A litte idea ive been toying around with:

Armenia led by Tiridates III:
Civilization ability: Armenian highlands:
Mountains in Armenian territory grant 1 faith and 1 extra appeal to surrounding tiles.
Districts adjacent to mountains receive 2 culture and 2 tourism with Flight.
Additionally each mountain within 3 tiles of a city center grants 20hp and +3 combat strength to city defenses.
Cities with a holy site build walls 33% faster

Leader ability: Illumination of Tiridates:
Receive a relic when you found a religion.
After earning a prophet half of great prophet points count towards recruiting great generals.
The Holy City is immune to religious pressure and receives 1 great work slot for relics.

Unique district: Vank:
Unique Holy Site district. Must be built on hills.
Armenian troops fighting within 3 tiles of a Vank receive +5 combat strength.
May construct the Scriptorium:
Replaces the temple. +2 maintenance cost.
Holy sites with a scriptorium may undertake the unique scriptorium city project, creating a Great Work of Writing. Can hold 1 great work of writing and 1 relic.
Great works of writing stored in a Scriptorium grant an additional +1 science and +2 faith.​

Unique unit: Mamikonian (placeholder)
Unique horseman (or knight)
Same stats.
slightly more expensive to train.
Receives +1 combat strength per relic and +1 combat strength per great work of writing in the empire.
(May be purchased with faith in cities with a scriptorium?)
(overall placeholder but a horse unit for sure)


Start bias: crazy high bias towards mountains :goodjob:

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Adds the Tatev Monastery national wonder into the game:
Unlocked at theology.
Must be built on a mountain adjacent to a Holy Site with a Temple.
Has slots for 1 relic and 2 great works of writing. When the slots are filled receive +2 science and apostles trained in this city may choose from any possible promotion.
Tatev_Monastery_from_a_distance.jpg

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There have been a few Armenia mods in past but all of them have had a large focus on domination which isnt historically inaccurate but personally i dont like domination games so i tried to come up with a more faith/culture focused Armenia.
For those who dont know Tiridates III converted Armenia to Christianity in the year 301 making it the first Christian state in the world.
The Armenian alphabet was also basically invented to translate the Bible from greek/latin. So written culture and faith in Armenia are extremely entwined.

Numbers are probably off and im not sure how the great works of writing would work (limit to 1 per Vank?) if theyd be unique or borrow from Great Writers (but how would that work etc...) anyway! :thumbsup:
 
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I am the only one who wants Albania (led by Skanderbeg)
I don't know much about Albania, but I have to say that Skanderbeg would make a great leader indeed. His defence of Albania against the Ottoman Empire is truly impressive.
 
While King Ramkhamhaeng of Sukhothai Kingdom might considered be the 'Founding Fathers', i'd favor much more 'scientific' historians (which so often challenges National Propaganda versions from time to time, and became more popular even among fellow Thais) like Dr. Sunet Chutinataranon (This is romanization of his name, I never see him writing his names with Latin scripts while I already have ones in my FB Account) of Chulalongkorn University, and Charnvit 'CK' Kasetsiri ( https://www.facebook.com/charnvit.ks ) and supported the views that Ayutthaya IS the first TRUE Siamese Kingdom (and deseved its capitol seats).

Siamese City lists in Civ 5 includes a city that never actually was a part of Siam (Hongsawadee/Pegu, actually a seat of Mon/Burmese domains), or even Vassals (Vientianne--Seat of modern Laos, while the city was once conquered by Siamese Kingdom(s) (the postofi 's' was added to refer to different eras, from old Ayutthaya, to Thonburi, and Bangkok), Chiang mai and Chiang rai (sometimes written without spaces, and Nan (My home city) both belonged to the ancient Lanna, exists as a kinda city state that often saw suzeranity shifts betwen any of Siamese Kingdom and the Burmese (or more precisely Irrawaddians) ones), Siam only got a tighter grip on Lanna in the Thonburi Era onwards, though the Annexation efforts did not begin until King Chulalongkorn of the Bangkok era as his part to define 'Siamese Territory Claims' (or more precisely the Land Grab, a very ambitious endeavors one since this led Siam towards hostility against either British Empire or the Third Republic of France, both of which are superior global empires of that time) ), while some cities that shows up frequently in national history and so often listed as strategic ones, like Chantaburi (A city, and province located east of Rayong, west of Trat (the Province of Trat is the place where Koh Chang is, If you're tropical beach fans, the isle is one of favorite destinations of foreigners, particularly the 'Farangs' (whites) and I've been there once) was totally ignored.

Back to the thread. my idea (well this can only be made as Mod, which my modding skill is at the beginning stage, not even entry ones) is that

Leader: Ramadhipati I (First King of Ayutthaya)
Agenda: (I'm yet to think of, I don't know much of him beyond that he came from Ou Thong (The Golden Cradle) city, and a founder of Ayutthaya city.. Also I've only recently learned much more of him that his dynasty was a branch of Louvo... (remember Khmer in Civ6? yes Khmer founded Louvo and he's more or less Khmer. and these aforemented historians have discovered that Ayutthayans spoke Khmers or its derivatives first, and with Sukhothai annexed, they began to add Laos/Tai language into theirs (possibly through forced migrations of Laotian speakers through series of winnings), through the Royal Court preserves Classical (or locaized) Khmers well into its successing kingdoms, also another recent discovery also the reasons that he founded Ayutthaya was actually a relocations of Ou Thong city after the original ones was hit by The Plague (possibly the same Black Death that almost ended civilizations on Eurasia supercontinent)
Civ Ability: (I'm yet to think of but it's more or less associated with Menam, the 'Father governs Children' is more of 'Leader Ability' and IMAO Ramkhamhaeng should be one of leader choices, in truth he leads Sukhothai kingdom which not all historians agree that the said kingdom is the first 'Siamese Kingdom')
Leader Ability: Ramavatar (Referring to God King beliefs originated in old Khmer, but not a Baray thing)
UU: Chang Suek (Again' I'm not really agreed with this choice, i'd favor 'Elephant Knights' for many civilizations (India, Indonesia (i think they might use war elephants as well) and Khmer Empire).. where Knight 'rides Elephants' rather than 'Horses'. many civilizations that known to use elephants regluarly also known to field war elephants. OR Gun Elephants.
Unique Infrastructure: Either Floating Market or Klongs (Either as an aqueduct replacement or tile improvements, i'd go for any, but it could ruin balance if not handled properly because a Klong serves many functions IRL, both as Waterways (and in many civilizations, the preferred transportation routes before Railroads and Automotives beat boats and barges) and irrigations.

Alternate Leader: Plaek Phibun Songkram (Generalismo and a junta leader who emerged after the turmoil of June 24 Revolutions of 1932, one hella leader who took Siamese initial territorial claims over much of Indochine seriously (and believed that France took what's rightfully Siamese) and this later led to the invasion of Indochine Francaisse (particularly Laos and what's now Cambodia, again cradle of the Khmers), ones that included Battle of Phum Preav (which Thais called Baan Prao) , the battle (through not the first of Siamese) to involve the use of Tanks (the English made Vickers 6-ton Mark E, and there maybe Japanese ones too) and Tankettes, and allegedy the only armored battles Siamese was involved (There were FT17s stationed in Cambodge sections of Indochine Francaisse but i'm not sure whether did the French (particularly the Legion Etrangerie units or other Black colonial units deployed there) used them too? but they did use both 25mm and 75mm AT there).
Agenda: Pan Thai / United Ancient Thai State/ Greater Siam (referring to his collaborations with Japanese in Shan campaign, and this came with bargains that Siam/Thailand would earn the rights over annexed territory while Jap would move beyond, they eye on bigger prize). Warmonger, favors Despotism and Fascism government system. strongly detests close proximity new rival settlements.
Personal Ability: Trust the Leader and Nation Survives (again. I have yet to think what does it do? but does alot with war effort)
Personal UU: Either Boripat fighter-bomber biplane (Named after Prince Paribatra, War Minister of the 20s-30s and also a founder of an eponymous noble clan which still active today, different romanizations was that, while the Prince himself has his name written with Sanskrit romanizations, the local pronounciations didn't go the same way and as aircraft model it had to be romanized with acutal pronounciations and not sanskrit ones.), Tankette (replaces or complement Tanks) or HTMS Thonburi (their localized versions of Battleship, cheaper, smaller (And thus weaker) than actual Battleships.. well this came out of the national ability to maintain their armed forces at the time, and Siam, just like many countries in the world, was not a kind of nation that can afford a full size dreadnoughs (While Americans could build Iowa class and Japanese could churn out many and make a trio of super dreadnough dubbed 'Yamato' (大和) class) so these countries have to redefine the term 'Battleship' (possibly they need to lend a definition of previous generations to define their dreadnoughs, though these ships are later reclassified as Heavy Cruisers/Battlecruisers).. I'd favor either Paribatra or Tankette/Light Tanks since the Siamese Air Foce did a splendid job with these in their war against Indochine Francaisse. Thonburi for me is a big time sucker and a bad choice of warships the Royal Siamese Navy ever has (Out of many bad choices they choose, the other was an aircraft carrier that purchased to honour the (then) beloved King , and the other worse choice was Chinese submarine) The best RTN warship choice yet is a new Destroyer bought from S. Korea with Zummwalt lookalikes design, named after the late King)

Another (possible) alternate leader: Pridi Banomyong
Agenda: Either 'Dharma Satra' (Sanskrit romanizations of 'Thammasart') or 2475, Favors democratic and peaceful leader and prefers Oligarchy, Monarchy and Democracy. also a seeks suzeraine or allies, despises warmonger. OR favors cultured leaders.
Personal Ability: The Six Pillars (based on the underlying principles of 1932 Revolutions)
Personal Infrastructure: The Thammasart University Center. Replaces University, yields culture along with science. (should it comes with a slot for any great works for cultural GP?)
 
Lakota

Unique Ability: Followers of the Bison:
City centers can be moved as a project, claiming adjacent tiles. When doing so, tiles no longer within the city’s workable radius are lost. Districts and buildings on these tiles are deconstructed but can be rebuilt at a reduced cost. Bison bonus resources will spawn in plains and grassland tiles on your starting continent, undergoing periodic migrations.
The movement ability will seem familiar to Beyond Earth players: I thought that an adapted version of Rising Tide’s mechanics for floating cities would be a good fit for a nomadic civ. The alterations prevent excessive border drawing exploits in a context where no one else can move cities to claim tiles and account for the district mechanic. The bison mechanic (moving bonus resources) provides added incentive for city movement.

Unique Infrastructure: Sun Dance Circle (Holy Site Replacement): Receives a minor adjacency bonus for each adjacent unimproved plains or grassland tile (including hills). On discovering Defensive Tactics, this increases to a standard adjacency bonus. All units trained in a city with a sun dance circle treat unimproved plains and grassland tiles as roads.
The adjacency bonus and movement enhancement of this UI reference the setting of these ceremonies and the trials of endurance undergone as part of them.

Unique Unit: Hunting Party (Scout Replacement): This unit can construct camp improvements on bison resources and gains experience when doing so. Rather than upgrading, this unit gains combat bonuses as you progress through the tech tree.
This unit allows the Lakota to make full use of bison resources without repeatedly expending builder charges (civs that lack this bonus will likely prefer harvesting them). In times of war, its non combat experience gain should make it a more viable combatant than most civs’ recon units.

Leader Ability: Defender of the Plains: Light cavalry units can be purchased with faith at half the usual cost for 10 turns after being targeted by a declaration of war and can move after attacking in friendly territory. Gain access to the Lakota Rider Unique unit.
This ability synergizes with the sun dance circle to allow for a very strong faith/mobility based defense, with hit and run attacks from large cavalry forces. In allocating abilities between the different uniques, I made a point of including strong cavalry based abilities represent the Lakota horse culture, but attaching them all to the leader ability, so that a different leader could allow portrayal of the civ before the introduction of horses.
Leader Unique Unit: Lakota Rider (Horseman Replacement): This light cavalry unit gains a combat bonus against units from later eras and has the “Counting Coup” ability, giving it the option of gaining extra experience instead of dealing damage when striking an enemy unit.
I considered making this a courser or cavalry replacement, but I though it would be better to allow more time to accumulate experience with the Counting Coup ability.
 
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Syrakousai (Syracuse)

Hiero II of Syracuse

Musical theme: Syracuse - by Harry Gregson-Williams (Maybe he would allow you to create era specific versions of the song).

Leader ability: Archimedes Eureka - Upon Entering the Classical Age, automatically get the Eureka for Machinery, and Engineering (Assuming you haven't already). Upon discovering a Eureka, there is a 5% chance of discovering another Eureka from a different technology in the same era.

Unique Unit: Gastraphetes - A Replacement for the Crossbow. Can be recruited with the discovery of Engineering. Just as strong as the Crossbow, but requires it to be fortified to attack. If defending a District +15% damage.

Leader Unique Unit: The Syracusia - A Unique naval unit for Syracuse, it can travel to any port owned by another player and be expended for +10% Culture/Gold based upon the value of the trade route. However it can only be purchased. (Invented by, and constructed under the guidance of, Archimedes, the Syracusia was the worlds first official cruise ship. Seriously go look it up, it was impressive, even by today's standards.)

Agenda:
The Jewel of Sicily - As a kin to, and patron of, the greatest engineer of his day, Archimedes, Hiero II will focus on researching technology first, and achieving as many Eurekas as possible.

Leader Bonus: The Iron Hand of Innovation - Each engineering specialist in your cities increases cultural output by +2%

Unique District: Archimedes Academy - Replaces the Campus District, and gives a base +2 to Science, including an additional +1 for every Mountain/Jungle tile it borders, with an added bonus of +2 should it border a Volcano tile (Assuming that is possible). Upon constructing a Library within this district it gives you +3 Great Engineer Points per turn.

Historical Notes: Hiero II was a politically powerful Tyrant, and under his rule Syracuse achieved greater heights than it had previously in the field of Art, Culture, and Innovation. With his cousin Archimedes working on a number of inventions, including but not limited to a Steam Engine, Steam Powered Cannon, Mirror Tower defenses, a Claw that could destroy invading navies, as well as being considered the inventor of the first Computer (The Antikythera Mechanism), has given rise to the notion that Hiero II is considered one of the greatest Tyrants to ever rule Syracuse. Using both the inventions of Archimedes, and skillful diplomacy, he managed to secure Syracusian independence from both Rome and Carthage, while maintaining a military, and navy, that could challenge both nations should the need arise.

In Civ VI, Hiero II should be a mixture of Diplomatic, Expansive, and Innovative, with an extreme focus on Innovation. He would be pleased with other nations getting Technology Eurekas he already has, but would frown upon them getting them before him. On the expansion front, he should try to secure the borders of Syracuse, likely by establishing a few cities, while maybe conquering a couple, but not push too much.

I really hope this gets noticed, because the world overlooks the true impact Syracuse had on innovation, and the importance it played in the Punic Wars that occurred, how it managed to balance the powers of both Rome and Carthage by merely existing.
 
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Looking back at this in light of GS' release and the recent patch:
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.

Retooling slightly in light of the expansion. Borrowing imagery from the inspiration for this, Civ5 & Empire of the Smoky Skies.
Civilization: TBD. Primary color is slate grey, secondary a tinge of rusty brown/red (like the IZ's color.)

Leader: Luther Hammerlock

Leader Ability: Captain of Industry
Builds Aqueducts, Canals, and Dams in half the time. Industrial Zones with a factory gain +50% adjacency, and cannot be sabotaged.

Civilization Unique Ability: To Make a City of the World
All districts receive a major adjacency bonus with the city center, and a standard adjacency with neighborhoods.

Unique Unit: Dreadnought



Unlocks at Steam Power.
Class: Naval Melee
60 :c5rangedstrength:,70 :c5strength:
5 :c5moves: move, 1 range
Costs 400:c5production: production and 1 coal to train.
Requires 1 coal per turn upkeep.
Maintenance: 5:c5gold:
Can melee and ranged attack.

Replaces Ironclad. Upgrades to Destroyer.

Unique Infrastructure: Invention Guild

Unlocks at Apprenticeship.
Replaces Workshop.
Cost 215 :c5production: production.
Maintenance: 1:c5gold:
+4 :c5production: production
+2 :c5science: science to all City Centers within 6 tiles of this Invention Guild's Industrial Zone. Does not stack with other Invention Guilds.
+1 :c5citizen: Citizen Slots
+2 :c5greatperson: Great Engineering Points

Commentary:
My dream of having an engineering infrastructure focused builder civ that leveraged industrial zones was apparently incredibly prescient, in light of the changes in the June 2019 patch.
The leader ability focuses around being able to get that infrastructure up quick to boost industrial zones, which also have a fun adjacency boosting synergy. Being unable to be sabotaged is a fun perk in light of AI spies favorite thing to do.

The civ ability remains very similar - all districts gain +2 from being next to a city center. The harbor is unchanged because it already has this bonus. The intention is to encourage expansion such that the city center is fully surrounded by a ring of districts where possible. However, instead of grant more housing to neighborhoods, the neighborhoods themselves grant district adjacency (to act as mini city centers.) Additional housing would result in less neighborhoods per city, not more, counter to the heavy urbanization design goal. Because Aqueducts and canals almost always must touch the city center, the real impact of the major bonus is somewhat blunted.

The unique building is relatively tame, but offers a very early opportunity to make use of the aura-centric game play of IZ buildings. Because I expect the civ to have many overlapping Industrial Zones, I also upped the base production to +4:c5production: (from +3:c5production: as of the June 2019 patch) and the base engineer points to +2:c5greatperson: to ensure that players would still build many of them in the mid game, preparing their IZs for factories (and thus the leader bonus) once Industrialization hits.

Because of the emphasis on canals, I felt a naval UU would be better placed than a land unit. The idea of an ironclad replacement felt particularly at home given the industrialist/steampunk vibe. The unit is conceptually similar to the Persian immortal, in that it can ranged and melee attack; this is to not deprive the civ of a naval melee class capability to take cities. The power level is intended to be less egregious than the Minas Geraes, but more useful than the U-boat. While 60 ranged strength is standard for an industrial unit, I felt giving it +10 melee strength would help it gain the decisive edge in clashes with other ironclads and in soaking ranged fire. (I also abhor the civ6 ironclad model and desperately miss the civ5 model. It was so beautiful.)

My goal is to make this a simple mod soon, which should be doable since I haven't added anything exotic nor would I really need to change graphics (yeah, yeah, I'm lazy.) Leader screen would either be static or I'd borrow some civ's leader, not sure how that piece works.
 
Austria

Civilization Ability: AEIOU: Every city in your empire has an additional wildcard policy slot that applies only to that city (For policy cards that give flat bonus's such as +x great Person points that bonus is divided by the number of cities in your empire)

Unique Unit: Landsknecht: Replaces Pikeman. Strength 41. Does not cost movement to pillage. Yields from pillaging are doubled. No maintenance while at peace.

Unique Building: Coffee House: Unlocks at Urbanization. Built in Neighbourhood Districts. +1 Amenity per plantation in the city. +3 Culture. +3 Great Musician Points.

Leader 1: Maximilian I

Leader Ability: Lucky Austria: If you have successfully completed a city state mission in the last 5 turns. You may pay the amount that it would cost to levy that city state's troops to make the city state a part of your empire keeping the suzerain bonus for as long as that city is a part of your empire.

Leader Agenda: Burgundian Inheritance: Likes Civs with female leaders. Dislikes civs that declare war on female leaders.

Leader 2: Maria Theresa

Leader Ability: But no oats: If you have not researched Civil Service you may build the unique units of civilizations you are a declared friend with. If you have researched the Civil Service civic you may build the unique units of civilizations that you have an alliance with. If you are the recipient of a declaration of war from another civ, receive a free light cavalry unit with no maintenance cost in every non capital city that you own with your governor in it.

Leader Agenda: Likes Civs that have founded all the cities in their empires. Dislikes civs that have cities in their empire which were founded by other civilizations.
 
Yakut Empire


  • Capital: Jokuskai (the original Yakut name for Yakutsk)
  • CUA: Diamond Heart of the North
Mines over a luxury resource add an extra Amenity, +2 Gold and +2 Production. Units have +1 movement on Tundra and Snow tiles. They do not suffer Blizzard damage even when at war with Russia.
  • UU: Toyon
A heavy cavalry unit that replaces the knight. They do not lose combat strength when they take damage while on Tundra and Snow tiles and they earn experience twice as quickly.
  • UI: Kolkhoz
The Yakut word for farm so the Kolkhoz replaces the Farm. A max of 3 can be built per city. Each Kolkhoz counts as a source of Cattle and Horses. If built on Tundra, Tundra Hills, Snow, and Snow Hills tiles, its tile and the adjacent tiles add +3 Food and +2 Production.
  • Leader: Tygyn Darkhan
Tygyn_Darkhan.jpg

  • LUA: Toyon-usa
Cities that are founded on Tundra and Snow tiles exert extra loyalty pressure on the cities of other civs on Tundra and Snow tiles. Cavalry units can be bought at half the usual Gold or Faith cost.
  • Agenda: Siberian Homeland
He wants to settle on Tundra and Snow tiles so he likes civs that leave the Tundra and Snow tiles to him.

 
The Normans
  • UA: Norman Feudalism - Ancient, Medieval, and Renaissance Walls provide +1, +2, and +3 loyalty, respectively, in any city in which they have been built. Automatically receive the inspiration for Feudalism upon entering the Medieval era.
  • UU: Chevalier - Replaces Knight. Does not receive a combat penalty when attacking from the sea or across a river. Can build Keeps after Castles has been researched.
  • UI: Keep - Replaces Fort. Unlocks at Castles and can be built by Chevaliers. Cannot be built on forest, marsh, or jungle tiles. Cannot be built adjacent to another Keep.
  • L1: William the Conqueror
    • Ability: Doomsday Book - All tile improvements (farms, mines, plantations, etc.) adjacent to a Keep or a city with Ancient, Medieval, or Renaissance Walls gain +1 to all yields until Capitalism is researched.
  • L2: Roger II of Sicily
    • Ability: Multicultural Empire - All conquered cities generate +2 Culture and Gold as long as their Loyalty remains above 50.
 
Gokturk Khaganate

Civilization Unique Ability, Nomads: +1 movement on land for all land units until the discovery of Steam Power
Leader: Bumin Qaghan
Leader Unique Ability, Familial Bonds: Can form a familial bond with a neighbouring country, adding a relationship modifier of +9
Special Infrastructure, Nalbant Ebi: Replaces stable. Costs 25% less than a stable, light and heavy cavalry units built here cost 50% less horses and 50% less iron, and instead of being built on an Encampment, it is built on a City Center.
Special Unit, Süvar: Replaces Horseman and gets one free promotion.

Traditional music from Kazakhstan, Uzbekistan, Kyrgyzstan, Azerbaijan and Turkmenistan may suit well but I'm impressed by the music of Altai Kai from Altai Republic, Russia, who are also Turkic people and use unique throat sounds and native instruments in their music and I think several of their songs, such as these, would suit well also:

Note: "Nalbant", "ebi" and "süvar" comes from turkic languages and means "blacksmith, "house of" and "rider", respectively.
 
Ostenaco
Cherokee Empire
https://en.wikipedia.org/wiki/Ostenaco
http://www.wvencyclopedia.org/articles/2371

Leader Ability: Trailblazer
All Recon and Ranged units ignore Woods and Rainforest terrain. Camps generate +2 bonus Food and Gold, +4 upon researching Guilds. Culture bomb adjacent tiles when constructing Camps. Trade Routes between Cherokee cities raise both cities’ Loyalty every turn until complete.

Civ Ability: Aniyunwiya
All Cherokee cities gain a massive Loyalty boost when war is declared upon them. Any City-States that the Cherokee are Suzerain of at the beginning of a war cannot change their allegiance until 10 turns have passed. Upon ending a war, Cherokee war weariness is reimbursed as Culture.

Unique Infrastructure: Stickball Field
Cherokee replacement for the Arena. Generates Culture and Amenities. Generates Tourism once Professional Sports is researched. If its Entertainment Complex is adjacent to a Holy Site, the Stickball Field generates Faith as well. Low maintenance cost.

Unique Unit: Mounted Rifles
Cherokee replacement for the Cavalry. Light cavalry unit with a ranged attack of 2 and a unique promotion tree. Earns Great General points when killing units, with increased yields from killing Corps and Armies. Pillaging tiles and capturing civilian units yields bonus Gold.

Leader Agenda: Judd’s Friend
Likes civilizations who assist their friends targeted by emergencies or declare wars on their friend’s aggressors. Dislikes civilizations who neglect their friends in need or who side with their friend’s enemies.

Why did I choose Ostenaco?
Well... I like him. Also, frankly, he's an overlooked figure in history, but I feel is still viable as a colonial/pre-colonial Cherokee leader. He was a skiagusta (warchief), orator, and a leading figure in diplomacy with Britain. He served in the French and Indian War alongside Oconostota (whom you may remember from Civ 4 Colonization), with whom he led a raid on Fort Duquesne. What really impressed me, though, is that he guided British soldiers through over 3,500 miles of wilderness on foot and in canoe in what is today my home state, and I thought that (along with a boost to Camps via Cherokee hunting/gathering) would adapt well into a leader ability.
 
American Alternate Leader: Abraham Lincoln

Unique Ability: Shall It Be Peace or the Sword?
At the beginning of an era with a normal age, may choose to enter a dark age instead. Unique dark age policy cards can be slotted, and each dark age policy slotted grants +2 combat strength to land and naval melee units. Culture and tourism from American artifacts created in a dark or heroic age is doubled. While any dark age policy is slotted, Museums gain a theming bonus when filled with American artifacts from the same era or age (dark, normal, golden, heroic). Gain the Monitor unique unit after researching Steam Power.

Unique dark age policy cards:
  • March to the Sea: +4 combat strength attacking a besieged city, BUT capturing a city pillages all districts.
  • A House Divided: +20% production towards building encampments, harbors, and industrial zone districts and buildings, and the districts generate +1 great person point of their respective type, BUT after completing one of these districts a random city loses 2 loyalty for the rest of the era.
  • Bloody Lanes: Land or naval melee units that kill an enemy unit can move and attack an additional time if movement allows, BUT each kill generates double war weariness.

Unique Unit: Monitor
Strength:
65, Movement: 6, Resource: Coal, Maintenance: 6, Tech: Steam Power
American replacement for the ironclad that has higher combat strength. When destroying an enemy unit from an earlier era, gain culture equal to that unit's combat strength. Monitors are 25% cheaper during a dark or heroic age and have a high chance of leaving a shipwreck when killed during these eras.

Agenda: Honest Abe
Tries to keep promises, and respects those who keep theirs. Detests civ's that break promises to him. Dislikes civilizations that capture unescorted civilian units, and avoids doing so himself unless they block a path.

Notes:
  • Granting a bonus to dark age policy cards synergizes with America's ability from R&F which turns diplomacy slots into wildcard slots.
  • Bonuses towards creating war museums synergizes with America's orientation towards cultural victory via the film studio.
  • Turns America into an aggressive military machine seeking wars that can in turn help fill museums with themed artifacts.
 
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LOL, what?! Kolkhoz is not the Yakut word for "farm", it is a Russian abbreviation meaning "collective ownership".

My bad then. I'm definitely not familiar with Russian or Yakut/Sakha so when I saw that kolkhoz means a collective farm in this Sakha to English dictionary I assumed it was correct unless I'm reading it wrong. Looks like I may need to keep looking for the Sakha word for farm.
 
Britain - Alfred the Great - Alternative Leader
Leader Ability - Burghal System

- Forts built in your own territory have a ZOC and immediately start with a road. Forts have 2 loyalty pressure on cities within 5 tiles. This bonus stacks. With this leader, the player can levy the Fyrd Unique Unit.
Unique Unit - Fyrd
- Cheap Medieval unit that can only be purchased. Unlocks at Civil Services. Incredibly cheap but much weaker than swordsman. Maintenance cost is only half a gpt. Doesn't replace any unit and upgrades to Pike and Shot.
Leader Agenda - Birth of the Royal Navy
- Hates nations that plunder districts or improvements. Tries to take most fights out of his borders.
 
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United States of America- Abraham Lincoln - Alternative Leader
Leader Ability - Emancipation Proclamation

- Each civic you research adds an additional government change opportunity that you can utilize whenever you want rather than only on the turn that you research a civic. These opportunities don't add up.(You can only have one. If you invent another civic without using your last opportunity, you still have only one.)
Leader Agenda - A House Divided
- Tries his best to maintain full loyalty in all of his cities. Doesn't respect nations that lose cities due to loyalty issues.
 
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