Design a civ using known Civ VII mechanics


I decided to also experiment by designing a civilisation based on the game's announced features to try to get an idea of the features of the game and how it may work! Expect some balancing issues!:goodjob:
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Oyo - Modern Age Civilisation

Unique Ability:
Ọmọ Odùduwà: Happy Settlements built adjacent to Navigable Rivers receive a bonus to yields in every building.

Attributes:
Militaristic
Expansionist


Civic Trees:

Ilari

Tier 1
: +5 Combat Strength to units defending a district, unlocks the Oriyin tradition.
Tradition - Oriyin: +5 Gold per turn from City-States you are a suzerain of.
Tier 2: Requesting Open Borders requires less Influence.

Òrìṣà
Tier 1:
Increased happiness in your settlements following your religion. Unlocks Ojubo Ṣàngó and the Ọjọ Ṣàngó tradition.
Tradition - Ọjọ Ṣàngó: Celebrations also provide +5 Combat Strength to units trained in that settlement.
Tier 2: Cities gain +1 production when receiving excess food from towns, unlocks Idanileko and the Ajọdun Olọjo tradition.
Tradition - Ajọdun Olọjo: Celebrations provide a Production bonus to the settlement if it contains a building that provides Production.

Oyo Mesi

Tier 1:
Unlocks Eṣo Ikoyi, unlocks the Baṣorun tradition.
Tradition - Baṣorun: 33% chance of triggering a celebration in your capital through combat victories.
Tier 2: Unlocks Aare Ona Kakanfo.

Associated Wonder: Igbọ Oṣun-Oṣogbo (Osun-Osogbo Sacred Grove)
- Celebrations provide an extra bonus to all yields within the settlement it was built. Reduced food threshold in all settlements towards increasing in population

Unique Military Unit - Eṣo Ikoyi
- Unique cavalry unit that provides +5 Combat Strength and has reduced effects of damage on combat strength.

Unique Civilian Unit - Aare Ona Kakanfo
- Unique commander. When leading cavalry units, do not lose any movement points from pillaging.

Unique Quarter - Agbole
- Requires an Idanileko and Ojubo Ṣàngó. This provides the city with a bonus to Food and Gold, +2 Culture for every 10 people living within the city

Unique Production Building - Idanileko
- +2 Production to the city, doubled if the city has high happiness and produces +2 Gold when the city has high happiness

Unique Happiness Building - Ojubo Ṣàngó
- Contains a relic slot, provides the quarter with a 10% Happiness adjacency bonus, doubles if the city has been converted to a religion.

City list

Ọ̀yọ́-Ilé⭐ - Capital of the Oyo Empire for most of its existence, today also known as Old Oyo
Ilaro - A town in modern day Ogun State, Nigeria
Ilé-Ife - City in modern day Osun State, Nigeria. Considered to be the birthplace and cultural capital of the Yoruba people
Hogbonu - Today, Porto-Novo, the capital of the Republic of Benin
Ketu - A town in modern southeastern Benin
Ilorin - 7th most populated city in modern day Nigeria and capital city of Kwara State
Iwo - A city in modern day Osun State, Nigeria
Ogbomoṣo - A city in modern day Oyo State, Nigeria
Awe - A town in modern day Oyo State, Nigeria
Igboho - Temporary capital of the Oyo Empire in 1600
Agbadarigi - Also known as Badagry, today a town in Lagos State, Nigeria
Ṣabee - Today Savé in Benin
Ileṣa - City in modern day Osun State, Nigeria
Igbore - Today a town in Abeokuta, the capital city of Ogun State, Nigeria
Orile Egba - Destroyed during the Yoruba Civil Wars, later replaced by Abeokuta, a city in modern day Nigeria
Ṣaki - A major Onko city-town in modern day Oyo State, Nigeria
Ajase Ipo - A town in modern day Kwara State, Nigeria
Wese - Today known as Ouèssè, a town in central Benin
Panku - Also known as Kpankou, an arrondissement in modern day Benin
Eruwa - A major Ibarapa town in Oyo State, Nigeria
Iseyin - A major Onko town in Oyo State, Nigeria
Kiṣi - A town in Oyo State, Nigeria
 
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Adjusted my Flanders design to better incorporate the Civ7 mechanics.

Flanders

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Focus: Cultural, Economic
Start Bias: Wet, Navigable Rivers

Description: The County of Flanders was a strategically located, Dutch-speaking French fiefdom located in the west of present-day Belgium. Established by the Franks and renowned for its thriving cloth industry and inland harbours of Bruges and Ghent, the region became a hub for international trade and commerce during the high middle ages. Flanders's vast amounts of wealth allowed its elite to patronize the arts - it was no coincidence that the Flemish Primitives, masters of the paintbrush originated here. Flemish art and cloth were in high demands from the 11th century all the way to the early 1400s. The region also became a hub for gothic architecture. The region, which passed under Burgundian and later Hapsburg control flourished a second time in the 16th century, experiencing a Golden Age that lasted until the Eighty Years War and the fall of Antwerp. Events which gave to the independence and subsequent rise to the Netherlands as a Great Power. Nowadays "Flanders" is the current name for the Dutch-speaking regions of Belgium, which includes most of medieval Flanders, as well as the Duchy of Brabant.

Ability - Nijverheid
Specialized Quarters receive +2 Gold and +1 Production per assigned Specialist, and receive a +2 adjacency bonus from Navigable Rivers and Wet land tiles.
+50% Production towards the Gravensteen Wonder

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Associated Wonder: Gravensteen
Base Culture
Adds Gold on surrounding Quarter tiles
Wet tiles in this city count as Fortifications when
overbuilt
Must be placed on a Wet land tile.

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Unique Military Unit - Pleit
Unique Naval unit. Very cheap. Lower attack strength compared to a Cog. Double movement and +50% Strength on Navigable Rivers. Cannot enter Deep Sea tiles, and doesn't replace the Cog or Carrack.


I considered the Goedendag but I felt this UU fit an economic Civ more. Plus, we all know how much Lonekat loves to learn about boats.

Later in the game (see: Civics), the Pleit will be able to generate Treasure Fleets. This mirrors the Songhai's ability to receive Treasure Fleets in their homelands - Flanders is not a colonizer Civ by design, and adding no bonus to Treasure Fleets tips the balance in favour of Culture over Economy too much.


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Unique Civilian unit - Hofschilder
Unique Painter-type Civilian unit
. Every Hofschilder creates a Great Work upon being triggered (a Painting until stated otherwise) and has a unique additional trigger effect.
They can only be built in Settlements with a Temple, and each Hofschilder can only be earned once.

(not sure HOW art works in the game, but at this moment see Paintings as Great Works that give a flat +1 Culture and +2 Happiness and can be displayed in Pavillions, Temples and City Halls)

List of Hofschilders:

Jan van Eyck - Activate on a tile with a Relic to triple that Relic's Culture and Happines output (two charges, once per relic). This artist's Great Work is a Relic.
Jheronimus Bosch - Activate on a Kasselrij to add Food and Happiness to all surrounding tiles.
Hans Memlinc - Activate on a City Hall to receive a burst of Gold, scaling with the amount of Relics and Codexes in the city.
Levina Teerlinc - Activate on a Palace or Cultural Wonder to make it yield Science equal to its inherent Culture output.
Quinten Matsys - Activate on a Mine to add a source of Iron and give +1 Culture to all other Mines in that settlement.
Pieter Bruegel - Activate on a Pavillion to permanently increase that tile's specialist limit by +1 (three charges, once per tile)
Pieter Paul Rubens - Activate on a Foreign Temple to recieve a 50% Influence discount on Endeavours with the owner for the rest of the Age.
Robert Campin - Activate on a Town Hall to increase the Settlement's Gold output by 15% for the rest of the game.
Rogier van der Weyden - Activate on a Pasture to receive a burst of Culture based on that tile's combined Food and Production output.

(I prefer the term "hofschilder", which means court painter over "Flemish Primitive" as this might be misinterpreted, is better used for Civics/Traditions and allows me to pick painters from the Southern Netherlands outside of the Flemish Primitive period.)

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Unique Quarter - Kasselrij
Unique Quarter. Requires a Lakenhalle and a Belfort. Adds +1 Influence, scaling with any Specialists assigned there.

A kasselrij (en. castellania) was the smallest administrative unit in the County of Flanders, administered by a castellan or margrave. It's technically a building but can serve just fine as a Quarter as well if you see it as a city's administrative hub.

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Unique Building 1 - Lakenhalle
Economic
building. Base Gold
Adds Gold and Culture to adjacent plantations

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Unique Building 2 - Belfort
Culture Building. Base Culture
Adds Gold to adjacent Quarters, and double if they have an Economic building.

I also considered the Beguinage as a building or quarter but it was hard to fit into the Civ7 template. I wanted to build Flanders up as a Culture Civ with competent Trade and a small focus on defence and an urban nunnery fit that vision less than the Cloth Hall and Bell Tower did. I would use the Beguinage as a building (replacing the Shrine) if this was Civ 6 however.

Civics:

Flemish Primitives
T1
: Unlocks the Hofschilder Civilian unit. All Great Works yield +2 Production.
T2: Unlocks the Beeldenstorm Tradition. Quarters gain +2 Happiness adjacency from Temples.


Weefgetouwen
T1
: Unlocks the Lakenhalle building, and the Schild en Vriend tradition. Wet tiles owned by your cities receive +1 Production.
T2: Unlocks the unlocks the Kantklossen tradition. Trade Routes receive +1 Gold per plantation in the Destination city, if the Origin city has a Lakenhalle. If a Flemish trade route enters another players capital within (3) tiles of a Pleit, receive a Treasure Fleet (once per Trade Route)

(the Trade Fleet Generation bonus is important- it incentivises both trade with other players and building the Pleit. Numbers can be adjusted accordingly - 3 might be too large a range)

Schuttersgilde
T1: Unlocks the Belfort building. +1 Culture on Tiles with Fortifications.
T2: Unlocks the Rijksdaalder Tradition. All tiles with a Belfort are Fortified with Medieval Walls.

Traditions:

Beeldenstorm
Temples with a Great Work yield Gold instead of Culture and Happiness
Temples without a Great Work receive +2 Culture and +2 Happiness

Kantklossen
The first Specialist assigned to a tile with at least one Economic building gives +2 Production and costs no Happiness maintenance.

Rijksdaalder
All your Settlements have +1 Resource Capacity.
Cities with a Civilization's Unique Quarter have +2 Resource Capacity instead. (including past unique Quarters)

Schild en Vriend
Military units have +4 Combat Strength on Navigable Rivers, Rivers and Wet tiles.

City List
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(City lists represents the County of Flanders, but includes important cities in the Southern Netherlands (Antwerp, Brussels, Mechelen), as well as cities in France that share the same cultural history with Flanders (Valenciennes, Cambrai, Calais, etc)


Paths into Flanders: Rome is a correct choice. Greece the default other choice. Gaul should become an ancestor Civ when added. Frisia would also be acceptable, if the uniques can be found. Goths is a scuffed ancestor, but less weird than Greece is, and should be retconned in over Greence if they're added.

Transitions form Flanders:
French Empire - Synergies pending, but I expect French Empire to be Mil/Cul and the Flemish cultural bonuses should play into their style. Besides, several of the cities on the Flemish list (Ryssel, Atrecht, Cameryck) now lie within France proper.
The Netherlands - The Dutch are an awkward fit in both Exploration and Modern, as they usually get abilities from both. However, if we add Flanders here, we can easily add an Economic and Scientific Netherlands for Flanders to transition into. The incentives toward settling near navigable rivers and wetlands also play into the possibility for Polders in the Modern Age.
 
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Surprised no one has done this but here's my idea on how they can possibly do the Ottomans. It's not perfect, especially the civics tree, so any help is appreciated.

Ottomans (Modern Age civ)

Unique Ability: Rumi- 10% yields to specialists in cities not originally founded by the Ottomans.

Attributes: Expansionist, Militaristic

Civics:
Beylik-
Tier 1-Unlocks Imaret building and Minaret tradition.
Tradition: Minarets-Adds culture to wonders and happiness buildings
Tier 2- Palaces and Town Halls add influence.

Devshirme-
Tier 1 Unlocks Pasha civilian unit. Adds Happiness towards conquered cities.
Tier 2 Unlocks the Hammam building and Kanun-i-Osmani tradition
Tradition: Kanun-i-Osmani- Adds culture for each specialist in cities not originally Ottoman.

Dardanelles Gun-
Tier 1-Siege production increased and range by 1.
Tier 2. Unrest when an opponent's city is under siege.


Unique Military Unit: Janissary- Modern Infantry unit. Cheaper to purchase, produce in conquered cities.

Unique Civilian Unit: Pasha- Can only be built in a city that has been conquered.
Hayreddin Barbarossa-Activate on a coastal tile to create a Privateer
Pargali Ibrahim-Activate in another civilization to gain an amount of influence.
Turgut Reis-Activate on a naval unit to increase bombard strength towards naval units and settlements.
Mehmed Emin-Activate on a Navigable River. Gain science and culture for each tile of the river revealed.
Osman Nuri-Activate on a conquered city in your territory. City does not have unrest and adds more defense.
Guiseppi Donizetti-Activate on a Constructable with a Great Work slot to create the "March of Mahmud" Piece of Music
Rustem Pasha-Activate on the Palace to grant gold.
Koca Sinan-Activate on a tile to build either an Imaret or Hammam. This building receives extra happiness.
Cığalazade Yusuf-Activate on a Military commander to receive a promotion.
Hürrem Sultan- Activate on a Külliye to gain influence. (Probably wasn't one, but oh well)

Unique Quarter: Külliye- Adds science and culture for each happiness building in district.

Unique Building: Imaret-Happiness base (Gains Food for each adjacent economic, science, or culture quarter)
Unique building Hamam Happiness base- (Gains Happiness for each adjacent river and culture if not in an original Ottoman city)

Associated Wonder: Grand Bazaar- Adds gold. Adds +2 resource capacity to cities.

Start Bias: Niter, Coast
 
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Not the Blue Mosque?
I wasn't sure about a Mosque considering religion won't play a big role in the Modern Age. But I guess happiness or culture would be relevant in the Modern Age regardless.
 
How about Topkapi Palace?
 

I decided to also experiment by designing a civilisation based on the game's announced features to try to get an idea of the features of the game and how it may work! Expect some balancing issues!:goodjob:
View attachment 711532

Oyo - Modern Age Civilisation
Now the emblem for it has loaded :clap:(with it being based on the Veve of Ògún)
 
How about Topkapi Palace?
That was my second choice, but I figured that the design of the Ottoman palace would basically be it. :)
So, I felt it would be redundant.
 
Saint Augustine of Hippo

Ability: De Civitate Dei

Each time a Crisis Begins, Intensifies, and Culminates, respectively, all religious buildings get increased base yields and adjacency bonuses
Permanently gain a Social Policy card slot for each Crisis Policy card slot added
Malum: Following an Age transition, no Settlement aside from the Capital can be a City
 
I'm guessing that we're going to see a few Leaders who lived in the Modern Age revealed soon, and started speculating on who might be a good fit.
Einstein lived in Germany and America, and was offered the presidency of Israel, so he could be associated with multiple civs down the line.
Einstein was declared by Time to be the Person of the Century; as much opposition as some have to non-rulers and recent historical individuals, his impact on human history will prove more profound than virtually any politician or statesman.

Albert Einstein, Theoretical Scientist
Ability: "God does not play dice"
Einstein gains a "Eureka" towards a Tech's Mastery by producing the Building or Unit unlocked by that base Tech

Albert Einstein, Applied Scientist
Ability: Manhattan Project
Each specialist in a quarter with a Science building provides a copy of a Strategic Resource relevant to the current Age (Iron, Niter, and Uranium in Antiquity, Exploration, and Modern, respectively)
Quarters with a Science building have an additional slot for Specialists
 
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That was my second choice, but I figured that the design of the Ottoman palace would basically be it. :)
So, I felt it would be redundant.
If you don't mind a Dur-Sharrukin style wonder, you can go with the Old town of Safranbolu - it's a well-preserved city centre dating back to the Ottoman times, and leaves room for Topkapi as the model for the Ottoman Palace.

Akkerman Fortress (ancient Mávrokastron, located in present-day Ukraine) was also a key Ottoman fort in its time and could serve as a viable Wonder.
 

SHŌGUNATE JAPAN - EXPLORATION AGE CIVILIZATION

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As the second millennium began, Japan saw a political upheaval in which the emperor became a figurehead and true power was held by the Shōgun, a military ruler. The Shōgunates worked to cement control over the archipelago for centuries with military prowess and a defined class system. When foreign influence came knocking, Tokugawa Ieyasu began a period of isolationism and internal development, but the doors were eventually forced open, and the Shōgun was overthrown in the winds of change.

Unique Ability:

Sakoku: Cannot establish Trade Routes with other Civilizations, and other Civilizations cannot establish Trade Routes with Shōgunate Japan. Gain duplicates of Resources improved in the Homelands. Gain a Victory Point towards the Treasure Fleets Legacy Path for each copy of a given Resource over the amount that any other Civilization has.

Attributes:
  • Economic
  • Militaristic
Civic Trees:

Bushidō
  • Tier 1: Increased Settlement Capacity. Infantry units have reduced Combat Strength penalty for low health.
  • Tradition - Ashigaru: +5% Gold towards purchasing Infantry Units for every Settlement.
  • Tier 2: Commanders gain additional movement when in a formation.
  • Tradition - Kiri-Sute Gomen: Conquered Settlements gain additional Happiness.
Bakuhan
  • Tier 1: Increased Settlement Capacity. Happiness on Improved Resources in Towns. Unlocks the Jin’ya building. Unlocks the Chōnin-Chi building.
  • Tradition - Sankin Kōtai: Can purchase all Buildings in Towns.
Ōedo
  • Tier 1: Additional Culture on Quarters.
  • Tradition - Kokugaku: Additional Culture and Science on Happiness Buildings.
Unique Infrastructure

Jōkamachi: Unique Quarter. Creates Walls and a free Infantry Unit when built.

Jin’ya: Unique Gold Building. No base yield. Additional Gold for each Rural District in this Settlement.

Chōnin-Chi: Unique Happiness Building. Specialists in this Settlement have reduced Happiness cost.

Unique Military Unit

Samurai: Unique Infantry Unit. Increased Combat Strength when in range of a Commander. Adds Happiness to a Quarter with a Fortification when Garrisoned in it.

Unique Civilian Unit

Fudasashi: Unique Unit that replaces the Merchant. Can only be Purchased in Towns. Use on a City to initiate a Growth Event in the City and add a resource slot to any Gold Buildings in the City or origin Town. Constructs a Road between the target City and origin Town if none is present.

Associated Wonder:

Himeji Castle: Walled Quarters gain Culture and Happiness in this city. Garrisoned units in this city gain additional Combat Strength. Must be built on flat land adjacent to a Quarter.

EDIT: Realized I mixed up the Jin'ya and Chōnin-Chi bonuses. Silly me!
 
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Unique Ability:

Sakuko: Cannot establish Trade Routes with other Civilizations, and other Civilizations cannot establish Trade Routes with Shōgunate Japan. Gain duplicates of Resources improved in the Homelands. Gain a Victory Point towards the Treasure Fleets Legacy Path for each copy of a given Resource over the amount that any other Civilization has.
If you meant isolation policy, it's Sakoku.
 

SHŌGUNATE JAPAN - EXPLORATION AGE CIVILIZATION

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I'll start by admitting that I am in no way an expert on Japanese history. My primary motivation for making this concept was my interest in creating a civ with a mechanic that can achieve economic victory in the Homelands, as Mongolia can achieve a domination victory. Japan's isolationism under Tokugawa seemed an ideal candidate for this, so I got to work. However, this concept doesn't just represent Edo Japan. If it did, it would be named "Edo Japan." The idea here is to let the player play through a bit of the changes in Japan from the first Shōgunate to Tokugawa, starting with militarizing to take control of the Homelands before turtling down and focusing on controlling and developing your empire. The concept also slightly favors a few Cities-many Towns dynamic for your Settlements, in reference to the powerful Capital of Edo supported by a network of feudal lords.

Sakoku: Cannot establish Trade Routes with other Civilizations, and other Civilizations cannot establish Trade Routes with Shōgunate Japan. Gain duplicates of Resources improved in the Homelands. Gain a Victory Point towards the Treasure Fleets Legacy Path for each copy of a given Resource over the amount that any other Civilization has.

One goal I had when making this ability was to ensure you still had your eyes on other player's movements on some level, rather than just playing solitaire. The Victory Points being dependent on your control of Homeland resources compared to other civs means that you have to actively maintain your monopoly, using military force or diplomacy to discourage settlements in the areas in the Homelands most similar to your empire. This mechanic means that a neighboring civ taking a nearby settling location is an even greater threat to your victory than usual, encouraging a playstyle that is both isolationist and aggressive. Not a neighbor whose toes you want to step on!

Bushidō
  • Tier 1: Increased Settlement Capacity. Infantry units have reduced Combat Strength penalty for low health.
  • Tradition - Ashigaru: +5% Gold towards purchasing Infantry Units for every Settlement.
  • Tier 2: Commanders gain additional movement when in a formation.
  • Tradition - Kiri-Sute Gomen: Conquered Settlements gain additional Happiness.

In service of the gameplay path of conquering the resource-homogenous parts of your Homeland and then turtling down, the first available civic is a military one, with city development civics coming later. Bushidō was the moral code of Samurai, and while I'm not a fan of basing civ designs on pop culture, it is very well known. It was formalized during the Edo period, so if it's referenced, it makes more sense here than with Meiji or Yamato. Researching it reinforces discipline in your Civilization, granting increased capacity for governance and increasing the endurance of your Samurai. Ashigaru were less experienced soldiers than the samurai, who were nonetheless called upon when numbers were needed. Having them in your empire therefore makes it easier to quickly rally Infantry the bigger your empire is.

Depending on how your plan for early conquest goes and how quickly, you might want to move on to the civics to develop your cities or dive further into the civic development related to your army. If you do so, your Samurai become even better trained, and new military formations and extensive practice of them make organized armies quicker. Kiri-Sute Gomen refers to the right of Samurai to cut down civilians who disrespect them, and it is unlocked by increasing the importance of Samurai in your society. Happiness as a yield seems to more generally represent "loyalty," so mandating respect towards your military means that conquered settlements will be conditioned to follow your rule.

Bakuhan
  • Tier 1: Increased Settlement Capacity. Happiness on Improved Resources in Towns. Unlocks the Jin’ya building. Unlocks the Chōnin-Chi building.
  • Tradition - Sankin Kōtai: Can purchase all Buildings in Towns.

Bakuhan is the internal development civic, named for a governance system of the Tokugawa Shōgunate (it was Tokugawa's ability in Civ VI, as well.) The system divided power between the Bakufu, the military government of the Shōgun, and individual Han, provinces led by local leaders. This division of power lightens the load of the Capital in terms of governance, and thus increases Settlement Capacity, and makes it easier to keep a handle on Towns that are contributing to your economic victory. The two buildings will be explained in full in their own section, but they are unlocked here because they relate to administration and organization of territories. Sankin Kōtai was a system in which the leaders of individual Han were required to switch between living in their Han and living in the Capital every year, to keep them under tighter control. This Tradition is unlocked here because it is tied to the Bakuhan system, and the greater control of the leaders of the places that support your capital (Towns in Civ VII terms) gives you greater control of the district planning in your Towns.

Ōedo
  • Tier 1: Additional Culture on Quarters.
  • Tradition - Kokugaku: Additional Culture and Science on Happiness Buildings.

The last Civic, unlocked after innovation in your military and governance, references the appreciation of culture and the arts arising in the Edo period. Your developed districts, conquered and built with the help of previous civics, now give you additional Culture. An increased focus on the arts and learning unlocks Kokugaku, a reference to a cultural movement that began in the Edo period.

Jin’ya: Unique Gold Building. No base yield. Additional Gold for each Rural District in this Settlement.

Jin'ya were government headquarters from which provinces were governed during the Tokugawa Shōgunate. They were also centers for the system of tax collection, hence their ability here. They have little use in a heavily urban area, but generate a large amount of gold in productive towns.

Chōnin-Chi: Unique Happiness Building. Specialists in this Settlement have reduced Happiness cost.

Chōnin-Chi were districts in which members of the Chōnin social class lived in castle towns. The Chōnin class was composed of merchants and craftsmen, but not farmers. In civ VII terms, that means Specialists! In Settlements mostly filled with Rural Districts, a Chōnin-Chi isn't really necessary, but it can give you better control of Chōnin in a City with many of them.

Jōkamachi: Unique Quarter. Creates Walls and a free Infantry Unit when built.

Jōkamachi were castle towns from which Daimyō, local leaders, ruled. The logic here is that by creating a Quarter with both a Jin'ya and a Chōnin-Chi, you create the infastructure for local governance. As such, a Daimyō is able to move in and fortify the area with a castle and their Samurai. From a gameplay perspective, this means that with the Bakuhan civic you can invest a decent chunk of gold and a bit of your government to quickly create a defensible military presence in any Settlement. In your first "phase," domination, this Quarter can be used to keep up your push. In the second "phase," isolationist empire building, the Jōkamachi you built earlier can discourage attacks, and new ones can be built to quickly defend a Settlement against oncoming attack.

Samurai: Unique Infantry Unit. Increased Combat Strength when in range of a Commander. Adds Happiness to a Quarter with a Fortification when Garrisoned in it.

The Samurai also reflects the two "phases" of play for Shōgunate Japan. They have increased power during coordinated attacks, inspired by their unique military formations, which is a generally good bonus for your initial assaults. When you're satisfied with your holdings, they provide Happiness to the cities they garrison, inspired by their role as retainers. This also fits the change in their roles throughout the Shōgunates: at first active combatants, and then later retainers who practiced Bushidō in peacetime.

Fudasashi: Unique Unit that replaces the Merchant. Can only be Purchased in Towns. Use on a City to initiate a Growth Event in the City and add a resource slot to any Gold Buildings in the City or origin Town. Constructs a Road between the target City and origin Town if none is present.

Because Merchants who control foreign trade are made useless by the Sakoku UA, the concept requires a Merchant replacement with something else to do. Fudasashi (Rice Brokers) were figures who controlled the flow of rice, especially during the Edo period. Rice was the primary income of Daimyō and rice output was used to judge the value of settlements, and as such Rice Brokers garnered a large amount of economic power, sometimes being considered the forerunners of Japan's banking system. They would rent rice storage to Daimyō, manage rice transportation across the country, and handle loans. Thus, their ability here creates Resource storage, connects Settlements, and causes Growth in a City through creating an "internal trade route" between a Rural and Urban area.

Himeji Castle: Walled Quarters gain Culture and Happiness in this City. Garrisoned units in this City gain additional Combat Strength. Must be built on flat land adjacent to a Quarter.
Returning to the series, Himeji Castle can supercharge a heavily fortified City. Dedication to the construction of fortifications makes fortifications stronger in the City it is built in, and the cultural and folkloric significance of the structure adds Culture and Happiness to the city's fortifications. It has some light synergy with the fortified UQ and Samurai.

While Shōgunate Japan has a clear "intended" gameplan, conquer Settlements that compete for monopolies over Homeland resources and then turn to internal development, it still has a good amount of versatility. The amount of Happiness bonuses can let you expand past the Settlement Cap, further conquering the Homelands or even turning to an assault on the Distant Lands for a Non Sufficit Orbis victory. There are also a decent amount of bonuses for Buildings and Specialists between the Chōnin-Chi and Jin'ya buildings, Ōedo Civic, Samurai garrison bonuses, and Himeji Castle, which makes the Enlightenment a good secondary goal if you ever find yourself turtling.
 
I'll start by admitting that I am in no way an expert on Japanese history. My primary motivation for making this concept was my interest in creating a civ with a mechanic that can achieve economic victory in the Homelands, as Mongolia can achieve a domination victory. Japan's isolationism under Tokugawa seemed an ideal candidate for this, so I got to work. However, this concept doesn't just represent Edo Japan. If it did, it would be named "Edo Japan." The idea here is to let the player play through a bit of the changes in Japan from the first Shōgunate to Tokugawa, starting with militarizing to take control of the Homelands before turtling down and focusing on controlling and developing your empire. The concept also slightly favors a few Cities-many Towns dynamic for your Settlements, in reference to the powerful Capital of Edo supported by a network of feudal lords.



One goal I had when making this ability was to ensure you still had your eyes on other player's movements on some level, rather than just playing solitaire. The Victory Points being dependent on your control of Homeland resources compared to other civs means that you have to actively maintain your monopoly, using military force or diplomacy to discourage settlements in the areas in the Homelands most similar to your empire. This mechanic means that a neighboring civ taking a nearby settling location is an even greater threat to your victory than usual, encouraging a playstyle that is both isolationist and aggressive. Not a neighbor whose toes you want to step on!



In service of the gameplay path of conquering the resource-homogenous parts of your Homeland and then turtling down, the first available civic is a military one, with city development civics coming later. Bushidō was the moral code of Samurai, and while I'm not a fan of basing civ designs on pop culture, it is very well known. It was formalized during the Edo period, so if it's referenced, it makes more sense here than with Meiji or Yamato. Researching it reinforces discipline in your Civilization, granting increased capacity for governance and increasing the endurance of your Samurai. Ashigaru were less experienced soldiers than the samurai, who were nonetheless called upon when numbers were needed. Having them in your empire therefore makes it easier to quickly rally Infantry the bigger your empire is.

Depending on how your plan for early conquest goes and how quickly, you might want to move on to the civics to develop your cities or dive further into the civic development related to your army. If you do so, your Samurai become even better trained, and new military formations and extensive practice of them make organized armies quicker. Kiri-Sute Gomen refers to the right of Samurai to cut down civilians who disrespect them, and it is unlocked by increasing the importance of Samurai in your society. Happiness as a yield seems to more generally represent "loyalty," so mandating respect towards your military means that conquered settlements will be conditioned to follow your rule.



Bakuhan is the internal development civic, named for a governance system of the Tokugawa Shōgunate (it was Tokugawa's ability in Civ VI, as well.) The system divided power between the Bakufu, the military government of the Shōgun, and individual Han, provinces led by local leaders. This division of power lightens the load of the Capital in terms of governance, and thus increases Settlement Capacity, and makes it easier to keep a handle on Towns that are contributing to your economic victory. The two buildings will be explained in full in their own section, but they are unlocked here because they relate to administration and organization of territories. Sankin Kōtai was a system in which the leaders of individual Han were required to switch between living in their Han and living in the Capital every year, to keep them under tighter control. This Tradition is unlocked here because it is tied to the Bakuhan system, and the greater control of the leaders of the places that support your capital (Towns in Civ VII terms) gives you greater control of the district planning in your Towns.



The last Civic, unlocked after innovation in your military and governance, references the appreciation of culture and the arts arising in the Edo period. Your developed districts, conquered and built with the help of previous civics, now give you additional Culture. An increased focus on the arts and learning unlocks Kokugaku, a reference to a cultural movement that began in the Edo period.



Jin'ya were government headquarters from which provinces were governed during the Tokugawa Shōgunate. They were also centers for the system of tax collection, hence their ability here. They have little use in a heavily urban area, but generate a large amount of gold in productive towns.



Chōnin-Chi were districts in which members of the Chōnin social class lived in castle towns. The Chōnin class was composed of merchants and craftsmen, but not farmers. In civ VII terms, that means Specialists! In Settlements mostly filled with Rural Districts, a Chōnin-Chi isn't really necessary, but it can give you better control of Chōnin in a City with many of them.



Jōkamachi were castle towns from which Daimyō, local leaders, ruled. The logic here is that by creating a Quarter with both a Jin'ya and a Chōnin-Chi, you create the infastructure for local governance. As such, a Daimyō is able to move in and fortify the area with a castle and their Samurai. From a gameplay perspective, this means that with the Bakuhan civic you can invest a decent chunk of gold and a bit of your government to quickly create a defensible military presence in any Settlement. In your first "phase," domination, this Quarter can be used to keep up your push. In the second "phase," isolationist empire building, the Jōkamachi you built earlier can discourage attacks, and new ones can be built to quickly defend a Settlement against oncoming attack.



The Samurai also reflects the two "phases" of play for Shōgunate Japan. They have increased power during coordinated attacks, inspired by their unique military formations, which is a generally good bonus for your initial assaults. When you're satisfied with your holdings, they provide Happiness to the cities they garrison, inspired by their role as retainers. This also fits the change in their roles throughout the Shōgunates: at first active combatants, and then later retainers who practiced Bushidō in peacetime.



Because Merchants who control foreign trade are made useless by the Sakoku UA, the concept requires a Merchant replacement with something else to do. Fudasashi (Rice Brokers) were figures who controlled the flow of rice, especially during the Edo period. Rice was the primary income of Daimyō and rice output was used to judge the value of settlements, and as such Rice Brokers garnered a large amount of economic power, sometimes being considered the forerunners of Japan's banking system. They would rent rice storage to Daimyō, manage rice transportation across the country, and handle loans. Thus, their ability here creates Resource storage, connects Settlements, and causes Growth in a City through creating an "internal trade route" between a Rural and Urban area.


Returning to the series, Himeji Castle can supercharge a heavily fortified City. Dedication to the construction of fortifications makes fortifications stronger in the City it is built in, and the cultural and folkloric significance of the structure adds Culture and Happiness to the city's fortifications. It has some light synergy with the fortified UQ and Samurai.

While Shōgunate Japan has a clear "intended" gameplan, conquer Settlements that compete for monopolies over Homeland resources and then turn to internal development, it still has a good amount of versatility. The amount of Happiness bonuses can let you expand past the Settlement Cap, further conquering the Homelands or even turning to an assault on the Distant Lands for a Non Sufficit Orbis victory. There are also a decent amount of bonuses for Buildings and Specialists between the Chōnin-Chi and Jin'ya buildings, Ōedo Civic, Samurai garrison bonuses, and Himeji Castle, which makes the Enlightenment a good secondary goal if you ever find yourself turtling.
Personally I would like to see the tea ceremony house and the Zen garden as unique buildings, but I love your design!!!
 
William F Buckley Jr.

Ability: National Review

His civilizations' unique Traditions are cheaper to research
Once unlocked, his civilizations' unique Traditions are always active and do not take up Social Policy slots.

In the Modern Age, Buckley is locked into a unique Ideology: Conservatism
Conservatism is ideologically allied with Democracy, and other Leaders will be allied with or opposed to Buckley as if he adopted Democracy.
Conservatism unlocks Rights, which in turn unlocks Freedom

Conservatism:

  • Tradition: "The Democracy of the Dead": +Influence from Traditions
  • Tradition: "Downstream of Culture": +Culture from Traditions
  • An Army, Navy, and Wing Commander, each with 3 free experience points
  • Gain a Cultural Attribute point
  • Gain an Economic Attribute point
  • Gain a Military Attribute point

Rights

  • Tradition: "First Amendment": Districts with Cultural, Religious, & Scientific buildings from previous Ages retain their Adjacency bonuses
  • Tradition: "Second Amendment": Civilian Units have significant Combat Strength when defending
  • Gain a Cultural Attribute point
  • Gain an Economic Attribute point
  • Gain a Military Attribute point

Freedom

  • Tradition: "Big Stick Diplomacy": Military Units gain Influence on kills
  • Tradition: "Moral Majority": Religious buildings gain Happiness and Influence equal to their Adjacency bonus
  • Tradition: "A Rising Tide Lifts All Boats": Gain Gold and Happiness per Factory resource
  • Gain a Cultural Attribute point
  • Gain an Economic Attribute point
  • Gain a Military Attribute point
 
Not a Civ design this time but a leader one :o

I don't think we'll see Elizabeth in the base game, but she could be added in one of the two DLCs! So let's make a design while I still can! and let's give her an alternative persona to fit her giant, impactful, layered tenure and personality.

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Elizabeth I, Gloriana (Diplomatic, Militaristic)
Her Majesty's Senior Service
> Naval Units have +1 Movement, have +3 Combat Strength per Era and generate Influence from kills.
> +2 Production in Coastal Cities.

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Elizabeth I, Virginia (Cultural, Diplomatic)
Act of Uniformity
> +1 Happiness and +2 Culture per Era in Cities from each Great Work
> +50% Production towards recruiting Civilian Units

Agenda (both)
: Mercurial Temperaments: At the start of the Era, randomly gain the agenda of another leader*, and replace your current one. Double the relationship increases and decreases from this agenda.

Starting Biases: Coast
Prefered Civs: Greece, Normans, Britain**

*the leader agenda pool she picks from would be limited to those who don't screw over the player on the spot. Therefore the agenda's of Amina, Ben Franklin and Pachacuti would be banned from the viable pool. Gloriana Bess's Agenda pool favours militaristic Agendas (Lord of Fire, The Spider, Without Regret, etc), while Virginia Bess's pool favours Economic ones (Without Sorrow, Golden Shepherd, Far and Wide...) .

**only if Britain are added. Otherwise, Prussia/Germany.

and when she's pissed off she throws a shoe at you. :mwaha:
 
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"Civilization one-two-three" an antiquity civilization for civilization 7

Ability - Trade Bonus - Gain +1 gold/science/happiness on every tile that produces at least one of those yields

Civics
Would you defend our cities with haystacks noble leader ?
Tier 1 - Military units fully heal when in the same time as the palace
Tier 2 - +100% production towards building fortifications
Tradition - May love and wine their rights maintain - Gain golden age points (happiness I guess) from kills

Third bead of the abacus
Tier 1 - Learn 90% of the Mathematics technology (or whatever the vague equivalent tech is)
Tier 2 - Gain science from trade routes
Tradition - Learn from the cobblestone streets - Urban districts yield +1 science each

Let the peasants barter for needed goods
Tier 1 - Gain +1 gold for each citizen that is not a specialist
Tier 2 - Gain +2 trade routes
Tradition - Lets do lunch sir - Gain the amount of food growth per turn in a city as gold

Distant lands favour our mighty empire
Tier 1 - Gain +1 influence per turn per civilization you have met
Tier 2 - Gain +1 influence per revealed rival city
Tradition - There will be plenty of time to betray them later - Gain a combat bonus against any civilization you have had a positive relationship with

Blue suede shoes
Tier 1 - Gain +2 happiness for every empire wide resource you have
Tier 2 - Temples are twice as effective
Tradition - When the people are blue, the entertainment must be true - Happiness buildings gain an additional happiness adjacency bonus for being adjacent to any completed quarter.

Unique Infrastructure
Building - Colosseum - Generates happiness
Building - Marketplace - Generates gold and happiness
Quarter - City - Acts as a second city center tile ?

Military Unit - Civapult - Basically a catapult that behaves as a melee unit
Civilian Unit - Diplomat - Moves around the map. Can steal technology, bribe units, see opponents city screen/information, destroy a building or incite a revolt (pay gold to acquire a city). The diplomat is expended after any of those actions

Wonder - Great Library - Learn any technology that has already been learnt by at least two other civilizations
 
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