Carthage

Leader: Hannibal Barca
Leader Ability - Barcid Legacy: All Military units gain the ability to move over Mountains and have a 50% chance to recruit defeated Barbarian units.
Historical Agenda - Wealth of Carthage: Dislikes Civilizations that generate more Gold than Carthage. Likes Civilizations that establish multiple trade routes with the Carthaginian Capital.
Civilization Ability - Dido's Founding: All cities founded by coastal tiles gain a free "Harbor of Carthage" and Trader. Gains a free Economic Policy slot.
Unique unit
Spoiler African War Elephant :
No penalties to fighting Spearmen or other anti-cavalry units and gains +5 combat bonuses against other Cavalry units.

Unique District:
Spoiler Harbor of Carthage :

The Harbor of Carthage gains +3 Gold income to the city and an additional 2 from Coastal Trades. +10 Production to Military Navy units and generates Great Admiral Points.
 
(Alternate Leader to Rome - This was a bit of a tricky plan. I wanted to do a alternate leader to Rome, but I also wanted to make something sort of like Venice from Civ 5. So, I mixed my two desires in a sense. This Civ is more focused on spreading faith, making money, spreading it's culture, and working to make bigger Civilizations do the foreign fighting for them)

Papal States



Leader: Urban II
Leader Ability - Pontifical Guard: Allows the Papal States to recruit the "Swiss Guard" using faith. Cost is reduced by 10 for every Major Civilization that follows the Papal State Religion and Suzerain City-States cost for levying troops is reduced by half.

Spoiler Swiss Guard :


Swiss Guards gain +10 Combat when Attacking or Defending inside the Borders of the Papal States and Generates Faith with each enemy unit defeated.

Faith Cost:
250

Historical Agenda - Crusaders of Faith: Likes Civilizations who wage Holy Wars against other Civilizations or Religious City-States that follow a different religion. Dislikes Civilizations of different Faith that wage Holy Wars against Major Civilizations and City-States of the same Religion as the Papal States.

Civilization Ability - Papal Founding
Unable to found or conquer other cities. Generates +3 Faith, Gold, and Culture from every major Civilization and City-State that follows their Religion. All Policies generate +1 Faith & Culture.

Unique City Center Building:
Spoiler Archbasilica of St. John Lateran :


Generates +3 Amenities & Faith and increases tourism by 3 for every six followers of the Religion of the Papal State.

Unique Holy District:
Spoiler St. Peter's Basilica & Square :


Generates +1 Faith and Housing for every adjacent District and must be built adjacent to the City Center. If Neighborhoods are built next to the District, they generate +2 appeal, faith, and culture.
 
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Denmark

upload_2016-12-31_20-19-14.png


Leader: Christian IV

https://en.wikipedia.org/wiki/Christian_IV_of_Denmark

Regna Firmat Pietas (Leader Ability):
For every coastal city settled, receive +1 Production in every city(up to +5) and +2 Gold(up to +10) for every sea trade route, both domestic and international. Every sea trade route grants +1 Rigsadmiral points.

Dominium Maris Baltici (Leader Agenda):
Will try to build the strongest navy of any Civ, and will dislike anyone who tries to compete with him.

https://en.wikipedia.org/wiki/Dominium_maris_baltici

Maritime Traditions (Civ Ability):
All naval units gain +10% defensive strength and are 25% cheaper to maintain. Gain an extra +3 Rigsadmiral Points, Gold, Science, Faith and Culture per turn for every enemy port blockaded.

Rigsadmiral (Unique Unit):
A replacement for the Great Admiral which can build forts in sea tiles. Land units can be stationed in these forts.

https://en.wikipedia.org/wiki/Ertholmene
https://en.wikipedia.org/wiki/Trekroner_Fort
https://en.wikipedia.org/wiki/Middelgrundsfortet
https://en.wikipedia.org/wiki/Christiansø_Fortress
(Just a few examples)

Round Church (Unique Improvement):
A unique tile improvement which spawns a special unit called "Snaphane" when an enemy unit is adjacent, and gives +1 Defense Strength to any unit stationed on the tile. Must be built on either a farm, mine, quarry, plantation, camp, pasture or fort, but won't remove the improvement it's built upon. Should the enemy capture a city in which a round church is located, the church may randomly pillage its own and neighbouring tiles every turn. "Snaphane" units may also spawn in a conquered city, if a Danish unit is adjacent to the tile. It won't provide foreign powers with "Snapehane" units, and can only be removed 25 turns after its city being conquered. Yields +1 Faith and costs 1 Gold to maintain.

https://en.wikipedia.org/wiki/Round_church
https://en.wikipedia.org/wiki/Nordic_round_churches
https://en.wikipedia.org/wiki/Bornholm#History

Snaphane (Unique Unit):
A unique unit which costs 50% less to maintain. Can only be spawned by round churches, and, if spawned, will disappear again once the war is over. Receives a penalty to both attack and defense if not in a city with a round church. Doesn't replace any other unit.

https://en.wikipedia.org/wiki/Snapphane
 
Here are my takes on the Benin Civ that I'd really like to have in-game (especially now that I know the mechanics of the game a little more) :

Benin Empire


Civilization abilty - 20 000 in one day : Infantry and distance units are 25% cheaper to produce and cost 25% less gold to maintain. Cost null for units in garrison on a City Centre, a Military Camp or a fort.

Unique Building - Iya (replaces the Medieval Walls) : Tiles around the City Centre and a Military Camp need to be attacked twice to be pillaged.

Unique Unit - Oba Archery Division (replaces the Crossbowmen) : Weaker damage than the regular Crossbowmen, it deals more damage in counterattacks and is much cheaper.


Leader 1 : Queen Idia (capital : Benin City) – Palace of the Queen Mother : Double gold from pillaging tiles, trade routes and from Barbarian camps ; can produce the « Queen's own », a unique unit that doubles it defense when fighting on Camps, City Centers or forts.

Leader 2 : Oba Ewure (capital : Edo) – Master of cities : When a City is conquered, the player has a choice of getting a random Eureka or an Inspiration for the era he's in, gold, faith, a random military unit, a builder, or an artifact. It also gains one free emissary for every two cities conquered.
 
Hittites

Leader: Hattusili I
ULA: Teeth of a lion, Eyes of an eagle
Conquests and killing units generate influence

Leader: Telipinus I
ULA: Telipinus proclamation
Government legacy bonuses are increased by 200%

UCA: Thunder chariots
1 Extra military policy card

UB: Royal archive
Replaces library produces +2 Culture

UU: Hulukanni
I defer to AliasMittens on this one I can't match it

Princes of Italy

Leader: Cosimo de Medici
ULA1: The Arno River
Every river tile produces 1 additional hammer, after researching sailing rivers can be for all intents and purposes be used as roads by Italy

Leader: Francesco Foscari
ULA2: Domini di Terraferma
Cities produces harbors, lighthouses, harbor districts and seaports at half speed, Workshops produces two gold when connected to a luxury resource.

Leader: Francesco I Sforza
ULA3: Habeas in pace
Palace starts with an additional amenity, additionally gain an additional amenity for every city state in suzerain and upon reaching the renaissance an influence point to each city state per turn for every alliance with another civ

UCA: Renaissance prince
When completing a wonder gain X amount of great person points towards respective great person scales depending on how much the wonder costs, when your prophet is spent you gain faith instead from completing faith wonders.

UB: Italian banks
+1 Influence

UU: Condottieri replaces great general, can be bought with gold, when stationed in cities reduces the cost of purchasing military units
 
Great to see everyone's contributions, even if some ideas are a bit less developed, ideas are great and the breadcrumbs of curiosity. Just a couple of comments on some specific entries (unfortunately can't comment on everyone's due to the potential to confuse):

steveg.700
--excellent leader choice in Le Loi. He could be a great leader for another new Southeast Asian civ. Which currently VI lacks in abundance.

Also wanted to highlight how great Raz.BELOVED's Genghis Khan ability is! The quote his ability is in reference to is this:

"The greatest happiness is to scatter your enemy, to drive him before you,
to see his cities reduced to ashes, to see those who love him shrouded in tears,
and to gather into your bosom his wives and daughters."


Rather neat. Problem is only that some might not know what it's in reference to, so "The Greatest Happiness" might make people think of Genghis in-game as less conqueror and more a happiness generator (which would be better suited for say, Lincoln, Churchill or other charismatic leaders perhaps). But still, great mechanic idea.

Also, Liufeng, glad you looked at Benin, a fascinating empire. Queen Idia would be a GREAT leader choice (though we will likely see some people protesting yet another female leader--let's be honest, she was the most badass Queen Mother in history.
 
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Cultural Commonwealth led by Jack Kallum
Civ Ability: Freedom of Expression-Cultural districts get adjacency bonuses for being next to other districts or city center, All culture buildings provide 1 more culture, All great works of art, literature, and music provide double tourism

Leader Ability: Cultured Minds-All building that provide great Artist, Writer, or Musician points provide 1 additional great person point

Unique Infrastructure: (Unlocks at Urbanization) Social District- Replaces Religious district, provides plus 3 housing, plus 1 culture for every pop in this city, and 2 culture and 2 gold for trade routs from this city to other civs or states

Unique Building: University of Diversity-Replaces University, provides 4 cultural points but no science and 1 great artist, musician, writer points instead of 1 great scientist point

Unique Unit: Not sure can make up or just not at all


Just
Great to see everyone's contributions, even if some ideas are a bit less developed, ideas are great and the breadcrumbs of curiosity. Just a couple of comments on some specific entries (unfortunately can't comment on everyone's due to the potential to confuse):

steveg.700
--excellent leader choice in Le Loi. He could be a great leader for another new Southeast Asian civ. Which currently VI lacks in abundance.

Also wanted to highlight how great Raz.BELOVED's Genghis Khan ability is! The quote his ability is in reference to is this:

"The greatest happiness is to scatter your enemy, to drive him before you,
to see his cities reduced to ashes, to see those who love him shrouded in tears,
and to gather into your bosom his wives and daughters."


Rather neat. Problem is only that some might not know what it's in reference to, so "The Greatest Happiness" might make people think of Genghis in-game as less conqueror and more a happiness generator (which would be better suited for say, Lincoln, Churchill or other charismatic leaders perhaps). But still, great mechanic idea.

Also, Liufeng, glad you looked at Benin, a fascinating empire. Queen Idia would be a GREAT leader choice (though we will likely see some people protesting yet another female leader--let's be honest, she was the most badass Queen Mother in history.



Just Quote so we dont get confused ;)
 
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Italy
Leader: Niccolò Machiavelli


Leader Ability: Il Principe
  • Whenever Italian traders, delegations, or spies collect gossip, Italy receives Influence points towards Envoys
Civilization Ability: Italian City-States
  • Each city which Italy can found belongs to one of the six city-state types (cultural, industrial, military, religious, scientific, and trade) and has a specific suzerain bonus attached. By sending Envoys to its own cities, Italy can receive the type and suzerain bonuses.
  • No other civilization may send Envoys to Italian city-states.
  • When settling a city, Italy selects which specific Italian city-state to found, including its capital.
Examples:

Vatican City (Religious)
1 Envoy: +2 Faith in Capital
3 Envoys: +2 Faith in in every Holy Site
6 Envoys: +2 additional Faith per Holy Site
Suzerain Bonus: Automatically receive Papal-Primacy (type bonuses from non-Italian City-States following your Religion are 50% more powerful)

Venice (Trade)
1 Envoy: +4 Gold in Capital
3 Envoys: +4 Gold in every Commercial Hub
6 Envoys: +4 additional Gold per Commercial Hub
Suzerain Bonus: Overseas trade routes generate Great Merchant points for Italy​

Unique Unit: Condottieri
  • Unlocked via Exploration. Renaissance Era melee unit.
  • Cannot be built, only leveraged (very cheaply) for 20 turns. Some funds refunded if the unit dies early.
  • Gains Influence on kills.
Unique Building: Palazzo
  • Replaces the Palace.
  • Generates +1 Influence point per turn (in addition to the usual Palace yields)
  • Provides additional adjacency bonus to any adjacent district (e.g. additional Science to a Campus sandwiched between the Palazzo and Mountains).
Agenda: Machiavellian
Likes Civilizations who have reneged on their promises or back-stabbed anyone but himself. Dislikes Civilizations who refuse his delegates or foil his spies.
I really like this one but I think there should be a few tweaks, please forgive me.
I think that there should be a unique building that can be built not only in the capital like perhaps a "piazza" that replaces the market and gives bonus culture and provides artwork slots.
Though I really like Machiavelli, its agenda and unique ability are too similar to france, I would replace him with Cosimo de Medici with his leader ability ("banchieri fiorentini") to have a bonus on trade routes like perhaps double the yelds from routes or double gold from commercial districts or both, and have a discount for purchasing great people.
His agenda ("l'ago della bilancia"): tries to befriend everybody, and to have trade routes with everyone.
Doesn't like people who refuse his trade deals and refuse his delegates.
 
IMG_0323.jpg
America led by Donald Trump
(
Was joking around initially, but then thought of some workable and interesting abilities)
Leader Ability: American Nationalism-international trade routes to and from civs yield -3 culture, and 50% less overall yield, however, domestic/internal trade routes yield 150% more overall, and provides +3 culture.Internal trade routes also provide +3 tourism in the modern era and later.

Civ Ability: Make America Great Again-All districts (except industrial zones and theater squares) yield 10 percent less of their bonuses, but twenty percent of that district's yield is turned to production.

Leader Agenda- Self Help- likes civs who only use domestic trade routes. Dislikes civs that rely on international trade. Will not give free gifts to other civs.

Hidden Leader Agenda: Don't Stump The Trump- Despises civs that have better gold per turn, or better overall production.

Unique Unit: Border Patrol- Replaces Infantry. -3 attacking combat strength, +10 combat strength in friendly territory. +10 Culture per Enemy unit eliminated.

Unique Infrastructure (unlocks at Civil Engineering): Trump Wall-Replaces the walls gained by civil engineering. Each wall has a bonus 25 strength, and yields +3 tourism and culture.
 
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The Cajuns



Leader: Joseph Broussard


Leader Ability: Backwater Culture- Cannot found or annex cities. Marshes within your borders provide a 2% tourism penalty to other civs. Marshes provide units the same defensive bonus a citadel provides as well as an attack bonus for melee units attacking enemy units in marsh tiles.

Unique District: French Quarter- Percentage of Baton Rouge's faith output given as a tourism bonus during Golden Ages.


Unique Unit: Paddle Steamer- Replaces cargo ship. Increases tourism output from a trade route for all routes, based on the number of cities the recipient has.

(Thought it might be fun to have a one-city empire like Venice but instead ridiculously geared towards a cultural victory instead)
 
Carthage
(yet another version)

Unique Ability: Phoenician Trade:
The first luxury resource you improve 3 copies of becomes your specialty luxury. This resource provides two amenities per city instead of one, and additional copies provide amenities to additional cities. These bonuses apply to traded copies as well (allowing you to demand higher prices).
This ability is inspired by the famous Phoenician purple dye (Carthage originated as a Phoenician colony). Where most civs try to obtain one copy of as many luxuries as possible, Carthage is instead encouraged to obtain as many copies as possible of one luxury.

Unique Infrastructure: Cothon (Harbor Replacement): Foreign trade routes originating here provide +2 gold for each copy of your specialty luxury improved in this city. This district provides the same defensive benefits as an encampment and allows naval units purchased here to move immediately.
This district builds on the Phoenician Trade ability while serving a dual purpose as both a commercial and military hub.

Unique Unit: Quinquireme (Galley Replacement): This unit is stronger but more expensive than the galley, which it replaces. It can enter ocean tiles adjacent to coastal tiles and prevents friendly trade routes within its sight range from being pillaged.
This unit allows Carthage to defend its lucrative trade routes and provides a situational bonus to exploration.

Leader Ability: Mercenary Captain: You may levy units from any city state you are not at war with and do so at half price.
I didn't have a specific leader in mind for this civ, but I'm sure there are many who would fit. This ability helps leverage Carthage's trade focus into military power but would also stand well on its own (if an expansion allowed for civ/leader mixing).
 
The Hittites



Civilization Ability - Iron Artefacts : Strategic resources give amenities like Luxury resources and give +2 :c5production:. Strategic resources can be seen in the map the era before the technology in which they are actually unlocked. 50% of chance that when a unit that needed iron to be built leaves a relic after its destruction.

Unique Improvement - Bit-hilani : Can only be built next to a campus, theater square, industrial zone, holy site or a comercial hub. Provides +1:c5culture:, +1:c5production: and +1 unit of the district in which its adjacent per building in the district. May cumulate the bonus if its placed between 2 districts.

Unique Unit - Great Chariot : Unlocked at Iron working, it requires iron to be built. Halves all damage it receives when attacked (43 melee power, 2 move, +1 if in flat terrain, 80 of production, 2 of maintenance).

Leader : Puduhepa

Leader Ability - Diplomat of the Ancient World
: Spreading its religion into a City-state grants one more envoy (one time). Trade routes including the Hittites provide +2:c5gold: and +1:c5production: to both parties.

Leader Agenda - Diplomatic Mariage
: Likes Civilizations that try to ally with City-states. Hates those that hurt them.

Leader 2 : Suppiluliuma I

Leader Ability - Sacred Royalty : Units gain double experience from fights. Units generate faith when they gain a promotion.

Leader Agenda - Wrath of the Conqueror : Likes Bellicists civilizations. Hates civilizations that denounce bellicists.

And here goes a second one :

Bulgarian Empire



Civilization Ability - Cultural Warriors : Producing units provide Culture points equal to the unit production cost.

Unique Unit - Opalchentsi : Replaces the Infantry. Stronger than the regular Infantry, they get a second Attack when attacking cities.

Unique Building - Literary School : Replaces the Amphitheater, has one additional slot for Great Works of Writing. Thematic bonuses of the city are doubled.

Leader : Simeon I the Great (capital : Preslav)

Leader Ability - Legacy of Achelous : All produced or bought units start with a promotion, and have +1 MP.

Leader Agenda - Imperial Authority : Likes Civilizations that make him advantageous trade offers. Hates those who refuse to trade with him.

Leader 2 : Ivan Alexander (capital : Tarnovo)

Leader Ability - Patron of Arts : Every building and Wonder that can welcome Great Works, artefacts or relics has +1 joker slot in which any Great Work, artefact or relic can be stored without influencing the thematic bonuses. Great Works produce +1 faith and +1 Great Writer, Artist or Musician points, according to the kind to the kind of Great Work.

Leader Agenda - Artistic Golden Age : Likes Civilizations that produce Great Works. Hates those who don't.
 
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Canada



Leader: Wilfrid Laurier



Unique Ability: True North Strong and Free- Any Canadian cities captured and made puppet cities still provide Canada with any tile improvement yield worked by that puppet city, which the controlling civ also keeps. +1 Science per tundra tiles worked.

Unique Leader Ability: Manitoba Compromise- +10% Science output per different religion in that city. +25% boost in gossip from civs that share a religion with Canada.

Leader Agenda: Likes civs that spread their religion to Canada to coexist alongside his own, dislikes civs that try to erase his own religion from his cities.

Unique Unit: Musher- Fast early game recon unit that replaces the Scout, cannot attack but it makes up for it by moving through tundra tiles as if they were roads. Creates a road on any tundra tile passed six times.



Unique Architecture: Arctic Research Base- +5 science from tundra tiles if worked by a city with a University, +1 extra science per additional bases connected by roads, cannot build bases within two tiles of each other.



(Thought it would be fun to have an absolute science bomb like Korea that would have to shoehorn itself into those sad tundra tiles to actually use its UA for anything useful, making anything else a challenge. Plus my girlfriend's Canadian, so this would allow us to get on with me as America and her as Canada and just beat the snot out of each other for fun in Multiplayer. :p )
 
This is a suggestion to a civ named Great Moravia . Great Moravia was a empire in about 8th century . Its very important in history of Slovakia and Moravia(part of Czech republic) . Great Moravia was formed by uniting Moravian principality and Nitran principality (today Slovakia). This unknown short lived empire has managed to defeat Francs , develop western Slavs and convert many of Slavic pagans to Christianity .

Leader : Svätopluk (conqueror personality)
Special unit : Jazdec (cavalry) or Pešiak (infantry)
Special building : Gord/Hradisko (something like fort or castle)
Possible abilities : Great generals add additional strength to infantry/cavalry OR Missionary units sent to Great Moravia join it and yield Science from spreading it .


Im open for suggestions . Idea about Great Moravia came from mod on Civ 5
 
Phoenicia

Leader: Hiram I



Leader Ability:
Brother's Alliance - Trade routes with Cities States grants a free envoy in the city. Trade routes' yields to suzerain city states are doubled.
Unique Agenda: Gifts to Solomon - Always tries to improve relations with city-states, hating who bullies they. (Barbarossa oposite)

Unique Ability: Kna'an - Each city built adjacent to the coast recive a free trader and +1 trade route
Unique Unit: Bireme - Replaces the quadrireme, and is faster and cheaper, but slightly weaker. Can be build at Sailing technology.



Unique Infraestructure: Tophet - Replaces the religious district, gives faith for each worked sea tile and for each 3 citizens in the city.

 
Unique Infraestructure: Tophet - Replaces the religious district, gives faith for each worked sea tile and for each 3 citizens in the city.
Why not make it an adjacency bonus? +1 faith for every adjacent water-tile (in addition to mountains/forests).
 
While I still haven't finished reading all the way through this thread, I decided I'd go ahead and post some of my own ideas.

Civilization: America
Unique Ability: Founding Fathers
Unique Unit: P-51 Mustang
Unique Infrastructure: Film Studio

Leader: Thomas Jefferson
Spoiler :

Spoiler :


The face of scummy, scummy man. He's my most hated president. But for Civ6, which picks interesting and atypical while still historically important leaders, he's a perfect fit. All because he's terrible doesn't mean he isn't interesting, I suppose.


Capital: Washington, D.C

Leader Ability: The Virginia Dynasty (Gain an additional Foreign Policy slot after the discovery of Political Philosophy. +1 Culture from Libraries and Universities. This bonus spreads to adjacent Plantations.)
  • The Virginia Dynasty is a term to reference the extended series of presidents from Virginia during the nations early history. Most include George Washington in this, but others would argue it starts with Thomas Jefferson due to John Adams of Massachusetts coming between them. Regardless, Jefferson is a critical part of the line of succession, and as with every other member of the dynasty (aside from Washington) began as Secretary of State to another Virginian president. This is why the ability provides the additional foreign policy slot. The addition of bonus culture (aside from keeping the ability from being an objectively worse Plato's Republic) references Jefferson's intellectual history: The man invented the dumbwaiter and the swivel chair, and saw it fit to mention that he was the founder of the University of Virginia (but not president) on his gravestone. Extending that bonus to plantations references the large number of them in Virginia, as well as Jefferson's personal ownership of one, Monticello.
Agenda: Blood of Tyrants (Likes Civilizations with as many or more government policy slots as he does and which generate a large amount of culture. Dislikes civilizations with low culture output or whose government has fewer policy slots than his)
  • Thomas Jefferson was famously fond of revolutions, as evidenced by his well known quote "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." He was also an adamant Francophile, and as France has always been a pretty culture-heavy civilization, I thought it would work great for Jefferson to like "progressive" and cultured civilizations. Those with more culture are, of course, going to have those better governments he's so exceptionally fond of, so it works well.
AI Personality: Jefferson likes to develop culture and science, but tends to build fewer harbors, industrial zones, and commercial hubs. He instead prefers to put farms on his free land. Jefferson will most likely go for a Cultural Victory. He doesn't mind differing governments much, so long as they have a good number of slots.
  • Jefferson had an ideal of an agricultural America, and disliked the idea of an industrialized society where merchants would thrive. This preference ended up as a cause of conflict between him and Federalists like Alexander Hamilton and John Adams, the father of the US navy.


Leader: Lyndon B. Johnson
Spoiler :

Spoiler :


I chose Johnson because I thought he would represent a different sort of America than either Teddy of Tommy. He's not Theodore Roosevelt's moderate Republican roughhouser or Thomas Jefferson's extremely conservative agrarian ideal. He's a more modern American, a liberal Democrat who worked in civil rights and improving inner cities. He also feels just separated enough from Roosevelt in terms of time, so that's nice.


Capital: Washington, D.C

Leader Ability: Urban Renewal (Construct Aqueduct, Entertainment Complex, and Neighborhood Districts in half the normal time. Construct Sewers in half the time. +1 Appeal in cities with at least 3 districts.)
  • It was under LBJ that the United States established the Department of Housing and Urban Development, with the goal of improving conditions in urban areas and inner cities. Here, Johnson's abilities are designed to help him do just that, provide housing and amenities to the population more easily. The additional appeal from districts will also improve the housing provided by his cheaper neighborhoods, and make it easier to establish National Parks.
Agenda: Great Society (Tries to provide as much housing for his citizens as possible and likes civilizations which do the same. Dislikes civilizations which neglect housing.)
  • As mentioned above, something Johnson wanted to focus on domestically was improving inner cities. That's obviously not all of it, but that's what I chose to focus on with this civ. The Great Society was Johnson's plan to, well, make American society great, and involved a war on poverty, health care provision, civil rights legislation, educational reform, and of course, Urban Renewal. With all the stuff Johnson wanted to do, I could honestly have made his special ability cheaper districts in general, but here's what we have for now.
AI Personality: Johnson's big on culture and science, and will usually try to win a science victory, but will take a cultural victory if he can, and a domination victory as a last resort after that. He favors getting involved in City State affairs and takes government types more into account that most (an inverse of Jefferson).
  • Johnson's fondness for culture comes from his focus on Civil Rights, since culture basically equates to social progress. His focus on science comes from his continuing his predecessor, JFK's, plan to reach the moon after the latter's assassination. As a Cold War president who brought American into Vietnam, I thought strong concern for government type and activity in City States fit well.


Civilization: Mongolia
Unique Ability: Sides of the Lake (Upon conquering a city, Mongolia gains a unit that the previous owner would be able to construct. Mongolia also gains an Inspiration or Eureka for a Civic or Technology which the previous owner had discovered, but which Mongolia had not yet attained the Inspiration of Eureka for.)
  • The Mongols are famous for many things, and most of all, they're famous as conquerors. However, they're almost as well known for how strangely inclusive they were, especially for the time. The name of the ability is derived from the Genghis Khan quote "People conquered on different sides of the lake should be ruled on different sides of the lake." This ability's functions are derived from the Mongol's willingness to admit defeated enemies into their ranks, such as with one of his most famous generals, and their ability to adapt new means of warfare from those enemies, such as siege weapons from the Chinese and Arabs. The ability to gain Inspiration for Civics after conquering is simply an extension of that comparative progressiveness and technological adaptation.
Unique Unit: Keshik (Replaces Knight. 160 production to produce versus 180 production. 3 maintenance versus 4 maintenance. 2 Range, 48 Ranged Combat Strength, 35 Melee Strength.)
  • The iconic unique unit of the Mongols, representing their iconic horseback archers. I believe the name is derived from a branch of the Mongol royal guard, but has always been used in Civilization to refer to their deadly mounted archers in general. They aren't much more than slightly cheaper ranged knights, but to be honest, that's probably all they need to be.
Unique Infrastructure: Ger District (Replaces Neighborhood. Available at Feudalism and costs half as much to produce. Provides only +2 housing by default, but provides an additional +1 housing for each adjacent Pasture or Encampment with a Stable.)
  • Gers are a type of tent which has been employed by the Mongolians for centuries. They're made from animal skin and can easily be taken apart and reassembled elsewhere. Though clearly originally made for a nomadic lifestyle, they are the permanent residence of many Mongolians, with massive portions of the nation's population living in towns of these tents (called "Ger Districts" if wikipedia is to be believed, which is practically begging for it to be the unique district). They provide the Mongols with a cheap, early place to put their population, which can situationally provides further housing, but becomes less effective than the neighborhoods they replace in the late game.
Leader: Genghis Khan
Spoiler :

Spoiler :



KHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAN!


Capital: Avarga

Leader Ability: Ortege (Trade Route range is "refreshed" when passing through a City Center or District. All trade routes provide +2 Faith. Internal trade routes to conquered cities provide Gold and Culture as if they were foreign cities.)
  • Ortege (more commonly known as Yam, but Ortege is apparently the classical Mongolian) was a system of messengers established by Genghis Khan. The concept is simple: Rather than have one rider deliver a message the whole way, have him go part of the way, reach a stop, and give the message to a new rider with a fresh horse, and then that second messenger would pass of the message to a third, and so on. The system proved incredibly effective for helping maintain order in the vast empire, but here is a trade route bonus. With the ability, any Mongolian city can send a trade route to any city in range of any Mongolian city (I hope that makes sense), or perhaps a little farther with the benefit of districts (provided they aren't settled super far away from each other). The faith generation comes from the fact that Mongolia wasn't just a religiously tolerant empire, but one with its own strong history of native shamanism. I could have given it more religious bonuses, but ultimately decided to stick more with the warring. The bonuses to routes with conquered cities plays back to the "Sides of the Lake" idea.
Agenda: Universal Ruler (Likes civilizations which give him good trade deals and yield to his demands. Dislikes civilizations who denounce him, refuse to trade with him, or whom he has partially conquered.)
  • Genghis Khan literally means universal ruler. He wants to conquer the universe, and he will crush you if you appose him. To Genghis Khan, the greatest joy of all is "to scatter your enemy, to drive him before you, to see his cities reduced to ashes, to see those who love him shrouded in tears, and to gather into your bosom his wives and daughters." When cities refused to surrender to him, he would often kill almost everyone in it except the ones intentionally left to tell the tale. Even when he failed to conquer a nation, either he or his descendants came back and finished the job (with a few notable exceptions).
AI Personality: You know, he's not really that bad. Yeah, he's bloodthirsty, but he's cultured about it and keeps his victory options open. He can be a really good friend if you stay on his good side, accepting a bad trade at first so he warms up to you and gives you better trades later, just because he's so swell. Until he's conquered everyone else. Make no mistake, he will rule the universe, and the universe will be Mongolian, by whatever means necessary.
  • Genghis Khan literally believed it was his divine mission to establish an empire to rule the world. Obviously that failed, but such ambition is at the core of his AI behavior. He'll do what's advantageous and holds a grudge against those that defy him. He'll also take any victory type he can, but leans heavily towards domination, and has a good focus on faith and getting a religion while that's available.


Strategy: I think the Mongols have a pretty good strategy set out with this design, or at least a coherent one. They conquer stuff and they get things from conquering stuff. Really, the Ger District is the least suited to their play style, but at least it rewards settling near the horses they need for Keshiks. Even though they have a clear domination focus, the Mongols don't have to be barbarians about it, and are able to maintain a healthy science and culture even while focusing heavily on war. Those conquered cities help supplement those other yields, especially with the addition of trade routes. The faith from trade routes means they have a slight bonus even if they never go to war, but that's not realizing their full potential now, is it?

Because the Mongols have a deep religious history, I did actually think about giving them a secondary religious ability beyond Ortege, or even a religious unique infrastructure, so they could try and win a religious victory or do something other than go theocracy and spend massive amounts of faith on units. Perhaps Ortege and Sides of the Lake could be switched, with another leader having a religion benefit, but I don't know if Mongolia merits two leaders.

Their other trade route bonus, gold and culture from conquered cities, means that they can maintain a healthy income even while at war with all their neighbors, and can do so while growing their cities. It's also more culture, again going to that idea of them being a society ahead of their time.

Those units you get from conquering cities should, in theory at least, help keep the war machine going, even as your units get damaged, taking some of the strain off your army and supplementing any casualties.

If there's one concern I have with this set of abilities, I'm worried it might be a "win more" civilization, whose bonuses aren't going to help you win games, they just make it easier to win games you're already winning. But I'm hoping the advantages that build up as you conquer cities would have a noticeable impact.
 
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Since we're on the modern nations subject, here's my 2 cents on an argentinian civilization !

Argentina

Civilization Ability : Patria Grande -> Natural wonders provide +3 tourism when the aviation civic is discovered. Double tourism from National Parks and Art Museums.

Unique Building : Tangueria (replaces the Broadcast Center and comes earlier, at the Civic "Opera and Ballet") : It has 2 two slots for great works of music instead of one.

Unique Unit : Mounted Grenadier (Cavalry Replacement) -> Double combat bonus against civs that own a city that didn't originally belong to them. Generates Great musician points when upgrading.

Leader : Eva Peron

Leader Ability : Voice of Peronism -> Every building that provides housing provides a bonus of +1 food and +1 housing.
Leader Agenda : Carer of the descamisados -> Likes civilization with a happy population. Hates civilizations which lack housing or activities.
 
@Morningcalm I hope you don't mind me making a comment, I am coming into this really late into the game. I just wanted to say I absolutely LOVED your Civ suggestion for Korea. Korea (And east asian cultural sphere civs in general) has always been my favorite Civ and I think the Civ you suggested is different from Civ 5's Korea and really great in its own way. I also really liked ALL of the Vietnamese Civ's I saw and am glad I stumbled upon this thread and learned of the legendary Lê Lợi!

Also do the developers at Firaxis actually ever look at these forums? (I know they are decently active on the reddit ones!)
 
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I figured I'd go ahead and post this, since I'm reasonably satisfied with it. I still have a lot of other civilization ideas I'm working on, including the Ottomans, Hungary, Phoenicia, Byzantium, and even Israel. The last one I'm trying to think of a good way to encourage a small civilization without some specific numeric limit to city number (perhaps needing a Holy Site in every city before they can build settlers?).

With all that aside, Mursili II leads the Hittites in Sid Meyer's Civilization VI!

Civilization: Hittites
Unique Ability: First to Iron (Begin the game with iron revealed. Minable resources in the initial radius of newly founded cities are automatically improved.)
  • The Hittites are most famous for, of everything they ever did, using iron working before any other known civilization. This ability allows the Hittites to repeat that same feat reliably every game, at least in terms of gaining access to iron; actually using it effectively is another matter entirely. The real advantage of this ability is securing a small early game advantage, which is the central focus of my design the Hittite civ. The Hittites can gain early science, production, and amenities with little investment due to their free mines. However, these bonuses will grow less significant over time as foreign civilizations built up their infrastructure.

Unique Unit: Three Man Chariot (Replaces Heavy Chariot. 33 Strength versus the 28 of the Heavy Chariot. +5 defense against ranged attacks. +7 strength against Cavalry.)
  • Another thing the Hittites were famous for were their chariots. Hittite chariots had a third wheel placed on an axl under the chariot rather than behind it, as was the case with Egyptian chariots. This extra charioteer often bore a shield to protect the other two (hence the defense against ranged attacks). While archery was the general choice for charioteers, Hittite charioteers most often carried spears (hence their bonus against other cavalry).
  • Because the Heavy Chariot requires no resources, the Heavy Chariot doesn't either, meaning you can build as many as your economy will support. Combined with First to Iron giving the Hittites a slight edge in production and easy access to the Eureka for the wheel, the Hittites will also be able to mobilize their chariot forces earlier as well. These powerful heavy cavalry should be very useful for early game warfare and, in the hands of a smart player, allow the Hittites to defend themselves even against Sumerian War Carts. Their abilities are not retained when upgraded, but Heavy Cavalry promotions can provide similar bonuses to make up this loss.
Unique Infrastructure: Bit-Hilani (Replaces Palace. Provides +1 Faith in addition to other Palace yields.)
  • This perhaps best sums up the idea I had for the Hittites: A civilization with the soul purpose of securing a few early advantages and hoping they snowball out of control. The Bit-Hilani's benefit is immediate, taking place literally as soon as you settle your first city, and is quite potent at the time, allowing the Hittites to obtain an early pantheon without having to rely on faith resources, relics from tribal villages, or holy sites. However, it's not of great benefit to actually founding a religion, and becomes increasinly irrevelant as the game progresses.
  • The Bit-Hilani is a style of Palace which was popular during the 2nd and 1st milenia BC. Historical records call it a Hittite style palace due to their popularity in the Syro-Hittite states. The point of faith stems from the Hittite's many gods, which goes along with the early pantheon this benefit affords. The Hittites had so many gods that they claimed to have had a thousand of them, and had dedicated temple districts in their cities. As such, I thought it appropriate to give them a faith bonus, even if it isn't to Holy Sites (it's a rough design, what can I say?).
  • There are other options I considered for unique infrastructure. An Orthostat would have been a monument replacement which cost less production. Another option was the Gate (just "Gate"), an improvement that had to be built next to the city center and provided...some sort of benefit (faith, probably). This would be in reference to the many gates around Hattusa. Lastly, as many Hittite ruins are citadels, I considered giving the a Citadel for a unique infrastructure, some sort of powerful defensive building or something. Hattusa is believed to have been one of the most heavily fortified cities of the middle east.

Leader: Mursili II
Spoiler :

Spoiler :

404 Image Not Found. Seriously, type in this guy's name and most of what you'll find (in terms of images at least) is from a manga about Hittite politics or whatever it was. On one end, it's pretty amazing someone wrote a manga about the Hittites, and on the other end, it's pretty weird too.


Capital: Hattusa

Leader Ability: Mursili's Eclipse (Receive a free Artifact upon discovering Astrology. [This is always a cuneiform tablet.] +1 sight range to all Recon units.)
  • Mursili's Eclipse refers to a solar eclipse which occurred in the tenth year of Mursili II's reign (the original text refers to it as "An Omen of the Sun"). This event has been instrumental in determining Hittite chronology.
  • The free artifact is a reference to the associations of recorded history with Mursili II. In addition to the above eclipse, Mursili was also tasked with writing his own father's biography. Thus, the artifact is always a tablet, bearing inscriptions of these important events. It is recieved after astrology for the fairly obvious reason that eclipses are an astronomical phenomenon and astrology was in a way a precursor to astronomy.
  • The additional sight range is just the best I could think of to help Mursili find natural wonders and thus trigger the inspiration for Astrology. It does end coming with a few other Eureka/Inspiration obtaining benefits however, such as for Foreign Trade, Political Philosophy and Writing. It also helps with finding Tribal Villages.


Strategy: The Hittites are built around a very simple idea: Do as much as you can in the early game and hope something works out well enough to amount to a long term advantage. They offer a bonus to just about everything, and in that regard are very flexible. However, as these bonuses are very small and temporal, it is imperative that the Hittites be opportunistic and intelligent with their advantages. If one thing isn't going to work, it might be best to focus on another ability, and if one of their benefits ends up working out a little better, it might be best to pursue that path.

If you want to play religiously, the Bit-Hilani well help you get up a Pantheon which you can hopefully use to gain other advantages or pursue a religion. If you want to play conquest, the Three Man Chariot is your friend. Looking to focus more on culture or science? Some early Eurekas and the boosts from Iron/Mercury mines and your free artifact should give you a slight edge going down those trees. These can all work together for something great, give you options before deciding on your best avenue, cover one area so you can focus on another, or none of them could be enough to actually matter and you fail. Such is the Hittite way.

While I do like the idea of a civilization that's all about obtaining and maintaining an early game lead, I acknowledge there are definitely other ways to go about making the Hittites and I am a bit worried I committed to that focus too soon and gave up what might have been a more interesting experience. I could have given them an Orthostat unique building, a monument replacement which is built quicker and provides bonuses to quarries, and made them a science-production-military civilization or something.
 
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