Design your own Civ VI civ

More alternative Arabian leaders:

Ahmad ibn Tulun (Tulunid Dynasty): Commercial Districts provide Governor points and increased adjacency bonus with Industrial Zones. Buildings in the capital provide Culture and increase influence pressure.

Al-Muktafi (Restorer of Glory): 20% production towards Wonders in the capital. Cities with an established Governor have expenses halved. +1 Food and +1 Gold from tiles adjacent to river, increased to +2 Food and +2 Gold if floodplains.

Al-Saffah (Price of Decadence): Combat bonus against civilizations with less Faith per turn, and additional Loyalty in cities captured from such civilizations.

Badr al-Jamali (Fatimid Revival):
Gain access to the Da'i unique unit. Production towards Wonders in the capital decreased for every established Governor in the empire.

Rasad (Umm al-Mamalik): Purchase cost for units in the capital decreased for every City-State you are Suzerain of, and such units have no maintenance cost.

Al-Adil I (Gifted Administrator): +1 movement on roads in Arabian territory. +1 Gold from Farms, raised to +2 if Farms on floodplains.

Qalawun (Victorious King):
Capturing cities and killing defeating units in a Holy War or War of Liberation gives Influence points. Can build the Majma' unique district.

Baybars (Abu'l Futuh): Capturing cities and killing defeating units in a Holy War or War of Liberation gives Diplomatic Favour. Each captured city decreases unit maintenance and gives a steady trickle of Influence points.
 
Alternative leaders for England:

Alfred I (Battle of Ethandun): Combat bonus on your own continent against civilizations with their capital on another continent. Gain access to the Fyrdmann unique unit and the Burh unique district.

Edward I (Hammer of the Scots): Units gain +1 strength for every tile they cover further into enemy territory upto a maximum of 8. Capturing a Free City halves its disloyalty rate.

Edward III (The New Round Table): Gain access to the Knight Banneret unique unit. Military victories grant Great Writer and Great Musician points.

Henry V (Nationalistic Fervour): Military unit cost reduced for every non-English city you own. Annexing a city in a peace treaty gives a burst of Great Person points.

Cromwell (New Model Army): Land units gain +2 combat strength for every adjacent English unit. Units gain a free promotion for the first time they are merged into a Corps, which is unlocked at Civil Service instead of Nationalism.

Mary I (Bloody Inquisition): Inquistors cost half to purchase, and have double charges. Inquisition actions grant Amenities and Era Score, and boost to Great Person points if city has established Governor.

Henry VIII (Father of the Royal Navy): +25% Production towards naval units in the capital or cities with an established Governor. Gain a burst of Science upon upgrading a naval unit.

Charles II (The Merry Monarch): Gain Amenities from Theatre Squares. Great Works increase loyalty and Great Person points for their type in the city they are held in.
 
Henry V (Nationalistic Fervour): Military unit cost reduced for every non-English city you own. Annexing a city in a peace treaty gives a burst of Great Person points.
Adding in Henry V without a Longbowmen UU seems like a crime. :p
 
An attempt at designing a Hunnic civilization that completely changes the way you play the game. I didn't have a clear concept in mind and made up everything as I went along (in one go!) So I am particularly looking for feedback to this one because there may definitely be a lot of holes that need stitching:

Civilization: Hunnic Empire (Nomadic Empire): • Settlers trained in half the time, but cannot settle cities, instead settle Hunnic Outposts. Only basic infrastructure can be built for an Outpost and population growth is extremely slow, however can be boosted by capturing Barbarian Outposts and razing cities. Outposts can be upgraded into cities upon unlocking Nationalism. Only the capital starts as a city. Upon losing the capital, your first ever outpost becomes a city.
• Can capture Barbarian Outposts and convert them to your empire. Doing this causes all Barbarian units within 4 tiles to join your empire.
• Can choose between razing and vassalising cities. Cannot control production of a vassalised city, but its growth and production is reduced at the expense of increasing such for your Outposts. Vassalised cities also grant a small sum of GPT.
• Razing cities grants a burst of Production, Food, Faith, Science and Culture, as well as distributing the razed cities' citizens into your Outposts and capital.
• Mounted units do not require Horses, however their base strength is increased for every Horses resource connected.
• Normal pillaging bonuses doubled. Pillaging Mines and Quarries grants a burst of Production to all your Outposts. Pillaging Farms and Pastures grants a burst of Food to all your Outposts.
Leader: Attila (Scourge of God): Pillaging Theatre Squares and Holy Sites of an empire decreases that empire's units' strength by -5-10% for every pillage.
Unique Unit: Kur: Unique mounted archer unit. Can move after attacking.
Unique District: Battle Camp: Another type of military district that does not replace the Encampment and can be built in the same city. Battle Camps are not fortified, and multiple can be built in the same city so long as they are 2-4 tiles away from one another. Battle Camps provide an additional production queue for only military units.
 
Edward I (Hammer of the Scots): Units gain +1 strength for every tile they cover further into enemy territory upto a maximum of 8. Capturing a Free City halves its disloyalty rate.
Although, I don't know about halved disloyalty in captured cities, even free ones. Longshanks seemed to stir up MORE disloyalty, animosity, and rebellion in captured cities than was typical for a Medieval European King.
 
An attempt at designing a Hunnic civilization that completely changes the way you play the game. I didn't have a clear concept in mind and made up everything as I went along (in one go!) So I am particularly looking for feedback to this one because there may definitely be a lot of holes that need stitching:

Civilization: Hunnic Empire (Nomadic Empire): • Settlers trained in half the time, but cannot settle cities, instead settle Hunnic Outposts. Only basic infrastructure can be built for an Outpost and population growth is extremely slow, however can be boosted by capturing Barbarian Outposts and razing cities. Outposts can be upgraded into cities upon unlocking Nationalism. Only the capital starts as a city. Upon losing the capital, your first ever outpost becomes a city.
• Can capture Barbarian Outposts and convert them to your empire. Doing this causes all Barbarian units within 4 tiles to join your empire.
• Can choose between razing and vassalising cities. Cannot control production of a vassalised city, but its growth and production is reduced at the expense of increasing such for your Outposts. Vassalised cities also grant a small sum of GPT.
• Razing cities grants a burst of Production, Food, Faith, Science and Culture, as well as distributing the razed cities' citizens into your Outposts and capital.
• Mounted units do not require Horses, however their base strength is increased for every Horses resource connected.
• Normal pillaging bonuses doubled. Pillaging Mines and Quarries grants a burst of Production to all your Outposts. Pillaging Farms and Pastures grants a burst of Food to all your Outposts.
Leader: Attila (Scourge of God): Pillaging Theatre Squares and Holy Sites of an empire decreases that empire's units' strength by -5-10% for every pillage.
Unique Unit: Kur: Unique mounted archer unit. Can move after attacking.
Unique District: Battle Camp: Another type of military district that does not replace the Encampment and can be built in the same city. Battle Camps are not fortified, and multiple can be built in the same city so long as they are 2-4 tiles away from one another. Battle Camps provide an additional production queue for only military units.
This sounds like a Civ that will fall rapidly behind the curve starting in the Industrial Era. A concern of mine about all permanently nomadic or raiding civ's, in general, that many have proposed, here.
 
This sounds like a Civ that will fall rapidly behind the curve starting in the Industrial Era. A concern of mine about all permanently nomadic or raiding civ's, in general, that many have proposed, here.
Yes, the basic idea is the challenge to survive, rather than becoming a sprawling super-centralised superpower. In any case, the Outposts can be converted into cities when Nationalism is unlocked, so the Huns will have that much going on for them
 
Although, I don't know about halved disloyalty in captured cities, even free ones. Longshanks seemed to stir up MORE disloyalty, animosity, and rebellion in captured cities than was typical for a Medieval European King.
From what I recalled, Edward's crushing victories rather discouraging resentment from ascending into armed rebellion, but I may be misremembering
 
From what I recalled, Edward's crushing victories rather discouraging resentment from ascending into armed rebellion, but I may be misremembering
"Braveheart," though dramatized, is accurate enough to be instructive otherwise. I have Scottish heritage on my mother's side.
 
Doesn't England already have a Longbowman UU in Civ6? Or am I confusing them with the Civ5 iteration?
No, they have the Longbowmen in Civ 5. Their UU is the Sea Dog and (Age of Empire) Victoria has the Redcoat as her LUU.
Since you forgot you are forgiven. :)
An attempt at designing a Hunnic civilization that completely changes the way you play the game. I didn't have a clear concept in mind and made up everything as I went along (in one go!) So I am particularly looking for feedback to this one because there may definitely be a lot of holes that need stitching:

Civilization: Hunnic Empire (Nomadic Empire): • Settlers trained in half the time, but cannot settle cities, instead settle Hunnic Outposts. Only basic infrastructure can be built for an Outpost and population growth is extremely slow, however can be boosted by capturing Barbarian Outposts and razing cities. Outposts can be upgraded into cities upon unlocking Nationalism. Only the capital starts as a city. Upon losing the capital, your first ever outpost becomes a city.
• Can capture Barbarian Outposts and convert them to your empire. Doing this causes all Barbarian units within 4 tiles to join your empire.
• Can choose between razing and vassalising cities. Cannot control production of a vassalised city, but its growth and production is reduced at the expense of increasing such for your Outposts. Vassalised cities also grant a small sum of GPT.
• Razing cities grants a burst of Production, Food, Faith, Science and Culture, as well as distributing the razed cities' citizens into your Outposts and capital.
• Mounted units do not require Horses, however their base strength is increased for every Horses resource connected.
• Normal pillaging bonuses doubled. Pillaging Mines and Quarries grants a burst of Production to all your Outposts. Pillaging Farms and Pastures grants a burst of Food to all your Outposts.
Leader: Attila (Scourge of God): Pillaging Theatre Squares and Holy Sites of an empire decreases that empire's units' strength by -5-10% for every pillage.
Unique Unit: Kur: Unique mounted archer unit. Can move after attacking.
Unique District: Battle Camp: Another type of military district that does not replace the Encampment and can be built in the same city. Battle Camps are not fortified, and multiple can be built in the same city so long as they are 2-4 tiles away from one another. Battle Camps provide an additional production queue for only military units.
My problem is once Nationalism is unlocked and outposts turn into cities, what would their names be? I'm also wondering how a second military district would work and the buildings in it considering things like stables are tied to the Encampment.

In a hypothetical Hunnic civ I'd just make it to where settlers can create the Hunnic Camp unique improvement that could act as mini "encampments" that provide housing and production and a place for units to spawn.
As for obtaining more cities I'd make it to where you have to just capture cities from other civs or city-states, but then of course that defeats the whole idea of razing them, which the Huns were known for doing. :dunno:
 
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My problem is once Nationalism is unlocked and outposts turn into cities, what would their names be?
They could be named after the cities razed by the Huns or taken from the city list of a civilizations whose capital you control.
I'm also wondering how a second military district would work and the buildings in it considering things like stables are tied to the Encampment.
Battle Camp buildings could only affect the units produced in the production queue for the Battle Camp, and not the city's/Encampment's one? I haven't thought this one out through
As for obtaining more cities I'd make it to where you have to just capture cities from other civs or city-states, but then of course that defeats the whole idea of razing them, which the Huns were known for doing.
Which is why I believe giving a choice between razing and vassalising is the best solution. The Huns' strategy is like this: they will expand by building Outposts and assimilating barbarians, thereby building a large enough army to take cities of nearby civilizations, razing them for the bonuses they give, and eventually vassalising a bunch of cities to form a barrier against empires with stronger and larger armies who could otherwise simply march in and eliminate their poorly fortified Outposts.
 
Civilization: Palestinian Empire (Eternal Resistance): Receive a combat bonus against enemies for every Palestinian city they have captured or razed. Great Person generation increased when attacking a War of Liberation or defending any type of war.
Leader 1: Zahir al-Umar (Sheikh of Galilee): Gain an extra trade route for every copy of an Olives or Cotton resource. Worked Farms increase loyalty.
Leader 2: Yasser Arafat (Fatah Network): Receive 3-5 Fida'i units in every city upon declaring a War of Liberation or having any type of war declared on you.
Unique Unit: Fida'i: Unique unit that receives upgrades with every Era. Weaker than contemporary melee units, but costs no maintenance. Can only be produced upon declaring a War of Liberation or having any type of war declared on you.
Unique Improvement: Olive Grove: Can be built anywhere within 2 tiles of fresh water. Provides +1 Gold, +1 Food, +1 Culture and a free copy of an Olives resource.
 
And a new ability for Edward I, I hope.
 
Civilization: Algerian Empire (Pirates of the Mediterranean): Combat bonus due to Great Admiral doubled, and naval units can pillage coastal tiles. Pillaging a worked tile grants a free builder in the capital, and reduces the enemy cities' population by 1.
Leader: Abdelkader (Saint Among Princes): Bonuses from helping in Emergencies doubled. Holy Sites provide Diplomatic Favour.
Unique Unit 1: Barbary Corsair: Ottomans get the Spahi unique unit instead.
Unique Unit 2: Odjak: Replaces the Musketman, and has a +15% base strength modifier, up to 30% when within range of a Great General.
Ottoman Unique Unit: Spahi: Replaces the Knight. Fights at full strength even when damaged, and has +100% flanking bonus with other Spahis.
 
Civilization: Pictic Empire (Highland Warriors): Bonus Faith and Food from Hills and Forest. No movement penalty due to Hills and Forest.
Leader: Bridei (Cáin Adomnáin): Completing a city-state quest gives 2 Envoys with that city-state, and 1 Envoy with every other city-state.
Unique Unit: Woad Warrior: Replaces the Swordsman. Decreases combat strength of all enemy units within 2 tiles by -5%, stacks with other Rutila units upto a malus of -75%.
Unique Improvement: Broch: Gives defensive bonus to garrisoned unit, and exerts Zone of Control.
 
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Civilization: Mauryan Empire (Arthashastra): Cities receive a boost to yields for every Great Person of a certain type expended within the city. Science for Great Scientists, Faith for Great Prophets, Culture for Great Musicians, Great Writers and Great Artists, production towards Wonders for Great Engineers, production towards Land Units for Great Generals, production towards Naval Units for Great Admirals.
Leader 1: Chandragupta (Chakravartin): Cities with a garrisoned Great General never lose loyalty and domestic trade routes to or from those cities grant additional Production, Food and Gold. Gain access to the unique Polymath Governor Chanakya.
Leader 2: Ashoka (Dhamma): Gain a burst of Faith and Great Prophet points upon making peace. Gain Culture for every follower of your religion in cities not originally founded by the Mauryans but under your control.
Unique Unit: Varu: Unique heavy cavalry unit that ignores enemy zone of control and decreases combat strength of adjacent units.
Unique Improvement: Stepwell: Same as the default Stepwell for India.
Unique Building: Lion Column: Replaces the Monument. Can only be built when Ashoka is the leader. Grants Amenities, and additional Culture for every other Lion Column in the empire.
Unique Governor (Chanakya): Only available when Chandragupta is the leader. Promotions include increasing Great Person points and bonus effects, as well as increasing Production and Amenities.
 
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Civilization: Tanukhid Empire (Kingdom of the Dunes): Units earn double XP when fighting on Desert tiles. Enemy units lose HP every turn they end on a Desert tile in Tanukhid territory.
Leader: Mavia (Scourge of the Desert): Units have +25% combat strength in Desert tiles and can move after attacking when within range of a Great General.
Unique Unit: Camel Lancer: Powerful unique light cavalry unit that does not require Horses. Has increased movement on Desert tiles.
Unique Improvement: Qasr: Garrisoned units have defensive bonus and can attack one extra time. Adjacent improvements cannot be pillaged so long as the Qasr is standing.

Not happy with the Qasr, as it is named after the Umayyad strongholds in the former Tanukhid lands, and thus are anachronistic, but it will do for now
 
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