What my ideal expansion would look like.

Sword_Of_Geddon

Arbiter of the Sword
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Hello all. I just keep up with the news of the newest Civ6 expansion, hoping its not the last. Theres alot of great potencial, and I don't think there is any reason to stick with two.

Now, what if there were a third? Now this isn't something I'm putting out with the rule "What would Firaxis do?" but rather what I would do.

So lets get started.

Civilizations: The cornerstone of the game. Lets face it. In a game like this, more options are a good thing when it comes to civilizations. They offer new experiences, strategies, alot. What would I bring back..or bring to the series for the first time? Note I will be including more than the typical Firaxis expansion.

I have not included Civ abilities yet btw.

I feel that while Europe is important, there is no reason for the game to be so euro-centric as to exclude civilizations from other areas. There is no reason to not have both. In this hypothetical expansion, I would focus mainly on the rest of the world, but there are civilizations I would include from Europe which I think would make things interesting:

European Civilizations:
Spoiler :

-Etruscans: The masters of Italy until Rome conquered them after a series of wars. The Etruscans had a unique alphabet, and were a big part of the Mediterranean world.

-UU: Samnite Mercanary: A slightly weaker Spearman replacement. Unlike normal, Samnite Mercanaries are bought at the Barracks, rather than trained with production.

-UB: Fanum: Courthouse replacement which greatly reduces city maintenance.


North American Civilizations:
Spoiler :

-Mayans: Anyone that knows me well here(Like Rob) knows I'm a big fan of American native civilizations and the Mayans are an iconic mainstay of the series. Not including them is odd. The architecture of the Mayans is also different than the Aztecs, so possibly a new cityset.

-Leader: Smoke Jaguar(From Civ3, Pacal was the leader in 5, I thought change things this time)

-UU: Atl-Atl: Returning from Civ3 and Civ5, replaces the Archer.

-UU2: Holkan: Returning from Civ4: Replaces Spearman.

-UD: Ceremonial Center, replaces Holy Site.

-Tarascans: A newcomer, but an ignored and important civilization. For those who aren't familiar with them, they had rudimentary knowledge of Copper/Bronze Working, built a powerful state that was both more organized and in many ways advanced then the Mexica/Aztec to the east.

-Leader: Tariacuri

-UU: Copper Archer: Replaces Composite Archer, bonus against most classical and ancient infantry type units.

-UU2: Chichimec: Does not replace any unit. The Chichimec were the term the Aztec used for the Northern barbarian nomads. The Tarascan orginally were one of those tribes. With their common heritage the Tarascan can recruit Chichimec as mercanaries. They are fast, and gain a bonus when garrisoned in a city, making them good defenders. This also represents how the Tarascans expanded.

-UB: Yacata: Replaces the Courthouse

-Mississippians: Replaces the Cahokia City State and gains the city state's abilities. Would be a first for the series.

Leader: Tuskaloosa

-UI: Temple Mounds

-UU: Falcon Dancer: Replaces Swordsman, requires no resources.

-UD: Grand Mound: Replaces City Center. Provides bonus faith, each Temple Mound built increases this bonus.

-Iroquois: Returns from Civ5 and Civ3.

Leader: Hiawatha

-UU: Tomahawk: Replaces Axeman, more expensive, slightly stronger against Infantry.

-UU2: Mohawk Archer: Replaces Composite Bowman, cheaper and good in forested terrain.

-UB: Longhouse

-Algonquin: Would be new to the series. One tribe of Algonquins, the Wampanoag, were the first to make friendly contact with the English colonists, and later the first to engage in hostilities with the English.

Leader: Massasoit

-UU: Guerilla Axeman: Early Axeman that gains stealth in woodlands, jungle/rainforest and hilly terrain.

-UU2: Devil's Head: A cheaper Ram replacement, allows you to take enemy cities faster.

-UA: Viking's Legacy: In the early eras, you gain the benefit of a library without having constructed even without a Campus district, including the Stone Age.

-Lakota:
Parts of them were in Civ4. I think its time they make a return from Civ2.

Leader: Sitting Bull

-UU: War Dancer: Replaces Axeman, great against archers. In addition, can proform a dance that increases the defense and attack of nearby units. In this state the War Dancer can be instantly killed if attacked however.

-UU2: Ironheart: Replaces Cuirassier. Powerful Cavalry that have a strong chance at surviving combat.

-UB: Warhut: Replaces Barracks, great XP bonus for Infantry.

-Haida: Sometimes called the Vikings of North America. The Haida are the ones who are responsible for the Totem Poles people wrongly think all native Amerindians built. They also built some of the highest quality canoes. Later after observing a European ship, they creatively built their own sailing ships.

-Leader: Koyah

-UB: Totem Pole: Provides culture. These are very important to the Haida. The more Totem Poles you build in each city, the more culture you generate.

-UU: Yaahl: Armored Axemen with the ability to attack without disembarking, get a bonus near a War Canoe,

-UU2: Raven Canoe: Sailing Canoes available earlier. They upgrade to Quadriremes, like normal War Canoe(new Stone Age unit).

-UA: The Haida have the ability to purchase units with culture instead of producing them normally. This is why building up your cultural district is so important. Also, Totem Poles have a limit of three per city, rather than one.



South American Civilizations:
Spoiler :

-Muisca: Powerful confederacy of tribes which made the de-facto northern border of the Incan state back in the day. The Muisca were the origin, or believed to be the origin of El Dorado legends, originally in a form much different than what the legends became.

UU: Guecha: Muisca Replacement for the Longswordsman. Doesn't require Iron, but has increased manteinance cost. Starts with enough experience for a promotion and earns experience faster

UU2: Chyquy: Replacement for the Great Prophet. Chyquys may get Holy Offerings from City-States, yielding faith and gold when delivered to a city. The Chyquy may also get Holy Offerings from Gold, Gems, Silver or Copper on neutral territory, removing the resource.

UB: Nuhue (replaces the Sewer): It yields +2 Amenities. It grants +2 Housing and has got a slot for a great work of any type.

Based on Muisca civilization by Luigi for Civ5 and the Tairona civilization for Civ6 by Gedemo

-Tupi: Have been seen in Call to Power as well as Civ4: Colonization. The Tupi were to Brazil what the Iroquois were to America, a powerful native culture.

UA: The Tamoyo Confederation: Allied City-States that are not Militaristic may gift units. Gifting units to City-States grants more Influence.
UU: Uybabaeté: May indirect fire, unlike the Composite Archer which it replaces. When an enemy is killed near the Uybabaeté, they gain a stack of "We Love the King Day". When the Uybabaeté moves into a city, the stacks are converted into turns of "We Love the King Day" in the city. (Up to 5 stacks)
UI: Maloca: Unlocked at the discovery of Calendar, may only be built on flat Forest or Jungle and not adjacent to one another tiles granting +1· Culture.
When built on a Resource it is connected and it also grants +1 Production more.
During a "We Love the King Day" the adjacency restriction is removed and they generate an additional +1 Culture.

Civ by Luigi here: https://steamcommunity.com/sharedfiles/filedetails/?id=219939277&searchtext=Tupi

-Chimor: The Chimu were a continuation of the great Moche culture. They lived in the desert, worshiped the moon rather than the sun, and built pyramid cermonial centers, much like the Nazca.

Civ here Based on:

https://steamcommunity.com/sharedfiles/filedetails/?id=278208100&searchtext=Chimu

https://steamcommunity.com/sharedfiles/filedetails/?id=677308659&searchtext=Chimu

Leader: Tacaynamo

UA: Blessings of Si and Ni - +1 faith from Sea Resources per Religious building present in the cities working them. +10% growth in coastal cities.

UU: Unku - The Unku is the Chimu unique unit, replacing the Swordsman. It is slightly weaker than the Swordsman, but can be built without Iron. It earns culture equal to a defeated Unit's Combat Strength.

UU2: Lambayeque: Replacing the Great Artist, the Lambayeque provides a unique promotion to all adjacent civilians (Workers, Great People, Work Boats) that allows for a boost of Culture upon the completion of an improvement.

UB: Great Kancha: Replacing the Castle, the Great Kancha is unlocked earlier, at Civil Service. Upon the creation of a cultural Great Person, the Great Kancha gains a random specialist slot. This slot changes specialist type whenever a cultural Great Person is born within the empire.


African Civilizations:
Spoiler :

-Ethiopia: Returning from Civ4 and Civ5, all around great African civ to include. With Civ6 they would get their own city style, which would be interesting.

Leader: Haile Selassie

-UU: Shotel Warrior: Replaces Skirmisher, slightly stronger(From Age of Empires II African Kingdoms)

-UU2: Mehal Sefari: Replaces Rifleman(Returning from Civ5)

-UB: Stele: Replaces Monument, returning from Civ4

-Zimbabwe: A newcomer to the series. They were a powerful pre-colonial kingdom in southern africa

-Leader: Mutota

-UU: Rozwi: Replaces Maceman, strong against other infantry, especially spear-type.

-UB: Zimba: Replaces Ancient Walls, has the strength of Medieval walls giving you a strong early defense.

-UD: Rounded City Center: Gives bonus gold for trade routes.


-Morocco: Returning from Civ5, I think they are way too important to not include, but thats me.

-Leader: Ahmad El-Mansur

-UU: Berber Cavalry: Good in deserts, excellent Cavalry overall, replace Cavalry

-UU2: Barbary Pirate: Replaces Privateer, available in the Medieval Era, slightly weaker.

-UB: Kasbah: Replaces Encampment District and has all the normal abilities of the Encampment, has the additional effect of making nearby Deserts give additional food, production and gold(as in Civ5's building)

-Benin: Credit to Tomatekh and TeddyK for their respective versions of Benin on Civ5 Steam. The Benin are an important culture in Africa. Famous and Infamous for being the heart of the African slave trade well before the arrival of Europeans, as well as the Voodoo religion, the Benin also have a rich artistic culture, with beautiful masks and figures.

Leader: Ewuare

UU: Isienmwenro: Replaces Pikeman. Ignores enemy Zone of Control. +25% Flank Attack Bonus. +1 Movement if it begins its turn adjacent to an enemy Unit.

UU2: Ekaiwe: Longswordsman. More powerful when adjacent to rival city with less Building Defense than one of your cities (up to +10 Strength).

UI: Iya: +25% Tile Defense. +1 Gold and +1 Production if built adjacent to a City. +1 Gold and +1 Production after Industrialization is Researched. May only be built on (Grass, Plains, Tundra) Flatlands. May not be built on Resources.

-Swahili: A big group when it comes to ethnicities in southeast Africa. The Swahili were traders and part of an ocean going trade route that went all the way up the Indian Ocean Coast to the Arabs, further to India, and perhaps as far as China.

Great Swahili fan civ here: https://steamcommunity.com/sharedfiles/filedetails/?id=1127339491


Middle Eastern Civilizations:
Spoiler :


-Hittites: Returning from Civ3. Historically a very important civilization and a big power player in ancient times, one of the "big five" for a wile.

-Leader: Mursilis

UU: Three-Man Chariot: Replaces Heavy Chariot, great against other cavalry units of the era.

UB: Bloomery: Replaces Workshop, provides more production than a normal workshop

UB: Royal Barracks: Replaces Barracks, has no maintenance cost, allows you to train units faster.

-Assyrians: Returning from Civ5. Why? People love ancient civilizations, myself included.

-Leader: Ashurbanipal

UU: Siege Ram: Replaces the Ram, not quite as strong as the Catapult, but breaks defenses faster.

UU2: Redu: Replaces Spearman, stronger against enemy cavalry type units, also effective at conquering cities being assaulted by Siege Rams.

UB: Royal Library: Back from Civ5. Gives more science output.


-Nabataens: The enigmatic builders of Petra. Were interesting in that they liked to build their cities in rock. This gives them in game a unique cityset and abilities. The Nabataens would center around trade.

-Leader: Aretas

UD: Rock Cities: Nabataens can found cities inside peaks or hills. If you do the normal city center gives unique bonuses related to trade and defense.

UU: Zabonah: Faster scout that can engage in a trading mission with a city state or friendly civilization. Has better results when exploring goody huts.

UB: Rock Cut Tomb: Replaces the Market. Doubles the output of trade via the Zabonah, the Nabataens Unique Unit.


-Timurids: Unique combination of cultural patron and utterly ruthless conquest is what Tamerlane was all about. He took over the Sogdian city of Samarkand and made it his capital, building up the city with the best artists and craftsmen he could find. Definitely a good civiilization to represent "The Stans". Credit to Tomatekh for his Tumen idea(in his Civ5 mod on Steam), and Ryanjame's Sogdian civilization on Steam for Civ5. Timurids make fine conquerors, and easily build up the culture and science for later in the game.

Leader: Tamerlane

UU: Tumen: Replaces Lancer. Earns Gold from defeating enemy Units or attacking Cities. -25% vs. Cities (instead of -33%). No resource requirement.

UU2: Sartapao: Replaces the great artist, gains extra culture from trade missions and is able to found a special version of the Rebat that yields +3 culture, +3 science that can be built anywhere. It also claims tiles like a great general when it does so.

UI: Rebat: Unlocked at currency, yields +1 culture, +1 science, +1 food if built adjacent to fresh water. +50% defense for any unit stationed on the tile. Only buildable next to a luxury and not next to another Rebat. +1 science at economics. These bonuses also apply to the more powerful Rebat that Sartapao may build.

-Babylon: Although Babylon is similiar to Sumeria and borrowed most of its culture, the two are distinct and Babylon was definitely not a city state at its height. It had multiple occasions to show it was a powerhouse, and along with Egypt, the Hittites, Assyria and others, were part of the diplomatic situation in one era of antiquity.

Leader: Hammurabi

-UU: Bowman: The Classic Civ3 and Civ4 Bowman. Strong ancient era archer

-UB: Garden: Replaces the Art Museum, available much earlier

-UB2: Walls of Babylon: Stronger than normal ancient walls. Also provide culture with the normal defensive bonuses.


Asian Civilizations:
Spoiler :

-Burma: Today known as the Myanmar Republic. Burma has a great history of rivalry with Thailand and other Southeast Asian cultures and has many of the Paya, which are what can make Burma a very scenic place. I imagine Burma as a religious powerhouse. Would be new to the series to my knowledge.

Leader: Anawrahta

UU: Sagaing Htaungthin: Replaces Horseman. May become stronger with each combat (+2% Strength and +2 Heal Rate) up to +20%. Upon achieving maximal bonus, unit is granted also a leadership bonus.

UU2: White War Elephant (Knight): Costs more Production than a Knight. Produces culture and golden age points per unit killed. Free Woodsman Promotion.

UI: Stupa: Can be created by Workers on improvements after Theology is discovered. Rerolls the base yields of the tile. If the tile with Stupa is not worked for 15 turns, the yields are rerolled again. Can be created only on land with at least 1 base yield. Grants +1 Faith.

-Thailand: Returning from Civ5. Asia has many interesting and unique cultures, and I think(along with Africa and the Americas) deserves more representation, so why not?

https://steamcommunity.com/sharedfiles/filedetails/?id=884825964 for an excellent Thai fan made civ

UU: Myinsi - Burmese unique Renaissance era heavy cavalry unit. +3 Combat Strength while it is occupying or is adjacent to a district, and an additional +3 if that district is a City Center or an Encampment.

UU: Naresuan's Elephant: Trades mobility for additional strength and the ability to decimate enemy cavalry, making it very dangerous on the field.

-Vietnam: With such an important history both in ages past and more recent during the Cold War's Vietnam War, I think its time Vietnam made its official debut in Civilization.

Leader: Trung Sisters: Only leader thats two leaders! And I think someone other than Ho Chi Minh is a good idea.

UU: Rattan Archer: Replace Longbowmen. Does extra damage to mid-game armored units like Pikemen and Knights.

UU2: Viet Cong - Gains Invisibility and Double Movement in Forests and Jungles, unlike the Infantry it replaces. However, it also has a combat penalty in open terrain.

UB: Water Puppet Theater - Has one slot for a Great Work of Writing. More expensive than the Amphitheater that it replaces, as well as providing an additional point of culture - Great Works contained within a city that has Water Puppet Theater increases a city's Defensive Strength.

-Tibet: Tibet is a land shrouded in myth, legend and overall mystique.

A great fan-made Tibet civ:

https://steamcommunity.com/sharedfiles/filedetails/?id=1218521778



Australian and Oceania Civs:
Spoiler :


-Noongar: Just one example of a native Australian people. I don't like the idea of combining all these peoples into a singular civilization, like what was done with the "Native American Empire" in Civ4. Civ here made by Gedemo, you can find it here:

https://steamcommunity.com/sharedfiles/filedetails/?id=1233306315

-Leader: Yagan

UA: Dream Time: Natural Wonders provide +90 culture when you're the first to discover it.

UA2: Sacred Boodja: Culture border expansion increased greatly.

UU: Whadjuk Warrior (replaces the Slinger): It has a 25 ranged combat strength.

UB: Mia Mia (replaces the Sewer): It grants +3 Great Artist points per turn, +1 citizen slot, +2 housings +2 food.

Agenda: Corroboree:Tries to make the citizens in each city as happy as possible. Likes civilizations that also develop in this fashion.

-Hawaii: I'd like to see Hawaii represented as the Kingdom of Hawaii rather than as a conglomerate like the Polynesian civilization in Civ5. With the Maori, its a step in the right direction.

Leader: Kamehameha

UA: Kahuna Mastery: Specialists Generate double their base yield. Receive Great People points from combat.

UU: Koa: Longswordsman replacement, costs more production but requires no Iron. Start with more experience and Amphibious

UB: Heiau: Temple replacement that gives a random specialist when built.

-Rapa Nui: Currently a city state. There is evidence that the Easter Islanders had extensive inter-marriage and trade with the peoples of the Western coast of South America, including Incan traders. The iconic Moa statues make them to me, a perfect inclusion into the game.

Leader: Hotu Matua

UA: Kai Kai Lore: Every time a citizen is born, recieve faith. Every 10 faith output of a city generates +1 Cultural GPP, including faith from new citizens

UU: Matato'a: Replaces Composite Bowmen. +1 sight, +1 range (lost on upgrade) Collect a Manu Tara egg from an unimproved coastal tile on hills without resources, generating +40 GP points to cultural Great People and starting a 5 turn WLTKD on the city, the process takes 5 turns and can’t be done on the same tile twice. Doing so transforms the unit into a Tangata-Manu, which is stronger.

UI: Moai: Requires Construction. Buildable on coast, it yields +2 Faith, and +1 Culture for each adjacent Moai. +1 additional faith when built on a Manu Tara egg site

Both of these civs are from the excellent Polynesia pack found here: https://steamcommunity.com/sharedfiles/filedetails/?id=323041325&searchtext=Hawaiian



MORE TO COME WITH CIVILIZATIONS:

Features:
Spoiler :

New Units: I've always hated the vast gaps in the historical unit lineup. Not only with land but with naval units as well and I thought Civ5 was heading in the right direction in this department.

I would bring back all the gap units, from the Galleass as a Renaissance unit between Trireme and Frigate, to Riflemen, a staple of the series. Also include new units, like Bombards, early cannons, or more Ironclad era ships, as missing links between Frigates and the Great War era ships, which should also return.

New Eras: The Enlightenment from the excellent Civ5 mod should be included in between Renaissance and Industrial eras. Also, bring in the Stone Age, where you learn how to do things like mine or farm and can hunt animals, which should return, then let the game move into the empire building in the ancient age.

Unit Flavor: Have Romans look like Romans, Greeks like Greeks, Chinese like Chinese, or Egyptians like Egyptians. If some have trouble with this feature, it could be made so a game option turns it off, like other graphical options, but I see this in Rise of Nations, Age of Empires 3, Empire Earth 2, and Europa Universalis IV, why not Civilization?


Credit to Monstercat for the following, I've expanded his initial idea a little.

New Concepts:
Spoiler :


-1. Corporations & Monopolies: Like in Civ4, different great people can found different Corporations, starting in the Industrial Age. Companies compete, gain strength, and eventually can either purchase a rival company(merger) or take it over outright(hostile takeover). Corporations would have special events and options related to the above. Also, you would have the often of "Going Public" with your company, potencially increasing profits, but making you more open to takeovers.

If your company has no rivals, you gain a monopoly, your profit sky-rockets.

-2. Health and Disease: Like what was discussed in the black plague scenerio in the interview. Disease may play a role in a real third expansion. Historically plagues were a game changer. The black plague changed the face of Europe, leading to the High Middle Ages and later the Renaissance, so recovering can give great benefits.

Smallpox reduced the once vibrant civilizations of the Americas to a post-apocalyptic state, making them vulnerable to conquest.

Diseases would appear if you neglect your cities health, as a controled disease.

or

Some would appear via event, and you would have to find a way to dealing with them, or not, and they would act as a natural disaster, and not just against you, but against your rivals.

Diseases would be able to spread from trade with infected city states or civilizations.


-3. Enhanced combat mechanics (made a post about that here)

-4. Vassalage: The option to make defeated rivals, either city states or rival civilizations into vassals, should return from Civ4. Vassals work for you. You tell them what to research, what to build etc. You can let them operate semi normally. When you go to war, your vassals join you. This is true of the enemy as well. Also, Vassals lose the ability to go to war on their own.

-5. More diplomacy options between civs: This would make interacting with rivals much more interesting. Options like a royal marriage could strengthen relations, and war with a civ you entered into a marriage with could make the war that more personal.

You could be able to trade corporations. Basically, the rival civ for a price becomes the headquarters of the company, and you would lose all authority over it.

Trading of all sorts of things could be possible


-6. Random Events:
If you played Beyond the Sword, Civ4's second expansion, you may remember the events. Also Alpha Centauri. Events would range from something like one of your diplomats screwing things up with a rival civ of city state, spoiling relations, to a horde of barbarians forming up at your border.

Alpha Centauri had climate related events tied to the sun. One event blackened out communications, making it possible to use weapons of mass destruction without getting everyone to declare war on you(which is what happened in that game).

With the eras of Civilization, I would have events tied to whatever era your in:

-Stone Age(see above): Your success in war either with rivals or barbarians or even animals, depends on the signs in the heavens. These omens change with time.

-Ancient Age: Your defeat in war has resulted in the unexpected warming of relations between you and your former opponent, creating the world's first peace treaty.

Form diplomatic liasons between multiple civilizations.

Offers for royal marriages.

Invasions from powerful barbarians(think Sea Peoples)

Prophecies with may or may not tell the future occur, can be good or very bad. Omens continue, and have an effect on this.

-Classical Age: Intense trade with a rival has sparked a full blown trade war, you must resolve this with careful diplomacy or risk full blown war.

A great conqueror has appeared, and he isn't responding to any diplomatic gestures. He either destroys all in his path, or gives a city to one of his underlings. He is a tactical genius. This is a serious conflict the likes of which you haven't seen before.

Philosophers appear, and gather followings. Some found schools or monastaries in the countryside(New kind of organization like a city-state.), allowing some of the followers and adopting the ideas of these teachers could benefit your civilization.

Prophets appear, and gather followings. Some are peaceful, and ask only to be allowed to spread their faith in your lands, founding a new religion organically. Some Prophets may turn to violence if you initually refuse them, forming fanatical armies not unlike the great conqueror event. However, if they conquer one of your cities it converts in addition to losing a great amount of population.

-Medieval Age: Claimants to your position begin to appear, some even take to the field.

If you have a religion, and there are minority religions present, you may label them heretics, and have them killed. This behavior may cause inquisitions to occur on their own.

Men and Women of wisdom begin to appear, either challenge tenets of your faith, or bringing forth ideas about the world. You can deal with them in several ways. If you kill them, you will please the most devout of your population. If you embrace them, you may end up with a passive reformation. Your religion changes to embrace the new teachings. If its a scientific wise person, you may gain access to a new technology. Killing a religious wise person may trigger a war, such as the Hussite Rebellion.

Reformers have not yet the strength for anything more than a local rebellion.

-Renaissance Age: Great wise people still appear. However opposing a reformer could lead to some of your cities embracing the reformer and using the chance to try to break away from your civilization.

Great Artists, Musicians and others begin to appear if you foster a strong culture via events. You can still gain these great people normally.

People appear claiming the world is bigger and not as you previously believed. If you sponser them, you gain knowledge of the map related to an undiscovered landmass.

More Renaissance events would be possible, also, the claimants to the throne of the previous era would continue.

 
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Here would be my ideal set for a third expansion.

Mayans, led by Lady Six Sky: A civilization focused on generating culture, faith, and population growth through internal trade, to emphasize that they weren't an explicitly united people, but a collection of city-states with a shared culture, who developed by trading with each other.

The Haida, led by Koyah: A warlike N.A. native civilization, with a focus on naval combat and piracy, using a unique Cedar Canoe unit.

Morocco, led by Ahmad Al-Mansur: I like the idea you have for Berber Cavalry and Kasbahs. For Al-Mansur himself, I think large gold bonuses for alliances with civs that have a different predominant religion makes sense, and would be an interesting aspect.

Kanem, led by Dunama Dabbalemi: Rather than Kanem-Bornu, I think a Kanem civ led by Dabbalemi would be an interesting civ for defensive religious warfare. Perhaps bonus religious combat in home territory and a gold bonus when spending a missionary charge in cities already following Kanem's religion (he played a role in establishing a hostel in Cairo to encourage pilgrimages to Mecca). Something to do with relics would also be interesting, as Dabbalemi destroyed a pre-Islam religious relic of the local faith. Kanem itself could be a religious civ to synergize with DD, and have a unique cavalry.

Romania/Wallachia, led by Vlad III: Honestly I just want Vlad in the game. He fits big personalities perfectly, even though Europe is kinda crowded. They'd be a warlike civ, thanks to Vlad, and Dracula's leader bonus could give him defensive bonuses against units of another religion, and a bonus in combat on tiles where a battle involving Wallachian units recently occurred. (Auto diplo penalty for impaling, though :lol:)

Babylon
, led by Hammurabi: A scientific civ, with abilities that encourage big populations, but not necessarily as much land.

Vietnam, led by Ngô Quyền: A culture heavy, defensive Civ.

Kublai Khan, leading China and Mongolia: No -5 loyalty modifier for occupying cities. Repair damaged districts and walls in half the time.
 
Dog Soldiers were Cheyenne, who were an ally of the Lakota, but not Lakota themselves. "Mounted Brave" would also be seen as pretty racist for the name of a unit.
 
My ideas for 3rd xpac

New concepts
1. Corporations & Monopolies (like Civ 5 VP)
2. Health and Disease
3. Enhanced combat mechanics (made a post about that here)
4. Vassalage
5. More diplomacy options between civs
6. Some random event system to make things more dramatic

New civs
Byzantium (Religious/Defensive focus)
Babylon (Tall, heavy science focus)
Venice/Italy (Gold and Naval focus for Venice, Culture for Italy)
MAYANS (Science/Faith focus)
Sioux or some other Great Plains NA civ (Culture/Military focus)
Portugal (Gold/Naval focus)
Another African civ (Ethiopia, Bantu, Morocco??)
Alt leaders for England, France, Germany, China, Egypt, Russia and America
 
Dog Soldiers were Cheyenne, who were an ally of the Lakota, but not Lakota themselves. "Mounted Brave" would also be seen as pretty racist for the name of a unit.

Well I'll change it then, nothing racist intended, I was just remembering the Civ3 unit, whom looked Sioux, so I thought, why not a little nostalgia.

I personally like the idea of including new European civs or returning ones. But I also think that there is no reason to shy away from content, either by expansion or DLC, and that Europe has plenty of representation, not a bad thing, but why not the other places of the world?
 
As for civilizations I'd add, here are some I've come up with that aren't listed yet:
Europe: Armenia, Bohemia, and Gaelic/Ireland
Asia: everything I can come up with is represented in game or these lists, except for maybe Khazars, but that would pretty much be another Asian horse raider civ. Maybe Oman? It's obviously part of Arabia, but I've seen a unique idea for them before.
Africa: Ghana? But that's kind of close to Mali
North America: Algonquian and another shoutout to Haida, because I recently designed a whole version of them, which is currently on the last page of the design your own civ thread (here)
South America: Guarani
 
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Those are good ideas. Old Ghana actually was located to my knowledge a bit closer to the Sudan, and controled the gold and salt trade in the region. The Algonquian definitely would be a good addition, they were alot more advanced than most people realize, having inherited some of the Viking's knowledge, such as the runic alphabet(since they wrote on leaves the writings did not survive sadly). Haida, absolutely.
 
To be fair, Arabia's capital in this game is currently Cairo, which is definitely in Egypt, and Ottomans and Byzantines have been in games together plenty of times, so overlapping areas isn't always a bad thing.
 
They force you to make choices when placing civs on a world map type thing, but if you don't overlap you rob yourself of opportunities to see interesting and exotic civilizations. Anatolia is the biggest overlapping area maybe.

In order:

-Hittites
-Phrygian(Rose from a subject people with the fall of the Hittite Empire)
-Lydia(Took over Phrygian territory)
-Pergamum(Rose from obscurity during the collapse of Seleucid power in the region. The dynasty eventually peacefully ceded its territory to Rome, paving the way for Byzantium.
-Byzantines(Were the Eastern Roman Empire, centered in Anatolia. Eventually became the Byzantine Empire)
-Ottomons(Conquered the Byzantines and Anatolia after many centuries of warfare.)

Another example of overlap:

-Teotihuacan(The real name of this place isn't known, but they were a cultural and political powerhouse, controlling the politics of other states in the region and spreading their culture.)
-Toltecs(Arose sometime after the fall of the Teotihuacanos, quickly took over the cultural and politcal power vacuum)
-Aztecs/Mexica(When invaders ended the Toltec's powerbase sometime afterwards the Aztecs and others arrived, inter-married with the Toltecs and established the Triple Allaince)
-Mexico(After Cortes and Spain conquered the Aztecs and other native peoples, Cortes became governor of Mexico. Later a war for Independence established it as a nation as it is today)

So if you don't allow overlaps, look what you miss out on. Now mind you I would keep them to a minimum, to focus on diverse civs. Its not unlike in Age of Mythology having the Greeks and Atlanteans, the later of which just used the Greek mythology they didn't use with the orginal Greek civilization. All civs should be carefully selected I think.
 
I'd also like a scenario as similar to the rhyes and fall mod from civ4 as you can get. Maybe new civilizations start at the beginning of each era, instead of specific years, and each destroyed civ has a chance of rising again starting with the industrial era, instead of with just the nationalism civic.
 
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