Civilization: Mauryan Empire (Arthashastra): Cities receive a boost to yields for every Great Person of a certain type expended within the city. Science for Great Scientists, Faith for Great Prophets, Culture for Great Musicians, Great Writers and Great Artists, production towards Wonders for Great Engineers, production towards Land Units for Great Generals, production towards Naval Units for Great Admirals.
Leader 1: Chandragupta (Chakravartin): Cities with a garrisoned Great General never lose loyalty and domestic trade routes to or from those cities grant additional Production, Food and Gold. Gain access to the unique Polymath Governor Chanakya.
Leader 2: Ashoka (Dhamma): Gain a burst of Faith and Great Prophet points upon making peace. Gain Culture for every follower of your religion in cities not originally founded by the Mauryans but under your control.
Unique Unit: Varu: Unique heavy cavalry unit that ignores enemy zone of control and decreases combat strength of adjacent units.
Unique Improvement: Stepwell: Same as the default Stepwell for India.
Unique Building: Lion Column: Replaces the Monument. Can only be built when Ashoka is the leader. Grants Amenities, and additional Culture for every other Lion Column in the empire.
Unique Governor (Chanakya): Only available when Chandragupta is the leader. Promotions include increasing Great Person points and bonus effects, as well as increasing Production and Amenities.
we need this
 
Civilization: Marathan Empire (Ashtapradhan): Gain access to a set of 8 unique
Unique Governors:
Peshwa (Balaji): similar to Pasha
Amatya (Ramchandra): similar to Financier
Sachiv (Annaji): diplomacy and yields
Mantri (Dattoji): counter-espionage
Senapati (Hanbirrao): military
Nyayadhish (Pralhad): loyalty
Panditrao (Raghunath): religion and faith
Sumant (Sonopant): similar to Diplomat
Leader 1: Shivaji (Renegade King): Forts do not cost build charges when built within range of Great General. Land units gain +2 movement and +15% combat strength when starting turn on a Fort, Encampment or city.
Leader 2: Madhuvrao (Maratha Resurrection): During a Dark Age, units have a +25% combat bonus and Great General points are doubled.
Leader 3: Ahilyabai (Philosopher Queen): Districts provide housing, increased for every further building in the district. Gain access to the Ghat unique improvement, and the 'Royal Focus' unique project.
Unique Unit: Gallivat: Unique Renaissance Era warboat. Can not venture into ocean tiles but has a combat bonus in coastal tiles.
Unique Building 1: Wada: Unique building which can be upgraded into a Garhi (military building which reduces cost of producing military units and provides defence) or a Rajwada (building which provides loyalty and 2 Great Work slots).
Unique Improvement: Ghat: Can only be built when Ahilyabai is the leader. Provides +2 Faith, +1 loyalty and religious tourism points. Two Ghats may not be built adjacently.
Unique Project: Royal Focus: Can only be underway in one city at a time and can only be undertaken when Ahilyabai is the leader. Increases Great Person points, loyalty and yields from Specialists.
 
Edward I (Ring of Iron): Upon researching Castles, gain access to the unique district Castle Town. Multiple Castle Towns can be built in the same city, but not co-adjacently. A Castle Town has the same strength as Medieval Walls, has its own population, can build basic infrastructure and military units, exerts Zone of Control, and annexes nearby unclaimed land. Builders can also build Castle Towns, but at cost of three charges.
 
Phoenicia:
Hiram I
: Upon establishing a new city at least X away from your current territory (first city on a new continent? Something like that) receive a free trader/caravan and a new trade route. New trade routes can only be acquired this way. Trade routes produce extra cultural influence at their destinations.
My revision: Receive an extra trade route and trade route for every city on a continent other than your capital's. Trade routes from these cities exert loyalty pressure to other cities on the same continent.
 
Note: "Nalbant", "ebi" and "süvar" comes from turkic languages and means "blacksmith, "house of" and "rider", respectively.
I wonder if the word 'süvar' was actually used in the Khaganate's heyday. From what I know 'savar' is a Persian word, and Persian influence on the Turks must have been practically nonexistent at that time.

A Civ5 mod for the Göktürk has the 'toygun' for their unique unit, for what it's worth.
 
Alternate leaders for Ethiopia:

Dawit II (Wanag Segad): Killing units in any defensive war or an offensive Holy War grants Faith, more so for capturing cities.

Eleni (Queen of Zeila): Cities with an established Governor may build an extra District, but that extra District will be deactivated upon the Governor being removed. Receive Faith for every District in a city other than the capital.

Iyasu I (Adyam Sagad): Militaristic city-states grant Great General points based on your level of influence with them. Gain access to the Lewa unique unit, which does not replace anything; increased loyalty when garrisoned in a city and has combat bonus against Free City units.

Amda Seyon I (Pillar of Zion): Captured cities convert to your religion (founded, or capital) immediately and exert increased religious pressure. Military and religious units both gain double experience from combat in enemy borders.

Sarsa Dengel (Battle of Hadiya):
Killing units and capturing cities inflicts triple the usual war weariness on the enemy.

Lalibela (Second Jerusalem): Holy Sites provide Culture and Great Engineer points, and Great Artist, Great Writer and Great Musician points when adjacent to a Theatre Square. Gain access to the Rock-hewn Church unique improvement, which grants +2 Faith, +2 Culture and religious tourism.
 
Two more alternate Ottoman leaders:

Murad I: Units can move after embarking on foreign continents, and receive +15% combat bonus and +1 movement.

Murad II: +25% combat bonus against civilizations with a different religion, but -25% combat malus against civilizations with same religion. +15% bonus to Faith in the capital for every war against a civilization with a different religion, but -15% malus to Faith in the capital for every war against a civilization with the same religion.
 
Civilization: Judaean Empire (Sons of Israel): Upon recruiting a Great Prophet, receive either a free Great General and Great Engineer. Can recruit more than one Great Prophet, from an exclusive roster. Followers of your religion in other empires generate Science, Culture and Faith.
Leader 1: John Hyrcanus: -15% malus to Faith and cost of religious units, but +15% bonus to production of military units, -15% cost of purchasing military units, and +15% combat bonus when fighting outside your borders.
Leader 2: Salome Alexandra: Encampments provide loyalty to cities and exert additional loyalty pressure onto other cities.
Leader 3: Herod: Builders have one extra charge and can be expended when in the city centre to speed up Wonder construction, but doing so will take up 1 Amenity.
Leader 4: Asa: Religious and military units have combat bonus against civilizations with less Holy Sites than you. Killing enemy units within 4 tiles of your city provides Faith and a temporary Amenity.
Leader 5: Jeroboam II: Holy Sites have increased Faith yield, increase loyalty and exert additional loyalty pressure, but will take up Amenities over time, faster for each building in the Holy Site.
Unique Unit: Maccabean: Purchased with Faith from Holy Sites. Has combat bonus when fighting within 4 tiles of a city that follows your majority religion.
Unique Building: Yeshiva: Holy Site building that gives +3 Faith, and +1 Science for every building in an adjacent Campus district. Religious units produced in the city start with an extra promotion.
 
Civilization: Judaean Empire (Sons of Israel): Upon recruiting a Great Prophet, receive either a free Great General and Great Engineer. Can recruit more than one Great Prophet, from an exclusive roster. Followers of your religion in other empires generate Science, Culture and Faith.
Leader 1: John Hyrcanus: -15% malus to Faith and cost of religious units, but +15% bonus to production of military units, -15% cost of purchasing military units, and +15% combat bonus when fighting outside your borders.
Leader 2: Salome Alexandra: Encampments provide loyalty to cities and exert additional loyalty pressure onto other cities.
Leader 3: Herod: Builders have one extra charge and can be expended when in the city centre to speed up Wonder construction, but doing so will take up 1 Amenity.
Leader 4: Asa: Religious and military units have combat bonus against civilizations with less Holy Sites than you. Killing enemy units within 4 tiles of your city provides Faith and a temporary Amenity.
Leader 5: Jeroboam II: Holy Sites have increased Faith yield, increase loyalty and exert additional loyalty pressure, but will take up Amenities over time, faster for each building in the Holy Site.
Unique Unit: Maccabean: Purchased with Faith from Holy Sites. Has combat bonus when fighting within 4 tiles of a city that follows your majority religion.
Unique Building: Yeshiva: Holy Site building that gives +3 Faith, and +1 Science for every building in an adjacent Campus district. Religious units produced in the city start with an extra promotion.
Yay!
 
Civilization: Judaean Empire (Sons of Israel): Upon recruiting a Great Prophet, receive either a free Great General and Great Engineer. Can recruit more than one Great Prophet, from an exclusive roster. Followers of your religion in other empires generate Science, Culture and Faith.
Leader 1: John Hyrcanus: -15% malus to Faith and cost of religious units, but +15% bonus to production of military units, -15% cost of purchasing military units, and +15% combat bonus when fighting outside your borders.
Leader 2: Salome Alexandra: Encampments provide loyalty to cities and exert additional loyalty pressure onto other cities.
Leader 3: Herod: Builders have one extra charge and can be expended when in the city centre to speed up Wonder construction, but doing so will take up 1 Amenity.
Leader 4: Asa: Religious and military units have combat bonus against civilizations with less Holy Sites than you. Killing enemy units within 4 tiles of your city provides Faith and a temporary Amenity.
Leader 5: Jeroboam II: Holy Sites have increased Faith yield, increase loyalty and exert additional loyalty pressure, but will take up Amenities over time, faster for each building in the Holy Site.
Unique Unit: Maccabean: Purchased with Faith from Holy Sites. Has combat bonus when fighting within 4 tiles of a city that follows your majority religion.
Unique Building: Yeshiva: Holy Site building that gives +3 Faith, and +1 Science for every building in an adjacent Campus district. Religious units produced in the city start with an extra promotion.
And Herod has a strong tendency to fall into a vassage alliance with Rome if they finance his building and extravaegnet lifestyle. :p
 
Unique Building: Yeshiva: Holy Site building that gives +3 Faith, and +1 Science for every building in an adjacent Campus district. Religious units produced in the city start with an extra promotion.
What building does it replace?
 
What building does it replace?
As far as I know, the term ,"Yishuv," which is the closes I am aware of to that word, were those very small number of Jews who stayed in the Levant duirng the Diaspora.
 
I believe it's just this, which is a traditional Jewish education institution.
https://en.wikipedia.org/wiki/Yeshiva
From what I can gather (though early dating is sparse in the articles), the Yeshiva doesn't seem to have existed, at least in that form or with that, name, in the actual Hellenistic and Roman contemporary nation of Judea that is obviously being referred to here.
 
From what I can gather (though early dating is sparse in the articles), the Yeshiva doesn't seem to have existed, at least in that form or with that, name, in the actual Hellenistic and Roman contemporary nation of Judea that is obviously being referred to here.
It was a choice between that and the gath, which I if I recall correctly, is a winehouse?

While the design is mostly focused on the kingdoms of Israel and Judah I couldn't resist including some mechanics related to Jews outside of Judea (see the civilization ability too). I'm not too pleased with the design, and will return to it if I think of a better one.
 
It was a choice between that and the gath, which I if I recall correctly, is a winehouse?
Pretty sure Gath is also the name of a Phillistine city, where Goliath lived.
Another choice could be the Tabernacle as an improvement, even though there was only ever one. :dunno:
 
Pretty sure Gath is also the name of a Phillistine city, where Goliath lived.
Another choice could be the Tabernacle as an improvement, even though there was only ever one. :dunno:
I believe, if I recall correctly, Simon Magus, also came from Gath, but it would have certainly been a VERY different city by then.
 
I originally started out to design a Hasmonean civilization, but there wasn't much to go on besides the leaders and the Maccabee unique unit. The Sanhedrin could've been some sort of unique district, but Civ6 doesn't have a political/administrative resource besides the terribly vague Culture or Loyalty, which I hope they rectify in Civ7
 
Tiglath Pileser the 3rd (Assyria):
Upon conquering a city you can choose to move a citizen/33% of citizens (whichever is higher) from it to another city you control.
Inspirations for military tech and civics provide 75% research bonus rather than 50%

Croesus (Anatolia/Turkiye):
Great Merchant points are doubled
You can pay gold to speed up construction of wonders
 
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Tiglath Pileser the 3rd (Assyria):
Upon conquering a city you can choose to move a citizen/33% of citizens (whichever is higher) from it to another city you control.
Inspirations for military tech and civics provide 75% research bonus rather than 50%
Ashurbanipal better
Croesus (Anatolia/Turkiye):
Great Merchant points are doubled
You can pay gold to speed up construction of wonders
Croesus isn’t Turkish (He is Lydian though)
 
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