Hi everyone, I'm Ruhrgebietheld, and I've done civ design and civilopedia work for several Civ V mods in the past. Examples include the Faroe Islands, the Apache, Andorra, Arizona, and Brunei. After a lengthy break from Civ V modding, I've decided to get back into doing civ design and civilopedia work for the game. So I'll post design ideas here for civs I'd love to see added to the game as mod civs. If you are a mod creator and see a design here that you would like to make, feel free to go ahead and do so, or message me and I'll get involved in the project with you. If you like the idea of doing a civ here but would like a different design, please message me and I'll gladly work with you on a new design for that civ. Or, if you have an idea for a civ that you think I might be a good fit at doing the research and design for, go ahead and either post in the channel here about it or message me. I'm pretty much useless when it comes to coding or artwork, but I'm really passionate about the research, design, dialogue, and civilopedia entries of mod civs. So I'd be thrilled to work with any mod creators on civs mentioned here or others you think I might be a good fit for. Also, if anyone viewing this thread has comments or ideas on designs posted here, feel free to post those in the thread.
Mauritius Leader: Seewoosagur Ramgoolam UA: Island of the Dodo Animal-based luxury, strategic, and bonus resources receive +1 culture, plus an additional culture for each era since it was first improved. Once flight is discovered, they also generate +1 tourism each UB: Aapravasi Ghat Replaces the seaport. In addition to the normal effects of the seaport, it also adds +5% food growth to the city and instantly grants the city 1 additional population. UU: Special Mobile Force Does not replace anything. Once gunpowder is researched, any time war is declared upon Mauritius or the empire enters into overall unhappiness, each city spawns a SMF. Ignores terrain costs, but is killed if it ends a turn outside your borders. Has no unit maintenance. Ignores ZOC. Increases in strength depending on what era it was spawned in. Does not receive bonus xp from barracks, armory, etc.
Solomon Islands Leader: Sir Peter Kenilorea UA: Sharks of Marovo Lagoon Each fish resource spawns one shark bonus resource on an available adjacent tile when first improved. Shark resources provide +2 culture when worked, require no improvements, and give each adjacent tile +2 food. Each worked shark resource provides +1 tourism when flight is researched. UB: Paele Replaces the harbor, but is available much earlier, with the construction technology. In addition to the usual effects of the harbor, it also provides +1 faith. UU: Tomako Replaces the trireme. More expensive than the trireme to produce or buy. Able to enter ocean tiles adjacent to coastal tiles. Embarked units that begin their turn on the same tile as a tomako have the same amount of movement points as the tomako, and can cross any terrain the tomako can.
Mozabites Leader: Amir Moussa UA: Oases of Faith Oasis tiles provide +2 food and faith. Cities working at least one oasis tile receive a 50% bonus to yields of trade routes originating from that city. UB: Aghrem Replaces the caravansary. In addition to the normal effects of the caravansary, it also provides +3 city combat strength, and +10 city hp. These bonuses are doubled if the city is built on a hill. Also spawns a free Halgat in the city upon construction. UU: Halgat Replaces the inquisitor. In addition to the normal effects of the inquisitor, the Halgat costs no upkeep, and provides +2 faith, happiness, and gold when stationed in a city center.
The Comoros Leader: Ikililou Dhoinine UA: Coelecanth Preservation Fish resources adjacent to land provide no food yield. Instead, they yield +2 science and gold, and provide +1 production to adjacent water tiles. UB: Ylang-ylang distillery Replaces the stone works. Does not require stone or marble, but instead requires at least one plantation in the city. +1 happiness. Provides +1 production and gold on every plantation in the city. UU: Force Comorienne Replaces infantry. Significantly weaker than infantry (55 strength instead of 70), but receives a +50% combat bonus when fighting within two tiles of a coast tile. Has the amphibious promotion already.
Tamna Leader: Go Dam UA: Traders and Tribute Naval trade routes to or from other civs have their gold yields increased by 50%. Gifts of gold to other civilizations give your cities an increase in combat strength for 30 turns equal to 5% of the amount of gold gifted. UI: Dol Hareubang Can only be built on tiles adjacent to coast. Provides +1 faith. Each worked Dol Hareubang increases its city's food growth by +5%. Your units on or adjacent to a Dol Hareubang receive +2 combat strength. This bonus stacks. UB: Samseonghyeol Replaces the shrine. In addition to the normal effects of the shrine, it also provides +1 food on sheep, cattle, and wheat resources in the city.
Nagorno- Karabakh Leader: Arkadi Ghukasyan UA: We Are Our Mountains Free monastery in all cities. Cities located within two tiles of a mountain receive +2 food and +1 happiness. UU: Jokat Replaces great war infantry, does not obsolete. Weaker overall than the great war infantry (42 combat strength vs. 50 combat strength). Whenever Nagorno-Karabakh enters into war, each city spawns a free Jokat. +25% combat strength and defense in hills. Modifier increases by 1% with each enemy killed by the Jokat. UB: Berd Replaces the arsenal. If the city is adjacent to a mountain, it provides double the city combat strength and hp bonuses of the arsenal. +3 culture after the Railroad technology is researched.
Marshall Islands Leader: Amata Kabua UA: Bikini Atoll Receive +2 uranium for each civilization with which you have a declaration of friendship. Whenever war is declared upon you, all civilizations with which you have a declaration of friendship automatically declare war upon your attacker. Civs with which you have a declaration of friendship are unable to declare war on you for the duration of the declaration. UU: Iroijlaplap Replaces great admiral. +4 happiness in any city in which it is garrisoned. Can exist on the same tile as units from other non-hostile civs or city-states. Whenever an Iroijlaplap dies, another appears in your capital. Receive a free one upon discovering civil service. UB: Rebbelib Replaces the lighthouse. In addition to the normal effects of the lighthouse, increases the range of naval trade routes originating from this city by +25%. Naval units constructed in a city with a rebbelib gain +1 movement and sight.
Cape Verde Leader: Pedro Pires UA: Natural Harbor Naval trade routes from other civs provide you with one copy of a random luxury resource that civ possesses that you do not. If that civ doesn't have any luxury resources that Cape Verde does not, receive instead a quantity of strategic resources equal to all base strategic resources that civ possesses, as well as +3 gold. UB: COSMAR Replaces the military base. Is available much earlier, at Military Science. Cities with a COSMAR exert zone of control on all sea tiles within five tiles of the city center. UB: Morna Cafe Replaces the opera house. Provides +2 additional culture, as well as +2 food.
Dilmun Leader: Rimum UA: Land of the Living All desert tiles have fresh water adjacency. Trade routes (both domestic and international) originating from cities with fresh water adjacency receive +2 gold. UB: Sea Tower Replaces the lighthouse. Available earlier, at agriculture. Much cheaper to build (40 production vs. 70 production) UI: Burial Mound Available at masonry. Can only be constructed on hills or adjacent to stone. Provide +1 culture and +2 faith. Culture increases by 1 for each era that has passed since the improvement was built.
Havasupai Leader: Manakaja UA: Guardians of the Grand Canyon Tiles with river adjacency that are within two tiles of a mountain receive +1 culture, and upon researching the Railroad technology also provide +1 tourism. UB: Red Ochre Cliff Replaces the mint. Does not require gold or silver, but the city must have at least one mountain within its working range. Adds +3 gold and +1 production to all mountain tiles in the city's working range, and makes these tiles available to be worked. Each worked mountain tile in the city increases the gold gained from international trade routes in that city (both incoming and outgoing) by +1. UI: Cepukaka Plot Available at agriculture. Can only be built adjacent to mountains. Provides +2 food, and a further +1 food for each adjacent mountain. Cepukaka plots with fresh water adjacency receive +1 food upon researching Civil Service, and those without fresh water adjacency receive +1 food upon researching Fertilizer.
Courland and Semigallia Leader: Jacob Kettler UA: Couronian Colonization Producing settlers does not halt population growth. Receive +50% production towards building settlers if you currently have less than 4 cities. Embarked settlers receive +2 movement. UB: Baroque Palace Replaces the Military Academy. Does not grant any xp to military units. Provides +3 culture, and +1 great writer, great artist, and great musician points per turn.. Has three great work slots of any type. When all three slots are filled, automatically provides theming bonuses. Requires 3 gold maintenance per turn. UU: Wappen Replaces the frigate. Does not require iron. Provides gold from kills equal to 200% of the defeated unit's combat strength.
Belize Leader: Dean Barrow UA: September Celebrations We Love the King Days last 50% longer, and cities receive +25% culture while celebrating one. UU: BATSUB Replaces the infantry. Has +10 combat strength on jungle tiles. Once Plastics is researched, receive a free BATSUB whenever you sign a new declaration of friendship or defensive pact. UB: Dive Resort Replaces the stadium. In addition to its happiness bonus, also provides +1 gold and tourism on each coast and ocean tile in the city's working limits.
Bubi Leader: Moka UA: Sacred Seclusion Empire-wide faith output is increased by 50%, and culture by 25%, when you have no open borders or international trade routes. UU: Bechika Replaces the composite bowman, which it is weaker than (9 ranged strength vs. 11) Can only be seen by enemies with at least one of their units adjacent to it. Otherwise, it is invisible to that enemy and cannot be attacked by them. +50% ranged strength against embarked and naval units. Does not obsolete until Rifling. UB: Ritaka Replaces the castle. In addition to the usual effects of the castle, provides +1 culture. Also provides +1 faith for each forest or jungle tile adjacent to the city center.
Moche Leader: Lord of Sipan UA: Ceramic Record Begin the game with Pottery already researched. Your palace receives an artist specialist slot each time you capture a foreign city (can only occur one time per city). UB: Adobe Huaca Replaces the temple. More expensive to build (120 production vs 100). Provides fresh water on all desert tiles in the city. Military units trained in cities with an adobe huaca receive a promotion granting faith and culture from kills. UU: Decapitator Priest Does not replace anything. Available at Theology. May only be purchased with faith. Weak melee unit that has the ability to instantly execute any adjacent enemy under 25% health. When this ability is used, the tile yields of the tile the deceased unit was located on are granted to all Moche cities for 10 turns. This effect can be stacked.