Scapegrace's Stunningly Spurious Sivs. =]

Scapegrace's Palais Du Rhin Presents:
SOUTHERN CONE INITIATIVE
Civilizations of South America, Old and New

Spoiler Angola Janga :
Angola Janga (Zumbi)
Start Bias: Jungle
Capital: Serra da Barriga
UA: Mocambo
Gain 1 free Citizen in a City you have founded each time a Major Civilization issues a Declaration of War against you. Signing a Peace Treaty with another Major Civilization generates an amount of Golden Age points that increases with how long they have been at war with you.
UU: Palmarista (replaces Marine)
A radically different unit to the Marine it replaces, it has vastly lower Combat Strength (25 vs. 65) but keeps the bonuses. Additionally, it starts with +1 Movement, access to Recon Unit promotions, and two unique promotions of its own. The first, "Brincar de Angola", allows them to move after attacking, ignore Zones Of Control, and gain a +25% Combat Bonus each time they attack that turn (for instance, if they were capable of attacking twice, the first attack would have a +25% bonus while the second attack would have a +50% bonus). The second, "Join The Mocambo", grants a permanent +2% Combat Bonus each time the unit pillages a Plantation. It is unlocked at Economics rather than Penicillin, and upgrades to Great War Infantry.
UB: Macoco (replaces Arsenal)
Standard Arsenal benefits. When at peace, Jungle Tiles within range of a City generate +1 Food and Golden Age point. When at war, they also add a +5% bonus to City Defensiveness. Does not require a Castle to be built.


Spoiler The Society of Jesus :
The Society Of Jesus (Ignatius Loyola) (You killed my father) (Prepare to die)
Start Bias: Jungle
Capital: San Ignacio
UA: Ad Maiorem Dei Gloriam
33% of your Faith generation is generated as Culture. Land Units gain Experience upon adopting a Social Policy.
UU: Father General (replaces Great Prophet)
Upon its expenditure, the Father General also generates a Political Treatise, granting a large boost of Culture.
UB: Reduction (replaces University)
+2 Science, Culture, and Faith from Jungle Tiles. +33% Science. +2 Faith. Additionally, Military Land Units trained in a City with a Reduction gain +1 Experience for each point of Faith generated by the City (to a maximum of 45).


Spoiler Suriname :
Suriname (Broos)
Start Bias: Jungle
Capital: Paramaribo
UA: Kupali Yumi
Forest or Jungle Tiles containing Resources generate +2 Culture. Tiles adjacent to a Plantation generate +1 Culture.
UB: Amargo Plantation (replaces Hospital)
+5 Food, +3 Culture. Additionally, a random Forest or Jungle Tile gains access to the Quassia Bonus Resource, which yields +2 Food and may be improved with a Plantation or Cockpit.
UU: Bushinengue (replaces Crossbowman)
While weaker than the Crossbowman it replaces, the Bushinengue is substantially cheaper. It also starts with both Survivalism I and the unique promotion "Bakabusi", allowing them to construct the unique Cockpit improvement on Jungle or Forest tiles. It provides +1 Food, Production, Culture, and Faith, and also connects any Strategic Resources on that tile. It does not remove Forest or Jungle. Both are retained upon upgrading to Gatling Gun.
 
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Scapegrace's Palais Du Rhin Presents:
THE CELESTIAL MAJESTIES
Civilizations of Asia and Australasia, Old and New

Spoiler The Bahmanis :
Bahmani Sultanate (Ala-ud-Din Bahman Shah)
Start Bias: Grassland
Capital: Bidar
UA: Takht-e-Firoza
All yields of Bonus, Strategic, and Luxury Resources within workable range of the Capital are increased by +1. Cities gain +5% Military Unit Production for each different Luxury Resource worked.
UU: Shaturnal (replaces Cannon)
Available earlier than the Cannon it replaces (at Gunpowder rather than Chemistry), the Shaturnal is also rather weaker (17 Ranged CS vs. 20) and requires Horses. However, it is vastly more manoeuvrable, with a base Movement of 3 and an additional +1 Movement promotion, retained upon upgrading. It also starts with Bombardment I and access to that tree of Promotions. Upgrades to Artillery as normal.
UB: Gawani Madrasa (replaces Library)
+1 Science and +2% Land Unit Production for every 2 Citizens in the City. Additionally, units trained in a City with a Gawani Madrasa cost 5% less to upgrade for each different Luxury Resource within workable range of the City in which it is built.


Spoiler Balochistan :
Balochistan (Mir Abdullah Khan)
Start Bias: Desert
Capital: Quetta
UA: Khans Of Kalat
Engineer and Cultural Specialists generate +1 Food. Melee Land Units generate a small amount of Food for the nearest Balochi City upon Pillaging an enemy improvement.
UU: Silahdar (replaces Lancer)
Cheaper than the Lancer it replaces, the Silahdar is also weaker and slightly slower, at 2 base Movement rather than 4 and with 22 Combat Strength rather than 25. However, the unit generates Culture equal to half its own Combat Strength and gains a +33% Combat Bonus upon Pillaging an enemy tile, and it can Pillage without incurring any movement cost. Also starts with Shock I and +1 Movement, both of which carry over upon upgrading to Landship.
UI: Gabarband (All new!)
Unlocked at Masonry. May only be built on a Desert, Tundra, or Plains tile adjacent to a Hill. Does not grant any immediate yields to the Tile upon which it is built, though it does generate +1 Food after researching Architecture and +1 Culture after researching Archaeology. However, adjacent Farms on flat land generate +1 Food, with an additional +1 Food after Dynamite. May not be built adjacent to another Gabarband.


Spoiler Bangladesh :
Bangladesh (Sheikh Hasina)
Start Bias: Marsh (or something)
Capital: Dhaka
UA: Land Of Rivers
Cities on a River gain an additional +33% bonus to incoming and outgoing Trade Route output (whether Gold, Food, or Production). +1% Growth and +1 Culture per two River Tiles in workable range of your Cities.
UU: Toofangchi (replaces Musketman)
Slightly lower Combat Strength than the Musketman it replaces (22 vs. 24), but starts with Amphibious and Medic I. Additionally, has a unique promotion allowing it to generate Influence with the nearest Friendly or Allied City-State per kill.
UB: Hat (replaces Market)
+1 and +25% Gold. +1 Gold from incoming and outgoing Trade Routes. 1 Merchant Slot. +2 Gold, +1 Culture and +1 Faith per City-State connected to your Trade Network by a Road, rising to +4/+2/+2 after Combustion is discovered.


Spoiler Central Asian Union :
Central Asian Union (Nursultan Nazarbayev)
Start Bias: Plains
Capital: Iunno, prolly Astana?
UA: International Supreme Council
Generate a +5% Military Unit Production bonus for each International Trade Route sent from the Capital, rising to +10% if you are sending them to a Major Civilization that shares your Ideology. Upgrading Land Units grants Culture equal to the amount of Gold spent.
UU: Alfa (replaces Marine)
Starts with Shock I and a unique promotion, "Incident Command System", that allows Cities with a Courthouse to add +1 additional Local Happiness for each Ideological Tenet unlocked when garrisoned with an Alfa.
UB: Justice Court (replaces Temple)
Available later, at Civil Service, and only generates +1 Faith. However, it generates +2 Culture, rising by +2 Culture and Production for each Level 3 Ideological Tenet unlocked. Costs no Maintenance.


Spoiler The Chukchi :
The Chukchi (Lawtiliwadlin)
Start Bias: Tundra
Capital: Anadyr
UA: Where The World Ends
All Units gain a +15% Combat Bonus while attacking when on Tundra, Snow, or Forest Tiles, or Tiles with a Sea Resource. This bonus is doubled for units with 3 or more movement. +1 Culture from Camps.
UU: Pojg-A (replaces Spearman)
This unit is radically different to the Spearman it replaces. It may cross Ocean Tiles when embarked. It also starts with Cover I and the unique promotion "Split The Grass", allows the unit to ignore the target unit's Defensive Terrain bonuses and deals +25% additional damage to Fortified Units. Oh, and did we mention it can make Ranged Attacks with a Ranged Combat Strength of 10 and has access to the Bombardment promotion tree? Perhaps we should have done. Upgrades to Crossbowman.
UB: Iaranga (replaces Stable)
Upon its construction, the Iaranga adds the Reindeer Bonus Resource to two random Tundra or Forest Tiles within range of the City in which it is built. These yield +2 base Food and may be improved with a Camp. Generates +1 Production from both Camps and Pastures, and requires a source of Sheep, Cattle, Horses, Bison, Deer, Furs, Truffles, or Ivory in range. Cheaper than the Stable it replaces.


Spoiler The Dravidians :
The Dravidians (Pulakesi II Ereya)
Start Bias: Coastal
Capital: Chennai
UA: Birthplace Of Temples
Ancient- and Classical-era Wonders generate +1 additional Culture per turn each time you advance to a new era. Gain a +1% Wonder Production bonus for each point of Faith generated by a City.
UB: Sangram (replaces Library)
+1 Science and +1 Culture per 2 Citizens in the City. Additionally, +1 Culture and Faith for each other building that generates either Culture or Faith in that City.
UU: Drunken Elephant (replaces Knight)
Starts with Charge and a unique promotion, "Records Of Hiuen-Tsang", which allows them to deal +50% additional damage if the unit has not moved in a straight line.


Spoiler Dungan China :
Dungan China (Yakub Beg)
Start Bias: Plains
Capital: Kashgar
UA: Atalik Ghazi
Cities gain a +1% Production bonus for every follower of your Majority Religion in the Capital. Land Units gain a +3% Combat Bonus for each follower of your Majority Religion in the City in which they were trained and, if that bonus is over +15%, generate Faith per kill and gain the Jahriyya Unique Promotion.
UU: Taifukchi (replaces Gatling Gun)
Weaker than the Gatling Gun it replaces (22 Ranged CS vs. 30), but more versatile. It starts with the unique promotion "Andijani Guard", which grants +1 Range and stacks with the +1 Range promotion. Also starts with Volley and Indirect Fire. It somehow still contrives to be 15% cheaper than the Gatling Gun it replaces. Upgrades to Machine Gun as normal.
UU: Great Battalion (replaces Rifleman)
Starts with two unique promotions, but is rather weaker than the Rifleman it replaces (28 vs. 34). The first, "Jahriyya", grants a +5% Combat Bonus while Defending for each other unit within 2 hexes with the Jahriyya promotion, to a maximum of +50%. The second, "Gedimu Eighteen", allows it to double the amount of Religious Pressure for your majority Religion when garrisoned in a City following that religion. Upgrades to Great War Infantry.


Spoiler The East India Company :
The East India Company (Cornwallis)
Start Bias: Plains
Capital: Calcutta
UA: John Company
Gain +1 Gold and +5% Military Unit Production in all Cities for each Technology you are ahead than the player with the second-greatest number of Technologies. Upon upgrading a Military Unit, generate Science equal to 50% of the Gold spent
UU: Corps of Guides (replaces Lancer)
Does not require Horses, but is still a Mounted Unit. Starts with Survivalism I, Amphibious, and Woodsman, as well as the unique promotion "Frontier Force", which grants a Combat Bonus that increases the further away the unit is from a City (+5% per tile from the closest City, max. at +50%). More expensive than the Lancer it replaces. Upgrades to Cavalry.
UB: Writers' Quarters (replaces Bank)
Unlike the Bank it replaces, the Writers' Quarters is unlocked at Civil Service. In addition to the standard Bank bonuses, it grants a +33% Production Bonus to Buildings or Wonders that generate Science, and itself grants a +15% Science bonus, in the City in which it is built. Requires a Market.


Spoiler Hulu Aiq :
Hulu Aiq (Matheus Juli)
Start Bias: Coastal
Capital: Sengguang
UA: Nine Desa
Cities founded on Rivers are automatically connected to the Capital. Upon the connection of a City or City-State to the Capital, gain a flat amount of Culture and generate +2 Culture in both Cities.
UU: Z Force (replaces Marine)
In addition to the standard Marine starting bonuses, the Z Force has no Movement penalty for rough terrain, gains doubled Movement in Forest and Jungle tiles, and has the unique promotion "Harrisson's Headhunters", allowing them to deal 20 Damage to any adjacent enemy Military Unit on a Forest or Jungle Tile - and gain experience for doing so! While sadly weaker than the Marine it replaces (60 CS vs. 65), it can be upgraded to an XCOM Squad.
UB: Tungkat House (replaces Museum)
Unlike the Museum, each Tungkat House comes with a Tungkat Staff in one of the Great Work of Art slots, which can be swapped around. When filled with another Tungkat Staff, the Tungkat House generates +1 additional Culture for each Great Work in the City in which it is built. Requires an Opera House


Spoiler Kuru :
Kuru (Parikesit) (I can't use the conventional spelling because this forum censors it)
Start Bias: Grassland
Capital: :c5capital: Asandivat
UA: Srauta
Great Tile Improvements within range of the Capital generate Faith equal to their primary yield. Upon founding a Pantheon, River tiles adjacent to your Cities generate +1 Faith.
UU: Shaunak (replaces Great Prophet)
Upon the expenditure of a Shaunak, the closest Kuru City generates +2 Culture and +2 Faith. 20% of your Culture output per turn is added to the points needed to generate a Shaunak after the first one is generated.
UB: Shakha (replaces University)
Standard University benefits. In addition, Holy Sites within range of the City in which it is built generate +2 additional Faith and +2 Culture.


Spoiler Lan Xang :
Lan Xang (Visunarat)
Start Bias: Jungle
Capital: Muang Sua
UA: Beneath The White Parasol
Trade Routes with Allied City-States generate Food and Production in the City the Trade Route is sent from. Influence with City-States degrades 10% slower for each Great Work in the Capital.
UU: Sib Phan (replaces Pikeman)
Starts with Drill I and has double Movement in Jungle and Forest tiles, unlike the Pikeman it replaces. Also starts with an additional unique promotion, "Prince Fa's Ten Thousand", that grants a +5% Combat Bonus against units from larger Civilizations for each City they have more than Lan Xang, up to a maximum of +50%. Upgrades to Cavalry.
UB: Palladial Statuary (replaces Temple)
+2 Faith, +1 Culture. Contains a pre-filled slot for a Great Work of Art or Artifact that, if filled, generates +1 City Defensiveness and +5 City HP per follower of the majority religion.


Spoiler Lao People's Democratic Republic :
Laos (Kaysone Phomvihane)
Start Bias: Jungle
Capital: Vientiane
UA: Land-Linked Nation
Upon constructing a Road or Railroad to another City owned by a Major Civilization or City-State, generate +10% Gold and Production respectively in all Lao Cities connected to your Trade Network. Ignore Building Terrain requirements.
UU: Pathet Lao (replaces Infantry)
Starts with Charge and the unique Promotion "Ho Chi Minh Trail", allowing Allied units within 3 Hexes to ignore Rough Terrain penalties to Movement. Cheaper than the Infantry it replaces.
UB: That (replaces Temple)
+2 Faith, +2 Culture, +2 Gold. Each That built in a City connected to your Trade Network generates +1 Gold in the Capital, rising to +2 if connected via Railroad.


Spoiler Magadha :
Magadha (Ajatashatru)
Start Bias: Grassland
Capital: Rajagriha
UA: Mountain Of Truth
Generate +2% Science in the Capital for every Culture building in a conquered City. Academies increase the yields of adjacent tiles by +1 Culture.
UU: Mashilakantaka (replaces Catapult)
Starts with Volley and the unique promotion "Pebbles, Straw, and Leaves", which grants a +10% attack bonus each time the unit attacks the same target, stacking to a maximum of +50%. Additionally, when training a Mashilakantaka, generate 1 point per turn towards a Great Scientist in the Capital.
UU: Rathamusala (replaces Chariot Archer)
Unlike the Chariot Archer it replaces, the Rathamusala is a melee unit with considerably higher Combat Strength (9 CS vs. 6) and Cover I. It also generates Culture and Faith per kill. Upgrades as normal. Requires Horses.


Spoiler Mongolia :
Mongolia (Tsakhiagiin Elbegdorj)
Start Bias: Plains
Capital: Ulaanbaatar
UA: Golden Sparrow of Democracy
Golden Ages last 1 turn longer for every 3 Buildings and Wonders in the Capital, and are earned 5% faster for every Ideological Tenet adopted. Landmarks generate double the normal amount of Culture from their age (+2 per Era rather than +1).
UI: Yurt-Monastery (All New!)
The Yurt-Monastery is an interesting unique improvement, since it involves the sacrifice of a Worker to create it rather than a specific building time. The Yurt-Monastery becomes a roaming feature of the landscape, yielding +1 Faith and migrating from tile to tile every 10 turns. Its yields increase by +1 Faith every time you advance to a new Era, +2 Culture after an Ideology is adopted, and +4 Production after Combustion is researched. It does not replace pre-existing Tile Improvements; however, if a tile with a Yurt-Monastery is pillaged, the Yurt-Monastery must be rebuilt with the sacrifice of another Worker. Only one Yurt-Monastery may be built per Mongolian City.
UB: Dazgal Sal (replaces Seaport)
Unlike the Seaport it replaces, the Dazgal Sal cannot only be built in coastal Cities, nor does it grant a Production bonus to Naval units. Instead, it grants a +15% bonus to all Production, as well as +1 Production and Gold from all Resource Tiles within range and +4 Culture and +4 Gold from Great Tile Improvements, including Landmarks. However, it is more expensive than the Seaport it replaces (300 vs. 250 on standard), is only available at Railroad rather than Navigation, and may only be built in Cities Connected to your Trade Network via Railways.


Spoiler Mysore :
Mysore (Tipu Sultan)
Start Bias: Plains
Capital: Mysore
UA: Fathul Mujahidin
Siege Units and Ranged Units gain a +1% Combat Bonus against Land Units for each National and World Wonder in the Empire, rising to +2% after Rocketry is researched. (capped at 25/50%)
UU: Cushoon (replaces Crossbowman)
Starts with Drill I and a unique promotion, "Treasures Of The Galaxy Market", that allows them to gain Experience 50% faster, and do 33% additional damage, when attacking Siege and Gunpowder Units in addition to the Combat Bonus from the UA. This Promotion is retained upon upgrading to the Gatling Gun. However, the Cushoon is only unlocked at Gunpowder rather than Machinery, and is considerably more expensive than the Crossbowman it replaces.
UB: Anicut (replaces Hydro Plant)
+1 Production on River Tiles, with an additional +1 Food, Production, and Gold on nearby Luxury Resources. Available at Architecture instead of Electricity and does not require a River, unlike the Hydro Plant it replaces, but costs a lot more.


Spoiler Pyu :
Pyu (Kanyaza Nge)
Start Bias: Jungle
Capital: Sri Ksetra
UA: Reflections Of Heaven
Cities gain a +1% Combat Bonus when Bombarding enemy units for each Building in that City. Defensive Buildings increase the primary yields of all adjacent Tiles by +1.
UB: Deva Gates (replaces Walls)
+7 City CS, +50 City HP. +1 Faith, with an additional +2 Faith per Holy Site worked by the City in which it is built.
UI: Ti Laknak Kahcha (All New!)
Unlocked at The Wheel. Can only be built on Jungle Tiles (does not remove the Jungle), and improves any Resources on such Tiles that are otherwise improved with a Plantation. +1 Food. +1 Science after Construction is researched. +1 Faith after Civil Service is researched, with an additional +1 after Archaeology is researched, and a final +2 Culture after you choose an Ideology. +1 Production per adjacent Ti Laknak Kahcha after Ecology is researched.
City List:-
Sri Ksetra
Halin
Taguang
Beikthano
Maingmaw
Binnaka
Sadhuim
Wati
Thunapayanta
Kyaussaga
Kyinlo
Ayadawkye Ywa
Paletwa
Kyaung Taw Yar
Ywasaik
Kale Taung Nyo
Myegedwin
Yon Hlut Kyun
Kyauk Padaung
Dhanyawaddy
Taungba
Kokkethein
Bhamo
Ywamon
Nyaunggan
Tuti
Nyaung Bin
Nagakyit
Magyigyi
Tharekya
Otein Taung
Anurada
Kokko


Spoiler South Korea :
South Korea (Park Chung-hee)
Start Bias: Coastal
Capital: Seoul (vanilla Korea capital changes to Gojoseon)
UA: Hangangui Gijeok
Generate +2% Gold in the Capital and +1% Gold in all other Cities upon advancing to a new Era. This bonus increases by 2% and +1% respectively each time you advance to a different Era*. Upgrading to post-Industrial Military Units gives Science equal to the amount of Gold spent.
UU: King Sejong-Class (replaces Destroyer)
While substantially more expensive to produce (+33%) than the Destroyer it replaces, the King Sejong-Class starts with Wolfpack I and the unique promotion "Guardian of the Northern Sky". This allows the unit to create a Hyunmoo 3-C unit on a free adjacent tile. The Hyunmoo 3-C is a Ranged Bomb Unit with a Combat Strength of 30 and a Range of 8 Tiles, and does +100% damage versus Cities but -25% damage against everything else. It costs 250 Gold to create one Hyunmoo 3-C, and the same Destroyer cannot create more than one unless it enters a South Korean City.
UB: Chaebol (replaces Research Lab)
Generates +5 and +50% Science. Additionally, generates +1% Gold in the City in which it is built for each Technology researched after the Chaebol's construction.
===
*The bonus runs thus:-
Ancient: +0/+0 (Total Bonus: +0/+0)
Classical: +2/+1 (+2/+1)
Medieval: +4/+2 (+6/+3)
Renaissance: +6/+3 (+12/+6)
Industrial: +8/+4 (+20/+10)
Modern: +10/+5 (+30/+15)
Atomic: +12/+6 (+42/+21)
Information: +14/+7 (+56/+28)


Spoiler Sukhothai :
Sukhothai (Ramkhamtrollfachaeng)
Start Bias: Coastal
Capital: Sukhodaya
UA: Pho Khun
City-State Influence decays 10% slower for each Allied City-State. Each City-State from whom you could demand Tribute increases Culture output in the Capital by 10%
UI: Sangkalok Kiln (All New!)
Unlocked at Pottery. Generates +1 Culture and Production. Generates +1 additional Culture for each Production Building in the City working the Tile. May only be built on Tiles with access to Fresh Water.
UB: Wat (replaces University)
Standard University benefits. Additionally, generates +2 Culture per turn, and also gives 50 Culture every time you complete a City-State quest.


Spoiler Taiping :
Taiping (Hong Xiuquan)
Start Bias: Coastal
Capital: Tianjing
UA: Heavenly Kingdom
Allied City-States that share your Religion and with whom you have over 150 Influence may be annexed into the Empire while you are at War with another Major Civilization. +2 resting City-State Influence for each Holy Site in the Empire.
UU: Longhair (replaces Rifleman)
Unlike the Rifleman it replaces, the Longhair is marked by its fanaticism, doing additional damage while wounded* and generating Faith per kill. It also starts with Shock I and Charge. Upgrades to Great War Infantry.
UB: Tianwang Fu (replaces Garden)
Generates +1 Faith and grants a +5% Great Person generation bonus for each Great Prophet spawned. Additionally, Religious Pressure from Cities with a Tianwang Fu is increased by 25% for each City in which one is built.
===
*Bonuses are as follows:-
99-75 HP: +10%
74-50: +20%
49-25: +30%
24-1: +50%


Spoiler Tannu Tuva :
Tannu Tuva (Donduk Kuular)
Start Bias: Plains
UA: Ger Kharuul Line
Cities gain +5 Combat Strength and +1 Production for each Civilisation you have a Declaration of Friendship with. After Railroad is researched, all Cities generate Culture and Production equal to the number of active International Land Trade Routes sent from your Empire.
UI: White Water Church (All New!)
Unlocked at Astronomy. Can be built on any tile, and generates +1 Faith. However, it also generates +1 Faith for each unimproved tile next to it and +2 Culture if it is built next to a Natural Wonder. Roads and Railroads do not count as Improvements for the purposes of this bonus.
UB: Kamlanie Site (replaces Opera House)
+1 Culture, +1 Great Work of Music slot. +1 Faith per Natural Wonder within the borders of the Empire. Unlocked at Theology rather than Acoustics.


Spoiler Taungu :
Taungu (Tabinshweti)
Start Bias: Coastal
Capital: Toungoo
UA: Bagan Restoration
Military Units gain a +5% Combat Bonus while attacking for each Courthouse in the Empire (max. +50%) and are -2% cheaper to Upgrade for every Social Policy adopted. The first time you capture a foreign Capital, begin a Golden Age.
UU: Bayingyi (replaces Crossbowman)
Considerably stronger than the Crossbowman it replaces (15/25 vs. 13/18) and has the promotion "Defence of Ava", which grants a +10% Combat Bonus while Defending for each Declaration of Friendship you have with another Major Civilization. Unlocked at Chemistry and considered a Gunpowder Unit. Upgrades to Gatling Gun.
UU: Galiot (replaces Caravel)
Though considerably more expensive than the Caravel it replaces (180 vs. 120), the Galiot is faster, generates double the normal amount of Culture per kill, and gains a permanent +10% Combat Bonus after it is used to take a City (only works on the same City once, maxes out at +50%). Upgrades to Privateer.


Spoiler Turkmenistan :
Turkmenistan (Saparmurat Niyazov)
UA: Turkmenbasy
Great Works in the Capital provide +1 Happiness while Great Works in other cities grant +1 Production in the Capital. Worked Tiles with Improved Strategic Resources also provide their base yields in the Capital
UB: Arkasy (replaces Monument)
+1 Culture, +1 Production. The Capital generates +1 Culture and Production for each Arkasy in the empire.
UU: Basmachi (replaces Landship)
Requires Horses instead of Oil and is rather weaker than the Landship it replaces (48 CS vs. 60). However, it is much cheaper, unlocks at Radio rather than Combustion, and receives a unique promotion, "White Sun of the Desert", that allows it to gain Experience from attacking Turkmen units, and a +10% Combat Bonus while attacking for each Turkmen unit it destroys. This Promotion is retained upon upgrading to Tank.


Spoiler Yi :
Yi (Piluoge)
Start Bias: Hills
Capital: Mengshe Zhao
UA: Nuohuo
Gain a bonus to Great People Generation in Cities equal to the Religious Pressure of your Religion in that City. Buildings with slots for Great Works generate +1 Faith, with another +1 Faith for each slot filled.
UU: Bimo (replaces Great Prophet)
Upon the expenditure of a Bimo, gain a flat amount of Great Writer points and earn them 5% faster (to a maximum of 50%).
UB: Jiertijie (replaces Amphitheatre)
In addition to having two slots for Great Works of Writing, the Jiertijie also lowers Unhappiness in non-Occupied Cities. However, it may only be built in Cities connected to the Capital and is more expensive to produce than the Amphitheatre it replaces.
 
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So, the OP is vastly expanded. Check out the design flood! =]
 
I think Sagallo is pretty easy to code... I am no modder, though.
 
No more so than Morocco's Kasbah UI. Actually, it's a bit worse, since it only affects tiles with Resources.
 
The obvious trade off being that with the Sagallo you can get the improved yields of the resources alongside the bonuses from the building itself - which you do not get with the Kasbah. It's clearly going to be very strong on Flood Plain Wheat and Salt (particularly Desert Hill Salt) but on other resources it'll be worse, so I guess it works out okay (though I too am a tad apprehensive about it).

Anyways, nice to see that you've separated the OP into the respective grouping, these ideas are always really interesting to consider.
 
Depends. You simlly dont get to make those choices, and if you do, your city is probably overpopulated.
 
Again, I have to point out that the Sagallo UB only affects Desert and Flood Plain Tiles that have Resources on them. Yes, if you get Desert Hill Salt Petra as Sagallo, you've got some amazing tiles, but that's true if you have Desert Hill Salt Petra as anybody! This Civ is based entirely around getting the most out of desert resources, while the rest of the country can largely go hang - which, as far as the Russian colonial mission to Sagallo was concerned, was exactly the plan.
 
Added Ghana to Black Star Rising, Jamaica to Ye Maca Timiquican, and the Hanseatic League to Bauble Of The Gods. Enjoy! =]
 
I tried to find your old Revolutionary France design, with the unhappiness mechanic, and would love to see it added here; it's probably my favourite design of yours.
 
Isn't that Zantonius Hamm's?
 
I was gonna say, I don't remember ever doing a Revolutionary France design. =]
 
Added a reworked Dahomey to my Africa pack, and Brittany and the Cathars to my Europe pack. This is probably about as much as I can do for the time being. =]
 
Well... I still think the civilization feels overdeveloped. Dahomey could go without the WLTKD part.
 
Hm. Maybe, but I did want to have some connection to the actual xwetanu festivities. Perhaps I should rework it into a happiness bonus for killing units... or ask Neirai if it's possible for the AI to detect when a Civilian Unit is captured. I know he was working on it for something else, but beyond that it's difficult to say. =]
 
I tend to stay away from including that sort of thing in base designs. Partly it's because I want these to be made with vanilla BNW in mind (Dahomey, for instance, gets a greatly improved UA when you play with Enlightenment Era), but also if I tried to do that for every Civ I've designed here I'd run out of space, time, patience, and available characters. =]
 
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