New Unique Unit: Flower
Replaces Destroyer. Lower Production cost (450 vs. 540). Lower Melee Combat Strength (70 vs. 75). No strategic resource requirement.
Receives +10 Melee Combat Strength during participation in Emergency.
Receives +10 Melee Combat Strength against Naval Raider units.
New Unique Unit: Voyageur
Replaces Ranger. Unlocked by Colonialism instead of Rifling.
When moving into a tile adjacent to the River, move as if there is a Road of the current Era.
Heals +10 HP at the end of turn when end its turn without using its Movement point on Tundra or Snow or a tile adjacent to the River. If end its turn without using its Movement point on Tundra or Snow adjacent to the River, heals +20 HP at the end of the turn.
After having more than 3 Promotions, can use its unique ability "Fur Found!" in the Tundra tile. By using this, a Fur luxury resource improved by Camp is created on the tile. The unit used for this ability is expended.
New Unique Building: Railway Hotel
Replaces Broadcast Center. Unlocked by Steam Power instead of Radio.
Provides +4 Tourism per turn.
The city constructing this building receives +100% Production while constructing this building if the city is within the Trade Route range of the Capital.
If this city is connected with another city by Railroad, provides +4 Culture, instead of +2, and +6 Tourism, instead of +4, per turn.
New Unique District: Hudson's Bay Company
Replaces Commercial Hub. Grants +2 Gold per turn to nearby improved bonus resources or luxury resources on Tundra or Snow tiles and +1 Production per turn to nearby improved strategic resources on Tundra or Snow tiles.
Canada's Starting Bias towards the Tundra makes it unique. Wilfrid Laurier's Leader Bonus appears to have been designed with this in mind, and this design focused on this first. If there are no white tiles close to the city, Hudson's Bay Company is no better than Commercial Hub, but if there are, this district offers more Gold and Production.
Although Voyageur has a few advantages in survival and exploration, its unique ability is by far its most important feature. Although getting 3 Promotions might not be easy, once you have them, this unit is the only one that can create luxury resources without using the Game Mode thingy. It would also be wise always to find some snow to survive.
Canada is already a competitive Cultural Victory Civilization, but more so with a brand-new Railway Hotel. It provides Tourism by itself and more with the condition that isn't difficult to satisfy. Additionally, this building will be built twice as fast with some attention.
Flower trades off combat strength for a lower cost, but with Canada's CIv Ability, this unit can come in handy. This unit is more capable than a destroyer at taking out troublesome submarines, even if you do not intend to participate in an emergency.
Canada will demonstrate that there are other routes to glory besides employing brute force if you wisely use its new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Forbidden Guard
Replaces Pikeman. Unlocked by Military Training instead of Military Tactics. Lower Production cost (140 vs. 180).
Receives +3 Melee Combat Strength when attacking per each unique tile improvement or City-State improvement within 1 tile.
New Unique Unit: T-59
Replaces Tank. No strategic resource requirement.
Unlocked upon adopting the first Tier 3 Government, even without researching Combustion.
Receives a distinct bonus by the type of the current Tier 3 Government.
Communism: Receives +5 Melee Combat Strength. Provides Science equal to the enemy unit's Combat Strength upon killing it.
Democracy: Gold purchasing cost of this unit decreases by 20%. Receives +3 Melee Combat Strength for every active Alliance.
Fascism: Cities creating this unit receive +50% Production. Pays 2 less maintenance.
New Unique Building: Printing House
Replaces Library. Provides +4, instead of +2, Science per turn for the next 10 turns after receiving the Eureka bonus.
Provides +4 Culture per turn for the next 10 turns after receiving the Inspiration bonus.
New Unique District: Pavilion
Replaces Theater Square. Provides 2 Envoys upon built.
Cities with this District receive additional bonus from Suzerainty (+2 Culture per turn from Cultural, +2 Production per turn during the construction of Wonder, building, or District from Industrial, +2 Production per turn during the creation of unit from Militaristic, +2 Faith per turn from Religious, +2 Science per turn from Scientific, and +4 Gold per turn from Trade City-State).
China already benefits more from boosts, but Printing House makes it even more. It provides additional Science from Eureka and additional Culture from Inspiration, so it would be wise to make every effort to obtain these boosts as much as possible.
On the other hand, from my point of view, no other Civilization but China should receive bonuses related to the City-States because they proclaim themselves to be the center of the world and established a distinct tributary system. In this design, Pavilion stands for this feature. It provides 2 Envoys upon being built and bonuses from City-States that are the vassals of China.
However, before using these new infrastructures, some bloodthirsty barbarians might breach the boundary of the Chinese empire before Crouching Tiger is unlocked. If that kind of thing happened, send your imperial Forbidden Guard to end the invasion. It has the same Combat Strength as the Pikeman but is unlocked earlier and cheaper. This unit goes well with the Great Wall, but you can start some subjugation with it if your neighbors have unique tile improvements or enjoy building City-State unique tile improvements.
Finally, at a later stage of the game, T-59 will be unlocked. This is the only Unique Unit that replaces Tank and receives a unique bonus by the current Government type. China will easily take down enemies who dare challenge them with this unit.
The Chinese dragon will ascend to heaven if you wisely use its new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Gunstock Warrior
Replaces Man-At-Arms. Lower Production cost (150 vs. 160). Requires 5 Iron to train.
Receives +3 Melee Combat Strength for each Buffalo Pound within 2 tiles (up to +12).
Heals up to 30 hit points after killing an enemy unit adjacent to Mekewap. This bonus does not stack even if adjacent to more than 2 Mekewaps.
After researching Gunpowder, upon moving to the tile with improved Niter, upgrades this unit to Musketman for free. The upgraded unit loses every remaining Movement.
New Unique Unit: Omâcîw
Replaces Ranger. Unlocked by Mercantilism instead of Rifling. Higher Melee Combat Strength (50 vs. 45). Higher Range (2 vs. 1). Higher Sight (3 vs. 2).
New Unique Building: Sun Altar
Replaces Monument. Provides +2 Faith per turn.
With Currency, provides +1 Trade Route capacity if this city doesn't have a Market or Lighthouse.
If there is a Market or Lighthouse in this city, grants +1 Gold and Production to Priest specialists. This bonus doubles if there is a Worship building in the city.
New Unique Tile Improvement: Buffalo Pound
Replaces Camp. Provides +3 Gold and +1 Food and Production per turn, and +0.5 Housing.
Provides +1 additional Food and Production per turn (with Mercantilism).
Provides +2 Culture per turn (with Economics).
Changed Leader Bonus: Favorable Terms
Trade Routes grant +1 Food in the sending city and +1 Gold in the destination city per Camp or Pasture at the destination city. → Trade Routes grant +1 Food in the sending city and +1 Gold in the destination city per Camp, Pasture, or Buffalo Pound at the destination city.
The Cree is an early game-oriented Civilization, and more so in this design. It can construct Sun Altar at the beginning of the game, which provides Faith. This will allow for more options on Pantheon. Also, the Trade Route capacity provided by this building (before Market of Lighthouse) goes well with the Cree's Civ Ability.
Buffalo Pound is the only Unique Tile Improvement that replaces the standard tile improvement. It provides 1 less Gold than Camp in the end, but more Food, Production, and Culture. Remember that Buffalo Pound can't receive a bonus from the Goddess of the Hunt Pantheon. But even without this, it would be safe to say Buffalo Pound is better than Camp. If you succeed in obtaining God of the Open Sky Pantheon, the Cree can enjoy a considerable Cultural bonus.
On the solid foundation, the Cree can now create two Unique Units during the middle stage of the game. Gunstock Warrior depends on Cree Unique Tile Improvements but will be a valuable defender. As if that's not enough, this unit can be upgraded to Musketman for free.
Finally, Okihtcitaw can now be upgraded to Omâcîw via Skirmisher. A unique unit that replaces recon units usually gets a bad reputation, but 2 Range can turn things around, especially if Okihtcitaw or Skirmisher have earned an Ambush promotion.
From woodland to swamp, from plains to coast, the Cree will flourish if you wisely use their new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Blauwe Garde
Replaces Musketman. Unlocked by Exploration instead of Gunpowder. No strategic resource requirement.
Heals +10 HP at the end of turn when end its turn without using its Movement point in Dutch territory adjacent to the River.
No Movement penalty when moving into Dutch territory adjacent to the River.
Provides +1 Era Score upon killing a non-Barbarian unit.
New Unique Unit: Fluyt
Replaces Caravel. Higher Melee Combat Strength (58 vs. 55).
The city creating this unit receives +10% Production per each Trade Route sent from the city (up to +50%).
Upon creating this unit by Production, receives Great Merchant points equal to 10% of the Production cost of this unit.
New Unique Building: Atelier
Replaces Art Museum. Lower Production cost (250 vs. 290). Provides more Culture (3 vs. 2) and Great Artist points (3 vs. 2) per turn.
During the Golden Age or Heroic Age, provides +5, instead of +3, Culture and +4, instead of +3, Great Artist points per turn.
New Unique Building: Waag
Replaces Bank. Every tile other than Wonder or District provides at least 3 Gold per turn and near this city provides 1 more per turn.
Every tile with improved Luxury Resources near this city provides +1 Culture per turn.
Historically, the Dutch have long been known for merchants and artists. Civ 5 and 6 have depicted the former but not the latter. So, in this design, the Netherlands received Atelier, an improved Art Museum. Compared to its equivalent, it's cheaper and provides more Culture and Great Artist points, even more so during the Golden or Heroic Age.
Blauwe Garde works well with Atelier because it provides Era Score through combat. Although this unit is better suited for defense rather than offense, having a decent defensive unit in the middle stage of the game is not bad at all, especially when this unit's unique traits go with Civ Ability.
As previously mentioned, the Netherlands has a distinguished past as a trading empire. Thus, it received two more Unique Components representing its fame as merchants. Waag provides additional Gold and Culture. You may want to find many luxury resources to maximize this bonus, as the Netherlands did in real history.
Alongside De Zeven Provinciën, the Dutch can create a unique naval unit of the Renaissance Era: the Fluyt. It's stronger than Caravel and can be created faster for each Trade Route sent from the city. Furthermore, upon production, this unit provides Great Merchant points. So, in a sense, you can consider that creating Fluyt is a kind of project that provides a Unique Unit and Great Merchant points. It can even be completed quickly, but remember that Fluyt requires maintenance.
The Netherlands will leave an everlasting mark through the power of trade and art if you wisely use their new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Khopesh Swordsman
Replaces Swordsman. +3 Melee Combat Strength per each adjacent Holy Site, Wonder that provides Faith by itself, or tile that provides Faith.
If end its turn adjacent to Holy Site, heals at least 15 HP at the end of that turn, even if it moves or attacks.
New Unique Unit: Trihemiolia
Replaces Quadrireme. Lower Production cost (100 vs. 120).
Receives +5 Combat Strength if there is a water tile that a Trade Route passes through within 3 tiles. Receives +1 Range if the Trade Route is Egyptian. These bonuses are not stacked if more than 2 Trade Routes pass through.
New Unique Building: Mastaba
Replaces Shrine. Doesn't provide Faith by default. Instead, provides +1 Faith per turn per each Floodplain without tile improvements or with Sphinx. This bonus doubles from each District and triples from each Wonder on Floodplains (including the Holy Site containing this building, but can't be boosted by Simultaneum policy card).
New Unique Building: Obelisk
Replaces Monument. Provides 1 Builder upon construction, and up to 2 Wheat and/or Rice are spawned on the tile adjacent to the City Center. These resources are generated only when the terrain condition is met, and Wheat prioritizes Rice.
Build charges are not consumed when building a Farm on Wheat, Rice, Maize, or Harvesting these resources near this city.
Provides +1 Faith per turn if the city is at maximum Loyalty.
It is no secret that Egypt loves rivers, primarily because of its Civ Ability. And Mastaba makes it not just love but drool about them. Although this building doesn't provide Faith right away, in the long run, it's even possible that this building provides more Faith than Temple with a Simultaneum card.
While it takes a little to make Mastaba shines, Obelisk accelerates Egypt's growth in the early stages of the game. It provides bonus resources improved by Farm, and harvesting or improving these resources and their same kinds are free. Also, although it's not much, this building provides Faith.
Talking about the Egyptian army, they receive no direct bonus apart from Maryannu Chariot Archer. But now, Egypt can create Khopesh Swordsman along with Maryannu. This unit can be seen as defensive, and it's true because Sphinx provides Faith. However, you won't need to turtle if your neighbor is gracious enough to have numerous tiles that grant Faith, as this unit can receive a bonus from Holy Sites that aren't under Egyptian control.
Trade Route is significant to everyone, even though Egyptian Cleopatra would probably agree the most. It's also time for Trihemiolia if your neighbor intends to raid your cargo ships. It's cheaper than Quadrireme and receives Combat Strength and Range bonuses from nearby Trade Routes. Just be aware that you can't choose the detailed course of Trade Routes.
Egypt will leave monuments that not even time itself can destroy if you wisely use their new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Longbowman
Replaces Crossbowman. Lower Range Combat Strength (37 vs. 40).
Receives 1 additional attack per turn if the unit has not moved. This bonus does not stack with the Expert Marksman promotion.
New Unique Unit: Man-of-War
Replaces Frigate. Unlocked by Cartography instead of Square Rigging. Higher Production cost (320 vs. 280). Higher Melee Combat Strength (50 vs. 45). Higher Ranged Combat Strength (65 vs. 55). Higher Range (3 vs. 2).
New Unique District: Shire Court
Replaces Campus. Can't receive ordinary Adjacency Bonuses. Instead, receives 1 Science per turn from each adjacent District. This bonus increases to 2 for City Center and 3 for Government Plaza and Diplomatic Quarter.
Enemy Spy levels reduced by 1 in this city.
If this city is with more than 76 Loyalty, grants +1 Loyalty per turn to other English cities within 9 tiles. If this city is at maximum Loyalty, cities within 9 tiles and not owned by English lose 1 Loyalty per turn. These bonuses stack up to 3 times.
If this city is with less than 50 Loyalty, give 2 Loyalty penalty per turn. If this city is with less than 25 Loyalty, give 2 Housing and Amenity penalties also.
New Unique Tile Improvement: Playhouse
Unlocked by Printing. Can be built on any land tile other than Mountains and without terrain features. Limited to 1 per city.
Grants +1 Appeal to adjacent tiles.
Provides +1 Amenity and 1 Script, a unique luxury resource.
Provides +1 Gold and Culture per turn per each adjacent City Center, Theater Square with Amphitheater, Entertainment Complex with Arena, or Water Park with Ferris Wheel.
Provides +1 Gold and Culture per turn (with Radio).
Provides +1 Housing (with Opera and Ballet).
New Unique Luxury Resource: Script
Can be obtained by constructing a Playhouse. Does not generate on the tile, so has no resource value.
Provides +1 Amenity for the 4 cities.
Can be traded with other Civilizations.
It's clear that England excels at maritime exploration and expansion due to its unique Privateer and Harbor. And along with these, it can now create a unique Frigate: Man-of-War. Although it's slightly more expansive than Frigate, you won't complain when you see its higher Combat Strength and Range.
Shire Court is a double-edged sword for England. It provides Loyalty bonus, which makes easier to maintain foreign colonies. However, when the city has low Loyalty, this District gives penalties instead of bonuses. This means colonies will remain loyal when they go into orbit, but these cities can be even more unstable before then. Also, you should be careful because this District will not provide much Science before the city grows big.
Your domain can stay vulnerable while you concentrate on maritime issues. However, you can feel secure if you remember to make Longbowman. Essentially starting with the Expert Marksman promotion, this unit will make any enemy crossing the border full of holes.
Last but not least, Playhouse provides additional Amenity and a unique luxury resource, contributing to making English cities happy. Although the conditions can be a little picky because England has few reasons to construct many Theater Squares and Entertainment Complexes, this tile improvement also provides some Gold and Culture.
England will rule the waves and create an empire that the sun never set if you wisely use their new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Mehal Sefari
Replaces Line Infantry. Higher Melee Combat Strength (70 vs. 65).
Receives +5 Melee Combat Strength when fighting units with a higher base Combat Strength or belonging to a Civilization that researched more Technologies than Ethiopia. These bonuses can be stacked with each other.
Receives +1 Movement when starting its turn on Hills.
New Unique Unit: Shotelai
Replaces Man-At-Arms. Higher Melee Combat Strength (48 vs. 45).
When attacking, ignore every defense bonus from terrain or tile improvement of the enemy unit.
New Unique Building: Amba
Replaces Renaissance Walls. May be purchased with Faith.
If this city is built on Hills, provides +4 Production per turn. This bonus increases to 6 upon entering the Modern Era and 8 upon entering the Information Era.
Upgrading costs (both Gold and Strategic Resources) of units garrisoned in the City Center or Encampment in this city are halved. This bonus is applied as % instead of %p.
New Unique District: Hawelt
Replaces Holy Site. Must be built on hills.
Upon constructing or purchasing a Temple or Worship Building, receive a free Missionary of the city's majority Religion.
25% of the city's Faith per turn contributes to expanding its territory.
Two Unique Components that appeared in Civ 5 have returned with different abilities and bonuses. Hawelt, or Stele, now replaces Holy Site instead of Monument. Its continuous bonus does not stand out much, but it will be helpful in the long run. Also, two Missionaries will surely be valuable in the spiritual fight of Ethiopia. Be careful, though, because this District can only be built on Hills.
As in Civ 5, Mehal Sefari is a defensive unit. It has abilities similar to the Civ Ability of Ethiopia in Civ 5, although it now depends on Technology and Combat Strength. It's doubtful that this ability will be helpful because of Menelik II's Leader Bonus, but if it is, this unit will offer some potential for overtaking.
Along with Hawelt and Mehal Sefari, Ethiopia also received two Unique Components that go well with its Starting Bias towards Hills. Shotelai can ignore the defense advantages of opponent units in addition to having a greater Combat Strength than Man-At-Arms. This means the hilly field is the ideal battlefield for this unit. Just be careful about Khevsur, for it also receives Combat Strength bonus on Hills.
Although Amba lowers upgrade costs for Ethiopian units, this building's key feature is not it. As the game progresses, this building will provide more and more Production. This is a significant benefit, sufficient to state that the Ethiopian City Centers contain a mini Industrial Zone within. But remember that only cities on Hills are eligible for this bonus. Still, you'll want to settle on Hills anyway due to the Leader Bonus of Menelik II.
The tradition and pride of Ethiopia will be firm as a rock and will never be shaken if you wisely use its new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Gendarme
Heavy Cavalry unit of the Renaissance Era. Unlocked by Humanism. 250 Production cost, 1000 Gold cost, 4 Gold maintenance cost, 4 Movement, 62 Melee Combat Strength, 2 Sight. Requires 10 Horses to train. Upgrades to Cuirassier.
Suffer 7 Melee Combat Strength penalty against units of Renaissance and its later Eras.
Upon creating a Gendarme by Production or obtaining it by unique project for the first time, every owned Knight turns into a Gendarme for free.
Ignores enemy zone of control.
New Unique Unit: Swiss Guard
Replaces Pike and Shot. Unlocked by Mercenaries instead of Metal Casting. Lower Production cost (220 vs. 250).
During the war against Civilization with a lower Culture per turn than France, cities creating this unit receive +25% Production, and the purchasing cost of this unit decreases by 20%.
Heals +10 HP at the end of turn when end its turn without using its Movement point on Hills.
New Unique Building: Exhibition Hall
Replaces Stock Exchange. Unlocked by Scientific Theory instead of Economics.
Provides Culture and Science per turn as the same number of Wonders built in this city.
Provides Tourism per turn equal to twice the number of Wonders built in this city (with Flight).
Provides 1 point per turn in every scored competition.
Tier 3 Governments (Communism, Democracy, Fascism) are unlocked after building 3 Exhibition Halls.
New Unique Building: Jousting Ground
Replaces Arena. Provides more Amenities (3 vs. 2).
Upon creating a cavalry unit by Production in this city, provides Great General points equal to 10% of the Production cost of the unit.
Unlocks the unique Joust project.
New Unique Project: Joust
25 Production cost. Production cost is progressive. Available in a city with Jousting Ground.
Provides +1 Amenity while ongoing.
When completed, yields Great Writer, Great Artist, and Great Musician points, each equal to approximately 11% of the Production invested in it (on Standard speed).
Before researching Combustion, 1 heavy cavalry unit that is mostly advanced among currently creatable is also given when completed. This unit requires no resources to be created.
Despite never being depicted in the Civilization series, France was well-known for its valiant knights and cavalry. Gendarme is a little homage to them. This unit is not more expensive than other Renaissance units but has almost the same Combat Strength as Cuirassier. This unit can be unlocked relatively early because Humanism also unlocks Château, and France is a Cultural Civilization. Although it suffers a huge Combat Strength penalty against other Renaissance units, this unit will reign as a nightmare for the Medieval units. Also, although it is a standalone unit, it can be "upgraded" from the earlier unit.
Jousting Ground is another homage to French Knights. It provides more Amenities, Great General points, and unlocks a unique project that goes well with Cultural Victory. Every French Leader, including Magnificence Catherine de Medici, will love this Joust project. With the help of awe-inspiring knights, France can become a military civilization at best, and at the very least, it can successfully defend its territory from powerful foes.
Although they came from abroad, Swiss Guard was a vital part of the French army during the Renaissance and Industrial Era. It unlocked earlier than Pike and Shot and is cheaper but not weaker. Rather, it receives a healing bonus on Hills. This unit will be created even faster during the war against an uncivilized Civilization, and it will not be easy to generate more Culture than sophisticated France.
Thanks to the Civ Ability, France probably has more Wonders than most other Civilizations. If so, Exhibition Hall will bring Cultural Victory even closer by providing a good amount of income for Science, Culture, and Tourism. Furthermore, simply having this building gives you a significant edge in every scored competition. This building also unlocks Tier 3 Governments, but this may be useless because France is a cultural civilization.
Valiant French knights will ride to glory and victory if you wisely use their new Unique Components in Sid Meier's Civilization VI.