How would you design a civ in civ 7 roster?

Lord of War N02

Grand Master of the East
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How would you design civ for a roster in CIV 7 with each unique unit or unique infrastructure? Should the civs in civ 7 have 2 unique units alongside with unique infrastructure?

Here is what I will design the civs that the civ template should be for CIV 7

Asia:
  • China
    • Leader: Tang Taizong
    • Unique Unit 1: Zhuge Nu (Crossbowman)
    • Unique Unit 2: Baochuan ship (Caravel)
    • Unique Infrastructure: Chengqiang (city wall)
  • India
    • Leader: Chandragupta II and Alauddin Khaliji
    • Unique Unit 1: Varu (Catapharact)
    • Unique Unit 2: Sepoy (Fusilier)
    • Unique Infrastructure: Qila (Castle)
  • Japan
    • Leader: Kanmu
    • Unique Unit 1: Samurai (Men at arms)
    • Unique Unit 2: Reisen (Fighter)
    • Unique Infrastructure: Dojo (Barack)
  • Mongolia
    • Leader: Mandukai Khatun
    • Unique Unit 1: Keshig (Heavy Horse Archer)
    • Unique Unit 2: Huihui Pao (Trebuchet)
    • Unique Infrastructure: Ordu (Stable)
  • Siam
    • Leader: Naresuan
    • Unique Unit 1: Chang Suek (Knight)
    • Unique Unit 2: Little Tigers (Infantry)
    • Unique Infrastructure: Floating Market (market)
Middle East:
  • Arabia
    • Leader: Abd al Malik
    • Unique Unit 1: Camel Archer (Heavy Horse Archer)
    • Unique Unit 2: Mamluk (Knight)
    • Unique Infrastructure: Madrassa (Library)
  • Persia
    • Leader: Khosrau I
    • Unique Unit 1: Aswaran (Knight)
    • Unique Unit 2: Immortals (Spearman)
    • Unique Infrastructure: Bazar (Market)
  • Phoenicia
    • Leader: Hiram
    • Unique Unit 1: Bireme (Trieme)
    • Unique Unit 2: Carthaginian Mahout (Horseman)
    • Unique Infrastructure: Cothon (Harbor)
  • Turkey
    • Leader: Murad IV
    • Unique Unit 1: Janissary (Arqubusier)
    • Unique Unit 2: Askari Cavalry (Heavy Horse Archer)
    • Unique Infrastructure: Hammam (Bath House)
Europe:
  • England
    • Leader: Edward Longshanks
    • Unique Unit 1: Yeoman Archer (Crossbowman)
    • Unique Unit 2: Seadog (Privateer)
    • Unique Infrastructure: Minster (Temple)
  • France
    • Leader: Philip Augustus
    • Unique Unit 1: Gendarme (Knight)
    • Unique Unit 2: Renault FT (Great War Tank)
    • Unique Infrastructure: Salon (Opera House)
  • Germany
    • Leader: Otto the Great
    • Unique Unit 1: Zweihander (Men at Arms)
    • Unique Unit 2: U Boat (Submarine)
    • Unique Infrastructure: Hanse (Market)
  • Greece
    • Leader: Epaminondas and Periander
    • Unique Unit 1: Hoplite (Spearman)
    • Unique Unit 2: Quinquereme (Trireme)
    • Unique Infrastructure: Odeon (Amphitheater)
  • Rome
    • Leader: Marcus Aurelius
    • Unique Unit 1: Legionary (Swordman)
    • Unique Unit 2: Ballista (Catapult)
    • Unique Infrastructure: Forum (Market)
  • Russia
    • Leader: Ivan IV
    • Unique Unit 1: Streltsy (Pike and Shot)
    • Unique Unit 2: T34 (Tank)
    • Unique Infrastructure: Kremlin (Fortress)
  • Spain
    • Leader: Alfonso X
    • Unique Unit 1: Tercio (Pike and Shot)
    • Unique Unit 2: Flota Galleon (Caravel)
    • Unique Infrastructure: Mission (Garden)
Africa:
  • Egypt
    • Leader: Senusret III
    • Unique Unit 1: Khopesh Warrior (Swordsman)
    • Unique Unit 2: Markabata (Chariot)
    • Unique Infrastructure: Mortuary Temple (Temple)
  • Ethiopia
    • Leader: Dawit II
    • Unique Unit 1: Oromo Cavalry (Cavalry)
    • Unique Unit 2: Shotel Warrior (Swordsman)
    • Unique Infrastructure: Stele (Monument)
  • Hausa
    • Leader: Amina
    • Unique Unit 1: Lifidi Cavalry (Cuirassier)
    • Unique Unit 2: Fulani Archer (Crossbowman)
    • Unique Infrastructure: War Camp (Barrack)
  • Mali
    • Leader: Sundiata Keita
    • Unique Unit 1: Mande Skirmisher (Javeliner)
    • Unique Unit 2: Sofa (Knight)
    • Unique Infrastructure: Suguba (Mint)
Americas:
  • Apache
    • Leader: Geronimo
    • Unique Unit 1: Warband (Cavalry)
    • Unique Unit 2: Quercho musketman (Arquebusier)
    • Unique Infrastructure: Wickiup (Granary)
  • Aztec
    • Leader: Itzcoatl
    • Unique Unit 1: Jaguar Warrior (Swordsman)
    • Unique Unit 2: Eagle Knights (Spearman)
    • Unique Infrastructure: Teocalli (Temple)
  • Incan
    • Leader: Tupac Yupanqui
    • Unique Unit 1: Huaraca (Slinger)
    • Unique Unit 2: Champi Warrior (Men at arms)
    • Unique Infrastructure: Qullqa (Granary)
  • Maya
    • Leader: Kʼabʼal Xook
    • Unique Unit 1: Hul'che (Archer)
    • Unique Unit 2: Holcan Spearman (Spearman)
    • Unique Infrastructure: Ballcourt (Colosseum)
Pre Order DLC:
  • Zulu
    • Leader: Cestawayo
    • Unique Unit 1: Impi (Spearman)
    • Unique Unit 2: Isijola Warrior (Javelineer)
    • Unique Infrastructure: Ikanda (Barrack)
Free DLC update
  • Sumer
    • Leader: Sargon
    • Unique Unit 1: War-Cart (Chariot)
    • Unique Unit 2: Aga-Ush (Spearman)
    • Unique Infrastructure: Ziggurat (Temple)
I will design civs for DLCs and expansion soon
 
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There should be no fixed structure, but rather design your civs on the go. Some have three elements, some have more, depending on their status or rather interesting things to put in. Some abilities or uniques should also be available to several civs.
 
I think there needs to be a fixed, clean structure. Like, every element should be one easy to read and understand bonus.

My preference would be for
1) Civilization bonus - something small that lasts the whole game
2) UU - Each UU should have something 'unique' about them, for instance the sea dog in VI
3) UI - an economic bonus that will last about half the game (either available early but fades in usefulness or available later and is stronger)
4) Leader bonus - I actually think this should be related to governments. Like, a bonus that you get when you have a certain government/policy/civic. In VI this could have been an extra wildcard slot when you are the leaders preferred government, or doubling the static bonus or whatever. Something not permanent, related to a choice you make in the game, that reflects the leader you have chosen.
 
I also think there should be no fixed structure and the Civs should be more of a design-on-the-go but with more of a fixed selection of design choices that are unique to each Civ. At the start of the game you choose a Civ that is very basic, then after a certain amount of culture you get to design your Civ. If you picked a military-like Civ you get to design your Civ when you enter the next Era instead or done something military-like aka cleansed barbaric camps or taken over cities, though when designing your Civ you can choose a non-military Civ if you choose to change. You keep minor bonuses from your past, maybe your culture can affect your past (as a new Traditions mechanic?) to give you bigger bonuses.

Also, since these options would be way too many if there were a ton of Civs and each Civ maybe had 3-5 options every era, what if Civs were more categorized instead? Norsemen instead of Norway, Sweden, Denmark etc. Though that would be a bit un-Civ. I also don't want culture to just be about paintings and buildings, why not traditions and stuff too.
 
I want more uniques for all civs in a fixed, consistent structure: a Civilization set and leader set, both of which contain an ability, a UU, and an infrastructure bonus.
That's 6 unique components for all civs in total. A tall order, but it lets all civs take advantage of both the broad and specific bonuses.
 
I think every civ should at least have a unique ability, unique unit, and unique infrastructure.
Then I would say that each leader should have their own unique component. At the risk of civs being too complicated some leaders might have only a unit or infrastructure tied to them. If not they have an ability.
For example:
Greece
Civ ability: Hellenic League- Gain extra envoys in city-states, and combat strength against them, when they are not allied to you.
UU: Hoplite (Spearman replacement) Add combat strength when adjacent to another Hoplite.
UB: Gymnasium (Library replacement) yields Science, culture, military XP when trained and Great People points.

Pericles: UD: Odeon (receives culture for every allied city-state)

Alexander: UU- Hetairoi (Cataphract Replacement) Stronger flanking bonuses.
 
I would like all civs in Civ VII have two unique units and one unique infra, just like Lord of War NO2 examples.

Couple more ideas:

Sweden
Leader: Gustavus Adolphus
UU: Hakkapeliitta (Knight)
UU2: Carolean Infantry (Line infantry)
UI: Kungliga Institute (University)

Austria
Leader: Maria Theresa
UU: Jaeger (Ranger)
UU2: Hussar (Cavalry)
UI: Grand Opera (cultural building)

Brazil
Leader: Pedro II
UU: Cacador (Musketman)
UU2: Minaes Geras (Battleship)
UI: Brazilwood camp
 
I think every civ should at least have a unique ability, unique unit, and unique infrastructure.
Then I would say that each leader should have their own unique component. At the risk of civs being too complicated some leaders might have only a unit or infrastructure tied to them. If not they have an ability.
For example:
Greece
Civ ability: Hellenic League- Gain extra envoys in city-states, and combat strength against them, when they are not allied to you.
UU: Hoplite (Spearman replacement) Add combat strength when adjacent to another Hoplite.
UB: Gymnasium (Library replacement) yields Science, culture, military XP when trained and Great People points.

Pericles: UD: Odeon (receives culture for every allied city-state)

Alexander: UU- Hetairoi (Cataphract Replacement) Stronger flanking bonuses.
I agree that leader should not have unique unit that is being restricted to specific leader instead, civs should have 2 unique units and Unique infrastructure. CIV ability should be added too but I dont know how I will design civ ability for each civs.
I would like all civs in Civ VII have two unique units and one unique infra, just like Lord of War NO2 examples.

Couple more ideas:

Sweden
Leader: Gustavus Adolphus
UU: Hakkapeliitta (Knight)
UU2: Carolean Infantry (Line infantry)
UI: Kungliga Institute (University)

Austria
Leader: Maria Theresa
UU: Jaeger (Ranger)
UU2: Hussar (Cavalry)
UI: Grand Opera (cultural building)

Brazil
Leader: Pedro II
UU: Cacador (Musketman)
UU2: Minaes Geras (Battleship)
UI: Brazilwood camp
Good design, I would put Cacador for Portuguese and I put Bandeirante (Arqubisuer) and Sambadrome to replace Stadium as unique infrastructure instead. Hakkapeliita should be Cuirassier replacement because Hakkapeliitas were in 17th century especially 30 Years' War.
 
I agree that leader should not have unique unit that is being restricted to specific leader instead, civs should have 2 unique units and Unique infrastructure. CIV ability should be added too but I dont know how I will design civ ability for each civs.
I don't think every civ should have two UUs. If you look at my design I have it to where one leader would have 2 unique infrastructures and one unique unit. To me it would depend on the leader. Some leaders wouldn't have an extra one but an ability instead.
I think if every civ had two UUs there would be too many cookie cutter mid game cavalry and infantry units, and the uniqueness would fade.
 
I think if every civ had two UUs there would be too many cookie cutter mid game cavalry and infantry units, and the uniqueness would fade
Unique units don’t actually have to be that different or cool. They just have to give a power spike at a certain tech window. Lots of UUs are just more CS and a free promotion.

Having two UUs let’s you give two small military power spikes or 1 big one if both UUs come online close to each other.
 
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DLC 1:
  • America
    • Leader: James Monroe
    • Unique Unit 1: US Marine (Marine)
    • Unique Unit 2: Parrot Rifle (Howtizer)
    • Unique Infrastructure: Film Studio (Broadcast Center)
  • Brazil
    • Leader: Juscelino Kubitschek
    • Unique Unit 1: Bandeirante (Arquebusier)
    • Unique Unit 2: Minas Geras (Battleship)
    • Unique Infrastructure: Sambadrome (Stadium)

DLC 2:
  • Korea
    • Leader: Gwanggeto
    • Unique Unit 1: Gaema Musa (Catapharact)
    • Unique Unit 2: Geobukseon (Frigate)
    • Unique Infrastructure: Hallyu Station (Broadcast Center)
  • Vietnam
    • Leader: Le Loi
    • Unique Unit 1: Voi Chien (Knight)
    • Unique Unit 2: Mặt trận (Infantry)
    • Unique Infrastructure: Water Puppet Theater (Amphitheater)

DLC 3:
  • Hawaii
    • Leader: Kalakaua
    • Unique Unit 1: Koa (Men at arm)
    • Unique Unit 2: King’s Guard (Rifleman)
    • Unique Infrastructure: Heinau (Temple)
  • Tonga
    • Leader: Salote Tupou III
    • Unique Unit 1: Tongkiaki (Trieme)
    • Unique Unit 2: Toa (Warrior)
    • Unique Infrastructure: Ma’lae (Granary)
DLC 4
  • Portugal
    • Leader: Manuel I
    • Unique Unit 1: Nau (Caravel)
    • Unique Unit 2: Cassadores (Skirmisher)
    • Unique Infrastructure: Feitoria (Trade post)
  • Kongo
    • Leader: Anna Nzinga
    • Unique Unit 1: Ngao Mbeba (Swordsman)
    • Unique Unit 2: Nevonda (Arquebusier)
    • Unique Infrastructure: Mbanza (Neighborhood)

DLC 5
  • Babylon
    • Leader: Nabopolassar
    • Unique Unit 1: Sabum Kibittum (Spearman)
    • Unique Unit 2: Sub Qasti (Archer)
    • Unique Infrastructure: Nemed (City wall)
  • Hittites
    • Leader: Mursili II
    • Unique Unit 1: Heavy Chariot (Chariot)
    • Unique Unit 2: Hautassan Warrior (Swordsman)
    • Unique Infrastructure: Bloomery (Mint)
Expansion 1
  • Berbers
    • Leader: Yusuf bin Tafin
    • Unique Unit 1: Genitour (Heavy Horse Archer)
    • Unique Unit 2: Black Guard (Arquebusier)
    • Unique Infrastructure: Kashbah (Fort)
  • Byzantium
    • Leader: Zoë Porphyrogenita
    • Unique Unit 1: Klibanophoroi (Knight)
    • Unique Unit 2 Dromon (Galleas)
    • Unique Infrastructure: Basilica (Church)
  • Denmark
    • Leader: Margaret I
    • Unique Unit 1: Ski Infantry (Fusilier)
    • Unique Unit 2: Huskral (Men at arms)
    • Unique Infrastructure: Kobstad (Market)
  • Indonesia
    • Leader: Agung
    • Unique Unit 1: Djong (Caravel)
    • Unique Unit 2: Kopasus (Special Forces)
    • Unique Infrastructure: Candi (Monument)
  • Lakota
    • Leader: Crazy Horse
    • Unique Unit 1: Tokala Soldier (Lancer)
    • Unique Unit 2: Waoka (Fusilier)
    • Unique Infrastructure: Tipi (Unique Improvement)
  • Macedon
    • Leader: Seleucus
    • Unique Unit 1: Phalanx (Spearman)
    • Unique Unit 2: Hetairoi (Horseman)
    • Unique Infrastructure: Seleukeion (Temple)
  • Navajo
    • Leader: Narbona
    • Unique Unit 1: Naabaahii (Swordsman)
    • Unique Unit 2: Navajo Scout (Scout) Note: I can not find better name for Navajo Scout so I put this name instead until I find better name
    • Unique Infrastructure: Hogan (Unique Improvement)
  • Netherlands
    • Leader: Johan de Witt
    • Unique Unit 1: East Indiaman (Frigate)
    • Unique Unit 2: Schutterij (Pike and Shot)
    • Unique Infrastructure: Dike (Leeve)
  • Poland
    • Leader: Pilsudski
    • Unique Unit 1: Wing Hussars (Cuirassier)
    • Unique Unit 2: PZL.23 (Fighter)
    • Unique Infrastructure: Barbican (Castle)
  • Scythia
    • Leader: Tomyris
    • Unique Unit 1: Saka Horse Archer (Horse Archer)
    • Unique Unit 2: Royal Skula Lancers (Knight)
    • Unique Infrastructure: Kurgan (Unique Improvement)
Expansion 2:
  • Assyria
    • Leader: Shammuramat
    • Unique Unit 1: Siege Tower (Catapault)
    • Unique Unit 2: Assyrian Riders (Horseman)
    • Unique Infrastructure: Dunnu (Fort)
  • Burma
    • Leader: Bayinnaung
    • Unique Unit 1: Kyundaw Swordsman (Men at Arms)
    • Unique Unit 2: Arambai (Cuirassier)
    • Unique Infrastructure: Paya (Monument)
  • Dravida
    • Leader: Rajendra Chola
    • Unique Unit 1: Kallarani (Privateer)
    • Unique Unit 2: Urumi Warrior (Swordsman)
    • Unique Infrastructure: Kovil (Temple)
  • Iroquois
    • Leader: Joseph Brant
    • Unique Unit 1: Tomahawk Warriors (Swordsman)
    • Unique Unit 2: Forrest Prowler (Musketman)
    • Unique Infrastructure: Longhouse (Workshop)
  • Hungary
    • Leader: Lajos Kossuth
    • Unique Unit 1: Huszar (Cavalry)
    • Unique Unit 2: Héja (Fighter)
    • Unique Infrastructure: Vegvar (Castle)
  • Khmer
    • Leader: Soma/Neang Neak
    • Unique Unit 1: Domrey (Knight)
    • Unique Unit 2: Pha’kak (Pikeman)
    • Unique Infrastructure: Baray (Arqueduct)
  • Nubia
    • Leader: Piye
    • Unique Unit 1: Pítati Archer (Archer)
    • Unique Unit 2: Alodian Horsemen (Knight)
    • Unique Infrastructure: Nubian Pyramid (Unique Improvement)
  • Swahili
    • Leader: Barghash bin Said
    • Unique Unit 1: Jahazi (Caravel)
    • Unique Unit 2: Zanzibar Warriors (Rifleman)
    • Unique Infrastructure: Bandar (Port)
  • Sweden
    • Leader: Charles XII
    • Unique Unit 1: Caroleans (Fusilier)
    • Unique Unit 2: Stridsvagn 103 (Tank)
    • Unique Infrastructure: Royal Academy (University)
  • Tahiti:
    • Leader: Pomare I
    • Unique Unit 1: Pahi (Triemes)
    • Unique Unit 2: Teva Warrior (Warriors)
    • Unique Infrastructure: Marae (Shrine)
 
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Love the ideas there, I like how some civs have both early and late game units.
 
There should be no fixed structure, but rather design your civs on the go. Some have three elements, some have more, depending on their status or rather interesting things to put in. Some abilities or uniques should also be available to several civs.
This argument has been made millions of times, but it’s never a strong or convincing argument.
The only real way to make this make sense is to keep the unique ability and make it even stronger, so that there’s still something to tell the different factions apart.
For example, if you’re playing as America, then all military units get a city founding charge, and all cities get double science and culture. If you’re playing as Zulu, then all units ignore difficult terrain, cost half as much maintenance, and do a third more damage.
And, even then, how do you make 40 different abilities that are both powerful and unique enough to justify this?
 
This argument has been made millions of times, but it’s never a strong or convincing argument.
The only real way to make this make sense is to keep the unique ability and make it even stronger, so that there’s still something to tell the different factions apart.
For example, if you’re playing as America, then all military units get a city founding charge, and all cities get double science and culture. If you’re playing as Zulu, then all units ignore difficult terrain, cost half as much maintenance, and do a third more damage.
And, even then, how do you make 40 different abilities that are both powerful and unique enough to justify this?

I'll need you to explain yourself cause I don't understand what you mean?

What I was saying is that I want a knight unique unit that is available to France, Germany, Spain and the other European Civs representing the European style Middle Ages. Other civs can get a Heavy cavalry or an (additional) camel archer unique unit in the case of arabia.

And I want both the Polynesians and the Vikings as well as the Phoenicians and the Haida have the ability to go earlier into the water than other civs. Basically, more than once civ can use the same gimmick - and then be unique afterwards in other regards.
 
I'll post what could be the unique elements for Brazil and a brief explanation for each one:

Leader: Pedro II (cultural/scientific) or Juscelino Kubitschek (builder/administrator).

Unique Unit 1: Voluntário da Pátria (Line Infantry. Brazilian military units specially created to fight in the Paraguayan War).
Unique Unit 2: Amazonas Frigate (Frigate. Warship of the Brazilian Imperial Navy that played an important role in some naval battles of the Paraguayan War).
Other options:
-Pracinha (Infantry. Brazilian soldiers who fought in WWII)
-Super Tucano (light attack aircraft that operates in the surveillance of the Amazon Rainforest. Some of these planes have already been exported to other countries).
-Minas Geraes (Battleship. It participated in nothing major other than an internal revolt).

Unique Infrastructure: Sambadrome (it should be an improvement of one per city or replace another building that is not a stadium, as stadiums are extremely common in Brazil).
Other options:
-Brazilwood camp (a good way to make Brazil interact with jungles without being inappropriately like they've done in Civ6).
-Balneário (just the Portuguese name for "seaside resort". Although not exclusively Brazilian, they are quite common across the country and they're probably the biggest recreational destinations around here, especially during the January and February holidays).
-Agronomic Laboratory (also not exclusively Brazilian, but as Brazil is one of the countries that carry out the most studies related to the development of agriculture and livestock, with the country having a strong recognition in these areas, I think it would not be inappropriate to have Agronomic Laboratory as a unique building).
 
Controversial opinion, but I think the more you try to optimize 'perfect' leaders and unique features for the 'perfectly geographically balanced' setup of civilizations, the more predictable and formulaic it all becomes, especially as we have the same leaders, units etc proposed for years, time and time again. Years of listening about bandeirantes, khopesh warriors and streltsy - would it even be interesting if they actually appeared at this point? That's why I've stopped thinking along those lines a long time ago, it just optimizes the fun out of the adventure of getting unexpected civilizations, leaders and content.
 
That's why I've stopped thinking along those lines a long time ago, it just optimizes the fun out of the adventure of getting unexpected civilizations, leaders and content.
So you enjoy the civ reveals more than playing the civs?

I know civ has never really tried to balance their civs in any meaningful way (eg Babylon for 2 games straight), but having different numbers of different kinds of bonuses prevents even the appearance of balance. Units unlock and obsolete with Tech, infrastructure unlocks with tech and never obsoletes. Abilities unlock as soon as you can do the associated action and never obsolete. In civ 6, some leaders have UUs as part of their leader ability, which is a timed, obsoleting bonus they are trying to balance against permanent ones, and it just doesn’t work.

Also, I would rather have more abilities and buildings that do 2 or 3 things than have another civ like civ6 Russia or Māori, with 5+ different abilities packed into a single trait. If the kit needs to do lots of little things, it’s easier to keep track of if spread across multiple components.
 
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Britain
Leader: William Pitt the Younger
Unique Unit: Billmen (Pikemen)
Unique Unit: Dreadnought (Battleship)
Unique Building: Textile Mill (Factory)
 
I would have 2 unique units, but one of them can only be built 1, 2, or 3 times. Once it's dead, it's dead forever. Call it a "legendary unit" or some such thing.
Each civ would also have a unique building.
 
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