Please, Ottoman lovers, take a bow to Byzantium, the empire Ottomans razed and conquered, and on ruins of which (and upon knowledge of which) they built their own. Byzantium, mind you, takes precedence to antything Ottoman (Turkish).

And now...

Let's see your detail leader/agenda/uniques - suggestions for the tribes I haven't seen so far in this thread:

1. Nabataeans
2. Tibet
3. Georgia
4. Cherokee.
5. Medes
6. Parthia
7. Sassanids
8. Phoenicia
9. Avars
10. Wends
11, Lithuania
12. Bulgaria
13. Armenia (ancient kindom of Armenia) or Urartu (its predecessor)
14. Normandy
15. Burma
16. Khazaria
17. (Crimean) Tatars
18. Gauls
19. Papal State(Vatican) (partially in a previous thread)
20. Navajo
21. Minoans (ancient Crete)
22. Ashanti
23. Asyria (why the heck have none of you mentioned Assyria???)

Can you pre-civ (game-play) any of these?

I've got more suggestions and will post them up if ever most of those I mentioned above get properly pre-suggested

(thanks to those who mentioned Hatti, and please, no more Portugal suggestions! (simply too many in this thread!!!)
 
Byzantine Unique Units should consist of:

1. Dromon (Greek Fire Ship, replacing a classical/medieval vessel and with a powerful naval attack bonus)

2 Varangian Guard: Infantry (Axemen) extremely loyal and strong medieval infantry unit, costly to build and maintain.

3. Cataphract (the predecessors of Knights, these units should become available earlier than Knights, and unlike Persian (Parthian/Sassanid) Cataphracts be a melee mounted military unit only, very powerful on attack (impact!), but less so than Knights. Parthian/Persian Cataphract could be made into a melee/ranged armored unit, less powerful on Impact than the Byzantine Cataphract, but capable of ranged attack.
 
Italy

Leader: Camillo Benso, Count of Cavour

Leader ability: Risorgimento. Your units gain +4 to combat strenght when fighting in the terrain of a city that was conquered from you by your enemy. All your cities occupied by an enemy generate partisan points, which will spawn partisan units figthing against the occupier.

Civ Bonus: Historical city center. City center districts produce 1 culture per turn for every era that passed since the city was founded. Archeologists can dig city centers founded in the middle age or earlier for artifacts as if they were archeological ruins.

Unique unit: Alpini. Infantry unit specialized in mountain warfare. Only needs one movement point to move on hill, +5 to combat strenght on hill.

Unique improvement: Agritourism: available with Conservation, replaces plantation. Gives the benefits of plantation, and it additionally gives tourism equal to the food value of the tile, plus the appeal of the tile, divided two, rounded down.

Agenda: Get along. Will try to avoid being strongly disliked by anyone. Likes civilizations that aren't strongly disliked by anyone. Dislikes civilizations that dislike other civilizations.

Hystorical notes: I've tried to capture the spirit of modern italy in archeological relics, food and tourism. Not a great civ for conquering others, but give their soldiers enough motivation - say, by conquering their homelands - and they will fight fiercely, as shown in the world wars. It was quite difficult to find a suitable leader: virtually all italian politicians are widely impopular, and those few who managed to stay in power for longer are all rumored of shady dealings. I had to go back 150 years to find someone who was important and had a good reputation.
 
Siam:

Civilization Ability: Venice of the East: receive boost bonus +1 culture, +1 production, +1 science from trade routes if city is large then recieve more boost bonus, recieve +1 additional trades routes

Unique: Unit Chang Suek(replaces Knight) - does not requires any resources, +10% against cavalry, -1 movement, 50 strength instead 48 like regular knights


Unique building: Wiharn(Replace Temple) - + 1 Great Scientist per point, +2 Science, +2 Culture

Leader: Naresuan
Leader ability: Yutthahatti - +2 strength for all military unit when defense, heavy cavalry units receive promotion of I barding, 5% production if encampment from iron if melee units, horses if cavalry.
Leader Agenda: likes the civs who have rivalry with same rival with him and civs that have same enemy with him, dislike civs that friendly to his rival and enemy.
Capital: Ayutthaya

Leader: Phibunsongkhram
Leader ability: Rattaniyom: +1 culture from encampment, +1 military slot
Leader Agenda: Thailand for Thais - Likes the civs who war with civ that invaders from other continent, dislike civs from others continents that declaring war on civs that near him
Unique Unit: Thahan(Replace Infantry): ignore movement cost for jungle
Capital: Bangkok

Leader: Taksin
Leader ability: King of Thonburi - +1 movement when war, military unit purchasing cost reduced by 10% if Siam is in war, +1 production for military unit from encampment.
Leader Agenda: Expansion to the outer Zone -
Capital: Thonburi
 
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....Leader: Taksin
Leader ability: King of Thonburi - +1 movement when war, military unit purchasing cost reduced by 10% if Siam is in war, +1 production for military unit from encampment.
Leader Agenda: ? - anyone could suggestion?
'Expansion to the Outer Zone' - Will conquer immediate neighbors of Siam, and the City-States he holds Suzerainty.
Not my area of expertise though.
 
>>> Mayan civilization

UU: Atlatl. Replaces spearman. The Atlatl can perform both ranged and melee strikes, gains faith from kills

The Atlatl was a highly disciplined javelin trower that composed the backbone of the Mayan armies. This early unit will allow you to make early agressive agressive pushes as well as helping you to gain massive amounts of faith thanks to barb farming.

UD: Ceremonial complex. Replaces reglious district. It provides science yields from natural wonders (+2 per adjacent natural wonder hex), mountains and rainforests (+0.5 science per adjacent rainforest and mountain), as well as +1 extra housing to its parent city

Mayans were skilled astronomers, their religious beliefs acted as a huge motivator behind their scientific pursuits of astronomy, mathematics and engineering. Thanks to the Ceremonial complex, the Mayans will be able to excell both at the scientific and religious game, as well as build some impressively big early cities.

UA: The long count. At the beggining of an era, you can choose one type of great people. All your cultural and scientific districts and all your wonders will yield +2 GP of the choosen type during the rest of that era. You cannot pick the same type of great people twice.

Take the role of the powerful Mayan priests and declare what the new upcoming era will bring. Prophets? Artists? Generals? Scientists? The long count will allow the Mayans to adapt and react to the game's progression, as well as push the player towards building districts other than their Unique.

Pacal's UA: The forgotten white tomb. You gain +5% production towards wonders and districts for each CS that you are suzerain of


A powerful LUA meant to synergize with your civ's other traits, it also evokes Pacal's smart strategy of alliance networks and penchant for monumental architecture. If you ever face Pacal during the game, be sure to cut off his city state influence!
 
Ikael, while I like the Forgotten White Tomb name and bonus, the other stuff is a tad too similar to what appeared in Civ V, in my opinion.

Lord of War N02, please make suggestions for the abilities before asking others what they think should be the agenda/ability. It's easier to work off a flavorful suggestion than a question mark. :)
 
Ikael, while I like the Forgotten White Tomb name and bonus, the other stuff is a tad too similar to what appeared in Civ V, in my opinion.

Well, I was also considering an alternative to the tired and true Mayan ceremony complex:

Unique Improvement: Cenote water temple. Must be built in jungle, can't be built next to each other. Cenote temples doesn't remove the jungle below. +1 housing, +2 faith. +2 housing if next to a lake. +2 faith and housing for each adjacent wonder (man made or otherwise). Will generate tourism upon the discovery of historic heritage (proportional to its housing capacity). If you disband a worker unit over a cenote, it will generate a certain amount of culture and faith (ahem).

This way, you can take the Maya into another different direction from Civ 5's potrayal (megacities in the jungle VS scientific-religious), make it synergize with other Mayan's uniques (such as the great white tomb) and give it a bit of extra flavour to boot (human sacrifices for your unspent workers).
 
Sorry for potential bad English in advance.

The Swiss
A crafty little nation up in the mountains in the center of Europe

Civ Ability
Armed Neutrality
Cannot declare war. Cannot be part of military pacts (alliances, defensive pact, and joint war). Warmongering penalties and war weariness when at war against Switzerland are doubled.

Spoiler Historical Context :
Switzerland is famous for it's political neutrality. It did not pick sides in either world war nor is it a member of the EU or NATO and is a member of the UN since only 2002. In medieval times Switzerland (or rather its loosly organised predecessors) had some expansionistic tendencies but after a major defeat in 1515 in the Battle of Marignano they thought minding their own business was a better idea. During the Napoleonic wars, the Swiss were not OK with fighting for France (who occupied Switzerland at that time) and in 1815, after the Vienna Congress, Swiss neutrality was re-established and fully recognised by all European powers.


Leader Ability
(Leaders are yet to be defined, but it's hard since Switzerland never was a land of powerful individuals. A non-person leader like "The People of Switzerland" or "The Swiss Federal Council" would make more sense)

Militia Army
Garrisoned Units count as 1 additional Citizen. Corps and Armies as 2 and 3, respectively.
Spoiler Historical Context :
Switzerland sports a milita army ever since. There are only a handful of officers who are doing "military" as a job. Most male citizens are drafted at the age of around 18-20 and have to serve 21 weeks in the army and are thereafter in reserve to the age of 32(-ish). 3 weeks of military service per year are mandatory during that time. If war broke out, these men were ready to pick up arms and bravely fight the intruder (at least thats what the posters said during the cold war). If not at war, swiss soldiers live a normal life as random citizens.


Alternative: The People’s Will
Can change policies for free anytime.
Spoiler Historical Context :
Direct Democracy is the purest of democracies! The swiss people can vote on almost every major issue, be it the abolition of nuclear power plants (just like they did last sunday) or joining the UN or social security or education stuff and so on (there's a whole list on the german wikipedia). And they can do it four times a year!


Unique Unit
Sappeur
Replaces Military Engineer. Can move on mountains and build streets and forts (costs two builds) thereon. If a street or fort is built on a mountain, that mountain becomes passable for all swiss units, but loses mountain adjacency bonuses.
Spoiler Historical Context :
Since Switzerland has a not uncosiderable amount of mountains, Swiss engineers are rather content in digging holes into hard rock. Some of those holes are used for transportation in form of tunnels and some others are used to put guns inside. During the second world war a large portion of the swiss alps was "cultivated" with bunkers: the so called Reduit was a widespread bunker network, possibly impossible to conquer.


Alternative: Halberdiers
Replaces Pikemen. Has only 36 strength (-5 compared to pikemen) but has the camouflage promotion (from the recon-tree) and is cheaper in production and maintenance (120 to produce / 2 Gold per turn). Camouflage promotion is lost when upgraded.
Spoiler Historical Context :
In the Middle Ages swiss soil was occupied by Habsburg and other powers of that time. The Swiss were poor and not well organized so they needed cheap troops and craftly tactics to defeat the intruders. Many vicotries were gained with the help of rather crude weapons like the Halberd and nasty ambushes in tight valleys. After all, Habsburg had to retire its plans to incorporate Switzerland.


Unique Building
Gold Vault
Replaces Bank.+1 gold for every known civ not at war with and +1 gold for every CS you’re the suzerain of (instead of +5 gold like the Bank)
Spoiler Almost Historical Context :
I thought about making +1 gold for every known civ except for Germany that gives +2 ;)


Alternative: Dairy
Replaces Pasture. In addition to normal pasture bonuses, it creates a copy of Cheese if built on cattle. Cheese is a luxury resource like any other.
Spoiler Historical Context :
Everybody loves the famous Swiss Cheese!


Leader Agenda
Greedy
Hates Civs that have more or make more Gold than Switzerland.


Steam achievements
That’s not how this works!
Win a domination victory when playing as Switzerland.

Swimming in Gold
Have more than 10’000 Gold in your treasury when playing as Switzerland.



Additional Inputs
Great General
William Tell. Gives a land unit the camouflage promotion. This promotion is persistent (also when upgrading).
Spoiler Historical Context :
National Hero who led the swiss in an ambush against the Habsburg forces (allegedly, that guy probably didn't even exist...)


Great General
Arnold von Winkelried: Adjacent enemy units cannot attak next turn.
Spoiler Historical Context :
Arnold Winkelried jumped into the enemy wall of spears (thereby killing himself) to make way for the Swiss to defeat the Habsburg forces in the Battle of Sempach


Scientist
Leonhard Euler. Science output is multiplied by 2.718 for the next 5 turns.
Spoiler Historical Context :
One of the most important mathematicions in history! Euler's Number e (=2.71828.....) is named after him.


Great Artist
H.R. Giger
Spoiler Historical Context :
That crazy dude who designed the Alien for Riddley Scott's film Alien. His art is disturbing and prepossessing at the same time.


Wonder
Large Hadron Collider: Unlocked with Nuclear Fusion. Gives Eureka for Future Tech (repeatedly).

Spoiler Historical Context :
It was built by the European Organization for Nuclear Research (CERN) between 1998 and 2008 in collaboration with over 10,000 scientists and engineers from over 100 countries, as well as hundreds of universities and laboratories. It lies in a tunnel 27 kilometres (17 mi) in circumference, as deep as 175 metres (574 ft) beneath the France–Switzerland border near Geneva, Switzerland.
 
Sorry for potential bad English in advance.

Alternative: Halberdiers
Replaces Pikemen. Has only 36 strength (-5 compared to pikemen) but has the camouflage promotion (from the recon-tree) and is cheaper in production and maintenance (120 to produce / 2 Gold per turn). Camouflage promotion is lost when upgraded.
Spoiler Historical Context :
In the Middle Ages swiss soil was occupied by Habsburg and other powers of that time. The Swiss were poor and not well organized so they needed cheap troops and craftly tactics to defeat the intruders. Many vicotries were gained with the help of rather crude weapons like the Halberd and nasty ambushes in tight valleys. After all, Habsburg had to retire its plans to incorporate Switzerland.

Interesting. I would have made the Swiss pikemen rather badass rather than cheap, since they were renowned for being best-in-class when it came to pike formations.

As for the hadron collider, that's probably a good research lab replacement. Maybe a science building with a regional effect.

If you need a leader, I guess you can go with your great general.
 
If you need a leader, I guess you can go with your great general.

Yeah, I guess William Tell could make a cool and iconic leader (albeit being a figure of fiction... but so is Gilgamesh :D).

The Large Hadron Collider wasn't meant to be a unique building but rather a swiss-themed wonder that any civ could build, as an addition to the game ;)
 
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Since there are no "pure" civs & especially a science civ is severely missing, I want to suggest something in that direction:

Domination, Science, Culture, Religion

Pure Domination Civ:

Civ Name: Scythia Alternate
Civ Ability: Double Units if light cavalry is build
Leader Ability: Units heal when they kill a unit
Unique Unit: Saka Horse Archer
Unique Building/District/Improvement: Unique Encampment, gets additional production for adjacency

Pure Science Civ:

Civ Name: Babylon
Civ Ability: Slightly larger effect of eurekas & inspirations
Leader Ability: Earns great scientists faster
Unique Unit: Unique Archer
Unique Building/District/Improvement: Unique Campus, gets additional great people points

Pure Religion Civ:

Civ Name: Celts
Civ Ability: Earn faith for kills in war
Leader Ability: Discount on faith purchase
Unique Unit: Unique Swordsman
Unique Building/District/Improvement: Unique Holy Site district, gets additional faith for adjacent forests

Pure Culture Civ: Hey, they already exist!

Civ Name: Greeks
Civ Ability: Additional wildcard slot
Leader Ability: Earn culture for city states/kills in war
Unique Unit: Hoplite
Unique Building/District/Improvement: Unique Theatre district, gets additional culture
 
Three new leaders for the current Civilizations I would like to see. I was going to post three entirely new/returning civs, but I had to step out before I could start working on them. So, I will make those when I get back to do so :)

(Note: As much as I would like to make these entirely different from the original Civilizations. I have to keep a realistic mind when it comes to the Developers. At least till they confirm that all future alternate leader options will be vastly different enough from the prior option. Aka If Gorgo's "Greece" is entirely different than Pericle's "Greece")

American Empire

Leader: Franklin Roosevelt
Historical Agenda - Allied Liberation
: Does not like Civilizations who capture Cities that belong to Allied Civilizations, Suzerain City-States, or conquer Allied Civilizations of America. Likes Civilizations who fight Liberation or Reconquest Wars with the same Government type as America.
Civilization Ability - Founding Fathers: Halves the time needed to obtain Governmental Legacy Bonuses
Leader Ability - American Determination: Bonus to fighting on continents different from the home continent, Bonus Appeal for National Parks, Can build the Army Ranger (Replaces Infantrymen) which give +culture for kills on foreign continents, combat bonus in forests and jungles.
Spoiler Army Rangers :
Unique Unit - P-51 Mustang
Unique Building -
Film Studio Increases Tourism Pressure from city to other Civs in the Modern era.

Russian Empire

Leader: Joseph Stalin
Historical Agenda - Demands of Industry: Does not like Civilizations with equal or greater overall Production compared to Russia. Likes Civilizations with less overall Production compared to Russia
Civilization Ability - Mother Russia: gives additional territory when the city was founded. +faith, +production on Tundra tiles.
Leader Ability - Defense of the Motherland: +15 Production to Military units when a formal or surprise war is declared against Russia. Spawns 1 extra copy of a Military unit when completed.
Unique Unit - T-34 (Replaces Tank): Increased defense when being attacked by Land units.
Spoiler Russian T-34 :

Unique District - Lavra:
Each time a great person is used in the city, that city get an extra tile free of charge.

English Empire

Leader: Winston Churchill
Historical Agenda - Skies over Britian: Likes Allied Civilizations that defend the Home continent of England. Dislikes Civilizations that don't defend their allies.
Civilization Ability - British Museum Archeological Museums have extra artifact slots and each museum gives more archeologists, Museums are automatically themes when full
Leader Ability - Never Surrender: All Military units gain +10 combat bonuses when a larger Civilization with a larger Military declares war on England.
Unique Unit - Hawker Hurricane (Replaces Fighter) - Gains increased combat effectiveness when intercepting over the Home continent.
Spoiler Hawker Hurricane :

Unique District - Royal Navy Dockyard provides bonus movement for naval units built there, bonus gold for dockyards on other continents and great admiral points.

My next civs I will be doing are Poland, Carthage, and Moores.
 
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Three new leaders for the current Civilizations I would like to see. I was going to post three entirely new/returning civs, but I had to step out before I could start working on them. So, I will make those when I get back to do so :)

(Note: As much as I would like to make these entirely different from the original Civilizations. I have to keep a realistic mind when it comes to the Developers. At least till they confirm that all future alternate leader options will be vastly different enough from the prior option. Aka If Gorgo's "Greece" is entirely different than Pericle's "Greece")

American Empire

Leader: Franklin Roosevelt
Historical Agenda - Allied Liberation
: Does not like Civilizations who capture Cities that belong to Allied Civilizations, Suzerain City-States, or conquer Allied Civilizations of America. Likes Civilizations who fight Liberation or Reconquest Wars with the same Government type as America.
Civilization Ability - Founding Fathers: Halves the time needed to obtain Governmental Legacy Bonuses
Leader Ability - American Determination: Bonus to fighting on continents different from the home continent, Bonus Appeal for National Parks, Can build the Army Ranger (Replaces Infantrymen) which give +culture for kills on foreign continents, combat bonus in forests and jungles.
Spoiler Army Rangers :
Unique Unit - P-51 Mustang
Unique Building -
Film Studio Increases Tourism Pressure from city to other Civs in the Modern era.

Russian Empire

Leader: Joseph Stalin
Historical Agenda - Demands of Industry: Does not like Civilizations with equal or greater overall Production compared to Russia. Likes Civilizations with less overall Production compared to Russia
Civilization Ability - Mother Russia: gives additional territory when the city was founded. +faith, +production on Tundra tiles.
Leader Ability - Defense of the Motherland: +15 Production to Military units when a formal or surprise war is declared against Russia. Spawns 1 extra copy of a Military unit when completed.
Unique Unit - T-34 (Replaces Tank): Increased defense when being attacked by Land units.
Spoiler Russian T-34 :

Unique District - Lavra:
Each time a great person is used in the city, that city get an extra tile free of charge.

English Empire

Leader: Winston Churchill
Historical Agenda - Skies over Britian: Likes Allied Civilizations or Suzerain City-States that defend the Home continent of England. Dislikes Civilizations that don't defend their allies.
Civilization Ability - British Museum Archeological Museums have extra artifact slots and each museum gives more archeologists, Museums are automatically themes when full
Leader Ability - Never Surrender: All Military units gain +10 combat bonuses when a larger Civilization with a larger Military declares war on England.
Unique Unit - Hawker Hurricane (Replaces Fighter) - Gains increased combat effectiveness when intercepting over the Home continent.
Spoiler Hawker Hurricane :

Unique District - Royal Navy Dockyard provides bonus movement for naval units built there, bonus gold for dockyards on other continents and great admiral points.

My next civs I will be doing are Poland, Carthage, and Moores.

Nice WW2 leader set! I was thinking in something similar, and I even found someone to be the leader of Nazi Germany: Karl Dönitz! He was Hitler's sucessor (chosen by the Fuhrer himself), he actually participated of the war, being the commander of the U-Boat fleet and after Command-in-Chief of the German Navy, and the most important: unlike Hitler, there's a consensus of his non-involvement with the Holocaust.
Of course, even in this way is really hard for we to see a Nazi German civ in the game. Anyway, here's a idea:

Spoiler :
German Reich

Leader:
Karl Dönitz
Historical Agenda - Revanchism: Dislikes civilizations with which he went to war, and will denounce and try to annex they. Likes the ones who follows his goverment type
Leader Ability - Blitzkrieg: After the discovery of Nationalism, every unit can atack after spend it's movements points and move after attacking. +10% bonus on post-industrial units production.
Leader Unique Unit - Panzer: Replaces tank. +10 combat and +1 movement
Spoiler :



So, tell me your opinions, and sorry for my poor english!
 
Civilization: Filipinas/Philippines

Civilization Trait: “PEARL OF THE ORIENT SEAS”
+1 Adjacency bonus on districts placed on coasts except for Harbors. Harbors get +1 food and +1 gold adjacency bonus on sea resources instead of +1 gold only. If Harbors are adjacent to a district, including the city center, it grants +1 production adjacency bonus.

Leader: DR. JOSE R. RIZAL
Spoiler :


Leader Ability: “LA LIGA FILIPINA”

Domestic trade routes grant bonus food and production, bonus is increased if there is a harbor or commercial hub in the originating city. Harbor and commercial hub bonuses do not stack.

Leader Agenda: “THE GREAT MALAYAN”
Likes highly cultured and peaceful civilizations. Dislikes warmongering and uncultured civilizations.

Civilization Unique Unit: “KATIPUNERO”
A Filipino industrial era unique unit that has +5 combat bonus and ignores terrain costs movement in owned territories. Available after researching military science tech.

Civilization Unique Building: “BARANGAY”
A Filipino unique district that is available much earlier than the neighborhood district it replaces. It provides a default +4 housing and bonus food and culture based on half of the housing bonus. Available after researching guilds civic.

Civilization Icon:

Civilization Colors:

Option 1: White and Yellow
Option 2: Blue and Yellow (possible conflict with Swedish Colors)
Option 3: Red and Yellow (conflict with Spanish Colors)
Option 4: Blue and White (conflict with Greek and American Colors)
Option 5: Red and White (conflict with Japanese and English Colors, and possibly with Denmark)
Option 6: Blue and Red (conflict with Norway, and possibly Korea)

Civilization Playstyle:

Inspired by the Philippines’ natural geography, a Filipino civilization focuses on coastal and near-coastal cities. With high potential growth from coastal cities and their barangay district, this civilization’s districts come online at a faster pace. With Rizal as their leader, this civilization is very flexible and can aim for any victory type.



I also want to add an (trade focused) Omani civilization. They are so underrated and had sizable colonies in Africa.

EDIT: I really like naval maps and naval civilizations so maybe I'll also add Denmark, Oman and others haha.
 
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I like it, though I would say Tiger Tank over Panzer, since Panzer just means Tank or Armor in German. Pretty sure it's tank, but I don't speak German so I won't claim to be right lol. Blitzkrieg might be a little op with that 10% addition, but much like most things it would have to be tested to see if it is indeed OP. Overall I like it and we can get a Germany from that period without having Hitler.
 

VIETNAM

Leader: Lê Loi


GREAT PROCLAMATION (Leader Ability)
+1 Great General and Great Admiral point from shrines and amphitheaters. Great General and Admirals provide combat bonuses an extra 2 tiles further away, and when one is expended, you receive a random Inspiration for the next era.

SOVEREIGNTISM (Leader Agenda)
Will not cede cities when making peace. Does not settle cities near another civ's capital. Does not declare wars of territorial expansion or colonial wars, and dislikes other civilizations that do. Respects civ's that declare wars of liberation and protectorate wars, and likes civ's that liberate their own cities.

GUERILLA TACTICIANS (Civilization Ability)
Ranged, recon, and siege units have a chance of withdrawing into adjacent woods or rainforest tiles when attacked. Recon units can set traps on land tiles in friendly territory (active trap limit 3, 4 w/Defensive Tactics, 5 w/Nationalism). Enemy units entering a trapped tile take damage (based on city strength) and lose any remaining movement. You have access to unique great generals which can be selected in place of a standard Great General or Admiral, and one is recruited instantly when another civilization declares war on you.

VIET MINH (Unique Unit)
Requires Nationalism.
Strength: 45
Ranged Strength: 60
Moves: 3
This unique unit is a replacement for the ranger. In friendly territory it can spend 2 movement points to travel from one woods or rainforest tile to another within 6 tiles. Enemy units adjacent to a Viet Minh cannot gain or provide a support bonus.

CRAFT VILLAGE (Unique Tile Improvement)
Unlocked by Guilds. This tile improvement must be built on flat land adjacent to a luxury or bonus resource and not adjacent to another craft village. Provides +1 culture, +1 production for adjacent bonus resources, and +1 gold for adjacent luxury resources. After researching Natural History, adjacent luxury and bonus resources generate tourism.

UNIQUE GREAT GENERALS

An Duong Vuong (Ancient)
Retire: Instantly gain an archer unit with +5 combat strength.
Trung Trac (Classical)
Retire: Transform a single recon unit into an army.
Triu Vit Vuong (Classical)
Retire: All existing and future recon units receive +10 combat strength.
Ngo Quyen (Medieval)
Retire: Embarked recon units can now trap water tiles. All recon units gain a +5 combat bonus.
Lý Thường Kiệt (Medieval)
Retire: Receive 100 culture whenever a Great General or Great Admiral uses its retire ability.
Tran Hung Dao (Medieval)
Creates a great work of writing, "Proclamation to Generals and Soldiers". Receive 50 faith whenever you liberate a city.
Nguyễn Trãi (Renaissance)
Reitre: When attacked, ranged, recon, and siege units have a chance of withdrawing into adjacent friendly districts. Creates a great work of writing, "Great Proclamation of Victory Over the Wu".
Nguyen Hue (Renaissance)
Retire: Upgrade a Classical or Medieval era unit of any type (two uses).
Vo Nguyen Giap (Industrial)
Retire: A recon unit gains maximum XP and all promotions.
TROPHY/ACHIEVEMENT: "Apocalypse OW!"
Kill an enemy unit on a river tile with a Vietnamese trap.
This was as an idea I had for Civ V. Seems even easier to adapt for Civ VI, with its new spin on how great persons work. It has a defensive slant, with recon units using their traps and withdrawl ability to draw stronger units into ambushes.
 
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Nepal
Flag_of_Nepal.svg.png
Leader- Prithvi Narayan Shah
Prithvi_Narayan_Shah.jpg

-Gorkha King (leader ability)
All units gain +5 Combat strength on hills, Units heal for 20 hp if they end their turn on a hill or adjacent to a mountain. Unlocks the Gurkha unit after researching rifling, (upgrades to infantry, from musketman, basically a new unit halfway between the two). Whenever an ally builds a Gurkha, receive 200 gold and 15 culture, trade routes to other civilizations with gurkhas gain +4 production and +3 food.

Gurkha (unique land unit)- 60 Combat strength, +10 combat strength vs wounded units, cannot be seen unless enemy is adjacent to it , +1 movement, Allied civilizations can also build the Gurkha.

Great Unifier- (Leader Agenda)-
Likes to conquer nearby city states and severely dislikes civilizations which found cities on or touching his borders, likes civilizations who leave nearby city states alone and settle away from him.

Himalayas- (Civilization Ability)-
Mountains provide +1 adjacency bonuses for all districts and +1 housing for neighborhoods, mountains provide +2 production, +1 Faith, and +1 Culture, mountains provide +2 appeal to all adjacent tiles. Unlocks the Base Camp Improvement as a replacement to the Seaside Resort. All Civilian Units can move over mountains, moving over a mountain costs 2 movement.

Sherpa- (Unique Land Unit)-
Replaces Scout-
+1 movement, Can move over mountains, acts as a support unit, when linked to another unit, enables that unit to move over mountains as well and provides 10 healing, units attacking from mountains with the sherpa are invisible to enemies and gain +20 combat strength.

Base Camp- (Unique Improvement) (replaces seaside resort)-
Unlocks at Colonialism
Must be built adjacent to a mountain or mountain natural wonder (e.g Mt Kilimanjaro, Mt Everest, Torres Del Paine, Yosemite).
Provides tourism equal to double the appeal of the tile, provides gold equal to the appeal, and culture equal to half the appeal. Tourism, gold, and culture doubled if adjacent to natural wonder. +2 gold and +1 culture for each additional adjacent mountain.

Mountain Shrine- (Unique Improvement)-
Unlocks at Mysticism
+2 Faith, +1 Culture, +1 Production
Can Be Built on Mountains or Hills Adjacent to Mountains.
+1 Gold, Production, and Faith if built on a Mountain
+1 Faith if adjacent to a holy site
+3 gold if adjacent to a Base Camp
 
MONGOLIA

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CIVILIZATION ABILITY- Silk Road
Every time any trader unit ends its turn in your territory you gain a production and gold boost in the cities territory it lands in (Equal to the number of trade posts in said city).


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LEADERS

GENGHIS KHAN

Ability
The Greatest Happiness
Razing cities provides +1 amenity in all cities until your current war is over

Agenda
Universal Ruler
Will try to conquer cities with good international trade yields. Will avoid doing this to civs that already trade with Mongolia. Dislikes civs that don't trade with Mongolia.
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BATU KHAN

Ability
Conquest of Rus
Can conquer city-states and instantly liberate them to gain a permanent 2 envoys. Can a unique Cassus Belli that is required to activate before the effect works. The Cassus Belli as a cooldown for 10 turns.

Agenda
Golden Horde
Will try to become suzerain of city-states near his empire, by any means possible. Unlikely to keep conquered city-states, dislikes civs that keep or raze conquered city-states.
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TAMERLANE

Ability
Sword of Islam
Conquered cities convert to your capitals religion. +1 amenity in all cities following your capitals religion.

Agenda
Restorer of the Empire
Will commonly use reconquest wars if available. Likes civs that use reconquest wars

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KESHIK - Replaces Knight (Unlocked at Stirrups, considered a Ranged unit, upgrades into Field cannon)
41 Melee Strength, 58 Ranged Strength, 1 Range, 4 Movement, 1 Maintenance

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YURT - Unique Improvement (Unlocked at Animal Husbandry)
+1 Culture, +1 Housing, +1 culture and +1 food for each adjacent Pasture or Camp. Cannot be built next to another Yurt. Light Calvary units can be expended if on the same tile as a Yurt to increase population.
 
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