What civs do you want in Civ 5 - Updated list

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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.

Leader could be Khrushchev as he was a chairman at the peak of the cold war

Trait could be 'World Revolution': zero turns resistance on occupation, +2 :) per broadcasting tower

I understand about the Collective Farms. I did quite some research on it to make sure, but as you have said, the results were grim.
So I was not sure what to do. So I just thought this up, seemed to fit the work 'collective' =P

I know Civilization is about having civs that are accurate to history, but if the USSR was like to it's real counterpart in history, then no one would play as it :sad:
(Well, maybe they would play it juts for the sake that they invented Tetris... Tetris is cool :crazyeye:)

So I would like it to be more of 'what it was all about'.

Either that or focus on more positive parts of the nation. But as it seems all good (or at least most) was born out of bad, e.g. the massive growth... due to mass starvation.

The only thing I can think of is the absolute refusel to give up when being invaded by the nazis, but a combat bonus in friendly territory I don't think would cut it enough. Would be nice to have (something like +10% bonus when fighting in the homeland), but I think that alone can not do it.

I think the trait I came up with is fine, it simulates (to an extent) the massive game of 'catch up' that the USSR did. Plus their huge amount of natural resources.

I am not sure with the Collective Farm, I will try to think of something...

EDIT: I really don't know what to put for it. Since the USSR was screwed up in many ways, although (in it's defense), not all were in it's control. The Embargo on the USSR did not help. Plus the technology of the time was not sufficient. A modern day computer may be able to plan an economy, but even if it could, there is a saying I have: 'You can plan an economy, but you can't plan people'. I guess that is another reason it was bad for citizens, the planners did not take into account all their needs and changes in needs, plus they were given outdated information a lot of the time. But that is all gravy now. I will try to think of something. Might change most of what I thought up.
But just one thing I need to know... when you reseach lasers, can you still build tanks? Or only Modern Armour?
 
For the Netherlands, 2 unique improvements is not fun. And if want to go for unique improvements, I suggest the Polder to create land on coastal/lake tiles. And a windmolen on a hill is not something for the flatlanders. ;)

Excellent suggestion! :)
I changed Netherlands UI from Windmolen to Poldermill.


Post 360 UPDATED

New Civ ideas added:

Cherokee
Leader: Ostenaco
Unique Improvement: Mound. Can be build in Hill and Mountain tiles. Provides +2Food and +1Gold in Hill tiles and +1Food and +2Gold in Mountain tiles. Available at the Discovery of Mining. Mounds produce +1Culture after the Discovery of Flight.
Unique Building: National Council. Replaces Courthouse. Cost 120. Maintenance 1, not 5. +3 Culture. Eliminates extra Unhappiness from an Occupied City. Lowered Build cost and Maintenance cost also gives extra Culture. Note: Like Courthouse can only be build in occupied cities.
Unique Ability: Those Who Live in the Mountains. All Cherokee units have a unique ability to move across mountains and mountains produce +2Production and +1Culture to Cherokian city.
Kongo
Leader: Nzinga a Nkuwu
Unique Unit: Bantu. Replaces Worker. Cost: 50. Movement 3. Note: Much cheaper to build than regular Worker unit and has +1 Movement.
Unique Unit2: Congo-Bowmen. Replaces Archer. Strength: 6 (7 in Jungle tiles). Ranged Strength: 6. Range: 2. Movement: 2. Cost: 70. Note: Much stronger than regular Archer in combat (+2) and in Jungle tiles (+3).
Unique Ability: Jungle Lore. Jungles provide +1Food and +2Production and Resources in Jungle tiles produce extra +1Gold. All Military units take 25% less Damage from Ranged attacks.
Scenario: http://en.wikipedia.org/wiki/Battle_of_Mbwila
Note: Kongo would make a excellent Double Civ + Scenario Pack with Portugal.

Changes:

- Austria-Hungary UB Rathaus changed to UB Concert Hall.
- Sioux UU Deerfoot added Cost.
- Netherlands UI changed from Windmolen to UI Poldermill; Available at the Discovery of Economics. Can be build in Coastal and Lake tiles. Provides +1 Production and +2 Gold to the tile and Turns one adjectant tile to a Grassland tile.
- Netherlands UA gives also now +1Happiness from Luxuries.
- Celtic UU Gaelic Swordman name changed to Highlander and Combat Strenght dropped to 16, according to latest patch changes to Longswordman unit.
- Inuit UB Igloo changed to UU Qamutik "Snow sledge". Replaces Chariot Archer. Cost 70, not 60. Strength 4. Ranged strength 7. Range 2. Movement 4. On tundra and snow the qamutik has 5 movement, 5 strength and 8 ranged strength.
 
How bout a Greenland civilization?
Leader: TBD
Unique unit: Tundra Forager replaces Spearman, gain +50% :c5strength: when fighting in tundra, +1 movement point in tundra, -25% :c5strength: in desert, grassland, or hill
Unique Building: House of Plenty gives +1 :c5food: and :c5gold:, and +2 :c5production: per worked tiles that are in tundra. Replaces workshop.
Unique Ability: Fishing Instinct: +2 :c5food: per fish resource.
Start Bias: Tundra
 
Korea

UU: Geom Swordsman (Swordsman): +25% :c5strength: against Melee and Ranged units.
UB: Juche Tower (Broadcast Tower): Available earlier at Electricity. -20% :c5unhappy: Unhappiness from Citizens and +20% Military :c5production: unit and building production in the city.
UA: Strategic Resources yield +2 :c5culture: Culture. Cities captured by enemies revolt longer and cities captured by Korea revolt less (+/-25% respectively).
Start Bias: Hybrid (flat and rough)

Tried to get a mix of Koreas from different times.
 
I don't know why Austria-Hungary significant. Austria-Hungary was a aprox. 50 years period from 1867 to 1918. The two separate nations (Austria AND Hungary) are much more significant. And also, Maria Theresa?! As leader? It is completely unhistorical. Maria Theresa died in 1780. If any leader should be for the Monarchy, it should be Franz Joseph I. The Unique Unit is also unhistorical. The army of the Monarchy was the K.u.K (Kaiserlich und Königlich) army. Hussars were only in Hungary. And the main problem: Austria hated Hungary, and Hungary hated Austria. It was only a forced solution of our half-succeed revolution and liberty war in 1848-49. (Which ended in a failure due to the Holy Alliance; the russian came and destroyed our army) Both Franz Joseph, both the Hungarian nobility hated to be allies with each other. Such a DLC is unsolvable to create and utterly unhistorical. It would be very sad, if an Austro-Hungary DLC should be announced by Firaxis.
 
a great civ would be Tibet. they had a huge empire before they were taken over by china, and they are still fighting for independence

UA: mountain dwellers: can cross mountains and gain improved tile production from hills.
i dunno about ub/uus.
 
although you have it listed already i came up with UA and UU for Austria

UA: Holy Empire: 25% less unhappiness in occupied cities, cultural specialist produce happiness.

UU: Hussar: replaces cavalry. 4 movement (instead of 3) and bonus against City-States (like mongol UA)

UU: Bohemian: an upgraded unique artist that has the option to "Culture Shock" (or some other name) a city, doubling its cultural output for a few turns
(thanks to Greg Mengel for the idea kinda)

To Nitram: The Hapsburgs ruled Hungary from 1699 to 1917, and at the height of their power they were called Austria-Hungary. The Hussars were used by everyone from the Prussians to the British, so please back up your claims that they were "Only in Hungary". You cannot say that "Austria hated Hungary" because they are countries and many of the people in those countries were of different racial groups (Slavs and Germans) so racism was a big part of why the people may have hated each other. Austria-Hungary was the name of the empire at its largest, so that's what the name of the civ should be.
 
Korea

UU: Geom Swordsman (Swordsman): +25% :c5strength: against Melee and Ranged units.
UB: Juche Tower (Broadcast Tower): Available earlier at Electricity. -20% :c5unhappy: Unhappiness from Citizens and +20% Military :c5production: unit and building production in the city.
UA: Strategic Resources yield +2 :c5culture: Culture. Cities captured by enemies revolt longer and cities captured by Korea revolt less (+/-25% respectively).
Start Bias: Hybrid (flat and rough)

Tried to get a mix of Koreas from different times.

Very good idea for Korean civ. I added it to the list. Kept the much liked Hwatcha as UU though. :)


a great civ would be Tibet. they had a huge empire before they were taken over by china, and they are still fighting for independence

UA: mountain dwellers: can cross mountains and gain improved tile production from hills.
i dunno about ub/uus.

I added idea of Tibet civ to the Post 360. Hope you like it, please suggest how to make it better :)
 
Post 360 UPDATED

10 New Civ Ideas:

Assyria
Byzantine
Huns
Korea
Majapahit
Olmec
Sweden
Tibet
Vietnam
Zulu

Many of these are collected ideas from forums and rest new ideas from me. I gave Byzantine female leader; Theodora (Wife of Justian I). She is familiar face from Civilization III and much needed female addition to the row (as there only few of them so far).

Hope you like them and as always, please suggest improvements/fixes for them :)


And Changes:

- Inuit, Netherlands and Portugal leader name changed to correct form (Henry the Navigator = Henrique o Navegador)
- Netherlands UI Levee name changed to Dike
- Alternate leader for the Romanian civ; Mihai Pătraşcu (for those who think Vlad is too wicked)
- Small adjustment to the Romanian UU Peltast
- Finnish UU Runonlaulaja promotion changed to Survivalism I
- Kongo UA nerfed slightly; Jungles provide +1Food and +1Production, instead of +1Food and +2Production.
- Cherokee UA changed from "Those Who Live in the Mountains". All Cherokee units have a unique ability to move across mountains and mountains produce +2Production and +1Culture to Cherokian city. to "Adobe Dwellings" – Cities and Forts (tile improvement) built within a 2 tile range of a Mountain gain a +20% Defense Bonus. Citizens can also work Mountain tiles ( 2 Production & 1 Gold) and earn +1 Production from Desert tiles.
- Cherekee UI Mound changed to Provide +1Food, +1Gold and +1Production in Hill tiles. Available at the Discovery of Mining. Mounds produce +1Culture after the Discovery of Flight.
 
Holy Roman empire. UU: Teutonic Knight UB: Rauthas

The Celts: no idea what to give them but I'd like them in the game.
The Netherlands, Boers and the Swiss would also be nice.
 
Assyria
Byzantine
Huns
Korea
Majapahit
Olmec
Sweden
Tibet
Vietnam
Zulu

I simply can't live without Zulus! So, bring Shaka back, the game needs him!! :)

As a second chance, I'd like something new. Maybe the good-old Byzantine could be a good choice, but I'd rather pick Tibet.

Huns, no, no civ, just barbarians.
 
it would be interesting if barbarians were made more detailed
say we'd have nomadic tribes traveling along the continent, spawning horse units, extorting money from civs or pillaging them, having their own leaders as Attila to interact with in diplo screen.
 
Also, Byzantines, Majhapit, Ethiopia, and Zulu. What are your thoughts?

I don't want Finland, Austria, Hungary, Poland, Ukraine, Czech Republic, Brazil, or Canada.

Try to not "repeat" similar cultures. For example, we don't need the Holy Roman Empire when they are represented by Germany's Landscnekt unit.
 
Hey everyone,
first thread in CivFanatics...

I was just wondering which civilization/leader you'd like to see next on CIV 5?
I'd like to see the Celtic Empire with Boudicca as leader...:)

Moderator Action: Thread merged.
 
Sitting Bull of Native Americans, as well as some Polish leader of Poland.

and Maybe also Hannigbal of Carthage... umm who else.. The Mayas (so more or less the Americas would be complete). Portugal... Byzantine Empire.

Hmm, that's all I could think of for now.
 
POST 360 UPDATED


Four New Civilizations:

Hittite
Leader: Suppiluliuma I
Unique Unit: Three Man Chariot. Replaces Horseman. Cost: 90, not 80. Strength 8, not 12. Ranged Strength 10: Range: 2. Movement: 4. Both Mounted and Archery Unit. Starts with Charge promotion thus being even more deadly to Wounded units.
Unique Building: Lion Gates. Replaces Walls. Cost: 100. No maintenance. Defense +5.0. Lion Gates give +2 Culture and an additional +1 Happiness with Professional Army Social Policy.
Unique Ability: The First Iron-workers. Half cost for researching Iron Working; Each excess source of iron (not being used to equip a unit) provides +1 happiness until the discovery of Rifling.
Scenario: Battle of Kadesh. Ultimate Chariot battle with forces of Egypt and Hittite.]

Kushan
Leader: Kanishka
Unique Unit: Steppe Cavalry. Replaces Horseman. Cost: 80. Strength: 12. Movement: 5, not 4. Heals much quicker on Oasis tiles and gains Gold from killing Units; random value from 1 to 30 Gold per unit.
Unique Building: Tasam. Replaces Stable. Cost: 100. Maintenance 1. +25% Production when building Mounted Units and +25 Gold. Note: Addition to Stable's normal effect Tasam also is used for the exchange of commodities and bargaining in markets.
Unique Ability: Silk Road. Receives Free Great Merchant at the Discovery of Currency and Earn Great Merchants at double the usual rate. Roads do not cost maintenance.
Scenario: 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.

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.

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.


Fixes and Changes:

- Added link to http://civilopedia5.com/ to the beginning of the post.
- Celts UU changed from Longswordman replacement to Swordman replacement. Also gains small amount of Culture from kills now.
- Tibet UU changed from Pikeman replacement to Swordman replacement.
- Morocco UB Ksar nerfed. Now only gives +2 Food to the City (+normal effects of Castle).
- Israel UU removed extra promotions but has now; expends no movement cost to Pillage and has an extra Movement point.
- Cherokee UA improved a bit.
- Assyria leader changed from Sargon to Ashurbanipal
- Majapahit UU name fixed and unit slightly adjusted.
- Majapahit UB changed from Celengan (Market replacement) to Candi (Temple replacement).
- Vietnam UB Văn Miếu (Temple replacement) changed to UI: Trap
- Vietnam UA changed from Jungle Insurgents. Units receive +20% Defensive bonus for Jungle and Forest tiles in Friendly territory. Improvements in Jungle tiles do not cost maintenance. Strategic Resources yield +2 Culture TO Guerrilla warfare. City bombard range is extended by +1. Improvements in Jungle tiles do not cost maintenance.
- Ethiopia UA improved and name changed from Abyssinian Strongholds TO Modernization. Any technology already researched by two other players is researched slightly (+25%) faster by Ethiopia. Also every hill within Ethiopian border provides a Free Zone of Control against enemy units whom have Declared War. Note: Tech speed up is gained when two other Civs have researched the Technology and Free Zone of Control from hills is active only when you are being attacked, not if Ethiopia is the oppressor.
 
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