Design a civ using known Civ VII mechanics

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))
I'd personally associate Kasbah's and Souqs with Morocco/Arabian than strictly it being Berber. Souq more because that term does come from the Middle East.
For a Antiquity Berber civ, the obvious choice would be Mounted Javelineers.
Numidian Cavalry would be my pick too.
 
Trying to think up a Bohemia civ, sorta based around Prague's late Renaissance cultural peak as HRE capital (I suspect some will dislike that as it's not it's fully independent era) with a Scientific and Diplomatic core based around generating science, culture and influence from tall home continent cities. Not too sure on a number of aspects yet, including it's wonder: Either Prague Castle for being such a grand landmark and of the era best, or the Prague Old Town Hall/Astronomical Clock for being iconic and fitting the tech focus? Anyway, for a leader I decided upon one of the more interesting figures of the age very connected to Prague, Rudolf II of the HRE, the oddball emperor devoted to the arts and sciences, including a major focus on alchemy and the occult.

**Leader:** Rudolf II

**Agenda:** The Occultist King – Major increase in relations to civs who discover techs and civics he hasn’t. Moderate decrease in relations to civs lagging behind others in tech and science.

**Ability:** Kunstkammer – Science buildings provide a culture adjacency and culture buildings a science adjacency, both when in completed quarters, and specialists in them have reduced maintenance.

**Attributes:** Scientific and Cultural
 
Since we've gotten confirmation from the devs that Specialists normally can't be placed in Towns, I've been thinking about which theoretical Civ would have the ability to circumvent that. The concept of urban settlements that nevertheless are beholden to send resources to a bigger urban settlement reminded me of the system of Aztec tributaries, which doesn't fit neatly into VII's Town/City dynamic. It was made up of City States (definitely Cities in Civ VII language) that supplied the most powerful City State (the role of Towns in Civ VII language.) The ideal representation would be a Tenochtitlan civ that can only have one city but has super unique annexation mechanics a'la Civ 5 Venice, but to keep it simple(ish) and the name marketable, giving Towns more City abilities to represent Cities that act like Towns should work just fine!

I'll save the WHOLE spiel for my "writer's statement," but with that in mind, I set out a few bits of gameplay I wanted to encourage:

- Seek out terrain with resources and fresh water (fits for Exploration, vaguely reminiscent of the founding myth of Tenochtitlan)

- Build up high building adjacencies and boost them further with Specialists. (Aztec city states had very involved city planning)

- Bully Independent Powers (as morbid as it is, the Flower Wars are one of the closest things we have to the concept of grinding IP units a'la Civ 6 Gorgo in actual history)

So, here we are:

Aztec - Exploration Age Civilization

Unique Ability:

Chinampa: Can create Urban Districts on Lakes. Specialists can be placed in Towns and have +25% yield on Fresh Water.

Attributes:
  • Militaristic
  • Expansionist
Civic Trees:

Triple Alliance
  • Tier 1: Increased Settlement Capacity. The Pochteca unique Merchant is not affected by movement penalties in your territory. Unlocks the Tianquiztli building.
  • Tradition - Pipiltin: Additional Gold and Culture on Specialists.
  • Tier 2: +10% Happiness and Food in the Capital. -20% Happiness and Food in other Cities.
Altepetl
  • Tier 1: Increased Settlement Capacity. Additional Food on Improved Resources. Unlocks the Telpochcalli building.
  • Tradition - Tribute Collectors: +20% Gold and Food in Towns.
  • Tier 2: The Calpulli unique Quarter provides Adjacency to all buildings.
Flower Wars
  • Tier 1: Bonus War Support against Independent Powers and City States.
  • Tradition - Sacrificial Captives: Gain Culture and Gold equal to 50% of the Combat Strength of defeated units. This bonus is doubled against Independent Powers and City States.
Cult of Huitzilopochtli

  • Tier 1: Additional Resource Slot in the Capital. Unlocks the Templo Mayor.
  • Tradition - Gifts for the Tlatoani: Resources provide additional Happiness.

Unique Infrastructure

Calpulli: Unique Quarter. Maintenance cost of Specialists is halved in this Settlement. Generates Food from excess Happiness.

Tianquiztli: Unique Gold Building. Gold adjacency from Quarters owned by Cities. Increased Resource Capacity in this Settlement.

Telpochcalli: Unique Happiness Building. Happiness adjacency from Quarters owned by Towns. +10% Gold to Purchasing units in this Settlement.

Unique Military Unit

Eagle Warrior:
  • Unique Infantry unit.
  • Converts defeated Civilian units to your control.
  • Lower base Combat Strength, but receive Combat Strength for every two Resources in the Capital. This bonus for every Resource against Independent Powers and City States.
Unique Civilian Unit

Pochteca:
  • Unique Merchant unit.
  • Using the Create Road action on a Town grants a copy of a random Resource present in the Town. The copy counts as an Imported Resource.
Associated Wonder:

Templo Mayor: Adds Happiness. Grants a free Civic when a Celebration is triggered.
 
Alright, step by step explanation time!

  • Militaristic
  • Expansionist

I don't really need to explain Militaristic, but Expansionist did have some competition. An Aztec civ could be Cultural, especially to tie into Religion, Diplomatic with complex Independent Power mechanics, or even have a Resource focus and be Economic. However, I wanted to focus on population and urban development here, so Expansionist was the path to take.

Chinampa: Can create Urban Districts on Lakes. Specialists can be placed in Towns and have +25% yield on Fresh Water.

I'm stretching the concept quite a bit to make this work, but please hear me out. Chinampa were artificial islands, mostly for agricultural purposes, yes, but the urban population of Tenochtitlan was within a lake too, so if we use Chinampa to generally represent Aztec expansion onto lakes, it fits? If we make that stretch, then, we can pull it out a bit farther to make your urban population more effective on Fresh Water. The easy access to water made for a quite sanitary society for the time, with accounts claiming that most citizens bathed at least once per day. Wouldn't those urban citizens be more happy and effective than in inland Europe?

There's probably a different term that could more directly reference urban life on fresh water, but I don't have one on hand and Chinampa is a more well-known term, so I'm sticking with it for now. Personally, as long there's building on lakes, I'm happy.

Calpulli: Unique Quarter. Maintenance cost of Specialists is halved in this Settlement. Generates Food from excess Happiness.

Tianquiztli: Unique Gold Building. Gold adjacency from Quarters owned by Cities. Increased Resource Capacity in this Settlement.

Telpochcalli: Unique Happiness Building. Happiness adjacency from Quarters owned by Towns. +10% Gold to Purchasing units in this Settlement.

Tianquiztli is the Nahuatl term for a marketplace. As collecting Resources in the capital is going to be a theme here, we're using it to represent the movement of resources in your empire. It's more effective in or adjacent to your fully fledged cities (or maybe just your Capital, Augustus of Tenochtitlan...) but provides a Resource Slot and is needed for your Unique Quarter.

Telpochcalli were Aztec schools in commoner neighborhoods, providing some basic religious instruction while focused mostly on military training. They're more effective in your towns, which are less wealthy than your cities, and make it easier to quickly raise an army from the area.

Calpulli were districts of commoner housing in Aztec cities, in charge of governing their local areas (including Telpochcalli schools) and organizing tributes. By building a commoner school and infrastructure to collect resources, you have the things a Calpulli should govern: thus, you create a Calpulli. This closer governance helps to satisfy the urban population's needs and generate additional tribute from a satisfied population. However, this infrastructure comes at the same cost of most Unique Quarters: you don't necessarily want to build both of the buildings, let alone in the same place.

Triple Alliance
  • Tier 1: Increased Settlement Capacity. The Pochteca unique Merchant is not affected by movement penalties in your territory. Unlocks the Tianquiztli building.
  • Tradition - Pipiltin: Additional Gold and Culture on Specialists.
  • Tier 2: +10% Happiness and Food in the Capital. -20% Happiness and Food in other Cities.

The Aztec Empire was led by an alliance of three city states. While they were initially equals, Tenochtitlan eventually became the hegemonic power, which is the point in time this civ is representing. This civic is being used to represent how the empire's leadership evolved, then, starting with increased connection between your cities and a greater capacity for governance and then consolidating power within your strongest city.

Pipiltin were the minor noble class, governing and receiving tribute from the area in which they lived. Their existence gets you more money out of your urban population, and is a part of your culture. This tradition is here because it relates to governance, which is kinda the theme of this civic.

Altepetl
  • Tier 1: Increased Settlement Capacity. Additional Food on Improved Resources. Unlocks the Telpochcalli building.
  • Tradition - Tribute Collectors: +20% Gold and Food in Towns.
  • Tier 2: The Calpulli unique Quarter provides Adjacency to all buildings.

Altepetl is the word translated as "city state" when discussing the Aztec Empire. Thus, this civic focuses on improving your cities. The first tier gives you the ability to maintain more cities, as you are innovating in how your cities are organized. It also unlocks the Telpochcalli, to train the citizens of your settlements, and grants more Food from the resources that your cities control: your organization allowing your towns to grow more food, and thus for your cities to collect more. The tradition, Tribute Collectors, does what it says on the tin: collects more tribute from your towns.

Tier 2 represents an even greater dedication to the organization of your empire, and thus makes the centers of local governence more powerful for your city planning purposes.

Flower Wars
  • Tier 1: Bonus War Support against Independent Powers and City States.
  • Tradition - Sacrificial Captives: Gain Culture and Gold equal to 50% of the Combat Strength of defeated units. This bonus is doubled against Independent Powers and City States.

The Flower Wars were wars held with the intent of satisfying the gods with the shed blood, rather than to take land. At certain points in the Flower Wars, defeated nobles and occasionally commoners would be returned rather than sacrificed, thought as the wars drew out sacrifice tended to become more common. As the practice developed, the Aztec Empire began to use the Flower Wars as an opportunity to show off the nation's military force and to train their elite soldiers. It's a really gruesome concept, but it translates really well into gameplay. This civic is focused on encouraging bullying city states as much as possible to represent this. By inventing the concept, your get additional support towards wars with city states, and the Tradition gives you yields for your trouble, nice to slot in when you find a suitable power to torment. The name is very literal, both as a reference to the similar Civ 5 ability and because I think having Sacrificial Captives as an available policy in the Modern Age is rather funny.

Cult of Huitzilopochtli

  • Tier 1: Additional Resource Slot in the Capital. Unlocks the Templo Mayor.
  • Tradition - Gifts for the Tlatoani: Resources provide additional Happiness.

This one's pretty straightforward. Huitzilopochtli was the one of the most prominent Aztec gods, and was connected to the throne. The Templo Mayor was partially dedicated to him, so this civic unlocks it. The Resource theme is because Resources were used to represent tribute in Civ 6, hence the Tradition name being shared with Montezuma's ability in 6.

Eagle Warrior:
  • Unique Infantry unit.
  • Converts defeated Civilian units to your control.
  • Lower base Combat Strength, but receive Combat Strength for every two Resources in the Capital. This bonus for every Resource against Independent Powers and City States.

Now that we've lost builders, Eagle Warriors need something else to represent their focus on capturing rather than killing. Now that Civilian units are destroyed instead of captured by default, the path is clear. However, since that's a tad on the situational side, the Eagle Warriors will also have the VI Aztec military bonus to play around with. Since Infantry units last the whole Age, I think this will help Aztec warfare feel unique. The bonus is stronger against IPs and CSs because screwing them over is half the point of the civ.

Pochteca:
  • Unique Merchant unit.
  • Using the Create Road action on a Town grants a copy of a random Resource present in the Town. The copy counts as an Imported Resource.

Pochteca were the merchant class of the Aztec Empire, and they traveled all over the empire. They had many duties, from acting as merchants, diplomats, spies, and even judges, and I think they're a clear contender for the Aztec Civilian unit no matter how you'd like to implement them. To keep things simple, though, and considering that most of their duties happened between Altepetl anyways, representing tribute collection is being added to their plate. Sorry Pochteca! The "Create Road action" seems to be a very vague equivalent of internal trade routes so far, so by doing it they weasel out a bit of extra Resource, likely to add to your Capital. Overall, they give you additional bonuses for strengthening connections between your Altepetl, hence why giving them extra movement capability is tied to the Civic about defining the relationship between your Settlements. This will also help to keep up some resource diversity if everyone hates you, and make the civ slightly less anti-synergistic with Hatshepsut. Sorry Hatshepsut!

Templo Mayor: Adds Happiness. Grants a free Civic when a Celebration is triggered.

The Templo Mayor, or Huey Teocalli (in retrospect it should probably be referred to as the latter) was the primary temple at the heart of Tenochtitlan. Happiness is tied to Religion in Civ VII and was tied to the Aztecs in Civ VI, so the rituals conducted there are being represented by Celebrations, which further the cultural depth of your civ.

In this concept, the Aztecs are able to create content and bustling urban centers, especially on their preferred terrain. The Gold generated from tribute can be used to raise up arms or invest further into your network of towns, which serve a strong city that is likely one of the most developed in the world. Mastery of using Exploration Age hydraulics for public amenities gives you a heavily increased capacity for consolidating your people in Urban Districts, making The Enlightenment well within your reach. Your need for ideal settling locations encourages colonization of the Distant Lands, and the resources and easy City State targets found there will mean your elite Eagle Warriors have a strong shot at winning you Non Sufficit Orbis. Happiness will help to build up your Specialists and trigger the Templo Mayor, so you might want to build up religious infrastructure and work on a cultural victory in the background. You don't have any particular bonuses towards Treasure Fleets, but your Exploration gameplan certainly leaves room to send some back home.

But of course, most important of all: the civ synergizes well with Augustus, and I find parallels between the Aztecs and the Romans very entertaining.
 
Eagle Warrior:
  • Unique Infantry unit.
  • Converts defeated Civilian units to your control.
  • Lower base Combat Strength, but receive Combat Strength for every two Resources in the Capital. This bonus for every Resource against Independent Powers and City States.
Personally, I think I'd like them to go for the name cuāuhocēlōtl this time around, which is what Aztec Warriors were called in Nahuatl. It's a combination of both Eagle and Jaguar so the unit could have both depicted.
 
Personally, I think I'd like them to go for the name cuāuhocēlōtl this time around, which is what Aztec Warriors were called in Nahuatl. It's a combination of both Eagle and Jaguar so the unit could have both depicted.
I went with the series standard by default, but sounds great to me!
 
I went with the series standard by default, but sounds great to me!
Yeah, come to think of it it's usually one or the other. Of course, it's not just in the Civ series but a lot of historical 4X games. Actually Civ 6 is the first time I've heard of a game going with the Eagle Warrior over the Jaguar. Of course, why choose one when you could have both in one unit? :mischief:
 
Considering the Jaguar Slayer unit of Civ 7 Maya, I'll not expect the Nahuatl name for Aztec.
 
Considering the Jaguar Slayer unit of Civ 7 Maya, I'll not expect the Nahuatl name for Aztec.
The good news is that there is a specific name for the Aztec Warriors in Nahuatl. As far as I can tell there isn't a specific name for Jaguar Slayers in their own language. Their military UU at least uses Hul'che again. So, I don't think it's impossible.
 
Holy Roman Empire

Diplomatic
Economic

Unique Ability -

Imperial Diet: Gain access to the Unique ‘Hoftag’ Project for City-States you’re Suzerain of, which allows you to choose an additional Suzerain bonus once.

Civic Tree -

Imperial Estates
  • Tier 1: You can choose to become Suzerain of City-States you conquer. Unlock the Palas.
  • Tradition: Ministerialis: Increased Influence towards initiating Projects with City-States you're Suzerain of.
  • Tier 2: Increased Combat Strength for Levied Units when adjacent to a Commander. Increased Settlement Limit.
King of the Romans
  • Tier 1: Additional Policy slot during Celebrations. Unlock the Pfalzkapelle. Unlock the Aachen Cathedral Wonder.
  • Tradition: Imperial Reform: After completing a Project with a City-State you’re Suzerain of, gain Gold equal to a percentage of the Influence’s cost.
Hanseatic League
  • Tier 1: Increased Trade Route range for Cities with a Guildhall.
  • Tradition: Free Imperial Cities: Gain Gold for each City-State you're Suzerain of.
  • Tier 2: Increased Gold from the Open Market Endeavor.
  • Tradition: Kontor: Adds Production on Economic Buildings.
Unique Infrastructure -

Kaiserpfalz:
Unique Quarter. Increased Gold on the Palas Unique Building for each Tradition slotted in your Government.

Palas: Unique Building. Happiness base. Influence adjacency to Fortifications.

Pfalzkapelle: Unique Building. Influence base. Gains Culture for each City-State you’re Suzerain of following your religion.

Unique Civilian Unit -

Imperial Abbot:
Unique Missionary. Converts both the Urban and Rural Populations in City-States. Gain Gold whenever you convert a City-State to your religion.

Unique Military Unit -

Landsknecht:
Can be purchased with Influence. Has increased Combat Strength if adjacent to Levied Unit.

Assossiated Wonder -

Aachen Cathedral:
Culture and Happiness. Trigger a Celebration upon completion.
 
Germania - Ancient Era Civilization

A group of varied peoples joined together by Kings and popular assemblies the Germani struck fear as well as inspired admiration from the enemies for there closeness to nature. Eventually they began to migrate and overrun other civilization even as they themselves were driven out of some of there traditional homelands.

Unique Ability:
Furor Teutonicus: Gain Happiness from all land combat victories.

Attributes:
Militaristic
Expansionist

Civics Tree

Codanus

  • Tier 1: Reduced population threshold for specialize as a Farm/Fishing town. Unlocks 'Codannovia' Tradition.
  • Tradition: Codannovia: Cities receive extra production towards Infantry from towns specialized as Farm/Fishing towns.
  • Tier 2: Cities receive extra production towards Commanders from towns specialized as Farm/Fishing towns.
Midgard
  • Tier 1: Unlock the Herrenhöfe Improvement. Unlocks 'Galstar' Tradition.
  • Tradition: Galstar: Unimproved vegetative tiles have a happyness adjacency for religious buildings.
  • Tier 2: Unlock the Haselgebrige Salt Mine wonder
Migration
  • Tier 1: Unlocks ‘Barbarian Invasion’ tradition. Commanders gain extra experience for victories in enemy territory.
  • Tradition: Barbarian Invasion: Infantry Units get increased yields from pillaging
  • Tier 2: Decrease in cost of War Support for each Germani Tradition in the government.

Unique Infrastructure
Herrenhöfe:
Unique Improvement. Adds Influence. Counts as a fortification. One per Settlement.

Unique Civilian Unit
Folc:
Unique Settler Unit. Increased combat strength and healing for adjacent land units. Higher cost in production and population reduction.
Possible Folc units:
  • Teutons
    • Gain a free Scout Unit with increased combat strength when settling
  • Cimbri
    • Gain a free Ranged Unit with increased combat strength when settling
  • Ambrones
    • Gain a free Scout Unit with additional movement when settling
  • Helvetii
    • Happiness from Bonus Resources assigned the settlement
  • Hermunduri
    • Happiness from Mines in the settlement
  • Marcomanni
    • Gain a free Infantry Unit with increased combat strength when settling
  • Cherusci
    • Gain a free Commander with a promotion when settling
  • Quadi
    • Gain a free Infantry Unit when settling with increased combat strength
  • Saxons
    • Gain a free Naval Unit when settling with increased combat strength
  • Alemanni
    • Additional Growth in this Settlement
  • Thuringii
    • Gain a free Infantry Unit when settling with increased combat strength
  • Longobardi
    • Gain a free Cavalry Unit when settling with increased combat strength
  • Bavarri
    • Culture from Bonus Resources assigned the settlement

Associated Wonder
Haselgebrige Salt Mine:
Must be built adjacent to one or more mined resources. Recieve happiness and influence from trade of the resource.

Starting Bias
Vegetative
Tundra

City List
Manching (Capital)
Basilea
Vindonissa
Alcimoennis
Altenburg-Rheinau
Donnersberg
Dünsberg
Finsterlohr
Creglingen
Heidengraben
Hohenasperg
Glauberg
Martberg
Milseburg
Staffelberg
Steinburg
 
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Finalized a design for the Phoenicians. And before you pedants have my scalp, I RAN THIS ONE THROUGH @Zaarin FIRST OK!! If Phoenicia #1 fanboy is satisfied by it, you should be as well. :)


Phoenicia
1732631532401.png


Traits: Diplomatic & Economic
Start Bias: Coast, Vegetation, Dyes.

The Phoenicians were a mercantile people inhabiting city states on the coast of Lebanon. Cunning traders, they would soon expand beyond their homelands by settling entrepôts around the Mediterranean, with the objective of trading resources with the inland tribes. Phoenicia were never a united polity - being a empire wasn't their goal. They were merchants, craftsmen and explorers. This changed when Phoenicia's largest colony, Carthage grew into a thalassocracy and directly rivaled Rome. In the ensuing Punic wars, Carthage played for high stakes (including a risky move by their General Hannibal that involved crossing the Alps into Italy) and ultimately lost. The Punic inhabitants of Phoenicia and Carthage eventually mingled with the Romans, Arabs, Vandals, Goths and Berbers, and their descendants live on in the form the present day countries Lebanon, Tunisia and Spain.


Civilization Ability: Yammon (reconstructed - "Our Sea")
Naval Commanders can be recruited in the Antiquity Age. Trade Routes have double range on Coastal water tiles.
+50% Production towards the Ma'abed of Amrit Wonder.

Associated Wonder: The Ma'abed of Amrit (a Phoenician Water Temple)
1732631743009.png

Effects: Adds Happiness. Cities receive Extra Happiness and Gold from assigned Resources; Increase the Resource limit of your Cities by +1. Must be placed adjacent to a Coastal Water tile or a Navigable River tile.

Unique Improvement:
Cothon

Adds Production. Additional Production from adjacent open land tiles. Must be placed on an open land tiles adjacent to at least one Coastal land tile and cannot be placed adjacent to another Cothon.

(Zaarin suggested a quarter here with the Cothon as one of the buildings, but I opted for an improvement for balance, and to better mirror Aksum's kit who also have an improvement)

Unique Military Unit:
Moshotim Hamshot (reconstructed from Hebrew - "Five Oars"; a Quinquereme)
Unique Naval Unit. Bonus Strength when defending, and protects adjacent Trade Routes from being pillaged.

Unique Civilian Unit:
Ras Oniyot (lit.: Master of Ships)
Unique Naval Commander. Naval units in formation receive +1 movement and generate +1 Gold for every tile they move in Formation with the Ras Oniyot.

Unique Project
Molokh. This project costs Food. When completed, receive Influence equal to the city's Gold Yield during the Project. Requires an Altar.

Unique Civics
Ba'al Cult
T1: Unlocks the Bamut tradition and the Ma'abed of Amrit Wonder. Quarters receive +1 Happiness Adjacency from Coast.
T2: Unlocks the Molokh unique project. Settlements on Coast receive +1 Influence on City Halls.


Mediterranean Entrepôts
T1
: Unlocks the Carthaginian Thalassocracy Tradition, and the Moshotim Hamshot Unique Unit (if you don't yet have it). Receive a Free Ras Oniyot.
T2: Unlocks the Cothon Infrastructure, the Tyrian Purple Tradition, and receive a free Merchant.

Sufet
T1: Unlocks the Abjad Records tradition. Permanently increase the Resource Capacity in all your Cities by +1.
T2: For every three Endeavours you complete during this Era after picking up this Civic, permanently increase your Settlement Limit by +1 (Persists for the rest of the game)

Traditions:
Abjad Records
(based on Phoenicia's writing system)
Trade Treaties
and Research Agreements cost 50% less Influence and are 50% more profitable, both for you and your trade partners.

Bamut (a sacred olive tree grove)
Add +1 Happiness on Vegetated tiles. Quarters receive Influence adjacency from Vegetation.

Carthaginian Thalassocracy
Newly founded Settlements on Coast start with +1 Population (and can immediately place a Rural District)

Tyrian Purple
Add +2 Gold to Coastal tiles, and +2 Culture to Dyes tiles.

Exploration Era Paths
> Abbasids
> Spain
> Berbers :hammer:

Notes
: Diplomatic is chosen as a focus over Expansionist because ultimately, Phoenicia's colonies were a means to an end; they were established not to be permanent cities but warehouses. The intent is to create a Civ that is more about conducting good, honest let's-shake-on-it (profitable) deals and becoming the ideal trade partner of everyone they meet. The only way to get Settlement Limit is by focusing heavily on Endeavours and befriending other Civs, which I think accurately reflects why Carthage could develop itself into an Empire while Phoenicia remained a loose collection of city states.

City List
(Capital listed first, the rest in alphabetical order)
1732635374153.png




Associated Leader: Hamilcar Barca
Traits: Militaristic & Economic
An illustration of a Carthaginian General, which his Leader model could be based on

Leader Ability: Glory to Melqart
Can levy troops with both Gold and Influence, at a 50% discount.
Whenever you levy, permanently increase your Gold income by +1.
Levied troops have +1 Strength for every 10 Gold income you have (capped at +10)

Leader Agenda: Mercenary Wars
+ Relations with players that have less Gold and less Income per turn (small amount)
+ Relations with players that have less Gold and more Income per turn (large amount)
- Relations with players that don't spend their gold (medium amount)

Hamilcar represents the Carthaginian side of this very Phoenicia-proper based design, and embodies the overall idea had better than the other potential leaders - pursue as much profit as you can, and spend it to improve your position. Those who hoard their riches won't trade them away, and can be attacked for maximum plunder.

Edit: Machiavelli and Xerxes the Achaemenid would both fit as leaders as well, and should have Phoenicia as a historical choice.
 

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Unique Civilian Unit:
Ras Oniyot (lit.: Master of Ships)
Unique Naval Commander. Naval units in formation receive +1 movement and generate +1 Gold for every tile they move in Formation with the Ras Oniyot.
You may want to have it be a regular commander with Naval promotions so you have some land combat bonuses.

Levied troops have +1 Strength for every 10 Gold income you have (capped at +10)
oh, never mind...
 
No, the boats in formation just get a flat +1 Movement. Then every unit in the stack generates +1 Gold for every tile sailed.
 
Some of the Civics and Traditions aren't exactly my best work, but this was fun to put together! Hope they get something similar to this UA when they eventually get added, the Maori playstyle from Civ 6 was really fun and the Polynesia line really fits to have it.

TU’I TONGA - ANTIQUITY AGE CIVILIZATION

Unique Ability:

'Aho'eitu’s Dynasty: Marine tiles within ten tiles of the Homelands (on Small map size) can be entered by all units from the start of the Age. Gain two copies of Resources Improved in the Distant Lands.

Attributes:
  • Expansionist
  • Economic
Civic Trees:

Imperial Navy
  • Tier 1: Increased movement for Embarked and Naval Units. Unlocks the Wayfinding Tradition.
  • Tradition - Wayfinding: +75% Gold towards Settlers in Coastal Settlements.
  • Tier 2: Increased Settlement Cap. Reduced maintenance cost on all Naval units. Naval units heal in one turn in friendly territory.
Tangaloa
  • Tier 1: Gain a burst of Culture from Environmental Events within your borders. Unlocks the Royal Tombs Tradition.
  • Tradition - Royal Tombs: Additional Gold and Influence on Unique Tile Improvements.
Maritime Hegemon
  • Tier 1: Increased Settlement Cap. Coastal Settlements gain an additional Resource Slot. Unlocks the ‘Inasi Tradition.
  • Tradition - ‘Inasi: The Capital gains Happiness for each Resource slotted outside the Capital. The Capital gains Food for each Empire Resource.
  • Tier 2: +1 Trade Route Capacity for every two Coastal Settlements other than the Capital. Unlocks the ‘Ie Toga Tradition.
  • Tradition - ‘Ie Toga: Additional Happiness in the Capital for each active Trade Route.
Unique Infrastructure

Langi: Unique Tile Improvement. Gold and Culture from adjacent Resources. Must be built on a flat tile adjacent to Coast.

Unique Military Unit

Kalia: Unique Naval Melee unit. Generates additional Gold and Influence when Pillaging tiles and defeating Units.

Unique Civilian Unit

Lapita Voyager: Unique Settler Unit. Founds a Settlement with two additional Resource Slots.

Associated Wonder:

Ha’amonga ‘a Maui: Adds Culture to Marine tiles. Must be built adjacent to coast. (Looks like it might do this based off of the Dev Diary image? There’s at least one Culture on all the Navigable River and Coast tiles shown. Could very well do something else, though.)
 
'Aho'eitu’s Dynasty: Marine tiles within ten tiles of the Homelands (on Small map size) can be entered by all units from the start of the Age. Gain two copies of Resources Improved in the Distant Lands.
I thought that Distant lands would not be accessible in the Antiquity age? Maybe your implying they can reach them?

There needs to be a islands civ that can settle in the first deep water tile and it creates a little island. They can discover land that no-one else can even see until they are they are there.
 
I thought that Distant lands would not be accessible in the Antiquity age? Maybe your implying they can reach them?
The idea is that they can settle the islands between continents early, like where Spain found that Natural Wonder in the Exploration Stream, but not reach the hidden players. Sort of like the Civ 6 Maori, but toned back to maintain a level of discovery between ages as the devs intend, while putting a greater focus on the new resource system. Ten tiles from the main continent seemed about right for that on the map they were playing on, so I imagine such a bonus would have to scale with map size.
 
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The question of how to represent a civ like this has come up on these forums before, and considering how valuable this civ would be as a predecessor in the greater civ switching web, I figured I would take a shot at designing it. I'm actually a tad proud of this one, so it'll be getting a writer's statement shortly.

SCYTHIA - ANTIQUITY AGE CIVILIZATION

Unique Ability:

Steppe Nomads: -50% Growth Rate in all Settlements. Neutral tiles occupied by Units provide their yield and any present Resources to the nearest Settlement. On Age transition, tiles occupied by Units that are adjacent to Districts and within three tiles of a Settlement become Rural Districts. +30% Production towards the Royal Kurgan.

Attributes:
  • Militaristic
  • Expansionist
Civic Trees:

Transhumance
  • Tier 1: Rough Terrain does not end movement for the Hippotoxotai Unique Cavalry Unit.
  • Tradition - Pastoralist Legacy: +10% production towards Cavalry per active Tradition.
  • Tier 2: Neutral tiles with Rough Terrain occupied by Scythian Units gain additional Food.
Metallurgy Outposts
  • Tier 1: Fortifications built by Scythian Units on neutral tiles add additional Production to their tile.
  • Tradition - Gorytoi: Units with a Ranged Attack heal an amount when defeating a Unit based on the Combat Strength of the defeated Unit.
  • Tier 2: Scythian Units add additional Production to neutral tiles with Resources they occupy.
  • Tradition - Animal Style: Gain Gold and Culture on duplicate Resources.
Royal Scythians
  • Tier 1: The Kurgan Unique Tile Improvement provides additional Production when producing Cavalry. Unlocks the Royal Kurgan.
  • Tradition - Enarei: Additional Happiness on Unique Tile Improvements.
Unique Infrastructure

Kurgan: Must be built on Flat Terrain. Adds Happiness and Gold. Additional Happiness for adjacent Pastures.

Unique Military Unit

Hippotoxotai: Unique Cavalry Unit. Has a Ranged Attack in exchange for a slightly weaker Melee Strength. Has Poison, granting a combat bonus against wounded Units.

Unique Civilian Unit

Pontic Trader: Unique Merchant Unit. Has increased movement in exchange for a higher Production cost. Creates a free Cavalry Unit upon activation.

Associated Wonder:

Royal Kurgan: Producing or Purchasing a Cavalry Unit in the Settlement containing the Royal Kurgan provides two copies of the Unit. Must be built on flat land.
 
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SCYTHIA - ANTIQUITY AGE CIVILIZATION

Scythia is sort of perfect for Civ Switching, isn't it? It's a pastoralist steppe culture for Mongolia to come from, it's geographically linked to eastern European civs like an eventual Kievan Rus', and its connection to Persia/Iran means it can easily slip into any pathways associated with it, from a theoretical Exploration Sassanid Empire to even the current Abbasid Caliphate. Even the loosened leader requirements and leader civ/split work in its favor, as it doesn't require a leader, and if they did want to add one... a Scythia and Greece associated Anacharsis, anyone? No matter what decisions they make, the Scythians would work really well in Civ VII... but I'm not just concerned that a civ works for Civ VII, I want to see if Civ VII works well for Scythia! From the general concern of how to properly represent a nomadic civilization to the absolute mess of a city name list, VI didn't do the best possible job with the civ, and I think it deserves a second shot, rather than being relegated to an Independent Power forever. All that said, this is my shot at Scythia:

Steppe Nomads: -50% Growth Rate in all Settlements. Neutral tiles occupied by Units provide their yield and any present Resources to the nearest Settlement. On Age transition, tiles occupied by Units that are adjacent to Districts and within three tiles of a Settlement become Rural Districts. +30% Production towards the Royal Kurgan.

The core concept of this civ is held here: an attempt to translate a nomadic society into Civ VII's gameplay mechanics simply, without requiring a major overhaul to the game. By lowering the growth rate of cities and making it so that military units act like tiles your cities have expanded to, we essentially transfer part of your population (represented by Districts and Specialists in VII) into a part of your empire that you can move at will. Thus, a partially nomadic population. One mechanic I personally like in civ abilities is when one thing gives you another thing. In VI, Ethiopia gives you advancement on your Trees from your Faith, Macedon gives you Technology from training units, etc. What I like about such abilities is that they allow you to focus heavily into a specific mechanic without having to fall behind in all areas. You can have a heavily religious early game without falling behind as Menelik II, or spend your life at war as Alexander and have up to date units. A mechanic representing a nomadic lifestyle should of course be very core to Scythia's unique game plan, just as the warpath should be core to Macedon and Alexander. By tying the nomadic "city building" to the military, Scythia is able to do a lot of early war without sacrificing rural development. Your rural population IS your military, and vice versa.

The revamp of terrain yields also makes this ability somewhat more interesting. If you want more of a certain kind of yield at a specific point in time, you might consider moving your army, and thus your rural population, into an ecological area that provides that yield.


With civ switching in mind, this might lead you to a bit of a disadvantage when the Age comes around: your units will stop giving you yields, and your cities will still be underdeveloped. To offset this, units that are "working" tiles that could be Rural Districts will create Rural Districts on the Age switch. Think of it like your nomadic population settling down in those areas.

Transhumance
  • Tier 1: Rough Terrain does not end movement for the Hippotoxotai Unique Cavalry Unit.
  • Tradition - Pastoralist Legacy: +10% production towards Cavalry per active Tradition.
  • Tier 2: Neutral tiles with Rough Terrain occupied by Scythian Units gain additional Food.

I'm sort of assuming that Antiquity Scythia is going to mean no Antiquity Huns or Xiongnu in the future, so this civic is using some concepts that are more about nomadic pastoral civilizations in general than Scythia specifically. Transhumance is the practice of moving livestock between different grazing areas depending on the season. Researching the civic makes it easier to move your unique horses around and makes it so you and any civs that come after you are better at animal husbandry the more in touch they are with the old traditions. Further research into the subject grants you extra food when you bring your livestock into areas that are typically less effective for the purpose of raising them.

Metallurgy Outposts
  • Tier 1: Fortifications built by Scythian Units on neutral tiles add additional Production to their tile.
  • Tradition - Gorytoi: Units with a Ranged Attack heal an amount when defeating a Unit based on the Combat Strength of the defeated Unit.
  • Tier 2: Scythian Units add additional Production to neutral tiles with Resources they occupy.
  • Tradition - Animal Style: Gain Gold and Culture on duplicate Resources.

Despite being a nomadic and pastoral civilization, the Scythians developed skill in metallurgy and set up areas to practice the craft. Coming up with the concept of creating outposts for the sake of metallurgy turns your military fortifications into mini tile improvements that can be built outside your home territory, letting units who are spending time in a specific area contribute more to your nation's industry. The beginnings of a metallurgical tradition gives you access to Gorytoi, cases for bows used by the Scythians. There was a widespread Scythian tradition of taking human body parts as trophies, and those body parts were sometimes incorporated into gear... including Gorytoi. Hence, units that would use a Gorytos are able to refurbish their equipment when they fell notable opponents while the tradition is active.

Further research into this civic makes land with resource access even more valuable, and metallurgy becoming more widespread opens up the possibility for use outside just outfitting military units. Animal Style is a style of decoration seen in Scythian metalworks, and the presence of an artistic tradition gives you greater benefit the more resources you have to spare.

Royal Scythians
  • Tier 1: The Kurgan Unique Tile Improvement provides additional Production when producing Cavalry. Unlocks the Royal Kurgan.
  • Tradition - Enarei: Additional Happiness on Unique Tile Improvements.

Royal Scythians were the highest level of the Scythian social class as described by Greek writers. One of their major duties was to incorporate controlled lands into a Scythian identity, so by inventing Scythia's social class system, places that have evidence of the presence of upper class citizens (fancy burial grounds) are able to rally together cavalry with greater ease. The tradition refers to a priest subclass of Royal Scythians, Enarei, transgender women who performed religious duties, such as burials. This is too cool a historical tidbit for me to not include, so since our unique improvement is a fancy burial ground, having this group as part of your social class system makes your unique improvements better. This also synergies with an Age 2 Mongolia pick, as they have a unique Tile Improvement.

Kurgan: Must be built on Flat Terrain. Adds Happiness and Gold. Additional Happiness for adjacent Pastures.

The kurgans scattered across their former territory are probably the most visible geographical evidence of the Scythians' historical dominance, so with "history built in layers" as a focus of the game, future cultures in your geographical area having kurgans scattered across them only makes sense. This is also intended as a bit of a second chance for the Civ VI Kurgan design, which had the same yields as this (with Faith swapped out for its sort-of replacement.) The reason the Kurgan was bad in VI was that it took up a tile that could otherwise be giving you yields for early development, but now that Unique Improvements go on top of the default improvement from the Rural District, you won't be missing out on the food from a Farm. The Unique Ability also helps with this problem, as you have an additional source of Food and Production outside of the improved tiles near your Settlements.

Hippotoxotai: Unique Cavalry Unit. Has a Ranged Attack in exchange for a slightly weaker Melee Strength. Has Poison, granting a combat bonus against wounded Units.

The Scythians have to have a horse archer, of course, the question is simply the name. I don't find VI's Saka Horse Archer very satisfying, (though the next section here is on a unit I named "Pontic Trader," so glass houses...) so I went with Hippotoxotai. It's a Greek term, but because the Scythians didn't have a formal writing system and most written records about them are Greek, it's a term that was used to refer to Scythian horse archers... technically. I will admit, I partially picked the name because it coincidentally has "tox" in it, and the introduction of more RPG-esque unit buffs to the series (as seen in Miracle of the Twins and Burning Arrow) opened the opportunity to show off the Scythian's poisoned arrows, so the name takes advantage of an association for Anglophones such as myself. The weak pun is nowhere near worth keeping it in place of a better name, though, so if I stumble upon one or anyone else knows one, it'd replace this in a heartbeat.

Pontic Trader: Unique Merchant Unit. Has increased movement in exchange for a higher Production cost. Creates a free Cavalry Unit upon activation.

The idea here is that not only are your population and military one, but your merchants are too a part of the same abstraction of nomadic practices held by your units. The unit's model would be on horseback, and when the merchant duties are over, it's as if they just put down the money and pick up the bow again. The increased production cost is because, in both flavor and in gameplay, you're building a cavalry unit and a merchant simultaneously.

Royal Kurgan: Producing or Purchasing a Cavalry Unit in the Settlement containing the Royal Kurgan provides two copies of the Unit. Must be built on flat land.

It's the wonder for the horse civ, so it gives you the ability the horse civ had in the last game with some alterations. I could probably come up with some justification, but I don't feel like it right now.
 
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Ronald Regan

Ability: “The Three Legged Stool”

Regan starts each age with an extra Cultural, Economic, and Military Attribute Point.

Whenever Regan achieves a milestone along a Cultural, Economic, or Military Legacy Path, he immediately unlocks a Cultural, Economic, or Military Attribute Point, respectively (in addition to any earned towards the start of the next Age)


The three legs of “the Gipper’s Stool” are social conservatives / Christians (represented by Culture), free market fiscal conservatives (represented by Economics), and interventionist war hawks (represented by Military).
 
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