Redesigning the Civ VI Civs

IgorS

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Well, there is a lot to like about Civ VI, but there are also a few things that are off. I guess what I am disappointed with most is the design of the civilizations, which could be a lot better. So I have decided to try my hand at redesigning the civilizations present in the game. Is some places I have not changed much, in others I have made substantial changes.
The main thing I did was to try to stick with the game mechanics and features, not trying to invent something that is not in the game (yet). I have decided, though, that I do not like the leader unique units. I think each civ should have two unique units, regardless of the leader you choose. Also, one thing I dislike is the fact that while civilizations in the game can have multiple leaders, the only civ that has two leaders at launch is Greece (unlike Civ IV, for example, that had a few civs with two leaders at launch).
In any case, I have tried to redesign the civilizations in the game, giving each two leaders and two unique units.
I have redesigned almost all the civs in the game, except for three, which I think should not have been included at all: the Macedonians (should be part of Greece), the Sumerians (which I have replaced with the Babylonians), and the Scythians (which I have replaced with the Mongols).
Feel free to offer your ideas too, but keep in mind that this thread is only for civilizations that are already in the game.
 
Americans:
Spoiler :

Civilization ability: We the People – government legacy bonuses earned 25% faster, one policy card can be changed per turn without paying gold
Unique unit 1: Minuteman (replaces musketman) – -20 production cost, +1 movement
Unique unit 2: Mustang (replaces fighter) – +5 attack against aircraft, +2 range
Unique infrastructure: Ranch – +1 food and an extra +1 from every adjacent ranch (+2 with capitalism), +1 housing, +4 culture

Leader 1: Washington
Capital: Philadelphia
Ability: First in War, First in Peace – military units production 20% faster when at war, production of workers and districts 20% faster when at peace
Agenda: The First President – will try to get a modern government as soon as possible, likes leaders with more advanced governments, dislikes leaders with governments less advanced than his

Leader 2: Teddy Roosevelt
Capital: Washington
Ability: Square Deal – national parks provide +1 tourism per tile, -25% cost for purchasing buildings, -1 maintenance and +10 combat strength on hills for cavalry units
Agenda: Big Stick Policy – likes peaceful leaders on home continent, dislikes warmongers on home continent


English:
Spoiler :
Civilization ability: Magna Carta – each amenity-producing district, building or improvement grants +1 gold per turn
Unique unit 1: Ship of the Line (replaces frigate) – +5 melee strength, +7 range strength
Unique unit 2: Redcoat (replaces musketman) – no disembark cost, +5 combat strength on home continent, +10 if not on home continent
Unique infrastructure: Seaside Pier (replaces water park) – +1 amenity, +4 culture

Leader 1: Æthelstan
Capital: Winchester
Ability: Alfred’s Legacy – all apostles have the martyr promotion, gain a relic when becoming suzerain of a city-state for the first time (if there is a free slot), majority religion’s worship buildings generate +1 science
Agenda: Gospel Dice – will try to collect as many relics and religious paintings as possible, likes leaders who have given him relics or religious paintings, dislikes leaders with more relics and religious paintings than him if they also produce low science

Leader 2: Elizabeth
Capital: London
Ability: Tudor Golden Age – earn great writer and great admiral points 25% faster, naval raider units can capture enemy ships (except for barbarian ships)
Agenda: Sea Dogs – dislikes leaders with larger navies than hers, especially if they follow a different religion, likes leaders with smaller navies or those with large navies of raiders


Egyptians:
Spoiler :
Civilization ability: Children of the Nile – +15 production for districts and wonders next to a river, can place districts and wonders on floodplains
Unique unit 1: War Chariot (replaces heavy chariot) – 2 range, 25 range strength, can attack twice per turn
Unique unit 2: Self-Bow Man (replaces archer) – -1 range, but two units are produced instead of one, gain promotions 15% faster
Unique infrastructure: Pyramid – +1 culture (+2 with Natural History), +1 appeal, +1 faith

Leader 1: Hatshepsut
Capital: Waset
Ability: Mission to Punt – when a trade agreement for a luxury resource with another civilization runs its course, get a 40% chance to keep that luxury for good, +2 faith from every international trade route
Agenda: Valley of the Kings – tries to focus on wonders as much as possible, likes leaders who do not compete for wonders with her, dislikes wonder-obsessed leaders

Leader 2: Ramesses
Capital: Pi-Ramesses
Ability: Setepenre – units produced in cities with encampments get a free promotion, +15 production towards an encampment and its buildings in the capital, extra +10 production towards wonders, +1 faith from every wonder
Agenda: Charge of the War Chariots – dislikes leaders with many military units near Egypt’s borders and leaders who settle too close


Greeks:
Spoiler :
Civilization ability: Plato’s Republic – one extra wildcard policy slot in any government
Unique unit 1: Hoplite (replaces spearman) – +10 combat strength adjacent to another hoplite unit
Unique unit 2: Hetairoi (replaces horseman) – starts with a free promotion, +5 combat strength near a great general, +5 great general points from kills
Unique infrastructure: Acropolis (replaces theatre square) – +2 culture if adjacent to a city centre, 1 envoy upon completion, can only be built on hills, +1 great scientist point for each work of writing

Leader 1: Pericles
Capital: Athenai
Ability: Delian League – +5 gold per turn and +5 culture for each city-state Pericles is suzerain of
Agenda: Grand Strategy – seeks to become suzerain of every city-state on a continent on which he has cities, dislikes leaders who compete with him for the same city-states, dislikes leaders who conquer many cities of rival civilizations and city-states

Leader 2: Alexander
Capital: Pella
Ability: Hellenistic Fusion – upon city conquest, gain a eureka for each encampment or campus, and an inspiration for each holy site or theatre square, war weariness is accumulated 50% slower, +5% culture for each conquered city that is ceded to him
Agenda: To the Ends of the World – likes civilizations at war with other civilizations, especially those that capture cities, dislikes peaceful civilizations


Chinese:
Spoiler :
Civilization ability: Mandate of Heaven – policy cards are purchased with faith and not with gold, gain a progress of 60% from eurekas and inspirations
Unique unit 1: Zhuge nu (replaces crossbowman) – -10 range strength, may attack twice per turn
Unique unit 2: Fire Lancer (replaces musketman) – available at military engineering, +5 melee strength after discovery of gunpowder
Unique infrastructure: Ancestral Shrine (replaces shrine) – +1 amenity

Leader 1: Wu Zetian
Capital: Xi'an
Ability: Acts of Grace – each specialist provides +1 to their yield, -1 maintenance cost for military units for every farm, first spy is available at castles and not diplomatic service
Agenda: Manual of Accusation – likes civilizations that use spies for counter-espionage missions, especially those who have successfully prevented espionage missions in their cities, dislikes civilizations that do not defend against foreign espionage

Leader 2: Kangxi
Capital: Beijing
Ability: Qing Porcelain – a city that has both a theatre and an industrial district produces an extra amenity, each city with at least one foreign religion, that is a state religion in another empire, produces +5 science
Agenda: Sacred Edict – likes leaders who spread their religion to his cities, but dislikes leaders who convert his cities


Romans:
Spoiler :
Civilization ability: Pax Romana – All cities start with a trading post and a road to the capital if in trade route range, cities suffer no war weariness
Unique unit 1: Legion (replaces swordsman) – cost +20 production, has a single build charge, and can use it to build a fort (even before siege tactics is discovered), a road, or clear terrain, starts with the tortoise promotion
Unique unit 2: Ballista (replaces catapult) – +1 melee strength, +3 bombard strength
Unique infrastructure: Bath – must be built next to a source of fresh water or an aqueduct, +1 amenity, +1 culture, units heal twice as fast on a tile with a Roman bath

Leader 1: Augustus
Capital: Roma
Ability: From Brick to Marble – +10% to production in the capital, -10% to the cost of upgrading units
Agenda: Aerarium Militare – will invest money in upgrading his army, likes leaders with modern armies, dislikes leaders with armies containing many obsolete units

Leader 2: Marcus Aurelius
Capital: Roma
Ability: Philosopher-King – gain a random eureka or inspiration when destroying a barbarian encampment, can negotiate peace after 5 turns of war instead of 10
Agenda: Germanicus – likes leaders who fight barbarians, dislikes leaders who do not clear barbarian camps close to their borders


French:
Spoiler :
Civilization ability: Liberty Leading the People – double tourism from wonders, +20% production to medieval, renaissance and industrial era wonders, +1 combat strength when fighting against civilizations with a different government
Unique unit 1: Musketeer (replaces musketman) – +4 melee strength
Unique unit 2: Carabinier-à-cheval (replaces cavalry) – +2 maintenance, +6 melee strength, upgrades to tank
Unique infrastructure: Château – +2 culture (+3 if next to a wonder), +1 appeal, 1 gold if next to a luxury resource

Leader 1: Louis
Capital: Versailles
Ability: Ancien Régime – foreign religions spread 50% slower in cities with a garrisoned unit, after recruiting or patronizing a great general, writer, artist, or musician, 20% of its great person point cost is refunded, palace holds 3 slots for great works
Agenda: The Sun-King – likes civilizations with a weaker culture that can be influenced, dislikes civilizations with a culture stronger or almost as strong as France’s

Leader 2: Napoleon
Capital: Paris
Ability: Grande Armée – units earn great general points from kills, +1 movement for ranged and siege units, siege units start with the expert crew promotion
Agenda: Code Civil – dislikes leaders waging religious wars or using inquisitors


Indians:
Spoiler :
Civilization ability: Ahimsa – receive follower belief bonuses in a city from each religion with at least one follower
Unique unit 1: Royal Elephant (replaces horseman) – +40 production, -2 movement, +5 combat strength, -5 combat strength for adjacent enemy units, upgrades to tank
Unique unit 2: Siege Gun (replaces bombard) – +20 production, -1 movement, +1 attack range, +10 bombard strength
Unique infrastructure: Stepwell (replaces aqueduct) – +1 housing, +1 food (+2 if near a farm), +1 faith if near a holy site (and an extra +1 with feudalism), must be next to a city centre

Leader 1: Asoka
Capital: Patna
Ability: Chakravartin – new cities automatically get converted to the state religion, state religion spreads 50% faster to foreign cities up to 6 tiles away from India’s borders, +1 faith from sheep, cattle, ivory, horses, furs and deer
Agenda: Dhamma – tries to avoid warmongering penalties as much as possible, hates warmongers and those with a weak faith, likes peaceful leaders with a strong faith

Leader 2: Nehru
Capital: Delhi
Ability: Scientific Temper – +25% production towards campuses, -10% production towards holy sites, double war weariness suffered by those declaring war on Nehru
Agenda: Non-Aligned – never gets the ideologue agenda, dislikes ideologues


Aztecs:
Spoiler :

Civilization ability: Sun of Movement – gain culture and faith from killing enemy units, units have +1 movement in rainforest, ancient to renaissance units may capture defeated enemy units (except for barbarians) and turn them into builders
Unique unit 1: Tēmātlatlist (replaces crossbowman) – -1 attack range, +5 range strength
Unique unit 2: Cuāuhocēlōtl (replaces knight) – -1 movement, -20 production cost, does not require iron, has a higher chance to enslave defeated enemies, provides +1 amenity if at an entertainment complex with a tlachtli (until the industrial era), upgrades to cavalry
Unique infrastructure: Tlachtli (replaces arena) – +1 amenity, +2 faith, +1 great general point

Leader 1: Nezahualcoyotl
Capital: Texcoco
Ability: Tlamatini – +5% faith output when at peace, libraries contain one slot for a work of art, +1 food from lake and oasis tiles
Agenda: Athens of the West – housing is a priority, dislikes leaders who neglect this issue, likes leaders who have many improvements that provide housing

Leader 2: Montezuma
Capital: Tenochtitlan
Ability: Gifts for the Tlatoani – each luxury in Aztec territory provides +1 amenity to 2 extra cities, and +1 combat strength to units
Agenda: Protector of Merchants – will try to collect every luxury resource available, dislikes civilizations with luxuries he does not have


Russians:
Spoiler :
Civilization ability: General Winter – -5 combat strength for enemy units inside Russian territory, 1 faith and 1 production from tundra, cities start with 8 tiles around them
Unique unit 1: Leib-Guard (replaces cavalry) – +10 production cost, +8 melee strength, gain culture from killing enemy units
Unique unit 2: Katyusha (replaces artillery) – -30 melee strength, but two units are produced instead of one, may move after attacking
Unique infrastructure: Lavra (replaces holy site) – -30 production cost, +1 great prophet, great writer, great artist and great musician points, expands city’s borders when a great person is used

Leader 1: Ivan
Capital: Moskva
Ability: Sudebnik – +1 gold per turn from each specialist, territory unconnected to the capital is automatically connected if the gap between the territories is one tile
Agenda: Third Rome – likes leaders with a high output of faith and culture in the capital


Leader 2: Catherine
Capital: Sankt-Peterburg
Ability: Star of the North – foreign trade routes both from and to Russia provide +1 random great person point depending on the districts (if any) in the foreign city
Agenda: A New Kind of Person – likes civilizations that attract many great people, dislikes civilizations that do not compete for great people


Germans:
Spoiler :
Civilization ability: Hanseatic League – +2 gold from domestic trade routes and trade routes to and from city-states, earn an envoy when sending a trade route to a city-state
Unique unit 1: Landsknecht (replaces pike and shot) – +1 maintenance, +5 melee strength, extra +1 strength versus anti-cavalry
Unique unit 2: Helgoland (replaces battleship) – +5 range strength, +5 melee strength
Unique infrastructure: Rathaus (replaces market) – +2 culture

Leader 1: Otto
Capital: Aachen
Ability: Ottonian Renaissance – majority religion’s worship buildings generate tourism, +1 culture from temples, +7 combat strength against city-states
Agenda: Holy Roman Emperor – aims to conquer religious city-states and dislikes suzerains of religious city-states, likes large empires with strong faith and aims to become their ally

Leader 2: Bismarck
Capital: Berlin
Ability: Blood and Iron – one extra military policy slot in any government, -1 to the cost of each unit’s maintenance, +5 combat strength when fighting neighbouring civilizations and city-states, with diplomatic service such wars count as reconquest wars
Agenda: Realpolitik – aims to conquer neighbouring cities with low loyalty and neighbouring free cities, dislikes leaders who have units and governors in such cities


Japanese:
Spoiler :
Civilization ability: Bushido – units fight at full strength even when damaged
Unique unit 1: Samurai (replaces knight) – 2 movement, starts with a promotion if produced in a city that has at least two districts (not including neighbourhoods), upgrades to cavalry
Unique unit 2: Ashigaru (replaces musketman) – -20 production cost, +5 melee strength versus heavy cavalry
Unique infrastructure: Dojo (replaces barracks) – +1 citizen slot, +2 faith

Leader 1: Hojo Tokimune
Capital: Kyoto
Ability: Divine Wind – +5 combat strength on land tiles adjacent to coast for land units, +5 combat strength on shallow water tiles for naval units, encampments, holy sites and theatre districts are built 50% faster
Agenda: Katsu – likes civilizations with a strong military that are also strong in faith and/or culture

Leader 2: Ito Hirobumi
Capital: Tokyo
Ability: Meiji Restoration – districts receive an additional standard adjacency bonus per adjacent district, +2 science from trade routes to and from civilizations that have researched a technology Japan does not yet have
Agenda: Kokutai – seeks to be as advanced as the most advanced civilization, likes civilizations with a high science output that are also strong in culture, dislikes backwards civilizations, especially if their culture is also weak


Persians:
Spoiler :
Civilization ability: Satrapies – +1 trade route capacity with political philosophy, +2 gold and +1 culture from domestic trade routes, +4 loyalty from cities with a governor
Unique unit 1: Immortal (replaces swordsman) – -6 melee strength, 2 range, 25 range strength, does not require iron
Unique unit 2: Grivpanvar (replaces knight) – available with horseback riding, -8 melee strength, can attack twice per turn
Unique infrastructure: Pairidaeza – cannot be built on tundra or snow, or adjacent to another pairidaeza, +1 culture (+1 for each adjacent holy site and theatre square and another +1 with diplomatic service), +2 gold (+1 for each adjacent commercial hub and city centre), +2 appeal

Leader 1: Darius
Capital: Pārsa
Ability: Royal Road – roads within Persian territory are one level more advanced, +2 gold from markets, +1 loyalty per every non-state religion in a city
Agenda: Grace of Ahura Mazda – supports non-state religions dominating his cities that are far enough from the capital, dislikes leaders converting his capital or cities near it

Leader 2: Khosrow
Capital: Tisfun
Ability: Deghans – cavalry units are produced 50% faster, farms provide 1 gold
Agenda: Plato’s King – likes civilizations with many campuses and aqueducts


Spanish:
Spoiler :
Civilization ability: Silver Fleet – may construct fleets and armadas with mercantilism, intercontinental trade routes provide +2 gold, domestic intercontinental trade routes also provide +2 food and +2 production, +5 combat strength not on home continent
Unique unit 1: Jinete (replaces knight) – upgrades from both horseman and heavy chariot, upgrades to cavalry, +1 movement, has a 40% chance of retreating during an attack only to attack again with +5 combat strength
Unique unit 2: Tercio (replaces pike and shot) – +20 production cost, +3 melee strength, +6 melee strength versus mounted units
Unique infrastructure: Plaza de Toros (replaces arena) – +1 amenity if near a pasture, +1 culture

Leader 1: Isabella
Capital: Toledo
Ability: Reconquista – conquered cities are automatically converted to Spain’s religion, units receive +5 combat strength when escorting or are next to a religious unit, reconquest wars are available at feudalism, +5 combat strength during reconquest wars
Agenda: Catholic Monarch – likes leaders with the same religion, dislikes leaders trying to convert her cities and those following religions founded on other continents

Leader 2: Charles
Capital: Madrid
Ability: The King-Mayor – +5 housing in the capital, roads to the capital are built instantly instead of gradually when sending a trader to the capital if it already has a trading post
Agenda: Enlightened Absolutism – likes leaders who produce more culture than faith


Arabs:
Spoiler :
Civilization ability: The Last Prophet – automatically receive the last great prophet if one has not been earned earlier, +1 science for each foreign city following Arabia’s religion
Unique unit 1: Camel Archer (replaces crossbowman) – +5 range strength, +2 movement (+3 in desert), +5 melee strength in desert
Unique unit 2: Mamluk (replaces knight) – automatically heals a bit every turn, does not require iron
Unique infrastructure: Souq (replaces market) – +1 housing, +1 food for cities trading with a city with a souq, starts generating tourism when at least one civilization enters the industrial era

Leader 1: Abd al-Malik
Capital: Dimashq
Ability: Bayt al-Mal – upon completing a wonder, gain gold equal to 50% of its production cost, +1 faith from every holy site building in cities following Arabia’s religion
Agenda: Qubba over the Rock – likes leaders following his religion who construct many holy sites and buildings dedicated to it, dislikes leaders who construct many holy sites and buildings for other religions

Leader 2: Harun al-Rashid
Capital: Baghdad
Ability: Bayt al-Hikma – +2 science from campus buildings in cities with a holy site and +5 from campus buildings in the capital as well as +1 great scientist point if it has a holy site
Agenda: Commander of the Faithful – likes leaders who have sent him gifts and set up embassies, likes leaders who have gained favourable peace deals


Norwegians:
Spoiler :
Civilization ability: Leidang – units may enter ocean tiles after researching shipbuilding, no movement cost for embarking and disembarking, naval units produced 10% faster during war, +1 production from coastal resources with improvements
Unique unit 1: Berserker (replaces pikeman) – -1 movement point spent on pillaging, +8 melee strength when attacking, -8 when defending, +2 movement if turn begins in enemy territory
Unique unit 2: Longship (replaces galley) – can pillage adjacent land tiles and capture civilian units, +5 melee strength, +1 movement in coastal waters
Unique infrastructure: Stave Church (replaces temple) – +1 adjacency bonus from woods, generates tourism after nationalism is researched

Leader 1: Harald Fairhair
Capital: Trondheim
Ability: Viking Fury – each newly founded city gains a free melee unit
Agenda: High Born King – dislikes city-states in areas where he wants to expand, as well as their suzerains, dislikes civilizations founding cities in between his cities

Leader 2: Haakon Haakonsson
Capital: Bergen
Ability: Marvels of Norway – +10% culture for each friendship declared with a civilization that has attracted at least one great writer, great artist or great musician
Agenda: King’s Mirror – likes leaders willing to form a long-term alliance, will refuse to join wars against leaders he does not dislike, dislikes leaders offering such wars


Poles:
Spoiler :
Civilization ability: Golden Liberty – building an encampment or fort in Polish territory claims all surrounding tiles, even if they are occupied by another civilization or city-state, one military policy slot in any government is converted to a wildcard policy slot
Unique unit 1: Winged Hussar (replaces knight) – +6 melee strength, enemy units retreat one hex back or suffer additional damage if they cause less damage in combat
Unique unit 2: Uhlan (replaces cavalry) – +1 movement, +5 melee strength if there are at least two movement points left when attacking
Unique infrastructure: Sukiennice (replaces market) – +4 gold from domestic trade routes, +2 production from international trade routes

Leader 1: Casimir
Capital: Kraków
Ability: People of the King – +5 gold per every non-state religion present in a city
Agenda: The Peasants’ King – likes leaders who improve all the resources in their territory, dislikes leaders who leave too many resources without relevant improvements

Leader 2: John Sobieski
Capital: Warszawa
Ability: The Lion of Lechistan – +5 combat strength to cavalry units against barbarians and civilizations that follow a different religion
Agenda: Saviour of Vienna – dislikes warmongering civilizations of other religions on his continent, especially if they also compete for the same great people


Brazilians:
Spoiler :
Civilization ability: Carnaval do Brasil – +1 amenity from each entertainment complex, cities with an entertainment complex can have a unique carnival project that provides an extra amenity for its duration as well as great engineer, great merchant, great artist, great writer and great musician points
Unique unit 1: Gunboat (replaces ironclad) – 60 range strength, 65 range strength against cities and encampments
Unique unit 2: Urutu (replaces mechanized infantry) – +1 movement, no movement cost for embarking and disembarking
Unique infrastructure: Arsenal of the Navy (replaces seaport) – naval units start with a free promotion

Leader 1: Dom Pedro
Capital: Rio de Janeiro
Ability: Magnanimous – after recruiting or patronizing a great admiral, scientist, or engineer, 20% of its great person point cost is refunded
Agenda: Fatherland Volunteer – dislikes leaders that invest in the military more than in science and culture, especially on his home continent

Leader 2: Kubitschek
Capital: Brasília
Ability: Goals’ Plan – industrial zones are built 30% faster, +2 production from trade routes passing through rainforest tiles
Agenda: Distrito Federal – focuses on production in the capital, likes leaders who do so


Kongolese:
Spoiler :
Civilization ability: Kongo dia Nlaza – +2 gold and +2 culture from domestic trade routes to the capital, as well as from trade routes with city-states on home continent
Unique unit 1: Pombo (replaces pikeman) – -50 production cost, +2 movement, no movement or sight penalties in woods and rainforest, no bonus versus cavalry, has the tortoise promotion
Unique unit 2: Cabanzo Bowman (replaces crossbowman) – -1 range, -20 production cost, -5 range strength, a unit that was attacked by it will gradually lose health until it rests to fully heal
Unique infrastructure: Raffia Grove – can only be built in rainforest, +2 production, +2 gold, a city with at least one raffia grove gets a 5 percent discount on purchasing units

Leader 1: Nzinga a Nkuwu
Capital: M’banza-Kongo
Ability: Mercenary Army – unique units can be purchased with faith, a city that has been converted to another religion can purchase any military unit with faith
Agenda: Religious Convert – will be willing to convert to any religion, dislikes leaders from other continents who have founded a religion and have not brought it to Kongo

Leader 2: Garcia
Capital: M’banza-Kongo
Ability: Nzo a Ukisi – a city can purchase missionaries without a holy site if it has a campus with a library, gains the beliefs of any religion that becomes the majority religion
Agenda: Ally of Colonizers – likes civilizations on other continents spreading their religion to his cities and fighting other colonizers, dislikes “peaceful” colonizers


Australians:
Spoiler :
Civilization ability: Aboriginal Heritage – desert tiles and pastures produce +2 faith until the renaissance age, when it changes to +2 culture, +3 housing in coastal cities
Unique unit 1: Light Horse (replaces cavalry) – +2 movement, -10 production cost
Unique unit 2: Digger (replaces infantry) – +2 combat strength, +10 combat strength on coastal tiles, +5 combat strength not on home continent
Unique infrastructure: Station – +1 food, +1 production, +0.5 housing, +1 food from every adjacent pasture, every two adjacent stations provide +1 production with steam power and +1 food with rapid deployment

Leader 1: Deakin
Capital: Melbourne
Ability: Affable Alfred – +1 food from stations, +1 housing from aqueducts, may offer an annexation to city-states on home continent if they are close to Australian territory
Agenda: Federalism – will try to annex nearby city-states, dislikes suzerains of such city-states, or leaders declaring war on such city-states

Leader 2: Menzies
Capital: Canberra
Ability: Good Neighbour Terms – international trade routes yield +3 gold to Australia and +3 science to the other civilization, campus research grants are completed 20% faster
Agenda: Forward Defence – dislikes civilizations with different governments, will likely join a war against them if a civilization with the same government is at war with them
 
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Nubians:
Spoiler :
Civilization ability: Ta-Seti – +50% production towards ranged units, +50 combat experience to ranged units, +1 production from mines on strategic resources, +2 from mines over luxury and bonus resources
Unique unit 1: Pítati (replaces archer) – +10 production cost, +2 combat strength, +5 ranged strength, +1 movement
Unique unit 2: Medjay (replaces swordsman) – +5 combat strength in desert, +10 faith from kills near cities following Nubia’s majority religion
Unique infrastructure: Meroitic Pyramid – +1 faith, +1 faith for each adjacent holy site, +1 food for an adjacent city centre, +1 science for an adjacent campus, +1 gold for an adjacent commercial hub or harbour, +1 production for an adjacent industrial zone, +1 culture for an adjacent theatre square

Leader 1: Piye
Capital: Napata
Ability: Sacrifices to Amun – military units production 20% faster in cities with holy sites
Agenda: Holy War – dislikes civilizations with more encampments than holy sites

Leader 2: Amanitore
Capital: Medewi
Ability: Kandake of Meroë – +20 production towards districts, an extra +20 if there is a Meroitic pyramid adjacent to the city-centre
Agenda: Restorer of Temples – wants to build and maintain as many districts as possible


Khmer:
Spoiler :
Civilization ability: Cult of Devarāja – temples contain +1 relic slot, missionaries gain the martyr promotion, +1 gold from each holy site building
Unique unit 1: Nāga Boat (replaces galley) – +1 movement, enemy units retreat one hex back or suffer additional damage if they cause less damage in combat
Unique unit 2: Ballista Elephant (replaces bombard) – available with military engineering, does not require nitre, -60 production cost, -10 melee strength, -10 bombard strength, can move and attack on the same turn, exerts zone of control, no movement penalty in rainforest
Unique infrastructure: Baray (replaces aqueduct) – +1 amenity, every adjacent holy site produces +3 faith, every adjacent farm produces +2 food

Leader 1: Suryavarman
Capital: Yeaksothekboreak
Ability: Great Vassal of the Empire – +5 gold per city-state under Khmer suzerainty, +5 gold from trade routes with friendly or allied civilizations, builders can spend a charge to complete 15% of the original wonder cost when building classical or medieval wonders
Agenda: Servant of Vishnu – dislikes civilizations competing for faith-oriented wonders

Leader 2: Jayavarman
Capital: Angkor Thom
Ability: Houses with Fire – +2 food and +1 housing from holy sites next to a river or a baray, holy sites trigger a culture bomb
Agenda: End to Suffering – likes civilizations with many holy sites and a high population


Indonesians:
Spoiler :
Civilization ability: Nusantara – coast tiles provide a minor adjacency bonus for holy sites, campuses, industrial zones, and theatre squares, +5 gold for each city on an island and +10 gold for each city not connected to the territory the capital is in
Unique unit 1: Kris Swordsman (replaces swordsman) – after its first battle gains one of three bonuses: an ability to attack twice, an ability to heal a bit each turn, or +8 melee strength
Unique unit 2: Djong (replaces frigate) – +10 production, +1 movement, +5 combat strength when in formation, shares its movement points with units in the formation
Unique infrastructure: Candi (replaces shrine) – +1 production, +1 food and +1 faith for each naval resource worked by the city it is built in, +1 tourism from every bonus food after flight

Leader 1: Gajah Mada
Capital: Trowulan
Ability: Mahapatih – naval units can be purchased with faith, religious units pay no penalty to embark and disembark, can demand tribute in gold from nearby city-states
Agenda: Sumpah Palapa – dislikes those with many island cities and city-states on islands

Leader 2: Sukarno
Capital: Jakarta
Ability: Pancasila – +1 science, production, and culture per religion present in a city, befriending a civilization could make its enemies friendly to Indonesia, instead of hostile
Agenda: NEFO Alliance – dislikes civilizations settling on other continents (unless the cities are close to the territory the capital is in) or conquering cities on other continents


Mongols:
Spoiler :
Civilization ability: Yam – builders can construct roads, +1 movement for cavalry units
Unique unit 1: Kheshig (replaces knight) – -6 melee strength, 45 ranged strength, earn promotions 50% faster
Unique unit 2: Hui-Hui Pao (replaces siege tower) – not a support, but rather a siege unit, 25 melee strength, 45 bombard strength, -20 production cost, upgrades to bombard
Unique infrastructure: Örtöö – cannot be built adjacent to a city centre, must be built on a road, units heal twice as fast on a tile with an örtöö, +1 movement for cavalry units passing through it

Leader 1: Genghis Khan
Capital: Avarga
Ability: Yassa – cannot declare holy wars, and holy wars cannot be declared against him, pillaging consumes -1 movement point, +10 production in cities during war
Agenda: Mongol Terror – likes civilizations with large armies and empires, dislikes civilizations with small armies and empires, especially on his home continent

Leader 2: Kublai Khan
Capital: Khanbaliq
Ability: Great Yuan – +1 culture and science from foreign trade routes, +2 when trading with a city on a different continent
Agenda: Pax Mongolica – likes leaders who send trade routes to his cities and have a lower tourism output, dislikes those not trading with him and producing more tourism


Zulu:
Spoiler :

Civilization ability: Ubuntu – districts provide +1 food when adjacent to a pasture
Unique unit 1: Iklwa Impi (replaces crossbowman) – +5 melee strength, -5 ranged strength
Unique unit 2: Ipapa Impi (replaces pike and shot) – -20 production cost, +10 melee strength
Unique infrastructure: Ikhanda (replaces encampment) – +2 food, allows training of corps and armies without a military academy

Leader 1: Shaka
Capital: kwaBulawayo
Ability: Bull Horns – iklwa impis’ ranged attack is removed, but they receive a further +4 to their melee strength, +2 combat strength for units when an enemy unit they attack is adjacent to another Zulu unit, corps are available at mercenaries, armies at nationalism
Agenda: The Black Napoleon – dislikes neighbouring city-states and civilizations, aims to conquer them or at least to be at war with them

Leader 2: Cetshwayo
Capital: uluNdi
Ability: Spirit of Isandhlwana – +8 combat strength against more technologically advanced civilizations and/or civilizations from other continents on home continent
Agenda: The High Place – likes leaders expanding their empires in peaceful ways, dislikes leaders from other continents that wage war against civilizations and city-states on his home continent, denounce other leaders on his home continent, or convert cities on his home continent


Dutch:
Spoiler :

Civilization ability: The Lords Seventeen – +5 loyalty from commercial hubs, +1 sight and movement for all naval units, commercial hubs generate 1 great admiral point per turn
Unique unit 1: Sea Beggar (replaces privateer) – +5 ranged strength against cities and districts, and an extra +5 ranged strength against cities without a garrison, +5 combat strength to land units on coast adjacent to a sea beggar unit
Unique unit 2: Blauwe Garde (replaces musketman) – may attack twice per turn
Unique infrastructure: Polder – must be built on coast or lake tiles surrounded by at least 3 land tiles, increases tile’s movement cost to 3, +1 food and production and another +1 per adjacent polder (+2 with replaceable parts), +0.5 housing, +4 gold

Leader 1: Frederick Henry
Capital: Den Haag
Ability: Stadtholder – military engineers have +2 charges, units stacked with a builder get +10 combat strength against cities and districts, purchased units get a free promotion
Agenda: Military Revolution – likes leaders who have many support and siege units

Leader 2: Wilhelmina
Capital: Amsterdam
Ability: Queen-on-Guard – during dark ages loyalty per citizen remains 1 in cities on home continent, +2 loyalty from broadcast towers and temples, +3 during dark ages
Agenda: Open the Dikes – likes civilizations on which war has been declared, unless the war has been declared due to an emergency, in which case she sides with the coalition


Koreans:
Spoiler :

Civilization ability: Seonbi – activating a great person (except for great generals and great admirals) provides a permanent +1 amenity to the city they were activated in
Unique unit 1: Hwach’a (replaces bombard) – available at gunpowder, -30 production cost, +1 movement, +1 attack range when on a hill
Unique unit 2: Geobukseon (replaces caravel) – +30 production cost, -1 movement, +10 melee strength
Unique infrastructure: Seowon (replaces campus) – is built twice as fast, +4 science, -1 science penalty for each adjacent district or city centre, +2 faith if not adjacent to other districts

Leader 1: Sejong
Capital: Seoul
Ability: Hall of Worthies – +1 food from farms for each adjacent seowon, +1 science from seowons, +1 great scientist point from every two seowon buildings in the empire
Agenda: Hunminjeongeum – likes civilizations with many specialists

Leader 2: Myeongsong
Capital: Seoul
Ability: Modernizer – upgrades to land military units are 5% cheaper per each active alliance, +1 gold, culture, and science from trade routes to and from civilizations Korea is allied with and city-states Korea is suzerain of, +2 if these civilizations and city-states are on a different continent than the Korean capital city
Agenda: Korean Strategy – dislikes advanced civilizations that refuse to ally with her


Scots:
Spoiler :

Civilization ability: Intellectual Clubs – +5% science and production in happy cities, and +10% in ecstatic cities, campuses and industrial zones generate +1 great scientist and great engineer points respectively in happy cities and +2 in ecstatic cities
Unique unit 1: Schiltron (replaces pikeman) – +10 production cost, -2 maintenance cost, +10 melee strength on flat terrain
Unique unit 2: Highlander (replaces ranger) – +5 melee strength, +5 ranged strength, +5 combat strength on hills and in woods, +1 loyalty for a city they are garrisoned in
Unique infrastructure: Clan Castle – +4 defence strength for units on a tile with a clan castle, may bombard enemy units, effects become obsolete at ballistics and are replaced by generating tourism and providing +2 culture

Leader 1: Robert the Bruce
Capital: Sruighlea
Ability: Nostra Nacio – An envoy sent into a city-state within Scotland’s influence reach counts as two envoys (unless it would due to a policy card bonus), +5 combat strength against fortified units, encampments, forts, and cities
Agenda: Castle Slighting – dislikes leaders who build many forts and encampments

Leader 2: James
Capital: Dùn Èideann
Ability: Reulis and Cautelis – -10% production cost to theatre squares and their buildings
Agenda: The True Law – likes leaders who do not change governments and policies often


Georgians:
Spoiler :

Civilization ability: Sons of the Caucasus – -40 production cost to ancient, medieval and renaissance walls, +1 faith from ancient walls and an extra +1 for medieval and renaissance walls, no movement penalty for hills
Unique unit 1: Khevsur (replaces swordsman) – available at castles, +90 production cost, +4 melee strength, +1 movement
Unique unit 2: Monaspa (replaces knight) – +5 melee strength, +1 maintenance cost
Unique infrastructure: Kvevri Winery – +4 culture, +1 amenity (+2 if next to or on wine), can only be built on grassland and plains

Leader 1: David
Capital: Kutaisi
Ability: Sword of the Messiah – holy site buildings are constructed 20% faster, all missionaries and apostles get the heathen conversion promotion
Agenda: The Builder – dislikes civilizations that befriend or ally with weaker or stronger civilizations, likes civilizations that befriend or ally with civilizations of the same strength

Leader 2: Tamar
Capital: Tbilisi
Ability: The Knight in the Panther’s Skin – encampments produce +2 culture and +1 great writer point, each envoy sent to a city-state with Georgia’s religion counts as two
Agenda: Champion of the Messiah – likes leaders who do not convert city-states following Georgia’s religion


Bonus:
Babylonians:
Spoiler :
Civilization ability: Ummânū – receive a random eureka upon attracting a great person, campus districts receive +1 science if built next to a river
Unique unit 1: Axeman (replaces swordsman) – available at bronze working, and does not require iron
Unique unit 2: Kassite Chariot (replaces heavy chariot) – 1 range, 35 range strength, +1 movement if starts on level terrain
Unique infrastructure: Ziggurat – +2 faith, +1 culture if next to a river, +1 culture after discovering natural history

Leader 1: Hammurabi
Capital: Babilim
Ability: The Lawgiver – code of laws is researched 50% faster, legacy bonuses for all governments provide a 2% bonus instead of 1%
Agenda: An Eye for an Eye – likes leaders who declare war on his enemies, dislikes leaders who refuse joint wars, aims to conquer city-states that went to war against him

Leader 2: Kurigalzu
Capital: Dur-Kurigalzu
Ability: Palace of the Whole World – trade routes passing through the Babylonian capital or a Babylonian city with a government plaza cannot be plundered, +10% production when constructing holy site buildings
Agenda: Shepherd of the Kassites – likes leaders with whom he has frequent positive interactions, dislikes leaders with whom he has frequent negative interactions


Inca:
Spoiler :

Civilization ability: Mit’a – roads are automatically constructed between cities with holy sites, food producing improvements adjacent to a holy site provide +1 food, mines and quarries adjacent to a holy site provide +1 production, land military units and workers are produced 25% faster in cities with a food surplus of at least 5
Unique unit 1: Chaski (replaces scout) – +1 movement, starts with the alpine promotion, is more likely to trigger a eureka or an inspiration from tribal villages
Unique unit 2: Chanka Clubman (replaces pikeman) – +5 melee strength
Unique infrastructure: Andén – must be built on plains or grassland hills, +2 food, +1 food when adjacent to another andén or farm, +1 science with civil engineering

Leader 1: Pachacuti
Capital: Qusqu
Ability: Son of the Sun – +10 combat strength on hills, +10 combat strength to units defending in friendly territory, receive a settler upon conquering a city
Agenda: Earth Shaker – dislikes civilizations that have lost cities to other civilizations, likes civilizations that have successfully withstood an attack or a siege on their cities

Leader 2: Huayna Capac
Capital: Qusqu
Ability: United Four Regions – may build two government plazas, domestic trade routes provide +1 food for every farm or andén they go through
Agenda: Mother Qullqa – likes civilizations with many granaries and surplus food


Iroquois:
Spoiler :

Civilization ability: Mourning Wars – an Iroquois unit will withdraw from battle if it is about to get killed unless it starts the battle with very low health, when an Iroquois unit kills an enemy unit there is a 50% chance to add +1 to the nearest city’s population
Unique unit 1: Tomahawk Warrior (replaces swordsman) – +1 movement, does not require iron
Unique unit 2: Ambusher (replaces musketman) – +1 movement in forest, is invisible to enemy units when in forest, +10 combat strength when attacking from a forest tile
Unique infrastructure: Longhouse (replaces neighbourhood) – available at guilds, +4 housing (+1 for charming and +2 for breathtaking appeal after discovering urbanization), +4 food

Leader 1: Hiawatha
Capital: Onondaga
Ability: The Great Peacemaker – upon founding a religion all cities and nearby city-states are converted, having a different government will not cause a negative reaction from other leaders, spreading the state religion in a city gives it +5 loyalty for 5 turns
Agenda: Great Law of Peace – dislikes leaders who have disloyal cities, likes leaders who have loyal cities and especially those who have converted cities of other civilizations

Leader 2: Alliquippa
Capital: Monongahela
Ability: Key Ally – alliances grant one copy of one luxury and one strategic resource the Iroquois do not have and the other civilization does
Agenda: Mingo Queen – dislikes leaders with nothing to trade with her or gift her
 
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I will never forgive you replacing Sumeria with Babylonia and Scythia with the Mongols :p

A bit sad that you got rid of some nice ability names.
You also got rid of the most fun unique infrastructures in the game: Madrasa and Hansa. So I think it would actually be less interesting and fresh to play your Arabia and Germany.
 
I will never forgive you replacing Sumeria with Babylonia and Scythia with the Mongols :p

A bit sad that you got rid of some nice ability names.
You also got rid of the most fun unique infrastructures in the game: Madrasa and Hansa. So I think it would actually be less interesting and fresh to play your Arabia and Germany.
Well, these are just my suggestions.
The reason I got rid of the Madrasa is that I want it to be a unique infrastructure for a possible Uzbek civ)
 
You also got rid of most of the Civ6 leaders. No more Jadwiga....Peter....John Curtin....Philip II (Isabella again)....Trajan....Saladin...Frederick Barbarossa :cry:. I don't care about Gorgo or Cleopatra not being present anymore. Or even Qin Shi Huang (who was a tyrant and whose in-game wonder agenda makes little sense), Mvemba a Nzinga (I think the two Kings you've chosen for Kongo are better choices), or Harald Hardrada (he was a Christian and is mainly known for dying while trying to conquer England) . I'm ok with Sumeria and Scythia getting replaced by Babylon and Mongolia (not a fan of how Sumeria turned out, and there's too little info on Scythia for it to be a Civ in the first place). I'm on the fence about Catherine de Medici (I do think she is the best female leader choice for France) and Victoria (since Elizabeth was boring in Civ5).
 
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You also got rid of most of the Civ6 leaders. No more Jadwiga....Peter....John Curtin....Philip II (Isabella again)....Trajan....Saladin...Frederick Barbarossa :cry:. I don't care about Gorgo or Cleopatra not being present anymore. Or even Qin Shi Huang (who was a tyrant and whose in-game wonder agenda makes little sense), Mvemba a Nzinga (I think the two Kings you've chosen for Kongo are better choices), or Harald Hardrada (he was a Christian and is mainly known for dying while trying to conquer England) . I'm ok with Sumeria and Scythia getting replaced by Babylon and Mongolia (not a fan of how Sumeria turned out, and there's too little info on Scythia for it to be a Civ in the first place). I'm on the fence about Catherine de Medici (I do think she is the best female leader choice for France) and Victoria (since Elizabeth was boring in Civ5).
I got rid of most Civ IV leaders because I think they are either not the best choices, or do not work with a two leaders concept.
For instance, Peter is removed, because having him and Catherine in the same game would be kind of repetitive, as they are almost from the same era and would be somewhat similar, plus, they both have Petersburg as capital. Also, we need female leaders, and we need the best ones. Not Cleopatra, not Catherine de' Medici, but Catherine the Great and Isabella. Isabella means we do not really need Philip.
Another thing I thought of was that I want to see the greatest leaders, no matter in how many Civ games they have been. I really don't like the desire of the Civ VI team to change everything except for Gandhi.

I would also like to say I do not mind seeing some leaders as third leaders: Trajan, Jadwiga, Peter would all make for a great third leader.

And again, this is not a thread for only my redesigns. Anyone can present their own ideas of how they would redesign any of the civs in the game.
 
I do like the idea of Mandate of Heaven for China while retaining it's previous bonuses.Other than that I like many things about the previous Civs which you took out such as Macedon, obviously, Scythia, and Sumeria. Also it just doesn't feel like Spain without Conquistadors and Missions. But here are some changes I would like.
Changing the name of Sumeria's ability from Epic Quest to Cradle of Civilization would even work. I believe that's how it is even listed in the files.
Russia should have some sort of defensive bonus protecting their motherland. The Lavra working as a district that can bombard enemies since it has walls and there have been fortified Lavras defending themselves in history. Or give it to a new Russian Leader
Greece should have more points toward different types of GP with the Acropolis.
Somehow we need German Panzers and French Musketeers as well as new leaders.
Rome can maybe produce Great Generals easier with the Baths as they were considered meeting places for the politicians.
Film Studios should provide amenities from entertainment and at least a GW of Writing Slot.
Also some city-states architectural designs do not seem right such as Hattusa having Mediterranean Architecture.
 
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OK, after doing some research, here are my Cambodia and Indonesia redesigned:

Khmer:
Civilization ability: Cult of Devarāja – temples contain +1 relic slot, missionaries gain the martyr promotion, +1 gold from each holy site building
Unique unit 1: Nāga Boat (replaces galley) – +1 movement, enemy units retreat one hex back or suffer additional damage if they cause less damage in combat
Unique unit 2: Ballista Elephant (replaces bombard) – available with military engineering, does not require nitre, -60 production cost, -10 melee strength, -10 bombard strength, can move and attack on the same turn, exerts zone of control, no movement penalty in rainforest
Unique infrastructure: Baray (replaces aqueduct) – +1 amenity, every adjacent holy site produces +3 faith, every adjacent farm produces +2 food

Leader 1: Suryavarman
Capital: Yeaksothekboreak
Ability: Great Vassal of the Empire – +5 gold per city-state under Khmer suzerainty, +5 gold from trade routes with friendly or allied civilizations, builders can spend a charge to complete 15% of the original wonder cost when building classical or medieval wonders
Agenda: Servant of Vishnu – dislikes civilizations competing for wonders

Leader 2: Jayavarman
Capital: Angkor Thom
Ability: Houses with Fire – +2 food and +1 housing from holy sites next to a river or a baray, holy sites trigger a culture bomb
Agenda: End to Suffering – likes civilizations with many holy sites and a high population

Indonesians:
Civilization ability: Nusantara – coast tiles provide a minor adjacency bonus for holy sites, campuses, industrial zones, and theatre squares, +5 gold for each city on an island and +10 gold for each city not connected to the territory the capital is in
Unique unit 1: Kris Swordsman (replaces swordsman) – after its first battle gains one of three bonuses: an ability to attack twice, an ability to heal a bit each turn, or +8 melee strength
Unique unit 2: Djong (replaces frigate) – +10 production, +1 movement, +5 combat strength when in formation, shares its movement points with units in the formation
Unique infrastructure: Candi (replaces shrine) – +1 production, +1 food and +1 faith for each naval resource worked by the city it is built in, +1 tourism from every bonus food after flight

Leader 1: Gajah Mada
Capital: Trowulan
Ability: Mahapatih – naval units can be purchased with faith, religious units pay no penalty to embark and disembark, can demand tribute in gold from nearby city-states
Agenda: Sumpah Palapa – dislikes those with many island cities and city-states on islands

Leader 2: Sukarno
Capital: Jakarta
Ability: Pancasila – +1 science, production, and culture per religion present in a city, befriending a civilization could make its enemies friendly to Indonesia, instead of hostile
Agenda: NEFO Alliance – dislikes civilizations settling on other continents (unless the cities are close to the territory the capital is in) or conquering cities on other continents
 
The Soviet Union apparently never existed. Russia would have three leaders: Catherine, Peter and Ivan, and let's ignore the SU. Well done, i would hope you would include them in a separate civ, but most likely not since you're not very keen on the Macedonians.
 
The Soviet Union apparently never existed. Russia would have three leaders: Catherine, Peter and Ivan, and let's ignore the SU. Well done, i would hope you would include them in a separate civ, but most likely not since you're not very keen on the Macedonians.
There is nothing wrong about ignoring the USSR - it was a relatively brief period in Russia's history, and also a relatively recent one to include in a game based on the entire history of mankind. Also, the Soviet Union had ZERO worthy leaders. Lenin was only a leader for a brief period, Stalin is a disgrace, Khrushchev is OK, but meh, Brezhnev is responsible for the Period of Stagnation, Andropov and Chernenko cannot be considered seriously, and Gorbachev is alive and was responsible for a period of decline.
If I absolutely had to pick a Soviet leader, it would be Khrushchev.
Making the Soviets a separate civ is a stupid idea, because the Soviets were not a civilization.

Also, you can say the same thing about every other civ. If you include only two leaders, of course you would ignore certain periods in history. This is why we have other stuff, like the unique attributes. I think that Russia's "General Winter" UA represents Russia as a whole, including the Soviet Union.
 
Making the Soviets a separate civ is a stupid idea, because the Soviets were not a civilization.


For the purpose of the game, I would submit that no period in history nor any political entity should be considered a 'stupid idea'. Each civ and/or leader brings something that someone might want to play and explore....or play against. (I would love to have a crack at Hitler and Stalin).

Judging a leader's 'wothiness' based on longevity can be problematic as well. Stalin was in charge longer than Washington and Roosevelt combined.

That said, I cannot condone the criticism of the work that @IgorS has done. That person is merely putting their own spin on what they would like to see. I rather admire the effort put forth to to make such tweaks that others might find enjoyable. I only wish I could do my own mods. Someday, perhaps.
 
Russia as a whole only exists for 500 years, and including both Peter, Ivan and Catherine is a bit too much of the same dish. Lenin and Khrushchev are both very worthy as leader.
 
For the purpose of the game, I would submit that no period in history nor any political entity should be considered a 'stupid idea'. Each civ and/or leader brings something that someone might want to play and explore....or play against. (I would love to have a crack at Hitler and Stalin).
I said that making the Soviets a separate civ was a stupid idea, not that making a Soviet leader for Russia was a stupid idea.
 
Russia as a whole only exists for 500 years, and including both Peter, Ivan and Catherine is a bit too much of the same dish. Lenin and Khrushchev are both very worthy as leader.
And in these 500 years there were many different types of rulers. Ivan and Catherine ruled different entities in different times. Peter is perhaps Russia's most iconic, beloved, and influential leader. Also, I think that the leaders in Civ should be the greatest and the best. I don't think any Russian 20th century leader was great. This is why I have not included any Soviet leaders. Lenin was more of a leader of a revolution rather than a leader of a nation, so I do not really want to use him. I could go at Khrushchev, who may have been the most competent Soviet leader (if there is such a thing as a competent Soviet leader).
 
And in these 500 years there were many different types of rulers. Ivan and Catherine ruled different entities in different times. Peter is perhaps Russia's most iconic, beloved, and influential leader. Also, I think that the leaders in Civ should be the greatest and the best. I don't think any Russian 20th century leader was great. This is why I have not included any Soviet leaders. Lenin was more of a leader of a revolution rather than a leader of a nation, so I do not really want to use him. I could go at Khrushchev, who may have been the most competent Soviet leader (if there is such a thing as a competent Soviet leader).

That's because you're biased. But the soviets were the second most powerful nation / civilization in the world during a very large part of the 20th century, and Lenin and Khruschev were great leaders too. Stalin actually too, but he is ofc. cruel and controversial. You can maybe read this post: What’s next? More DLCs or first expansion. It would honestly just be wrong to include three leaders of Tsarist Russia, and no single one of Soviet Union.
 
I'm just going to throw it in there that any of these leaders Lenin, Ivan, Catherine, or Khrushchev would make great alternate leaders. That being said I wouldn't like it either if the Soviet Union was it's own separate civ, it doesn't make much since in my opinion.
Also I don't know if being competent has anything to do with how a leader is chosen. As long as the playstyle is interesting there shouldn't be a problem. We have several leaders who ended up contributing to the downfall of their respective civilizations/cultures. There is Mvemba who let the Portuguese in, Cleopatra let Greek Ptolemaic Egypt become Roman controlled Egypt, and Harald whose unsuccessful attempts at becoming king of England ended the Viking age. In the past we also have had Montezuma II who let the Aztec Empire fall to the Spanish.
 
I am also not particularly a fan of having the Soviet Union as a separate civ. I prefer that this historical moment of Russia be represented by an alternative leader, but even if Stalin was included in Civ4, I think Firaxis is dodging controversial historical leaders. I find it very difficult to have Stalin or Lenin in Civ6, perhaps another less controversial Soviet leaders.
 
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