Design your own Civ VI civ

Definitely liking many of the ideas I see in here! With so much inspiration, I figured I'd try one for the Chumash since I found one in the Civ 5 civilization request thread that looked really good and I'm both surprised and disappointed that a mod hasn't been made of it yet. Dare I say that I even have hope that the Chumash could even one day become an official civ to represent the Native Americans of California.
This is based on the idea by Idvhl (https://forums.civfanatics.com/threads/civilization-request-thread.387104/page-19#post-13245693) and with the leader info from Guandao (https://forums.civfanatics.com/threads/civilizations-by-ldvhl.559593/page-6#post-14131868).

Chumash
Leader
: Samala aka Rafael Solares

history3.jpg


Capital City: Soxtonoxmu
Icon: Swordfish (http://www.oocities.org/s7726/pdindians.jpg) I was originally going to have the sea turtle be their icon since its on their flag. However, I have since discovered that the swordfish was the maritime emblem of the Chumash and that it is featured prominently in their ceremonies and mythology.
Agenda: Cultural Preservation - Likes civs that seek Great Works and have trade routes with the Chumash. Will obviously dislike civs without trade routes to the Chumash and who don't seek Great Works.
LA: Chumash Legacy - Starts with 2 additional Great Works slots. Trading or selling Great Works provides +200% Tourism from that civ and +5 Culture. Civs that have a Great Work originally from the Chumash will also gain 2 additional Great Works slots.
UA: Brotherhood of the Tomol - Grants +3 Food and +3 Gold from improved coastal or ocean resources. Trade Routes to one of your other cities generates +2 Production while routes to another civ or city-state generates +2 Culture.
UU: Tomol - Replaces the Work Boat and has 5 movement.
UI: Scorpion Tree - Improvement for forests that produces +1 Faith and +1 Science. It doesn't remove the forest.

The main idea is that the Chumash will focus on trade and trying to achieve a cultural victory via trading or selling their Great Works to neighboring civs (based on the lengths Samala went to in order to preserve Chumash culture). There are sill some things that I'm not entirely certain of such as if the tomol should replace the galley instead to function as a work boat that can attack (I have no clue if tomols were used in conflicts), if the scorpion tree should have a cultural bonus as well, or if there is a different/additional UU or UI for the Chumash that I haven't considered. I haven't tried to design or partially design a civ before so some constructive criticism would be appreciated.
 
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Maya Civilization
Start: Rainforest

UA: Tzolk'in - Every time you enter a new era, you receive two eurekas and two random inspirations from that era. Get a free tech if you are the first on your continent to search for writing.

Leader: Pakal
Capital: Palenque

LUA: House of the Nine Sharpened Spears - Great writing works of your writers from the classical and medieval eras provide +3 Faith and +3 Science, besides +3 Culture (after natural history is researched). Campus, Holy Site, Theater Square and Entertainment Complex are built in half the time if adjacent to a Pyramid of Sacrifices.
Agenda: The Great - He will try to get the most faith and science per turn, and likes who does it. He does not like those who build a bit amount of Holy Sites and Campus.

UU: Holkan (Replaces Spearman. Available in Bronze Working) - Can be purchased with faith and gains a boost of 75 of faith every time this unit kills an enemy military unit (both Barbarian and units of civilizations or city-states) in up to 3 tiles away from a Pyramid of Sacrifices.

UI: Pyramid of Sacrifices (Only on Rainforest. Available in Astrology) - Provides +1 Faith, +1 Science and +1 Culture. +1 Faith for each Holy Site adjacent and +1 Science for each Campus adjacent.

Strategy: Like Brazil and Kongo, the Mayans are a civilization that thrives in rainforests. Try to search writing faster than your neighbors, so you'll get a free technology, use this to get to astrology faster, and build many Pyramids of Sacrifices for your cities. Colonize your cities always close to the rainforest (preferably), because with Pakal's ability, you can build some districts faster if they are attached to Pyramids of Sacrifice, build primarily Holy Sites and Campus, which faith and religion will not problems. Try to build some Theater Squares too, so as to get some writers of the early eras, your works of art will grant you enough faith and science as well as culture later. The Holkan is a brave warrior who will definitely take his enemies to the sacrifice to the gods in the nearest Pyramids of Sacrifice, granting him faith for every enemy unit that the Holkan kills, the gods will be very satisfied, use them to kill mainly the Barbarians that come attack their cities.

Conditions of Victory: Obviously, the Mayans are guided to scientific or religious victory. If you decide to go for scientific victory, use faith to buy Great scientists. The Mayan bonus provides a minor advantage for the Cultural Victory, but it will be a bit more difficult. However, the Mayans receive little incentive for domination victore.
 
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I don't expect this one to be taken as seriously as the others. But being from Texas I had to make this. ;)
Texian Empire (Texas)
UA: Deep in the Heart- Plains gain +1 Culture and +1 Production. Cities gain extra tourism if you have at least 6 different types of terrain or features in your territory.
UU: Texas Rangers (Replaces Ranger)- 4 Movement. Can retire to create a Great Work with at least a level 2 promotion.
UB: High School (Replaces University)- Provides 1 amenities as well reaching to cities 4 tiles away. (High School Football is big here)

Leader: Sam Houston (Columbia)
Agenda: San Jacinto- Likes to quickly end wars and likes Civilizations who do as well. Dislikes civilizations who wage war too long.
LA: Remember the Alamo- +10 Combat Strength for 10 turns after one of your cities is taken, one of your encampments destroyed, or one of your units is killed in a fort. Can produce a Volunteer UU at Rifling.

Leader: Mirabeau Lamar (Austin)
Agenda: Public school system- Likes to build the most Campus districts. Dislikes Civs with more Campus districts than him.
LA: Father of Texas Education- Campus districts and buildings are built in less time than usual. Cheaper to purchase tiles when choosing to construct a Campus.
 
I don't expect this one to be taken as seriously as the others. But being from Texas I had to make this. ;)
Texian Empire (Texas)
UA: Deep in the Heart- Plains gain +1 Culture and +1 Production. Cities gain extra tourism if you have at least 6 different types of terrain or features in your territory.
UU: Texas Rangers (Replaces Ranger)- 4 Movement. Can retire to create a Great Work with at least a level 2 promotion.
UB: High School (Replaces University)- Provides 1 amenities as well reaching to cities 4 tiles away. (High School Football is big here)

Leader: Sam Houston (Columbia)
Agenda: San Jacinto- Likes to quickly end wars and likes Civilizations who do as well. Dislikes civilizations who wage war too long.
LA: Remember the Alamo- +10 Combat Strength for 10 turns after one of your cities is taken, one of your encampments destroyed, or one of your units is killed in a fort. Can produce a Volunteer UU at Rifling.

Leader: Mirabeau Lamar (Austin)
Agenda: Public school system- Likes to build the most Campus districts. Dislikes Civs with more Campus districts than him.
LA: Father of Texas Education- Campus districts and buildings are built in less time than usual. Cheaper to purchase tiles when choosing to construct a Campus.

I can fully support this. Though, as a Texan myself, I think there should probably be an adjacency bonus between Campus and Holy Sites, considering how much they (unfortunately) overlap here. I'd also wager that the agenda may be better fit with entertainment centers and stadiums :)
 
I can fully support this. Though, as a Texan myself, I think there should probably be an adjacency bonus between Campus and Holy Sites, considering how much they (unfortunately) overlap here. I'd also wager that the agenda may be better fit with entertainment centers and stadiums :)
By agenda do you mean the Unique Ability? Because that might work as well. Because it does not necessarily work for the leaders.
 
By agenda do you mean the Unique Ability? Because that might work as well. Because it does not necessarily work for the leaders.

I meant his agenda is that he likes building entertainment districts with stadiums in it, instead of campuses. A good late-game boost, but yeah, it may not fit Sam Houston's personal views. It's more of a modern Texas thing
 
I meant his agenda is that he likes building entertainment districts with stadiums in it, instead of campuses. A good late-game boost, but yeah, it may not fit Sam Houston's personal views. It's more of a modern Texas thing
That agenda is for Lamar though, and he was the Father of Texas Education which it fits as he donated land towards building universities.
 
That agenda is for Lamar though, and he was the Father of Texas Education which it fits as he donated land towards building universities.

Damn man, I didnt even catch it was a different leader. I feel like a jackass now. Blame bad mobile formatting and my lack of coffee throughout the day.
 
Venice
Unique Ability:

Queen of the Adriatic: Can place Districts on coastal tiles. Districts build on coast produce +1 tourism, housing and Loyalty every era they've survived without being pillaged.

The districts Venice can place on coast are: Campus, Holy Site, Entertainment Complex, Harbour, Commercial Hub, Industrial Zone, Theatre Square and the Government District.


Leader:

Enrico Dandolo

Leader Ability:
Masquerade: +1 Diplomatic Policy slot upon discovering Diplomatic Service. Golden Ages and Heroic Ages give bonuses to all spy rolls. 70% chance to frame other civilizations after offensive espionage missions are concluded.

Spy efficiency is +10% during Golden Ages and +20% during Heroic Ages. This also applies to counterintelligence. Venice can only choose who to frame if the mission is successful. if the mission fails, a random civilization known by both Venice and the target Civ will be framed instead.

Enrico's Agenda:
Il sacco di Constantinopoli: Wants to have the highest income per turn. Likes Civs that make less money and trade with him. Hates civilizations with a higher income or those that pillage his tiles.

Unique Unit:
Merchantman: A faster Caravel with a ranged attack.

Unique Improvement:
Canal: A land tile that can be passed by both land and sea units. Must be build in a line, on marsh or featureless Grassland, Desert of Plains tiles. Can only be built on coast or next to another Canal tile. Counts as a river for adjecency bonuses.

City List:
Spoiler :

:c5capital:Venezia
Ragusa
Negroponte
Zara
Padova
Friuli
Eraclea
Treviso
Spalato
Corfù
Candia
Capodistria
Malamocco
Lepanto
Udine
Sebenico
Aquileia
Cephalonia
Leùcade
Seravalle
Cattano
Bassano
Castelnuovo
Naxos
Oderzo
Ceneda
Passo
Risano
Ithaca
Bonitro
Cerido
Zacinto
Perasto
Perzagno
Spinalonga
Lido
Murano


 
Maya Civilization
Start: Rainforest

UA: Tzolk'in - Every time you enter a new era, you receive two eurekas and two random inspirations from that era. Get a free tech if you are the first on your continent to search for writing.

Leader: Pakal
Capital: Palenque

LUA: House of the Nine Sharpened Spears - Great writing works of your writers from the classical and medieval eras provide +3 Faith and +3 Science, besides +3 Culture (after natural history is researched). Campus, Holy Site, Theater Square and Entertainment Complex are built in half the time if adjacent to a Pyramid of Sacrifices.
Agenda: The Great - He will try to get the most faith and science per turn, and likes who does it. He does not like those who build a bit amount of Holy Sites and Campus.

UU: Holkan (Replaces Spearman. Available in Bronze Working) - Can be purchased with faith and gains a boost of 75 of faith every time this unit kills an enemy military unit (both Barbarian and units of civilizations or city-states) in up to 3 tiles away from a Pyramid of Sacrifices.

UI: Pyramid of Sacrifices (Only on Rainforest. Available in Astrology) - Provides +1 Faith, +1 Science and +1 Culture. +1 Faith for each Holy Site adjacent and +1 Science for each Campus adjacent.

Strategy: Like Brazil and Kongo, the Mayans are a civilization that thrives in rainforests. Try to search writing faster than your neighbors, so you'll get a free technology, use this to get to astrology faster, and build many Pyramids of Sacrifices for your cities. Colonize your cities always close to the rainforest (preferably), because with Pakal's ability, you can build some districts faster if they are attached to Pyramids of Sacrifice, build primarily Holy Sites and Campus, which faith and religion will not problems. Try to build some Theater Squares too, so as to get some writers of the early eras, your works of art will grant you enough faith and science as well as culture later. The Holkan is a brave warrior who will definitely take his enemies to the sacrifice to the gods in the nearest Pyramids of Sacrifice, granting him faith for every enemy unit that the Holkan kills, the gods will be very satisfied, use them to kill mainly the Barbarians that come attack their cities.

Conditions of Victory: Obviously, the Mayans are guided to scientific or religious victory. If you decide to go for scientific victory, use faith to buy Great scientists. The Mayan bonus provides a minor advantage for the Cultural Victory, but it will be a bit more difficult. However, the Mayans receive little incentive for domination victore.
I think Yohl Ik'nal would make a good Mayan leader. https://en.wikipedia.org/wiki/Yohl_Ik'nal
 
I think Yohl Ik'nal would make a good Mayan leader. https://en.wikipedia.org/wiki/Yohl_Ik'nal
She seems to have suffered a rather significant defeat by Calakmul though. Her chief claim to fame is being related to Pacal. If we want a Mayan queen, I'd suggest Lady Six Sky or Lady K'abel, who had more success in their military ventures.

Re: Xandinho's Mayan idea, I like the merging of culture and science (and LUA name), but think Pyramid of Sacrifices is perhaps too potent, and somewhat reminiscent of the Nubian pyramid bonuses. Pakal is of course a decent Mayan leader choice, but I think I'm a bit tired of seeing him in every single Civ game representing the Mayans.

Lord Lakely, shouldn't Enrico's LUA perhaps allude to his sack of Constantinople, his involvement in the Fourth Crusade, or his currency reform? I think Masquerade could be more a civ ability for Venice.
 
Re: Xandinho's Mayan idea, I like the merging of culture and science (and LUA name), but think Pyramid of Sacrifices is perhaps too potent, and somewhat reminiscent of the Nubian pyramid bonuses. Pakal is of course a decent Mayan leader choice, but I think I'm a bit tired of seeing him in every single Civ game representing the Mayans.
Actually, the Maya were led by Smoke-Jaguar in Civ III.
 
My memory only goes back as far as Civ IV. I wiped Civ III from my brain after realizing I sucked at it and didn't care about the game's world. But yes, that's true. XD
 
Since they're likely included in the expansion, I'd like to share my vision of this classic Civ:

MONGOLIA

Start bias: Flatlands.

Civ Ability:
Yuan Empire: As long as Mongolia has access to one source of Horses, all cities suffer no penality to Loyalty from distance. Starts with the Eureka for Horseback Riding and the Inspiration for Military Tradition.

Leader: Queen Mandukhai the Wise

Leader Ability:
Golden Horde: Light and Heavy Cavalry cost one gold less maintenance per unit. Defeating a barbarian or City State unit with Cavalry has a 33% chance of converting it your side (66% if the defeated unit is Cavalry).

Leader Agenda:
Unifier of the Steppes: Will conquer free cities whenever possible. Likes empires with positive levels of loyalty. Dislikes empires with low loyalty levels.

Both the bonus and penalty to relations scale with the amount of cities in the empire. So, a five city empire will get a lower modifier (positive or negative) than an empire with ten cities.

Unique Unit: Mangudai: A cavalry archer which unlocks at Stirrups (but doesn't replace the knight!!). Bonus damage vs City State units and cities.

Unique building: Ger: Replaces Stable. In addition to the normal Stable effects, the Ger provides +1 production from pastures and one additional Great General point.
 
Albania

UA: *
Gain +1 Culture from every unprocessed hill tile. Gain extra adjacency bonuses from unprocessed hill tiles. In addition, units defending on hills take less damage.

UU: Stratiotet
Although not exclusively made up of Albanians, they made up the majority of this mercenary group. They were used hired by the Venetians against the Ottomans, and would go on to make the heavy cavalry of yesterday feel out of touch with this light cavalry unit.
Stratiotet gain +1 movement when going through hills, meaning they can move across the map with ease. In addition, the Stratiotet gain bonus damage against heavy cavalry. The Stratiotet replaces the Cavalry, and is moved earlier on the civic tree to around the same time as the Knight to be more historically accurate.

UB: Kullë
Replaces Fort, and serves the same function, but also provides +2 Housing.

Skanderbeg
Leader Ability:

Gain +5 in combat when fighting against an enemy that declared war on you. In addition, whenever you defeat an enemy on a hill tile, restore a quarter of your units health.

Leader Agenda:
Likes civs who share his religion, and who are not warmongers. Dislikes civs of different religions, or those who try to spread their religion to his cities.


Zog
Leader Ability
:
When an Entertainment District is placed it leads to a culture bomb of 1 tile around it. In addition, any hills which are 2 tiles around the Entertainment District are also taken. Entertainment Districts also provide an extra +1 Culture.

Leader Agenda:
Likes cultured civilizations, and those who compete for wonders with him. Dislikes civs that are not cultured, or civs that attack city states.


*I'm bad at naming them so I'm just leaving the Abilities and Agenda names blank :P
 
Since we know the Mongols are coming, here's what Firaxis ought to have done:

Mongols
Leader: Kublai Khan

c16d3bee4d2bc982f4d2ff15c482aaa4--kublai-khan-genghis-khan.jpg


Capital: Shangdu

Leader Ability: “In Xanadu did Kubla Khan a stately pleasure-dome decree
  • +15% to Wonder production in Shangdu during a Golden Age
  • Every Wonder in Shangdu raises the Loyalty of all Mongol cities by 5 points
  • Every Wonder in Shangdu raises the Era score needed to exceed a subsequent Dark Age for all civilizations that Kublai Khan has warred with during the current Era
Unique Ability: The Hoard
  • Pillaging buildings, districts, or improvements grants light and heavy cavalry units health equal to the points pillaged
  • Raising cities fully heals all light and heavy cavalry units within that city
  • +10 Combat Strength to all light and heavy cavalry when defending vs. city attacks
Unique Unit: Keshik
  • Medieval Era light cavalry (unlocks with Stirrups)
  • 120 production cost,
  • 4 Movement, additional over plains
  • Pillaging a building or improvements grants +5 to the Keshik’s ranged attack that turn (+10 for districts)
Unique Improvement: Ger
  • +3 housing on grassland or plains, +2 housing on desert or tundra
Agenda: ?
Kublai will always raise captured cities...?
 
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Edited after the Rise and Fall announcement:

Papal States
Leader: Pope Innocent III


pope-Innocent-iii.jpg


Leader Ability: The Fourth Crusade
  • Receives no War Weariness or Warmongering when declaring the Holy War casus belli, which it receives immediately upon founding a Religion.
  • Any of the Papal States’ Suzerains which follow its Religion have their militaries levied at no cost for 20 turns (on Standard speed) whenever Innocent III declares a Holy War, or if a Civilization which Innocent could declare a Holy War upon first attacks the Papal States. All units immediately revert to their owner if Innocent declares any wars without utilizing the Holy War casus belli.
  • The Papal States' Cultural, Economic, Military, Science alliance types receive the Religious alliance bonuses as well. The Religious Alliance additionally receives the Military Alliance bonuses.

Unique Ability: Pilgrimage
  • Replaces Traders with Pilgrims, who in addition to the usual trade route yields also produce Faith for the Papal States.
  • Pilgrims exert increased pressure for the religion founded by the Papal States at their destinations, and the Papal States receive no religious pressure from other Civilizations’ Religions via trade routes.

Unique Unit: Papal Legate
  • Cheaper to produce than the Apostle, which it replaces. Each time a Papal Legate evangelizes to a City-State, the Papal States gain one Envoy there.

Unique District: Holy See
  • Cost less production than the Holy Site District, which it replaces, and does not count against a city’s district limit.
  • The First Holy See built immediately spawns a Great Prophet if any remain.
  • Holy Sees receive an adjacency bonus for City-Centers, Wonders, and Theater Squares. This bonus is doubled where Relics are held.
  • Holy Sees increase a city’s trade route capacity by 1.

Leader Agenda: Patrimonium Sancti Petri
  • Likes Civilizations which exert less religious pressure on City States than himself. Dislikes Civilizations that evangelize to or convert City-States.
 
Argentina
Leader: Eva Perón

1024px-Museo_del_Bicentenario_-_%22Retrato_de_Juan_Domingo_Per%C3%B3n_y_Eva_Duarte%22%2C_Numa_Ayrinhac.jpg


Leader Ability: Jefa Espiritual de la Nación

  • During a Golden Age, doubles the Culture and Great Person Points per turn from Amphitheaters and Broadcast Centers
  • During a Dark Age, cities with Broadcast Centers cannot secede due to lack of Loyalty
  • Gain Era Score whenever completing construction on an Amphitheater or Broadcast Center
AntonStrenger said:
Absolutely. There is one leader in particular that I’m thinking of, though I can’t tell you who exactly, and she plays with the Ages system in a very interesting way.
Unique Ability: Nuestra Señora Santa María del Buen Ayre, La Reina del Plata
  • Bonus resources behave like Luxuries, granting +1 Amenity per resource
  • (This is the suzerain bonus of Buenos Aires currently)
Unique Unit: José de San Martín
sanmartin6.gif

A Great General that spawns immediately upon using Liberation, Reconquest, or Protectorate casus belli
  • Aura: +10 Attack against the District Defenses of the specific cities in need of liberation
  • Retirement: +1 Governor Title
Unique District: Casa Rosata
  • Replaces the Government Plaza
  • New Governors trained here begin with a free promotion
Leader Agenda: Peronismo
Like Civilizations that strike a balanced generation of Culture, Gold, and Science. Dislikes Civilizations that focus too much on one to the detriment of the others.
 
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Updated ideas for Babylon if it's in the Rise and Fall Expansion:

Babylon
Leader: Hammurabi

tumblr_lzkfyh2NQd1ql5d2uo1_500.jpg


Leader Ability: Code of Hammurabi
  • Upon completing a Government Plaza building, receive all three Legacy Policy cards associated with that Government Tier
  • Can re-slot policies or switch government once a turn without paying gold to do so or receiving any penalties for returning to a previous government
  • Founding your first city triggers an inspiration for Code of Laws
Unique Ability: Babylonian Captivity
  • Whenever a warring civilization agrees to a peace treaty, Babylon receives half of its accumulated Great Person points per each Great Person type
  • Capturing a Great Person from another civilization grants Babylon a Governor Title
Unique Unit: Bowmen
  • Replaces Archer. Bonus to Attack when garrisoned in Babylonian cities, and bonus to defense against foreign cities' strikes.
Unique District: House of Wisdom
  • Replaces the Library
  • +2 Science
  • +1 Great Scientist point per turn
  • +1 Great Writer point per turn
  • +3 slots for Great Works of Writing
  • Great Works of Writing slotted in Houses of Wisdom produce Science instead of Culture
 
Someone in the thread “Based on the new features - which civilizations and leaders should be introduced in R&F?” facetiously suggested the Confederacy, but I’d love to see their inclusion. The American Civil war was a fascinating period in history with compelling personalities on both sides, and feeding the American South into Firaxis’ alt-history generator would make for some compelling counterfactuals.

Dixie Empire
Leader: Robert E. Lee

screen_shot_2015-06-25_at_11.45.36_am.png


Leader Ability: Gods and Generals
  • Third tier Worship buildings provide +1 Great General points per turn
  • Military Academies provide +3 Faith per turn
  • Half cost to produce or purchase either
  • Half cost for purchasing Great Generals with Faith
  • All Great Generals can use their retirement ability an additional time
Unique Ability: Peculiar Institution
  • International overseas trade routes to Confederate cities generate a free Builder
  • International trade routes (land or sea) from Confederate cities to cities with an Industrial Zone yield +1 gold per Antebellum Plantation
Unique Unit: Johnny Reb
  • Replaces Ranger
  • +10 melee and ranged strength in Confederate territory
  • -5 melee and ranged strength outside Confederate territory
  • Has a chance to capture enemy military units and turn them into Builders
Unique Improvement: Antebellum Plantation
  • Replaces Plantation
  • +2 Culture
  • +1 Gold
  • +2 Food
  • +1 Housing
  • Yields increase exactly as the regular Plantations
Agenda: "T'is a Land Not Soon Forgotten"
  • Likes civilizations that send an overseas trade route or develop numerous industrial zones. Dislikes civilizations with whom the Peculiar Institution does not synergize.
 
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