Design your own Civ VI civ

Mongolia

Leader: Gengis Khan

latest


Leader ability: Pax Mongolica
Trade routes from/to conquested cities generates more gold, more science and spread religion faster

Leader agenda: The Descendant of Gray Wolf
Hates the ones who doesn't pay tributes when he asks (and he will ask a lot), but is loyal to friends.

Unique Unit: Keshik
Ranged cavalry that replaces Knight. Stronger, faster and better. Have no penalties when attacking cities.

Unique improvement: Ger
Can be built from the very begining of the game. Each Ger gives +2 housing, +1 Great General points and more 10% combat experience for all cavalry class units trained in this city. Must be built in flat land.

Unique Ability: Steppe Terror
When you build a cavalary unit, you recive other for free (without the expense of more horses). Raiding gives more gold and heals the unit.

Excellent leader ability idea and name, but the overall civ design seems quite similar in terms of names to the Civ V incarnation of Mongolia. I would suggest replacing the Keshik with the Mangudai, which was a type of suicide troop (vanguard) used by the Mongolians (and also a ranged horseman). Keshiks were bodyguards, and they weren't very large in number compared to the overall army of Mongolian horse archers.

It does make sense that Genghis would ask for tribute, and I hope he will do that in game (for some reason, Civ IV is the last game in which AI asked for tribute; even the aggressive Civ VI civs don't do that, which is utterly bizarre).
 
Unique district: Greater kiva (replaces holy site district). Recieves +1 faith adyacency bonuses for being near desert tiles, and +1 culture if next to wheat, rice, cotton or spice resources

Unique ability: Dry farming techniques. Your cities located in non-flooded desert tiles will recieve +1 housing per adyacent hill and +2 per adyacent mountain and wonder. Districts and wonders located in desert tiles will have extra appeal. Resources located in desert tiles will generate +4 food

Leader: Popé

UA: The great native uprising Puebloan cities have higher resistance time and penalties against their conquerors. 50% of the faith output of your cities will count towards unit production. If you start a war without cassus belli or if you are attacked without one, all your units will recieve a combat bonus during the duration of the war


I really like your versions of the Kiva and Cliff Dwelling ability. As for the Leader Ability, I don't like that you can purposely start a war without CB so you get a combat bonus in another war.



Ok, I think its time to make a Wonder-focused Civ, and there's really only 1 candidate for it that isn't already in the game: Byzantium!



Byzantium

Leader: Theodora

Leader Ability: Corpus Juris Civilis ; Whenever you achieve an Inspiration or Eureka, receive 10% production toward a random Wonder currently under construction in your empire.

Theodora helped her husband Justinian introduce "Justinian's Code" (Corpus Juris Civilis), which reworked Roman Law and would eventually become the basis for all Western Law. The Byzantines also made significant advances in the sciences during this time period. Theodora and Justinian built many great buildings around the empire, but especially in Constantinople, revitalizing it.

If coordinated well, it may be possible to suddenly build some very cheap Wonders. Scientific and Cultural advancement will come in bursts, hopefully putting the player in a position to build a new Wonder.

Agenda: Actress ; Likes Civs that like her. Dislikes Civs that are denounced by anyone.

Theodora was a common-born actress. This meant she was skilled in negotiation, ceremony, and seduction. She knows to suck up to friends and hate on whoever is unpopular.

Alternate Leader: Heraclius

Leader Ability: Theme System ; Has the Cataphract Unique Unit. Encampments have a Standard Adjacency bonus for each District, providing Production. Receive 1 free Relic whenever you conquer a Holy City (once per Holy City, founding a Holy City counts).

The Theme system, though not fully established under Heraclius, helped bring about a new efficiency in military and administrative fields. Each Theme was based around the military patrol area of an army. The highly efficient army of the time helped to repel the Persians and Saracens, and were best well known for the Cataphracts. The Christian world regarded him as "The First Crusader" because the Persians gave him the "True Cross" as a peace offering.

Leader Unit: Cataphract - Unlocks at Stirrups; replaces the Knight. Receives +5 combat strength against Mounted units, Ranged units, and units of a different religion (these stack).

Cataphracts were extremely well equipped and had tactics for every type of foe, especially ones of different cultures. They were well armored against arrows, possessed bows to fire upon enemy swordsmen, and lances to outrange enemy cavalry.

These 3 abilities together should help create a more militant Byzantium, encouraging the player to build encampments and make Holy War with the all-around powerful Cataphract, in the hopes of collecting Relics. None of the Cataphract bonuses persist on upgrade, so make a Holy War push while you have the chance.

Agenda: The First Crusader ; Likes Civs that use the Holy War Casus Belli. Dislikes Civs that control a Holy City.

Alternate Leader #2: Justinian

Leader Ability: Restore the Pentarchy; Justinian's original capital and the first 4 cities (of any Civ) on Justinian's home or adjacent continents to reach population 8 will each be identified as a "Holy See". While Justinian controls these cities, they produce double Faith and Gold. If he controls all 5, Science and Culture yields are increased by +50% empire-wide.

The 5 big cities of the Roman Empire, the Pentarchy, each administrated an important region and were thus regarded as important to the empire's success and glory. Since the church was so important to the administration of the empire, these cities were also regarded as important sites of religious administration, called "Holy Sees".

This ability makes certain cities in foreign territory absolutely critical to conquer, while also encouraging founding cities in great growth spots early on.

Agenda: Renovatio Imperii ; Likes all Civs. Hates Civs that control one of the "Holy Sees" or any originally Byzantine cities.

Justinian was known as a fairly easygoing person, generally acquiescing to his wife, his co-ruler. However, his big agenda during his reign was to restore the Roman Empire, and he nearly succeeded. He brought the Byzantine Empire to its peak.

Unique Ability: City of the World's Desire

Byzantium's original capital can construct 2 additional districts and gets +1 "Byzantine Glory" amenity, as well as additional "Walls of Constantinople" defenses, for each district or Wonder in the city.

Constantinople was regarded as the greatest city on Earth for much of the Byzantine, and later Ottoman, period. Located at an incredibly important crossroads for trade, supplied with rich land all around, and protected by incredible natural and artificial defenses, Constantinople quickly developed an urban sprawl.

Byzantium wants to expand its empire so that it can better supply Constantinople, which will very happily be an incredible core base from which you can project power. As long as you never lose Constantinople, you can always come back (just like the Byzantines).

Unique Unit: Dromon

Unlocks with Shipbuilding tech; replaces the Quadrireme. Starts with the "Greek Fire" promotion, giving it +8 strength against other ships and cities, and +4 strength against land units.

The development of Greek Fire greatly benefited the Byzantine Empire, enabling naval victories and preventing sieges of Constantinople. The Dromon were outfitted with siphons to shoot the fire onto other ships, and "flamethrowers" were used in sieges to attack walls, siege towers, and soldiers alike. The secret of Greek Fire seems to have been lost, as no uses of Greek Fire were documented in the late empire.

This unit will give Byzantium a fierce navy in the early game. If your Greek Fire units survive, you will also have a strong navy later in the game.

Unique Building: Basilica

Unlocks at Divine Right civic; replaces the Art Museum. Has Major Faith Adjacency bonus per adjacent Wonder. Wonders constructed adjacent to the Basilica are built 25% faster (does not stack).

Though most famous Basilicas do not reside in the lands of the former Byzantine Empire, they are a distinct example of Byzantine architecture. Many are grand buildings themselves, and are often located next to other magnificent architecture due to the layout of ancient cities.

This building promotes careful planning of multiple Theater Squares so that you can get boosts for adjacent Wonders. The earlier unlock should help construct wonders and encourage the use of more religious art than artifact searching.

Playstyle


The Byzantines will have a very strong power base in Constantinople, seeking to expand in order to further improve it. Building more Wonders in the capital is usually best, but may not always be possible. Even when you need to use your expansion cities to find Wonder locations, you still want to try and build them within the core of your empire for the maximum adjacency bonuses with the Basilica.
 
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I really like your versions of the Kiva and Cliff Dwelling ability. As for the Leader Ability, I don't like that you can purposely start a war without CB so you get a combat bonus in another war.



Ok, I think its time to make a Wonder-focused Civ, and there's really only 1 candidate for it that isn't already in the game: Byzantium!



Byzantium

Leader: Theodora

Leader Ability: Corpus Juris Civilis – Whenever you achieve an Inspiration or Eureka, receive 10% production toward a random Wonder currently under construction in your empire.

Theodora helped her husband Justinian introduce "Justinian's Code" (Corpus Juris Civilis), which reworked Roman Law and would eventually become the basis for all Western Law. The Byzantines also made significant advances in the sciences during this time period. Theodora and Justinian built many great buildings around the empire, but especially in Constantinople, revitalizing it.

If coordinated well, it may be possible to suddenly build some very cheap Wonders. Scientific and Cultural advancement will come in bursts, hopefully putting the player in a position to build a new Wonder.

Agenda: Actress – Likes Civs that like her. Dislikes Civs that are denounced by anyone.

Theodora was a common-born actress. This meant she was skilled in negotiation, ceremony, and seduction. She knows to suck up to friends and hate on whoever is unpopular.

Alternate Leader: Heraclius

Leader Ability: Theme System – Has the Cataphract Unique Unit. Encampments have a Standard Adjacency bonus for each District, providing Production. Receive 2 free Relics whenever you conquer a Holy City (once per Holy City, founding a Holy City counts).

The Theme system, though not fully established under Heraclius, helped bring about a new efficiency in military and administrative fields. Each Theme was based around the military patrol area of an army. The highly efficient army of the time helped to repel the Persians and Saracens, and were best well known for the Cataphracts. The Christian world regarded him as "The First Crusader" because the Persians gave him the "True Cross" as a peace offering.

Leader Unit: Cataphract - Unlocks at Stirrups; replaces the Knight. Has 5 additional combat strength. Receives +5 combat strength against Mounted units, Ranged units, and units of a different religion (these stack).

Cataphracts were extremely well equipped and had tactics for every type of foe, especially ones of different cultures. They were well armored against arrows, possessed bows to fire upon enemy swordsmen, and lances to outrange enemy cavalry.

These 3 abilities together should help create a more militant Byzantium, encouraging the player to build encampments and make Holy War with the all-around powerful Cataphract, in the hopes of collecting Relics. None of the Cataphract bonuses persist on upgrade, so make a Holy War push while you have the chance.

Agenda: The First Crusader – Likes Civs that use the Holy War Casus Belli. Dislikes Civs that control a Holy City.

Alternate Leader #2: Justinian

Leader Ability: Restore the Pentarchy – Justinian's original capital and the first 4 cities (of any Civ) on Justinian's home or adjacent continents to reach population 8 will each be identified as a "Holy See". While Justinian controls these cities, they produce double Faith and Gold. If he controls all 5, Science and Culture yields are doubled empire-wide.

The 5 big cities of the Roman Empire, the Pentarchy, each administrated an important region and were thus regarded as important to the empire's success and glory. Since the church was so important to the administration of the empire, these cities were also regarded as important sites of religious administration, called "Holy Sees".

This ability makes certain cities in foreign territory absolutely critical to conquer, while also encouraging founding cities in great growth spots early on.

Agenda: Renovatio Imperii – Likes all Civs. Hates Civs that control one of the "Holy Sees" or any originally Byzantine cities.

Justinian was known as a fairly easygoing person, generally acquiescing to his wife, his co-ruler. However, his big agenda during his reign was to restore the Roman Empire, and he nearly succeeded. He brought the Byzantine Empire to its peak.

Unique Ability: City of the World's Desire

Byzantium's original capital can construct 2 additional districts and gets +1 "Byzantine Glory" amenity, as well as additional "Walls of Constantinople" defenses, for each district or Wonder in the city.

Constantinople was regarded as the greatest city on Earth for much of the Byzantine, and later Ottoman, period. Located at an incredibly important crossroads for trade, supplied with rich land all around, and protected by incredible natural and artificial defenses, Constantinople quickly developed an urban sprawl.

Byzantium wants to expand its empire so that it can better supply Constantinople, which will very happily be an incredible core base from which you can project power. As long as you never lose Constantinople, you can always come back (just like the Byzantines).

Unique Unit: Dromon

Unlocks with Shipbuilding tech; replaces the Quadrireme. Starts with the "Greek Fire" promotion, giving it +10 strength against other ships and cities, and +5 strength against land units.

The development of Greek Fire greatly benefited the Byzantine Empire, enabling naval victories and preventing sieges of Constantinople. The Dromon were outfitted with siphons to shoot the fire onto other ships, and "flamethrowers" were used in sieges to attack walls, siege towers, and soldiers alike. The secret of Greek Fire seems to have been lost, as no uses of Greek Fire were documented in the late empire.

This unit will give Byzantium a fierce navy in the early game. If your Greek Fire units survive, you will also have a strong navy later in the game.

Unique Building: Basilica

Unlocks at Theology; replaces the Temple. Has Major Culture and Faith Adjacency bonuses per adjacent Wonder. Wonders constructed adjacent to the Basilica are built 25% faster.

Though most famous Basilicas do not reside in the lands of the former Byzantine Empire, they are a distinct example of Byzantine architecture. Many are grand buildings themselves, and are often located next to other magnificent architecture due to the layout of ancient cities.

This building promotes careful planning of multiple Holy Sites so that you can get boosts for adjacent Wonders. Because it produces culture, you might be ok with not using those spots for Theater Squares instead.

Playstyle


The Byzantines will have a very strong power base in Constantinople, seeking to expand in order to further improve it. Building more Wonders in the capital is usually best, but may not always be possible. Even when you need to use your expansion cities to find Wonder locations, you still want to try and build them within the core of your empire for the maximum adjacency bonuses with the Basilica.

Nice ideas! Theodora and Justinian are likely to be the Civ VI Byzantine leaders (or at least, one of them). Though Heraclius and Basil II are worthy choices, they are less glorious than Theodora and Justinian, and less recognized (Bulgarians hate Basil II, as he basically defeated and destroyed one of their national heroes).

I think Byzantines being wonder-focused makes sense for Theodora/Justinian, and culture is a strong play for them along with military and faith (though were I to design them I would not make them aim for a religious victory per se).

Theodora's agenda could be "Purple Is the Best Burial Shroud" (strongly focused on defense, does not easily surrender in combat even when losing, likes civs that have strong defenses). Would be an excellent allusion to her role in defeating the Nika Riots. She was the only reason Justinian didn't flee, and it makes sense in game that she would defend to the last.

Byzantium certainly is a civ rich in history and multi-faceted. I would expect both the Dromon and Cataphract again since Byzantium without both seems a bit weird. I would also expect a huge defensive bonus and/or playstyle given the Walls of Constantinople's storied history.
 
Nice ideas! Theodora and Justinian are likely to be the Civ VI Byzantine leaders (or at least, one of them). Though Heraclius and Basil II are worthy choices, they are less glorious than Theodora and Justinian, and less recognized (Bulgarians hate Basil II, as he basically defeated and destroyed one of their national heroes).

I think Byzantines being wonder-focused makes sense for Theodora/Justinian, and culture is a strong play for them along with military and faith (though were I to design them I would not make them aim for a religious victory per se).

Theodora's agenda could be "Purple Is the Best Burial Shroud" (strongly focused on defense, does not easily surrender in combat even when losing, likes civs that have strong defenses). Would be an excellent allusion to her role in defeating the Nika Riots. She was the only reason Justinian didn't flee, and it makes sense in game that she would defend to the last.

Byzantium certainly is a civ rich in history and multi-faceted. I would expect both the Dromon and Cataphract again since Byzantium without both seems a bit weird. I would also expect a huge defensive bonus and/or playstyle given the Walls of Constantinople's storied history.

Yeah, I tried to put Heraclius in there so that there'd be a less well-known leader, but still critically important. He started his own dynasty and made Greek the official language! But since I already intended Theodora to be the policy leader I decided to all-in the war plan with Heraclius. Justinian is somewhere between.

They don't really have any particular bonuses to a Religious Victory. They don't have cheaper or easier ways to get Great Prophet points (except Constantinople can afford to have a Holy Site early), and we don't know if conquering Holy Sites will let you use those religions for a Religious Victory. Justinian just wants the big cities and wants to hold them. They don't produce too much more faith than normal, so I'm not sure that they'd really be that much more suited to an actual victory using religion than anyone else.

As much as I like the idea of representing her role in the Nika Riots with her Agenda, I don't think it results in as good gameplay. Theodora is sensual and seductive, which gives her a good niche to stay friends with those that like her while harshly segregating those that are unpopular. I also think that will result in a strong AI strategy. Liking other Civs with strong defenses is fine, because it means the AI won't attack them, but refusing to surrender just sounds like suicide to me.

I agree they definitely needed the Dromon and Cataphract. I didn't really think either fit under Theodora or Justinian, and I already had strong, thematic abilities for them. It was easier to fit it in with Heraclius.
 
Yeah, I tried to put Heraclius in there so that there'd be a less well-known leader, but still critically important. He started his own dynasty and made Greek the official language! But since I already intended Theodora to be the policy leader I decided to all-in the war plan with Heraclius. Justinian is somewhere between.

They don't really have any particular bonuses to a Religious Victory. They don't have cheaper or easier ways to get Great Prophet points (except Constantinople can afford to have a Holy Site early), and we don't know if conquering Holy Sites will let you use those religions for a Religious Victory. Justinian just wants the big cities and wants to hold them. They don't produce too much more faith than normal, so I'm not sure that they'd really be that much more suited to an actual victory using religion than anyone else.

As much as I like the idea of representing her role in the Nika Riots with her Agenda, I don't think it results in as good gameplay. Theodora is sensual and seductive, which gives her a good niche to stay friends with those that like her while harshly segregating those that are unpopular. I also think that will result in a strong AI strategy. Liking other Civs with strong defenses is fine, because it means the AI won't attack them, but refusing to surrender just sounds like suicide to me.

I agree they definitely needed the Dromon and Cataphract. I didn't really think either fit under Theodora or Justinian, and I already had strong, thematic abilities for them. It was easier to fit it in with Heraclius.

I don't think her agenda as actress really played into her role as Empress, though--while she was seductive, that was mostly towards Justinian, and not directed at world leaders (unlike Cleopatra). I think being more geared towards defensiveness doesn't need to be suicidal--just more resistant.

Cataphracts fit Justinian I think--he made extensive use of them under his generals Belisarius and Narses.
 
I don't think her agenda as actress really played into her role as Empress, though--while she was seductive, that was mostly towards Justinian, and not directed at world leaders (unlike Cleopatra).

Its a good flavor excuse for good gameplay. Its not supposed to be 100% accurate to history.

And from what we know of her, she seemed to be generally charismatic, quite capable of acting the part of empress, and also seductive on the side. The seduction isn't even part of this Agenda, its all about flattering the rulers who like you and playing the diplomatic game of demonizing the punching bag.

I think being more geared towards defensiveness doesn't need to be suicidal--just more resistant.

If it were a human, I'd agree. There are times when being more resistant is called "bravery" and others when it is called "stubbornness". Unfortunately, the AI will probably be unable to tell the 2 apart, and thus it will often be stubborn aka suicidal. :(

Cataphracts fit Justinian I think--he made extensive use of them under his generals Belisarius and Narses.

I meant it didn't fit gameplay-wise. Cataphracts and Dromons fit the entirety of Byzantium's existence, for the most part. But I already wanted to give Justinian the powerful ability of restoring the Pentarchy, which meant there wasn't really space for giving him a Cataphract too.

It was a lot easier to fit it into Heraclius' theme of religious war, as well as within his power level budget.
 
Pueblo

Leader: Po'pay

Leader Ability: Organized Attack – Declaring a Joint War grants a large sum of Faith. Start with a Tewa Protector instead of a Warrior.

Sounds really cool, but I wonder how much powerful will it be on practice since we don't know yet how common are joint wars in this game.

Agenda: The Old Ways – Dislikes Civs that convert his people with missionaries (even if he had no religion before). Likes Civs that have ancient forms of government (Chiefdom, Autocracy, Oligarchy, Classical Republic).

That is an absolutely perfect agenda for Po'pay! Against religious warfare, hard to make friends with in the latter eras.

Unique Ability: Climate Control

When choosing a Pantheon, choose 2 instead. May buy Builders with Faith.

I really, really would love to see a civ with two pantheons (my bet was on India), but I don't think that it quite fits the Pueblo, at least, not with the current set of pantheons (no pantheon towards increasing food in harsh terrains such as desert or tundra).

Unique Unit: Tewa Protector

Unlocks with Archery; replaces Archer. Enemies cannot pillage tiles adjacent to the Tewa Protector. Has the promotion "Kinship", which grants +8 combat strength when adjacent to a friendly wounded unit without Kinship.

That is some really cool design! The anti-pillaging skill is original and extremely useful, seeing how pillaging will be vital in this game. The whole "core VS support" role is also a very interesting spin for the unit.

Unique Improvement: Cliff Dwelling

Unlocks with Masonry. Must be constructed adjacent to Mountains. Provides +1.5 housing and a +8 combat bonus to the tile for friendly units. +2 food if adjacent to a farm, +2 faith if adjacent to a Holy Site.

Very good take on the Pueblo skill at taming wild terrains, but perhaps it is a little tad too overpowered when compared with the other housing-providing equivalent (stepwell). Perhaps by adding more stringent placing requirements it could balance out (requiringit to be placed on desert or tundra tiles adyacent to mountains).

I really like your versions of the Kiva and Cliff Dwelling ability. As for the Leader Ability, I don't like that you can purposely start a war without CB so you get a combat bonus in another war.

My bad, that was a writting typo! The idea was of course to give the Pueblo a combat bonus when fighting just wars (that is, you must either declare a war with a cassus belli, or be on the recieving end of a surprise war in order to get the combat bonus).
 
Sounds really cool, but I wonder how much powerful will it be on practice since we don't know yet how common are joint wars in this game.

That's why I left the actual amount of Faith blank for this ability. I can't possibly guess how common it will trigger! :lol:


That is an absolutely perfect agenda for Po'pay! Against religious warfare, hard to make friends with in the latter eras.

I just hope it doesn't make him suicidal. :)

Unique Ability: Climate Control



I really, really would love to see a civ with two pantheons (my bet was on India), but I don't think that it quite fits the Pueblo, at least, not with the current set of pantheons (no pantheon towards increasing food in harsh terrains such as desert or tundra).

Fair enough. My idea was to give them the ability to adapt to 2 different types of terrain, but it might be better to just let them choose pantheons that were already taken, so they're guaranteed to adapt to their main terrain? Since that's weaker (in most cases), just "reduce" the Faith cost of Builders to compensate.


That is some really cool design! The anti-pillaging skill is original and extremely useful, seeing how pillaging will be vital in this game. The whole "core VS support" role is also a very interesting spin for the unit.

Thanks! I liked this part.

Very good take on the Pueblo skill at taming wild terrains, but perhaps it is a little tad too overpowered when compared with the other housing-providing equivalent (stepwell). Perhaps by adding more stringent placing requirements it could balance out (requiringit to be placed on desert or tundra tiles adyacent to mountains).

Yeah I have no idea if the numbers are good. I figured you were replacing Mountain-adjacent tiles, which are amazing Holy Sites and Campus sites, with "defensive Neighborhoods" that probably provide no yields at all...so that's why I did that.


My bad, that was a writting typo! The idea was of course to give the Pueblo a combat bonus when fighting just wars (that is, you must either declare a war with a cassus belli, or be on the recieving end of a surprise war in order to get the combat bonus).

Ah, that's not as abusable. I still think its odd to get a combat bonus against Civs in other wars, though.
 
Its a good flavor excuse for good gameplay. Its not supposed to be 100% accurate to history.

And from what we know of her, she seemed to be generally charismatic, quite capable of acting the part of empress, and also seductive on the side. The seduction isn't even part of this Agenda, its all about flattering the rulers who like you and playing the diplomatic game of demonizing the punching bag.



If it were a human, I'd agree. There are times when being more resistant is called "bravery" and others when it is called "stubbornness". Unfortunately, the AI will probably be unable to tell the 2 apart, and thus it will often be stubborn aka suicidal. :(



I meant it didn't fit gameplay-wise. Cataphracts and Dromons fit the entirety of Byzantium's existence, for the most part. But I already wanted to give Justinian the powerful ability of restoring the Pentarchy, which meant there wasn't really space for giving him a Cataphract too.

It was a lot easier to fit it into Heraclius' theme of religious war, as well as within his power level budget.

Theodora was seductive pre-Empress, not during her reign. I think if they graded the AI via numbers (as they do) for diplomacy, Theodora could be like several AI in Civ IV that didn't give way easily, but were not suicidal. Furthermore, if the ability doesn't work, that's more due to poor AI coding than because the ability is inherently faulty.

To make productive use of these disagreements, I herewith present my idea for Byzantium. Notably I changed my mind and made Byzantium somewhat more religious than culturally flavored (Justinian's legal code would be a good idea for a civics-focused leader in some ways, though his militaristic nature could fit well with the civ ability):

Byzantium

Leader: Theodora

A bust of a Byzantine empress, possibly Theodora, is available here (too large for this thread).

As a co-regnant with her husband Emperor Justinian I, Theodora was a whip-smart, beautiful empress with an unyielding streak who had come from humble origins as an actress into the foremost heights of political and spiritual power. An illustrative story of her influence comes from the time of the devastating Nika Riots which caused widespread destruction and fire in Constantinople, with nearly half the city burned, including the magnificent Hagia Sophia, Constantinople's most important church. During this time, rioters declared a new emperor, Hypatius. Emperor Justinian had been preparing to flee. Theodora alone of Justinian's council recommended staying to fight, famously saying "Purple is the noblest (burial) shroud." Justinian was convinced to stay, and ordered his generals Narses and Belisarius to put down the rioters, which they did, killing over 30,000 rebels and saving the Emperor from exile and potential death. Following the Nika Riot, Theodora and Justinian rebuilt Constantinople to glory, the pinnacle of which was the rebuilt Hagia Sophia, or "Holy Wisdom", which is frequently featured as a wonder in the Civilization series. Theodora did much to inspire religious cooperation and tolerance, and notably implemented many reforms in the area of women's rights, including the implementation of the death penalty for rape and expanding the rights of women in divorce. She also participated in her husband's famous legal reforms, which would outlast both them and the Byzantine Empire.

Leader ability: Holy Wisdom Wonders grant faith upon completion, and each wonder generates an additional adjacency bonus with Holy Sites. Great Engineers retain a charge after boosting a wonder that provides faith, but cannot be used to boost a wonder's production more than once. Wonders produce additional culture in cities originally settled by the Byzantine player.

So named for the Hagia Sophia, long the glorious center of Eastern Orthodoxy, and constructed as a "center of power" for Theodora, Theodora's leader ability encourages Byzantine players to build many wonders to boost their faith. This faith can be spent to produce Great Persons or seek a religious victory.

Leader agenda: Purple is the Finest Shroud.
As in history, Theodora in Civ VI will be fiercely stubborn and fight for her crown. Theodora builds defenses in her cities. She dislikes those who neglect their defenses, and will be more resistant to surrender deals.

Civilization ability: Heirs of Rome.
Military units produced faster in cities that share your capital city's major religion, and also produce faster in conquered cities. Great General points generate twice as fast.

The Byzantine Empire was also known as the Eastern Roman Empire, and kept at bay some enemies the Western Roman Empire shared with Byzantium, including the Huns. The Byzantine Empire was known to its inhabitants as the "Roman Empire", the "Empire of the Romans". Certainly Byzantium modeled itself on Romano-Hellenistic culture in terms of its architecture and disciplined armies. Justinian and Theodora did much to restore the size of the Byzantine Empire to Roman-esque scale, and partly because Justinian saw it as his holy duty to restore the Roman Empire.

Unique building: Walls of Constantinople.
Replaces walls. When produced in capital, doubles defenses, and defenses recover faster. When produced in other cities, generates culture and extra defense over the wall, which it replaces.

The famous stone Walls of Constantinople kept the capital city of the Byzantine Empire almost impervious to assault and plunder until the sack of the city by Crusaders and, in 1453, the Ottoman Turks, who used cannons to bring down the walls.

Unique Unit: Cataphract.
Replaces the knight. The cataphract gains twice as much defense in the cultural space of a Byzantine city, and an additional defense against ranged units. Gain additional strength for each cataphract or mounted unit it is adjacent to.

The cataphract was a fully armored horseman similar to the Palmyran clibinarii, and was a core part of the Byzantine Empire. The cataphract was not, as some believe, primarily used to charge the enemy, but rather "they advanced at a steady medium-pace trot and were designed to roll over an enemy already softened by the archers)." The Byzantine cataphract was likely not as heavily armored as its Roman or Sassanid Persian counterpart, but was regardless used as almost a tank-like unit in Byzantine warfare.

Unique Unit: Dromon.
Early war galley with a limited ranged attack and an attack bonus against other galleys and siege weapons (if any unwisely venture near the shore).

The dromon was a type of galley widely used by Byzantium from the 5th to 12th centuries. Belisarius (Justinian's general) used these in his wars against the Vandals, and they were outfitted with lateen sails at the time. Some dromons featured an "elevated forecastle" which could siphon forth the famous Byzantine Greek fire, which was used to devastating effect against navies and was a well-guarded secret whose chemical composition remains a mystery to this day.
 
Ok, I think its time to make a Science-y Civ. Its tough to find one, since most prosperous Civs were ahead of the scientific curve at some point. China, India, or Rome would make amazing science Civs due to the sheer quantity of inventions they produced, but all 3 are already in the game. Russia might have a Westernization effect, especially since they're ruled by Peter the Great. This leaves few choices. I'll do the Iroquois for now, and then do Sweden later.



Iroquois

Leader: Hiawatha

Leader Ability: Confederacy of Five Nations ; Once per game, at any time after researching the Political Philosophy civic, you can create a new form of government called "Confederacy". At this time, select bonuses for the government from your currently unlocked governments.

The Iroquois Confederacy was founded by Hiawatha, long before contact with Europeans. With no written language, its constitution was passed down orally. An entirely unique form of government based on the culture and heritage on the Iroquois, this government is not available to anyone else. (Supposedly, the US Constitution took some elements from the Iroquois Constitution, but this seems to be widely disputed)

The unique government will allow the Iroquois to be incredibly flexible from game to game. However, since you only get to establish the type of government a "Confederacy" is *once*, and you must choose from elements available to you *at that time*, then finding the right combination of waiting to have elements you want, and making the government form as soon as possible to get the most use out of it, will be at odds. Switching to late-game governments may be ideal, but at least your Confederacy legacy bonus will stick around.

Agenda: Words of the Great Peacemaker ; Likes Civs who produce more science. Dislikes Civs who share fewer types of legacy bonuses with him.

The Great Peacemaker said that the Iroquois people should band together because they were culturally similar. This is the message that Hiawatha brought to the Five Nations, forming the Iroquois League and Confederacy. The Iroquois liked trading for the technology of the Europeans, and frequently used their gains to drive away other Europeans or natives.

Having friends with high science should keep Hiawatha happy and allow him to siphon tech from them. Opponents who are not culturally at all like the Iroquois will piss him off, but its possible to still share the legacy bonus of his Confederacy.

Unique Ability: Land of the Haudenosaunee

All units move in Woods as if it were flatland, and receive +4 combat strength in Woods. When entering a new Era, receive 2 Eurekas of that Era already researched by Civilizations you've met.

The Iroquois made great use of their woodland terrain when scouting and ambushing the Europeans. They were also the most adept of the Native American tribes at using European weapons and tactics to their advantage.

Unique Unit: Mantlet

Unlocks with Construction tech; replaces the Siege Tower. In addition to the Siege Tower's normal abilities, this support unit is cheaper to construct and gives all units in or adjacent to its tile +5 combat strength vs Ranged units.

In addition to the use of several advances discovered from Europeans, the Iroquois were quite capable to iterating on native designs. The Mantlet, or a giant portable wooden wall, had been used against them by the Huron to assault walled towns. The introduction of guns and bastioned defenses to the Iroquois rendered the Mantlet obsolete, but the Iroquois designed a new, tougher Mantlet and used it to assault towns all over the Northeast. Once the attackers reached the walls, the Mantlet could be placed against it to form a ramp, allowing attackers to scale the wall easily.

Settling near the Iroquois is ill-advised, as they will be able to use Mantlets in the early and midgame to assault towns with ease. You'll have to bring a technologically superior army (or a much much larger one) to defeat their attacks.

Unique Improvement: Longhouse

Unlocks at Craftsmanship civic. Can only be constructed on Woods. Gives +1 housing and +1 food and production to the tile. If adjacent to an unimproved flatland tile, provides +1 "Lacrosse Fields" amenity to the city (max +2 per city).

Haudenosaunee literally means "People of the Longhouse". These structures, which were built using very simple means, housed multiple generations of an extended family. Their ability to be built anywhere there was wood available allowed the Iroquois to live with nature, close to the best farmland and hunting areas. The Iroquois game of Lacrosse was a community-building event, bringing hundreds of warriors together to play for the spirits.

Living near or in the Woods is a great plan for the Iroquois due to the Longhouse improvement. Available from the start of the game, it provides good yields to already good tiles, as well as housing and possibly amenities. Finding adjacent flatlands to not improve may be more difficult as time goes on and the Iroquois lose their cultural heritage to the onslaught of blue jeans.

Playstyle

The Iroquois can be made to fit any strategy by using their Confederacy government type. In general, they want to settle and fight for Woods, and stay at peace with technologically superior Civs so as to siphon off their tech.
 
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Theodora was seductive pre-Empress, not during her reign. I think if they graded the AI via numbers (as they do) for diplomacy, Theodora could be like several AI in Civ IV that didn't give way easily, but were not suicidal. Furthermore, if the ability doesn't work, that's more due to poor AI coding than because the ability is inherently faulty.

We don't know if she ever used seduction during her reign. I'm not saying that she should have a seductive personality. I'm saying her role as an actress made her quite capable of acting the part of Empress, whatever that happened to require at the time. If that required sucking up to people, she could do it. If it required publicly scolding someone, she could do it. Since these would be good gameplay ideas for a smart AI, I used this flavor as an excuse to give it to her. And thinking practically is important to. I'm not trying to design things that would only work in a perfect world; I want them to be easily made, too. I haven't been explaining how I think things would be easily made, but I have carefully considered each of the gameplay elements I have proposed and thought about ways they could be easily implemented and shown to the player.

To make productive use of these disagreements, I herewith present my idea for Byzantium. Notably I changed my mind and made Byzantium somewhat more religious than culturally flavored (Justinian's legal code would be a good idea for a civics-focused leader in some ways, though his militaristic nature could fit well with the civ ability):

Cool! :)

Byzantium

Leader: Theodora

Leader ability: Holy Wisdom Wonders grant faith upon completion, and each wonder generates an additional adjacency bonus with Holy Sites. Great Engineers retain a charge after boosting a wonder that provides faith, but cannot be used to boost a wonder's production more than once. Wonders produce additional culture in cities originally settled by the Byzantine player.

I'm a big fan of having her Holy Sites get adjacency bonuses with Wonders. That's similar to my Basilica building. I'm not sure that even more Faith upon completion is necessary on top of that, but it might be fine. Having Wonders produce more culture if they're in your cities as opposed to conquered cities seems like a non-issue to me. I'll still want to conquer all the same Wonders as I did without the ability, and I'll still try to build the Wonders if possible because of all the other stuff in this LA.

The Great Engineer bonus is basically non-existent. We've seen only one Great Engineer that provides production towards Wonders. Remember, they all do different things now!

Leader agenda: Purple is the Finest Shroud.
As in history, Theodora in Civ VI will be fiercely stubborn and fight for her crown. Theodora builds defenses in her cities. She dislikes those who neglect their defenses, and will be more resistant to surrender deals.

Ah, you only want her to dislike surrender demands, but she's still willing to offer them herself? That might work fine as an AI schema.

Civilization ability: Heirs of Rome.
Military units produced faster in cities that share your capital city's major religion, and also produce faster in conquered cities. Great General points generate twice as fast.

As the ability that will be consistent no matter who is leading Byzantium, I really don't like this ability. Byzantium isn't really known for its army or conquests, only a few rulers were known for that. Tying it into your capital's religion is nice, though.

Perhaps you could take some of Theodora's abilities and put them here instead? You could then afford to increase the power of each one, and make this UA a Leader Ability for a different leader.

Unique building: Walls of Constantinople.
Replaces walls. When produced in capital, doubles defenses, and defenses recover faster. When produced in other cities, generates culture and extra defense over the wall, which it replaces.

Interestingly enough, I'd probably be least likely to want to build this in Constantinople. The capital of my empire should probably be in the center, and thus requires the least defense. The other walls will provide culture and be for cities on the outskirts of my empire!

It also irks me that I'd be building "Walls of Constantinople" in places that aren't Constantinople, but that's minor in comparison to the fact that I want to build them everywhere but Constantinople!

Unique Unit: Cataphract.
Replaces the knight. The cataphract gains twice as much defense in the cultural space of a Byzantine city, and an additional defense against ranged units. Gain additional strength for each cataphract or mounted unit it is adjacent to.

I like that this unit will be so strong that it will create a time period during which nobody will dare attack the Byzantines...and then suddenly they're doomed without it. However, they already have defensive boosts with the Walls of Constantinople, so it might be overkill.

Keep in mind also that, by increasing the effectiveness of each Cataphract for each additional one you make, they might have to be balanced so that you either build a ton or none. Diminishing returns is usually better, because it means you can balance the first few to have a place no matter what. The only time I like to make things super powerful (and exponentially powerful) is if there's a good reason to have a hard cap. And if you're going to have a hard cap, it should be something low.

Unique Unit: Dromon.
Early war galley with a limited ranged attack and an attack bonus against other galleys and siege weapons (if any unwisely venture near the shore).

Solid. Which one of these is Theodora's unit, and why? None of the Civs have 2 UUs, they're all 1 UU and some have 1 Leader Unit.
 
I don't really think Vietnam would end up in the official game, but its fun to design Civs anyway.

Vietnam

Leader: Trung Sisters

Leader Ability: Team Trung ; Whenever you Recruit or Patronize a Great General, receive a random Inspiration from your current Era (next Era if not possible). When at peace, Great General production is doubled. When at war, gain an extra Military policy slot.

The Trung Sisters are folk heroes in Vietnam for leading a rebellion against the Chinese (most of what we factually know about them is from Chinese texts). The older sister, Trung Trac, was known to be brave. When her husband died protesting the Chinese expansion into Vietnam, she enlisted the help of her sister, Trung Nhi;. Together, they trained 36 female generals, and lead a rebellion of 80,000 strong. Trung Nhi; turned out to be a fierce warrior, and they captured 65 citadels, at which point Trung Trac declared herself Queen. Her reign lasted only 3 years before they both committed suicide as the Chinese army overran their forces, but the sisters are remembered for standing up for Vietnam's sovereignty.

This LA incentivizes preparing for war properly before declaring (or building up a defense). You will train Great Generals faster while at peace, but once you declare war you have the strength and flexibility of a Military card (but only as strong and flexible as your culture)! None of the Military policies let you replenish Great Generals faster, so plan ahead for your wars, offensive or defensive.

Agenda: Fierce Sisters ; When at peace (and Trung Trac is in charge), dislikes Civs who have settled near her or declared war on her in the past. When at war (and Trung Nhi is in charge), dislikes Civs with a weak military and likes Civs with a strong military.

The Sisters take turns leading Vietnam. Trung Trac initiates fights, and Trung Nhigoes for the throat. Unless the enemy is actually really strong, in which case she likes them and will try to make peace.

Alternate Leader: Lê Thánh Tông the Great

Leader Ability: Hong-duc ; Whenever you construct a Temple or Library, receive 20% of the Great People points required for a random Great Person. Whenever you conquer a city, generate a Great Work of Writing (once per city).

Lê Thánh Tông implemented wide-sweeping reforms to turn the state into a Confucian meritocracy. This earned his reign the name Hong-duc, which means Great Virtue. By implementing state tests to vet administrators and advisers, Lê Thánh Tông successfully decreased the influence of incompetent nobles and created an extremely efficient administration. He had Temples of Literature constructed all over the kingdom to teach people the works of Confucius. He also made a new legal code called Hong-duc. He also was the first ruler to control most of modern-day Vietnam, and during his reign poems and histories were written for the royal court.

Vietnam is encouraged to build Campuses or Holy Sites to get slots for Libraries and Temples with this ability. Campuses will also have synergy with the Rainforests they will find themselves in, but Holy Sites will help them found/spread religions to their cities for use with their UA. Of course, the Water Puppet Pond might also be enticing, if there are any Lakes or Rice paddies nearby. Growing big cities by making plantations will help get all the districts. Conquering new territory will provide you with Vietnamese poems to fill your writing slots in the Water Puppet Ponds.

Agenda: Ideal Confucian; Likes Civs that have high Science and Culture output. Dislikes Civs that are missing either.

Lê Thánh Tông was very focused on implementing Confucian ideals into his government. He also implemented an isolationist policy, which is reflected in the fact that he will probably tend to dislike everyone.

Unique Ability: Tam Giáo

Each city produces +2 culture for each additional religion present in it beyond the first. Plantations produce +1 food.

Tam Giáo, or "Triple Religion", refers to the blend of Buddhism, Confucianism, and Daoism that pervades Vietnamese culture. This culture is most well-known outside of Vietnam for its cuisine and the foodstuffs that it exports.

This ability encourages finding many plantations to build up your cities, which will probably mean Rainforest cities. Getting additional religions beyond the first in your city will help immensely (in terms of balance, this allows each extra religion to be worth more because the first is worth nothing).

Unique Unit: Mông Dong

Unlocks at Shipbuilding; replaces the Quadrireme. Has +7 combat strength against units adjacent to a River. Disembarking from a tile with a Mông Dong costs no movement (doesn't change cliff rules).

Due to Vietnam's long coastline, naval movement for troops was favored. The Vietnamese frequently undertook amphibious assaults and coastal raids, and their navy helped prevent foreign armies from receiving supplies in the dense rainforest and hot, wet climate. The Mông Dong was a warship that was capable of going up river mouths.

This ranged unit will help you protect your lands or assault new ones, but only along the coast. This will encourage having a long coastline.

Unique Building: Water Puppet Pond

Unlocks at Drama and Poetry; replaces the Amphitheater. In addition to the normal affects of an Amphitheater, has an extra slot for a Great Work of Music. Grants the Theater Square a Standard adjacency bonus for improved Rice tiles and Lakes.

Water Puppet shows are the Vietnamese version of a classic East Asian entertainment. Due to having so many Rice paddies (which are waist-deep in water), puppet shows would often take place in them. Even when not performed in a rice paddy, the water still hides the puppet strings and allows the singers' voices to resonate. The musicians who play for these shows often provide banter and commentary, as well.

Adjacency bonuses for Theater Squares are very valuable, since the default is Wonders only. This building also provides bonuses for Rice farms and Lakes, as they are other great places to set up Water Puppet stages. The extra slot for a Great Work of Music may not be useful until late game (since you don't get Musician points), but it will mean that Music slots are readily available once you get there.

Playstyle

When under the Trung Sisters, Vietnam is a fierce opponent that will always have a strong military to drive out invaders and expand. Under Lê Thánh Tông, Vietnam is entirely a defensive, tall, rainforest Civ.
 
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I just thought of something for Vietnam. What if Trung Trac is the leader (without Trung Nhi), and her unique ability grants her Trung Nhi as a great general (that is available only to Vietnam, and has special abilities).
 
I just thought of something for Vietnam. What if Trung Trac is the leader (without Trung Nhi), and her unique ability grants her Trung Nhi as a great general (that is available only to Vietnam, and has special abilities).

I considered that. I liked the opportunity to do a dualistic ability, so I went with that instead. If its too difficult to put them both on the leader screen, then having Trac be the Queen and Nhi as a unique General would work well.

I was just talking in the Polynesia thread about how much I loved Civ5's Polynesia. I think it was a blob civ done right, since it very distinctly represented each portion, and there obviously isn't enough oomph in any of the individual cultures to make a whole official Civ out of. So here's a redesign for Civ6!

Polynesia

Leader: Kamehameha

Leader Ability: Mana; Districts adjacent to Natural Wonders produce double Great People points. Whenever a new population level is reached in a city, a random tile in your borders permanently receives +1 appeal.

The Polynesians have the concept of "Mana", which refers to a supernatural power that was present in all things. In Hawaiian and Tahitian culture, you absorb mana from your surroundings, especially naturally impressive sites, and share it with other things. Kamehameha is famous for uniting the Hawaiian islands and passing the Kanawai Mamalahoe, an edict protecting civilians. These people give their mana to each other through family bonds (Ohana) and back to the land by working it, rather than to warriors who slay them. Kamehameha in particular was supposed to have amazing Mana, and was prophesied to rule all of Polynesia.

If you can find a Natural Wonder, you definitely want to settle it. There are enough tiles by each that you should be able to make a lot of Great People from mana transferal. Otherwise, it may be helpful to focus on city sites that will grow tall. The fewer land tiles you have, the more concentrated your appeal will be. The more population you get, the more housing you can afford. Depending on where the appeal goes, you may want to build National Parks or Resorts as well.

Agenda: Kanawai Mamalahoe ; Likes Civs who have formed Declarations of Friendship with him and his Friends in the past. Dislikes Civs who capture his civilians or pillage his trade routes.


Unique Ability: Paradise Found

Units can sail and embark over Ocean tiles after researching the Sailing tech. Cities that are founded on landmasses with 10 tiles or less produce double yields from Specialists. Fishing boats and Atolls produce +2 food.

The Polynesian people sailed from Taiwan and spread throughout the Pacific islands long ago. They found and settled a variety of small islands and atolls, living off of fishing and the fruits they found on each island.

Regardless of whether or not you want to explore early and find islands to settle, Polynesia wants to stay by the coast. The high amount of food and many good spots for Moai should make these lands very profitable. The extra food will also help trigger Kamehameha's ability, which should make all of your tiles able to house more people, having nice National Parks, or great Resort spots.

I assume Atolls will be added when Polynesia is added, just like in Civ5.

Unique Unit: Maori Warrior

Unlocks with Iron Working; replaces the Swordsman. Does not require Iron. Gets +1 combat strength for each Jade, Gypsum, Diamonds, and Silver resource you own. Has the "Consuming Mana" promotion, which causes the unit to gain extra xp when killing an opponent proportional to the xp level of the defeated unit.

The Maori developed a distinct warrior culture before the arrival of Europeans. They were feared by the Europeans for being fierce (and cannibalistic) swordsmen. The Maori used swords made of local jade stones, which were believed to contain their own mana. Mana is a Polynesian idea that is similar to soul, and there was a belief that consuming another human fused your mana, making you stronger. I don't think Firaxis will want to represent cannibalism directly in the game, but they have represented slavery by having the Aztec warriors create Builders from defeated opponents... Besides, the cultures eventually evolved away from cannibalism and instead began to believe that mana was transferred simply by defeating opponents.

The Maori Warrior gets stronger the more gemstone luxuries you own. This is mostly for flavor not balance, since you won't always be able to get gemstones. If you happen to start a game with gemstones, then the Maori Warrior is stronger this game. The "Consuming Mana" promotion is more important to the usefulness of the unit. Defeating strong opponents and keeping your units alive (so they can gain more xp) will be very important to maximizing the use of the Maori Warrior. This ability works well on both the offensive and defensive and against opponents of all power levels.

Unique Improvement: Moai

Unlocks with Masonry tech. Can only be constructed on coast. +1 culture per adjacent water tile. Adjacent Resorts produce +5 tourism.

The Moai are stone statues constructed by the people of Easter Island. These represented their ancestors. Their method of construction is still pretty unknown, but stone quarries have been found elsewhere on the island. The impressively detailed statues draw many tourists, and islands all over Polynesia make most of their GDP from resort tourism.

Due to how many tiles will need to be taken up by districts, laying these out in long chains along the coast won't work as well as in Civ5. Instead, I gave them bonuses for being adjacent to more water, since that basically means more coastline to put Moai on in that tile anyway. Furthermore, it still encourages settling along coastline, and especially settling near peninsulas and on islands.

Playstyle

The Polynesians want to settle coast, especially small islands if they can be found. High food output and increasing appeal when cities grow should encourage them to go tall and have as few land tiles as possible. The Maori Warrior should allow them to defend themselves better the more wars its seen, though they could also be used for a Domination rush at the end of the game when new territory doesn't reduce the efficiency of your appeal boosts (because new pop counts are reached rarely).
 
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I think that even though Polynesia has to be in the game (since Oceania is never represented), it has to be split across two (or even three) civs.

My suggestions:

Civ 1: the Hawaiians
Leader: Kamehameha (ability: Kānāwai Māmalahoe)
UU: Koa
UB: Heiau
UA: Kahuna Mastery

Civ 2: the Maori
Leader: Hongi Hika (ability: Musket Wars)
UU: Taiaha Wielder
UB: Pa
UA: Haka

Civ 3: the Tongans
Leader: Tu'i-ta-tui (ability: Burden of Maui)
UU: Kalia
UB: Mala'e
UA: Friendly Islands
 
I think that even though Polynesia has to be in the game (since Oceania is never represented), it has to be split across two (or even three) civs.

My suggestions:

Civ 1: the Hawaiians
Leader: Kamehameha (ability: Kānāwai Māmalahoe)
UU: Koa
UB: Heiau
UA: Kahuna Mastery

Civ 2: the Maori
Leader: Hongi Hika (ability: Musket Wars)
UU: Taiaha Wielder
UB: Pa
UA: Haka

Civ 3: the Tongans
Leader: Tu'i-ta-tui (ability: Burden of Maui)
UU: Kalia
UB: Mala'e
UA: Friendly Islands

Given infinite dev time and thus infinite Civs, I agree. The cultures are each distinctive enough to make their own set of gameplay elements.

However, there isn't infinite dev time. So if they're in at all, it will either be as just one of the cultures of all together in a Polynesia blob. I'd prefer the Polynesia blob, so that's why I suggested a design for it.

You can find a nice Civ5 design that separated the 4 Polynesian parts (Kamehameha, Maori, Moai, Seafaring) into 4 separate Civs. I don't think the way they did it will result in appropriate gameplay for the Civs, but at least it shows the themes can be done. http://forums.civfanatics.com/showpost.php?p=12389390&postcount=4
 
Given infinite dev time and thus infinite Civs, I agree. The cultures are each distinctive enough to make their own set of gameplay elements.

However, there isn't infinite dev time. So if they're in at all, it will either be as just one of the cultures of all together in a Polynesia blob. I'd prefer the Polynesia blob, so that's why I suggested a design for it.

You can find a nice Civ5 design that separated the 4 Polynesian parts (Kamehameha, Maori, Moai, Seafaring) into 4 separate Civs. I don't think the way they did it will result in appropriate gameplay for the Civs, but at least it shows the themes can be done. http://forums.civfanatics.com/showpost.php?p=12389390&postcount=4

Yes, I know about this mod.
As to what the devs should do, I hate such blobs, so I would prefer them to give us at least the Hawaiians or the Maori instead of Polynesia. Simply because Polynesia was never a thing. It is like Civ IV's Native America.
 
Inca

Leader: Pachacuti

I know he was the leader in 5, but the only other good option is Huayna Capac and I think Pachacuti has slightly more to go off of for an Agenda.

Leader Ability: Sapa Inca ; When entering a new era, gain +2 culture per turn and +1 housing in the capital if you control more cities than at the end of the previous era.

The Sapa Inca, or the "One Inca", is the title of the Incan emperor. Each title holder was expected to get more territory than they started with, since Titles would be inherited by the heir but all of the land would go to the other family members. Each titled leader was expected to build a new house in Cuzco (the capital), each generation.

This UA checks for regular expansion, whether through settlement or war. As long as each "generation" of rulers expands the empire, they will build more housing in Cuzco and bring honor to their people.

Agenda: Earth Shaker ; Likes Civs with high population capitals. Dislikes Civs that border him.

Pachacuti distinguished himself during an invasion of Cuzco when his father and brother (chief and heir, respectively) fled. He remained and drove off the attackers so ferociously that he became known as the "Earth Shaker". Once he rose to power, he expanded the kingdom, began building great monuments, and revitalizing the city.

Pachacuti will attack Civs near him so he can keep expanding. High population means many districts and yields, which impress Pachacuti.

Unique Ability: Way of the Andes

Districts and Wonders construct 20% faster if adjacent to a Mountain. Internal trade routes get +1 food for each trading post they pass through.

The Incans were very adept at engineering structures to work in the Andes mountains. Their civil engineering is quite impressive, with irrigation systems, canals, and especially drainage/sewer systems. They also expanded the great road network that extended along the mountain range, keeping the empire linked. The main purposes of the government were to protect the people from war and famine, by maintaining an army and redistributing foodstuffs.

Building near mountains is already good in Civ6, but the Incans are even better at it. Unfortunately, it will be difficult for them to place all of their districts, wonders, and the Terrace Farm improvement into good positions when there's only so much mountain to go around. Setting up trading posts in your cities will make internal trade routes powerful, which will keep your people fed and the cities connected by roadways.

I think mountains will be harder to find than rivers, so I made this ability a little stronger than Iteru.

Unique Unit: Macana Spearman

Unlocks with Bronze Working; replaces the Spearman. +8 strength vs Melee units. Has the "Meritable Performance" promotion, which causes it to earn 25% more xp (including when spawned).

The Macana was a common weapon in the Incan army. It is a large flat star attached to a spear, designed to crush the bones of their enemies. Incan citizens were all trained in warfare before being deployed, and received medals and promotions for good performance. The Incan army was absolutely massive.

The Incans can field a very large army, since the Macana Spearman does not require resources. Using their good road network, they can expand in all directions in the early game. Keeping those units alive will go a long way to keeping your army strong all game long.

Unique Improvement: Anden

Unlocks at Engineering tech. Must be constructed on a Hill adjacent to a Mountain. +2 food, and an additional +2 if adjacent to a resource with a Farm or Pasture. +0.5 housing per adjacent District.

The Andenes, or Terraces, use stone walls to hold soil up against a hill. This soil can be used to farm, and cracks in the stone walls can be manipulated to irrigate the set of terraces. The Inca farmed a wide variety of foodstuffs, including potatoes, corn, and peppers. They used Llamas as pack animals (repped with Sheep), and Horses once the Europeans brought them over. Andenes were also used to build structures on, seen at the famous Machu Pichu.

Finding spots to put Andenes will be hard, but worthwhile. Extra food and housing will allow the Inca to pack big cities around their mountain ranges. Juggling the need to have Farm/Pasture resources near the mountains, finding spots for Andenes that border them and as many Districts as possible, and still getting good spots for all your Campuses and Holy Sites will be quite a challenge.

Playstyle

The Inca want to find nice mountain ranges and expand along them. They will build powerful cities there, with strong amounts of food (Andenes), culture (Wonders and expansion), science (normal Campuses near mountains), and faith (ditto). A well-networked empire will keep your armies able to expand in all directions and help grow your cities even more.

Edit
Yes, I know about this mod.
As to what the devs should do, I hate such blobs, so I would prefer them to give us at least the Hawaiians or the Maori instead of Polynesia. Simply because Polynesia was never a thing. It is like Civ IV's Native America.

I don't think its like Civ4's Native America at all. Any of the tribes represented by Native America could easily be made a whole Civ. Not just in terms of having enough material to use, but also in terms of being on par with the other Civs represented in the official game. It was a waste, because it could have been so much better, so easily.

Polynesia represented each of its cultures distinctly. By far the most well-known and unique aspects of each of the cultures were used. The fact that it never "existed" doesn't matter at all.

A lot of people care about influence and historical significance. Each individual Polynesian culture does not have anywhere near the same amount as the other official Civs, but together you can make something that feels like it fits in the game. At least I think it fits in the game, and that's why I was very happy with it.
 
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I don't think its like Civ4's Native America at all. Any of the tribes represented by Native America could easily be made a whole Civ. Not just in terms of having enough material to use, but also in terms of being on par with the other Civs represented in the official game. It was a waste, because it could have been so much better, so easily.

Polynesia represented each of its cultures distinctly. By far the most well-known and unique aspects of each of the cultures were used. The fact that it never "existed" doesn't matter at all.

A lot of people care about influence and historical significance. Each individual Polynesian culture does not have anywhere near the same amount as the other official Civs, but together you can make something that feels like it fits in the game. At least I think it fits in the game, and that's why I was very happy with it.

Here is where I disagree. You say the Polynesian empires were not influential? That is very inaccurate, because, yes, they did not influence the world, but they did influence their region. Making separate Polynesian civs would be smarter than making a civ about Polynesia as a whole. Look at Hawaii and the Maori - they have so many unique features and history. How can you say they were not as historically significant on their own as Native American nations? Hawaii and the Maori, and to an extent also Tonga, have a lot of material to use, from leaders to uniques to city lists (yes, city lists, can you say that about many Native American nations?), and let's not forget that Tonga and Hawaii were actual states, unlike many of the Native American nations, who even if they did form certain confederacies or the like, did not have official capitals, or boundaries, or other things that would make them actual countries. Don't let the fact they are small islands nations fool you. They also had a lot of influence. A Hawaiian civ would be so much easier to make than even the most common NA civ - the Iroquois. Hell, we don't even know when Hiawatha lived)
 
I doubt Australia will make it into the game at any point, but now might be the time to do it. The games have steadily had more Civs in each installment, the Australian economy is massive, and they seem to be a little more adventurous with modern Civs lately.

Australia

Leader: Henry Parkes

Leader Ability: Father of Federation – Whenever you reach a new high for Policy Slots in your government, each city on your Home Continent receives a large sum of culture.

As the first generations of Australians to be born in Australia, the people of Parkes' time had formed a cultural identity worth banding together for. The agreement of the British Parliament to allow the formation of an Australian Federation helped Australia peacefully transition into a new government by and for Australians. This cemented their national identity for future generations.

High culture begets more culture for Australia, as high culture output will lead to quicker tiers of government being reached (and possibly Policy Wonders being built). This should also lead to rapid acquisition of territory across the Australian continent.

Agenda: Great Poet and Orator – Likes Civs that have trade routes to him. Dislikes Civs with few Great Works of Writing.

Parkes was a big proponent of free trade. Known as a fantastic orator, his public speeches convinced the Australian colonies to unite into a Federation, the precursor to the Australian nation. He also wrote many poems in his youth.

Liking trade routes will help Australia once they have built Cricket Grounds. Disliking Civs with few works of writing is purely flavorful.

Unique Ability: Land Down Under

Districts must be constructed adjacent to already existing Districts (of any city). Specialist Districts produce +1 of their yield type per Appeal point of their tile above 3. Cities founded on coast may build 1 free District.

Australia is one of the most urbanized countries in the world, but also has the least population density in the world. Most cities are on the coast, tightly packed into the most livable areas. Beautiful land, a scintillating climate, and some of the world's greatest natural wonders draw many tourists to the area and also result in high living costs.

While Australia has to be more particular about the locations of their cities, their cities are bound to be huge powerhouses. Keeping the area pretty will be important to keeping Australian cities productive. Founding separate cities to build on the original urban sprawl might be a good idea, especially if they are coastal cities.

Unique Unit: Colonial Convict

Replaces the Settler. +2 movement while embarked. Spawns a Builder in the city when founding.

Australia was Great Britain's primary Penal Colony after the American Revolution. Great numbers of convicts were shipped there regularly to work off their debt to society.

This is a powerful unique unit. Available from the very start of the game, this makes expansion quick and easy. If you want to construct your city on the coast for the free District, you can get there easily with the Convict's extra embarked movement.

Unique Building: Cricket Ground

Unlocks with Urbanization civic; replaces the Stadium. In addition to the normal effects of the Stadium, all cities in the Entertainment District's radius produce +3 Culture and the host city produces +2 Tourism per International Trade Route it has.

Many of the largest Cricket Grounds are in Australia, and they are home to the 2 most popular spectator sports in Australia: Cricket and Australian Football. Cricket was played since the settlers first arrived in Australia, and it was a great excuse to bring the colonies together. The usually completely separate Australian colonies met up for Cricket, and sometimes they even fought Britain and other Commonwealth colonies around the world.

This building comes one era early, helping Australia push for a cultural victory. The Stadium probably gives amenities and tourism already, so coming a full era early should be a huge boon.

Playstyle

Australia is a cultural Civ, through and through. However, as long as they have good appeal on their tiles, they can pursue any yield types. Be careful with Industrial Zones, as they reduce appeal! Their cities will be highly urbanized and flush with infrastructure. With absolutely no military bonuses at all, Australia will have to use the production of its many cities and relations with other powers to defend itself, as was the purpose of the Federation in history.

Edit
Here is where I disagree. You say the Polynesian empires were not influential? That is very inaccurate, because, yes, they did not influence the world, but they did influence their region. Making separate Polynesian civs would be smarter than making a civ about Polynesia as a whole. Look at Hawaii and the Maori - they have so many unique features and history. How can you say they were not as historically significant on their own as Native American nations? Hawaii and the Maori, and to an extent also Tonga, have a lot of material to use, from leaders to uniques to city lists (yes, city lists, can you say that about many Native American nations?), and let's not forget that Tonga and Hawaii were actual states, unlike many of the Native American nations, who even if they did form certain confederacies or the like, did not have official capitals, or boundaries, or other things that would make them actual countries. Don't let the fact they are small islands nations fool you. They also had a lot of influence. A Hawaiian civ would be so much easier to make than even the most common NA civ - the Iroquois. Hell, we don't even know when Hiawatha lived)

A unique culture alone does not make a Civ. That is not the only way to determine influence. Neither is being a state or country.

A Hawaiian civ is absolutely not easier to make than the Iroquois. We have a lot more information on the Iroquois. That statement nearly discredits your whole argument, its so outlandish.

I am also well aware that [insert Native American tribe here] does not have as much historical impact as the other Civs. There are some issues with drawing comparisons here though

1) The Native American tribe Firaxis puts into each game is meant to, at some level, represent other tribes as well.
2) The tribes often intermingled, giving us more information about them from different sources and also allowing Firaxis to incorporate elements of multiple tribes due to similarities or straight-up cultural integration.
3) They don't pick any random tribe. Tonga might be on par with the Seminole, but they don't pick either. They pick the Iroquois, which I would put at much more influential than the Hawaiians.
4) The native tribe they pick fills a gameplay niche. Polynesia fit a nice seafaring, island-colonizing niche. Any individual one of the cultures would not.

The Maori is probably the best option if they want to de-blobify the Civ, and even then it doesn't fill a gameplay niche.
 
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