Seven Rare & Indigenous Civ Suggestions Complete With UAs, UUs, UBs & UIs

Which (if any) of the following (described below) most appeal to you?

  • The Cheyenne-Sioux

    Votes: 9 52.9%
  • The Papuan

    Votes: 5 29.4%
  • The Carib Tribe

    Votes: 3 17.6%
  • The Cree Nations

    Votes: 2 11.8%
  • The Huron

    Votes: 2 11.8%
  • The Koori / Aboriginies

    Votes: 4 23.5%
  • The Inuit

    Votes: 8 47.1%
  • The Maasai

    Votes: 6 35.3%

  • Total voters
    17
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SandFli

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Civilization V Ideas
A list of seven ‘Indigenous Civilizations’ suggestions complete with exemplary Unique attributes & Unique colour schemes:

It seems (to me, atleast) that lots of CiV players like playing, either with or against, some rather unexpected civilizations. I’m sure that I am not alone in favouring The Aztecs, The Iroquois, The Inca and The Polynesians to some of the more ”historically significant” civilizations in the game.

The reason I’ve created this list of 7 potential, although unlikely Civilizations is to prove that with a few truly unique attributes, the ‘indigenous‘ options could be some of the best DLC Civilizations to choose or challenge in any game. Most of the following suggestions are either rarely or never mentioned. I’m sure this will open debate on who exactly can be considered a Civilization, but for now, some in game Civilizations can be considered valid for inclusion as they are a seperate (or entirely unique) cultural group, who over time, have achieved atleast some recognition as an individual (and perhaps important) society. They may not be a civilization by its absolute definition but a) they atleast fit the afforementioned criteria and b) it’s a video game which allows you to build a civilization from a single settler start.

Please feel free to pitch in with your ideas and feedback.
Should anybody use the given ideas to create any of the following Civilizations, please give me some thanks or a mention :D That includes you 2K! :lol:

Note: text and figures given in parentheses ( ) generally represent the difference between the current subject and its standard equivalent.

Note: blocks of text and figures written in opposing colours under the header of one Civilization represent 2 alternate versions of attributes that make up said Civilization. For example, I have a Cree or Huron (or pretty much any other Amerindian) Civilization listed who share a UB & UU, but only one of the 2 (or more) would be potentially added to the game. The Cree Ability is shown in Green, the Huron’s in Blue, the UB & UU in Black as usual, they apply to both.


Cheyenne-Sioux

Leader - Red Cloud / Sitting Bull

Ability – Plains Horse Culture -
Receive +2 units of Horses for pillaging improved Horse tiles in enemy territory. For each of the following improvements inside of your cities borders, active citizens earn +1 :c5gold: gold for Horses and +1 :c5food: food for Cattle. Alternatively, (should the extra income from bonus resources seem overpowered) each new city has +1 :c5production: production.

Unit – Dog Soldier (replaces Lancer) – :c5production: 240 (+20) :c5strength: 24 (+2) :c5moves: 4
Dog soldiers have a ‘Fast Flanking’ promotion, doubling the effectiveness of Flanking Bonuses to 20% (+10%) for each adjacent unit. Note, this bonus stacks with multiple Dog Soldiers. Furthermore, Dog Soldiers do not suffer a penalty when attacking other mounted units and recieve all the same bonuses and penalties as a Lancer.

Improvement – Teepee –
Quickly moved close to herds of wild animals, from here the Sioux hunt and rest. Some teepees house families or medicine men, who heal and guide their Sioux bretheren in times of war.

Can be built anywhere on the map (excluding another players or City-States territory), but must be placed on either a Deer or Cattle tile. On Deer tiles outside of your territory, it provides +0.25 :c5food: food empire-wide (+0.25 :c5food: for each city). On cattle tiles outside of your territory, it supplies +0.25 :c5production: production empire-wide (+0.25 :c5production: for each city). Placed within your borders, it can be worked by a citizen like a normal Camp, or a Pasture for Cattle, but does not provide an empire-wide bonus. Furthermore, it increases the heal rate of any friendly unit standing on this tile by +1 (does not stack with others). Requires Trapping.
EDITED

Colours – Light Biege-Brown / Light Turquoise-SkyBlue ((((O))))
It would look far less like The Aztec colours than it does here, with more of a sandy beige-brown with a light blue-grey, slightly turquoise border.
Alternative Colours – Light Biege-Brown / Mild Yellow colour ((((O))))


The Papuan

Leader - Theys Eluay 1937-2001 aka Dortheys Hilo Eluay & self titled Pimpinan Besar Bangsa Papua, meaning The Great Leader of the Papuan People. A brief summary of his life & roughly in order, he was a meteorologist, a protest organizer, an Ondoafi (a traditional village chief), a Member & Chair of Parliament & finally the Chairman of the Presidium of the Papua Council (which includes many Papuan tribal leaders). He was assassinated by Indonesian Special Forces.
An alternative is Raja Papua (credit to Gedemo)

Capital - Hanuabada (means Big Village and holds the land on which the current capital, Port Moresby, is built)

Ability – Spiritual Sorcery –
The peoples of Papua New Guinea share an ingrained culture of ancestral appraisal and spirit based religious ritual. Their inpenetrable world of sorcery is immaediately recognized by outsiders, scared of the vibrant decorations, animal sacrifices and shouts of the many shamans.

Thanks to the many historic legends told by their citizens, The Papuan are gifted +15 :c5culture: culture on completing the research of each Technology and +1 :c5happy: happiness on reaching a new era.
Also, upon completion of the Piety Social Policy Tree, all Papuan units are awarded a +10% Combat Bonus. This bonus does not apply against the units of any Civilization who has completed the Rationalism Social Policy Tree.
EDITED

Unit – Head-Hunter (replaces Swordsman) – :c5production: 270 :c5strength: 11 :c5moves: 2
Head-hunters often dress in tusks, feathers and wigs during times of war.The head-hunters of Papua New Guinea may even be inclined to eat their victims.

Focused on their trophy, they have a ‘Skirmish’ promotion giving a +15% Attack Bonus and a further +15% Attack Bonus against all Melee Units and Archer Units (as a sort of counter-Swordsman unit). However, the ‘Skirmish’ promotion causes them to suffer a -15% Defensive Penalty. As some may cannibalise, they automatically heal by 2 hit points on defeating an enemy unit. They do not require Iron, unlike the Swordsman which they replace.

Improvement – (Korowai/ Kombai) Tree House –
Communal projects, built for watchmen, the Korowai Tree Houses are quickly erected from nearby trees and give a perfect platform for scouting the members of opposing tribes.

Can only be built in Forest and Jungle tiles, retaining the trees (like a Road), which further increases the Defensive Bonus given to garrisoned units. Korowai Tree Houses increase the Line of Sight of any unit inside by +1 and increase the Range of weapons by +1, thanks to their height.
Due to their high, sheltered position, a Tree House also grants the unit inside a +35% Defensive Bonus until Dynamite is researched by any player.

Colours – Lemon-Yellow / Rich Blue ((((O))))
Colours – Bright Yellow-Orange / Bright Green ((((O))))


The Taíno-Carib

Leader - Agüeybaná, Agüeybaná II or Anacaona (all Taíno chiefs)

Capital - Yauco, Boriken (Taíno)

Ability – Equatorial Trackers –
Prospering for centuries in the harsh rainforests and rough seas of the tropical world, The Carib have an excellent knowledge of survival in the some of the most unforgiving exotic environments.

All explored Jungle and Forest tiles remain clear of ‘Fog of War’ shrouds for the remainder of the game, therefore remaining in clear sight. Furthermore, units only recieve half the standard penalties when attacking over a river or from the sea (the penalties are reduced by 10% and 50% respectively).

Unit – Blowgunner (replaces Archer) – :c5production: 70 :c5strength: 4 :c5rangedstrength: 7 :c5moves: 2
‘Poison Darts’ promotion causes any enemy unit damaged by a Blowgunner to recieve an additional 1 damage every turn (even if attacked again or performing an action) until it enters friendly territory (the territory of their own empire, another friendly empire or an allied City-State).

Improvement – Message Post –
A fast and effective method of communication in the rainforest, providing hints of nearby medicines, events, foods, offerings and reasons to take caution.

Operates as a zero maintenance Road tile which much like any other Road, can be built over an existing improvement. On top of the standard benefits brought with Road tiles, a chain of Message Posts, a sort of ‘Message Route’ gives a permanent +10 :c5influence: Influence with every City-State connected to The Taíno-Carib :c5capital: Capital via :c5trade: Trade Routes. Therefore, 10 :c5influence: Influence is the minumum influence level (except when warring with connected City-States), making a line of these improvements similar to adopting the Patronage - Aesthetics Social Policy. The Message Post can only be built through Jungle, Forest and Plains tiles, vastly restricting its uses. In just one turn, both Workers and Blowgunners can assemble and place a Message Post with nearby twigs.

Colours – Lime Green / Orange ((((O))))
Colours (more Kayapo looking) – Rich Indigo-Blue / Bright Lemon-Yellow ((((O))))

NOTE: Currently, due to the fact that The Carib populated both the Caribbean and a fair section of the Amazon, the Yucatan Isthmus and northern South America, I have them representing all Central to South American tribes/ groups. At a later date, I may further separate this region into both The Taíno-Carib, The Tupi for the Amazon and The Mapuche for the cone of South America.

Continues....
 
Cree Nations or The Huron

Cree Leader - Big Bear / Mähsette Kuiuab
Huron Leader - Big Turtle

Ability – Okichitawak Honour -
New to organised battle tactics, all Cree military units gain +40% XP in combat, but don’t recieve any flanking bonuses. For every civilization that The Cree have a Declaration of Friendship with, they gain a temporary +15% increase to cultural border growth in all cities.


Ability – Scalping Pride –
New to the organised field tactics of European powers but still feared for their seemingly savage rituals and strength, The Huron are respected more in times of war.


For every Civilization that The Huron are at war with (stacks), they gain a +10% increase to Cultural Border growth in all cities, a +10% increase to all City-State Influence and +20% XP whenever a Huron unit defeats an enemy. However, due to their undisciplined excitement, they never recieve Flanking Bonuses.

Building – Totem Pole (replaces Monument) - :c5production: 60 :c5culture: 2
If this city is captured by another player, its citizens will :c5occupied: resist for twice as long as usual. Has no maintenance cost (-1).

Unit – Tomahawk (replaces Musketman) – :c5production: 120 :c5strength: 14 (-2) :c5moves: 3 (+1)
Stripped of armour and covered with tattoos, the axe throwers specialise in swift sabotauge. Deadly on the assault, but weak when countered.

Not only are they faster than their musket wielding adversaries, their training provides them the ability to ignore enemy Rough Terrain Bonuses (-20%). Perhaps more importantly, Tomahawks have a ‘Swift Skirmish’ promotion, giving a +15% Attack Bonus against all Mounted Units and Gunpowder Units! Unfortunately, the ‘Swift Skirmish’ promotion causes a -10% Defensive Penalty.

Colours (Huron) – Bright Orange / Dark Grey-Black ((((O))))
Colours (Cree) – Forest Green / White ((((O))))

NOTE: I chose to represent The Cree because they are one of the largest Amerindian groups, they're based across the sub-arctic regions of North America (thereby filling a geographically under-represented area), have an individual culture (including 'their own' martial art-form and barred body tattoos), played a fair part during colonization and they've created and held a wide, unified nation through a rather peaceful history.
NOTE: the preceding Unique Abilities could easily be changed to apply to most North-Eastern, Sub-Arctic or North-Western Amerindian Civs, leaving the Unique Building and Unique Unit as 'Universal' Northern Amerindian attributes. I will probably add more Amerindian UAs at a later date. Also, I'm aware that neither The Cree nor The Huron erected Totem Poles.
NOTE: The reason why I added these 2 particular UAs was to share the idea of Unique Abilities that are dependant on a players relationship with other Civilizations, only applicable or further improved during 'extreme' Diplomatic relations (War/ Alliance).



The Koori / Australasian Aboriginies

Leader - Jandamarra / Yagan / Pemulwuy / Windradyne

Ability – Fire-Stick Farming –
Workers (and The Koori UU, the Woomera Bushmen) can turn Forest and Jungle tiles into either Grassland or Plains in a single turn, but only recieve half the usual :c5production: production pay-off as they would for chopping them down over several turns. This could be seen as a hinderance once Lumber Mills and Trading Posts are accessible, but you can quickly burn down trees in enemy territory too and recieve the halved :c5production: production pay-off in your capital.

Improvement – Rock Art –
Can be placed on ‘open’ Hills (those with no features or resources) within Aboriginal borders. Each Rock Art Art tile provides +1 :c5culture: culture and +1 :c5happy: happiness.

Unit – Woomera Bushman (replaces Warrior) – :c5production: 60 :c5strength: 6 :c5rangedstrength: 4 :c5moves: 2
The woomera can be used in close and ranged combat, with a dart throwing technique that has been honed for many thousands of years. This is the Australian Aboriginies ‘flagship’, one of the strongest ancient units, which compensates for their limited, but stylised ability.

Upgrades to either a Pikeman or Crossbowman, and therefore Woomera Bushmen earn ‘bushman' promotions (mostly those of Scouts), which don’t apply to either range or melee:
Scouting I, II & III; Survivalism I, II & III; Amphibious; Medic

For more information on the Woomera, check out http://donsmaps.com/atlatl.html

Colours – Dark Orange / Black ((((O))))


Continues...
 
The Inuit

Leader - Ekeuhnick or Apanuugpak (credit to Polar Bear on 2K). Also Abe Okpik, Stephen Angulalik, Uyaquk, Thanadelthur

Capital - Iqaluit

Ability – Arctic Expertise –
Ice and Snow tiles yield :c5production: 1 production & :c5food: 1 food when worked by a :c5citizen: citizen. Blending into the blizzard, all Inuit units have +50% Defense Bonus against ranged attacks on Snow and Tundra tiles.

Unit/Improvement – Hunter Kayak (replaces Fishing Boat) –
Deployed like a standard fishing boat, the Kayak earns +1 :c5happy: happiness from every improved Whale and Fish tile. The fishermen, equipped with harpoons, cause 1 damage to all enemies in adjacent tiles (like a weak Citadel on the water) but cannot themselves be destroyed or pillaged, making for an adequate harbour defence.

Unit – Dog Sled (replaces Chariot Archer) - :c5production: 105 :c5strength: 5 (+2) :c5moves: 2 (-1)
Dog Sleds are a unit very different from Chariots, pulled by a group of highly trained dogs suited primarily to cool conditions. Ranged units have a less accurate aim against the Inuit units in thick snow and blizzards.

Units have double :c5moves: movement (+2) and two attacks per turn (the dogs have teeth right?) on Snow and Tundra tiles. Being lower in stature, it can also make use of Terrain Bonuses, unlike the Chariot Archer which it replaces. The Dog Sled, for obvious reasons, does not require Horses, neither The Wheel and engages only in close combat. It is unlocked with Trapping technology.

Colours – Light Moss-Green / Ice-Blue ((((O))))
Colours – Deep Leather-Brown / Bright Yellow ((((O))))


The Maasai

Ability – Savannah Survival –
Each improved source of Cattle, aswell as each Forest with a Lumber Mill increases the production rate of buildings and the construction speed of Workers by 5% in the nearest Maasai city (bonus stacks).

Unit – Maasai Warriors (replaces Pikeman) – :c5production: 120 (-30) :c5strength: 10 :c5moves: 2
Equipped with decorative spears, oval-shaped shields and throwing clubs, Maasai Warriors are skilled, energetic and determined fighters.

Maasai Warriors recieve a further +25% Defensive Bonus if they’re attacked by another melee unit whilst fortified (or healing) and have a special ‘Sprint’ promotion, gifting double :c5moves: movement speed (+2) whenever The Maasai are at war with atleast one Civilization. They do have a reduced Bonus vs Mounted promotion of only +50% (-50% lower than that of the regular Pikeman), but the Maasai Warriors make up for this with a lower :c5production: production cost.

Unit – Nomad (replaces Settler) – :c5production: 319 :c5moves: 3 (+1)
Nomads give a free Worker at their last location when settling a new city.


Improvement – Acacia Fence/ Enkang Enclosure (replaces Pasture) –
Built on both Bonus Resource tiles (Sheep & Cattle) and Strategic Resource tiles (Horses) Enkang Enclosures prevent raids and predation of livestock, therefore, they cannot be pillaged. Enkang Enclosures provide an additional +1 food and +1 production to their tile.


Colours – Vivid Red / Navy Blue ((((O))))

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I have removed from the list my ideas of some civilizations for the following reasons:

The Maya – I’m sure that The Maya already have a fair chance of being added into the game at a later date, but I will happily share what I have for them should anybody want to know. It is for this same reason why I haven’t brainstormed The Zulus, The Majapahit or The Celts either, but I’ve a few ideas for them all. I would love to see all 4 of these in game, but have focused on those which are rarely discussed for the sake of this list.

The Pueblo People – With little luck on research, having thought of only a few related units and buildings, I didn’t feel that their attributes were Unique enough.

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Cheers for reading
Peace
SandFli​
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EDIT: Have started adding potential leaders.
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EDIT: I've posted the same list on 2K forums for further discussion:
http://forums.2kgames.com/showthrea...n-Suggestions-Complete-with-Unique-Attributes
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My aim in creating this list was to show that it's possible to create a quality Civilization based on "rare tribes". It's also easier to give their attributes more unique mechanics, as most 'civilised' empires lived in very similar ways to one another with little variation in military and economic ideas.

I would like to have added The Mississipians and The Cherokee, along with many more, but I'm currently a little short on free time. I plan to add more suggestions for unusual and distinctive Civs in the future.

Another reason that I've added these particular 7 Civs first is to provide some geographic representation for currently under represented areas of the World. I wanted to do this without using 'modern' Civs.
 
When I mod the papuan in civ IV, I had "Raja Papua" for leader.
It seem to have been a rich king, when in 1521 Antonio Pigafetta, the chronicler of Megallan's epic world circumnavigation, received information about Papua.

http://westpapua.wikidot.com/books:2


What about a samoyedic tribe? The nenets or the koryaks to fight against Russia in the great toundra!

And a tupi-guarani civ? with a jungle UA.

I hop someone will add all of them in mod section!
 
I voted Sioux and Inuit, they're the most well-known. Also, rare tribes aren't really good for civs- you want the opposite of that, something well known and influential.
Most major influential Civs are already in the game and the few that are left are almost inevitable to be included in future DLCs / Expansions. This list was made to show people that the more unusual Civ choices can have more unusual Unique Attributes, and therefore, actually make for a better Civ to play.
Also, thank you for voting.
You've done a great job of the list here, except for the fact I can't see a leader in most of these lists.
Cheers Pouakai. I've now edited the posts to add the few leader suggestions that I currently have come up with. I plan to add more soon and would appreciate any help from the community.
When I mod the papuan in civ IV, I had "Raja Papua" for leader.
It seem to have been a rich king, when in 1521 Antonio Pigafetta, the chronicler of Megallan's epic world circumnavigation, received information about Papua.
Thanks for the link. I've added Raja Papua to the list (I've given you the credit).
I would like to design more Civs, especially for Africa, The Americas, Europe and Asia.
For now, I only have one Amazonian/ Caribbean Civ (The Carib), but I had considered adding The Tupi and maybe some others. I hope to do so in the near future.
 
I agree. The aim of Civ is also to play a "what if?". What if the inuits build the Great wall? :)
We should not forget that "little" tribes are challengers from the start that don't pass the test of the time like the "great/wellknown" ones.

On 2k forum, a guy laugh at me when I suggest to consider Nan Madol (nice micronesian kingdom) because he never heard about it. My idea:

Cities: Nan Madol, Lelu, Dapahu, Peinering, Peinkitel, Karian, Lemenkou, Usennamw, Nandauwas, Madolenihmw...

Leader: Olosohpa (Saudeleur dynasty)

UA: Lost Continent of Mu (can build sort of stone quarries on coast tiles, kind of off-shore mines or can build canals)

UB: Reef polder, canals or Watersupply (replace acqueduct or allow to build irrigated farm without access to freshwater)

UU: Nahnken (great people that boost the speed of workers when they are within two tiles) or some kind of canoe

here is the wiki link: http://en.wikipedia.org/wiki/Nan_Madol

It can be a nice addition on the area of majapahit and your papuan civ ;)


For your african area, this is a nice map: http://exploringafrica.matrix.msu.edu/images/africa_kingdoms.jpg
 
my only complaint is that you combined sioux and cheyenne. since it's pretty much the cheyenne, just have a cheyenne leader. i'm still voting for them, though. and the inuits. those two seem like they're the most interesting.
 
We should not forget that "little" tribes are challengers from the start that don't pass the test of the time like the "great/wellknown" ones.
For your african area, this is a nice map: http://exploringafrica.matrix.msu.edu/images/africa_kingdoms.jpg
Very well said.
Also I appreciate the ideas on Nan Madol & the map of African Empires. It's inspired me to start creating 3 more African Civilizations.

I *DO* want your details about the Maya.

As for the Inuits; three things of major cultural importance -- Igloo, Atanarjuat & the InukShuk (inunnguaq)
OK, but I'm not going to give the details on 'my' Maya just yet. Sorry, I did say that I would. I will have another, much larger list of Suggestions which will include 'my' Maya online soon. ;)
As for The Inuit, I couldn't fathom how to implement Igloos. I do, however, have an idea for Inukshuks which I think might be suitable, if a little bizarre. I liked the idea of having them as a Unique Improvement originally, but have now changed them to a UB. I will add the Inukshuk under The Inuit header soon.

my only complaint is that you combined sioux and cheyenne. since it's pretty much the cheyenne, just have a cheyenne leader. i'm still voting for them, though. and the inuits. those two seem like they're the most interesting.
I see your point. The Sioux are, however, the more famous of the two & more likely to be added into the game, hence why I have blended them with the Cheyenne. Also, the leaders of The Sioux are more well known.
Both were usually peaceful towards one another and there are many records of the two joining together to defeat common enemies. If they were added to the game, I too would probably rather they were considered separate.
Thanks for voting!
 
On this african map, we can see the Kanem-Bornu kingdom. We can imagine an hability like "trans-saharian trade" and a UU like the tuareg:) They have a good place between songhai, carthage and egypt.

I miss the Nok Culture on this map. The Nok kingdom was located in the ancient Nigeria.
http://en.wikipedia.org/wiki/Nok_culture
The poteries they left are very unique on the whole continent. i think the difficulty will be to find a good leader for them, because that civ is too ancient, like Sumer or Harappa.

This is the same issue with the Marajoara Culture, the "Mound Builders" of Amazonia http://www.marajoara.com/eng/amazonian_prehistory.htm
 
Nice ideas (unfortunately, will probably end up merged with the generic list...)
These discussions are actually quite common, though, there's even a Caribbean tribes mod.
Just some thoughts:
Papua trait is overpowered, at least in earlier eras. The culture from tech idea's cool, though.
Nomad unit would be more annoying than overpowered- you don't really need a worker with every city, and that's assuming you don't go for liberty or the Pyramids.
Yellow/blue color's too close to Egypt.
Huron would make more sense then Cree, to me, because of the organization levels.
 
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