evonannoredars
Prince
- Joined
- Nov 17, 2024
- Messages
- 424
Somewhat silly concept, but I'm on a roll today with Civ ideas it seems so here's my take on how a Republic of Pirates (could also be called Flying Gang, Nassau or New Providence) would work. They are unlocked by having a coastal city with a minimum gold output (no prior civ or leader-based unlocks), accompanied by the following text:
Gold flows in and out of the harbour gates in ships from other cities along the coast, but sailors look to the vast ocean beyond. If this prosperity should falter, might better fortunes be found on other shores?
Unique Ability
Jolly Roger: Upon the beginning of the age, all previous settlements become independent powers, gain three Flying Gang settler units instead. All units take no damage from rough seas.
Your empire didn't survive the last crisis and has fractured. Instead of the usual 'change capital' option in age transition, you choose which cities to spawn three unique settler units at. Can be at the same city or in different ones. Strategy should be to immediately strike east/west and begin to settle the islands between. First settlement created will be a capital city, all later ones will be towns as normal.
Attributes
• Economic
• Militaristic
Civic Trees
Buccaneering
• Tier 1: Settler units of other civilisations can be captured at the cost of reputation.
• Tier 2: Gain a unique endeavour called Letter of Marque, during which you recieve additional gold and improved reputation with the civilisation whenever pillaging another civilisation they are unfriendly with. Gold and reputation increased if they are at war.
Pirate Round
• Tier 1: Unlocks Pirate Captain unique unit. Defeating enemy naval commanders grants access to a tradition from the defeated civilisation.
• Tier 2: Capturing treasure fleets grants additional gold.
Post-Spanish Succession
• Tier 1: Pillaging within the command radius of a Pirate Captain grants additional gold per unit within the command radius or packed into the captain.
• Tier 2: Unlocks Haven unique improvement.
Golden Age of Piracy
• Tier 1: Gain a unique treaty called Act of Grace. Can only be proposed to civilisations with which you have a negative relationship. If accepted, return to peaceful relations. Gain increased culture and science per each accepted treaty so long as positive or neutral relations are maintained.
All civics form a linear sequence and are fairly cheap. No traditions! You get those by stealing from other civs. As you progress through the tree, you get increasingly good at pillaging and acquiring gold - but eventually you might want to settle down and begin catching up in science and culture!
Unique Infrastructure
Haven: Unique Improvement. Must be built adjacent to three land tiles outside of owned territory. Units within a haven are hidden from other civilisations and gain additional healing.
Self-explanatory.
Unique Civilian Unit
Flying Gang: Unique Settler Unit. New settlements created have boosted yields and begin with extra population.
Probably a better name I could've used, but this works.
Unique Military Unit
Pirate Captain: Unique naval commander. Gains extra xp from naval combat. Has the ability to locate nearby treasure fleets. Has one charge to build a haven, once unlocked.
I wanted initially to have pirates as great people (Blackbeard, Captain Kidd, Anne Bonny, Mary Read, Stede Bonnet, etc) but I don't think there are any civs with two unique civilian units. Naval commanders make more sense gameplay wise, perhaps they could at least recieve random names?
Associated Wonder
???: ???.
I'm not actually sure what would work best for one.
Starting Biases:
• N/A
If playing with an advanced start, will immediately begin in the islands inbetween the continents.
Note that the Republic of Pirates has no default modern age unlocks. If the player somehow cannot unlock anything (if that's even possible), three random options are granted.
Gold flows in and out of the harbour gates in ships from other cities along the coast, but sailors look to the vast ocean beyond. If this prosperity should falter, might better fortunes be found on other shores?
Unique Ability
Jolly Roger: Upon the beginning of the age, all previous settlements become independent powers, gain three Flying Gang settler units instead. All units take no damage from rough seas.
Your empire didn't survive the last crisis and has fractured. Instead of the usual 'change capital' option in age transition, you choose which cities to spawn three unique settler units at. Can be at the same city or in different ones. Strategy should be to immediately strike east/west and begin to settle the islands between. First settlement created will be a capital city, all later ones will be towns as normal.
Attributes
• Economic
• Militaristic
Civic Trees
Buccaneering
• Tier 1: Settler units of other civilisations can be captured at the cost of reputation.
• Tier 2: Gain a unique endeavour called Letter of Marque, during which you recieve additional gold and improved reputation with the civilisation whenever pillaging another civilisation they are unfriendly with. Gold and reputation increased if they are at war.
Pirate Round
• Tier 1: Unlocks Pirate Captain unique unit. Defeating enemy naval commanders grants access to a tradition from the defeated civilisation.
• Tier 2: Capturing treasure fleets grants additional gold.
Post-Spanish Succession
• Tier 1: Pillaging within the command radius of a Pirate Captain grants additional gold per unit within the command radius or packed into the captain.
• Tier 2: Unlocks Haven unique improvement.
Golden Age of Piracy
• Tier 1: Gain a unique treaty called Act of Grace. Can only be proposed to civilisations with which you have a negative relationship. If accepted, return to peaceful relations. Gain increased culture and science per each accepted treaty so long as positive or neutral relations are maintained.
All civics form a linear sequence and are fairly cheap. No traditions! You get those by stealing from other civs. As you progress through the tree, you get increasingly good at pillaging and acquiring gold - but eventually you might want to settle down and begin catching up in science and culture!
Unique Infrastructure
Haven: Unique Improvement. Must be built adjacent to three land tiles outside of owned territory. Units within a haven are hidden from other civilisations and gain additional healing.
Self-explanatory.
Unique Civilian Unit
Flying Gang: Unique Settler Unit. New settlements created have boosted yields and begin with extra population.
Probably a better name I could've used, but this works.
Unique Military Unit
Pirate Captain: Unique naval commander. Gains extra xp from naval combat. Has the ability to locate nearby treasure fleets. Has one charge to build a haven, once unlocked.
I wanted initially to have pirates as great people (Blackbeard, Captain Kidd, Anne Bonny, Mary Read, Stede Bonnet, etc) but I don't think there are any civs with two unique civilian units. Naval commanders make more sense gameplay wise, perhaps they could at least recieve random names?
Associated Wonder
???: ???.
I'm not actually sure what would work best for one.
Starting Biases:
• N/A
If playing with an advanced start, will immediately begin in the islands inbetween the continents.
Note that the Republic of Pirates has no default modern age unlocks. If the player somehow cannot unlock anything (if that's even possible), three random options are granted.