Design your own Civ VI civ

IF one were to propose any religious Unique or focus for a Civ, there are, IMHO, several basic considerations:

1. You have to know how the proposed game system will handle Religion (we can assume it WILL handle it, because it has been a part of the last few Civ-renditions). Not knowing that, any proposed religious mechanic is so much (to quote my mentor Pogo) Bald-R-Dash.

2. Unless going for a complete fantasy, the religiousity will have to be based on some actual religion. That opens up an huge can of worms, and each of the worms has saber teeth and a hunger for Idiot Game Designers. You are not asking, you are down on your knees begging for trouble.

3. Finally, most 'religious' groups and civilizations in history are marked by specific structures, practices, units, social and civic policy elements. Those elements are a far better basis for a 'religious' Civ than trying to model the entire package of a specific religion. That, essentially, is what Civ VI did with its collection of miscellaneous Pantheon, Follower, Founder, Worship 'beliefs' which can be shuffled to provide a less provocative 'Religion' in each game. It is far from perfect, but a lot safer than trying to model an actual religion in all its details and not expect incoming Critical Fire from all directions.

Some religious details, frankly, are better left out of any game or subject that wants to appeal to a broad audience. Like it or not, some practices and subjects are certain to enrage a percentage of your proposed customer base. If there is a First Rule of Commercial Practice, it is: Thou Shalt Not P*** Off Thy Customers. I suspect Firaxis knows that, having been in business for more than a week.
 
Civilization: Laotian Empire (One Million White Elephants and a Parasol): Jungle tiles provide bonus faith and gold, and contribute to Religious Tourism. Gain access to the White Elephant Hunt project, which has a chance of spawning a White Elephant resource, chance increased for every Jungle tile in the city. Gain +1 Era Score each time a White Elephant spawns. White Elephant provides faith and amenities.
Leader 1: Fa Ngum (Founder of Lan Xang): Gain a White Elephant each time you reach a new era, unlock a new Governor, or conquer a capital.
Leader 2: Sourigna Vongsa (Heavenly Path): Religious buildings reduce War Weariness. Holy Sites increase population growth for each trade route to and from a civilization that follows Sourigna's religion, and increase Science for every trade route to a civilization that has more technologies.
Unique Unit: White War Elephant: Requires White Elephant resource to be built.
+5 strength to adjacent friendly units, and -5 strength to adjacent enemy units. Grants faith for every enemy unit killed in its vicinity.
Unique Building: Thart: Replaces the Shrine. Reduces loyalty pressure from other civilizations.
Don't forget 'Legend of Seven Sons'.
I'd say that this should permit early expansions. the legends said that Seven Great Cities both in modern Laos and Thailand are founded by seven sons of the same King.
 
Civilization: Kazakh Empire (The Eternal Steppe): Pasture yields are doubled, and Horse pastures yield an additional+1 Food. Gain a free light cavalry unit for the first time you build a Pasture on a Horses tile.
Leader 1: Ablai Khan (Lord of the Zhuz): First three cities to be settled/conquered by Ablai will never lose loyalty and all three can have the Government Plazas at the same time.
Leader 2: Kasym Khan (The Bright Road): Can expend Faith to change Government policies. Religious buildings of the majority religion in the capital cost half in all cities, and increase loyalty.
Unique Unit: Steppe Nomad: Mounted archer, heals every turn it ends on a Grassland or Plains, +1 movement when starting on Grassland or Plains.
Unique Improvement: Kiiz Uy: Provides +1 housing, additional +1 housing if adjacent to Pasture. Can only be built on Grassland or Plains.
 
Civilization: Bhutanese Empire (Land of the Thunder Dragon): Units produced in a city with a Holy Site start with 15 XP. Holy Sites and Encampments have co-adjacency bonuses.
Leader 1: Ngawang Namygal (Cha Yig Chenmo): Government Plaza provides bonus faith, and Holy Sites provide amenities.
Leader 2: Jigme Singye Wangchuk (Gross National Happiness): Cities will never lose loyalty.
Unique Unit: Dapon: Civilian unit that gives combat bonus to adjacent ranged units
Unique Improvement: Dzong: +2 Faith, +1 Culture and defensive bonus to garrisoned unit.
 
Civilization: Tatar Empire (Harvesters of the Steppe) No movement cost to pillage, and double yields from pillaging. Razing cities grants a large amount of Gold, and builders equal to half of the city's population.*
Leader: Özbeg Khan (Splendour of Sarai): Can build an extra district for each religion in the city besides the first one.**
Unique Unit: Chambul: Replaces the Courser. Requires half as many Horses to produce, and has +2 movement.
Unique Building: Slave Market: Commercial District building that grants a burst of gold each time an enemy unit is killed within 8 tiles, and builders within the same radius can be sold for Gold.


*e.g. 1 pop = 0 builders
2-3 pop = 1 builder
4-5 pop = 2 builders
...

**A city with 2 religions can build 1 extra district, a city with 3 religions can build 2 extra districts, etc.
 
Civilization: Uzbek Empire (Ninety-two Tribes): Receive a free cavalry unit upon destroying a Barbarian encampment. Receive a free cavalry unit every 5-10 turns for every city-state you are a suzerain of.
Leader 1: Abu'l-Khayr Khan (Unifier of the Steppe): Levied units have -50% maintenance cost. Your units have +10% combat strength for every City-State you are a suzerain of, and levied units have +10% combat strength for every other City-State you are a suzerain of.
Leader 2: Muhammad Shaybani Khan (Rekindler of the Genghisid Flame): Gain 1 Envoy upon capturing a city, and 3 upon capturing a capital. Receive Great General points from capturing cities.
Unique Unit: Qurchi: Replaces the Musketman. Combat bonus due to Great General is increased, and Qurchis also extend the range of Great General's bonus by 1 tile.
Unique Building: Khanqah: Unlocked at Theology. Provides +3 housing, and 25% boost to Great Person points in the city.
 
Phoenicia:
Hiram I
: Upon establishing a new city at least X away from your current territory (first city on a new continent? Something like that) receive a free trader/caravan and a new trade route. New trade routes can only be acquired this way. Trade routes produce extra cultural influence at their destinations.
 
Civilization: Bohemian Empire (Heart of Europe): Universities and Religious Buildings provide Culture and Cultural Tourism. Great Persons are 50% cheaper to purchase during Golden Eras.
Leader 1: Ottokar II (King of Iron and Gold): Clearing Barbarian Encampments grants Faith and 1 Envoy. Industrial Districts increase population growth, and Mines over Luxury Resources provide +1 Gold.
Leader 2: Charles IV (Golden Age): Holy Districts provide +1 Influence point, raised to +2 for cities with your majority religion. Can use Culture and Faith to purchase tiles.
Unique Unit: War Wagon: Unique ranged unit unlocked at Gunpowder. Has strong ranged attack and strong defensive bonus, and also deals damage to enemy units attacking adjacent friendly units.
Unique Building: Glasshouse: Industrial District building that provides Culture for every Mine, and 2 copies of the unique Forest Glass Luxury Resource.
 
Civilization: Hausa Empire (Chief Cities): Cities can only have two Districts each, however the first District has a +50% bonus to all effects while the second has a +25% bonus.
Leader 1: Aminatu (Warrior Queen): All units receive +8 combat strength and +25% Experience modifier for 10 turns (on Standard speed) upon entering a new Era. Receive Great General points from every kill by a cavalry unit.
Leader 2: Muhammad Rumfa (Patron of the Ulama): Religious units are 50% cheaper to purchase. Receive Envoy points for every City-State that follows your religion.
Unique Unit 1: Lifidi Rider: Replaces the Knight. Requires half as much iron, and has strong resistance against ranged attacks.
Unique Unit 2: Maigadi: Powerful but expensive Musketman replacement that can only be built in the capital. (All other cities can build the Musketman.) Receives +1 base strength for every upgrade.
 
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Civilization: Oyo Empire (Awe of the Alaafin): Can demand free builders from City-States you are Suzerain of. Receive influence points from every city with an established Governor.
Leader 1: Shango (Thunder God): Killing enemy units provides faith, and razing cities provides even more faith and Great Prophet points. Denouncing a player causes a Natural Disaster of varying severity to occur to the denounced player.
Leader 2: Orompoto (Woman King on Horseback): Mounted units have increased combat bonus from Great Generals. All units within Great General range fight at full strength even when damaged.
Unique Unit: Eso: Replaces the Knight. Has combat bonus when adjacent to another Eso, and earns experience twice as fast.
Unique Project: Bere Festival: Can only be held in the capital. Must be at peace. Provides Era Score and one-time loyalty boost to all cities in the empire. Cannot go to war until 15 turns have passed.
 
And that does it for my trio of West African empires from my wishlist, I'm not very pleased with this design, it's rather messy:

Civilization: Benin Empire (Bronze and Ivory Kingdom): +1 Culture and +1 Production from Jungle Tiles. Improved tiles with Bronze or Ivory provide +2 Culture and +1 Production, and Industrial Districts sporadically produce Artifacts like Ivory Mask (needs Ivory), Bronze Head (requires Copper) and Ikegobo.
Leader 1: Ewuare (Rebuilder of Benin): Ancient and Medieval Walls have double defensive bonus, and give combat malus to adjacent enemy units. Repairing improvements provides Amenities.
Leader 2: Idia (Power of the Iyoba): Units have increased combat strength for every Holy Site in the empire. Destroying Barbarian Encampments grants Era Score as well as a loyalty boost in every city with a Holy Site.
Unique Unit: Ekaiwe: Replaces the Spearman. Gains +2 combat strength for every District in the capital, and a further +1 strength for every captured city.
Unique Improvement: Iya: Must be built within 2 tiles of City Center or Encampment. Unlocked at Masonry, and provides defensive bonus to garrisoned unit and exerts zone of control.
 
Leader 1: Shango (Thunder God): Killing enemy units provides faith, and razing cities provides even more faith and Great Prophet points. Denouncing a player causes a Natural Disaster of varying severity to occur to the denounced player.
As I had told Henri, I don't think overly mythologized leaders, even if the PERSON had probably existed, is a good idea in Civ.
 
Civilization: Chechen Empire (Mountain Wolves): Units receive +8 strength when on or adjacent to Hills or Mountain. No terrain movement cost within Chechen territory. All units heal by 10 HP when an enemy unit is killed in your territory.
Leader: Mansur Ushurma (The Victorious): Units receive a free promotion upon killing an enemy unit. Promoting a unit provides Faith and Great Prophet points.
Unique Unit: Abrek: Replaces the Ranger. Earns XP twice ad fast, and has no movement cost for Hills and Forest.
Unique Improvement: Aul: Provides +1 housing, and defensive bonus for stationed unit. Exerts zone of control. Can only be built on Hills.
 
Based on the Caucasian Imamate:

Civilization: Caucasian Empire (Call to Jihad): Holy Sites decrease production and maintenance costs of military units. Military Encampments decrease cost to purchase Religious Units.
Leader: Shamil (Lion of Daghestan): Units within range of a Great General heal each turn, regardless of whether any actions performed. Gain access to the Ghazi Unique Unit.
Unique Unit 1: Naib: Unique Religious Unit that can only be purchased with Faith. Has same range and base effects as Great General, but when itself within range of Great General extends Great General's unique effects a further 2 tiles.
Unique Unit 2: Murtaziq: Replaces the Line Infantry. No movement cost due to Hills, and +50% flanking bonus with other Murtaziq units.
Unique Unit 3: Ghazi: When at war with a Civilization following another religion, every city following your religion sporadically spawns Ghazi units; does not replace any specific unit, and has +20% combat bonus against units of Civilizations following other religions.
 
Civilization: Yemeni Empire (Arabia Felix): Incoming and outgoing trade routes provide +5 gold to Yemen for every connected Luxury Resource in the city.
Leader: Arwa al-Sulayhi (Little Queen of Sheba): Cities following your religion never lose loyalty. Convert actions provide Loyalty boost. Holy Sites provide Amenities.
Unique Unit: Bakil Tribesman: Replaces the Swordsman. Has double fortification bonus, and earns +75% more XP from defensive combat.
Unique Building: Mud-brick Skyscraper: Unlocked at Masonry. Provides +3 Housing, and Tourism points upon researching Flight.
 
Based on the Caucasian Imamate:

Civilization: Caucasian Empire (Call to Jihad): Holy Sites decrease production and maintenance costs of military units. Military Encampments decrease cost to purchase Religious Units.
Leader: Shamil (Lion of Daghestan): Units within range of a Great General heal each turn, regardless of whether any actions performed. Gain access to the Ghazi Unique Unit.
Unique Unit 1: Naib: Unique Religious Unit that can only be purchased with Faith. Has same range and base effects as Great General, but when itself within range of Great General extends Great General's unique effects a further 2 tiles.
Unique Unit 2: Murtaziq: Replaces the Line Infantry. No movement cost due to Hills, and +50% flanking bonus with other Murtaziq units.
Unique Unit 3: Ghazi: When at war with a Civilization following another religion, every city following your religion sporadically spawns Ghazi units; does not replace any specific unit, and has +20% combat bonus against units of Civilizations following other religions.
I think, properly this should be NORTH Caucasian or MOUNTAINOUS Caucasian Empire. Georgians, Armenians, Osseitians may object to the expansive label, and even Azeris and Circassians may not be on board on it.
Civilization: Chechen Empire (Mountain Wolves): Units receive +8 strength when on or adjacent to Hills or Mountain. No terrain movement cost within Chechen territory. All units heal by 10 HP when an enemy unit is killed in your territory.
Leader: Mansur Ushurma (The Victorious): Units receive a free promotion upon killing an enemy unit. Promoting a unit provides Faith and Great Prophet points.
Unique Unit: Abrek: Replaces the Ranger. Earns XP twice ad fast, and has no movement cost for Hills and Forest.
Unique Improvement: Aul: Provides +1 housing, and defensive bonus for stationed unit. Exerts zone of control. Can only be built on Hills.
Healing units your units just by killinng others always has very unsavoury, occultic, dark sorcerous, or even cannabalisitc undertones, thematically, and should probably be avoided as a Civ bonus.
 
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