Scapegrace's Stunningly Spurious Sivs. =]

Yeah, you've got a point there - Our World is basically Scapegrace and Urdnot Scott's Fun Design House. Not that I'm complaining, of course!
 
I kinda want to do Costa Rica. I currently have Nicaragua as my planned non-socialist Lat Am. civ but this seems a lot more interesting. What's Our World without an enviromentalist civ? (other than Kenya)

-> Nicaragua
--> Non-Socialist

U W0T M8?
 
Yeah, I was gonna say... bit odd. Hence why my own Nicaraguan design is rather more left-facing than that. =]
 
Hum, here are my takes on Costa Rica & Nicaragua, based off your designs of course:

Costa Rica (Jose Figueres Ferrer)
Start Bias: Coastal Jungle
Capital: San Jose
UA: Pura Vida
After adopting an Ideology, Cities Generate +5% Tourism for each unimproved tile within their territory. 1 Extra Happiness from Discovery of Natural Wonders.
UU: Carretero (Replaces Worker)
Ignores Difficult Terrain, unlike the Worker it replaces, and generates culture from moving.
UB: Eco Hotel (replaces Hotel)
50% of the Culture output of Wonders and Improvements added to the City as Tourism. + 50% of the Tourism from Great Works in City. Additionally, 50% of the Food Generated by Jungles in city is added as Tourism as well as the total Yields of Natural Wonders worked by the city.

Normally I'm against percentage bonuses, but I'll make an exception here because if it were raw yields the mechanic would be terribly abusable through founding cities everywhere after adopting Ideologies. It was odd that the Posterchild of Ecotourism didn't have Eco Hotels as the unique, so I set out to correct that, transforming the Carretería in an unit while I was at it to give the civ something to do early game and because having a military unique unit for a nation which... doesn't have military felt off.

Nicaragua (Augusto César Sandino)
Start Bias: Coastal
Capital: Managua
UA: Gobernar Desde Abajo
At the Outbreak of War, spawn a Barbarian Land Military Unit outside the other nation's Capital each time you adopt a Social Policy. Generates Tourism against civs whose units you kill within your territory equal to the defeated unit's strenght.
UU: Sandinista (replaces Infantry)
Starts with Woodsman. Additionally, unlike the Infantry it replaces, it may construct a Barbarian Encampment on Forest and Jungle Tiles in enemy territory. It is also cheaper.
UI: Galeria Praxis (replaces Museum)
When the theming bonus of a Galeria Praxis is fulfilled, the cost of Social Policies is lowered by 5% (max. 50%) and the Culture output of the City in which it is built is increased by 25%. Contains a slot for a Great Artist. Does not require an Opera House.

Talk about long UAs. I liked the general feel of the civ, but I didn't think the Production bonus was fitting, so I changed it to something that'd make more sense (Iran Contras anyone?). Something's telling me that UA is too long to properly appear in the description however.
 
Pre-Sandanista Nicaragua, silly geese. It was a Somoza civ.
 
Yeah it'd be a good idea to not make all of Our World's Latin American civs left wing. I mean Chavez and Fidel are already planned so an environmental or right wing Latin American civ would be nice for the sake of variety. Or a drug cartel civ, my personal choice, just because I think they could have some pretty cool and unique mechanics :p
 
I find the cartels and the drug war fascinating, so I'd be down for that but I'm not sure it fits in with the mechanics of Civ.

Unless....
Scape?
 
The Somozas were horrifying dictators backed by the Americans while people starved in the streets... and while they came before the Sandinista movement, the dynasty came to power as the result of an American-supported coup d'état against Sandino.

Just throwing that out there.
 
Eh, if we're up to making a Drug Cartel civ, why go with anything but the biggest?

A Colombian Civ led by Pablo Escobar would be awesome, I mean, it'll probably get you more flak than most of the other civs together but still, awesome.

(I know he wasn't president, but he had so much money and power he probably was more powerful than him).
 
If you do that, don't come to me for help.
 
I honestly don't see why there'd be a problem with doing Somoza or the drug cartels. There's already mods for Hitler, Stalin and Mao and there's a planned Fidel mod so you have the 4 worst dictators of the 20th century, at least in my opinion. Somoza was a horrible dictator, but all the stuff that happened to the people in his reign (starvation, poverty, etc) happened during Fidel's reign as well and is still going on in Cuba today. And yeah, while the cartels are terrible and commit many more crimes than drug trafficking like murder, kidnapping, etc, they're still immensely important in today's world and modern history so if there's a way to represent them reasonable in Civ, I don't see why not.

I'm not here to start a debate and I completely respect your opinion on both subjects as I can completely understand why you'd feel that way about having them in Civ, but I personally don't see why any significant organization, civ, or leader can't be added as a mod. It's just a firm opinion that I have so I tend to argue it whenever it comes up.
 
I honestly don't see why there'd be a problem with doing Somoza or the drug cartels. There's already mods for Hitler, Stalin and Mao and there's a planned Fidel mod so you have the 4 worst dictators of the 20th century, at least in my opinion. Somoza was a horrible dictator, but all the stuff that happened to the people in his reign (starvation, poverty, etc) happened during Fidel's reign as well and is still going on in Cuba today. And yeah, while the cartels are terrible and commit many more crimes than drug trafficking like murder, kidnapping, etc, they're still immensely important in today's world and modern history so if there's a way to represent them reasonable in Civ, I don't see why not.

I'm not here to start a debate and I completely respect your opinion on both subjects as I can completely understand why you'd feel that way about having them in Civ, but I personally don't see why any significant organization, civ, or leader can't be added as a mod. It's just a firm opinion that I have so I tend to argue it whenever it comes up.

Seriously? There's no way that Fidel is in the top four. Ismail Enver Pasha, Leopold II, Kim Jong-Il, Hideki Tojo, Pol Pot and many more were far worse than Fidel ever was.
 
I specifically said in my opinion. I'm Cuban and as a Cuban I've felt and seen and personally known far more people that have been affected by Fidel than by Pol Pot or Gaddafi or whoever. As a result, I personally hate Fidel and his government more than the regime of those other people. Objectively Pol Pot is worse than Fidel, he killed more people, but more subjectively from my point of view, Fidel is worse. You could argue with me as much as you want, but my opinion will not change. Fidel and his regime have destroyed my country and it's peoples, not just political executions, like my grandmother's first husband who was executed by Che Guevara, but also the people who's lives are ruined by of the situation Fidel has created in Cuba over time. If it wasn't for the terrible poverty and scarcity of resources in Cuba my cousin wouldn't have been assaulted while walking to a birthday party at night by a man hiding in the bushes with a baseball bat and possibly have permanent brain damage now. If it wasn't for Cuba's policies and position during the Cold War, another cousin of mine wouldn't have been sent to Angola to fight alongside communist insurgents and lost an arm over there. There are far too many people in my family that have been impacted incredibly negatively by Fidel's regime for my opinion on him to be anything less than in the same class as Hitler, Stalin, and Mao and for my opinion on Communism to be anything other than it is the worst political and economic system man has ever created. My opinion on those two things will not change. Think what you want of me, I don't give a f*ck.

Anyway, let's stop derailing Scapegrace's thread.
 
Yeah... that was really uncalled for. Particularly because this is Scapegrace´s thread and she's made it very clear before that she won't do designs for civs she has personal issues for.

So, leaving that behind, any comments on my take on your civs Scape, maybe?
 
Yeah. I... I think they're okay? However, I think the Carretero in particular needs work.

---

UU: Carretero (replaces Worker)
Unlike the Worker it replaces, ignores all movement penalties and generates Culture when building or repairing Roads and Railroads. May be expended for a small Culture boost in Cities with a Museum.

---

Generating Culture from moving around seemed just a little OP, especially since you can have loads of them walking in a circle with no real impact on the game. Personally, I like my take better (big surprise), but your ideas do have a lot to recommend them. I also like the second half of your Nicaragua UA a lot. =]
 
I want to play that Rwanda SO BAD.
 
Scapegrace's Palais Du Rhin Presents
KNOWLEDGE IS A LIGHTED LANTERN
Civilizations of the Middle East, Old and New

Spoiler The Amalekites :
The Amalekites (Agag)
Start Bias: Desert
Capital: Amalek
UA: The Sword That Bereaves
Melee Land Units gain a +1% Combat Bonus against units from a Major Civilization for each turn you are at war with them. Your Cities generate +2 Faith per turn while at war for each other Major Civilization allied to you in that war.
UU: Sabu Nagib (replaces Spearman)
Starts with the Drill I and +1 Movement promotions. Additionally, has the promotion "Na-Arun", which grants it a 50% chance of increasing its base Combat Strength by 1 every time it kills a unit. Upgrades to Swordsman.
UB: Sacred Palms (replaces Temple)
+2 Faith, +2 Food. Generates +1 additional Faith and +5% Growth for each Major Civilization with whom you have a common enemy.


Spoiler Artaxiad Armenia :
Artaxiad Armenia (Artaxias I)
Start Bias: Hills
Capital: Artaxata
UA: Songs Of Koght'en
If you issue a Joint Declaration of War against another Major Civilization, enter a Golden Age the first time you capture a City. Golden Ages last 10% longer and increase the Culture and Production output of all Cities by a further 10% for each non-Occupied foreign Capital under the Empire's control.
UU: Ayrudzi (replaces Chariot Archer)
Unlocked somewhat later than the Chariot Archer it replaces (at Engineering), and commensurately more expensive (90 vs. 56 at Standard speed), the Ayrudzi nevertheless has much to recommend it. They are much stronger, having 11 CS and 14 Ranged CS, ignore Rough Terrain Penalties, have a base movement of 3 with the Mobility promotion (for a total of 4), can move after attacking, and start with Volley. This is a powerful ranged unit, designed to excel at taking down cities. Upgrades to Crossbowman.
UB: Philhelline Theatre (replaces Colosseum)
Standard Colosseum benefits. Additionally, generates +20% Gold and +1 Golden Age point per turn when the City is sending an International Trade Route and contains a slot for a Great Work of Writing.


Spoiler Bactria :
Bactrian Empire (Eucratides)
Start Bias: Grassland
UA: Opulentissimum Bactrianum
Cities generate +15% Food when connected to the Capital, and the Capital generates +4 Gold for each City connected to it. Occupied Cities receive a free Courthouse upon Connection to the Capital.
UU: Thorakitai (replaces Swordsman)
More expensive than the Swordsman, but starts with Cover I and March, as well as the additional unique promotion "Thureos", granting a +33% Combat Bonus while defending against Melee attack. Upgrades as normal. Requires Iron.
UB: Phroyrion (replaces Market)
Standard Market benefits. Additionally, generates +1 Gold and +5% Military Unit Production bonus for each different Major Civilization sending an International Trade Route to you. +3 CS and +25 City HP.


Spoiler Colchis :
Colchis (Kuji)
Start Bias: Forest
Capital: Aia
UA: Heads Of Kartli
Each Courthouse in the Empire adds an additional +2 to all the yields of the Palace. Begin with a unique World Wonder in the Capital that provides +4 Gold, +4 Happiness, and +1 Culture - a yield which increases by +1 each time you advance to a new Era.
UU: Milesian (replaces Worker)
Generates +1 Gold in the Capital and closest Colchian City while constructing a Tile Improvement. This bonus is doubled if improving Luxury Resources. May be expended to hurry Military Production in the Capital.
UU: Sceptuchus (replaces Great General)
Generates +2 Gold, Production, Science, Culture, and Faith when garrisoned in a non-Occupied City. These yields increase by +1 for each Courthouse in the Empire.


Spoiler The Hephthalites :
The Hephthalites (Mihirakula)
Start Bias: Plains
Capital: Piandjikent
UA: Sveta Huna
Military Units garrisoned in Cities generate a +1% Military Production bonus in that City for each Puppeted City you control, increasing to +2% if the Puppeted City is a former Capital. All Units may move after attacking.
UU: Asbarobido (replaces Great General)
Standard Great General abilities. However, any unit with 3 or more Movement Speed gains an increased Combat Bonus (25% vs. 15%) if both it and the Asbarobido moved at least one tile during the Hephthalite's previous turn. The Capital generates Great People +5% faster for each Asbarobido in enemy territory.
UU: Tokharoi (replaces Composite Bowman)
Though much more susceptible to melee attack than the Composite Bowman it replaces (with a Combat Strength of 5 rather than a still-pretty-rubbish 7), the Tokharoi is faster, with a base Movement of 3 and the ability to ignore Terrain Penalties for movement (retained upon upgrading). It also has Mobility and the unique promotion, "Wusun Vultures", that allows it to gain a temporary +3% Combat Bonus when attacking per point of yields of the tile it is stationed on when it pillages that tile's Improvement. The bonus is removed on the next turn. Requires Horses and counts as a Mounted Unit. Upgrades as normal. Wusun Vultures is retained upon upgrading.
===
How Wusun Vultures works:-
Your Tokharoi is stationed on a Flood Plains tile with Wheat. With a Farm and a Granary in range, that yields 5 Food. If you pillage the farm that turn, the Tokharoi gains a +15% Combat Bonus when attacking that turn.

Your Tokharoi is stationed on a Desert tile with only a Trading Post. Pillaging the Trading Post will only grant a +3% Combat Bonus.

Of course, it'd account for yields from buildings, religions, and the like.


Spoiler Iran :
Iran (Ruhollah Khomeini)
Start Bias: Desert
Capital: Tehran
UA: Three Pillars
Purchasing Military Units with Faith grants a flat boost of Culture equal to the amount of Faith expended. while purchasing Military Units with Gold increases the amount of Faith generated in the Capital by +2. Post-Industrial Units may be purchased with Faith after the adoption of an Ideology.
UU: Basiji (replaces Infantry)
Starts with 1 additional Experience Point for every 3 points of Faith per turn generated in the Capital (max. 45). When in foreign territory, generates Gold per kill; when in Iranian territory, generates Faith per kill.
UB: Komiteh (replaces Police Station)
Standard Police Station benefits. Generates +1 Faith for every 3 Unhappiness in the City in which it is built. After selecting your first Level 3 Ideological Tenet, generates +1 Culture and Gold per Ideological Tenet unlocked.


Spoiler Nicaea :
Nicaea (Theodore I)
Start Bias: Coastal
Capital: Nicaea
UA: To Regain Constantinople
Land Units gain a +25% Combat Bonus when attacking enemy Cities, rising to +50% if the target City used to be owned by you or a Civilization with whom you have a Declaration of Friendship. Captured Cities convert to the Empire's majority Religion.
UU: Allagion (replaces Longswordsman)
Weaker than the Longswordsman it replaces (18 vs. 21), the Allagion is cheaper to build and may be bought with Gold at half the usual price. However, its true power lies in its unique promotion, "Pronoiarios", which grants a +5% Combat Bonus while attacking for each Bonus or Strategic Resource Tile within range of the City in which it was trained, and a +10% one for each Luxury Resource Tile within range of that City. Each bonus maxes out at 50%. Requires Horses instead of Iron.
UU: Archontopoulai (replaces Knight)
Unlike the Knight it replaces, it starts with Formation I, Cover I, and a unique promotion, "Sons Of The Victorious Dead", that allows them to deal +33% additional damage to any unit that has killed a Nicaean unit, including Cities. Similarly, it has no Combat Penalty against cities either. While more expensive, it is considerably cheaper to buy with Faith and does not require the Holy Warriors belief to do so.


Spoiler Ottoman Beylik :
Ottoman Beylik (Orhan Bey)
Start Bias: Grassland
Capital: Sogut
UA: Pelekanon And Onward
Land Units gain a Combat Bonus in foreign territory that increases the closer they are to that Civilization's Capital. Upon Declaring War with a Major Civilization, receive a copy of a Unique Unit for which you have the requisite Technology from a Civilization not in the game.
UU: Yaya (replaces Longswordsman)
Cheaper and weaker than the Longswordsman it replaces, the Yaya is faster, with the +1 Movement promotion. They also receive the unique promotion "Anvil of Marica", which allows adjacent units deal +50% bonus damage when defending against Mounted Units and +33% when attacking them. Upgrades to Musketman as normal, but does not require Iron.
UU: Timariot (replaces Lancer)
The Timariot is unlocked at Banking and has the unique promotion "Jebelu Muster" that allows adjacent Ottoman units to earn Experience 50% faster when defending. Requires Horses. Upgrades to Cavalry.


Spoiler Pontus :
Pontus (Mithridates VI)
Start Bias: Coastal
Capital: Amaseia
UA: Eupator Dionysus
Generate +20% Culture in the Capital for each Major Civilization with whom you are at war. Generate +0.5 Influence per turn with any City-State with whom you have a Trade Route for each foreign Capital you control.
UU: Takabara (replaces Swordsman)
Does not require Iron. Slightly stronger than the Swordsman it replaces (16 vs. 14), the Takabara starts with Charge and a unique promotion, "Sagaris", that grants a +33% Combat Bonus on the first turn they enter combat with an enemy Unit. Double Movement on Hills.
UB: Heroon (replaces Monument)
+2 Culture. +1 additional Culture and Faith for every City-State whom you are sending a Trade Route.


Spoiler The Sassanids :
The Sassanids (Khosrau I)
Capital: Ctesiphon
Start Bias: Desert
UA: Eranshahr
Workers construct Tile Improvements 50% faster while the Empire is at War and generate +2 Gold per turn when garrisoned in a non-Occupied City. Ranged Land Units start with +1 additional Experience for every 2 Buildings in the Capital.
UU: Mangenik (replaces Catapult)
Slightly cheaper than the Catapult it replaces, the Mangenik starts with Cover I and the unique Promotion "Koshkanjir", which grants it both a Defensive Combat Bonus from Difficult Terrain and a +25% Combat Bonus while attacking if it shares a Tile with a Civilian Unit or Great Person.
UI: Siege Mound (All New!)
An entirely new and very different Unique Improvement, the Siege Mound can only be constructed within 2 Tiles of a City not under the control of the Sassanids. It is an offensively oriented edifice, as it causes the Tile upon which it is constructed to count as a Hill for purposes of Line of Sight, Vision, Terrain Bonuses, and so on. Furthermore, Siege Units stationed atop a Siege Mound gain an additional +33% Combat Bonus when attacking Cities. Upon signing a Peace Treaty with the relevant party, all Siege Mounds in Sassanid Territory are removed.


Spoiler Urartu :
Urartu (Semiramis)
Start Bias: Coastal
Capital: Tushpa
UA: Reach Of Argishti
Gain a +2% Military Production bonus in all Cities for each Major Civilization with whom you are trading a Strategic or Luxury Resource. Generate +2 Faith for each Major Civilization with whom you have a direct land border.
UU: Mare-Man (replaces Chariot Archer)
Unlike the Chariot Archer it replaces, the Mare-man is a melee unit. Also vastly different to the Chariot Archer, it starts with Formation I, +1 Movement, and the unique promotion "Suri of Haldi", which grants a +5% Combat Bonus for every Shrine and Temple in the Empire, to a maximum of +50%. Upgrades to Knight.
UB: Sisi (replaces Temple)
+2 Faith. Costs no Maintenance, and generates +1 Faith for each Military Unit trained or purchased for Faith in the City in which it is built. Each Sisi lowers the cost of purchasing Military Land Units with Faith by -5%, to a maximum of -50%.
 
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Scapegrace's Palais Du Rhin Presents:
BAUBLE OF THE GODS
Civilizations of Europe, Old and New

Spoiler Arelat :
Arelat (Conrad I)
Start Bias: Grassland
Capital: Arle
UA: Second Kingdom Of Burgundy.
Gain a large amount of Faith and Golden Age Points every time you persuade a Major Civilization to declare war on, make peace with, Denounce, or Embargo another Major Civilization. Military Units gain a +1% Combat Bonus for each foreign Unit in your empire, whether Military or Civilian (max. 50%).
UU: Hospitalier (replaces Knight)
Stronger and faster than the Knight it replaces. Starts with Shock I as well as a unique promotion, "Conrad the Peaceful", that grants a +5% Combat Bonus while attacking for each City-State Allied to Arles and a +10% Combat Bonus while defending for each City-State Allied to the enemy unit's owner. It is cheaper to buy with Faith and may be purchased with Faith even if you do not have a Religious Belief enabling you to do so, but more expensive to build and cannot be bought with Gold.
UB: Walled Town (replaces Amphitheatre)
Standard Amphitheatre bonuses. In addition, grants +6 City Defensiveness and +75 City HP. Generates +1 Faith, as well as an additional +1 Faith for every other Defensive Building in the City in which it is built.


Spoiler Belarus :
Belarus (Vsevlav Bryachislavich)
Start Bias: Grassland
Capital: Minsk
UA: The Sorceror's Keeps
Cities gain +1 additional Happiness and +2 Production for each Defensive and Military Building. Social Policies are +1% cheaper for each Great Person born, with the bonus doubling if they were born in or outside the Capital.
UU: Bogatyr (replaces Knight)
Unlike the Knight it replaces, it generates Great Writer points per kill. It also starts with the unique promotion, "Lay of the Host of Igor", which grants a +50% Combat Bonus while attacking if the Bogatyr has pillaged a tile this turn. Upgrades to Cavalry as normal.
UU: Samoobrona (replaces Great War Infantry)
When garrisoned in a City, the Samoobrona grants a +3% bonus to that City's Culture output per Level it has achieved. Additionally, it starts with the unique Promotion "Bialorusi Volunteers", which grants it a +4% Combat Bonus for each Promotion the unit possesses when in combat with units of a different Ideology. Upgrades to Infantry.


Spoiler Belgium :
Belgium (Leopold I)
Start Bias: Grassland
Capital: Brussels
UA: Nestor Of Europe
Upon brokering a peace deal between two other Major Civilizations who are at war, all Cities enter a We Love The King Day and the Empire begins a Golden Age. +2 Production from Forts.
UU: Garde Civique (replaces Musketman)
Unlike the Musketman it replaces, the Garde Civique generates +2 Production for every Promotion it possesses while Garrisoned in a non-Occupied City. It also starts with the unique promotion "Brialmont", allowing it to gain a +33% Combat Bonus while defending on a Fort tile.
UB: Cockerill Mill (replaces Factory)
Does not require Coal, but is considerably more expensive than the Factory it replaces. However, it also generates +5% Growth and 1 Great Engineer point for each Strategic Resource worked by the City in which it is built.


Spoiler Brabant :
Brabant (John III)
Start Bias: Grassland
Capital: Leuwen
UA: Joyous Entry
Generate +1 Gold in the Capital for every City connected to your Trade Network. Upon the Connection of a City you settled to your Trade Network, increase the Local Happiness in that City by +1 and gain a boost of Culture*.
UU: Beer (replaces Trebuchet)
The Beer has a lower range than the Trebuchet it replaces, a mere 1. However, it starts with both Cover I and Volley, FOUR base movement, and can move after attacking. Requires Iron, though. Upgrades to Cannon.
UB: Grote Markt (replaces Bank)
The Grote Markt has a peculiar benefit, in addition to the ones provided by the Bank it replaces. Tiles that yield Gold that are directly adjacent to the City in which it is built generate +3 Gold, tiles two tiles away that yield Gold generate +2 Gold, and tiles three tiles away that yield Gold generate +1 Gold. Additionally, if the City in which it is built is connected to the Capital, 20% of the Capital's City Combat Strength is added to its own. 50% more expensive than the Bank it replaces. Requires a Market
===
*The bonus from the UA is based on the size of the City being connected and the distance from the Capital.


Spoiler Brittany :
Brittany (Nominoe)
Start Bias: Coastal
UA: League of the Public Weal
Trade Routes with City-States grant +25% Great People generation in the City that started the trade. Trade Missions generate double the normal amount of Influence with a City-State.
UU: Saint-Malo Corsaire (replaces Privateer)
+1 Movement. Has a unique promotion, Lettre de Course, that means it can plunder any Sea Trade Route, regardless of whether either Civilisation is at war with the unit's owners or not. Upgrades to Destroyer, rather than Ironclad, and generates Great Merchant points per kill.
UB: Menhir (replaces Monument)
+1 Culture, +1 Gold. Culture output increases by +1 every time you enter a new Era after it is built. +2 Gold after Archaeology is discovered.


Spoiler Burgundy :
Duchy of Burgundy (Philip II)
Start Bias: Grassland
Capital: Dijon
UA: Guns Of Odruik
Gunpowder and Gun Units deal +33% additional damage to Cities and take +33% less in return. Gain a Great Scientist and Engineer upon constructing your first Cannon.
UU: Quanon (replaces Cannon)
Unlike the Cannon it replaces, the Quanon is rooted in historical accuracy; rather than being an artillery piece of the Renaissance, this unit becomes available at Civil Service and is a superlative besieging unit. It starts with Volley and Armour Plating I, giving it access to this promotion tree, as well as having 18 Melee Combat Strength vs. 14, making them exceptionally durable. However, they are more expensive than Cannons (296 vs. 185 Production on Standard speed) and require Iron.
UB: Confrérie de Sainte-Barbe (replaces Workshop)
Available at Theology rather than Metal Casting, unlike the Workshop it replaces, the Confrérie de Sainte-Barbe has all the standard Workshop bonuses. It also grants newly-trained Siege Units Great Generals I and the unique promotion "Fondeurs Reputes", granting them +1 Range and a +25% Combat Bonus while Attacking when within range of a Great General. More expensive (160 vs. 120 Production on Standard speed), but may be purchased with Faith.


Spoiler The Cathars :
The Cathars (Esclarmonde de Foix)
Start Bias: Grassland
Capital: Carcassonne
UA: The Good Men
Gain a small boost of Faith upon improving a Tile, and a large boost of Faith upon giving Gold or Resources to another player. The Faith output and Growth bonuses of all Cities are doubled when at peace.
UU: Parfait (replaces Missionary)
+1 Faith in the capital for each Parfait spawned. Additionally, Parfaits grant a +33% Combat Bonus while defending for adjacent units, rising to +50% for Mounted Units. May convert Cities one additional time.
UB: Castrum (replaces Castle)
Much cheaper than the Castle it replaces, the Castrum provides less City CS but considerably more Hit Points. Additionally, Mounted Units garrisoned in a city with a Castrum generate +1 Faith, Production, and Culture per turn for every 4 Citizens in that City. Does not require Walls.


Spoiler Duchy of the Archipelago :
Duchy of the Archipelago (Marco I)
Start Bias: Coastal
Capital: Nasso
UA: Crusaders Of The Cyclades
The first time you send an Internal Sea Trade Route to another City you control, it becomes connected to your Trade Network by a unique "Sea Lane" City Connection which grants a +10% bonus to Growth and Naval Unit Production in that City. The Capital gains a +5% bonus to Growth, Building Production, and Gold for each City connected via Sea Lane (max. 50%).
UU: Galea Sottile (replaces Caravel)
Starts with the unique promotion "Scaloccio", granting it +2(!) Movement and a +33% Combat Bonus when beginning its turn on or adjacent to a Land or Atoll Tile; however, this is counterbalanced by it suffering a -25% Combat Penalty on Ocean Tiles. It also has Coastal Raider I. Much more expensive than the Caravel it replaces (180 Production vs. 120 on Standard). Upgrades as normal.
UB: Italian Kastro (Replaces Castle)
Standard Castle bonuses. Road and Railroad tiles within workable range of this City do not cost any Maintenance. In addition, grants a +5% Military Unit Production bonus for each Quarry or Fishing Boat tile within workable range of this city.


Spoiler Epirus :
Epirus (Pyrrhus)
Start Bias: Grassland
Capital: Amvrakia
UA: Pyrrhus Aspetos
Mounted Units are cheaper to train and generate Faith when garrisoned. +10% Production bonus in all cities for each foreign capital you control, rising to +20% if the Capital is on a different landmass.
UU: Ptolemaic Elephant (replaces Chariot Archer)
Unlike the Chariot Archer it replaces, the Ptolemaic Elephant is, er, an elephant. It retains the standard bonuses of the Chariot Archer, but gets double movement in rough terrain rather than being stopped dead by it. It is also 5% cheaper for every Declaration of Friendship you have with another Major Civilization. Upgrades to Crossbowman.
UU: Tarantine Cavalry (replaces Horseman)
A very powerful battlefield unit, the Tarantine Cavalry begins with a trait and a promotion. The trait is First Strike, whose utility is well known from the Impi. The promotion, "Perispasmoi", is unique and grants double movement after attacking. Requires Horses and upgrades to Knight.


Spoiler The EU :
The European Union (Robert Schuman)
Start Bias: Grassland
Capital: Bruxelles
UA: United In Diversity
Trade Routes to a City-State and EU Cities founded within 6 tiles of a City-State generate Influence with that City-State. International Trade Routes, including to City-States, generate additional Gold and Culture based on the number of Social Policies and Ideological Tenets you have adopted.
UB: Eurotower (replaces Stock Exchange)
Standard Stock Exchange bonuses. In addition, International Trade Routes sent to and from cities with a Eurotower generate +2 Food, Production, Science, and Culture per turn for the trade route owner. More expensive than the Stock Exchange it replaces (550 Production vs. 500 on Standard speed).
UU: Eurofor (replaces Paratrooper)
Stronger than the Paratrooperit replaces (70 Combat Strength vs. 65) but a lot more expensive (475 Production vs. 375 on Standard Speed). It also cannot attack or Pillage tile improvements. However, it starts with Medic I, March, and Survivalism I, may access further Survivalism promotions, and may repair Tile Improvements in friendly territory. Upgrades to XCOM Squad.


Spoiler The Hanseatic League :
The Hanseatic League (Henry III)
Start Bias: Coastal
Capital: Lübeck
UA: Lübisches Recht
Gain a flat amount of Gold and Golden Age points whenever you trade a Luxury or Strategic Resource to another Major Civilization, with the amount increasing the more you trade away at a time. Buildings are 1% cheaper to purchase with Gold for each Building you purchase with Gold or Faith, or acquire for free*.
UI: Kontor (All new!)
Unlocks at Currency. The Kontor must be constructed directly adjacent to a foreign City and may replace an existing Improvement. It yields +2 Gold and +2 Food, and generates an additional +1 Gold after Compass and Banking are researched and +1 Food after Navigation is researched. 5% of that City's Gold output is generated in the Hanse's Capital. Only one Kontor may be constructed per City. Takes twice as long to build as a standard tile improvement.
UU: Cog (replaces Galleass)
Unlike the Galleass it replaces, the Cog can enter deep ocean. It is also slightly faster, with a base movement of 4, starts with Volley and Bombardment I, and is a lot more expensive. The first time you build one, begin a Golden Age.


Spoiler The Hussites :
The Hussites (Jan Hus)
Start Bias: Grassland
Capital: Prague
UA: Chalice People
Units gain a +25% Combat Bonus when fighting against followers of the same religion. Spawn a Great Prophet the first time you spawn a Great General.
UU: Wagenburg (replaces Cannon)
Slightly more expensive than the Cannon it replaces (210 Production vs. 185 on Standard Speed) and requiring both Horses and Iron, the Wagenburg had better be worth it - and it is. Available at Theology, the Wagenburg is the only military unit that can occupy the same tile as another military unit. It still has to set up to fire, but it has both Medic I & II and the unique "Houfnice and Pistala" Promotion, allowing it to contribute its own Melee Combat Strength to the base Combat Strength of a unit occupying the same tile when that unit is defending (for instance, a Swordsman would have 14+14=28 Combat Strength before any bonuses from Promotions). Upgrades as normal.
UU: Zizkan Infantry (replaces Longswordsman)
Cheaper than the Longswordsman it replaces (96 Production vs. 120 on Standard speed), the Zizkan Infantry is a powerful counterattacking unit. It starts with both Charge and the unique "Sudomer" Promotion, granting a +50% Combat Bonus while Attacking if it is below 75% HP and ignoring the Combat Penalty for being below full strength. It also has a similar trait to the Pikeman line, granting it a +33% Combat Bonus against Mounted units. Upgrades as normal. Does not require any Strategic Resources.


Spoiler Kent Split :
Kingdom of Kent (Æthelberht)
Start Bias: Coastal
Capital: Canterbury
UA: Cantwara
When this civilization is the target of a Declaration Of War, units gain a +10% Combat Bonus while defending for each Major Civilization at war with them (max. 50%). Cities gain additional religious pressure and spread distance based on the number of different Luxury Resources within workable range.
UU: Augustinian (replaces Missionary)
A unique Missionary, the Augustinian may Spread Religion, has higher movement speed, and gains a 50% bonus to religious power when in foreign territory. It also generates a small amount of Culture when it Spreads Religion to a foreign City.
UB: Abbey (replaces Shrine)
Nearby Luxury Resources generate +1 Faith when Improved. More expensive than the Shrine it replaces (50 Production vs. 40 on Standard).
---
Kent (Wat Tyler)
Start Bias: Coastal
Capital: Maidstone
UA: Garden Of England
Bonus Resources grant +1 of each Yield when Improved. Cities generate +10% Culture per turn while training Naval Units.
UB: Oast House (replaces Windmill)
Cheaper than the Windmill it replaces (180 Production vs. 250 at standard speed) and available at Machinery rather than Economics, the Oast House is a superb source of Food and Production. While it retains the Engineer Slot and +10% Building Production bonus, it does not grant any base Production; instead, it grants +1 Food and Production to nearby Bonus Resources. It can also be constructed in Cities built on any terrain.
UU: Lime-Mortar Ship (replaces Galleass)
More expensive than the Galleass it replaces (120 Production vs. 100 at standard speed), the Lime-Mortar Ship is tougher and hits harder, with access to two extremely rare Promotions, at least for combat ships: Wolfpack I and Armour Plating I. It may access further promotions in these trees. Additionally, it creates an area of Fallout on the tile it Bombarded which disappears after 5 turns on standard speed. Upgrades as normal.


Spoiler La Tene :
La Tene (La Femme de Vix)
Start Bias: Hills
Capital: Marin-Epagnier
UA: Head-Takers
Tiles in your territory generate +1 Faith for each Land Unit that died on them. Gain a flat amount of Faith every time you train a Land Unit or construct a Pile Dwelling.
UU: Ecuyer (replaces Swordsman)
Starts with additional experience for each Mine worked by the City in which it is trained. Has the promotion "Noric Steel", which grants double movement on Hills and a +25% Combat Bonus against units that require a specific Resource. Requires Iron.
UI: Pile Dwelling (All New!)
Unlocked at Bronze Working. May only be built on tiles adjacent to Lakes. +2 Food, +2 Faith, +1 Production. +1 Culture and Tourism after Archaeology is researched.


Spoiler Limburg :
Limburg (Henry IV)
Start Bias: Hills
Capital: Limbourg
UA: Lands Of The Overmaas
Units receive double movement and a Defensive Combat Bonus on Hill tiles. Social Policies and Ideological Tenets grant bonuses in the Capital, depending on the Ideology and Social Policy Tree*.
UU: Piekdrager (replaces Longswordsman)
Unlike the Longswordsman it replaces, the Piekdrager is a formidable defensive line, gaining a +15% Combat Bonus while Defending for each adjacent Limburger unit. It also starts with the unique promotion "Worringen Remembered", which grants it the ability to generate 1 Culture for every 3 damage it takes from an enemy attack, and Medic I. Upgrades as normal. Requires Iron.
UI: Kaasboer (All new!)
Aviable at Civil Service. Must be built on a River Tile. +2 Gold, +2 Culture. +1 Food every time you advance to a new Era.
===
*Those bonuses are as follows:-
Tradition: +2% Growth per Policy
Liberty: +5% Great People generation rate per Policy
Honour: +4% Land Unit Production bonus per Policy
Piety: +1 Faith and +5% Religious Pressure per Policy
Patronage: +2 additional Influence from Military Unit and Gold Gifts per Policy
Aesthetics: +5% Tourism bonus per Policy
Commerce: +1 and +6.67% Gold per Policy (caps at 33%)
Exploration: +5% Naval Unit Production bonus per Policy
Rationalism: +1 and +5% Science per Policy
Freedom: +1 Culture and +2% Great People generation rate per Tenet
Order: +1 Production per Tenet
Autocracy: +5% additional Experience from Combat per Tenet


Spoiler The Livonian Order :
The Livonian Order (Volquin)
Start Bias: Grassland
Capital: Fellin
UA: Militia of Christ
Receive a free Great General every time you expend a Great Prophet. Mounted Units generate Faith equal to their Combat Strength when Pillaging enemy Tile Improvements.
UU: Sword Brother (replaces Knight)
Cheaper than the Knight it replaces (100 Production vs. 120 on Standard speed). Starts with Charge and the unique promotion "Komtur", which doubles the Combat Bonus received from Great Generals. Upgrades as normal.
UU: Bricole (replaces Trebuchet)
Much more expensive than the Trebuchet it replaces (160 Production vs. 120 on Standard speed). However, it starts with the Mobility promotion as well as the unique promotion "Siege of Tartu", which grants it the ability to Pillage tiles for 0.5 Movement cost. Upgrades as normal.


Spoiler Lorraine :
Lorraine (René II)
Start Bias: Grassland
Capital: Nancy
UA: Chateau de Luneville
Great People are generated 10% faster in the Capital for each foreign Capital you control. The cost of purchasing Buildings with Gold or Faith is decreased by the amount of Culture you generate per turn.
UU: Vorhut (replaces Pikeman)
A radically different unit to the Pikeman it replaces, the Vorhut has 4 base Movement and is slightly stronger (18 vs. 16). In addition to the standard bonuses of the Pikeman, it starts with Sentry I and II, as well as the unique promotion "Murten Surge", allowing it to deal additional damage the more it has moved each turn. Upgrades to Cavalry.
UB: Basilique (replaces Temple)
+2 Faith. Additionally, generates +1 Faith and Culture for every Specialist slot worked in the City in which it is built.


Spoiler Malitah :
Malitah (Muhammad ibn Hafagab) (Muslim Malta, in case you were wondering)
Start Bias: Coastal
Capital: Mdina
UA: Rich In Everything Good
During a Golden Age, all Bonus and Luxury Resources yield +1 Food. Cities gain 1 free Citizen upon entering a We Love The King Day.
UB: Noria (replaces Aqueduct)
Standard Aqueduct bonuses. In addition, all Bonus Resources within range of the City in which it is built generate +1 Golden Age Point per turn. Costs 2 Maintenance per turn and is much more expensive to build than the Aqueduct it replaces (160 Production vs. 100 on Standard speed).
UI: Dghajsa (All new!)
May only be constructed on Luxury Resources. Grants +1 Food and Culture, increasing to +2 Culture at Navigation, and +1 Gold at Compass. It also counts as a Fishing Boat for the purposes of all bonuses (such as the God Of The Sea pantheon). Tiles with a Dghajsa receive double the benefits from buildings that grant additional tile yields, such as a Lighthouse or Seaport.


Spoiler Rasenna :
Rasenna (Tarchon)
Start Bias: Coastal
Capital: Velzna
UA: Macstarna
Upon annexing and building a Courthouse in an enemy Capital, increase the yields of all Farms within range of your own Capital by +1. Melee Units gain double XP when attacking Cities.
UU: Devoted (replaces Swordsman)
While more expensive than the Swordsman it replaces, the Devoted starts with Shock I as well as two unique promotions. The first, "Tyrsenian Guard", allows it to kill enemy Missionaries and Great Prophets to grant a permanent +5% Combat Bonus while attacking (max. 50%). The second, "Axes of Tyllius", grants a +50% Combat Bonus against the Spearman upgrade line. Requires 2 Iron. Upgrades to Longswordsman as normal.
UU: Lauc (replaces Horseman)
Much more expensive than the Horseman it replaces, the Lauc starts with 5 base Movement AND the +1 Movement Promotion, which is retained upon upgrading to Knight. It also starts with Sentry I. Requires Horses.


Spoiler Romania :
Romania (Ferdinand I)
Start Bias: Grassland
Capital: Bucharest
UA: United Principalities
Great People are generated 10% faster for each former Capital of a Major Civilization you control. Upon capturing a City-State for the first time, gain a boost of Faith, Golden Age points, and points towards every single Great Person type.
UU: Rosiori (replaces Cavalry)
Starts with Drill I and Mobility. Also has the unique promotion "Prunaru Charge" that enables it to ignore enemy Defensive Terrain Bonuses when attacking, which it retains upon upgrading. It does not have any penalty towards attacking Cities. More expensive than the Cavalry it replaces (250 Production vs. 225 on Standard). Upgrades as normal. Requires Horses.
UU: Tunul Gruson (replaces Artillery)
Unlike other siege units, the Tunul Gruson has the unique promotion "Ghenea Sight" that allows it to fire without setting up. It also starts with Bombardment I and access to that promotion tree. However, it only has a range of 2. Upgrades as normal.


Spoiler The Royalists :
The Royalists (Charles I)
Start Bias: Coastal
Capital: Oxford
UA: Personal Rule
Gain a flat amount of Gold upon the completion of a Military Unit or Building, or the spawning of a Great Person, in Cities other than the Capital. +2 Gold in the Capital for each Great Work housed in it.
UU: Cavalier (replaces Lancer)
Unlike the Lancer it replaces, the Cavalier has a lower Combat Strength at 23, but gains double the normal bonus when making a flanking attack and starts with Charge and the unique promotion "Commission of Array", which allows you to spend Gold to heal it or grant a +50% Combat Bonus while attacking on that turn. Generates Gold per Kill. Upgrades to Cavalry. Requires Horses.
UB: Whitehall Circle (replaces Museum)
The Whitehall Circle does not cost Maintenance, unlike the Museum it replaces. On the contrary, it generates +2 Gold per turn, with an additional +2 Gold generated once the Theming Bonus is active. It also contains an Artist Specialist Slot.


Spoiler Russia under Alexander I :
Empire of Russia (Alexander I)
Start Bias: Tundra
Capital: St Petersburg
UA: General Winter
Foreign Units take a -1% Combat Penalty for each Pillaged Tile in the Empire. Cities gain additional Combat Strength for each Tundra Tile worked.
UU: Flying Cossack (replaces Cavalry)
Unlike the Cavalry it replaces, the Flying Cossack can only heal by Pillaging Tile Improvements. However, it receives double the normal amount of HP for doing so and, thanks to its unique promotion "Borodino Raid", gains a +1% Combat Bonus while attacking for each Tile the unit has Pillaged to a maximum of +50%. It may also Pillage your own Tiles! Upgrades to Landship as normal. Landships are capable of healing normally; however, the ability to Pillage your own tiles and the double healing from Pillaging are both retained. Requires Horses.
UU: Yeger Lifeguards (replaces Gatling Gun)
Available slightly earlier than the Gatling Gun it replaces (at Economics rather than Industialization), the Yeger Lifeguards are faster, with a base Movement of 3, and may move after attacking. They also gain double movement on Tundra and Snow Tiles. Upgrades to Machine Gun.


Spoiler San Marino :
San Marino (Marinus)
Start Bias: Hills
UA: Marinus The Mason
+1 Faith and Culture in the Capital for every Defensive Building in the Empire. May purchase any Building with Faith, rather than just Religious Buildings.
UU: Balestrieri (replaces Crossbowman)
More expensive than the Crossbowman it replaces, but slightly stronger (20 Ranged Combat Strength vs. 18). Has a unique promotion, "Guard Of The Rock", that grants it a +34% Combat Bonus when attacking while on a Fort Tile within the Empire's territory.
UB: Arengo (replaces Colosseum)
Standard Colosseum benefits. +1 Culture per Ideological Tenet adopted and +1 Local Happiness for every Policy Tree finished. Substantially more expensive than the Colosseum it replaces.


Spoiler Saxony :
Electorate of Saxony (John Frederick I)
Start Bias: Grassland
Capital: Meissen
UA: Treaty Of Leipzig
Each time you found a City, it becomes either an Albertine or Ernestine City. Ernestine Cities generate +2 Culture and +1 Local Happiness from Defensive Buildings. Albertine Cities start with a copy of the Meissenware Luxury Resource and generate Culture from International Trade Routes. The Capital is always Albertine.
UU: Schmalkadic Infantry (replaces Longswordsman)
Weaker than the Longswordsman it replaces (18 vs. 21), but is available at Metal Casting and does not require Iron. Starts with Shock I and the unique promotion, "Schmalcald Articles", that grant it a +10% Combat Bonus while attacking for each Major Civilization at war with someone other than you, to a maximum of +50%. Additionally, gains a +5% bonus for each Saxon City of the type in which it was trained, to a maximum of +25%, but has a -33% Combat Penalty while defending. Upgrades to Musketman as normal.
UB: Hausmalerei (replaces Workshop)
+2 and +10% Production, +1 Engineer slot. Costs no Maintenance. When constructed in an Albertine City, provides an additional copy of the Meissenware Luxury Resource and generates +1 Culture per turn. When constructed in an Ernestine City, generates +1 Great Artist points for each Great Work of any kind in the City in which it is built.


Spoiler The Teutonic Order :
The Teutonic Order (Hermann von Salza) (who goes lovely with Hermann von Doritos)
Start Bias: Coastal
Capital: Marienburg
UA: Helfen, Wehren, Heilen
Generate +1 Faith in the Capital every time you purchase a Unit, Building, or Great Person with Faith. The Faith output of a City is doubled for ten turns upon the construction of a Mounted Unit.
UB: Ordensburg (replaces Castle)
In addition to the standard Castle bonuses, the Ordensburg grants +15 Experience to Mounted Units and grants them the unique promotion "Prussian Crusaders", allowing them to increase the religious pressure of a religion you founded in a City by 50% when garrisoned inside it.
UU: Ritterbrudern (replaces Knight)
Not only is the Ritterbrudern faster than the Knight it replaces, with five base Movement, it is also far stronger on the attack. It begins with Charge and a unique promotion, "Muster The Hufen", which grants it a +50% Combat Bonus when attacking in enemy territory if the target unit does not share your religion. While more expensive than a knight, it is 50% cheaper to buy with Faith. Upgrades as normal. Requires Horses.


Spoiler Toulouse :
Toulouse (Raymond V)
Start Bias: Grassland
Capital: Tolosa
UA: Beax Castiat
The first time you generate a Great Writer, Great Artist, and Trobador, gain one free Social Policy and begin a Golden Age. Each Great Writer, Artist, or Trobador generated after the first grants a +5% Culture bonus in the City in which they were born.
UGP: Trobador (replaces Great Musician)
The Trobador has +1 Movement, ignores Terrain, and has double Movement on tiles with Roads or Railroads. Upon being expended for a Concert Tour, it generates a large amount of Culture and Golden Age points based on how many Great Works you possess. Additionally, Trobadors start with the Floral Games trait, which grants a random Promotion from a select pool.
UB: Consistori del Gai Saber (replaces University)
Standard University benefits. Generates +2 Culture and contains 1 additional Writer Specialist Slot. During Golden Ages, this building's Specialists generate +3 Great Writer, Great Artist, and Great Musician points per turn.


Spoiler Ukrainian Free Territory :
Ukranian Free Territory (Nestor Makhno)
Start Bias: Plains
Capital: Huliaipole
UA: Nabat
Aside from the Capital, may only found Puppeted Cities (which do not incur any penalties to Culture or Science) in which Buildings and Units may be purchased. Military Units gain Experience 25% faster for every Major Civilization either Denouncing you or with whom you are at War and generate Gold per Kill.
UU: Tachanka (replaces Chariot Archer)
A radically different unit to the Chariot Archer it replaces, the Tachanka is available at Replaceable Parts and has stats relevant to the stage of the game you can get it (32/40 CS). It is also much more expensive (285 Production at Standard game speed) and has a Range of 1. However, it does not stop dead in Rough Terrain, starts with Accuracy I and Mobility, may move after attacking, and gains a +50% Combat Bonus when attacking Wounded Units thanks to its unique Promotion "Liberty Or Death". Upgrades to Machine Gun. Requires Horses.
UB: Escuela Moderna (replaces Public School)
+3 and +33% Science in the City in which it is built. Additionally, Farms and Fishing Boats yield +1 Culture, Mines and Quarries yield +1 Gold, Plantations and Camps yield +2 Food, and Resources yield +1 Science. Rather more expensive than the Public School it replaces, but is -5% cheaper for each Puppeted City with an Escuela Moderna (max. -50%). Has no Building requirements.


Spoiler Wallachia-Moldavia :
Wallachia-Moldavia (Mihai Viteazu)
Start Bias: Grassland
Capital: Targoviste
UA: Night Of Torches
If an attacking Romanian unit kills an enemy unit on an improved tile in foreign territory, the tile upon which the enemy unit was destroyed is immediately Pillaged by that unit. Romanian Land Units gain a +1% Combat Bonus while Attacking for each Pillaged Tile in the territory of any and all Major Civilizations with whom you are at War.
UU: Calarasi (replaces Knight)
Less expensive than the Knight it replaces (100 Production vs. 120 on Standard), the Calarasi starts with Charge and the unique promotion "Oastea Mare", which grants it a +33% bonus while attacking in Foreign Territory, which is retained upon upgrading. However, they gain a -25% Combat Penalty when attacking anti-cavalry units. Requires Horses.
UU: Szekely (replaces Longswordsman)
Substantially cheaper than the Longswordsman it replaces (90 Production vs. 120 on Standard), the Szekely is also faster, as it ignores terrain penalties. This promotion is kept upon upgrading. It does not require Iron.
 
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Scapegrace's Palais Du Rhin Presents:
SET ATOP A HILL
Civilizations of North America, Old and New

Spoiler The Amish :
The Amish (Jakob Ammann)
Start Bias: Grassland
Capital: Lancaster-Chester
UA: Ordnung
Technologies of the Ancient to Renaissance eras are earned 33% faster, but technologies of the Industrial era onwards are earned 15% slower. +1 Faith from Farms.
UB: Kaerich (replaces Temple)
+2 Faith. Farms adjacent to this City generate +1 Faith. Cheaper than the Temple it replaces.
UI: Scheier (all new!)
Unlocked at Construction. +1 Food. +1 Production after researching Civil Service. +1 Food after researching Fertilizer. +1 Faith after researching Architecture. Counts as a Farm for the purposes of the UA and Kaerich. +2 additional Food if constructed on a tile with Wheat. Constructed 50% faster than normal.


Spoiler Arkansas :
Arkansas (Maya Angelou)
Start Bias: Plains
Capital: Little Rock
UA: Little Rock Nine
After an Ideology is adopted, Libraries, Universities, Public Schools and Research Labs generate +1 Culture for every 2 Citizens in the City in which they are built.
UB: State Park (replaces Hotel)
50% of the Culture from Wonders and Improvements is added to the City's Tourism output, and Great Works generate +50% more Tourism. Additionally, 25% of the City's Science output is added to Tourism, and the building itself generates +1 Science from Forest, Jungle, and River Tiles.
UU: Poet Laureate (replaces Great Writer)
When expended for a Great Work of Writing, the Poet Laureate increases the Culture output of all Specialists in a randomly-selected Arkansawyer City by +2.


Spoiler The Choctaw :
The Choctaw (Pushmataha)
Start Bias: Plains
Capital: Mabila
UA: Hacha Hatak
Bonus, Strategic, and Luxury Resources on a River yield additional Faith equal to their primary yield once they have been Improved. River Tiles are Improved +50% faster.
UU: Ishtahullo (replaces Great Prophet)
May be used for the standard Great Prophet things. Additionally, earn points towards the production of an Ishtahullo whenever you train a Military Unit equal to twice that unit's Combat Strength. Melee Land Units gain a +5% Combat Bonus while attacking for each Ishtahullo expended.
UU: Stickball Field (replaces Zoo)
Land Units trained in a City with a Stickball Court start with a unique promotion, "Little Brother Of War", that grants an additional +2% Combat Bonus while attacking for each Flat Land tile in range of that City, to a maximum of 20%. Additionally, Flat Land tiles generate +1 additional Faith per turn while training a Military Land Unit.


Spoiler Creole Louisiana :
Creole Louisiana (Caesar Antoine)
Start Bias: Marsh
Capital: New Orleans
UA: Mardi Gras
After your first Golden Age, generate +1 Golden Age point per turn for each turn since your last Golden Age ended. Great People expended near the Capital generate a boost of points towards a Golden Age
UU: Krewe (replaces Great Merchant)
May not be expended for a Customs House. However, it may instead be expended for a Doubloon Parade in one of your Cities, which increases its Gold and Tourism output by +50% for ten turns.
UB: Masquerade (replaces Constabulary)
-25% enemy Spy Effectiveness in the City in which it is built. Additionally, Great People are earned +5% faster in all Cities for each Masquerade in the Empire, and Specialists in the City generate +2 Gold.


Spoiler Khalsa Diwan :
Khalsa Diwan (Kesur Singh)
Start Bias: Tundra
Capital: Abbotsford
UA: Seva
Cities generate Faith per turn equal to the amount of improved Tiles adjacent to them while another Tile within range of that City is being Improved. Buildings purchased with Faith grant a +5% Building Production bonus.
UU: Ghadari (replaces Great Writer)
Can be expended for any :greatworks: Great Work, and may also be used for a Speaking Tour (analogous to a Concert Tour) as well as a Political Treatise. When expended for either of the latter, the closest Khalsa Diwani City generates +5% Tourism.
UB: Gurdwara (replaces Workshop)
+2 and +10% Production. 1 Engineer Specialist slot. Generates +5 Faith while constructing a Civilian Unit, and +2 while constructing a Building.


Spoiler The Kiowa :
The Kiowa (Dohasan)
Start Bias: Plains
Capital: Kc-To
UA: Red River War
Cultural Specialists generate +2 to all yields, and all Great People are earned +15% faster, while the Empire is at war. Upon expending a Great Person, units gain Experience 1% faster (max. 67%).
UU: Koitsenko (replaces Great General)
Much faster than the Great General it replaces, the Real Dog also grants a 33% Combat bonus against Wounded enemy Units to your nearby Units. It also grants double experience gain for Mounted Units and is earned 5% fast for each Major Civilization with whom you are at war (max. 35%).
UU: Ledger Artist (replaces Great Artist)
Upon expending a Ledger Artist, a random Pasture or Camp in the Empire generates +2 Culture. Ledger Artists are earned 5% faster for each Kiowa City connected to your Trade Network (max. 35%).


Spoiler New England :
New England (Sir Edmund Andros)
Start Bias: Forest
UA: Appeal To Heaven
+1 :c5faith: Faith from Bonus and Strategic Resources. +2 :c5faith: Faith from Engineer Slots.
UU: Fluyt (replaces Frigate)
Weaker than the Frigate it replaces, but may be expended to Hurry Production.
UB: Textile Mill (replaces Windmill)
+2 :c5production: Production. +10% :c5production: Production bonus. 1 Great Engineer slot. 50% cheaper to buy with :c5gold: Gold and may also be bought with :c5faith: Faith. No terrain requirements.


Spoiler Tsenacommacah :
Tsenacommacah (Wahunsunacawh)
Start Bias: Coastal
Capital: Werowocomoco
UA: Weroance
Units gain 50% additional Experience upon killing an enemy Military Land Unit within 4 Tiles of a foreign City or City-State. Great Generals are earned 10% faster for each Allied City-State in the same war as you.
UU: Pawcussack (replaces Musketman)
The Pawcussack, unlike the Musketman it replaces, is an extremely able scouting unit, with its access to the Mobility and Woodsman promotions ably demonstrating that. Additionally, it starts with the "Half-Moone" unique promotion, allowing it to grant its own Promotions and increase the Experience gain of adjacent non-Pawcussack Military Units. Upgrades to Rifleman.
UB: Quiocosin (replaces Temple)
Cheaper to build than the Temple it replaces (80 Production vs. 100 on Standard game pace), the Quiocosin allows for much easier relations with City-States. Religious Pressure to City-States is doubled, and the resting point of :c5citystate: Influence with City-States who share your religion is increased by +5 for each Quiocosin in the Empire (max. +25). It also generates +1 :c5gold: Gold. Requires a Shrine.


Spoiler The United States under Herbert Hoover :
The United States (Herbert Hoover)
Start Bias: Hills
Capital: Washington, D.C.
UA: They Shall Be Fed!
Trade Routes sent to foreign Cities and City-States generate Food for the target City. Gain a percentage Building Production bonus in all your Cities equal to double the amount of Food generated in this manner. +1 Gold from Mines and Quarries.
UU: Humanitarian (replaces Great Merchant)
Rather than a Trade Mission, the Humanitarian instead has the ability to conduct an Aid Mission. This does not generate any Gold, but instead generates double the amount of Influence with the target City-State and gives a bonus positive relations boost to any Major Civilizations who are Friendly with that City-State. It may also be expended to hurry Production and grant a permanent +10% Growth bonus in any City owned by a foreign Major Civilization; doing so increases the Gold generated in all your Cities and from Trade Routes you send to that Civilization by +15%. Generated 33% faster than the Great Merchant it replaces.
UB: Public Works Project (replaces Hydro Plant)
Costs 33% more to build than the Hydro Plant it replaces and may not be bought with Gold. However, in addition to providing +1 Production from River Tiles, the Public Works Project also generates +2 Local Happiness, grants +2 Food and Production from Lake Tiles, and increases the Food and Production of Internal and International Trade Routes (where applicable) by 100%. Does not require Aluminium.


Spoiler Republic of Vermont :
Republic of Vermont (Thomas Chittenden)
Start Bias: Grassland
UA: Stella Quarta Decima
Selling Cities you founded to other Major Civilizations grants you the yields of all the tiles worked by that City and 25% of the Population in the Capital. Civilian Units have +1 Movement and ignore Terrain penalties.
UU: Green Mountain Boys (replaces Musketman)
+33% Combat Bonus when attacking fortified units and ignores Terrain penalties. If this unit or any upgraded from it reaches level 5, a Unique Unit from a Civilization not in the game or available from City-States spawns in the Capital.
UNW: Constitution House (replaces Palace)
Standard Palace Slots. Contains an additional slot for a Great Work of Writing. +1 to all Palace yields for each Theming Bonus in the Empire (stacks with God-King).
 
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Scapegrace's Palais Du Rhin Presents:
YE MACA TIMIQUICAN
Civilizations of Central America, Old and New

Spoiler The Bahamas :
The Bahamas (Woodes Rogers)
Start Bias: Coastal
Capital: Nassau
UA: Red Bays Haven
+5% Growth in Coastal Cities for each Major Civilization at war with another that is not The Bahamas. Cities generate +50% additional Culture per turn while constructing Work Boats and Cargo Ships.
UU: Volunteer Force (replaces Great War Infantry)
When a Volunteer Force is completed or an existing unit upgraded to one, the closest City receives a +33% Production and Growth bonus for the next three turns, and upon the enactment of a Peace Treaty, the Capital generates +10% Culture for every Volunteer Force garrisoned in a Bahamanian City for the duration of the Treaty. The Volunteer Force, unlike the GWI it replaces, begins with the unique promotion "The Gallant Thirty", which allows all adjacent units to generate Culture per turn while defending in foreign territory. Upgrades to Infantry.
UB: Flying Boat Hangar (replaces Hotel)
In addition to the benefits of the Hotel it replaces, the Flying Boat Hangar also extends the length of potential Trade Routes by 50% and grants +2 Culture and Tourism for each Bonus, Strategic, or Luxury Resource within workable range of the City in which it is built. It also provides +15% bonus Production for Air and Naval Units. However, it is a lot more expensive.


Spoiler Costa Rica :
Costa Rica (Jose Figueres Ferrer)
Start Bias: Coastal
Capital: San Jose
UA: Pura Vida
After adopting an Ideology, all Buildings are constructed 50% faster but Military Units are trained 20% slower. Each Natural Wonder in the Empire generates additional Tourism for each Level 3 Tenet adopted and generates +4 additional Global Happiness.
UU: Fuerza Publica (replaces Marine)
In addition to Amphibious, the Fuerza Publica gains an additional promotion for each different Natural Wonder in the Empire and a +50% Combat Bonus while defending. However, it has a -25% Combat Penalty while attacking and vastly lower Combat Strength (55 vs. 65) than the Marine it replaces. Upgrades to XCOM Squad.
UB: Carreteria (replaces Caravansary)
Increases the range of Land Trade Routes by +50%. Additionally, Land Trade Routes sent from a City with a Carreteria generate Culture equal to 50% of their Gold output, rising to 100% after Combustion is researched. +2 Culture per turn; affected by Legalism.
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Unique Promotions:
Barringer Crater: +1 Science per turn when Garrisoned in a non-Occupied City
Grand Mesa: +33% Combat Bonus while defending on a Desert Tile
Great Barrier Reef: +1/+2 Culture per turn when Garrisoned in a non-Occupied Coastal City
Krakatoa: +2 Science per turn when Garrisoned in a non-Occupied Coastal City
Mt. Fuji: +10% Growth when Garrisoned in a City near a Mountain
Old Faithful: +1 Local Happiness when Garrisoned in a non-Occupied City
Rock Of Gibraltar: +2 Gold per turn when Garrisoned in a non-Occupied Coastal City
Cerro De Potosi: +3 Gold per turn and +1 Gold per turn from tiles that generate Gold when Garrisoned in a non-Occupied City
El Dorado: Generates 250 Gold and 100 Culture upon liberating a City-State
Fountain Of Youth: +100% Combat Bonus while Embarked. +2 Local Happiness when Garrisoned in a non-Occupied Coastal City
Mt. Kailash: +2 Faith when Garrisoned in a non-Occupied City
Mt. Sinai: +3 Faith when Garrisoned in a non-Occupied City
Sri Pada: +10% Growth when Garrisoned in a non-Occupied Coastal City
Uluru: +1 Faith from non-Flood Plains Desert Tiles when Garrisoned in a non-Occupied City
King Solomon's Mines: +15% Building Production Bonus when Garrisoned in a non-Occupied City
Lake Victoria: +1 Food and Culture from Lake Tiles when Garrisoned in a non-Occupied City
Mt. Kilimanjaro: +33% Combat Bonus while defending in Hills. +1 Culture when Garrisoned in a non-Occupied City built on a Hill.


Spoiler Jamaica :
Jamaica (Marcus Garvey)
Start Bias: Coastal
Capital: Kingston
UA: Black Star Line
The first time you send a Sea Trade Route to one of your own Cities, gain 1 Citizen in the target City. Domestic Trade Routes generate Gold depending on how many Gold-generating Buildings are in the two Cities.
UB: Bustamante International (replaces Bank)
+2 and +25% Gold. +2 additional Gold for every incoming Trade Route. If the target of a Domestic Trade Route, Sea Resource tiles generate +1 Gold and either +1 Food or +1 Production, depending on the Trade Route being sent.
UU: Reggae Star (replaces Great Musician)
The Jamaican unique Great Musician, with its own pool of names and unique sound, the Reggae Star increases the speed at which Great Musicians are earned in both Civilizations by +10% when used for a Concert Tour. Additionally, it may also be used for a Political Treaties or (uniquely) a One Love Concert, which doubles the yields of Domestic Trade Routes for 10 turns and afterwards permanently increases them by +10%.


Spoiler The Marranos :
The Marranos (Luis de Carabajal)
Start Bias: Jungle
Capital: Monterrey
UA: Martyred Mariana
Gain 1 Citizen in the Capital and generate +1 Faith in all Cities every time another Major Civilization founds a Religion.
UU: Converso (replaces Missionary)
The Converso, unlike the Missionary it replaces, destroys any adjacent Inquisitors and generates a Growth bonus in the Capital upon expenditure. It is also rather cheaper in terms of Faith.
UB: Anusim Prayer House (replaces Shrine)
+1 Faith, +1 additional Faith and +5% Growth in the City in which it is built for each City following your Pantheon.


Spoiler Nicaragua :
Nicaragua (Augusto César Sandino)
Start Bias: Coastal
Capital: Managua
UA: Gobernar Desde Abajo
When at War with another Civilization, spawn a Barbarian Land Military Unit outside the other nation's Capital each time you adopt a Social Policy, Ideological Tenet, or complete a Social Policy Tree. +1% Production in all Cities for each Enemy Unit killed in Nicaraguan Territory (max. 34%).
UU: Sandinista (replaces Infantry)
Starts with Woodsman. Additionally, unlike the Infantry it replaces, it may construct a Barbarian Encampment on Forest and Jungle Tiles in enemy territory. It is also cheaper.
UI: Galeria Praxis (replaces Museum)
When the theming bonus of a Galeria Praxis is fulfilled, the cost of Social Policies is lowered by 5% (max. 50%) and the Culture output of the City in which it is built is increased by 25%. Contains a slot for a Great Artist. Does not require an Opera House.


Spoiler The United Fruit Company :
United Fruit Company (Samuel Zemurray)
Start Bias: Coastal
Capital: Tegucigalpa
UA: El Pulpo
International Trade Routes sent to City-States from which you could Demand Tribute generate an additional +4 Gold, +2 Culture, +2 Food, +2 Faith, +2 Science, and +2 Production per turn. Plantation Tile Improvements count as Military Units for the purposes of determining whether or not you can Demand Tribute from a City-State.
UU: Reefer (replaces Work Boat)
In addition to the standard abilities of the Work Boat, it may be expended to create a copy of Bananas on an adjacent unimproved flat land tile in Friendly or Neutral territory that does not already have a Resource. If this is done in the territory of a City-State, it is immediately improved with a Plantation and you gain a boost of 25 Influence with that City-State (scaling according to Game Speed).
UB: Zamorano (replaces University)
Grants a +33% Science boost and contains 2 Scientist Specialist slots. However, instead of providing +2 Science from unimproved Jungle Tiles, it instead grants +1 Food and +1 Production from Plantations and Farms on Resources.
 
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