Some Days ago I read, in a Thread here, a discussion about Nomadic/Pastoral/Mobile Civilizations/Tribes, like Mongolia and Scythia, with some Ideas on how they could be played in Civ. Tbh, I've never put much thought into this, since I didn't think that Firaxis would put much effort to make a (truly) unique playstile for just 1-2 Civs to have a nomadic start with mobile Cities till they can settle once and for all. I thought it would require a lot of work and Time which are better spent for a Nomadic Neolethic Start. But, that doesn't have to be the case, I mean it shouldn't be difficult to make (at least if you also don't code AI to handle this), and sometimes simple Solutions are the best. Like Maori's unique Start.
So here is what I came with:
Nomadic Civs, like Mongolia and Scythia, will have this 2nd Unique Civ Ability:
Nomads of the Steppe:
- Start just like usual with their starting Bias, but with 2 caveats:
1) not being able to settle a City within the first 7 Turns (Normal Game Speed) since they have spawned (even if you start the Game in Industrial Era - Doesn't apply In Modern Era and onwards).
2) Can only Settle Cities on Featureless Tiles (No Forest, Jungle...etc).
- Before Settling any City, you get +2 Science and +2 Culture and +1 Faith.
- After every 3 Turns befor settling any City, get a Light Cavalry Unit for Free that doesn't require any Maintenance. If you start in:
- Ancient Era: you start with
Animal Husbandry, Archery and
Horseback Riding Techs already unlocked and get a Horseman Unit.
- Classical Era: you start with
Horseback Riding Tech already unlocked and get a Horseman Unit (Saka Horse Archer in case of Scythia).
- Medieval Era: you start with
Strirrups Tech already unlocked and get a Courser Unit (Keshig in case of Mongolia).
- Early Modern Era: you get a Courser Unit.
- Industrial Era: you start with
Military Science Tech already unlocked and get a Cavalry Unit.
- Modern Era onwards: no Benefits.
- When you have settled at least 2 Cities, you can pack up any non-capital Cities and move them elsewhere with a Nomad Settler Unit that has a Melee Strength to defend itself (moved City will get a new Name but all the Population will move with it). If you want to move your Capital City [A] too, you can only do that by moving your Capital to another City (with a Project like Dido's) and then you can move that original capital City [A]. And while moving a City, you get +1 Science and + 1 Culture (Doubled if it had a Campus or Theatre Square, respectively), and +1 Faith if that City had a Holy Site (+1 Science and + 1 Culture in each Era after Ancient Era, and also + 1 Faith if City had a Holy Site).
- When moving a City, get a Free worker when settling that City.
I've actually designed this (specifically for Scythia and Mongolia) around Civ VI's modding Capabilities, because I would really like to make a Civ 6 Mod out of this. I don't know how balanced this all is, and I'm sure the AI won't make full use of this, but it's to be played with not against.
I would like to know what you think of this and how YOU would design a Nomadic Civ.
Nomadic Civilizations were able to settle anywhere from very beginning.
And also any nomadic civilization - Persians, Mongols, Scythians, Somalians, Turks, Kazakhs, Uyghurs, Iroques, Khoisan, etc. - settled down and became agricultural and building cities after some time. So, "Nomadic" should refer only to early eras.
Nomadic civilizations did slow scientific research, but couldn't build certain buildings: no walls no castles (Genghis Khan destroyed all walls and didn't allow anything that restrict free movement on horses, but Kublai Khan already built cities with walls and palaces) no amphitheatres aqueducts no banks no customs, no jail - they just killed the guilty, no courthouses, no bunkers etc. - but they have free Gherr / Stable in every city no matter whether founded, conquered, flipped, culturally annexed, traded through diplomacy, etc. - nomadic city can't be without Gherr, nomads have stronger horsemen with additional experience and combat promotions then citizens, horses is their only power. Citizens usually couldn't resist equal number of nomadic horsemen, they were more wild and military stronger because nomads had no other duties then to loot and fight - nomadic hunnes destroyed Roman Empire, nomadic Persians destroyed Babilonia and conquered Egypt and India, nomadic Mongols with Tatars destroyed China and Russia, etc. - so nomadic Civs should have military stronger horsemen then non-nomadic of equal technology. But, this is their only strength! Nomadic civilization can build ONLY horse archers, other mounted unites and settlers during certain epoches and NO other types on units, and they should have especially strong horse archers, nomadic AI should build horse archer as much as possible. Nomadic Civs can build horse archers without any strategic resources, because they migrate and live on horses, they bring horses herds anywhere with them and can't be separated from horses otherwise they are not nomadic anymore. But nomadic Civs can't build any units other then mounted units! During certain epochs, till industrial or renaissance era. They can build Barracks, have free Gherr Stable, maybe mobile forges in tents and mobile markets as caravans - but almost no other buildings! And when they conquer other cities, they destroy most buildings except barracks, gherr stable, forge, harbour, market and grocery. They can build monuments and libraries because they can write on animal skins, but that's it - nomads can't have most building until certain era.
Nomadic civs have less research rates, poor research and poor economy. They are military stronger with same technologies that is why they dominate in early ages, but have poor research and economy, can't build most buildings, can't make siege weapons infantry garrisons or anything else other then mounted units, maybe even can't make workers and improve tiles can't remove forests etc., strong attack but poor defense. They may be more prolific, cheaper settlers and cavalry, but slow research and poor economy - that is why nomads start strong and dominate, but fail later because of slower scientific research - basically nomads become military losing when other civs develop rifling. They beat gunpowder Chinese musketeers and canons thanks to speed and wild masculine courage, but rifles shoot too far too accurate and too fast, not like muskets that take too long to reload. Rifle shoots precisely for 1300+m AK-47, 3000+m sniper rifle. Musket, pistol or shotgun can shoot accurate and strong with high lethality chances to about 100 m. So, with a rifle you start killing cavalry 1000+m away from you, and with a musket - only 100 m away, and think how much time it takes to reload a musket or a cannon, and how much time it takes a light horsemen to halop 100 m on maximal speed?

Even if you kill half horsemen by shooting muskets and canons, you won't beat other half of wild maskuline barbarians in melee with comparable numbers

Nomadic Civs might be able to move their cities any time before they stop being nomadic. They have strong cavalry of all types including horses camels elephants etc. without strategic resources, they have no wheel no road no chariot by stronger horse archers and immortal riders instead of chariots, and no other units, unable to build most buildings, might be unable to improve / alter tiles, slow research poor economy. Cities should be movable, taking 1 turn to disassemble a city and it becomes a caravan unit so instead of a settler from zero it unfolds in other place with all population and buildings in 1 turn when commanded to settle a caravan.