Design your own Civ VI civ

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.
This is a really interesting idea... Carthage's ability could be something like "Can hire with gold the Unique Units from civs which you have trade routes". And for the Carthage UU itself, could be the Quinquirreme, like in Civ V, giving to them advantage in sea at the classical era.
 
Switzerland

civ ability - all new cities founded cities must be connected to the borders. +2 Culture from chocolate and pastures.
Leader ability - may not declare war, or be declared upon.
Uu - the swiss guard - a military unit that can engage in theological combat
Ub - swiss bank - + 1 diplomacy level with a chosen civ (must be neutral or higher)

That's my first pop at designing a civ, and i think i plagiarised sone of it from an earlier post. I know many people won't like the non dow, but i think it's an interesting avenue to explore.
 
Please feel free to post your own ideas! We have seen that some civs in Civ V were inspired by civs suggested in the forums (I think in the case of the Polynesians, several ideas which ended up in the game originated in the Civ V 2K forums, for example, if memory serves).

Whether they influence Civ VI's expansions or not, posting ideas for future civs and leaders is a fun little research trip into history.

Some ideas of mine, more to come (Kahina of the Berbers, Simon Bolivar of Gran Colombia, Hayam Wuruk/Gajah Mada of the Majapahit). Interesting leader choices for future Civ games could also be indicated here, though they would be less relevant for present purposes (for example much has been made of suggestions of Cao Cao or Cardinal Richelieu, both capable prime ministers/chancellors and de facto rulers of China and France respectively).

Korea

Queen Seondeok of Silla

Musical theme: Sujecheon, composed in the Silla era. (If anyone from Firaxis is reading this, a great musical theme if you choose Sejong as Korea's leader again would be Yeomillak, composed by Sejong the Great himself.

Leader ability: Ruler of Silla. Gains one free muster of their highest strength unlocked unit in an army/corp the capital when an enemy leader declares war on them. Trade routes generate culture and science if sent to civs, and faith if sent to allied city-states.

Unique Unit: Hwarang. These "Flower Knights" of the Silla kingdom were renowned for their arts and culture, and followed Buddhist teachings. Several of Korea's greatest generals in the Korean Three Kingdoms period were Hwarang. In Civ VI they should generate culture from kills, as well as increased Great General Points, and should be purchasable with faith.

Agenda: Tang Alliance/Three Kingdoms of Korea. As a ruler of a state with many potential enemies in the Three Kingdoms period of Korea, Seondeok seeks alliances and friendships as often as possible. Likes trade routes sent to her, and will request trade routes be sent to her. She strongly dislikes those who trade with her least favorite civilization.

Civ Bonus: Daehan Jejuk (name referring to an empire ruling the area of the Three Kingdoms of Korea). City defenses increase based on how much culture and/or faith that city generates.

Unique Unit 2: As part of the civ bonus, Korea gets the famous Turtle Ship to defend its naval trade routes. It is quite fast and can attack with ranged or melee. Its melee attack does more damage, but its ranged broadside cannon is also formidable. Higher production cost and increased combat strength over the caravel it replaces, but its speed is reduced on open ocean by 2.

Historical Notes: Queen Seondeok was the second female sovereign in East Asian history, noted for her advances on military, culture, religious (she became an ordained Buddhist nun), and political fronts as ruler of the Silla kingdom of Korea. She is basically the Queen Elizabeth I-ish leader of Korea. The Silla later went on to unify Korea for the first time as a nation. Seondeok is known for constructing the Cheomseongdae, the oldest surviving observatory in the world, as well as Hwangnyongsa, or "Imperial Dragon Temple", a massive nine-story pagoda devoted to the Buddhist faith and the center of state-sponsored Buddhism during the Silla era. You may have seen Hwangnyeongsa as the Korean wonder in Age of Empires II: The Conquerors expansion.

Seondeok was a politically adept leader who kept alliances with the Tang Chinese or the Goguryeo as the need arose. Interestingly, in 647 a revolt arose against Seondeok with the slogan that "female rulers cannot rule the country". The famous Korean general Kim Yushin put down the revolt on Seondeok's behalf. Kim Yushin later went on to unify Korea under the reigns of later Silla monarchs.

In Civ VI, Seondeok should be a "turtler" player who creates a defensive military and enjoys strong culture, science and faith, with much diplomatic involvement.

Mayans

Lady Six Sky

SpkptE7B_pJx2oo-4orV8D5aX3eKp5Uk6mUKiMSRtYdpo-I_ffq9jJijl-zL5x1GOhcJKHM3fYWOOhpID7IqLh1u9w4qfHoQvPnNBHLhgXeI3f9W_4XATPSNafm-lD8Izw

Notice how she is trampling a conquered warrior underfoot.

Leader ability: Tzolk'in Ritual. Each Great Person comes with a bonus of science and culture in the classical and medieval ages. Each wonder gives an additional lump sum of Great Person points of your choice toward one Great Person.

Civ Bonus: Jub'uy/Shell-Over-Star. Infantry and archers gain an attack bonus against the units of enemy leaders who are at war with one of your ally leaders. Each enemy city that you conquer for the first time provides food and production boosts to your capital city (conquered city-states provide more).

Agenda: K'uhul Ajaw. Dislikes others who ally with city-states. Respects those who attacks city-states and maintain high faith income. ("K'uhul Ajaw" was the title of the Mayan rulers meaning "divine lord." Occasionally, female Mayan rulers also bore the title. Mayan rulership often went hand-in-hand with warfare against other city-states, though these were initially raids and not conquests until the later Classical Mayan period.)

Unique Unit: Jatz'om Spearthrower (also referred to as "White Heat"). Like Civ V's atlatl-based unique unit (basically the same weapon), this warrior is an early ranged unit (historically it was a common Mayan soldier in the latest period; early Mayan warriors were mostly melee, with stone clubs, spears, etc). The Spearthrower's ranged strikes do extra damage if shot from jungles or forests, and have a small chance of forcing the victim to move or take additional damage (if it cannot move).

The word "atlatl" is not used since that is a Nahuatl word, and therefore not quite applicable to the Mayans (though some Internet sources refer to Mayan spearthrowers as using "atlatl"s too, probably because they were lazy researchers *cough cough Civ V*).

Unique Building: Temple Pyramid. Unlocked by Theology civic. High-production cost unique building that grants faith, culture, and also science (until the start of the Renaissance). In the modern age, it generates tourism and has a small chance of generating Archaeology artifacts throughout the modern era.

Historical notes: Lady Six Sky, or "Wak Chanil Ajaw" is described as the greatest of the Mayan queens, and heralded a new dynasty when she was sent as the ruling queen to Naranjo as part of an arranged marriage. She established numerous calendar rituals upon "arrival" as ruling queen at Naranjo. (Calendar rituals were common among the Maya, who went to war based on the movements of Venus and had a special glyph (star-war or shell-over-star) to indicate conquest of a neighboring city-state.) Her husband died, however, and she was left to rule. She took this opportunity to torch the towns of her enemies. She won a remarkable string of military victories against Ucanal and Caracol (according to this article she initiated eight military campaigns over five years). Lady Six Sky was (unusually) portrayed as a warrior-king in several monuments where she stands over a captive. She was likely the mother of her successor, K'ahk' Tiliw Chan Chaak, who was a young child for much of Six Sky's reign.

In Civ VI, Lady Six Sky should be a very aggressive neighbor, with cool relations towards foreign powers. She dislikes meddling in city-state politics and will often take out nearby city-states. She will also keep up high faith (and part of her agenda involves disliking those who do not generate much faith).

For the Maya, Lady K'abel or "Lady Snake Lord" would be an excellent female alternate, as she was another fierce warrior queen, who held the title of "Kaloomte" ("supreme warrior") which gave her greater authority than her husband the king K'inich Bahlam, with whom she ruled.

Yuknoom the Great
would be an excellent "badass" (link contains swearing, beware) alternate leader if Firaxis wanted a male warrior king whose name was not Pacal. Yuknoom Ch'een II, as he was known, is the only other Mayan leader I know who bears "the Great" along his name. Like many Maya rulers, Yuknoom was a successful warrior whose Empire "encompassed almost all of Classical Mayan Civilization". Yuknoom appointed several Mayan rulers in subordinate Mayan polities. He also lived into his eighties.

Palmyra

Queen Zenobia

zenobia.jpg

American sculpture of Zenobia in chains, but it has more presence than many other sculptures.

Leader ability: Queen of Palmyra. Each city you conquer has a chance to add a trade route slot to the capital city. Caravans are armed and can defend (they have the strength of a regular archer, and gain slight increases in defensive strength throughout the ages). This is based on Zenobia's conquests, which resulted in her taking vital trade routes from her enemies (namely, Rome).

Zenobia also has the Clibanarii unique unit, a heavily armored horseman unlocked from the Military Tactics civic. Double defense of regular horseman, and higher production cost. Can attack twice in desert tiles or open plains (no hills/forests). However, these horsemen are slower than regular horsemen. These mighty fully armored cataphracts of the East were a significant part of the Palmyrene Army, and constituted the main attacking force, using heavy kontos spears around 12 feet long to attack. Zenobia herself had several thousands of them in her army as she fought Rome. Emperor Aurelian himself admitted the Palmyran clibanarri were mighty; Aurelian in the first engagement with the clibanarii ordered his troops not to engage them.

Civ ability: Tadmor. Palmyra can rush districts using gold, and the number of trade routes to your capital city reduces the gold rush cost of districts. The capital city gains a free trade caravan and +1 trade caravan slot at the start of the Classical Age.
Agenda: Augusta. Likes leaders with large military and large wealth. Dislikes those without.
Unique Unit: Palmyreni Sagittarii. Notably, Palmyrans were famous archers, and the Romans had Palmyrene archers stationed in various parts of the empire, and were employed by emperors from Aurelian to Hadrian. Notably, in 117-118 AD Emperor Hadrian employed these mounted Palmyrene archers in the Dacia province. In Civ VI the sagittarii should be mounted horse archers who gain double strength when defending, but have reduced strength when they initiate a fight. They are unlocked by the Defensive Tactics civic.

Unique tile improvement: Tower Tomb. Generates gold and culture, and tourism in modern age. Can only be built on desert or dirt hills. Magnificent "tower tombs" outside Palmyra were used to bury the remains of wealthy Palmyrans in the so called Palmyrene Valley of Tombs. Palmyra was noted to have burial monuments containing fully dressed, bejeweled mummies.

Historical notes: Queen Zenobia is famous for carving a short-lived Empire by rebelling against the Roman Empire. Queen Zenobia was initially a subject of the Roman Empire entrusted, like her deceased husband Odenathus, with keeping the Sassanian Persians at bay and protecting Rome's eastern territories. While Roman Emperor Aurelian was busy in the West, Queen Zenobia saw an opportunity and conquered Egypt and areas in Asia Minor, defeating Roman armies along the way. Zenobia was a famously intelligent, beautiful and capable ruler who was known as a "warrior queen" because she led her armies in person, was an able horse-rider, and would walk with her foot soldiers. She was eventually defeated in battle by Emperor Aurelian, who hurriedly crushed the Goths on his way to deal with the Palmyrans who had so disrupted the Roman trade routes. Queen Zenobia was captured and then either executed, or, surprisingly more likely, married to a Roman nobleman (some suggest Marcellus Petrus Nutenus), with her descendants taking on distinctly Palmyran names not seen elsewhere, like "L. Septimia Patavinia Balbilla Tyria Nepotilla Odaenathiania" (the names of Zenobia's first husband and son are in there).

In Civ VI Zenobia should value trade and limited conquest, and maintain a fairly large military. She will also occasionally build wonders. She is quick to make peace with you, but may also turn on you even when you are declared friend if she senses weakness (just like in history).
I would LOVE if they added a Canadian Civ
 
Mongolia:

UA: Silk Road: +2 Gold on tiles with Roads, and +1 Great Person Point in districts with a road passing through. Caravans in Mongolian territory cannot be pillaged except for by Mongolia itself.

UU: Kheshig: Mobile ranged unit unlocked at the Divine Right civic. 4 Movement (5 if starting on flat terrain). 42 Ranged Strength, 32 Combat Strength. Double pillaging rewards.

UI: Yurt: Must be built on flat land, and not next to each other. Unlocked at Horseback Riding. +1 Housing, +1 Gold. +1 Production if adjacent to a Pasture. +1 Gold after Stirrups. +1 Production after Military Engineering.

Led by Genghis Khan:

LUA: Yassa: Double movement on all roads, and +2 Movement for Great Generals. +5 Combat Strength in all cities with a Mongolian trading post.

Agenda: The Universal Ruler: Likes civilizations that make trade routes and trade deals with him. Dislikes civilizations that deny him trade or diplomacy.
 
Hello! First I just wanted to say "thank you" for the welcome message from the moderators awhile back when I did my first post! I never got the chance to say thank you, and I don't want to be rude, so I'd just like to say that here. :)

Second, I thought about one of my favorite Civs from Civ V, and thought about how I'd bring them back if I could design them.

Morocco

Leader 1: Sayyida al Hurra (Capital: Tetouan)
- Ability: "Pirate Queen of Tetouan" Receives the Corsair unique unit with the Mercantilism civic, which replaces the Privateer. Pillaging districts and improvements provides double yields and always yields extra gold in addition to normal yields. The pillaging is increased to x4 if it is pillaging harbor district or improvements or sea improvements. Building Naval Raider and Naval Melee units in harbors provides bonus Great Admiral points and Culture.
- Agenda: "Revenge for the Reconquista" Sayyida likes civilizations who follow her own religion and are naval powers. She dislikes those of opposite religions, those without much naval power, and will hate civilizations who conquer her territory more than usual.
Context: Sayyida al Hurra was the "Pirate Queen of Tetouan". She fled from Andalusia at an early age when it was conquered and never forgot. Because of this, she constantly raided the coasts of her Christian enemies in revenge, and even gained respect from those Christian Kingdoms and was allied to the pirate lord of Algiers, Barbarossa. Her second husband, a king in her own right, had to come all the way to Tetouan just to marry her due to the respect she demanded (and likely deserved). Despite her respect, she was eventually overthrown by her son in law, and the rest of her history is unknown. She makes a great character for Civ because of her vengeful personality, and probable desire for naval and religious supremacy. This allows her to conflict with powers such as Spain, befriend powers such as England or Norway, and also absolutely hate those who attack her. Since she is a pirate queen, I thought that the pillaging yields were a great idea, and the bonus Admiral and Culture points from building Naval Raiders and Melee units made sense since Tetouan was infamous for its piracy, their way of life, and I was kind of taking a leaf from Macedon and the Basilikoi Pades, but culture instead of science, just to flesh them out more than pillaging.
Leader 2: Ahmad al-Mansur (returning from Civ V; Capital: Marrakech)
- Ability: "Moroccan Renaissance" (I couldn't think of a better name): Builds Holy Sites, Campuses, and Theatre Squares in half the time. Completing trade posts in foreign cities gives an immediate boost to science and culture, higher if those cities are on different continents. (I feel like this is powerful enough, but I could be wrong).
- Agenda: "Conquest of the Sahara": Tries to develop friendly relations with civilizations on other continents, particularly those with high culture or science yields. Dislikes neighboring civilizations or those on the same continent who lack in culture or science or have high gold yields, and will try to conquer these civilizations.
Context: Al-Mansur's ability is based on his reputation as a very well-learned man who had high education in secular as well as religious studies, so I felt it only appropriate to give him discounts on these three districts. Since Mansur tried to develop relations with states such as England, I gave him the trade route boost. His agenda is to facilitate similar conquests to real life, where the Songhai were rich, and Morocco needed money, but also to try and simulate his desire to ally with states such as England.

Moroccan Ability: Land of God (taken from the possible Berber origin of the city Marrakech) - Gains bonus Tourism from districts on the Coast with breathtaking or charming appeal, as well as from Archaeological Museum artifacts, and from Seaside Resorts. Moroccan cities get more culture for the more districts they have in total, +1 for every 2 districts. (Morocco focuses on tourism and its culture, so I figured that it would make a strong base culture Civ. Morocco prides itself in its old cities, so the more work you put into your cities in Civ, the more your culture will be rewarded. In addition, they have strong tourism capabilities, due to the varied history of the country and the contemporary government's attempts to promote tourism, particularly in the late game, putting them on par with powerful culture civilizations such as England).

Unique Unit: "Berber Cavalry" - I wanted a better term or word for this, but I think it is a good start. I was thinking more of a medieval replacement, kind of like a horseman with a ranged attack, quick, and cheap, but the original Cavalry option from Civ V would also be a good way to start. I like the idea that it would have a home territory bonus, and possibly doesn't pay additional movement to pillage districts or improvements.
Unique Unit 2 (for Sayyida): Corsair - Unique Privateer replacement when Sayyida is the leader of Morocco. It gets additional movement on the coast, and has a chance to retreat from melee attacks, wasting the attack of an enemy ship. It also has all of the standard Privateer traits.
Unique Infrastructure: Kasbah (Encampment district replacement) - gets bonus ranged combat strength and melee defense when placed on a hill, or next to a harbor district. Do not have to build walls first for the Kasbah to have outer defenses (will start with Ancient Walls always, unless the appropriate tech has been researched). Gains a small gold adjacency bonus from each adjacent district and Tourism in the late game.

Let me know what you guys think! This is the first time I've thought this through. Also, side note: if Morocco would only have 1 leader, I think Sayyida would be a more fun/flavorful option and an excellent personality for the direction Civ VI has gone. Thanks for reading!
 
An inspired leader idea, Jkchart, and welcome! It never ceases to amaze me how many kickass warrior queens are around in history.
 
However kickass she may be, I don't like the idea of making her the ruler of Morocco just because she was a governor of one city. She can be a great admiral, perhaps. I know we need more female leaders, but we should look for actual leaders of the whole state.
 
However kickass she may be, I don't like the idea of making her the ruler of Morocco just because she was a governor of one city. She can be a great admiral, perhaps. I know we need more female leaders, but we should look for actual leaders of the whole state.


I think that's fair to say. I think it works because she was considered a queen, and controlled much of the western Mediterranean through her piracy. "al Hurra" means "Queen" in her own right, completely independent (or something similar), and she was the last woman to actually have that title. She had quite a bit of power, and was also Queen of Morocco, so she was still Queen of the whole country, in addition to being the Queen of Tetouan. I just really like her :-) I'm biased, but that's also why i reincluded al-Mansur, because he's kick ass and has a great personality as well!
 
An inspired leader idea, Jkchart, and welcome! It never ceases to amaze me how many kickass warrior queens are around in history.

Thank you so much! :-) I think it would be a great pack with Songhai, so we get a double African Civ Pack!
 
Switzerland

civ ability - all new cities founded cities must be connected to the borders. +2 Culture from chocolate and pastures.
Leader ability - may not declare war, or be declared upon.
Uu - the swiss guard - a military unit that can engage in theological combat
Ub - swiss bank - + 1 diplomacy level with a chosen civ (must be neutral or higher)

That's my first pop at designing a civ, and i think i plagiarised sone of it from an earlier post. I know many people won't like the non dow, but i think it's an interesting avenue to explore.

This is great; a civ designed for very different strategy than with other civs similar to Venice in CiV, but with more reasonable setup towards new game mechanics of civ vi. Probably minimum city distance would have to be set to 3 instead of 4 for this civ to not have too restricting civ ability. Also, would love if Swiss civ would have some sort of cash hoarding method. For example, instead of adding diplomacy levels, the swiss bank could "absorb" some gold income from neighboring civs, and when the civ cant be declared war upon, this ability would be even more frustrating for the other players.
 
I would change the Swiss UU into the Swiss Pike. Cheap unit for other civs to 'hire' using the the city state give unit mechanic in Civ5. The Swiss get culture when Swiss Pike engages in combat.
 
civ ability - all new cities founded cities must be connected to the borders. +2 Culture from chocolate and pastures.

that's more of a civ disability if you ask me... i mean this ability should be something that enhances the civ compared to the other civs. and +2 culture on pastures and chocolate doesn't compensate for the restrictions in settling cities. +100% boost for building districts and +100% adjacency bonuses from other districts for compensation of that is something i could live with for example, although the japanese have something like that already. so a swiss city would concentrate on district synergies rather than optimal city placement.
 
that's more of a civ disability if you ask me... i mean this ability should be something that enhances the civ compared to the other civs. and +2 culture on pastures and chocolate doesn't compensate for the restrictions in settling cities. +100% boost for building districts and +100% adjacency bonuses from other districts for compensation of that is something i could live with for example, although the japanese have something like that already. so a swiss city would concentrate on district synergies rather than optimal city placement.

Yeah, fair enough. I was thinking about keeping it small and compact to reflect the real life Switzerland. On reflection, it should have a bonus to make it go tall to keep it competitive (maybe +food as well as culture from pastures), I was also thinking that it should receive a bit of CPT from shared borders.
 
that's more of a civ disability if you ask me... i mean this ability should be something that enhances the civ compared to the other civs. and +2 culture on pastures and chocolate doesn't compensate for the restrictions in settling cities. +100% boost for building districts and +100% adjacency bonuses from other districts for compensation of that is something i could live with for example, although the japanese have something like that already. so a swiss city would concentrate on district synergies rather than optimal city placement.

The settlement restriction is important to the overall civ design though. It keeps you from taking advantage of other civs inability to declare war on you by aggressively forward settling. Perhaps it should be part of the leader ability though, both to highlight this connection and in case it ever becomes possible to separate civ and leader abilities.
 
To be honest, it seems completely op. No other civ has the option to nullify a victory type. Imagine playing a game with random civs as Alexander; obviously you're going for a domination victory, but you can't because one of the random civs is Switzerland.
 
To be honest, it seems completely op. No other civ has the option to nullify a victory type. Imagine playing a game with random civs as Alexander; obviously you're going for a domination victory, but you can't because one of the random civs is Switzerland.

Although the ability does nullify one victory condition, it is hard to say its op. Op would be a civ with a nearly guaranteed victory, which this civ obviously does not have. With the border settling restriction and not being able to declare war, this civ can quite easily be crippled by, e.g., forward settling or bad initial position.
 
Here's my new version for Portugal, with not one, not two, not three but 4 different leaders, each representing a different type of bonus : for Culture and building, GP generation, Navigation and exploration, and spy and diplomacy.

Leader 1 : Denis of Portugal
Dinis-P.jpg

LUA : The singing peaceful farmer : Production for districts and its buildings is 10% faster when Portugal is not at war. Districts provide +1 point for Great Writers and Great Musicians.
LA : Songs of Love : Likes civilizations that maintain a satisfied population and produce a lot of culture.
Historical Notes : Denis of Portugal was the greatest king of Portugal in the pre-navigation era. His reign was very peaceful, especially for his time standards, and he travelled aroung the country to deal with judiciary affairs himself. He also built a lot of manufactures, created the first portuguese merchant fleet to trade with England, France and Flanders and planted pine trees to prevent the destruction of soils because of the sand. Thus he was known as the farmer king. But he was known as the the troubadour king, since today we possess 137 chants made by him, and wrote hunt or poetry treaties. Here's an example of one of his chants. I dare to say, he was one of the best Kings of his time.

Leader 2 : John I
joao-i-1.jpg

LUA : Illustrous Generation : Every government card generating points for Great People have its points doubled. He can create the UU Count Crossbowman, which is the same as the crossbowmen but with +2 movement.
LA : Avis Revolution : Likes Civilizations that produce Great People. Dislikes civs that produce none.
Historical notes : John I was the first king of the Avis dynasty, and protected and garanteed the independance of Portugal from the crown of Castille, since John I of Castille was married to the last descent of the Burgondy dynasty, claiming the portuguese throne for himself. He also conquered Ceuta in north Africa, and established the oldest alliance traty still available, the Windsor Treaty with England. But he is also known for his children : Duarte, that became the next portuguese king; Afonso, the first duke of Braganza and the most powerful man in Portugal at the time; Pedro who travelled throughout Europe and was considered as the most knowledgeable prince of his time; Isabela, who became the duchess of Burgondy, and made and entertained the wealthiest and most prestigious court of Europe at the time, governing the Burgond territory herself when her husband was out; Henry the Navigator, which I don't need to present; Fernando, who became a martyr in the war against Morocco, dying while detained in Fez and is considered as a beatus; John, who was the constable of the country and one of the most influent men of the country. Thus, his children were considered the "Illustrous generation".

Leader 3 : John II
245px-Portrait_of_John_II_of_Portugal.jpg

LUA : Through the Cape of Storms : Discovering new Civilizations and City-Sates generate a random Eureka or Inspiration. Naval units are 10% cheaper to build.
LU : The Perfect Prince : Likes Civilizations that make demands and don't use spies. Hates civilizations that ignore demands and use spies.
Historical notes : After the navigation policies fell behind during the reign of Afonso V, John II used all of Portugal's wealth and energy to reenact them, and during his time, Bartolomeu Dias passed the cape of Storms, John renaming it the Cape of Good Hope. It was him that started the portuguese golden age. But before the light, there was darkness. The nobility had powerful influence in the country, and king was very bind to them. John II hated the conspiracies of the court, and took drastic measures, among them, taking away privileges and lands from the nobles who started to conspire against the king. This was the only excuse John needed to execute some of the most influent nobles, like the powerful Fernando, duke of Braganza, despite being his brother in law, and stabbing himself the duke of Viseu who was also conspiring himself. He was called the perfect prince because he was the closest machievellian prince to have been found.

Leader 4 : Marquis of Pombal
220px-O_Marqu%C3%AAs_de_Pombal.jpg

LUA : The emissary minister : Gains a spy and an envoy for every peace deal made with a Major civilization. All warmonger penalties are nullified if Portugal has not conquered a city during a war (only on formal wars). May build the Caçador, a UU that has a high defensive bonus on forest and jungle tiles.
LA : The Tavora Affair : Hates civilizations that use spies on him.
Historical notes : Before his time as a prime minister, he helped solving the almost impossible solving dispute between Maria-Theresa of Austria and the Papacy, proving his imense skill as a diplomat. He became the prime minister of Portugal during Joseph I reign, and after the terrible earthquake that wrecked Lisbon, he took matters into his own hands, and chased the false prophets, prevent people from leaving and rebuilding the whole city in a way that it wouldn't be destroyed again by another earthquake. He also made the first sismic surveys, asking the inhabitants of Lisbon a series of questions that could help identify when an earthquake would occur. Portugal was technologically behind, and he caught up with the rest of the continent, while building manufactures and chased his enemies, the nobility and the jesuits. He also executed some conspirators, like Tavora family.


UA : Explorer's age : Building a harbor generates a free ship and a free trader. Naval units get the Explorer promotion, which allows them to build a feitoria in a coastal tile.

UU : Carrack : Replacing the Caravel, the Carrack has +1 move and is stronger than the regular Caravel. When stationed in a Feitoria or a Harbor, it provides +2 amenities and +2 gold.
CO02.jpg


UI : Feitoria : A fort improvement that can be built in CS and Civs territories (only one per CS and Civ and in coastal tiles). Units can heal in it and the surrounding tiles like in portuguese land and units can be bought from there. 30% defensive bonus for defending units in the tile and the surrounding tiles.
1c8.jpg
 
OK, for Israel's Independence Day, I have decided to get back and present the design of my Israel civ (which actually has nothing to do with modern Israel, as it focuses, as it should be, on Ancient Israel, just like the Greek and Egyptian civs in the game).

Civilization ability: Holy Land - Ancient and classical era units can be purchased with faith. Bonus to combat strength for units fighting within Israel's borders, or near them.
Unique unit: Slinger of Benjamin - Replaces the slinger, and is as strong as an archer.
Unique infrastructure: Gath (wine press) - Replaces the granary and provides +1 amenity.

Leader 1: Solomon
Ability: Wisest of All Men - Holy Site buildings provide extra faith, each unique luxury resource provides +2 gold.
Agenda: Solomon's Mines - Likes leaders who trade with him, dislikes leaders who refuse his trade offers.

Leader 2: Salome Alexandra
Ability: Sanhedrin - Gain one more economic policy card slot. Melee units are slightly weaker, but Salome receives two instead of one when training them.
Agenda: Fortified Towns - Likes leaders who invest in fortifications and/or siege units, dislikes leaders who do not fortify their cities and do not build siege units.

City list:
Spoiler :

Yerushalaim - capital for both leaders
Hevron
Yericho
Beith Lehem
Be'er Sheva
Shiloh
Beith El
Shechem
Giv'on
Lachish
Gezer
Hatzor
Meggido
Pnuel
Beith She'an
Ta'anach
Tirzah
Yaffo
Dor
Akko
Dan
Ziklag
Shomron
Yokne'am
Eshtamoa
Beith Horon
Gath Rimmon
Arad
Ramoth Gil'ad
Ramah
Mitzpah
Tzippori
Yavne
Tveria
Tzfath
Lod
Gamla
Giv'a
Geva
Kedesh

Israelites.png
 
Last edited:
UI : Feitoria : A fort improvement that can be built in CS and Civs territories (only one per CS and Civ and in coastal tiles). Units can heal in it and the surrounding tiles like in portuguese land and units can be bought from there. 30% defensive bonus for defending units in the tile and the surrounding tiles.

I really like the idea of having colonial trading posts in other civs and CS, but there needs to be a benefit to the civ you're building it in. Otherwise you're just stealing their tiles and gaining a potential advantage in invading their continent later :P. Why would I possibly allow a rival Portugal to build a Feitoria in my empire? It should provide a gold or other bonus to the host.
 
Although the ability does nullify one victory condition, it is hard to say its op. Op would be a civ with a nearly guaranteed victory, which this civ obviously does not have. With the border settling restriction and not being able to declare war, this civ can quite easily be crippled by, e.g., forward settling or bad initial position.
Then I ask myself, do i want to play a civ that can be crippled so easily? probably no, way too annoying. going to war is such a central and core concept, i don't think i could abstain from it.

To be honest, it seems completely op. No other civ has the option to nullify a victory type. Imagine playing a game with random civs as Alexander; obviously you're going for a domination victory, but you can't because one of the random civs is Switzerland.
One way to solve this is excluding Switzerland as a requirement to win domination victory (i.e. you don't need to conquer Switzerlands capital, which is ironic, since Switzerland has (de jure) no capital anyway...)
 
Back
Top Bottom