Do you mind if I just borrow... some of this, please? :) Please and thank you.

By all means! Especially if you're secretly a developer for Firaxis working on Civilization VII (or a very strange DLC character for Midnight Suns or XCOM 3, I suppose)
 
Another idea cuz yeah so i went with the Chumash for some California Native representation, i'm also reworking a old Tongva Civ idea to post later cuz yeah

Chumash

Civ Ability: Painted Caves

o Starts the game with the Eureka for Construction and the Mining technology unlocked, Quarries and Mines over luxury give +2 Science and small burst of Great Artist Point when build for the first time on individual tiles, additional +1 Science if the city is coastal and another +1 if adjacent to at least 1 plantation, Quarries and Mines over luxury give Tourism after Flight is researched based on their science yields.

o Lumbermills are unlocked at Construction

Leader: Pocomio Poqui

Leader Ability: Takeover of Santa Barbara and La Purisima

o Chumash cities retain the Founder Belief of their religion on city with foreign religions as the dominant religion and don’t suffer Loyalty loss from it, when declaring war, cities that follows the other city religion as their dominant one and have a Holy Site grant a free Melee unit without maintenance cost, if the Causus Belli is a Holy War, those units get a free promotion.

o Lumbermills increase the Appeal of adjacent Tiles and get +2 Production during wars.

Unique Tile Improvement: Scorpion Tree

o 1 per city

o Unlocked at Construction

o +2 Science; doubles if adjacent to a Coastal Tile

o +1 Production for every 2 adjacent Lumbermills

o + 10% Production towards Naval Units in the city; Turns to +15% if adjacent to a Coastal Tile

Unique Unit: Tomol (Galley Replacement)

o Same Cost and Stats as the Galley but no Gold Maintenance

o Gives a burst of science every time one is build; increase if the city has a Scorpion Tree adjacent to a coastal tile.

o +1 movement if a Tomol is at least +6 tiles away from a Chumash city

o +6 Combat strength when injured; turns into +8 on Neutral Territory.
 
Tongva

Civ Ability: Voyage to Pimuu’nga

o Fishing Boats get +1 food and + 1 gold if at least +4 tiles away from a coastal City Center; Harbor building can be bought with Faith, if the Harbor is adjacent to the City Center. It grants +1 ammenity and allow City Center building to be bought with faith.

o Naval Units get +1 Movement on Ecstatic Cities


Leader: Toypurina


Leader Ability: Revolt of the Medicine Woman

o Medics are unlocked at Mercantilism, Naval, Land and Religious units get + 8 Combat strength when adjacent to a Medic, Medic can embark without movement penalties and increase give an additional +3 combat strength to adjacent naval units and land units on coastal tiles.

o While at war, Medic get +1 movement and adjacent units gain faith from kills. During peace, coastal cities get +1 food to all coastal tiles if a Medic is the garrison of the city.

o Effects also apply on Supply Convoy


Unique Unit: Te’aat (Replaces the Galley)


o Cheaper and Weaker than the Galley

o Cities with +4 or more Fishing Boats grant a second Te’aat for free

o Grant a small burst of gold every time they reveal a Coastal resource and get small amount of experience from it.

o Cheaper to Upgrade to the next units

Unique District: Kuruvungna (replaces the Preserve)

o Doesn’t consume Population limit if the city has a Holy Site

o Copies the city Holy Site adjacent bonuses; only copies ones that come from Mountains, Natural Wonders, Woods

o Coastal City get the housing bonuses of been settle on freshwater

o Allows the purchase of Medics with faith (also applies to Supply Convoy)

o Increase healing inside the city
 
Calusa

Civ Ability: Shellmounds foundations

o District get 5% bonus production per adjacent water tile, when a district is constructed adjacent to a water tile gets a percent of its production in a burst of food for the city, the burst increase for each adjacent Fishing Boat to that district. Districts adjacent to a water tile yield +1 food: +2 id adjacent to 4 or more water tiles.

Leader: Caalus

Leader Ability: Mastery of the tides

o Settling a coastal cities reveals individual tiles with fishing resources 3 tiles away from the city initial border.

o Coastal cities receive a free builder when settled, builders produced on coastal cities receive an additional build charge

o Builders can embark without movement penalties and receive +2 movement while embark, embarked builders can use 2 charges per turn.

o Fishing boats give +1 Production to adjacent water tiles.

Unique Unit: Noka Canoe (Unique Melee Naval Unit)


o Unlocked at Celestial Navigation

o 45 Melee strength

o 165 production cost

o 2 Sight

o 1 gold maintenance

o +2 Melee strength for every builder two tiles away from the unit

o Can turn defeated naval units into builders


Unique Building: Watercourt (replaces the Harbor)

o Cheaper to build

o +2 housing; turns into +4 if adjacent to the City Center

o +4 Loyalty in the city for every improved Fishing Boat

o Plundering Fishing Boats in a City with a Watercourt has greatly decrease healing
 
Nez Perce

Civ Ability: Mastery of husbandry at the Columbian Plateau

o Fishing Boats and the ability for builder to enter Water Tiles are unlocked at Animal Husbandry

o Land tiles adjacent to Fishing Boat or Fishery get +1 Gold + 1 Food and +1 Appeal.

o Horses Resources give + 1 Food to adjacent Farms and when the player caps the Stockpiling of horses, the extra Horse resource Stockpile becomes Science.

o Decrease the Horse cost for units on cities with multiple improved Horse Resources

Leader: Josehp

Leader Ability: Promise to Tuekakas

o Other Civilizations Settlers and Recon Units lose +1 movement when at least 4 tiles away from Nez Perce City with 3 or more population; this bonus apply to Great General and adjacent units during war.

o During the first 10 turns of a war, all Light Cavalry units get +8 Combat Strength, reduce to +2 for the rest of the war

o + 3 Combat strength to all Cavalry units when at least three tiles from a Nez Perce Traders, Trader Route cannot be plunder inside your territory if at least three tiles away from a Cavalry unit


Unique Unit: Appaloosa Horsemen (Replaces the Horsemen)


o 38 Melee strength

o Cheaper to produce

o Gains additional initial exp for every improved Horse Resource on the city

o Additional experience when fighting at least 2 tiles away to a different Cavalry units (count both ally and enemy units)

o Give a small bust of science every time its promoted

o Additional +1 movement if it has at least 2 promotions

Unique Building: Conservational Fish Hatchery (replaces the Sanctuary)

o Cheaper to build

o Same base effects as Sanctuary

o Base effects apply to adjacent water tiles; gets the improved bonuses of the building on adjacent Fishing Boats a Fisheries

o +2 Science for each Fishing Boats on the city

o +1 Production if the district is adjacent to a river
 
Another idea cuz im bored also i know that Plenty Coups would also be an amazing figure to lead the Crow in the game but Osh-Tish is really interesting person and Two Spirit (Badé to be accurate to Osh-Tisch) representation in game.

Crow

Civ Ability: Future of many achievements

o Fully loyal cities turn excess sources of Loyalty into City Growth and Great Person points generation.

o Gain an additional +1 Era Score from any source during the last 10 turns of an era.

Leader: Osh-Tisch

Leader Ability: Retellings of Pretty Shield

o Theathre Squares with a Counting Coup garrison gets +1 Great Writer point per turn, Encampments with a Counting Coup garrison get +1 Great General point per turn, City Centers get +0.5 Great Writer and Great General points if it has a Counting Cop garrison.

o After expending a Great Writer, a previously retired Great General has a chance to reappear, Great Generals that reappear get a special ability that allows their passive bonuses apply to units 2 eras later from their original era.

o Recalled Great Generals only last for 15 turns, if they retire ability isn’t used during those 15 turns the player get +2 Era Score after it disappears.


Unique Unit: Counting Coup (Replaces the Pikeman)


o 48 Combat Strength

o Great Writers act as Great Generals for all units if in formation with Counting Coup (Does stack with Great Generals)

o Gains a burst of Great Writer Points when getting a Tier I or III Promotion

o Gains a burst of Great General Points when getting a Tier II or IV Promotion

o Lower Production Cost

Unique District: Awe'‐Itche Ashe (replaces the Neighborhood)

o Cheaper to build

o +3 Housing regardless of Tile Appeal

o +1 Housing to Crow cities 6 tiles away from the district, range increases based on Tile appeal

o Average or below remain on 6 tiles away from the district

o Charming increase the range to 9 tiles away

o Breathtaking increase the range to 12 tiles away

o +2 loyalty if adjacent to at least 1 Mine or Quarry inside Crow territory

o Awe'‐Itche Ashe mitigated the negative Appeal of their induvial tile from adjacent Crow mines and quarries.
 
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King Atilla's Hunic Empire

Leader ability: Scourge of God

  • Razing a city grants a +10% boost to non-food yields in all cities in your empire for 30 turns. This effect can only apply once at a time. Settling a city upon the ruins of a razed city grants it a permanent +35% Production boost to all districts and buildings built in this city adjacent to the city centre. Razing a city grants 2 era score, settling a city on ruins grants 2 era score.
I like the idea of a civ that is incentivised to raze enemy cities. The 10% empire wide yield bonus seems strong, but considering that you might be giving up a worthwhile city, this seems fair. The other side of this ability plays into this as well, a 35% production boost to districts and buildings will help get the city up and running very quickly, especially with the +10% from razing a city, +20% from warlord's throne, and possibly an additional +25% from CPG pantheon, temporarily. Considering that you are literally giving up hundreds of production invested into the city by its former owner, this also seems fair. Thematically, this makes sense as razing a city can represent looting it for spoils of war, including high culture and technologies, as well as human and physical resources (slaves, building material, money, etc).

Civ ability: (Something about nomads)
  • Settlers become 10% more expensive for each era after the starting era. Newly settled cities start with a granary in the classical era onwards. For every two eras including the first, your newly settled cities start with one extra population and one extra tile. The first city settled each era grants one extra trade route capacity to your empire.
This ability gives you more value for each settler produced and to an extent encourages slightly later settling. More importantly, this ability essentially allows you to settle anywhere, including off of water, as classical era+ settles get 4 housing to start with, thereby bypassing the usual population restrictions for poorly settled cities to an extent. In addition, you get more population in new settles, allowing you to grow and develop new cities faster, at 2 population in the classical era, 3 in the renaissance and 4 in the modern era. It feels as if you always have Hic Sunt Draconis plugged in at that point. The additional tiles allows you to work potentially stronger second ring tiles faster so your greater starting population doesn't literally starve. In exchange, your settlers become more expensive very quickly. I imagine this as a representation of the nomadic lifestyles of the Hunic people, in that their communities are always growing while on the move. When they finally settle, there is a larger group of these nomadic people to populate their newfound city.

Unique unit: Cunei
  • Medieval era light cavalry unit that replaces the courser. Has a ranged attack.
    - Melee strength: 43
    - Ranged Strength: 38
    - Range: 1
    - Movement: 5
    - Production: 220
    - Maintenance: 2
    - Gains +7 CS when fighting a city
The Hunic horsemen were tribal contingents armed with missiles, sword and lance. Autonomous and highly unpredictable, they formed up in tight wedge-like formations and wreaked havoc on the battlefield. Atilla's hordes of these nomadic warriors conquered much of Eurasia in the fifth century. The unit is able to pick off enemy units without taking damage with their ranged attack. They are able to more effectively capture an enemy city too. Being a light cavalry unit compliments the leader ability, incentivising you to pillage all of your enemy's infrastructure before razing their city. Lower maintenance is helpful due to international trade being harder with diplomatic penalties of razing cities. Slightly lower combat strength against regular units and higher production cost.

Unique improvement: (Horse thing)
  • Unlocks with horseback riding. Can only be built next to camps and pastures. When built, adds the yields from all adjacent camps and pasture tiles to it. +2 housing. Only one can be built per city.
This improvement compliments the civ ability, allowing you to settle a city off-water and still get plenty of housing. Furthermore, it adds a very powerful tile to your city, provided you have some improved pastures/camps. A key thing here is that it adds the yields of pastures and camp tiles to a base tile, similar to a vampire castle.
Been reading a lot about Attila & the Huns lately (he's one of my favorite historical figures to read about) and I like this a lot. It saddens me that there's so little we know about Hunnic culture, language, etc. but you've worked well with what there is. The Cunei is a nice touch. (Historically, the person leading a cunei was called a cur, though that's not where the modern word comes from.)
The biggest reason I always disliked the idea of a playable Hunnic civ is primarily because the Huns were not city-builders. They raided and plundered cities, but never settled down, never built infrastructure or even utilized existing stuff. They were perfectly content as herding, raiding nomads, living in tents and wagons (and that's kind of awesome.) Not to mention the fact that only two words of Hunnic and several proper names are known, and their city list becomes pretty slim pretty quickly. (And I don't really care for what Civ V did.) I do like how establishing cities becomes more of a task for the Huns as the game progresses, and those late-game cities get a slight boost.
All this is basically me saying 1. good job, and 2. I hope Civ VII has some way to properly represent nomadic peoples (or maybe include a nomadic phase for all civilizations) and still make them able to play on the same level as the settled.
 
Been reading a lot about Attila & the Huns lately (he's one of my favorite historical figures to read about) and I like this a lot. It saddens me that there's so little we know about Hunnic culture, language, etc. but you've worked well with what there is. The Cunei is a nice touch. (Historically, the person leading a cunei was called a cur, though that's not where the modern word comes from.)
The biggest reason I always disliked the idea of a playable Hunnic civ is primarily because the Huns were not city-builders. They raided and plundered cities, but never settled down, never built infrastructure or even utilized existing stuff. They were perfectly content as herding, raiding nomads, living in tents and wagons (and that's kind of awesome.) Not to mention the fact that only two words of Hunnic and several proper names are known, and their city list becomes pretty slim pretty quickly. (And I don't really care for what Civ V did.) I do like how establishing cities becomes more of a task for the Huns as the game progresses, and those late-game cities get a slight boost.
All this is basically me saying 1. good job, and 2. I hope Civ VII has some way to properly represent nomadic peoples (or maybe include a nomadic phase for all civilizations) and still make them able to play on the same level as the settled.
I think one of the only ways to make the Huns playable, while being historically accurate as possible the way the game is currently, is make them to where:
1. They can never found cities other than their capital (Atilla's Camp).
2. The only other way to gain more new cities is by capturing them.
3. They can only build an Encampment District and their unique infrastructure. To gain other districts/wonders/infrastructure is by capturing them from existing cities.

Not sure how much fun it would be for some people to play as them with this scenario.
 
I think one of the only ways to make the Huns playable, while being historically accurate as possible the way the game is currently, is make them to where:
1. They can never found cities other than their capital (Atilla's Camp).
2. The only other way to gain more new cities is by capturing them.
3. They can only build an Encampment District and their unique infrastructure. To gain other districts/wonders/infrastructure is by capturing them from existing cities.

Not sure how much fun it would be for some people to play as them with this scenario.
Yeah, exactly. It's unfortunate, but true.
I at least wish the name of a single settlement had survived so we weren't stuck with "Attila's Throne." XD But of course, not all languages were written.
I hear that Attila's main court was near the modern Hungarian city of Szeged, so if Hungary weren't in the game, that might work.
 
Yeah, exactly. It's unfortunate, but true.
I at least wish the name of a single settlement had survived so we weren't stuck with "Attila's Throne." XD But of course, not all languages were written.
I hear that Attila's main court was near the modern Hungarian city of Szeged, so if Hungary weren't in the game, that might work.
I don't know about giving them the name of a Hungarian city considering there are groups of people that believe the modern Hungarians ancestors were the Huns. :shifty:
 
Hello there. After a bit of a medschool-imposed break, I'm back with a few more ideas. This is my attempt to do at least a bit of justice to my favourite history period which, for my opinion, has been consistently neglected if not outright forgotten by Civilization games. I am aware that some of those, especially the Huns (just a couple posts earlier, lol) have been done many times on this forum and elsewhere, but I'm hoping there will be enough new and creative ideas and tweaks for this proposals to not be dull and redundant.
Spoiler Attila of the Hunnic Empire :

LUA: Scourge of God
Razing cities fully heals all Hunnic land military units in city's borders, produces -10 Loyalty in every other city in 8-tile radius for every citizen of the raized city. Defeating enemy units in city's range generates -2 Loyalty. +50% CS bonus agains Free Cities and their units, as well as against major civs in (their) Dark Age.
UA: Born In The Saddle (I know, sounds lame and generic, but I couldn't come up with something more interesting and fitting at the same time)
Start the game with Animal Husbandry. Cannott train Settlers (captured Settlers turn into Builders) and settle cities other than the Capital. Hunnic Capital has 4-tile working range instead of 3. Pastures provide +1 Food, +1 Production and +2 Housing, Camps provide +1 Food, +1 Gold and +2 Amenity. +10% Production towards training cavalry units for every Pasture, Camp and Warlord's Yurt. +100% Production cost for all Districts, except Encampment, but each district generates +1 of its base yield for every district of the appropriate type pillaged (works only once for one district) or raized.
UU: Hunnic Mounted Archer
Unique Ranged Cavalry Unit, replaces Horseman. Requires 10 Horses to train. 1 Range, 23 RCS, 5 Movement points. Can move after attack. Retreats 1 tile back if attacked by a Melee unit, receiving only 50% of the damage. If there is no available tile to retreat to, receives additional damage.
UI: Warlord's Yurt (alternatives: Noblemen's Yurt, Nomadic Camp, Master of Spoils). Can be constructed outside of owned territory, where it provides +5 Offensive CS to every unit starting their turn on it. Defeating enemy units within 1 tile of the WY produces gold equal to 200% its CS. When constructed within Hunnic borders, provides +1 Gold, +1 Culture as well as +1 Food and +1 Production for every adjacent Pasture and Camp. Cannot be built adjacent to another WY.


Spoiler Bayan I of Avarian Empire :

LUA: TBA (something reflecting Bayan's almost Machiavellian diplomatic prowless in setting off various tribes and hordes against his enemies, espesially Slavic ones)
Without Barbarian Clans Mode:
Land military units can capture defeated Barbarian, City-State and Free City units. Capturing a Barbarian Outpost provides a free Settler, and new cities settled in place of Barbarian Outposts start with a free cavalry unit and +1 Population.
With Barbarian Clans Mode active: Land military units can capture defeated Barbarian, City-State and Free City units. 50% discount on all diplomatic interaction with Barbarian Clans. When fully progressing towards civilizing, any Barbarian Clan within 6 tiles of an owned city immediately turns into a Avarian city with a free cavalry Unit and +1 Population.
UA: TBA (something about Avars historically forced to complete a mass migration fleeing their vengeful masters, Gokturks).
+25% Production towards Settlers (+50% during war), and Settlers receive +2 Movement. Military units in formation with Settlers inherit their Movement speed.
UU: Avar Noble
Unique Heavy Cavalry unit, replaces the Knight. Has both Range Attack with 43 RCS and Range 1 and a Melee Attack (50 CS). 4 Movement Points. More expensive to build.
UD: Hring
Replaces Encampment. Available at Horseback Riding, more expensive to build. Provides +2 Housing, as well as +1 Food and +1 Gold for every adjacent Farm and Pasture built on a Strategic or Bonus resource. 10% Production from every owned city within 6 tiles of the district is contributed to training Cavalry and Siege Units.

TBA:
Civilizations: Hephthalites, Goths (under Theodoric the Great), Vandals (under Geiseric)
Leaders: Flavius Aetius and Galla Placidia (Rome), Justinian I and Maurice (Byzantine), Khosrow I Anushirvan (Persia)
 
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Spoiler Theodoric the Great of the Gothic Empire :

LUA: The Successor of Rome
Conquered cities can build 1 more district than the population limit allows, and all damaged districts and City Center buildings are automatically repaired upon conquest. +25% towards District construction in cities not originally owned by player with an established Governor.
UA: Foederati Imperii
Units earn Gold upon pillaging and Faith and Culture upon promotion. -5% unit maintenance for every Encampment and Tumult district.
UU: Comitatus
Unique Light Cavalry Unit which replaces Courser. Unlocked with Mercenaries civic. Slightly stronger, but more expensive. Earns 15% more XP and 1 Great General Point per kill per every adjacent Comitatus.
UD: Tumult
Replaces the Holy Site. Provides Production equal to its Faith adjacency towards building land military units. +1 Faith from each adjacent District, +2 Faith from every adjacent Encampment.


Spoiler Geiseric of the Vandalic Empire :

LUA: Sacker of Rome
Founding Coastal cities grants Gold and Food boost, as well as Great Admiral points. Conquering coastal cities and capitals grants Science and Culture for every technology and civic that original owner is ahead of them, and first conquered city grants +1 Diplomatic Visibility level.
UA: Bane of Mediterranean
Melee and Raider Naval units can capture defeated enemy naval unit with equal or higher CS. Ranged Naval units ignore city defenses. All Naval units gain +1 Movement when starting their turn in enemy waters.
UU: Liburnian
Unique Naval Raider unit, replaces the Galley. 33 CS, cheaper to build. Heals completely when defeating enemy Naval unit or sacking a city.
UB: Pirate Haven (replaces Lighthouse)
+1 Gold to every Coast or Lake tile controlled by the city and +1 Production to every one with improved Resourse. Provides Housing and Amenities equal to Harbor's adjacency bonuses. +25% combat experience for all naval trained in this city.


Spoiler Toramana of the Hephthalite Empire :

LUA: Maharajadhiraja Shi Toramana
Can purchase with Faith Worship Buildings and benefit from Follower and Enhancer beliefs of foreign religion provided at least one Hepthalite city is converted to it. Upon conquering its first city with Holy Site gains a free Great Prophet, if the player hasn't found a Religion of his own yet. Later gets a free Apostle for every Holy Site and Campus in the conquered city.
UA: Masters of the Silk Road
+25% Trade Route range and Traders move 50% faster. International Trade Routes provide +1 Faith and +1 Culture for every improved Luxury Resourse and +1 Culture and +1 Science for every Strategic Resourse in the destination city (double if the destination city follows a different religion).
UU: Asparabido
Unique Heavy Cavalry unit, replaces the Knight. Slightly more expensive to build. If in formation with a Religious unit, gains +2 CS for each charge remaining.
UB: Shahristan
Replaces Medieval Walls. Can be bought with faith. +2 Faith, +2 Gold, +1 Trade Route capacity. 25% of the Production cost of units built in a city with a Shahristan is refunded in Faith and Gold (33% for Cavalry and Siege units).
 
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I like the work that's been done with the Huns here recently (and @Problemedical 's Goths as well-- actually kind of similar to what I had imagined with Theodoric in my hypothetical expansion), but I recently had an idea that I wanted to share regarding ol' Attila.
It sort of struck me out of the blue today: Kupe's leader ability starts you in the ocean, which would only really make sense for him (or his Civ) and no other. Why not give Attila a similar leader ability that would only make sense for his warmongering, nomadic self? (Admittedly, this could also just be the Huns civ ability, but humor me here.)
I have two ideas for how this could potentially work. I personally lean towards option B myself, because it seems to break the Civ VI formula the most.

Option A: Scourge of God - Starts with Animal Husbandry and Horseback Riding unlocked. Gain a free Light Cavalry unit on the first turn (starts with a Horseman in the Ancient Era) before your first city is settled. Cannot train Settlers and may only found their capital city. All cavalry-class units gain +3 combat strength and +1 movement during Surprise Wars. +50% Production and +25% Loyalty in all newly captured cities.

Option B: Scourge of God - Starts with Animal Husbandry and Horseback Riding unlocked. Gain a free Light Cavalry unit on the first turn (starts with a Horseman in the Ancient Era) as well as an extra Warrior instead of a Settler. Cannot train Settlers or found cities. +2 Science and +2 Culture per turn before you control any cities. All cavalry-class units gain +3 combat strength and +1 movement during Surprise Wars. +50% Production and +25% Loyalty in all newly captured cities. Can earn Envoys and levy City-State militaries but cannot earn Diplomatic Favor or negotiate with settled civilizations (aside from declaring war/peace) before controlling any cities.

I feel like he'd probably also be able to move his capital in option B, like Dido.
I feel like either of these represent pretty well the Hunnic modus operandi: swarm in with overwhelming forces, take what you want from people, and pretty much do whatever you want. Admittedly, IRL, the Huns did not build infrastructure or even utilize existing infrastructure from cities they sacked, but this is Civilization, you sort of need infrastructure.
Regardless, I like how drastically this shakes up the game's formula! Let me know what you think. : )
 
Speaking of the nomadic horse-archer cultures that are so dear to me, I once tried to come up with a Khazar civ idea, mostly because I wanted another (semi) nomadic horse-archer civ that wouldn't be too similar to Scythia or Mongolia. Well, in fairness, I also wanted a civilization that actually practiced Judaism (looking at you, Dido) and wouldn't stir up modern political tensions. I came up with a pretty good city list in the end, and had a brief UU concept called the Laša Uhă (which I think is just Turkish for "horse archer", it wasn't very original), but I'm proudest of the civ unique ability:
Radhanite Merchants
All Trade Routes to or between Khazar cities generate Faith in addition to their base yields. Khazar Trade Routes to foreign cities exert extra religious pressure on the recipient’s city. Any civ that declares war on Khazaria cannot plunder its Trade Routes during the war.

The Radhanites were Jewish merchants, either from within Khazaria or coming in from other lands, who facilitated the spread of Judaism throughout the empire.
Radhanite - Wikipedia
 
Speaking of the nomadic horse-archer cultures that are so dear to me, I once tried to come up with a Khazar civ idea, mostly because I wanted another (semi) nomadic horse-archer civ that wouldn't be too similar to Scythia or Mongolia. Well, in fairness, I also wanted a civilization that actually practiced Judaism (looking at you, Dido) and wouldn't stir up modern political tensions.
Worth noting that most modern scholars debate whether the alleged conversion to Judaism happened at all, but if it did it was only a very small portion of the nobility. If you want a non-Jewish kingdom practicing Judaism, your only real bet is Adiabene. Adiabene and its cousin Osrhoene (which converted to Syriac Christianity) are interesting anomalies on the fringe of Iran and Rome, but they're probably better candidates for city-states than civs. (I actually think a Khazar civ would be interesting, but not for its alleged conversion to Judaism. Though as far as Central Asian Turkic confederacies go, I think I'd be more interested in Cumania.)
 
Worth noting that most modern scholars debate whether the alleged conversion to Judaism happened at all, but if it did it was only a very small portion of the nobility. If you want a non-Jewish kingdom practicing Judaism, your only real bet is Adiabene. Adiabene and its cousin Osrhoene (which converted to Syriac Christianity) are interesting anomalies on the fringe of Iran and Rome, but they're probably better candidates for city-states than civs. (I actually think a Khazar civ would be interesting, but not for its alleged conversion to Judaism. Though as far as Central Asian Turkic confederacies go, I think I'd be more interested in Cumania.)
Khazaria seemed more of a united polity by my research than Cumania did. The Khazar capital was at Atil.
 
Khazaria seemed more of a united polity by my research than Cumania did. The Khazar capital was at Atil.
Perhaps. The Cuman language would be more doable, though. The Khazar language is very poorly attested, and discussions of the language by external sources give very conflicted information.
 
Vladimir I
Civilization: Russian
Capital: Kiev
Leader bonus: Baptism of Rus - After founding a religion, all cities currently owned by Vladimir are converted to his religion and pressure from other religions is eliminated.
Leader agenda: Heir of Sviatoslav - Tries to build many cities connected to each other and likes civilizations who do the same. Dislikes civilizations with few cities or cities lying far from each other.
Unique unit: Varangian - A Medieval Melee Unit which replaces Man-at-arms
Icon: Two crossed axes
+ Lower production cost (130 vs. 160).
+ Gains +2 Movement when embarked and can perform a naval attack when embarked without Combat Strength penalty. Amphibious attack also ignores Combat Strength penalty.
+ Pillaging a tile gets equal amount of Gold to the gained bonus amount (does not matter whether it was Faith, Culture, Science or Gold).
+ If Vladimir has a military alliance with other Leader, after training a Varangian, the ally also gets a Varangian in his capital.
- If player has bankrupted, a Varangian turns into a Barbarian, instead of being dissolved.
- More costly to maintain (4 vs. 3 Gold per turn).​
Religion: Eastern Orthodoxy
Background: Crowd of Kievans descending into Dnieper to be baptised.
Adds new militaristic city-state Polotsk to the game.
 
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