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Civ 5: Civilizations/Leaders Wanted!

Confirmed Expansion Pack Civs - Obsolete Ideas






Assyria
Leader: Ashurbanipal
Capital: Nineveh
Starting Bias: Desert/River/Flood Plains
Music Theme:
Unique Unit: Siege Tower. Replaces Catapult. Cost 120. Strength 14, not 4. Ranged Strength 6, not 14. Range 2. Movement 2. Has a Amphibious promotion and does not need to set up prior firing. May melee attack, but cannot take cities (They can attack cities, however). Note: Siege Towers were used throughout Europe during the Medieval Era, but were first utilized by the Assyrians much earlier. They were usually set up next to city walls and troops inside would then be deployed to take the walls. There were also archers on board to fire at the defenders on the wall and any stray men that were surrounding the structure. Siege towers, even ones that could float were reported to have been in use whenever there was a wall facing a river.
Unique Building: Ekal Masharti. Replaces Barracks. Cost: 80. Maintenance 1. The Ekal Masharti provides +15 XP for all new land units. In addition, it provides a +25% production of land units while in the ancient era. This bonus decreases by 5% with the passage of each era, except when you reach the Modern Era and Future Era, where the bonus stays at 5%.
Unique Ability: Primeval War Machine. +25 Damage Bonus to all Siege and Ranged Units. Also Influence with Militaristic City-States does not Decrease while at War.


Austria
Leader: Franz Joseph I
Capital: Vienna
Starting Bias: Grassland/Hills
Music Theme: Gott erhalte Franza de Kaiser
Unique Unit: Gebirgsjäger. Replaces Riflemen. Cost 220, not 200. Strength 25. Double Flanking bonus to allied nearby units. +1 Sight next to Mountain tiles. Historically, they played a support role in combat as a recon unit or as skirmishers. They were dangerously effective in both roles.
Unique Building: Concert Hall. Replaces Opera House. Cost 230, not 250. +4 culture. Maintenance 0, not 3.
Unique Ability: Crownlands. Eased building requirements for National Wonders; required building is needed to be build only in 4 cities also Capital city produces +X amount of gold per puppet city. If Austrian city is captured by another player, its citizens will resist for twice as long as usual.


Brazil
Leader: Dom Pedro II
Capital: Brasília
Starting Bias: Plains/Hills
Music Theme: Trenzinho Caipira (modified version) or Guarnieri's Abertura Festiva
Unique Unit: Bandeirante. Strength 16. Movement 2. Gains a 20% combat strength bonus when fighting within 2 tiles of a luxury resource. Starts with Woodsman promotion.
Unique Unit: Independence Dragoons. Replaces Lancers. Doesn't have defense penalties, unlike Lancers, but is weaker. Cost 220. Strength 20. Movement 4.
Unique Ability: Ordem e Progresso. Double duration of "We Love the King's Day" event and less penalties for Unhappiness (like no loss of GA points and less penalties on strength of units)


Byzantine
Leader: Theodora
Capital: Constantinople
Starting Bias: Plains/Coast
Music Theme: Phos Hilaron or O Monogenes yios
Unique Unit: Varangian Guard. Replaces Longswordman. Cost: 150. Strength: 16. Movement 2. Start with Great Generals I promotion (Combat Likely To Create Great Generals) and gets a bonus when defending (garrisoned) Cities (30).
Unique Unit: Cataphract. Replaces Knight. Cost: 160. Strength: 20. Movement 3. Can Flank attack catapults and trebuchets. Doesn't receive defensive bonuses.
Unique Ability: From the Ashes of the Empires. 25% of Culture output is added to Science every turn. Double yields from all Great People improvements.


Carthage
Leader: Queen Dido
Capital: Carthage
Starting Bias: Plains/Coast
Music Theme:
Unique Unit: Sacred Band. Replaces Spearman. Cost 60. Strength 8. Movement 2. Slightly stronger than regular Spearman and also get +25% Combat Strength VS Cities.
Unique Unit2: Carthaginian War Elephant. New Unit (doesn't replace anything), comes available at Discovery of Horseback Riding. Starts with Blitz promotion and has a special ability to cross over mountain tiles when a Great General is present. Cost 100. Strength 14. Movement 2.
Unique Ability: Mercenary Armies. -20% Discount to All Unit Purchases and Units can be Upgraded at Half the Cost.


Celts
Leader: Boudica
Capital: Bibracte
Starting Bias: Grassland/Forest/Hills
Music Theme: Hen Wlad Fy Nhadau and some folk music
Unique Unit: Highlander. Replaces Swordsman. Can move through difficult terrain as though it were clear (all tiles cost 1mp per hex). Also gains Culture from killing units; +3Culture per unit. Cost 90. Strength 12. Movement 3, not 2. Requires Iron.
Unique Improvement: Dun. Replaces Fort improvement. Unit in it gains double experience points from combat and heals more quickly.
Unique Ability: Pagan Militants. +15% to Military Units in Rough Terrain and every Forested Hill tile gives 2+ Culture.


Ethiopia
Leader: Menelik II
Capital: Aksum
Starting Bias: Plains/Desert/Hills
Music Theme: Wodefit Gesgeshi widd inna Ityoppiya with folk instruments
Unique Unit: Oromo Warrior. Replaces Musketman. Cost 130. Strength 17. Movement 3.
Unique Building: Stelae. Replaces Monument. Cost 60. Maintenance 1. Culture 2. Contributes 3 Golden Age points per turn (does not count as happiness).
Unique Ability: Modernization. Any technology already researched by two other players is researched slightly (+25%) faster by Ethiopia. Also every hill within Ethiopian border provides a Free Zone of Control against enemy units whom have Declared War.
Note: Tech speed up is gained when two other Civs have researched the Technology and Free Zone of Control from hills is active only when you are being attacked, not if Ethiopia is the oppressor.


Huns
Leader: Attila
Capital: N/A
Music Theme:
Unique Unit: Javelin Thrower. Replaces Sperman. Cost: 50. Strength: 8. Ranged Strength: 6. Range 2. Movement 3. Both melee and ranged unit.
Unique Unit2: Mounted Archery. Replaces Horseman. Cost: 80. Strength 10. Ranged Strength: 12. Movement 5. Has a Foreign Lands Bonus: Combat Bonus outside Friendly Territory (20).
Unique Ability: Scorched Earth. Units gain Double Experience from Combat. Also +25 Culture towards Social Policies from every Destroyed City and have unique ability to destroy Capital and City State cities, which gives +50 Culture to the Huns.


Indonesia ( Majapahit )
Leader: Hayam Wuruk
Capital: Trowulan
Starting Bias: Coast/Plains/Grassland
Music Theme: Asmarandana
Unique Unit: Keris Warrior. Replaces Longswordsman. Cost 160. Strength 18, not 16. Movement 2. +25% attack when attacking Melee. Note: Keris warriors are warrior that use keris. Keris said to have mystical power and a very potent killing weapon.
Unique Unit: Borobudur Replaces Trireme. Cost 50. Strength 6. Ranged strength 4. Range 2. 6 Movement, not 4. Gains Double Gold (30 or 60) when finding a friendly City State. Note: Indonesian outrigger boats may have made trade voyages to the east coast of Africa as early as the 1st century CE.
Unique Ability: Ten Kingdoms. Indonesian Civilization gets a Culture Boost and gains Golden Age points when moving to next Era.


Maya
Leader: Pakal
Capital: Palenque
Starting Bias: Plains/Jungle/Grassland
Music Theme: Xtoles
Unique Unit: Hulche Thrower. Replaces Pikeman. Strength: 6, Move 2, Ranged Strength 11, Range 2. Unlike the pikeman which this unit replaces, the hulche thrower attacks at range. Unique promotion: +25% attack bonus against adjacent enemies.
Unique Tile Improvement: Step Pyramid. +1 Culture. Requires Philosophy. Can improve hills, plains, grasslands, forests, marshes, or jungles. Astronomy adds +1 Science.
Unique Ability: Cycles of the Sun and Moon. Whenever Maya is the first civilization to adopt a social policy, the empire receives a boost to science. Whenever Maya is the first civilization to learn a technology, the empire receives a boost to culture. The size of the bonus scales to the number of civ's currently in the game (more civ's = bigger boost for being first).


Morocco
Leader: Ismail Ibn Sharif
Capital: Rabat
Starting Bias: Desert/Plains/Coast
Music Theme: Cherifian anthem
Unique Building: Ksar. Replaces Castle. Cost: 180. No maintenance. Defense: 7,5. +2Food. Ksar is slightly cheaper to build than a regular Castle and also plays role of secondary Granary/Marketplace thus giving +2Food to City.
Unique Unit: Black Guard. Replaces Musketman. Cost: 90. Strength 15. Movement 2. Black Guard Can Move After Attacking. Much cheaper to build than regular Musketman but slightly weaker. Has a unique promotion which gives the unit ability to move after attacking. Also Moroccoan worker unit can be upgraded to Black Guard at moderate cost.
Unique Ability: Land of God. +2 Science from Every Desert tile worked by the Moroccoan City and +25 Golden age points earned when Liberating a City.


Netherlands
Leader: Willem van Oranje
Capital: Amsterdam
Starting Bias: Grassland/Coast/Rivers
Music Theme: Het Wilhelmus
Unique Improvement: Poldermill. Available at the Discovery of Economics. Can be build in Coastal and Lake tiles. Provides +1 Production and +2 Gold to the tile and Turns one adjectant tile to a Grassland tile.
Unique Improvement: Dike. Available at the Discovery of Steam Power. Can be build in River tiles. Gives +1 Production and +2 Culture.
Unique Ability: Blooming Empire. Every Luxury Resource tile has extra +1Gold and +1Happiness. Double Income from Traderoutes during Golden Ages.
New National Wonder: Delta Works


Poland
Leader: Jan III Sobieski
Capital: Warsaw
Starting Bias: Grassland/Plains
Music Theme: Bog sie rodzi or Poland is not yet lost
Unique Unit: Winged Hussar. Replaces Lancer.Cost 230, not 220. Strength 24, not 22. Movement 4. Starts with Blitz promotion and therefore can attack multiple times per turn.
Unique Unit: Ulan Cavalry. Replaces Cavalry. Cost 270, not 260. Movement 4, not 3. Strength 25. No penalty vs other mounted and 33% withdrawal chance when attacked.
Unique Ability: Democratic Commonwealth. -25 Unhappiness from Regular population and -50% Unhappiness from population of Puppet cities. Receives free Great People of choice when adopting Democracy Social Policy under Freedom branch.


Portugal
Leader: Henrique o Navegador
Capital: Lisbon
Starting Bias: Coast/Hill/Grassland
Music Theme: A Portuguesa with fado style
Unique Unit: Carrack. Strength: 12. Ranged Combat: 6. Range: 2. Movement 6. Cost 90. This unique Portuguese unit replaces the caravel. It can sail through the waters of city-states without incurring negative influence for tresspassing. When a carrack discovers a city-state, the capital receives Great Merchant points equal to their gift of gold.
Unique Building: Feitoria. Replaces the harbor. Provides +2 city defense and has a merchant specialist slot.
Unique Ability: Merchant Lane Monopolies. Researching Astronomy provides a free Great Merchant. The capital receives a bonus sum of Great Merchant points when another city builds a feitoria or when a mission for a city-state is completed. The capital receives a smaller sum of Great Merchant points whenever a city declares "We Love the King Day".


Sweden ( Swedish Finland )
Leader: Gustavus Adolphus
Capital: Stockholm
Starting Bias: Coast/Grassland/Hills
Music Theme: Du gamla, du fria with some folk instruments
Unique Improvement: Borg (Castle). Prerequisite Techs: Engineering. Cost: 50 Gold and 10 Faith each when build (takes 2 turns). Like Forts and Citadels, Borgs can be build outside of Cultural borders. They spread religion in 5-10 hex radius (slightly less than City) and give free city walls if city is placed in tile that has Borg in it. Note: Borgs are effective way to spread your Religion to the neighbouring Civs and securing good City spots before Barbarians or rival Civs take them. Also good way to "reserve" those sites if unwise to start early city expansion, by Happiness, Economy or other reasons.
Unique Unit: Hackapell. Replaces Lancer. Cost 185. Strength 22. Movement 4. Start with Charge promotion. Hackapells also give small amount of Production instead of Gold to the City when Disbanded. (This is to represent the fact that most of Hackapells were Finnish working mans and returned to cultivate farms, build roads and work in mines when not needed in combat anymore.)
Unique Ability: Swedish Liberalism. All new cities increase cost of Social Policies 20% less than with other Civs.
Scenario: The Great Power Era. Agenda: Baltic Sea Dominion. Info: The Swedish Empire refers to the Kingdom of Sweden between 1561 (after the Swedish conquest of Estonia) and 1721 (when Sweden officially ceded large areas in current south-eastern Finland to the emerging great power of Russia). During this time, Sweden was one of the great European powers. In Swedish, the period is called Stormaktstiden, literally meaning "the Great Power Era". the beginning is then often taken as 1611 (when Gustavus Adolphus ascended to the throne) and the end as 1718 (death of Charles XII and end of most fighting in Great Northern War). To the increase in political power, most notably by becoming one of the two guarantee powers for the Peace of Westphalia, was added an increase of territory that allowed near complete realization of the Dominium Maris Baltici concept.http://en.wikipedia.org/wiki/Stockholm]Charge[/URL] promotion. Hackapells also give small amount of Production instead of Gold to the City when Disbanded. (This is to represent the fact that most of Hackapells were Finnish working mans and returned to cultivate farms, build roads and work in mines when not needed in combat anymore.)


Zulu
Leader: Shaka Zulu
Capital: Bulawayo
Starting Bias: Plains
Music Theme: Isicathamiya with some traditional music
Unique Unit: Impi. Production 60. Replaces Spearman. Bonus for Flanking, 1 extra move through Zone of Control areas.
Unique Improvement: Kraal. 1 extra food and hammer, replaces pasture, 10 percent fighting bonus in adjacent tiles.
Unique Ability: Horns of the Bull. All Military buildings produce Culture, during war Zulu get bonus happiness.
 
I'm kinda annoyed too that the Celtic civ is based on the British celts rather than the contenental from Germany and France. Still...
 
I'm kinda annoyed too that the Celtic civ is based on the British celts rather than the contenental from Germany and France. Still...

I thought the same, but the celtic culture is much more present in Scotland, Wales and Ireland, so it makes sense to use the British celts.
 
I proposed to help this thread and civilization V (in someway, as a player, I like to help the community) by posting my idea to civilization V new civs. Why to post these ideas? To improve the civ community and try to give a contribution to the game (although, a small contribution).

There are many civilizations in civ V. The game came with 20, plus 5 from DLC that came after the release of the game and even more 9 with the expansion, Gods and Kings. The game is very dynamic in this aspect but it could get better without becoming to full. My idea is to add 10 more civilizations to improve even more the dynamic of the game and allowing empires of historically importance or cultures that were important, and are not represented in any other civ, to appear.

My ideas are:
Historical importance: Portugal, Brazil (Portuguese is a widely spoken language, it should be represented by at least one civ. Brazil is here because of its potentials. Portugal is here because of the historical contributions); Poland-Lithuania (importance in the renaissance and later); Assyria, Phoenicia and Sumer/Akkad (as mesopotamic civilizations that were important, respectively, in: war, commerce, the BIRTH OF CIVILIZATION and the first empire in the world)
Cultural importance and no geographic representation: Bantu, Nubians (in east and South Africa); Inuit (North Pole. Canada, Russia, Greenland, etc.); Aborigines (in Australia).

I post next my ideas for these civs.

PORTUGUESE EMPIRE
Leader: John II (João II was an important king during the discoveries. Historians say that he discovered Brazil before Colombo discovered America. He had lots of political secrets, sending spies to Arabian countries. He also developed the discoveries and started the exploration if the Indian Ocean).
Starting Bias: Coast/Hill/Grassland
Capital: Lisbon
(the most important city of Portugal since its conquest)
UA: SEAS NEVER BEFORE NAVIGATED (from “The Lusiadas”) – Naval units cost less 10% in renaissance and later. When first to discover a city state, receive 100 gold. Receive one Great merchant after building the first Carrack. (Portuguese UA should be related to sea expansion, great merchants and city-state trade. The Portuguese were the first to contact with Asian states)
UU: Carrack (galeass) – can enter ocean giving the Portuguese an exploration advance in medieval era. (A ship used by the Portuguese together with naos and caravels to explore the Atlantic and Indian oceans. It should not replace the caravel as caravels were also, and even more, used than the carracks)
UU: Bandeirante (musketman) – can build mines. Each time a bandeirante discovers a source of gold, gems or silver, it provides 5 culture. (bandeirantes should be Portuguese and not brasilian because their captains were Portuguese and they served the Portuguese empire. After all, Brazil only appeared as an independent country in the 19th century)
The units are related to the sea expansion and Brazilian exploration made by the Portuguese, covering the golden age for the Portuguese Empire.
Colour: 1- White; 2- Dark blue (colour of the royal flag, symbol of the country during its golden age. The colours of the republican flag have already been taken by Ethiopia)
Symbol: The armillary sphere

BRAZILIAN EMPIRE
Leader: Pedro II (this leader, the second emperor of Brazil, established peace in the country and led it to a prosperity time in the 19th century.)
Starting Bias: River/Grassland/Plains
Capital: Rio de Janeiro
(alternatively, Brasília as it’s the actual capital. But Rio de Janeiro was the capital back in the 19th century, so I think this civ will be more complete with Rio as capital)
UA: ORDEM E PROGRESSO (words in the Brazilian flag. Alternatively, INDEPENDENCE OR DEATH, words of the emperor Pedro I when he decided, near Ipiranga River, to fight for the independence of Brazil) – Railroads contruction time reduced by 50%. Hospitals, factories, seaports and public schools cost less 10% hammers. (After the independence and the established imperial royalty, Brazil’s policy was dedicated to improve the country building infrastructures all over the country. They did not succeed but some cities became really developed. Brazil turned to be the second major power in America after USA in the 19th century).
UU: Imperial Honour Guard (rifleman) – +25% strength if fighting two or less tiles from a Brazilian city (Pedro’s guard. Characteristic of the kingdom of Brazil during the 19th century)
UU: Pará Class Destroyers (ironclad) – does not require coal and can enter ocean tiles (ships built in Scotland for the Brazilian navy and used in world war I and world war II)
The first unit is related to the imperial empire in the 19th century. The second unit is related to an active Brazil in WWI and WWII. These units cover great part of the Brazilian military history.
Colour: 1- Light Green; 2- Dark green (as green is really related to Brazil and these two colours are smooth and do not affect the game’s aesthetics)
Symbol: The globe in Brazilian flag. (The symbol in the middle of the Brazilian flag in which is written ORDEM E PROGRESSO)

POLISH-LITHUANIAN EMPIRE
Leader: Sigismund II (who introduced the semi-democratic system)
Starting Bias: Grassland/Plains
Capital: Warsaw
(capital of present Poland and one of the commonwealth’s capitals: Warsaw, Krakow and Vilnius)
UA: GOLDEN LIBERTY (Period related to the apogee of the semi-democratic system in Poland-Lithuania) – +10 happiness when adopting liberty and freedom policies. (As Poland-Lithuania was one of the first nations that tried to adopt a democratic system, it is logical to relate them to liberty and/or freedom and improve their happiness)
UU: Uhlan Cavalry (cavalry) – no penalty versus mounted units and no -33% when attacking a city (the famous cavalry unit recovered by the polish government in WWI)
UI: szlachetny farm (Requires guilds) – works as farms +1 gold when not connected to a river. (Why not add another civ with a UI instead of another UU or UB? It will improve the game in many ways. The name szlachetny farm is, in English, noble farm, the farm of the noble person. This was the basis of Poland-Lithuania economy: a noble owned a farm, the people worked the farm, and the noble exported the goods produced to the west in change of luxurious things.)
Colour: 1- Gold; 2- Red (there are many red and white civs. These colours are the opposite of Persia)
Symbol: The knight on a horse (symbol of the Lithuanian kingdom and present on the Polish-Lithuanian coat of arms. It could be the eagle in the Polish coat of arms but Austria already owns it)


AKKADIAN EMPIRE (this empire joins Sumerian Empire and Akkadian Empire as the two cultures were really connected. Sumerian Empire is already represented in a CivV Scenario and Akkadian Empire was the first empire in history of mankind, so it makes sense to join both and bring them to a scenario free game)
Leader: Sargon (founded the empire, expanded it and imposed the language and culture of Akkad to the dominated people)
Starting Bias: Desert/River/Flood Plains
Capital: Akkad
(the birth city of the Empire. Never forget Ur as second city)
UA: CRADLE OF CIVILIZATION – farm construction time reduced by 50%. Each puppet city state provides more, culture equal to the population. (1st part of the ability related to Mesopotamian cultures. 2nd part of the ability related to the conquests made by Sargon of Akkad)
UU: Akkadian Phanlax (spearman) – 50& bonus vs mounted units and 50% bonus vs melee units (Sargon was the first ruler to introduce a standing army with spearman in phanlax formation)
UB: Ziggurat (shrine) – generates +3 faith if the city is next to a river (the ziggurat is a unique type of building in the world and can never be put away when talking in Sumerian culture.)
Colour: 1- Gold; 2- Blue (colours used in Sumerian paintings).
Symbol: the lion in Mesopotamian walls.

ASSYRIAN EMPIRE
Leader: Tiglath-Pileser III (Assyrian king that gave the empire the maximum expansion)
Starting Bias: Desert/River/Hills
Capital: Assur
(The centre of the empire)
UA: Psychological Warfare (used frequently by the Assyrian army) – each unit that begins the turn in a tile near an enemy city reduces it’s health points by 1 (ability related to siege)
UU: Assyrian Archer (composite bowman) – raged attack of 15 (the archers were the dominant units in Assyrian infantry troops. There was a kind of archers really called “Assyrian archers”)
UB: Mesopotamian Trading Post (market) – each resource worked by the city provides 1 gold (the Assyrians established many colonies in all the minor Asia)
Colour: 1-Yellow; 2-purple
Symbol: Mesopotamian priest’s silhouette

PHOENICIAN EMPIRE
Leader: Hiram I (brought greatness to Tyre)
Starting Bias: Coast/Plains/Forest
Capital: Tyre
(or Biblos, the two main cities in Phoenician golden age)
UA: Traders in Purple (name gave to the Phoenicians by the two classical cultures) – trade rote between a city and the capital is established when a naval unit built on the capital enters the tile where the city is or the opposite and not by construct the harbour. This ability does not need any technology. (The ability gives the Phoenician culture the ability to establish trade rotes much faster and getting a trade rote’s gold bonus in an early game).
UU: Bireme (trireme) – can range attack, ranged strength: 8 (ability to run away from enemy ships being more easy to establish trade rotes)
UU: Phoenician harbour (harbour) – creates no trade rote. +2 production and +2 gold from sea resources. (Related to the exploration of sea).
Colour: 1- Purple; 2- Yellow
Symbol: The letter alf of the phoenician plphabet (due to its aesthetics)

INUIT EMPIRE (it is not, and has never been, an empire, but it’s the nomenclature I propose)
Leader: Abe Okpik
Starting Bias: Tundra/Coast/River
Capital: Iqualuit
UA: Conquest of the Northen Lights – Tundra and snow tiles provide 2 food and 1 production. Cities in snow/tundra do not increase unhappiness. Cities in grassland and jungle tiles increases unhappiness twice as normal
(the ability reduces the expansion area of this civ to the cold areas, wich balanced the great buildings and ability of them)
UU: Eskimo dog Sled (chariot archer) – unlocked by animal husbandry; can not range attack. Melee strength: 8
UB: Igloo (workshop) – costs 60 hammers instead of 120; unlocked by construction instead of metal casting (giving a production bonus in inuit cities)
Colour: 1- Yellow; 2- Blue (inverse of france)
Symbol: an igloo

ABORIGINE EMPIRE (it is not, and has never been, an empire, but it’s the nomenclature I propose)
Leader: Truganini
Starting Bias: Rainforest
Capital: Lake Mungo
UA: Rainforest People – all the units moves twice as fast in rainforest tiles, even if there are mountains, rivers, … Ranged attacks in rainforest and forest have a range as they were made in open terrain.
UU: Boomerang Thrower (archer) – range: 3, instead of 2
(the boomerang was used mainly for hunting)
UU: Woomera Warrior (composite bowman) – Can melee attack, melee strength: 12 (woomera is a device similar to the atlatl)
Colour: inverse of the spanish
Symbol: a boomerang and a spear

BANTU EMPIRE (it is not, and has never been, an empire, but it’s the nomenclature I propose. Related to Zulu, Methethwa …)
Leader: Shaka
Starting Bias: Plains
Capital: Ulundi
UA: Bantu Expansion – settlers and workers cost -20% and have +1 movement points.
(Related to the big expansion of Bantu speakers in Central and South Africa)
UU: Assegai warrior (pikman) - +5 melee strength against renaissance and later units. (Assegai is a kind of spear)
UB: Sangoma’s House (shrine) - +1 faith, +2 happiness and -10% melee unit cost (Sangomas are shamans)
Colour: 1- Yellow; 2- Brown
Symbol: Zulu’s sheld.


NUBIAN EMPIRE (related to the kingdom of Kush and the Sudanese culture through history)
Leader: Piye (conquered Egypt)
Starting Bias: Desert/River/Flood Plains
Capital: Meroe
UA: 25th Dynasty – Luxury resources provide +1 production, strategic resources provide +1 gold, +1 gold from trade rotes.
(Related to the intensive exploration of iron and to the trade rotes between Nubia and Asia)
UU: Kuhorsehockye Archer (archer) – melee and ranged strength = 8 (archers were used in ancient empires as the main unit and nubia is no exeption)
UB: Nubian Pyramid (shrine) – 2 faith instead of 1; no maintenance cost. (many pyramids were built in ancient nubia)
Colour: 1-Light Blue ;2- Dark Blue (inverse of babilonia)
Symbol: The eagle in hieroglyphs in the word Kash
 
Mexico
Leader: Porfirio Díaz
Capital: Mexico City
Unique Unit: Federales. Replaces Rifleman. Strength 25. Movement 2. 30% combat bonus on farms/plantations. Can pillage farm/plantation tile improvements with no movement cost.
Unique National Wonder: Chapultepec Castle. Replaces Heroic Epic. Requires Military Academy and Castle in a city and Barracks everywhere else (execpt puppet cities). No maintenance cost. Cost: 200 production. Adds 15% morale bonus. +5 culture. Every time a unit is made in the city, all XP combined from buildings that give experience to units in the city goes toward Great General production as well.
Unique Ability: Porfiriato. When entering a Golden Age, all cities (including puppet cities) receive an additional: +20% gold,20% science and -1 unhappiness per citizen working on farms/plantations.

made some changes

Mexico
Leader: Porfirio Díaz
Capital: Mexico City
UU: Federales. Replaces Infantry. 280 production. Strength 34. Movement 2. Promotions: Can pillage farm/plantation tile improvements with no movement cost.
UI: Hacienda. Replaces Farm/Plantation. +1 extra gold.
UA: Porfiriato 50% shorter Golden Ages. During a Golden Age, any tile which produces gold produces 2 extra gold instead of 1 and +2 science for every science building.
 
Porfiriato When entering a Golden Age, all cities (including puppet cities) generate +20% gold,20% science and -1 unhappiness per citizen working on farms/plantations.


Wait, shouldn't the "farmers" give + unhappiness? Reduced unhappiness among the farmers under Porfiriato is a weird thing. Either way, I don't think a happiness/unhappiness bonus is appropriated during a Golden Age, in gameplay terms.

BRAZILIAN EMPIRE
UA: ORDEM E PROGRESSO (words in the Brazilian flag. Alternatively, INDEPENDENCE OR DEATH, words of the emperor Pedro I when he decided, near Ipiranga River, to fight for the independence of Brazil) – Railroads contruction time reduced by 50%. Hospitals, factories, seaports and public schools cost less 10% hammers. (After the independence and the established imperial royalty, Brazil’s policy was dedicated to improve the country building infrastructures all over the country. They did not succeed but some cities became really developed. Brazil turned to be the second major power in America after USA in the 19th century).
UU: Imperial Honour Guard (rifleman) – +25% strength if fighting two or less tiles from a Brazilian city (Pedro’s guard. Characteristic of the kingdom of Brazil during the 19th century)
UU: Pará Class Destroyers (ironclad) – does not require coal and can enter ocean tiles (ships built in Scotland for the Brazilian navy and used in world war I and world war II)
The first unit is related to the imperial empire in the 19th century. The second unit is related to an active Brazil in WWI and WWII. These units cover great part of the Brazilian military history.

The development under Dom Pedro II may be enough to point him as good Brazilian leader, but those railroads and infrastructure are exceptions, not the rule. Actually, the UA you're proposing - Railroads and Brazil - is basically a paradox.

And I see you just ignored my post about the Bandeirantes and came up with two UUs that nobody ever heard of (including me, and I'm a Brazilian, so there's something wrong here).
 
Right, I'm very nearly (I'm just doing the above post now) finished updating the list, including now colours and capital. Check it out, it would be useful to have help filling in the gaps ;)

Woo my Aboriginal civ idea was put in place

Oceania

Koori
Pemulwuy
Dreamtime - Desert tiles produce +1 faith and unimproved land produces +1 :c5food: food
Awabakal
Unique Unit: Koori Tracker, replaces Scout. Recieves Scouting I and has +1 Movement
Unique Unit 2: Boomerang Warrior, replaces Archer. Can attack twice, and has a chance of inflicting more damage on enemy units at the expense of ten health


Though thinking about it, one faith per desert tile would be a bit OP, maybe 1 faith for every city founded on a desert? Or maybe 5 faith per natural wonder? Nice formatting, by the way

ABORIGINE EMPIRE (it is not, and has never been, an empire, but it’s the nomenclature I propose)
UA: Rainforest People – all the units moves twice as fast in rainforest tiles, even if there are mountains, rivers, … Ranged attacks in rainforest and forest have a range as they were made in open terrain.

Problem with this is that the Aborigininal culture is focused mostly around deserts and plains rather than rainforests, which there are only a few of on the Australian Continent. That might be a good UA for a Tupi civ?
 
It's nice to see the Bantu made the list. Wish it had some of the ideas Chrissifniotis and I had developed for it, but I understand it wasn't our original idea.
 
I'd just taken the first idea given the ammount of discussion, could someone please compile a finalised copy of the suggestion? Also guys, what I'll need now is capitals (For those without) and colours (See Argentina and Brazil for examples)
 
I'd just taken the first idea given the ammount of discussion, could someone please compile a finalised copy of the suggestion? Also guys, what I'll need now is capitals (For those without) and colours (See Argentina and Brazil for examples)

I know I originally wanted the colour scheme for Australia to be similar to America, but I want to change that to the Green and Gold scheme from the pic I sent you a while ago.
 
I'd just taken the first idea given the ammount of discussion, could someone please compile a finalised copy of the suggestion? Also guys, what I'll need now is capitals (For those without) and colours (See Argentina and Brazil for examples)

Colours, I guess cant go past Ochre and Black, or Ochre and Yellow for the Koori Civ.
 
Brazil
Colours - Dark Green and Green-yellow - (((O)))

Isn't this color scheme used by Arabia?

If it isn't, you could transfer it for the Tupi and give Brazil Dark Green and Yellow (It would be the most suitable: (((O))) - Phew, that's a lot of work), or Yellow and Dark Green, or Yellow and Blue (Swedish inverted).

If it is, the Tupi could get a Light Green and Dark Green (the inverse of the one you gave Brazil).

Don't know how these things would look in the game, though.

I forgot about the Tupi capital, but thing is, they didn't have cities, so the Capital would depend on the kind of treatment their city-list would get . Their city-list could be made up of Brazilian cities whose names are in an indigenous language (there's a lot, but it'd need some work to find an appropriated). Alternatively, they could use the tribes/people's names, the most prominent one being the capital.

My suggestion: Tupinambá.
 
Some civs don't have any obvious color schemes...

Here's for Pagan Kingdom, taken from a Burmese Peacock seal:

Dark Blue and Teal - (((O)))
or Dark Blue and a strange color - (((O)))



Hmm, I see now that my Burmese idea is quite obsolete with the G&K changes...
 
I know I originally wanted the colour scheme for Australia to be similar to America, but I want to change that to the Green and Gold scheme from the pic I sent you a while ago.

So we'll go with Green as the Primary and Gold as the secondary?

Colours, I guess cant go past Ochre and Black, or Ochre and Yellow for the Koori Civ.
I think the Ochre and Yellow would work best in the context of the game, given that black is usually associated with City states, so I'll probably go with that.

Isn't this color scheme used by Arabia?
You got me thinking... here's Arabia:


Going by this, the Arabian colours are
(((O)))
Compared with Brazil:
(((O))) - Brazil
(((O))) - Arabia

Wow, damn near identical.

If it isn't, you could transfer it for the Tupi and give Brazil Dark Green and Yellow (It would be the most suitable: (((O))) - Phew, that's a lot of work), or Yellow and Dark Green, or Yellow and Blue (Swedish inverted).
If it is, the Tupi could get a Light Green and Dark Green (the inverse of the one you gave Brazil).
It is a lot of work, thanks for putting the effort in Liex! I'll give those colours to Brazil, and use the inverse for Tupi as you suggested.


I forgot about the Tupi capital, but thing is, they didn't have cities, so the Capital would depend on the kind of treatment their city-list would get . Their city-list could be made up of Brazilian cities whose names are in an indigenous language (there's a lot, but it'd need some work to find an appropriated). Alternatively, they could use the tribes/people's names, the most prominent one being the capital.

My suggestion: Tupinambá.
I suppose it'll be the same as the Iroquois in that regard, so we'll just go with Tupinambá. Cheers!

Some civs don't have any obvious color schemes...

Here's for Pagan Kingdom, taken from a Burmese Peacock seal:

Dark Blue and Teal - (((O)))
or Dark Blue and a strange color - (((O)))



Hmm, I see now that my Burmese idea is quite obsolete with the G&K changes...
Great Colour choices there, and I wonder if that peacock could be the icon? I think the Teal and Dark Blue would work best, although I think an inversion of the other would be great for another civ, any idea which one we could use it for?
 
... Tupi capital, but thing is, they didn't have cities, so the Capital would depend on the kind of treatment their city-list would get . Their city-list could be made up of Brazilian cities whose names are in an indigenous language (there's a lot, but it'd need some work to find an appropriated). Alternatively, they could use the tribes/people's names, the most prominent one being the capital.

My suggestion: Tupinambá.

the aboriginal koori have the same problem, so I decided to go with tribe names over locations, most of which were named by Europeans
 
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