Now that we know more about the Civs in Civ V, I'm starting this again.
Please try to be as detailed as possible, with UU, UU2 (If applicable), UB (If applicable) and UA, as well as leader.
Update: Feel free to post suggestions for anything with *Unspecified*
Group 1 - Historic Civs
Submitter: Pretty much everyone in this topic
Civ: Korea
Leader: Sejong
Unique Unit: Hwach'a - replaces cannon. Bombard 26, +25% bombard against units not in cities
Unique Unit: Turtle - replaces Caravel. Significantly increased strength, but the bombard remains the same (assuming we have up to date stats for naval units, I said strength of 20, bombard of 7).
Unique Ability: Education Fever - Doubles effect of science specialists and increases base effect of science buildings.
Note: Other option, instead of the Turtle:
Unique Building: Cheomseongdae - science building of some sort. Either replaces Observatory or replaces some other building (maybe a monument) but boosts science as well.
Group 2 - Nation Civs
Group 3 - Nonsense Civs
Other non-civ features
-Espionage system ~ Submitted by GoodSamaratian
-Reintroduction of Religion ~ Submitted by Xen
-Religious city states ~ Submitted by Xen
Suggestions by Ogrelord:
All current and future CiVs get their second UU or their UBs.
All current and future CiVs get a second UA, thus the player choose witch one he wants at the start.
New leaders depending on time line, but it's just aesthetics, no effect on game.
you can let go of city you founded to become a city-state.
events, positives and negatives, including world wide plague.
fixes for bugs ( 'cause I know people will break the game in no time
Technologies:
Please try to be as detailed as possible, with UU, UU2 (If applicable), UB (If applicable) and UA, as well as leader.
Update: Feel free to post suggestions for anything with *Unspecified*
Group 1 - Historic Civs
Spoiler Nubia :
Submitter: Pouakai
Nubia
Kashta
UU: Nubian Archer (Replaces Archer)
UB: Steep Pyramid (Replaces Monument)
UA: Knowledge of the ancients - Flood plains provide +1 science, +10% Combat bonus on desert tiles within cultural borders
Nubia
Kashta
UU: Nubian Archer (Replaces Archer)
UB: Steep Pyramid (Replaces Monument)
UA: Knowledge of the ancients - Flood plains provide +1 science, +10% Combat bonus on desert tiles within cultural borders
Spoiler Numerous civs :
Submitter: Xen
-Ethiopia
-Inca
-Maya
-Carthage
-Korea
-Ethiopia
-Inca
-Maya
-Carthage
-Korea
Spoiler Byzantium :
Subitter: Xen
Byzantium
Basil II
UU: Byzantine Cataphracts
UU2 / UB: *Unspecified*
UA: *Unspecified*
Byzantium
Basil II
UU: Byzantine Cataphracts
UU2 / UB: *Unspecified*
UA: *Unspecified*
Spoiler Mongols :
Submitter: Jarlaxe Baenre
Mongols
Genghis Khan
Keshik - No movement penalties, +2 first strikes. Replaces Knight. Available with Archery and Horseback Riding.
Ger - Mounted units built in this city have +1 strength.
Ability: The Horde. Less unit maintenance costs, -10% strength, 100% unit production.
Submitter: Dagriggstar
Leader - Genghis Khan (duh)
Special Ability - Riders of the apocolypse - Mongol units gain experience (and thereby promotions) for pillaging and razing cities
UU - Keshik - Knight replacement. Two extra moves, ignores terrain movement costs, +33% combat bonus from great general nearby.
UB - Ger - Increases the production of mounted units
Mongols
Genghis Khan
Keshik - No movement penalties, +2 first strikes. Replaces Knight. Available with Archery and Horseback Riding.
Ger - Mounted units built in this city have +1 strength.
Ability: The Horde. Less unit maintenance costs, -10% strength, 100% unit production.
Submitter: Dagriggstar
Leader - Genghis Khan (duh)
Special Ability - Riders of the apocolypse - Mongol units gain experience (and thereby promotions) for pillaging and razing cities
UU - Keshik - Knight replacement. Two extra moves, ignores terrain movement costs, +33% combat bonus from great general nearby.
UB - Ger - Increases the production of mounted units
Spoiler Huns :
Submitter: Jarlaxe Baenre
Huns
Attila
UU1: Hussar - Can move along enemy roads. Replaces whatever comes before Knight. Doesn't obsolete. Gains +2 strength with whatever the tech for Knights is.
UU2: Tarkan - +25% versus cities. Same unitclass as Hussar. Doesn't obsolete. Gains +20% versus cities with whatever the tech for Knights is.
Ability: Raiders. Units heal from pillaging; +25% strength bonus for one turn after pillaging a tile.
Huns
Attila
UU1: Hussar - Can move along enemy roads. Replaces whatever comes before Knight. Doesn't obsolete. Gains +2 strength with whatever the tech for Knights is.
UU2: Tarkan - +25% versus cities. Same unitclass as Hussar. Doesn't obsolete. Gains +20% versus cities with whatever the tech for Knights is.
Ability: Raiders. Units heal from pillaging; +25% strength bonus for one turn after pillaging a tile.
Spoiler Vikings :
Submitter: Jarlaxe Baenre
Vikings
*Unspecified*
UU1: Berserk - Starts with Medic 1 and Medic 2 promotions. Replaces Axeman.
UU2: Longboat - Gains +100% from pillaging; units inside don't recieve a negative bonus for attacking from sea.
Ability: *Unspecified*
Vikings
*Unspecified*
UU1: Berserk - Starts with Medic 1 and Medic 2 promotions. Replaces Axeman.
UU2: Longboat - Gains +100% from pillaging; units inside don't recieve a negative bonus for attacking from sea.
Ability: *Unspecified*
Spoiler Poland :
Submitters: Guardian PL and ilikepie
UU: Husaria/Winged Hussars (because those guys would be awesome in CiV).. A lancer with a bonus against archers/resistance to ranged attacks (to symbolize extremely heavy cavalry).
UB/UU2: ??? (I'd suggest a UB as there aren't many of those).
UA: Commonwealth- Puppet states and allied city states generate bonus culture and/or gold? A power themed on Tolerance would also work as Poland was historically extremely tolerant of other religions and ethnicities... some bonus to conquered cities?
UU: Husaria/Winged Hussars (because those guys would be awesome in CiV).. A lancer with a bonus against archers/resistance to ranged attacks (to symbolize extremely heavy cavalry).
UB/UU2: ??? (I'd suggest a UB as there aren't many of those).
UA: Commonwealth- Puppet states and allied city states generate bonus culture and/or gold? A power themed on Tolerance would also work as Poland was historically extremely tolerant of other religions and ethnicities... some bonus to conquered cities?
Spoiler The Netherlands :
Submitter: D712
The Netherlands
Leader: Queen Wilhelmina
UU: Flying Dutchman (galleon +1 or 2 movement speed)
UA: Eastern Islands (Cities on islands with less that 5 tiles of lands gain +3 food and generate twice as much production as norm)
UB: Dutch Windmill
The Netherlands
Leader: Queen Wilhelmina
UU: Flying Dutchman (galleon +1 or 2 movement speed)
UA: Eastern Islands (Cities on islands with less that 5 tiles of lands gain +3 food and generate twice as much production as norm)
UB: Dutch Windmill
Spoiler Uzbeks :
Submitter: Dagriggstar
Uzbeks
Leader - Timur
UU - Balar (Knight replacement - Bonus for combat on "open" (desert, plains, grassland) terrain, Suffers 75% less damage from cities, extra move)
UB - Caravanseira (Granary replacement - City gains food from trade routes)
Ability - Center of the world (All great people points from a conquered city are transfered to the Uzbek Capital (Samarkand)
Uzbeks
Leader - Timur
UU - Balar (Knight replacement - Bonus for combat on "open" (desert, plains, grassland) terrain, Suffers 75% less damage from cities, extra move)
UB - Caravanseira (Granary replacement - City gains food from trade routes)
Ability - Center of the world (All great people points from a conquered city are transfered to the Uzbek Capital (Samarkand)
Spoiler Sri Vijaya :
Submitter: Dagriggstar
Leader - Samaratungga
UU - Palembang Merchant (Trireme replacement, can spend 2 turns in ocean hexes, extra move)
UB - Candi (Temple - Increases gold by 10%)
UA - Entrepot of the seas (Trade routes between cities on different landmasses are 5 times as effective, settler transports can spend 1 turn in ocean hexes)
Leader - Samaratungga
UU - Palembang Merchant (Trireme replacement, can spend 2 turns in ocean hexes, extra move)
UB - Candi (Temple - Increases gold by 10%)
UA - Entrepot of the seas (Trade routes between cities on different landmasses are 5 times as effective, settler transports can spend 1 turn in ocean hexes)
Spoiler Inca :
Submitter: Dagriggstar
Leader - Túpac Inca Yupanqui
UA - Tambo (Workers build roads twice as fast, all units travel twice as fast along roads)
UU - Quechua (Axeman) (gains experience (thus promotions) faster, can travel through peaks/mountains, bonus fighting on hills)
UB - Terrace (+1 food from hills)
Leader - Túpac Inca Yupanqui
UA - Tambo (Workers build roads twice as fast, all units travel twice as fast along roads)
UU - Quechua (Axeman) (gains experience (thus promotions) faster, can travel through peaks/mountains, bonus fighting on hills)
UB - Terrace (+1 food from hills)
Spoiler Austria :
Submitter: Supersmash5
Austrian Empire
Leader: Metternich
Unique Ability: Ethnic Diversity - Cities acquired through conquest produce less
Unique Unit: Hussar (Replaces Lancer) - 22 strength , 5 movement, Free Shock I promotion
Unique Unit 2: Grenadieren (Replaces Rifleman) - 30 strength, 2 movement
Austrian Empire
Leader: Metternich
Unique Ability: Ethnic Diversity - Cities acquired through conquest produce less
Unique Unit: Hussar (Replaces Lancer) - 22 strength , 5 movement, Free Shock I promotion
Unique Unit 2: Grenadieren (Replaces Rifleman) - 30 strength, 2 movement
Spoiler Berbers :
Submitter: Randarkmann
Berbers
Leader: al-Mansur
Unique Ability: Ship of the Desert - Infantry get +1 movement in desert terrain, Trade routes on desert tiles give +10% yield
Unique Unit: Murabitun infantry (replaces pikeman) – the infantry of the Almoravids (also known as the Murabitun) were known as being highly disciplined and well-trained, making extensive use of battle formations and field fortifications.
Unique Unit 2: Xebec (replaces frigate) – the ship of choice for the Barbary corsairs, seems to have originated from converted fishing and trading vessels. I’d imagine it with reduced strength compared to the frigate, +1 movement (or maybe +2?) and no resource requirement (converted fishing and trading vessels). Maybe it could also be able to pillage adjacent coastal improvements?
Berbers
Leader: al-Mansur
Unique Ability: Ship of the Desert - Infantry get +1 movement in desert terrain, Trade routes on desert tiles give +10% yield
Unique Unit: Murabitun infantry (replaces pikeman) – the infantry of the Almoravids (also known as the Murabitun) were known as being highly disciplined and well-trained, making extensive use of battle formations and field fortifications.
Unique Unit 2: Xebec (replaces frigate) – the ship of choice for the Barbary corsairs, seems to have originated from converted fishing and trading vessels. I’d imagine it with reduced strength compared to the frigate, +1 movement (or maybe +2?) and no resource requirement (converted fishing and trading vessels). Maybe it could also be able to pillage adjacent coastal improvements?
Spoiler Spain :
Submitter: Randarkmann
Leader: Isabella
Unique Ability: Siglo de Oro – Golden ages last 50% longer, during golden ages Spain has an increased chance of generating great generals and great artists, and gold resources and intercontinental trade routes (perhaps just trade routes in general?) provide double output.
Unique Unit: Conquistador (replaces Knight or Lancer, not really sure) – Has +1 sight range, receives large combat bonus versus cities (perhaps one against normal cities, and a larger one against city states, this would be to represent Spain’s conquering, so to speak, in the 16th century)
Unique Unit 2: Tercio (replaces Musketman) - Revolutionary military formation pioneered by Gonzalo Fernández de Córdoba containing an equal mix of pikemen, swordsmen and arquebusiers that dominated warfare for over a century and helped establish Spain as a dominant military power. +2 strength, bonus against mounted units (or perhaps simply all melee units?)
Leader: Isabella
Unique Ability: Siglo de Oro – Golden ages last 50% longer, during golden ages Spain has an increased chance of generating great generals and great artists, and gold resources and intercontinental trade routes (perhaps just trade routes in general?) provide double output.
Unique Unit: Conquistador (replaces Knight or Lancer, not really sure) – Has +1 sight range, receives large combat bonus versus cities (perhaps one against normal cities, and a larger one against city states, this would be to represent Spain’s conquering, so to speak, in the 16th century)
Unique Unit 2: Tercio (replaces Musketman) - Revolutionary military formation pioneered by Gonzalo Fernández de Córdoba containing an equal mix of pikemen, swordsmen and arquebusiers that dominated warfare for over a century and helped establish Spain as a dominant military power. +2 strength, bonus against mounted units (or perhaps simply all melee units?)
Spoiler Carthage :
Submitter - Cicero spqr
Carthage
Leader: Hannibal
uu: numidian cavalry(starts with charge and shock 1, strength 11, has ranged attack at same strength as archer)
uu:quiquereme(strength 7, ranged attack 6, bonus versus triremes)
ability: commercial empire(commerce social policies cost 25% less, rushbuying costs 25% less)
Carthage
Leader: Hannibal
uu: numidian cavalry(starts with charge and shock 1, strength 11, has ranged attack at same strength as archer)
uu:quiquereme(strength 7, ranged attack 6, bonus versus triremes)
ability: commercial empire(commerce social policies cost 25% less, rushbuying costs 25% less)
Spoiler Korea :
Submitter: Pretty much everyone in this topic
Civ: Korea
Leader: Sejong
Unique Unit: Hwach'a - replaces cannon. Bombard 26, +25% bombard against units not in cities
Unique Unit: Turtle - replaces Caravel. Significantly increased strength, but the bombard remains the same (assuming we have up to date stats for naval units, I said strength of 20, bombard of 7).
Unique Ability: Education Fever - Doubles effect of science specialists and increases base effect of science buildings.
Note: Other option, instead of the Turtle:
Unique Building: Cheomseongdae - science building of some sort. Either replaces Observatory or replaces some other building (maybe a monument) but boosts science as well.
Group 2 - Nation Civs
Spoiler Israel :
Submitter: Randarkmann
Leader: Solomon
Unique Ability: The Chosen People – Units receive combat bonus in home territory, conquered Israeli cities (whether puppet states or annexed I should think, but perhaps only annexed cities) produce twice as much unhappiness for the conquering empire, cultural assimilation (I assume there is a mechanism like this gradually eliminating the unhappiness produced by conquered cities) of annexed Israeli cities takes twice as long, Israel also takes twice as long to culturally assimilate annexed cities they themselves have conquered.
Unique Unit: IDF Fighter (replaces Jet Fighter) – gains combat bonus against ground units.
Combat bonus against other fighters would also fit the bill, but would be 100 % identical to the Zero, this here reflects the great success Israel has had using its air superiority to destroy the Arab armies on the ground. I chose not to give it a specific name (like F-16 or F-15, though it should probably base its appearance on one of them) since Israel does not have “homemade” jet fighters. It is the training and dedication of their pilots and the doctrine of the IDF that make the Israeli air force as deadly as it is.
Unique Building: Kibbutz (replaces Granary) - ?
Yes, it is anachronistic, I know. This is somewhat from lack of a better idea. The way I thought it would work would be to have it mostly act like a normal granary, however I thought it should get bonuses when certain industrial and modern technologies are researched (reflecting both how kibbutzim have modernized since the establishment of Israel, and making them important to your civ as they have been important in modern Israel’s history) would also perhaps be fitting for the building to provide some synergy (or receive bonuses) with policies from the Order tree (specifically Socialism and Nationalism)
Leader: Solomon
Unique Ability: The Chosen People – Units receive combat bonus in home territory, conquered Israeli cities (whether puppet states or annexed I should think, but perhaps only annexed cities) produce twice as much unhappiness for the conquering empire, cultural assimilation (I assume there is a mechanism like this gradually eliminating the unhappiness produced by conquered cities) of annexed Israeli cities takes twice as long, Israel also takes twice as long to culturally assimilate annexed cities they themselves have conquered.
Unique Unit: IDF Fighter (replaces Jet Fighter) – gains combat bonus against ground units.
Combat bonus against other fighters would also fit the bill, but would be 100 % identical to the Zero, this here reflects the great success Israel has had using its air superiority to destroy the Arab armies on the ground. I chose not to give it a specific name (like F-16 or F-15, though it should probably base its appearance on one of them) since Israel does not have “homemade” jet fighters. It is the training and dedication of their pilots and the doctrine of the IDF that make the Israeli air force as deadly as it is.
Unique Building: Kibbutz (replaces Granary) - ?
Yes, it is anachronistic, I know. This is somewhat from lack of a better idea. The way I thought it would work would be to have it mostly act like a normal granary, however I thought it should get bonuses when certain industrial and modern technologies are researched (reflecting both how kibbutzim have modernized since the establishment of Israel, and making them important to your civ as they have been important in modern Israel’s history) would also perhaps be fitting for the building to provide some synergy (or receive bonuses) with policies from the Order tree (specifically Socialism and Nationalism)
Spoiler Denmark :
Submitter= Souron
Denmark
Leader: Cnut
UU1: Berserk, replaces Axemen
UU2: Longboat, replaces trireme. (note that there are no transport units, so the above bonus doesn't work)
UA: Danegild -- puppet states generate + 50% more gold.
Denmark
Leader: Cnut
UU1: Berserk, replaces Axemen
UU2: Longboat, replaces trireme. (note that there are no transport units, so the above bonus doesn't work)
UA: Danegild -- puppet states generate + 50% more gold.
Spoiler Brazil :
Submitter - Lecen
Brazil.
Leader: Emperor Pedro II.
Unique unit: Dragão da Independência or Independence Dragoon (Cavalry)
unique unit 2: Voluntário da Pátria or Fatherland Volunteer (Rifleman)
Brazil.
Leader: Emperor Pedro II.
Unique unit: Dragão da Independência or Independence Dragoon (Cavalry)
unique unit 2: Voluntário da Pátria or Fatherland Volunteer (Rifleman)
Group 3 - Nonsense Civs
Other non-civ features
-Espionage system ~ Submitted by GoodSamaratian
-Reintroduction of Religion ~ Submitted by Xen
-Religious city states ~ Submitted by Xen
Suggestions by Ogrelord:
All current and future CiVs get their second UU or their UBs.
All current and future CiVs get a second UA, thus the player choose witch one he wants at the start.
New leaders depending on time line, but it's just aesthetics, no effect on game.
you can let go of city you founded to become a city-state.
events, positives and negatives, including world wide plague.
fixes for bugs ( 'cause I know people will break the game in no time
Technologies: