So this is to build upon a list which was dragged throughout this thread. This is to give each civ mentioned a capital, UU, UB, UA, and leader. Perhaps Firaxis will even listen to our suggestions. Bolded civilisations are already in the game (or already created by Firaxis) and will not be open to suggestions, obviously.
Moderator note: future discussion suggesting civs and why they should be included should be in this thread; discussion of leader, gameplay details etc can carry on here, of course. SamBC
Thanks to the following for their contributions:
and any others that I've missed
Africa (6): Carthage, Egypt, Ethiopia, Morocco, Songhai, Zulu (4 Official; 1 BNW)
Americas (11): America, Apache, Aztec, Brazil, Canada, Inca, Inuit, Iroquois, Maya, Mexico, Sioux (5 Official; 1 BNW)
Near East (9): Arabia, Assyria, Babylon, Byzantium, Israel, Hittites, Ottomans, Persia, Sumer (5 Official; 1 BNW)
Asia (8): China, Japan, India, Korea, Mongols, Siam, Tibet, Vietnam (6 Official)
Oceania (3): Australia, Majapahit, Polynesia (1 Official)
Europe (15): Austria, England, France, Celts, Denmark, Germany, Greece, Huns, Netherlands, Portugal, Poland, Rome, Russia, Spain, Sweden (13 Official; 2 BNW)
Total of 52 (34 Official; 5 Confirmed BNW) Likely DLC/BNW civs
The Pueblo were created but as of now have been removed over controversy over their leader. Firaxis surprised me and put ALL the European civs we asked for (and more) in...
Capital: Marrakech (Marrakesh)
Leader: Ismail Ibn Sharif
UA: Land of God. +2 Science from Every Desert tile worked by the Moroccoan City and +25 Golden age points earned when Liberating a City.
UU: 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.
UB: 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.
Starting Bias: Desert/Jungle
Leader- Dasoda-hae a.k.a. Mangas Coloradas
UA: Cactus Life. Desert tiles provide +2 food and +1 gold.
UU: Sacred Bowman. Replaces Archer. Cost 70. Strength 4. Ranged Strength 6. Range 2. +50% combat bonus to melee and ranged strength when in friendly territory.
UU: Apache Raider. Replaces Rifleman. Cost 200. Movement 3, not 2. Strength 25. Can move after attack.
Leader: Pierre Elliot Trudeau (1919 - 2000)
UA: Global Mosaic. No penalty for units in C-S territory when they are at war with another civ (not you). It can include your enemies. +0.25 influence per turn during the above stated. Only a single unit in C-S territory can create this effect. More than a single unit does not change that amount.
UU: Stormtrooper. Replaces Infantry. +15% vs. Cities. +50% against fortified units (effectively, the unit being attacked has no bonus from fortification).
UI: Trading Factory. Replaces Trading Post, but your workers can build them as well. +5 gold, not 2. Takes double the time. 0.4 unhappiness for every Trading Factory. 0.5 unhappiness for every Trading Factory in the Modern Era. Does not stack with the original unhappiness.
Starting Bias: Tundra/Forest.
-Problem. One of the Iroquois cities (I think it could be the eighth or something) is called Montreal. To include Canada, this must be changed.
UA: People of the Arctic. +2 Food per citizen in cities from Snow and Tundra tiles.
UU: Qamutik "Dog sledge". Replaces Chariot. Cost 56, not 60 or 70. Strength 3. Ranged strength 7. Range 2. Movement 4. On tundra and snow the qamutik has 5 movement, 4 strength and 7 ranged strength. Does not require Horses to be built.
Rough terrain penalty. No defencive terrain bonus. No melee attack. Penalty attacking cities.
UI: Inuksuk. Maintenance 1. Culture 1. +1 Food when built adjacent to Deer, Furs and Seal resources. Has 3 visibility range. Cannot be build on Jungle, Forest, Swamp, or Desert tiles.
Starting Bias: Coastal tundra and snow.
Symbol and colours: Dark brown inuksuk (Stone landmark) with ice blue or cream background.
Strategy: Dominance victory may be the most logical choice. Rabid expansion over the tundra and snow to build several cities near rivers and along the coast would be a good start. Early rush tactics with military units would be useful against any nearby civilizations and City States. Enemy resistance should be easier to control since most civilizations inhabit nearer to the centre of the map. Once spread across the territory, dig your roots in and build up for a wave of conquest.
Capital: Mexico City - well, technically this is Tenochtitlan, but in civ4 there was the Constantinople/Istanbul cross.
Leader:Antonio López de Santa Anna (Santa Anna) (1794 - 1876)
Miguel Hidalgo (1753 - 1811)
UA: Grito de Dolores. +33% military land unit production during war with another civ. Rebel forces appear at -12 happiness, not -20.
UU: Zapatista. Replaces Rifleman. Cost 180, not 200. Strength 22, not 25. Ignores terrain movement penalty. +25% attack when fighting on hills.
UU: Caudillo. Replaces Great General. Same bonuses as regular GG, but does not die when being killed in combat, just sent back to the capital. Can only be lost when building the GG's improvement or golden age. Golden ages began by Caudillos are 50% longer.
UB: Maquiladora, replaces factory. Maquiladoras are large factories in Latin American countries in which major companies relocate there for cheaper labor. They are an enormous boost to the Mexican economy, being located mainly along the American border. Same production cost and production bonuses as factory, but +4 gold generated by the city for each foreign civ with open borders agreement.
Leader: Red Cloud.
Capital: Sioux Falls.
UA: Horse Culture. Horses provide culture, and all mounted units gain promotions faster.
UU: Raider. Replaces Lancer. Combat: 24. Movement: 5. Starts with Evasion(50) promotion. Has a higher combat strength and extra movement point.
UU/I: Medicineman hut. Unpack to use ability, pack to move - can be unpacked outside friendly territory. When unpacked can rapidly heal one unit stationed on UI, and slightly boosts healing of all adjacent units. When packed has 2 movement and gives adjacent military units a slight defencive bonus. Cannot unpack other Medicinemen hut on adjacent tiles to an unpacked Medicineman hut. (Unpacked it looks like a tipi, packed it looks like a travois)
UA: Buffalo Dance. Cattle, Deer, and Sheep provide +1 productivity and +1 food.
UU: Deerfoot. Replaces Archer. Strength: 5. Ranged Strength: 7. Range: 2. Movement: 2 (+1 in Open Terrain.). Note: This unique Sioux Archery unit gets +1 in Combat and Ranged Combat strength. Additionally +1 movement in the Open Terrain only.
UA: The Hunter's Way. All Cattle and Sheep worked by a City provide +1 Food, all Horses provide +1 Gold, and all Deer provide +1 Production.
Israel - Jeruselam confirmed as CS in BNW, so it's DLC or nothing
Leader: King David (1040 - 970 BCE)
UU: Commando. Replaces Paratroopers. Cost 370, not 350. Strength 48, not 40. Can only paradrop 4 tiles away (when in friendly territory), not 5. Starts with Rough Terrain 1 & Open Terrain 1.
UB: Synagogue. Replaces Temple. Cost 145, not 120. Maintenance 2. Culture 4. +10% science.
UU: Sayeret. Replaces Paratroopers. Cost 360. Strength 44. Starts with Rough Terrain 1 & Open Terrain 1.
UB: Synagogue. Replaces Temple. Cost 145. Maintenance 2. Culture 4. +10% science.
UA: Promised Land. +25% Great People generation in all Cities.
Leader: Gendun Drup, 1st Dalai Lama
UA: Nonviolence. Any nation that attacks Tibet takes 1 unhappiness for every turn the war is maintained.
UU: Warrior Monk. Replaces Swordsmen. Cost 120, not 80. Movement 2. Strength 12, not 11. +100% strength when defending. -25% strength when attacking.
UB: Stupa (A Buddhist place of worship). Replaces Temple. Cost 150, not 120. Maintenance 2. +4 culture, not +3. +3 culture for every mountain within three tiles of the city.
Starting Bias: Hills and Mountains.
Strategy: Tibet is a master of defense. Their Warrior Monks get an enormous defensive bonus, but are weak on attack, and Tibet is generally biased to hills and mountains at the beginning of the game. Their Stupa UB is their replacement to a temple, and it gets increased base culture AND free culture for every mountain tile in the city's radius. If you are in a particularly mountainous area, this can rack up some serious culture. Being generally defensive, you are free to pursue whatever peaceful goals you wish, so reasonably you can pursue Diplomatic and Science victories as well. No one will want to mess with you, as to make it all worse, Civilizations attacking you take -1 happiness for every turn they maintain the war.
Favoured Win: Culture.
Leader: Lê Thánh Tông (1442-1497)
UA: Jungle Insurgents. Units receive +20% defensive bonus for jungle and forest tiles in friendly territory.
UB: Văn Miếu. Replaces Temple. These are Confucian Academies similar to the Seowon in Korea. +20% science. +2 culture. Cost 120, not 100. Maintenance 2.
UU: Light Artillery. Replaces Artillery. Ranged strength 28, not 32. Gains +20% defensive bonus for hills, forests, and jungles (ontop of the normal bonus) and has no movement cost for these features.
Starting Bias: Jungle and Hills.
Strategy: Jungles and forests are Vietnam's best friend. All of your soldiers get a sizable defensive bonus from them while in friendly territory. Light Artillery, Vietnam's UU, is even better. Though slightly weaker overall, it gets ANOTHER defensive bonus from forests and jungles. This, combined with the fact that they ignore the movement penalties for these tiles, makes Light Artillery a very dangerous foe, especially in rough terrain. If peace is your game, then Science is your best bet for victory. The Văn Miếu UB offers a sizable science bonus as well as its normal culture bonus from being a temple. Because of how early this building comes, you'll be reaping the rewards of +20% science for a very long time.
Favoured Win: Domination, Science.
Leader: Sir Robert Menzies (1894-1978)
UA: Multiculturalism. Social Policies are 25% cheaper. Great People production is 50% faster.
UU: Convict Worker. Replaces Worker. Cost 50, not 70. Tiles improved 50% faster. Each Convict Worker costs 1 food. Australia can also build the worker, but it will not have any bonuses of the convict worker.
UB: Showgrounds. Replaces Circus. Requires Horses, Sheep or Cow resources, not Ivory. Cost 175, not 150. Maintenance 3. +3 Happiness. +2 food on sheep tiles. +2 food on cow tiles. +2 production on horse tiles.
Capital: Trowulan Majapahit
Leader: Huyam Wuruk (1334 - 1389)
UA: Empire Mandala. Visitors from Asia remarked that the Majapahit Empire seemed shaped like a giant Mandala, a buddhist meditation circle. +1 Happiness from every City connected to the Capital via a Harbor or Trade Route.
UU: Kris Warrior. Replaces Swordsman. Kris blades were waved so that there was less chance of them getting snagged on the bones of their prey, thus allowing the wielder to withdraw faster. Cost 100, not 80. Strength 14, not 11. Has a 10% chance of surviving fights that would ordinarily kill it.
UB: Celengan. Replaces Market. Economists imported Chinese currency for commoners to use for everyday purchases since Majapahit currency was only minted in rather high denominations. +1 gold for every 3 citizens, on top of +25% Gold.
Strategy: Those who rule Majapahit will see themselves ruling very large empires. Every city connected to your trade network gives you +1 happiness. As long as you can keep up road-building with your expansion, you won't have much trouble with happiness. Once you've run out of land to settle, the Kalis Warrior is the perfect unit for crushing your foes; it has huge strength upgrade from normal swordsmen. As if it needed any more power, it also has a chance of surviving a battle that would usually kill it. Those who abhor war will still find that Majapahit is a very strong diplomatic nation. The Celengan UB not only gives its normal gold bonus for being a market, but it also gives +1 gold for every 3 citizens, similar to how the Library works with science. Build large cities and watch the cash flow right in! All that extra cash can easily go into earning CS favor for a Diplomacy win.
Favoured Win: Diplomacy, Domination.
UU: Kris Warrior. Combat strength when calculating damage taken is 11, but 17 when calculating damage dealt to units. Rationale: Kris warriors were mostly unarmoured, giving them a disadvantage, but they were trained in the ways of silat (Malay martial arts), which made them deadly fighters.
UB: Candi. Replaces Temple. Candis are Hindu-Buddhist temples built in the native Malay style, with sculptures and engravings of mythical creatures and characters. They were important centres of worship till the rise of Islam (after the fall of the Majapahit). Borobudur is the most famous example of a candi. Produces extra culture/faith on jungle tiles.
UA: Lords of the Archipelago. +1 food and +1 gold on atolls. Land units next to a coast tile gain a combat bonus.
Leader: Hayam Wuruk
UA: Domineering Presence. Demand territory from neighboring city-states as tribute at the cost of 10 influence per tile. Lose only one-half the normal amount of influence for demanding other types of tribute.
UB: Candi. Replaces temple. Religions spread to this city 50% faster.
UU: Pendekar. Replaces longswordsman. +25% combat strength bonus against city-state units. Twice as effective at intimidating city-states into paying tribute (essentially, the CS counts it as two units).
Unique National Wonder: Wayang Kulit. Replaces Heroic Epic. In additon to gaining the Morale promotion, select an available pantheon belief.
We're almost done. Most civs are in, we're not too far away from the dream.