Design your own Civ VI civ

You could make the Basilica function like the Stables/Barracks and Museums. Have either a Worship Building or a Basilica.
I don't know, I did intend for you to be able to build both a Basilica and another religious building in the city, and it was in part intended to represent the fact that modern day Constantinople is filled with buildings of various different religions. Perhaps it could instead somehow provide the benefits of the worship buildings from different religions in the city or that were at one point dominant.

I love this design!!!
Why thank you.

Hey guys, this is my first post on CivFanatics!
Welcome to the forum.

Leader Bonus: Priest King
Newly settled cities start as the dominant religion in your Capital. +1 Diplomatic Visibility with civilisations you share a religion with.
I actually quite like this ability, primarily for the second part of it.

Also, I would suggest you to triple the adjency bonus for CH instead of doubling it, or generating double gold for mines (in reference of malian gold mines).
If I might speak honestly, that doesn't seem like the most interesting way to benefit Mali's commercial hubs, since most of their adjacency bonus comes from rivers. Since they only have the one big adjacency bonus (and the bonus for being next to other districts but who cares), doubling it, to me, seems a bit awkward. Just like my use of commas in that last sentence.

Except that, I feel like it is certainly the best designed Mali civ I've seen for now !
oi wot m8 r ye disin me molly ell m8 readier botox cooz imma smeck yer brins m8.

Mali
Unique Ability: The Bright Country
  • +1 Economic Policy slot after entering Medieval Era
  • Commercial Hubs get a standard adjacency bonus (+1 Gold) for being next to resources
  • Trade routes to foreign civilizations generate +1 Gold for each mined resource improved in Malian territory which is not improved in the territory of the target civilization.

Unique Unit: Sofa
  • Replaces Crossbowman
  • 35 Ranged Strength and 35 Strength (vs 40 and 30, respectively)
  • After being engaged in melee combat or engaging in ranged combat with another unit, the enemy unit will take additional damage after the battle equivalent to 10% of their health before the battle.

Unique Infrastructure: Sahelian Mud Temple
  • Replaces Trading Post
  • Mali's trade routes generate +1 Gold and +1 faith for each city with a Sahelian Mud Temple they pass through.
  • Generates pressure for Mali's religion

Leader: Mansa Musa
Capital: Niani

Leader Ability: The Royal Pilgrimage
  • Converting a city to your religion establishes a Sahelian Mud Temple in it
  • Establishing a Sahelian Mud Temple in a city with a trade route generates a burst of religious pressure equivalent to a single spread from an apostle
  • Can purchase Missionaries, Apostles, and Holy Site buildings with Gold
Agenda: Conqueror of the Wangara Mines
  • Will try to monopolize any resource improved by mines in his territory. Dislikes Civilizations which possess these resources. Likes Civilizations which do not possess these resources, but have access to other luxury resources.
As my use of the name "The Bright Country" might indicate, I took some ideas I liked from MorningCalm's Mali, then mixed them with some of my own ideas about what Mali should be like in Civ6, and then baked them into what is hopefully a really good Mali. Preferably the best, but you have to set reasonable expectations,you know.

Also, I should note that I intentionally didn't use the words "Mosque" or "Hajj" in this design, because with the current flexibility of the religious system, I didn't want to use terms specific to individual religions. Because, you know, the person playing Mali may found Confucianism and select Meeting Houses.

Oh yeah and the Civilization ability is totally overpowered. Like, that's a bunch of extra gold.
 
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(First post! I apologize if some of my ideas are similar to ones in the game already, but it's hard to think of this stuff. :/ )

Israelite Empire
Leader: David
Spoken Language: Hebrew (potentially an ancient variant, or Aramaic, whichever's more accurate)
Capital: Jerusalem (yeah, that would need some tweaking... what would make a good replacement faith city-state?)
Religion: Judaism
Victory Type: Religious or Domination

Leader Bonus: Giant-Killer - All units receive a +5 combat bonus when fighting units belonging to a civilization which holds more territory than Israel. Religious units gain this bonus when fighting religious units of a religion with more follower's than Israel's religion. (Note: Wanted to include some bonus to Slingers, but seemed like too heavy-handed of a reference, and not ultimately beneficial to the later game.)
Leader Agenda: Chosen People - Dislikes civilizations who try to convert his cities, attack his religious units with combat units, or capture his non-combat units. Likes civilizations who respect his religion and people, as well as those of others.
Special Ability: Warriors of Faith - Combat units heal quicker on Holy Sites of their religion. Israel gains +1 bonus Faith and combat units gain +1 bonus experience when killing units of a different religion. Israel does not gain war weariness from Holy Wars.

Unique Unit: Guerilla Mercenary - Unique combat unit that replaces the Warrior. Is cheaper, has increased movement, and its movement is not affected by tree or hill tiles. (David was said to have (unfavorably) abandoned the use of tribal militias in favor of Cherethite and Pelethite mercenaries, and guerilla warfare was always a preferred tactics against technologically superior foes, such as the Philistines. It seemed like a fitting accompaniment to his "Giant-Killer" underdog ability.)
Unique Building: Tabernacle - Encampment improvement that produces Faith and allows combat units to heal quicker there. +1 Housing, +1 Faith

Greeting upon First Encounter (which I couldn't possibly translate into Hebrew to save my life):
"Greetings, friend! I am David, King of Israel and Judah. The Lord has blessed my people, and I hope he shall bless you as well."
(I feel like "shalom" might work for "greetings", and, obviously, "Adonai" for "Lord", but I know squat about Hebrew. Also, I noticed that when Philip II refers to his god, the H in "he" isn't capitalized, probably out of sensitivity or political correctness, so I did the same here.)

I love coming up with the dialogue and appearances of my leaders (yes, I've come up with more!), which I might show more of someday.
 
(First post! I apologize if some of my ideas are similar to ones in the game already, but it's hard to think of this stuff. :/ )

Israelite Empire
Leader: David
Spoken Language: Hebrew (potentially an ancient variant, or Aramaic, whichever's more accurate)
Capital: Jerusalem (yeah, that would need some tweaking... what would make a good replacement faith city-state?)
Religion: Judaism
Victory Type: Religious or Domination

Leader Bonus: Giant-Killer - All units receive a +5 combat bonus when fighting units belonging to a civilization which holds more territory than Israel. Religious units gain this bonus when fighting religious units of a religion with more follower's than Israel's religion. (Note: Wanted to include some bonus to Slingers, but seemed like too heavy-handed of a reference, and not ultimately beneficial to the later game.)
Leader Agenda: Chosen People - Dislikes civilizations who try to convert his cities, attack his religious units with combat units, or capture his non-combat units. Likes civilizations who respect his religion and people, as well as those of others.
Special Ability: Warriors of Faith - Combat units heal quicker on Holy Sites of their religion. Israel gains +1 bonus Faith and combat units gain +1 bonus experience when killing units of a different religion. Israel does not gain war weariness from Holy Wars.

Unique Unit: Guerilla Mercenary - Unique combat unit that replaces the Warrior. Is cheaper, has increased movement, and its movement is not affected by tree or hill tiles. (David was said to have (unfavorably) abandoned the use of tribal militias in favor of Cherethite and Pelethite mercenaries, and guerilla warfare was always a preferred tactics against technologically superior foes, such as the Philistines. It seemed like a fitting accompaniment to his "Giant-Killer" underdog ability.)
Unique Building: Tabernacle - Encampment improvement that produces Faith and allows combat units to heal quicker there. +1 Housing, +1 Faith

Greeting upon First Encounter (which I couldn't possibly translate into Hebrew to save my life):
"Greetings, friend! I am David, King of Israel and Judah. The Lord has blessed my people, and I hope he shall bless you as well."
(I feel like "shalom" might work for "greetings", and, obviously, "Adonai" for "Lord", but I know squat about Hebrew. Also, I noticed that when Philip II refers to his god, the H in "he" isn't capitalized, probably out of sensitivity or political correctness, so I did the same here.)

I love coming up with the dialogue and appearances of my leaders (yes, I've come up with more!), which I might show more of someday.


I like this a lot! I'd make the Maccabees as a unique swordsman along similar lines of what you'd have here for the warrior, but other than that this is an inspired design for a religion-focused Civ! Boy I'd love to put them and Phillip II in the same game XD
 
I liked the ideas for the Puebloan presented by other forum goers and thought to include my own idea.

Puebloan


Leader: Xauían (shaWEEon)

Xauían lead the Tiwa People against the incursion of Coronado’s forces searching for the Lost Cities of Gold. He was both a war chief and spiritual chief.

Musical theme: Zuni War Dance

Agenda: The Peaceful Little One’s – Xauían dislikes civilizations that focus on production and have a large army. Tries to befriend those who keep the peace.

Refers to the loose translation of the word ‘Hopi’, one of the many Puebloan peoples, and their spiritual belief in being in peace with all. Game wise, Xauían suspects other leaders who focus on production and keep a large army while befriending those who play peacefully.

Leader Ability: Seven cities of Cibola – Enemy units do not receive bonuses or health from pillaging Puebloan improvements and districts. Unlocks the Builder ability to construct Cliff Dwellings once the Construction technology is researched.

Coronado’s search for the Seven Cities of Gold (spurred on by rumors most probably taken from those who laid eyes upon Pueblo Complexes and Cliff Dwellings) lead him to discover the Seven Cities of Cibola…the great Zuni Pueblo Complexes; which did not yield the spoils he hoped for when first departing north. Game wise, the bonus reflects the perceived bareness of the Puebloan homeland in the eyes of it’s would be conquerors.

Leader Unique District: Cliff Dwelling – The Puebloan can only build Cliff Dwellings next to Mountain tiles. An occupying unit receives +4 Defense Strength for each adjacent mountain tile. +0.5 housing per adjacent mountain tile.

The Anasazi, or Ancestral Puebloans, constructed Cliff Dwellings to protect and house its people. Game wise, the more ‘enclosed’ the Cliff Dwelling, the more difficult it is to assail and the more population it can house.

Civ Bonus: Kachina Cult – The Puebloan receive a Kachina Doll when founding a Parthenon and founding a Religion. Puebloan Apostles may use three charges to create a Kachina Doll.

The Puebloan Peoples follow, in one form or another, the Kachina belief system. One aspect of the system is the creation of Kachina Dolls, which represent hundreds of Puebloan spiritual entities. Game wise, the Puebloans are unique in that they can create their own Relics.

Civ Unique Unit: Zuni Warrior – The Zuni Warrior replaces the Archer and has the same stats. When the Puebloans build a Zuni Warrior, it receives +5 experience points for each Relic in the building city (including districts).

Just a simple archer replacement with bonuses correlating with the Puebloans ability to obtain Kachina Dolls and other Relics. Rather weak, but that is on purpose since the real strength of the Puebloan does not lie in their military.

Civ Unique District: Great House (Pueblo) – Replacement for Aqueduct District. Puebloan cities can build the Great House District on any desert, plains, or flood plains tile (does not need to be adjacent to a city or a water source). Has two Relic Slots. +4 Housing. +2 food to adjacent Bonus Resources.

Great Houses are large multi storied adobe complexes usually consisting of flats, Kivas (ritual rooms), and a large plaza. Game wise, the Great House is a flexible and powerful Aqueduct replacement important for increased housing, creating more slots to house your Kachina Dolls and bettering the output of bonus resources for better city growth in barren environments.

Strategy – The Puebloan focus on producing relics and excelling in barren terrain. The Puebloan should play an expansive game in order to build Great Houses to hold their Kachina Dolls. Luckily, the Great Houses, and to a lesser extent Cliff Dwellings, help the Puebloan settle in not so ideal terrain. Xauían’s ability and unique district will help deter would be invaders as the Puebloan continue to expand. The Cristo Redentor is a must late game wonder.
 
Also, I noticed that when Philip II refers to his god, the H in "he" isn't capitalized, probably out of sensitivity or political correctness, so I did the same here.
Huh, I did not notice that, good eye.

I personally don't like the Guerilla Mercenary as the unique unit, it feels more like a David unit than an Israeli unit. Also, you describe the Tabernacle as a building but also an encampment improvement, so I'm not sure if it's a building for the encampment district or a replacement for it.

I liked the ideas for the Puebloan presented by other forum goers and thought to include my own idea.
I don't have a strong knowledge of or opinion on the Puebloans, but I like the idea of a civilization that focuses on making their own relics. I do think such an idea would be better suited to a civilization with a more faith-heavy and less defensive focus, but I still think it's a really solid idea.
 
(This one was my other big idea for a civ. I got inspired when I heard that Australia was getting its big debut.)

Irish Empire
Leader: Brian Boru
Spoken Language: Middle Irish (Gaoidhealg)
Capital: Dublin
Religion: Catholicism (Yeah, I know, touchy issue kinda, but during Boru's time, the Emerald Isle would've been Catholic. Protestantism didn't exist yet.)
Victory Type: Not really sure, to be honest, maybe Culture or Domination, maybe Science.

Leader Bonus: King of Tributes - All Trade Routes connecting Irish cities with those of friendly or allied civilizations yield +3 bonus Gold. All friendly villages met or any barbarian villages pillaged within 10 tiles of an Irish city yield +2 bonus Gold in addition to their normal yield. ("Brian Boru" literally means "Brian of the Tributes". He earned this name by collecting tributes from the minor rulers of Ireland and used the monies raised to restore monasteries and libraries that had been destroyed during the Viking invasions.)
Leader Agenda: Great Liberator - Likes civilizations who rise up and fend off other civilizations that push them around. Dislikes civilizations that actively/unfairly target other civilizations or who conquer many city-states. (Come to think of it, this would be a good fit for Simon Bolivar, too... hmm...)
Special Ability: Proud and Free - Irish cities that keep their original Pantheon/Religion as well as those that remain isolated from other civilizations generate +2 bonus Culture. If an Irish city is captured by another civilization, it yields -1 Culture than normal.

Unique Unit: Hobelar - A unique light cavalry unit that replaces the Horseman. Is cheaper, moves farther, and its movement is not affected by hill or river tiles. (Fittingly, can be trained without Stirrups.)
Unique Building: Ringfort - An improvement that can be built around Farms, Pastures, Camps, Plantations, or any District to add protection against pillaging. Essentially, it provides one extra "hit": the Ringfort must be destroyed before the tile can be pillaged (takes the enemy 2 turns to pillage a given tile).

Greeting upon First Encounter: (again, not even gonna try my hand at Irish, let alone Middle Irish):
"Who goes there, stranger? I am Brian, High King of Ireland. If you intend my people harm, let it be known that I will not hesitate to strike you down!"
(So in other words, don't arouse Brian's ire. :lol::crazyeye:)
 
Huh, I did not notice that, good eye.

I personally don't like the Guerilla Mercenary as the unique unit, it feels more like a David unit than an Israeli unit. Also, you describe the Tabernacle as a building but also an encampment improvement, so I'm not sure if it's a building for the encampment district or a replacement for it.


I don't have a strong knowledge of or opinion on the Puebloans, but I like the idea of a civilization that focuses on making their own relics. I do think such an idea would be better suited to a civilization with a more faith-heavy and less defensive focus, but I still think it's a really solid idea.
The Tabernacle is a building in the Encampment District, sorry, got my terms a bit mixed up there.
 
250px-Retrato_m%C3%A1s_can%C3%B3nico_de_Jos%C3%A9_de_San_Mart%C3%ADn.jpg


Civilization
: Republic of Argentina

Leader: José de San Martín

Civ Power: Granero del Mundo: All Pastures and Farms over resources grant +1 Food +1 Production

Leader Power: Cruce de los Andes: All units can cross Mountain tiles. Entering Mountain tiles ends the unit´s turn.

Special Unit: Granadero a Caballo: Mounted gunpowder unit. Ranged attack range of 1 (like Slingers). Replaces Cavalry. Ranged attack power of 60, Melee strength of 50.

Special Building: Tango Bar: Replaces Amphitheater. +4 culture, +2 Great Musician Points, holds 1 great Work of Music.
 
Ottomans led by Abdülmecid.

Music theme: Mecidiye Marşı

Listen here (Also see his portrait here):

Reigned between 1839 -1861, Abdülmecid is one of the Ottoman Sultans who earned respect due to improving relations with western countries and enacting reforms. He abolished slavery, built modern universities, military schools (Harbiye unique building), adapted western law to Ottomans, reformed currency and even legalized homosexuality.

Civ Ability: Can grant privileges to some civs so both parties have trade route bonuses as well as diplomatic bonuses. (In history they did similar agreements with Venetians, Genoese and later on French etc.)

Leader Ability: Should be something about being able to use policies you haven't revealed in the cultural tree yet.

Unique Unit: Janissary Infantry. Heals when kills. (Doesn't fit into Abdülmecid's period but Janissaries are so iconic, they can't be left out)

Special Building: Harbiye. Replaces Military Academy. Having more of these decreases upgrade costs throughout your empire.
 
emperor-Julian-the-Apostate-1.jpg

Byzantine Empire

Julian the Apostate

Leader Ability: Interpretatio Romana
  • All Byzantine cities receive the pantheon bonus of every other Civilization which Byzantium has met.
Leader Agenda: Against the Galileans
  • Likes Civilizations that have founded a Pantheon. Dislikes Civilizations that send Missionaries or Apostles to Byzantine cities.
Unique Ability: New Rome
  • The second city which Byzantium founds serves as a second Capitol. Both must be conquered in order for an opponent to win a domination victory.
Unique Building: Imperial Capitol
  • Replaces the Palace. Automatically receives the God-King Pantheon belief bonuses upon construction, and precludes any other Civilization from selecting that Pantheon belief.
Unique Unit: Dromon
  • Replaces Quadrireme, with which it shares all stats. Additionally, it can ignite adjacent water hex or ships for three turns, dealing 25, 20, and 15 damage, respectively. Ships entering an ignited water hex themselves ignite, burning equal to the remaining burn of the hex (a ship that enters a hex that is on its second turn of ignition with receive 20 damage that turn, and 15 the next). Ships that are ignited – directly or indirectly – continue to burn regardless of what hex they’re occupying.


“The generality of princes, if they were stripped of their purple and cast naked into the world, would immediately sink to the lowest rank of society, without a hope of emerging from their obscurity. But the personal merit of Julian was, in some measure, independent of his fortune. Whatever had been his choice of life, by the force of intrepid courage, lively wit, and intense application, he would have obtained, or at least he would have deserved, the highest honours of his profession, and Julian might have raised himself to the rank of minister or general of the state in which he was born a private citizen. If the jealous caprice of power had disappointed his expectations; if he had prudently declined the paths of greatness, the employment of the same talents in studious solitude would have placed beyond the reach of kings his present happiness and his immortal fame. When we inspect with minute, or perhaps malevolent, attention the portrait of Julian, something seems wanting to the grace and perfection of the whole figure. His genius was less powerful and sublime than that of Caesar, nor did he possess the consummate prudence of Augustus. The virtues of Trajan appear more steady and natural, and the philosophy of Marcus is more simple and consistent. Yet Julian sustained adversity with firmness, and prosperity with moderation. After an interval of one hundred and twenty years from the death of Alexander Severus, the Romans beheld an emperor who made no distinction between his duties and his pleasures, who laboured to relieve the distress and to revive the spirit of his subjects, and who endeavoured always to connect authority with merit, and happiness with virtue. Even faction, and religious faction, was constrained to acknowledge the superiority of his genius in peace as well as in war, and to con fess, with a sigh, that the apostate Julian was a lover of his country, and that he deserved the empire of the world.”
– Edward Gibbon, The History of the Decline and Fall of the Roman Empire
 
The Tabernacle is a building in the Encampment District, sorry, got my terms a bit mixed up there.
Is there any particular building it would replace?
 
Ottomans led by Abdülmecid.

Music theme: Mecidiye Marşı

Listen here (Also see his portrait here):

Reigned between 1839 -1861, Abdülmecid is one of the Ottoman Sultans who earned respect due to improving relations with western countries and enacting reforms. He abolished slavery, built modern universities, military schools (Harbiye unique building), adapted western law to Ottomans, reformed currency and even legalized homosexuality.

Civ Ability: Can grant privileges to some civs so both parties have trade route bonuses as well as diplomatic bonuses. (In history they did similar agreements with Venetians, Genoese and later on French etc.)

Leader Ability: Should be something about being able to use policies you haven't revealed in the cultural tree yet.

Unique Unit: Janissary Infantry. Heals when kills. (Doesn't fit into Abdülmecid's period but Janissaries are so iconic, they can't be left out)

Special Building: Harbiye. Replaces Military Academy. Having more of these decreases upgrade costs throughout your empire.
I really like the leader choice here; having read his biography (on Wikipedia, fount of all knowledge), he seems quite a nice (and novel new) alternative to Suleiman or other "classical" Ottoman sultans.

His Tanzimat reforms could be a great leader ability, and maybe his agenda would focus on civics and/or happiness mixed with military buildings or suchlike.
 
Civilization: The Franks
240px-Coa_Illustration_Cross_Carolingian.svg.png


Unique Ability: Merovingian Tactics (Increase all pillage yields by 50%, reduce pillage MP cost by 1, and +5 Combat Strength for land units fighting in Districts and Forts.)
  • The Merovingians were the dynastic era of kings before Charlemagne's dynasty, the Carolingians. During civil wars and wars against neighbors, the Merovingians would focus on holding fortified locations such as castles and abbeys, while sacking and pillaging anything they could from their opponents.
Unique Unit: Francisca - Throwing Axeman (Replaces Crossbowman. +12 Strength against Fortified Units. One attack range. Exhibits ZoC.)
  • Dudes throwing axes at other dudes. Procopius has this to say on combat practices of early Franks:
  • "...each man carried a sword and shield and one axe. Now the iron head of this weapon was thick and exceedingly sharp on both sides, while the wooden handle was very short. And they are accustomed always to throw these axes at a signal in the first charge and thus to shatter the shields of the enemy and kill the men."
Unique Infrastructure: Marchfeld (Replaces Encampment. +25% increased production towards light and heavy cavalry, can complete unique Project, Placitum Generalis, instead of Encampment Training.)
  • Every March, the Frankish nobles would convene at a location appointed by the king, usually a war camp or open plain, to discuss laws, political matters, and future war campaigns, with the convene called the Placitum Generalis, or "General Plea."
Unique Project: Placitum Generalis (Replaces Encampment Training. Receive 25% less War Weariness for the next 20 turns. Receive Culture and Great General points equal to 15% Production used.)

Leader:
Charlemagne (Charles I, Charles the Great, First Holy Roman Emperor)

Spoiler :

charlemagne.jpg

Capital: Aix-la-Chapelle
  • Spoiler :
    Charlemagne chose Aachen (French: Aix-la-Chapelle) as his capital while HRE for its location, as it was at the center of his empire, and rather central to the whole of Europe (in the Rhine, between France and Germany). The issue with establishing his capital as Aachen is that it was the capital of the HRE for the next 31 HREs, including Frederick "I-got-pickled-on-the-way-to-the-Third-Crusade" Barbarossa, who's already in the game, so here's the French translation to differentiate.
Leader Ability: Carolingian Collector (Receive the Unique Bonuses from conquered City-States as if their Suzerain, and receive +1 GPP per conquered City-State and/or City-State you are Suzerain of, based on the type of City-State [Culture grants Great Writer, Trade grants Great Merchant, etc.].)
  • While HRE, Charlemagne invested in a vast assortment of literature, sculptures, and artwork mimicking Roman art of the 4th Century. Historians believed this was done in an attempt to usurp the cultural powerhouse on the opposite end of the Mediterranean; The Byzantines.
Leader Agenda: Renewer of Rome (Likes Civs who are lacking in Great Works and peaceful towards City-States. Dislikes Civs who attack City-States and have a larger collection of Great Works.)

 
Indonesia

Unique Ability: Biological Riches:
Rainforests in Indonesian territory count as forests for the purpose of determining appeal; +1 Science from Rainforests
One feature of Indonesia not represented in CIv V is its biological diversity (in addition to featuring the "normal" diversity of tropical regions, the archipelago is also divided by the "Wallace Line" into regions dominated by organisms of Asian and Australian descent). This ability allows rainforests to serve both as centers of research and as homes for natural parks.

Unique Infrastructure: Spice Plantation: Must be constructed adjacent to a resource improved by a plantation. This improvement provides a duplicate copy of that resource and its tile yields (limited to one per original resource)
This improvement is essentially the "unstacked" version of Civ V Arabia's Bazaar. It provides the same benefit of producing additional resources for trade, with the added benefit of generating tile yields (and the added cost of consuming a tile).

Unique Unit: Javan Trader (Trader Replacement): This unit generates +2 gold from sea trade routes and can form these trade routes with no technological requirements. While at sea, it can defend itself as your most advanced melee ship, and on completing an international trade route, it reveals an unexplored city of the receiving player.
In addition to providing novelty by replacing a new unit type, this UU emphasizes Indonesia's maritime trade and geography. Combined with the Rainforest UA, it allows Indonesia to thrive on land like its historical location but avoids the strict map dependency of Civ V's Indonesian UA.

Leader Ability: Spice Trader: International trade routes to and from your cities provide both civilizations +2 gold for each luxury resource that you are currently trading to the other civilization.
While also able to stand on its own, this ability is designed to synergize with the additional luxury resources generated by Spice Plantations.
 
Hm, I wonder what cool thing could be added to Civ6 this, a fun game for multiple ages, filled with excitement about what the next turn holds, with infinite ways to play making it appealing to all demographi-

joseph-stalin-AB.jpeg


Leader Ability: Soviet Union
  • Enemy units suffer -1 combat strength for each turn in Russian territory (max -10)
  • Campuses and Industrial Zones gain minor adjacency from Tundra
  • Half production cost for Campuses, Encampments, Industrial Zones, Aerodromes and Spaceports built on Tundra

Agenda: Iron Curtain
  • Likes civilizations with notably less production and a weaker military than Russia. Dislikes civilizations with comparable or higher production and a comparable or stronger military.
  • [Alternately: Dislikes civilizations sending lots of tourism to Russia.]

I don't actually advocate for communist dictatorships and think Stalin is a very terrible person please do not take this idea as supporting his actions or policies.
 
  • CUBA
    • Ability
      • CANA
        • Commercial Hubs, Industrial Zones, and Harbors gain +1 Adjacency for Plantations.
    • Leaders
      • FIDEL CASTRO
        • MEDICAL INTERNATIONALISM
          • Aqueducts, Neighborhoods, and City Center buildings provide +1 Housing and +1 Food each. Trade Routes other civs send to Cuba give +1 Housing to the city the trade route originates from, and +2 Science for Cuba.
        • THE MOVEMENT
          • Will defend civs that share the same government if they are attacked by civs that have a different government.
    • Unit
      • GUERILLO
        • Replaces Infantry
        • Unlocked at Replaceable Parts
          • 2 Movement
          • 70 Strength
          • If a Guerillo conquers a city, the enemy suffers increased war weariness for a short while (10 Turns on Standard)
    • Infrastructure
      • DANZON HALL
        • Replaces Zoo
        • Unlocked at Opera and Ballet
          • +1 Amenity
          • +2 Culture
          • Bonus extends to city-centers within 6 tiles
 
800px-Corona_di_città.svg.png
ITALY:
Unique ability: Bel Paese; every natural wonder and buildable wonder within its territory grants additional culture and an amenity to the city that works it. They can also use faith and gold to boost construction of a wonder

Unique unit: condottiere; can only be purchased and doesn't have maintenance, it replaces the pikeman.

Unique infrastructure: piazza; grants additional gold for every districts adjacent to it and has three artwork slots. It replaces the market.

Leader 1: Lorenzo de Medici
Capital: Florence

Leader ability: il magnifico; he has a discount of 50% for purchasing great people and grants an additional artwork slot in the palace.

Leader agenda: l'ago della bilancia; likes to befriend everybody and offers delegations very often. Doesn't like people at war with allies or friends.

Leader 2: Enrico Dandolo
Capital: Venice

Leader ability: serenissima; provides double trade routes capacity

Unique unit: Venetian galleass; replaces the caravel provides additional damage when attacking in shallow water.

Leader agenda: il doge; wants to trade with everyone and likes allying to city-states doesn't like people at war with city-states that are allied with him.

Leader 3: Victor Emmanuel II
Capital: Turin

Leader ability: Risorgimento; grants bonus amenity to newly conquered cities that fades away after the occupation effect disappears.

Unique unit: alpini; replaces infantry, they have additional movement on rough terrain, can move on mountains and can issue additional damage from hills and mountains.

Leader agenda: casa Savoia; likes civilizations with a powerful military and tends to ally them but when they are surpassed by another leader they switch sides and ally to them.

Wonders that come with this civilization:
Natural: mount Vesuvius, mount Etna, Matterhorn
Artificial: Santa Maria Del fiore, leaning tower of pisa, Milan cathedral, st. Mark's basilica, saint Peter's basilica,
 
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DUCHY OF BRITTANY
Brittany is now a province of France, but it was independent until the sixteenth century and was a major point of contention among England, France, and Normandy, who all sought to influence its affairs. This civ has some versatile options: Joanna's abilities give it an edge in maintaining a large infantry, while the unique unit gives it a cavalry edge; its overall abilities, however, push it towards an aggressive cultural player that uses religion to boost its culture game (cathedrals, anyone?).

Leader:
Joanna of Flanders*
Leader Unique Ability: Cut Your Skirts: Melee infantry train 15% faster and have -1 upkeep. Joanne gains bonus resources from pillaging.
Leader Agenda: Heart of a Lion: Joanna likes leaders who have large armies of foot soldiers.
Capital: Vannes (or Nantes?--the ducal residence was in Nantes but other government functions were in Vannes)
Language: Breton

Unique Ability: The Matter of Britain**: All great works of writing provide +1 :c5culture: and +1 amenity for the city in which they are housed.
Unique Unit: Marc'heg: Replaces knight; gains a small amount of culture and faith for defeating an opponent and has slightly more hitpoints.
Unique Building: Pardon: The pardon replaces the arena. Adds +2 :c5faith: in addition to the usual amenities.

*Were there more powerful leaders of Brittany? Surely. But I defy you to find me one who is more interesting. She was a rare case of a genuine female warrior in Medieval Europe, and one who was well regarded by her contemporaries and later historians. When her husband was captured by the House of Blois during the War of Breton Succession, she took up a glaive and besieged the enemy castle--and rose an army of women in the process.
**Many Arthurian tales are set in Brittany, and many troubadours originated there as well--albeit most of their work was in French (i.e., langue d'oïl) not Breton. If you like, "the Matter of Britain" might be renamed "Chansons de Geste."
 
Israel
Unique Ability:
Father Abraham
  • +2 Faith and +2 Great Prophet Points in the Capital
  • After founding a religion, Great Prophet Points are converted into Great Scientist, Great Merchant, and Great Writer Points
  • Israel's cities are more resistant to religious conversion.
  • Can purchase Builders, Settlers, and Districts with faith
  • Cannot build Builders or Settlers.

Unique Unit: Maccabees
  • Unlocks with Defensive Tactics
  • 40 Combat Strength, 2 Movement, 180 Production, 3 Maintenance
  • Upgrades into Musketman
  • +10 Combat Strength when in or adjacent to a Holy Site of Israel's religion

Unique Building: Yeshiva
  • Replaces Library
  • +2 Science, +2 Faith, +2 Culture, +2 Housing, +1 Citizen Slot, +1 Great Scientist Points

Leader: David
Capital: Jerusalem

Leader Ability: Giant Slayer
  • +7 Combat Strength for all ranged attacks against larger civilizations than Israel.

Agenda: Shepherd King
  • Likes civilizations with strong defenses and infrastructure and will build up powerful defenses. Dislikes civilizations with poor defenses, especially if they have aggressive militaries otherwise.

Israel is guaranteed the first religion and first Pantheon, allowing it to select the proper beliefs to build powerful cities. While their expansion is limited, David's unique abilities allow them to take territory early and, along with the Maccabees, allow that territory to be effectively defended against larger, settler-building neighbors. The Yeshiva allows Israel's cites to grow tall, and Israel's bonus to great people generation can be used to compensate for their smaller territory. Their resistance to religious conversion allows faith resources to be put towards infrastructure, rather than preserving your beliefs against foreign missionaries.

How will you protect your holy land in Sid Meier's Civilization VI?

So yeah, this is Israel, but I decided not to go with the more common route of making them a civ geared towards religious or domination victory, because let's face it, that's not exactly accurate to their reputation. Instead, Israel here is designed to go tall and use their religion to pursue a science or culture victory. You can use their abilities to take some territory if you want, converting cities of larger empires and going in with Maccacbees and Crossbows, but it's mostly meant to be defensive.

Honestly though, it's just for fun, more so than anything else in this thread (if such is possible). I do understand there are come controversies with the use of David as Israel's leader, but this is kind of the way I'd like to see it. Hope the idea is at least interesting.


Anyway, while we're here:

Aurangzeb
Alternate Leader for India

Capital: Shahjahanabad
Leader Ability: Jizya
  • Earn Gold from Indian citizens not of your religion.
  • Pay no maintenance for City Center buildings.
Though a successively conqueror, Aurangzeb is most famous for destroying the Mughal empire with his darned dirty religious intolerance and cost cutting measures. While it's perhaps more complicated than that, it makes for an easy ability to implement, and works well with both conquering and Dharma.

Agenda: ???
  • Likes Civilizations that keep building maintenance low and will keep his own very low, excepting Holy Sites. Dislikes civilizations which waste money on building maintenance, especially Theater Squares but excepting Holy Sites.
Another thing Aurangzeb is known for is firing court musicians, banning a lot of extraneous uses of gold in the court, and being buried in a plain and inexpensive grave, much unlike his father's mausoleum, the Taj Mahal. As a conqueror he is still not apposed to army maintenance or Barracks and Armories, and as a devout Muslim he won't mind spending money on temples so much, but overall he'll try and make room for gold to go towards the army.
 
The Israel look very interesting with its heavy faith focus. Im not sure making Aurangzeb a leader of India is a good idea, it would be better to make a Mughal civ for him like what they did with Alexander and Macedon.

I would change Jizya ability to each holy district in a city not following the religion you founded generate gold instead of faith (I think 3 gold per faith is a good ratio here, 2 gold at minimum given that is the normal ratio between gold and faith. I threw in an extra gold just to make Jizya useage extra valuable). The no maintenance should also apply to holy districts (atleast not of his religion) in addition to city centers. I think that make his ability easier to work with and encourage Aurangzeb some unorthodox religious gameplay.

His agenda should make him dislike civs that build wonders as he would consider such things a waste. He should have very low probility at building wonders. He should also dislike civs that don't follow his religion.

Here is my ideas for the Otttoman civ:

Unique ability: Millet
Holy sites generate culture instead of faith. For each religion that have atleast one majority city controlled by the ottomans they get +5 culture and +5 gold. Holy sites and their buildings produce both gold and culture, the amount of gold is 1 gold per building per unique religion in your empire. Disadvantage: Can not build any religious agents or found a religion and thus unable to win a religious victory.

Unique unit: Janissary (replace musketman)
Can only be built in cities that follow a religion that is not your majority religion. They get a +10 combat bonus against all civs that don't follow your majority religion and have 60 strength instead of 55.

Unique district: Bazaar (replace commerce hub)
Half cost and do not count towards district limit (standard unique district bonuses). City with both bazaar and harbour provide 2 trade routes (like England royal harbour). Bazzar get +2 gold for each unique type of speciality district adjacent to each (do not count other bazaars) but gain no other adjaceny bonus at all.

Leader: Mehmed II
Leader Ability: The conqueror
  • Capitals and city states he capture do not lose population and instead they get a free district of your choice. He also gain a +5% culture per city state and capital controlled not including the ottoman capital.
Agenda: ?
  • Dislike civs that convert cities from one religion to another if not that religion is the one he is following. Like civs that follow one of the religions inside his empire but dislike civs who don't follow a religion inside his empire. Dislike civs that have better capitals than his own.
Ottoman abilities are strongly tied to religion but it is unable to control spread of religion. Instead it gain some very nice bonuses for religious pluralism which favor heavy conquest and building a large empire. The bazaar make it a strong trader and Mehmed encourage conquest of capitals and cs. It is a very strong culture civ and likely to have amongst the most developed civic trees. But its main strategy is militaristic.
 
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