Design your own Civ VI civ

Here is my take on Benin, who recently I discovered would make a great addition to the game.
Benin Empire (Benin)
Leader: Idia
Agenda: Iyoba (Means Queen Mother)- Likes civilizations who have a strong healthy military and culture. Dislikes civilizations who have weak units health wise and less culture.
LA: Oba Esigie (Son of Idia who she helped militarily by providing forces)- Units gain combat strength if they produce more culture or faith than their opponents. Units can heal faster outside friendly territory as if they were in friendly territory.
UA: Igodomigodo (Name of the kingdom given by the first king)- Gains culture from strategic and luxury resources once Bronze Working is researched. Gains a culture boost for every artifact extracted from them. Rivers provide more defense.
UU: Isienmwnenro? (Royal Guard Guild of the King) Still interested in finding about the Queen's Own.
UI: Ancestral Altar- replaces Shrine- provides culture as well. Can contain a relic or artifact slot. (Could only find what it means in English) I did find the Ikegobo but wasn't an actual place and very small.
Edited
 
Last edited:
UU:? I discovered that the queen had a guard of her own but not sure of the name other than the "queens own". If there is a better option please let me know.

I decided to look up the Queen's Own as well but it appears that even Google isn't sure what they would've looked like or the types of weapons they used. This Civ 5 mod used the Isienmwenro (a Pikeman replacement) as Benin's UU but I would like to know more about the Queen's Own as well.
 
I decided to look up the Queen's Own as well but it appears that even Google isn't sure what they would've looked like or the types of weapons they used. This Civ 5 mod used the Isienmwenro (a Pikeman replacement) as Benin's UU but I would like to know more about the Queen's Own as well.
Thanks. After looking it up the Isienmwenro appear to be a guild, still around ceremonially today, the royal guard of the king so that makes the most since right now.
 
I know that nomadic civs have been done to death, but I thought of one that could be a fun idea anyway that doesn’t necessarily have to conquer everything to win.

Crimea (based on the Crimean Tatars)

Leader: Hacı Giray

Power: Qaraçı Beys (from the tribal leaders that held lots of power alongside the Giray clan): Governors add an additional .5 loyalty per promotion they have to their cities, including the first (up to +3 more). Every time a tile is improved in a city with a governor, gain 25 faith. Faith purchases are discounted by 15% in cities with governors.

This power represents the influence that the local governors had in the Crimean Tatar state. Additionally, the faith bonuses reflect the importance of Islam in their communities, where Muslim clergy had a great deal of power and even selected local officials.

Agenda: Ak Süyek (from the principle that the ruler should be governed by a descendant of Genghis Khan, therefore translating into a legitimacy-related agenda): likes a Civ with promoted governors and high amounts of land improvement. Dislikes a Civ that does not do these actions.

Power: “Çapuls” (a type of Slave raid undertaken by noblemen) - pillaging a District Tile (I.e. no buildings or all buildings have been pillaged) grants a free builder and removes a population from that district’s city (so long as population is above 1). All Light Cavalry Units Start with the Depradation promotion. Light Cavalry get double yields from all other pillage yields.

This is kind of a conquest-related power, but is more of one to enrich you and build you up than actually conquer. The builders synergize with the Leader ability and allow you to build your realm up more, and to potentially gain more faith to assist you with religion as well!

Unique Unit: Tatar Raider (I’m not sure of a better name); medieval light Cavalry that does not replace anything. It can always move attack and pillage in the same turn (unless that is already a feature), is very fast, and gains a combat bonus if it has pillaged a tile that turn. Additionally, it gains extra XP and gold whenever it pillages. Upgrades to Cavalry.

Unique Building: Han (which are caravanserais and merchant quarters) - a market replacement that additionally grants +1 gold for every resource adjacent to the hosting commercial hub, and adds an additional +1 gold to trading post income in that city. Also reduces the gold purchase cost of builders by 25% (representing the extensive Slave trade in the Crimean Khanate).

Capital: Qırq Yer (The fortress that Hacı Giray made his capital before eventually Bağçasaray was selected).
 
I made many of these along time ago, but since R&F came out, I have made changes to some of them whether major or minor. So here are a few of them to begin with.


Malinese Empire (Mali)
Leader: Mansa Musa
Agenda: Lord of the Mines- Wants to have the most gold. Dislikes civilizations with more gold than him. (I know he liked to give away gold as well, but he still would want to have the most imo)
LA: Great Hajj- +2 Gold, +1 Faith, +1 Science from international trade routes that follow the same religion as Mali. +1 Culture if starting city has a Campus and Holy Site.
UA: Mines of Mali-Building a mine gives extra gold, extra amenity on a luxury resource. Mines can be built on flat desert.
UU: Sofa (replaces Crossbowman) Combat Strength when adjacent to Cavalry Units. May be escorted by Cavalry units.
UI: Treasury- (Replaces the Bank at Civil Service) Gives more gold and one extra trade route capacity.

Italian Empire (Italy)
Leader: Francesco Sforza (Although I wanted Florence as a Capital I didn't necessarily want to put in another Medici leader.)
Agenda: Duke of Milan- Likes to purchase with gold but not go bankrupt. Dislikes civilizations that do not use gold wisely by going bankrupt or not spending at all.
LA: Italic League- 25% discount on purchasing great people and units. Levied units last longer than usual.
UA: Piazza Duomo- Tourism is doubled for Holy Sites, and Wonders when Adjacent to City Center. Art Museums can hold one more Great work of Art. (Galleria was replaced with Opera House)
UU: Condotierri Knight replacement with Mercenaries) More combat strength for each different land unit adjacent to it. Must be purchased with gold.
UI: Opera House (replaces the Amphitheater) +2 Writing, +1 Music Slots at Humanism and Opera and Ballet.

Assyrian Empire (Assyria)
Leader: Ashurbanipal
Agenda: Collector-Loves to acquire more Great Works than any other player. Dislikes civilizations who acquire more Great Works than him.
LA: Royal Library-Provides an extra slot of Great work at the palace and libraries gain a great work of writing slot. Combat strength against opponent if they have great work.
UA: Iron Age Warfare- Iron is revealed at the beginning of the game. Only one copy of a strategic resource is required to produce a unit. ( I know the Hittites first used Iron weapons but Assyria were the first to use it effectively.)
UU: Siege Engine- (Replaces Catapult at Masonry) Melee but attacks city center as well as wall.
UI: Royal Residence- (Replaces Tier one Govt. Building) Grants +4 housing, and 20% production for 10 turns by capturing cities. Also gives a great work slot.

Austrian Empire (Austria)
Leader: Maria Theresa
Agenda: Marriage Proposals-Dislikes civilizations that has an envoy to a city state, or a delegation(embassy) to a civilization) she doesn’t have.
LA: Hapsburg Dynasty- Has an extra Diplomatic Policy Spot. Gain more visibility when sending a delegation or embassy. (Sends her children off to other Civs.) Gains 1 more influence point per turn.
UA: Baroque Period- 10% Production towards Holy Sites and Theater Square Districts and their buildings along with the City Center buildings. Amphitheaters can hold a great work of music slot as well and produce a Great Musician point per turn. ( I know the Baroque period spread across Europe, but Austria it seems was influenced by it the most.
UU: Grenzer (Replaces Musketman) Greater combat strength when fighting on your border tiles.
UI: Alpine Ski Resort- Provides Culture and Gold. Must be built adjacent to a Non-Desert Mountain. Can be built on woods. More gold for every adjacent mountain and only one per city. (Replaced the Opera House with this and gave that to Italy instead. Gave musical attributes in Civ ability. As for the ski resort Alpine skiing is a major tourist attraction. The first known ski resort is claimed by the Austrian village Kitzbuehel.)
 
Last edited:
I know european civs are also aplenty, but I accidentally made what I thought was an interesting Normandy Civ when I was just doing some research randomly.

Duchy of Normandy ("Norman Empire")
-Capital: Rouen
-Civ ability: Bayeux Tapestry - All historical moments normally worth 1 point are worth 2 points when the player is in a Dark Age or Normal Age.
-Unique Unit: Mora (representing the Drakkar-style ships William's invasion force used, this one can be colorful like the actual ship named "Mora", which was William's flagship) - The unique Norman replacement for the Quadireme. It is faster and grants a combat boost to adjacent friendly melee naval units and land units. Gets a combat bonus versus districts.
-Unique Infrastructure: Motte & Bailey (Improvement) - Must be built on hills. Only one per city. Provides +2 loyalty to its hosting city; additional +1 if it is next to either a city center or government plaza, or +2 for both. Provides Tourism after Archaeology is researched. Otherwise acts as a fort.
-William the Conqueror (ability: Conquest of England) - Conquering a civilization provides enough Era Score to fill the normal age bar, if not yet filled, or the golden age bar if the required era score for a normal era is already met. + 4 CS vs civilizations whose original capital you have conquered. Governors are instantly established in occupied cities.
-William's Agenda: Domesday Book - Will try to fully conquer opponents. Likes to always repair and improve conquered lands quickly, and likes leaders that do the same with conquered lands. Dislikes opponents that ignore the development of their conquests.
 
Let me try..


Kingdom of Serbia (Serbian Empire)
Leader: Stefan Dusan
-Capital-Prizren
-Civ Ability- Kefalija: When a governor is active in a city, mines will produce twice gold, building a mine in a city with a governor will gain +2 Era Sore
-Leader Ability- Dusan's Code- When in a Golden Age, tiles are much cheaper and gain bonus loyalty in cities. Also a free wildcard slot.
Unique Unit- Vitez- Replaces the Knight. They do not have any combat abilities when attacking cities. When capturing a city with this unit you will gain +2 Era Score
Unique Infrastucture:Fruska Gora Monastery- Buildable on hills, cannot be able to build next to each other. Yields +1 Culture +1 Faith and +1 Science. During Golden Ages this yields are doubled.
 
Some new designs I have thought of.

My design of the Thai civilization:

Civilization ability: Great Royal Seals – +5 loyalty in cities that have a trade route to or from the capital, +2 faith from each government plaza building
Unique unit 1: Ayutthaya Elephant (replaces knight) – -2 movement, +10 combat strength
Unique unit 2: War Boat (replaces privateer) – not invisible, -1 attack range, +10 melee strength
Unique infrastructure: Ho trai – can only be built next to holy sites, +1 faith, +2 culture if built next to a theatre square with an art museum or an archaeological museum

Leader 1: Naray
Capital: Ayutthaya
Ability: Siamese Mission – gain a double boost in relations from trade delegations and embassies, all alliances begin from level 2 for both Thailand and the ally, walls and encampments are constructed twice as fast when allied with another civilization
Agenda: Eternal Alliance – likes civilizations that declare friendships and alliances with civilizations on other continents, dislikes civilizations that do not do so

Leader 2: Chulalongkorn
Capital: Krung Thep
Ability: Monthon System – receive a builder upon founding a city, governors take no time to establish themselves in a city, cities with a governor construct city centre buildings twice as fast, +1 great engineer point from harbours
Agenda: The Great Beloved King – likes civilizations that develop the city centres of their cities, dislikes civilizations with many undeveloped city centres

My design of the Maya civilization:

Civilization ability: Divine King – the capital contains a pyramid-temple, a palace replacement that can be built in every city, builders may use a charge to speed up the construction of districts and wonders, units earn faith from killing enemy units
Unique unit 1: Atlatlist (replaces crossbowman) – -40 production cost, available at engineering
Unique unit 2: Macuahuitlist (replaces swordsman) – does not require iron, +6 melee strength, may turn defeated units into builders with a single charge
Unique infrastructure: Pyramid-Temple (replaces palace) – built automatically in the capital, and may be constructed in every city, +1 work of art slot in the capital, +1 faith, +1 science

Leader 1: Pakal
Capital: Bàakʼ
Ability: White Skin House – +1 work of art slot in the capital’s pyramid-temple, happy and ecstatic cities construct wonders 10% faster, +5 combat strength against city-states
Agenda: Sun Shield – dislikes city-states near his borders, dislikes leaders who are too friendly towards city-states, likes leaders who are aggressive towards city-states

Leader 2: Lady Xoc
Capital: Pa’ Chan
Ability: Bloodletting Rituals – the holy site prayers project gives units +5 combat strength for 5 turns once completed as well as a 20% chance to earn a relic
Agenda: Bee’s House – likes civilizations that use faith to purchase units or buildings often, dislikes civilizations that don’t purchase units or buildings with faith
 
Empire of Haiti
Led by Jacques I
(That's Jean-Jacques Dessalines, because iirc L'Overture kiiiiind of betrayed the revolution after a certain point.)

Leader Ability: Freedom from Bondage – Haiti can declare a Protectorate War from the beginning of the game. +30% Production towards military units and Encampment districts and buildings, as well as +2 additional movement for military units during the first 5 turns of a Protectorate War.
Leader Agenda: Freed Man’s Republic – Dislikes civilizations that conquer or oppress civilizations or city-states not on their home continent. Likes civilizations who avoid doing this, or who keep their conflicts internal.
Civ Ability: Pearl of the Antilles – Natural wonders within Haitian cities provide +2 Appeal to all tiles within the city. Improvements over Luxury resources provide +1 additional Amenity, and provide bonus Tourism in later eras.
Unique Unit: Maroon – Industrial Era unique unit. Melee unit that is cheaper to train than others, has high movement speed, and gains a +3 combat bonus when attacking or defending on Hill, Forest, or Rainforest terrain.
Unique District: Street Market – Unique district that replaces the Commercial Hub. Provides +1 Amenity to its city and provides Tourism in later eras. -2% discount on Gold purchases with each one built, -3% once Guilds is researched, -4% once Banking is researched, -5% once Economics is researched.
 
Decided to make another one of these. Introducing Boris I, Knyaz of Bulgaria :)

tWZbxf8.gif


Gameplay Ideas:
The idea of Bulgaria is simple: you build up your usual early military force, hunt and destroy Barbarian encampments. The chance of getting a relic or Great General Points (15, scaling with era) is 70%, split down the middle (and if Bulgaria have no free relic slots, they will always gain the Great General Points, after the 70% check has been passed).

Once you've earned the GG and Great Prophet, Found your religion, use relics to bolster the pressure, then develop your culture by sending out early Archeologists to get artifacts, which in turn provide additional yields based on your city lay out. The way I see it, the extra yields are as follows:

Aerodrome: +1 Tourism
Aqueduct: +1 Food
Campus: +1 Science
Commercial Hub/Harbor: +2 Gold
Encampment: +1 Loyalty
Entertainment Complex/Water Park: +1 Amenity
Holy Site: +2 Faith
Industrial Zone: +1 Production
Spaceport: +1 Production, +1 Science
Theatre Square: +1 Culture

This way you get a versatile Civ that is adept at war/religion/culture (which are Bulgaria's historical strengths), without being Japan, without being cliché, without being OP or UP and without having "+2 movement + some other generic bonus for 10 turns after you've used this specific type of CB" as a LUA.

Historical Background: Knyaz Boris-Michael of Bulgaria
  • I chose Boris I as the leader because he feels like the Bulgarian Monarch who has made the most impact on Bulgarian history. Simeon is more well-known (and more capable), but it was Boris who paved the way for his legacy. converted Bulgaria to Christianity, established literary schools in Preslav which would invent the Glagolitic (liturgical) Alphabet under his reign, and the Cyrillic one under his son's reign. All of these things led to the replacement of Greek by Bulgarian (aka Old Church Slavonic) as the Byzantine Christian faith's Lingua Franca in the Balkans, severly extending the kingdom's sphere of influence.
  • Boris I also ruled during difficult times: Bulgaria was in a quasi-permanent state of war with Byzantium and had just flunked a war against Serbia under Boris's father Primian I. Bulgaria lost the Byzantine War as well and Boris was thus was forced to convert to Byzantine Christianity. Not shy to convert lemons into lemonade, Boris adopted the name Boris-Michael in "honor" of his new Godfather, the Byzantine Emperor Michael III and forcefully converting the Boyars from paganism. While that looks like zealotry on paper, most of it is pragmatism. Religious divergence between paganism and various denominations of Christianity had divided the Bulgarian boyar elite and Boris wanted them unified under one religious banner just so that Bulgaria would be able to regroup and win the next war. Initially, Boris had planned to convert to Catholicism and align with the East-Frankish emperor Ludwig to use his army against the Byzantines, but that didn't work out well (Bulgaria lost before Boris could negotiate the alliance), so he settled for the next best solution: Pacifying Byzantine relations at a minor cost, biding himself time as he stabilized his empire.
  • Besides, he was kind of a badass. After restoring order to his realm, Boris happily abdicated to become a monk, though he apparently never relinquished his princely authority and still called himself "Archon of Bulgaria" even after his "retirement". So when his son/successor Vladimir sought to restore paganism, effectively undoing all his father's work, Boris came out of retirement, rallied the boyars he had converted against Vladimir, beat him, had him blinded and locked up in a cell to starve. He then called a kingsmoot in Preslav in which he got his third son, Simeon, appointed as the next Knyaz. Simeon would continue his father's legacy and establish Bulgaria as the most powerful state in Eastern Europe, becoming the world's first Tsar.
Notes:
  • The name of Boris's LUA, Cyrillic Methods is a play on words referencing Saints Cyrill and Methodius, the two monks who invented the Glagolitic Alphabet and acted as missionaries during Boris I's reign. They were instrumental in making Bulgarian culture flourish. The free Great Writer/Propher/General combo Bulgaria get is also a reference to the brothers and their overlord, Boris I.
  • Bulgaria is littered with Thracian Tombs, called "Grobnitsi" (lit: "buried resting places"). The Thracians were all but exterminated by the local slavs when the Bulgars arrived, leaving behind only their massive burial mounds and the treasures. These treasures have become an important part of Bulgarian folklore and I wanted to incorporate that in the ability, somehow. (which I did by increasing their chances of obtaining relics/artifacts + improving them)
  • The Bulgarian strategy of killing barbs is a reference to them driving out the Avars, Pechenegs and Cumans from the region. Loyalty bonus from Encampments next to hills comes from the saudade associated with the Balkan mountains (refered to as "Stara Planina" or Old Plateau) and gives Bulgaria a unique way to counter Loyalty pressure.
  • The Boyar's slower movement is meant to counteract their increased strength and charge bonus (they can get up to +19 extra strength, after all) and does not have any significant historical background (although if you wear heavy plate armour in battle, your mounts will tire more rapidly :P)
  • The Chitalishte (lit.: "place where people are being read to") was initially meant to be a replacement for the Library, but I changed it to the Archaological Museum because they were instituted around the 18th century AD and are more cultural centres in function (they were instrumental in reviving Bulgarian culture in opposition to Ottoman rule). The extra science is a nod to their double role as public libraries. The free Archaeologist is a nod to my parents, who met while working at the Archaeological dig site in Cherven ^__^
  • Bulgaria would use the Slavic (Russia, Georgia) Art Style, their default religion is Eastern Orthodoxy and their leader would speak Old Church Slavonic. They have a Hills start bias.
  • The Bulgarian City list below favours the key cities of the First Bulgarian Empire, though I've also included some from the Second empire as well. The names are medieval and local whenever possible, (or sometimes contemporary, which I find favourable over using the Greek or Roman names)
Spoiler :
JeE8V6x.png


  • I am absolutely NOT writing this much again the next time I do this, my god.
 
and without having "+2 movement + some other generic bonus for 10 turns after you've used this specific type of CB" as a LUA
Wow! You have no idea how much I hate those! This is perhaps the biggest flaw in civ/leader design in Civ VI. The way I see it, bonuses are supposed to be useful for every type of player. As a player who almost never declares war, I never use those bonuses, and I always wish there was something in addition to it.
 
I know that nomadic civs have been done to death, but I thought of one that could be a fun idea anyway that doesn’t necessarily have to conquer everything to win.

Crimea (based on the Crimean Tatars)

Leader: Hacı Giray

Power: Qaraçı Beys (from the tribal leaders that held lots of power alongside the Giray clan): Governors add an additional .5 loyalty per promotion they have to their cities, including the first (up to +3 more). Every time a tile is improved in a city with a governor, gain 25 faith. Faith purchases are discounted by 15% in cities with governors.

This power represents the influence that the local governors had in the Crimean Tatar state. Additionally, the faith bonuses reflect the importance of Islam in their communities, where Muslim clergy had a great deal of power and even selected local officials.

Agenda: Ak Süyek (from the principle that the ruler should be governed by a descendant of Genghis Khan, therefore translating into a legitimacy-related agenda): likes a Civ with promoted governors and high amounts of land improvement. Dislikes a Civ that does not do these actions.

Power: “Çapuls” (a type of Slave raid undertaken by noblemen) - pillaging a District Tile (I.e. no buildings or all buildings have been pillaged) grants a free builder and removes a population from that district’s city (so long as population is above 1). All Light Cavalry Units Start with the Depradation promotion. Light Cavalry get double yields from all other pillage yields.

This is kind of a conquest-related power, but is more of one to enrich you and build you up than actually conquer. The builders synergize with the Leader ability and allow you to build your realm up more, and to potentially gain more faith to assist you with religion as well!

Unique Unit: Tatar Raider (I’m not sure of a better name); medieval light Cavalry that does not replace anything. It can always move attack and pillage in the same turn (unless that is already a feature), is very fast, and gains a combat bonus if it has pillaged a tile that turn. Additionally, it gains extra XP and gold whenever it pillages. Upgrades to Cavalry.

Unique Building: Han (which are caravanserais and merchant quarters) - a market replacement that additionally grants +1 gold for every resource adjacent to the hosting commercial hub, and adds an additional +1 gold to trading post income in that city. Also reduces the gold purchase cost of builders by 25% (representing the extensive Slave trade in the Crimean Khanate).

Capital: Qırq Yer (The fortress that Hacı Giray made his capital before eventually Bağçasaray was selected).

Hadn't noticed this before. Very interesting and good suggestions from what I know.
There isn't much on their military on the web but did find this article which can be downloaded as a PDF https://jamestown.org/report/the-su...-of-the-crimean-tatars-in-the-ottoman-empire/
Its primarily about the period when they were allies/vassals of the Ottomans. According to that article their raiding parties were known as chambuls (possibly a varient spelling of capul mentioned above) which might be a suitable name for their UU.
They appear to have been horse archers who could melee as well so they should probably have a ranged attack as well.
 
Hadn't noticed this before. Very interesting and good suggestions from what I know.
There isn't much on their military on the web but did find this article which can be downloaded as a PDF https://jamestown.org/report/the-su...-of-the-crimean-tatars-in-the-ottoman-empire/
Its primarily about the period when they were allies/vassals of the Ottomans. According to that article their raiding parties were known as chambuls (possibly a varient spelling of capul mentioned above) which might be a suitable name for their UU.
They appear to have been horse archers who could melee as well so they should probably have a ranged attack as well.
Yeah it was kind of tough with the unit, thanks for the source! How interesting!
 
Charles Martel of the Franks.

Agenda: unity of the realm - dislikes civilizations following multiple faiths, likes civilizations whose cities follow the same faith

Civ attribute: missus dominicus - governors deploy two turns faster, generate 2 extra loyalty, and earn 2 faith per promotion

Leader attribute: the hammer - unit maintenance, purchase, and upgrade cost all reduced 25 percent. Warmonger penalty for capturing cities of same religion reduced 75%. Penalty for razing cities of a different faith reduced 50 percent.

Unique building - carolingian school - replaces library, same as library with additional plus 2 faith and plus 1 great writer point per turn and 1 relic slot

Unique unit - paladin - replaces knight, plus 4 combat strength. Victories spread your majority religion and have a 10% chance to produce a relic.

This is my first attempt. Feedback welcome. Thank you.
 
Just felt like seeing if this would work as a civ. Tell me what you think. :)

Indo-European... Empire?
Leader: Ötzi ( https://en.wikipedia.org/wiki/Ötzi )
Oetzi_the_Iceman_Rekonstruktion_1.jpg

Spoken Language: Proto-Indo-European (Reconstructed)
Capital: Feldthurns (the modern village near where Ötzi is thought to have been born)

Leader Ability: Mondsee Copper– Gain +2 Science whenever a city is founded near a resource that can be mined. +5% Production for each Mine built within a city, +10% once Bronze Working is researched, +15% once Iron Working is Researched, +20% once Steel is researched. +5 bonus Food per Farm in a city with at least 3 Mines.
Leader Agenda: Chalcolithic Revolution– Likes civilizations who build lots of Mines and Quarries in their cities, and will try to Mine or Quarry every Resource he can, especially ones required for unit upgrades. Dislikes civilizations who don’t Mine or Quarry Resources, or who don’t use new Resources to upgrade their units.
Civ Ability: Pramos Teuta*– Every Eureka or Inspiration achieved in the Ancient and Classical Eras funds an additional +15% of the intrinsic Science or Culture cost. Every time a city’s population increases, gain +2 Faith, +3 Faith if the city was founded on Desert, Snow, or Rainforest. Gain +2 bonus Era Score for founding the world’s first Pantheon or Religion.
Unique Unit: Weimi** – Replaces the Scout. Fast-moving ranged unit with the defense of a melee unit. Ignores Woods or Rainforest when attacking. +5 combat strength when defending in Woods or Rainforest.
Scout+with+two+spears+multi.jpg

d92f836ce8db73ef7b142c48685ecf0fca0352c824f47a726b008d1cf660332a.jpg

Unique District: Dounom*** – Replacement for the Neighborhood that unlocks with Feudalism. Provides up to +6 bonus Housing, like the Neighborhood, and provides bonus Culture equal to its Housing. Yields +1 bonus Culture for each adjacent Woods, Rainforest, Mountain, Tundra or Snow tile, +2 if the tile’s Appeal is Charming, +3 if Breathtaking. Gain +3 Faith if built next to a Natural Wonder. Adjacent Bonus Resources increase their Food yield by +20%, +30% if the district contains a Food Market. Provides +10% additional Tourism to its city in later eras. Cannot be built on Desert or next to another Dounom.
Bell-Beaker-village-2000-web.png

concept_2.jpg

*From reconstructed PIE meaning "First People"
**From reconstructed PIE meaning "Warrior" or "Man" (iirc)
***From reconstructed PIE meaning "Home"
 
The Inuit
Leader:
Ekeuhnick
Leader ability: "The Fire of our People" All units gain +3 combat strength while on Tundra tiles and an additional +7 combat strength while on Ice tiles. Every fortified Unit within the Inuit's borders generates culture equal to 50% of its maintenance. There's a 75% chance of killed Units within the Inuits borders to grant culture equal to 15% of their production cost.

Civ ability: "Avannarleq" The Inuit are able to settle and move over Ice tiles. Ice tiles provide +1 Production and Ice cities offer +3 Food to its population. Tunrda Cities generate +3 Culture and gain +2 Tourism with the Cultural Heritage Civic (also for Qarmat). The Tourism bonus is doubled for Ice cities. Ice cities are destroyed upon reaching zero health. The Inuit capital can`t be settled on the ice

Unique District: "Igloo/Qarmaq" Unlocked at animal husbandry the Igloo is a district which can only be built at least 2 tiles away from the city center and a maximum of six tiles away from it. It costs 15 production and must be built on Ice or Tundra. It works 4 adjacent tiles and collects its yields for the next 3 turns. It gains an extra +1 culture and +1 gold if adjacent to a luxury resource. After 3 turns the Igloo is destroyed and its yields per turn are given to the city for the next 5 turns. If you build 2 Igloos in the same location the third one will become a Qarmaq which is permanent and provides +1 Housing (at least 2) and +2 Food for every adjacent Tundra tile and +1 culture and +2 production for every adjacent coast tile. It can`t be pillaged and replaces the housing district. A Qarmaq claims all adjacent tiles for the Inuit.

Unique Unit: "Qamutik" The Qamutik replaces the Ranger, Has 4 Movement and ignores all Movement penalties while on tundra or Ice. This Unit claims every Tile up to 4 tiles away from a city or Qarmaq

--------------------------------------------------------
Playstyle:
The Inuit are a civ focused on gaining as much territory as possible with a very low amount of cities which balances the malus tundra has in contrast to normal plains tiles. This means that they can go tall while still gaining a lot of production and growth through their powerful Igloos and Qarmat. They also have the unique ability to settle upon Ice which makes those cities unconquerable. But due to their Leader ability, they can also defend their tundra cities very well while also generating culture. They want to settle their Ice cities close to tundra anyway as Ice cities have no real way to grow without Igloos or claiming Tundra tiles. They are a culture focused civ which is hard to stop from a culture victory because it is very defensive even with fewer military units. They are potent in the early game and lose momentum later on but should be able to achieve a culture victory. early on they should focus on building Igloos and use their bonuses to rush districts like campuses or theater squares. This will allow them to develop Qarmat which can give huge production or growth bonuses (which results in more production) allowing for tall productive cities best suited for building wonders. The Qamutik will also help expand the Inuits borders to find better spots to build wonders and tile improvements. In the later game, Igloos can be used to double occupy tiles with improvements on them giving temporary boosts. The Leader ability it is hard to regenerate for enemy units as fortifying will give bonus Culture to the Inuits.

Please leave some feedback :D

Palodios
 
Last edited:
My original idea before the release of Rise and Fall: State of the Teutonic Order

Civilization: Teutonic Empire (State of the Teutonic Order)
260px-Insignia_Germany_Order_Teutonic.svg.png


Unique Ability: Deus Vult (No war weariness penalties from Holy, Reconquest, Liberation, or Protectorate Wars. When fighting an enemy unit whose nation follows a different majority Religion, your land military units receive +1 Combat Strength for every Holy Site in Cities following your majority Religion.)

Unique Unit: Teutonic Knight (Replaces Knight. Can be purchased with Faith. Ignores Movement and Combat penalties from terrain when within range of your or an ally's Great General. Nations you have an Alliance with can also purchase Teutonic Knights with Faith when at war with a common foe.)

Unique Infrastructure: Bailiwick (Replaces Commercial Hub. Foreign Trade Routes ending or passing through this City provide this City with +1 Food, +1 Production, and +1 Gold, for every improved Resource in the starting City that provides the respective yield.)

  • The Großschäffer, or "chief sales and buying officer," was one of the leading officials in the Teutonic State, utilizing Bailiwicks to tax, control, and improve the flow of commerce passing through the State.
Leaders:

Spoiler Master Sibrand :
200px-Teutonic_GM_Arms.svg.png

(Coat of Arms of the Grand Master. Cannot find depiction of Sibrand himself)

Leader Ability: First Grand Master (Worship Buildings provide a free heavy cavalry unit when constructed or purchased. Religious Units receive the Medic promotion when purchased.)

Leader Agenda: Crusader's Will (Dislikes those that capture City-States, especially if they follow his majority Religion. Likes those who fight along side him against a common foe.)

Capital: Akkon (Acre)


Spoiler Heinrich Walpot von Bassenheim :
159px-HeinrichWallpot.jpg


Leader Ability: The Military Order (Active Military Policies provide +1 Great General Point and +2 Faith per turn. Having 3 or more Great Generals active at a time provides an additional Military Policy slot.)

Leader Agenda: Innocent's Rules (Likes Civs who share his majority Religion and have large armies to defend it with. Dislikes Civs lacking large armies, especially if they share his majority Religion.)

Capital: Akkon (Acre)

Spoiler Hermann von Salza :
168px-Hermann_von_Salza1.jpg


Leader Ability: The Livonian Branch (Buildings in Encampments grant additional Tiles to the city when constructed, as well as +1 Faith per turn. Trade Delegations and Embassies you offer gift/cost Faith rather than Gold, but increase your Influence towards Envoys by +1 per turn from each Delegation, +2 per turn from each Embassy.)

Leader Agenda: Popes and Emperors (Likes those who accept his Delegations and Embassies, especially if they share his majority Religion. Dislikes those who ignore him diplomatically.)

Capital: Marienburg (Malbork)


Music: Battle on the Ice - Sergei Prokofiev
 
Last edited:
(First post! I apologize if some of my ideas are similar to ones in the game already, but it's hard to think of this stuff. :/ )

Israelite Empire
Leader: David
Spoken Language: Hebrew (potentially an ancient variant, or Aramaic, whichever's more accurate)
Capital: Jerusalem (yeah, that would need some tweaking... what would make a good replacement faith city-state?)
Religion: Judaism
Victory Type: Religious or Domination

Leader Bonus: Giant-Killer - All units receive a +5 combat bonus when fighting units belonging to a civilization which holds more territory than Israel. Religious units gain this bonus when fighting religious units of a religion with more follower's than Israel's religion. (Note: Wanted to include some bonus to Slingers, but seemed like too heavy-handed of a reference, and not ultimately beneficial to the later game.)
Leader Agenda: Chosen People - Dislikes civilizations who try to convert his cities, attack his religious units with combat units, or capture his non-combat units. Likes civilizations who respect his religion and people, as well as those of others.
Special Ability: Warriors of Faith - Combat units heal quicker on Holy Sites of their religion. Israel gains +1 bonus Faith and combat units gain +1 bonus experience when killing units of a different religion. Israel does not gain war weariness from Holy Wars.

Unique Unit: Guerilla Mercenary - Unique combat unit that replaces the Warrior. Is cheaper, has increased movement, and its movement is not affected by tree or hill tiles. (David was said to have (unfavorably) abandoned the use of tribal militias in favor of Cherethite and Pelethite mercenaries, and guerilla warfare was always a preferred tactics against technologically superior foes, such as the Philistines. It seemed like a fitting accompaniment to his "Giant-Killer" underdog ability.)
Unique Building: Tabernacle - Encampment improvement that produces Faith and allows combat units to heal quicker there. +1 Housing, +1 Faith

Greeting upon First Encounter (which I couldn't possibly translate into Hebrew to save my life):
"Greetings, friend! I am David, King of Israel and Judah. The Lord has blessed my people, and I hope he shall bless you as well."
(I feel like "shalom" might work for "greetings", and, obviously, "Adonai" for "Lord", but I know squat about Hebrew. Also, I noticed that when Philip II refers to his god, the H in "he" isn't capitalized, probably out of sensitivity or political correctness, so I did the same here.)

I love coming up with the dialogue and appearances of my leaders (yes, I've come up with more!), which I might show more of someday.

Heeeelllo there!

The king David should speak "Biblical" Hebrew, some expert Jewish scholars can perform a great oration of that language's era to sound as authentic as possible. It should not be less accurate than Aramaic, for sure.
Giant Killer is a personal youth story of David, I would not pick it for the Leader Bonus (I always prefer abilities that fit to how he was as a leader). Same for the Chosen People.
Simillarly, Greater Israel can be a good Agenda to describe his regin - he will hate small border countries and city state. I'm not expert in Civ6 stats, but if it is possible, he should be more likely to declare War of Territorial Expansion on smaller neighbours.

Overall I would not create David as the "religious leader", that's not what he was. And while, as told in the Bible, he was most of the times sure that he is ordered by God and serves God, he was not the most Theocratic ruler and not a model for devote kings. He was a Charismatic and Imperialistic leader (yes I play Civ4). I know many people would like to see Israel lead by a religion based leader, but David is not the one for that. Maybe Hezekiah or Josiah can do, but those are not listed among the greatest of Israel's historical leaders in general like David is.

If you want the Israeli Civ to stretch along all of the Israelite/Jewish history, you can use the Special Ability of Start-Up Nation. I can be implemented with extra Great Scientist or Great Merchant points, again, I'm no expert in Civ6 stats.
However, if you want to refer to the Hashmonean era, Warriors of the Faith can work fine. Maybe extra strength when fighting against units of other, larger, religions. The larger is inteded to differentiate them from missionary Civs, like the Teutonic Order, and to make their religious bonuses in effect only when they fight against more widespread religions.
Few Against Many can be a good direction for an Ability which describes all of the Jewish history, and ther may be plenty of ways to implenet that.

Regarding the UU - You had a very creative idea here, but I'm not sure we can use those as units. Possibly this kind of military phenomenon should rather be represented in the Abilities or Bonuses somehow.
I like to see real units as the UUs of Civs. Sadly I'm not familiar with a real unique Israeli soldier type.

The Israeli UB must be the High Place (Bama), to replace Monument.. According to the Biblical text, Monuments were not allowed in Ancient Israel. High Places were a common Canaanite local sacrificial site. This was the place of the early Israelite religious practices before in was centralised to the Temple of Solomon at a much later stage. It could be a Monument with extra religious effects to be calculated.

Alternative Leaders I would like to see:
Solomon - the opposite of David. Not a military expansionist. A mercantile leader, constructor of districts, and possibly have some diplomatic bonuses.
Herod - A constructor like Solomon, but with more focus on military, mainly defensive.

For your Greeting - If I had time I would search the Hebrew Bible for some of Davids' finest quotations as a king, or just read some to refresh my memory of his style and compose a greeting accordingly. But for now I'll translate your sentence (flexible wordings, with Biblical scent):
שלום עליך ידידי! אני דוד, מלך ישראל ונשיא יהודה. אדני ברך את עמי, ובי תקוה כי יברכך גם כן.
Shalom alecha yedhidhi! Ani Davidh, melech Yisrael wenasi Yehudha. Adhonay berech eth ami, wubi tiqewa ci yevarcecha gam cen.
(My personally preferred form of transliteration of Biblical Hebrew, I won't expand here but will if you're interested.)
 
Here's my take on the ultimate Tall-Loyalty Civ:

Quebec/French Canada
Civilization Ability: Resistance to Assimilation
Loyalty pressure from Population doubled. Applies to every city founded by the civilization even after conquest from foreign civilizations.

Unique Units: Patriote (Roughly equivalent to Redcoats and Garde Imperiale)
Appears as rebels in a group of six around the City Center near low-Amenities or low-Loyalty cities, currently or previously owned by the civilization.
Unlike actual rebels, these units are entirely under the Civilization's control.

Unique Building: Hydro Plant
Replaces Power Plant in the Industrial Zone. Gives +1 Production per River tile worked and Gold equivalent to all Production produced from the district.


Leader A: Jean Talon
Leader Ability: Colonial Reforms
Governors double Population growth instead of improving Loyalty. All outputs from Governors doubled.

Leader B: Jean Lesage
Leader Ability: Quiet Revolution
When the civilization enters a Heroic era, it receives an inspiration for every civic of the era and the eras before it.
 
Last edited:
Back
Top Bottom