Design your own Civ VI civ

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.
OK, I'm not sure what the appropriate name should be. I went for 'Caucasian' because that's what the Imamate was called; I avoid geographical identifiers like 'North' because on the game map the civ might not be in the north, and 'North Caucasia' seems pretty stupid when there's no 'South Caucasia' for reference, and 'Mountain Caucasia' seems redundant considering all of the Caucasus is mountainous, and I don't like descriptors with more than one word (as in 'Great Britain' vs 'Britain', 'Sardinia-Piedmont' vs 'Sardinia' etc.).
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.
To me, a unit healing upon an enemy unit being killed is a game mechanic to describe:

1) Fatigued or demoralised soldiers being rejuvenated upon learning of a victory

2) The nationalistic fervour causing local warriors to flock to units, thus bringing up the number of members of the units

I'm sticking with the ability.
 
To me, a unit healing upon an enemy unit being killed is a game mechanic to describe:

1) Fatigued or demoralised soldiers being rejuvenated upon learning of a victory

2) The nationalistic fervour causing local warriors to flock to units, thus bringing up the number of members of the units

I'm sticking with the ability.
I still consider it highly distasteful, still object, and am hoping it does not become a trend (which would be highly disturbing) and hope you come to a sensible perspective on this eventually.
 
OK, I'm not sure what the appropriate name should be. I went for 'Caucasian' because that's what the Imamate was called; I avoid geographical identifiers like 'North' because on the game map the civ might not be in the north, and 'North Caucasia' seems pretty stupid when there's no 'South Caucasia' for reference, and 'Mountain Caucasia' seems redundant considering all of the Caucasus is mountainous, and I don't like descriptors with more than one word (as in 'Great Britain' vs 'Britain', 'Sardinia-Piedmont' vs 'Sardinia' etc.).
Dagestanis or Avars would be an appropriate name.
 
Civilization: Drevlian Empire (Forest Dwellers): +1 Production and +1 Food from Forest tiles. No movement cost for Drevlian units in Forest tiles.
Leader: Mal (No Friends in the Forest): Both religious and military units have combat bonus on Forest tiles, and enemy units lose health when on or adjacent to Forest tiles in Drevlian territory.
Unique Unit: Forest Raider: Replaces the Horseman. Heals when on or adjacent to Forest tile, and can move after attacking when in Drevlian territory.
Unique Improvement: Hrod: Provides defensive bonus and a trickle of XP to garrisoned unit, bonus and XP increases for every adjacent Forest tile.
 
Civilization: Hyskos Empire (Shepherd Kings*): Start with Animal Husbandry already researched. No build cost for Pastures, and military unit production increased by 10% for every Pasture in the city.
Leader: Apepi (Subjugator): Units have +30% combat strength against civilizations from whom you have captured a city.
Unique Improvement: Tanite Sphinx: Can only be built in cities not originally founded by the Hyskos. Provides +2 Culture, +1 Amenities.
Unique Unit: Chariot Raider: Weaker but faster than the Heavy Chariot it replaces, and can move after attacking.


*Yes I know the 'Shepherd King' appellation is a misconstrument, but this is the best I can do to for now
 
Civilization: Qedarite Empire (Spice Trade): Trade Routes give additional Gold for every Trader that crosses your territory based on the number of connected Luxury Resources in the origin city. Chance of gaining a copy of a Luxury Resource connected in the origin city of a Trader when it crosses your city.
Leader: Šamsi (Renegade Queen): +50% combat strength against civilizations you had a DoF or Peace Treaty with at most 15 turns ago.
Unique Unit 1: Camel Raider: Increased movement on Desert tiles and can move after attacking.
Unique Unit 2: Camel Javelineer: Powerful ranged unit with increased movement on Desert tiles.
 
Civilization: Lihyanite Empire (On the Caravan Road): Increased Gold and Faith from foreign Traders. Both incoming and outgoing Trade Routes increase Loyalty of cities.
Leader: Gashmu (Master of the Caravans): Gain Influence points from every active Trade Route and Diplomatic Favour once a Trade Route is completed.
Unique Unit: Salh: Unique Religious Unit. Has two 'Collect Tahal' charges which can only be used on your cities, and grant Gold proportional to the number of Citizens following your religion/pantheon.
Unique Improvement: Lion Tomb: Provides base +1 culture, and a further +1 culture for every Era that has passed since it was constructed.
 
Two proposed alternative abilities for my Hyskos design:

Alternative Ability 1: Units produced in cities originally founded by the Hyskos gain 15 XP. Double Faith and Culture from cities not originally founded by the Hyskos.
Alternative Ability 2: Gain a civilization's unique ability upon capturing its capital.
 
Two proposed alternative abilities for my Hyskos design:

Alternative Ability 1: Units produced in cities originally founded by the Hyskos gain 15 XP. Double Faith and Culture from cities not originally founded by the Hyskos.
Alternative Ability 2: Gain a civilization's unique ability upon capturing its capital.
Do we need, or would we benefit, from the Hyksos? I mean, everyone here knows I oppose artificial continental, ethno-linguistic, regional, etc., quotas and caps for a more wholistic approach, but looking at all the suggestions for Egypt historical, cultural, and geographic region, we're kind of gilding the lily (on the Nille) here. Civ6 has two Cleopatras (one Egyptian, one Ptolemaic) and a Rameses, other good ideas for endemic Pharoahs have been considered, like Haphestsupet, Anketon, Narmer, and a few others. Ptolemy I was been thrown out there, as has Henri's pet favourite, Piye. Cases have also been made for Mamelukes, or Muhammed Ali, or Abdel Gammel Nasser. I recently advocated Saladin, who also had his centre of power in Cairo. Even the legendary fertile, "black soils," of the Nile Valley can't feed this many stacking civ ideas. And, frankly, as I see it, the Hyksos are about rock bottom in desirability (or marketability) of the lot - even just below Piye, who I have routinely criticized.
 
Do we need, or would we benefit, from the Hyksos? I mean, everyone here knows I oppose artificial continental, ethno-linguistic, regional, etc., quotas and caps for a more wholistic approach, but looking at all the suggestions for Egypt historical, cultural, and geographic region, we're kind of gilding the lily (on the Nille) here. Civ6 has two Cleopatras (one Egyptian, one Ptolemaic) and a Rameses, other good ideas for endemic Pharoahs have been considered, like Haphestsupet, Anketon, Narmer, and a few others. Ptolemy I was been thrown out there, as has Henri's pet favourite, Piye. Cases have also been made for Mamelukes, or Muhammed Ali, or Abdel Gammel Nasser. I recently advocated Saladin, who also had his centre of power in Cairo. Even the legendary fertile, "black soils," of the Nile Valley can't feed this many stacking civ ideas. And, frankly, as I see it, the Hyksos are about rock bottom in desirability (or marketability) of the lot - even just below Piye, who I have routinely criticized.
I'm not advocating for a Hyskos civ, this is just an experiment in design
 
Civilization: Omani Empire (Maritime Empire): Trade Routes to Omani cities or city-states you are Suzerain of on other continents give double yields.
Leader: Saif bin Sultan (The Chain of the Earth): Constructing an improvement gives +1 Era Score, and improvements provide an extra +1 Amenities and +1 Faith. Gain access to the Bait al-Riah unique improvement.
Unique Unit: Dhow: Unlocked at Sailing. Double movement in coastal tiles. Can be used as a Trader unit or as a reconnaissance unit.
Unique District: Falaj: Replaces the Aqueduct. Additional +2 Food and +2 Amenities.
Unique Improvement: Bait al-Riah: Can only be built when Saif bin Sultan is the leader. Can only be built on coastland tiles. Provide +1 Amenities and +1 Housing.
 
Civilization: Kyrgyz Empire (Nomadic Spirit): Pastures provide an additional +1 Food and +1 Culture. Builders can build Pastures on tiles outside your borders, and these can be converted into cities if conditions apply.
Leader 1: Barsbek (Unity of the Clans): Retain a city-state's Unique Bonus once you have more than 6 Envoys, regardless of who is the Suzerain.
Leader 2: Kurmanjan Datka (Queen of the Mountains): Mountain tiles give +1 Culture and +1 Amenities to each adjacent tile. Produced units gain XP based on number of mountain tiles in the city.
Unique Unit: Falconer: Replaces the Scout. Has 4 movement points, and can use Hunt charge to grant a burst of food. This ability recharges eventually.
Unique Improvement: Boz Uy: Provides +1 Housing, and completely heals any unit that ends turn on it if no enemy unit nearby, and recharges the Falconer's Hunt ability. Can only be built on Grassland or Plains. Can not be repaired once pillaged.
 
Civilization: Tamil Empire (Three Crowned Kings): Great Writer and Great Artist points from religious buildings. Receive 8 Era Score when producing a Great Work.
Leader 1: Rajendra I (Conqueror of Kedah): Naval Units have +50% combat strength against cities. Land Units can move in the same turn after disembarking.
Leader 2: Karikala (Defier of Kaveri): Unlock Dam at Construction technology. Dams provide +2 Faith and +3 Amenities, and a burst of Faith whenever a flood is stopped by the Dam.
Unique Unit 1: Kaikolar: Has same stats as Swordsman, but does not replace it. Has no maintenance cost, but stalls city growth and decrease Amenities when being produced.
Unique Unit 2: Kalam: Replaces the Galley. Can move into ocean tiles when at least one sea tile adjacent. Units linked with Kalam can also enter into ocean tiles this way.
 
Civilization: Telugu Empire (Kakatiya Architecture): Holy Sites and Theater Square have co-adjacency bonuses. Receive Great Musician and Great Engineer points from religious buildings.
Leader: Gautamiputra Satakarni (Lord of the Three Oceans): Receive an extra trade route for every coastal city. Receive Great Merchant points upon completing a trade route to a city on another continent.
Unique Unit: Nayak Cavalry: Replaces the Knight. Heals and gains experience twice as fast when adjacent to another Nayak Cavalry.
Unique District: Kataka: Unique District that does not replace any district. Provides adjacency bonuses to Encampment and Industrial Zone, slows down movement of nearby enemy units, and Telugu units that end turn on a Kataka heal completely when no enemy units adjacent.
 
Civilization: Kannada Empire (Royal Patronage): Gain Great Engineer, Great Musician and Great Writer points from suzerained city-states. Receive a free Great Person of your choice upon entering a Golden Era.
Leader 1: Krishnadevaraya (Ashtadiggajas): Receive a burst of Great Person points upon capturing a city, increased for capturing a capital. Great Works increase loyalty of the city they are stored in.
Leader 2: Veera Ballala II (Emperor of the South): Units receive increased combat strength for every Wonder and Speciality District in the capital.
Leader 3: Vikramaditya VI (Lord of Three Worlds): Recruiting a Great Person gives Great Person points for every other type of Great Person. Receive an Envoy upon expending a Great Person.
Unique Unit 1: Kshatriya: Replaces the Swordsman. Receives increased combat strength for every Holy Site building and religious building in the city when it was produced.
Unique Improvement: Kote: Replaces the Fort. Gives increased fortification bonus, and Great Person points for every enemy unit killed in an adjacent tile.
 
Civilization: Mughal Empire (Gunpowder Empire): Nitre Resource provides double Nitre per turn and additional +1 Production. Units gain +1 base strength for every improved Nitre Resource in the empire.
Leader 1: Akbar (Din-e-Ilahi): +10% Great Person points for every religion present in the city. Can construct worship buildings for any religion present in the empire.
Leader 2: Shah Jahan (King of the World): +15% Production towards Wonders during a Golden Era, and Era Score for building Wonders doubled. Gain access to the Mahal unique building.
Leader 3: Aurangzeb (Restorer of the Sharia): Every citizen following a religion other than Aurangzeb's grants Gold, while every citizen not following any major religion consumes double Amenities. Units gain +25% combat strength against target of a Holy War.
Unique Unit: Zamburakchi: Unique ranged cavalry unit with a range of two tiles. Requires Nitre.
Unique Improvement: Bagh: Provides +2 Culture and 1 Amenities, and Tourism points after researching Flight. Must be built within two tiles of a freshwater source.
Unique Building: Mahal: Can only be built when Shah Jahan is the leader. Base +3 Culture, and an additional +1 Culture for every Great Person expended in the city.
 
Civilization: Bengali Empire (Lands of the Ganges): Farms adjacent to rivers provide additional +1 Food. Flooded tiles provide additional +1 Faith and +1 Food. +25% production to Naval Units.
Leader 1: Shashanka (Lord of Gauda): Conquering a city provides a Governor Title, and a burst of Culture once no more Governor Titles can be earnt.
Leader 2: Devapala (Pala Empire): Cities captured by Devapala provide Influence points. Gain access to the Mahavihara unique building.
Leader 3: Jalaluddin Muhammad Shah (Bangaliya Madaris): Constructing a religious building grants a free Envoy, and religious buildings provide Great Engineer points.
Leader 4: Isa Khan (Bengali Resistance): Gain double grievances against other civilizations when they capture your cities. All Baro-Bhuiyan Levy units are maintenance-free.
Leader 5: Ram Mohan Roy (Bengali Renaissance): Receive a burst of Great Person points each time you enter a Golden Era or a Dark Era, and Great Persons are 25% cheaper to purchase during these Eras.
Unique Unit: Baro-Bhuiyan Levy: Powerful but expensive melee unit. Only 12 Baro-Bhuiyan Levy units may be built and acts as a Great General to adjacent units.
Unique Building 1: Textile Manufactory: Industrial Zone building that provides additional adjacency bonus to Commercial District and provides Great Artist points. Outgoing trade routes generate +50% more Gold. Gain a copy of the unique Textile luxury resource.
Unique Building 2: Mahavihara: Can only be built when Devapala is the leader. Provides +3 Housing, +3 Faith and boost to Great Prophet and Great Scientist points in the same city. Trade routes originating from this city exert greater religious pressure.
 
Greece
Unique Bonus: City-State Leagues - Every city-state met starts with 1 envoy.
Unique Unit: Hopilite - Replaces spear-man. +3 strength when attacking another Ancient Era UU.
Unique Infrastructure: Acropolis - Replaces city center. Gives double the bonus to whatever infrastructure is nearby.

Alexander the Great
Leader Bonus: Hellenistic Conquests - Gain 3 random Eurekas when fully taking over another nation.
Leader UU: Hetaroi - Replaces hopilite. +5 strength instead of +3.
Starting capital: Pella

Pericles
Leader Bonus: Surrounded By Glory - When a city-state bonus is reached, gain +5 culture.

I don't know how to do Dionysius or Alcibiades
 
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