Civ 5: Civilizations/Leaders Wanted!

@ PhilBowles : Would love to hear your comments about possibility of Khazaria Khaganate in CiV ? :)


Category 4: Exciting Steppe Civs

1) Khazars (Truly unique, but much unknown Civ. Only Civ in world that could have both Tengriism and Judaism as main religions)
Khazar
Leader: Ziebel
Capital: Atil
Starting Bias: Grassland/River
Music Theme:
Unique Unit: Khagan Bek. Replaces Great General. Upon spawing a Great General, there is even chance that it is a Khagan or a Bek - The Bek gives a larger bonus to nearby troops than the regular GG. The Khagan does not benefit troops at all, however it improves tile yields for friendly cities within the same radius of effect. Note: They get randomly chosen upon spawning, they can't flip from being Khagan to Bek - it's one or the other. It was intended to be chance when it was spawned, and then remained either Khagan or Bek throughout its life.
Unique Unit: Varangian Mercenary. Replaces Pikeman. Cost: 100. Strength: 14, not 10. Movement: 2. Note: Armed with halbred, this mercenary unit does devastation against mounted units, but also has high combat value against melee units.
Unique Ability: Pax Khazarica. Resources from friendly City-States doubled. Receives Military Units from friendly City States double the usual rate when Piety Social Policy is enabled.
 
1. Xianbei: They were the first civilization to use the term Khan for their ruler and were a Mongolic people, but not one of those who later became the Mongols. They directly ruled an empire spanning from the Altai Mountains to the Yellow River, and from Balkhash to Manchuria. Their descendants, having mixed with Han Chinese, ruled in the northern half of China, claiming sovereignty over five kingdoms of the Sixteen Kingdoms period as well as all of the Northern dynasties of the Southern and Northern Dynasties period. These mixed Xianbei are now assimilated into the Han ethnicity. Some of their descendants are believed to later become the Khitan, who at points ruled Northern China and Central Asia and are in their own right a powerful civilization.

2. Luxembourg: Though small, this sort of city state once had one of the most strongest defended fortresses in all of Europe. The House of Luxembourg yielded four Holy Roman Emperors, including the great Karel IV of Bohemia, who established the Golden Bull of 1356 and secularized the role of the HRE. After its acquisition by Spain, it remained an important region both for military and for trade, becoming a major center in the Spanish Road within the Spanish Netherlands. Today it has the second highest GDP per capita and the center of Western European economy and culture.

3. Takrur: A contemporary of the Ghana Empire, this kingdom at the mouth of the Senegal river became a strong competitor with Ghana in salt and gold trading. They were the first civilization in West Africa to convert to Islam, under King War Jaabi's reign, establishing close relations with the Almoravids. During the end of the Ghana Empire, Takrur became the strongest power in the region, remaining in dominance until the conquests of the Mali Empire.
 
Yeah, you are absolutely right. I am sure it is a common misconception to place Aztecs and Mayans to the South America. I always counted (for some reason) Central Americas to South America. North in my mind is USA (Alaska), Canada and the polar region. In reality there is really one south American Civ; the Inca.

Geologically, the Isthmus of Panama (Central America south of Mexico) is neither North or South America. The majority of Mexico is, indeed, part of the North American continent, including the area occupied by the Aztecs. The Yucatan and areas south are of recent volcanic origin and don't belong to either continental plate, but are conventionally treated as part of South America, at least in a biogeographic context. So the Maya are at least arguably South American; the Aztecs are unequivocally North American (and do appear to have had some influence in the far southern parts of the continental United States).
 
I not familiar with these two Empires. Definitely interesting and always happy about possibility of another female leader. I grew up with SMAC and CivII, which both had a lot females and as so, I used for them. More flavor is more flavor. :)

Merina Kingdom looks really intriguing! Would love to add concept idea of them to the OP. Can anyone come up with proposal ? :)

Merina
Leader: (-unknown female-) = ?
Capital: Antananarivo
Starting Bias: Coast/Island/Grassland
Music Theme: ?
Unique Unit: ?
Unique Building: ?
Unique Improvement: ?
Unique Ability: ?

Leader: Ranavalona I
Capital: Antanananarivo
Music: ?
Unique Unit: Possibly a Rifleman replacement? Though I'm not aware Malagasy riflemen were especially notable, following introduction of the technology the Merina did develop an indigenous manufacturing base.
Unique Building: Public school replacement? Interesting fact - Madagascar was the second country (after France) to institute compulsory primary education. Not sure the civ as a whole should have a science focus that would justify this. Also it would leave the Merina short of earlier-era units/buildings.
Unique Ability: I'd suggest something diplomatic, as Merina history was shaped by the leaders' juggling international relations with France and Britain, both of whom had interests in the island. The Malagasy script is as bizarre as it is because, in an effort to reach compromise when Madagascar's written language was first codified, Ranavalona agreed to adopt English phonetics for the consonants and French pronunciation for the vowels! Maybe a reduced penalty for being friends with a civ's enemies?

Perhaps the best choice would be Shona instead of Zulu and Zimbabwe ? Definitely Zulus have strong legacy (and will most probably never be replaced, sadly) in the series and much better known, but Shona would be historically more accurate choice and better name for Civ than Zimbabwe... Any Civ concept ideas for Shona ? :D

The Mutapa and Zimbabwe were Shona, but the Zulu were a Bantu group (like, for instance, the Swahili), so they still get left out. Shona is an ethnic group rather than a single civ, much like the Celts.

I recently watched the both Che movies (http://www.imdb.com/title/tt0892255/) and had it in mind when wrote the Cuba part. Mostly just to get some comments about them (thanks for that:)) Definitely better as City State and should remain as so.

With cigars as their unique luxury, possibly... Though you'd get your 'bad boy' leader if you decided to add Cuba with Ernesto Guevara. Not sure how you'd represent the fact that his main contribution to Cuba was to set up a system of gulags to incarcerate political prisoners and people deemed deviant. A slavery mechanic maybe, but that would seem odd for Cuba alone.
 
Well. It took about a day and a half, but I've finally gone through all 54 pages and updated the OP accordingly to all of them. I might have missed some, but I'd have to say it's looking pretty good, there are some really unique (and awesome) ideas in there, and as soon as Cami comes online I'll be able to update it even further with a new feature, so I'm going to need Capitals, colour schemes, music etc. for the OP lists
 
South Asia

Bangla
Leader
Master craftsmen - + 2 :c5gold: Gold per silver, gold, silk, gems resource. Selling these resources to other civilizations will give + 5 :c5happy: Happiness
Dhaka
Unique Unit:
Unique Improvment: Linen maker/ Silk Farm: Can be built on silk resources. Connects the silk resource. + 1 :c5gold: Gold , + 1 :c5happy: Happiness


Bhutan
Shabdrung Ngawang Namgyal
Theocracy - Faith generates 20% faster. Religious buildings are 20% cheaper
Thimphu
Unique Unit: Monk, replaces Missionary. Spreads religion 25% faster, costs more faith
Unique Building: Dzong, replaces Castle. Provides +1 :c5culture: Culture and +1 defense for every nearby mountain tile


Chola
Rajaraja Chola
Temple builders - Build cultural buildings 50% faster. Cultural buildings are 50% cheaper to purchase.
Unique Unit: Thirisadai. Replaces Frigate. A melee ship with +30% Strength against naval units. -2 Movement from frigates
Unique Building: Un-named, Replaces temple. 6 :c5culture: Culture, 1 :c5culture: Culture for every 5 Citizens , 1 :c5culture: Culture for every marble and stone resource worked by the city.


Harrapan
Pashupati
The Indus Valley - +1 Happiness from cities built on rivers. +1 Gold from river tiles within city borders. Trade routes produce +1 Gold. Aquaducts are 10% more effective.
Harrapa
Unique Unit: Harrapan Priest - Replaces the Inquisitor. Provides +1 local Happiness and a 10% combat bonus to nearby cities when stationed in a city
Unique Building: Great Bath - Replaces the Garden. Provides +2 Food, +1 Faith, and +25% great person generation in this city. Must be built in a city next to a river


Kushan
Kanishka
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.
Taxila
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 +5 :c5gold: Gold. Note: Addition to Stable's normal effect Tasam also is used for the exchange of commodities and bargaining in markets.


Mughal
Akbar
Unique Ability
Agra
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:


Nepal
Prithvi Narayan Shah
Mountain Kingdom - +2 :c5culture: culture for every mountain tile worked by the city, +1 :c5food: Food for every hill tile
Kathmandu
Unique Unit: Gurkha, replaces Great War Infantry. Has a higher combat strength than the Great War Infantry, and recieves a 25% combat boost when fighting in hills, as well as an additional +5% for every adjacent mountain, but is more expensive to train.
Unique Building: Gompa, replaces Monastery. +4 :c5culture: Culture for every three citizens in the city.


Pakistan
Liaquat Ali Khan
Former Unity - +1 Production from Mines. Roads are built twice as fast, and new cities formed after the Industrial age start with 2 Population
Islamabad
Unique Unit: Northern Light Infantry, replaces Infantry. Recieves +25% combat strength and +1 Movement in friendly territory.
Unique Building: ISI Headquarters, replaces National Intelligence Agency. +5 defense in all cities


Sri Lanka
Parakramabahu I
Spiritual Architecture - +25% production to cultural buildings and +2 culture to religious buildings
Anuradhapura
Unique Unit: Lambakanna,replaces spearman,1 extra movement in hill and +50 defense in hills
Unique Building: Dagoba,replaces temple,gives 3 free tiles around the city when completed and +2 Culture. Maintenence 3


Tibet
Songtsän Gampo
Tibetan Plateau - Enemy units within borders suffer -25% Strength when fighting in Tibetan territory. Mountain tiles can be worked, providing +1 Food and +1 Gold
Lhasa
Unique Unit: Warrior Monk. Does not replace anything. Can be purchased with faith following the research of Theology. Strength 12. Penalty when attacking, but penalty is negated on hill tiles.
Unique Belief: Stupas. Allows faith purchasing of Stupas, which provide +3 Happiness and +3 faith, in addition to +1 Culture for every mountain tile worked by the city



 
South-East Asia

Khmer
Jayavarman II or Suryavarman II
Majesty of Ankgor - Receives a :c5culture: culture boost every time a city is founded. Cities building a wonder receive +50% :c5food: food or :c5production: production from internal trade routes. Cities with a wonder receive +50% :c5gold: gold and tourism from international trade routes.
Angkor Thom
Unique Unit: Siege Elephant, replaces Trebuchet. Tougher than the Trebuchet, and has +1 additional :c5moves: move
Unique Building: Baray, replaces Aqueduct. As aqueduct, plus generates +2 :c5food: food, and has an engineering specialist slot.


Laos
Leader
Land of a Million Elephants - Laos receives Elephants instead of Horses. +25% combat strength on mounted units while there is a surplus of Elephants. Start the game with some Elephants
Vientiane
Unique Unit: Light Elephant Artillery, Replaces the Gatling Gun. Has a 2 tile ranged attack. Has 3 Movement. Receives +10% if there are surplus Elephants (this promotion is kept when the unit is upgraded).
Unique Building: Thart, Replaces Shrine. Doesn't give set amount of faith. Gives +1 Faith and +1 Culture per Luxury Resource in this city.


Pagan
Kyansittha
Ten Thousand Temples - Bonus production and / or faith towards religious buildings
Bagan
Colours - Dark Blue and Teal - (((O)))
Unique Unit: Palace Guard, replaces Knight. Can garrison up to two Palace Guards in each city. If the unit starts a turn garrisoned, it gain a movement and strength bonus for that turn.
Unique Building: Hollow Temple, replaces Temple. Multiple Hollow Temples can be built in each city, with one less Culture for each existing Hollow Temple and no new specialist slots


Philippines
Manuel Quezon
Pearl of the Orient Seas - +2 :c5culture: Culture and :c5happy: Happiness from cities post-Rennaisance. All resources provide +1 :c5production: Production when worked
Manilla
Unique Unit: Katipunero, replaces Riflemen. Cheaper, and 20% bonus when in enemy territory
Unique Unit 2: Moro Warrior, replaces Spearman. Starts with Drill I


Vietnam
Lê Thánh Tông
Spirit of Independance - Vietnamese Cities gain +1 bombardment range and can bombard twice when garrisoned, +50% against conquered Vietnamese Cities.
Hanoi
Unique Unit: Viet Cong Fighter- replaces Infantry (WW2)- +25% combat bonus in rough terrain, additional +25% in Jungle and Marsh tiles
Unique Building: Water Puppet Theatre, replaces Garden. +1 Happiness and +3 Culture



 
Europe

Armenia
Tigranes II
Bastion of the Faith - So long as the first dominant religion in Armenia stays dominant, religious buildings give +2 Combat Strength and add a point of religious pressure each. So long as Armenia retains control over its original capital, the capital has a 25% boost to Great Person production.
Yerevan
Colours - Maroon and Brown - (((O)))
Unique Unit: Ayrudzi. Replaces horseman. When producing an Ayrudzi, gold :c5gold: produced by the city counts as production. No maintenance cost when within two tiles of the capital, and it ignores unit's zone of control when within friendly territory.
Unique Great Work: In the Medieval and Renaissance eras, all Great Works of Art are Khachkars. All artifacts produced by archaeologists are Khackhars. A Khachkar yields +2 :c5faith: Faith and doubles the effects of the temple that's in it's city. (Doesn't stack.)



Bohemia
Leader
Religious Freedom - All cities gain a 20% boost towards Great Person generation upon adopting a religion. Temples and Shrines produce +1 :c5happy: happiness.
Prague
Colours - Red and Dark Green - (((O)))
Unique Unit: Wagenburg, Replaces the Trebuchet. Starts with Siege 1 and 2 promotions, and 20 :c5strength: combat strength. Has a melee attack instead of ranged.
Unique Great Person: Bohemian, Replaces Great Artist. Starts a Golden Age on top of creating a Great Work, increasing :c5culture: by twice the amount a Golden Age would normally.

Bulgaria
Boris I
Cyrillic Alphabet - 33% of excess Science :c5science: is added to :c5culture Culture in all Cities.
Sofia
Colours - Dark Red and Green - (((O)))
Unique Unit: Arkani Infantry, Replaces Pikeman. 10 :c5combat: combat strength, 100% Bonus vs Mounted.
Unique Building: Stan, Replaces Stable. Generates +2 :c5culture: Culture and +2 :c5food: food. +25% production for Mounted Units.

Finland
Carl Gustaf Emil Mannerheim
Kalevala - Every Great Work of Writing increases the :c5strength: combat strength of all units by 2%. +2 :c5culture: Culture for every Great Work produced after you have chosen an ideology.
Helsinki
Colours - Dark Blue and White - (((O)))
Unique Unit: Runonlaulaja, Replaces Scout. For every tile explored, receive 1 :c5culture: culture.
Unique Building: Sauna, Replaces Garden. Cost 120 :c5production:. Maintenance 1 :c5gold: Gold, +2 :c5happy: happiness and +33% Great People generation in City. Each worked Lake tile provides +1 :c5culture: Culture. City must be built next to a River or Lake.

Hungary
Matthias Corvinus
Rule by Regents - Rule by Regents. When capturing a city, you may choose to vassalate it (you don't have control of a vassal's production.) The original owners of vassal cities pay all the building maintenance for the city. When half of a civilization's cities are vassals, you control their World Congress votes. Vassal cities produce -50% :c5unhappy: unhappiness.
Budapest
Colours - Red and White - (((O)))
Unique Unit: Black Army, Replaces knight. Receives a promotion so that whenever it attacks a city, an equal amount of damage is dealt to the unit garrisoned in the city.
Unique Improvement: Végvár, May only be built within two tiles of your civ's borders. Provides 50% defensive bonus, and creates a zone of control that extends two tiles away.

Italy
Giuseppe Garibaldi
Risorgimento - All city-states that border Italy with at least five tiles yield :c5culture: culture and may be invaded without causing other city states to declare war on you. Allying with such city states produces more culture and they occasionally gift you great works, while conquering them grants you a Great Person of your choice.
Milan
Colours - Red and Green - (((O)))
Unique Unit: Condottiere, Replaces Knight. If purchased or gifted to you, the Condotierre starts with 15 extra experience and +2 :c5combat: combat strength. If it's built it has reduced maintenance and pillages extra :c5gold: gold from tiles in addition to health.
Unique Building: Palazzo, Replaces castle. Trade routes made between cities with a palazzo and mercantile city states produce the tradeable glass luxury resource. Each luxury worked by the city or in a city that its connected to by a trade route produces +2 :c5culture:, which doubled if the luxury comes from a city-state. Costs 2 maintenance.

Norway
Harald Fairhair
Settlers of Vinland - Naval units may create settlements on other continents, preventing other civs from settling on them or on the tiles around them until the Renaissance, up to 5 times total. When founding a city on a new continent, the Settler converts to a Worker.
Oslo
Colours - Red and Dark Blue - (((O)))
Unique Unit: Longship, Replaces Trireme. Can cross ocean tiles, but has -3 :c5strength: Combat Strength as compared to the Trireme.
Unique Building: Stave Church, Replaces Temple. +1 :c5culture: and +1 :c5happy: happiness, and has a Great Work of Writing slot.

Scotland
Robert I
Foreign Warriors - Every unit gifted to a :c5citystate: City State gives Scotland a small amount of :c5gold: Gold and generates extra :c5influence: influence.
Edinburgh
Colours - Green and Purple - (((O)))
Unique Unit: Schiltron, Replaces Pikeman. When fortified, it cannot be attacked by mounted units. Begins with Drill I promotion.
Unique Building: Abbey, Replaces Temple. Has two Great Work of Writing slots, and when they are filled with Scottish works, has a :c5gold: Gold and :c5faith: Faith bonus.


Switzerland
Guillaume Henri Dufour
Unus pro Omnibus - +10% food and -10% :c5unhappy: Unhappiness in cities connected to the capital
Zurich
Unique Unit: Reisläufer, replaces Pikeman. Ignores Terrain Cost, +50% against Wounded units
Unique Building: Swiss Bank, replaces Bank. +25% :c5gold: Gold, and +1 :c5gold: Gold for every Specialist in the city


 
The Mediterranean

Genoa
Simone Boccanegra
Genoese Pirates - Recieve +2 :c5gold: Gold for every enemy city within movement range of one of your ships
Genoa
Unique Unit: Crossbow Milita, Replaces Crossbowman +2 Ranged strength, 25% cheaper to purchase. However, +25% more expensive to maintain
Unique Building: Shipyard, replaces harbor. +15% :c5production: Production when building a naval unit.


Minoans
Minos
Masters of the Labrynth
Knossos
Unique Unit: Penteconter
Unique Building: Palace Complex


Moors
Yusuf I
Berber trade - Cities connected to the capital recieve +1 Culture, Science and Production
Cordoba
Unique Unit: Urban Militia, replaces Longswordsmen. +2 Strength
Unique Building: Kabash, replaces Castle. Gives additional +2 Culture and +2 gold, boosts Gold from trade route with the city by 10%


Phoenicia
Hiram
First Sailors - Science and Happiness boast when meeting a city state on a different continent. Larger Science boost and 4-turn Golden Age when meeting a major civilization on a different continent
Tyre
Unique Unit: Phoenician Caravels (Replaces Caravels): Can enter ocean and has +1 Movement and sight. Can "Disembark" to become a Phoenician settler.
Unique Unit 2: Phoenician Settler (Replaces Settler): No growth penalty for building it. Has 5 Strength and 3 Movement. Can not attack. Can "Embark" to become a Phoenician Caravel following the discovery of Compass


 
Middle East

Hebrew
Moses
Children of the Law - Social Policies are 15% cheaper, but each additional city increases cost by extra 5%
Jerusalem
Unique Building: Synagogue, (Replaces Monastery, +3 :c5culture: Culture, does not require Wine or Incence, provides +1 :c5faith: Faith per city population
Unique Unit: (Unnamed, has Retreat ability of Incan Slinger, melee)
Unique Improvement: Olive Plantation, provides Olives luxury resource



Hittites
Suppiluliuma I
The first Iron workers - Half cost for researching Iron Working; Each excess source of iron provides +1 Happiness until the discovery of Rifling
Hattusa
Colours - Beige and Brown - (((O)))
Unique Unit: Heavy Chariot, replaces Chariot Archer. 10 Strength, Melee attack only
Unique Building: Lion Gates. Replaces Walls. Cost: 100. No maintenance. Defense +5.0. Lion Gates give +2 :c5culture: Culture and an additional +1 :c5happy: Happiness with Professional Army Social Policy.


Israel
Solomon
Promised land - +50% Great Person generation in all cities
Tel Aviv
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.


Kingdom of Jerusalem
Baldwin IV
Crusader States - Conquered cities may be gifted to the closest city state friend or ally, granting an influence boost
Jerusalem
Colours - White and Gold - (((O)))
Unique Unit: Templar Knight; Knight Replacement. Requires no strategic resources. May be "gifted" to the Barbarian faction when in neutral territory.
Unique Improvement: Crusader Castle. May only be built in your territory. +50% defense . Tiles with Crusader Castles on them are always part of your territory


Sumer
Gilgamesh
Land of Two Rivers - Rivers work as roads inside friendly borders and so can connect Trade Routes. +1 :c5culture: Culture per river tile that connects a :c5trade: Trade Route
Ur
Colours - Purple and Salmon - (((O)))
Unique Unit: Vulture, Replaces Spearman. More expensive, but starts with Cover I and a 20% boost against melee units
Unique Building: Ziggurat, Replaces Temple. More expensive than temple, but has one artist specialist and one engineer specialist, and boosts culture and production in the city by 15%.



 
Oceania


Australia
Robert Menzies
The Lucky Country - Luxury Resources provide +1 Gold. Each type of improved resource provides additional +1 :c5happy: Happiness. Stock Exchanges provide additional +17% :c5gold: gold
Canberra
Colours - Gold and Green - (((O)))
Unique Unit: Light Horse, replaces Cavalry. Weaker and slower, but can dismount and move after attacking.
Unique Unit 2: ANZAC, replaces Infantry. Culture from destroyed units equal to Combat Strength of destroyed unit. +10% :c5strength: Combat Strength when adjacent to a friendly unit


Koori
Pemulwuy
Dreamtime Knowledge - The Discovery of Natural Wonders gives :c5faith: Faith equal to the total yield of the wonder and additional +1 :c5happy: Happiness. Also, +1 :c5food: from unimproved Bush4 tiles.
Awabakal
Colours - Ochre and Black - (((O)))
Unique Unit: Woomera Bushman, replaces Archer - Stronger and has access to the scouting and survivalism promotion trees. Receives additional bonus if on a Bush4 tile
Unique Improvement: Creation Art - Can only be placed on Hills clear of Forest or Jungle. Provides +1 :c5culture: Culture, and also gives +1 :c5faith: Faith if adjacent to a Mountain.


Maori
Te Rauparaha
Mana - Melee units receive double experience points when they kill an enemy unit and heal the amount of damage they dealt during the battle.
Parihaka
Unique Unit: Taiaha Warrior, replaces Pikeman. Combat bonus when fighting on forest tiles or within two tiles of a friendly city or Pā.
Unique Improvement: Pā, requires Engineering. Can only be built on hill tiles. Provides +1 :c5production: Production and +1 :c5food: Food, as well as a defensive bonus for units stationed inside. Has a weak ranged attack, and civilian units inside can not be taken immediately, but rather have to be attacked.


Nan Madol
Olosohpa or Saudeleur
Mu Heritage - +2 :c5food: Food and +4 :c5culture: Culture from Mangrove3 tiles
Nan Madol
Unique Unit: Nahnken, replaces Great Engineer. As well as standard benefits, boosts nearby worker construction speed by 50%
Unique Improvement: Stone Polder. Available with Optics. Can be constructed on Coastal tiles by work boats. +2 :c5production: Production, +2 :c5gold: Gold. Land units can enter the tile without embarking.


New Zealand
Richard Seddon or Sir Keith Holyoake
First in the World - Receive a happiness bonus whenever you are the first to complete a technology, build a wonder or discover a natural wonder. "We've traded recently" modifier provides more positive influence
Wellington
Unique Unit: Ramming Frigate, replaces Privateer. Melee unit, receives bonuses against units with a higher combat strength
Unique Building: Marae, replaces Opera House. +2 :c5food: and +3 :c5happy: Happiness


Samoa
Malietoa Savea
Brave Warrior, Bravely Fought - Melee units gain :c5faith: Faith from killed units equal to the Combat Strength of the destroyed unit.
Unique Unit: Soga'imiti, replaces Warrior. Generates double :c5faith: faith from killing units and has a bonus fighting on tiles adjacent to the coast
Unique Building: Fale, replaces Circus. Does not require a resource to build, but must be built in a coastal city. Provides +1 :c5culture: Culture and +1 :c5gold: Gold on land tiles worked by the city that are adjacent to sea tiles.


Tahiti
Pomare I
Kingdom of Tahiti - Settlers can found cities on atoll tiles. Atoll cities cannot work land tiles, but receive +1 of each major yield in the city. Resource-based buildings function for any sea resource when built in an atoll city.
Unique Unit: Va'a, replaces Trireme. Cheaper and faster, but much weaker than the trireme. Can enter ocean tiles immediately. When built in an atoll city, receives +1 Line of Sight
Unique Building: Marae, replaces Temple. Provides additional +1 :c5faith: faith if built in a coastal city, and additional +2 :c5faith: faith if built in an Atoll city

 
Leader: Ranavalona I
Capital: Antanananarivo
Music: ?
Unique Unit: Possibly a Rifleman replacement? Though I'm not aware Malagasy riflemen were especially notable, following introduction of the technology the Merina did develop an indigenous manufacturing base.
Unique Building: Public school replacement? Interesting fact - Madagascar was the second country (after France) to institute compulsory primary education. Not sure the civ as a whole should have a science focus that would justify this. Also it would leave the Merina short of earlier-era units/buildings.
Unique Ability: I'd suggest something diplomatic, as Merina history was shaped by the leaders' juggling international relations with France and Britain, both of whom had interests in the island. The Malagasy script is as bizarre as it is because, in an effort to reach compromise when Madagascar's written language was first codified, Ranavalona agreed to adopt English phonetics for the consonants and French pronunciation for the vowels! Maybe a reduced penalty for being friends with a civ's enemies?


Thanks for the info! Have to improve your ideas first a bit, but I'll add Merina along with Pagan in the next update*. Both are really exciting new Civs. I am especially very interested about the Merina.

*(Plus changes to the Brazil concept as GenjiKhan wished).


Well. It took about a day and a half, but I've finally gone through all 54 pages and updated the OP accordingly to all of them. I might have missed some, but I'd have to say it's looking pretty good, there are some really unique (and awesome) ideas in there, and as soon as Cami comes online I'll be able to update it even further with a new feature, so I'm going to need Capitals, colour schemes, music etc. for the OP lists


Looks great so far! :goodjob:
 
Two new Civ ideas added to my part of the OP. Thanks to Liex for Pagan ideas and PhilBowles/MARDUK80 for the Merina concept.


Merina ( Madagascar )
Leader: Ranavalona I
Capital: Antananarivo
Starting Bias: Coast/Island/Grassland
Music: ?
Unique Unit: Sakalava. Replaces Pikeman. Cost: 90. 10 Movement: 3, not 2. They have no cost when upgrading to more advanced units and pay just 1 movement point to move from sea to land.
Unique Building: Slave Market. Replaces Market. Cost 120. Gold +4 instead of +2 and + 25%. Production + 1. Each disbanded Civilian unit in Merina city with Slave Market gives double amount of Gold.
Unique Ability: Freedom of Religion. When a Religion spreads to Merina City they can choose if letting it to spread or not and their own Religion spreads over water tiles double the usual rate/range. Public Schools cost half the usual (150 instead of 300).



The 33-year reign of Queen Ranavalona I, the widow of Radama I, was characterized by a struggle to preserve the cultural isolation of Madagascar from modernity, especially as represented by the French and British. The queen repudiated the treaties that Radama I had signed with Britain and in 1835 after issuing a royal edict prohibiting the practice of Christianity in Madagascar, she expelled British missionaries from the island and began persecuting Christian converts who would not renounce their religion. She also revoked agreements prohibiting the profitable slave trade.


Pagan ( Burma )
Leader: Anawrahta
Capital: Bagan
Starting Bias: Plains/Hills
Music Theme: ?
Unique Unit: Palace Guard. Replaces Knight. Movement: 3; Strength: 18; Cost: 150 hammers; Required: 1 Horses. Can garrison up to two Palace Guards in each city. If the unit starts a turn garrisoned, it gain a movement and strength bonus for that turn.
Unique Building: Hollow Temple. Replaces Temple. +3 Culture, 1 Gold maintenance. Multiple Hollow Temples can be built in each city, with the penalty of -1 Culture for each existing Hollow Temple and no new GP slots.
Unique Ability: Ten Thousand Temples. Bonus production and/or faith towards Religious Buildings construction.



Then in December 1044, a Pagan prince named Anawrahta came to power. Over the next three decades, he would turn this small principality into the First Burmese Empire—the "charter polity" that formed the basis of modern-day Burma/Myanmar. Historically verifiable Burmese history begins with his accession.

Anawrahta is one of the most famous kings in Burmese history. His life stories (legends) are a staple of Burmese folklore and retold in popular literature and theater.
 
Well. It took about a day and a half, but I've finally gone through all 54 pages and updated the OP accordingly to all of them. I might have missed some, but I'd have to say it's looking pretty good, there are some really unique (and awesome) ideas in there, and as soon as Cami comes online I'll be able to update it even further with a new feature, so I'm going to need Capitals, colour schemes, music etc. for the OP lists

Hmm, why did you leave out Hungary?
It's one of the historically most significant/important missing European civs...
 
I don't know why everyone keeps ignoring my ideas and think they are inferior to all other ideas.
I already posted this suggestion:
Laos
Leader:Setthathirath
Capital:Wiang-jun(Viang Chan)
UU:Battle Elephant(replaces knight),24 strength,no defensive bonuses and +25% strength when fighting in flat and
UB:Floating market,replaces market,requires river,+ 1 food for each rivertile worked by city and + 1 health for each sea resource
UA:The land of a million elephants-Each ivory camp gives +2 production and gold,you have always minimum 2 ivory.
 
I don't know why everyone keeps ignoring my ideas and think they are inferior to all other ideas.
I already posted this suggestion:
Laos
Leader:Setthathirath
Capital:Wiang-jun(Viang Chan)
UU:Battle Elephant(replaces knight),24 strength,no defensive bonuses and +25% strength when fighting in flat and
UB:Floating market,replaces market,requires river,+ 1 food for each rivertile worked by city and + 1 health for each sea resource
UA:The land of a million elephants-Each ivory camp gives +2 production and gold,you have always minimum 2 ivory.

Wrong game? There's no health mechanic in Civ V. Moreover (1) this elephant is very similar to the Siamese one, (2) the floating market is probably too powerful since a city has either no river tiles or 3+, and farms already get a bonus next to rivers once you research Civil Service, (3) the civ ought really to be called Lan Xang, and (4) the UA is illogical if you have no ivory access in your area, and of only marginal use if you do, as well as not being very culturally distinctive. Also, of course, everyone in Civ V with elephants can have a million elephants with no sources of ivory at all...
 
I mentioned a few of these points when he last posted this as well. Your critique mentions some of the things I failed to notice earlier. (can't believe I didn't notice the health thing)

I just realized Laos doesn't have any notable floating markets so it'd be best if an alternate UB is found. (the main countries with floating markets seem to be Thailand, Indonesa and Vietnam) Please do correct me on this if I'm wrong.

Anyway, something involving ivory and elephants seems best for Laos/Lan Xang (Particularly the latter, it literally means million elephants). Maybe something like the upcoming Dutch perhaps? A UI or UB that provides Ivory? And how about that in conjunction with a UA that gives mounted units strength boosts for excess Ivory, sorta like an optional strategic resource?

We have to do something about all the elephant UUs though; Naresuan's Elephants, War Elephants, Carthage's Elephants, Ballista Elephants (previous Khmer suggestion), and now Battle Elephants?
 
Hmm, why did you leave out Hungary?
It's one of the historically most significant/important missing European civs...
I ommited it because of Austria(-Hungary), I can put it back in

I don't know why everyone keeps ignoring my ideas and think they are inferior to all other ideas.
I already posted this suggestion:
Laos
Leader:Setthathirath
Capital:Wiang-jun(Viang Chan)
UU:Battle Elephant(replaces knight),24 strength,no defensive bonuses and +25% strength when fighting in flat and
UB:Floating market,replaces market,requires river,+ 1 food for each rivertile worked by city and + 1 health for each sea resource
UA:The land of a million elephants-Each ivory camp gives +2 production and gold,you have always minimum 2 ivory.

I just went through 55 pages of this topic, two days of working straight. I'm bound to have missed one or two
 
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