Design a civ using known Civ VII mechanics

Kinda weird to not include Anacaona as a Cacique, since she is probably one of the best known.
She is on their list of planned leaders in the Latin America Civ pack
 
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BRAZIL - MODERN AGE CIVILIZATION

Unique Ability:
Ciclos Econômicos: Towns can choose an additional specialization, but receive a slight penalty to all yields.

Attributes:
-Expansionist
-Cultural


Civic Trees:

Primeiro Reinado:
Tier 1:
Unlocks the Capela unique building, the Mercado Municipal unique building and the Grito do Ipiranga tradition.
Tradition - Grito do Ipiranga: Units gain additional combat strength for every settlement exceeding the the settlement limit.
Tier 2: Additional settlement limit. Reduced gold maintanence from units for every settlement exceeding the settlement limit.

Segundo Reinado:
Tier 1:
Cities gain additional science for every one of your towns connected to them. Unlocks the Era Mauá tradition.
Tradition - Era Mauá: Towns gain additional gold for every settlement exceeding the settlement limit.
Tier 2: Additional settlement limit. Unlocks the Lei Áurea tradition.
Tradition - Lei Áurea: Towns gain additional food for every settlement exceeding the settlement limit.

República Velha:
Tier 1:
Cities gain additional culture for every one of your towns connected to them. Unlocks the Cristo Redentor wonder.
Tier 2: Towns with the Urban Center specialization receive a great work slot for artifacts. Unlocks the Antropofagismo tradition.
Tradition - Antropofagismo: Great works gain additional culture for every settlement exceeding the settlement limit.


Unique Infrastructure:
Largo: Unique Quarter. Gains happiness for every town connected to this city if built in a city. Gains a small amount of happiness if built on a town. Can be built in towns with a specialization.

Mercado Municipal: Unique Building. Gold base. Food adjacency from Warehouse buildings. Additional food if built in a town, Can be built in towns with a specialization.

Capela: Unique Building. Culture base. Happiness adjacency from Quarters, Wonders and Natural Wonders. Can be built in towns with a specialization.

Unique Civilian Unit:

Bandeirante: Unique Explorer Unit. Grants a small burst of food to all cities when you use the Excavate Artifact action.

Unique Military Unit:
Voluntários da Pátria: Unique Infantry Unit. Increased combat strength if inside a town's territory. Reduced production cost.

Associated Wonder:
Cristo Redentor: Culture Base. This settlement gains happiness for every unique civic obtained, gaining additional happiness for every unique civic mastery obtained. Must be built on a Tropical Mountain.

Unlocked By:
Having 4 or more settlements exceeding the settlement limit.
Maya
Incan
Simón Bolívar
 
HAITI – MODERN AGE CIVILIZATION

From the ashes of colonial exploitation and the flames of revolution, Haiti emerged as the first Black republic in 1804. The echoes of the Haitian Revolution, a fierce struggle for freedom from French rule, still resonate. Haiti's culture is a vibrant mix of African, Taino, and French influences, seen in its music, dance, and art. The resilience of its people shines through Vodou ceremonies and colorful festivals. Even in hardship, its people dance, paint, and dream, a testament to resilience, courage, and a history written in blood and brilliance.

Unique Ability

La Perle des Antilles: Increased Food and Gold in Plantations.

Attributes:​
  • Cultural​
  • Militaristic​
Civic Trees

Plantasyon
  • Tier 1: All Towns receive the bonus from the Farming/Fishing Town Specialization, even if they are not yet specialized or are specialized in a different focus. Unlocks the 'Ekonomi Plantasyon' Tradition.​
  • Tradition - Ekonomi Plantasyon: Increased Food on Food Buildings for each adjacent Plantation. Increased Gold on Gold Buildings for each adjacent Plantation.​
  • Tier 2: Unlock the Lakou Unique Improvement. Increased Production in Plantations.​
Senkretis
  • Tier 1: Increased Happiness on Culture Buildings for each adjacent Quarter. Unlocks the 'Vodou Ceremonies' Tradition.​
  • Tradition - Vodou Ceremonies: Increased Happiness in Settlements for every Tradition from previous Civilizations slotted into the Government.​
  • Tier 2: Increased Culture on Happiness Buildings for each adjacent Quarter. Unlocks the 'Rara Festivals' Tradition.​
  • Tradition - Rara Festivals: Increased Culture in Settlements for every Tradition from previous Civilizations slotted into the Government.​
Lagè d Lendependans
  • Tier 1: Immediately enters a State of Rebellion, gaining +1 War Support in all Wars, doubling the production of Military Units and Army Commanders, and receiving extra Combat Strength within Haitian territory. However, global Influence and Happiness generation are halved. All effects last until the end of the era.​
  • Tier 2: Infantry Units can move after attacking. Unlocks the Citadelle Laferrière Wonder.​

Unique Infrastructure

Lakou: Unique Improvement. Increased Culture. Increased Food from adjacent Plantations. Must be built on a Flat tile. Cannot be built adjacent to another Lakou Unique Improvement.

Unique Civilian Unit

Oungan: Unique Civilian Unit. When stationed in a Settlement, it generates Happiness based on the number of Traditions from previous Civilizations slotted into the Government. When activated, it generates a Culture boost.

Unique Military Unit

Mawon: Unique Infantry Unit; does not replace other Infantry Units. Cannot be built; however, a set number of them appear within the territory upon receiving a Declaration of War. They have the ability to create another Mawon when pillaging an enemy Plantation. Zero Maintenance Cost. Requires researching the Civic Lagè d Lendependans.

Associated Wonder

Citadelle Laferrière: Culture Base. Acts as a District with Walls that must be conquered. +1 Militaristic Attribute Point. Must be built on a Rough tile.

Starting Biases:​
  • Sugar​
  • Coffee​
 
My take on the HRE. The gameplay is focused on Befriending IPs and using their bonuses towards any legacy path. You can play aggressive with leaders like Tecumseh, or focus certain IPs and using the unique buildings for culture/science. I tried referencing as much history as I could, but I'm sure I've missed some. Also have no idea what the traditions or symbol should be. Russia already took the double-headed eagle :(

Holy Roman Empire (Exploration Age)

Unique Ability: Confederacy of Kingdoms
Every Independent Power that you become Suzerain of will become a City in your empire. These Cities will retain their Suzerain bonuses.

Unique Civilian Unit: Reformers
Unique Missionary Unit. Converting Cities from another religion provides +10 :7inf: Influence. Converting City-States provides +15 :7inf: Influence towards Befriending them.

Unique Military Unit: Landsknechte
Unique Infantry Unit. Can be purchased with :7inf: Influence. Defeating an enemy unit provides :7money: Gold equal to its combat strength.

Unique Infrastructure:

Burg:
Unique Military Building. Provides +1 :7culture: Culture for every adjacent Food or Culture building. Counts as a fortification.

Diet: Unique Quarter. Provides +3 :7science:Science for every Military building in the Quarter.

Attributes:
- Militaristic
- Diplomatic

Associated Wonder: Aachen Cathedral
Gold Base. When finished, starts a Celebration. Can store 4 Relics. For every Relic first displayed there, starts a Celebration.

Unlocks:
- Unlocked by playing as Friedrick
- Unlocked by playing as Charlemagne
- Unlocked by Rome in the Antiquity Age
- Unlocks Prussia in Modern Age
- Unlocks Austria-Hungary in Modern Age
- Unlocks Italy in Modern Age
 
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MODERN EGYPT
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Cultural, Expansionist

Ability - STUDIES OF OLD
Dig Sites can spawn on Rural tiles inside your borders. These provide an additional artifact when extracted by an Explorer. All Artifacts extracted from these Dig Sites give +5 Culture per turn to whoever extracts them. Start with a free Explorer in your Capital.

Military unit - FELLAH
Unique Line Infantry. Weaker than regular Line Infantry, lower maintenance cost, and can be recruited with Food, rather than production if the Food output is higher.

Civilian Unit - FELUKA
Unique version of the Trade Ship. Whenever this unit passes across a Navigable River tile, it generates a fixed amount of (20) Culture and (20) Gold.

Infrastructure - SAQIYA (tile improvement)
+1 Production. Additional +1 Production per adjacent Navigable River or Lake. +0.5 Production per adjacent minor River, Floodplains or Wetlands tile.
All adjacent tiles produce +1 Food, or +2 if they're Desert tiles. This is a Warehouse bonus and stacks with other Warehouse bonuses.
MUST be placed on Navigable River, River or Oasis, and cannot be placed adjacent to another Saqiya.

Associated wonder - LAKE NASSER
Must be placed on a navigable river, creates a three tile lake.+20% Production in its city, but -33% Culture. Additionally, wet-associated tiles inside your borders have extra production:
+1.5 Production on Navigable Rivers and Lake tiles.
+1 Production on minor Rivers and Flood Plains
+0.5 Production on Wetlands (Oasis, Watering Hole, etcs)
This is a Warehouse bonus, and stacks with other Warehouse bonuses.
(Suez Canal is a good choice for an unassociated wonder imo)

Civic 1 - KHUDAYWI
Tier 1: +1 Gold on Farm, Plantation & Pasture. Unlocks the 'New Order' Tradition. +1 Settlement Limit.
Tier 2: Extracting an Artifact gives +5 Gold per turn (PERMANENTLY). All Tiles adjacent to Floodplains, (Navigable) Rivers or Wetlands are immune to environmental destruction.

Civic 2 - NAHDA
Tier 1 - All Obselete buildings generate +1 Culture if they're from Exploration Age or +2 if they're from the Antiquity Age. Unlocks the 'Egyptology' Tradition.
Tier 2 - The culture generation from Obselete buildings persists when they're Overbuilt. They also retain their graphics if Overbuilt by a building of the same type.
Requires KHUDAYWI T1

Civic 3 - MISR
Tier 1 - Unlocks the Lake Nasser wonder. All existing commanders receive 1 free promotion. +1 Settlement Limit.
Tier 2 +15% Food in all Settlements. -10% Gold in all Settlements. Unlocks the 'Free Officers' tradition. +1 Settlement Limit.
Requires NAHDA T1

Tradition 1 - NEW ORDER
Farms and Plantations generate +1 Production, and -2 Food (minimum 0).
The Food Threshhold for Growth Events is decreased by 10% in Cities.

Requires KHUDAYWI T1

Tradition - EGYPTOLOGY
All Unique Improvements and Buildings from previous ages generate Culture equal to 50% of their tile's yields.
All tiles inside your borders that started with a Dig Site gain +1 Culture PERMANENTLY the first time you adopt this policy.

Requires NAHDA T1

Tradition - FREE OFFICERS
Military units in range of a commander generate +(5) Influence when they eliminate an enemy unit.
This amount scales by +1 with every Promotion the Commander has.

Requires MISR T2

Cities (common names)
* CAIRO *
ALEXANDRIA
KHARTOUM
GIZA
LUXOR
ASWAN
DONGOLA
MANSOURA
FAIYUM
TANTA
SUEZ
SHUBRA EL KHEIMA
SENNAR
ASYUT
EL QOSEIR
OMDURMAN
DAMIETTA
FASHODA
BENI SUEF
GIRGA
JUBA
BORSAÏD
SUAKIN
DESOUK
SOHAG
EL ARISH
MARSA MATROUH
AKHMIM
QUS
ISMAILIA
EL MAHALLA
MINYA
ZAGAZIG
EL FASHER
EL TOR
HURGHADA
RASHID
EL ALAMEIN
DAMANHUR
EDFU
ESNA
QENA
LADO
ST. KATRINE


Unlocked by:

Have Six Policies in the Culture Attribute Tree.
Play as EGYPT (antiquity)
Play as CARTHAGE (antiquity)
Play as ABBASID (exploration)
(play as OTTOMANS (exploration)
 
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Nazca - Antiquity Age Civilization
Unique Ability:
Pampa Colorada: Buildings built on Desert have no gold maintanence cost.

Attributes:
-Expansionist
-Diplomatic

Unique Civics:
Great Geoglyphs:
Tier 1: Unlocks the Nazca Line unique improvement and the Río Grande de Nazca tradition.
Tradition - Río Grande de Nazca: +15% production towards constructibles on Desert.
Tier 2: The Nazca Line unique improvement gives +1 gold to adjacent tiles. Unlocks the Río Ica tradition.
Tradition - Río Ica: Urban districts on Desert do not remove the natural yield of the tile.

Puquios:
Tier 1:
Buildings give +1 food if constructed in Desert. Unlocks the Cantalloc Puquios wonder.
Tier 2: +15% production towards warehouse buildings. Unlocks the Kochas tradition.
Tradition - Kochas: Warehouse buildings gain +1 food and +1 happiness.

Legacy of Cahuachi:
Tier 1:
Entering a celebration grants a Pilgrim unique unit in the capital city.
Tier 2: Three Pilgrim unique units appear in the capital city.

Unique Infrastructure:
Nazca Line: Unique Improvement. +2 culture. Adjacent Desert tiles gain +1 food and +1 production. Must be built on a Flat Desert and not adjacent to another Nazca Line.

Unique Civilian Unit:
Pilgrim: Unique Migrant Unit. Grants +25 happiness towards the next celebration when used.

Unique Military Unit:
Headhunter: Unique Infantry Unit. Defeating an enemy unit provides happiness towards the next celebration equal to 50% of the defeated unit's combat strength.

Associated Wonder:
Cantalloc Puquios: +2 food and +2 happiness. +1 food and +1 happiness to all desert tiles in this settlement. Must be built in a Flat Desert tile.

Starting Bias:
-Desert

Unlocks:
Inca
Mexico
 
Why is Byzantium antiquity though
Because Byzantium got wrecked by the Ottoman Empire before the age of exploration.

"The Byzantine Empire fell once and for all in the year 1453 CE, when the Ottoman Empire broke through the walls of Constantinople with cannons and seized control of the capital city. The last Byzantine Emperor, Constantine XI, died in that battle."

The Byzantine Empire, also known as the Eastern Roman Empire, existed from 330 to 1453, lasting over 1,100 years. It originated with Emperor Constantine's decision to establish a new capital, Constantinople, in 330, which later became the empire's center. The empire's fall came with the Ottoman Turks' conquest of Constantinople in 1453.
 
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Leader: Grace O'Malley

Attributes:

• Economic
• Diplomatic

Unique Ability: "Articles of Interrogatory"
• Naval Units gain gold for pillaging, and gold defeating other naval units equal to the Combat Strength of the defeated unit.
• Gain 150 Gold and 50 Influence per age when completing a peace deal.
• Reconciliation Endeavor is free to propose immediately following a peace deal. May have Reconciliation endeavors running with any number of leaders.

Unlocks:
• Normans
• Great Britain
 
BURGUNDY
Exploration Age Civilization
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Traits: Cultural, Diplomatic
Terrain Bias: Grassland, Wine.


Description:
"Like their Frankish neighbours, the Burgundians descended from Germanic tribes in the Rhine valley. Settling the Rhône Valley, the Burgundian dukes played a profound role in shaping modern-day perceptions of French culture. Cunning diplomats and gregarious rulers, the tales of their prosperity quickly spread to the surrounding polities, and Burgundy's rulers rulers were always a popular guest at many a banquet, where the established a complex network of alliances and vassals. Politics is a fickle game, however. When Charles the Bold ascended Burgundy to the height of its power and influence, he also made enemies. When he died in battle without a viable heir, his empire was devoured by the French, Austrians and Spanish within years."


Ability - BONS VIVANTS
Tiles that produce at least 2 :7happy: Happiness produce 1 more when improved. This also applies to the base yields of :7happy: Happiness Buildings and Improvements, but not to yields given by :c5citizen: Specialists or adjacency bonuses.

Military unit - GENDARME
Unique Cavalry unit. Has the 'Dismount' ability, which turns it into an Infantry unit for bonuses. When dismounted has +5 :strength:Combat Strength. When mounted, has +1 :move: Movement and ignores :c5war:Zone of Control.

Civilian Unit - HÉRAUT
Unique Merchant. Slower Production cost scaling compared to a regular Merchant, which it doesn't replace.
The Héraut can only be sent to :c5citystate: Independent Powers, which connects their :c5trade: Settlement to you :c5citystate:C apital, and improves the speed at which your diplomatic actions with that IP conclude. (including Befriending and Incorporating it). Can be sent to any :c5citystate: Independent Powers within range, including those that aren't City States yet, regardless of their disposition towards you.
Note: the Héraut unlocks at Heraldry and doesn't replace regular Merchants. It can also establish :c5trade: connections between you own Settlements like regular Merchants.

Infrastructure - CLOS
Improvement. +1 :7food:base Food. +1 :7happy:Happiness and :7culture: Culture on Wine resources in this Settlement. This is a Warehouse bonus. Placing the Clos does NOT remove existing Warehouse bonuses.
Counts as a Farm for the purpose of what Warehouse bonuses it receives. Can only be built on an unimproved tile with Wine, or on a Grassland tile not adjacent to a Wine resource.
Spawns a Wine Resource if none is present.

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Associated wonder - L'ABBAYE DE FONTENAY
1750010530831.png

+4 :7food: Food base.
3 Slots for :greatwork: Relics.
Whenever you obtain a :greatwork:Great Work, receive 50 :7inf: Influence.
:greatwork: Great Works displayed in this Settlement generate +2 :7inf: Influence and +2 :7prod: Production in addition to other yields.
Must be placed on Grassland.


Civic 1 - LOI GOMBETTE
Base Effect
: Tiles that produce at least 2 :7money: Gold produce 1 more when improved. This also applies to the base yields of :c5gold:Gold Buildings and Improvements, but not to yields given by :c5citizen: Specialists or adjacency bonuses. Unlocks the Bonheur Tradition, and the Clos Improvement.
Tradition: BONHEUR: Whenever you buy or repair a Building or a Clos in a Settlement, receive :7culture: Culture equal to 5% of the :7money: Gold spent.

Mastery Effect: :7happy: Happiness Buildings can be bought in Towns. +1 :c5citystate:Settlement Limit. Unlocks the l'Abbaye de Fontenay Wonder.

Civic 2 - GRAND CRU
Prerequisite:
Loi Gombette Civic

Base Effect: Tiles that produce at least 2 :7culture: Culture produce 1 more when improved. This also applies to the base yields of :7culture: Culture Buildings and Improvements, but not to yields given by Specialists or adjacency bonuses. +1 :c5citystate: Settlement Limit. Unlocks the Beaujolais tradition.
Tradition: BEAUJOLAIS: +1 :7inf: Influence in Towns with the Hub Town specialization. Hub Towns receive +1 :7culture: Culture per :c5trade:connected Settlement.

Mastery Effect: Wine now counts as a Treasure Fleet resource. Treasure Fleets also give +100 :7culture: Culture per Treasure Fleet point when cashed in. Unlocks: the Joie de Vivre Tradition.
Tradition: JOIE DE VIVRE: When you earn a Suzerain bonus, enter a new Celebration. The Palace receives +1 Influence for each Celebration you've entered this Era.

Civic 3 - COURT D'AMOUR
Prerequisite:
Grand Cru Civic.

Base Effect: +50% :7money: Gold towards purchasing Army Commanders. Unlocks the Noblesse Oblige tradition.
Tradition: NOBLESSE OBLIGE: +50% :7money: Gold towards purchasing Infantry units and your Civilization's Unique units. +25% :7inf: Influence towards levvying City State units.

Mastery Effect: All existing :c5war:Commanders gain the :c5goldenage: Zeal Promotion. Those that already have it gain the :c5goldenage: 'Duty' Commendation instead. Gendarmes receive +1 :strength: Combat Strength per Leadership :c5goldenage: promotion their Army Commander has (doesn't stack, and only the highest bonus between multiple Commanders applies).

Cities (common names)
*DIJON*
ARLES
BÉSANÇON
AUTUN
MÂCON
AUXERRE
NEVERS
LYON
AVIGNON
GRENOBLE
DOLE
CHAROLLES
LANGRES
CHALON
SENS
LUXEUIL
CHINON
TROYES
CLUNY
EMBRUN
VIENNE
SALINS
VALENCE
BEAUNE
TARANTAISE
VESOUL
SEMUR
LURE

MONTBÉLIARD
NICE
AIX
ORANGE

(I've deliberately included French cities that weren't geograpgically inside the Duchy of Burgundy, but were inside their sphere of influence, (under their de facto control at some point) while avoiding cites outside of France that were a part of their realm. Burgundy should vassalize independents and incorporate them into their realm, and the city list above is more in tune with that playstyle.)

Unlocked by:

:c5trade: Improve two Wine Resources
:c5razing: Pillage three Farms or Plantations
Have an :c5war:Army Commander with 3 :c5goldenage: promotions in the Leadership Tree
Generate 30 :7inf: Influence per turn or more.

Play as CHARLEMAGNE
Play as MACHIAVELLI
Play as LAFAYETTE
Play as NAPOLEON, EMPEROR
Play as NAPOLEON, REVOLUTIONARY

Playing as Burgundy unlocks FRENCH EMPIRE and PRUSSIA in the Modern Age.
 
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Portugal - Exploration Age Civilization
Unique Ability:
Pioneirismo Português: Receive a burst of science upon obtaining an unique civic or an unique civic mastery, equal to 10% of their culture cost.

Attributes:
Scientific
Economic

Civic Trees:

Técnicas de Navegação:
Tier 1:
Receive open borders with all civilizations, city-states and independent powers. Unlocks the Torre de Belém wonder.
Tier 2: Unlocks the Padrões tradition and the Volta do Mar tradition.
Tradition - Padrões: Settlements in Distant Lands receive +2 resource slots.
Tradition - Volta do Mar: Naval units and embarked civilian units gain +1 movement.

Escola de Sagres:
Tier 1:
Exploration Age Science Buildings receive a science adjacency from coast tiles. Unlocks the Feitoria unique improvement.
Tier 2: Trade routes to settlements with a Feitoria receive +1 science per Feitoria there.

Mare Clausum:
Tier 1:
Trade routes to settlements with a Feitoria receive +2 gold per Feitoria there.
Tier 2: +1 settlement limit. Unlocks the Tratado de Tordesilhas tradition.
Tradition - Tratado de Tordesilhas: Gain +1 influence for every town in Distant Lands and +2 influence for every city in Distant Lands.

Casa da Índia:
Tier 1: The foreign settlement with a Feitoria within its borders that has the highest amount of resources that can be obtained by trade creates Treasure Fleets for your civilization, worth 4 points. If a tie, a settlement is chosen at random.

Unique Infrastructure:
Feitoria: Unique improvement. +4 gold. Your trade routes to a settlement with a Feitoria receive an additional copy of all resources adjacent to this improvement. Must be built on a coast tile adjacent to a resource in foreign territory by a Feitor unique unit.

Unique Civilian Unit:
Feitor: Unique Merchant Unit. Has one charge to construct a Feitoria. Has the Cartazes Key Word, which can only be used once, in a Feitoria, to grant a burst of +5 gold for every improved resource and Feitoria in that settlement. Both these actions do not remove the Feitor unique unit upon being used.

Unique Military Unit:
Nau: Unique Naval Unit. Gains +1 combat strength for every civilian unit, excluding commanders, within its sight range. +1 movement.

Associated Wonder:
Torre de Belém: +5 gold. Upon construction, all settlements in Distant Lands can purchase a constructible for free. All future settlements established in Distant Lands can purchase a constructible for free. Must be built on a coast tile adjacent to land in the capital city.

Starting Bias:
Coast

Unlocked By:
Carthaginian
Roman
Having built 3 lighthouses

Unlocks:
British
French Imperial
 
Austria-Hungary is difficult to base a Civ on, as it was basically 5 different nations stitched together, but I came up with something that could realistically work for Civ 7. I wanted to represent the Dual Monarchy and the nationalist division that plagued the country. I based a lot of the design off of the Civ 6 loyalty mechanics, Happiness work as a similar feature. There's also a bit from Prussia and Civ 5's Austria in here. The general idea is to manage your Happiness penalties (using well-positioned Capitals to help) for big Culture gains and Economic legacy points. I dont play much of the Modern Age so I'm not certain if the penalties are too harsh or too lenient.


Austria-Hungary (Modern Age)

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Unique Ability: Ausgleich
Can have multiple Capitals. For every 7 Settlements, gain the ability to convert one City into a Capital. All Towns suffer a 20% increase to :7happy: Happiness maintenance.

Unique Civilian Unit:

Konigtum:
Can not be produced. Can only be purchased with :7inf: Influence and in Capitals. 20-turn cooldown. Can be activated in Cities. When activated, starts a Celebration.

Unique Military Unit:

Honved:
Unique Infantry Unit. +3 Combat Strength on or adjacent to Settlements. +2 Combat Strength for every Capital.

Unique Infrastructure:

Royal Opera House:
Unique Culture Building. Can only be built in Cities. Can be built once per City. Provides +6 :7happy: Happiness. Culture adjacency. Provides 5% additional :7culture: Culture in this City for every Suzerained City State.

Staatsbahnen: Unique Railway Station. +4 :7prod: Production for every Town connected to this station. +5 :7money: Gold and for every City connected to this station, doubled for Capitals.

Unique Civic Trees:

Civic 1:
Dual Monarchy
Tier 1: Capitals provide 30% additional:7happy: Happiness to the nearest Settlements. Unlocks “Multikulti” Tradition.
Tier 2: Increase Settlement Limit by 3. Unlocks the “Wehrpflicht” tradition.
Tradition 1: Multikulti
For every Suzerained City State, gain 5% additional :7inf: Influence and :7culture: Culture, but a 5% reduction to total :7happy: Happiness output.
Tradition 2: Wehrpflicht
Levying Units from City States costs no :7inf: Influence.

Civic 2: Western Industrialization
Tier 1: Gain +3 :7prod: Production to Factories in Cities. Unlocks “Urbanisierung” Tradition.
Tier 2: Gain +2 :7food: Food to Food buildings in Towns.
Tradition 3: Urbanisierung
Cities gain +3 resource slots in Cities, +5 in Capitals. Towns have a 15% reduction to total :7money: Gold output.

Civic 3: Vienna, Prague, and Budapest
Tier 1: Specialists in Cities produce +3 additional :7science: Science or :7culture: Culture.
Tier 2: Wonders and Unique Infrastructure built in Cities provide +3 :7inf: Influence. Unlocks ”Habsburg Legacy” Tradition.
Tradition 4: Habsburg Legacy
Gain +30% :7prod: Production towards Wonders built in Capitals.

Attributes:
- Economic
- Diplomatic

Associated Wonder: Hungarian Parliament Building
Culture base. Gain a Social Policy slot every time a Wonder is built in this City, including this one.

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Unlocks:
- Unlocked by Incorporating at least 2 Independent Powers
- Unlocked by playing as Friedrick
- Unlocked by playing as Charlemagne
- Unlocked by Greece in the Antiquity Age
- Unlocked by Holy Roman Empire in the Exploration Age
- Unlocked by Bulgaria in the Exploration Age
- Unlocked by Magyars in the Exploration Age
 
Leader: Xochitl

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"Consort turned Empress turned Warrior Queen, Xochitl wore many hats, perishing in battle alongside the throngs of women she rallied to save the Tolmec Empire from Civil War."

Attributes:
• Militaristic
• Diplomatic

Unique Ability: Tultitlán
May purchase one unit for free in cities on turn after any settlement is lost.
• +100% Influence towards levying units from City States

Agenda: Consort, Empress, Warrior
• Increase relationship by a large amount for fighting a common enemy.
• Decrease relationship by a medium amount for ending or rejecting alliance.

Unlocks:
• Inca
• Mexico
 
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Ethiopia - Modern Age Civilization
Unique Ability:
Battle of Adwa: Units gain +2 combat strength against civilizations with more settlements than you, but lose -4 combat strength while in Distant Lands. -1 settlement limit.

Attributes:
-Militaristic
-Diplomatic

Civic Trees:

Katama:
Tier 1: Unlocks the Amba unique improvement and the Ser'ata Mangest tradition.
Tradition - Ser'ata Mangest: +1 gold to all constructibles built on a rough tile and to all built on or adjacent to a mountain tile.
Tier 2: Amba gain production equal to their influence output when training units. Unlockd the Fasil Ghebbi wonder.

Chewa Regiments:
Tier 1: Receive a free, random Ras unique unit in the capital upon completing this civic. Unlocks the Neftenya tradition.
Tradition - Neftenya: Units gain +3 combat strength on rough tiles.
Tier 2: Settlements gain +1 happiness for every Ras unique unit activated. Unlocks the Gena tradition.
Tradition - Gena: +1 science to all constructibles built on a rough tile and on or adjacent to a mountain tile.

Treaty of Addis Ababa:

Tier 1: Cities in Homelands gain +20% influence, but all settlements lose -1 happiness for every owned settlement in Distant Lands and, if exceeding your settlement limit, -1 happiness for every owned settlement.

Unique Infrastructure:
Amba: Unique Improvement. +2 influence. +1 influence for every two adjacent urban tiles. Must be built on a mountain and not adjacent to another Amba.

Unique Civilian Unit:
Ras: Unique Great Person Unit. Can only be built in Cities with an Amba, and the specific Ras received is random. Each Ras can only be received once. Cost increases per Ras built.
Possible Ras Units:

-Abebe Aragai: Activate on the palace. Grants the Arbegnoch tradition, which gives +3 combat strength to units within a settlement that was originally settled by you, but is currently owned by another civilization

-Alula Engida: Activate on a commander. Units within its commander radius grant a burst of influence upon defeating an unit, equal to 50% of the defeated unit's combat strength.

-Araya Selassie Yohannes: Activate in a foreign leader's territory. Grants a burst of 200 influence and increases your relationship with this leader by 20.

-Darge Sahle Selassie: Activate on a commander. Units within its commander radius gain +2 combat strength in homelands.

-Gugsa Welle: Activate on a commander with two empty slots. Fills those slots with two Mehel Sefari unique infantry units that have +2 combat strength.

-Kassa Haile Darge: Activate on a commander. Units within its commander radius grant a burst of culture upon defeating an unit, equal to 50% of the defeated unit's combat strength.

-Makonnen Wolde Mikael: Activate on a commander. Units within its commander radius gain +25% yields and HP from pillaging.

-Mengesha Yohannes: Activate on a foreign leader's territory. Gain +50% influence towards espionage missions against that leader.

-Sebhat Aregawi: Activate on the palace. Gain +25% influence towards supporting wars.

-Wolde Selassie: Activate on a commander. Units within its commander radius grant a burst of science upon defeating an unit, equal to 50% of the defeated unit's combat strength.

Unique Military Unit:
Mehel Sefari: Unique Infantry Unit. Gains +1 combat strength while fighting in Homelands for every two Ras unique great person unit recruited.

Associated Wonder:
Fasil Ghebbi: +6 influence. Gain +5% influence per turn for every civilization met that owns more settlements, but lose -2 influence per turn for every settlement in Distant Lands. Must be built on a rough tile adjacent to a mountain.

Starting Bias
Mountain
Rough

Unlocked By:
Creating 10 urban districts on a rough tile
Aksum
Songhai
Amina
 
Because Byzantium got wrecked by the Ottoman Empire before the age of exploration.

"The Byzantine Empire fell once and for all in the year 1453 CE, when the Ottoman Empire broke through the walls of Constantinople with cannons and seized control of the capital city. The last Byzantine Emperor, Constantine XI, died in that battle."

The Byzantine Empire, also known as the Eastern Roman Empire, existed from 330 to 1453, lasting over 1,100 years. It originated with Emperor Constantine's decision to establish a new capital, Constantinople, in 330, which later became the empire's center. The empire's fall came with the Ottoman Turks' conquest of Constantinople in 1453.
The Abbasid Caliphate collapsed in 1258 CE when the Mongols sacked Baghdad (though members of the Abbasid family held the title of Caliph until the Ottoman conquest of Egypt). The Byzantines make sense as an Exploration Age civ according to the game's chronologic. Note also that the Sassanids (Byzantium's great rival) are represented as a people in the Exploration Age with the Independent Power of Istakhr.
 
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