Design your own Civ VI civ

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

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.
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.
 
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.
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.
 
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.
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?
 
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.
 
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.

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.
 
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.

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.
 
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Byzantium

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Leaders:

Basil II

Basilios_II.jpg



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 :

10_Varangian_Guard-facts_Byzantine_5.jpg



Alexios Komnenos

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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 :
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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 :
DROMON-1-5.jpg


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 :
37d0c7_bb0e8cab22044a74b24dd34779cf59fb~mv2.png
 
THE OTTOMANS

Leader 1 - Mehmed II

Agenda - Padishah
Dislikes civilizations on his continent that have more cities than he does. Covets capital cities on his continent.

Mehmed is an expansive and conquering leader. He doesn't mind neighbors, but as Padishah, or lord of kings, he wants to be the biggest and most glorious empire on the block. If he's small he's going to bite off more than he can chew. If he's one of the largest, though, you'll see the Ottomans often come to blows with the bigger empires. With Mehmed's proclivity for conquest, the Ottoman AI will often see the destruction of runaway civs.

Leader Ability - el-Fatih
Ranged siege units receive additional bonus damage (+15%) against cities. Unlocks the Great Bombard unit.

Mehmed's title, "the Conqueror," was well earned. He started his illustrious conquests with the seizure of Constantinople at age 21 and only continued from there. By the end of his reign, he'd forged the Turks an empire and unified Anatolia (and beyond) under his rule. Since conquering land in the game is all about city captures, few do it better than Mehmed.

---

Leader 2 - Suleiman

Agenda - Magnificence
Respects civilizations that have a more gold per turn than him. Dislikes civilizations that are in debt (0 in treasury or losing gold/turn).

Suleiman was spectacularly wealthy. He respects other wealthy nations, but looks with disdain upon financially ruined civs.

Leader Ability - Community of the Talented
Every time you achieve an Inspiration, gain a gold boost (~50 gold on Standard speed).

Suleiman fostered the development of a distinct Ottoman culture that didn't take its identity from Persia. He was the patron of many artists, artisans, and craftsmen who ushered in the empire's golden age of cultural development. The prestige gives Suleiman gold every time one of his clients is "inspired." This prompts the Suleiman player to seek out and achieve Inspiration requirements, which helps to bolster Suleiman's wealth and also plays to his other title, "Lawgiver," in that civics are frequently based on legal developments and that government changes (reforms) come about through new civic research.

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Unique Ability - Millet
For each religion in your empire that represents a majority in at least one city, gain +1 amenity in every city. Gain a culture bonus in your capital equal to double this number.

The Ottoman Empire was fairly tolerant to religions outside of the official Islam and even allowed religious minorities within the empire to not only continue to exist, but to operate and self-govern (to some degree) as well -- so long as they played by the rules of the empire. This tolerance leads to happier subjects in conquered territories. The plurality of people in the empire means that cultural exchange is possible, which in turn allows the empire to flourish in civics and arts.

Unique Unit - Janissary
Replaces Musketman; heals 5% of its base health per turn regardless of location or actions taken (remains on upgrade). Janissary Corps fight at full effectiveness.

The iconic Janissary has to be in. I decided that they should get a slight passive healing bonus to reflect the effective supply lines and support that the Janissaries enjoyed. The Janissaries were also used to fighting in corps, so they aren't thrown off if combined with another Janissary unit.

Unique Unit 2 - Great Bombard (if Mehmed II is leader)
Replaces Bombard; receives % combat bonus (on top of el-Fatih bonus) against cities equivalent to half the city's defense strength. Possesses less melee defense strength than standard Bombard.

The tougher the nut, the more the Great Bombard goes to work. Mehmed used enormous bombards the likes of which the world hadn't seen when he sieged Constantinople. Though slow loading and not a deciding factor, the awe-inspiring bombards symbolized the Ottoman's willingness to embrace innovative weaponry.

Unique District - Bazaar
Replaces the Commercial Hub; +1 amenity to adjacent districts and provides +1 gold for each improved unique luxury resource in your civilization.

The Bazaar was chosen because it seems that Arabia will not be using it and though the term originated in Persia, I think Persia has other options. The Bazaar promotes an expansive empire and rewards such through monetary compensation. I thought about including the better known Hammam, or Turkish Bath, but with the Roman Bath and Indian Stepwell, another water/sanitization building just doesn't seem to fit. I also considered the Cistern, but the Ottomans inherited those from the Byzantines and didn't really construct new ones. Also, again, another sanitation building.

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

Zonaro_GatesofConst.jpg


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

EmperorSuleiman.jpg


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).
 
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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.

 
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.
I was thinking something alongside that idea as well. But instead I was thinking of Settlers can embark at sailing but other units could if they would be in formation with them, in order to populate islands quickly. And maybe something about reefs maybe adding to appeal of adjacent land tiles and seaside resorts gaining more tourism.
Now that Scotland on it's own, it looks like the Celts are going to be de-blobbed, so I think Polynesia would as well. In this instance I think it would be best to put this into a UA though of a particular culture although I'm not sure which one it would go to. Samoa would be my preference out of all the Polynesians but I wouldn't be picky if it would be easier to go to a different group, although I think this would still suit them.
 
Gain Age Points from combat victories regardless of dedication. Doubles Age Points from combat victories if in a Dark Age.

I like the idea of a civ that specialises in a dark age. It would be a better way to show how a dark age / heroic age cycle could be a prefferable route to just chasing golden ages all the time. Byzantines would also be very appropriate as they were the prominent superpower in the historical dark ages. Maybe a bonus to force other neighbouring civs into dark ages would be good, or something to do with open border bonuses as historically they played a prominent role in granting passage for numerous crusades.

I love the art style for this civ they are not quite European and not quite middle eastern but something in between. It would be great to represent this in the unit/ city design and music. I would also love to see Greek fire and the Varangian guard. Anyone remember how good they were in Medieval 2 Total War?

It's also funny to see how designs for Byzantines and Ottomans have intensified as we now realise we are not getting them in the R&F expansion. I suppose its a healthier way to respond rather than just ranting our frustration on the forums.
 
Interesting you mention Byzantium, I had a vague idea for a Byzantium under Alexios I Komnenos. Not quite sure about the rest of the civ's features, but the leader ability would have been Komnenos Restoration, which would have granted you extra era score in dark ages and given you additional bonuses during heroic ages.
 
Hungary
Unique Ability: Szent Korona
  • Relics generate additional loyalty in their host city
  • +1 Relic slot in each tier Government Plaza building
  • Free Relic upon completing a Government Plaza building if there is a majority religion in that city

Unique Unit:
Hussar
  • Cavalry replacement
  • +1 Sight
  • +1 Movement
  • +50% Flanking Bonuses

Unique Building:
Spa
  • Sewer replacement
  • +3 Culture
  • +3 Tourism
  • +2 Housing
  • +1 Amenities

Leader: Matthias Corvinius
Capital: Budapest

Leader Ability: Bibliotheca Corviniana
  • 5 Great Work of Writing slots in the Government Plaza.
  • Alliances and Trade Routes to foreign civilizations generate Great Writer Points.
    • Additional Great Writer points the more great works the other civilization has.

Agenda: Renaissance Bringer
  • Likes Civilizations with many Great Works. Dislikes civilizations lacking in Great Works.

Don't remember the governors' bonuses, so I can't say whether there's one specializing in boosting tourism, but if there isn't, an ability boosting great works in general might be good for this Great Work heavy design for Hungary.
 
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.
Maybe we could design a Polynesian civ together?

2K Landen on the 2K Forums suggested a 5% combat strength bonus to cities that do not share a boarder with other cities, which would help with island settling, and encourage players to act more like Polynesia would with spreading out more. He also suggested that at some point the Moai statues could give a +2 culture and +2 gold output when the Moai statues are built adjacent to eachother (but they can only be built on coastal land tiles), and they should help with tourism later on as well.

My idea is more for their UU. I want something that helps with their wayfinding ability: Outrigger, which replaces the Scout. Can move swiftly across ocean tiles, and has good line of sight when in water tiles...Perhaps it can also move on land, so as not to lose their land-scouting ability?
I would much prefer something like this to the Maori warriors we had in Civ V.

Obviously their agenda would be about colonizing islands. Maybe they won't like civs that colonize tiny islands, as they want all the islands. They might also find civs with powerful navies to be threatening.
 
With the release of Rise & Fall I think Brazil should get a new leader.

Floriano Peixoto (Vice President 1889-1891, President 1891-1894)

Leader Ability - Iron Marshal - All cities control by Brazil in their capitals continent gains +5 loyalty. Loyalty pressure from other civilizations are reduced by 25%.


Floriano faced several revolts during his time as President, using "extreme" means, that includes, blackmail, espionage, break peace treats, and so on, he manage to quell them all.
 
I toyed around with the idea of a female-led Arabic Civ, so here is what I came up with!

Sayyda al-Hurra leads the Berbers in Sid Meier's Civilization Six!

uFBGVV5.png

City List: (Contains almost exclusively Almohad/Almoravid cities, two Moroccan Caliphates of Berber origin. Spanish cities are refered to by their Arabic/Berber names, to avoid ovelap with the Spanish City list.)
Spoiler :
l3mtV8G.png


Edit: Accidentally first posted this in the R&F features thread. #MassiveBrainfart :hide:

Edit 2: As per Basileus Rhomaion's post below, fixed the portrait.
 
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I toyed around with the idea of a female-led Arabic Civ, so here is what I came up with!

Sayyda al-Hurra leads the Berbers in Sid Meier's Civilization Six!

YhUysQP.png

City List: (Contains almost exclusively Almohad/Almoravid cities, two Moroccan Caliphates of Berber origin. Spanish cities are refered to by their Arabic/Berber names, to avoid ovelap with the Spanish City list.)
Spoiler :
l3mtV8G.png


Edit: Accidentally first posted this in the R&F features thread. #MassiveBrainfart :hide:

The idea is quite nice and all, but the picture you posted is actually Greek-Arvanite independence hero Laskarina Boumboulina (who is actually a great admiral in the base game). :mischief:
 
really? :lol: it's one of the top results for Sayyida as well. I'll fix that right away.
 
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