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Design your own Civ VI civ

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

  1. SlySlySly

    SlySlySly Warlord

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    England - Alternate Leader:
    Mary I Tudor
    Leader Ability - Bloody Mary
    --- Inquisitions are 20% more effective and have have a chance to affect nearby cities either within or outside England. Melee units gain 5 attack power when within the borders of cities that don't follow Mary's majority religion.
    Leader Agenda - Anti-Reformation Efforts
    --- Dislikes civilizations with cities that don't all follow the same religion. Utilizes inquisitors as much as possible to create a homogenous religious following across England.
     
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  2. Pitohui

    Pitohui Chieftain

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    Napoleon of France

    LUA:Grande Armée

    Can move up to two units on the same tile.Units on the same tile gain 7% of the other units combat strength as a bonus.

    Agenda:Code Civil

    Tries to keep his Cities happy and hates Civs that have unhappy cities,especially if they have a different government type than him.
     
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  3. Foxiron

    Foxiron Chieftain

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    The Franks

    Leader: Clovis I
    (Charlemange, though a famous frankish king, has felt a bit overdone, and was also Holy Roman Emperor, so I would like to leave him a a dual leader idea.)
    Leader Unique Ability: First Frankish King
    +7 combat vs free cities, and capturing one grants a free melee unit and -20 loyalty to other civs cities within 9 tiles.
    Unique Ability: The Most Pious Kingdom
    Converting another civ's religion to yours causes -20 loyalty in that city. Having your worship building in your city causes 20% percent more effect loyalty pressure to other cities of that same religion and having your worship building in others cause -20% less loyalty pressure.
    Unique Unit: The Francisa Axeman
    Is cheaper than the the swordsman and requires no resources to be built, but receives -5 combat strength versus more experienced units.
    Unique Building: The Abbey
    Replaces the temple, and generates 0.5 influence points per turn.
     
    Last edited: Nov 16, 2019
    SlySlySly and Knightfall like this.
  4. 1Josh96

    1Josh96 Chieftain

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    I think an interesting addition to the Civilization gameplay would be the introduction of colonies that could later be granted independence, dominion or even rebel from their parent nation with a possible nations as:

    Mexico
    Leader: Ferdinand Maximilian Joseph or Lazaro Cardenas

    Canada
    Leader: Wilfrid Laurier

    Australia
    Leader: John Curtin

    Brazil
    Leader: Dom Pedro II

    Vietnam
    Leader: Tran Hung Dao

    Philippines
    Leader: Jose Rizal

    Taiwan
    Leader: Chiang Kai-shek

    I intentionally did not put any: Infrastructure, Building, Unit or Agenda as I was interested to see if people thought they should just merely inherit the abilities from their parent nation (who ever founds the nation) or if they themselves should have unique abilities. Another interesting idea is to make the Barbarians a little more formidable against the players and A.I. as they Barbarians have always been able to steal a countries settler why not allow them to found their own city and make a Barbarian country I.E. Norway with Harald Hardrada, Mongolia with Genghis Khan, Tunis with Abu Zakariya, and the Boers with Paul Kruger.

    I would appreciate any and all feedback with my suggestions/ideas.
     
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  5. Kimiimaro

    Kimiimaro King

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    What would be a French Civ without Napoleon? I've asked this question myself, and for this I designed Napoleon. In fact, two of them.

    Napoleon I
    upload_2019-11-15_19-57-2.jpeg

    Leader Ability: Napoleonic Warfare - Ranged Class units' penalty to damaging cities is removed for Napoleon. Ranged class units gain +1 movement point.
    Agenda: Napoleonic Code - Will try to have as advanced form of government with as many policy slots as possible. Dislikes Civs with government forms inferior to French government, respects those equal to him or better.

    Everyone knows Napoleon Bonaparte. Brilliant military mind, great leader even today celebrated in France as national hero, son of a Corsican noble who began his career as an attendant of a military academy and peaked as the Emperor of the French who brought most of Europe under his knee, before being defeated in Russia by Tsar Alexander I and exiled on Elba, only to return to France, almost unbelievably regaining rule over France. The Napoleonic Code became the basis for most European constitutions.
    I based Napoleon's ability purely on his genial use of artillery, represented in game by field cannons rather than bombards. All the way from Siege of Toulon to Waterloo, Napoleon was known for quick movement of his cannons and devastating use of them, being able to use them effectively for any range he wanted.

    Napoleon III
    upload_2019-11-15_19-56-48.jpeg

    Leader Ability: Renovation of Paris - Every district grants +1 bonus housing to the city it was built in. Districts and buildings are built 25% faster in regular French cities and 50% faster in French capital. French capital gains 20% production towards wonders.
    Agenda: Bonapartism - Will try to build a loyal society enforced by powerful armies. Will respect leaders who do not threaten his empire with greater armies near his Empire. Will dislike leaders who threaten France with large armies.

    Living in shadow of his uncle, Napoleon III is often forgotten when talking about French history. And if he's mentioned, mostly his failure in French-Prussian War is remembered. However, while Napoleon III's external policy was unsuccessful (even though he successfully helped the Ottoman Empire against Nicholas I in the Crimean War, and managed to greatly expand French colonial holdings), his internal achievements are rather impressive. The renovation of Paris ended the era of city with narrow medieval streets, and turned it into the exquisite city of wide boulevards we know today, and generally worked on infrastructure and cities of his French Empire to become modern. This also included great expansion of French railroads. He managed to hold both French Royalists and Republicans at bay, keeping internal peace and stability in France until his capture in Battle of Sedan. The era of the Second French Empire was also an era of immense economic growth.
    His ability reflects his internal successes in France. I wanted to call his ability "Franco-Prussian War" first, but naming it after his greatest failure felt strange, so I went with Bonapartism. It reflects his grip over France, and his tensions with Prussia.
     
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  6. Foxiron

    Foxiron Chieftain

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    I like those ideas, especially Napoleon's Leader Ability since he was known to aggressively deploy artillery in the battlefield. However, I think this focuses quite heavily on ranged units, which puts him a lot like Nubia. Napoleon III seems a bit op, you might want to tone it down a bit, but I like his leader Idea
     
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  7. SlySlySly

    SlySlySly Warlord

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    I've been thinking...
    German Alternate Leader
    Leader - Frederick Wilhelm III
    Ability - Schlieffen Plan
    When in a joint war, all military land units gain 2 more movement for 10 turns after war begins. Additionally will gain double alliance points while in a joint war with an ally and trade routes between war allies give both civilizations 2 production. When declaring war against a city state generate double grievances.
    Agenda - Weltpolitik
    Will prioritize a strong military and often settle more aggressively. Respects civilizations that trade with Germany and clear barbarian encampments. Dislikes civilizations that settle close to them.

    Now for my reasonings...
    For the ability I wanted to represent the famous Schlieffen Plan. I chose to prioritize the quick movement and mobilization that was planned prior to WWI. I chose joint war because that pretty decently reminds me of the scenario in which it was useful. The alliance points and production bonuses for trade ties in with the central powers that were formed as an alliance. To balance it out a bit I added the grievances, which references how the move into the Low Countries gave Great Britain a causes belli to enter the war based on the Treaty of London.
    The agenda being about Weltpolitik is in relation to the shift from Realpolitik that happened during Wilhelm III's reign. It emphasizes growing into a great power.

     
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  8. Pitohui

    Pitohui Chieftain

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    Winston Churchill(England)

    LUA:Finest Hour

    When fighting in a war,gain +1 Combat Strength and Diplomatic Favor per 75 Grievances you have towards your enemies and 1 CS and DF per 150 Grievances your allies have towards your enemies.Do not generate war weariness when Fighting aginst someone yu have at least 200 Grievances against.

    Agenda:Never Surrender

    Does not like civilizations with a Government which provides a lot of Military policies.Likes civs who dont have a lot of Military Policy Cards.
     
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  9. TahamiTsunami

    TahamiTsunami Prince

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    Mississippi
    Technically centered on Quigualtam's polity of Natchez but made into more of a Mississippian blob to add more cities to the city list.

    Unique Ability: Southeastern Ceremonial Complex - Hill tiles and Mound improvements provide a minor adjacency bonus to districts while rivers provide a major adjacency bonus.
    Leader: Quigualtam - A powerful Mississippian chieftain who defied Hernando de Soto's demands and whose great river fleet sent the Spanish expedition running downstream.
    Leader Unique Ability: Message to de Soto - Declaring war on the Mississippians causes their river cities to exert extra loyalty pressure. Even more so with a governor in the city. Also adds the River Canoe as another UU, a ranged naval unit available at the very start of the game. Restricted to shallow water tiles but has +7 attack against injured units.
    Leader Agenda: Cacique of the Mississippi - Likes having river tiles and civs who leave river tiles to him.
    Capital City: Quigualtam (either he was named after it or it was named after him)
    Other Cities: (includes other Mississippian cities and not just the ones under Quigualtam's domain) Huhasene, Cahokia, Atahachi, Mabila, Spiro, Towosahgy, Etowah, Ocumulgee, Kincaid, Aztalan, etc.
    Unique Unit: Falcon Warrior - Warriors dressed as Falcons and armed with axes and clubs. Medieval era unit that replaces the Swordsman. Cheaper to build or buy with faith if the city is next to a river and earns faith from kills.
    Unique Improvement: Mound - Since Cahokia becomes a Mississippian city and the Cahokia city-state is replaced with another trade city-state, this civ gains that improvement. +3 Gold, +1 Food, +1 Amenities, and +1 Housing. Additional +1 Food, Amenities, and Housing for each 2 adjacent districts. +1 Faith and Culture if adjacent to both the City Center and a river.

    Edit: IF enough cities could be found for a complete city list, then Quigualtam's civ could be deblobbed from Mississippian (which would be kinda like having a Christendom civ) to the more specific Natchez.

    Pueblo (with Hopi focus)
    It would be tempting to call this a Hopi civ but, like the Mississippians above, it can be considered more of a Puebloan blob to fill up the city list.

    Unique Ability: Puebloan Sky Cities - Cities founded by the Pueblo create hills on its tile and on adjacent tiles. Pueblo units on these tiles gain +10 combat strength. Farms can be built on desert tiles next to hills, mountains, and aqueducts. Farms also provide +1 faith in addition to their usual yields.
    Leader: Lololoma - The village chief of Orayvi (aka Oraibi) from the 1880s to 1901 or 1902 who's visit to Washington inspired him to allow European education and religion among the Hopis despite the criticism he received from the more conservative populace like his rival Lomahongyoma.
    Leader Unique Ability: Orayvi Split - There will always be at least 1 person in each Pueblo city following the Pueblo's religion. Domestic trade routes add +2 faith, +1 culture, and +1 great prophet point while foreign trade routes add +3 science and +1 diplomatic favor.
    Leader Agenda: Kikmongwi - Means village chief. Likes civs who keep their religion as the majority in their cities while embracing other religions. Dislikes civs who've embraced other religions without keeping their religion as the majority or who don't have other minority religions in their cities.
    Capital City: Orayvi
    Other Cities: (contains other Puebloan cities instead of just the Hopi ones) Kykotsmovi, Hotvela, Paaqavi, Walpi, Munqapi, Sitsomovi, Yuuwelo Paaki, Shongopovi, Musangnuvi, Awatovi, Sipawlavi, etc.
    Unique Unit: Qaleetaqa - Means warrior. Actually an archer replacement armed with painted bows. Gains extra movement and experience near natural wonders or desert tiles. Can use "condemn heretic" on any religious units even when not at war. I had considered have a Kachina Dancer being a unique apostle but I wasn't sure if that would treading too much on Hopi sacred religious practices.
    Unique District: Kiva - Unique district that replaces the Government Plaza. Natural Wonder tiles can be bought with a significant faith discount and cities with natural wonder tiles gain a 50% Production discount to constructing wonders.

    Edit: Same thing as above where, IF enough cities can be made for a full city list, Lololoma's civ can be deblobbed from Pueblo to of course Hopi.
     
    Last edited: Dec 17, 2019
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