Design your own Civ VI civ

Hello I was always thinking about to make a one city civ and choose Hong Kong. Basically a one city civ that focus on economy but weak in military. UA are as follow:

Leader: Hongkongers ( For the so called "no-leader" democratic movement)
UA: Extra Faith and Culture production when received war declaration & declare protectorate /liberation war.(100% & 150%) respectively. (sth like australia) .
Kill unit gain 50% science, 100% culture and 150% faith of the unit hp. (Strong gorgo ability)
+1 faith per population. Can purchase land melee and ranged unit and builder by faith

CA: Cannot declare Surprise War. -50% production towards units and cannot purchase unit by gold. Cannot build or purchase settlers. Unlimited trade route at start (80 trade routes) .Trade route to other city gain +2 food, +1 production, +2 gold, +1 culture and +1 science. Other trade route to the city gain +1 science,+2 culture for Hong Kong. Sender of such trade route gain +6 gold. Extra 4 population+10 housing & +2 Amenity at beginning. Convert 20 tourism to Diplomatic Favor per Turn. Gain extra Great Merchant Points in different eras. Get one extra builder, one slinger, one scout and one UA healer unit at the beginning (basically one city state have lots of trade route and bonuses, and also buff to population but cannot build unit easily and need to use the extra unit it have wisely)i

LU: WO LEI FEI (the peaceful, rational and non-violence protestors)
heal +30 hp per turn for adjacent unit

UB

Victoria Habour

+3 Food, Gold and Production. +3 Gold per coatal tile, gain tourism per population

Actually did I put too much UAs T.T most of the UA are actually for balancing or anti-exploit purpose T.T. So just wonder if that idea is good. I have also made a threat in "Released Mod" but I think I wrote too creepy without even said the name of city...and decide to write the idea here again. So is the idea of the civ good? Feel free to comment.
 
Civ: Reworked Brazil

CA: "Brazilian way": Loses 10% Science, 10% Culture, 10% Production and Gold in every city, BUT every city below 10 population is always Ecstatic and cities above 10 population are always Happy. During a Golden Age, all amenity bonuses are doubled.
UU: "Brazilian Builder": Spends no charges when improving Luxury Reources and creating Green Parks;
UI: "Green Park". Can use builders to create ecologycal parks. +4 gold and +1 culture. Can be built on any rainforest or woods tile. Can't be built adjacent to another.
Leader: Pedro II
LA: Same as current game.
Personality: Same as current game.
 
Hello I was always thinking about to make a one city civ and choose Hong Kong. Basically a one city civ that focus on economy but weak in military. UA are as follow:

Leader: Hongkongers ( For the so called "no-leader" democratic movement)
UA: Extra Faith and Culture production when received war declaration & declare protectorate /liberation war.(100% & 150%) respectively. (sth like australia) .
Kill unit gain 50% science, 100% culture and 150% faith of the unit hp. (Strong gorgo ability)
+1 faith per population. Can purchase land melee and ranged unit and builder by faith

CA: Cannot declare Surprise War. -50% production towards units and cannot purchase unit by gold. Cannot build or purchase settlers. Unlimited trade route at start (80 trade routes) .Trade route to other city gain +2 food, +1 production, +2 gold, +1 culture and +1 science. Other trade route to the city gain +1 science,+2 culture for Hong Kong. Sender of such trade route gain +6 gold. Extra 4 population+10 housing & +2 Amenity at beginning. Convert 20 tourism to Diplomatic Favor per Turn. Gain extra Great Merchant Points in different eras. Get one extra builder, one slinger, one scout and one UA healer unit at the beginning (basically one city state have lots of trade route and bonuses, and also buff to population but cannot build unit easily and need to use the extra unit it have wisely)i

LU: WO LEI FEI (the peaceful, rational and non-violence protestors)
heal +30 hp per turn for adjacent unit

UB

Victoria Habour

+3 Food, Gold and Production. +3 Gold per coatal tile, gain tourism per population

Actually did I put too much UAs T.T most of the UA are actually for balancing or anti-exploit purpose T.T. So just wonder if that idea is good. I have also made a threat in "Released Mod" but I think I wrote too creepy without even said the name of city...and decide to write the idea here again. So is the idea of the civ good? Feel free to comment.
Why not Joshua Wong?
 
Civ: Reworked Brazil

CA: "Brazilian way": Loses 10% Science, 10% Culture, 10% Production and Gold in every city, BUT every city below 10 population is always Ecstatic and cities above 10 population are always Happy. During a Golden Age, all amenity bonuses are doubled.
UU: "Brazilian Builder": Spends no charges when improving Luxury Reources and creating Green Parks;
UI: "Green Park". Can use builders to create ecologycal parks. +4 gold and +1 culture. Can be built on any rainforest or woods tile. Can't be built adjacent to another.
Leader: Pedro II
LA: Same as current game.
Personality: Same as current game.

Interesting to make very happy city. The problem is not the happy city does not create a bonus towards victory.

I wonder actually can the game add sth like happiness victory? I think it shall be what modern society is looking for
 
Why not Joshua Wong?

Actually Joshua Wong is good choice. However, among the protester not all people like Joshua, actually some even said that he is communist spy, which I of course do not agree. And also Hong Kong shall be the first place (if not arabia) to have the so-called "no leader, be water" tactics that every person can say about the tactics and what to do in the internet.

But if I choose Joshua Wong, a more firaxis style choice would be Agnes Chow https://en.wikipedia.org/wiki/Agnes_Chow because firaxis ALWAYS choose female leader whom may not be important rather than a proper leader ( CIV 5 theodora over Justinian, Civ 6 Gorgo over Leonardis, and also the French one that actually never rules french....)

Another choice would be Dr. Wan Chin, who suggest to waive American flags during protest to gain America support (and he claims it is his strategy when Trump finally signed the deal....)

Also actually the governors of the British Hong Kong would be good too as they really contribute a lot to the city.
 
200px-Virgulino_Ferreira_da_Silva_%28Lampi%C3%A3o%29.jpg

Nordeste


Virgulino Ferreira da Silva, o “Lampião”

Musical theme: Mulher Rendeira – written in the 1920's, it is a “xaxado” love song composed by Lampião as a patriotic northeastern hymn. It was chanted as a war song by his entire band before the siege of Mossoró. It tells the story of a story of a young farmer in love with a lacemaker woman, and he proposes that she "teaches him how to make embroidery that he teaches her to date". It is considered one of the greatest symbols of Northeastern culture because of its elements, such as embroidered lace, the presence of Lampião, work in the fields and regional locations.



Civilization Ability: Sertão Nordestino – Building a Shrine or Temple triggers a Culture Bomb, claiming surrounding tiles. Golden Ages provides +10 Food, Faith and Culture bonus and a free Great Artist, Great Merchant, Great Musician, Great Prophet or Great Writer. 50% Science and Production bonus when construct Solar Farms or Wind Farms.

The striking geography of the Northeast, a vast semi-arid region that defined its geopolitics for ages, being the scene of conflicts between colonels (great landowners who had the same status as feudal lords during the Old Republic), Cangaço and several characteristics of the Northeastern imaginary. The June festivals are marked by their meaning of prosperity and fertility, and are celebrated with a typical dance, music and cuisine.



Leader Ability: King of the Cangaço – Upon defeating a Barbarian inside an Encampment, they join your side with 1 free promotion. Pillaging cities gains a +25 Gold bonus and purchase Great General points. Gain the Cangaceiro unique unity with Rifling.

Being one of the poorest regions and with the highest numbers of illiteracy in Brazil, it was also where many found aggressive solutions against the farmer oligarchy: banditry, a phenomenon known regionally as "o Cangaço", led by cangaceiros, a pejorative term related to people who are plagued of society.



Agenda: Bandit Leader – Tries to pillage cities tiles with agricultural improvements. Likes civilizations who pillage agricultural improvements or neither construct them after Industrial Era. Dislikes civilizations who replace Holy Sites to agricultural improvements.



Unique unit 1: Jagunço – unlocked with Military Science. Can be purchased in rural areas by a Worker. +10 Combat Strenght when fighting on a pillaged tile

Jagunços were henchmen subordinated by the colonels to guard their lands. Some Jagunços escaped and traited their chiefs to follow the Cangaço.



Unique unit 2: Cangaceiro – after unlocking Rifling, every barbarian captured will be turned into a Cangaceiro. Combat bonus in cities with lower Amenities. +10 Happiness bonus and a free Cordel Literature tile when a Cangaceiro capture a city. Pillage tiles grants Great General bonus.

Cangaceiros were the bandit groups who fought the great landowners in the Northeastern region.



Unique district: Cordel Literature – Replaces the Theater Square. Increase Happiness in the city and provide Golden Age or Heroic Age points. Connected Libraries and Art Museums in the tiles will grant +2 Culture bonus. Unlock the Festa Junina civic (replaces the Medieval Fairies).

The Cordel, or string literature, is one of the greatest representations of northeastern culture. They are printed booklet containing folk novels, poems and songs sold in street markets, illustred by woodcut paintings. Brazilian poet Carlos Drummond de Andrade said once: “it is one of the purest manifestations of the inventive spirit, the sense of humor and the critical capacity of Brazilians from the interior and of the humblest backgrounds.”







Geography and Social Data

Empire Name Northeastern Empire

Demonym Northeastern

Location South America

Size Some 600,000 square miles (1.5 million km²)

Population Est. 56 million

Capital None at political status (most important cities are Salvador, Fortaleza and Recife)


Historical Notes: He was born by the name of Virgulino Ferreira da Silva in 1898, at the village of Serra Talhada. Even with humble origins, his family always praised for having a cultured son, which developed his loving of reading. In this era, Brazil was facing the troubles after the republican coup, and the farmer oligarchy at the Republica Velha. Many great owners of land gained power as the poor people served mostly like servants. It was called the "coronelismo", a kind of feudal system in the brazilian countryside. Many "clans" of small farmes were formed to fight the jagunços, loyal elite of the colonels (as the great farmers were called). Virgulino had his father dead in these conflicts, and soon, he became the cangaceiro bandit leader known as "Lampião". From all of the cangaceiros in the Republica Velha, Lampião succeded the most pillages and conquered almost all of the Northeasten region, being known as the "King of Cangaço". His gang was feared from all corners of Northeast, from the Bahian city of Feira de Santana until the interior Cearense villages. A pious catholic, his most respected figure was Father Cicero, said for many as a "miraculous priest and advisor of the poor". Lampião was caught with his gang and general-wife Maria Bonita in 1938 and was executed in the village of Poço Redondo. His legacy is doubtful, as he's a very polemic character, but still maintain bright in all of Northeasten culture. Villain for some, hero for many. Even being a cruel assassin, he is remembered as a rebel and serve as inspiration as a brave and strong man.


It may not be the "greatest civ of all" (or even an actual civilization in real life), but, as I know some of the exoticism of this religion (regarding most of brazilian culture), maybe it would be something in practice.
 
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Germany Alternative Leader

Leader
- Willhelm I
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Ability - Heil Kaiser Dir
Military units gain +1 combat strength for every military or diplomacy policy slot in the government. Has access to a unique governor, Otto von Bismarck, the Iron Chancellor. Gain a governor promotion every time a new government set is unlocked. Gains the Gardeskorps unique unit when Replaceable Parts is unlocked.

Otto von Bismarck - Base Ability - Establishes in 3 turns. City gains +5 loyalty(in addition to the usual loyalty bonuses from governors) and units gain +3 combat strength when fighting within 2 tiles of the city borders.
Left 1 Ability - Gain an extra diplomacy slot in your government
Right 1 Ability - +50% production for 8 turns in this city and the two closest cities when war starts with a major civilization. 4 turns if war is declared on a city state.
Left 2 Ability - Gain 1 envoy when a district is constructed in this city
Right 2 Ability - Gain an extra military slot in your government
Left 3 Ability - Bonuses from envoys in city states are increased by 50% in this city. +2 diplomatic favor per turn.
Right 3 Ability - +30% production from all production bonuses when producing military units in this city. An additional +5% for every city state you are suzerain of.

Leader Agenda - Deutscher Kaiser
Willhelm likes to have a strong standing army and become suzerain of city-states. If he cannot become suzerain of a city states he will attack it. Likes civilizations with the same government and high loyalty. Dislikes civilizations that try to take his city-states or cause his cities to rebel.

Unique Unit - Gardeskorps
German modern era unique unit when Willhelm I is their leader. Replaces Infantry and costs no resources to make or maintain, but has a higher gold maintenance cost and higher production cost. Gains +50% combat experience. Gains +1 movement when starting in a German city with full loyalty. Also gains +1 movement 5 turns after Germany gets into a war. Combat bonuses from Heil Kaiser Dir are doubled.

P.S. They still have the U-Boat


I think this would be a fun alternative to Germany. I think get it’s best bonuses, you would have to make decisions like whether to promote the powerful bonuses from Bismarck, or another governor. You would have to decide when and where to move him to. Please give feed back.
 
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Chamorro
CA:Mariana Islands

Does not gain any yields from improved or unimproved land tiles.Gain +2 Food,+2 Production from every coast tile,and +2 Food,+1 Production from every Ocean tile

CUB:Haligi

An unique building constructed in the city center.Coast tiles gain +1 Culture,Science,Faith and Gold.Ocean tiles gain +1 Food.

CUU:Canoe

Replaces the warrior.15 combat strength,but can enter coast tiles without the appropriate technology.Can enter Ocean tiles with Sailing.Civilian Units in Formation with a canoe gain the same abilities.

Leader:Fu‘uña

LUA: Mother of the Chamorro

For every 2 population in a city,if that city has a Haligi building,it will be upgraded.

*Haligi Upgrades*

1:+1 Food on all coast tiles

2:+1 Faith to all ocean tiles

3:+1 Culture to sea resources

4:+1 Production for all coast tiles

5:+1Science to tiles adjacent to reefs

6:+1 Gold to all coast tiles adjacent to districts

7:+1 Science to all water tiles in Cities with a campus

8:+1 Culture to all water tiles in cities with a theater square

9:+2 Gold to all coast tiles in a city with a commercial hub

10:+1 Production to all ocean tiles

11:+1 Culture to all water tiles for all great works in a three-tile radius

12:+1 Production to all water tiles in all cities with an industrial zone

13:City Center gain +1 Culture per adjacent coast tile

14:+1 Food on all water tiles

15:+1 Production on all ocean tiles

LUU: maga’låhi
Civilian Unit that grants +3 loyalty when garrisoned in a city center.



This a bit more of a niche civ,but I would love to see a 100% water-based civ the same way that Mali is THE desert civ.Feedback is appreciated.
 
A defensive civ who gains bonuses from internal affairs and defense. Good for culture or surprisingly domination victories.

Belgium

UA: Microcosm Of Europe-Growth rate is 20% higher. Builders have an extra charge.

Belgium earned the then-popular nickname “microcosm of Europe” by having a population as large as Canada in such a small country. Many of these citizens were artisans or craftsmen of some sort.

UU: Émigré-Replaces trader, automatically grants +2 culture for each trade route.
upload_2020-4-7_13-55-44.jpeg

French for immigrant, during the times of the French Revolution, the émigrés were Frenchmen who had fled France, and the many in Belgium became prominently known for spreading French culture in Belgium, and they had lasting effects up past World War I.

UI: Cercle Administratif-Stand-alone building in government plaza, adds +5 loyalty every turn.
upload_2020-4-7_13-56-15.jpeg

The Cercles Administratif, French for Administrative Circles, were a body of nine representatives that was still active during the time of Albert I, and was similar to the American Senate, made for greater public representation.

Albert I
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LUA: No Thoroughfare-Builds walls 50% faster. Always fortifies units in one turn. Cavalry requires no strategic resources.
upload_2020-4-7_13-54-13.jpeg

In Punch, a political cartoon shows “little” Belgium barring “big” Germany’s way through to France, while behind is a sign that says “no thoroughfare.” This also is a reference to his leading of Belgium’s armies throughout the whole of World War I.

LA: Belgium Will Never Perish-Likes people who builds walls and have large standing armies. Hates warmongers.

This is based off the quote, “I have faith in our destinies; a country which is defending itself conquers the respect of all; such a country does not perish!”

City List

Compiled based on populous cities, administrative capitals, and sites of battles at the time. Sorry if it’s short, this is hard.


Capital: Brussels
Antwerp
Liege
Gent
Namur
Ypres
Veurne
Bruges
Leuven
Mechelen
Charleroi
Tienen
Houthulst
Passchendaele
Langemark
Zonnebeke
Courtai
Diksmuide
Dinant
Zemst
Ath
Herve
Ostend
Blankenberge
Blegny
Huy
Ans
 
I like the design for Belgium, and maybe King Albert could also have included in his LUA those Belgian riflemen with black hats?

dont know what they are called but I have seen them in some ww1 history books.
 
Okay, this Belgian is going to call his 2cents.

The soldiers you're refering to are called Chasseurs, which is an okay choice for a Belgian UU (although Chasseurs aren't uniquely Belgians - the Garde Imperial, France's UU are also Chasseurs, and the Prussian army at the time also had Jäger divisions - "Jäger" being the German word for "Chasseur" - both meaning hunter, in English. )

Personally, I'm not certain whether this combination of traits fits Belgium? Albert I is a good choice for a leader (and the ONLY good choice for Belgium), but I would work more around Open Borders. Belgium is a transportation and trade hub - Open Borders giving additional benefits to passing trade routes would be a good ability, and would tie in well with Albert I closing the borders during WWI.

I don't think loyalty is a good choice for a UI yield either - Flanders and Wallonia hate each other, to the point of dysfunction. If you want to be realistic, there should be a penalty to loyalty involved imo, or none at all.

I think the Belfrey would be a good UI instead - they're medieval castles unique to the area and doubled as weapon magazines - they would make excellent replacements for the Armory.

Another good one would be the Sillon Industriel - Belgium was one of the main key players.

So in a nutshell, my suggestion would be something like this:

Belgium UA - Sillon Industriel: Signing an Open Borders agreement with Belgium improves all international trade route yields between Belgium and their trade partner by 15%. Domestic trade routes yield +1 food and +1 production for Belgium for each Open Borders agreement they've signed. +1 Trade route capacity for each unique strategic resource hooked up in Belgian lands.

Albert UA - In Flanders Fields - Each time a military unit dies in Belgian territory, they permanently increase their tile's culture output by +1. Unlocks the Trench unique tile improvement.

Albert Agenda: Dodengang - Likes civs that sign Open Borders with Belgium and their friends. Will always sign Open Borders if relations are neutral or positive and never if they are negative. Dislikes civs that close their borders to Belgium, or have opened their borders to an enemy of Belgium.


UU: Chasseur - Replaces the Infantry, unlocks at Rifling and has +1 movement (they ride bicycles!)
UI1: Belfrey - Unique replacement of the Armory - grants +3 culture for each passing trade route. Provides tourism for every 100 culture accumulated this way upon discovering Flight.
UI2: Trench - Unique infrastructure, can be built by Builders and Military Engineers. Provides defensive CS to units occupying the tile. Doesn't cost a charge if built while adjacent to a district, fort or river. Can't be built if at peace.

City List:
Brussels
Antwerp
Ghent
Liège
Charleroi
Bruges
Namur
Leuven
Mons
Mechelen
Kortrijk
Tournai
Hasselt
Ostend
Ypres
Wavre
Arlon
La Louvière
Aalst
Verviers
Turnhout
Huy
Tienen
Ath
St. Niklaas
Dendermonde
Diksmuide
Rochefort
Lier
Dinant
Ottignies
Roeselare
Bastogne
Neufchateau
Oudenaarde
Vilvoorde
Chaudfontaine
Passchendaele
 
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My Belgium was based primarily off the Brabant Revolution, Belgian Revolution, French Revolution, and World War I. The UA Microcosm Of Europe was actually a pretty popular nickname for Belgium at the time, and even now it has a large population density. The UU Émigré was one from earlier, the people who fled the French Revolution generally went east, and the ones in Belgium were partially conscripted to traders in times of war. The UI Cercle Administratif was actually one of the most influential political systems ever in Belgium, instated by Leopold I, and did help bring a sense of loyalty and nationalism to Belgian citizens through larger amounts of public representation. Keep in mind that you’re thinking of modern Belgium. This is ~1840-1930 Belgium. Even the city list is old and named after World War I battle sites in Belgium. The LUA No Thoroughfare is actually super true to the time, as Belgium was very neutral and defensive until the end of World War I, and gained recognition as a sort of Switzerland. The LA Belgium Will Never Perish was just Albert I’s loyalty and defense of his country. Anyhow, here’s a new and hopefully better civ.

An expansive civ who loves production and gold, and will go for domination and science victories.

Boers

UA: The Great Trek-+50% production to all recon units. When in a dark age, all units gain +1 movement.
upload_2020-4-8_21-24-47.jpeg

The Great Trek was a period in which the Boers fled the British tyranny and established the Boer Republics and paved the way for an independent South African nation.
UU: Voortrekker-Replaces skirmisher, has +1 movement and +5 combat damage.
upload_2020-4-8_21-28-0.jpeg

The Voortrekkers were generally anyone who went on The Great Trek and engaged in combat with the Xhosa, Ndebele, and Zulu.
UI: Kraal-Replaces the pasture, provides +2 production and +1 food.
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A kraal was a ring of huts fenced in to protect cattle from escaping. The zulu ikandas are commonly misnamed these.
Louis Tregardt
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LUA: Voorste Mense-Get a culture bomb whenever you build a kraal or a campus.
Voorste Mense, Afrikaans for people leader, was a title the boers gave only to Louis Tregardt for leading the first parties of Boers out of the Cape Colony.
LUU: Trekboere-Replaces builder, gets +2 science whenever you build an improvement.
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The Trekboeres were specialized farmers and caravan leaders in the trek and like pioneers, invented and built many of their own machines and inventions.
LA: The Long Trek-Likes civilizations with lots of cities and lots of improvements. Hates civilizations not on his home continent.
Louis Tregardt led waves of Boers from 1833-1838. He was himself a farmer, and loved the trekboeres.
Andries Pretorius
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LUA: Natalia Republic-For every third city you found, another is founded with a kraal and a palace.
Andries Pretorius founded the Natalia Republic and was surprised at how quickly it grew, and how many de facto capitals there were.
LUI: Laager-Stand-alone district, provides a +1 production bonus for improvements and commercial hubs next to it. Also provides protection to units inside comparable to that of renaissance walls. Available with military science.
upload_2020-4-9_9-30-43.jpeg

A laager was an entrenched area that had palisade walls and a ring of wagons around it.
LA: Naming Of Pretoria-Likes civilizations with lots of cities and small militaries, feels threatened by civilizations with large militaries and will try to conquer them.
Pretoria was named after Andries Pretorius, He fought many African tribes, and was scared by them.

City List:

Capital: Pretoria
Bloemfontein
Pietermaritzburg
Port Natal
Vryburg
Vryheid
Windburg
Potchetstroom
Adam Kok
Lydenburg
Rustenburg
Soutpansberg
Wakkerstroom
Delagoa Bay
Retief
 
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Oman

A wide maritime and gold focused civilization, not geared for domination victory.

UA: Omani cities with a Commercial Hub and a Mifa gain +1 amenity. Commercial Hubs and Mifas provide a standard adjacency. Omani cities with foreign trade routes passing through them gain +15% gold and +15% science.


Leader - Said bin Sultan
(It wouldn’t let me put a picture in)
Oman was a trade powerhouse during his reign. He greatly expanded the Omani colony in Africa and it flourished. He moved the capital to Zanzibar. Oman reached its peak at his rule.

LUA: Every third city founded gives Oman +1 trade route capacity. +50% production towards building the first unique district in cities not on your capital’s continent. All units gain +1 movement points in water tiles.

LA: Tries to maintain as much gold as possible, and settle cities not on his continent. Likes civilizations who sent trade routes to him and have a high gold income. Dislikes civilizations who don’t sent trade routes to him.


UU: Dhow - Unique Omani civilian unit that replaces the Trader. Takes an alternate route to go through as much water as possible. Moves faster when moving through water. +1 gold in the trade route for every sea resource in the starting city. Gain diplomatic favor when the trade route is completed or if it is plundered.


UI: Mifa - Unique Omani district that replaces the harbor. Adjacent sea tiles gain +1 gold and +1 culture. These bonuses are increased by +1 when a shipyard is constructed. Gain +4 loyalty per turn and a settler when completed in a city not on your capital’s continent, but has a higher production cost (gold and faith cost, too) if building it in a city not on your capitals continent.


I think i made this civ too complicated or op
 
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New changes for Boer civ! Maybe someone could make some of the civs here someday. Do you know any modders who accept civilizations? If so, please post them.
 
Very new to game design, if that's what you can even call what I'm about to do, but I wanted to give my most wanted Civ, the Navajo, a shot.
Here goes!
Civ: Navajo
Leader: Manuelito
I think their main icon/colors would be a turquoise Kokopelli (a fertility God) on either a brown or orange background.
Agenda: Tribal Homelands. Manuelito dislikes civs who take over city states and likes Civs who send lots of trade routes to city states. (I'm aware this is similar to the hidden City-State Ally but honestly this just fits too well so :p)
Leader Ability: Hashkeh Naabaah. (translates to "angry warrior.") The Navajo get +100% production and +2 movement for all units in the first 10 turns after declaring a Surprise War or Reconquest War. Additionally, the Navajo have a unique type of alliance, the Tribal Union. It automatically grants open borders between the two civs and grants +5 combat strength and +100% production to the other leader when you are both at war against the same civ.
Civilization Ability: Na'lini'. (Translates to "buying and selling," which is the closest Navajo word I could find to anything about trade.) The Navajo cannot send Trade Routes to any other players (you may still send them to city-states), but the Navajo gain the trade route bonuses from any trade routes that other players send to them. Trade Routes sent to the Navajo always provide +1 Amenity and +2 Food.
Unique Unit: Code Talker. (These were utilized by the US government in World War 2 in order to very thoroughly code messages as the Navajo language is very complicated) It's a unique version of the spy that operates at 2 levels higher at all times and an additional 2 levels higher when stationed in civilizations you are at war with or acting as a counterspy. First is given with Machinery.
Unique Infrastructure: Teepee/Hogan. (These were the 2 structures in which the Navajo lived. They were in teepees in the summer and hogans in the winter.) These replace the neighborhood. When building this district you must choose one of the two types and you may not build the other in this city. Enemy spies may not execute the "Recruit Partisans" espionage activity in these districts. Teepee: Can only be placed on flat grassland, flat plains, and flat desert. Neighborhood housing based on appeal still applies. +2 Culture, +2 Gold, and +1 Amenity per turn. Gets an additional +2 Tourism per turn and +1 Great Merchant Point per turn at Conservation. Hogan: Can be placed on any grassland, any plains, and any desert. Gets a flat 4 housing as well as +2 Food and +2 Production in the City Center.

Let me know how I did! I know it's not the most cohesive design possible but there was so much I wanted to incorporate so it was tough.
 
I'd like to see the Navajo too and here are some of my opinions.
Agenda: Tribal Homelands. Manuelito dislikes civs who take over city states and likes Civs who send lots of trade routes to city states. (I'm aware this is similar to the hidden City-State Ally but honestly this just fits too well so :p)
I'm wondering why specifically his relations are geared toward city-states. In my mind Manuelito tried to defend his homeland so I think an agenda that deals with that is preferred. He won't cede any of his land and will dislike people taking land from others through war and culture bombing.

Unique Unit: Code Talker. (These were utilized by the US government in World War 2 in order to very thoroughly code messages as the Navajo language is very complicated) It's a unique version of the spy that operates at 2 levels higher at all times and an additional 2 levels higher when stationed in civilizations you are at war with or acting as a counterspy. First is given with Machinery.
I personally think all UUs should at least be a military unit. I would still go with a Code Talker but make it a modern recon unit with more diplomatic visibility when you are stationed in the Civs borders. The code talkers enlisted and helped the U.S. Marines in the Pacific Theater so I would go this route.

Unique Infrastructure: Teepee/Hogan. (These were the 2 structures in which the Navajo lived. They were in teepees in the summer and hogans in the winter.) These replace the neighborhood. When building this district you must choose one of the two types and you may not build the other in this city. Enemy spies may not execute the "Recruit Partisans" espionage activity in these districts. Teepee: Can only be placed on flat grassland, flat plains, and flat desert. Neighborhood housing based on appeal still applies. +2 Culture, +2 Gold, and +1 Amenity per turn. Gets an additional +2 Tourism per turn and +1 Great Merchant Point per turn at Conservation. Hogan: Can be placed on any grassland, any plains, and any desert. Gets a flat 4 housing as well as +2 Food and +2 Production in the City Center.
I don't see the need for having a Teepee UI as well. The Hogan is fine and represents the Navajo fine. The teepee was used by many other tribes anyway, much more notably the more nomadic ones.

Speaking of being nomadic, the Navajo were before they encountered the Pueblo and learned about farming and domestication. I think it would be cool to put that into a Civ ability somehow making them like the Maori but on land. They wouldn't be able to settle their first city unless they meet another Civ first. It would be both unique and challenging. Of course they probably would also need to start with a scout and slinger unit as well.
 
I'm wondering why specifically his relations are geared toward city-states. In my mind Manuelito tried to defend his homeland so I think an agenda that deals with that is preferred. He won't cede any of his land and will dislike people taking land from others through war and culture bombing.
That works way better. When I wrote that I was kinda thinking he was defending the other clans within the Navajo tribe as they were all a bit distinct and his mother and wife were from different tribes but I'm seeing that yeah, maybe he doesn't like civs keep land for themselves from war.
I personally think all UUs should at least be a military unit. I would still go with a Code Talker but make it a modern recon unit with more diplomatic visibility when you are stationed in the Civs borders. The code talkers enlisted and helped the U.S. Marines in the Pacific Theater so I would go this route.
This makes sense but I think that having a unique spy is really interesting and unique and I really wanna make civs stand out. Since we are gonna theoretically get rid of one of their UI, (we'll get to it later) maybe we could have 2 unique units? I feel like having a late-game recon unit would make their early/mid-game extremely weak since they wouldn't have their UI yet and wouldn't necessarily be able to get gold growth through trade routes, so we could go with a somewhat Native American cliché and call their militaristic unit the Bih-keh-he (translates to "war chief") and have it be almost hoplite-esque, maybe granting +5 combat strength to all adjacent units that aren't already a Bih-keh-he (representing the way that the war chiefs would rally their troops into battle). It could be unique early-game, not upgrading, unlocked at military tradition.
I don't see the need for having a Teepee UI as well. The Hogan is fine and represents the Navajo fine. The teepee was used by many other tribes anyway, much more notably the more nomadic ones.
yeah, that's fair. The reason I initially used the tipis is because (as a Utahn, and so someone very exposed to Native American cultures) that and their rugs are the big images that come to mind when I just broadly think "Navajo".
Speaking of being nomadic, the Navajo were before they encountered the Pueblo and learned about farming and domestication. I think it would be cool to put that into a Civ ability somehow making them like the Maori but on land. They wouldn't be able to settle their first city unless they meet another Civ first. It would be both unique and challenging. Of course they probably would also need to start with a scout and slinger unit as well.
This is an interesting idea but to be honest I just feel it doesn't fully fit with the theme of the Navajo I decided to go with. There was another direction I was considering taking them which would be sort of Canada but aggressive and in the desert. Which is to say, they can utilize the desert tiles to farm and would have a pretty strong tourism game later on (faith was also an aspect in this). However, with the more warlike and amenity focused route I took that just wouldn't fit in.
Thank you so much for replying! I was really eager to see what people thought of this because like I said in my original reply I've never really done anything like this before haha
 
This makes sense but I think that having a unique spy is really interesting and unique and I really wanna make civs stand out. Since we are gonna theoretically get rid of one of their UI, (we'll get to it later) maybe we could have 2 unique units? I feel like having a late-game recon unit would make their early/mid-game extremely weak since they wouldn't have their UI yet and wouldn't necessarily be able to get gold growth through trade routes, so we could go with a somewhat Native American cliché and call their militaristic unit the Bih-keh-he (translates to "war chief") and have it be almost hoplite-esque, maybe granting +5 combat strength to all adjacent units that aren't already a Bih-keh-he (representing the way that the war chiefs would rally their troops into battle). It could be unique early-game, not upgrading, unlocked at military tradition.
I've never heard of the term Bih-keh-he before, but I like the idea. I'm assuming maybe Manuelito was called one so that could even be his UU while the Navajo would have the Codetalker spy replacement.

This is an interesting idea but to be honest I just feel it doesn't fully fit with the theme of the Navajo I decided to go with. There was another direction I was considering taking them which would be sort of Canada but aggressive and in the desert. Which is to say, they can utilize the desert tiles to farm and would have a pretty strong tourism game later on (faith was also an aspect in this). However, with the more warlike and amenity focused route I took that just wouldn't fit in.
Thank you so much for replying! I was really eager to see what people thought of this because like I said in my original reply I've never really done anything like this before haha
No worries. I've changed around my ideas for Civs based off of feedback and other things I've found or thought of.
Ironically that nomadic idea was a suggestion by someone else I and combined with a desert farming ability while gaining faith and culture from natural wonders. I call the ability Dinétah.

I also chose Manuelito as a leader too but I made him more less aggressive unless provoked. I know at least later in his life he told the Navajo that education is the ladder to success so I based his ability around gaining eurekas when meeting new civs and science boosts when peace is declared. Though I do like the idea for the Reconquest War and would fit his agenda that I gave him.
 
I've never heard of the term Bih-keh-he before, but I like the idea. I'm assuming maybe Manuelito was called one so that could even be his UU while the Navajo would have the Codetalker spy replacement.
Bih-keh-he isn't really a term for a specific type of warrior (similar to, say, Georgia's Khevsur) but as it was their term for War Chief, he most likely would've. Also, I've found evidence of at least 3/4 more fairly prominent figures like this. Also, the leader-specific UU is a great idea :).
I also chose Manuelito as a leader too but I made him more less aggressive unless provoked. I know at least later in his life he told the Navajo that education is the ladder to success so I based his ability around gaining eurekas when meeting new civs and science boosts when peace is declared. Though I do like the idea for the Reconquest War and would fit his agenda that I gave him.
I came across this about the science too and almost gave him a science boost in his Leader Ability but I decided that felt a bit too Scotland for me. From my research, though, I found he was pretty aggressive lots of the time, going to war a lot with the Mexicans and other neighboring tribes (as well as the New Mexicans when they moved in).
Also, Dinétah is a great ability name. I wanted to work in some form of Diné to the name of their civ ability for mine too but didn't see a way for that to make sense so it got chopped. Although, Firaxis could totally just make that their name...
 
Since there might be new Civs coming I want to throw out some of my ideas. I might have made earlier versions of them but they have been changed since the introduction of both expansions

First up is Ethiopia

Leader: Ezana

Capital: Axum

Agenda: Religious State- Likes all of his cities to be under one majority religion and respects leaders who follow this approach. Dislikes civilizations that have different majority religions in cities.

LA: Ezana Stone- Bonus production toward hawlitis and shrines. Shrines give an extra Great Prophet point and one more trader capacity. Combat strength against other civilizations if your religion is a majority in all your cities. May build the Hawilti UB.

UA: Adwa-Gain 100% production and extra movement when a Civ declares a Colonial War on you for 10 turns. When declared war upon grievances against the Civ are also doubled and all units have less combat strength.

UU: Shotelai- (Swordsman Replacement) Has more combat strength against light and heavy cavalry units.

UB: Hawilti (Replaces the Monument unique to Ezana) Provides faith and one Great Prophet point per turn as well as the benefits of a regular monument.

UB: Monolithic Church- (Unique Worship Building) Provides faith as well as a Relic slot and more religious pressure as it were from a Holy City. May be built even if you have another Worship belief.
 
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