Design your own Civ VI civ

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Türkiye

Leader:
Atatürk

Leader ability, Peace At Home, Peace At World: Can not declare war on city states or surprise wars.
Surprise wars can not be declared on Türkiye. Bonus combat strength when defending.

Demir Ağlarla Ördük: Domestic trade routes provide +2 food and +1production.
Every trade route gets bonus production equal to the Industrial Zone adjacency bonus of the target city.

Tight Reforms: +1 wildcard policy slot when changing government tier.
Is not effected by tier 1 governments. Can not build holy site districts.

Kuva-yi Milliye: Cities with garrisoned units get bonus protection.
When a city is attacked for the first time, it automatically produces a unit on that era’s standards.

Agenda - Industrialisation: Likes civilizations with well developed Industry, Dislikes the ones who does not.

Music - Onuncu yıl marşı
View attachment 690969

Turkic Khanate

Leader:
Bilge Khan

Leader ability, Ashina: Recovers health if didn’t attack that turn. Additional flanking and pillaging bonus.
Tarkan: Turkic unique ancient era horse archer unit. It costs no movement to pillage. Can build 1 balbal for every enemy unit they kill.
Balbals give +1 culture

Nomadic Traditions:
Settlers are cheaper to build.
Bonus food for plains and tundra tiles.
No housing bonus from fresh or coastal water, every tile gives +1 housing when settled.

Kumis: Bonus culture and production from horse tiles.
Get double the number of horses.

Jurt: Unlocks builder ability to construct yurts.
+2 production and +2 housing. +1 gold per adjacent balbal.
+2 food if built next to horse. Acts as a culture bomb when built.
Can be built once per city. Can not be built on coast.

Agenda - Tries to pillage as much as possible from those with small army and unprotected lands.

Music - I could not choose a single one. You can choose :)
Jalgan Ay (Liar moon)
Kök Tu (Sky Banner,Blue banner)
Argımak Attar (Noble Horses)
Nice, and I'd suppose the Turkics would be set in Otuken?
 
Nice, and I'd suppose the Turkics would be set in Otuken?
Yeah nice that you said :D Ötüken/Ötügen could be the original capital, I did not think of the city names but that is definetely very sensible. I, as a Turkish person, would love to see a turkic civ in the game. Either on this one or the next. (Well, there are the Ottomans and the scythians depending who you ask but it is not what i was saying)
 
Yeah nice that you said :D Ötüken/Ötügen could be the original capital, I did not think of the city names but that is definetely very sensible. I, as a Turkish person, would love to see a turkic civ in the game. Either on this one or the next. (Well, there are the Ottomans and the scythians depending who you ask but it is not what i was saying)
As I think I was telling someone else, recently, Turkic, or Turk, is a very broad and vast group of peoples over several thousand years, huge swaths of Eurasia, and, by Civ Game reckonings, many multitudes of seperate potential separate civ's.
 
As I think I was telling someone else, recently, Turkic, or Turk, is a very broad and vast group of peoples over several thousand years, huge swaths of Eurasia, and, by Civ Game reckonings, many multitudes of seperate potential separate civ's.
Yes that is why it sent Türkiye seperately. And when designing the "Turkic Civ" I chose a time almost all, or at least majority of turks were under the command of one leader in general and them naming themselves the "Turkic Khanate" shows that they were mostly happy with that at that time. Turks, by nature, were pretty difficult to put under one leader and lead so this is our best bet. When thinking about how there is gallic civ despite all of them being quite unique on their own shows it is pretty possible to have a turkic civ too. Why not man, why not...
 
(Doing this separately from my Enriched & Expanded posts because I had the idea separately.)
You know, it's funny... for the longest time, I would've said I was against Italy's inclusion as a playable civ, "Rome is plenty good!" I would say... but then, one night, out of the blue... I start having ideas... good ideas.


Giuseppe Garibaldi-portrait.png

Giuseppe Garibaldi
Risorgimento

Wars declared against city-states with no suzerain generate 80% less Grievances. All units have +3 combat strength when fighting city-state units and Districts, boosted to +5 with Nationalism; having a Spy embedded in the city-state adds +2 to this total. All city-states you capture gain Loyalty 15% faster. When liberating city-states captured by another civilization, their units and Districts gain +5 damage against units and Districts of said civilization for 5 turns.
Hero of the Two Worlds
Likes civilizations who capture their enemies' city-state allies and keep their own city-states free from occupation. Dislikes those who capture city-states they have formerly been suzerain of.

Italy default.png
Italy alt 2.png
Italy alt 3.png
Italy alt 4.png

Italy
Imperial Legacy
(could easily be renamed to reference the Renaissance, etc.)
All cities founded by Italy yield +20% bonus Tourism for each age after they were founded. Cities captured by Italy yield +10% bonus Tourism for each age after they were captured. The second copy of any Luxury Resource grants Amenities in addition to the first. Buildings and World Wonders with Great Work slots provide 1 Amenity per filled slot when in a Golden or Heroic Age and +2 Great Person points of the corresponding type when in a Dark Age.

Spoiler Italian Cities :

🌟 Roma
Milano
Firenze
Mantua
Benevento
Napoli
Pisa
Salerno
Genova
Parma
Tirano
Reggio Emilia
Turin
Verona
Trieste
Ancona
Taranto
Brescia
La Spezia
Trento
Cortona
Cagliari
Padova
L’Aquila
Reggio Calabria
Modena
Bari
Imperia
Macerata
Chieti
Bergamo
Como
Vicenza
Savona
Viterbo
Ferrara
Pavia
Alessandria
Cremona
Vinci


Condottiero-portrait (1).png

Condottiero
Medieval Era infantry unit that unlocks with Mercenaries. Functions like a Great General, providing +5 combat strength and +1 movement to nearby Medieval and Renaissance Era land units, including those of allied city-states. High maintenance cost, but tile improvements and Districts it pillages yield Gold equal to its combat strength. Allied civs and city-states can purchase Condottieri in cities with an Encampment District; each Encampment building reduces the unit's Gold cost by 50 and increases its combat strength by 15. Upgrades into Line Infantry.


Unfortunately, I haven't yet been able to think of a good piece of infrastructure for Italy. I've looked at some of the existing mods out there, and I like the idea of trying to tie it into Italy's religious or commercial history, but nothing is sparking for me just yet.
 
Unfortunately, I haven't yet been able to think of a good piece of infrastructure for Italy. I've looked at some of the existing mods out there, and I like the idea of trying to tie it into Italy's religious or commercial history, but nothing is sparking for me just yet.
You could always go with a unique workshop, Bottega, which could provide additional culture and GWAM points. Or a Galleria (unique Art Museum) that provides gold when a Great work is slotted.

If you wanted to exclusively tie it into commercial maybe Medici Bank? The only thing that I can think of is it can hold Great works as well. Products make the most sense but that would require Monopolies and Corporations mode all the time. :dunno:
 
This is rather silly and will never be in a Civ game, but I found it interesting to put together and I'm quite proud of how it turned out, especially with our limited knowledge of Modern Age mechanics. I'll likely want to make some edits once we get a better look. But until then, without further ado, my home US state:

Minnesota - Modern Age Civilization

View attachment 706663View attachment 706664
(haven't decided on which emblem yet, I'm afraid. feel free to say which you prefer)

Formed from primarily Dakota land conquered by the United States in the late 1800s, Minnesota became a hub of economic activity around the Mississippi river. Its core "Twin Cities" became a playground for aspiring industrialists, who harnessed the river and other natural resources to build their enduring corporate empires. The populace, dissatisfied with their working conditions, organized en masse, setting the stage for the State to rally behind increasingly progressive movements as the decades went on. As the old mills crumble and museums and theaters rise in their place, the North Star's culture grapples with the wrongs it was built upon for hope of a just tomorrow.

Unique Ability

The Water Reflects the Skies: Improved Resources and Urban Districts on fresh water gain culture and gold for each active Naval Trade Route. Gain a burst of culture and production toward the replacement building when Overbuilding or replacing a Rural District on a tile with fresh water.

Attributes:
  • Cultural
  • Economic
Civic Trees

Land of 10,000 Lakes
  • Tier 1: Cities and Towns on Fresh Water gain an additional Resource Slot. Unlocks the Flour Mill building. Unlocks the ‘Twin Cities’ Tradition.
  • Tradition - Twin Cities: The largest City closest to the Capital also gains the benefits of associated towns and vice versa.
Star of the North
  • Tier 1: Additional Culture on non-unique Culture Buildings. Unlocks the Art Center building. Unlocks ‘State Fair’ Tradition
  • Tradition - State Fair: Bonus to all yields in Settlements for each Celebration that has occurred while State Fair was active.
  • Tier 2: Settlements with a number of Specialists >75% of the number of Urban Districts gain additional Gold and Production on Rural Districts. Unlocks the ‘Farmer-Labor’ Tradition.
  • Tradition - Farmer-Labor: Rural Districts act as if containing Specialists. Additional Happiness on Rural Districts.
Boundary Waters
  • Tier 1: Additional Culture on Camps. Unlocks the ‘Headwaters’ Tradition. Unlocks the Como Zoo and Conservatory.
  • Tradition - Headwaters: Unimproved tiles with Fresh Water in Towns provide Happiness to the nearest City.
Unique Infrastructure

Sculpture Garden: Unique Quarter. Provides Happiness equal to the Culture provided by the district and buildings within.

Flour Mill: Unique Building. Gold base. Must be built adjacent to a navigable river. Provides Gold and Food for each resource assigned to this city. Can always be overbuilt, and overbuilding does not remove any Quarters created by it.

Art Center: Unique Building. Culture base. Gains additional Culture for each adjacent Culture or Happiness building.

Unique Military Unit

1st Regiment: Unique Infantry unit. Attacking a tile containing an enemy Commander defeats the Commander, even if the occupying unit survives. Defeating a Commander under influence of a Commander grants that Commander a free promotion.

Unique Civilian Unit

Empire Builder: Unique Influential Person unit. Can only be built once the majority of Cities have built a Flour Mill. The specific Empire Builder received is random. Some will only appear if the majority of Cities contain a Flour Mill, others will only appear if the majority of Cities no longer contain Flour Mills. Cost increases per Empire Builder built.

Possible Empire Builder units if the majority of Cities contain a Flour Mill:
  • James J. Hill: Activated on a Railroad Station to make Railroad Trade Routes also act as Naval Trade Routes.
  • John Pillsbury: Activated on a Flour Mill to add a Resource Slot and double its per City Resource yields.
  • James Ford Bell: Activated on a Flour Mill to add Science
  • John Dwan: Activated on a City Center to grant extra Production to City Resources.
  • William Wallace Cargill: Activated on a City Center to grant extra Food to City Resources.
Possible Empire Builder units if the majority of Cities no longer contain a Flour Mill:
  • Charles Shultz: Activated on a Constructible with a Great Work Slot to grant a Codex called “Peanuts” with increased Happiness.
  • Bob Dylan: Activated on a District to add a large amount of Culture when at peace.
  • Judy Garland: Activated on a City Center to immediately trigger a Celebration. Additional Culture on the City Center for each Celebration after.
  • Jesse Ventura: Activated on the Palace to add Culture and Happiness.
  • Tim Walz: Activated on Palace to provide Food towards Specialists in the City.
Associated Wonder:

Como Zoo and Conservatory: Specialists provide bonus science equal to 2.5% of per turn Happiness in this City (round down.)


(Some pictures of the Twin Cities attached for vibes, including an old mill, parts of the Sculpture Garden + the Walker Arts Center, part of Como, and the Guthrie, a pretty big theater. honestly it could be the associated wonder, there were a good amount of options and i'm not too attached to Como as the pick. there's some nice cathedrals, including one they throw a party at annually (celebration bonus?) the Mall of America, some nice houses some industrialists lived in, the mill museum, Xcel Energy Center because hockey, and prolly some more i'm forgetting.)

(I guess I could put some other author's notes down here too? I like the State Seal Loon emblem because it's unique and invokes the water focus, but the North Star is arguably an even more important symbol, and the shape borrowed from the flag gives it the vibe of a lighthouse or a beacon, which is also thematically appropriate. Oh yeah, I hope the industry vs culture theming got through, I thought it worked nicely with the overbuilding mechanic we've already heard about, which is something I've personally been excited for. Also I tried to avoid numbers when possible because who even knows what the game balance is going to be like (even the devs seem to be avoiding concrete numbers so far) but where there are numbers it's to get the vibe across more than anything else. Como's bonus, for instance, would really depend on how much Happiness you'd reasonably be getting.)
Very creative, but this is the Civ 6 thread. Also, welcome to the forums!
 
oops, my bad! thanks for the welcome. should I delete the posts?
 
Here's the link to Civ7 civ design thread

 
Here's the link to Civ7 civ design thread

Many thanks!
 
Civ 7 releases in a few months and i have a lot of concepts for civ 6 laying around soo im gonna post them by region across some weeks cuz theres a lot and i dont wanna spam this thread with too many concepts (yet). These are all of my concepts centered around south america & the carribean!

Argentina - Evita
They have a tier 5 starting bias towards resources improved by camps or pastures.

Argentina (La Reina del Plata): The capital gains +15% production towards districts, buildings and world wonders, and world wonders built there gain a great work slot for any great work.

Evita (La Madre de los Descamisados): Cities with a specialty district gain +1 amenity. +100% production towards neighbourhoods.
Agenda: Ciudad Evita: Tries to build lots of districts and wonders in her capital city, but dislikes leaders that do the same. Likes leaders with underdeveloped capitals.

Gaucho: Argentinian unique unit that replaces the cuirassier. Costs 330 production, 1320 gold, horses and needs 5 gold to maintain. Has 4 movement, 67 combat strengh and 2 sight. Gains +5 combat strengh and heals at the end of every turn, even if it has moved or attacked, if within 4 tiles of a camp or pasture; has 1 build charge, can build camps and pastures in their specific resources and can clear terrain, both these actions cost 1 build charge and can also remove tile improvements, this action doesn't cost a build charge but the Gaúcho needs to have atleast 1 build charge to do it; ignores enemy zone of control, and is unlocked with Nationalism.

Tanguería: Argentinian unique building that replaces the Broadcast Center and is unlocked earlier, with Opera and Ballet. Costs 440 production, 1760 gold and needs 3 gold to maintain. Gives +6 culture, (+4 culture more than the broadcast center), and additional +1 culture for every specialist in this district, but isn't able to be powered, not gaining the additional +4 culture if powered that the broadcast center normally gains; +2 great musician points, and +1 great artist point. Has one great work slot for great works of music. If it's home city is happy, all great works there give +1 culture and +1 tourism, these additional yeilds doubling if the city is ecstatic.

Tupi - Cunhambe
Has a tier 2 starting bias towards woods and rainforests.

Tupi (Cunhadismo): Having a declaration of friendship or alliance with a foreing leader grants you the ability to choose to construct the unique districts, buildings and tile improvements and obtain the unique military units that leader can normally obtain. All usual restrictions still apply, such as technological requirements or construction rules. Leaders that have a declaration of friendship or alliance with you can construct the Oca unique tile improvement.

Cunhambe (Tamoyo Confederation): All unique military units you control gain +3 combat strength. Obtaining a city from a foreing civilization doesn't remove or replace the unique districts, buildings and tile improvements there. Owning a major civilization's or city-state's capital grants you the ability to construct the unique districts, buildings and tile improvements and obtain the unique military units that major civilization's leader or city-state can normally obtain. All usual restrictions still apply, such as technological requirements or construction rules.
Agenda: Morubixaba: Always tries to declare friendships and establish alliances, and likes leaders that accept these. Refusing a declaration of friendship or an alliance request from this leader permanently damages your relationship with him.

Ibirapema: Tupi unique unit that replaces the Warrior. Costs 40 production, 160 gold and needs 0 gold to maintain. Has 2 movement, 20 combat strength and 2 sight. Gains +5 combat strength against anti-cavalry units, +3 combat strength against unique units, ignores the movement penalties of woods and rainforests and, upon defeating an enemy unit, it heals up to 30 HP.

Oca: Tupi unique tile improvement. Is built by a builder, unlocked with Craftsmanship and gives health from plunders. Gives +1 housing and +1 food, additional +1 food if built on woods or rainforest, gaining +1 food from this bonus with Mercantilism, and +1 culture for every different unique district, building or tile improvement adjacent to the it, including another Oca, gaining +1 culture from this bonus with Urbanization. Can only be built on Plains, Plains Hills, Grassland or Grassland hills, adjacent to a resource, and can improve woods or rainforests.

Guarani - Sepé Tiaraju
Doesn't have a starting bias.

Guarani (Land Without Evil): Settling a city grants +1 era score. The first shrine, opy and worship building that you construct grants a free settler in that city, without losing a population.

Sepé Tiaraju (Seven Reductions): Gain +1% faith in all cities for every city you own. Units bought with faith gain +1 movement.
Agenda: Indigenismo: Tries to settle lots of cities, and dislikes civilizations that own more cities than him. Likes civilizations that own less cities than him.

Ka'aguygua: Unique unit of the Guarani that replaces the scout. Costs 30 production and 120 gold. Has 3 movement, 10 combat strengh, 15 ranged strengh, 1 range and 2 sight. Has a ranged attack and, when escorting an unit, that unit is affected by this unit's promotions and inherits its higher movement speed.

Opy: Unique building of the Guarani that replaces the Temple. Costs 120 production, 480 gold and needs 2 gold to maintain. Gives +4 faith, +1 great prophet point and a citizen slot. Has 1 relic slot. Faith purchasing units in this city is 15% cheaper. Settlers don't remove a population if the city has this building. Allows the purchasing of apostles, gurus, inquisitors (after an apostle uses it's launch Inquisition ability) and warrior monks (with the proper belief).

Muisca - Nemequene
Has a tier 3 starting bias towards resources that can be improved by mines, quarries, farms or plantations and a tier 5 starting bias towards lakes.

Muisca (Gwatibita): Lakes give +3 gold. Gain faith equal to 10% of your gold output. Resources improved by mines, quarries, farms or plantations give +1 gold.

Nemequene (Code of Nemequene): Military units gain +5 combat strengh in tiles that provide gold, including districts, buildings and wonders. Cities gain +0.2 loyalty for every district, building, wonder and tile improvement that give gold. Districts, buildings, wonders and tile improvements in your empire gain +1 gold for every foreign military unit defeated there.
Agenda: Zipa of Bacatá: Likes civilizations that have both a strong military and strong gold or faith outputs. Dislikes civilizations that are strong in military but weak in gold or faith.

Guecha Warrior: Unique unit of the Muisca that replaces the Crossbowman. Costs 180 production, 720 gold and needs 0 gold to maintain. Has 2 movement, 30 melee strengh, 40 ranged strengh, 2 range and 2 sight. Gains additional combat strength equal to half of the gold output of the tile that it occupies.

Bohío: Unique building of the Muisca that replaces the Granary. Costs 85 production and 340 gold. Gives +2 housing, but doesn't give +1 food, instead, districts, buildings, wonders and tile improvements that give gold gain +1 food. Costs more production (85 vs 65).

Haiti - Touissaint Louverture
Has a tier 3 starting bias towards resources that can be improved by plantations.

Haiti (For Liberty): Can choose an extra dedication in Dark Ages and Heroic Ages.
Dramatic Ages game mode only:
Haiti (For Liberty): After entering a Dark Age, lose no cities and all your cities gain +4 loyalty and +1 amenity.

Touissaint Louverture (Father of Haiti): While in a Dark Age or Heroic Age, gain +25% production towards all units, and upgrading military units costs 25% less gold and strategic resources. In all ages, your Citizens exert loyalty pressure as if you where in a golden age.
*In the Dramatic Ages game mode, the Heroic Age bonuses are removed.
Agenda: Haitian Revolution: Likes civilizations that are in a dark age or heroic age. Dislikes civilizations that are in a normal age or golden age.

Armée Indigène: Haitian unique unit that replaces the musketman. Costs 240 production, 960 gold, 5 nitre and needs 4 gold to maintain. Has 2 movement, 55 combat strengh and 2 sight. Gains +5 combat strengh against anti-cavalry units, has a chance of capturing non-barbarian units and transforming them into another Armée Indigène after defeating them and only need 5 nitre.

Hounfour: Unique building of Haiti that replaces all worship buildings. Costs 190 production and 380 faith. Gives +3 faith, +1 faith per specialist in this district, and a citizen slot. Gains the yields and special effects of worship buildings from religions with at least one citizen in this city (+3 faith and +2 food if it's a Gurdwara, +3 faith and a great work slot for great works of art if it’s a Cathedral…), and plantations in this city gain +2 faith, +2 culture and +1 production.

Taíno - Anacaona
Has a tier 2 starting bias towards resources that can be improved by fishing boats, farms or plantations.

Taíno (Zemis): Shrines have a great work slot for relics. Fishing boats, farms and plantations gain +2 food and +1 faith if there is a relic in their home city.

Anacaona (Cacica's Areítos): Cities with a Batey have access to the Areíto Project, which costs a high amount of production and can only be performed once per city, but grants a relic upon completion.
Agenda: Golden Flower: Tries to have the maximum amount of relics, and likes leaders that have less relics than her. Dislikes leaders with more relics than her.

Areíto Project: Táino unique project when Anacaona is their leader that is performed in the Batey district. Can only be perfomed once per city but, upon completion, grants a relic. Costs 65 production. Its production cost increases based on the amount of technologies and/or civics its civilization has discovered.

Macana: Táino unique unit that replaces the Warrior. Costs 60 production, 240 gold and needs 0 gold to maintain. Has 2 movement, 23 combat strength and 2 sight. Has higher combat strength than the warrior (23 vs 20) and gains +5 combat strength against anti-cavalry units, barbarians and if on or adjacent to a coast or lake tile.

Batey: Táino unique district that replaces the entertainment complex. Gives +1 amenity, additional +1 amenity for every 2 adjacent districts, +1 housing for every adjacent district, and +1 appeal to adjacent tiles. Costs half the normal amount of production of an entertainment complex, and isn't considered a specialty district, not requiring population to build. Can only be built adjacent to the city center and cannot be built in a city that has already built a water park.

Additional Leaders:
Brazil - Juscelino Kubitschek & Pedro I

Juscelino Kubitschek (Cinquenta Anos em Cinco): The capital gains +1% production for every great person your civilization has ever recruited. Cities gain +30% production towards all projects.
Agenda: Anos Dourados: Tries to work on projects, and likes civilizations that do the same. Dislikes civilizations that don't work on projects.

Pedro I (Independência ou Morte): Gain a inspiration everytime you recruit a Great General and Great Admiral. +100% Great General points and Great Admiral points. Great Generals and Great Admirals have an extra charge and their passive effects affect units within 3 tiles of them.
Agenda: O libertador: Likes civilizations that don't recruit Great Generals and Great Admirals. Dislikes civilizations that recruit Great Generals and Great Admirals.

Maya - Pacal
Pacal (B'olon Yej Te' Naah): Cities gain +1% production towards districts, buildings and world wonders for every citizen there. Districts and world wonders gain +1 food for every adjacent farm and for every adjacent plantation, and gain +1 housing.
Agenda: K'uhul Baakel Ajaw: Likes civilizations that have built more districts, buildings and tile improvements than him. Dislikes civilizations that have built less districts, buildings and tile improvements than him.
 
Civ 7 releases in a few months and i have a lot of concepts for civ 6 laying around soo im gonna post them by region across some weeks cuz theres a lot and i dont wanna spam this thread with too many concepts (yet). These are all of my concepts centered around south america & the carribean!

Argentina - Evita
They have a tier 5 starting bias towards resources improved by camps or pastures.

Argentina (La Reina del Plata): The capital gains +15% production towards districts, buildings and world wonders, and world wonders built there gain a great work slot for any great work.

Evita (La Madre de los Descamisados): Cities with a specialty district gain +1 amenity. +100% production towards neighbourhoods.
Agenda: Ciudad Evita: Tries to build lots of districts and wonders in her capital city, but dislikes leaders that do the same. Likes leaders with underdeveloped capitals.

Gaucho: Argentinian unique unit that replaces the cuirassier. Costs 330 production, 1320 gold, horses and needs 5 gold to maintain. Has 4 movement, 67 combat strengh and 2 sight. Gains +5 combat strengh and heals at the end of every turn, even if it has moved or attacked, if within 4 tiles of a camp or pasture; has 1 build charge, can build camps and pastures in their specific resources and can clear terrain, both these actions cost 1 build charge and can also remove tile improvements, this action doesn't cost a build charge but the Gaúcho needs to have atleast 1 build charge to do it; ignores enemy zone of control, and is unlocked with Nationalism.

Tanguería: Argentinian unique building that replaces the Broadcast Center and is unlocked earlier, with Opera and Ballet. Costs 440 production, 1760 gold and needs 3 gold to maintain. Gives +6 culture, (+4 culture more than the broadcast center), and additional +1 culture for every specialist in this district, but isn't able to be powered, not gaining the additional +4 culture if powered that the broadcast center normally gains; +2 great musician points, and +1 great artist point. Has one great work slot for great works of music. If it's home city is happy, all great works there give +1 culture and +1 tourism, these additional yeilds doubling if the city is ecstatic.

Tupi - Cunhambe
Has a tier 2 starting bias towards woods and rainforests.

Tupi (Cunhadismo): Having a declaration of friendship or alliance with a foreing leader grants you the ability to choose to construct the unique districts, buildings and tile improvements and obtain the unique military units that leader can normally obtain. All usual restrictions still apply, such as technological requirements or construction rules. Leaders that have a declaration of friendship or alliance with you can construct the Oca unique tile improvement.

Cunhambe (Tamoyo Confederation): All unique military units you control gain +3 combat strength. Obtaining a city from a foreing civilization doesn't remove or replace the unique districts, buildings and tile improvements there. Owning a major civilization's or city-state's capital grants you the ability to construct the unique districts, buildings and tile improvements and obtain the unique military units that major civilization's leader or city-state can normally obtain. All usual restrictions still apply, such as technological requirements or construction rules.
Agenda: Morubixaba: Always tries to declare friendships and establish alliances, and likes leaders that accept these. Refusing a declaration of friendship or an alliance request from this leader permanently damages your relationship with him.

Ibirapema: Tupi unique unit that replaces the Warrior. Costs 40 production, 160 gold and needs 0 gold to maintain. Has 2 movement, 20 combat strength and 2 sight. Gains +5 combat strength against anti-cavalry units, +3 combat strength against unique units, ignores the movement penalties of woods and rainforests and, upon defeating an enemy unit, it heals up to 30 HP.

Oca: Tupi unique tile improvement. Is built by a builder, unlocked with Craftsmanship and gives health from plunders. Gives +1 housing and +1 food, additional +1 food if built on woods or rainforest, gaining +1 food from this bonus with Mercantilism, and +1 culture for every different unique district, building or tile improvement adjacent to the it, including another Oca, gaining +1 culture from this bonus with Urbanization. Can only be built on Plains, Plains Hills, Grassland or Grassland hills, adjacent to a resource, and can improve woods or rainforests.

Guarani - Sepé Tiaraju
Doesn't have a starting bias.

Guarani (Land Without Evil): Settling a city grants +1 era score. The first shrine, opy and worship building that you construct grants a free settler in that city, without losing a population.

Sepé Tiaraju (Seven Reductions): Gain +1% faith in all cities for every city you own. Units bought with faith gain +1 movement.
Agenda: Indigenismo: Tries to settle lots of cities, and dislikes civilizations that own more cities than him. Likes civilizations that own less cities than him.

Ka'aguygua: Unique unit of the Guarani that replaces the scout. Costs 30 production and 120 gold. Has 3 movement, 10 combat strengh, 15 ranged strengh, 1 range and 2 sight. Has a ranged attack and, when escorting an unit, that unit is affected by this unit's promotions and inherits its higher movement speed.

Opy: Unique building of the Guarani that replaces the Temple. Costs 120 production, 480 gold and needs 2 gold to maintain. Gives +4 faith, +1 great prophet point and a citizen slot. Has 1 relic slot. Faith purchasing units in this city is 15% cheaper. Settlers don't remove a population if the city has this building. Allows the purchasing of apostles, gurus, inquisitors (after an apostle uses it's launch Inquisition ability) and warrior monks (with the proper belief).

Muisca - Nemequene
Has a tier 3 starting bias towards resources that can be improved by mines, quarries, farms or plantations and a tier 5 starting bias towards lakes.

Muisca (Gwatibita): Lakes give +3 gold. Gain faith equal to 10% of your gold output. Resources improved by mines, quarries, farms or plantations give +1 gold.

Nemequene (Code of Nemequene): Military units gain +5 combat strengh in tiles that provide gold, including districts, buildings and wonders. Cities gain +0.2 loyalty for every district, building, wonder and tile improvement that give gold. Districts, buildings, wonders and tile improvements in your empire gain +1 gold for every foreign military unit defeated there.
Agenda: Zipa of Bacatá: Likes civilizations that have both a strong military and strong gold or faith outputs. Dislikes civilizations that are strong in military but weak in gold or faith.

Guecha Warrior: Unique unit of the Muisca that replaces the Crossbowman. Costs 180 production, 720 gold and needs 0 gold to maintain. Has 2 movement, 30 melee strengh, 40 ranged strengh, 2 range and 2 sight. Gains additional combat strength equal to half of the gold output of the tile that it occupies.

Bohío: Unique building of the Muisca that replaces the Granary. Costs 85 production and 340 gold. Gives +2 housing, but doesn't give +1 food, instead, districts, buildings, wonders and tile improvements that give gold gain +1 food. Costs more production (85 vs 65).

Haiti - Touissaint Louverture
Has a tier 3 starting bias towards resources that can be improved by plantations.

Haiti (For Liberty): Can choose an extra dedication in Dark Ages and Heroic Ages.
Dramatic Ages game mode only:
Haiti (For Liberty): After entering a Dark Age, lose no cities and all your cities gain +4 loyalty and +1 amenity.

Touissaint Louverture (Father of Haiti): While in a Dark Age or Heroic Age, gain +25% production towards all units, and upgrading military units costs 25% less gold and strategic resources. In all ages, your Citizens exert loyalty pressure as if you where in a golden age.
*In the Dramatic Ages game mode, the Heroic Age bonuses are removed.
Agenda: Haitian Revolution: Likes civilizations that are in a dark age or heroic age. Dislikes civilizations that are in a normal age or golden age.

Armée Indigène: Haitian unique unit that replaces the musketman. Costs 240 production, 960 gold, 5 nitre and needs 4 gold to maintain. Has 2 movement, 55 combat strengh and 2 sight. Gains +5 combat strengh against anti-cavalry units, has a chance of capturing non-barbarian units and transforming them into another Armée Indigène after defeating them and only need 5 nitre.

Hounfour: Unique building of Haiti that replaces all worship buildings. Costs 190 production and 380 faith. Gives +3 faith, +1 faith per specialist in this district, and a citizen slot. Gains the yields and special effects of worship buildings from religions with at least one citizen in this city (+3 faith and +2 food if it's a Gurdwara, +3 faith and a great work slot for great works of art if it’s a Cathedral…), and plantations in this city gain +2 faith, +2 culture and +1 production.

Taíno - Anacaona
Has a tier 2 starting bias towards resources that can be improved by fishing boats, farms or plantations.

Taíno (Zemis): Shrines have a great work slot for relics. Fishing boats, farms and plantations gain +2 food and +1 faith if there is a relic in their home city.

Anacaona (Cacica's Areítos): Cities with a Batey have access to the Areíto Project, which costs a high amount of production and can only be performed once per city, but grants a relic upon completion.
Agenda: Golden Flower: Tries to have the maximum amount of relics, and likes leaders that have less relics than her. Dislikes leaders with more relics than her.

Areíto Project: Táino unique project when Anacaona is their leader that is performed in the Batey district. Can only be perfomed once per city but, upon completion, grants a relic. Costs 65 production. Its production cost increases based on the amount of technologies and/or civics its civilization has discovered.

Macana: Táino unique unit that replaces the Warrior. Costs 60 production, 240 gold and needs 0 gold to maintain. Has 2 movement, 23 combat strength and 2 sight. Has higher combat strength than the warrior (23 vs 20) and gains +5 combat strength against anti-cavalry units, barbarians and if on or adjacent to a coast or lake tile.

Batey: Táino unique district that replaces the entertainment complex. Gives +1 amenity, additional +1 amenity for every 2 adjacent districts, +1 housing for every adjacent district, and +1 appeal to adjacent tiles. Costs half the normal amount of production of an entertainment complex, and isn't considered a specialty district, not requiring population to build. Can only be built adjacent to the city center and cannot be built in a city that has already built a water park.

Additional Leaders:
Brazil - Juscelino Kubitschek & Pedro I

Juscelino Kubitschek (Cinquenta Anos em Cinco): The capital gains +1% production for every great person your civilization has ever recruited. Cities gain +30% production towards all projects.
Agenda: Anos Dourados: Tries to work on projects, and likes civilizations that do the same. Dislikes civilizations that don't work on projects.

Pedro I (Independência ou Morte): Gain a inspiration everytime you recruit a Great General and Great Admiral. +100% Great General points and Great Admiral points. Great Generals and Great Admirals have an extra charge and their passive effects affect units within 3 tiles of them.
Agenda: O libertador: Likes civilizations that don't recruit Great Generals and Great Admirals. Dislikes civilizations that recruit Great Generals and Great Admirals.

Maya - Pacal
Pacal (B'olon Yej Te' Naah): Cities gain +1% production towards districts, buildings and world wonders for every citizen there. Districts and world wonders gain +1 food for every adjacent farm and for every adjacent plantation, and gain +1 housing.
Agenda: K'uhul Baakel Ajaw: Likes civilizations that have built more districts, buildings and tile improvements than him. Dislikes civilizations that have built less districts, buildings and tile improvements than him.
These are really good! Although I'm not a fan of Evita, I love the Juscelino choice, Musica, and the Guarani!
 
These are really good! Although I'm not a fan of Evita, I love the Juscelino choice, Musica, and the Guarani!
Evita, and the Perons in general, have poor, rapidly deteriorating perceptions in Argentina that have largely been covered up by their personability from the global north’s lens (even if it’s due to a far right political swing in their overton window). wouldn’t be great picks to represent Argentina when Jose de San Martin would be an easy win that could double up as a good leader for other civs and follow in the foot steps of civ 6’s bolivar.
 
Part 2! Some quick notes: I didnt really mention in the last post but some civs i posted are represented by city-states in game, so those would have to be renamed, however, city-states that give unique improvements such as Cahokia would need to get removed, cuz i used their unique improvement (with some changes) in these concepts. Also, sorry for bad grammar (i had to correct a lot of spelling mistakes lmao).

Inuit - Kiviuq
They have a tier 1 starting bias towards Tundra and Tundra Hills, a tier 3 starting bias towards resources that can be improved by fishing boats, camps and pastures, and a tier 5 starting bias towards Snow and Snow Hills.

Inuit (Inuit Qaujimajatuqangit): Specialty districts gain +0.5 adjacency bonus from Tundra, Tundra Hills, Snow, Snow Hills and Ice. Fishing boats, camps and pastures gain +2 faith. Can work Ice tiles, and units can travel through them.

Kiviuq (Eternal Wanderer): Gain +50% production towards recon units. Units gain +5 combat strength if on Tundra, Tundra Hills, Snow, Snow Hills or Ice, gaining +1 movement if starting their turn there.
Agenda: Circumpolar People: Likes settling on Tundra, Tundra Hills, Snow and Snow Hills and dislikes civilizations that do the same. Likes civilizations who settle far away from Tundra, Tundra Hills, Snow and Snow Hills.

Kakivak: Inuit unique unit that replaces the Scout. Costs 45 production, 180 gold and needs 0 gold to maintain. Has 3 movement, 5 combat strength and 2 sight. Costs 50% more production (45 vs 30) and has less combat strength (5 vs 10) than the scout, but ignores the movement cost and technological requirements of embarking and disembarking and has 1 charge, which is used to remove any bonus resource or luxury resource, giving a burst of +25 gold, +10 faith, +5 culture and +5 experience, all of these bonuses doubling if the resource was located on or adjacent to a coast or lake tile, this charge can only be used on your territory or on neutral territory and the unit isn't deleted when they are depleted.

Inuksuk: inuit unique tile improvement. Is built by a builder, unlocked with Civil Service and gives faith from plunders. Gives +1 food and +1 production, additional +1 food and +1 production if built on Tundra, Tundra Hills, Snow or Snow hills; +1 faith for every 2 adjacent Tundra, Tundra Hills, Snow, Snow Hills and Ice, becoming +1 faith for every adjacent Tundra, Tundra Hills, Snow, Snow Hills and Ice with Reformed Church, and +1 appeal to adjacent tiles. Can only be built on Plains, Plains Hills, Grassland, Grassland Hills, Tundra, Tundra Hills, Snow or Snow Hills and not adjacent to another Inuksuk.

Iroquois - Jigonhsasee
They don't have a starting bias.

Iroquois (Gayanashagowa): Governments can be chosen earlier: tier 1 governments with Code of Laws, tier 2 governments with Political Philosophy, tier 3 governments with Urbanization and tier 4 governments with Cold War. Costs 0 gold to change your government configuration.

Jigonhsasee (Mother of Nations): Gain +1% culture for every major civilization and city-state that you have met, including you, that is at peace. Civilizations at war with you lose -1% culture for every major civilization and city-state that they have met, including themselves, that are at war.
Agenda: Mediator: Will favor civilizations that haven't caused grievances to any other civilization and those that earned grievances against other civilizations. Dislikes civilizations that have caused grievances to any leader. Grievances with this leader decay at half the usual rate.

Rotisken'rakéhte: Iroquois unique unit that replaces the Musketman. Costs 240 production, 960 gold, 5 nitre and needs 4 gold to maintain. Has 2 movement, 55 combat strength and 2 sight. Gains +5 combat strength against anti-cavalry units and against civilizations whose government is different from yours. Needs less nitre to train.

Longhouse: Iroquois unique building that replaces the granary. Costs 65 production and 260 gold. Only gives +2 housing, does not provide food. Whenever a citizen is born in this city, gain a burst of production equal to 5 times the new population of the city.

Haida - Cuneah
They don't have a starting bias.

Haida (Potlatch): Cities with a specialty district that yields great people points have access to the Potlatch project, which, while active, invests the city's positive gold output into the project, not granting gold to your empire, but doesn't invests the city's negative gold output, such as maintenance costs, however, it grants culture and faith per turn based on the gold invested and, when completed provides a burst of culture and faith based on its production cost and a burst of great people points, of the great person type of the city's specialty districts, based on the total amount of gold and production invested into the project.

Cuneah (Chief of Kiusta): The first great person recruited from each great person type grants a trade route capacity and a free trader.
Agenda: Cloak Bay: Tries to recruit every type of great person, and likes civilizations that do the same. Dislikes civilizations that focus on recruiting only a few types of great people, instead of all types, and civilizations that recruit few great people.

War Canoe: Haida unique naval raider unit that is unlocked with Shipbuilding. Costs 120 production, 480 gold and needs 2 gold to maintain. Has 3 movement, 20 combat strength, 30 ranged strength, 1 range and 2 sight. Can move after attacking; ignores enemy zone of control; is invisible except when within sight range of city centers, encampments, destroyers, other naval raiders, or when there is a unit in an adjacent tile, and can perform coastal raids.

Totem Pole: Unique building of the Haida that replaces the Monument. Costs 60 production and 240 gold. Gives +1 culture, giving an additional +1 culture if its city has full loyalty, and +1 loyalty. Gains additional yields everytime a great person is recruited after its construction, based on the great person's type. Each totem pole can only have a total of 5 of each yield obtained by this ability.
+1 gold from great admirals and great merchants.
+1 science from great scientists.
+1 culture from great writers, great artists and great musicians.
+1 production from great engineers.
+1 faith from great generals and great prophets.

Potlatch Project: Haida unique city project only available to cities with a specialty district that yields great people points. While active, it invests the city's positive gold output into the project, not granting gold to your empire, but it doesn't invest the city's negative gold output, such as maintenance costs. While active, it grants culture and faith equal to 25% of the gold invested that turn. When completed, it grants a burst of culture and faith equal to 10% of the production invested into it, and a burst of great people points, based on the great person type of the city's specialty districts, equal to 10% of the gold invested and the production invested into this project. Costs 65 production. Its production cost increases based on the amount of technologies and/or civics its civilization has discovered.

Mississippians - Tuskaloosa
They have a tier 2 starting bias towards rivers.

Mississippians (Green Corn Ceremony): Cities founded adjacent to a river have access to the Green Corn Ceremony project, which grants food while being worked and a burst of influence points when completed.

Tuskaloosa (Mabila): Military units in a city's borders gain +3 combat strength for every level of walls there. Walls can be bought with gold and give +0.5 housing and +0.5 loyalty for every specialty district in their city.
Agenda: Equally Feared: Tries to build walls in all his cities, but dislikes civilizations that do the same. Likes civilizations whose cities don't have walls.

Falcon Dancer: Unique unit of the Mississippians that replaces the Man-at-Arms. Costs 160 production, 640 gold and needs 3 gold to maintain. Has 2 movement, 45 combat strength and 2 sight. Gains +5 combat strength against anti-cavalry units; +5 combat strength when attacking and, after defeating a unit, it gives faith, culture and influence points equal to 50% of the defeated unit's combat strength. Doesn't need iron.

Platform Mound: Unique improvement of the Mississippians. Is built by a builder, unlocked with Construction and gives gold from plunders. Gives +1 housing, additional +1 housing with Urbanization; +3 gold, additional +1 gold for every adjacent city-state unique improvement with Diplomatic Service, and +1 food for 2 every tiles located across the river if built on a river with Feudalism, turning into +1 food for every tile located across the river if built on a river with Replaceable Parts. Cities receive +1 amenity from the first Platform Mound built there, gaining +1 amenity from the second Platform Mound built there with Natural History. Can only be built on Plains, Grassland, Desert, Tundra, Plains Floodplains, Grassland Floodplains and Desert Floodplains and not adjacent to another Platform Mound.

Green Corn Ceremony Project: Unique city project of the Mississipians only available on cities built adjacent to a river. Converts 15% of the city's production into food while worked and, when completed, grants a burst of influence points equal to 11% of the production invested into it. Costs 25 production. Its production cost increases based on the amount of technologies and/or civics its civilization has discovered.

Navajo - Manuelito
They have a tier 2 starting bias towards Desert, Desert Hills, Desert Floodplains and Desert Mountains, a tier 3 starting bias towards Plains Mountains and Grassland Mountains and a tier 5 starting bias towards Tundra Mountains.

Navajo (Hózhó): Tiles gain +1 appeal if adjacent to a mountain and if adjacent to a natural wonder. All tiles in a city founded on desert, desert hills or desert floodplains gain +1 appeal. All sources that provide negative appeal provide an additional -1 appeal.

Manuelito (Hashkeh Naabaah): Military units grant a burst of science and culture equal to 50% of their experience upon pillaging a tile, and gain +1 experience for doing so.
Agenda: Navajo Wars: Likes to pillage as many tiles as possible, but dislikes civilizations that do the same. Likes civilizations that don't pillage tiles.

Code Talkers: Navajo unique unit that replaces the spy. Costs 225 production, can't be bought with gold, and needs 4 gold to maintain. Has 3 sight. Can perform offensive espionage missions in foreign cities and defensive counter-espionage missions in your cities. Military units gain +1 combat strength against foreign civilizations for every Code Talker currently established in one of the foreign civilization's cities. Grants +2 diplomatic favor per turn while on a mission in a foreign city that is located on a foreign continent.

Hogan: Navajo unique improvement. Is built by a builder, unlocked with Craftsmanship and gives faith from plunders. Gives +1 housing, food equal to 50% of the tile's appeal (rounded down) and +2 faith, additional +1 faith if built on desert or desert hills and if adjacent to a mountain, this bonus doubling with Ideology, and additional +2 faith if built adjacent to a natural wonder, this bonus doubling with Ideology. Can only be built on Plains, Plains Hills, Grassland, Grassland Hills, Desert or Desert Hills, on tiles with breathtaking appeal and not adjacent to another Hogan.

Mexico - Benito Juárez
They have a tier 2 starting bias towards Plains and Grasslands and a tier 5 starting bias towards Plains Hills and Grassland Hills.

Mexico (Ejidos): Farms gain +1 culture, additional +1 culture for every 2 adjacent farms, +1 food if built on plains, plains hills or plains floodplains and +1 production if built on grassland, grassland hills or grassland floodplains.

Benito Juárez (La Reforma): Cities gain +3% gold and +3% production for every economic policy card in the current government. Has access to the Rulares unique unit with Military Science.
Agenda: Benémerito de las Americas: Tries to have lots of economic policy cards in his government, and likes civilizations that have the same number of economic policy cards or more. Dislikes civilizations that have less economic policy cards in their government than him.

Rurales: Mexican unique unit when Benito Juárez is their leader that replaces the Cavalry. Costs 330 production, 1320 gold, 10 horses and needs 5 gold to maintain. Has 5 movement, 65 combat strength and 2 sight. Has higher combat strength (65 vs 62), costs less horses (10 vs 20), gains +1 combat strength for every economic policy card in the current government and ignores the enemy zone of control.

Soldaderas: Mexican unique unit that replaces the infantry. Costs 430 production, 1720 gold and needs 6 gold to maintain. Has 2 movement, 75 combat strength and 2 sight. Gains +5 combat strength against anti-cavalry units, +5 combat strength on farms, this bonus doubling if on friendly territory, and needs no oil to train or to maintain.

Tianguis: Mexican unique building that replaces the food market but is unlocked earlier, with Urbanization. Costs 380 production, 1520 gold and needs 1 gold to maintain. Gives +6 food, granting +1 amenity if this city has 10 or more citizens, this bonus doubling in cities with 20 or more citizens. Neighbourhoods in a city with a Tianguis gain +2 gold for every citizen in that city. This building is unable to be powered, not being able to gain the +2 food for being powered that the food market normally gains, but gives more food (6 vs 4). Only one can be built per city, and it can't be built in a city with a shopping mall.

Shoshone - Sacagawea & Washakie
They don't have a starting bias.

Shoshone (One with the Land): Unimproved plains and grassland tiles gain +1 food, additional +1 food after the world enters the industrial era. Unimproved plains hills and grassland hills gain +1 production, additional +1 production after the world enters the industrial era. Unimproved resources gain +1 culture, additional +1 culture after the world enters the industrial era and giving tourism equal to their culture output with Conservation.

Sacagawea (Token of Peace): Gain a burst of 50 influence points when one of your recon units moves into a tile adjacent to a major civilization's territory or a city-state's territory, this can only happen once per major civilization or city-state. Entering a tribal village with a recon unit grants +1 era score.
Agenda: Corps of Discovery: Likes civilizations that have met a high amount of other civilizations and city-states. Dislikes civilizations that have met a low amount of other civilizations and city-states.

Washakie (Fort Bridger Treaties): Gain +1 diplomatic favor per turn for every major civilization that has one of your trading posts in their cities. Trade routes between you and your allies or suzerained city-states give +1 culture and +1 faith to both cities.
Agenda: Fur Trade: Likes civilizations that send trade routes to his cities. Dislikes civilizations don't send trade routes to his cities.

Yellow Brows: Shoshone unique unit that replaces the Cavalry. Costs 330 production, 1320 gold, 10 horses and needs 5 gold to maintain. Has 5 movement, 62 combat strength and 2 sight. Gains +5 combat strength while fighting in a tile without districts, world wonders or improvements, ignores the enemy zone of control and costs less horses to train (10 vs 20).

Tipi: Shoshone unique improvement. Is built by a builder, unlocked with Craftsmanship and gives health from plunders. Gives +1 housing; +1 food for every 2 adjacent flatland tiles without districts, world wonders or tile improvements; +1 production for every 2 adjacent hills without districts, world wonders or tile improvements, and +1 culture for every adjacent unimproved resource, additional +1 culture from this bonus with Conservation. Gives tourism equal to its culture output with flight. Is not considered an improvement, tiles with it are still considered to be unimproved. Can only be built on Plains, Plains Hills, Grassland or Grassland Hills, adjacent to a resource and not adjacent to another Tipi.

Sioux - Sitting Bull
They don't have a starting bias.

Sioux (Seven Sacred Rites): Military units can spend faith to activate one of seven bonuses to help them in battle, the faith cost is equal to half their production cost, these units can choose more than one to be active and the bonus remains after they've upgraded. These bonuses are: Inípi, Haŋbléčheyapi, Wiwáŋyaŋg Wačhípi, Huŋkálowaŋpi, Išnáthi Awíčhalowaŋpi, Wanáǧi Yuhápi, and Tȟápa Waŋkáyeyapi.

Sitting Bull (Little Bighorn): Military units gain +5 combat strength against units with a higher base combat strength than them and heal an additional 5 HP everytime they heal.
Agenda: Black Hills War: Likes civilizations with low military strength. Dislikes civilizations with high military strength.

Akicita: Sioux unique unit that replaces the Cavalry. Costs 330 production, 1320 gold, 10 horses and needs 5 gold to maintain. Has 5 movement, 62 combat strength and 2 sight. Gains +1 combat strength for every one of the Seven Sacred Rites bonuses this unit has activated, ignores the enemy zone of control and costs less horses to train (10 vs 20).

Sweat Lodge: Sioux unique improvement. Is built by a builder, unlocked with Craftsmanship and gives faith from plunders. Gives +1 housing, additional +1 housing with Military Engineering; +2 faith and +1 production. Cities gain +1 amenity for having at least one Sweat Lodge built there. Friendly military units on or adjacent to a Sweat Lodge heal at the end of every turn, even if they have moved or attacked, if the unit has the Inipi bonus active it heals an additional +10 HP. Can only be built on Plains, Plains Hills, Grassland, Grassland Hills, Desert, Desert Hills, Tundra and Tundra Hills, and can't be built adjacent to another Sweat Lodge.

-Inípi: Heals at the end of every turn, even if it has moved or attacked.
-Haŋbléčheyapi: Grants +1 sight.
-Wiwáŋyaŋg Wačhípi: Grants +3 combat strength.
-Huŋkálowaŋpi: Grants +25% experience from combat.
-Išnáthi Awíčhalowaŋpi: Costs no gold to maintain.
-Wanáǧi Yuhápi: Defeating a unit grants faith equal to 50% of the defeated unit's combat strength.
-Tȟápa Waŋkáyeyapi: Grants +1 movement.

Puebloans - Popé
They have a tier 2 starting bias towards Desert, Desert Hills and Desert Floodplains and Desert Mountains and a tier 3 starting bias towards Plains Hills, Plains Mountains, Grassland Hills and Grassland Mountains.

Puebloans (Cliff Dwellings): Specialty districts gain +1 housing if adjacent to a mountain, if on desert, desert hills or desert floodplains and if on a hill, and buildings there gain +1 food if adjacent to a mountain, if on desert, desert hills or desert floodplains and if on a hill.

Popé (Pueblo Revolt): Gain +1 influence per turn for every city-state you have met and +0.5 faith per turn for every envoy in a city-state. Can use faith to levy a city-state's army, and doing so converts them to your religion.
Agenda: Knotted Cord: Likes civilizations with a high influence output and that are friendly to city-states, especially ones that he is suzerain of. Dislikes civilizations with a low influence output and that attack city-states, especially ones that he is suzerain of.

Runner: Puebloan unique unit that replaces the scout. Costs 30 production and 120 gold. Has 3 movement, 5 combat strength and 2 sight. Has lower combat strength (5 vs 10); reveals all tribal villages within 5 tiles; upon entering a tribal village, you can choose a tribal village type: one of the bonuses from that tribal village type is activated, in addition to whatever bonus you would normally gain from the tribal village you entered; everytime you train one, gain a burst of 5 influence.

Great Kiva: Puebloan unique improvement. Is built by a builder, unlocked with Theology and gives faith from plunders. Gives faith equal to the total amount of non-faith yields granted by its tile and +1 food, additional +1 food for every 2 adjacent districts with Feudalism, turning into +1 food for every adjacent district with Replaceable Parts; +2 science with Education; +1 science with Scientific Theory and with Rocketry; +2 culture with Civil Service; +1 culture with Colonialism and with Cultural Heritage. Gives tourism equal to its culture output with flight. Can only be built on Plains, Plains Hills, Grassland, Grassland Hills, Desert and Desert Hills, adjacent to at least two specialty districts, only one can be built per city and tiles with it cannot be swapped.
 
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