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Design your own Civ VI civ

OK, another civ design, which also has to do with Israel, actually. It is the Nabataeans.

Civilization ability: Incense Route - +1 gold for trade routes passing through desert tiles.
Unique unit: Camel Cavalry - Replaces the heavy chariot, has +1 movement in desert tiles, and is a ranged unit.
Unique infrastructure: Cistern - Replaces the aqueduct and can be placed on any tile around the capital.

Leader 1: Obodas
Ability: God of War - Receive faith from killing enemy units.
Agenda: Revenge Seeker - Will seek to liberate cities taken from him, respects leaders who liberate their own conquered lands, holds a grudge against leaders who hold lands previously owned by Nabataea.

Leader 2: Aretas
Ability: Philhellen - +1 culture for each trade route to another civilization or city state.
Agenda: Conqueror of Damascus - When in war, does not pillage commercial districts, and aims to conquer cities with strong economies, likes leaders who maintain many foreign trade routes, dislikes leaders with few foreign trade routes.

City list:
Spoiler :

Raqmu - capital for both leaders
Hegra
Avdat
Mamshi't
Nitzana
Beidha
Azza
Bosra
Suada
Halasa
Wadi Ainounah
Aila
Punon
Humeima
Shivta
Salcah
Adraa
Madaba
Sia
Teima
Nemara
Rabba
Dhiban
Dharih
Qasrawet
Moa
Rehoboth
Tannur
Dumair
Ma'an
Gadara


Nabataeans.png
 
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.
That's the goal : having a civ that is literaly parasiting you and if it declares war against you, it already has a base where it can buy troops to attack you, or if you declare war on them, you have to deal with that base first ! It benefits them and you either declare war to chase them, or live with that plague ;)
 
I'm reluctant to read through 368 posts, so:

Has anyone suggested the leader Rufus T. Firefly of Freedonia? Hail, hail Freedonia! Go watch the Marx Bothers' film Duck Soup if you don't know about it. It's really silly.
 
That's the goal : having a civ that is literaly parasiting you and if it declares war against you, it already has a base where it can buy troops to attack you, or if you declare war on them, you have to deal with that base first ! It benefits them and you either declare war to chase them, or live with that plague ;)
I don't know, it doesn't seem like good design to make a civ with an ability that's annoying to without much you can do about it. There's already stuff like forward settling for that.

I'm reluctant to read through 368 posts, so:

Has anyone suggested the leader Rufus T. Firefly of Freedonia? Hail, hail Freedonia! Go watch the Marx Bothers' film Duck Soup if you don't know about it. It's really silly.
Whatever it says about me, I have read all those posts, and I don't believe anyone has. If you have any additional questions, there's a search button at the top of the page.

Zulu
Unique Ability: Impi
  • Anti-Cavalry Units can form Corps without the need for any civic.
The term Impi didn't refer to a specific part of the Zulu army, but rather of group of soldiers of any size. I had the ability idea first and then looked for a name, and this turned out to be a perfect fit. This ability allows the Zulu to form powerful melee units early in the game and overwhelm unprepared opponents.

Unique Unit: Ibutho (Spearman)
  • 30 Combat Strength (vs 25)
  • Only +5 vs. Mounted (vs +10)
  • +5 Combat Strength vs. Melee
A regiment of Zulu warriors was actually called an Ibutho, which takes up the duty of being the name for the Zulu unique unit. Their abilities are based on their wielding an Iklwa, a long bladed short spear introduced to the army by Shaka Zulu. It brings them closer to Swordsman while loosing some of its Anti-Cavalry bonus, though its higher strength balances this out. It also has a bonus against melee units, such as swordsman, or British infantry.

Unique District: Ikhanda (Encampment)
  • As with all unique districts, the Ikhanda costs half as much to build as the Encampment
  • Allows training of Corps and Armies without a Military Academy
The Ikhanda allows the Zulu to take full advantage of their Impi ability while granting a nice little advantage in warfare throughout the game. They are able to form Ibutho Corps more quickly and more easily with the Ikhanda, and the ability to build the district quicker means the Zulu can get their cities into full wartime production much quicker than their rivals.

Leader: Shaka Zulu
Capital: Kwa-Bulawayo

Leader Ability: Bull Horn Formation
  • +1 Movement to all land melee units (Spearman, Warriors, etc)
  • Land Melee Units receive +5 combat strength when attacking.
Shaka Zulu's military reforms are famous across the world, and a cornerstone of them was the Bull's Horn formation, where experienced warriors went right at the enemy while two prongs of young, energetic troops would pin them down in a "horn" shape, either formation being fueled by a third body of soldiers when necessary. Zulu warriors were also famous for allegedly being able to run 50 miles in a single day. Regardless of whether or not that's true, this ability lets the Zulu do what the Zulu do best, rush their opponents early with overwhelming force and speed.

Agenda: Mfecane
  • Will try to control all of his original continent. Dislikes civs who own so much as a tile of his home continent.
Mfecane ("Crushing") refers to a period of widespread chaos and warfare in South Africa, brought about by Shaka Zulu's conquests of nearby kingdoms. An expansive warlord, Shaka will bring about great chaos in his pursuit of crushing all rivals for his local territory.
 
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Zulu
Unique Ability: Impi
  • Anti-Cavalry Units can form Corps without the need for any civic.
The term Impi didn't refer to a specific part of the Zulu army, but rather of group of soldiers of any size. I had the ability idea first and then looked for a name, and this turned out to be a perfect fit. This ability allows the Zulu to form powerful melee units early in the game and overwhelm unprepared opponents.

What a great idea of making the Zulu to be the first civ to actually make anti cavs useful. The Greek failed at it, and no others have yet tried it, maybe the Zulu can do it?

Unique Unit: Ibutho (Spearman)
  • 30 Combat Strength (vs 25)
  • Only +5 vs. Mounted (vs +10)
  • +5 Combat Strength vs. Melee
A regiment of Zulu warriors was actually called an Ibutho, which takes up the duty of being the name for the Zulu unique unit. Their abilities are based on their wielding an Iklwa, a long bladed short spear introduced to the army by Shaka Zulu. It brings them closer to Swordsman while loosing some of its Anti-Cavalry bonus, though its higher strength balances this out. It also has a bonus against melee units, such as swordsman, or British infantry.

Maybe the bonus against melee would instead be to eliminate their +10 bonus against Ibutho? If the melee units have +10 combat strength and Ibutho have +5, Swordsmen still have a 36+10=46 combat strength against the 30+5=35 combat strength of Ibutho, and the Swordsmen would just wreck these guys. Even forming corps to get a combat strength of 30+5+10=45 would leave Ibutho at a disadvantage.
 
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Agenda: Mfecane
  • Will try to control all of his original continent. Dislikes civs who own so much as a tile of his home continent.
I think this is too extreme. Maybe not the whole continent, but the vicinity of Shaka's borders would be better. As the Zulu expand, they get closer to new territories, and want to conquer them.
 
Another civ design. This time, the Uzbeks.

Civilization ability: Silk Road - +1 gold, + 1 culture and + 1 science for every trade route to another civ or city-state.
Unique unit: Nuker - Replaces the knight, and has both a melee and a ranged attack.
Unique infrastructure: Aryk - Replaces the aqueduct, and provides +2 food in addition to housing. (Ideally, the Madrasa should be the Uzbek UI, but the Arabs already got it)

Leader 1: Shaybani Khan
Ability: Unifier - Units receive a boost to combat strength in enemy territory adjacent to or a few tiles away from Uzbekistan's borders.
Agenda: Book of Victories - Will try to attract as many great writers, will be always willing to pay gold to patronize them, and dislikes leaders who do not share his love for literature.

Leader 2: Abdullah Khan
Ability: Avaz Ghazi - Gain great scientist, great merchant or great writer points when conquering a city.
Agenda: Glory of Bukhara - Will invest heavily in both the military and science, does not like civilizations with weak armies that also do not invest in science.

City list:
Spoiler :

Toshkent
Buxoro - capital of Abdullah Khan
Samarqand - capital of Shaybani Khan
Xiva
Fargʻona
Andijon
Qo‘qon
Shahrisabz
Jizzax
Navoiy
Qarshi
Namangan
Termiz
Beruniy
Kattaqo‘rg‘on
Zarafshon
Qorasuv
Qorako‘l
Nukus
Urganch
Xo‘jayli
Afrosiyob
Asaka
Kogon
Kosonsoy
G‘ijduvon
Marg‘ilon
To‘ytepa
Mo‘ynoq
Nurota
Rishton
Urgut
Vobkent
Sherobod
To‘rtko‘l
Guliston
Baxt
Yangiobod
Bekobod
Chirchiq
 
Maybe the bonus against melee would instead be to eliminate their +10 bonus against Ibutho? If the melee units have +10 combat strength and Ibutho have +5, Swordsmen still have a 36+10=46 combat strength against the 30+5=35 combat strength of Ibutho, and the Swordsmen would just wreck these guys. Even forming corps to get a combat strength of 30+5+10=45 would leave Ibutho at a disadvantage.
That seems sort of weird, but the War Cart has something like that, so I suppose it's not entirely out of the realm of possibility.

Those are some compelling calculations, but Shaka's Bull Horn Formation ability would lead to a net advantage when attacking.
On that note, there was another Zulu idea earlier in the thread which suggested the Zulus get additional Flanking bonuses. I do like that idea, but I'm not sure if the +5 bonus is better overall. Do you recall the scale of Flanking Bonuses in the game?

I think this is too extreme. Maybe not the whole continent, but the vicinity of Shaka's borders would be better. As the Zulu expand, they get closer to new territories, and want to conquer them.
I personally do not agree. I also think such an agenda would be pretty plain. An AI like Shaka would have a pretty high aggressiveness rating, which would lead him to display such behavior naturally.
 
I personally do not agree. I also think such an agenda would be pretty plain. An AI like Shaka would have a pretty high aggressiveness rating, which would lead him to display such behavior naturally.

Making it apply to the whole continent would be weird. It is not like Shaka wanted to conquer Egypt or something.
 
Those are some compelling calculations, but Shaka's Bull Horn Formation ability would lead to a net advantage when attacking.
On that note, there was another Zulu idea earlier in the thread which suggested the Zulus get additional Flanking bonuses. I do like that idea, but I'm not sure if the +5 bonus is better overall. Do you recall the scale of Flanking Bonuses in the game?

Right, for some reason I did miss the leader ability when making these calculations. The flanking bonuses are normally +2,+4,+6,..., that is, +2 for each unit surrounding the enemy unit. While the increased flanking bonuses synergize the +1 movement, it would, however, conflict the corp forming ability in terms of military strategy. For example, if the Zulu would have a double flanking bonus, on one hand with separate units flanking an enemy they would have +8 combat strength and double HP and on the other hand they could get +10 combat strength of the corp.
 
Making it apply to the whole continent would be weird. It is not like Shaka wanted to conquer Egypt or something.
I'll admit it's a bit strange and inaccurate, but Agendas usually are, and I think it's a very fitting one.

Right, for some reason I did miss the leader ability when making these calculations. The flanking bonuses are normally +2,+4,+6,..., that is, +2 for each unit surrounding the enemy unit. While the increased flanking bonuses synergize the +1 movement, it would, however, conflict the corp forming ability in terms of military strategy. For example, if the Zulu would have a double flanking bonus, on one hand with separate units flanking an enemy they would have +8 combat strength and double HP and on the other hand they could get +10 combat strength of the corp.
Perhaps because it's technically, technically, technically separate from the Civ package. I think you raise a good point though, and since the idea of early Ibutho Corps was basically the cornerstone of the design, it's probably better to go with the bonus to attacking.
 
Bohemia

Leader: Charles IV
Leader Ability: Praga Caput Regni (Every Campus, Commercial Hub and Theater Square built in Bohemian capital Prague have double effects (this affects their buildings as well). Every district built in Prague provides double ammount of great people points.)
Leader Agenda: The Great Builder (Likes civilizations with developed cities with districts and high amount of improved tiles. Dislikes civilizations with cities without districts and with high amount of unimproved tiles.)
Civ Ability: In heart of Europe (Cities founded inland provide +2 housing, every inland bonus, luxury and strategic resource has double yields (doesn't double the amount of resources, but yields like gold, food or faith.)
Unique Improvement: Hrad (Czech term for Castle) (Replaces Fort. Can be build with Castles tech. Gives +8 defence power rather than +4, after discovery of Flight, it will give player +5 tourism.)
Unique Unit: War wagon (Replaces knight. If attacked, gives additional damage to the attacker. Damage caused to War wagon is reduced to 3/4.)
 
Updating my ideas:

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JAVANESE - INDONESIA

---------- CIVILIZATION ABILITY ----------
Devaraja
In any government, receive an extra Economic policy slot filled permanently with God King Policy. City Center in your Capital generates Adjacency Bonuses similar to Holy Site's.
("The devaraja cult is the cult of the "god-king", or deified king in Southeast Asia. It taught that the king was a divine universal ruler, a manifestation of the Hindu god. The most famous example of it is the cult of devaraja as the ancient Cambodian state religion, while it may have originated in Java, circa 8th century. At that time, the Javanese Sailendras allegedly ruled over Java, Sumatra, the Malay Peninsula and parts of Cambodia)

---------- UNIQUE UNIT ----------
Borobudur Ship
Replaces Quadrireme. Production Cost: 95. Can enter Ocean. +1 Movement.
(A sailed vessel depicted in some bas reliefs of the Borobudur monument, used for naval campaigns by the Sailendra dynasty of Java and for transporting cassia, misnomer as cinnamon, and other spices directly by what was historically called the "Cinnamon shipping route" from Indonesian waters across the Indian Ocean to East Africa, where local traders then carried it north to Alexandria in Egypt)

---------- UNIQUE INFRASTRUCTURE ----------
Paduraksa
Unique Tile Improvement. Required Construction. This Improvement's tile is treated as part of Districts adjacent to it for the requirement of District Adjacency Bonuses. It must be built adjacent to a District.
(Paduraksa, also known as kori is a type of gateway covered with towering roof that can be found in the island of Java and Bali. Paduraksa marks the threshold into the most sacred space (the inner sanctum) within a religious compound, a cemetery, or a palace. Early form of a roofed gateway can be found in a couple of 8th to 9th-century temple complexes in Central Java)

---------- LEADERS ----------
Jayabaya
"When iron wagons could drive without horses and ships could sail through the sky"
(Sri Mapanji Jayabaya was Javanese King of the Kediri in East Java from 1135 to 1179 CE. A poem, The Kakawin Bhāratayuddha, names him as the patron of the two poets, Sedah and Panuluh. Jayabaya itself is also attributed as author of the Prelambang Joyoboyo, a prophetic book mentioning the Ratu Adil (Just King) or Satrio Piningit (Hidden Knight), a messianic figure that will establish universal peace and justice at the future era after the Japanese occupation of Indonesia)
Leader Ability : Prophecy
Civics and Technologies can be boosted with Faith. Earn Great Person Points upon completing a boosted Civic or Technology.
Agenda : Hidden Knight
Likes Leaders that has reconquest all of their Cities. Dislikes Leaders that has lost all of their foreign Cities.

Wijaya
"Evilness will be destroyed by good deeds"
(Raden Wijaya (reigned 1293–1309) was a Javanese King, the founder and the first monarch of Majapahit empire. His rule was marked by the victory against the invasion army and navy of Kublai Khan's Yuan dynasty, division of the Mongol Empire. This disastrous expedition was the last expedition in Kublai Khan's reign. Majapahit, in contrast, became the most powerful state of its era in the region which is now Indonesia)

Leader Ability : Empire Founder
You can declared a Reconquest War after researching the "Early Empire" Civic. Units receive +5 Combat Strength on the enemies territory that was not originally theirs.
Agenda : Reconquest
Dislikes Leaders that are controlling Cities from foreign origin. Likes Leaders without foreign cities in their possession.

==================================================
==================================================
...
UI : Paduraksa : Unlocked at Construction, it can not be built on hills and next to another Paduraksa. Can only be built next to a district. It provides faith in the same amount as the district's adjency bonus and +1 culture.
Historical notes : Paduraksas were roofed gates that preceded palaces and temples, and were used both by hinduists and muslims.
...
Thanks Liufeng for this information. I'm borrowing it for my civ.. :goodjob:
 
Gran Colombia
Capital: Bogotá
Civilization Ability: Colombian Union

Earn envoy points 50% faster, and all units cost 25% less gold for maintenence while in Gran Colombia's or Gran Colombia's allies' borders.

Gran Colombia was founded to be a union of "Colombia" or South America, so the main focus of Gran Colombia is to realize the dreams of conquerors by creating a civilization that is geared to being able to set up a large army and keep it. However, the Envoy points will allow players to shift strategy if it is demanded of them.
Unique Unit: Llaneros
The Llaneros replaces the Cavalry unit, with 5 moves and can heal outside of Gran Colombia's Borders.

The Llaneros or "Plainsmen" were the cavalry of Simon Bolivar's army, they initially sided with the Spanish, however changed sides upon changing of the clan leader. The Llaneros were feared for their quick movements, and ability to live off the land. It was due to them that Bolivar managed to liberate Peru due to an immediate attack on his devastated forces after crossing the Andes.
Unique Infrastructure: Department Building
Replacing the sewer, the Department Building creates +2 amenities and +1 housing, available at Nationalism

The Republic of Gran Colombia was divided into Departments, acting similar to States in the US, and overseeing 36 provinces within the region the Department holds responsibility for. Providing Local representation for the Congress of Gran Colombia

Simón Bolívar*

Leader Ability: El Libertador
All units receive +6 strength when fighting a Reconquest or Liberation war, and you gain 5 envoys for every city-state you liberate.

Simon Bolivar earned the title "the Liberator" for his campaigns throughout South America in the minor escapade of the Spanish American Wars of Independence. His military career was a major boost to the cause of Independence, and attempted to form a Federation of All South America (Gran Colombia itself).

Leader Agenda: Guerra a Muerte
Simon will respond with equal ferocity to his enemy (i.e. one city razed by enemy, one city razed to the enemy), and loves civilizations that send envoys to city-states.

Simon Bolivar responded to the brutalities of the Spanish by declaring the War of Independence a War to the Death - Guerra a Muerte - and for everything that Spain would do, he'd do in return. This was all to get the colonies of South America to become Independent.

--------

*For the Great General Simón Bolívar, replace him with Miguel Hidalgo y Costilla (A Roman Catholic Priest and Father of Mexico) or José de San Martín (Liberator of Argentina and Chile)
Most probably you'd want to tweak Miguel Hidalgo y Costilla's ability to be more oriented to gaining allies. Perhaps converting a few surrounding enemy units to your side?
 
Hawaii led by
Queen Liliuokalani
Capital: Honolulu
Civilization Ability: Floating Districts- Ability to build districts on coastal tiles that are adjacent to two land tiles.
Leader Ability: Liliuokalani's Revenge- If capital is lost to another civilization, and it drops below -5 amenities, then the city is returned to Hawaii, as long as they are still alive in the game.
Unique Unit: Koa- Replace the warrior unit. 18 Strength (Warrior is usually 20) and can embark once sailing is researched. Citizen units can embark too, as long as they are paired with a Koa.
Unique Building: Pineapple Plantation- Can build Pineapple plantations on a jungle tile, that is not adjacent to other plantations. Provide +2 Food to Jungle tile. Adds +1 Gold once you research Banking and +1 Gold again once you research economics
Historical Agenda: Attempts to colonize islands and Hate civilizations that take away any civilization's cities in treaties or deals.

My idea behind this is that Islands in civ 6 arent good. Hopefully an Island-based civ will make them better!
 
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Since we're getting a new southeast Asian civ, and there's some speculation it might be the Khmer, I'll give my interpretation of what I'd like to see for them. I've seen already a couple of good concepts for them in this thread, but here's what I'd like to see:-

The Khmer Empire
Famous across the world for the architectural marvel of Angkor, the Khmer were an impressive civilisation both in terms of the stunning architecture of their temple complexes and their intricate reliefs, but also their large scale urban planning and infrastructure, from the vast barays to their irrigation channels and the moat around Angkor Wat.

My design is for a coherent civ that rewards huge urbanisation - faster district construction, and the food and housing from barays to support them. The ballista elephant gives them an edge in medieval battles, whether defensive or offensive, and they have a solid basis of faith to develop and benefit from a religion.

Leader - Jayavarman VII
Spoiler Bust of Jayavarman VII :
800px-JayavarmanVII.jpg

Capital - Angkor Thom
Jayavarman founded the last great capital of the Khmer at Angkor, a sprawling city with a walled centre right at the heart of his and previous ruler's great monuments.

Musical Theme - No idea for any specific piece, but the instrumentation should be based on the pinpeat, the traditional Cambodian orchestra whose music accompanies religious ceremonies, plays and court dances.
Spoiler Pinpeat in action :

Leader Ability - 102 Hospitals
The base district cost is reduced by 10%. Gain a faith bonus each time a district is placed.

Jayavarman undertook a prodigious and rapid building program during his reign. Motivated by his Buddhist faith, he built 102 hospitals, 121 rest houses, and temples in honour of his mother and father. While his predecessor by 100 years, Suryavaraman II is the builder of Angkor Wat, we already have Qin as a wonder builder. I want to see Jayavarman as a builder focussed on infrastructure and a district production boost and incentive, which helps to counteract the increasing district cost as the game progresses, seems like the best way to do that.

Leader Agenda - Mahayana
Likes to build as many districts as possible and increase amenities for his people. Dislikes civilisations with low amenities in their cities and many unimproved tiles.

Jayavarman was a Mahayana Buddhist, dedicated to alleviating the suffering of his people and achieving enlightenment for all. An inscription on one of his many building projects claims "He suffered from the illnesses of his subjects more than from his own; the pain that affected men's bodies was for him a spiritual pain, and thus more piercing." It is fitting then that his in-game representation strives to build as much as the real king, and has contempt for other civs whose populations do not benefit from such a magnanimous ruler.

Unique Ability - Temple Mountains

Spoiler Prasat Muang Tam, a Khmer temple complex in Thailand :
prasat-muang-tam.jpg


Holy Site districts gain an adjacent bonus from sources of fresh water and barays, in addition to the usual mountain and forest adjacency bonuses. Holy Site buildings gain +1 culture.

The Khmer are of course best known for their lavishly decorated temples, which were built to resemble the holy Mt Meru, home of the Hindu gods. They also made extensive use of large water features, such as moats, which represented the oceans.



Unique Unit - Ballista Elephant

Spoiler Khmer bas-relief showing a war elephant with artillery on its back :
Ref-bayon2.jpg


The iconic unit of the Khmer in Civ IV, and more recently, AoE2's Rise of the Rajas expansion returns! How could it not?

This is a heavy and hard to kill (but slow) cavalry unit, replacing the Knight with a powerful ranged attack that can decimate units in the field. I've seen ideas in this thread that the ballista elephant should replace the catapult, but it's a ballista! Like the hwach'a if and when we see Korea, it should be primarily an anti-unit weapon. It should allow you to dominate the battlefield in the medieval era, whether defensive or expansive, but it's not exactly a rush tactic.

War elephants were a formidable part of Khmer armies, as with many in the region. The distinctive mounted ballistae, or more likely, large chinese-style double-crossbows appeared on their backs in the late Khmer empire, possibly copied from the neighbouring Champa.


Unique District - Baray
Spoiler West Baray, Angkor :
rerere.jpg

The Baray replaces the Aqueduct district, and likewise needs a source of water nearby and provides additional housing to the city. It also provides faith, and farm tiles adjacent to the baray gain +1 food. The baray thus not only provides additional housing, but also the food to fill it. Appears like a large rectangular reservoir, surrounded by a scattering of buildings, with a temple on an island in the middle

Barays are huge reservoirs, the most famous being the West and East Barays either side of the waled city of Angkor Thom. It is not known whether their function was as a reservoir for irrigation purposes, or whether they were solely meant to symbolise the sacred sea (just as the striking Khmer temples symbolise sacred mountains). So this district rolls both features into one, and also represents the wider canals and irrigation channels the Khmer built.

And while I'm here, they should be bundled with the obvious wonder:-

Angkor Wat
Spoiler Angkor Wat, obviously :
1280px-Angkor_Wat.jpg

Must be built adjacent to a lake tile.

Provides +4 faith and + 4 culture. This city gains the Follower beliefs of all religions present in the city.

So much an icon that it appears on Cambodia's flag, this site pretty much put the country on the Tourist map in recent years, and is a huge part of the nation's identity, hence the culture boost. I'm not sure about the follower belief ability but I'd like some way of representing its history as both a Hindu and Buddhist site. Perhaps it could alternatively double the Follower beliefs of the city's religion (if applicable).

Tonlé Sap
Spoiler Tonlé Sap :
Tonlesap.jpg

And for good measure, the lake that was the lifeblood of the Khmer civilisation, and a large part of Cambodia to this day, would be a great Natural Wonder, and already is a great mod by @sukritact
 
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Reposting the Bohemian civ, now with historical explanations.

Bohemia

Leader: Charles IV

An obvious choice. Charles IV is today seen as the greatest king of Bohemia. During his reign, Prague was completely rebuilt by him. It became centre of culture, trade and modern gothic architecture. Oldest university in middle Europe was founded by him. Bohemia gained new lands, too. And he ordered creation of Crown of Saint Wencelas, the most important of Bohemian Crown Jewels. In television poll Největší Čech (The Greatest Czech), he won the first place.


Leader Ability: Praga Caput Regni (Every Campus, Commercial Hub and Theater Square built in Bohemian capital Prague have double effects (this affects their buildings as well). Every district built in Prague provides double amount of GPP.)

John of Bohemia was great warrior, but he needed money for his military conquests, so he took it from Bohemia. This made Bohemia poor and devastated. Even the Prague Castle was in horrible state. Charles IV started massive repairs of this city. He brought there gothic from France and city of Prague eventually became modern and important city and centre of trade, culture and education.


Leader Agenda: The Great Builder (Likes civilizations with developed cities with districts and high amount of improved tiles. Dislikes civilizations with undeveloped cities without districts and with high amount of unimproved tiles.)

I based his agenda on fact he ordered building a lot of famous cities and buildings. Charles Bridge, Charles University, Karlštejn, Karlovy Vary/Carlsbad, Montecarlo (Tuscany), etc.


Civ Ability: In the Heart of Europe (All inland cities have +1 housing, every inland luxury, bonus and strategic resource has double yields (does not double amount of resources, but yields like food or production)

It was hard for me to pick something, but I decided for this. If we don't count reign of Ottokar II who extended Bohemian territories to the Adriatic Sea, Bohemia historically didn't have access to the sea. It was always an inland country. And still it was important, rich and productive nation during various times, like Czechoslovakia before Great Depression or Bohemia during reign of Charles IV.


Unique Improvement: Hrad (Czech term for Castle) (Replaces fort. Can be build with Castles tech. Gives +8 defence, after discovery of Flight, it will give player +5 tourism.)

Czech republic is famous for lots of things. Beer, Škoda, Prague... and Castles. There are a lot of castles in Czech Republic, like Karlštejn, Prague Castle, Bouzov, Loket, Trosky, etc. They were built by kings and rich nobility as luxury residences and as forts. Lot of tourists visit them today, so that is the explanation for the tourism bonus.


Unique Unit: War Wagon (Replaces Knight. If attacked, gives additional damage to the attacker. Damage caused to war wagon is reduced to 3/4. Gets additional defence strenght with another war wagon nearby.)

War Wagons played a large part of Hussite Wars. They were one of the reasons why were Hussites so succesfull. They used it as mobile wall. Simple, but very effective. War wagons are probably the most known Czech war unit, so I picked them. And I don't think there would be problem with them, because we have Barbarossa with U-Boats, for example.
 
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I would actually have the War Wagon replace the Pikeman as they were used to blunt the Crusaders cavalry. A pikeman with extra movement and a bonus to ranged defense.
 
Mali Empire

Mansa Musa Keita I ("Mansa Musa")

mansa.gif


Mansa Musa, the most famous leader of the long-lasting Mali Empire (note: this links to BBC Radio 4's "In Our Time" series podcast on the Mali Empire, well worth a listen). The Mali Empire was one of the largest and longest-lived empires in West African history. Mansa Musa appears in two computer games of note, Civilization IV and Where in Time is Carmen Sandiego, was likely the richest man in world history, a devout Muslim, a successful warrior, and a generous man to boot. He conquered 24 cities, made Timbuktu a center of trade and Islamic scholarship, constructed numerous mosques and madrasas, as well as the University of Sankore (previously a wonder in Civilization IV, and it makes sense--after the Library of Alexandria, the University of Sankore was the largest repository of books in Africa). Mansa Musa is most known for his famous pilgrimage to Mecca, which put Mali on the maps of European nations and made it a desired location for traders the world over.

Leader Ability: Musa's Hajj. (Gold purchases refund 25% of their cost in faith, and generate a small amount of tourism based on your gold income (more tourism for higher amounts of gold). Caravans to other civilizations travel twice as fast and caravans to civilizations with at least one city of your faith generate extra faith.)
  • Historical notes: As a devout Muslim, Mansa Musa began his pilgrimage to the sacred city of Mecca in 1324 AD, and the famous explorer Ibn Battuta wrote of Mansa Musa's pilgrimage. Musa's retinue of 60,000 men included 12,000 slaves, "all clad in brocade and Persian silk". "The emperor himself rode on horseback and was directly preceded by 500 slaves, each carrying a gold-adorned staff". As for the gold? 300 pounds of gold were loaded onto each of 80 camels. Musa famously gave away so much gold while in Cairo that the value of gold dropped for approximately 12 years, such that the value of gold was approximately 25% lower. Mansa Musa was so generous that he ran out of gold as he was making his return to Mali, and had to borrow gold from Egyptian merchants. This pilgrimage was talked about and eventually Europe knew of Mali's fabulous wealth, to the point where Mansa Musa was included on the 1375 Catalan Atlas (one of medieval Europe's "most important world maps") in an iconic picture where he is examining gold with his right hand.
Leader Agenda: Lord of the Mines of Wangara (Likes civilizations that produce and spend lots of money and faith on purchases).
  • Historical notes: One of Mansa Musa's many titles was "Lord of the Mines of Wangara". The area of Wangara had gold mines (whose locations were kept secret through the 16th century). These mines were a huge source of gold for the Malian Empire, and of course, Mansa Musa was known for both his generosity and piety. His agenda corresponds with his leader ability to quite a large extent--he likes players who, as he does, are generous with their financial and spiritual wealth.
Civilization Ability: The Bright Country (+1 commercial policy slot for the whole game, commercial districts have double adjacency bonuses and improved mine tiles generate extra gold income. Internal trade routes also generate small amounts of gold.)
  • Historical notes: According to The Royal Kingdoms of Ghana, Mali, and Songhay: Life in Medieval Africa (by Patricia McKissack, Fredrick McKissack) page 53 (which mentions the Epic of Sundiata, Mali's first king), and Where in Time is Carmen Sandiego, the Mali Empire was known as "the Bright Country", though that term was initially in reference to Mali's capital of Niani only. Given how wealthy in gold and salt Mali was, and how glorious it was, one can see why the Empire at large was deemed "bright". According to Wikipedia:
    News of the Malian empire's city of wealth even traveled across the Mediterranean to southern Europe, where traders from Venice, Granada, and Genoa soon added Timbuktu to their maps to trade manufactured goods for gold.
    Mali's trade connections to North Africa and the Middle East also brought it strongly in touch with the Islamic faith, so perhaps a faith bonus would be welcome here (removed faith bonus to commercial districts per feedback on next page).
Unique Unit: Kèlè-bolo (archer replacement, gold purchase cost increase for each subsequent purchase is 20% lower than it otherwise would be, and strike first when attacked by a melee or cavalry unit. Ranged attacks made on fortified units or units in districts reduce fortification bonuses.)
  • Historical notes: The Mali infantry or Kèlè-bolo (meaning "war-arm") were mostly leather-armored archers, and all were freed-men (not slaves) expected to bring their own weapons to bear (it was a point of pride to supply your own weapons, some of which were family heirlooms). As Wikipedia states, "[t]he majority of infantry were bowmen who used Soninke knowledge of poisons to make up for their arrow’s lack of force. Stabbing spears and reed shields were also used." The Kèlè-bolo threw "tamba" javelins before close combat (hence their first strike in this design, and perhaps their first strike in their Civ IV "skirmisher" incarnation). Of course, the Mali Empire's army included numerous other military units with exotic names, including the Mandekalu cavalry (armed with expensive armaments, they numbered 10,000 by Mansa Musa's reign). But I chose to focus on an infantry unit as they were the bulk of the Mali Empire's army.
Unique Infrastructure: Mud-brick Mosque (temple replacement with no maintenance cost, generates Great Engineer points and culture).
I tried to design Mali around faith and gold, the two things Mansa Musa is most known for. A designer with more time would be able to work in Mansa Musa's scholastic and architectural achievements (in my case I merely added small bonuses to allude to them, and the mud-brick mosque). Hoping Mali is the African kingdom upcoming in Civ VI's DLC, but we'll see!

As always, comments and thoughts are welcome, and I may change my design of Mali as time goes on (as I did with my original three civ ideas in the parent post).
 
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