What civs do you want in Civ 5 - Updated list

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Pouakai

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OK, so the old list was getting a bit out to date (This is a new topic for 'What Civs/Nations do you want in the first expansion pack for Civ 5?') so I've made a new topic which can be updated frequently.

Update history

27 July 2011
New layout style
Post #360 merged and linked to
Added all new suggestions
OP ran out of room!

Moderator Action: And thread closed. New thread is here- Camikaze

7 June 2011
Added suggestion for Finland civilization

22 May 2011
Finally updated topic to current discussion levels

28 April 2011
Removed Norse-Viking entry due to announced DLC

4 April 2011
Thread is over 1 month old! Updated entries for several civs, including Hebrew, Majapahit, and Dutch
Added section for DLC Scenarios

29 March 2011
Updated entries including Zulu, Carthage and Majahapit

17 March 2011
Updated several entries, including Sioux, Maori, Kongo, Maya
Added Unique Abilities to Dutch and Portugal
Updated Poland

3 March 2011
Topic posted with civs from OP of other topic
Added Anasazi
Updated list with details for Carthage, Norse and Byzantium (Credit Louis XXIV)
Added Scores of new civs
Updated Numidian Cavalry entry
List of Civilizations
Anasazi
Leader:
Unique Unit:
Unique Component:
Unique Ability:


Apache
Leader: Mangas Coloradas
Unique Building: Wickiup. Replaces Granary. Same benefits as Granary but also gives additional +1 :c5food: Food from Desert tiles and +1 :c5Gold: Gold from Flood Plains and Oasis.
Unique Unit: Raider. Replaces Cavalry. 26 :c5strength: Strength. 4 :c5movement: movement. Starts with Evasion(50) promotion. Gains extra Gold from Pillaging tile Improvements. Has a higher combat strength and extra movement point.
Unique Ability: Cactus Life. Desert tiles provide +1 :c5food: Food and +1 :c5production: Production and Garrisoned Units can attack Twice a Turn.


Assyria
Leader: Ashurbanipal
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 (They can attack cities, however). Note: Siege Towers were used throughout Europe during the Medieval Era, but were first utilized by the Assyrians much earlier. They were usually set up next to city walls and troops inside would then be deployed to take the walls. There were also archers on board to fire at the defenders on the wall and any stray men that were surrounding the structure. Siege towers, even ones that could float were reported to have been in use whenever there was a wall facing a river.
Unique Building: Ekal Masharti. Replaces Barracks. Cost: 80. Maintenance 1. The Ekal Masharti provides +15 XP for all new units. In addition, it provides a +25% production of land units while in the ancient era. This bonus decreases by 5% with the passage of each era, except when you reach the Modern Era and Future Era, where the bonus stays at 5%.
Unique Ability: Primeval War Machine. +25 Damage Bonus to all Siege and Ranged Units. Also Influence with Militaristic City-States does not Decrease while at War.


Austria-Hungary
Leader: Maria Theresa
Unique Unit: Hussar. Replaces Lancer. Cost: 220 :c5production: . Strength: 22. Movement: 4. Starts with Survivalism I promotion. "Fast moving horsemen used for scouting or raiding".
Unique Building: Concert Hall. Replaces Opera House. Austria has been celebrated for their music all throughout the Renaissance and Imperial periods, bringing about great talent. Cost 230, not 250. +4 culture. Maintenance 0, not 3.
Unique Ability: Crownlands. Eased building requirements for National Wonders; required building is needed to be build only in 4 cities and Each Completed National Wonder adds +2% Discount to National Wonder Production.
Note: More you build them, faster you get them. Seven N.Wonders = 7x2=14% total


Bulgaria
Leader: Boris I
Unique Unit: Arkani Infantry (replaces Pikeman, 10 combat strength, 150% Bonus vs Mounted)
Unique Building: Stan (replaces Stable, city must have a nearby source of Horses with a Pasture, +25%
Production of Mounted Units, +15 XP for all Mounted Units)
Unique Ability: Cyrrilic Alphabet: 33% of excess Science added to Culture in all Cities.


Byzantium
Leader: Basil the Bulgar Slayer / Theodora
Unique Unit: Cataphract Replaces Knight. Cost: 160. Strength: 20. Movement 3. Can Flank attack catapults and trebuchets. Doesn't receive defensive bonuses
Unique Unit 2: Dromon Replaces Trireme. Cost: 60. Strength: 6. Ranged Strength: 8. Movement 4. Has a unique Greek Fire ability which enhances Dromon's Ranged attack to 8, giving it a Lethal Sea Bombardment.
Unique Building: Basilica (replace Monastery, give happiness and cultural bonuses without need for wine or incense)
Unique Ability: Code of Justinian (Maintenance free Courthouses in every conquered city).


Carthage
Leader: Hannibalp / Queen Dido
Unique Unit: Numidian Cavalry (replace Horsemen, reduce combat strength but give it ranged ability, has 5 movement )
Unique Unit 2: Sacred Band Replaces Spearman. Cost 60. Strength 8. Movement 2. Slightly stronger than regular Spearman and also get +25% Combat Strength VS Cities.
Unique Unit 3: Carthaginian War Elephant - New Unit (doesn't replace anything), comes available at Discovery of Horseback Riding. Starts with Blitz promotion and has a special ability to cross over mountain tiles when a Great General is present. Cost 100. Strength 14. Movement 2. Note: Only limited amount of six War Elephants can be used simultaneously. When one is killed you can build a new one.
Unique Building: [ulr=http://en.wikipedia.org/wiki/Cothon]Cothon[/url] (replace Harbor, produce gold per turn)
Unique Ability: Mercenary Armies -20% Discount to All Unit Purchases and Units can be Upgraded at Half the Cost

Celts
Leader: Boudica
Unique Unit: Highlander. Replaces Swordsman. Can move through difficult terrain as though it were clear (all tiles cost 1mp per hex). Also gains Culture from killing units; +3Culture per unit. Cost 90. Strength 12. Movement 3, not 2. Requires Iron.
Unique Improvement: Dun. Replaces Fort improvement. Unit in it gains double experience points from combat and heals more quickly.
Unique Ability: Pagan Militants. +15% to Military Units in Rough Terrain and every Forested Hill tile gives 2+ Culture.


Cherokee
Leader: Ostenaco
Unique Improvement: Mound. Can be build in Hill and Mountain tiles. Provides +1Food, +1Gold and +1Production in Hill tiles. Available at the Discovery of Mining. Mounds produce +1 :c5culture: Culture after the Discovery of Flight.
Note: Mound IMO does not fit Cherokee, and instead the Cahokia / Mississippian culture.
Unique Building: National Council. Replaces Courthouse. Cost 120. Maintenance 1, not 5. +3 :c5culture: Culture. Eliminates extra :c5unhappy: from an Occupied City. Lowered Build cost and Maintenance cost also gives extra Culture. Note: Like Courthouse can only be build in occupied cities.
Unique Ability: Adobe Dwellings. Cities and Forts (tile improvement) built within a 2 tile range of a Mountain gain a +20% :c5strength: Defense Bonus. Citizens can also work Mountain tiles (2 :c5production: Production & 1 :c5gold: Gold) and earn +2 :c5culture: Culture from Strategic Resources.


Dutch
Leader: Maurice of Nassau
Unique Improvement: Windmolen. Adds one production to a tile. May only be build next to a lake. Drains adjacent lake in X number of turns turning it into a Polder. Polder has a basic yield of 2 :c5food: food and 2 :c5gold: gold. A farm, road or railroad may be build on it. The tile remains a source of fresh water. If the Windmolen is destroyed the lake will fill up again in X number of turns.
(in the case of bigger lakes, a windmolen is needed for every laketile in order to drain it, number of turns increases exponentially)
Unique Unit: East-Indiamen Replaces Frigate. +1 :c5moves: Movement and +1 line of sight. Does not require Iron.
UA: Mercantilism, trade network earns extra gold for every extra luxury resources connected (ie, every second/third/fourth etc. resource of one type).


Ethiopia
Leader: Menelik II
Unique Unit: Oromo Warrior. Replaces Musketman. Cost 130. Strength 17. Movement 3
Unique Building: Amba (Replaces courthouse, provides 2 :c5culture: per turn, in addition to removing excess unhappiness from annexed cities)
Unique Building: Stelae. Replaces Monument. Cost 60. Maintenance 1. Culture 2. Contributes 3 Golden Age points per turn (does not count as happiness).
Unique Ability: Modernization. Any technology already researched by two other players is researched slightly (+25%) faster by Ethiopia. Also every hill within Ethiopian border provides a Free Zone of Control against enemy units whom have Declared War.
Note: Tech speed up is gained when two other Civs have researched the Technology and Free Zone of Control from hills is active only when you are being attacked, not if Ethiopia is the oppressor.


Finland
Leader: Carl Gustaf Emil Mannerheim
Unique Unit: 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 Building: Sauna. Replaces Garden. Cost 120. Maintenance 1 Gold, +2 :c5happy: happiness and +33% Great People generation in City. Each worked Lake tile provides +1 Culture. City must be built next to a River or Lake.
Unique Ability: Northern Stalwart. Tundra tiles provide +1 :c5food: Food and +1 :c5gold: Gold. Specialists provide +1 :c5production: Production. Free Social Policy upon Discovering Education.
~~~
Starting Bias: Forest, Tundra and Lakes
Favoured Win: Diplomatic, Culture
Capital: Helsinki


Harappan
Leader:
Unique Unit:
Unique Component:
Unique Ability:


Herbrew
Leader: Moses
Unique Building: Synagogue, (Replaces Monastery, +3 :c5culture: Culture, does not require Wine or Incence, provides +1 :c5gold: per city population
Unique Unit: (Unnamed, has Retreat ability of Incan Slinger, melee)
Unique Improvement: Olive Plantation
Unique Ability: Migration... Capital can sustain at least 3 specialists free, by choice


Hittites
Leader: Suppiluliuma I
Unique Unit: Three Man Chariot. Replaces Horseman. Cost: 90, not 80. Strength 8, not 12. Ranged Strength 10: Range: 2. Movement: 4. Both Mounted and Archery Unit. Starts with Charge promotion thus being even more deadly to Wounded units.
Unique Building: Lion Gates. Replaces Walls. Cost: 100. No maintenance. Defense +5.0. Lion Gates give +2 Culture and an additional +1 Happiness with Professional Army Social Policy.
Unique Ability: The First Iron-workers. Half cost for researching Iron Working; Each excess source of iron (not being used to equip a unit) provides +1 happiness until the discovery of Rifling.


Hopi
Leader:
Unique Unit:
Unique Component:
Unique Ability:


Huns
Leader: Attila
Unique Unit: Javelin Thrower. Replaces Sperman. Cost: 50. Strength: 8. Ranged Strength: 6. Range 2. Movement 3. Both melee and ranged unit.
Unique Unit2: Mounted Archer. Replaces Horseman. Cost: 80. Strength 10. Ranged Strength: 12. Movement 5. Has a Foreign Lands Bonus: Combat Bonus outside Friendly Territory (20).
Unique Ability: Scorched Earth. Units gain Double Experience from Combat. Also +25 Culture towards Social Policies from every Destroyed City, Cities raze at double speed


Inuit
Leader: Apanuugpak?
Unique Unit: Qamutik "Snow sledge". Replaces Chariot Archer. Cost 70, not 60. Strength 4. Ranged strength 7. Range 2. Movement 4. On tundra and snow the qamutik has 5 movement, 5 strength and 8 ranged strength.
Unique Improvement: Ice trap. +4 :c5food: Food. Can only be build on snow tiles adjacent to water or river tiles. This is based on the Inuit hunters who dig holes in the ice and wait patiently for a seal or fish to become visible, where they then spear fish it. Available at the Discovery of Sailing.
Unique Ability:People of the Arctic. +1 :c5food: Food from every Tundra or Snow tile within 3 tiles of the City. The tile does not have to be worked, and one tile can be shared by one city and both will still get the bonus.


Israel
Leader: Solomon
Unique Unit: Sayeret. Replaces Paratroopers. Cost 360, not 350. Strength 44, not 40. Movement 3, not 2. Expends no movement cost to Pillage and has an extra Movement point.
Unique Building: Synagogue. Replaces Temple. Cost 145. Maintenance 2. Culture 4. +10% science.
Unique Ability: Promised Land. +50% Great People generation in all Cities.


Khmer
Leader: Jayavarman II
Unique Unit:
Unique Component:
Unique Ability:


Kongo
Leader: Nzinga a Nkuwu
Unique Unit: Bantu. Replaces Worker. Cost: 50. Movement 3. Note: Much cheaper to build than regular Worker unit and has +1 Movement.
Unique Unit2: Congo-Bowmen. Replaces Archer. Strength: 6 (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).
Unique Ability: Jungle Lore. Jungles provide +1Food and +1Production and Resources in Jungle tiles produce extra +1Gold. All Military units take 25% less Damage from Ranged attacks.


Korea
Leader: Sejong Daewang
Unique Unit: Hwacha Replaces Cannon. Cost 260. Strength 10. Ranged Strength 28, not 26. Range 3, not 2.
Unique Unit 2: Kobukson Replaces Caravel. Costs 125. Strength 30. Ranged Strength 10. Moves 5, not 7
Unique Building: Juche Tower. Replaces Broadcast Tower. Cost: 600. Maintenance 3. Available earlier at Electricity. -20% Unhappiness from Citizens and +20% Military unit and building production in the city.
Unique Ability: Hermit Kingdom. Cities captured by enemies revolt longer and cities captured by Korea revolt less (+/-25% respectively). Libraries and Universities give additional +25 Science top of their normal effects.


Kushan
Leader: Kanishka
Unique Unit: Steppe Cavalry. Replaces Horseman. Cost: 80. Strength: 12. Movement: 5, not 4. Heals much quicker on Oasis tiles and gains Gold from killing Units; random value from 1 to 30 Gold per unit.
Unique Building: Tasam. Replaces Stable. Cost: 100. Maintenance 1. +25% Production when building Mounted Units and +25 Gold. Note: Addition to Stable's normal effect Tasam also is used for the exchange of commodities and bargaining in markets.
Unique Ability: Silk Road. Receives Free Great Merchant at the Discovery of Currency and Earn Great Merchants at double the usual rate. Roads do not cost maintenance.


Majapahit
Leader: Gajah Mada / Hayam Wuruk
Unique Unit: Keris Warrior. Replaces Longswordsman. Cost 160. Strength 18, not 16. Movement 2. +25% attack when attacking Melee. Note: Keris warriors are warrior that use keris. Keris said to have mystical power and a very potent killing weapon
Unique Unit 2: Kapal (replaces Caravel, can melee attack, starts with Targeting I, all other info stays the same) OR
Unique Building: Candi Replaces Temple.Cost 120, not 100. Maintenance 2. +20% Science and +2 Culture
Unique Ability: Glory of the Archaepalago - Coastal tiles provide +1 :c5food: food
Unique Ability 2: (Option) Empire Mandala. +1 Happiness and +1 Culture from every City connected to the Capital via a Harbor or Trade Route.


Maya
Leader: Pakal
Unique Building: Tzompantli Replaces Monument. Cost: 50. Maintenance: 2. Culture: +4. Great General points earned when unit is Disbanded in a city that has Tzompantli. Note: The more experience unit has, more GG points will be gained.
Unique Building 2: Ball Court. Replaces Colosseum. Cost: 150. Maintenance: 3. Happiness: 3. Culture: +1. Science: +1.
Unique Unit: Holkan (replaces spearman, 10% bonus when attacking cities, gains experience 50% faster)
Unique Ability: Mesoamerican Scholars. Jungle tiles produce +1 Science. 15% of science output is added to culture every turn.


Morocco
Leader: Ismail Ibn Sharif
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.
Unique Unit: Black Guard. Replaces Musketman. Cost: 90. Strength 15. Movement 2. Black Guard Can Move After Attacking. Much cheaper to build than regular Musketman but slightly weaker. Has a unique promotion which gives the unit ability to move after attacking. Also Moroccoan worker unit can be upgraded to Black Guard at moderate cost.
Unique Ability: Land of God. +2 :c5science: Science from Every Desert tile worked by the Moroccoan City and +25 :c5GoldenAge: Golden age points earned when Liberating a City.


Moors
Leader: Yusuf I
Unique Unit:
Unique Component:
Unique Ability:


Mughal
Leader: Akbar
Unique Unit: Chakram - Replaces Crossbowman. Recieves a minor bonus against cities. Upon attacking an unit, there is a 25% chance that enemy units adjacent to the one attacked will lose health equivalent to 50% of the damage inflicted on the target unit.
Unique Component:
Unique Ability:


Nubia
Leader:
Unique Unit:
Unique Component:
Unique Ability:


Olmec
Leader: Medeciater
Unique Unit: Olmec Warrior. Replaces Warrior. Cost: 40. Strength: 6. Movement: 2. Starts with Medic promotion and can Heal units in adjacent tiles 1 Additional HP per turn. Also can build Mines and Quarries.
Unique Building: Head Works. Replaces Stone Works. Double effects that the normal Stone Works has; +2 Happiness and +2 production, and +2 production for each source of Marble and Stone worked. Requires Marble or Stone.
Unique Ability: Colossal Heads. Stone and Marble Resources have Double the normal effect; Stone gives +2 Production, Marble +4Gold and +30% towards Wonder Production. Marble Resources also provide Double Quantity.


List continued on Post #502!
 
like, mountains could give food, and farms spread irrigation earlier in the game.

the puebloans were known for canals and cliff dwellings.

also, maybe a culture bonus for hills, to represent petroglyphs
 
I prefer Hopi over Anasazi, but not for any particular reason. Pueblo would be likely a unique building.

Another to add to the list would be The Moors (Al-Andalus)

Here is one I've been thinking hard about. It's still vague, but tell me if anyone would be interested in playing as a Civ with a Unique Building and a Unique Improvement with no Unique Units? The idea would be to use the Netherlands, perhaps with a Dike Unique Building and maybe a Windmill Unique Improvement. The ability would clearly be something commercial or seafaring related, probably referencing the East India Company, but I don't know what.
That being said, here are obvious ones with well-thought out unique stuff. I'm not including the Celts because I can't think of any UUs or abilities.

Other suggestions:
Spoiler Already on the list, so no need to clog up with ideas :

Carthage
Hannibal
Numidian Cavalry (replace Horsemen, reduce combat strength but give it ranged ability)
Cothon (replace Harbor, produce gold)
Mercenary Armies (cheaper rush buying of armies).
I thought about a Quinquereme for a second UU, but I think something producing gold is better synergy with the UA.

Norse (or Scandinavians or Danes)
Cnut the Great
Berzerker (replace Longswordsmen, no idea for stats)
Longboat (replace Galley, crapload extra movement)
Viking Raiders (all units have amphibious promotion. Can enter the water and cross rivers without losing movement points).

Byzantium
Either Alexis or Basil the Bulgar Slayer
Cataphract (Knight with bonuses against melee units)
Basilica (replace Monastery, give happiness and cultural bonuses without need for wine or incense)
Code of Justinian (Maintenance free Courthouses in every conquered city).
 
Spoiler Already on the list, so no need to clog up with ideas :

Carthage
Hannibal
Numidian Cavalry (replace Horsemen, reduce combat strength but give it ranged ability)
Cothon (replace Harbor, produce gold)
Mercenary Armies (cheaper rush buying of armies).
I thought about a Quinquereme for a second UU, but I think something producing gold is better synergy with the UA.

i had almost the same exact idea
Spoiler :
Unique Building: Cothon
Replaces: Harbor
Production cost: 80
Maintenance: on the fence for whether this should be 3 or 0
Required technology: Compass
Specialist slots: N/A
Effect: forms a naval trade route with capital if it is not already connected by land, +25% production of naval units, +1 gold from all water tiles worked by this city, city must be built on the coast

i had the same ability, unit rush costs decreased by 50%
i was thinking maybe a numidian elephant for the unit, but maybe there are too many elephants. but, maybe "50% chance of recruiting Barbarian units instead of destroying them" could be the units ability


and then, for a few others:
Spoiler :

Ethiopia's building could be an amba, a courthouse that gives you a couple points of culture
Zulu's building could be an ikhanda, a barracks that gives 30 experience instead of 15
and Maya's ability could be extra science per city
 
anaszi would be a broader term that encompasses all the ancient puebloans.

I think pueblo people or puebloans would be the better choice.

I think Pueblo is the broader term. Anasazi refers to the dead civilization. Cool civilization but unless one can point to a leader of some kind, it is on shaky ground.

awesome, does Ethiopia sound like a conquest-based Civ? If not, I wouldn't have their UB replace courthouses. Even Persia, where a Satrap court would have been a perfect courthouse replacement chooses to do otherwise.

Maya UB should be a Ball Court. Either a Colosseum or Circus replacement. No idea what it would do. What do people think of having it give XP?
 
awesome, does Ethiopia sound like a conquest-based Civ? If not, I wouldn't have their UB replace courthouses. Even Persia, where a Satrap court would have been a perfect courthouse replacement chooses to do otherwise.

then think of something else.
 
I don't know enough about Ethiopian history, unfortunately. Wikipedia isn't overly helpful on what an Amba is, although it suggests it's some kind of natural mountain fortress that is the basis for administrative regions. Civ4 used a Stele. With the removal of the Obelisk as the Egyptian UB, it at least fills a niche.

I guess the question is what do you think of when you think of Ethiopia. I tend to think of religion, personally, but that's not easy to represent in the game.
 
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