Design your own Civ VI civ

The California Republic

Unique Ability: Gold Rush
Mines provide +0.5 housing. Other civilization's trade routes to California provide them with +2 Gold; California receives +10% population growth per each civilization sending a trade route to it, up to a maximum of 30%.

Unique Improvement: Long-Tom
Unlocks with Construction. Must be built next to a river. Provides +2 Gold. Also provides +1 Production for each adjacent mine.

Unique Unit: Forty-Niner
Replaces the Settler. Settling next to a mineable resource or river will claim all of its surrounding tiles, even those owned by foreign cities (if Mining has been researched, a mine will be built on the resource).

(Alternatively to the UU...
Unique Building: Saloon
Replaces the Arena. Does not provide base Amenities, but provides +1 Amenities for adjacent improved Wine, Tobacco, or Wheat resource.)

Unique Building: Forty-Niner


Leader: John Fremont

Leader Ability: Pathfinder

Reconnaissance units gain +1 Movement and can cross hills with no penalty. Gain points towards a governor title when a reconnaissance unit is promoted.

Agenda: Westward Ho!
Likes civilizations who explore and develop their territory with improvements. Dislikes civilizations who do not explore and leave land undeveloped.

________________________________________________________________

I decided to focus strictly on Gold Rush-era California, post-Bear Flag Revolt but pre-statehood. That does make "The California Republic" a bit of a misnomer, but so are "Indonesia" and "Germany". For this reason I stayed away from Mexican goverment-based units and infrastructure as well as the agricultural and cultural aspects of later California.

The crux of the playstyle I had in mind for California was to grow fast, but haphazardly and maybe a bit recklessly. One of the biggest problems of early Gold Rush "politics" (if you can call it that) was the mess of land rights after the Mexican-American War. People flooding to the west paid no heed to things like "property rights", for various reasons (Mexico had lost the war to America, so Mexicans also lost their land to Americans; Manifest Destiny; etc.) They settled where there was gold, period. The Forty-Niners didn't arrive at the start of the rush, but they're synonymous with it, and a land-stealing ability fit right in with the haphazard settling of Californian cities. Until the later years, such cities weren't even cities at all, really; just locales in places conveniently situated near gold where wooden shacks and tents could be erected. Obviously this will likely piss off the original land owners, but it fits with the theme: "mine now, figure out the rest later."

The civ ability provides housing from mines, which I thought would be very fitting; housing is the cap at which your population can comfortably live, and while the mines didn't provide more housing in that sense, they did encourage miners to lower their expectations of living conditions, drastically. This is the first half of California's population-growth oriented ability. The other plays off of the influx of immigration to the region by increasing population growth based on trade with other civilizations. To be the most accurate, this perhaps should have been based off of tourism, but tourism is such a late-game factor that population growth wouldn't be very useful by the time California had enough of it. With a boost to growth and to housing, California would be poised to rapidly increase in size; but again, it pushes to the side a few other important factors, namely food and amenities. Both of these were also severely lacking in Gold Rush life, with food prices being ridiculously inflated, and gambling and drinking being the main ways to obtain the latter. It's also important to note that this deficiency also translates to very low loyalty in California cities, however large or expansive they might be; the miners were never loyal to a nascent state-to-be, but only to gold and how to obtain it.

The saloon is an alternative to the Forty-Niner UU that does deal with the amenities issue in exchange for the land-grabbing ability. I wasn't sure which fit better--the UU ties in more with the haphazard settling at the start of the rush, while the UB ties in more with the gradual town development towards the middle and end of the rush. I'm leaning towards the UU since the playstyle would be more unique.

Fremont led a number of (somewhat reckless at times) expeditions westward and also was a major player in California politics as well. Given the strength of California's other uniques, I thought this one could be simpler and more easily tunable; faster Scouts help find more places to settle, especially in hilly areas, and the government title progress can be easily tuned so that it isn't excessive.

Overall, California is meant to grow big and grow fast, but also struggle at odds with its own size due to food shortages, lack of amenities, and disloyalty. It is encouraged to grab land whether it is already taken or not; claim the land and its resources now, and deal with the consequences later.
 
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Based on the Civ V custom civ by Colonialist Legacies and Firebug.

Tlingit

Leader: Gush X'een

A Tlingit chief who (with a killer whale headdress and staff of office) may have been similar to Gush X'een.
a84bee7b5d65698ba0b02f6991b73adb.jpg


Capital City: Ch’aal’in
Gush X'een lived in this village but the custom civ for Civ 5 had Chilkat as the capital so I'm not sure if that should be the one to use or not.

Icon: Killer Whale

Agenda: Woosh yáa awudaéi
Means 'respect for each other.' Likes civs that ask for a peace treaty when possible and who don't pillage enemy tile improvements. Dislikes civs that have wars last longer than necessary and that pillage enemy tile improvements.

LA: The First Chief Shakes
Peace treaties heals all units on both sides and last twice as long. A Great General is earned at the start of each era and can have additional charges for their bonus abilities if the Tlingit are in a Golden or Heroic Age.

UA: People of the Tides
Each resource provides +2 Production and Housing. If war is declared on the Tlingit, all units gain +3 Movement and Visibility on shallow water and coastal tiles (+1 on all other tiles).

UU: Xaa
A ranged unit with melee defense that can also attack while in water.

UI: Noow
Provides +2 Culture and +10 Combat Strength to units on adjacent tiles.
 
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Nice images, but how will the unique buildings, etc be improvements on the original? You could add text to signify the bonuses of the unique buildings and unique units. :)
 
Mexico
Leader: Hernán Cortés

hernan-cortes-honored-by-the-conquered-indians-detail-from-the-of-picture-id164080641


Leader Ability: El Virreinato de Nueva España
  • Each Silver mine in Mexican Territory grants +1 Trade Route capacity
  • Building a Silver mine grants a free trader
  • +1 gold per Silver mine in the sending city on international trade routes
Unique Ability: Mestizaje
  • Missionaries receive the ability to convert adjacent Barbarians
  • Tribal villages always grant a Population point in addition to their random bonus
  • Mexican cities receive the special district project Día de los Muertos (grants faith, tourism, and amenities if the city has a Worship Building, Broadcast Station, and/or Stadium, respectively)
Unique Unit: Vaquero
  • Replaces Cavalry, but available earlier at Gunpowder
  • 4 movement, 55 combat strength
  • Treats Pastures as if they were Forts (+4 defensive strength and 2 turns of fortification)
  • Building a Pasture over Cattle after researching Gunpowder generates a maintenance-free Vaquero on the tile
Unique Improvement: Cantina
  • Must be built Dessert or Plains tiles with a road
  • Acts as a trading post, extending the reach of Mexico’s Trade Routes and increasing their gold yield
  • Increased tourism to civilizations connected to Mexico by trade routes passing over a Cantina
 
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Armenia

Leader: Tigran II
Spoiler :
Statue_Tigranes_the_Great_02.jpg
Leader Agenda: Holder of the Primacy: Approves of Empires with loyal cities. -2 relations for every city in your empire which is losing loyalty, -20 for 50 turns if one of your cities declares independence. +2 for every non-capital city in your empire which isn't losing loyalty; +10 if none are (bigger bonus applies).

Abilities:
Armenia's Unique Ability: Vadar
van: All Cities on Hills or next to Mountains have instant access to fresh water. Aqueducts provide +1 Amenity and +1 additional housing.

(note: this means Armenian Aqueducts function like Roman Baths. Romans still have the best Aqueduct however, since theirs is half price.)

Tigran's Leader Ability: Nakharar: Forts within your borders do not replace Farms, Mines or Khachkars if built on top of them and exert loyalty pressure. Military Engineers unlock at Engineering, have +1 charge and cost 25% less.

(note: the Forts on top of mines and farms are destroyed if tile is claimed by an enemy. The forts on top of Khachkars are maintained as the Khachkar is destroyed instead.)

UU: Ayrudzi
sassanian_heavy_cavalry.jpg

Heavy Cavalry between the Chariot and the Knight. Unlocks at Horseback Riding and upgrades to both Knights and Tanks. Takes 20% less damage from melee attacks (this bonus is doubled to 40% vs Ranged attacks).

(note: the upgrade to both Knight and Tank is added to allow the player to still build Ayrudzi after Stirrups, since they are an excellent counter to medieval and renaissance archers and siege)

UI: Khachkar

184px-Khachkar_in_Goshavank.JPG

+1 Identity, Faith and Culture per adjecent mountain. Can only be built next to mountain tiles.

(note: This also works on mountain National Wonders like the Kilimanjaro and the Matterhorn)

City List:
Spoiler :
:c5capital:Tigranakert
Artashat
Erebuni
Ani
Tushpa
Shamushat
Kars
Armavir
Yervandashat
Dvin
Manazkert
Arzashkun
Sis
Mtsbin
Kumayri
Horrom
Arshamashat
Nakhitchevan
Zarehavan
Vagharshapat
Mush
Karin
Lori
Melitea
Ardini
Karkatiokert
Kaba
Teseyba
Alkhalkalaki
Ujarma
Artik
Teishebani
Vanadzor
Trazark
Vakha
Rushahilini
Bardzerbert


(The first half of city list largely takes the Armenian (or Urartuan) names of historical cities which were important during Tigran's reign. (e.g. Yerevan = Erebuni, Artashat = Artaxata). Further down the line, you'll find important cities during the medieval kingdom and present-day Armenian republic for a more overal spectrum of this fascinating civilization.)
 
IROQUOIS
Leader: Hiawatha
99ecbbbd354db69599400e4abd9ecbb7.jpg


Capital: Onondaga
Leader Ability: Founder of the Five Nations
  • Trade routes to other civilisations in alliance with Iroquois provide +2 Production +2 Science for Iroquois.
  • Trade Routes from other civilisations in alliance with Iroquois provide +2 Gold and +2 Culture to that civilisation and +2 Gold for Iroquois.
  • Iroquois gain 5% Science from every civilisation declared friend who have a trade route with the Iroquois
Unique Ability: Strategic Alliances
  • All land units receive +1 combat strength for every declaration of friendship the currently hold and +1 combat strength for every alliance that they currently hold.
  • All land units receive +5 combat strength when fighting a joint war with an ally.
Unique Unit: Mohawk Warrior
  • Unique melee unit that replaces the musket man after gaining the gunpowder technology.
  • Does not require nitre.
  • Movement bonus when moving through forest tiles.
  • Heals at every turn. Even after moving or attacking. (This is based on the iroquois concept of mourning wars where defeated rivals would join the iroquois to replenish numbers.)
Unique Tile Improvement: Longhouse
  • Unique tile improvement that comes available after the irrigation technology
  • +1 Housing +1 Culture +1 Production +1 Food
  • +2 Production + 2 Food and +2 Gold to every unworked forest tile adjacent to the longhouse
  • +1 Production to forest tiles adjacent longhouse if adjacent river, +1 When steel technology is unlocked.
  • Longhouse provides additional +1 housing after sanitation technology is unlocked.
  • Longhouse improvements cannot be built next to each other
AI Agenda
  • Likes civilisations who have sent a trade route to his cities. Does not like civilisations with few trade routes or have not sent a trade route to him.
Summary
The Iroquois are meant to play as a civ who settle in heavily forested areas to make the most use out of their longhouse tile improvement. Their starting bias for starting near forests would be 1 or 2. The iroquois would turtle up in these areas concentrating on food, gold, culture and production. In the mid game the Iroquois could catch up on science through forming alliances and sending trade routes to these civilisations. The Iroquois could also become much more aggressive and expansionist in the renaissance era as they will gain access to their unique unit and will gain a large combat bonus from fighting joint wars with allies. When the Iroquois learn to plant new forests, form more alliances and create additional trade routes they could go on to become a production and science powerhouse, making them a strong contender for the science victory.

Because there is little information on Hiawatha Firaxis could take some artistic license with the new leader. I would like to see a Hiawatha who is lacking in science at the start but eventually beats other civilisations at their own game by boosting his science through trading and eventually becoming the undisputed leader in technology. It would also be nice to see him not as just some stereotypical passive peaceful native American ( ''Oh hey pound maker'') but as a cunning leader who draws his strength through trade and alliances and fights opportunistic joint wars. It would be good to maybe make Hiawatha intimidating, industrious and slightly sinister. I was thinking along the lines of Magua from the last of the mohicans. I've added some pictures to give an idea of how I envision the Iroquois.

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Hiawatha based on this Badass

indians-french-and-indian-war.jpg


Mohawk Warriors
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Iroquois bennefitting through trade and alliances.

A good idea to introduce the iroquois would be a French Indian war scenario where the civ plays the British and French off against each other and uses trade the terrain and its unique unit and abilities to come out on top from the conflict. Sorry for the long post i'm just really passionate about this civ and i don't think i'm the only one so please let me know what you think.
 
IROQUOIS

Leader: Hiawatha
[...]

Nice ideas, if possibly a little strong. The longhouse in particular would give the Iroquois a very good start with a forest bias.

You could pretty much repeat the leader ability for a female leader in Jigonhsasee, who according to tradition co-founded the confederacy with Hiawatha and the Great Peacemaker (https://en.wikipedia.org/wiki/Jigonhsasee).

A more historical leader would be Thayendanegea (aka Joseph Brant), but I see the appeal of a pre-colonial leader for a Native American civ, even if the details are sketchy.
 
Thanks for letting me know what you think. Yeah the longhouse might be OP but it only works with forest tiles and to find a large area of it is quite rare in my experience. Plus they would have to sacrifice farms and districts to preserve forests I based it on Indias stepwell, which look beautiful by the way.

Ergh yeah i thought that. Jigonhsasee one of the 3 founders of the confederation. I couldn't find much more information on her than that to be honest. I thought about adding her as an alternative leader and swapping the science benefits for culture ones. But I think a female leader concentrating on trade and alliances would be to similar to Cleopatra or Jadwiga.

It's not how i image the Civ leader to be though Iroquois would play as an industrial militant opportunistic civ and I can't imagine Jigonhsasee representing that. I definitely can't see the great peacemaker representing that. Would want to steer away from the more modern era leaders.

Tell you what i don't want to hijak this thread because it's for everyone to design their own civ. I will set up a new thread about native American civ ideas or just a thread about the Iroquois or something.
 
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Judging by her Wikipedia entry, Jigonhsasee would bring housing and diplomatic/alliance bonuses, and either an agenda or leader ability named "Mother of Nations".

She seems to have been very important for the founding of the Iroquois Confederacy given that her hearth was a neutral zone for all, including warriors (Jigonhsasee means "she who lives on the road to war"). So there is a slight avenue for giving her military alliance bonuses too, or maybe healing wounded units faster near neutral territory, etc.

I think Jigonhsasee could mesh well with the trade related bonuses you considered in your Iroquois Civ idea. :)
 
Spoiler :

Uganda
Leader: The Queen
NDh4xa8H_400x400.jpg

Capital: Uganda

Leader Ability: Marriage to Da Commanda
  • Capital City acts as a Great General
  • Gain Faith when Great Generals are recruited or retired

Unique Ability: De Wey
  • Permanent diplomatic visibility boost with civilizations you have a road connecting to a city of

Unique Unit: Knuckles
2258222_3.jpg

  • Replaces every military unit.
  • Similar to the War Monk, it increases in power over the game through unique promotions
    • Promotions include making clicking sounds (a superior version of war cry) and spitting on enemies to give them ebola
  • Gains additional strength when certain technologies are researched

Unique District: VR Chatroom
  • Doesn't actually take up any space because it's virtual
  • Provides Amenities, Culture and Tourism

Agenda: "Do You Know De Wey?"
  • Likes civilizations with Ebola, dislikes those without
 
Spoiler :

Canada
Unique Ability: NATO Founding Member
  • Alliances with Canada level up faster for both parties
  • Canada may form a second alliance of a single type (However, they can only have a second alliance of any one type at a time)

Unique Unit: Canadian Corps
  • Replaces Infantry
  • +10 Combat Strength when fighting in a Joint War with an Ally of Canada

Unique Building: Hudson Bay Company
  • Replaces Commercial Hub
  • +1 Gold for each adjacent Camp
  • Triggers a Culture Bomb [because why not? I mean, maybe not, but for now I thought I'd mention the idea]

Leader: John A. Macdonald
Capital: Ottawa

Leader Ability: The Great Coalition
  • All Canadian cities have increased Loyalty

Agenda: The National System
  • Likes civilizations which send internal trade routes and sends several internal trade routes. Dislikes civilizations with more trade routes to Canada than their own cities.

The Rise and Fall mechanics actually ended up working really well for a Canada design. It might work better to replace Macdonald with Pearson, whose agenda might end up working better with Canada's UA. However, I stuck with Macdonald just because I liked his leader ability quite a bit. If I were to add Pearson though, his agenda would probably have him seeking to enter alliances with his ally's allies and joining in Emergency's more readily.
 
Spoiler :

Uganda
Leader: The Queen
NDh4xa8H_400x400.jpg

Capital: Uganda

Leader Ability: Marriage to Da Commanda
  • Capital City acts as a Great General
  • Gain Faith when Great Generals are recruited or retired

Unique Ability: De Wey
  • Permanent diplomatic visibility boost with civilizations you have a road connecting to a city of

Unique Unit: Knuckles
2258222_3.jpg

  • Replaces every military unit.
  • Similar to the War Monk, it increases in power over the game through unique promotions
    • Promotions include making clicking sounds (a superior version of war cry) and spitting on enemies to give them ebola
  • Gains additional strength when certain technologies are researched

Unique District: VR Chatroom
  • Doesn't actually take up any space because it's virtual
  • Provides Amenities, Culture and Tourism

Agenda: "Do You Know De Wey?"
  • Likes civilizations with Ebola, dislikes those without
OMG I KNEW someone would do this sooner or later!!! :lol::lol::lol::lol::lol::lol::lol::lol::lol::lol:
 
SWITZERLAND :health:

I mentioned this in another thread for a possible Swiss civ. Possible details could include some of the following:

Leader - Henri Guisan - https://en.wikipedia.org/wiki/Henri_Guisan

UU - Swiss Guards - unique unit replacing the pikeman, with extra defensive strength. Can be moved into a city state, where it then becomes a mercenary unit transferred to and owned by the city state, and resulting in the granting of one envoy and some gold. https://en.wikipedia.org/wiki/Swiss_Guards

UD - Swiss National Redoubt (unique encampment that can only be built on hills and within two hexes of a mountain) providing much stronger ranged defense than normal encampment. More info on the redoubts at: https://en.wikipedia.org/wiki/National_Redoubt_(Switzerland)

UB - Swiss Bank - Unique bank replacement that provides extra gold, as well as some tourism.

UA - Alpine homeland - Starting bias is for mountains and hills, and away from coasts. National parks with at least 1 mountain tile provide double tourism. Swiss Military Engineers gain the ability to move onto a mountain, and use 3 charges to build a road/tunnel through that one mountain. It then functions as a normal road for all units.

LUA - Neutrality - No ability to declare a war, sign a defensive pact, or make a military alliance, but extra defense for all units while in Swiss territory. As the home of the original Red Cross, Swiss medics provide double healing.

Since it can't declare war, Switzerland would be a very different sort of civ, akin to Venice's lack of an ability to build a settler in CIV 5, but one perfect for turtling or even for a One City Challenge.
 
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Vietnam
Leaders: The Trung Sisters
Tier 2 Jungle Bias, Tier 5 Coastal Bias

UA: Nước Việt
Your cities exert doubled loyalty towards other cities you have founded, whether currently owned by you or conquered by another nation. Farms adjacent to rivers or ocean generate +1 Culture.

LA: Daughters of the Dragon Lord
Military units get +5 Strength fighting within their own borders. This doubles to +10 when fighting in the borders of a previously-owned city or suzerained city-state currently occupied by another civilization. Razing a Vietnamese city generates a small burst of Loyalty to Vietnam in surrounding cities.

Agenda: Enemies at the Gate
Likes civilizations who liberate their captured cities and never cede their own cities in peace deals. Dislikes civilizations who let their cities remain occupied and willingly cede their own cities.

UI: Spike Trap
Unlocks at Iron Working. 1 Gold maintenance. Can be built on coastal tiles or tiles adjacent to rivers. Enemy units that end their turns on these tiles take 10 damage. -1 Appeal to surrounding tiles.

UU: Việt Cộng
Replaces Infantry. 75 Strength (+5 from Infantry). Unlocks at Ideology instead of Replaceable Parts. Gain doubled movement and +5 Strength while in Forest or Jungle. Can move after attacking.


_________

Alternative Version based on Reddit critiques
(changes underlined):

Removed: Spike Trap, Farm component from UA.

UA: Nước Việt
Your cities exert doubled loyalty towards other cities you have founded, whether currently owned by you or conquered by another nation. Fishing boats generate +1 Culture.

LA: Daughters of the Dragon Lord
Military units get +5 Strength fighting within their own borders. This doubles to +10 when fighting in the borders of a previously-owned city or suzerained city-state currently occupied by another civilization. Razing a Vietnamese city generates a small burst of Loyalty to Vietnam in surrounding cities. Gain access to the Voi Chiến unique unit.

LUA: Voi Chiến (Battle Elephant)

Light cavalry unit that does not replace anything. 45 Strength and 2 Movement. Costs 80 Production. No movement penalty when crossing rivers or jungle. Exerts Zone of Control on all units, including other cavalry units.

Agenda: Enemies at the Gate
Likes civilizations who liberate their captured cities and never cede their own cities in peace deals. Dislikes civilizations who let their cities remain occupied and willingly cede their own cities.

UI: Rice Paddy
Unlocks at Irrigation. Can be built on tiles adjacent to rivers and coast, as well as on the bonus Rice resource. Provides +2 Food and +0.5 Housing, as well as +1 Culture for each adjacent river or coast tile. Also gains +0.5 Culture from each adjacent Rice Paddy or jungle, which doubles to +1 at Economics.

UU: Việt Cộng
Replaces Infantry. 75 Strength (+5 from Infantry). Unlocks at Ideology instead of Replaceable Parts. Gain doubled movement and +5 Strength while in Forest or Jungle. Can move after attacking.


Spoiler Big wall of text explaining why I made the choices I did and how I expect Vietnam to play :

Being ethnically Vietnamese myself I've always had a hard time figuring out the "right" way to represent the country accurately while also balancing its popular conceptions as well as true history. I've done a lot of reading into Viet history, and I think I've gathered enough to do it justice.

First off is the Civilization Ability: Nước Việt. Culturally-speaking, Vietnam revolves around water, from rivers, floodplains, monsoons, and the sea. Even the earliest, 3000 B.C. era cultures carved images of sea creatures and alligator-like "dragons". The original name for the Viet people was "Lac", referring to a sea creature. The word "nước" means "water" in Vietnamese. But where in English we refer to lands as, well, lands, in Vietnamese we refer to them as waters. Talking about foreign lands in Vietnamese you would call them "nước lá", meaning "strange waters" even though you're referring to a terrestrial country. "Nước Việt" means "waters of Vietnam", but also can refer to Vietnam itself as a homeland. The first part of the ability plays off of Vietnam's history, which I'll talk about in a bit, but also on the meaning of "Nước Việt" as a Vietnamese motherland; there's a sense of nostalgia associated with the phrase in identifying Vietnam as 'home'. As such, it doubles the loyalty to Vietnam in cities that were founded by Vietnam in that the citizens of those cities still identify as Vietnamese despite being occupied. The second part of the ability is more practically related to the water-based nature of Vietnamese society, providing Culture to farms near water sources. This is an early-game boost meant to represent rice paddies and the like, as in the late-game you'd presumably want to utilize such spots for districts, defense with the UI, or tourism.

Now the elephant in the room, the leader. I was very indecisive about the leader choice, but I was sure I wanted either Le Loi or the Trung Sisters. I ultimately went with the sisters for a few reasons. For one, there are two of them, which in and of itself is a unique dynamic amongst civilizations that already helps them stand out as personalities in the game. For another, they're moreso cultural heroes than military ones with long-lasting success. That would normally be a negative, but for this interpretation of Vietnam I was very much focusing on the cultural narrative, hence the Civilization Ability and the UI, which I'll discuss in a bit. I thought a very-much-real but almost folkloric pair of heroes was a better fit for this.

You might notice that both leaders led revolts to free Vietnam from Chinese rule. This is probably the most important non-nature-related aspect of the Vietnamese historical narrative: freedom for Vietnam no matter what the cost. Europe has Poland and Georgia with somewhat-similar histories, but Vietnam really turns it up to 11. Pretty much all of its time spent under Chinese rule was marked by very-frequent revolts and multiple instances of temporary freedom. Most Chinese texts referring to Nanyue, or Jiaozhi, or Annam, or whatever name was being used at the time note exasperatedly about the current state of revolt that region X is in. It would not be wrong to say that Vietnam became free most commonly not by decisively defeating China in a single battle, but by revolting so frequently (and being so far, in a jungle-and-disease-ridden region of course) that the current ruler in China simply didn't think it was worth it to continue trying to pacify a region that refused to stay quiet.

The UA's loyalty component, then, also works to stir up revolts in conquered cities. It should be very difficult and probably not worth the time for other civs to try to keep Vietnamese cities--they should either be razed or simply just let go (or pillaged if you're playing with other people). The Trung Sister's ability Daughters of the Dragon Lord (named such because of their supposed ancestry in Vietnamese mythology) further amplifies this by giving units a combat bonus within city borders. This is strictly weaker than Teddy's bonus alone, but it doubles to +10 when in the borders of a previously-owned city occupied by another civilization. It also applies to city-states you're suzerain of, making it not totally useless if you've never had a city taken. The Loyalty burst on razing prevents other civs from simply razing your cities instead of occupying them--remember, Vietnamese cities already are doubly loyal to Vietnam. If they captured 3 Viet cities and raze a fourth, the other 3 may suddenly flip into revolt all at once. Alternatively, if their own loyalty is a bit shaky, razing a Viet city might be enough to turn one of their own cities into a free city.

The Trung Sisters' Agenda, Enemies at the Gate, is based on half of a apocryphal quote referring to them: "When the enemy is at the gate, the woman goes out fighting." The quote actually was attacking the state of Vietnamese society and men, because women had to do the fighting, but it instead was and still is used in discussions regarding female empowerment historically in Vietnam, in a sort of Yankee-Doodle way. It's a fairly simple agenda; they like civilizations that fight to free their cities and keep them free, and dislikes civilizations that let their cities fall under foreign rule, whether in war or peace.

The UI, Spike Trap, uses a generic name because it actually refers to two very different weapons used during Vietnamese warfare. The first doesn't have an official name, as it was more of a tactic than a standard weapon. Essentially, the Vietnamese navy would plant iron-tipped spikes into the mouth of a river and wait nearby for the enemy to sail near. Then they would time a feigned retreat such that when low tide arrived, the enemy ships would be run aground against the spikes. They successfully performed this tactic in three separate battles between the 9th and 14th centuries, most famously against the Mongol invasion, which they successfully staved off. The folkloric aspect I was referring to before comes back here, as these battles happened quite a while ago and were likely subject to a bit of embellishment regarding tactical decisions. Still, I thought it was both fun and unique, and seeing how the Minas Geraes is Brazil's UU despite only ever being two ships, I think it's fine. More macabre in nature, spike traps made a return in the Vietnam War in the form of Punji sticks, which were land-based spike traps that aimed to impale soldiers and possibly infect them as well. Damage at the end of the turn is also supposed to simulate weariness from the elements, heat, and disease that come with being in Vietnamese jungle. As a weapon that saw use both in ancient and modern Vietnam, even in different forms, I thought it was a great way to include both parts of the country's history.

Gameplay-wise this is the final piece in the "it's really not worth it to invade Vietnam" puzzle. Jungle terrain is already difficult to fight in; conquered cities will flip away twice as easily; Vietnamese units get a doubled bonus if you conquer the city; razing the city will create a burst of Vietnamese loyalty anyways. If for some reason you still want to invade, Vietnam can prepare by lining its waterways with Spike Traps. Rivers and coasts already cost movement to cross, making it quite likely enemies will end their turn on Spike Traps and take damage. Add that on top of Vietnamese units getting a combat bonus within their own borders, and the Viet Cong getting a jungle bonus, and it's not a very promising situation. Spike Traps do cost Gold to maintain, however, and also lower Appeal of surrounding tiles; having a lot of them, in addition to taking up valuable coastal and riverside spots, can also hurt your GPT and later your housing and tourism. Don't use them too liberally, especially since Vietnam already has a number of abilities that deter invasion in the first place.

Finally, Vietnam's UU is the Việt Cộng. While it's definitely cliche and plays into the country stereotype, Civilization isn't afraid to acknowledge some of these stereotypes, and if Vietnam as a civ is supposed to encompass the country's entire history, a modern unit is only fair. There's an ancient- (Dong Son culture) to current-age UA, classical-age pair of leaders, and a medieval UI; a modern UU would be good to round the civilization off. The bonus is fairly standard, with jungle- and forest-based movement and strength. It really doesn't need to be much more to capture the flavor properly; the Việt Cộng are who many people think of when they think of jungle-based guerilla warfare, which should really be, well, jungle-based hit-and-run tactics. I know Colonialist Legacies' interpretation gave them invisibility as well, but as units already get a home-turf strength bonus and the Việt Cộng get a bonus on top of that, it seemed excessive.

Playing against, the first thing to know is that it's probably not worth it to conquer Vietnamese cities--unless you can completely eliminate the civ. Can't be doubly loyal to a civilization that doesn't exist, after all. Razing Vietnamese cities isn't as big of a deal if you don't border them or your cities that do border them are fairly loyal to you. Essentially, this aspect of the ability is meant to simulate why Vietnam was able to successfully free itself so many times; it was so far from China's center of power that China had difficulty exerting control over it, and neighboring polities often flipped for or against China's battles with Vietnam on a whim. Essentially, if you don't have issues with your own loyalty, exerting force over Vietnamese cities won't be as difficult as it sounds.

It should also be noted that Vietnam has almost no bonuses outside of its defense, other than the early-game culture from waterside farms. As such, leaving Vietnam alone to do its own thing won't be nearly as dangerous as leaving alone a civ that actually can do other things, like Korea with science or Khmer with religion. No production, growth, science, etc. bonuses means that Vietnam's actual main benefit is the high number of deterrents it has against being attacked; it doesn't have much to help it make efficient use of the peacetime that results from it. The Việt Cộng is Vietnam's sole offensive tool, and even then, outside of Vietnamese borders it's strong, but not gamechanging. Unlocking through the Civics tree with Ideology instead of the Tech tree with Replaceable Parts helps it come earlier since Vietnam does have a small culture bonus to help it through that tree.

For some theorycrafting, it might be fun to note that because Vietnamese cities generate double loyalty to one another, Vietnam can forward-settle better than other civs. This is where it's other abilities come in; while the abilities are situational in that your cities must be attacked, you can force the situation by forward-settling, grabbing prime resources, and just generally planting your cities in locations annoying to other civs. Either they leave you alone, in which case you've successfully hampered their growth and helped yourself to some resources, or they attack you, in which case your bonuses kick in. Remember that Vietnam's bonuses are almost just as powerful at the threat of activation as they are upon actually activating.



Spoiler Edit reasoning :

Many people thought the Spike Trap was underpowered, situational, and just generally useless. Another thing was that the civ was far too focused on defense, to the point where it was overkill and useless if not attacked. The Spike Trap was part of this, as with so many bonuses against invasion already, it was unlikely to ever see significant use. Removing it freed up a unique and allowed for some shuffling of abilities to address both issues.

Moving the farm bonus from the UA to a unique allowed it to be stronger. The Rice Paddy provides more food than Farms in exchange for only being able to be constructed near rivers or coast; however, it receives a lot of early-game culture in exchange. Two Rice Paddies constructed on either side of a river mouth will output +4 Culture potentially in the first 10 turns at the cost of only 1 Builder; if bordering Jungle or a third Paddy, this could be +5 or +6. Keep in mind this is in a single city, and as rivers are already ideal settling spots you'll easily be able to build at least two Paddies per city for an easy +2-4 Culture that doubles in the late game. This doesn't touch the fact that they also provide double the food of normal farms until later techs, which is already a nice boon. Fishing boats providing +1 Culture is a smaller, but more consistent boost; unlike river cities, you likely won't have quite as many coastal cities since rivers generally work better, but you'll definitely have some to take advantage of coastal wonders and resorts, and this'll help push the culture generation from mediocre to decent. It also helps the name of the UA still makes sense by relating it to water even without the river/coast bonus.

Another critique was regarding the late-game unit and how it rarely will come into play; I took a page out of America's book, who also has a late-game UU here and gave the Trung Sisters a relevant LUU to help out with that. Voi Chien translates to "Battle Elephant", which were featured in their eponymous rebellion. Another issue people noticed was that Vietnam had very little to do outside of its borders; this unit tries to address that without making them overtly offensive.

First off, the unit is a flat +10 stronger than Horsemen, making it the strongest classical land unit. It trades this off for half the movement of a Horseman, but has no movement cost crossing jungle or river--this makes it better than Horsemen near Vietnam's likely home territory, but still decent outside of it. To top it off, it exerts ZOC on cavalry units, an ability unique to it and useful both on defense (preventing units from sneaking by) and offense (using your own units to chase down cavalry). As a cavalry unit itself it's still vulnerable to anti-cavalry, but don't forget that it's already the strongest unit of the era, and 2 Movement is on par with melee units; it's not meant to be capable of taking down armies on its own, though it's incredibly strong when part of a mixed front.

Removing the Spike Trap gave some leeway for new uniques, and as most of Vietnam's abilities are situational, there seemed to be room for a LUU in addition to a new UI. The Rice Paddy gives Vietnam something to focus on in culture while turtling with an emphasis on the early game (as opposed to midgame-and-science-focused Korea), while the Voi Chien gives it options when it comes to proactive defense before the modern era. It still doesn't have production and science bonuses, but I think it's powerful defensive deterrent and strong culture generation will help it power through the civics tree and make up for middling production by reaching key wonders and policies before everyone else; avoiding war can be very useful when you're trying to build wonders instead of military units. Hopefully this addresses the concerns people have had regarding the old uniques. Thoughts?


Thoughts? I would really like feedback on this. I spent a lot of time on the research and formulation and would love you hear what you guys think.
 
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Manchu

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Leader: Nurgaci

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Leader Ability – Qing Emperor: Conquering cities and keeping them after war removes any influence from other civs in terms of loyalty. All military units gain +1 combat strength for each Manchu city with high loyalty. Receives the Jakun Gusa (Eight Banners) unique unit(s).

Leader agenda – Mandate of Heaven: Dislikes civs that exert high influence on other civs’ cities or civs that have lost cities as Free Cities. Likes civs that don’t exert high influence or maintain high loyalty in all of their cities.

Unique Ability – Tengri Syncretism: Fully defeating a civ grants full access to their techs and civics. The Manchu can have two simultaneous active religions in their cities as long as one of them is their own founded religion and none of the religions has above 75% dominance in the city. Double-religion cities do not count towards anyone’s religious victory. Bonuses from each religion are received proportionally based on how dominant each religion is.

Unique Unit – Iron Pagoda Cavalry: Heavy cavalry unit that replaces the Knight. 50 strength instead of 48. Receives +10 combat bonus vs light cavalry. Reduced damage by 5 from all ranged units and district defences.

Spoiler :

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Unique tile improvement – Imperial Garden: Provides +2 amenities and bonus loyalty influence to the city of which the tile belongs. Grants bonus +1 amenity and era score if it’s built adjacent to a wonder (does not stack). It must be built on flat terrain. Unlocks at Medieval Faires.

Spoiler :
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Unique Leader Units – Jakun Gusa:
The Manchu get access to 8 different Bannermen; Bordered Yellow, Plain Yellow, Plain White, Plain Red, Bordered White, Bordered Red, Plain Blue and Bordered Blue. Available upon researching Military tactics. Bannermen have no combat strength and only 1 of each can exist at the same time. They can attach themselves to military units. Upon attaching, the military unit gains banner-specific bonuses. Also upon attaching, there is the option of integrating the Bannerman for the cost of 100 gold which instantly upgrades the unit to Corps or (if it’s already Corps) to an Army with the same Bannerman bonuses becoming permanent. Bannermen are “consumed” upon integration. A military unit cannot integrate or attach more than 1 Bannerman. 350 production cost.

Bordered Yellow Banner: Can only be produced in the capital. Grants +5 combat strength.

Spoiler :

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Plain Yellow Banner: Can only be produced in cities where the main yield is gold. Killing enemy units grants gold equal to 20% of the unit’s combat strength.

Spoiler :
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Plain White Banner: Can only be produced in cities where the main yield is faith. Killing units grants faith equal to 20% of the unit’s combat strength.

Spoiler :
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Plain Red Banner: Can only be produced in cities where there is an encampment and walls. Movement speed increased by 1.

Spoiler :
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Bordered White Banner: Can only be produced in cities where the main yield is production. Razing/pillaging/plundering trade routes costs no movement points.

Spoiler :
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Bordered Red Banner: Can only be produced in cities where the main yield is culture. Killing units grants culture equal to 20% of the unit’s combat strength.

Spoiler :
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Plain Blue Banner: Can only be produced in cities where the main yield is food. Killing units grants +5 HP.

Spoiler :
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Bordered Blue Banner: Can only be produced in cities where the main yield is science. Killing units grants science equal to 20% of the unit’s combat strength.

Spoiler :
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Since we know it's coming, here's how I would've done Scotland better than Firaxis inevitably will:

Scotland
Leader: William Wallace

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Leader Ability: Braveheart
  • +5 combat strength to melee units in cities founded by Scotland
  • Scottish melee units generate loyalty on kills in cities founded by Scotland
Unique Ability: Independence
  • +1 Loyalty from units garrisoned in city-centers, encampments, forts, and duns in cities founded by Scotland
Unique Unit: Highlander
  • Replaces Swordsman.
  • Wields a big ol’ Claymore.
  • No Iron required.
  • 40 melee strength.
  • Additional combat strength for each Era since its recruitment.
  • +4 per Dark Age, +5 per Normal Age, +6 per Golden Age, +7 per heroic Age
Unique Improvement: Dun
  • Can only be built on hills; cannot be built next to other duns
  • Can be constructed by builders or military engineers
  • Occupying unit receives +4 Defense Strength and 2 turns of fortification
  • Gains a city-defense strike when in a City with walls
 
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Here's something I posted on reddit a few days ago:

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Austria


Civ Ability: Privilegium Maius

Age effects on city loyalty doubled (i.e. doubled loyalty loss in Dark Ages, doubled loyalty gain in Golden/Heroic Ages). Gain a free Diplomatic policy slot with the Political Philosophy civic.

Unique Unit: Grenzer

Renaissance Era UU that replaces the Musketman. More expensive, but has a higher base strength (60 vs 55) and has -5/+5/+10 Combat Strength in Dark/Golden/Heroic Ages.

Unique Building: Coffee House

Entertainment Complex building that replaces the Zoo. Comes at the Enlightenment civic instead of Natural History, and provides the following:

+1 Amenity from entertainment to all cities within six tiles.

+1 additional Amenity if at least one of the following resources is improved within Austria's borders: Coffee, Tea, Sugar, Cocoa

Provides +2 Science for every Campus within six tiles, and +2 Culture for every Theater Square within six tiles.

Leaders:

Franz Joseph

Leader Ability: Dual Monarchy

The second city you found also gains a palace and will always be at max loyalty.

Leader Agenda: Ruler of Many Nations

Likes civs with high loyalty and those that haven't captured free cities. Dislikes civs with low loyalty.

Maria Theresa


Leader Ability: Diplomatic Revolution


Gains loyalty in all cities for every level of alliance you have (i.e., if you have three level 2 alliances of any type, +6 loyalty to all cities). This bonus is not affected by the Civ Ability.


Leader Agenda: Pragmatic Sanction


Likes Civs that form alliances. Dislikes Civs that declare surprise wars.


Maximilian I


Leader Ability: Burgundian Inheritance


Doubles loyalty pressure on adjacent cities belonging to another civ. Gain the Landsknecht UU with the Mercenaries Civic.

UU: Landsknecht

Medieval Era unit that replaces the Pikeman. Stronger than the Pikeman (45 vs 41 Strength), comes at the Mercenaries Civic instead of the Military Tactics Tech, cheaper cost, but may only be purchased with gold.

Leader Agenda: AEIOU

Likes civs that capture free cities. Dislikes civs that do not claim free cities.
 
Here's something I posted on reddit a few days ago:

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Austria


Civ Ability: Privilegium Maius

Age effects on city loyalty doubled (i.e. doubled loyalty loss in Dark Ages, doubled loyalty gain in Golden/Heroic Ages). Gain a free Diplomatic policy slot with the Political Philosophy civic.

Unique Unit: Grenzer

Renaissance Era UU that replaces the Musketman. More expensive, but has a higher base strength (60 vs 55) and has -5/+5/+10 Combat Strength in Dark/Golden/Heroic Ages.

Unique Building: Coffee House

Entertainment Complex building that replaces the Zoo. Comes at the Enlightenment civic instead of Natural History, and provides the following:

+1 Amenity from entertainment to all cities within six tiles.

+1 additional Amenity if at least one of the following resources is improved within Austria's borders: Coffee, Tea, Sugar, Cocoa

Provides +2 Science for every Campus within six tiles, and +2 Culture for every Theater Square within six tiles.

Leaders:

Franz Joseph

Leader Ability: Dual Monarchy

The second city you found also gains a palace and will always be at max loyalty.

Leader Agenda: Ruler of Many Nations

Likes civs with high loyalty and those that haven't captured free cities. Dislikes civs with low loyalty.

Maria Theresa


Leader Ability: Diplomatic Revolution


Gains loyalty in all cities for every level of alliance you have (i.e., if you have three level 2 alliances of any type, +6 loyalty to all cities). This bonus is not affected by the Civ Ability.


Leader Agenda: Pragmatic Sanction


Likes Civs that form alliances. Dislikes Civs that declare surprise wars.


Maximilian I


Leader Ability: Burgundian Inheritance


Doubles loyalty pressure on adjacent cities belonging to another civ. Gain the Landsknecht UU with the Mercenaries Civic.

UU: Landsknecht

Medieval Era unit that replaces the Pikeman. Stronger than the Pikeman (45 vs 41 Strength), comes at the Mercenaries Civic instead of the Military Tactics Tech, cheaper cost, but may only be purchased with gold.

Leader Agenda: AEIOU

Likes civs that capture free cities. Dislikes civs that do not claim free cities.
I like the idea of Austria returning, especially with Maria Theresa. I would like to give her something like she sends off her children with either a delegation or through an alliance, but that might be too similar to Catherine'a ability. But that option is fine as well.
Grenzer also makes more since as well as a UU than the Hussar. If it were up to me though I would rather an Opera House as a UU building in the theater square rather than a Coffee House. It would replace the amphitheater and gain the ability to house one work of music when the opera and ballet civic is learned and grant amenities from entertainment. I know that Opera started in Italy but Austria was home to many composers and hosted many of them.
 
I like this design. I especially like the Coffee House, since it adds an extra layer of depth to how you place your districts. Maria Theresa's ability is also cool, since it rewards you for using new mechanics with bonuses in new areas.

If it were up to me though I would rather an Opera House as a UU building in the theater square rather than a Coffee House. It would replace the amphitheater and gain the ability to house one work of music when the opera and ballet civic is learned and grant amenities from entertainment. I know that Opera started in Italy but Austria was home to many composers and hosted many of them.
I don't know about replacing the Ampitheatre, since that already has writing slots and I'm not sure if mixing slot types in a single building is possible. It could replace an Entertainment Complex building, perhaps. I'm all for including some musical bonuses to Austria, though. I couldn't find much to verify this, but I've heard that Trenk's Pandurs were important in the formation of European military music. Something to consider.
 
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