Hi all! It's been about half a year or so since I finally made the jump from Civ4 to 5, thoroughly enjoying it. Probably a bit late to the party but I've been lurking through the forums a while and have been looking into joining the modding scene - might just be a flight of fancy but we'll see.
Gundam Wing Civs
Now I'm not crazy into anime but I do hold a certain nostalgia for Gundam Wing and thought the factions in the show might make for some interesting civ designs, particularly as each one is sort of representative of the three Civ5 Ideologies and would gel well with them.
Organisation of the Zodiac (OZ) - Published 18/09/19
Leader: Treize Khushrenada
Capital: Catalonia (cities named after OZ-aligned characters and mobile suits)
Colours: Dark Green & Black
Start Bias: Avoid Jungle
UA: His Excellency
Cities celebrating WLTKD receive a +25%
Military Unit Production bonus and units they produce receive +15 Experience. Free barracks in every city.
UU1: Lightening Count (Great General)
Units within 1 tile of this Great General replacement can attack twice per turn in addition to the usual combat bonus. The Count also moves at double the rate.
UU2: Mobile Suit (Mechanised Infantry)
Ignores terrain cost and receives a 15% combat bonus when sharing a tile with a Great General. Classed as an Armour unit.
Strategy: OZ is purely designed for a Conquest
victory but to get the most out of the UA, you will need to channel Treize's political and military cunning to secure the resources your cities demand. Use Lightening Counts to double the attacking power of your armies and combine them with Mobile Suits to clinch those last capitals - especially if you enact the Autocracy 'Lightening Warfare' tenet, which buffs both UUs.
Themes: Peace | War
Sanc Kingdom - Published 10/01/21
Leader: Relena Peacecraft
Capital: New Port City (cities names after Sanc-aligned characters)
Colours: White & Purple
Start Bias: Grassland
UA: Battlefield of Pacifists
Can only build certain military units* and cannot capture cities (but can still receive them in trades). Buildings that provide Experience each gain a Writer specialist slot.
UU: Peacecraft Ambassador (Great Writer)
Political Treatises created by the Ambassador boost
Influence with all met City States (+15) and they can also conduct 'Peace Negotiations' in the territories of major civs to automatically enforce a 10-turn Peace Treaty, even if you are not at war.
UB: Peacecraft Institution (Military Academy)
In addition to Experience and a Writer specialist slot, this Military Academy replacement provides a Delegate for the World Congress/UN but only 4 can be built.
Strategy: The Sanc Kingdom is designed for those who prefer more peaceful games. With Great Writers who can increase influence with City States and buildings that produce Delegates, they are a shoe in for Diplomatic
victory although the ability to generate more Great Writers than other civilizations will also aid Cultural
victories. The main challenge will be defending your kingdom as you will be restricted with what military units you can built. You will want to ally yourself with militaristic City States as soon as possible to receive and upgrade units. You may also want to seek out Landsknechts and Foreign Legions from the Commerce policy and Freedom ideology trees respectively as these can be upgraded as well.
Themes: Peace | War
*Units they can build
Land: Scouts (they start with one), Anti-air units, Ranged units (excluding Siege)
Sea: Galleasses, Caravels, Frigates, Submarine units
Air: Fighter units
Romefeller Foundation
Leader: Duke Dermail
Capital: Luxembourg Headquarters (city names TBD)
Colours: Grey & Red
Start Bias: Avoid Tundra
UA: Military-Industrial Complex
All cities receive a +5%
Production bonus for every City State you can demand tribute from. Manufactories and Citadels yield +4
Science.
UU1: Chief Engineer (Great Engineer)
Creates a small tech boost when expended and can also construct Citadels.
UU2: Mobile Doll (Paratrooper)
Can Paradrop 9 tiles from friendly territory. Receives a +50% combat bonus when attacking and starts with the Cover 1 promotion. However, it does not receive a defensive terrain bonus or the pillaging bonus of the Paratrooper it replaces and is available later at Computers. Classed as an Armour unit.
Strategy: As the Foundation, you will want to focus on generating as many Chief Engineers as you can, possibly by following Duke Dermail's views on Tradition (via the policy tree), in order to boost science for a Scientific
victory. To receive the production bonus, you will need to deploy forces all over the world to intimidate City States - something the paradropping Mobile Dolls excel at and they will also benefit from the Order's Kremlin wonder. Of course, you can also use these fearsome troops and extra production to achieve a Conquest
victory.
Themes: Peace | War
Gundam Wing Civs
Now I'm not crazy into anime but I do hold a certain nostalgia for Gundam Wing and thought the factions in the show might make for some interesting civ designs, particularly as each one is sort of representative of the three Civ5 Ideologies and would gel well with them.
Organisation of the Zodiac (OZ) - Published 18/09/19
Spoiler :
Leader: Treize Khushrenada
Capital: Catalonia (cities named after OZ-aligned characters and mobile suits)
Colours: Dark Green & Black
Start Bias: Avoid Jungle
UA: His Excellency
Cities celebrating WLTKD receive a +25%

UU1: Lightening Count (Great General)
Units within 1 tile of this Great General replacement can attack twice per turn in addition to the usual combat bonus. The Count also moves at double the rate.
UU2: Mobile Suit (Mechanised Infantry)
Ignores terrain cost and receives a 15% combat bonus when sharing a tile with a Great General. Classed as an Armour unit.
Strategy: OZ is purely designed for a Conquest

Themes: Peace | War
Sanc Kingdom - Published 10/01/21
Spoiler :
Leader: Relena Peacecraft
Capital: New Port City (cities names after Sanc-aligned characters)
Colours: White & Purple
Start Bias: Grassland
UA: Battlefield of Pacifists
Can only build certain military units* and cannot capture cities (but can still receive them in trades). Buildings that provide Experience each gain a Writer specialist slot.
UU: Peacecraft Ambassador (Great Writer)
Political Treatises created by the Ambassador boost

UB: Peacecraft Institution (Military Academy)
In addition to Experience and a Writer specialist slot, this Military Academy replacement provides a Delegate for the World Congress/UN but only 4 can be built.
Strategy: The Sanc Kingdom is designed for those who prefer more peaceful games. With Great Writers who can increase influence with City States and buildings that produce Delegates, they are a shoe in for Diplomatic


Themes: Peace | War
*Units they can build
Land: Scouts (they start with one), Anti-air units, Ranged units (excluding Siege)
Sea: Galleasses, Caravels, Frigates, Submarine units
Air: Fighter units
Romefeller Foundation
Spoiler :
Leader: Duke Dermail
Capital: Luxembourg Headquarters (city names TBD)
Colours: Grey & Red
Start Bias: Avoid Tundra
UA: Military-Industrial Complex
All cities receive a +5%


UU1: Chief Engineer (Great Engineer)
Creates a small tech boost when expended and can also construct Citadels.
UU2: Mobile Doll (Paratrooper)
Can Paradrop 9 tiles from friendly territory. Receives a +50% combat bonus when attacking and starts with the Cover 1 promotion. However, it does not receive a defensive terrain bonus or the pillaging bonus of the Paratrooper it replaces and is available later at Computers. Classed as an Armour unit.
Strategy: As the Foundation, you will want to focus on generating as many Chief Engineers as you can, possibly by following Duke Dermail's views on Tradition (via the policy tree), in order to boost science for a Scientific


Themes: Peace | War
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