Confirmed Expansion Pack Civs - Obsolete Ideas
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.
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.
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).
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
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.