Design your own Civ VI civ

Though the NFP is coming to its close and the updates to Civ VI may be soon stop coming, it's still nonetheless fun to make our own. I therefore introduce you to my Tanzania, led by Julius Nyerere:

Tanzania
Civilization Ability: Sail in the Wilderness

Can harvest strategic resources. Doing so grants 10 of that resource towards your stockpile. When harvesting a bonus or strategic resource, have a 20% chance of extracting an artifact. These artifacts automatically fill up Archaeological Museums when built. Trading artifacts with an ally provides a boost to your alliance points towards the next alliance level (10 points per artifact, only applies once per artifact).

Unique Unit: Pare Warrior (Replaces the Warrior)
Has 3 build charges to build mines.

Unique District: Game Reserve (Replaces the Preserve)
Provides gold equal to Housing bonus. +50% tourism pressure from this city towards allied civilizations.
(Originally this was a unique improvement that worked like a National Park, but could be placed on a single tile regardless of appeal, and provided gold equal to the tile's appeal.)

Julius Nyerere
Leader Ability: Ujamaa

Your first alliance starts at one level higher. Cities with a trade route to an allied civilization gain +3% to the yield respective to that alliance type for each alliance level with that civilization. Military alliances grant production.

Leader Agenda: Mwalimu
Likes civilizations with few Grievances and a positive Diplomatic Favor output. Dislikes civilizations with excess Grievances or a negative Diplomatic Favor output.
As a Civilization Idea guy myself, I like this idea, although it does need work. Here's my friendly advice:

CA: I like them being able to harvest Strategic Resources. However, the 20% chance of extracting an Artifact from both Strategic and Bonus Resources seem far too OP. And where would you place them? I suggest giving some Building +2 Artifact Slots or getting rid of their chance of extracting an Artifact from harvesting Bonus Resources. I'm pretty sure Artifacts already fill up Archaelogical Museums automatically. Maybe take inspiration from England's Vanilla Ability?

UU: Don't really know the history behind this Unit, so not much advice here. Maybe make it so that the Unit can Chop Features and Harvest Resources instead?

UD: The Preserve, at best, receives +3 Housing from the Appeal of its Tile. I suggest making it so that it provides double Housing so that the Gold increase is more noticeable.

LAB: This is a pretty good ability. Starting with an extra Level in an Alliance will give you good Bonuses. However, the +3% Yield of that respective Alliance type seems a bit weak. Maybe make it so that all Trae Routes sent to an Ally's City provide a flat bonus of +1 extra Diplomatic Favor, +2 Gold, and +1 Food. The Military Alliances grant Production thing seems pretty out of the blue. No need for that.

LAG: Nothing to criticize here.
 
As a Civilization Idea guy myself, I like this idea, although it does need work. Here's my friendly advice:

CA: I like them being able to harvest Strategic Resources. However, the 20% chance of extracting an Artifact from both Strategic and Bonus Resources seem far too OP. And where would you place them? I suggest giving some Building +2 Artifact Slots or getting rid of their chance of extracting an Artifact from harvesting Bonus Resources. I'm pretty sure Artifacts already fill up Archaelogical Museums automatically. Maybe take inspiration from England's Vanilla Ability?

UU: Don't really know the history behind this Unit, so not much advice here. Maybe make it so that the Unit can Chop Features and Harvest Resources instead?

UD: The Preserve, at best, receives +3 Housing from the Appeal of its Tile. I suggest making it so that it provides double Housing so that the Gold increase is more noticeable.

LAB: This is a pretty good ability. Starting with an extra Level in an Alliance will give you good Bonuses. However, the +3% Yield of that respective Alliance type seems a bit weak. Maybe make it so that all Trae Routes sent to an Ally's City provide a flat bonus of +1 extra Diplomatic Favor, +2 Gold, and +1 Food. The Military Alliances grant Production thing seems pretty out of the blue. No need for that.

LAG: Nothing to criticize here.

Hey, thank you so much for taking the time to review my civ. I've seen your work, so your comments mean a lot.
(I'm unfamiliar with the intricacies of quoting so I'm not going to waste my energy trying to do that and just respond in a list)

CA: While making this, I definitely struggled finding a balance with the resource to artifact concept, so if this is too much of an issue I'm comfortable striking the benefits from bonus resources. As for the archaeological museum detail, that was just to state that unless you have an archaeological museum they will sit in a pool and won't grant you any tourism, building an archeological museum would cause them to leave that pool and automatically fill up those slots, thus removing your need to build archaeologists (assuming you've filled all the slots). Ideally, you'd still be able to trade artifacts from this pool, tying in with the alliance points from trading artifacts.

UU: The Pare people are known for being the earliest smiths of iron in east Africa, hence their ability to build mines. I didn't want to give them the chop ability, because I felt that would just make them a warrior version of the Legion and Toa.

UD: The gold wasn't intended to be the main attraction, though I agree the bonus is underwhelming nonetheless.

LAB: So my intention when designing this ability (and the civ as a whole) was to sort of change the way you play with alliances (I find them a little underwhelming as they currently are) and grant benefits to playing a game dedicated to a peaceful and cooperative (hence: ujamaa) playstyle. I think flat bonuses to trade routes are 'ol reliable of trade route-based abilities and I wanted to change that up as well. With that in mind, if one were to play this civ and put in the work to keeping up with alliances, it essentially would give their cities a +9% bonus to whatever yield you want (science-research, culture, faith-religious, gold-economic, production-military). I can see how putting however many hundreds of turns it would take to get only 9% can be a little weak -considering Arabia can buy a building for close to nothing and instantly get +10% to faith, science, and culture- so I guess it's just a matter of playing with the numbers.
 
iposted this one months ago on reddit.
now that we are looking for an “oceanic” civ. maybe this will workout. hehe!
he is a little OP.
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Alternate Personas to Add:
(Exclusive for Frontier Pass)

Victoria (England): Queen of the Sea
- Building a Sea Dog or other Naval Raider unit, grants a free second copyr of that unit
(This ability doesn't allow her to build Redcoat)

Peter (Russia): Siberian Expansion
- +25% Production towards Settlers and reduces the cost of purchase a tile by 10%
(This ability applies for all eras)

Qin Shi Huang (China): China Unification
- Gain 25 more loyality than usual when capturing an enemy city
- Gain a free Crouching Tiger when capturing an enemy city for the first time
(This ability doesn't grants Crouching Tiger if you doesn't have the technology required)

Genghis Khan (Mongolia): The Golden Horde
- +10% Production towards all Cavalry class units and reduces the cost of purchase a all Cavalry Class units by 10%
- +50% yields from Pillaging if done by any Cavalry Class unit
(This ability applies for all eras)
 
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Genghis Khan (Mongolia): The Golden Horde
- +10% Production towards all Cavalry class units and reduces the cost of purchase a all Cavalry Class units by 10%
(This ability applies for all eras)
I don't believe Genghis needs a Persona that also involves Cavalry. Just seems like those would be updates made to him, with no need for a Persona.
 
I don't believe Genghis needs a Persona that also involves Cavalry. Just seems like those would be updates made to him, with no need for a Persona.
Edited that Alternate Persona. While it is still geared towards cavalry, it has different bonuses towards building and purchasing a bigger army and have more profit from pillaging rather than stronger cavalry and ability to capture defeated cavalry units.
 
Victoria (England): Queen of the Sea
- Building a Sea Dog or other Naval Raider unit, grants a free second copyr of that unit
(This ability doesn't allow her to build Redcoat)
I agree with @Duke William of Normandy that personas need to feel a little more different to be justifiable. I think the same goes with Victoria. This could easily be an ability added on to Pax Britannica and Queen of the Sea could be that persona.

If I was to at least make a separate Victoria I'd go a cultural/scientific route and bring back a form of the British Museum ability which grew during her reign.
 
Qin Shi Huang (China): China Unification
- Gain 25 more loyality than usual when capturing an enemy city

Pretty sure the most loyalty can go is +/- 20 so this basically means you can never lose a captured city through loyalty.
 
I have come to the conclusion that Macedon is basically Prussia with it’s UU in the wrong eras
 
How u achieve this conclusion?

It has the militaristic characteristics I’d expect of a Prussian civ, and the Field Grey and Gold is kind of fitting colours, with an encapment based UD and Great General generating mechanics.

Rename To The World’s End to An Army With A State.

Rename Hellenistic Fusion to Nach Paris

Just turn the horseman UU into a Knight one called Teutonic Knights and the Sword one into a musket unit called the Jaeger and you are basically done.
 
I posted this on the Polynesia thread with a change. I've been liking the idea of adding Samoa more and more.

Leader: Queen Salamasina https://en.wikipedia.org/wiki/Salamasina
Agenda: Tafa'ifa- Likes to acquire tribal villages and not attack barbarians. Likes civilizations that tend to avoid tribal villages and do not disturb barbarians.
Leader Ability: Four Papa Titles- Gain a free citizen whenever you encounter a tribal village. Gain culture for every barbarian outpost destroyed. May convert barbarians to your side by using a religious unit charge.
Civ Abiltiy: Navigator Islands- Settlers may enter coastal tiles after researching sailing and ocean tiles after celestial navigation. Land Units may enter water tiles while in formation with a settler. Reefs provide +1 appeal to adjacent tiles.
UU: Manu'a- Swordman replacement which unlocks at Miitary Training - Gains culture when receiving a promotion.
UI: Fale- Built on coastal land tile. Provides housing, food, culture and tourism later through flight.

Like in real life she united the four chiefly tribes of Samoa and for 60 years there was no warfare.
They are also good for a culture victory as well as settling quickly on islands and crossing the ocean.
Mind if I borrow this? :mischief:
 
Arawak Civilization

Civ. Ability: Curare Handling
Ranged and Recon units has +5 melee and ranged strength against wounded units, and earn 50% of defeated unit strength as science on kill (though ability bonuses are similar to Thomiris and Gorgo bonuses, this ability only work for your Ranged and Recon units, luckly Arawak UU is a Ranged unit that replaces Slinger, this ability grants Science on kill by Ranged or Recon units)

Civ. Unique Unit: Blowgunner
Replaces Slinger, has +15 ranged strength against melee and anti-cavalry units, Arawak civilization starts with a Blowgunner instead of Warrior (other than those two modifiers, it's still a Slinger), upgrades directly into Crossbowman instead of Archer

Civ. Unique Improvement: Charcoal Farm
Available at Irrigation Technology, is similar to Farm without replacing it, produces +1 food like a Farm and also produces +1 hammer, +1 food and +1 hammer with 2 adjacent Farms/Charcoal Farms at Feudalism, +1 food +1 and hammer per adjacent Farm/Charcoal Farm at Replaceable Parts, can only be placed in a Rainforest tile and doesn't remove Rainforest upon being built

Civ. Start Bias: Coastal (Tile), Rainforest (Tile)

Arawak Leader: Agueybana

Leader Ability: Paradise Islands
Rainforest tiles adjacent to Coastal tiles gain +2 gold with 2 adjacent Coastal tiles, Coastal tiles adjacent to Rainforest tiles gain +2 food with 2 adjacent Rainforest tiles, both bonuses from this ability scales with technology era for more gold and science for Rainforest, and more food and culture for Coast (bonuses from Paradise Islands to gold, food, culture and science only work if happens to exist Rainforest adjacent to Sea Coast tiles, this ability doesn’t work for adjacency with Lake Coast tiles)

Leader Agenda: Guardian of Paradise
Likes leaders who keeps both Woods and Rainforest preserved and who keeps Global Warming at lowest levels, Hates leaders who chopped all Woods and Rainforest from their lands and who raises Global Warming into higher levels

For someone wanting another tribe at American continent, there is this Native American tribe at Central America Islands such as Cuba and Hispaniola.
 
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Haudenosaunee

Civ Ability: People of the Longhouse

· +2 housing on Forest Tile (turns into +1 housing if turned into a Lumbermill) for every Diplomatic Policy Slot on your current government.

· After adopting a Government for the first time; all Forest Tile give +2 Diplo Favor for ten turns; +3 after Conservation is unlocked, newly planted Forest just give +1 Diplo Favor.

Leader: Jigonhsasee

Ability: Mother of the Confederation

· You can share Suzerainty of City-States with other Civs, international trade route to Civs you share Suzerainty get +1 yield (depending on the type of City-State you share; militaristic yields food) for every envoy they have.

· Even if at war with the other Civ, you retain Suzerainty and levied units of that City-State cannot enter in your territory.

· Gets a permanent Diplomatic Policy Slot if you become the Suzerain of at least 3 types of City-States.

Unique Building: Longhouse (Granary Replacement)

· When build on the Capital and cities six-tiles from the Capital, grants an Envoy.

· +4 Housing.

· +4 Food to Forest tiles in the city; turns into +2 if tile becomes a Lumbermill.

· Farms perceive adjacent Forest Tiles as Farms, getting adjacent bonus of Feudalism and Replaceable Parts when adjacent to Forest.

Unique Unit: Rotiskenrakehte (Musketman Replacement)

· Moves freely on Forest and Rainforest.

· Invisible on Forest and Rainforest, except for adjacent units

· Gets a +1-range attack if on Forest and Rainforest.

· Same production cost, maintenance, and Strength of the Musket Man
 
Haida

Unique Ability: Land’s Bounty:
+1 Housing from Camp and Fishing Boat improvements. All luxury and bonus resources that provide food provide 1 additional food.
This ability allows the Haida to construct large population centers without necessarily relying on large scale agriculture. It also encourages them to look at the map differently than other civs, with more emphasis on resource access and less (comparatively speaking) on good farming locations.

Unique Infrastructure: Crest Pole (Monument Replacement): Each city that constructs this building gains the benefit of an additional pantheon belief of your choice. You may select beliefs claimed by other civilizations but must select a different belief for each city.
As one of the most iconic examples of Pacific Northwest art and culture, I wanted not only to include totem poles but also to give them an ability more distinctive than a simple faith/culture boost. This design highlights the unique character of individual poles, and, like the civ ability, it encourages Haida to look at the map differently than other civs. Furthermore, it allows the creation of cities with unique specialties, whether in utilizing specific resource types, building units/wonders, generating great people or even serving as strategic healing positions.

Unique Unit: Sea Canoe (Galley Replacement): This unit cannot be seen except when adjacent to it. Traders plundered by this unit are transferred to your control rather than being destroyed, unless they would exceed your trade route capacity.
While I didn’t give the civ a primary military focus, the UU was a good opportunity to reference the coastal raiding culture (I also took inspiration from the fact that a masted ship appears over the horizon sooner than a flatter ship like a canoe). It acts as something of a hybrid between Melee and Raider class naval units, and the trader ability allows the Haida to invest in an early fleet with less impact on their economic development than other civs would face.

Leader Ability: Architectural Craftsmanship: Gain .5 culture per adjacent forest tile for each of your granaries or district buildings that provides housing. Upon entering the modern era, gain tourism as well.
This ability further references the Pacific Northwest artistic tradition to create a culture civ with a distinctly different focus than Great Artist civs like Russia and Kongo or wonder civs like France. The housing specification is primarily a way of limiting the number of buildings it applies to without individually listing them, but I think it does generally reflect the sorts of buildings you might expect to be more decorated, and it adds a very subtle push towards housing/tall cities and towards building encampments.

May I borrow from this for my own idea, please?
 
Jamaica - Leader Bob Marley
Unique Unit - Rastafari, substitue religions unity and always win religious debate.
Unique Improvment - Zion, must be build on Africa.
Unique Ability: Cool Runnings- Automatically gain tourism to your cities in a World's Game Competition if there is at least one Ski Resort in the game owned by Canada, regardless of where you place. Tourism from this competition doubles in the year 1988 and after. :mischief:
 
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