I have not found a civilization mod that effectively portrays any middle-eastern extremist groups, which is disappointing. This is wanted more for a scenario idea (War on Terror, obviously)
Civ bonus: Desert Guerillas. All unit types can move through mountains, but receive damage if ending their turn on a mountain tile.
Fortified units receive even less damage from ranged attacks.
Start friendly to barbarians.
Cannot build additional settlers but may annex conquered cities.
Unique Unit(s?): Dshk (replaces machine gun): May move after attacking, +1 movement point, no defensive terrain bonus.
Terrorist: (Starting in Atomic/Modern era) May be purchased with faith only. May enter another civilization's territory without invoking war. Is consumed to use 1 of 2 effects: "Create Fear" (city's production and growth is decreased by X% of your total military size for Y amount of time, but your tourism is decreased by 80% of total military size for the same amount of time) "Bombing Attack" (City loses X health, 5% chance a defensive building is destroyed, 1 civilian is killed per era since Terrorists unlocked). Can pillage at no cost but doesn't heal. Disguised as a worker of a random civilization (including the one being invaded!) until attacked. Is only as strong as the base melee unit of the era before it was purchased.
Technicals: Significantly weaker than the unit it replaces (Mechanized Infantry), the Technical has increased movement, is cheaper to produce, and may use enemy roads. (Strength is halfway between Infantry and Mech Infantry at Infantry cost)
Insurgent: Significantly weaker than the unit it replaces (Infantry), it is much cheaper to produce and has a 33% chance to retreat when attacked by melee or mounted units. Receives a fortification bonus when attacked by ranged units or aircraft (if fortified, the bonus is x1.2 effective). May pillage at no cost. Razes cities at double speed. May be purchased with faith with the honor tree. Production cost of Riflemen.
Mastermind (replaces Great General): Can be used to hurry the production of a military unit (which produces 2 units instead of one!), build a Training Camp (see below), or a barbarian camp.
Unique Building: Legitimate Business (replaces Medical Center): A city with an improved and worked oil resource receives +10% gold production and oil resources are worth extra gold when improved. Connection to city-states and major civs that have unlocked biology provide an extra 40% gold for your civilization.
Unique Tile Improvements:
Training Camp (replaces Citadel): Does not damage adjacent enemy units, but increases the rate at which all adjacent and occupying friendly units heal, except ships. Units fortified in a Training Camp are near-immune to ranged attacks (90% fortification bonus) but receive no bonus against melee attacks.
Civ bonus: Desert Guerillas. All unit types can move through mountains, but receive damage if ending their turn on a mountain tile.
Fortified units receive even less damage from ranged attacks.
Start friendly to barbarians.
Cannot build additional settlers but may annex conquered cities.
Unique Unit(s?): Dshk (replaces machine gun): May move after attacking, +1 movement point, no defensive terrain bonus.
Terrorist: (Starting in Atomic/Modern era) May be purchased with faith only. May enter another civilization's territory without invoking war. Is consumed to use 1 of 2 effects: "Create Fear" (city's production and growth is decreased by X% of your total military size for Y amount of time, but your tourism is decreased by 80% of total military size for the same amount of time) "Bombing Attack" (City loses X health, 5% chance a defensive building is destroyed, 1 civilian is killed per era since Terrorists unlocked). Can pillage at no cost but doesn't heal. Disguised as a worker of a random civilization (including the one being invaded!) until attacked. Is only as strong as the base melee unit of the era before it was purchased.
Technicals: Significantly weaker than the unit it replaces (Mechanized Infantry), the Technical has increased movement, is cheaper to produce, and may use enemy roads. (Strength is halfway between Infantry and Mech Infantry at Infantry cost)
Insurgent: Significantly weaker than the unit it replaces (Infantry), it is much cheaper to produce and has a 33% chance to retreat when attacked by melee or mounted units. Receives a fortification bonus when attacked by ranged units or aircraft (if fortified, the bonus is x1.2 effective). May pillage at no cost. Razes cities at double speed. May be purchased with faith with the honor tree. Production cost of Riflemen.
Mastermind (replaces Great General): Can be used to hurry the production of a military unit (which produces 2 units instead of one!), build a Training Camp (see below), or a barbarian camp.
Unique Building: Legitimate Business (replaces Medical Center): A city with an improved and worked oil resource receives +10% gold production and oil resources are worth extra gold when improved. Connection to city-states and major civs that have unlocked biology provide an extra 40% gold for your civilization.
Unique Tile Improvements:
Training Camp (replaces Citadel): Does not damage adjacent enemy units, but increases the rate at which all adjacent and occupying friendly units heal, except ships. Units fortified in a Training Camp are near-immune to ranged attacks (90% fortification bonus) but receive no bonus against melee attacks.