Atlas627
Deity
- Joined
- Aug 25, 2011
- Messages
- 3,123
Do you have any suggestions for Sicily? My post on it might be back a page or two. I think a couplep of the ideas I came up with are good, but I was struggling with Leader abilities and UU and UI. I do think that a focus on trade would be ideal. And maybe the religious tolerance of Roger II (with Catholicism, Eastern Orthodoxy, and Islam being allowed to practice).
I'll review what you have and give suggestions. I might end up enjoying the research enough to redesign it entirely later. I originally didn't look too closely because I'm interested in Civs that I think will actually make it into the game, but I'll take a look for you

Sicily
Unique Unit: Cocca
- Medieval ship (replaces Galley) with +1 movement and +20% bonus strength when stationed on a trade route.
From what I can find on the Cocca, they seem to be Venetian ships that merely visited Sicily when doing trade there. Also, the Galley is unlocked with Sailing in Civ6, so I'm not sure where you actually intend the unit to go. Defending trade routes might be good for the gameplay style you're looking for, though I also don't see anything noteworthy about a Sicilian navy anywhere except during Roger II's conquest of Tunisia and raids on Byzantine lands, both of which seem inconsequential to the overall history of Sicily.
I imagine you're looking to represent the "Italian" parts of Sicily. So I think you want to avoid Carthage/Greece/Rome colonies, the Caliphate period, and anything specific to the Spanish/French/Austrian/Norman rulers? But we are looking to represent the entirety of "Italian" Sicily?
Perhaps you could use Garibaldi's Redshirts as the UU. Unlock with the Nationalism Civic, replacing no unit but filling in a gap between Musketman and Infantry (like the Redcoat and Garde Imperiale). Make them cheap to buy (synergizes with the trade gold Sicily will have and represents the voluntary nature), and give them a combat bonus on their own continent (representing liberation). Gives them something to represent modern Italy too, which is important for Civ.
Garibaldi's Redshirts - Unlocks with Nationalism civic. Has 65 combat strength. +10 combat strength on home continent, and 40% cheaper to purchase.
Unique Infrastructure: Vineyards*
- Produces +2 food and +2 Gold when placed near rivers. Can substitute for plantations where an additional +1 gold is yielded from the resource.
Seems fine, though it needs an unlock tech/civic and some reason not to build them everywhere. Most of Sicily's product has been agriculture, and I believe Vineyards are very nice there. However, I think it would be more interesting to have it further encourage coastal settling for a maritime Civ.
Unlocks at Medieval Faires civic. Can only be constructed on Hills. +1 culture. +1 food if adjacent to a River. +1 gold for each adjacent water tile. Gets more food and culture from civics/tech.
Boosts may seem high, but it should be unlikely that you can get all of them. Also, this Unique Improvement is replacing normal improvements for the tile. Also, this version can only be built on hills and unlocks in the Medieval Era, which means Farms are great improvements.
Civilization Bonus: Hub of the Mediterranean
- Each Trade Route to or from a Sicilian city provides +1 culture to the city; Each religion present in a Sicilian city provides +1 culture to the city.
Generally, with the Trade Route abilities, I like to give foreign Civs an incentive to trade as well.
I don't think Sicily as a whole was much of a religious melting pot. It was just during the Norman era, so it is probably fine to be represented there. I'd probably go with the Sicilian Mafia (which all Mafias derive from), which could be used for some interesting "Italian City-states" and trade gameplay.
Hub of the Mediterranean - Trade Routes to and from Sicilian cities provide +1 culture for Sicily and +1 gold for both parties. Receive +4 gold for each City-state you're a Sovereign of (representing protection racketeering)
The higher trade yields are to offset the bonus your opponents get for trading with you.
Leader: Roger II
Leader Ability: Tolerance*
- Each religion in a city provides +1 gold to the treasury and culture/tourism is less affective against Sicily.
Roger allowed people to practice their religions, and he also used learned men of various faiths to administer his kingdom. Since later rulers also established well-known secular universities in Naples (still Kingdom of Sicily, yes?), I think going for the learned route might be able to get 2-in-1. This also implies Renaissance, which the Naples portion underwent (but the Sicilian portion didn't).
Leader Ability: Mediterranean Melting Pot - Each religion present in your empire provides +1 Great Scientist, Great Admiral, Great Merchant, and Great Writer points per turn.
Roger gathered mathematicians, historians, and admirals. Great Merchant is just for the trade focus of the administration as a whole.
Agenda: (Anti-“pirate”
- Dislikes any civilization that attacks trade routes, especially ones connected to them. (They raise an eyebrow against any civ that attacks/pillages any trade route, but they loathe (higher penalty) any civilization that attacks/pillages a trade route connected to them.)
Sounds good, though if he has no "Likes" he may end up having more conflict than friends. I don't have an opinion on this; its just something to think about.
Cities: Palermo (capital)
- Messina
- Catania
- Cefalu
- Trapani
- Gela
- Noto
- Marsala
- Gela
- Tropea
- Crotone
- Naples
- Capua
- Gaeta
- Trani
- Bari
- Brindisi
- Taranto
The city list suggests that you are thinking of both Kingdoms of Sicily (and thus also the Kingdom of Two Sicilies) with this idea.
Let me know what you think!