I wanna post that I think Norway/Norse should look like. It's my design for the Viking Civ.

Norway
Harold Hardrada
Leader Ability: Viking Raids - Unlocks the unit 'Berserker'. Pillaging coastal tiles gives 3 times as much gold, and units may embark and disembark for one movement. (Allowing a unit to disembark, pillage, and reembark in one turn.)
Civ Ability: Wealth of the Ocean - Oil resources give double quantity. Sea resources provide extra amenities, and cliffs have higher appeal value.
Unique 1: Viking Longship - The Viking Longship may be disembarked on a continent other than Norway's to create a Settler, and era appropriate infantry unit. However, the settler cannot move away from the coast.
Unique 2: Stave Church - Provides 2 faith, has room for a Religious Artifact. Provides 1 culture.
Berserker: Replaces Swordsman. Has 1 extra movement, and no penalty for moving or attacking over rivers.
 
Editing my first post, adding it with more awesome leader, an Oracle King..

King Jayabaya of Kediri (Reign 1135 - 1179)
Prophecies
Every time you enter a new era, receive a free Technology and a free Civic that currently able to research. The Palace gets 1 additional Great Work slot filled with "Prelambang Joyoboyo" as a Great Work of Writing.
 
Portugal




Leader : John II (He was the king that resumed the project of naval exploration of his great uncle Henry the Navigator. He organized the treaty of Tordesillas in order to push the border further to the west, managing the portuguese to have Brazil 3 years after his death, causing the great debate if portuguese knew already if there was a continent between Asia and Europe before Colombus Journey. Through his maritime and diplomatic policies, he initiated the golden age of the portuguese empire. But he was also a ruthless man, having killed his wife's brothers (he personnaly killed one of them by stabbing him with a knife) for conspirancy, eliminated almost all opposition (the portuguese cortes were extremely invasive within the royal power) while taking their lands back to the crown and reigned supreme in the kingdom. He was called the perfect king because he was apparently the closest king to Machiavelli's ideal prince).

Historical agenda : The lord of the lords (John II said, apparently, after getting rid of the nobility "I'm the lord of the lords, not the servant of the servants") - Hates civilizations that trade and ally with the same city-states he trades and allies with.

Leader's ability : Legacy of Henry the Navigator - Can build the Nau, a caravel replacement that has +1 move and receives triple gold and bonuses and diplomatic points when discovering a new city-state. No influence lost with a CS as long as Portugal maintains a trade route with them.



Civ's ability : Saudade - Coastal cities are founded with half less unhappiness than usual. Harbor districts cost 50% less production and gold (buildings Inside of it included) (Saudade is a very portuguese concept. It's a kind of melancholy, an unspeakable sadness towards a lost past).

Civ's unique unit : Caçadores - Has a bonus move after attacking. Bonus against units in open field (Caçadores, which is portuguese for hunters, were troops specialized in guerilla warfare and sabotage. They were known for being remarkable marksman, being among the first "snipers". Duke Wellington called them the "cockfighter of the anglo-portuguese army for their efficiency).



Civ's unique district : Commercial House - Provides a gold bonus and amenities per each luxury resource Portugal has, may it be through a working tile or trade. Gold bonus for each adjacent adjacent district or luxury resource tile. (The Casa da Guiné e das Minas, then Casa da India, stand for House of Guinea and the Mines and for House of India. Those were the places where all the portuguese maritime trade was controlled. It served as a dock, warehouse, bank, customs and many other things, until its downfall because of the iberic union and the portuguese superficial expanses).
 
Since I hope Hattusa won't remain a city-state forever...

The Hittites

Civ Ability: The Blood of Hatti
- Eureka Bonuses for all ancient and classical military techs can be gained by clearing barbarian camps & villages; Iron Working is boosted 80% upon discovering Bronze Working.
- Copper, Iron, and Silver resources provide double quantities.
Unique Building: Seal House
- Replaces Granary
- Small bonus to Production and Gold for all trade routes into/out of the city.
+10% Production of Trade, Melee, Support, and Mounted Units (+25% upon discovering Bronze Working).
Unique Unit: Hulukanni
- Replaces Heavy Chariot
- Double XP cap from barbarians.
- Attack bonus against barbarians and city-state units, ignores enemy Zone of Control.

Leader 1: (Great Queen) Puduhepa
~
Leader Ability: The Thousand Gods
- Choose 1 additional Pantheon Bonus upon founding a religion.
- Apostles of other religions are -25% less effective at spread religion/theological combat in Hittite territory, and each of their attempted conversions has a small chance (5-10%?) of spreading their religion's pantheon bonus to the target city (if it is not already present in another Hittite city). When a Hittite inquisitor removes a foreign religion, the city keeps the religion's pantheon bonus/associated benefits.
Agenda: Tawananna
- Puduhepa will prioritize delegates to religious and mercantile city-states (and dislike other civs that associate with them), she will aggressively target other city-states and civs with weak militaries, especially those hosting religions with pantheon bonuses not yet included in her Empire.

Leader 2: (Great King) Suppiluliuma
~
Leader Ability: I, the Sun
- Infantry and Mounted Units have +30% attack against cities and their kills generate additional Great General points during the ancient and classical eras.
- If suzerain of a city state, Suppiluliuma cannot lose suzerainty if he has at least three military units on the CS's territory.
- Provides a second Unique Unit: Mesedi (or "Golden Spearmen"). Regular spearmen (with at least 2 promotions!) can be upgraded to Mesedi by spending Faith; Mesedi gain defensive bonuses when garrisoned/adjacent to cities/districts, or adjacent to/grouped with Great People. They gain additional offensive bonuses when grouped with/adjacent to Great Generals and/or Hulukanni. Limited to 1 Mesedi per city, 2 for cities with temples, capital city allows 3.
Agenda: Manly Deeds
- Suppiluliuma is moderately agressive (more-so to militaristic city-states, others he courts diplomatically), he respects civs with large militaries and subordinate city-states, but dislikes those suzerain over more city-states than he. Players who defeat an invasion by Suppi will find that his relationship becomes positive after making peace, provided none of his cities were taken in retaliation.
 
I don't expect mine to be taken seriously, but I suggested the Republic of Texas waaaay back in 2013 for Civ V and feel like continuing the tradition.

Civ V version:

Spoiler :


(Republic of) Texas
Sam Houston

Remember the Alamo: Receive a 33% combat bonus for 15 turns after an enemy conquers a city you have founded or annexed; double :c5occupied: unrest length for enemies in your conquered cities.

Cities: Austin, Houston, Dallas, San Antonio, Fort Worth, El Paso, Amarillo, Lubbock, Abilene, Wichita Falls, Corpus Christi, Galveston, Arlington, etc.

Emblem: A single star, perhaps flanked by an olive and oak branch.

Colors: Most likely blue and red, lighter than Korea and inverted; possibly gold and azure (like the original flag of the Republic of Texas).

Unique Unit: Texas Ranger (replaces cavalry); 4 :c5moves:, 34 :c5strength:, 225 :c5production:, requires horses; +1 line of sight, 20% combat bonus in friendly territory, has defensive bonuses in friendly territory.

Unique Improvement: Stockyard (replaces pasture); +1 :c5food: food on cattle, +1 :c5production: production on sheep, and +1 :c5culture: culture on horses. After Railroad technology, +2 :c5gold: gold.



Civ VI version:

Leader:
Sam Houston

Agenda: Friendship
Likes civilizations who declare friendship with neighbors on the same continent. Dislikes civilizations who denounce continental neighbors.

Unique Leader Ability: Remember the Alamo
Your units receive a 10% combat bonus if a city you own is under siege and for 5 turns after any of your cities is captured (does not stack). While this effect is active, kills grant culture equal to half the defeated unit's combat strength.

Unique Ability: Treaties of Velasco
All your cities automatically expand by an additional hex after peace is made with another civilization. Gain a one time Casus Belli against any civilization that declares war on Texas.

Unique Unit: Ranger
Replaces Cavalry; same base stats, but receives +15% combat bonus and ignores terrain movement costs in your territory. Also has +1 sight range at all times.

Unique Improvement: Ranch
May be built adjacent to a pasture on flat terrain. May not be adjacent to another Ranch. Provides +1 culture, food, and gold for every adjacent pasture (in addition to base tile yield).

Capital:
Austin

Colors
Gold and Azure

Emblem
Five pointed gold star on azure field

Notes: an isolationist civ that appreciates an amicable atmosphere on its continent, Texas hardens when it is attacked and makes sure it comes out on top of peace negotiations.
 
I'd like to try my hand at redesigning Venice for Civ6, though its difficult when we don't know all the parts of the base game! I'll try to provide both gameplay and flavor explanations.

Leader: Enrico Dandolo

I know Enrico was the leader in 5, but he has a strong personality and most Doge's ruled for so little time they have nothing to note.


Leader Ability: The Fourth Crusade - Units levied from allied City States have +strength and produce Gold when defeating units. Non-Venetian Great Works provide double yields.

Enrico is most famous for his role in the Fourth Crusade. Venice bankrolled the crusade, and when the crusaders couldn't pay their debts, Enrico struck a deal with them to divert the crusade and retake a fortified rebelling colony. When an ousted Byzantine emperor came to meet him, he struck another deal to place the emperor on the throne in exchange for Byzantine territory. This led to the famous sacking of Constantinople, greatly expanding Venetian influence (and stealing some fabulous great works)

Hopefully, this ability will help Venice conquer some cities to expand its territory.


Agenda: The Blind Doge - Likes Civs who have trade routes to him. Dislikes Civs who plunder trade routes to or from his cities (from any Civ).

Early in his career, Enrico developed a deep hatred for the Byzantines when they suddenly imprisoned the Venetians in Constantinople and confiscated their property. He was part of a mission to retaliate, but it was stopped by the plague. Venice cared a lot about proving that they would protect their trade interests, in general. Hopefully, this will cause the AI to defend its trade interests, including making other AIs think twice about pillaging their routes.

Alternate Leader: Andrea Gritti

Since it feels odd to design one leader without considering how other leaders could fit with the Civ, I chose Andrea Gritti.

Leader Ability: Serenissimo Principe - Has an extra level of Diplomatic Visibility with all Civs that have a trade route to or from Venice's capital. Returning Venice's cities in a peace deal grants gold to the returning Civ. Venice's units get +strength when fighting in its territory (including water).

Andrea was a man of many talents. Before he was Doge, he passed military intel to Venice on Ottoman fleet movements, using his connections as a merchant in Istanbul. Then, as Doge, he turned around the war of the League of Cambrai. This war pitted Venice, alone, against all of the major European powers. He managed to reset to status quo through a series of military victories and careful diplomatic maneuvering (the alliances changed 3 times during the war). Later, he also joined the League of Venice to keep France out of Italy, but also as protection against the Ottomans.

Hopefully, the +home strength and incentive to attack Venice for money will balance out, causing wars against Venice but not allowing them to take territory. Even if they do, they are incentivized to return it! And Andrea will be able to more carefully control his alliances and prepare for war.

Agenda: Leagues of Venice - Likes Civs who have alliances (to anyone). Dislikes Civs with super strong militaries.

As I explained above, Andrea managed to worm his way onto the right side of every alliance, even ones specifically made to attack Venice. I'm hoping that disliking Civs with strong militaries while liking people who already have alliances will cause the AI to try to take down bullies and create alliance chains...but it might just cause it to suicide at the strongest opponent.


Venetian Ability: Stato da Mar

Venice cannot build settlers. Receive +1 trade route per unique luxury you have (includes trade). Trade routes to or from your capital provide double yields (for both parties). Domestic and Foreign Trade routes to your cities on foreign continents produce a small amount of extra gold for both cities. Renting CS units is 33% cheaper.

This is a lot of stuff. First off, the idea is to get Venice to play like a trading beast, sticking its fingers into as many pies as it can while keeping Venice "la Serenissima".

Venice can't build settlers. This will be an even bigger deal than in 5, since cities seem strictly beneficial now. This has to be offset by a significant amount of bonuses, and they have to feel cool too to make this civ feel fun.

Unique luxuries give +1 trade route. This is to encourage looking far and wide for your expansion opportunities. It works for trade because what is Venice without trade? And also because Venice should be able to work somewhat even without expansion, or you'll never be able to expand!

Trade routes to or from the capital provide double yields. This is to both encourage you to make Venice huge, but also to encourage other civs to trade with you.

Trade routes to or from your foreign-continent cities produce a small amount of extra gold for both cities. This is to encourage you to trade with your far away colonies, and also for other civs to trade with you even if they can't reach Venice (but Venice is better).

Renting CS units is 33% cheaper. This represents the Condottieri, and is supposed to help Venice get a few cities, whether they be CS or foreign.

Venetian Unit: Merchant of Venice

Unlocks at the Guilds civic. Can only have one of these active at a time, and they are expensive to produce. Can be expended in a City-state's territory you are Suzerain of to acquire the city and return your envoys to the envoy pool.

A peaceful way to expand the empire, somewhat similar to Civ5's method.

Venetian Improvement: Trading Post

This unique improvement unlocks at the Currency tech. Can only be built in unclaimed territory on a luxury resource, next to coast. Claims the tile and improves the resource. If razed, the Trading Post is deleted and the tile unclaimed.

Encourages and enables far-flung colonies. Hopefully will create a little bit of conflict! Each unique luxury is a trade route, and each extra luxury might be tradeable for a trade route.


Playstyle

Venice is designed to play with a significant focus on its capital. Since it cannot found new cities but must conquer them or snipe coastal luxuries with the Trading Post, Venice will have to carefully manage its conflicts. Peace is often preferred, since most of Venice's bonuses are to trade, but some expansion is necessary.

In order to expand, Venice has 3 options: the first is to ally and City-state and then buy it, the second is to ally a City-state and then rent its units (plus your own army) to attack other Civs or City-states (or bait them into attacking you), and the third is to grab Trading Posts. Enrico is very good at offense, while Andrea is better for defense.
 
I had a lot of fun trying to come up with appropriate abilities in the appropriate places for Venice, so I'd like to try making a version for my other favorite Civ, the Netherlands.

Leader: Jan de Witt

Leader Ability: Gouden Eeuw - Embarked units have +2 movement. Intercontinental naval trade routes to and from foreign cities produce extra gold for both parties and +1 "Spice Trade" amenity for the Netherlands(unique per continent, per city).

Jan de Witt presided over the start of the Gouden Eeuw (literally Dutch for "Golden Age"), which manifested in the Netherlands as a time of great economic prowess as a leader in globalization. Foreign trade, including exclusive trade rights with Japan, was a big deal during this time.

The embarked movement bonus should help the Dutch bring troops around the world. The extra gold for intercontinental trade should encourage other Civs to trade with the Dutch, which will also provide them with gold and amenities.

Agenda: Radical Republican - Likes Civs with forms of government with the most Economic + Wildcard policy slots (Classical Republic, Merchant Republic, Democracy). Dislikes Civs with forms of government with the least Economic + Wildcard policy slots (Oligarchy, Autocracy, Monarchy, Fascism).

Jan de Witt was a very staunch proponent of Republican principles. He wanted the government to represent the people. Unfortunately, this also got him killed, since the merchants he was representing neglected the army, and the people lynched him when the Netherlands got utterly destroyed in a simultaneous invasion by England and France.

Hopefully this Agenda will cause him to be friends with Civs that will enjoy trading with him, while also causing conflict with the Civs most likely to crush him...and here's hoping the AI doesn't get crushed.


Alternate Leader: William the Silent

Again, I know he was the leader in 5, but he actually has a good personality and was significant while being different from Jan. Also, its hard to find leaders of the Netherlands, since it was a republic.

Leader Ability: Prince of Orange - Has an extra Diplomatic policy slot. During each non-gold policy switch, receive a small amount of culture per card changed.

William was an excellent politician. His position as a powerful nobleman, closely associated with the rulers against whom he would eventually rebel, afforded him a lot of status and connections that were useful for leading the rebellion. His famous ability to pivot his political stance from elite nobleman to noble rebel earned him a place in the hearts of the Dutch people as the father of the fatherland.

The Diplomatic policy slot should help enable a more CS-centered game (and trade with them will be more profitable), and also enable the Dutch to try out forms of government that they might not normally (keep in mind that William also started the bloodline for monarch of the Netherlands). The incentive to plan your policies so that you purposely swing strategies should be interesting as well, and may help keep a Netherlands game fresh.

Agenda: Tolerant Piety - Likes Civs that Found a Religion. Strongly dislikes Civs that use the Holy War CB.

William was very pious himself, but he was brought up as both a Protestant and a Catholic. He was very big on tolerance, and abhorred both religious violence and rulers demanding conversion of their people.

I hope this Agenda will cause the William AI to be caught in a dilemma between supporting and disliking Religious Civs.

Dutch Ability: Low Countries

Units get a combat bonus when defending in districts or marsh, or when defending across rivers. +1 housing for coastal city centers.

The Netherlands is one of the most densely populated areas in the world. So much of its land is reclaimed, since it is below sea level. The levees that hold the water at bay were often released during times of war to help protect the Low Countries from invasion.

These bonuses should be attached to the Netherlands to ensure they can always defend their homeland, which can also be built taller than normal. This works with the Polder.

Dutch Unit: Sea Beggar

Unlocks with Mercantilism, replacing the Privateer. Has the "Coup de main" promotion, which grants a significant combat boost against cities that are ungarrisoned, as well as extra gold for pillaging/raiding.

I know the Sea Beggar was already their unique unit in 5, but there seem to be no other good unit options. The Dutch were famous for their shipping, and it is also a good idea to boost that for gameplay purposes. Most of their shipping accomplishments were commercial in nature, so this is the best option for a ship since there are no transport ships. Those ships are represented in Jan de Witt's unique ability.

Should be fun to run around finding easy pickings.

Dutch Improvement: Polder

Unlocks with the Castles tech. Can only be built on marsh or coast tiles with at least 4 adjacent land tiles. Provides a significant amount of food and housing; additional food if next to a farm, production if next to a harbor, and culture if next to a neighborhood. Transforms the tile into a Marsh tile with a Polder improvement if it wasn't already.

They said that God made the Earth, but the Dutch made the Netherlands. The Polder will be rare to build, but it will both be an amazing tile and a great improvement over normally un-improvable water tiles. Constructing Polders also gives more use of the Dutch ability and potentially allows for the construction of additional Polders.

Playstyle

The Netherlands is mostly about the homeland. Polders help turn your home territory into a thriving center, and the UA allows you to defend that territory. The Sea Beggar makes the occasional shipping war more lucrative, and may also allow for quick snipes of other Civs' colonies.

Jan de Witt encourages you to establish a far-flung colonial empire which protect rich trade routes back to the homeland. William encourages you to play the City-state game, and a much more diverse game than normal. Maximizing the use of all of your bonuses as you switch between policies will be an interesting challenge that will prevent too much focus in any one category.
 
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Bidjigal


Leader: Pemulwuy
Pemulwuy (c1750 - 2 June 1802) was a Bidjigal man born around 1750 in the area of Botany Bay now known as New South Wales, he was born with a Turned Eye. He led the resistance against the British settlement. It is said that his most common tactic when fighting was to burn crops and kill livestock. He was injured multiple times and survived having his skull cracked as well as being shot in the head on a seperate occasion. At the time some people believed he could not be killed by bullets. In 1802 that was proven not to be the case when he was shot by a British Soldier some 12 years after the fight began. When he was killed his head was cut off and sent to England, it has never been returned. In 2010 Prince William promised to return the head however it's whereabouts are currently unknown.

Leaders Agenda: My Island Home
Dislikes it when Civ's from other Continents bring units onto his home continent (even if not at war).

Civ Ability: Welcome to Country
Units get a +25% attack bonus when fighting on home continent.

Leader Ability: Where There's Smoke There's Fire
Units can Pillage without losing a turn.

Unique Unit: Wumarang Warrior
The Wumarung Warrior is a Warrior that throws Boomberang -replaces the slinger, +1 movement (same as scout)

Unique District: Boojery Carribberie
Replaces Holy Site District, provides +3 faith and +10% melee strength for all units built in that city.

Capital: Parramatta
 
Wow, such a wealth of ideas that I feel like it might be better not to comment, so that future visitors to this thread can just see your ideas instead of getting distracted by my commentary. :lol:

I do want to take a moment to say how much I appreciate AliasMittens' take on the Hittites, a very worthy civ that we haven't seen since the early Civ games. Puduhepa is an excellent female leader choice given how she was regarded as a co-ruler (ala Theodora to Justinian) instead of as merely an inferior not-quite-ruler, consort or regent (as some argue Jadwiga of Poland was, given her age when she married the Lithuanian ruler).

I would like to ask AliasMittens what The Blood of Hatti ability is historically based on? Out of curiosity.

I don't think we will see Texas or the Aboriginals, but great ideas nonetheless.

I will read up on each of the leaders/units/etc mentioned by all in this thread for my own enjoyment and enlightenment. :)
 
Wow, such a wealth of ideas that I feel like it might be better not to comment, so that future visitors to this thread can just see your ideas instead of getting distracted by my commentary. :lol:

I will read up on each of the leaders/units/etc mentioned by all in this thread for my own enjoyment and enlightenment. :)

Commentary is fun, and I'm sure people like to hear commentary on their ideas.

A lot of the fun in coming up with the ideas was the challenge in trying to come up with appropriate game mechanics from the flavor of the Civ/Leader. Reading up on the leaders and histories of the Civs and exploring for inspiration for uniques was a real treat.

I'll probably end up trying to make more Civs for this reason alone!
 
I don't know enough about Persian history to be sure of what type of Civ I want them to be. I think the Persians will end up being one of the more generic Civs (they did a bit of everything, depending on which Persian empire you're talking about), so I'll lay out which parts I think are most important to represent:

1) The Silk Road. This trade of goods and ideas was critically important to world history and the development of Civilization.

2) Bazaars. We know there is no Commercial Hub Unique District in Vanilla, and this seems to be the obvious candidate for it. Since Firaxis is bound to do this, there's no point in designing Persia without it.

3) Religion in Persia. Zoroastrianism, Shia, and Sufi religions have all thrived here, and relatively nowhere else. That makes Persia unique, not just because of its unique religions, but also because it didn't spread in the same way as all the other now-global religions. The Achaemenids were also famous for their religious toleration and cultural assimilation.

4) Empire - Administration. The Persians were able to have an impressive empire because it had a good bureaucracy, laws, and administration.

5) Empire - Conquest. The Persian army was widely respected and very capable.

So here goes.

Persia

Leader: Anushiruwan the Just

Leader Ability: Immortal Soul - Has the Asbar unique unit (unlocks at Stirrups, replaces Knights). Adopting a never-yet-used government grants a random Eureka and Inspiration from the current Era (or next Era if not possible).

Leader Unit: Asbar - Asbaran get a combat bonus in owned territory and heal faster in own districts.

Anushiruwan (translates - Immortal Soul. His real name was Khosrow I) was famous for making a ton of amazing reforms that didn't last past his rule. These included military, taxation, social, administrative, and legal reforms. He created a new social class of small landowners, which helped improve taxation (because they paid taxes directly to him), military efficiency (they were proud to join up as elite cavalry called Asbaran and were now allowed to do so), and corruption (these people were promoted to government jobs on loyalty rather than bloodline). Anushiruwan also expanded academies and implemented learning from other cultures into his hospitals (segregate wards by type of disease).

The Leader ability will hopefully allow the player to get an incentive for planning out his government swaps, even purposely finding a time to undergo "massive reform" for one quick period. The Asbaran should be good for defending the homeland that you work so hard to improve.

Agenda: Philosopher King - Loves Civilizations that have Research Agreements with him. Likes Civilizations with a different form of government from himself.

Anushiruwan loved interacting with other cultures and their leaders, especially India (which caused many scientific and cultural advancements in Persia). He established the "Eternal Peace" with Justinian of Byzantium (which Anushiruwan broke early). All around, a more amicable leader than usual.

This agenda will hopefully keep Anushiruwan at peace and trading with his neighbors unless they look super juicy.

Alternate Leader: Cyrus the Great

Leader Ability: Father of Persia - The first 4 owned cities that reach 8 population receive a "Satrap's Court" building (cities in resistance do not count). The "Satrap's Court" provides +2 "People's Rule" amenities and +1 gold per population in the city.

Cyrus founded the Achaemenid Empire (though he didn't found the Achaemenid dynasty), which endured long after his death due to the creation of Satraps, which were administrators of local states. He originally had 4 state capitals. These administrators had a system of checks and balances, and caused efficient taxation within the empire that helped bankroll its military and infrastructure development.

This ability should encourage making your 4 core cities as impressive as possible, which might include expanding the empire to ship resources and luxuries back to these cities. This might also provide a nice option for players that want to pursue a similar 4 city tradition style like they did in 5.

Agenda: Decree of Cyrus - Likes governments with strong leaders (Autocracy, Monarchy, Fascism). Dislikes governments with weak leaders (Classical Republic, Merchant Republic, Democracy)

Cyrus famously made great claims about human rights and religious tolerance, and stated that he ruled his people because they wished it. Essentially, he was the benevolent dictator of his time, and has a very strong legacy for it. Cyrus' flavor for his Agenda should indicate that he assumes strong leaders can protect and serve their people well, while governments with elected leaders indicate no divine/public mandate (since their capabilities to lead are weakened and they will be ousted next election due to sucking).

Hopefully, this agenda will also result in Cyrus trying to conquer all of his weak opponents, as he did to form his empire.

Alternate Leader #2: Darius the Great

Leader Ability: King of Kings - Persian units move along all Ancient, Medieval, and Industrial roads at double speed. City garrisons provide +1 "Royal Army" amenity.

Darius redefined the Royal Road network that created the famous creed "Neither snow nor rain nor heat nor gloom of night stays these couriers from the swift completion of their appointed rounds". He also spent most of his early reign putting down rebellions all across the empire.

I hope this ability will lead to efficient infrastructure and an incentive to create a standing army quickly...which will then translate to an ease of early conquest (by using opponent's roads) and integration into the empire (garrison those cities).

Agenda: Slayer of Lying Kings - Likes Civs that keep their promises if he hears about them or makes demands. Dislikes Civs that break promises that he hears about or demands.

Darius put down several revolts in his early years, which he called slaying "lying kings". He also executed one of his noblemen that had installed him on the throne, since the nobleman had attacked his guards in anger and left, leaving Darius paranoid that he was starting a new rebellion. He is also famous for the start of the Greco-Persian Wars, which he began when the Greeks tried to support a rebellion in his empire.

This agenda should hopefully cause Darius to be someone the other players have to tiptoe carefully around, because they can't break their promises if he demands things. They might even have to be more careful about being honorable to others, if the gossip system works out.

Unique Ability: Persian Denominations

As long as you have founded a pantheon, you can expend an Apostle to Evangelize a belief. This extra belief is attached to your pantheon, and will remain active no matter what religion is dominant in your empire or your cities.

The Persians were both religiously tolerant and had unique versions of every religion they adopted. This ability is just as useful no matter how homogeneous your empire is, so conquer away!

Unique Unit: Immortals

Unlocks with Iron Working, replacing the Swordsman. Has the promotion "Imperial Guard", which gives a large combat bonus as long as the unit is in the same tile or adjacent to a Great General.

The Immortals (as the Greeks called them, since they always maintained an exact force of 10,000 men) were the elite infantry of the Persian Empire (originally under the Achaemenids, but revived under the Sassanians). They were equipped with multiple ranged and melee weapons, as well as shields.

Unique District: Bazaar

Unlocks with Currency, replacing the Commercial Hub. Produces Culture equal to its adjacency bonus, and +1 "Silk Road Trade" amenity for each foreign trade route to or from this city (for both parties).

The Bazaar is a type of street market where peddlers sell their wares. At the center of the Silk Road, Persia's Bazaars were a melting pot of cultures, goods, and ideas. The Bazaar itself, along with its name, was adopted all along the Silk Road (China, Turkey, Egypt) and in the cultures that derived from them (Japan, the Balkans, Morocco).


Playstyle

The Persian Empire is all about conquering the rich and fertile lands and then governing them efficiently. The Bazaar, constructable in every city, will provide a significant number of trade routes for the empire, creating an efficient road network and happy cities. The UA is extremely flexible, and ensures that your lands will be productive no matter their religion (including ones you conquer)! The Immortals are only effective as an elite fighting force, travelling with a Great General. Since this promotion is retained when upgrading the unit, constant generation of Great Generals can be useful for them all game long.

The 3 leaders provide tweaks to this base playstyle of conquer-and-rule. Darius allows for better use of the roads you will have, and encourages having a strong army whether you are attacking or defending. This is the militaristic leader. Cyrus supports your core empire only, but helps make those 4 main cities extremely productive. This is the flexible leader. Anushiruwan helps with advancement and lets you defend your empire better, but you must swap through different government types. This is the diverse leader that sometimes will force you to change your strategy.
 
I think you forgot adding the civ ability

I did, teehee. Spent so much time trying to look up and figure out the leaders I forgot it!

And now I'm rethinking the Darius road ability, since that will make Industrial roads a downgrade over Medieval. Might make it 75% movement cost so it matches, then at least its not a downgrade lol

Anyway, edits abound.

Edit: Decided to just make it apply to Industrial roads. Industrial roads are still representing things like cobblestone and such, I believe. Still works thematically.

Edit x2: I went back and read your Persia suggestion. You forgot a Unique Infrastructure! :p
 
I did, teehee. Spent so much time trying to look up and figure out the leaders I forgot it!

And now I'm rethinking the Darius road ability, since that will make Industrial roads a downgrade over Medieval. Might make it 75% movement cost so it matches, then at least its not a downgrade lol

Anyway, edits abound.

Edit: Decided to just make it apply to Industrial roads. Industrial roads are still representing things like cobblestone and such, I believe. Still works thematically.

Edit x2: I went back and read your Persia suggestion. You forgot a Unique Infrastructure! :p

So I did decided to go with this one

Unique building: Charbagh (Persian quadriliteral garden)
Unique improvement produces additional culture when next to a river and amenities when next to desert
 
Romania/Wallachia -
Colors - Green & Gold
Capital - Târgoviște
Leader - Vlad Dracula
Agenda: Break the Peace - Likes nearby civs with significant gold output.
Leader Ability: The Impaler - Killing an enemy unit gives a -10% combat modifier to units who were next to it. This modifier lasts until they move away, and the effect stacks. Pillaging tiles gives a -5% modifier to bordering enemy units, which does not stack.
Civ Ability: Three Principalities - The first three cities founded provide bonus Culture, Faith, and Gold over time to the empire in that order. Any other cities founded provide 1 culture.
Civ UC 1 - Boyar Knight: Requires no maintenance, unlike the base knight unit it replaces. It has a combat bonus when it is outnumbered.
Civ UC 2 - Moldavian Monastery: The Romanians need not have founded a religion to gain access to their unique Monastery, and unlock it at the Theology tech. It provides more culture than a Monastery, and has room for a Religious Relic/Artifact.
 
Wow, such a wealth of ideas that I feel like it might be better not to comment, so that future visitors to this thread can just see your ideas instead of getting distracted by my commentary. :lol:

I do want to take a moment to say how much I appreciate AliasMittens' take on the Hittites, a very worthy civ that we haven't seen since the early Civ games. Puduhepa is an excellent female leader choice given how she was regarded as a co-ruler (ala Theodora to Justinian) instead of as merely an inferior not-quite-ruler, consort or regent (as some argue Jadwiga of Poland was, given her age when she married the Lithuanian ruler).

I would like to ask AliasMittens what The Blood of Hatti ability is historically based on? Out of curiosity.

I don't think we will see Texas or the Aboriginals, but great ideas nonetheless.

I will read up on each of the leaders/units/etc mentioned by all in this thread for my own enjoyment and enlightenment. :)

Thank you very much! :D The Hittites are one of my favourite civilizations, and I've missed them in the Civ series ever since Civ III.
I love your interpretations of Korea, the Maya, and Palmyra.

"The Blood of Hatti" is based on Bronze Age Anatolia's (Hittite and inherited pre-Hittite, "Hattian"/"Hattic") reputation as a centre of metalworking, its strides in metallurgy (the Hittites were after all among the first to work iron), and as source of much of the Bronze Age Near East's silver. It's meant to give the Hittites a strong military/production/economic base, as they had historically.

[BTW, I finished Cleopatra's translations in that thread a couple of days ago - I edited my original post instead of adding a new one :) ]
 
Time to do another Civ! This time, the Mongols!

Leader: Genghis Khan

Leader Ability: Great Khan - Great Generals act as Siege Towers. Razing a city grants culture to the capital per population point razed.

Genghis was a great military mind, and he quickly learned and adopted strategies from Chinese and Muslim generals, especially siege warfare. He also trusted his generals to lead on their own when he was away in other parts of the empire, and promoted them due to merit, not heritage.

This ability should make Genghis a fierce conqueror.

Agenda: Slaughter the Dishonorable - Likes Civs that raze cities. Dislikes Civs that break promises that he demands (but doesn't care about other demands he hears about through gossip).

Genghis was very famous for razing cities and choosing targets based on honor-slights in the past. He also beheaded anybody who did anything wrong. Uh oh, here comes Genghis!

Alternate Leader: Ogedei Khan

Leader Ability: Pax Mongolica - Receive +2 production, science, and culture per turn in your capital for each Civilization and City-State that you control an original city of. Receive +1 "Silk Road Tariffs" gold per foreign trading post in your lands.

Ogedei constructed the new capital of Karakorum, and brought craftsmen, administrators, and advisers from all over the empire to assist him. He made sure to get ones from different cultures and faiths, as well. The Pax Mongolica refers to the fact that the entire Silk Road was controlled by the Mongols, which meant it was easy to travel along during that time (Marco Polo, for example). That also made it easy to tax :)

This LA should encourage the player to conquer in multiple directions at once (as Ogedei did), but also to keep the peace with their neighbors at some point to develop trading posts.

Agenda: Chosen Son - Likes Civs that are ahead in Science. Dislikes Civs that have weak militaries.

Ogedei was an intelligent and charismatic pragmatist. He liked learning and debating, and was capable of excellent rhetoric. He listened to his advisers and appreciated advanced societies. However, he was also a very practical man, and cared about the ends rather than the means. Conquering was often a very good end.

Hopefully this Agenda will make the Ogedei AI pick on weak players while trading with technologically advanced ones.

Unique Ability: Steppe Nomads

Great Generals get +2 movement. Pillaging tiles grants additional gold. Performing a siege causes the city to lose health every turn (bypasses walls).

The road systems the Mongols conquered plus the horses they rode allowed forces to be anywhere in the empire very quickly. Genghis Khan implemented a policy of distributing spoils to the men in the army rather than just the leaders, which earned a lot of loyalty. The Mongols were famous for providing ultimatums to the cities they sieged, which was to surrender or be completely slaughtered. They would actually follow through, but would leave a few people alive to flee to other settlements and spread the word and that they had kept it.

This UA should encourage raids and also enable quick conquering if you have enough armies.

Unique Unit: Keshik

Unlocks at Stirrups; replaces Knight. Does not require strategic resources. This unit has a range of 1, and can move after firing. It still receives flanking bonuses. Starts with the promotion "Psychological Warfare", which provides double flanking bonuses and a combat bonus against wounded units.

The Keshik were an Imperial Guard for the Khagan. The idea spread to the areas conquered by the Mongolians, presumably because each Khan also had a guard in a similar style to the Keshik. Mongolian military tactics involved firing while encircling or retreating from their opponents (on horseback), splitting up their forces to come from all sides and thus look bigger while also flanking, and terrifying their enemies by lighting extra fires in their camps the night before battle (or while sieging). Horses were such an inherent part of the nomadic lifestyle and they were so prevalent that the strategic resource requirement can be removed. (If ZoC does not allow Keshik to retreat after firing, then they should also have the ability to ignore ZoC after firing)

Unique District: Ger District

Unlocks with Bronze Working; replaces the Encampment District. Harvesting adjacent Camp/Pasture resources provides double yields. Provides +2 housing. Can be moved to another valid tile upon completion of its "Migration" Project (which also provides the normal "Training" benefits)

The Mongolians have always lived in Gers, which are a unique tent. They frequently move these around, following the migration patterns of their livestock. Though much of Mongolia is still nomadic today, the capital of Ulanbataaar (which holds over 40% of the total population) and other cities have Ger Districts. These are walled communities where people live in Gers and use public wells, public bathhouses, and pit toilets.

The main benefits of this district are that it is free (like all unique districts) and that it provides housing (and enables the military buildings, which give more housing). You will also be able to move this district out of the way as borders expand, and hopefully harvest some juicy livestock along the way.


Playstyle

The Mongols love war. With bonuses to Great Generals, raiding, building an army, and conquering, the Mongols are the powerhouse Civ for war.

The Ger District will allow every city to have an encampment, and early too. Since you can move it out of the way later, you might as well build it soon. Ogedei will be happy to leave some opponents alive so that they can trade with him, but he does want to show them who's boss first.

All of the other Mongol bonuses are militaristic in nature. Genghis works particularly well with his Great Generals, which are more powerful and cheaper. The Keshik is very powerful, especially in packs.

Genghis is the "war to end all wars" sort of leader. Ogedei wants to conquer so that he can rule the land. But the Mongol war machine turns no matter who leads them. Happy raiding!
 
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Thank you very much! :D The Hittites are one of my favourite civilizations, and I've missed them in the Civ series ever since Civ III.
I love your interpretations of Korea, the Maya, and Palmyra.

"The Blood of Hatti" is based on Bronze Age Anatolia's (Hittite and inherited pre-Hittite, "Hattian"/"Hattic") reputation as a centre of metalworking, its strides in metallurgy (the Hittites were after all among the first to work iron), and as source of much of the Bronze Age Near East's silver. It's meant to give the Hittites a strong military/production/economic base, as they had historically.

[BTW, I finished Cleopatra's translations in that thread a couple of days ago - I edited my original post instead of adding a new one :) ]

Thanks for the info! I also find the Hittites to be among the most interesting civs of the ancient era.

Is the Blood of Hatti based on a particular phrase or ideology? I guess the connection is that the "blood" is the ore from the land?

Thanks for your compliments on my ideas! Mayans will likely need to be reworked since Frederick Barbarossa gets the same agenda. Which is weird, since the Mayans fit the city-states bonus fits better for Mayans. T_T

Atlas627, lots of ideas from you! I love the idea of Anushiruwan the Just being a leader--didn't know he existed. He could probably get a Great Persons bonus.

Persia is a great civ to have ideas sorted out for. I think Immortals should be immune to bonuses from other unique units, etc. Darius is a great idea for a leader to have a road bonus.

I like Genghis Khan for Mongolia but not Ogedei, since he was a drunkard. Maybe Mandukhai Khatun, who was a capable warrior? I suspect the Mongolian bonus in-game won't revolve around Great Generals as it did in Civ V, but it's a good idea nonetheless. I wonder if rather than the Keshig, we might do better with Mangudai, who could be a vanguard unit of some sort.

Ger districts are a great idea, since Mongolians (IIRC) had tents even outside large cities.
 
Namibia under Morenga would I think be quite cool (probably as a mod). I think he makes sense as a novel leader, like with Pocatello leading the Shoshone in Civ V. The ideas I have for this Civ are admittedly poor though; perhaps someone else could come up with a better more focused design?



Namibia
Jacob Morenga
Leader Ability: The Black Napoleon - Unlocks the ' Hidden Fortress'. When fighting within Namibia’s borders, units gain combat bonuses against civilizations from other continents
Civ Ability: Wonders of the Namib – Desert tiles offer extra tourism.
Unique 1: (A unit connected to Namibia’s fishing industry?)
Unique 2: Heroes' Acre- Provides culture, bonus to production of all cities. (This bonus is very boring, couldn’t think of anything better though- I think that Heroes' Acre should be able to offer a more interesting bonus)
Hidden Fortress: Offers defence bonus and cannot be pillaged.

 
Republic of Venice

Unique Ability: City of Water

You can build water districts, and sea resources provide an additional +1 :c5gold:.

All districts can be built on lake and coastal tiles (but not in the deep ocean). Requires an adjacent district (land districts do not count if they are on a cliff).

Water districts can be entered by land and naval units, but not simultaneously. Pillaged districts act like regular water tiles. Movement between a cliff and a water district is subject to the same restrictions as embarking/disembarking from/to a cliff.

Unique Unit: galea sottile

Replaces the quadrireme. Faster and stronger: +2 :c5moves:, +10 :c5strength:, +5 :c5rangedstrength:.

Unique Infrastructure: Venetian market (TODO: better name?)

Replaces the market. Increases the yield of all sea resources in this city by +1 :c5gold:. Provides +1 Great Admiral point per turn. Also provides all yields of the regular market.

Domenico Michiel

Unique Leader Ability: terror Graecorum et laus Venetorum

Galleys require no technology. Gain a free naval unit whenever you build a coastal city or a harbor district; the Venetian Arsenal bonus applies (gain two). Naval units only require 50% maintenance.

Agenda: La Dominante

Hates civilizations that have a stronger navy than him. Likes civilizations that send trade routes to him.
 
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