Civ 5: Civilizations/Leaders Wanted!

Camikaze

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Given the popularity of threads about new civilizations desired as DLC in Civ5 or as civilizations in a new Civ iteration, this thread has been opened to allow a centralised location for all such ideas & suggestions. Please post all ideas & suggestions for new civilizations and leaders in the game here. All such new threads will be merged into this one.

A few ground rules:
  • Keep discussion focused to Civ. The topic drifting into the realm of history can be natural, but please ensure that your posts remain directly related to Civ. Relate your musings to a unique ability or building that should come with the civ in question, for example.
  • Keep it spam free. No 'I want Sealand!' suggestions.
  • Keep it civil. Disagree, but do so constructively and without lowering the tone of the thread.

Please refer to the posts below by MARDUK80 and Pouakai for updated lists of the civs suggested.
 
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 :c5production: Production & +1 :c5gold: Gold. Costs 2 :c5moves: movement for Naval & Embarked units and gives a +25% Combat Modifier.
4 - New terrain type - Found on Desert Hills & Plains. Yields +1 :c5food: & +1 :c5production:. Costs 2 :c5moves: and gives a +15% Combat Modifier.
 
Africa


Bantu
Shaka Zulu
Great Migration - No unhappiness penalty from founding new cities, Settlers 33% cheaper.
Lagos
Colours - Sienna and Light Green - (((O)))
Unique Unit: Impi Warrior, replaces warrior. Impis have the all terrain promotion of the Scout, due to the high degree of mobility and lightness of their gear.
Unique Building: Zimbabwe: Small stone cities found throughout zimbabwe, most famously at Great zimbabwe. Replaces walls, with the +4 defense, but also with +2 culture and +1 faith.


Berbers
Al Kahina
The Abandoned Tribes of God - Capturing a barbarian camp puts it under your control - Units appear as barbarians to everyone else from it. Double defense in desert.
Unique Unit: Tuareg raider, Replaces horseman. Destroys roads when pillaging (double gold if doing so).
Unique Building: Ksar, Replaces Granary. +3 food from Wheat and Oasis in the desert. +2 defense. +1 gold from desert tiles



Bornu
Idris Alawma
Desert Kingdom - Every desert tile with a trade route has +1 :c5gold: Gold
Unique Unit: Kanembu Warror, replaces Spearman. +25% :c5strength: Combat strength on desert tiles
Unique Improvement: Caravan - Can be built on Oasis and desert tiles, +1 :c5gold: Gold (+1 additional with Currency, Banking, Economics for a total of 4 Gold), used to establish Trade Routes and when built on an oasis tile, provides additional +1 :c5food: Food and :c5gold: Gold


Kongo
Nzinga a Nkuwu
Jungle Lore - Jungles provide +1 :c5food: Food and +1 :c5production: Production. Resources on Jungle tiles produce +1 :c5gold: Gold, Jungle is not removed when constructing tile improvements
Unique Unit: Bantu. Replaces Worker. Cost: 50. Movement 3. Note: Much cheaper to build than regular Worker unit and has +1 Movement.
Unique Unit 2: Congo-Bowmen. Replaces Archer. Strength: 6 :c5strength: (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).


Merina
Andrianampoinimerina
Natural Beauty - Forests and Jungles grant extra gold
Antananvario
Unique Unit
Unique Building: Rova, Replaces Castles


Mali
Mansa Munsa
Muslim Scholarship - Cities with your Religion as the Dominant Religion receive 10% Science until the Industrial Era. Scientists produce 2 Faith
Unique Unit: Skirmisher, replaces Archer. Starts with Accuracy I
Unique Unit: Ton-Tigi, replaces Chariot Archer. Higher strength and ranged strength


Nubia
Leader
Unique Ability
Meroë
Unique Unit: Kuhorsehockye Horsemen, replaces horsemen. Cheaper, and has double movement through desert tiles.
Unique Building: Unnamed, replaces Mint. Does not require Gold or Silver near the city. +3 :c5gold: Gold for Silver, Gold and Gems. Boosts :c5culture: Culture and :c5gold: Gold in the city by 5%. Gives additional +1 :c5culture: culture if the city is connected to the capital, and +1 :c5culture: culture per city with a [UB] connected to the capital in the capital.


Somali
Mohammed Abdullah Hassan
Greater Somalia - Defensive buildings in capital are +50% more effective against civilizations who have not researched flight
Mogadishu
Unique Unit: Beden, replaces Work Boat. Can defend itself, and has +1 Line of Sight
Unique Building: Qalcad, replaces castle. Friendly units adjacent to the city recieve +20% :c5strength: defense against all attacks


 
I would like to review my ideas* for the Finnish Civilization and would truly appreciate some comments about unique component choices and possibility of Finnish civilization in CiV in general:

Finland ( History of Finland )
Ancient Finland Infolink1, Infolink2, Infolink 3, Infolink 4
Maps of 814 AD: Europe 814 AD, Ultima Thule 814 AD, Finno-Ugric People

Capital 1: Helsinki
Capital 2: Vanaja (Vanain). (Destroyed in 1311 A.D.)

Leader 1: Carl Gustaf Emil Mannerheim (1918-1919; 1944-1946)
Leader 2: Urho Kekkonen (1956 –1982)
Leader 3: Juho Kusti Paasikivi (1946 – 1956)

Unique Ablity 1: Northern Stalwart*. Tundra tiles provide +1 Food and +1 Gold. Specialists provide +1 Production. Free Social Policy when Discovering Education.
Unique Ability 2: Tales from the Thousand Lakes. Each worked lake, marsh and river tiles provides +2 culture per turn. Free Great Artist at the discovery of Acoustics. Free Social Policy at the discovery of Archeology.
Unique Ability 3: The Finnish Spirit. 25% attack strength for military units fighting within the empire's borders. Fort improvement and defensive buildings in all cities are 25% more effective.
Unique Ability 4: Kalmar Union. 50% more influence gained from quest and unit gifts. Mercantile and Maritime CS will occasionally gift you naval units. Also Finns have slightly increased rate of the specialist speed-up of creation of Great People. **

Unique Unit 1: 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 Unit 2: Väinämöinen. The Väinämöinen is a Finnish Unique Great Person, replacing the standard Great General. The same combat bonuses apply, but the Väinämöinen can heal adjacent units for an additional 3HP per turn and can Culture Bomb with double the normal power; 2 tile radius.
Unique Unit 3: Sissi. Replaces Rifleman, invisible if in a Forest tile. Can pillage enemy improvements at no additional cost. Starts with Scouting I and Survivalism I promotions. Cost 200. Combat 25. Movement 2.
Unique Unit 4: Hakkapeliitta. Replaces Cavalry. Starts with Blitz promotion. Cost 260. Combat 25. Movement 3.
Unique Unit 5: White Death. Replaces Infantry. Cost: 300. Strength: 36. Ranged combat 30. Range: 3. Movement: 3. Has a 50% change to remain Invisible in Snow and Tundra tiles to all enemy units . Notes: has ranged attack unlike regular Infantry which it replaces and +1 extra movement (fast moving Infantry unit; in Snow with Skies and with Bicycle when there isn't snow). Also due snowcamouflage suit has a high change to remain Invisble. Quick ranged attack and fast withdrawal to new position to ambush.

Unique Building 1: Sauna. Replaces Garden. Cost 120. No maintenance. Happiness +2 and +33% Great People generation in City. City must be built next to a River or Lake.
Unique Building 2: Wood Refinery. Replaces Factory. Cost: 300. Maintenance 3. Production +50% (same as regular Factory.) Gives additional +25% Gold. Great Engineer slot. Available after discovery of Steam Power. Requires 1 source of Coal.

Unique Improvement 1: Hiisi (Cairn). Available at the discovery of Masonry. Start with +5Faith and each new era will add +1Culture, but decreases -1Faith. 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.
Unique Improvement 3: Korsu ("Bunker"). Replaces Fort after the discovery of Dynamite. Each Korsu in an adjacent tile will add +25% Combat Strength and +25 Defense against Air Units for units inside them and units move through them as if it is Road.

Scenario 1: 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.
Scenario 2: 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.


Starting Bias: Forest, Tundra and Lakes
Favoured Win: Diplomatic, Culture
Religion: Finnish Paganism. Forced Christianity since late medieval/renaissance era after the crusades to Finland. Yes, there were a couple crusades made against Finnish "Pagans".
New Great People: C.G.E. Mannerheim (Great General), Jean Sibelius (Great Artist), Pekka Ervast (Great Artist), Linus Torvalds (Great Scientist), Alvar Aalto (Great Engineer), Martti Ahtisaari (Great Merchant) and Esko Valtaoja (Great Scientist).
New Natural Wonders: Saimaa (Large Fresh Water Lake with unique bonus resources), Korvatunturi (Mountain/Fell in a Arctic Tile, generates Happiness and gives Combat Strength for units near it).
Language & Music Theme: Traditional. Music influenced by Jean Sibelius, especially Finlandia piece.
Colours: White & Blue (but Greece already has that), so; Blue & White.

NOTE: J.R.R. Tolkien's The Lord of the Rings -saga is inspired by the Finnish culture; Kalevala also Tolkien learned Finnish to some extent, and the Finnish language was the main inspiration for the high-elven language.

*(Thanks to aatami)
** (Thanks to ShahJahanII for the help.

What do you guys think? Which combination would be most balanced and most fun to play? :)
 
I will, yet again, post my suggestions, as the last thread was closed, just like the thread before that. I also added links to the suggestions:

Goths:
Leader: Theodric the Great
UA:
UU: Gadrauhts (replaces swordsman)(I'ts hard to find Gothic soldiers on the webs, i found this on wikipedia)
UB: Cathedral, replaces temple, grants :c5culture: , in addition to the temple's happiness (or do the temple already grant culture? In that case the cathedral grants more)
(Western Graphics)

Swedes:
UU1: Carolinean (call them that instead of the suggested Gustavian Infantry)
UU2: Hakkapeliitta (lesser movement cost on forested tiles) (replaces what ever cavalry unit happens to be in the appropriate era (around 1600-1700))
(Western Graphics)

Mapuche:
Leader: Lautaro or Colocolo
UA:
UU: Malón Raider, cavalry unit, designed for raids (replace Cavalry)
UU2: Toqui, replaces Great General, will increase speed of nearby cavalry, along with the combat boosts of a normal Great General. Also, it is a lot faster than normal GG's
(Native American Graphics)

Malagasy (Madagascar):
Leader: Radama I
UA: Natural Beauty: Forests and Jungles grant extra gold
UU:
UB: Rova; Replaces Castles
(Polynesian Graphics)
 
Belgium:
UA: Colonial masters, +1 :c5unhappy: per city on a different continent. Double resources on different continents.

or

UA: Industrial Revolution: Double Coal resources and +1 production for each. 10% production in all cities.

also

UB: waffle house: +1 :c5happy: for every waffle rescources in the city. (jk, jk)

(European graphics)
 
Chola:
Leader: Rajaraja Chola
UA: Temple builders: Build cultural buildings 50% faster. Cultural buildings are 50% cheaper.

or

UA: Unamed(something to do with islands): Cities built on islands 9 tiles or less have no :c5unhappy:

UB: Unamed: (replaces temple): 6 :c5culture: , 1 :c5culture: for every 5 :c5citizen: , 1 :c5culture: for every marble and stone

(New Dravidian Graphics)
 
Bangla:

UA: Master craftsmen: + 2 :c5gold: per silver, gold, silk, gems resource. Selling these resources to other civilizations will give them + 5:c5happy:
Unique Improvment: Linen maker/ Silk Farm: Can be built on silk resources. Connects the silk resource. + 1 :c5gold:, + 1 :c5culture:
 
MARDUK80: I think the focus should be on modern day Finland, and for the unique units I'd go with the White Death or the Sissi, the UI or the UB could be either of the suggested ones, as well as the UA.
The reason is because from the 1100s to the 1800s Finland was ruled by Sweden, and then by Russia for a century, and only became a militairy and cultural power to be reckoned with in the 20th century.
As for the units:
The rune singer seems a bit over powered to me, Väinemöinen is a mythological person and the Hakkapeliitta fought exclusively for the Swedish crown, so I'd say nay to all three of them as unique units.
The Ultima Thule scenario seems a bit too nationalistic and not really rooted in any historical events, so I'd have to decline that one as well, I like the Karelian one though! (is it based on the Winter War, perhaps?)

(also, the Lord of the Rings was more inspired by, than based on, the Kalevala)
 
MARDUK80: I think the focus should be on modern day Finland, and for the unique units I'd go with the White Death or the Sissi, the UI or the UB could be either of the suggested ones, as well as the UA. The reason is because from the 1100s to the 1800s Finland was ruled by Sweden, and then by Russia for a century, and only became a militairy and cultural power to be reckoned with in the 20th century.

Actually from 1249 to 1809, but one might say Finns had own autonomy for the whole perioid. Tried to find a wikipedia link for that, but could only find one page which is unfortunately only in Finnish -> http://fi.wikipedia.org/wiki/Ruotsin_vallan_aika_Suomessa

As for the units:
The rune singer seems a bit over powered to me, Väinemöinen is a mythological person and the Hakkapeliitta fought exclusively for the Swedish crown, so I'd say nay to all three of them as unique units.

The Ultima Thule scenario seems a bit too nationalistic and not really rooted in any historical events, so I'd have to decline that one as well, I like the Karelian one though! (is it based on the Winter War, perhaps?)

(also, the Lord of the Rings was more inspired by, than based on, the Kalevala)

Yes, the famous http://en.wikipedia.org/wiki/Winter_War :)

Yes, perhaps inspired is a better word here, but if you have read the Kalevala you'll know that LOTR has a lot similarities with the Finnish stories.

Thanks for the good suggestions. Hopefully I will get some other replys too and based on that will change the Finnish components with next update :)


Edited and added range (3) to the White Death unit in the post.
 
Obsolete suggestions:
Following the announcement of the expansion pack Civilization V: Brave New World, this post has been created to collate all obsoleted suggestions for civilizations.

~~~~~~~~~

Assyria
Sargon II
Under the Terror and Splendor of Ishtar - All Units gain 1 movement when starting their turn on a road. Resistance of occupied cities lasts half as long.
Assur
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.
Unique Unit: Shielded Archer, Replaces Composite Bowman. Starts with Cover I, and has a higher melee strength


Brazil
Dom Pedro
Ordem e Progresso - During “We love the King days”, cities produce +1 Gold, +1 Production and +2 Culture for every 3 of its Citizens. Tiles with a resource on it cost 2/3 less culture and gold.
Rio de Janiero
Colours - Dark Green and Yellow -(((O)))
Unique Unit: Imperial Honour Guard, Replaces Rifleman. +25% strength if fighting two or less tiles from a Brazilian city
Unique Improvement: Biofuel Plant: Unlocked with Biology. Improves Wheat, Bananas, Sugar and Citrus.
Yields +1 Production; additionally, each food yielded by the resource and terrain is replaced by +1 Production and +1 Oil; +4 Gold after Ecology is researched


Indonesia
Hayam Wuruk
Thalassocracy - +2 :c5culture: Culture and +2 :c5gold: Gold for every sea resource worked by the city
Unique Unit: Perahu
Jakarta
Unique Building: Candi


Javanese
Tribhuwana Wijayatunggadewi
Palapa Oath - Every City produces extra +1 Gold for every Landmass occupied solely by your Cities.
Colours: Red and Gold - (((O)))
Unique Unit: Javanese Jong, Replaces Galleass. +20% boost to ranged strength if there are no adjacent Ocean tiles.
Unique Building: Wayang Theatre, replaces Amphitheatre. +2 faith and +1 Happiness if there are two or more religions in the city.


Majapahit
Gajah Mada or Hayam Wuruk
Empire of a Thousand islands - Acquiring water and coastal tiles costs 25% less gold or culture. Lose half the normal amount of influence for demanding tribute from any city-state that shares a border with Majapahit.
Majapahit
Unique Unit: Pendekar. Replaces longswordsman. +25% combat strength bonus against city-state units. Twice as effective at intimidating city-states into paying tribute.
Unique National Wonder: Wayang Kulit. Replaces Heroic Epic. In additon to gaining the Morale promotion, select an additional pantheon belief


Morocco
Ismail Ibn Sharif
Land of God - +2 Science from every Desert tile, +4 Science from Trade Routes
Rabat
Unique Unit: Black Guard, Replaces Musketman. Cost 90, Strength 17, Movement 2. Can move after attacking
Unique Building: Ksar. Replaces Castle. Cost: 180. No maintenance. Defense: 7.5. +2 :c5food: Food. Ksar is slighly cheaper to build than a regular Castle and also plays role of secondary Grany/Marketplace thus giving +2 :c5food: Food to City.


Poland
Józef Piłsudski or Lech Wałęsa
Solidarnosc - Citizens may be both a specialist and work a tile
Warsaw
Unique Unit: Sherman (replaces Tank) +1 :c5moves: Movement
Unique Unit: Uhlan, replaces Lancer. -1 strength, Cheaper


Portugal
Henry the Navigator
Golden Horizons - Recieve double gold when meeting a city state. Can pay a sum of gold to a coastal city state to establish a trade route following the construction of a harbor in a Portugese city.
Lisbon
Colours, Dark green and blue - (((O)))
Unique Unit: Carrack, Replaces Galleass. Can enter ocean tiles, and recieves Great merchant points when it discovers a City State
Unique Unit: Bandeirante, replaces Musketman. Can build mines. Each time a bandeirante discovers a source of gold, gems or silver, it provides 5 :c5culture: culture
Unique Unit: Caçadores. Replaces Rifleman. +10% Strength for every active Declaration of Friendship


Venice
Leonardo Loredan
Most Serene Republic - Oceanic trade routes provide +25% extra :c5gold: gold. Resources from city states may be traded. Mercantile City State Luxuries provide +50% :c5happy: Happiness
Venice
Unique Unit: [Un-named], replaces Galleass. A ranged land unit may be stationed on the ship and can range attack from deck
Unique Building: Murano Glassblower, replaces Forge. Does not require iron. Provides +1 Glass Luxury resource, which can be traded to foreign powers. Glass provides +6 :c5happy: happiness


Zulu
Shaka Zulu
Mfecane - Every Zulu unit in enemy territory produces 0.5 :c5unhappy: unhappiness in the enemy empire
Unique Unit: Impi. Production 60. Replaces Pikeman. Movement 3, not 2. Strength 15. +25% Strength for against Units with 2 Movement. Is not affected by Zone of Control
Unique Building: Ikhanda, Replaces Barracks. Production 80. Maintenance 1. Reduces city maintenance costs by 15%.
Unique Improvement: Kraal (Can be built on same resorces as Pasture, provides +1 additional :c5food: and :c5production:
 
Poland
Leader: Józef Piłsudski / Lech Wałęsa
Unique Unit: Sherman (replaces Tank) +1 Movement such as the Panzer, cost less!
Unique Building: (Unnamed) Factory that doesn't require Coal to be built and gives a 75% boost to production - Cost=250 - Maintenance=1
Unique Ability; Solidarność, Unemployed citizens still work on tiles if used as Specialists.


I have no idea why the UU is Sherman (it wasnt a polish tank for sure).
I would rather propose Polish Hussar (replaces Cavalry): http://en.wikipedia.org/wiki/Polish_Hussars
or Uhlans (also replaces Cavarly): http://en.wikipedia.org/wiki/Uhlan
which were very famous in polish history.


I didnt find the name to the unique building yet ;P

Cya
 
How often is the OP updated? I want to see Belgium, Chola, Bangla, and any other civs I might add.

Mamluks
UA: Equestrian Hordes? (Something to do with their excellent use of cavalry):
33% less maintanance on mounted units
UU: Mamluk Cavalry (replaces knight): Can cross rivers without:c5moves: penalty. 25% attack bonus vs. seige and other mounted units.

Bactrian
Very random start bias
UA: Masters of the environment: +1:c5food:, :c5production:, :c5gold: on desert and tundra tiles.
UU: Bactrian Camel Warriors(replaces horsemen): 8:c5strength:. Heals all damage in 1 turn.


New Germany: I would like to represent modern Germany instead of barbarian Germany so that the Germanic tribes can be represented by the holy Roman Empire
UA: Industry (if Belgium doesn't get the Industrial Revolution UA): Industrial Revolution: Double Coal resources and +1 production for each. 10% production in all cities.
UU1: Schnauzer: Replaces artillery. 3 :c5moves:. 4 Range
UU2: Panzer

Holy Roman/ Frankish Empire:
Capital: Aachen
Leader: Charlemagne
UA: Furor Teutonicus
UU1: Landskecht
Unique Improvement: (unamed, replaces fort): Can be built on farms. Units on it heal +1 health.

Bangla:
Capital: Dhaka
UA: Master craftsmen: + 2 :c5gold: per silver, gold, silk, gems resource. Selling these resources to other civilizations will give them + 5:c5happy:
Unique Improvment: Linen maker/ Silk Farm: Can be built on silk resources. Connects the silk resource. + 3 :c5gold:, + 3 :c5culture:

Belgium:
UA: Colonial masters, +1 :c5unhappy: per city on a different continent. Double resources on different continents.
or
UA: Industrial Revolution: Double Coal resources and +1 production for each. 10% production in all cities.
also
UB: Coal Plant : +35% :c5production:, +4 :c5production:, +2 :c5production: per coal rescource worked by the city, each unwkorked citizen provides +2 :c5production:
UB: waffle house: +1 :c5happy: for every waffle rescources in the city. (jk, jk)
(European graphics)

Chola:
Capital: Tanjavur
Leader: Rajaraja Chola
UA: Temple builders: Build cultural buildings 50% faster. Cultural buildings are 50% cheaper.
or
UA: Unamed(something to do with islands): Cities built on islands 9 tiles or less have no :c5unhappy:
UB: Unamed: (replaces temple): 6 :c5culture: , 1 :c5culture: for every 5 :c5citizen: , 1 :c5culture: for every marble and stone
(New Dravidian Graphics)

Mali
Leader: Mansa Musa
UA: African Traders: Trading posts are built at twice the speed and give +2:c5gold: and an extra +1:c5gold: with roads.
or
UA: African traders: Each ivory resource gives 3 horses. Each gold, silver, gems, gives 1 iron. +1 :c5gold: per trade route
or
UA: Allied city states give 20% of their :c5gold:
UB: Unamed(could someone translate "courthouse" into Malinese for me?) : + 3 :c5gold: and +10% :c5gold:
Scenario

East Indies

Major and Minor Civilizations:
Bangla, Chola, Dutch, Portugal, France, Denmark, Britain, Majapahit, Siam, Spain, Kandy, Maharashtra, Delhi Sultanate, Timurids. China will be Represented by a powerful AI. They will not be competititive enough to win the game. I wanted to include this because China is barely on the map but I would expect they had an influence on the region in real life. The map will be inhabited by city states that will represent weaker native tribes. the city-states will have a significant amount of rescources, but a weaker, more primitive army than the major civilizations. They can be razed with temporary unhappiness. They can be puppeted with a small amount of unhappiness. They can be annexed without unhappiness, but rebels will occasionally spawn near the city and the rebellion must be put down. They can be allied for a much smaller amount of gold. gold can be invested in increments of 100. Whatever civilization has the most gold invested in them will be the city state's ally.

Timeline:
Starts in 1200 A.D. and ends in 1650 A.D. Game will progress more slowly with more units per era.

Map:
Should cover most of India, Southeast Asia, Indonesia, and the Philippines.

Rules:
The game begins in 1200 A.D. without European civs. Native civilizations will have a chance to explore and conquer land, but culture and gold gained in this time will not count towards victory. Later, civilizations will spawn as they did in Rhyes and Fall of Civilization IV. Native cities may "convert" to European cities. Most native nations will survive this but loose a significant amount of land.All European civs will start off with a small port city in a historic location (Portugal in Goa, India; Spain in the Philippines) and a bunch of free units. European civs will have a technological advantage over Asian civs. Asian civs will be much more powerful in every aspect other than military and technology. Happiness is loosened slightly. Each city will only increase policy costs by 10%. Military will be made less important than navy.Naval units can capture cities. New luxury resources will be added. No world wonders. Many of the existing world wonders that apply to this map will become natural wonder. These natural wonders will be put in their historic place and will grant much larger bonuses. For example, the Angkor Wat will be placed in Siamese territory and give 25 :c5culture: per turn. But If the French take that city, then they will get the bonus.
 
In an attempt to fill out my suggestion for the Goths i tried to find some buildings that might fit them, but there isn't really much to go at, as not much is known about the architecture of the Goths. Gothic Architecture, on the other hand, is a completely different thing and much more well known, though the Goths themselves never used it. I'd therefore suggest, though a bit of a stretch:

Gothic UB: Cathedral, replaces temple, grants :c5culture:, in addition to the temple's happiness (or do the temple already grant culture? In that case the cathedral grants more)

EDIT: Added the UB suggestion to my original post
 
For Nubia I came up with a Mint UB

Doesn't require Gold, Silver or Gems near the City but still adds the Gold to them.
+5% :c5culture: and :c5gold: in the City
If connected to the Capital, grants +1 :c5culture: in the City where built and the Capital. This bonus doesn't apply if built in the Capital.
(hope you understand this: Capital A is connected to cities B and C. All cities have the Mint UB built. The Capital A then receives +2 :c5culture: and the cities B and C receive +1 :c5culture: in addition to the +5% :c5culture: and :c5gold:)
 
Swedes:
UU1: Carolinean (call them that instead of the suggested Gustavian Infantry)
UU2: Hakkapeliitta (lesser movement cost on forested tiles) (replaces what ever cavalry unit happens to be in the appropriate era (around 1600-1700))
(Western Graphics)

@ Kimuyama
@ ALL

What do you think about the current Sweden concept?

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%.


I have to say it's pretty good. Would like to play with a Civ like that :)
 
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