RetroA's Ideas

RetroA

Chieftain
Joined
Sep 15, 2015
Messages
25
Location
UK
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
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% :c5production: 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 :c5war: 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
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 :c5influence: 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 :c5influence: victory although the ability to generate more Great Writers than other civilizations will also aid Cultural :c5culture: 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
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% :c5production: Production bonus for every City State you can demand tribute from. Manufactories and Citadels yield +4 :c5science: 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 :c5science: 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 :c5war: victory.

Themes: Peace | War

 
Last edited:
Still getting used to ModBuddy but in the meantime I thought I might as well post a few other ideas I had floating around before I forget them (and also solidify my Gundam ideas). Rather than spam the forum with threads for each, I figured I might as well make this a 'RetroA's Ideas' thread like everyone else seems to be doing.

Misc Videogame Civs

Outer Heaven (Metal Gear Solid) - Published 25/10/20
Spoiler :

Leader: Big Boss (as he appears in MGS4)

Capital: Galzburg (cities named after locations in MGS5 and MGS3)

Colours: Olive & Yellow

Start Bias: Ocean

UA: Militaires Sans Frontieres
All melee land units receive the 'Fulton' promotion, giving them the chance to capture defeated enemy units. Receive +2 :c5gold: gold a turn for every City State you pledge protection to.

UU: Diamond Dogs (Paratooper)
Can Paradrop 9 tiles from any territory and earns promotions twice as fast as the Paratrooper it replaces.

UB: Mother Base (Military Base)
Provides twice as many hit-points as the Military Base it replaces (+50 in total) as well as +25% :c5science: Science. In addition, Offshore Platforms worked by the city yield +3 :c5science: Science.

Strategy: Outer Heaven - a nation of soldiers. As such, you will be geared for a Conquest :c5war: victory. Wars will yield more soldiers for your fight and the commerce bonus of the UA and science bonus of the UB will keep your growing numbers paid and equipped with the latest technologies. Of course, these bonuses can help attain other victories. You'll be butting heads with rival civs that bully your City State protectorates and you may have to make good on your promises - the Diamonds Dogs will prove useful to deploying troops quickly to defend your allies.

Themes: TBD


Cipher (Metal Gear Solid)
Spoiler :

Leader: Zero

Capital: TBD

Colours: Grey & Yellow

Start Bias: Ocean

UA: Begins at Zero
Cannot build Settlers or annex cities. Receives an extra Spy and Spies start as Agents. Killed Spies are replaced faster.

UU1: Intelligence Agent (Great Scientist)
Can construct Blacksites - these provide the same yields as Academies but can be constructed in the territories of City States to receive 30% of their :c5science: Science output. Pillaging it counts as an act of war and units stationed on it receive +50% defense.

UU2: XOF Unit (Marine)
Retains the bonuses as the Marine it replaces but has the 'Sapper' promotion to assist other units sieging a city and does not receive a trespassing penalty in City State lands.

Strategy: Despite being limited to one city, the Cipher organisation is designed to heavily use espionage and puppet states to achieve victory, predominately a Scientific :c5science: one. Use Intelligence Agents to construct Blacksites to boost science from City States even if they are not your allies. The XOF Unit will help defend these sites and attack rival cities to puppet.

Themes: TBD


Populous Tribe (Populous: The Beginning) - Published 17/08/19
Spoiler :

Leader: The Shaman

Capital: Taka (cities named after spell incantations)

Colours: Blue & Pale Yellow

Start Bias: None

UA: Gifts from the Ancients
Upon founding your :c5capital: Capital, all nearby Ancient Ruins are revealed. Quarries and Landmarks yield +2 :c5science: Science and +1 :c5faith: Faith with yield doubling upon discovering Archaeology.

UU: Firewarrior (Chariot Archer)
Has less movement (2) and range (1) of the Chariot Archer it replaces but has a higher defensive :c5strength: combat strength (9), receives a 25% bonus against fortified units and cities and earns :c5faith: Faith on kills.

UB: Vault of Knowledge (Library)
Provides +1 :c5faith: Faith in addition to the Library's usual :c5science: Science output and pre-gunpowder melee units built in the city receive the 'Mana' promotion, conferring a random special bonus* the first time it is used in combat.

Themes: Peace | War

*Combat Bonuses (based on spells from the game)
Magic Shield
: +25% defence against ranged attacks
Bloodlust: +15% combat strength and +1 movement
Invisibility: Invisible until it attacks or is adjacent to another unit and receives a 25% flanking bonus
Landbridge: Ignore terrain cost and can cross mountains
Swarm: Adjacent enemy units receive a 10% combat penalty and cause loosing enemy units to retreat (like Heavy Charge)

Alt UU: Preacher (Missionary)
Can engage in combat with strength :c5strength: 18 and units they defeat join your side. They can still spread faith but cannot enter rival territories without Open Borders like the Missionary they replace.


Dust Tribe (From Dust) - Published 26/06/21
Spoiler :

Leader: The Breath

Capital: Adewi Yulianti (cities named after powers from the game)

Colours: Dark Blue & Tan

Start Bias: Ocean

UA: Breath of Life
Cities act as sources of fresh water.

UU: Shaman (Great Musician)
In addition to creating Great Works of Music and performing Concert Tours, this Great Musician replacement can be expended in cities to start WTLKD celebrations.

UB: Totem (Monument)
In addition to the usual 2 :c5culture: Culture of the Monument it replaces, this building generates +1 GPP towards Great Musicians and has a slot for a Great Work of Music.

Themes: Peace | War


Zagorias Federation (Time Crisis 3)
Spoiler :

Leader: Giorgio Zott

Capital: Zagoria (city names TBD)

Colours: Green & Navy

Start Bias: Ocean

UA: Unilateral Offensive
All military units receive a 5% combat bonus in foreign lands for every civilisation that is denouncing the Federation (max 30%). Missiles and aircraft can be based in Forts and Citadels.

UU1: Frogmen (Marine)
Has all the same bonuses as the Marine it replaces but has +1 movement and ignores terrain cost when moving along tiles next to rivers.

UU2: VTOL Gunship (Helicopter Gunship)
Receives a 33% combat bonus when attacking cities and can capture them unlike the Helicopter Gunship it replaces.

Strategy: This design lets you play the bad guy more effectively as scorn from rival nations will help bolster your attacking armies. The Federation specialises in late game Conquest :c5war: victories with fast units backed up forward operating missile and airbases using Forts and Citadels.

Themes: Peace | War


Coalition of Ordered Governments (Gears of War)
Spoiler :

Leader: Richard Prescott

Capital: Ephyra (city names taken from GoW lore)

Colours: Grey & Blue

Start Bias: Hills

UA: Fortification Act
The :c5capital: Capital receives +5% Great Person generation for every :c5trade: city connection. Military defensive buildings are 50% cheaper to build.

UU: Gears (Infantry)
Starts with the Cover 1 promotion and inflicts 33% extra damage to wounded units unlike the Infantry it replaces.

UB: Azura (Research Lab)
Maintains the same benefits as the Research Lab it replaces but also provides +25% Great Person generation and +15 hit-points to the city.

Strategy: This COG design focuses on Great Person generation to facilitate any kind of victory. You will want to build a wide empire to boost your :c5capital: Capital and the UA, UB and even UU will help defend your long borders even if your non-capital cities are underdeveloped.

Themes: TBD


House Steiner (Mechcommander 2)
Spoiler :

Leader: David Renard

Capital: Tharkad (cities named after Steiner controlled planets)

Colours: Light Grey & Dark Blue

Start Bias: Hills

UA: Desperate Measures
Cities receive a +50% :c5production: Military Unit Production bonus when experiencing starvation. All units receive a 10% combat bonus when defending.

UU: Legion Tank (Tank)
Has a much higher :c5strength: combat strength (90) than the Tank it replaces but is slower and cannot move after attacking. Requires a Factory in the city to build.

UB: Gulag (Courthouse)
Can be built in non-occupied cities and provides +2 Happiness unlike the Courthouse it replaces. It is also cheaper to maintain.

Strategy: This civ design isn't necessary intended for any specific type of victory but will be more useful if your back is against the wall. You will be able to pump out troops if you city is starving (whether intentional or being surrounded by hostile forces) and the UB will help maintain happiness during these trying times. The UU will also withstand a lot more punishment if you need to clear your land of attackers.

Themes: Track 22 (Peace) | Track 5 (War)


House Liao (Mechcommander 2)
Spoiler :

Leader: Anita Cho

Capital: Sian (cities named after Liao controlled planets)

Colours: Green & White

Start Bias: Grassland

UA: Interesting Times
All cities receive a 5% border growth bonus for every war between met civilisations that do not involve House Liao. All units gain +1 sight.

UU1: Instigator (Archeologist)
Available earlier at Education and, as well as excavating Antiquity Sites, can be expended in neutral territory to spawn a Barbarian Encampment. It is also invisible to all non-adjacent units. Requires a University in the city to build.

UU2: Operative (Paratrooper)
Cannot paradrop but maintains the pillaging bonus of the Paratropper it replaces, has +1 movement and is invisible to non-adjacent units. It can also enter rival territory without Open Borders but takes 15 hit-points of damage if it ends its turn there.

Strategy: House Liao specialise in clandestine operations designed to hinder rivals rather than being geared towards a specific type of victory - you will be able to gain more territory quickly if you incite warfare between rivals, the Instigator unit can spawn Barbarians to hassle less defended rivals (or City States who may even reward you to get rid of them) and, if you do get dragged into war, the Operative unit will be able to pillage rival lands unabated or serve as a late game scout during peace.

Themes: Track 20 (Peace) | Track 10 (War)


House Davion (Mechcommander 2)
Spoiler :

Leader: Susan Kelly

Capital: New Avalon (cities named after Davion controlled planets)

Colours: Brown & Yellow

Start Bias: None

UA: Spoils of War
Gains :c5science: Science for every enemy unit killed. All units receive a 10% combat bonus when attacking.

UU: Bondsman (Longswordsman)
Starts with the Shock 1 promotion, earns promotions twice as fast as the Longswordsman it replaces and does not require Iron to build.

UB: Salvage Yard (Recycling Center)
Available eariler at Replaceable Parts, the Recycling Center replacement only provides 1 Aluminium but is cheaper to build and maintain and Armour units built in the city receive the 'Repair' promotion. There is also no limit to the number that can be built across the empire.

Strategy: House Davion will assist Scientific :c5science: victory through warfare. The UU is overall superior to any unit of that time period (as you would expect from a Clan Bondsman) to help bring in science and, with the UB, you will be able to setup your Aliminuim supplies earlier to help build spaceship parts sooner whilst allowing your troops to get back to the battlefield faster.

Themes: Track 23 (Peace) | Track 30 (War)

 
Last edited:
I still plan to try and create some of these designs when I get some time but there's a lot of fun to be had adapting fictional entities into Civilisations themselves so I've gone and dumped a whole load more as well as tweaked existing ones (even though I realise fictional civs don't get as much attention). Been seeing a lot of Skyrim-related mods go up recently so figured I'd design some civs based on the major holds in the game.

Skyrim Hold Civs

Eastmarch
Spoiler :

Leader: Ulfric Stormcloak

Capital: Windhem (city names based on locations within the Eastmarch region)

Colours: Blue & Grey

Start Bias: Tundra

UA: Valunstrad
All units receive a +20% combat bonus when fighting in their own territory and an additional 10% if within 2 tiles of a Shrine of Talos. Rival Missionaries suffer double attrition.

UU: Stormcloak (Swordsman)
Moves through Snow, Tundra, or Hill at double speed and can move after attacking. It also gains a +25% combat bonus on those tiles. Requires Iron to build.

UI: Shrine of Talos
Yields +1 :c5faith: Faith and +1 :c5culture: Culture with an additional +1 :c5gold: Gold upon discovering Theology. Available at Iron Working and can only be built on Tundra, Snow and Hill tiles and cannot be adjacent to another Shrine of Talos.

Themes: TBD


Haafingar
Spoiler :

Leader: Elisif

Capital: Solitude (city names based on locations within the Haafinger region)

Colours: Red & Grey

Start Bias: Ocean

UA: The Poetic Edda
During WLTKD, cities earn Golden Age points equal to their local happiness. Golden Age bonuses are doubled.

UU: Imperial General (Great General)
Units within two tiles earn Golden Age points when defeating an enemy unit in addition to the usual combat bonus.

UB: Bards College (Musicians' Guild)
Contains 2 slots for Great Works of Music and provides +1 :c5culture: Culture for each Trade Route from the city with a different civ or City State.

Themes: TBD


The Reach
Spoiler :

Leader: Igmund

Capital: Markarth (city names based on locations within the Reach region)

Colours: Green & White

Start Bias: Hills

UA: Ancient Knowledge
Receive a small tech boost whenever an Antiquity site is excavated. Mines yield +1 :c5science: Science.

UU: Animunculi (Crossbowman)
Can move faster (3 movement) and has a higher defensive :c5strength: combat strength (18) than the Crossbowman it replaces.

UB: Cidhna Mine (Mint)
Each mined resource worked by the city yields +2 :c5gold: Gold. Reduces enemy spy stealing rate by %15. City must have a least one mineable resource worked nearby.

Themes: TBD


The Rift
Spoiler :

Leader: Maven Black-Briar

Capital: Riften (city names based on locations within the Rift region)

Colours: Purple & Green

Start Bias: Grassland

UA: Underworld Connections
Trade Routes to cities where a Spy is stationed yield +2 :c5gold: Gold. Receive a lump sum of :c5gold: Gold everytime a Spy successfully steals technology, stages a coup or kills a rival Spy.

UU: Guildmaster (Great Merchant)
Trade Missions conducted by the Guildmaster yield +50% more :c5gold: gold and reduce all rival :c5influence: influence with the City State (similar to rigging elections).

UB: Black-Briar Meadery (Zoo)
Trade routes other players make to a city with a Meadery will generate +1 :c5gold: Gold for the city owner and the trade route owner gains +1 :c5gold: Gold for the trade route. No maintenance.

Themes: TBD

Whiterun Hold
Spoiler :

Leader: Balgruuf

Capital: Whiterun (city names based on locations within the Whiterun region)

Colours: Yellow & Brown

Start Bias: Plains

UA: On The Side of Whiterun
After researching Civil Service, all cities receive a +20% :c5food: Food and :c5production: Production bonus as long as you are not at war and are not part of any Declaration of Friendships.

UU: Companion (Longswordsman)
Has a 50% combat bonus against Barbarians and receives double :c5gold: gold from Barbarian Encampments. They do not receive a trespassing penalty in City State lands and can repair pillaged improvements.

UB: Skyforge (Forge)
Provides +1 Iron in addition to the usual bonuses of a Forge and does not require a source of Iron to be worked nearby the city.

Themes: TBD

 
Back
Top Bottom