Can someone edit the first post to list the Civs everyone has come up with?
So we don't have to Scroll thru 34 pages totaling 670 posts just to find out if the Civ idea you want has been created yet.

I am doing it. I will post it after All Gathering Storm civs will be announced.
I am doing a little bit different thing, more like player's wishlist civs which they posted on 2k forums, reddit and civfanatics, and some more info about game in 1 image.
 
With Sweden being revealed tomorrow, I thought I'd share my unfinished ideas for a Swedish civilization

Swedish Empire

Leader: Christina



Leader Ability: Athens of the North
Citizens can work Snow tiles for +1 Food
Snow and Tundra tiles provide a minor adjacency bonus to Campuses and a major adjacency to Theater Squares
Campus and Theater Square district and building cost less production to construct on Tundra tiles

Civilization Ability: Nobel Peace Prize
Sweden cannot earn Great General or Admiral points
Sweden gains double the Great Scientist, Merchant, Writer and Artist points when not at war
Sweden can gift Great Scientists, Merchants, Writers, and Artists to other Civilizations, generating large yields of Diplomatic Favor when doing so

Unique Building: Tre Kronor
Replaces the Library
In addition to the Library's regular yields, also generates +1 Culture, +1 Great Writer points, and has a slot for one Great Work of Writing
 
An update to my earlier iteration.

Civilization VI - First Look: Vietnam (reading the following in Sarah's voice might help with immersion)

The Trung Sisters lead Vietnam in Sid Meier’s Civilization VI!

Together, these sisters led the first known rebellion against the Han Dynasty and liberated the Red River Delta from Chinese control. Today, they are remembered as national heroines and as symbols of the Vietnamese struggle for freedom.

Vietnam’s unique ability is “Nước Việt”. Vietnamese cities generated doubled loyalty towards other cities they have founded, even if they have been conquered by another civilization. Razing a Vietnamese city generates a burst of Disloyalty in surrounding enemy cities.

Their unique improvement is the “Rice Paddy”! It can be built on flat tiles adjacent to Rivers and Coast. They provide Food and Housing, as well as Culture for adjacent Jungle tiles and other Rice Paddies. Rice Paddies cannot be damaged by Flooding, and have an increased chance of gaining additional yields after Flooding occurs.

Vietnam’s unique unit is the “Việt Cộng”. It is weaker than the Infantry unit it replaces, but has additional movement and Camouflage while in Forest and Jungle. It can also move after attacking. If this unit defeats an enemy unit in combat, the enemy civ will receive additional war weariness from the loss.

(I imagine the above section would be narrated over a hapless American Infantry unit stepping into an “empty” patch of jungle only to reveal 5 hidden Việt Cộng surrounding it).

The Trung Sisters’ unique ability is “Daughters of the Dragon Lord”. Defeating an enemy unit causes the nearest enemy city to lose a small amount of Loyalty, which is doubled when fighting in or near Vietnamese borders. Vietnamese units gain a combat bonus when fighting in a disloyal enemy city. The bonus increases the more disloyal the city is.

Additionally, the sisters have access the “Voi Chiến” unique unit. This heavy cavalry unit is unlocked in the classical era. While slower than a Horseman, it has additional Strength and exerts Zone of Control on all units, including cavalry. It also has no Movement penalty when crossing rivers or jungle, and has additional Strength when fighting adjacent to a river.

Vietnam excels at a defensive game, as Vietnamese cities are hard to take and even harder to hold onto. Loyalty bonuses allow them to settle along long rivers without worry of rebellion; in the early game, take advantage of the Voi Chiến and Daughters of the Dragon Lord to march along rivers and conquer cities that are too close for comfort. Then, build Rice Paddies along your riverbanks to grow your cities large while amassing tons of culture. Make sure to keep some jungle intact, both for additional Culture as well as to hide your unique units. In the late game, station Việt Cộng in these tiles to ambush any civilizations bold enough to try and seize your fertile lands.

Will you fight for independence, no matter the cost? How will you lead Vietnam in Sid Meier’s Civilization VI?


Ability Details
Spoiler :

Leaders: The Trung Sisters
Tier 2 Jungle Bias, Tier 5 Coastal Bias

UA: Nước Việt
Your cities exert doubled loyalty towards other cities you have founded, whether currently owned by you or conquered by another nation. Razing a Vietnamese city generates a small burst of Disloyalty in surrounding enemy cities.

LA: Daughters of the Dragon Lord
Defeating an enemy unit generates -5 Loyalty to the nearest city of that civilization. This is doubled to -10 Loyalty when fighting within or near Vietnamese borders. Military units gain additional Strength when fighting within or near the borders of a disloyal enemy city, +1 Strength for every -5 Loyalty up to a cap of +10. Vietnam also has access to the Voi Chiến unique unit when led by the Trung Sisters.

LUU: Voi Chiến
Replaces the Horseman. Has reduced Movement (2) and higher Production cost (120), but higher Strength (40). This unit exerts Zone of Control on all units, including cavalry. It has no Movement penalty on rivers or jungle and has additional combat (+5) when fighting near a river.

Agenda: Enemies at the Gate
Likes civilizations who liberate their captured cities and never cede their own cities in peace deals. Dislikes civilizations who let their cities remain occupied and willingly cede their own cities.

UI: Rice Paddy
An improvement unique to Vietnam that can be built on flat tiles adjacent to rivers or coast (and on the Rice bonus resource). It cannot be built on Desert, Tundra, or Snow. Unlocks at Irrigation. Provides +2 Food and +0.5 Housing. Also provides +0.5 Culture for each adjacent Rice Paddy or Jungle tile, which doubles to +1 with Economics. This improvement cannot be damaged by river flooding and has an increased chance of gaining additional yields from flooding.

UU: Việt Cộng
Replaces Infantry. Unlocks at Ideology instead of Replaceable Parts. Has -5 base Strength compared to Infantry. Gain doubled movement and Camouflage while in Forest or Jungle and can move after attacking. Enemies defeated by this unit generate doubled war weariness for the enemy civilization.



Ideation and Historical Accuracy
Spoiler :
The idea I had for Vietnam’s general playstyle was an a locally aggressive early game, transitioning to a defensive late-game that is extremely hostile to potential invaders that may try to stop its path to its chosen victory condition. In the early game, Vietnam is all about rivers, and its initial uniques synergies to support this. Rice Paddies are the reason why rivers are great; they’re pretty much better farms and encourage having as many river-adjacent tiles as possible. Voi Chien are how Vietnam will get their river cities—by marching along rivers and conquering any cities that are in the way of their winding empire, using the river and jungle combat bonuses to encourage the conquering of cities that not only have river, but also jungle—which we’ll get to later. Finally, Nuoc Viet is how Vietnam will hold onto river cities. Thin, snaky empires are usually a big disadvantage when it comes to loyalty due to how it decays by distance, but with the bonus Vietnam won’t have much trouble staying intact.

Historically, obviously modern Vietnam is a very long and thin empire that loves its rivers (and coast); the in-game bonuses make it not only feasible, but advantageous to build an empire that maximizes river-adjacent tiles. Pre-modern Vietnam was also a big military threat to its neighbors, most significantly to the Champa that used to inhabit the Mekong delta. Conquering cities to take advantage of fertile riverland in the early- to midgame is a perfect fit in this regard.

After the Voi Chien obsoletes Vietnam is still a threat to nearby neighbors thanks to its leader ability, but its primary goal now is to hunker down and fight off invaders that try to interfere with its farming and cultural growth. Both the Voi Chien and Rice Paddies encourage Vietnam to keep jungle intact; in the mid-late/late game, this remains relevant with the introduction of the Viet Cong. The Viet Cong definitely aren’t meant to venture off and conquer far-off lands, but they are a menacing threat when on their own turf. Alone they are weaker than the Infantry they replace, but their mere existence makes Vietnamese jungle a nightmare to invade. A patch of forest or jungle can host any number of Viet Cong, making invaders have to think carefully before stepping near. Additionally, their ability to move after attacking makes them hard to pin down for defeat, so wars with the Vietnamese will likely draw on for a while. To compound the war weariness of long wars, losing a unit to a Viet Cong unit also generates increased weariness, making Vietnam masters of attrition. Finally, t fact that these jungles are also providing Culture to your Rice Paddies helps make more worthwhile to keep around in times of peace.

Historically, this interpretation tries to capture how Vietnamese tactics heavily utilized the terrain to their advantage. From river traps to guerilla jungle warfare, fighting the Vietnamese on Vietnamese territory should be an uphill battle. Most people might obviously think of the Vietnam War when talking about the additional war weariness, but the notion that “the amount of lives resources being invested into this war is not worth the gain” was also a sentiment shared by China the multiple times it relinquished Vietnamese territory, as well as France and the Mongols for that matter.

Vietnam’s strengths are fairly clear; they are very difficult to invade, have little trouble with loyalty, and excel at conquering their neighbors in the eras where it’s the most feasible. On top of that, they are great at generating raw culture provided that they settle their cities in proper locations. Their defensive nature synergizes well with their cultural focus; Loyalty and war weariness issues make it difficult to wage prolonged wars with Vietnam, allowing it to focus primarily on Wonders rather than unit-building to keep itself safe from harm.

As for weaknesses, their military prowess is significantly weaker against cities that they don’t border, and falls off in the mid-late to late game. At this point, if Vietnam has not established a fertile riverine empire, it will likely be difficult for it to catch up. A domination victory is unlikely with the Viet Cong, as they are quite weak outside of their home turf. While Daughters of the Dragon Lord can be a strong bonus, it takes a while to build up, at which point a well-developed civ has had quite some time to shore up its loyalty issues. The leader ability is best used to pick off cities that already may be having some loyalty problems rather than try to stir up issues in content ones; pick the Mapuche if that’s what you want to do. Vietnam also runs into the issue of lackluster tile usage. On one hand you want to leave jungles intact for your Rice Paddies, Voi Chien, and Viet Cong, but on the other hand you have to put your districts and wonders somewhere. This compounds with the fact that rivers are prime spots for Rice Paddies, which require other Rice Paddies surrounding them to maximize their value. Removing a single Rice Paddy or Jungle for a district or wonder, especially as a cultural civ, would significantly reduce the city’s cultural output. Playing Vietnam will require a delicate balance between keeping farmland and jungle for food and culture, or developing it for other uses
 
Sweden has now been confirmed, meaning that we have two Scandinavian civs - a medieval Norway focused on naval warfare and a renaissance/baroque Sweden focused on culture and great people. Thus, only the oldest of the Scandinavian brothers remains - Denmark. Fittingly, Denmark could be added in a future expansion in order to represent the industrial era and with a completely focus than the other two. Then we could have the Scandinavian countries, each representing a different era and a different playstyle.

Denmark


Leader: Jacob Brønnum Scavenius Estrup

Estrup is both a controversial and influential figure in Danish history. He effectively abolished democracy and ruled the country as a dictator from 1875 to 1894. Estrup was of the opinion that the upper and lower houses of parliament - the Folketing (House of Commons) and the Landsting (House of Lords) - were equals, so when the liberal Venstre (the peasant's party) gained a majority in the Folketing and blocked Estrup's government from enacting legislation, he effectively executed a permanent coup d'état by dismissing parliament - the Danish constitution ruled that if parliament could not adjourn, it could not govern. He argued that if a majority consisting simply of peasants were allowed to decide, then it could lead to nothing but mob rule; the decision making process had to be shared between the common people, the landowners and the King. In these 19 years Estrup governed the country by 'provisional laws', going around the empty parliament with the King's consent. He was the King's man through and through, and the King in turn had complete confidence in him. Estrup furthermore established the 'Blue Gendarmes', a paramilitary force designed to guard the King and his government from the increasingly militant parliamentarians, banned public meetings in parts of the country, built several fortifications around Copenhagen to deter foreign aggressors (e.i. Germany), and, in the opinion of some historians, brought the country to the brink of civil war. The King wanted Estrup to continue indefinitely, but in 1894 he was forced to resign.

Nevertheless, Estrup was a born leader with firm, conservative principles. He possessed great oratorical skills, an unshakeable self-confidence and was a man of unquestionable integrity. In his youth he had suffered from tuberculosis, and had developed a strict self-discipline and strong, self-reliant character which allowed him to survive not only politically, but also literally - 88 years, despite his terrible illness.

Leader Ability: The Provisional Time

Gain one additional wild card policy slot in every government. May change government policies at any time without penalty.

This represents the aforementioned time of Estrup's rule by decree/provisional laws.

Leader Agenda: Copenhagen Defense Wall

Wants his cities to be well-defended. Tries to appease potential threats, and likes countries with strong militaries that may help him out against foreign aggressors. Dislikes empires that seem bent on invading Denmark (e.i. placing troops on Denmark's borders, rumors of invasion schemes, etc.).

The construction of Vestvolden, or the Copenhagen Defense Wall, was the main political goal of Estrup. After the defeat at the hands of the Germans in 1864, the question of defense had dominated political debate in Denmark, with the peasant party Venstre supporting a militia-based system akin to the one in Switzerland, and Estrup and the conservatives campaigning for fortifications around Copenhagen. With the King's support, Estrup got his wall. The purpose of the Copenhagen Defense Wall was to keep the enemy out of range of the capital, and to allow Copenhagen to hold out against a foreign (German) invasion force long enough for military or diplomatic support (French, British or Russian) to arrive and save Denmark.

Country Ability: Apple Orchard, Hop and Mallow

+1 additional food bonus for each two adjacent farms from feudalism doubled, adjacent farms provide +1 culture after discovering feudalism, outgoing trade routes provide +1 additional gold for every two adjacent farms in its home city. Gain a one-time bonus of +5 great writer points for every farm within the empire upon discovering nationalism.

Denmark has always been an agricultural powerhouse, and the Danish landscape, being flat and fertile, is very convenient for agricultural development. Therefore most of Denmark is covered by farms and fields, which has had a huge cultural significance on Denmark, and which was one of the primary focus points of the national romanticist movement in Denmark in the 19th century. The name of this ability comes from H.C. Andersen song "I Danmark Er Jeg Født" (In Denmark Am I Born), in which it is written "You windswept Danish beach, where ancient chieftain's barrow, strands close to apple orchard, hop and mallow..."

Unique Improvement: Dairy Cooperative


Upon researching industrialization, the dairy cooperative replaces the pasture for cattle tiles. +1 food, gold and culture for every adjacent farm, adjacent farms gain +0.5 housing.

Andelsbevægelsen, or the cooperative movement, emerged in rural Denmark in the late 19th century. It had a great impact upon Danish agriculture, and especially the dairies were successful. Denmark has sometimes been referred to as the 'butter chamber of Europe', and Denmark is (and was) a huge manufactorer of dairy products - butter, milk, yoghurt, etc.

Unique Unit: Gunboat

Replaces the privateer. Weaker but much cheaper to produce and maintain than the privateer, may form an armada before discovering the mobilization civic. May only move in and around coastal tiles, +25% bonus when attacking cities, +100% flanking bonus.
Loot from plundering and raiding doubled, earn great admiral points from kills and plundering.

After the bombardment of Copenhagen and capture of the Danish Navy in 1807, Denmark took to mass-producing gunboats in order to combat the British. The war came to be dubbed 'the Gunboat War', and saw Danish gunboats combating British fleets patrolling Danish waters and privateering targeting British merchantmen. Gunboats were small rafts, often only with one or two guns, but very effective for operations in shallow waters such as the Danish straits. At the Battle of Saltholm Danish gunboats captured 12-13 British merchantmen, and inflicted one of the greatest economic losses on a British merchant fleet in Britain's history - a highlight of the gunboat's effectiveness. Danish gunboats would continue to harass the Royal Navy throughout the Napoleonic Wars.

Music: I Danmark Er Jeg Født (In Poul Schierbeck's Setting)


This piece of music would be fitting, since it's also referenced in the CA.

-----

I think a Denmark such as this would complement the other Scandinavian civs nicely. Denmark would be a flexible civ, focused on agriculture, commerce and government, and would thus be able to go for many different victory types while being the master of none. It would be able to defend itself adequately with its gunboats, and would be able to prosper when at peace through its effective farms and dairies. It would be a good civ for a tall playthrough. If some aspects of it are OP, please let me know.
 
The Mayan Civilization
Led by Lady Six Sky

The Maya are a culture and faith based civilization, who benefit from internal trade, rather than international. Lady Six Sky herself can further their culture and faith output by capturing cities, making the Mayans a religious and cultural powerhouse from the start of the game.

Civilization Ability: Sacbeob - Internal trade routes provide culture and faith, as well as two amenities to both the sending and receiving city.
Leader Ability: Chak Ek' - Capturing a city gives a large lump sum of faith and culture.
UU: Atlatlist - Replaces Slinger. Cheaper to build, and has a range of two, versus the Slinger's one.
UB: Lakamtun - Replaces the monument. Provides +1 loyalty per turn and +1 culture. When the Lakamtun's city is at full loyalty, it also provides +2 faith.

Lady Six Star Agenda: Kuchkabal - Likes civs that maintain internal trade. Dislikes civs that don't trade internally.

If I start modding again, this is probably the first civ I'll make. :D
 
SALISH
starting bias - Tier 2 Coast. Tier 3 Woods. Tier 4 Mountains. Tier 5 Fish, Whales.

ua - Guardian Spirits
Holy Site and Theater Square projects provide double their usual yields.

ui - Potlatch House - tile improvement - unlocked with State Workforce.
+1 Culture, increasing to +2 with Cultural Heritage.
Built adjacent to Bonus resources. Cannot be adjacent to another Potlatch House.
Building a Potlatch House in a founded city gives it a Government plaza district (if possible).

uu - Sto:mex - replaces Swordsman
Does not require Iron. +10 Melee strength when within your territory.

leader - Chief Si'ahl
leader ability
Cannot declare or be the target of Formal or Surprise Wars.
Cannot declare Colonial Wars or Wars of Territorial Expansion.
 
Last edited:
SHOSHONE
starting bias - Tier 3 Mountains. Tier 5 Plains.

UA - Great Expanse
Cities settled on your home continent grant extra territory.
Recon units gain +5 Combat strength within your territory.

UU - Pathfinder - replaces Scout.
Starts with the Alpine promotion. Gains double XP from unlocking Tribal Villages.
+5 Production cost. +5 Melee strength.

leader - Pocatello
leader ability
+1 Diplomatic policy slot in all governments.
+1 Loyalty in all founded cities.
+1 Movement for Settlers and Medics.
 
Last edited:
Assuming ahistorical civs are okay, I have a fantasy civ in mind. I'm very much not expecting any existing civ to fit it, though I would like to be surprised. The stats and attributes on Aeronautics Field and Aerial Frigate are a bit all over the place, since I'm not aware of any existing template I should follow for what are basically new objects. This civ is basically an air and sea superiority civ, can get air units much earlier, and has general bonuses to movement and area control through faster trade routes and better military engineers.

Wayfaring Civ
An ancient civilization that pioneered buoyancy and went the extra mile. Though their secrets are lost to the ages, legends say they could sail and soar across vast expanses, allowing them to travel great distances to reach new lands, establish long trading lines, and deftly maneuver for war. Their fabled Aeronautics Fields were engineering marvels that not made aerial travel possible, but could also function as a dock for sea based movement.

Unique Leader - Zoiros, the Dreamcatcher
Ability: Wild Blue Yonder
Air Fighter units get +1 Deploy range and may Deploy twice in one turn.
Naval units and Air units may move after attacking.
+20% production for Naval units and Air units.

Agenda: Clear Skies
Likes civilizations that have equal or stronger air power and also explores the map.
Always tries to build up air power and explore the map.
Dislikes civilizations that have weaker air power or have explored less of the map.

Unique Civ Ability - Towards Bold Frontiers
Traders move, build roads and finish trade routes twice as fast.
Airstrips are unlocked at Exploration.
Military Engineers get +1 movement, +2 build charges and -3 gold upkeep.

Unique District - Aeronautics Field (replaces Aerodrome)
Available at Exploration
30 base production (has halved production costs, similar to other unique districts.)
1 gold upkeep
+3 production
May be built on any land terrain (including Hills), and on water.
5 capacity for air units
+50% combat experience for air units trained in this city.
Air units trained in this city get 1 free promotion.
Allows the city to train air units.
Allows the city to train naval units if the Aeronautics Field is built near or on water.
Removes the movement penalty for embarking and disembarking to and from this tile.
(In a city with a Harbor and a Aeronautics Field, the game will prioritize deploying naval units to the Harbor, then to the Aeronautics Field if it is near or on water, then the city center.)

Unique Unit - Aerial Frigate
Available at Exploration
300 production
1 gold upkeep
Air unit
Fighter promotion tree
2 Air Strike range
5 Deploy range
50 melee strength
40 ranged strength
Upgrades to Biplane
 
Last edited:
Hello everyone! This is my first time on this forum and I was wondering what your thoughts would be on a civ idea I was thinking about. I have posted a thread on it before but I didn’t get any feedback so I assume that this is the thread where you’re supposed put civ ideas.

The basic idea is that it would be a civ confined to one city (like Venice) but, if it liberated a city, that civ becomes the suzerain of that city forever as well as being able to set that specific city’s government type (so each city state you’ve liberated can have its own different government) and having open borders with that city state.

Is that a good idea?
 
Mayan Empire
Leader: Cauac Sky (K’ak’ Tiliw Chan Yopaat)

Leader Ability: Ritualistic Sacrifice

Mayan military units can kill Great People of other Civilizations for various bonuses:
  • Great General - Free promotion
  • Great Admiral - Free promotion
  • Great Engineer - Becomes a Mayan builder
  • Great Merchant - Trade route capacity increased by one
  • Great Prophet - Free relic
  • Great Scientist - Random Eureka
  • Great Writer, Artist, or Musician - Random Inspiration

Civilization Ability: B’ak’tun
Upon completing their first Triadic Pyramid, the Mayans may select from a list of seven B’ak’tun Dedications (similar to Golden Age Dedications) each lasting for 394 years. The choices may be selected in any order.
  • B’ak’tun of Xbalanque: +5 combat strength to units on rainforest tiles. Triadic Pyramids provide +1 Production towards land units and +1 Great General Point per turn. Atlatlists gain promotions on kills.
  • B’ak’tun of Chaac: Units can cross rivers, embark, and disembark with no movement penalty. Units and structures take no damage from floods or hurricanes. Triadic Pyramids provide +1 Production towards naval units and +1 Great Admiral Point per turn. Atlatlists gain healing on kills.
  • B’ak’tun of Cabrakan: Bonus yield from harvesting. Triadic Pyramids provide +1 Production and +1 Great Engineer Point per turn. Atlatlists gain extra experience on kills.
  • B’ak’tun of Ah Puch: Mayan units can pillage trade routes without declaring war or accumulating greviances. Triadic Pyramids provide +1 Gold and +1 Great Merchant Point per turn. Atlatlists gain Gold on kills.
  • B’ak’tun of Kukulkan: Mayan units can kill foriegn Apostles and Missionaries without declaring war or accumulating greviances. Triadic Pyramids provide +1 Faith and +1 Great Prophet Point per turn. Atlatlists gain Faith on kills.
  • B’ak’tun of Camazotz: Eurekas provide 90% of research towards Technologies (100% with Free Inquery). Triadic Pyramids provide +1 Science and +1 Great Scientist Point per turn. Atlatlists gain Science on kills.
  • B’ak’tun of Hun Batz: Inspirations provide 90% of research towards Civics (100% withPen, Brush, and Voice). Triadic Pyramids provide +1 Culture and +1 Great Writer, Artist, and Musician Point each per turn. Atlatlists gain Culture on kills.

Unique Unit: Atlatlist
Replaces the Scout. Maya starts the game with an Atlatlist instead of a Warrior.
Has a 1 tile ranged attack of 15 combat strength.
The Atlatlist gains combat strength each era, based on the type of Age its in (+4 for a Dark Age, +5 for a Normal Age, +6 for a Golden Age, and +7 for a Heroic Age).
The Atlatlist gains various benefits for killing units depending on the current B’ak’tun.

Unique Building: Triadic Pyramid
Replaces the Shrine. It’s bonuses are dependent entirely on the current B’ak’tun. After the seventh B’ak’tun is completed, Triadic Pyramids provide Tourism based on their tile’s Appeal.

Leader Agenda
Cauac Sky always wants to be leading the world towards whatever Victory condition is associated with his current B’ak’tun. He likes leaders that are similarly excelling, albeit still behind him, and dislikes leaders which eclipse his glory.
  • Xbalanque & Chaac: Domination Victory
  • Cabrakan: Diplomatic Victory
  • Ah Puch: new Economic Victory
  • Kukulkan: Religious Victory
  • Camazotz: Scientific Victory
  • Hun Batz: Cultural Victory

The Mayan are extremely versatile. The trick to their gameplay is selecting the right B’ak’tun at the right time and taking full advantage of its bonuses while it lasts.

 
Last edited:
The Sámi/Sápmi - Sámi Empire

Capital:
Kárášjohka

Spoiler Possible Cities :
- Guovdageaidnu
- Giron
- Aanaar
- Staare
- Ohcejohka
- Unjárga
- Leavdnja
- Gáivuotna
- Aarborte
- Deatnu
- Máze
- Láhpoluoppal
- Šuoššjávri
- Váljohka
- Árjepluovve
- Jåhkåmåhkke
- Luujäu'rr
- Huhttán
- Bájil
- Likssjuo
- Vualtjere
- Suáđigil
- Kuâlõk
- Peäccam
- Skuvvanvárri


Musical theme:
Máze (minus the Norwegian counting at the beginning)

Unique Ability - Siidat:
All Sámi Builders gain the ability to Herd Deer, Horse and Sheep resources, granting one of your cities bonus Food and Production, depending on where the Builder was trained. The herded resource temporarily disappears, but will become available for improvements or herding once it reappears on the map. Deer provide +2 Culture when unimproved, and +1 Production and +1 Food when improved.

Unique Unit - Noaidi: Unique religious unit for the Sámi, replacing the Guru. Can also heal non-religious units. Its healing is boosted for five turns after it has been garrisoned on a Deer resource for one turn.

Unique Improvement - Lávvu: Unique tile improvement for the Sámi. Can only be built next to a Bonus or a Luxury Resource and cannot be built adjacent to another Lávvu. +1 Culture and +1 Food, with an additional +1 Production if next to a Deer resource. Storms do not pillage it, and units on a Lávvu tile do not take damage from Storms.

Leader - Elsa Laula
Spoiler Elsa Laula :

Elsa Laula (full name Elsa Laula Renberg after her marriage), born the 29th of November 1877 in Storseleby (Jïjnjesovvene), Sweden and died the 22nd of July 1931 in Brønnøy, Norway, was a South Sámi activist, politican, organisational leader and reindeer herder, who dedicated her entire adult life to the fight for Sámi rights after witnessing their discrimination at the hands of the Swedish government, which enforced territorial boundaries when Sámi people encroached on the lands of Swedish settlers in the north and ignored them when Swedes encroached on Sámi lands. She founded the first Sámi organisation in Stockholm in 1904 and even met the Swedish king Oscar II to hand him a letter of complaints on behalf of several siidat (local Sámi communities) in Sweden. She later moved to Norway and continued her efforts there, at a time when the Norwegian state still practiced a policy of Norwegianisation of the Sámi, intending to turn them into model Norwegians, using the (false) argument that the Sámi were mentally disabled. On the 6th of February, 1917, Elsa Laula and the Sámi Women's Union initiated the first Sámi Assembly in the city of Trondheim, and the date it began has later become the basis for the Sámi National Day, remembered and celebrated today by Sámi, Norwegians, Swedes and Finns alike. For this reason, Elsa Laula is today remembered as the "Mother of the Sámi National Day" - and, considering her efforts, plus that her birthday is today an official Sámi flag day, maybe one could call her the eadni of all Sápmi.

Unique Leader Ability - Before Life or Death: Culture Bombs have no effect on Sámi territory. Sámi cities suffer 50% less Loyalty pressure from other civilizations. Gains Diplomatic Favor and incurs no Grievances when denouncing a civilization that has culture bombed or conquered a city of another civilization within five turns of the denunciation.
Note: "Before Life or Death" is the translated title of a pamphlet Elsa Laula wrote in 1904, where she discussed Swedish perceptions and stereotypes about the Sámi (also debunking them), and the Sámi's lack of educational, political and property rights. The full Swedish title was Inför lif eller död: Sanningsord i de lapska förhållandena, which basically means Before Life or Death: The Truth of the Lappish (Sámi) Conditions

Agenda - Eadni (?): Likes civilizations that respect other civilizations' territory. Hates civilizations that culture bomb or conquer the cities of other civilizations they have no Grievances against.
 
Last edited:
Hi guys!

1. The first table contains the absolutely informative nature of all civilizations and their leaders.
2. The second table is a map with the territories of civilizations that are already in the game. The point is that players who offer different civilizations to be added to the game are oriented approximately on regions that are not covered by the existing civilizations. The borders of the states on the map are not 100% accurate, so do not pay much attention to this.
3. The last table contains a list of civilizations that players have offered and continue to offer to add to the game over the past 2 years. Therefore, the list also contains civilizations similar to those already in the game, since they were proposed before the main civilization that personified this region was added to the game. The meaning of the fact that these countries remained on the list is that they could take place in the next games of the series, and so that we do not forget about them. Obviously, civilizations that are already in the game are excluded from this list. About 550 votes of wished civilizations and nations of the players in this table were taken into account.

I hope this picture will be useful and informative for you guys ;)

 
Very cool, and nice work!
Happy to see Sápmi appear among the desired civs, though less happy that it's below the Soviet Union. But hey, at least it's there!
 
Very cool, and nice work!
Happy to see Sápmi appear among the desired civs, though less happy that it's below the Soviet Union. But hey, at least it's there!
Thanks man, appreciate. Yes, some people also want to see Sapmi in the game.
And your vote is actually in there.
 
Thanks man, appreciate. Yes, some people also want to see Sapmi in the game.
And your vote is actually in there.

Unfortunately I think they are competing with Margaret of Denmark geographically and the Inuit mechanically.

That said, I would love all three if development goes on long enough. I do think they would rep Finland very well.

I, too, am surprised that the Yoruba, Sami, Mughals, Goths (and Gauls, and Kievan Rus) are as low as they are. Also, that Mexico is substantially below Argentina, and Argentina below Colombia. Also, poor Denmark.

And as for civs that are unusually high, I would say I'm surprised anyone still wants the Celts or Polynesia. Additionally, the Tlingit and obviously the Pueblo. And I'd further note surprise at a lot of duplicate ideas surrounding the Ottomans (Turkey, Seljuks) and Hungary (Austria, Bohemia).

I'm glad Burma and Siam are effectively wanted the same, which means Burma stands a very good chance of beating it out.

I would also say with quite some confidence that nothing in red will happen in VI. The only exception, by sheer virtue of being the only option for that part of the world, is the Noongar, and even they are not happening unless we get a small expansion completely tailored around hunter-gatherers.

Also, I don't see the Romani anywhere. :p
 
Last edited:
After playing some GS games and buiklding those cool wind farms i get a idea, its just a joke ,dont get mad guys.

Alternative leader to Brazil:Dilma Rousseff


Leader abilty-The Evolution of the Woman Sapiens:

Dilma has acess to a unqiue bonus resource ,the mandioca, who gives extra food and science and a major adjacency bonus to campus and holy site distric, spawn on hills and rainflorests.
Power produced by windfarms acts as a strategic resource and can be stockpiled,windfarms power and yields are doubled at night.

Agenda-7x1:
Dilma will try to waste all their resources on wonder that she cant finish and world competitions that she also cant win.Likes people who lose wonder races and world congress competitions.

 
Last edited:
California: Unique ability: The Golden Gate: gets bonus gold from trade with friendly civilizations
Unique unit: Expeditionary: one extra move in hills +1 attack in land that is not owned by anyone or is owned by an enemy (unit is gained when you discover cartography)
Unique building: cinema: Provides bonus culture (obtained when you discover electricity)
The two unique leaders: William B. Ide and John Muir

William B. Ide’s Unique agenda: The Bear Flag: Bonus attack strength against a civilization that has declared war on you or your allies, Dislikes/hates aggressive civilizations

John Muir’s unique agenda: Sequoia: bonus science at peace time, dislikes civilizations with inferior technology, also dislikes civilizations that do a lot of pollution (in correspondence with the global warming aspect of the game)

Musical theme: either I love you California (state song) or California and you (personal pick)
 
I have always wanted Tibet in the game! This is what I would make or something close to this if I could make a Tibet mod. I would also make other religious civilization to compete with Tibet like the Vatican if I could mod.

Leader Trait: Religious Leader (Dalai Lama)
Holy Sites, holy buildings and the Potala Palace are 50% cheaper to build but combat units cost 75% more to produce. Holy buildings can be bought with faith at a lower price as well as units if at war however combat units take a -20 combat penalty unless on a hill, adjacent to a mountain, in friendly city or Districts and -20 again if they are in a territory that is not controlled by your religion if in friendly religious territory they get +20 Combat strength. Religious units get + 10 religious strength Can produce religious units except Inquisitors because Tibet can not launch an Inquisition. (production cost kinda high not to high because they also cost a pop like a settler) Other civilizations can not declare war on you if your religion is their major belief or if they have the same government as you. You can not Declare war. (Maybe have a unique exception that allows a communist government to go to war with them no matter what.)
Can not launch Inquisition. If taken out other civilizations with his religion will try to liberate their cites to bring Tibet back. (Cant decide if religious units should be allowed to initiate combat or not)

Civilization Trait: Roof of the World
Districts adjacent to a Mountain get +1 bonus yield +3 for holy sites. Cites can work mountains (like the Inca, I personally would make this an ability every civ gets with a later game tech). Units receive +2 movement if they start on a hill and another +2 movement if adjacent to a mountain. Cavalry this movement buff is doubled. Units do not suffer movement penalties from hills.

Unique Units: Dob-dob (replaces the Warrior Monk): cheaper to build, and ignore terrain costs. Can fight religious units. (base religious combat strength 120 can not start religious combat)
Dalai Lama (Unique religious unit): Faith Cost 500, need temple to build, Religious strength 150, movement 7, Spread charges 9 Notes- Can only have one at a time and after the unit is lost it takes at least 9 turns to get another one. When you have a Dalai Lama alive you can pick your religious units promotions. The unit has a martyr like ability that procs when the unit is lost in anyway. The unit will also instantly convert a city with a spread charge. Can spend 3 charges to Evangelize Belief does not consume unit as long as is has a charge left. Gains 1 charge and +5 religious combat strength per natural wonder walked by. Can convert adjacent unit with a charge.

Unique District: Lamasery: replaces holy site, +1 Gold, Culture, Production, science, food, and housing per adjacent mountain for every building in your holy site. The Holy site has a relic slot and an additional slot per building built in the district.
Production Cost 42 Maintenance cost 1 per turn
Great Person Points +3 Great Prophet point per turn.
Adjacency Bonus
+3 Faith from each adjacent natural wonder.
+3 Faith from each adjacent Mountain
+3 Faith from every 2 adjacent Woods or 2 adjacent district tiles.
Citizen Yields (per citizen) +3 Faith

Agenda: Holder of the White Lotus: Likes civilizations who follow the same Religion, and wants his cities to all follow the same Religion. Dislikes anyone trying to spread their Religion into his empire. Hates civilizations that are at war. Respects civilizations that have ecstatic people.
 
@Lordeus I'm a bit late but I wanted to say thanks for making those, they're pretty cool and helpful! I'm thrilled to see some of the new civs that I really want (Tlingit, Benin, Navajo, etc.) are a bit higher up than I thought and I hope that some like Burma, Madagascar, and Choctaw can gain more popularity in the future.

Anyway, since I'm here, I thought I'd share another civ design.

Tlingit Empire


  • Capital: Klukwan

  • CUA: People of the Tides
Start the game with a Relic. Can't build Farms but unimproved River and Coastal Tiles grant +2 Food and +2 Culture while Camps and Fishing Boats grant +2 Food and +2 Gold. Theater Squares, Industrial Zones, Commercial Hubs, and Harbors each receive a Major adjacency bonus from each other.


A Musketman replacement with higher defense that is also able to attack while embarked.

It won't remove Woods from its tile and adds +2 Appeal to adjacent tiles. It also adds a Great Works slot for a district that it is built next too. Relics and Great Works of Art grant additional yields depending on the District they are placed in such as +4 Science yield in a Campus, +4 Diplomatic Favor in the Palace or Government Plaza, +4 Production in the Industrial Zone, etc.). Relics and Great Works of Art from the Tlingit give them only half their regular yield while Relics and Great Works of Art from other Civs provide their full yield. For example: a Tlingit Relic in a Campus provides +2 Faith +2 Science and +4 Tourism but a Relic from another civ in a Tlingit Campus provides +4 Faith +4 Science and +8 Tourism.

  • Leader: Shotridge


Shotridge's grave in Klukwan.
Shotridge (or Shaadaxhícht in Tlingit, also known by his birth name Kohklux) was a powerful and greatly respected chief of the Chilkat Tlingits in Klukwan. The culture and trade of his tribe remained relatively stable during his lifetime. George Davidson (who met and befriended him) describes Shotridge as "...a man of commanding presence, nearly six feet high, broad chest...He carried a bullet-hole in his cheek. He was held to be the greatest warrior and diplomat of the entire tribes north and west of the Stak-heen [Stikine River]. In our future relations we found him truthful and absolutely honest." He is the grandfather of Louis Shotridge. You can read more about him here and here.​
  • LUA: Pacific Northwestern Warrior and Diplomat
+4 Movement and +5 Combat Strength for all units when at war with an enemy who is trading with or has trade routes with a Tlingit ally but not the Tlingit themselves. International Trade Routes to the Tlingit grant +3 Gold and +3 Diplomatic Favor while International Trade Routes from the Tlingit grant +3 Gold and +2 Amenities. Relics and Great Works of Art from the Tlingit provide +2 Amenities for other civs.

  • Agenda: Exclusive Chilkat Trade
He likes civs that trade with him and not his allies, especially their Great Works. Dislikes civs that trade with his allies but not with him and won't trade him their Great Works.
 
Last edited:
Here's an idea that's been kicking around in my head for a bit. Numbers are a bit of a spitball. I based the icons off of the coat of arms of Malaysia and the flag of the Malacca Sultanate. Colors are from the Malaya (not Malaysia) flag.




Malaysia

UA: Straits of Malacca

Border expansion rate decreased by 25% over land, but increased by 50% over water. Additionally, Malaysia can expand to or purchase contiguous water tiles up to 5 tiles away, and work those up to 4 tiles away. International Trade Routes passing through Malaysian water tiles give +2 Gold per tile crossed to Malaysia, and a flat +2 Gold to the sender. Domestic Trade Routes grant +1 Food and +1 Gold per owned water tile crossed.

Leader: Parameswara
LA: Alam Melayu

Trade Routes to Malaysia provide +1 Amenity for both Malaysia and the sender. Malaysian cities receive a 3% Production bonus for each unique Luxury Resource they receive or trade in an ongoing trade deal with another civ.

UB: Surau
Replaces the Temple. In additional to normal Temple yields, the Surau provides additional Faith and Science based on your Gold income.

UU: Orang Laut
Unlocked in the Medieval Era, at Mercenaries. Has the Privateer's bonuses, but with lower strength. It is cheaper to build than a Privateer and provides bonus Food and Production to the tile it occupies. It also heals upon plundering a Trade Route. It can be upgraded into a Privateer that maintains these bonuses.

------------

The idea is to control large amounts of water tiles and leverage that into a favorable economic and diplomatic position. "Straits of Malacca" lets Malaysia grab water tiles quickly, expanding further and faster past the coast and into the ocean, at the cost of slightly slower land growth. Since water tiles tend to be pretty mediocre, the primary benefit of this is to provide synergy with Malaysia's other abilities. The second half of "Straits of Malacca" as well as the first part of "Alam Melayu" encourage other civs to trade with Malaysia, which gives Malaysia gold per water tile crossed, which then in turn increases with the amount of water Malaysia owns. Amenities from Alam Melayu also help keep otherwise-small, potentially resource-poor cities happy, especially as you will likely want to grab many small insular posts in order to maximize water coverage and the number of trade routes passing through your territory (remember, you get gold from any International Trade Routes passing through, not just ones going to you). The second half of the ability encourages diplomatic interactions, both providing Malaysia with sorely-needed production as well as integrating Malaysia into the needs of other civs. The likely amenity surplus that results from trade routes also helps keep Malaysian cities happy for the amenity bonus, which again helps with the low production value of water tiles.

Between the trade bonuses and diplomatic encouragement, Malaysia is designed to deter military threats through economic dependence. Nearby warmongering civs are likely receiving a not-insubstantial amount of Gold and Amenities from trade with or through Malaysia, and declaring war on Malaysia would deprive them of resources necessary to keeping their armies and cities intact. The fact that Malaysia likely is offering them luxuries in addition to the Amenities from trade routes (in order to give itself a production bonus) further makes breaking off diplomatic ties with Malaysia a bad idea. Thirdly, the Orang Laut is a deterrent against enemy trade ships that try to make it through Malaysian territory without permission; even those escorted with military force may find their warships slowed down by their Zones of Control and their vulnerable cargo left wide open for plunder. Malaysia is further encouraged to patrol its own waters because the Orang Laut provide valuable Food and Production, which is often scarce on Water tiles. Compound this with the fact that Malaysia can work tiles up to 4 away/own up to 5 away over water/ means that the radius of influence by stationed Orang Laut can be potentially gigantic. Trade through Malaysian waters is valuable, and Malaysia should be able to extract some benefits for allowing it to happen and punish those that try to skirt around this.

Lastly the Surau helps bolster a civ that will likely have few stellar land tiles in Science and Faith. The scaling with Gold income is a nod to them being traditionally community-funded, while also providing them with synergy with the rest of Malaysia's abilities.

Malaysia's primary weakness is definitely facing or waging aggressive warfare, particularly in later eras. Up until the Renaissance the Orang Laut/Privateer can be a menace, especially in large numbers, but Malaysia is discouraged from actually using them in combat outside of its own territory because that would mean losing the bonus they provide on their tiles. Past this, they are primarily useful for the yield bonus and in fact will likely need to be protected in the event of a naval battle. Malaysia's slowed land growth means less space available for districts and wonders, and while the Surau helps somewhat with the former, they certainly won't match more traditional terrestrial civs. By the late game, a mediocre military combined with below-average science make Malaysia a tempting target for warmongers. Ideally, Malaysia should use its strong early-mid game to cement itself as a diplomatic and economic partner for as many civs as possible--the bonus Amenities and Gold from trade routes, as well as its encouragement to offer and accepts deals with the AI/other players, help make this a reality. A military civ that is receiving multiple amenities and gold, both of which are beneficial to conquest, via trade through Malaysia may need to think twice before declaring war and losing out on both benefits at once. From here it can leverage its bonus faith for a Religious Victory, which plays well with its expansive trade network in order to spread its beliefs overseas. It would also do equally well with a Diplomatic victory, as Alam Melayu encourages trade deals while Malaysia's abilities overall encourage other civs to cooperate with it rather than fight against it.
 
Last edited:
Top Bottom