Nepal

UA: Garland Of Hundreds Of Flowers-Farms and plantations provide +1 food. Builders cost -15 production less.

Garland of hundreds of flowers is the Nepali anthem, and Nepal is centered around agriculture.

UU: Gurkha-Replaces infantry, deals +5 damage and has +1 movement.

The gurkhas were elite Nepali mercenaries.

UI: Dharmashala-Replaces temple, provides +1 culture and +1 science, along with the usual abilities.

The dharmashalas were cultural temples that provided heritage to the Nepali.

Tribhuvan Shah

LUA: Nepal Praja Parishad-Every government has an extra military policy slot. Loyalty is increased whenever you kill a unit.

Tribhuvan Shah participated in the Nepal Praja Parishad organization to overthrow the corrupt leaders of Nepal.

LA: The King Of Kathmandu-Likes civilizations with many cities. Hates civilizations with large armies.

City List

Capital: Kathmandu
Pokhara
Lalitpur
Bhaktapur
Bharatpur
Biratnagar
Birgunj
Janakpur
Nepalgunj
Hetauda
Dharan
Butwal
Dhulikhel
Bhimdatta
Itahari
Mahhyapur Thimi
 
Here is my reworked idea for Assyria:
Leader: Ashurbanipal

Capital: Nineveh

Agenda: Librarian- Loves to devote himself to both science and Great works. Dislikes Civs who have more science and Great works than him.

LA: Nineveh's Collection - The Palace starts with an extra 2 Great Work slots for Sculptures that provide more culture when filled. Gain combat strength for every Civ you are at war with who has more great works than you. May build the Royal Library UB.

UA: Empire Builders- Iron is revealed at the beginning of the game and military engineers are unlocked at Masonry tech. Whenever you conquer a new city a free settler will appear. The new city founded by the settler from the conquered one will produce a free builder.

UU: Siege Engine (Replaces Catapult at Masonry) Melee strength and does damage to walls as well as cities.

UB: Ekal Māšarti (Replaces Armory at Bronze Working) It grants a Governor title in addition to the other things a regular armory does.

UB: Royal Library (Tier 1 Govt. Building when Ashuxrbanipal is the leader) Grants two slots of Great Work of Writing. When slots are filled they produce science. Gain 10% production in cities for units for each slot not filled.

Let me know if this Civ would seem overpowered.
 
Tupi Civilization
Leader
: Cunhambebe
Start bias: River with rainforest around.

UA: Amazon nomadics - Receives 15% more production for settlers, builders and reconnaissance units, all of them have +1 movement. The borders of your cities expand 25% faster (+50% if the city has no district or building)

LUA: Tamoyo Confederation - Trade routes to allies generate +1 science, +1 culture and +1 faith for you and +1 gold for your ally. Gains +1 Trade Route capacity with Diplomatic Service.
Agenda: likes to make alliances with close and more advanced leaders and send trade routes to them. He does not like leaders who refuse to form alliances.

UI: Maloca: available at irrigation and can only be built on rainforest tiles. Gives +1 housing, +2 food and +2 culture, provides +1 additional food for each adjacent river tile.

UU: Tupiniquim - replaces scout. This unit starts with the Ranger promotion. There is no movement cost when crossing rivers.

The Tupis were nomadic tribes that originally lived on the banks of the Amazon River, who later moved to what is today the Brazilian coast. They lived in community huts, called malocas, each tribe had between 6 and 8 malocas. Their main activities were hunting, fishing and farming. They had their first contacts with Europeans in the 16th century.
After violent actions by the Portuguese against the Tupinambás Indigenous, the caciques (tribal leaders) of different tribes joined together against the Portuguese, what became known as the Tamoios Confederation, with Cunhambebe (Tupinambá indigenous leader) as the main leader. During this period, the French arrived in Rio de Janeiro and made an alliance with Cunhambebe, offering arms to fight against the Portuguese, although other indigenous nations have made an alliance with the Portuguese. After bloody fighting, it was only in 1567 that the conflicts ended, with the expulsion of the French and their allies, the Tamoios.
They left a strong influence on Brazilian culture.
 
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Charles XII of Sweden

Unique Ability: Carolus Rex

Gains a minor combat bonus for every civ at war with Sweden, gains an additional minor combat bonus when fighting corps or armies, units gain a movement bonus for 10 turns.
This ability is meant to invoke Charles' military prowess in the face of the multinational coalition against him during the Great Northern War. After soundly repulsing Denmark-Norway at sea, he obliterated Peter the Great's forces (which outnumbered him 3:1) in a blizzard at Narva, then deposed Augustus the Strong of Saxony, who was also the elected monarch of Poland-Lithuania, and fielded a force against him at 2:1.



Unique Agenda: Dominium Maris

Charles favors building a sizable empire with coastal cities for trade and dominance, and respects civs that build on the coast or take part in military emergencies. Does not look kindly to leaders that back out on promises.
This agenda invokes the politics of Scandinavia and the empires that contested control over the inland Baltic Sea. Sweden eventually wrested control of the Baltic to help boost it's political and economic dominance over the region, which ended up making her a target for jealous neighbors like Russia and Denmark.
 
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Here is an idea that I have recently thrown out on the Future Update Speculation Thread. It's controversial but I like the idea of a dual Byzantine/Rome leader.
Leader: Justinian

Capital: Constantinople

Agenda: Corpus Juris Civilis -Loves to have many social policies in his government. Dislikes Civs who do not have as many social policies as him.

LA: Renavatio Imperii- Gain combat strength against cities formerly from your Civ whether a free city or conquered. 25% faster production towards pillaged districts and buildings and builders may use a charge to help complete an Engineering type of district. Gain the ability to build the Basilica UB.

UA: Ecumenical Councils- You may unlock and purchase Social Policy cards with faith. Religious great works of art and relics do not yield faith or culture for ten turns after Anarchy and Temples may hold a Great work slot for Religious Art.

UU: Dromon (Quadrireme Replacement) Adjacent enemy naval units gain more damage every turn after attack for 5 turns.

UI: Hippodrome at Games and Recreation- Must be built on flat land. Yields a culture and +1 Amenity. Gain another culture if next to a Theater Square or Government Plaza and another amenity if next to the Palace or an Entertainment Complex. Only one per city.

UB: Basilica (Tier 1 Govt. Plaza building when Justinian is leader) Gain a free wildcard policy slot in any government after this building is built and this building produces +2 culture. Once you reach a tier 2 Govt. it produces +2 faith and can hold an additional Relic or Religious Art.
 
I believe I have mentioned before my desire to see the devs add some new leaders / civs to the game, so here is my proposal for a Finnish civ. I would use the famous composer Jean Sibelius as the main leader, with the equally famous Mannerheim as an alternate.

Finland

Leader: Jean Sibelius

Capital: Helsinki

Agenda: Music, Nature, Independence and Freemasonry

Leadership Skills: Mathematics, Botany and Music.

Unique Building: Sibelius Academy (makes music great works useful and adds to culture and great musician points)

Unique Wonder: Vyborg Library or Cathedral

Great Works: Kalevala (literature), Finlandia (Music), Karelia Suite (Music)

Unique Unit: Some variation of the Naturalist, albeit a more powerful and useful one.


Alternate Leader:

Mannerheim (Suomen Marsalkka)

Capital: Helsinki

Agenda: Independence and Recovery of lost territory

Unique Unit: Ski troops or Jaeger

Unique Wonder: Mannerheim line or Vyborg Castle

Great Works: Kalevala, Jager March (written by Sibelius)

Leadership Skills: Good at negotiating deals with foreign leaders, prefers to avoid war, experienced cavalry officer and supports efforts by others to recover lost territory.
 
Here’s to the death of a monolithic India in Civ VII:

Chola Empire: Rajendra Chola I

Capital: Thanjavur

Agenda: Conquest of Srivijaya: Likes nations which send him sea trade routes, dislikes nations which send sea trade routes to other civs

Leader Ability: Gangaikonda Cholan: Land Units within an enemy coastal city immediately siege it. Captured cities can be made into commercial city states with 15 envoys in the Chola’s favor and immediate suzerainty and ongoing trade route.

Civ Ability: Nobody Conquers the Tamil Kings (yes, it’s a joke...but only kinda): Trade routes to foreign cities give double the religious pressure to those cities. Trade routes to foreign cities and/or city states sharing a religion with the Chola gain +3 faith, +2 culture and +4 gold.

Civ Infrastructure: Kovil: Replaces temple. Provides +1 housing, +1 food +2 culture and +1 gold in addition to existing temple bonuses. Higher production cost. Provides tourism at some point

Civ Unit: Dharani: Replaces Caraval, can be accessed after ship building, and can move into Ocean tiles even without Cartography. No special benefits other than its earlier access and ability to move into ocean so early

Mughal Empire: Akbar

Capital: Fatehpur Sikri

Agenda: Din-i Ilahi: Likes leaders who spread their religions to the Mughal empire. Dislikes leaders who kill his units in theological combat.

Leader Ability: The Wise Court of Akbar: Unlocks Unique Governor Birbal. Each city gains +2 science for every religion present in it.

Civ Ability: The Peacock Throne: All cities gain +2 culture per turn. +2 science per turn for each established governor in the empire

Civ Infrastructure: Mughal Fort-and-Garden Complex: Built by a builder, cannot be built adjacent to another Mughal garden. +1 food, +2 culture, +1 science on this tile. +2 more food after research of sanitization. Must be built on flat grasslands, plains or desert. Accessible after machinery.

Civ Unit: Mughal Artillery: Replaces Bombard. +10 strength compared to a bombard. Costs -15 production compared to bombard.

Birbal Promotion tree:

2-2-1

Base: Mantri: city gets +1 culture per speciality district

1st promotion options:

Kavi Priya: Theatre Squares adjacent to city centers offer double adjacency bonuses

Raja: all encampments can attack twice

2nd promotion options:

Minister of Din-i-Ilahi: city gains +1 science for every follower of a religion that the Mughals didn’t found in the city

One of the Navaratna: city gains +3 gold for every follower of a religion that the mughals didn’t found in that city

Final Upgrade: Brightest Jewel of the Ratnas:
+10% production in the city hosting Birbal
 
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Venice - La Serenissima:
Start the game with single Settler on Coast Plot unable to disembark and rest of the units on Land Plots. May only found single City, on Coast Plot adjacent to Land Plot. May not conquer cities. Capital may purchase, work and build on plots within 5 plot radius. Each Improvement and District grants +1 Housing. Each improved Luxury within Capital's range grants +1 Amenity even when sold. +1 Trade Route Capacity per District in Capital. +5% Gold, Science, Culture and Faith of foreign major Civilization per Luxury Resource provided to them in deal (granted to Capital). +25% Food, Production, Gold, Science, Culture and Faith of foreign City-State you are Suzerain of while having Trade Route to them (granted to Capital). May convert Governor Title to Venetian Merchant.

Leonardo Loredan - Victory over League of Cambrai:
Does not compete in Souzeracy with other major Civilizations. Becomes Informal Souzeran of a City-State If another major Civilization is Souzeran of the City-State and he has at least half their Envoys in the City-State. Informal Souzeracy grants Luxury and Strategic Resources, Vision, Open Borders, Diplomatic Favour and Unique Bonus If not at war with the City-State, but not Military Support and Leveraging of Units (they follow the Formal Souzeran into war). May improve City-State Plots and purchase Districts and Buildings in City-State If Informal Souzeran.

Venice:
Unique District replacing both Center and Harbor. May never get acces to River and build Water Mill. Guaranteed +2 Gold adjaceny (as if Harbor adjacent to Center). May build Center and Harbor buildings. When conquered, Harbor parts disappear, plot is converted to Land Plot and district becomes Center.

Venetian Merchant:
Unique Unit replacing Settler. If Capital is founded, may be expended in City-State territory to add +2 Envoys there. May enter City-State territory without Open Borders. 50% increased Production cost but 25% decreased Gold cost.
 
Frisia led by grutte pier

Civilization ability: fog warriors
+1 food, +2 production and + 1 loyalty towards all marsh and oasis tiles in your cities. +5 combat strength when fighting on marsh tiles or adjacent to rivers. Major adjacency bonusses for theater square, campus and industrial zones from marsh and oasis tiles.

Leader ability: Protectatory vikings
When units of other civilizations pillage your farms, pastures or camps, instead of providing yields pillaging this improvements deals damage to the pillager, the pillaged improvement stays unharmed. -50% damage to Piers city defenses if attacked by naval units.

Unique unit 1: Knight of the Kingscrown (orde van de koningskroon)
Unique medieval unit that replaces the knight. Does not suffer from movement penalties from marshes and rivers. does +1 attack for every 10 loyalty in your closest city. Unlocks with guilds civic.

Unique unit 2: Skûtsje, a fast moving recon unit from the renaissance era, gains +1 movement for every other skûtsje unit adjacent to this one. Provides +3 culture for every era after the renaissance era if you decide to keep it.

Unique district: Terp
Unique district that replaces the neighborhood district. Grants +4 housing, +3 food and +2 loyalty. Cannot be flooded. If a unit is positioned in this district it will get a +3 combat bonus. Placement: any type of hill. Unlocks with Buttres Technologie.

Agenda: Fryske frijheid
Dislikes civilizations that threaten the loyalty of his cities or gain one of their cities due to them losing them to loyalty issues. Likes those with cities that have much loyalty towards him.

Agenda based approval: Dyn minsken binne tige trou, faaks oan’e ferkearde minsken út dyn perspectyf. (Your people are very loyal, perhaps to the wrong people from your perspective.

Agenda based disapproval: Jo moatte ophâlde myn minsken litte twivelje, oars sille der gefolgen wêze. (You must stop letting my people doubt, or else there will be consequences.)

Accepts friendship offering: I can see that you’re more trust worthy than the duke of gelre.

Doesn’t accept friendship offering: Leaver dea as slaef! (rather dead then slave!)

Declares war: Do bist in skande, hjir is net genôch romte four swakkelingen. (You’re a shame, there is not enough space for weaklings)

Receives war: Ha! Jo tinke dat jo ús kinne ferslaan, mar wy binne ree foar alles. (Ha! You think you can defeat us, but we are prepared for everything.)

Defeated: Jo moatst my ferslein hawwe, mar ienris sille myn minsken se heuge en in nij ryk foarmje. (You may have defeated me, but once again will my people remember and they will form a new empire.)

capital: Dorestad


History:
The frisian empire is one of the lesser known empires in the world.
Magna frisia stretched trough belgium, almost the entirety of the netherlands and parts of germany. Frisia was an empire formed somewhere in the time of the roman empire. although the empire last that long at first the frisians have always had a very different culture than their ruler. The frisians were first conquered by the franks (the french). in the time of charles the great. The frisians were fierce fighters and always fought as much as they could for their ruler in the hope to gain their independence. that worked because between 1200-1500 we speak of the fryske frijheid (frisian freedom). charles the great had promised this before his death (centuries earlier) as thanks for the frisians helping him conquer rome. Frisian culture was a mixture of the frankish middle ages and the nordic vikings. sources also say that frisians were very determined to participate in crusades.

leader history:
Grutte pier was a farmer from a small village. he lived around the end of the late middle ages. this was the time that a big conflict broke out in what would later become the netherlands. The “province” of holland really wanted to conquer the territory of frisia and some other provinces. when Hollands first invasion hit Piers village was burned down together with some other villages in the south side of frisia. Piers gathered men from the villages that where hit bythe invasion and assemled a kind of mini army wich raided merchants from holland and sometimes attacked encampments. the province of gelre helped the frisians in this war. After a short period of time Pier became famous by the frisians and feared by the Hollanders. Piers status in frisia quickly gave him acces to a large fleet of tiny ships that where almost unhittable by the large military vessels of holland. After a long time it became clear to Pier that the leader of gelre didn’t have good intentions after all, he just wanted to keep frisia for himself while also limiting the power holland. so Pier fought one last time and then retreated from the fight. Frisia was never conquered by neither holland and gelre. the reason it is in the netherlands now is because of the union of utrecht, Which was created to fight back the Spanish from the low countries. Grutte Pier is to this day remembered as a frisian freedom fighter, but in others eyes (especially people from North- and South-holland) as barbarian because of the amount of people that died on his feared longsword. That isn’t hard to understand because Grutte Pier is one of the ten most fierce fighters in european history(around the middle ages that is) he never spared anyone and even killed people from frisia who couldn’t speak frisian.

geography:
Frisia was a country with many adjacent water. in the night of 13 december 1287 a giant flood hit the dutch lands. this flood was called st. lucia. The st. lucia flood is one of the worst floods in dutch and frisian history. flooding and permanently sinking a large piece of the entire empire. Creating an inland sea and transforming the northern provinces partly into islands (waddeneilanden) Frisia today remains as a dutch province.
 
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Semi-Joke Civ:

Deseret - Religion and Food-focused desert Civ

Capital: Salt Lake City

Leader: Brigham Young

Civilization Ability: This is the Place
- +1 Production, +1 Faith, and +1 Food to all desert tiles
- Holy Sites can be built with half the normal production if placed on desert tiles.

Leader Ability: Plural Marriage
- Each Deseret city following Deseret's religion gets +50% population growth
- Cannot win Diplomatic Victory.

Unique Unit: Mormon Battalion, unique Industrial melee unit, +5 combat strength when in territory following Deseret's religion, can be purchased with Faith as well as production and gold.

Unique District: Aqueduct replacement, grants full fresh water housing on top of aqueduct housing if connected to a mountain. Allows farms to be built on adjacent desert tiles.
 
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Anglo Saxons:

Leader: Alfred the Great
Ability - AELFRED MEC HEHT GEWYRCANELFRED MEC HEHT GEWYRCAN: All cities have walls of their era when founded after masonry. They also receive a free anti-cavalry unit.
Agenda - Seeker of Wisdom: Tries to gain culture and faith and likes those who do the same
Agenda Based Approval - "I see you too are a man who loves learning."
Agenda Based Disapproval - "You seem to me a very foolish man, and very wretched, who will not increase his understanding while he is in the world, and ever wish and long to reach that endless life where all shall be made clear."
Declares War - "I am greatly grieved that I must do this, but for God and Country, I must."
Attacked - "You are an uncultured fool. I will defend the Saxons to my last!"
Defeated - "I desired to live worthily as long as I lived, and to leave after my life, to the men who should come after me, the memory of me in good works."

UA: People of the Seax - Each district provides +1 GPP, units gain culture from kills, and governors provide +5 XP to units
UU: Gedriht (Spearmen) - +10 CS against ranged units, +2 CS, +10% XP from kills
UI: Defended village - may be built on any tile (Will claim tile if outside borders) May produce recon units (7 turns per unit) Has a ranged attack strength of recon of the era (The CS of a scout), provides +2 food and +2 gold if built in city.
 
Since we know it's coming in July...

Ethiopian Empire
Leader: Haile Selassie


Leader Ability: Conquering Lion of the Tribe of Judah
  • Gains Great Prophet points (equal to Era Score) for every Historical Moment*
  • After earning a Great Prophet, earns Faith equal to Era Score multiplied by the current Age (x1 in Ancient, x2 in Classic, etc.)**
Civilization Ability: Ark of the Covenant
  • Doubles all yields from Relics
  • Relics may be stored in any Great Work slot
  • Relics theme with all other Great Works
Unique Unit: Chewa regiment
  • Costs the same as the Pikeman, which it replaces
  • Equal in Strength to the Pike & Shot
  • Whenever a Chewa regiment captures a Barbarian camp or Tribal Village, it gains a Relic
Unique District: Tewahedo Church
  • Replaces the Holy Site at half the production cost
  • Does not count against district limit
  • +2 Faith from adjacent Natural and World Wonders
  • +1 Faith from adjacent Desert and Jungle
  • Any building constructed in a Tewahedo Church gains a relic slot
Leader Agenda: Rastafari messiah
Likes civilization with lots of faith but who have not founded a competing religion. Dislikes civilizations with low levels of faith.


*Sans Rise & Fall, this generate equivalent points to what the allotted Era Score would have been
**Sans Rise & Fall, this is based on the player's Era instead of the global Age
 
Powhatan
Leader: Pocahontas



Leader Ability: Rescuer of Smith, Wife of Rolfe
  • Pocahontas can form an unlimited number of Cultural Alliances with any and all Civilizations from Continents other than her own
  • Pocahontas can form an unlimited number of Religious Alliances with any and all Civilizations that have founded a Religion
  • Pocahontas' Alliances grow at double the rate with any civilization more technologically progressed than the Powhatan
  • Pocahontas gains Diplomatic Favor for every trade route to a Cultural or Religious Ally
Civilization Ability: Colors of the Wind
  • The Powhatan cannot construct or purchase Builders
  • All worked tiles adjacent to the City Center, Natural Wonders, or Wigwams, provide yields as if they were improved
  • Natural Wonders provide double their regular yields
Unique Unit: Weroance
  • Replaces the Scout
  • Gains double experience
  • Powhatan and Allied Units of any class gain all the Promotions of the Weoance while within 2 tiles
Unique Improvement: Wigwam
  • +1 Housing
  • Treats all adjacent worked tiles as if improved
  • Wigwams gain +1 Food, Gold, and Production for each trade route from a Cultural or Religious Ally to its city
  • Trade route from this city to a Cultural or Religious Ally gain +1 Food, Gold, and Production
Leader Agenda: Jamestown Colony
Likes civilizations from other continents that are more technologically advanced than the Powhatan
 
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Inuit

Leader – Elders. Instead of an individual leader the Inuit would be different in that a group of Elders would represent them.

Unique Ability – Bounty of the Arctic. Whales provide +2 food and +1 culture. Fish provide +1 production. +1 faith for tundra tiles. +1 movement on tundra tiles for all units.

Unique Improvement – Igloo (can only be built on tundra), 0.5 housing and +1 food and +1 culture.

Unique Unit – Harpoon Hunter. Replaces Scout. Ranged 1 hex away. +5 combat strength on tundra tiles. May harvest fish and deer, which will be sent to nearest city. May enter shallow water from start of game.


Israel


Abraham is now a leader available to both Israel and Arabia.

(Abraham) Unique Ability – Great Patriarch. Starts the game with an additional settler. Once the first Sacred Ground is built immediately founds religion.

(Abraham) Sacred Ground (replaces Holy Site). Double adjacency bonus. Requires more production than Holy Site.

(Israel) Unique Ability - Promised Land. Improved bonus resources adjacent to sacred ground gain +1 of their type (Farms +1 food, Pastures +1 production, mines +1 gold, plantations +1 culture). Improved Luxury resources of any type adjacent to sacred gain +1 faith.

(Israel)Unique Unit – Rabbi. Replaces Inquisitor. Rabbis can be garrisoned in your cities converted to your religion. +25% religious pressure is exerted from that city and city gains +1 loyalty. Can expend charges to remove heresy.
 
Hungary with Árpád as an alternate leader

Civ-specific features (same as Matthias Corvinus):
* Unique Ability - Pearl of the Danube: +50% production when producing districts across a river
* Unique Unit - Huszár: replaces Cavalry
* Unique Building - Thermal Bath: replaces Zoo


Leader-specific features:
* Unique Ability - Honfoglalás: gain a Settler when pillaging an enemy district
 
During the Gathering Storm DLC, France and England received a new leader to lead their civilizations. I would like to share with you one of my ideas for Germany, which currently has only one leader. First of all, you should know that German history has always been a succession of union and division of the different German regions, which led to greatness or disaster. I therefore propose as a new leader an essential figure in German history that we encountered in previous games: Otto Van Bismarck, the unifier of the German empire. If Frederic 1er tries to unite his empire by force (thanks to the military boost against city-states), Bismarck will try to achieve it by war diplomacy (as he did during the Franco-Prussian War of 1870 ). I therefore propose the following boost:
"Iron Chancellor: Neighboring city-states (up to 6 spaces from one of your cities) that fight the same enemy civilization as you during a war may be annexed free of charge by Germany. +5 military powers to all units against civilizations that have declared war on you. +10 if it is a surprise war."

This strategy can be very interesting to exploit for war diplomacy. The annexation of city-states of which Germany is the suzerain is not really interesting. That said, the whole complexity will be to annex the city-states of the other suzerains, through skillful and strategic declarations of war. Germany's neighbors who are suzerains of a nearby city-state will have to think twice before declaring war, for fear of Germany joining them and annexing their city-states at the same time.
This mechanism will completely change the perception of alliances during the wars and sanction the most hawkish and the least strategists. In addition, the pressure exerted by the Germans on the nearby city-states and the dangers of a common war, will push the players to declare war on Germany in order to eliminate this risk. This is where the military boost against the civilizations that declare war on you is interesting, and Germany will try to be as threatening and provocative as possible in order to be attacked and therefore more easily win the war (that's exactly which Bismarck did with the dispatch from Ems).
Germany will therefore shine during international intrigues and take the opportunity to unify with the nearby city-states. It will must therefore ensure that it maintains a high level of diplomatic visibility in order to be aware of all the wars that could serve to unify it.

For AI, Bismarck would adopt the behavior:
Blood and Iron : Loves civilizations that wage common wars. Do not like civilizations that wage war alone.
 
Hi civ community!
I'm new to the forums, I'm a fan of history and historical games such as aoe, total war series and paradox. I started playing civ 6 since december and I've been loving it.

Now I want to share here my idea for a new civilization. It is for the all mighty Soviet Union, I've already read some discussions about this subject, some people think Soviet leaders should be available as Russian alternate leaders. Some others think they should not be a civ at all since it is enough with Russians. I think however Soviets should be depicted in the game, why? well, the question should be why not? Even though the Soviet Union was a short lived state, it was a really important one, it left an indelible mark in world and civilization history. I also think they deserve a civ of their own because Tsarist Russia has a different focus and playstyle than the USSR would have. Besides, having both Tzarist Russia and USSR as separate civs would allow players to have recreate conflicts like the Russian revolution and civil war.
My proposal has been based on ideas that I've found in the forums, already existing mods and my own original ideas. I don't claim any right over this ideas, so anyone can use them for their own proposal or mod developing. So after saying all of this here is my proposal.

Soviet Union

- Civilization theme: based on Katyusha instrumental versions (the one in link is my favourite).

- Civilization ability:
Republic of the Soviets. +35% production towards campus, space port and industrial zone districts. Industrial zone districts provide +1 amenities. Can't found religions.

- Unique Unit: T-34. replaces tank, slightly stronger than regular tank (+2 strength). Cheaper production (380), requires half oil and gold maintenance than regular tanks.

- Unique infrastructure:
Naukograd. replaces research lab, +50% science yields, +2 great scientist and great engineer points per turn and +20% production towards space projects in this city.

Leaders:
Nikolai Lenin


- capital: Petrograd

- Unique Ability:
Commitern. +50% diplomatic favor for every alliance and city state you are suzerain of, additional +50% diplomatic favor for alliances with same government civilizations. +1 favor during 10 turns for every city that has turned over to you due to loyalty pressure.

- Unique Unit:
Red Guard. Replaces infantry, +7 combat strength against civs with different government. +50% production to red guard in cities with an industrial zone.

- Agenda:
Proletarian Revolution. Likes civilizations with a high amount of industry and happy people. Dislikes civilizations with low industry or unhappy people.



• Iosif Stalin



- Capital: Moscow

- Unique Ability:
Great Patriotic War. +50% production towards military units, industrial zones and military encampments during 15 turns after being declared surprise war. -100% war weariness for battles in own territory, enemy receives +50% war weariness and natural disaster damage in allied territory.

- Unique infrastructure:
NKVD HQ. Tier 3 government plaza building. Grants a free spy when built. +3 loyalty per turn in all cities. +50% production towards spies in this city. Enemy espionage operations in own territory have an extra +35% failure chance.

- Agenda:
Iron curtain. Likes civilizations which doesn't send envoys to city states where he holds suzerainty. Really dislikes civilizations that send envoys to his city states and will not hesitate to attack civilizations that have declared war upon his city states.



Strategy:
Soviet unique ability allows them to build campuses, industrial zones and space ports faster as well as their district improvement turns the scientific victory their best bet. However their leaders abilities may allow for other victory path. Lenin's unique hability should allow the acumulation of more diplomatic favor and aim for a diplomatic victory. Stalin's ability should allow the soviets to survive early wars and possibly strike back their enemies thus making domination victory viable.
One of their disadvantages is not being able to use their unique units and infrastrucres until late game. However been able to construct campuses and industrial zones faster should increase their survival chances in early game.

Leaders dialogues:
I have thought of possible dialogues, most of them are based on actual quotes from this characters or other people from the same time.

Lenin.
Greeting: My name is Vladimir Ilyich Lenin, leader of the USSR and the Communist International. We Socialists always stand for democracy, not in the name of capitalism, but in the name of clearing the path for our movement.

Agenda-based disapproval: Socialists must explain to the masses that they have no other road of salvation except the revolutionary overthrow of their governments.

Agenda-based approval: Thanks to your efforts, the dictatorship of the proletariat will soon become a reality.

Declares War: There are times when the interests of the proletariat call for ruthless extermination of its enemies in open armed clashes.

Attacked: Socialists cannot achieve their great aim without fighting against all oppression of nations.

Defeated: The Bolsheviks have failed to bring the dictatorship of the proletariat, but the class strugle is far from over.


Stalin.

Greeting:
Hello! I'm comrade Stalin, welcome to the unbreakable union of free republics, the united, mighty Soviet Union!

Agenda-based disapproval:
If you are afraid of wolves, keep out of the woods.

Agenda-based approval:
We recognize in true people our friends, those who make our contry a reliable stronghold of the peoples' happiness

Declares War:
There are no fortresses that Bolsheviks cannot storm! We grew our army in battles, we'll go from victory to victory!

Attacked:
Russia is a vast land, but there’s nowhere to retreat, Moscow is behind us! Not one step back!

Defeated:
I'm finished. I trust no one, not even myself.


Names for Cities taken from renamed russian cities and cities from other soviet republics:
- Leningrad
- Rostov
- Karkov
- Kaliningrad
- Stalingrad
- Chernobyl
- Kursk
- Donetsk
- Kirovgrad
- Gagarin
- Sevastopol
- Belgorod
- Glukhov
- Minsk
- Kiev
- Tallin
- Kishinev
- Dushanbe
- Ashkhabad
- Alma-Ata


This is my civ proposal, I'd like to know your thoughts, maybe is to OP or some things could be different/better. I'd like to hear your comments.












 
Hi civ community!
I'm new to the forums, I'm a fan of history and historical games such as aoe, total war series and paradox. I started playing civ 6 since december and I've been loving it.

Now I want to share here my idea for a new civilization. It is for the all mighty Soviet Union, I've already read some discussions about this subject, some people think Soviet leaders should be available as Russian alternate leaders. Some others think they should not be a civ at all since it is enough with Russians. I think however Soviets should be depicted in the game, why? well, the question should be why not? Even though the Soviet Union was a short lived state, it was a really important one, it left an indelible mark in world and civilization history. I also think they deserve a civ of their own because Tsarist Russia has a different focus and playstyle than the USSR would have. Besides, having both Tzarist Russia and USSR as separate civs would allow players to have recreate conflicts like the Russian revolution and civil war.
My proposal has been based on ideas that I've found in the forums, already existing mods and my own original ideas. I don't claim any right over this ideas, so anyone can use them for their own proposal or mod developing. So after saying all of this here is my proposal.

Soviet Union

- Civilization theme: based on Katyusha instrumental versions (the one in link is my favourite).

- Civilization ability:
Republic of the Soviets. +35% production towards campus, space port and industrial zone districts. Industrial zone districts provide +1 amenities. Can't found religions.

- Unique Unit: T-34. replaces tank, slightly stronger than regular tank (+2 strength). Cheaper production (380), requires half oil and gold maintenance than regular tanks.

- Unique infrastructure:
Naukograd. replaces research lab, +50% science yields, +2 great scientist and great engineer points per turn and +20% production towards space projects in this city.

Leaders:
Nikolai Lenin


- capital: Petrograd

- Unique Ability:
Commitern. +50% diplomatic favor for every alliance and city state you are suzerain of, additional +50% diplomatic favor for alliances with same government civilizations. +1 favor during 10 turns for every city that has turned over to you due to loyalty pressure.

- Unique Unit:
Red Guard. Replaces infantry, +7 combat strength against civs with different government. +50% production to red guard in cities with an industrial zone.

- Agenda:
Proletarian Revolution. Likes civilizations with a high amount of industry and happy people. Dislikes civilizations with low industry or unhappy people.



• Iosif Stalin



- Capital: Moscow

- Unique Ability:
Great Patriotic War. +50% production towards military units, industrial zones and military encampments during 15 turns after being declared surprise war. -100% war weariness for battles in own territory, enemy receives +50% war weariness and natural disaster damage in allied territory.

- Unique infrastructure:
NKVD HQ. Tier 3 government plaza building. Grants a free spy when built. +3 loyalty per turn in all cities. +50% production towards spies in this city. Enemy espionage operations in own territory have an extra +35% failure chance.

- Agenda:
Iron curtain. Likes civilizations which doesn't send envoys to city states where he holds suzerainty. Really dislikes civilizations that send envoys to his city states and will not hesitate to attack civilizations that have declared war upon his city states.



Strategy:
Soviet unique ability allows them to build campuses, industrial zones and space ports faster as well as their district improvement turns the scientific victory their best bet. However their leaders abilities may allow for other victory path. Lenin's unique hability should allow the acumulation of more diplomatic favor and aim for a diplomatic victory. Stalin's ability should allow the soviets to survive early wars and possibly strike back their enemies thus making domination victory viable.
One of their disadvantages is not being able to use their unique units and infrastrucres until late game. However been able to construct campuses and industrial zones faster should increase their survival chances in early game.

Leaders dialogues:
I have thought of possible dialogues, most of them are based on actual quotes from this characters or other people from the same time.

Lenin.
Greeting: My name is Vladimir Ilyich Lenin, leader of the USSR and the Communist International. We Socialists always stand for democracy, not in the name of capitalism, but in the name of clearing the path for our movement.

Agenda-based disapproval: Socialists must explain to the masses that they have no other road of salvation except the revolutionary overthrow of their governments.

Agenda-based approval: Thanks to your efforts, the dictatorship of the proletariat will soon become a reality.

Declares War: There are times when the interests of the proletariat call for ruthless extermination of its enemies in open armed clashes.

Attacked: Socialists cannot achieve their great aim without fighting against all oppression of nations.

Defeated: The Bolsheviks have failed to bring the dictatorship of the proletariat, but the class strugle is far from over.


Stalin.

Greeting:
Hello! I'm comrade Stalin, welcome to the unbreakable union of free republics, the united, mighty Soviet Union!

Agenda-based disapproval:
If you are afraid of wolves, keep out of the woods.

Agenda-based approval:
We recognize in true people our friends, those who make our contry a reliable stronghold of the peoples' happiness

Declares War:
There are no fortresses that Bolsheviks cannot storm! We grew our army in battles, we'll go from victory to victory!

Attacked:
Russia is a vast land, but there’s nowhere to retreat, Moscow is behind us! Not one step back!

Defeated:
I'm finished. I trust no one, not even myself.


Names for Cities taken from renamed russian cities and cities from other soviet republics:
- Leningrad
- Rostov
- Karkov
- Kaliningrad
- Stalingrad
- Chernobyl
- Kursk
- Donetsk
- Kirovgrad
- Gagarin
- Sevastopol
- Belgorod
- Glukhov
- Minsk
- Kiev
- Tallin
- Kishinev
- Dushanbe
- Ashkhabad
- Alma-Ata


This is my civ proposal, I'd like to know your thoughts, maybe is to OP or some things could be different/better. I'd like to hear your comments.
lenin’s first name is vladimir, not nikolai
 
Last edited:
China Rework with Yongle rather than Qin:

China — Yongle


UA - From Gunpowder to Silk: all resources provide +1 science. all domestic trade routes provide +2 science.


LA - Voyages of Zheng He: Commercial Hubs and Harbors provide +1 great merchant point each. Land domestic Trade Routes provide +2 culture, international maritime trade routes provide +3 culture


UI: Bureacratic Institute: Level 2 Government Plaza Building. Assigned Governors in the civ provide +2 diplomatic favor per turn. Cities with trade routes originating or passing through them gain +1 amenity


UU: Crouching Tiger/Hu Dan Poo: Replaces Crossbowman. Less Range but more powerful.
 
Civilization: Palenque

Leader: Benkos Biohó

¿Who was he?

Benkos Biohó was in his youth a prince in the Bioho Kingdom of Kongo (more specifically the Bissagos Islands) , but he and his tribes were dominated by Portuguese slave traders and were send to Cartagena de India, in the kingdom of Nueva Granada (This is located on present-day Colombia); Benkos was able to escape twice from his masters and from there, he and other free slave started a settlement and made a great network to free other slaves to join their settlement; Benkos and his followers were able to make multiple mission where they pillage slave plantations and free the workers, Benkos eventually earned the title King of Arcabuco, and his tribes took roots on their African ancestry both cultural and war wise.

The raids made by the maroons of Palenque became a great problem for cities like Mompós,Tenerife and specially Cartagena; So the governor of Cartagena was able to made an agreement with Benkos; this relationship even made Benkos a political figure of some kind (he was notorious for been able to wear the kind of clothing as the governor of this cities when they meet for political reasons and was able to enter the cities as a governor of Palenque; This relationship unfortunately didn’t last long, in the end Benkos was backstabbed by the other governors and was executed in public, after his dead more than 600 maroon slaves roamed freely and inspired by the formed king, they settle in Montes de Maria and adjacent territories.

Still to this day the main settlement and capital of this people, Palenque de San Basilio still stands , and it has been recognized by the UNESCO “Masterpieces of the Oral and Intangible Heritage of Humanity”, adjacent villages, settlements and territory are also of Palenque origin.

(Statue of Benkos Biohó in Palenque de San Basilio)
Palenque UA: Felicidad Palenquera

The trader units are changed by the Palenquera unit; this unit gives additional Culture per trade to both civs; the boost increase if the the Palenquera destination is a coastal city; Additionally, Bananas, Citrus, Wine and Sugar give additional Culture points


(Palenqueras;one of the most known icons of Palenque; usually travel to near by cities to sell fruits and artesany; very famous in the coastal city of Cartagena)
Benkos Biohó Trait: Slave Freedom

All Civilian Units gain a “shield” that allows them to survive been captured once; enemy units that capture units receive more damage from Palenque’s units; Additionally Palenque cities that are captured by other cities are 25% less loyal to their new civ.

Palenque UU: Maroon Slave Liberator

Does not replace units; Recon unit that its able to walk faster in jungle terrain and has a melee strength of (15); If it captures and unit, they heal little percentage and pillaging plantations also heal small percentage

Palenque UD: Lumbalú Praying House

Replaces the Holy Site District; It give additional culture points and if build next to an Entertainment Complex, its build faster and the entertainment gets 1 additional amenities.

The Lumbalú Praying house gets the project of “El Mapale” which gives extra fate while on-going and when it ends it gives additional great musician points; If the Lumbalú Praying House its next to Entertaiment Complex, the Lumbalú Praying house get 1 amenities when they finish the first “El Mapale”; the amenitie increase only works once per Lumbalú Praying house, the next times the project is used it just would give the normal faith and great musician points.


Cities:

- Capital: Palenque de San Basilio

Other Cities Names:

1. Malagana

2. San Pablo

3. San Cayetano

4. Palenquito

5. Arroyo Pellin

6. La Tabilla

7. San Onofre

8. Arroyo Cangrejo

9. Lata

10. Santa Rita

11. Lamba

12. Casa Verde

13. Balsora

14. La Pava

15. Palma de Vino

16. Majaguas

17. Catival

18. Casingui

19. Criollo

20. Bonga

21. El Guineo

22. Dagali

23. Mahates

24. Cantera

25. El Limon

26. Primero de Julio

27. Montes de Maria

28. Maria la Baja

29. La Esperanza

30. Macayepos

31. Carare

32. Berrugita

33. Combu

34. Las Flechas

35. El Mangir

36. Bongal

37. Arriba del Arroyo

38. Las Aguaditas

39. Parocho


Benkos Biohó Leader Agenda: Slavery Abolishment

- Likes Civs that does do not attack City-states and help them liberate after been captured by other Civs

- Dislikes Civs in war with City-states and Civ that capture barbarian civilians


Loading Screen Introduction

- O audacious Benkos Biohó, king of Arcabuco and freer of slaves, even to you were born as realness on your homeland of Bissago Islands, you gain your title not by bloodline but for your actions against the slavers who strip your people from their homelands, And even after you demise, Palenque never stopped fighting, now the joyful Palenqueras and the Mapale dances from your people are regarded as wonders of cultural heritage , your descendants roam freely their lands continuing with hope you left behind and your story might never be forgotten .

First Time Meeting

- Hello stranger, you stand beside Benkos Biohó, proclaim by the people of Palenque as their king, as long and you left us peace, we will bring you our culture in different ways.

Satisfied Agenda

- You leave everyone to their own, at peace and without disturbance, a true sign of a leader

Unsatisfied Agenda

- I mistook you from the other slavers, you are as rotten as them and just shackle this world with misery

Declaration of War (Reaction)

- Do not underestimate us as just place of culture, we also have the military forces from our ancestral roots of the old lands

Declaration of War (Benkos Biohó)

- Expect your plantations to be ruin, your slaves to join our sides and for us to liberate this world from yourself as we strip you from its earth.

Defeat

- I accept this fate, but if you may consider me a last wish, do not enslave my people, allow them the be part of your society, that’s the only thing I desire for all of the Palenque people.


Gold Embassy

- Our Joyful woman bring you gifts of fruit with their biggest smile, hope you might open your door to us.

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