Design a civ using known Civ VII mechanics

TEUTONS

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Cultural, Expansionist.

Settled along the banks of the Rhine, Oder, Main and Elbe rivers, the medieval Germans were an industrious but independent people. As a collection of smaller duchies, counties, kingdoms and city states inside the Holy Roman Empire (officially called the 'Realm of the Teutons' in Latin), arts and crafts flourished in the realm, with every city developing its own set of custom, traditions and myths. This sense of regional identity is retained in the present day Federal Republic of Germany,

Ability
: Song of the Rhine
  • Unique Town Specialization: 'Free Imperial City.'
  • Rural districts in Towns in the Homelands receive +1 Culture adjacency from Rivers.
  • +30% Production towards the Kölner Dom Wonder
FREE IMPERIAL CITY: Unique town specialization for the Teutons. This settlement can purchase Culture, Happiness and Science buildings and can slot City resources. The settlement must be in the Homelands and adjacent to a River before it can become a Free Imperial City.

Infrastructure:

Unique Quarter: Stift. Upon completion, gain +1 Specialist limit in this Settlement. This bonus is lost if the district is pillaged.
Unique Building: Benedictine Abbey. +2 Culture Base. +1 Food adjacency from Rural Districts. Must be placed adjacent to a Rural District.
Unique Building: Domkirche. +4 Happiness Base. +2 Great Work slots. +1 Happiness adjacency from Quarters. Must be placed adjacent to a Quarter..

Unique Unit: Landsknecht
  • Gains additional combat strength for each Town with a specialization that you have.
  • Generates Influence from Kills based on its Combat Strength.
  • Can only be bought with Gold, at an increased cost per Landsknecht.

Unique Civilian Unit: Minnesanger.
  • Unique Great Person
  • Each Minnesanger has a unique cultural ability, and can only be earned once.
  • All Minnesänger also either give +50 Culture or +50 Happiness towards the next Celebration.
  • You need an Inn before you can recruit them.

List of Minnesânger:

    • Heinrich Frauenlob - Activate on a Temple to get a free Missionary and a Relic. +50 :7culture: Culture.
    • Hildegard von Bingen - Activate on a Benedictine Abbey to make it yield:7science: Science and :7inf: Influence equal to its adjacency bonuses. +50 :7culture: Culture.
    • Reinmar von Hagenau - Activate on a Domkirche to receive a set number of :7science: Science. +50 :7happy: Happiness towards the next Celebration
    • Süßkind von Trimberg - Activate on City Halls to give all Happiness buildings in that Settlement :7money: Gold adjacency from Quarters. +50 :7culture: Culture.
    • Tannhäuser - Activate on an owned tile next to a Mountain to give this Settlement a burst of :7culture:Culture, scaling with the amount of Quarters that it has. +50 :7happy: Happiness towards the next Celebration.
    • Walter von der Vogelweide - Activate on a Domkirche to trigger your next Celebration for free. +50 :7culture: Culture.
    • Wolfram von Eschenbach - Activate on a Building with a Great Work slot to give it +2 Great Work slots and 2 Relics. +50 :7happy: Happiness towards the next Celebration
    • Ulrich von Liechtenstein - Activate on an Armory to gain 2 Cavalry units. +50 :7happy: Happiness towards the next Celebration
    [*]
Civics & Traditions:

Holy Roman Empire
T1
: Benedictine Abbey building & Vogtei Tradition. +1 Policy Slot for a Tradition.
Tradition: Vogtei: Specialists can be assigned to Rural Districts in Towns. Specialists on Rural Districts in Towns cost no Food and give additional Production, but do not yield any Science or Culture.
T2: Domkirche building. All Specialists assigned to a Quarter in a City with a Stift give +1 Culture.


Teutonic Order
T1
: Unlocks the Kölner Dom wonder & Kommanderie Tradtion. +1 Influence per Free Imperial City.
Tradition: Kommanderei: Military units receive +1 CS per Suzerain Bonus you've earned in the previous Era. This Combat Strength bonus is doubled when fighting against Independent Powers.
T2: Quarters in Settlements with a Stift Quarter gain +3 Fortification Strength per Quarter. +1 Settlement Limit.

Hanseatic League
T1
: Reichstag tradition. Receive a second copy of imported Resources.
Tradition: Reichstag: Every City resource slotted into a Settlement increases the effect of Celebrations by another 5%.
T2: +1 Resource Capacity in Settlements on a River. Specialists give +1 Gold for every 6 resources assigned to their Settlement.


Associated Wonder: Kölner Dom
+15% Happiness in this City. All Quarters and Wonders in your empire receive +1 Happiness adjacency from Rivers, or +2 from Navigable rivers. Must be placed adjacent to a Quarter and a River.

Cities:
AACHEN​
SpeyerNurembergAugsburgHeidelbergBielefeldHamburgQuedlinburgHamelin
RatisbonDresdenUlmMagdeburgGoslarFuldaClevesDarmstadt
CologneMainzWormsAnsbachMannheimBonnRothenburgHildesheim
BambergTrierMünsterBrandenburgStuttgartErfurtPassauStraßburg
FrankfurtBremenLübeckMeißenKoblenzGreifswaldWürzburgMarienburg


Unlocks into Teutons:
  • Play as Rome
  • Play as Charlemagne
  • Play as Friedrich
  • Earn three Suzerain bonuses of different types.
Unlocks from Teutons: Prussia in Modern.
 
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NETHERLANDS - MODERN AGE CIVILIZATION


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Unique Ability:

Hoogheemraadschappen:
  • All land Buildings have adjacency with Marine tiles.
  • +1 Specialist Slot on Quarters on land adjacent at least two Marine tiles.
Attributes:
  • :7money: Economic
  • :7culture: Cultural
Civic Trees:

But the Dutch Created the Netherlands
  • Tier 1:
    • Unlocks the Terp Unique Building.
    • Adds :7culture: Culture on Quarters adjacent to Coast.
  • Tradition - Dikes:
    • Tiles gain :7science: Science for each time they have been enriched by a Natural Disaster.
    • +100% :7money: Gold towards Repairs.
  • Tier 2:
    • Adds :7science: Science on Quarters adjacent to Coast.
Amsterdamse Effectenbeurs
  • Tier 1:
    • Unlocks the Windmill Unique Building.
  • Tradition - Textile Specialization:
    • :7money:Gold Buildings gain a :7science: Science and :7prod: Production adjacency with :7money: Gold Buildings and Resources.
  • Tier 2:
    • Reclaimed Land gains :7prod: Production for every :7prod: Production Building in a Settlement.
    • Reclaimed Land gains :7food: Food for every :7food: Food Building in a Settlement.
  • Tradition - Tulip Mania:
    • -75% :7money: Gold income per turn.
    • +100% :7culture: Culture per turn.
Dutch Reformed Church
  • Tier 1:
    • +1 Specialist Slot in Quarters containing a :7happy: Happiness Building.
  • Tradition - Verzuiling:
    • Additional :7culture: Culture and :7prod: Production on Specialists.
Hague School
  • Tier 1:
    • Generates an Artifact.
    • +1 Great Work Slot on the Polder Unique Quarter.
Rijkswaterstaat:
  • Tier 1:
    • In Settlements with Factories, +1 Railroad Tycoon Point per turn for each Reclaimed Land tile.
    • Unlocks Het Schip.
  • Tradition - Zuiderzee Works:
    • Can purchase :7happy: Happiness and :7money: Gold Buildings in Towns.
  • Tier 2:
    • Reclaimed Land gains :7inf: Influence.
Unique Infrastructure

Polder:
  • Unique Quarter created by a Terp and Windmill in the same District.
  • Adjacent Marine tiles become Reclaimed Land (overwrites Districts) and are automatically worked.
  • Specialists on this tile copy one fourth of the non-:7food: Food, :7inf: Influence, or:7happy: Happiness yield of adjacent Rural Districts.
Reclaimed Land:
  • Marine Unique Improvement that adds :7money: Gold and can only be generated by a Polder.
  • Acts as land for Units and receives Warehouse bonuses as if a Farm.
  • Gains additional yields and bonuses through the Dutch Unique Civics Tree.
  • Cannot be converted to an Urban District.
Terp:
  • Unique :7happy: Happiness Building.
  • Adjacency with land tiles.
  • A land Building may be built on this tile if there is a remaining slot.
  • Must be built on a Marine tile adjacent to at least two land tiles.
Windmill:
  • Unique :7money: Gold Building.
  • :7prod: Production adjacency with land Resources.

Unique Military Unit

Prins Hendrik:
  • Unique Light Naval Unit.
  • +4 Combat Strength in the Distant Lands if the Capital is in the Homelands, and vice versa.
Unique Civilian Unit

Vlootvoogd:
  • Unique Fleet Commander Unit.
  • +10% Experience.
  • Gain a burst of :7culture: Culture from Promotions.
Associated Wonder:

Het Schip:
  • +5 :7food: Food.
  • +1 Specialist Cap in this Settlement.
  • +1 Specialist Slot on Unique Quarters.
Unlock Conditions:

Automatic:
  • Play as Rome in the Age of Antiquity
  • Play as Spain in the Age of Exploration
Gameplay:
  • Have three Coastal Cities on Fresh Water.
“Just as nobody can escape the ripples of a war between nations, all of [Civilization] is involved in the war against water. Floods and storms have become as great a threat as raiders and conquerors, if not more so, as no number of soldiers can hold back the sea itself. Where there is crisis, however, there is hope for solutions: the wealthy thinkers and humble farmers alike are already hard at work, learning how the earth can be molded to serve the means of man.”
 
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NETHERLANDS - MODERN AGE CIVILIZATION


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Unique Ability:

Hoogheemraadschappen:
  • All land Buildings have adjacency with Marine tiles.
  • +1 Specialist Slot on Quarters on land adjacent at least two Marine tiles.
Attributes:
  • :7money: Economic
  • :7culture: Cultural
Civic Trees:

But the Dutch Created the Netherlands
  • Tier 1:
    • Unlocks the Terp Unique Building.
    • Adds :7culture: Culture on Quarters adjacent to Coast.
  • Tradition - Dikes:
    • Tiles gain :7science: Science for each time they have been enriched by a Natural Disaster.
    • +100% :7money: Gold towards Repairs.
  • Tier 2:
    • Adds :7science: Science on Quarters adjacent to Coast.
Amsterdamse Effectenbeurs
  • Tier 1:
    • Unlocks the Windmill Unique Building.
  • Tradition - Textile Specialization:
    • :7money:Gold Buildings gain a :7science: Science and :7prod: Production adjacency with :7money: Gold Buildings and Resources.
  • Tier 2:
    • Reclaimed Land gains :7prod: Production for every :7prod: Production Building in a Settlement.
    • Reclaimed Land gains :7food: Food for every :7food: Food Building in a Settlement.
  • Tradition - Tulip Mania:
    • -75% :7money: Gold income per turn.
    • +100% :7culture: Culture per turn.
Dutch Reformed Church
  • Tier 1:
    • +1 Specialist Slot in Quarters containing a :7happy: Happiness Building.
  • Tradition - Verzuiling:
    • Additional :7culture: Culture and :7prod: Production on Specialists.
Hague School
  • Tier 1:
    • Generates an Artifact.
    • +1 Great Work Slot on the Polder Unique Quarter.
Rijkswaterstaat:
  • Tier 1:
    • In Settlements with Factories, +1 Railroad Tycoon Point per turn for each Reclaimed Land tile.
    • Unlocks Het Schip.
  • Tradition - Zuiderzee Works:
    • Can purchase :7happy: Happiness and :7money: Gold Buildings in Towns.
  • Tier 2:
    • Reclaimed Land gains :7inf: Influence.
Unique Infrastructure

Polder:
  • Unique Quarter created by a Terp and Windmill in the same District.
  • Adjacent Marine tiles become Reclaimed Land (overwrites Districts) and are automatically worked.
  • Specialists on this tile copy one fourth of the non-:7food: Food, :7inf: Influence, or:7happy: Happiness yield of adjacent Rural Districts.
Reclaimed Land:
  • Marine Unique Improvement that adds :7money: Gold and can only be generated by a Polder.
  • Acts as land for Units and receives Warehouse bonuses as if a Farm.
  • Gains additional yields and bonuses through the Dutch Unique Civics Tree.
  • Cannot be converted to an Urban District.
Terp:
  • Unique :7happy: Happiness Building.
  • Adjacency with land tiles.
  • A land Building may be built on this tile if there is a remaining slot.
  • Must be built on a Marine tile adjacent to at least two land tiles.
Windmill:
  • Unique :7money: Gold Building.
  • :7prod: Production adjacency with land Resources.

Unique Military Unit

Prins Hendrik:
  • Unique Light Naval Unit.
  • +4 Combat Strength in the Distant Lands if the Capital is in the Homelands, and vice versa.
Unique Civilian Unit

Vlootvoogd:
  • Unique Fleet Commander Unit.
  • +10% Experience.
  • Gain a burst of :7culture: Culture from Promotions.
Associated Wonder:

Het Schip:
  • +5 :7food: Food.
  • +1 Specialist Cap in this Settlement.
  • +1 Specialist Slot on Unique Quarters.
Unlock Conditions:

Automatic:
  • Play as Rome in the Age of Antiquity
  • Play as Spain in the Age of Exploration
Gameplay:
  • Have three Coastal Cities on Fresh Water.
“Just as nobody can escape the ripples of a war between nations, all of [Civilization] is involved in the war against water. Floods and storms have become as great a threat as raiders and conquerors, if not more so, as no number of soldiers can hold back the sea itself. Where there is crisis, however, there is hope for solutions: the wealthy thinkers and humble farmers alike are already hard at work, learning how the earth can be molded to serve the means of man.”

Do they get some kind of fun adjacency from the Valley of the Flowers natural wonder?
 
Do they get some kind of fun adjacency from the Valley of the Flowers natural wonder?
Discovering it while Tulip Mania is active makes the economy even worse, somehow.
 
Moderator Action: Thread moved to Ideas & Suggestions.
 

With Carthage released as a one city playstyle, there's obviously a place for Civilizations in the latter two Ages to take up the same mantle for a chain of Capital-only Civs. I know we're all thinking the same thing for Exploration... a specific city with impressive canals, a large trade network, and placement in a modern-day country that's wider at the top and gets thinner going down until it reaches a rather boot-like shape... say it with me, it's:


TENOCHTITLAN - EXPLORATION AGE CIVILIZATION

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Tradition dictates that the founding of Mexico-Tenochtitlan came when a group of wandering Mexica witnessed an eagle with a snake in its beak above the swampy lake Texcoco, fulfilling a prophecy that such a sight would mark the location of a future great city, their new home. Hydrological engineering transformed the lake and marsh into farmland and urban sprawl, the largest Mesoamerican population center of the time, positioning Tenochtitlan to become the most powerful of the three cities leading the Aztec Empire. Feeding off of a vast network of tribute from semi-autonomous settlements, the Mexica thrived, but when Spanish ships arrived, the spread of their influence became their greatest weakness, the many peoples they subjugated assisting in taking up arms against them

Unique Ability:

Altepeme:
  • Can only have one City. Towns cannot use Convert to City.
  • All Buildings gain +2 adjacency if on or adjacent to a Lake, can be built on Lakes, and can be purchased in Towns for 150% the usual :7money: Gold cost.
  • Specialists can be placed in Towns.
Attributes:
  • :7food: Expansionist
  • :7money: Economic
Civic Trees:

Triple Alliance
  • Tier 1:
    • Spending :7inf: Influence on an Independent Power or City State generates :7money: Gold equal to 50% of the :7inf: Influence spent.
    • Unlocks the Tianquiztli Unique Building.
    • Tradition - Tribute Collectors: Quarters in Towns gain :7money: Gold and :7food: Food.
Flower Wars
  • Tier 1:
    • Unlocks the Telpochcalli Unique Building.
    • +3 Combat Strength against Independent Powers and City States.
    • Tradition - Sacrificial Captives: Gain :7culture: Culture and :7money: Gold equal to 50% of the Combat Strength of defeated Units. This bonus is doubled against Independent Powers and City States.
Cult of Huitzilipochtli
  • Tier 1:
    • +2 Resource Slots on the Palace.
    • Unlocks the Huey Teocalli.
    • Tradition - Tlatelolco Market: Additional :7money: Gold and :7culture: Culture on the Palace for each unique City Resource in the Capital.
Tlatoani’s Levee
  • Tier 1:
    • All Settlements gain +2 :7prod: Production and +3 :7happy: Happiness for each controlled Lake tile in your empire.
    • Tradition - Temazcalli: +2 :7happy: Happiness, :7food: Food, and :7money: Gold on controlled Lake tiles, Urban or Rural.
Pipiltin
  • Tier 1:
    • Specialists have halved :7happy: Happiness maintenance if on or adjacent to a Lake.
    • Tradition - Yaotequihuah: Specialists gain +2 :7money: Gold and :7culture: Culture if on Fresh Water. Specialists cost +1 :7happy: Happiness to maintain if not on Fresh Water.
Unique Infrastructure

Calpul: Unique Quarter.
  • Additional :7money: Gold and :7food: Food on Specialists in this Settlement.
Tianquiztli: Unique Gold Building.
  • No Coast or Navigable River adjacency.
  • +1 :7money: Gold for each Resource slotted in this Settlement.
Telpochcalli: Unique Production Building.
  • +20% :7money: Gold towards purchasing Infantry Units in this Settlement.
Unique Military Unit

Cuauhocelotl: Unique Infantry Unit.
  • Defeating a Civilian Unit creates a copy of that Unit under your control.
  • +1 Combat Strength for each unique Empire Resource, doubled against City States, Independent Powers, or within 6 tiles of the Palace.
  • No Movement or Combat Strength penalties from embarking on Lake tiles.
Unique Civilian Unit

Pochtecatl: Unique Merchant Unit.
  • Movement is not ended by terrain within your territory.
  • Generates 40 :7culture: Culture for each unique Resource obtained from a Trade Route, tripled if no copy of that Resource previously existed in your possession.
Associated Wonder:

Huey Teocalli:
  • +1 :7culture: Culture and :7science: Science on Resources in this City.
  • Must be built adjacent to a Temple in the Capital.
Unlock Conditions:

Automatic:
  • Play as Nezahualcoyotl
  • Play as Maya in the Age of Antiquity
Gameplay:
  • Turn a Lake tile into a District.
“in the middle of [improved lake name], a group of [plural Civilization endonym] witnessed an eagle with a snake in its mouth. They have taken this as a sign: the next chapter of the [civilization endonym] civilization will spring from these waters.”
 
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Trade Routes in Civ VII simply get you Resources, but historically, the connections they create have had so many different effects. Which Civilization works better to represent that than a poster child of the Silk Road? Easily connecting to so many other Civilizations is just an added bonus. I will say in advance that the unique Great Person is kind of a stretch, but it fits the theming of the Civilization conceptually and it was honestly a simpler task than justifying a name for a CUU replacing any of the generic units (though with "Colonist" joining the roster, I suppose that the bar is rather low...)

KHOTAN - ANTIQUITY AGE CIVILIZATION

Screenshot 2025-03-12 at 12.58.43 AM.png


As the Silk Road flourished, so did Khotan, the kingdom sending out jade and silk and receiving gold and ideas in return, becoming not just a hub of resources, but of culture. It rose from an adopter of Buddhism to an influential center of the religion, with a devout population that guarded an extensive collection of Buddhist works. Holding the Silk Road, wealth, and knowledge drew eyes from the surrounding world, awed pilgrims and warlords alike, and Khotan became a frequent target of foreign invasion. Though the Buddhist texts it preserved remain, Marco Polo found it in the 13th century to have been fully Islamized, and the bustling hubs of antiquity were left in ruins.

Unique Ability:

Silk Roads: Establishing a Trade Route grants access to all Traditions that can be unlocked through the target Civilization's Unique Civics Tree.

Attributes:
  • :7money: Economic
  • :7happy: Diplomatic
Civic Trees:

Book of Zambasta
  • Tier 1:
    • Unlocks the Stupa Unique Building.
    • :7happy: Happiness Buildings gain adjacency from each other.
    • Tradition - Sanghata Sutra: Triggering a :7happy: Celebration grants a burst of :7culture: Culture equal to 50% of your :7happy: Happiness per turn for each slotted Tradition.
  • Tier 2:
    • Your Pantheon bonus applies to the Stupa Unique Building as if it were a Shrine.
    • Unlocks the Rawak Stupa Courtyard.
Oasis State
  • Tier 1:
    • Unlocks the Jade Market Unique Building.
    • +2 :7food: Food and :7money: Gold on Wet tiles.
    • +1 Settlement Cap.
    • Tradition - Twelve Kingdoms: +20% Influence towards the Improve Trade Relations Action for each slotted Tradition.
    • Tradition - Sapta-Ratna: Additional :7happy: Happiness and :7money: Gold on slotted City Resources, doubled if imported.
Jatakastava Preservation
  • Tier 1:
    • Establishing a Trade Route with a Settlement containing a given number of Codices grants half that number of Codices, rounded down.
    • Tradition - Sampul Tapestry: +1 :7inf: Influence on displayed Great Works.
  • Tier 2:
    • +1 Great Work Slot on the Monastery Unique Quarter.
Unique Infrastructure

Monastery:
  • Unique Quarter.
  • This Settlement increases Trade Route range as if a Trading Post.
  • +5 :7happy: Happiness, :7culture: Culture, and :7science: Science per Age for each Trade Route to or from this Settlement.
Jade Market:
  • Unique :7money: Gold Building.
  • +1 Resource Slot.
  • :7culture: Culture adjacency with Resources and :7money: Gold Buildings.
Stupa:
  • Unique :7happy: Happiness Building.
  • +1 Great Work Slot.
  • +2 :7happy:Happiness for each slotted Tradition.

Unique Military Unit

Saka Horse Archer:
Unique Cavalry Unit. Has a Ranged Attack in exchange for a slightly weaker Melee Strength.

Unique Civilian Unit

Pilgrim: Unique Religious Figure Unit. Can only be trained in a City with a Monastery. The specific Pilgrim received is random, and each Pilgrim can only be received once.

  • Śīladharma: Activated on a foreign Palace to add additional :7happy: Happiness and :7science: Science to all displayed Great Works.

  • Faxian: Activated on your own Palace to trigger a burst of :7culture: Culture and :7science: Science for every slotted Tradition.

  • Viśa' Saṃbhava: Activated on a foreign Palace to trigger a burst of :7happy: Happiness and :7inf: Influence for each active Trade Route.

  • Xuanzang: Activated on a tile with a Great Work Slot to trigger a large burst of :7happy: Happiness and :7culture: Culture for each Great Work present.

  • Śikṣānanda: Activated on a foreign Palace to generate :7money: Gold and :7inf: Influence for every displayed Great Work in your empire.

  • Gurgamoya: Activated on a foreign Palace to generate :7money: Gold and :7culture: Culture for every active Trade Route.

  • Vairocana: Activated on your own Palace to trigger a :7happy: Celebration and add :7happy: Happiness.

  • Kushtana Maurya: Activated on your own Palace to trigger a burst of :7science:Science and :7inf: Influence for every slotted Tradition.

  • Vijayasambhava: Activated on your own Palace during a Celebration to trigger a large burst of :7money: Gold and :7culture: Culture.
not my most elegant game design, but hopefully gets across the vibe of people zipping back and forth between your capital and others, encouraged by your religious infrastructure.

Associated Wonder:

Rawak Stupa Courtyard:

  • Must be placed on Desert.
  • +3 Great Work Slots.
  • +5 :7happy: Happiness.
  • Great Works in this Settlement have tripled yields.
Starting Bias:
  • Desert
  • Wet
  • Jade
Unlocks:
  • Can play as Mongolia in the Age of Exploration
  • Can play as Chola in the Age of Exploration
  • Can play as Ming in the Age of Exploration
  • Can play as Nepal in the Modern Age
  • Can play as Qing in the Modern Age
Associations:
  • Historic Choice for Ashoka
  • Geographic Choice for Lakshmibai
  • Geographic Choice for Trung Trac
  • Geographic Choice for Confucius
  • Geographic Choice for Genghis Khan
  • Strategic Choice for Lafayette
 
I always loved playing as Brazil in VII, but I think the nation deserves better than just the Amazon and Carnival in its representation. Luckily, with Civ VII, it can now have all sorts of abilities in reference to civic and technological development in the Brazilian Empire... and the Amazon and Carnival. Huzzah!

BRAZIL - MODERN AGE CIVILIZATION

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(one of these emblems should work. not sure which is best.)

As war swept through Europe, the Portuguese court fled to Brazil, an established colony named for a variety of wood it was dedicated to extracting. The soon-to-be nation had loftier dreams, however, and the transfer of administrative power to Rio de Janeiro set the stage to see them fulfilled, an emboldened populace driving out the old court and taking control of a new South American empire. As the 19th century dawned, Brazil quickly became a center of civic and technological progress, patronizing the arts, modernizing infrastructure and the military, and further developing the unique and admired culture that led it to become the center of the Lusophone world today.

Unique Ability:

Instituto Histórico e Geográfico:
  • Upon researching a Civic Mastery, can purchase two Buildings for free in any Settlement (applies automatically to the next two Buildings purchased).
Attributes:
  • :7culture: Cultural
  • :7science: Scientific
Civic Trees:

Terra do Brasil
  • Tier 1:
    • Buildings gain a :7culture: Culture adjacency from unimproved Vegetated tiles.
    • Tradition - Brazilwood Colonies: Growing to a Vegetated tile or converting one to an Urban District grants 100 :7money: Gold.
  • Tier 2:
    • Buildings gain a :7science: Science adjacency from unimproved Vegetated tiles.
Seus Interesses Navais
  • Tier 1:
    • +2 :7science: Science for each owned Naval Unit.
    • Tradition - Eastern Naval Division: +2 :7culture: Culture and halved maintenance cost on Naval Units if you have more Naval Units than any other Civilization.
    • Tradition - Raga-Listas: Cannot build or purchase Land Military Units. +4 Combat Strength on Land Military Units.
Patroness of Brazil
  • Tier 1:
    • +1 :7happy: Happiness on Specialists.
    • Tradition - Carnival: Triggering a :7happy: Celebration immediately grants a quarter of the turn’s global :7happy: Happiness, :7science: Science, :7culture: Culture, :7money: Gold, and :7inf: Influence yield.
  • Tier 2:
    • +1 :7happy: Happiness on Specialists.
    • Unlocks the Cristo Redentor.
Ordem e Progresso
  • Tier 1:
    • Unlocks the Tijuca Forest Unique Tile Improvement.
    • Buildings in Quarters gain adjacency with unimproved Vegetated tiles.
    • Tradition - Brazilian Baroque: Constructing a Building grants a burst of yields equal to 400% of its adjacency bonus.

    (apologies for the erroneous bolding here, don't know what's causing it or how to go about fixing it)
Unique Infrastructure

Tijuca Forest: Unique Tile Improvement.
  • Acts as an unimproved Vegetated tile for adjacency.
  • +2 :7science: Science and +2 :7happy: Happiness.
  • No :7prod: Production yield.
  • Must be built on a Woodcutter.
Unique Military Unit

Riachuelo: Unique Light Naval Unit.
  • Automatically upgrades to the next Tier when the relevant Technology is unlocked.
Unique Civilian Unit

Imperial Exhibition Artist: Unique Artist Unit.
  • Can only be trained in the Capital if it has a Quarter containing a Culture Building. The specific Imperial Exhibition Artist received is random, and each Imperial Exhibition Artist can only be received once. Cost increases per Imperial Exhibition Artist built.
Possible Imperial Exhibition Artists:
  • Grandjean de Montigny:
    • Activated on a City Hall or the Palace. The next two Buildings purchased in this Settlement are free.
  • Henry José da Silva
    • Activated on a :7culture: Culture Building to gain +100% :7prod: Production towards future Imperial Exhibition Artists.
  • Gonçalves de Magalhães
    • Activated on a foreign Palace. The next five Diplomatic Actions you take are free.
  • Joaquim Cabral
    • Activated on a City Hall or the Palace. Quarters containing :7culture: Culture Buildings in this Settlement have their adjacency bonus doubled.
  • José dos Reis Carvalho
    • Activated on a City Hall or the Palace. Grants 100 :7science: Science for each unimproved Vegetated tile in this Settlement.
  • Afonso Augusto Falcoz
    • Activated on a :7culture: Culture Building. Immediately triggers a :7happy: Celebration. If a :7happy: Celebration is already active, instantly complete the Civic currently in progress.
  • Marc Ferrez
    • Activated on the Palace. Grants three 👤 Wildcard Attribute Points.
  • Félix Taunay
    • Activated on a :7culture: Culture Building to grant a 👤 Wildcard Attribute Point and immediately build an additional Imperial Exhibition Artist.
  • Simplício Rodrigues de Sá
    • Activated on the Palace. Generates 25 :7happy: Happiness and :7culture: Culture for each 👤 Attribute Point spent.
  • Jean-Baptiste Debret
    • Activated on a foreign Palace. Grants one random Brazilian Unique Civic and one random Brazilian Unique Civic Mastery for free.
(If there's still an obvious error in the visual displaying of this list, know I'll probably fix it when I'm awake.)

Associated Wonder:

Cristo Redentor:
  • +5 :7happy: Happiness.
  • Can trigger a new :7happy: Celebration while a :7happy: Celebration is active, resetting the current Government effect.
  • Must be built on a Cliff.
Unlock Conditions:

Automatic:
  • Play as Simón Bolívar
  • Play as Inca in the Age of Exploration
  • Play as Spain in the Age of Exploration
Gameplay:
  • Have two Cities in the Distant Lands containing five Vegetated tiles each.
“The lumber colonies of the Distant Lands have been steadily growing in power and influence; as tension mounts at home, some members of the court have decided to journey across the ocean to them, planning to hide out the storm in a place where they can still wield power. Many of the locals are less than pleased.”
 
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KONGO - EXPLORATION AGE CIVILIZATION


Screenshot 2025-03-31 at 4.37.00 PM.png

(The Civ VI banner is admittedly cooler than the actual flag...)

The Kingdom of Kongo rose to power with the establishment of the city of M’banza Kongo, using construction techniques and social organization to support a massive population, constantly increasing through immigration and resettlement of prisoners. When the Portuguese found the urban center, Kongo royalty converted to Catholicism and promoted it in the nation, though tensions with Portugal fluctuated due to the incorporation of Kongo traditions into the religion in addition to territorial disputes. Nevertheless, Kongo struck a balance between the old and the new, developing and thriving on the influences it chose to keep; that is, until centuries of succession disputes and civil wars decentralized power, weakening the kingdom until Portugal was able to establish de facto control in the 20th century.

Unique Ability:

Mwene Kongo:
  • Overbuilding a Rural District does not allow you to reassign the Population, but triggers a Growth Event in the Capital.
  • -2 :7happy: Happiness in Cities for each Rural District, doubled in the Capital.
Attributes:
  • Expansionist
  • Cultural
Civic Trees:

Nkisi
  • Tier 1:
    • Gain +100 :7culture: Culture and +50 :7prod: Production in the Capital upon obtaining a Relic.
  • Tier 2:
    • +1 Specialist Cap in a City for every 5 Relics displayed in it.
Reconstructable Housing
  • Tier 1:
    • Unlocks the Mbangu Unique Building.
    • +25% :7happy: Happiness maintenance towards Buildings and Specialists.
    • Tradition - Urban Agriculture: Urban Districts don’t remove Warehouse bonuses.
  • Tier 2:
    • +25% :7money: Gold maintenance towards Buildings. +25% :7food: Food maintenance towards Specialists.
    • Tradition - Mfinda: +2 :7happy: Happiness and :7culture: Culture on Vegetated Rural Districts (Warehouse bonus). Civilian Units ignore Vegetated terrain for Movement.
Alongi a Aleke
  • Tier 1:
    • All Districts containing a Happiness or Production Building in Settlements following your Religion gain Walls (one time bonus).
    • Unlocks the Citadel Unique Building.
    • Tradition - Alfonso’s Cadre: Happiness and Production Buildings gain adjacency from Fortifications.
  • Tier 2:
    • +1 Great Work Slot on Quarters with Walls.
    • Unlocks the Cathedral of the Holy Saviour.
Unique Infrastructure

Nzandu: Unique Quarter. +1 :7culture: Culture and :7happy: Happiness on Specialists in this Settlement. -1 :7money: Gold and :7happy: Happiness for each Rural District in this Settlement.

Mbangu: Unique Gold Building. No adjacency from water. +1 :7money: Gold adjacency for each Specialist on an adjacent tile (not this tile).

Citadel: Unique Happiness Building. :7inf: Influence adjacency with Temples and the Palace.

Unique Military Unit

Shield Bearer: Unique Infantry Unit. In all encounters, receives damage as if +6 Combat Strength (does not affect damage received by opposing Unit).

Unique Civilian Unit

Nganga: Unique Missionary Unit. Converting a Settlement that is already partially converted does not consume a charge.

Associated Wonder:

Cathedral of the Holy Saviour: Grants two Civilization-appropriate Missionaries upon completion. +2 :7culture: Culture and :7inf: Influence for every City following your Religion.

Unlock Conditions:

Automatic:
  • There is currently NOTHING Subsaharan African except for Buganda... a full Bantu-speaking path might be my priority once we get workshop support.
Gameplay:
  • Place 5 Specialists in a single City.
“For days, a group of prisoners have been led through difficult terrain, uncertain of their fate. Suddenly, the march grinds to a halt, the [Civilization adjective] soldier at the lead raising their hand. Confused, the prisoners look up from the ground, and are stunned to see the largest settlement they have ever seen in the distance. This, they are told, will be their new home.”

Narrative Event Notes:

Having a Settlement converted to another Civilization’s religion triggers a Narrative event with three options:

Embrace the new faith:
  1. All Nganga now spread [foreign religion]. You now gain the bonuses of [foreign religion] instead of [old religion]
  1. Begins a quest: Convert all owned Settlements to [foreign religion]. Grants two Relics upon completion.

Reinforce the old faith:
  1. Grants a free Nganga in the Capital.
  1. Begins a quest: Remove [foreign religion] from all owned Settlements. Grants two Relics upon completion.

The people shall do as they please:
  1. +100 Production in the Capital.

Further Narrative Events will follow the first two, with option one causing events based on the story of the Kingdom of Kongo’s adoption of Christianity and option two causing events themed around the pre-Christian traditional religious practices of Kongo.
 
What would be the best option for an antiquity Bantu civ
Well, you already named it in your question: Bantu Civilization. :p

I prefer that it be called that in Antiquity and then transition to something more specific in later eras, such as Mutapa, Zimbabwe (or something else) during the Exploration.
 
Maybe Thimlich Ohinga could be an option.
 
TAÍNO – EXPLORATION AGE CIVILIZATION

Emerging from the lush landscapes of the Caribbean, the Taíno people thrived as skilled agriculturalists and artisans. They cultivated cassava, maize, and tobacco, and crafted intricate pottery and tools. Their society was structured with caciques (chiefs) leading complex communities. The Taíno engaged in vibrant trade networks, exchanging goods like cotton and foodstuffs. Their spiritual life revolved around zemis, sacred objects representing deities. However, the arrival of Europeans in the late 15th century brought disease and conquest, leading to their rapid decline.​

Unique Ability

Quisqueya: Increased Gold on Buildings adjacent to Coastal tiles.

Attributes:
  • Cultural
  • Economic
Civic Trees

Arawak Migrations
  • Tier 1: Units take reduced damage when in Deep Ocean.​
  • Tier 2: There is no movement cost for units to embark from land to the coast or disembark from the coast to land. Increased Settlement Limit.​
Cacicazgos
  • Tier 1: Unlocks the Caney Unique Building. City Halls in Cities grant the same bonuses as the Palace.​
  • Tier 2: Cacique Unique Civilian Unit grants Gold, Culture, and Influence when stationed in a City. Unlocks the 'Nitaínos' Tradition.​
  • Tradition - Nitaínos: Increased Gold and Culture in Towns. Double bonus in Towns adjacent to Coast.​
Zemis
  • Tier 1: Gain a Relic each time a Celebration is triggered. Unlocks the 'Amuletic Zemis' Tradition.​
  • Tradition - Amuletic Zemis: Displayed Relics grant an additional +3 Culture and +3 Happiness.​
  • Tier 2: Unlocks the 'Areitos Ceremonies' Tradition.​
  • Tradition - Areitos Ceremonies: Increased Happiness on Happiness Buildings. Increased Culture on Culture Buildings.​
Ceremonial Ball Game
  • Tier 1: Unlocks the Batey Unique Building. Unlocks the Caguana Ceremonial Ball Courts Wonder.

Unique Infrastructure

Yucayeque: Unique Quarter. Receive a Food Adjacency from every Coastal tile.
Caney: Unique Building. Influence base. Receive a Culture Adjacency from every Rural District.
Batey: Unique Building. Culture base. Receive a Happiness Adjacency from every Rural District.​

Unique Civilian Unit

Cacique: Unique Great Person Unit. Can only be built in a City with a Yucayeque Unique Quarter, and the specific Cacique received is random. Each Cacique can only be received once. Cost increases per Cacique built.​

Possible Cacique Units:

  • Agüeybaná I: Activated on a Yucayeque to gain a unique Diplomatic Endeavor called Guatiao that grants Gold and a significant increase in Influence to the Proposer, as well as Gold to the Receiver. Also, the Receiver will suffer a significant reduction in Influence for a set number of turns if they declare war on the Proposer while this Endeavor is active.​
  • Agüeybaná II: Activated on a Yucayeque to grant a set number of free Ranged Units with the ability to move after attacking.​
  • Arasibo: Activated in a City to grant extra Food and Gold to all Fishing Boats there.​
  • Bohechío: Activated on a Yucayeque to generate a boost of Culture and Growth in the City.​
  • Caguax: Activated in a Town to grant extra Food to all Plantations and Farms there.​
  • Caonabo: Activated on a Yucayeque to grant a set number of free Infantry Units with increased Combat Strength when attacking Settlements.​
  • Enriquillo: Activated on a Yucayeque to grant a set number of free Infantry Units with increased Combat Strength when defending.​
  • Guarionex: Activated on a Yucayeque to gain an Influence boost based on the number of leaders you are at peace with.​
  • Hatuey: Activated adjacent to the Coast to gain a Dugout Canoe.​
  • Jumacao: Activated on a Yucayeque to grant a set number of free Ranged Units with the ability to not lose movement when pillaging tiles.​

Unique Military Unit

Dugout Canoe: Unique Naval Unit. Weaker than conventional Naval Units, but cheaper to build or purchase. Gains +1 Movement when starting its movement on Coast or Navigable River. Can generate a civilian unit on an adjacent land tile, completely consuming it. If on an unclaimed tile, it generates a Settler. If in a foreign city, it creates a Merchant.​

Associated Wonder

Caguana Ceremonial Ball Courts: Adds Culture. Increased Happiness in Rural Districts in this Settlement. Must be built on a Flat Land.​

Starting Biases:
  • Coast
  • Tropical
 
Kinda weird to not include Anacaona as a Cacique, since she is probably one of the best known.
 
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