I'm open to different %.Agree.
If UHV is that project, it is not 65% of mediterranean coasts.
In a game of mine i had to conquest Jerusalem, Algiers and Constantinopolis to achive it.
I do not like percentage of land at all.I'm open to different %.
... If you want a Jewish Civ, I propose the Khazar. That civ spawns a few turns before the Arabs, has a core area (caucus mountains) that is usually not populated, and already has an easy to identify UHV (Such as control the Pontic–Caspian steppe, and have no barbarians there). The civ will be in conflict with the AI vikings & (I'd argue) AI Arabs & Byzantines. Heck, there is a Civ 4 mod for them: HERE (though in my opinion the art is a bit weak).
Here is my rough draft for them:
UU: Arsiyah (Cavalry)
UB: Qaghan Beg (lit. the house of the Qaghan. According to Ahmad Ibn Fadlan, the Khazars were led by two simultaneous leaders, a Malik/Melekh who was in charge of legislative authority and trade, and the Qaghan (Khagan). The Qaghan was a spiritual and military leader who ruled from his semi-nomadic home or beg. Therefore the Qaghan Beg easily replaces the courthouse, stables, or Barracks)
Power: Power of Correspondence, each temple produces an extra trade route. -50% unhappiness from non-state religions
UHV 1: Control X cities by 750 CE
UHV 2: Have X commerce in your capital by 950 CE
UHV 3: Build a Jewish Academy in Kiev
The Khazars were a Western off-shoot of the Turkic steppe empires. All of those offshoots should be represented by one civ just like all of the offshoots of the Mongols are represented by the Mongols.I think there's a long term plan to fix the map and introduce civs in central Asia between the Tarim basin and the north of the Black sea where the Khazars would be, now that camels are in the game perhaps it's time to start thinking about it again?
I definitely think the Khazars would be a great civ to include, especially bc they could replace most of the random barbarian spawns in the region after 600 and slow the russian expansion south and east a it. I do think UHV 2 would be a little hard to achieve as you only have around 35 turns to get 4 religions in your capital and build the buildings. The Khazars should have some goal or power that reflects their early alliance with the Byzantines, until Kievan Rus' rose to prominence in the region. Perhaps the first goal should be more about actually defeating a certain number of barbarian units, rather than non-, as they mostly fought against nomadic steppe people
In terms of culture they were very different though, Khazars was a more trade oriented civ with a state religion, I think even these two differentiates them from other Turkic states at the time. Btw I would also support a Golden Horde civ that spawns if Mongols collapse.The Khazars were a Western off-shoot of the Turkic steppe empires. All of those offshoots should be represented by one civ just like all of the offshoots of the Mongols are represented by the Mongols.
Btw I would also support a Golden Horde civ that spawns if Mongols collapse.
Tocharians / Yuezhi / Kushans:
I do not have a concrete idea in my mind about the civilization, but I think either as a 1-2 city civ in the Silk Road/Tarim Basin, or as mighty Kushan Empire* they would offer a very interesting gameplay and would fill the void in Central Asia before any other Turkic Civilization.
If anyone else thinks its location and historical role would offer an interesting gameplay, then we might brainstorm about the civilizations specialities. btw I think even in the current map there is enough space for them.
*:Which would make Northern India a more interesting place and would give India a real early military challenge other than mindless barbarians.
The Kushan Empire (1st Century B.C.E. - 4th Century C.E.)
1) The Silk Road: Establish open borders with China, Rome, and Ethiopia
2) Multicultural: Build a Stupa, Mandir, and Holy Fire
3) Winter Palace: Build the Qila Mubarak in India
UU: Look here. Their army had a mix of all things, though they are noted as having both Cataphracts and Tower elephants. I say a cataphract replacement to the horse archer named "Yabgu Guard"
UB: instead of a building replacement, how about a special wonder? The Qila Mubarak, it acts as a second palace.
We also have made a kushans civ pack for 1.13, about 16 months ago, some screenshots here:
Starting Year: 125bc
UU: Askava(Horse Archer)
UB: Arrow Tower(Wall)
UP: The Power of Silk Road: Extra fields and benefits from Silk Road
UHV1: Secure or get by trade 10 Silk Road resourses by 600ad
UHV2: Make sure 15% of world is controlled by Buddhism civs by 900ad
UHV3: Build 10 Arrow Towers, 8 Stables, 6 Libraries and 4 courthouse by 800ad
Also added Bamiyan as world wonder in this pack.
It would probably make more sense to spawn them as the Tocharians if you want them early, as the Kushans most likely originated there.
The Kushans would also generally fill the role of the invader empires that established themselves in Afghanistan and northern India throughout much of that period, including the Sakas and Hepthalites.
Both should spawn earlier. UHV1 doesn't make sense to me -- it should be about conquering the malays or building relevant wonders.Malay
650 AD in Palembang
UHV 1: The slayer of courageous enemies
Control at least 1 city each in Sumatra, Malay peninsula, Java, Indochina, and Madagascar by 800 AD
UHV 2: Celates
Sink X ships by 1400 AD
UHV 3: Hands on the throat of Venice
Have trade agreements with X other nations by 1500 AD
UU: Orang Laut
Replaces Harbor. +1 Commerce from Fishing Boats and High Sea Fishing Boats
Ability: The Power of Straits
Core: South Sumatra, and later Malay Peninsula.
Historical: Sumatra, Malay Peninsula, West Java, East Malaysia, Brunei, Khmer core, and Madagascar.
1019 AD in Kahuripan (near Surabaya)
UHV 1: Prelambang Joyoboyo
Generate a Great Prophet before 1180 AD
UHV 2: Palapa Oath
Improve X land resources in Maritime Southeast Asia by 1365 AD
UHV 3: Bhinneka Tunggal Ika
Control more cities with Islam in it than any other civs while having 6 or more religions in the capital by 1950 AD
UU: (Javanese) Jong
Replaces the Galleon, Requires Machinery, 5 Movement, 59 Production Cost, +50% vs. Privateer, Cannot enter Ocean and Cape until Optics
Ability: The Power of Islander
No combat penalty for Attacking from Sea. No Movement Cost when moving from Sea to Land.
Core: Central and East Java and Bali.
Historical: Sunda Islands, Malay Peninsula, and Maluku Islands.