Hellenism Salesman
King
As a break from this thread's current tensions, I wanted to know how you would design Civ VI's Civs (all of them from launch to expansions and DLCs) now that we have the full picture of the game's mechanics.
These don't have to be super-hyper-100% historically accurate with logical reasoning and statistical data. Any Civ design is going to exclude some aspects of a Civ. Redesigning them just gives you a chance to highlight different aspects.
If you want to give criticism for anyone's ideas, that's fine. Just keep it constructive and don't make it personal.
I'll start:
Greece
Gorgo- Leader Ability: Helots and Hoplites
Farms generate +1 Production when constructing a military unit or support unit. Incur no war weariness from wars against denounced players.
Pericles- Leader Ability: Glorious Acropolis
+25% Production toward Wonders or districts on hill or in cities whose City Center is on a hill. +1 Diplomatic policy slot in Classical governments.
Civ Ability: Greco-Persian Wars
+100% Influence Points during a defensive war or when at war with a city-state. Units receive +2 Combat Strength for 5 turns after refusing an offer from another player.
Unique Infrastructure: Agora
City Center replacement that yields +1 Influence Point on the coast. Has its own Economic policy slot viewable from the Government screen where you can place its own Policy cards in it. They only affect that City.
(ex. God King and Urban Planning would only give their yields to that city.)
Unique Unit: Hoplite
Otherwise unchanged but with this bonus: Citizens generate +1 Production when constructing a Hoplite.
These don't have to be super-hyper-100% historically accurate with logical reasoning and statistical data. Any Civ design is going to exclude some aspects of a Civ. Redesigning them just gives you a chance to highlight different aspects.
If you want to give criticism for anyone's ideas, that's fine. Just keep it constructive and don't make it personal.
I'll start:
Greece
Gorgo- Leader Ability: Helots and Hoplites
Farms generate +1 Production when constructing a military unit or support unit. Incur no war weariness from wars against denounced players.
Pericles- Leader Ability: Glorious Acropolis
+25% Production toward Wonders or districts on hill or in cities whose City Center is on a hill. +1 Diplomatic policy slot in Classical governments.
Civ Ability: Greco-Persian Wars
+100% Influence Points during a defensive war or when at war with a city-state. Units receive +2 Combat Strength for 5 turns after refusing an offer from another player.
Unique Infrastructure: Agora
City Center replacement that yields +1 Influence Point on the coast. Has its own Economic policy slot viewable from the Government screen where you can place its own Policy cards in it. They only affect that City.
(ex. God King and Urban Planning would only give their yields to that city.)
Unique Unit: Hoplite
Otherwise unchanged but with this bonus: Citizens generate +1 Production when constructing a Hoplite.