The Sudanese Mahdi?
Maybe the Boers?
The Sudanese Mahdi?
CiV really needs African civs. I would also like to have Sioux added in the game with their powerful cavalry UU & Teepee as UI.![]()
Well their life style makes them even more unique & it would be fun to have fast raiding civ which can fight in neutral territory well with the help of teepee.Id love to see a new north american native civ, though not the Sioux. My problem with the Sioux is that one of the defining characteristics of their culture was the lack of permanent settlements due to their buffalo hunting...therefore cities wouldn't make all that much sense. And without cities, CiV doesnt work all that well.
All I really want is a civ without UU's. Just a UB and UI.
Not really sure which civ would be best suited for that though.
It would be a peaceful one. Could possibly pull it off with Puebloans.
Post 360 UPDATED
New Civ ideas added:
Morocco
Netherlands
Apache
Inuit
Changes:
Austria-Hungary
UU changed from Jaeger Infantry to Hussar.
UA nerfed.
Sioux
UU2 Raider changed to UI Tipi.
Dacia
UU slightly nerfed.
I gave Netherlands a rare UI+UI combo and the requested/suggested Inuit Civ a UB+UI combo. Now there is a idea for every possible unique-combo
I'm on my summer vacation for a month so haven't had that much time to on computer. I'll try to update any possible fixes for the Civs, as soon as possible.![]()
Do you want me to add ideas of #360 to the OP or link to the post from it?
I figure this is a good spot to post my suggestion for the Zulu, that I think would make them an interestingly different military power that emphasises speed, formation and tactics over raw strength.
Leader: Shaka (duh)
UA: Mobile warfare
Zulu armies travelled very light, and were constantly drilled via forced marches in bare feet to travel long distances at great speeds. Additionally, young boys were inducted into the warrior culture very early, serving with the army as a light baggage train that could carry supplies very quickly. As a result, Zulu armies were able to traverse even rough terrain very quickly, and gain superior positioning to gain the element of surprise, and to perform their signature outflanking and encirclement maneuvres. In the game, this is represented by Zulu land units (except siege) may not have their movement reduced below 2 by terrain or zone of control.
UU: Impi
Replaces: Pikeman
Strength: 10
Cost: (the same)
Move: 3
50% bonus vs mounted (not 100%)
Provides doubled flanking bonuses
No movement cost to pillage
+25% vs gunpowder units
Zulu "impi" generally refers to the fighting formation that was perfected under the leadership of Shaka. They eschewed long throwing spears in favour of short stabbing spears and clubs, and were trained as warriors from youth. A favoured tactic was to use their speed and discipline to close in quickly and outflank an enemy with their highly-successful "buffalo horns" formation. With the advantage of surprise, clever positioning and numbers, these primitive but powerful troops were even able to defeat advanced British riflemen at the battles of Isandlwana, Intombe and Hlobane.
A pikeman replacement that is very fast, and in combination with the Zulu UA, is able to use that speed to effectively outflank enemy units. If you are able to swarm an enemy unit, the flanking bonus may be large enough that you are able to take on even considerably more powerful units with ease (especially gunpowder units). However, their short spears are not as effective as pikes against cavalry. Impi/pikemen are also relatively cheap, allowing a Zulu player to more effectively make use of numbers to swarm an opponent.
UU: Assegai spearman
Replaces: Archer
Cost: the same
Strength: 5
Ranged strength: 10
Range: 1
Move:2
May not melee attack
May move after attacking
Prior to the military advances that occurred around the time of Shaka's rule, southern African warfare consisted primarily of light skirmishing troops carrying throwing spears known as assegai. The Zulu were known for their effective use of this weapon, until they superseded it with the far more effective stabbing spear.
A very different archer replacement; it has a devastatingly high ranged strength, but its range of 1 leaves it very vulnerable to counterattack (especially since it isn't eligible for terrain defense promotions). The key to using this unit effectively will be the use of the Zulu mobility to strike hard and fast then withdraw before a counterattack.
Post 360 UPDATED
New Civ ideas added:
Morocco
Netherlands
Apache
Inuit
Changes:
Austria-Hungary
UU changed from Jaeger Infantry to Hussar.
UA nerfed.
Sioux
UU2 Raider changed to UI Tipi.
Dacia
UU slightly nerfed.
I gave Netherlands a rare UI+UI combo and the requested/suggested Inuit Civ a UB+UI combo. Now there is a idea for every possible unique-combo
I'm on my summer vacation for a month so haven't had that much time to on computer. I'll try to update any possible fixes for the Civs, as soon as possible.![]()
Morocco
Leader: Ismail Ibn Sharif
Unique Building: Ksar. Replaces Castle. Cost: 200. Maintenance: 3. Defense: 10. Ksar increases the food intake of a city, speeding up the city's growth. Acts like second Granary, but the food intake increase is slightly smaller than Granarys. Also gives +10% Gold. Stacks with Granary and Market bonuses and Defense bonus is slightly greater than ordinary Castles.
Unique Unit: Black Guard. Replaces Musketman. Cost: 90. Combat 15. Movement 2.Black Guard Can Move After Attacking. Much cheaper to build than regular Musketman but slightly weaker. Has a unique promotion which gives the unit ability to move after attacking. Also Moroccoan worker unit can be upgraded to Black Guard at moderate cost.
Unique Ability: Land of God. +2 Science from Every Desert tile worked by the Moroccoan City and +25 Golden age points earned when Liberating a City.
Netherlands
Leader: William of Orange
Unique Improvement: Windmolen. Available at the Discovery of Economics. Can be build in Hills. +1Food, +1Production, +1Gold. Windmolens in Coastal Hill tiles give additional +1 Production.
Unique Improvement: Levee. Available at the Discovery of Steam Power. Can be build in River tiles. Gives +1 Production and +2 Culture.
Unique Ability: Blooming Empire. Every Luxury Resource tile has +1Gold and Double Income from Traderoutes during Golden Ages.
New National Wonder: Delta Works
Apache
Leader: Mangas Coloradas
Unique Building: Wickiup. Replaces Granary. Same benefits as Granary but also gives additional +1Food from Desert tiles and 1+Gold from Flood Plains and Oasis.
Unique Unit: Raider. Replaces Cavalry. Combat: 26. Movement: 4. Starts with Evasion(50) promotion. Gains extra Gold from Pillaging tile Improvements. Has a higher combat strength and extra movement point.
Unique Ability: Cactus Life. Desert tiles provide +1Food and +1 Production and Garrisoned Units can attack Twice a Turn.
Inuit
Leader: Apanuugak
Unique Building: Igloo. Replaces Monument. Maintenance 1. Culture 2. All cities within 20 (?) tiles of ice terrain gain +1 gold.
Unique Improvement: Ice trap. +4 Food. Can only be build on snow tiles adjacent to water or river tiles. This is based on the Inuit hunters who dig holes in the ice and wait patiently for a seal or fish to become visible, where they then spear fish it. Available at the Discovery of Sailing.
Unique Ability:People of the Arctic. +1Food from every Tundra or Snow tile within 3 tiles of the City. The tile does not have to be worked, and one tile can be shared by one city and both will still get the bonus.
they were not productive at all. productivity of labour was 5 times less compared to US/european farms. thus SU came to importing canadian grain.UI: 'Collective Farm' - Replaces 'Farm'; +0.5for each adjacent Collective
So what does everyone think about the new Civ ideas?![]()