Sweepstakes: Your Favorite Civilization

By Jeff, Jan 24, 2008 7:48am PST

Sid Meier's Civilization is a long running PC classic currently being adapted for a new multiplatform style, and the progenitor of its own genre. One of the notable features of these games was picking your favorite civilization, be it for its leader, its cultural strengths, its special units, or just just the way they happen to talk. Well, we thought maybe we could have a little contest around here courtesy of a certain wonderful community manager over at 2K Games.

Shackers, tell us of your favorite real or fictional civilization. Give a short description of the civilization, who the leader is and their traits, and what is their favored military unit and building. You can see examples from Civilization 4 at CivFanatics. No more than a paragraph or two per element please.

Up for grabs will be a Civilization Revolution Xbox 360 faceplate and one of these BioShock t-shirts which we have both men's large and women's medium sizes. Four winners will be chosen randomly from the submissions, so no one should feel any intimidation by participating. Entries will be accepted until Monday, January 28th at midnight CST.

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29 Threads* | 34 Comments
  • Civilization: 12 Colonies of Kobol
    The 12 Colonies of Kobol was founded by settlers from the 12 tribes of Kobol around 2000 years ago. The government was established under the Articles of Colonization appointing a Presidential position as well as a cabinet. It also established the Quorum of 12 which represent the interests of each individual colony. The creation of the Cylons as a means of labor led to a revolution of growth. When the Cylons became self-aware it resulted in the First Cylon War which ended in an Armistice. It has been 40 years since the war and the Colonies have progressed much since then and the Colonial Military has since then grown and over 200 Battlestars serve in the Colonial Fleet.

    Starting techs: CNP (Command Navigation Program)
    The latest in military computer operating system, it was developed by the brilliant Dr. Gaius Baltar who is an expert in computer technology. This program allows ships in the Colonial military to be interconnected on the same information network to share intelligence, sensor data, and battle operating systems.

    Leader: Commander William Adama (Creative, Initiative)
    Veteran of the First Cylon War, he served as a Viper Pilot participating in numerous engagements with the Cylons. He excelled in his combat skills becoming a crack pilot. He took a brief break in service when he was discharged following the end of the war and served briefly as a freighter crewmember. Adama later returned to the Colonial Fleet using political connections of his wife Carolanne. He rose through the ranks attaining the rank of Commander and was a staff officer on many Battlestars. His previous assignment was CO on the Battlestar Valkyrie and is now currently serving as CO on the Galactica, one of the oldest Battlestars in the fleet. His mistrust of technology has led him to minimize the use of technology as they have been weak points to Cylon cyber infiltration, in particular networked systems.

    Trait 1: Technophobic (+2 Network security, -1 efficiency)
    Trait 2: Crack Pilots (+1 Dogfighting, +1 Emo)

    Unique unit 1: Battlestar Galactica
    An aging warship, this Battlestar has been refitted many times since the first Cylon War and is outclassed by much of the newer ships in the colonial fleet. Considered inefficient due to its size and crew requirements, the ship has been slated to be retired and be modified to become a museum honoring the history of the First Cylon War.

    Unique unit 2: Viper Mk VII
    The latest frontline fighter of the Colonial Fleet, it has advanced avionics and is faster and more maneuverable than its previous iterations. It is equipped with the latest version of the CNP software giving it improved battlespace awareness and communication with the Colonial Fleet.


  • Guess I'll go the nonfiction route.

    Civilization: The Mamluks
    The Mamluks were military slaves who, in 1250 AD, managed to seize power from the Ayyubian rulers of Egypt. The world in which the Mamluks arose was a dangerous one though and the Crusaders and the approaching Mongol army represented serious dangers to their burgeoning state. The Mamluks managed to overcome both these threats, with the ejection of the Crusaders from Palestine in 1293 AD and the halting of the “invincible” Mongol advance by the early 14th century. With their externals enemies defanged, the Mamluks were able to bring great wealth and power to Egypt through the incorporation of Syria and the holy cities of Mecca and Medina into their realm as well as control of important trade routes between the Mediterranean and Asia.

    The success of the Mamluk Sultanate could be in part attributed to their unique succession system which allowed for the Sultan’s most powerful Mamluk soldier to take control of the Sultanate. This system allowed for a continual line of strong, capable rulers for centuries, but eventually this gave way to the forces of nepotism and greed. The Mamluk Sultanate finally ended in 1517 AD when the Ottoman Empire succeeded in capturing Cairo and executing the last Sultan.

    Leader: Baybars I (Organized, Protective)
    Baybars I, perhaps the most famous Mamluk Sultan, was a cunning general and intelligent ruler who lead Egypt from 1260-1277 AD. Baybars saw numerous military victories, including the defeat and capture of Louis IX during the seventh crusade, the first real defeat of the Mongolian army at Ayn Jalut, and the seizure of Antioch, the symbol of continued Crusader existence within the Holy Land. Alongside his military victories, Baybars I can be credited with the organization of the Sultanate into a persistent and stable state as well as the improvement of its safety through rebuilding of strongholds, the army and the navy.

    Starting Techs: Mining, Agriculture

    Unique Unit: Kipchak Horseman (Replaces Knight – Free March Promotion)
    During the early Mamluk Sultanate, many the military slaves came from the tribes of the Kipchak Turks who were experiencing great hardships following the the Mongol invasion. These Kipchak Turks made up the prominent regiment within the Mamluk army and were trained in cavalry combat with spears as well as bows and arrows. During the campaigns of Baybars I, these soldiers were well known for their stamina, regularly performing forced marches in order to deal with the many threats to the Sultanate.

    Unique Building: Tabaka (Replaces Barracks - +1 Happiness)
    A new slave boy, upon purchase, was assigned to a tabaka with other boys his own age. This building served as his quarters, Islamic school and military academy for ten years until he was freed. Through the tabaka the new soldier was instilled with a sense of loyalty to his master and his companions and upon receiving his freedom formed a unit alongside these companions within the Mamluk army.












  • Civilization: Zombie Survivors
    A rag-tag, yet strongly knit group of rugged individuals forced to cling together through a global plague of biblical proportions. The conflict has made them all well-poised to take over the world, although they cannot keep up with late-game high technology shenanigans.

    Leadership: Democracy / Dictatorship. If Zombie Survivors are guided by dictatorship, automatic Unrest kicks in every 2 in-game months and lasts a week, during which only military projects continue; you are unable to change projects at this time. At the end of Unrest, a new leader is elected and Research progress is reset.

    Trait: Random attrition / Random resupply
    Occasionally someone *will* get careless and become bitten / wander off too far in search of supplies. Your civilization will occasionally lose a unit. However, survivors always seem to wander into the compound to keep the population more or less steady. Your civilization will occasionally gain a unit.

    Trait: Bonus to low level invention
    Fusion, lasers and biodegradable fuels are pretty hard to come by in the post-zombie world. However, your civilization has a knack for putting together fairly simple items from seemingly insufficient raw materials. Cost of invention up to cars and single-fire weapons reduced by half; cost of production reduced by 25%. Cost of invention past the combustion engine tripled.

    Trait: Low population growth
    Pretty self-explanatory here. Penalty of 75% to population growth.

    Civ building: The Compound
    The Compound is a heavily fortified, 24-hr manned outpost containing everything needed for basic survival. Due to its defensible nature, the Compound can only expand to Medium size but will never suffer starvation as a result. It gains +250% to defense against all weapons up to Modern, and 100% defense bonus after that. Military production is increased by a factor of 50% up to Modern weapons.

    Civ Unit: Junked out truck. Junked out truck is the cheapest unit to make, but (as all Zombie Survivor units) has a tripled supply cost since it runs on conventional gasoline which is in very short supply. Junked Out Truck can carry 1 Shotgun Redneck and 1 Assault Rifle Ex-Marine (or Ex-Cop) Psycho (or Paranoiac) (which have to be built separately), gaining offensive abilities of both.

    Obviously, the strategy with Zombie Survivor nation is an early Junked Out Truck rush; except since there aren't that many people to go around, it has to be a careful rush. The race is between your measured Junked Out Truck expansion and other Civ's technologies - if anyone else gets to tanks, Zombie Survivors pretty much lose unless they manage to steal a couple and hold out long enough to conquer the other side.


  • I've always preferred Alpha Centauri to the regular Civilization games, so I'm using a faction from there instead.

    Faction: The University
    Attributes: Scientific (+2 Tech), Academic (-2 Probe)
    Building: Network Node (Increases research!)
    Unit: Drop Clean Shard Squad. When these babies start dropping from orbit all around your bases, you know you're in trouble. Since they have Clean Reactors, the University never has to worry about social unrest!
    Description: The University, lead by Provost Zhakarov, seeks better living through advanced technology. The pursuit of knowledge is placed before all else, including, at times, ethical codes. If left alone, they can quickly acquire an insane lead in research as they build their technological utopia. Unfortunately, their belief in the free flow of information and their academic origins reduces their internal security, making the University vulnerable to Probe Team attack. Until they build The Hunter-Seeker Algorithm, that is.


  • Civilization: The White
    Starting Techs: .45 revolvers with sandalwood grips
    Unique Unit: The Gunslinger (think of the baddest samurai ever armed with guns instead of swords)
    Unique Building: The City of Gilead - the last vestige of light and civility
    Leader 1: Roland Deschain
    Leader 2: Steven Deschain

    Vs.

    Civilization: The Forces of the Crimson King
    Starting Tech: lasers
    Unique Unit: Taheen (bird headed men with more strength and intelligence than humans)
    Unique Building: North Central Positronics HQs (a sombra corporation)
    Leader 1: The Crimson King
    Leader 2: Randall Flagg


  • Civilization: Gilligan's island
    Unique Unit: Harlem Globe Trotters
    Starting techs: Bamboo, Coconuts
    Leader: The Skipper
    Trait 1: Resourcefulness
    Trait 2: Dumb Luck
    Building: Huts

    Just sit right back and you'll hear a tale, A tale of a fateful trip That started from this tropic port Aboard this tiny ship. The mate was a mighty sailing man, The skipper brave and sure. Five passengers set sail that day for a three hour tour, a three hour tour. The weather started getting rough, The tiny ship was tossed, If not for the courage of the fearless crew The Minnow would be lost, the Minnow would be lost. The ship set ground on the shore of this uncharted desert isle With Gilligan, The Skipper too, The millionaire and his wife, The movie star The professor and Mary Ann, Here on Gilligan's Isle.


  • MySpace - Unique Unit: The Emo, Leader: Tom
    Trait 1: Cultural Borg, Trait 2: Spam
    Starting Tech: The Internet, Drama
    Favored Civic: Universal Suffrage

    Tom speaks for himself. Being Tom, He Is Your Friend and starts in contact with every civ, but they can cut off contact with him immediately, as they often choose to. The Emo is their special unit, which is basically a much more effective missionary that converts 4x as quickly to Paganism. It just has a 5% chance of destroying itself every turn. Cultural Borg means they gain 1/5 of the culture of the enemies' nearby cities as their own, but a cultural victory for Myspace translates as a loss - similar to nuclear winter.

    The starting techs, again, speak for themselves. MySpace simply could not function without either.