Design a civ using known Civ VII mechanics

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Alawiyyas - Modern Age Civ

After centuries of Ottoman rule, control over Egypt began to wane with the emergence of the Khedivate under Muhammad Ali Pasha of the Alawiyya Dynasty, which acted independently of the Ottoman Empire and at times managed to overpower them in war, whilst also greatly industrialising Egypt and significantly reforming Egypt to be more self-sufficient and overseeing the construction of the Suez Canal. However, the arrival of the expanding British Empire brought an end to the Khedivate and the beginning of British rule over Egypt until it was later ended with a return to Alawiyya rule over an independent Egypt until monarchical rule in Egypt finally came to an end at the hands of Mohamed Naguib and Gamal Abdel Nasser, establishing the Republic of Egypt.

Unique Ability:
Legacy of Muhammad Ali/Khedival Reforms (depends on if Muhammad Ali Pasha is made a leader or not): Reduced production towards buildings created in settlements on Navigable Rivers.

Attributes:
Militaristic
Expansionist


Civic Tree

Canals
Tier 1:
Naval units gained additional movement on friendly Navigable Rivers, unlocks the unique Canal improvement.
Tradition - Mahmudiyya:
Cities connected via Canal gain an extra boost to yields from domestic trade routes.
Tier 2: Resources provide an extra boost to settlement yields if the settlement is adjacent to a Canal.
Tradition - Farms adjacent to Canals gain an additional boost to food yields.

Military Reorganisation
Tier 1:
Reduced production towards military units in settlements adjacent to Navigable Rivers, unlocks the unique Fellahin Infantry unit.
Tier 2: Military units gain extra Combat Strength when defending.
Tradition - Convention of Kütahya: +5 Happiness to settlements conquered in a war.

Industrialisation and Nationalisation
Tier 1: Factories created in settlements adjacent to Navigable Rivers produce +2 Gold, unlocks the Alabaster Mosque wonder.
Tradition - Suez Canal: Foreign Trade Routes passing through your canals now provide a fraction of the Gold yields of the Route to you.
Tier 2: Reduced production towards building factories in settlements adjacent to Navigable Rivers, unlocks the Tajr Civilian Unit

Associated Wonder - Alabaster Mosque:
- Navigable Rivers provide a Happiness adjacency bonus to all of your settlements

Unique Military Unit - Fellahin Infantry
- Unique melee unit. +5 combat strength, cheaper to produce for cities with farms or connected to towns with farms.

Unique Civilian Unit - Tajr
-
Unique Unit that repalces the Merchant, can only be used in settlements adjacent to Navigable Rivers, increases Gold yields when the settlement has a luxury resource and immediately creates a road connecting the Town to a City if used in a Town.

Unique Improvement - Canal
- Can only be built adjacent to a Navigable River or adjacent to a canal connected to a Navigable River. Each Canal allows units to pass through it like with a Navigable River, provides settlements containing a Canal with additional Production and Food yields, has a chance of causing a Growth Event that can either cause the settlement to grow or shrink in population.

City List

El-Qahira ⭐- (Cairo) The capital of the Khedivate of Egypt and contemporary Egypt (at the time of writing)
Eskenderiyya - (Alexandria) Today, is the second largest city in Egypt and is along the Meditteranean
Rashid - Also known as Rosetta, is a port city in Egypt along the Nile Delta
Domyat - Also known as Damietta, is a port city in Egypt along the Nile Delta
Es-Suways - (Suez) Today is a seaport city in Egypt, and also is where the Suez Canal is located
El-Faiyum - A city in Lower Egypt
Minya - A city in Middle Egypt
Beni Suef - A city in Lower Egypt, was a chief Lower Egyptian town under Muhammad Ali
Asyut - A city in Middle Egypt, also has the highest Coptic Christian concentration in Egypt today
El-Kharga - A town in Egypt located within an oasis of the same name
Girga - The oldest continuously-inhabited city in Africa
Aswan - A city in Upper Egypt
Wadi Halfa - A city in Sudan
Donqolah - Today, Dongola in Sudan
Shendi - Small city in Sudan, was attacked by Muhammad Ali Pasha in 1823
Khartoum - Today the capital of Sudan
Omdurman - Today the second most populous city in Sudan and is northwest of Khartoum
Sennar - A city in Sudan
El Fasher - A city in Sudan
Juba - Today, the capital of South Sudan
Massawa - Today, a city in Eritrea
Hims - Also known as Homs, a city in Syria which was a defining capture of the first Egyptian-Ottoman war
Djibouti - Today the capital of Djibouti

Unlocks:

Play as Egypt in the Antiquity Age
Play as Abbasids in the Exploration Age

Declare war on a former ally
 
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With His birthday coming up, and Leaders no longer being purely politicians and kings, it got me thinking about how the King of Kings would best be implemented into the game (not that Firaxis ever would, nor would I want them to; just a bit of holiday fun 🎄)

Jesus Christ
Ability: Second Coming

At the End of the game, Christ is victorious, regardless of victory conditions or score.
He gets a unique victory video describing the New Creation and the New Jerusalem
In the post-game stats, every Wonder built, combat won, etc. is attributed to Him
 
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
The Ottomans are one of those polities that could and should have a presence in both the Exploration and Modern ages.
Dunno what you would call each one to differentiate them (Ottoman Empire/Rum/Turkish Empire/etc) but stuff like the Janissaries and wonders like the Topkapi Palace/Blue Mosque should be in the Exploration era while the Nizam-i Djedid Army and the Kuleli Military Academy or the Dolmabahçe Palace in the Modern era.
 
The Ottomans are one of those polities that could and should have a presence in both the Exploration and Modern ages.
Dunno what you would call each one to differentiate them (Ottoman Empire/Rum/Turkish Empire/etc) but stuff like the Janissaries and wonders like the Topkapi Palace/Blue Mosque should be in the Exploration era while the Nizam-i Djedid Army and the Kuleli Military Academy or the Dolmabahçe Palace in the Modern era.
The way that ages work now I think they are best put in the Modern between the two. They would make nice successors to the Abbasids, and potentially the Byzantines, from the Exploration Age. Plus, I don't want to see Janissaries pop up in the year 400 AD like the Spanish Tercios do now.
 
With His birthday coming up, and Leaders no longer being purely politicians and kings, it got me thinking about how the King of Kings would best be implemented into the game (not that Firaxis ever would, nor would I want them to; just a bit of holiday fun 🎄)

Jesus Christ
Ability: Second Coming

At the End of the game, Christ is victorious, regardless of victory conditions or score.
He gets a unique victory video describing the New Creation and the New Jerusalem
In the post-game stats, every Wonder built, combat won, etc. is attributed to Him
I remember making a custom "Jesus" card for the card game "Dominion" that also immediately won the game.
 
The way that ages work now I think they are best put in the Modern between the two. They would make nice successors to the Abbasids, and potentially the Byzantines, from the Exploration Age. Plus, I don't want to see Janissaries pop up in the year 400 AD like the Spanish Tercios do now.
I get what you are going for, but I gotta disagree.

This is pretty much the only time we would be able to represent the Late Ottoman period in a civ game and wasting it for some anachronism would be more than unfortunate.
 
I decided to give a try with Finland. I am not 100% satisfied with this design. For instance, history post-independence and pre-World War 2 is not represented at all, and Helsinki Accords are a tad too late for the time period the game tries to represent. I might make an updated design at a later date.

Finland - Modern Age civ
Unique Ability
A Land of a Thousand Lakes
: Lake tiles gain Happiness from each adjacent Taiga, Vegetated or Lake tile.

Attributes:
Militaristic
Cultural

Civic Tree
Karelianism

Tier 1: Unlocks Sauna and Runonkerääjä.
Tier 2: Saunas gain Culture equal to adjacency.
Tradition - Kalevala: Lake tiles gain culture from each adjacent Taiga, Vegetated or Lake tile.

Spirit of the Winter War
Tier 1: Unlocks Suomenlinna. Gain a set amount of War Support on all wars declared against you.* Units receive Combat Strength equal to War Support.
Tradition - Sisu: Lake tiles gain Production from each adjacent Taiga, Vegetated or Lake tile.
Tier 2: Unit heal faster when next to a Sauna. Defensive structures gain production base yield.
Total Defence: +50% production when building defensive structures. Units fortify faster.

Helsinki Accords
Tier 1: Treaties and Projects are 15% cheaper.
Tradition - Sauna Diplomacy: Lake tiles gain Influence from each adjacent Taiga, Vegetated or Lake tile.
Tier 2: Treaties and Endeavours award higher rewards.

Unique civilian unit
Runonkerääjä: Unique civilian unit. Runonkerääjä can be activated on a Unique Districts or Unique Tile Improvements giving a modest burst of culture and a hint of an Artifact location. Upon discovering an Artifact receives a burst of science.**

Unique military unit
Jääkäri
: Unique Infantry Unit. Higher flanking bonuses.

Unique tile improvement
Sauna
: Food base yield. Gains happiness from each adjacent taiga, vegetated or lake tile.

Associated Wonder
Suomenlinna
: Gives happiness. Acts like a fortified District. Fortified Districts receive a happiness base yield.

Starting Biases:
Lake
Taiga
Vegetated

*I had this idea before Harriet Tubman was revealed. Firaxis is reading my mind? Originally, it had a modest +2 War Support, but after seeing Harriet Tubman receive +5, I decided to keep it vague for now. Immediate +7 war support is still pretty disgusting!
**Originally, I had Runonkerääjä behave in a manner similar to Egypt’s “Tjaty” or Han’s “Shì Dàfū” but I thought this was a better idea. Theoretically, instead of artifacts Finland player could be looking for "runes" (a Finnic epic poem, or a division of one) as an alternative win condition but for now I decided to keep things simple.
 
I've been working and thinking on my own Phoenician design for a while now. My goal was to represent both the Phoenician East and the Punic West but skew towards the Levant with the civ, with Hannibal Barca as leader to better represent Carthage. The information for the design largely comes from The Oxford Handbook of the Phoenician and Punic Mediterranean (edited by Carolina López-Ruiz and Brian Doak) and Phoenicians and the Making of the Mediterranean (López-Ruiz). NB I'm more of a "historical flavor" person than a "numbers/strategy" person.

Phoenicia
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Between the Lebanon Mountains and the Mediterranean Sea flourished a people the Greeks knew as Phoenicians and who probably referred to themselves as Canaanites. Following the Bronze Age collapse, they emerged as the premier naval and mercantile power in the Mediterranean, a skill that leveraged them considerable autonomy as their neighbors fell under the thumb of the Egyptians, Assyrians, and Persians. Already by the tenth century BCE, they were establishing colonies across the Mediterranean, from Cyprus to Cadiz on the Atlantic Coast of Spain, including what would become their most important colony, Carthage, traditionally said to have been founded in 814 BCE. The Phoenicians' most enduring contribution to civilization was the invention and distribution of the alphabet, but their colonial model was also the basis for those of Greece and Rome. The Phoenician East declined after the siege of Tyre by Alexander the Great in 332 BCE, after which it remained a thriving province in the Greek and Roman empires but never regained the autonomy it had enjoyed under the Persians; the Carthaginian West flourished until its ultimate defeat in the Third Punic War in 146 BCE. Nevertheless, a Punic identity probably survived in North Africa until the Islamic Conquest, and notable Roman Punics include Emperor Septimius Severus and theologians Tertullian and St. Augustine of Hippo.

UNIQUE ABILITY
Emporion:
The Phoenicans gain a unique town specialization, the Naṣīb, that functions like an Exploration Age Trade town but is available in Antiquity. If built adjacent to the Coast, the Phoenicians gain 50% gold for specializing a Town as an Naṣīb or Farming/Fishing Town or upgrading it to a City.

ATTRIBUTES
Economic
Diplomatic

UNIQUE CIVICS
Tyrian Purple
Tier 1:
Unlocks the Cothon unique building. Increased Culture from marine resources and marine vegetation. Unlocks 'Shopṭīm' tradition.
Tradition - Shopṭīm: Specialists happiness cost reduced.
Tier 2: Increased Culture from Quarters adjacent or on the Coast. Increased Settlement limit.

Carthaginian Hegemony
Tier 1:
Unlocks the Temple of Milqart unique building. Unlocks 'Yammon' policy.
Tradition - Yammon: Gain increased influence towards trade endeavors and trade embargoes.
Tier 2: Increased Gold from Quarters adjacent or on the Coast.

Awakener of the God
Tier 1:
Unlocks the Temple of Eshmun wonder. Increased Settlement limit. +1 movement for the Pentekonter.
Tradition - Ships of Tarshish: Cities adjacent to the Coast gain Gold, Culture, and Influence for every trade route.
Tier 2: Quarters adjacent to the Coast gain Gold for every city-state you are suzerain of. Unlocks 'Ships of Tarshish' tradition.

UNIQUE INFRASTRUCTURE
Unique Building: Cothon:
Gold base. Must be built adjacent to the Coast. Functions as a Harbor and acts as if it were walled. Ships on this tile do not suffer the ill effects of storms.
Unique Building: Temple of Milqart: Happiness base. Influence and culture adjacency from Wonders and Resources.
Unique Quarter: Maqōm: Generates Influence and Gold for every trade route this city has.

UNIQUE CIVILIAN UNIT
Hūlek:
Unique Settler. Starts with the ability to embark and gains +1 movement while embarked; adds Influence to the town hall.

UNIQUE MILITARY UNIT
Pentekonter: Slight increase combat strength; heals faster outside of friendly territory.

ASSOCIATED WONDER
Temple of Eshmun:
Gain Food and Happiness from every resource in this city, including resources from trade.

STARTING BIASES
Coast
Mountains


ELISSA, PRINCESS OF TYRE
According to the foundation myths of Carthage, Elissa was the daughter of a king of Tyre, who appointed that after his death his kingdom should pass to the joint rule of Elissa and her brother Pygmalion (Pumayyaton). When the king died, however, Pygmalion seized the throne and murdered Elissa's wealthy husband, a priest of Milqart. Elissa took her husband's wealth and a group of loyal followers, fleeing first to Cyprus before going on to found Carthage.

UNIQUE ABILITY
Purveyor of Purple:
Every outgoing trade route for a city resource generates Culture for Elissa's city and Gold for both cities; every incoming trade route for a bonus or empire resource generates Food for Elissa's city and Gold for both cities.

AGENDA
Tyrian Monopolies:
Small relationship bonus for every trade route you maintain with Elissa; large relationship penalty if you have no trade routes with Elissa. (Oh, no, you're going to get hit by her umbrella.)

ATTRIBUTES
Economic, Expansionist

STARTING BIAS
Coast


ELISSA DIDO, QUEEN OF CARTHAGE
When Elissa came to Carthage, it is said that she asked the king of Utica for enough land as could be covered by an oxhide, but she cleverly cut the oxhide into strips to enclose enough land for her to found the city of Carthage. When the king of Utica later demanded her hand in marriage, she immolated herself. Contained in this origin story is the Carthaginian admiration for cleverness and rejection of monarchy.

UNIQUE ABILITY
Byrsa Hill:
Gain additional Influence for Espionage from every trade route you maintain with that leader.

AGENDA
Dido's Pyre:
Decrease relationship by a small amount for every city near Dido's borders; decrease relationship by a large amount if you ever give away a city; increase relationship by a moderate amount if you have no cities near Dido.

ATTRIBUTES
Diplomatic, Expansionist

STARTING BIAS
Coast, Rough Terrain


HANNIBAL BARCA
Hannibal Barca was the scion of the Barcid political family that controlled Carthaginian Iberia and held sway in the Carthaginian senate. Regarded as one of the greatest generals of Antiquity, his shock-and-awe tactics brought him to Rome's doorstep.

UNIQUE ABILITY
Lybicophoenicians:
Hannibal gains a unique Endeavor with Independent Peoples called Establish Kinship. By intermarrying with the local elites, he decreases the Influence cost of friendly actions with the Independent People while increasing the cost for others; the cost of this endeavor increases for every tile between the Independent People and Hannibal's nearest city but decreases for every military unit within five tiles of the Independent People's borders (to a maximum of five). The effect decays over time, but the decay rate is slowed by keeping military units near the Independent People. Units hired from Independent Peoples gain increased combat strength from every trade route Hannibal has.

AGENDA
Punic War:
Increase relationship by a moderate amount for every Independent People near your borders you have a friendly relationship with; increase relationship by a small amount for every Independent People near Hannibal's borders you do not have a friendly relationship with; decrease relationship by a large amount for every Independent People near Hannibal's borders that you have a friendly relationship with.

ATTRIBUTES
Diplomatic, Militaristic

STARTING BIAS
Independent Peoples

Commentary
My overall design was, I'm afraid, rather cramped by Aksum, which also occupies the coastal trade niche. Fortunately, the Phoenicians were good at other things, like colonization and building networks. It's appropriate that some of the abilities look somewhat Greek, for the Greeks saw the Phoenicians as being very like themselves (except in Sicily, where the two were in fierce competition).
Emporion/Naṣīb: Emporion is the Greek word for a trading outpost, borrowed into Latin and then English as emporium; unfortunately, we don't know what the Phoenicians called an outpost specifically for trading. We do know their word for colony, however: naṣīb, a word whose primary meaning was "stele" but also meant a colony, outpost, or garrison. The idea behind this ability is that the Phoenicians want to gobble up the coastline to trade with people inland. The bonus for Trading/Fishing towns is a nod to Mago's eight-volume compendium (sadly lost) on agriculture that was considered definitive in Antiquity.
Shopṭīm: Carthage was ruled by shofets (judges), equivalent in many ways to Rome's consuls, including being two in number; in the Levant, they probably acted as magistrates below the king. In either case, the idea here is that having a cadre of loyal elites reduces the Happiness maintenance of specialists.
Carthaginian Hegemony/Yammon: Based on their treaties, Carthaginians had a sense of proprietorship regarding the Mediterranean. Even when at a diplomatic disadvantage, they didn't hesitate to tell other powers what they could and could not do or where they could and could not go on the sea. I consequently called this tradition yammon, "our sea"--which might sound familiar.
Awakener of the God: The primary title of the king of Sidon (and sometimes other city-states) in his priestly function as the high priest of the Baal of Sidon, Eshmun. Unfortunately, we don't know much about the role, but it seems that Eshmun and Milqart were both believed to die in winter and rise again in spring and that it was the king's or high priest's task to awaken the god. This may be referenced in the Biblical account of Jezebel's priests of Baal when Elijah mocks them that their god might be sleeping, but it's difficult to tell.
Ships of Tarshish: Referenced repeatedly in the Bible in regards to the Phoenician fleets. Unfortunately, despite being a seafaring people, almost nothing pertaining to seafaring has survived in Phoenician or Punic--an artifact of funerary stelae and votive inscriptions accounting for the bulk of the attested language. Unfortunately, the Phoenicians and Carthaginians both wrote on degradable papyrus rather than clay or stone.
Cothon: The Phoenicians and Carthaginians both created artificial harbors that allowed them to construct and load their ships in greater safety.
Temple of Milqart: Milqart, equated with Greek Herakles, was the Baal of Tyre, but he was also the unifying hero-god of the Tyrian colonial network. Every colony featured a temple to Milqart. The temple in Cadiz was said to be particularly magnificent, with a sacred olive tree made of gold and jewels. While there was no universal Phoenician temple design, in general these temples contained a hypostyle, a sacred spring, an empty throne (the Phoenicians seem to have been aniconic, like their southern neighbors), a sacred olive tree (sometimes artificial), and a tomb of the god (though the latter may have been a unique feature of Tyre and Cadiz).
Maqōm: This versatile Phoenician word can mean "place," "city," or "district of a city"--it's the latter meaning I'm opting for here. The Phoenicians were efficient urban planners, and their cities were indeed divided into districts.
Hūlek: Related to a root meaning "to go" and conventionally translated "guest-friend," the Phoenicians established trade networks all over the Mediterranean. The name would better fit a unique merchant, but I wanted a unique settler to reflect the early Phoenician settlement of the Mediterranean (again, they'd reached Spain by the tenth century).
Pentekonter: Alas, once more, no Phoenician word for "ship" is attested, as astonishing as that is. If you're wondering about the healing ability, Phoenician ships were modular and had instructions for repairs engraved on the planks, making them easy to repair in the field. Unfortunately, this also enabled the Romans to copy Carthaginian ships based on wrecks after the First Punic War.
Temple of Eshmun: The Temple of Eshmun at Sidon was a grand structure with Egyptian-style crenelations and a sacred spring. Eshmun was a healing god, and the food and happiness is meant to reflect that.

Elissa, Princess of Tyre: I chose to give Elissa two personae to reflect the Tyrian and Carthaginian legacies. Elissa, Princess of Tyre I imagine being dressed in a more Egyptian-influenced fashion. Her ability is all about trade, just like Phoenicia's, so she doubles down on what the civ is already best at. Her agenda unfortunately makes her the new Wilhelmina.

Elissa Dido, Queen of Carthage: Elissa Dido, Queen of Carthage, is the more wily persona who will smile to your face and undermine everything you do behind the scenes. She reflects the Levantine admiration for cleverness (one might say more broadly Near Eastern admiration for cleverness--Odysseus, anyone?) and what the Romans would come to call, with mixed respect and contempt, fides punica "Punic faith." Her agenda represents her willingness to sacrifice herself for her people; she will despise you if you don't do the same or if you encroach on her sovereignty. I'd imagine her being dressed in a purple himation, but still with some Egyptian touches.

Hannibal Barca: I consider Hannibal the centerpiece of this design. His ability reflects the Carthaginian model of empire: not one of domination but one of creating a satellite of clients. The Carthaginians and Phoenicians did this with the Numidians and Libyans in Africa, the Iberians and Lusitanians and Celtiberians in Iberia, the Shardens in Sardinia, Kition in Cyprus, etc. Hannibal's strategy in the Second Punic War was to extend this policy to Italy to break up Rome's allies; it only failed because he overextended himself--worked into the ability as a penalty for distance and a bonus from military units (meaning that you need to maintain a garrison to maintain the ability).
 
This is a breakdown of my Oyo design to make some things clearer and to also show the origin or inspiration for some things (given that some elements are not easily found via Google)


Unique Ability:
Ọmọ Odùduwà: Happy Settlements built adjacent to Navigable Rivers receive a bonus to yields in every building.
Ọmo Odùduwà or “Descendants/Children of Oduduwa” is another name for the Yoruba people and is also quite fitting for the Oyo Empire as its ruling dynasty, the House of Oranyan is a cadet branch of the House of Oduduwa. The idea behind the bonus is that this would replicate the highly urbanised nature of Oyo’s cities in reality which were noted as being some of the most highly urbanised in West Africa (with the most urbanised such as Oyo Ile being adjacent to a river).


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.
Ilarì and Oyo Mesi are both parts of the Oyo political structure and the associated traditions and benefits also reflect what they did. The tradition, Orinyin (meaning tribute) reflects how the Ilarì collected tribute from some neighbouring states such as Dahomey. Their role in carrying out more menial tasks or acting as guards is reflected in what is unlocked through both tiers.

Òrìṣà (Orisha in English) refers to the divine spirits in the traditional Yoruba pantheon which were integral to the Oyo Empire as a whole (it was also believed that the Alaafins were chosen by the Orishas as well as the fact the House of Oranyan is descended from Oduduwa, who is an Orisha in the Yoruba pantheon)
- Ọjọ Ṣàngó (Day of Shango in English) - The idea behind this is that whenever celebrations are held while this tradition is active a boost to combat strength is received which reflects on how Shango is associated with thunder and lightning as well as being a powerful and violent Alaafin of Oyo in the past (Many temples to Shango were also noted to exist in the Oyo Empire but I'll get onto that later
- Ajọdun Olọjo (Olojo Festival) - This festival celebrates Ogun who is an Orisha especially associated with Iron, because of this I thought it'd make sense for a tradition linking to the festival to boost production

The Oyo Mesi are more centred around military and unlocking the military units since they often had observed such. The Baṣorun was essentially the Prime Minister and also often headed military conquests whilst also hosting celebrations. Some of these celebrations were linked to successful conquests.

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.
The Osun-Osogbo Sacred Grove provide bonuses to yields from celebrations in the settlement it was built in reference to it being a site for festivals that attracts many from across Yorubaland, Nigeria and the entire world. The idea of reducing food threshold in settlements towards population growth allows the player to build tall and build large cities. (Additionally the origins of the festival at the grove link to hunters drinking at the nearby river when facing famine and being promised prosperity should they bring a sacrifice each year).

Eṣo Ikoyi were the elite cavalry unit of the Oyo Empire that lived by a code of no fear and never surrender hence why I went with the idea of them having reduced effects of damage on combat strength

The idea behind the Aare Ona Kakanfo is that it primarily led the Eṣo Ikoyi hence why leading cavalry units gives a bonus.

My idea behind Agbole (or Agbo íle) is that it would aid in building tall whilst also providing a culture bonus as the city grows as historically it was a culturally significant compound found in many family homes.

Lastly, Idanileko (workshop) and Ojubo Ṣàngó (Temple of Shango). These both are aimed at feeding into the growth of a city and allowing for increased production in order to foster a powerful and large army .
 
I'm doing a three era bid on BULGARIA :o

I will put it together in this post, so if you see me edit things, don't be alarmed. It's all part of the creative process.

Part 1: THRACE
Spoiler Thrace :


THRACE
Antiquity Civ
1735487183506.png

Start Bias: Mountains, Gold Ore, Horses.
Traits: Diplomatic & Militaristic

Capital: Seuthopolis
Other Cities: Perperikon, Kabyle, Serdika, Bizye, Bergoula, Debelton, Melta, Stenimachos, Melsambria, Uskudama, Caria, Desudaba, Artanes, Salmydessos, Denthelika, Ismara, Urdoviza, Genucla, Iamphorhynna, Naulochas, Breierophara, Apsynthus, Bastira, Rogozen.

Description
The Thracians were a transhumant people inhabiting the area north of Ancient Macedon, in what is now the south of Bulgaria. Although Thracians were considered "barbarians" by their Greek neighbours, there are indications that their culture was sophisticated - they were very able metalsmiths, and notable followers of Dionysus, the Greek gold of Festivals. The Thracians are predominantly remembered for their Peltast mercenaries, fighting alongside the Greeks in their wars for coin. In Bulgaria, the Thracians are largely remembered for their tumuli containing vast amounts of golden ornaments. The Thracians eventually became a client state of the Romans, who annexed them in 2nd century AD.

Ability: Wreaths of Gold

- Have access to a Unique Endeavour called "Thracian Mercenaries", which can be supported with both Gold and Influence.
- Military units and Scouts have +1 Combat Strength per Active Endeavour.
- +33% Production towards the Kazanlak Grobnitsa Wonder.
The ability name refers to the excessive golden jewellery found inside the Thracian tombs.

Associated Wonder - Kazanlak Grobnitsa - Your Government has +1 slot for a Tradition of choice. When entering the Exploration Era, this improves to +2 Slots for Traditions only. When entering the Modern Era, receive +2 Artefacts.

Unique Endeavour - Thracian Mercenaries
- Enables whoever signs it to levy troops levy troops at a reduced Gold cost, but every levied troop is a Peltast.
- Whenever the other player levies troops during the Endeavour they receive a Peltast unit, and Thrace receives +100 Gold
- If both sides Support the Endeavour, both Thrace AND their partner receive a Thracian Peltast and +100 Gold whenever they levy.

Mercenaries from Thrace, especially Peltasts were coveted by the Greeks and played a role in many petty squabbles between the polises.

Unique Infrastructure - Thyrseios
- Unique Improvement.
- Base 1 Influence.
- Counts as a Fortification.
- Aura: Friendly military units in a one-tile radius receive +3 Combat Strength
- Placement Restrictions: Cannot be placed next to another Thyrseios or adjacent to a Town Centre or City Centre.

Thyrseis were the fortified residences of the Thracian Elite in the Odrysian Kingdom, and were important towards their defence and their ability to levy troops. The name itself is Greek. Thracian is poorly attested.

Unique Military Unit: Peltast - Unique Cavalry unit. When it engages in melee combat, it throws a javelin at its enemy (once per engagement). +1 Combat Strength per active Endeavour.
1735487445029.png


"Peltast" refers to the pelta, crescent-shaped shield the Thracians used in combat. It is mostly associated with Javelineers in popular culture, but in reality all of their troops used the pelta, including their mounted warriors. I envision the Peltasts as wielding a sica (a crescent short sword) in their main hand and the pelta in their off-hand, while mounted on a horse. Byzantium also had cavalry Peltasts, which makes them a good Exploration Civ to transition into.

Unique Civilian Unit: Mezéna - Unique Scout. Mounted on a Horse, the Mezéna has additional +1 Movement Speed and +2 Combat Strength compared to a regular Scout, but costs +30% more Production. (It also has less base Combat Strength than a Horseman)
1735487590970.png

Mezéna is the Thracian word for "horseman" one of the few words preserved and translated from their poorly attested language. (cognate with the modern Albanian word for Horse, I believe). Giving the Thracians a mounted scout made sense. They were a pastorial culture, and unique Civilian units are hard to come by for the Thracians - they left no written records of their own.

Civics:

Odrysian Kingdom
T1: +2 Gold in the Capital, unlocks the Thyrseis Improvement and the Tholoi Tradition
Tradition: Tholoi - +1 Gold from Codexes, +.3 Gold from Relics and +6 Gold from Artifacts. Great Works have a 1 Culture upkeep cost.
T2: +1 Food on Thyrseios improvements. Unlocks the Kazanlak Grobnitsa wonder.

"Tholos" is the Greek word for a Thracian burial tumulus (bg: Grobnitsa), which were scattered around their largest settlements. The Gold bonus to Great Works reflects the massive gold treasures stored within these burial mounds. The Culture upkeep is flavour - if your most precious items are buried in the ground, they won't contribute to your cultural heritage until they're unearthed.

The Kazanlak Grobnitsa, which is the Thracian wonder is the largest and most prestigious of their burial mounds. It's about as close to a Thracian wonder as you can get.

Sabaean Kingdom
(Requires Odrysian Kingdom)
T1: You receive +2 Gold per active Endeavour. Your partners receive +1 Inflence per Endeavour with you if both sides Support it.
T2: Unlocks the Martenitisa Tradition. +1 Settlement Limit
Tradition: Martenitsa - Pastures adjacent to at least two Farms receive +1/+2/+3 Happiness. If you're in a Celebration, they receive +1 Influence as well.

A martenitsa, often represented by wristbands or dolls made of red and white string, are decorations worn during the month of March in Bulgaria, North Macedonia, Romania, Albania and parts of Greece. The colours represent blood and milk, in other words vitality and fertility, and general good fortune. Its origins are presumably at least partially Thracian, making it a good tradition to include here.

Mercenary Kingdom

(Requires Sabaean Kingdom)
T1: Earn points towards your next Celebration whenever you complete a Thracian Mercenaries endeavour.
Tradition: Kukeri - +10% Happiness in Settlements during a Celebration.
T2: Military buildings have Happiness adjacency from Quarters.

In Bulgarian folklore,a "kuker" is a costumed shaman who wards off evil spirits. The tradition itself if errenously associated with the Tracians - it was probably heavily influenced by Thracian folkloore, but likely only emerged around the time of Great Old Bulgaria. This makes it a good choice for a Tradition Bulgaria can immediately slot in after transitioning from Thrace.


Part 2: BULGARIA

Spoiler Medieval Bulgaria :

BULGARIA
Exploration Civ
1735488862454.png


Start Bias: Mountains, Gold Ore
Traits: Cultural & Militaristic

Capital: Târnovo
Other Cities: Preslav, Varna, Pliska, Ohrid, Sredets, Vidin, Pupuldeva, Belgrade, Skopje, Nikopol, Cherven, Bitola, Drashtar, Strumitsa, Boruy, Solun, Krân, Nish, Prilep, Syar, Vranje, Prizren, Velbazhd, Shtip, Pirot, Berat, Odrin, Kopsis, Voden, Devol, Kostur, Petrich, Skaptopara.

Description
When the Byzantine empire faced one of their many moments of weakness in the early 7th Century, a group of nomadic invadors from the Volga and Crimea invaded their province of Thrace and established their own kingdom - Bulgaria. Initially a moderate power in the area, Bulgaria rose to prominence in the 9th Century when prince Boris I converted to Christianity with the Byzantine emperor's blessing, and declared himself Tsar (or Emperor) of all Bulgars. In the Golden Age that his son, Simeon the Great oversaw, Bulgaria extended its borders to include all of North Macedonia and vast swaths of Greece, Albania and Serbia. The Empire was a hub for literacy and liturgy, when the monks Cyril and Methodius invented the Glagothic and Cyrillic scripts, speading Christianity to the neighbouring slavs. As the most powerful kingdom of Europe for two hundred years, Bulgaria left its mark upon Eastern Europe with religious traditions that are shared and observed between all Slavic cultures having their origin point somewhere between the Danube and the Balkans.

Ability: Council of Preslav
- Military units receive +1 Combat Strength for each Religious Building and Relic present in the city which they've been recruited from.
- +33% Production towards the Rila Monastery Wonder.

Historically, it makes sense for military might and religious wonder to go hand-in-hand for Bulgaria. The entire point of their conversion into Christianity was to unify the army under one, justified divine goal.

1735489887575.png

Associated Wonder - Rila Monastery
-
Base Culture, additional Happiness to adjacent Quarters.
- Temples and Worship Buildings become Ageless and Persistent, and generate +2 Culture.
- At the start of the Modern Era, receive an extra Cultural Legacy Point.
- Placement Restrictions: must be built in top of a Mountain tile.

The Rila Monastery rewards you for planning ahead for the Culture victory in the Modern Age by supercharging the speed at which you can research Civics. An apt bonus for what is Bulgaria's most prestigious landmark.

Unique Improvement - Literary School - Unique Improvement. Base Culture. The Literary School gives Happiness adjacency to adjacent Culture buildings, and Science adjacency to Great Works. Can only be placed adjacent to a Temple.

The decision to make the Literary School an Improvement is mostly flavour. Only a few of them existed, and it feels correct that you have to work to set them up.

The INITIAL idea was the make the Literary School a Quarter instead, with its components as the Chitalishte and a generic Temple, which I scrapped once I finalized my modern Bulgaria design. I see no reason to push for Kreposts, as the Thracians already have an equivalent, and Russia might get Kreposts in their design.


Unique Military Unit - Boyar - Unique Cavalry unit - Higher Combat Strength (+3) than the Knight. If Bulgaria has founded a Religion, this unit gives its commander +1 Experience per combat.

The Boyar (or bolyars) were the knights of the first Bulgarian empire, and their forced conversion into Christianity was fundamental in securing their discilpine and loyalty to the Tzar. The bonuses reference both nicely. It also provides the Thrace => Bulgaria pipeline with an upgradeable Unique Unit.

Unique Civilian Unit - Knizhovnik - Unique Missionary - The first time a foreign city is converted to Bulgaria's founded religion by a Knizhovnik, receive a burst of Culture in every city with a Great Work.

Knizhovnik can be translated as "someone who writes books". A scribe or a writer, specifically a monk. This could easily have been a Great Person (there's a large comprehensive list of Bulgarian clergymen that qualify), but I think the bonuses are strong enough as is? A missionary is more balanced than a Great Person is. Oh and I envision the burst of culture as fairly small (somewhere between 5 and 20 Culture per Great Work) to prevent Bulgaria from spinning out of control on Culture when they make these and get more Relics.

Civics

Great Old Bulgaria
T1
: +1 Settlement Limit and +1 Movement to Settler Units. Unlocks the "Stara Planina" Tradition
Tradition: Stara Planina - Infantry units have +10% Combat Strength in Rough Terrain and adjacent to Mountains. This bonus is increased to 15% for Cavalry units.
T2: Temples and Worship Buidlings receive +1 Production Adjacency from Military buildings. +1 Settlement Limit.

Great Old Bulgaria was a precursor state located in Crimea. A fine prerequisite for the more sophisticated Civics.

Cyrillic Script
(Requires Great Old Bulgaria)
T1: Unlocks the Literary School Improvement. Temples receive +1 Science Adjacency from Mountains.
T2: Unlocks the Liturgical Chronicles Tradition and the Rila Monastery Wonder. The Chitalishte produces +1 Science for every 6 Culture its tile generates.
Tradition: Liturgical Chronicles - +1 Science from Codexes and Relics. +2 Science from Artifacts. All Great Works have a -1 Happiness upkeep cost.

Liturgical documents pass down knowledge and encourage the spread of literacy, but they are not the most entertaining reads. This Tradition represents the First Bulgarian Empire and specifically the reforms made by Boris I and Simeon the Great.

Hesychasm
(Requires Great Old Bulgaria)
T1: Unlocks the Varazhdane Tradition. Knizhovnik Units now passively double the Culture output of Temples if they end their turn on a tile with a Temple.
Tradition: Varazhdane: +2 Culture and +1 Happiness in every City for each other Tradition slotted into your Government.
T2
: The Literary School Improvement receives +2 Science. Military Buildings receive Culture adjacency from Temples.
This Civic more or less references Bulgaria after the first empire. Hesychasm is silent, contemplative prayer. "Vazhdane" directly refers to the Bulgarian Literary Revival of the following centuries, making it an excellent capstone Tradition for Bulgaria. The limitation to Cities is there for balance.


Part 3: Third Bulgarian Empire: (To Be Finished)

Spoiler Modern Bulgaria :

BULGARIA
Modern Civ
1735490955286.png



Start Bias: Mountains, Gold Ore
Traits: Cultural & Expansionist

Capital: Sofia
Other Cities: Plovdiv, Rousse, Varna, Bourgas, Pleven, Sliven, Lovech, Shumen, Stara Zagora, Yambol, Vratsa, Gabrovo, Karlovo, Panagyurishte, Pernik, Kalofer, Smolyan, Kardzhali, Bansko, Karnobat, Haskovo, Kyustendil, Blagoevgrad, Troyan, Tryavna, Shipka, Melnik, Kutlovitsa, Dobrich, Kotel, Chiprovtsi.

Description
(Work in Progress)
> Istoriya Slavyanobolgarskaya
> Revolutionary Commitees
> Third Bulgarian Empire
> First and Second Balkan War.

Ability: - Mila Rodino:
- Buildings and Improvements from previous ages are considered Persistent and Ageless, and provide extra Culture if not Overbuilt.
- +50% Production towards the Shipka Memorial

(This is also the name of the Bulgarian National Anthem, which should serve as the base for the diplomatic theme)

Associated Wonder
Shipka Memorial
:
1735492731975.png

Base Influence. +25% Influence for Sanctions and Espionage against players with more Settlements. Friendly military units receive extra Combat Strength within your borders, and more if they're adjacent to a mountain. Must be built in a Mountain tile.



Infrastructure:
1735560129108.png

Unique Quarter - Varosha - Unique Quarter, requires a House Museum and Chitalishte building. Receives Food adjacency from Unique Quarters and Improvements from previous Ages.

Unique Building - House Museum - Unique Culture building. Base Happiness. +1 Specialist limit on this tile, and Specialists on this tile generate +2 Production.

Unique Building - Chitalishte - Unique Culture building. Base Culture. +1 Slot for any Great Work. Great Works in this city yield +1 Food.


Units
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Unique Military Unit - Haydutin – Unique Light Infantry unit. Reduced production cost. +5 Combat Strength in Rough terrain.

Unique Civilian Unit - Buditel – Unique Great Person for the Third Bulgarian Empire, representing the re-awakening of their culture. Can only be recruited in cities with a Chitalishte. Each Buditel received is random and can only be recruited once.

  • Atanas Chalakov – Activate on the Palace to make it generate +2 Happiness for each Tradition slotted into the Government.
  • Hadzhi Dimitâr – Activate next to an Army Commander to give it +2 Promotions
  • Hristo Botev – Activate on a Chitalishte to give +2 Science to every Great Work in this city.
  • Hristo Makedonski – Activate a next to an Independent Power to instantly levy 2 Light Infantry.
  • Ivan Vazov – Activate on a Chitalishte to make all Specialists in your empire generate +1 Culture.
  • Nedelya Petkova – Activate on a Scientific Building to give a +2 Science adjacency bonuses to every adjacent Culture building.
  • Paisus of Hilendar – Trigger on a Chitalisthe to receive a Codex and a Relic that have +2 Culture more than normal.
  • Stefan Stambolov – Activate on the Palace to trigger a Celebration
  • Tonka Obretenova – Activate on a House Museum to instantly fortify every district in this city.
  • Vasil Levski – Activate inside the borders of a Civilization with a different ideology to receive a burst of Influence.

Civics

Bulgarian Ethnography
T1: Unlocks the House Museum Building, and the Lactobacillus bulgaricus Tradition.
Tradition: Lactobacillus bulgaricus - Buildings and Improvements from the Antiquity and Exploration Ages give major Food Adjacency to Modern Age Buildings
T2: The House Museum building receives Culture Adjacency from Quarters.

Slav-Bulgarian History
T1: Unlocks the Chitalishte Building, and the Exarchy tradition.
Tradition: Exarchy - "Codexes and Relics of your Civilizations are considered Artefacts"
T2: Unlocks the Shipka Memorial Wonder. Artefacts of your Civilization generate +1 Science.

Osbovozhdenie
(Requires Bulgarian Ethnography)
T1: Unlocks the Sheynovska Bitka Tradition and the Shipka Memorial Wonder. Haydutin units receive passive healing on Urban tiles.
Tradition: Sheynovska Bitka: "Light units receive bonus Combat Strength on Urban Tiles"
T2: The Sheynovska Bitka Tradition now also affects Light Cavalry units.

Knyazestvo
(Requires Osbovozhdenie and Slav-Bulgarian History)

T1: Unlocks the Chiprovsti Kilim Tradition. Industry Buildings receive Culture Adjacency from Culture Buildings.
Tradition: Chiprovtsi Kilim: "Settlements receive bonus Happiness from each different Unique Building or Improvement you control"
T2: Specialists generate +1 Production. The Chitalishte receives Happiness Adjacency from Government buildings.

 

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I already did a Medieval Bulgaria civ :mad:

I have a bunch of other designs I'm sitting on until I can get my hands on the game. I have the mechanics all confused in my head
 
Atlantis - Antiquity Age Civilization

Now in this island of Atlantis there existed a confederation of kings, of great and marvelous power, which held sway over all the island, and over many other islands also and parts of the continent. But afterwards there occurred violent earthquakes and floods; and in a single day and night of misfortune all your warlike men in a body sank into the earth, and the island of Atlantis in like manner disappeared in the depths of the sea

Unique Ability:
Critias
: Unrepaired Disaster Tiles gain culture

Attributes:
Cultural
Economic

Civics Tree

Oricalicum

  • Tier 1: Unlocks 'Second only to gold' Tradition.
  • Tradition: Second only to gold: Increase in benefits from resources with gold or wonder bonuses
  • Tier 2: Increased happiness from Alters, Monuments, and Walls.

Pillars of Hercules
  • Tier 1: Unlock the ‘Temple Of Poseidon’ wonder. Unlocks 'Hunt of the Bulls’ and 'Laws of the Ten Kings’ Tradition.
  • Tradition: Hunt of the Bulls: Culture from all specialists during a celebration.
  • Tradition: Laws of the Ten Kings: Influence from all specialists during a celebration.
  • Tier 2: Increased Social Policy in the Government.
Fairest of all plain
  • Tier 1: Unlocks ‘Atlantean canal’ improvement. Unlocks ‘Sixth portion’ tradition.
  • Tradition: Sixth portion: Gain Culture per Specialist when a unit is produced or purchased.
Unique Infrastructure
Atlantean canal:
Unique Improvement. Tile works as a navigable river. Must be placed in a line starting adjacent to a navigable river, lake, or ocean tile.

Unique Civilian Unit
War-chariot:
Unique Chariot Unit. Increased Combat Strength from both Iron and Horse Empire Resources. Some Other Empire Resources increase healing.

Associated Wonder
Temple Of Poseidon:
Must be built adjacent to the capitol. Increased benefits from all Lighthouses. Unlocks ‘Grove of Poseidon’ building

Grove of Poseidon: Unique Garden. Must be built adjacent to a wonder. Culture adjacency with Wonders.

Starting Bias
  • Grassland
  • Mountains
  • Coast
City List
Atlas (Capital)
Evenor
Leucippe
Cleito
Gades
Ampheres
Evaemon
Mestor
Azaes
Diaprepes
 
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Alas that Leonard Nimoy is not alive to lead them, but we still have Cree Summers. :mischief:
 
Wanted to take a shot at a Modern civ now that we have some information on how the mechanics work, so I've put together an Archeology focused civ with increased emphasis on your previous civ choices.

ELLÁDA - MODERN AGE CIVILIZATION

After centuries of Ottoman rule, subjugated Hellenes began to grow in power as they dominated local trade. They used their wealth to establish communities of cultural learning, sowing the seeds of a new Hellenic nation. In a series of conflicts, the emboldened population secured their independence, took control of ancient territories, and firmly established themselves as a premier power in the Balkans. History took center stage in the eyes of the people and the world as a new nation was formed from the knowledge and traditions of the old.

Unique Ability:

Neoellinikós Diafotismós: Active Traditions count as owned Artifacts. Additional Culture and Happiness from owned Artifacts.

Attributes:
  • Cultural
  • Diplomatic
Civic Trees:

Philhellenism
  • Tier 1: Unlocks the Archeió Unique Building. +1% Culture for each owned Artifact.
  • Tier 2: Unlocks the Vallianeion Megaron. +1% Influence for each owned Artifact.
Énosis
  • Tier 1: Additional Happiness on Settlements that were controlled by this Civilization in a previous Age, tripled if control was ever lost.
  • Tier 2: Additional Culture on Settlements that were controlled by this Civilization in a previous Age, tripled if control was ever lost.
Tís Thalássis Krátos
  • Tier 1: Gain Culture equal to a fraction of the production cost when training Naval Units and Naval Commanders.
Zoé
  • Tier 1: Exploration Age Founder Abilities are reactivated and count controlled Settlements instead of foreign Settlements. -75% Culture towards researching Ethnikoí Éllines.
Ethnikoí Éllines
  • Tier 1: Antiquity Age Pantheon abilities are reactivated and apply to Ageless buildings instead of Shrines. -75% Culture towards researching Zoé.
Unique Infrastructure

Archeological Society: Unique Quarter created by an Archeió and a Building from a previous Age. +1 Great Work Slot and creates a free Explorer. Gains additional Happiness and Gold from adjacent Wonders and Buildings from previous Ages, but they cannot be Overbuilt or removed.

Archeió: Unique Culture Building. Large Culture and Happiness adjacency with Great Works in Buildings or Wonders.

Unique Military Unit

Andártes: Unique Infantry Unit. Gains Combat Strength for each active Tradition. This bonus is multiplied by 1.5 in Settlements that have ever been controlled by this Civilization (including a previous Age,) and multiplied by 1.5 again if it is also controlled by another Civilization.

Unique Civilian Unit

Merchant Marine: Unique Trade Ship Unit. Combat Strength on defense is raised to that of the strongest trained naval unit. Generates additional Culture.

Associated Wonder:

Vallianeion Megaron: Three additional Great Work slots. +1 Social Policy Slot.
 
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Thirteen Colonies - Exploration Age Civilization

The Thirteen Colonies were a group of independent territories that had similar political, constitutional, and legal systems, and each was dominated by Protestant English-speakers. Increasing conflicts with the British Government let to the 13 to declare independence in 1776

Unique Ability:
Plymouth Colony:
Your first settlement in Distant Lands starts as a city with 3 growth events

Attributes:
Cultural
Economic

Civics Tree

New England Colonies

  • Tier 1: Unlocks ‘Mayflower Compact' Tradition. Reduced maintaince cost on units in Settlements in Distant Lands.
  • Tradition: Mayflower Compact: Your settlements in Distant Lands are considered foreign for Founder Belief.
  • Tier 2: Unlocks ‘Printing Press’ building.
Middle Colonies
  • Tier 1: Unlock the ‘New Amsterdam’ Tradition. Increased trade range in Settlements in Distant Lands.
  • Tradition: New Amsterdam: In Distant Lands:
    • Towns: Increased Happiness from resource assigned from foreign Civilizations.
    • Cities: Increased Production from resource assigned from foreign Civilizations.
Southern colonies
  • Tier 1: Unlocks ‘Charleston Harbor’ Tradition. Settlement in Distant land increase growth with Trade Routes from you Homeland.
  • Tradition: ‘Charleston Harbor’ : Cities in Distant Land may form Treasure Fleets from some Empire Resources.
  • Tier 2: Cities in Homelands gain resource slot for having trade routes to a city in distant lands.
Unique Infrastructure
Printing Press:
Unique Building. Increase number of specialist slots. Increased Science, Culture for Specialist yields in Distant Lands settlements.

Unique Unit
Militia:
Unique Infantry Unit. Gain flanking bonuses in Rough terrain. Reduced cost in Distant Lands.

Associated Wonder
Manhattan: Must be build on a captured settlement in Distant Lands. +50% growth.

Starting Bias
Coast

City List

Jonestown (Capital)
Hampton
Albany
Plymouth
Salem
Cambridge
Portsmouth
Lewes
Windsor
Wethersfield
Concord
Providence
Sault Ste. Marie
Charleston
Peoria
Presidio
 
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Teotihuacan (Ancient Era)

UA: Where Time Began

Towns cannot be upgraded into Cities and conquered cities become Towns. Gain a population in the capital for every conquered City-State or Independent power, and every City-State that proclaims you as it's Suzerain.

CUU: Pochtecatl
Generates Influence when establishing a Trade Route for every resource at the Origin City.

MUU: Nagual Warrior
Has the Transformation ability, which provides increased combat strength for adjacent friendly units and decreased combat strength for enemy units it has attacked this turn. Increased combat strength against units from City-states or Independent Powers.

UQ: Ciudadela
Immediately gains Ancient Walls. Specialists in this quarter and adjacent generate Influence and Culture in addition to their base yields.
- UB1: Feathered Serpent Pyramid. Culture Base. Gain a burst of Influence equal to one tenth the cost whenever a Wonder, Unit, or Civic is completed.
- UB2: Obsidian Workshop. Gold Base. Units built in this city gain the 'Magic Armaments' Keyword which increases their combat strength. Provides copies of the 'Ritual Implements' Luxury resource, which increases Gold and Culture in the Settlement it is slotted in.

Attributes: Diplomatic, Wildcard

Civics and Traditions:
Patlachique:
- Tier 1: Increased Food and Culture in the Capital City for every Town.
- Tier 2: Towns Provide +25% yields. Unlocks the Tōllān tradition.
- Tradition: Tōllān: Specialists require less Food and less Happiness in the Capital.

Tzacualli:
- Tier 1: Increased Resource Capacity in Settlements. Unlocks the Obsidian Workshop.
- Tier 2: Increased production towards Buildings and Wonders. Increased specialist limit in the Capital.

Miccaotli:
- Tier 1: Gain Access to the Feathered Serpent Pyramid Building and the Talud-Tablero tradition.
- Tradition: Talud-Tablero: Increased production towards Wonders. Wonders provide increased adjacencies for buildings.
- Tier 2: Increased Influence for diplomatic actions with Independent Powers. Increased Resource Cap in the capital for every City-State that you are Suzerain of.

Tlamimilolpa:
- Tier 1: Obsidian Workshops provide increased Production towards Units. Unlocks the Dance of War tradition.
- Tradition: Dance of War: Units generate Culture when stationed in Settlements.

Xolalpan:
- Tier 1: Nagual Warriors heal when using their Transformation ability. All units gain an additional Move.
- Tier 2: Gain points towards the Pax Imperatoria victory path from subjugating Independent Powers. Unlocks the Binding of the Years tradition.
- Tradition: Binding of the Years: When a celebration begins, receive a burst of culture for every subjugated Independent Power.

Metepec:
- Tier 1: Gain an additional Dark Age policy card slot during a Crisis and an additional Legacy in the next age. Unlock the Where Men Become Gods tradition.
- Where Men Become Gods: Relics and Artifacts provide increased yields for every wonder in their city. Gain an additional Relic or Artifact whenever a Celebration occurs.

Historical Successors: Aztecs, Toltecs
 
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Thule (Exploration Era)

UA: Qaujimajatuqangig

Resources on Sea, River, or Coastal tiles provide science in addition to base yields.

CUU: Kayak Hunter
Unique Recon Unit. Gains additional movement on Water or River Tiles. Has a charge to harvest resources, granting Food to it's city of origin.

MUU: Cable-Backed Archer
Unique Ranged Unit. Invisible until it attacks. Applies the Ambushed effect to units it strikes, weakening them until the turn is complete. Has a melee attack.

UQ: Whalebone Village
Receive a free Kayak Hunter unit when completed. Food adjacencies are increased in this city.
- UB1: Qargi. Science Base. All units in this city receive increased movement speed.
- UB2: Qarmaq. Gain a food adjacency from resources.

Attributes: Expansionist, Scientific

Civics and Traditions:
Hunting of the Bowhead:
- Tier 1: Unlocks the Qargi. Unlocks the Umiak Voyages tradition.
- Tradition: Umiak Voyages: Extra Movement for all units on water tiles, reduced damage for travelling on ocean tiles.
- Tier 2: Units gain increased Combat Strength for unused movement.

Seasonal Dwellings
- Tier 1: Increased production towards Settlers.
- Tier 2: Unlocks the Qarmaq. Increased Settlement limit.

Qamutik Dog Breeding
- Tier 1: Land Units gain additional movement and may move after attacking.

Historical Predecessors: Dorset
Historical Successors: Inuit
 
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
This is pretty close to what I was looking at for an Ottomans design, at least in terms of what the components are. I'm not sure I would have gone for a Pasha CUU, not sure I would have gone with Rumi for the US either, and I would have done Ulu Camı in place of your imaret here. Also I think Topkapı would be a better wonder for them, with some intrigue focus.

I think it's also important to represent the later Ottoman empire in addition to the classical one, so you definitely need a Tulip Era and Tanzimat Civic/Tradition on that list. Dardanelles gun isn't really needed (I fundamentally disagree with the idea of naming a civic after a unit... Plus the Dardanelles gun itself was all flash and no bang so to speak) but if you really must have it then I would recommend replacing it with the Gunpowder Empires civic. Likewise I think Akhi Brotherhoods would be a better name for Beylik, and you should have an Enderûn School tradition for Devşirme.

I think we also need to consider what exactly the power fantasy is for the Ottomans. When you play Ottomans, you really want to play an August conqueror, so we need to incentivize players to target important cities (especially trade hubs and religious centers, though 7 doesn't seem to have much religious stuff right now) and reward them by mitigating the damage to them. But also I think Ottomans are prime for some diplomatic gameplay, since they are the archetypical suzerains and especially since their continued existence in the Modernity Age was based almost entirely on diplomatic capabilities. I would describe them as a Militaristic/Diplomatic civ with a side of economy. So maybe the Civ UU should focus more on diplomacy for that element.

Just some ideas to think about. I might post an edit of this you have here to reflect more what I would do.
 
I'm not sure I would have gone for a Pasha CUU
I thought it was more interesting having a unique Great Person than possibly having another generic Army or Naval Commander. What is your idea for a Civilian UU?
not sure I would have gone with Rumi for the US either
@Bonyduck Campersang already suggested the name "Millet" and I just forgot to change it.
Also I think Topkapı would be a better wonder for them, with some intrigue focus
I thought of this too, but I figured the palace itself would be inspired by the Topkapi Palace. I also considered one of the Mosques as well, but not sure if Religion isn't going to play a big part in this era too.
I think it's also important to represent the later Ottoman empire in addition to the classical one, so you definitely need a Tulip Era and Tanzimat Civic/Tradition on that list. Dardanelles gun isn't really needed (I fundamentally disagree with the idea of naming a civic after a unit... Plus the Dardanelles gun itself was all flash and no bang so to speak) but if you really must have it then I would recommend replacing it with the Gunpowder Empires civic. Likewise I think Akhi Brotherhoods would be a better name for Beylik, and you should have an Enderûn School tradition for Devşirme.
Yeah, the Civic names might not have been the best, but I'm fine with any changes on those. I'm not the most knowledgeable when it comes to the Ottoman Empire so these are appreciated. I wasn't sure about using "Gunpowder Empire" though because that's not specific to the Ottomans, especially when we have one in the game already confirmed, the Mughals.
 
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