TIMELINE: A Civilization concept by Lord Lakely

Lord Lakely

Idea Fountain
Joined
Aug 28, 2008
Messages
3,098
Location
Belgium
Alright, I've made it to 3000 posts on this forum, finally. To celebrate this imaginary milestone, I've decided to finally publicize my own Civilization theorycraft, with its own ideas, designs and alterations.

When I first started this design, I was aiming to look for ways to improve Civilization 6's clunkiest and least fun mechanics. It snowballed into a series of spreadsheets full of new ideas, which I'm now hoping to share with them. I've dubbed my theorycraft 'Timeline' instead of going for something like 'Lord Lakely's Civilization 8' just to avoid confusion. This is a passion project that exists entirely as HTML space, not a fully fledged game.

Another thing I will stress is that I based my designs LARGELY on Civ6, not taking into account the drastic changes Civ7, or other Civ-likes such as Millennia or Ara: History Untold that were released AFTER I came up with my initial ideas. I started in the spring of 2018 with this. However, some ideas may look similar and I will give credit where it's due. I definitely did take inspiration from Master of Orion, SMAC, Beyond Earth, EU4, Stellaris and even non 4Xgames such as Anno and card games, so any resemblances there aren't coincidental.

I've refined MOST of the concepts already, and the ones that I haven't completed yet (Religion X__X Government X__X) well, we'll apply the age old method of Making It Up As We Go, shall we?

Civ 6 Issues that I wanted to address include (and aren't limited to):

  • DIPLOMACY AND AI PLAYER INTERACTION: This is notoriously hokey in Civilization 6 due to the emphasis on Agenda's. Opposing AIs will focus on one aspect when deciding whether they like the player or not, and sometimes will do things that utterly define logic. I build ONE boat on this pangaea map and suddenly Harald loves me because I'm the only person with a boat! The idea I had keeps Agenda's, but nuances them - they no longer influence the AI's disposition towards the player. Instead, each AI opponent rolls one out of nine predetermined personalities (Aggressive, Bold, Docile, Erratic, Honourable, Pacifistic, Philantropic, Ruthless and Xenophobic) which influence their goodwill. Every AI also rolls two from a roster of strategies (Builder, Diplomat, Ecologist, Expansionist, Guru, Patron, Scholar & Warlord) to determine what their focii are. Both personalities and strategies are semi-randomized for the AI. All players also accumulate Reputations such as 'Pacifist' or 'Backstabber' from their actions which affect how each AI personality responds to them. Agendas then come additively, developing each leader as having a specific flavour, regardless of what personality/strategy they've rolled.

  • VICTORY CONDITIONS: Civ6's Victory conditions are fairly klunky, and not that easy to accomplish unless you plan for them way in advance. The Victory Conditions in Timeline have more nuance to them:
    • Diplomatic Victory is a simple election with 2/3rd majority, that can be used to end the game prematurely if the player desires.
    • Domination Victory can be won by either eliminating every player or by controlling a large percentage of all land tiles on the map.
    • Culture Victory has two aspects: A religious one which you can win by controlling Holy Cities and letting Pilgrims flock to your cities, and a more conventional one where you attract Tourists using a new mechanic called Cultural Heritage
    • Science Victory is a questline as it normally is, that involves fully researching three branches in the technology tree, and then completing a large shared project. There are three different questlines: Space Race to Alpha Centauri, Contact the Alien Progenitors and Establish an Independent Martian Colony. Which questline you get is determined by the destination of your first rocket/probe, which you can choose. All three questlines tap into different yields, allowing everyone to potentially compete.

  • ONE UNIT PER TILE/STACK OF DOOM: Both have their downsides and make the game less fun in excess. So I've devised an idea to find middle ground - Timeline doesn't use Commanders like Civ7 does, instead it uses a system of Supply (think Europa Universalis), which determines how many individual units can be stacked on a certain tile. There is no hard cap, but there are rules - all units in a stack move at the speed of the slowest unit in the stack, unless you split them up. If a stack's supply rating exceeds the supply limit of the tile (affected by its terrain), all units in the stack lose their ability to heal and suffer attrition damage per turn. This change also greatly incentivizes units to pillage as pillaging heals bypass the restrictions, and players can pillage their own tiles in advance to prevent enemies from recovering health.

  • WORKER MICROMANAGEMENT: No radical ELIMINATE BUILDERS/WORKERS mentality as in Civ7. In Timeline, there is something called a BluePrint Mode (think: Anno 1800), which allows players to plan their improvements well in advance. Workers (which work as they did in Civ5), can then be automated to execute the blueprints, either by targeting the nearest blueprints, or those that have a specific yield. Repairs are also automated this way. Worker times are also much shorter in Timeline than they were in Civ5 - the timer for building an improvement is 5 turns, which can be reduced through technology. (and one Civ even gets a flat -1 bonus for free.)
    • Also, chopping overflow doesn't really exist like it does in Civ6. 'Chopping' can only reduce the ETA of your City's current production target to 1 turn, meaning you always get it on the next turn. Buying is the only way to instantly get things, and bought units cannot be immediately commanded.
      • One of the Civs in the game has an exception to this, as they can 'chop' vegetation to instantly finish recruitment of a naval unit in the nearest City (once per turn).

  • CURBING CITY SPRAWL: Timeline doesn't have specialized Districts. Instead each District is generic, but can host a larger amount of buildings. Every building is worth a certain 'tier' of space. Smaller buildings such as Residences and early game buildings (Granaries, Libraries, etc), are tier 1, while endgame buildings such as Airports are Tier 3. Wonders and the Spaceport are the only Tier 4 buildings. Each District tile can hold up to 7 tiers worth of buildings. Players manually determine where every building is placed for determining adjacency bonuses. Later in the game, Tier 1 Buildings can also be stacked on top of each other vertically, creating skycrapers. increasing the amount of buildings to 14 per tile.
There are a few other changes I've made compared to Civ 6, including a few overhauls:

  • YIELDS AS CURRENCY: Every yield can now be stockpiled and used as a currency. One of the Civs in the game earns interest on their stockpiles.
    • FOOD and PRODUCTION can be stockpiled in Cities to rush the recruitment of units/construction of buildings later, or can be sent to other Cities connected to the same Trade Network to boost their output.
    • COIN functions exactly as it does in Civilization, the go-to currency. It's called Coin here to avoid confusion with the Gold resource. Coin can be used to unlock anything but usually at a much higher price than the other yields.
    • KNOWLEDGE (which is what Science is called) can be used to train Specialists, improving their effect. Technologies are also unlocked by spending a burst of Knowledge now (see TECHNOLOGY below)
    • CULTURE is used to promote Cultural Heritage, increasing the Tourism output of Culture generating improvements, buildings and World Wonders. It can also be used to reform the Government.
    • FAITH as before is used to reform the Religion, but can also be used in the endgame to reinforce the strength of the political ideology.
    • PRESTIGE is a new resource, similar to Civ7's Influence, which can be used to enforce unfavourable diplomatic agreements and also functions as the primary currency to buy tiles with.

  • TECHNOLOGY - Timeline uses the Master of Orion 2 system of eight different branches you can research: Biology, Doctrine, Engineering, Information, Philosophy, Sociology, Science and Statecraft. Cities do not get Techs by default. Every Technology is passively discovered in one of your cities according to your Knowledge/Turn output, and can then be Integrated across all Cities by spending a burst of Knowledge. Techs also offer a set number of unlocks, some of which are mutually exclusive with each other. Knowledge Overflow from Discoveries is set aside, accumulating points towards a EUREKA!, an event that instantly discovers the currently researched tech with all Rewards! One of the Civs in the game gets a bonus towards earning Eureka's by generating Knowledge via Trade, which is set aside by default.

  • CULTURAL INFLUENCE, RELIGIOUS PRESSURE & CORE TILES: Cities exert Cultural and Religious pressure like they did in Civ4. Influence can extend well beyond the tiles a city can work, and plays into Timeline's Tourism mechanics. Passive religious pressure functions similarly. Cities have a specific Cultural Influence radius, and they passively influence all tiles within this radius based on the city's Culture output. The City's Prestige output meanwhile will passively Core the tiles within a city's Sphere of influence, locking them to that City (though you can manually transfer them between Cities for the cost of more Prestige). Civs can have cores on each other lands - however, the first Civ to core the tile will be the one to own it, irrespective of Cultural Pressure.

  • FACTIONS: There are no unclipped leaders, and everyone plays the same Civilization through. However, Civilizations can now appear as 'Factions', which are Timeline's answer to the Leader Persona's in Civ6 and Civ7, except they apply to Civs, not leaders. Every 'Civilization' represents the general core values of a certain culture, which 'Factions' represent that Civilization at a certain point in History. 'England' and 'Great Britain' would both be considered Factions of the same British Civilization. Factions of the same Civ share some characteristics due to their shared origins, but are designed to play differently from one another. 'Factions' can be as specific as dynasties or movements, and as broad as the name of a country without further context. Leaders are tied to their Faction. However, Factions may have more than one possible leader. (one of the basegame Factions does). Timeline's roster contains 20 Civilizations total, with 29 Factions and 30 playable leaders at the start. Civilization packs are supposed to pad out the roster before the first gameplay Expansion, but that's FAR into the future.

  • PLANNED MECHANICS: Mechanics I have skipped for the moment and plan to add in a gameplay Expansion: (1) Goverment, which would see players put together a cabinet of their own with Great People as their advisors and governors, rather than the passive modifier it currently has and (2) Economic Victory/Production Chains, an expansion of Civ6's Economic Victory (though not as complex as Ara). A third expansion pack would further elaborate and refine already existing mechanics such as Citizen Needs and Tourism.

And there's a lot more that I cannot be arsed to add right now because it's getting late and my brain doesn't work well on sleep deprivation!

The plan will be to alternate between designs for the 20 playable Civilizations, and fictionalized 'Dev Diaries' where I explain the core concepts of the game as I envision them. I reserve ALL RIGHTS to chance my mind and terminology as I see fit :crazyeye:

Finally, to end: how about a bit of Civilization bingo? Have fun decrypting this Civ Roster as I plan to post my first Civilization design:


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17 Men, 13 Women btw.

APOLOIMEN MEGA RHEXAS TI KAI ESSOMENOISI PUTHESTHAI~


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CIVILIZATIONS, FACTIONS & LEADER overview:


AMERICANS
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Ability
: The American Dream: Cities receive bonus Food and Production if they're Happy and Extatic. They also receive bonus votes in the World Congress if their cities are happy.
Unique: Pioneer: A Settler that can defend itself and gives bonus amenities when settled next to resources

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Faction: United States
Capital: Washington DC
Ability: Sons of Liberty: Bonus combat Strength to military units and World Congress votes from being in 'justified' wars and liberating cities.
Unique: Sherman Tank: A faster and less expensive version of the Tank.
Unique: Homestead: A Plantation that generates Prestige rather than Coin, and can improve resources otherwise improved by Fiels and Pastures.

Leader: Thomas Jefferson
Ability: Manifest Destiny: Can purchase tiles with Coin from their owners. Cores are slightly more expensive but their cost doesn't go up.

ASSYRIANS
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Ability
: Crucible of the World: Cities founded by the Assyrians can support 2 more Population and gain Food whenever Assyria captures a city not founded by them. Cities not founded by Assyria contribute +1 to their Force Limit.
Unique: Hupshu Militia: A weak infantry unit that doesn't contribute to the Force Limit and can be upgraded from a Worker.

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Faction: Assyria
Capital: Nineveh
Ability: Service to the Sarru: Receive a free Worker when you settle a city, and workers complete improvements one turn faster.
Unique: Qurubuti: A Horseman that does full damage against Fortified targets.
Unique: Karum: A Trading Post that gives bonus Prestige to passing domestic Trade routes.

Leader: Assurbanipal
Ability: Sutur Eli Sarri: Capturing a foreign city gives a Great Work of the original founder's civilization. Double yields from Great Works belonging to other Civilizations. Armies can carry Great Works for bonus Strength.


CHINESE
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Ability: Wuxing: Instead of earning standard adjacency bonuses, Chinese improvements and buildings are given an Element which boosts base yield and generates Feng Shui points towards the city's Harmony rating when placed next to each other. Harmony overrides Happiness and Health if high enough.
Unique: Yuan: A district that grants Feng Shui points for every unique element placed next to it via an improvement.
Unique: Landscape Garden: A unique building that spawns inside a Yuan, and grants Feng Shui points for every unique element placed next to it via a Building.

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Faction #1: Han
Capital: Chang'an
Ability: Four Great Inventions: Start the game with 4 Eureka's and earn more whenever they get a Great Scientist.
Unique: Guangdao: A more defensive Spearman replacement.
Unique: Zhao Zhi Gong: A Workshop that gives additional yields to 'Plant Resources' improved by the City.

Leader: Liu Bang, Gaozu Emperor
Ability: Keju: Specialists give Feng Shui and Efficiency, but cost Production maintenance. Population assigned to work improvements give more yields based on the improvement's Element.

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Faction #2: Ming
Capital: Nanjing
Ability: Huang Ming Zuxun: Cities suffer double penalties to Efficiency from distance, but get bonus population and housing per city level, as well as higher maximum efficiency if Harmony ratings are high.
Unique: Louchuan: A heavy, defensive Galleon replacement
Unique: Zhuge Nu: An earlier but slightly weaker variant of the Crossbow that does collateral damage.
Unique: Chaguan: A Tavern that gives bonus Culture from Tea, bonus Faith to the Landscape Garden and bonus Production to Workshops associated with the Drinks Industry.

Leader: Zhu Di, Yongle Emperor
Ability: Leishu: Can build a second palace after Divine Right, giving him two capital cities. His Great Works of Literature give Prestige and points towards Scienfitic Breakthroughs. Scientific Breakthroughs give a burst of Coin and Culture.


EGYPTIANS
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Ability: Kemet: Improvements on or adjacent to Rivers receive bonus yields.
Unique: Maryannu: A chariot with a ranged attack.

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Faction #1: New Kingdom (called 'Egypt' in-game)
Capital: Waset
Ability: Rekhmire's Instruction: Egyptian Artefacts and World Wonders generate double Tourism and Culture, and the latter spawn Archaeological Dig Sites. Also, they receive double Great Engineer Points from all sources.
Unique: Medjay: A weaker Swordsman with a bleeding attack
Unique: Mortuary: A medical building that gives bonus yields when adjacent to World Wonders.

Leader: Hatshepsut
Ability: Trade Mission to Punt: She gains bonus Production from International Trade Routes, and her Trade Partners get bonus Food. Also, she gains Culture from imported resources, which she retains if her trade routes are pillaged.

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Faction #2: Ptolemy
Capital: Alexandria
Ability: Syncretis: Has access to the uniques of other Civilizations (requires conquest or an alliance) and gains bonus amenities and Prestige from building these in their Cities.
Unique: Thalamegos: A weaker and bulkier Flagship that grants bonuses to morale recovery. Mutually exclusive with the Polybolos.
Unique: Polybolos: A weaker ballista that can shoot twice in a turn.
Unique: Serapeum: A Pagan Temple that provides amenities to worshippers of all religions, and gives Food equal to Faith.

Leader: Cleopatra
Ability: Isis Incarnate: She and her Friends gain bonus Growth in their cities from being Declared Friends, and she can pay for diplomatic actions with Food, rather than Prestige.

INDIANS
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Ability
: Avatarana: Bonus Faith and Growth from settling next to Rivers
Unique: Stepwell: A Cistern that grants bonus sanitation, and bonus housing for every Farm adjacent to its District.

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Faction #1: Maurya
Capital: Pataliputra
Ability: Dhamma Lipi: Newly settled cities get a free Monument or free Infantry unit.
Unique: Varu: A Cataphract that inflicts full morale damage and counts as an Elephant unit.
Unique: Vihara: A Monastery that gives bonus Prestige and Entertainment Amenities.

Leader: Ashoka
Ability: Devanampriya: Free knowledge of Polytheism. His cities can have two Pantheon simultaneously, and generate bonus Faith or Prestige depending on whether he's at war.

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Faction #2: Mughal
Capital: Agra
Ability: Din-I-Ilani: All owned Cities follow the State Religion if they have at least one follower. Cities receive bonus Gold or Production from Religious Populations.
Unique: Zamburak: A Dragoon that is faster on Desert, Plains or Tropical terrain, and counts as a Camel unit.
Unique: Maqbara: A Cemetary that gives bonus appeal, bonus Tourism from Appeal and has Culture adjacency with World Wonders.

Leader: Nur Jahan
Ability: Light of the World: Bonus production and appeal from Camps. Receives Coin from high appeal tiles, and Culture if the City has a World Wonder.

ROMANS
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Ability
: Gloria Invicta: The Capital receives extra Housing from owned Cities. Receive bonus Happiness Amenities from Recreation buildings and from winning Battles near Roman Cities.
Unique: Basilica: A Tribunal with more flexible adjacencies and generates bonus Culture from sharing its district with Recreation buildings or World Wonders.

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Faction #1: Imperial Rome (known in-game as 'Rome')
Capital: Roma
Ability: Aquilae: Armies support a free unit towards the supply limit, increased by earning Great Generals. Infantry units have bonus morale for every other Infantry unit in the stack.
Unique: Cohort: A Swordsman who gets bonus strength from other Infantry units in the stack.
Unique: Latifundium: A Farm that generates Production as well as Food.

Leader: Livia
Ability: Diva Augusta: Environment and Recreation buildings are Cheaper. Bonuses to Construction and Recruitment based on whether she's at War or not. (the bonus is always larger and the opposite in the Capital)

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Faction #2: Byzantium
Capital: Constantinopolis
Ability: Pronoia: The Capital has extra yields for every founded City that is at least five tiles away. These cities also receive bonus Fortification strength on Cores and a malus to Production.
Unique: Dromon: A classical Warship that inflicts residual damage against units and bombards Fortifications at full strength. Exclusive with the Tagma.
Unique: Tagma: A slightly stronger Knight that has bonus health for every other Cavalry unit in the stack.
Unique: Hippodrome: A unique Recreation building that gives bonus Culture and Happiness Amenities from 'Animal' Resources.

Leader: Alexios Komnenos
Ability: Alexias: Units have bonus strength on Cores. Defeating enemies on Cores grants Great Commander points. Whenever a Great Commander is earned, get a free Codex.


SIOUX
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Ability: Oceti Sakowin: All units have more sight. All tiles with resources, features or Natural Wonders are cored the moment you claim them. Cores receive bonus yields based on appeal. Production improvements and Tier 2 buildings unlock later.
Unique: Akiticha: A hussar with bonuses towards pillaging tiles.

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Faction: Lakota
Capital: Hunkpapa
Ability: Thiyospayé: Bonus Faith and Amenities from tiles with Breathtaking Appeal. Double Knowledge, Culture, Faith and Coin from pillaging. Pillaging a Tile Improvement or Trade Route gives Food and Production in the nearest Lakota City.
Unique: Heyoka: a Support unit that reflects damage back to attacking enemies and gives Faith when its army pillages
Unique: Inipi: A camp-like improvement that grants access to adjacent resources, improves appeal, and grants bonus yields to adjacent plains tiles, tiles with vegetation and resources.

Leader: Sitting Bull
Ability: Ghost Dance: Units receive bonus Strength on Breathtaking tiles. Whenever a friendly unit is about to be eliminated, it instead survives with one hit point (once per unit.)
 
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Really like that factions concept in theory but I can see it being an issue for certain civs. What faction would America fall into for example? British, "Colonial", Indigenous (which would have a whole host of problems), or its own?
 
Guess guide
Civ 1
A
E
T

Civ 2
A
I
?

Civ 3
America
United States
Thomas Jefferson


Civ 4
Arabia
Abbasid
Harun Al-Rashid

Civ 5
Aztec or Assyria
Aztec or Assyria
Ahuitzotl or Ashurbanipal

Civ 6
Britain
England
Elizabeth and Winston Churchill

Civ 7
Canada
Canada
Laurier

Civ 8
China
Ming
Yongle

Civ 9
Egypt
New Kingdom
Hatshepsut

Civ 10
Egypt
Ptolemaic
Cleopatra


Civ 11
France
Capetian France
Louis XIV

Civ 12
France
French Empire
Napoleon

Civ 13
Germany
German Empire
Bismarck

Civ 14
Germany
Habsburg?
Maria Theresa? (Unlikely)

Civ 15
Greece
Athens or Alexandrian?
Alcibiades or Alexander

Civ 16
Greece
Sparta
Leonidas

Civ 17
Hawaii
Hawaii
Kamehameha or Liluokalani

Civ 18
India
Maurya
Ashoka

Civ 19
India
Mughal
Nur Jahan


Civ 20
Japan
Sengoku Japan?
Female

Civ 21
Mongolia
Mongol Empire
Mandukhai Khatun

Civ 22
???
???
H

Civ 23
Portugal
Portugal
Maria I

Civ 24
Persia
Sassanid
???

Civ 25
Rome
Byzantium
Alexios Komnenos

Civ 26
Rome
Imperial Rome
Livia


Civ 27
Rus’
Kievan Rus
Olga

Civ 28
Russia
Russian Empire
Catherine

Civ 29
Siam/Spain?
???
Ramkhamhaeng/Philip II?
 
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Civ 13
G
?
Male

Civ 14
G
?
Female

Civ 15
G
A
A

Civ 16
G
???
L
My guess is that 13 or 14 is a “Germany,” 15 is “Greece-Athenian-?,” and 26 could be “Greece-Sparta-Leonidas”
 
Civ 25
Rome
Rome
Male

Civ 26
Russia
Russia
Catherine
I think that both of these are the “Rome” Civ but one is the classical Roman Empire and one is the Eastern Roman Empire
 
Really like that factions concept in theory but I can see it being an issue for certain civs. What faction would America fall into for example? British, "Colonial", Indigenous (which would have a whole host of problems), or its own?
America is its own Civilization, of course! Incidentally, I cannot wait to immediately alienate everyone with this 'THE USA AS SEEN BY NON-AMERICANS' design. :lol:

FIRST LOOK: The AMERICAN Civilization

Few would have predicted that Britain's upstart American colony would grown into one of the present day's superpowers at the time of their Independence. A proud and resourceful people, the Americans established themselves as an entirely self-made culture, a vision of prosperity created through hard and honest work. The idea appealed across the pond, and many migrants flocked to the new country to try their luck forging a better life for themselves.

In Timeline, Civilizations can have abilities on Civilization level, Faction level and Leader level. The American Civilization bonus is The American Dream, which improves the Growth and Production rates of Happy and Extatic cities.

The American Civilization also has access to the Pioneer unique unit. This Settler replacement also functions as a Scout, allowing the Americans to survey the lands before settling it. Cities settled by a Pioneer gain additional Amenities for each adjacent resource.


Civilization Ability: The American Dream:
American cities receive bonus Growth and Production rates when they have high City Approval, and their cities generate more World Congress Votes when their Approval rates reach Happy and Extatic levels.
  • +10% :7food: Food and +5%:7prod:Production in Happy Cities
  • +20% :7food:Food and +10% :7prod:Production in Extatic Cities
  • :7happy: Happy Cities generate an +1 additional :c5citystate:World Congress Vote per six :c5citizen: Population.
  • :7happy: Extatic Cities generate an +1 additional :c5citystate: World Congress Vote per four :c5citizen: Population.
These bonuses stack with the already present modifiers for being Happy and Extatic.

American Unique Unit: Pioneer
Gold Rush or Oregon Trail, American pioneers traveled further into America than any Western colonist had before.
Unique Settler.
  • Counts as a Scout for the purpose of bonuses and Rewards that buff Scouts.
  • Can defend itself from attacks (with the same defensive Strength as a Scout), but cannot attack.
  • Pioneers that settle next to a resource give +1 Miscellaneous Amenity to their City per adjacent Resource.
Both the 'The American Dream' ability and the Pioneer unit are available to all American Factions. (there's only one, but idk, if a modder would want to create a Quaker or Texan Faction, they could do so.)

American Faction - UNITED STATES
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The Americans are playable through their Faction, United States. The United States are defined by their diplomatic game, as their ability "Sons of Liberty", gives them additional bonuses towards fighting oppressors on the side of the oppressed. When in a War of Liberation, a War of Independence or a Military Coalition, US troops get additional Strength and Morale and their cities suffer no War Weariness at all. They also receive additional World Congress votes from Liberating cities back to their original founder.

Due to liberty being an integral part of United States culture, their cities receive
additional War Weariness penalties in wars where they're the aggressor. Careful diplomacy and damage controlwill be key when playing as the United States.

Aiding the US in winning their justified wars is their unique unit, the Sherman Tank. This endgame unit is faster and cheaper than the regular Tank, a strong endgame unit for the US to reinforce their Diplomatic victory with.

The United States also have access to a unique Improvement, the Homestead. This improvement replaces the Plantation, and can only be placed on Resources that can be improved with Farm-like improvements. When the Homestead is built, it creates a US Core on the tile, and reduces the coring cost of surrounding tiles. Whenever other Plantations would get bonus Coin output, the Homestead earns Prestige.



Faction: UNITED STATES
Default jersey:
silver on sky blue.
Adjective: US
Your in-game name is 'UNITED STATES'

US Faction Ability: Sons of Liberty

The United States's units receive bonus Combat Strength when fighting in Independence, Liberation and Coalition Wars on the side of the defender. They suffer no War Weariness for these War, however War Weariness is doubled for every other War. Additionally, the World Congress votes generated by cities Liberated by the United States always go towards the United States, as long as the city isn't recaptured by a third party.
  • +5 :strength: Strength and +10 :c5influence: Morale to all military units when fighting in a War of Independence, a War of Liberation or when in a Coalition War against a Warmonger.
  • Can join Surprise Wars on the side of the defender without spending :c5influence: Prestige or meeting the relationship requirements.
  • Suffer no 👍 City Approval penalties from being any of the aforementioned Wars.
  • Liberating Cities back to their original founder awards +5 :c5citystate: World Congress votes, indefinitely. If the liberated city is recaptured the bonus WC votes are lost.
  • Malus: Suffer double :7unhappy:War Weariness penalties to City Approval in Offensive Wars when they have a Warmonger reputation.


US Unique Unit: Sherman Tank
Thanks to the US's prestitigous automobile industry, they're able to produce faster Tanks at a lower cost.
Unique avalry unit, replaces the Tank

  • +1 :c5moves:Movement compared to a regular Tank
  • -25% :7prod: Production cost to recruit or repair compared to a regular Tank
  • -25% :7money: Coin cost to upgrade or buy into compared to a regular Tank
  • Counts as an 'Armor' unit
    • Takes 75% HP damage from Infantry units
    • Takes 150% HP damage from Air units and opposing Armor units.
    • Always fights at 100% Morale.
US Unique Improvement: Homestead
Under the Homesteading Act, US Settlers have been free to claim land for their new homes.
Unique Farm-type Improvement:

  • Counts as and replaces the Plantation
  • +1 base :7food: Food
  • +2 additional :7money: Coin
  • Can only be placed on Resources improved with a Farm (Field, Plantation, Pasture)
  • Creates a US Core upon its tile when completed.
  • Reduces the cost of Coring adjacent tiles by -15%.
  • Whenever the Plantation would gain bonus :7money: Coin from Techs, the Homestead gains an equal amount of :c5influence:Prestige per turn instead.
Note: Homesteads CAN be used to improve resources that require Fields and Pastures, such as Maize and Horses. They are the ONLY improvement for Resources improved with Plantations (such as Cotton) the US have access to.

US City List
Capital: :c5capital: Washington
Core Cities: Boston, Chicago, Los Angeles, New York, & Philadelphia.
Imperial Cities: Atlanta, Baltimore, Charleston, Detroit, Houston, Miami, New Orleans, San Francisco, Seattle, & St. Louis.
Other Cities: Albuquerque, Anchorage, Annapolis, Arlington, Austin, Baton Rouge, Boulder, Bridgeport, Buffalo, Charlotte, Cincinnati, Cleveland, Concord, Dallas, Des Moines, Denver, Fort Worth, Indianapolis, Jersey City, Kansas City, Knoxville, Las Vegas, Memphis, Milwaukee, Minneapolis, Nashville, Newark, Oakland, Oklahoma City, Phoenix, Pittsburgh, Portland, Providence, Reno, Richmond, Sacramento, Salt Lake City, San Antonio, San Diego, San Juan, Santa Fe, Springfield & Wichita.


(City lists gradually unlock according to how many cities you've settled in the game. Core City names unlock after the Capital has been settled, Imperial cities unlock after you've settled three cities, and the Other cities unlock after you've settled six. If the Capital has already been claimed by another player (think Istanbul/Constantinople), a random Core City name is used instead.)

Spawn: The first United States Settler (Pioneer) starts on a vegetated Grassland tile adjacent to a Plantation resource.
Terrain bias: Vegetation, Rivers.
Resource Bias: Cotton, Petroleum.

Thomas Jefferson leads THE UNITED STATES in Timeline
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Considered one of the US's most competent presidents, Thomas Jefferson's tenure overal a period of financial growth, religious freedom and territorial expansion. One of America's Founding Fathers, Jefferson protected US trade, established cordial relations with the era's superpowers and bought Louisiana from the French. The US doubled in size under his presidency.

Thomas Jefferson speaks English with a transatlantic accent.

Thomas Jefferson's Ability: Manifest Destiny
Jefferson is allowed to purchase cores with Coin from the start of the game, and his cores give Prestige to the city that owns them. He's also allowed to purchase tiles controlled by other players as long as they don't have a core there. Finally, the base Prestige cost for coring is increased for Jefferson, but doesn't scale with the amount of cores he already has.
  • +2 :7money: Coin in the City Centre for each adjacent Resource.
  • +1 :c5influence:Prestige in the City Centre for every 2 Cored tiles owned by that City.
    • This can include tiles inside other player's borders, so long as they don't consider that tile a Core.
    • Buying a tile from another player gives them the :7money: Coin you spent.
  • :c5influence:Prestige cost of manually claiming Cores is increased by +15% but doesn't scale with the amount of Cores the City already has.
Early Access: Purchasing tiles with Coin normally unlocks at MERCANTILISM for players, so this is a huge advantage in and of itself.
Asymmetry: Jefferson is the only leader that can purchase tiles inside the borders of other players. He's also the only leader who does not have a prestige cost increase for manually claiming core tiles.


Personality & Strategy:
  • Jefferson's default personality is Pacifistic, which makes him dislike Warmongers and appreciate Peacekeepers. Pacifistic leaders will try to build up a Peacekeeper reputation and are very likely to lead Coalitions against Warmongers. They're unlikely to resort to violence unless they deem the player in question too aggressive.
    • Jefferson can also appear as the Philantropic or Ruthless personalities.

  • Jefferson's default Strategies are Diplomat, which focuses on Prestige gain, high City Approval rates, Espionage and good relations with other players, and Expansionist, which focuses on exploration, settling many cities and improving many resources.
    • Every leader has two strategies. They have a 50% chance of being both default strategies, and a 50% of being one of them + a random strategy.
    • As such, Jefferson is always either a Diplomat or an Expansionist.

  • Jefferson's agenda is Land of Opportunity
    • Increased flavour towards purchasing Core tiles and securing Amenities in his cities.
    • More likely to construct Mercantile and Education Buildings in cities, less likely to construct Military and Religious Buildings.
    • Additionally, Jefferson likes players with high knowledge outputs and high average approval rates, and dislikes the opposite, regardless of his Personality.

As the United States, you'll want to expand quickly, and claim as juicy resource tiles as you can to keep your population motivated. Use Homesteads to leverage bonus Prestige, which Jefferson's leader ability can convert into additional cores lands. In the endgame, use your Sherman tanks to quickly recapture conquered settlements for additional World Congress Votes, putting the United States as a prime canditate for Diplomatic Victory. There's nothing you can't accomplish, as long as you dream big and work hard to accomplish your goals.

How will you lead the Land of Opportunity to victory? What mark will the Americans leave on your TIMELINE?
 

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Yep! alphabetical according to Civilization name. I also miscounted: there are 19 Civilizations, not 20. Initially, it was going to be 19 Civs and ONE Civ with two factions. But since I had already made the designs of the second factions for half of the Civs in the game, I've decided to include them all in the full line-up.

Let any mock DLCS or expacs have fully original Civs, then.
 
America is its own Civilization, of course! Incidentally, I cannot wait to immediately alienate everyone with this 'THE USA AS SEEN BY NON-AMERICANS' design. :lol:

FIRST LOOK: The AMERICAN Civilization

Few would have predicted that Britain's upstart American colony would grown into one of the present day's superpowers at the time of their Independence. A proud and resourceful people, the Americans established themselves as an entirely self-made culture, a vision of prosperity created through hard and honest work. The idea appealed across the pond, and many migrants flocked to the new country to try their luck forging a better life for themselves.

In Timeline, Civilizations can have abilities on Civilization level, Faction level and Leader level. The American Civilization bonus is The American Dream, which improves the Growth and Production rates of Happy and Extatic cities.

The American Civilization also has access to the Pioneer unique unit. This Settler replacement also functions as a Scout, allowing the Americans to survey the lands before settling it. Cities settled by a Pioneer gain additional Amenities for each adjacent resource.


Civilization Ability: The American Dream:
American cities receive bonus Growth and Production rates when they have high City Approval, and their cities generate more World Congress Votes when their Approval rates reach Happy and Extatic levels.
  • +10% :7food: Food and +5%:7prod:Production in Happy Cities
  • +20% :7food:Food and +10% :7prod:Production in Extatic Cities
  • Happy Cities generate an +1 additional :c5citystate:World Congress Vote per six :c5citizen: Population.
  • Extatic Cities generate an +1 additional :c5citystate: World Congress Vote per four :c5citizen: Population.
These bonuses stack with the already present modifiers for being Happy and Extatic.

American Unique Unit: Pioneer
Gold Rush or Oregon Trail, American pioneers traveled further into America than any Western colonist had before.
Unique Settler.
  • Counts as a Scout for the purpose of bonuses and Rewards that buff Scouts.
  • Can defend itself from attacks (with the same defensive Strength as a Scout), but cannot attack.
  • Pioneers that settle next to a resource give +1 Miscellaneous Amenity to their City per adjacent Resource.
Both the 'The American Dream' ability and the Pioneer unit are available to all American Factions. (there's only one, but idk, if a modder would want to create a Quaker or Texan Faction, they could do so.)

American Faction - UNITED STATES
View attachment 734873

The Americans are playable through their Faction, United States. The United States are defined by their diplomatic game, as their ability "Sons of Liberty", gives them additional bonuses towards fighting oppressors on the side of the oppressed. When in a War of Liberation, a War of Independence or a Military Coalition, US troops get additional Strength and Morale and their cities suffer no War Weariness at all. They also receive additional World Congress votes from Liberating cities back to their original founder.

Due to liberty being an integral part of United States culture, their cities receive
additional War Weariness penalties in wars where they're the aggressor. Careful diplomacy and damage controlwill be key when playing as the United States.

Aiding the US in winning their justified wars is their unique unit, the Sherman Tank. This endgame unit is faster and cheaper than the regular Tank, a strong endgame unit for the US to reinforce their Diplomatic victory with.

The United States also have access to a unique Improvement, the Homestead. This improvement replaces the Plantation, and can only be placed on Resources that can be improved with Farm-like improvements. When the Homestead is built, it creates a US Core on the tile, and reduces the coring cost of surrounding tiles. Whenever other Plantations would get bonus Coin output, the Homestead earns Prestige.



Faction: UNITED STATES
Default jersey:
silver on sky blue.
Adjective: US
Your in-game name is 'UNITED STATES'

US Faction Ability: Sons of Liberty

The United States's units receive bonus Combat Strength when fighting in Independence, Liberation and Coalition Wars on the side of the defender. They suffer no War Weariness for these War, however War Weariness is doubled for every other War. Additionally, the World Congress votes generated by cities Liberated by the United States always go towards the United States, as long as the city isn't recaptured by a third party.
  • +5 :strength: Strength and +10 :c5influence: Morale to all military units when fighting in a War of Independence, a War of Liberation or when in a Coalition War against a Warmonger.
  • Can join Surprise Wars on the side of the defender without spending :c5influence: Prestige or meeting the relationship requirements.
  • Suffer no 👍 City Approval penalties from being any of the aforementioned Wars.
  • Liberating Cities back to their original founder awards +5 :c5citystate: World Congress votes, indefinitely. If the liberated city is recaptured the bonus WC votes are lost.
  • Malus: Suffer double :7unhappy:War Weariness penalties to City Approval in Offensive Wars when they have a Warmonger reputation.


US Unique Unit: Sherman Tank
Thanks to the US's prestitigous automobile industry, they're able to produce faster Tanks at a lower cost.
Unique Tank:

  • +1 :c5moves:Movement compared to a regular Tank
  • -25% :7prod: Production cost to recruit or repair compared to a regular Tank
  • -25% :7money: Coin cost to upgrade or buy into compared to a regular Tank
US Unique Improvement: Homestead
Under the Homesteading Act, US Settlers have been free to claim land for their new homes.
Unique Farm-type Improvement:

  • Counts as and replaces the Plantation
  • Base Yield: +1 :7food:Food
  • Bonus Yield: +2 :7money: Coin
  • Can only be placed on Resources improved with a Farm (Field, Plantation, Pasture)
  • Creates a US Core upon its tile when completed.
  • Reduces the cost of Coring adjacent tiles by -15%.
  • Whenever the Plantation would gain bonus :7money: Coin from Techs, the Homestead gains an equal amount of :c5influence:Prestige per turn instead.
Note: Homesteads CAN be used to improve resources that require Fields and Pastures, such as Maize and Horses. They are the ONLY improvement for Resources improved with Plantations (such as Cotton) the US have access to.

US City List
Capital: :c5capital: Washington
Core Cities: Boston, Chicago, Los Angeles, New York, & Philadelphia.
Imperial Cities: Atlanta, Baltimore, Charleston, Detroit, Houston, Miami, New Orleans, San Francisco, Seattle, & St. Louis.
Other Cities: Albuquerque, Anchorage, Annapolis, Arlington, Austin, Baton Rouge, Boulder, Bridgeport, Buffalo, Charlotte, Cincinnati, Cleveland, Concord, Dallas, Des Moines, Denver, Fort Worth, Indianapolis, Jersey City, Kansas City, Las Vegas, Memphis, Milwaukee, Minneapolis, Nashville, Newark, Oakland, Oklahoma City, Phoenix, Pittsburgh, Portland, Providence, Reno, Richmond, Sacramento, Salt Lake City, San Antonio, San Diego, Santa Fe, Springfield & Wichita.


(City lists gradually unlock according to how many cities you've settled in the game. Core City names unlock after the Capital has been settled, Imperial cities unlock after you've settled three cities, and the Other cities unlock after you've settled six. If the Capital has already been claimed by another player (think Istanbul/Constantinople), a random Core City name is used instead.)

Spawn: The first United States Settler (Pioneer) starts on a vegetated Grassland tile adjacent to a Plantation resource.
Terrain bias: Vegetation, Rivers.
Resource Bias: Cotton, Petroleum.

Thomas Jefferson leads THE UNITED STATES in Timeline
View attachment 734872

Considered one of the US's most competent presidents, Thomas Jefferson's tenure overal a period of financial growth, religious freedom and territorial expansion. One of America's Founding Fathers, Jefferson protected US trade, established cordial relations with the era's superpowers and bought Louisiana from the French. The US doubled in size under his presidency.

Thomas Jefferson speaks English with a transatlantic accent.

Thomas Jefferson's Ability: Manifest Destiny
Jefferson is allowed to purchase cores with Coin from the start of the game, and his cores give Prestige to the city that owns them. He's also allowed to purchase tiles controlled by other players as long as they don't have a core there. Finally, the base Prestige cost for coring is increased for Jefferson, but doesn't scale with the amount of cores he already has.
  • +2 :7money: Coin in the City Centre for each adjacent Resource.
  • +1 :c5influence:Prestige in the City Centre for every 2 Cored tiles owned by that City.
    • This can include tiles inside other player's borders, so long as they don't consider that tile a Core.
    • Buying a tile from another player gives them the :7money: Coin you spent.
  • :c5influence:Prestige cost of manually claiming Cores is increased by +15% but doesn't scale with the amount of Cores the City already has.
Early Access: Purchasing tiles with Coin normally unlocks at MERCANTILISM for players, so this is a huge advantage in and of itself.
Asymmetry: Jefferson is the only leader that can purchase tiles inside the borders of other players. He's also the only leader who does not have a prestige cost increase for manually claiming core tiles.


Personality & Strategy:
  • Jefferson's default personality is Pacifistic, which makes him dislike Warmongers and appreciate Peacekeepers. Pacifistic leaders will try to build up a Peacekeeper reputation and are very likely to lead Coalitions against Warmongers. They're unlikely to resort to violence unless they deem the player in question too aggressive.
    • Jefferson can also appear as the Philantropic or Ruthless personalities.

  • Jefferson's default Strategies are Diplomat, which focuses on Prestige gain, high City Approval rates, Espionage and good relations with other players, and Expansionist, which focuses on exploration, settling many cities and improving many resources.
    • Every leader has two strategies. They have a 50% chance of being both default strategies, and a 50% of being one of them + a random strategy.
    • As such, Jefferson is always either a Diplomat or an Expansionist.

  • Jefferson's agenda is Land of Opportunity
    • Increased flavour towards purchasing Core tiles and securing Amenities in his cities.
    • More likely to construct Mercantile and Education Buildings in cities, less likely to construct Military and Religious Buildings.
    • Additionally, Jefferson likes players with high knowledge outputs and high average approval rates, and dislikes the opposite, regardless of his Personality.

As the United States, you'll want to expand quickly, and claim as juicy resource tiles as you can to keep your population motivated. Use Homesteads to leverage bonus Prestige, which Jefferson's leader ability can convert into additional cores lands. In the endgame, use your Sherman tanks to quickly recapture conquered settlements for additional World Congress Votes, putting the United States as a prime canditate for Diplomatic Victory. There's nothing you can't accomplish, as long as you dream big and work hard to accomplish your goals.

How will you lead the Land of Opportunity to victory? What mark will the Americans leave on your TIMELINE?
Really awesome work! This is so detailed and well thought out. I would love to play this. I can’t wait to see the rest.
 
Wow this is incredibly in-depth! Nice to read other's big idea pieces too.

My one question would be, how do you win Diplomatic Victory?
There's no reason to vote for anyone besides yourself, right? Particularly in multiplayer
 
Really like that factions concept in theory but I can see it being an issue for certain civs. What faction would America fall into for example? British, "Colonial", Indigenous (which would have a whole host of problems), or its own?
Looking at the way it's designed I think the factions might be too limiting. I'd probably not go with any of the above but instead of "American" I might go with "North American" that way a hypothetical Canadian civilization could use a pioneer unit as well. "American Dream" would probably be changed to "Westward Expansion" to fit as well.

I do like the idea of having an overarching "Mesoamerican" faction that included something like Ballcourts as a unique building. Then the individual Mayan civilization could have an Observatory/Pyramid and the Aztecs a Chinampa.
 
'DEV DIARY' #1: DIPLOMACY & LEADER PERSONALITIES

Diplomacy. If there's one key aspect of Civilization 6 that could use improvement, it would have to be this, surely? The idea of leader Agenda's to flesh out leader personalities was good on paper, but ultimately executed poorly due to a lack of variables.

Diplomatic Victory and the World Congress, slapped into the game during Gathering Storm as a secondary mechanic became an afterthought at best and a huge nuissance on average.

The implementation of these mechanics was not very good. There's no denying that, especially as someone who really loves Civ 6 otherwise.

This first Dev Diary is on how I'd envision DIPLOMACY.

World Congress

So the first thing I thought about when I started this project was to look for a better way to do Diplomatic Victory and the World Congress. Two other 4X games, Master of Orion 2 and Sid Meier's Alpha Centauri had arguably the best ideas, at least out of the games I myself played.

I don't have an active memory of SMAC's diplomacy in great detail (it's been a few years since I last played it), but I do remember that whenever their World Congress (or whatever it was called... Planetary Council, is that it?) was held, you have an inbetween turn. This turn was crucial, because it allowed you to try and persuade the other players into voting for the resolutions you wanted them to vote for.

You could threaten the AI, butter them up, bribe them, call in on a favour you owed them. In turns, the AI could do the same. You could make a deal with one faction, only for them to vote another way - either because they lied or because another AI threatened them on their turn.

World Congress resolutions work similar to this. The two players with the highest amount of World Congress Votes can propose resolutions which range from forcefully liberating captured cities, sanctioning other players on a certain yield, agree on universal open borders, social policies, currencies and the like.

An inbetween turn is granted allowing players to lobby for their preferred resolutions. The AI will do the same.

World Congress Votes

World Congress Votes, the resource that you pass or fail resolution with, is determined by the amount of Cities and Population that you have
  • Every City gives you +1 World Congress Vote per City level.
  • Every five Population give you another +1 World Congress Vote
  • You automatically control any World Congress Votes that your vassals would have gotten.
Some wonders can also give you a fixed amount of World Congress Votes.
  • Big Ben doubles the amount of World Congress Votes you get from the city that builds it
  • The Nashq-e-Jahan Square increases the amount of World Congress Votes you get from Vassals by 50%
  • Finally, the Palais de Versailles give you a World Congress Vote from each Great Work that you have.

The American Civilization gets bonus WCV from Happy and Extatic settlements, making them one of the most powerful force in the World Congress.

Diplomatic Victory


Master of Orion 2 is a game I'm more familiar with, and one that had a simple but very effective Diplomatic Victory system. Their equivalent of the World Congress, the Intergalactic Council, merely exists to vote for a winner. The two players with the highest amount of votes (based on Population) are automatically nominated, everyone votes. If one nominee gets a two-third majority, they win.

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The AI would vote according to a simple list of checks and balances:
  • if the AI is in an alliance with one nominee and not the other, they would always vote for their ally.
  • If an AI was at war with one of the nominees and not with the other, they would always vote for the nominee that isn't nuking their planets.
  • In all other circumstances, the AI would abstain and not pick a side. Picking a side boosts relations with the player you voted for and deteriorates the opinion of the player you didn't vote for.
In Timeline, Diplomatic Victory is exactly that. The players with the highest amount of World Congress votes are automatically nominated and thrust into a head to head vote. The AI abstains by default, unless they are close allies with one of the two nominees (they vote for them), or they DESPISE one of the two nominees. (they vote for their opponent)

Diplomatic Victory is supposed to allow players who are in a winning position and are just going through the motions to end the game with them as the winner, and also rewards players that attempt to cultivate the best possible relations with their peers.

In multiplayer, you would win the election if you automatically control 2/3rds of the World Population. Maybe I'll use one of my MAKE IT UP AS I GO tokens and pull a joint victory out of my back of tricks at a later point. :mischief:

AI Personalities

On the inbetween turn between the proposal being made public, and the vote itself, you have the opportunity to lobby the other players. The AI will do the same, according to their personality. A Xenophobic player is more likely to threaten, while a Ruthless one is more likely to lie. A Bold Player will not respond to idle threats or bribes, but a Pacifist can be coaxed into submission by a threat of all out war, if they believe the threat to be real. An Honorable player will keep their word, while a Docile one may buckle under pressure from a stronger player, and an Erratic one may change their mind on a whim.

Agenda's are still present, but they largely exist to ensure that the AI player always plays up to their strengths. The effect on relations is much smaller than it normally would be, as leader personalities determine the bulk of why they don't like you.

Personalities represent the morals and values of every leader, they approach towards life and rulership. Each personality has its own idea behind what good leadership is.

Each leader has one default personality, and two alternate personalities. The chance of rolling their default personality in a game is 60%, the chance for rolling one of the alternate personalities is 20% each.


Playing with 'RANDOM PERSONALITIES' on will pick any Personality except for the Opposite one, if there is one.

There are nine possible leader personalities an AI may roll in Timeline:

  • Spoiler Personalities :

    • Aggressive: - This is the default personality. Leaders with this personality will do as well as they can to win the game according to their prefered Strategies. An Aggressive Scholar will try to discover as many Technologies as they can. An Aggressive Militarist will try have the largest possible army their economy allows.
      • Aggressive leaders appreciate those that don't compete with them in their fields, but achieve good results in others.
      • They also like to solve their problems through violence. Regardless of strategy, Aggressive leaders will always have a large army, and won't be afraid to bully weaker players, and even invade them.
      • Aggressive leaders are likely to become Warmongers due to their approach towards winning the game, and tend to like other Warmongers as well. They dislike players with a Peacekeeper reputation, as they -in their eyes- persue a weaker and less efficient path towards the ultimate goal.
      • The opposite Personality to Aggressive is Pacifistic.
    [*]
    • Bold: - This is the other "Warmonger" persona in the game, but a much more benevolent one. Bold leaders are -as the name implies- individuals who appreciate grand gestures. They love competition, and tend to like leaders that compete in the same fields as they do, and even moreso if these leaders are ahead of them.
      • Bold leaders enjoy thrills - they will very often demand tribute irrespective of relationship, and there are few negative consequences if you decline. They will often ignore demands, but may humour requests from time to time, if they like you enough.
      • They tend to not hold longterm grudges from wars either.
      • A bold leader's ultimate goal is to live gloriously, and appreciate those that help them attain that goal, ideally as equal partners
      • Bold leaders tend to vote for the strongest players in Diplomatic Elections, regardless of relationship.
      • Leaders with a default Bold personality cannot become Docile with Random Personalities on.
      • The opposite Personality to Bold is Docile.
    [*]
    • Docile: Docile leaders are malleable and easily impressed. They're timid and skittish, and will in the early game easily be bullied or passed over by the larger personalities in the game. Docile leaders are fearful and cautious by default, and can easily the coaxed into doing things they don't want to do, just to stay out of trouble.
      • Leaders with a default Docile personality tend to have very strong abilities, with their personality delaying their inevitable dominance. Docile leaders are supposed to be timid, and will only become aggressive then they think they can win (which they assess much more cautiously as the other personalities). If a Docile leader is able to build up enough power to turn aggressive, you know you're in deep trouble.
      • Docile leader personalities are more likely to appear on lower difficulty settings and less likely to appear on higher difficulties. All Docile leaders become Erratic by default on Deity, while all Erratic leaders become Docile by default on Settler.
      • The opposite personality to Docile is Bold.
    [*]
    • Erratic: Leaders with the Erratic persona are grade a pricks. They are capricious, mercurial and utterly impossible. Their behaviour isn't completely random. However, they might take a slight misunderstanding in a completely wrong way, blowing it up in a bitter feud. Conversely, what others might consider to be a huge faux pas they might choose to forgive on a whim.
      • Erratics aren't your friend. They're the players to you turn towards when you have absolutely nobody else backing you. What is could be a game-ending partnership on paper may in reality be your only salvation in times when the rest of the world hates your guts.
      • The exact amount of Relations gained and lost through diplomatic actions are randomized for leaders with this personality. Not the fact that you would gain or lose relations. They don't care about your reputation either unless when it suits them. Same with the minimum requirements for diplomatic agreements. Erratics that hated you one turn can propose an alliance on the other.
      • Erratic leaders are also prone to changing their mind and randomly threatening their allies on a whim. They're like that, it's just how it is. And you'll hate them for it.
      • There's no clear opposite personality to Erratic, but the amount of Erratic leaders goes up as the difficulty of the game progresses, and they become increasedly more difficult to deal with. On Deity, Erratics can randomly choose to end your alliance with them and declare a Surprise War. With no reason other than 'felt like it'.
      • There is no opposite personality to Erratics.
    [*]
    • Honourable: Honourable leaders deal according to a strict, rigid moral code. They have a clear sense of justice and what is right, and want to hold the rest of the world to that lofty standard. Honourables are unwavering in their loyalty and easy to cooperate with. There is only one problem: they HATE being double-crossed!
      • Honourable leaders will easily turn against leaders that they deem dishonorable for breaking agreements, declaring Surprise Wars and spying, and moreso if the wronged party is someone you have high relations with. Acting like a backstabbing scumbag will cause them to re-evaluate their stance on you, and if you go too far down the rabbit hole, they will openly plot to destroy you.
      • Honourable leaders are also forthright and just in their dealings. This is the only AI personality that -once it has agreed to do something- will always do the thing they agreed on, with no chance to change their mind. It is important to understand that they expect THE EXACT SAME BEHAVIOUR from you. Once you deal with an honourable leader, that's it. You're locked in to keep up your end of the bargain.
      • Because of their rigid morality, they're also the personality the most easily manipulated by intrigue - sending a spy to an Honourable leader and planting fake evidence of a scandal can damage relationships beyond repair, but this can also blow up in your face if your deceptions come to light.
      • Honourable leaders STRONGLY dislike those with a Backstabber reputation and are very likely to form Coalitions with other leaders to eliminate Backstabbers.
      • The Honourable personality opposes the Ruthless personality.
    [*]
    • Pacifistic: As the name implies, Pacifists inherently dislike violence. They're humanists that dream of a world where everyone cooperate together, and will strive towards doing that, not out of a sense of profit, but as a sense of obligation towards humanity itself.
      • As with Honourables, relationships with Pacifists tend to start very cordial and can descend into battery acid levels of toxic if you trigger them the wrong way. Pacifists abhor excessive warmongering and will actively seek to unite the peaceful nations into undertaking drastic action via the warmongering menaces of the world!
      • Conversely, Pacifists also care deeply about their own self-image and will strive to build a Peacekeeper reputation for themselves. If conflicts arise, they will often spontaneously start to negociate peaces as a third party.
      • Pacifists aren't push-overs. They're likely to build a strong military force just to deter others from invading them and to defend themselves with in case of an emergency. They're more of a 'military police' type of personality than kumbaya one.
      • The Pacifistic Personality opposes the Aggressive one.
    [*]
    • Philantropic: Philantropists are the friendly personality type. They're charismatic individuals, bent on making as many friends as possible, expanding their network. If you encounter a Philantropic AI, you're very likely to become their friend. However, so will most others
      • Philantropists are the most likely personality to propose treaties, open borders and agree to requests. They care about maintaining as many good relations as possible, with as many AIs as possible. This talent for making friends with anyone, often allows them to befriend even the most unlikeable players.
      • However, due to having many different friends, Philantropists also tend to not take sides .They're good friends and poor allies, and are likely to back out of alliances if it puts them at odds with another one of their friends.
      • Philantropists also trend the most towards treachery out of the "friendly" AI personalities. They have no problem bribing others, usually with the intent of keeping the more unsavory parts of their personality under wraps.
      • Philantropists generally like leaders that also persue good relations with others, which can lead to two things: the creation of a lovefest alliance containing all philantropists and their friends, and a small group of outsiders that they will attempt to steamroll.
      • The Philantropic personality opposes the Xenophobic one.
    [*]
    • Ruthless: The most dangerous leaders are the Ruthless leaders, which are envisioned as playing the game the same way Marbozir would play the game. By calmly plotting the downfall of the biggest threats to win, using their prefered strategy. They're backstabbers, and they're proud of it.
      • Ruthless leaders are by far the most likely to use Espionage, and leverage their findings to fabricate conflict between the strongest players, irrespective of how they feel about them. The goal is to win the game, and they will do so by any means necessary
      • Ruthless leaders aren't afraid of getting their hands dirty either, attacking stronger players after successfully bribing other players into an uneasy alliance.
      • Likewise, they aren't against teaming up with a former enemy -temporarily of course- to take down a bigger threat.
      • Ruthless leaders are the only leaders that outright like backstabbers - pragmatism is an important tool in gaining more power after all, and cutting ties with liabilities is a great way -in their eyes- to consolidate it.
      • Their attitude often puts them at odds with the Honorable leaders, whose personality they oppose.
    [*]
    • Xenophobic: Finally, Xenophobes are the token "unfriendly" personality type. Xenophobic leaders don't like your face. they don't like your culture. They don't like that you settle near them, nor that you've beaten them to a wonder. In fact, there's a lot they don't like. I suggest you get used to it
      • Xenophobic leaders are very difficult to befriend, but it is possible - it only requires you to be around the same power level as them, and play the game exactly as they do. Yes, they're narrow-minded, and because of this only approve like-minded leaders.
      • Xenophobes can be befriended if they consider you "close enough" to their cultural ideal, in which case they'll become very loyal and friendly. After all, enslaving the inferior people of the world is more fun when you have a partner in crime.
      • Due to their misantropic nature, Xenophobes are highly distrustful of those with 'too many friends', which puts them opposite the Philantropists.
    [*]
Diplomatic Actions

Diplomacy is expanded in terms of what players can do. Endeavours as in Civ7 do exist, but with their own twist:
Firstly, they're called Treaties and aren't limited to leader traits (largely because there aren't any leader traits).
Secondly, they cost Coin in Maintenance, just like they do in Master of Orion.

I will now continue to list some of the Diplomatic actions you can undertake

Treaties
> Trade Agreement: Both players lose5% of their Coin income, then regain it up to 30% of their Coin orginal income. Trade Agreements are also a prerequisite for trading Stratagems in international Trade routes.
> Cultural Exchange Program: Both players lose 5% of their Coin income, and then gradually increase the Culture income up to 25%
> Research Agreement: Both players lose 5% of their Coin income, and then gradually increase the Knowledge income up to 25%
> Interfaith Dialogue: Both players lose 5% of their Coin income, and then gradually increase the Faith income up to 25%
> Propaganda Campaign: Both players lose 5% of their Coin income, and then gradually increase the Prestige income up to 25%
> International Sanction: Both players 10% of their total Coin income to reduce Coin, Culture, Knowledge, Faith or Prestige income of a third party by the same amount as the Coin spent.
> Peace Treaty: Signs a Peace Treaty for 10 turns between the two parties with the agreed upon terms.
> Armistice: Signs a Pact of Non-Aggression between two parties that are at war. Can be broken any time. Armistices reduce the Prestige cost of Peace Treaties.
> Coalition: Join forces against a common target if the target fails to hit a pre-arranged target (lower negative reputation, lose a captured settlement, etc). If the target fails to comply, the entire Coalition attacks them.

Treaties generally can be made to last 20/30/50 turns, or indefinitely. If the last option is chosen, either party can back out whenever they wish without penalties.

Other Actions:
Positive:
> Open Borders: Military units from the two parties can enter each others territory.
> Pact of Non-Aggression: the two players publicly declare they won't attack each other. Doing so anyway results in massive Warmonger AND Backstabber reputation.
> Declaration of Friendship: notifies other players that the two participants are working together. Treaties generate more income between these two parties.
> Military Alliance: An alliance that compells the two participants to join in each other's offensive wars. All wars declared through this alliance are considered Formal.
> Defensive Alliance: An alliance that compells the two participants to defend each other if one is attacked. Declining the Call to Arms of a Defensive alliance leads to MASSIVE Backstabber reputation
> Request: Ask the target for aid: Technologies, Coin, Resources or Units, or to engage in a negative action against a third party.. This requires positive relations. The target can agree to give you these things for free (improving relations) or for a price.
> Share Intrigue: Share a secret your spies have uncovered with the target.

Negative:
> Declare War: Declares a state of War between the two parties, allowing them to capture each other's cities.
> Declaration of Rivalry: notifies other players that the two participants are working against each other. Sanctions with one leader against the other are more effective
> Denounce Reputation: notifies the other players what (negative) reputation the other player has built up with you. This costs a considerable amount of Prestige, but is cheaper if your relations are very poor
> Embargo: Bar the affected party's Trade Routes from visiting your Cities.
> Demand: DEMAND that the target hands you a Tech, lump sum, resource or City, or engages in a negative action against a third party.


Deals can be sweetened, with either you throwing in something extra, or the AI requesting something in return. the 'Extra' bit can be a Tech, a lump sum, a Stratagem, a conversion or even a Declaration of War against a third party.

And that's LARGELY the vision for dip in broad strokes. Significantly more interaction all around, and less fiddly negotiating. There is more, particularly how Reputations and player Relations work, as well as Espionage, but I think it's best to wait with that. There are a few leaders out there that have special diplomatic interactions of their own.
 
'DEV DIARY' #1: DIPLOMACY & LEADER PERSONALITIES

Diplomacy. If there's one key aspect of Civilization 6 that could use improvement, it would have to be this, surely? The idea of leader Agenda's to flesh out leader personalities was good on paper, but ultimately executed poorly due to a lack of variables.

Diplomatic Victory and the World Congress, slapped into the game during Gathering Storm as a secondary mechanic became an afterthought at best and a huge nuissance on average.

The implementation of these mechanics was not very good. There's no denying that, especially as someone who really loves Civ 6 otherwise.

This first Dev Diary is on how I'd envision DIPLOMACY.

World Congress

So the first thing I thought about when I started this project was to look for a better way to do Diplomatic Victory and the World Congress. Two other 4X games, Master of Orion 2 and Sid Meier's Alpha Centauri had arguably the best ideas, at least out of the games I myself played.

I don't have an active memory of SMAC's diplomacy in great detail (it's been a few years since I last played it), but I do remember that whenever their World Congress (or whatever it was called... Planetary Council, is that it?) was held, you have an inbetween turn. This turn was crucial, because it allowed you to try and persuade the other players into voting for the resolutions you wanted them to vote for.

You could threaten the AI, butter them up, bribe them, call in on a favour you owed them. In turns, the AI could do the same. You could make a deal with one faction, only for them to vote another way - either because they lied or because another AI threatened them on their turn.

World Congress resolutions work similar to this. The two players with the highest amount of World Congress Votes can propose resolutions which range from forcefully liberating captured cities, sanctioning other players on a certain yield, agree on universal open borders, social policies, currencies and the like.

An inbetween turn is granted allowing players to lobby for their preferred resolutions. The AI will do the same.

World Congress Votes
World Congress Votes, the resource that you pass or fail resolution with, is determined by the amount of Cities and Population that you have
  • Every City gives you +1 World Congress Vote per City level.
  • Every five Population give you another +1 World Congress Vote
  • You automatically control any World Congress Votes that your vassals would have gotten.
Some wonders can also give you a fixed amount of World Congress Votes.
  • Big Ben doubles the amount of World Congress Votes you get from the city that builds it
  • The Nashq-e-Jahan Square increases the amount of World Congress Votes you get from Vassals by 50%
  • Finally, the Palais de Versailles give you a World Congress Vote from each Great Work that you have.

The American Civilization gets bonus WCV from Happy and Extatic settlements, making them one of the most powerful force in the World Congress.

Diplomatic Victory


Master of Orion 2 is a game I'm more familiar with, and one that had a simple but very effective Diplomatic Victory system. Their equivalent of the World Congress, the Intergalactic Council, merely exists to vote for a winner. The two players with the highest amount of votes (based on Population) are automatically nominated, everyone votes. If one nominee gets a two-third majority, they win.

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The AI would vote according to a simple list of checks and balances:
  • if the AI is in an alliance with one nominee and not the other, they would always vote for their ally.
  • If an AI was at war with one of the nominees and not with the other, they would always vote for the nominee that isn't nuking their planets.
  • In all other circumstances, the AI would abstain and not pick a side. Picking a side boosts relations with the player you voted for and deteriorates the opinion of the player you didn't vote for.
In Timeline, Diplomatic Victory is exactly that. The players with the highest amount of World Congress votes are automatically nominated and thrust into a head to head vote. The AI abstains by default, unless they are close allies with one of the two nominees (they vote for them), or they DESPISE one of the two nominees. (they vote for their opponent)

Diplomatic Victory is supposed to allow players who are in a winning position and are just going through the motions to end the game with them as the winner, and also rewards players that attempt to cultivate the best possible relations with their peers.

In multiplayer, you would win the election if you automatically control 2/3rds of the World Population. Maybe I'll use one of my MAKE IT UP AS I GO tokens and pull a joint victory out of my back of tricks at a later point. :mischief:

AI Personalities

On the inbetween turn between the proposal being made public, and the vote itself, you have the opportunity to lobby the other players. The AI will do the same, according to their personality. A Xenophobic player is more likely to threaten, while a Ruthless one is more likely to lie. A Bold Player will not respond to idle threats or bribes, but a Pacifist can be coaxed into submission by a threat of all out war, if they believe the threat to be real. An Honorable player will keep their word, while a Docile one may buckle under pressure from a stronger player, and an Erratic one may change their mind on a whim.

Agenda's are still present, but they largely exist to ensure that the AI player always plays up to their strengths. The effect on relations is much smaller than it normally would be, as leader personalities determine the bulk of why they don't like you.

Personalities represent the morals and values of every leader, they approach towards life and rulership. Each personality has its own idea behind what good leadership is.

Each leader has one default personality, and two alternate personalities. The chance of rolling their default personality in a game is 60%, the chance for rolling one of the alternate personalities is 20% each.


Playing with 'RANDOM PERSONALITIES' on will pick any Personality except for the Opposite one, if there is one.

There are nine possible leader personalities an AI may roll in Timeline:

  • Spoiler Personalities :

    • Aggressive: - This is the default personality. Leaders with this personality will do as well as they can to win the game according to their prefered Strategies. An Aggressive Scholar will try to discover as many Technologies as they can. An Aggressive Militarist will try have the largest possible army their economy allows.
      • Aggressive leaders appreciate those that don't compete with them in their fields, but achieve good results in others.
      • They also like to solve their problems through violence. Regardless of strategy, Aggressive leaders will always have a large army, and won't be afraid to bully weaker players, and even invade them.
      • Aggressive leaders are likely to become Warmongers due to their approach towards winning the game, and tend to like other Warmongers as well. They dislike players with a Peacekeeper reputation, as they -in their eyes- persue a weaker and less efficient path towards the ultimate goal.
      • The opposite Personality to Aggressive is Pacifistic.
    [*]
    • Bold: - This is the other "Warmonger" persona in the game, but a much more benevolent one. Bold leaders are -as the name implies- individuals who appreciate grand gestures. They love competition, and tend to like leaders that compete in the same fields as they do, and even moreso if these leaders are ahead of them.
      • Bold leaders enjoy thrills - they will very often demand tribute irrespective of relationship, and there are few negative consequences if you decline. They will often ignore demands, but may humour requests from time to time, if they like you enough.
      • They tend to not hold longterm grudges from wars either.
      • A bold leader's ultimate goal is to live gloriously, and appreciate those that help them attain that goal, ideally as equal partners
      • Bold leaders tend to vote for the strongest players in Diplomatic Elections, regardless of relationship.
      • Leaders with a default Bold personality cannot become Docile with Random Personalities on.
      • The opposite Personality to Bold is Docile.
    [*]
    • Docile: Docile leaders are malleable and easily impressed. They're timid and skittish, and will in the early game easily be bullied or passed over by the larger personalities in the game. Docile leaders are fearful and cautious by default, and can easily the coaxed into doing things they don't want to do, just to stay out of trouble.
      • Leaders with a default Docile personality tend to have very strong abilities, with their personality delaying their inevitable dominance. Docile leaders are supposed to be timid, and will only become aggressive then they think they can win (which they assess much more cautiously as the other personalities). If a Docile leader is able to build up enough power to turn aggressive, you know you're in deep trouble.
      • Docile leader personalities are more likely to appear on lower difficulty settings and less likely to appear on higher difficulties. All Docile leaders become Erratic by default on Deity, while all Erratic leaders become Docile by default on Settler.
      • The opposite personality to Docile is Bold.
    [*]
    • Erratic: Leaders with the Erratic persona are grade a pricks. They are capricious, mercurial and utterly impossible. Their behaviour isn't completely random. However, they might take a slight misunderstanding in a completely wrong way, blowing it up in a bitter feud. Conversely, what others might consider to be a huge faux pas they might choose to forgive on a whim.
      • Erratics aren't your friend. They're the players to you turn towards when you have absolutely nobody else backing you. What is could be a game-ending partnership on paper may in reality be your only salvation in times when the rest of the world hates your guts.
      • The exact amount of Relations gained and lost through diplomatic actions are randomized for leaders with this personality. Not the fact that you would gain or lose relations. They don't care about your reputation either unless when it suits them. Same with the minimum requirements for diplomatic agreements. Erratics that hated you one turn can propose an alliance on the other.
      • Erratic leaders are also prone to changing their mind and randomly threatening their allies on a whim. They're like that, it's just how it is. And you'll hate them for it.
      • There's no clear opposite personality to Erratic, but the amount of Erratic leaders goes up as the difficulty of the game progresses, and they become increasedly more difficult to deal with. On Deity, Erratics can randomly choose to end your alliance with them and declare a Surprise War. With no reason other than 'felt like it'.
      • There is no opposite personality to Erratics.
    [*]
    • Honourable: Honourable leaders deal according to a strict, rigid moral code. They have a clear sense of justice and what is right, and want to hold the rest of the world to that lofty standard. Honourables are unwavering in their loyalty and easy to cooperate with. There is only one problem: they HATE being double-crossed!
      • Honourable leaders will easily turn against leaders that they deem dishonorable for breaking agreements, declaring Surprise Wars and spying, and moreso if the wronged party is someone you have high relations with. Acting like a backstabbing scumbag will cause them to re-evaluate their stance on you, and if you go too far down the rabbit hole, they will openly plot to destroy you.
      • Honourable leaders are also forthright and just in their dealings. This is the only AI personality that -once it has agreed to do something- will always do the thing they agreed on, with no chance to change their mind. It is important to understand that they expect THE EXACT SAME BEHAVIOUR from you. Once you deal with an honourable leader, that's it. You're locked in to keep up your end of the bargain.
      • Because of their rigid morality, they're also the personality the most easily manipulated by intrigue - sending a spy to an Honourable leader and planting fake evidence of a scandal can damage relationships beyond repair, but this can also blow up in your face if your deceptions come to light.
      • Honourable leaders STRONGLY dislike those with a Backstabber reputation and are very likely to form Coalitions with other leaders to eliminate Backstabbers.
      • The Honourable personality opposes the Ruthless personality.
    [*]
    • Pacifistic: As the name implies, Pacifists inherently dislike violence. They're humanists that dream of a world where everyone cooperate together, and will strive towards doing that, not out of a sense of profit, but as a sense of obligation towards humanity itself.
      • As with Honourables, relationships with Pacifists tend to start very cordial and can descend into battery acid levels of toxic if you trigger them the wrong way. Pacifists abhor excessive warmongering and will actively seek to unite the peaceful nations into undertaking drastic action via the warmongering menaces of the world!
      • Conversely, Pacifists also care deeply about their own self-image and will strive to build a Peacekeeper reputation for themselves. If conflicts arise, they will often spontaneously start to negociate peaces as a third party.
      • Pacifists aren't push-overs. They're likely to build a strong military force just to deter others from invading them and to defend themselves with in case of an emergency. They're more of a 'military police' type of personality than kumbaya one.
      • The Pacifistic Personality opposes the Aggressive one.
    [*]
    • Philantropic: Philantropists are the friendly personality type. They're charismatic individuals, bent on making as many friends as possible, expanding their network. If you encounter a Philantropic AI, you're very likely to become their friend. However, so will most others
      • Philantropists are the most likely personality to propose treaties, open borders and agree to requests. They care about maintaining as many good relations as possible, with as many AIs as possible. This talent for making friends with anyone, often allows them to befriend even the most unlikeable players.
      • However, due to having many different friends, Philantropists also tend to not take sides .They're good friends and poor allies, and are likely to back out of alliances if it puts them at odds with another one of their friends.
      • Philantropists also trend the most towards treachery out of the "friendly" AI personalities. They have no problem bribing others, usually with the intent of keeping the more unsavory parts of their personality under wraps.
      • Philantropists generally like leaders that also persue good relations with others, which can lead to two things: the creation of a lovefest alliance containing all philantropists and their friends, and a small group of outsiders that they will attempt to steamroll.
      • The Philantropic personality opposes the Xenophobic one.
    [*]
    • Ruthless: The most dangerous leaders are the Ruthless leaders, which are envisioned as playing the game the same way Marbozir would play the game. By calmly plotting the downfall of the biggest threats to win, using their prefered strategy. They're backstabbers, and they're proud of it.
      • Ruthless leaders are by far the most likely to use Espionage, and leverage their findings to fabricate conflict between the strongest players, irrespective of how they feel about them. The goal is to win the game, and they will do so by any means necessary
      • Ruthless leaders aren't afraid of getting their hands dirty either, attacking stronger players after successfully bribing other players into an uneasy alliance.
      • Likewise, they aren't against teaming up with a former enemy -temporarily of course- to take down a bigger threat.
      • Ruthless leaders are the only leaders that outright like backstabbers - pragmatism is an important tool in gaining more power after all, and cutting ties with liabilities is a great way -in their eyes- to consolidate it.
      • Their attitude often puts them at odds with the Honorable leaders, whose personality they oppose.
    [*]
    • Xenophobic: Finally, Xenophobes are the token "unfriendly" personality type. Xenophobic leaders don't like your face. they don't like your culture. They don't like that you settle near them, nor that you've beaten them to a wonder. In fact, there's a lot they don't like. I suggest you get used to it
      • Xenophobic leaders are very difficult to befriend, but it is possible - it only requires you to be around the same power level as them, and play the game exactly as they do. Yes, they're narrow-minded, and because of this only approve like-minded leaders.
      • Xenophobes can be befriended if they consider you "close enough" to their cultural ideal, in which case they'll become very loyal and friendly. After all, enslaving the inferior people of the world is more fun when you have a partner in crime.
      • Due to their misantropic nature, Xenophobes are highly distrustful of those with 'too many friends', which puts them opposite the Philantropists.
    [*]
Diplomatic Actions

Diplomacy is expanded in terms of what players can do. Endeavours as in Civ7 do exist, but with their own twist:
Firstly, they're called Treaties and aren't limited to leader traits (largely because there aren't any leader traits).
Secondly, they cost Coin in Maintenance, just like they do in Master of Orion.

I will now continue to list some of the Diplomatic actions you can undertake

Treaties
> Trade Agreement: Both players lose5% of their Coin income, then regain it up to 30% of their Coin orginal income. Trade Agreements are also a prerequisite for trading Stratagems in international Trade routes.
> Cultural Exchange Program: Both players lose 5% of their Coin income, and then gradually increase the Culture income up to 25%
> Research Agreement: Both players lose 5% of their Coin income, and then gradually increase the Knowledge income up to 25%
> Interfaith Dialogue: Both players lose 5% of their Coin income, and then gradually increase the Faith income up to 25%
> Propaganda Campaign: Both players lose 5% of their Coin income, and then gradually increase the Prestige income up to 25%
> International Sanction: Both players 10% of their total Coin income to reduce Coin, Culture, Knowledge, Faith or Prestige income of a third party by the same amount as the Coin spent.
> Peace Treaty: Signs a Peace Treaty for 10 turns between the two parties with the agreed upon terms.
> Armistice: Signs a Pact of Non-Aggression between two parties that are at war. Can be broken any time. Armistices reduce the Prestige cost of Peace Treaties.
> Coalition: Join forces against a common target if the target fails to hit a pre-arranged target (lower negative reputation, lose a captured settlement, etc). If the target fails to comply, the entire Coalition attacks them.

Treaties generally can be made to last 20/30/50 turns, or indefinitely. If the last option is chosen, either party can back out whenever they wish without penalties.

Other Actions:
Positive:
> Open Borders: Military units from the two parties can enter each others territory.
> Pact of Non-Aggression: the two players publicly declare they won't attack each other. Doing so anyway results in massive Warmonger AND Backstabber reputation.
> Declaration of Friendship: notifies other players that the two participants are working together. Treaties generate more income between these two parties.
> Military Alliance: An alliance that compells the two participants to join in each other's offensive wars. All wars declared through this alliance are considered Formal.
> Defensive Alliance: An alliance that compells the two participants to defend each other if one is attacked. Declining the Call to Arms of a Defensive alliance leads to MASSIVE Backstabber reputation
> Request: Ask the target for aid: Technologies, Coin, Resources or Units, or to engage in a negative action against a third party.. This requires positive relations. The target can agree to give you these things for free (improving relations) or for a price.
> Share Intrigue: Share a secret your spies have uncovered with the target.

Negative:
> Declare War: Declares a state of War between the two parties, allowing them to capture each other's cities.
> Declaration of Rivalry: notifies other players that the two participants are working against each other. Sanctions with one leader against the other are more effective
> Denounce Reputation: notifies the other players what (negative) reputation the other player has built up with you. This costs a considerable amount of Prestige, but is cheaper if your relations are very poor
> Embargo: Bar the affected party's Trade Routes from visiting your Cities.
> Demand: DEMAND that the target hands you a Tech, lump sum, resource or City, or engages in a negative action against a third party.


Deals can be sweetened, with either you throwing in something extra, or the AI requesting something in return. the 'Extra' bit can be a Tech, a lump sum, a Stratagem, a conversion or even a Declaration of War against a third party.

And that's LARGELY the vision for dip in broad strokes. Significantly more interaction all around, and less fiddly negotiating. There is more, particularly how Reputations and player Relations work, as well as Espionage, but I think it's best to wait with that. There are a few leaders out there that have special diplomatic interactions of their own.
Ah ok that answers my question. So the Diplomacy victory centers around the number of cities and population. It's somewhat like an expedient Score victory?
 
Ah ok that answers my question. So the Diplomacy victory centers around the number of cities and population. It's somewhat like an expedient Score victory?
Yes. There is also no score victory.

Sorry but if you cannot win a game within 500ish turns... maybe you don't deserve to win? lol.

Diplomacy is basically the victory condition you enable to end games that have been dragging on. In order to win it you usually are in a dominant position anyway, and it gives you the steam achievements needed for bragging rights. ^_^
 
FIRST LOOK: The ROMAN Civilization
The most influential empire in European history, the cultural impact of the Romans can still be felt to this very day. They grew from a small city state influenced by Greek culture into a powerful empire, spanning the entire mediterranean. Even after the fall of the Western Roman Empire, the Roman identity endured on in the east, until the fall of Constantinople in 1457.

The Roman Civilization ability is
Gloria Invicta, which gives additional Amenities from Recreational buildings and victories won near Roman cities.

The Roman Civilization also have access to the
Basilica. This Law Enforcement building replaces the Tribunal, and grants bonus Prestige from each different type of building placed next to it and additional culture from Recreational buildings and Wonders placed in the same District.


Civilization Ability: Gloria Invicta
The Roman Civilization receives bonus Amenities from Recreational Buildings and winning combats near their cities. Their Capital receives additional Housing according to the size of their empire.
  • +1 :7happy:Entertainment Amenity from :7happy::7culture: Recreational buildings.
  • Spare :7happy: Entertainment Amenities can be used as miscellaneous :7happy: Amenities.
  • Winning a :c5war: battle within 2 tiles of a :c5citystate:founded or :c5occupied: occupied City Centre awards +1 :7happy: Splendor Amenity to the nearest City (up to +3)
  • The :c5capital: Capital receives +1 :c5citystate: Housing for every 3 Cities you control (not counting the Capital).
the bonus Housing increases according to the highest number of Cities you've owned at any moment, and therefore doesn't go down if you lose Cities.

Roman Unique Building: Basilica
A building fit to hold public court cases, to show the plebeians that justice is held.
Unique Tier1:c5influence:Law Enforcement Building. Replaces the Tribunal.

Tribunal base effects:
  • +1 base :c5influence: Prestige
  • +2 additional :7money: Coin
  • +2 additional :c5influence:Prestige from adjacency to Government buildings
  • +1 additional :c5influence:Prestige form adjacency to Law Enforcement buildings
  • Eliminates the penalty to :trade: Efficiency from Distance
  • Reduces :c5war: Crime by -3
  • Increases the :c5influence: Prestige stockpile by +20
  • Specialist slots: 1 :c5citizen: Scribe
  • One per District and one per City Level.
Scribe Specialists give +2 :c5influence: Prestige and +1 :c5greatperson: Great Statesman Point.

Additional or changed effects for the Basilica:
  • +1 additional :c5influence: Prestige from adjacency to unique building types. (replaces the usual Tribunal adjacency of +2 Government and +1 Law Enforcement)
  • This District generates +10% :7culture: Culture per Recreational building or World Wonder placed inside.
  • If you have a :religion:Pantheon or :religion: State Religion, and it is present in this City: +1 additional :c5faith:Faith

All Roman Factions have access to the Gloria Invicta ability and Basilica building.

The Roman Civilization has two factions: Byzantium and Imperial Rome.

Roman Faction - BYZANTIUM
After Emperor Constantine moved the Capital to Constantinople, the power shifted in the Roman Empire. Constantinople; not Rome has become the heart of the empire, and the western side of the empire fell to invading Goths and Huns. The Empire lived on in the east, named "Byzantium" by present-day scholars to distinguish it from the juggernaught that once stretched across Mare Nostrum. From Constantinople, a former Greek city, the Romans hellenized themselves until they became a distinct entity, both Roman and Greek at the same time. The empire withstood many invasions after finally falling to Mehmet II's invasion, ushering in centuries of Ottoman rule.

The Byzantine ability is Pronoia - Their cities receive bonuses to defence, World Congress Vote generation, and purchase costs the further away they are from the Capital, but also have lowered Production. Their military units receive bonus Combat Strength when defending these settlements. The Capital itself receives bonus yields for every City that is far away.

The Byzantines have two Unique Units at their disposal: The Tagma, a Cavalry unit that has bonus HP for every other Cavalry unit in their stack, and the Dromon, a Warship that inflicts residual damage over time on opposite warships.

(note: all Civs with a Naval unit also receive a unique land unit to help them on land maps. The land unit ONLY appears on designated land maps. )

Byzantium also have a second unique building, the Hippodrome, which gives Amenities for every copy of an 'Animal 'Resource improved by the city it's built in.



Faction Overview: BYZANTIUM
1750499761976.png

Default jersey: Gold on Purple
Adjective: Byzantine
Your in-game name is
'BYZANTIUM'

Byzantine Faction Ability:
Pronoia

Byzantine cities receive a bonus to :c5strength:Fortification and a penalty to :7prod:Production the further they are from the Capital. The Byzantine Capital receives a flat bonus yields for every controlled City that is at least five tiles away.
  • The Capital receives +2 to :7food::7prod::7money::7culture::7science::c5faith::c5influence: ALL YIELDS for every :tourism: founded and :c5trade: connected City that is 5 tiles or further away (capped at 10 tiles away).
  • Cities founded by you that are 5 tiles or further away from the capital receive +1 :c5strength: Fortification per Core, and -5% :7prod: Production for every five tiles they are away from the Capital.
  • Only founded Cities on the same landmass or continent as the Capital count towards this.
Founded cities on different landmasses but the same continent do count, and so do cities on the same landmass but a different continent.
Edit: added a cap so this isn't absurdly overpowered on land-heavy maps.

Byzantine Unique Unit: Dromon
The staple ship of the Byzantine navy, ready to unleash a deadly barrage of Greek Fire.
Unique Warship.

  • When attacking, inflicts the :c5razing: Greek Fire condition, which does residual damage for three turns.
  • Can :c5rangedstrength: bombard adjacent tiles at 50% of the usual :strength: Strength.
  • Inflicts full damage against :c5strength: Fortifications when using :c5rangedstrength:Land Bombardement.
  • This unit is mutually exclusive with the Tagma
Byzantine Unique Unit: Tagma
A regiment of the Emperor's most valued heavy cavalry.
Unique Heavy Cavalry. Replaces the Knight.

  • +3 :strength: Strength compared to a Knight.
  • +5 max :c5plus: HP per Cavalry unit in the stack, including this one.
  • This unit is mutually exclusive with the Dromon
Both the Dromon and Tagma are optional Tech Rewards, and picking one automatically locks you out of the other.

Byzantine Unique Building: Hippodrome
When the crowd demands bread and circuses, give them horse races.
Unique Tier 2 Recreational Building. Doesn't replace anything.
  • Base Yield: +2 base :7culture:Culture
  • +3 additional :7culture: Culture from District adjacency to improved 'Animal' resources.
  • +1 additional :7culture: Culture from Building adjacency to World Wonders or Recreational Building.
  • :tourism: Tourism equal to :7culture: Culture after Flight.
  • +1 :c5happy: Entertainment Amenity per improved copy of an 'Animal' resource in this City.
  • Specialists: 1 :c5citizen: Athlete and 1 :c5citizen: Instructor.
  • One per City.
Athlete :c5citizen: Specialists give +2 :7food:Food and +1 :c5greatperson: Great Commander Point
Instructor :c5citizen: Specialists give +3 :c5goldenage: Experience to newly recruited units, and +1 :c5greatperson: Great Commander Point.


Byzantine City List
Capital
: :c5capital: Constantinopolis
Core Cities: Antiocheia, Hadrianopolis, Nicaea, Thessalonica & Trebizond.
Imperial Cities: Amorium, Ancyra, Caesarea, Cherson, Dyrrachium, Heracleia, Iconium, Nicomedia, Sinope & Smyrna.
Other Cities: Actium, Amaseia, Amastris, Amysos, Arcadiopolis, Argyrocastron, Athenae, Attaleia, Aulon, Barium, Bostra, Callipolis, Chalcedon, Chandax, Chania, Chonae, Dorylaeum, Edessa, Emesa, Euchaita, Gangra, Gerasa, Ioaninna, Isaura, Kastoria, Koloneia, Koron, Larissa, Leucosia, Malacopeia, Mantsicerta, Melitene, Mesembria, Myra, Mystras, Naissus, Odessus, Patrae, Philipopolis, Ragusa, Samosata, Sardica, Scodra, Sebasteia, Serres, Theodosia, Theodosiopolis, Tyana & Zara.


Spawn: The first Byzantine Settler starts on a rough plains tile adjacent to at least one coastal tile.
Terrain bias: Coast, Rough terrain.
Resource Bias: Horses, Marble

ALEXIOS KOMNENOS leads BYZANTIUM in Timeline
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In an Eastern Roman Empire ravaged by Seljuk Turk invasions, general Alexios Komnenos usurped the throne. Through shrewd diplomacy and effective military strategy he was able to defeat the Turkish hordes, and restore much of Byzantium to its former glory. The Komnenoid Restoration had begun, which would later be immortalised by his daughter Anna's epic poem, the Alexiad.

Alexios 's ability, Alexias, reflects his strong defensive tactics forever immortalized in the Alexiad. His units are stronger when stationed inside his borders and earn Great Commander points whenever they defeat enemies on a Byzantine core tile. Each time Alexios earns a Great Commander, a new chapter of the Alexiad is written, granting him a free Great Work of Literature.


Alexios Komnenos speaks Medieval Greek.

Alexios Komnenos's Ability: Alexias
Alexios specializes in defensive wars and his troops generate Great Commander points when picking fights on Byzantium's Core tiles. The first time one of Alexios's units defeats an enemy in Combat, he receives a Unique Great Work called 'The Alexiad', which gains Culture every other time one of Alexios's units defeats an enemy inside Byzantium's borders. After Theology, The Alexiad also gains Prestige.
  • +5 :strength: Combat Strength to all Byzantine units inside Byzantium's borders.
  • Every enemy unit defeated on or next to a Byzantine Core border gives Alexios +2 :c5greatperson:Great Commander Points per Technological Era.
  • Whenever Alexios earns a :c5greatperson: Great Commander, he gets a Codex that gives +2 :7science:Knowledge and +2 :c5faith: Faith when displayed.


Personality & Strategy:
  • Alexios's default personality is Aggressive, which makes him more likely to declare war against weaker opponents.
    • His alternative personalities are Bold and Honourable.
  • Alexios' default Strategies are Warlord, which focuses building up a strong military, and Scholar, which focuses on Specialists and research.
  • Alexios' agenda is Renovatio Imperii
    • Increased flavour towards reparing pillaged and destroy tiles and buildings.
    • Generally high Flavour towards improving unimproved tiles and building up an armies.
    • Likes to assign Specialists in Instructor slots (which generate Great Commanders)
    • Appreciates players that do not pillage, and those that earn Great People, particularly Great Commanders.

Roman Faction - IMPERIAL ROME

The other Roman faction in Timeline is the Roman Empire itself. It was as a united Empire that Rome reaches its greatest extent, spanning from England all the way to present-day Iraq.

The Imperial Roman ability is Aquilae. The cheapest unit in every Roman Army doesn't count towards that Army's supply limit, allowing them to stack more troops into the same Army. Their Infantry also get bonus Morale for every other Infantry in the Army. Each time Rome earns a Great Commander, these bonuses increase.

The Roman Empire also has the powerful Cohort infantry unit to fuel their armies with. This band of legionnary infantry gains additional combat strength for every other Infantry unit in the Army.

The Roman Empire also has a unique improvement called the Latifundium - a farm-type Improvement to further bolster their growth and expansion.



Faction Overview: IMPERIAL ROME
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Default jersey: Yellow on Red
Adjective: Roman
Your in-game name is
'ROME'

Roman Faction Ability: Aquilae

Roman Armies have increased Army Supply, allowing them to support more units in the same Army. Their Infantry units have bonus Morale for every other Infantry unit in the Army. Both of these bonuses increase for every Great General they've earned.
  • +1 :c5war: Free unit in Armies towards the :tourism: Supply limit and :c5war: Force Limit.
  • +1 :c5war: Free unit in Armies towards the:tourism: Supply limit for every :c5greatperson:Great Commander earned by Rome. (up to +4)
  • Infantry units have +1 maximum :c5happy: Morale for every other Infantry unit in the stack, increasing by +1 for every :c5greatperson: Great Commander Rome has ever earned
The free unit the Romans get in every Army is always an Infantry unit. If none of the units in an Army are Infantry, then the cheapest unit (in terms of production cost) is free instead.
NB: stacks only count as 'Armies' if there are 4 units or more present in the stack. This also applies to Navies and Air Fleets.
The Morale bonus applies to all stacks, not just armies.


Roman Unique Unit: Cohort
A regiment of the finest legionnaires the Empire has on offer.
Unique Heavy Infantry, replaces the Swordsman.

  • +1 :strength: Strength for every other Infantry unit in the Stack.
Roman Unique Improvement: Latifundium
A strip of state-owned land, processing agricultural goods.
Unique Farm-like Improvement:
  • +1 base :7food:Food
  • +1 additional:7prod: Production
  • +1 :c5citystate: Housing if placed on a 'Crop' Resource.
  • +1 additional:7food: Food from adjacency to 'Crop' resources
  • +1 additional :7prod:Production from adjacency to 'Animal' Resources.
  • Cannot be placed adjacent to another Latifundium.
  • Counts as a Field for the purpose of adjacency bonuses and improvements via Techs.


Roman City List
Capital
: :c5capital: Roma
Core Cities: Capua, Mediolanum, Neapolis, Ostia & Ravenna
Imperial Cities: Antium, Aquileia, Ardea, Arretium, Circeii, Cumae, Patavium, Tarentum, Velitrae & Verona.
Other Cities: Adria, Aemona, Alba Fucens, Alba Longa, Ariminium, Arpinium, Barium, Beneventum, Brundisium, Caesaraugusta, Caesarea, Capri, Carnuntum, Clusium, Colonia, Cosa, Cremona, Dertona, Eboracum, Florentia, Hispalis, Lavinium, Marciana, Mogontiacum, Placentia, Pompeii, Salernum, Salona, Satricum, Segovia, Setia, Signia, Singidunum, Sirmium, Tarquinii, Ticinum, Tomis, Tres Tabernae, Treverorum, Ulubrae, Veii, Viroconium, Volsinii & Volubilis.



Spawn: The first Roman Settler starts on an elevated rough tile adjacent to a minor river and a Marble resource.
Terrain bias: Minor River, Rough
Resource Bias: Marble, Wine.

LIVIA leads IMPERIAL ROME in Timeline
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The empress-consort of the Augustus Caesar, Livia played a pivotal role in shaping the Roman Empire into what it became. Showing good instincts for intrigue, she married Octavian before he became emperor and installed her son Tiberius as successor to the throne. In public, Livia was a notable patron of the arts and a paragon of Roman virtues. In private, she was Augustus's confidante who helped him maneuver the politics in the new empire. After her death, she was made a Goddess with virtue and oaths as her main portfolio.

Livia's unique ability, Diva Augusta, exemplifies her domestic strengths. She grants a bonus towards Construction or Recruitment based on whether she's at War or not, with the larger bonus being applied to the Capital. Her Recreational and Environmental buildings are also cheaper. This allows Rome to grow strong in times of peace and remains stable in times of war.


Livia speaks classical Latin.

Livia's ability: Diva Augusta
If Livia is at War, she receives a major bonus to Contruction in her Capital and a minor bonus to Recruitment in her other cities. If Livia is at Peace, she receives a major bonus to Recruitment in her Capital and a minor bonus to Construction in her other cities. Recreational and Environmental buildings are discounted.
  • If at :c5faith:Peace with all other Players, receive +25% :7prod: Production towards Construction in the :c5capital: Capital and +:7prod:10% Production towards Recruitment in all other Cities
  • If at :c5war: War with at least one Player, receive +25% :7prod: Production and towards Recruitment in the :c5capital: Capital and :7prod:+10% Production towards Construction in all other Cities
  • :7culture::7happy: Recreational and :7food::health: Environmental buildings are 33% cheaper to :7prod:Construct and :7money: Rush.
The bonus towards production applies to the base Production output of the City, and stacks with similar modifiers. It only applies to either Construction (Buildings/Wonders) or Recruitment (Units).
Hostilities with Minor Powers do not count towards being 'at War'.

Recreational buildings include the Arena and Theatre, while Environmental buildings include the Aqueduct and the Garden.


Personality & Strategy:
  • Livia's default personality is Bold, which causes her to respect those that compete in the same areas as her, and show competence. She is also more prone to demand tribute and is harder to intmidate.
    • Livia can also appear as the Aggressive or Ruthless personalities

  • Livia's default Strategies are Builder, which focuses on building up high Production and constructing World Wonders, and Ecologist, which focuses on high Food output, Housing, maintaining high City Health and reducing Pollution.

  • Livia's agenda is Panem et Circences
    • Livia will always try to maximize the City Approval and City Health ratings in her Capital.
    • She will prioritize building Recreational and Environmental buildings whenever possible.
    • Livia is also more likely to use Espionage than normal.

As the Romans, victory in the field of battle leads to eternal glory in the Imperial capital. The Livia's Rome is a growth and production powerhouse, always ready for conquest with their large stacks of Cohorts, while Alexios's Byzantium rewards early expansion and mid-game defence with eternal remembrance in the form of a Codex anthology. How you bring triumph to the empire? What mark will the Romans leave on your TIMELINE?
 

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CONCEPT: ANTIQUITY WONDERS

Wonders are one of those 'I haven't fully figured them out yet, I'll make it up as I go type of things, do I'll develop them in batches.

I've already selected which 60 wonders I wish to include, 10 per Technological Era. So I will include them in batches.

There are two World Wonder archetypes: Landmark Wonders and Architectural Wonders.

Landmark Wonders take up a whole tile and grant adjacency bonuses from "Wonder" to all buildings in adjacent districts. They count as improvements, and can be built by Workers. Landmark Wonders typically span across multiple tiles. However, their bonuses persist as long as ONE segment remains intact. Landmark Wonders usually take 10 turns per tile to complete by a single worker. Additional workers assigned to building the Wonder remove 2 turns from the timer.

All Landmark Wonders increase the :greatwork:Appeal of their tiles and all adjacent tiles by +1.

(and if anyone wonders, yes I got the idea of 'Landmark Wonders' from playing Old World. It's pretty good game, with good mechanics!)

Architectural Wonders have to be placed inside Districts, (if there's no district present, it will create one but the District's cost will be added to the Production cost) and are constructed using the Production of the city. They take up a 4 tile diamond inside of their district unless stated otherwise. Terrain requirements apply to where the District is placed (in situations where you've placed the District ahead of time) They count as Tier 4 buildings for the purpose of adjacency and modifiers that care about 'building tiers'.

All Architectural Wonders generate +4 Spendor Amenities, which satisfy one Population each. More on that when we talk about Amenities.

nb: Districts on Navigable Rivers typically have three unavailable tiles in the centre, and therefore don't support World Wonders. More on that when we talk about City Planning

All Wonders generate :tourism: Tourism equal to their base :7culture: Culture yield and:tourism:Pilgrimage to their base :c5faith:Faith yield. Any additional :tourism:Pilgrimage or Tourism added by Technologies (typically at Theology and Flight) is additive with this bonus. More on that when we talk about Tourism and Pilgrimage.

Unlike in previous iterations, Wonders can be destroyed and overbuilt by the owner to make space for something else. This will remove its all of the Wonder's active effects. Removing a Wonder recoups 20% of its cost as :7prod:Production in the City's stockpile. Effects that persist after the Wonder is destroyed will be labelled as 'PERMANENT'.

Likewise, buildings can be moved inside the city and between its Districts, which temporarily destroys and rebuilds them, at half the usual Production cost. This is useful if you want to build an Architectural Wonder, and find yourself running out of space.

Below is the list of the Wonders that are unlockable in Antiquity, and their bonuses. Bonuses are subject to change, however!

ETEMENANKI
Tier 4 Education building
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  • Base Yield:+1:7science:Knowledge, and +1 :7science: Knowledge for every 10 :7prod: Production in this City.
  • :tourism: Tourism equal to :7science:Knowledge after Flight.
  • +1 :7prod: Production on all Navigable River tiles and +1 :7science: Knowledge on all improved wet tiles in this City.
Must be placed on a wet tile adjacent to a Navigable River.

Etemenanki is an excellent early game Science wonder that gives a decent amount of production and Knowledge to get the ball rolling. It doesn't contribute to Cultural Heritage until Flight however, as it lacks an inherent output of Culture, Faith or Tourism until then.


HANGING GARDENS
Tier 4 Recreation building
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  • +2 :7culture: Culture, and +1 :7culture: Culture for every 10 Food in this City.
  • :tourism: Tourism equal to :7culture: Culture after Flight.
  • The amount of :7food:Food required to grow a :c5citizen: Population is reduced by 20% in this city.
  • This City suffers no :yuck: Pollution from :c5citizen: Population.
Must be placed adjacent to a navigable river.

Hanging Gardens does what it typically does - it allows the city that build it to grow. The stronger the growth rate in the city, the more Culture and Tourism it will eventually generate. Population is one of the main factors behind Pollution in this game (which itself is one of the main contributers to a lower City Health rating), indirectly also giving you a massive boost to City Heath that increases the chance for a Baby Boom event.


KHUFU'S GREAT PYRAMID
Tier 4 Healthcare building
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  • +2:7culture: Culture, and +1:7culture: Culture for every :c5greatperson: Great Person recruited in this city.
  • :tourism: Tourism equal to :7culture: Culture after Archaeology.
  • All Craftsman, Priest, Scribe and Tutor :c5citizen: Specialists in your empire operate one level higher than normal.
Must be placed on a desert tile adjacent to a navigable river.

This iteration of the Pyramids zooms in on the expertise that went into building it. Specialist mechanics are yet to be explained, but the City that has Khufu's Great Pyramid will get more yields from the Specialists of the listed type. Typically, Wonder Tourism normally kicks in after Flight, but with Wonder it happens a Technological Era earlier, at Archaeology.

MA'ABED OF AMRIT
Tier 4 Worship Building
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  • +2:c5faith: Faith, and +1 :c5faith:Faith from each maritime :trade:Trade Route connected to this City.
  • :tourism: Pilgrimate equal to :c5faith: Faith after adopting a :religion:State Religion
  • :tourism: Tourism equal to :c5faith: Faith after Flight
  • +2 :trade:Trade Route Capacity in this City.
  • +25% Maximum Length to all your maritime :trade:Trade Routes
Must be placed on a river tile adjacent to a Coast.
Requires a Pantheon.


This Phoenician water temple is the first religious tourism wonder that you unlock. It's a very useful wonder if you care about maritime trade and religious victory, which is the case for several Civs and Factions!

NAZCA LINES
Landmark Improvement
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  • +2 :7culture: Culture per tile, and +1 :7culture: Culture for every adjacent Mountain.
  • :tourism: Tourism equal to :7culture: Culture after Flight
  • All buildings in this City gain +1 Food adjacency from Mountain tiles.
Must be placed on Plains or Desert terrain within 2 tiles of a Mountain.
Nazca Lines has three segments, and spans across three tiles in a straight or bent line.
The bonuses persist as long as one segment is intact.


The Nazca Lines, as a Landmark, do not cost Production but Worker time to complete. The space requirements are less daunting than they sound - every district in the game can house up to 7 buildings, which delays your urban sprawl. The Wonder is designed to be built in inhospitable terrain, allowing the city that builds it to grow and be of relevance.

ORACLE OF DELPHI
Tier 4 Worship building
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  • +4 :7culture: Culture, and +2 :c5faith: Faith for every City in six tiles with the same Pantheon and/or Religion.
  • :tourism:Pilgrimage equal to :c5faith:Faith after adopting a :religion:State Religion.
  • :tourism:Tourism equal to :7culture: Culture after Romanticism
  • PERMANENTLY double the effects of your Pantheons in all owned Cities.
  • Building the Oracle of Delphi PERMANENTLY locks you out of founding a Monotheistic Religion.

Must be placed on Rough terrain.
Requires a Polytheistic Pantheon.


Religion isn't typically the take for the Oracle, but I think it's a fun spin on it, improving your Pantheons. Religion in Timeline is tied to your choice to go Monotheistic (which unlocks Christianity, Islam, Judaism and Zoroastrianism), or Polytheistic (which unlocks Buddhism, Hinduism, Eastern Zen and Tengrii) when researching Mysticism, and the Oracle specifically is designed to reward players that chose Polytheism. (there is a wonder in Classical that rewards Monotheism instead)

SINE NGAYÈNE
Landmark and Quarry Improvement
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  • +2 :7culture: Culture per tile.
  • All tiles with Quarry improvements within 6 tiles of this World Wonder generate +1 :7culture: Culture.
  • All owned Cities with a Pantheon receive the effects of the Stone Circles Pantheon (+2 :c5faith: Faith from improved 'Stone' Resources), which stacks with any other Pantheon already present there.
Sine Ngayène spans across four tiles, and all segments much touch each other (diamond shape). There is no other terrain requirement.
The bonuses persist as long as one segment is intact.
Requires a Pantheon


This Wonder is effectively African Stonehenge, and cares about quarries. The four tile requirement is a nod to the four stone circles that make up the site. As with Nazca Lines, you only need one segment to remain intact after building it, in order to benefit from the entire bonus.

STONEHENGE
Landmark Improvement
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  • +2:7culture: Culture, +2 :c5faith: Faith and +1 :c5faith: Faith on this World Wonder for every 4 Fields within 6 tiles of this World Wonder.
  • :c5citystate: Tourism equal to :7culture:Culture AND :c5faith: Faith after Flight.
  • +1 :7food: Food on Fields in this city

Must be placed on a Rough tile or an Open Grassland tile.
This World Wonder takes up only one tile, but requires 30 additional Worker turns to complete.
Requires a Pantheon
.

Stonehenge is a landmark, but only spans one tile. Since it was built to be a Calendar, it feels only fitting to give it a bonus related to agriculture.


TEMPLE OF ARTEMIS
Tier 4 Worship building
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  • +2 :7culture: Culture, and +1 :7culture:Culture for each improved 'Hunting Camp' resource in this city
  • :tourism: Tourism equal to :7culture: Culture after Flight
  • +1 :7prod: Production on all Hunting Camp and Pasture improvements in this city.
  • Archers trained in this City receive the:c5plus: Sacred Hunt promotion, increasing the rate at which they gain :c5goldenage: Experience from :c5war: combat by +50%

Must be placed on a vegetated tile or adjacent to a Hunting Camp
Requires a Pantheon


The Temple of Artemis retains its Hunting Camp and Archery focus from Civ6, which is befitting for a temple dedicated to the Goddess of the Hunt.


UFFINGTON WHITE HORSE
Landmark Improvement
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  • +2 :7culture: Culture per tile
  • +1 :7culture: Culture on each Pasture improvement in this city.
  • :tourism: Tourism equal to :7culture: Culture after Flight
  • Buildings in this city gain +1 :7money: Coin adjacency from Pasture improvements and from this World Wonder.
Requires two adjacent tiles, and the first one must be a Grassland Cliff tile.
The bonuses persist as long as one tile is intact.


This large horse, carved into the white rocks of England, serves as Timeline's Pasture-themed wonder.
 

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There are six Technological Eras: Ancient, Classical, Feudal, Renaissance, Industrial, Atomic and Modern.
 
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