With some discussion on African civs in the new map here are some of my proposals for India in the new map:
---
Mughals - Make spawn semi-conditional like the Ottomans, requiring the Turks to take at least one city in the Indian subcontinent. Make Turks have units spawn in India.
---
Add Yuezhi/Kushan and Huns from Civilization Reborn. Very cool civ imo and would like to see it in the game.
---
Bactrian Empire (Bactrians) - 250BC
Flip zone is the Herat/Kandahar area, core is just Afghanistan region. Contested in parts of Persia, Central Asia and the Indus Valley plain. Starts Zoroastrian, but Buddhism can spread and displace.
UU - Bactrian Cataphract - Replaces War Elephant, requires ivory or horses. +25% hills attack +25% hills defence.
UB - Syncretic Pillar - Replaces monument. +1 free artist. +1 culture in the capital for every religion present in the city.
UP - The Power of Greco-Buddhist Tradition - Artist specialists produce +1 culture and +1 hammer for every Great General generated.
UHV1 - Coins of Bactria - Trade resources with Greece, India and China by 180BC.
UHV2 - Alexandria Eschate - Make Bactria the most cultured city in the world by 10AD.
UHV3 - Yavanarajya - Build 2 Cathedrals of different religions by 400AD.
Civ names:
Bactria - if Pagan or Zoroastrian
Bactrian Empire - if a Greek vassal
Greco-Bactrian Kingdom - if Buddhist
Satrap of Bactria - if a Persia vassal
Indo-Greek Kingdom - if Buddhist and doesn't control Bactra, or if Hindu
Basically just a somewhat generic civilisation. Made slightly more interesting by the idea that you'd basically be assaulted on all sides constantly by Persia, Greece, Parthian barbarians, Kushan and potentially even India.
---
Heliodorus Pillar - Wonder
Requires Contract, and Hinduism and Buddhism. +8 Culture, +2 Great Statesman points.
Grants a Hindu Kshetra in every city with Hinduism and Buddhism, spreads Hinduism to every city with Buddhism and without Hinduism. Obsolete with Theology.
---
Sanchi Stupa - Wonder
Requires Generalship, and Hinduism and Buddhism, and Buddhism state religion. +6 culture, +2 Great Prophet points.
Great General specialists in cities grant +50% great person generation (maximum 50%).
---
Reborn as the Afghan/Durrani Empire (or Pashtun) civilisation, after 1740AD
Flip zone is Afghanistan and Merv.
UU - Rohilla Infantry - Replaces Arquebusier, starts with the anti-gunpowder units promotion and is slightly cheaper to produce.
UP - The Power of the Loya Jirga - Non-state religions cannot spread in your cities, +2XP in cities with the state-religion. Chance for non-state religions to be removed when taking a city.
UHV1 - Ahmad Shah Durrani - Control Afghanistan, Central Asia and the Indus Valley by 1770AD.
UHV2 - Destruction of the Golden Temple - Ensure there are no non-Islamic civilisations in Central Asia, Persia, and the Ganges Plain by 1830AD.
UHV3 - Jewel of the Great Game - Have open borders, a defensive pact, and at least good relations with England and Russia.
A mini-Mongols, and the main antagonist of the next civilisation...
---
Sikh Empire (Punjabis) - 1710AD
Flip zone is the upper Indus Valley region, which means Lahore and Armitsar probably. Core zone is these areas, northern India and the rest of the Indus Valley are contested.
UU - Jatha - Replaces Rifleman. Buildable at Combined Arms (not Replaceable Parts). Starts with Disengage I and II.
UB - Samadhi - Replaces theatre. Gives +1 happiness and nullifies religious unhappiness.
UP - The Power of Sant-Sipahi - Spawns a military unit with Mercenary every time you take a city for the first time or spawn a Great General.
UHV1 - Afghan-Sikh Wars - Spread Sikhism to at least one city in Afghanistan and Central Asia by 1800AD.
UHV2 - Sikh Empire - Control the Indus Valley and Delhi by 1850AD.
UHV3 - Khalistan Movement - Build 3 Takhatas and ensure there is at least one Sikh civilisation not in India or Persia in 1950AD.
Civ names:
Sikh Empire - With Sikhism
Sultanate of Kashmir - With Islam (and controls Kashmir, otherwise Sultanate of x)
Maharaj of Kashmir - With Hinduism or Buddhism (and controls Kashmir, otherwise Maharaj of x)
x of Khalistan - With modern civs (Republic of Khalistan, People's Republic, etc)
Another fairly generic civilisation with goals to just beat up the enemies around them. Their main threats would be the Durrani respawn, and of course the Mughals and English.
---
Sikhism - Religion
Spawns in 1600AD in a North Indian city with Islam and Hinduism after a civilisation researches Heritage.
Historical area is basically just the Punjab.
Church - Sikh Gurdwara
Monastery - Sikh Sahib
Cathedral - Sikh Takhat
Religious Wonder - Harmandir Sahib
Missionary - Sikh Guru
Change Harmandir Sahib wonder to, Akal Takhat, and to require Sikhism and Sikhism State Religion.
---
Bengal Empire (Bengalis) - 1250AD
Flip zone is Bengal, historical/contested areas are Assam, Arakan, Orissa and Burma.
UU - Paik - Replaces Bombard, available at Companies. +25% rainforest attack.
UB - Taka Mint - Replaces Bank, double construction with Gold. +1 happiness from Gold Silver and Gems, +1 commerce on Gold Silver and Gems.
UP -
UHV1 - Mint Towns - Acquire 3 of Gold, Silver and Gems by control or trade by 1570AD.
UHV2 - Muslin Trade - Complete a Great Merchant mission in China and Europe by 1570AD.
UHV3 - Iskandar Nama - Research Urban Planning or Horticulture by 1570AD.
Civ names:
Sultanate of Bengal - Islam
Bengal Empire - Buddhism or Hinduism
x of Bengal - lategame civics without Islam
x of Bangladesh - lategame civics with Islam
A smaller-focused economy game somewhat similar to the Tamils, with tight goals all with the same end date to make it an almost-puzzle like game.
---
Mosque City - Wonder
Requires Finance, Hinduism and Islam and Islam State Religion. +10 culture +6 Great Merchant points.
---
Ok sorry for the long post. Hope these ideas are good. Maybe 1SDAN can add them to civilisations reborn as a trial.
---
Mughals - Make spawn semi-conditional like the Ottomans, requiring the Turks to take at least one city in the Indian subcontinent. Make Turks have units spawn in India.
---
Add Yuezhi/Kushan and Huns from Civilization Reborn. Very cool civ imo and would like to see it in the game.
---
Bactrian Empire (Bactrians) - 250BC
Flip zone is the Herat/Kandahar area, core is just Afghanistan region. Contested in parts of Persia, Central Asia and the Indus Valley plain. Starts Zoroastrian, but Buddhism can spread and displace.
UU - Bactrian Cataphract - Replaces War Elephant, requires ivory or horses. +25% hills attack +25% hills defence.
UB - Syncretic Pillar - Replaces monument. +1 free artist. +1 culture in the capital for every religion present in the city.
UP - The Power of Greco-Buddhist Tradition - Artist specialists produce +1 culture and +1 hammer for every Great General generated.
UHV1 - Coins of Bactria - Trade resources with Greece, India and China by 180BC.
UHV2 - Alexandria Eschate - Make Bactria the most cultured city in the world by 10AD.
UHV3 - Yavanarajya - Build 2 Cathedrals of different religions by 400AD.
Civ names:
Bactria - if Pagan or Zoroastrian
Bactrian Empire - if a Greek vassal
Greco-Bactrian Kingdom - if Buddhist
Satrap of Bactria - if a Persia vassal
Indo-Greek Kingdom - if Buddhist and doesn't control Bactra, or if Hindu
Basically just a somewhat generic civilisation. Made slightly more interesting by the idea that you'd basically be assaulted on all sides constantly by Persia, Greece, Parthian barbarians, Kushan and potentially even India.
---
Heliodorus Pillar - Wonder
Requires Contract, and Hinduism and Buddhism. +8 Culture, +2 Great Statesman points.
Grants a Hindu Kshetra in every city with Hinduism and Buddhism, spreads Hinduism to every city with Buddhism and without Hinduism. Obsolete with Theology.
---
Sanchi Stupa - Wonder
Requires Generalship, and Hinduism and Buddhism, and Buddhism state religion. +6 culture, +2 Great Prophet points.
Great General specialists in cities grant +50% great person generation (maximum 50%).
---
Reborn as the Afghan/Durrani Empire (or Pashtun) civilisation, after 1740AD
Flip zone is Afghanistan and Merv.
UU - Rohilla Infantry - Replaces Arquebusier, starts with the anti-gunpowder units promotion and is slightly cheaper to produce.
UP - The Power of the Loya Jirga - Non-state religions cannot spread in your cities, +2XP in cities with the state-religion. Chance for non-state religions to be removed when taking a city.
UHV1 - Ahmad Shah Durrani - Control Afghanistan, Central Asia and the Indus Valley by 1770AD.
UHV2 - Destruction of the Golden Temple - Ensure there are no non-Islamic civilisations in Central Asia, Persia, and the Ganges Plain by 1830AD.
UHV3 - Jewel of the Great Game - Have open borders, a defensive pact, and at least good relations with England and Russia.
A mini-Mongols, and the main antagonist of the next civilisation...
---
Sikh Empire (Punjabis) - 1710AD
Flip zone is the upper Indus Valley region, which means Lahore and Armitsar probably. Core zone is these areas, northern India and the rest of the Indus Valley are contested.
UU - Jatha - Replaces Rifleman. Buildable at Combined Arms (not Replaceable Parts). Starts with Disengage I and II.
UB - Samadhi - Replaces theatre. Gives +1 happiness and nullifies religious unhappiness.
UP - The Power of Sant-Sipahi - Spawns a military unit with Mercenary every time you take a city for the first time or spawn a Great General.
UHV1 - Afghan-Sikh Wars - Spread Sikhism to at least one city in Afghanistan and Central Asia by 1800AD.
UHV2 - Sikh Empire - Control the Indus Valley and Delhi by 1850AD.
UHV3 - Khalistan Movement - Build 3 Takhatas and ensure there is at least one Sikh civilisation not in India or Persia in 1950AD.
Civ names:
Sikh Empire - With Sikhism
Sultanate of Kashmir - With Islam (and controls Kashmir, otherwise Sultanate of x)
Maharaj of Kashmir - With Hinduism or Buddhism (and controls Kashmir, otherwise Maharaj of x)
x of Khalistan - With modern civs (Republic of Khalistan, People's Republic, etc)
Another fairly generic civilisation with goals to just beat up the enemies around them. Their main threats would be the Durrani respawn, and of course the Mughals and English.
---
Sikhism - Religion
Spawns in 1600AD in a North Indian city with Islam and Hinduism after a civilisation researches Heritage.
Historical area is basically just the Punjab.
Church - Sikh Gurdwara
Monastery - Sikh Sahib
Cathedral - Sikh Takhat
Religious Wonder - Harmandir Sahib
Missionary - Sikh Guru
Change Harmandir Sahib wonder to, Akal Takhat, and to require Sikhism and Sikhism State Religion.
---
Bengal Empire (Bengalis) - 1250AD
Flip zone is Bengal, historical/contested areas are Assam, Arakan, Orissa and Burma.
UU - Paik - Replaces Bombard, available at Companies. +25% rainforest attack.
UB - Taka Mint - Replaces Bank, double construction with Gold. +1 happiness from Gold Silver and Gems, +1 commerce on Gold Silver and Gems.
UP -
UHV1 - Mint Towns - Acquire 3 of Gold, Silver and Gems by control or trade by 1570AD.
UHV2 - Muslin Trade - Complete a Great Merchant mission in China and Europe by 1570AD.
UHV3 - Iskandar Nama - Research Urban Planning or Horticulture by 1570AD.
Civ names:
Sultanate of Bengal - Islam
Bengal Empire - Buddhism or Hinduism
x of Bengal - lategame civics without Islam
x of Bangladesh - lategame civics with Islam
A smaller-focused economy game somewhat similar to the Tamils, with tight goals all with the same end date to make it an almost-puzzle like game.
---
Mosque City - Wonder
Requires Finance, Hinduism and Islam and Islam State Religion. +10 culture +6 Great Merchant points.
---
Ok sorry for the long post. Hope these ideas are good. Maybe 1SDAN can add them to civilisations reborn as a trial.