Design your own Civ VI civ

Can someone edit the first post to list the Civs everyone has come up with?
So we don't have to Scroll thru 34 pages totaling 670 posts just to find out if the Civ idea you want has been created yet.
 
Here's my take on the ultimate Tall-Loyalty Civ:

Quebec/French Canada
Civilization Ability: Resistance to Assimilation
Loyalty pressure from Population doubled. Applies to every city founded by the civilization even after conquest from foreign civilizations.

Unique Units: Patriote (Roughly equivalent to Redcoats and Garde Imperiale)
Appears as rebels in a group of six around the City Center near low-Amenities or low-Loyalty cities, currently or previously owned by the civilization.
Unlike actual rebels, these units are entirely under the Civilization's control.

Unique Building: Hydro Plant
Replaces Power Plant in the Industrial Zone. Gives +1 Production per River tile worked and Gold equivalent to all Production produced from the district.


Leader A: Jean Talon
Leader Ability: Colonial Reforms
Governors double Population growth instead of improving Loyalty. All outputs from Governors doubled.

Leader B: Jean Lesage
Leader Ability: Quiet Revolution
When the civilization enters a Heroic era, it receives an inspiration for every civic of the era and the eras before it.

A French-Canadian civ would provide an excellent opportunity to explore that side of Canadian history, which isn't often put on the spotlight as much as the English-speaking side of our history, despite it being richer as French Canadians have a longer history. If "British Empire" is represented through Victoria, Redcoats and Royal Navy Dockyard, what really needs to happen is exploring First Nations and French-Canadian side through the Cree and Quebec/French Canada. This also allows representation of French Canada without upsetting Quebec separatists who refuse to see Quebec appearing under the Canadian banner.


Civilization Ability: Resistance to Assimilation
Refers to the French-Canadian struggle to preserve their culture, first against the British 13 Colonies facing the Atlantic, then some 2 centuries of British/English-Canadian assimilation policies/confrontation, and finally the ongoing efforts to preserve the French language incarnated by modern Quebec nationalism (a recent example of this, as of November 2018, is the outrage from Quebec province when Ontario shut down a Francophone university)


Unique Unit: Patriote
Meant to be the archnemesis to English Redcoats, who will likely fight enemies far away with the Continent bonus, and Patriotes keep popping up on said faraway lands and throw an organized rebellion all the time

Directly refers to the Rebellion of 1838, and indirectly refers to a later armed struggle incited by a French Canadian-First Nations mixed leader Louis Riel, known as the Northwest Rebellion of 1885, one Poundmaker was involved in. The Rebellion of 1838 was an attempt at Canadian independence and self-governance after decades of the sour relationship between the Empire and its subjugated people and is an important icon for both Canadian identity and Quebec separatist movement. Unfortunately, this Rebellion failed unlike the American war of independence when Redcoats with the Continent bonus showed up.

The Northwest Rebellion was often thought to be the front line of Anglophone/Francophone competition for dominance over Western Canada. French Empire was more lenient to marriages of whites and indigenous peoples, as a result, the Metis (white and First Nations mixed) proportion is far higher in the Francophone community than the Anglophone counterpart. The leader of the NW Rebellion, Louis Riel, was one of them. He was able to persuade a French-speaking Catholic Metis/First Nations people to take arms against the ever-growing Anglophone presence, as a solution to the government's perceived ignorance of the population in the Prairies. He organized two rebellions and was captured alive in the later one. Francophones still perceive the trial and execution of Louis Riel as an unjust treatment from the Anglophone community/British Empire to this very day. (November 16th marks the 133rd anniversary of his hanging)

Leader A: Jean Talon (Colonial Reforms)
This leader transformed New France from a mere trading post for fur trade into a colony that tries to be more like France. His political career is known for increasing the colony's population by convincing the Carignan-Salieres expedition regiment to settle down in the colony, receiving "filles du Roy" (daughters of the king) to have them married off in an overwhelmingly male colony, promoting expansion and growth in more than one way. The leader ability is also an allusion to the later practice (1760s-1950s) of having 8 children per family on average to resist British assimilation policies to make them lose their French-Canadian identity. It was a devastating experience for the parents, but it truly is impressive that they did this for 2 centuries!

Leader B: Jean Lesage (Quiet Revolution)
This leader transformed the deeply religious Quebec into the land of sinners where Catholic terminology has been degraded into swear words; in a highly celebrated way, as he successfully defied the powers of the corrupt Catholic church in charge of province's politics, education, health, and every detail of the average Québécois' lifestyle. He led the province's secularisation venture known as the Révolution Tranquille, which would be Quiet Revolution in English. It is said that Quebec successfully achieved in 20 years what other advanced nations took 100 years to become. As such, Jean Lesage is usually admired as the father of modern Quebec. It is also in this time period that old-fashioned French-Canadian nationalism had been replaced by a more integral Quebec nationalism, which has a federalist and a separatist interpretation.

Unique Building: Hydro Plant
I miss this building from Civ5 and a Quebec civ is an excellent opportunity for this building's comeback. A very important move Lesage pulled off was to nationalize Quebec's electricity generation by creating a Hydro-Quebec instead of relying on previous inefficient companies. Hydro-Quebec allowed the province to pay for expenses the secularization venture needed. As such, they symbolize more than renewable and cleaner energy: it represents Quebec's new future through modernization and industrialization.
 
Can someone edit the first post to list the Civs everyone has come up with?
So we don't have to Scroll thru 34 pages totaling 670 posts just to find out if the Civ idea you want has been created yet.
That would be an immense undertaking, so I've avoided doing that...but if you compiled the text for it I can add it to the first post.
 
That would be an immense undertaking, so I've avoided doing that...but if you compiled the text for it I can add it to the first post.
I haven't. I just stumbled on this thread 2 days ago. I clicked on someone's signature in another post. It looks like it's full of good ideas. When I saw the length, I just didn't want to spend several hours of even days looking thru them all. A quick skim would be nice.
 
I haven't. I just stumbled on this thread 2 days ago. I clicked on someone's signature in another post. It looks like it's full of good ideas. When I saw the length, I just didn't want to spend several hours of even days looking thru them all. A quick skim would be nice.
That would mean picking favorites for a "quick skim" highlights section with hyperlinks...with the exception of the joke civs I think such a selection might stir controversy or accusations (perhaps warranted) of bias. The other alternative is uploading links to every single non-joke civ design in this thread, but I simply lack the time for such an endeavor. I haven't updated my thread on Civ historicity either, largely because of RL getting in the way.
 
I would be interested to read about civ design ideas you could get from these suggestions:

Paraguay led by Fransisco Solano Lopez

Finland, early like ironage era. Led by Väinämöinen maybe..

Genoa (this one I would really like to see but I dont know enough about it)
 
Albania (Lead by George Castroit was otherwise known as Skanderbeg)

Civilization Ability: Battle till the end (not my best name ever)
All military units get increased strength when fighting defensive wars. (undecided how much strength they gain)

Leader Ability: Strenght Through Unity
Cities cant revolt during a war.

Unique Unit: Stradiot (renaissance unit, no replacements) (Light-cavalry, upgrades to cavalry)
Melee strength: 60
Less production cost (undecided)

Unique Building/infrastructure: The locked tower (replaces Barracks)
+ 2 production
+2 housing
+2 citizen slot
+2 great general points
+25% combat experience for all melee and ranged land units trained in this city.
May not be built in an encampment district that already has a stable.


Explanation:
I choose George Castroit to lead the Albanians as he was the first leader to lead a united Albania, He fought many successful battles against the Ottomans and Venetians. On his first battle against the Ottomans, he was outnumbered 3 to 8 and by the end, the commander had almost died, thousands of ottomans killed and the rest either fleed or got captured.
 
Albania (Lead by George Castroit was otherwise known as Skanderbeg)

Civilization Ability: Battle till the end (not my best name ever)
All military units get increased strength when fighting defensive wars. (undecided how much strength they gain)

Leader Ability: Strenght Through Unity
Cities cant revolt during a war.

Unique Unit: Stradiot (renaissance unit, no replacements) (Light-cavalry, upgrades to cavalry)
Melee strength: 60
Less production cost (undecided)

Unique Building/infrastructure: The locked tower (replaces Barracks)
+ 2 production
+2 housing
+2 citizen slot
+2 great general points
+25% combat experience for all melee and ranged land units trained in this city.
May not be built in an encampment district that already has a stable.


Explanation:
I choose George Castroit to lead the Albanians as he was the first leader to lead a united Albania, He fought many successful battles against the Ottomans and Venetians. On his first battle against the Ottomans, he was outnumbered 3 to 8 and by the end, the commander had almost died, thousands of ottomans killed and the rest either fleed or got captured.


I did not intend for the leader ability to sound like Georgia's civilization ability.
 
With the announcement of the new RS mechanics, I just thought I'd throw out a UI for Siam or another SEA civ (though Siam is the one I had in mind when designing it).

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UI: Paddy
Must be built on flat land adjacent to a source of fresh water, or a tile with Rice. +1 Food and +0.5 Housing. At Feudalism, +1 Food if adjacent to a Paddy or to 2 Farms. This improvement cannot be destroyed by flooding. Additionally, Floods are much more likely to increase yields on tiles on which this improvement is built.

+1 Gold at Economics, and +1 Housing at Sanitation.

----

Starts out a little meh as a farm with +1 Food but much stricter placement. +1 Food for an adjacent Paddy is definitely nice. The Paddy shines by taking advantage of river flooding; in addition to not having to expend Builder charges to rebuild destroyed improvements, Paddies are much more likely (exact numbers TBD, but perhaps double?) to receive +1 Food or +1 Production following a flood. This allows them to keep pace and grow into powerhouse improvements over time, though they are limited by the number of floodplains available. +1 Gold at Economics is a final touch to acknowledge the historical importance of rice exportation in the economy.
 
Here's my take on the ultimate Tall-Loyalty Civ:

Quebec/French Canada
Civilization Ability: Resistance to Assimilation
Loyalty pressure from Population doubled. Applies to every city founded by the civilization even after conquest from foreign civilizations.

Unique Units: Patriote (Roughly equivalent to Redcoats and Garde Imperiale)
Appears as rebels in a group of six around the City Center near low-Amenities or low-Loyalty cities, currently or previously owned by the civilization.
Unlike actual rebels, these units are entirely under the Civilization's control.

Unique Building: Hydro Plant
Replaces Power Plant in the Industrial Zone. Gives +1 Production per River tile worked and Gold equivalent to all Production produced from the district.


Leader A: Jean Talon
Leader Ability: Colonial Reforms
Governors double Population growth instead of improving Loyalty. All outputs from Governors doubled.

Leader B: Jean Lesage
Leader Ability: Quiet Revolution
When the civilization enters a Heroic era, it receives an inspiration for every civic of the era and the eras before it.

Now that hydroelectric dams are announced for GS, I thought my suggestion needs a better building than a "Hydro Plant", so here we go:

Leader B: Jean Lesage
Leader Ability: Quiet Revolution
When the civilization enters a Heroic era, it receives an inspiration for every civic of the era and the eras before it. Hydroelectric dams generate Gold as much as they generate Power/Production.

Hydro-Quebec becomes a Jean Lesage thing rather than Quebec's unique building

Unique Building: Sugar Shack
Can be built on a Forest tile. +2 Food and +1 Production.

Meant to represent the Canadian lumberjack stereotype (derived from the fact that Wood became Canada's chief export from the Napoleonic Wars and forward), Canadian food surplus, the simplicity of Canadian culture, and more importantly maple syrup :thumbsup:
 
Sheikhdom Of Kuwait (Al-Kout)

- Sheikh Mubarak The Great


  • Leader ability: If trading oil to city-states or other civilisations, you obtain 3x the input from the trade route.
  • Unique Unit: The Boom: A Naval Unit that does 35 Melee Damage, 70 Ranged Damage (Towards all Naval Units except the Battleship and beyond, 20 Melee Damage & 40 Ranged Damage to modern naval units), has 2 Range and 5 Movement. It uses 2 movement points to fire. Can upgrade to Frigate. Can be assigned to defend and follow naval trade routes.
  • Unique Unit 2: 25th Commando Brigade: Replaces the Infantry, does 75 Melee Damage & can move 3 tiles. The unit does +50 damage towards cities but takes 25% more damage. The unit takes 50% less damage from air units.
  • Unique Building: Al-Housh: Provides 2 amenities per city in 9 tiles, during war, can heal units by +18 health.
  • Agenda: The Gulf United: All countries trading with Kuwait are liked, any sense of aggression towards Kuwait could cause a war. Kuwait prefers to stay neutral and will dislike you if you bring them into unneeded wars.
  • Civ Bonus: Isle Of Ikaros: All cities founded and settled by Kuwaiti settlers contain a wall, it upgrades to more modern walls the farther you advance through the tech area on its own.

To be honest this might be a bit overpowered
 
An alternative take on a railway based Canada. No idea if it's culturally/historically accurate, but I thought it would be fun to use, at least.

Unique Improvement: Grand Railway Hotel
(replacing the Hockey Rink)
Must be built adjacent to a Canadian road or railroad; can be built on unclaimed tiles, claiming the tile for Canada. Can only be built once per road or railroad. Provides +1 Housing to the nearest city, +2 Gold, and +1 Tourism. If built next to a railroad, this provides +1 Housing, +4 Gold, and +2 Tourism instead. This functions as a trading post, extending trade routes passing through it and providing additional Gold.

Leader Ability: The Last Best West
OLD: Farms can be built on flat tundra, and tundra hills with Civil Engineering. -50% purchase cost for all tundra and snow tiles. Any resource on tundra or snow tiles is extracted at a doubled rate.
NEW: Farms can be built on flat tundra, and tundra hills with Civil Engineering. -50% purchase cost for all tundra and snow tiles. Resources in Canadian cities are extracted 1.25x as quickly when an ongoing trade route originates from this city (does not stack); this increases to 1.5x when connected by a railroad.

Still heavy on the tourism with a resource extraction bonus, but with a bigger focus on maintaining a widespread, sprawling empire connected by transport. The boost to resource extraction with routes is meant to simulate increased efficiency in transporting and exporting said resources. Ideally you'd settle wherever there were lots of resources and then connect far-apart cities with roads and rails, building Railway Hotels to bridge the gap, provide housing, and boost tourism. Connecting your cities also would increase your resource extraction rate, further boosting your output.
 
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my ideas if SMAC factions put into CivVI. Will come up for SMAX soon. and since GS is coming in, will try not to rush to it now.

Spoiler :
Spartan Federation
led by Colonel Corazón Santiago


Spartan Military: Great Generals gain an extra retirement charge. (Sun Tzu also creates the "Spartan Battle Manual" Great Work of Writing.) +25% experience on units nearby a Great General up to 2-tiles away.

Extravagant Weapons: +5 combat strength to unit if escorting a support unit. +1 movement if unit starts nearby a city with an improved strategic resource.
(Right To Keep And Bear Arms: Tries to accumulate as much strategic resources as she can. Dislikes those who have more than her.)

Laser Rover - replaces Helicopter. Stronger but Costly Helicopter.
Command Center: replaces Armory. Land units trained in this city comes with a free promotion.

Gaia's Stepdaughters
led by Lady Deirdre Skye


Pacifist Tendencies: Settling cities starts with doubled growth and production on its first turn. Sending or receiving delegates gives +1 food and +1 production yield in all cities for five turns.

Harmony with Planet: Forests provides +1 adjacency bonus for Campus, Theatre Square, and Holy Sites. Building lumber mills and planting forests causes culture bombs.
(Green Democracy: Likes leaders with a high average Appeal tiles. Dislikes who don't.)

Isle of the Deep - replaces Quadrireme. Weaker range strength. -5 strength to adjacent enemy units.
Hybrid Forest improvement. unlocks in Natural History civic. Must be on adjacent with Forest. +1 science, +1 culture, and +1 faith for every adjacent Forest.

University of Planet
led by Academician Prokhor Zakharov


For I Have Tasted The Fruit: Passing a Great Person now also transfers 20% of its points towards all other upcoming Great People.

Brilliant Research: +1 science to all cities for every technology exceeding higher their own civics. Triggers an Eureka when completing a Campus on a city without a Theater Square.
(Free Flow of Information: Likes leaders who are in competition with Technology, but only if they have low culture.)

Needlejet - replaces Jet Fighter. tougher, higher vision, and more expensive.
Network Node. replaces Research Lab. +100% science output in this city.

Peacekeeping Forces
led by Commissioner Pravin Lal


Intellectual Elite - Completing U.N. Embassy and its buildings provides additional Governor titles.+50% non-GPP yields from specialists.

U.N. Style Bureaucracy - +1 Diplomatic policy slot in Political Philosophy civic. +100% influence for the next 10 turns after declaring a Ideological War.
(Humanitarian Ideals: Will try to suzerain City-States and ally neighbors as he can. Dislikes those who declares war on his allies, or allied city-states.)

Peacekeeper - Late game melee unit. Heals more health in foreign territory. +10 strength if on foreign allied land. Can also be purchased though faith.
U.N. Embassy district- replaces Government Plaza - Much greater adjacency bonus to all adjacent districts. Can build one more district in this city than the population limit would normally allow.

Human Hive
led by Chairman Sheng-Ji Yang

Underground Bunkers: +10% growth if city is producing military units. Free ancient walls when settling cities or acquiring cities.

Incorruptible Man: Converts an economic policy slot into a military policy slot in all governments. +1 food, +1 housing, and +1 loyalty to each city for every military policy slot in the government.
(Atheist Police State: Likes leaders with a strong military, but only if they have a high average population.)

Nerve Gas Cannon - replaces Bombard. Attacking cities causes extra war weariness to that city.
Labyrinth - improvement. unlocks in State Workforce civic. +1 food, +1 production, and +0.5 housing. another +1 food, +1 production, and +0.5 housing if adjacent to Encampment district or City Center. requires hill tiles.

Lord's Believers
led by Sister Miriam Godwinson


Promised Land: +1 faith from Farms adjacent to Holy Sites on your home continent. +1 gold from Mines adjacent to Holy Sites on your home continent.

Fundamentalism: All military and religious units have +5 strength when attacking. Can declare a Holy War with Theology, instead of Diplomatic Service. Doubled religious pressure in all cities for 10 turns when declaring a Holy War.
(Life of Religious Worship: Likes leaders who has not found their own religion. Dislikes leaders who has found their own religion.)

Devout Believer: replaces swordsmen. Gives faith from killing units. Doesn't need iron.
City Conclave - replaces Shrine. -25% War Weariness if city does not have a Campus district. Reformed Church civic unlocks lowering enemy spy level in this city.

Morgan Industries
led by CEO Nwabudike Morgan


Industrial Conglomerate: Gains one more Economic policy slot in the Merchantilism civic. Every time the trading capacity increases by a Market or Lighthouse, gains a free Trader unit.

Diamond Tycoon: Gains an extra copy of a luxury resource if possesses the first of its type. +5 gold for each civilization with at least a trade deal with Morganites.
(Centauri Monopoly: Appreciates leaders having a Trade Deal with Morganites. Depreciates leaders without a Trade Deal with Morganites.)

Synthmetal Mercenary - Replaces Warrior. +5 Combat boost when defending, -5 Combat penalty when attacking. Half cost to purchase.
Premium Suite - improvement. unlocked in Capitalism civic. Needs breathtaking flat land, but not adjacent to another Premium Suite. Gains tourism and gold equal to appeal.

~~~~

edit: made some minor changes

 
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Cossack Hetmanate
483px-Herb_Viyska_Zaporozkoho.svg.png
Language of leaders: Ukrainian
Civilization ability: Cossack Rada
- civ gets (balance)% less war weariness and +(balance) amenities and extra culture while not in war.
Unique disctrict: Sich - replaces Encampment - can only build next to a river, gets extra defences as soon as complete even if city doesn't have walls(Sich can attack), when walls are build it doubles the effect, the units trained in a city with Sich recieve a free level.
Cities: Chyhyryn, Kyiv, Kodak, Baturyn, Poltava, Lubny, Cherkasy, Vinnytsia, Mirgorod, Pryluky, Chernihiv, Uman, Kropyvna, Pavoloch, Bratslav, Kalnyk, Boguslav, Bila Tserkva, Kaniv, Pereyaslav, Gadyach, Nizhyn, Ovruch, Kalnyk, Korsun, Gadyach, Starodub. (If not enough for a huge map, Sumy, Kharkiv, Lviv, Lutsk can be added too as these were actually Ukrainian cities, but at that time were controlled by other civs).


Leader: Bohdan Khmelnytsky
hmelnicky-465-523.jpg


Leader Ability: Khmelnytsky Uprising - When Khmelnytsky loses a city in war that has been declared on him or when he declares a Liberation War, the cost of buying mercenaries becomes (balance)% less and units get +(balance)% XP.
Unique unit: Serdyuk
(looks like this) - unique unit of Ukrainian cossacks in Renaissance Era that replaces Musketmen, they are (balance)% cheaper in buying and recieve extra (balance) power bonus, which becomes even a little more when they're fighting on the territory of the city they're defending/liberating.
Capital city: Chyhyryn
Agenda: hates civs who declare wars, respects those who liberate their allies.

 
Inuit Empire (Gathering Storm)



Leader: Taamusi Qumaq
  • Inuit elder, author, founder member of village council, and political advocate for Inuit interests in Canada
Leader Language: Inuktitut

Civ Colors: Ivory and Leather Brown

Civ Symbol: Inuksuk

Start Bias: snow tiles near coast

Civ Ability-Legend of Sedna: +50% Faith and +50% Culture for 10 turns in cities affected by natural disasters. Snow tiles provide +1 Food and +1 Production in addition to their usual yields. Embarked military units can engage in melee and ranged combat as if on land.
  • Sedna is the Inuit god of the ocean and daughter of the creator god. She is symbolized by seals, walruses, whales, and other marine creatures. They hunted these creatures with harpoons in single person boats called qajaq. Europeans saw the success of the boat, modified the design, and called it kayak. This is where embarked combat comes into play. Embarked units could have a unique design based on the qajaq.
  • The Inuit are deeply tied to the natural world like many indigenous peoples. As such, great acts of nature like blizzards or floods would have spoken to their animistic views. The region settled by the Inuit is considered uninhabitable by most people. This is why they have additional yields on snow.

Leader Ability-Author of Uqausillaringit: Libraries gain +1 Great Work of Writing slot. Great Works of Writing provide an additional +1 culture (+2 culture with Printing) and +2 Loyalty. +0.5 Diplomatic Favor point per trade route sent to an ally.
  • Qumaq wrote and published two works that greatly influenced Inuit culture. He compiled the first dictionary for his people's language and produced an encyclopedia detailing Inuit tradition and accumulated knowledge. He wasn't an educated man in terms of science and was deeply tied to his traditional roots. While protecting his people's culture was paramount, he was a diplomat who fought to implement institutions from Canadian society for the betterment of the Inuit.

Leader Agenda-Inuit Preservation: Builds culture and faith while attempting to claim all the land tiles workable by his cities. Dislikes civilizations who claim tiles within workable range of his cities and likes civilizations that don't.

  • From 1972 to 1977, Qumaq was a vocal opponent of the James Bay and Northern Quebec Agreement and the leader of Inuit Tungavingat Nunamini, a movement opposing the signature of the land claims settlement by the Northern Quebec Inuit Association. In 1983 he took part to the Quebec commissions on Aboriginal rights and on Nouveau-Québec’s self-government.

Unique Unit-Igimak (Harpoon-Thrower): Inuit unique Medieval era unit that replaces the Crossbowman. Lower production cost than the Crossbowman with no embark cost.

Unique Improvement-Iglu: +1 Faith, +1 Production, and +0.5 Housing. +1 Production to every adjacent camp. +1 Food to every adjacent camp improving a bonus resource. +1 Gold to every adjacent camp improving a luxury resource. +1 Faith and +0.5 Housing from every adjacent Iglu.

Global Luxury Resource-Walrus (ivory): +1 Food, +1 Gold; found on flat snow terrain 1-2 tiles from coast; improve with camp

Global Bonus Resource-Seals (blubber): +1 Production; found on coast; improve with fishing boats
 
Eh, might as well dump out two designs I've been tinkering with. these aren't meant to be historical civs, just gameplay mechanics I would enjoy. As you can tell, I'm a builder. The ability names are just signalling flavor. Might mod this in after GS becomes stable and I tweak a little.

Civ1:
LA: Titan of Industry
Builds Engineering Projects {Dams, Canals, Aqueducts} in half the time. Industrial Zones gain +1 :c5production: for each adjacent Manufactory Improvement.
CUA: Concrete Jungle
All districts gain a major adjacency bonus with the city center. (Neighborhoods gain +2 housing if adjacent instead)

UU: Gatling Gun.
Unlocks at Ballistics. Unique ranged unit of the Industrial Era.
60 :c5rangedstrength:, 60 :c5strength:
2:c5moves: move, 1 Range
Cost: 330 :c5production:
Maintenance: 5:c5gold:
Upgrades to Machine Gun.

UI: Manufactory (Conceptually, a civ4 workshop style improvement. Appearance wise, like a group of IZ buildings. In industrial and beyond like a civ5 manufactory.)
Unlocks at Guilds.
-1:c5food: food, +1 :c5production:production. -1 appeal.
+2 :c5production:production if adjacent to an industrial zone
+1 :c5production:production (Industrialization)
+1 :c5production:production (Steam power)
+1 housing (Urbanization)
Must be built on flat land, adjacent to a district.

The design is a production focused civ that covers the land in urbanized sprawl. Visually, the city center is prime real estate and may often feature a ring of districts. The Manufactory is a trade off improvement that offers a great deal of production, especially if placed next to an Industrial zone; but at the cost of appeal and food. The gatling gun is a tough industrial unit has less range than the field cannon, but can go toe to toe in close combat. I would tweak this civ to use the new power mechanics once we understand them better.
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Civ2:
LA Look upon my works ye mighty, and Despair
+25% :c5production: production towards any district or wonder adjacent to a wonder. Earn 1 governor title each time you recruit a governor; All cities with a governor gain +1 district slot and +4 Housing.
CUA: Tower of Babel
+2:c5food: food, +2:c5production: production, +4 :c5gold:gold for each wonder in a city. This Bonus doubles at humanism.

UU: Halberdier
Unique melee unique that replaces the pikeman. Unlocks at Military tactics.
45 :c5strength:, 2:c5moves:
Cost: 180 :c5production:
Maintenance: 3:c5gold:
+5:c5strength: vs mounted; +10:c5strength: when fighting in a district. Upgrades to musketman.

UI: Golden House
Replaces the government plaza. In appearance, has some gold domed structures dotted about insead of the filler buildings.
Same adjacency/loyalty properties as a normal GPlaza. Domestic trade route bonuses are doubled to +2:c5food:/2:c5production:.

Gain a random inspiration and eureka each time you complete a world wonder.
Each Wonder within 6 tiles of this district generates +3 :c5science:science, :c5culture:culture, and :c5faith:faith for its city.
Base Production cost: 15:c5production:

The design is a wonder builder civ that really wants to have a few big cities packed with wonders. The catch is you have to complete a wonder on your own to really get the ball rolling. Note The amenities/ housing boost only applies once.
The CUA helps wonder spam by replacing lost tile yields - and later becomes quite the boon! The Unique Government Plaza further promotes wonder play with a combination of tech advancement and raw yield. The Leader gives some interesting governor bonuses so you aren't high and dry if you can't secure anything. Playing on a high difficulty where those thieving AI stole all your wonders? I've got you covered. The Unique Pikeman replacement is not only a melee unit, he retains the mounted fighting ability (50 vs 51) and gets a nice +10 strength bonus fighting in districts, So you can "correct" the ownership of those wonders.
 
Sostratus would love to play the industrial civ, can already visualize them in my head. Hope you mod them in!
 
Apache Empire
Leader: Geronimo
geronimo-011.jpg

Leader Ability: GERONIMO!!!

  • For ten turns (on Standard speed) after a peace agreement, the Apache gain control over all Barbarian units present on the home continent of the enemy civilization’s capital. These Barbarian units can continue to attack all other civilizations with no diplomatic penalty to the apache. All yields pillaged by Apache-controlled Barbarians go to the Apache.
Civilization Ability: Noble Savages
  • When the Apache earn a Eureka on the Tech Tree, no research is completed. Instead, a free promotion and full healing are conferred to all Apache units associated with that branch of the Tech Tree (e.g. Melee units with Iron Working, Gunpowder, Replaceable Parts, and Satellites).
Unique Unit: Navajo
  • Replaces the Spy. Takes no turns to establish presence in an enemy city against whom the Apache have denounced or declared war.
  • Automatically gains sources in a city with whom the Apache are at war.
  • When a Navajo is stationed in any city, all Apache troops and Apache-controlled Barbarians gain +10 Combat Strength in that city.
  • Navajo have access to a unique mission: Windtalker
  • Windtalker: Stations a Navajo in an enemy encampment. If successful, all Apache and Apache-controlled Barbarians gain invisibility to all districts and units unless directly adjacent. Affected units also gain +1 Movement and a bonus to flanking.
Unique Improvement: Teepee
  • Must be built on Plains, Grassland Plains, or desert Plains.
  • Provides +1 Housing. Apache units occupying the tile gain +4 defense and two turns of fortification.
  • Any adjacent Cattle, Sheep, or Horses without a pasture gain +2 Food and +2 Production.
Agenda: Tribal Solidarity
  • Likes Civilizations that do not capture barbarian encampments, and dislikes Civilizations that convert barbarians with missionaries or clear encampments

Obviously, the Apache are pursuing a domination victory and avoiding a Science victory
 
Haida
Start Bias:
Tier 1 coastal bias, tier 3 forest bias
Civ Ability: Potlatch
When making Dedications at the beginning of a new era, make an additional Dedication. +1 Culture from Camps, Fishing Boats, Pastures, and Lumber Mills.
Leader: Cumshewa
Capital: Thlinul
Leader Bonus: Raiders Of The Pacific Northwest
All Naval units start with Boarding. +1 Great Admiral points per turn with Shipbuilding.
Leader Agenda: K'aaw
Likes settling coastal cities. Dislikes civilizations who settle a lot of coastal cities.
Special Unit: War Canoe
Upgrades To: Privateer
Cannot be seen unless adjacent to it.
Cannot attack in melee.
Promotion Class: Naval Raider
Requires Craftmanship
3 Movement Points
15 Melee Strength
15 Ranged Strength
1 Range
50 Production
200 Gold
Unique Infrastructure: Gya’aang (better known as the totem pole)
Replaces Monument
As Monument, except additional +1 to Culture and Amenities in this city (total of +2 Culture, +1 Loyalty and +1 Amenity, unless city is at full Loyalty, in which case it provides +3 Culture and +1 Amenity).
City List: most of these should be fine, but preferably the ancient names, instead of modern ones (for example, Cumshewa's capital is called Thlinul, not Cumshewa, because that's the ancient Haida name).

The Haida are a Native American (or First Nations) tribe from the Pacific Northwest. Most of them live on an archipelago off the coast of British Columbia, but many also live on the mainland, in both British Columbia and Alaska. In the game, they are led by Cumshewa, a powerful village chief who captured and destroyed the American ship Resolution. The Haida are intended to be an early naval power, but their Potlatch ability allows them to be competitive in later eras, too.
 
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500px-Flag_of_Cascadia.svg.png

CASCADE
symbol --- Douglas Fir
colors --- Blue and Forest Green
starting bias --- Tier 2 - Grasslands, Mountains, Woods. Tier 3 - Coast. Tier 5 - Furs, Truffles.

ca - Frontier

Cities you found start with a Trading Post.
Settlers have +1 Movement.
Camps trigger a Culture bomb of unowned tiles.
Furs and Truffles in your cities yield +2 Gold from international trade routes.

ui - Lyceum
Specialty district that replaces the Theater Square district. Standard attributes except: Half the usual production cost. Must be built adjacent to a City Center. Must be built adjacent to a Woods. Gains a Standard Culture bonus for each adjacent district instead of the usual minor Culture bonus. Gains a Major Culture bonus after unlocking Medieval Faires. Generates additional Tourism equal to its tile's Appeal unlocking Printing.

uu - Pioneer
Civilian unit. Requires Military Engineering. Cannot be purchased. Upgrades to nothing. Becomes obsolete with Combustion.
Has two build charges for a Camp or Remove Woods. Production cost: 50. Has no Cost Bump. Movement: 2. Sight: 2. Maintenance cost: 0.

leader - Osborne Russell
lb - Organic Laws
Commerical Hub districts have no Production cost in your founded cities.

la - Republic of the Pacific
Tries to build up Culture and Gold and likes civilizations that also focus on Culture and Gold.
 
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