Oh gosh, thanks! It'd be my honor.
Please, the honor is mine in welcoming a talented person like you to the forums. Though, we should probably get this thread back to its topic, so we should probably enter a conversation. I'll start it.
 
Nation: Prussia

UA: General War Commissariat
-Unit gold and resource maintenance costs halved (except naval and air units). Can build corps and armies without a Military Academy.

UU: Grenadier-Replaces Musketman. Costs slightly more to produce (260 production or 1000 gold) than the unit it replaces. Ignores all enemy fortification bonuses.

UD: Cantonment-Replaces Encampment. Can be produced by Prussia for half the cost of a normal Encampment. Can be built on any tile, except for ice, mountains, ocean, or natural wonders.

Leader: Frederick the Great

LA: Enlightened Despot-Upon entering a Normal, Golden, or Heroic Age, gain a free great person of your choice. Cannot select a Great Prophet, or a great person from an era other than the one you just entered.

Leader Agenda: Silesian Wars-Likes civilizations that have large land militaries and frequently wage aggressive wars. Dislikes peaceful civilizations with small militaries.
 
Wait a minute, though. If they can't train builders, and the Wigwam is an improvement, then how does it work?

Yeah, I realized that after posting the idea. Either there would have to be a replacement unit for the Builder that can only construct Wigwams, or Wigwams would actually be a very cheap Districts instead of an Improvement, or the Powhatan could have Builders, albeit restricted to only building Wigwams.

I'm also thinking that the Weroance should actually be a Renaissance Era replacement for the Ranger.
 
I don't expect this one to be taken as seriously as the others. But being from Texas I had to make this. ;)
Texian Empire (Texas)
UA: Deep in the Heart- Plains gain +1 Culture and +1 Production. Cities gain extra tourism if you have at least 6 different types of terrain or features in your territory.
UU: Texas Rangers (Replaces Ranger)- 4 Movement. Can retire to create a Great Work with at least a level 2 promotion.
UB: High School (Replaces University)- Provides 1 amenities as well reaching to cities 4 tiles away. (High School Football is big here)

Leader: Sam Houston (Columbia)
Agenda: San Jacinto- Likes to quickly end wars and likes Civilizations who do as well. Dislikes civilizations who wage war too long.
LA: Remember the Alamo- +10 Combat Strength for 10 turns after one of your cities is taken, one of your encampments destroyed, or one of your units is killed in a fort. Can produce a Volunteer UU at Rifling.

Leader: Mirabeau Lamar (Austin)
Agenda: Public school system- Likes to build the most Campus districts. Dislikes Civs with more Campus districts than him.
LA: Father of Texas Education- Campus districts and buildings are built in less time than usual. Cheaper to purchase tiles when choosing to construct a Campus.
Mind if I borrow some of this? I'm making an actual idea for a Texas Civilization, so I need some inspiration. :)
 
Mind if I borrow some of this? I'm making an actual idea for a Texas Civilization, so I need some inspiration. :)
Sure.
Looking back on it I think the High School would work better as an improvement than a university replacement though.
It can provide science, culture, and an amenity from entertainment.
Provides more science when built next to a Campus with a university and more culture when built next to an Entertainment Complex with a stadium.
 
Sure.
Looking back on it I think the High School would work better as an improvement than a university replacement though.
It can provide science, culture, and an amenity from entertainment.
Provides more science when built next to a Campus with a university and more culture when built next to an Entertainment Complex with a stadium.
Yeah, I'm not actually going to use the High School. I think a ranch would work more with Texas' history.
 
Yeah, I'm not actually going to use the High School. I think a ranch would work more with Texas' history.
I understand.
The only reason I wouldn't personally use a ranch is the game already has both the Outback Station for Australia and the Hacienda for Gran Colombia which are basically similar things to a ranch.
 
I understand.
The only reason I wouldn't personally use a ranch is the game already has both the Outback Station for Australia and the Hacienda for Gran Colombia which are basically similar things to a ranch.
Haciendas are more like plantations-style to me, like what the Southerners had in the 1800s.
 
Haciendas are more like plantations-style to me, like what the Southerners had in the 1800s.
Some of them were similar to ranches especially in Chile and Argentina where they were used more for livestock.

Either way I agree that historically a ranch does make more sense, but for gameplay reasons, I think a high school would be interesting just because of present culture. Plus between those two I don't know of any other unique infrastructure that Texas could realistically such as oil well, mission etc. that other civs can already build,
 
Nation: Iroquois

Nation ability: Orenda: All passable features grant +1 Faith. With Conservation, each city with old-growth Woods provides +1 Diplomatic Favor. Cannot train Scouts.

Unique unit: Mohawk Warrior: Replaces the Warrior. +1 Movement. +7 Combat Strength in Woods or Rainforest. Can move after attacking.

Unique improvement: Longhouse: Iroquois unique improvement unlocked with Craftsmanship. Can only be constructed on Woods, not adjacent to another Longhouse, and does not remove them. +1 Housing, +2 Production. +1 Production with Feudalism. +0.5 Gold for each adjacent Farm. +1 Gold for each adjacent Farm with Civil Engineering. +1 Faith and Production to each adjacent Woods.

Nation symbol: the Hiawatha Belt.

Capital: Akwesasne

Start bias: Level 1 towards Woods. Level 4 towards Tundra.


Leader: Thayendanegea

Unique ability: Brant’s Volunteers: Units do not pay extra movement to move through Woods or Rainforest. Recon units have +1 Movement and +5 Combat Strength, and can pillage tiles with 1 Movement. Pillaging land tiles provides 25% more yields.

Agenda: Keepers of the Eastern Door: Likes civs who wage war as long as they do so far from the Iroquois. Dislikes civs who settle near the Iroquois and wage war.

Diplomacy background: A council fire in front of a longhouse.

Colors: White on violet


Greeting: I am Thayendanegea, and the Confederacy stands behind me. What is your name? What is your purpose greeting me?

Agenda-Based Approval: Your bravery and spirit is impressive, but I warn you: do not bring it near Iroquois lands.

Agenda-Based Disapproval: Hm! Don’t think I don’t see what you’re doing. You wage war on all your neighbors! But rest assured, we are prepared for you.

Attacked: You are a weak leader of a weak people! You seek to prove yourself with brute force, but this too will fail.

Declares War: To protect my tribesmen, and better the world, I will cut you down!

Defeat: I have failed in my duty to the Confederacy, the Mohawk, and myself. But to such an unworthy competitor… how?
 
Nation: Iroquois

Nation ability: Orenda: All passable features grant +1 Faith. With Conservation, each city with old-growth Woods provides +1 Diplomatic Favor. Cannot train Scouts.

Unique unit: Mohawk Warrior: Replaces the Warrior. +1 Movement. +7 Combat Strength in Woods or Rainforest. Can move after attacking.

Unique improvement: Longhouse: Iroquois unique improvement unlocked with Craftsmanship. Can only be constructed on Woods, not adjacent to another Longhouse, and does not remove them. +1 Housing, +2 Production. +1 Production with Feudalism. +0.5 Gold for each adjacent Farm. +1 Gold for each adjacent Farm with Civil Engineering. +1 Faith and Production to each adjacent Woods.

Nation symbol: the Hiawatha Belt.

Capital: Akwesasne

Start bias: Level 1 towards Woods. Level 4 towards Tundra.


Leader: Thayendanegea

Unique ability: Brant’s Volunteers: Units do not pay extra movement to move through Woods or Rainforest. Recon units have +1 Movement and +5 Combat Strength, and can pillage tiles with 1 Movement. Pillaging land tiles provides 25% more yields.

Agenda: Keepers of the Eastern Door: Likes civs who wage war as long as they do so far from the Iroquois. Dislikes civs who settle near the Iroquois and wage war.

Diplomacy background: A council fire in front of a longhouse.

Colors: White on violet


Greeting: I am Thayendanegea, and the Confederacy stands behind me. What is your name? What is your purpose greeting me?

Agenda-Based Approval: Your bravery and spirit is impressive, but I warn you: do not bring it near Iroquois lands.

Agenda-Based Disapproval: Hm! Don’t think I don’t see what you’re doing. You wage war on all your neighbors! But rest assured, we are prepared for you.

Attacked: You are a weak leader of a weak people! You seek to prove yourself with brute force, but this too will fail.

Declares War: To protect my tribesmen, and better the world, I will cut you down!

Defeat: I have failed in my duty to the Confederacy, the Mohawk, and myself. But to such an unworthy competitor… how?

This is really quite good. I feel like a lot of the civs that get posted in here (some of mine included) tend to be really un-balanced and OP, but this one here really isn't. The Iroquois sound like they could start off strong with an Ancient Era rush to quickly grab land, then go for either Religion or Space. I could see this being included as a DLC civ.
 
Sicily

Unique Unit: Cocca
  • Medieval ship (replaces Galley) with +1 movement and +20% bonus strength when stationed on a trade route.
Unique Infrastructure: Vineyards*
  • Produces +2 food and +2 Gold when placed near rivers. Can substitute for plantations where an additional +1 gold is yielded from the resource.
Civilization Bonus: Hub of the Mediterranean
  • Each Trade Route to or from a Sicilian city provides +1 culture to the city; Each religion present in a Sicilian city provides +1 culture to the city.
Leader: Roger II
Leader Ability: Tolerance*
  • Each religion in a city provides +1 gold to the treasury and culture/tourism is less affective against Sicily.
Agenda: (Anti-“pirate”)
  • Dislikes any civilization that attacks trade routes, especially ones connected to them. (They raise an eyebrow against any civ that attacks/pillages any trade route, but they loathe (higher penalty) any civilization that attacks/pillages a trade route connected to them.)
Cities: Palermo (capital)
  • Messina
  • Catania
  • Cefalu
  • Trapani
  • Gela
  • Noto
  • Marsala
  • Gela
  • Tropea
  • Crotone
  • Naples
  • Capua
  • Gaeta
  • Trani
  • Bari
  • Brindisi
  • Taranto

*I'm not completely happy with these elements (with the asterisk)... if anybody has any better idea, I'm all ears.

I'm actually working on a Sicilian Civ right now. Do you mind if I borrow elements of your idea?
 
This guy was last online in 2018. I'd not count on a response.
Oh, dear... Well, I guess that means it's free for the taking!
 
THE HUNS
start bias - Horses Tier 2
Civilization Ability - Horsemen have +1 Movement (5).
Unique Unit - Falconer. Horseman except it has a +2 Sight (4) and a Melee strength of 10 (-26).
Unique Infrastructure - (none)

Leader Ability - Gain an Inspiration when you capture another civilization's city on a foreign continent.
Leader Unique Unit - Hun Horse Archer. Saka Horse Archer except it has +5 Ranged Strength when fighting on a foreign continent.
 
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THE GOTHS
start bias - Woods Tier 3, Coast Tier 5
Civilization Ability - Pillaging awards Culture. (half the Gold amount)
Unique Unit - Replaces Horseman. Horseman except it can pillage for 1 Movement.
Unique Infrastructure - (none)

Leader Ability - +5 Melee strength to their unique unit when fighting in another civilization's Capital city.
 
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VENICE

start bias - Coast Tier 1
Civilization Ability -

Can only build cities on your Home continent and within three tiles of an Ocean tile.
Cannot build districts other than their unique district in cities you found.
Receive Cartography and Mass Production when you discover Buttress.

Unique District
(Commercial) - Additional +2 Gold for Naval trade routes, increasing to +4 Gold if also an International trade route, increasing to +6 Gold if also an Intercontinental trade route.

Unique Unit
- (none)

Leader Ability - For every 100 Gold earned, gain 1 Diplomatic Favor.
Leader Agenda - Tries to have as many naval trade routes as possible and a strong naval military.
 
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HEBREWS/ISRAEL
COAST
(Tier 2), FAITH (Tier 2), DESERT (Tier 5), RIVER (Tier 5), SHEEP (Tier 5)

Civ ability - Cannot build Settlers. Gain a Great Prophet when you found your first city.
Unique unit - Maccabees. Replaces Swordsman. Requires no Iron. Gain Faith from killing units of another civilization (equal to half their combat strength).

Unique infrastructure - (none)
 
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Palmares
Leader: Zumbi

Unique Unit. Capoeira Fighter (Same status as monk warriors)
Unique Improvment. Mocambo
List of Cities.
Macaco
Andalaquituche
Dambranga
Aqualtune
Zumbi
Tabocas
Arotirene
Amaro

 
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