Design your own Civ VI civ

I made this suggestion earlier in this thread back in August before the game released, but I decided to update it now that I understand the game mechanics fully.

THE OTTOMANS (updated)


Leader 1 - Mehmed II

Agenda - Padishah
Covets original capital cities on his continent and will attempt to conquer them. Will not return conquered cities during peace negotiations.

Mehmed is an expansive and conquering leader. As Padishah, or lord of kings, he wants to be the biggest and most glorious empire on the block and rival capitals threaten that. Once he's conquered a city, he won't relinquish it through peace talks. He'll be Gorgo's bae.

Leader Ability - el-Fatih
Ranged siege units receive additional bonus damage (+20%) against cities. The Bombard unit unlocks an era early and doesn't require Niter.

Mehmed's title, "the Conqueror," was well earned. He started his illustrious conquests with the seizure of Constantinople at age 21 and only continued from there. Mehmed used enormous bombards the likes of which the world hadn't seen when he sieged Constantinople. Though slow loading and not a deciding factor, the awe-inspiring bombards symbolized the Ottoman's willingness to embrace innovative weaponry. By the end of his reign, he'd forged the Turks an empire and unified Anatolia (and beyond) under his rule. Since conquering land in the game is all about city captures, few do it better than Mehmed.

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Leader 2 - Suleiman

Agenda - Magnificence
Respects civilizations that have a more gold per turn than him. Dislikes civilizations that are in debt (0 in treasury or losing gold/turn).

Suleiman was spectacularly wealthy. He respects other wealthy nations, but looks with disdain upon financially ruined civs.

Leader Ability - Community of the Talented
Every time you achieve an Inspiration or attain a Great Person, gain a gold boost (~50 gold on Standard speed).

Suleiman fostered the development of a distinct Ottoman culture that didn't take its identity from Persia. He was the patron of many artists, artisans, and craftsmen who ushered in the empire's golden age of cultural development. The prestige gives Suleiman gold every time he patronizes a great person or one of his clients is "inspired." This prompts the Suleiman player to seek out and achieve Inspiration requirements, which helps to bolster Suleiman's wealth and also plays to his other title, "Lawgiver," in that civics are frequently based on legal developments and that government changes (reforms) come about through new civic research.

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Unique Ability - Millet
For each unique religion (including your own) in your empire that represents a majority in at least one city, gain +1 amenity. Gain a culture bonus in your capital equal to triple this amenity bonus number.

The Ottoman Empire was fairly tolerant to religions outside of the official Islam and even allowed religious minorities within the empire to not only continue to exist, but to operate and self-govern (to some degree) as well -- so long as they played by the rules of the empire. This tolerance leads to happier subjects in conquered territories. The plurality of people in the empire means that cultural exchange is possible, which, in turn, allows the heart of the empire to flourish in civics and arts.

Unique Unit - Janissary
Replaces Musketman; heals 5% of its base health per turn regardless of location or actions taken. Janissary Corps receive a +5 combat bonus.

The iconic Janissary has to be in. I decided that they should get a slight passive healing bonus to reflect the effective supply lines and support that the Janissaries enjoyed. The Janissaries were also used to fighting in corps and actually benefit from it.

Unique District - Bazaar
Replaces the Commercial Hub; +1 gold for each improved unique luxury resource in your civilization and +1 Great Merchant points over standard Commercial Hub.

The bazaars of the Ottoman Empire were large, indoor markets that were reminiscent of modern day shopping malls. The Bazaar promotes an expansive empire and rewards such through monetary compensation.
 
Hm...this might be a good time to show my idea for the Ottoman's. It does have a few similarities to ferretbacon's, I've noticed, but I didn't mean any mimicry.

The Ottomans
Unique Ability: The Ottoman Dynasty (+1 Production, +1 Gold, +1 Faith, +1 Culture for each unique district and wonder in the capital. Cities with a Holy Site receive +1 Amenity.)
  • A single dynasty ruled the Ottoman empire for its entire 624 year existence, a very impressive feat. Many of the empire's Sultan's had grand dreams for its capital (which was Istanbul for most of its glory days) and turning into a pearl of their empire. These two factors lead to the Ottoman's having bonuses designed to turn their capital into that pearl city; the more you build it up, the more inherently productive it is.
  • Their "Millet" system, which allowed local territories to govern themselves and practice their own religions, is referenced in the second part of the ability, which causes Holy Sites to provide amenities (due to free worship). In addition to encouraging high faith generation and encouraging religious growth in all cities, both heathen and of your own religion, it allows the Ottoman's to grow wide through easily available sources of happiness.

Unique Unit: Janissary (Replaces Musketman. +1 Combat Strength and -5% production cost for each city conquered and kept by the Ottomans, up to five cities. +2 Combat Strength for each level of Government Legacy Bonus of the current government accumulated, up to five levels.)
  • Originally conscripted from conquered Christians at a young age and raised to be elite and loyal infantry and body guards, the Janissarys would go on to become a major political power in the Ottoman empire.
  • Their original method of recruitment, devshirme, is the reason that they benefit from conquered cities.
  • As one of the first modern armies to use Gunpowder, the Janissary is also able to be produced more quickly than other country's can produce their own musketmen.
  • Eventually the practice of devshirme was cancelled and recruitment became open to all, but even before then they had become a powerful force in the Ottoman empire's domestic matters, even stopping several military reforms. Here, this is represented in the fact that, once you get your Janissary's up and running, they get stronger the longer you don't change your government, and thus encourage you to avoid extensive reforms. If all their bonuses are maximized, the Janissary can equal the Infantry in power, making them an incredibly powerful tool while they last. However, neither of their abilities is kept on promotion, and eventually, just as in real life, the Janissary will be disbanded after long being a dominant force in Ottoman politics.

Unique District: Nakkashane (Replaces Theater Square district. When adjacent to Commercial Hub or Industrial Zone districts, each generates +1 of their respective Great Person Point [Points in the case of the Nakkashane itself, which can give this bonus to both but only receives it from one].)
  • Nakkashane were workshops were many types of Ottoman artists worked.
  • The additional Great Engineer points are because many of these architects were architects and metal workers, which often falls under the field of Great Engineers. Ottoman art also included many precious stones and metals, such as gold, silver, jade, and gems, the mining of which would boost those Industrial Zones. Also, Industrial Zones should, theoretically, allow you to build more wonders, which still provide bonuses to adjacent Nakkashanes.
  • Great Merchant points arise from "Bazaar Painters." In the 17th century, Ottoman miniature art become popular with and available to citizens, and such painters would work with other artisans at the behest of citizens in the bazaar.

Leader: Suleiman I
Spoiler :

Spoiler :

220px-EmperorSuleiman.jpg

Though Suleiman was the leader of the Ottoman's in Civ5 and I am generally against returning leaders (Gandhi, Genghis and Shaka not withstanding), I quite liked the ideas I had for Suleiman as leader, and so I ended up using him as the leader in my Ottoman civilization idea.


Capital: Istanbul

Ability: Kuyumcu (Receives a discount on patronizing Great People with gold or faith, which grows larger the closer your civilization is to recruiting it through Great People Points.)
  • Kuyumcu is Turkish for "Goldsmith" (not sure if its Ottoman Turkish, though). This wasn't a title ever used in reference to Suleiman, but rather a two-fold reference. Firstly, Ottoman Sultans were required to know a trade, and Suleiman's was goldsmithing. Secondly, it refers to Suleiman's bringing about a golden age for the Ottoman empire through his patronage, metaphorically "smithing" it.
  • As a great patron of the arts and sciences, it made sense to me that Suleiman would have bonuses to Great Person patronage. This actually ended up guiding a lot of my concept for the Ottomans, giving them the central idea of maximizing their ability to recruit Great People with gold and faith.
  • Interestingly, this ability means Suleiman won't often lose close races for Great People, and will probably find himself often in conflict with Brazil.

Agenda: Magnificence (Likes civilizations with high gold and faith production and tries to have as much faith and gold generation as possible. Dislikes civilizations with low faith and gold production or faith and gold production higher than his.)
  • This isn't actually a reference to anything. I just thought the idea of "Suleiman the Magnificent" accumulating a magnificent treasury and devout land was pretty fitting, and it also goes with his unique ability and the Civilization's general "faith and gold" focus.


Strategy: My idea for the Ottomans under Suleiman have a pretty constant central idea of getting gold and faith and spending it on Great People. Their bonuses should encourage this production while allowing for large conquest through bonus amenities and their powerful Janissarys. Since the discount to Great People gets greater the closer the Ottomans are to earning one normally, their focus is helped more by having more great people points, which the Nakkashane can help achieve and the Ottoman Dynasty encourages. More cities also means more Holy Sites, Commercial Hubs, and other districts, which in turn means more faith, gold, and Great People points. In essence, despite the fact that their civilization ability might seem geared towards strong infrastructure, its really on encouraged in the capital. The Ottoman's in generally are meant to play wide.

Final Thoughts: I could have used the Bazaar as unique district, again, the civ's focus is on gold and faith, but I thought that, as Bazaar is a Persian word, it would be better saved for a Persian civilization. Also, the fact that the Ottomans have bonuses to faith generation but not to founding a religion is very much intentional. I don't think civilizations should get bonuses to founding a religion unless their is a major religion that was actually founded in that empire during the period it represents, and Arabia is the clear choice for the civilization to receive bonuses towards founding Islam.
 
iroquois_confederacy.png

Iroquois

Leader: Jigonhsasee

She was Hiawatha’s mother and one of the original three co-founders of the Iroquois Confederacy. Since Civ VI seems to want to increase the number of female leaders, I figure she’s the best pick of the three (we’ve also never seen her in Civ before).


Leader Ability: Mother of Nations

+1 faith from forest tiles. Civs will be more lenient when negotiating peace deals with her. Receive 1 free envoy with each new era.

We really don’t know much about her beyond legend. We know she encouraged the idea of peace and was quite a spiritual woman, but beyond that, we have little to go on. The faith bonus should help them found a pantheon, but not a religion. The envoys are a small boost, but represents the Iroquois regularly bringing more tribes into the confederacy.


Leader Agenda: Great Peacewoman


Dislikes civs that go to war against city states. Likes civs at peace with city states (fine if the CS declared war on you for attacking another civ).

Leader Agenda 2: Safety In Numbers


Likes city state suzerains and alliance members. Dislikes civilizations without any form of alliance.


Civ Ability: Early Settlers

50% faster production for Scouts and Settlers. All housing bonuses halved.

The Iroquois were an expansionist group before the arrival of the Europeans. They claimed as much land as they could and brought other nations into their confederacy. They aren’t known for having any large cities. Scouts are pretty underpowered in Civ VI, but making them cheaper will help the Iroquois find good locations to settle before the map is too full. Chances are, you’ll upset some AIs by settling too aggressively.


Unique Unit: Mohawk Warrior (replaces Swordsman)

Lower production cost and combat strength than the Swordsman, but suffers no movement penalties on forest tiles. +5 attack when fighting units with higher combat strength. (also requires no strategic resources, just like all the Civ VI UUs)

The Mohawk Warrior’s boost against superior units will help keep you militarily relevant longer, even with no strategic resources. Their reduced production is pretty much required considering the Iroquois’ small cities. The lack of movement penalties in forests is a small boon, but could prove useful in some unsavory map conditions early in the game.


Unique Building: Longhouse (replaces Monument)

Provides +2 culture, +2 housing

Replacing the monument means that this UB is available right from the start of the game. The housing bonus is small, but significant (keep in mind the CA halves it). There really is no reason to avoid placing this in a city. In fact, it’s probably the highest priority building for an Iroquois settlement (Granary being the possible exception).


Playstyle


The Iroquois have a ton of great bonuses available until about t100, at which point they fall off and have to make the most of what they managed to claim in that time. Their early faith, settlers and scouts means a guaranteed pantheon and wide empire of small settlements. Late game, they will fall off quickly and many civs will declare war on them for their territory. By the time the mid-late game rolls around, they'll be fighting to not lose what they earned, rather than fighting to claim more. Because these early boosts are not victory specific, any VC is theoretically within their grasp. A small boost to city states is present, helping you get 1-2 Suzerain bonuses that help you achieve your desired VC.

The housing debuff really limits your district count, meaning that your cities will probably need to be more specialized.
 
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This has been done to death but...

Carthage

Leader: Dido or Hannibal Barca

Civ Ability: The Punic Wars- Declaring war on a civ does not drag you into a war with city-state allies. Gain points towards envoys with each enemy unit killed.

Dido Leader Ability: Founder of Carthage- Borders can spread to hills, culture bombing the civ that owns them, if Carthage's borders touch theirs.

Dido Leader Agenda: Likes civs adjacent to her borders. Hates civs with borders adjacent to a city state.

Hannibal Barca Leader Ability: Hannibal's March- Military units can cross mountains in enemy territory once you earn your first Great General.

Hannibal Barca Leader Agenda- Likes civs that have well-defended cities. Hates civs with weak defenses.

Unique Unit: Quinquereme- Each movement point it spends to reach its target adds to the damage it does. (The idea of these was to get it up to speed and hit enemy ships with a copper ram affixed to the front; the archery combat you see in V is grossly historically inaccurate and I always hated that about it)

Unique District: Harbor of Carthage- Provides combat bonus for friendly naval units in adjacent tiles and heals them a few points per turn. Can be built in city-states and hurried with builders if you are the Suzerain of that city state.

Thought it would be fun to have another "peaceful victory through war" civ like V's Aztecs or Assyria but with the focus instead on diplomacy. Since their beef with Rome started over trade with Sicily, who better to do this than gold ol' Carthage?
 
CIVILIZATION: Canada

I've become increasingly frustrated by others' Modded Canadian Civs, as they (in my limited opinion) seem to based more so on Canadian Stereotype, rather than Canadian Achievement.

Despite my complaints, I have nothing but respect for those that have taken the time to put Canada into the Game that we all love so dearly. In doing so, they have inspired me to do it as well.

CA: Crown Land

  • Unimproved Tiles gain bonus Food/Production from High Appeal. (+1/+1 Charming, +2/+2 Breathtaking)
  • Builders can Plant Forest after researching the Exploration Civic. (Additionally, Original Forests become Old Growth)
  • Your Cities' District Maximum are Decreased by 1 (Cities must reach 4 Pop before they can build a District)

UD: Hudson Bay Company (Commercial Hub)

  • Does not count towards a City's District Maximum
  • Half the Production Cost of a Normal District
  • Updated Adjacency Bonuses: +2 Adjacent River, +2 Adjacent Luxury, +0.5 Adjacent Forest, +0.5 Adjacent District
  • Builds a Trading Post in the City

I like the adjacency bonuses, and the HBC helps mitigate the disadvantages of Crown Land. However, I can't help but feel that the HBC needs something before it becomes truly great.

Originally, I planned on the HBC to be a replacement for the Industrial Zone. It wouldn't decrease the Appeal of nearby tiles, and the new Adjacency Bonuses would keep players from devaluing their land by building Mines/Quarries.

However, the I thought about it, the more I felt that the Commercial Hub would be a better fit, historically speaking. The Orginal HBC Outposts (called Factories) were built along rivers, specifically to manufacture fur goods before being shipped to Europe.

In Modern times, HBC is now a Shopping center, further cementing the argument that it should be a Commercial Hub

UU: Mounted Police (Cavalry)

  • Does not require Horses to be built
  • Ignores Movement Costs from Features inside your Territory ( Hills, Forest, etc. )
  • Can Repair Pillaged Improvements

The Mounted Police is meant to help mitigate the costs of maintaining a large, heavily forested Empire. They can quickly reach any edge of your empire, and once there, can outmaneuver an invading force.

Once the war is over, the Mounted Police can also Repair anything the Invaders may have damaged, freeing up your builders to continue their work in other parts of the Empire.

I was also playing around with the idea of giving them Improved Flanking Bonuses, to synergize with their Movement.


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LEADER: Sir Robert Borden

Prime Minister during WW1, Borden was a Politician of both Great Action, and Great Flaws.

Under his leadership, Canada went from Crippling Depression to Booming Wartime Economy, producing massive quantities of ammunition for both the British, and the Americans.

Away from Home, Canada saw success on the Western Front, taking Key German positions that European Generals had thought impossible. For their Speed and Ferocity, Germans went so far as to call them 'Storm Troopers', a term usually reserved for Elite German Formations which utilized the same tactics.

He's not without his failures however. Borden promised to not Conscript, but inevitably passed the Military Service Act, which created a division in French and British Canada that can still be felt today.

Everything that Borden did: Building a War Economy, Conscripting Troops, and Organizing them into the first Canadian Army, was for ultimately for one purpose: To earn Canada's place as an Independent Nation. Canada received its own Chair at the Peace Conference, and from then on, acted independently from Great Britain on the World Stage.

+ He was a supporter of the Women's Suffrage Movement. He introduced the a bill to extend Voting Rights to Women (Who met certain requirements), and worked to have it unanimously passed. So that's cool.

LA: Arm of the Dominion

  • Builders do not spend a charge when Harvesting Resources or Removing Features.
  • During War, receive Triple Yield from Harvesting Resources or Removing Features.
  • Gain access to the Storm Trooper Unique Unit.

    NOTE: While all variables are up for debate (whether or not they should be raised/lowered) I am especially uncertain about Tripling the Yields from Harvesting/Removing. Please let me know what you think a fair number would be.

    I chose Borden because I wanted to break people's preconceptions about Canada. As such, Borden is all about taking using Canada's Bonuses offensively.

    With careful planning, Canadian Players can preemptively produce units. Upon declaring War, a few well placed Workers can ensure that those units are finished on Turn 1 of the Conflict. Even the Mighty Storm Trooper's increased cost will pale in comparison to your Industrial Output.

    Since Harvesting/Removing doesn't cost you charges, you can use a handful of Builders to exploit the wealth of forest tiles you've accumulated.

    You should be careful, however. Cutting down Forests will decrease the Appeal of your Land, which will hurt your long-term advantages from Crown Land. Make sure to have Builders on hand to begin the Healing process, and try not to harvest your Old Growth Forests.
UU: Storm Trooper (Infantry)

  • More expensive than the Infantry, which it replaces
  • More powerful than the Infantry, which it replaces
  • Ignores Enemy's Defensive Modifiers (Units attacked by the Storm Trooper do not benefit from Hills, Forts, Forest, or Fortification)
In order to affect the game as much as early UU's (like the Legion or War Cart), Late Game UU's need to be devastating. This Unit is no exception

All of Canada's Bonuses help work towards the effect use of the Storm Trooper. Canadian Players should rush Exploration to take full of advantage of
Crown Land, and then begin transitioning from defense to offensive. Use Borden's LA to rush out Storm Troopers at the Beginning of the Modern Era, and take as many cities as you can.
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CLOSING

I wanted to make a Canadian Civ that centered around Preservation of Wilderness, Managing Appeal, and Strength of Arms. I personally feel that I've succeeded, but the truth of that statement is up to all of you. Please let me know what you think, and what I should change.

Additionally, here are some miscellaneous Ideas for Changes that I had.

  • Hudson's Bay Company: Have a free Trader Unit spawn upon completing the District.
  • Replace the Mounted Police with a Unique Resort Improvement that cane be built anywhere.
  • Remove the Storm Trooper's Increased Combat Strength, but provide a Large Bonus against Encampments/Cities.
Thank you for reading.
 
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I can't believe the search function doesn't find anything for the european union. So let's have a go at it...

european union

Leader: Angela Merkel (there isn't anybody who can really call himself leader of the european union, but she held a lot of power for a really long time, so she has the best call for this place)

Civ Ability: United in diversity: each city you found gain the ability to construct the unique units, districts and improvements (in its territory) of another civilization, determined at random the moment the city is founded, but different for every city you found. conquered cities retain the ability to build unique stuff from their previous civilization. In addition, all domestic trade routes count as international trading routes toward an ally (in addition to counting as domestic trade routes) for the purpose of determining which policies bonuses apply to them. [so you could get benefits from both collectivization, arsenal of democracy and ecommerce at the same time. You'd need to devote a lot of policy slots to trade, though)

Leader Ability: economic locomotive: your capital's production, gold and science are boosted by 10% for each other city you own and city state you are suzerain of

Leader Agenda: austerity: dislikes civilizations that trade gold for luxuries. likes civilizations that sell luxuries for gold. will avoid buying luxuries with gold.

Unique Unit/district/improvement: random. see the united in diversity civ ability.

civ achievement: erasmus program: have at least ten different unique units at the same time, all in your land, none in its spawning city
 
I know this nation has already been suggested, but here's my take on it.

The Netherlands - Willem I

Civilization Ability: Tulip Speculation
Gain an additional economic policy slot. Trade routes provide +1 gold per luxury resource in target city.

During the peak of the Dutch golden era tulips were bought and sold at enormous prices.

Unique Unit: VOC

Trade unit replacing trader. Gains +1 gold on routes to other continents, and +1 gold if over water.

The VOC was so successful that the Netherlands gained a monopoly on the spice trade.

Unique Building: Water Line
Replacing medieval walls, the water line provides one extra trade route if built in a city next to a river/ocean. It's defense (and cost to build) automatically upgrades upon researching siege tactics.

In the Dutch war for independence, the polders were flooded to aid in defense of the Netherlands. This concept was later improved upon, creating the new water line which lasted until WWII, after which a 3rd version was created to counter a possible soviet invasion.

Leader Ability: Financial Backer (Not final title)
Units are cheaper to buy.

Not only was Willem I the financial backer of the Watergeuzen (civ 5 unique unit), but early in the revolution he also raised an army consisting mainly of mercenaries to fight the Spanish.

Agenda: Trade Rivalry
Dislikes it if you have more trade routes.

The Netherlands has had multiple wars with their economic rival England (Anglo-Dutch wars), during which the Netherlands gave England their worst naval defeat ever.
 
The recent thread on Italian civ ideas made me brainstorm today and here's what I've come up with:
Italy
Stellone_d%27Italia.svg

Civ Icon: The Stella d'Italia. An ancient symbol of Italy and present in the modern nation's iconography. I'm not particularly pleased with it as its a little plain but I'm not an expert on Italian symbols.
Civ Ability: Rinascimento
Patronage of great people costs 25% less faith or gold.
Spoiler :
Rinascimento is Italian for Renaissance for which the Peninsula is quite famous. The ability itself is designed as a fairly generic ability that could benefit different play styles embodied by more specific leader abilities. The idea is some kind of discount to great people to reflect Italian patronage as a whole.

Unique District: Piazza
Replaces Commercial District. Receives culture equal to adjacency bonus. Must be adjacent to City Center.
Spoiler :
Piazza are open city squares found in Italy and not particular to any one city which makes them useful for a general Italian civ feature. Faster built commercial districts are already good from my understanding but the culture bonus is intended to push Italy further along the civics tree. My worry is that this is not a particularly interesting feature.

Unique Unit: Condottiere
Unique Light Cavalry unit unlocked with Guilds civic. Adjacent Melee and Anti-Cavalry units receive +3 strength, does not stack with other Condottiere but does stack with Great Generals. 6 maintenance.
Spoiler :
Condottiere captains led mercenary companies across the Peninsula and even abroad in Europe on occasion. As such I imagine the unit as sort of a mini Great General with a much smaller effect to reflect their position as mercenary leaders. Condotierri were also famous for demanding high fees which I think should be reflected in a high maintenance cost. I considered giving them also some form of great person point generation on kills but that felt too similar to Alexander's unique cavalry.

And now for my niche, never-going-to-happen leader idea so I can leave the better known Italians to other designers......
Federico_montefeltro_and_son.jpg

Leader: Federico da Montefeltro
Capital: Urbino
Colors: Mustard Yellow & Blue
Ability:
The Light of Italy
Great Writer, Great Artist, and Great Musician point generations are doubled for ten turns after a declaration of peace. All walls have a Great Work slot (Ancient: Writing, Medieval: Art, Renaissance: Music). Theater Districts provide Great General points.
Agenda: Humanist Duke
Likes leaders with equal or more Great Works than him. Dislikes leaders with less Great Works than him.
Spoiler :
Federico da Montefeltro has come to my attention as one of my favorite leaders of the Quattrocento, having lived as lord and later duke of Urbino from 1444 until his death in 1474. Federico was a condottiere captain of phenomenal skill having never lost a battle while simultaneously never betraying a client despite the widespread switching sides practiced by other condottieri. Simultaneously Federico was an intensely intellectual man deeply interested in classical works and he commissioned one of the largest libraries in Italy second perhaps to the Vatican. His Ducal Palace at Urbino is both a functional defensive construction and a jewel of Renaissance architecture. Federico's court was a place where young courtiers from across Italy would gather and learn both military and diplomatic lessons. Federico would even walk the streets of Urbino and talk with the general population to see how things were for those living outside the palace. If you can't tell, I find him fascinating and am super biased towards liking him.
"The Light of Italy" is a title attributed to him by the author Baldassare Castiglione whose renowned "The Book of the Courtier" based itself on an idealized version of the court at Urbino. As an ability, I imagine Federico da Montefeltro as a leader who focuses both on military and culture using wars to boost his generation of Great People through forcing peace settlements. The Great Work slots on walls are meant to evoke the architecture of his Ducal Palace as both a military and aesthetic construction. The last feature of Great General points from Theater Districts might be unnecessary but my intention was to give a further military bent to him.

Art of Federico da Montefeltro always capture him from one side because he lost his right eye and the bridge of his nose in a tournament accident when he was young! Obviously a 3d model of him would have to feature this aspect of his appearance even if contemporary art hid that.

I'm not very knowledgeable of Italian history but I've been reading some recently and thought I'd take a crack at it.
 
Since somebody posted a humorous Trump-led america, I am going to do likewise and post a berlusconi-led italy

latest


Italy led by silvio berlusconi

Leader ability: football and showgirls. Arena and stadium provide one extra amenity from entertainment. One extra amenity from every entertainment district after researching mass media. Maintenance cost of entertainment districts and their buildings is tripled. -20% to research and culture

Leader agenda: shady businessman: will make trade deals with any leader indipendently of their reciprocal relationship. Likes leaders that make deals with disliked leaders. Don't like leaders who refuse to make deals with someone they dislike.

Civ ability: university budget cuts: science and theater districts cost half to produce and have halved maintenance cost. On the down side, because of brain drain, whenever you would gain a great scientist, great writer, great artist or great musician, another player will get the great person instead of you. Science districts also give -1 amenity

Civ unique unit: escort: spy-like unit that can go to foreign capitals and use the ability bunga-bunga. Sending an escort in mission to a male leader will gain +10 diplomatic relation and one level of visibility. It will give -1 diplomatic relation with every female leader you have met; an additional -1 to your closer ally among those female leaders, whom you'll have called "unfudgable lard-ass".

Special achievement: panem et circenses: spend five turns in bankrupt without having any unhappy city.

Strategy: Make plenty of cheap universities and museums to overcompensate the reduced effectiveness of each one. Provide your people with plenty of cheap entertainment to narcotize them for how you are driving the country toward disaster. Use your special unit's special talents to gain the friendship of all male leaders, while getting lucrative deals with those universally disliked leaders everyone else will shun. Be careful to keep your people happy even while bankrupt, or you may be substituted by a technical government.
 
Babylonia

Hammurabi
hammurabi_codex.jpg


Hammurabi (pictured above left, on the right is a god). The able bureaucrat and administrator famed for one of the earliest legal codes in history (after Sumerian ruler Ur-Nammu's, for example), who brought a minor kingdom into the echelons of a glorious empire. Hammurabi was also a cunning diplomat and skilled conqueror. One example of this: In 1081 BC, the powerful neighboring kingdom of Elam entered Mesopotamia, destroyed the kingdom of Eshnunna, and tried to start a war between Babylonia and the kingdom of Larsa. Hammurabi and the king of Larsa discovered the Elamite plot, and made an alliance. Together, they destroyed Elam. However, when Hammurabi realized that Larsa had contributed little to the war effort, he turned on them, and crushed them, so that Babylonia took over the entire southern plain of Mesopotamia as well. He also made the Assyrian Empire, previously conquerors of Mesopotamia, a tributary state of Babylonia (how embarrassing for those once-mighty Assyrians). It was Hammurabi who put Babylonia on the map, for when by 1755 BCE, he had united all of Mesopotamia, he had established the Babylonian Empire. Here is my idea for Hammurabi.

Leader Ability: Code of Hammurabi. One of the earliest known works of law, the famous code in-game is represented by +1 amenities for all of Babylon's cities (conquered or settled), and reduced maintenance cost of buildings. It also boosts all ancient and classical era government policy slot cards (so a card giving +2 General Points gives +3 instead for example, and +1 production to all cities becomes +2 production to the capital and +1 production to all other cities).
  • Historical notes: The celebrated and famous Code of Hammurabi, when read in full, shows how highly Hammurabi considered justice as a god-given thing. In the Code, at the end, Hammurabi says: "That the strong might not injure the weak, in order to protect the widows and orphans, I have in Babylon the city where Anu and Bel raise high their head, in E-Sagil, the Temple, whose foundations stand firm as heaven and earth, in order to bespeak justice in the land, to settle all disputes, and heal all injuries, set up these my precious words, written upon my memorial stone, before the image of me, as king of righteousness." The Code's 282 laws covered everything from divorce, sexual misconduct and trade to employment and wages for physicians' work. This would be best represented in-game by buffed ancient and classical era government slots--a nice early boost, and quite powerful in the aggregate, to show how wide-spanning the Code was. Hammurabi was himself known as a capable administrator and bureaucrat, so buffed policy cards fits that role rather well.
Agenda: Bani Matim (Likes those who make many improvements to their hand, and have higher than average amenities.)
  • Historical notes: Says the Ancient Encyclopedia (EU), "[a] popular title applied to Hammurabi in his lifetime was bani matim, 'builder of the land', because of the many building projects and canals he ordered constructed throughout the region. Documents from the time attest to the efficacy of Hammurabi’s rule and his sincere desire to improve the lives of the people of Mesopotamia. These letters and administrative works (such as directives for the building of canals, food distribution, beautification and building projects, and legal issues) support the view which Hammurabi held of himself.

Civ Bonus: Gate of the Gods. Capital city gains extra culture, science and faith output based on its population. Tile yields of all worked improved tiles increased (in food or production, depending), and yields of worked districts in the capital increased by a small amount. When declaring war on a civilization with a city on the same continent as your capital city, war weariness is reduced for you.
  • Historical notes: Named in Akkadian something that translates to "Gate of the Gods", Babylon was a famed and important city in ancient times (and known for the Tower of Babel and as an infamous representation of excess power in the Bible). Even to hostile foreign conquerors like the Assyrians, Babylon was a city of great import, and holding it meant you held the prize of Mesopotamia in your control (much like Jerusalem in medieval times). The Assyrian ruler Tukulti-Ninurta made the decision to sack Babylon after conquering it, and this is said to have resulted in his death. Years later, another Assyrian ruler, Sennacherib, after desecrating Babylon (causing consternation among the Assyrians themselves, for they held Babylon in high esteem), was later murdered by his own sons, and a popular theory is that this was because the sons held Babylon (like many) in high esteem.
Unique Unit: Redum/Ba'irum (warrior replacement).
Spoiler Akkadian archer with a composite bow, from the time of Naram-Sin. Front: Babylonian foot-soldier from the time of Hammurabi from Ancient Warfare Magazine 2.5 :
tumblr_inline_o3y0fno5DH1t79fgm_500.png
Gain extra healing and experience in enemy-controlled territory, and extra defense when in Babylonian territory. These bonuses carry over in reduced form when this unit is upgraded (so a swordsman upgraded from a redum/ba'irum would get extra healing and experience in enemy-controlled territory, and extra defense in Babylonian territory).
  • Historical and design notes: The foot soldier, or "redum" and the marine, or "ba'irum" is so named in the Code of Hammurabi (source: P. 126 of "Hammurabi of Babylon" by Dominique Charpin). Bronze Age soldiers typically used bronze daggers and armaments. I considered a Babylonian archer, given Civilization III, IV and V's representation of Babylon with their archers, but scant evidence of bowmen being important in Babylon's armies remains. There is a "frieze of archers" in the Ishtar Gate, apparently, which inspired the later frieze from which we get a popular image of the Persian immortals, but nothing indicates their vital importance (contrary to what is claimed in Civilization IV's Civilopedia), and so they were not chosen as Babylon's unique unit this time. I found scant evidence on Babylon's armies (much less information than can be found for Assyrian, Persian or even Sumerian armies), so I was unsure what ability to give them. Given how Hammurabi was at war for 14 years, and the need for his armies to be constantly on the move, these soldiers get a movement bonus and gain extra healing and experience in enemy-controlled territory (i.e. not the wilderness), with an extra defensive bonus when in Babylon's territory.

Unique Infrastructure: Walls of Babylon. Wall replacement generating culture which allows the city to hold two defensive units instead of the usual one (and gains extra strength over other walls due to the potential strength bonus from both units in the city). Generates 1 Great Engineer point per turn until the medieval age.
  • Historical notes: Known as impregnable (even Cyrus the Great diverted a river to take the city), Babylon's walls were mighty, and on a list of the Seven Wonders of the Ancient World. The Walls had eight gates and were praised as impressive by many ancient writers, including Herodotus, who stated that "Babylon surpasses in wonder any city in the known world". Apparently, chariots could race along the walls, and that accordingly gives the idea that the gates were vast and potentially held many spaces for defensive archers (the city was, after all, constantly conquered and reconquered throughout the Bronze Age, and as such, Nebuchadnezzar II had the Walls triple-layered to make the city impregnable). The walls were also adorned with enamelled tiles, sculptures of deities and lions, and the Ishtar Gate in the Walls was known for being covered in semi-precious lapis lazuli. Clearly, this wall was not *purely* defensive in nature, and was meant to impress.

Design notes: I designed Babylonia as a "buffed tile yield" civ, not originally based on my intent, but on my need to make the civilization design a bit more coherent. I thought of making Babylonia scientific-focused, but reading some articles on the Internet about the reason for Babylonian astronomical advances (for religious reasons) turned me away from that idea, as it was not (to me) hugely feasible that Babylon would have held onto science over faith in later generations (that being said, it is true that Babylon was an educational center, such that Persians made Babylon the administrative center of their empire, and such that Pythagoras may have developed his mathematical theorem based upon a Babylonian model). That said, many things in Babylonian culture, including the Code of Hammurabi, the adornments on the Gate of Ishtar, and astrological advances, stemmed from their religious beliefs, but then again, Babylon was the birthplace of no significant religion, so I did not give them an inherent religion bonus (they do get a faith bonus, however). I accordingly decided to create an ability that synergized with Hammurabi's Code bonus and his agenda, and buffed capital tiles that were improved. It fit in well with Hammurabi's title of Bani Matim, which I was delighted to uncover in my research. This makes Babylon a flexible and defensive civ.

Other ideas I toyed with given Hammurabi's tendency to make alliances and then break them (conquering his erstwhile allies) didn't fit with Hammurabi's agenda as I had identified it (and there are similar representations in-game already, with Cyrus and his surprise wars, for example).
 
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That's quite a good Babylon idea I like the improvements bonuses angle. It'd be neat to see an official civ feature something like that. I like the non-science focused route just as something different from civ5's Babylon.
 
I personally think "Hammurabi's Code" sounds better than "Code of Hammurabi." Hammurabi is already a distinctly not-common name, so the not common phrasing kills some of the cool factor. It's just a bit too much, in my opinion.

That said, I should probably get to redesigning my Ottoman's and Mongolia, since Persia launched with no Bazaar and Macedon basically does what my Mongolia idea would except with actual polish (as does the Persia civilization ability). That said, here's Hungary while we're waiting. I didn't get as thorough with this one as I did previous ones, because that was honestly a little bit of a hassle and while I enjoy learning about these countries, having to convert that into abilities with short, historically representative names and detailed justifications is kind of a pain. So I went the easy route and just put abilities with a little bit of flavor here and there.

Hungary
Unique Ability: All buildings which provide Great Work slots provide +1 of their slot type, even the Palace. Increased Theater Square adjacency bonuses.
  • Hungary's been the birthplace or takeoff point for a few cultural movements, including being the second country to enter the Renaissance. They also have a bunch of museums, and overall I thought a cultural victory would be a good focus for them, which this ability is made for.

Unique Unit: Hussar (Knight replacement, the Hussar is a light Cavalry unit which unlocks with the Guilds civic instead of the Stirrups technology. It has the same strength as the Knight but is a light cavalry unit, meaning it upgrades from Horseman and into Cavalry. It also have +1 movement and +1 sight over the Knight)
  • Hussars were used a lot for reconnaissance and scouting, so, like Civ5, they have bonus sight and movement. Every man who owned twenty acres was required to provide an armed cavalryman (some believe this is where the word "Hussar" came from), so obviously having a feudal system is good for unlocking them, but they don't come too early. They're honestly a bit out of the way, a warmonger would much rather go for mercenaries, but Hungary isn't meant for domination.
Unique Infrastructure: Spa (Replaces Sewer. +3 Culture, +3 Tourism, +2 Housing, +1 Amenity)
  • Hungarian spa culture goes back centuries, to the time of Roman occupation. They have naturally good water for these sorts of things, springs and all that. A lot of people come to Hungary for the spas, and so a building most people overlook suddenly is like a Great Work of Art you can build.
Leader: Matthias Corvinius
Capital: Budapest
Leader Ability: Bibliotheca Corviniana (Libraries have a slot for a Great Work of Writing, which is boosted by the Civ's unique ability. Trade routes to other civilizations generate Great Writer points)
  • As mentioned above, Hungary was the second country to embrace the Renaissance, and Corvinius had a lot to do with that. His personal library was the greatest collection of secular works in the world, at that time, until it was destroyed. He collected works from foreign civilizations and his wife was Italian, because, you know, all about that Renaissance. So he can generate a lot of great works of writing and has a place to put them.
Agenda: Likes Civilizations with lots of Great Works and tries to buy or trade Great Works. Dislikes Civilizations with few Great Works.
  • Renaissance. Book collecting. See above.

I considered Matthias unlocking the Black Army, but didn't put it down. If I did, though, it would unlock with Mercenaries, and would be a stronger knight. So you got options, you know, the mobile Hussar or powerful heavy cavalry Black Army.
 
I personally think "Hammurabi's Code" sounds better than "Code of Hammurabi." Hammurabi is already a distinctly not-common name, so the not common phrasing kills some of the cool factor. It's just a bit too much, in my opinion.
It's not really phrasing that I chose. The Code is commonly known as the "Code of Hammurabi". Personally I think it sounds more epic to phrase it this way in any case, as if it were some sort of relic. (ala Sword of Damocles, etc). :)
 
It's not really phrasing that I chose. The Code is commonly known as the "Code of Hammurabi". Personally I think it sounds more epic to phrase it this way in any case, as if it were some sort of relic. (ala Sword of Damocles, etc). :)
Well, I suppose its preference, since I don't really like "Sword of Damocles" either.

I suppose that is the more common way, I just always remembered it as Hammurabi's Code for some reason, I blame public education and not doing all my research.
 
Since I made Khmer earlier, and just came back from a journey in Thailand, here goes my Thailand civ !

Thailand :

UA : Divine Kingship : Religious Buildings also produce culture, in the same amount of faith. Theater square buildings can be bought with faith and produce Great Prophet points.
Historical notes : The King of Thailand (Ayuthaya, Siam, ...) was considered as a god, and building religious infrastructures was more important than amassing riches or anything else, since they believed in reincarnation and thought that being pious could allow them to have a "higher" reincarnation later.

UU : Royal Elephant Cavalry : Expensive unit unlocked at Feodality that has the Royal Charge promotion, which gives a 50% Attack bonus when attacking on every unit it has not attacked once yet.
Historical notes : The elephant is a national symbol in Thailand. If nowadays anyone can ride it, only the king could do so in the past, thus the the "Royal cavalry" term.
Spoiler :
naresuan5.jpg


UI : Stilt Village : Can only be built on marsh tiles, or next to river or lake tiles. It provides +1 food and +1 housing, and +1 amenity for every stilt village adjacent to 2 other stil villages.
Historical notes : There're tons of stilt villages in Thailand, the stilt house being a traditional architecture in the country. They are especially built near water to protect the house from the raining season, and many fishermen live there.
Spoiler :
10394575_523611521116626_1942513640103037036_n.jpg

Leader 1 : Naresuan (capital : Ayutthaya)

Spoiler :
3034863568_3bc53f9f_3-2-Photo+7+Statue+of+K_fmt.png


LUA : Duelling King : Cavalry units can be produced 10% faster than usual and are 10% stronger. Additional 10% power when a unit attacks an enemy when no other allied or foe unitsare adjacent to the battlers.
Historical notes : King Naresuan is known for his duel againt the burmese prince Mingyi Swa, which he defeated in a riding elephant duel, despite the authenticity of the story nowadays under suspicion.

LA : The Warrior on the Elephant : Tries to cumulate as many cavalry units as it can, not liking civs that do not do so.
Leader 2 : Narai (capital : Lopburi)
Spoiler :
SAM_1357-58--King%20Narai%20Monument,%20Lopburi,%20Thailand--30122012.jpg


LUA : Connecting the world : Gains one envoy and additional science and faith for every embassy with another civilization. City-States type bonuses are 50% increased.
Historical notes : King Narai is known to have sent inumerous embassies throughout the world, in France, Portugal, Britain, China, Persia. Many strangers held high offices in Siam during his reign, and the kingdom never knew such diplomatic activity before.

LA : Siamese Ambassadors : Likes civilizations that share common friends with him, hates civilizations that are friends with his enemies.
AND since I'm a motivated man, and highly encourage Beach and Firaxis to add more than two SE Asia civs, who are so different from each others and so deserving, here's my Myanmar (or Burma) civ !

City idea list : Ayutthaya, Lopburi, Bangkok, Sukhotai, Chiang Mai, Phitsanulok, Thonburi, Chiang Rai, Pattani, Nakhon Si Thammarat, Khorat, Chantaburi, Lamphun, Pattaya, Lampang, Nakhon Sawan, Hat Yai, Phimai, Chiang Rai, Ubon Ratchathani, Ratchaburi, Sri Thep, Chaiya, Phetchaburi, U Thong, Nakhon Pathom, Lavapura, Nan, Mukdahan, Krabi

Myanmar

UA : Splendid Temples : Missionaires can use one charge to accelerate of 30% the production of shrines, while Apostles can do the same with the Kyaungs. Sending Trade routes to Burma provide to the sender +2 faith, but religious pressure from the trade route is doubled.
Historical notes : The Bagan Temples is the rival of Angkor Wat, in terms of splendor and size, the site containing more than 2000 temples. Also, it was Burma that spread Theravada Buddhism in SE Asia.

UU : Sagaing Htaungthin : Stronger than the Knight it replaces, a free unit appears in the capital every time Burma declares war or receives a declaration of war.
Historical notes : The Sagaing Htaungthin were cavalrymen from the Sagaing region, introduced by the king of Sagaing Saw Yun. They were levied when at war from the hereditary villages of Sagaing, forming nine squadrons.
Spoiler :
Aungzwamagyi_Nat.jpg


UB : Kyaung : Replacing the Temple, the Kyaung has an additional slot to welcome a relic, while providing +2 science.
Historical notes : Kyaungs are burmese buddhist monasteries that served in pre-colonial times as the main source of education for youngsters. They did not teach only religion, but also, mathematics, literature, astronomy, medicine, martial arts, ...
Spoiler :
22869744479_0096e56956.jpg


Leader 1 : Anawratha (capital : Bagan)

Spoiler :
king-anawratha-entrance.jpg


LUA : Pious collector : Everytime a city is conquered, there's 50% of chance of getting a relic. Relics provide +1 culture and +1 science.
Historical Notes : Anawratha tried to invade the city of Dali and Thaton to submit them, but traditions tell that he seeked to get the Buddha's tooth for the first and a Theravada Buddhist Canon for the second.

LA : Gift from Ceylan : Hates civilization that cumulate relics.
Historical notes : Ceylon asked Anawratha for religious help, who sent monks and scriptures to the island. In return, they offered a replica of the tooth of the Buddha.

Leader 2 : Bayinnaung (capital : Pegu)
Spoiler :
300px-Bayinnaung.JPG


LUA : Conqueror of the thousand directions : No war weariness is gained from losing units. Levied troops from CS do not return to their owner, but remain burmese. Conquering a city provides a free unit (type depending on the era).
Historical notes : Bayinnaung relentlessly waged war, forming the greatest empire SE Asia has known. He vastly employed portuguese mercenaries, with their matchlocks and artillery during his whole life, bringing technological advantage against his foes. And once he conquered a city, he would immediatly conscript soldiers from it to push on his conquests.

LA : Cakavatti : Likes Civilizations that provide him advantageous peace deals. Hates Civilizations that try to take everything from him in peace deals.
Historical notes : Cakavatti is a concept to that refers an universal ruler, which Bayinnaung was considered. He did not colonize the territories he conquered, but rather expected their submission and vassalage.

City idea list : Pegu, Bagan, Ava, Yangon, Taungoo, Shwebo, Sagaing, Mandalay, Amarapura, Martaban, Mohnyin, Thibaw, Mogaung, Pinya, Prome, Mrawk-U, Bassein, Nyaungshwe, Naypyidaw, Meiktila, Sittwe, Thaton, Kyaukse, Minbu, Bhamo, Mergui, Kale, Taunggyi, Manipur, Dawei

And since I'm VERY VERY motivated, I'll also add an updated version of my Khmer civ (which I want to see so badly in the game ...)

The Khmer

UA : Angkorian Sites : When founding a city, the Holy Site is already built within the City Center.
Historical notes : The Khmer built cities with an incredible number of temples. The City-centre and Palace were also the main temples of the city. The State-temple was a central concept within the Khmer empire.

UU : Ballista Elephant : It has +1 movement comparing to the catapult it replaces, and deals stronger damage against units and cities of the same religion as the Khmer.
Historical notes : Khmer waged many wars against their neighbours, who were, like them, either Buddhists or hinduists. A bas-relief of the Bayon shows us the use of ballistas carried on the back of éléphants.
Spoiler :
BallistaonElephant.jpg


UI : Baray : Unlocked at engineering, the Baray itself provides +1 food and +1 tourism at Aviation. It also provides +2 food at every adjacent farm built next to it, and +3 food to food oriented bonus resources, like rice and wheat.
Historical notes : Baray were giant réservoirs that were filled with river or rain water, which were used to aliment in water the city and the rice fields.
Spoiler :
baray.jpg


Leader 1 : Yasovarman I (capital : Yashodharapura)
Spoiler :
123px-PSM_V30_D337_Statue_of_the_leprous_king_founder_of_angkor_wat.jpg


LUA : New horizons : Every tile surrounding the City Center and the districts of the capital provide +1 food and +1 production. If the Khmer are not at war, for the price of 3 turns of anarchy, the capital can be officially moved into another city (only 1 turn if the said city is connected to the capital through a trade route).
Historical notes : Yasovarman is known to have moved the capital of the empire to Yashodharapura, building more than 100 temples in it. Khmer often changed capitals, the new capital becoming the new centre of the empire.

LA : The watchful leprous : Likes civilization that develop their cities infrastructures and population. Hates civilization that do not do so.

Leader 2 : Jayavarman VII (capital : Angkor)
Spoiler :
jayavarman_big.jpg


LUA : Smiles of the Bayon : Districts built next to river, oasis or lake tiles provide +2 culture, +2 faith, and +2 tourism when reaching the Industrial era, and have their adjency bonus doubled.
Historical notes : Public works were one of the main interests of Jayavarman VII, that built reservoirs, religious temples, hospitals, monuments, ... Khmer art reached its peak during his reign, and is still most admired nowadays.

LA : Subjugator of the Cham : Does not like civs that don't declare war on civs that formerly declared war on them.
Historical notes : the kingdom of Champa invaded the Khmer which resited the invasion. Later, Jayavarman VII proceded to conquer the Champa and took their capital, installing a king of his choice on their throne.

City idea list : Angkor, Yashodharapura, Hariharalaya, Koh Ker, Roluos, Mahendraparvata, Isanapura, Ok-eo, Angkor Borei, Banteay Chmar, Ba Phnom, Siem Reap, Preah Khan Kompong Svay, Sambor Prei Kuk, Wat Nokor, Phnom Penh, Battambang, Beng Mealea, Banteay Pro Nokor, Phnom Banan, Prah Vihear, Phnom Da, Wat Phu, Phnom Chiso, Tonle Bati, Kuhak Nokor, Phnom Chnok, Phnom Bayangkao, Bhavapura, Shrestapura

And here goes one more : Indonesia, the insular of South East Asia

Indonesia

UA : Jouneying Traders
: International Trade Routes from coastal cities connected with a civilization that has a strategic or luxury resource the sender does not possess grants a free copy of one of those resources. Luxury resources possessed that way provide +2 amenities per resource to Indonesia.
Historical Notes : the indonesian archipelago was known to control the maritime trade around its region, and possessed rare supplies, like spices. Thus, trade was very intense in the region.

UU : Borobodur Ship (or Samudra Raksa) : Replacing the Quadrireme, this ship has +2 move and generates +3 gold when within a foreign civilization border (not at war, CS included, only one per Civilization).
Historical Notes : the Borobodur Ship has an outrigger and can be seen in a bas-relief of Borobodur. The ship was recreated and named Samudra Raksa, and the ship, departing from Indonesia, managed to go as far as Accra.
Spoiler :
jansen_fig23b.jpg


UI : Paduraksa : Unlocked at Construction, it can not be built on hills and next to another Paduraksa. Can only be built next to a district. It provides faith in the same amount as the district's adjency bonus and +1 culture.
Historical notes : Paduraksas were roofed gates that preceded palaces and temples, and were used both by hinduists and muslims.
Spoiler :
250px-Bajang_Ratu_Gate_Trowulan.jpg


Leader 1 : Tribhuwana (capital : Trowulan)
Spoiler :
8-3.jpg


LUA : Majapahit Conquests : Naval units are 20% cheaper to produce. When founding a coastal city, a free naval unit is given. Harbor districts can attack like Military Camps.
Historical notes : During Tribhuwana's reign, the Majapahit empire started to extend and capturing its neighbouring kingdoms, the queen herself participating in the war.

LA : Trustful Advisors : Likes Civilizations that send traders to her cities.
Historical notes : Tribhuwana could count with the help of many advisors, the main one being the prime minister Gajah Mada that organized much of her expeditions and wars.

Leader 2 : Sukarno (capital : Jakarta)
Spoiler :
presiden-sukarno.jpg


LUA : Multicultural Union : Culture income is 50% stronger, City Center attacks are 50% stronger, and units have +1 move in friendly territory when Indonesia is declared war. +2 tourism from National Parks and Seaside Resorts.
Historical notes : Sukarno unified a country that possessed an gigantic number of different ethnicities, making Indonesia one of the most multicultural countries in the world.

LA : Pancasila : Hates Civilizations that approach their troops too much within its borders.
Historical notes : the Pancasila was the manifesto of Indonesian independency that presented the principles of the Indonesian nation.

City idea list : Jakarta, Trowulan, Demak, Palembang, Surabaya, Makassar, Medan, Batam, Bandung, Denpasar, Mataram, Ambon, Tarakan, Bekasi, Daha, Depok, Semarang, Pekanbaru, Padang, Samarinda, Tangerang, Bogor, Cimahi, Bandar Lampung, Kupang, Jayapura, Ternate, Sofifi, Pontianak, Banjarmasin

Since I'm on a SE Asia spree, here comes : Malaysia

Malaysia

UA : Alam Melayu : Tourism from trade routes and districts is 20% stronger. Harbor and Commercial Hub buildings provide +1 culture, and from the Modern era, +1 tourism.
Historical notes : Alam Melayu can be translated as the Malay World, and is a concept about the "malayness" of the Malay Archipelago. It can be used as linguistic, racial, ethnic, ... concept. For a long time, Malay was the vehicular language in SE Asia.

UU : Perahu Bedar : Replacing the Caravel, it has 8 base move and comes at Education, but cannot enter in deep sea tiles. +20 gold when eliminating an enemy unit.
Historical notes : the Malay archipelago was the heart of trade within SE Asia, and many coasted there : chinese, indian, portuguese, british, siamese, ... The Perahu Bedar is the mix of these different technique of ship creation.
Spoiler :
001.jpg


UB : Business Skyscraper : Replacing the Stock Exchange, it is unlocked later in Capitalism. However, it provide +12 gold instead of 8, +2 great merchant points, +2 Citizen slots and +4 tourism.
Historical notes: Kuala Lumpur is known to house a great deal of high towers and skyscraper belonging to great trademarks, making the city one of the world Financial hearts.
Spoiler :
Kuala+Lumpur.jpg


Leader 1 : Muzaffar Shah (capital : Malacca)
Spoiler :
muzafar.jpg


LUA : Unity above all else : Naval units are 10% stronger when fighting within Malaysian's territory. Trade Routes provide +2 faith, and religious units have +2 move when crossing water tiles.
Historical notes : Muzaffar Shah did everything he could to avoid the desunion of the Malaccan sultanate, even going as far as offering one his wives to one of his advisors who was about to rebel, managing to get the integrity of his territory.

LA : Guardian of the nation : Likes to have allied troops nearby his territory.
Historical notes : see above

Leader 2 : Tunku Abdul Rahman (capital : Kuala Lumpur)
Spoiler :
tunku.jpeg


LUA : Malayan Alliance : Malaysia can freely levy CS troops, but only for 10 turns (must wait 10 other before levying again). CS which Malaysia is suzerain give random bonuses (unit, culture bonus, science bonus, ...) every 20 turns.
Historical notes : Tunku is known as the father of the modern Malaysian nation, and having brought unity throughout the many sultanates that compose the Kingdom.

LA : Territorial Integrity : Hates Civilizations that found their cities too close to his border.
Historical notes : see above

City list idea : Kuala Lumpur, Malacca, Johor Bahru, George Town, Shah Alam, Ipoh, Kuching, Alor Setar, Kuala Terengganu, Petaling Jaya, Miri, Singapore, Kota Kinabalu, Putrajaya, Klang, Kangar, Kuantan, Seremban, Bandar Labuan, Subang Jaya, Kajang, Seberang Jaya, Muar, Sungai Petani, Tawau, Ampang Jaya, Sandakan, Kota Bahru, Kulim, Manjung
 
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Mali
Unique Ability: Daliluw
  • Clearing Forest generates bonus production, as well as faith
  • Gain an additional Economic policy slot after building your first Industrial Zone
"Daliluw" is a native Mandinka concept meaning "the secret knowledge about the use and nature of nyama," another Mandinka concept meaning all the energy and power in their villages and society. Daliluw is an art only known to blacksmiths, a trade passed down through families exclusively. The necessary skill and danger of their craft made blacksmiths feared in Mandinka society and was why they were believed to hold supernatural power, which translated into political influence. The Mandinka people cut down many trees to fuel the furnaces of the blacksmiths. A lot of them. They're why you don't see trees in that part of the word anymore.

Unique Unit:
Sofa (Crossbowman)
  • 36 Ranged Strength (vs 40)
  • 35 Melee Strength (vs 30)
  • 3 Movement (vs 2)
  • 1 Range (vs 2)
  • Can move after attacking
  • Has the "Poison Arrow" ability: In any encounter in which the Sofa damages an enemy unit, the enemy unit takes an additional 5 damage
Sofas were slave soldiers. Originally they were not allowed to participate in direct combat, but the eventually became a cornerstone of the Malian army. They used small bows which lacked range and power, but they were able to compensate for this with expert use of poisoned arrows.

Unique Infrastructure: Sahelian Mud Temple (Tile Improvement)
  • Unlocks with Divine Right Civic
  • Can only be built on Flat Lands
  • +2 Faith
  • +2 Faith, +2 Science if adjacent to a Holy Site
Malian is a subcategory of the distinctive Sudano-Sahelian architectural style, which constructed its building of mud and sealed them with adobe. This subcategory is most often associated with Mosques, but since you can found whatever religion you want in Civilization, the term "Temple" is used instead. It still provides faith, however, and science, as these mosques become centers for education in the Malian empire.

Leader: Mansa Musa I
Capital: Niani

Leader Ability: Pilgrimage
  • Foreign Trade Routes generate +1 gold for each unique mined resource in Mali's territory and an additional +1 gold if the foreign civilization does not have access to this resource
  • Trade Routes generate +1 faith for each city of the original city's religion they pass through
Mansa Musa is most famous for his pilgrimage to Mecca. Along the way, he donated so much gold that rampant inflation overtook Egypt and parts of the Middle East. As a religious journey, it provides faith, but gold is also obtained to represent the iconic wealth of the Malians (also the source of their extra Economic policy slot).

Agenda: Conqueror of the Wangara Mines
  • Musa will try to possess a monopoly on any resource improved by mines in his territory. He dislikes civilizations which possess these resources and likes civilizations which lack them.
 
Carthage

Civ Bonus: Can build a unique Harbor replacement called the Cothon and at half the production cost. Get 20% production bonus toward creation of Trader units and Ancient, Classical Naval units. Each Cothon grants 1 envoy to a commercial city-state of your choosing(if no commercial CS found, it will be revealed). +0.5 great merchant points for each Cothon per turn.

Unique Unit: Numidian Cavalry: Ancient era horsemen replacement (unlocked with Horseback Riding) that can only be purchased using Gold at 50% off what normal horsemen would cost, however double the maintenance cost. Start with one free promotion. These units can be purchased by enemies for full horsemen price(this transaction can only happen once for each Numidian unit). (I thought about the Gold purchase/upkeep to be for all Carthage's units?)

or

Unique Unit: Quinquereme: Ancient era melee warship replacement for Galley. 4 movement and 30 combat strength. Production cost: 65

Unique Improvement: Olive Grove: Must be built on coast or 2 tiles inland only. +1 Food, +0.5 Housing, +0.5 Gold for every adjacent Olive Grove. (Unlocked with Irrigation)
+1 Culture directly on coastal tiles. Why culture, see below.

Dido

Leader ability: Mediterranean's conveyor belt: Both Civs gain +2 Gold for each trade route to Carthage. Plus, foreign trades routes to Carthage provide +1 Amenity for their 1st trade route for the sender (none after).

Agenda: Dislikes any Civ unwilling/unable to trade or send trade routes with Dido located on the same continent or adjacent continent to Dido's own continent. Likes anyone who's willing to trade or send trade routes.

Historical Notes: Carthage is well known as a lucrative trading empire. Also mercenaries were a big part of their military and could be persuaded with a bigger pay packet from enemies. Mago was a intrical part of agriculture, thus making the Carthaginians proficient at growing Olives. Mago's writings regarding agriculture were followed with precision by the Romans after the Punic Wars, even today.


Side notes, how is a superpower of the ancient world only a CS?!?

Perhaps instead of creating a new unit in game, allowing Carthage to cheaply purchase other civ unique units in the ancient and classical eras only. Such as Hoplite and Egyptian war chariot. However at high maintenance cost. The idea is to let Carthage hire mercenaries, quickly, but not be a long term solution.

Open to thoughts or suggestions.
 
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Spoiler cknwo's Carthage :
Carthage

Civ Bonus: Each coastal city starts with a free Harbor district (starting beginning of the game). (<< I know quite unimaginative)

Unique Unit: Numidian Cavalry: Ancient era horsemen replacement (unlocked with Horseback Riding) that can only be purchased using Gold at 50% off what normal horsemen would cost, however double the maintenance cost. Start with one free promotion. These units can be purchased by enemies for full horsemen price(this transaction can only happen once for each Numidian unit). (I thought about the Gold purchase/upkeep to be for all Carthage's units?)

Unique Improvement: Olive Grove: Must be built on coast or 2 tiles inland only. +1 Food, +0.5 Housing, +1 Gold for every adjacent Olive Grove. (Unlocked with Irrigation)


Dido

Leader ability: Mediterranean's conveyor belt: Both Civs gain +2 Gold for each trade route to Carthage and gain +1 Amenity for their 1st trade route to Carthage(none after).

Agenda: Dislikes anyone Civ unwilling/unable to trade with Dido located on the same continent or adjacent continent to Dido's own continent.

Historical Notes: Carthage is well known as a lucrative trading empire. Also mercenaries were a big part of their military and could be persuaded with a bigger pay packet from enemies.


Side notes, how is a superpower of the ancient world only a CS?!?

Open to thoughts or suggestions. Too powerful for being able to purchase Horse at 50% off and getting free harbor districts?

How would I get someone to mod this into the game? I'd be willing to pay, haha.


These are realy nice ideas for a Carthaginian civ, I would just chance some things... The civ ability could be something more unique to Carthage, like, for exemple, presenting both the importance of trade and the great use of mercenaries in their forces (like the Numidian Cavalary itself), could be something like: "Each trade route decrease the price for purchasing land units by 5%. Can control for free the units from civs wich you are the suzerain."
I liked your idea for UI, but I think the Cothon (replacing the Harbour District) would be more especific to the civ and more recognizable visually, and could build faster naval units and traders, and also improving trade routes somehow. About the UU, the Numidian Cavalary, in my opinion, they would fit better for a Numidian Civ/City State than to a Carthaginian one. Its like to use the Digger as a English UU...
 
Spoiler cknwo's Carthage :



These are realy nice ideas for a Carthaginian civ, I would just chance some things... The civ ability could be something more unique to Carthage, like, for exemple, presenting both the importance of trade and the great use of mercenaries in their forces (like the Numidian Cavalary itself), could be something like: "Each trade route decrease the price for purchasing land units by 5%. Can control for free the units from civs wich you are the suzerain."
I liked your idea for UI, but I think the Cothon (replacing the Harbour District) would be more especific to the civ and more recognizable visually, and could build faster naval units and traders, and also improving trade routes somehow. About the UU, the Numidian Cavalary, in my opinion, they would fit better for a Numidian Civ/City State than to a Carthaginian one. Its like to use the Digger as a English UU...

Great suggestions Altayrneto! I made some changes, lemme know your thoughts. The idea behind Numidian Cav is the hiring of mercenaries as a mainstay of the Carthaginian army.
 
Perhaps instead of creating a new unit in game, allowing Carthage to cheaply purchase other civ unique units in the ancient and classical eras only. Such as Hoplite and Egyptian war chariot. However at high maintenance cost. The idea is to let Carthage hire mercenaries, quickly, but not be a long term solution.
 
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