Fruit Company was able to influence Latin America for over 100 years before it's demise, giving rise to the term "Banana Republics".
UA: Banana Republics. City states grant food in your cities. Plantations yield +2 gold. (Diminishing returns on granted food - 5 city states might give you 3 food, but 20 city states will only yield 6 or something like that. This is additive with maritime city states, which could potentially yield 10+ food on a base level)
UU: Banana Reefers. A cargo ship replacement which yields extra food (on international and local trade routes) based on the average number of plantations the origin and destination cities are working.
UB: International Railways. East India Company replacement which increases city connection income by 15% and reduces road and railroad maintenance costs instead of it's usual effects.
The United Fruit Company is a civilization which focuses on wide city growth and city-state alliances. With plantations that are actually worth working, it's ability to virtually "turn" any city state into a maritime city state and quickly set up new cities with Banana Reefers, it's guaranteed to grow quickly - perhaps too quickly for your happiness to manage. If you get enough city states under your thumb, you can actually just sit back and put all of your citizens in specialist slots while some poor peasant in a city state slaves away to make their food.
They'll probably work well with Freedom or Order, and could conceivably make good use of the Commerce, Patronage and Liberty trees, although you may have to displace some natives to have some space to settle.

Events and decisions
Intensive Cultivation. At the cost of a substantial amount of gold, Discover a number of new sources of bananas in unimproved jungle.
The most common practice in farming was called the "shifting plantation agriculture". This is done by using produced soil fertility and hydrological resources in the most intense manner, then relocating when yields fell and pathogens followed banana plants.
Tropical Radio and Telegraph. Unlocked at Radio. At the cost of a substantial amount of gold, gain +2 culture per city.
In 1913, the Tropical Radio Telegraph Company was established as a wholly owned subsidiary of United Fruit to take over and operate the parent company's radio network. Gameplay wise, this is just another way for new cities to get set up. It's a bit flaky.
Striking Workers. A random event which decreases your influence with city states. More likely to happen the more city state alliances you have.
One of the most notorious strikes by United Fruit workers broke out on 12 November 1928 on the Caribbean coast of Colombia, near Santa Marta. On December 6, Colombian Army troops allegedly under the command of General Cortés Vargas, opened fire on a crowd of strikers gathered in the central square of the town of Ciénaga. Estimates of the number of casualties vary from 47 to 3000.


Dupont/Dow
Spoiler :

Dupont is an extremely productive civilisation whose mastery of nature enables them to turn even flat grasslands into productive cities. With their sheer amount of production they are well placed to produce their way to victory.
UA: Miracles of science: +50% great scientist and engineer.
UB: [TO BE DETERMINED]
UI: Chemical Plant. Requires chemistry. -1 food, +3 production, +2 gold. Increases unit production by 5% when worked. May not be built next to each other. Yield increases with certain technologies.

Events and decisions:
* Aramid Polymers (aka kevlar). Available at Plastics. All units gain the cover promotion.
* Agent Orange. Allows the creation of defoliants.

Dupont was founded in 1802 as a gunpowder mill. It has traditionally been heavily involved in the production of dynamite, smokeless powders and plutonium refining. It is best known today for discovering many of the high performance polymers that are widely used today, like neoprene, nylon and Kevlar.


Monsanto
Spoiler :
NOTE: Old, requires revision.
UA: Unnatural selection - Great scientists reveal nearby sources of wheat when consumed.
UB: Greenhouse. Garden replacement with a scientist slot available at civil service.
UU: Seedstock. May be used to establish new sources of wheat. Doing this in city states will yield some influence.
Events and decisions TBD, there's a lot of possibilities


Others planned: Goldman Sacs, John Rockefeller's Standard Oil,
 
Defence of the Ancients Civ List - reserved
Notably, these civs aren't really far up on my to-do list - they're just fun little curiosities, and let's face it - if you're a dota player, you're probably playing that instead of civ. They're still here if you guys find bits and pieces of them to be interesting though!

Nature's Prophet - Sacred Woods
Spoiler :
UA: Speak For The Forest. Forests provide +1 faith and may spawn treeants when enemies are nearby.
UU: Nature's Prophet. Unique Great Prophet which may be used to plant forests and summon treeants (weak melee units).
UU: Treeant Protector. Unique Great General with Medic which grants the woodsman promotion to adjacent units.
UU: Treeant. Weak melee units with no upkeep cost that are resistant to gunpowder units, but cannot be upgraded and eventually die of attrition.


Order of Oyo (Brewmaster)
Spoiler :
UA: Drunken Brawlers. Double yields from tiles with wine. Cities with taverns may spawn melee units when war is declared based on the empire's happiness.
UB: Tavern. Barracks replacement which gives +2 happiness.
UU: Brewmaster. Great Prophet which may uncovers new sources of wine.


The Deep Ones - Slithereen
Spoiler :

UA: Amphibious Assault. Units have double movement when embarked and start with the amphibious promotion.
UU: Slithereen guard. Increased CS near friendly cities.
UI: Undersea Shrine. May only be built on sea tiles. May not be built next to each other. +1 culture, gold and faith.


Many more are waiting in the wings for deployment, although I'm not yet satisfied with their UAs yet.
 
Polished Civs - reserved
A wide variety of little curiosities which will hopefully prove fun to play.

Steam Series
Spoiler :
Yes, I know these have been done to death. But we might as well do them to death with style.

Grey Mann - Grey Co
Spoiler :
UA: Mann vs Machine: All units replaced with robots. May use great generals to upgrade infantry units into giant units, which gain double combat strength and 30 xp.
UB: Robot Assembly Line. Forge replacement which grants +1 production to all sources of metal.
UU: Tank. May only attack cities. 110 combat strength with cover and surge.


Saxton Hale - Mann Co
Spoiler :
UA: Hat Based Economy: Gain gold and culture whenever you produce military units. Strategic resources yield +1 gold.
UU: Mercenaries. Unique replacement for the landsknecht whose power and cost is relative to the era. Comes with a special random promotion. Does not obsolete.
UB: Mann Co Supply Store: Unique replacement for the bank that grants Mercenaries the Morale promotion in addition to usual effects.
Stacks well with Arsenal of democracy if you get a production heavy start.


Aperture science (Cave Johnson)
Spoiler :

UA: A Trusted Friend in Science: All great people may be used to discover technology. Great people generated 50% faster during golden ages.
UB: Aperture Enrichment Center. Unique national college which increases science by 50% in the city it was constructed in and gains a Scientist Specialist slot with every era.
UB: Science Spheres. Unique National Epic that provides golden age points based on the city's science output.

Events and decisions
Establish Glados. Requires computers. Increases science output and city defensive strength.
Enforce mandatory testing.



Stoners
Note: May be rebalanced to remove the penalty in return for a more gradual progression on their UA.
Spoiler :
Leader: Senpai Kush of the Stoners
Start Bias: Grasslands. Preferred religion: Rastafarianism.
UA: The Time of Blazing - All farms and plantations generate +1 culture and faith, which increases to +2 with Biology. 15% penalty to gold, science, production and combat strength.
UU: Stoner - Unique replacement for the Missionary which may convert barbarian and city-state units.
UB: Smoking Lounge - Unique replacement for the Market which contributes GWAM points to the capital based on culture output.

Thoughts on balancing:
The Stoners are a faith and culture based civ which rely heavily on religion and can purchase plenty of great people with faith. They can be played tall with lots of specialists or wide to take advantage of their great work generation. The UU should help you keep up an army without too much effort, and the UB just boosts your tourism output so you can get some science back on your trade routes. Biology's on the way to Refrigeration as well, so you'll be able to put out a pretty substantial amount of tourism with your UA once you get some hotels up.

The penalty to Science, Production and Combat Strength will usually leave you a bit behind (but not too far behind) other civs in tech and production, so it's likely you'll miss out on many wonders without the help of great engineers. The UU (or Defender of the Faith) should keep your army up to scratch, although domination will definitely be more difficult. The Stoners won't do as well on sea maps where there's not as much land to drop farms on, but should be able to get some pretty solid expansion down and you should never be too far behind in tech assuming you've discovered other civs.


Bob Page - Majestic 12
Spoiler :

UA: Invisible War: 3 extra spies. Spies are 50% more effective.
UB: Daedalus. Unique NIA which causes influence with city states to decrease 25% slower.
UU: MJ12 Commando. Marine replacement which is stronger in friendly territory and can paradrop. Costs more to build.


Ender Wiggin - International Fleet
Spoiler :
Hail to thee, Ender Wiggin. The youngest of three children in your family in a state with a strict two-child policy, you were the product of a program designed to produce commanders for Humanity's war against the Formics. Conditioned to be entirely self-sufficient at a young age and surrounded by enemies throughout your childhood, you came to become the "ender of conflicts", using overwhelming force at the right time and place to prevent future struggle.

You were accepted onto battle school, breezing through the academic elements - becoming first a masterful player, then a strategist, then a commander in the zero-gravity Battle Room. Your strength of command, innovative tactics and loyal lieutenants forged an army of misfits and rejects into the most successful army into the history of the school. Under the pretext of training in interstellar fleet combat at the Command School on Eros, you came to command the International Fleet's offensive against the formics over multiple stunning victories, culminating in the destruction of the Formic Homeworld.

With Earth falling into chaos following the destruction of the Formic threat and wracked with guilt for the xenocide, you atoned for your sins by resettling the formic survivors and writing the great works "The Hive Queen" and "Hegemon" as the "Speaker For the Dead", a cultural phenomenon which became widely adopted across the countless colonies of Earth.

Great leader, your people look to you again to protect them from our many enemies, to lead humanity into the future. Can you keep them safe, without repeating the mistakes of the past? Can you build a civilisation that will survive the test of time?

UA: Ender's Game: Units gain a 20% attack bonus vs capitals. Great generals may be expended to write political treatises.
UU: Platoon Commander. Great General replacement which grants the Lightning Warfare promotion to units in addition to the usual bonuses.
UB: Battle School. Unique military academy which generates great general points when units are trained.

Not wonder competitive. Victory competitive. High warmonger hatred. Strong bias towards building paratroopers. Intended to take capitals then force peace deals, with spare great generals helping to fill in cultural policies. Probably code AI similar to germany.


Willy Wonka
Spoiler :
Start Bias: Jungle
UA: Marvellous Creations. Cocoa, sugar, citrus, spices and banana resources provide +1 food, gold and culture.
UU: Oompa Loompa. Worker replacement that generates GMP in the capital when an improvement is completed.
UB: Chocolate Factory. Does not require coal. Increases tourism and gold output based on empire happiness. Adds +1 culture to cocoa, citrus, sugar, spices and bananas.


Caeledonia (Bastion)
Spoiler :

UA: Rippling Walls. Enemy units lose one movement in caeledonian territory.
UU: Cael Distillery. Zoo replacement which grants the morale promotion.
UU: Triggers. Ranged rifleman replacement.


SCP Foundation
Spoiler :

UA: Secure Contain Protect: Anomaly sites appear randomly. Castles and arsenals gain a slot for great works of art.
UU: Mobile Task Force: unique archaeologist replacement with 34 cs which ignores terrain cost and may paradrop after researching Radar and nanotechnology.
UB: Euclid containment: Unique military base replacement which is cheaper to construct and has two great work slots.
(Coding reference: nanoha, Mexico)
 
Probably Not Going To Be Made Civs
I'm not really sure what on earth I was high on when I made these, but they're there for posterity. :undecide:

Norad - Defcon
Spoiler :

UA: Everyone Dies. Double uranium. +30% production on nuclear weapons.
UB: Missile Silo. Military base replacement which provides 1 uranium and intercepts planes.
UU: SRBM. Cheaper nuclear missile which only costs 1 uranium but has a smaller blast radius.


Big Brother - Ingsoc (NOTE: STILL BEING BALANCED)
Spoiler :
UA: War is Peace. 33% more population unhappiness when the empire is at peace. +20% production towards military units.
UB: Ministry of love. Courthouse that costs no upkeep.
UB: Telescreen Broadcast. Radio tower that reduces local unhappiness by 20% and enemy spy effectiveness by 50%.


Mustapha Mond - World State (BNW) (NOTE: STILL BEING BALANCED)
Spoiler :
UA: Community, Identity, Stability. Generate half unhappiness. Social policies cost 40% more.
UB: Hatchery. Hospital that produces citizens quickly.
UB: Soma distillery. Completely eliminates unhappiness in the city, but reduces science and culture output by another 20%.


Nimrod - Babel (NOTE: EXPERIMENTAL, FOR FUN ONLY)
Spoiler :
UA: Semantic Unity. May not build settlers or annex cities. City working and expansion range is unlimited.
UB: Tower of Babel. Unique palace replacement which can be levelled up through production and provides unique benefits.
UU: Diaspora. Missionary replacement that may be used to expand your borders into neutral territory.
 
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