Design a civ using known Civ VII mechanics

Since Firaxis apparently isn't doing Brits:

British Empire

Unique Ability: Sun Never Sets.
Increased gold from settlements in distant lands.

Civilian Unit: Scientific Expedition. Merchant type unit. When sent to a distant lands city, it provides science for every resource at the destination.

Military Unit: Dreadnought. Naval unit. Faster and stronger, but requires more production and maintenance. Increased combat strength when bombarding cities in the Distant Lands.

Unique Quarter: Colonial Office. Quarters in this city have a Gold adjacency for Quarters. When built in the Distant Lands, provides even more.
UB1: Mill Engine. Production base. Production adjacency for Quarters. Holds an additional slot for Factory Resources.
UB2: Telegraph Post. Influence Base. When built in Homelands, provides Influence for every Telegraph Post in the Distant Lands.

Civics and Traditions:
Rule the Waves

- Tier 1: Increased Production towards Naval units and buildings adjacent to coastal tiles.
- Tier 2: Increased Combat strength for Naval units.

Royal Societies:
- Tier 1: Endeavors result in a burst of science and gold. Gain influence upon completing a Technology.
- Tier 2: Additional science and influence is gained from using the Scientific Expedition.

Industrial Revolution
- Tier 1: Unlocks the Mill Engine building. Farms generate additional food.
- Tier 2: Factory Resources generate additional gold.

Commonwealth of Nations
- Tier 1: Increased Settlement limit. Unlocks the Telegraph Office Building. Unlocks East India Company Tradition
- East India Company: Less influence needed for all actions with Independent Powers.
- Tier 2: Increased Settlement limit. Unlocks the Colonialist Legacies tradition.
- Colonialist Legacies: Negative happiness does not result in penalties to gold or production yields.

Attributes: Economic, Scientific
 
Last edited:

John D. Rockefeller


Through the combination of Efficiency and Monopoly power John D. Rockefeller revolutionized the petroleum industry while becoming one of the word's richest men.

Agenda:
Cartel: Decrease Relationship by Medium Amount with the player who has the greatest amount of Empire Resouces. If tied, Decrease Relationship a Small Amount with tie holders. Increase Relationship by Medium Amount with the player who has the least amount of Empire Resouces. If tied, Increase Relationship a Small Amount with tie holders.

Starting Biases:
Oil

Attributes:
Economic
Scientific

Unique Ability:
Monopoly: Each copy of Empire Resources beyond the first grants additional benefits. Additional Railroad Tycoon points from Oil Resouces.
 
Last edited:
I’m taking a lot of liberties with this as we don’t exactly know much about it but since it would be an interesting antiquity civ I had to come up with a replacement for wonder that makes for a good gimmick.

Untitled design.zip - 1.png
Nok - Antiquity Age Civ
The Nok culture, named for the village where its traces were first discovered by archaeologists leaves behind rather little but demonstrated workings of a sophisticated ironworking society that made impressive terracotta statues with intricate designs and details that may have paved the way for statues across the Lower Niger for many years to come.

Unique Ability - Funerary Culture
Associated wonder is replaced with a Unique Project that provide a Unique Legacy bonus. -40% Production towards Wonders.

Attributes
Scientific
Economic

Civic Tree

Marine Trade
Tier 1: Additional bonus to Production for cities on Navigable Rivers, unlocks Dugout Canoe
Tradition: Cities on Navigable Rivers provide +5 Gold to Trade Routes going to or starting from it


Mettalurgy
Tier 1: Iron provides +1 Science, unlocks Compound
Tradition: Iron provides an additional +1 Combat Strength (raising it to +2 Combat Strength)
Tier 2: Iron also provides +1 Gold.

Terracotta
Tier 1: Bonus Production from Workshops, unlocks Terracotta Statue
Tier 2: Navigable Rivers provide +1 Production
Tradition: Celebrations produce extra Production

Unique Military Unit
Nok Hunter: +2 Combat Strength in Plains

Unique Civilian Unit
Dugout Canoe: Unique Merchant, can only move across Navigable Rivers and Coasts, provides +3 Gold.

Unique Infrastructure
Compound: Provides +2 Science and +2 Gold

Unique Project
Terracotta Statue: Can be completed multiple times, counts as 0.5 of a World Wonder towards a Culture Victory and produces +2 Culture and +2 Science. Gain a unique legacy from completing the project once that gives a bonus to Relic creation in the Exploration Age and Artefact discovery in the Modern Age.

Cities

(all of which are in modern day Nigeria)
Nok⭐-
Site of first archaeological site of Nok terracotta statues
Taruga - Holds an archaeological site
Jos - Holds an archaeological site
Samun Dukiya - Holds an archaeological site
Gidan Waya - Holds an archaeological site
Katsina-Ala - Holds an archaeological site
Kochio- Holds an archaeological site
Iddah- Holds an archaeological site
 
I'd like to share my idea for a Britain civ. Whether you play peacefully and build up your culture or want to be a global menace (which the design definitely favors,) I want the Britain player to have their eyes on the whole map rather than just their territory, and for other Civilizations to always be looking out for British ships on the horizon. If you do take the "menace to everyone" route, you can invest Influence to tear apart your enemies. However, other Diplomatic powerhouses (such as Siam or any of the four Diplomatic leaders associated with America) can build up coalitions to mitigate your abilities; you should pick your enemies carefully while your momentum is still building (unless you're Emperor Napoleon, in which case go for it: you can dismiss my suggestions for free anyways.)

BRITISH EMPIRE - MODERN AGE CIVILIZATION

Although it began sending ships and settlers to foreign lands after the rest of Europe, Britain rose to become larger and more powerful than any empire before it. Whether it was His or Her Majesty, the influence of the crown seeped into the economy of nations and colonies across the globe, and the advent of industrialism only furthered its pace. While a series of independence movements eventually ripped most of its lands away, the breadth of the Empire's holdings is still visible in both the spread of their culture and language and the artifacts they brought home.

Unique Ability:

British Museum: Additional Movement for Explorers. Additional Influence on Artifacts, tripled if found outside Britain.

Attributes:
  • Diplomatic
  • Cultural
Civic Trees:

Commonwealth of Nations
  • Tier 1: Increased Settlement Limit. Additional Influence on Settlements, tripled in the Distant Lands.
  • Tradition - East India Company: Increased Influence towards Sanctions. Adds Gold for each active Sanction.
  • Tier 2: Additional Happiness on Settlements, tripled in the Distant Lands.
Sun Never Sets
  • Tier 1: Increased Settlement Limit. Increased Movement for all Units when embarked.
  • Tradition - Pax Britannica: Your Civilian Units cannot be destroyed.
  • Tier 2: Additional Culture on Artifacts found outside Britain.
Splendid Isolation
  • Tier 1: Reduced Influence towards Proposing and Supporting Endeavors.
  • Tradition - Great Game: Increased cap on the number of Sanctions that can be placed on an opponent.
Unique Infrastructure

Royal Navy Dockyard: Unique Quarter. Increased healing to adjacent Naval Units. Gain Influence equal to a portion of the cost when a Military Unit is created in this Settlement.

Puddling Furnace: Unique Production Building. Has no adjacency with Resources, but gains a major adjacency with Quarters.

Commissioner's House: Unique Influence Building. Must be built adjacent to Coast. Units trained in this Settlement have reduced maintenance cost.

Unique Civilian Unit
  • None
Unique Military Units

Privateer: Unique Naval Ranged unit; does not replace other naval ranged units. Increased Movement. Can pillage when not at war if the owner’s relationship is Neutral or less. Can be attacked by other Civilizations when not at war.

Redcoat: Unique Infantry unit. Greatly increased Combat Strength for every Sanction against the target.

Associated Wonder:

Big Ben: Grants Influence equal to a small percentage of the Gold per turn of this Settlement.
 
Last edited:
Israel
Modern Age Civ

Israel’s gameplay primarily revolves around Specialists in Urban Districts

Unique Ability - Chosen People
Urban District with a Culture, Gold, or Science building have an additional slot for Specialists, and Specialists in such Districts have a reduced Food and Happiness cost

Unique Quarter - Synagogue

  • Happiness base. Culture adjacency with Culture buildings, Gold adjacency with Gold buildings, and Science adjacency with Science buildings.
  • Like the Railroad, acts as a full tile Building/Quarter.
  • Has several spots for Specialists

Unique Civilian Unit - Mossad Agent
  • Unique Scout (or Modern Age recon equivalent)
  • Invisible unless directly adjacent to another unit.
  • Can enter borders irrespective of an open borders agreement
  • Has a special action called “covert op” which can only be performed on Urban Districts belonging to neutral or hostile civs; siphons a small amount of Influence from the targeted civ to Israel, and lowers the Influence cost of the next act of Espionage against them based on the Buildings targeted (e.g. Steal Technology on a Science building; Sabotage Production on a Production building, etc.)
  • Can be killed without a War declaration

Unique Military Unit - IDF Soldier
  • Unique Infantry
  • Increased Combat Strength in Urban Districts
  • Increased Combat Strength against aggressors in a Surprise War against Israel

Civics

Rabbinic Judaism

  • Tier 1: Unlocks the Synagogue; Unlocks the “Festival of Lights” Tradition.
  • “Festival of Lights” - Celebrations last only eight turns on Standard speed, but Specialists cost no Food or Happiness during Celebrations
  • Tier 2: Adds another Specialist slot to the Synagogue; Unlocks the Wailing Wall Wonder

Jewish Diaspora
  • Tier 1: Unlock the “Valley of Dry Bones”, “Sinews of Flesh”, and “Breath of Life” Traditions
  • “Valley of Dry Bones”: Receive a Migrant whenever you are the target of a Sanction or other certain hostile Diplomatic actions, such as War Support for your enemy
  • “Sinews of Flesh”: Gain Culture, Gold, and Science on the tile worked as a Growth Event after activating a Migrant
  • “Breath of Life”: Receive Happiness towards the next Celebration when activating a Migrant
  • Tier 2: Immediately enter a Celebration

Promise to Abraham
  • Tier 1: It costs other civs no Influence to support Israel when it has war declared upon it, and cost double Influence to support the aggressor civ; Unlocks the Iron Dome Tradition and the Mandatory Service Tradition
  • Iron Dome: Fortified Districts receive increased Defense for each level of War Support
  • Mandatory Service: Fortified Districts receive increased Defense for each Specialist assigned there
  • Tier 2: All Urban Districts are considered Fortified; immediately receive a Commander

Associated Wonder - Wailing Wall
  • Must be built adjacent to a building which has overbuilt a Temple
  • This Settlement is not adversely affected by negative Happiness
  • All adjacent tiles are considered Fortified

Spawn bias
  • Milk
  • Honey

Unlocked by:
  • Playing as Hebrews in Antiquity
  • Playing as Outremer in the Exploration Age
  • Playing as the Leaders Daniel or Esther
  • Founding Judaism in the Exploration Age
 
Last edited:
Scythian

Attributes:
Expansionist
Culture

Ability:
Nomadic Confederation: Pastures receive a Culture and Food adjacency in Towns. Camp receive a Production and Gold adjacency in Town. Converting a Town into a City costs more Gold and brings an Happiness penalty.

Civic Tree:
I:

Generals gain more Movement. Gain access to the Kurgan unique improvement.
Policy: Recruitment of a Cavalry unit grants Culture equal to a percentage of its Production Cost.

II:
Towns with at least one Kurgan receive Culture whenever a Cavalry unit dies within ten tiles. Increased Settlement limit.
Policy: Increased Happiness in Towns with a Pasture or a Camp.

III:
Tier 1: You can change the Town’s focus in exchange of Gold. Increased Settlement limit.
Policy: Receive Gold and Culture for each Bonus Resource assigned to a Town.
Tier 2: Towns gain an additional resource slot.

Unique Infrastructure

Kurgan: Unique Improvement. Culture base. Culture adjacency to Pastures, Gold adjacency to Camps.

Unique Civilian Unit

Paralatai - Unique Settler. Receive a free Saka Horse Archer Unique Cavalry Unit upon creating a Settlement.

Unique Military Unit
Saka Horse Archer: Unique Ranged Unit (replacement for the Archer). Count as a Cavalry unit with increased Movement and ignores Zone of Control, but has decreased Range.

Associated Wonder
Mausoleum of Scylurus: Culture base. Adds three Horses to your empire resources, and generate one random empire resource for the following ages.

Starting Biases:

- Horses
 
Alright, let's have a stab at Belgium:

BELGIUM
1737486285613.png


Traits: Diplomatic, Economic
Start Bias: Coal, Cocoa

After the 70 Years War, the Northern and Southern Netherlands went their separate ways. Via the ways of the Spanish, Austrians and French, the fragmented Southern Netherlands developed their own distinct identities separate from the Kingdom of the Netherlands. Declaring their independence in 1830, Belgium experienced a rapid industrialization on the back of Le Sillon Industriel, a coal and iron-rich region and became a colonial power to be reckoned with. However, tensions between the Flemish and French-Speaking parts rose, sparking a series of political reformations. Presently, Belgium is an important diplomatic power in Europe, hosting the headquarters for the European Union and NATO. As a progressive and fairly new nation, they very well earned their reputaiton as "the Beating Heart of Europe".

Ability: Eendracht Maakt Macht - Receive bonus Happiness in all Settlements if you have an equal amount of Cities and Towns in the Homelands. Every Policy, but not Tradition slotted into the Government gives bonus Influence to Palace and City Halls.

Associated Wonder: Atomium: Base Influence. This city receives Science for every slotted Resource. All Empire Resources generate bonus Influence. Must be placed on a featureless Plains or Grasslands tile adjacent to a Quarter.

Unique Infrastructures:
> Cité: Unique Quarter: Requires a Terril and a Court Communal. +1 Production to Mines and Clay Pits in this Settlement. Receives Food adjacency from Mines, Clay Pits and Plantations.
> Terril: Unique Building: Base Production. Bonus Production for each Empire Resource. Must be placed adjacent to a Mine, Clay Pit or Plantation.
> Court Communal: Unique Building. Influence base. Bonus Happiness and Gold on Plantation improvements in this Settlement.

Unique Units:
> Grensrijder: Unique Infantry Unit. Doesn't replace Mechanized Infantry. Moves faster on Roads and does not suffer the movement penalty from moving through rough terrain with a road.
> Ministre d'État: Unique Great Person. Must be recruited in a City with a Court Communal. Each Ministre d'État earned is random and can only be earned once.
  • Félix de Mérode: Activate on a City Hall to instantly receive +50% Happiness towards your next Celebration
  • Henri De Brouckère: Activate on a City Hall to give bonus Science to every Science building in that city.
  • Auguste Lambermont: Activate on an Independent Power to instantly become its Suzerain
  • Ernest Solvay: Activate on a Cité to give this Quarter and all other Quarters in this Settlement Production Adjacency from Quarters.
  • Maurice Lippens: Activate on a Town Hall to give extra Production to all Gold buildings and Marine tiles in that Town (retained when upgraded into a City)
  • Camille Huysmans: Activate on a Culture building to make all Great Works displayed in that Settlement yield Influence equal to half their Culture output.
  • Paul-Henri Spaak: Active on a City Hall to instantly receive a burst of Influence, scaling with every active Endeavour
  • Paul Vanden Boeynants: Activate on an Airfield to instantly receive two Fighter units.
  • Marguerite de Riemacker-Legot: Activate on a Town Hall to give Bonus Food to all Quarters in that Town (retained after upgrading into a City)
  • Antoinette Spaak: Activate on a Town Hall to give bonus Culture to all Quarters in that Town (retained after upgrading into a City)
Civics & Traditions:

Sillon Industriel
:
Tier 1: Terril Building & Packetboats Tradtion. Receive a free Merchant
Packetboats: Bonus Food and Gold in Towns for every Policy, not Tradition slotted into the Goverment; Double for Towns in Distant lands.
Tier 2: Court Communal Building. +1 Happiness on Resources improved via a Mine or Plantation.

Communautair Niveau:
Tier 1
: Atomium Wonder & Heart of Europe Tradition
Heart of Europe: Belgian Traditions do not count as Traditions when slotted into the Government. Can spend Influence to convert Towns into Cities.
Tier 2: Bonus Culture from Happiness buildings in Settlements with a Court Communal

Staatshervorming:
Tier 1: Schoolstrijd Tradition. +1 Policy Slot in Government
Schoolstrijd: +0.5 Science on Science buildings for every Policy, not Tradition slotted in the Government.
Tier 2: Kieskring tradition. +1 Policy Slot in Government
Kieskring: +0.5 Influence from City States you're the Suzerain of for every Policy, not Tradition slotted in the Government;

Unlocks:
> Earn an Economic Golden Age in Antiquity or Exploration.
> Play as Rome in Antiquity
> Play as Spain in Exploration
> Play as Charlemagne
> Play as Machiavelli

Capital: Bruxelles
Other cities: Antwerpen, Liège, Gent, Namur, Brugge, Charleroi, Leuven, Mons, Mechelen, Tournai, Kortrijk, Wavre, Hasselt, Arlon, Aalst, Verviers, Oostende, Eupen, Tienen, Waremme, Tongeren, La Louvière, Sint-Niklaas, Huy, Ieper, Stavelot, Dendermonde, Nivelles, Diksmuide, Mouscron, Herentals, Bastogne, Genk, Herstal, Lier, Malmedy, Roeselare, Spa, Vilvoorde, Couvin, Sint-Truiden, Binche, Leopoldsburg, Bouillon, Scherpenheuvel, Waterloo.
 
Last edited:
Untitled design.zip - 16.png
Timurids - Exploration Age Civ
With the Mongol Invasions that had swept over much of Asia, Iran and Turan laid splintered, that was until the Turco-Mongol conqueror Timur swept over both regions, seeking to achieve similar glory to that of the Mongol Horde and having restored a focus on science and learning at the same time. Overtime, the empire began to crumble until finally being vanquished by the Safavids, however, the story of the Timurids doesn’t end there as the dynasty later began to veer towards India.


Attributes
Militaristic
Scientific

Unique Ability - Timurid Renaissance
Conquering Settlements provides a Science bonus to all Settlements within your civilisation, doubled if the conquered Settlement is a City.

Civic Tree

Turan
Tier 1
: Increased Production towards Units, unlocks Nambardar
Tradition - Zafarnama: Extra movement for Units that begin the turn in Plains
Tier 2: Army Commanders receive more experience from combat victories, unlocks Chagatay Army


Rasti Rusti
Tier 1
: Additional Science from Libraries and Universities, unlocks Registan
Tradition - Sullam as-Sama: Additional Science adjacency bonus in Capital
Tier 2: Additional Science from Observatories, unlocks Ulugh Beg Observatory
Tradition - Zij-i-Sultani: Increased Wonder adjacency bonuses to Observatories


Land Revitalisation
Tier 1
: Additional Food in Cities, unlocks Chorsu
Tradition - Irshad al-Zira’a: Settlements with a population of at least 12 gain a Food bonus
Tier 2: Additional Happiness in Settlements from Celebrations, unlocks Ulugh Beg Madrasa

Unique Military Units

Nambardar
: Unique Melee Unit, cheaper to produce in Cities you have recently conquered.

Chagatay Army: Unique Cavalry Unit, does not lose any movement bonus from pillaging.

Unique Infrastructure
Registan
: Unique Quarter, provides +4 Science, if built in the Capital, also provides +3 Culture
Ulugh Beg Madrasa: Unique Building, provides a Science adjacency bonus
Chorsu: Unique Building, +3 Gold, Trade Routes from this city provide +2 Science


Great People - Fazil
Ulugh Beg
: Can only be used when building Ulugh Beg Madrasa or Ulugh Beg Observatory, Bonus Production towards construction
Jamshid al-Kashi: Provides an extra Science bonus to Observatories
Ali-Shir Nava’i: Provides a Culture bonus to Libraries
Al-Sharif al-Jurjani: Constructs a University, this produces +2 extra Science
Mansur ibn Ilyas: Provides a Science bonus to Academies
Sharaf: Celebrations provide an extra bonus to Science and Culture

Associated Wonder
Ulugh Beg Observatory:
Bonus Science in all cities across your Civilisation

Cities List

Samarkand ⭐ : Capital of the Timurid Empire for most of its existence, today is in Uzbekistan
Herat: Later capital of the Timurid Empire, today is in Afghanistan
Ahvaz: City in Iran
Erbil: (Also known as Arbil), a City in Iraq
Shiraz: City in Iran
Bukhara: City in Uzbekistan
Tashkent: Modern day capital of Uzbekistan
Tortom: Also known as Tortum, a city in modern day Türkiye
Kabul: Modern day capital of Afghanistan
Khiva: City in Uzbekistan
Isfahan: City in Iran
Uzgend: (Also known as Özgö), A city in Kyrgyzstan
Marv: (Also known as Merv), UNESCO World Heritage Site in Turkmenistan
Sanabad: (Also known as Mashhad), Location of the Gawhar Shad Mosque
Balkh: One of the key cities to the rise of Timur, today in Afghanistan
Yasi: (Today known as Turkistan) Holds the Mausoleum of Khoja Ahmed Yasawi, one of the best preserved pieces of Timurid architecture, today in Kazakhstan
Akhangan: Home to the Akhangan Tower, today in Iran

Unlocks

Play as Persia in the Antiquity Age and conquer 2 Settlements
Unlocks Mughal India in the Modern Age
 
Last edited:
Alright, let's have a stab at Belgium:

BELGIUM
View attachment 716039

Traits: Diplomatic, Economic
Start Bias: Coal, Cocoa

After the 70 Years War, the Northern and Southern Netherlands went their separate ways. Via the ways of the Spanish, Austrians and French, the fragmented Southern Netherlands developed their own distinct identities separate from the Kingdom of the Netherlands. Declaring their independence in 1830, Belgium experienced a rapid industrialization on the back of Le Sillon Industriel, a coal and iron-rich region and became a colonial power to be reckoned with. However, tensions between the Flemish and French-Speaking parts rose, sparking a series of political reformations. Presently, Belgium is an important diplomatic power in Europe, hosting the headquarters for the European Union and NATO. As a progressive and fairly new nation, they very well earned their reputaiton as "the Beating Heart of Europe".

Ability: Eendracht Maakt Macht - Receive bonus Happiness in all Settlements if you have an equal amount of Cities and Towns in the Homelands. Every Policy, but not Tradition slotted into the Government gives bonus Influence to Palace and City Halls.

Associated Wonder: Atomium: Base Influence. This city receives Science for every slotted Resource. All Empire Resources generate bonus Influence. Must be placed on a featureless Plains or Grasslands tile adjacent to a Quarter.

Unique Infrastructures:
> Cité: Unique Quarter: Requires a Terril and a Court Communal. +1 Production to Mines and Clay Pits in this Settlement. Receives Food adjacency from Mines, Clay Pits and Plantations.
> Terril: Unique Building: Base Production. Bonus Production for each Empire Resource. Must be placed adjacent to a Mine, Clay Pit or Plantation.
> Court Communal: Unique Building. Influence base. Bonus Happiness and Gold on Plantation improvements in this Settlement.

Unique Units:
> Grensrijder: Unique Infantry Unit. Doesn't replace Mechanized Infantry. Moves faster on Roads and does not suffer the movement penalty from moving through rough terrain with a road.
> Ministre d'État: Unique Great Person. Must be recruited in a City with a Court Communal. Each Ministre d'État earned is random and can only be earned once.
  • Félix de Mérode: Activate on a City Hall to instantly receive +50% Happiness towards your next Celebration
  • Henri De Brouckère: Activate on a City Hall to give bonus Science to every Science building in that city.
  • Auguste Lambermont: Activate on an Independent Power to instantly become its Suzerain
  • Ernest Solvay: Activate on a Cité to give this Quarter and all other Quarters in this Settlement Production Adjacency from Quarters.
  • Maurice Lippens: Activate on a Town Hall to give extra Production to all Gold buildings and Marine tiles in that Town (retained when upgraded into a City)
  • Camille Huysmans: Activate on a Culture building to make all Great Works displayed in that Settlement yield Influence equal to half their Culture output.
  • Paul-Henri Spaak: Active on a City Hall to instantly receive a burst of Influence, scaling with every active Endeavour
  • Paul Vanden Boeynants: Activate on an Airfield to instantly receive two Fighter units.
  • Marguerite de Riemacker-Legot: Activate on a Town Hall to give Bonus Food to all Quarters in that Town (retained after upgrading into a City)
  • Antoinette Spaak: Activate on a Town Hall to give bonus Culture to all Quarters in that Town (retained after upgrading into a City)
Civics & Traditions:

Sillon Industriel
:
Tier 1: Terril Building & Packetboats Tradtion. Receive a free Merchant
Packetboats: Bonus Food and Gold in Towns for every Policy, not Tradition slotted into the Goverment; Double for Towns in Distant lands.
Tier 2: Court Communal Building. +1 Happiness on Resources improved via a Mine or Plantation.

Communautair Niveau:
Tier 1
: Atomium Wonder & Heart of Europe Tradition
Heart of Europe: Belgian Traditions do not count as Traditions when slotted into the Government. Can spend Influence to convert Towns into Cities.
Tier 2: Bonus Culture from Happiness buildings in Settlements with a Court Communal

Staatshervorming:
Tier 1: Schoolstrijd Tradition. +1 Policy Slot in Government
Schoolstrijd: +0.5 Science on Science buildings for every Policy, not Tradition slotted in the Government.
Tier 2: Kieskring tradition. +1 Policy Slot in Government
Kieskring: +0.5 Influence from City States you're the Suzerain of for every Policy, not Tradition slotted in the Government;

Unlocks:
> Earn an Economic Golden Age in Antiquity or Exploration.
> Play as Rome in Antiquity
> Play as Spain in Exploration
> Play as Charlemagne
> Play as Machiavelli

Capital: Bruxelles
Other cities: Antwerpen, Liège, Gent, Namur, Brugge, Charleroi, Leuven, Mons, Mechelen, Tournai, Kortrijk, Wavre, Hasselt, Arlon, Aalst, Verviers, Oostende, Eupen, Tienen, Waremme, Tongeren, La Louvière, Sint-Niklaas, Huy, Ieper, Stavelot, Dendermonde, Nivelles, Diksmuide, M

If it wasn't for the fact that pretty much all of them died too recently for inclusion, I would love the Bédéiste to be the Belgian Civilian UU. Hergé, Morris, Peyo, Franquin, Greg, Jacobs...
 
Ironically, I have been rewatching Poirot lately. He would not stand for your errors (and I relate, it's very annoying as a francophone to be labeled "french" when you are from very-not-France)

But no, I checked my list for which were Belgians and which were French. Would not have wanted to accidentally include Goscinny or Uderzo in here!
 
If it wasn't for the fact that pretty much all of them died too recently for inclusion, I would love the Bédéiste to be the Belgian Civilian UU. Hergé, Morris, Peyo, Franquin, Greg, Jacobs...
They're all Belgian, so you did your research :)

I could not fit it in though, not into a design that is very deeply based on our bureaucracy, and less on our cultural contributions.
 
Huns

Attributes:
Military
Expansionist

Ability:
The Horde: Your Capital is the only City you can have. When capturing a City you can choose to downgrade it to a Town, or to Raze it, additionally when you conquer a Capital you can choose to move your Capital there, your old Capital will be converted to a Town. Razing a settlement counts as two conquered settlements towards the Pax Imperatoria legacy path, and gives Gold, Influence, and Science.

Civic Tree:

I.
Raze at double the speed, and gain more Gold and Influence from razing settlements. Increased Settlement Limit.
Policy: Gain a set amount of War Support when you declare war against someone.

II. Cavalry receive increased Combat Strength for each civilization you’re at war with.
Policy: Increased Production towards Cavalry.

III. Gain Influence on the Yurt unique improvement in you Capital. Increased Settlement Limit.
Policy: Receive Gold whenever you capture a Settlement.

Unique Infrastructure
Yurt: Unique Improvement. Food and Production base. Double the Yields in your Capital.

Unique Military Unit

Hunnic Horse Archer: Unique Ranged Unit (replacement for the Archer), counts as a Cavalry unit. Ignores movement penalties from Rough tiles.

Battering Ram: Unique Infantry (replacement for the Chariot). Has increased Combat Strength against Fortifications, but decreased Combat Strength against Infantry and Cavalry.

Associated Wonder
None.

Leader:

Attila:
Hunnic Hegemony:
Conquering Independent People transforms them into City-States and you become their Suzerain. Decreased cost to Levy units from City-States.
 
Hi fanatics! I posted an Civ 7 idea thread before, now it's a time for renewing it with more findings from recent reveals. The first heros are the Silla Kingdom and the great King Jinheung!

And I posted the independent thread on the Ideas & Suggetions forum. You can read more informations about the historical sources and design intentions in there :)




Civ7_icon_Silla.png


SILLA - ANTIQUITY AGE CIVILIZATION


Unique Ability

Golpum: Increased Production toward Units and Wonders in the Capital for every Town.


Attributes:
  • Expansionist
  • Diplomatic


Civic Trees

Geoseogan
  • Tier 1: Increased Gold from Celebrations. Unlocks 'Guardian Dragon' Tradition.
  • Tradition - Guardian Dragon: Border provide more Sight Range. Increased Combat Strength for any Units in this range.
Chachaung
  • Tier 1: Unlocks the ability to found a Pantheon. Unlocks 'Sijomyo' Tradition.
  • Tradition - Sijomyo: Palace gains Happiness for every Milestone reached in this Age.

Isageum
  • Tier 1: Unlocks Yeonmujang Unique Building and 'Gyerim' Tradition.
  • Tradition - Gyerim: Increased Influence for unimproved Vegetated Terrain in Cities. Increased Influence toward Befriend and Incorporate Diplomatic Actions for Independent Powers and City States.

Maripgan
  • Tier 1: Unlocks Cheokgyeongbi Unique Building and 'Eupseong' Tradition. Increased Settlement Limit.
  • Tradition - Eupseong: Increased Gold towards turning Town into City when the Town have Wall on at least one District. Every Unique Quarter on Rough Terrain gain combined ability with Sanseong and its own.

Unified Korea
  • Tier 1: Unlocks 'Guju Osogyeong' Tradition and Emile Bell Wonder.
  • Tradition - Guju Osogyeong: Gain Happiness from every Town not founded by yourself. Gain Influence from every City. The bonuses become twice when you have less Settlements than the Limit.


Unique Infrastructure

Sanseong: Unique Quarter. Provides Free Wall to this District immediately. Increased Ranged Combat Strength for any Units on Walled District in this Settlement.

Yeonmujang: Unique Building. Culture base. Culture Adjacency for Rough tiles. Can be purchased in Town.

Cheokgyeongbi: Unique Building. Happiness base. Influence Adjacency for Mountain and any kind of River. Can be purchased in Town.


Unique Civilian Unit

Hwarang: Unique Cadet Unit. Can only be built in the Capital once each Yeonmujang is completed, and the specific Hwarang received is random. Each Hwarang can only be received once. Cost increases per Hwarang built.

Possible Hwarang Units:
  • Giparang: Activated on a Constructible with a Great Work Slot to grant a Codex called 'Song of Giparang' that grants Culture.
  • Gwisan: Activated on a Constructible with a Great Work Slot to grant a Codex called 'Sesok Ogye' that grants Science.
  • Kim Yusin: Activated on a Yeonmujang to grant a free Army Commander.
  • Kim Chunchu: Activated on the Palace to immediately trigger a Celebration.
  • Kim Eungnyeom: Activated on a City Hall to trigger a free Growth Event.
  • Sadaham: Activated on a tile of the Neutral or Friendly Independant Power to incorporate it into your empire as a new Town.
  • Bangul: Activated on a hostile tile to grant a free Cavalry Unit.
  • Gwanchang: Activated on an Army Commander to grant it a free Promotion.
  • Yeongrang: Activated beside a Natural Wonder to improve free Expedition Base on it and grant it a permanent Happiness.
  • Kim Hyojong: Activate on a Rural District to grant it Culture.


Unique Military Unit

Guseodang: Unique Infantry Unit. Increased Combat Strength in/toward Walls and Fortifications. Can only be built or purchased in Capital or Settlement not founded by yourself.


Associated Wonder

Emile Bell: Grant Happiness for base yeild. Immediately trigger a Celebration. Increased Settlement Limit. Must be placed in the Capital.


Starting Biases:
  • Navigable River
  • Rough


Civ Unlocks:
  • Historical Choice of King Jinheung.
  • Historical Choice of Taejo Wang Geon.
  • Geographical Choice of Sejong The Great.
  • Geographical Choice of Yi Sunsin.
  • Unlocks Goryeo in Exploration Age.
  • Unlocks Joseon in Modern Age.



KING JINHEUNG

Unique Ability

Hansanha: Increased Combat Strength for every Unit beside a Navigable River. Increased Settlement Limit for every City located beside a Navigable River. Increased Gold towards purchasing Buildings in Settelment not founded by yourself.


Attributes:
  • Expansionist
  • Militaristic


Agendas:

Hwangnyongsa: Decrease Relationship by a Medium Amount for each Unhappy Settlement in other players' empires. Increase Relationship by a Medium Amount for each Happy Settlement in other players' empires.


Starting Biases:
  • Navigable River
  • Rough


Leader Legends:
  • Memento - Jangnyuksang: Increased Gold towards purchasing Happiness Buildings.
  • Memento - Sunsubi: Increased Culture and Happiness for Monuments per Ages.


Associated Civ Choices:
  • Silla
  • Han
  • Unlocks Joseon in Modern Age.



Feel free to talk about this design and suggest something new ideas! And I'll be back with Goryeo tomorrow.
 
Last edited:
Hi again! I'm updating my old idea thread with more revealed features we've seen for last months. The second heros are the Goryeo dynasty and Taejo Wang Geon!

And I posted the independent thread on the Ideas & Suggetions forum. You can read more informations about the historical sources and design intentions in there :)



Civ7_icon_Goryeo.png


GORYEO - EXPLORATION AGE CIVILIZATION

Unique Ability

Negotiation of Seohui: Gains Influence for every Tradition slotted into the Government. Gains a free Byeolmuban once each Diplomatic Endeavor is completed.


Attributes:
  • Economic
  • Diplomatic


Civic Trees

Hojok
  • Tier 1: Increased Gold from Towns. Decreased Happiness from Towns. Unlocks Manwoldae Palace Wonder.
  • Tier 2: Unlocks Seoktap Unique Building. Increased Settlement Limit.

Patriotic War
  • Tier 1: Unlock Janggyeongjeon Unique Building and 'Cheollijangseong' Tradition.
  • Tradition - Cheollijangseong: Gain Influence from Walled Districts. Gain a free Support from Combats on your territory.
  • Tier 2: Unlocks the ability to found a Religion. Unlocks a free additional Belief 'Tripitaka Koreana' to your Religion.
  • Belief - Tripitaka Koreana: Every Janggyeongjeon gains one more Great Work Slot. Cities with Janggyeongjeon can build a project to gain Relics called 'Daejanggyeongpan'.

Byeokrando
  • Tier 1: Increased Gold on Improvements on Costal Marine and Navigable River. Unlocks 'Goryeo Cheongja' Tradition.
  • Tradition - Goryeo Cheongja: International Trade Routes gain Gold for every Warehouse in the Origin Settlement.
  • Tier 2: International Trade Routes from Goryeo gain additional Gold for its length.


Unique Infrastructure

Daesachal: Unique Quarter. Grants Gold for Happiness of the Settlement.

Seoktap: Unique Happiness Building. Grants more Happiness when both Population of the Settlement belive same Religion. Can be purchased in Town.

Janggyeongjeon: Unique Culture Building. Grants a Great Work Slot. Grants Religious Pressure for every Great Work it has. Can be purchased in Town.


Unique Civilian Unit

Eungsa: Unique Scout Unit. Increased Sight Range. Can be activated at the neutral or friendly Civilization's territory, then removes the Unit and gains Influence.


Unique Military Unit

Byeolmuban: Unique Cavalry Unit. Increased Combat Strength against Cavalry Units. Automatically Fortifies after Attack.


Associated Wonder

Manwoldae: Gains an unique Diplomatic Endeavor called 'Ginseng Agreement' that grants Food to both Leaders' Capital. Gain a Military Attribute Point. Must be placed on Rough Terrain.


Starting Biases:
  • Navigable River


Civ Unlocks:
  • Unlocked by Silla in Antiquity Age.
  • Unlocked by Taejo Wang Geon.
  • Unlocked by 2 conqured Settlements from each other players.
  • Unlocked by 5 completed Diplomatic Endeavors.
  • Unlocks Joseon in Modern Age.



TAEJO WANG GEON

Unique Ability

Heritages of Three Kingdoms: Increased Gold and Production towards building Walls. Walls grants Production Adjacency to Pastures and Woodcutters, Food Adjacency to Farms and Plantations, Gold Adjacency to Mines and Quarries.


Attributes:
  • Diplomatic
  • Cultural


Agendas:

Hunyo Sipjo: Increase Relationship by a Small Amount for each Happiness Building in other players' empires. Decrease Relationship by a Medium Amount with the player with the most Happiness Buildings.


Starting Biases:
  • Rough
  • Plain


Leader Legends:
  • Memento - Dropped Brush: Gains an unique Diplomatic Endeavor called 'Capital Relocation' that grants a chance to change the Capital and Government to both Leaders.
  • Memento - Willow Leaf: +1 Happiness for Improved Resourses.


Associated Civ Choices:
  • Silla
  • Han
  • Unlocks Goryeo in Exploration Age.



Feel free to talk about this design and suggest something new ideas! And tomorrow will be the day of the final update for Joseon.
 
Danes
Antiquity Age civ

The gameplay of the Danes revolves around small scale raiding and pillaging while avoiding full scale war.

Unique Ability - Weregeld
Melee units can enter and pillage the territory of civs with which the Danes have a neutral or hostile relationship.
Dane units inside neutral or hostile territory may be attacked without incurring diplomatic penalties.
Whenever the Danes kill a unit from a civ which they are not at war with, the Danes pay that civ Gold equal to the cost of the unit.
The Danes cannot acquire Resources through Trade Routes

Unique Military Unit - Gesith
Infantry unit.
Pillaging cost no movement, and can move after pillaging

Unique Civilian Unit - Scop
Unique Commander
Units in its command radius gain Gold when pillaging any tile.
When stationed on a Sal, gains Culture per turn for every tile pillaged by a unit in its stack

Unique Infrastructure
Borg
- Unique Quarter. Counts as a Fortification
Sal - Must be built on a hill. Influence base. Food adjacency with Farms and Fishing boats. Happiness adjacency with Wine.
Høj - Changes the terrain to a hill if not so already. Gains the same yields as the Alter based on the Pantheon selected. Can only be bought with Gold, not built. The number of Høje is limited to the number of Dane units killed.

Civics

“Hwæt!”
Tier 1 - Unlock the Sal. Unlock the Sceaf Tradition.

Sceaf - Pillaging Farms automatically heals the unit and grants Food to the Capital
Tier 2 - Unlock the Høj. Unlock the Scyld Tradition
Scyld - Pillaging Mines automatically Fortifies the unit and grants Production towards units in the Capital

Danegeld
Tier 1 - Pillaging a Town Center steals its Bonus Resource(s); pillaging a City Center steals its City Resources. Pillaging a Capital steals its Empire Resources.
Tier 2 - Unlocks an Endeavor which prevents the agreeing civ from being Pillaged by the Danes for a set number of turns in exchange for Gold.

Fróðafrið
Tier 1 - When not at War, the Danes take no damage from Natural Disasters and domestic Trade Routes receive a significant amount of Gold per tile traveled
Tier 2 - Unlock the Heorot Wonder

Associated Leader - Hrothgar

Associated Wonder - Heorot

Unlocks the Anglo-Saxons in the Exploration Age
Unlocks the Vikings in the Exploration Age
Unlocks Sweden in the Modern Age
 
Last edited:
Hi guys! Today is the last day of the renwal of my 3 month old idea thread with our latest knowledges about new features of Civ 7. The final heros are the Joseon dynasty, Sejong the Great and Yi Sunsin!

And I posted the independent thread on the Ideas & Suggetions forum. You can read more informations about the historical sources and design intentions in there :)



Civ7_icon_Joseon.png


JOSEON - MODERN AGE CIVILIZATION

Unique Ability

Nongsajikseol: Rural Districts gain Food Adjacency from Specialists. Gain a free Growth Event for Specialist once three Rural District built in the Settlement.


Attributes:
  • Expansionist
  • Cultural


Civic Trees

Sinjin Sadaebu
  • Tier 1: Unlocks Hyanggyo Unique Building. Gain Science for every Tradition didn't slotted into the Government.
  • Tier 2: Every Specialist in Capital grants Production.

Bungdang
  • Tier 1: Unlocks Seowon Unique Building. Increased Specialist Limit in Cities. Decreased Happiness for every Specialist in Cities. Grants Science and Culture immediately when a new Specialist is allocated by a Growth Event.
  • Tier 2: Grants free Growth Events for Specialist on the Capital. Unlocks 'Tangpyeongchaek' Tradition.
  • Tradition - Tangpyeongchaek: Grants Happiness for every Specialist in Settlements. Twice in the Settlement have more than 10 Specialists.

Chunchugwan
  • Tier 1: Every Great Work grants Happiness. Unlocks Gyujanggak Wonder.
  • Tier 2: A Celebration grants a free Great Work* counted as an Artifact when there is at least one empty Great Work Slot in the empire, and the specific Great Work received is random.
*Possible List of Great Works:
  • Yongbieocheonga
  • Sejongsillok Jiriji
  • Chiljeongsan
  • Samgahaengsildo Eonhae
  • Seokbosangjeol
  • Sejosillok Akbo
  • Gukjooryeui
  • Gyeonggukdaejeon
  • Edited Seonjosillok
  • Seungjeongwon Ilgi
  • Donguibogam
  • Tongsinsa Deungnok
  • Ilseongnok
  • Hwaseong Uigwe
  • Joseonwangjo Eochaek


Unique Infrastructure

Gamyeong: Unique Quarter. Specialist in the Settlement grant additional Yield while a Commander is stationed in the Settlement.

Seowon: Unique Science Building. Grants a Great Work Slot. Cities which have an University at the start of the Age replace it with Seowon immediately, regardless of Civic Tree. Can purchased in Town.

Hyanggyo: Unique Culture Building. Gain a free Growth Event for Specialist when it is completed. Receive a Happiness Adjacency from Rural District. Can purchased in Town.


Unique Civilian Unit

Byeongsa: Unique Army Commander Unit. Gain a free Commendation Point.

Susa: Unique Fleet Commander Unit. Gain 2 free Promotions.


Unique Military Unit

Hwacha: Unique Ranged Unit. Increased Ranged Combat Strength. Increased Combat Strength against Fortified Units. Decreased Combat Strength against Walls.


Associated Wonder

Gyujanggak: Grants a free Technology and a free Civic. Every Specialists and Great Works in the empire grant additional Yield during Celebrations.


Starting Biases:
  • Rice
  • Navigable River


Civ Unlocks:
  • Unlocked by Silla in Antiquity Age.
  • Unlocked by Goryeo in Exploration Age.
  • Unlocked by King Jinheung.
  • Unlocked by Sejong the Great.
  • Unlocked by Yi Sunsin.
  • Unlocked by 3 Rices.
  • Unlocked by 3 Cities possessing at least 10 Specialists.



SEJONG THE GREAT

Unique Ability

Jipyeonjeon: Can purchase Science Buildings in Towns. Increased Science from Great Works per Age. Increased Culture from Specialists per Age.


Attributes:
  • Scientific
  • Cultural


Agendas:

Sagun Yukjin: Decrease Relationship by a High Amount with the player that have the most Cavalry Units. Increase Relationship by a Medium Amount with the player that have the least Cavalry Units.


Starting Biases:
  • Navigable River


Leader Legends:
  • Memento - Hunminjeongeum: +10% Science from Happy Towns.
  • Memento - Broken Gama: Gains Science when you lose a Civilian Unit.


Associated Civ Choices:
  • Silla
  • Han
  • Unlocks Joseon in Modern Age.




YI SUNSIN

Unique Ability

Admiral of Three Navies: Increased Resource Capacity in Settlement for every Unique Quarter in there. Every Land and Naval Units in the Command Radius ignore ZOC. Gain Influence per Age when eliminate enemy Commander.


Attributes:
  • Militaristic
  • Economic


Agendas:

Chungmugong: Decrease Relationship by a Medium Amount with the player that hve the most Naval Units. Increase Relationship by a Medium Amount for each Support from other players through the all Ages. Only triggers if Yi Sunsin has at least one Naval Unit.


Starting Biasis:
  • Coast
  • Navigable River


Leader Legends:
  • Memento - Nanjung Ilgi: Gains a free Wildcard Attribute Point once each Commander gets the first Commendation Point.
  • Memento - Turtle Ship: Grants +3 Combat Strength for every Naval Units.


Associated Civ Choices:
  • Silla
  • Han
  • Unlocks Joseon in Modern Age.



Finally I completed the rework of 3 Korean Civs! Feel free to talk about this design and suggest something new ideas.
 
Last edited:
Exploring the possibility of Modern Netherlands with a fairly simple design based around land reclamation (which nicely mirrors Buganda)

NETHERLANDS
Modern Era Civilization
1737756759707.png


Traits: Economic, Expansionist
Start Bias: Wet, Navigable River, Marine


Ability: Lage Landen - Wet tiles, Marine tiles and Navigable River tiles give major adjacency to Rural Districts, and Specialists placed on those tiles generate +3 Gold.

1737758371145.png

Associated Wonder: Zaanse Schans. Food base. Tile improvements adjacent to Navigable rivers give +1 of their base yield, or +2 if they're placed on a Wet tile. These values are double in the city that builds this. Counts as a Polder if built by the Netherlands. Must be placed on a wet tile adjacent to a Navigable River or Lake tile.

Unique Infrastructures:
> Polder: Unique Quarter: Requires a Dijk and a Tulpenboer. +1 Food for every 4 Gold generated on adjacent rural tiles. +1 Culture for every 5 Production generated on adjacent urban tiles.
> Tulpenboer: Unique Building: Gold Base. Adjacent Wet tiles and River tiles yield +2 Gold.
> Dijk: Unique Building. Production Base. Adjacent Wet and Marine tiles yield +1 Production. Must be placed on a Wet tile.

Unique Units:
> Zeven Provinciën: Unique Battleship. Bonus Strength on Marine tiles adjacent to a land tile, and on Navigable Rivers.
> Waterbouwkundige. Unique Civilian unit. Has two charges to convert Marine tiles into Wet tiles, if the tile is adjacent to at least three different land tiles.

Civics & Traditions:

Vrije Oost-Indische Compagnie
:
Tier 1: Dijk Building & Cultuurstelsel Tradition
Cultuurstelsel: Tiles with a Plantation improvement have double yield, and give an additional copy of the Resource. However, all Plantations cost Happiness maintenance.
Tier 2: +50% Gold towards Purchasing Polder buildings in Towns.

Orangism:
Tier 1
: Tulpenboer Building & Tulpenteelt Tradition.
Tulpenteelt: Farms and Plantations adjacent to a Polder Quarter yield +2 Gold and +1 Culture but -2 Food.
Tier 2: Zaanse Schans wonder. Settlements with a completed Polder Quarter can place a second one (can build another Tulpenboer/Dijk)

Land Reclamation:
Tier 1: Waterbouwkundige Civilian Unit & Herwinning Tradition.
Herwinning: Buildings and Wonders ignore the tile restriction rules if when placed on a Wet tile (= can always be placed on a Wet tile)
Tier 2: Completed Polder Quarters now count as Fortified Districts, and are immune to Environmental damage.

Unlocks:
> Have 15 Wet tiles inside your borders.
> Control 3 Plantations in the Distant Lands.
> Play as Norman in Exploration
> Play as Spain in Exploration
> Play as Isabella
> Play as Charlemagne

Capital: Amsterdam
Other cities: 's-Gravenhage, Utrecht, Rotterdam, Eindhoven, Groningen, 's-Hertogenbosch, Leiden, Delft, Haarlem, Arnhem, Maastricht, Nijmegen, Breda, Dordrecht, Leeuwarden, Tilburg, Apeldoorn, Deventer, Roermond, Amersfoort, Batavia, Lelystad, Amstelveen, Zwolle, Zutphen, Gouda, Enschede, Middelburg, Enkhuizen, Brielle, Kampen, Franeker, Vlissingen, Volendam, Valkenburg, Hengelo, Assen, Emmen, Doetichem, Venlo, Kampen, Gorinchen, Urk, Den Helder, Roosendaal, Hilversum, Harlingen, Zaltbommel, Zaandam, Scheveningen, Spijkenisse, Alkmaar, Almere, Kerkrade.
 
Going to once again play with the Unique project idea I had with the Nok as it also works extremely well here (whilst it does stray away from known game mechanics, I think of this as an interesting experiment)

Untitled design.zip - 4.png
Benin - Exploration Age Civ

At the heart of the Niger Delta sat Igodomigodo, where following its subjugation at the hands of Ife, in spite of uncertainty became the ever powerful fortress of a kingdom that was Benin with elaborately designed cities with its capital being protected by a then ever expanding series of fortifications that made it near indestructible. Unfortunately, with time Benin began to falter until its eventual defeat and pillaging at the hands of the British Empire.

Attributes

Expansionist
Cultural

Unique Ability - Benin Bronzes
Associated Wonder is replaced with a Unique Project that can only be completed following a Celebration

[NOTE: to clarify once completed, you have to wait for another celebration in order to produce and later complete the project again]

Civic Tree

Edo Orisiagbon

Tier 1: Additional Happiness in the Capital
Tradition - Impluviums: Additional Food to Settlements not in Deserts
Tier 2: Additional Production in all Cities

Walls of Benin
Tier 1: +5 Fortification Strength to all Forts, unlocks Iya
Tradition - Inner Wall: +7 Combat Strength to Palace
Tier 2: +3 Combat Strength to Units in friendly territory, unlocks Ezomo
Tradition - Outer Walls: +4 Combat strength to non-Capital Settlements

Iwebo
Tier 1: Resources provide additional Culture to a settlement
Tradition - Igun Eronmwon: Additional Production towards Unique Projects, gain +2 Culture
Tier 2: Additional Culture in the Capital, unlocks Saeyama


Unique Civilian Unit
Ezomo: Unique Army Commander, gains extra experience when defending

Unique Military Unit
Isienmwenro: Unique Anti-Cavalry Unit, Increased flanking bonus against enemy units, does extra damage to Settlements

Unique Infrastructure
Iya: Unique Improvement, counts as a Fortification, hostile units spend more movement points trying to navigate Iya gain reduced Combat Strength against defending units and Iya.

Unique Project:
Saeyama: Produces a random Relic of a certain type that provides bonuses to the City it is stored in.

Relic List
Egogo: +3 Culture, +2 Happiness
Bronze Head: +2 Culture, +2 Production
Ikegobo: +4 Happiness, +1 Culture
Carved Leopard: +3 Production
Ivory Mask: +2 Culture

City List
Edo ⭐ - Today known as Benin City in modern day Nigeria, was the capital of the Kingdom of Benin
Eko - (Also known as Lagos), the largest city in Nigeria
Owo - A city in southwest Nigeria
Ukunzu - A village in Nigeria
Ugbodu - A village in Nigeria
Akure - A city in southwest Nigeria
Ughoton- A town in Nigeria
Auchi- A city in Nigeria
Sapele - A town in Nigeria
Ekpoma- A town in Nigeria
Ondo - A city in Nigeria
Uselu- A town in Nigeria
Udo- A town in Nigeria
Okada - A town in Nigeria



Unlocks
- Play as Nok in Antiquity
- Play as Amina and get a Culture Victory in Antiquity
- As Han, encircle one of your cities with the Han Great Wall
- Play as Egypt in Antiquity
 
I fear I committed the Poirot sin of being under the impression Hergé was French.

Ok @Zaarin this was shameful.

You can redeem yourself by checking out if your library has some Inspector Canardo comicbooks by Belgian artist Sokal and checking them out. ;)
 
Back
Top Bottom