TyrannusRex
Warlord
Vladimir I leads Kievan Rus in Sid Meier's Civilization VI!
Nota Bene: I went with the most commonly used spelling of "Kievan", though I am perfectly happy using "Kyivan" to match the more accurate modern spelling of the city's name. In-game, the city is spelled Kyiv.
Vladimir (or Volodymyr) the Great ruled for almost 40 years as the Prince of Novgorod and Grand Prince of Kyiv, and, while he expanded the Rus' territory and brought Byzantine law to his people, he is most famous for converting to Christianity and enthusiastically spreading the faith among his people, for which he eventually became known as Saint Vladimir.
A rough depiction of Vladimir's in-game model and icon. It was rather hard to come up with noble clothes that didn't make him look like he'd be too cold. Imagine the signet ring has a Rurikid trident in it and the gold necklace-thing has a cross hanging from it.
Vladimir's unique ability is called The Fair Sun, a common nickname for him in many folk tales. You gain +100 Faith whenever a city you founded adopts a Religion - any Religion. When one of your cities with a Holy Site adopts a new Religion, you can choose to instantly replace its preexisting Worship building with the Worship building of the new Religion, just as Vladimir tore down his pagan shrines upon converting. That city gains Production equal to the Production cost of the Worship building it just replaced. Additionally, all of your Apostles gain the Orator promotion when created, in addition to their normal promotion, to represent Vladimir's fervent proselytization of the Rus.
Vladimir's agenda is called Evangelist of a Nation. He likes civs who try to spread their founded Religion to all cities they own, and Vladimir himself will always try to keep his cities following his majority Religion. He dislikes civs who are religiously diverse, or who don't make an effort to spread their Religion domestically.
The Kievan Rus' unique ability is The Men Who Row, hearkening back to the meaning of "Rus" and their Viking forebears. Rus Traders can cross Coast and Ocean tiles from the beginning of the game. All Trade Routes which cross at least 3 tiles of water increase their normal yields by 15%. To help protect those early-game Traders, your Galleys and Quadriremes gain +1 movement, and melee and ranged units suffer no movement penalty when crossing Rivers.
Mockups of an in-game Druzhina unit and icon. (Are members of a druzhina technically called druzhinnik(i)?)
Kievan Rus' unique unit is the Druzhina. This Knight replacement is less costly to produce and maintain, and it gains +5 combat strength while adjacent to another Druzhina. Because of their function as bodyguards to Rus noblemen, whenever a Druzhina is within range of an allied Great General, it gains +10 combat strength while attacking, and yields Great General points when killing units. However, this +10 bonus does not stack with the +5 bonus from adjacency.
The Kievan Rus gain a unique District in the Veche, their replacement for the Government Plaza. Unlike the Government Plaza, you can build more than one Veche! However, you are limited to building just one per era, and can still only build one per city. Once you choose to build a certain building in one Veche, that building appears for free upon completion in all other Veches - no trying to game the system, now! Additionally, the empire-wide effects of all your Veches do not stack, so your bonus Production from multiple Warlord's Thrones, for instance, stays locked at 20% for 5 turns. However, each Veche also yields Culture equal to 5% of your total Culture yield, boosted to 10% with Ideology. Not to mention that, while one of your Spies is counterspying on a Veche, that city's Governor is 95% more likely to survive neutralization attempts!
With strong governance and Culture from your Veches, the combat prowess of your Druzhina, and Vladimir's powerful faith, the Kievan Rus stand ready to achieve almost any kind of victory you want. Whether called forth by God, by fortune, or by war, the "men who row" come prepared for it all.
Will you embrace a new faith and go forth among the people? How will you lead Kievan Rus in Sid Meier's Civilization VI?
Nota Bene: I went with the most commonly used spelling of "Kievan", though I am perfectly happy using "Kyivan" to match the more accurate modern spelling of the city's name. In-game, the city is spelled Kyiv.

Vladimir (or Volodymyr) the Great ruled for almost 40 years as the Prince of Novgorod and Grand Prince of Kyiv, and, while he expanded the Rus' territory and brought Byzantine law to his people, he is most famous for converting to Christianity and enthusiastically spreading the faith among his people, for which he eventually became known as Saint Vladimir.
A rough depiction of Vladimir's in-game model and icon. It was rather hard to come up with noble clothes that didn't make him look like he'd be too cold. Imagine the signet ring has a Rurikid trident in it and the gold necklace-thing has a cross hanging from it.
Vladimir's unique ability is called The Fair Sun, a common nickname for him in many folk tales. You gain +100 Faith whenever a city you founded adopts a Religion - any Religion. When one of your cities with a Holy Site adopts a new Religion, you can choose to instantly replace its preexisting Worship building with the Worship building of the new Religion, just as Vladimir tore down his pagan shrines upon converting. That city gains Production equal to the Production cost of the Worship building it just replaced. Additionally, all of your Apostles gain the Orator promotion when created, in addition to their normal promotion, to represent Vladimir's fervent proselytization of the Rus.
Vladimir's agenda is called Evangelist of a Nation. He likes civs who try to spread their founded Religion to all cities they own, and Vladimir himself will always try to keep his cities following his majority Religion. He dislikes civs who are religiously diverse, or who don't make an effort to spread their Religion domestically.
The Kievan Rus' unique ability is The Men Who Row, hearkening back to the meaning of "Rus" and their Viking forebears. Rus Traders can cross Coast and Ocean tiles from the beginning of the game. All Trade Routes which cross at least 3 tiles of water increase their normal yields by 15%. To help protect those early-game Traders, your Galleys and Quadriremes gain +1 movement, and melee and ranged units suffer no movement penalty when crossing Rivers.
Mockups of an in-game Druzhina unit and icon. (Are members of a druzhina technically called druzhinnik(i)?)
Kievan Rus' unique unit is the Druzhina. This Knight replacement is less costly to produce and maintain, and it gains +5 combat strength while adjacent to another Druzhina. Because of their function as bodyguards to Rus noblemen, whenever a Druzhina is within range of an allied Great General, it gains +10 combat strength while attacking, and yields Great General points when killing units. However, this +10 bonus does not stack with the +5 bonus from adjacency.
The Kievan Rus gain a unique District in the Veche, their replacement for the Government Plaza. Unlike the Government Plaza, you can build more than one Veche! However, you are limited to building just one per era, and can still only build one per city. Once you choose to build a certain building in one Veche, that building appears for free upon completion in all other Veches - no trying to game the system, now! Additionally, the empire-wide effects of all your Veches do not stack, so your bonus Production from multiple Warlord's Thrones, for instance, stays locked at 20% for 5 turns. However, each Veche also yields Culture equal to 5% of your total Culture yield, boosted to 10% with Ideology. Not to mention that, while one of your Spies is counterspying on a Veche, that city's Governor is 95% more likely to survive neutralization attempts!
With strong governance and Culture from your Veches, the combat prowess of your Druzhina, and Vladimir's powerful faith, the Kievan Rus stand ready to achieve almost any kind of victory you want. Whether called forth by God, by fortune, or by war, the "men who row" come prepared for it all.
Will you embrace a new faith and go forth among the people? How will you lead Kievan Rus in Sid Meier's Civilization VI?
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