Though a benefit of your choice is that most of what we know about her is not legend, making accurate depiction easier. Also, Salome Alexandra does definately seem to have been a very capable ruler in her own right.

I'd always prefer a leader we know more about than a leader who is semi-lenedary, or one that we know of only from folk tales/religious texts (with Dido of Carthage being the exception, I seem to like her). Although if I have to pick two leaders for Israel, I would definitely pick Solomon.
 
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The Dayak

Playstyle
Melee Unit and City Defense

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Civilization Ability :
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Ngayau / Headhunting
Your Melee Units gains 1 additional attack and movement point after defeating a unit. Reduces the Combat Strength of enemies by -5 when attacked for each adjecent Melee Unit you control.
(In the past, the Dayak were feared for their ancient tradition of Ngayau, or headhunting practices)

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Leader Ability :
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King Rentap of Iban (death 1870)
Hill Fortress
Increase City defence by 10% for each Hill and Mountain inside that City border. Gain 1 Headhunter unique unit for each time you kills a unit inside your border. This ability works only against the units of other civilizations, not barbarians.
(Rentap’s fort at Bukit Sadok was regarded by the Dayak Ibans as impregnable, protected by the legendary characters, and White Rajah Brooke need to launch three expeditions to conquer it.)

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Unique Units :
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Sumpit Blowgunner (Pict)
Replaces Slinger. 15 Melee Strength instead of 5. Attacked units lose +5 HP each turn until they heal themself.
(The sumpit or blowgun, utilized darts that were coated with a poison, and was also used to stab an animal with the tip when the target was found still alive)

Headhunter (Pict)
Movement: 2; Melee Strength: 25
Faster movement in forest terrain and hilly terrain. This unit and your units adjecent to it provides Faith from kills.
(Dayak beliefs that fresh heads can give magical powers for communinal protection, bountiful paddy harvesting and disease curing.)

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Unique Infrastructure :
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Sandung (Pict)
Unique improvement. Provides 1 Faith and 1 Culture. +15% combat experience for all melee and ranged units trained in the city that worked this improvement. Can only be built on a tile where your unit was killed before.
(During their funeral rites (known as tiwah), the deceased bones are exhumed and cleansed then placed in a special mausoleum, called sandung, where the spirit of the deceased is believed to watch over the village)

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Agenda :
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Earth-tremor
Rentap will respect someone with the highest count for defeating other civilization units, and dislike someone with the lowest one.
(Rentap praise name is "Rentap Tanah, Runtuh Menua", in Iban means the "Earth-tremor", "World-shaker")

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King Rentap of Iban
 
Spoiler :
Portugal




Leader : John II (He was the king that resumed the project of naval exploration of his great uncle Henry the Navigator. He organized the treaty of Tordesillas in order to push the border further to the west, managing the portuguese to have Brazil 3 years after his death, causing the great debate if portuguese knew already if there was a continent between Asia and Europe before Colombus Journey. Through his maritime and diplomatic policies, he initiated the golden age of the portuguese empire. But he was also a ruthless man, having killed his wife's brothers (he personnaly killed one of them by stabbing him with a knife) for conspirancy, eliminated almost all opposition (the portuguese cortes were extremely invasive within the royal power) while taking their lands back to the crown and reigned supreme in the kingdom. He was called the perfect king because he was apparently the closest king to Machiavelli's ideal prince).

Historical agenda : The lord of the lords (John II said, apparently, after getting rid of the nobility "I'm the lord of the lords, not the servant of the servants") - Hates civilizations that trade and ally with the same city-states he trades and allies with.

Leader's ability : Legacy of Henry the Navigator - Can build the Nau, a caravel replacement that has +1 move and receives triple gold and bonuses and diplomatic points when discovering a new city-state. No influence lost with a CS as long as Portugal maintains a trade route with them.



Civ's ability : Saudade - Coastal cities are founded with half less unhappiness than usual. Harbor districts cost 50% less production and gold (buildings Inside of it included) (Saudade is a very portuguese concept. It's a kind of melancholy, an unspeakable sadness towards a lost past).

Civ's unique unit : Caçadores - Has a bonus move after attacking. Bonus against units in open field (Caçadores, which is portuguese for hunters, were troops specialized in guerilla warfare and sabotage. They were known for being remarkable marksman, being among the first "snipers". Duke Wellington called them the "cockfighter of the anglo-portuguese army for their efficiency).



Civ's unique district : Commercial House - Provides a gold bonus and amenities per each luxury resource Portugal has, may it be through a working tile or trade. Gold bonus for each adjacent adjacent district or luxury resource tile. (The Casa da Guiné e das Minas, then Casa da India, stand for House of Guinea and the Mines and for House of India. Those were the places where all the portuguese maritime trade was controlled. It served as a dock, warehouse, bank, customs and many other things, until its downfall because of the iberic union and the portuguese superficial expanses).
Nice one, about the commercial house, its proper name is Feitoria.
 
September 1st is Uzbekistan's Independence Day, so here is my idea for an Uzbek civ.

The unique ability is Silk Road, and provides bonuses to trade, culture, and science.

The leader is Shaybani Khan, here is my LH of him for Civ IV:

His ability should be something like "Consolidator", giving him the ability to, perhaps, bring nearby city states under his control, or something like that. He should also have a bonus for culture, especially great works of literature.
His agenda causes him to change allegiances based on his rivals' strength, allying himself with those with whom he can accomplish his goals more easily.

Unique unit: the Nuker (pronounced noo-ker, or naw-ker, and has nothin to do with nukes) -
this was the elite cavalry unit that consisted of both archers and lancers.
Another suggestion is the Sarbaz - a 19th century rifleman that is weaker, but cheaper.
Unique building: Madrasa. I don't think I need to explain what it is.
However, I understand that the Arabs already have the Madrasa as their unique building,
so my second suggestion is the Aryk that would replace the aqueduct.

Happy Mustaqillik kuni!
 
I don't think anyone has done for Sweden, so here I go.

Sweden

Gustavus Adolphus

Leader Ability: Father of Modern Warfare - Units cost half as much to upgrade when stacked with a Great General.

I may need to edit this, but the main gist is that Gustavus would get a bit of an edge when it came to military technologies, which was an important factor for him winning the Thirty Years War.

Agenda: The Golden King - Gustav wants to make sure Sweden the #1 civ in as many statistics as possible.

Historians go back and forth whether he took Sweden to war for religious, economical or merely expansionists reasons. Most lately, it has been theorized it was most likely all those three combined. It would make sense, then, if Gus would have a rather versatile, yet imperialistic agenda in Civ6.

Christina

Unique Ability: Athens of the North

+1 Science in the capitol campus for each foreign civilization, with at least two campuses, Sweden befriends. +1 Culture in the capitol entertainment district for each foreign civilization, with at east two entertainment districts, Sweden befriends.

Being one of the most educated and intelligent women in early modern Europe, Christina had a vast interest in the sciences and arts, and often invited the greatest minds of Europe at the time to Stockholm, including but not only, Descartes. It could be argued that she, if not her father, laid the foundation for Sweden as a scientific powerhouse.

Agenda: Minerva of the North - Christina likes the civilizations which produces the most science, culture and/or great people.

Thought it would be best to give Christina's AI an agenda which matches her UA fairly well. This also reflects how she acted on the international stage irl to a certain degree.

Unique Unit: Teknolog

After entering the modern era, Great Scientists, Great Merchants and Great Engineers may, for free, upgrade to become Teknologer. A Teknolog has the combined capability of all three aforementioned units and may do one extra action before being consumed.

This late-game unit is added to further emphasize Sweden as the science heavy civilization, she eventually became after the industrialization. In real life, a Teknolog is basically an engineering student, whom in Sweden and Finland, is signified by their rather unusual attires.

Unique Infrastructure: Borg

Replaces Medieval Walls. Provides an additional percentage point to the current government's legacy bonus.

I have no idea if this was a thing in other parts of Europe, but in the good old times, castles in Sweden acted pretty much as city halls. They housed the local nobility and statesmen, who would organize (and tyrannize) the peasants of the surrounding borough. May come back to this one.

Playstyle

It might be best to describe Sweden as a civilization of engineering, at least the Sweden of 19th century and forward. A focus on religion and military in early to mid game should be the optimal strategy.
 
Ok I'll try the Ottomans this time. I've also gone back and edited my older designs a bit to bring them more in line with the designs of official Civs, both in terms of types of abilities and power level. Some of the things are still quite different from official Civs, though.

Ottomans

Leader: Suleiman the Magnificent

Leader Ability: Kanun-i-Osmani - Has the Sipahi unique unit. Recruiting or Patronizing a Great Person grants a random Inspiration from your current Era (next Era if not possible)

Suleiman was a great patron of the arts and sciences. During his reign, the Ottoman Empire entered a golden age of music, writing, architecture, and engineering. He was famous for his restructuring of the Kanun (the royal laws), which lasted for many generations after his death and were so good that it took repeated incompetent rulers for 2 entire centuries to finally make the empire collapse. Suleiman was also a celebrated conqueror, and brought the empire to its peak during his reign.

Faith and gold help with recruiting Great People, and generating more Inspirations means more chances to change the policies (laws) of your Civ. The Sipahi unique unit should help with expanding through same-religion lands, as Suleiman did.


Leader Unit: Sipahi - The Sipahi unlocks at Metal Casting; it replaces the Cavalry. Gets +1 combat strength for every 4 followers of your Dominant religion in your empire.

The Sipahi, in contrast to the Janissaries, were recruited from Muslim populations only. They had a rivalry, which is reflected in the anti-synergy of their abilities. However, since the Sipahi cares about followers and the Janissary cares about cities, you can maximize both bonuses by converting citizens to your faith while still keeping the cities a majority of another faith.

Having the Sipahi unlock at Metal Casting means it will come at a time of synergy with the Bombard and Janissary, which is also the time period of Suleiman. However, having fewer things to unlock at Military Service may cause a player to delay the tech, which will stall their future military advancement...

Agenda: Lawgiver - Likes Civs that produce a lot of culture. Dislikes Civs that have fewer policy slots than he.

Suleiman only wants to associate with powerful and just leaders. The extra wildcard slot from the Ottoman UA will cause him to dislike all rulers that are at his era unless they've built one of the policy slot wonders, which are likely to be built by cultural Civs. So if he loves you, he'll really love you. Otherwise, he probably doesn't like you!

Alternate Leader #1: Mehmed the Conqueror

Leader Ability: Fatih - Unlocks the Great Bombard with the Mercenaries Civic. Each original capital and/or holy city controlled can build an extra district and generates double Great People points (this includes Ottoman original capitals and holy cities, and stacks additively).

Leader Unit: Great Bombard - Unlocks with Mercenaries civic. Doesn't replace anything, and can be upgraded to from Catapults and can upgrade to Bombards. Has only 1 move, and 45 ranged strength (between Catapult and Bombard). Has the "Urban's Invention" promotion, which grants "+10 strength vs cities".

Fatih (literally "conqueror") gives Mehmed the Great Bombard unit which famously took down the walls of Constantinople. Its promotion will persist on upgrade, making Mehmed's siege units consistently powerful as long as he doesn't lose them along the way. It comes at a time where siege units will be falling behind in use.

Mehmed wanted to recreate the Roman empire. He first acquired Constantinople, the "City of the World's Desire". He immediately set about repopulating the city, encouraging the best minds of the era to come settle and rebuild the city like never before. Though he created lenient laws to keep the local Orthodox Christians happy and productive, he also began construction projects that would turn the city into a truly Islamic city.

Agenda: Kayser-i-Rum - Will covet Holy Cities and original capitals, and demand trades more often. Likes civs that pay him tribute (accept trade demands). Hates Civs that control an original capital or Holy City on his home continent (not necessarily their original capital).

Mehmed was known as the Conqueror not just because he succeeded at conquering the great city of Constantinople, but also because he conquered everyone who didn't give him tribute.

This Agenda should hopefully cause the AI to try and bully other states around, which should cause some conflict. Paying him tribute might be enough to save you if you have an original capital or Holy City near him...but it also might not. This agenda should keep the AI focused on getting cities useful for its LA.


Alternate Leader #2: Turhan Hatice

Leader Ability: Valide Sultan - Can construct Holy Sites in half the time. Districts adjacent to a Holy Site produce faith equal to the adjacency bonus of the Holy Site.

Turhan Hatice was the most powerful woman in Ottoman history, acting as the Queen Mother, Queen Regent, and co-Empress at different points in her life. Her most famous accomplishments were a series of buildings and complexes she ordered constructed. She built fortresses, mosques, academies, bazaars, and mausoleums. In particular, she is known for completing and expanding an unfinished mosque complex in Istanbul's commercial district. As women were not supposed to be seen in public, her main method of showing her power came from these constructions.

Being able to construct Holy Sites quickly will help Turhan Hatice use the Ottoman unique building. Instead of normally trying to build a Holy Site in the center of the city for the Ottoman housing bonus, Turhan Hatice might want to use more traditional positioning of the Holy Site so it can cause each adjacent district to also produce faith.

Agenda: Transfer of Power - Likes Civs that have more types of Legacy bonuses. Dislikes Civs that have few types of Legacy bonuses.

Turhan Hatice experienced many different types of power. She was a slave girl in the Imperial Harem, she became the wife of the Sultan, she became the mother of the Sultan while her mother was regent, she became the regent, she became co-empress, and she abdicated her power to the Grand Vizier to ensure the success of the empire. Turhan Hatice knows when its time to change the government in Civ6.

Unique Ability: Osman Succession

Have an extra Policy slot, of a type chosen at random upon changing government type. Get +5 culture and +1 "Integrated Millet" amenity in your capital for each religion in your empire that is at least one city's majority religion.

The Osman dynasty lasted throughout the entire history of the Ottoman Empire. This dynasty originally practiced a system of Open Succession, which meant each heir had to fight to prove they were the most worthy. Gaining alliances, having the loyalty of your troops, and being a competent enough administrator that people favored you to rule were all critical to become the next Sultan. Those that did not become Sultan were killed. All heirs and their mothers (one per) were sent away from the capital to rule a province, which kept the Sultan free of influence. Overall, this system made sure that the Sultan was always the most capable candidate he could be. So much power was vested in the capital, as well.

The Ottomans also had a system of law that enforced religious tolerance while also keeping subjects productive to the empire. This was unique for its time. The religious groups were called Millets, and each governed themselves as long as it didn't interfere with the Islamic community.

This UA will keep the Ottomans flexible, even enabling them to produce more Great People (due to respecting competency regardless of religion). The Ottomans are encouraged to acquire a city of each religion, and doing so benefits their already impressive capital.

Unique Unit: Janissary

Unlocks with Gunpowder; replaces the Musketman. Suffers no penalty for fighting in Corps. Has the "Devishirme" promotion, which grants +1 combat strength per city you control that does not follow your dominant religion, and allows it to gain hp on kill.

The Janissaries were drafted from the non-Islamic population of the Ottoman Empire and the territories it conquered. This practice was called Devishirme. They were an extremely efficient fighting force, since every member was trained from boyhood to be a Janissary. The more conquering, the stronger the Janissaries became.

The Janissary ability to fight in Corps should help the Ottoman army be very strong during this era (this assumes Corps unlocks sometime around here). This is the part that does not persist on upgrade because the Janissaries became less efficient over time. The promotion will encourage keeping a religiously diverse state, which is usually easier if you conquer other states.

Unique Infrastructure: Hammam

Unlocks at Astrology Civic; replaces the Shrine. +1 housing for each adjacent district, and +10% growth in this city.

The Hammam, or Turkish Bath, is very common in the cities of the Ottoman Empire. There were often many public baths in each city, and many of the public works projects undertaken by royal women involved creating religious complexes featuring a Hammam, a public school, a Mosque, and sometimes a bazaar.

The Hammam will allow the player's cities to grow very large, but only if it is packed into the urban sprawl. Conquered cities will likely have the Holy Site in the wrong location to get the housing bonus, so public works in "core" territories will prove more fruitful in general. This should also encourage the Ottomans to pack in as many cities as possible, but still make them large, and in doing so have lots of specialists.

Playstyle

The Ottomans are all about conflicts of interest, but amazing strengths in all directions. They are primarily a warlike Civ that benefits from great infrastructure. No matter which leader you use, you will have an amazing unit in the Janissary, which encourages religious plurality, but you will also be encouraged to produce a lot of faith since you need to to build the Hammam. More cities means more Hammams, but more Hammams means bigger cities.

Then you have the 3 rulers. Mehmed is great at conquering cities with his Great Bombard, but what he really wants is the great cities of the world. Turhan Hatice cares more about building up her cities and producing the flexible faith yield. Suleiman is somewhere inbetween, both wanting to produce a lot of faith or gold and building up his cities for Great People, but also having a good conquering unit in the Sipahi.
 
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I'm itching to try and fill out more civ designs. In case people haven't been paying attention, I am trying to make sure my designs not only match the Civ's history and give them an appropriate playstyle, but I also want to work within the game mechanics we know of and the design goals of Firaxis, including making each design fit in the context of the others. For example, I think they are going to make 1 unique district for each of the main districts (encampment, industrial, commercial hub, campus, holy site, theater square, entertainment, harbor, and aqueduct, but not neighborhood, airport, or spaceport). Since some of them are already taken up, I'm trying to complete the set. So far, I've done Encampment (Mongolia) and Commercial Hub (Persia). Now I'm going to do Campus with the Maya.

Maya

Leader: Pacal the Great

Leader Ability: Temple of Inscriptions - Relics produce double yields. City centers next to rainforest gain 2 "Maize God's Patronage" amenities.

Pacal is known for having the longest reign in the Western Hemisphere. Not much is known about his accomplishments except that he oversaw a lot of building and art. Most of what we know about him is from his sarcophagus in the Temple of Inscriptions, which tells us he was associated with the Maize god and the World Tree.

Pacal will want to found as many city centers as possible next to rainforest. He can improve them, but he should avoid cutting them all down. Temples, which house delicious relics, will be a build priority for him. Pyramid Complexes will as well, since he will likely be near rainforests already.

Agenda: Sun Shield - Likes Civilizations with a high Faith and Science output. Dislikes Civilizations that have a low output of Faith or Science.

Not much is known about Pacal, but he would probably have greatly respected religious customs and the science that allowed for prophetic calculations, just like the rest of the Mayans. Having both high Faith and high Science may be hard, since both districts tend to like the same terrain, but the Mayans were not known for making alliances between the city-states.

Unique Ability: Dual-Aspect Pantheon

At the beginning of the game, the Maya will randomly start in either a Day or Night cycle. This swaps whenever they enter a new Era. During the Day cycle, whenever you achieve an Inspiration, gain 20% of the Diplomatic Influence points required to gain your next Envoy. During the Night cycle, whenever you achieve a Eureka, gain 20% of the Great People point cost of a random Great Person.

Note: This ability is gameplay-centric, not flavor-centric. Usually, I brainstorm a bunch of mechanics using the flavor as inspiration, and try to find one that creates the playstyle I had intended from the start. I made this ability up by combining a bunch of Mayan flavored things and using them as an excuse for the game mechanic, rather than trying to make a game mechanic to fit the theme. As such, this ability doesn't represent any particular Mayan thing at all.

The Mayan gods each had 2 aspects to them: a day and a night. The gods were not concrete ideas, either. Art was associated with the god of the sun, and Mayan art and religion were what identify them as a culture (keeping the City-states together). The Mayans were big practitioners of Astrology (during the night) for Prophetic purposes (predicting great people). The long cycles are a result of the Mayan calendar and counting method, though I use Era swaps to change the aspect because I felt that would create good gameplay.

This ability will hopefully create a lot of variety and reaction for the Mayan player, but might instead be leveraged with careful planning if necessary and lucky. During some Eras, the player will want to achieve as many Eurekas as possible while *avoiding* Inspirations so they can save them for the other cycle (and vice versa). All the numbers can of course be adjusted as necessary, but both cycles are supposed to be evenly balanced in your average game (normal amount of nearby CS, normal amount of competition over GPs).

Unique Unit: Atl-atl

Replaces Slingers (always unlocked). This unit has 5 more ranged combat strength than the Slinger, and gives food to the capital when razing improvements or capturing a barbarian encampment.

The Atl-atl was a javelin-throwing device. It worked on a similar principle to the sling, where rotational leverage was used to apply force to the object. Similar devices have been found all over the world, often alongside (rather than in place of) bows and arrows. The Mayan warriors were expected to prioritize farming over fighting. The City-states of the Maya frequently raided each other for food.

Since Archery is a dead-end tech and none of the Atl-atl abilities carry over, you might be able to skip the tech entirely for a better head-start on your opponents. In the meantime, use your Atl-atls to raid and pillage barbs, City-states, and opposing Civs alike. If you can get the jump on your opponents, their increased range strength might be enough to replace warriors in your army.

Unique District: Pyramid Complex

Unlocks with Writing; replaces Campus. Receives Standard adjacency bonuses for adjacent districts instead of Minor adjacency bonuses. Produces Faith equal to its adjacency bonus. Provides +2 housing if adjacent to the City Center.

Mayan cities were centered around their Pyramid complexes, sprawling out in whatever direction was needed at the time. These complexes were used for their religious ceremonies, which often involved Astronomy. The nobility also lived near or in these complexes.

The Mayans will be technologically advanced due to being able to build their unique district in all cities regardless of their population. In addition, they will produce more Great Scientists. If your city will grow large, you should put the Pyramid Complex next to the city center and surround it with districts. If you do not think it will grow large, place it in a position with good adjacency bonuses as normal to get faith, and then fill in all the hexes that aren't providing adjacency with districts.

Playstyle

The Mayans are a builder Civ. Getting high yields of science, faith, and culture will be very important for the Mayans. Once they have those high yields, they will want to beeline expensive techs/civics so they have time to avoid triggering Eurekas or Inspirations, depending on whether they are in a Day or Night cycle. In the meantime, their significant advances can be used to further their economy and expansion. The big, booming cities should be easier to defend in the rough rainforest territory that they thrive in.
 
Some of the ideas are good, but...
Settler's can only be acquired by buying them with faith. Gain the unique unit Radhanite, replacing apostle.
I think that UA should not restrict but rather give a bonus. Although it is true that they never possessed vast territories, I still believe it is too restricting.

Also, I think that modern era bonus/trait must be related to espionage or to the air force, because Israel is famous for the Mossad and the IAF. As a unique unit - maybe Merkava? Although it is hard to pick - I like IgorS proposal of Slinger of Benjamin.
 
Sicily

Unique Unit: Cocca
  • Medieval ship (replaces Galley) with +1 movement and +20% bonus strength when stationed on a trade route.
Unique Infrastructure: Vineyards*
  • Produces +2 food and +2 Gold when placed near rivers. Can substitute for plantations where an additional +1 gold is yielded from the resource.
Civilization Bonus: Hub of the Mediterranean
  • Each Trade Route to or from a Sicilian city provides +1 culture to the city; Each religion present in a Sicilian city provides +1 culture to the city.
Leader: Roger II
Leader Ability: Tolerance*
  • Each religion in a city provides +1 gold to the treasury and culture/tourism is less affective against Sicily.
Agenda: (Anti-“pirate”)
  • Dislikes any civilization that attacks trade routes, especially ones connected to them. (They raise an eyebrow against any civ that attacks/pillages any trade route, but they loathe (higher penalty) any civilization that attacks/pillages a trade route connected to them.)
Cities: Palermo (capital)
  • Messina
  • Catania
  • Cefalu
  • Trapani
  • Gela
  • Noto
  • Marsala
  • Gela
  • Tropea
  • Crotone
  • Naples
  • Capua
  • Gaeta
  • Trani
  • Bari
  • Brindisi
  • Taranto

*I'm not completely happy with these elements (with the asterisk)... if anybody has any better idea, I'm all ears.
 
Has anyone done Byzantium? I quite enjoyed the flexibility of Civ 5's Byzantium (most people love the religion aspect) so without doing too much of an overhaul the civ is tweaked to bring it more in line with the strength of other civs.

Byzantium

Civilization Bonus: One God, One Emperor, One Empire!
Choose an extra belief when you found a religion. Byzantium ignores the restriction that prevents Civs from founding a religion if there are none left to choose from. Thus you are always guaranteed a religion.

Autocracy, Oligarchy and Classical Republic grant an extra social policy slot for as long your civ follows one of those governments.

Byzantium was an Empire built on the traditions and heritage of the Roman Empire (continuing the office of Roman Emperor directly back to Augustine) and was a complex and advanced society that blended aspects of pagan Hellenism with Roman legal systems and Christianity thus preserving them through many centuries of war, turmoil and political instability. Thus Byzantium has some distinct advantages in the classical and medieval era's that allow it to stand out as the most cultured and advanced society in its time. Although its fondness for tradition and ritual prevented it from modernizing and even as late as the 1300s it still followed its millennia old political systems.


Unique Unit: Cataphract (Really it should be available earlier than Knights but I suppose it can be unlocked at Stirrups). More powerful knight, generates extra great general points in combat. Combat bonus fighting in friendly territory.

Unique Infrastructure: Hippodrome (replaces Arena - Games and Recreation)
Adds 1 Amenity, +1 culture, +25% gold income or similar increase.
Every 3 Hippodromes in the Empire adds 1 amenity to the Hippodrome in the capital city.

More costly to build then the base Arena (+25% hammers) and is twice as expensive to maintain - this is offset by the gold income. I.e they are expensive to build and maintain but Byzantium was a wealthy Empire and recognised the benefits of these massive arena's far outweighed their costs. Building them across your empire also helps your capital city to stay happier with larger populations.


Building Hippodromes in all your cities is advised as it will not only help to boost the happiness, culture and economic activity in your cities it also helps to keep your capital city content.
Hippodromes or horse/chariot racing circuses could be found across the Eastern Roman Empire. The hippodrome was the centre for economic and cultural activity in Byzantium. Huge sums were bet on chariot racing and the games were a major part of Byzantine society and economic activity.


Leader: Basil 2
Themes: Every 2 farms a city works increases unit production by 10% (max 30% bonus).
The Military Tactics technology unlocks the Unique Unit Scutarii. These are a more powerful Pikeman and have extra movement in hilly terrain.

The Byzantine Theme were created out of the failing provinces of the old classical Roman Empire. During its darkest years the Empire no longer had a monetary system to sustain large armies. Consequently it turned to paying its soldiers in land. This change proved to be highly effective and allowed the Empire to maintain armies far larger than its weakened economy would otherwise have allowed and provided the basis for the Empires resurgence in the 9th and 10th centuries which culminated under a line of soldier emperors of the Macedonian dynasty.

I suppose there is room for Justinian as another leader but I haven't thought of an anything that appropriate here.
 
Miami

Dorothy Zbornak

Leader Ability: Central Character - Automatically gains the first envoy with each city state she meets. Can be Suzerain of a City State while tied for Envoys.

It's an 80's sitcom, things have to wrap up tight in 23 minutes so a resolution is always reached; this makes Dorothy a natural diplomat. Basically, Dorothy is at the center of most episodes, and is usually the character that brings about the resolution in each episode - sometimes she's the cause of the conflict, in which case it goes the other way, but she spends no less time being the center of the episode.

Agenda: Thank you for being a friend - Likes people who give her gifts, dislikes people who refuse her delegations.

Spoiler :


Alternate Leader: Sophia Petrillo

Leader Ability: Picture It - Sicily, 1922. Great Works produce +1 Culture for each Era prior to your current one they're from, and great works from foreign civilizations produce double tourism. Spies have a bonus to stealing relics and great works.

Sophia is Dorothy's mom, the oldest of the golden girls, and often reminisces of a time in the distant past and a country far away. She also is always stealing the other girls' jewelry.

Agenda: Never going back to Shady Pines. She likes open borders more than usual and dislikes it when people build cities near her. She tends to burn down cities during war.

She moved in with Dorothy cause she burned Shady Pines down.

Civilization Ability: Cast Substitutions & Continuity Errors

When Miami has enough points to purchase a great person, she may pass on that great person for free once, and without granting any points to other players. This automatically forwards to the next candidate, effectively passing for all players. Additionally, she may build districts that already exist in her cities, just in a better location. When you complete the new district, the original district is removed.

Uhh, the Golden Girls is full of errors. "Last season you had a son, but now you have a daughter, and even though she just got married she also just got divorced but now she and her husband are deciding whether to have a first child, so in the next season she'll obviously have a 14 year old son. He'll need help with peer pressure, but don't worry, you'll never see him again. This season your irrational fear is flying, but next season it's going to be Blanche's irrational fear not yours." Also, I couldn't come up with gameplay for "Some old dude proposes to one of these ladies in like every episode."

Unique Unit: Spin-off Household

Spin-Off Households are settler replacements. Cities founded by spin-offs automatically start with two population and, with the advent of the proper tech, a free neighborhood full of wacky characters.

Spin-offs of the Golden Girls:
- Like every 80's sitcom was either a spinoff of Golden Girls or Cheers.

Unique Infrastructure: The Lanai

The Lanai is an aqueduct replacement that provides an additional housing and a standard adjacency bonus for entertainment & theater districts.

The lanai is what they call their porch.

Playstyle

The Golden Girls are a flexible Civ, able to adapt to most situations.
Spoiler :
Cuz they're from a situational comedy.


With both Dorothy and Sophia, pursue a cultural strategy, maximizing districts and their adjacency bonuses. Use the Lanai to gain extra, well, extras.

As an older person, Sophia spends more time on the toilet (and I know it's no excuse for ageism, but it is actually written into her character in the show) and her empire will correspondingly be more inwardly focused. When she does look outward it's often for selfish reasons.

Dorothy is still highly active, both holding employment as a substitute teacher and also spending approximately 150 hours a week volunteering at a charity full of comedic (and romantic!) potential that will never be heard of after the episode finishes. Therefore, her playstyle also focuses on interacting with minor characters like City States.

Like the many spin-offs of the Golden Girls, which were met with varying success both as characters were introduced on the show and as those characters received their own shows, the level of investment in a Spin-Off is higher than in a normal Settler, but a successfully established Spin-Off is correspondingly more rewarding.
 
It's not fully fleshed out, but here are two ideas I'd like to see implemented in the Russian Civilization:

Russia

Unique Ability: Soviet Workforce
When constructing improvements, Builders also earn half the resources as they would have by harvesting it instead. When harvesting resources, Builders earn double the normal yield. The cost increase for recruiting new Builders is half that of other Civilizations.

Unique Unit: KGB Agent
Replaces Spy. +25% chance of conducting a successful espionage operation. Has additional missions he can conduct beyond those of the standard spy:

Assassinate Leader) Negate the Leader Unique Ability for 24 turns
Plant explosives) Select and destroy a building in any district (other than the Palace in the City Center)
Recruit defector) Steal any points already accumulated towards a selected Great Person
Spread dissension) Reduce a city’s amenities by 2 for 24 turns
Steal prototype) Get a eureka bonus for one technology already discovered by the enemy civilization

Some of these would have a lower probability of success than others. Assassinate Leader would be very unlikely to succeed, whereas Steal Prototype would be almost guaranteed.
 
No, no Soviet stuff in a Russian civ...

My ideal Russian civ.

I'm not gonna elaborate, just say what the uniques should be.

Ability: General Winter.
Leader: Catherine the Great - ability "Russian Enlightenment", agenda "Favourites".
UU: Leib-guard (enough with those Cossacks already).
Alternate UU: Gulyay-Gorod (a cheap and more mobile, albeit weaker, trebuchet).
UB: I don't really know... Could be the NII (research institute), like in Civ IV, or the Kremlin.
 
Miami
Spoiler :

Dorothy Zbornak

Leader Ability: Central Character - Automatically gains the first envoy with each city state she meets. Can be Suzerain of a City State while tied for Envoys.

It's an 80's sitcom, things have to wrap up tight in 23 minutes so a resolution is always reached; this makes Dorothy a natural diplomat. Basically, Dorothy is at the center of most episodes, and is usually the character that brings about the resolution in each episode - sometimes she's the cause of the conflict, in which case it goes the other way, but she spends no less time being the center of the episode.

Agenda: Thank you for being a friend - Likes people who give her gifts, dislikes people who refuse her delegations.

Spoiler :


Alternate Leader: Sophia Petrillo

Leader Ability: Picture It - Sicily, 1922. Great Works produce +1 Culture for each Era prior to your current one they're from, and great works from foreign civilizations produce double tourism. Spies have a bonus to stealing relics and great works.

Sophia is Dorothy's mom, the oldest of the golden girls, and often reminisces of a time in the distant past and a country far away. She also is always stealing the other girls' jewelry.

Agenda: Never going back to Shady Pines. She likes open borders more than usual and dislikes it when people build cities near her. She tends to burn down cities during war.

She moved in with Dorothy cause she burned Shady Pines down.

Civilization Ability: Cast Substitutions & Continuity Errors

When Miami has enough points to purchase a great person, she may pass on that great person for free once, and without granting any points to other players. This automatically forwards to the next candidate, effectively passing for all players. Additionally, she may build districts that already exist in her cities, just in a better location. When you complete the new district, the original district is removed.

Uhh, the Golden Girls is full of errors. "Last season you had a son, but now you have a daughter, and even though she just got married she also just got divorced but now she and her husband are deciding whether to have a first child, so in the next season she'll obviously have a 14 year old son. He'll need help with peer pressure, but don't worry, you'll never see him again. This season your irrational fear is flying, but next season it's going to be Blanche's irrational fear not yours." Also, I couldn't come up with gameplay for "Some old dude proposes to one of these ladies in like every episode."

Unique Unit: Spin-off Household

Spin-Off Households are settler replacements. Cities founded by spin-offs automatically start with two population and, with the advent of the proper tech, a free neighborhood full of wacky characters.

Spin-offs of the Golden Girls:
- Like every 80's sitcom was either a spinoff of Golden Girls or Cheers.

Unique Infrastructure: The Lanai

The Lanai is an aqueduct replacement that provides an additional housing and a standard adjacency bonus for entertainment & theater districts.

The lanai is what they call their porch.

Playstyle

The Golden Girls are a flexible Civ, able to adapt to most situations.
Spoiler :
Cuz they're from a situational comedy.


With both Dorothy and Sophia, pursue a cultural strategy, maximizing districts and their adjacency bonuses. Use the Lanai to gain extra, well, extras.

As an older person, Sophia spends more time on the toilet (and I know it's no excuse for ageism, but it is actually written into her character in the show) and her empire will correspondingly be more inwardly focused. When she does look outward it's often for selfish reasons.

Dorothy is still highly active, both holding employment as a substitute teacher and also spending approximately 150 hours a week volunteering at a charity full of comedic (and romantic!) potential that will never be heard of after the episode finishes. Therefore, her playstyle also focuses on interacting with minor characters like City States.

Like the many spin-offs of the Golden Girls, which were met with varying success both as characters were introduced on the show and as those characters received their own shows, the level of investment in a Spin-Off is higher than in a normal Settler, but a successfully established Spin-Off is correspondingly more rewarding.

Lol ,and we just got our complementary fictional civ!
Now, if we can get a Pony civ around here, then this thread is complete
 
As I said before, I'm trying to complete the set of Unique Districts. So far, I've done Encampment (Mongolia), Commercial Hub (Persia), and Campus (Maya). Now I'm going to do Holy Site with the Sioux to complete it. I considered using Byzantium, Ethiopia, Mali, or the Celts for this, but I think it fits better with the Sioux.

Sioux

Leader: Sitting Bull

Leader Ability: Jumping Badger - Wins ties for sovereignty. All military units gain the "Counting Coup" promotion, which gives a new promotion after their first combat or pillaging (replacing the Counting Coup promotion). The possible promotions are:
  • Eagle Feather - Acquired for killing a unit or taking a city on their first combat. +6 combat strength, and immediately receive a free promotion.
  • Silent Feather - Acquired for pillaging before ever experiencing combat. +1 movement.
  • Bloodied Feather - Acquired for experiencing combat without meeting either of the other conditions. +8 combat strength when in Sioux territory.


Counting Coup was a rite of passage acknowledged by the Plains tribes (even those not Sioux). Your first battle experience demonstrated the type of warrior you were. Escaping unharmed was better than being harmed. Stealing enemy supplies or advancing up to their defenses were also good. Sitting Bull himself got his name from his counting coup, where he managed to touch an enemy soldier and escape unharmed. His original name was Jumping Badger.

Due to Sitting Bull's abilities as a medicine man and spiritual leader, a vast number of tribes rallied under his banner (represented by CS choosing him)

This ability should adapt to the type of wars you fight. If you want to raid your opponents, you will be given extra movement to do so. If you want to fight offensively, you will be given a greater amount of power. If your opponents attack you before you can line up your units for a kill, then your units will be more effective in home territory (defense).

The CS sovereignty bonus should be relatively minor.

Agenda: Ghost Dance - Likes Civs that are at peace. Dislikes Civs that settle close to him or buy tiles near him (he doesn't mind expanding into you).

Sitting Bull claimed many times to want peace. The battles he fought were only to keep American settlers from encroaching upon Sioux land. He had the nickname "Slow" because of his calm and careful demeanor. The Ghost Dance movement was a spiritual effort to drive the American settlers out, and Sitting Bull was killed for suspected involvement.

Unique Ability: People of the Plains

Light and Heavy cavalry have +1 movement and ignore Zone of Control. Horse resources provide +1 food and production.

The Sioux adopted Horses extremely quickly and efficiently when they encountered Europeans. Horses allowed for better hunts, more flexibility in where to migrate, and the ability to outrun armed settlers. The Sioux also used their horses well in war, often outmaneuvering their enemies before attacking.

Horses should be found in plains, and horses are critical to the Sioux's success. This should encourage them to settle the wide open land.

Unique Unit: Medicine Man

Unlocks with the Mysticism civic. Civilian unit, 2 movement, only purchasable with faith (can't construct, can't buy with gold). Allows units in its tile to heal even if they take actions, and gives +5 healing to all units in adjacent tiles (including its own). Does not stack.

The Medicine Man was a traditional healer and spiritual leader in many Native American tribes. They practiced spiritual healing and performed spiritual rituals for the tribe.

This civilian unit is meant to accompany your army to keep them healthy when out on the plains. Due to its slow movement compared to cavalry, it might be more useful on defense.

Unique District: Council Fire

Unlocks with Astrology; replaces Holy Site. In addition to the normal Holy Site, also gets standard adjacency bonuses for each adjacent Pasture, Camp, and Fishing Boat *resource*. Instead of the Holy Site Prayers project, the Council Fire has the "Powwow" project. Earn Faith for your Civilization equal to 15% of any Production contributed to this project. Earn Great Prophet, Great Artist, Great Musician, and Great Writer points upon completion.

The Seven Council Fires were symbols of the seven nations of the Sioux. Every year, they would meet to discuss their relationships and perform ritual celebrations. This is represented by the "Powwow" project, where Powwows are a time for many Native American cultures to meet and celebrate their heritage. The Sioux, like many Native American cultures, highly respected nature and their spiritual connection to the natural world.

The Sioux can get faith from nearly any environment, allowing them to spread far and wide, and possibly also take territory other Civs find sub-optimal. The project will help them transition to a cultural/tourism strategy later in the game, if necessary.

Playstyle

The Sioux are a very flexible Civ, able to use any terrain for faith and any type of military strategy.
 
Carthage

Leader: Dido

Leader Ability: Exiled Queen - Constructs Harbors in half the time. When founding a city, claim the tiles of all unclaimed luxuries in the 2nd ring.


Dido fled her home city of Tyre to found Carthage. Upon arriving, legends say she asked for a plot of land no bigger than an oxhide, to which the local king agreed. She then cut the hide up into strips and laid it out in a large circle to claim the entire hill that Carthage is founded upon. Carthage quickly expanding, founding coastal colonies all over the Mediterranean.

This ability should encourage quickly founding new coastal cities.

Agenda: Carthaginian Monopolies - Likes Civs who have different luxuries from herself. Dislikes Civs who have luxuries she has (not counting trade).

The Tyrians and Carthaginians were very protective of their trading monopolies. There were many goods that could only be acquired through their channels, including the famous dye "Tyrian Purple", which would be so rare as to denote royalty.

This agenda should make Carthage happy trading partners with far off empires, but pissed at anyone who competes for providing certain luxuries in trade. This agenda is also the inverse of Montezuma's, so these Civs will take turns aggressing on each other depending on the game.

Unique Ability: Legacy of Tyre

Gain gold per turn for each type of luxury you own equal to [number of luxuries you own of that type]^2. Gain +2 culture in the capital for each unique luxury you own that nobody else owns, increasing with Era.

The Tyrians, and consequently the Carthaginians, would seek out and monopolize as many different types of goods as they could. This is what they are most famous for, and it also made them fabulously rich.

In contrast to normal play, Carthage gains benefits for controlling extra of the same type of luxury.

Unique Unit: Numidian Cavalry

Unlocks with the Horseback Riding tech; replaces Horseman. Range 1. +1 movement and sight, and ignores Zone of Control. 25% cheaper to purchase with gold.

The mercenary Numidian Cavalry were regarded by the Romans as "by far the best horsemen in Africa". They rode without saddles or reins, using only a rope to control the horse. With little armor and impressive skill, the Numidian Cavalry were very quick. They were used for scouting and harassing the enemy with their javelins.

The Numidian Cavalry will provide Carthage with a decisive advantage in early game warfare. The ability to see and outmaneuver the enemy will make them useful for raiding, defense, or harassing the enemy units. None of the abilities persist on upgrade, but Carthage has great bonuses in other areas.

Unique Building: Cothon

Unlocks with Shipbuilding; replaces the Shipyard. In addition to the normal abilities of the Shipyard, when built, choose a coastal land tile adjacent to the harbor (if available) to construct the Inner Harbor improvement, converting the tile into a coast tile. As long as the Inner Harbor is unpillaged, it provides +1 "Protected Harbor" amenity, +2 production on the tile, +1 trade route, and an extra copy of all naval units constructed in the city (which spawns in the Inner Harbor, and does stack with the Venetian Arsenal).

Cothons were artificial harbors created by the Carthaginians. The outer harbor would host the mercantile ships, while the protected inner harbor would hold a large number of military ships. These many ships were constructed using an early method of mass production. This allowed them to control many trade monopolies throughout the Mediterranean.

The Cothon encourages Carthage to settle near the coast so that they can build Harbors for trade routes. Giving the Shipyard so early (almost 2 full eras) will make the coast productive and ensure a strong navy. However, the real bonuses of the Cothon require some careful planning. You must be willing to sacrifice a land tile adjacent to the Harbor (turning it into unimprovable coast, but the Inner Harbor gives +2 production). If you can do this, you get more trade, a better navy, and a more productive city.

Playstyle

Carthage is water, trade, and luxury focused. They will want to get as many coastal cities as possible, but also try to monopolize luxuries. Sometimes, that will bring them in conflict with other Civs, or force them to settle inland.
 
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Carthage

Leader: Dido

Leader Ability: Exiled Queen - Constructs Harbors in half the time. When founding a city, claim the tiles of all unclaimed luxuries in the 2nd ring.


Dido fled her home city of Tyre to found Carthage. Upon arriving, legends say she asked for a plot of land no bigger than an oxhide, to which the local king agreed. She then cut the hide up into strips and laid it out in a large circle to claim the entire hill that Carthage is founded upon. Carthage quickly expanding, founding coastal colonies all over the Mediterranean.

This ability should encourage quickly founding new coastal cities.

Agenda: Carthaginian Monopolies - Likes Civs who have different luxuries from herself. Dislikes Civs who have luxuries she has (not counting trade).

The Tyrians and Carthaginians were very protective of their trading monopolies. There were many goods that could only be acquired through their channels, including the famous dye "Tyrian Purple", which would be so rare as to denote royalty.

This agenda should make Carthage happy trading partners with far off empires, but pissed at anyone who competes for providing certain luxuries in trade. This agenda is also the inverse of Montezuma's, so these Civs will take turns aggressing on each other depending on the game.

Unique Ability: Legacy of Tyre

Gain gold per turn for each type of luxury you control equal to [number of luxuries you control of that type]^2. Gain +5 culture in the capital for each unique luxury you have that nobody else has (not including trade).

The Tyrians, and consequently the Carthaginians, would seek out and monopolize as many different types of goods as they could. This is what they are most famous for, and it also made them fabulously rich.

In contrast to normal play, Carthage gains benefits for controlling extra of the same type of luxury.

Unique Unit: Numidian Cavalry

Unlocks with the Horseback Riding tech; replaces Horseman. Range 1. +1 movement and sight, and ignores Zone of Control. 25% cheaper to purchase with gold.

The mercenary Numidian Cavalry were regarded by the Romans as "by far the best horsemen in Africa". They rode without saddles or reins, using only a rope to control the horse. With little armor and impressive skill, the Numidian Cavalry were very quick. They were used for scouting and harassing the enemy with their javelins.

The Numidian Cavalry will provide Carthage with a decisive advantage in early game warfare. The ability to see and outmaneuver the enemy will make them useful for raiding, defense, or harassing the enemy units. None of the abilities persist on upgrade, but Carthage has great bonuses in other areas.

Unique Building: Cothon

Unlocks with Shipbuilding; replaces the Shipyard. In addition to the normal abilities of the Shipyard, when built, choose a coastal land tile adjacent to the harbor (if available) to construct the Inner Harbor improvement, converting the tile into a coast tile. As long as the Inner Harbor is unpillaged, it provides +1 "Protected Harbor" amenity, +2 production on the tile, +1 trade route, and an extra copy of all naval units constructed in the city (which spawns in the Inner Harbor, and does stack with the Venetian Arsenal).

Cothons were artificial harbors created by the Carthaginians. The outer harbor would host the mercantile ships, while the protected inner harbor would hold a large number of military ships. These many ships were constructed using an early method of mass production. This allowed them to control many trade monopolies throughout the Mediterranean.

The Cothon encourages Carthage to settle near the coast so that they can build Harbors for trade routes. Giving the Shipyard so early (almost 2 full eras) will make the coast productive and ensure a strong navy. However, the real bonuses of the Cothon require some careful planning. You must be willing to sacrifice a land tile adjacent to the Harbor (turning it into unimprovable coast, but the Inner Harbor gives +2 production). If you can do this, you get more trade, a better navy, and a more productive city.

Playstyle

Carthage is water, trade, and luxury focused. They will want to get as many coastal cities as possible, but also try to monopolize luxuries. Sometimes, that will bring them in conflict with other Civs, or force them to settle inland.
I like your choices here. Should make it interesting.

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Mongolia

Leader: Genghis Khan

Agenda: Nomads of the Steppes – Dislikes civilizations with more cities than him.

The steppes nomads considered settled society to be lesser than them, therefore this agenda trying to transpose that.

Leader Ability: Mongol Battlefield Tactics – If a city is sieged it loses 15% of its defences per turn, in addition you can combine two units to create a corps sooner.

Genghis Khan is known among other things for his quality as a general, he organized his army under different corps in a period of time where it wasn’t wildly used, and he used, let’s say, rather imaginative siege tactics, in the game it’s shown through the siege mechanic, normally a city surrounded by units or zone of control would stop healing, but with this ability it’ll also lose defences each turn when sieged.
Obviously designed for militaristic purpose this ability will have a perfect synergy with the next one.

Unique Ability: The Great Yassa

Whenever you take a city you can choose a free unit (not free in maintenance cost), it can be the unique unit of the captured city civilization (depending on the era), and you gain +25 points to all Great Person (scale with the era), however the city loses 25% more population.

The Mongols are known for their ruthlessness, often leaving wasteland behind them, but they also took the best of each civilizations conquered in order to administrate, advise, or serve in the army, it was oversaw by the Yassa.
This ability makes the Mongols into a veritable snowball, but also gives them the opportunity to have more Great Person, which might open them to more victory types.


Unique Unit: Keshik

Unlocks with the Stirrups technology; replaces Knight. Mounted Archers (+16 melee attack/+18 ranged attack). +1 movement, +2 Great General points per kill, and doesn’t have penalty attacking cities.

The imperial guard of Mongol royalty, they were the elite of an already truly amazing army.
Quite close to what they’re in Civ 5, I just added a melee attack, because the cavalry often charge into their enemy, and buffed slightly their ranged damage.


Unique Improvement: Yam

+1 food and +1 production when adjacent to a pasturage and/or an encampment, in addition it gives +1 sight to units built in the encampment next to it.

Yam were supply point route for messengers used to give them shelter and to speed up the process of spreading information and gathering intelligence throughout the empire.
Food and production bonuses to give Mongolia an edge to produce units, and +1 sight to allow you to have more information on the battlefield.

Playstyle

As you could expected from Mongolia you’ve a mid-game militaristic civilization which is good to take cities, and can easily snowball if not stopped, but you can also take some cities to generate Great Person points and then consolidate your empire to go to another victory type.


I really like it.
 
I like your choices here. Should make it interesting.

Thanks. I wanted to consider a different leader from Civ5, but they've already revealed that Hannibal and Hamilcar are Generals, so I can't really imagine anyone else. Besides, bonuses appropriate to them didn't seem to fit the overall vision for Carthage.

Mongolia

[Mongolian Design]

We had similar ideas for Genghis' ability (and I like your agenda idea), and had similar themes for the Civ overall. I like it :)

I really like [your Carthage design].

Thanks!


So I was going to do a Pueblo Civ next, but there's just no Leader, and also no options for a Unique Unit. So instead I'll make something entirely different, and just design a Pueblo City-State.


City-State: Chaco Canyon - Cultural
Unique Sovereign Bonus - Allows Civ to build the "Cliff Dwelling" improvement.
Cliff Dwelling - Must be built adjacent to mountains. Provides +1 housing and a defensive bonus on the tile. Gives +1 food if adjacent to a farm.



And now for something completely different! Another Civ! I really enjoy the process of researching the Civs and trying to come up with appropriate gameplay mechanics for them. Looking at each of the official Civs, I feel like my designs are still a little too complex. I'll probably go over them all again later and try to make them more elegant. For now, I'll just try to keep this one simple.



Gran Columbia

Leader: Santander

Leader Ability: El Hombre de las Leyes - While maintaining a government, its % bonus is doubled. All cities receive +1 "Federalist Rule" amenity.


Santander was a law student and he, as acting president of Gran Columbia, implemented several policies to strengthen the government. He believed in the need for a strong, consistent, and law-abiding government with checks and balances. Compared to Bolivar's supporters, who wanted a strong leader, Santander's supporters wanted the government itself to have the power, even delegating it to more local branches of government.

Staying in the same form of government is much stronger than switching, due to the active % bonus being much better than the Legacy bonuses and the fact that you can't switch back to an old government without a period of anarchy. Establishing cities far and wide is encouraged since they will all have an extra amenity. These are both flexible abilities.

Agenda: Principled Federalist - Likes Civs more the longer they stay with the same government. Dislikes Civs with autocratic rule (Autocracy, Monarchy, Fascism), and instead dislikes Civs more the longer they stay in those types of government.

This agenda will cause Gran Columbia to fight against strong military powers and cooperate with peaceful allies.

Unique Ability: Megadiverse Melting Pot

Tiles that border at least 3 of the following terrain types (including its own tile) get an additional +2 appeal and produce +1 tourism when worked.

  • Rainforest
  • Coast
  • River
  • Flat Land (Grassland/Plains)
  • Mountain

Colombia, Venezuela, and Ecuador have all been declared "Megadiverse" countries. This means they have incredible biodiversity, which is mainly due to the variety and extremeness of terrain they possess. As a multi-state union, Gran Colombia would have been a diverse cultural melting pot as well.

We aren't entirely sure what appeal does yet, but it appears to affect Housing for Neighborhoods, the ability to place National Parks, and probably something to do with Resorts. This ability should hopefully encourage the player to seek out areas with changing terrain, which should help make the flexible playstyle of Gran Colombia come into play more effectively. We also don't know what early game Tourism affects, but hopefully that makes this ability useful earlier in the game as well.


Unique Unit: Llanero

Unlocks with the Enlightenment civic; replaces Cavalry. In addition to the normal abilities of Cavalry, this unit ignores terrain requirements and heals every turn (even if it takes action).

The Llaneros, or cowboys of the Llanos grasslands in Venezuela and Colombia, were cattle herders. In the Wars of Liberation, Simon Bolivar used them to great effect. Their mobility was incredibly useful, and their ability to keep the army fed as they traveled allowed great flexibility. In his most decisive battles, the Llaneros allowed him to either outmaneuver the enemy on the battlefield or surprise his opponents by arriving from "impassible" routes and catching them by surprise.

Unique Building: Plaza Mayor

Unlocks with the Pottery tech. Replaces the Granary. In addition to the normal Granary effects, the Plaza Mayor counts as an extra generic District for adjacency bonuses

All Spanish colonial cities were planned with a Plaza Mayor, a gathering place for a variety of purposes. Often, the government buildings were located on the Plaza, and fiestas or military musterings took place here.

This ability comes early and doesn't give much on its own, but it is incredibly flexible and works in every city. The City Center plus Plaza Mayor will be enough to give a Standard adjacency bonus to all districts next to the City Center.

Playstyle

As an amalgamation of different cultures and geographies, and also a country that didn't last very long as a whole, Gran Colombia is designed to be a flexible Civ that desires variety in its play. The Llanero can be used in any terrain, the Plaza Mayor can make any districts work somewhat in any terrain, the Leader Ability can work with any government, and the Civ Ability encourages the player to seek out a variety of terrains.
 
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I really enjoy the process of researching the Civs and trying to come up with appropriate gameplay mechanics for them.

Do you have any suggestions for Sicily? My post on it might be back a page or two. I think a couplep of the ideas I came up with are good, but I was struggling with Leader abilities and UU and UI. I do think that a focus on trade would be ideal. And maybe the religious tolerance of Roger II (with Catholicism, Eastern Orthodoxy, and Islam being allowed to practice).

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