Jamaica
Leader: Queen Nanny of the Marrons

Unique Unit: Rastafari
Isn't Rastafari just a Religion? Surely there is a better Unit to represent Jamaica than this like a Maroon or a Black Star Liner.
 
Isn't Rastafari just a Religion? Surely there is a better Unit to represent Jamaica than this like a Maroon or a Black Star Liner.
I google this Black Star Line, it isn't be a militar unit but can be interessent to see in game.
Marron will be cool if Jamaica is the only one to have it, but I guesse Marron is also the best option to Haiti Unique Unit. But is okay, Marron be UU to Jamaica
but Rastafari is very unique from Jamaica, it can be an alternative religion unity who healer adjacent combat unit or have some bonus in religious fight
 
I google this Black Star Line, it isn't be a militar unit but can be interessent to see in game.
Marron will be cool if Jamaica is the only one to have it, but I guesse Marron is also the best option to Haiti Unique Unit. But is okay, Marron be UU to Jamaica
but Rastafari is very unique from Jamaica, it can be an alternative religion unity who healer adjacent combat unit or have some bonus in religious fight
I think a Marron is a good UU to Haiti, considering it would probably be designed around a slave revolt. But I could easily see it going to Jamaica too. Or maybe they could get a Buccaneer based off of their history of housing pirates in the Caribbean? :mischief:
 
I think a Marron is a good UU to Haiti, considering it would probably be designed around a slave revolt. But I could easily see it going to Jamaica too. Or maybe they could get a Buccaneer based off of their history of housing pirates in the Caribbean? :mischief:
Haiti can also have a voodoo priest as Unique Unit, that let free Marron unit free to be used by Jamaica.
I guess the Buccaneer should fit better with some other leader, Queen Nanny is the queens of Marron.
 
I guess Haiti could have the Armée Indigene and Jamaica the Windward Maroons as their respective units, tbh i didn't know about Nanny and after reading about her she does seem interesting and it could be cool to see an afro-caribbean female leader in the game.
 
King Solomon leads Israel in Sid Meier's Civilization VI...

Leader ability - Wisdom of Solomon - Code of laws civic is completed upon settling the capital; receive a free governor's promotion when constructing your first shrine, temple, and tier 3 religious building

Civ ability - Armies of God - Receive faith equal to 100% of the strength of non-barbarian and non-free city units killed in combat; relics provide +3 combat strength, up to a maximum of 15; incoming religious influence from all sources (eg, city pressure, theological combat, trade routes) is reduced 50%

Unique Infrastructure - Holy Site district - Temple Mount - Costs 50% less to produce; provides an intrinsic 4 faith, and incoming trade routes provide an additional 3 gold; requires hills.

Unique Unit - Axemen - Replaces the warrior, +15 combat strength within 6 tiles of a holy site following your religion (unique slinger was tempting...)

(I remember hearing Israel is controversial. I'm not sure why, exactly, but since they have never appeared, maybe it's true. I am no historian, and the idea for these traits stem largely from having read the Old Testament. Broad disclaimer: I hope no one is offended? I understand Solomon to be someone thought of as wise and wealthy, and I enjoyed Proverbs greatly.)
 
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(I remember hearing Israel is controversial. I'm not sure why, exactly, but since they have never appeared, maybe it's true. I am no historian, and the idea for these traits stem largely from having read the Old Testament. Broad disclaimer: I hope no one is offended? I understand Solomon to be someone thought of as wise and wealthy, and I enjoyed Proverbs greatly.)
Probably because the name also is the same as the modern day country of Israel,, which is a hot topic of conversation in the Middle East.
I'm personally fine with it although I wonder if using the name "Hebrews" would be considered less offensive, or even work?
 
The Muisca are pretty much my most wanted civ in the game and I think they could bring a very interesting gameplay thanks to its culture, so here is my idea of how they could work. Also this is a rework of a older version of this concept that I had already posted in subreddit.

Icon: Tunjo (Same as the Hunza City-State)

Capital: Suamox

Leader: Sugamuxi

Musical Theme:

Language: Reconstructed Muysccubun

Civ Colors: Gold and Emerald Green

Civ Ability: Golden Raft

Lake tiles give +1 Gold and + 1 Faith, this yields double after getting a Pantheon; additional +1 Faith to all Lake tiles if the Holy Site is adjacent to a Lake tile, +1 Gold if Commercial Hub is adjacent to a Lake Tile. +2 adjacent bonuses to this district from Lake tiles.

20% of Golden purchases costs are returned as Faith and Trade Routes get +4 gold for each relic in the destination city.


Unique Infrastructure: Cuca (replaces the Shrine)

o All attributes of the Shrine

o Cheaper to build and no maintenance cost.

o +1 Relic Slot

o +1 Spread Religion Charge to all religious units from this city

o Spending money in a city with a Cuca has chance to grant a free Relic if there an available slot for it.

Unique Unit: Guecha (Replaces the Crossbowman)

o Same production cost and half the gold maintenance

o Same Strength and Range

o Provides Gold equal to 100% of the base combat strength of each defeated unit.

o Starts with a Free promotion and has no maintenance if bought with gold.

Leader Ability: Mediator of the Zipa and the Zaque

Gets access to 2 unique Improvements, the Chunsua and the Cusmuy, both unlocked at Theology.

Chunsua

o Can only be built during a Golden Age, cannot be built in a city with a Cusmuy

o During a Normal Age yields, +3 Food and +3 Gold

o During a Golden Age yields +6 Food and +6 Gold

o During a Dark Age yields +1 Food and +1 Gold

o Cannot be built adjacent to another Chunsua

Cusmuy

o Can only be built during a Dark Age, cannot be built in a city with a Chunsua

o During a Normal Age yields +3 Science and +3 Faith

o During a Dark Age yields +6 Science and +6 Faith

o During a Golden Age yields +1 Science and +1 Faith

o Cannot be built adjacent to another Cusmuy

Trade routes between cities with the same improvement get + 2 Faith per improvement, Trade routes between cities with a different improvement get +2 Gold per improvement.

During a Dark Age,religious unit purchased in a city with Cusmuy move on Hills without penalyies, the same applies to cities with Chunsua during a Golden Age
 
Central American representation would be amazing. I think Francisco "Pancho" Villa as a leader for Mexico would be perfect. He could have a perk to unite city-states into your nation without going to war with them could be a unionization special ability after sending a certain amount of envoys and paying them a certain amount of gold. A special unit that can be produced without niter and a special farm/plantation that gives extra culture. Sadly we may have to rename Mexico City as a city-state and make it something else but just a quick brainstorm. drop some more ideas below if you're interested in the idea
 
Isn't Rastafari just a Religion? Surely there is a better Unit to represent Jamaica than this like a Maroon or a Black Star Liner.
I made part of a Jamaica design that included the Black Star Liner as a non-militaristic UU - a naval civilian unit - that enhances gold & production yields of district tiles it's adjacent to. But I came up with that a while ago and if I rework it I'd consider using Portugal's Feitoria concept to allow it to influence trade routes to foreign cities in a way that doesn't just feel like an extra component of a civ or leader ability.

Alternatively, if it were possible, it could be a unique type of Trader-like unit that could create trade routes with enhanced gold/culture/tourism yields or enhance regular trade routes that connect to the same destination city but came in limited quantities and could only connect to foreign cities.
 
Central American representation would be amazing. I think Francisco "Pancho" Villa as a leader for Mexico would be perfect. He could have a perk to unite city-states into your nation without going to war with them could be a unionization special ability after sending a certain amount of envoys and paying them a certain amount of gold. A special unit that can be produced without niter and a special farm/plantation that gives extra culture. Sadly we may have to rename Mexico City as a city-state and make it something else but just a quick brainstorm. drop some more ideas below if you're interested in the idea
I think the best choice to lead Mexico is Benito Juarez.
 
All of them are really good options for a Mexican civ leader tbh. Also either a San José , Guatemala City or Houston to replace the city state
 
I made this two designs for the two ancient era /mesopotamic Civs that most people agree are missing out from the game.

Assyria

Civ Ability: Siege Pioneers

All Siege Units and the Gišanzagàr give back 25% of their production cost as Science when constructed. Captured City centers ger +1 Science for every adjacent Gišanzagàr when it was captured.

Leader: Ashurbanipal

Leader Ability: Treasures of Nineveh

All buildings and wonders with a slot for a Great Work of Writing or an Artifact get 1 additional slot for a Great Work of the same type on the Assyrian Capital and other civs captured Capitals.

The Assyrian palace in the capital can only store Great Works of Writing, captured capitals get a slot for Great Work of Writing in their palace.

All Great Writer Points produced by your cities are reduced to half, the other half becomes Science and Production Towards Civilian Units.

Gets the Unique Civilian Unit of the Scholar:

o 250 Production Cost

o Has the ability to copy Great Works of Writing from Foreign Civilizations.

o This Copies are shown as Stone Tablets, counts as a Great Work of Writing but can occupied an Artifact Slot and can be themed in a similar way artifacts are themed (Original Civ that created the Great Work, and the Era the Great Writer is part of.)

Unique Building: Royal Library/ Tablet House (Replaces the Library)

o Same Effects as the Building it replaces.

o +1 Slot for a Great Work of Writing

o +5% Production toward other buildings with a Slot for Great Works of Writing and Artifacts

o Once Recorded History civic is unlocked, cities with this building get Tourism boost to Great Works of Writing that is given by the Printing tech, increase by 5% more Tourism from these Great Works if all slots in the city are filled.

o 120 Production Cost

Unique Unit: Gišanzagàr (Replaces the Siege Tower)

o Unlocked at Masonry

o 120 Production Cost

o Same Attributes as the Siege Tower

o Has a Range Attack (Range 2; Ranged Strength 15)

o +5 Ranged Strength when adjacent to a City Center

o The Unit that escorts the Gišanzagàr get + 5 Combat Strength, (+ 10 Combat Strength when adjacent to a City Center)

Hittites

Civ Ability: Gifts of the Storm God

Can see Iron from the start of the game and Iron Mines can be improve with Mining.

Iron gets +1 Production if adjacent to an Industrial Zone or Encampment, +1 Science if adjacent to Campus and +1 Faith if adjacent to a Holy Site.

+3 combat strength to all units that use Strategic Resources.

Civ Leader: Puduhepa

Leader Ability: Diplomat of Ishtar

Unlocks Alliances at Early Empire and can form them with people who have not unlocked them yet, after forming her first alliance, Puduhepa gets to choose a second pantheon.

Gets access to the Seal House unique building that replaces the Consulate.

Unique Building: Seal House (Consulate replacement)

o Same effects as the Consulate

o Can be bough with Faith, when present in the city, allows the player to buy the next building in the district with Faith.

o Doubles the trade route yields from alliances for this city.

o +1 Great Artist Points for every 2 active alliances.

Unique Unit: Three Man Chariot (Heavy Chariot Replacement)

o Ancient Heavy Calvary unit

o A bit more of production cost compared to the units it replaces.

o 35 Melee Strength

o Gets +2 Strength for each adjacent unit that uses Strategic Resources, give those units +1 Strength.

Unique Improvement: Bit-Hilani

o +1 Culture and +1 Science, doubles if adjacent to City Center or a Diplomatic Quarter, triples if in the capital

o + 2 Loyalty per adjacent improved Strategic Resource, the adjacent improvement gives an additional +1 of its Strategic Resource per turn

o + 1 Production per adjacent Specialty District

o 1 per city

o Can only be built on Hills.
 
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Some Latino( and Palamares) civ ideas.

Mexico

Civ Ability: País de tres culturas

On happy or ecstatic cities, Ancient, Classical and Medieval wonders give +3 culture and get +100% tourism and Holy Sites give their adjacent bonus as culture and religious units get +1 charge when bought on these cities.

Gets the unique replacement for the Rock Band, the Mariachi.

Mariachi (Replaces the Rock Band)

o Slightly Cheaper that the Rock Band, halves the cost on ecstatic cities.

o +2 additional movement.

o Can use a charge of its ability on Mexican cities to make city enter the happy state for the next 15 turns (if the city is already happy, it becomes ecstatic.

Leader: Pancho Villa

Leader Ability: Centauro del Norte

Mexican Units ignore the +5-combat strength of enemy units adjacent to a Great General and inside of Mexican territory, this units’ passive aura effect doesn’t have effect.

Land units gets +1 movement if they start their turn on a free city territory or adjacent to a free city unit, when a City of another civ becomes a free city and when free cities become part of Mexico, nearby Mexican units get experience points.

Entertainment District and adjacent tiles heals units that end their turn on top of them.

· Rurales: (Replaces the Line Iinfatry)

o Same attributes

o Cheaper to build.

o Gets a free promotion if the city where it was created is in the happy state; if the city ecstatic grants a small amount of culture based on the unit production cost.

o Decreases enemies combat strength they are on its zone of control, this debuff increase on borders or tiles adjacent to it.


· Santa Muerte (a statue of La Santa Muerte; replaces the Temple)

o Cheaper to build; Same attributes as the building it replaces.

o +3 Relic slots; the Martyr Promotion will always be able to Apostles created in this city.

o Relics in the city give +1 Amenities. If a unit with a least more than 1 promotion dies inside of the city, makes that city go Ecstatic for the next 10 turns.

Argentina

Civ Ability: Estancias y Arrabales

Pastures grant +2 appeal to adjacent Tiles, +3 if it is a Horse Resources; Neighborhoods on Breathtaking Tiles get a Slot for a Great Work of Music (caps at 5 Great Works Slot from Neighborhoods).

Neighborhoods and their buildings cost half of their original production cost.

20% discount in Gold and Resources for upgrading calvary units and upgrading this units heals them completely.

Leader: Eva Perón

Leader Ability: Discurso a los Descamisados.

Reduce the Amenities needed in a City by 2 for each Government Tier and gets the Inspiration for Suffrage for free.

For each Military Cards on Wildcard Slots reduces gold maintenance units by 1, Economic Cards on Wildcard Slots give +2 of Gold to all Trade Routes and Diplomatic Cards on Wildcard Slots give +0.3 Influence Points per Turn.

Unique Unit: Gaucho (Replaces Calvary)

o Industrial Era Light Calvary Unit

o Has Ranged attack; 60 Range Strength and 2 Range

o Production Cost is the same; 4 Movement.

o 50 Melee Strength

o Gets a Free Promotion when acquired via upgrading a past unit into a Gaucho.

o When upgraded grants a free Promotion to the unit it is upgraded to.

Unique Building: Salon de Tango (Replaces the Broadcast Center)

o Cheaper than the Building it replaces.

o +3 Amenity

o + 2 Slot for a Great Work of Music.

o +1 movement to all units created in this city for every Great Work of Music present in the City (Caps at 5)


Bolivia

Civ Ability: La Unidad es Fuerza

+12 combat strength against Civs with more cities than Bolivia, increase healing while inside of home territory, this healing buff is even stronger for units on top of hills, quarries, and mines.

Tribal villages always give +1 population to 2 random cities and pillaging mines heal as if the unit was pillaging a farm.

Civ Leader: Juana Azurduy

Leader Ability: Expedición Auxiliadora al Alto Perú

Support Units always give a burst of loyalty when produced, this burst increases a small amount for every mine in a city.

Supports Units always heal small amount of health to adjacent units at the start of a turn, every 10 turn units adjacent to a support unit get +10-unit experience. These effects double if the support unit is on a hill tile.

Unique Unit: Rabona (Medic Replacement)

o Industrial Era Support unit

o Same effects as the medic

o Units that start turn adjacent to this unit ignore hill penalties.

o Reduces maintenance gold cost of adjacent unit that use Niter, doubles the reduction if the unit is on a hill tile.

Unique Improvement: El Tio

o Can only be built on Mountain Tiles (like the sky resort), this tile becomes workable and only 1 per city.

o +1 Amenity (doubles if the city follows the majority religion of Bolvia)

o +1 Culture for each adjacent mountain tile; turns into +2 production if tile become a mountain tunnel (the culture yields disappear).

o +1 faith for each mine and quarry on a luxury resource.

o All mines and quarries get half of their production yields as food yields.

o Increase food yields from harvesting Camps and Pastures.

Chile

Civ Ability: Patria Nueva

Monuments of coastal cities and Shipyards get +1 slot for an Artifact (the Shipyard gets a second slot if the Harbor has an adjacently bonus of 4 or more), after your unique naval unit gets a kill, all the Shipwrecks become visible, extracting a Shipwreck inside of Chilean territory or adjacent to its border claims those tiles.

+1 Loyalty and +2 production towards Naval Unit for every Artifact that was acquired from a Shipwreck. Increase production yields from harvesting features if the production is going for a Naval unit or a building for the Harbor.

Civ Leader: Bernardo O’Higgins

Leader Ability: Capture of Valdivia.

+10 Naval strength against naval units from Civs with their capital on different continent that Chile home continent. After declaring a Liberation war, all naval unit can heal on neutral territory for the first 20 turns.

Extracting a Shipwreck heals adjacent units and liberating coastal cities from ally on your home continent give +1 era score.

Unique Unit: Primera Escuadra Nacional (Caravel Replacement)

o Naval Melee unit.

o Same production cost as the Caravel

o 60 melee strength and heals a very small amount of health from kills.

o Gets +1 charge to Extract a Shipwreck.

Unique District: Chilotan Church (Replaces the Holy Site)

o Increases production yields from removing Woods and Rainforest, half of the yields are returned as faith.

o Farms adjacent to coastal tiles get +2 production and after the Replaceable Part tech is researched, all farms on coastal tiles cannot be damaged sea level rising.

o Lumbermills adjacent to this district get +1 culture for every building in the district.

Palmares:

Civ Ability: Unification of Mocambos

Decreases the cost purchasing tiles that are near the borders of other cities of your empire or a free city, purchasing tiles near a free city always increase the loyalty pressure from your civ.

Units and ranged attack from district get +2 combat strength and internal trade route get +2 food for each border they are with another city of your empire, these bonus doubles from free cities that joined your civ through loyalty pressure.

Civ Leader: Zumbi

Leader Ability: + 5 combat strength to melee units in a city for every 5 population and inside your city, all class combat strength attribute gets additional +8 combat strength (Example: Inside of Palmares territory, anti calvary get additional +8 combat strength towards calvary). Killing units with their counter class unit grants a gold and a burst of loyalty pressure on all your cities.

Unlocks Neighborhood at Mercantilism.

Unique Unit: Capoerista (Scout Replacement)

o Ancient Recon unit.

o Slightly cheaper that the Scout and same attributes

o +15 combat strength Calvary (Its affected by Zumbi’s ability)

o Grants small amounts of culture from kills and ignore movement penalties from Rainforest and rivers adjacent to Rainforest.

Unique District: Quilombo (Replaces Encampment)

o Cheaper to build.

o Grants a free melee unit every time a Neighborhood in built adjacent to it, Neighborhoods gets +1 gold and +1 food when adjacent to this District.

o Get +1 Production every time a free city joins your empire by loyalty pressure (Caps at 10)
 
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