Which Civ we should have before Civilization VI?

Which Civ we need?

  • Timurid

    Votes: 21 3.5%
  • Khmer

    Votes: 27 4.5%
  • Holy Roman Empire

    Votes: 41 6.9%
  • Australia

    Votes: 33 5.5%
  • Gran Colombia

    Votes: 21 3.5%
  • Sumerians

    Votes: 54 9.0%
  • Nepal

    Votes: 11 1.8%
  • Mughal Empire

    Votes: 15 2.5%
  • Hungary

    Votes: 49 8.2%
  • Hittites

    Votes: 36 6.0%
  • Canada

    Votes: 67 11.2%
  • Argentina

    Votes: 11 1.8%
  • Inuit

    Votes: 38 6.4%
  • Sioux

    Votes: 25 4.2%
  • Mali

    Votes: 10 1.7%
  • Kongo

    Votes: 49 8.2%
  • Swali

    Votes: 5 0.8%
  • Other (I purposely not put Israel and Tibet)

    Votes: 85 14.2%

  • Total voters
    598
Holy Roman Empire would be a interesting faction. Being focussed at having puppets in order to get bonusses and getting the landsknecht unit, their final improvement could be something related to great merchants symbolising the Hansa.

Then again the Holy Roman Empire essentially is Germany so it would be the same as currently adding a Italy faction so its better to perhaps make some changes to Germany instead with the Holy Roman Empire in mind.

As for others I think that Hungary is a important faction which haven't gotten much attention. They were a big power in medieval Europa and should be represented I gues.

Also noticed someone mention a South African faction, well that would be weird but having a Boer faction(Transvaal, Oranje etc) would be interesting to have. Mechanics would be harder to do. Maybe allow them to move cities around to represent them settling at other spots. Also a commando military unit which they definately had in their wars with the British. And I gues a improvement to farms would also be needed.

Another faction which is also really needed, perhaps more then these others, should be Vietnam. With the faction being military focussed and having Vietcong as a unit and also some abiltiy related to guerilla warfare.
 
Also, some people have said they want to see a civ that does something with tundra tiles. Most of the time, people talk of the Inuit. Canada would be a logical second alternative for some kind of tundra-specialization.

Agreed, though it would be nice to find a way to give them a bonus for tundra without resorting to making tundra better than other tiles for them.

My current idea is:
UA: 100% faster cultural acquisition of tundra\snow tiles. +1 local happiness for the first, third, and sixth tundra\snow tiles worked in a city.
UI: Sugarbush - Avail at machinery (or similar) - Can be placed in Forest - +1 gold and +1 culture. Additional +1 gold at something around Economics.
UU: RCMP - Cavalry replacement - much less strength than Cavalry, but this is made up for with a strength bonus while garrisoned or adjacent to a friendly city. While garrisoned in a city, the city gets 25% slowdown for enemy spies and incoming trade routes give +2 gold to the city owner and +1 gold to the route owner.

Tundra tiles with resources or forest become valuable since they have good yields and can take advantage of the UA. The UA both helps acquire these tiles, and gives the opportunity to play a little wider than usual if enough of them are used. I'm not sure whether it's too weak or too strong as is; tundra isn't as good, but happiness bonuses are hard to come by, and I don't want to give a simple yield bonus for tundra.

The sugarbush is like a trading post for forests only that gives +1 culture, helping Canada claim more land and adopt more policies.

RCMP is for fun since they're more recognizable in pop culture than Canada's historic (and worthy) military units. Garrison them and they will capably defend a city, and reduce crime, represented by an effect that acts like a Constabulary and a mini East India Company all in one. Move them to cities with high spy potential and\or lots of incoming trade routes.

Canada's strategy is to play slightly wide. They have a start bias near tundra, but feel free to take warmer areas, though if you can claim one or three tundra tiles with it, all the better. See some good resources in the tundra\snow? Settle a small city there; it'll still cost unhappiness, but you'll get 1 happiness back from the first citizen, and another from your third, plus the borders will stretch to those resources twice as quickly. Build and work a sugarbush to expand faster without having to buy tiles.
 
I'd prefer Inuit to Canada, personally (and I say that as a Canadian). They haven't been represented yet, and they make way more sense as a tundra specialist. I mean, how much of this country can actually claim being anywhere near tundra in the first place? Most of us live on the border. If Canada gets in, it probably makes a great deal more sense as a diplo civ than any sort of terrain specialist.

For Inuit, I'd probably go with something like +1 Food from Deer, Whales and Fish to give them something useful off-tundra as well, with maybe a second half to that UA (free Sailing?). Give them a tundra UI and maybe a scout/warrior-style UU that moves faster and gets +1 sight when embarked, and you end up with a pretty cool Civ.
 
I'd prefer Inuit to Canada, personally (and I say that as a Canadian). They haven't been represented yet, and they make way more sense as a tundra specialist. I mean, how much of this country can actually claim being anywhere near tundra in the first place? Most of us live on the border. If Canada gets in, it probably makes a great deal more sense as a diplo civ than any sort of terrain specialist.

For Inuit, I'd probably go with something like +1 Food from Deer, Whales and Fish to give them something useful off-tundra as well, with maybe a second half to that UA (free Sailing?). Give them a tundra UI and maybe a scout/warrior-style UU that moves faster and gets +1 sight when embarked, and you end up with a pretty cool Civ.

I don't think the Inuit can be justified as a civilisation. (But you could say the same thing about several existing civs.)

In any case, any generic bonus to tundra / ice should come as something other than food. It simply shouldn't be possible to bring forth massive cities in the middle of frozen wastelands without a major investment of food from elsewhere.
 
Inuit can be a exploration civ too, not necessarily just an "ice civ", they were from Russia to Greenland, and probably would be a mix between Polynesia and Shoshone.

I would like to see a Haida civ, I like their graphic style so much
 
Agreed, though it would be nice to find a way to give them a bonus for tundra without resorting to making tundra better than other tiles for them.

My current idea is:
UA: 100% faster cultural acquisition of tundra\snow tiles. +1 local happiness for the first, third, and sixth tundra\snow tiles worked in a city.
UI: Sugarbush - Avail at machinery (or similar) - Can be placed in Forest - +1 gold and +1 culture. Additional +1 gold at something around Economics.
UU: RCMP - Cavalry replacement - much less strength than Cavalry, but this is made up for with a strength bonus while garrisoned or adjacent to a friendly city. While garrisoned in a city, the city gets 25% slowdown for enemy spies and incoming trade routes give +2 gold to the city owner and +1 gold to the route owner.

Tundra tiles with resources or forest become valuable since they have good yields and can take advantage of the UA. The UA both helps acquire these tiles, and gives the opportunity to play a little wider than usual if enough of them are used. I'm not sure whether it's too weak or too strong as is; tundra isn't as good, but happiness bonuses are hard to come by, and I don't want to give a simple yield bonus for tundra.

The sugarbush is like a trading post for forests only that gives +1 culture, helping Canada claim more land and adopt more policies.

RCMP is for fun since they're more recognizable in pop culture than Canada's historic (and worthy) military units. Garrison them and they will capably defend a city, and reduce crime, represented by an effect that acts like a Constabulary and a mini East India Company all in one. Move them to cities with high spy potential and\or lots of incoming trade routes.

Canada's strategy is to play slightly wide. They have a start bias near tundra, but feel free to take warmer areas, though if you can claim one or three tundra tiles with it, all the better. See some good resources in the tundra\snow? Settle a small city there; it'll still cost unhappiness, but you'll get 1 happiness back from the first citizen, and another from your third, plus the borders will stretch to those resources twice as quickly. Build and work a sugarbush to expand faster without having to buy tiles.


Ok this is a mess I am going to start and tell what I think of your Canada as a civ. It is messy.

First the UA Tundra tiles are next to useless and gaining them faster is nuts unless the civ you created actually has a good ability for them the happiness bonus is whacked why not +1:) for every tundra worked instead this weird 1st, 3rd, 6th tiles system that is completely horrible no offence.

The sugar bush is a solid UI I like this one people now have keep forests to gain a little bit culture and gold. Problem is forests don't appear in certain maps as much anymore like in continents hardly forest anymore compared to in vanilla. But nonetheless a good solid UI.

The RCMP I would usually say go shoot yourself but I am going to tell you something I don't like it. It is stereotypical and there are military units in Canada which deserved to be praised the Canadian shock troops in WWI where a big help I can't remember which battle they won for the allies but nonetheless they are more worthy than the RCMP.

Now I have created Canada civs time to time none are perfect no civ is perfect but best one is in my signature now it has been under criticism too. And I change around looking for the best possible civ yet. My UA has been received as Unique and different because I make tundra tiles seem like grassland with farm on it OP you might say but there aren't that many tundra tiles. Next my UU has been given solid ratings and my UB is what I am working on it has received criticism like I gave you criticism. And its changed since then. I mean no offence when I write this it is just criticism and criticism is healthy if you take it well.
 
May sound overpowered but I'm from Canada myself.

Civilization: Canada
Leader: John A. Macdonald
Unique Ability: Water Reservoirs
Workers can work Tundra/Snow tiles into Grasslands/Plains. +1 Food from Fresh Water.
Unique Unit: Patriote(Rifleman Replacement)
Ignores all promotions of adjacent enemy units. (Supposed to represent Canadian rebels against well-trained British forces)
Unique Unit: Winter Vehicle Infantry(Infantry and Mechanized Infantry Replacement)
Basically a Mechanized Infantry unit available at Plastics. Double movement on Tundra/Snow or Grasslands/Plains formally Tundra/Snow. Expensive at Plastics, Cheaper at Mobile Tactics.
 
But.. Why?

Why can't we have mechanics that allow you to have a revolution in your empire to form a nation late game with slightly different mechanics instead?

I think that could accommodate places like australia, canada and america really nicely without making the game just, well, ridiculous...

I'd love a mechanic in civ 6 where you get to choose between 2 leaders each time you enter a new era that can change the way your civilization works slightly :goodjob:

Actually, i really like this idea. Screw Canada, do this! :goodjob:
 
Argentina
Leader: Eva Peron (or Madonna lol)
UA: Peronism, each specialist employed in a building provides 1 happiness
UB: Argentine Tango Hall, replaces Opera House, provides an extra specialist spot
UU: Cult Soldier, replaces Great War Infantry, +50% combat strength during a golden age
Start Bias: Coastal Plain
 
I'd love a mechanic in civ 6 where you get to choose between 2 leaders each time you enter a new era that can change the way your civilization works slightly :goodjob:

Actually, I was just thinking about this same thing. It'd be pretty cool, but the only problem I foresee is that it would be insanely art/graphics intensive for the developers, especially if they keep 3D leaders.

They limited the expansion to 9 because of how much development time is needed for each civ and this would add a lot of development time to each civ.

Of course, you could modify the idea a little and instead of choosing new leaders, you could choose to either remain your current civilization or change into another related one that isn't in the game.

Essentially, you'd have "civilization trees."

For example, Celts (Ancient/Classical)->England(Medieval/Renaissance)->USA (Industrial/Modern).

So when you hit the Medieval Era, you could choose to remain the Celts or change to England. When you arrive at the Industrial Age, you can choose to remain England (or the Celts) or become the USA.

Could be a fun system, but definitely different.
 
The problem with choosing a different leader for each era is that some civs wouldn't have enough recognizable leaders to have one per era. I do think that multiple leaders need to return, however.
 
Actually, I was just thinking about this same thing. It'd be pretty cool, but the only problem I foresee is that it would be insanely art/graphics intensive for the developers, especially if they keep 3D leaders.

Or we could go back to the Civ 2 approach of meeting a 'herald in the antechambers' with a nice portrait of the boss on the wall.
 
A lot of the proposed Canada civs I've seen have a food bonus to tundra, or similar. Is that, well, accurate? Isn't most of Canada's population concentrated in the non-frozen bits?

Also I clicked "Hittites" in the poll- perhaps they could get a beaker bonus towards techs that provide a tile improvement, to represent their early use of wheat, iron, etc.
 
They said that it takes 10 weeks to complete one civ. With multiple leaders, the development time could double and we wouldn't be getting as much DLCs and expansions as we wanted.
 
I've registered just to say that I'd love to see the Trojans.

Pretty neat scenario possibility too...
 
I've registered just to say that I'd love to see the Trojans.

Pretty neat scenario possibility too...

Welcome to the forums!!

From what i can understand, the Trojans were the inhabitants of one city, Troy, which was itself some part of the Hittite empire, so i think if Troy is to be included it may be more appropriate as part of a Hittite empire :goodjob:
 
Welcome to the forums!!

From what i can understand, the Trojans were the inhabitants of one city, Troy, which was itself some part of the Hittite empire, so i think if Troy is to be included it may be more appropriate as part of a Hittite empire :goodjob:

It's a city-state in the Wonders of the Ancient World scenario, and an obvious candidate for a main-game CS. I was hoping it would be added in BNW, but it wasn't.
 
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