TyrannusRex
Warlord
(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.
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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.
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(EDIT: Correction: Wilhelmina has a similar agenda. Whoopsies.)
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.

(EDIT: Correction: Wilhelmina has a similar agenda. Whoopsies.)
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