Okay, here is some of my favourite ideas, collected from this thread and the one in 2kForum. Many thanks to everyone involved. Hopefully we will get some new exciting DLC's soon. Perhaps even some of these ideas might get a chance!
http://civilopedia5.com/
Apache
Leader:
Mangas Coloradas
Unique Building:
Wickiup. Replaces Granary. Same benefits as Granary but also gives additional +1Food from Desert tiles and 1+Gold from Flood Plains and Oasis.
Unique Unit: Raider. Replaces Cavalry. Strength: 26. Movement: 4. Starts with Evasion(50) promotion. Gains extra Gold from Pillaging tile Improvements. Has a higher combat strength and extra movement point.
Unique Ability:
Cactus Life. Desert tiles provide +1Food and +1 Production and Garrisoned Units can attack Twice a Turn.
Assyria
Leader:
Ashurbanipal
Unique Unit:
Siege Tower. Replaces Catapult. Cost 120. Strength 14, not 4. Ranged Strength 6, not 14. Range 2. Movement 2. Has a Amphibious promotion and does not need to set up prior firing. May melee attack, but cannot take cities (They can attack cities, however). Note: Siege Towers were used throughout Europe during the Medieval Era, but were first utilized by the Assyrians much earlier. They were usually set up next to city walls and troops inside would then be deployed to take the walls. There were also archers on board to fire at the defenders on the wall and any stray men that were surrounding the structure. Siege towers, even ones that could float were reported to have been in use whenever there was a wall facing a river.
Unique Building:
Ekal Masharti. Replaces Barracks. Cost: 80. Maintenance 1. The Ekal Masharti provides +15 XP for all new land units. In addition, it provides a +25% production of land units while in the ancient era. This bonus decreases by 5% with the passage of each era, except when you reach the Modern Era and Future Era, where the bonus stays at 5%.
Unique Ability:
Primeval War Machine. +25 Damage Bonus to all Siege and Ranged Units. Also Influence with Militaristic City-States does not Decrease while at War.
Austria-Hungary
Leader:
Maria Theresa
Unique Unit:
Hussar. Replaces Lancer. Cost: 220. Strength: 22. Movement: 4. Starts with Survivalism I promotion.
"Fast moving horsemen used for scouting or raiding".
Unique Building: Concert Hall. Replaces Opera House. Austria has been celebrated for their music all throughout the Renaissance and Imperial periods, bringing about great talent. Cost 230, not 250. +4 culture. Maintenance 0, not 3.
Unique Ability:
Crownlands. Eased building requirements for National Wonders; required building is needed to be build only in 4 cities and Each Completed National Wonder adds +2% Discount to National Wonder Production.
Note:
More you build them, faster you get them. Seven N.Wonders = 7x2=14% total
Byzantine
Leader:
Theodora
Unique Unit:
Dromon. Replaces Trireme. Cost: 60. Strength: 6. Ranged Strength: 8. Movement 4. Has a unique Greek Fire ability which enhances Dromon's Ranged attack to 8, giving it a Lethal Sea Bombardment.
Unique Unit:
Cataphract. Replaces Knight. Cost: 160. Strength: 20. Movement 3. Can Flank attack catapults and trebuchets. Doesn't receive defensive bonuses.
Unique Ability:
From the Ashes of the Empires. 25% of Culture output is added to Science every turn. Double yields from all Great People improvements.
Carthage
Leader:
Queen Dido
Unique Unit:
Sacred Band. Replaces Spearman. Cost 60. Strength 8. Movement 2. Slightly stronger than regular Spearman and also get +25% Combat Strength VS Cities.
Unique Unit2:
Carthaginian War Elephant. New Unit (doesn't replace anything), comes available at Discovery of Horseback Riding. Starts with Blitz promotion and has a special ability to cross over mountain tiles when a Great General is present. Cost 100. Strength 14. Movement 2.
Note: Only limited amount of six War Elephants can be used simultaneously. When one is killed you can build a new one.
Unique Ability:
Mercenary Armies. -20% Discount to All Unit Purchases and Units can be Upgraded at Half the Cost.
Celts
Leader:
Boudica
Unique Unit:
Highlander. Replaces Swordsman. Can move through difficult terrain as though it were clear (all tiles cost 1mp per hex). Also gains Culture from killing units; +3Culture per unit. Cost 90. Strength 12. Movement 3, not 2. Requires Iron.
Unique Improvement:
Dun. Replaces Fort improvement. Unit in it gains double experience points from combat and heals more quickly.
Unique Ability:
Pagan Militants. +15% to Military Units in Rough Terrain and every Forested Hill tile gives 2+ Culture.
Cherokee
Leader:
Ostenaco
Unique Improvement:
Mound. Can be build in Hill and Mountain tiles. Provides +1Food, +1Gold and +1Production in Hill tiles. Available at the Discovery of Mining. Mounds produce +1Culture after the Discovery of Flight.
Unique Building: National Council. Replaces Courthouse. Cost 120. Maintenance 1, not 5. +3 Culture. Eliminates extra Unhappiness from an Occupied City. Lowered Build cost and Maintenance cost also gives extra Culture. Note: Like Courthouse can only be build in occupied cities.
Unique Ability:
Adobe Dwellings. Cities and Forts (tile improvement) built within a 2 tile range of a Mountain gain a +20% Defense Bonus. Citizens can also work Mountain tiles (2 Production & 1 Gold) and earn +2 Culture from Strategic Resources.
Ethiopia
Leader:
Menelik II
Unique Unit: Oromo Warrior. Replaces Musketman. Cost 130. Strength 17. Movement
3.
Unique Building:
Stelae. Replaces Monument. Cost 60. Maintenance 1. Culture 2. Contributes 3 Golden Age points per turn (does not count as happiness).
Unique Ability:
Modernization. Any technology already researched by two other players is researched slightly (+25%) faster by Ethiopia. Also every hill within Ethiopian border provides a Free Zone of Control against enemy units whom have Declared War.
Note:
Tech speed up is gained when two other Civs have researched the Technology and Free Zone of Control from hills is active only when you are being attacked, not if Ethiopia is the oppressor.
Finland
Leader:
Carl Gustaf Emil Mannerheim
Unique Unit:
Runonlaulaja (Rune Singer). Replaces Scout. When explored 100 tiles and returned to the capital can be used to gain 100 culture towards Social Policies. Cost: 30. Strength: 4. Starts with Survivalism I promotion.
Unique Building:
Sauna. Replaces Garden. Cost 120. Maintenance 1 gold. Happiness +2 and +33% Great People generation in City. Each worked Lake tile provides +1 Culture. City must be built next to a River or Lake.
Unique Ability:
Northern Stalwart. Tundra tiles provide +1 Food and +1 Gold. Specialists provide +1 Production. Free Social Policy when Discovering Education.
Starting Bias: Forest, Tundra and Lakes
Favoured Win: Diplomatic, Culture
Natural Wonders: Korvatunturi, Saimaa
Scenario: Karelian Isthmus
- Defend Finland in Karelian Isthmus against invasion of Mother Russia. Conquer St. Petersburg to achieve victory. Many strategic chokepoints and tons of tanks, artillery and planes against Finnish defenders in lines of defense. In this scenario America, Sweden, Germany, Italy, France, England and Denmark are in form of a friendly city states; gifting food and units.
Scenario2: Ultima Thule
- Conquer for the glory of Finland and rule your empire from Iceland to Ural, from Black Sea to Barents Sea! Reinvent the long forgotten and long disregarded traditions of Finnish people.
Hittites
Leader:
Suppiluliuma I
Unique Unit:
Three Man Chariot. Replaces Horseman. Cost: 90, not 80. Strength 8, not 12. Ranged Strength 10: Range: 2. Movement: 4. Both Mounted and Archery Unit. Starts with Charge promotion thus being even more deadly to Wounded units.
Unique Building:
Lion Gates. Replaces Walls. Cost: 100. No maintenance. Defense +5.0. Lion Gates give +2 Culture and an additional +1 Happiness with Professional Army Social Policy.
Unique Ability:
The First Iron-workers. Half cost for researching Iron Working; Each excess source of iron (not being used to equip a unit) provides +1 happiness until the discovery of Rifling.
Scenario:
Battle of Kadesh.
Ultimate Chariot battle with forces of Egypt and Hittite.
Huns
Leader:
Attila
Unique Unit: Javelin Thrower. Replaces Sperman. Cost: 50. Strength: 8. Ranged Strength: 6. Range 2. Movement 3. Both melee and ranged unit.
Unique Unit2: Mounted Archery. Replaces Horseman. Cost: 80. Strength 10. Ranged Strength: 12. Movement 5. Has a Foreign Lands Bonus: Combat Bonus outside Friendly Territory (20).
Unique Ability:
Scorched Earth. Units gain Double Experience from Combat. Also +25 Culture towards Social Policies from every Destroyed City and have unique ability to destroy Capital and City State cities, which gives +50 Culture to the Huns.
Inuit
Leader:
Apanuugpak
Unique Unit: Qamutik "Snow sledge". Replaces Chariot Archer. Cost 70, not 60. Strength 4. Ranged strength 7. Range 2. Movement 4. On tundra and snow the qamutik has 5 movement, 5 strength and 8 ranged strength.
Unique Improvement: Ice trap. +4 Food. Can only be build on snow tiles adjacent to water or river tiles. This is based on the Inuit hunters who dig holes in the ice and wait patiently for a seal or fish to become visible, where they then spear fish it. Available at the Discovery of Sailing.
Unique Ability:
People of the Arctic. +1Food from every Tundra or Snow tile within 3 tiles of the City. The tile does not have to be worked, and one tile can be shared by one city and both will still get the bonus.
Israel
Leader:
Solomon
Unique Unit:
Sayeret. Replaces Paratroopers. Cost 360, not 350. Strength 44, not 40. Movement 3, not 2. Expends no movement cost to Pillage and has an extra Movement point.
Unique Building:
Synagogue. Replaces Temple. Cost 145. Maintenance 2. Culture 4. +10% science.
Unique Ability:
Promised Land. +50% Great People generation in all Cities.
Kongo
Leader:
Nzinga a Nkuwu
Unique Unit:
Bantu. Replaces Worker. Cost: 50. Movement 3. Note: Much cheaper to build than regular Worker unit and has +1 Movement.
Unique Unit2:
Congo-Bowmen. Replaces Archer. Strength: 6 (7 in Jungle tiles). Ranged Strength: 6. Range: 2. Movement: 2. Cost: 70. Note: Much stronger than regular Archer in combat (+2) and in Jungle tiles (+3).
Unique Ability:
Jungle Lore. Jungles provide +1Food and +1Production and Resources in Jungle tiles produce extra +1Gold. All Military units take 25% less Damage from Ranged attacks.
Scenario:
Battle of Mbwila
Note:
Kongo would make a excellent Double Civ + Scenario Pack with Portugal.
Korea
Leader:
Sejong Daewang
Unique Unit:
Hwacha. Replaces Cannon. Cost 260. Strength 10. Ranged Strength 28, not 26. Range 3, not 2.
Unique Building:
Juche Tower. Replaces Broadcast Tower. Cost: 600. Maintenance 3. Available earlier at Electricity. -20% Unhappiness from Citizens and +20% Military unit and building production in the city.
Unique Ability:
Hermit Kingdom. Cities captured by enemies revolt longer and cities captured by Korea revolt less (+/-25% respectively). Libraries and Universities give additional +25 Science top of their normal effects.
Kushan
Leader:
Kanishka
Unique Unit: Steppe Cavalry. Replaces Horseman. Cost: 80. Strength: 12. Movement: 5, not 4. Heals much quicker on Oasis tiles and gains Gold from killing Units; random value from 1 to 30 Gold per unit.
Unique Building:
Tasam. Replaces Stable. Cost: 100. Maintenance 1. +25% Production when building Mounted Units and +25 Gold. Note: Addition to Stable's normal effect Tasam also is used for the exchange of commodities and bargaining in markets.
Unique Ability:
Silk Road. Receives Free Great Merchant at the Discovery of Currency and Earn Great Merchants at double the usual rate. Roads do not cost maintenance.
Scenario:
Silk Road :
Establish a road network between all City State cites, from Coast to Coast, on this Pangaea map. Send Great Merchants and Great Explorers to visit Distant Cities.
Majapahit
Leader:
Hayam Wuruk
Unique Unit:
Keris Warrior. Replaces Longswordsman. Cost 160. Strength 18, not 16. Movement 2. +25% attack when attacking Melee. Note: Keris warriors are warrior that use keris. Keris said to have mystical power and a very potent killing weapon.
Unique Building:
Candi. Replaces Temple.Cost 120, not 100. Maintenance 2. +20% Science and +2 Culture.
Unique Ability:
Empire Mandala. +1 Happiness and +1 Culture from every City connected to the Capital via a Harbor or Trade Route.
Note:
Visitors from Asia remarked that the Majapahit Empire seemed shaped like a giant Mandala, a buddhist meditation circle.
Maya
Leader:
Pakal
Unique Building:
Tzompantli. Replaces Monolith. Cost: 50. Maintenance: 2. Culture: +4. Great General points earned, when unit is Disbanded in a city that has Tzompantli. Note: The more experience unit has, more GG points will be gained.
Unique Building2:
Ball Court. Replaces Colosseum. Cost: 150. Maintenance: 3. Happiness: 3. Culture: +1. Science: +1.
Unique Ability:
Mesoamerican Scholars. Jungle tiles produce +1 Science. 15% of science output is added to culture every turn.
Morocco
Leader:
Ismail Ibn Sharif
Unique Building:
Ksar. Replaces Castle. Cost: 180. No maintenance. Defense: 7,5. +2Food. Ksar is slighly cheaper to build than a regular Castle and also plays role of secondary Grany/Marketplace thus giving +2Food to City.
Unique Unit:
Black Guard. Replaces Musketman. Cost: 90. Strength 15. Movement 2. Black Guard Can Move After Attacking. Much cheaper to build than regular Musketman but slightly weaker. Has a unique promotion which gives the unit ability to move after attacking. Also Moroccoan worker unit can be upgraded to Black Guard at moderate cost.
Unique Ability:
Land of God. +2 Science from Every Desert tile worked by the Moroccoan City and +25 Golden age points earned when Liberating a City.
Netherlands
Leader:
Willem van Oranje
Unique Improvement:
Poldermill. Available at the Discovery of Economics. Can be build in Coastal and Lake tiles. Provides +1 Production and +2 Gold to the tile and Turns one adjectant tile to a Grassland tile.
Unique Improvement:
Dike. Available at the Discovery of Steam Power. Can be build in River tiles. Gives +1 Production and +2 Culture.
Unique Ability:
Blooming Empire. Every Luxury Resource tile has extra +1Gold and +1Happiness. Double Income from Traderoutes during Golden Ages.
New National Wonder:
Delta Works
Olmec
Leader: Medeciater
Unique Unit: Olmec Warrior. Replaces Warrior. Cost: 40. Strength: 6. Movement: 2. Starts with Medic promotion and can Heal units in adjacent tiles 1 Additional HP per turn. Also can build Mines and Quarries.
Unique Building: Head Works. Replaces Stone Works. Double effects that the normal Stone Works has; +2 Happiness and +2 production, and +2 production for each source of Marble and Stone worked. Requires Marble or Stone.
Unique Ability:
Colossal Heads. Stone and Marble Resources have Double the normal effect; Stone gives +2 Production, Marble +4Gold and +30% towards Wonder Production. Marble Resources also provide Double Quantity.
Portugal
Leader:
Henrique o Navegador
Unique Unit:
Carrack. New Naval unit (doesn't replace anything). Available with Discovery of Compass. Can enter Deep Ocean hexes. Strength: 12. Ranged Combat: 6. Range: 2. Movement 6. Cost 90.
Unique Building:
Feitoria. Replaces Seaport. Same benefits as Seaport but also gives extra +2 Gold from Sea Resources worked by the City.
Unique Ability:
Golden Horizons. Automatically has Trade Routes between Coastal Cities after Compass and gains Double Gold when finding a friendly City State.
Romania (Dacia)
Leader:
Vlad Tepes
Alternate Leader:
Mihai Pătraşcu
Unique Unit:
Peltast. Replaces Pikeman. Cost 120. Strength 12. Movement 2. Has a unique Enslave promotion; Each Melee unit killed has a chance to turn to a Dacian worker. Starts with Charge promotion.
Unique Building:
Sanctuary. Replaces Temple. No maintenance. Culture 2, Happiness 2, Gold +10%. Cost 120.
Unique Ability:
Order of the Dragon. 25% Attack Strength inside Cultural Borders and Each active Defensive Pact increases unit production by 5%.
Sioux
Leader:
Sitting Bull
Unique Unit: Deerfoot. Replaces Archer. Strength: 5. Ranged Strength: 7. Range: 2. Movement: 2 (+1 in Open Terrain.). Cost: 70. Note: This unique Sioux Archery unit gets +1 in Combat and Ranged Combat strength. Additionally +1 movement in the Open Terrain only.
Unique Improvement:
Tipi. Replaces Trading Post. Same benefits as Trading Post has, but also gives +1 Production to the tile.
Unique Ability:
The Hunters Way. All Cattle and Sheep worked by a City provide +1 Food, all Horses provide +1 Gold, and all Deer provide +1 Production.
Sumer
Leader:
Sargon
Unique Unit:
Vulture. Replaces Warrior. Cost: 40. Strength 7, not 6. Movement 2. Gives +15% combat strength for military Units which have another military Unit in an adjacent tile.
Unique Building:
Ziggurat. Replaces Library. Cost: 80. Maintenance 1. +1 Science for every 2 Citizens in the City (like regular Library). Also eliminates extra Unhappiness from Citizens and gives +1 Culture for every 2 Citizens in the City.
Unique Ability:
Puppet Dictator. Instead of puppeted city-states producing buildings they will produce soldiers. This ability can be changed back to buildings by going into the 'View City' screen. Once the puppeted city begins producing buildings you cannot change it back to units. To produce units you must annex the city.+15% bonus to unit production.
Sweden
Leader:
Gustavus Adolphus
Unique Unit: Gustavian Infantry. Replaces Musketmen. Cost 120. Strength 16. +25% Strength against Infantry-type units (Longswordsmen, Musketmen, etc).
Unique Unit: S-tank. Replaces Modern Armor. Cost 800, not 700. Strength 100, not 80. Movement 6, not 5. +25% Combat bonus on Defense.
Unique Ability:
Swedish Liberalism. Culture cost of Policies from number of Cities decreased by 20%. Unhappiness from Annexed cities reduced by 25%.
Tibet
Leader:
Ngawang Lobsang Gyatso
Unique Unit: Warrior Monk. Replaces Swordman. Cost 80. Movement 2. Strength 10. +100% Strength when Defending. -25% Strength when Attacking. Does NOT require Iron.
Unique Building:
Stupa. Replaces Temple. Cost 120. Maintenance 2. +4 Culture. +3 Culture for every Mountain within Three tiles of the City. Also gives +2 Science when Warrior Monk is garrisoned in the City.
Unique Ability:
Nonviolence. Any Nation that attacks Tibet takes 1 Unhappiness for every Turn the War is maintained.
Timurid
Leader:
Timur
Unique Unit:
Spy. New unit doesn't replace anything. Availabe after Discovery of Chivalry. Cost: 50. Type: Recon Units. Combat 8. Movement 2. Invisible to all Units. Can be detected if Unit is moved to same tile. Has ability to enter rival territory even if Open Borders agreement isn't signed. Can pillage tiles, damage units and steal Cities treasury.
Unique Building:
Registan. Cost: 200. Maintenance: 0. Defense: 10, not 7.5. Culture +5. Note: slightly stronger than a regular Castle it also gives large amount of Culture.
Unique Ability:
War Propaganda. Timurids have a unique ability to see what other Civs are building in their Cities, what they are Researching and fog of war is removed inside borders of other Empires when Open Borders is signed. Also receives Military Units from Militaristic City States double the usual rate when Autocracy Social Policy is enabled.
Note:
Timur's military talents were unique. He planned all his campaigns years in advance, even planting barley for horse feed two-years ahead of his campaigns. He used propaganda, in what is now called information warfare, as part of his tactics. His campaigns were preceded by the deployment of spies whose tasks included collecting information and spreading horrifying reports about the cruelty, size, and might of Timurs armies. Such psychological warfare eventually weakened the morale of threatened populations and caused panic in the regions that he intended to invade.
Vietnam
Leader:
Lê Thánh Tông
Unique Improvement:
Trap. May only be built in forest or Jungle tiles. Upon an enemy unit entering the tile, there is a 33% chance they lose half their remaining health, rounded up (So a unit on 3HP loses 1, a unit on 5hp loses 2. Available after discovery of Trapping.
Unique Unit: Light Artillery. Replaces Artillery. Cost: 400. Strengt: 16. Ranged strength 30, not 32. Gains +20% defensive bonus for hills, forests, and jungles (ontop of the normal bonus).
Unique Ability:
Guerrilla Warfare. City bombard range is extended by +1. Improvements in Jungle tiles do not cost maintenance.
Zulu
Leader:
Shaka Zulu
Unique Unit:
Impi. Production 60. Replaces Spearman. Movement 3, not 2. Strength 8. +25% Strength for against Units with 2 Movement.
Unique Building:
Ikhanda. Replaces Barracks. Production 80. Maintenance 1. Reduces city maintenance costs by 15%.
Unique Ability:
African Terror. Every Zulu unit in enemy territory causes -.75 happiness in their (the enemy's) country.
Note: Zulus were one of the most terrifying military forces in all of Africa, and no one wanted to cross them, especially not Shaka Zulu. Some people call him "The Black Napoleon" because of his brilliant (but fiercely brutal) tactical innovations.