What civs do you want in Civ 5 - Updated list

Status
Not open for further replies.
The new civilization absolutely has to have Yugoslavia. It was a great country with very interesting politics, I don't know how to make one on my own :s ...
 
Canada should definitely be a civ. 2nd biggest country in the world. I always hated playing earth maps and then Canada was left empty. Also many people who play this game are from canada and would be a good add on civ
 
What about the Dutch? A Mill UI and a UB replacing the seaport.

I've suggested something like it earlier in this thread and another one. I don't wanna see the eastindiamen or anything like that. I kindof dislike UU but I hate useless UU.

Anyway, my suggestion was something like this:

UA: Mercantilism; Every luxury resource tile has +1 :gold: and double income from traderoutes during golden ages.

UI: Poldermill; Provides +1 :hammers: to it's tile. Has to be build next to a laketile. One adjacent laketile becomes a new terrain ''Polder'' which gives 2 :food: 1:hammers: 2:gold:. If the Poldermill is pillaged the Polder tile turns back into a lake. Unlocks at economics.

Or, if the above is too complicated

UI: Poldermill; Provides +1 :hammers: and +1 :gold:. Requires fresh water to be build and will spread fresh water to all adjacent tiles. Unlocks at Economics.


I've been thinking about a UB. I'd prefer ''Canals'' but what should it replace?
 
i like mercantilism ability
polder mill could be an UB, as essentialy it is a windmill. the special effect could be +1 production on coastal tiles
canals may be an UI instead i think
e.g. +1 gold, +1 food, needs fresh water, counts as road
 
Canada should definitely be a civ. 2nd biggest country in the world. I always hated playing earth maps and then Canada was left empty. Also many people who play this game are from canada and would be a good add on civ

being the second largest country in the world is pretty much all they have going for them. they're not really as unique or important as first, third or fourth place. i'm not saying there's no unique culture at all, there's too much land to say that, but maybe the inuits would be better. they've already been done in this thread, but if you think you have any better ideas, suggest them. i think that, even though the american civilization in the game usually represents the united states, it can kind of represent both countries in the game. kind of like how there are tons of polynesian countries and cultures, but they get lumped in together.
 
i like mercantilism ability
polder mill could be an UB, as essentialy it is a windmill. the special effect could be +1 production on coastal tiles
canals may be an UI instead i think
e.g. +1 gold, +1 food, needs fresh water

I suppose you are right but spamming canals everywhere would be very lame.
 
maybe then they should require not fresh water but coast and no hills?
drop +1 food also

Canals along the coast?

I don't get it.


A canal is a man-made waterway. Why build them along the coast, ships can already travel along the coast...


Another option would be this.

UA: Cities are automaticly connected via rivers and canals. Gains tripple trade income during golden age.
UI: Canal, functions like a road but may only be build on flat land. Travel speed is slightly less than on a road but also costs less maintenance. Can connect to rivers.
UB: Poldermolen, +2 :hammers: and +15% :hammers:. Also gives + 1 :food: :hammers: and :gold: to any lake and swamp tiles. Replaces windmill.

So the Dutch can use canals and rivers to create cheap and easy trade routes and transport. Perhaps it's a bit silly I don't know, it matches with the trade bonus.
 
canals were made by netherlanders to drain the land afaik
so i think it would be ok if they were tied to coast or lake

Canals are mainly a method of transport. If you want to know how we drained lakes and such I can tell you all about it since I'm dutch and actually live in a place that was a lake a few hundred years back.

Canals were mainly for transport. We also used them for defense, and as drainage when clearing lakes and such. Dikes and especially mills were equally important at that though.

I still wouldn't tie them to coast. We did drain a small sea partily but not by building canals along the coast :p
 
OK then)
but isnt water in canals got from drained lakes/shore?

Nope. It's just natural water from rain, groundwater and sometimes rivers.

Often the waterlevel is regulated. So more water can be added from a source, usually a river.

Ofcourse, when draining a lake, canals are needed. Looks like this:


:dike:canal:dike:lake:dike:canal:dike

So the two dikes and canal in between them surround the entire lake. Then windmills slowly drain all the water from the lake into the canal. The canals are connected to the network and if the levels gets too high water can be dumped into rivers or something else somewhere.

When it's done the lake will be a polder, the water level in the polder will be artificially kept lower than in the canals. The bottom is usually fertile and with the ability to regulate water levels it's perfect for agriculture.
 
Here, i found a picture. It clearly shows how two dikes are build around the canal on both sides.

This is a modern system using drains instead of windmills.

polder.jpg



And this is how a river or canal going through this lower land looks like, dikes on both sides.

dsrivier.jpg




So as you can see. Most of the country is below sealevel and also below the level of most rivers and some canals connected to those rivers.

In fact, if something went terribly wrong. Half of the country would dissapear into the sea.

This is what would happen
NederlandOnderWater-large.jpg
 
i think that, even though the american civilization in the game usually represents the united states, it can kind of represent both countries in the game.

Both these (now modern) countries were colonies of many different European enemies battling for resources in and control of the new world.

Canada is as sovereign as America (USA alone, btw) -- historically.
So are Mexico or Brazil and plenty more.

Stop the insults - aimed at the Arctic circle Giant that gave this world, for examples, Green Peace and technologies way beyond the scope of *your* mutual Nuclear Cold War dynamics. Yes, USSR - i'm staring at you also, straight into the eyes.

Cool it, boy.
 
so basically, you guys missed the entire point of the post, singled out one line of it and took offense. you guys are nationalists, cool, i'm happy for you, but that still doesn't mean that canada is its own civilization.
and let's not bother comparing the accomplishments of our two countries, seriously.
 
I've thought about and finally figured it out for the Dutch.

UA: Mercantilism; Traderoutes link through rivers once sailing is researched. Double traderoute income during a golden age

UB: Poldermill; Costs 220 (40 higher), gives +15% :hammers:. Still has one engineer slot and 2 maintenance. Adds 1 :hammers:: and 1 :gold: to any canal, lake or marsh tile worked by this city.

UI: Canal; Must have acces to fresh water (so next to a lake or river) and be on flat terrain. Spreads fresh water and connects trade route. Provides no movement bonusses. Costs 1 gold in maintenance. Unlocks at engineering. Works like a road or railroad.


So you may use Canals and rivers to create tradenetworks (works well with UA). At the same time the canals spread fresh water and thus allow more irrigated farms for additional food. They will cost 1 gold per tile to build though.
 
Status
Not open for further replies.
Back
Top Bottom