Civciv5
Grand Emperor
The capital of the Chola Empire was Gangaikonda Cholapuram when it was at their greatest extent.
The capital of the Chola Empire was Gangaikonda Cholapuram when it was at their greatest extent.
I think the UA seems a bit weak, and it's too situational (it relies too much on ivory). The UB is good, and the UU (the name at least) sounds a lot like a repeat of Siam's UU which also essentially a battle elephant.I'm the first to propose this civ(I think)
Laos
Leader:Setthathirath
Capital:Wiang-jun(Viang Chan)
UU:Battle Elephant(replaces knight),24 strength,no defensive bonuses and +25% strength when fighting in flat and
UB:Floating market,replaces market,requires river,+ 1 food for each rivertile worked by city and + 1 health for each sea resource
UA:The land of a million elephants-Each ivory camp gives +2 production and gold,you have always minimum 2 ivory.

Google Translations from various Wikipedia.FI articles:
Cairn (Finn; burial ground, Hiisi, barrow, Röykkiöhauta)
http://fi.wikipedia.org/wiki/Hiisi
http://fi.wikipedia.org/wiki/Hiidenkiuas
http://fi.wikipedia.org/wiki/Röykkiöhauta
Hiisi is a Baltic-Finnish peoples Ancient sacred cult place, a sacred grove and possibly also the burial ground. Hiideksi is also later come to be called a cult place worshiped as spirit beings, the dead cemetery mending together of life formed by the collective.
In Finnish culture of Christianity after the entry has been a goblin evil spirit and evil place, such as Christianity to pagan gods and their worship places he saw. Hiisistä consisted of folktales small evil, or at least naughty creatures, whose head office was also named Goblin, or sometimes Hiitola. Forest Goblin and water were the devil in the woods and living in the water hiisiä, but also names of diseases. (See Anger (disease)). The original meaning of the word is preserved in retorts and evil wishes for "Get lost", meaning the "piss of to cemetary".
Barrow is mainly Finnish coastal areas of the sea meet hautaröykkiötyyppi, which has traditionally been connected to the Stone Age Kiukainen culture and the cultures of the Bronze Age settlements in southern, southwestern and western Finland. The studied hiidenkiuas has been interpreted as always graves, which is found inside the various structures and sometimes also the era artifacts.
Röykkiöhauta (Cairn) a stone, or stone, and built on a prehistoric burial ground, which are present in the territory of Finland eventually dated to the late Stone Age until the Iron Age. Röykkiöhautoja also occurs in many other countries, like Estonia and Sweden.
An alternative name is the ruins of the tomb, which is usually used to describe only a simple stone graves workmanship. From the ground and built of stone artifacts known as maansekaisiksi mound. Häme röykkiöhauta known as kääppä (which is a position in the word midget - that is, who has abducted resident of the holder) and Lapland, Rovaniemi. Finland in different dialects röykkiöhautoja has also been called the People's conventional names barrow, Vare and crown. The name crown comes from the fact that the mound is often a high rocky hill like a crown.
The ruins of graves are mainly Bronze Age, in some cases for the end of the Stone Age. The ruins are often monumental in size, and they may have clear structures (stone circles, symbolic walls, stone coffins, etc.). They are usually located in rock hill. Most graves are the ruins on the coast. Inland, there Lapp cairns, which are mainly in the Iron Age. The Turku archipelago and South Ostrobothnia is the ruins of Iron Age graves.
Large size of the rubble, and any small amount of austenite searches indicate that they were at least early bronze-era by the highest layer of water-proofing. Let us assume that the monumental ruins of the location of the graves, signaling the family or any other group of human rights in the surrounding fishing grounds and coastal meadows.
Late bronze-era debris from the reduced size, and they are changed maansekaisiksi mound. Disordered the mound, which is usually cremated, remains as a typical Iron Age burial as a form of Merovingian or Viking Ages. Maansekaisista artefacts are sometimes found in fairly large number of metal objects that were buried with the dead.
http://fi.wikipedia.org/wiki/Kalmisto
Funeral stages of culture in Finland
The oldest known Finnish soil graves and cemeteries are the Stone Age. They are not generally been little more than the red ocher buried corpses with paint, which often called punamultahaudoiksi (red dirt graves). Funerary objects may have been, but most do not have left traces.
During the Bronze Age became more common in rocks piled kiviröykkiöhaudat to which the deceased or the deceased was buried or burnt without burning. These may have a large burial sites where the number of mound, or in which the same re-buried cairns, when grown in mounds. In Finland, the mortal remains of those buried in the odd pieces of equipment, weapons and jewelry from the Stone Age until the time of every Christian. Cemeteries have been an important artefacts of the ancient Finnish Location of discovery.
During the iron became available, inter alia, polttokenttäkalmistot which were piled flat stone courses are often older rocks. Kenttäkalmistoon sprinkled the corpse cremation ash. Kenttäkalmistotkin were often family or community use.
There are also carried on, or buried in venehautausta kalmoja with their boats, as witnessed inter alia, found polttokalmistoista boat rivets. Viking Age end of the transition to bury the bodies of unfired sandy ground. These graves were often made of wood or stone coffin-like structures. The difference between the Christian burial of the deceased were still on burial objects. Grave of the adoption of the objects is considered as one of the possible closure of example, the spread of Christianity in the various regions of Finland.
During a Catholic was especially remote areas, still use their own villages, cemeteries, but the Reformation finally forced all to bury their dead blessed graveyard of the Annual Cemetery.
http://fi.wikipedia.org/wiki/Luokka:Suomen_muinaisjäännökset
http://www.ismoluukkonen.net/muinaisenjalkia/lista.html
Unique Improvement 1: Hiisi (Cairn). Available at the discovery of Masonry. Start with +5 Faith and each new era will add +1 Culture, but decreases -1 Faith. Can be build in Hills and must be at least 3 tiles away from each other.
Unique Improvement 2: Tervamiilu (Tar Kiln). Replaces Lumbermill (+1 production) after the discovery of Navigation. Tar Kiln adds +1 gold for the Merchant specialists in the city and gives small amount of experience for Naval units build in there. Goes obsolete at the discovery of Electricity.
New UA: Kalmar Union
Unique Ability 4: Kalmar Union. Every completed quest for a City State gives double amount of Influence as will gifting units for them. Also Finns have slightly increased rate of the specialist speed-up of creation of Great People.
Since no one suggested Brazil before,I'll give a try .
Brazil
Leader: Pedro II "The Magnanimous"
Capital: Brasilia
Starting Bias: Plains/Hills
Music Theme: Bossa nova music for peace theme(there are plenty of options for this one) and "Trenzinho Caipira" by Villa lobos for a war theme .
Unique Unit: Independence Dragoons . Replace Lancers . Doesn't have defense penalties,unlike Lancers,which replaces,but it's weaker . Cost 220. Strength 20. Movement 4 . Requires Horses;
Unique Ability: Culture and Faith generation increased 50% during Golden Ages and less penalties for Unhapiness(like no loss of GA points and less penalties on strenght of units);
but are in a 10-turn
, you'd normally "lose" 150 Golden Age points. Brazil could be able to retain these points - partially or integrally, I'm not good with game balance.Such a great suggestion!
About the UA:
I believe the UA you suggested would be a solid representation of the Carnaval, as it's a week-long, nation-wide party (let's think of it as the in-game Golden Age) when people completely forget about their problems and, among other things, get engaged in parades of strong cultural and religious character (hence the Golden Age bonus to Culture and Faith).
The second aspect of the UA (reduced penalties for Unhappiness) would not be useful for a Golden Age based civ. Civs like this would try and evict an Unhappiness situation at all costs. My suggestion: If you have +15but are in a 10-turn
, you'd normally "lose" 150 Golden Age points. Brazil could be able to retain these points - partially or integrally, I'm not good with game balance.
The good thing about your UA suggestion is that it doesn't rely on modern techs (like Mass Media, for soccer related UAs), so the civ wouldn't be nonviable until late-game.
Leader/Capital:
Dom Pedro II (1831-1889): The poor boy grew up to rule, he's the best choice for a leader, for sure (and he would fit like a glove in that Victorian Scenario), but Brasília would be odd as his Capital (Rio de Janeiro instead)
Music Theme:
I can't think of Villa-Lobos' "Trenzinho Caipira" as a war theme. Can't remember anything nice right now (perhaps Guarnieri's Abertura Festiva, idk)
Since no one suggested Brazil before,I'll give a try .
Brazil
Leader: Pedro II "The Magnanimous"
Capital: Brasilia
Starting Bias: Plains/Hills
Music Theme: Bossa nova music for peace theme(there are plenty of options for this one) and "Trenzinho Caipira" by Villa lobos for a war theme .
Unique Unit: Independence Dragoons . Replace Lancers . Doesn't have defense penalties,unlike Lancers,which replaces,but it's weaker . Cost 220. Strength 20. Movement 4 . Requires Horses;
Unique Ability: Culture and Faith generation increased 50% during Golden Ages and less penalties for Unhapiness(like no loss of GA points and less penalties on strenght of units);

I really like these ideas.
But explain why the tar kiln would give merchant points and naval experience?
Also, for the Kalmar Union, to keep it from being too similar to Greece, how about:
50% more influence gained from quest and unit gifts. Mercantile and Maritime CS will occasionally gift you naval units.

Chachapoya
Leader: Blas Valera
Capital: Chachapoyas
Starting Bias: Jungle/Hills/Mountains
Music Theme:
Unique Improvement: Peri Chullpas. May be built on mountains. Provides +2 Food, +2 science, +2 Production in Mountains. For every unit killed next to this tile the plot will provide +1 culture (maxes out at 4).
Unique Unit: Chachapoyan Macescout. Replaces Spearman. Starts with promotion (+40% Defensive bonus vs non-iron melee units) Loses Bonus vs Mounted units.
Unique Ability: People of the Clouds. Units may move through/onto Mountains. (Enemy units can not attack your units in Mountains. You may not attack enemy units with range from mountains, but you may attack with melee from mountains) Jungles provide + 1 production.
(Clarifications: Cities can not be built on mountains. Mountains comes with a base +1 production. Mountains only cost one movement point to cross through.)
Possible strategies with this ability: Station troops in mountains so they cant be overwhelmed in a rush. Mounted units/melee units can engage in hit and run defensive combat, hitting a unit and then retreating to the mountains. Chullpas add to hit and run strategy and promote it by trying to have units die die near mountains. Other strategies include moving troops into enemy territory in mountains. Acts as constant harrassing threat making your enemy want to take a more defensive stance. Any opponent who has you to deal with and mountains near or in their borders, may think twice about warring you.
Possible cities: Kuelap, Revash, Huancas, Purun Llacta, Yalape, Olan, Leymebamba, Chilchos, Gran Vilaya, Condors Lagoon, Congona, Jalca Grande, Macro, Yamon, Rentama, Iyacyecuj, Meseta, Chachapoyas, and not all cities are listed here (While I know some about their culture, I am still by no means an expert).
Seminole
Leader: Coeehajo
Capital: Wewoka
Starting Bias: Marsh/Jungle/River
Music Theme:
Unique Improvement: Chickee +3 food and +2 gold. Can only be constructed on Marsh or mangrove tiles. Note: Workers can only rebuild marshes on grassland/river tiles. Takes 10 turns to rebuild.
Unique Unit: Maroons. Replaces Crossbowman. +50% Defensive bonus in marshes, Unit may attack twice in marshes. When fortified on a tile, tile produces +1 gold and unit costs no maintenance. (360 production) Ranged Strength 10, (-2) Strength: 9 (+3). May Melee Attack
Unique Ability: People of the Swamps. Mangrove and Marsh tiles cost 1 movement point. There is a 25% chance that any enemy unit on a marsh or mangrove tile within your territory will defect to your empire. Workers can rebuild marshes.

GenjiKhan,
Also, I'd like to reiterate that Brasília wouldn't be a good capital if we are talking about Empire of Brazil, really (even considering José Bonifácio ideas). It's not only a republican symbol (with republican institutions and monuments), but it was idealized as a modern, even futuristic city. It highly contrasts with a monarchical, somewhat anachronic Brazil among the republican Americas. Rio would work wonders (as it did for 2 centuries IRL). Anyhow, it's just a name, and Civ isn't famous for being accurate in this capital city thing.
If you can come up with another unique component (unit, building, improvement) I will gladly add your idea to the OP. Perhaps some modern era unit or some exciting building?![]()
and 2
bonus,since Carnival is a religious event . [EDIT]1º)Super tucano,which replaces Fighter and has a bonus against ground units,but it's more expensive to build;
2º)Jungle Infantry,which replaces Infantry and has a movement bonus on jungle tiles;
[EDIT] For UB,I change my mind and I'd say that "Sambodrome" can replace Opera house . It would provide +1and 2
bonus,since Carnival is a religious event . [EDIT]

May I offer a suggestion as to Brazil?
UU: Bandeirante. Replaces Musketman. +1 Movement. 50% chance of turning a killed Barbarian unit into a worker. http://en.wikipedia.org/wiki/Bandeirantes
Also, Carnaval is not a building. I think it would be more suited as a UA, such as: +1 Happiness for every city during peace time.
As for UB: Sambadrome. Replaces Stadium. Additional +3 Culture. http://en.wikipedia.org/wiki/Sambodromo
A possible UI: Biofuel plant. May be built (after discovery of Ecology) in Wheat, Sugar (and possibly Corn, if they include) resources. -1 Food, +3 Production. http://en.wikipedia.org/wiki/Biofuel
Could have other effects if they include pollution in the game.
a great scenario with several Native American civs and the U.S.
Something including the Cherokee, Seminole, Iroquois, Comanche, Sioux, the Mississipians (representing the Choctaw), Pueblo, Navajo, Hopi, Apache (Civs suggested here). Obviously not all of these but could make a nice U.S. based scenario maybe called:
Manifest Destiny - Do you choose to spread your civ from sea to shining sea and claim the continent for your people for time immemorial or will you work together with your neighbors and becoming the shining city on the hill?

) and one of the Indian Civs could be added as playable Civ to the main game.Unique Air Unit would definitely be something different! So guess its up to you should it be two UUs or one UU and UB? Though there was interesting idea for Brazil concept over at the 2KForums, which gave an Biofuel plant UI:
Bandeirante with strength 15, not 16. Move 2. Gains a 20% combat strength bonus when fighting within 2 tiles of a luxury resource and has 50% chance of turning a killed Barbarian unit into a worker. This would also be a really cool UU. Perhaps best combo would be Bandeirante UU, Super tucano UU and the UA you suggested. Or Biofuel plant UI instead of Super Tucano, what do you think?![]()

But no for Biofuel plant UI - May be built (after discovery of Ecology) in Wheat, Sugar (and possibly Corn, if they include) resources. -1 Food, +3 Production ?
I'll add Brazil along with Chola later today or early tomorrow.![]()