Design a civ using known Civ VII mechanics

I was leaning towards the Dromon for very similar reasons to the ones that you have pointed out. Curious if others have similar thoughts.

I am pretty happy with the Basileus unit, though a Varangian commander could be interesting.
 
The Abbasid Caliphate collapsed in 1258 CE when the Mongols sacked Baghdad (though members of the Abbasid family held the title of Caliph until the Ottoman conquest of Egypt). The Byzantines make sense as an Exploration Age civ according to the game's chronologic. Note also that the Sassanids (Byzantium's great rival) are represented as a people in the Exploration Age with the Independent Power of Istakhr.
I got the civ7 years mixed up when I was making making Ottomans as a follow up for Byzantine, empire. I was working on both and mixed up modern year start for exploration years. Byzantine fits better in exploration where they overlap with Ottomans according to the civ 7 time line.
 
Argentina (Modern Age)

Sol_de_Mayo-Bandera_de_Argentina.svg.png


Attributes:
Cultural
Expansionist

Ability:
Gobernar Es Poblar: Cities spawn migrants upon the completion of cultural or production buildings. Each migrant adds +3 culture to the tile they are used to improve.

Civic Trees:
I. May Revolution
Tier 1: Unlocks the Granadero. Adds Culture in the Capital for every Town.
Primera Junta - +3 War Support against Civilizations whose capital is on another continent.
Tier 2: The Granadero and Gaucho can move over (but not end the turn on) Mountains. +3 CS on the Granadero and Gaucho in rough terrain.
Crossing of the Andes - +1 movement on the Granadero. Moving into Rough Terrain does not end the Granaderos turn (also applies to the army commander the Granadero may be packed into).

II. Conquest of the Desert
Tier 1: Unlocks the Estancia. Increased Settlement Limit.
Patagonian Expanse- Increased Food and Gold per unimproved tile adjacent to the Estancia.
Tier 2: Increased Settlement Limit.

II. Tango
Tier 1: Unlocks the Tango Hall. Increased Settlement Limit.
Porteno- Tango Halls generate additional culture per adjacent specialist.
Tier 2: Increased Settlement Limit. Unlocks the Teatro Colon Wonder.

Unique Infrastructure:
Estancia- Unique Improvement. Must be built by a Gaucho. Can be built on any unimproved tile owned by Argentina (except Tundra tiles) and also on Farms, Pastures, and Plantations. +4 Culture, +4 Gold, +1 Food base yield. + 1 Food for each adjacent mountainous tile. Small chance of generating an artifact when built next to mountainous tile.

Tango Hall - Unique Building. Replaces the Opera House. +8 Culture, +6 Influence. Adjacency from World Wonders, Natural Wonders, Quarters. Adjacenies doubled if placed on the same tile as the Palace/City Hall.

Unique Civilian Unit:
Gaucho - Unique Scout. Double the movement of a normal scout (three times as expensive). Possesses a Ranged attacked of 20. Possesses 1 charge to create an un-upgradable town and 3 charges to create Estancia's on unimproved tiles. Generates +25 culture and +25 gold for each unimproved tile adjacent to the Estancia.

Unique Military Unit:
Granaderos - Unique Cavalry Unit. 2 Tiers (55 and 60 Combat Strength). Possesses a ranged attack with a 30 combat strength (35 at tier 2) and 15 (20 at tier 2) bombard strength. Can move (but not attack) after the ranged attack.

Associated Wonder:
Teatro Colon - Culture, Happiness, and Influence base. Must be built on flat land, adjacent to the City Center. Provides a unique endeavor, Concerto, which provides the initiating Civilization with a culture boost, and the receiving Civilization a production boost toward cultural buildings.


Generally, the idea is to have a Latin American cultural civ that is distinct in flavor from Mexico. Argentina excels at settling the remaining portions of the map and gets big culture and gold bonuses for using the Gaucho to settle the remaining portions of the map before turning to generating more Estancias and Tango Halls to increase culture and generate artifacts.
 
Last edited:
Two designs from South East Asia. (Sulu likely not going to be a mod yet since it's probably mechanically impossible with current mod tools)

Cordillera - Exploration Age

Unique Ability​


Dap-Ay: +10% Culture in all settlements during peace. +10% Production towards units during war. Doubles during celebrations.

Attributes​

Cultural, Militaristic

Civic Trees​

Batok​

Tier 1: Military units +1 Movement when starting in friendly territory. Unlocks Bumafatek.
Tradition: Bodong - +7 Food in Settlements during peace. +7 Production during war.
Tier 2: Units are hidden in unfortified Rough terrain. Units attacking from Vegetated or Rough terrain have increased combat strength.

Bulul​

Tier 1: Farms get a +1 Food Adjacency to rough and mountain. Rough tiles gain +1 Food. Unlocks wonder Banaue Rice Terraces
Tradition: Hudhud - Farms grant +1 Culture

Kanyaw​

Tier 1: +10% Food during Celebrations when at peace. +10% Science during Celebrations during war.
Tradition: Takba - Improved Resource tiles grant +3 Gold/Science/Culture/Food/Prod during celebrations

Sangadil​

Tier 1: Mountain tiles grant culture adjacencies to quarters. Unlocks Hanging Coffins improvement
Tradition: Fire Mummies - +1 Culture per 5 excess Happiness
Tier 2: Units gain Culture and Happiness per combat.

Unique Improvement​

Hanging Coffins
Built on mountains. +2 Happiness, +2 Culture per adjacent Hanging Coffin.

Unique Civilian Unit​

Mingol - Commander. No movement penalty in rough terrain.

Unique Military Unit​

Kalinga - Can place a stone trap. Recharges every 10 turns.

Associated Wonder - Banaue Rice Terraces​

+20 Food. Must be built on a Mountain.

Starting Biases​

Tropical, Mountains, Rough

Unlocks​

Unlock by playing Jose Rizal
Unlock by playing Khmer
Unlock by playing Tagalog
Unlock by playing Butuan
Unlock by having Rough and Mountain tiles
Unlock by having Rice

Unlocks Siam
Unlocks Japan
Unlocks the Philippines



Sultanate of Sulu - Exploration Era

Lupah Sug​

Ability: Defeating an enemy commander spawns a Treasure Fleet with points equal to the commander's level.

Attributes​

Militaristic, Economic

Civic Trees​

Trade networks​

Tier 1: Unlocks the Sheikh Karimul Makhdum Mosque. Increased range for naval trade routes. Grants a Relic. Coastal Buildings gain +1 Happiness

Guerras Piraticas (Requires Trade Networks)​

Tier 1: Each unassigned resource increases production for naval units.
Panglima: Naval units gain the 'Swift' keyword, which allow them to ignore zone of control
Tier 2: Each unassigned resource increases combat strength for units. Lanong Pirate Boats can generate a Treasure Fleet worth 1 point after pillaging 10 times.

"That care and attention, which govern their boat-building, cause their ships to sail like birds, while ours are like lead in this regard." -Francisco Combes

Pearlers (Requires Trade Networks)​

Tier 1: Unlocks the Pearling Fleet unique improvement. Each assigned resource gives extra food.
Tradition: Fishing boats on marine resources have adjacencies.
Tier 2: Each assigned resource gives extra gold. Each assigned resource gives extra production for buildings.

Resistance (Requires Guerras Piraticas and Pealers)​

Tier 1: Juramentado ignores vegetation movement penalties. Units gain combat bonuses in vegetation.
Parang Sabil: Melee Units cannot die while attacking.
"it is better to whiten one's bone in the battle rather than to surrender" - Tausug Saying

Unique Infrastructure​

Pearling Fleet​

Unique Improvement. Must be built next to a marine resource. Cannot be adjacent to another Pearling Fleet. Creates copies of adjacent improved marine resources. -1 Combat Strength to units per copied resource.m

Unique Units​

Juramentado​

Unique Military Unit. Has the Amphibious keyword. Costs no movement to embark or disembark.

Lanong Pirate Boat​

Unique Military Unit. Gains Gold from Naval victories.

Associated Wonder​

Sheikh Karimul Makhdum Mosque​

Increases Happiness on Coastal Resources. Must be built adjacent to a Coast tile.

Starting Biases​

Coastal, Pearls

Unlocks​

  • Play as Khmer in the Antiquity Age
  • Play as Maurya in the Antiquity Age
  • Play as Butuan in the Antiquity Age
  • Play as Tagalogs in the Antiquity Age
  • Improve 3 Pearl resources
  • Defeat an enemy commander

  • Unlocks the Philippines in the Modern Age
  • Unlocks Meiji Japan in the Modern Age
  • Unlocks Siam in the Modern Age
 

Lupah Sug​

Ability: Defeating an enemy commander spawns a Treasure Fleet with points equal to the commander's level.
Tier 2: Each unassigned resource increases combat strength for units. Lanong Pirate Boats can generate a Treasure Fleet worth 1 point after pillaging 10 times.

Both of these Treasure Fleet spawn triggers are unique and fun!
 
Muscovy - Exploration Age Civilization

The current Modern Russia civ reflects Romanov Russia (think Peter and Catherine) with a focus on Serfdom, Centralization and Authoritarianism. My focus for Muscovy is the pre Romanov period, but after the Kiev period of Russian history when Muscovy came into eminence expanding and annexing territory and throwing off the yoke of Mongol and Tartar rule. This period is known for the rule of Ivan the Great and Ivan the Terrible, both of which expanded autocratic rule and greatly expanded the territory of Muscovy. The reforms towards autocratic rule, wars and annexation of territory of both rulers caused tremendous movements of peoples, resulting in the colonization of vast tracks of wilderness to escape autocratic rule and taxes (peasants creating free settlements) or through force (landed boyars deemed enemies of the Tsar forced into exile). As such, I tried to give this civ bonuses to military conquest and interesting play with migrants. The civ also has four possible increases to settlement limits in their unique civic tree, being on par with Mongolia.

Military Legacy Path: Bonuses to military unit combat strength and population boosts through migration.
Economic Legacy Path: Nothing that helps or hinders this legacy path.
Cultural Legacy Path: Nothing that helps or hinders this legacy path.
Science Legacy Path: Lots of possible Migrant creation, and therefore possible specialist creation.

Attributes:
  • Expansionist
  • Militaristic
Unique Ability:

Gathering of the Russian Lands: Receive a free Slobozhan in your capital when you complete a Kremlin or capture a Settlement for the first time. +1 settlement limit when you capture another civs capital for the first time (once per civ, does not include City-States or independents).

Civic Trees:
  • Zemsky Sobor
    • Tier 1: Unlocks the Sobor unique building. Gain 25 culture each time a Settlement expands into a Tundra tile, doubled if vegetated.
      Tradition - City of Wood - +2 production on woodcutters.
    • Tier 2: +1 settlement limit. Your land units (both civilian and military) ignore movement penalties from vegetation.
  • The Third Rome
    • Tier 1: Unlocks Onion-Dome Church unique building.
    • Tradition - Autocephalous Patriarchate - +30% production towards building Civilian units.
    • Tier 2: +1 settlement limit. Activating a Slobozhan on a Settlement converts that Settlement to your religion.
  • Tsar of all the Russias (Requires the Gathering of Russian Lands and the Third Rome)
    • Tier 1: Unlocks Saint Basil’s Cathedral wonder. Your land units receive +1 combat strength for each Kremlin in your empire.
    • Tier 2: +2 Settlement limit.
      • Tradition - Oprichniki - +4 combat strength for all units in the Homelands.
Unique Infrastructure:

Unique Quarter: - Kremlin
When completed, immediately receive a free Medieval Walls on this tile and adjacent urban tiles.
Spoiler Kremlin :
AD_4nXcpT2uuwtJCc4hUvhsXw2fH9sa-THuAq9skIj4K67zZDacY-_ICB0TVNK5JHVrUnnul7EIbyZijASR3n6M9Qh8oMubBu8_1AjGXJUlpTj_4go9Xu3hqFiD8nYkkwCZuVqQDd5oj


Unique Production Building: Sobor
+3 production. +1 production for each adjacent military building, +1 food from each adjacent food building; +1 happiness from each adjacent happiness building.
Spoiler Sobor :
AD_4nXeqbt06NVPlgKt74rcqCdAXFftZZKOfylTQTDVm_tiqeGSf-FGGl-UZfwq_diVMkCsHn7AtDw2Wgk3BCYsnCNyIQO0bIFzRNyeIlAYY-k0ZXRiI8DkPYevXraIfwC8ad35soolPeA


Unique Happiness Building: Onion-Dome Church
Can start a religion. +4 happiness. Has one Great Work slot. +2 happiness for each great work in this settlement.
Spoiler church :
AD_4nXcZzql6DwPHQcPyPXjWSRXZqGhsfvo_QKVjmX9pNQDR4E0KALUUSCFhkllRd3U_RTEBiUhOWOcabyBPZH2FjCb7msDJBYkEIiYMY2hv4GqoZVM5GgLEJ0u_NYbVeRNrkz4GJl822Q



Unique Civilian Unit:

Slobozhan (Free Settlement Citizen):
Unique Migrant. Adds two population when activated on a Settlement with less than 6 population. 4 movement.

Unique Military Unit:
Stretsly (Infantry Unit): +1 combat strength for each Kremlin in your empire.
Spoiler Streltsy :
AD_4nXdAQpzUxCJB5936-eqYKr5XLckVrwONxoAb37Ub4GAgmHlDh0LPpHaLCfgRf6f9Bh3w2omfe1HLEWooPcgJS-b90efNjXPV0MGEnrg76I3C3KIR465HRW0qRs6JJiFbMHyN5BYCqQ



Associated Wonder:
Saint Basil’s Cathedral: +4 happiness. Your land units are combat strength +4 during a celebration. +1 settlement limit.
Spoiler St. Basils :
AD_4nXfcSgxcqe-WKYa7WvXmI68Lsk3eU_QVHsMMX95XaSb7dZkWpUYGraK_MpXVJU4q-0U3hyKcBhzqu17JHEGyRZMeN7NLAn45nQTUsa-YyZ8uJSkyTHEe6x_qE7sDLAEnS8m77yi6



Starting Bias
Tundra

Unlocked By:
Improve three hardwoods or have war declared on you three times.
 
Last edited:
With user [SIZE=4][B]Xandinho[/B][/SIZE] leading the charge on creating a reference list of potential Associated Wonders, I found myself encouraged to finish a concept that I had shelved... 5 months ago? Wow. Well, however long it look, presented here is my best attempt at an Antiquity Age predecessor for Sub-Saharan Africa with the very spotty records that I could find.

BANTU - ANTIQUITY AGE CIVILIZATION​


Evidence strongly suggests that, at some point in antiquity, Bantu-speaking groups in west-central Africa set out from their homelands, establishing settlements all across the continent’s southern half in the following centuries. These settlers learned techniques to quickly adapt to new regions, assisted by the habit of intermingling with and learning from already present peoples wherever they found them. The now scattered Bantu-speakers did not have strong political ties, though, and as the disparate groups settled down in their new homes and embraced the present influences, their societies branched further and further off from each other, shared roots now only visible in the occasional cultural or linguistic motif.

Unique Ability

The Bantu Expansion:
  • City Halls gain +2 :7food: Food and :7prod: Production per turn for each Independent Power or City State within 9 tiles.
  • Contribution to the :7science: Tech Tree, non-Unique :7culture: Civics Tree, :7happy: Celebration threshold, :7money: Treasury, and :7inf: Influence stockpile from per-turn yields is -20%.
  • The Befriend Independent Action is 20% slower.
Attributes
  • Expansionist
  • Diplomatic
Civic Trees

Western Stream
  • Tier 1:
    • +1 Settlement Cap.
    • Unlocks the Slash and Burn Farmland Unique Tile Improvement.
    • Units ignore Vegetated terrain for Movement.
    • Expanding onto a Vegetated tile grants 5 :7culture:Culture for each owned Settlement.
    • Tradition - Nyambe:
      • +30% :7culture: Culture from all sources when researching Unique Civics and Masteries.
Eastern Stream
  • Tier 1:
    • +1 Settlement Cap.
    • City Halls in Cities gain +1 :7inf: Influence for each Independent Power or City State within 9 tiles.
    • Units ignore terrain features adjacent to Marine tiles for Movement.
    • Expanding onto a land tile adjacent to a Marine tile grants 5 :7inf: Influence and 5 :7happy: Happiness for each City State you are Suzerain of.
    • Tradition - Urewe Smelting:
      • Newly founded Settlements can purchase a free Building or Unique Tile Improvement.
Hunter-Gatherer Incorporation
(requires Eastern Stream and Western Stream)
  • Tier 1:
    • +1 Settlement Cap.
    • City Halls gain +5 of the associated yield of Independent Powers and City States within 9 tiles.
    • Tradition - Linguistic Exchange:
      • +200% :7inf: Influence towards the Add Support Action with Independent Powers.
  • Tier 2:
    • +1 Settlement Cap.
    • Unlocks the Thimlich Ohinga.
    • Gain a random Technology for free.
Unique Infrastructure

Slash and Burn Farmland:
  • Unique Tile Improvement.
  • Upon construction, grants 15 :7food:Food, :7science: Science, and :7culture: Culture for each adjacent Vegetated tile.
  • Removes base yield of tile.
  • Must be placed on a Vegetated tile, but acts as a Farm rather than a Woodcutter or Vegetated tile.
  • Becomes a Farm on Age Transition.
Unique Civilian Unit

Ganda:
  • Unique Settler Unit.
  • Has one charge for the Encounter Independent Power Ability, which creates an Independent Power on the tile, begins a Befriend Independent Action with it, and restores this Unit’s Movement.
  • +1 Movement
Unique Military Unit

Tabadadi:
  • Unique Infantry Unit
  • +3 Combat Strength within 9 tiles of an Independent Power or City State. This bonus is doubled if attacking or defending from a Fortification.
Associated Wonder:

Thimlich Ohinga:
  • Unlocked with Iron Working.
  • +2 :7inf: Influence.
  • Acts as a Fortification.
  • Becoming Suzerain of a City State grants a burst of 50 :7prod: Production and :7happy: Happiness per Age in this Settlement.
Unlocks:
  • Can play as Kongo in the Age of Exploration
  • Can play as Swahili in the Age of Exploration
  • Can play as Buganda in the Modern Age
 
Last edited:
Nice concept but I’m curious about what cities would the Bantu have

Also did you forget the name of the tradition for Western Smelting or you couldn’t come up with something
 
Last edited:
Also did you forget the name of the tradition for Western Smelting or you couldn’t come up with something
It's meant to be "Nyambe," a name for a sky-bound creator god used in the traditional religion of many Bantu-speaking cultures. Unfortunately, the internal formatting of the list got a bit weird in that section (this word processor REALLY likes trying to do things for you automatically, especially when it comes to formatting bullet points), and somehow that has resulted in any text I try to edit into that spot getting eaten upon posting. I'll give fixing it another attempt when I have time.
 
Tibet would probably work better as an Exploration Civ, but I unfortunately found myself reading about Bhutan instead.

BHUTAN - EXPLORATION AGE CIVILIZATION


Screenshot 2025-09-01 at 5.51.58 PM.png


Nestled in the Himalayas at the edge of Tibetan influence, Bhutan slowly developed as its inhabitants found relative independence, especially as imperial power fluctuated. Facing arrest in the empire, religious figure Ngawang Namgyal fled to the region, where he united the quarreling Bhutanese polities into a force that could repel any further Tibetan incursions. Through governmental reforms, widespread construction projects, and a dedication to defining a distinct Bhutanese identity, Bhutan became a cultural, religious, and defensive powerhouse with growing influence in the region. After centuries of holding up against major empires, however, the British proved too powerful to resist, dismantling any semblance of a burgeoning Bhutanese empire. Facing internal struggles and surrounded by rapid globalization, the Thunder Dragon Kingdom turned to isolationism, retreating from the world stage to become a time capsule hidden in the mountains.

Unique Ability:

Tshechu:

  • During :7happy: Celebrations, :7happy: Happiness Buildings gain a :7culture: Culture and :7prod: Production adjacency from Quarters and Mountains.
  • -50% :7happy: Celebration duration.

Attributes:

  • :7happy: Diplomatic
  • :7culture: Cultural

Civic Trees:

Land of the Thunder Dragon
  • Tier 1:
    • Unlocks the Chorten Unique Building.
    • +1 :7culture: Culture on :7happy: Happiness Buildings when under the Settlement Cap.
    • Tradition - Cham Dance:
      • +25% :7prod: Production towards :7happy: Happiness Buildings, tripled during :7happy: Celebrations.
  • Tier 2:
    • Rural Districts in Cities gain +2 :7food: Food if adjacent to a Quarter.
Drukpa Monastics
  • Tier 1:
    • Gain a Relic.
    • Tradition - Thongdrels:
      • Displayed Great Works provide an additional +5 :7happy: Happiness.
  • Tier 2:
    • +3 :7food: Food on Temples adjacent to Mountains.
    • +3 :7happy: Happiness on Wonders, doubled if adjacent to a Mountain.
Dapon
  • Tier 1:
    • Gain a free Ranged Unit on each City Hall and Dzong Unique Quarter.

Tsa Yig Chenmo
(unlocked by Land of the Thunder Dragon and Drukpa Monastics)
  • Tier 1:
    • Unlocks the Dzongpen Office Unique Building.
    • Tradition - Driglam Namzha:
      • Specialists gain +2 :7culture: Culture during :7happy: Celebrations, doubled if currently researching a Unique Civic or Unique Civic Mastery.
  • Tier 2:
    • Unlocks the Paro Taktsang.
    • Cities gain a burst of :7prod: Production equal to their per-turn :7culture: Culture on the second turn of a Celebration.
    • Tradition - Dzong Corvée:
      • :7happy: Happiness Buildings gain +4 :7prod: Production in Cities producing Buildings or Wonders.

Unique Infrastructure

Dzong: Unique Quarter created by the Chorten and Dzongpen Office.
  • Acts as a Fortified District that must be conquered.
  • Gains +2 :7happy: Happiness and +1 :7prod: Production per turn per Celebration triggered after construction.

Chorten: Unique :7happy: Happiness Building.
  • Can be used to found a Religion.
  • Has a:7culture: Culture adjacency with :7food: Food Buildings and Temples in addition to the default :7happy: Happiness Building adjacencies.

Dzongpen Office: Unique :7culture: Culture Building.
  • +1 Great Work Slot.
  • +2 :7inf: Influence if displaying a Great Work.

Unique Military Unit

Penlop Militia: Unique Ranged Unit.
  • +5 Combat Strength attacking from Fortifications.

Unique Civilian Unit

Guru: Unique Missionary Unit.
  • Initially cheaper, but scales in cost per Guru trained.
  • Base of 1 Spread Religion Charge.
  • Receive +40 :7happy: Happiness when converting an owned Settlement. If this triggers a Celebration, gain two Relics.

Associated Wonder:

Paro Taktsang
  • Unlocked with Sovereignty.
  • Must be built on a Mountain adjacent to an obsolete :7happy: Happiness building.
  • +3 :7happy: Happiness.
  • +2 :7culture: Culture and +1 :7happy: Happiness on Specialists adjacent to Mountains.

Unlocks:

Automatic:
  • Play as Ashoka
  • Play as Ngawang Namgyal
  • Play as Tibet in the Age of Antiquity
  • Play as Khotan in the Age of Antiquity
  • Play as Maurya in the Age of Antiquity

  • Can play as Nepal in the Modern Age

Gameplay:
  • Have two Altars adjacent to Mountains

“Up in the mountains, where imperial control is tenuous, the mostly isolated populations form communities governed by local religious officials. Though initially deemed inconsequential, they have become safe havens for those on the run from the authorities. With how well known it now is that the empire struggles to enforce its law in the region, it’s uncertain whether it could keep any sort of control over it in a crisis.“
 
Back
Top Bottom