Additional civs?

Australia and Brazil are ludicrous ideas for civs. I can't believe somebody suggested Brazil
 
Someone should make one up for Canada, I'd love to play as a Canadian.

Anywayzz... I dunno what to give to these Civs, but I know I'd like to see the Incans, The Mayans, The Persians, the Vikings, and the Canadians.

EDIT: Ooh, I completely forgot about the Celts. I'd like to see them in too,
 
Someone should make one up for Canada, I'd love to play as a Canadian.

Anywayzz... I dunno what to give to these Civs, but I know I'd like to see the Incans, The Mayans, The Persians, The Japanese, the Vikings, and the Canadians.

EDIT: Ooh, I completely forgot about the Celts. I'd like to see them in too,

The Japanese are already in the game.
 
The Japanese are already in the game.

Oh... right... My mistake...

Sorry, I just know them as one of the green guys from Civ2, I'm not really used to their color in CivRev since I don't really play with them or face them in a match.
 
So many civs to choose from.
But if I max it out to 6 I think my choice would be:
The Maya
The Inca
The Koreans
The Vikings
The Dutch
The Ottomans
Other good choices I would like are secondly:
The Persians
The Portuguese
The Khmer
The Native Americans
The Celts
And 1 more african civ like the Ethiopians or the Mali
 
:) Why would Australia be a civilization? Not a particularly old civilization, imo. The civilization started bascially a few hundred years ago when the English came to the island and used it as a prison camp. If a civilization at all, they should start in the industrial era because they didn´t exist earlier. The key up until today has been that the civilizations in this game series has been either ancient or one of the "colonizing"/war time civilizations (read American, English, France). Australia doesn´t fit any of those criteria.

Sorry for the critical comment, but I think there are so many more civilizations that have earned being part of the game, e.g., Vikings and Persia.

Actually Australia has the longest unbroken culturai society, dating back 40 - 50,000 years. It's true that you would be hard pressed in calling it a civilisation, as the natives never put one brick on top of another during that entire time. However it still remains that they were the rulers of a Continent equal in size to Europe and the USA for all those years.

Modern Australia only began in 1788 as a British Penal Colony and gained independance by an act of parliament in 1901. During the 20th Century Australia was in volved in every major war, and a few minor ones, and along with New Zealand fought well above it's weight in every conflict.

However, that being said, I never expect Australia to be included in any Civ game. I knew that eventually someone would do a mod for it. That's the problem with Civ Rev though. We can't mod the game at all.
 
Actually Australia has the longest unbroken culturai society, dating back 40 - 50,000 years. It's true that you would be hard pressed in calling it a civilisation, as the natives never put one brick on top of another during that entire time. However it still remains that they were the rulers of a Continent equal in size to Europe and the USA for all those years.

I certainly give you that. Sorry for sounding ignorant. I´m not, but I meant exactly what you say here. Australia has been around for long, but not as a civilization.
 
I agree with all the ones the OP said except Brazil. Brazil isn't even in the other civ games, and for good reason. Historically Brazil isn't all that important (compared to the civs that ARE in the game anyway).

Adding the dutch would be awesome.
The ottomans would be equally awesome, and I think those two
(the dutch and ottomans) are essential to add. There are also some
less important, but would also be awesome to add.

Such as:

Korea
Carthage
Ethiopia
 
My vote goes for Persia, Carthage, Dutch and Ottomans. For Persia, I like the first traits suggested. Carthage and Dutch I believe should get some sort of bonus for harbors/trade, and I'd like it if Carthage didn't get a negative bonus when attacking from the sea. I liked the Ottoman suggestion.

For Canada! :p
Starting bonus: +1 Food From Snow/Tundra Tiles
Ancient bonus: +1 Trade From Trading Post
Middle ages bonus: +1 Production from Hills.
Industrial bonus: +1 Population for Newer Cities
Modern bonus: Half Cost Wonders

May not be balanced, but at least I tried!
 
My vote goes for Persia, Carthage, Dutch and Ottomans. For Persia, I like the first traits suggested. Carthage and Dutch I believe should get some sort of bonus for harbors/trade, and I'd like it if Carthage didn't get a negative bonus when attacking from the sea. I liked the Ottoman suggestion.

For Canada! :p
Starting bonus: +1 Food From Snow/Tundra Tiles
Ancient bonus: +1 Trade From Trading Post
Middle ages bonus: +1 Production from Hills.
Industrial bonus: +1 Population for Newer Cities
Modern bonus: Half Cost Wonders

May not be balanced, but at least I tried!

YOU, sir, are the best for at least trying man! Yeah!

Go canada for future Civilization games!
 
Hmmm, for Carthage I would do this:

Starting bonus: The first unit that you build start with a great general attached to it
Ancient bonus: The cost of godlrushing units is halved
Medieval bonus: Coastatal cities generates +60% of gold
Industrial bonus: +2 attack to naval units
Modern bonus: Rusing buildings with gold cost a 33% less
 
Me, I'm a wonder.

Meh, the Canadian Pacific Railroad was the longest railroad in the world. They have Niagra Falls, CN Tower, Skydome and probably some others I can't think of. I don't think they have that many, but I was thinking about the 7 Wonders of the New World thread, and didn't want to add anymore "+1 to so and so" bonuses.
 
My ideas are:

Sumer

Starting: Knowlege of alphabet and a Libary
Ancient: Cost of all buildings reduced by 1/8
Medival: Knowledge of University
Industrial: Recieve a free wonder in one of their cities
Modern: Free guerilla promotion to tanks


Incans
Begin the game close to an acient relic
Ancient: +2 food from mountain
Medivel: Double defence bonus on hills
Industrial: +5% intrest on gold reserves
Modern: +1 modern infantry defence


Mayans:

Starting: +25% science
Ancient: Free technology at the beginning of every era
Medieval: half-cost temples
Industrial: +25% gold
Modern: Double road movement


Mali
Start out with +3 trade from deserts
Ancient: +1 archer defence
Medieval: +%100 caravan gold
Inudustrial: +50% gold
Modern: Half unit rush


Vikings: Berserk(replaces legion)

Starting: Galleys can travel on ocean squares
Ancient: +1 berserk attakc
Medival: No penalty for amphibiouse assults
Industrial: Naval support doubled
Modern: Recieve the knowledge of Electricity


Carthage: Trimene replaces galley, Numidian calvalry replaces horeseman

Begin teh game with cheaper promotions (2 experience per promotion instead of three)
Ancient: Half goldrush (Ikael's idea)
Medieval: +1 naval attack
Industrial: +1 desert production and trade
Modern: Captured cities gain +1 population (may not be accurate, but it would be a cool power in the game)


Celts:

New cities start with a free offensive untit* (depending on available techs, ei if chivalry is known it starts with a night, if combusten is known a tank)
Ancient: When retreating, the defending unit gets +1 experience instead of a full-on promotion
Medieval: Free Great Builder
Industrial: Recieve a Catheradal
Modern: +1 production on hills


Babylon: Bowman replaces archer

Start: Begin the game with all governments available
Ancient: +1 bowman attack
Medieval: Half-cost Caravans
Industrial: For Fudalism and Communism, temples/catheradals and libaries/universites effect is halfed instead of eliminated
Modern: +1 Tank attack


Korea

Start: Capital begins with +1 population
Anicent: Libaries produce a small amount of culture
Medieval: No anarchy
Industrial: Knowledge of University and a University in the capital
Modern: +1 trade from sea squares


Goths

Start: Alliance with barbarians**
Ancient: New warriors and legions are vetrans
Medieval: +1 strenght to offensive units*
Industrial: Captured cities generate +%50 gold
Modern: Calvalry are upgraded for free


Portugual: Caraval replaces Galleon, Frigate replaces Galleon, explorer replaces milita

Start: Tripple Exploration cash
Ancient: +1 explorer movement
Medieval: +2 strenght to Frigates, +2 movement to caraval
Industrial: New cities start with +1 population
Modern: +1 food to plains


Dutch: Merchantman replaces Galleon

Starting bonus: Knowledge of currency
Ancient: Markets produce culture
Medieval: +2 merchantman defence
Industrial: +1 hammer from sea
Modern: +1 gold per specalist (in city square)


Ottomans: Janissary replaces rifleman

Starting: Free horseback riding tech
Ancient: +1 food from plains
medieval: Cheaper walls
industrial: +2 Janissary attack
modern: Cheaper Catheradals

Khmer: Ballista Elephant replaces Horesman, Ballista Horesman replaces Horesman

Starting: Knoledge of Construction
Ancient: -1 Ballista Elephant speed, +1 attack, +1 defence
Medieval: Learn where the location of a relic is
Industrail: +1 food to woods
Modern: Catheradals, Universities, and Banks can be built without a prerequisit building


Ethiopia

Ancient: Better results from barbarian villages
Starting: Begin the game five turns earilier than everyone else
Medieval: +1 culture to working desrt squares
Industrial: Temple cost reduced by %50
Modern: +1 production to working city square


Iroquois: Mounted warrior replaces horeseman, dog warrior replaces legion

Starting: Half-cost mounted warriors
Ancient: +1 food from sea squares
Medieval: Settlers automatically retreat to one space away when attacked
Industrial: +2 food from forest
Modern: +1 production from grassland


Souix: Mounted warrior replaces horesma, dog warrior replaces legion

Starting: Knowledge of horesback riding
Ancient: +1 dog warrior attack
Medieval: Acsess to all resources
Industrail: Half-cost courthouse
Modern: +1 food from plains


Persia:

Starting: Immortals start out elite
Ancient: Half cost wonders in capital
Medieval: Automatically recieves a free technology that an opponent civ. has when capturing one of there cities
Industrial: Fudalism does not close libaries and universities
Modern: Enemy walls provide only %75 defence bonus


Byzantines: Cataphract replaces knight

Starting: City squares has 1/2 movement cost instead of 1
Ancient: Wonder cost reduced by %25
Medival: +1 attack to cataphract
Industrial: Recieve a great person
Modern: New cities start out with a temple and a libary


Hittie

Starting: New cities start with a temple
Ancient: Economic thresholds are %20 lower (except for World Bank)
Medival: +1 calvalry movement
Industrail: +1 population in capital
Modern: +%25 gold production

Holey Roman Empire: Landchester replaces pikeman

Starting: New cities start with an amount of gold (determined on dificulty, less for capital, incresed as year and number of cities increase)
Ancient: Recieve contact with all civilizations
Medieval: Knowledge of Fuedalism
Industrail: Courtouse cost reduced by half
Modern: Spies can only reduce %25 fortification instead of %50

Tibet:

Starting: Begin the game with a caravan unit
Ancient: Ceremonial burial and a tempel in capital
Medieval: +100% gold in treasury
Industrial: +2 production from hills
Modern: +1 attack to arial units


I might continue this list later on.

*Offensive units: Warrior-Legion-Knight-Tank
Seige units: Catapult-Cannon-Artillary
Defensive units: Archer-Pikeman-Riflemen-Infantry
Calvalry: Horesman-Knight
Naval and arial are self-explanatory
**Barbarians are friendly and you cannot attack them with an alliance. When a gothic unit goes onto a barbarian city for the first time gifts or experience will be awarded to make up for the bonuses in conqering them. When the Goths are at war, barabarians will randomly spawn and attakc the civilization they are at war with.
 
I'm just making changes to the guy above me's post...

Incas
Begin with the knowledge of where an ancient relic is.
Ancient: +10% science production
Medieval: Double defense bonus on hills
Industrial: +5% interest on gold reserves
Modern: Guerrilla upgrades to all Veteran units

Mayans:
Begin the game with knowledge of Pottery
Ancient:+25% science
Medieval: Knowledge of mathematics
Industrial: half-cost temples
Modern: +25% Gold Production

Vikings: Berserk(replaces legion)
Viking Longboat (replaces Galley)

Starting: Longboats can travel on ocean squares
Ancient: Berserker attack +1
Medieval: No penalty for amphibious assaults
Industrial: Naval support doubled
Modern: Receive the knowledge of Electricity
 
Thanks, booise. I like the Mayans idea. It would be more accurate if the Mayans started out with astronomy, but becuase it is not a tech in this game mathmatics works too. Because of navigations reliance on astronomy, I was going to have them get that, but Mayans starting out with galleons doesn't realy fit. Mathmatics is a good substitution, though.

And about the Incans, I think that food from mountains should be there somewhere, because Terraces played an important role in Incan history. The Incans were scientificly advanced with the circumstances they were in, but I don't think that they should reaserch quicker than the other civilizations. Other than that, good job:goodjob:
 
Because of Canada's awsomeness, I present you with another idea for a Canadian civ.


Canada: Mountie (replaces night)
Starting: +2 resource yeild
Ancient: Half-cost trading posts
Medieval: +1 tade form spaes next to rivers
Industrial: +2 mountie defence
Modern: Free knowledge of railroad


:D:DGo Canada!:D:D
 
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