Design BE/SMAC leaders Civ6 style

GenyaArikado

Judge of Love
Joined
Oct 12, 2011
Messages
798
Title. Would be dope to see with several uniques and focuses kinda like they had said originally when the game was first announced

American Reclamation Corporation: Strengths – Science, Infrastructure, Production. Weaknesses – Culture, Religion

Kavithan Protectorate: Strengths – Religion, Growth, Culture. Weaknesses – Military, Infrastructure, Science.

People's African Union: Strengths – Diplomacy, Growth, Health. Weaknesses – Production, Religion.

Pan-Asian Cooperative: Strengths – Culture, Energy, Science. Weaknesses – Military, Diplomacy, Religion.

Brasilia: Strengths – Military, Health and Production; Weaknesses – Diplomacy and Growth.

FI, SF and Polystralia didnt get theirs mentioned but they probably were

Franco-Iberia: Strengths – Health, Infrastructure and Energy; Weaknesses – Production and Military

Slavic Fedaration: Strenghts – Science, Military and Infrastructure; Weaknesses – Religion and Diplomacy

Polystralia: Strenghts –Growth, Diplomacy and Energy; Weaknesses – Military, Culture and Espionage

Same for SMACs factions too tbh
 
I think you should brainstorm a bit more personality into them. Itd make them stand out more. As in beyond earth they were so flat and their bonuses rarely affected gameplay.

Secondly: i think itd be pretty cool to play these civs in a great mistake scenario. Not just because thats when they existed, but because if you give them uniques or abilities itll all be in the information era. If we just made them have earlier uniques, we might as well just play the civs theyre based on.

Like say the american reclamation protectorate could perhaps reclaim coast to land tiles.

On the other hand. These are all 3d assets waiting to be used so perhaps an easy stat bonus would work too

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Technically it'd be a post great mistake scenario, as they came after it. Or one where you play as the normal civs but after 20XX the great mistake happens and (depending of your civ) you transform into the respective BE faction and "winer" would be the first one who launches its seeding ships

Now regarding the other, i actually havent done any brainstorming beyond the one needed to finish the list (FI, PS and SF bonuses and maluses). The rest first five come from interviews (According to early interviews Suzanne was supposed to act resource hungry and Barre expansive and protective. Sadly in game they behave the same).

Currently i believe that until some point after the Bolivar/Brasilia reveal, BE was working on as a sort of proto-Civ6 regarding the approach for leader and faction bonuses (perhaps the intended for alternative leaders too, lore supports it).
 
I'd take a tack of regarding SMAC faction leaders as if they were historical rulers.

Gaia's Stepdaughters
Leader: Lady Deirdre Skye
Agenda: Harmony Explore peacefully and seek alliances. Dislikes warmongers.
Unique Unit: Beagle Replaces the Caravel. Greater vision radius and speed. Each Beagle has a one-off ability to conduct an ecological survey while adjacent to a foreign continent or island, granting a large one-off science bonus.
Unique Infrastructure: Tree Farm Replaces the Logging Camp, can be built on Forests and Jungles. Terrain is still considered "unimproved" for the purpose of adjacency and generates extra food on top of standard logging camp bonus.
Leader Bonus: Planet Dreams Doubled adjacency bonuses from Terrain and Natural Wonders.
Special Ability: Environmental Stewardship Unit sight radius is not impeded by Hills/Trees/Jungle. Bonuses to defence from terrain also apply to attack.
 
Human Hive
Leader: Chairman Sheng-Ji Yang
Agenda: Needs of the Many Aims to overwhelm neighbours on the same continent through military and population numbers.
Unique Unit: Selfless Legion Medieval melee unit replacement. Have 75% combat strength of era equivalent but costs half as much to build and maintain.
Unique Infrastructure: Bunker Fortress Unique Encampment. Provides double the normal housing provision and one unit of food. Provides high defensive bonuses to units stationed on it.
Leader Bonus: Mind and Matter Amenity requirements for cities reduced by 25%. Total military unit maintenance costs are reduced by 10%
Special Ability: Unassailable Will Cities have superior defences against spies and attacks.
 
Morgan Industries
Leader: Nwabudike Morgan
Agenda: Monopoly Power Aims to monopolise strategic and luxury resources if possible and broker them for the greatest gains. Reacts favourably to people who trade with him.
Unique Unit: Landsknecht The famous mercenary unit of the late Medieval era, acts similarly to the Civ 5 BNW version in that it can only be bought with gold, can move immediately and gains a bonus when pillaging.
Unique Infrastructure: Merchant Exchange Unique Bank, +10% gold increase in city above the normal bank bonus and grants increased yields for trade routes.
Leader Bonus: The Ethics of Greed If the government type allows for an economic policy slot, gain one more. Unused strategic resources or redundant luxury resources grant +1 gold per turn.
Special Ability: Military-Industrial Complex The first unit you buy or upgrade using gold each turn has a 20% discount, allowing Morgan to gradually build and maintain a modern sizable army.
 
I'm working on Civ VI style BE Sponsors. A lot of the effects are pulled from Civ VI leaders, because I feel they fit and its easier than trying to reinvent the wheel for each one.


Al Falah

Spoiler :

Heavy City Projects/Processes Focus
Dense Preference

Leader
Arshia Kishk

Sponsor Ability
Asabiyyah: Districts gain +1 of their respective yield per adjacent district or city center.

Leader Ability
Efficacy: Yields from Projects increased by +75%. Energy maintenance for Buildings and Military Units reduced by -25%

Unique Infrastructure
Collector Oasis: [Improvement] Must be built on a Desert, +1 Food and +1 Food to adjacent Tiles. (Counts as Fresh Water for Farms)


American Reclamation Corporation
Spoiler :

Extremely Heavy Energy/Economy Focus
Light Espionage Focus

Leader
Suzanne Fielding

Sponsor Ability
Corporate Bureaucracy: ???. +1 Energy per Improved Basic Resources

Leader Ability
Financial Genius: Gain 1% of your stockpiled Energy per turn. -75% Energy cost for buying tiles.

Unique Infrastructure
Field Recruitment Office: [Building] Replaces Surveillance Web. Reduces Spy production cost by 25%. City Energy yield increased by 10%.



Chungsu

Spoiler :

Heavy Espionage Focus
Moderate Scientific Focus tied to Light Aquatic Focus

Leader
Moon Han-Jae

Sponsor Ability
National Science Foundation: Spy Defense increased by 25% in Cities with a garrisoned Military Unit. Spies build intrigue 50% faster. May make Planetfall at sea if able.

Leader Ability
Jeong-ui Naebu: Start with 1 extra spy. Each successful Covert Operation in a foreign City rewards Science per agent rank.

Unique Infrastructure
Iso-Meditation Facilities: [Building] Must be built in a Coastal or Aquatic City. Replaces Marine Labs in the Research Campus. +1 Science on Deep Ocean Tiles worked by this city.



Commonwealth of the Pacific (Polystralia)

Spoiler :
Heavy Trade Focus
Moderate Food and Energy Focus

Leader
Hutama

Sponsor Ability
Common Bond: +2 Energy for Trade Routes to your Cities. +2 Energy to Trade Routes others have with you and the originator gets a Food bonus.

Leader Ability
Dealmaker: Economic Districts provide additional Trade Route Slots. Trade Routes to Stations and Internal Trade Routes to Cities on continents or seas other than your capital gain +1 Health

Unique Infrastructure
Poly-Gen: [Improvement] Replaces Generator +1 Energy when on Rivers, Deserts, Hills, or Coast tiles. (Stacks)


Franco-Iberia

Spoiler :
Heavy Culture/Civic Focus
Moderate Science Focus

Leader
Elodie

Sponsor Ability
Philanthropy: Gets a larger boost from Eurekas and Inspirations.

Leader Ability
Shining Path: Gain +0.5 Science per unlocked Civic and +0.5 Culture per unlocked Technology.

Unique Infrastructure
Think Tank: [Building] Replaces Holosuite in the Archive District. Gain 15% of your City Culture output as Science.



INTEGR

Spoiler :
Extremely Heavy Diplomatic Focus
Moderate Station Focus

Leader
Lena Ebner

Sponsor Ability
Party Politics: The first Envoy in each Station is twice as effective. +50% Yields from Stations. (Not other effects. Just Yields.) +1 Diplomatic Capital for each Specialist.

Leader Ability
Kategorischer Imperativ: Agreements cost 50% less Diplomatic Capital. Purchasing units and buildings cost 50% less Diplomatic Capital. 1 extra level of diplomatic visibility than normal.

Unique Infrastructure
Speaking Square: [Building] Replaces Network. +2 Diplomatic Capital. +1 Grower, Engineer, Scientist, Artist, and Merchant Specialist Slot.



Kavithan Protectorate

Spoiler :
Heavy Expansion Focus
Moderate Health/Housing Focus

Leader
Kavitha Thakur

Sponsor Ability
Self-Reliance: -50% Cost for Buildings in Districts adjacent to Marvels and Natural Wonders. Gain increased Habitability from Buildings, Improvements, and Districts.

Leader Ability
Doctrine of Oneness: Luxury Resources provide Health to additional Cities. Cities and Outposts acquire tiles 50% faster.

Unique Infrastructure
Temple District: [District] Replaces Archive District. Temples on the same continent as your Capital gain +2 Culture. +1 Health per adjacent Forest or Reef.



North Sea Alliance

Spoiler :
Heavy City Development Focus (Aquatic)
Moderate Military Focus (Aquatic)

Leader
Duncan Hughes

Sponsor Ability
Hydroengineering Corps: Aquatic Cities cost 75% less Production to move. Builders gain can be used to rush Aquatic Districts. May make Planetfall at sea if able.

Leader Ability
Indefatigable: Land units get a combat bonus when fighting near a coast, naval units get a combat bonus when fighting on shallow water tiles. Aquatic Cities have 50% increased City Strength.

Unique Infrastructure
Alliance Dockyard: [District] Replaces Harbor District. Increases Yield of Internal Trade Routes to and from this City by 25%. +3 Energy for Alliance Dockyards on away from your Capital Continent or Sea.



Organization of South American States (Brasilia)

Spoiler :
Extremely Heavy Military
Moderate Station Focus

Leader
Rejinaldo de Alencar

Sponsor Ability
Castle Doctrine: Stations can be annexed if you have X Envoys with the station and are the Patron. + ???

Leader Ability
Guerilla Mastery: Increased Strength when fighting on your Capital Continent. War Score points increased by 50%. Gain Science and Diplomatic Capital for each Unit killed in combat.

Unique Infrastructure
Militia Outpost: [Improvement] Replaces the Fort. Can be built outside of your borders. Provides additional Combat Strength and +5 HP per Turn to Military units in the Outpost. +2 Culture when worked by a city.



Pan-Asian Cooperative

Spoiler :
Extremely Heavy Production Focus
Heavy Wonder Focus
Light Building Focus

Leader
Daoming Sochua

Sponsor Ability
Thousand Hands: Gain +50% Production for the first Wonder built in every city. Gain Diplomatic Capital per Wonder

Leader Ability
National Land Management: Cities gain +1 Production for each District built. +25% Production for Buildings already constructed in the Capital.

Unique Infrastructure
Public Works Center: [District] Replaces the Sanitation Services District. +0.25 Health per building in your cities. Energy maintenance for buildings in your City reduced by 33%.



People's African Union
Spoiler :

Heavy Growth Focus
Light Specialist Focus
Light to Moderate Expansion Focus

Leader
Jama Barre

Sponsor Ability
Umoja: +15% Population growth in your City Cities when Healthy. All Specialists produce +1 of their respective Yield.

Leader Ability
Pioneering Spirit: -20% Production cost for Colonist. Civilian units have +1 Movement.

Unique Infrastructure
Concord Market: [District] Replaces Commercial Hub District. +10% Food in the City. Adjacent Improvements grant +1 of their respective Yield in the District.


Slavic Federation
Spoiler :

Extremely Heavy Orbital Focus
Strategic Resource Focus
Light Science Focus

Leader
Vadim Kozlov

Sponsor Ability
Crash Program: Production cost for Orbital Units in your Cities reduced by 33%. Gain 50% more non -affinity strategic resources.

Leader Ability
Cosmonaut Legacy: All Orbital Unit Strategic Resource requirements reduced by 1. Cities produce +10% additional Science per district under orbital coverage. Max 30%

Unique Infrastructure
Civilian Observatory: [Improvement] Replaces Array. Can be built outside of territory. Provides orbital coverage above it in addition to the Array’s standard +1 Orbital Range when worked by a City. +1 Science.


These are definitely works in progress. I'm still trying to hone in on the triumvirate of playstyle difference, being thematic to sponsors, and being actually fun.
 
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Now I've actually played a bit of Civ 6 I think I might have another whack at these, if there's any interest.
 
These are great ideas! I have some ideas for neighborhoods and new types of terrain and forests but have yet to play with the mod tools.
 
I'll try to write these up properly later but a few ideas:

The Lord's Believers
Leader: Sister Miriam Godwinson
Agenda: Mass Enlightenment. Spreads religion aggressively. Friendly to civs which share her religion, dislikes civs which prioritise science output over faith.
Unique Unit: (Thinking of a crusades era knight type. Perhaps with a bonus against cities.)
Unique Infrastructure: Chapel of the Prophets. Replaces the shrine, generates more Faith and more Great Prophet points.
Leader Bonus: The Blessed Struggle. Total unit upkeep costs reduced by 10% May purchase settlers and spies with faith.
Special Ability: Revelation to the faithless. Religious units are more effective against non-religious populations.

Peacekeeping Forces
Leader: Commissioner Pravin Lal
Agenda: Seeks to co-operate with peaceful civs and maintains military strength. Dislikes warmongers and likes those who haven't declared wars.
Unique Unit: (Possibly an early Medic?)
Unique Infrastructure: Reading Room. Replaces the Ampitheatre. Provides a boost to culture every time a Civic or Inspiration is achieved.
Leader Bonus: Sons of Adam. Gain 1 extra Diplomacy Policy Slot. Completing city-state quests grants 1 extra envoy.
Special Ability: Peacekeeping Operations. Gains a +5 combat bonus against barbarians and a bonus against civs in proportion to their warmonger penalty.

Spartan Federation
Leader: Colonel Corazón Santiago
Agenda: Admires strong civilizations and doesn't mind warmongers. Seizes the advantage against militarily weak civs.
Unique Unit: (A stronger unit from any era would make sense but perhaps some kind of more powerful scout, better able to survive exploration and granting bonuses to nearby units?)
Unique Infrastructure: Staging area. (A fort which can be built in enemy territory, produces offensive bonuses or healing?)
Leader Bonus: Survivalist. Cities continue to operate as normal at up to -2 amenity. War Weariness is reduced for the Spartans and pillaging enemy tiles increases their war weariness.
Special Ability: Units gain experience 25% more experience from combat.

University of Planet
Leader: Academician Prokhor Zakharov
Agenda: Technocracy. Pursues scientific advancement and Wonder construction. Likes Civs who join in Research Agreements, dislikes civs who prioritise faith or attempt to spread religion within it's borders.
Unique Unit: (I'm thinking a game-changer like a longer-ranged artillery unit
Unique Infrastructure: (Stronger library seems obvious. Perhaps a different Campus district?)
Leader Bonus: For I Have Tasted The Fruit.
Special Ability: Scientific Philosophy. Scientific Eurekas begin 10% full, filling to 50% if they are fulfilled.
 
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A rethink for Morgan Industries:

Morgan Industries
Leader: Nwabudike Morgan
Agenda: Conglomeration Aims to establish trade links with other civs and secure resources. Respects Civs with high per-turn income and dislikes those with low income.
Unique Unit: Landsknecht The famous mercenary unit of the late Medieval era, acts similarly to the Civ 5 BNW version in that it can only be bought with gold, can move immediately and gains a bonus when pillaging.
Unique Infrastructure: Merchant Exchange Unique Commercial Hub. In addition to existing adjacency bonuses, gains +1 Gold for every adjacent resource.
Leader Bonus: The Ethics of Greed Gain an additional Economic Policy slot. Cities with Ecstatic level amenities generate an extra 10% gold on top of their normal bonuses.
Special Ability: Lowest Bidder Cities which have a trading post from Morgan Industries at the start of a war take a -20% Production Penalty and a -50% Gold Penalty for 10 turns.

I think I'll move the discount on upgrading to the University of Planet. Advanced weaponry is something that should be more in their domain.
(Also I think Lowest Bidder might be a bit too powerful. Thoughts?)
 
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