Here are the current empires so far: *and sry for the massive editing, i tweak them at irregular times. ^^ **oh no, over 100 edits. sry bout that
The Seven Saimoé Empires:
(Their abilities are only theoretically balanced. These are all never been tried yet.)
Based on shows from Kyoto Animation such as The Melancholy of Haruhi Suzumiya, Lucky Star, and K-on.
About Stars of Fortune, this allows you to gain more citizens faster in the early game without the need of a luxury to make this work. It starts whenever you settle a city, or annex a city after either receiving from gift or conquering. It is pretty much a simple passive ability, and does not require special techniques to deal with this ability.
Light Music Clubs are just generally extra space for music, but is more available if you're focusing on science. The need for great works of music shouldnt be a problem since you can move them after all. Great when going wide, even tho obtaining the works wont always be faster.
Royal Guards are musketmen with a situational ability. the more happy your empire, the more powerful these are. You're going to need 30 excess happiness in order to get its maximum strength to +30%. That's stronger than a Musketeer. Unfortunately, the easily changeable happiness level will cause your boost erratic, and prone to situations when your happiness falls quickly. Lastly, if your empire becomes unhappy, Royal Guards will become normally flawed unhappy musketmen. These are mostly better off with a tall empire.
Based on shows from JC Staff such as Shakugan no Shana, and Zero no Tsukaima.
About Kugimiya Knights, this allows you to spend a great person in order to add bonuses to your empire. Unlike Sweden, these do not require City-States. However, doing so will prohibit you to do this again. Effects may be small early on, but once you own alot of cities and you spent all the nine types, your empire should be in a overflow of bonuses. This also works on puppets, although some bonus might not be important on them.
Great Merchant -> +1 gold per city
Great Scientist -> +1 science per city
Great Engineer -> +1 production in all cities
Great Prophet -> +1 faith per city.
Great General -> +10 EXP in all cities
Great Admiral -> +1 food in all cities
Great Artist -> +1 local happiness for every two cities.
Great Writer -> +1 culture per city.
Great Musician -> +1 tourism per city.
A unique ability like this would favor social policy trees like Liberty, Exploration, and the Order ideology.
Flame Haze Army, one of your resource-less units that doesnt need iron. Making them nice pre-musketmen. Their ability forces them to be spread apart, making them great for movement blockers or flankers.
Familiars are the second resource-less units, and they don't need horses. A bit odd in the mounted line because the horse requirement returns if upgraded to cavalry. However, they're still great strengthened all-purpose knights ready to invade.
Based on shows with a character voiced by Hanazawa Kana such as Angel Beats, Black Rock Shooter, and My Little Sister Can't Be This Cute.
About Order of the Lotus, an ability that requires you to have Missionaries and Great Prophets. Not entirely requires a religion, but actually can go well against another's religion by capturing them.
Missionaries under your control can claim tiles by the amount they can spread religion. Meaning that the more tiles they take, the less chances to spread your religion. But obviously it would be a waste to use yours, but instead use the enemy's.
Prophets under your control can claim an area of tiles. Taking the tile under them and the ones adjacent to it. This is most like making a citadel. Use these to take over impassable tiles like mountains and natural wonders. And doing so will consume this unit.
The last thing about this ability is that the missionaries can also claim enemy tiles, meaning that they can steal enemy resources and forcing the enemy to use their citadels to take them back if possible. Including the diplomatic penalties can obviously occur. An ability like this will both help border expansion and slowing down enemy economy. (really great against the Great Wall wonder)
BR Shooters, a late game unit which is faster than normal Gatling guns and can move after attacking. Good for fast attacks and skirmishes. Units like these are great for slowing down enemy armies by damaging and moving away. Better on roads and railroads, where they can move and attack without counterfire.
Hanami Gardens/Flower Petals, improvements that make faith and defense. These produces more faith if built earlier, otherwise new ones will always start as 1 faith. These also have to be adjacent to cities, meaning that if these cities are adjacent to important resources, you'll lose space for Hanami Gardens. The best way to get alot from these is to build these early and make alot of cities.
Here's a graph for faith production of three Hanami Gardens thru the ages:
Age 1: none, none, none
Age 2: +1 faith (built), none, none
Age 3: +2 faith, +1 faith (built), none
Age 4: +3 faith, +2 faith, none
Age 5: +4 faith, +3 faith, none
Age 6: +5 faith, +4 faith, none
Age 7: +6 faith, +5 faith, +1 faith (built)
also, note that the tiles also needs to be worked on to make faith.
Based on shows from studio DEEN such as Fate/Stay Night, Is This A Zombie!?, and Seitokai no Ichizon.
About the Search of the Holy Grail, an ability that takes effect after researching Chivalry. This grants a bonus unit of your choice once that research is finished. These units are the ones available in your technology, and unique units provided by your allied Militaristic City-States. Note that some units can never be obtained for free regarding the requirements of Chivalry. You'll still need the required strategic resources for some units, and they still require maintenance. Lastly, having military buildings in your capital still gives experience. The obtaining rate of these units can easily give you an army in a few fifty turns, and can save you production for other units, buildings, and wonders.
I've calculated the frequency of unit gaining for DEEN. they seem to get alot of units per turn. which is pretty powerful, but consuming.
years per turn: (standard)
The first 75 turns are 480 months = 40 years per turn.
The first 60 turns are 300 months = 25 years. get a unit per 3 turns
The first 75 turns are 240 months = 20 years. get a unit per 3 turns
The first 50 turns are 120 months = 10 years. get a unit per 6 turns
The first 60 turns are 60 months = 5 years. per 12 turns
The first 50 turns are 24 months = 2 years. per 30 turns
The first 120 turns are 12 months = 1 year.
The first 60 turns are 6 months = 1/2 years.
years per turn: (quick)
The first 50 turns are 720 months = 60 years.
The first 30 turns are 480 months = 40 years.
The first 20 turns are 360 months = 30 years. per 2 turns
The first 30 turns are 240 months = 20 years. per 3 turns
The first 25 turns are 120 months = 10 years. per 6 turns
The first 40 turns are 60 months = 5 years.
The first 65 turns are 24 months = 2 years.
The first 70 turns are 12 months = 1 year.
Necromancers, archers with a distinctive ability that lightly damages all enemy units adjacent to you each turn. Great in the battlefield when grouped up with different units, its long range attacks are the same as a normal archer. Even greater when garrisoned in a city, causing the ability go out to 2-tiles. This adds attrition to most invaders, making this unit a formidable defense. Note that this ability cannot stack and will still only damage by 10 hp even if adjacent to more than one Necromancer.
Student Council, a courthouse that gives gold and doesnt need an occupied city to build. This makes them ready to build once you research Mathematics, and gives you good gold, especially when you conquer cities. This gold will allow you to make more armies, or possibly gifts for City-States.
Based on shows from Shaft such as Puella Magi Madoka Magika, Hidamari Sketch, and Bakemonogatari.
Decontruction allows you to experience less penalties caused by excess unhappiness. This does not lower total unhappiness by your empire.
If your excess unhappiness goes up to 20, your UA halves it and makes it into 10. However, you still need 20 happiness to go back to zero.
and if the result unhappiness is 10, then your military penalty coming from -40% (made from 20) into -5% (1 excess unhappiness makes -0.5%)
This is the second part of the UA. Initially 1 excess unhappiness lowers military combat by -2% per point. This UA brings it down to -0.5% per point.
from there, you can still fight properly. Resistant against happiness drops of City-State losses, sudden annexations of cities, and being on the lower end by Public Opinion.
An ability like this is a double-edged sword: either be always happy and never use this ability, or be unhappy and use this ability while being brought down by other penalties like growth and settlers.
Puella Magi, composite bowmen with great ranged power as a crossbowmen, but as frail as a normal archer. These are great unit killers and city smashers, but has to be protected well. Great for both offense and defense.
Crab Spirit, a great admiral with an ability like no other. To consume itself to make a Great Person other than Crab Spirits or Great Admirals. Good for a seafaring economy yet still good only for sea maps. Yet still pretty good for the navy when able to heal them per turn.
Based on shows from Seven Arcs such as Magical Girl Lyrical Nanoha, and Dog Days.
About Time-Space Administration Bureau, the empire allows you to purchase or upgrade to future units you have not researched yet. But not just any future unit, the ones you closely researched to. In order to make the unit available, you have to research all the prerequisites for that units technology. Some units are easier to access while some are harder. This applies also to air and sea units.
For example, you need all Drama and Poetry, Horseback Riding, and Currency to purchase/upgrade to Pikemen.
However, Longswordsmen only need Metal Casting to purchase/upgrade to.
Just keep on mind that these upgrades will generally be more expensive, so bank in enough gold and science to get these. The best empire for this should generally be Tall with Traditional, Honor, Commerce, Rationalism, and the Autocracy Ideology.
Flonyardian Hero, pikemen where its stronger in your borders and city-state borders. This is probably asking for the Patronage Social Policy tree. These are amazing defenders, especially against economically powerful enemies. Combined with various military bonuses and your defense should not be breached. Theyre pretty hard to obtain due to three prerequisites, but thats not too bad. Lastly, these can become hardy Lancers.
Wolkenritter, the industrial-age ranged cavalry that can dominate the land. The fact that they can pierce through rough terrain should make them an unstoppable force. Pretty average due to two prerequisite techs, and loses its range when upgraded to Tanks. Also, dont be afraid to use them against Lancers because they're ranged units. use these as much as you can.
Based on shows from Nomad such as Rozen Maiden, Kämpfer, and Yozakura Quartet.
About Roza Mystica, you gain your free Great Works after you conquer any city. This gives you a decision whether you choose between Writing, Art, Music, or Artifact. Having no slots will lose your chance to gain one. This encourages you to fill Slots faster through war, and take advantage of GWAM's other abilities to make more culture, golden ages, and tourism later in the game. This calls for the Aesthetics Social Policy tree if you want to win culturally.
Kampfer, musketmen with unique promotions. this requires military buildings to get these earlier or else they be normal musketmen.
The three promotions are Zauber, Gewehr, and Schert.
~ Zauber gives you a 25 hp (of 100) shield that doesn't come back after damage. Good for both offense and defense, but temporary.
~ Gewehr gives you a optional ranged attack
Based on shows from Xebec such as To Love-ru, Nyaruko: Crawling With Love, and Love Hina.
About Endowment, your influence status with other civs will already be at "Popular" level. Meaning you already have bonus research from trade routes, less loss from conquering cities, and stronger spies. technically, 3 abilities in one. However, this does not give you free tourism so you still start at 0% and have to accumulate like everyone else.
One of the points of being Popular level is gaining +2 research per trade route. You gain two starting trade routes in the Ancient age. This gives you +4 research points in the early game (half the amount of an early Academy of Babylonians.) if you were to trade with Civs. You will gain more as you research new techs which is unforunately, might not be much. It is a great boost but will slightly wear off later on.
And now onto their unit, the Nyarlathotepian. Your dangerous lancer which is mostly effective defensively or offensively. Your superfast spies helps you target a city better, and your conquering bonuses gives a bigger reward for you. and your enemies have to watch out where they put their own spies, these Nyarlathotepians can spot them for you.
For a late game bonuses Civ like this one, they're better off to survive in the early-game. After that, you severely gain the upper hand.
Based on shows from Bones such as Gosick, Soul Eater, and Fullmetal Alchemist.
About building requirements, if you have 5 cities, your national wonder only require 3 cities to be built. (rounded up) However, these wonders still need the required building on the city you build your National Wonder on.
Circus Maximus: +10 happiness, +2 culture (instead of +5 happiness, +1 culture)
East India Company: +8 gold (instead of +4 gold)
Grand Temple: +16 faith (instead of +8 faith)
Hermitage: +4 culture (instead of +2 culture)
Heroic Epic: +2 culture (instead of +1 culture)
Ironworks: +16 production (instead of +8 production)
National College: +6 science, +2 culture (instead of +3 science, +1 culture)
Oxford University: +6 science, +2 culture (instead of +3 science, +1 culture)
National Epic: +2 culture (instead of +1 culture)
National Intelligence Agency: *none*
National Visitor Center: +4 gold (instead of +2 gold)
Palace: *not included*
Based on shows from Sunrise studios such as Code Geass, Mobile Suit Gundam, and Accel World.
About Witchcraft, this allows you to make denouncing enemy civilization more important then usual. Use this opportunity wisely, or else the enemy can catch you off-guard. Doing this may lower the enemy's firepower for a very long time. (75 turns or more. usually the length of denouncement lasts. Because it doesnt rely on the denouncement's duration because it disappears when war is declared.)
Neuro Linkers (from Accel World) are great engineers, known to be the most desired units. That's why it is better not to hesitate when sending them into the battlefield to disable a city. This is because after using that ability, the unit quickly appears back in the capital, making it easier to hurry production and finish the wonder faster.
Disableing a city should be effective, since it lowers the city's firepower and cripples the enemy's economy. REMEMBER! THE BIGGER THE CITY, THE LONGER THE RESISTANCE!! the duration is usually a turn for every two citizens, so it would be very terrible if one causes resistance to one of your 30-population cities. (15 turns)
Lastly, Mobile Suit (Gundam) are an endgame units, if you survive that is.
Based on shows from A-1 Pictures such as Anohana, Sword Art Online, and The Idolmaster.
About Promised Reunions, this allows you to become ally with all City-States in the world by just discovering them. Unfortunately, you can't do this again and their influence with you falls and join a different side. Use their allied bonus wisely and make sure they support your mid to late game.
Rescue Squadrons allows you to secure your Medieval age with their robust defence, so dont forget to look for iron in the early game. Great as meatshields.
765 Productions are your late-game bonus to determine your victory. The lack of need for Coal allows you to make more Ironclads, money from trade, or acquire an ideology easier. It's culture makes them tougher against tourism, and their gold bonus boosts economy and military. This thing packs a punch!