DudewiththeFood
King
I'll point out first of all that I tried Civ V modding once and if anyone wants to see one of these ideas in game, it's on them. Feedback is more than encouraged.
Historical Civs
Germania
The Britons
The Anglo-Saxons
The Gauls
Historical Civs
Spoiler :
Germania
Spoiler :
Arminius
Beyond the Rhine
- Melee units get a 10% combat bonus when attacking and a further 10% when within 5 tiles of friendly borders. While at war, defeated barbarians have a 67% chance of joining your civilization.
Warband (replaces Spearman)
- Only has 10 Strength
but has the Woodsman promotion allowing double movement in forests and the Wild promotion which negates enemy terrain bonuses.
Sacred Grove
- Unique Improvement unlocked at Trapping. May only be built on forest tiles for +2 Faith
. Units gain a 25% bonus on this tile and 5% on adjacent tiles. Cannot be built adjacent to another Sacred Grove and may no longer be built upon researching Education. After researching Archaeology the faith changes to +2 Culture and +1 Gold.
Beyond the Rhine
- Melee units get a 10% combat bonus when attacking and a further 10% when within 5 tiles of friendly borders. While at war, defeated barbarians have a 67% chance of joining your civilization.
Warband (replaces Spearman)
- Only has 10 Strength

Sacred Grove
- Unique Improvement unlocked at Trapping. May only be built on forest tiles for +2 Faith

The Britons
Spoiler :
Boudicca
Fierce Independence
- Ignore rough terrain costs in friendly territory and units have a 25% defensive bonus in marsh. Every enemy unit killed in friendly borders yields a small amount of culture and production.
Essedum (replaces Chariot Archer)
- Unlike the Chariot Archer, the Essedum is a melee unit strength
10 and does not have a rough terrain penalty. Starts with Great Generals I and adjacent units gain a 15% combat boost.
Saethwyr (replaces Crossbowman)
- Gain double movement in Hills and have a +25% bonus when firing from a forest tile.
Fierce Independence
- Ignore rough terrain costs in friendly territory and units have a 25% defensive bonus in marsh. Every enemy unit killed in friendly borders yields a small amount of culture and production.
Essedum (replaces Chariot Archer)
- Unlike the Chariot Archer, the Essedum is a melee unit strength

Saethwyr (replaces Crossbowman)
- Gain double movement in Hills and have a +25% bonus when firing from a forest tile.
The Anglo-Saxons
Spoiler :
Alfred
Burghal Hidage
- For the first ten turns of war, units cost 25% less to purchase and farms yield +1 production towards units. Units cost no maintenance when garrisoned on farms.
Housecarl (replaces Pikeman)
- Has the Shieldwall promotion giving 15% bonus against ranged attacks and 30% bonus when defending. Doesn't have a bonus against mounted units and upgrades to Musketman.
Saint's Chapel (replaces Shrine)
- No maintenance and gives a bonus during Golden Ages depending on opened Social Policies.
Tradition open: +1 science
Liberty open: +2 gold
Honour open: +15 experience
Piety open: +2 faith
Burghal Hidage
- For the first ten turns of war, units cost 25% less to purchase and farms yield +1 production towards units. Units cost no maintenance when garrisoned on farms.
Housecarl (replaces Pikeman)
- Has the Shieldwall promotion giving 15% bonus against ranged attacks and 30% bonus when defending. Doesn't have a bonus against mounted units and upgrades to Musketman.
Saint's Chapel (replaces Shrine)
- No maintenance and gives a bonus during Golden Ages depending on opened Social Policies.
Tradition open: +1 science

Liberty open: +2 gold

Honour open: +15 experience
Piety open: +2 faith

The Gauls
Spoiler :
Vercingetorix
Tribal Hegemony
- Internal trade routes yield 50% more food or production. Cities without a
have +1 science and +1 faith while cities with a
connection suffer 15% less unhappiness.
Fanatic (replaces Swordsman)
- Has a 10% combat bonus for every 15 hp lost.
Oppidum (UI)
- Unlocked at Construction. May only improve a bonus resource or a hill and may not be built adjacent to a city. Gives units a 30% defence bonus and yields +1 food. This is increased to +2 food and +1 production if the city has a pantheon and gains +2 production at Economics.
Tribal Hegemony
- Internal trade routes yield 50% more food or production. Cities without a


Fanatic (replaces Swordsman)
- Has a 10% combat bonus for every 15 hp lost.
Oppidum (UI)
- Unlocked at Construction. May only improve a bonus resource or a hill and may not be built adjacent to a city. Gives units a 30% defence bonus and yields +1 food. This is increased to +2 food and +1 production if the city has a pantheon and gains +2 production at Economics.