Not again! Really? And this time, it's high-minded and civilized...

Come on, already! This is getting disasteful...
I really think you put some hex on me with your comments. I had no intention of going for such an ability when I first set upon this design.

Let me add some context. My 'homicidal rewards' usually come about due to the fact that Civ6 does not have a defeat/victory system. So there is no way to tell the computer that Civilization A has won and Civilization B has lost. Annexing cities is one way, but you can still 'win' a war without taking cities especially if you're fighting a defensive war. So the best alternative, for me, is to do it by tying it to the number of units killed.

Secondly, Civ6 also does not have a legitimacy/stability/government resource/mechanic. The closest thing is Policies and Government, which are advanced via Civics, which are unlocked via Culture. So Culture ends up doing a lot of heavy lifting, both etymologically and mechanically.

So to come to Wei-ming Yüan-Hao. The ability was designed based upon two of his great characteristics: 1) his insistence on bringing about a unique Tangut identity 2) his ambitions which led to his proclaiming himself Emperor, to the shock of the Song Dynasty.

Coming to 2). Wei-ming Yüan-Hao derived his legitimacy to the title of Emperor by winning battles and taking lands. Later, he was embroiled in conflict with the Song who insisted he use a different title, as an another Son of Heaven (who could back up his words with actions) would seriously delegitimise the Song's own Mandate.

So the idea behind the ability is that Wei-ming Yüan-Hao advances his legitimacy, authority and government by winning wars and expanded his power. So this ends up translating into gaining culture by killing units. It's not a great mechanic, and I would readily accept a better suggestion.

Also important to note the previous design for Rengua, the leader of the Chagga. Here we have the same mechanic: killing units, but to represent something completely different. The great thing about Rengua is the Massacre at Lyamungo, which was actually a night attack on the unarmed initiates of the Kibosho. The terror of this seemingly unprecedented event would define his legacy. So completely different thing, but ends up being the same mechanic as Wei-ming Yüan-Hao's ability due to the game's limitations.
 
Civilization: Uyghur Empire (Örgin Khanin): Increased Gold and Faith from trade routes between cities of the same religion. Horse Resources accumulate twice as fast.

Leader: Bayanchur Khan (Yingwu Qaghan): +15% combat strength against an enemy who is also at war with a civ whom you have a DoF with, and gain Diplomatic Favour / Influence Points every turn you are at such a war.

Unique Building: Imperial Writings Tower: Gain Culture equivalent to that yielded by every Great Work of Writing in a city connected to this city via a trade route.

Unique Unit: Tarkhan: Unique mounted unit that has +2 Movement when starting on flat land. When initiating combat does a ranged attack before engaging in melee.
 
Civilization: Karluk Empire (Karakhanid Khanate): Double the usual Great Person points from Districts in the capital. Trade routes to and from foreign cities with greater Cultural output give Great Writer, Artist and Musician points.

Leader: Böritigin (Tamghach Khan): Double the usual Great Person points from Districts in captured capitals. Gain 3 Envoys upon capturing a capital.

Unique Improvement: Burana Tower: +2 Culture, +2 Faith, +2 Appeal.

Unique Unit: Chigil Horse Archer: Heals every turn it ends on flat land, regardless of movement points. +15% combat strength to adjacent mounted units. Killing an enemy mounted unit converts it to your side.
 
Civilization: Hehe Empire (Strength in Our Spears): All anti-cavalry class units have +5 combat strength against melee units and gain XP twice as fast.

Leader: Mkwawa (Conqueror of Many Lands): +30% production towards military units in cities captured by the Hehe. Every captured city contributes to a universal loyalty modifier which affects all cities.

Unique District: Ihumitangu: Replaces the Encampment. Units produced in this city have a +50% flanking bonus with one another and completely heal upon razing an improvement.

Unique Unit: Fipuka: Replaces the Pikeman. Can form Corps without requiring the Nationalism civic and can form an Army upon unlocking Nationalism.
 
Civilization: Nyamwezi Empire (People of the West): Receive Gold and Great Merchant points when a foreign Trader passes through a Nyamwezi city. Receive a production boost to military units for every improved strategic resource in a foreign city connected via a trade route.

Leader: Mirambo (Iron Breaks the Head): Gunpowder melee units require half the usual amount of Nitre. All melee units can move after attacking when within range of a Great General.

Unique Unit: Ruga-Ruga: Replaces the Pike-and-Shot. +5 combat strength against melee units. Gains a free promotion upon killing a unit.

Unique Improvement: Boma: Replaces the Pasture. Provides a defensive bonus to garrisoned unit.
 
VENEZUELA

Option 1:

Leader: Simón Bolívar.
1706734418085.png

Unique Unit: Prócer. Replaces Cavalry, has +2 Attack and +2 Defense.

Unique Building: Academia Militar. Replaces Military Academy, +50% combat experience for all melee, anti-cavalry, ranged, cavalry, and siege units trained in this city, +50% faster Corps and Army training, +5 Production.

Leader Ability: Campaña Admirable. Same as Civ6.

Civilization Ability: Pending.

Agenda: La Independencia de un Continente. Occupied cities start with a Courthouse. Liberating a Civilization or City-State starts a Golden Age. Great People may be upgraded to Comandantes Generales, losing the ability to build Citadels. An ally's unit gets +1 Attack and +1 Defense if there is a box next to a Prócer.

Option 2:

Leader: Marcos Pérez Jiménez.
1706734668045.png

Unique Unit: Cazatanques Buick M-18A1 Hellcat. Replaces Tank, has +2 Attack, +1 Defense and has one extra move.

Unique Building: Academia Militar. Same as Bolívar's, but also produces Science and +8 Gold.

Leader Ability: Nuevo Ideal Nacional. +50% of Production, +50% of Gold, +25 Science, Buildings produces Culture, and Roads can be builded faster and produces Gold.

Civilization Ability: Pending.

Agenda: Integración Regional. It seeks to reduce the influence of much larger civilizations on smaller ones, as long as they are on the same continent as MPJ's Venezuela.



I would also like to mention that it would be nice if that detail from Civilization III returned, that the leaders' outfits changed depending on the era (Ancient, Medieval, Industrial, and Modern). Only now it would be necessary to have greater historical and geographical precision (For example, for American civilizations, the medieval attire would be that of the respective colonists if is from a modern country, while the traditional indigenous attire would be maintained for the age if is from an indigenous nation) and whether the leader was a monarch, a military man or a civilian.
 
VENEZUELA

Option 1:

Leader: Simón Bolívar.
View attachment 683749
Unique Unit: Prócer. Replaces Cavalry, has +2 Attack and +2 Defense.

Unique Building: Academia Militar. Replaces Military Academy, +50% combat experience for all melee, anti-cavalry, ranged, cavalry, and siege units trained in this city, +50% faster Corps and Army training, +5 Production.

Leader Ability: Campaña Admirable. Same as Civ6.

Civilization Ability: Pending.

Agenda: La Independencia de un Continente. Occupied cities start with a Courthouse. Liberating a Civilization or City-State starts a Golden Age. Great People may be upgraded to Comandantes Generales, losing the ability to build Citadels. An ally's unit gets +1 Attack and +1 Defense if there is a box next to a Prócer.

Option 2:

Leader: Marcos Pérez Jiménez.
View attachment 683750
Unique Unit: Cazatanques Buick M-18A1 Hellcat. Replaces Tank, has +2 Attack, +1 Defense and has one extra move.

Unique Building: Academia Militar. Same as Bolívar's, but also produces Science and +8 Gold.

Leader Ability: Nuevo Ideal Nacional. +50% of Production, +50% of Gold, +25 Science, Buildings produces Culture, and Roads can be builded faster and produces Gold.

Civilization Ability: Pending.

Agenda: Integración Regional. It seeks to reduce the influence of much larger civilizations on smaller ones, as long as they are on the same continent as MPJ's Venezuela.



I would also like to mention that it would be nice if that detail from Civilization III returned, that the leaders' outfits changed depending on the era (Ancient, Medieval, Industrial, and Modern). Only now it would be necessary to have greater historical and geographical precision (For example, for American civilizations, the medieval attire would be that of the respective colonists if is from a modern country, while the traditional indigenous attire would be maintained for the age if is from an indigenous nation) and whether the leader was a monarch, a military man or a civilian.
Isn't Bolivar being a proprietary nationall leader and hero already a source of contention between Colombia and Venezuela, even in the current day?
 
Civilization: Bulgarian Empire (From Khan to Caesar): Bulgarian cities are invulnerable to loyalty-flipping and loyalty pressure is converted into Culture. Gain an increasing number of envoys when you switch to a more advanced form of government.

Leader 1: Krum (The Fearsome Khan): Mounted units have +1 movement and +5 combat strength. Siege units are 50% cheaper to produce and purchase.

Leader 2: Simeon I (Zlatniyat Vek): Upon entering a Golden Age Great Persons are cheaper to recruit and Great Works have increased yields.

Leader 3: Ivan Asen II (Tsarevgard Tarnovo): Districts and buildings in the capital give double Great Person points. Can recruit a free Great Person of your choice upon entering a Golden Age.

Unique Unit: Boil: Replaces the Knight. Requires half as many Iron and costs half as much maintenance. Combat bonus against other mounted units.

Unique Improvement: Krepost: Provides defensive bonus to garrisoned units. Halves cost of purchasing adjacent tiles.
 
Idea for an alternative Gallic civilization:

Civilization: Gallic Empire (Les Indomptables): Combat bonus against civs with a greater number of cities. Losing a unit gives Great General points.

Leader: Vitalstatistix/Abraracourcix (Sky Never Falls): Holy Sites increase Loyalty and cities give Faith equal to their Loyalty level.

Unique Unit: Druid: Unique civilian unit that must be purchased with Faith. Has the ability 'Brew Magic Potion' which takes 5 turns and at the end allows the Druid to apply it to any military unit, making them invincible for 5 turns.

Unique Improvement: Menhir: +2 Faith, +1 Gold, +1 Culture, +1 Appeal.
 
Has the ability 'Brew Magic Potion' which takes 5 turns and at the end allows the Druid to apply it to any military unit, making them invincible for 5 turns.
I must ask - weren't the wonky Secret Societies and Zombies bad enough? :crazyeye: Plus, having one civ's, "magic," work, especially so flamboyently, when no others' do (or almost no others), is ALMOST tantamount to saying a given civ's religion is recognized in game as objectively, "true," over the others, and, such, "functional magic," should probably only appear in a fantasy/mythology spinoff game like has been speculated and discussed on a few threads. And, a Gallic civ ability shouldn't be named in French. Just some things to think about.
 
Civilization: Moroccan Empire (Barbary Pirates): Gain Gold from foreign Traders when they enter your sea tiles. Naval units have a chance of converting an enemy naval unit to your side upon killing it.

Leader 1: Ahmad al-Mansur (Caliph of the West): Cities not originally founded by Ahmad al-Mansur contribute influence points. +10% bonus to all Faith yields for every suzerained city-state.

Leader 2: Ismail ibn al-Sharif (Alawi Apogee): Naval units cost 50% less maintenance. Gain access to the Black Guard unique unit and the Dar al-Makhzen unique district.

Leader 3: Yusuf ibn Tashfin (Almoravid Dynasty): +25% combat strength when fighting on another continent against a civilization following a different religion, and gain Faith from such battles. Gain a free Envoy upon taking a city on another continent.

Leader 4: Yaqub al-Mansur (Almohad Dynasty): Great Persons are cheaper to recruit for every District and District building in your capital city.

Unique Unit 1: Zenata Cavalry: Replaces the Courser. Has +2 extra movement, and can move after attacking. +15% combat strength when initiating combat.

Unique Improvement: Kasbah: +2 Gold, +1 Culture, +1 Faith. Gold increases for every Trader that passes through or adjacent to a Kasbah. Provides defensive bonus to garrisoned unit.

Unique Unit 2: Black Guard: Unique unit only available when Ismail ibn al-Sharif is the leader. Must be purchased with Faith. When garrisoned in a city, increase Loyalty and Gold yields.

Unique District: Dar al-Makhzen: Only available when Ismail ibn al-Sharif is the leader. Special buildings including the Madrasa, Hammam and others may be built within this District.
 
Civilization: Maldivian Empire (Twelve Thousand Isles): No movement cost for or combat penalty when embarking/disembarking in Maldivian territory. Coastal tiles and Fishing Boats improvements yield an extra +1 Food and +1 Culture.

Leader 1: Muhammad Thakurufaanu (Heroic Revolt): Gain a burst of Faith and +5 Era Score upon declaring a War of Liberation or Holy War against civilizations with capitals on a different landmass. Units have +5 combat bonus when fighting against such civilizations, and +5 combat bonus on coastal tiles.

Leader 2: Khadija (Shadow Queen): Spies in the capital are produced twice as fast and receive an extra promotion. Neutralising an enemy Governor reverses all their promotions.

Unique Unit: Dhoni: Naval recon unit unlocked at Sailing. Has +2 movement along coastal tiles, and can build Fishing Boats improvements.

Unique District: Havitta: Replaces the Holy Site. Grants bonus Faith based on appeal of adjacent tiles.
 
Civilization: Maldivian Empire (Twelve Thousand Isles): No movement cost for or combat penalty when embarking/disembarking in Maldivian territory. Coastal tiles and Fishing Boats improvements yield an extra +1 Food and +1 Culture.

Leader 1: Muhammad Thakurufaanu (Heroic Revolt): Gain a burst of Faith and +5 Era Score upon declaring a War of Liberation or Holy War against civilizations with capitals on a different landmass. Units have +5 combat bonus when fighting against such civilizations, and +5 combat bonus on coastal tiles.

Leader 2: Khadija (Shadow Queen): Spies in the capital are produced twice as fast and receive an extra promotion. Neutralising an enemy Governor reverses all their promotions.

Unique Unit: Dhoni: Naval recon unit unlocked at Sailing. Has +2 movement along coastal tiles, and can build Fishing Boats improvements.

Unique District: Havitta: Replaces the Holy Site. Grants bonus Faith based on appeal of adjacent tiles.
Didn't the Maldives have an an adjectival/demonymal name almost twice as long before the British installed their favourite (vassal) Sultan, and that name was brought during a brief coup in the '70's? I'm going to try to find this again, because it's bugging me now...
 
Didn't the Maldives have an an adjectival/demonymal name almost twice as long before the British installed their favourite (vassal) Sultan, and that name was brought during a brief coup in the '70's? I'm going to try to find this again, because it's bugging me now...
I don't know about that.The Wikipedia article doesn't mention anything about it, so I guess you're confusing Maldives with some other country?
 
The Mississippian people represent a civilization in Civilization VI. They are led by Tuskaloosa, under whom their default colors are Brown and Green, their capital is Atahachi, they don't have a prefered religion, their civilization symbol is a forked eye and their Main Theme is based on "Red Fire People". They have a tier 2 starting bias towards rivers.

Mississippians (Green Corn Ceremony): City-state unique improvements give +1 housing and +2 food. Cities founded adjacent to a river have access to the Green Corn Ceremony project, which grants food while being worked and a burst of influence points when completed.

Tuskaloosa (Mabila): Military units in a city's borders gain +3 combat strengh for every level of walls there. Walls can be bought with gold and give +0.5 housing, +0.5 loyalty and +1 gold for every district in the city where they were built.
Agenda: Equally Feared: Likes leaders that don't build walls. Dislikes leaders that build walls.
"Listen to the wind, it talks. Listen to the silence, it speaks. Listen to your heart, it knows."

Falcon Dancer: Unique unit of the Mississippians that replaces the Man-at-Arms. Costs 160 production, 640 gold and needs 3 gold to maintain. Has 2 movement, 45 combat strengh and 2 sight. Gains +5 combat strengh against anti-cavalry units; +2 combat strengh for 10 turns everytime this unit defeats an enemy unit and, after defeating a unit, it gives faith, culture and influence points equal to 50% of the defeated unit's combat strengh. Doesn't need iron.

Platform Mound: Unique improvement of the Mississippians. Is built by a builder, unlocked with Construction and gives gold from plunders. Gives +1 housing, additional +1 housing with Urbanization; +2 gold, additional +3 gold if adjacent to a city-state unique improvement, and +1 food for 2 every tiles located across the river if built on a river, turning into +1 food for every tile located across the river if built on a river with Replaceble Parts. Cities receive +1 amenity from the first Platform Mound built there, gaining +1 amenity from the second Platform Mound built there with Natural History. Can only be built on Plains, Grassland, Desert, Tundra, Plains Floodplains, Grassland Floodplains and Desert Floodplains and not adjacent to another Platform Mound.

Green Corn Ceremony Project: Unique city project of the Mississipians only available on cities built adjacent to a river. Converts 15% of the city's production into food while worked and, when completed, grants a burst of influence points equal to 11% of the production invested into it. Costs 25 production. Its production cost increases based on the amount of technologies and/or civics its civilization has discovered.

Detailed aproach: As the Mississippians, suzeraining a city-state is really easy, just finish some Green Corn Ceremony projects. The bonus yeilds from city-state improvements gives more incentive to use your unique project, this time to suzerain all city-states with unique improvements, especially those whose improvements give housing, considering all the bonuses towards food that the Mississipians get. Tuskaloosa offers a unique playstyle around his impenetrable fortresses. Use gold to buy walls in all his cities to get loads of housing, loyalty, gold and, of course, to better defend your cities, or attack other civilizations (not city-states, of course) and use your combat strengh and loyalty bonuses to conquer all! Build your platform mounds on rivers close to districts and other platform mounds and let your falcon dancers defeat all units to achieve any victory type, although your bonuses are better for a domination victory or a diplomatic victory.

Achievments:
The Paramount Chief: Win a regular game as Tuskaloosa.
That's a lot of Corn: As the Mississipians, complete the Green Corn Ceremony Project
25 times in a single game.

Leader quotes:
Voiced:
•Agenda-based approval: I'm glad to discover about your open cities, i see they weren't built by a paranoid chief.
•Agenda-based disapproval: Those who defend themselves shouldn't be surprised from an attack. You are warned.
•Attacked: Your body quivers, not only fearing our palisade or our archers, but also fearing me and what i'm capable of.
•Decleares war: The giant, muscular, lean and symmetrical black warrior declares war upon you. Good luck.
•Defeated: We fought bravely until nightfall, still, nothing defeated your fire.
•Greeting: We finally meet. My vassals already informed me about you. Don't expect me to rise from my throne.

Unvoiced:
•Delegation: Here, take some maize and deerskin. Don't expect anything else.
•Accepts Delegation from Player: Thanks, we'll gladly play juego de cañas with them.
•Rejects Delegation from Player: No, they won't meet our bastions yet.
•Accepts Player's Declaration of Friendship:
Very well, just don't test us.
•Rejects Player's Declaration of Friendship: I'd prefer your vassalage.
•Requests Declaration of Friendship: A friendly agreement between our chieftains would be great, for both of us.
•Player Accepts Declaration of Friendship: We're happy with this statement.
•Player Rejects Declaration of Friendship: I understand your fear.
•Denounced by Player: I'll see you in Mabila, while you shake from fear.
•Denounces Player: Me and my suzerained chiefs came to an agreement: we don't want to see you anywhere near us again.
•Invitation to Capital: Come meet my court in Atahachi, anytime you'd like.
Invitation to City: You've earned the oportunity to meet one of my cities, just don't bother the local chief.

Symbol & Main Theme:
(at 5:20)
 

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Back In Time Leader Pass

America

capital city: Hill Valley
natural wonder: Clayton Ravine: -1 specialist to adjacent campuses, changes to Eastwood Ravine in Modern Era
Eastwood Ravine: +1 specialist to adjacent campuses​
great scientist: Emmett Brown: +2 science to workshops, grants free Jules Verne Great Writer
great musician: Chuck Berry
Marvin Berry
rock band: all are named "The Pinheads" and cut-scene music is even louder
unique governor: Mayor Goldie Wilson: promotions: upgrades roads every vote
free hover conversions for all wheeled units in future era (+1 movement, ignore hills and woods)​

Leader: Marty McFly

Flux Capacitor

Can replay any turn if capital city has built Clock Tower unique building.
-1 amenities in cities with chicken resource

U.B.: Clock Tower: +3 free power to city
+1 gold (tin can lady)​
U.D.: Lyon Estates: neighborhood replacement, +2 culture, -1 appeal
U.U.: DMC DeLorean: oh yeah
scout unit tree, can redo any move/battle​
-15 combat strength vs mounted ranged units​
requires 1 oil and 1 uranium per turn, uranium is negated once Nuclear Fusion tech is learned​
Agenda: Likes civs with shopping malls adjacent to 1 woods tile; dislikes civs with farms adjacent to 2 woods tiles

Leader: Biff Tannen (possible 1955 and 2015 personas in future DLC)

Grey's Sports Almanac
Stadiums, aquatic centers, golf courses, hockey rinks, Coloseum, Estadio gain extra 4 gold per turn each

U.B.: Biff's Casino: museum replacement, can slot 1 work of art
+4 gold​
-3 appeal to adjacent tiles​
U.D.:Hilldale: neighborhood replacement, +2 science, -1 appeal
U.U.: Biff's Gang: melee unit tree
cannot destroy rock bands​
Screen-Door Battleship (future DLC)​
Agenda: Likes civs with nearby neighborhoods; dislikes civs that develop horse tiles
 
I hope the earlygame for the next Civ is going to have a nomad phase, where you explore the map before you settle where you desire.

It would be cool is a specific Civ got bonusses during that nomad phase, for example extra sight and movement on the settler.

I'd also like to explore the idea of Civs that have a disadvantage in certain areas, for example military units for them cost more, but are also stronger, a sort of Spartan theme.

Or some that get reduced culture, but more science.

Maybe even one that is banned from trading, but gets some kind of other bonus.
 
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