In the post I uploaded almost a year ago, I designed three Unique Components for every Civilization in Civ 6 and wrote, "it's unlikely to write a post something like "6th Unique Components designs."" But... well, surprise! Never say never.
Okay, sorry. Although I haven't played that game yet, I read about that comment on the Internet and couldn't resist.
Well, here, I'd like to share my design like "6th Unique Components designs." But before you read further...
1. Before starting this series of posts, I went back and reviewed my earlier posts. I found that many of my designs needed to be changed. Some felt like I could have done better, some were OP, and some needed to be replaced. For this reason, rather than just listing the 6th Unique Component, I will list every 4 Unique UCs.
2. Since every civilization has a unique unit and infrastructure, I added two unique units and infrastructures.
3. When creating a unique unit, I tried to include as many different ages and unit classes as possible. I tried my best, but some units can be a little ahistorical.
4. For unique infrastructure, I tried not to overlap with official ones. For example, Americans have Film Studio, a building in the Theater Square district. So, I chose buildings or tile improvements other than those placed in Theater Square. Since Australians already have unique improvement, I didn't make another tile improvement for them.
5. By principles 3 and 4, I chose the most appropriate things I know. If I comment, some things nicely represent unique aspects of each civilization, but others may come off awkwardly, primarily due to my ignorance.
6. Yes, I know several modes add unique components to every civilization on the Steam Workshop, but I passed over them in favor of creating my design.
7. Since I can't agree with including some fantasy-like elements, like Zombies and Vampires, in a game based on actual human history, I paid little attention to Game Modes. In actuality, I know very little about the specifics of Game Modes.
8. I made minor adjustments to the Civ Abilities and Leader Bonuses to make new Unique Components fit well. There is no significant change, however, and this is just to make things clear. For instance, Eagle Warrior is now upgraded to a new Unique Unit rather than Swordsman since Aztecs now has a Unique Unit that replaces Swordsman.
9. As I did in previous posts about adding some Unique Components to every Civilization of Civ 5, I decided to write my intentions about my design as below. But I'm well aware that there are tons of players who are smarter than designers. So, if you disagree with it, please don't hesitate to leave your comment. :)
New Unique Unit: Minuteman
Melee unit of the Renaissance Era. Unlocked by Gunpowder. 160 Production cost, 640 Gold cost, 3 Gold maintenance cost, 2 Movement, 45 Melee Combat Strength, 2 Sight. Upgrades to Line Infantry.
Receives +15 Melee Combat Strength and no Movement penalty in any land tiles in American territory.
Receives +1 Movement when starting its turn on the land tile in American territory.
New Unique Unit: Navy SEAL
Replaces Spec Ops. Higher Melee Combat Strength (80 vs. 60). Can't make ranged attacks.
Has no Priority Target ability. Instead, when attacking the enemy unit stacks with the Support unit, deals the same damage to the Support unit.
Ignores every defense bonus from the terrain of the enemy unit when attacking.
Receives double defense bonus from the terrain.
If there are Encampment buildings in a city created or purchased this unit, receives +25% combat experience for each of those buildings.
New Unique Building: Saloon
Replaces Zoo. Unlocked by Colonialism instead of Natural History.
All cities within 6 tiles from this building expand their border 25% faster and receive a 50% discount when purchasing tiles.
Land military units created or purchased in this city receive +1 sight.
Doesn't grant additional Science to Rainforest or Marsh tiles. Instead, every improved Bonus Resource in this city provides +1 Culture and Production.
New Unique District: Space Agency
Replaces Spaceport. Unlocked by Electricity instead of Rocketry.
Provides +1 Science per turn from each adjacent District and +1 Production per turn from every 2 adjacent Districts.
Provides a random Eureka of the Technology belonging to the Atomic or Information Era upon construction or purchase of this District. If every Eureka belonging to those Eras is already provided, Eureka of the Technology belonging to the Future Era will be provided instead.
Changed Leader Bonus: Emancipation Proclamation
Receives a free Melee unit after constructing Industrial Zones and their buildings. → Receives a free standard Melee unit after constructing Industrial Zones and their buildings.
It depends on who the leader is, but America doesn't really shine until the later stage of the game. Thus, they are granted two additional Unique Components in this design, which they can unlock in the middle of the game. Minuteman is not any stronger than Man-At-Arms, but it receives a mighty bonus in American territory, making it an effective defender. Additionally, this unit requires the same Production cost as Man-At-Arms.
While Minuteman takes charge of defense, Saloon brings Civ Ability of America in Civ 5 back. At the expense of some Science, it offers nice Culture and Production boosts, Sight bonus, and tile bonus. Consider constructing this building in the most productive cities to optimize its bonuses.
America can challenge Cultural Victory in the later stages of the game because of the Film Studio. However, they can also contest Domination Victory or Science in this design. In the field of Science, America can construct the Space Agency, a Spaceport that provides not just Science and production but Eureka boosts as well. Thanks to these bonuses, America will show why the Apollo Program appeared from Civ 1 to Civ 5.
Lastly, Navy SEAL is a recon unit, but it can be used as an upgraded Infantry. No terrain can stop its advance, and enemies should be very careful when using Support units before this unit.
America will claim its rightful status on the world stage if you wisely use its new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Baghlah
Replaces Caravel. Unlocked by Naval Tradition instead of Cartography. Higher Movement (5 vs. 4). Higher Sight (4 vs. 3).
Provides +5 Great Merchant points from kills.
New Unique Unit: Naffatun
Ranged unit of the Medieval Era. Unlocked by Military Engineering. 200 Production cost, 800 Gold cost, 3 Gold maintenance cost, 2 Movement, 35 Melee Combat Strength, 50 Ranged Combat Strength, 1 Range, 2 Sight. Upgrades to Field Cannon.
The enemy unit attacked by this unit suffers 5 Combat Strength penalty until the end of the turn.
Upon attacking, automatically pillages the Tile Improvement or District on the same tile. Provides yields from pillaging in this case.
New Unique District: Souq
Replaces Commercial Hub. When adjacent to Campus or Holy Site, provides +50% Production during the construction of its buildings and eliminates Gold maintenance costs.
Campus and Holy Site receive 3 adjacent bonus from this District.
New Unique Tile Improvement: Burj
Unlocked by Steel. Must be built on flat Desert or Desert Hills adjacent to Oasis or Strategic Resource.
Provides +2 Production per turn and +2 Housing.
Provides +3 Culture per turn for each adjacent Oasis and +3 Gold per turn for each adjacent Strategic Resource.
Grants +100% accumulation to adjacent improved Oil (this bonus does not stack if there are more than 2 adjacent Burjs for the same resource).
It is said that Arabia is the master of both Science and Faith, but it's easier said than done. While Madrasa is too costly for a building constructed during the Classical Era, Holy Site and Campus often vie for the same tile next to numerous mountain tiles. Souq is capable of handling all of these issues. It provides massive adjacent bonuses to Campus and Holy Site, and Production bonus to buildings, including Madrasa. Also, it practically provides additional Gold.
Arabia can create two additional Unique Units during the Medieval Era in addition to Mamluk. Baghlah replaces Caravel but unlocked one Era earlier, not with the penalty but with bonuses. It also provides Great Merchants points from kills and reinforces the commercial ability of the Arabians, who were famous as skillful merchants in real history.
Naffatun can solve the issue if you discover that your neighbor relies on rough terrains and some Fort-like tile improvements when you were planning to use Mamluk. It automatically pillages the problematic tile improvement and gives a Combat Strength penalty to the enemy unit. With some of these units, it would be pretty challenging to halt the advance of the Mamluk army.
In the later stage of the game, Arabia can construct Burj. Although it has strict conditions to be built, it provides ample Production, Culture, and Gold. But more than that, it provides Oil accumulation bonus. So, in a way, you can say that Arabia gets back its Civ Ability of Civ 5. It's up to you whether to use this bonus Oil for military purposes, Electricity, or peaceful trade with other Civilizations.
Pious, wise, and wealthy Arabians will embrace the new Golden Age if you wisely use their new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Boomerang
Bomber unit of the Atomic Era. Unlocked by Advanced Flight. 520 Production cost, 2080 Gold cost, 7 Gold maintenance cost, 10 Movement, 80 Melee Combat Strength, 100 Bombard Strength, 10 Range, 4 Sight. Upgrades to Jet Bomber.
Units attack the enemy unit that has been attacked from this unit during this turn receive +10 Combat Strength.
New Unique Unit: Dingo
Recon unit of the Modern Era. Unlocked by Combustion. 380 Production cost, 150 Gold Cost, 5 Gold maintenance cost, 4 Movement, 70 Melee Combat Strength, 4 Sight. Can't make ranged attacks. Requires 1 Oil to train and 1 Oil per turn to maintain. Does not upgrade to Spec Ops, but is not obsoleted.
Receives one free Promotion when first trained, purchased, or upgraded from an earlier unit.
Reveals stealth units within Sight range while on land tiles.
New Unique Building: Pub
Replaces Zoo. Unlocked by Colonialism instead of Natural History.
Provides +100% Production while creating Builder.
Environmental Effects cannot damage tile improvements within 2 tiles from this building.
Doesn't grant additional Science to Rainforest or Marsh tiles. Instead, provides Science by itself as the same number of adjacent Outback Stations.
New Unique District: Mining Complex
Replaces Industrial Zone. Unlocked by Mining instead of Apprenticeship.
No adjacency bonuses and penalties. Instead, has a starting adjacency bonus of +4 Production.
Workshop in this District grants +1 Production to nearby Mines built on resources. Any type of Power Plant in this District doubles this bonus.
To begin with, Outback Station is a fabulous tile improvement that makes you want to fill most tiles with it. But when you do so, Australia will likely suffer from Drought. Now, Pub can fix this problem. It protects nearby tile improvements from Environmental Effects and doubles Builders' creation rate. Furthermore, this building directly makes Outback Station even better. The primary disadvantage of this structure is that it replaces Zoo; a building doesn't have to be built in every city. Thus, carefully consider which city will require a cluster of Outback Stations.
Thanks to the mighty Outback Station and the Leader Bonus of John Curtin, Australia is already a Production powerhouse. But Mining Complex makes it even more competitive in that area. This Industrial Zone replacement, which can be constructed from the Ancient Era instead of the Medieval Era, enhances Production from the start of the game. Also, it provides additional Production to Mines from buildings in it.
Australia now gets two helpful Unique Units later in the game. Dingo is a standalone recon unit that can sufficiently replace Spec Ops if you aren't desperate for Priority Target ability. Additionally, the adversary will have nowhere to hide while Dingo is on land tiles. Just keep in mind that Oil is needed for this unit.
Boomerang works well as a support unit but isn't strong alone. Just build a couple of these units, use them to scratch the enemy unit, and let other units take care of the rest.
With boundless plains to share, Australia will flourish for a long time if you wisely use its new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Cuachic
Replaces Man-At-Arms. Unlocked by Civil Service instead of Apprenticeship. Higher Production cost (230 vs. 160). Higher Melee Combat Strength (53 vs. 45). No strategic resource requirement. Upgrades to Line Infantry.
Heals up to 25 hit points after killing an enemy unit.
New Unique Unit: Jaguar Warrior
Replaces Swordsman. Unlocked by Military Training instead of Iron Working. Higher Production cost (140 vs. 90). Higher Melee Combat Strength (43 vs. 35). No strategic resource requirement. Upgrades to Musketman.
Can capture defeated enemy units, turning them into Builders for the Aztecs.
New Unique Building: Calmecac
Replaces University. Provides more Science per turn (6 vs. 4). Lower Production cost (220 vs. 250).
Upon killing the enemy unit, Production equal to 5% of its Production cost is provided to the 10 closest cities to this building.
New Unique Tile Improvement: Chinampa
Unlocked by Irrigation. Must be built on Lake or Marsh.
Provides +2 Food per turn and +1 Housing.
Provides +1 Food per turn per every 2 adjacent Chinampa (with Feudalism), increasing to +1 Food per turn per every adjacent Chinampa (with Replaceable Parts).
Provides +1 Housing (with Feudalism), increasing to +2 Housing (with Conservation).
Provides +1 Production per turn per every 2 adjacent Chinampa (with Replaceable Parts).
Increases Movement cost of tile with this tile improvement to 3.
Changed Unique Unit: Eagle Warrior
Upgrades to Swordsman. → Upgrades to Jaguar Warrior.
If you felt bad about capturing the enemy unit is not a Civ Ability but an ability of Eagle Warrior, now you can use Jaguar Warrior. It's essentially a Swordsman version of the Eagle Warrior, allowing you to use this remarkable ability for one more Era. Just don't forget that this unit is quite expensive, as Eagle Warrior is costly.
Cuachic can be a vague tool in the Aztec toolbox. It replaces Man-At-Arms but can't upgraded from Jaguar Warrior because this unit directly upgrades to Musketman. This means you should create this unit by Production or purchase by Gold or Faith. Also, as Eagle and Jaguar Warriors, this unit is much more expensive than Man-At-Arms. But you might agree that this unit is worth its salt with its significantly increased Combat Strength and healing ability.
In addition to forsaken Tlachtli, the Aztec now has a Unique Building that lives up to its name "unique." Calmecac offers more Science at a lower Production cost than University and offers one-time Production whenever killing the enemy unit. It goes without saying that Calmecac sends the Aztec, already a competitive domination Civilization, to the warpath.
Last but not least, the Aztec Builders now can construct Chinampa. This tile improvement is somewhat similar to the Dutch Polder (both of Civ 5 and Civ 6) but still useful. With the combination of the Leader Bonus of Montezuma and ample Food and Housing this tile improvement provides, you'll have all you need to build enormous cities.
The Aztecs will construct the mighty empire suit for an offering to the Sun God if you wisely use their new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Nas Qasti
Replaces Archer. When occupying the City Center, receive +5 Range Combat Strength per each level of Walls.
When occupying an Encampment, receive +5 Range Combat Strength per each building in the Encampment.
New Unique Unit: Sakrumash
Replaces Heavy Chariot. Receives +1 Melee Combat Strength for each Eureka obtained during the game.
Production and purchasing costs of this unit are decreased by 5% for each Eureka obtained during the game (upgrading cost to Knight is unchanged).
New Unique Building: Kudurru
Replaces Monument. Provides +1 Science per turn and +1 additional Science per turn if this city is at maximum Loyalty.
Expands the city's borders by 2 tiles upon construction or purchase of this building. Expands the city's borders by 1 tile upon constructing or purchasing other City Center buildings.
New Unique District: Museum
Replaces Theater Square. Unlocked by Early Empire instead of Drama and Poetry.
Provides Culture per turn as the same number of half of every type of Great Works, Artifacts, and Relics in the city.
It goes without saying that Eureka is crucial to Babylon. And Sakrumash, a new Unique Unit that replaces Heavy Chariot, receives direct bonuses from Eureka. The more Eureka obtained the cheaper and stronger this unit. Regarding unlocking Knight is quite tricky for Babylon, this unit can be a decent replacement for Knight for a while.
Along with Sakrumash, Babylon can now create Nas Qasti instead of Archer. Similar to Bowman in Civ 5, this unit was designed for early-game defense. Crossbowman is more easier to be unlocked than Knight, but even so, it will be sufficient to eliminate some of the bothersome Barbarians early in the game.
It is no secret that Culture is also vital to Babylon. Culture unlocks many helpful elements, including Policy Cards, which enable the creation of powerful units unlocked by Civ Ability much faster and easier. Museum is useful here. It is unlocked earlier than Theater Square and provides extra Culture as Babylon collects more Great Works, Artifacts, and Relics.
Lastly, Babylon now has the second Unique Building in the City Center. In addition to offering some Science, Kudurru also aids in the extension of territory. Not a little Gold will be saved from tile purchasing, allowing Babylon to buy other essentials instead of tiles.
The Babylonians will read their promised victory in the stars in heaven if you wisely use their new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Bandeirantes
Recon unit of the Renaissance Era. Unlocked by Exploration. 250 Production cost, 1000 Gold Cost, 4 Gold maintenance cost, 3 Movement, 45 Melee Combat Strength, 55 Ranged Combat Strength, 1 Range, 2 Sight. Upgrades to Ranger.
Provides 2 Gold, Culture, and Science whenever remove the "fog of war" per tile.
Has 3 build charges that can construct Brazilwood Camp.
Upon creating Bandeirantes for the first time by Production, every owned Skirmisher turns into Bandeirantes for free.
New Unique Unit: Pracinha
Replaces Infantry. Receive +5 Melee Combat Strength when fighting in Rainforests, foreign continents, or a territory of other Civilizations, city-states, or Free Cities. These bonuses can be stacked.
Provides +2 Era Score upon killing a non-Barbarian unit.
New Unique Tile Improvement: Brazilwood Camp
Unlocked by Guilds. Must be built in the Rainforest.
Provides +2 Production per turn.
Provides +2 Gold per turn (with Mercantilism), +2 Culture per turn (with Opera and Ballet).
New Unique Tile Improvement: Football Stadium
Unlocked by Mass Media. Must be built on a land tile adjacent to the City Center and other than Floodplains or Mountains. Limited to 1 per city.
Provides +3 Amenities.
Grants +2 Appeal to adjacent tiles.
Provides +1 Culture per turn for each adjacent Theater Square building (means, provides +3 Culture per turn if adjacent to one Theater Square with Amphitheater, Art Museum, and Broadcast Center).
Provides +2 Gold per turn for each adjacent Entertainment Complex or Water Park building.
Grants +20% Tourism to the city.
In this design, two Unique Components that appeared in Civ 5 have returned. In Civ 5, Pracinha was well fit with the Civ Ability because its unique promotion earning Golden Age points, but aside from that, it was no different with the Infantry. But now, Pracinha has Combat Strength bonuses that are hard to ignore while keeping its unique ability about the Golden Age. Use this unit to strike any enemy that stands in Brazil's way, and select the appropriate Dedication for the kind of victory you aim for.
As in Civ 5, Brazilwood Camp provides Gold and Culture, but now, it also provides Production. Although this tile improvement provides less Production than Lumber Mill in the final stage of the game, you can't complain about it as Steel is a Technology of the Modern Era, especially after seeing some Gold and Culture from Brazilwood Camp.
Brazilwood Camp is constructed not only by Builders but also by Bandeirantes. Its performance as a military unit is unremarkable, and its exploration bonus may not be all that beneficial. Still, this unit will help not to invest some Production to create Builders for the construction of Brazilwood Camp. Furthermore, even though as being a standalone unit, Bandeirantes can be "upgraded" from the earlier unit. This feature is exclusive to this unit and French Gendarme, a unit that will be introduced later.
Brazil is a versatile Civilization as before, but now, it is much more suited for Cultural Victory thanks to Football Stadium. It provides Culture, Gold, Appeal, and Amenities. More than that, though, this is the only tile improvement that provide Tourism boost to the city. Speaking of Amenities, this tile improvement provides not 1, not 2, but 3 Amenities, which is the most among all tile improvements even in this design.
Brazilian songs and dances representing their prosperity will continue if you wisely use their new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Paramonai
Replaces Man-At-Arms. Lower Production cost (140 vs. 160). Requires 5 Iron to train.
Receive a higher Melee Combat Strength bonus (10 vs. 5) vs. anti-cavalry units.
Provides +5 Loyalty to the city when occupying the City Center.
New Unique Unit: Vardariotai
Replaces Courser. If founded a Religion, Faith purchasing cost of this unit is halved in a city following Byzantine Religion.
ReceIves +7 Melee Combat Strength if there is an enemy unit with less than half HP within 2 tiles (does not increase if there are more than 2 enemy units with less than half HP).
New Unique Building: Aplekton
Replaces Medieval Walls. Lower Production cost (190 vs. 220). Provides higher Outer Defense (200 vs. 100).
Provides +4 Faith per turn.
Enemy land units must spend 0.5 extra Movement points on land tiles within 3 tiles from the City Center with this building.
New Unique Building: Tetraconch
Replaces Temple. Provides more Faith per turn (6 vs. 4).
Military units purchased by Faith or given by the effect of Hippodrome in this city receive +25% combat experience.
In this design, the Byzantines were interpreted as holy warriors. It follows that each of the four new Unique Components somehow has some connection to the military or Faith. First, Aplekton has a similar ability to the Great Wall of Civ 5, but it also provides decent amount of Faith with lower Production cost. Needless to say, this bonus Faith can be used to purchase more units. Naturally, Aplketon can be utilized for its primary function as a defensive structure because it also offers more Outer Defense.
Tetraconch also provides more Faith than Temple. Furthermore, it provides bonus experience to units purchased by Faith or given by the effect of Hippodrome. With Aplekton and Tetraconch, you may want to build Grand Master's Chapel and pour the crusading army.
Now, talking about the Byzantine army, two new Unique Units are added to the Medieval Era. Vardariotai can be purchased at the half prize by Faith (if you founded a religion, and this is essential), and receives a mighty bonus when there is a weakened enemy unit nearby.
Seeing Byzantine unique cavalry units, the neighboring enemy may believe they will be safe if they have enough anti-cavalry units. If so, they'll tremble before Paramonai. In addition to being cheaper than Man-At-Arms, it receives bonus Combat Strength against anti-cavalry units. It also provides Loyalty bonus, which will help stabilize newly conquered cities.
The Byzantines will proudly call themselves descendants of heroes of ancient times if you wisely use their new Unique Components in Sid Meier's Civilization VI.