(E&E) Civilization VI - First Look: Goths

TyrannusRex

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Theodoric leads the Goths in Sid Meier's Civilization VI!

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Theodoric the Great was King of the Ostrogoths, regent of the Visigoths, and ruler of an independent Gothic kingdom shortly after the fall of the Western Roman Empire. Some consider him a Roman Emperor in all but name, as his territory stretched from the Atlantic to the Adriatic Sea and he was devoted to preserving and restoring Roman monuments and architecture, safeguarding the legacy of the empire.

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A rough depiction of Theodoric's in-game model and icon. I also made one of him with a shorter beard to stay a little closer to the face depicted on the coin.

Theodoric's unique ability is In Simulacro Romae. All City Center buildings generate +1 Culture, boosted to +2 with Cultural Heritage. Also, when you send a Trade Route to a civ that is further along the Civics Tree than you are, the Trade Route yields Culture equal to the difference in the number of completed Civics between your two civilizations. Sending your first Trade Route to a more culturally advanced Civ automatically triggers an Inspiration for one Civic they have discovered that you haven't.

Theodoric's agenda is called Urbium Restaurator. He likes civilizations who quickly repair their cities and Districts after they've been pillaged by wars or natural disasters, and Theodoric will always try to keep his cities in their best shape. If you neglect such maintenance and leave your cities sitting in rubble and flame, expect to hear from him!

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The Gothic civilization's unique ability is called Barbarians at the Gates. All Gothic military units gain +3 combat strength against Walls. Tile improvements they pillage grant +25% their typical yields, and razing cities incurs 25% less Grievances than normal and grants a boost of 500 Culture. Not to mention, when you clear a Barbarian Outpost, there's a chance it'll spawn an era-appropriate land military unit under your control, for free -- though this unit still has typical resource and upkeep costs. If you're playing with the Barbarian Clans game mode, this feature is instead replaced with a 50% discount to all costs to treat with Barbarian Tribes.

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Mockups of in-game Gadrauhts and their icon.

The Goths' unique unit is the Gadrauhts, a replacement for the Swordsman. These fierce warriors ignore movement and sight penalties for Woods and Rainforest and gain a +5 bonus to their combat strength while defending on Woods, Rainforest, or Hills, boosted to +8 if they're defending against a cavalry charge.

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A rough depiction of how I imagined the Alhs to look; it could be squarish instead. Also, this image attached MUCH larger than I expected it to.

The Goths get a unique building in the Alhs, which replaces the Shrine. This simple, rustic church yields +2 Faith if its District is adjacent to Woods, as well as +2 Production if adjacent to a Bonus Resource. It provides Tourism once Flight is researched, providing more Tourism the longer it's been since the Alhs was built or repaired.


The Goths prioritize strong cultural output while expanding their empire via Trade Routes to more advanced civs while facilitating the conquest of less advanced ones. With their Gadrauhts, and their entire army getting bonus damage against Walls, you should have an easy time pushing out any unwanted inhabitants of your future cities. While you rebuild and restore any damage you may have done in the process, your Alhs will provide both Faith and Tourism to keep your empire prosperous.
Will you raise your empire on the shoulders of giants? How will you lead the Goths in Sid Meier's Civilization VI?
 
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Theodoric leads the Goths in Sid Meier's Civilization VI!

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Theodoric the Great was King of the Ostrogoths, regent of the Visigoths, and ruler of an independent Gothic kingdom shortly after the fall of the Western Roman Empire. Some consider him a Roman Emperor in all but name, as his territory stretched from the Atlantic to the Adriatic Sea and he was devoted to preserving and restoring Roman monuments and architecture, safeguarding the legacy of the empire.

View attachment 695368View attachment 695372View attachment 695373
A rough depiction of Theodoric's in-game model and icon. I also made one of him with a shorter beard to stay a little closer to the face depicted on the coin.

Theodoric's unique ability is In Simulacro Romae. All City Center buildings generate +1 Culture, boosted to +2 with Cultural Heritage. Also, when you send a Trade Route to a civ that is further along the Civics Tree than you are, the Trade Route yields Culture equal to the difference in the number of completed Civics between your two civilizations. Sending your first Trade Route to a more culturally advanced Civ automatically triggers an Inspiration for one Civic they have discovered that you haven't.

Theodoric's agenda is called Urbium Restaurator. He likes civilizations who quickly repair their cities and Districts after they've been pillaged by wars or natural disasters, and Theodoric will always try to keep his cities in their best shape. If you neglect such maintenance and leave your cities sitting in rubble and flame, expect to hear from him!

View attachment 695374

The Gothic civilization's unique ability is called Barbarians at the Gates. All Gothic military units gain +3 combat strength against Walls. Tile improvements they pillage grant +25% their typical yields, and razing cities incurs 25% less Grievances than normal and grants a boost of 500 Culture. Not to mention, when you clear a Barbarian Outpost, there's a chance it'll spawn an era-appropriate land military unit under your control, for free -- though this unit still has typical resource and upkeep costs. If you're playing with the Barbarian Clans game mode, this feature is instead replaced with a 50% discount to all costs to treat with Barbarian Tribes.

View attachment 695375View attachment 695376View attachment 695378
Mockups of in-game Gadrauhts and their icon.

The Goths' unique unit is the Gadrauhts, a replacement for the Swordsman. These fierce warriors ignore movement and sight penalties for Woods and Rainforest and gain a +5 bonus to their combat strength while defending on Woods, Rainforest, or Hills, boosted to +8 if they're defending against a cavalry charge.

View attachment 695379

A rough depiction of how I imagined the Alhs to look; it could be squarish instead. Also, this image attached MUCH larger than I expected it to.

The Goths get a unique building in the Alhs, which replaces the Shrine. This simple, rustic church yields +2 Faith if its District is adjacent to Woods, as well as +2 Production if adjacent to a Bonus Resource. It provides Tourism once Flight is researched, providing more Tourism the longer it's been since the Alhs was built or repaired.


The Goths prioritize strong cultural output while expanding their empire via Trade Routes to more advanced civs while facilitating the conquest of less advanced ones. With their Gadrauhts, and their entire army getting bonus damage against Walls, you should have an easy time pushing out any unwanted inhabitants of your future cities. While you rebuild and restore any damage you may have done in the process, your Alhs will provide both Faith and Tourism to keep your empire prosperous.
Will you raise your empire on the shoulders of giants? How will you lead the Goths in Sid Meier's Civilization VI?
Strong cultural output? The Arabs (for the Visigoths) and the Franks (for the Ostrogoths) trampled and extinguished them culturally, not just militarily conquered them - and extinguished with an ease that makes it difficult to see them as a strong cultural civ. Trade, I could definitely see, and the walls bonus, though. But emulating Rome might need a different mechanism.
 
Strong cultural output? The Arabs (for the Visigoths) and the Franks (for the Ostrogoths) trampled and extinguished them culturally, not just militarily conquered them - and extinguished with an ease that makes it difficult to see them as a strong cultural civ. Trade, I could definitely see, and the walls bonus, though. But emulating Rome might need a different mechanism.
A civilization's cultural legacy is defined not just while they were alive, but also how they are perceived afterwards. I think the Goths, in various ways, have a lasting impact on our modern minds in ways we may not recognize.
And, y'know, you get to define some of that legacy yourself as you take the Goths beyond their point of extinction in a game like this. Preorder now!
(Also, in complete honesty, I remember there being a similar ability for Science {couldn't find who} and I thought Culture could use it as well)
 
Theodorics ability is too similar to peter’s maybe give him an ability that makes repairing stronger like making district yields get better every time repaired
 
I'm not sure how accurate Age of Empires Goths are, but it would be nice to see a Zerg-like infantry Civilisation (focus on strength in numbers)
 
I'm not sure how accurate Age of Empires Goths are, but it would be nice to see a Zerg-like infantry Civilisation (focus on strength in numbers)
I would be somewhat doubtful a mechanic designed for an RTS game engine would optimally work in a TBS game environment.
 
I'm not sure how accurate Age of Empires Goths are, but it would be nice to see a Zerg-like infantry Civilisation (focus on strength in numbers)
Focus on 'strength in numbers' - like Han China, Imperial Russia, and/or a host of mediocre Generals in most armies throughout most Eras?

To have a Civ focused on Numbers as the major measure of their military strength, just give them Cheap Units - get 2 every time you build 1 mechanics, or something similar. IRL, such Mass Armies have also been General when military/organizational technologies allowed them for everybody: classic example being the post-French Revolution conscription systems that allowed every European nation to train virtually every man as a soldier and activate them in time of war by the millions - and, of course, in World War One get them shot down by the hundreds or thousands in a few months or weeks.

I suggest then, that there should be a general Tech or Civic that allows you to throw mass armies into the field (Industrial Era) and possibly also a Unique related to this that could be specific to the earlier examples like Qin or Han China. BUT such a Unique would either have to be Pure Fantasy or be related to general increase in population - Sweden had conscription long before most European States, but on its small population base it simply allowed them to have more influence than they deserved, but also to practically depopulate rural Sweden by drafting too many men over the course of the Northern Wars from Gustaphus Adolphus to Charles XII - the 'two-edged sword' of mass armies, so to speak.

As for the source of the mechanic, given that Civ VI (and earlier games) have borrowed mechanics and design ideas from board games, miniatures, and card games, borrowing from another computer game is almost Creative . . .
 
Focus on 'strength in numbers' - like Han China, Imperial Russia, and/or a host of mediocre Generals in most armies throughout most Eras?

To have a Civ focused on Numbers as the major measure of their military strength, just give them Cheap Units - get 2 every time you build 1 mechanics, or something similar. IRL, such Mass Armies have also been General when military/organizational technologies allowed them for everybody: classic example being the post-French Revolution conscription systems that allowed every European nation to train virtually every man as a soldier and activate them in time of war by the millions - and, of course, in World War One get them shot down by the hundreds or thousands in a few months or weeks.

I suggest then, that there should be a general Tech or Civic that allows you to throw mass armies into the field (Industrial Era) and possibly also a Unique related to this that could be specific to the earlier examples like Qin or Han China. BUT such a Unique would either have to be Pure Fantasy or be related to general increase in population - Sweden had conscription long before most European States, but on its small population base it simply allowed them to have more influence than they deserved, but also to practically depopulate rural Sweden by drafting too many men over the course of the Northern Wars from Gustaphus Adolphus to Charles XII - the 'two-edged sword' of mass armies, so to speak.

As for the source of the mechanic, given that Civ VI (and earlier games) have borrowed mechanics and design ideas from board games, miniatures, and card games, borrowing from another computer game is almost Creative . . .

I would add, if they are bringing Bonuses with Drawbacks, then they can sufficiently add Extra unit mechanics but give them reduced effectiveness when not grouped. For example
 
I would be somewhat doubtful a mechanic designed for an RTS game engine would optimally work in a TBS game environment.

Not suggesting we copy any mechanics - talking about detached design philosophy.
 
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