Well that's just, like, your opinion, man.

"This is bad design because it isn't fun" isn't helpful advice. At least explain why!

Well, yeah, that is an opinion, not an advice. I don't like UUs that are non-combat units. Maybe because when I think of unique units, I think of unique military units a civ had, not settlers or builders.
 
Now I wonder if a Hawaiian would feel properly represented by my version of their civ. Anyway, cool discussion here! :D

As for the specifics of the Lapita Sailor, the most important thing I notice about it is that using it will result in a lot of cities that won't be able to support each other economically or militarilly in the early game. This might provide an interesting dynamic, but it could also be frustrating if you don't realize what you're getting yourself into, so I'd definitely think of this a a mechanic for an "advanced" civ.

Yes, that was exactly my intention! :goodjob: it would mirror the very first human migration wave into the Pacific sea, and it could only be made to work if controlled by an expert player willing to change his / her gameplay a bit. Also, notice how Hawaii UA, which allows you to buy workers with faith, synergizes with that scenario (buy workers with faith in your far away, hard to access islands in order to develope them).

I don't know. If I design a civ, and I want to give bonuses to its settlers or workers/builders, I prefer doing it as a unique civ/leader ability.
Sorry, I just dislike non-combat UUs.

No problem, different people, different tastes :) that being said, I wonder which other military UU could Hawaii have other than Kona warriors (were war canoes superior vessels to their contemporary counterparts? furthermore, were they specifically Hawaiian or just "polinesian"?).
 
No problem, different people, different tastes :) that being said, I wonder which other military UU could Hawaii have other than Kona warriors (were war canoes superior vessels to their contemporary counterparts? furthermore, were they specifically Hawaiian or just "polinesian"?).

There's the Koa. Could be like the Hawai'ian version of the berserker. Just Google "Hawai'ian koa warriors", there is a lot of information about them.
 
OK, here are two civs I would really love to have in the game. One is from North America, the other is from South America. Here are some general ideas.

The Haida
Unique ability: Potlatch - an ability that can grant bonuses to relations with city-states, and to the civ's economy.
Leader: Koyah. Leader ability: Vikings of the West Coast - bonus to city defense, bonus to naval combat, maybe gaining research boosts after winning naval battles. Agenda: Likes civs that trade with him, dislikes civs that have trade routes in his area, but not with him.
UU: War Canoe - a strong naval unit that can even defeat more powerful naval units of the age of sail.
Infrastructure: Totem pole - culture and faith bonus, maybe tourism too.

The Muisca
Unique ability: The Salt People - an ability that can grant bonuses to resources that are mined, like double quantity, or something like that.
Leader: Nemequene. Leader ability: Code of Nemequene - could perhaps make it so that builders can be used one extra time, could also give a bonus to military units so they would fight with more strength (but not at full strength) when injured. Agenda: Tries to bring nearby city-states and weaker civs under his rule.
UU: Guecha
Infrastructure: Sun Temple
 
Switzerland



My vision for a Swiss Civilization is as part of an expansion pack that greatly refines the Diplomatic portion of the game and reintroduces the World Congress in some form.

Unique Ability: Unis Pro Omnibus, Omnes Pro Uno
Switzerland gets +2 more delegates to the World Congress when it’s first founded and an additional +1 delegate every era subsequent in which it has not declared war.

Unique Building: Swiss Bank
Replaces Bank. Has the same yields, other Civilizations can place an Envoy in the specialist slot of the Swiss Bank. The envoy takes the place of a specialist, increasing the Swiss city’s Gold yield while not requiring one of its own citizens. Likewise, the Swiss city acts as a trade-focused pseudo city-state.

One envoy to Switzerland grants +4 Gold in the foreign Civilization’s Capitol.
Three envoys to Switzerland grants +4 Gold in the foreign Civilization’s Commercial Hubs
Six envoys to Switzerland grants an additional +4 Gold in the foreign Civilization’s Commercial Hubs
“Suzerain” status allows the foreign Civilization to purchase new Swiss Guard units from Switzerland.

Additionally, envoys increase the Gold yield of any trade routes between the Swiss city and the foreign Civilization.

Moreover, an envoy increases the yields of the Commercial Hub Investment project by 25%, with 10% of the base yield going to the envoy’s Civilization. (e.g., if the base yield were 100 gold, a Greek envoy would increase the total yield to 125 gold, receiving 10 gold for itself and leaving Switzerland with the remaining 115 gold).

Unique Unit: Swiss Guard
Replaces Pikemen. While fighting within the territories of city-states to whom Switzerland has sent envoys, +5 defense per Swiss envoy (when other Civilizations purchase Swiss Guard units, the defensive bonus applies to their Capital and is based on the number of envoys they’ve sent Switzerland). Switzerland can receive up to one additional envoy per city-state by gifting a Swiss Guard unit.

Leader Ability: Neutrality
Starting with Political Philosophy, Switzerland receives an extra Diplomatic policy slot, and declarations of war against Switzerland reduce the aggressor’s Government Legacy Bonus by 50% for the duration of the war.



The idea behind Switzerland is to be a diplomatic powerhouse, disincentivizing other Civilization from declaring war against it and likewise incentivizing peace through lucrative, mutually beneficial trade. Moreover, Switzerland has more envoys to send to city-states through an extra Diplomacy slot and gifting Swiss Guard, while other Civilizations have less influence with city-states by sending their envoys to Switzerland.
 
Switzerland



My vision for a Swiss Civilization is as part of an expansion pack that greatly refines the Diplomatic portion of the game and reintroduces the World Congress in some form.

Unique Ability: Unis Pro Omnibus, Omnes Pro Uno
Switzerland gets +2 more delegates to the World Congress when it’s first founded and an additional +1 delegate every era subsequent in which it has not declared war.

Unique Building: Swiss Bank
Replaces Bank. Has the same yields, other Civilizations can place an Envoy in the specialist slot of the Swiss Bank. The envoy takes the place of a specialist, increasing the Swiss city’s Gold yield while not requiring one of its own citizens. Likewise, the Swiss city acts as a trade-focused pseudo city-state.

One envoy to Switzerland grants +4 Gold in the foreign Civilization’s Capitol.
Three envoys to Switzerland grants +4 Gold in the foreign Civilization’s Commercial Hubs
Six envoys to Switzerland grants an additional +4 Gold in the foreign Civilization’s Commercial Hubs
“Suzerain” status allows the foreign Civilization to purchase new Swiss Guard units from Switzerland.

Additionally, envoys increase the Gold yield of any trade routes between the Swiss city and the foreign Civilization.

Moreover, an envoy increases the yields of the Commercial Hub Investment project by 25%, with 10% of the base yield going to the envoy’s Civilization. (e.g., if the base yield were 100 gold, a Greek envoy would increase the total yield to 125 gold, receiving 10 gold for itself and leaving Switzerland with the remaining 115 gold).

Unique Unit: Swiss Guard
Replaces Pikemen. While fighting within the territories of city-states to whom Switzerland has sent envoys, +5 defense per Swiss envoy (when other Civilizations purchase Swiss Guard units, the defensive bonus applies to their Capital and is based on the number of envoys they’ve sent Switzerland). Switzerland can receive up to one additional envoy per city-state by gifting a Swiss Guard unit.

Leader Ability: Neutrality
Starting with Political Philosophy, Switzerland receives an extra Diplomatic policy slot, and declarations of war against Switzerland reduce the aggressor’s Government Legacy Bonus by 50% for the duration of the war.



The idea behind Switzerland is to be a diplomatic powerhouse, disincentivizing other Civilization from declaring war against it and likewise incentivizing peace through lucrative, mutually beneficial trade. Moreover, Switzerland has more envoys to send to city-states through an extra Diplomacy slot and gifting Swiss Guard, while other Civilizations have less influence with city-states by sending their envoys to Switzerland.

I love it. Cool ideas!
 
I would like to see Benin Empire they stayed independent up until 1897 they practice indigenous African religion which is call Ifa which is shown to be 5th to 6th largest religion on the planet. The art of Benin has said to be the sum of best in the world during the 17th and 18th century. The walls of Benin were larger than those of the Great Wall of China which would make them a wonder. I think they would be a great choose because they influence is still felt in the Americas to this day, all throughout Caribbeans and Brazil with both culture and religion. They would make a great addition to the Civ world as well as helping add African Civ the game.
 
New Civ time! Let's go with Portugal this time.

Portugal

(...)

Nice ideas for Portugal! But since civ VI changes alot of the regular leaders I suggest another one.

(Sorry for the format of the text not standard with this thread definitions but still a work in progress.)

I suggest Afonso de Albuquerque , Lion of the seas.

His big beards have a reason, great and many sea conquests.

Portugal with the power of building great ships (naus) and with great navigations skills. started to think about the spices trade that came from India, that passed by the red sea to be traded in Venice. With prices getting very inflationated they thought of getting to India by boat, wich was never tried before, at least by european countries, since in 1415china gone there with "stellar" ships, but then closed theirselfs in their walls even more. Portuguese in their hand reached India and Fought for eliminating the closed sea and trading, implementing the first globalization.

Portuguese envoys started once a year (and multiplying every year) and they had to deal with India Monsoon, and all the hard path to get there itself. They found that the arabs controlled it, and being christian they used that to fight and kill with no remorse.

Afonso de Albuquerque was sent to India by Manuel I, like others. He was the less loved one, many explorers and captains of the portuguese boats didnt like him, and even hate him to dead. But he was like an emperor after all, when he saw Goa he saw an opportunity, and against all he got it. He was a hard to be corruped, and also hard to get fooled with negotiating with other civs. He was also very strong, he sailed, he fought, he constructed, he was governor of Goa and viceroy of matters of Portugal in India.

(As for civ related topics I have only the ideas but I dont know yet how to built in game.)

Agenda: Mare Clausum
The intitial idea is to open to sea to trade, wich was closed by a specific trade route, but since no one does nothing for free, Portuguese ask for a tribute to get protection from their naus, and commercial civs used their services when they needed. They broke the closed trade route but created a mare clausum, where they control de sea area of big trade places.

Leader Hability: Conquest By Sea
Hard to negotioate with, always want to won, always negotiating from sea, and reasured came to shore to negotiate. After negotiating, if not satisfied he starts a massive attack with portuguese naus cannons, very destrutive.

Civ Hability:Early Globalization
Portuguese started the called Age of Discovery, they even started to use the word descoberta even more. But what they started was the first globalization. A Controlled trade route, a monopoly, was to be eliminated to getting pass africa and getting to India by boat. Portuguese people didnt got only to india, they were always on the move, they wanted to meet other civs and trade with them whatever they could, at any part of the world, by sea.

Unique unit: Nau
Not much to say, its the big unique unit of Portuguese early starting on world disovery by sea. The movement points seem nice, but morale also helped, with the most adverse times with navigation they had alot of morale to get going. Afonso de Albuquerque, was never down on morale, with that ships in his hand he was the lion of the seas. Also great power was applied by their special created cannons.

Unique Infrastructure: Padrao
This is a good idea, but the padrao was edified along places they travelled with no Portuguese city in it, usually they were edified near other civs they traded or asked tribute. Also a way to portuguese pass by known place, like milestones, they pass there many times.

What do you think?
 
Scotland

Spoiler :


I didn’t know which leader to choose, so I picked three of them.

Leader: Kenneth MacAlpin

Leader Ability: Pictish Legacy – You’ve access to the “Pictish Warriors” unique unit when you unlock Bronze Working, which gains +5 Combat Strength if not adjacent to an allied unit and can move after attacking if they’ve movement points left. In addition Relics and Artefacts give more Faith and Culture.

Kenneth MacAlpin was a Picts king and might have been the first king of Scots, later rulers from the house of Alpin did claimed to descent from him.
Pictish Warriors are fearless combatants which beneficiate from being left alone and have good mobility during fights. The bonuses on Relics and Artefacts should help you with later Faith/Culture production.

Agenda: Dislikes civilizations which settle within less than 8 tiles near his cities.

Leader: Robert the Bruce

Leader Ability: Guardian of Scotland – If you use the Reconquest War casus belli your units will receive +8 Combat Strength, otherwise your units receive a +4 Combat Strength within your borders.

Robert the Bruce is one of the many heroes of the first Scottish war for independence and was crown king of Scots during that time, he contributed to defeat England and to guarantee Scottish independence.
He’s heavily oriented toward defensive wars.

Agenda: Dislikes civilizations which control one or several of his cities, and dislikes civilizations keeping units near his borders.

Leader: James VI

Leader Ability: Patron of the Arts – Patronage through gold/faith cost 20% less, +2 Culture +1 Science +1 Faith to all Great Works of Art.

He participated in the reinforcement of his rule over the highlands and the spread of Scottish culture through patronage, and he later became king of England known as James I.
His ability should give you the keys to a smoother cultural victory, but also keep the door open for science and religious victory.

Agenda: Dislikes civilizations which have more Great Works of Art than him.

Unique Ability: Lochs

Marsh and Lake tiles provide +1 adjacency bonus for Campus, Commercial Hub, Holy Site, Theatre Square, and Industrial Zone.

Scotland in known for its lakes and to have important marshes. In that regard the bonus is quite similar to what Brazil has with rainforests, the only difference is that lakes/marshes don’t give extra housing for neighbourhoods but extra production for industrial zone instead, simply because Scotland has an important industry.

Unique Unit: Royal Highlanders

Requires Military Science. Movement 2; Melee Strength 65. Gains +2 Combat Strength when adjacent to wounded allied units, it can be accumulated, gains +4 Combat Strength if the wounded units are from an allied civilization.


Spoiler :


Scottish regiments cultivate a reputation of exceptional fierceness in combat within the British army. When the situation seemed desperate the so called “Ladies from Hell”, nickname given during the first world war, rushed with bravery to help their brother in arms. I tried to make them feel different from the Redcoat and the Garde Impériale by making them great to support allies in war and by having to carefully position them on the battlefield.

Unique Improvement: Crannog

Must be built on Lakes. Provides +1 Food for each adjacent district and +1 Housing.

Crannogs are artificial island built on lakes used to shelter population, they were mostly used during ancient and classical times. Gameplay-wise they’ll give you early boost to your population in your cities and have a good synergy with the unique civilization ability.

Playstyle

Similar to Japan and Brazil regarding its unique ability, Scotland will be great if you settle near lakes and marshes in order to beneficiate from adjacency bonuses. According to the leader you choose and the development of your cities you can go for all victory types.
 
There's the Koa. Could be like the Hawai'ian version of the berserker. Just Google "Hawai'ian koa warriors", there is a lot of information about them.

Sounds really distinctive, yes! Ok, I will keep in mind my previous Hawaii civ design in order to replace the Kona warrior by the Koa, let's see:

Hawaii UU: Koa warrior

Replaces pikemen, do not require strategic resources for being built

Koa warriors regenerate HP when embarked
Koa warriors have the "Lua" promotion, which grants them double strikes against non-garrisoned melee units
A Koa warrior with enough experience might unlock the "pass knowledge" action. Said action woul disband the Koa warrior, in exchange for granting the Lua promotion to adyacent friendly units


The Koa warrior were fierce elite Hawaiian warriors known for their ingenuity at building deadly weapons with almost no metallic resources, using koa wood instead (hence their name), and for their distinctive and secretive martial art, the Lua, which gave them an edge in close quarters combat.

These attributes are represented in game by the lack of resource requirements, and their unique Lua promotion and mechanic for passing it down for latter generations of fighters.

Switzerland

*SNIP*

Oh man, love, love that Switzerland design! Specially how it makes it interact like a super-city state, helping make other civilizations rich by making Switzerland secure. Also, one's always gotta love a civ focused in diplomacy.

Nice ideas for Portugal! But since civ VI changes alot of the regular leaders I suggest another one.

(Sorry for the format of the text not standard with this thread definitions but still a work in progress.)

I suggest Afonso de Albuquerque , Lion of the seas.

His big beards have a reason, great and many sea conquests.

Agenda: Mare Clausum

Leader Hability: Conquest By Sea

Civ Hability:Early Globalization

Unique unit: Nau

Unique Infrastructure: Padrao

Sounds like really cool ideas for the foundation of a civ-Portugal! :) Let me try it, I always got a soft spot for our Portugese neighbours:

Portugal

Leader: Afonso de Aburquerque

Unique leader Ability: Mare Clausum
All your naval units might build a Padrao Unique Improvement by spending 3 turns
+1 range of attack for all your ranged naval units


Mare Clausum allows Portugal to greatly project their naval power by increasing the range of their naval units. However, this UA's power can only be fully understood when coupling with Afonso's unique improvement...

Unique leader improvement: Padrao

Padraos might only be built in coastal City State terrain
Padraos grant Portugal one free envoy to that coastal city state, while decreasing all foreign envoys by one and closing them the access to that city state territory. These effects won't stack up (so you won't get 3 free envoys for building 3 padraos).


Building Padraos, Afonso's UI is a great strategy for drecreasing your opponent's sway with city states. Also, keep in mind that on civ 6 units can't traverse city state territories until they have good relationships with them, so Afonso's UI will be great at boxing and suffocating your opponents!

Leader Agenda: Conquest by sea

Afonso will hate civs that possess coastatal cities / harbor districts, and have a different religion than him, while liking civs that trades with him


Well, this is quite straightfoward. Afonso won't tolerate another sea bound empire, but you can surely mitigate his temper by trading with him.

Portugal UA:Early Globalization
Circunnavigating the globe will grant Portugal an extra diplomatic goverment slot
Stablishing an inter-continental trade route with a city state will grant you one free envoy with it


Portugal's early globalization will greatly reward the player for embarking into great sea expeditions, while also reinforcing Portugal's influence within city states.

Portugal Unique unit: Nau

Naus will be able to be built earlier than caravels, and will be able to enter in city states territories irregardless of your level of influence with them.

Also, Naus will be able to carry a unique "expedition" action when placed next to a coastal goodie hut. It will make them receive not only the goodie hut bonus, but also an extra amount of gold and culture (will be bigger the further away it is from your capital)


Did we mention that in civ 6 you won't be able to enter City States territories unless you're friends with them? Well, that's not the case for Portugal, which will be able to explore terrain that would be otherwise forbidden for other civs. When coupled with Portugal's UI, that means that Portugal will be able to discover CS and secure trade routes with them earlier than any other civ!

Portugal unique building: Feitoria
Replaces harbor. Must be built on a harbor district or in the city center of a coastal city
+1 production and culture to all working boats and atolls in this city
Provides extra amenities for each trade route with a city state that the city has


Feitorias consolidates Portugal's role as a naval civ, while synergizing with its other uniques and rewarding the player for stablishing trade with city states.

In short, Portugal will be a civilization apt at exploration, trade, and diplomacy with far-away lands!
 
Sounds like really cool ideas for the foundation of a civ-Portugal! :) Let me try it, I always got a soft spot for our Portugese neighbours:

Portugal

Leader: Afonso de Aburquerque

Unique leader Ability: Mare Clausum
All your naval units might build a Padrao Unique Improvement by spending 3 turns
+1 range of attack for all your ranged naval units


Mare Clausum allows Portugal to greatly project their naval power by increasing the range of their naval units. However, this UA's power can only be fully understood when coupling with Afonso's unique improvement...

Unique leader improvement: Padrao

Padraos might only be built in coastal City State terrain
Padraos grant Portugal one free envoy to that coastal city state, while decreasing all foreign envoys by one and closing them the access to that city state territory. These effects won't stack up (so you won't get 3 free envoys for building 3 padraos).


Building Padraos, Afonso's UI is a great strategy for drecreasing your opponent's sway with city states. Also, keep in mind that on civ 6 units can't traverse city state territories until they have good relationships with them, so Afonso's UI will be great at boxing and suffocating your opponents!

Leader Agenda: Conquest by sea

Afonso will hate civs that possess coastatal cities / harbor districts, and have a different religion than him, while liking civs that trades with him


Well, this is quite straightfoward. Afonso won't tolerate another sea bound empire, but you can surely mitigate his temper by trading with him.

Portugal UA:Early Globalization
Circunnavigating the globe will grant Portugal an extra diplomatic goverment slot
Stablishing an inter-continental trade route with a city state will grant you one free envoy with it


Portugal's early globalization will greatly reward the player for embarking into great sea expeditions, while also reinforcing Portugal's influence within city states.

Portugal Unique unit: Nau

Naus will be able to be built earlier than caravels, and will be able to enter in city states territories irregardless of your level of influence with them.

Also, Naus will be able to carry a unique "expedition" action when placed next to a coastal goodie hut. It will make them receive not only the goodie hut bonus, but also an extra amount of gold and culture (will be bigger the further away it is from your capital)


Did we mention that in civ 6 you won't be able to enter City States territories unless you're friends with them? Well, that's not the case for Portugal, which will be able to explore terrain that would be otherwise forbidden for other civs. When coupled with Portugal's UI, that means that Portugal will be able to discover CS and secure trade routes with them earlier than any other civ!

Portugal unique building: Feitoria
Replaces harbor. Must be built on a harbor district or in the city center of a coastal city
+1 production and culture to all working boats and atolls in this city
Provides extra amenities for each trade route with a city state that the city has


Feitorias consolidates Portugal's role as a naval civ, while synergizing with its other uniques and rewarding the player for stablishing trade with city states.

In short, Portugal will be a civilization apt at exploration, trade, and diplomacy with far-away lands!

Amazing ideas! Many thanks :)
 
I am not a big fan of the idea of Afonso de Albuquerque as leader for Portugal. I think a leader needs to actually be a leader. Afonso de Albuquerque should be a great general/admiral.
As for a leader of Portugal, I would actually really love to see Afonso Henriques.
 
I am not a big fan of the idea of Afonso de Albuquerque as leader for Portugal. I think a leader needs to actually be a leader. Afonso de Albuquerque should be a great general/admiral.
As for a leader of Portugal, I would actually really love to see Afonso Henriques.

I thought so too, until this weekend, when I read another book on Portuguese Sea Conquests, and I saw that if Afonso de Albuquerque was born with king lineage he would be leader of the Portuguese for sure, because he was not only admiral of the seas, when he was governor of goa and such, he simply rulled like a king, or better, he was always there at any new develpment, to lift first stone, any war, whatever you want, he was the presence, mad for many, genius for others, one in a million.

Afonso Henriques also big time choice for me, he started the country! But the age of Naus was really the max spot for Portuguese and its not very known after all. That book revealed me alot of details, many are atrocious, I think thats why is hidden.
 
Instead of an entire civilization, I'll just do an alternate leader (update!).

Gamal Nasser (of Egypt)
Leader Ability - Nationalization of the Suez. Coast and floodplains tiles gain an additional +1 to food and appeal. Can also build Sa'ka Forces (which is a gunpowder melee unit that requires combined arms, costs 530 production, has 80 combat strength, starts with Camouflage, and doesn't upgrade to anything).
Leader Agenda - Remove the Agressor. Dislikes Civs that conduct espionage missions on his cities.
 
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Vietnam



Leader: Lê Lợi 1384 – 1433 AD

Lê Lợi was a general who became Emperor of the Lê Dynasty that ruled Dai Viet c. 1428 to 1789, the longest reign in the Dynastic period; of which little is known about and Vietnamese scholars still debate about to this day. As much has been lost to history, his story remains a sort of Authurian tale of retrieving a mystical weapon (in this case a sword) from a lake.


Introductory note: This poem concerns the origin of the sacred turtle's legend, as I wanted to begin with that as a context. According to the legend, the Golden Turtle God, Kim Quy, appeared to assist the country in times of war, providing magical arrows to An Dương Vương all the way back in the third century BC and again to Lê Lợi in the 15th century. Kim Quy gave the future king a golden sword that imbued him with supernatural power, allowing him to defeat Chinese invaders. After Lê Lợi's victory, Kim Quy appeared again to take back his sword. The lake at Hanoi where the present day sacred turtle resides was named for this legendary event.




I will give you
the tools for survival
but you must
give them back

it's in my nature, after all,
to require
reimbursement,
being older
than the earth itself.

Your enemies will
scatter before the gifts
I bring you --

a golden sword
a scale from a fish
and an arrow.

Please excuse
the beak-marks on them all.
Old habits
die hard.


Leader Ability: Ba Con Rồng (Triple Dragon)
Grants a free unique Great General unit Trưng Sisters which spawns near most experienced military unit upon DOW by another civilization. Only 1 may spawn per game. Must be in Medieval Era or later. Military units receiving promotions within 2 tiles of a GG will receive a bonus promotion depending on unit type:
Melee: Tortoise: +10 when defending against ranged attacks.
Cavalry: Barding: +7 defense vs. ranged attacks.
Ranged: Garrison: +10 combat bonus when occupying a district or fort.
in the event the Trungs have been killed or captured, the Trưng Sisters will "suicide" and create a random artifact. and all subsequent GG spawns revert to a "standard" GG.

Unique Ability: Kim Quy "Dream of the Golden Turtle God"
5% bonus to Great Writer, Musician, and Espionage points in time of peace per Jungle tile within city borders (25% max per city); +1 Military policy slot in times of war. This is an either/or bonus, cannot receive both bonii simultaneously)

Unique Building: Water Puppet Theater
Replaces Arena. Receives Amenity and culture bonus scaling with number of Rice resources in city limits. 33% bonus to generation of Great Artists.

Unique Unit: Kiểm Nhỏ (light ranger)
Sort of "Ranger lite" available in the Classical era. Has melee strength of 27 (slightly stronger than spearman). starts with promotions: Ranger: (Faster movement in Woods and Jungle terrain), Camouflage: (Only adjacent enemy units can reveal this unit)


Vietnam is a peaceful, cultural civ early game. While the UA, LA and unique GG may seem overpowered at first, there are very specific restrictions to the abilities. The GG bonus promotions are all defensive in nature; and may only be gained by units in active combat near the Trungs. So you have to "earn" these promotions, and are only available after the Medieval era. Expect Vietnam to be a defensive, cultural civ until actively building their military strength in the Medieval era, which may propel them toward any victory type.

*edited for poetic inspiration for these flavors and abilities
 
I thought so too, until this weekend, when I read another book on Portuguese Sea Conquests, and I saw that if Afonso de Albuquerque was born with king lineage he would be leader of the Portuguese for sure, because he was not only admiral of the seas, when he was governor of goa and such, he simply rulled like a king, or better, he was always there at any new develpment, to lift first stone, any war, whatever you want, he was the presence, mad for many, genius for others, one in a million.

Afonso Henriques also big time choice for me, he started the country! But the age of Naus was really the max spot for Portuguese and its not very known after all. That book revealed me alot of details, many are atrocious, I think thats why is hidden.

King lineage or not, governor or not, Albuquerque wasn't a King, but the vice-king of India, and his dominion only extended to the asian colonies, never into the Mainland. So it still doesn't make any sense. You wouldn't put a governor of India as england's leader, right ? Afonso de Albuquerque, like or not, was just vice-roy, and as capable as he was, he was still a rather cruel man, even by the time's standards. Also, there are many portuguese actual leaders that have not been added yet that just could fill in perfectly : Afonso Henriques, Dom Dinis I, Dom Manuel I, Dom João I, IV or V, or the Marquis of Pombal. So Afonso de Albuquerque, should remain as he is : a great admiral, but no leader.
 
King lineage or not, governor or not, Albuquerque wasn't a King, but the vice-king of India, and his dominion only extended to the asian colonies, never into the Mainland. So it still doesn't make any sense. You wouldn't put a governor of India as england's leader, right ? Afonso de Albuquerque, like or not, was just vice-roy, and as capable as he was, he was still a rather cruel man, even by the time's standards. Also, there are many portuguese actual leaders that have not been added yet that just could fill in perfectly : Afonso Henriques, Dom Dinis I, Dom Manuel I, Dom João I, IV or V, or the Marquis of Pombal. So Afonso de Albuquerque, should remain as he is : a great admiral, but no leader.

I could put manuel I, who gave the orders, but who put his hands dirty and built portuguese empire from there, was albuquerque. I even can put dual leader like in case of gorgo. Once more, being civ 6 a little difrent in choice of leaders and reading a revealing book, he seems a good choice for me ;)
 
I could put manuel I, who gave the orders, but who put his hands dirty and built portuguese empire from there, was albuquerque. I even can put dual leader like in case of gorgo. Once more, being civ 6 a little difrent in choice of leaders and reading a revealing book, he seems a good choice for me ;)

I suggested this earlier for Vietnam, and I can suggest the same for Portugal:
Manuel can be the leader, and Albuquerque can be his great general/admiral that is only available to him.
 
I suggested this earlier for Vietnam, and I can suggest the same for Portugal:
Manuel can be the leader, and Albuquerque can be his great general/admiral that is only available to him.

How to accomplish this in game? Are there two leaders at same time in game?
 
King lineage or not, governor or not, Albuquerque wasn't a King, but the vice-king of India, and his dominion only extended to the asian colonies, never into the Mainland. So it still doesn't make any sense. You wouldn't put a governor of India as england's leader, right ? Afonso de Albuquerque, like or not, was just vice-roy, and as capable as he was, he was still a rather cruel man, even by the time's standards. Also, there are many portuguese actual leaders that have not been added yet that just could fill in perfectly : Afonso Henriques, Dom Dinis I, Dom Manuel I, Dom João I, IV or V, or the Marquis of Pombal. So Afonso de Albuquerque, should remain as he is : a great admiral, but no leader.

Very good vice-king of India, not a portuguese king- Albuquerque could be a great admiral, IMO, but for leader of Portugal, I would like to se João II for main reasons:
- Splendid global politics, who gave Portugal the "golden age" and which could fit well into the agenda system;
- The most important king (arguable but true) for the portuguese expansion in the 15th century (and subsequently the 16th century, under Manuel I);
- Government focused on exploration and building feitorias and on increasing the power of the crown inside and outside portugal;

I mean, it's a perfect fit for civ vi. As I see Portugal as an exploration civ (because it fits very well on the theme for civ VI), I can0t see anyone better than João II (who can build feitorias) + naus + padrão. Still, Albuquerque would be better than Henry "The Navigator".
 
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