Latin American Civilizations and Leaders

So they only have 1 unique unit?
Information on Nazca militaristic activities is quite scarce—even the Headhunters involve some creative liberty. However, there is evidence suggesting that many Trophy Heads may have indeed been war trophies, so not everything is purely speculative. In my design, I compensated for the lack of a unique civilian unit by adding an extra infrastructure—the Nazca Lines.
 
Information on Nazca militaristic activities is quite scarce—even the Headhunters involve some creative liberty. However, there is evidence suggesting that many Trophy Heads may have indeed been war trophies, so not everything is purely speculative. In my design, I compensated for the lack of a unique civilian unit by adding an extra infrastructure—the Nazca Lines.
It's up to you but you could always go the generic naming route. You could have a "Ceremonial Priest" spawn whenever a Ceremonial Plaza is built, and they themselves can construct the Nazca Lines. I mean Carthage has Colonists. :)
 
It's up to you but you could always go the generic naming route. You could have a "Ceremonial Priest" spawn whenever a Ceremonial Plaza is built, and they themselves can construct the Nazca Lines. I mean Carthage has Colonists. :)
That's true—I think even the devs are more open to broader creative liberty. But it's a bit challenging to come up with abilities for religious units in Antiquity when there's no formal religion in that era, which is definitely a flaw in the game. Perhaps a Ceremonial Priest could enhance the effectiveness of a Pantheon, which wouldn’t be inappropriate.

I think a Trepanador as a unique civilian unit for the Nazca would be fitting, but it would just be another healing unit—and I already have something in mind for a Pajé unit I'm planning for another civ. Maybe instead of healing, the Trepanador could boost Growth, Happiness and Culture in settlements based on their Science generation, since Nazca trepanation wasn’t only medical but also ritualistic.

In any case, I think the Nazca benefit more from having additional unique infrastructure. While their Geoglyphs are the first thing that comes to mind when thinking of the Nazca, their Ceremonial Center, Stepped Temple, and Trophy Heads are also deeply iconic, so I couldn’t leave them out.
 
Last edited:
That's true—I think even the devs are more open to broader creative liberty. But it's a bit challenging to come up with abilities for religious units in Antiquity when there's no formal religion in that era, which is definitely a flaw in the game. Perhaps a Ceremonial Priest could enhance the effectiveness of a Pantheon, which wouldn’t be inappropriate.

I think a Trepanador as a unique civilian unit for the Nazca would be fitting, but it would just be another healing unit—and I already have something in mind for a Pajé unit I'm planning for another civ. Maybe instead of healing, the Trepanador could boost Growth, Happiness and Culture in settlements based on their Science generation, since Nazca trepanation wasn’t only medical but also ritualistic.

In any case, I think the Nazca benefit more from having additional unique infrastructure. While their Geoglyphs are the first thing that comes to mind when thinking of the Nazca, their Ceremonial Center, Stepped Temple, and Trophy Heads are also deeply iconic, so I couldn’t leave them out.

I don't think trophy heads are going to be featured in any civ design...
 
XINGUANS – ANTIQUITY AGE CIVILIZATION

The Xingu people, inhabitants of the vast and diverse Amazon basin, are a tapestry of indigenous cultures. For centuries, they thrived along the Xingu River, harnessing its resources for agriculture, fishing, and sustenance. Kuhikugu, an ancient city discovered in the region, was a complex urban center with advanced agricultural and engineering techniques. Despite facing external pressures and deforestation, the Xingu people remain steadfast in preserving their heritage. Their connection to the land and water is a testament to their enduring legacy.​

Unique Ability

Societies of the Amazon Basin: Palaces and City Halls gain additional Food for each adjacent Tropical Vegetation and Navigable River.

Attributes:
  • Diplomatic
  • Economic
Civic Trees

Xingu Communities
  • Tier 1: Unlocks the Communal House Unique Building. Reduced Influence cost for diplomatic actions with Independent Peoples. Unlocks the Kuhikugu Wonder.​
  • Tier 2: Unlocks the House of Men Unique Building. Increased Settlement Limit. Unlocks the 'Community Productive Activities' Tradition.​
  • Tradition - Community Productive Activities: Farms receive +1 Food for each adjacent Farm. Plantations receive +1 Food for each adjacent Plantation. Fishing Boats on Navigable Rivers receive +1 Food for each adjacent Fishing Boat on a Navigable River.​
Quarup
  • Tier 1: Gain a unique Diplomatic Endeavor called Ritualistic Festival Honoring the Dead that grants Culture and Happiness to both Leaders' Capitals. Unlocks the 'Huka-Huka' Tradition.​
  • Tradition - Huka-Huka: All Settlements receive Happiness and Influence for each City-State you are Suzerain of.​
Productive Specialty
  • Tier 1: Increased Culture on Production Buildings. Unlocks the 'Moitará' Tradition.​
  • Tradition - Moitará: Trade Routes you receive grant you Influence and extra Gold for each Production Building in the destination Settlement.​

Unique Infrastructure

Circular Village: Unique Quarter. Grants +2 Gold for each other Circular Village within 7 tiles of this.
Communal House: Unique Building. Food base. Adds Production equal to 20% of the Settlement's Food generation.
House of Men: Unique Building. Influence base. Adds Culture equal to 20% of the Settlement's Production generation.​

Unique Civilian Unit

Pajé: Unique Civilian Unit. Has two charges to heal adjacent land units. Increases Happiness generation when stationed in Settlements.​

Unique Military Unit

Jawari Dart Thrower: Unique Ranged Unit. It's weaker than conventional Ranged Units, but when defeated, the leader who defeated it loses Influence.​

Associated Wonder

Kuhikugu: Adds Gold. Unlocks the 'Black Earth Farming' Tradition, which increases Food in Farms and Plantations in Tropical tiles. Increased Settlement Limit. Must be built adjacent to a Lake.​

Starting Biases:
  • Navigable Rivers
  • Vegetated
  • Tropical
 
Last edited:
Figured I should port this over from the main thread. For some nefarious reason, the great people list is seemingly not fully displaying here, but it should be up on the original page, so if you find yourself enraptured by this concept and eager to read more... the rest is there. Probably.
I always loved playing as Brazil in VII, but I think the nation deserves better than just the Amazon and Carnival in its representation. Luckily, with Civ VII, it can now have all sorts of abilities in reference to civic and technological development in the Brazilian Empire... and the Amazon and Carnival. Huzzah!

BRAZIL - MODERN AGE CIVILIZATION

AD_4nXcoWHGmc9H9z4oy06HODwuekml4-sRTq_scv7mHVBr01ML6j1EmQwdAoeogcPrYjEXfTvYcawKIcVN1fctv7tEG4JdzqxsL-OhmBF6PxLiJn11jkyrPZxV-MFbO14yGnRJTXVFflA
AD_4nXc5QU2sqmc4IX0bT5BHRJ-39k9IuOaZf6aN24agk7EqB7YEmPl5n7JsUfJ3EsQMHAg-uHt2BVzth49cVXIpEwWW4QLxu_nhEZNt4Lig-5dUTlXmyl-mE4BJfMJ0Y4kcoan7MUXUCQ

(one of these emblems should work. not sure which is best.)

As war swept through Europe, the Portuguese court fled to Brazil, an established colony named for a variety of wood it was dedicated to extracting. The soon-to-be nation had loftier dreams, however, and the transfer of administrative power to Rio de Janeiro set the stage to see them fulfilled, an emboldened populace driving out the old court and taking control of a new South American empire. As the 19th century dawned, Brazil quickly became a center of civic and technological progress, patronizing the arts, modernizing infrastructure and the military, and further developing the unique and admired culture that led it to become the center of the Lusophone world today.

Unique Ability:

Instituto Histórico e Geográfico:
  • Upon researching a Civic Mastery, can purchase two Buildings for free in any Settlement (applies automatically to the next two Buildings purchased).
Attributes:
  • :7culture: Cultural
  • :7science: Scientific
Civic Trees:

Terra do Brasil
  • Tier 1:
    • Buildings gain a :7culture: Culture adjacency from unimproved Vegetated tiles.
    • Tradition - Brazilwood Colonies: Growing to a Vegetated tile or converting one to an Urban District grants 100 :7money: Gold.
  • Tier 2:
    • Buildings gain a :7science: Science adjacency from unimproved Vegetated tiles.
Seus Interesses Navais
  • Tier 1:
    • +2 :7science: Science for each owned Naval Unit.
    • Tradition - Eastern Naval Division: +2 :7culture: Culture and halved maintenance cost on Naval Units if you have more Naval Units than any other Civilization.
    • Tradition - Raga-Listas: Cannot build or purchase Land Military Units. +4 Combat Strength on Land Military Units.
Patroness of Brazil
  • Tier 1:
    • +1 :7happy: Happiness on Specialists.
    • Tradition - Carnival: Triggering a :7happy: Celebration immediately grants a quarter of the turn’s global :7happy: Happiness, :7science: Science, :7culture: Culture, :7money: Gold, and :7inf: Influence yield.
  • Tier 2:
    • +1 :7happy: Happiness on Specialists.
    • Unlocks the Cristo Redentor.
Ordem e Progresso
  • Tier 1:
    • Unlocks the Tijuca Forest Unique Tile Improvement.
    • Buildings in Quarters gain adjacency with unimproved Vegetated tiles.
    • Tradition - Brazilian Baroque: Constructing a Building grants a burst of yields equal to 400% of its adjacency bonus.

    (apologies for the erroneous bolding here, don't know what's causing it or how to go about fixing it)
Unique Infrastructure

Tijuca Forest: Unique Tile Improvement.
  • Acts as an unimproved Vegetated tile for adjacency.
  • +2 :7science: Science and +2 :7happy: Happiness.
  • No :7prod: Production yield.
  • Must be built on a Woodcutter.
Unique Military Unit

Riachuelo: Unique Light Naval Unit.
  • Automatically upgrades to the next Tier when the relevant Technology is unlocked.
Unique Civilian Unit

Imperial Exhibition Artist: Unique Artist Unit.
  • Can only be trained in the Capital if it has a Quarter containing a Culture Building. The specific Imperial Exhibition Artist received is random, and each Imperial Exhibition Artist can only be received once. Cost increases per Imperial Exhibition Artist built.
Possible Imperial Exhibition Artists:
  • Grandjean de Montigny:
    • Activated on a City Hall or the Palace. The next two Buildings purchased in this Settlement are free.
    • Activated on a :7culture: Culture Building to gain +100% :7prod: Production towards future Imperial Exhibition Artists.
  • Gonçalves de Magalhães
    • Activated on a foreign Palace. The next five Diplomatic Actions you take are free.
  • Joaquim Cabral
    • Activated on a City Hall or the Palace. Quarters containing :7culture: Culture Buildings in this Settlement have their adjacency bonus doubled.
    • Activated on a City Hall or the Palace. Grants 100 :7science: Science for each unimproved Vegetated tile in this Settlement.
(If there's still an obvious error in the visual displaying of this list, know I'll probably fix it when I'm awake.)

Associated Wonder:

Cristo Redentor:
  • +5 :7happy: Happiness.
  • Can trigger a new :7happy: Celebration while a :7happy: Celebration is active, resetting the current Government effect.
  • Must be built on a Cliff.
Unlock Conditions:

Automatic:
  • Play as Simón Bolívar
  • Play as Inca in the Age of Exploration
  • Play as Spain in the Age of Exploration
Gameplay:
  • Have two Cities in the Distant Lands containing five Vegetated tiles each.
“The lumber colonies of the Distant Lands have been steadily growing in power and influence; as tension mounts at home, some members of the court have decided to journey across the ocean to them, planning to hide out the storm in a place where they can still wield power. Many of the locals are less than pleased.”
 
Figured I should port this over from the main thread. For some nefarious reason, the great people list is seemingly not fully displaying here, but it should be up on the original page, so if you find yourself enraptured by this concept and eager to read more... the rest is there. Probably.
The Imperial Exhibition Artists is a good synergy with the Brazilian Empire. Some great writers can also be considered here, such as Machado de Assis and José de Alencar.
 
TEOTIHUACAN – ANTIQUITY AGE CIVILIZATION

Teotihuacan, the City of the Gods, rose in the Valley of Mexico as one of the largest cities of the ancient world. At its height, its pyramids and grand avenues echoed with the steps of merchants, priests, and warriors. A hub of obsidian trade and artistry, it shaped Mesoamerica’s culture and religion for centuries. Its people, bound by devotion to the Feathered Serpent and the Storm God, built a metropolis of mystery. With advanced urban planning and monumental architecture, Teotihuacan left an indelible mark on the annals of history, inspiring civilizations that followed.​

Unique Ability

City of the Gods: Increased Culture, Food, Gold, and Production in all Buildings in the Capital, but starts with -1 Settlement Limit. Adds the Obsidian Resource to the Map.​

Attributes:
  • Cultural
  • Economic
Civic Trees

Birthplace of the Gods
  • Tier 1: The Capital gains +1 Resource Capacity for each Quarter. Unlocks the 'Talud-Tablero' Tradition.​
  • Tradition - Talud-Tablero: Increased Production towards constructing Culture and Happiness Buildings.​
  • Tier 2: Unlocks the 'Diffusion of Teotihuacán' Tradition. Unlocks the Pyramid of the Sun Wonder.​
  • Tradition - Diffusion of Teotihuacán: Reduced Influence cost for diplomatic actions with Civilizations and City-States where you have active Trade Routes.​
Teotihuacan Spider Woman Cult
  • Tier 1: Unlocks the Pyramid of the Moon Unique Building. All Settlements with an Altar receive a Culture increase equal to one-third of their excess Happiness generation.​
Feathered Serpent Cult
  • Tier 1: Unlocks the Temple of Quetzalcoatl Unique Building. All Settlements with an Altar receive a Food increase equal to one-third of their excess Happiness generation.​
Obsidian Workmanship
  • Tier 1: Unlocks the Obsidian Merchant Unique Civilian Unit and grants two of them for free. Unlocks the 'Obsidian Workshops' Tradition.​
  • Tradition - Obsidian Workshops: Doubles the bonuses gained from each source of Obsidian in the Empire.​

Unique Infrastructure

Avenue of the Dead: Unique Quarter. Grants +2 Culture for each adjacent Quarter and Wonder.
Pyramid of the Moon: Unique Building. Culture base. Grants a Culture boost when an enemy unit is defeated in the vicinity of this Settlement.
Temple of Quetzalcoatl: Unique Building. Happiness base. Grants Influence for each adjacent Culture and Happiness building.​

Unique Civilian Unit

Obsidian Merchant: Unique Merchant Unit. Gain Gold for each Obsidian Resource in the Empire when creating a Trade Route.​

Unique Military Unit

Atlatlist: Unique Ranged Unit. Has increased Combat Strength when attacking units on an adjacent tile.​

Associated Wonder

Pyramid of the Sun: Adds Culture. Grants +2 Culture on Quarters in this Settlement. Must be build on a flat terrain adjacent to a District.​

Starting Biases:
  • Volcanoes
  • Obsidian

New Resource: Obsidian - Empire Resource. Improved by Mine. Available in Antiquity and Exploration. Each source of the Obsidian Resource grants +5% Culture, +5% Happiness, and Ranged Units gain +1 Combat Strength.​
 
TAÍNO – EXPLORATION AGE CIVILIZATION

Emerging from the lush landscapes of the Caribbean, the Taíno people thrived as skilled agriculturalists and artisans. They cultivated cassava, maize, and tobacco, and crafted intricate pottery and tools. Their society was structured with caciques (chiefs) leading complex communities. The Taíno engaged in vibrant trade networks, exchanging goods like cotton and foodstuffs. Their spiritual life revolved around zemis, sacred objects representing deities. However, the arrival of Europeans in the late 15th century brought disease and conquest, leading to their rapid decline.​

Unique Ability

Quisqueya: Increased Gold on Buildings adjacent to Coastal tiles.

Attributes:
  • Cultural
  • Economic
Civic Trees

Arawak Migrations
  • Tier 1: Units take reduced damage when in Deep Ocean.​
  • Tier 2: There is no movement cost for units to embark from land to the coast or disembark from the coast to land. Increased Settlement Limit.​
Cacicazgos
  • Tier 1: Unlocks the Caney Unique Building. City Halls in Cities grant the same bonuses as the Palace.​
  • Tier 2: Cacique Unique Civilian Unit grants Gold, Culture, and Influence when stationed in a City. Unlocks the 'Nitaínos' Tradition.​
  • Tradition - Nitaínos: Increased Gold and Culture in Towns. Double bonus in Towns adjacent to Coast.​
Zemis
  • Tier 1: Gain a Relic each time a Celebration is triggered. Unlocks the 'Amuletic Zemis' Tradition.​
  • Tradition - Amuletic Zemis: Displayed Relics grant an additional +3 Culture and +3 Happiness.​
  • Tier 2: Unlocks the 'Areitos Ceremonies' Tradition.​
  • Tradition - Areitos Ceremonies: Increased Happiness on Happiness Buildings. Increased Culture on Culture Buildings.​
Ceremonial Ball Game
  • Tier 1: Unlocks the Batey Unique Building. Unlocks the Caguana Ceremonial Ball Courts Wonder.

Unique Infrastructure

Yucayeque: Unique Quarter. Receive a Food Adjacency from every Coastal tile.
Caney: Unique Building. Influence base. Receive a Culture Adjacency from every Rural District.
Batey: Unique Building. Culture base. Receive a Happiness Adjacency from every Rural District.​

Unique Civilian Unit

Cacique: Unique Great Person Unit. Can only be built in a City with a Yucayeque Unique Quarter, and the specific Cacique received is random. Each Cacique can only be received once. Cost increases per Cacique built.​

Possible Cacique Units:

  • Agüeybaná I: Activated on a Yucayeque to gain a unique Diplomatic Endeavor called Guatiao that grants Gold and a significant increase in Influence to the Proposer, as well as Gold to the Receiver. Also, the Receiver will suffer a significant reduction in Influence for a set number of turns if they declare war on the Proposer while this Endeavor is active.​
  • Agüeybaná II: Activated on a Yucayeque to grant a set number of free Ranged Units with the ability to move after attacking.​
  • Arasibo: Activated in a City to grant extra Food and Gold to all Fishing Boats there.​
  • Bohechío: Activated on a Yucayeque to generate a boost of Culture and Growth in the City.​
  • Caguax: Activated in a Town to grant extra Food to all Plantations and Farms there.​
  • Caonabo: Activated on a Yucayeque to grant a set number of free Infantry Units with increased Combat Strength when attacking Settlements.​
  • Enriquillo: Activated on a Yucayeque to grant a set number of free Infantry Units with increased Combat Strength when defending.​
  • Guarionex: Activated on a Yucayeque to gain an Influence boost based on the number of leaders you are at peace with.​
  • Hatuey: Activated adjacent to the Coast to gain a Dugout Canoe.​
  • Jumacao: Activated on a Yucayeque to grant a set number of free Ranged Units with the ability to not lose movement when pillaging tiles.​

Unique Military Unit

Dugout Canoe: Unique Naval Unit. Weaker than conventional Naval Units, but cheaper to build or purchase. Gains +1 Movement when starting its movement on Coast or Navigable River. Can generate a civilian unit on an adjacent land tile, completely consuming it. If on an unclaimed tile, it generates a Settler. If in a foreign city, it creates a Merchant.​

Associated Wonder

Caguana Ceremonial Ball Courts: Adds Culture. Increased Happiness in Rural Districts in this Settlement. Must be built on a Flat Land.​

Starting Biases:
  • Coast
  • Tropical
 
Back
Top Bottom