There have been lots of threads asking that civ traits or unique units be choosable, on the basis that having a horse resource nearby will make you want a cavalry army, or seafaring trait is wasted on a land-locked civ, or Indian elephants don't make sense when you start far from jungles, or...
The problem with this choose your traits and UU is that it reduces the civ name to nothing more than a label with no meaning. It is good to know that when you meet the Viking civ, they will be good at seabourne assaults.
I think the best solution is not to make the civ traits depend on player decisions in game, but to make the starting locations a characterisitic on each civ. Using the civs in conquests, the starting location for each civ will be constrained as follows:
Not quite sure how large an island should be constrained as being below, it could probably depend on a lot of factors.
America:-
Arabia: must include 2 desert tile
Aztec: must include 2 jungle tiles
Babylon: on a river
Byzantine: coastal
Carthage: coastal, must include 2 desert tile
Celts: -
China: -
Egypt: on a river
England: island
France: -
Germany: -
Greece: coastal
Hittites: must include 4 plains/grass
Inca: must include 2 mountain
India: -
Iroquois: must include 4 plains/grass, horse in 10 tile radius
Japan: island
Korea: -
Maya: must include 2 jungle
Mongol: must include 4 plains/grass, horse in 10 tile radius
Ottoman Turks: -
Netherlands: -
Portugal: coastal
Persia: must include 4 hills
Rome: iron in 10 tile radius
Russia: -
Scandinavia: coastal
Spain: iron in 10 tile radius
Sumerian: on a river
Zulu: -
I probably missed a few items, but you get teh general idea. Civs should be started so that for early UUs, the required special resource is grabbable, and the starting terrain should loosely match history.
The problem with this choose your traits and UU is that it reduces the civ name to nothing more than a label with no meaning. It is good to know that when you meet the Viking civ, they will be good at seabourne assaults.
I think the best solution is not to make the civ traits depend on player decisions in game, but to make the starting locations a characterisitic on each civ. Using the civs in conquests, the starting location for each civ will be constrained as follows:
Not quite sure how large an island should be constrained as being below, it could probably depend on a lot of factors.
America:-
Arabia: must include 2 desert tile
Aztec: must include 2 jungle tiles
Babylon: on a river
Byzantine: coastal
Carthage: coastal, must include 2 desert tile
Celts: -
China: -
Egypt: on a river
England: island
France: -
Germany: -
Greece: coastal
Hittites: must include 4 plains/grass
Inca: must include 2 mountain
India: -
Iroquois: must include 4 plains/grass, horse in 10 tile radius
Japan: island
Korea: -
Maya: must include 2 jungle
Mongol: must include 4 plains/grass, horse in 10 tile radius
Ottoman Turks: -
Netherlands: -
Portugal: coastal
Persia: must include 4 hills
Rome: iron in 10 tile radius
Russia: -
Scandinavia: coastal
Spain: iron in 10 tile radius
Sumerian: on a river
Zulu: -
I probably missed a few items, but you get teh general idea. Civs should be started so that for early UUs, the required special resource is grabbable, and the starting terrain should loosely match history.