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!


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 :


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.

I see a Leader Ability, a UU, and a UD. Is there a Civ Ability?
 
Yes, there is!! They get a trader slot whenever they finish a Commercial Hub or Harbour in any of their cities. Edited it to the post to reflect that.
 
Zim2mini.png

Zimbabwe

Note: Also includes the successor states of Mutapa, Butua, and Rozwi (which, IMO, isn't any worse than combining the HRE with Germany under Frederick Barbarossa or Ptolemaic Egypt with pre-Hellenistic Egypt under Cleopatra).

UA: Traders of Southern Africa - Early Empire and Feudalism each grant an additional trade route when researched. Internal trade routes spread Loyalty and foreign trade routes grant additional culture, both of which are increased by Zimbabwes (for internal trade routes, the sending city gets the Loyalty, which is increased if there is a Zimbabwe in the destination city).

UU: Rozwi Warrior (replaces Musketman) - Requires no resources. Increased yields and health from pillaging tiles and plundering trade routes, and requires one less movement point to do so.

UI: Zimbabwe (replaces Government Plaza) - Possesses walls and a ranged strike (similar to Encampments). Provides a Major adjacency bonus to nearby Commercial Hubs and +1 Gold to nearby Hill tiles.
Note: Yes, Great Zimbabwe is already a wonder. However, these kingdoms built quite a few zimbabwes (stone enclosures), of which Great Zimbabwe is simply the most impressive and best-known, so having this as a UI isn't all that different from to how Nubia gets the Nubian Pyramid improvement despite there being a Pyramids wonder (or, for that matter, the many wonders that represent unusually impressive or iconic examples of standard district buildings).

Leader: Nyatsimba Mutota

LUA: Journey to the North - +1 Food from Camps, Pastures, and Farms on resources. +1 Production from Quarries and Mines on resources. Border growth to tiles with resources is greatly increased, while the cost of purchasing such tiles is greatly reduced.

Agenda: Mwenemutapa - Likes civilizations that form alliances with him. Hates civilizations that exert strong Loyalty pressure on his cities (but doesn't mind a small amount; otherwise he'd hate all his neighbors like Chandragupta).

Capital: Zvongombe

Playstyle: Focused on trade with a side of culture and governors. Favors a semi-tall, but spread out, expansion plan with fewer cities but a lot of territory: claim the best city spots and rely on trade routes to keep your more distant cities loyal. Gets some defensive boosts, too: not only do Zimbabwes make your land more defensible, but Rozwi Warriors mean that if you get attacked and don't want the warmongering penalty for taking too many cities, you can still get a lot of resources via pillaging.
 
As we have been discussing in this thread: https://forums.civfanatics.com/threads/which-polynesian-civ.627851/page-6
Here is what we have so far regarding the Tongan civ, but it is still a work in progress...

Tonga.


King Momo of the Tongan Empire. (Alternatively: Sālote Tupou III of the Kingdom of Tonga)

Leader ability: Fena kā ko Nua. Gains additional era score for discovering new islands/continents. Sea trade routes claim the first 3 water tiles on route to their city.

Agenda: Tu'i Tonga. Likes civs who have open borders. Likes civs who settle on the mainland, but dislikes civs who settle neighboring islands.


Civ Bonus: Wayfinding. All units can embark across ocean tiles from the start of the game.

Unique Unit: Pôpao/Va'a (Outrigger canoe). Replaces the Scout. Travels swiftly across ocean tiles with additional line of sight.

Unique Improvement: Tiki. Replaces the shrine. In addition to the shrine's abilities, generates culture and +1 tourism per 1 or 2 base faith from the district.


Capital: Mu'a.

Other cities: Nuku'alofa, Neiafu, Haveluoto, Vaini, Pangai, Ohonua, Angaha, Kolonga, Hihifo, Tafahi, Petani, Holonga, Apia, Ata, Falevai, Falaleu, Malapo, Nomuka, Fonoifua, Matuku, O'ua, Tungua, Vaipoa, Ovaka, Salega, Talau, Popua, Kotu, Tofua, Kao, Lotofoa, Lofanga, Uiha, Fakahiku, Alofi, Ha'afeva.

Spy names: Lo'au, Kae, Longopoa, Sinialu, Fasi'apule, Toiukamae, Salote, Papiloa, Lolofonua, Sangone.

Citizen names: (Male) Afah, Isileli, Kapo, Malohi, Tokoni, (Female) Kahoa, Lotu, Paame, Siale, Talanoa. (Male Modern) Anitelu, Falakiko, Lakepi, Ptolomeo, Sione, (Female Modern) Emeni, Kiupita, Langi, Musika, Safaia.

Colors: Tan and red.

Symbol: Sea turtle tattoo.


Music:

(With the help of this Civ V mod: http://civilization-v-customisation.wikia.com/wiki/Tonga_('Aho'eitu))

~ Feedback is welcome! ~
 
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I'm going to eventually update this with ideas for Byzantium, treating the two as part of a vanilla-friendly DLC pack

Ottoman Empire
Mehmed II



Leader Ability: Fall of Constantinople

  • All Siege and Support class units have increased effectiveness against Holy Cities of a different religion. More damage from Catapults, more healing from Medics, etc.
  • All Units do additional damage in enemy cities with a religious Wonder. This effect stacks per Wonder.
Unique Ability: Janissary
  • For ten turns after declaring a Holy War using the casus belli, any captured civilian unit (Settler, Builder, or Trader) becomes an Ottoman melee unit.
Unique Unit: Orban Gun
  • Medieval Era Siege Unit available with Machinery
  • Upgrades cheaply from Catapult
  • 50 Bombard Strength
  • No Niter required
Unique District: Grand Bazaar
  • Replaces the Commercial Hub, and is constructed in half the time.
  • In addition to the regular Commercial Hub yields, if the Grand Bazaar is in a Holy City it receives additional Amenities, Great Merchant Points, and Trade Routes for each unique luxury resource in the city.
Leader Agenda: “The Conqueror”
  • Likes civilizations who have cities receiving religious pressure from his Holy City. Loathes civilizations whose Holy City exerts religious pressure on his own.

Mehmed is utterly focused on capturing Holy Cities and religious Wonders like the Hagia Sophia. Every one of his uniques is designed around that strategy.
 
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!


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 :


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.

Just make this Morocco and replace the Commercial Hub with a Kasbah (same benefits, just a UI rather than a UD) and it's honestly one of the best Morocco civs that could be conceived. If the Rashidun/Abbasid/Umayyad/Ayyubid caliphates can all be called "Arabia," I have no problem with the Almohad/Almoravid being represented as "Morocco." I love it. I especially love Sayyida. This is the civ we need.
 
Louis IX of France

Unique Civ Ability: Grand Tour

Unique Unit: Garde Imperiale

Unique Improvement: Chateau

----

Unique Leader Ability: Sainte-Chapelle

Cities with a Relic exert Loyalty pressure equal to the Relic's Faith yield. Shrines have an additional slot for Relics. Gain the Chevalier unique unit upon researching the Stirrups tech.

Unique Unit: Chevalier

Medieval Era Heavy Cavalry unit that replaces the Knight. More expensive, but has higher Combat Strength (52 vs 48), and generates a Relic when capturing a city with a Holy Site.

The concept is similar to Pericles vs Gorgo and Gandhi vs Chandragupta. They still share the same abilities and general bonuses, but while Catherine focuses on espionage to achieve a cultural victory, Louis here uses domination and religion to achieve the same.
 
I recently had an idea for the Iroquois.

Iroquois Confederacy
Leader: Thayendanegea (Joseph Brant)
Leader Unique Ability: Iroquois Statecraft: Joseph Brant gains an additional Diplomacy slot to any government after researching Political Philosophy. Alliance points generate twice as fast with an ally who is at war with a civilization Joseph Brant is at peace with.
Leader Agenda: Balance of Power: Likes civs that are at war or have denounced his allies.

Unique Ability: Mourning Wars: When the Iroquois raze a city, they only suffer half the usual warmongering penalty, and half the city's population are distributed to Iroquois cities.
Unique Unit: Rotisken’ra:kete: Replaces Musket. Can move without penalty in forests, is invisible in forests, and gains +10 attack when attacking from or attacked in forests.
Unique Building: Longhouse: Replaces Granary. Gives an additional +1 housing, +1 culture, and +0.25 Great Merchant points per turn.


Commentary:
My idea here was to portray the Iroquois more accurately than Civ5 did while at the same time making them maximally distinct from the Cree. The Balance of Power agenda doesn't really reflect Jospeh Brant's tenure as warchief, given that he was appointed at the time that the Confederacy split and the Mohawk abandoned their longstanding neutrality to side with the British, but it does reflect the bulk of Iroquois history. Mourning Wars reflects the Iroquois practice of adopting captives to replace war dead (it's estimated that in the 18th century as much as 66% of the Seneca were of non-Seneca origin). The Musket replacement rather than a tomahawk-based UU was to give the Iroquois a boost in the Renaissance (when they were at the peak of their power after obtaining firearms from the Dutch) and to again make them maximally distinct from the Cree. Finally, the longhouse is just the obvious Iroquois UB; the only other option I can think of is their sort of spiral-shaped town walls. But nobody wants unique walls (I'm so sorry, Tamar).
 
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I recently had an idea for the Iroquois.

Iroquois Confederacy
Not bad. I want to give the Iroquois a try myself. Only I want to design them with two leaders and two UUs. I have to do some research though.
 
I know that most of people here dislikes blob civilizations, but I would like to try this one:

The Celts

Unique Ability: "Indomitable People" - The range of loyalty pression from the capital is doubled. Loyalty pression from other civs is reduced by 33%.

Unique Unit: Druid - Doesn't replaces any unit, is unlocked at Astrology tech and must be purchased with faith. Can chose one free promotion when purchased:
Liang: Heals adjacent units;
Sencha: Can engages in theological debate;
Brithem: Can give a Loyalty Boosts in cities;
Filid: Can be expended to stabilish a Natural Sanctuary, (an early national park that provides culture and faith based on it's appeal. After researching the Conservation civic, also gives tourism and amenities like a normal national park.)
Spoiler :


Unique District: Metalsmith - Replaces the Industrial Zone, and is unlocked at Iron Working. When finished, provides a free iron resource and a Jewelry Luxury. Provides +2 culture and have adjacency bonus increased by 50%.

Spoiler :


Leaders:

Vercingetorix
Spoiler :


Capital: Bibracte

Unique Leader Ability: "Warrior Nobles" - Encampments gives Loyalty, more culture and its buildings gives +50% XP to the units built on it. When complete with the 3 buildings, the encapment also gives +1 Governor Title.

Agenda: "King of Great Warriors" - Priorizes quality of the army (giving promotions and upgrades) over quantity of units. Likes civs that do the same.

Unique Leader Unit: Oathsworn - Replaces the Swordman. The Oathsworn will provide all surrounding friendly units a temporary combat boost when it is killed in combat. And also receive the "Carnyx" as a free promotion, that reduces the combat strength of adjacent enemy units by 3, with the penalties being cumulative for enemies adjacent to multiple units with this promotion.
Spoiler :


Boudicca
Spoiler :


Capital: Venta Icenorum

Unique Leader Ability: "Cenimagni" - Trade routes with city-states of which you are Suzerain provides +4 gold and +2 production for the Celts. Celts receive +50% bonus from any alliance. Alliance points grow 25% faster.

Agenda: "Boudicca's Uprising" - Dislikes civs that declares war against former allies. Likes civs that maintain alliances.

Unique Unit: Swift Chariot - Cheaper than the Heavy Chariot. Have meele and ranged attack (attack range: 1). Can move after attacking.
Spoiler :


Comentary:
First, I know that most of the abilities would be better with actual Celtic names, but in my (short) research, I didn't found any. The civ's ability is mild, I know, but this could represent better the fact that many of the celtic tribes, altough spreaded from Iberia to Britain to Turkey, they kept cultural similarities better than many other cultures at the time, even not being ruled by a central power (like Rome, for example). For the unique unit, I chose the Druid because they where both Remarkable for the Celts and a common figure in many of the Celtic nations (before some of they became christian, of course). The promotions represents some of their roles in their society. The unique district shows their advances in iron forge and their sophistication in jewelery manufacturing.
The leaders' ability represent more their own nation than their rule itself, like representing the warlike side of the Gauls and the diplomacy of the Iceni (Much of what we know about the Iceni is based on their alliance with the Romans, then their alliances against the Romans and their possible prosperity after the Romans. What I did is just to represent they as a people who profited with their alliances, and that profit was one sided, because of this could sometimes be better to conquer they then to keep a alliance, like Rome did.). Each of the leader receive a Unique Unit proper of their own nation too. I left their personal caracteristic and reality to be representaded in their Agendas (I'm not exactly proud of Vercingetorix's one...)
I must confess that my knowledge about the Celts is superficial, and could be some hideous mistakes in some of my concepts.
 
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As we have been discussing in this thread: https://forums.civfanatics.com/threads/which-polynesian-civ.627851/page-6
Here is what we have so far regarding the Tongan civ, but it is still a work in progress...

Tonga.


King Momo of the Tongan Empire.

Leader ability: Fena kā ko Nua. Gains additional era score for discovering new islands/continents. Sea trade routes claim the first 3 water tiles on route to their city.

Agenda: Tu'i Tonga. Likes civs who have open borders. Likes civs who settle on the mainland, but dislikes civs who settle neighboring islands.


Civ Bonus: Wayfinding. All units can embark across ocean tiles from the start of the game.

Unique Unit: Pôpao/Va'a (Outrigger canoe). Replaces the Scout. Travels swiftly across ocean tiles with additional line of sight.

Unique Improvement: Tiki. Replaces the shrine. In addition to the shrine's abilities, generates culture and tourism.


Capital: Mu'a.

Other cities: Nuku'alofa, Neiafu, Haveluoto, Vaini, Pangai, Ohonua, Angaha, Kolonga, Hihifo, Tafahi, Petani, Holonga, Apia, Ata, Falevai, Falaleu, Malapo, Nomuka, Fonoifua, Matuku, O'ua, Tungua, Vaipoa, Ovaka, Salega, Talau, Popua, Kotu, Tofua, Kao, Lotofoa, Lofanga, Uiha, Fakahiku, Alofi, Ha'afeva.

Spy names: Lo'au, Kae, Longopoa, Sinialu, Fasi'apule, Toiukamae, Salote, Papiloa, Lolofonua, Sangone.

(With the help of this Civ V mod: http://civilization-v-customisation.wikia.com/wiki/Tonga_('Aho'eitu))

Citizen names: (Male) Afah, Isileli, Kapo, Malohi, Tokoni, (Female) Kahoa, Lotu, Paame, Siale, Talanoa. (Male Modern) Anitelu, Falakiko, Lakepi, Ptolomeo, Sione, (Female Modern) Emeni, Kiupita, Langi, Musika, Safaia.

Colors: Tan and red.

Symbol: Sea turtle tattoo.


Music:

~ Feedback is welcome! ~
I had remembered the original post about the Polynesian civ ability, immediately thought of the Tonga, then went to go do research on the Tonga.
Then I found this. I was so happy-mad. XD
Nonetheless, I like this idea, I'm behind it all the way. :)
 
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I had remembered the original post about the Polynesian civ ability, immediately thought of the Tonga, then went to go do research on the Tonga.
Then I found this. I was so happy-mad. XD
Nonetheless, I like this idea, I'm behind it all the way. :)
Awesome! Thank you for your support, I'm really hoping this one will happen! :)

If you have any ideas or improvements for it, by the way, please feel free to share.

Also, you can vote for the Tonga as a civ in this poll if you like: https://forums.civfanatics.com/threads/which-polynesian-civ.627851/page-7#post-15034062
 
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We've put our heads together and designed a Romani civ in this thread: https://forums.civfanatics.com/thre...ble-controversial.628139/page-3#post-15036130
We did our best to keep it both historically/culturally realistic as well as fitting for the game.


Roma Tribe / Romani Nation



Leader: Ștefan Răzvan. (alternatively: Ionel Rotaru)

Leader ability: Romanipen (Romani Spirit). Cities gain +2 loyalty, and +5 loyalty during a Dark Age. Also grants the unique mercenary unit Roma Merc that replaces the horseman. Is unlocked with the Mercenaries civic. When next to a unit of a civilization you have an alliance with, both units gain +5 Strength.

(Sindi are a related ethnic group)

Agenda: Baht da Ladž (Honor and Shame). Likes Civs with Great Artists/Writers/Musicians. Dislikes Civs who conquer City-States.

Civ Bonus: Latcho Drom (Safe Journey). Escorting civilian units with a military unit grants a defence bonus. All units gain additional defence during the opening turns of a war you did not declare.

Unique Unit: Vardo (Civilian unit, replaces Trader). In addition to trade routes generating gold after completing a trade route, they also generate +1 housing and +1 amenities in both cities connected by a domestic trade route. Foreign trade routes provide production to foreign civs.


Unique Building: Romen Theatre (replaces Amphitheater). In addition to amphitheatre abilities, generates additional great writer/artist/musician points and has one extra GW slot and able to accept any GW.


Capital: Razvan (Razvanii?) or Iasi. (alternatively: Šuto Orizari)

City names based on clan names: Vătraşii, Căldărarii, Rudarii, Spoitorii, Mătăsarii, Ursarii, Cărămidarii, Gaborii, Florarii, Lăutarii, Ciubotarii, Argintarii, Pieptăanarii, Lăieşii, Cocalarii, Tismănarii, Fulgarii, Zlătarii, Cositorarii, Răcarii, Bidinerii, Geambaşii, Ciurarii, Lingurarii, Salahorii, Kovachii, Sfirnarii, Sitarii, Potcovarii, Kirpachii, Mestere-Lacatuchii.
City names based on settlements: Sulukule (oldest Romani settlement in Europe), Sacromonte, Ayvansaray, Stolipinovo, Hacıhüsrev, Ayrancılar, Örnekköy, Šangaj, Jarovnice, Alsószentmárton, Strmec Podravski, Bangladeš, Csenyéte, Gilvánfa, Cojasca, Armășești, Slobozia Bradului, Vâlcele, Fakulteta, Tokaito, Nadezhda, Ungra, Brdarica, Letanovský Mlyn, Kerinov Grm, Caneira Montijo, Triana, Nou Barris, Marinkova Bara, Deponija, Buzescu, Depresija, Bolintin-Vale, Goveđi Brod, Jatagan Mala (Other settlements also exist in other parts of the world).

Citizen names: (male) Barsali, Danior, Camlo, Django, Hedji, Merripen, (female) Esmeralda :), Charani, Araunya, Ehra, Gildi, Lolli, (male modern) Jardani, Kem, Manfri, Tobar, Vano, Rukeli, (female modern) Kizzy, Dorenia, Fifika, Jeta, Miselda, Tiena.

Colors: Green and sky blue (Earth and sky).

Symbol: Wheel of freedom.


Music: (Apologies for the use of the "G" word in the title of the clip)
 
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I've been tinkering on these two for a while now, instead of doing what actual work I need to be doing. So, I might as well post them here instead, to make it worth it. :p

Inca
Led by Huayna Capac

“Greetings, traveller. I am the one and only Inca, Huayna Capac, and you come to my realm – the Four Regions. I hope you remember who rules here.”

Unique Ability: Tawantinsuyu
Start with an extra economic policy slot. The range in which Incans can found cities without losing loyalty is extended by 5/8/10 (Unsure which is most balanced) more tiles around the capital.
Unique Unit: Macana Wielder
A unique infantry unit exclusive to the Incas, and is unlocked after researching Military Tradition. Stronger than the Warriors, these infantry units gain experience faster if the city that they were built in has a monument.
Unique Infrastructure: Step terraces
Grants +2 Housing and +1 Food. Units can pass through without losing movement. Can only be built on hills.

Huayna Capac
Leader Ability
: The Young Warrior
City States the Inca are Suzerain of can be incorporated as cities of the civilization through war without suffering warmonger penalty. Cities conquered by the Maya do not suffer any broken infrastructure (ie buildings in the city center that need to be repaired)
Leader Agenda: The Greatest Extent
Likes civilizations do not try and interfere or denounce him for his conquering. Dislikes civilizations that try and do this, although remains neutral on those that do so long as they don’t stop him.

Maya
Led by K’ab’al

“I am Lady K’ab’al Xook, Queen consort of Ahau Itzamnaaj B’alam. See beyond me the Kingdom of Yaxchilan, and see my people.”

Unique Ability: The Long Calendar
Every 394 in-game years, gain era score based on what age your civilization is in. If during a Dark Age, gain +10 Era Score. If during a Normal Age, gain +5 Era Score. If during a Golden Age, gain +2 Era Score. If during a Heroic Age, gain +1 Era Score.
Unique Unit: Atlatl
Unique ranged unit. Deals bonus damage when attacking from a jungle or forest tile. Available from the very start.
Unique Infrastructure: Lakamtun
A unique building that replaces the Monument, Lakamtuns also generate +1 Science as well as Culture. When a Historic Moment occurs, bonus Science in accordance to the bonus Era score multiplied by 5 is awarded.

K’ab’al
Leader Ability
: Her Own Space
When the population is ecstatic, Luxury Resources generate +2 Science. If in a Dark Age and the people are happy or above, however, they generate +3 Science instead.
Leader Agenda: Kaloomte
Likes civilizations with powerful armies that keep them away from her cities. Dislikes civilizations that do this, double so if their population is unhappy.
 
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I posted this on the Polynesia thread with a change. I've been liking the idea of adding Samoa more and more.

Leader: Queen Salamasina https://en.wikipedia.org/wiki/Salamasina
Agenda: Tafa'ifa- Likes to acquire tribal villages and not attack barbarians. Likes civilizations that tend to avoid tribal villages and do not disturb barbarians.
Leader Ability: Four Papa Titles- Gain a free citizen whenever you encounter a tribal village. Gain culture for every barbarian outpost destroyed. May convert barbarians to your side by using a religious unit charge.
Civ Abiltiy: Navigator Islands- Settlers may enter coastal tiles after researching sailing and ocean tiles after celestial navigation. Land Units may enter water tiles while in formation with a settler. Reefs provide +1 appeal to adjacent tiles.
UU: Manu'a- Swordman replacement which unlocks at Miitary Training - Gains culture when receiving a promotion.
UI: Fale- Built on coastal land tile. Provides housing, food, culture and tourism later through flight.

Like in real life she united the four chiefly tribes of Samoa and for 60 years there was no warfare.
They are also good for a culture victory as well as settling quickly on islands and crossing the ocean.
 
Here's another modern leader for an ancient civilization:
Reza Shah (of Persia)
Leader bonus - Foreign Educated Advisors
+2 Trade Route capacity with Urbanization civic. Can have a Research Alliance with up to 3 civilizations.
Leader agenda - Mission For My Country
Likes more advanced civilizations. Dislikes backwards civilizations.
Capital: Tehran
(Won't lie, I stole the idea for the ability from the Hittites thread)
 
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I know we've had a lot of suggestions for the Ottomans in this thread but here's mine:

----

Ottoman Empire

Civ Ability: Millet System
+5% Gold per turn and +1 amenity for every religion present in Ottoman cities.

Unique Unit: Sipahi
Renaissance Era heavy cavalry unit that doesn't replace anything. 58 Combat Strength, +5 Combat Strength against melee units. 280 Production Cost, 4 Maintenance Cost. Obsoletes at Combustion and upgrades to Tank.

Unique District: Bazaar
A unique district that replaces the Commercial Hub. In addition to halved production cost and a +2 adjacency bonus to Rivers and Harbors, the Bazaar gains +2 adjacency bonus to Holy Sites and +1 adjacency bonuses to all other districts.

----

Leader: Suleiman I

Leader Ability: Kanuni
Gain +1 Era Score every time you change policies. Gain the Janissary unique unit.

Leader Unique Unit: Janissary
Renaissance Era melee unit that replaces the Musketman. 55 Combat Strength, +5 Combat Strength against civs following another religion. Has a 33% chance of converting defeated enemies into a Janissary at half Strength.

Leader Agenda: The Magnificent
Admires civs with more researched civics than him as well as high wealth. Dislikes civs with fewer researched civics.

----

Leader: Mahmud II

Leader Ability: Tanzimat
Campus buildings halved in production and gold cost. Every 10 turns, gain a Eureka for a technology their neighbor knows but they do not.

Leader Agenda: Auspicious Reformer
Likes civs with many techs researched, as well as an upgraded army. Dislikes civs that do not upgrade their troops.
 
Obviously not a uniquely picked civ but here's my take on it:

Inca Empire

Leader: Huayna Capac
Huayna Capac was one of the later Sapa Inca's, mostly consolidating and expanding the empire established by the famous Pachacuti by annexing surrounding territories and developing much infrastructure, setting up observatories in the mountains, as well as establishing a network of store-houses throughout the empire to prevent starvation in times of need.

Leader Ability: Qullqa and Qolla
Internal land trade routes provide +1 Food for each district in both the original and target city. Wounded units heal for an extra 15% per turn when standing on roads in friendly territory. Example: For a capital with 3 districts and a destination with 1 district, the capital would receive +1 Food and the destination would receive +3 Food.

Leader Agenda: Unifier
Likes civilizations with high loyalty, many districts, and many internal trade routes. Dislikes civilizations with low loyalty, few districts, and few internal trade routes.

Civilization Ability: Tawantinsuyu
Commercial Hubs provide +1 Gold and Theatre Squares provide +1 Culture for each adjacent mountain. Cities built with at least two mountains and two coast tiles within 3 tiles receive +100% production when building districts and city centre buildings.

Unique Unit: Kamayuk
Medieval Era unit that replaces the Pikeman. It has higher Base Combat Strength (45 vs 41), and does not receive any movement penalties when moving through hills. It also costs 25% less to purchase with Gold or produce with Production.

Unique Improvement: Terrace Farm
Available in Ancient Era. Can only be built on hills. Provides +1 Food and +1 Housing. Provides +1 Food for each adjacent Terrace Farm, and +1 Gold for each adjacent City Centre or Commerical Hub. Does not require Fresh Water to be built.
 
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Members have been putting their heads together and here's an alternative to the Tonga Empire civs idea posted a bit earlier...Similar, but perhaps better. I've marked the new changes in red. Feel free to let me know your thoughts!


Tonga Empire.


King Tuʻi-tā-tui of the Tongan Empire.

Leader ability: Shell of Sāngone. Gains additional era score for discovering new islands/continents. +2 housing in each of his cities after he establishes a trading post there.

Agenda: Tu'i Tonga. Likes civs who have open borders, but dislikes civs who don't. Likes civs who settle on the mainland.


Civ Bonus: Polynesia may build districts as atolls on water tiles not adjacent to land. Districts receive a +2 adjacency bonus in open water and an additional +2 from reefs, but receive a -1 for every adjacent district.

Unique Unit: Pôpao/Va'a (Outrigger canoe). Replaces the Galley. Travels swiftly across ocean tiles with additional line of sight. Can grant an embarkation and ocean crossing ability to all the units in its formation (settlers, builders, GPs, missionaries, etc.).

Unique Improvement: Fale Tele. Replaces the Amphitheater. Grants bonus production equal to the district's adjacency bonus and receiving an additional +1 culture for every seaside resort worked by the city in the late game. Additionally provides +2 loyalty when one of its Great Work of Writing slots is filled, and another +2 when they're both filled.


Capital: Mu'a.

Other cities: Nuku'alofa, Neiafu, Haveluoto, Vaini, Pangai, Ohonua, Angaha, Kolonga, Hihifo, Tafahi, Petani, Holonga, Apia, Ata, Falevai, Falaleu, Malapo, Nomuka, Fonoifua, Matuku, O'ua, Tungua, Vaipoa, Ovaka, Salega, Talau, Popua, Kotu, Tofua, Kao, Lotofoa, Lofanga, Uiha, Fakahiku, Alofi, Ha'afeva.

Spy names: Lo'au, Kae, Longopoa, Sinialu, Fasi'apule, Toiukamae, Salote, Papiloa, Lolofonua, Sangone.

Citizen names: (Male) Afah, Isileli, Kapo, Malohi, Tokoni, (Female) Kahoa, Lotu, Paame, Siale, Talanoa. (Male Modern) Anitelu, Falakiko, Lakepi, Ptolomeo, Sione, (Female Modern) Emeni, Kiupita, Langi, Musika, Safaia.

Colors: Tan and red.

Symbol: Sea turtle tattoo.


Music:

(With the help of this Civ V mod: http://civilization-v-customisation.wikia.com/wiki/Tonga_('Aho'eitu))


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Mughal Empire:

Civ Ability: Sons of Timur
Heavy Cavalry units gain +7 Combat Strength against Ranged and Siege units. Melee Infantry units gain +7 Combat Strength against Light Cavalry.

Unique Unit: Sowar
Renaissance Era Heavy Cavalry unit that doesn't replace anything. Unlocks at Metal Casting. 62 Combat Strength, 270 production cost, 4 maintenance. Gains an extra point of movement if beginning turn in friendly terrain (stacks with Logistics).

Unique Building: Mint
Replacement for the Bank. +6 Gold per turn, +1 Great Merchant Point per turn, +1 specialist slot. +2 Gold to all improved luxuries and Copper mines near the city; additional +1 Gold to Silver mines.

Leaders:

Akbar
Leader Ability: Ibadat Khana
Gain the Founder belief of a religion followed by at least 3 cities in your empire. Every city with at least two religions present gains +10% Science, Culture, and Faith output for every religion present.

Agenda: Din-e Ilahi
Likes civs that welcome multiple religions into their empire. Dislikes civs that keep to one religion and/or has set up an inquisition.

Shah Jahan
Leader Ability: Splendors of Agra
Each World Wonder provides additional +2 Tourism and +2 Loyalty to their home city. +20% Production towards Wonders in a city with a Governor.

Agenda: Mourner of Mumtaz Mahal
Likes civs that do not compete with him in Wonder construction, as well as those with high Gold per turn. Dislikes civs that compete with him for wonders or have a low Gold income.
 
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