Scythians - Semi-Nomadic Antiquity Age Civ Concept

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Just read the chapter about the Scythians in The Other Ancient Civilisations and now I've got a civ concept that I need to get out my head before I can sleep - this won't be a fully-fleshed out concept as usual because I also don't have several hours to spend researching. Instead, I'm going to run through my thought process about how a semi-nomadic civ might work. I haven't sought out and read anyone else's ideas, so if I'm basically repeating what someone else has already come up with then oops!

Why Semi-Nomadic/Scythia?
It would be pretty hard to make any progress with any legacy path if you were nomadic the entire age. A moveable cities sort of nomadicness would be really tricky to implement, so it makes more sense imo to start off truly nomadic with no settlements, then eventually settle down. The Scythians did the same, and their militaristic nature is ideal for the gameplay this would require.

Life as Nomads
Starting off nomadic naturally means no founder unit. Instead, I propose Scythia starts off with several horse archer units - fast to explore plenty and find goody huts, strong so that you're not at risk of dying early on.
Similar to the Maori in civ 6, you'd recieve a continuous yield income prior to settling. I propose this comes directly from the units, and decreases per settlement so the ability eventually vanishes once you've transitioned to a fully sedentary lifestle.
Crucially, one of these yields would be influence. City-states will be highly important in the early game, providing troops to levy (upgradable into horse archers if cavalry or ranged units) and cities to eventually incorporate.

When to Settle
Or rather, capture. Unless you choose to incorporate a city-state, the first settlement (automatically converted to your capital) would need to be captured off an enemy. I don't think there should be a game-enforced time when you need to settle, either by locking the ability to capture/incorporate a city behind the civs culture tree or forcing you to settle beyond a certain point (although there would need to be some special case for if the player enters exploration with zero cities).
I therefore suggest, along with the diminishing bonus yields per settlement, there should be extra rewards for pillaging that are enhanced prior to settling, possibly including a third option for when you capture a city that allows you to immediately return it for a large sum of gold in exchange. A ransom deal of sorts. It therefore becomes a question of how long you want to keep building up your treasury for before you eventually settle down to be able to spend all that gold.

Catching Up After Settling
Even with a lot of gold, settling too late could leave you far behind. To introduce further strategy than just 'get lots of gold then stop being nomadic', the nomadic phase should involve sowing the seeds for your sedentary phase.
The Scythians waited 40 days (iirc) before burying their dead - to reference this tradition, a kurgan unique improvement could be granted per every horse archer that has previously died. Rather than costing gold or production to place, they are placed instantly so long as you have some remaining. Since they would be lost when being overbuilt, their boost in the early sedentary phase might be lost over time too.
There is also a risk you might miss out on all the good settlement spots. You could capture cities there, but if you've left it too late, there's a good chance the enemy would be far too powerful by now. Therefore a way to 'reserve' spots would be handy - fortified horse archers prevent settlement in adjacent tiles perhaps? Although the AI would need to be clever enough to wage war on you if you start blanketing the continent with them.

Conclusion
I think a semi-nomadic antiquity age civ would be incredibly interesting, but would need to be designed well to allow the player to keep up somewhat prior to capturing that first settlement and catch up afterward. I believe this outlined approach would be pretty easy to implement - I can't really think of a way to make a truly whole-age-nomadic civ to work in a simple way. One that has a much longer nomadic period than the normal first five turns where you debate where to place your settler followed by a more gradual transition into a sedentary civilisation would be more interesting to play as too imo.

But ofc I'm curious what other people think too so lmk! I might go over this again, refine it (this was written in one go with only half an hour of thinking beforehand at most) and provide a fully detailed concept, but that's for another time.
 
Had another thought - at one unique military unit and one unique improvement, they're lacking another unique: the caravan.

A caravan spawns instead of the founder, but is not a unique founder unit - it cant, yknow, found cities, and more can be obtained as a unique action with city-states or through production. Caravans replace the horse-archers-block-settlement idea, instead a caravan will naturally block settlement as though it were a settlement itself. It has a 2-tile radius which does this and also grants any resources within it (that aren't yet claimed).
This would provide a way to get empire-wide resources in the nomadic phase (probably mostly horses tbf) and a boost in the early sedentary phase. As civilian units, they'd be prone to being killed, so a few horse archers accompanying them would be ideal - replicating actual nomadic scythian caravans in the process!

Edit: Further thoughts :P
- Blood bond tradition: Units get additional combat strength if fighting beside exactly one unit of the same kind
- Unique civic tree mid/late ability for caravans to pick up one resource improved by camps (elephants, camels, horses, sheep, foxes, things that can walk) and place it down elsewhere. Most already exist as moving models already so could visually join the caravan. Also allows for creating powerful science/production adjacency spots.
 
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Fleshed out concept time! A few more tweaks too, Saka no longer base provide yields but you are encouraged to pillage for them instead. Altered interactions with independent powers. Considered allowing units to be purchased at caravans and have caravans provide yields, but decided against it because I don't want them to basically be moving settlements too much - all your units should be your 'settlements' during the nomadic phase, they depend on each other!

Unique Ability
Baivaraspa: Begin with a caravan unit and number of Saka instead of a founder. Independent powers can be suzerained immediately as an alternative option to dispersing them.
Number of Saka depends on game speed. Default is four, increases for lower speeds, decreases for higher speeds. Name means 'having ten thousand horses'.


Attributes
• Expansionist
• Militaristic
Expansionist might seem a bit odd considering you don't settle at all for half the era, but I think it makes sense considering how you'd want to play wide with territory (even if it's unsettled) and expansionist attributes would be useful with catching up later in the game.


Civic Trees
Raiders of the Steppe
Tier 1: Pillaging grants significantly increased yields. Decreases per settlement.
Tradition - Blood Brothers: Units gain additional combat strength if adjacent to another unit of the same type. Decreases per additional adjacent units.
Seen as suspicious to have too many blood brothers!
Tier 2: Gain a caravan. Razing a settlement spawns a caravan if below the settlement limit.
Tradition - Toxotai: Incur no war support penalty from razing settlements.

Tradition refers specifically the Scythians recruited by Athens to act as a police force, more broadly refers to how Scythians were occasionally recruited by other armies. Useful for getting rid of settlements in your currently unsettled territory. Considered making it only work if you're at war with someone alongside an ally, but that seemed overcomplicated.

Bend of the Borysthenēs
Tier 1: Razing settlements grants one Saka per quarter. +1 settlement limit.
Tradition - Emporia: Actions with city states cost gold instead of influence.
Tradition - Pontic Rule: Captured settlements experience fewer turns of unrest.

Tier 2: Increased resource claim radius for caravans. When positioned above a resouce improved by camps or pastures, caravans may integrate one resource, dividing effects across all settlements. Gain an additional caravan.

Tradition name refers to areas of early Scythian settlement. This part of the tree nudges you toward beginning a few settlements, or you can build up your army to raid even more. Pontic rule refers to how the 'Royal Scythians' established themselves over existing conquered populations. Maybe Royal Scythians would be a better name, or a translation of it?


Age of Gold
Tier 1: Unlocks Kurgan unique improvement and Solokha wonder. +1 settlement limit.
Tradition - Hellenisation: Creating trade routes grants culture and science, as well as increased relationship improvement.
Tier 2: Increased resource claim radius for caravans. Caravans may place down their absorbed resource on applicable tiles, at the cost of the unit itself.
Refers to scythian golden age. This is where you really should be settling down, but you don't have to!


Unique Infrastructure
Kurgan: Unique Improvement. Culture and science base. Can only build one per Saka that has died. Cannot be built adjacent to another Kurgan.
Low build cost (like 1 turn), designed to help you catch up and reward engaging with combat.


Unique Military Unit
Saka: Unique Cavalry Unit. Additional combat strength, sight range and has a ranged attack. Can be upgraded from ranged or cavalry units and heals faster in neutral territory.
Considered going with Skuδa 'shooter, marksman', etymological origin of Saka, but decided Saka was just more practical.


Unique Civilian Unit
Caravan: Unique Founder Unit. Cannot create a settlement. Has a one-tile radius which can claim unclaimed resources. Each caravan counts towards the settlement number.
I guess they'd technically be a founder unit?


Associated Wonder
Solokha: Grants gold whenever a military unit dies. Commanders that die grant extra gold per promotion (once per era) and respawn faster here.
Struggled to think how the hell a plain mound could look interesting once the gold inside is covered up. Solution: Get units to respawn here, causing half the model to fade out and expose the interior! Would also be unlocked quite late on the normal tech tree to give you a decent shot at actually being able to build it before the AI.


Starting Biases:
• Horses

Unlocks:
• Bulgaria, Mongolia
 
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So they can’t build cities or am I misreading

Anyways this sounds interesting
They can't build a capital city, the first settlement will have to either be an incorporated city-state or captured off someone else. After that they can train settlers as normal.

Thanks! :)
 
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