Additional civs?

Maybe have the mounties get a free upgrade when built. Or have them automatically heal after a victory.

I was going to say maybe have them automatically retreat from a failed attack before dying, but that just sounds unflattering.
 
Canada could never get in for a CivRev game, there are just too many more important Civ's. That being said I think their bonuses should be

Canada: Corvette (replaces cruiser) or Avro Arrow (replaces fighter)
Starting: +2 resource yields
Ancient: +1 warrior movement
Medieval: +1 trade from rivers
Industrial:Free knowledge of railroad
Modern: All nations make peace for 5 turns
 
The +2 defense doesn't do much for the Mounties, as they're offensively orientated units.QUOTE]

Well, my reasoning here was that the Mounties served as police for Canadian cities, so it would have some sort of defence bonus. This can actualy be powerful so that your offencive aries don't have to be slaughtered by enemy offensive untits whenever you don't pair pikeman/riflemen with them. Pikeman cost more hammers and slow your knights down.

Canada could never get in for a CivRev game, there are just too many more important Civ's

I know, but it is still fun trying :D

Canada: Corvette (replaces cruiser) or Avro Arrow (replaces fighter)
Starting: +2 resource yields
Ancient: +1 warrior movement
Medieval: +1 trade from rivers
Industrial:Free knowledge of railroad
Modern: All nations make peace for 5 turns

Why +1 warrior movement? It doesn't realy seem like Canada And the five turns of peace seems kide of lame, such as if no one is at war at the time or you are offensivly attakcing someone.
 
Canada could never get in for a CivRev game, there are just too many more important Civ's. That being said I think their bonuses should be

Canada: Corvette (replaces cruiser) or Avro Arrow (replaces fighter)
Starting: +2 resource yields
Ancient: +1 warrior movement
Medieval: +1 trade from rivers
Industrial:Free knowledge of railroad
Modern: All nations make peace for 5 turns

All nations make peace for 5 turns? That's dumb. Also, you can't forget the mounties...

And +1 warrior movement, wtf? Maybe +1 mountie movement, but not warrior. Other than that, I guess it's ok.

Also, who cares if there are more important ones? Canada rules.
 
I completely agree with Boosie :D

I would still be suprised if Firaxis even thought about putting Canada into a civilization game :(
Go Candadians!
 
You seem to forget the M in my name... It's Boomsie... Boosie sounds like "Drunkie" or something.

Also, for Canada, there should be something about Ice plains/Ice caps or something, it just seems to make sense for canada
 
Whoops, sorry about your name boomsie. You are right about the ice or tundra bonus, but ice/tundra is so scarce on on any map and civilizations rarly start anywhere near them, it would be like a waste of power.
And also, what do you think about a cool power for mounties? What I came up with is sorta lame and I bet that they could have something better.

In case you forgot, here is my Cnadian proposal:

Canada: Mountie (replaces night)
Starting: +2 resource yeild
Ancient: Half-cost trading posts
Medieval: +1 tade form spaes next to rivers
Industrial: +2 mountie defence
Modern: Free knowledge of railroad

Go Canada for future civilization games!:D
 
Bye the way, critisism is welcomed for my new civilization list seven or so posts back:)
 
My ideas are:

Sumer

Starting: Knowlege of alphabet and a Libary
Ancient: Cost of all buildings reduced by 1/8
Medival: Knowledge of University
Industrial: Recieve a free wonder in one of their cities
Modern: Free guerilla promotion to tanks


Incans
Begin the game close to an acient relic
Ancient: +2 food from mountain
Medivel: Double defence bonus on hills
Industrial: +5% intrest on gold reserves
Modern:


Mayans:

+25% science
Ancient:
Medieval: half-cost temples
?
?


Mali
Start out with +3 trade from deserts
Ancient: +1 archer defence
Medieval: +%100 caravan gold
Inudustrial: +50% gold
Modern: Half unit rush


Vikings: Berserk(replaces legion)

Starting: Galleys can travel on ocean squares
Ancient: +1 berserk attakc
Medival: No penalty for amphibiouse assults
Industrial: Naval support doubled
Modern: Recieve the knowledge of Electricity


Carthage: Trimene replaces galley, Numidian calvalry replaces horeseman

Begin teh game with cheaper promotions (2 experience per promotion instead of three)
Ancient: Half goldrush (Ikael's idea)
Medieval: +1 naval attack
Industrial: +1 desert production and trade
Modern: Captured cities gain +1 population (may not be accurate, but it would be a cool power in the game)


Celts:

New cities start with a free offensive untit* (depending on available techs, ei if chivalry is known it starts with a night, if combusten is known a tank)
Ancient: When retreating, the defending unit gets +1 experience instead of a full-on promotion
Medieval: Free Great Builder
Industrial: Recieve a Catheradal
Modern: +1 production on hills


Babylon:

Start: Begin the game with all governments available
Ancient: +2 production from deserts
Medieval: No anarchy
Industrial: For Fudalism and Communism, temples/catheradals and libaries/universites effect is halfed instead of eliminated
Modern: +1 Tank attack


Korea

Start: Capital begins with +1 population
Anicent: Libaries produce a small amount of culture
Medieval: No anarchy
Industrial: Knowledge of University and a University in the capital
Modern: +1 trade from sea squares


Goths

Start: Alliance with barbarians**
Ancient: New warriors and legions are vetrans
Medieval: +1 strenght to offensive units*
Industrial: Captured cities generate +%50 gold
Modern: Calvalry are upgraded for free


Portugual: Caraval replaces Galleon, Frigate replaces Galleon, explorer replaces milita

Start: Tripple Exploration cash
Ancient: +1 explorer movement
Medieval: +2 strenght to Frigates, +2 movement to caraval
Industrial: New cities start with +1 population
Modern: +1 food to plains


Dutch: Merchantman replaces Galleon

Starting bonus: Knowledge of currency
Ancient: Markets produce culture
Medieval: +2 merchantman defence
Industrial: +1 hammer from sea
Modern: +1 gold per specalist (in city square)


Ottomans: Janissary replaces rifleman

Starting: Free horseback riding tech
Ancient: +1 food from plains
medieval: Cheaper walls
industrial: +2 Janissary attack
modern: Cheaper Catheradals

Khmer: Ballista Elephant replaces Horesman, Ballista Horesman replaces Horesman

Starting: Knoledge of Construction
Ancient: -1 Ballista Elephant speed, +2 attack
Medieval: Learn where the location of a relic is
Industrail: +1 food to woods
Modern: Catheradals, Universities, and Banks can be built without a prerequisit building


Ethiopia

Ancient: Recieve a free technology at the beginning of every era (that you can choose)
Starting: Begin the game five turns earilier than everyone else
Medieval: +1 culture to working desrt squares
Industrial: Temple cost reduced by %50
Modern: +1 production to working city square


Iroquois: Mounted warrior replaces horeseman, dog warrior replaces legion

Starting: Half-cost mounted warriors
Ancient: +1 food from sea squares
Medieval: Settlers automatically retreat to one space away when attacked
Industrial: +2 food from forest
Modern: +1 production from grassland


Souix: Mounted warrior replaces horesma, dog warrior replaces legion

Starting: Knowledge of horesback riding
Ancient: +1 dog warrior attack
Medieval: Acsess to all resources
Industrail: Half-cost courthouse
Modern: +1 food from plains


Persia:

Starting: Free settler comes from capital when it reachse three pop.
Ancient: Wonders cost 33% reduced in capital
Medieval: Automatically recieves a free technology that an opponent civ. has when capturing one of there cities
Industrial: Fudalism does not close libaries and universities
Modern: ?


Byzantines: Cataphract replaces knight

Starting: City squares has 1/2 movement cost instead of 1
Ancient: Wonder cost reduced by %25
Medival: +1 attack to cataphract
Industrial: Recieve a great person
Modern: New cities start out with a temple and a libary


Hittie

Starting: New cities start with a temple
Ancient: Economic thresholds are %20 lower (except for World Bank)
Medival: +1 calvalry movement
Industrail: +1 population in capital
Modern: +%25 gold production

Holey Roman Empire: Landchester replaces pikeman

Starting: New cities start with an amount of gold (determined on dificulty, less for capital, incresed as year and number of cities increase)
Ancient: Recieve contact with all civilizations
Medieval: Knowledge of Fuedalism
Industrail: Courtouse cost reduced by half
Modern: Spies can only reduce %25 fortification instead of %50


I might continue this list later on.

*Offensive units: Warrior-Legion-Knight-Tank
Seige units: Catapult-Cannon-Artillary
Defensive units: Archer-Pikeman-Riflemen-Infantry
Calvalry: Horesman-Knight
Naval and arial are self-explanatory
**Barbarians are friendly and you cannot attack them with an alliance. When a gothic unit goes onto a barbarian city for the first time gifts or experience will be awarded to make up for the bonuses in conqering them. When the Goths are at war, barabarians will randomly spawn and attakc the civilization they are at war with.

The Mayans should start with a discovered artifact.
 
Wo! You quoted my entire long post just to say one comment about it.
 
The Mayans should start with a discovered artifact.

No, just knowledge of it so they know where to go to get to it faster.

I always want to know where Atlantis is in the game, it's a great bonus...

And yea, it makes sense but there isn't much ice plains in the game =(

And well, Plus 1 attack or movement or something seems to be it, I mean, The German Panzer Tank, The American Sherman Tank, and the Russian T34 Tank were all the same but with different names, whereas Zulu Impi Warriors would have 2 movement while Aztec jaguar Warriors would have auto-healing.

Most special units weren't for special abilities or anything, just for show. The Impis and Jaguars did have special abilities to them though.
 
I think that it would be more fitting to keep the Incans knowing about the location of an ancient relic from the beginning.
I probably will fill out the Mayans powers soon.

And also what do you think of my other civs?
 
I think that it would be more fitting to keep the Incans knowing about the location of an ancient relic from the beginning.
I probably will fill out the Mayans powers soon.

And also what do you think of my other civs?

The Persians could have an "Immortal" unit that replaces the legion or worrior unit.
 
What should the Immortal unit be able to do?

I think that it could start with the blitz promotion, but I do not realy know that much about the imortals.

And would it repleace legion or horesman? In civ4 it replaced horesman, but it civ 3 it replaced swordsman.
 
The differently named units don't need bonuses with them, they're mostly there fr show just like all the tanks in the game. No difference but the name.

And I think the immortals should replace the Legion, since it seems to make more sense with them.
 
The differently named units don't need bonuses with them, they're mostly there fr show just like all the tanks in the game. No difference but the name.

And I think the immortals should replace the Legion, since it seems to make more sense with them.

Well the majority of the unique units in the game are just there for show, but some (like impi warrior +1 movement and samuri knight +1 attack) do have special abilities.
So asking a sort of different question, what do you think is a good ancient power for Persia? Free settler like I used to have would be way to powerful so I was thinking that maybe the immortals should get a bonus. I also need a Persia modern power and an Ethiopia ancient. And an Incan modern.




And bye the way I have updaded my super-post :)
 
Sumer
Leader:Gilgamesh
Start:Start with knowledge of Religion(Polytheism)
Ancient:+1 Archer Attack(Babylonian Bowmen)
Middle:+1 Population in a city with a Temple(Islam)
Industrial:+1 Rifleman Attack(Janissaries)
Modern:Free Guerrilla Promotion for Modern Infantry(Iraqi Army)

Inca
Leader:Atahualpa
Start:+1 Food from Mountains(Terraces)
Ancient:+1 Warrior Movement(Chasquis Scouts)
Middle:Free Galleon(Spanish Treasure Fleet)
Industrial:+1 Rifleman Attack(Bolivar's Revolution)
Modern:Free Knowledge of Communism(Hugo Chavez)

Austria
Leader:Franz Joseph
Start:Start with knowledge of Bronze Working(Artifacts)
Ancient:+1 Legion Attack(Gothic Tradition)
Middle:Free Knowledge of Religion(Christianity)
Industrial:+2 Knight Defense(Hussars)
Modern:Free Knowledge of Industrialism(Industrial Revolution)
 
Wouldn't the industrial revolution happen in the industrial times?
 
Sumer
Leader:Gilgamesh
Start:Start with knowledge of Religion(Polytheism)
Ancient:+1 Archer Attack(Babylonian Bowmen)
Middle:+1 Population in a city with a Temple(Islam)
Industrial:+1 Rifleman Attack(Janissaries)
Modern:Free Guerrilla Promotion for Modern Infantry(Iraqi Army)

Inca
Leader:Atahualpa
Start:+1 Food from Mountains(Terraces)
Ancient:+1 Warrior Movement(Chasquis Scouts)
Middle:Free Galleon(Spanish Treasure Fleet)
Industrial:+1 Rifleman Attack(Bolivar's Revolution)
Modern:Free Knowledge of Communism(Hugo Chavez)

Austria
Leader:Franz Joseph
Start:Start with knowledge of Bronze Working(Artifacts)
Ancient:+1 Legion Attack(Gothic Tradition)
Middle:Free Knowledge of Religion(Christianity)
Industrial:+2 Knight Defense(Hussars)
Modern:Free Knowledge of Industrialism(Industrial Revolution)

Nice Civs:cool:, but I have a few critisms:

Sumer: Starting with Religion is copying the Arabians. And because it lets you start out with Fundamentalism, Sumer wold become a military civ, which it wasn't i real life. Weren't Janissaries Ottoman units? And the Sumer people died out way before gunpowder and Islam. I think this would be better named as teh Ottomans. And the Guerilla promotion wouldn't effect Infantry that much because it is an attack promotion and Infantry are for defence. As what I put I think that Sumer should start with Alphabet because they were the first in the world (I think) to come up with it.

Incans: I think the unique unit should be the Quecha replacing warrior with the same effect. +1 rifleman attack is pretty useful. The other's traits are good, but they lack a unique trait that sets them apart from the other civs.

Austria: I like this one:) Did Austria ever realy have a part in the Industrial Revolution, though? I am not sure, and Austria doesn't seem like a civ likely to be in the game:(
 
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