Like I announced in the "Alternative Map during 1.18", I have just finished adding all new civilizations to the map branch, as well as implementing many changes to the existing civilizations.
Before I go into details, some notes on these changes. The new civilizations were based on some preliminary plans I've had for them for some time, but as usual not all of them were possible for implementation, game design, or asset availability reasons. So I adjusted my plans on the fly. I also did some minimal but by no means complete balancing for them to ensure they make sense. For changes to the existing civilizations, they are based on notes I have been keeping for a long time, particularly as a result of the "Civilization Attributes open discussion" thread. But in other cases they were necessitated by attributes of the new civilizations, e.g. buildings moving around or changing to avoid being too similar, or colours being changed to have a sensible regional arrangement. However there are also some things that I would like to change but so far have not come to a good decision what the replacement should be, so if something is missing that is likely the reason.
Most notably, I did not implement historical victory goals for the new civilizations yet (or even fully designed them, although I have some ideas). Likewise I did not implement any plans or suggestions for changes to the UHVs of existing civilizations. The reason for that is that these goals are best balanced or checked for being practical / achievable / challenging / interesting / fun when actually playing their civilization, which I have not had sufficient time for yet. More on the plans on that in the other accompanying thread.
Likewise, please do not approach these attributes as final or fully balanced. While feedback is welcome, please keep in mind that if things are too weak/strong, they are likely going to be balanced during active playtesting, which is more effective than doing so pre-emptively based on theoretical considerations. Also every building, unit, leader, power etc. is liable to be changed or replaced if I think that would be better, and it's possible that further leaders or unique units will be added. Please keep this in mind when reacting to the changes.
With that said, here is a full list of the new civilizations as they are right now:
In order: Assyria, Hittites, Nubia, Celts, Toltecs, Kushans, Malays, Java, Burma, Rus, Vietnam, Swahilis, Sweden
And a (hopefully complete) list of changes to existing civilizations:
In order: Harappa, Persia, Maya, Korea, Khmer, Japan, Italy, Portugal, Inca, Thailand, Ottomans, Mexico, Argentina.
*River Combat is a new promotion that grants +25% attack along rivers, i.e. if both the unit's tile and the target tile are next to a river.
And that's all. Feel free to discuss, but keep the additional context I mentioned on top in mind. Especially, discussion of UHVs is not very useful right now. I will get to it in a bit and we can have the conversation then - it's much more likely to have an impact when I have the bandwidth to act on it.
Before I go into details, some notes on these changes. The new civilizations were based on some preliminary plans I've had for them for some time, but as usual not all of them were possible for implementation, game design, or asset availability reasons. So I adjusted my plans on the fly. I also did some minimal but by no means complete balancing for them to ensure they make sense. For changes to the existing civilizations, they are based on notes I have been keeping for a long time, particularly as a result of the "Civilization Attributes open discussion" thread. But in other cases they were necessitated by attributes of the new civilizations, e.g. buildings moving around or changing to avoid being too similar, or colours being changed to have a sensible regional arrangement. However there are also some things that I would like to change but so far have not come to a good decision what the replacement should be, so if something is missing that is likely the reason.
Most notably, I did not implement historical victory goals for the new civilizations yet (or even fully designed them, although I have some ideas). Likewise I did not implement any plans or suggestions for changes to the UHVs of existing civilizations. The reason for that is that these goals are best balanced or checked for being practical / achievable / challenging / interesting / fun when actually playing their civilization, which I have not had sufficient time for yet. More on the plans on that in the other accompanying thread.
Likewise, please do not approach these attributes as final or fully balanced. While feedback is welcome, please keep in mind that if things are too weak/strong, they are likely going to be balanced during active playtesting, which is more effective than doing so pre-emptively based on theoretical considerations. Also every building, unit, leader, power etc. is liable to be changed or replaced if I think that would be better, and it's possible that further leaders or unique units will be added. Please keep this in mind when reacting to the changes.
With that said, here is a full list of the new civilizations as they are right now:
- Assyria
- Birth: 2600 BC
- Leader: Ashurbanipal
- Unique Units:
- Siege Ram (Catapult): -1 strength, no collateral damage, requires Leverage
- Azmaru (Spearman): +50% city attack
- Unique Building: Kalliu (Stable): +1 trade route
- Unique Power: First Empire: no resistance in conquered cities
- Hittites
- Birth: 1800 BC
- Leader: Murshili
- Unique Unit: Huluganni (Chariot): +1 strength, +25% hills attack
- Unique Building: Bloomery (Forge): requires Bloomery, +100% construction speed with Iron
- Unique Power: Charcoal: melee units can remove forests
- Nubia
- Birth: 1070 BC
- Leader: Taharqa
- Unique Unit: Medjay (Archer): +1 strength
- Unique Building: Mudbrick Pyramid (Monument): +2 production
- Unique Power: Baqt: no bad relations from different state religion
- Celts
- Birth: 600 BC
- Leader: Brennus
- Unique Unit: Oathsworn (Light Swordsman): 2 moves, +25% city attack
- Unique Building: Metalworker: requires Bloomery, no engineer slot, +3 melee unit experience
- Unique Power: Druids: units heal on forest tiles like in friendly cities
- Toltecs
- Birth: 200 BC
- Leader: Topiltzin
- Unique Unit: Atlatl (Skirmisher): +25% strength against melee and archery units
- Unique Building: Obsidian Workshop (Jeweller): +1 happiness from Obsidian, +3 melee unit experience
- Unique Power: Artisans: +1 production and +2 culture per specialist
- Kushans
- Birth: 135 BC
- Leader: Kanishka
- Unique Unit: Asvaka (Horseman): +1 strength, starts with Mobility
- Unique Building: Caravanserai (Post Office): requires Contract
- Unique Power: Syncretism: receives gold for spreading religions that are not the city's state religion
- Malays
- Birth: 500 AD
- Leader: Sri Jayanasa, Tun Perak
- Unique Unit: Djong (Galleass): +100% coast defense, +50% against Privateer
- Unique Building: Gudang (Lighthouse): +2 commerce on improved spice, dye, and sugar tiles
- Unique Power: Straits: +2 trade routes in cities with two or more landmasses in within their third ring
- Java
- Birth: 716 AD
- Leader: Hayam Wuruk, Suharto
- Unique Unit: Silat (Swordsman): +30% retreat chance, starts with Amphibious
- Unique Building: Candi (Monument): +1 engineer slot
- Unique Power: Island Agriculture: double effect for food improvements on small landmasses
- Burma
- Birth: 849 AD
- Leaders: Anawrahta, Bayinnaung
- Unique Units:
- Kyundaw (Spearman): cheaper to build, +25% retreat chance
- Cassay (Dragoon): starts with Pinch, Blitz
- Unique Building: Kyaung (Library): +1 priest slot, +2 happiness
- Unique Power: Dharma Kings: can use unlimited Great Prophets for Golden Ages
- Rus
- Birth: 880 AD
- Leader: Yaroslav
- Unique Unit: Druzhina (Heavy Swordsman): 2 moves, does not require Civil Service, starts with Flanking, Woodsman I, River Combat*
- Unique Building: Volok (Wharf): requires Navigation, requires river instead of coast, reduced cost
- Unique Powers: Varangians: +1 commerce for unimproved land tiles in your trade network
- Vietnam
- Birth: 938 AD
- Leader: Le Loi
- Unique Unit: Rattan Archer (Longbowman): starts with City Defender I and Woodsman I
- Unique Building: Water Puppet Theatre (Theatre): +1 artist slot, units start with Amphibious
- Unique Power: Resistance: unit receive defense bonus of their own tile when attacking within their own territory
- Swahilis
- Birth: 957 AD
- Leader: Suleiman ibn Dawud
- Unique Unit: Dhow (Cog): +2 moves, +25% retreat chance
- Unique Building: Island Fort (Castle): requires coast, +1 trade route
- Unique Power: Palm Trees: can construct coastal improvements without removing forest and savanna
- Sweden
- Birth: 1252 AD
- Leader: Gustavus Adolphus
- Unique Units:
- Carolean (Musketman): requires Combined Arms, starts with Formation and March
- Hakkapeliitta (Pistolier): requires Firearms, starts with Shock and Pinch
- Unique Building: Soldattorp (Barracks): +25% land unit production, units start with Drill I
- Unique Power: Lagom: +50% great people birth rate while cities celebrate
In order: Assyria, Hittites, Nubia, Celts, Toltecs, Kushans, Malays, Java, Burma, Rus, Vietnam, Swahilis, Sweden
And a (hopefully complete) list of changes to existing civilizations:
- America
- Unique Units:
- Removed Minuteman
- Supercarrier (Carrier): +6 strength, +2 cargo space, +1 move, 30% interception chance, starts with Medic I, Sentry
- Flying Fortress (Bomber): +4 range, +25% collateral damage limit, 25% chance to evade interception
- Unique Power: Manifest Destiny: additional population and temporary happiness for cities after immigration and when nearby resources are improved
- Unique Units:
- Argentina
- Unique Building: Refrigeration Plant replaces Abattoir
- Aztecs
- Unique Building: Calmecac (Library): +3 experience for melee units
- Brazil
- Unique Building: Sambadrome (Arena): +2 happiness, +1 happiness per 5% culture rate
- Unique Power: Cordiality: cities are guaranteed to celebrate when requirements are met
- Canada
- Unique Power: Multilateralism: double trade route yield from years of peace
- Tamils -> Dravidians
- The Tamils have been renamed to Dravidians to strengthen their connection to Telugu and Kannada polities and most importantly Vijayanagara
- Unique Building: Gopuram (Civic Square): +10% food
- Unique Power: Trade Guilds: +10% trade route yield for every traded resource
- Netherlands
- Unique Unit: East Indiaman renamed to Fluyt
- Unique Building: Dike renamed to Polder
- England
- Unique Building: Exchequer (Courthouse): requires Judiciary, +1 trade route, +1 statesman slot
- France
- Birth: 496 AD
- Unique Units:
- Removed Guard
- Gribeauval (Cannon): 2 moves, starts with Pinch
- India
- Unique Power: Purity: one extra health from buildings that provide happiness
- Iran
- Unique Building: Bagh (Park): requires Aesthetics, reduced cost, +2 happiness, +2 food
- Khmer
- Birth: 50 AD
- Unique Power: Canals: can convert 25% of production into food in the capital
- Mande
- Mandinka renamed to Mande to better reflect the new time period
- Birth: 300 AD
- Unique Units:
- Farari (Lancer): does not require Iron, starts with River Combat* and Desert Adaptation
- Unique Building: Wangara (Market): +2 commerce on improved Copper, Gold, Ivory, Salt
- Unique Power: Long Distance Trade: double trade yield from distance for inland cities
- Mongols
- Unique Building: Ortege (Stable): +1 trade route, +2 experience for light and heavy mounted units, +2 food on improved Horse, +1 food on improved Cow and Sheep
- Mughals
- Unique Units:
- Sowar (Cuirassier): +25% city attack
- Unique Units:
- Persia
- Unique Building: Qanat (Aqueduct): +1 food on improved Dates, Cotton, Opium, Spices, Wine
- Phoenicia
- Unique Building: Glassmaker (Jeweller): requires Contract, +50% trade route yield, +1 merchant slot
- Poland
- Unique Power: Folwarks: +1 commerce from Farm and Pasture
- Portugal
- Unique Units: Carracks can bombard cities (8% per turn)
- Rome
- Birth: 509 BC
- Russia
- Birth: 1263 AD
- Unique Building: Katorga (Jail): +4 production, -50% anger duration from sacrificing population
- Unique Power: Hardship: unhappiness from hurrying and drafting is applied to your happiest city
- Thailand
- Birth: 1238 AD
- Unique Building: Floating Market (Market): requires river, +2 food
In order: Harappa, Persia, Maya, Korea, Khmer, Japan, Italy, Portugal, Inca, Thailand, Ottomans, Mexico, Argentina.
*River Combat is a new promotion that grants +25% attack along rivers, i.e. if both the unit's tile and the target tile are next to a river.
And that's all. Feel free to discuss, but keep the additional context I mentioned on top in mind. Especially, discussion of UHVs is not very useful right now. I will get to it in a bit and we can have the conversation then - it's much more likely to have an impact when I have the bandwidth to act on it.
Last edited: