What other Civs would you like to see added to DoC

For North America, add a civ (or ideally 2-3 civs - representing Mississippi culture, a Great Lakes culture and another to the west) where their cities only control the tile they're directly settled on, they don't expand control with culture (maybe with the possible exception of a capital like Cahokia - that could control the tiles immediately adjacent to it). They would preferentially settle tiles with resources to control them and foreign powers would be pushed to raze the settlements rather than capture them. It would help North America feel less empty, but still allow for exploration and not suddenly hit a civ ahistorically controlling the entire map, as well as give some representation to the people who lived there. It could also allow some trade with Mesoamerica. It would probably require a specific set of units to offset production issues with small cities.
 
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For North America, add a civ (or ideally 2-3 civs - representing Mississippi culture, a Great Lakes culture and another to the west) where their cities only control the tile they're directly settled on, they don't expand control with culture (maybe with the possible exception of a capital like Cahokia - that could control the tiles immediately adjacent to it). They would preferentially settle tiles with resources to control them and foreign powers would be pushed to raze the settlements rather than capture them. It would help North America feel less empty, but still allow for exploration and not suddenly hit a civ ahistorically controlling the entire map, as well as give some representation to the people who lived there. It could also allow some trade with Mesoamerica. It would probably require a specific set of units to offset production issues with small cities.
But it would demand a plenty of city names. Except if we really want Mississippians to found Poverty Point or Chaco Canyon.
 
But it would demand a plenty of city names. Except if we really want Mississippians to found Poverty Point or Chaco Canyon.
The Mississippians were not one people but a loose group of peoples who shared one culture. So the Cahokia mounds were settled by Dhegiha Siouan-speaking peoples, some of the more southern settlements spoke Caddoan languages, and some of the other settlements likely spoke other languages. There are not very many people today who speak these languages. Could be tough to put together.
 
Could treat cities as tribal settlements and use tribe names, where a number of squares could serve per tribe. Foreign powers could only raze them and plague would also have a chance of razing them. There's increasing evidence of ceremonial meetings between different tribes and while they may not have had a unified leader, it's not a stretch to include one 'representing the people of X' in DoC, considering some of the other civs included. It's just hard to make a feasible and fun playable civ, nevermind a number of them. You'd probably have to have more of the focus on pre-Colombian times, which increases the need for more than one civ. It would improve gameplay to have them exist though imo, and have them involved in trade and diplomacy.
 
One interesting idea is having respawns with their own UHVs, for example, Islamic Egypt could have its own UHVs. DoC already kind of has this with Persia/Iran, Italy/Rome, and Maya/Colombia.
 
Tajik civ covering the Samanids and Ghurids.

Leader: Ismail Samani and Muhammad of Ghor

UHV:
1. Rival of Baghdad:
Build a wonder, an Islamic great mosque, and have 2 great people in Bukhara by [Insert year here].
2. The world burner: Control Iran, Northern India and Tibet by 1250 AD.
3. Iranian Intermezzo: Be the first Civ to enter the renaissance era.
 
Bangladesh should be represented in DoC.

Spawns in Chittagong as Samatata kingdom, around 250 BC.

Would easily become a vassal state of India and then of the Mughals.

Once Mughals become Pakistan, Samatata can be called Bangladesh.
 
Singapore as a short, late game, city state challenge civ based on trade and diplomacy. Doesn't spawn unless the player chooses to play them, or is released when granting independence/through congresses. Can't control land tiles other than its city tile, but can control water tiles. Can't conquer and occupy other cities, can still destroy units and (maybe) raze cities. No access to settlers

Spawn: 1965
Leader: Lee Kuan Yew (don't think artwork exists, but some other could be repurposed, e.g. from the Malaysian civ released in 2020 if the glasses can be removed
UP: increased commerce and hammers from water tiles.
UU: no idea, they do build their own equivalent of mechanized infantry though.
UB: Changi Airport - gives extra trade routes and gold

UHV goals to be achieved by endgame - 2020 or later if it's expanded with the increased turns
UHV1: Modern military - build a jet fighter, stealth destroyer and marine (adjust numbers as necessary)
UHV2: Modern city - build an airport, stock exchange, public transport, supermarket, wharf, national park...(adjust as necessary)
UHV3: Sign and maintain 3 defensive pacts for 50 years, but don't get involved in a war during that time.
Other ideas could be having open borders to represent their good relations with everyone from the US to North Korea. Or have good relations with 90% of other civilizations. Or commerce based.
 
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Armenia ?

I mean, its culture has always been strong for 3 000 years.

Core area : modern-day armenia and (maybe) Wan lake.

Historical area : Cilicia.

The major problem is that their religion isn't catholic nor orthodox.

Yerevan has existed from the beginning with Urartu kingdom, but during Middle Age Dvin was far more important, so I don't know which one should be the capital city.
 
The major problem is that their religion isn't catholic nor orthodox.
I think their religion is closer to orthodox, I mean, England has its own church too, but they are not labeled as a separate religion. Armenia is in Realism Invictus can be a kind of donor, in terms of graphics and units
 
Austronesian civ representing ancient era version of Polynesian gameplay.

Starting Date: 3000BC in Taiwan (Dadun?)
Leader: No idea, probably some Taiwanese or Philippines legendary figures.
Unique Power: City tile provides +Food, +1 Production, and +1 Commerce for 15 turns.
UU 1: Proa/Prow/Outrigger Boat. Replaces Galley, cheaper and can be transformed into improvements (like Polynesian UU). Obligatory naval UU for Austronesians, since the playing area is pretty tight and peaceful, they don't really need extra movement or strength.
UU 2: Headhunter. Replaces Archer, +1 Strength, +50% forest attack. Not much useful besides providing happiness. But they can also be used to represent barbarian Asian or American units.

UHV1: Be the first civ to adopt Thalassocracy and build 5 Harbors.
UHV2: Settle Indonesia, mainland Asia, and Polynesia in 1000BC.
UHV3: Have x amount of culture and population of x in your capital in 650AD. I want to see the player building new capital in Southeast Asia to portray the rise of pre-Srivijayan kingdoms. Some starting resources in Taiwan might have to expire to make it less populated than the periphery area.

Core Area: Taiwan and Luzon.
Historical Area: Indonesia, Philippines, Northern coast of New Guinea, Eastern Cambodia, Southern Vietnam, Madagascar, Fiji, Micronesia, and Tonga (Polynesian core areas).
 
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Armenia ?

I mean, its culture has always been strong for 3 000 years.

Core area : modern-day armenia and (maybe) Wan lake.

Historical area : Cilicia.

The major problem is that their religion isn't catholic nor orthodox.

Yerevan has existed from the beginning with Urartu kingdom, but during Middle Age Dvin was far more important, so I don't know which one should be the capital city.
Given the zoom level of this mod, Orthodox could represent our Oriental Orthodoxy quite accurately. I am more upset about absence of Shia Islam, given the role Shia-Sunni split had on world's history. Cross' modmodmod can be used as unofficial testing ground for new proposed civs like Armenia, and I must say current map supports it quite nicely!
 
Charles Manson civilization. Helter Skelter as their theme song.
 
Few suggestions for new African civs. Originally posted here.

Spoiler SONGHAI :

Spawn/Location: 500* AD/Gao
Leaders: Zuwa Alayman (Early Medieval Age; Caste System), Askia (Late Medieval and Renaissance Age; Hegemony; Islam)
Color/Symbol: Dark Red and Yellow / same flag from Civs 5/7
Expansion stability: Core: Gao and neighboring tiles/ Historical: Mali, Hausaland, parts of modern Niger and Burkina Fasso/ Conquest: Mauritania, Southern Argelia.

UP: The Power of Flotillas and Standing Armies: Military units start with Amphibious and Combat I promotions until Renaissance Age.
UU: Bari-koy (replaces Cuirassier, requires Horse and Iron or Copper, 11 Strength, available with Companies)**
UB: Tarika (replaces Estate, available with Civil Service, comes with a Free Slave specialist)

UHV:
1) Za Dynasty: While being Pagan, have a capital with 10 population and 10 different buildings by 1000 AD.
2) Chronicle of The Black Land: Build University of Sankore and have 4 Islamic Madrassas and 4 Libraries by 1500 AD.***
3) The Great Sahelian Empire: Be the largest civilization in Africa in 1550 AD.

Pagan Religion: Bidaism or Siguism
URV: Make your capital have Influential or Legendary culture level.

* Recent research has led some claims that Gao was the first city-state in Sahel, even preceding Ghana. Thus, we can choose an earlier spawn date.
** Alternatively, the UU can only require Horse, and we can add one spawn near Gao, on the southern bank of the Niger, appearing around 1200.
*** Malian 3rd UHV would be changed to build the Great Adobe Mosque (Djenné Mosque) instead. The peak of Sankore was under the Songhai.



Spoiler KANEMBU (KANEM-BORNU) :

Spawn/Location: 700 AD/Manan or Njimi
Leaders: Dunama Dabbaleni (Medieval age; Merchant Trade; Islam), Idris Alooma (Renaissance age; Hegemony; Islam), Al-Kanemi (Industrial age; Monasticism; Islam)
Color/Symbol: White and Green/ Kanem flag
Expansion stability: Core: Chad lake / Historical: rest of modern Chad, Hausaland, Southern Fezzan, and Northern Cameroon / Conquest: Darfur.

UP: The Power of Aquifiers: cities also yield a farm's base yields and provides Fresh Water to nearby tiles.
UU: Iron Helmets (replaces Arquebusier, +2 Experience per stronger civilization with pleased or better relations and the same state religion)
UB: Ribat (replaces Post Office, +25% city defense and +2 culture) or Dendal (replaces Civic Square, cheaper and +1 food)

UHV:
1) Trans Saharan Central Hub: Build 3 Markets and control a trade road from Lake Chad to the Mediterranean by 1200 AD, and control a trade road from the Niger to the Nile by 1500 AD with a different capital.
2) The Great Mai: Build 2 Islamic Cathedrals, 6 Post Offices/UB, and control an army of at least 25 Iron Helmets, Camel Archers, and/or Knights by 1600 AD.
3) Shehu of Bornu: Have the most cultured capital in Sub-Saharan Africa in 1850 AD, with 5 Great Prophets and 3 Great Statemen settled.

Pagan Religion: Karama or Bidaism/Siguism (if we don’t want to create another pagan religion)
URV: Have a combined 10 Cow, Sheep, Camel, and Horse.

New Wonder: Gidan Rumfa: available with Heritage or Statecraft, requires Islam, Ivory and can be built only at a non-Core city, obsoletes with Civil Rights. Reduces maintenance of nearby cities, +4 culture, 2 Statesmen slots. Statemen specialists provide +1 food. Generates Great Statesmen points.



Spoiler MISRI (EGYPT) :

Spawn/Location: 969 AD/Cairo
Leaders: Al Muizz (Medieval Age, Fanaticism, Islam), Saladin (Medieval Age, Theocracy, Islam), Baybars (Late Medieval and Renaissance Age, Slavery, Islam), Muhammad Ali Pasha, (Industrial Age, Bureaucracy, Islam), Nasser (Global Age, Public Welfare)
Color/Symbol: Yellow and White / Crescent
Expansion stability: Core: Egypt / Historical: Cyrenaica, Nubia, Levant, Hejaz / Conquest: Tunisia, Mesopotamia, Southern Anatolia, Crete, Cyprus.

UP: The Power of the Nile: no unhealthiness from floodplains and +50% output for foreign trade routes
UU: Mamluk (replaces Lancer, does not require any resources, 25% against Light Cavalry, starts with Mercenary and Desert Adaptation promotions)
UB: Souk (replaces Market, +1 Trade Route, +10% Food on city growth)

UHV:
1) The Shia Caliphate: Build a Great Mosque and a National College by 1200 AD.
2) The Sword of Islam: Ensure no non-Islamic Civilizations in Maghreb and Middle East by 1300 AD or control Egypt, Nubia, Cyrenaica, Hejaz, Levant, Cyprus, and Mesopotamia.
3) A City of a Thousand Minarets: Make Cairo the largest city in the world in 1350 AD and have the highest trade/commerce output in the world or GDP by 1500 AD.

Pagan Religion: Psedjet.

New Wonder: The Great Citadel/Citadel of Saladin (Cairo Citadel): available with Fortification, requires Islam and a Castle, double production from Stone, obsoletes with Ballistics. +25% Defense, -25% damage from bombardment, +2 health, +4 culture, +25% Commerce. Generates Great Engineer points.



Spoiler YORUBAS (NIGERIA) :

Spawn/Location: 1100 AD/Ilé-Ifè
Leaders: Oduduwa or Moremi Ajasoro (Medieval Age; Deification or Caste System), Orompoto or Ajagbo (Late Medieval/Renaissance age; Slavery), Atiba Atobatele (Industrial Age; Hegemony), Olusegun Obasanjo (Global Age; Nationalism; Protestantism) or Obafemi Awolowo (Global Age; Public Welfare).
Color/Symbol: Light Green and White / Cooper Mask
Expansion stability: Core: Yorubaland / Historical: rest of Nigeria, Benin, Togo, parts of Cameroon.

UP: The Power of Ebi*: Each Culture level, starting with Developing, gives +1 food for city tiles
UU1: Eso (replaces Cuirassier, requires Cooper or Iron and Horse, can enter jungle, increased chance of slaving a defeated unit)
UU2: Tafàtafà (Longbowman, can enter jungle tiles, starts with Woodsman I promotion)
UB: Iyàrà (replaces Walls, +1 food)

UHV:
1) The Forest States: Have at least combined 20 population and 1000 Culture by 1400 AD.
2) Ida Oranyan**: Have at least two vassals and the largest army in Africa by 1700 AD.
3) Bight of Benin: Gain 2500 gold from trading slaves and selling resources by 1800 AD.

Pagan Religion: Yoruba
URV: the same, but can be change to Build Osun Osogbo and get 10 different Plantation resources.

* Means “family” in Yoruba and refers to the concept of Ebi Commonwealth, that all the main southern Nigerian polities had a common ancestor.
** Literally Oranyan’s sword, a ceremonial garment used on the investiture of alafin (Oyo king). Oranyan was the legendary founder of both Oyo and Benin.


New Wonders:
Iyanuwo (Benin Walls): available with Fortification, requires Paganism, and Ivory, obsoletes with Ballistics. 25% Defense (including against gunpower-based units), +2 culture. Generates Great Engineer points.
Osun Osogbo: available with Alchemy, requires Paganism, and Ivory. Rainforest and jungle tiles produce +1 food, +1 Happiness for Pagan Temple, +1 Priest slot, +2 culture. Generates Great Priest points.



Spoiler SHONA :

Spawn/Location: 1100 AD/Zimbabwe
Leaders: Chigwagu Rusvingo (Medieval Age; Deification), Gatsi Rusere (Late Medieval Age; Feudalism), Changamire Dombo (Renaissance Age; Hegemony).
Color/Symbol: Dark Blue and Yellow / Zimbabwe Bird
Expansion stability: Core: Zimbabwe (between Zambezi and Limpopo rivers) / Historical: Zambia, Northern South Africa, Mozambique.

UP: The Power of Stone Cities: +1 production and gold from city tiles.
UU: Rozvi (replaces Pikemen, 25% strength against Gunpowder and Heavy Cavalry units, doesn't require any resources, can enter marsh, jungle and rainforests)
UB: Dzimba Dzemabwe (replaces Civic Square, +25% City Defense, available with Fortification)

UHV:
1) The Kingdom of Zimbabwe: Build the Great Enclosure, 2 castles and 4 Dzimba Dzemabwes by 1400 AD.
2) Mutapa Empire: In 1500 AD, monopolize Gold, Silver, Gems and Ivory in Sub-Saharan Africa and have Open Border agreements with a Middle East, a South Asian, and an East Asian civilizations.
3) Kurozva: Ensure there are no European colonies in East and South Africa in 1700 AD.

Pagan Religion: Musikism
URV: Settle 5 Great Prophets and build the Great Enclosure

New Wonder: Great Enclosure (Great Zimbabwe): available with Architecture, requires Paganism, Ivory, double production from Stone, obsolete with Gunpower. +25% defense, +4 culture, +1 food, production and commerce for city tiles. Generates Great Engineer points.



Spoiler MALAGSY (MADAGASCAR) :

Spawn/Location: 1550 AD/Alasora (Antanarivo)
Leaders: Ralambo (Caste System), Radama (Renaissance Age; Free Enterprise; Protestantism), Ranavalona (Industrial Age; Isolationism)
Color/Symbol: Red and Green / Sampy
Expansion stability: Core: Central Madagascar / Historical: rest of Madagascar.

UP: The Power of Austronesian Forebears: until Renaissance or Industrial Age, every time a city in Southeast Asia changes owner, Madagascar receives a wave of immigration from it.
UU: Lakana (replaces Caravel, cheaper, +25% attack in coastal tiles, hides nationality and receives gold per sunken enemy).
UB: Rova (replaces Castle, gives a free specialist)

UHV:
1) Libertalia: Obtain 2000 gold with blockades, trading slaves and sinking ships by 1750 AD.
2) The Kingdom of Madagascar: Culturally control every single tile of Madagascar and Comoros, and have in all cities a Rova, Courthouse, Estate, Bath, and Tannery by 1830 AD.
3) Modernizing within Tradition: Enter Industrial Age before 1890 AD and maintain pleased or better relations with the two most powerful European civilizations.

Pagan Religion: Fomba (same symbol as Sampy)
URV: Control a Cow and have a Bath for each owned city.



Spoiler BOERS (SOUTH AFRICA) :

Spawn/Location: 1852 AD/Pretoria
Leaders: Paul Kruger (Industrial Age; Nationhood; Protestantism), Jan Smuts (Global Age; Free Enterprise; Protestantism), Nelson Mandela (Global Age; Egalitarianism).
Color/Symbol: Orange and Blue / Bugle
Expansion stability: Core: Cape, Transvaal, Orange / Historical: rest of South Africa, Namibia / Conquest: Botswana, Zimbabwe (South Angola, Zambia and Southern Mozambique?)

UP: The Power of Voortrekkers: a free Worker for each city settled, farms are constructed 25% faster and can be built in desert and semi-desert tiles if has access to Fresh Water.
UU: Kommando (replaces Cavalry, starts with Mobility and Commando promotions)
UB: Plaas (replaces Star Fort, +1 food, free Guerrilla I promotion)

UHV:
1) Vryheidsoorlog*: Ensure that there are no European colonies in South Africa in 1902 AD.
2) The Randlords: Get 10 Gems, Gold and Silver Resources and spread Steel and Luxury corporations to 5 cities by 1945 AD.
3) Vela Incident: Build an ICBM by 1979 AD.

Pagan Religion: Asatru

*Afrikaan for “freedom war”, used in the context of the Boer Wars.
 
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