Civ 5 more Unique Mod

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Civ 5 more Unique Mod

Post by thunderpants on Tue May 27, 2014 8:25 pm

I would love to try and make each Civ more unique, by giving them 2 new uniques, 1 unique belief (additional for their religion) and 1 special social policy benefit.

More Unique Civs:

American
-American SEALs (Replaces Marines, stronger in foreign territories)
-Ranch (Replaces Stables, +1 Food and +1 Gold from Pastures)
Religion
-Gospel Choir - +4 Faith from Great Works of Music and Musician's Guilds. May Purchase Great Musicians with Faith.
Social Policy
-Liberty Opener - +2 Tourism from each city

Arabian
-Ansar (Replaces Horsemen, ranged attack)
-Madrasa (Replaces University, +2 Faith, can be bought with Faith)
Religion
-Mandatory Religion - +100% Pressure for your Religion in your cities
Social Policy
-Commerce Opener - +1 Happiness from each copy of a luxury you own beyond the first.

Assyrian
-Heavy Chariot (Replaces Horseman, has the push unit ability, tougher)
-Menagerie (Replaces Zoo, generates 2 Tourism))
Religion
-City God - +1% Food, +1% Gold, +1% Production and +2 Faith in the Capital for each City following your religion. (Max 20%)
Social Policy
-Tradition Opener - All cities gain +5 CS and +50 Hitpoints

Austrian
-Doppelsoldner (Replaces Longswordsmen and Musketmen, double cost, Strength of Musketmen)
-Schloss (Replaces Castle, +40 Health and +10 City Strength, provides 2 Tourism after Flight)
Religion
-Holy Empire - +10 faith for each City states who follows this Religion. Relationships with City States decay 50% slower.
Social Policy
-Honour Opener - Relations with City States decay 75% slower whilst you are at war with a common foe.

Aztec
-Eagle Warriors (Replaces Scout, strong as Warriors, Faith on Kills)
-Calmecac (Replaces Library, grants +15Xp to all Units created by the city)
Religion
-Human Sacrifice - Faith from Kills, Faith and Golden Age gain whenever Great Generals are born.
Social Policy
-Honour Opener - Gain Science whenever you kill a unit from a civilisation with a technology you do not own.

Babylon
-Gardens of Babylon (Replaces Gardens, +4 Food)
-Inner Walls (Replaces Temple, +2 Maintenance, +5 City Strength, +50 City Health)
Religion
-Statues to Marduk - Gain Faith whenever you complete a building, equal to one tenth of it's production cost. +1 Faith from Quarries
Social Policy
-Tradition Opener - All cities gain +5 CS and +50 Hitpoints

Brazilian
-Carib Blowgunners (Replaces Archer, doesn't require Archery, has Woodsman)
-Tupi Warrior (Replaces Warrior, Can building fishing Boats, has Woodsman)
Religion
-Christ's Redemption - Faith boost whenever you build a wonder, +4 Faith from wonders.
Social Policy
-Aesthetics Opener - Golden Ages are 33% Cheaper

Byzantine
-Varangian Guard (Replaces Pikemen, Landsknetche)
-Hippodrome (Replaces Circus, no req resources, +2 Culture)
Religion
-One God, one empire, one religion - +2 Faith for each city in your empire following your religion. +4 Faith for each city outside of your empire that follows your religion.
Social Policy
-Tradition Opener - All cities gain +5 CS and +50 Hitpoints

Carthaginian
-Numidian Cavalry (Replaces Horsemen, Same bonuses as Berber Cavalry)
-Elephants buffed to Knights
-Balearic Corsairs (Replaces Swordsmen, Amphibious and Stronger Embark promotions)
Religion
-Godly Favours - +10 Gold and Culture whenever a city following this religion grows to it's largest size.
Social Policy
-Commerce Opener - +2 Gold from Trade Routes for both ends.

Celtic
-Woad Headhunters (Replaces Swordsman, Restores health and Gains Culture from Kills)
-Scythed Chariots (Can Melee Attack, no Rough Terrain Penalty)
Religion
-Pagan Rituals - +1 Faith and Food from forests.
Social Policy
-Honour Opener - Gain Science whenever you kill a unit from a civilisation with a technology you do not own.

Chinese
-Tea Shop (Replaces Garden, no maintenance, no fresh water need, +1 Happiness)
-Ming Warrior (Replaces Musketmen, Stronger)
Religion
-Three Teachings - +3 Faith in all Cities. Cities change/gain a controlling faction whenevever a Great Engineer, Scientist or Mechant is born. Each Faction causes +10% of their respective bonuses in the city.
Social Policy
-Tradition Opner - +10% Growth in all Cities

Danish
-Huscarls (Replaces Pikemen, has Cover 1)
-Longboat (Galleas replacer, Melee that gains gold from attacking Cities, can travel in Ocean)
Religion
-Wodenism - +5 XP for all units built in a city for each Shrines, Temples, Cathedrals, Pagodas, Mosques and Monasteries. +2 Faith from Military buildings.
Social Policy
-Honour Opener - Embarked Units gain +3 Movement

Dutch
-Bank of Amsterdam (Market, +2 Gold, +50% Gold)
-Tulip Fields (Garden, +2 Happiness, +1 Gold from Polders)
Religion
-Calvinistic Loans - -25% Building and Unit Maintenance, no Maintenance on Religious Buildings
Social Policy
-Commerce Opener - +1 Happiness from each copy of a luxury you own beyond the first.

Egyptian
-Nilometer (Replaces Watermill +15% Food and +1 Gold from floodplains.
-Obelisk (Monument with +2 Faith, and no Maintenance)
Religion
-Nile Gods - +2 Faith and +1 Food from all tiles with Fresh Water. World and National Wonders provide +4 Faith.
Social Policy
-Piety Opener - +4 Faith from World Wonders

English
-Redcoat (Better Rifleman, Foreign Lands and slightly stronger)
-Spitfire (Better Fighter)
Religion
-Anglican Church - +1 Gold per 2 Citizens who follow this religion in the Holy City. Shrines, Temples, Cathedrals, Pagodas, Mosques and Monasteries provide +4 Gold.
Social Policy
-Exploration Opener - +2 Line of sight for all Naval units

Ethiopian
-Oromo Warrior (Replaces Musketmen, Drill 1 and 2)
-Rock-Hewn Churches (Replaces Stoneworks, +1 Faith from Stone and Marble, +2 Faith)
Religion
-Early Adopters - Religion spreads 25% faster.
Social Policy
-Piety Opener - +10% Great Person Generation

French
-Frankish Axemen (Replaces Archer, stronger Barb throwing Axemen)
-Patisserie (Garden, with no river requirement, +2 Food, +10% Culture and +1 Happiness)
Religion
-Church's Eldest - +100% Pressure from your Holy City. Gain +10 Faith and +5 Golden Age points whenever a Citizen in your cities converts to your religion. +1 Golden Age points per Turn per City following this Religion.
Social Policy
-Aesthetics Opener - +2 Culture from Great Works.

German
-Unterseeboot (start with Wolfpack 2)
-Dicke Bertha (stronger Artillery)
Religion
-Teutonic Order - All units gain +20% Combat Strength near enemy Cities of other religions. When you capture a city 75% of the remaining population are converted to your religion.
Social Policy
-Honour Opener - All Land Units gain +15 XP

Greek
-Theatre (Replaces Zoo, +2 Culture, +3 Happiness (not 2) )
-Greek Steamship Company (Replaces Harbour, +2 Gold from all Sea Trade routes, +25% Production when building Ironclads and +100% Production when building Trade Ships)
Religion
-Myths and Legends - 50% of Culture becomes Faith. Gain 50% of the strength of Melee units created in Faith.
Social Policy
-Commerce Opener - +2 Gold from Trade Routes for both ends.

Hunnic
-Tarken (Replaces Knights, no penalty vs Cities)
-Nomadic Herds (Replaces Caravansary, Provides 2 Horses, +1 Gold per Pasture, no Trade Bonus)
Religion
-Sword of Mars - All units gain +20% Combat Strength near Cities of other religions. May Purchase Great Generals with Faith.
Social Policy
-Patronage Opener - Units are 50% more effective at intimidating City States

Incan
-Quechua (Replaces Warriors, Double Damage vs Ranged Units)
-Chasqui (Replaces Scout, Faster, Stronger in Hills)
Religion
-Pachamama and Viracocha - +2 Faith from Mountains, +1 Faith from Hills. May purchase Observatories with Faith.
Social Policy
-Tradition Opener - +1 Production from Strategic Resources

Indian
-Gorkha (Altitude trained, modern infantry, slightly stronger)
-Sowar (Replaces Knight, Faster, +25% vs Wounded Units)
Religion
-Sacred Animals - +5 Faith from Cows, +1 Faith from Deer, Sheep and Horses. +10% Food from Temples.
Social Policy
-Tradition Opner - +10% Growth in all Citiess

Indonesian
-Spice Gardens (Replaces Water Mill, must be built in a city not on a luxury, provides 1 Ginger, Cinnamon or Candlenut)
-Rumah Gadang (Replaces Castle, +10% Culture)
Religion
-Kebatinan - +1 Faith from happiness buildings, 50% of excess happiness is converted to faith.
Social Policy
-Commerce Opener - +1 Happiness from each copy of a luxury you own beyond the first.

Iroquois
-Cherokee Riflemen (Replaces Musketmen, Much Stronger in Forests/Jungles)
-Maple Groves (Replaces Gardens, Grants 1 Maple Syrup Luxury, +1 Food from Forests, no fresh water need)
Religion
-Hunting Songbird - +2 Faith and +2 Culture from great works of Music. +1 Culture from Forests. +10% Great Musician Generation in Cities with at least 5 Forests with 2 tiles of them.
Social Policy
-Commerce Opener - +1 Gold and Production from Lumber Mills.

Japanese
-Dojo (Barracks that gives +2 Culture and +1 Happiness)
-Zen Garden (Garden that gives +2 Culture and +1 Happiness, no fresh water)
Religion
-Purity - +8 Faith from Natural Wonders and +2 Faith from Atolls. +4 Faith and +1 respective yield from Great People Tile improvements.
Social Policy
-Honour Opener - All Land Units gain +15 XP

Korean
-Kwans (Replaces Garden, doesn't require fresh water, +15XP for all units built in the city)
-Seowon (Replaces University, +10% Faith, +10% Great Person Generation)
Religion
-Muism - +50% Faith during Golden ages. +1 Faith from Culture Buildings, +1 Culture from Faith Buildings. +1 Faith from Great Works.
Social Policy
-Aesthetics Opener - +4 Science from Writer's Guild

Mayan
-Holkan (Replaces Spearmen, Culture on Kills)
-Ball Court (Replaces Colosseum, +2 Happiness)
Religion
-Ritual Sacrifice - +100 Faith and +100 Golden age point whenever a Great Person is expended. +4 Faith from Lakes.
Social Policy
-Piety Opener - +10% Great Person Generation

Mongolian
-Ger (Granary, no Maintenance, +2 Culture)
-Yam (Caravansary, +4 Gold from land Trade Routes, +15XP for Mounted Units)
Religion
-Defender of Religions - +1 Faith for each 4 followers of any religion in your cities. +2 Faith for each different Religion in your cities (Starting at 2).
Social Policy
-Patronage Opener - Units are 50% more effective at intimidating City States

Moroccan
-Riad (Replaces Garden, no water need, +2 Culture, and +10% Food)
-Medina Quarter (Replaces Castle, +4 Faith)
Religion
-Zealous Traders - 50% less religious pressure from incoming trade routes. +2 Faith per trade route)
Social Policy
-Commerce Opener - +2 Gold from Trade Routes for both ends.

Ottoman
-Abus gun (Replaces Crossbowman, Gunpowder Unit stronger)
-Dardanelles Gun (Replaces Cannon, Strength of Artillery)
Religion
-New Holy City - Any Holy City you conquer will produce pressure for your religion.
Social Policy
-Aesthetics Opener - +2 Happiness and +2 Tourism in all Cities with fresh water

Persian
-Apothecary (Replaces Watermill, Units in the city heal quicker, +1 Happiness)
-Sparabara (Replaces Swordsman, Doesn't require Iron, Stronger on Defence, Weaker otherwise, Cover 1)
Religion
-Ahura Mazda - 25% of Faith Generated is transferred to Golden Age Points. +1 Happiness from each Religious Building.
Social Policy
-Aesthetics Opener - Golden Ages are 33% Cheaper

Polish
-Kosynier (Replaces Warrior, Cheaper and can build Farms)
-National Cavalry (Replaces Cavalry, Stronger in Friendly Land)
Religion
-Plaguefree - +40% of Food is carried over after a new Citizen is born. 15% faster Growth rate for city if not at war
Social Policy
-Liberty Opener - +33% Production of Mounted Units

Polynesian
-ANZACs (Great War Infantry, Drill 2, Terrifying)
-Halau Hula (Replaces Amphitheatre, +2 Culture gives +4 Tourism during Golden Ages)
Religion
-Tiki - Cities you found will have your religion, religion spreads 50% further
Social Policy
-Exploration Opener - +2 Line of sight for all Naval units

Portuguese
-Explorer (Replaces Scout, Can Embark immediately, +2 Line of Sight
-Organ Gun (Replaces Cannon, does more damage vs Units)
Religion
-Cult of the Holy Spirit - +1 Happiness per City, +1 Faith per 2 followers
Social Policy
-Exploration Opener - +2 Line of sight for all Naval units

Roman
-Forum (Replaces Market, +25% Culture in the City)
-Praetorian (Replaces Horseman, Great General 2)
Religion
-Imperial Cult - Captured cities are converted, +2 gold and faith from every city following religion
Social Policy
-Honour Opener - +10% Production of Land Units per Millitray Building.

Russian
-Streltsy (Replaces Musketmen, more expensive but created 2 at a time)
-Oprichnik (Replaces Knights, more effective in friendly territory)
Religion
-Patriarchy - +1% Food and Production per Follower in the City (Max 15%)
Social Policy
-Tradition Opener - +1 Production from Strategic Resources

Shoshone
-Tipi (From the Scenario)
-Dog Soldiers (Replaces Swordsman, No iron needed, fights at full strength at any health)
Religion
-Ghost Dance - +8 Faith from Great works of Music
Social Policy
-Liberty Opener - +33% Production of Mounted Units

Siamese
-Sala (Replaces Garden, +25% Culture, no water need)
-Hor Trai (Replaces Shrine, +2 Science)
Religion
-Karma - +1 Happiness per 4 Followers, +1 Happiness from Religious Buildings
Social Policy
-Patronage Opener - Relations with City States decay 75% slower whilst you are at war with a common foe.

Songhai
-Skirmisher (Replaces Archer, slightly tougher)
-Jeweller's Workshop (Replaces Workshop, +10% Gold and +1 Gold from Trade Routes (+1 for owner))
Religion
-Wealthy Hajj - +500 Gold whenever a Great Prophet is born
Social Policy
-Liberty Opener - +33% Production of Mounted Units

Spanish
-Bullring (Replaces Circus, +3 Happiness, +1 Culture, +2 Tourism on Flight)
-Galleon (Replaces Frigate, Gain Gold from Kill enemies)
Religion
-Holy Office of the Inquisition - Inquisitors are 33% cheaper and convert 25% of the citizens they remove heresy from.
Social Policy
-Exploration Opener - Cities on Continents different from your capital generate +4 Gold, +2 Tourism and +4 Culture

Swedish
-Allmoge (Replaces Spearmen, Cheaper)
-Hogskola (Replaces Public School, +1 Scientist Slot, +10% GP generation)
Religion
-Valhalla - +1 Faith from Tundra Tiles, +2 Faith from Snow and Ice Tiles, Gain faith when your units are killed equal to twice their combat strength.
Social Policy
-Commerce Opener - +1 Gold and Production from Lumber Mills.

Venetian
-Canals (Garden, requires fresh water or coast access, +50% GP Generation, +2 Tourism on Flight)
-Doge's Palace (Palace, grants +2 Culture and +2 Gold from all trade routes. +2 Tourism on Flight)
Religion
-Crusaders - +20% Combat Strength near Friendly Cities of this religion, +20% Combat Strength near Hostile Cities of other religions.
Social Policy
-Liberty Opener - Relations with City States decay 75% slower whilst you are at war with a common foe.

Zulu
-Nguni Hunters (Replaces Spearmen, has pre-melee ranged attack)
-Nguni Herdsmen (Replaces Stables, +1 Food from Pastures, +5XP for Melee Units for each Pasture, no cavalry bonus)
Religion
-Ubuntu - +1 Happiness per City and per 4 Followers, +100% Length of "We love the King Days" and +50% Length of Golden Ages.
Social Policy
-Honour Opener - Gain Science whenever you kill a unit from a civilisation with a technology you do not own.

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Re: Civ 5 more Unique Mod

Post by JorgasElite on Tue Jan 27, 2015 11:33 pm

Nutellix and I are currently rethinking this mod and it's ideas.

Sweden: Scandinavian School: Replaces Public School. 5 maintenance, +6 science, +1 science from every 2 population, +1 great scientist slot +1 great scientist point.

Denmark: Geothermal Greenhouses: Replaces Medical Lab. 3 maitenance, +2 food and +2 science from tundra and snow. 25% Food carried over after a citizen is born.
Requires Hospital.

Portugal: Caçadores: Replaces Riflemen. +33% bonus in Rough Terrain.

Songhai: Trans-Saharan Market: Replaces Market. +25% Gold, +1 Gold, +1 Gold per incoming trade route (+1 for the owner of the trade route), +2 gold from luxuries, +2 gold from salt and gold.

England: Spitfire: Replaces Fighter. Interception (100), Air Sweep, Weak against ranged attacks, Air Recon, Bonus vs. bombers and helicopters 150. Requires no oil.

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Re: Civ 5 more Unique Mod

Post by thunderpants on Fri Jan 30, 2015 7:59 pm

I'm personally pushing for the idea of shared uniques for some nations.

So Austria and Germany both have Landsknecht, doppelsoldiers (The common German infantry on the time) etc.

I'd like to see each civ have enough unique things to affect their playstyle hugely,

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Re: Civ 5 more Unique Mod

Post by thunderpants on Tue Mar 31, 2015 11:37 pm


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Re: Civ 5 more Unique Mod

Post by Aegonian on Wed Apr 01, 2015 1:31 pm

That looks great! It's been too long since we've played any Civ matches, we really should start a new one soon! I've been rather inactive on Steam lately, but I should have a bit more spare time now.

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Re: Civ 5 more Unique Mod

Post by kingnecromancer on Wed Apr 01, 2015 5:54 pm

Why not make the 5th Unique Unit mod?

:^)

Also yes, I have accidentally opened the multiplayer mod loader too many damn times, we cannot let my mouse's sacrifice be in vein! (vain? Whatever)

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Re: Civ 5 more Unique Mod

Post by thunderpants on Thu Apr 02, 2015 6:47 pm

Yeah I've been addicted to playing Victoria 2 and Europa Universalis rather than Civ.

5th Unique might work, any ideas.

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