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Design your own Civ VI civ

Discussion in 'Civ - Ideas & Suggestions' started by Morningcalm, Aug 14, 2016.

  1. JoglanicWeirdo

    JoglanicWeirdo Chieftain

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    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?
     
  2. TheSpaceCowboy

    TheSpaceCowboy "Save a horse..."

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    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: Feb 10, 2019
  3. ButtBillionaire

    ButtBillionaire Chieftain

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    Location:
    Norway
    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: Feb 11, 2019
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  4. Lordeus

    Lordeus Chieftain

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    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 ;)

     
  5. ButtBillionaire

    ButtBillionaire Chieftain

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    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!
     
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  6. Lordeus

    Lordeus Chieftain

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    Thanks man, appreciate. Yes, some people also want to see Sapmi in the game.
    And your vote is actually in there.
     
  7. PhoenicianGold

    PhoenicianGold Chieftain

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    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: Feb 24, 2019
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  8. Nev_ti

    Nev_ti Chieftain

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    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: Feb 26, 2019
  9. SuperDevton112

    SuperDevton112 Chieftain

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    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)
     
  10. Dark-Light

    Dark-Light Chieftain

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    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.
     
  11. TahamiTsunami

    TahamiTsunami Chieftain

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    @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: Mar 14, 2019
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  12. clapyourhands

    clapyourhands Chieftain

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    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: Mar 15, 2019
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  13. Meowzer

    Meowzer Chieftain

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    SIBERIA

    ca - People of the Tundra
    Tundra tiles provide +1 additional Faith, +1 additional Food, and +1 additional Production.
    Units are immune to Blizzards. Units of civilizations who are at war with Siberia take 100% extra damage from Blizzards while in Siberian territory.

    cu - Siberian Tartar
    Replaces the Knight. Light cavalry unit. Has a ranged attack. Upgrades to nothing.

    ci - Yaranga
    Tile improvement. Requires Pottery. May only be built on non-impassible terrain in cities with an improved Deer tile. Has half the usual Gold yield when raided.
    Provides +0.5 Production and +0.25 Housing.

    lb - Steppe Raiders
    All light cavalry units may move after attacking, receive a movement bonus on Tundra hills, and require one less movement point to conduct raids.

    la - Kuchum Khan
    Hates civilizations following a different religion with nearby cities.
     
    Last edited: Mar 25, 2019
  14. Ohan

    Ohan Chieftain

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    A litte idea ive been toying around with:

    Armenia led by Tiridates III:
    Civilization ability: Armenian highlands:
    Mountains in Armenian territory grant 1 faith and 1 extra appeal to surrounding tiles.
    Districts adjacent to mountains receive 2 culture and 2 tourism with Flight.
    Additionally each mountain within 3 tiles of a city center grants 20hp and +3 combat strength to city defenses.
    Cities with a holy site build walls 33% faster

    Leader ability: Illumination of Tiridates:
    Receive a relic when you found a religion.
    After earning a prophet half of great prophet points count towards recruiting great generals.
    The Holy City is immune to religious pressure and receives 1 great work slot for relics.

    Unique district: Vank:
    Unique Holy Site district. Must be built on hills.
    Armenian troops fighting within 3 tiles of a Vank receive +5 combat strength.
    May construct the Scriptorium:
    Replaces the temple. +2 maintenance cost.
    Holy sites with a scriptorium may undertake the unique scriptorium city project, creating a Great Work of Writing. Can hold 1 great work of writing and 1 relic.
    Great works of writing stored in a Scriptorium grant an additional +1 science and +2 faith.​

    Unique unit: Mamikonian (placeholder)
    Unique horseman (or knight)
    Same stats.
    slightly more expensive to train.
    Receives +1 combat strength per relic and +1 combat strength per great work of writing in the empire.
    (May be purchased with faith in cities with a scriptorium?)
    (overall placeholder but a horse unit for sure)


    Start bias: crazy high bias towards mountains :goodjob:

    ---
    Adds the Tatev Monastery national wonder into the game:
    Unlocked at theology.
    Must be built on a mountain adjacent to a Holy Site with a Temple.
    Has slots for 1 relic and 2 great works of writing. When the slots are filled receive +2 science and apostles trained in this city may choose from any possible promotion.
    Tatev_Monastery_from_a_distance.jpg
    ----

    There have been a few Armenia mods in past but all of them have had a large focus on domination which isnt historically inaccurate but personally i dont like domination games so i tried to come up with a more faith/culture focused Armenia.
    For those who dont know Tiridates III converted Armenia to Christianity in the year 301 making it the first Christian state in the world.
    The Armenian alphabet was also basically invented to translate the Bible from greek/latin. So written culture and faith in Armenia are extremely entwined.

    Numbers are probably off and im not sure how the great works of writing would work (limit to 1 per Vank?) if theyd be unique or borrow from Great Writers (but how would that work etc...) anyway! :thumbsup:
     
    Last edited: Apr 13, 2019
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  15. Connor_CivFan

    Connor_CivFan Chieftain

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    I am the only one who wants Albania (led by Skanderbeg)
     
  16. Kimiimaro

    Kimiimaro King

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    I don't know much about Albania, but I have to say that Skanderbeg would make a great leader indeed. His defence of Albania against the Ottoman Empire is truly impressive.
     
  17. Connor_CivFan

    Connor_CivFan Chieftain

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    Exactly, To not give Skanderbeg a civ in civ 6/ civ 7 would be a crime
     
  18. Kimiimaro

    Kimiimaro King

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    Making him a great general is also a solution...
     
  19. Connor_CivFan

    Connor_CivFan Chieftain

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    I know but for me, that doesn't give him the recognition he deserves.
     
  20. Lonecat Nekophrodite

    Lonecat Nekophrodite Chieftain

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    While King Ramkhamhaeng of Sukhothai Kingdom might considered be the 'Founding Fathers', i'd favor much more 'scientific' historians (which so often challenges National Propaganda versions from time to time, and became more popular even among fellow Thais) like Dr. Sunet Chutinataranon (This is romanization of his name, I never see him writing his names with Latin scripts while I already have ones in my FB Account) of Chulalongkorn University, and Charnvit 'CK' Kasetsiri ( https://www.facebook.com/charnvit.ks ) and supported the views that Ayutthaya IS the first TRUE Siamese Kingdom (and deseved its capitol seats).

    Siamese City lists in Civ 5 includes a city that never actually was a part of Siam (Hongsawadee/Pegu, actually a seat of Mon/Burmese domains), or even Vassals (Vientianne--Seat of modern Laos, while the city was once conquered by Siamese Kingdom(s) (the postofi 's' was added to refer to different eras, from old Ayutthaya, to Thonburi, and Bangkok), Chiang mai and Chiang rai (sometimes written without spaces, and Nan (My home city) both belonged to the ancient Lanna, exists as a kinda city state that often saw suzeranity shifts betwen any of Siamese Kingdom and the Burmese (or more precisely Irrawaddians) ones), Siam only got a tighter grip on Lanna in the Thonburi Era onwards, though the Annexation efforts did not begin until King Chulalongkorn of the Bangkok era as his part to define 'Siamese Territory Claims' (or more precisely the Land Grab, a very ambitious endeavors one since this led Siam towards hostility against either British Empire or the Third Republic of France, both of which are superior global empires of that time) ), while some cities that shows up frequently in national history and so often listed as strategic ones, like Chantaburi (A city, and province located east of Rayong, west of Trat (the Province of Trat is the place where Koh Chang is, If you're tropical beach fans, the isle is one of favorite destinations of foreigners, particularly the 'Farangs' (whites) and I've been there once) was totally ignored.

    Back to the thread. my idea (well this can only be made as Mod, which my modding skill is at the beginning stage, not even entry ones) is that

    Leader: Ramadhipati I (First King of Ayutthaya)
    Agenda: (I'm yet to think of, I don't know much of him beyond that he came from Ou Thong (The Golden Cradle) city, and a founder of Ayutthaya city.. Also I've only recently learned much more of him that his dynasty was a branch of Louvo... (remember Khmer in Civ6? yes Khmer founded Louvo and he's more or less Khmer. and these aforemented historians have discovered that Ayutthayans spoke Khmers or its derivatives first, and with Sukhothai annexed, they began to add Laos/Tai language into theirs (possibly through forced migrations of Laotian speakers through series of winnings), through the Royal Court preserves Classical (or locaized) Khmers well into its successing kingdoms, also another recent discovery also the reasons that he founded Ayutthaya was actually a relocations of Ou Thong city after the original ones was hit by The Plague (possibly the same Black Death that almost ended civilizations on Eurasia supercontinent)
    Civ Ability: (I'm yet to think of but it's more or less associated with Menam, the 'Father governs Children' is more of 'Leader Ability' and IMAO Ramkhamhaeng should be one of leader choices, in truth he leads Sukhothai kingdom which not all historians agree that the said kingdom is the first 'Siamese Kingdom')
    Leader Ability: Ramavatar (Referring to God King beliefs originated in old Khmer, but not a Baray thing)
    UU: Chang Suek (Again' I'm not really agreed with this choice, i'd favor 'Elephant Knights' for many civilizations (India, Indonesia (i think they might use war elephants as well) and Khmer Empire).. where Knight 'rides Elephants' rather than 'Horses'. many civilizations that known to use elephants regluarly also known to field war elephants. OR Gun Elephants.
    Unique Infrastructure: Either Floating Market or Klongs (Either as an aqueduct replacement or tile improvements, i'd go for any, but it could ruin balance if not handled properly because a Klong serves many functions IRL, both as Waterways (and in many civilizations, the preferred transportation routes before Railroads and Automotives beat boats and barges) and irrigations.

    Alternate Leader: Plaek Phibun Songkram (Generalismo and a junta leader who emerged after the turmoil of June 24 Revolutions of 1932, one hella leader who took Siamese initial territorial claims over much of Indochine seriously (and believed that France took what's rightfully Siamese) and this later led to the invasion of Indochine Francaisse (particularly Laos and what's now Cambodia, again cradle of the Khmers), ones that included Battle of Phum Preav (which Thais called Baan Prao) , the battle (through not the first of Siamese) to involve the use of Tanks (the English made Vickers 6-ton Mark E, and there maybe Japanese ones too) and Tankettes, and allegedy the only armored battles Siamese was involved (There were FT17s stationed in Cambodge sections of Indochine Francaisse but i'm not sure whether did the French (particularly the Legion Etrangerie units or other Black colonial units deployed there) used them too? but they did use both 25mm and 75mm AT there).
    Agenda: Pan Thai / United Ancient Thai State/ Greater Siam (referring to his collaborations with Japanese in Shan campaign, and this came with bargains that Siam/Thailand would earn the rights over annexed territory while Jap would move beyond, they eye on bigger prize). Warmonger, favors Despotism and Fascism government system. strongly detests close proximity new rival settlements.
    Personal Ability: Trust the Leader and Nation Survives (again. I have yet to think what does it do? but does alot with war effort)
    Personal UU: Either Boripat fighter-bomber biplane (Named after Prince Paribatra, War Minister of the 20s-30s and also a founder of an eponymous noble clan which still active today, different romanizations was that, while the Prince himself has his name written with Sanskrit romanizations, the local pronounciations didn't go the same way and as aircraft model it had to be romanized with acutal pronounciations and not sanskrit ones.), Tankette (replaces or complement Tanks) or HTMS Thonburi (their localized versions of Battleship, cheaper, smaller (And thus weaker) than actual Battleships.. well this came out of the national ability to maintain their armed forces at the time, and Siam, just like many countries in the world, was not a kind of nation that can afford a full size dreadnoughs (While Americans could build Iowa class and Japanese could churn out many and make a trio of super dreadnough dubbed 'Yamato' (大和) class) so these countries have to redefine the term 'Battleship' (possibly they need to lend a definition of previous generations to define their dreadnoughs, though these ships are later reclassified as Heavy Cruisers/Battlecruisers).. I'd favor either Paribatra or Tankette/Light Tanks since the Siamese Air Foce did a splendid job with these in their war against Indochine Francaisse. Thonburi for me is a big time sucker and a bad choice of warships the Royal Siamese Navy ever has (Out of many bad choices they choose, the other was an aircraft carrier that purchased to honour the (then) beloved King , and the other worse choice was Chinese submarine) The best RTN warship choice yet is a new Destroyer bought from S. Korea with Zummwalt lookalikes design, named after the late King)

    Another (possible) alternate leader: Pridi Banomyong
    Agenda: Either 'Dharma Satra' (Sanskrit romanizations of 'Thammasart') or 2475, Favors democratic and peaceful leader and prefers Oligarchy, Monarchy and Democracy. also a seeks suzeraine or allies, despises warmonger. OR favors cultured leaders.
    Personal Ability: The Six Pillars (based on the underlying principles of 1932 Revolutions)
    Personal Infrastructure: The Thammasart University Center. Replaces University, yields culture along with science. (should it comes with a slot for any great works for cultural GP?)
     
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