Ok, so I haven't read the thread yet... I got bogged down reading through the 1st list, and noting ideas in a text file. I didn't see that there were already so many replies.
But here are my initial thoughts, and then I'll read through the rest of the thread.
Phoenician If you give civilian units the early ability to Embark, then maybe also give settler/worker defense only combat ability, too? Maybe as powerful as a scout.
Ottoman Barbary Port could replace Market instead: maybe it steals a resource being traded by nearby Civ or CS? Or have it provide a unique resource (call it Pirate Booty!
) but thats like your Carthage idea.
Babylon Things that come to mind for Babylon are the huge triple walls, their early irrigation (I think Egypt depended more on the natural flooding of the Nile?) of the Tigris and Euphrates, and Hammurabi.
- Maybe consider non-hill tiles within 2 tiles of a river to have a source of fresh water, if moddable?
- Hammurabis Code: UA - Maybe provide a free courthouse (even before tech would normally unlock it?) when Babylon conquers a city? UB - Or a courthouse with better effects?
Greece - One of my favorite ancient civilizations, but one which Ive never liked much in Civ 5. And, I think we all know that Alexander and his companion cavalry or cavalry of any sort - is Macedonian, not Greek. But Ill let this slide since Alexander borrowed the style of Greek hoplites, and used the two together to great affect.
- Comp Cavalry was indeed stronger than normal cavalry. If you hesitate to give them more base combat strength give them a higher flanking bonus, or maybe a bonus when used in conjunction specifically with a Hoplite (Hammer & Anvil). Or can you somehow script a status effect? For example, when they attack an enemy for the first time, that enemy gets a broken lines or in disarray, like a temporary promotion (demotion), which would then give them a negative in further combat for 2 turns.
- And I always hated Alexanders UA. Sure, he was magnanimous to his CONQUERED enemies, allowing them to keep their religion, culture, etc as long as they accepted his rule. But I dont think he was well liked by city states or any other states that he had not yet conquered because they knew that he wanted to. His Vanilla UA makes him seem like some sort of diplomat rather than a conqueror. Gah! Maybe give him better bonuses to gold and science from puppeted cities (not just CSs), and one less unhappiness? Because that is in essence how hed handle a conquered city install a governor, change little else, and just collect tribute. Id even be ok with him getting FULL gold/science output, which would truly change his gameplay, since early puppeting wouldnt be just an interim solution until you had the happiness to annex.
India - Now I cant say that Im thrilled with either Vanilla or GEMs UA for India, but NOT because theyre bad ideas. Both are actually pretty cool UAs. But both seem to want to encourage/support a Tall and Narrow empire, but NEITHER actually enforces the narrow part. Both affect growth, period, narrow or not. And Im not even arguing that India, historically, was particularly narrow. But to give a unique gameplay flavor, Id like to see one Leader/Civ that really lends itself to tall and NARROW. Maybe this makes more sense for Babylon, or some other civ? But to this end, please consider some kind of UA that gives growth but keeps it narrow. But because most UAs dont have ANY negative, the positive in this case should be pretty positive. Maybe a great free building in your 1st 3 to 5 cities (based on map size) that increase growth (through food or an effect like aquaduct, and increase happiness). This should be awarded from Turn 0, which would increase its value. Then increase his unhappiness from additional cities, but without lower unhappiness for population (the bad part of vanilla without the good)?
Iroquois: Maybe instead of a forest movement bonus UA (though I like the UU and UB) their UA completely forgoes the improvement of tiles, but without giving them a disadvantage? One with Nature. Maybe theyd automatically get better yields from base terrain without having to improve it, as soon as they reach particular techs? Instead of getting roads at some point, theyd get free traderoutes with a harbor-like (but landlocked) building. Another tech not far after roads would give bonus movement in cultural borders, instead of roads. Thisd be hard to mod, Id guess, but a definitely new way to play. Your civ would be an oasis of untouched nature no ugly roads, railroads, farms, mines or ANYTHING (except perhaps GP improvements).
Rome: I really like your Glory of Rome idea. All conquests improve the capital. Romes old UA (though I liked it), encouraged more equal cities, while historically itd be closer to your idea. But maybe dont limit it to Tech and Culture? The city of Rome had a HUGE numbers of slaves. Maybe increase capital Pop by 1 with each conquest as well? But maybe re-cycle Rome's old UA for some other leader/civ? In fact, it might work for the U.S. ("Replaceable Parts").
Alright, now I'm going to read all your great ideas!
Cheers, Eiger