awesome
Meme Lord
Not with that attitude.
Not with that attitude.
I've had some ideas. I love the peaceful victories, so these civilizations focus on those.
Furthermore, most of them are modern civilizations, having more modern leaders and uniques.
VATICAN CITY (or The Holy See)
Pope Paul V (Latin or Italian)
5 first cities: Vatican City, Prague, Danzig, Vienna, Augsburg.
White & yellow.
Start bias: none
UA - Gains faith for each city following The Holy See's religion. Can buy units with faith.
UU - Swiss Guard. Replaces Swordsman. Increased strength. Gains faith for each unit killed.
UB - St. Peter's Basilica. Replaces National Epic. +1 Spot for Great Work of Art. +2 Tourism for each World Wonder.
The smallest country in the world, and one of the most influential too. Having it work as the Holy Roman Empire, I think it would be very interesting to play an almost purely religious game.
Obvious choices for victory would be cultural, but domination would be possible too.
TOGO
Edem Kodjo (French or Ewe)
5 first cities: Lomé, Sokodé, Kara, Palimé, Atakpamé
Green & brown.
Start bias: Plains.
UA - Each Togolese city adjacent to a river will provide one of two unique luxury resources (coffee, cocoa).
UB - Fetish Market. Replaces Market. +1 Tourism and +2 Gold.
UB - Takienta. Replaces Monument. +2 Culture and +1 Happiness.
One of the more modern ideas. One of the fastest developing countries today, and an interesting one. A Takienta is a famous Togolese mud house, and the Fetish Market is basically a voodoo market.
With coffee and cocoa being the main export, and thereby getting those as luxury resources, and having the Fetish Market and Takienta, Togo could go for diplomatic or cultural victory.
GREENLAND
Kuupik Kleist (Greenlandic)
5 first cities: Nuuk, Sisimiut, Ilulissat, Qaqortoq, Aasiaat
White & dark grey
Start bias: tundra/snow
UA - Gains +1 Food and +1 Culture for each snow or ice tile within Greenlands borders.
UU - Inuit Fishing Boat. Replaces Fishing Boat. Gives +2 Food and +2 Culture on worked Fish and Whales.
UU - Sirius. Replaces Cavalry. Increased strength, movement and sight. Gains combat boost in tundra and snow.
Because, it would be awesome to play a game as Greenland. Greenland is famous for fishing, and so the Inuit Fishing Boat is explained. Denmark has a part of their military on Greenland, a dog sled patrol, those known as the Sirius Patrol.
Suited for cultural victory.
FINLAND
Carl Erik Mannerheim (Finnish)
5 first cities: Helsinki, Tampere, Oulu, Turku, Kuopio
Dark blue and grey
Start bias: tundra
UA - Cities improves Science with a percentage equal to the amount of citizens (to a maximum of 30%).
UU - Guards Sharpshooter. Replaces Musketman. Increased strength. Gives 25 influence when gifted to a City-State.
UB - Kansallismuseo. Replaces Museum. +3 Science. +33% Science.
Too few scientific civilizations, in my opinion. Finland's technological impact on the rest of the world, had it being a scientific civilization. Kansellismuseo is basically a national museum.
Scientific victory is the obvious one, but with the unit, diplomatic could be possible as well.
SCANIA (or Trelleborg)
Prince Valdemar (Danish or Swedish)
5 first cities: Trelleborg, Slagelse, Fyrkat, Nonnebakken, Aggersborg
Purple and blue.
Start bias: tundra
UA - +25% generation of Great Merchants. Receives a Great Merchant when unlocking a new branch on the Social Policy tree.
UU - Knarr. Replaces Galleass. Increased movement and sight.
UB - Ring Castle. Replaces Castle. +10% generation of Great Merchants in this city. +5 extra strength and +10 extra HP.
Let's agree, the current vikings (Denmark) isn't that impressive. Situationally good, but still not impressive. So that's where we have Scania/Trelleborg. Famous for being good merchants and a northern trading center, the ring castles (trelleborgar) are still a huge attraction today. A knarr is a viking ship meant to be used on sea.
Suited for diplomatic victory, but is probably well balanced for any victory.
MALI
Musa I of Mali (Malinké)
5 first cities: Niani, Ghana, Zaga, Manden, Zagun
Light brown and dark brown
Start bias: desert
UA - Founded cities on or adjacent to desert tiles have a 33% chance of allowing an extra trade route.
UU - Mandekalu horseman. Replaces Horseman. Increased strength. +10% combat strength if bought with faith.
UU - Mandekalu infantry. Replaces Composite bowman. Decreased range. Permanently -10% combat strength to any unit wounded by Mandekalu infantry (does not stack).
More African civilizations. The Mali Empire had great impact on African culture and economy, along with being good tradesmen. The Mandekalu horseman were often very important men (royal people, for instance) with impressive weapons. The Mandekalu infantry had crappy arrows, and so used poison to make up for that (explaining the -10 combat strength).
Suited for diplomatic or domination victory.
KAZAKHSTAN
Nursultan Nazabayev (Kazakh)
5 first cities: Astana, Almaty, Shymkent, Karaganda, Aktobe
Turqoise and yellow
Start bias: none
UA - Can purchase Great Persons with Gold. A Great Architect appears upon researching Engineering.
UU - Great Architect. Replaces Great Engineer. +100% Production to all cities within 10 tiles. Lasts 8 turns.
UB - Wooden Mosque. Replaces Temple. +2 extra Faith, +1 Culture and +1 spot for Great Architect.
Another modern civilization, this one focussing on Kazakhstan's cool architecture and wooden churches.
A pretty balanced civilization.
MALTA
Agatha Barbara (Maltese)
5 first cities: Valletta, Città Pinto, Città Hompesch, Cittá Rohan, Città Beland
Dark red and dark blue
Start bias: none
UA - Gains +5 Tourism for each island completely within Malta's borders. +15% combat strength on islands.
UU - 100-Ton Gun. Replaces Cannon. Decreased range and movement, but slightly increased strength. No bonus for attacking cities. When killing an enemy unit, has a 10% chance of adding a random artifact to the nearest free spot. If no spot is available, turns this artifact into 100 culture.
UB - War museum. Replaces Museum. Increased theming bonus for artifacts. +2 extra Culture.
Because, I love the ideas of more modern civilizations. While that UA would be great for any island nation, I think it's good for Malta. The 100-Ton Gun is one of the things Malta is most famous for, as they have one of only two in the world, of those impressive weapons. They're also famous for their impressive collections or war museums.
Suited for cultural.
SCANDANAVIA (or North Sea Empire)
Cnut the Great (Danish)
5 first cities: Wessex, Jutland, Mercia, Agder, Sjaelland
Dark green and light blue
Start bias: plains
UA - Allied city-states has a small chance of joining Scandanavia each round. Higher influence gives a higher chance (influence divided by 40).
UU - Halberdier. Replaces Longswordsman. +15% combat bonus against capitals. Small increased strength.
UB - Turf house. Replaces Granary. +2 food from each source of Sheep. +1 extra food. +5% extra food.
More vikings? Yep. I simply love vikings, and the North Sea Empire would make an awesome civilization. Halberds were used by the vikings, and the turf house is a building with way better isolation compared to the ordinary longhouses.
Best suited for a domination victory, probably. Could work for diplomatic too, but the UA would just remove delegates (which is a good counter to diplomatic victories).
LITHUANIA
Vytautas the Great (Ruthenian or Lithuanian)
5 first cities: Vilnius, Trakai, Brest, Minsk, Kernave
Light orange and light purple
Start bias: none
UA - +15% faster border growth in all cities. May purchase tiles 4 tiles away from cities.
UU - Moldavian plăieşi. Replaces Pikeman. +12% combat bonus when within 2 tiles of a mountain.
UB - Trakai Island Castle. Replaces Ironworks. Must be built on a single-tile island. +18 extra production, +8 extra strength and +10 extra HP.
The Grand Duchy of Luthuania controlled a huge part of Europe, and yet seems to be considered one of the more insignificant empires in history. I, however, think they deserve a civilization. They expanded very rapidly, and that's what their UA represents here. The plaiesi were peasants, working as border controls and ambushers in the mountains. The Trakai Island Castle is an impressive castle, located on an island in a lake, therefore the requirement.
Probably good for domination, but could work with any victory.
TUPI
Araribóia (Tupian)
5 first cities: Tupiniquim, Tupinambá, Potiguara, Tabajara, Caetés
Dark brown and white
Start bias: jungle
UA - Friendly units heals 25% when killing an enemy unit. Can turn 25% of a cities production into food.
UU - Caeté warrior. Replaces Warrior. Ignores terrain cost. -5% combat bonus against ranged units.
UI - Peanut farm. Can only be built on jungle tiles. +2 food, +1 unique luxury resource (peanuts).
A South American people, known for being cannibals, this explaining their UA. They grew lots of peanuts, and so the UI is explained.
Probably best suited for a scientific victory, but could go anywhere.
NEVADA
Isaac Roop (English)
5 first cities: Las Vegas, Henderson, Reno, Sparks, Carson City
Light brown and light green
Start bias: desert
UA - +2 production and +1 culture from mines. Starts the game in a golden age.
UU - Volunteers. Replaces Great War Infantry. Increased strength. 15% combat bonus if within friendly territory.
UB - Water Supply. Replaces Hydro Plant. 1 maintenance cost instead of 3. City does not have to border a river. +1 food to tiles bordering a river.
Partially based on the old west, but like Brazil, heavily focussed on the late-game. Volunteers made up much of Nevada's army during the civil war.
Probably well balanced.
I've often proposed the idea of splitting up some of the major civs which are influential enough to be broken down into their composite parts, which has already been done, by the guys over at more civs, with India and is in the process of being done with Polynesia. I'd personally argue for an Arab split, something like this:
Saudi Arabia
Colours: Dark Green with white accent.
Leader: King Faisal
First 5 cities: Riyadh, Abu Dhabi, Dubai, Jeddah, Doha.
UA: Arab Revolt - Rival civs influence over city states following your religion will decrease twice as fast. Every allied city state increases the value of all trade routes, depending on the era. (+2 in classical, +4 in medieval, +6 in industrial, +10 in modern) Double Oil resources.
UB: Hotel Complex, replaces Hotel - +1 tourism for every 10 gold produced by this city, alongside the regular benefits of a hotel. +5 gold.
UU: Bedouin Cavalry, replaces cavalry - Receive +30% combat strength if not on an improved tile. May not end its turn in a city, however, and automatically pillages tiles it finishes its turn on, even friendly tiles. May move instantly when bought.
This civ represents all of the modern nations of Arabia, though mostly focuses on their origins within the Arab revolt and the lengthy process of unifying Arabia's disparate tribes and clans. As such it clearly focuses on a diplomatic victory, one mostly bought with gold, rather than by completing missions, in true modern Arab style! In the late game, Saudi Arabia will be a gold powerhouse, allowing it to field an army of tough Bedouin cavalry, inspired by the Bedouin who fought in the Arab revolt, when paid, hence the ability to move when bought, and the lower respect for all your improvements!
Abbassid Caliphate.
Colours: Black with Green accent.
Leader: Harun Al-Rashid
First 5 cities: Baghdad, Mecca, Damascus, Medina, Aleppo.
UA: Splendour of the East: All Great Works provide +5 science, immediately receive a science bonus when Great Prophets are born.
UB: Madrassah, replaces University - +25% great person generation in this city, loses the science bonus on jungle tiles and instead gains +1 science for every 10 faith produced in the city.
UU: Camel Archer, replaces knight - as vanilla.
This represents the heyday of the Islamic caliphates, so technically both the Umayyad and Abbassid caliphates, and focuses clearly on a science victory, supplemented by faith generation. A strong religion will allow the Abbassid caliphate to steam ahead in its science generation, as will a focus on culture. The Madrassahs bonus to great people generation should aid the production of those science generating prophets and writers, artists and composers, further increasing the tech gap. A strong civ but nicely put together, in my opinion, of course.
this...is great. i like how unconventional it is. i don't know how i feel about the unit, but it definitely adds to the overall unconventional feel.So I have 3 original ideas for faith oriented empires with unique gameplay elements. Here they are
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Ilkhanate(part of Mongol Empire)
Leader: Mahmud Ghazan
UA: Political Conversion
-Great Prophets cannot found religions (but can enhance them).
-When capturing a city with a majority religion for the first time, you found
a new religion with the same beliefs as the one of the captured city (applies
when no new religions can be founded). *Religion will be named 'New {religion}', e.g 'New Buddhism'
-When capturing a city, all surviving followers of the original version of your
religion are converted to your newer version. This third trait also applies to the
founder of the original religion (or any civilization with the original
religion as majority religion) if they capture your cities.
UU: Mongol Bowman
-Composite bowman replacement. ranged cavalry unit. Costs 1 horses.
-Can move after attacking if unit hasn't already moved this turn.
-When within 2 tiles of a Great Prophet, gain faith for the empire from units
killed.
*upgrades to crossbowman
UB: Sacred Training Ground
-Barracks replacement.
-No xp bonus unlike barracks it replaces
-Units built here gain +15% damage against cities following your religion or
the original copy of your religion.
-Units built here gain +15% combat strength when within 2 tiles of a Great
Prophet. (stacks with Great General and siege bonus)
-Costs no gold maintainance.
The Idea behind this Civ is to have people bring their great prophets to the front line of a battle. Too many prophets preach non violence,
you feel me?
no health in civ 5 (unless i'm missing something). maybe make that happiness? that might overlap with the mughal fort, though. other than that, the kingdom of jerusalem should be a faith juggernaut, and you made it so.************************************************************
Kingdom of Jerusalem (Crusader state)
Leader: Baldwin I
UA: Religious Celebrations
-Gain +2 faith for the empire when founding cities.
-Every time a city increases in population, gain faith for the empire equal to
the new number of citizens in the city.
-Declarations of friendship with leaders who share a majority religion with you
decrease Great Prophet cost by 15%.
UU: Anointed Knight
-Knight replacement.
-Costs faith per turn instead of gold maintainance. (faith amount==gold amount,
decreases to half cost with mandate of heaven policy).
-Earn faith for the empire whenever unit is promoted.
+15% combat bonus against civilizations which don't share a majority religion.
+30% combat bonus against barbarians.
-Earn +5 xp when visiting a city with a castle(UB) for the first time.
(garrisoned in or adjacent to city)
UB: Chivalric Order
-Castle replacement.
+1 faith per turn for every shrine, temple and castle in cities connected
to this city which share a religion with this city.
+1 CS and +3 City Health if city is connected to capital and shares religion
with the capital (in addition to castle base stats)
+2 gold per turn in captured cities (annexed or puppeted) which share a religion with the Holy City
This civilization is a typical crusader state. There are bonuses to playing small or wide and there is definitely a domination flavour here.
another unconventional civ. the ability might need something that doesn't require its unique units, though. i don't know what, though. anyway, which dalai lama would you suggest?************************************************************
Tibetan Empire
Leader: Dalai Lama
UA: Pilgrimage
+1 faith for the empire for each active Guru(UGP)
-During Golden ages, Each Guru and Disciple(UU) generates +1 Tourism.
-During Golden ages, Each Disciple gains +20% defensive combat strength and
+1 movement in friendly territory.
UGP: Guru
-Replaces both Great Prophet and Great General.
-Has the abilities of both above GP and is born when either would be born.
-When a Guru is born, two Disciples(UU) are born with him.
-Cannot be destroyed through attrition (though it still affects spread religion
quantity). Using final spread religion quantity does expend the Guru but not
if it is lost through attrition.
-Great General aura only provides +10% combat strength but gives +30% for units
when defending.
-All non cavalry, preindustrial land units gain +1 movement when starting their
turn next to a Guru, bonus is doubled for Disciples.
UU: Disciple
-Has unique martial arts promotions. (could get quite creative here)
-Gains combat strength for each era before modern era (making it slightly weaker
than a contemporary melee unit in those eras).
+20% chance for converting defeated enemies into Disciples.
-When visiting a natural wonder, holy site or city with a World Wonder built in
it for the first time, gain xp and points towards a golden age. (amounts vary
depending on what is visited). Removing fog of war from the map also generates
points towards a Golden age (small amount, less for ocean and coast tiles).
This game just needs more kung-fu. Nuff said
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Proposed list of Civilizations
Changelog:
7 February 2014- Europe updated
10 July 2013- Moved Venice to obsolete section
19 May 2013- Moved Indonesia and Morocco suggestions to Obsolete section (Also removed Javanese and Majapahit due to overlap)
Spoiler Older :20 April 2013- Moved Portugal and Zulu suggestions to Obsolete section
- Moved Obsolete section off OP
- Added description
- Updated entries on Anasazi, Apache, Cree, Cherokee and Sioux
31 March 2013- Changed leader of Tibet to Songtsän Gampo
29 March 2013- Reshuffled civs between Mediterranean and the Middle East
25 March 2013- Moved Brazil and Assyria to the Obsolete suggestions section
17 March 2013- Added Maori, Navajo, Norway, Samoa, Tahiti
- Changes to Cherokee, Khazars, Nubia
- Added 'Additional Notes' section
16 March 2013- Added Obsolete suggestions section
- Moved Poland to Obsolete suggestions in light of BNW announcement
- Divided 'Asia' into 'Central & East Asia', 'South Asia' and 'South-East Asia'
- Divided 'Middle East and the Mediterranean' into 'Middle East' and 'The Mediterranean'
18 December 2012- Added Armenia
- Fixed entries for Hebrew and Mapuche
- Updated Civilization Index
16 December 2012- Updated list to page 98
14 December 2012- Updated list to page 86
13 December 2012- Updated list to page 64
21 April 2012- Removed Sweden due to G&K
20 April 2012- List is now completely up-to-date
- List sorted into different regional areas across next 8 posts
12 April 2012- Updated list
- Removed entries for Civilizations present in "Gods & Kings" expansion pack
20 December 2011- Added Goths, Mapuche, Chola, Bangla and Malagasy to the list
- Modified entry of Sweden
18 December 2011- Finished formatting list
- Added index of submissions by region
- Removed Timurids due to over-powered nation of the proposal
4 December 2011- Removed Korea due to DLC release
- Beginning of mass update to list
This list is designed to be a comprehensive database of all civilization proposals suggested by the community for inclusion in the Civilization franchise, beginning with the fifth installment. The list is kept up-to-date by myself, while a contemporary to this list is maintained by MARDUK80 on the posts below this list. This list is not set in stone, entries are subject to change and are not property of any one individual. Suggestions may be made to refine other entries or incorporate new mechanics, and it is not guaranteed that a proposal will be included - non-serious or overpowered (OP) proposals will not make it.
Following the announcement of the Brave New World expansion pack, a post compiling those suggestions which are now obsolete due to their inclusion in the game has been established Here. Suggestions can be made in the thead, as well as comments on other proposals.
Regions:
Key:
Official Civilization
Proposed
Africa: 13 (3)Bantu, Berbers, Bornu, Ethiopia, Kongo, Mali, Merina, Morocco, Nubia, Somali, Songhai, Zulu
North America: 12 (1)Anasazi, Apache, Cherokee, Comancheria, Cree, Inuit, Iroquois, Mississippian, Navajo, Seminole, Sioux, Texas
Mesoamerica: 8 (2)Aztec, Buccaneer, Costa Rica, Maya, Mexico, Olmec, Teotihuacan, Toltec
South America: 8 (2)Argentina, Brazil, Chachapoya, Gran Colombia, Inca, Mapuche, Nazca, Tupi
Central and East Asia: 8 (4)China, Golden Horde, Khazars, Japan, Korea, Mongolia, Nenets, Scythians, Timurids, Uzbeks,
South Asia: 11 (1)Bangla, Bhutan, Chola, Harrapan, India, Kushan, Mughal, Nepal, Pakistan, Sri Lanka, Tibet
South-East Asia: 7 (2)Indonesia, Khmer, Laos, Pagan, Philippines, Siam, Vietnam
Europe: 23 (14)America1, Austria, Bohemia, Bulgaria, Celts, Denmark, Dutch, England, Finland, France, Germany, Goths, Hungary, Huns, Italy, Norway, Poland, Portugal, Romania, Russia, Spain, Sweeden, Switzerland
The Mediterranean: 12 (7)Byzantium, Carthage, Egypt, Genoa, Greece, Minoans, Moors, Ottomans, Phoenicia, Rome, Venice
Middle East: 9 (4)Arabia, Assyria, Babylon, Hebrew, Hittites, Israel, Kingdom of Jerusalem, Persia, Sumer
Oceania: 8 (1)Australia, Koori, Maori, Nan Madol, Polynesia, New Zealand, Samoa, Tahiti
~~~~~~~~
Additional Notes:1 - Included in Europe as opposed to North America as is much closer culturally to Europe than native North American civilizations
2 - Currently part of Denmark civilization. Denmark receives new Unique Improvement Trading Station, which gives more gold when adjacent to an improved resource.
3 - New terrain type - Found on Coast tiles close to Grassland & Jungle. Gives +1 Production & +1 Gold. Costs 2 movement for Naval & Embarked units and gives a +25% Combat Modifier.
4 - New terrain type - Found on Desert Hills & Plains. Yields +1 & +1 . Costs 2 and gives a +15% Combat Modifier.