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Design your own Civ VI civ

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

  1. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    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.
     
  2. TyrannusRex

    TyrannusRex Chieftain

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    OMG I KNEW someone would do this sooner or later!!! :lol::lol::lol::lol::lol::lol::lol::lol::lol::lol:
     
    AnonymousSpeed likes this.
  3. Bosque

    Bosque Chieftain

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    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.
     
    Last edited: Jan 18, 2018
  4. clapyourhands

    clapyourhands Chieftain

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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.
     
    Last edited: Jan 22, 2018
    Stomper66 likes this.
  5. Basileus Rhomaion

    Basileus Rhomaion Chieftain

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    Manchu





    Leader: Nurgaci




    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 :




    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 :



    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 :



    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 :


    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 :


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

    Spoiler :


    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 :


    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 :


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

    Spoiler :


    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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  6. TheSpaceCowboy

    TheSpaceCowboy "Save a horse..."

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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


    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
     
    Last edited: Jan 21, 2018
  7. rattatatouille

    rattatatouille Chieftain

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    Here's something I posted on reddit a few days ago:

    ----

    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.
     
  8. Alexander's Hetaroi

    Alexander's Hetaroi Warlord

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    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.
     
  9. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    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.

    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.
     
  10. TyrannusRex

    TyrannusRex Chieftain

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    (I chose to use the proper tribal name, though obscure, because I don't like lumping peoples together.)

    Wiradjuri
    Civ Ability: Hunter-Gatherer -- Chiefdom government gains 1 additional policy slot. +2 additional Production from Camps, Plantations*, and Fishing Boats. +2 additional Amenities in all cities until the end of the Ancient Era, +1 until the end of the Classical Era. (Plantations are kind of farming, yes, but I thought they'd be closer to foraging than blatant Farms.)
    Unique Unit: Garrbaa -- Unique Ancient Era unit. Melee unit with a Ranged Attack of 2*, and no movement or combat penalties in Woods or Hills. Can heal completely when fortified on an Oasis tile. ("Garrbaa" is Wiradjuri for "boomerang", and these intend to represent a generic Aboriginal warrior. These units would carry two types of boomerangs, the melee-combat-clobbering kind and the hunting-small-game throwing kind, which, sadly, do not return, but could still be deadly against animals or humans.)
    Unique Improvement: Wanbang -- Unique tile improvement unlocked by Astrology. Generates a steady amount of Faith and Culture, with a +2 bonus if built next to a Holy Site or Natural Wonder. Cannot be built on Hills. ("Wanbang" is Wiradjuri for "gravemound". I had figured they'd function sort of similarly to Scythia's kurgan.)

    Leader: Windradyne
    Capital: Wagga Wagga
    Leader Ability: Bathurst --When a foreign city or city-state builds a Farm, Plantation, Pasture, Camp, or Fishing Boats within three tiles of a Wiradjuri city, the nearest Wiradjuri city steals 1 Food from that improvement every 5 turns; steal 2 Food if at war with the civilization/city-state. Plunder from pillaging said enemy improvements are doubled. (Read up on the Bathurst War. ;) )
    Leader Agenda: Fair Trade -- Likes civilizations who conduct regular trade deals with other civilizations and utilizes plenty of Trade Routes. Dislikes civilizations who do not share their resources in trade, or who fail to utilize Trade Routes. (I couldn't think of much for this one... I figured I might kind of reference the Wiradjuri's concept of "property", but I couldn't really adapt it. Either way, I hadn't recalled seeing a leader with this type of ability yet. :crazyeye:)
    (EDIT: Correction: Wilhelmina has a similar agenda. Whoopsies.)
     
    Last edited: Jan 27, 2018
  11. Alexander's Hetaroi

    Alexander's Hetaroi Warlord

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    Broadway and Bolshoi Theatre does have both writing and music slots already. It also worked when I added a slot of writing to the Film Studio.
     
  12. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    Ah, another take on an Aborginal Australian civ, I see. Nice that other people also want people throwing boomerangs at their ancient era enemies, though I'm not sure I like the approach of all these ancient era bonuses you lose so quickly.

    Really?

    Well then.

    Shows how much I build those.

    Also on the note of Austria, a dual-monarchy ability could require you build the Government Plaza in a city other than your capital, but provide a bonus to said plaza.
     
  13. Alexander's Hetaroi

    Alexander's Hetaroi Warlord

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    You can already build your Govt. Plaza in another city other than your capital though. What would make it unique is if you could build multiple Govt. Plazas.
     
  14. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    Right, but the idea here is that you have to build it in a different city, to represent a having a second capital but also not requiring it be the second city you found, which I personally find a little...awkward, I guess?
     
  15. AnonymousSpeed

    AnonymousSpeed Pink Plastic Army Man

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    Here's another novel thought: my boy Basil II or my not-boy Alexios I could have unique ability boosting heroic age dedication bonuses, since they're famous for bringing temporary stability to a crumbling empire.
     
  16. rattatatouille

    rattatatouille Chieftain

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    Funny you should mention that, because here's my idea for the Byzantine Empire:

    Byzantine Empire

    Civ Ability: Glory of the Second Rome

    Gain Age Points from combat victories regardless of dedication. Doubles Age Points from combat victories if in a Dark Age.

    Unique Unit: Dromon


    Classical era naval ranged unit that replaces the Quadrireme. Has a higher ranged combat strength than the Quadrireme (30 vs 25), and has +5 ranged combat strength vs districts.

    Unique District: Theme

    Replaces the Encampment. Half production cost. Units built from a city with a Theme do not require strategic resources to be built (i.e. Themes bring down resource requirements from 2 to 0 instead of 2 to 1). +1 Production for every 2 Farms in its home city upon researching Feudalism.

    Leader: Alexios I Komnenos

    Leader Ability: Alexiad

    Gain Great Writer points from combat victories. Gain the Pronoia Unique Unit with the Stirrups tech.

    UU: Pronoia

    Medieval era heavy cavalry that replaces the Knight. Same combat strength as the Knight, but does not require Iron and is 25% cheaper when produced or purchased in a city with a Theme.
     
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  17. Basileus Rhomaion

    Basileus Rhomaion Chieftain

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    Some good ideas here, but some points for improvement:

    1) Alexiad seems like a slightly underpowered ability. A good rule of thumb is to have a "3-step bonus scale". One small situational bonus, one more consistent general bonus and another flavour-based bonus. Leaders in the game that don't follow a similar pattern to this are generally seen as the weak ones. You could add an ability that references Alexios' diplomacy which is some of the finest.
    2) The Pronoia unit should be named Archontopouloi. "Pronoia" just means "welfare" in Greek and it's a policy which Alexios borrowed from ancient Athens. The military regiment created from his Pronoia are the Archontopouloi.
    3) Themes were army regiments and later administrative areas based on said army regiments, so I'm skeptical on turning them into districts of cities. But Firaxis has taken a bit of agency with this stuff thus far, so I guess it wouldn't be too out of touch.

    P.S.: I think I should come up with some ideas of my own instead of just talking about it.
     
    Last edited: Jan 29, 2018
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  18. Basileus Rhomaion

    Basileus Rhomaion Chieftain

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    Byzantium



    Leaders:

    Basil II




    Leader Ability – Father of the army: Military units are 50% cheaper to buy with gold. Units produced in cities with your own founded religion and high loyalty have -1 maintenance cost. Receives the Varangian Guard unique unit upon researching Mercenaries.

    Leader agenda – Prudent administration: Likes civs that maintain a high gold income and treasury. Dislikes civs with low gold income or consistently small treasury.

    Leader Unique Unit – Varangian Guard: Melee unit with 2 movement and 50 military strength. +10 combat strength when within the area of the Byzantine capital. Enemy units adjacent to the Varangian Guard suffer -1 movement speed (minimum cap at 1). 220 production cost and 4 gold maintenance cost. Upgrades to Infantry.

    Spoiler :




    Alexios Komnenos




    Leader Ability – Komnenian restoration: Byzantium suffers no warmonger penalty when capturing enemy cities not previously owned by them after a Reconquest or Liberation casus belli. AI-controlled cities with your own founded religion receive additional influence by Byzantium in regards to loyalty. Receives the Archontopouloi unique unit upon researching Civil Service.

    Leader agenda – Diplomat emperor: Likes civs with plenty of diplomatic relations, treaties and agreements. Dislikes isolationist civs that don’t do much of the aforementioned.

    Leader unique unit – Archontopouloi: Heavy cavalry unit with 4 movement and 50 military strength. It costs no gold to maintain. +10 combat strength against enemy cities with low loyalty. 250 production cost. Upgrades to Tank.

    Spoiler :



    Civ Unique Ability – Heirs of Rome: All wonders built in the Byzantine capital receive 1 slot for a Great Work of any kind. Newly founded cities start with walls of the available level at the time of settlement. Upon researching Diplomatic Service, Byzantium receives an additional diplomatic option allowing them to negotiate with someone to make them attack another civ without Byzantium necessarily joining. Byzantium suffers medium warmonger penalties as a result unless the war incited was a Liberation or Reconquest war.

    Civ Unique Unit – Dromon: Naval ranged unit that replaces the Quadrireme. +1 movement and +5 melee combat strength compared to the Quadrireme (same ranged combat strength). +10 ranged combat strength vs land siege and support units. Same cost as Quadrireme. Upgrades to Frigate.

    Spoiler :


    Unique District – Augustaion: Replaces the Government Plaza with half the cost. Wonders built adjacent to it act as bonus sources of influence for loyalty. Byzantium can build 2 instead of just 1 special building per Tier.

    Spoiler :
     
  19. ferretbacon

    ferretbacon Obsessor

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    The discussion side-tracked on the Mapuche First Look thread and we somehow started talking about the design of an Ottoman civ.

    They're my #1 missing veteran civ and I've previously shared my design way back in this thread on page 3 before release of Vanilla when the new mechanics weren't fully understood. I've decided to share my updated design with a better understanding of the mechanics and the new features being added in with R&F.

    Leader 1 - Mehmed II



    Agenda - el-Fatih
    Respects civs who have conquered a Capital city or City-State. Dislikes it if you possess no siege units.

    Leader Ability - Fall of Constantinople
    Ranged siege units deal +5 damage against districts and walls. Unlocks the Great Bombard unit.

    Leader 2 - Suleiman



    Agenda - Lawgiver
    Respects civs who build and develop a Government Plaza. Dislikes civs who neglect their Government Plaza.

    Leader Ability - Community of the Talented
    Every time you achieve an Inspiration or earn a Great Writer, Artist, or Musician, gain a gold boost (~50 gold on Standard speed). Great Writers, Artists, and Musicians are cheaper to purchase with gold than normal. Theater Square districts receive +2 culture if adjacent to the Government Plaza.

    ---

    Unique Ability - Millet
    Conquered cities, whether occupied or ceded, provide increased Loyalty pressure for the Ottomans. +1 Loyalty to every city and +2 Culture for each city with a unique majority religion in your empire.

    Unique Unit - Janissary
    Replaces Musketman; heals 5% of its base health per turn regardless of location or actions taken (remains on upgrade). May train as a Corps (or be combined into one) whether or not you have the prerequisite tech or Encampment buildings.

    Unique Unit 2 - Great Bombard (if Mehmed II is leader)
    Replaces Bombard; may fire indirectly over rough terrain provided there is line of sight. Available earlier than normal at Military Engineering.

    Unique District - Bazaar
    Replaces the Commercial Hub; +1 amenity if adjacent to a City Center or Government Plaza; +1 gold for each unique improved luxury resource in your civilization (doesn't work with traded luxuries or with multiple versions of the same luxury).
     
    Last edited: Jan 30, 2018
  20. clapyourhands

    clapyourhands Chieftain

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    Dropping off a Polynesia Civ Ability that anyone can use for their civ:

    Units can embark from the start of the game. Adjacency bonuses and district effects reach 3 tiles farther over Coast and Ocean tiles; adjacency bonuses are capped at the 6 best sources.

    Since Norway stole the early sailing bonus and Indonesia took over the island settlement niche, I thought this would play on Polynesian settlements often moving from island to island and sharing a cultural spectrum across land masses. It utilizes the Water Park's and Colosseum's bonus spread but also applies it to Districts. For instance, a Theatre Square on one island can provide +0.5 Production to an Industrial Zone on another island 2 tiles away, or a Jungle on one side of a natural canal can boost a Campus on the other side. To prevent shenanigans like 8 districts "bordering" one over water, the ability will automatically choose the best 6 adjacencies to apply. Note that the ability only applies over water, so land districts follow the same rules as those of everyone else. This also encourages them to build coastal Districts rather than clustered ones like Japan.

     

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