Civ 5: Civilizations/Leaders Wanted!

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.


Not sure about the others, I'm torn between a Safavid Persia, which would be worthy and interesting, but could be reserved for a Persia split which is probably just as needed as an Arab split. An Islamic Egypt, so either the Fatimids, Ayyubids or Mamluks. Possibly an Arab Spain, represented either by the Umayyads, the Cordobans or the Almohads, or finally, a greater Yemeni civ. I'm not sure so I'll probably draft some later.
 
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 Greenland’s 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.


Digging the Tupi a lot, Findland and Vatican are cool too (don't think they'd put Vatican though, not really a civilization or anything close to one). Perhaps Vatican can easily be retcon by making it into the Papal States.



I'm gonna have to agree with the other gentleman in saying that it is weird to see Nevada here. However, if one really wanted to pick a state, and one that coincidentally represents the wild west, why not Texas?

Texas is much bigger and more economically important than Nevada (as well as way more populated). It also has a very unique culture that is influential, was once an independent nation, and isn't really represented much in USA's civ ability. Maybe they could have the Alamo or something.
 
So I have 3 original ideas for faith oriented empires with unique gameplay elements. Here they are :p

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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?
************************************************************

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.
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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.
************************************************************
 
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!

i like this. its building and unit are both really powerful, but they're late, so that's completely fine. the gold from the hotel might need to be balanced, i don't know, but that wouldn't be hard to fix. either way, i like it. and, the unit has an annoying downside...but that's exactly what balances it. the ability is too strong, though. there's a guy who gets more gold from trade routes already and he doesn't get anywhere near +10, ever.


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.

+5 science might be a bit much for each great work, but i don't want to fiddle with numbers. other than that, well done, indeed.
So I have 3 original ideas for faith oriented empires with unique gameplay elements. Here they are :p

************************************************************
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?
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.
************************************************************

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.
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.
************************************************************

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
************************************************************
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?
 
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.

{{{{{CAN SOMEONE TO CREATE DACIAN CIVILIZATION FOR GK/BNW PLEASE?????}}}}}}}} BUT THIS MOD DON'T WORK ON GK/BNW! PLEASE RESPOND QUICK!
 
this isn't really the place for that type of stuff, man. most of us aren't modders, that i know of.

and that dacian civ sounds...lame.
 
Phoenicia- Traders of the Ancient World- Cargo Ships have +50% range. Each Cargo Ship sent to a different civilization gives Phoenicia and its trade partner +1 Happiness.

Hippoi- A replacement for the Trireme, this ship has +1 movement over the regular trireme, and may enter Ocean Tiles, although there is a chance the ship will take 20 damage if it ends its turn on the ocean.

Tyrian Purple- A unique improvement, this improvement can only be built on the coast, the improvement gives +2 gold and +1 food. The first two improvements will create a unique luxury known as Tyrian Purple.
 
I agree with you awesome regarding valimali's conception of the Dacian civ,tho there should be 1 Dacian or Romanian civ in the game so I have other ideas which may not be the best but maybe worth mentioning:
as for Dacians i thought as the leader to be Burebista (not Decebal) because Burebista was the 1 who unified the tribes and created the Dacia that Decebal lost to Romans in fact...
Colour: orange with black or blue and black
Capital would be Sarmizegetusa ofc.(bias would be near mountains,lakes and with hills and forests)
UU : Falxes(or Falxman) replaces Swordman.Slightly stronger and starts with Drill promotion (but slightly more expensive aswell)
UB: Murus Dacicus (replaces Wall) In the addition of the stats from Wall,Murus Dacicus decreases the effectiveness of siege weapons by 20% and increases the stationated unit's strenght by 10%
UA: Carpathian sovereigns ( this 1 might be discussable) Cities founded near mountain start with +3 Production and Gold,but with 35% lesser Food. Also receive double gold from pillaging those cities.
As for preffered victory you could choose any,but Domination would be the best,also Diplomacy might work, but they would be lesser fit for Science or Cultural victory.

As for the Romanian civ
Colour : blue and red
Leader: Vlad Tepes ( the Impaler)
Capital:Bucharest (forests,hills and plains)
Here there might be 2 options regarding the UA,UU,UB and eventually an UI
First option:
UA: Chase through dessert : Any Romanian unit is capable of pillaging its own improvements,decreasing the strength of the enemy units who enter in the territory by 8% for any pillaged improvement (this may stack up untill 64%).Romanian units who enter enemy territory and pillage improvements also receive a combat bonus of 4% that may stack up untill 40% for every unit that is inside territories with pillaged improvements ( this was actually inspired from the tactics romanian adopted when Charles Robert of Anjou came in Wallachia,they would burn their crops and poison the fountains,so that the hungarian armies may starve, being able to win the battle by hiding and ambushing them)
UB : Hambar ( this name might be discussable just yet,maybe you could suggest a more appropiate name) replaces Granary and exchange of the food from wheat,deer and bananas it will provide +4 or +5 food by total ( +5 might work or maybe its too much) and +2 happiness
UU: Razesi replace Knights - their special traits is the combat bonus of 20% when the empire is religious ( has a religion) and the Charge promotion. They are also more expensive in both faith and production.

2nd option :
UA : Ordo Draconum (might be unfit as the founder was a Hungarian king,but Vlad got his Dracula (Drake ) image from the cape with the Order's emblem that he was wearing)
Every 5 units killed provide permanently +1 happiness,+1 gold and +1 science for the empire ( might not be sure about the science,since it would be illogical but why not,its +1 so it wont make that much of a difference unless u kill around 500-1000 units,and also might not work for barbarian,you could help me decide this,but prolly not I guess)
UU: Same Razes(plural is Razesi),because there was no other romanian specific unit throughout our history,and it has the same bonuses as the 1st option
UI: Fields of spikes : Tile improvement that may be built anywhere and in any circumstances
Any enemy unit that is adjacent to this improvement will take 10 HP Damage per turn. Also provides +1 Production and +1 Culture if it's within your borders

Maybe I have made the romanian civilization (and even the dacian ) a bit too op so I'm open to some modifications or suggestions. I tried as much as possible to be original and not try to copy other civilizations,if I did I might have done it without knowing so please tell me if I actually did it.
EDIT : As you can see both civilizations are inclinated to domination victory,but you could also go for a Diplomatic victory for both of them,not so recommended to follow cultural (maybe for Romania) and science victory may work for both of em but not so efficient
 
I'd like to propose splitting up China into its respective Dynasties.

Ming
Colours: yellow with Burgundy accent.
UA: Inner Reflection - Internal trade routes provide culture. Finishing a social policy tree triggers WLTKD in all cities without an international trade route.
UB: Printing Press - replaces the zoo. Unlike the zoo, has a slot for a great work of writing. +2 gold.
UU: Shenjiying - Replaces musketman. +10% production time, but available at Machinery, instead of gunpowder.

Qing
Colours: Blue with Yellow accent.
UA: Census and Bureaucracy. - Receive a production boost in the capital every time a new citizen is born anywhere in the empire. +1 production in every city over 15 citizens.
UB: Examination School - Replaces university. Instead of the +2 science on jungle tiles, receive an extra 1% boost in science in your 3 largest cities for every 5 citizens in this city, and an immediate empire wide science boost when a new citizen is born.
UU: Banner Cavalry - Replaces lancer. Unlike the lancer, is a ranged unit and forgoes the +33% bonus against mounted units for a +25% bonus against infantry and a lessened penalty against cities. (-15%). Increases local city happiness when garrisoned.

PRC

Colours:Red and Yellow
UA: The Great March: +1 movement points for infantry (ranged or melee) units for every 2 social policy trees or tier 3 tenets completed. Units below 50% health ignore terrain costs.
UB: Censorship Office. Replaces Police station, +2 culture, also decreases enemy influence slightly (effect stacks to a maximum of -50% influence.)
UU: Volunteer Army. May enter rival territory without an open borders treaty, and receives a +25% attack bonus on the first turn of war.

Song
Colours: Purple and Blue
UA: Scholars of the Orient - +3% science boost when researching a tech For every civ which hasn't yet discovered it. Discovering a tech first provides +3 happiness for 10 turns.
UB: Astrological Tower - replaces observatory, +33% science in this city. Does not require a nearby mountain. When a new tech is discovered, cities with an Astrological tower provide an extra 1 science for 3 turns.
UU: Chu-Ko-Nu - +1 attack per turn, -3 combat strength. Replaces crossbow.

Han
Colours: Brown and Yellow.
UA: Not decided, something to do with the silk road.
UU: Not decided
UB: Paper Maker - As vanilla.
 
CiV's first masochist faction:

Ryukyu Kingdom

Leader: Sho Tai

UA: Dialogue Through Tribute: Gain a free tech of your choice and a random free great person every time a city is lost through conquest or traded away as part of a peace deal; gain a certain amount of culture for satisfying each trade demand, which is numerically equal to the gold worth of the trade demand; 10% chance of receiving a free unit immediately with every gift of gold to a militaristic city-state; gain 20 turns' worth of trade route benefits for every trade route originating from a Ryukyu city that has just been plundered by another civ.

UB: Shuri Castle: Replaces Palace (the building every civ has in their capital), 5% chance of a diplomatic victory every time this building is destroyed, in addition to regular Palace functions.

UU: Great Negotiator: Replaces Great General, no combat bonus, but can be expended to immediately negotiate a no-strings-attached peace treaty with a target enemy civ as soon as it enters an enemy civ's borders; cannot build forts, but can be expended to immediately erase all diplomatic penalties with a target civ once within its borders.
 
@Urdnot_Scott,

How about:

Han
UA: Silk Road: Road, railroad and harbour connections to city states or other civs' cities generate gold as though those cities were part of the Han Empire.
UU: Armed Caravan: Replaces Caravan, fights with 15 strength before being knocked back upon contact with an enemy unit (when the trade route would otherwise be plundered), does not affect experience. Strength increases to 20 in the medieval era, and 25 in the industrial era.
UB: As you wrote above.
 
Just some of my ideas:

Burma
Leader: Bayinnaung
Capital: Rangoon
UA: Land of a Thousand Pagodas: Religious buildings are built 25% faster and cost no maintenance, may build missionaries, inquisitors, and religious belief buildings with production.
UU: Siege Elephant (Cannon): 20 :c5strength: 20 :c5rangedstrength: 2 range 3 :c5moves: . +200% strength vs cities. It can also engage in a melee attack.
UB: Golden Pagoda (Temple): +4 :c5faith:

The Swahili
Leader: Tippu Tip
Capital: Zanzibar
UA: The Indian Ocean Market: +1 production in coastal cities. May purchase units, buildings, and abilities (for 10 turns and only once) of other civilizations in cities that have a trade route with them.
UU: Maasai Warrior (spearman): 12 :c5strength: 3 :c5moves: Can still be built after it becomes technologically obsolete, tourism boost from every one of these units after entering the atomic era. (i know it's not really swahili but close enough since this civ represents both tanzania and kenya)
UB: Stone Town (Seaport): +1 :c5production: and :c5gold: from sea resources. +25% production of naval units and buildings in this city. +20% city strength.

Nigeria
Leader: Amina
Capital: Lagos
UA: Bushmeat: +2 food from camps. +1 food on jungle tiles for every 2 non-jungle tiles and for every river tile adjacent to it.
UU: Mino (Rifleman): 40 :c5strength: 2 :c5moves: . bonus attacking (15) penalty defending (20)
Fetish Shop (shrine): +1 :c5faith: . Killing enemy units within 3 tiles of this city will increase faith.

The Sioux
Leader: Sitting Bull
Capital: Hunkpapa
UA: Ancestral Lands: No fog of war on your continent at the start of the game. +2 sight to all land units.
UU: Lakota Rider (Cavalry): 30 :c5strength: 26 :c5rangedstrength: 5 :c5moves:
UI: Tipi: +1 :c5food: +1 :c5faith: (if on plains, cannot be built adjacent to each other or adjacent to cities but can be built outside of your territory) +3 :c5food: (if on bison). your units heal 50% faster if on these tiles.

Vietnam
Leader: The Trung Sisters
Capital: Hanoi
UA: Ho Chi Minh Trail: All units can be used as caravans or cargo ships if the trade route destination is on your continent or in your own territory. +2 extra trade routes. Food traded to your own cities increased by 50%.
UU: Viet Cong (Marine): 65 :c5strength: 2 :c5moves: . Woodsman promotion and +25% :c5strength: in forest, jungle, and marsh. Can be invisible when in those terrains
UB: Waterpuppet Theatre (Amphitheatre): +5 :c5culture: +1 :c5happy: . no great work of writing slot

Tibet
Leader: Songstan Gampo (originally was 14th dalai llama but he's too much like gandhi)
Capital: Lhasa
UA: Altitude Adaptation: All units have 50 extra HP, heal 25% faster, have no movement penalty on hills, and can cross mountains. Combat penalty on flat terrain is doubled and -10% strength when attacking.
UU: Warrior Monk (Missionary): +1 extra spread religion ability. Unlike the normal missionary the warrior monk can engage in combat (It's combat ability will start at 8 :c5strength: and will increase for every new era you enter. 14 ClasEra, 18 MedEra, 24 RenEra, 34 IndEra, 50 ModEra, 70 AtomEra, stops there) It also costs 25% less faith to purchase.
UB: Chorten (Shrine): +1 :c5faith: and +2 :c5faith: from incense tiles and mountain tiles in this city.

Romania
Leader: Vlad Tepes
Capital: Bucharest
UA: Order of The Dragon: +15% combat bonus vs civilizations that have a different religion to you. Foreign religious pressure reduced by 33% in garrisoned cities. May sacrifice part of a city's population to reduce enemy unit's strength when near the city for a few turns, reduced strength and time length of the penalty depends on how much of the population is sacrificed.
UU: Peltast (Spearman): 11 :c5strength: 11 :c5rangedstrength: 1 range 2 :c5moves:
UU: Wallachian Footman (Pikeman): 18 :c5strength: 2 :c5moves: . Impaling: After defeating an enemy unit adjacent enemy units will have -10% strength for the next 4 turns.
 
As the title explains, this is a place for a bunch of hypothetical civilizations, and possibly some other random stuff as I thought of them. I don't intend to mod these in or request someone do so or anything, they're just random little ideas. Some are going to be notably less silly than others.

Spoiler Hittites :
Leader: Suppiluima I
Ability: First to Iron. Start the game with Mining researched and Iron revealed on the map. External trade routes generate +3 production for the host city.
Start Bias: Plains

Unique Unit: Heavy Chariot, replaces Horseman. Become available with the Wheel and starts with Shock 1. Has higher strength than the Horseman but is more affected by terrain.

Unique Building: Lion's Gate, replaces Walls. Produces +2 culture and +2 happiness

Lion's Gate is interesting, I considered having it replace coliseums and monuments as well. Ideas I had consisted of faith, extra culture from culture building in the city, etc, so yeah, there's a lot of idea for that one so I might change it if I come up with a better idea.


Spoiler Phoenicians :
Leader: Hiram
Ability: Traders in Purple. Receive a free cargo ship upon discovering sailing (caravan if you have no coastal cities). Each exported luxury grants +2 gold per turn. Cities with sources of dyes produce an extra copy, cities without access to dyes produce a unique luxury (Cedar). (A city is counted as having dyes or note by if there are any in it's initial radius. So if a city is founded with dyes one tile away and that tile is then purchased, the city produces Cedar instead of an extra dye.)
Start Bias: Coast, unique in that there is extra priority on dyes.

Unique Unit: Hippoi, replaces Trireme. Possess +2 movement over the Trireme and gains gold when defeating an enemy unit. The Hippoi also can be disbanded in or adjacent to another civs borders for a lump sum of gold.

Unique Building: Abjad, replaces library. Increases trade route range by 50% and produces a flat +2 science.

This, however, I'm far more settled on, I quite like what I did with this one.




Spoiler Legend of Zelda expansion :
Spoiler Hylians :
Leader: Princess Zelda
Ability: Chosen by the Three. During war with other civilizations, receive a 15% bonus to great people generation in the capital and a one time boost to all Great People Points if war is declared on you. During peace, receive a +15% science bonus in the capital.

Unique Unit: Hylian Guard, replaces Pikeman. Receives a combat bonus when fighting near the capital and when attacking. Penalty on defense.

Unique Building: Fishery, replaces water mill. Generates +3 gold, leading a net gain of 5 compared to the water mill it replaces.


Spoiler Gerudo :
Leader: ?
Ability: Prophesy of the Sands. Cities grow at a very slow rate, as if your empire was permanently unhappy. However, every 100 years or X number of turns (the exact rate would be hard to balance), you can choose either +1 population in the capital or a Warlock. Cities only enter 'We love the King Day' when you conquer an enemy city, and increase growth rate far more than a normal 'We Love the King Day'.

Unique Unit: Warlock, replaces Great General. Whenever stacked with a military unit, may perform a 1 range ranged attack with the melee strength of that unit.

Unique Unit: Thief, replaces Longswordman. Does not require iron. Cheaper and weaker than the longswordman. Has +1 movement and receives a combat bonus in desert.


Spoiler Gorons :
Leader: ?
Ability: Rock Eaters. Units gain extra movement when moving from a hill. Mines generate +2 food. Cities receive +1 food for every mountain within their borders.

Unique Unit: ?

Unique Other: ?


Spoiler Zora :
Leader: ?
Ability: Water Dwellers. Units may embark onto coast immediately and fight as if on land. Land units trained in cities with fresh water access gain access to a series of unique offensive promotions, land units trained in cities with sea access gain access to a series of unique support promotions.

Unique Unit: Zora Pilgrim, replaces Settler. +1 movement, can only found cities with fresh water or coastal access.

Unique Improvement: Sea Station, requires compass. Must be built on coastal tiles without resources by a worker. Generates +2 gold and +2 science. After discovering navigation, produce +2 culture. Counts as fishing boats for things such as God of the Sea, etc.


Spoiler Building Added :
Temple of Time (Wonder)
Requires Philosophy
+2 Faith
+2 Culture
Provides +50% Great People Generation in this city

Sage's Palace (National Wonder)
When built, you choose from a list of what 'element' the palace will be of. Produces an effect, requires at least 3 of the appropriate terrain. Depending on the number of players, only a certain number of each can exist.
Sand Temple (desert): Deserts generate +1 food and +1 production
Fire Temple (hills/mountains): Mines produce +2 culture and +1 production, tiles adjacent to a mountain generate +1 production.
Water Temple (city must have fresh water access and within 2 tiles of a lake or be coastal): Coast, Sea and lake tiles generate +1 food and +1 gold
Forest Temple: Forest tiles produce +1 production, units trained in the city gain a +20% combat bonus in forest.
Light Temple (non-strategic resources): Produces +2 gold and +2 faith in the city, in addition to +1 gold on non-strategic resources.
Shadow Temple (none): Increases city defense and attack strength by 25%
Wind Temple (flatlands of any kind): Local happiness +2, production +10%. Flat lands generate +1 gold.
Ice Temple (tundra/snow): +1 food and +1 production of tundra tiles without forest, +1 production, +1 gold and +1 food on snow. May improve snow tiles workable by this city.

A perfect example of me taking a joke to far, this started as a joke with some friends about things in Zelda as civ nations, so...this. I mean, at the very least there's some interesting stuff.
 
Obvious thread, no sure why it doesn't exist already ;) please write down what civilisations and leaders would you like to see. Or maybe some new game mechanics for civilisation division?

Personally I would love to see civilisations divided on few grand groups like European, Oriental, Ancient, Nomad, Subsaharan, Precolombian - with each group having distinctive music, art style and maybe some gameplay differences (different tech tree for each group would be incredible [emoji14] )

Anyway, what civilisations are ''necessary'' in a base Civ game and thus ''confirmed'' to appear in Civ6? Personally I think...
- Egypt
- Greece
- Rome
- India
- China
- Japan
- Russia
- Germany
- France
- England
- America
- [TEMPLATE: Aztec or other Precolombian civ]
- [TEMPLATE: Middle Eastern civ]
- [TEMPLATE: Subsaharan civ]

Well, personally I say it would be awesome to see...
- SUMER
- CAHOKIA
- OLMECS
- KONGO ruled by Nzinga: bonus points for badass black queen ;)
- HUNGARY or anything from Balkans, come on
- VIETNAM ruled by warrior queen Lady Trieu

more ideas for New Civilisations:
Nazca, Olmec, Toltec, Zapotec, Cherokee, Mexico, Inuits, Berbers, Aborigines, Bantu, Zimbabwe, Kilwa, Nubia, Kanem Bornu, Ghana, Ashanti, Andalusia, Benin, Israel, Afghanistan, Timurids, Myanmar, Malaysia, Tibet, Philippines, Australia, Canada, Khazaria, Armenia, Georgia, Wallachia, Serbia, Italy...




;)
 
Moderator Action: There is already a sticky thread for "Civilizations/Leaders Wanted." Threads merged.
 
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