Board Thread:Fun and Games/@comment-27417233-20161223055533

If Your Republic/Empire Were a Civilization in Civilization 5, what would your attributes be? Who would represent them as a leader, and how would their leader behave? What unique attributes and items would they have to take on the world stage, what cities would be part of their list, what colors would be their borders?

To start off, I've listed the Republic of Iridea here.

Republic of Iridea

Border Colors: Teal and Tan

Leader: Nanadul

Unique Civilization Ability: Confederation of Allied Weegees (Iridea suffers 50% less anger from the number of cities it has built. Gain +1 influence over Militaristic and Cultured city-states for each social policy adopted. -50% Great Person points in all cities outside of the capital.)

Unique Unit: Beedeehem (Replaces Rifleman)

Has a defensive bonus when stationed on coastal/oceanic tiles within friendly territory; has to be built with food instead of production.

Unique Building: Weegeeologist's Guild (Replaces Museum)

+25% science in this city. Each city with one of these will enter "We Love the King Day" and temporarily provide +6 extra science and +3 extra culture after a Great Person is born within the empire.

Citylist:


 * Capital: Volitas
 * Daimhwood
 * Iratus Minus
 * Oditrevda
 * Suchopolis
 * Meavolum
 * Gungik
 * Unau
 * Cantegia
 * Nova Lolquaia
 * Rhesium
 * Hippo Legium
 * Grefferson
 * Ficienza
 * Stultipolis
 * Hupolis
 * Keiaheleo
 * Hanahana
 * Ragamiciopolis
 * Debingrad
 * Malama
 * Baohu
 * Yuchun de Kelong
 * Semiapolis
 * Fort Rainy
 * Sania
 * Farrago
 * Turbatio
 * Silvalium
 * Septem Patermacium
 * Duanpao
 * Nova Yucungium
 * Prostigrod
 * Dao Nile
 * Poveselis

AI Behavior

Preferred Victory: Diplomatic / Scientific

Competitiveness: 4 out of 10

Wonder Competitiveness: 3 out of 10

City-State Influence Competitiveness: 5 out of 10

Boldness: 3 out of 10

Diplobalance: 8 out of 10

Hate Warmongers: 4 out of 10

Willingness to Denounce: 4 out of 10

Willingness to Declare Friendship: 6 out of 10

Loyalty: 6 out of 10

Neediness: 7 out of 10

Forgiveness: 6 out of 10

Chattiness: 3 out of 10

Meanness: 7 out of 10

Offensive Unit Production: 7 out of 10

Defensive Unit Production: 8 out of 10

Defensive Building Production: 7 out of 10

Military Training Buildings Production: 7 out of 10

Recon Unit Production: 5 out of 10

Ranged Unit Production: 3 out of 10

Mobile Unit Production: 6 out of 10

Naval Unit Production: 7 out of 10

Naval Recon Unit Production: 5 out of 10

Air Unit Production: 7 out of 10

Naval Growth: 6 out of 10

Naval Tile Improvements: 3 out of 10

Water Connections: 4 out of 10

Expansion: 6 out of 10

Growth: 4 out of 10

Tile Improvements: 5 out of 10

Infrastructure (Roads): 4 out of 10

Production Emphasis: 6 out of 10

Gold Emphasis: 6 out of 10

Science Emphasis: 7 out of 10

Culture Emphasis: 6 out of 10

Happiness Emphasis: 7 out of 10

Great People Emphasis: 5 out of 10

Wonder Emphasis: 5 out of 10

Religion Emphasis: 5 out of 10

Diplomacy Victory: 7 out of 10

Spaceship Victory: 7 out of 10

Nuke Production: 6 out of 10

Use of Nukes: 3 out of 10

Use of Espionage: 3 out of 10

Anti-Air Production: 4 out of 10

Air Carrier Production: 7 out of 10

Land Trade Route Emphasis: 8 out of 10

Sea Trade Route Emphasis: 5 out of 10

Archaeology Emphasis: 8 out of 10

Trade Origin Emphasis: 7 out of 10

Trade Destination Emphasis: 8 out of 10

Airlift Emphasis: 6 out of 10

Likeliness to Declare War: 4 out of 10

Likeliness to be Hostile: 2 out of 10

Likeliness to be Deceptive: 2 out of 10

Likeliness to be Guarded: 6 out of 10

Likeliness to be Afraid: 5 out of 10

Likeliness to be Friendly: 6 out of 10

Likeliness to be Neutral: 6 out of 10

Ignore City-States: 3 out of 10

Friendliness to City-States: 7 out of 10

Protection of City-States: 6 out of 10

Conquest of City-States: 5 out of 10

Bullying of City-States: 2 out of 10 