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Civ 5: Civilizations/Leaders Wanted!

Discussion in 'Civ - Ideas & Suggestions' started by Camikaze, Jul 26, 2011.

  1. ales_

    ales_ Heir

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    Yes, Usiaslaŭ would be even better and probably the best!
     
  2. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    Spoiler Kush :
    Leader: Piye
    Capital: Napata
    Start Bias: Desert

    Unique Ability: Land of the Bow. +15% Production of ranged units. Every 2 social policies adopted increases global :c5happy: happiness and :c5gold: gold from trade routes by 1.

    Unique Unit: Nubian Archer, replaces Archer. Technically more expensive that the Archer, but the cost is made up for by Land of the Bow. Starts with Accuracy 1 and has the unique Poison Arrow promotion, which gives it a chance to deal additional damage when attacking.

    Unique Building: Pan Grave, replaces Stone Works. Available at Masonry instead of Calender. Compared to the 1 :c5production: Production and 1 :c5happy: happiness of the stone works, the Pan Grave provides 2 :c5production: Production and 2 :c5happy: happiness. In addition, each improved source of stone or marble produces +1 :c5culture: Culture.
     
  3. reddishrecue

    reddishrecue Deity

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    Where would piye come from? Im guessing it seems from africa since it has nubian in it.
     
  4. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    Piye was a pharaoh of Kush, which I believe was centered around modern day Sudan.
     
  5. reddishrecue

    reddishrecue Deity

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    Cool . At what time period did the kush empire rose and fell?
     
  6. ales_

    ales_ Heir

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  7. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    Somalia
    Capital: Mogadishu
    Leader: Mohammed Abdullah Hassan

    Unique Ability: Hydraulic Empire. +1 :c5Gold: Gold on lakes, coast, and tiles with fresh water. Cities with fresh water have +5% :c5production: production.
    Unique Unit: Mamluk Cavalry, replaces Lancer. A Lancer with the strength of a Cavalry, nothing more, nothing less. Upgrades into Landship instead of the anti-tank gun.
    Unique Improvement: Qalcad, a replacement for the fort. Compared to the fort, the Qalcad heals units inside of it for 5 HP every turn, stacking with healing. If a Qalcad is built on a tile with fresh water access, all adjacent tiles gain fresh water access.
     
  8. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    Spoiler :

    Kush
    Leader: Piye
    Capital: Napata
    Border Colors: (((())))
    Start Bias: Avoid Jungle

    Unique Ability: Land of the Bow. +15% Production of ranged units.

    Unique Unit: Nubian Archer, replaces Archer. Technically more expensive that the Archer, but the cost is made up for by Land of the Bow. Starts with Accuracy 1.

    Unique Building: Pan Grave, replaces Stone Works. Available at Masonry instead of Calender. Compared to the 1 :c5production: Production and 1 :c5happy: happiness of the stone works, the Pan Grave provides 2 :c5production: Production and 2 :c5happy: happiness. In addition, each improved source of stone or marble produces +1 :c5culture: Culture.

    Somalia
    Leader: Mohammed Abdullah Hassan
    Capital: Mogadishu
    Border Colors: (((())))
    Start Bias: Coast

    Unique Ability: Hydraulic Empire. +1 :c5gold: Gold on lakes, coast, and tiles with fresh water. Cities with fresh water have +5% :c5production: production.

    Unique Unit: Askari, replaces Rifleman. Has a 20% combat bonus in friendly territory and costs slightly less.

    Unique Improvement: Qalcad, a replacement for the fort. Compared to the fort, the Qalcad takes a slightly shorter time to build and provides a 15% general combat boost on top of the 50% defensive bonus. If a Qalcad is built on a tile with fresh water access, all adjacent tiles gain fresh water access.

    Inuit
    Leader: Ekeuhnick
    Capital: Ivvavik
    Border Colors: (((())))
    Start Bias: Snow

    Unique Ability: People of the North. +1 :c5food: food on flatland snow and tundra tiles without forest. Improved fish resources become Seals, which yield +1 :c5food: food and +1 :c5gold: gold compared to fish and are a luxury resource*. Land units may cross ice after the discovery of calender.

    Unique Unit: Qamutiik, a 1-range unit which replaces the Scout. 5 :c5rangedstrength: ranged strength, 3 :c5strength: melee strength, and 3 :c5moves: movement. Receives a movement bonus in snow, tundra and hills. Can be upgraded to a Chariot Archer and becomes one if it finds an advanced weapons ruin. However, the Qamutiik does not ignore terrain costs.

    Unique Improvement: Inukshuk, available at Optics. +1 :c5food: food, +1 :c5production: production and +1 :c5culture: culture, can only be build on snow and tundra without forest and not adjacent to another Inukshuk. Provides an additional +1 :c5culture: culture and +1 :c5gold: gold after the discovery of Flight. Units stationed on Inukshuit gain extra sight.

    *-If a foe conquers your cities, they will gain access to seals in the city radius.

    Khmer
    Leader: Jayavarman VII
    Capital: Angkor Thom
    Border Colors: (((())))
    Start Bias: Grassland

    Unique Ability: Pearl of Asia. Choose between a food and faith bonus every time a national or world wonder is completed*. We Love the King Day's growth bonus is doubled.

    Unique Unit: Ballista Elephant, replaces Trebuchet. 3 :c5moves: movement compared to the 2 :c5moves: movement of the trebuchet. In addition, it has 21 :c5rangedstrength: ranged attack compared to the 14 of the trebuchet, but the bonus against cities in only 100% instead of 200%. Must set up to fire and has all the other limits of the trebuchet, including the mere 12 :c5strength: melee strength.

    Unique Building: Baray, replaces Aqueduct. Provides +2 :c5food: food and +2 :c5faith: faith, but only carries 25% of food over instead of 40%.

    *-The formula for this is that the bonus to food or faith is (Production Cost of the Wonder)/4 for either.

    Australia
    Leader: Henry Parkes
    Capital: Sydney
    Border Colors: (((())))
    Start Bias: None

    Unique Ability: Boundless Plains to Share. :c5unhappy: Unhappines in cities is reduced by one for each new terrain type in their borders*.

    Unique Unit: Digger, replaces Great War Infantry. The Digger has a bonus in Foreign Lands and the Anzac Spirit promotion, which means it heals 50% faster and gains a 10% greater combat bonus from fortifying.

    Unique Unit: Woomera, replaces the Composite Bowmen. The Woomera is a Composite Bowmen with 14 :c5rangedstrength: ranged attack and 10 :c5strength: melee strength, making it much stronger.

    * For example, the first city you found which has grasslands has one less unhappiness. The first city with a forest has one less unhappiness. If a terrain feature like forest or jungle is removed, then the bonus transfers to the next city founded with that terrain type.

    Israel (WIP)
    Leader: David
    Capital: Jerusalem
    Border Colors: (((())))
    Start Bias: Coast

    Unique Ability:
    Unique Unit:
    Unique ???:

    Italy
    Leader: Victor Emmanuel the Second
    Capital: Rome (Turin if Rome is in the game)
    Border Colors: (((())))
    Start Bias: Coast

    Unique Ability: Risorgimento. Each Great Work in a city provides +1 :c5culture: culture and +1 experience for new units. Great People generation in all cities is increased by 25%.
    Unique Unit: Bersaglieri, replaces Musketman. The Bersaglieri has a promotion which grants it an additional point of :c5moves: movement and an additional point of sight. It also has Blitz.
    Unique Unit: Regina Marina, replaces Ironclad. A fair bit stronger than the ironclad.

    Congo
    Leader: Joao I
    Capital: M'banza Kongo
    Border Colors: (((())))
    Start Bias: Jungle

    Unique Ability: Mwene Kongo. Gain military and civilian units from city states of all kinds you are either allied with or could demand tribute from.
    Unique Unit: Pombo, replaces Spearman. Starts with Cover 1, ignores terrain costs. However, the Pombo has lower strength.
    Unique Building: Raffia Mill, replaces Mint. Does not provide gold bonus to gold or silver, but does not require those resources. +2 gold, when built it provides a copy of the unique Raffia luxury.

    Canada
    Leader:
    Capital:
    Border Colors: (((())))
    Start Bias: Tundra
     
  9. reddishrecue

    reddishrecue Deity

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  10. PoopCoffee

    PoopCoffee Chieftain

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    Australia
    ((0))
    Leader: Henry Parkes (would he look too much like pedro though?)
    Capital: Canberra
    UA: The Outback: all desert and plains tiles that become part of australian territory get turned into Outback tiles (+1 :c5food: +1 :tourism: ) and all forest on plains tiles get turned into Bush tiles (+1 :c5food: +1 :c5production: +1 :tourism:). All Australian cities not founded on coast tiles remain as puppet cities :c5puppet: until it reaches 7 :c5citizen:, +5 :c5gold: in coastal cities.
    UU: Aboriginal Warrior (Archer): 8 :c5strength: 8 :c5rangedstrength: 2 :c5moves: (+25% strength when using a ranged attack from 1 tile away.) Bonus in outback and bush (33%)
    UU2: ANZAC Digger (Great War Infantry): 50 :c5strength: 2 :c5moves:. Combat bonus when adjacent to other ANZAC diggers (15%, stacks). Can build trenches (+33% strength)
     
  11. SebbaMods

    SebbaMods Chieftain

    Joined:
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    Messages:
    60
    Location:
    The Sahara of the US (Florida)
    Qatar
    ((0))
    Capital-Doha
    Start Bias-Desert
    Leader-Jassim bin Mohammed Al Thani
    Unique Ability-Resource-Rich-All Strategic Resources provide Gold based on how many copies you have.
    Unique Unit-Royal Guard Brigade-Replaces Modern Armor. Has a Combat Bonus in Desert and within your borders.
    Unique Building-Natural Gas Plant- Replaces Solar Plant. Yields 20% more production, and can be traded as a resource.
     
  12. jlim201

    jlim201 King

    Joined:
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    825
    Location:
    Somewhere North of the South Pole
    The Hanseatic League

    Capital: Lubeck

    Colours: White/Grey

    Leader- Albrecht Moldenhauer (There really isnt a "one", so I just picked this person, as he was influential with trades in Scandinavia)

    UB- Hanse (Same as German UB)

    UU- Trader- Replaces Great Merchant. Can be attached to a Cargo Ship, when done, Cargo Ship gives double the gold. Can also trade in other civs lands, consuming it, and giving them a positive diplomatic modifier, as well as 10% of the gold you recieved.

    UA- Merchant Republic- Merchants (Traders), do not affect Scientists/Engineers. Merchants (Traders) spawn 50% faster. City State Trade routes provide you with a luxury resource when you send them trade routes from two different cities.

    Start Bias: Coast

    German Replacement UU- Reformer- Replaces Missionary. Double strength when converting cities that already have a religion, and suffers 50% less attrition. When captured, it dies. (similar to Great People).
     
  13. Zulose

    Zulose Chieftain

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    Israel: Cult of the Temple
    UA: Faith can be converted into Gold/Science/Culture after completion of the Temple Mount which replaces the Holy City National Wonder.
    UU: Sicari - replaces worker. Performs all the functions of a worker but has a 1 tile ranged (hit and run) attack. If captured attacks its captor then flees back to your territory.
     
  14. jlim201

    jlim201 King

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    Anonymous speed, the Kush and Somalia civ UA/UU seem kinda boring. Very "vanilla". Maybe add some interesting stuffs?
     
  15. jlim201

    jlim201 King

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    Location:
    Somewhere North of the South Pole
    Kamchatka

    Leader- (unable to find one)

    Colours- /////////////////////

    Capital- Petropavlovsk-Kamchatsky (highest pop of Koryak's today)

    UU- Koryak- Replaces the Horseman. Instead of requiring horses, they require (rein)deer. +25% combat ability when fighting wounded units. (meant to be a weaker, earlier Cossack)

    UI- Chum- Replaces the Camp. Has same effects as the camp, however produces +1 food and +1 culture in addition

    UA- Rich in Reindeer

    All deer tile within the Kamchatkan borders become Reindeer, giving all reindeer tiles +1 food, and can be used the same as horses, each reindeer tile providing 4 of the resource. (as well as the only resource able to supply Koryaks).
     
  16. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    Alright, so, it's been a while, but I've been thinking about some of the input I've been given and decide to make some change to Kush and Somalia, as well as actually did something for Israel. Unfortunately, nothing for Canada. I'll have to get to that later.


    Kush
    Leader: Piye
    Capital: Napata
    Border Colors: (((())))
    Start Bias: Avoid Jungle

    Unique Ability: Land of the Bow. Receive a gold bonus every time you adopt a social policy. Pay 15% less for ranged unit maintenance.

    Unique Unit: Nubian Archer, replaces Archer. Starts with both the Accuracy 1 and Barrage 1 promotions.

    Unique Building: Pan Grave, replaces Stone Works. Available at Masonry instead of Calender. Compared to the 1 :c5production: Production and 1 :c5happy: happiness of the stone works, the Pan Grave provides 2 :c5production: Production and 2 :c5happy: happiness. In addition, each improved source of stone or marble produces +1 :c5culture: Culture.

    Somalia
    Leader: Mohammed Abdullah Hassan
    Capital: Mogadishu
    Border Colors: (((())))
    Start Bias: Coast

    Unique Ability: Hydraulic Empire. Pay no additional movement cost to cross rivers within friendly territory. +1 gold :c5gold: on lake tiles and tiles with fresh water access. Range of trade routes from cities with fresh water increased by 50%.

    Unique Unit: Askari, replaces Rifleman. Has a 20% combat bonus in friendly territory and costs slightly less.

    Unique Improvement: Qalcad, a replacement for the fort. Compared to the fort, the Qalcad takes a slightly shorter time to build and provides a 15% general combat boost on top of the 50% defensive bonus.

    Inuit
    Leader: Ekeuhnick
    Capital: Ivvavik
    Border Colors: (((())))
    Start Bias: Snow

    Unique Ability: People of the North. +1 :c5food: food on flatland snow and tundra tiles without forest. Improved fish resources become Seals, which yield +1 :c5food: food and +1 :c5gold: gold compared to fish and are a luxury resource*. Land units may cross ice after the discovery of calender.

    Unique Unit: Qamutiik, a 1-range unit which replaces the Scout. 5 :c5rangedstrength: ranged strength, 3 :c5strength: melee strength, and 3 :c5moves: movement. Receives a movement bonus in snow, tundra and hills. Can be upgraded to a Chariot Archer and becomes one if it finds an advanced weapons ruin. However, the Qamutiik does not ignore terrain costs.

    Unique Improvement: Inukshuk, available at Optics. +1 :c5food: food, +1 :c5production: production and +1 :c5culture: culture, can only be build on snow and tundra without forest and not adjacent to another Inukshuk. Provides an additional +1 :c5culture: culture and +1 :c5gold: gold after the discovery of Flight. Units stationed on Inukshuit gain extra sight.

    *-If a foe conquers your cities, they will gain access to seals in the city radius.

    Khmer
    Leader: Jayavarman VII
    Capital: Angkor Thom
    Border Colors: (((())))
    Start Bias: Grassland

    Unique Ability: Pearl of Asia. Choose between a food and faith bonus every time a national or world wonder is completed*.

    Unique Unit: Ballista Elephant, replaces Trebuchet. 3 :c5moves: movement compared to the 2 :c5moves: movement of the trebuchet. In addition, it has 21 :c5rangedstrength: ranged attack compared to the 14 of the trebuchet, but the bonus against cities in only 100% instead of 200%. Must set up to fire and has all the other limits of the trebuchet, including the mere 12 :c5strength: melee strength.

    Unique Building: Baray, replaces Aqueduct. Provides +2 :c5food: food and +2 :c5faith: faith, but only carries 25% of food over instead of 40%.

    *-The formula for this is that the bonus to food or faith is (Production Cost of the Wonder)/4 for either.

    Australia
    Leader: Henry Parkes
    Capital: Sydney
    Border Colors: (((())))
    Start Bias: None

    Unique Ability: Boundless Plains to Share. :c5unhappy: Unhappines in cities is reduced by one for each new terrain type in their borders*.

    Unique Unit: Digger, replaces Great War Infantry. The Digger has a bonus in Foreign Lands and the Anzac Spirit promotion, which means it heals 50% faster and gains a 10% greater combat bonus from fortifying.

    Unique Unit: Woomera, replaces the Composite Bowmen. The Woomera is a Composite Bowmen with 14 :c5rangedstrength: ranged attack and 10 :c5strength: melee strength, making it much stronger.

    * For example, the first city you found which has grasslands has one less unhappiness. The first city with a forest has one less unhappiness. If a terrain feature like forest or jungle is removed, then the bonus transfers to the next city founded with that terrain type.

    Israel
    Leader: David
    Capital: Jerusalem
    Border Colors: (((())))
    Start Bias: Coast

    Unique Ability: Children of God. +2 :c5faith: faith from Walls, Castle, and Military Base, and these buildings may be purchased with faith. If you found a religion, all units trained in cities of that religion gain 5 extra experience, 10 if after the religion is enhanced.
    Unique Unit: Maccabee, replaces swordsman. The Maccabee has a 25% combat bonus against both cities and other melee units.
    Unique Building: Cistern, replaces Aqueduct. Increases city HP by 25 and strength by 12. Costs no maintenance.

    Italy
    Leader: Victor Emmanuel the Second
    Capital: Rome (Turin if Rome is in the game)
    Border Colors: (((())))
    Start Bias: Coast

    Unique Ability: Risorgimento. Each Great Work in a city provides +1 :c5culture: culture, +2 experience for new units, and +3% Great People Generation.
    Unique Unit: Bersaglieri, replaces Musketman. The Bersaglieri has a promotion which grants it an additional point of :c5moves: movement and an additional point of sight. It also has Blitz.
    Unique Unit: Regina Marina, replaces Ironclad. A fair bit stronger than the ironclad.

    Congo
    Leader: Joao I
    Capital: M'banza Kongo
    Border Colors: (((())))
    Start Bias: Jungle

    Unique Ability: Mwene Kongo. Gain military and civilian units from city states of all kinds you are either allied with or could demand tribute from.
    Unique Unit: Pombo, replaces Spearman. Starts with Cover 1, ignores terrain costs. However, the Pombo has lower strength (10 vs 11).
    Unique Building: Raffia Mill, replaces Mint. Does not provide gold bonus to gold or silver, but does not require those resources. +2 gold, when built it provides a copy of the unique Raffia luxury.

    Oh look, Canada!

    Canada
    Leader: John A. MacDonald
    Capital: Ottawa
    Border Colors: (((())))
    Start Bias: Tundra

    Unique Ability: O Canada. All external trade routes generate +1 Great Merchant points and trade routes with City States slow the rate of influence decay. +1 food from Lumber Mills.
    Unique Unit: Royal Mounted Police, replaces Cavalry. Has a 20% bonus in friendly territory and receives defensive bonuses. However, the RMP only has 30 strength, compared to the Cavalry's 34.
    Unique Building: Voyageur Camp, replaces Caravansary. Each outgoing trade route produces +1 happiness in addition to +2 gold. +1 gold on camps worked by the city. +2 Great Merchant Points. Also doubles the Great Merchant points given by O Canada.
     
  17. jlim201

    jlim201 King

    Joined:
    Sep 14, 2013
    Messages:
    825
    Location:
    Somewhere North of the South Pole
    Brittany

    Leader: Pierre De Dreux

    UA: Survival of the Bretons: City Defense raised 10%, units fight 15% better in friendly territory.

    UU: Breton (i can't find a better name). Replaces the Spearman. +15% combat strength vs ranged attacks, +20% combat strength in friendly territory.

    UB: Estates of Brittany: Replaces the Coloseum. +1 Happiness, +1 happiness if any unit (civilian or military) is garrisoned.

    UU:
     
  18. jlim201

    jlim201 King

    Joined:
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    Messages:
    825
    Location:
    Somewhere North of the South Pole
    Florence/Tuscany

    UA- Birthplace of the Renaissance- Technology Costs after building your first wonder are reduced by 10% and Policies are reduced by 5%. This bonus is ended after the world enters the Modern era.

    UU- Condottieri- Replaces the Musketman. 25% faster/cheaper to build

    UB- Trade Post- Replaces the Bank. Trade Routes to/from a city with one pay 15% more Gold. +1 Trade Route (max of 1 per civ), +2 gold.
     
  19. jlim201

    jlim201 King

    Joined:
    Sep 14, 2013
    Messages:
    825
    Location:
    Somewhere North of the South Pole
    Panama

    Leader- José de Fábrega

    UA- Isthmus between the Seas: Naval Trade Routes have double the range, and provide 25% extra gold when sent to a city on a different continent. Luxury Resources that do not exist on your starting continent provide +2 happiness.

    UU- Public Forces- Replaces the Riflemen. Cannot be built normally. When war is declared on or by Panama, 3 Forces will spawn per 20 population in your empire. 20% combat strength when fighting in tiles adjacent to the coast.

    UNW- Panama Canal- Replaces the National Epic. In addition to the National Epic bonuses, +2 movement to Naval Units. When completed, a Great Merchant spawns.
     
  20. CreonMushnik

    CreonMushnik Chieftain

    Joined:
    Jun 5, 2015
    Messages:
    66
    All Beyond Earth sponsors
     

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