Ryansinbela
Emperor
Isn’t that 7
Is Atomic supposed to be before Modern? Or is Modern supposed to be more like the Information Age and onwards.There are six Technological Eras: Ancient, Classical, Feudal, Renaissance, Industrial, Atomic and Modern.
I was thinking "modern" more in line with the present-day? Like the period after the second world war until the end of the cold war.Is Atomic supposed to be before Modern? Or is Modern supposed to be more like the Information Age and onwards.
I would associate anything "Atomic" with post WWII and Cold War. If you meant to combine the two into one period, then the name "Modern" works fine.I was thinking "modern" more in line with the present-day? Like the period after the second world war until the end of the cold war.
I suppose I could call it the Information era just to avoid confusion. The Wonders I picked for that Era are all post WW2 anyway.
I just checked on my spreadsheet, and that's indeed how I have it.I would associate anything "Atomic" with post WWII and Cold War. If you meant to combine the two into one period, then the name "Modern" works fine.
So there is no Atomic era?I just checked on my spreadsheet, and that's indeed how I have it.
View attachment 735149
note to self: NEVER work on memory alone after work!
I've been sitting on it for 7 years (most of it Civ designs), so it would be weird if I had not put much effort into itI like some of it, I dislike some of it, but I gotta say I'm impressed by the effort you've put into this.
This is a perfect way to show off what India could be. I like the fact that Stepwells are available for all of them, and even a potential future faction like the Chola could still use them.First Look: The INDIAN Civilization
View attachment 735215
From Indus to Ganges, the Indian subcontinent has been the ancetral home of many powerful empires over the millennia. Although never fully unified until the British colonization, several Indian states came close to conquering the entire area: the Mauryans, Guptas, Cholas, Marathas and Mughals amongst them. Ethnically and religiously diverse, India has been a crucible for new ideas and engineering marvels, a home for people adapting themselves to each other's differences.
Water, as if often is, is life in Inda. The Indian Civilization bonus, Avatarana, gives the Indians a large bonuses to Food and Religion in all Cities settled on or adjacent to Fresh Water.
The Indians also have access to the Stepwell, which in this iteration of the game is a Growth Building that provides a substational increase to Housing and Food compared to that of the Cistern building, which it replaces.
These two bonuses allow the Indian cities to grow quickly right out of the gate.
The Indians also have two factions at their disposal: The Mauryan Empire, a Classical Era empire spearheaded by Emperor Ashoka Maurya, which focuses on early expansion, growth and religion, and the Mughal Empire, led by Empress-consort Nur Jahan, with a strong focus on religious tolerance, appeal and production.
Civilization Ability: AVATARANA
The Indians receive bonus Faith and Growth from settling on Navigable Rivers.
A simple, straight forward bonus setting up both Religion and high population.
- Cities receive +1
Faith from Fresh Water, or +2
Faith if the City is on a Navigable River
- +15%
Growth Rate in River Cities
Civilization Unique: STEPWELL
A large water reservoir, helping to sustain life in the city.
Tier 2Growth building, replaces the Cistern
Regular Cistern Bonuses
Additional bonuses exclusive to the Stepwell:
- +2 base
Housing
- + 2 base
Food
- +1 additional
Food from every 2 tiles with Residences in this District
- +1 additional
Housing from Bathhouses and their upgrades if in the same District
- Grants Fresh Water to the City if it doesn't have it yet.
- +2
Pollution
- Upgrades into the Reservoir
Maximum one per District.
- +4
Food (instead of 2)
- +2
Sanitation Amenities (instead of +2
Pollution) if its District is adjacent to a River or Mountain
- +1
Housing for every Farm improvement adjacent to its District.
Cisterns and Stepwells take up two slots inside Districts, as they are Tier 2 buildings.
Farm improvements are the Field, the Plantation and the Pasture.
INDIAN FACTION #1: MAURYA
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The Mauryan Empire was the first Indian state of note. Emerging from the banks of the Ganges river, they quickly expanded their borders and conquered their surrounding neighbours, establishing an empire that stretched from Afghanistan in the west to Bangladesh in the east and the Deccan plateau in the south.
The Mauryan empire was characterized by its military prowess, but also by its organized administration and religious enlightenment. Its Faction Ability, Dhamma Lipi, grants players the choice between a free Monument or a free Light Infantry unit whenever they settle a new city. If the City is settled on a Navigable River however, they get both.
Maurya also have two uniques at their disposal. Their Unique unit, the 'Varu', makes a return from Civilization 6. This Elephant unit reduces the maximum morale in adjacent enemy stacks, reducing the damage they dish out.
Maurya's unique infrastructure is a tile Improvement called the 'Vihara'. These complexes, now mostly known as monastic enclaves, started out as pleasure houses along the road. As such, these Monastery improvements give bonus prestige and amenities to their city, especially if they're placed adjacent to Rivers and Mountains.
Faction Overview: MAURYA
Colour Scheme: Purple on Cyan
Adjective: Mauryan
Your in-game name is 'MAURYA'
Mauryan Faction Ability: DHAMMA LIPI
Mauryan Cities receive a free unit or Monument, or both if they're settled next to a River.
- Newly settled Cities choose between receiving a free
Blueprint towards a
Monument building or a free
Prototype towards a Light Infantry unit.
- Cities settled on Rivers receive both.
The Maurya are designed to be the game's 'noob-friendly' Civilization, with a free Monument and/or military unit in every newly settled City. The nature of the bonus is called 'Dhamma Lipi' to express the duality of their leader, Ashoka.
Blueprints are tokens that can be spent to instantly get a free building.
Prototypes are tokens that can be spend to instantly get a free unit.
Monument stats:
Spoiler Monument :
Monument
Tier 1 Environmental building
nb: Culture and Prestige are both important for the purpose of gaining territory, as Culture expands your borders in a radius, and Prestige determines the speed at which you acquire Cores (tiles locked towards your Civilization) inside your borders.
- +1 base
Culture
- +1 additional
Prestige
- +1
Culture and +1
Prestige from every 2 other Buildings adjacent to it (inside its District)
- Decreases
Unrest by -2
- Limited to one per District
Mauryan UU: VARU
Heavy Cavalry unit
- Replaces the Cataphract
- Inflicts full
Morale Damage when attacking (except against other 'War Elephant' and 'Camel' units)
- Counts as a 'War Elephant' unit.
- additional
Strength and reduced
Recruitment Cost from every accessible copy of the 'Ivory' Resource.
- +15% Damage vs Infantry
- takes full Morale damage from Camel units and Gunpowder units (bonus doesn't stack)
Morale is the factor that determines the percentage of full damage inflicted by units to the enemy's health. A unit with 100% morale inflicts full strength damage. units with 50% morale inflict half damage, etc.
Morale is reduced as HP numbers go down, at half the usual rate. It also recovers more slowly than HP.
Mauryan UI: VIHARA
Monastery improvement
Inherent Monastery bonuses:
Additional bonuses:
- +2 base
Faith
- +1 additional
Faith from tile adjacency to Urban tiles (Districts, Landmark Improvements and Villages)
- +1
Knowledge for every 2
Faith on this tile
- Cannot be placed adjacent to another Monastery Improvement.
- Limited to one per City level and can only be placed on a Core tile.
- +1 additional
Prestige from tile adjacency to Mountains and Navigable Rivers.
- +1 additional
Faith from every 2
Prestige on this tile
- +2
Entertainment Amenities
- Can be built on Mountain tiles.
- Does not replace the regular Monastery.
The Vihara gives the Mauryan empire a large amount ofFaith, while also providing a steady trickle of
Prestige and
Knowledge if they take advantage of their native terrain. The amenities will help the Maurya manage the City Approval ratings in their population centres.
Mauryan City List
Capital:Pataliputra
Core Cities: Indraprashta, Mathura, Taxila, Ujjain & Varanasi
Imperial Cities: Ayodhya, Bodhgaya, Kannauj, Kaushambi, Pushkalavati, Prayaga, Rajagriha, Survanagiri, Toshali & Vidisha
Other Cities: Amaravathi, Bairat, Besnagar, Bharutkatchha, Bikrampur, Brahmagiri, Champa, Dantapuram, Dhauli, Hampi, Jabalpur, Jaugada, Junagadh, Kanchipuram, Lampaka, Mansehra, Maski, Meerut, Mukhalingam, Patala, Pithapuram, Pundranagar, Ranigat, Sagala, Sanchi, Sannati, Sarnath, Saru Maru, Siddapur, Sisupalgarh, Sopara, Sravasti, Tamralipti, Topra, Udabhandapura & Vaishali.
Spawn: The Mauryan Settler starts on a Tropical tile adjacent to a Navigable river, within 2 tiles of a Mountain.
Terrain Bias: River, Tropical, Mountain.
Resource Bias: Ivory, Spices
ASHOKA leads MAURYA in TIMELINE!
View attachment 735219
Ashoka Maurya, also known as Ashoka the Great was the grandson of Chandragupta, the founder of the Mauryan dynasty. An effective warrior during the first half of his reign, Ashoka conquered vast swaths of land, often in brutal fashion. He came to regret the destruction he wrought later in his life, decidated himself towards Buddhism and maintaining order in his realm. His signature Chakra wheel and lion-headed pillars have remained symbols of Indian national pride
The duality of Ashoka's reign is present in his ability, Devanampriya, which grants Faith in his cities when he's at peace and Prestige when he's at war. All of Ashoka's Cities can be affected by two Pantheons at once. He also starts with the Polytheism technology already researched, locking him out of Monotheism forever.
Ashoka speaks the Pali language.
Ashoka's leader ability: DEVANAMPRIYA
Ashoka's default personality is Pacifistic
- Start with knowledge of Polytheism and may not learn Monotheism.
- All Cities may select a
Pantheon once they've accumulated 24
Faith.
- All Cities select a second
Pantheon once they've accumulated 50
Faith
- All owned Cities receive +2
Faith when at Peace, and +2
Prestige when at War
These personalities allow for Ashoka's duality to shine. 60% chance of being World Renouncer, 40% chance of being World Destroyer.
- His alternate personalities are Ruthless and Xenophobic
Ashoka's default strategies are Guru, which focuses on Faith gain and Religion, and Ecologist, which focuses on Food, Growth, high Population and good City Health.
Ashoka's Agenda is Priyadasi
- Increased Flavour towards settling cities
- Increased Flavour towards maintaining a large army
- Significantly more tolerant towards those with different State Religions (negligable relationship penalties from different religion)
- Less tolerant towards those near him (all relations penalties are larger, and all bonuses are smaller if you share a border with Ashoka)
Ashoka favours Buddhism as his Founded religion.
INDIAN FACTION #2: MUGHAL
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The Mughals, also known as the Gurkani, were a Persian dynasty of Mongolic descent from present day Uzbekistan that conquered most of the Indian subcontinent in the 16th Century. Unifying most of India, or 'Hindustan' as they called it, under one banner, the Mughal imposed policies of religious tolerance and high taxation, creating the outward image of a prosperous paradise.
The Mughal unique bonus, 'Din-i-Ihlani' reflect this. The Mughals receive bonus yields from all religious followers in their Cities, depending whether they or not follow the State Religion. Mughal Cities always follow the State Religion, as long as they have already one follower of the Mughal State religion, and have bonus Housing.
The Mughal unique unit is the Zamburak. This Gunpower and Cavalry Archer unit is also a Camel unit and has double movement in open Desert, Plains and Tropical terrain, allowing the Mughals to quickly expand in those areas.
The Mughals also have a unique tile improvement called the 'Maqbara'. This splendid Mausoleum replaces the Cemetery and grants bonuses to Culture, Tourism and Tile appeal.
Faction Overview: MUGHAL
Colour Scheme: Purple on Orange
Adjective: Mughal
Your in-game name is 'MUGHAL'
Mughal Faction Ability: DIN-I-IHLANI
Every Mughal city receives extra Housing and counts as following the state religion as long as at least one Population in that city follows the State Relgion. Populations following the state religion in Mughal cities give bonus Coin. Populations following another religion give bonus Production.
The Mughals are highly tolerant towards different faiths, and are able to leverage them for bonus production and coin in their cities. The bonus to Housing allows them to construct more buildings, as their Population will require fewer Residences.
- +1
Housing in every City per City Level.
- +4
Coin for every follower of the
State Religion or Mughal
Pantheon in Mughal cities.
- +2
Production for every follower of a
non-State Religion present in Mughal Cities
- all Mughal Cities count as following the
State Religion as long as at least one
Population follows the
State Religion.
Mughal UU: ZAMBURAK
Unique Cavalry Archer and Gunpower Unit.
- Replaces the Dragoon
- Double
Movement in open Desert, Plains and Tropical terrain.
- Count as a 'Camel' unit
- bonus
Strength and decreased cost from additional copies of the 'Camel' resource
- +6
Strength vs Cavalry
- +6
Strength against Elephants (stacks with the Cavarly bonus)
- Counts as a 'Gunpowder' unit
- bonus
Strength and decreased cost from additional copies of the 'Nitre' resource
- Inflicts full
Morale damage against Cavalry units
Mughal UI: MAQBARA
Unique Cemetery type improvement
Limited to one per City Level. Replaces the Cemetery.
- Inherent Cemetery bonuses:
- +2 base
Faith
- +1
Housing per adjacent District
- +2
Sanitation Amenities per adjacent District
- Additional bonuses:
- +1 base
Culture, and +1 additional
Culture per World Wonder in or on adjacent tiles.
- +1
Appeal on and adjacent.
Tourism equal to
Culture after Flight.
- +25%
Tourism from
Breathtaking Appeal (stacks with other Maqbara)
Mughal City List
Capital:Agra
Core Cities: Delhi, Kabul, Kandahar, Lahore & Karachi.
Imperial Cities: Ahmedabad, Amritsar, Bangalore, Dhaka, Fatehpur Sikri, Hyderabad, Kolkata, Multan, Peshawar & Rawalpindi.
Other Cities: Ahmednagar, Ajmer, Allahabad, Amber, Aurangabad, Benares, Bharuch, Bijapur, Bikaner, Chattogram, Darjeeling, Gauda, Golkonda, Gulbarga, Indore, Jaipur, Jaisalmer, Jhansi, Jinjee, Jodhpur, Jaunpur, Kollam, Kolhapur, Lucknow, Madurai, Mumbai, Mysore, Nagaur, Panipat, Pune, Quetta, Ranchi, Sialkot, Sira, Sirhind, Srinagar, Thatta, Uch & Udaipur.
Spawn: The Mughal Settler starts on a Plains tile adjacent to a 'Hunting Camp' resource and a River.
Terrain Bias: Plains, River
Resource Bias: Camel, Nitre, Cotton.
NUR JAHAN leads MUGHAL in TIMELINE!
View attachment 735233
Born an Afgan-Persian princess, Nur Jahan married into the powerful Mughal dynasty. When her husband Jahangir ascended to the throne, it was Nur who held the actual power, demonstrating respect, privilege and influence no woman had been given before in Hindustan. During her reign, Hindustan flourished. Nur Jahan was a keen huntress, and patronized local artists. She built splendid monuments, gardens and mausoleums to show the empire's prosperity to visiting merchants, and is personally credited with inventing several forms of textiles.
Nur Jahan's ability is "Light of the World" which happens to be the meaning of the name Nur Jahan. Nur's Hunting Camps have better yields and provide Appeal. Nur is also able to leverage Mughal's high Appeal tiles into bonus Coin and Culture, the last of which makes them generate Cultural Heritage and Tourism.
Nur Jahan speaks the Dari language.
Nur Jahan's Leader ability: LIGHT OF THE WORLD
Nur Jahan receives bonus production and appeal from Hunting Camps and Coin from tiles with Breathtaking appeal. Breathtaking appeal tiles also receive bonus Culture in cities with at least one World Wonder. Finally, Nur Jahan builds Workshops and Ménagerie-line buildings faster.
Nur Jahan's default personality is Aggressive, which makes her more likely to declare wars and be a warmonger.
- +2
Production and +1
Appeal on improved 'Hunting Camp' Resources.
- +1
Coin on tiles with
Breathtaking Appeal
- +1
Culture on tiles with
Breathtaking Appeal in Cities with at least one World Wonder
- +50%
Production and
Coin towards constructing and rushing Ménagerie-line buildings and Workshops.
Nur Jahan's default strategies are Builder, which focuses on increasing Production yields and building World Wonders, and Patron, which focuses on building up Culture, collecting Great Works and recruiting Great People.
- Her alternate personalities are Philantropic and Bold.
Nur Jahan's agenda is Paradise of Nations
- Increased modifier towards building Hunting Camp improvements.
- Increased modifier towards building Mercantile buildings, Environmental Buildings and Workshops
- Increased modifier towards building up a strong land army
- Improved disposition towards those that have many high appeal tiles.
Nur Jahan favours Islam and Hinduism as her founded religions.
When playing the Indians, expand in fertile river lands to establish early growth and secure enough faith to unlock your pantheons. Ashoka's Maurya allow India to develop more quickly and really double down on its religious bonuses for flexibilty, while Nur Jahan's Mughals give strong Production and Culture bonuses putting them in a great position to win Culture Victory.
Will your piety help shape your empire as a religious and cultural melting put? What mark will the Indians leave on your TIMELINE?
The Mughals were Iranian though. Technically Timurid who were Mongolic and Iranian.This is a perfect way to show off what India could be. I like the fact that Stepwells are available for all of them, and even a potential future faction like the Chola could still use them.
My only complaint is I associate the Zamburak with the Iranian dynasties instead, so I'd have gone for a different Mughal UU, but otherwise everything else is great.
I didn't mean for you to not include it all. I'd just personally put it as a UU for a Safavid faction under a Persian civ. But if you aren't going to include any of those then it's fine where it is.The Zamburak was too cool of a unit to not include. They were used by the Mughals when they conquered India, so I think it's correct to include them. I considered the Sepoy as the Mughal UU (I also considered it for Indian Unique before ultimately going Stepwell), but yeah Cannons on Camels isn't beating that.
But why do this when we can have Ismail with the Qizilbash instead?I'd just personally put it as a UU for a Safavid faction under a Persian civ.
Yes! I see no reason why they shouldn't.Can 2 leaders from the same Civ but different factions appear in a game?