Design your own Civilization VII civ

Caesar of Bread

Ronald Reagan's #1 Hater
Joined
Jan 28, 2023
Messages
1,459
Location
Nowhere
This is basically a "design your own civ" thread, like the one Morningcalm created for VI.

I guess I'll start

America is led by Thomas Jefferson (Theodore Roosevelt or Dwight Eisenhower could be interesting too)


United States of America
Unique Bonus: Beside the Golden Door - Whenever a neighboring nation has -2 happiness or lower, gain 1 population from them. Every 3 turns of this, obtain a random Great Person.
Unique Unit: Pioneer - Replaces settler. Can be used as a scout.
Unique Infrastructure: Saloon - Replaces tavern. +2 happiness.

Thomas Jefferson
Leader Bonus: Louisiana Purchase - Cities are 1.5x cheaper to purchase from other nations.

Dwight Eisenhower
Leader Bonus: Interstate Highways - Military units have 2x strength when on a trade route.

Theodore Roosevelt
Leader Bonus: Big Stick Policy - +3 culture and +3 diplomacy per colonial city taken. +3 culture per natural park. Gains Rough Rider UU when researching Riflery.
 
Last edited:
I like the immigrant style mechanic. "Beside the gold door" is a new phrase for me, but I am not from the states.
 
I like the immigrant style mechanic. "Beside the gold door" is a new phrase for me, but I am not from the states.
I got it from Emma Lazarus' The New Colossus, which is inscribed (I think) on the Statue of Liberty:

Not like the brazen giant of Greek fame,
With conquering limbs astride from land to land;
Here at our sea-washed, sunset gates shall stand
A mighty woman with a torch, whose flame
Is the imprisoned lightning, and her name
Mother of Exiles. From her beacon-hand
Glows world-wide welcome; her mild eyes command
The air-bridged harbor that twin cities frame.

"Keep, ancient lands, your storied pomp!" cries she
With silent lips. "Give me your tired, your poor,
Your huddled masses yearning to breathe free,
The wretched refuse of your teeming shore.
Send these, the homeless, tempest-tost to me,
I lift my lamp beside the golden door!"
 
Germany with Hitler. When you choose Fascism you can spread it, like you do with religion. Your units gain +10 combat strength when fighting in another Civ that you have spread Fascism to. Your units lose -10 combat strength when fighting in Russia. You get 30% production towards Rocketry and all related projects. Your builders can create Stalags. After you build them, you can capture enemy units and store them there instead of killing them which keeps your units at full strength instead of taking a health hit from combat. After you capture a civ, you can release prisoners from Stalags, who become your units.
 
No publisher is going to publish a game with Hitler in it, or one where POW’s are basically slaves.

Here is my idea

Frederick the Great, Leader of the Prussians

Leader Ability: Army With A State, +1 Wildcard Slot in all governments

Prussia
Unique Infrastructure: Cantonment (replaces Encampment). Half cost to build, provides +2 housing, Food and Culture. Each buidling provides an additonal +1 Housing, food and culture

Unique Units
Teutonic Knight: melee unit, replaces swordsman
Melee 38, move 2, no gold maintenance, +8 strenght in enemy territory
Krupp Field Gun: ranged unit, replaces Field Cannon
Strength 50, ranged strength 70, move 2
 
Your units lose -10 combat strength when fighting in Russia.
No. Russia : all units fight with -10 strenght within the territory of any of your cities while your troops are defending.
OR
Russia : all units suffer a -5 health penalty for every turn passed in Russia's territory.
OR
Russia : you can regain production by destroying your districts for producing units. (don't forget to delete all other improvments too !)
 
hello i have 2 ideas both france

France
unique unit-arbaletier
replaces crossbowman
+1 range
abillity-city of light- 10+% culture
unique building-chetau
leader- louis xiv
agenda-sun king-likes nation with many culture; hates uk even if they are 1# in culture

France (napoleon)
napoleon takes france and changes it COMPLETLEY
unique unit-old gaurd
replaces line infantry
+10 power
abillity-war of the third coalition- +5 power to all units against barbs and lone enemies,10+ against enemies in joint wars against you and +15 against anyone when a WC emergency is against you
unique building- chetau (unchanged)
leader-napoleon
agenda-kills anyone but freinds
 
My design for the Americans (of course, it is based on mechanics I have made up, because we still have no idea what Civ VII will be like gameplay-wise)

Civilization: Americans
Country name: United States
Capitals: Washington, Philadelphia, New York (instead of having one permanent capital, or a capital based on the leader, my idea is having the capital decided randomly from a pool of three cities when you settle your first one)
Civilization ability: We the People – one policy card can be changed per turn without paying gold; +2 diplomatic favour per turn per wildcard slot; +1 diplomatic policy card slot in any government from the ancient era onwards
Unique unit 1: Minuteman (fusilier) – -20 production cost; +1 movement
Unique unit 2: Mustang (fighter) – +5 attack strength against aircraft; +2 range
Unique infrastructure: Ranch – may only be built next to a pasture; +1 food from every adjacent pasture (+2 with capitalism); +1 housing; +4 culture

Leader: Thomas Jefferson
Religion: Christianity (Anglicanism)
Language: English

Ability: Corps of Discovery
•Starts with a scout
•Purchasing tiles is 50% cheaper
•+1 food from every purchased tile
•May purchase tiles from other civilizations if adjacent to American territory (the cost and whether a tile can be purchased depends on the other civilization)
•+1 movement for recon and support units trained in a city with a library

Agenda: Louisiana Purchase
•Likes leaders who leave him room to expand on his home continent, and those who sell him tiles
•Dislikes leaders who expand on his home continent and refuse to sell him tiles, especially if they don’t share a home continent
 
I would probably rework that foreign civ tile purchase ability - the base idea is good, but I think it would need to be standardized rather than something foreign civs can control by setting prices, and limit it; while the louisiana purchase included some developed land, I think in game terms civs should be able to protect their land by either improving a tile or working it.
 
I would probably rework that foreign civ tile purchase ability - the base idea is good, but I think it would need to be standardized rather than something foreign civs can control by setting prices, and limit it; while the louisiana purchase included some developed land, I think in game terms civs should be able to protect their land by either improving a tile or working it.
I agree, I think only empty tiles should be available for purchase.
 
I do not really want invasive unblockable purchases of my hard earned tiles. Last I recall, you need to agree on a purchase for it to occur... 😂
 
Requiring the original owner to agree would render the ability entirely useless - if every tile can be vetoed at player discretion, every tile *will* be vetoed. The only way such an ability can be structured in a game-usable is if the original owner is limited in his ability to block the purchase of a tile.

Hence the proposal I put out: there are ways for a player to protect a tile from being purchased (building something on the tile, or having one of your citizen working the tile, there could be a couple more like protecting the first ring of each city and protecting any tile that would leave another tile "orphaned" (eg, if tile A is the only tile connecting tile B to its owning city, it cannot be purchased unless tile B is also lost)), but they are limited. You cannot protect everything.

Losing owned tiles without permission has been part of the game in various forms (culture bombs, culture flips et al) since Civ III. It is not some new horrifying concept, just something that need to be considered in planning how you play your game.
 
Requiring the original owner to agree would render the ability entirely useless - if every tile can be vetoed at player discretion, every tile *will* be vetoed. The only way such an ability can be structured in a game-usable is if the original owner is limited in his ability to block the purchase of a tile.
Well, since we are talking about playing against AI, it can be programmed to agree to such proposals, especially when we are talking about gold being offered, which the other player may be in dire need of.
 
Abilities that work differently against AI and other human players (multiplayer is part of the game, and must be considered) is something I'd be wary about. And certainly abilities that only work against the AI should be avoided.
 
Abilities that work differently against AI and other human players (multiplayer is part of the game, and must be considered) is something I'd be wary about. And certainly abilities that only work against the AI should be avoided.
Well, I never play multiplayer, so I am biased against it) But what I was suggesting was actually set some incentive for selling tiles, such as doing it when in need of gold. Or maybe when you are about to lose those tiles anyway because you are at war or something like this.
 
Sure! Why not? I will misunderstand the title of the thread to mean:

Civ 7 - Design your own Civilization

This is also known as Custom Civilization and the analogy I am thinking of is old-school Master of Orion 2 Custom Race builds:
Leader name, titles, and pronouns
Leader bonuses
Leader actor or avatar
Civilization name, adjectives
Various bonuses
Unique units
Unique buildings

Add up a point cost. Have negative traits and restrictions. The final tally will be a certain number.

The general idea I am pointing towards is this might mitigate the tendency of new DLC being released with new leaders, new civilizations, and new unique abilities that are more powerful than others - and instead points can be adjusted in an effort to maintain balance.
 
Back
Top Bottom