What civs do you want in Civ 5 - Updated list

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List continued!


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Phoenicia
Leader:
Unique Unit:
Unique Component:
Unique Ability:


Poland
Leader: Józef Piłsudski / Lech Wałęsa
Unique Unit: Sherman (replaces Tank) +1 Movement such as the Panzer, cost less!
Unique Building: (Unnamed) Factory that doesn't require Coal to be built and gives a 75% boost to production - Cost=250 - Maintenance=1
Unique Ability; Solidarność, Unemployed citizens still work on tiles if used as Specialists.


Portugal
Leader: Henrique o Navegador
Unique Unit: Carrack. Replaces Caravel. Available with Discovery of Compass. Strength: 15. Ranged Combat: 8. Range: 2. Movement 6. Cost 90.
Unique Building: Feitoria Replaces Seaport. Same benefits as Seaport but also gives extra +2 Gold from Sea Resources worked by the City.
Unique Ability: Golden Horizons. Automatically has Trade Routes between Coastal Cities after Compass and gains Double Gold when finding a friendly City State


Romania (Dacia)
Leader: Vlad Tepes / Mihai Pătraşcu
Unique Unit: Peltast. Replaces Pikeman. Cost 120. Strength 12. Movement 2. Has a unique Enslave promotion; Each Melee unit killed has a chance to turn to a Dacian worker. Starts with Charge promotion.
Unique Building: Sanctuary. Replaces Temple. No maintenance. Culture 2, Happiness 2, Gold +10%. Cost 120.
Unique Ability: Order of the Dragon. 25% Attack Strength inside Cultural Borders and Each active Defensive Pact increases unit production by 5%


Scythians
Leader:
Unique Unit:
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Unique Ability:


Sioux
Leader: Chief Gall
Unique Unit: Dog Soldier: 25 :c5stregth: 4 :c5movement: (+1) Double (& stackable, as usual) flanking bonus (+10% or +15%, I forget)Replaces Cavalry.
Unique Unit 2: Deerfoot. Replaces Archer. Strength: 5. Ranged Strength: 7. Range: 2. Movement: 2 (+1 in Open Terrain.). Cost: 70. Note: This unique Sioux Archery unit gets +1 in Combat and Ranged Combat strength. Additionally +1 movement in the Open Terrain only
Unique Improvement: Teepee - Requires Trapping. All adjacent friendly units recieve +1 healing per turn and a +10% combat bonus. (In the borders of a city, the Teepee tile can be worked, Providing 2 :c5gold: Gold and 1 :c5production: Production).
Unique Ability: The Hunters Way - All cattle worked by a city provide +1 :c5food: food, All horses provide +1 :c5gold: gold, and all deer provide +1 :c5production: Production


Sumer
Leader: Sargon
Unique Unit: Vulture. Replaces Warrior. Cost: 40. Strength 7, not 6. Movement 2. Gives +15% combat strength for military Units which have another military Unit in an adjacent tile.
Unique Building: Ziggurat. Replaces Library. Cost: 80. Maintenance 1. +1 Science for every 2 Citizens in the City (like regular Library). Also eliminates extra Unhappiness from Citizens and gives +1 Culture for every 2 Citizens in the City.
Unique Ability: Puppet Dictator. Instead of puppeted city-states producing buildings they will produce soldiers. This ability can be changed back to buildings by going into the 'View City' screen. Once the puppeted city begins producing buildings you cannot change it back to units. To produce units you must annex the city.+15% bonus to unit production.


Sweden
Leader: Gustavus Adolphus
Unique Unit: Gustavian Infantry. Replaces Musketmen. Cost 120. Strength 16. +25% Strength against Infantry-type units (Longswordsmen, Musketmen, etc).
Unique Unit: S-tank. Replaces Modern Armor. Cost 800, not 700. Strength 100, not 80. Movement 6, not 5. +25% Combat bonus on Defense.
Unique Ability: Swedish Liberalism Culture cost of Policies from number of Cities decreased by 20%. Unhappiness from Annexed cities reduced by 25%.


Tibet
Leader: Ngawang Lobsang Gyatso
Unique Unit: Warrior Monk. Replaces Swordman. Cost 80. Movement 2. Strength 10. +100% Strength when Defending. -25% Strength when Attacking. Does NOT require Iron.
Unique Building: Stupa. Replaces Temple. Cost 120. Maintenance 2. +4 Culture. +3 Culture for every Mountain within Three tiles of the City. Also gives +2 Science when Warrior Monk is garrisoned in the City.
Unique Ability: Nonviolence. Any Nation that attacks Tibet takes 1 Unhappiness for every Turn the War is maintained.


Timurid
Leader: Timur
Unique Unit: Spy. New unit doesn't replace anything. Availabe after Discovery of Chivalry. Cost: 50. Type: Recon Units. Combat 8. Movement 2. Invisible to all Units. Can be detected if Unit is moved to same tile. Has ability to enter rival territory even if Open Borders agreement isn't signed. Can pillage tiles, damage units and steal Cities treasury.
Unique Building: Registan. Cost: 200. Maintenance: 0. Defense: 10, not 7.5. Culture +5. Note: slightly stronger than a regular Castle it also gives large amount of Culture.
Unique Ability: War Propaganda. Timurids have a unique ability to see what other Civs are building in their Cities, what they are Researching and fog of war is removed inside borders of other Empires when Open Borders is signed. Also receives Military Units from Militaristic City States double the usual rate when Autocracy Social Policy is enabled.
Note: Timur's military talents were unique. He planned all his campaigns years in advance, even planting barley for horse feed two-years ahead of his campaigns. He used propaganda, in what is now called information warfare, as part of his tactics. His campaigns were preceded by the deployment of spies whose tasks included collecting information and spreading horrifying reports about the cruelty, size, and might of Timur’s armies. Such psychological warfare eventually weakened the morale of threatened populations and caused panic in the regions that he intended to invade.


Tupi
Leader:
Unique Unit:
Unique Component:
Unique Ability:


Vietnam
Leader: Lê Thánh Tông
Unique Improvement: Trap. May only be built in forest or Jungle tiles. Upon an enemy unit entering the tile, there is a 33% chance they lose half their remaining health, rounded up (So a unit on 3HP loses 1, a unit on 5hp loses 2. Available after discovery of Trapping.
Unique Unit: Light Artillery. Replaces Artillery. Cost: 400. Strengt: 16. Ranged strength 30, not 32. Gains +20% defensive bonus for hills, forests, and jungles (ontop of the normal bonus).
Unique Ability: Guerrilla Warfare. City bombard range is extended by +1. Improvements in Jungle tiles do not cost maintenance.


Zulu
Leader: Shaka Zulu
Unique Unit: Impi. Production 60. Replaces Pikeman. Movement 3, not 2. Strength 15. +25% Strength for against Units with 2 Movement. Is not affected by Zone of Control
Unique Building: Ikhanda. Replaces Barracks. Production 80. Maintenance 1. Reduces city maintenance costs by 15%.
Unique Improvement: Kraal (Can be built on same resorces as Pasture, provides +1 additional :c5food: and :c5production:
Unique Ability: African Terror. Every Zulu unit in enemy territory causes -.75 happiness in their (the enemy's) country.

List of DLC Scenarios
Scramble for Africa - Whoever owns the largest % of African territory endgame wins. In DLC with Ethiopian Empire, Zulu Empire and Dutch Empire.
Manifest Destiny - America; Your territory must reach unbroken from the Atlantic and Pacific by endgame. Native Americans stop American expansion and can be hostile or friendly. In DLC with Cherokee Empire and Sioux Empire (Possibly two different Native American Civilizations
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. - In DLC with Finland
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. In DLC with Finland
Battle of Kadesh. Ultimate Chariot battle with forces of Egypt and Hittite. In DLC with Hittites
Battle of Mbwila In DLC with Kongo and Portugal
Silk Road - Establish a road network between all City State cites, from Coast to Coast, on this Pangaea map. Send Great Merchants and Great Explorers to visit Distant Cities.
 
Moderator Action: And with that update, the new thread is here. Please post all Ideas & Suggestions about civilizations/leaders you want in that thread. Thanks to MARDUK80 and Pouakai for the updates. :)
 
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