Design your own Civ VI civ

Civilization: The Teutons (State of the Teutonic Order)
260px-Insignia_Germany_Order_Teutonic.svg.png


Unique Ability: Helfen, Wehren, Heilen (Declaring a Holy, Reconquest, Liberation, or Protectorate War grants 50% reduced warmonger and war weariness penalties. Own and Ally units heal double near Holy Sites, and receive +1 Combat Strength per Holy Site in Cities following your majority Religion.)
  • "Helfen, Wehren, Heilen" is the motto of the Teutonic Order. It translates to "Help, Defend, Heal."
Unique Unit: Teutonic Knight (Replaces Knight. Ignores Faith-based combat bonuses of enemy units, and receives no combat penalties when capturing cities following a Religion different from own majority Religion.)

Unique Infrastructure: Priory (Replaces Temple. +1 Amenity. Allows units to be purchased in City for Faith. Religious Art slots in Cities with a Priory can also hold Relics and vice versa.)

Leaders:

Master Sibrand
Spoiler :

220px-Teutonic_GM_Arms.svg.png

(Coat of Arms of the Grand Master. Cannot find depiction of Sibrand himself)
Capital: Akkon (Acre)

Leader Ability: First of the Order (Cannot receive Great Prophets, Great Prophet points, or found a Religion. Priories have no maintenance, are automatically built in Cities with a Holy Site and Shrine, and receive an additional slot for Relics.)

Leader Agenda: Crusader's Will (Likes Civs who share his majority Religion and are long-standing allies. Dislikes Civs who do not share his majority Religion and declare war on him and his allies.)

Heinrich Walpot von Bassenheim
Spoiler :

11111.jpg

Capital: Akkon (Acre)

Leader Ability: The Military Order (No penalties to yields in occupied cities that follow your majority Religion. Every Priory grants an additional +1 Combat Strength to "Helfen, Wehren, Heilen," and every 3 Priories grant an additional Military Policy slot.)

Leader Agenda: Deus Vult (Likes Civs that follow his majority Religion declaring war on enemies of a different Faith. Dislikes Civs of the same majority Religion as his own at war with one another.)

Hermann von Salza
Spoiler :

420px-Hermann_von_Salza1.jpg

Capital: Marienburg

Leader Ability: The Livonian Branch (Building Walls in Cities grant additional Tiles, and can Culture Bomb tiles from neighboring enemy Cities that follow a different Religion. Receives the Bishop as a Unique Support unit.)

Leader Agenda: Prussian Incursion (Likes Civs who share his majority Religion and have large armies to defend it with. Dislikes Civs lacking large armies that share his majority Religion.)

Unique Unit: Bishop (Replaces Medic. Is available earlier [Civil Service], and receives an Acoloyte-strength spread charge of your majority Religion. Spread can be recharged at a Holy Site with a Priory.)​

Music: Battle on the Ice - Sergei Prokofiev

EDIT: I didn't notice that @Cossackaiser had included Salza as a leader for his Prussian suggestion. My bad. I think I will keep him listed here, though, since he was a Grand Master of the Teutonic Order.
 
Last edited:
I do like the overall design of the Teutonic Knights, though I'm not so sure about the UA's combat bonus, I could see that stacking a little high over time. While Heinrich has some immediate appeal, I like the design of Salza more mechanically.

Oh here's another Christian empire, less done though, without such a broad collection of leaders and probably not as nice overall.

Byzantines
Unique Ability: City of the World's Desire
  • Each district constructed in the capital begins with a maintenance free version of its first tier building. This includes the City Center, which begins with a Monument.
  • Ancient, Medieval and Renaissance Walls each provide +25 Outer Defense Strength when built in the Capital.

Unique Unit: Cataphract
  • Replacement for the Knight.
  • Receives +7 Combat Strength versus Melee and Ranged units.

Unique Building: Basilica
  • Replaces 3rd Tier Religious Buildings
  • +3 Faith, +1 Culture
  • Adopts the additional benefits of any Worship Beliefs which are present in the city at any point after the Basilica is constructed. For example, if a religion with Wats and a religion with Synagogues are both present in the city when the Basilica is constructed, then the Basilica will also provide +2 Faith and +2 Science. If an apostle later spreads a religion with Cathedrals to the city, then the Basilica will have a slot for a Great Work of Religious Art, even if an inquisitor later removes that religion.
  • Provides +1 culture for each added Worship Belief affect
  • Can be built even if the city has no Religion with a Worship Belief

Leader: Basil II
Capital: Constantinople

Leader Ability: Boulgaroktonos

Below is a list of every affect which I conceived of for this ability. Please let me know which combination of them seems the least bad.
Spoiler :

  • Doubled Great General and Great Admiral Points.
  • +50% Production of Encampments and Harbors.
  • Great Generals provide an additional +5 Combat Strength and +50% Combat Experience for units within 2 tiles.
  • Killing an enemy unit grants experience to all of your units within 5 tiles.
  • Killing an enemy unit reduces combat strength of enemy units within 5 tiles.
  • Killing an enemy unit generates increased war weariness.
  • Killing an enemy unit reduces their Great Person points.
  • Great Generals cancel any Great General combat boosts of enemy units in their range.
  • Levying a City State's military automatically converts it to your religion.
  • Each farm within Byzantine territory reduces overall unit maintenance by 1 gold per turn.
  • Unlocks the Varangian Guard unique unit, powerful on the defense and/or in Byzantine territory.


Agenda: Father of the Army
  • Likes civilizations which compete for Great Generals and Great Admirals. Dislikes civilizations which do not compete for either of these Great Person types.
NOTE: This agenda would be different if I had a more set idea for a leader ability which didn't enhance Great Generals/Admirals.

QUOTES:
Spoiler :

On Introduction:
"Sigh...greetings, I am Basil, the Younger, the Second, the Bulgar Slayer, Born in the Purple, Emperor of the Romans, and so on and on and on. Now, with court pleasantries out of the way, let's get down to business."

"May I stop by your capitol if I'm ever campaigning near there? I'll tell you a bit about mine if I can find the time."

Sending Delegation:
"I've sent a troop of diplomats, with horses and art and things like that. I hope you'll receive them kindly. I would hate to have to find a place for the artwork."

Denouncing:
"You're well fit for your position, some as corrupt as you makes for the perfect bureaucrat."

War Declared On:
"Hmph. An eye for an eye, they say. After I'm done with you, you'll wish an eye for an eye had been your punishment."

Declared War:
"Court talk doesn't suit me. We'll settle our differences on the battlefield."

Defeated:
"I gave up everything for Rome...my life, I dedicated to my country, to my men...and I failed."


My interpretation of Basil II is someone who's very dry and impatient, someone who's fed up with the whole of aristocracy.
 
Koori / Kamilaroi
Spoiler :

Unique Ability: Dreamtime
  • Tribal Villages visited by other civilizations remain visible to the Koori, who can visit them a second time for the same reward as the first visitor.
  • Earn Faith and Great Prophet Points for each Eureka and Inspiration.
  • Can purchase Relics and Artifacts with faith, even in the earliest eras.

Unique Unit: Boomerang Thrower
  • Replaces Slinger
  • 15 Ranged Combat Strength, 15 Melee Combat Strength

Unique Improvement: Bora
  • Requires no Technology or Civic (as with the Ziggurat)
  • Must be placed on flatland tiles without Forest or Jungle
  • +1 Faith
  • +1 Faith with Mysticism
  • +1 Faith with Apprenticeship
  • +1 Faith with Natural History
  • +1 Culture with Masonry
  • +1 Culture with Cultural Heritage

Leader: Gambu Ganuuru
Capital: Gunnedah

Leader Ability: Baited Trap for the Callissis
  • Melee units receive an additional +5 Combat Strength when on animal resources.
  • Melee and Ranged units receive an additional +3 Combat Strength when defending in Rough Terrain.

ALTERNATE LEADER ABILITY: Rallying Voice
  • Melee and Ranged land units receive +5 Combat Strength in Melee Combat against other Melee and Ranged land units.


Agenda: Ally Against the Bundarra
  • Dislikes civilizations which attack weaker civilizations or city states. Likes civilizations that form alliances with weaker civilizations and especially who attack stronger ones.


This concept could use a little refining, I'm sure, but I think I'm on the right track. I felt it was most appropriate to try and gear the civilization towards a cultural victory, but I couldn't escape the idea of using faith to compliment this. As such, I gave Dreamtime the ability to generate Great Prophet Points so the Koori could secure a religion and easily enhance it with beliefs like Reliquaries. The idea moved from this to simply generating mass amounts of faith through additional Relics and the Bora so the civilization could do...stuff with it, nothing in particular really. I didn't want it to be too geared towards religion though, which admittedly feels hard to separate from the faith generation.
 
Koori / Kamilaroi
Spoiler :

Unique Ability: Dreamtime
  • Tribal Villages visited by other civilizations remain visible to the Koori, who can visit them a second time for the same reward as the first visitor.
  • Earn Faith and Great Prophet Points for each Eureka and Inspiration.
  • Can purchase Relics and Artifacts with faith, even in the earliest eras.

I really like the tribal village portion of the dreamtime ability. I will note that it wouldn't currently do much in single player, as the AI tends to ignore goody huts, but I think that's a problem with the AI rather than a problem with the ability.
 
First of all - I wouldn't be very happy if this appeared in game, because it was more a personal union more than one country. I'm just saying this because my beloved Bohemia was part of it, and if this appeared, something tells me that chances of independent Bohemian Civ would be pretty low. It's practically a Civ that was called Austria in Civ V. But this his how I roughly imagine it if it had to appear...

Habsburg Monarchy

Capital: Prague (Ok, I know that most of people would want to know why is Prague capital of a "Civ" whose capital was Vienna for most of time. It's because the leader I chose made Prague the capital of the Monarchy and ruled the country from there.)

Leader: Rudolf II (Some people may argue that Rudolf wasn't a very good leader and his mistakes led to the Thirty Years' War. But on the other way, he was also a great patron of the Arts and Sciences - he eventually had great collections of paintings, statues, devices and many other interesting things (for example Codex Gigas/The Devil's Bible, the largest hand written book in the whole world). Too bad that Swedish soldiers stole it at the end of Thirty Years' War... Also, alchemysts, artists and scientists from the whole Europe came to Prague. For example, Johannes Kepler and Tycho Brahe. With so many great people present, Prague became one of the most important centres of sciences and culture.)

Leader Bonus: Rudolfinian Collections (As I said, Rudolf II loved to collect art, curiosities, devices and such things, and he created really huge collections. From what I read, when Swedish soldiers stole Rudolf's collections from Prague, they took about 500 paintings, 70 bronze statues, 370 scientific defices, and much more.)

  • Every building or wonder that offers a place for a Great Work, Relic or Artifact has one bonus place for such thing (for example, Amphitheater will have three places for Great Work of Writing instead of two).
  • Each Great Work/Relic/Artifact provides +2 bonus Culture, +2 bonus Science and +2 Gold.
  • Generation of all types of Great People is increased by 25%.
Leader Agenda: Lover of Arts and Sciences (As said, Rudolf loved arts and scientists and he was the reason why so many great people came to Prague. Also, as I said, the collections.)
  • Likes Civilizations that have high amount of Great Works and have hired many Great People. Dislikes Civilizations with low amount of Great Works and ignore Great People.
Civ bonus: Habsburg Emperors (I first wanted to use a bonus called "Personal Union", but I couldn't think of anything. Then I thought "Royal Marriage", but I immediately remembered that Austria from Civ V had something simillar. Eventually I came up with this. Given that Habsburgs (if we don't count the later House of Habsburg-Lorraine) were Emperors of HRE for some 300 years and that HRE was an union composed of many smaller countries, sometimes City-States, I thought some diplomatic bonus would be nice.)
  • In any government, Habsburg Civ will always generate +1 bonus influence point to gain envoys.
  • Quests finished by Habsburg Civ will allways generate two envoys instead of one.
Unique Unit: Dragoon (I didn't want to reuse Hussars from Civ V. I tried to come up with something new, so I tried to search on Czech Wikipedia, and I found Dragoons. I think they would make a decent alternative for Hussars...)
  • Replaces Cavarly.
  • Has increased +5 strenght.
  • Gains the first attack - when Dragoon attacks an enemy unit, he will hurt it first. The enemy unit will attack him right after it has been hurt. Works only in attack, not in defence.
Unique Improvement: Coffee house (Maybe it doesn't fit Rudolf's era, but I have to admit - I don't have much knowledge of what would make a better building for this Civ, so I'm using this from Civ V. Basically, this is the least developed part of my concept.)
  • Provides +1 Amenity, +1 Culture and +3 Gold.
 
Dragoons were simply mounted infantry. They usually had worse horses than regular cavalry since the horses were only used for moving between fighting positions rather than in actual battle.
 
Dragoons were simply mounted infantry. They usually had worse horses than regular cavalry since the horses were only used for moving between fighting positions rather than in actual battle.
As I said, I do not know much about them. Czech Wikipedia ranks them as both - cavarly and infantry. I have also read there that they were used to do surprise attacks. However, I can always change it to Hussars or Uhlans.
 
I really like the tribal village portion of the dreamtime ability. I will note that it wouldn't currently do much in single player, as the AI tends to ignore goody huts, but I think that's a problem with the AI rather than a problem with the ability.
Thanks, I thought it was a good fit for a sort of "outside of time" type ability, the tribal villages might be gone to everyone else, but the Koori know that they are always there in Dreamtime. You could still also sack goody huts in AI territory while invading them.
I also would like to note that getting the result doesn't mean, like, the exact same result, it means the same type of result. If an AI in the Ancient Era gets a Eureka from a tribal village and they're on a different continent, by the time you get there in the Industrial Era and collect it the Eureka will be for a different, actually relevant technology.

I'm wondering if the idea would be better if they couldn't found a religion (though unlike Mvemba could still build Holy Sites) but gained the ability to accumulate beliefs in a new way, though maybe having consistent access to Reliquaries would be broken. I still would like for them to have some bonus to founding, though not spreading, a religion.
 
Nepal


Ability: Three Brothers Districts prices are 10% higher than usual. If you build a district, that is already present in a neighboring city (within 9 tiles), the cost is reduced by 30%.
This ability is based on the three Malla Kingdoms in the Kathmandu valley. It is often regarded as Nepal's golden age. The three cities of Kathmandu, Patan und Bhaktapur were Kingdoms ruled by three brothers of the same dynasty. They competed hard in building projects, which lead among other things to the three glorious Durbar Squares with their many temples and royal palaces. Sadly, they are now heavily destroyed due to the 2015 earth quake.
Leader: Prithvi Narayan Shah
Spoiler :
Prithvinarayanshah.jpg


Leader Ability:
Conquerer of the passes Units get a fighting bonus of on hills (+7) and an additional fighting bonus if they are next to a mountain (+5). Trade routes can move over mountain tiles.
Prithvi Narayan started with the Kingdom of Gorkha and then conquered many other kingdoms in today's Nepal in order to reunite the country. He was afraid the British would come to conquer them, as they were doing that in India at that time. He was successful as far as the British never succeeded in conquering Nepal when they came (after his death). Given Nepal's topography, a lot of the fighting took place on hills and near mountains. One of Prithvi's tactics was to conquer the passes surrounding a valley before he went for the cities in those. Trade routes to Tibet and China were (as always in Nepal's history) important and they were of course able to cross the high passes to those countries.

Leader Agenda: With the bible comes the bajonett, with the trader the musket. Doesn't like civs that fight wars when they share a religion or have trade routes between them during the DoW.

Just a quote by him that originally meant that he had to be carful if he wanted to stay sovereign between British-India and China. It's still a rule today in Nepal to be block free and have a peaceful co-existence as a goal.

Capital: Three possibilities, since the capital of his inherited kingdom was Gorkha, he later transferred it two Nuwakot and finally
Kathmandu when he conquered them. Given the significance of the city over the whole history of Nepal, I would settle for Kathmandu.

Unique Unit:
Gurkha Replaces the Infantry. Has the special ability to scare enemy units when they try to attack and the attack will not happen by a 50% chance.
Not much to write about. The Gurkha troops of Nepal fought successfully around the world in foreign armies and have a reputation to belong to the most elite units in history. They are said to know no fear and that enemies fled often hen they came close.
Unique Infrastructure: Durbar Square Unique Holy Site with two special abilities. a) it gets +2 adjacency from being next to the city center b) you can freely choose to which religion this Durbar Square should belong. So if you choose your own religion and have some good beliefs, you will probably choose your own. If you haven't found a religion or good not good beliefs, you can choose someone else's religion. The city will convert to the religion you choose. So maybe one city has a Wat in their Durbar Square and another one has a Meeting House and one has Jesuit education and the other cheaper apostles and so on.
As written above, the Durbar Square is a central element in the three cities of the Kathmandu valley. It's filled with temples to different gods, even if they are all Hindu gods. In Nepal, there is always place for the Buddhists to use this temples as well and often Temples share altars or stupas for both religions. There is also more harmony than usual between these two religions and the small christian and muslim minorities. Different religions are accepted surprisingly well in this nation. Graphically, it could have some of the famed Pagodas on it.

Fitting wonders: Machapuchare, Ama Dablam (natural wonders, very holy mountains with iconic appearance), Swayambhunath, Boudhanath, Pashupatinath (famous temples/temple complexes that would look great on the map).
 
The Hittites have been suggested several times before, however, because it's been some time since their last suggestion, I had the thought to reintroduce them from a different perspective.
Civilization: The Hittites
civ_5_mod__project_civ___hittites_icon_by_bel_irkalli-d5i8hi4.png

(Credit to Irkala. He made several other icons like this for Civ V mods)

Unique Ability:
First of Iron
(Eurekas and Inspirations provide 75% of Civics and Technologies that contain Military Units instead of 50%. Does not require improvements over Strategic Resources to receive a copy. [Still requires them to be within your borders])

Unique Unit: Four-Spoke Chariot (Replaces Heavy Chariot. +1 Movement, +5 Combat Strength, and Cheaper than Heavy Chariot.)

Unique Infrastructure: Hattian Walls (Replaces Ancient Walls. +60 Defense instead of +50, +2 Faith.)
  • Something I noticed while looking at the Hittite ruins and artistic reconstructions was that just about every city they founded in their empire had a massive wall and ornate gates, such as the Sphinx Gate. They've also been noted as to undertaking other large stone construction projects resulting religious monuments, so it seemed fitting to combine those traits into this.
Leaders:

Labarna I
Spoiler :
233px-Museum_of_Anatolian_Civilizations054_kopie1.jpg

(He's a crackpot, guys! :crazyeye:. Labarna's name is mentioned on it)
Capital: Zalpa

Leader Ability: To the Borders of the Sea
(+8 Combat Strength to Land Units fighting on your home Continent and no penalties to yields in occupied cities on your home Continent.)
  • An excerpt from the Telepinu Proclamation (a legal edict laying the ground work for Hittite monarch succession) says he overwhelmed his enemies and "made them borders of the seas," with historians believing that to mean he expanded the Hittites all the way to the Mediterranean and Black Seas.
Leader Agenda: Telepinu Proclamation (Likes building massive armies and declaring wars on Civs with smaller ones on his home Continent. Will be diplomatic with Civs who can match him in Military Strength.)

Suppiluliuma I
Spoiler :
KG5Ftl18.jpeg

O_O
Capital: Hattusa

Leader Ability: Warrior-Statesman
(Receive Faith equal to 25% of the build cost and 1 Envoy upon completing Hattian Walls. +10 Combat Strength against City-States who are allied to a different Suzerain.)

Leader Agenda: Remember Zannanza (Likes to focus the allied City-States of his enemies in war first. Will be diplomatic with Civs who leave City-States he is the Suzerain of alone.)

  • His son, Prince Zannanza, died on the way to a diplomatic marriage with an Egyptian Queen. There were several angry letters sent between him and the succeeding pharaoh, Pharaoh Ay, that led to Suppiluliuma conquering several City-States under the protection of Egypt.

Puduhepa
Spoiler :
Puduhepa.jpg

(Nondescript figure on the far right is Puduhepa)
Capital: Kizzuwatna
  • This was Puduhepa's place of birth, and where she worked with her father as a priestess for some time before marrying Hattusili III and becoming Queen. I've decided to list it as her Capital instead of Hattusa in the case that both she and Suppiluliuma were in a game at the same time.
Leader Ability: Priestess Diplomacy (Trade Routes to and from Hittite Cities provide +1 Faith [Scales with Era]. Upon completing a Trade Route, you receive 25% of the total yields to the starting City. If the recipient of the Route was an Ally, they receive 15% of the total yields to the receiving City.)

Leader Agenda: Kadesh Treaty (Likes Civs who participate in Trade and are Peaceful with one another. Dislikes Civs who pillage and make Demands.)
 
Wow, no suggestions here for a while, so here is my design of the Zulu civilization:

Zulu:

Civilization ability: Ubuntu – districts provide +1 food when adjacent to a pasture
Unique unit 1: Iklwa Impi (replaces pikeman) – +4 melee strength, begins with a ranged attack
Unique unit 2: Ipapa Impi (replaces crossbowman) – -20 production cost, +10 melee strength
Unique infrastructure: Ikhanda (replaces encampment) – +2 food, allows training of corps and armies without a military academy

Leader 1: Shaka
Capital: kwaBulawayo
Ability: Bull Horns – iklwa impis’ ranged attack is removed, but they receive a further +4 to their melee strength, +2 combat strength for units when an enemy unit they attack is adjacent to another Zulu unit
Agenda: The Black Napoleon – dislikes neighbouring city-states and civilizations, aims to conquer them or at least to be at war with them

Leader 2: Cetshwayo
Capital: uluNdi
Ability: Spirit of Isandhlwana – +8 combat strength against more technologically advanced civilizations and/or civilizations from other continents on home continent
Agenda: The High Place – likes leaders expanding their empires in peaceful ways, dislikes leaders from other continents that wage war against civilizations and city-states on his home continent, denounce other leaders on his home continent, or convert cities on his home continent
 
is the thread dead yet? i have the most influential civ ever just for fun:
BIKINI BOTTOMITE EMPIRE
under leadership of:
SHAH SPONGEBOB SQUAREPANT

original.gif

BIKINI BOTTOMITE EMPIRE:
Map_of_Bikini_Bottom.png

At its greatest extent!​
CIVILIZATION UA: JELLYFISHING:
Builder cannot improved water tiles.
+1 Food from Coastal and Ocean, +2 Foods, +1 Production, +2 Gold from Sea Resource.
+0.5 Housing from each Freshwater tile in city border.
Received Luxury and Oil from water tile automatically when it is in your border.
+30% Productions toward District and World Wonders adjacent to Coastal.
SPONGEBOB UA: EMPLOYEE OF THE MONTH:
+50% Production toward Builder. Free 2 Builders for each Great Person spawned or each time you entered new era.
SPONGEBOB AGENDA: HOOKY:
Like civilization who declare friendship with himself and other civs.
Hate civilization who build Fishing Boat!!!
MUSICAL THEME:
PEACE:
"The F.U.N Song" (Instrumental)
WAR: ???

UU: Sandcastle Jet (Jet Fighter):
sand_jet_by_holmesxeoncore-dak7d7a.png

seen in episode 'Sand Castles in the Sand"
Cheaper when built in coastal city:
Stronger than normal Jet Fighter.

UI: Conch Street (Neighborhood):
-The-Spongebob-Squarepants-Movie-spongebob-squarepants-16980886-1360-7682.jpg

Available at Naval Tradition:
Halved production cost.
Build-able only on Coastal, Sea or Lake.
+5 Housing.
+2 Productions.
+2 Cultures.

POSSIBLE CITY NAMES:
Bikini Bottom
, Bottom Up, New Kelp, Rock Bottom, Bass Vegas,StupidTown, Loserburg, etc...
SPY AND ARCHAEOLOGIST AND TRADER AND REPORTER NAME:
Patrick, Cannonball Jenkin, Smitty Werben Man Jensen, Hash Slinging Slasher, Patchy, Dirt Bubble, Barnacle Boy, Flying Dutchman, Johnny.

SUMMARY:
Bikini Bottomite under Spongebob is a Maritime and Industrious civ that can pursues any type of victory.
 

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is the thread dead yet? i have the most influential civ ever just for fun:
BIKINI BOTTOMITE EMPIRE
under leadership of:
SHAH SPONGEBOB SQUAREPANT

View attachment 478849

BIKINI BOTTOMITE EMPIRE:
View attachment 478851

At its greatest extent!​
CIVILIZATION UA: JELLYFISHING:
Builder cannot improved water tiles.
+1 Food from Coastal and Ocean, +2 Foods, +1 Production, +2 Gold from Sea Resource.
+0.5 Housing from each Freshwater tile in city border.
Received Luxury and Oil from water tile automatically when it is in your border.
+30% Productions toward District and World Wonders adjacent to Coastal.
SPONGEBOB UA: EMPLOYEE OF THE MONTH:
+50% Production toward Builder. Free 2 Builders for each Great Person spawned or each time you entered new era.
SPONGEBOB AGENDA: HOOKY:
Like civilization who declare friendship with himself and other civs.
Hate civilization who build Fishing Boat!!!
MUSICAL THEME:
PEACE:
"The F.U.N Song" (Instrumental)
WAR: ???

UU: Sandcastle Jet (Jet Fighter):
View attachment 478852

seen in episode 'Sand Castles in the Sand"
Cheaper when built in coastal city:
Stronger than normal Jet Fighter.

UI: Conch Street (Neighborhood):
View attachment 478854
Available at Naval Tradition:
Halved production cost.
Build-able only on Coastal, Sea or Lake.
+5 Housing.
+2 Productions.
+2 Cultures.

POSSIBLE CITY NAMES:
Bikini Bottom
, Bottom Up, New Kelp, Rock Bottom, Bass Vegas,StupidTown, Loserburg, etc...
SPY AND ARCHAEOLOGIST AND TRADER AND REPORTER NAME:
Patrick, Cannonball Jenkin, Smitty Werben Man Jensen, Hash Slinging Slasher, Patchy, Dirt Bubble, Barnacle Boy, Flying Dutchman, Johnny.

SUMMARY:
Bikini Bottomite under Spongebob is a Maritime and Industrious civ that can pursues any type of victory.
A surely hillarious idea!

But I'm gonna nitpick - Civ VI lacks the peace and war theme system - it has four era themes (ancient, medieval, industrial and atomic) instead.
 
BIKINI BOTTOMITE EMPIRE​
under leadership of:
SHAH SPONGEBOB SQUAREPANT

This post is so good I had to come out of hiding to say how good it is.

It's really good.

But I'm gonna nitpick - Civ VI lacks the peace and war theme system - it has four era themes (ancient, medieval, industrial and atomic) instead.
Ancient Era: When Worlds Collide
Medieval: Dunces and Dragons + Complete Works of Squidly
Industrial: This Grill is Not a Home
Atomic: Jellyfish Jam

Can't believe they left out the Campfire Song Song.
 
The Soviet Union led by Nikita Khrushchev

Civ Ability: Iron Curtain - Culture and Religion spread in and out of your borders is decreased by 50%.

Leader Ability: Warsaw Pact - Increased gold, science, culture, and production from trade routes with allied city-states. Soviet and allied units get a small increase in combat strength withing allied City-State borders.

Unique Infrastructure: Khrushchyovka - Replaces neighborhood, in addition to increase housing, also provides production equal to housing given.

Unique Unit: Spetsnaz - Increased combat strength than the infantry, which it replaces. Stronger in tundra tiles, and cannot be seen unless adjacent.

Agenda: Brezhnev Doctrine - Likes civilizations with same government, will try to protect civilizations with the government.
 
The Soviet Union led by Nikita Khrushchev

Civ Ability: Iron Curtain - Culture and Religion spread in and out of your borders is decreased by 50%.

Leader Ability: Warsaw Pact - Increased gold, science, culture, and production from trade routes with allied city-states. Soviet and allied units get a small increase in combat strength withing allied City-State borders.

Unique Infrastructure: Khrushchyovka - Replaces neighborhood, in addition to increase housing, also provides production equal to housing given.

Unique Unit: Spetsnaz - Increased combat strength than the infantry, which it replaces. Stronger in tundra tiles, and cannot be seen unless adjacent.

Agenda: Brezhnev Doctrine - Likes civilizations with same government, will try to protect civilizations with the government.
So, you gave Khrushchev the agenda "Brezhnev Doctrine"? The agenda is given to the leader, not the civ as a whole.
 
Suppiluliuma I
Spoiler :
KG5Ftl18.jpeg

O_O
As much as I love Suppiluliuama's bug eyes, I can't help but go with someone else for my revised idea. He might not be as famous or successful, but the unique ability I had in mind was too good to pass up.

Hittites
Spoiler :

Unique Ability: First to Iron
  • Gain Eurekas for clearing Barbarian Camps
  • Begin the game with Mining researched.
  • Minable resources within a city's initial radius are automatically improved once the city is founded.

Unique Unit: Three Man Chariot
  • More expensive than the Heavy Chariot, which it replaces.
  • 35 Combat Strength (vs 28)
  • +7 Combat Strength versus other Cavalry Units

Unique Improvement: Gate
  • Unlocks with Masonry.
  • Must be built next to City Center and not adjacent to another Gate
  • +1 Production, +1 Faith
  • Increases defensive strength of the adjacent city.
    • Further increases defensive strength if the city has Walls
  • Produces additional Production and Faith as you go through the Civics tree, and eventually provides culture as well.
Another possibility for the Gate would be to have it increase the city's production of military units, going up for each Gate adjacent to it.


Leader: Mursili II
Capital: Hattusa

Leader Ability: Mursili's Eclipse
  • Gain Faith from Eurekas and Great General Points from Inspirations.

Agenda: His Father's Biographer
  • Is peaceful when he has most of his Relic, Artifact, and Great Work of Writing slots filled. Becomes increasingly hostile to Civilizations with many Relics, Artifacts, and Great Works of Writings when he does not have most of these slots filled.
 
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Mongolia
Spoiler :

Unique Ability: Yam
  • Trader range refreshes with every city they travel through, even without a trading post.
  • Trading posts are still established in all the cities which the trader passes through.
  • Increased diplomatic visibility is provided by foreign trade routes.

Unique Unit: Keshik
  • Ranged unit which unlocks with Stirrups
  • 150 Production, 2 Maintence
  • 38 Melee Strength, 45 Ranged Strength, 4 Movement, 2 Range

Unique Builder: Ger
  • Replaces Armory
  • 105 Production (vs. 175)
  • +2 Production, +2 Great General Points, +1 Housing
  • +25% Experience for all land combat units trained in this city
  • Mounted units and Keshiks trained in this city start with a free promotion
  • Allows training of Military Engineers in this city

Leader: Ogedei Khan
Capital: Karakorum

Leader Ability: The Silk Road
  • Foreign trade routes passing through your cities generate +1 Science and +1 Culture for both parties.
  • Your trade routes generate +1 Science and +1 Culture if they pass through a foreign city.
  • Foreign traders have their range refreshed for passing through your cities.
  • Cities receive +1 Amenity from trade routes going through them which also go through a city of a civilization which has an improved copy of a luxury resource you do not have improved.
Agenda: His Father's Will
  • Likes civilizations which send trade routes through Mongolian cities. Dislikes civilizations which receive many trade routes. Desires to conquer centers of trade and have as many trade routes going through his cities as possible.

Ogedei's Mongolia isn't actually all the war focused. The Keshik is cool, but it might be a little hard to use because nothing upgrades into it. The Ger is good to militarize your society for some mid-game conquest, slightly compensating for the Keshik's late arrival time, but ultimately, Mongolia requires a brilliant tactician, like Ogedei's father or generals, in order to make conquests. Once they have conquered cities, they can then use their Yam and Silk Road ability to deal with unhappiness while also increasing their culture and science output.
 
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Mayans
Spoiler :

Unique Ability: Long Count
  • At the start of each era, the Maya may claim one Great Person, so long as they have the appropriate district for that type of Great Person in their empire. Each type of Great Person may only be chosen once.
    • The next Great Person of that type will have the same cost as the one recruited by the Maya, and other civilization's progress towards recruiting a Great Person of that category remains the same. However, the Mayan's progress in that category is reset.
Unique Unit: Hul'che
  • Replaces Archer
  • Costs no maintenance, reduced production cost (50 vs 60)
  • Has higher combat strength than the Archer (32 vs 25)
Unique District: Tollan
  • Unlocks with Astrology
  • Replaces Campus and Holy Site
    • Provides +1 Great Prophet Point and +1 Great Scientist Point per turn
    • Adjacency provides both Faith and Science.
    • Combines adjacency bonuses of the Campus and Holy Site
    • Specialists provide +2 Faith and +2 Science
    • Has a unique District Project which provides Faith and Science equal to 15% of the production used, as well as both Great Prophet and Great Scientist points.
  • Has unique 1st-tier and 2nd-tier buildings
    • 1st tier building combines yields of Library and Shrine, unlocks with Astrology
    • 2nd tier building combines yields of Temple and University, unlocks with Education
    • Worship buildings and Research labs are still constructed normally (I couldn't think of a balanced way to go about this otherwise)
  • Must be built adjacent to City Center
Leader: Yuknoom Ch'een II
Capital: Calakmul

Leader Ability: Ruler of the Snake Kingdom
  • Upon conquering a City State, receive Great Person Points for each corresponding district present in your empire, including the newly conquered City State.
Agenda: Star War
  • Loves to conquer city states. Dislikes civilizations who are suzerain of multiple city states and hates civilizations who are suzerain of city states he is at war with. Likes civilizations which conquer other city states.

Gotta admit, I'm in debt to @Morningcalm here. For all our past disagreements, I quite appreciate their introducing me to Yuknoom and I did cannibalize a few of their ideas for the Maya when making my design.

The Tollan allows the Maya to pursue science a little faster than other civilizations, and comes with the added bonus of having faith and a possible religion almost as an incidental bonus.

I wanted them to have a focus on "Science with Faith as an Incidental," but ultimately couldn't quite think of anything. So, because I'm proud of the Tollan's design, I more or less stole their ability from Civ5, because that is a really interesting ability to be honest.

Since it kicks in earlier but less often it should present some interesting quandaries, like if you want to recruit an early Great Scientist, go to war with a Great General, or if you want to build a Tollan and rush into the Classical Era so that you can snag a real early Great Prophet. This could be kind of annoying though, so maybe some other bonus towards Great People recruitment or district projects or science adjacency but not for Campuses because Tollan.

Yuknoom's ability isn't really based on anything other than that he conquered a lot of people and did it really, really well. I didn't want to retread on Frederick Barbarossa's ground, so I just went with a bonus for conquering City States that meshed with the rest of the Mayan's design.


Incas
Spoiler :

Unique Ability: Urubamba Valley
  • Commercial Hubs and Theater Squares get Standard Adjacency (+1) from adjacent mountain tiles
Unique Unit: Macana Spearman
  • +5 Combat Strength in Hills
  • +7 Combat Strength versus Mounted and Melee units (former is down from +10)
Unique Improvement: Anden
  • Unlocks with Irrigation
  • Must be build on Hills
  • +1 Food, +0.5 Housing (+1 Housing if adjacent to a Mountain)
  • +1 Food for each adjacent Mountain tile
  • Provides and receives the same adjacency bonuses as farms
Leader: Huayana Capac
Capital: Cuzco

Leader Ability: Qollqas of Cochabamba
  • +2 food and +1 housing in cities with a trading post
  • Internal trade routes provide +1 food
Agenda: Founder of Atuntaqui / Fondess for Quito
  • Likes civilizations whose districts have high adjacency bonuses. Dislikes civilization's whose districts have low adjacency bonuses. Will try to build many districts in conquered cities.
Huayana Capac (or Hunyan Capac, as I like to pronounce it on account of having first played Civ4 when I like like eight) leads the Inca in Sid Meier's Civilization 6. The Inca are a highly flexible civilization capable of pursuing any victory type, provided they have mountains nearby.

The Anden combines with Huayana Capac's unique ability in order to create higher population cities. In turn, this allows them to build more districts to take advantage of their additional adjacency bonuses.

Meanwhile, he Macana Spearman will give the Inca a distinct edge in fighting for the mountainous territory which so strongly benefits their districts.
 
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