Civ 5: Civilizations/Leaders Wanted!

Hello guys, I was hoping that there seems to be a significant amount of European and Asian civilizations. So I thought what if I was to ask if someone would do an African one? And so far here is what I have come up with. I hope that my idea is not too unbalanced.

Nation: South Africa
Leader: Nelson Mandela


Nation Trait: Rainbow Nation - Grassland and Plains tiles produce +2 food than normal. Tiles with Jungle produce +2 Production.

Unique Building: Labor Tenants - Replaces Barracks, +1 Happiness, and +10% Production towards Workers and Work Boats

Unique Building: De Tuynhuys - Replaces Palace, +25% Great Person Generation, +15% Production towards Workers and Settlers
 
Hey guys, my friend and I created a fake universe a few years back and I decided to try to create the Civs from that universe. Here's my first one, hopefully I can get to modding it.​

The Monhanian Empire: (((O)))
Capital: Port Rose

UA: Merchants of the Sea: Double the speed of Grodelli generation. Trade Routes yield +1 :c5culture: Cluture and +1 :c5faith: Faith.

UU: Grondelli: Replaces Great Merchant. Can be expended into a Cargo ship, and when it does this gain +1 :trade: Trade Route slot. Also the Grondelli spreads religion when doing a Trade Mission. Can not create a Custom's House.

UB: Sosuan Shrine: Requires a coastal city. On top of the normal shrine yields, gives +2 :c5culture: Culture, +1 :c5faith: Faith, and +1 :c5faith: Faith from Sea Resources.
 
Civ Idea

UA- +50% Science, Culture, Gold, Faith, Production, Food and Happiness. All units get +3 movement.

UU- Rock: Replaces the Chariot Archer. May only move one tile in the entire game. (unaffected by UA) Once moved, acts like a mountain in terrain, but your units can move on or past it, a city can work it, and workers can improve it like it was before the rock. Enemy units may not move through it.

UU- Superhero- May teleport anywhere discovered on the map. Has 1 million strength, can attack immediately after teleport. However, it only has 1 HP.

Spoiler :
like this civ will ever be implemented
 
I have a good (decent?) idea for a UA, but no idea what civ could use it. Here it is:

Each era, (civ name here) can steal another ingame civilizations UU, UI, or UB and build their own.

This would lead to interesting military stretegies throughout the game, and also be able to be used for peace. A civ with this ability would be extremely versatile.
 
Just threw together an Inuit civ
Inuit
Leader: (Goo) Arlooktootoo
Start Bias: Tundra
UA: can build farms on Tundra without access to fresh water
UU: Ulu Warrior - replaces longswordsman, requires no resources, can build igloos, unique promotion for +50% combat bonus on snow and tundra
UI: Igloo - requires pottery, +2 production, +1 happiness, can only be built on Snow and Tundra, connects resources
Cities: Capital - Iqualuit, other cities are other cities in Nunavut and Nunasiavuta

It doesn't necessarily rely on Tundra, but it gets some nice bonuses and makes those tiles actually attractive, including to other civilizations.
 
I've been knocking up a Malaysian civ since my tour around southeast asia, I'm not done but I'd like to see how the current uniques are received;

Malaysia - <Leader to be decided>
Multiculturalism (I can't find a better name!) - International :trade: Trade Routes produce :c5culture: Culture. Malaysian Cities benefit from the Pantheon Beliefs of all Religions in the City.
---
Culture generated from Trade Route work in the following manner;
  • City-States generate 1 Culture and 1 extra Culture for every two subsequent eras.
  • Culture from Trade Routes with Civilizations is more complex - each city generates a base total of 1 Culture for every era. Religion and Works of Art or Artifacts affect the value. Religions multiply the base total in the following manner; a native religion with no enhancer doubles the base total, a native religion with an enhancer triples the base total. Every Great Work or Art or Artifact adds 1 extra Culture to the final value. The equation this follows is c = r(e) + a where c = culture, r = religion, e = era and a = art.
---
Unique Unit: Deftech, replacing the Mechanized Infantry. <incomplete>
Unique Improvement: Kampung, can be built over a Trading Post.
-
The Kampung is a common village in Malaysia. The Kampung was lead by the village chief who heard civil matters. A common feature of the kampung is the culture of helping one another in the community as well as remaining family-orientated.

In-game, the Kampung is a specialist tile improvement that upgrades the Trading Post, an idea I got from Leugi's Kibbutz from his Israel civ. Adding to the Trading Post’s +1 :c5gold: Gold the Kampung also adds +1 :c5production: Production on the tile and, a unique feature I’ve had since I first tried the Almohad Ribat UI, adds an extra yield based on the type of Trade Route that passes over the tile; when a Domestic Trade Route passes over the tile the Kampung adds +1 :c5food: Food to the tile; when an International Trade Route passes over the tile the Kampung adds another +1 :c5gold: Gold to the tile. Both bonuses can operate on the same Kampung and are capped at +1 each. The Kampung can be built on any tile already with a Trading Post, but not adjacent to any other Kampung.
 
I don't know if it's because i just woke up a bit ago and my brain is still mush, but that "more complex" bit might be too complex if i had to read it more than twice. Also, i giggled at "knocking up."
Maybe standardize it more so it's a bit less "if this then that."
 
Reviving this because I really want quality new DLC even if I know it isn't going to happen, and I think the Papal States would be a cool addition:

PAPAL STATES

Leader: Pope Gregory I

UA: Ex Cathedra - City-States following Papal States' religion are allies of the Papal States. Each city gains a free Shrine.
UU: Swiss Guard - Replaces Pikemen. May not attack in foreign territory. Grants double strength to cities when garrisoned.
UU: Patron - Additional to GA/GW/GM - great works generate faith as well as tourism. May be purchased.

Moderator Action: Moved to the Civs wanted topic, since it makes more sense here
 
AMAZONIAN CIV=
Cyan/Blue on green
Jungle/river start bias

UA: People of the River: If work all tiles adjacent to a city, get +1 Culture. Mountains and Ice count as unworked tiles. If working all the tiles adjacent to the first ring, get +2 Culture, and +3 Culture for the next. Start with bridges. Adjacent to rivers, lakes, oases counts as roads. Chopping jungles gives production.

UI: Terra Preta Site: Lumbermill that can be built on jungles and gives +1 Food, +1 Production.

UU: Poison Blowgun: Replaces Archer: After it damages a unit it takes damage next turn, too. If it would heal that turn, it instead just doesn’t heal. Not against horses, tanks, air, ships, siege units.

HARAPPAN CIV=
Pale yellow on silvery blue
River start bias

UA: Indus River Valley: Start with +1 Food adjacent to rivers. The existing ability that gives +1 Food adjacent to rivers gives +1 Gold adjacent to rivers instead.

UB: Early Sewer: Replaces Aqueduct: +1 Happiness, +1 Gold.

UB: Great Bath: Replaces Garden: Can get built in any city. +1 Production from each trade route originating from here. Can be internal trade routes.

PUEBLO CIV=
Maroon on gold
Hill start bias

UA; Three Sisters: Starvation doesn’t lose population. Improvements that give access to land food resources give +1 Food, +1 Gold.

UB Kiva: Replaces Shrine: +1 Production, no maintenance. Get one for free if you have a granary and you can build shrines.

UI Cliff Dwelling: Requires Masonry: If a tile is next to a mountain, you can make a Cliff Dwelling. Only one cliff dwelling per mountain. Tile gets +2 Food, +2 Production, and +2 Culture. +1 Food more in Medieval era, +1 Production more in Industrial, and +1 Gold, +1 Faith more in Atomic. Gets a free road/railroad that can’t go away like a city’s. Cliff dwelling can only get destroyed by your units or by any worker. Can still get worked if an enemy is on it.

SWISS CIV=
White on Red. Make one dark magenta if it looks too similar to another civ’s colors.
Hill start bias

UA (Part One): *Cities on hills get 15% combat bonuses to Garrisoned units and your units adjacent to your cities also get this bonus. City ranged attack +25% and cities can attack as if they had the indirect fire promotion. All units get 25% combat boost. Resources next to mountains give +1 Culture. Unit that takes over Swiss capital dies and damages adjacent enemies. +3 Happiness if making 0 or more Gold per turn. Sheep, cattle, horses give +1 Food, and they also give +1 Gold if adjacent to mountain. A city gets +2 Production if it works any combination of these resources that adds up to 2 or more.*

UA (Part Two): Neutrality: Obtain the Neutrality buff once you find another player. Lose the above bonuses if you start/join a war, pledge to protect, threaten, declare friends, denounce, open borders, or enter a defensive pact. If you remove Neutrality, you have to basically undo whatever you did and then wait 15 turns (on normal). If you declare peace in a war you started or joined into, you regain Neutrality after 30 turns, but if you started a war and have an enemy city, you need to give the city back to start the countdown to get neutrality back. Taking over foreign cities gives them extra unhappiness for you and courthouses take twice as long to build, but you don’t have to give them up if you were declared war against.

UU Halbardier: Replaces Pikeman: 45 Production/120 Faith. 16 strength/2 movement. 10% combat bonus if next to mountains. 10% combat bonus on hills.

UB Swiss Bank: Replaces bank- same cost: Gives +5 gold (and +25% total), +5 production. 1% more total city gold each turn, up to 67% the longer Neutrality is active. Starts at 1% when you build it.

*Replace Zurich with Taibei/Taipei*

*Replace Geneva with Islamabad*
 
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&#8217;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 pl&#259;ie&#351;i. 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.
 
Norway
5 first cities: Oslo bergen trondheim stavanger kristiansand
Red and blue
Start bias tundra mountain and sea

UA- all sea tiles improvments provide double the amount of the appropriate yield
UU- Norwegian ski infantry bonus on tundra and snow. Replaces rifleman
Building- stave church increases religion pressure with cities that city has trade routes with
 
It seems reasonable that Canada should be officially added to Civilization V for the following reasons:

1.) Canada has a unique `multicultural` culture. Whereas in America and other countries it is more like a melting pot (you come into the country and most of the time you lose the culture you had in your homeland) Canada is a pretty successful example of a country that allows a multitude of cultures to exist while still functioning as a unified nation with less violence and hate than America. Canada is a mixing bowl which produces a unique culture.

Please note: I`m not saying that you can`t keep your culture to some degree in other countries but Canada is very much the top multi-cultural and stable country, it is an example of how people can not only join a country from around the world put keep their culture as well.

2.) Canada is, geographic wise, massive: it covers a lot of the map. You can`t take an honest look at a map of Earth without wondering what that massive country above America is if you don`t already know, at less of course you severally lack curiosity.

To put it in perspective, consider the following:

-Canada is the second largest country by landmass, second only to Russia.
-Canada is over 150,000 square kilometers larger than America in landmass.

3.) Canada has had an impact in history, many Civilization players are Americans, who tend not to care about Canada nearly as much as their own country. Consider the following:

-Canadians entered War World two, two years before America. (America only joined after they were attacked, they waited as Europe suffered as Nazi-Germany advanced. But Canada, faithful to Britain joined in, in defense of the people in need.)
-Canada fought in WW1, WW2, the Korean War, the Persian-Gulf War, Afghanistan and
the overthrow of Gaddafi of Libya.


4.) Canada is having an impact in our modern world.

The ideals of the modern Western World of tolerance and living in peace have been constantly up-held by Canada and many nations look to Canada not for its strong military or `victories` in slaughtering thousands of people, or having a great empire--no they look to Canada as a nation of tolerance and peace-keeping.


5.) Canada has been a faithful friend to America, where so many players come from.

Consider these facts:

-Canada is America`s largest supplier of oil.
-Canada was there for American`s after 911; when they were left stranded in Canada the people took care of them, providing shelter, food and love.
-Two hundred million people cross the border annually.
-Canada gave America the Canadian Arm, the light bulb, the zipper, the snow-blower and the pacemaker.

Additional information: https://www.youtube.com/watch?v=bV_041oYDjg

And so in conclusion, Canada is unique in its `multi-cultural` culture, Canada covers a massive amount of land on our surface, Canada has played a significant role in modern history, Canada is an example of the modern idealized Western nation in many respects and for the American players, Canada has been there for America as a faithful friend.

So come on Sid Meier (who is Canadian, by the way) Why not bring on Canada, eh?

Moderator Action: Moved to "Civilizations/Leaders Wanted!" sticky thread in Ideas & Suggestions
 
I finaly had time to improve my Serbia idea , so here it is :
Country : Serbia
Leader : Tzar Stefan Du&#353;an
Logo : Serbian two-headed eagle
Capital : Belgrade
Colours : Red and Blue (((O)))
Unique Ability : Za krst &#269;asni i slobodu zlatnu !
Serbian units gain 15 % more :c5strength: while in Serbian lands , and 10 % more when fighting a defensive war ( the bonuses stack) .Serbia has 10% faster :c5greatperson: generation , for all types except Great Merchant and Great admiral .
Unique Unit : Hajduk
Replaces Musketman and Rifleman . Costs 50% more :c5production: than regular units . + 25% :c5strength: while on Hills and Forests and has :c5moves: bonus on those tiles . Gains 33% more :c5gold: from plundering . You gain +1 :c5culture: for each Hajduk in your territory . When you upgrade Musketman to Rifleman , you just get stronger Hajduk.
Unique Building : Kafana
Replaces Opera House . 2 :c5gold: maintenance , +2 :c5culture: , +1 :c5culture: for each :c5greatperson: born in the city it was built in . + 20% :c5greatperson: genearation speed .
Victory type : Cultural


Please writte your opinion on it . Is it overpowered , will it be fun to play , does it have synergy ...etc .
 
National Epic is a wonder and there are no unique wonders (for your Papal States/Holy See/Vatican).

Not with that attitude.
 
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 pl&#259;ie&#351;i. 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.

My opinion on each of these nations :
Vatican : Very interesting . People already pointed out about the lack of unique wonders , but those could be added , a lot of more major features were . Would love to play a game with them . Overall 8/10 .
Togo : Ok design , but adding Togo would be weird . By my opinion , only country that should be added to West Africa is Mali under Mansa Musa , and maybe Nigeria . Overall 4/10
Greenland : Why for Christ's sake would you add Greenland , that was never fully independant , and has quite a low population . Overall 2/10
Finland : Good idea , especially about Science victory . Overall 7/10
Scania : No . Just no . Overall 4/10
Mali : Great ! A bit weak for my taste , but good ideas . Overall 8/10
Kazakhstan : Intresting design , I would prefer if it was based on Kazakh horde , but it's OK . Overall 6/10
Malta : Hospitaller Malta would be an interesting civ . Althrough small , they defeated strong opponents . Modern Malta just isn't important enough 5/10
Scandinavia : We have Sweden , Denmark , and we will hopefully get Norway and Finland . Scandinavia will be a utter waste of memory and CPU power . No rating .
Lithuania : Good choice ! I like it , except the UB . Trakai castle is more of a wonder than a building , plus it's reqierments make it extremly hard to build , even impossible on some maps . Better UB would be Romuva Temple , which would replace religious buildings . Overall 8/10
Tupi : I didn't know there were cannibals in S. America . Thanks ! OK civ . Overall 7/10
Nevada : You could just have added British Virgin Islands , they would make more sense than Nevada . It was never independant , nor particulary promient state in the USA , so no reason to add them . Overall 3/10
Don't take any jugment like a personal insult . They are friendly suggestions . Sorry if any of critiques was too harsh .
 
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