Design a civ using known Civ VII mechanics

Unfortunately, I'm not sure we know enough about Exploration age or beyond to be able to make credible civilizations... For antiquity we have most of the mechanics I think, so it would be better to stay at that age for now, no?
 
Unfortunately, I'm not sure we know enough about Exploration age or beyond to be able to make credible civilizations... For antiquity we have most of the mechanics I think, so it would be better to stay at that age for now, no?
While there are certainly going to be new mechanics that would be neat to work in later, we do know the general idea of trade routes and resources remain, and we do know about overbuilding. We've also seen some Exploration civs in their entirety, and they look pretty similar to the Antiquity ones. Given that I'm not a developer of the game and any concepts I make are just that, I think build around basic mechanics we know about and come back later is acceptable for my purposes, which are to familiarize myself with the new mechanics we're learning about and to have fun.
 
I posted the thread about my Civ ideas before: https://forums.civfanatics.com/threads/korean-civs-and-leaders-in-civ-vii.692513/

It's basically the phased structure model for the Korean civs. I chose Silla, Goryeo, and Joseon.
  • Silla is good to consolidate the surrounding area, and unlocks many traditions.
  • Goryeo gains more influence from the traditions in their government, and is good to earn more gold.
  • Joseon gains more food from specialists, and science from the tradition not in their government.
And all of them are good to defence their territory, thanks to the Sanseong quarter of Silla, Seungbyeong belief of Goryeo, and Hwacha unit of Joseon.
 
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Leader design for al-Saffah, the first Abbasid caliph, inspired by the (admittedly ahistorical) decadence mechanics in Crusader Kings II:

The Blood-Shedder (Unique Ability): Winning a battle within the range of an enemy city decreases its HP and Happiness of all other enemy cities. Can declare Formal Wars on civilizations with low Happiness. Increased Production towards Military Units when at an offensive war against a civilization with lower Happiness.

Price of Decadence (Agenda): Decrease Relationship with leaders with low Happiness. Increase Relationship with leaders with high happiness.

Attributes: Militaristic, Cultural (because there doesn't seem to be a Religious one)
 
As time goes on, I've become increasingly convinced that Colonial America and the modern United States should be two separate civilizations.
There's simply too much history to draw from, and if civilizations like China and India are being broken up into three separate civs, America should be represented across at least to Ages.
Plus, it makes sense gameplay wise to represent our westward expansion during the Exploration Age.
I still need to flesh out the civics tree for the modern United States, but I want to post this on election day before any surprise announcements by Firaxis of American content.

Colonial America

Unique Ability - Novus Ordo Seclorum

Instead of Towns and Cities, Colonial America’s settlements are Territories and States, respectively.
Territories in Distant Lands retain their growth bonus after choosing a Specialization
States in Distant Lands retain their Specialization and do not regress to Towns or Territories after an Age transition.
Reduced yields in Settlements on the Homeland after founding three Settlements in Distant Lands

Unique Improvement - Antebellum Plantation
Replaces the standard plantation.
Doubles bonus yields if built in Distant Lands

Unique Military Unit - Pioneer
A Scout with improved movement and vision while in Distant Lands
Has one charge to create a Territory in Distant Lands

Unique Civilian Unit - Founding Father
A Vizier unique to America.
Gained upon founding a Territory in a Distant Land, by promoting a Territory to a State in a Distant Land, or by Incorporating an Independent People in a Distant Land
The specific Founding Father received is random.
Each Founding Father can only be received once.
Founding Fathers:

  1. Alexander Hamilton - Build an Economic district
  2. Francis Marion - Gain a Melee unit
  3. George Washington - Gain an Army Commander with a free promotion
  4. James Madison - Gain a Social Policy Slot
  5. John Hancock - Gain Influence
  6. John Jay - Gain a Great Work of Writing titled “The Federalist Papers”
  7. John Paul Jones - Gain a Naval Commander
  8. Patrick Henry - Build a Religious district
  9. Samuel Adams - Gain the Beer luxury resource
  10. Thomas Jefferson - Gain a Pioneer

Civics Tree

Sic Semper Tyrannis

Tier 1: Unlock the Pioneer. Unlock the Minuteman tradition
Tradition - Minuteman: Units that require gunpowder can make an extra attack per turn
Tier 2: Increases Combat Strength of military units in Territories & States in Distant Lands

Annuit Cœptis
Tier 1: Unlock the Antebellum Plantation. Unlock the Eye of Providence tradition
Tradition - Eye of Providence: Religious Districts in Distant Lands gain increased base yields and adjacency bonuses
Tier 2: Antebellum Plantations in Distant Lands gain yields of Culture, Gold, and Happiness

E Pluribus Unum
Tier 1: Unlock the Manifest Destiny Tradition. Unlock the Manifest Destiny Tradition.
Tradition - Manifest Destiny: Increased Combat Strength against Independent Peoples of Distant Lands
Tier 2: Reduced cost to make a Territory a State. Increase Settlement limit.

Excelsior
Tier 1: Unlock the Statue of Liberty. Unlock the United We Stand Tradition
Tradition - United We Stand: Independent Peoples in Distant Lands can be Befriended and Incorporated at reduced Influence cost
Tier 2: Get a free Founding Father. Increase Settlement limit

Associated Leader - Ben Franklin

Associated Wonder - Statue of Liberty


United States

Unique Ability - Pax Americana

During peacetime, America gains Influence per turn based on the total strength of all American military units.
During wartime, America suffers increased War Weariness

Unique Improvements
Suburb
- Unique Quarters. Influence base. Influence adjacency with Urban Districts
Middle Class Neighborhood - Unique district. In towns, Food adjacency with Farms. In Cities, Production adjacency with City Center
Main Street - Unique district. Appearance and bonuses vary based on adjacent tiles:

  • Church: +Happiness adjacent to a Worship Building
  • Gas Station: +Production adjacent to an Oil Well
  • Grocer: +Food adjacent to a Farm or Plantation
  • Savings & Loans: +Gold adjacent to a Bank
  • Movie Theater: +Culture adjacent to a Film Studio
  • Schoolhouse: +Science adjacent to a University
  • Town Hall: +Influence adjacent to a City Center

Unique Military Unit - General Infantry
Melee unit. Generate Influence on kills.

Unique Civilian Unit - Entrepreneur
A Great Merchant unique to the United States
Gained by spending Influence.
The amount of Influence needed increases for each subsequent Entrepreneur.
The specific Entrepreneur received is random.
Each Entrepreneur can only be received once.
Entrepreneur:

  1. Alexander Graham Bell - Get the Telephone luxury resource
  2. Andrew Carnegie - Build a free Rail Station
  3. Henry Ford - Build a free Factory
  4. Howard Hughes - Get a free Air Force Commander
  5. John D. Rockefeller - Build a free Oil Well
  6. Levi Strauss - Get the Blue Jeans luxury resource
  7. Roy Kroc - Get the French Fries bonus resource
  8. Thomas Edison - Get the light bulb luxury resource
  9. Walt Disney - Build a free Film Studio
  10. William Randolph Hearst - Get the Newspaper bonus resource

Associated Leader - Dwight D. Eisenhower

Associated Wonder - Gateway Arch
 
Civilization Overview:
The Bulgarian Empire emerged as a formidable power in southeastern Europe, particularly during the First and Second Bulgarian Empires. Known for their military might, cultural achievements, and the adoption of Orthodox Christianity, the Bulgarians created a unique blend of Slavic and Greek influences. Their empire fostered a golden age of literature, architecture, and art, symbolized by the development of the Cyrillic script and other cultural milestones.


Unique Ability:
Khan to Tsar:
Increased Attribute points to your Leader based on proximity to Leaders with more Attributes.


Attributes:
- Militaristic
- Cultural


Civic Trees:

Patria Onoguria
Tier 1:
Bonus Production on Farms, Pastures and Plantations. Unlock Dulo Clan Tradition.
Tradition – Dulo Clan: Commanders reduce Military Unit production cost when garrisoned in a City.
Tier 2: Increased Combat Strength for Cavalry Units against enemy Cavalry Units.

Prvo Tsarstvo
Tier 1:
Increased Combat Strength for Cavalry Units fighting in enemy territory. Unlock the Kavkhan Unique Commander Unit. Unlock Kanasubigi Tradition.
Tradition – Kanasubigi: Increased Happiness from Military Buildings in the Capital.
Tradition - Cyrillic Script: Additional Culture per Science building, and Culture adjacency bonuses for Happiness buildings.
Tier 2: The Library and other Culture-generating buildings gain a small Science boost. Increase settlement limit. Unlock Cyrillic Script Tradition.

Vtoro Tsarstvo
Tier 1:
Increased Movement for Army moving on neutral or friendly territory when packed with a Commander. Unlocks Orthodox Stronghold Tradition.
Tradition - Orthodox Stronghold: Additional Happiness from Happiness buildings and generate Gold if adjacent to Military buildings.
Tier 2: Increased Culture in Cities during Celebrations. Unlock the Round Church Wonder.

Zlatniyat Vek
Tier 1:
Increased Culture from Happiness buildings and increased Happiness from Culture buildings. Unlock the Literary School Tradition.
Tradition – Literary School: Increased Science per Specialist in Cities.
Tier 2: Reduced Specialist Happiness Maintenance cost in Cities following same Religion as Capital.

Unique Infrastructure:
Krepost:
Unique Quarter. Provides a free Fortification.
Literary School: Unique Cultural Building. Set number of Great Work slots. Increases Culture and Science adjacency bonuses when placed near a Temple.
Tsarkva: Unique Building. Happiness Base. Gives a set Culture yield for excess Happiness.

Unique Civilian Unit:
Kavkhan:
Unique Commander. Units in its Command Radius have Combat Bonus when attacking wounded Units.

Unique Military Unit:
Konnik:
Unique Cavalry Unit. Strong defensive bonus against Ranged Attacks. Reduced combat penalty from being wounded.

Associated Wonder:
Round Church:
Adds significant Culture and Science. Empire-wide Influence for every City following the same Religion as the city it was built in.
 
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Doing a bid at the Hittites. Online information on them is a bit sparse, but I've been able to piece together a concept based on Resource gathering and Worship.

Focus: Expansionist, Economic
Starting bias: Rough Terrain, Grassland.

Ability:
Arinnitta's Embrace: All Resources have +1 Gold on the map, and yield +1 Food if improved by a Rural District. Urban Districts gain +1 extra Adjacency from Resources.

Unique Military Unit:
Golden Spearman:
Unique Infantry unit. A Spearman that is 25% more expensive and is +50% stronger in Urban Terrain. (Rural Districts and Urban Quarters). If you have Horses, Copper or Iron, you can make a Chariot version of this unit ("Golden Spearman Chariot") with the same abilities.

Unique Civilian Unit:
Gal Mesedi:
Unique Commander. For each Promotion the Gal Mesedi has, give adjacent Infantry units and Chariots +10% Strength when attacking Fortified Districts.

Infrastructure
Huwasi:
(Hittite Standing Stone): Base Happiness. Adds Food for each adjacent Resource. Can only be placed on Rough Terrain.
Giškinti: (Sumerian for Smelter): Base Production. Adds Happiness to each copy of Iron, Gold, Silver and Copper assigned to the city. Can only be placed on Rough Terrain.
Kuntarra (Hittite word for Sanctuary): Unique Quarter created by building a Huwasi and Giškinti on the same tile. Every Unique resource improved by the Settlement adds +1 towards the next Celebration.

Associated Wonder
Yazilikaya:
For each different Resource assigned to a Town, reduce its upgrade cost into a City by 5%. All Towns can support +1 Resource. Must be placed on Rough Terrain, adjacent to a Resource.

Civics:

Labarna
Tier 1
: Unlocks the Huwasi unique building and the Ritual Pits Tradition. +1 Settlement Limit.
Tier 2: All improved bonus Resources have +1 added to their effects. Unlocks the Yazilikaya wonder,

Hapalki
Tier 1
: Unlocks the Giškinti building. All settlements can be assigned +1 extra resource. Grants a copy of Iron in the Capital.
Tier 2: Unlocks the Gifts of the Storm God Tradition. +1 Culture from each copy of Iron you have.

Edict of Telepinu
Tier 1
: Unlocks the Oath of Loyalty Tradition. All Gal Mesedi receive +10 XP. (Including those you recruit later).
Tier 2: Unlocks the Pankuš Tradition. +1 Settlement Limit.


Social Policies
Pankuš
: Towns have +1 Happiness per assigned resource, and Cities have +3 Happiness per assigned resource.
Ritual Pits: Clay Pits, Mines and Quarries give +1 Culture, but -1 Production.
Gifts of the Storm God: Empire Resources have their bonus modifiers increased by 50% per Age.
Oath of Loyalty: Infantry units have +4 Strength when in range of a Commander, all other units have +2 Strength if inside a Commander's range.

Act 2 Historical Paths: Turks, Georgians & Byzantines (if available). If none are in the base game, Mongols and Abbasids.

Cities:
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Doing a bid at the Hittites. Online information on them is a bit sparse, but I've been able to piece together a concept based on Resource gathering and Worship.

Focus: Expansionist, Economic
Starting bias: Rough Terrain, Grassland.

Ability:
Arinnitta's Embrace: All Resources have +1 Gold on the map, and yield +1 Food if improved by a Rural District. Urban Districts gain +1 extra Adjacency from Resources.

Unique Military Unit:
Golden Spearman:
Unique Infantry unit. A Spearman that is 25% more expensive and is +50% stronger in Urban Terrain. (Rural Districts and Urban Quarters). If you have Horses, Copper or Iron, you can make a Chariot version of this unit ("Golden Spearman Chariot") with the same abilities.

Unique Civilian Unit:
Gal Mesedi:
Unique Commander. For each Promotion the Gal Mesedi has, give adjacent Infantry units and Chariots +10% Strength when attacking Fortified Districts.

Infrastructure
Huwasi:
(Hittite Standing Stone): Base Happiness. Adds Food for each adjacent Resource. Can only be placed on Rough Terrain.
Giškinti: (Sumerian for Smelter): Base Production. Adds Happiness to each copy of Iron, Gold, Silver and Copper assigned to the city. Can only be placed on Rough Terrain.
Kuntarra (Hittite word for Sanctuary): Unique Quarter created by building a Huwasi and Giškinti on the same tile. Every Unique resource improved by the Settlement adds +1 towards the next Celebration.

Associated Wonder
Yazilikaya:
For each different Resource assigned to a Town, reduce its upgrade cost into a City by 5%. All Towns can support +1 Resource. Must be placed on Rough Terrain, adjacent to a Resource.

Civics:

Labarna
Tier 1
: Unlocks the Huwasi unique building and the Ritual Pits Tradition. +1 Settlement Limit.
Tier 2: All improved bonus Resources have +1 added to their effects. Unlocks the Yazilikaya wonder,

Hapalki
Tier 1
: Unlocks the Giškinti building. All settlements can be assigned +1 extra resource. Grants a copy of Iron in the Capital.
Tier 2: Unlocks the Gifts of the Storm God Tradition. +1 Culture from each copy of Iron you have.

Edict of Telepinu
Tier 1
: Unlocks the Oath of Loyalty Tradition. All Gal Mesedi receive +10 XP. (Including those you recruit later).
Tier 2: Unlocks the Pankuš Tradition. +1 Settlement Limit.


Social Policies
Pankuš
: Towns have +1 Happiness per assigned resource, and Cities have +3 Happiness per assigned resource.
Ritual Pits: Clay Pits, Mines and Quarries give +1 Culture, but -1 Production.
Gifts of the Storm God: Empire Resources have their bonus modifiers increased by 50% per Age.
Oath of Loyalty: Infantry units have +4 Strength when in range of a Commander, all other units have +2 Strength if inside a Commander's range.

Act 2 Historical Paths: Turks, Georgians & Byzantines (if available). If none are in the base game, Mongols and Abbasids.

Cities:
View attachment 709038
This is an interesting take and would work for sure.

For me, one of the most standout things about the Hittite cities (well, Hattusa and Sarissa really) is the surprising amount of (excellent) earthworks. Hence, I would have done a civ bonus based on hills/rough terrain: faster/cheaper building on rough terrain, increased adjacency for farms and mines in rough terrain.

Yazilikaya is per se probably the best wonder of the three that come to my mind. Yet, it's hard to see it as a glorious "building" on the map unless there is lot of artistic freedom. Hence, I tend to favor the Great Temple (or the whole upper city of Hattusa - both obviously also require artistic freedom, but I somehow have the feeling they would look less "fantastical" than Yazilikaya) or simply the Walls of Hattusa with their famous gates.
 
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I don't have a fully formed idea for Mexico yet, but since they were just confirmed, I sketched out some thoughts as to their uniques:

Mexico
Gameplay centered around celebrating Cinco de Mayo as often as possible.

UA - Cinco de Mayo
A more powerful Celebration.
Occurs in any Settlement founded by Mexico (or its predecessor civs from previous Ages), regardless if Mexico controls it, so long as the controlling civ is currently at peace with Mexico

UCU - Vaquero
A Merchant that generates Food and Happiness based on the number of Farms and Pastures in the connected Settlements

UMU - Coyote
Scout that ignores closed borders. Can attack or be attacked without generating grievances or triggering a war. Generates Happiness on kills and pillaging.

Infrastructure
UQ - Pueblo
UD1 - Cantina: Happiness base. Happiness adjacency with Vineyards.
UD2 - Taquería: Food Base. Happiness adjacent with Farms and Pastures
 

Norse

Attributes:
Militaristic
Culture

Unique Ability:
Viking Age - Land Units don’t get movement penalties when Embarking/Disembarking from Navigable Rivers and Coastal tiles. Steal a Relic (or other type of Great Work) whenever you Pillage a building containing one.

Civic 1: Old and New Faith
Tier 1:
Unlock the Runestone Unique Improvement.
Tradition: Gain Culture whenever a Land Unit dies.
Tier 2: The Runestone Unique Improvement gets Happiness from adjacent buildings with a Relic (or other type of Great Work) slotted in. Unlocks the Heddal Stave Church Wonder.

Civic 2: Sea Raiders
Tier 1:
Land Units receive increased Combat Strength against Fortification adjacent to Navigable Rivers and Coastal tiles.
Tradition: Increased Gold from Pillaging.
Tier 2: Embarked units have increased Movement on Navigable Rivers and Coastal tiles.

Civic 3: Merchant and Settlers.
Tier 1:
Gain an additional Trade Route.
Tradition: Towns receive Food when you’re at War.
Tier 2: Increased Settlement Limit.

Unique Improvement:
Runestone -
Culture base. You gain Culture when you Pillage in the Homeland, Gold when you Pillage in the Distant Lands. Must be placed on a flat tile. One per Settlement.

Unique Military Unit:
Jomsviking - Can move after Pillaging. Has increased Combat Strength when damaged.

Unique Civilian Unit:
Viking - Unique Great Person Unit. Can only be built in Cities with a Runestone, and the specific Viking received is random. Each Viking can only be received once. Cost increases per Viking built.

- Erik Thorvaldsson - Activated on an eligible Settlement location in Distant Lands to create a new Town.
- Leif Erikson - Activated on an eligible Settlement location in Distant Lands to create a new Town. Ignores movement penalties from Deep Water tiles.
- Lagertha - Activated on a Commander with a set number of empty slots to grant the Commander a set number of Infantry Units.
- Ragnar Lodbrok - Activate next to a Quarter or City Center on a Navigable River, River, or Coastal tile to destroy all Fortification.
- Harald Hardrada - Activated next to a Navigable River, River, or Coastal tile to Pillage all non-Fortified adjacent tiles.
- Egill Skallagrímsson - Create two random Relics.
- Palnatoke - Activated on a Commander to grant them a free Promotion.
- Rollo - Activated next to a City-States’ unit to Levy it. 2 Charges.
- Bolli Bollason - Activated in an Independent Power's Territory to gain Gold, gain more Gold in the Distant Lands.
- Gunnar Hámundarson - Heal all adjacent Land Unit.

Associated Wonder:
Heddal Stave Church - 2 Relics slots, Spawn a random Relic. Culture Base.

Starting Biases:
Coastal
Navigable Rivers
 
Tossed together a Byzantium concept I'm rather happy with after our peek at Religion last week:

Byzantium - Exploration Age Civilization

Unique Ability:

Councils of Nicaea: Select a Reliquaries belief immediately upon founding your Religion. Additional Influence from Relics.

Attributes:
  • Militaristic
  • Diplomatic
Civic Trees:

Primus Inter Pares
  • Tier 1: Increased Garrison Strength in the Holy City. Unlocks the Domed Church building.
  • Tradition - Oikoumene: Levied and Cavalry units have increased Combat Strength against Fortified Districts in foreign Cities following your Religion
  • Tier 2: Additional Influence from Happiness Buildings in the Holy City. Unlocks the Hagia Sophia.
Themata
  • Tier 1: Increased Settlement Capacity. +1 Food on Farms and Plantations. Unlocks the Theodosian Wall building.
  • Tradition - Varangian Guard: Levied units have additional Combat Strength when their origin City State follows your religion.
  • Tier 2: Garrisoned units add a small amount of Happiness, Garrisoned Commanders add a medium amount of Happiness.
  • Tradition - Pronoia: Increased Influence towards the Levy Unit action. Increased Gold towards purchasing Cavalry. Lowered maintenance cost for Levied units and Cavalry.
Orbis Romanus
  • Tier 1: Increased Settlement Capacity. Gain Culture in the City Center of the Holy City for each active Trade Route and Treasure Fleet.
  • Tradition - City of Wealth: Additional Influence from Imported Resources. +1 Combat Strength to Levied and Cavalry units for every two Empire Resources.
Unique Infrastructure

See: Unique Quarter. If a City, this Settlement converts to your founded religion and gains the bonuses of a Holy City.

Domed Church: Unique Happiness Building. Happiness adjacency from Quarters. Unlocks the ability to found a Religion, and has an additional Relic Slot.

Theodosian Wall: Unique Influence Building. Fortifies a District like a wall, but takes up a building slot. Generates a small amount of additional Influence when a unit is Garrisoned, or a large amount when a Commander is garrisoned.

Unique Military Unit

Tagma:
  • Unique Cavalry unit.
  • Bonus Combat Strength for every two adjacent Levied units. This bonus is for every adjacent Levied unit while Garrisoned.
Unique Civilian Unit

Strategos:
  • Unique Army Commander unit.
  • Gains a Missionary Charge when trained and when promoted.
  • Command radius increases by one while Garrisoned.
Associated Wonder:

Hagia Sophia: +100% Production towards Happiness buildings. Happiness buildings provide a Culture adjacency to all other buildings in Cities.
 
Byzantium - Exploration Age Civilization

Got some free time, so I figured I might as well put together a run-down on the choices here. An artist's statement of sorts, going through the concept ability by ability.

Attributes:
  • Militaristic
  • Diplomatic

I'm starting here to get across the general intention of the design. Eastern Rome has a lot of different directions you could take it, but I settled on a religious warfare focus because that's perhaps what it is most famous for and it's also the direction the developers have taken in the past. There is some extra flexibility, though, now that Faith is no longer its own yield or attribute. In VII, Religion is tied to Happiness, which itself seems to be somewhat tied to the Diplomatic attribute (based on Norman.) The added flexibility of unique civics and policy cards was already something I wanted to use to represent the importance of Byzantine bureaucracy and foreign relations, so that in addition led to me to pick Diplomatic over Cultural, Economic, or Expansionist. The concept leans into this by encouraging you to befriend City States and levy their armies in order to fight your strongest opponents: other players. I also wanted to make sure that the Militaristic abilities have offensive and defensive uses, because I like versatility and Byzantium has famously experienced a lot of both. Such bonuses will also prove useful if the AI is any better at bullying you back this game.

Councils of Nicaea: Select a Reliquaries belief immediately upon founding your Religion. Additional Influence from Relics.

While the focus of the civ isn't going to be wholly cultural, given the Cultural Victory ties to the Religion system in VII and the vastness of Byzantine culture and traditions, I figured roping the Exploration Great Works into things wouldn't hurt. Named for councils which clarified the practices of Christian Orthodoxy, this ability lets you define your own Religion faster. Byzantium is famous for its religious artwork and of course collected actual relics, so it's thematically appropriate for your free belief to be a Reliquaries belief specifically. The Influence from Relics is mostly just a gameplay deal to tie things together, but having enhanced relics is appropriate enough and one could probably argue the Empire's vast cultural wealth affected foreign relations.

Domed Church: Unique Happiness Building. Happiness adjacency from Quarters. Unlocks the ability to found a Religion, and has an additional Relic Slot.

Unfortunately couldn't come up with a much better name, Basilica was already taken by Rome Rome and none of the defining features of the layout of Orthodox churches made for satisfying names. The dome is important and recognizable, so we're calling the unique church the Domed Church. I don't want to talk about it. The Happiness from Quarters is because placing it in the center of an urban area makes it easier to access and draws more patrons. They contain both religious artwork and literal relics, so the relic slot goes on top.

Theodosian Wall: Unique Influence Building. Fortifies a District like a wall, but takes up a building slot. Generates a small amount of additional Influence when a unit is Garrisoned, or a large amount when a Commander is garrisoned.

This one's a bit on the weirder side, but hear me out. The Theodosian Walls are of course very famous and recognizable, and they get across the theme of a civilization focused on preservation. It becomes an Influence building not only because gameplay mechanics, but because as a defensive building and a show of power they represent Byzantine foreign relations. Making yourself a difficult target gives you extra sway with your neighbors. The Garrison bonus is an extension of this: if the walls are intimidating to your neighbors, the walls patrolled by your elite forces are even more so.

There's also a little bit of inefficiency in placing it together with the Domed Church, which I think is something the devs want: for there to be ups and downs to choosing to build your Unique Quarter over maximizing the use of the buildings. You want the Domed Church at the heart of your city, but strong walls you are encouraged to garrison would serve you better on the edges, so you can actually keep people out of your cities with them.

See: Unique Quarter. If a City, this Settlement converts to your founded religion and gains the bonuses of a Holy City.

A See is the jurisdiction of a religious authority, but can also refer to the specific area in which that authority lives. The idea made a little more sense when the Theodosian Wall was going to be a bureaucratic building, but I still think the combination works: religious infrastructure + large dedication to defense of the infrastructure that is also a source of influence which retroactively indicates a level of importance of the area = seat of religious power in the area.

The bonus is based on an idea that will come up later in the civics, one which is very important to the Orthodox church: while there is a sort of Pope equivalent who focuses on relations between churches, the Ecumenical Patriarch, he doesn't have any special authority over the other Archbishops. All Archbishops, in theory, have equal power. Thus, by creating a center of religious power in an area, that area gains the same authority as your original center of religious power. This also somewhat ties into your domination abilities, letting you create religious as well as defensive strongholds in the lands you take.

Primus Inter Pares
  • Tier 1: Increased Garrison Strength in the Holy City. Unlocks the Domed Church building.
  • Tradition - Oikoumene: Levied and Cavalry units have increased Combat Strength against Fortified Districts in foreign Cities following your Religion
  • Tier 2: Additional Influence from Happiness Buildings in the Holy City. Unlocks the Hagia Sophia.

"Primus Inter Pares" is the concept behind the See ability. It's a phrase pertaining to the Ecumenical Patriarch meaning "first among equals." By researching it, you gain influence and strength in your center of religious authority, which becomes centers once you get your infrastructure online. Your capital came first, and is likely your most important city, but all of your other religious strongholds are its equals and are treated as such.

Oikoumene is the Greek term spelled Ecumene in American English, from which we get "Ecumenical Patriarch" (hence its place in this Civic.) It referred to the known world in antiquity, but became a way of describing the global Christian community over time. For civ, this felt like a good spot to bring back VI's bonus towards conquering cities following your religion. They're a part of your Ecumene, so why shouldn't they be part of your empire?

Themata
  • Tier 1: Increased Settlement Capacity. +1 Food on Farms and Plantations. Unlocks the Theodosian Wall building.
  • Tradition - Varangian Guard: Levied units have additional Combat Strength when their origin City State follows your religion.
  • Tier 2: Garrisoned units add a small amount of Happiness, Garrisoned Commanders add a medium amount of Happiness.
  • Tradition - Pronoia: Increased Influence towards the Levy Unit action. Increased Gold towards purchasing Cavalry. Lowered maintenance cost for Levied units and Cavalry.

Themata, romanized (an ironic word in this context) as Themes, were the Byzantine system of dividing military and administration into different regions. Efficient systems of managing land increase the capacity of your empire to hold land, so it boosts the Settlement Capacity. This also felt like a good place to sneak in a farming bonus, which is honestly an idea you could build an entire, less aggressive Byzantium concept around. The Theodosian Wall is just a thematic choice here: you're figuring out methods of controlling land, here's a tool to defend it. More on the military side of Themes, we have our near-mandatory reference to the Varangian Guard. Given the Diplomatic-Militaristic focus I settled on, bonuses towards levied units were a given, and the Guard is the poster child of foreign soldiers in the Byzantine army.

Tier two is an increased focus on controlling and defending your Themes. Defending your cities now makes your people happier, and Pronoia (a system of collecting funds from late Byzantium) lets you raise up an army and keep it running quickly in a pinch. This tier isn't mandatory on the offense, but once you've got the settlement count you want or an enemy starts marching towards you, you'll likely want to pick it up.

Orbis Romanus
  • Tier 1: Increased Settlement Capacity. Gain Culture in the City Center of the Holy City for each active Trade Route and Treasure Fleet.
  • Tradition - City of Wealth: Additional Influence from Imported Resources. +1 Combat Strength to Levied and Cavalry units for every two Empire Resources.

Representing the global influence of the Eastern Roman Empire, this civic is where I get to include a reference to the Silk Road! Byzantium was its last stop, after all. Several Emperors attempted to style Constantinople as a bastion of wealth, so let's roll those ideas together! You get culture from being a trade hub in all cities with religious infrastructure, and with the City of Wealth tradition active you get political influence from obtaining resources and your primary units get stronger the more wealth you amass in your Capital.

Unique Civic Trees

The Civic Trees are mostly combat bonuses, and this was intentional. Your military is how you keep your empire expanding in your good times and surviving in bad times, and the Byzantine systems of bureaucracy were a large part of why the Empire stood for so long. Add on the fact that it's nice to have some versatility, and activating the war machine being something you have to dedicate your government to just feels right.

Tagma:
  • Unique Cavalry unit.
  • Bonus Combat Strength for every two adjacent Levied units. This bonus is for every adjacent Levied unit while Garrisoned.

I considered the Dromon as a way to bring in the navy (fitting for Exploration) and show off Greek Fire, but come on, it's the Tagma! It's also much easier to use them to defend against assaults on your cities than boats, which is something Byzantium should be able to do. Though Greek Fire would be a great Tradition a'la the Mayan Miracle of the Twins, if there was room. The levied unit bonus is partially to encourage levies further and partially to give you an advantage when you have control over positioning on the battlefield, such as when you're setting up a settlement to defend from an oncoming attack.

Strategos:
  • Unique Army Commander unit.
  • Gains a Missionary Charge when trained and when promoted.
  • Command radius increases by one while Garrisoned.

A merchant or missionary could have been fun, but a Commander felt the most synergistic with the rest of the kit and with the sources of inspiration for the rest of the abilities. Strategoi were of course deeply connected to the Theme system, so it synergizes with the Themata civic through better capabilities to hold cities, encouraging you to make use of the Theodosian Wall and Themata tier 2 bonuses. The Missionary Charge is just religious flavor, for funsies. Helps to speed up conquest if you have Oikoumene slotted and further connects religious and militaristic abilities. A unique commander with special gameplay also makes a Rome -> Byzantium route fun: special commanders all the way! All around, it's a nice little microcosm of the greater idea of this civ concept: a Religious and Militaristic civ that tries to develop and defend the land it takes.

Hagia Sophia: +100% Production towards Happiness buildings. Happiness buildings provide a Culture adjacency to all other buildings in Cities.

Religious wonders are a bit less useful now that Religion is primarily an Exploration deal, so for the Hagia Sophia (the obvious pick for Byzantium) we're looking at the building itself! While it's known for its religious influence, the Hagia Sophia is also a marvel of Byzantine architecture that was greatly influential in that field. Thus, building the Hagia Sophia influences religious architecture throughout your civ, making it faster to build those religious buildings and giving them additional cultural impact. This wonder will be nice for civs that like to build up Specialists and Happiness, being a strong pick for the Enlightenment victory condition. I considered associating it with Relics, but the House of Wisdom already took that niche.

Overall, Byzantium uses bureaucracy to convert and establish roots in the lands it finds itself in, making allies with the little fish to beat back the big fish before they dare to so much as LOOK at your beautiful cities. If worst comes to worst, these bonuses are just as strong when you're on the back foot. You can hunker down and chase the Cultural victory path knowing your walls and allies can keep you safe while you get a head start on Relics, establish your strongholds in the Distant Lands to get the Domination victory path, or even make use of the Hagia Sophia and the extra yields you can get on your Theodosian wall from your Commanders to take a shot at the Enlightenment. While you don't get any bonuses towards doing it, getting Distant Land resources under your control can help boost your civic bonuses even further.
 
Leader: Prester John

Ability: The Habitation of the Blessed
Prester John's civilizations always start in the Distant Lands
Cannot send out Treasure Fleets, but can capture them.
Settlements founded in Distant Lands only count as one towards Victory Conditions

(The kingdom of Prester John was at various times speculated to be in India, Ethiopia, or even the Americas)
 
Canada
Age of Exploration civ.

Take advantage of your Couriers de Bois for early access to resources in dangerous wilderness. Protect your trade routes through your Colonial Militia, as well as your connections with the minor civilizations already present in the land.

Unique Ability - Networking
Spend Influence on a minor civilization to create a Courier de Bois. If you have a Trade Route connected to a minor civ, you can levy military units from them even if you are not their Suzerain.

Unique Trader - Courier de Bois
Replaces the Trader. Can be purchased in settlements/cities with gold, or from minor civilizations with influence.

Instead of going directly between settlements, you may route a Courier de Bois between settlements and an unclaimed luxury resource on the map. (Your route may incidentally pass through other resources but your Courier de Bois can only claim 1 of them).
No distsance limits but trade route produces less gold the further it has to go (and the Courier de Bois will be more vulnerable to pillaging!)
Trade routes give the usual benefits, plus:
* If routed between two of the player's settlements, they gain additional food (or gold for a town)
* If routed to a major civilization's cities, Canada gains additional Happiness if the other player did not have a copy of the resource, and the other player gains additional Culture and a copy of the resource.
* If routed to a minor civilization's, Canada gains favor with the minor civ per turn.
If a Courier de Bois is pillaged the raiding civilization gains a copy of the resource for 10 turns.

Unique Military - Colonial Militia
Melee infantry designed for the wilderness. Ignores terrain penalties as long as it is within 1 tile of an active trade route or settlement (including minor civs allied with Canada). Combat bonus when fighting near

Unique Infrastructure
Felting Workshop.
Culture base. Gain a bonus every time a Courier de Bois completes a trade route to this city.
Trapping Station. Rural improvement that can only be established on a navigable river. Creates a copy of the luxury resource Beavers under it. Limit 1 per settlement. Courier de Bois can claim Beavers.

Associated Leader - Samuel de Champlain

Gain bonuses for discovering new resources.

Associated Wonder - Hudson's Bay Company
Trade routes connected to this city do not experience a distance penalty to gold. Gain Influence per turn for every unique resource connected via trade route.

Nice to see a Canada which is not based on snow tiles and hockey stadiums.

Question: how many beaver resources must I secure in the Antiquity Age to unlock these Canucks?
 
It's too late to post it now, but I've completed a Berber design for Exploration that I'll post tomorrow.
 
Unfortunately couldn't come up with a much better name, Basilica was already taken by Rome Rome and none of the defining features of the layout of Orthodox churches made for satisfying names. The dome is important and recognizable, so we're calling the unique church the Domed Church.
You could go with Basiliké, which is the Greek way of saying Basilica.
I considered the Dromon as a way to bring in the navy (fitting for Exploration) and show off Greek Fire, but come on, it's the Tagma! It's also much easier to use them to defend against assaults on your cities than boats, which is something Byzantium should be able to do. Though Greek Fire would be a great Tradition a'la the Mayan Miracle of the Twins, if there was room. The levied unit bonus is partially to encourage levies further and partially to give you an advantage when you have control over positioning on the battlefield, such as when you're setting up a settlement to defend from an oncoming attack.
I mean technically Tagma could be a great Tradition too. You already had Varangian Guard as a civic, which were one of the most well known tagma. :p
I'm just partial to Dromons and Greek fire being shown in game.
A merchant or missionary could have been fun, but a Commander felt the most synergistic with the rest of the kit and with the sources of inspiration for the rest of the abilities. Strategoi were of course deeply connected to the Theme system, so it synergizes with the Themata civic through better capabilities to hold cities, encouraging you to make use of the Theodosian Wall and Themata tier 2 bonuses. The Missionary Charge is just religious flavor, for funsies. Helps to speed up conquest if you have Oikoumene slotted and further connects religious and militaristic abilities. A unique commander with special gameplay also makes a Rome -> Byzantium route fun: special commanders all the way! All around, it's a nice little microcosm of the greater idea of this civ concept: a Religious and Militaristic civ that tries to develop and defend the land it takes.
I would have personally chosen a Patriarchate, which would fit by creating them in a See, but I'm not entirely sure what they would do.
 
BERBER
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Focus
: Militaristic, Economic
Starting Bias: Desert, Rough Terrain
Unlock Conditions:
> Play as Rome
> Play as Egypt
> Found three Settlements on Desert.

Description:
The Berber people, known endemically as Imazighen are the original inhabitants of the Maghreb region in Northen Africa, corresponding to present-day Tunisia, Algeria and Morocco. Descended from the ancient Numidians, they were a semi-nomadic people that formed loose confederations. With their lands stretching from the Atlas mountains to the nothern Sahara desert, with many trade hubs for routes between Europe, Egypt and Africa, they were able to flourish as merchants, caravan guards and occasionally, raiders and pirates. The Berber empires reached their peak between the 11th and 15th centuries, when the powerful Almoravid dynasty rose to power in present-day Morocco and the Emirate of Cordoba blossomed into the powerful Caliphate of Al-Andalus. The Barbary Coast became a hub for corsairs and pirates. However, the life of a conqueror and raider doesn't leave one with many friends, and eventually the Berbers empires became entangled in too many wars and were defeated by the Portuguese, Spanish, Ottomans and French. By the 17th century, only the Kingdom of Morocco remained as a Berber state, though the tribal confederations have persisted to this day.

Ability: Funduq
Settlements on Desert receive +1 Food and +1 Production and start with the Trade Outpost specialization. All Trade Outposts extend trade range by +50% more than normal.
+50% Production towards the Aït Benhaddou Wonder.

Associated Wonder: Aït Benhaddou
Adds +2 Culture to Quarters in this City, and +1 Gold to Quarters in all other Settlements. Quarters receive a +25% bonus to all yields. Must be placed on a Rough Desert tile.

Unique Military Unit: Bedouin Raider
Cavalry unit with a range attack. Can pillage adjacent tiles and doesn't lose movement when pillaging.

Unique Civilian Unit: Marabout
Missionary unit that can establish roads. Whenever a Marabout converts a city connected to your capital via a road, receive Gold per converted follower for every road tile on the connection. (small amount and repeatable).

Unique Quarter: Kasbah.
Requires a Ghorfa + a Souq. Kasbahs count as Fortifications. As long as their Fortification bonus stands, add +1 Food and +1 Gold to all Open or Rough Desert terrain tiles in range.

Unique Building 1: Ghorfa
Warehouse building. Base Food. Adds Food on adjacent Rural Districts (and double if they're on Desert). Must be placed adjacent to a Rural District.

Unique Building 2: Souq
Economic Building. Base Gold. Adds Gold and Culture for every 3 unique Resources assigned to its Settlement. Must be placed adjacent to an Urban Quarter.

Unique Technologies:

TIFINAGH
  • Tier 1: Unlocks the Souq building and Ribat tradition. +1 Trade Limit
  • Tier 2: Unlocks the Aït Benhaddou Wonder. Cities with a World Wonder receive +1 Culture on City Halls for each passing Trade Route.

FOGGARA
  • Tier 1: Unlocks the Ghorfa Building. Farms on Desert receive +1 Food
  • Tier 2: Unlocks the Agadir Tradition. For the rest of the game, Warehouse buildings are 50% cheaper.

ZAOUIA
  • Tier 1: Unlocks the Marabout Civilian unit. Receive a free Marabout after you build your first Temple (if you already have a Temple, receive a free Marabout).
  • Tier 2: Unlocks the Tariqah tradition. Marabouts now yield Culture as well as Gold whenever they convert.

GHAZWA
  • Unlocks the Bedouin Raider Military unit. For the rest of the game, increase pillaging yields by +2 or by 25%, whichever bonus is higher.
  • Unlocks the Barbary Corsair tradition. +25% Gold and Production towards Naval units in Coastal settlements.
Traditions:

  • Agadir: Buildings with Base Food add to Fortification Strength, if their tile is Fortified. The bonus to Fortification is equal to the amount of Food generated by the building.
  • Barbary Corsairs: Whenever one of your naval units defeat another Naval unit, receive Gold equal to 25% of the defeated unit's production cost.
  • Ribat: +1 Gold for every Fortified District you own. +1 Gold for every Town with the Trade Outpost and Hub Town specializations.
  • Tariqah: Civilian units can be bought in Towns, and are 33% cheaper to buy.
Act 3 Paths
  • French Empire: Historical choice as the Maghreb became a French colony for several centuries
  • Mughal India: Muslim empire forged in similar terrain, seems like a natural continuation that would suit the Berbers more than Buganda.
  • If they're added: Ashanti, Nigeria, Turks

City List: (Non-Capital cities in Alphabetical Order)

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Note: because the Berbers don't have a clear historical path (the strings I had to pull here to make it work), I would recommend an associated leader here. Sayyida al-Hurra and Hayreddin Barbarossa can both bring out a corsair flavour that doubles down on the Economic and Militaristic traits, while Dihya is a more traditional choice that compliments the already existing bonuses towards Culture and Expansion. Finally, someone associated with the Berber Caliphates as a sage or monarch (like Averroes or Ahmad al-Mansur) could also work.
 

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Bedouin are Arab pastoralists from the Arabian Peninsula, they're not the greatest choice for a Berber unique unit when there are better options from the Berber people themselves.

Besides, don't they make more sense as an Antiquity civ?
 
They could technically fit in all three era's. Kasbahs are their Big Identifiable Feature however and those are definitely an Exploration or Modern thing. Antiquity Berbers should just be the Numidians or Garamantes and Modern Berbers can be called Morocco. (Technically but not practically, because you need to come up with SO MANY uniques for even one era. Conceivably I think the only Civs you can successfully theorycraft with online sources across all three era's are Japan and China. Everyone else just runs out of source material (I do not count the Mughals as exclusively Indian, but more as a blend between Indian, Mongol and Persian))

Putting The Berbers anywhere but Exploration wasn't really a decision for me - it's the era where they actually had empires, and fairly significant ones too. It also allowed me to design a Civ with a Mil/Eco focus that mirrors and contrasts with the Songhai, another Mil/Eco Exploration Civ: The Songhai are all about attacking others while protecting their trade. The Berbers are all about defending themselves and turtling while disrupting trade. The Songhai are also a river civ, so I made the Berbers focus on settling in barren terrain and making the most of it.

Bedouin are Arab pastoralists from the Arabian Peninsula, they're not the greatest choice for a Berber unique unit when there are better options from the Berber people themselves.

It's definitely the part of the design I'm the least fond of, yeah. Bedouins do exist in the Maghreb though (I checked). Several of the Amazigh tribes arabized after the Muslim conquest and called themselves "Bedouin". Most of my muslim colleagues are of Moroccan/Algerian descent, and they all identify as both Berber and Arabic (to various degrees).

I did try to look for alternatives but couldn't really find one that fit the mould for what I was looking for. Tuareg Raider runs into the same problem, ultimately.

The closest I came to a good alternative were the méharistes, which were camel regiments used by the French back when Algeria was a colony of theirs (and I couldn't find any records of the méharistes predating the French colonial rule- but I also didn't consult French-speaking sources for this purpose)

There's also this term I encountered on the Ribat Wikipage:
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The problem is that I already used "Murabitun" as the Civilian unit (the Marabout) so I couldn't use them a military unit. That's the pain of designing Civ 7 Civs (currently experiencing a LOT of pain looking up what the Phoenician word for "Commander" is, um light spoiler).)

Finally, there's also the Corsair which could function as a UU. I personally prefer piracy and raids as more of a social policy/tradition thing (see also Ghazwa, which is the Berber/Arabic term that inspired the word "Razzia"), and not a UU thing, for this Civ at least. (it's different for the Ottomans as they specifically hired Corsairs for raiding as a specialized part of their navy)



Oh and I do mention it in this post but I think the natural path for a Berber Civ should be Rome/Phoenicia => BERBER => Ottomans/[West African Civ That The Songhai Should Evolve Into]. Hopefully those alternatives get added soon.
 
To my mind, the true Berbers would be Antiquity: the Garamantes, Mauretanians and Numidians. After the Islamic conquests they were significantly Arabised; so I see post-Islamic North African states more as a unique Berber-Arab blend (like you do with India as a Turco-Perso-Indo(NOT Mongol) blend).

For a Antiquity Berber civ, the obvious choice would be Mounted Javelineers. A Corsair unit would of course be the perfect choice for an Exploration civ.

The problem is that I already used "Murabitun" as the Civilian unit (the Marabout) so I couldn't use them a military unit.
Relevant factoid: the Almoravids are also named after that (al-Murabitun).

Oh and I do mention it in this post but I think the natural path for a Berber Civ should be Rome/Phoenicia => BERBER => Ottomans/[West African Civ That The Songhai Should Evolve Into]. Hopefully those alternatives get added soon.
For me the ideal pathway would be Berbers -> Andalus -> Morocco (Morocco was a formidable power for part of the timeline covered by the Modern Age; see the reigns of Ismail ibn Sharif and Muhamad III (the latter is known for being the first foreign leader to recognise the United States))
 
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