Wolfenmaus' New Civs

Wolfenmaus

Chieftain
Joined
Oct 19, 2013
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Location
Antarctica
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* Please note that as of now, I haven't been able to start coding, nor do I have leader or map art, due to not being that good at making them. Most of my time has been spent doing research, and hopefully, it will show.

All Civs are intended for BNW.

Civilizations Added:

Zimbabwe:
Spoiler :
Details:
Capital - Harare
Leader - Canaan
Unique Unit - Defense Force (Replaces Infantry)
Costs 30% more Production to create, and has the unique Bvumbamiro Promotion, giving a 60% attack increase in Friendly Territory.
Unique Improvement - Changu (Replaces Mine)
Double Production, as opposed to the mine.
Unique Ability - Ne Chikafu
All Resource-using units are free for their first creation.
Theme - Kalibusiswe Ilizwe le Zimbabwe


The Algonquin:
Spoiler :
Details:
Leader - Tecumseh
Capital - Prophetstown
Unique Unit - Tenskwatawa (replaces Great Prophet) Cities that are affected lose 20% of their defense.
Unique Unit - Creek Soldier (replaces Rifleman) Although weaker, the Creek can move away after striking.
Ability - Stronger Together
All cities connected to the capital generate 10 culture. All units adjacent to another gain 10% strength.
Start Bias - Forest
Language Spoken - Shawnee
Preferred Victory - Culture
Theme - Traditional Algonquin Melodies


Romania:
Spoiler :
Details:
Capital - Bucharest
Leader - Vlad Tepes
Unique Unit - Kilij Soldier (Replaces Swordsman) Increased Attack Strength
Unique Building - Capela (Replaces Barracks) +30 Experience, and generates +4 Faith
Unique Ability - Impalement
A tile where an enemy was defeated will obtain the "Forest of Corpses" effect, causing a drop in future enemies' combat strength.
Start Bias - Forest
Language Spoken - Romanian
Preferred Victory - Domination
Theme - Himno Nacional del Valaquia


The Republic of Texas:
Spoiler :
Details:
Leader - Sam Houston
Capital - Austin
Unique Unit - Ranger (replaces Calvalry) Ignores Terrain cost.
Unique Unit - Geologist (replaces Archaeologist) After investigating an Antiquity Site, gain 1 Oil resource.
Ability - Remember The Alamo:
All faith buildings (Cathedrals, Pagodas, etc) Increase production in all cities by 1%. Max is 20%.
Start Bias - Plains
Language Spoken - English
Preferred Victory - Domination
Theme - Will You Go To The Bower


Quebec:
Spoiler :
Details:
Leader - Bourassa
Capital - Quebec City
Unique Building - Hydro Dam (replaces Hydro Factory) Provides +3 Food and +3 Science, along wih the normal benefits of a factory. City must be built by a river.
Unique Unit - Sniper (replaces Gatling Gun) Range promotion, higher damage.
Ability - Ocean Science:
At the beginning of an era, receive 15% Science produced by all coastal cities over the course of the previous era.
Start Bias - River
Language Spoken - French-Canadian
Preferred Victory - Science
Theme - Hymne du Quebec


The Philippines
Spoiler :
Details:
Leader - Aguinaldo
Capital - Manila
Unique unit - Katipunero (Replaces Musketman)
Unique building - Immigration Centre (Doubles effect of ability in the city it is built in, and gives up to 15 Happiness depending on population)
Ability - Immigration Hub
Taking a city increases a random city's population by 1 each. Can only be done once per city.
Start bias - Shore
Language spoken - Filipino
Preferred Victory - Culture
Theme - Lupang Hinirang


The Hausa:
Spoiler :
Details:
Capital - Kano
Leader - Bayajidda
Unique -
Unique -
Unique Ability -
Start Bias -
Language Spoken - Hausa
Preferred Victory -
Theme - Hausa Song Fragments


Mexico:
Spoiler :
Details:
Leader - Porfirio Diaz
Capital - Ciudad de Mexico
Unique Unit - Rurales (replaces riflemen) Gain additional attack and defense when on friendly territory borders.
Unique Building - Tianguis (replaces Market) Generates 15% Tourism and +5 Tourism by itself.
Ability - Hope For Tomorrow:
All ancient ruins give culture and faith, regardless of original reward. Railroad cost is halved.
Start Bias - Plains
Language Spoken - Spanish
Preferred Victory - Cultural
Theme - El Son de la Negra


Manchuria:
Spoiler :
Details:
Leader - Kangxi
Capital - Hsinking
Unique Unit - Bannerman (Replaces Horseman) - If a unit attacks an enemy that the Bannerman has, they gain increased attack.
Unique Building - Baohù Yard (Replaces Garden) Produces 25% Food in the city where it is built.
Ability - The Queue Order:
1If an enemy city is captured, gain their unique ability for 20 turns (scales depending on length of game).
Start Bias - Plain
Language Spoken - Manchu
Preferred Victory - Domination
Theme - Hargaxame Wecere Alin


Kenya:
Spoiler :
Details:
To be added.


Ghana:
Spoiler :
Details:
Leader - Kaya Maghan
Capital - Accra
Unique Specialist - Griot - Units created in a city that has produced a Griot gain 25% more EXP in battle.
Unique Improvement - Nzema Camp - Replaces Camp. Provides extra :c5food: as well as a defensive boost to surrounding units.
Ability - The Wagadou Legacy:
Great Person production increased by 25% in every city every new era. Great People created buildings give bonus culture.
Start Bias - Forest
Language Spoken - Soninke
Preferred Victory - Cultural
Theme - Osoide


Finland:
Spoiler :
Details:
Leader - Kyosti Kallio
Capital - Helsinki
Unique unit - Sami (replaces Swordsman) Cheaper
Unique building - Sauna: Adds 3+ Faith and 2+ Happiness
Ability - Frozen Determination:
Unimproved worked tundra tiles provide +1 Faith and forest tiles +1 Culture per turn. All melee, archer, gun and armored units gain +20% combat strength fighting within empire's borders.
Start bias - Forest
Language spoken - Finnish
Preferred Victory - Diplomatic
Theme - Maamme


Colombia:
Spoiler :
Details:
Leader - de Sucre
Capital - Bogota
Unique Unit - Cascavel (replaces Mechanized Infantry) Higher Mobility and damage.
Unique Unit - Llanero (Replaces Horseman)Recieves an increase in attack if next to a pasture or camp.
Ability - Gendarmerie:
All military units within city borders gains the unique "Double Duty" promotion, raising defense.
Start Bias - Jungle
Language Spoken - Spanish
Preferred Victory - Domination
Theme - Oye Manita


The Holy Roman Empire:
Spoiler :
Details:
Leader - Frederick I
Capital - Aachen
Unique Unit - Dragoon (Replaces Lancer) Loses the disadvantage against cities, and has increased attack.
Unique Building - Rathaus (Replaces Courthouse) Is built faster than a normal courthouse, and cities that have it gain a 15% Production bonus when creating buildings.
Ability - From Nothing to Glory:
When a policy branch is fully adopted, gain 25% culture in all cities.
Start Bias - Forest
Language Spoken - Plattdeutsch
Preferred Victory - Domination
Theme - Gott Erhalte Franz den Kaiser


As I haven't started coding, All suggestions and critiques are welcome.
 
Moderator Action: Thread moved to Creation & Customization for the planning phase, please post only thread with files in the New Civilizations section :)
 
If you want to use the Map, City List, or other assets from my Republic of Texas mod, feel free to do so (as long as you give proper credit, of course). I took special care with the city list to only use cities or names that were around while Texas was independent--no Fort Worth, for example.
 
Just copy the Layer styles and adjust colours (found in the colour overlay effect). I've also included things like paper textures and stuff.

I'm also not saying there is anything explicitly bad with yours either. It just looks kinda 90's fantasy game-y.
 
Details:
Leader - Bourassa
Capital - Quebec City
Unique Building - Hydro Dam (replaces Hydro Factory) Provides +3 Food and +3 Science, along wih the normal benefits of a factory. City must be built by a river.
Unique Unit - Sniper (replaces Gatling Gun) Range promotion, higher damage.
Ability - Ocean Science:
Cities built by rivers or on shores gain a x2 Science multiplier.

Start Bias - River
Language Spoken - French-Canadian
Preferred Victory - Science
Theme - Hymne du Quebec

This isn't broken or anything lol.
 
Unique Ability - Impalement
A tile where an enemy was defeated will obtain the "Forest of Corpses" effect, causing a drop in future enemies' combat strength.

How are you intending to code this, out of interest? In fact a couple of these bonuses look tricky to implement.
 
How are you intending to code this, out of interest? In fact a couple of these bonuses look tricky to implement.

Most likely, I'll make it to where all melee units have an "invisible" promotion, and when an enemy is defeated, it'll "speed create" an improvement on the tile. It'll probably involve some Worker code-splicing.

All in all, one of my main goals is to diversify how a civilization leaves the land they own, and the lands they conquer. Vlad, for example, leaves death in his wake, and it shows with each enemy killed. However, it also gives him an incentive to stay within his own borders, and give them the improvement, increasing his defensive ability, and making him somewhat of an isolationist.
 
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