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Design your own Civ VI civ

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

  1. altayrneto

    altayrneto Chieftain

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    Location:
    Terra Brasilis
    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.

     
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  2. Turrdy

    Turrdy Chieftain

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    Why not make it an adjacency bonus? +1 faith for every adjacent water-tile (in addition to mountains/forests).
     
  3. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    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.
     
    Last edited: Mar 3, 2017
  4. Liufeng

    Liufeng A man of his time

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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.
     
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  5. Xefjord

    Xefjord Chieftain

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    @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!)
     
    Last edited: Mar 2, 2017
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  6. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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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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  7. ferretbacon

    ferretbacon Obsessor

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    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.

    ---

    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.

    ---

    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.
     
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  8. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    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 :


    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.
     
    FangoriousFae likes this.
  9. Wingednosering

    Wingednosering Chieftain

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    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.
     
    Last edited: Mar 17, 2017
  10. 2012Jarrett

    2012Jarrett Chieftain

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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?
     
  11. Dylan Gubler

    Dylan Gubler Chieftain

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    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.


    -


    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.
    -

    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.
     
    Last edited: Mar 20, 2017
  12. king of nowhere

    king of nowhere Chieftain

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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
     
  13. Dirk Hartog

    Dirk Hartog Chieftain

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    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.
     
  14. Txomin

    Txomin Chieftain

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    The recent thread on Italian civ ideas made me brainstorm today and here's what I've come up with:
    Italy

    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......

    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.
     
  15. king of nowhere

    king of nowhere Chieftain

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    Since somebody posted a humorous Trump-led america, I am going to do likewise and post a berlusconi-led italy



    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 "un****able 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.
     
  16. Morningcalm

    Morningcalm Keeper of Records

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    Babylonia

    Hammurabi


    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 :
    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).
     
    Last edited: Jul 10, 2018
  17. Txomin

    Txomin Chieftain

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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.
     
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  18. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    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.
     
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  19. Morningcalm

    Morningcalm Keeper of Records

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    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). :)
     
  20. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    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.
     

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