Well, I thought of this thread to discuss designs for Latin America civilizations. I'll post some of my designs that I have been doing after some research. People are free to propose their own designs for Latin America civs. I'll post more design in the next days.
Each design I thought carefully to make them unique in their own way.
Civilizations
Argentina
Leader 01: Eva Perón
Leader 02: Marcelo Torcuato de Alvear
Start bias: coast, not far from tundra
UA: Paris of South America - Cultural buildings and wonders have double slots for Great Works when built in the capital. When in a Golden or Heroic Age, Argentine cities receive +5% growth for each civilization that Argentina knows and is in a Dark Age, and these civilizations get -5% growth.
Eva Perón' ability: La Dama de los Descamisados - Specialists in Industrial Zones are called "Descamisados" and they grant +2 food, +3 production, +3 culture and +1 loyalty. It allows you to start Evita's Speech city project.
Evita's Speech: cannot be done in more than one city at the same time and can only be done in cities that have Industrial Zone. When active, grants culture and +1 amenity. Upon completion, all Descamisados in the city generate +100% food, production, culture and loyalty over the next 10 turns. This project cannot be done twice in a row in the same city.
Marcelo Torcuato de Alvear' ability: República Radical - International trade routes receive +0.5 gold for each improvement of bonus resource in the origin city. This bonus is doubled during Golden or Heroic Ages.
Unique improvement: Saladero
Available in Mass Production
Can only be built on flat land (except desert and snow).
Cannot be built adjacent to another one.
+1 food
+2 production
+2 gold
+1 extra production and +1 extra gold for each adjacent cow pasture.
International trade routes receive +2 gold for every Saladero in the origin city.
Unique unit: Gaucho - replaces Cavalry. Weaker than the Cavalry (55 combat strength instead of 62). Has 3 charges to build pastures or farms. When a Gaucho builds a pasture or a farm, small boosts of culture and GWAM points are generated.
I made some modifications to my design of Argentina to not be such a blatant cultural civilization. The biggest one is its new unique infrastructure, Saladero now reflects the great importance that the livestock sector has played in Argentina's economy. Its civ ability now more realistically reflects the migratory boost the country enjoyed during periods of great prosperity (or golden ages, if that's what you prefer to call them). Also, I improved Gaucho - now the unique unit has three building charges instead of two. In addition, I removed some bonuses from Evita's abilities. Finally, I added a new leader - Marcelo Torcuato de Alvear. What differentiates him from Evita is that, while the latter encourages its citizens to be more productive for the country, the first will seek the commodity trade to enrich the nation.
Aztec
Leader: Montezuma
Start bias: close to lakes
UA: Legend of the Five Suns - Can spend builder charges to complete 20% of a district's production cost. The Aztec capital gets +2 housing, besides +1 food, production and gold for every trade route leaving or arriving in the city after Medieval Faires is researched.
Leader ability: Gifts for the Tlatoani - Improved luxury resources provide a extra amenity. +1 combat strength for all units for each different improved luxury resource in Aztec territory.
Unique improvement: Chinampa
Available in Irrigation
Can only be built on lakes.
+1 housing
+3 food
+1 production
+2 gold (after Feudalism)
+1 food for each adjacent Chinampa.
Unique unit: Eagle Warrior - replaces Warrior. This unit is stronger than the Warrior (25 combat strength instead of 20), but they are more expensive to produce or buy. Can capture defeated enemy units, turning them into builders for the Aztecs.
My design for the Aztecs is very similar to Civ6's current Aztec, which is quite historically appropriate, imo. I just made a few changes, deciding to focus a little on their big capital. Also, I find Chinampa something more interesting for a unique infrastructure.
Brazil
Leader 01: Pedro II
Leader 02: Juscelino Kubitschek
Start bias: close to a coast
UA: Celeiro do Mundo - Farms on bonus resource, lumber mills on jungles, pastures and plantations grant +1 food and +1 production. International trade routes grant +2 gold for each of these improvements in the origin city. Building a farm on a bonus resource triggers a culture bomb, claiming surrounding tiles.
Pedro II' ability: Magnanimous - Gold and faith necessary to recruit Great People is reduced by 30%. Recruiting Great People grants +1 extra era score.
Also grants a unique unit: Voluntário da Pátria - replaces Line Infantry. Available in Nationalism. The unit has the same strength as Line Infantry. However, +5 strength against civilizations with which it has fewer cities than Brazil. Also the unit receives a 50% discount to produce or buy by gold in the first 10 turns after Brazil is the target of a declaration of war. Requires half the niter that is necessary to train Line Infantry.
Juscelino Kubitschek' ability: 50 anos em 5 anos - +50% production towards Industrial Zones, Dams and buildings in these districts. Government Plaza can only be built in Brazilian capital, but it grants +5 culture and +2 culture to adjacent districts. +10% of growth and gold in cities with Industrial Zones, increasing to +15% if the city has a Factory.
Unique improvement: Sambódromo
Available in Opera and Ballet
Limit of one per city
Can only be built on flat land adjacent to an Entertainment Complex or Water Park.
Cannot be built adjacent to another one.
+1 amenity
+2 appeal
+4 culture
+1 extra amenity after Radio
+1 extra culture for every Great Work of Music in the city.
All culture generated is converted into tourism after Flight.
Tiles with Sambódromos cannot be swapped.
Unique unit: Pracinha - replaces Infantry. This unit is weaker than normal Infantry (72 strength instead of 75). However, gets +3 strength when fighting on a continent other than your own and +5 strength if you have a military ally in war against the same enemy you are attacking. No oil required.
The same design I posted in another thread, with some minor changes. Brazil is represented here as an agrarian power that prospers through its productive agribusiness and commodity trade. The Sambódromo gives a more cultural orientation to the civ. Pedro II is a nice and smart guy who sponsors the arts and science, but he can't always be a nice neighbor. Meanwhile, Juscelino Kubitschek will prioritize domestic industry and economic development, managing the country from its modern capital.
Cuba
Leader: Fidel Castro
Start bias: close to a coast
UA: La Bayamesa - Coastal tiles gain +1 appeal. You have a free access to the Tobacco luxury resource. After Opera and Ballet, you unlock five unique city projects called "Dance Performance", each of which has unique bonuses and can be done in any city:
Danzón: culture when active and +3% permanent culture across the entire Cuban culture generation when complete.
Salsa: culture when active and +3% permanent tourism across the entire Cuban tourism generation when complete.
Bolero: culture when active and a tourism boost in neighboring civilizations or on the same continent as Cuba when complete.
Mambo: culture when active and +1 amenities in all Cuban cities for the next 15 turns when complete, plus a culture boost.
Cha-Cha-Cha: culture when active and a big boost in generating Great Musicians when complete, plus a culture boost.
However, you cannot do two dance performances in a row in the same city and you cannot do more than one dance performance of the same type at the same time.
Leader ability: Viva La Revolucion! - When you liberate a city or city-state, all your land units gain +7 combat strength for the next 10 turns. When at war, both your units and your allies gain +5 combat strength. After the modern era, Great Generals gain the ability of revolutionaries, in which they can be consumed and five units of Guerrilleros are generated automatically
Unique building: Cigar Factory
Replaces Factory
Available in Industrialization
+3 production to all City Centers within 6 tiles of the Factory's Industrial Zone.
+4 culture
+8 tourism
+1 citizen slot
+1 Great Engineer point per turn
Grants a source of the Cigar luxury resource that grants +6 amenities and can be sold to other civilizations from the second source onwards.
However, this building doesn't receive an extra bonus from energy.
Unique unit: Guerrillero - Not buildable and doesn't replace any standard units. And it's not unlocked by technology or civic either. However, from the Modern Era, when Cuba is the target of a declaration of war, you automatically get eight of these units for free on your territory, you get new ones of them for free if other civilizations declare war on you afterward. They have 70 combat strength, +4 extra combat strength fighting on Cuban territory, +4 extra combat strength during Dark Ages, +4 extra combat strength when fighting a unit from a civilization that follows another government instead of yours. There is no gold maintenance cost. Requires no resource.
Cuba is a cultural powerhouse, which benefits from its rich and influential musical and dance rhythms, as well as its beautiful beaches. The Cuban cigar here is not only an important element of its culture, but also of its economy. Fidel Castro and his Guerrilleros will not go easy on any imperialist foreign power that dares against them. However, Fidel can be a good ally.
Each design I thought carefully to make them unique in their own way.
Civilizations
Argentina
Leader 01: Eva Perón
Leader 02: Marcelo Torcuato de Alvear
Start bias: coast, not far from tundra
UA: Paris of South America - Cultural buildings and wonders have double slots for Great Works when built in the capital. When in a Golden or Heroic Age, Argentine cities receive +5% growth for each civilization that Argentina knows and is in a Dark Age, and these civilizations get -5% growth.
Eva Perón' ability: La Dama de los Descamisados - Specialists in Industrial Zones are called "Descamisados" and they grant +2 food, +3 production, +3 culture and +1 loyalty. It allows you to start Evita's Speech city project.
Evita's Speech: cannot be done in more than one city at the same time and can only be done in cities that have Industrial Zone. When active, grants culture and +1 amenity. Upon completion, all Descamisados in the city generate +100% food, production, culture and loyalty over the next 10 turns. This project cannot be done twice in a row in the same city.
Marcelo Torcuato de Alvear' ability: República Radical - International trade routes receive +0.5 gold for each improvement of bonus resource in the origin city. This bonus is doubled during Golden or Heroic Ages.
Unique improvement: Saladero
Available in Mass Production
Can only be built on flat land (except desert and snow).
Cannot be built adjacent to another one.
+1 food
+2 production
+2 gold
+1 extra production and +1 extra gold for each adjacent cow pasture.
International trade routes receive +2 gold for every Saladero in the origin city.
Unique unit: Gaucho - replaces Cavalry. Weaker than the Cavalry (55 combat strength instead of 62). Has 3 charges to build pastures or farms. When a Gaucho builds a pasture or a farm, small boosts of culture and GWAM points are generated.
I made some modifications to my design of Argentina to not be such a blatant cultural civilization. The biggest one is its new unique infrastructure, Saladero now reflects the great importance that the livestock sector has played in Argentina's economy. Its civ ability now more realistically reflects the migratory boost the country enjoyed during periods of great prosperity (or golden ages, if that's what you prefer to call them). Also, I improved Gaucho - now the unique unit has three building charges instead of two. In addition, I removed some bonuses from Evita's abilities. Finally, I added a new leader - Marcelo Torcuato de Alvear. What differentiates him from Evita is that, while the latter encourages its citizens to be more productive for the country, the first will seek the commodity trade to enrich the nation.
Aztec
Leader: Montezuma
Start bias: close to lakes
UA: Legend of the Five Suns - Can spend builder charges to complete 20% of a district's production cost. The Aztec capital gets +2 housing, besides +1 food, production and gold for every trade route leaving or arriving in the city after Medieval Faires is researched.
Leader ability: Gifts for the Tlatoani - Improved luxury resources provide a extra amenity. +1 combat strength for all units for each different improved luxury resource in Aztec territory.
Unique improvement: Chinampa
Available in Irrigation
Can only be built on lakes.
+1 housing
+3 food
+1 production
+2 gold (after Feudalism)
+1 food for each adjacent Chinampa.
Unique unit: Eagle Warrior - replaces Warrior. This unit is stronger than the Warrior (25 combat strength instead of 20), but they are more expensive to produce or buy. Can capture defeated enemy units, turning them into builders for the Aztecs.
My design for the Aztecs is very similar to Civ6's current Aztec, which is quite historically appropriate, imo. I just made a few changes, deciding to focus a little on their big capital. Also, I find Chinampa something more interesting for a unique infrastructure.
Brazil
Leader 01: Pedro II
Leader 02: Juscelino Kubitschek
Start bias: close to a coast
UA: Celeiro do Mundo - Farms on bonus resource, lumber mills on jungles, pastures and plantations grant +1 food and +1 production. International trade routes grant +2 gold for each of these improvements in the origin city. Building a farm on a bonus resource triggers a culture bomb, claiming surrounding tiles.
Pedro II' ability: Magnanimous - Gold and faith necessary to recruit Great People is reduced by 30%. Recruiting Great People grants +1 extra era score.
Also grants a unique unit: Voluntário da Pátria - replaces Line Infantry. Available in Nationalism. The unit has the same strength as Line Infantry. However, +5 strength against civilizations with which it has fewer cities than Brazil. Also the unit receives a 50% discount to produce or buy by gold in the first 10 turns after Brazil is the target of a declaration of war. Requires half the niter that is necessary to train Line Infantry.
Juscelino Kubitschek' ability: 50 anos em 5 anos - +50% production towards Industrial Zones, Dams and buildings in these districts. Government Plaza can only be built in Brazilian capital, but it grants +5 culture and +2 culture to adjacent districts. +10% of growth and gold in cities with Industrial Zones, increasing to +15% if the city has a Factory.
Unique improvement: Sambódromo
Available in Opera and Ballet
Limit of one per city
Can only be built on flat land adjacent to an Entertainment Complex or Water Park.
Cannot be built adjacent to another one.
+1 amenity
+2 appeal
+4 culture
+1 extra amenity after Radio
+1 extra culture for every Great Work of Music in the city.
All culture generated is converted into tourism after Flight.
Tiles with Sambódromos cannot be swapped.
Unique unit: Pracinha - replaces Infantry. This unit is weaker than normal Infantry (72 strength instead of 75). However, gets +3 strength when fighting on a continent other than your own and +5 strength if you have a military ally in war against the same enemy you are attacking. No oil required.
The same design I posted in another thread, with some minor changes. Brazil is represented here as an agrarian power that prospers through its productive agribusiness and commodity trade. The Sambódromo gives a more cultural orientation to the civ. Pedro II is a nice and smart guy who sponsors the arts and science, but he can't always be a nice neighbor. Meanwhile, Juscelino Kubitschek will prioritize domestic industry and economic development, managing the country from its modern capital.
Cuba
Leader: Fidel Castro
Start bias: close to a coast
UA: La Bayamesa - Coastal tiles gain +1 appeal. You have a free access to the Tobacco luxury resource. After Opera and Ballet, you unlock five unique city projects called "Dance Performance", each of which has unique bonuses and can be done in any city:
Danzón: culture when active and +3% permanent culture across the entire Cuban culture generation when complete.
Salsa: culture when active and +3% permanent tourism across the entire Cuban tourism generation when complete.
Bolero: culture when active and a tourism boost in neighboring civilizations or on the same continent as Cuba when complete.
Mambo: culture when active and +1 amenities in all Cuban cities for the next 15 turns when complete, plus a culture boost.
Cha-Cha-Cha: culture when active and a big boost in generating Great Musicians when complete, plus a culture boost.
However, you cannot do two dance performances in a row in the same city and you cannot do more than one dance performance of the same type at the same time.
Leader ability: Viva La Revolucion! - When you liberate a city or city-state, all your land units gain +7 combat strength for the next 10 turns. When at war, both your units and your allies gain +5 combat strength. After the modern era, Great Generals gain the ability of revolutionaries, in which they can be consumed and five units of Guerrilleros are generated automatically
Unique building: Cigar Factory
Replaces Factory
Available in Industrialization
+3 production to all City Centers within 6 tiles of the Factory's Industrial Zone.
+4 culture
+8 tourism
+1 citizen slot
+1 Great Engineer point per turn
Grants a source of the Cigar luxury resource that grants +6 amenities and can be sold to other civilizations from the second source onwards.
However, this building doesn't receive an extra bonus from energy.
Unique unit: Guerrillero - Not buildable and doesn't replace any standard units. And it's not unlocked by technology or civic either. However, from the Modern Era, when Cuba is the target of a declaration of war, you automatically get eight of these units for free on your territory, you get new ones of them for free if other civilizations declare war on you afterward. They have 70 combat strength, +4 extra combat strength fighting on Cuban territory, +4 extra combat strength during Dark Ages, +4 extra combat strength when fighting a unit from a civilization that follows another government instead of yours. There is no gold maintenance cost. Requires no resource.
Cuba is a cultural powerhouse, which benefits from its rich and influential musical and dance rhythms, as well as its beautiful beaches. The Cuban cigar here is not only an important element of its culture, but also of its economy. Fidel Castro and his Guerrilleros will not go easy on any imperialist foreign power that dares against them. However, Fidel can be a good ally.
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