TyrannusRex
Warlord
Theodoric leads the Goths in Sid Meier's Civilization VI!
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.
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!
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.
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.
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?
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.
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!
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.
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.
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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