Collected ideas from the CFC threads and the one in
2K Games Forum. Many thanks to everyone involved. Fan ideas for Confirmed Civilizations in the
Gods & Kings Expansion Pack and
Brave New World Expansion Pack (to be released July 2013) can be found in
POST 16.
Civilopedia Home Page
Civilization V Reference Chart
Apache
Leader:
Mangas Coloradas
Capital:
Warm Springs
Starting Bias: Plains/Desert/Mountains
Music Theme: Apache Sun Dance Song
Unique Building:
Wickiup. Replaces Granary. Same benefits as Granary but also gives additional +1Food from Desert tiles and 1+Gold from Flood Plains and Oasis.
Unique Unit: Raider. Replaces Cavalry. Strength: 26. Movement: 4. Starts with Evasion(50) promotion. Gains extra Gold from Pillaging tile Improvements. Has a higher combat strength and extra movement point.
Unique Ability:
Cactus Life. Desert tiles provide +1Food and +1 Production and Garrisoned Units can attack Twice a Turn.
Australia
Leader:
Robert_Menzies
Capital:
Canberra
Starting Bias: Grassland/Hills/Coast
Music Theme: Waltzing Matilda
Unique Unit:
Light Horse. Strength 24. Cost 225. Movement 4. Promotions and Bonuses: Can Dismount, (-6

Combat Strength, -2

Movement, Negates all Bonuses and Penalties), Penalty vs Mounted, No Terrain Defence Bonus, Can Move After Attack, -1/3 vs Cities.
Unique Unit:
ANZAC Infantry. Strength 36. Cost 320. Movement 2. Promotions and Bonuses: Anzac Spirit <Combines the Disipine bonus and the Sacrifical Captives ability>

c5culture: Culture from destroyed units equal to

Combat Strength of destroyed unit. +10%

Combat Strength when adjacent to a friendly unit.)
Unique Ability:
Lucky Country. Luxury Resources produce +1 Gold, modified resources also provide +1 Happiness. Stock Exchanges produce +17% (+1/6) Gold.
Canada
Leader:
John A. Macdonald
Capital:
Ottawa
Starting Bias: Forest/Lakes/Tundra
Music Theme:
Unique Unit:
Lumberjack. Replaces Worker; Receives no penalty while moving through Forest tiles. Work 20% Faster on Forest Tiles.
Unique Building:
Hockey Rink. Replaces Stadium; +4 Happiness, +3 Culture.
Unique Ability:
Peacekeeping. All units gifted to City-States, and military actions taken for a City-State provide extra Influence.
Chachapoya
Leader:
Blas Valera
Capital:
Kuelap
Starting Bias: Jungle/Hills/Mountains
Music Theme:
Unique Improvement:
Peri Chullpas. May be built on mountains. Provides +2 Food, +2 science, +2 Production in Mountains. For every unit killed next to this tile the plot will provide +1 culture (maxes out at 4).
Unique Unit: Chachapoyan Macescout. Replaces Spearman. Starts with promotion (+40% Defensive bonus vs non-iron melee units) Loses Bonus vs Mounted units.
Unique Ability:
People of the Clouds. Units may move through/onto Mountains. (Enemy units can not attack your units in Mountains. You may not attack enemy units with range from mountains, but you may attack with melee from mountains) Jungles provide + 1 production.
(Clarifications:
Cities can not be built on mountains. Mountains comes with a base +1 production. Mountains only cost one movement point to cross through.)
Cherokee
Leader:
Ostenaco
Capital:
Echota
Starting Bias: Grassland/River/Mountains
Music Theme: Cherokee Morning Song
Unique Building: National Council. Replaces Courthouse. Cost 120. Maintenance 1, not 5. +3 Culture. Eliminates extra Unhappiness from an Occupied City. Lowered Build cost and Maintenance cost also gives extra Culture. Note: Like Courthouse can only be build in occupied cities.
Unique Unit:
Chickamauga. Replaces Musketman. Cost: 120. Strength: 18, not 16. Starts with Scouting I promotion.
Unique Ability:
Adaptative Culture. Culture cost of Acquiring new tiles reduced by 50%. Also River tiles give addional +1 Food and extra defense for attacked Cherokian Units. +2 Gold from Deer resources.
Chola
Leader:
Raja Raja
Capital:
Gangaikonda Cholapuram
Starting Bias: Coast/Grassland
Music Theme: Carnatic Music
Unique Unit:
Thirisadai. Replaces Frigate. A melee ship with +30% Strength against naval units. -2 Movement from frigates.
Unique Unit:
Jalathipathhi. Replaces Great Admiral. +2 Movement. Wider range and bonus.
Unique Ability:
Traders of the South. Bananas, Ivory, and Spices all have +1 Gold Trade Routes with overseas cities give +2 faith.
Scenario:
Fall of the Chola Empire.
Play as the Chola Empire and fend off from the Majapahit and Siamese, or play as one of these empires themselves.
Comanche
Leader:
Quanah Parker
Capital:
Comanche
Starting Bias: Plains/River
Music Theme:
Unique Building: River Camp (replaces Stable): +20% (+5%) Mounted unit production, Mounted units start with 15 exp (+15), Pastures provide +1 Production and +10% Defense bonuses.
Unique Unit: Comanche Raider (Replaces Horseman) 11 str (-1) , +5 movement. Promotion Tu Motso: Every strategic resource pillaged adds +1 strength to your units who use that resource for up to 35 turns (or if the resource is fixed)
Unique Ability:
Comanche Moon. Every unit killed gives a set amount of gold (Stacks with Honor abilities). Pillaging a luxury resource gives you that luxury's bonuses for a set period of time or until resource is fixed.
Finland
Leader:
C.G.E. Mannerheim
Capital:
Helsinki
Starting Bias: Forest/Tundra/Lakes
Music Theme: Finlandia
Unique Unit:
Runonlaulaja (”Rune Singer”
. Replaces Scout. When explored 100 tiles and returned to the capital can be used to gain 100 culture towards Social Policies. Cost: 30. Strength: 4. Starts with Survivalism I promotion.
Unique Building:
Sauna. Replaces Garden. Cost 120. Maintenance 1 gold. Happiness +2 and +33% Great People generation in City. Each worked Lake tile provides +1 Culture. City must be built next to a River or Lake.
Unique Ability:
Northern Stalwart. Tundra tiles provide +1 Food and +1 Gold. Specialists provide +1 Production. Free Social Policy when Discovering Education.
Hittites
Leader:
Muwattali II
Capital:
Hattusa
Starting Bias: Plains/Hills
Music Theme:
Unique Unit:
Heavy Chariot. Replaces Chariot Archer. Cost 100, not 56. Strength 12, not 3/7. Movement 3, not 4. -25% combat penalty VS Cities removed. +20% combat bonus in Open Terrain (Shock I). Movement penalty when entering Rough Terrain.
Unique Building:
Lion's Gate. Replaces Walls. Cost 80, not 75. Defense +4. Gold +2. Culture and Gold costs of acquiring or buying Tiles reduced by 25%.
Unique Ability:
The First Iron-workers. Half cost for researching Iron Working; Each excess source of iron (not being used to equip a unit) provides +1 happiness until the discovery of Rifling.
Scenario:
Battle of Kadesh.
Ultimate Chariot battle with forces of Egypt and Hittite.
Hungary
Leader:
Matthias_Corvinus
Capital:
Budapest
Starting Bias: Grassland/River/Hills
Music Theme:
Unique Building:
Corvinae. Replaces Library.+1 Science for every 1 (not 2 like regular Library) Citizens in this City. Gives additional Tech boost to every completed Research Agreement. Note:
The amount depends on how many Corvinaes are build in the Hungarian Empire.
Unique Unit:
Hussar. Replaces Lancer. Cost: 220. Strength: 22. Movement: 4. Starts with Survivalism I promotion.
"Fast moving horsemen used for scouting or raiding".
Unique Ability:
Royal Connections. Every Embassy established generates Happiness to Hungarians. Gold Bonus from cities with trade route to the Capital. Note:
Apart from his regular network of relations with his neighbours, as well as the Pope and Kingdom of Naples, Matthias established regular contacts with France, Burgundy, Switzerland, Florence, most German states, Russia and, occasionally, with Persia and Egypt. High taxes, mostly falling on peasants, to sustain Matthias' lavish lifestyle and the Black Army.
Inuit
Leader:
Apanuugpak
Capital:
Iqaluit
Starting Bias: Snow/Coast/Tundra
Music Theme: Throat singing
Unique Unit: Qamutik "Snow sledge". Replaces Chariot Archer. Cost 70, not 60. Strength 4. Ranged strength 7. Range 2. Movement 4. On tundra and snow the qamutik has 5 movement, 5 strength and 8 ranged strength.
Unique Improvement: Ice trap. +4 Food. Can only be build on snow tiles adjacent to water or river tiles. Available at the Discovery of Sailing.
Unique Ability:
People of the Arctic. +1Food from every Tundra or Snow tile within 3 tiles of the City. The tile does not have to be worked, and one tile can be shared by one city and both will still get the bonus.
Israel
Leader:
Solomon
Capital:
Jerusalem
Starting Bias: Plains/Coast/Desert
Music Theme: Hatikvah
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.
Unique Ability:
Promised Land. +50% Great People generation in all Cities.
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.
Khmer
Leader:
Jayavarman VII
Capital:
Yasodhapura
Starting Bias: Jungle/Grassland/Forest
Music Theme: Dengue Fever.
Unique Unit:
Ballista Elephant. Replaces Trebuchet. Movement: 2; Strength: 15; Ranged Strength: 20; Range: 2; Cost: 170 hammers; Required: 1 Iron. Note: Khmer Ballista Elephants are units that don't need to be escorted and can walk directly up to cities. It's slower speed reflects the fact that it's carrying a giant contraption on its back and means it's the same speed as the Siamese Elephant.
Unique Building:
Prasat. Replaces Temple. Cost: 100. Maintenance 2. Culture 5, not 3. Also generates Faith.
Unique Ability:
Pearl of Asia. +2 Production when constructing Culture or Faith-producing buildings.
Kongo
Leader:
Nkuwu Nzinga
Leader Scene Concept: An excerpt from Blood River: A journey to Africa's Broken Heart;
"The ManiKongo, which was called Nzinga a Nkuwu, staged a royal welcome that fits the most lavish stereotype of a first meeting between white and black. Surrounded by his various wifes, princes and courtiers, the ManiKongo sat on a wooden throne inlaid with Ivory, which had been placed on a raised platform. He dressed in cloth woven from Raffia, and the Portugese visitors noticed that he was also wearing a piece of damask, a remnant of the tribute left for him by Cao a decade earlier. In a gesture of welcome to the Portugese group, he bent down, picked up a handful of dust, and pressed it against his chest."
Capital:
Mbanza-Kongo
Starting Bias: Jungle/Grassland/River
Music Theme: Missa Luba
Unique Unit:
Bantu. Replaces Worker. Cost: 50. Movement 3. Note: Much cheaper to build than regular Worker unit and has +1 Movement.
Unique Unit2:
Congo-Bowmen. Replaces Archer. Strength: 6 (7 in Jungle tiles). Ranged Strength: 6. Range: 2. Movement: 2. Cost: 70. Note: Much stronger than regular Archer in combat (+2) and in Jungle tiles (+3).
Unique Ability:
Jungle Lore. Jungles provide +1Food and +1Production and Resources in Jungle tiles produce extra +1Gold. All Military units take 25% less Damage from Ranged attacks.
Scenario:
Battle of Mbwila
Note:
Kongo would make a excellent Double Civ + Scenario Pack with Portugal.
Kushan
Leader:
Kanishka
Capital:
Peshawar
Starting Bias: Plains/Hills/Desert
Music Theme:
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 +25% Gold. Note: Addition to Stable's normal effect Tasam also is used for the exchange of commodities and bargaining in markets.
Unique Ability:
Silk Road. Receives Free Great Merchant at the Discovery of Currency and Earn Great Merchants at double the usual rate. Half the maintenance cost from Roads.
Scenario:
Silk Road :
Establish a road network between all City State cites, from Coast to Coast, on this Pangaea map. Send Great Merchants and Great Explorers to visit Distant Cities.
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).
Mexico
Leader:
Porfirio Díaz
Capital:
Mexico City
Starting Bias: Plains/Hills/Mountains
Music Theme:
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.
Mississippi
Leader:
Tuskaloosa
Capital:
Moundville
Starting Bias: Hills/River/Grassland
Musical Theme:
Unique Building:
Platform Mound. Replaces Monument, +3 Culture and increases the cities attack range to 3 spaces. Also has a Great Engineer slot.
Unique Unit:
High Priest. Replaces Missionary. Generates +1 Culture when Garrisoned in Mississippian City. Also adds +2 Faith and +1 Science to the tile yields of
Landmark (Great Artist) improvement when fortified in the tile.
Unique Ability:
Mound Builders. Cities can form Trade routes through Rivers. +2 Culture for all specialists and for all Great Person tile improvements. Receives a Culture boost each time a cultural building/Wonder is built in the Mississippian capital.
New National Wonder:
Serpent Mound. Note:
Linked to have Astronomical significance and connection to Ancient Astronauts
Olmec
Leader: Medeciater
Capital:
San Lorenzo
Starting Bias: Jungle/Grassland
Music Theme:
Unique Unit: Olmec Warrior. Replaces Warrior. Cost: 40. Strength: 6. Movement: 2. Starts with Medic promotion and can Heal units in adjacent tiles 1 Additional HP per turn. Also can build Mines and Quarries.
Unique Building: Head Works. Replaces Stone Works. Double effects that the normal Stone Works has; +2 Happiness and +2 production, and +2 production for each source of Marble and Stone worked. Requires Marble or Stone.
Unique Ability:
Colossal Heads. Stone and Marble Resources have Double the normal effect; Stone gives +2 Production, Marble +4Gold and +30% towards Wonder Production. Marble Resources also provide Double Quantity.
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