Design your own Civ VI civ

Sadly I don't think it's happening unless the water theatre can also be built on non-GS terrain, since the civ isn't listed as requiring GS.
I only put that on there because regular floodplains still exist outside of GS and the flooded tiles are for GS only.

I picture it the same as Ethiopia's rock hewn church needing either only hills, for base game, or also volcanic soil for GS only.

Edit: I guess floodplains in the base game and R&F are only for desert though right? So maybe I should change it to require flat land along a river in base game.
 
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Hi! First post on this site after a while lurking as a guest, hope you all like it. I know Cuba's not realistic since Castro died recently and he has living relatives, but a man can dream, no?

Leader/country: Fidel Castro / Cuba

Unique ability: ¡Viva la Revolución!: Spies Recruit Partisans at two levels higher, and can perform this operation in the City Center instead of Neighborhoods. If a Cuban city is conquered, one of the best available melee units and one of the best available ranged units spawn in the nearest Cuban city if resource requirements are met. Cities that Cuba reconquers or gains via Loyalty skip the occupation stage, aren’t pillaged, and gain +35% Production and +5 Culture for 10 turns on Standard speed. Exert 1.5x Loyalty pressure on Free Cities.

Nation ability: Poder Popular: International Trade Routes provide double Gold and +2 Diplomatic Favor if the recipient has the same government as Cuba. Gain double Alliance Points and Diplomatic Favor if your ally shares your government. +2 Production from Plantations.

Unique unit: Guerrillero: Replaces the Ranger. -50 Production. +10 Combat Strength. +5 additional Combat Strength if against a unit or city from a more technologically advanced civ. Starts with one free promotion.

Unique building: Guantanamera: Unique improvement constructed by Builder. Unlocked by Humanism. Must be constructed on the coast and adjacent to a district. +2 Culture and +2 Tourism (with Flight). +2 Great Musician points per turn. First one constructed grants the unique Great Work of Music Guantanamera if there is a slot available. Functions as a Road of the appropriate era.

Agenda: Cuban Missile Crisis: Likes civs who do not have troops near or in his lands. Dislikes civs who move their troops around his lands, even with an open borders agreement.

Nation symbol: A right-facing triangle with a star in the middle, like the Cuban flag.

Coloration: Dark blue on light green.

Capital: Havana

Theme: Guantanamera, Hasta La Victoria Siempre

Diplomacy background: A coastal view in Havana, with Morro Fortress in the background.

Start bias: Level 1 towards Sugar and Cattle. Level 3 towards Coast. Level 5 towards other Plantation resources.



Greeting: Hello! I am Fidel Castro, and I represent the great state of Cuba as our president. I hope I have found a friend in my new visitor. (¡Hola! Yo soy Fidel Castro y represento el gran estado de Cuba. Ojala que he buscado un amigo nuevo hoy.)

Agenda-Based Approval: Cuba rarely has the privilege of keeping to itself, but you are a welcome exception. (Es raro que Cuba he podido callarse, pero estas un excepción genial.)

Agenda-Based Disapproval: Cuba is not a pawn in your plans. We care not for your affairs, but you can conduct them without our help. (Cuba no es tu títere. No nos importamos tu asuntos pero puedes hacerlos sin nuestro ayuda.)

Attacked: Our citizens proudly fought to free Cuba from its oppressors. We will not allow you to enslave us again! (Nos luchamos orgullosamente para liberar Cuba. ¡No vamos a permitirte esclavizarnos otra vez!)

Declares War: Everything you do brings injustice to the citizens of the world! It is time to answer for your crimes against the proletariats! (¡Todo haces causa la injusticia a la gente del mundo! ¡Es hora de pagar para tus crímenes contra los proletarios!)

Defeat: Our birth was revolution. Your death will be another. You have not seen the last of me. (Nuestro nació fue revolución. Tu muerto va a ser uno más. Todavía no has matado Fidel Castro.)


Sending Delegation: Cuba has sent you a shipment of goods. Sorry about all the sugar, we seem to have an excess.

Denouncing Player: I declare you an enemy of Cuba and the working class. It is a miracle your people have not taken up arms against you.

Denounced by Player: You are a brutish caudillo, as blind and violent as Batista.

Invitation to Capital: Come see Havana! Walk along Guantanamera with me and listen to the songs of free men.

Invitation to City: It would not be much of an introduction if we remained ignorant of one another, no? Come to my city and see.

Extending friendship: Cuba and your nation united could be great. Let us join together to rise together.

Player accepted friendship: Only a fool would challenge us now.

Player denied friendship: That is a missed opportunity.

Accepts player’s friendship offer: Yes, this will be to our mutual benefit.

Denies player’s friendship offer: Cuba has had many false friends. I must ensure you are honest.


I envision this Cuba as a Diplomacy-focused civ with an emphasis on Alliances and trade with like-minded individuals, with a fair shot at Culture and Domination if you so desire.
 
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Civ - the Hittites
Ability: Dawn of Iron - No techs needed to reveal strategic resources (except uranium and oil). Gain strategic resources at double rate. +2 Science from mines or quarries over resources.

Leader - Mursili II
Ability: Eclipse Prophecy - Unlocks Lion Gate building. Units take 50% less damage from natural disasters. When natural disasters occur near a unit, it is upgraded (if you have the tech/civic and resources required) and gains a special promotion that gives faith and xp on kill based on disaster intensity (ie; +5 faith/xp if mild flood, +25 faith/xp if 1000 year flood).

unique unit
Three-man Chariot: Replaces Heavy Chariot. Has +7 Combat Strength when being attacked and counts as an anti-cavalry unit while fighting cavalry units.

unique building
Lion Gate: Replaces Monument. +1 Loyalty. At full Loyalty gain +2 Great General points for every era since constructed or repaired and adjacent enemy units have -7 Combat Strength.

unique improvement
Bloomery: Can only be used to improve Iron, consumes Iron and outputs CO2 every turn. Gives +3 military unit production along with an additional +1 per adjacent mine or quarry, and units trained in a city with a Bloomery have a unique promotion tree.

hittite unique promotion tree:

Meteoric Iron Edge - do 25% more damage to units beneath 50% hp

Meteoric Iron Scale - take 25% less damage when beneath 50% hp

Storm-God's Blessing - heal +10 hp per turn for 5 turns when near a natural disaster. requires Meteoric Iron Scale promotion.

Storm-God's Wrath - gain +10 combat strength for 5 turns when near a natural disaster. requires Meteoric Iron Edge promotion.

Storm-God's Secret - gains +1 charge of 'cause natural disaster', same as soothsayer unit. requires both the Storm-God's Wrath and Storm-God's Blessing promotions.
 
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Civ - the Hittites
Ability: Dawn of Iron - No techs needed to reveal strategic resources (except uranium and oil). Gain strategic resources at double rate. +2 Science from mines or quarries over resources.

Leader - Mursili II
Ability: Eclipse Prophecy - Unlocks Lion Gate building. Units take 50% less damage from natural disasters. When natural disasters occur near a unit, it is upgraded (if you have the tech/civic and resources required) and gains a special promotion that gives faith and xp on kill based on disaster intensity (ie; +5 faith/xp if mild flood, +25 faith/xp if 1000 year flood).

unique unit
Three-man Chariot: Replaces Heavy Chariot. Counts as melee when being attacked by anti-cavalry, and anti-cavalry when attacking cavalry. Trains 20% faster if a Three-man Chariot is garrisoned in the city, and an additional 20% if it is a captured city.

unique building
Lion Gate: Replaces Monument. +1 Loyalty. At full Loyalty gain +2 Great General points and -5 Combat Strength for adjacent enemy units.

unique improvement
Bloomery: Can be built over Iron instead of a mine to consume Iron every turn. Any production from the tile only goes to military units, and units trained in a city with a Bloomery have a unique promotion tree.

hittite unique promotion tree:

Meteoric Iron Blades - do 25% more damage to units beneath 50% hp

Meteoric Iron Scale - take 25% less damage when beneath 50% hp

Storm-God's Blessing - heal +10 hp per turn for 5 turns when near a natural disaster. requires Meteoric Iron Scale promotion.

Storm-God's Wrath - gain +10 combat strength for 5 turns when near a natural disaster. requires Meteoric Iron Blades promotion.

Storm-God's Secret - gains +1 charge of 'cause natural disaster', same as soothsayer unit. requires both the Storm-God's Wrath and Storm-God's Blessing promotions.
i’d much rather see puduhepa
 
A twofer! Neither of these are probably likely, though, since Firaxis is focusing on de-eurocentralizing the games and they'd be in VERY close proximity to certain other civs in terms of TSL Earth. Fun fact, Matthias Corvinus actually fought a war against Vlad III in his lifetime!


Nation: Ireland

Nation ability: Emerald Isle: Great Works of Writing provide Faith equal to their Culture output. Unimproved Plains and Plains Hills grant +1 Appeal to surrounding tiles and provide +1 Culture when worked.

Unique unit: Rapparee: Irish unique recon unit. 42 Combat and 47 Ranged Strength. Has 4 movement points, and needs only two movement points to pillage improvements or districts. Rewards from pillaging improvements or districts are 25% greater. Unlocks with Mercenaries.

Unique district: Abbey: Replaces the Temple. Has 2 slots for Great Works of Writing. Grants +2 Faith if adjacent to a Theater Square, and grants Theater Squares a standard adjacency bonus.

Nation symbol: The shamrock

Capital: Dublin

Theme: The Fields of Athenry

Start bias: Level 2 towards Plains.


Leader: Daniel O’Connell

Unique ability: Celtic Twilight: Trade Routes to cities with Ireland’s founded religion as the majority provide 1 Culture per 3 citizens following that religion. +25% Tourism from civs that follow Ireland’s founded religion.

Agenda: The Liberator: Likes civs who coexist peacefully with other religions, or who founded an extinct religion. Dislikes civs who try to supplant other religions with their own.

Diplomacy background: A cobblestone street in a city with a cathedral in the background.

Colors: White on green


Greeting: Top of the morning, friend. The name’s O’Connell, and I’m proud to lead the people of Ireland.

Agenda-Based Approval: You seem like an agreeable sort, keeping your beliefs to yourself. Ireland has long wanted for such company.

Agenda-Based Disapproval: Why trample your fellow man underfoot, simply because he believes differently from you? If I were you, I would fear swift retribution.

Attacked: Let your masses throw themselves on Irish shores. Never shall we be vassals again, and never shall we surrender.

Declares War: This is an act of sympathy. Your citizens have suffered your wretched leadership quite long enough!

Defeat: I have failed in my duty to the Irish people. They are honest and good; rule them well.


Sending Delegation: Our dishes are simple, but I think you’ll enjoy them. Provided you like potatoes, that is. Be sure to try the stout!

Agrees to Delegation: Of course. The Lord teaches to welcome the stranger.

Denies Delegation: Perhaps someday soon. But now, I cannot agree.

Denouncing Player: Ireland has never been inhabited by snakes, and I will make no exception for you.

Denounced by Player: Your words mean nothing. Ireland has always endured, and always will.




Nation: Romania

Nation ability: Awaken Thee: May enact Dark Policies in Normal Ages. In Dark Ages, they lose their drawbacks.

Unique unit: LAROM: Romanian unique siege unit that replaces the Rocket Artillery. Unlocked earlier, with Rocketry. Has 3 sight range.

Unique building: Gothic Castle: Romanian unique building that replaces the Armory. Provides 2 Culture, 4 Gold, and 2 Tourism (with Flight). Increases Encampment defensive strength by 10. Unlocked with Castles.

Nation symbol: An eagle holding a cross in its beak.

Theme: Poema Română


Leader: Vlad Dracula

Unique ability: Impaler Lord: If Romania captures a city, major penalties to Loyalty are inflicted on all nearby enemy cities for 10 turns on Standard speed, and all enemy military units in its borders are killed rather than being moved out of the city. Enemy military units get -10 Combat Strength if another enemy unit is killed adjacent to them.

Agenda: Son of the Devil: Likes civs that wipe out their foes. Dislikes civs that abandon their conquests. Grievances against this leader decay twice as fast.

Diplomacy background: A room in a gothic castle, with a tower and a full moon visible in the window.

Colors: Red on light blue

Capital: Târgoviște


Greeting: I am Vlad, proud son of House Drăculești, scourge of my foes. What is it you have to say? (Sunt Vlad, mândru fiu al Casei Drăculești, flagelul dușmanilor mei. Ce ai de spus?)

Agenda-Based Approval: Mercy is a fool’s gift for such an underhanded fiend. You have been taught well in strategy. (Ar fi o prostie să iertăm un diavol atât de nesimțit. Ai fost învățat bine în strategie.)

Agenda-Based Disapproval: To make war thoughtlessly is a forgivable offense. To strategize thoughtlessly is not. (A face război fără gândire este o ofensă de iertat. A strategiza fără gândire nu este.)

Attacked: Even now, your troops tremble where they stand. They too must have heard the tales of Dracula the blood-drinker! (Chiar și acum, trupele tale tremură acolo unde stau. Și ei trebuie să fi auzit poveștile despre Dracula, băutorul de sânge! Ahahaha!)

Declares War: Wallachia shall stand forever, in the face of any foe. Your bravado will disappear when you see your men mounted on pikes. (Țara Românească va sta pentru totdeauna, în fața oricărui dușman. Bravada ta va dispărea când îți vei vedea bărbații montați pe sulite.)

Defeat: I have nothing to say to you. Noble shall be my defeat, unlike that of your soldiers. (Chiar și moartea mea va fi mai onorabilă decât tine, nenorocit barbar.)


Sending Delegation: My emissaries grant your court gifts of ciorbă and plum brandy, and a martisor for luck.

Agrees to Delegation: A reasonable proposition. They shall be unharmed.

Denies Delegation: Beckon them back at once. My men may mistake them for enemies, and that would be a tragedy.

Denouncing Player: May your reign be short, and may you die fleeing the battlefield.

Denounced by Player: If I were such a beast as you describe me, I would already have ripped your wicked tongue from your throat!
 
refined this old idea,was very op back then and overcomplicated

Chamorro

CA:Mariana Islands


Does not gain any yields from improved or unimproved land tiles.Gain +1 Production ,+2 Food from every coast tile,and +1 Science 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,+1 Production.Naval Units in this City gain the „Wayfinder“ promotion when trained.


CUU:Sakman


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

Settling a new city grants a +5% boost to culture,science,Faith and gold income for 5 turns.


LUU: maga’låhi

Civilian Unit.Costs 1 Population to train.1 free governor title.If stationed in a city center,+3% to all yields in this city.If stationed in a district,all water tiles adjacent to the district gain +1 of the appropriate yield.


Wayfinder:

+1 Movement.+1 Era Score and a small burst of Science,Faith,Gold and Culture when discovering a new continent or natural wonder with this unit.

Agenda:inafa ‘maolek

Hates Civilizations who have caused Gruevances or denounced others.Likes Civilizations with many friends or alliances.
 
Finland
CarlGustaf Emil Mannerheim

Leader ability -- Your Great Generals gain a small passive buff when nearby units are defending. Light Cavalry units gain +3 combat strength. Stables provide +5 in storage.
Civ Bonus: "Sisu" -- Enemy military units gain no adjacency bonus with other units when fighting you. War weariness reduced by 40% and gain +1 loyalty when in war started by someone else. +1 production in Milk tiles. 1+ gold in Coffee tiles.
Agenda -- Dislikes Civs with small loyalty. Likes Civs with much loyalty.
Unique Unit: Ski Troops -- Bonus movement speed and combat strength in snow tiles and enemy units cannot suppress you in snow tiles. Invisible to others unless 1 tile away.
Unique Building: Sauna -- Gain +1 Amenities and +2 culture on snow tiles in the city.
 
Some ideas for leaders of two civs.

Nations: England/Norway
Leader: Cnut the Great
Unique ability: North Sea Empire:
Units do not receive a penalty from making amphibious attacks, and embarked units gain +2 Movement. Coastal cities or cities with a Harbor acquire tiles 100% faster. When a unit moves into an unclaimed water tile within 3 tiles of a city, it is claimed.
Agenda: Law Codes of Cnut: Likes civs with loyal cities across many lands. Dislikes civs with clustered or disloyal cities.
Colors: White on maroon

Nations: France/Germany
Leader: Charlemagne
Unique ability: Carolingian Renaissance:
Theater Square buildings provide Faith equal to their Culture output. Holy Sites provide Science equal to their adjacency bonus. These yields are increased by 50% with the Printing technology.
Agenda: Father of Europe: Likes civs that proactively spread their religion, or declare Holy Wars. Dislikes civs that neglect their religion or allow it to be eliminated.
Capital: Nuremberg
Colors:
Yellow on dark blue

Nations: China/Mongolia
Leader: Kublai Khan
Unique ability: Court of Xanadu:
Science and Culture output of cities is increased by 4% for each active Alliance. Universities and Museums provide 1 Amenity. Your cities do not receive Loyalty penalties for following someone else’s religion.
Agenda: Genkou: Afraid of naval combat, and refuses to train a navy. Dislikes civs who focus on their navy, and likes civs who emphasize land combat.
Capital: Khanbaliq
Colors:
Black on white

Nations: Poland/Hungary
Leader: Louis the Great
Unique ability: Privilege of Buda:
All cities with an established Governor gain +15% Gold. Any Governor can be assigned to a city-state, where they act as two Envoys (four if they are level 4).
Agenda: Neapolitan Campaigns: Likes civs that do not deploy espionage towards him. Dislikes civs that use spies against him, especially if they neutralize his Governors.
Colors: Green on dark red
 
Ataturk's Modern Turkey

Leader Ability- Geldikleri gibi giderler! (Inspired by Gallipoli): Ranged units dont suffer damage penalties from attacking naval units. Build the goverment plaza, diplomatic quarter and buildings in these districts in half the time. +10 combat strength to all units when taking back cities previously owned by you. Upgrading a unit doesnt end its turn.

Civ Ability- Great Liberation: Liberating cities removes 50 grievances from the civ you are fighting and liberating cities give %25 percent more diplomatic favor. Suffer half the diplomatic penalties for holding cities. All governors provide +2 loyalty and establish in 1 less turn. Liberated cities and ones founded by you from past eras generate %10 ore tourism.

Unique Building- Meclis (Replaces the Diplomatic Quarter Get) +1 Culture and Science from each delegation along with the diplomatic favor. These yields are doubled when an embassy is established. +%50 loyalty pressure from all of your cities within 10 tiles. +1 Diplomatic Favor for every building inside this district. Plus %5 Culture for every wonder in this city.

Unique Unit- Subay: Powerful replacement to the musketman which is unlocked with rifling when Ataturk is their leader. Has a 2 tile ranged attack. Combat strength 60. Ranged strength 55. When garrisoned in a city, the city receives +5 loyalty and cannot be out under siege. Cost %25 percent less production and have a maintenance of 3. Gives +3 combat strength to all units in adjacent tiles or within the cities borders.

Agenda: Likes civilizations who focus on culture and science while keeping their people happy. Dislikes civs who break promises and focuses on faith more than other yields. Despises Civs who have oppressive government types. (Oligarchy, Monarchy, Fascism etc.)

I'm not sure about the agenda but I feel like this civ will be amazing at holding territory while going for a diplomatic domination. Can also go back to a culture victory if needed. Scouting early on will be essential to pick up delegations to catch up on science on higher difficulties. Will you liberate your people and have a nation beatiful nation filled with wonders? How will you lead Turkey in Sid Meier's Civilization 6?
 
Wow, such a wealth of ideas that I feel like it might be better not to comment, so that future visitors to this thread can just see your ideas instead of getting distracted by my commentary. :lol:

I do want to take a moment to say how much I appreciate AliasMittens' take on the Hittites, a very worthy civ that we haven't seen since the early Civ games. Puduhepa is an excellent female leader choice given how she was regarded as a co-ruler (ala Theodora to Justinian) instead of as merely an inferior not-quite-ruler, consort or regent (as some argue Jadwiga of Poland was, given her age when she married the Lithuanian ruler).

I would like to ask AliasMittens what The Blood of Hatti ability is historically based on? Out of curiosity.

I don't think we will see Texas or the Aboriginals, but great ideas nonetheless.

I will read up on each of the leaders/units/etc mentioned by all in this thread for my own enjoyment and enlightenment. :)

I would really like to know what you think of my modern turkey
 
HUNGARY

My take on Hungary is very tied up with Matthias Corvinus (who I think is a fascinating character). Therefore, my version of Hungary is more Kingdom of Hungary than the modern Hungary, which I unfortunately don't have a nuanced or deep knowledge of. That said, I think this would be an interesting and worthwhile interpretation and a cool leader to see in the game.

Leader - Matthias Corvinus

Agenda - Philosopher-King
Likes civs that have more techs or civics than Hungary. Dislikes civs that possess more Great Works of Writing than him.

Matthias Corvinus was the first European ruler outside of Italy's city states to embrace the Renaissance. As such, he admires civilizations that exhibit advanced learning. On the other hand, Corvinus loved books and sought to collect as many rare and valuable tomes as possible in his Bibliotheca Corviniana. He'll be very envious of any civilization that has a larger collection than he does.

Leader Ability - Black Army
Corps and Armies do not reduce the effectiveness of the member units. Corps and Armies both unlock one era earlier than standard. May purchase units at 25% cheaper than other civs.

The Black Army was a majority mercenary force under Corvinus that exhibited a size, composition, and tactical refinement ahead of its time. As such, Corvinus is able to organize his troops both more effectively and earlier than other leaders.

Unique Ability - Petty Kings
Hungarian cities receive extra amenities if there are no other Hungarian cities within 4 tiles.

The oligarchs or provincial lords in the Kingdom of Hungary, also called the Petty Kings, were powerful landowners who administered huge contiguous territories through usurping royal prerogatives in the Kingdom of Hungary in the late 13th and early 14th centuries. Hungarian cities like to feel autonomous and receive extra amenities if given some "elbow room."

Unique Unit - Hussar
Replaces Knight (preferably a lighter Medieval cavalry unit if such one exists in the game); cheaper than the Knight, the Hussar receives a combat bonus when combined with another Hussar unit to form a Corps or Army.

Hussars originated in Hungary. Poland could still have Winged Hussars since those were heavy cavalry in the Renaissance. Austria, if it's also in the game, could get something more Austrian. Synergizes well with ULA Black Army -- not only does it not lose effectiveness, it actually gets a bonus!

Unique Building - Royal Library
Replaces the Library building in the Campus District. Provides 2 Great Work of Writing slots. If it has one Great Work of Writing, it receives +1 Science. If filled with two, it receives +3 Science.

This building represents the Bibliotheca Corviniana. I went with a more generic name so that it wouldn't sound quite that unique. This marries Corvinus's love of books with the Renaissance progress he sought. If you focus on attaining some early Great Works of Writing, it can help to give you a solid early lead in tech (and civics, for that matter, considering the focus on Great Works).
Sounds like Zulus a lot
 
latvia
 
I had the idea of trying to recreate some of the civilizations from Civ 5 in Civ 6. Here's the first, the oft-requested Portugal. Note that I am not an anthropologist and I sadly do not speak, for example, Assyrian or Hunnic, so some of these will be without translations.

Nation: Portugal

Nation ability: Sistema de Cartaz: Your Trade Routes are immune to being plundered on water tiles. Duplicate Luxury Resources provide 3 Gold per turn, increasing to 5 with Mercantilism and doubling if traded away. Gain all yields from improvements on Luxury Resources in city-states you are the Suzerain of.

Unique unit: Nau: Portuguese unique unit that replaces the Caravel. +5 Combat Strength. +10 Combat Strength against naval raider-class units. Gains Gold when entering a friendly Harbor belonging to a different nation than the last Harbor it entered, depending on the distance between the two.

Unique improvement: Feitoria: Portuguese unique improvement, unlocked with Exploration. Must be constructed in a city-state on the coast and not in the same city as another Feitoria. Grants 5 Gold, 1 Envoy with this city-state, and 4 Production and one Amenity to your nearest city. Destroying this improvement by any means except taking the city-state, or attacking the city-state if Portugal is its Suzerain, is an act of war against Portugal.

Nation symbol: The cross of shields with five dots on them.

Capital: Lisbon

Start bias: Level 1 towards Coast


Leader: Henry the Navigator

Unique ability: School of Sagres: Start with the Eureka for Cartography. Great Admiral points from all sources are doubled. Great Admirals have an extra charge. All naval and embarked units have +2 sight range.

Agenda: Volta do Mar: Likes civs who have not explored further than Portugal has. Dislikes civs whose explorers set out ahead of Portugal. Will never have the Explorer agenda.

Diplomacy background: A map table in Henry’s palace overlooking the sea.

Colors: Dark blue on white.


Greeting: Good day. How lucky it is that you have managed to discover our lands, so that we can meet today. (Bom dia. É uma sorte que você tenha conseguido descobrir nossas terras, para que possamos nos encontrar hoje.)

Agenda-Based Approval: I see that you know the truth- only fools set out before Portuguese ships. (Eu vejo que você sabe a verdade. Só os tolos saíram antes de Portugal.)

Agenda-Based Disapproval: You threaten the reign of Portugal over all horizons. Cease this foolishness; it is fruitless and primitive. (Ameaças o reinado de Portugal no horizonte. Pare de brincar: isso só vai trazer dor.)

Attacked: Portugal and her colonies spit in your treacherous eye! A storm of sails over the waves shall silence this outburst. (Portugal e suas colônias cospem no seu olho traiçoeiro! Minha grande marinha o impedirá de ser um incômodo.)

Declares War: Hmm. I suppose I will need to edit this map when all these cities here are Portuguese. (Suponho que terei de editar este mapa quando todas essas cidades aqui forem portuguesas.)

Defeat: A great victory it is indeed. A victory for fiends, and those who delight in the burning of cities and casualties of war. (É uma grande vitória, de fato, para demônios e pecadores que gostam de ver cidades queimando.)


Sending Delegation: The greatest delicacies from our many colonies have been sent from generous Portugal, along with a cutting-edge compass. Accept it with kindness.

Agrees to Delegation: They will be well traveled by the time they return!

Denies Delegation: Certainly not.

Denouncing Player: You are a feeble ruler, who leaves their citizens wanting and only embetters themselves. I voice only what others already know.

Denounced by Player: Simpleton! You couldn’t map a thrown rock’s course to the ground!

Invitation to Capital: Shall we better each others’ maps with the locations of our capitals?

Invitation to City: My emissary will show you the way to Portugal. You will know when you find it when you hear merriment and the clink of gold.

Extends friendship: Your assistance is like the wind that fills the sails of Portugal. May I declare you our steadfast ally?

Accepts player’s friendship offer: I couldn’t ask for a more valuable commodity than your hand in friendship.
 
Leader sultan of Bengal: Shamsuddin Ilyas Shah
Alternate leader of india

(Has the normal indian Civilisation abilities)

Leader abilities:

True Unification
[ ] Declaring war against city-states has no penalty and you keep trade bonuses once conquered. If the city-state is successfully controlled it can not be liberated back into a city-state. Reduced loyalty in the city if it has no trade route to capital or vice versa.

People of the Delta
[ ] Melee and seige class have no reduced movement penalty on marsh and rivers. Melee units do not have a reduced strength on marsh but +7 damage.

My thoughts:
I'm new to civ in general this is a civ i wanted to add becuase I'm ethnically bengali and thought it'll be cool. It's nothing game breaking or have anything special about it. I just thought it was a cool idea and i wanted to share it.
 
Powhatan
Leader: Pocahontas

John_Smith_Saved_by_Pocahontas.jpg


Leader Ability: Rescuer of Smith, Wife of Rolfe
  • Pocahontas can form an unlimited number of Cultural Alliances with any and all Civilizations from Continents other than her own
  • Pocahontas can form an unlimited number of Religious Alliances with any and all Civilizations that have founded a Religion
  • Pocahontas' Alliances grow at double the rate with any civilization more technologically progressed than the Powhatan
  • Pocahontas gains Diplomatic Favor for every trade route to a Cultural or Religious Ally
Civilization Ability: Colors of the Wind
  • The Powhatan cannot construct or purchase Builders
  • All worked tiles adjacent to the City Center, Natural Wonders, or Wigwams, provide yields as if they were improved
  • Natural Wonders provide double their regular yields
Unique Unit: Weroance
  • Replaces the Scout
  • Gains double experience
  • Powhatan and Allied Units of any class gain all the Promotions of the Weoance while within 2 tiles
Unique Improvement: Wigwam
  • +1 Housing
  • Treats all adjacent worked tiles as if improved
  • Wigwams gain +1 Food, Gold, and Production for each trade route from a Cultural or Religious Ally to its city
  • Trade route from this city to a Cultural or Religious Ally gain +1 Food, Gold, and Production
Leader Agenda: Jamestown Colony
Likes civilizations from other continents that are more technologically advanced than the Powhatan
I don't know why I like this idea so much, I just do. Something about a civ that can't train Builders or improve resources yet still functions is fascinating to me.
 
I don't know why I like this idea so much, I just do. Something about a civ that can't train Builders or improve resources yet still functions is fascinating to me.
Wait a minute, though. If they can't train builders, and the Wigwam is an improvement, then how does it work?
 
Wait a minute, though. If they can't train builders, and the Wigwam is an improvement, then how does it work?
Perhaps you can capture Builders...?
 
Anyway.

Nation: Morocco

Nation ability: Makhzen: Cities gain +4 Food and Loyalty for every 5 Population they have. Whenever a city is founded on Desert, gain a random Inspiration for a civic you can research.

Unique unit: Berber Cavalry: Moroccan unique unit that replaces the Courser. Cheaper (180/200) and costs 2 less Gold to maintain. +5 Combat Strength in Moroccan territory.

Unique improvement: Medina Quarter: Moroccan unique district unlocked with Medieval Faires. Can only be built on Desert and Desert Hills, and only once per city. Flat 4 Housing, +4 Faith, +2 Culture. Provides a +1 adjacency bonus to Theater Squares and Holy Sites. Acquires Outer Defenses and Ranged Strike along with the city center when Walls are built. All Desert tiles in this city receive +2 Food and +1 Faith.

Nation symbol: A pentagram

Start bias: Level 1 towards Desert.


Leader: Ismail ibn Sharif

Unique ability: Abid al-Bukhari: Any military unit can release one Heathen Conversion wave. Recruited Barbarians have +1 maintenance cost. Other units have -1 maintenance cost (min 0).

Agenda: Imperial Cities: Likes civs that build defensive buildings such as Walls, Forts, and defensible districts. Dislikes civs who ignore defense.

Diplomacy background: The Kasbah at Meknes.

Capital: Meknes

Colors: Dark green on dark red


Greeting: I, ibn Sharif, sultan of all Morocco, greet you, as do my assembled armies, and many citizens. Praise God. (أنا ابن شريف ، سلطان المغرب كله ، أحييكم وكذلك جيوشي المتجمعة والعديد من المواطنين. الحمد لله)

Agenda-Based Approval: I admire your many fortifications. No foe could destroy them all. (أنا معجب بتحصيناتك الكثيرة. لا يمكن لأي عدو تحطيمهم جميعًا)

Agenda-Based Disapproval: My friend, while I thank you for your trust in me, what would happen if you were invaded? Why, that would be a disaster. (يا صديقي ، أشكرك على ثقتك بي. لكن ماذا سيحدث لو تعرضت للغزو؟ لماذا ، هذا سيكون كارثة)

Attacked: I have no worries about this war, because I have come prepared. Can you say the same? More importantly, can your troops? (لست قلقا بشأن هذه الحرب لأنني مستعد هل أنت جاهز؟ ماذا عن جيشك؟)

Declares War: I will remove you from Morocco's path. Your cities will be trampled beneath our feet, and the deserving shall rebuild. (لن تكون عقبة أمام المغرب بعد الآن. ستُداس مدنكم تحت أقدامنا ، ومن يستحقها سيبنيها من جديد)

Defeat: Our defenses were overcome, and in the end, the Moroccans were not strong enough. You'll get yours. (لقد تم التغلب على دفاعاتنا ، وفي النهاية ، لم يكن المغاربة أقوياء بما يكفي. ستحصل على لك.)


Sending Delegation: We have sent you finely spiced couscous, and mint to flavor your dishes with. Savor it, for it is rare and keeps poorly.

Agrees to Delegation: I accept them with the Sultan’s honor. They will stay in a kasbah, so they are safe from your enemies.

Denies Delegation: Morocco has never had a visitor that hasn’t tried to invade. Stay out.

Denouncing Player: You wastrel! Cringing servant of ar-Rajim! Nothing is more pleasurable to you than pain and ruin.

Denounced by Player: What you just said brought more harm to you than me.

Invitation to Capital: Come, bring your architects, and behold my great kasbah! It is the finest fortification in all the world.

Invitation to City: I invite you to my territory, so that you may experience the Medina for yourself.

Extends friendship: I do not believe there is any need for a wall between us any longer.

Accepts player’s friendship offer: You flatter me with this offer.
 
Anyway.

Nation: Morocco

Nation ability: Makhzen: Cities gain +4 Food and Loyalty for every 5 Population they have. Whenever a city is founded on Desert, gain a random Inspiration for a civic you can research.

Unique unit: Berber Cavalry: Moroccan unique unit that replaces the Courser. Cheaper (180/200) and costs 2 less Gold to maintain. +5 Combat Strength in Moroccan territory.

Unique improvement: Medina Quarter: Moroccan unique district unlocked with Medieval Faires. Can only be built on Desert and Desert Hills, and only once per city. Flat 4 Housing, +4 Faith, +2 Culture. Provides a +1 adjacency bonus to Theater Squares and Holy Sites. Acquires Outer Defenses and Ranged Strike along with the city center when Walls are built. All Desert tiles in this city receive +2 Food and +1 Faith.

Nation symbol: A pentagram

Start bias: Level 1 towards Desert.


Leader: Ismail ibn Sharif

Unique ability: Abid al-Bukhari: Any military unit can release one Heathen Conversion wave. Recruited Barbarians have +1 maintenance cost. Other units have -1 maintenance cost (min 0).

Agenda: Imperial Cities: Likes civs that build defensive buildings such as Walls, Forts, and defensible districts. Dislikes civs who ignore defense.

Diplomacy background: The Kasbah at Meknes.

Capital: Meknes

Colors: Dark green on dark red


Greeting: I, ibn Sharif, sultan of all Morocco, greet you, as do my assembled armies, and many citizens. Praise God. (أنا ابن شريف ، سلطان المغرب كله ، أحييكم وكذلك جيوشي المتجمعة والعديد من المواطنين. الحمد لله)

Agenda-Based Approval: I admire your many fortifications. No foe could destroy them all. (أنا معجب بتحصيناتك الكثيرة. لا يمكن لأي عدو تحطيمهم جميعًا)

Agenda-Based Disapproval: My friend, while I thank you for your trust in me, what would happen if you were invaded? Why, that would be a disaster. (يا صديقي ، أشكرك على ثقتك بي. لكن ماذا سيحدث لو تعرضت للغزو؟ لماذا ، هذا سيكون كارثة)

Attacked: I have no worries about this war, because I have come prepared. Can you say the same? More importantly, can your troops? (لست قلقا بشأن هذه الحرب لأنني مستعد هل أنت جاهز؟ ماذا عن جيشك؟)

Declares War: I will remove you from Morocco's path. Your cities will be trampled beneath our feet, and the deserving shall rebuild. (لن تكون عقبة أمام المغرب بعد الآن. ستُداس مدنكم تحت أقدامنا ، ومن يستحقها سيبنيها من جديد)

Defeat: Our defenses were overcome, and in the end, the Moroccans were not strong enough. You'll get yours. (لقد تم التغلب على دفاعاتنا ، وفي النهاية ، لم يكن المغاربة أقوياء بما يكفي. ستحصل على لك.)


Sending Delegation: We have sent you finely spiced couscous, and mint to flavor your dishes with. Savor it, for it is rare and keeps poorly.

Agrees to Delegation: I accept them with the Sultan’s honor. They will stay in a kasbah, so they are safe from your enemies.

Denies Delegation: Morocco has never had a visitor that hasn’t tried to invade. Stay out.

Denouncing Player: You wastrel! Cringing servant of ar-Rajim! Nothing is more pleasurable to you than pain and ruin.

Denounced by Player: What you just said brought more harm to you than me.

Invitation to Capital: Come, bring your architects, and behold my great kasbah! It is the finest fortification in all the world.

Invitation to City: I invite you to my territory, so that you may experience the Medina for yourself.

Extends friendship: I do not believe there is any need for a wall between us any longer.

Accepts player’s friendship offer: You flatter me with this offer.
Honestly, Mr. Salt, I envy your talent for dialogue. No bad faith intended. :) My dialogue is nowhere near as clever as yours. Maybe, you could assist me in my dialogue? Links to my ideas are the top two thread links.
Also, great idea for Morocco.:)
 
Honestly, Mr. Salt, I envy your talent for dialogue. No bad faith intended. :) My dialogue is nowhere near as clever as yours. Maybe, you could assist me in my dialogue? Links to my ideas are the top two thread links.
Also, great idea for Morocco.:)
Oh gosh, thanks! It'd be my honor.
 
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