What civs do you want in Civ 5 - Updated list

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As for a a Unique Unit for Portugal, I would suggest Templar Knights, ou Warrior Monks because during the muslims invasion of Portugal Dom Afonso Henriques, first king of Portugal, protect the monasterys to get help from the Warrior Monks and paid the Templars to help Portugal fight the muslims.
 
That's true...but Portugal was the only European country that "accepted" templars, and their history is very related to the Portuguese history.
 
didn't scotland accept them, too? but anyway, if there had to be templars, i'd probably have them for israel, and even that's not all that great of an idea. portugal should have a cannon or a ship. or both.
 
That would would be cool too. I only suggested the Templars because I would love to have them in Civ V, but that was only a suggestion...
 
I thought of an abbility, but I do not know what civilization I would link it to.
A newly conquored city would stay in unrest for a shorter time, and buildings in the cities have a better chance of surviving.
Maybe add that fewer citizens die during the conquest.
How much is a balance issue and would also have to be balanced with UU/UB/UI.

It would have to be linked to a civilization that is famous for integrating well in new areas.
 
Okay, here's some ideas for Finnish Civilization in CiV. First one is more modern view and second more traditional (albeit obscure).

Finland
Capital: Helsinki
Leader: Carl Gustaf Emil Mannerheim (1918-1919; 1944-1946)
UA: The Finnish Spirit 25% attack strength for military units fighting within the empire's borders. Fort improvement and defensive buildings in all cities are 25% more effective.
UU: Hakkapeliitta. Replaces Cavalry. Starts with Blitz and Charge promotions. Cost 260. Combat 25. Movement 3.
UU: Sissi Replaces Rifleman, invisible if in a Forest tile. Can pillage enemy improvements at no additional cost. Starts with Scouting I and Survivalism I promotions. Cost 200. Combat 25. Movement 2.
UI: Mannerheim Line (Bunker) Replaces fort after the discovery of Dynamite. Each bunker in an adjacent tile will add +25% combat strength for military units inside them and units move through them as if it is Road.
Starting Bias: Forest and Lakes
Strategy: Defend your empire and wreak havoc in Renaissance Era with Hakkapeliitta's and Sissi's
Favoured Win: Diplomatic, Science
Scenario: Karelian Isthmus
Defend Finland in Karelian Isthmus against invasion of Mother Russia. Conquer St. Petersburg to achieve victory. Many strategic chokepoints and tons of tanks, artillery and planes against Finnish defenders in lines of defense. In this scenario America, Sweden, Germany, Italy, France, England and Denmark are in form of a friendly city states; gifting food and units.


Ancient Finland Infolink1, Infolink2
Capital: Vanaja (Vanain). (Destroyed in 1311 A.D.)
Leader: Fornjót
UA: Tales from the Thousand Lakes
Each worked lake, marsh and river tiles provides +2 culture per turn. Free Great Artist at the discovery of Acoustics. Free Social Policy at the discovery of Archaeology.
UU: Runonlaulaja (”Rune Singer”). Replaces Scout. When explored 100 tiles and returned to the capital can be used to gain 100 culture towards Social Policies.
UU: Väinämöinen. The Väinämöinen is a Finnish Unique Great Person, replacing the standard Great General. The same combat bonuses apply, but the Väinämöinen can heal adjacent units for an additional 3HP per turn and can be used to find a city (unit is expended when used).
UB: Sauna. Replaces Garden. Cost 120. No maintenance. Happiness +2 and +33% Great People generation in City. City must be built next to a River or Lake.
UI: Tar-Burning Pit. Replaces Lumbermill (+1 production) after the discovery of Navigation. Tar-Burning Pit adds +1 gold and in coastal or river tile produces +2 gold (river/coast +3 gold). Goes obsolete at the discovery of Electricity.
Starting Bias: Marsh and Lakes
Strategy: Explore a lot with your unique unit. Carefully return it to the capital and use it to gain culture. Expand fast and build cities especially near lakes and rivers. Participate in some battles (barbarian etc.) to gain GG points to get Väinämöinen. Go for cultural victory.
Favoured Win: Culture.
Scenario: Ultima Thule
Conquer for the glory of Finland and rule your empire from Iceland to Ural, from Black Sea to Barents Sea! Reinvent the long forgotten and long disregarded traditions of Finnish people.

I think Finland would make a nice Double Civilization and Scenario Pack (like Inca & Spain in last December) with Sweden. There could be a couple new natural wonders included, perhaps; Korvatunturi, Saimaa and Sweden High Coast

What do you think about the ideas? Would you be interested in this kind of DLC? :D
 
yeah, they are a bit overpowered. and double packs probably won't be civilizations with core areas that are right next to each other, like with the example of spain and inca .
 
These Ua are overpowered in this way.A suggestion here is to limit the activity of them near capital and I suggest to take out this bonus culture of rivers,marsh and lakes.
The Väinämöinen looks like a western khan that can find city.
The Hakkapeliitta bonus of blitz can be switched to another bonus,like a bonus when attacking or a bonus when flanking units.
And Sauna can only be bulit in cities that has at least one snow or tundra or mountain tile,since they are a good place to be warmed.
 
Perhaps the best choice would be a compination of the two, I would choose:

Finland
Capital: Helsinki
Leader: Mannerheim
UA: The Finnish Spirit
+25% Attack strength for military units fighting within the empire's borders.
UU: Sissi Replaces Rifleman, invisible if in a Forest tile. Can pillage enemy improvements at no additional cost. Starts with Scouting I and Survivalism I promotions. Cost 200. Combat 24. Movement 2.
UB: Sauna. Replaces Garden. Cost 120. Maintenance 1 gold. Happiness +2 and +25% Great People generation in City. Each worked Lake tile provides +2 Culture. City must be built next to a River or Lake.
Starting Bias: Forest and Lakes
Favoured Win: Diplomatic, Culture
Scenario: Karelian Isthmus
Natural Wonders: Korvatunturi, Saimaa
 
according to wikipedia at least, sissi originally meant a forest bandit or his bow, so i guess i could see the logic there with the invisibility, but everything else sounds like they would be better as a scout on steroids, especially since finnish troops aren't really famous for hiding behind trees. i'd probably balance it by making it more expensive to build, instead of just subtracting 1 combat strength, since that doesn't make much of a difference at that point.
if i were to design a unit with stealth in a certain type of terrain feature, i'd probably go with viet cong, even though they're probably as likely to be put into the game as finland is.
 
also, i forget if kazakhstan's in here yet, but they'd be interesting, since there aren't really any central asian civilizations and they're probably unique enough.
 
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