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Fictional Civilizations for Civ 6

Cliomancer

Chieftain
Joined
Oct 7, 2012
Messages
95
For Civilizations from other franchises.

Tropico

Leader: El Presidente

Agenda: Banana Republic Maintain extensive foreign trade while maintaining favour with at least one of the two most powerful Civs.

Unique Unit: Secret Police Replaces the Spy, more effective at countering foreign spies. If stationed in a city, reduces the penalties from low amenity scores by one level.

Unique Infrastructure: Golden Statue Unique Early Renaissance Improvement, increases the appeal of surrounding tiles by 2 and generates tourism when worked.

Leader Bonus: Vote for El Presidente OR ELSE The capital City Centre and Golden Statues act as stationary Great Generals for military units.

Special Ability: Paraiso Foreign trade routes generate a small amount of extra gold for both parties, increased amenity for the foreign city and an increase in base tourism for the Tropican city. Gain gold in each city in proportion to base tourism.
 
Medici
Ability: Bavarium - Unique resource for Medici. +2 Production, +1 Science. The capital city provides 2 Bavarium. Each subsequent city found provides an extra 1 Bavarium. Bavarium may substitute oil/aluminium/uranium in producing units, and Bavarium units are 10% stronger.
Leader: Sebastiano di Ravello
Bonus: Generalissimo - Units gain a combat bonus if adjacent to a unit built with Bavarium. Bonus does not stack when multiple Bavarium units are adjacent.
Agenda: Playing with Fire - Dislikes anyone who has no Bavarium.
Units: Imperator and Mstitel - Improved Modern Armour and Helicopter Gunship replacement. Both cost 1 Bavarium, and have the Bavarium Shield ability, making them immune to at least 1 enemy attack per turn.
Infrastructure: DRM Base - Replacement for the Encampment. May be built next to a City Centre, and provides an extra Bavarium when placed as such. Half the cost of a normal Encampment.
 
Recently had a rethink for Tropico

Tropico

Leader: El Presidente

Agenda: Banana Republic Friendly to civs with powerful militaries, unfriendly to those who do not trade with Tropico.

Unique Unit: Buccaneer Replaces the Privateer. Requires no gold maintenance, produces extra gold when pillaging trade routes or resources.

Unique Infrastructure: Golden Statue Unique building. After researching Metal Casting, the monument may be upgraded to this building which provides +1 Appeal to all tiles in the city's territory.

Leader Bonus: Vote for El Presidente OR ELSE Cities with garrisoned units on the City Centre or Encampment district do not experience penalties from -1 Amenity. Cities where a City Centre and Neighbourhood district are under the protection of a Spy gain +1 Amenity.

Special Ability: Paraiso Trade routes from foreign powers grant +1 Amenity to the originator and generate +2 Gold and Tourism for Tropico.
 
Is anyone familiar with the Dungeons and Dragons campaign setting Eberron? I had also thought about trying to put together some ideas for the Five Nations of Galifar but they're not yet complete.

Aundair (Science focused, with minor Espionage)
Leader: Queen Aurala ir'Wynarn
Agenda:
(Expansionist, maintains technological supremacy)
Unique Unit: Knight Phantom, replaces Cavalry. No movement penalty from rivers and hills, ignores Zone of Control.
Unique Infrastructure: (Campus building)
Leader Bonus:
Special ability:


Breland (Industrial, minor Espionage)
Leader: King Boranel ir'Wynarn (Queen Wroann ir'Wynarn?)
Agenda: (Industrial supremacy, kind to neighbours in distress.)
Unique Unit: Bear Cavalry, replaces Knight. Does not require horses and deals extra damage to
Unique Infrastructure: (Industrial?) (Hunting lodge for Rainforest Tiles?)
Leader Bonus:
Special ability:
King's Dark Lanterns (Espionage bonus. Cheaper to produce?)

Cyre (Cultural, Diplomatic)
Leader: Queen Dannel ir'Wynarn (Prince Ogarev)
Agenda:
Unique Unit:
Unique Infrastructure:
(Theatre Square district. Perhaps early access to the Music Great Work slot)
Leader Bonus: (Cheaper to Levy City State Militaries.)
Special ability: (Bonus from constructing Wonders?)

Karrnath (Heavily Militaristic)
Leader: King Kaius III (Karrn the Conquerer?)
Agenda: (Military Supremacy)
Unique Unit: Bone Knight. Replaces Knight, regains health strength if allied units are killed within 2 squares.
Unique Infrastructure: Bone Fort, Occupying units regain health for any units killed nearby.)
Leader Bonus: (Great General/Admiral Bonus?)
Special ability: Dying Breath. Killed units inflict damage to the units that kill them.

Thrane (Religion focused, military minor)
Leader: Keeper of the Flame Jaela Daran (Cardinal Krozen/Queen Diani ir'Wynarn?)
Agenda: Spread faith, respond militarily to warmongers.
Unique Unit: Meditant Archer. Crossbow Replacement, gains faith from kills.
Unique Infrastructure: (Holy Site Building?)
Leader Bonus: (Some kind of bonus for apostles)
Special ability: Catherdral of the Silver Flame A Holy City founded by Thrane gains extra housing and amenities for each era.
 
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From the world of Skullgirls:

The Canopy Kingdom
Leader: Crown Princess Parasoul Renoir
Agenda:
(Protective of cities, responds ruthlessly if attacked.)
Unique Unit: Black Egret, replaces Infantary. Superior Strength, gains +1 movement if it starts a turn within the aura of a Great General.
Unique Infrastructure: Medici Casino, Replaces Zoo. Generates 4 gold in each city within 6 tiles.
Leader Bonus: Shelter Cities and encampments have higher combat strength. Enemy units who pillage terrain or capture civilians take damage.
Special ability: Anti-Skullgirl Labs Gains a small amount of science from defeating enemies and a larger amount from any units killed, in proportion to the strength of the enemy unit.
 
Let's just file this under silly ideas:

Catan

Leader: (I don't know if there's a leader of any of the factions in the Catan novel (!!!) but probably one of them.)
Agenda: The Longest Road Seeks to expand territory and obtain resources. Hostile to those who settle close by but friendly to countries which trade with them.
Unique Unit: Robber, a unique support unit, made available with Military Tactics. Can pillage tiles, producing twice the usual yields and healing units in a one tile radius.
Unique Infrastructure: Trading Hub A unique Commercial Hub which grants an extra trade route even if a harbour is also present in a city. Generates +1 Gold and +1 Production from adjacent strategic resources.
Leader Bonus: Trading Rivalry Gains +1 Amenity from trade route to cities which have access to a luxury resource they lack. Denouncing other civs reduces the gold yield of their trade routes by 25%.
Special Ability: Settler's Ambition Newly settled cities begin with one extra citizens and automatically improve any strategic resource adjacent to the city centre. Gains a 25% discount on purchasing tiles with strategic, bonus or luxury resources on them.
 
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