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Design your own Civ VI civ

Discussion in 'Civ - Ideas & Suggestions' started by Morningcalm, Aug 14, 2016.

  1. Morningcalm

    Morningcalm Keeper of Records

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    Interesting idea for Pontus, though not all that fleshed out. How would the Leader Ability: Deceit work? 88 BC seems a bit unwieldy IMO. How many foreigners would be in his borders during peace? XD
     
  2. Aenthin

    Aenthin Chieftain

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    The Philippines

    Unique Ability: Perlas ng Silangan (Pearl of the Orient)
    Fishing boats provide 1 housing each instead of 0.5; extra trade route from Harbors

    Unique Unit: Civil Action Group (replaces Medic)
    Provides additional 5 healing to adjacent units and can provide healing to allied units

    Unique Infrastructure: Baroque Church (replaces Temple)
    +1 Faith, Relics placed in this building also provide +3 culture and +2 amenities to the city

    Leaders:

    Andres Bonifacio
    Leader Ability: Anak ng Katipunan
    Units gain +3 combat bonus when flanking enemy units (effective prior to, and stacks with Military Tradition), units heal when ending their turn on a friendly district​

    Unique Unit: Katipunero
    Unlocks with Nationalism civic, 60 Melee Strength, +5 combat bonus in friendly territory, 4 gold maintenance​

    Corazon Aquino
    Leader Ability: People Power Revolution
    Anarchy lasts only for 1 turn, District projects (e.g. Holy Site Prayers) provide twice the amount of yields (including great person points) than usual​
     
  3. Palodios

    Palodios Chieftain

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    Hey :D this is my first post on these forums :D

    I had the Idea of an gold,growth and amenities specialized civ who uses mountains and trading to get those things . I choose the Inca because they just fitted kinda well even though there were more war focused in history

    The Incas

    Civ Ability : ???

    They gain +2 gold and +3 food for every trade line with their own city , +4 food if with another civilization and the civilization traded with gains +3 gold. If a city trades with another all amenities are shared for the duration of the route. Mountain tiles gain +2gold and +2food and are workable for this civ

    Unique Unit: Llama Trader

    The Llama Trader is unlocked with the Foreign Trade civic . Their special ability is that they can create mountain passages and Inca streets. Mountain passages make mountains passageable for the incas and every allied civ and also add +1 gold and +1food to the mountain tile . Inca streets are better then normal ancient streets and add +1 gold to the tile theyre on. The Llama trader has one more movement then the normal trader and will prefer to use mountains instead of open terrain. They have double the range of normal traders

    Unique District: (Machu Picchu like district)

    Replaces the commercial hub. Can only be build on Mountains gives +4 gold,+1 greatmerchant point, +1 trade route + another one for every two mountain tiles in the city +1 housing for every trade route from this city and +1 amenities for every trade route to this city. Gets +1 food +1 gold adjacency bonus for every mountain nearby

    Leader: PachacĂștec Yupanqui

    Leader Ability: Intis Blessing

    All Gold gains are increased by 20% and for every purchase did with gold thats more expensive then 150 gold you gain +1 housing and +1 population in your smallest city. purchases cost 15% less and increase 30% less. Units can act in the turn they are bought

    Leader Agenda: The Full and the Rich

    Likes Civilizations which have a high gold income and no food or housing problems. Dislikes civilizations with minor income and food or housing problems

    Capital: Cuzco
    Colours: Golden Yellow and a Dark Green


    Gameplay Summary:

    The Inca are a civilization which only needs mountains to function very well. They dont have a military unit because i wanted to make a peaceful civilization which can sustain multiplayer games in a peaceful way due to the bonusses they give other players and the mountain passages which friends of the incas can use. They dont really get an advantage in any victory type but they have a strong economy so they dont need to worry about it and can go for every victory maybe except the domination one if they wanna keep their trade routes.

    That was my idea for a civ pls give me your feedback :D
     
    Last edited: Nov 14, 2016
  4. GameBoy2000

    GameBoy2000 Chieftain

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    (please note, I am not aiming any where for historical acuritcy, but rather base this of the civ from V while putting a nice twist on game play.)



    Venice


    Enrico Dandolo

    Leader ability: Cannot Gain settlers, but can bribe military units of a civilization within 20 tiles of a city. (IE: you can pay X gold to take control of any civs army with in 20 tiles of a city you pick for 30 turns. Kind of like levying a city states military.)

    Unique Unit: Merchant of Venice, replaces the trader and grants +5 gpt and +5 food to all routes. Can be built for 75% of the cost, but cannot be bought.

    Agenda: Likes trading with other civilizations, dislikes civilizations who trade with other civilizations. Will try to trade with as meany different civilizations as possible.

    Civ Bonus: Advanced Trade, gains 2x as meany trade routes and gains a free trade route (not affected by the multiplier.) for every trade route sent to the capitol.

    Unique District: Venetian Market (replace the Commercial District.), All buildings built here grant +5 science and +5 culture. Can be build as meany times as you wish. (IE: unlike other districts, you are not limited to 1 of them.)



    Not sure if this would be op or too weak, sorry about that.
     
  5. eliaspays

    eliaspays Chieftain

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    I'd love some opinions on the balance of this.

    Richelieu leads France


    Leader Ability: Cardinal and Marshal
    Gains faith from kills equal to half the defeated unit's combat strength, as well as 2 Great Prophet Points.

    Civilization Ability: City of Light
    All yields in the capital are increased by 50%.

    Unique Unit: Dragoon

    Replaces the Musketman. 3 Movement and +1 Movement if starting on open terrain. Upgrades to cavalry.

    Unique District: Sorbonne

    Replaces the Campus. +1 extra Great Scientist point per turn, and its adjacency bonus provides culture and faith as well as science.

    Picture by /u/Jazendr on reddit
     

    Attached Files:

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  6. GameBoy2000

    GameBoy2000 Chieftain

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    This, to me, seems like the perfect, and op, civ for a science victory. Think about it, the Sorbonne would allow you to get huge science per turn (as you can build it in every city. Combine that with the citizen yield and you have a lot of science per turn.), as well as some extra faith and culture. and the +50% yields in the Capitol, combine that with the production zone (Can't remember the name, sorry.) and a few extar with in 6 tiles of the city and you can quickly build the parts. (Plus the trade routes you could do if you wanted for even more production.)


    Honestly I think that would lead to an op civ if you get a fair amount of cities and can survive the early game. (you would out tech everyone so military would not be a problem.)
     
  7. eliaspays

    eliaspays Chieftain

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    Yeah, I was worried it would be too OP. What would you suggest to make it more balanced? Maybe have City of Light give +30% non-production yields in the capital?
     
    Last edited: Nov 16, 2016
  8. GameBoy2000

    GameBoy2000 Chieftain

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    I think it would be fine if it did not have the Sorbonne (not sure what it would be replaced with.), or if the citizen yield was lowered to say, 0.25 per citizen.

    Or a second option could be (Fair warning, not sure how historically accurate this would be as I don't know much about the leader or the time he lead.) to to make it so leader ability gained you science and the district gained you faith equal 1/2 the science out put. (in addition to the adjacency bonus you have listed.) Still not sure how the second option would fair as you could still mas spam them though.
     
  9. eliaspays

    eliaspays Chieftain

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    Ok, what about this?

    Richelieu leads France


    Leader Ability: Cardinal and Marshal

    Gains faith from kills equal to half the defeated unit's combat strength, as well as 2 Great Prophet Points.

    Civilization Ability: City of Light

    All yields in the capital are increased by 50%.

    Unique Unit: Dragoon
    Replaces the Musketman. 3 Movement and +1 Movement if starting on open terrain. Upgrades to cavalry.

    Unique Building: Sorbonne
    Replaces the University. +4 science, +2 culture, +2 faith, +1 Housing, +1 Specialist slot, +1 Great Scientist Point per turn
     
  10. GameBoy2000

    GameBoy2000 Chieftain

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    I would say this seems much better but you could probably go up to +6 science, +4 culture and +4 faith. (In addition to the Housing, Specialist Slot, and GSP.)
     
  11. eliaspays

    eliaspays Chieftain

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    Don't you think that'd be OP? Compare it to the Madrasa, it's much, much better.
     
  12. GameBoy2000

    GameBoy2000 Chieftain

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    I have not played Arabia yet so I did not know what its stats were, but I just looked them up and yes, I would agree that would be OP. (Your original UB would be fine imo though.)
     
  13. eliaspays

    eliaspays Chieftain

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    Ok. Thanks for the help!
     
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  14. agonistes

    agonistes wants his subs under ice!

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    Carthage

    Mago

    Leader ability: Coastal Mercenaries +5 combat strength to all city-state units you are suzerain of (including those you levy); 15% reduction in levy costs
    Civ Bonus: Mediterranean Influence - trade routes to city-states provide +1 bonus type of the type affiliated with that city-state; each trade post in a foreign city also provides +1 culture if a trade route passes through it
    Agenda: Naval Domination - Dislikes civs which have a larger navy; likes civs with fewer trade routes
    Unique Unit: Navigator - early archeologist that reveals and may dig up ship wrecks/antiquity sites (note that if Carthage does not have an active navigator, sites revealed by a navigator become 'unrevealed' again)
    Unique District: Trading Station; replaces the commercial hub; requires ship building tech; additional bonuses: 1 artifact slot; needed to build a navigator

    Really had a tough time deciding if the civ bonus from trade routes should be + standard bonuses, or + gpp. I didn't want to seem too similar to Russia's, but kind of wanted it to be anti-Roman. I went with the standard bonuses because most civs seem to be able to veer away from their specialty somehow, and I thought allowing Carthage to choose the bonuses by picking trade partners would keep them from being too focused on culture. I think the city-state unit combat bonus is an especially nice touch. Seeing as the uu is an archeologist, giving them a suzerain combat bonus seemed to make sense, and ties in nicely with Carthage's historic use of mercenaries.

    If I made a change, it would be to make the trad routes give associated great person points instead of the standard bonuses. But then I would take away the +1 culture from trade posts, because not doing so would leave the trade routes too strong.

    Another possibility as a boost is to give the Trading Station a +1 gmp/turn boost.
     
  15. GameBoy2000

    GameBoy2000 Chieftain

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    Your welcome.
     
  16. Morningcalm

    Morningcalm Keeper of Records

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    Richelieu would be a great pick for France's leader in the next Civ installment, but I suspect we're more likely to see Louis XIV for this Civ. Richelieu would, as someone pointed out, have a similar agenda/spy bonuses to Catherine de Medici. He would be a great choice though. He and Cao Cao of China (and Gajah Mada of the Majapahit) were powerful de facto leaders all.
     
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  17. steveg700

    steveg700 Warlord

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    KHMER


    Leader: Suryavarman (II)
    TEMPLE MOUNTAINS (Leader Ability)

    Worship building bonuses (faith, food, science, produciton, housing, great works slots, religious unit spreads) are doubled in your empire. Holy sites with a worship building generate tourism equal to the appeal of the tile (doubled after researching Natural History).


    VISHNU'S HEAVENLY ABODE (Leader Agenda)
    Likes civ's that provide a large numbers of visiting tourists, and that provide tourism boosts through trade routes, open border agreements, or by sharing a religion. Dislikes civ's that have high domestic tourism or who diminish his own domestic tourism.


    ANGKORIAN MEGACITIES (Civilization Ability)
    Bonus resources improved by quarries and mines provide +1 production. Bonus resources improved by pastures, camps, plantations, and farms provide +1 housing (instead of 0.5).


    BARAY (Unique District)
    Unlocked at Irrigation. Replaces the aqueduct. Unlike other districts, a baray occupies two consecutive tiles (it is rectangular in shape). Provides extra housing as an aqueduct, but is unlocked earlier and provides housing as a regional bonus to cities up to 6 tiles away (graphically, irrigation canals provide connections through adjoining tiles). Must be built within 2 tiles of a source of fresh water. Increases the appeal of all adjacent tiles by +2.


    SIEGE ELEPHANT (Unique Unit)
    Unique bombard unit unlocked at Engineering which replaces the catapult. Has 3 movement and a higher combat strength than a catapult.

    Trophy/Achievement: Angkor Management
    By no later than the medieval era, have a city with a population of 16, a wat on a tile of breathtaking appeal, and a baray.


    In a way, this design rejects the usual Ci VI paradigm of shifting reliance from tile improvements to districting. Selecting the right worship building can forestall the need to build certain districts (for instance, wats can forestall campuses). The Khmer Empire's huge cities relied heavily on certain bonus resources (notably, rice and stone), which I tried to reflect in the design without pigeonholing them to any specific resources so they have more flexibility.The baray grants players the means to settle tiles that lack rivers or mountains, but might abound with bonus resources to exploit.
     
    Last edited: Jan 8, 2017
  18. White Out

    White Out Chieftain

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    It's time to have Tomislav as a leader of a Croatian empire.
     
    Last edited by a moderator: Nov 18, 2016
  19. halfhalfharp

    halfhalfharp Chieftain

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    Hatshepsut leading Egypt

    Leader ability: She starts with a free engineer called Ineni. Trade routes to cities with luxury resources can acquire give her own city the same amenities they offer.

    Unique district: Valley of kings, replacing holy site. It gives +1 food and faith from adjacent desert tiles and more +1 for each tile away from the city center. After the civic Cultural Heritage is researched, they produce equal amount of tourism and gold as well. (She was recorded as the earliest pharaoh to start a grand burial temple in the famous valley of kings)

    Note: Historically she had an engineer called Ineni who designed many of her buildings. Ineni can immediately give a valley of kings or instant complete a wonder, single use.

    Leader Agenda: Journey to Pwenet (or Punt in common knowledge). Hatshepsut likes civilizations with a lot of tradable luxuries and dislike those who don't.

    Pros: Coupled with the Civilization Ability of Egypt, she will make Egypt an even stronger early Wonder pursuer and also provides a boost in faith to pave a Religious (and also cultural) victory. The extra food and amenity can keep the cities growing without collapse in happiness. After all, Hatshepsut was the ruler that gave Egypt a stable 20 years golden age so I think stabilizing her land is a suitable feature.
     
    Last edited: Dec 21, 2017
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  20. Meowzer

    Meowzer Chieftain

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    Celts

    Civilization ability: Hallstatt culture
    Unlimited trade route capacity for trade routes limited to home continent. Trade routes provide extra Culture for each Celtic city they pass through. Receives Iron Working when they discover Bronze Working.

    Unique unit: Celtic chariot
    Replaces heavy chariot. Exactly the same unit except it has a movement of 3.

    Unique infrastructure: Druid shrine
    Replaces shrine. Exactly the same building except it has no cost and must be built on hills.

    Starting bias: Hills

    -

    Leader: Vercingetorix

    Leader bonus: Tribal Chieftain

    Becomes suzerain of city-states on his home continent by having two envoys (and more than any other civilization).

    Leader agenda: Unification
    Tries to become suzerain of all city-states on his home continent and hates civilizations who become suzerain of city-states on his home continent.

    -

    Leader: Boudicca

    Leader bonus: Uprising

    Units receive a +6 combat bonus within 15 tiles of their capital against civilizations who declared a war with a warmonger penalty against her.

    Leader agenda: Independence
    Never makes peace with civilizations who control a Celtic-founded city on their home continent.

    ---

    Mayans

    Civilization ability: Trade network culture

    Civilization ability: Trade network culture
    Receives a builder each time a new luxury resource is improved on Mayan lands. All cities start with a Trading Post.

    Unique unit: Atlatl

    Replaces Spearman. Exact same unit except its melee strength is 30.

    Unique infrastructure: Mayan pyramid
    +3 science. No tech requirement. Cannot be built on hills.

    Starting bias: Jungle

    -

    Leader: Yax Ehb' Xok

    Leader bonus: Dynastic founder

    Becomes suzerian of the first city-state on his home continent he sends an envoy to.

    Leader agenda: Warrior King

    Tries to destroy all city-states who are his enemies. Strongly favors attempting a domination victory.

    ---

    Florence

    Civilization ability: Center of commerce

    Cannot produce Settlers. Cannot declare war on other civilizations until Ideology is discovered. Other civilizations cannot declare war on Florence if they would suffer a warmonger penalty unless Florence has declared a war for which they suffered a warmonger penalty. The territory of city-states on their home continent Florence is suzerain of counts as Florentian territory. +10% Culture for each city-state on their home continent they are suzerain of. Must use Merchant Republic government until Ideology is discovered. Receives an additional trade route and an additional 5% discount on gold purchases with Merchant Republic government (receives the same legacy bonuses).

    Unique unit: Florentian trader
    (none)

    Unique infrastructure: Florentian bank

    Replaces bank. Exactly the same building except it provides +8 gold and +2 Great Merchant points per turn.

    Starting bias: Coasts

    -

    Leader: Cosimo de' Medici

    Leader bonus: House of Medici

    Does not have anarchy when switching governments. Machiavellianism policy does not use up a policy slot.

    Leader agenda: Signoria

    Tries to have high gold production and win a cultural victory. Hates civilizations who match that approach.

    Religion: Catholicism
     
    Last edited: Jan 23, 2017

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