I am now finally ready to do some major work on my mod (until now I basically did look for errors), so, just like when I first started it, I have some civs for which I need ideas for UHVs, UPs, and, since they'll be new civs, leaders, spawn dates, etc.
I can only add civs for the 600 AD scenario (using the slots otherwise occupied by possibly respawning 3000 BC scenario civs).
The civs I want to add next are:
- Mughal India
- Timurids (both as finally a central Asian civ and the new civ in Persia)
- Berbers (from the Almohads on)
- Italy
- Indonesia
Furthermore, there are 4 more slots I could fill with civilizations, but I don't know yet which to choose. Candidates so far are
- Canada
- Australia
- Brazil
- maybe a polynesian Civ
I think it’s time for more unsolicited suggestions.
If you are going to put a proper Australian civ in, I would change the terrain there – it’s too fertile and not mineral heavy enough compared to how it is in real life. I would add more copper/silver/gold/gem mines, and expand the desert. There also needs to be an oasis under the mountain in central Australia, so Alice Springs can actually be built.
For the purposes of this suggestion, I am assuming Australia spawns as a Vassal of the major colonial power on their continent (probably English or Dutch)
Name: Australia
Trade: *****
Production: ***
Culture: ***
Growth: *
Starting Situation: ***
Leaders: John Curtin
UU: Light Horse – Replaces Cavalry, retains ability to get defensive bonuses. Starts with charge promotion.
o Explanation: While there are a number of choices for UU that could be chosen to represent Australia, few are actually unique. The Australian Light Horse presents a truly unique unit - capable of fighting as regular infantry, taking a position as mounted infantry and charging enemy lines as cavalry.
UB: Convict Gaol – Replaces Jail. +5% production, +5% commerce.
o Explanation: Represents colonial era Australia. Also allows them to maintain competitive in terms of industry despite such a low population.
UP: Power of Commonwealth - Gold from Trade Routes increased by 25%.
UHV (Pick 3 of the following):
- Control at least one city in New Guinea, one city in Fiji and two in New Zealand by 2000 AD
- Gift 20 military units to other civilizations by 1950
- Achieve independence from foreign rule by 1901 (Or 1950 if spawning in 1901)
- Be the first to discover Refrigeration & Fusion.
- Have 20000 (or so) Gold by 2010
Preferred Civic: Commonwealth
Start: 1855 AD (When Self Rule had its roots and nationalism was kicking off) or 1901 AD (When Australia Federated). Pick whichever one is more balanced.
Starting Location: Canberra
Flip Zone: All cities on the continent belonging to their master.