I started a game as russia on an alternate account (I have all the expansions) and first spawn was in the tundra on a lake next to a natural wonder (Actually Stupid good spawn) but on my main every time i tried to replicate this it just spawned me 5-8 tiles away from any tundra and i restarted 20 times and out of those 20 times 0 of them spawned in the tundra.
What's on your mind?
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So basically the ship says 4/5 turns, but I can't even move a step, so why is that? When I click on the circle, it doesn't move. It stays stationary.
Heres a picture:
Just Updated
Today, I bumped into an idea while thinking about the "Evolving Civilizations" concept. There is not much time left for Civ 7 to incorporate this, and if it does, I think it's a new 4X game series instead of the Civilization franchise. Nevertheless, I would like to share it even if it's still a rough idea that might use a lot of work.
Let's hold up for the Age of Exploration, for example. When you play Portugal or Spain in the previous Civilization series, you might have thought, "This Civilization has an advantage for maritime exploration, so let the sail set." In actuality, though, this is ahistorical. During that time, monarchs from Spain or Portugal actually believed, "We won't have any chance against those damn Venetians and Muslims in the Mediterranean because they are monopolizing the trade in the region. But on the other hand, on the Atlantic... So let the sail set," not "We have traits about the sea... So let the sail set." In summary, each Civilization's distinct characteristics and traits were shaped by their surrounding environments rather than being bestowed by the god, Sid Meier, or someone else.
So, here is my idea.
The game begins in the Pre-Historic Era with a chosen Leader as "[chosen or randomized name] Tribe." You can receive a Leader Bonus but no Civ Ability or other Unique Components. And upon you do something, you can advance to the Ancient Era and acquire a Civ Ability that meets the condition.
At this stage, certain distinctions are made. You will first be given the empire name "[the name you chose] Empire." Second, at this stage, there aren't any more Unique Components, such as Unique Units or Unique Buildings. Third, you can obtain Civ Ability, not the Civilization. Furthermore, this Civ Ability does not mention the name of the Civilization; it merely provides you with a clue about it. You may select "Gift of the River" or "Law of Talion," for instance. The former indicates its Egyptian Civilization, and the latter is Babylonian. Even so, you can never be sure because there are other rivers on Earth besides the Nile, and other civilizations may have adopted the Eye for an Eye legislation for various reasons.
(Civilopedia, however, might claim it is Egyptian and Babylonian.)
You can attempt to get the remaining 2 Unique Components by following the same steps you took to earn the Civ Ability after acquiring an unclear Civ Ability. These Unique Components are made from real historical beings (such as Legion or Hul'che) but do not belong to a certain Civilization because there is no "certain Civilization" here. If you conquered at least 2 cities, you may have the Assyrian Siege Tower to conquer more. Or if you have a city with 6 Citizens, you can obtain Harrapan Reservoir to grow cities even more enormous. In the end, you can have Siege Tower and Harrapan Reservoir while enjoying the Civ Ability named "Demokratia."
Advancing into the Exploration Age and the Modern Age remains the same concept. In this way, if you want to establish a vast maritime empire, you may have Civ Ability named East India Company, command Unique Units named Conquistador, and Junk if you did something about expanding through the sea.
How do you like my idea? Does it look good enough?
Still, I must admit there are two huge problems in this. First, it's still ahistorical in nature. Having Incan Civ Ability, Korean Unique Building, and Russian Unique Tile Improvements under names such as "Rohan Empire" or "Gondor Empire" will look like an abomination. Second, maintaining the balance will be tough. An empire that took the most potent Unique Components will be unstoppable.
If you have an opinion, please don't hesitate to leave a comment. It's always a pleasure to talk about one of my favorite topics. :)))
I have only been playing civ for about a year and even at tha'm pretty bad at it. I have mastered a science victory with like 5 different civ's, I have won 1 religous victory with jayavarman ll, and now I need help with a culture victory. i'm not sure if im doing something wrong but i just can't seem to pull it off? Any tips on how to play and what civs to use?
Its lovely how the AI can just enter your city, declare a surprise war, and capture it in 2 turns.
Some of you might remember me, I used to post civilization concepts here quite frequently in the past few years, how have you all been doing?
Gilgamesh in fate/zero: Annoying. Prideful. Doesn’t shut up
Gilgamesh in Civilisation: gigachad
Kupe is underrated as hell
Larger and more numerous true start location maps. I love playing on TSL maps, but I feel like so much more could be done with the concept. The TSL Huge Earth map doesn’t provide great starting locations for every civ. Japan, the Incas, and pretty much any European civ get the shortest end of the stick. Also, I feel like we need TSL Africa, TSL Baltic and TSL New World maps.
A more even balance of civs by continent. This point ties in closely with the previous, as continent diversity directly affects gameplay on the TSL maps. As I alluded to earlier, there is an unnecessary glut of European civs, despite Europe being the 2nd smallest continent. This means that Europe tends to become very overcrowded on any TSL map that includes it, and leads to many civs dying out in the ancient era. (I have never once seen Germany not get destroyed in a TSL game.) On the flip side, the Americas are nearly empty in TSL Earth games, meaning any civ starting there tends to have a rather boring early game.
More Warplane Emphasis For The AI. I would just like to see the AI players place more emphasis on building airplanes. As it is now, planes just kind of act as a way for Human players to cheese single player mode. Getting into dogfights with the AI more often would be fun, and it would add a new angle of strategy with defending against bomber raids.
A New Victory Type. Almost every new Civ game adds a new victory type, and VII should be no different. For this game, I think that the Science Victory should be split up into the traditional Spaceship Victory, and a new Digital Victory. Digital Victory would involve achieving a state of singularity with the digital world, and require more scientific research than the Spaceship Victory, but less use of raw production.
More Future Era Units. I think that the Future Era in VI was a great concept, but had volumes of unused potential. This is especially true for units, with the Giant Death Robot being the only new one introduced. In VII, I want to see units almost as crazy as the GDR such as Spider Tanks (heavy cavalry), Railguns (ranged), and Flying Saucers (air fighter).
A Better Alliance System. While the idea of two individual civs making a mutual defensive agreement works fine in the game’s early eras, it becomes a bit underwhelming when the game hits the Modern Era. In real-world history, this period’s wars were defined by intertwined alliances with many civilizations on both sides of a war. This is not really possible as of now (unless multiple Human players make a conscious effort to make it happen), but I think that it would not be too hard to implement in VII.
More epic music! Geoff Knorr’s soundtrack elevates Civilization to an even higher level than it already is, and I hope that VII gives him as many opportunities to compose as possible. Combining the peace/war theme dichotomy of V with the evolving music of VI plus a new addition of different music for different leaders could make VII’s audio landscape truly unparalleled.
It's morning in my little home country, and I just saw the trailer of Civ 7. :)))
So, I'd like to write about six things I hope for this brand new Great Work of Game. Wishes abound, but at the moment, the ones that come to mind are...
1. NO fantasy-like elements. I've always been a history mania; therefore, I have always believed in and liked this game because it's based on actual human history. Of course, there were certain fantasy-like aspects, but they were specific to game scenarios. In Civ 6, these elements were officially incorporated into the main game under "Game Mode," which really irritated and saddened me. These are fun to design or play with, of course, but who even wants to add some chocolate sauce to the pasta, even if both are delicious?
2. I believe some Civilizations need brand-new Civ Ability names. Swedish, for example, I still can't understand why Firaxis emphasizes the Nobel Prize this badly. There must be some other awesome words, such as Stormaktstiden, to represent Swedish history. Also, as a great fan of the Osman Empire, I eagerly want to see Millet or Devşirme as their Civ Ability. Oh, and talking about the Osman Empire, I'm still angry about Barbary Corsair, not Janissary of Sipahi, is the Unique Unit for them.
3. Maybe it's about time for every Civilization to have three, instead of two, Unique Components. There are many Civ 5 and 6 designs about adding a new UC on Steam Workshop, and some Civilizations of Civ 6 have a third UC as a form of Leader UC. This inclusion will undoubtedly deepen the strategy much further.
4. I wish to cease seeing Gandhi as the Leader of India, even though some of you may not agree. I'm tired of this meme, and many notable Indian leaders throughout history have consistently taken their seats to this nuclear maniac. This game still doesn't allow even Akbar the Great to appear.
5. Although this can also be a little controversial, I hope there are no Easter eggs on Leaders in this time. In Civ 6, certain Leaders have the Firaxis mark; however, this is ahistorical since Firaxis did not exist in their time. Easter eggs, of course, but in and of itself, this is ahistorical.
6. The Agenda thingy should be removed or greatly revamped. Although this was a fantastic and sensible idea, the result was a little disappointing because some Leaders seem to be playing for their Agenda rather than for a win. In the end, what is the point of competition if your rivals don't seem to want to win?
Finally, there are some Civilizations that I hope to see in Civ 7, but I believe this is a topic for another post.
Thanks for reading, and please tell me what you think. Do you agree with or object to mine? Please feel free to leave some comments, as I always enjoy discussing things I like so much! XOXO
So, someone made a separate fandom for Civilization: Beyond Earth. Not nearly as well developed. I look at their entry for Xeno Titan and see "Little is known about this unit at this time." While at the entry on this fandom for [[Xeno Titan (CivBE)]] gives far more information. Despite this, look at how the link to their fandom says they are "The #1 community generated official wiki resource for Civilization: Beyond Earth". This is the official wiki, so they are lying. I remember there is a place somewhere to report this duplicate fandom, but I don't remember where. Someone want to deal with this? What if people searching for information elsewhere end up going there instead of here?
Submarines say they carry missiles, but how do you load them? I would've thought it would be the rebase function like with Carriers and Fighters, but that doesn't seem to work. Missile Cruisers have the same issue.
While creating a design for Civ 6 today, I rediscovered an attractive historical figure of Korea: Gyeon Hwon (also known as Kyŏn Hwŏn), the founder and conqueror of the Later Baekje kingdom. You may read about him on Wikipedia, but I'd like to introduce him in this post because although I found his life quite interesting, I doubt my new design will include him.
From the Three Kingdoms to the Later Three Kingdoms
The Korean Peninsula was in the period named "Three Kingdoms" from about the 1st century BC to the middle 7th century AD. In this period, a few tiny, loosely organized nations were subjugated or assimilated into the three relatively large, well-organized kingdoms: Goguryeo in the north, Baekje in the southwest, and Silla in the southeast. The weakest of these kingdoms was Silla. Baekje frequently assaulted and threatened Silla, particularly in the 7th century AD. Goguryeo allied with Baekje to concentrate on preparing for the numerous invasions by the Chinese Sui and Tang dynasties. But in the end, Silla was able to defeat its fierce enemy, Baekje, in 660 AD with significant assistance from China. The Silla-Tang alliance in AD 668 likewise subjugated Goguryeo. Thus, Silla achieved the first-ever unification of the Korean Peninsula.
The Silla Kingdom prospered for 200 years after that, but it began to decline in the late 8th century AD. This was mainly due to prolonged disputes over the succession of the throne. In the end, many influential local figures—such as the province governor, a wealthy merchant, the leader of a sizable bandit group, the general of the local army, etc.—actually stood alone and disregarded the central authority.
After a short but fierce warring state period, three kingdoms were founded in the Korean Peninsula - Later Goguryeo, Later Baekje, and Silla (the term "Later" wasn't used by its contemporary, as the term "Byzantine Empire"). Among these, Silla was still a subject of awe and admiration to most Koreans because it endured for almost a millennium and once unified the peninsula. But in actuality, it was no more than a small rump state that would better be described as a city-state. Later Baekje and Later Goguryeo, on the other hand, were youthful and dynamic kingdoms with many semi-autonomous feudal lords inside.
Early Years
In 892 AD, Later Baekje Kingdom was founded in the southwestern part of the Korean Peninsula by Gyeon Hwon, a former general of the Silla army. And in 901 AD, Gung Ye, a former Buddhist monk who claimed to be a distant relative of the king of Silla, founded the Later Goguryeo Kingdom in the northern portion of the peninsula.
Because the Silla Kingdom was too weak to be taken seriously, the two kings began a long fight for the peninsula's reunification. The battle went on despite King Gung Ye's best commander, Wang Geon, who led the Korean Civilization in Civ 3 and Civ 4, overthrowing Gung Ye and renaming the country Goryeo in 918 AD.
Although Wang Geon was a pretty brilliant military commander, Gyeon Hwon was superior to him. Several times, he defeated Wang Geon in battle. Notably, he even comes dangerously close to killing Wang Geon during the Battle of Gongsan in 927 AD. Many of Wang Geon's best commanders perished in the fight, and he barely escaped. At about the same time, Gyeon Hwon launched a surprise campaign against the Silla Kingdom, killed the king, installed a new one, and effectively turned Silla into a puppet state of the Later Baekje Kingdom.
Later Years
Gyeon Hwon ultimately failed in his attempt to unite the Korean Peninsula. There were two causes. First, he showed his ongoing animosity toward the Silla Kingdom. He committed much destruction and brutality in his surprise campaign against Silla. Wang Geon, on the other hand, chose the sunny way. He believed Silla Kingdom ought to be absorbed into his kingdom, Goryeo, but he picked the most non-violent route and progressively increased his power over Silla. The issue was that, as stated above, Sila was still well-liked and respected by most Koreans.
Thus, most Silla people, including their king (who was crowned by Gyeon Hwon), and even some lords of Later Backje, eventually grew to prefer Wang Geon over Gyeon Hwon. And because of this, Wang Geon's damage could still be repaired even after multiple crushing losses. On the other hand, Gyeon Hwon saw it all as a Pyrrhic victory even after scoring several noteworthy victories. Especially, Wang Geon finally gained decisive victories at the Battle of Gochang (930 AD) and Unju (934 AD), backing the Later Baekje Kingdom into a corner.
Second, Gyeon Hwon attempted to hand over the throne to Geumgang, his fourth son, out of his many sons. Understandably, Singeom, his first son, was greatly offended by this decision. Even worse, many generals and officials thought Singeom should be the heir because he had no bad reputation.
Ultimately, Singeom overthrew his father in a coup in 935 AD. He removed the previous monarch from power and imprisoned him in a Buddhist temple close to the capital city. He also executed his brother Geumgang.
Founder became Conqueror
Gyeon Hwon would go down in history as a failed king if he passed away in the temple with a shattered heart. But I started to write this post because he didn't. He managed to get out of the temple and made his way to Goryeo. Gyeon Hwon was welcomed by Wang Geon, the lifelong archrival, who gave him fief, property, and servants.
You may imagine—and it may be true—that Wang Geon hosted Gyeon Hwon out of sympathy. However, he thought Gyeon Hwon could be helpful in the fight against Later Baekje. Additionally, this was Gyeon Hwon's final wish. After the last king of Silla willingly submitted to Wang Geon (he was appointed as a governor of the territory that belonged to Silla and allowed to marry one of Wang Geon's daughters), the last person standing in Wang Geon's way of the Korean Peninsula's unification was Singeom, the new king of Later Baekje.
Thus, Wang Geon personally led the final campaign against the Later Baekje kingdom in 936 AD. Gyeon Hwon participated in this campaign as the second in command.
This battle, named the Battle of Illicheon, was the last and largest battle during the Later Three Kingdoms period. However, the battle ended with a single cast. Most of the Later Baekje's soldiers, including many generals, chose to surrender just at the sight of their former king, Gyeon Hwon, who was leading the Goryeo army at the front. Although he was deposed and faced serious charges of atrocities against the Silla kingdom, he founded and ruled the Later Baekje kingdom for more than 40 years and provided his subjects with capable leadership. In other words, for Gyeon Hwon, it would be okay to say, "I am the state."
Ultimately, Later Baekje's second and last king had no choice but to submit even without a fierce battle. The demise of Singeom is somewhat uncertain. There is a historical record that Wang Geon invested him in an office, but after that, Singeom is not mentioned again. Furthermore, according to a different source, Wang Geon soon put Singeom to death.
After the battle, Goryeo unified the Korean Peninsula. Although the dynasty had its own rise and fall, it survived until 1392 AD, when the new Joseon Dynasty was founded.
Meanwhile, Gyeon Hwon, who was 69 years old, witnessed the surrender of his biological son, fell ill, and passed away only some days after the battle. His tomb was constructed close to the battleground, and his descendants still live in the Republic of Korea (a.k.a. South Korea). As of 2015, about 1,200 people are using the family name Gyeon.
Conclusion
What do you think about Gyeon Hwon? Do you agree with his deed of destroying the kingdom founded by no one but himself? Well, it's you who decides.
But one thing most interesting to me is that I know some other kingdoms that failed to last for 50 years and some founders who clashed with their heirs, but I do not know who fled to a hostile country and conquered the kingdom that was founded by themself.
Do you know someone like Gyeon Hwon? If you do, please do not hesitate to reply. I always welcome widening my knowledge, especially on topics that interest me.
Last but not least, thanks for reading all of this! XOXO
•Hawaii - Kamehameha I and Liliʻuokalani.
Hawaii (Aloha ‘Āina) Cities founded on tiles with positive appeal give culture, faith and loyalty equal to the tile's appeal, but cities founded on tiles with negative appeal lose culture, faith and loyalty equal to the tile's appeal. -50% yeilds from feature removals and resource harvests.
Kamehameha I (Kanawai Mamalahoe): Military units gain combat strengh equal to the tile's appeal while in a tile with positive appeal, but lose combat strengh equal to the tile's appeal while in a tile with negative appeal. Encampments give +2 appeal to adjacent tiles instead of the normal -1 appeal and give food, production and gold equal to the tile's appeal if built on a tile with positive appeal.
Agenda: Battle of Mokuʻōhai: Likes leaders with high combat strengh, especially if their cities have low appeal. Dislikes leaders with low combat strengh, especially if their cities have high appeal.
Liliʻuokalani (Na Lani ʻEhā): Everytime the world advances into a new era, the palace gains an additional slot for great works of music and, everytime this happens, gain one of 7 unique great work of music.
Agenda: The Queen's Songbook: Likes leaders that earn lots of great musician points and have lots of great works of music. Dislikes leaders that earn few great musician points and have few great works of music.
Unique great works (chosen at random): "Ahe Lau Makani"; "Aloha 'Oe"; "Ka 'Oiwi Nani"; "Kuʻu Pua I Paoakalani"; "Noheia I Mu'olaulani"; "Sanoe"; "The Queen's Prayer".
Leiomano: Hawaiian unique unit that replaces the Musketman. Costs 240 production, 960 gold and needs 4 gold to maintain. Has 2 movement, 55 combat strengh and 2 sight. Gains +5 combat strengh against anti-cavalry; if trained in a city founded on a tile with charming appeal or higher, gains +25% experience; if trained in a city founded on a tile with breathtaking appeal, starts with a free promotion; this unit doesn't need nitre and is unlocked with Mercenaries.
Heiau: Hawaiian unique district that replaces the holy site. Costs half the normal amount of production. Gives +1 great prophet point, and +2 appeal to adjacent tiles instead of the usual +1 appeal. Coast tiles, lake tiles and land tiles adjacent to them gain +1 faith in this city.
Adjacency bonuses:
+1 faith for every 2 adjacent districts, and for every 2 adjacent woods tile.
+1 faith for every adjacent mountain tile, for every adjacent Pamukkale tile and for every adjacent coast tile.
+2 faith for every adjacent natural wonder tile.
Has a tier 2 starting bias towards Coast and a tier 3 starting bias towards mountains.
•Shoshone - WashakieShoshone (One with the Land): Unimproved plains and grassland tiles gain +1 food, additional +1 food after the world enters the Reinassence Era. Unimproved plains hills and grassland hills gain +1 production, additional +1 production after the world enters the Reinassence era. Unimproved resources gain +1 culture, additional +1 culture after the world enters the Reinassence era and giving tourism equal to their culture output with Conservation.
Washakie (Fort Bridger Treaties): Gain +1 diplomatic favor for every major civilizationthat has one of your trading posts in their cities. Trade routes from allies and from suzerained city-states give +1 culture and +1 faith to their city and to your city. Trade routes to allies and to suzerained city-states give +1 culture and +1 faith to your city and to their city.
Agenda: Fur Trade: Likes leaders that send trade routes to his cities. Dislikes leaders that don't send trade routes to his cities.
Yellow Brows: Shoshone unique unit that replaces the Cavalry. Costs 330 production,1320 gold, 10 horses and needs 5 gold to maintain. Has 5 movement, 62 combat strengh and 2 sight. Gains +5 combat strengh while fighting in a tile without districts, world wonders or improvements, ignores the enemy zone of control and costs less horses to train (10 vs 20).
Tipi: Shoshone unique improvement. Is built by a builder, unlocked with Craftsmanship and gives health from plunders. Gives +1 housing; +1 food for every 2 adjacent flatland tiles without districts, world wonders or tile improvements; +1 production for every 2 adjacent hills without districts, world wonders or tile improvements, and +1 culture for every adjacent unimproved resource, additional +1 culture from this bonus with Conservation. Gives tourism equal to its culture output with flight. Tiles with this improvement are still considered to be unimproved. Can only be built on Plains, Plains Hills, Grassland or Grassland Hills, and not adjacent to another Tipi.
Has a tier 5 starting bias towards horses.
•Siam - Narai
Siam (Mueang): Gain +1 gold for every envoy in a city-state. Sending an envoy to a city-state within 6 tiles of one of your cities counts as 2 envoys. Gain an additional envoy from civics that provide envoys.
Narai (Embassy of Kosa Pan): Sending a delegation and establishing an embassy doesn't cost gold. +100% diplomatic favor from the diplomatic quarter. +100% influence points from diplomatic quarter buildings. +50% yeilds for having 1 envoy, 3 envoys and 6 envoys in a city-state.
Agenda: Diplomatic Missions: Likes leaders that accept his delegations and that let him establish a embassy in their civilization. Dislikes leaders that don't accept his delegations and don't let him establish a embassy in their civilization.
Chang Suek: Unique unit of Siam that replaces the Knight. Costs 220 production, 880 gold and needs 2 gold to maintain. Has 3 movement, 50 combat strengh and 3 sight. Has lower movement (3 vs 4) than the knight, but gains +1 combat strengh for every enemy military unit within its sight range, ignores zone of control and doesn't need iron.
Floating Market: Unique improvement of Siam. Is built by a builder, unlocked with Guilds and gives gold from plunders. Gives +2 gold and +1 food, giving additional +1 gold for every adjacent commercial hub and Floating Market, additional +1 food for every adjacent luxury resource and culture equal to 50% of its gold output (rounded down). Gives tourism equal to its culture output with flight; +1 adjacency bonus to adjacent commercial hubs, and can only be pillaged, never destroyed, by natural disasters. Can only be built on Plains, Grassland, Desert and Tundra if adjacent to a river or a lake; Plains floodplains, Grassland floodplains, Desert floodplains and on Lakes.
Has a tier 2 starting bias towards rivers.
•Songhai - Askia Muhammad I
Songhai (Timbuktu Chronicles): Gain science and gold from excess great people points, in addition to the normal faith gain. International trade routes gain +1 great prophet points for every 5 tiles they travel.
Askia Muhammad I (By Fire and Sword): Military units give science upon defeating an enemy military unit, equal to 50% of the defeated unit's combat strengh.
Agenda: Scholars of Timbuktu: Likes leaders that have a good balance between gold, faith and science. Dislikes leaders that have a bad balance between gold, faith and science.
Fārisān min khaṣī: Songhai unique unit that replaces the Courser. Costs 140 production, 560 gold, 10 horses and needs 1 gold to maintain. Has 5 movement, 52 melee strengh and 2 sight. Has more combat strengh (52 vs 49), costs 30% less production to train (140 vs 200); needs less gold to maintain (1 vs 3); needs less horses to train (10 vs 20), and ignores the enemy zone of control.
Mudbrick Temple: Songhai unique building that replaces the temple. Costs 120 production, 480 gold and needs 0 gold to maintain. Doesn't give the +4 faith that the temple normally gives, instead, gains +2 faith for every holy site and holy site building in this city; +2 gold for every commercial hub and commercial hub building in this city; +1 science for every campus and campus building in this city; +1 great prophet point, gaining +1 great merchant point and +1 great scientist point if this city has a worship building, and a citizen slot. Has 1 relic slot. Allows the purchasing of apostles, gurus, inquisitors (after an apostle uses it's launch Inquisition ability) and warrior monks (with the proper belief). No gold maintanence cost.
Doesn't have a starting bias.
•Venice - Enrico Dandolo
Venice (La Serenissima): Cities can build districts on coast or lake tiles if adjacent to land, where they will allow land units to move there without embarking and gain +2 adjacency bonus, if they're able to. Naval units can move on land districts, as if they were canals. International trade routes gain +2 gold for every district built on a coast or lake tile in the origin city and +1 gold for every district built on a land tile in the origin city.
Enrico Dandolo (Partitio Romanie): Cities gain +5% production towards military units for every fondaco, harbor and these district's buildings there. Naval military units gain +5 combat strengh when attacking cities.
Agenda: Fourth Crusade: Will try to build lots of commercial hubs and harbors, and likes leaders that do the same. Dislikes leader that have built few commercial hubs and harbors.
Galleass: Unique unit of Venice that replaces the Caravel. Costs 240 production, 960 gold and needs 4 gold to maintain. Has 4 movement, 55 combat strengh and 3 sight. Gains +2 combat strengh for every trader within 4 tiles; +2 combat strengh for every fondaco and harbor within 4 tiles, and traders within 4 tiles of this unit can't be plundered.
Fondaco: Unique district of Venice that replaces the commercial hub. Gives +2 housing, +1 great merchant point, and food equal to its adjacency bonus.
Adjacency bonuses:
+1 gold for every 2 adjacent districts, for every 2 adjacent coast tiles and for every 2 adjacent lake tiles.
+2 gold for every adjacent harbor and canal.
Has a tier 2 starting bias towards coast.
So, im gonna post half of civ5's roster here and in the next post im gonna finish this series with the last half of civ5's civs.
•Assyria - Ashurbanipal
Assyria (Wrath of Assur): Conquering a city automatically completes the district project of every specialty district there. District projects provide a burst of 10 loyalty to cities within 9 tiles upon being completed. Gain +50% production towards support units.
Ashurbanipal (Library of Ashurbanipal): Cities gain +5% production towards military units for every great work there. Military units gain +1 combat strengh for every great work in the city where they were trained at the time that they were trained.
Agenda: King of the Universe, King of Assyria: Will try to attack leaders that have lots of great works. Won't try to attack leaders with few great works.
Kiṣir Šarrūti: Assyrian unique unit that replaces the spearman. Costs 65 production, 260 gold and needs 1 gold to maintain. Has 3 movement, 25 combat strengh and 2 sight. Gains +10 combat strengh against cavalry units, +5 combat strengh and +1 movement if within 2 tiles of a great general, has higher movement than the spearman (3 vs 2), and is unlocked at the start of the game
Dunnu: Unique improvement of Assyria. Is built by a builder, unlocked with bronze working and gives gold from plunders. Gives +1 housing, +1 food and +1 production; +1 housing with guilds; +1 food for every 2 adjacent farms, becoming +1 food for every adjacent farm with Nationalism and +1 production for every 2 adjacent districts, becoming +1 production for every adjacent district with Military Engineering. Military units in this improvement's tile gain +4 defense strengh, automatically gain 2 turns of fortification, are hidden to opposing units not adjacent to them and don't cost gold or strategic resources to maintain. Can only be built on Plains, Plains Hills, Grassland, Grassland Hills, Desert, Desert Hills, Plains Floodplains, Grassland Floodplains or Desert Floodplains, but can't be built adjacent to another Dunnu.
Doesn't have a starting bias.
•Austria - Maria Theresa
Austria (Congress of Vienna): Defeating an enemy unit grants a burst of diplomatic favor, equal to 50% of its combat strengh. No diplomatic favor penalties for owning a civilization's capital or for having too many grievencies.
Maria Theresa (Theresian reforms): Military units cost 15% less production, gold and faith. Campuses, encampments, commercial hubs and the buildings of these districts cost 15% less production, gold and faith, and pay no gold to maintain.
Agenda: Theresarium: Likes leaders with a high science output and high military strengh. Dislikes leaders with a low science output and with low military strengh.
Grenzer: Austrian unique unit that replaces the Musketman. Costs 240 production, 960 gold, 10 niter and needs 4 gold to maintain. Has 2 movement, 58 combat strengh and 3 sight. Has higher combat strengh (58 vs 55), higher sight (3 vs 2), gains +5 combat strengh against anti-cavalry units, +1 movement if on or adjacent to friendly territory, and costs less niter (10 vs 20).
Coffee House: Unique building of Austria that replaces the stock exchange. Costs 330 production and 1320 gold. Gives +4 gold, additional +7 gold if powered and +2 gold for every specialist in this district; +1 great merchant point; a citizen slot; +2 amenities; +1 diplomatic favor for every 3 districts in this city, and +1 of the great people points from specialty districts in its city that have built a tier 3 building, including the commercial hub.
Doesn't have a starting bias.
Denmark - Margaret I
Denmark (Kanslergadeforliget): Coastal cities gain +2 amenities. International trade routes gain +3 gold and +2 culture if the origin city is happy, these additional yeilds double if the origin city is ecstatic. Ecstatic cities provide +1 trade route capacity.
Margaret I (Kalmar Union): The palace provides +1 diplomatic favor per turn, gaining additional +1 diplomatic favor for every alliance that you are a part of. Your cities provide +50% loyalty pressure to your other cities and to foreing cities if they are bordering that city.
Agenda: Semiramis of the North: Likes civilizations with a low diplomatic favor output. Disikes civilizations with a high diplomatic favor output.
Heimþegar: Danish unique unit that replaces the Man-at-Arms. Costs 160 production, 640 gold, 10 iron and needs 3 gold to maintain. Has 2 movement, 45 combat strengh and 2 sight. Gains +5 combat strengh against anti-cavalry units, if adjacent to a city center and while defending, and costs less iron (10 vs 20).
Købstad: Danish unique district that replaces the commercial hub. Gives +1 great merchant point; buildings in this district give +50% gold, and this district starts with a market already built in it.Adjacency bonuses:+1 gold for every 2 adjacent districts.+2 gold for every adjacent harbor and for every adjacent city center.
Has a tier 3 starting bias towards Coast.
•Huns - Atilla
Huns (The Great Migration) Cities gain +2% to all yeilds for every city you have razed, give +2 copies of horses and iron per turn after revealing those resources and are always at 100% loyalty. Start the game with 2 horsemen instead of a warrior. Can't settle cities after founding your capital. Can only capture capital cities, other cities captured are automatically razed.
Attila (Scourge of God): Cavalry units gain +5 combat strengh if you have razed a city in the last 5 turns, +1 movement if ending their turn adjacent to another cavalry unit and deal full damage to the city's walls if attacking a capital city.
Logades: Hunnic unique ranged cavalry unit that is unlocked with Horseback Riding. Costs 120 production, 480 gold, 10 horses and needs 3 gold to maintain. Has 4 movement, 10 combat strengh, 15 ranged strengh, 2 range and 2 sight. Gains +5 combat strengh when adjacent to an enemy unit, loses -17 ranged strengh against district defenses and naval units, and ignores enemy zone of control.
Yurt: Unique improvement of the Huns. Is built by a builder, unlocked with Animal Husbandry and gives health from plunders. Gives +1 housing, +1 food, +1 production and +1 gold, additional +1 housing with Stirups; additional +1 food for every adjacent encampment: additional +1 production if training a military unit and +1 gold for every major civilization's capital you have captured. Can only be built on Plains, Plains Hills, Grassland, Grassland Hills, Tundra and Tundra Hills and not adjacent to another Yurt.
Has a tier 2 starting bias towards Horses.
Morocco - Ismail Ibn Sharif and Sayyida al-Hurra.
Morocco (The Furthest West): Gain a trade route capacity for every major civilization's capital that you own, excluding yours, and gain a free trader upon conquering a major civilization's capital, this activates only once per capital. Military units cost 25% less gold and resources to be upgraded, can be upgraded outside of friendly territory and can move immediatly after being bought and after upgrading.
Ismail Ibn Sharif (Guich System): Cities give +1 great general point if built on desert, desert hills or desert floodplains. Defeating a unit grants a burst of gold, equal to 100% of the defeated unit's combat strengh. Has access to the Abid al-Bukhari with Military Science.
Agenda: Bloodthirsty: Likes leaders that have defeated lots of units. Dislikes leaders that have defeated few units.
Abid al-Bukhari: Moroccan unique unit when Ismail Ibn Sharif is their leader that replaces the Line Infantry. Costs 360 production, 1440 gold and needs 5 gold to maintain. Has 2 movement, 65 combat strengh and 2 sight. Gains +5 combat strengh against anti-cavalry units and if on Desert, Desert Hills or Desert Floodplains; heals up to 30 HP upon defeating an unit, and doesn't need niter.
Sayyida al-Hurra (Corsair Queen): Gain +100% production towards naval raider units. Gain +50% yeilds from plundered trade routes, pillages and costal raids. Plundering a trade route gives you a free trader in the nearest city, if you have a trade route capacity to spare.
Agenda: Hakimat Titwan: Likes plundering trade routes, pillaging and coastal raiding, and respects leaders that do the same. Dislikes leaders that don't plunder trade routes, pillage and coastal raid.
Goumier: Moroccan unique light cavalry unit that is unlocked with Mobilization. Costs 430 production, 1720 gold, 10 horses and needs 4 gold to maintain. Has 5 movement, 72 combat strengh and 2 sight. Gains +10 combat strengh while in a continent different from the capital's, +50% experience, and ignores the enemy zone of control. Can be upgraded from the cavalry, or one of its replacements.
Kasbah: Moroccan unique district that replaces the encampment. Gives +1 gold and +1 production for every adjacent desert, desert hills and desert floodplains, and +1 great general point. International trade routes from this city gain +2 gold and +1 production for every Kasbah and its buildings in this city, and traders sent from this city can't be plundered. Acquires outer defenses and a ranged strike along with the city center once walls have been built; blocks movement of foreign units to this tile, unless the district is pillaged, and spawns all land military units the city produces or purchases. Can't be built adjacent to the city center.
Has a tier 3 starting bias towards Desert, Desert Hills and Desert Floodplains.
Civ4: Haida (Native American) and Bohemia (Holy Roman):
Note: I heavily dislike including "native american" as a civilization because sewing up hundreds of different cultures simply because they existed before columbus is dumb. So, i decided to make a concept on one of many native american civilizations, the Haida, because they would build totem poles, which is civ4's "native american" unique building.
Haida (Potlatch) Cities with a specialty district have access to the Potlatch project, which turns the city's gold output to 0 if it has a positive gold output, but grants a burst of gold, culture, faith and great people points based on the city's specialty districts upon completion.
Cuneah (Chief of Kiusta): The first great person recruited from each great person type grants a trade route capacity, a free trader and +2 gold to International trade routes.
Agenda: Cloak Bay: Tries to recruit lots of great people, and likes leaders that recruit more great people than him. Dislikes leaders that recruit less great people than him.
War Canoe: Unique naval raider unit of the Haida that is unlocked with Shipbuilding. Costs 120 production, 480 gold and needs 2 gold to maintain. Has 3 movement, 20 combat strengh, 30 ranged strengh, 1 range and 2 sight. Can move after attacking; ignores enemy zone of control; is invisible except when within sight range of city centers, encampments, destroyers, other naval raiders, or when there is a unit in an adjacent tile, and can perform coastal raids.
Totem Pole: Unique building of the Haida that replaces the Monument. Costs 60 production and 240 gold. Gives +1 culture, giving an additional +1 culture if its city has full loyalty, and +1 loyalty. Gains additional yeilds everytime a great person is recruited after its construction, based on the great person's type.
+1 gold from great admirals and great merchants.
+1 science from great scientists.
+1 culture from great writers, great artists and great musicians.
+1 production from great engineers.
+1 faith from great generals and great prophets.
Potlatch Project: Unique city project of the Haida only available on cities with a specialty district. While active, its city starts granting 0 gold per turn if it had an positive gold output and, when completed, grants a burst of gold equal to 20% of the production invested into it, a burst of culture and faith equal to 10% of the production invested into it, and a burst of great people points, based on the great person type of the city's specialty districts, equal to 10% of the production invested into it. Costs 25 production. Its production cost increases based on the amount of technologies and/or civics its civilization has discovered.
They don't have a starting bias.
Note: Civ4 also made the holy roman empire a different civilization from germany, which is weird, although not as horrible as the "native americans". Since civ6's germany includes lots of references to the holy roman empire, i decided to include a non-german state that was part of it: Bohemia.
Bohemia (Hussite Reformation): Can change the beliefs of your religion anytime, can choose religious beliefs already chosen by another religion and can choose all four beliefs of your religion upon fouding it, instead of only two. Gain a governor title with Reformed Church.
Charles IV (Otec Vlasti): Buildings in cities following your religion that give science, faith or culture gain +2 to these yeilds, giving +1 of their respective great people points if built on the capital.
Agenda: Golden Bull of 1356: Likes leaders with high science, faith and culture outputs. Dislikes leaders with low science, faith and culture outputs.
War Wagon: Bohemian unique unit that replaces the Knight. Costs 220 production, 880 gold and needs 4 gold to maintain. Has 3 movement, 50 combat strengh and 2 sight. Has lower movement (3 vs 4), but fortifies at the end of every turn, gains double the normal amount of combat strengh for being fortified, and ignores the zone of control.
Hrad: Bohemian unique improvement. Is built by a builder, unlocked with Castles and gives faith from plunders. Gives +2 housing, +2 culture and +1 faith; +1 culture for every 2 adjacent specialty districts, turning into +1 culture for every adjacent specialty district with Conservation; +1 faith for every 2 adjacent buildings, and +2 appeal to adjacent tiles. Military units in this improvement's tile gain +4 defense strengh and automatically gain 2 turns of fortification. Gives tourism equal to its culture output with flight. Can only be built on Plains Hills, Grassland Hills, Desert Hills and Tundra Hills, and only one can be built per city, tiles with it cannot be swapped.
They have a tier 5 starting bias towards hills.
Let us vote
The best civ in civ5 is
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(I vote Polynesia)
Hittites and Haudenosaunee (Iroquois):
Note: I gave two leaders for the hittites, simply because both were interesing.
Hittites (Land of a Thousand Gods): Military units that require a strategic resource to train gain +5 combat strengh. +10 strategic resource stockpiles for every city you own. Horses and Iron are visible and can be improved at the start of the game.
Puduhepa (Treaty of Kadesh): All cities gain +15% production and +15% faith for 10 turns after signing a peace treaty with a major civilization.
Agenda: Tawananna: Likes leaders with active peace deals. Dislikes leaders with low military strengh. Grievances with this leader decay at twice the usual rate.
"Among men there is a saying: 'To a woman in travail the god yields her wish.' Since I, Puduhepa, am a woman in travail and since I have devoted myself to your son, yield to me, Sun Goddess of Arinna, my lady! Grant to me what I ask! Grant life to Hattusili, your servant!"
Suppiluliuma (Death of Zannanza): Gain gold equal to double the amount of strategic resources you gain per turn. Military units that require a strategic resource to train start with a free promotion after being trained in a city that has that strategic resource improved.
Agenda: Conquest of the Mittani: Likes leaders that have few strategic resources, especially if they aren't improved. Dislikes leaders with lots of strategic resources, especially if they are improved.
"Go and bring thou the true word back to me. Maybe they deceive me. Maybe in fact they do have a son of their lord."
Three-Man-Chariot: Unique ranged cavalry unit of the Hittites that is unlocked with the Wheel. Costs 65 production, 260 gold and needs 1 gold to maintain. Has 3 movement, 31 melee strengh, 28 ranged strengh, 1 range and 2 sight. Gains +1 movement when starting its turn on flat terrain with no woods or rainforests; can choose between melee attacking and ranged attacking; can move after attacking and loses -17 ranged strengh against districts and naval units. Upgrades to the Knight.
Huwasi Stone: Hittite unique building that replaces the monument. Costs 60 production and 240 gold. Gives +1 culture and +1 faith, additional +1 culture and +1 faith if this city is at full loyalty and after founding your pantheon, and +2 loyalty. Gives faith and culture equal to the amount of strategic resources this city gains per turn.
They have a tier 2 starting bias towards Iron and Horses and a tier 5 starting bias towards Nitre, Coal, Aluminium and Uranium.
Note: These are the Iroquois, i just prefered using their native name.
Haudenosaunee (Gayanashagowa): Goverments can be choosen earlier: tier 1 governments with Code of Laws, tier 2 governments with Political Philosophy, tier 3 governments with Nationalism and tier 4 governments with Cold War. Costs 0 gold to change your government configuration.
Hiawatha (Great Peacemaker's Legacy): The palace, the government plaza and its buildings and the diplomatic quarter and its buildings give +2 culture, giving an additional +1 culture everytime the world advances into a new era.
Agenda: Ceremony of Condolence: Likes leaders with a high culture output, especially if they're at peace. Dislikes leaders with a low culture output, especially if they're at war.
"Every human longs for peace and love."
Rotiskenrakehte: Unique unit of the Haudenosaunee that replaces the Musketman. Costs 240 production, 960 gold and needs 4 gold to maintain. Has 2 movement, 55 combat strengh and 2 sight.Gains +5 combat strengh against anti-cavalry units and +5 combat strengh against civilizations whose goverment is different from yours. Doesn't need niter.
Longhouse: Unique building of the Haudenosaunee that replaces the granary. Costs 65 production and 260 gold. Only gives +2 housing, does not provide food. Whenever a citizen is born in this city, gain a burst of production equal to 5 times the population of the city.
They don't have a starting bias.