Civ 5: Civilizations/Leaders Wanted!

Here are some suggestion I have of things to go into the upcoming Civilization V Gods and Kings Expansion set to be added to and changes to consider listed in order of preference. I have included links to the thread where I found some of the ideas mentioned on Civilization Fanatics' Center for some of them to either show how they could be used or give the modder credits for their ideas.

1. Eliminate the 1 unit/resource rule! Or make it an option in the customized game or have a mod/scenario that uses it but not in the main frame of the game. Allow stacks of units large and strong enough to take a city. It does little good to be limited to attacking a city with only 4 or 5 units if the city is defended with 8-10 units.
2. Make mountains usable terrain, allow resources to be found on them and terrain improvements on them. I suggest that the minimal number of improvements and resources be: 1Commerce; Resources: obsidian, whiskey, guerrilla (jungle), linen stripper/exotic dancer, timber, boar and hit movies.
Improvements: radar station & Rainforest preserve (Jungle MOD [BtS XML Mod Component]). Rain forest also occur in temperate forests, Temperate rainforests are coniferous or broad leaf forests that occur in the temperate zone and receive high rainfall. Examples include New Zealand's Auckland Islands, North Island & Fiord land temperate forests; & Valdivian temperate rainforests in South America. 3.1.1 Pacific temperate rain forests include the Hoh & Queets Rainforests in Olympic National Park, WA. Flora includes Coast Redwood, Coast Douglas-fir, Sitka Spruce & Western Redcedar. Olympic National Forest target for 2011 is to offer 18.5 million board feet of lumber. Fauna include: salmon, black bear, deer, elk, otter, raccoon, beaver, trout, stealhead, and fox. On the coast can also be found razor & bay clams, several deep sea fish types including salmon, halibat & link cod, crabs, mussels and whales.
3. Include Moderator Action: Pie's Ancient Europe minus the plague, leprosy and units located outside its own territory losses strength points penalty.
4. Ages: Motor Age (4 distinct ages).
5. Create patches that we can download or some means of incorporating units, terrain types & features, buildings, wonders and features for other Civilization variation that can be incorporated in to the newer version so we can the old deleted items or missed one of the game sets can add them to our newer games versions and expansion sets as well as ad new ones to the game.
6. Make larger rivers navigable. Rivers could be divided into 2 types, normal for narrower & shallow rivers and wide rivers for large navigable rivers like the Mississippi, Ohio & Columbia. Small naval units like destroys could go one or two squares up river as they have done on the Columbia River where they can go up river as far as Portland, OR without aid of lock & dams and farther than that for friendly units if dames are added as an improvement. In fact the battleship New Jersey has gone up river as far as Portland (100 miles up river) before. Destroyers have gone up the lower Columbia River to The Dalles, OR, 185 mile up river, with the aid of navigational locks. Washington Canal in Seattle, WA was used to hide our battleships as an inland safe haven during WWII. They could be give a penalty for lack of mobility in the river, say -4 on movement/defensive bonus for lack of being able to take evasive action as they would have to stay in the main channel, thus would be easy targets for artillery, PT boats, ironclads, planes and even small arms would be with in range as they would be within 1/4 to 1/2 miles or less of the bank. Smaller vessels like iron clad & PT boats could easily go 2 or 3 squares or more up river as they are shallower draft vessels. Ironclads were designed for river use during the civil War.

7. Buildings: Barracks & zoo. Dance club (strip club): +1 gold, +1 happiness.
8. Civics: religion: Zen Buddhism. Catholic Monarchy civic allows civilization to make Papal Light infantry 1820; tribal. Facist civic: allows any civilization to build Panzer while using Fascist civic, -3 to research, all corporations’ headquarters are moved to the capital, -15% to culture, +1 to spying/specialist and +7 happiness for security bureau; and Shamanism.
9. Bring back the colony allowing cities access to strategic & luxury resources beyond cultural boundaries. Allow a colony to upgrade to the correct improvement; lumber mill, mine, camp etc upon being brought into the cultural boundary.
10. Desert Promotion: +20% desert attack and defense.
11. Remove open ocean, ice and fallout from terrain types from World Builder and replace them with something else since they are unusable terrains.

Improvements: minimum number of terrains/features for improvement.
Radar station: mountains & Ancient Forest.
Rainforest preserve: mountains, forested flood plains, deciduous forests, sal forests and forests.
Ranch-An improved version of farm available in the modern era, possibly available with Corporation for horses, cattle, cow, sheep, buffalo and wheat. Big game, desert-scrub, flood plain, desert hills, chicken and beehives.
Expanding discovery to other improvements (farms can discover wheat/rice/corn etc.) (Resource discovery [Archive] - Civilization Fanatics' Forums).
Allow improvements outside cultural boundaries.
Cart path and Lake farm ( Balance – Farms).
Outlet mall: cost 120, +4 commerce, built on Whiskey & linen.
Mining camp: +1 happiness, +5 production for mineral & gem deposits within 1 square radius. Doesn’t have to be built on deposit like gold to gain benefit. Can grow into towns with time like cottages do.

Resources: boar: 2 food, found in (6) jungles, forest, mountains, rainforests, chaparral and delta. Improvements: Paved road. Linen (Moderator Action: Age of civilisations (BtS) - Civilization Fanatics' Forums): improvements: colony. Terrain: hills, bonus grasslands, mountains, Tropical dry forests & ice. Obsidian: improvements: workshop. Terrain: mountains, tundra, crater, forest type #1 in world builder, caves, forested flood plain (wooded bottoms), bayou & New Forest.
Guerrilla: +2 food, +11 gold with zoo. Improvements(3): railroad, camp and radar station. Terrain: mountains & jungles.
Hit movies: terrain: forest type #2 in world builder.
Stripper/exotic dancer (Vuldacon's Variety Resources): Buildings: dance club adds +4 gold. Terrain: plains, Semi arid-desert hills, arctic, mountain passes and deserts. Timber & Whiskey (http://forums.civfanatics.com/showthread.php?t=190098: 337 resources): improvements: road, Agricultural Estate adds an additional +1 gold, breweries, cottage; outlet mall (+4 commerce), adds an additional +6 commerce to whiskey. Desert windmill, mining camp +8 gold (thirsty miners makes for GOOD profit!), Chain guns, solar collectors, canals and air base (allowing paratrooper to be ale to parachute from outside a city or allow them to do it from a fort). Terrain: mountains, desert, New York Autumn (Tree pack: New York Autumn), heavy grass, jungle and forest.

Additional suggestions.
City improvements: Gattling cannon (Command & Conquer: Generals): for air & land units and defense for terrain/city improvements, very strong vs. infantry

Ages: Ancient age
Civilizations abilities: Manifest Destiny

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
It might help to actually give justifications for your changes from the current set-up. The idea should be to explain why a change is needed or desirable. Nevertheless, I disagree with some of these:

1. Eliminate the 1 unit/resource rule!

I think the one unit per resource rule helps reflect true resource scarcity. It adds more depth than a simple binary system. It allows you to have "some access" to units without full access (it's generally possible to at least trade for one iron). It allows you to properly balance the costs of trading away resources. While some might complain about the distribution of resources, I've never before heard anyone dissatisfied with this change.

Allow stacks of units large and strong enough to take a city. It does little good to be limited to attacking a city with only 4 or 5 units if the city is defended with 8-10 units.

That would eliminate the virtues of strategically well-placed cities. I've faced cities with one hill land tile where you could access it and that's it. If I had a stack of 6 units, the city would easily have been mine. I'm also not sure how a city can defend with 8-10 units and you can't bring more to bear. While you can only directly surround a city with 6 units, you can also surround ranged units another row out. The only tile immune to attack of a unit is the city tile, which can fit one unit. Aside from that, all those other units defending the city are vulnerable and can even be surrounded themselves. Inferiority of arms has never been a problem if I set my mind to the task.

2. Make mountains usable terrain

Again, it would help to lay out your reasons. Impassable mountains help create natural boundaries that encourage later exploration. It also adds strategy to combat situations. That's why I like it, although I wouldn't mind flexibility later in games.

guerrilla (jungle), linen stripper/exotic dancer

You want people to be resources in the game?
 
Resources: obsidian, whiskey, guerrilla (jungle), linen stripper/exotic dancer (...)

Guerrilla: +2 food, +11 gold with zoo. (...)

I don't think I've fully understood your suggestions, but I do think there are some simpler, ethical and obvious resources that could be added instead. Coffee, rubber and so many other things...
 
Two new Civ ideas added:


Brazil
Leader: Dom Pedro II
Capital: Brasília
Starting Bias: Plains/Hills
Music Theme: Trenzinho Caipira (modified version) or Guarnieri's Abertura Festiva
Unique Unit: Bandeirante. Strength 16. Movement 2. Gains a 20% combat strength bonus when fighting within 2 tiles of a luxury resource. Stats with Woodsman promotion.
Unique Unit: Independence Dragoons. Replaces Lancers. Doesn't have defense penalties, unlike Lancers, but is weaker. Cost 220. Strength 20. Movement 4.
Unique Ability: Ordem e Progresso. Culture and Faith generation increased 50% during Golden Ages and less penalties for Unhappiness (like no loss of GA points and less penalties on strength of units)

By GenjiKhan with additional ides from steveg700 & Radu


Chola
Leader: Raja Raja
Capital: Gangaikonda Cholapuram
Starting Bias: Coast/Grassland
Music Theme: Carnatic Music
Unique Unit: Thirisadai. Replaces Frigate. A melee ship with +30% Strength against naval units. -2 Movement from frigates.
Unique Unit 1: Jalathipathhi. Replaces Great Admiral. +2 Movement. Wider range and bonus.
Unique Ability: Traders of the South. Bananas, Ivory, and Spices all have +1 Gold Trade Routes with overseas cities give +2 faith.
Scenario: Fall of the Chola Empire. Play as the Chola Empire and fend off from the Majapahit and Siamese, or play as one of these empires themselves.

By ShahJahanII

:goodjob:
 
I don't think I've fully understood your suggestions, but I do think there are some simpler, ethical and obvious resources that could be added instead. Coffee, rubber and so many other things...

Yeah, I agree with that. I think Coffee or Tea would make sense as a luxury. If Mercantile City-States had unique resources (which I don't think they will), it would make sense to replace Dyes with one of these and give Tyre dyes since Phoenician purple was more of a manufactured thing anyway.
 
I don't think the Philippines have been suggested before, so I'll give it a go:

Philippines
Leader: Manuel Quezon
Capital: Manila
Starting Bias: Jungle/Grassland/Forest
Music Theme: Carinosa (Peace) and Singkil (War)
Unique Unit: Katipunero. Replaces Rifleman. Strength 25. Movement 2. Cheaper Rifleman, with a 20% combat bonus when in enemy territory.
Unique Unit: Moro Warrior. Replaces Spearman. Strength 7. Movement 2. Starts with Drill I promotion.
Unique Ability: Pearl Of The Orient Seas. +2 Culture from cities post-Rennaissance. Spawn rate of Great People increased.
 
here is my suggestion,i hope its all original. this is not a joke btw.
please criticize, i dont know what im doing (template taken from post above me)

Mexico
Leader: Porfirio Díaz
Capital: Mexico City
Starting Bias: None
Music Theme:
Unique Unit: Federales. Replaces Rifleman. Strength 25. Movement 2. 30% combat bonus on farms/plantations. Can pillage farm/plantation tile improvements with no movement cost.
Unique National Wonder: Chapultepec Castle. Replaces Heroic Epic. Requires Military Academy and Castle in a city and Barracks everywhere else (execpt puppet cities). No maintenance cost. Cost: 200 production. Adds 15% morale bonus. +5 culture. Every time a unit is made in the city, all XP combined from buildings that give experience to units in the city goes toward Great General production as well.
Unique Ability: Porfiriato. When entering a Golden Age, all cities (including puppet cities) receive an additional: +20% gold,20% science and -1 unhappiness per citizen working on farms/plantations.

also Junior Dos Santos by KO 1st round
 
the Military Cadet turns into a Great General.

Way too powerful, I'll build like 10 of them and have 10 golden ages. Which would be really convenient since:

Unique Ability: Porfiriato. When entering a Golden Age, all cities (except puppet cities) receive: +50% Gold,+10% Science,+10% production,+10% culture and -1 unhappiness for every citizen.
 
I don't think the Philippines have been suggested before, so I'll give it a go:

Philippines
Leader: Manuel Quezon
Capital: Manila
Starting Bias: Jungle/Grassland/Forest
Music Theme: Carinosa (Peace) and Singkil (War)
Unique Unit: Katipunero. Replaces Rifleman. Strength 25. Movement 2. Cheaper Rifleman, with a 20% combat bonus when in enemy territory.
Unique Unit: Moro Warrior. Replaces Spearman. Strength 7. Movement 2. Starts with Drill I promotion.
Unique Ability: Pearl Of The Orient Seas. +2 Culture from cities post-Rennaissance. Spawn rate of Great People increased.


Pretty decent concept idea :)
I would perhaps slightly improve/change the UA some how. I will add the idea to the OP within next update.


@VascoDeQuiroga

I think all unique components are overpowered. Should be adjusted/changed... Perhaps Military Cadets could start to produce GG points after being garrisoned in a City (except puppet cities) for 20 turns, instead of automatically turning to GGs.
 
Basically,the main reason why I don't prefer Biofuel as an UI is because it comes too late in the game . If you see the UBs of each civilization,there isn't any UB/UI at Industrial/Modern era and there's only one civilization with a UB at renaissance era(Persian's Satrap) . That's the reason I don't mind with the choice of Sambodrome for UB,to replace Opera house . Perhaps the best choice is Bandeirantes for UU and Independence Dragoons for the second UU .


And the name of the Brazilian UA can be: "Ordem e Progresso" (Order and Progress) .

well, just because no civilizations in the game have any right now doesn't really mean anything. i still don't know if i would have a late unique improvement, but a reasonably strong replacement for an industrial or modern building would work. the opera house sambodrome is a good idea that i actually agree with, but let's say they got a soccer stadium that replaces the normal stadium instead, just as an example. i think that could work if you give it something like double the happiness and make it cheaper to build.
 
Pretty decent concept idea :)
I would perhaps slightly improve/change the UA some how. I will add the idea to the OP within next update.

To improve the UA, I guess I would change it to:

+2 :c5culture: Culture and :c5happy: Happiness from cities post-Rennaissance. Each resource within the empire gives +1 :c5production: production. :c5greatperson: Great Person spawn rate increased.
 
well, just because no civilizations in the game have any right now doesn't really mean anything. i still don't know if i would have a late unique improvement, but a reasonably strong replacement for an industrial or modern building would work. the opera house sambodrome is a good idea that i actually agree with, but let's say they got a soccer stadium that replaces the normal stadium instead, just as an example. i think that could work if you give it something like double the happiness and make it cheaper to build.

One of the reasons why there aren't any Civ with a Modern/Industrial era UB is because most of them requires 2 prior buildings,which is a heavy requirement to enjoy their bonus . But I'd not consider that case on sambodromes,because monuments are too important to be ignored . And Sambodromes bonus might be +3 :c5culture: per turn(instead 4 :c5culture:) with +1 :c5culture: for each luxury resource worked by citizens in city's borders .
 
To improve the UA, I guess I would change it to:

+2 :c5culture: Culture and :c5happy: Happiness from cities post-Rennaissance. Each resource within the empire gives +1 :c5production: production. :c5greatperson: Great Person spawn rate increased.

Sounds pretty good, but improving the Great Person spawn rate as a whole is probably unneeded and might unbalance it.
 
Sounds pretty good, but improving the Great Person spawn rate as a whole is probably unneeded and might unbalance it.


Yeah, looks now good to me as well but I'd leave increased GP spawn rate out. :)


From the other thread (posted here to get comments about Khmer uniques. Will add it to the OP when it's ready) :

I definitely could see Khmer. I have to think of a second unique thing and ability, but a Ballista Elephant is different enough from other Elephant units. I'd actually consider making it a Trebuchet replacement that can defend itself effectively.
The Baray is fine (the UB in Civ IV). It could even give the same bonus relative to the aqueduct that it used to (+1 food).

Alternatively, with religion they could have a prang (Khmer spire, the "temple-mountains") as a faith-producing structure.

Not as sure about the ability.


Khmer
Leader: Suryavarman II
Capital: Angkor
Starting Bias: Jungle/Grassland/Forest
Music Theme: ?
Unique Unit: Ballista Elephant. Replaces Trebuchet. Siege unit which can defend itself effectively.
Unique Building: Baray. Replaces Aqueduct. Addition to Aqueducts normal effects, Baray gives Faith.
Unique Ability: _NONE_ - Perhaps Khmers should be a Faith/Production emphasized Civ ? (2KForums had a poll about wishes for new Civs by gameplay and Prod/Faith was among Espionage the most wanted) :)


Comments about chosen leader, capital, unique components - most of all good ideas for the ability? And suggestions for the Khmer music theme?
 
Khmer
Leader: Suryavarman II
Capital: Angkor
Starting Bias: Jungle/Grassland/Forest
Music Theme: ?
Unique Unit: Ballista Elephant. Replaces Trebuchet. Siege unit which can defend itself effectively.
Unique Building: Baray. Replaces Aqueduct. Addition to Aqueducts normal effects, Baray gives Faith.
Unique Ability: _NONE_ - Perhaps Khmers should be a Faith/Production emphasized Civ ? (2KForums had a poll about wishes for new Civs by gameplay and Prod/Faith was among Espionage the most wanted) :)


Comments about chosen leader, capital, unique components - most of all good ideas for the ability? And suggestions for the Khmer music theme?

No idea on the music.
My Khmer civ idea does for the most part run along similar lines to this, so I do like these ideas. I'm not sure about the Ballista Elephant replacing the Trebuchet, it just doesn't sound right to me. I stick to the notion of Elephants = unique Knights where India and Siam currently sit. I like the idea of the Baray producing Faith, before the G&K announcement I went for a Baray that produced Culture as well as extra Food under the same basis. I'd like to see all these elements at work. :)
 
Yeah, I'd go with Culture or Faith with the Khmer. Perhaps the UA could be something along these lines "Temple Builders - Cultural buildings cost 25% less production and 25% less gold to purchase. Faith buildings cost 20% less faith to purchase." (taken from ShahJahanII Chola concept)


@ chrissifniotis

You have had a lot good Civ ideas. Are there any especially you would like to see of being added to the OP ?. Please PM if you do :)
 
For the moment no. I'm waiting for the release of Gods and Kings so I can play it, understand the new concepts intimately, and then edit my original ideas to unused civ accordingly. Some civs would incorperate a religious aspect, like Ethiopia, the Khmer and Mali, but until I get to play Gods and Kings it doesn't feel right for me to continue posting things up. I just feel the need to be exact, no idea what it is.
Thanks for the invitation though, and when enough time passes I will be inclined to submit ideas.
 
No idea on the music.

Dengue Fever...?

My Khmer civ idea does for the most part run along similar lines to this, so I do like these ideas. I'm not sure about the Ballista Elephant replacing the Trebuchet, it just doesn't sound right to me. I stick to the notion of Elephants = unique Knights where India and Siam currently sit.

India's isn't a knight, it's an ancient unit. Replaces either horsemen or chariot archer, don't recall which.

I like the idea of the Baray producing Faith, before the G&K announcement I went for a Baray that produced Culture as well as extra Food under the same basis. I'd like to see all these elements at work. :)

I don't think the baray makes much sense as a faith-producer, it's a storage pool. The prang (replaces either monument or temple) would be better for that.

I'd also go with Jayavarman VII as the leader - makes more sense with a heavy production focus (Suryavarman constructed Angkor Wat and Beng Melea, but the majority of the structures in Angkor Thom, and many elsewhere, were Jayavarman's doing), as well as his being the more notable Khmer leader historically. Either works well with faith - Angkor Wat is of course one of the world's foremost Hindu monuments, but the Bayon is an equally explicit statement of Jayavarman's Buddhist faith. Hmm, I'm getting an idea:

Khmer
Leader: Jayarvarman VII
Language: Khmer
Capital: Yasodhapura
Unique Ability: +2 Production when constructing culture or faith-producing buildings.
Unique Unit: Ballista Elephant (replaces Catapult).
Unique Building: Prang (Replaces Temple). Generates faith in addition to normal effects.

Also, with other cities, let's try and find more real Khmer cities so that they don't all get named after individual monuments (and those with their modern names), and particularly no Yasodhapura and Angkor Thom as separate cities (they're the same place - Angkor Thom is just the modern name for the city built on the Yasodhapura site by Jayarvarman, and translates as 'Great City'). These could include:

Preah Prisnulok (the historic name for Angkor Wat).
Beng Melea
Banteay Srei
Banteay Kdei
Preah Vihear
Bakong
Lolei
Preah Ko
Phimai
Phanom Rung
Krong Chaktomuk (historic name for Phnom Penh, a late-founded Khmer city that replaced Angkor Thom as the capital).
 
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