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Design your own Civ VI civ

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

  1. empresskiova

    empresskiova Warlord

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    You could make the Basilica function like the Stables/Barracks and Museums. Have either a Worship Building or a Basilica.
     
  2. ObberGobb

    ObberGobb Chieftain

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    Mongolian Empire - Lead by Genghis Khan

    Leader Ability: Mongol Terror - All mounted units gain +2 movement points, and mounted units have no penalty attacking cities. Gain a free Khan unit after entering the medieval era

    Leader Unit: Khan - Replaces Great General, heals nearby units along with the standard combat strength bonus.

    Agenda: Mongol Horde - Likes to have the strongest military in the world, hates anyone stronger than him.

    Civilization Ability: Silk Road - After conquering a city, gain all trade routes that has that city as their home.

    Unique Unit: Keshik - Heavy Cavalry unit that is unlocked with the Stirrups technology. Has the Strength of a Knight, but attacks with a ranged attack.

    Unique Infrastructure: Mongol tent - A unique tile improvement that provides +2 housing and yields based on the resources and districts around it.
     
    Last edited: Jun 9, 2017
  3. Jkchart

    Jkchart Emperor

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    I love this design!!!
     
  4. ObberGobb

    ObberGobb Chieftain

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    Assyrian Empire - Lead by Ashurbanipal

    Leader Ability: Treasures of Nineveh - After conquering an enemy city, gain science worth 4 times the city's combat strength.

    Leader Agenda: Fire of Ashurbanipal - Likes having a strong science output, and is not afraid to use war to gain science.

    Civilization Ability: Scholars of the Ancient World - All Great Works of Writing provide science in addition to culture.

    Unique Unit: Assyrian Siege Archer - An Assyrian archer replacement that has no penalty attacking cities. Has more ranged strength than the archer.

    Unique Infrastructure: Royal Library - A unique library replacement that, in addition to provided more science than the library, has 1 slot for a great work of writing.
     
  5. Liufeng

    Liufeng A man of his time

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    It may be a bit too strong for a UU. The cheaper purchase and the strike first are enough, especially that Mali will already have a bonus gold with the extra slot card and the double adjency bonus for CH. Also, I would suggest you to triple the adjency bonus for CH instead of doubling it, or generating double gold for mines (in reference of malian gold mines). Mali is drowning in faith with its abilities, but it doesn't have that much of income in gold, especially for a civ that encourages to spend as much as possible to generate its bonuses.
    Except that, I feel like it is certainly the best designed Mali civ I've seen for now !
     
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  6. Morningcalm

    Morningcalm Keeper of Records

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    Many thanks for the feedback! I guess a first strike might be enough, but I did want to allude to the poison somehow, so I'll leave it in as an idea (Firaxis, if they decide to add Mali to the game, could do something similar or different depending on how they go about it)

    As for the commercial districts--I felt they are already among the game's most powerful districts, so I wanted the adjacency to be double at most. I guess having them generate faith isn't strictly necessary since the leader ability already generates faith for gold expenditures--I worked that in to fit the Islamic trade theme, but again I guess the leader ability already has that. So I've amended the design to generate double gold on improved mine tiles, and keeping the commercial district bonus, while simply removing the faith connection. :D
     
  7. conorbebe

    conorbebe King

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    Hey guys, this is my first post on CivFanatics!
    I posted my concept over on Reddit but didn't receive much attention so I thought I may as well post it here too and see what you guys think!

    Civilisation: Harappan Empire / Indus Valley Civilisation
    Leader: Went-Antu (Inspired by Tomatekh's Civ V mod)
    Spoken Language: Proto-Dravidian
    Location: Indus River, Pakistan
    Capital: Harappa

    Civ Ability: Trade Seals
    Begin with the location of all civilisation and city-state capitals on the continent. +1 Trade Route and Bullock Cart for researching Foreign Trade.

    Unique Unit: Bullock Cart
    Replaces the Trader. +2 Gold from routes to other civilisations. +1 Gold and +1 Culture from routes to other civilisations on the same continent as your Capital. Requires Foreign Trade.

    Unique Building: Great Bath
    Replaces the Sewer. +2 Housing, +1 Faith, and +1 Great Engineer point per turn. Requires Engineering.

    Leader Bonus: Priest King
    Newly settled cities start as the dominant religion in your Capital. +1 Diplomatic Visibility with civilisations you share a religion with.

    Leader Agenda: Meluhha
    Likes civilisations with active trade routes to Harappa. Dislikes civilisations with Traders within range that do not have routes to Harappa.
     
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  8. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    I don't know, I did intend for you to be able to build both a Basilica and another religious building in the city, and it was in part intended to represent the fact that modern day Constantinople is filled with buildings of various different religions. Perhaps it could instead somehow provide the benefits of the worship buildings from different religions in the city or that were at one point dominant.

    Why thank you.

    Welcome to the forum.

    I actually quite like this ability, primarily for the second part of it.

    If I might speak honestly, that doesn't seem like the most interesting way to benefit Mali's commercial hubs, since most of their adjacency bonus comes from rivers. Since they only have the one big adjacency bonus (and the bonus for being next to other districts but who cares), doubling it, to me, seems a bit awkward. Just like my use of commas in that last sentence.

    oi wot m8 r ye disin me molly ell m8 readier botox cooz imma smeck yer brins m8.

    Mali
    Unique Ability: The Bright Country
    • +1 Economic Policy slot after entering Medieval Era
    • Commercial Hubs get a standard adjacency bonus (+1 Gold) for being next to resources
    • Trade routes to foreign civilizations generate +1 Gold for each mined resource improved in Malian territory which is not improved in the territory of the target civilization.

    Unique Unit: Sofa
    • Replaces Crossbowman
    • 35 Ranged Strength and 35 Strength (vs 40 and 30, respectively)
    • After being engaged in melee combat or engaging in ranged combat with another unit, the enemy unit will take additional damage after the battle equivalent to 10% of their health before the battle.

    Unique Infrastructure: Sahelian Mud Temple
    • Replaces Trading Post
    • Mali's trade routes generate +1 Gold and +1 faith for each city with a Sahelian Mud Temple they pass through.
    • Generates pressure for Mali's religion

    Leader: Mansa Musa
    Capital: Niani

    Leader Ability: The Royal Pilgrimage
    • Converting a city to your religion establishes a Sahelian Mud Temple in it
    • Establishing a Sahelian Mud Temple in a city with a trade route generates a burst of religious pressure equivalent to a single spread from an apostle
    • Can purchase Missionaries, Apostles, and Holy Site buildings with Gold
    Agenda: Conqueror of the Wangara Mines
    • Will try to monopolize any resource improved by mines in his territory. Dislikes Civilizations which possess these resources. Likes Civilizations which do not possess these resources, but have access to other luxury resources.
    As my use of the name "The Bright Country" might indicate, I took some ideas I liked from MorningCalm's Mali, then mixed them with some of my own ideas about what Mali should be like in Civ6, and then baked them into what is hopefully a really good Mali. Preferably the best, but you have to set reasonable expectations,you know.

    Also, I should note that I intentionally didn't use the words "Mosque" or "Hajj" in this design, because with the current flexibility of the religious system, I didn't want to use terms specific to individual religions. Because, you know, the person playing Mali may found Confucianism and select Meeting Houses.

    Oh yeah and the Civilization ability is totally overpowered. Like, that's a bunch of extra gold.
     
    Last edited: Jun 18, 2017
  9. TyrannusRex

    TyrannusRex Warlord

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    (First post! I apologize if some of my ideas are similar to ones in the game already, but it's hard to think of this stuff. :/ )

    Israelite Empire
    Leader: David
    Spoken Language: Hebrew (potentially an ancient variant, or Aramaic, whichever's more accurate)
    Capital: Jerusalem (yeah, that would need some tweaking... what would make a good replacement faith city-state?)
    Religion: Judaism
    Victory Type: Religious or Domination

    Leader Bonus: Giant-Killer - All units receive a +5 combat bonus when fighting units belonging to a civilization which holds more territory than Israel. Religious units gain this bonus when fighting religious units of a religion with more follower's than Israel's religion. (Note: Wanted to include some bonus to Slingers, but seemed like too heavy-handed of a reference, and not ultimately beneficial to the later game.)
    Leader Agenda: Chosen People - Dislikes civilizations who try to convert his cities, attack his religious units with combat units, or capture his non-combat units. Likes civilizations who respect his religion and people, as well as those of others.
    Special Ability: Warriors of Faith - Combat units heal quicker on Holy Sites of their religion. Israel gains +1 bonus Faith and combat units gain +1 bonus experience when killing units of a different religion. Israel does not gain war weariness from Holy Wars.

    Unique Unit: Guerilla Mercenary - Unique combat unit that replaces the Warrior. Is cheaper, has increased movement, and its movement is not affected by tree or hill tiles. (David was said to have (unfavorably) abandoned the use of tribal militias in favor of Cherethite and Pelethite mercenaries, and guerilla warfare was always a preferred tactics against technologically superior foes, such as the Philistines. It seemed like a fitting accompaniment to his "Giant-Killer" underdog ability.)
    Unique Building: Tabernacle - Encampment improvement that produces Faith and allows combat units to heal quicker there. +1 Housing, +1 Faith

    Greeting upon First Encounter (which I couldn't possibly translate into Hebrew to save my life):
    "Greetings, friend! I am David, King of Israel and Judah. The Lord has blessed my people, and I hope he shall bless you as well."
    (I feel like "shalom" might work for "greetings", and, obviously, "Adonai" for "Lord", but I know squat about Hebrew. Also, I noticed that when Philip II refers to his god, the H in "he" isn't capitalized, probably out of sensitivity or political correctness, so I did the same here.)

    I love coming up with the dialogue and appearances of my leaders (yes, I've come up with more!), which I might show more of someday.
     
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  10. Jkchart

    Jkchart Emperor

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    I like this a lot! I'd make the Maccabees as a unique swordsman along similar lines of what you'd have here for the warrior, but other than that this is an inspired design for a religion-focused Civ! Boy I'd love to put them and Phillip II in the same game XD
     
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  11. Kurtbob

    Kurtbob Prince

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    I liked the ideas for the Puebloan presented by other forum goers and thought to include my own idea.

    Puebloan


    Leader: Xauían (shaWEEon)

    Xauían lead the Tiwa People against the incursion of Coronado’s forces searching for the Lost Cities of Gold. He was both a war chief and spiritual chief.

    Musical theme: Zuni War Dance

    Agenda: The Peaceful Little One’s – Xauían dislikes civilizations that focus on production and have a large army. Tries to befriend those who keep the peace.

    Refers to the loose translation of the word ‘Hopi’, one of the many Puebloan peoples, and their spiritual belief in being in peace with all. Game wise, Xauían suspects other leaders who focus on production and keep a large army while befriending those who play peacefully.

    Leader Ability: Seven cities of Cibola – Enemy units do not receive bonuses or health from pillaging Puebloan improvements and districts. Unlocks the Builder ability to construct Cliff Dwellings once the Construction technology is researched.

    Coronado’s search for the Seven Cities of Gold (spurred on by rumors most probably taken from those who laid eyes upon Pueblo Complexes and Cliff Dwellings) lead him to discover the Seven Cities of Cibola…the great Zuni Pueblo Complexes; which did not yield the spoils he hoped for when first departing north. Game wise, the bonus reflects the perceived bareness of the Puebloan homeland in the eyes of it’s would be conquerors.

    Leader Unique District: Cliff Dwelling – The Puebloan can only build Cliff Dwellings next to Mountain tiles. An occupying unit receives +4 Defense Strength for each adjacent mountain tile. +0.5 housing per adjacent mountain tile.

    The Anasazi, or Ancestral Puebloans, constructed Cliff Dwellings to protect and house its people. Game wise, the more ‘enclosed’ the Cliff Dwelling, the more difficult it is to assail and the more population it can house.

    Civ Bonus: Kachina Cult – The Puebloan receive a Kachina Doll when founding a Parthenon and founding a Religion. Puebloan Apostles may use three charges to create a Kachina Doll.

    The Puebloan Peoples follow, in one form or another, the Kachina belief system. One aspect of the system is the creation of Kachina Dolls, which represent hundreds of Puebloan spiritual entities. Game wise, the Puebloans are unique in that they can create their own Relics.

    Civ Unique Unit: Zuni Warrior – The Zuni Warrior replaces the Archer and has the same stats. When the Puebloans build a Zuni Warrior, it receives +5 experience points for each Relic in the building city (including districts).

    Just a simple archer replacement with bonuses correlating with the Puebloans ability to obtain Kachina Dolls and other Relics. Rather weak, but that is on purpose since the real strength of the Puebloan does not lie in their military.

    Civ Unique District: Great House (Pueblo) – Replacement for Aqueduct District. Puebloan cities can build the Great House District on any desert, plains, or flood plains tile (does not need to be adjacent to a city or a water source). Has two Relic Slots. +4 Housing. +2 food to adjacent Bonus Resources.

    Great Houses are large multi storied adobe complexes usually consisting of flats, Kivas (ritual rooms), and a large plaza. Game wise, the Great House is a flexible and powerful Aqueduct replacement important for increased housing, creating more slots to house your Kachina Dolls and bettering the output of bonus resources for better city growth in barren environments.

    Strategy – The Puebloan focus on producing relics and excelling in barren terrain. The Puebloan should play an expansive game in order to build Great Houses to hold their Kachina Dolls. Luckily, the Great Houses, and to a lesser extent Cliff Dwellings, help the Puebloan settle in not so ideal terrain. Xauían’s ability and unique district will help deter would be invaders as the Puebloan continue to expand. The Cristo Redentor is a must late game wonder.
     
  12. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    Huh, I did not notice that, good eye.

    I personally don't like the Guerilla Mercenary as the unique unit, it feels more like a David unit than an Israeli unit. Also, you describe the Tabernacle as a building but also an encampment improvement, so I'm not sure if it's a building for the encampment district or a replacement for it.

    I don't have a strong knowledge of or opinion on the Puebloans, but I like the idea of a civilization that focuses on making their own relics. I do think such an idea would be better suited to a civilization with a more faith-heavy and less defensive focus, but I still think it's a really solid idea.
     
  13. TyrannusRex

    TyrannusRex Warlord

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    (This one was my other big idea for a civ. I got inspired when I heard that Australia was getting its big debut.)

    Irish Empire
    Leader: Brian Boru
    Spoken Language: Middle Irish (Gaoidhealg)
    Capital: Dublin
    Religion: Catholicism (Yeah, I know, touchy issue kinda, but during Boru's time, the Emerald Isle would've been Catholic. Protestantism didn't exist yet.)
    Victory Type: Not really sure, to be honest, maybe Culture or Domination, maybe Science.

    Leader Bonus: King of Tributes - All Trade Routes connecting Irish cities with those of friendly or allied civilizations yield +3 bonus Gold. All friendly villages met or any barbarian villages pillaged within 10 tiles of an Irish city yield +2 bonus Gold in addition to their normal yield. ("Brian Boru" literally means "Brian of the Tributes". He earned this name by collecting tributes from the minor rulers of Ireland and used the monies raised to restore monasteries and libraries that had been destroyed during the Viking invasions.)
    Leader Agenda: Great Liberator - Likes civilizations who rise up and fend off other civilizations that push them around. Dislikes civilizations that actively/unfairly target other civilizations or who conquer many city-states. (Come to think of it, this would be a good fit for Simon Bolivar, too... hmm...)
    Special Ability: Proud and Free - Irish cities that keep their original Pantheon/Religion as well as those that remain isolated from other civilizations generate +2 bonus Culture. If an Irish city is captured by another civilization, it yields -1 Culture than normal.

    Unique Unit: Hobelar - A unique light cavalry unit that replaces the Horseman. Is cheaper, moves farther, and its movement is not affected by hill or river tiles. (Fittingly, can be trained without Stirrups.)
    Unique Building: Ringfort - An improvement that can be built around Farms, Pastures, Camps, Plantations, or any District to add protection against pillaging. Essentially, it provides one extra "hit": the Ringfort must be destroyed before the tile can be pillaged (takes the enemy 2 turns to pillage a given tile).

    Greeting upon First Encounter: (again, not even gonna try my hand at Irish, let alone Middle Irish):
    "Who goes there, stranger? I am Brian, High King of Ireland. If you intend my people harm, let it be known that I will not hesitate to strike you down!"
    (So in other words, don't arouse Brian's ire. :lol::crazyeye:)
     
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  14. TyrannusRex

    TyrannusRex Warlord

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    The Tabernacle is a building in the Encampment District, sorry, got my terms a bit mixed up there.
     
  15. Azelas

    Azelas Chieftain

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    Civilization
    : Republic of Argentina

    Leader: José de San Martín

    Civ Power: Granero del Mundo: All Pastures and Farms over resources grant +1 Food +1 Production

    Leader Power: Cruce de los Andes: All units can cross Mountain tiles. Entering Mountain tiles ends the unit´s turn.

    Special Unit: Granadero a Caballo: Mounted gunpowder unit. Ranged attack range of 1 (like Slingers). Replaces Cavalry. Ranged attack power of 60, Melee strength of 50.

    Special Building: Tango Bar: Replaces Amphitheater. +4 culture, +2 Great Musician Points, holds 1 great Work of Music.
     
  16. fafa

    fafa Chieftain

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    Ottomans led by Abdülmecid.

    Music theme: Mecidiye Marşı

    Listen here (Also see his portrait here):

    Reigned between 1839 -1861, Abdülmecid is one of the Ottoman Sultans who earned respect due to improving relations with western countries and enacting reforms. He abolished slavery, built modern universities, military schools (Harbiye unique building), adapted western law to Ottomans, reformed currency and even legalized homosexuality.

    Civ Ability: Can grant privileges to some civs so both parties have trade route bonuses as well as diplomatic bonuses. (In history they did similar agreements with Venetians, Genoese and later on French etc.)

    Leader Ability: Should be something about being able to use policies you haven't revealed in the cultural tree yet.

    Unique Unit: Janissary Infantry. Heals when kills. (Doesn't fit into Abdülmecid's period but Janissaries are so iconic, they can't be left out)

    Special Building: Harbiye. Replaces Military Academy. Having more of these decreases upgrade costs throughout your empire.
     
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  17. TheSpaceCowboy

    TheSpaceCowboy The Gangster of Love

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    Byzantine Empire

    Julian the Apostate

    Leader Ability: Interpretatio Romana
    • All Byzantine cities receive the pantheon bonus of every other Civilization which Byzantium has met.
    Leader Agenda: Against the Galileans
    • Likes Civilizations that have founded a Pantheon. Dislikes Civilizations that send Missionaries or Apostles to Byzantine cities.
    Unique Ability: New Rome
    • The second city which Byzantium founds serves as a second Capitol. Both must be conquered in order for an opponent to win a domination victory.
    Unique Building: Imperial Capitol
    • Replaces the Palace. Automatically receives the God-King Pantheon belief bonuses upon construction, and precludes any other Civilization from selecting that Pantheon belief.
    Unique Unit: Dromon
    • Replaces Quadrireme, with which it shares all stats. Additionally, it can ignite adjacent water hex or ships for three turns, dealing 25, 20, and 15 damage, respectively. Ships entering an ignited water hex themselves ignite, burning equal to the remaining burn of the hex (a ship that enters a hex that is on its second turn of ignition with receive 20 damage that turn, and 15 the next). Ships that are ignited – directly or indirectly – continue to burn regardless of what hex they’re occupying.


    “The generality of princes, if they were stripped of their purple and cast naked into the world, would immediately sink to the lowest rank of society, without a hope of emerging from their obscurity. But the personal merit of Julian was, in some measure, independent of his fortune. Whatever had been his choice of life, by the force of intrepid courage, lively wit, and intense application, he would have obtained, or at least he would have deserved, the highest honours of his profession, and Julian might have raised himself to the rank of minister or general of the state in which he was born a private citizen. If the jealous caprice of power had disappointed his expectations; if he had prudently declined the paths of greatness, the employment of the same talents in studious solitude would have placed beyond the reach of kings his present happiness and his immortal fame. When we inspect with minute, or perhaps malevolent, attention the portrait of Julian, something seems wanting to the grace and perfection of the whole figure. His genius was less powerful and sublime than that of Caesar, nor did he possess the consummate prudence of Augustus. The virtues of Trajan appear more steady and natural, and the philosophy of Marcus is more simple and consistent. Yet Julian sustained adversity with firmness, and prosperity with moderation. After an interval of one hundred and twenty years from the death of Alexander Severus, the Romans beheld an emperor who made no distinction between his duties and his pleasures, who laboured to relieve the distress and to revive the spirit of his subjects, and who endeavoured always to connect authority with merit, and happiness with virtue. Even faction, and religious faction, was constrained to acknowledge the superiority of his genius in peace as well as in war, and to con fess, with a sigh, that the apostate Julian was a lover of his country, and that he deserved the empire of the world.”
    – Edward Gibbon, The History of the Decline and Fall of the Roman Empire
     
  18. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    Is there any particular building it would replace?
     
  19. Morningcalm

    Morningcalm Keeper of Records

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    I really like the leader choice here; having read his biography (on Wikipedia, fount of all knowledge), he seems quite a nice (and novel new) alternative to Suleiman or other "classical" Ottoman sultans.

    His Tanzimat reforms could be a great leader ability, and maybe his agenda would focus on civics and/or happiness mixed with military buildings or suchlike.
     
  20. XVeris

    XVeris Chieftain

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    Civilization: The Franks


    Unique Ability: Merovingian Tactics (Increase all pillage yields by 50%, reduce pillage MP cost by 1, and +5 Combat Strength for land units fighting in Districts and Forts.)
    • The Merovingians were the dynastic era of kings before Charlemagne's dynasty, the Carolingians. During civil wars and wars against neighbors, the Merovingians would focus on holding fortified locations such as castles and abbeys, while sacking and pillaging anything they could from their opponents.
    Unique Unit: Francisca - Throwing Axeman (Replaces Crossbowman. +12 Strength against Fortified Units. One attack range. Exhibits ZoC.)
    • Dudes throwing axes at other dudes. Procopius has this to say on combat practices of early Franks:
    • "...each man carried a sword and shield and one axe. Now the iron head of this weapon was thick and exceedingly sharp on both sides, while the wooden handle was very short. And they are accustomed always to throw these axes at a signal in the first charge and thus to shatter the shields of the enemy and kill the men."
    Unique Infrastructure: Marchfeld (Replaces Encampment. +25% increased production towards light and heavy cavalry, can complete unique Project, Placitum Generalis, instead of Encampment Training.)
    • Every March, the Frankish nobles would convene at a location appointed by the king, usually a war camp or open plain, to discuss laws, political matters, and future war campaigns, with the convene called the Placitum Generalis, or "General Plea."
    Unique Project: Placitum Generalis (Replaces Encampment Training. Receive 25% less War Weariness for the next 20 turns. Receive Culture and Great General points equal to 15% Production used.)

    Leader:
    Charlemagne (Charles I, Charles the Great, First Holy Roman Emperor)

    Spoiler :


    Capital: Aix-la-Chapelle
    • Spoiler :
      Charlemagne chose Aachen (French: Aix-la-Chapelle) as his capital while HRE for its location, as it was at the center of his empire, and rather central to the whole of Europe (in the Rhine, between France and Germany). The issue with establishing his capital as Aachen is that it was the capital of the HRE for the next 31 HREs, including Frederick "I-got-pickled-on-the-way-to-the-Third-Crusade" Barbarossa, who's already in the game, so here's the French translation to differentiate.
    Leader Ability: Carolingian Collector (Receive the Unique Bonuses from conquered City-States as if their Suzerain, and receive +1 GPP per conquered City-State and/or City-State you are Suzerain of, based on the type of City-State [Culture grants Great Writer, Trade grants Great Merchant, etc.].)
    • While HRE, Charlemagne invested in a vast assortment of literature, sculptures, and artwork mimicking Roman art of the 4th Century. Historians believed this was done in an attempt to usurp the cultural powerhouse on the opposite end of the Mediterranean; The Byzantines.
    Leader Agenda: Renewer of Rome (Likes Civs who are lacking in Great Works and peaceful towards City-States. Dislikes Civs who attack City-States and have a larger collection of Great Works.)

     

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