[NFP] What Civilizations do you want to see next? And do you want Civilization 6 to be expanded more? 2

Which of these Civilizations do you want to see in Civ 6?


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Charles IV also leads Bohemia in Sid Meier's Civilization 6: Old Faith

Charles IV.jpg

He was the first King of Bohemia to also become the Holy Roman Emperor. Under his reign, the Empire would transform into a more centralized government. He also sponsored many projects around the Empire, made Prague the capital of the Holy Roman Empire, and built the oldest and largest university in the Czech Republic to this day. He is fondly remembered by the Czech as the father of the nation.

Whereas Jan Zizka leads a more militant Bohemia, Charles IV's Bohemia is more focused on Culture and Production.

Charles IV's Ability is called Imperial Patronage. It grants extra Production towards Tier 2 Buildings in Theatre Squares, Holy Sites, and Campuses. These Buildings also provide extra Culture and Yields whenever Bohemia is in a Golden Age.

Charles IV is a grand architect who's grandiose universities and cathedrals will bring the world to awe at their magnificence. Be sure to stay in a Golden Age for as long as possible, to maximize the benefits of their tier 2 buildings. Will you lead Bohemia into a golden age of learning and culture? How will you lead Bohemia in Sid Meier's Civilization 6: Old Faith?
 
I have now released my idea for Charles IV as an alternate leader for Bohemia. Onto Armenia!
 
I apologize for the delay in Armenia, but I've been busy lately. I will release it, rest assured. :)
 
Tiridates III leads Armenia in Sid Meier's Civilization 6: Old Faith

Tiridates III.jpg

Known best for converting Armenia to Christianity, he also drove out the Sassanids from Armenia and established a firm alliance with the Romans.

Tiridates' ability is called Tiridates' Illumination. His Capital converts to the first Religion founded, and it receives +20% Yields of that Religion's Holy City. His Cities also gain extra Amenities, Loyalty, and Faith if they follow Armenia's Religion.

Armenia's unique ability is called Stone Curtain. Armenian Cities gain additional Range Strength for every Mountain in their Borders, as well as extra Production towards Encampments and Encampment Building.

Their Unique Unit is the Azatavrear. It replaces the Horseman and ignores Movement and Combat Penalties when fighting in Hills. It also provides Great General Points equal to the Combat Strength of Units it kills.

Their Unique Building is the Khachkar. It replaces the Monument and provides Faith. It also provides additional Faith for every Mountain adjacent to its City Center.

As Armenia, your Cities will become fortresses that can resist any foe. Settle near Mountains so as to gain extra Faith, as well as make your Cities even more defensible. Build as many Khachkars as possible, so as to rush an early Panteon, and perhaps Religion. Do not found your Religion in your Capital, but find another City to found it in, so as to have your Capital reap the rewards of that City. Will your Cities become grand and mighty as stalwart mountains? How will you lead Armenia, in Sid Meier's Civilization 6: Old Faith?
 
Armenia is finished, and so is Old Faith! Onto Sid Meier's Civilization 6: Sapere Aude.
 
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Shout out to @Mr. Salt for help in editing and producing the dialogue. :)
 
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Alfred leads the Anglo-Saxons, in Sid Meier's Civilization 6: Sapere Aude

Alfred the Great.jpg

He was King of Wessex and is known for having spent much of his rule resisting Viking raids and invasions. He emerged as the most powerful ruler in England at the time. He was also a learned and just man, establishing many reforms of the military, legal system, and overall quality of his people's lives.

Alfred's Leader Ability is called Scholar King. His Great Works of Writing provide additional Faith and Science, and Campus and Holy Site Buildings provide Great Work of Writing Slots.

He also gains access to the Burh, a Unique District that replaces the Neighborhood and is available earlier. It gains Outer Defences and a Ranged Strike when Walls are built in this City. It provides Gold and Production, and more of these Yields if adjacent to a Commercial Hub. Specialists in this City also provide Gold and Production.

Their Unique Improvement is the Shire Court. It is unlocked with Feudalism, and only one Shire Court can be built in a City. It provides Culture, Gold, Loyalty, and Amenities. The Capital gains Culture for every Shire Court ever built. It also provides additional Gold and Loyalty for every adjacent District.

Their Unique Unit is the Huscarl. It's a standalone Melee Unit and is unlocked with Military Tactics. It also gains Combat Strength when defending against Ranged Attacks.

Their Unique Ability is called Anglo-Saxon Chronicle. Their Cities gain extra Amenities, Faith, and Culture when in a Golden Age.

While the world around the Anglo-Saxons slips to darkness, they will become the enlightened and shining beacon of it. Be sure to build Shire Courts and Burhs in your Cities to increase their Yields and to ensure your people's safety and loyalty. Your Hucarls will stand valiantly in defense of whatever attacks come your way. There are many paths to take as Alfred, and many will lead to victory. Will you bring the Anglo-Saxons to glory and establish a proud empire. How will you lead the Anglo-Saxons, in Sid Meier's Civilization 6: Sapere Aude.
 

Sid Meier's Civilization 6: Sapere Aude


Alfred of the Anglo-Saxon Empire

Alfred the Great.jpg

Spoiler :

Leader Ability: Scholar King
Great Works of Writing provide +2 Science and +2 Faith. Campus and Holy Site Buildings provide Great Work of Writings Slots equal to their Tier.*
Gain access to the Unique Burh District at Feudalism.

Civilization Ability: Anglo-Saxon Chronicle
Land Units gain +7 Combat Strength and +1 Movement when in a Dark Age, as well as gaining +1 Military Policy Card Slot. Gain +50% Amenities, Culture, and Faith in all Anglo-Saxon Cities when in a Golden Age.

Unique Unit: Huscarl
Anglo-Saxon Unique Medieval Era Melee Unit that replaces the Man-At-Arms.
+7 Combat Strength when defending against Ranged Attacks.
Requires 10 Iron to train.

Production Cost: 160

Gold Cost: 560

Gold Maintenance: 3

Movement Points: 2

Combat Strength: 45

Sight Range: 2

Unique Infrastructure: Shire Court
Anglo-Saxon Unique Improvement unlocked with Medieval Faires.
Can only build one Shire Court per City.

+3 Loyalty

+2 Amenities

+2 Gold

+1 Culture

+1 Culture to the Capital for every Shire Court ever built

+1 Gold for every adjacent District, increasing to +2 Gold for every adjacent District(with Economics)

+2 Loyalty to this City for every adjacent District, increasing to +4 Loyalty for every adjacent District(with Urbanization)

Unique Infrastructure: Burh
Anglo-Saxon Unique District that replaces the Neighbourhood when Alfred is their leader.
Acquires Outer Defences and Ranged Strike along with City Center when Walls have been built.
Functions as a normal Neighborhood.

Production Cost: 27

+2 Production

+2 Gold

All Specialists in this City provide +1 Production and +1 Gold.

+2 Production and Gold if adjacent to a Commercial Hub.

Leader Agenda: Learned
Will have a high Faith, Culture, and Science Output. Likes Civilizations who have a higher Faith, Science, and Culture output than him, and dislikes those who have a lower output of those Yields than him.

Greeting: Behold, I am King Alfred, who rules both the Angles and the Saxons, and all the lands thereof. Do not thou afear; I am a just man.

Agenda Approval: Thy subjects art full of wit and vigor, and doth boldly stride forward where others only imagine. This could only be under such a wise leader as thou.

Agenda Disapproval: Ach! Wisdom, happiness, piety, or glory; any could save thy people, but none dost thou provide them with!

Attacked: A call to arms echoes in the ears of mine people. Thy treachery shall be overcome.

Declares War on You: A rot has settled in the world, which doth eat away at all things good and holy. I shalt cut it away!

Defeated: I know, from the surest depths of mine heart, that the Anglo-Saxon kingdom might have been a great empire one day. But nevermore. By the right of thy steel, thou hast won it for thyself.

*Libraries provide +1 Great Work of Writing Slot, Universities provide +2, and so on.


Burebista of the Dacian Empire

Burebista.jpg

Spoiler :

Leader Ability: Orăștie Fortresses
+20% Production towards Specialty Districts and their Buildings if built on Hills. City Centers with Walls and Encampments provide +2 Yields of adjacent Specialty Districts.* Forts gain +1 Production for every adjacent District and +1 Food for every adjacent Improvement.

Civilization Ability: Murus Dacicus
All Founded Cities on a Hills tile gain a free Dava. Can build Forts after researching Masonry with Builders. Walls provide +10% Science in their Cities, scaling by +5% every Era.

Unique Unit: Falxman
Dacian Unique Classical Era Melee Unit that replaces the Swordsman.
+8 Combat Strength when fighting against Unique Units.
Requires 10 Iron to train.

Production Cost: 75

Gold Cost: 300

Gold Maintenance: 1

Movement Points: 3

Combat Strength: 40

Sight Range: 2

Unique Infrastructure: Dava
Dacian Unique Building unlocked with Masonry that replaces the Ancient Walls
Provides Outer Defense for the City and the Encampment (if available) that must be defeated before the City itself is assaulted.

Production Cost: 40

+100 Outer Defense

+50 Outer Defense against Siege and Ranged Units.

+2 Housing

+1 Tourism after completing Conservation

Leader Agenda: Sarmizegutsa Regia
Will build Encampment, Forts, and Walls in every City he has. Likes Civilizations that build these in their Cities, and dislikes those who neglect fortifications.

Greeting: Welcome, newcomer, to Dacia. I am king of the Getae and Dacians, he who expanded his reign over the Greek states, the mighty Burebista.

Agenda Approval: A wise leader is always prepared to attack and defend with all his might. A wise leader such as myself... and you.

Agenda Disapproval: Hm. I must say, if you are trying to open yourself to conquest, there are easier ways to do it.

Attacked: Aha! I hadn't expected that you would declare war on Dacia. Luckily, you are so weak that I didn't have to.

Declares War on You: Despair not. You may think it unfortunate that I will soon be seizing your lands, but your people will be happier for it.

Defeated: I made war with an enemy too strong for Dacia, and my kinsmen paid the price. You are a greater king than I; continue forth.

*+2 Science if adjacent to a Campus, +2 Production if adjacent to an Industrial Zone, etc.


Tamerlane of the Timurid Empire

Tamerlane.jpg

Spoiler :

Leader Ability: Gurkani Empire
Razing or Capturing an Enemy City completely heals all of your Units within 2 Tiles of that City, as well as providing you with +200 Gold, scaling by +100 Gold for every Era. The first City you capture from an Enemy Civilization provides +1 to all Yields in your Capital.*

Civilization Ability: Jewel of the East
+5% Culture, Science, and Gold in your Capital for every International Trade Route that starts in it. Upon completing the first Trade Route to a foreign Civilization or City-State, receive a free Inspiration and Eureka.*

Unique Unit: Tumen
Timurid Unique Renaissance Era Light Cavalry Unit unlocked with Metal Casting.
+4 Combat Strength when attacking Defensible Districts. +2 Combat Strength for every adjacent Tumen Unit.
Requires 10 Horses to train.

Production Cost: 250

Gold Cost: 1,000

Gold Maintenance: 4

Movement Points: 5

Combat Strength: 54

Sight Range: 2

Unique Infrastructure: Registan
Timurid Unique District that replaces the Government Plaza.
Every Building built in the Registan provides +3 Science, +2 Faith, and +4 Loyalty.*
Provides a Standard Adjacency Bonus to Campuses and Holy Sites.

Production Cost: 15

Gold Maintenance: 1

Trade Yields: Domestic Destination: +2 Science, +2 Production

International Destination: +2 Gold

Leader Agenda: Last Conqueror
Will conquer as many Cities as he can, as well as maintain a large Army. Likes Civilizations that have a small Army and have captured few Cities, but dislikes those who have a large Army and captured many Cities.

Greeting: Welcome to my empire! I, Tamerlane, the Sword of Islam, heir of Genghis Khan, bid you welcome.

Agenda Approval: Imagine Gurkani, spreading wide across the land. What a sight that would be, eh? Hahaha.

Agenda Disapproval: What need do you have for conquest? Lay down your arms, and be content with your station.

Attacked: Do you think you can threaten my conquests? The historians will not be kind to you.

Declares War on You: Like the great Khans before me, I shall raise the Timurid banner over the enemies of my empire.

Defeated: Argh, no! The vision I had for Gurkani was so great, but you have laid me low.

*The first City you capture from a particular Civilization, not the first City you capture.

*The first Trade Route sent to a particular Civilization or City-State, not the first International Trade Route you send.

*Scales with the Tier of the Building.


Otto von Bismarck of the German Empire

Otto von Bismarck.jpg

Spoiler :

Leader Ability: Realpolitik
Sending an Envoy to a City-State provides +20 Diplomatic Favor and Influence Points. Can annex a City-State with Gold or Diplomatic Favor* if Bismarck has been Suzerain of it for at least 50 turns. For every City-State you are Suzerain of, generates +2 Alliance and Influence Points per turn.

Leader Agenda: Iron Chancellor
Will try to establish Suzerainty over as many City-States as he can, as well as have lots of Diplomatic Favor. Likes Civilizations that do not compete with him for City-State allegiance and Diplomatic Favor, and dislikes those who compete with him for City-State allegiance and Diplomatic Favor.

Greeting: Good day to you. I am the Chancellor of Germany, Otto von Bismarck, and it is my pleasure to welcome you to the King's sovereign Empire.

Agenda Approval: Your cooperation with our interests on the stage of world affairs is very pleasing to me. We could do with a steadfast ally.

Agenda Disapproval: You do not seem to be aware that you are treading on dangerous ground. Let me make it clear: Germany will not tolerate opposition, diplomatic... or otherwise.

Attacked: I did not unite the German states so that you could scatter them asunder once more. This conflict will not be resolved with speeches and majorities. I shall resolve it with iron and blood.

Declares War on You: You have made clear your intentions, and so I will state mine. I plan to crush your empire utterly and claim your lands as my own.

Defeated: And so it is that Germany meets its end. Statecraft, I suppose, can only take one so far.

*200 Gold or 100 Diplomatic Favor, scaling by +75 with each Era.


Vlad Tepes of the Wallachian Empire

Vlad Tepes II the Impaler.jpeg

Spoiler :

Leader Ability: Impaler Lord
Capturing an Enemy City causes all Enemy Cities within 4 Tiles of it to have a chance of either becoming a Free City or join his Empire. Killing an Enemy Unit deals -20 Damage to adjacent Enemy Units, while Pillaging in Enemy Territory deals -10 Damage.

Civilization Ability: Os De Domn
Cities with an established Governor provide +1 Great General Point and +5% Production towards Land Military Units for every Promotion they have. Recruiting a Great General provides a free Governor Title.

Unique Unit: Calarasi
Wallachian Unique Medieval Era Ranged Cavalry Unit unlocked with Stirrups.
Costs no Movement Points to Pillage. Can move after attacking.
Requires 10 Horses to train.

Production Cost: 170

Gold Cost: 880

Gold Maintenance: 2

Movement Points: 5

Combat Strength: 32

Ranged Strength: 40

Range: 2

Sight Range: 2

Unique Infrastructure: Biserica Forteficata
Wallachian Unique Building that replaces the Armory. Unlocked with Castles instead of Military Engineering.
Enemy Units in the Territory in a City with a Biserica Forteficata lose -5 Combat Strength, while Wallachians gain +5 Defense Strength.

Production Cost: 120

Gold Maintenance: 2

+3 Production

+3 Faith

+1 Citizen Slot

+1 Great General Point

+1 Relic Slot

+25% Combat Experience for all Military Land Units trained in this City

Allows training of Military Engineers in this City

Strategic Resources Stockpile is increased by +10

Leader Agenda: House of Draculesti
Will seek to Pillage as many Enemy Tiles and kill as many Enemy Units as he can. Respects Civilizations that seek to do the same, and spites those who don’t.

Greeting: I am Vlad, proud son of House Drăculești, the scourge of my foes. What is it you have to say?

Agenda Approval: Clearly you recognize that shows of force are a superior tactic. You do battle in decisive strokes!

Agenda Disapproval: Your military tactics are weak and cowardly. Does blood frighten you? Hahaha!

Attacked: Even now, your troops tremble where they stand. They too must have heard the tales of Vlad the Impaler and fates of his foes!

Declares War on You: Wallachia shall stand forever, in the face of any foe. Your bravado will disappear when you see your men mounted on pikes.

Defeated: I have nothing to say to you. Noble shall be my defeat, unlike that of your soldiers.


Brian Boru of the Irish Empire

Brian Boru.jpg

Spoiler :

Leader Ability: Imperator Scottorum
Great Works of Writing gain +1 Culture and Faith for every City-State and Capital he has captured, as well as an Envoy in City-States in his Home Continent.

Civilization Ability: Saints and Scholars
Holy Sites and Theatre Squares provide +1 Great Person Point that adjacent Specialty Districts generate, +2 if their City follows Ireland’s Religion.*Great Works of Writing provide Faith equal to their Culture Output if their City has two Abbeys.

Unique Unit: Kern
Irish Unique Medieval Era Recon Unit that replaces the Skirmisher.
+3 Combat Strength for every adjacent Enemy Unit.

Production Cost: 150

Gold Cost: 600

Gold Maintenance: 3

Movement Points: 3

Combat Strength: 32

Ranged Strength: 25

Range: 2

Sight Range: 2

Unique Infrastructure: Abbey
Irish Unique Improvement unlocked with Theology.
Cannot be built adjacent to another Abbey.

+3 Faith

+1 Food

+2 Housing

+1 Faith(with Reformed Church)

+1 Food(with Colonialism)

+1 Housing for every 2 adjacent Farms

+1 Faith if adjacent to a Holy Site, as well as providing Friendly Religious Units in this City +10 HP per turn

+2 Tourism(with Flight)

Leader Agenda: Clontarf
Will try to establish dominance over his Continent and also collect Great Works of Writing. Likes Civilizations that refrain from settling on his Home Continent and collecting Great Works of Writing, disdains those who do so.

Greeting: Brian Boru, High King of Ireland, stands before you. I count among my subjects those of Munster, Leinster, and Connacht, and God counts me among his.

Agenda Approval: The tales my people write shall endure to be read by the grandchildren of our grandchildren, and they shall know the glory of their ancestors.

Agenda Disapproval: Your books tell unworthy tales. I would sooner burn their pages for warmth than read them.

Attacked: Our ancestors claimed Ireland from the Fomorians and the Tuatha dé Danann. I will not allow it to fall to the likes of you.

Declares War on You: The plains and the hills echo with the sound of boots; the knell of your death.

Defeated: My lands and my troops are brought low against the most unworthy of adversaries. How could it be? Why?

*+1 Great Scientist Point if adjacent to a Campus, etc.


Michael Collins of the Irish Empire

Michael Collins.jpeg

Spoiler :

Leader Ability: Irish Free State
+2 Culture for every Government Ireland has ever had, increasing to +4 Culture if at War. When Ireland is at War, Government Bonuses from the current Government are doubled.
Gain the IRA Unique Unit with Replaceable Parts.

Unique Unit: IRA
Irish Unique Modern Era Melee Unit that replaces the Infantry Unit when Michael Collins is their Leader.
Requires no Strategic Resources to train. +5 Combat Strength when fighting a Civilization that has conquered an Irish City.

Production Cost: 410

Gold Cost: 1,640

Gold Maintenance: 5

Movement Points: 3

Melee Strength: 67

Sight Range: 3

Leader Agenda: Freedom to Achieve Freedom
Likes Civilizations that have the same Government as him, and disdains those who don’t.

Greeting: Top of the morning, friend. The name’s Michael Collins, and I’m proud to represent the people of Ireland.

Agenda Approval: We like-minded individuals must band together against the tyrants who would throw the world into chaos.

Agenda Disapproval: The way you govern makes a mockery of the very idea of righteousness.

Attacked: Let your masses throw themselves on Irish shores. Never shall we be vassals again, and never shall we surrender.

Declares War on You: This is an act of sympathy. Your citizens have suffered your wretched leadership quite long enough!

Defeated: I have failed in my duty to the Irish people. They are honest and good; rule them with fairness.


Khosrow I of the Sassanid Empire

Khosrow I.jpg

Spoiler :

Leader Ability: Arch of Ctesiphon
Districts generate +1 of their respective Great Person Point for every adjacent Wonder. Cities generate +2 Science, Culture and all respective Great Person Points for every Wonder in them.

Civilization Ability: Ahura Mazda’s Asha
Holy Sites with a Worship Building generate +3 Loyalty, Faith, and Culture. Completing a Holy Site District Project grants +75 Faith and Culture for every City that has a Worship Building.

Unique Unit: Aswaran
Sassanid Unique Classical Era Heavy Cavalry Unit that replaces the Horseman.
+4 Combat Strength when defending against Ranged Attacks.
Requires 10 Horses to train.

Production Cost: 120

Gold Cost: 480

Gold Maintenance: 3

Movement: 4

Combat Strength: 40

Sight Range: 2

Unique Infrastructure: Wiskar
Sassanid Unique District that replaces the Entertainment Complex.
+2 Amenities from Entertainment to its City
Amenities from the Zoo and Stadium Buildings extend to Cities whose City Centers are up to 6 tiles away from the District.
+1 Amenity and Culture for every adjacent Luxury Resource.
Unlocks the Royal Hunt District Project.

Production Cost: 27

Gold Maintenance: 1

Trade Yields: Domestic Destination: +1 Food

International Destination: +1 Food

Unique City Project: Royal Hunt
Sassanid Unique City Project.
Production Cost is progressive.

Production Cost: 25

Requires: Wiskar

Effects: +1 Amenity and Culture while ongoing. Provides Gold and Culture for every Unique Luxury Resource Improved in this City.

Leader Agenda: Anushirvan
Will try to collect as many Great People and build as many Wonders as he can. Likes Civilizations that build many Wonders and Great People, and dislikes those who don’t have many Wonders and Great People.

Greeting: Hail, stranger. You greet the Shahanshah, the glorious and great Anushirvan, he whose reign knows no borders, Khosrow.

Agenda Approval: Your empire shines gloriously, and betters all the world with its splendor. Its brilliance is second only to mine.

Agenda Disapproval: I honor Ahura Mazda with the majesty of my empire. You empower Ahriman with the ruin of yours.

Attacked: With this, you betray truth and wisdom, and turn to power, aligning your soul away from Asha. In this way is your empire already lost.

Declares War on You: Prepare, weakling. Build your walls, and train up your men. With the blessing of the spirits, I cannot fail.

Defeated: Despair! Despair! The end of Iranshahr has come! Was it I who had abandoned the correct path? Lord of Wisdom, please answer me!
 
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Burebista leads Dacia in Sid Meier's Civilization 6: Sapere Aude.

Burebista.jpg

He successfully unified the various Dacian tribes and became the first King of Dacia. After this, he aggressively expanded his new kingdom, destroying various neighboring tribes, raiding throughout Roman Greece, and conquering Greek cities on the coast of the Black Sea.

Dacia's Unique Ability is called Murus Dacicus. After researching Masonry, Builders can construct Forts. All Cities founded by Dacia on Hills receive a free Dava. Walls also provide Science to their Cities, scaling with each Era.

Their Unique Unit is the Falxman. It replaces the Swordsman and is cheaper to purchase, stronger, and faster. It also gains Combat Strength when fighting Unique Units.

Their Unique Building is the Dava. It replaces Ancient Walls and provides Housing and additional Outer Defenses. It also gains Outer Defenses when defending against Ranged Attacks.

Burebista's Leader Ability is called Orăștie Fortresses. It provides additional Production towards building Specialty Districts and their Buildings if they are built on Hills. City Centers and Encampments gain additional Yields from adjacent Specialty Districts. Forts also provide additional Food and Production from adjacent Improvements and Districts.

Dacia is a Civilization that, from their hilly fortresses, can repel any would-be invaders. Build Forts and Davae in your Cities as safe havens for your people whenever an enemy comes to take your lands. Plan out where you place your Districts in order to get the maximum Yields from placing them next to your Cities, Forts, and Encampments. As Burebista, will you defend your people from any there, inside or outside of your empire? How will you lead Dacia, in Sid Meier's Civilization 6: Sapere Aude?
 
Tamerlane leads the Timurids in Sid Meier's Civilization 6: Sapere Aude.

Tamerlane.jpg

He was the last of the great nomadic conquerors from the Eurasian Steppe, establishing an empire stretching from Anatolia from the west to India in the east. He also brought forth the Timurid Renaissance, reviving Islamics arts, sciences, and philosophy.

The Timurids' Unique Ability is called Jewel of the East. Upon completing their first Trade Route with a particular Civilization or City-State, they receive a free Inspiration and Eureka. Their Capital also gains extra Yields for every International Trade Route that starts in it.

Their Unique Unit is the Tumen. It's a standalone Light Cavalry Unit and is unlocked with Metal Casting. It receives Combat Strength when fighting in Defensible Districts, as well as from adjacent Tumen Units.

Their Unique District is the Registan. It replaces the Government Plaza. Every Building you build in the Registan provides Science, Faith, and Loyalty, scaling with each Tier. It also provides an Adjacency Bonus to Holy Site and Campus Districts.

Tamerlane's Leader Ability is called Gurkani Empire. Whenever you Raze or Capture a City, all Units within two Tiles of it completely heal all of their hitpoints. It also provides a burst of Gold, scaling with each Era. The first City he captures from an Enemy Civilization also provides the Capital +1 to all Yields.

The Timurids are a versatile Empire, who can easily prosper in both war and peace. In war, be sure to capture at least one City so as to increase the Yields of your Capital. Be sure to build up a strong force of Cavalry with which to shock and overpower your foes. In order to finance your armies, be sure to make peace early so as to trade with your former enemies. These Trade Routes will bring foreign knowledge, wealth, and culture to your lands, which will help bring about a golden age of learning. Will you fulfill the legacies of the great nomadic conquerors? How will you lead the Timurids, in Sid Meier's Civilization 6: Sapere Aude?
 
Otto von Bismarck also leads Germany in Sid Meier's Civilization 6: Sapere Aude.

Otto von Bismarck.jpg

He was the mastermind behind the reunification of Germany during the mid-1800s and served as its first chancellor. He was nicknamed, "The Iron Chancellor", for his aggressive approach to diplomacy and his iron fist in domestic issues.

Bismarck gets Germany's Unique Ability, "Free Imperial Cities", as well as the ability to build U-Boats and Hansas.

Bismarck's Leader Ability is called Realpolitik. He gains Diplomatic Favor and Influence Points whenever he sends an Envoy to a City-State. He can also annex City-States that he has been Suzerain of with Gold or Diplomatic Favor for over a specific amount on turns.

Whereas Barbarossa seeks to conquer City-States through military might, Bismarck brings these City-States into his empire through aggressive diplomacy. Building Hansas throughout your Cities will ensure that they will become production powerhouses to fuel your empire's progress. Will you unify the divided City-States surrounding you into a unified empire? How will you lead Germany, in Sid Meier's Civilization 6 Sapere Aude?
 
Vlad Tepes lead Wallachia in Sid Meier's Civilization 6: Sapere Aude.

Vlad Tepes II the Impaler.jpeg

That's it... Yeah, I'm not doing the whole description thing anymore. :p Sorry.
 
Brian Boru and Michael Collins lead Ireland in Sid Meier's Civilization 6: Sapere Aude

Brian Boru.jpg

Michael Collins.jpeg
 
Khosrau I leads the Sassanids in Sid Meier's Civilization 6: Sapere Aude.

Khosrow I.jpg
 
Instead of pre-defined civilizations, why don't you give the player the freedom to create his own civilizations? Host the civilizations on a site as packages, facilitate the creation of single units and banners on this site, after the player completes all editions, he packages, pays the corresponding price and installs in your game.
 
Instead of pre-defined civilizations, why don't you give the player the freedom to create his own civilizations? Host the civilizations on a site as packages, facilitate the creation of single units and banners on this site, after the player completes all editions, he packages, pays the corresponding price and installs in your game.
Ummm... These are only ideas, this isn't actually a game. I'm just listing my ideas for future Civilizations and Leaders in Civ 6. Besides, it would be just scummy for me to ask people to PAY for this. :p

You're free to suggest Civilizations and Units in my thread, even suggest Unique Districts and Leaders, and then I post it for all to see. I would NEVER charge people money to suggest Civs and Leaders.
 
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Epaminondas leads Greece in Sid Meier's Civilization 6: We the People.*

Epaminondas.jpg


*This is not an actual expansion and is only being used by me to make this fancier.
 
Cao Cao leads China in Sid Meier's Civilization 6: We the People.*

Cao Cao.jpg

*This is not an actual expansion and is only being used by me to make this fancier.
 
Sid Meier's Civilization 6: We the People

Epaminondas of the Greek Empire


Epaminondas.jpg

Spoiler :

Leader Ability: Boeotian League
+2 Influence and Alliance Points per turn for every City-State Epaminondas is Suzerain of. Alliances generate +1 Yields in the Greek Capital for every City-State Epaminondas is Suzerain of.*
Gain the Sacred Band Unique Unit with Military Tradition.

Unique Unit: Sacred Band
Greek Unique Ancient Era Melee Unit when Epaminondas is their Leader.
+5 Combat if within Range of a Great General. Does not suffer Combat Penalties when damaged if adjacent to another Sacred Band Unit.
Requires 10 Iron to train.

Production Cost: 65

Gold Cost: 260

Gold Maintenance: 2

Movement Points: 2

Combat Strength: 28

Sight Range: 2

Leader Agenda: First Man of Greece
Will enter into as many Alliances and be Suzerain of as many City-States as possible. Likes Civilizations that enter into an Alliance with him and also are Suzerain of many City-States, and distrusts those who don’t.

Greeting: I am Epaminondas of Thebes and it is my honor to greet you. I am prepared for any path down which our relations may take us.

Agenda Approval: Your Arete shines forth, and nations both large and small are drawn to your side. I wish much the same for Thebes.

Agenda Disapproval: In this world, it is impossible to survive by oneself. I implore you to draw in alliances that you may survive.

Attacked: How dare you? My phalanxes shall defend my land to their last, and fiercely strike back against you!

Declares War on You: I am sorry, but you have proven that you cannot survive in the world of diplomacy. I must take your people into my fold; Lord Apollo demands it.

Defeated: As Thebes lay defeated, I leave behind my daughters Leuctra and Mantinea. They shall carry on my legacy and that of Thebes.

*+2 Science and +1 Faith if Epaminondas has one Alliance and is Suzerain of two Scientific City-States and one Religious City-State.


Cao Cao of the Chinese Empire

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Spoiler :

Leader Ability: Rebuilt Tranquility
Receives a free Great Person of Cao Cao’s choice whenever he captures an Enemy Capital.* +25% Great Person Points generated from City Projects. Encampments provide adjacent Farms with +1 Food, as well as provide Food equal to their Production output.

Leader Agenda: Hero During Chaos
Will try to pick up as many Great People as possible. Likes Civilizations that have collected lots of Great People, and dislikes those who have few Great People.

Greeting: I am Cao Cao, grand chancellor of China, and faithful servant of the Son of Heaven. Who are you, to come before me?

Agenda Approval: Your generals are as great in measure as your poets. It inspires me to look upon their works.

Agenda Disapproval: You are unworthy, for what could attest so greater than your citizens' works? Your hour rapidly approaches.

Attacked: Treachery! You dare offend against the divine Empire? I shall have your head!

Declares War on You: Those empires who have the Mandate blossom with glory, while those who have lost it fall to the sword. And so it shall happen to you.

Defeated: I have done all I could, but Han too falls. Someday, the cycle shall begin anew, and China shall rise once more, without me.

*Cannot select a Great Prophet if he has already founded a Religion or if all Religions have been founded.


Tecumseh of the Shawnee Empire

Tecumseh.jpg

Spoiler :

Leader Ability: Tecumseh’s Confederacy
-50% Faith Cost to purchase Great People while at War with a Civilization, and +200 Faith whenever Tecumseh expends a Great General Charge or when he recruits one.
Has access to a Unique Governor, Tenskwatawa, the Prophet.

Civilization Ability: A Dark and Bloody Ground
Shawnee Cities generate +1 Food and Faith for every Unique Copy of a Luxury Resource in their Territory, and +1 Production and Gold for every Unique Copy of a Bonus Resource. Shawnee Cities settled on your Home Continent generate Production towards Settlers, Builders, and Melee Units equal to 20% of their Faith Output.

Unique Unit: Shemagana
Shawnee Unique Renaissance Era Melee Unit that replaces the Musketman.
+5 additional Combat Strength if within range of a Great General. Can capture defeated Enemy Units, turning them into Settlers for the Shawnee.*
Requires 10 Niter to train.

Production Cost: 220

Gold Cost: 880

Gold Maintenance: 2

Movement Strength: 2

Combat Strength: 55

Sight Range: 2

Unique Infrastructure: Effigy Mound
Shawnee Unique Improvement unlocked with Astrology.
Cannot be built on Desert or Snow.

+2 Gold

+2 Faith

+1 Production

+1 Culture

+1 Faith and Production for every adjacent Specialty District

+1 Culture for every two adjacent Effigy Mounds, increasing to +1 Culture for every adjacent Effigy Mound(with Natural History)

+2 Tourism(with Flight)

Unique Governor: Tenskwatawa
Promotions:

Default: Open Door
+10% Faith and Food in this City.

Tier I: Purification
Unlocks access to the Purification Lodge Unique Improvement with Mysticism.

Tier II: Prophetstown
This City’s Specialty Districts provides Production and Faith equal to their Adjacency Bonuses.

Tier II: Witch Hunts
Missionaries purchased in this City can use Charges to use the Launch Inquisition Ability. Religious Units trained in this City gain +1 Charge.

Tier III: Great Good Spirit
Military Units gain +5% Experience from Combat if this City has two Effigy Mounds, increasing to +10% if this City also has a Holy Site.

Tier III: Master of Breath
+2 Faith and +1 Culture for every Citizen in this City.

Unique Improvement: Purification Lodge
Shawnee Unique Improvement.
Can only be built in a City with Tenskwatawa established in it with the Purification Promotion.

+2 Faith

+1 Culture

+2 Faith for every adjacent Holy Site

+1 Faith if Tenskwatawa is in the City.

Leader Agenda: Sleep Not Longer
Will try to settle as many Cities as possible. Likes Civilizations that settle many Cities as well, especially if they share his Home Continent, but dislikes those who have a different Home Continent but have settled Cities on his.

Greeting: Hello. I am Tecumseh, my people's leader, and I hope that I greet you as a friend.

Agenda Approval: We need not fear for our safety when we so closely hold our common homeland.

Agenda Disapproval: The Great Spirit frowns upon your disrespect for Shawnee territory. Your settling is unwelcome here.

Attacked: Your craven desire to possess what the Shawnee rightfully own only proves to us that we must defend it to our last.

Declares War on You: Your disrespect of me and my people is relentless, and my patience in enduring your misdeeds has run out.

Defeated: This will not be the end of the Shawnee. But if it must be the end of myself, then I accept my fate.

*Only applies to City-State and Civilization Units.


Samuel de Champlain of the Canadian Empire

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Spoiler :

Leader Ability: Compagnie des Cent-Associés
Improved Luxury Resources provide +1 Gold and +1 Food. Trade Routes from other Civilizations provide +2 Gold and +1 Production to Canada and +1 Amenity and +2 Food to them for every Improved Luxury Resource in the Destination City.
Gain the Habitation de Quebec Unique Improvement with Guilds.

Unique Infrastructure: Habitation de Quebec
Canadian Unique Improvement when Samuel de Champlain is their Leader.
Occupying Unit receives +4 Defense Strength and two turns of Fortification.
Cannot be built adjacent to another Habitation de Quebec.

+1 Amenity

+1 Housing

+1 Food

+1 Production

+2 Gold

+1 Gold for every adjacent Luxury Resource, increasing to +2 Gold for evert adjacent Luxury Resource(with Colonialism)

+1 Food and Housing(with Capitalism)

Leader Agenda: Voyages de la Nouvelle France
Will try to collect as many Luxury Resources and Gold as possible. Likes Civilizations that have a high output of Gold and many Luxury Resources, but dislikes those who have a high Gold output but not many Luxury Resources.

Greeting: Welcome to the land of Quebec! I, Governor Champlain, greet you on behalf of all the citizens of this great North.

Agenda Approval: One of my principles has always been to take any opportunity that becomes available to me. It is wise that you follow suit.

Agenda Disapproval: Of course, the way you govern is wholly your own business. But nonetheless, I cannot approve of the way you squander the bounties that nature gives you!

Attacked: I would ask what Quebec has done to deserve your affront, but you don't need a reason, do you?

Declares War on You: I have been pushed to hostility by your unending hatred for my people. I did not desire war. But I do not regret doing what must be done.

Defeated: My countrymen are scattered, my cities burn! How can you bear the weight of such an act?


Guillaume Henri Dufour of the Swiss Empire

Guillaume Henri Dufour.png

Spoiler :

Leader Ability: Sonderbund War
Units gain +6 Combat Strength and generate Great General Points from kills when in or adjacent to Swiss Territory. Military Engineers do not expend Charges when building a Fort. Units adjacent to Forts heal +10 HP.

Civilization Ability: Chronicon Helveticum
+2 Culture and Gold for every City-State Switzerland is Suzerain of, and +1 Governor Title whenever Switzerland becomes the Suzerain of a City-State.* +10% Science and Gold in all Cities when at Peace, +10% Loyalty and Production when at War.

Unique Unit: Reislaufer
Swiss Unique Medieval Era Anti-Cavalry Unit that replaces the Pikeman.
Can sell Reislaufer Units to other Civilizations. No Combat Penalty against Melee Units.

Production Cost: 220

Gold Cost: 880

Gold Maintenance: 4

Movement Strength: 2

Combat Strength: 45

Sight Range: 2

Unique Infrastructure: ETH Zurich
Swiss Unique Building that replaces the Chancery.
Unlocked with Education instead of Diplomatic Service.
+2 Science, +2 Great People Points,* and +1 Diplomatic Favor for every City-State Switzerland is Suzerain of.
+2 Influence and Alliance Points for every University ever built in Swiss Cities.

Production Cost: 290

Gold Maintenance: 2

+3 Influence Points

+2 Science

+2 Great Scientist Points

+2 Great Engineer Points

Leader Agenda: Neutrality
Will not get involved in Foreign Wars if the participants aren’t allied with him. Likes Civilizations that do the same, and dislikes those who intervene in these Wars.

Greeting: Hello and welcome to Switzerland! If I may introduce myself, I am General Dufour.

Agenda Approval: War. What a senseless thing! I am glad that you too are among the enlightened.

Agenda Disapproval: What is the use of making war? Do you seek only to set the world around you aflame?

Attacked: Preposterous! You will never defeat Switzerland! Our defenses are too strong.

Declares War on You: The civilized world has set itself firmly against you. It is a sense of justice that compels us to do so in turn.

Defeated: My defenses were inadequate... my army, too weak. Had I one more chance to set this right, I could. But time waits for no man.

*Switzerland gains a free Governor Title the first time it becomes the Suzerain of a particular City-State.

*+2 Great Admiral and Great General Points for every Militaristic City-State Switzerland is Suzerain of, +2 Great Merchant Points for every Economic City-State, etc.


Sam Houston of the Texan Empire

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Spoiler :

Leader Ability: Remember the Alamo
Military Units receive -50% Combat Strength reduction when Injured, and +7 Combat Strength if fighting three Tiles from a Texan City. Losing a Military Unit provides Culture equal to 50% of its Combat Strength. Encampments, Forts, and Improvements that provide Defensive Bonuses provide +2 Culture.

Civilization Ability: Lone Star
Oil Rigs accumulate 2 more Resources per turn, increasing to 4 Resources if the Oil Rig is on Land. Texan Cities gain +2 Tourism for every Unique Feature in them.* Plains, Desert, Plains Hills, and Desert Hills gain +1 Culture and Production, increasing to +2 if there is an Improvement built on them.

Unique Unit: Texas Ranger
Texan Unique Industrial Era Light Cavalry Unit that replaces the Cavalry.
Provides Culture from killing Enemy Units equal to 50% of their Combat Strength as well as +1 Era Score. +5 Combat Strength when defending.
Requires 10 Horses to train.

Production Cost: 330

Gold Cost: 1,320

Gold Maintenance: 5

Movement Points: 5

Melee Strength: 62

Sight Range: 2

Unique Infrastructure: Ranch
Texan Unique Improvement unlocked with Horseback Riding.

+1 Housing

+2 Food

+1 Production

+1 Culture

+1 Culture to adjacent Pastures

+1 Food for every two adjacent Ranches, increasing to +1 Food for every adjacent Ranch(with Steam Power)

+1 Production and Housing(with Colonialism)

Leader Agenda: San Jacinto
Will try to have a high Culture output as well as have a strong Military. Likes Civilizations that have a strong Military and high Culture output, and dislikes those who have a high Culture output but weak Military.

Greeting: Welcome, stranger. The name's Sam Houston, and I extend my welcome to the Republic of Texas.

Agenda Approval: I congratulate you heartily. Your people have grit, honor- Texas could use more folks like yours.

Agenda Disapproval: Down here in Texas, we don't take kindly to cowards. I just thought I'd let you know.

Attacked: Have you ever heard of rattlesnakes? They have at least the decency to let you know when they're gonna bite.

Declares War on You: Watching your actions, I judge you as a threat to the freedom of Texas. Be prepared to meet your maker.

Defeated: Our valiant defense of our republic will be remembered for all who come after, no matter how much you try to stamp it out.

*Referring but not limited to Woods, Rainforests, Geothermal Fissures, etc.


George Washington of the American Empire

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Spoiler :

Leader Ability: Continental Army
Land Military Units gain +3 Combat Strength for every Encampment Building present in their City, as well as +1 Movement Point if there is an Encampment Building.
Gain the Minuteman Unique Unit with Colonialism.

Unique Unit: Minuteman
American Unique Industrial Era Melee Unit that replaces the Line Infantry when George Washington is their Leader.
+7 Combat Strength when fighting on America’s Home Continent. Ignores all Movement Penalties.

Production Cost: 340

Gold Cost: 1,360

Gold Maintenance: 4

Combat Strength: 62

Movement Points: 2

Sight Range: 2

Leader Agenda: First in War, Peace, and their Hearts
Will maintain a strong Military and be relatively peaceful. Likes Civilizations have a strong Military as well, but despises those who have a strong Military and Warmonger.

Greeting: I am President George Washington, and I wish to cordially welcome you to the United States of America.

Agenda Approval: I admire the willingness of your citizens to defend their homeland. It stirs the soul to see such bravery.

Agenda Disapproval: War is the last resort of those who cannot effort diplomacy. I am disappointed to see you are one such.

Attacked: I had hoped not to resort to war, but so be it. For my countrymen, I shall stand at the fore and defend freedom.

Declares War on You: I despise foreign involvement. It is this that ought rightly to tell you that you were foolish to draw America’s ire.

Defeated: May Providence grant me one last wish: that my people be treated rightly in defeat, and that they stand, someday, united once more.


Miguel Hidalgo y Costilla of the Mexican Empire

Miguel Hidalgo y Costilla.png

Spoiler :

Leader Ability: Grito de Dolores
Apostles and Missionaries provide +4 Combat Strength to adjacent Land Military Units (caps at +12 Combat Strength) and can spend Charges to speed up 15% Production of a Land Military Unit.* Capilla Abiertas provide +2 Culture and Production, and constructing one provides a free copy of the strongest Melee Unit Mexico can build.

Civilization Ability: Religión, Independencia y Unión
Great Works of Writing and Artifacts provide +2 Production and +2 Loyalty, Great Works of Art and Relics provide +2 Faith and Culture, and Great Works of Music provide +2 Gold and +2 Tourism. Great Works, Relics, and Artifacts provide +5% Religious and Loyalty Pressure (caps at +45%).

Unique Unit: Rurales
Mexican Unique Industrial Era Heavy Cavalry Unit that replaces the Cuirassier.
No Strategic Resource requirement. +7 Combat Strength when fighting in Districts. +4 Combat Strength when fighting Barbarian Units.

Production Cost: 345

Gold Cost: 1,380

Gold Maintenance: 5

Movement Points: 4

Combat Strength: 64

Sight Range: 2

Unique Infrastructure: Capilla Abierta
Mexican Unique District that replaces the Holy Site.
Provides +1 Slot of Great Work of Writing, Great Work of Art, and Great Work of Music each.
Provides Culture equal to 50% of it and its Buildings’ Faith output.

Production Cost: 27

Gold Maintenance: 1

+1 Slot of Great Work of Writing

+1 Slot of Great Work of Art

+1 Slot of Great Work of Music

+1 Great Prophet Point

+1 Great Writer Point

+1 Great Artist Point

+1 Great Musician Point

Citizen Yields(per Citizen): +2 Faith and +1 Culture

Trade Yields: Domestic Destination: +1 Food

International Destination: +1 Faith

Appeal: +1

Leader Agenda: Long Live America, and Death to Bad Government
Will try to have as many Relics, Artifacts, and Great Works as he can, as well as keep his Cities Loyal. Likes those Civilizations that have lots of Relics, Artifacts, Great Works, and keep their Cities Loyal, and dislikes those who do not.

Greeting: Welcome to Mexico, my friend, a land of the free and God-fearing! Would you care to introduce yourself?

Agenda Approval: You lead a truly great nation. The proud heritage of your people produces works of such beauty, it brings me to tears.

Agenda Disapproval: The disunion brought about by your leadership worries me greatly. I should hope that you are worried also.

Attacked: You seek to bring Mexico under your tyranny? We shall defend to the last breath!

Declares War on You: I will destroy the creeping poison of your influence. God blesses our advance.

Defeated: No... no, how have you ended it all? The dream of the Mexican people... what will happen now?

*Must be adjacent or in a Mexican City Center to speed up the Production.
 
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