Keniisu
YouTuber | Modder

If anything seems unbalanced or messed up then please inform me. This is my second attempt at some Civilization ideas so I would appreciate any help or feedback.
Also here's a Disclaimer: If you want to use my ideas for a Civilization, please inform me as I'd be happy to see it done. Credit would be nice as well.
Also here's a Disclaimer: If you want to use my ideas for a Civilization, please inform me as I'd be happy to see it done. Credit would be nice as well.
North American Civilizations

Spoiler :
Leader: John Macdonald
Start Bias: Plains
Capital: Toronto
Cities: (In this order) Toronto, Vancouver, Ottawa, Montreal, Calgary, Quebec City and Edmonton.
To Be Finished
Start Bias: Plains
Capital: Toronto
Cities: (In this order) Toronto, Vancouver, Ottawa, Montreal, Calgary, Quebec City and Edmonton.
To Be Finished
Scandinavian Civilizations

Spoiler :
Leader: Harald Bluetooth
Start Bias: Coastal
Capital: Copenhagen
Cities: (In this order) Copenhagen, Aarhus, Odense, Aalborg, Frederiksberg, Esbjerg, Gentofte and Gladsaxe.
Unique Ability: Units gain 50% additional experience when winning battles overseas. Great Admirals are earned 10% faster once Astronomy has been discovered.
Unique Unit: Kriger (Replaces Spearmen) - Has a 10% attack
bonus when attacking cities and encampments and doesn't have extra movement costs for crossing hills.
Unique Building: Pastry Shop (Replaces Granary) - Gain an additional +5 Food
and food growth increased by 15% during Golden Ages. 
Preferred Victory Condition: (For AIs) Domination Victory
Start Bias: Coastal
Capital: Copenhagen
Cities: (In this order) Copenhagen, Aarhus, Odense, Aalborg, Frederiksberg, Esbjerg, Gentofte and Gladsaxe.
Unique Ability: Units gain 50% additional experience when winning battles overseas. Great Admirals are earned 10% faster once Astronomy has been discovered.
Unique Unit: Kriger (Replaces Spearmen) - Has a 10% attack

Unique Building: Pastry Shop (Replaces Granary) - Gain an additional +5 Food


Preferred Victory Condition: (For AIs) Domination Victory

Spoiler :
Leader: Haakon IV
Start Bias: Coastal
Capital: Oslo
Cities: (In this order) Oslo, Bergen, Stavanger, Trondheim, Tromsø, Kristiansand, Alesund and Bodø.
Unique Ability: Units gain 20% combat strength
when waging battles near friendly cities. Every allied city-state that is militaristic provide units more frequently and with one promotional bonus.
Unique Unit: Raider (Replaces Pikeman) - Heals a small bit each time this unit attacks a city and gains an extra 2 Gold
each time an area is pillaged.
Unique Building: Seamarket (Replaces Market) - Gain an extra +2 Gold for every source of fish, crab or whale worked by the Civilization.
Preferred Victory Condition: (For AIs) Domination Victory
Start Bias: Coastal
Capital: Oslo
Cities: (In this order) Oslo, Bergen, Stavanger, Trondheim, Tromsø, Kristiansand, Alesund and Bodø.
Unique Ability: Units gain 20% combat strength

Unique Unit: Raider (Replaces Pikeman) - Heals a small bit each time this unit attacks a city and gains an extra 2 Gold

Unique Building: Seamarket (Replaces Market) - Gain an extra +2 Gold for every source of fish, crab or whale worked by the Civilization.
Preferred Victory Condition: (For AIs) Domination Victory
Middle-Eastern Civilizations

Spoiler :
Leader: Ahmad Shah Durran
Start Bias: Desert
Capital: Kabul
Cities: (In this order) Kabul, Bāghlān, Ghazni, Herāt, Jalālābād, Kandahār, Mazār-i-Sharīf.
Unique Ability: Agricultural Growth: 15% bonus in food production
and is granted a new citizen when a new era has been advanced into.
Unique Unit: Tzahal (Replaces Musketmen) - Has a 15% attack bonus
against cities and encampments. Able to cross hills and jungles without any extra movement costs.
Unique Building: Blessed Barracks: (Replaces Barracks) - Gain +25 XP for every unit produced by this city and gain +1 faith for every Tzahal that is garrisoned.
Preferred Victory Condition: (For AIs) Domination Victory
Start Bias: Desert
Capital: Kabul
Cities: (In this order) Kabul, Bāghlān, Ghazni, Herāt, Jalālābād, Kandahār, Mazār-i-Sharīf.
Unique Ability: Agricultural Growth: 15% bonus in food production

Unique Unit: Tzahal (Replaces Musketmen) - Has a 15% attack bonus

Unique Building: Blessed Barracks: (Replaces Barracks) - Gain +25 XP for every unit produced by this city and gain +1 faith for every Tzahal that is garrisoned.
Preferred Victory Condition: (For AIs) Domination Victory