TIMELINE: A Civilization concept by Lord Lakely

Aspasia is probably unlikely due to her being a non-leader (don’t remember Lakely’s stance on those)
I picked Lidia to lead Rome, so.... Consorts and national heroes are both fine, if they actually demonstrated competence during their lifetime and theoretically could have led their Civ to greatness. Lidia isn't the only consort I picked either - there are at least two more coming.

Rulers that were somewhat inept but interesting characters are also fine with me. (ie: Ludwig II, who is not one of the leaders I picked, but he could have been)

Using Civ 7's roster as an example: I have no problems with Jose Rizal, Lafayette, Tubman or Franklin. All of them fit that bill. A disastrously incompetent but interesting ruler like dowager empress Cixi would as well (again citing an example of someone I did not choose.)

The leader choices I have a problem with are those that never led, never could have led and have no business being the sole representative of their Civ. Like Ada Lovelace and Machiavelli for instance. Or Ara's oddball choices such as Howard Florey, Hildegard von Bingen and Nicolas Copernicus.
 
I picked Lidia to lead Rome, so.... Consorts and national heroes are both fine, if they actually demonstrated competence during their lifetime and theoretically could have led their Civ to greatness. Lidia isn't the only consort I picked either - there are at least two more coming.
Well now I'm thinking that 22 could be Hürrem Sultan leading the Ottomans. That would only make sense if both the civilization and faction are called the Ottomans though. :mischief:
 
Will you list all of the buildings
(Also I noticed some buildings change types from the Civ guides)
Sure thing

These are the buildings according to my spreadsheet (uniques not included)

Education:
Library => Museum => Exhibition Hall
:7culture: Culture Base
Additional :7science: Knowledge during Festivals.
Displays :greatwork:Great Works which give :7science: Knowledge per turn (in addition to :7culture: Culture)

School => University => College
:7science: Knowledge Base
Gives bonus :7science:Knowledge based on :c5citizen:Population

Observatory => Laboratory => Research Station
:7science: Knowledge base
Gives bonus :7science: Knowledge from Mountains owned by the city $
Bonus :7prod: Production when completing Projects.
Daycare
:7science: Knowledge Base
Gives a :c5happy: Security Amenity and a :health: Healthcare Amenity.

Recreation
Arena => Circus => Stadium
:7culture: Culture Base
Additional :7culture:Culture during :c5faith: Festivals
Gives :c5happy: Entertainment Amenities
Reduces Civil Unrest, increases Crime and Pollution.

Theatre => Concert Hall => Cinema
:7culture: Culture Base
Additional :7culture: Culture from :c5citizen:Population
Displays :greatwork:Great Works that generate :7money:Coin.
Reduces Civil Unrest, increases Crime and Pollution

Tavern => Restaurant (T1)
:7money:Coin base
Bonus Coin and Culture from improved Food resources
Generates :tourism: Tourism based on :7money: Coin output.
Reduces Civil Unrest, increases Crime and Pollution

Playground
:7culture:Culture base
Gives a :health: Greenery Amenity and an :c5happy: Entertainment Amenity.

Mercantile
Inn => Hotel => Resort
:7money:Coin base
Small :c5citystate:Housing bonus
Increased :tourism:Tourism on adjacent structures.

Market Square => Market Hall => Shopping Mall
:7money:Coin Base
Additional :7money:Coin from exported Resources
The City can support more :trade: Trade Routes
Increases Crime
Scribe => Counting House => Custom's Office
:7money: Coin base
Additional Coin per passing :trade: Trade Route
Improves City Effiency.
Increases Crime

Moneylender => Bank => Stock Exchange
:7money:Coin base
Additional :7money:Coin based on Population.
Increases Crime

Airport
:7money:Coin base
The City can support more passing :trade:Trade Routes
The City attracts :tourism:Tourists from all over the world.
Increases Pollution and Crime

Law Enforcement

Watchtower => Firefighters => Engine Hall
:c5strength:Fortification Base
+1 City Line of Sight
Provides :c5happy: Security Amenities
Adjacent buildings in the same district are safeguarded from destruction.

Town Watch => Constabulary => Police Precinct
:c5influence:Prestige Base
Small additional Fortification based on Prestige
Reduces Crime generated by buildings in the same District, more if they're adjacent.
Provides :c5happy: Security Amenities.

Tribunal => Courthouse => High Court
:c5influence:Prestige Base
Reduces Crime
Eliminates City Efficiency Penalties from Distance
Reduces City Efficiency Penalties from other sources.

Growth
Granary => Silo
:7food:Food base
small :c5citystate:Housing bonus
Sets :7food:Food aside for the global Food stockpile
Increased :7food: Food on :trade: Domestic Trade Routes passing through.
Increases Crime

Storage Yard => Warehouse
:7prod:Production base
Small housing bonus
Sets :7prod: Production aside for the global Production stockpile
Increased :7prod: Production on :trade: Domestic Trade Routes passing through
Increases Crime

Well => Cistern => Reservoir
:c5citystate:Housing Base
small amount of :7food:Food,
Grants Fresh Water bonuses to cities that don't have it.
Increases Pollution.

Grocer => Supermarket
:7money:Coin base
Bonus :7food::c5citizen: Population Growth from nutrional variety



Environment
Menagerie => Zoo => Animal Park
:c5influence:Prestige base (Menagerie only)
gives :c5happy: Splendor Amenities
Allows the City to display 'Animal Resources' for bonus :7science: Knowledge and :tourism:Tourism.
Reduces Civil Unrest

Grove => City Park => Botannical Garden
:7culture:Culture base
Gives :health: Greenery Amenities,
Allow the city to display 'Plant resources' for bonus :c5faith: Faith and :tourism:Tourism
Reduces Pollution

Monument
1 :7culture:Culture base
Gives +1 :c5influence:Prestige
Reduces Civil Unrest by 1

Fountain
:c5influence:Prestige base
gives +1 :7culture:Culture
reduces Pollution by 1

Medical
Herbalist => Apothecary => Pharmacy
:7food: Food base
Gives :health: Healthcare Amenities
Bonus :7science: Knowledge on 'Plant Resources' in range.

Infirmary => Clinic => Hospital
:7science:Knowledge base
Gives :health:Healthcare Amenities
bonus :7science:Knowledge from Environment buildings in the same District
bonus :7food:Food based on Knowledge output.

Bathhouse => Swimming Pool => Wellness Centre
:7food:Food base.
Gives :health: Sanitation Amenities.
Reduces Pollution from Population.
Generates :tourism:Tourism.

Recycling Centre (T2)
:7prod: Production base.
Reduces Pollution based on how many different 'Mineral resources' the City is consuming.

Crematorium (T2)
:c5citystate:Housing Base.
Gives the same benefits as a Cemetary Improvement.

Military
Barracks => Training Grounds => Military base
:7prod:Production Base, more if Recruiting.
Additional :c5war:Force Limit and :c5citystate: Housing, for itself and adjacent military buildings.
Bonus Recruitment and Experience to any military unit built here (the bonus is larger for Infantry).

Archery Range => Shooting Range
:7prod:Production Base, more if Recruiting.
Gives bonus Recruitment and Experience to Archer or Gun class units.
Additional Fortification for every Archer or Gun class unit inside the City Garrison.
nb: Archery Ranges only affect Archers, Shooting Ranges only affect Gun units.
Requires a Barracks or Armory in the same District.

Stable => Garage

:7prod: Production base, more if Recruiting.
The Stable gives bonus Recruitment and Experience to Cavalry class units and bonus :7prod: Production on Pastures.
The Garage gives bonus Recruitment and Experience to Armor class units and bonus :7prod: Production on Mines.
Requires a Barracks or Armory in the same District.

Sieger Engineer's => Cannon Foundry

:7prod:Production base, more if Constructing.
Bonus Recruitment and Experience to Artillery units.
Requires a Barracks or Armory in the same District.

Hangar (T2)

:7prod: Production base, more if Recruiting.
Bonus Recruitment and Experience to Air units.

Armory
:7prod: Production base.
Improves the :c5war: Force Limit by +1
+5% Recruitment towards Land units.

Mess Hall
:7food:Food base, more if Recruiting;
Improves the City's :c5strength: Garrison Limit by +1.
+15% Recruitment towards Support units.
Requires a Barracks or Armory in the same District.


Worship
Shrine => Temple => Grand Temple
:c5faith:Faith base.
Gives bonus :c5faith: Faith from followers.
Grants 1/2/3 miscellaneous :c5happy::health: Amenities to 1/2/4 Followers of the appropriate religion.
Displays :greatwork: Great Works that grant bonus :c5faith: Faith and :tourism: Pilgrimage (the bonus is higher for :greatwork: Relics)
Reduces Civil Unrest based on the amount of followers of the same Religion
Increases Civil Unrest based on the amount of followers of different Religions
Temples require at least one Shrine
Grand Temples require at least one Temple.


Workshops
Workshop => Manufactory => Plant
:7prod:Production base.
Gives bonus yields based on the associated resources.
Increases Pollution by a large amount
Increases Civil Unrest and Crime by a small amount

Government
Village Hall => Town Hall => City Hall
:c5influence:Prestige base.
Additional :7culture:Culture equal to base Prestige.
Determines the City level.
All three Halls are considered Tier 1 for the purpose of Size.

Palace
:7culture: Culture Base.
Additional :c5influence: Prestige equal to Culture.
Gives bonuses based on difficulty (none on Deity).
Removes penalties to City Effiency from Distance.
Cannot be destroyed or moved.

Every Capital starts with a Village Hall and a Palace.

Not listed on my spreadsheet (Make It Up As I Go Territory):

- Maritime buildings and their effects (Lighthouse, Docks and some sort of Shipwright planned)
- the types of Worship Buildings (for the following religions: Christianity, Islam, Judaism, Zoroastrianism, Hinduism, Buddhism, Eastern Zen and Tengri)
- the types of Workshops (some are listed but the list is incomplete) (Planned: Bakery, Slaughterhouse, Mason, Carpenter, Kiln, Weaver, Mill, etc)


And I could add more later but that's heading into expansion territory, which is premature considering I haven't posted all basegame Civs yet. :crazyeye:




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No, its a medical building (as stated, it's an 'indoor' version of the Cemetary improvement)
 
I see, was confused because it was bolted and underlined

Was there also an aqueduct, palisade and Health Resort
 
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The Resort is the Health Resort.

Fortifications aren't listed yet, because IBM not yet sure *how* I want to important them. Ditto with the Aqueduct.
 
The Resort is the Health Resort.

Fortifications aren't listed yet, because IBM not yet sure *how* I want to important them. Ditto with the Aqueduct.
Ah ok
Like how the Fire Watch is the Watchtower now
 
The principles I posted weren't complex enough. Have an asymmetrical Chinese design to further suspend your disbelief ^_^.

First Look - The CHINESE Civilization
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Western fascination with Chinese culture has existed as long as civilizations itself have. China's different approaches to science, medicine, law & order, religion and traditions have been the cause of insatiable curiosity and wonder, encouraging western powers to travel east for opportunies to learn and trade. Chinese history itself dates back to the first Civilizations, slowly evolving since the first dynasty into the present day's People Republic.

China's different approach to every day problems was the inspiration for its asymetrical design. Their unique ability, Wuxing (which means 'Five Elements' in Mandarin) completely overhauls adjacency bonuses and City Planning. Chinese Cities have a fourth City Rating available to them called 'Harmony' which if high enough can give the same effects as high Happiness or Health without needing to boost the latter two.

Harmony is improved via the unique Elements and Feng Shui mechanic. Every Chinese Improvement and Building has one of five Elements, which all have different synergies with each other. Placing an Element adjacent to compatible terrain or a compatible Element will boost the improvement or building's base yield, but placing it adjacent to an element that repells it with reduce the base yield.

Positive Elemental synergies earn you a resource called Feng Shui, the sole purpose of which is to increase City Harmony. Instead of being Happy or Extatic, Chinese Cities can have Auspicious or Balanced Harmony, which grant the same benefit, and also makes it so Happiness and Health cannot drop below current Harmony levels.

Because of this system, the Chinese do not have standard adjacency bonuses on their Structures, and Amenities are less useful for them than they are for other Civilizations.


To help the Chinese accumulate easier Feng Shui, they're given a unique District, the Yuan. The Yuan doesn't have an associated Element, and grants Feng Shui for every different Element placed next to it via an Improvement. It also comes with a unique building, the Landscape Garden, which can only exist inside a Yuan District. This Environmental Building gives a small trickle of Faith, a few Greenery Amenities and most importantly, bonus Feng Shui for every different Element placed inside the Yuan District via a Building.

The Chinese have two Factions that can take this system in different directions: The Han Dynasty led by Liu Bang, the Gaozu Emperor, and the Ming Dynasty, led by Zhu Di, the Yongle Emperor.


Civilization Ability: WUXING
Chinese Buildings and Improvements have different adjacency rules. If a Chinese city has accumulated enough synergy bonuses through Feng Shui, it ignores the negative effects from Unrest and Pollution to Happiness and Health.
  • Chinese Structures are given an 🔥 Element, which overrides Types for synergies.
  • 🔥 Elements generate :c5goldenage: Feng Shui when placed adjacent to a synergistic Element, which also improves the structure's base yield per positive synergy.
    • This is always a different 🔥 Element to the one assigned to the Structure.
    • Negative :c5goldenage: Feng Shui synergies exist and happen when 🔥 Elements are placed next to one of their opposing🔥 Elements.
  • Chinese Cities are affected by an additional City Rating called ☯️ 'Harmony', which is determined by the amount of :c5goldenage: Feng Shui a City has earned.
    • Cities with Auspicious ☯️ Harmony (60+) ignore negative effects from Civil Unrest and City Happiness cannot drop below ☯️ Harmony.
    • Cities with Balanced ☯️ Harmony (80+) ignore negative effects from Pollution and low City Health cannot drop below ☯️ Harmony.

Concept Explanation: FENG SHUI
Spoiler Feng Shui explanation :


There are Five Elements: Fire (Authority), Wood (Growth), Water (Calm), Metal (Creativity) and Earth (Intelligence).
1751887170123.png


a concept of what the elemental icons could look like.


Fire gains Feng Shui from Wood (Wood fuels Fire) and loses Feng Shui from Water (Water extinguishes Fire)
Wood gains Feng Shui from Water (Water grows Plants) and loses Feng Shui from Metal (Metal Tools chop down Trees)
Water gains Feng Shui from Metal (Minerals purify Water) and loses Feng Shui from Earth (Dirt pollutes Water)
Metal gains Feng Shui from Earth (Earth holds the Minerals) and loses Feng Shui from Fire (Fire melts Metal)
Earth gains Feng Shui from Fire (Ashes return nutrients back from the soil) and loses Feng Shui from Wood (Plants drain the soil of nutrients)

In other words:

Fire should be placed near Wood and Earth, and away from Metal and Water.
Wood should be placed near Water and Fire, and away from Earth and Metal.
Water should be placed near Metal and Wood, and away from Earth and Fire.
Metal should be placed near Water and Earth, and away from Wood and Fire.
Earth should be placed near Fire and Metal and away from Wood and Water.

(the above texts appear as tooltips whenever you would place a structure of the corresponding Element)

The following things gain an 🔥 Element:
Buildings
Improvements
Terrain features except for Natural Wonders. Featureless terrain is associated with Fire by default. Terrain type is not taken into account.
Resources.

Feng Shui in cities:

Every building is given an Element, except for Government buildings, Architectural Wonders and Environment buildings which are NEUTRAL, and don't interact with the system.
The Elemental reassignments do not necessarily follow usual Building Type guidelines. The Library-line is associated with Wood, while the School-line is associated with Earth (both are Education buildings)

Every correct 🔥 Elemental synergy from Buildings gives +2:c5goldenage: Feng Shui, every incorrect one -1 :c5goldenage: Feng Shui. Neutral synergies don't give anything.
Feng Shui gives bonuses to the Building's BASE YIELD, as well as points towards the Harmony rating or penalties if they're negative.

Chinese buildings do not get standard adjacency bonuses from building types, terrain or improvements.

Feng Shui on the map

Improvements, Resources and Terrain features are all affected. Improvements supercede Resources which supercede Terrain. In other words, building an improvment on a tile always changes its element to that of the improvement. If a Resource spawns to a tile, it overrides the tile's natural element until it is improved.

Every correct 🔥 Elemental synergy by an Improvement gives +1 :c5goldenage: Feng Shui, and every incorrect one -0.5 :c5goldenage:Feng Shui (rounded up). The same amount is also added to the Base Yield of the improvement.

As with buildings, Chinese Improvements do not get Standard adjacency bonuses from adjacent Improvements.

Improvements are sorted into Elements like this:

Associated with Fire: :c5influence: Fortress, :7culture: Statue
Associated with Wood: :7food: Farm-like improvements
Associated with Water: :7food:Fishery, :c5citystate:Hamlet, :c5faith:Monastery and :7science: Observation Post
Associated with Metal: :7food::7money::7prod:Camp-like Improvements, :7money: Trading Posts
Associated with Earth: :7prod: Mine-like Improvements
Neutral: Districts, Landmark Wonders

For the purpose of improvements, the following biomes and features give bonuses to the following Elements:

Fire: Open Terrain, Mountain, Volcano.
Wood: Vegetation
Water: Fresh Water (River, Lake, Navigable River) and Coast.
Metal: Rough Terrain
Earth: Wet, Cliffs

Fire Improvements (Fortress & Statue): boosted by Vegetation, harmed by Fresh Water and Coast.
Wood Improvements (Farms): boosted by Fresh Water and Coast, harmed by Rough Terrain
Water Improvements (Fishery, Hamlet, Monastery, Observation Post): boosted by Rough Terrain, harmed by Wet terrain or Cliffs
Metal Improvements (Camps, Trading Posts): Boosted by Wet Terrain or Cliffs, harmed by Open Terrain
Earth Improvements (Mines): Boosted by Open Terrain & Mountains, harmed by Vegetation.

Resource Elements are as follows;

Fire: Cider, Coffee, Furs, Gems, Incence, Ivory, Olive Oil, Pearls, Silk, Spices, Wine and Uranium
Wood: Cedar, Cocoa, Coconut, Cotton, Dyes, Hemp, Linen, Maize, Papyrus, Potato, Rice, Rubber, Tobacco and Wheat
Water: Banana, Dates, Figs, Fish, Honey, Lobster, Pineapple, Pomegranate, Seashells, Sugar, Tea and Whale Oil.
Metal: Aluminium, Clay, Copper, Coral, Gold, Gypsum, Iron, Mercury, Nitre, Petroleum and Silver.
Earth: Camels, Livestock, Horses, Granite, Jade, Limestone, Marble, Pigs, Salt and Wool.

(list of Resources subject to change)

The Chinese get additional lenses, tooltips and menus to help players plan their Cities accordingly.


Civilization Unique District: YUAN
A place of tranquility inside the bustle of the city.
Unique District for the Chinese Civilization
  • +2 :c5goldenage: Feng Shui for every different non-recurring 🔥 Element placed next to it via an improvement
  • Comes with a free building, the Landscape Garden
  • Only Tier 1 buildings of the :7happy: Recreation,:7science: Education, :7inf:Environment, :health: Medical and :c5citystate: Government types may be placed inside. Residences may also appear.
  • Cities can support 1 Yuan per City level.
  • Cannot be placed on Navigable Rivers, Coast or Mountains.
  • Must be placed on top of a Core, adjacent to another District.

Default lay-out of the Yuan District:
1751879137403.png


Civilization Unique Structure: LANDSCAPE GARDEN
Unique Tier 1 Environment building for the Chinese Civilization (Neutral)
  • Spawns in the centre zone of every Yuan District
  • +2 :c5faith: base Faith
  • +1 :health: Greenery Amenity for every Environmental building in the same District
  • +1 :c5goldenage: Feng Shui for every different 🔥 Element placed next to it via a Building.
  • Can only exist inside of a Yuan District.

Factions in PART TWO
 

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Chinese Faction #1: HAN
1751905477317.png

Ruling over China for about four centuries, the Han period is considered the first true Golden Age in Chinese history. Under the Han, the empire prospered, as arts and science pushed to never before seen heights. An intricate bureaucracy and commandery system formed the backbone of a realm that was both stable and organized, to a degree that would never be seen again in China. It is no surprise that the Chinese to this day refer to themselves as 'Han'.

But what the Han are arguably the most famous four outside of China is their inventive power: Paper, the compas, gunpowder and printing all trace their origins to the Han. These are the 'Four Great Inventions' which is also the name of Han's ability. The Han receive four Eureka! Tokens, usually only available to whoever builds the Uraniborg World Wonder, at the start of the game, which they can use to instantly for a Scientific Breakthrough, granting them the Tech they're currently researching with all rewards.
The Han also earn an additional Eureka! Each time they earn a Great Scientist or a Great Statesman.
Han's unique unit is the Guandao. This unique Spearman is much stronger than a regular Spearman, and gains bonus Defence when near Civilian units.
The Han's penchant for paper making is reflected in their unique Structure, the Zhao Zhi Gong or 'Paper Maker'. This unique Workshop grants Knowledge to Improved 'Plant resources' in its city. Like all Workshops, it can be upgraded to higher levels, unlocking more bonuses, but doing so makes it produce more Pollution, Unrest and Crime.


Faction overview: HAN
Default Jersey:
Red on light yellow
Adjective: Han
Your in-game name is 'HAN'
Spawn: The Han Settler starts on a grassland tile within 2 tiles of a Mountain AND a navigable River.
Terrain bias: Grassland, Navigable River
Resource Bias: Jade, Rice.

City List
Capital
: :c5capital: Chang'an
Core: Changsha, Chengdu, Guangling, Handan, & Luoyang
Imperial: Anyi, Daifeng, Dingtao, Dunhuang, Ji, Jimo, Linzi, Panyu, Qufu & Xuchang
Other: Chen, Daixian, Dailiang, Dingxiang, Dongwu, Duling, Gaomi, Gaoling, Gaoping, Gongyi, Guangxin, Huaili, Jiaodong, Jianling, Jiangzhou, Jianye, Jinyang, Liangzhou, Longbian, Palongcheng, Pencheng, Qiao, Qingzhou, Qiongdu, Shouchen, Wan, Wuxi, Xiadu, Xiapi, Xintian, Xinzheng, Yangzhai, Ye, Ying & Yong.

Han Faction Ability: FOUR GREAT INVENTIONS
  • Start the game with 4 :7science: 'Eureka!' tokens that you can spend to immediately force a :7science: Scientific Breakthrough, which when spent Discover and Integrate the Tech you're currently researching with all possible Rewards.
  • Earn another :7science: 'Eureka!' token each time you earn a :c5greatperson: Great Scientist or :c5greatperson: Great Statesman.

Han Unique Unit: GUANGDAO
Armed with a Glaive and clad in a heavy brigandine, the Guangdao defends the realm from invaders.
Unique Light Infantry unit, replaces the Spearman
  • +5 :strength: Strength over the Spearman
  • +5 :strength: additional Defensive Strength when in a one-tile range of at least one Civilian unit.

Unique Structure: ZHAO ZHI GONG
The place where plant fibers are milled into precious paper.
Unique Workshop (
Fire)
  • +2 / + 4 / + 8 :7prod: Production
  • Starts a Paper Industry in the city that builds it.
  • At tier 1: +1 Knowledge to improved 'Plant Resources'
  • At tier 2: +2 :7money:Coin to improved 'Plant Resources'
  • At tier 3: +1 :7prod: Production on all Lumber Camps and improved Plant Resources.
  • Increases Pollution by a large amount, and Civil Unrest and Crime by a small amount (scales with upgrades)
  • Specialist Slots: 1 / 2 / 3 :c5citizen: Magistrates (+2 :c5influence: Prestige and +1 :c5greatperson: Great Statesman Point)
Cities can only have one kind of Industry per City Level.

LIU BANG, the GAOZU EMPEROR leads the HAN in TIMELINE!
1751905440278.png

Born into a peasant family, Liu Bang worked as a Scribe and law enforcer before the Qin dynasty collapsed. He renounced his duties as a civil servant, took up arms against the Qin and eventually conquered them, ascending to the throne as Emperor Gaozu of Han. His actions laid the foundation for Han's Golden Age, making him one of the key figures in Chinese history.
Liu Bang's unique ability is called 'Keju', which is the imperial examination civil servants had to pass in imperial China. His Specialists generate Feng Shui and Efficiency to their city, or additional Great Person Points if both are maxed. Populations assigned to Improvements give additional yields depending on the improvement's Element, and more if the City has high overall Harmony. Specialists however consume Production due to higher maintenance costs.

He speaks Old Chinese.

Rest below
 
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Liu Bang's Leader Ability: KEJU
  • +2 :c5goldenage: Feng Shui and +2 :c5trade: Efficiency in Cities per :c5citizen: Population assigned as a :c5goldenage:Specialist.
    • if the city is at maximum Harmony or Efficiency, this becomes +1 :c5greatperson: Great Person Points for the associated Great Person.
  • :c5citizen: Populations assigned to Improvements give +1 yield based on the Element if the improvement generates positive :c5goldenage: Feng Shui
    • The bonus yield is as follows: Fire: :c5influence: Prestige, Water: :7science: Knowledge, Wood: :7food:Food, Metal: :7money:Coin and Earth: :c5faith: Faith
    • This improves to +2 if ☯️ Harmony levels are at least Auspicious
  • PENALTY: All Specialists cost 1 :7prod: Production in maintenance.

Liu Bang's default personality is Philantropic, reflecting his cooperative and compromsing nature. Liu Bang can also roll Aggressive or Erratic as his personalities.

Liu Bang's default strategies are Scientist, which focuses on Knowledge gains and Specialists, and Expansionist, which focuses on settling many cities and improving as many tiles as possible.

Liu Bang's Agenda is 'High Ancestor'.
  • Improved Flavour towards using Specialists (Competent administrators are required to supplement China's bureaucracy)
  • Improved Flavour towards maximizing Feng Shui whenever possible (Believes everything has its optimal place in the universe)
  • Improved Flavour towards obtaining as many Tech Rewards as possible. (Promotes natural curiosity between his scholars)
  • Approves of leaders that have discovered many different Tech rewards and have had many Scientific Breakthroughs. (Appreciates those with common interest towards the natural world)
  • Disapproves of leaders that have discovered only a handful of Tech rewards and haven't had many Scientific Breakthrough. (Believes apathy and complacency hinder progress)
Faction#2: MING
1751905638217.png


The Ming Dynasty is the most recognisable period of China to foreigners. Their industriousness and cultural refinement were legendary. Ruling China for about three centuries, the Ming emperors were hands-off rulers, allowing their administration to take care of local government, as the Capitals of Nanjing and Beijing grew larger and flourished. The main hurdle of the Empire was its often suffocating bureaucratic red tape, which allowed it to remain stable, but limited its growth.

The Ming unique ability is based on the instructions left by their first emperor, the 'Huang Ming Zuxun'. Ming cities are hampered by efficiency problems and penalties to effiency from Distance from the Palace are doubled. However, the Ming get a few advantages to off-set that. Their Harmony rating increases the maximum Efficiency cap in their Cities if it's Auspicious or Balanced, allowing the Ming to have a higher yield ceiling.

Ming Cities can also support additional population at the first two City levels, and have additional Housing per city level. Finally, all Amenities created in Ming cities generate Feng Shui points for that City.

The Ming commanded the most powerful Chinese navy, and are given a Naval unique unit. The Louchuan is a unique Galleon replacement that is stronger defensively and generates Coin whenever it sinks an enemy ship.

On land maps, Ming can use the trusty Zhuge Nu unique unit. This Crossbow replacement is available sooner, and inflicts a small amount of collateral damage to all units in a stack when it shoots them. Zhuge Nu however do less damage when attacking from afar. As is always the case with two Unique units, the Luochuan and Zhuge Nu are mutually exclusive.

For their infastructure, the Ming are given a unique tea house, the Chaguan. This Recreational building replaces the Tavern and gives them massive Culture bonuses for improving copies of the Tea resources, and buffs the Production output of Workshops associated with the Drinks industry such as the Brewery. It also buffs the Faith output of the Landscape Garden if placed inside a Yuan District.


Faction Overview: Ming
Default Jersey: Black on Gold
Adjective: Ming
Your in-game name is 'MING'

Spawn: The Ming Settler starts on a grassland tile within 2 tiles of a Coast AND a navigable River, and adjacent to a Tea resource.
Terrain bias: Coast, Grassland, Navigable River.
Resource Bias: Silk, Tea

City List
Capital
: :c5capital: Nanjing
Core: Beijing, Guangzhou, Kunming, Xi'an & Yunnan.
Imperial: Baoding, Chengdu, Chongqing, Kaifeng, Guilin, Guiyang, Ningbo, Suzhou, Tianjin & Qingdao.
Other: Aomen, Anshan, Anyang, Baoji, Changsha, Changzhou, Dali, Dalian, Datong, Fuzhou, Haikou, Handan, Hangzhou, Harbin, Hefei, Heunggong, Lijiang, Luoyang, Maoming, Nanning, Nantong, Pingyao, Qinzhou, Sanmenxia, Shanghai, Shaoxing, Shenyang, Shenzen, Shunde, Taipei, Taiyuan, Wuhan, Wuchang, Xiamen, Xuzhou, Yangzhou, Zhaoqing & Zhengzhou.

Ming Faction Ability: HUANG MING ZUXUN
  • Cities can support +2 :c5citizen: Population at the first and second City levels
  • Cities gain +2 :c5citystate:Housing per City level.
  • +10 Maximum Efficiency in cities with Auspicious Harmony, +25 in cities with Balanced Harmony
  • Every Amenity created by the City improves Feng Shuiby +1
    • Doesn't apply to Amenities from imported Trade Goods
  • PENALTY: Distance Penalties to Efficiency are doubled, which are only reduced by half via Tribunals
Ming Unique Unit: LOUCHUAN
A floating fortress, showcasing the Emperor's brilliance.
Unique Warship, replaces the Galleon
  • +20 :c5plus: HP compared to the Galleon
  • +8 :c5strength: Defensive Strength compared to the Galleon
  • Whenever it sinks an enemy ship, generates :7money: Coin equal to 150% of the sunk ship's :7prod: Production cost.
  • Mutually exclusive with the Zhuge Nu
Ming Unique Unit: ZHUGE NU
Armed with a repeatable crossbow, these men are a menace to tightly packed troops.
Unique Heavy Archer, replaces the Crossbowman
  • Available sooner than the Crossbow
  • Inflicts 1-5 collateral HP damage to all units in a stack whenever it shoots the stack.
  • -20% Damage when shooting a stack that is more than one tile away.
  • Mutually exclusive with the Louchuan

Unique Structure: CHAGUAN
There is always time to tea.
Unique Recreation building (Wood) that replaces the Tavern

Base benefits of the Tavern:
  • +2 base :7money: Coin
  • +1 additional :7money: Coin for every 2 Food Resources you have access to
  • +1 additional :7culture: Culture for access to Salt, Sugar or Spices
  • Generates :tourism: Tourism for every 4 :c5gold: Coin
  • Generates :tourism: Tourism for every 3 :7culture: Culture
  • Specialist slot: 1:c5citizen: Innkeeper (+1 :7culture: Culture, +2 :7money: Coin, 1 :c5greatperson: Great Merchant Point)
Additional or Changed effects for the Chaguan
  • +1 :7culture:Culture for access to Clay, Citrus, Sugar or Tea (instead of Salt, Sugar or Spices)
  • +1 :7culture: Culture for every additional copy of Tea you have improved in your realm.
  • +1 :7prod: Production to Workshops of the Drinks industry in the same District.
  • +50% :c5faith: Faith to the Landscape Garden if placed inside a Yuan.

ZHU DI, the YONGLE EMPEROR leads MING in TIMELINE!
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Born as the fourth son of the Hongwu emperor, prince Zhu Di of Yan seized the throne in a coup and immediately began reforming the Celestial empire. Taking the name 'Yongle', he slashed the administrative red tape, moved the capital to his hometown of Beijing, built the Forbidden Palace and the Grand Canal, reformed taxation laws and mercilessly rooted out corruption. His rule is often stated as 'the secound founding' of the Ming empire.

What Zhu Di is mostly known for however, are the treasure voyagers undertaken by his friend and confidante, Zheng He and his compilation of the Great Canon. The navy is represented by the unique Louchuan unit. Zhu Di's leader ability 'Leishu', which means 'Great Canon' in Mandarin reflects the other iconic parts of Yongle's reign: He can build a second Palace in a city of choice after unlocking Divine Right. His Great Works of Literature generate Prestige instead of other yields and grant him points towards a Scientific Breakthrough. Whenever a Scientific Breakthrough is achieved, he receives a burst of Coin and Culture in cities with a Palace.


Zhu Di's Leader Ability: LEISHU
  • Can place a second Palace inside a Yuan District after Divine Right.
  • Displayed :greatwork: Literature generates :c5influence: Prestige instead of other yields (and gains World Heritage and Tourism based on Prestige)
  • +1 point towards a :7science: Scientific Breakthrough from every Displayed :greatwork: Great Work, increasing to +2 / 3 if Harmony levels are Auspicious / Balanced.
  • Receive a burst of :7money: Coin and :7culture: Culture each time a :7science: Scientific Breakthroughis achieved in cities with a Palace.
    • The exact rate may be subject to change, but it currently rests at 50 per Technological Era
Zhu Dhi's default personality is Xenophobic, which makes him cautious and aggressive towards his neighbours and those with different approaches to the game. He can also be Erratic or Bold.

Zhu Di's default strategies are Builder, which focuses on gaining high Production and building Wonders, and Diplomat, which focuses on Prestige gain, Diplomacy, Vassalage and Espionage.

Zhu Di's agenda is called 'Perpetual Happiness':
  • Increased flavour towards assigning Bureaucrat and Writer specialists (Competent administrators are needed to maintain Chinese bureaucracy)
  • Increased flavour towards obtaining and displaying Great Works of Literature (Notable bookworm)
  • Increased flavour towards growing :c5citizen: Population right up to the maximum (Desire to control many urban centres)
  • Increased flavour towards building up a navy, and plundering trade routes. (Believer in naval exploration and exploitation)
  • Strongly approves of Civs that don't build Wonders, or at least build fewer of them and none that he's interested in. (The realm must be shaped according to the divine Mandate)
  • Strong disapproves of Civs that beat him to a Wonder. (Interferences with the Mandate of Heaven cannot be tolerated)

As China, you play differently from everyone else, as you try to accumulate as many Feng Shui points to make your cities easier to manage, and don't worry about adjacency bonuses. The Han are a quick, scientifically oriented Civ that gain yields from harmonizing with the map, while the Ming are supposed to be played tall, creating monstruously powerful and populous cities in the endgame. Both can become powerhouses in the hands of players that plan well and prefer natural expansion over conquest.

How will you lead the Celestial Empire to greatness? How will the Chinese Mandate of Heaven fare on your TIMELINE?


This was quite a chore to write. I will answer none of your questions. :hammer2:
 
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The fact that this took THREE POSTS to write out X___X
 
Curious to see how specialists work
Simple: you assign Population to a Specialist slot in a building, it generates +2 of the associated yield and +1 of the associated Great Person point. How it worked in Civ4 & Civ5.

What is new is that you can store Knowledge and use it to upgrade Specialist slots, which gives more yields and GP points when worked.

One of the unrevealed Civs has an ability that lowers the Specialist upgrade costs the longer the slot has been worked by a Population.
 
Simple: you assign Population to a Specialist slot in a building, it generates +2 of the associated yield and +1 of the associated Great Person point. How it worked in Civ4 & Civ5.

What is new is that you can store Knowledge and use it to upgrade Specialist slots, which gives more yields and GP points when worked.

One of the unrevealed Civs has an ability that lowers the Specialist upgrade costs the longer the slot has been worked by a Population.
Do the different types have different effects like Athletes, scholars, etc
 
Do the different types have different effects like Athletes, scholars, etc
No, they just have different combinations between Great Person Points and and base yields.
 
No, they just have different combinations between Great Person Points and and base yields.
Ah ok, excited to see what Great People join (wonder if Prophets function differently from 6)
 
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