Design your own Civ VI civ

I only meant apolitical in the sense that it's not a partisan ideology that falls on one end of the political spectrum and not another. All great civilizations engaged in colonial conquest.

I wanted to create a Civilization in-game whose mechanics centered around colonialism. Given such is the most notable (albeit not the most celebrated) chapter in Belgian history (as non-Belgians see it at least), such seemed a good candidate.

And of course, as the effects of the past continue to ripple across history, we all continue to feel the consequences of the reigns of all these leaders in one way or another. Something like 3% of humans alive today are direct decedents of Genghis Khan. Some of those effects are bound to be negative.

I've always taken the "Man of the Year" approach to Civilization's leaders. Greatness does not imply goodness. Hitler was neither a good leader nor a good man, but absolutely merited his 1938 "honor" from Time Magazine. Likewise with Leopold II in Civilization VI. It's not a commendation.

I would love to play against Belgium and play as Kongo as long as they make a better leader for Kongo.
 
Huns

Leader: Attila

Leader Ability: Tribal Confederation - Whenever you capture a Tribal Village or a Barbarian Camp you receive a Hunnic Horse Archer, if you've unlocked the Horseback Riding technology, otherwise you receive a Barbarian Horse Archer, which can be upgraded to a Hunnic Horse Archer later on.

Unlike Scythia which spams units, the Huns have to conquer barbarians first before launching a big assault on another civilization.

Agenda: Dislikes civilizations who have barbarians near their borders. Dislikes even more civilizations who have more Food output than him.

Makes Attila belligerent towards civilization with weak barbarian control, which he'll settle just before attacking this civilization, and because Attila needs to be more aggressive even if you've good control over barbarians, he'll also dislikes you if you have more food output than him.

Unique Ability: Nomadic Life

The yields on your City Centre are doubled for 15 turns whenever you resettle a City Centre through the Migration Project.

More on the Migration project bellow, but this unique ability will force you to move regularly your cities to maximise the bonus, probably bad game design though.

Unique Unit: Hunnic Horse Archer

Requires the Horseback Riding technology, it replaces Horseman. Doesn't require Horses. Gains +1 Combat Strength for each Horse resource not used within your empire. Movement 4, Melee Strength 20, Ranged Strength 25, Attack Range 1.

Weaker than the normal Horseman, a bit more powerful than the Saka Horse Archer (which is unlocked earlier and probably replaces the Archer), they also have a bonus for each unused Horse resource which is good since they don't cost Horses to produce.

Unique District: Yurt

Requires the Animal Husbandry technology, it replaces the Neighbourhood district. Gives access to the Migration Project. +1 Housing (it's locked meaning appeal is not taken into account); +1 Production and +1 Food for adjacent pasturage. Cannot be built adjacent to other Yurts.

Note: Through the Migration Project you can resettle your City Centre to any Yurt districts within 4 tiles of your current City Centre, you can't resettle your City Centre if you're going to be within 4 tiles of another civilization city or within 2 tiles of one of your own city. The former City Centre becomes a Yurt district after the end of the project. Your new City Centre has the same bonuses as a City Centre + the bonuses of the Yurt district it's on. Your trade routes are broke if you go outside of the range threshold, otherwise the road will be built when the caravan goes back to your city.

The Yurt district is weaker than the normal Neighbourhood district since it has a low housing capacity. However it brings more Production and Food on the table, and essentially allows you to move your cities through the Migration Project.

Playstyle

Conquer barbarians before conquering civilizations, and move your cities for extra production and food.

I tried to make them different from Scythia and my Mongol design.

 
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The Huns could have been a very good idea for a civ... if they only had a city list.
 
I have an idea for a mythological leaders expansion pack. I’ll outline more ideas later (Amaterasu, Arthur, etc.), but for now I’ll focus on Aeneas, the ancestor of Romulus and Remus, the mythical founders of Rome.

AeneasTurnus.jpg



Aeneas
Leader Ability: “Rome wasn’t built in a day”

  • When Roman forces capture a barbarian camp, it automatically becomes a Roman fort.
  • If a Roman fort is on a tile in a city can be founded and within road range of another Roman city, a Legion can expend all of its build charges to construct a City-Center from the Fort.
  • Cities build over forts begin with Ancient Walls and can garrison a unit.

The main idea is for an ability that pairs well with "All Roads Lead to Rome" and the Legions.
Aeneas' Rome is even more expansive, substituting the need for Settlers with increased versatility for Legions, and giving cities an even bigger boost upon first being founded (ancient walls + garrison + road + trading post)
 
I have an idea for a mythological leaders expansion pack. I’ll outline more ideas later (Amaterasu, Arthur, etc.), but for now I’ll focus on Aeneas, the ancestor of Romulus and Remus, the mythical founders of Rome.

AeneasTurnus.jpg



Aeneas
Leader Ability: “Rome wasn’t built in a day”

  • When Roman forces capture a barbarian camp, it automatically becomes a Roman fort.
  • If a Roman fort is on a tile in a city can be founded and within road range of another Roman city, a Legion can expend all of its build charges to construct a City-Center from the Fort.
  • Cities build over forts begin with Ancient Walls and can garrison a unit.

The main idea is for an ability that pairs well with "All Roads Lead to Rome" and the Legions.
Aeneas' Rome is even more expansive, substituting the need for Settlers with increased versatility for Legions, and giving cities an even bigger boost upon first being founded (ancient walls + garrison + road + trading post)

That could be cool! I do wonder if they will have mythological leaders in a scenario. It would be cool to have Gilgamesh, Se-Osiris, Thor and Perseus on the same map. Maybe with some RPG flavor. :D
 
Zulu

Leader - Shaka, the illegitimate child who through a combination of ruthless cunning and military effectiveness managed to turn the Zulu from one tribe amoung many into a hegemonic power that caused an exodus of people from southern Africa.

Spoiler :
KingShaka.jpg


Capital - kwaBulawayo - Shaka's royal kraal.

Musical theme - Mbube, a recording this song by Solomon Linda in the traditional Zulu style would be discovered by American folk musicologist Alan Lomax and given to his friend Pete Seeger, whence it would become "Wimoweh"/"The Lion Sleeps Tonight".

Spoiler :

Agenda - Long Strided Pursuer - Predisposed to dislike anybody who has a city on a continent where he has a city. Most accounts have Shaka down as being a ruthless man, and his conquests of neighbouring tribes attests to that. Although he died shortly before coming into contact with European settlers to the region, Zulu-Boer and Zulu-British relations were decidedly strained as soon as they started incurring on Zulu territory. I took the name from a lyric from Shaka's theme in Civ V, Inhliziyo Yami. Not sure of the original source, but it's a fun ode.


Leader Ability - Bulls Horns - Melee units get +1 movement point and receive an additional +15% flanking bonus. Shaka is traditionally credited with reforming the Zulu warrior system. He drilled his troops ruthlessly, forcing them to march great distances and teaching them encircling tactics like the three-part Bulls Horn formation.

Unique Unit - Impi - Replaces Spearman. Loses bonus against cavalry units, but can be produced at half the cost. Another of Shaka's reforms was to replace the long throwing spear with the short stabbing assegai, and to use heavier cowhide shields. Thus Zulus spearmen become numerous close-combat units, which combined with extra mobility Shaka's LUA, make for a formidable early army.

Spoiler :
Zulu-Impi-Commanders1.jpg


Unique District - Ikhanda - Replaces Encampment. Provides additional housing capacity and amenities from adjacent Pastures in addition to the usual defensive and military bonuses of the Encampment. Civ VI's districts are perfect for representing the Ikhanda, a fenced military settlement that contained livestock and residences as well as storing and training the warriors. This allows some early population growth by the Zulu, as they get a quasi-neighbourhood bundled in with their Encampment.

Spoiler :
tumblr_inline_o1jpwtO4JS1t79fgm_500.jpg


Unique Ability - Mfecane - Military units cost 50% less maintenance. Mfecane is the Zulu word for the forced dispersal of other tribes by Shaka's rapid conquests in the early 19th century. This isn't the most interesting UA but combined with the Impi and Shaka's bonus, makes the Zulu capable of fielding a large army throughout the game, with particular bonuses in early era conquest.


I know the Zulu are a... controversial... choice, but they are a Civ staple I personally quite like, and represent an otherwise unexploited area of the map. There are other African civs I'd like to see first, like Ethiopia and Mali, but eventually, these guys are bound to turn up :lol:

They're one trick ponies around war, but the idea with Civ is that you can take an early conquest and then snowball into whatever victory type you want. I really wasn't a fan of the slightly patronising (and downright inaccurate) insistence of Civ V to give the Impi a bonus against gunpowder units. They shouldn't replace the Pikemen either, and so I opted for Spearmen replacements to avoid treading on the Aztecs toes while still approximating the technological era. The Zulus conquests, and the victory at Isandlwana that ensured they remain in Western history books were down to their numbers, mobility and ruthlessly-drilled fighting style. So that is what I try to represent, as well as the pastoral nature of their kraals and ikhandas. Numbers will obviously need tweaking, but given how little we know of the nitty-gritty of Civ VI's combat system, I made my best guesses.
 
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Since people are being rightfully disappointed about the lack of African civilizations, I think it is time for present you... the Malinese Empire!

Malinese empire

Unique unit: Farari calvary

Increases combat strenght of adyacent melee units, increased strenght when fighting next to your trade routes


The Farari or "brave men" were an elite calvary regiment formed by Malinese royalty, which acted both as a combat and a support unit, often leading and instructing the infantry soldiers below them. Consequently, it will give bonuses to adyacent melee units, and will fight more fiercely when protecting the trade routes that rightly belongs to them since afterall, Mali's business means also family business.

Unique building: Sahelian mosque

Replaces temple. +2 faith and +1 science per outgoing external trade route, doesn't have manteinance costs


Shankore was far from being the only mud mosque built in the empire. A staple of the Malinese architecture, these had a pivotal role not only in Mali's religious life, but also in the education of the Malinese popullace. That means extra faith and science, too. The dependance of trade routes further synergize with Mali's other uniques, nudging you towards a more commerce-oriented gameplay

Unique Ability: Royal cecas
+1 extra trade route to your cities for each worked salt, gold or copper resource
+2 gold to your mines located in desert terrain


The Malinese empire derived a great part of its prosperity thanks to its gold, salt and copper mines. This traduces into an inordinate amount of trade routes if you are able to get these precious resources, and a more versatile, straight to gold bonus if you happen to control desert mines, turning Mali into an economic powerhouse in the hands of players devoted to locate and control these terrains and resources.

>>> Leader: Mansa Musa

Leader UA: Musa's pilgrimage
You can buy with gold religious units and buildings
All your envoys and the envoys that you recieve will generate +100% more gold
You can buy one "pilgrimage envoy" to city states. It will automatically convert said city state to your religion, as well as grant you one extra envoy

Leader agenda: Saharan trade monopoly. Likes his trading partners, dislike those civs who possess salt, gold or copper within their borders. Will always gift a little sum of gold whenever he meet a new civ, for added flavour (!)


Mansa Musa is a hell of a personality. One of the richest, if not the richest man in all recorded history, his UA is focused not on gaining, but rather expending all that gold that Mali's UA can get you. Bring down the balance of power and foreign economies trought generous donations, and build mosques for the hell of it, just as it happened in the real world, expanding your religion by the virtue of your wallet. When coupled with Mali's other uniques, the Malinese empire will be able to employ its extreme wealth in order play the diplomatic and the religious game like no other civ!
 
Since people are being rightfully disappointed about the lack of African civilizations, I think it is time for present you... the Malinese Empire!

Malinese empire

Unique unit: Farari calvary

Increases combat strenght of adyacent melee units, increased strenght when fighting next to your trade routes


The Farari or "brave men" were an elite calvary regiment formed by Malinese royalty, which acted both as a combat and a support unit, often leading and instructing the infantry soldiers below them. Consequently, it will give bonuses to adyacent melee units, and will fight more fiercely when protecting the trade routes that rightly belongs to them since afterall, Mali's business means also family business.

Unique building: Sahelian mosque

Replaces temple. +2 faith and +1 science per outgoing external trade route, doesn't have manteinance costs


Shankore was far from being the only mud mosque built in the empire. A staple of the Malinese architecture, these had a pivotal role not only in Mali's religious life, but also in the education of the Malinese popullace. That means extra faith and science, too. The dependance of trade routes further synergize with Mali's other uniques, nudging you towards a more commerce-oriented gameplay

Unique Ability: Royal cecas
+1 extra trade route to your cities for each worked salt, gold or copper resource
+2 gold to your mines located in desert terrain


The Malinese empire derived a great part of its prosperity thanks to its gold, salt and copper mines. This traduces into an inordinate amount of trade routes if you are able to get these precious resources, and a more versatile, straight to gold bonus if you happen to control desert mines, turning Mali into an economic powerhouse in the hands of players devoted to locate and control these terrains and resources.

>>> Leader: Mansa Musa

Leader UA: Musa's pilgrimage
You can buy with gold religious units and buildings
All your envoys and the envoys that you recieve will generate +100% more gold
You can buy one "pilgrimage envoy" to city states. It will automatically convert said city state to your religion, as well as grant you one extra envoy

Leader agenda: Saharan trade monopoly. Likes his trading partners, dislike those civs who possess salt, gold or copper within their borders. Will always gift a little sum of gold whenever he meet a new civ, for added flavour (!)


Mansa Musa is a hell of a personality. One of the richest, if not the richest man in all recorded history, his UA is focused not on gaining, but rather expending all that gold that Mali's UA can get you. Bring down the balance of power and foreign economies trought generous donations, and build mosques for the hell of it, just as it happened in the real world, expanding your religion by the virtue of your wallet. When coupled with Mali's other uniques, the Malinese empire will be able to employ its extreme wealth in order play the diplomatic and the religious game like no other civ!

This is a great civ design! I was pleased when I saw that Arabia had no desert or trade bonuses, as I'd been coveting these for a Mali Civ. I think you've done a good job here of representing the wealth of Mali, and in Musa, someone who wants to spend it on religion.

A couple of notes: I think the demonym is Malian, rather than Malinese (although those of us who were first made aware of the kingdom through Civ IV get confused, I know I did). And the leader name should really just be Musa I - Mansa is a title roughly equivalent to King, and we don't have Queen Victoria or Sultan Saladin in game.

I took the liberty of finding some illustrative pictures and music. I'm a fan of Bambara music and the whole rich modern desert blues genre that has grown out of Mali: Tinariwen, Songhai Blues, etc. I don't have any specific titles for folk tunes, but something like this:

Spoiler :

Adobe or mud-brick mosque may be an alternative name for the UB? There are some great examples.

Spoiler :
3e5771b4d0e3a97658a37b4bff1bbc42.jpg

00fd22d6abbbb657b5ae5f91377fb69a.jpg

malian-pinnace-passing-mud-mosque-on-river-niger-picture-id138589926


There's also a great picture of Musa looking at a golden orb as if to wonder what he's going to do with yet another one :p

Spoiler :
Catalan_Atlas_BNF_Sheet_6_Mansa_Musa.jpg
 
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This is an update to my idea for an Outremer Civilization

boul982dd0.jpg

Outremer

Leader: Godfrey of Bouillon

Civilization Ability: Penitential Warfare
Gain Faith when killing units from Civilizations that follow a different religion, sacking Holy Sites in cities following a foreign Religion, and capturing cities following a foreign Religion.

Leader Ability: Crusader King
Upon capturing the Holy City of a foreign religion, gain one relic.
If Outremer has founded a Religion, all religious buildings in that city will instantly begin emanating religious pressure for Outremer’s Religion instead, and Outremer’s Religion may add one of the conquered Religion’s Follower Beliefs to its own.

Unique Unit: Crusader
Replaces Knight. When first deployed, joins any of the following Military Orders (unique promotion):
Knight Errant: This unit gain Culture from kills and can move onto mountains, rainforrests, or woods with its final movement point
Knight Hospitaller: This unit heals itself on kills and heals all adjacent allied units each turn
Knight Templar: This unit gains Gold on kills and extra Gold from pillaging Holy Sites
Knight Teutonic: This unit gains Science on kills and extra Science when it triggers a Tech Tree Eureka​

Unique Building: Sepulchre
Replaces Temple. Has all of the same yields, but three slots for Relics, each of which confer different bonuses:
  • Slot One grants a slight bonus to attack to all melee, spear, and ranged units.
  • Slot Two grants a slight bonus to defense from all city-walls and forts.
  • Slot Three grants a slight bonus to the Theological Combat and Religious Pressure of Missionaries and Apostles
These bonuses stack across Outremer's empire. Having many cities with Sepulchres, each with a Relic in slot one grants massive bonuses to attack

Agenda: Advocate of the Holy Sepulcher
Loves Civilizations that have gifted or Traded Outremer a Relic and loathes those that hoard a Relic to themselves


Bonus: City-State Idea!
Malta
Suzerain Bonus: Upon receiving their first promotion, ground units (artillery, cavalry, melee, ranged) are inducted into the Military Order of Knights Hospitaller.
This promotion does not heal the unit, nor does it end its turn.
(When leasing Malta's military, all of its own units will be Hospitallers as well)
 
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Outremer would be a terrible idea for a civ. It would be great for a crusades scenario, though.
 
This is a great civ design! I was pleased when I saw that Arabia had no desert or trade bonuses, as I'd been coveting these for a Mali Civ. I think you've done a good job here of representing the wealth of Mali, and in Musa, someone who wants to spend it on religion.

Thanks! :D I think that he's a prime candidate for an expansion civ, him being one of the most colorful personalities of African historic figures and a hell of a ruler to boot. It is also good to see that I am not alone on my Mali's interpretation (wealthy, trade and desert focused civ with a leader with a penchant for expending treasury in religion).

I took the liberty of finding some illustrative pictures and music. I'm a fan of Bambara music and the whole rich modern desert blues genre that has grown out of Mali: Tinariwen, Songhai Blues, etc. I don't have any specific titles for folk tunes, but something like this:

Spoiler :

Wow, good find! The first minutes of the video would make for a great music loop of Musa's leaderscreen :D

Adobe or mud-brick mosque may be an alternative name for the UB? There are some great examples.

Ayup, mud mosque is a more common name, but these buildings spawned an entire architectonical style, I thought that it would be cool to see that represented trought its name :)

There's also a great picture of Musa looking at a golden orb as if to wonder what he's going to do with yet another one :p

Spoiler :
Catalan_Atlas_BNF_Sheet_6_Mansa_Musa.jpg

Man, another gold orb, seriously? can't you people think of some kind of different gift? I have more than enough goldmines, thank you very much!

And after Mali, here comes yet another African civilization that I would love to see included in the game: Etiopia!

>>> Ethiopia

Unique Ability: The first patriatchate

+2 great prophet points to your palace and wonders
Upon the founding of a religion, all your great prophet yields turns into culture yields
Increased yields for religion-specific buildings according to their secondary function (say, Pagodas gives extra housing, Cathedrals gives extra art slots, etc)


Etiopia was the very first Christian Kingdom in history, and it played a huge influence in the shape of this religion and many more to come, enriching its culture trought great buildings such as the subterranean churches of Laibela. This is reflected in-game by the first patriarchate UA, which assures that not only Ethiopia will be one of the first civs to fund a religion, but also that the great prophet points, useless for other civs after founding their religion, will be of use to Ethiopia while also providing you with a more powerful version of your religious buildings, making for a fairily flexible civ.

UB - Stelle
Replaces monument
Produces increased faith and culture (2 faith 3 culture VS 2 culture regular monument)
Is a little tad costier to produce
Stelles built during ancient and classical times will increases the tourism and culture yields of nearby archeological sites (will be marked as "aksumite heritage", will generate +50% culture and tourism)


Stelle are the more striking legacies of the Aksumite culture in Ethiopia. These iconic monuments will provide Ethiopia with an additional faith, ideal to get your pantheon and then latter religion running. But in order to have an additional spin, they will be also great for the late game as well, rewarding players who plan ahead and expand their empire early in order to make the best of your ancient Stelles.

UU - Mehal sefari
Ignores terrain movement costs inside your borders and inside your allies borders too.
Will fight with increased streght (+10 strenght) against bigger civilizations


A spin of the civ 5's unit, Mehal sefari have a clear defensive role, albeit it can also be leveraged offensively against larger empires in dire need of size reduction.

Leader: Haile Selassie
LUA: Internationalist commitment

Selassie can enter in defensive pacts and military alliances earlier than other civs
Your troops will fight with increased strenght the more active treaties and alliances you have
Your civ will have +25% touristic preassure against attacking civilizations and with civs with active treaties with you


Agenda anti colonial resistance: Will dislike those civs who invades civs native to his continent, will like civilizations that are smaller than himself

Ethiopia is a cultural and religious powerhouse trought all the game, yet it can become a military and touristic superpower if played right thanks to Selassie's UA. That opens up lots of different strategies trought different eras. Expand horizontally and build as many stelles as early as you can in order to maximize their late bonuses. Get an early pantheon thanks to stelles, and an early religion thanks to Etiopia's UA. Pick and choose your religious buildings according to your circumstances / long term strategies, and finally, stablish a wide network of alliances and treaties in order to maximize your military and cultural bonuses, just as Etiopia did in the real world![/QUOTE]
 
Wales

Leader - Llywelyn ap Gruffyd


wbe142.jpg



Unique Ability - Cyrmu am byth
Mountain tiles within Wales' borders grant +1 culture when worked. Wales receives double quantities of coal from improved sources within their own borders.

UU - Welsh Longbowmen
Replaces the crossbowmen. Has same attack damage as crossbowmen, moves through rough terrain with no movement penalties, can move after firing.

UI - Caer Castle
Unlocked in the early medieval period. Can only be built on hill tiles. Grants stationed units a 25% attack damage bonus, provides +1 culture when worked. Provides tourism after researching flight when worked.

Leader Unique Bonus - The Last Prince
When enemy units (of another civilization, not barbarian) are killed inside Wales' borders, it will occasionally grant a boost in culture.

Agenda - Treaty of Montgomery
Wales dislikes factions that build heavily near their borders, or have many units of any kind near their borders. Wales likes factions that have less land per cities than they do.

So I think they would be pretty good. You could turtle pretty well and rack up culture, and go for a cultural victory.

Also I think the agenda is terrible but I literally couldn't think of anything else. If you have any other suggestions for the agenda (or anything else) I would love to hear it :)
 
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Wales

Leader - Llywelyn ap Gruffyd


wbe142.jpg



Unique Ability - Cyrmu am byth
Mountain tiles within Wales' borders grant +1 culture when worked. Wales receives double quantities of coal from improved sources within their own borders.

UU - Welsh Longbowmen
Replaces the crossbowmen. Has same attack damage as crossbowmen, moves through rough terrain with no movement penalties, can move after firing.

UI - Caer Castle
Unlocked in the early medieval period. Can only be built on hill tiles. Grants stationed units a 25% attack damage bonus, provides +1 culture when worked. Provides tourism after researching flight when worked.

Leader Unique Bonus - The Last Prince
When enemy units (of another civilization, not barbarian) are killed inside Wales' borders, it will occasionally grant a small boost in culture.

Agenda - Treaty of Montgomery
Wales dislikes factions that build heavily near their borders, or have many units of any kind near their borders. Wales likes factions that have less land per cities than they do.

So I think they would be pretty good. You could turtle pretty well and rack up culture, and go for a cultural victory.

Also I think the agenda is terrible but I literally couldn't think of anything else. If you have any other suggestions for the agenda (or anything else) I would love to hear it :)

I like the civ design, but it's a little odd considering most of the castles in Wales were built by Edward I of England to subjugate the country after his conquest. Although an alternate leader for England under Edward with a castle UB on the other hand... :P
 
Anglo-Saxons

Leader - Alfred the Great

Spoiler :
ak9a4o.jpg



Unique Unit - Geoguth

Replaces spearmen. Cost less to train/purchase than standard spearmen. Has a 15% combat bonus vs stronger units.

Unique District - Burh
Replaces Encampment. Provides extra hitpoints to itself, and the city it's built within. It also grants promotions to units 20% faster, as well as a small amount of faith and culture.

Unique Ability - Tribal Hidage
Extra gold, as well as faith is earned from city connections.

Leader Unique Ability - Code of Alfred
Each new civic you adopt grants a faith and culture bonus.

Agenda - Viking Raids
Alfred likes civilizations with smaller navies than his. He dislikes civilizations with larger navies.




 
Hmmmmm. Let's try this then.

Finland

Leader- C.G.E. Mannerheim
250px-Carl_Gustaf_Emil_Mannerheim.png


Agenda - An enemy of my enemy
Likes civs that are fighting a common foe with Finland. Dislikes civs that declare war against civs Finland is friendly with.

LUA - Friendly conscripts
Finland get a unit from the warrior line for each civ fighting against a common fow. The unit is given when the war starts or whenever a new civ joins the war.

UA - The land of forests and a thousand lakes
Lakes increase the appeal of tiles by one up to two tiles away (can stack with multiple lakes) and give adjacency bonuses the same way mountains do. Production yields from forests increased by one.

UU - Jaeger
An infantry replacement that can move through forests without extra cost and has a +10 combat within own cultural boarders

UB - Sauna
A unique improvement that gives both fait and culture (+1 each). Can only be built in forests. Double yields if built next to water (lake, ocean or river).
OR
A unique improvement that gives culture, housing and ameneties. Can only be built in forests. +1 culture and 0.5 housing. If built next to water gives an additional +1 culture and one amenety.
 
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Mongolia
Leader - Genghis Khan

267px-YuanEmperorAlbumGenghisPortrait.jpg

Agenda -

Leader Unique Ability - Yasser (https://en.wikipedia.org/wiki/Yassa)
+X% amenities in all cities for each Military Social Policy in your Government.

Leader - Kublai Khan
220px-YuanEmperorAlbumKhubilaiPortrait.jpg

Agenda -

Leader Unique Ability - Dynasty Founder (https://en.wikipedia.org/wiki/Yuan_dynasty)
Receive a randomly-chosen free Great Person, technology and civic after capturing a foreign Capital. It can only happen once per enemy Capital.

Unique Ability - Great Nomads
Horse Resources provide double quantity. +15% combat experience for all cavalry class units trained in all cities.

Unique Unit - Keshik
Replaces Knight. Move: 5. Melee strength: 42. Ranged strength: 53. Production cost: 120.

Unique Improvement - Yurt
It provides Culture and Housing. Yurt must be built adjacent to a Cattle, Sheep, or Horses resources. It may not be adjacent to another Yurt.
 
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Mongolia
Leader - Genghis Khan

267px-YuanEmperorAlbumGenghisPortrait.jpg

Agenda -

Leader Unique Ability - Yasser (https://en.wikipedia.org/wiki/Yassa)
+X% amenities in all cities for each Military Social Policy in your Government.

Unique Ability - Great Nomads
Horse Resources provide triple quantity.

Unique Unit - Keshik
Replaces Knight. Move: 5. Melee strength: 42. Ranged strength: 53. Production cost: 120. Required resource: Horse instead of Iron.

Unique Improvement - Yurt
It provides Culture and Housing. Yurt must be built adjacent to a Cattle, Sheep, or Horses resources. It may not be adjacent to another Yurt.

I like the design, but I think the way strategic resources work has changed since Civ V. For a start, unique units no longer require any strategic resources, so Keshiks would be available in unlimited numbers. Secondly, I think you only ever need two copies of a resource to build as many units as you like: 1 if you want to build them in an Encampment, 2 if you don't have an Encampment and want to build them in your city. A bonus to cavalry of some sort is appropriate though. The only crucial thing is to differentiate them enough from the Scythians, which I think you have :)
 
Civilization:
The Byzantines
The Byzantine Empire or the “Eastern Roman Empire” lasted from 330 AD until 1453 AD.
In world history, it was known as a defensive, religious, and commercial civilization.
In the game, it is represented in gold and crimson, and it always starts next to the seas.


Civilization’s Ability:
The Walls of Constantinople
Adjacent Forts provide +2 Defense Strength, and +4 Defense Strength if the Forts are constructed in the Capital's districts.

Leader:
Justinian I
Emperor Justinian I or the “Last Roman Emperor” lived from 482 AD until 565 AD.
In world history, he was known as a visionary, authoritarian, and expansionistic leader.
In the game, he is represented as an arrogant person who speaks Latin to his subjects.


Leader’s Ability:
Codex Justinianus
He is able to pick 2 Policy Cards of the same type at the same time, leaving only a Policy Card of the other type at the same time.

Leader’s Agenda:
The Roman Saint
He likes civilizations that have 2 Holy Sites or more.
He dislikes civilizations without Holy Sites at all.


Unique Unit:
Trebuchet
The Trebuchet is a ranged unit that can fire 4 tiles away.
Adjacent Trebuchets provide +2 Attack Strength for each others.


Unique Building:
Hagia Sophia
The Hagia Sophia replaces the Temple.
It provides +4 Faith and +2 Gold if it is constructed next to the Commercial Hub.


Unique District:
Theodosian Harbor
The Theodosian Harbor replaces the Harbor.
It provides +4 Gold for every naval trade route passes through it.
 
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Pyu City-States
Leader: Duttabaung | Capital: Sri Ksetra


Leader Ability: Walls of the Vikrama
Newly founded cities receive Ancient Walls for free. Walls are upgraded for free once new versions are researched. Each wall improvement provides +2 Housing.

Civilization Trait: Blessing of the Irrawaddy
Farms spread Fresh Water adjacency from rivers, lakes, and oases. The City Center produces bonus food for every adjacent Farm.

Unique Unit: Thanbawa
Replaces Warrior. +10 strength when fighting in friendly territory.

Unique Improvement: Stupa
Provides faith, receives culture adjacency bonuses from Farms. Cannot be built next to another Stupa.

City List:
Spoiler :
Sri Ksetra (Capital)
Beikthano
Maingmaw
Binnaka
Halin
Wati
Ayadawkye Ywa
Tagaung
Thagara
Lae Kaing
Kale Taung Nyo
Tharay Kittarar
Myanadi
Pagan

-------The following are historically inaccurate, but could be used to pad the city list-------
Nyaunggan
Wethali
Bassein
Prome
Kyaukse
Minbu
Bhamo
Ngasaunggyan
Mergui
Thaton
Chiang Mai
Dali
 
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