Babylon- Mamluks (Medieval Egypt)
-Spawn dates: 900-1300, spawns if Arabia is dead or unstable
-UP: Power of the Nile: +1 Food and Hammers on Floodplaind
-UU: Mamluk: Replaces Knight. Same but only costs 2 pop to whip
-UB: Monestary replacement, a Monestary with 1 Scientist slot
-UHV: -Build 6 UBs and 1 Mosque by 1100 AD
-Secure Open Borders with China, Japan, or Korea by 1200 AD
-Allow no Mongol or Seljuk cities in the Middle East in 1300 AD
Personally, I don't like UB that replaces religious buildings. It needs to replace all religion equivalents. Otherwise, you are dependent on 1 religion to build your UB.
And the Monastery will be obselete early. But I assume the Mamluk UB will be an exception to that.
I think the UP is overpowered. The player can easily exploit it. (Think of Bagdad, Indus valley) You can limit the UP to only the Nile, but no other rivers.
Phoenicia- Israel (Judaism would need to be added back as a minor religion)
-Spawn dates: 1945-2020, spawns if a colonial power owns Jerusalem
-UP: Power of Espionage: +100% Espionage in all cities with Judaism
-UU: Merkava: requires no oil and can be drafted
-UB: Jewish Synogauge: Replaces Islamic Mosque, same as regular Cathedral except requires 1 city, Judaism, and gives +50% Espionage as well as culture
-UHV: -Spend 5000 espionage by 1970 AD
-Have the most powerful army in the world in 1980 AD
-Allow no Islamic civs in the Middle East in 2000 AD (hint: nukes)
UHV 1: Impossible. You need a esp. production of 200/turn. Likely, you only have 1 city (Jerusalem) or maybe 3 cities if you are lucky. Consider the amount of esp. buildings you have (only the courthouse), it's impossible, even if you manage to get an Great Spy in time.
UHV 2: Impossible. You have only 35 turns to build as much units as the other civs produces in 200+ turns. You also have to build some buildings to be able to get the first UHV.
UHV 3: Nearly impossible. You don't have enough production to build nukes.
Rome- Venice
-Spawn dates: 700-1000, spawns if Rome is dead and Byzantium is Shaky or worse and the human player is not Italy
-UP: Power of Merchant Republic: Starts with Republic, Naval Dominance, and Mercantilism enabled
-UU: Gun Galley: Replaces Caravel. Requires Guilds. 5 Str, 5 Movement, 3 Cargo Space, Cannot enter Ocean until Astronomy, cannot enter Rival territory
-UB: Arsenal: Replaces Harbor, +2 Exp to Naval units as well as +1 Water food
-UHV: -Control Constantinople by 1204 AD
-Have the world's strongest navy in 1500 AD
-Settle 2 Great Merchants in Venice and have 10,000 gold in 1800
UU: I would rename it to Galeass.
UB: 1 food on water is really overpowered. (If you mean it on top of the normal bonus. Making it +2 in total. Otherwise it's fine ofcourse) I think exp bonus and maybe a ship production bonus is enough.
I think an early drydock would be even better. (Requires guilds, no unhealth)
Vikings- Sweden (would need to collapse more often to respawn later)
-Spawn dates: 1300-1500, spawns if Vikings are dead
-UP: Power of Tactics: All land Units start with Combat 1
-UU: Karolin: Replaces Rifleman, starts with March and Formation
-UB: Bank that gives +15% Commerce instead of +50% Gold
-UHV: -Be the first to discover Military Science and Military Tradition
-Control the Baltic Sea in 1650 AD
-Build the Nobel Prize by 1890 AD
Spawn date: 1523 is a very appropriate starting date.
UP: The formation promotion is more suitable than combat1.
UU: Replace the formation promotion with combat1. (to match with the UP)
(In my 2nd UU modcomp, I gave the Carolin a 25% bonus vs. gun units, like the original Redcoat)
UB: Don't remove the 50% gold bonus. Removing it would make it worse. Just add the 15% commerce on top of it. (or 10% if it's overpowered)
(My 2nd UB gives it a free merchant)
Moors- Barbary Pirates
-Spawn dates: 1683-1800, spawns if Moors are dead and Ottomans (or other controlling civs) are unstable
-UP: Power of Tribute: Any naval units passing through Barbary territory pay gold every turn. (Will need to change since that is Indonesia's UP now)
-UU: Corsair: Replaces Privateer. 9 Str, hidden nationality. Spawn randomly in the Mediterranean from 1550-1800.
-UB: Slave Market. Replaces Market. Same as Market but allows drafting of an additional slave
From RFCE++:
The Tunisians - start in 1229 AD
Leader: Uthman
The Power of Barbary Corsairs: Piracy (blockading ports that you are at peace with) gives triple gold.
UU: Corsair - a slightly weaker, but much earlier and cheaper version of the Privateer.
UB: Bagnio - the "slave prisons", where those who were abducted would be held in wait for ransom or selling. A dungeon (=jail) replacement that gives free citizen specialists.
UHV's:
The Barbary Coast: Have 12 coastal cities in Oran, Algiers, Ifriqiya, Tripolitania and Cyrenaica in 1492AD.
The Abductions: Control Malta, Iceland, Ireland, Sicily and Sardinia in 1650AD.
Terror of the Mediterranean: Get 10000 gold from piracy by 1750AD.
Dutch - Respawn as South Africa.