I personally main Rome in my playthroughs.
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Civ6
So I've been offline for a while, but I just randomly had the urge to work on a Persona Pack I came up with about four years ago. Doing this for Civ6, not Civ7, as I do not have Civ7 and probably will not have Civ7 until it goes on sale. Original post here.
Leader: Gandhi
Personas: Mahatma and Hatya
Mohandas Gandhi, often referred to by the honorific Mahatma (Great Soul), is remembered largely for his non-violent methods. But some remember him for a more... violent approach to conflict. Enter Hatya Gandhi.
Leader ability (Mahatma): Satyagraha
+5 Faith for each met civilization (including India) that has founded a Religion and is not at war. Enemies receive double war weariness from fighting against Gandhi.
Leader agenda (Mahatma): Peacekeeper
Never declares wars for which he can be branded a warmonger, and likes peaceful civilizations. Heavily dislikes warmongers.
Leader ability (Hatya): Pokhran
Unlock the Manhattan Project with Military Science and Operation Ivy with Nuclear Fission. Uranium is revealed with Military Science. +40% Production increase to all nuclear armament projects, and nuclear weapons are 50% cheaper to maintain. Cities can launch nuclear weapons. Using nuclear weapons does not incur war weariness (or Grievances in Gathering Storm).
Leader agenda (Hatya): Smiling Buddha
Likes civilizations that use nuclear weapons whenever possible, and will try to do the same. Dislikes civilizations that do not use nuclear weapons.
Dialogue:
Gandhi is voiced by Pawan Shukla. He speaks Hindi, but switches to English in some of his lines.
Agenda Based Approval (Mahatma): "There is no shame in deterrence. Having a weapon is very different from actually using it."
Agenda Based Disapproval (Mahatma): "If you are so bloodthirsty, maybe it is better to put an end to your leadership." (यदि आप खून के इतने प्यासे हैं, तो आप के नेतृत्व को समाप्त करना ही बेहतर होगा. / Yadi aap khoon ke itne pyaase hain, toh aap ke netritva ko samaapt karna hi behtar hoga.)
Quote from Civiliopedia (Mahatma): "Live as if you were to die tomorrow; learn as if you were to live forever."
Agenda Based Approval (Hatya): "You and I are of one mind, and we will shake the world in our own way."
Agenda Based Disapproval (Hatya): "It is a sign of weakness to take up lesser arms to fight our battles. Strength lies in a far greater power."
Quote from Civiliopedia (Hatya): "First they ignore you, then they laugh at you, then you nuke them, then you win."
"Old" in the title of this post means Civilizations no longer exist today.
Civ Ability: Druidic Lore
Campus, Theater Square, Commercial Hub, and Industrial Zone receive 1 Adjacency Bonus from each adjacent Woods tile. These Districts also provide +1 Faith per turn per adjacent Woods tile.
Holy Site receives 2 Adjacency Bonus from each adjacent Woods tile, instead of 1 Adjacency Bonus from every 2 adjacent Woods tiles.
Until the World Era enters the Medieval Era, the Districts stated above provide +1 Great Prophet point per turn if adjacent to more than 3 Woods tiles.
Upon developing Nationalism, the Districts stated above provide +1 additional Culture per turn from every 2 adjacent Woods tiles, and if adjacent to more than 3 Woods tiles, provide +1 Food per turn.
Leader Bonus: Hare of Andraste
May purchase melee and anti-cavalry units with Faith.
Units purchased with Faith provide double yields (other than healing) from pillaging.
Unique Unit: Karbantos
Light Cavalry unit of the Ancient Era. Unlocked by Wheel. 60 Production cost, 240 Gold cost, 1 Gold maintenance cost, 3 Movement, 20 Combat Strength, 2 Sight. Upgrades to Courser.
Ignores enemy zone of control.
Operates as a Medic, providing extra healing to units within 1 tile (including itself).
Unique Building: Nemeton
Replaces Grove. Grants +1 Production per turn to nearby Woods tiles with Charming Appeal. This bonus increases to +2 Production per turn for Woods tiles with Breathtaking Appeal.
Agenda: Goddess of Victory
Likes Civilizations that have many military units and often pillage. Dislikes Civilizations that have few military units or pillage rarely.
Burgundian - Charles I, Phillip III
Civ Ability: Golden Fleece
International Trade Routes provides Culture per turn instead of Gold per turn (the value is unchanged), and also provide Production per turn as the same number of the value during the sending city constructing District (Gold bonus such as Policy Card, Wonder, Suzerainty are increases Culture and Production bonuses).
Receives 10 Great Merchant points upon obtaining an Inspiration boost. This bonus increases to 20 upon entering the Medieval Era, 40 upon entering the Renaissance Era, 70 upon the Industrial Era, 110 upon the Modern Era, 160 upon the Atomic, and 220 upon the Information Era.
Doesn't pay Gold maintenance for every unit and building.
Gold per turn decreases by 90%.
Unique Unit: Lancer
Replaces Knight. Higher Production cost (250 vs. 220). Higher Combat Strength (55 vs. 50).
Receives +5 Combat Strength against anti-cavalry units.
Provides +5 Great Merchant points from kills (non-Barbarian units only).
Unique Building: Cloth Hall
Replaces Bank. Doesn't provide Gold. Instead, provides more Great Merchant points (3 vs. 1) per turn.
Receives 2 Great Works slots (can be filled with Great Work of Writing, Great Work of Art, or Great Work of Music). Upon filling, each slot provides +1 Great Person point of the type per turn (doesn't have to fill both slots).
Upon developing Capitalism, Great Works within this building provide +2 Tourism per turn.
Leader Bonus (Charles I): Le Téméraire
Receives +50% Production while crating heavy cavalry units. Every unit requires half Horses or Iron to be created (thus, Lancer requires 5 Iron).
Each improved luxury resource provides +2 Production per turn.
Upon recruiting a Great Merchant for the first time, receive a refund of 50% of the Great Merchant points spent as Great General points. This bonus is reactivated upon entering a new World Era.
Units receive +"number of previous attacks made to the unit in this turn X 2" Combat Strength when attacking the enemy unit.
Agenda (Charles I): League of the Public Weal
Likes Civilizations with a weak army and the same form of Government as he does. Dislikes Civilizations with a strong army or a different government, especially those with a different form of Government from the same era as his own. Will often propose establishing an Alliance to Civilizations he likes.
Leader Bonus (Phillip III): Treaty of Arras
City with the Industrial Zone receives +3 Production per turn per City-State Burgundy has Suzerainty over.
Upon recruiting a Great Merchant, receives a refund of 10% of spent Great Merchant points as Great Writer, Great Artist, and Great Musician points.
Receives double Diplomatic Favor from active Alliances.
Agenda (Phillip III): Grand Duke of the West
Tries to build up Culture and Tourism per turn. Likes Civilizations that have many cities and with high Culture per turn. Dislikes Civilizations that have few cities or with low Culture per turn.
Civ Ability: Harjis
Melee and anti-cavalry units pay only 1 Movement point to pillage.
Upon pillaging a tile improvement or District that doesn't provide a healing bonus, the pillaged unit recovers up to 10 hit points.
Yields from pillaging Districts are doubled (including healing bonus, and healing bonus from Civ Ability is also doubled).
Unique Unit: Gadrauht
Replaces Swordsman. Higher Combat Strength (40 vs. 35). No strategic resource requirement.
City that created this unit receives +50% Production during the creation of the next unit.
Unique Tile Improvement: Tumulus
Unlocked by Early Empire. Must be built on a flat land tile without terrain features and adjacent to the District.
Provides +2 Culture per turn and +1 Housing.
Provides +2 Science per turn (with Military Tactics).
Provides +1 Production per turn for the next 10 turns after losing a land military unit by combat (can be stacked up to +5).
Leader Bonus (Alaric I): Ruler of All
Upon destroying a city with at least 1 Wonder nearby, receives Gold equal to double the Wonders' Production costs and receives Science, Culture, Gold, and Faith the city provided during the entire game.
Agenda (Alaric I): No City is Eternal
Will often destroy cities. Dislikes Civilizations with many Wonders and will try to conquer them. Likes Civilizations with few or no Wonders.
Leader Bonus (Theodoric): Restorer of the Empire
Upon conquering the city, Unique Buildings and Districts remain as Unique and Unique Tile Improvements are not removed.
Districts, buildings, and tile improvements that the Goth can't construct provide +1 Science and Culture per turn.
Agenda (Theodoric): Pax Barbaricum
Dislikes Civilizations with many cities having many Districts and buildings and will try to conquer them. Likes Civilizations with many cities having few Districts and buildings.
Civ Ability: Hajib
Districts adjacent to the City Center are constructed 30% faster and receive +2 Adjacency Bonus.
Districts placed 2 tiles away from the City Center are constructed 45% slower and suffer a -3 Adjacency Bonus (this does not act as a penalty even if the value is below 0).
Receives a free Builder upon constructing a District adjacent to the City Center.
Leader Bonus: Glory of Al-Andalus
Specialists consume only half the normal amount of Food.
Gains the Imam unique unit.
Leader Unit: Imam
Civilian Unit. 2 Movement, 2 Sight.
Can't be created or purchased. Only becomes available by accumulating special points like Great People. This number of points is increased by Era (the amount is the same with Great People of the same Era).
Like Great People, cannot be captured by enemy military units and automatically retreat to the nearest City Center rather than being killed. Doesn't provide Era Score upon generation (because this is not a Great Person).
Don't receive an intrinsic name, unlike Great People, and every Imam has the same ability.
Each Campus, Holy Site, Theater Square, and Commercial Hub with at least 2 Specialists provide 1 Score for the generation of this unit.
Receives 1 charge. Upon using this, provides 1 random Eureka and Inspiration boost of Technology and Civic belonging to the Era that this unit was generated; also, every land unit that can make melee attacks (such as melee, anti-cavalry, heavy cavalry, and light cavalry units) and within 3 tiles from this unit gets a refund of every Movement point used during this turn and can make an additional attack.
Unique Unit: Zenata
Ranged Cavalry unit of the Medieval Era. Unlocked by Stirrups. 180 Production cost, 720 Gold cost, 3 Gold maintenance cost, 4 Movement, 30 Combat Strength, 40 Ranged Combat Strength, 2 Range, 2 Sight. Upgrades to Field Cannon.
Ignores enemy zone of control.
Receives refund bonus from Imam within 3 tiles and used its charge like melee-attacking units.
Unique District: Bimaristan
Replaces Entertainment Complex. Provides +2 Science per turn and +2 Housing on the tile with Charming Appeal. Also provides +2 Culture per turn and +1 additional Amenity (+2 in total) on the tile with Breathtaking Appeal.
Agenda: Caliph
Tries to assign as many Specialists as possible. Likes Civilizations who do the same and dislikes Civilizations who ignore Specialists.
Civ Ability: Lion of Brabant
If at least one active Alliance is at Level 2 or 3, newly formed Alliances start at that Level.
Every city receives the "sum of level of every active Alliance X 2"% Production.
Exerts +50% Loyalty pressure to the Free Cities.
Leader Bonus: Fortress of Liège
Fort is unlocked by Castles instead of Siege Tactics.
During the war declared by other Civilizations, units on or adjacent to the Fort receive +"number of active Alliance X 2" Combat Strength when defending.
Receives +25% Science and Culture for the next 10 turns after signing a peace treaty.
Unique Unit: Chasseur
Ranged unit of the Modern Era. Unlocked by Steel. 400 Production cost, 1600 Gold cost, 6 Gold maintenance cost, 2 Movement, 60 Combat Strength, 70 Ranged Combat Strength, 2 Range, 2 Sight. Upgrades to Machine Gun.
City creating this unit receives +5% Production per each active Alliance.
Receives +10% combat experience per each active Alliance.
Unique Building: Waffle Shop
Replaces Zoo. If this city is Happy or Ecstatic, buildings or Wonders that provide Amenity provide +2 Culture and Tourism per turn (including this building itself).
Doesn't Grant Science to nearby Rainforest and Marsh tiles. Instead, grants +1 Food per turn to nearby Farms on resources and +1 Culture per turn to nearby Plantations.
Agenda: Knight King
Will never attack Civilizations who didn't wage war with him or his Allies. Likes Civilizations that accumulate low Grievances and dislikes Civilizations that accumulate high Grievances.
Civ Ability: Šahovnica
Eureka/Inspiration boost also provides a 20% boost to a random Civic/Technology belonging to the same Era.
Receives a random Eureka upon constructing or purchasing a Bank. Receives a random Inspiration upon constructing or purchasing a Shipyard.
Leader Bonus: Crown of Zvonimir
Receives a random Eureka or Inspiration upon constructing or purchasing a Worship Building.
Each Holy Site owned provides +2% Gold and Culture (up to +30%).
Unique Unit: Uskok
Melee unit of the Renaissance Era. Unlocked by Mercantilism. 240 Production cost, 960 Gold cost, 4 Gold maintenance cost, 2 Movement, 60 Combat Strength, 2 Sight. Upgrades to Line Infantry.
Suffers no Movement penalty for embarking and disembarking.
While embarked, receives 60 Combat Strength instead of distinct value for embarked units and +2 Movement, and can attack and retaliate against the enemy unit's melee attack.
While embarked, becomes invisible except when within the Sight range of Destroyers, other naval raiders, or when there is a unit in an adjacent tile, reveals stealth units within Sight range, and can perform Coastal Raids.
Ignores enemy zone of control (including while embarked).
Unique Building: Bunja
Replaces Granary. Provides more Food (2 vs. 1) per turn and Housing (3 vs. 2).
Provides +2 Production per turn.
Upon creating units or constructing a building, District, or Wonder with Production, provides Gold equal to 10% of its Production cost.
Agenda: Baška Tablet
Likes Civilizations with a strong Gold and Culture output. Dislikes Civilizations with a weak Gold or Culture output.
Civ Ability: Metsähallitus
Upon construction of the District other than the City center, native yields of the tile are included in the District's yield instead of removed (this doesn't mean bonus resources will be spared, so resource value from it won't be included).
Each city receives +1 Housing and Amenity per each tile with Natural Wonder and within 3 tiles from the City Center.
Leader Bonus: Winter War
All units receive +4 Combat Strength when fighting in Tundra or Snow tiles. This bonus doubled in tiles inside Finnish territory.
All units receive +1 Movement when starting their turn on Tundra or Snow tiles within Finnish territory.
Unique Unit: Sissi
Replaces Field Cannon. Only adjacent enemy units can reveal this unit when on Tundra or Snow tiles. Suffers no Movement penalty on these tiles.
Unique Tile Improvement: Sauna
Unlocked by Medieval Faires. Must be built on Tundra or Snow. Cannot be adjacent to another Sauna.
Provides +1 Culture per turn per each adjacent Tundra or Snow.
Provides +1 Gold per turn per every 2 adjacent Tundra or Snow (with Natural History).
Provides +1 Production per turn per each Lake within 2 tiles from this tile improvement.
City with more than 3 of this tile improvement receives +1 Amenity, increasing to +2 Amenities (with Mass Media).
Agenda: Mannerheim Line
Focuses on building up the military. Likes Civilizations with a strong army and high Production. Dislikes Civilizations with a weak army or weak Production.
Icelander – Hallveig Fróðadóttir, Snorri Sturluson
Civ Ability: Alþingi
Upon adopting a Government of the higher tier for the first time, every military unit receives one free Promotion.
Upon unlocking a new form of Government, unlocks four random Policy cards ignoring Civic development (excluding Government legacy cards).
Government Plaza is not considered a specialty District and does not require Population. Specialty Districts adjacent to this District provide double Great Person points of their type (for Theater Square, Great Writer, Great Artist, and Great Musician points are all doubled).
Unique Unit: Einhleypingar
Replaces Man-At-Arms. Receives +7 Combat Strength when fighting in tiles adjacent to a River or land tiles within 2 tiles from the Coast.
Suffers no Movement penalty on tiles adjacent to a River (including crossing the River).
Unique District: Torfbæir
Replaces Neighborhood. Unlocked by Exploration instead of Urbanization. Can't be built on Desert (or its variants).
Provides +5 Housing regardless of the Appeal of the tile.
Provides +2 Food and +1 Production per turn.
Provides +2 Science per turn if adjacent to the Geothermal Fissure (does not stack even if adjacent to more than 2 Geothermal Fissures).
If this city has at least one Volcano nearby, it receives +1 Amenity for every 2 of this District (up to +3).
Leader Bonus (Hallveig Fróðadóttir): Landnámabók
Cities on foreign Continents receive double the bonuses from Amenity.
Cities on the home Continent suffer double penalties from Amenity. If the city has a Volcano or Geothermal Fissure nearby, this penalty decreases by 50% (stacks with each other but does not stack even if there are more than 2 Volcanoes or Geothermal Fissures nearby).
City with at least one Volcano or Geothermal Fissure nearby receives +1 Amenity (stacks to +2 if both are nearby). These terrain features grant +1 Appeal to adjacent tiles.
Districts, improvements, and units are immune to damage from Volcanic eruptions.
Agenda (Hallveig Fróðadóttir): Settlement of Iceland
Dislikes Civilizations that have many cities on their foreign Continent. Likes Civilizations that stay on their home Continent.
Leader Bonus (Snorri Sturluson): Lawspeaker
Receives +5% Production while constructing Districts per each Military policy card in the current Government (up to +30%).
Receives +5% Gold per each Economic policy card in the current Government (up to +30%)
Every city receives +1 Amenity per every 2 Diplomatic policy cards in the current Government (up to +3).
Agenda (Snorri Sturluson): Prose Edda
Refrains from using Wildcard policy cards. Likes Civilizations that do the same and dislikes Civilizations that use many Wildcard policy cards.
Maltese - Jean Parisot de la Valette
Civ Ability: Great Siege of Malta
Each level of Walls provides +2 Production, Science, Culture, and Faith per turn.
City with Ancient Walls receives +100% Production while creating Medieval Walls or Renaissance Walls.
Medieval Walls provides +100 Outer Defense Strength.
City with Renaissance Walls can make an additional Ranged Strike per turn (does not stack with Embrasure promotion).
Walls can still be built even after researching Steel (base defensive bonuses of Walls are still non-functional).
Leader Bonus: Construction of Valletta
Receives +100% Production for the next 10 turns after signing a peace treaty.
Land military units within 2 tiles from Fort within Maltese territory receive +7 Combat Strength.
Gains the Galiot unique unit with Reformed Church.
Leader Unit: Galiot
Replaces Privateer. Unlocked by Reformed Church instead of Mercantilism. May be purchased with Faith.
Receives +7 Ranged Combat Strength when attacking the enemy unit belonging to the Civilization or City-State following a different religion.
Provides additional Faith from pillaging or coastal raid.
Provides double yields from plundering Trade Route.
Unique Unit: Knight Hospitaller
Replaces Knight. Unlocked by Apprenticeship instead of Stirrups. May be purchased with Faith.
Lower Movement (2 vs. 4). Receives +15 Combat Strength against anti-cavalry units.
Operates as a Medic, providing extra healing to units within 1 tile (including itself).
Unique Building: Filigree Workshop
Replaces Workshop. No Gold maintenance cost.
Grants +1 Gold, Culture, and Faith to nearby Mines on luxury resources.
Agenda: Shield of Europe
Builds high-level walls around his cities. Likes Civilizations that follow the same religion and refrain from plundering Trade Routes. Dislikes Civilizations that follow the different religions or often plunder Trade Routes.
So, kinda a long post, but civ 7 is right around the corner (i guess?) soo i wanted to post all the concepts i wrote for civ 6 before civ 7 releases. Im gonna seperate them by regions (cuz there's a lot) and will try to post them once a week so i dont break the wiki guidelines (and also cuz im lazy).
They have a tier 5 starting bias towards resources improved by camps or pastures.
Argentina (La Reina del Plata): The capital gains +15% production towards districts, buildings and world wonders, and world wonders built there gain a great work slot for any great work.
Evita (La Madre de los Descamisados): Cities with a specialty district gain +1 amenity. +100% production towards neighbourhoods.
Agenda: Ciudad Evita: Tries to build lots of districts and wonders in her capital city, but dislikes leaders that do the same. Likes leaders with underdeveloped capitals.
Gaucho: Argentinian unique unit that replaces the cuirassier. Costs 330 production, 1320 gold, horses and needs 5 gold to maintain. Has 4 movement, 67 combat strengh and 2 sight. Gains +5 combat strengh and heals at the end of every turn, even if it has moved or attacked, if within 4 tiles of a camp or pasture; has 1 build charge, can build camps and pastures in their specific resources and can clear terrain, both these actions cost 1 build charge and can also remove tile improvements, this action doesn't cost a build charge but the Gaúcho needs to have atleast 1 build charge to do it; ignores enemy zone of control, and is unlocked with Nationalism.
Tanguería: Argentinian unique building that replaces the Broadcast Center and is unlocked earlier, with Opera and Ballet. Costs 440 production, 1760 gold and needs 3 gold to maintain. Gives +6 culture, (+4 culture more than the broadcast center), and additional +1 culture for every specialist in this district, but isn't able to be powered, not gaining the additional +4 culture if powered that the broadcast center normally gains; +2 great musician points, and +1 great artist point. Has one great work slot for great works of music. If it's home city is happy, all great works there give +1 culture and +1 tourism, these additional yeilds doubling if the city is ecstatic.
Has a tier 2 starting bias towards woods and rainforests.
Tupi (Cunhadismo): Having a declaration of friendship or alliance with a foreing leader grants you the ability to choose to construct the unique districts, buildings and tile improvements and obtain the unique military units that leader can normally obtain. All usual restrictions still apply, such as technological requirements or construction rules. Leaders that have a declaration of friendship or alliance with you can construct the Oca unique tile improvement.
Cunhambe (Tamoyo Confederation): All unique military units you control gain +3 combat strength. Obtaining a city from a foreing civilization doesn't remove or replace the unique districts, buildings and tile improvements there. Owning a major civilization's or city-state's capital grants you the ability to construct the unique districts, buildings and tile improvements and obtain the unique military units that major civilization's leader or city-state can normally obtain. All usual restrictions still apply, such as technological requirements or construction rules.
Agenda: Morubixaba: Always tries to declare friendships and establish alliances, and likes leaders that accept these. Refusing a declaration of friendship or an alliance request from this leader permanently damages your relationship with him.
Ibirapema: Tupi unique unit that replaces the Warrior. Costs 40 production, 160 gold and needs 0 gold to maintain. Has 2 movement, 20 combat strength and 2 sight. Gains +5 combat strength against anti-cavalry units, +3 combat strength against unique units, ignores the movement penalties of woods and rainforests and, upon defeating an enemy unit, it heals up to 30 HP.
Oca: Tupi unique tile improvement. Is built by a builder, unlocked with Craftsmanship and gives health from plunders. Gives +1 housing and +1 food, additional +1 food if built on woods or rainforest, gaining +1 food from this bonus with Mercantilism, and +1 culture for every different unique district, building or tile improvement adjacent to the it, including another Oca, gaining +1 culture from this bonus with Urbanization. Can only be built on Plains, Plains Hills, Grassland or Grassland hills, adjacent to a resource, and can improve woods or rainforests.
Doesn't have a starting bias.
Guarani (Land Without Evil): Settling a city grants +1 era score. The first shrine, opy and worship building that you construct grants a free settler in that city, without losing a population.
Sepé Tiaraju (Seven Reductions): Gain +1% faith in all cities for every city you own. Units bought with faith gain +1 movement.
Agenda: Indigenismo: Tries to settle lots of cities, and dislikes civilizations that own more cities than him. Likes civilizations that own less cities than him.
Ka'aguygua: Unique unit of the Guarani that replaces the scout. Costs 30 production and 120 gold. Has 3 movement, 10 combat strengh, 15 ranged strengh, 1 range and 2 sight. Has a ranged attack and, when escorting an unit, that unit is affected by this unit's promotions and inherits its higher movement speed.
Opy: Unique building of the Guarani that replaces the Temple. Costs 120 production, 480 gold and needs 2 gold to maintain. Gives +4 faith, +1 great prophet point and a citizen slot. Has 1 relic slot. Faith purchasing units in this city is 15% cheaper. Settlers don't remove a population if the city has this building. Allows the purchasing of apostles, gurus, inquisitors (after an apostle uses it's launch Inquisition ability) and warrior monks (with the proper belief).
Has a tier 3 starting bias towards resources that can be improved by mines, quarries, farms or plantations and a tier 5 starting bias towards lakes.
Muisca (Gwatibita): Lakes give +3 gold. Gain faith equal to 10% of your gold output. Resources improved by mines, quarries, farms or plantations give +1 gold.
Nemequene (Code of Nemequene): Military units gain +5 combat strengh in tiles that provide gold, including districts, buildings and wonders. Cities gain +0.2 loyalty for every district, building, wonder and tile improvement that give gold. Districts, buildings, wonders and tile improvements in your empire gain +1 gold for every foreign military unit defeated there.
Agenda: Zipa of Bacatá: Likes civilizations that have both a strong military and strong gold or faith outputs. Dislikes civilizations that are strong in military but weak in gold or faith.
Guecha Warrior: Unique unit of the Muisca that replaces the Crossbowman. Costs 180 production, 720 gold and needs 0 gold to maintain. Has 2 movement, 30 melee strengh, 40 ranged strengh, 2 range and 2 sight. Gains additional combat strength equal to half of the gold output of the tile that it occupies.
Bohío: Unique building of the Muisca that replaces the Granary. Costs 85 production and 340 gold. Gives +2 housing, but doesn't give +1 food, instead, districts, buildings, wonders and tile improvements that give gold gain +1 food. Costs more production (85 vs 65).
Has a tier 3 starting bias towards resources that can be improved by plantations.
Haiti (For Liberty): Can choose an extra dedication in Dark Ages and Heroic Ages.
Dramatic Ages game mode only:
Haiti (For Liberty): After entering a Dark Age, lose no cities and all your cities gain +4 loyalty and +1 amenity.
Touissaint Louverture (Father of Haiti):
While in a Dark Age or Heroic Age, gain +25% production towards all units, and upgrading military units costs 25% less gold and strategic resources. In all ages, your Citizens exert loyalty pressure as if you where in a golden age.
*In the Dramatic Ages game mode, the Heroic Age bonuses are removed.
Agenda: Haitian Revolution: Likes civilizations that are in a dark age or heroic age. Dislikes civilizations that are in a normal age or golden age.
Armée Indigène: Haitian unique unit that replaces the musketman. Costs 240 production, 960 gold, 5 nitre and needs 4 gold to maintain. Has 2 movement, 55 combat strengh and 2 sight. Gains +5 combat strengh against anti-cavalry units, has a chance of capturing non-barbarian units and transforming them into another Armée Indigène after defeating them and only need 5 nitre.
Hounfour: Unique building of Haiti that replaces all worship buildings. Costs 190 production and 380 faith. Gives +3 faith, +1 faith per specialist in this district, and a citizen slot. Gains the yields and special effects of worship buildings from religions with at least one citizen in this city (+3 faith and +2 food if it's a Gurdwara, +3 faith and a great work slot for great works of art if it’s a Cathedral…), and plantations in this city gain +2 faith, +2 culture and +1 production.
Has a tier 2 starting bias towards resources that can be improved by fishing boats, farms or plantations.
Taíno (Zemis): Shrines have a great work slot for relics. Fishing boats, farms and plantations gain +2 food and +1 faith if there is a relic in their home city.
Anacaona (Cacica's Areítos): Cities with a Batey have access to the Areíto Project, which costs a high amount of production and can only be performed once per city, but grants a relic upon completion.
Agenda: Golden Flower: Tries to have the maximum amount of relics, and likes leaders that have less relics than her. Dislikes leaders with more relics than her.
Areíto Project: Táino unique project when Anacaona is their leader that is performed in the Batey district. Can only be perfomed once per city but, upon completion, grants a relic. Costs 65 production. Its production cost increases based on the amount of technologies and/or civics its civilization has discovered.
Macana: Táino unique unit that replaces the Warrior. Costs 60 production, 240 gold and needs 0 gold to maintain. Has 2 movement, 23 combat strength and 2 sight. Has higher combat strength than the warrior (23 vs 20) and gains +5 combat strength against anti-cavalry units, barbarians and if on or adjacent to a coast or lake tile.
Batey: Táino unique district that replaces the entertainment complex. Gives +1 amenity, additional +1 amenity for every 2 adjacent districts, +1 housing for every adjacent district, and +1 appeal to adjacent tiles. Costs half the normal amount of production of an entertainment complex, and isn't considered a specialty district, not requiring population to build. Can only be built adjacent to the city center and cannot be built in a city that has already built a water park.
Additional Leaders:
Brazil - Juscelino Kubitschek & Pedro I
Juscelino Kubitschek (Cinquenta Anos em Cinco): The capital gains +1% production for every great person your civilization has ever recruited. Cities gain +30% production towards all projects.
Agenda: Anos Dourados: Tries to work on projects, and likes civilizations that do the same. Dislikes civilizations that don't work on projects.
Pedro I (Independência ou Morte): Gain a inspiration everytime you recruit a Great General and Great Admiral. +100% Great General points and Great Admiral points. Great Generals and Great Admirals have an extra charge and their passive effects affect units within 3 tiles of them.
Agenda: O libertador: Likes civilizations that don't recruit Great Generals and Great Admirals. Dislikes civilizations that recruit Great Generals and Great Admirals.
Maya - Pacal
Pacal (B'olon Yej Te' Naah): Cities gain +1% production towards districts, buildings and world wonders for every citizen there. Districts and world wonders gain +1 food for every adjacent farm and for every adjacent plantation, and gain +1 housing.
Agenda: K'uhul Baakel Ajaw: Likes civilizations that have built more districts, buildings and tile improvements than him. Dislikes civilizations that have built less districts, buildings and tile improvements than him.
I'd like to share 6 Civilizations of the Renaissance-era and modern Italian Civilizations in this post.
Florentine - Lorenzo de' Medici
Civ Ability: Cradle of the Renaissance
Receives +1 additional Era Score upon recruiting a Great Person, constructing or purchasing a building that provides Science or Culture, researching or developing a Technology or Civic belonging to the earlier Era than the current World Era.
Leader Bonus: Laurentian Library
Library receives 2 Great Work of Writing slots. University receives 2 Great Work of Art slots. Research Lab receives 2 Great Work of Music slots. If these bonus slots are empty, each empty slot provides 1 Great Person point of its type per turn during the Golden Age or Heroic Age. If both slots are filled, the theming bonus is activated during the Golden Age or Heroic Age.
Unique Unit: Ribauldequin
Ranged unit of the Renaissance Era. Unlocked by Gunpowder. 250 Production cost, 1000 Gold cost, 4 Gold maintenance cost, 2 Movement, 40 Combat Strength, 50 Ranged Combat Strength, 2 Range, 2 Sight. Upgrades to Field Cannon.
Cannot attack after moving unless its maximum Movement is 3 or more.
Can make +1 additional attack per turn if didn't move in the same turn (does not stack with Expert Marksman promotion).
Unique Building: Medici Bank
Replaces Bank. During the Golden Age of Heroic Age, Commercial Hub with this building receives +1 Adjacency Bonus from each adjacent District, instead of every 2 adjacent Districts.
During the Golden Age or Heroic Age, provides 3 types of Great Person points provided by this District or its adjacent District by 1 per turn (other than Great Prophet point, and can provide +2 Great Person points of certain type).
Agenda: Il Magnifico
Likes Civilizations with few Great Works and is behind him in Civics and Technologies. Dislikes Civilizations with many Great Works or ahead of him in Civics and Technologies.
Civ Ability: Altare della Patria
Upon meeting the condition, can build a Unique Wonder, the Altar of Rome, the Altar of Italy, or the Altar of the Fatherland (if the city with these Wonders is taken to other Civilizations, the Wonder is destroyed at once and provides Gold equal to quadruple the cumulative Production cost of it. in this case, this Wonder can be built again).
Leader Bonus: Risorgimento
Can declare a Formal War to the Civilization that has the city on Italy's home Continent.
Units deal full damage when attacking cities on Italy's home Continent.
Receives a random Eureka and Inspiration upon conquering the city on Italy's home Continent (once per city).
Unique Unit: Alpini
Melee unit of the Modern Era. Unlocked by Steel. 400 Production cost, 7 Gold Maintenance cost, 3 Movement, 85 Combat Strength, 3 Sight. Can't be upgraded but does not obsoleted.
Can't be purchased with Gold or Faith. Can't receive a combat experience bonus by any means.
Suffers no Movement penalty on Hills.
Unique Building: Cinema
Replaces Broadcast Center. Provides more Great Artist points (2 vs. 1) and Great Musician points (3 vs. 2) per turn.
Provides +1 Culture per turn and +1 Amenity to all City Centers within 6 tiles from this Theater Square with this building (Culture bonus is stacked if there are more than 2 of this building within 6 tiles, but Amenity bonus is not. Amenity bonus from this building is stacked with Zoo, Stadium, Aquarium, and Aquatics Center, however).
Unique Wonder: Altar of Rome
Unlocked by Political philosophy. 400 Production cost. Must have more than 5 cities, including the Capital, to unlock this Wonder.
Must be built on a land tile other than Mountains and without terrain features and adjacent to the current Capital.
Cities within the Trade Route range of the Capital receive +5 Loyal per turn. The cities also receive +50% Production while constructing a District that already exists in the Capital and +25% Production while creating land military units.
Unique Wonder: Altar of Italy
Unlocked by Banking. 1060 Production cost. Must research Printing and develop Humanism as well as Banking to unlock this Wonder.
Must be built on a land tile with the Altar of Rome (which means overwriting it).
While constructing this, the Altar of Rome is considered as a Wonder under construction and doesn't provide bonuses.
Provides bonuses of the Altar of Rome.
Increases Trade Route capacity by 3 and provides 3 Traders for free.
Every city receives +100% Production while creating Traders.
While researching or developing Technology or Civic belonging to the previous Era, provides +10% Science or Culture per the gap between the Technology or Civic's Era and the current World Era (Receives +20% Science while researching the Technology belonging to the Ancient Era in the Medieval Era, for example).
Unique Wonder: Altar of the Fatherland
Unlocked by Ideology. 1620 Production cost. More than half of the cities in Italy's home Continent must be Italian to unlock this Wonder.
Must be built on a land tile with the Altar of Italy.
While constructing this, the Altar of Italy is considered as a Wonder under construction and doesn't provide bonuses.
Provides bonuses of the Altar of Italy (and the Altar of Rome).
Harbors currently owned or will be constructed receive free Lighthouse and Shipyard.
Every Commercial Hub provides Production per turn with the same amount of its Gold per turn from the Adjacency Bonus.
City with Harbor, Industrial Zone, or Commercial Hub receives +2 Amenities (does not stack even if with more than 2 of those Districts).
Agenda: From Sardinia to Italy
Try to monopolize his home city and will try to conquer every city belonging to the other Civilizations, Free City, or City-State. Likes Civilizations that remain on a foreign Continent and dislikes Civilizations with a city on his home Continent.
Civ Ability: Armory of Italy
Industrial Zone and its buildings pay no maintenance and can be built at double speed.
Industrial Zone buildings grant +10 Strategic Resource stockpiles.
If there are no Encampment buildings in the city, Industrial Zone buildings can provide combat experience and Corps and Army training bonuses instead (Workshop can replace Barracks and Stable at the same time, Factory can replace Armory, and any type of Power plant can replace Military Academy).
Can create Military Engineers even without an Armory.
Leader Bonus: Arbiter of Italy
Receives an Envoy upon constructing or purchasing a new type of District (other than City Center) for the first time.
Receives +1 Great Writer point per City-State Milan has Suzerainty over. Upon constructing or purchasing the first Workshop, each Suzerainty also provides +1 Great Artist point per turn and +1 Great Musician point per turn upon the first Factory.
Receives +1 Diplomatic Favor per turn from each Suzerainty (this bonus does not doubled with Országház).
Unique Unit: Genoese Crossbowman
Replaces Crossbowman. Higher Production cost (200 vs. 180).
Receives +7 Combat Strength and Ranged Combat Strength if didn't move in the same turn (until the start of the next turn).
Unique Building: Duomo
Replaces Temple. Receives 1 Great Works slot (which can be filled with Great Work of Writing, Great Work of Art, or Great Work of Music). Upon filling, provides +3 Culture per turn and decreases purchasing cost with Faith by 20%.
Agenda: The Moor
Constructs as many Industrial Zones and Theater Squares as possible. Dislikes Civilizations who do the same and likes Civilizations who ignore those Districts.
Papal - Alexander VI, Julius II
Civ Ability: Ring of the Fisherman
Palace receives 2, instead of 1, slots for Great Works.
Receives a Relic upon adopting a Pantheon, founding a Religion, or evangelizing Belief (4 in total).
Upon killing a religious unit from theological combat, receives Culture equal to 25% of its base Faith purchasing cost.
Upon constructing a building placed in the City Center or Holy Site by Production, receives Faith equal to half of its Production cost.
Upon obtaining Era Scores, receives Great Prophet points equal to double the scores. This bonus becomes obsolete when the World enters the Medieval Era.
Unique Unit: Swiss Guard
Replaces Pikeman. Unlocked by Mercenaries instead of Military Tactics. Higher Combat Strength (50 vs. 45). May be purchased with Faith.
Receives +5 Combat Strength if there is a Papal religious unit within 2 tiles (does not stack if there are more than 2 religious units within 2 tiles).
Unique District: Diocese
Replaces Holy Site. Receives +2 Adjacency Bonus from the City Center or Wonder.
Provides 1 Citizen upon construction or purchasing.
Provides +1 Amenity if with more than 4 Adjacency Bonus (before enhanced by Scripture).
Is not considered a specialty District and does not require Population.
Leader Bonus (Alexander VI): House of Borgia
Upon entering the Golden Age or Heroic Age, receives a unique Dedication in addition to the normal Dedication(s). This unique Dedication is automatically activated even without choosing, but it has no Normal/Dark Age Effect.
Receives a free Spy upon constructing or purchasing the first Worship Building.
Upon a Spy success at counterspying, receive an Apostle that follows the majority religion of the city.
Unique Dedication: Cesare Borgia, the Cardinal
Available from the Classical Era to the Medieval Era.
Each Relic decreases purchasing cost with Faith by 5% and Faith cost for patronaging Great People by 2.5%.
Unique Dedication: Cesare Borgia, the Gonfalonier
Available from the Renaissance Era to the Modern Era.
May levying units with Faith instead of Gold. Faith costs 25% more than Gold, but units levied with Faith receive +5 Combat Strength.
Receives a Relic upon levying with Faith.
Unique Dedication: Cesare Borgia, the Duke
Available from the Atomic Era to the Future Era.
Every Specialty District provides Faith per turn equal to 50% of its Adjacency Bonus (round down decimal, excluding Diocese because it's not a Specialty District).
Every unit, building, and District can be purchased with Faith. Each Relic decreases Faith purchasing cost by 2.5%.
Agenda (Alexander VI): Dukedom of Romagna
Likes Civilizations with many Spies and enjoys the Golden or Heroic Era. Dislikes Civilizations that are going through the Dark Age or ignore espionage.
Leader Bonus (Julius II): The Sword and The Cross
Each Relic provides +1 Great General point per turn.
Receives a Governor Title upon recruiting a Great General.
Land military units may be purchased with Faith in the city with an established Governor. Unit purchasing cost is decreased by 5% per each promotion that the Governor has (up to 25%).
Agenda (Julius II): Caesar on the Holy See
Likes Civilizations that follow the same Religion and are on the Continent where he has no cities. Dislikes Civilizations that follow different Religions or have a city on his home continent.
Civ Ability: Religious Coexistence
Each city receives +1 Housing and Amenity and +3% Culture and Science per each Religion spread.
Leader Bonus: Norman Conquest
Theater Square, Campus, and Holy Site provide +2 Adjacency Bonus to each other.
Theater Square buildings provide +3% Food to the city.
Campus buildings provide +3% Gold to the city.
Holy Site buildings provide +3% Production while creating military units.
Unique Unit: Saracen Archer
Replaces Crossbowman. May be purchased with Faith. Pays no maintenance if purchased with Faith.
Receives +1 Combat Strength and +2 Ranged Combat Strength per each Religion spread in the city that created or purchased this unit. If more than 3 Religions are spread in the city, also receives +1 Movement.
Unique Tile Improvement: Latifondo
Unlocked by Feudalism. Must be built on Plains, Plains (Hills), Grassland, or Grassland (Hills).
Provides +1 Production per turn per every 2 adjacent Farm, increasing to +1 Production per turn per every adjacent Farm (with Plastics).
Provides +1 Food per turn per every adjacent Plantation, increasing to +2 Food per turn per every adjacent Plantation (with Capitalism).
Provides +1 Gold per turn per Religion spread to the nearby city.
Provides +0.5 Housing.
Agenda: Cappella Palatina
Likes Civilizations with many Districts with high Adjacency Bonuses. Dislikes Civilizations with many Districts with low Adjacency Bonuses.
Civ Ability: La Serenissima
Commercial Hub and Harbor, instead of Market and Lighthouse, increases Trade Route capacity by 1.
International Trade Route sent from the city with Commercial Hub and Harbor provides +"Tier of the current Government X 4" Gold and +" Tier of the current Government X 2" Great Merchant points per turn.
International Trade Route provides +1 Amenity from luxury resources near the destination city, and Venice doesn't have.
Grants +1 Appeal to every tile nearby Happy city with an established Governor. This bonus doubled for Ecstatic city with an established Governor.
Leader Bonus: Savior of Venice
Receives a free Spy upon adopting the first Tier 2 or Tier 3 Government (2 in total).
May purchase Spies with Gold.
Receives 50 Diplomatic Favor upon a Spy success at an espionage mission other than Gain Sources and Listening Post (including counterspying).
Military units near the city with established Spy that on counterspying mission receives +"(number of Promotions the Spy has X 2) - 1" Combat Strength.
Unique Unit: Galleass
Replaces Frigate. Higher Combat Strength (50 vs. 45). Higher Ranged Combat Strength (65 vs. 55).
Suffers -1 Movement when starting its turn on Ocean tile.
Purchasing cost of this unit is decreased by 15% in Happy city. This bonus doubled for Ecstatic city.
Unique Building: Publishing House
Replaces Library. Provides +1 Great Writer point per turn.
Upon constructing or purchasing a Campus building (including itself), provides Culture equal to 25% of its Production cost. Upon constructing or purchasing a Theater Square building, provides Science equal to 25% of its Production cost.
Upon construction, it provides a random Eureka or Inspiration of a Technology or Civic belonging to an earlier Era than the current World Era (it provides Ancient Eureka or Inspiration if the current World Era is Ancient).
Agenda: Panegyric to the Doge
Likes Civilizations that have more domestic Trade Routes than international ones. Dislikes Civilizations that have more international Trade Routes than domestic ones. Especially loathes Civilizations that have more international Trade Routes than him.
"(III)" in the title of this post is because I previously shared 2 East European Civilizations designs here and here.
Austrian - Franz Joseph I, Maria Theresa
Civ Ability: Habsburg Monarchy
Upon entering a new World Era, receives 1 Envoy per every 2 City-State Austria has Suzerainty over.
Receives Culture, Science, Gold, and Faith from every City-State Austria has Suzerainty over produce for themselves.
Each city receives +1 Amenity per every 3 City-State Austria has Suzerainty over.
Grants +1 Appeal to every tile nearby city that shares its borders with a City-State Austria has Suzerainty over.
Unique Unit: Pandur
Replaces Musketman. Lower Production cost (220 vs. 240). Lower Combat Strength (50 vs. 55).
Receives +10 Combat Strength within 3 tiles from Austrian border tile.
Receives +1 Movement and Sight when starting its turn within 3 tiles from the Austrian border tile.
Unique Tile Improvement: Concert Hall
Unlocked by Opera and Ballet. Can be built on a land tile adjacent to the City Center without terrain features. Limited to 1 per city.
Provides +2 Culture per turn for each adjacent Theater Square.
Provides +4 Culture per turn when on a tile with Charming Appeal. Provides +2 additional Culture per turn when on a tile with Breathtaking Appeal.
Provides +2 Great Musician points per turn.
Leader Bonus (Franz Joseph I): Ausgleich
Upon researching Diplomatic Service or Nationalism, can choose one Civ Ability of other Civilizations among the three random options (prioritize Civ Abilities of other in-game Civilizations, can obtain up to 2 Civ Abilities in total).
Other Civilizations can see which Civ Ability Austria chose upon researching Diplomatic Service or Nationalism.
Agenda (Franz Joseph I): Evidenzbureau
Gains as many Spies and diplomatic access as possible and dislikes those who do the same. Likes civilizations that ignore these espionage activities.
Leader Bonus (Maria Theresa): Theresian Reforms
Receives Science equal to 30% of the Production cost upon constructing a District (other than City Center).
City with an established Governor receives +40% Production while constructing a District that already exists in the Capital.
City without an established Governor receives +20% Production while constructing a District that already exists in the Capital or the city with an established Governor.
Agenda (Maria Theresa): Felix Austria
Tries to keep the maximum number of Districts in each city and dislikes Civilizations that do the same. Likes Civilizations that do not maximize the number of Districts in their cities.
Civ Ability: Saint Wenceslas Chorale
Improved strategic resources grant +1 Science per turn to nearby tiles (stacks if adjacent to more than 2 strategic resources).
Upon improving a strategic resource, immediately receives 20 copies of the resource. This bonus activates only once per each tile.
Military units require Niter receive +5 Combat Strength.
Mines on Niter accumulate this resource 100% faster.
Leader Bonus: Golden Bull
Cities with an established Governor receive double bonuses from Amenity. Cities without an established Governor suffer double penalties from Amenity.
Cities with an established Governor receive +2 Amenities.
Upon researching Divine Right, Diplomatic Service, or Nationalism, a random Governor not yet appointed is unlocked for free. Unique Governors of other Civilizations or Leaders can't be obtained by this bonus.
Unique Unit: Houfnice
Replaces Bombard. Unlocked by Gunpowder instead of Metal Casting. Lower Production cost (250 vs. 280). Has 50 Ranged Combat Strength instead of 55 Bombard Combat Strength.
Suffers only -10 Ranged Combat Strength instead of -17 when attacking defensible Districts.
Unique District: Glassmaker
Replaces Industrial Zone. Grants +2 Culture per turn to nearby improved luxury resources.
Agenda: Univerzita Karlova
Likes Civilizations that appointed many Governors. Dislikes Civilizations that appointed few Governors.
Civ Ability: Ordensburgs
Encampment provides +1 Faith per turn per each adjacent District other than Kaiserdom, Woods, or strategic resource and +2 Faith per turn per each adjacent Kaiserdom or River.
Receives +50% Production while constructing Encampment, Kaiserdom, or those buildings.
Can spend Faith equal to 50% of its Faith purchasing cost to heal a land military unit immediately. The unit heals up to 25 hit points by this bonus and spends no Movement by this. This bonus can be used only once per each unit in the same turn.
Can spend Faith equal to 50% of its Faith purchasing cost to heal a naval military unit immediately. The unit heals up to 15 hit points by this bonus (up to 25 if used in the Teutonic territory) and spends no Movement by this. This bonus can be used only once per each unit in the same turn.
Leader Bonus: Annexation of Samogitia
The occupied city believes the same religion as the Capital can create its original owner's unique unit by Production as well as standard units. Production cost is 110% of the original cost, and the required Technology or Civic must be researched first. The unit is no longer available upon being obsoleted (leader units can't be obtained by this).
While occupying the original Capital of other Civilizations that believe in the same religion as the Teuton Capital, every city can create or purchase its original owner's unique unit. Production or purchasing costs are the same as the original costs.
Unique Unit: Ritterbrüder
Replaces Knight. May be purchased with Faith. Faith purchasing cost is 25% cheaper.
Receives +3 Combat Strength if purchased with Faith.
Receives +1 Movement if created or purchased in a city where more than 80% of Citizens follow the same religion as the Capital.
Deals full damage when attacking cities following the different religions.
Unique District: Kaiserdom
Replaces Holy Site. This District and its buildings decrease the Culture cost for acquiring new tiles for this city by 10% each (40% in total).
Upon this city obtaining a new tile, provides Faith equal to 500% of this city's Faith per turn (purchasing tile with Gold or Culture Bomb does not activate this bonus).
Allow the construction of an additional District in this city if this District is constructed adjacent to the Encampment.
Agenda: Hochmeister
Likes Civilizations that follow the same religion and have a powerful army. Dislikes Civilizations that follow different religions or have a weak army.
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As I mentioned in an earlier post, I had to split West Asian Civilizations into 2 posts. "Near" in this post means Civilizations that collapsed after the A.D., so they are "Near" from today.
Civ Ability: Kingdom of Heaven
Receives a Relic upon declaring or being declared a Holy War (up to 2 per each World Era).
Adjacency bonus of Holy Sites and yields from Relics are doubled for the next 20 turns after declaring or being declared a Holy War.
Worship Building increases Trade Route capacity by 1 if this city doesn't have a Market or a Lighthouse.
Leader Bonus: Victories at Ramla
May purchase cavalry units with Faith. Faith costs of these units are decreased by 25% with Grand Master's Chapel.
Military units healing without moving or attacking and within 2 tiles from Jerusalemite Holy Site recover 20 hit points. This bonus increases to 30 if there is a Relic in the Holy Site.
Unique Unit: Crusader
Replaces Knight. Higher Combat Strength (53 vs. 50).
The Faith cost of this unit is 25% cheaper (stacks with the Leader Bonus).
Receives a unique ability after the first Promotion is obtained, chosen randomly between the two listed below.
Receives +5 Combat Strength when defending and operates as a Medic, providing extra healing to units within 1 tile (including itself).
Receives +7 Combat Strength when attacking if started its turn not adjacent to the enemy unit. Can move after attacking.
Unique Tile Improvement: Krak
Unlocked by Castles. Can be built on any land tile other than Floodplains.
Occupying unit receives +4 Defense Strength and automatically gains 2 turns of fortification (+6 Defense Strength).
Provides +3 Faith per turn.
Provides +1 Production per turn per every 2 adjacent Krak, increasing to +1 Production per turn per every adjacent Krak (with Civil Engineering).
Agenda: King of Jerusalem
Likes Civilizations that follow the same religion and have a weak army. Dislikes Civilizations that follow a different religion or with a strong army.
Civ Ability: Great Colonnade
Trade Routes sent to Palmyrene city from other Civilizations or City-States provide Gold per turn equal to twice the number of the District in the destination city. Palmyra receives Gold per turn equal to the number of the District in the destination city from the Trade Route.
Each city receives +3% Production while constructing Wonders or Districts per each Trading Post in the city. Palmyrene Trading Post is counted as double.
Each owned Wonder decreases Gold and Faith cost for patronizing Great People by 4% (up to 40%).
Leader Bonus: Empress of the Levant
Ranged, light cavalry and heavy cavalry units receive +5 Combat Strength against the enemy unit belonging to the same class. These units receive one free Promotion if created or purchased in the occupied city.
Upon developing Foreign Trade, Trade Route capacity is increased by 2 per each original Capital occupied (the Capital of Palmyra is also counted).
Unique Unit: Dromedarius
Replaces Horseman. No strategic resource requirement.
Constructs a Palmyrene Trading Post in the city when created or purchased for the first time in the city.
Cities creating this unit receive +6% Production per each Trading Post in the city. Palmyrene Trading Post is counted as twice.
Provides double support bonus.
Unique Building: Hypogeum
Replaces Shrine. After obtaining a Great Prophet or every Religion is founded, provides +1 Great Merchant point instead of +1 Great Prophet point per turn.
Holy Site with this building provides Culture per turn equal to the tile's Appeal (does not give penalty if the Appeal is below 0).
Increases Trade Route capacity by 1 if this city doesn't have a Market or a Lighthouse.
Agenda: Illustrious and Pious
Likes Civilizations with a large territory and high Gold or Faith output. Dislikes Civilization with a large territory but low Gold or Faith output.
Civ Ability: Siyasatnama
Upon promoting a unit or pillaging a tile, deals 10 damage to the adjacent enemy units.
Occupied cities receive +6 Loyalty per turn while undertaking District projects. Upon completion, every pillaged tile improvement, district, and building is repaired at once.
Receives a random Eureka or Inspiration of Technology or Civic belonging to the current Era upon capturing a Barbarian Outpost.
Leader Bonus: Victory of Manzikert
Receives a free Settler upon recruiting a Great General, Great Engineer, Great Merchant, or Great Scientist.
Settlers can be expended by using the "Immigration" ability. The Settler must be on a tile with City Center to use this ability. Upon using this, the city receives +1 Population.
Upon using the last charge of a Great Person, the nearest Seljuq city receives +1 Population.
Unique Unit: Oghuz Horse Archer
Ranged Cavalry unit of the Medieval Era. Unlocked by Stirrups. 180 Production cost, 720 Gold cost, 3 Gold maintenance cost, 4 Movement, 30 Combat Strength, 40 Ranged Combat Strength, 2 Range, 2 Sight. Upgrades to Field Cannon.
Ignores enemy zone of control.
Receives +5 Combat Strength and +10 Ranged Combat Strength when adjacent to at least one enemy unit.
Unique Tile Improvement: Nezamiyeh
Unlocked by Theology. Must be built on Grassland, Grassland (Hills), Plains, Plains (Hills), Desert, or Desert (Hills) without terrain features and with a Charming or Breathtaking Appeal. Cannot be adjacent to another Nezamiyeh.
Provides Science and Faith per turn equal to 50% of the tile's Appeal (round down decimal).
Provides +1 Housing (with Reformed Church), increasing to +2 Housing (with Mass Media).
International Trade Routes provide +1 Science per turn for every 2 Nezamiyeh near the sending city (with The Enlightenment).
Agenda: Heroic Lion
Likes Civilizations with many land military units and a high average city population. Dislikes Civilizations with few land military units or low average city population.
Since I designed 7 West Asian Civilizations, I had to split them into 2 posts. "Far" in this post means Civilizations that collapsed during the B.C., so they are "Far" from today.
Assyrian – Ashurbanipal, Tiglath-Pileser III
Civ Ability: Ashur
Every city receives 30 Loyalty upon conquering a city not founded by Assyria and another 30 Loyalty upon razing the city.
Encampment in the city with more than 80 Loyalty provides 2 Production per each adjacent District while constructing Encampment buildings, Industrial Zone and its buildings, or creating land military units. This bonus increases to 3 if the city is with more than 90 Loyalty.
Land military units created or purchased in the city at maximum Loyalty receive one free Promotion.
Any Assyrian city that leaves due to loss of Loyalty instantly joins other Civilizations instead of becoming a Free City.
Unique Unit: Sapper
Melee unit of the Classical Era. Unlocked by Iron Working. 100 Production cost, 400 Gold cost, pays no maintenance cost, 2 Movement, 35 Combat Strength, 2 Sight. Upgrades to Man-At-Arms.
Suffers -5 Combat Strength when attacking the enemy unit. Instead, receives +7 Combat Strength when attacking the enemy defensible Districts.
Receives +15 Combat Strength when defending against Ranged Strike of the City Center or Encampment.
When adjacent to a city, melee and anti-cavalry units (except Nihang) ignore Walls and immediately assault the city.
Unique Building: Dur
Replaces Ancient Walls. Provides +1 Amenity and Housing. This bonus doubles in the city at maximum Loyalty.
Provides +20% Production while constructing a building in the City Center in this city.
Leader Bonus (Ashurbanipal): Son of Ashur
Receives 1 Clay Tablet, a unique Great Work of Writing, upon conquering a city with a Library or its replacement if there is an empty Great Work of Writing slot (yields of Clay Tablet are the same with Great Work of Writing, and up to 9 Clay Tablets can be obtained).
Gains the Royal Library unique building in the Government Plaza.
Leader Building (Ashurbanipal): Royal Library
Unique 1 Tier Government Plaza building. Provides +3 Great Writer points per turn. Receives 3 Great Work of Writing slots.
Provides +10% Production while creating civilian units or support units per each Great Work of Writing in this city (up to +100%).
Provides +1% Culture and Science, and +2% Gold per each owned Great Work of Writing.
Awards +1 Governor Title.
Agenda (Ashurbanipal): Legend of Sardanapalus
Focuses on recruiting Great Writers and creating Great Works of Writing. Dislikes Civilizations who do the same and likes Civilizations who ignore Great Writers and Great Works of Writing.
Leader Bonus (Tiglath-Pileser III): Reforms of Tiglath-Pileser
Receives +1 Great General points from every 2 Monument owned.
Upon using the last charge of a Great General, receives up to 2 Eureka of the Technologies belonging to the current Era, and every unit that can be upgraded is upgraded for free (both Gold and strategic resource).
Agenda (Tiglath-Pileser III): Kalhu
Will recruit Great General whenever possible. Likes Civilizations that have military units with high base Combat Strength. Dislikes Civilizations that have military units with low base Combat Strength.
Civ Ability: The Chosen People
Palace provides +1 Great Prophet point per turn.
Cities following the Religion founded by Israel receive +100% Production while constructing the Holy Site.
Shrine in the city following the Religion founded by Israel exerts +25% religious pressure.
Religious units receive a +1 Spread charge if purchased in a city with a Temple and follow the Religion founded by Israel.
Apostle receives a Debater promotion if purchased in a city with a Worship Building and follows the Religion founded by Israel.
Unique Unit: Maccabee
Replaces Swordsman. Receives one free Promotion when first trained, purchased, or upgraded from an earlier unit.
Receives +10 Combat Strength when attacking.
Unique District: Yeshiva
Replaces Campus. Provides +2 Faith per turn.
Receives +1 Science per turn for each adjacent Shrine, Temple, or Worship Building.
Leader Bonus (Herod): Herodian Architecture
While constructing a Wonder, District, or building, receives bonus Production equal to 25% of Faith per turn of the city.
Wonders adjacent to the Holy Site provide +1 Amenity. Districts adjacent to the Holy Site provide +1 Housing.
Agenda (Herod): Divine Architect
Likes Civilizations with high Production but few Wonders. Dislikes Civilizations with low Production or many Wonders.
Leader Bonus (Solomon): The Wise of Solomon
Receives +1 Era Score upon constructing or purchasing a Shrine, Temple, or Worship Building.
During the Golden Age or Heroic Age, Shrine, Temple, and Worship Building provides +3 Science and +1 Great Scientist point per turn.
Agenda (Solomon): Jedidiah
Likes Civilizations with a strong Faith and Science output. Dislikes Civilizations with a weak Faith or Science output.
Civ Ability: Electrum Coins
Every District other than the City Center provides +1 Gold per turn per each adjacent Mine without resources and +2 Gold per turn per each adjacent Mine on resources. This bonus doubles after researching Banking.
While constructing a Wonder or District, receives bonus Production equal to 10% of Gold per turn of the city (income from Trade Routes is not counted).
Leader Bonus: Kukalim
Military units purchased with Gold pay 2 more maintenance. Instead, these units can obtain Promotions without their prerequisites (which means a recon unit can choose Ambush as its first Promotion, and these penalties and bonuses are maintained after being upgraded).
Unique Unit: Hippomachoi
Replaces Horseman. Can make 1 additional attack per turn if Movement allows. Receives +7 Combat Strength for this second attack.
Unique Tile Improvement: Mint
Unlocked by Currency. Must be built on land tile without terrain features and adjacent to the Mine on luxury resources. Cannot be adjacent to another Mint.
Provides +2 Culture per turn.
Provides +3 Gold per turn per each adjacent Mine on luxury resources.
Provides +2 Production per turn per each adjacent Mine on luxury resources (with Banking).
Agenda: Mermnad Dynasty
Tries to build up Gold but often spends it by purchasing units or buildings. Likes Civilizations who do the same and dislikes Civilizations with a weak Gold output or amass Gold instead of using it.
Seleucid – Antiochus III, Seleucus I
Civ Ability: Seleucid Coinage
Upon completing the domestic Trade Route sent to the occupied city, receives a random Eureka or a random Inspiration.
Domestic Trade Route sent to the occupied city provides +1 Science per turn for each Campus, Encampment, and Industrial Zone in the destination city and +1 Culture per turn for each Theater Square, Holy Site, and Commercial Hub in the destination city.
Occupied city receiving domestic Trade Route receives +15% Science and Culture (this bonus does not stack even if multiple Trade Routes are sent to the same city).
Unique Unit: Agema
Replaces Knight. Unlocked by Military Training instead of Stirrups. Lower Combat Strength (35 vs. 50).
Cities with an established Governor receive +100% Production while creating this unit. The purchasing cost of this unit is halved in the same city.
Receives +5 Melee Combat Strength per each owned occupied city (up to +30). Receives +1 Movement while occupying the original Capital of another Civilization (does not stack even if occupying more than 2 original Capitals).
Unique District: Katoikoi Settlement
Replaces Encampment. Upon developing Military Training, Barracks in this District also provides bonus combat experience to all cavalry and siege units, and Stable provides bonus combat experience to all melee, ranged, and anti-cavalry units.
Provides +1 Production per turn from every 2 adjacent Plantation or Farm. With Military Academy, provides Food per turn as the same number of Production per turn.
Leader Bonus (Antiochus III): Champion of Freedom
Each Envoy sent to a City-State with a District already built in the Capital counts as two Envoys.
Each owned Katoikoi Settlement decreases the Gold cost of levying City-State units by 5% (up to 90%).
Units receive +1 Movement when starting their turn adjacent to the levied unit (the levied unit itself receives this bonus but does not stack even if starting the turn adjacent to more than 2 levied units).
Levying lasts 10% longer (round down decimal), and during this period, levying status is not ending regardless of the change of its Suzerain (if the Suzerainty is changed during the period, new Suzerain can't levy in the City-State and related Historic Moment will not be triggered).
Agenda (Antiochus III): Basileus Megas
Will often levy troops from City-States and dislikes Civilizations that do the same. Likes Civilizations that shun levying.
Leader Bonus (Seleucus I): Nicator
Accumulate only half war weariness than usual.
City with a Wonder on or adjacent to the Coast receives +25% Production while creating naval military units. City with a Wonder on landlocked tile receives +25% Production while creating land military units. Military units created or purchased in the city with a Wonder on both tiles receive one free Promotion.
Gains the Argyraspides unique unit with Military Training.
Leader Unit (Seleucus I): Argyraspides
Anti-Cavalry unit of the Classical Era. Unlocked by Military Training. 80 Production cost, 320 Gold cost, 2 Gold maintenance cost, 2 Movement, 35 Combat Strength, 2 Sight. Upgrades to Pikeman.
Receives +5 Combat Strength when besieging a District.
Provides 3 support bonus, instead of 2.
Suffers no combat penalties against melee units.
Agenda (Seleucus I): Diadochi
Focuses on building up an army and Wonder. Likes Civilizations who do the same and dislikes Civilizations with a weak army or few or no Wonders.
Civ Ability: Great Immigration
Pasture provides +2 Production and +1 Culture per turn.
Pastures on Cattle or Sheep provide 1 Horses per turn.
Specialty Districts provide +1 Production per turn per each adjacent Pasture on Cattle or Ship and +2 Production per turn per each adjacent Pasture on Horses while creating units.
Receives a unique Nomad unit upon conquering a city not founded by the Hun and with more than 5 Citizens. Receives 2 Nomad units if the city has more than 10 Citizens, 3 if more than 15 Citizens, and 4 if more than 20 Citizens.
Leader Bonus: Scourge of God
The stable's Production and purchasing costs are halved. The stable provides triple Production, double Housing, and double Great General points.
Losing units outside of the Hun territory doesn't increase war weariness.
Automatically deals damage to the city equal to 10% of its maximum hit points upon pillaging a tile improvement or District near the city (up to 90%, can't damage outer defense by this).
Unique Unit: Marauder
Replaces Horseman. Receives one free Promotion when first trained or purchased.
Receives +5 Combat Strength when fighting in pillaged tile.
This unit and its adjacent units heal up to 10 hit points upon pillaging.
Unique Unit: Nomad
Civilian Unit. 4 Movement, 2 Sight.
Cannot be created with Production or purchased with Gold or Faith. Given for free upon conquering a city not founded by the Hun.
Has 3 build charges. Can create a Cattle, Ship, or Horses at choice. This ability costs 1 charge of Cattle or Ship, 2 charges for Horses. Each resource can only be created on a suitable terrain.
Unique Building: Cauldron Maker
Replaces Water Mill. May be built in all cities, including ones not adjacent to a River.
Cavalry units created or purchased in this city can ignore Walls and immediately assault the city.
Agenda: Universal Ruler
Likes Civilizations that often declare war on powers other than the Huns and killed many non-Barbarian units through combat. Dislikes Civilizations that never declare war, rarely declare war, or killed few non-Barbarian units.
Civ Ability: Three Zhuzes
City on Plains receives +10% Culture. City on Grassland receives +10% Science. City on Desert receives +10% Gold (including Hills for all three conditions). City receives these bonuses doubled while creating cavalry units.
Receives +1 Trade Route capacity for each Economic policy card in the current Government.
Receives Culture equal to 25% of the Production cost after training a civilian unit.
Leader Bonus: Shah-i-Turan
Cavalry class units can move after attacking, receive +2 Combat Strength for each active Alliance, and receive double combat experience when fighting against units with a higher base Combat Strength.
Unique Unit: Batyr
Heavy Cavalry unit of the Renaissance Era. Unlocked by Diplomatic Service. 280 Production cost, 1120 Gold cost, 4 Gold maintenance cost, 4 Movement, 65 Combat Strength, 2 Sight. Upgrades to Cuirassier.
Ignores enemy zone of control.
This unit and other Kazakh units within 2 tiles from this unit heal up to 15 hit points upon killing the enemy unit.
Unique Building: Kiız Üi
Replaces Stable. Grants +1 Food and Production per turn to nearby Pastures.
City with this building receives +15% Production while creating cavalry units.
Agenda: Free Tribes
Likes Civilizations that have cities founded on various base terrain types. Dislikes Civilizations with cities that persist in founding cities on the same type of base terrain (Hill variants are considered the same with flat tile).
Civ Ability: Three Khanates
Receives 1 Governor Title upon adopting a Government of the higher tier for the first time.
City with an established Governor receives +10% Production while constructing a building or District and +5% Production while constructing a Wonder. This bonus doubles for the Capital or the city with more Citizens than the Capital.
Each Envoy sent to a City-State in the home continent of the Uzbek or Civilization that is an Ally of the Uzbek counts as two Envoys.
Leader Bonus: Shajara-i Tarākima
Receives +1 Era Score and a random Eureka upon creating a Great Work of Writing.
Yields from Great Work of Writing are doubled during the Golden Age or Heroic Age.
Khazira's bonuses related to Great People are increased by 50% for Great Writer (3%, 1.5%).
Unique Unit: Sarbaz
Replaces Line Infantry. Receives +5 Combat Strength and +1 Movement when starting its turn in the Uzbek territory.
Provides Science equal to its Combat Strength upon killing a unit with a higher base Combat Strength.
Upon killing a unit, provides a Eureka of the Technology that unlocks the unit if didn't research the Technology and didn't earn the Eureka. If earned the Eureka but didn't research the Technology, provides an 20% Science boost towards it.
Unique Building: Khazira
Replaces Temple. Provides more Faith (6 vs. 4) per turn.
Decreases Faith cost for patronizing a Great Person by 2% per each of this building owned (up to 30%).
Upon recruiting or patronizing a Great Person, provides a refund of 1% of their point cost per each of this building owned (up to 15%).
Agenda: Khan of the History
Likes Civilizations that obtained many Eureka boosts and with a high Era Score. Dislikes Civilizations that obtained few Eureka boosts or with a low Era Score.
Civ Ability: Hindu Kush
Commercial Hub receives 1 Adjacency Bonus from each adjacent Mountains.
Commercial Hub and Holy Site receive 1 Adjacency Bonus from each adjacent Hills without District (with Civil Engineering).
Mountain Tunnel is unlocked by Exploration instead of Chemistry.
Land military units receive +3 Combat Strength from each adjacent Mountains tile.
Leader Bonus: Shāh Durr-i-Durrān
Receives 1 Era Score upon creating a Great Work of Writing, Art, or Music.
Receives 2 Era Scores upon conquering a city not founded by the Afghan (this bonus occurs only once per each city during the same World Era).
During the Golden Age or Heroic Age, every Great Work of Writing, Art, and Music provides +2 Culture per turn and receives +25% Production while creating land military units.
Unique Unit: Jezail Rifleman
Replaces Line Infantry. Receives +10 Combat Strength against units belonging to the Modern Era and later.
Suffers no Movement penalty on Hills.
Heals 5 hit points per each adjacent Mountains tile when ending its turn adjacent to the Mountains tile, even if it moves or attacks (this bonus does not stack with normal healing effect, and the higher value applies).
Unique Building: Buzkashi Arena
Replaces Arena. Provides +1 Culture per turn and +1 Amenity per adjacent Pasture.
Agenda: Beautiful Pashtunkhwa
Likes Civilizations that secured many Mountains and Hills tiles and dislikes Civilizations that are not.
Civ Ability: Temple of the Tooth
Receives a Relic upon entering the Golden Age or Heroic Age.
From the Classical Era, in addition to the Dedication bonus, can receive a Prayer bonus at choice upon entering a new Era. This bonus is maintained until the end of the Era, and each bonus can be chosen up to 2 times.
Holy Prayer: Religious units receive +2 Spread charges. If founded a Religion, Sri Lankan cities following Sri Lankan Religion exert +25% religious pressure.
Prayer for Diligence: Production costs (and not for purchasing costs) of the Builders and Military Engineers are halved. These units receive +2 Build charges.
Prayer for Fame: Receives +50% Influence points and +25% Diplomatic Favor per turn (for Diplomatic Favor, the pure amount [the amount before losing it due to causes such as Grievances] is increased).
Prayer for Innovation: Receives an additional Wildcard policy slot in all Governments and can use Dark Age policy cards even if didn't enter the Dark Age.
Prayer for Will: Every military unit receives +4 Combat Strength when defending. Receives +50% Production while constructing Walls.
Spiritual Prayer: Specialty Districts adjacent to the Holy Site receive +1 Great Person point of their type (for Theater Square, only Great Writer point will be given).
Leader Bonus: Chulavamsa
Receives +100% Production while constructing an Aqueduct, Dam, or Canal. These Districts provide +2 Production per turn and +1 Housing. A Builder is given for free upon constructing any of these Districts.
Unique Unit: Yodhayo
Replaces Swordsman. Receives +4 Combat Strength when attacking and when starting is turn on a tile adjacent to River, Lake, or Oasis (this bonus is not stacked if satisfied more than 2 conditions at the same time). This bonus doubles and receives +1 Movement when starting its turn on a tile like these and inside Sri Lankan territory.
Unique Building: Vatadage
Replaces Shrine. Receives 1 Relic slot, which provides Faith equal to 15% of the Gold purchasing cost after purchasing anything with Gold in the city when filled.
Grants +1 Faith to nearby tiles upon it has been Drought or Flooded. This bonus can be stacked up to 3 per tile and resets to 0 if the city with this building has taken to other Civilizations.
Agenda: Not Even a Little Water
Clears all features and improves all possible tiles, but dislikes Civilizations that do the same. Likes civilizations with few improved tiles or that found National Parks.
From this post, I'd like to share the designs of the new 66 Civilizations from all over the globe.
First, here are 2 Civilizations of East Asia, my home region.
Civ Ability: Gusuku
Upon completing the international Trade Route, the city sent the Trade Route receives a building placed in the City Center, Commercial Hub, or Harbor and currently constructible for free (except the Flood Barrier). You can choose which building will be given and pay no maintenance for this building.
Each active Alliance increases Trade Route capacity by 1. This bonus doubles for Level 3 Alliance.
Leader Bonus: Great Days of Chūzan
Receives 1 Governor Title upon obtaining a Great Merchant or Great Admiral.
Upon construction of the Trading Post of other Civilizations' or City-States' in the Ryukyuan city, the Trading Post of Ryukyu is also created in the sending city.
Unique Unit: Funi
Replaces Caravel. Lower Production cost (200 vs. 240). Lower maintenance (2 vs. 4).
Has 3 build charges. Can construct a Fishing Boats or Fishery. Aquaculture is needed to construct a Fishery, but this unit can construct this near the city without the Governor.
Provides +5 Great Merchant points from kills.
Unique Tile Improvement: Utaki
Unlocked by Mysticism. Must be built on Woods, Rainforest, or adjacent to the Mountains. Preserve Woods and Rainforest if built on these tiles.
Provides +2 Faith per turn when adjacent to the Mountains, +2 Culture per turn when built on Woods, and +2 Science per turn when built on Rainforest. These bonuses can be stacked and increased to +3 (with Mercantilism).
International Trade Routes provide +1 Gold per turn for every 2 Utaki near the sending city.
City receives +1 Amenity if a Utaki is nearby, +1 Diplomatic Favor if more than 3 Utakis are nearby, and +2 Great Merchant points and +2 Great Admiral points if more than 5 Utakis are nearby.
Agenda: Ogiyakamowi
Likes Civilizations with high Trade Route capacity and dislikes Civilizations with low Trade Route capacity.
Tibetan – Lobsang Gyatso, Tritsuk Detsen
Civ Ability: Dharma Kings
Before obtaining a Great Prophet or every Religion is founded, the City Center adjacent to the Mountains provides +1 Great Prophet point per turn. After that, each city receives +1 Housing and Amenity for each adjacent Mountains tile.
Citizens in the city adjacent to the Mountains can work on those tiles. In this case, Mountains tiles provide +3 Faith per turn, increasing to +5 Faith after reaching the Industrial Era.
Mountains tiles adjacent to the City Center provide +2 Culture per turn, increasing to +3 Culture after reaching the Industrial Era.
Unique Unit: Sherpa Skirmisher
Replaces Scout. Starts with Alpine promotion.
Receives double Defense Strength on Hills.
Receives double experience when activating Tribal Villages or discovering Natural Wonders. This bonus stacks with a Survey policy card (receives 300% experience in this case).
Unique District: Dzong
Replaces Holy Site. Can't be built next to the City Center or Encampment.
Doesn't receive Adjacency Bonus. Instead, provides +1 Faith per Citizen who follows the city's majority religion. This bonus decreases to +1 Faith for every 2 Citizens following the majority religion after reaching the Renaissance Era and +1 Faith for every 3 Citizens following the majority religion after reaching the Atomic Era. This bonus does not counted as an Adjacency Bonus.
Acquires Outer Defenses and Ranged Strike along with the City Center once Walls have been built.
This District is considered as a Wonder that can be built for every city for Wonder-related bonuses.
Leader Bonus (Lobsang Gyatso): The Great Fifth
Receives an additional Economic policy slot in all Governments while having more than 5 Dzongs, an additional Diplomatic policy slot in all Governments while having more than 10 Dzongs, and an additional Military policy slot in all Governments while having more than 15 Dzongs.
The Shrine is built for free upon the construction of Dzong.
Religious units purchased in the city with a Worship Building receive +10 Religious Strength and +1 Movement.
Agenda (Lobsang Gyatso): All Innermost Essences
Likes Civilizations following the same Religion and having many Holy Sites and its buildings. Dislikes Civilization following the different Religions and having few Holy Sites and its buildings.
Leader Bonus (Tritsuk Detsen): Feats of Zhang 'Bro sTag
Upon recruiting the first Great General, every land unit suffers no Movement penalty on Hills, receives double Defense Strength on Hills, and ignores the enemy units' Defense Strength from the Hills.
Receives double Gold and Faith from pillaging tile improvements.
Receives +2% Production while creating land units for each Worship Building owned (up to +40%).
Agenda (Tritsuk Detsen): Mahāvyutpatti
Will try to attack his neighboring Civilizations and pillages as much as possible. Likes Civilizations do the same, and dislikes Civilizations do not pillage.
Civ Ability: Ma-i
Upon increasing the Trade Route capacity by constructing a Market or Lighthouse, a Trader is given in the city for free.
Upon creating or purchasing a Trader, receives a free naval ranged unit. This unit does not require resources when created or to maintain.
During the Golden Age or Heroic Age, Trade Routes provide additional Gold as the same number of Specialty Districts in both cities. This bonus doubles upon developing Colonialism.
Leader Bonus: Sultan of Maguindanao
After every Religion is founded, receives +1 Great General and Great Admiral points per turn for every 2 Great Prophet points per turn.
Great Admiral provides its bonuses to every naval military unit, regardless of its Era.
Naval military units receive an additional +3 Combat Strength when there are more than 2 Great Admirals within 2 tiles.
Unique Unit: Kampilan Swordsman
Replaces Man-At-Arms. Requires 5 Iron to train.
Suffers no Movement penalty on Woods and Rainforests in the Philippine territory. Heals up to 20 hit points, gets a refund of every Movement point used in this turn, and can make an additional attack upon killing the enemy unit in these tiles. During the Golden Age or Heroic Age, can receive these bonuses outside of the Philippine territory.
Unique Tile Improvement: Nipa Hut
Available without any technological research. Must be built on the Rainforests.
Provides +1 Food per turn.
Provides +1 Culture per turn upon developing the first Civic belonging to the Classical Era and +2 Gold per turn upon developing the first Civic belonging to the Medieval Era. After this, provides +1 Food/+1 Culture/+2 Gold/+1 Food/+1 Culture/+2 Gold per turn upon developing the first Civic belonging to the new Era (+3 Food, +3 Culture, +6 Gold in total).
Provides +1 Housing.
Agenda: Powerful Ruler
Likes Civilizations that obtained many Great People and dislikes Civilizations that obtained few Great People. Great Generals and Great Admirals are considered double for this purpose.
Civ Ability: Lan Xang Hom Khao
Receives +25% Production while creating a melee unit, anti-cavalry unit, or Sang. Cities creating these units receive +50% Faith per turn.
Each Relic provides +3% Production while constructing a District or Building and +2% Production while constructing a Wonder (up to +45%/30%).
Leader Bonus: Defender of Laos
Military units in the Laotian territory receive +1 Combat Strength when defending per each owned Relic (up to +15).
Production, Gold, and Faith costs for the Holy Site and its buildings are halved.
Receives 1 Envoy upon constructing or purchasing a Worship Building.
Unique Unit: Saang
Replaces Knight. Higher Production cost (250 vs. 220). Lower Movement (3 vs. 4). Higher Combat Strength (55 vs. 50). No strategic resource requirement.
Suffers no combat penalties against anti-cavalry units.
Reduces the Combat Strength of adjacent enemy units by 5 (does not stack).
Unique Building: Spirit House
Replaces Temple. Have more Relic slots (2 vs. 1).
Missionaries purchased in this city receive the Martyr promotion.
Agenda: Prolific Builder
Likes Civilizations with high Faith output and many Holy Sites and those buildings. Dislikes Civilizations with low Faith output or few Holy Sites and those buildings.
Civ Ability: Selat Melaka
Receives +25% Production while creating naval military units. These units receive +25% combat experience.
Plantations and Fishing Boats near the city that sending the international Trade Route provide +2 Gold per turn. These tile improvements near the city that other Civilizations or City-States sent their Trade Route provide +2 Gold and Faith (these bonuses do not increase if more than 2 Trade Routes are sent or connected, and do not stack each other).
International Trade Route sent to the Malay city provides +1 Amenity to the sending city (does not increase if the same city is sending more than 2 Trade Routes to the Malay cities).
Leader Bonus: Laksamana
Has access to a unique Governor, Hang Tuah, The Fleet Commander.
Receives 1 Governor Title upon constructing or purchasing the first Lighthouse, Shipyard, or Seaport (3 in total).
Leader Governor: Hang Tuah, The Fleet Commander
Unique Governor of Malay under Mansur Shah. Contributes to various fields, including building the coastal facilities, providing defense, and diplomacy. Takes 5 turns to establish. Can be established only in coastal cities or cities with Harbors.
Laksamana (Default Title): This city receives +25% Production while creating naval military units. These units created or purchased in this city receive +25% combat experience. This bonus can be stacked with the Civ Ability.
Malay Annals (Tier 1): Provides Faith equal to half of the Production cost upon construction or purchase of the Harbor or its buildings in this city.
Hikayat Hang Tuah (Tier 1): Provides 3 Era Scores upon construction or purchase of Harbor in this city. Provides 2 Era Scores upon constructing or purchasing a District other than the Harbor or a building in the Harbor. Provides 1 Era Score upon constructing or purchasing a building in the District other than Harbor.
Silat Master (Tier 2): Requires Malay Annals or Hikayat Hang Tuah. Unlocks a unique unit, Pesilat. Pesilat purchased in this city receives one free Promotion.
Never Shall Vanish (Tier 3): Requires Silat Master. Naval military units created or purchased in this city receive one free Promotion. Naval military units near this city receive +7 Combat Strength.
Sultan's Ambassador (Tier 3): Requires Silat Master. Provides Diplomatic Favor equal to 5% of the Production cost upon creating or purchasing a naval military unit in this city (round down decimal).
Governor Unit: Pesilat
Unlocked by Silat Master of the Unique Governor, Hang Tuah. Not classified as a melee unit, but makes melee attacks. Must be purchased with 400 Gold or 200 Faith. These costs are progressive.
2 Gold maintenance cost, 2 Movement, 20 Combat Strength, 2 Sight. Can't be upgraded, but follows a unique promotion table.
Receives +10 Combat Strength upon entering a new Era until entering the Information Era (90 in the end).
Lightning Speed (Tier I): Suffers no Movement penalty on land tiles. Receives +50% combat experience.
Langkah (Tier I): Receives +1 Movement and Sight and +50% combat experience.
Kris (Tier II): Requires Lightning Speed or Langkah. Killing a unit provides Faith equal to 50% of its Combat Strength.
Sikap Pasang (Tier II): Requires Lightning Speed or Langkah. Can move after attacking.
Karambit (Tier III): Requires Kris. Receives +100% Flanking and Support bonuses.
Tapak (Tier III): Requires Sikap Pasang. Receives +10 Combat Strength when attacking fortified units.
Gendang (Tier IV): Requires Karambit or Tapak. Recovers up to 10 hit points after each combat.
Unique Unit: Bedar
Replaces Caravel. Receives +2 Movement and can move after attacking when starting its turn in the Malay territory.
Recovers up to 10 hit points when ends its turn after moving or attacking in the Malay territory.
Unique Building: Surau
Replaces Shrine. Grants +1 Faith to nearby Plantations and Fishing Boats.
Agenda: Legacy of Parameswara
Focuses on building up Faith and navy. Likes Civilizations who do the same and dislikes Civilizations who ignore Faith or the Navy.
Myanmarese – Bayinnaung, Shin Sawbu
Civ Ability: Yama Zatdaw
Receives +2 additional Era Scores upon obtaining Relic or Artifact.
Yields from Relic and Artifact are doubled during the Golden Age or Heroic Age.
Unique Unit: Ahmudan Conscript
Replaces Man-At-Arms. If there is a Barracks, Stable, Armory, Shrine, or Temple, these buildings provide +5% Production while creating this unit and decrease its purchasing cost by 5% (20% in total).
Receives +4 Combat Strength when defending from Encampment, Holy Site, and each Paya within 2 tiles (up to +12. this bonus does not increase if there are more than 2 Encampments or Holy Sites within 2 tiles).
Unique Tile Improvement: Paya
Unlocked by Theology. Must be built on Woods or Rainforests. Cannot be adjacent to another Paya.
Provides +2 Faith per turn per each Relic in the nearby city and +2 Culture per turn per each Artifact in the nearby city (up to 6/6).
Provides +1 Housing (with Reformed Church), increasing to +2 Housing (with Cultural Heritage).
Leader Bonus (Bayinnaung): Cakkavatti
Great General provides its bonuses to every land military unit, regardless of its Era.
Holy Site and Commercial Hub provides +1 Great General point per turn during the Golden Age or Heroic Age.
Land military units receive an additional +3 Combat Strength when there are more than 2 Great Generals within 2 tiles.
Gains the Manipuri Cavalry unique unit with Gunpowder.
Leader Unit (Bayinnaung): Manipuri Cavalry
Light Cavalry unit of the Renaissance Era. Unlocked by Gunpowder. 230 Production cost, 920 Gold cost, 4 Gold maintenance cost, 5 Movement, 55 Combat Strength, 2 Sight. Upgrades to Cavalry.
Ignores enemy zone of control.
When there are more than 2 Great Generals within 2 tiles, receives +8 Combat Strength and +1 Movement instead of +3 Combat Strength. This bonus applies only in the Myanmarese territory, but this restriction will be lifted during the Golden Age or Heroic Age.
Agenda (Bayinnaung): Victor of the Ten Directions
Focuses on building up land force and recruiting Great Generals. Likes Civilizations with powerful land forces and obtained many Great Generals. Dislikes Civilizations with weak land force or obtained few Great Generals.
Leader Bonus (Shin Sawbu): Golden Pagoda
During the Golden Age or Heroic Age, receives a Builder upon constructing a Holy Site, and the Apostle on the Holy Site can construct a Shrine or Temple immediately with 1 Spread Religion charge.
Agenda (Shin Sawbu): Queen of Monasteries
Tries to construct the Holy Site and its buildings as many as possible. Likes Civilizations who do the dame and dislikes Civilization who ignore Holy Sites and these buildings.
Thai – Chulalongkorn, Naresuan, Ram Khamhaeng
Civ Ability: Garuda
Cities adjacent to a River provide Culture per turn equal to 20% of its Gold per turn (Gold income from Trade Routes is not counted for this bonus).
Cities adjacent to a River receive +50% yields from District projects.
Build charges are not consumed when constructing a tile improvement or harvesting a bonus resource on a tile adjacent to a River.
Unique Unit: King's Guard
Replaces Infantry. Lower Production cost (400 vs. 430). No strategic resource requirement.
Receives +10 Combat Strength on or adjacent to the City Center of the Capital or a Governor is established. This bonus falls off by 1 (for the Capital) or 2 (for the city with a Governor) as this unit gets further 1 tile away. These bonuses do not stack each other, and only the Capital bonus is applied if a Governor is established in the Capital.
Unique District: Talāt Nām
Replaces Commercial Hub. Can't receive ordinary Adjacency Bonuses. Instead, receives 4 Adjacency Bonus when adjacent to a River.
If built next to a River, provides +1 Housing and Amenity per each Farm or Plantation built on a nearby resource.
Thai Trading Post is automatically built in this city upon the District's construction.
Leader Bonus (Chulalongkorn): Monthon
Receives 1 Governor Title upon obtaining the Suzerainty of the City-State (once for each City-State).
Receives a random Eureka of the Technology belonging to the current Era upon constructing a Talāt Nām.
Each Trading Post built in the Thai city provides +1 Science per turn.
Each Governor exerts +2 Loyalty per turn to Thai cities within 9 tiles (this bonus stacks if there are more than 2 Governors within 9 tiles, and this bonus stacks with other bonuses of the Governor).
City at maximum Loyalty receives +15% Science.
Agenda (Chulalongkorn): Great Beloved King
Likes Civilizations on continents where he has no cities and has a high Science output. Dislikes Civilizations with a city on his home continent or with low Science output. Despises Civilizations with a city on his home continent and low Science output.
Leader Bonus (Naresuan): Black Prince
Each Talāt Nām provides +1 Great General point per turn.
Every land military unit receives +5 Combat Strength for the next 10 turns after recruiting a Great General,
Land units don't suffer Movement from River crossing and ignore enemy unit's Defense Strength from River.
Gains the Ngao Elephant Rider unique unit with Stirrups.
Leader Unit (Naresuan): Ngao Elephant Rider
Replaces Knight. Higher Production cost (250 vs. 220). Lower Movement (3 vs. 4). Higher Combat Strength (55 vs. 50). No strategic resource requirement.
Receives +10 Combat Strength against light, heavy, and ranged cavalry units.
Agenda (Naresuan): Songkram Yuddhahatthi
Will try to attack the neighboring Civilization if they have a weak military. Likes Civilizations that secure many tiles adjacent to a River and dislikes Civilizations that do not.
Leader Bonus (Ram Khamhaeng): Father Governs Children
Each Talāt Nām provides +1 Influence point per turn.
Receives 2 Envoys instead of 1 upon completing a quest from a City-State that Thai doesn't have Suzerainty over.
Receives a Suzerain bonus of the City-State upon sending at least 10 Envoys to the City-State even though Thai is not the Suzerain of the City-State (can't levy its units if Thai is not the Suzerain, and this bonus is invalidated during the war with the Civilization that is the Suzerain of the City-State).
Agenda (Ram Khamhaeng): Inscription of the King
Likes Civilizations that obtained many Envoys and do not compete for the same City-State allegiance. Dislikes Civilizations that obtained few Envoys or directly competing for City-State allegiance.
I want people to go down below into the comments and discuss what leader you think is the best for a culture victory. (I mean leader and civ combined)
(Please do not argue over each others opinions. Just agree to disagree in the case of an argument)
26 Votes in Poll
24 Votes in Poll
New Unique Unit: Gallowglass
Replaces Man-At-Arms. Higher Melee Combat Strength (48 vs. 45).
Receives +3 Melee Combat Strength when within 3 tiles from the city with more than 76 Loyalty. This bonus doubles for the city is at maximum Loyalty. Suffers -3 Melee Combat Strength when within 3 tiles from the city with less than 25 Loyalty. These effects are not stacked if there are more than two cities within 3 tiles and the highest value applied.
Happy cities receive +30% Production while creating this unit. This bonus doubles for Ecstatic cities.
New Unique Unit: Kern
Replaces Pikeman. Higher Melee Combat Strength (48 vs. 45).
Receives one free Promotion when created, purchased, or upgraded from an earlier unit.
Happy cities receive +30% Production while creating this unit. This bonus doubles for Ecstatic cities.
Receives +2 Melee Combat Strength per each Promotion obtained. Receives +1 Movement per every 2 Promotions obtained.
New Unique Building: Crannog
Replaces Lighthouse. Unlocked by Construction instead of Celestial Navigation.
Grants +1 Food to nearby Lakes.
Provides +1 Housing for each Lake and +0.5 Housing for each Coast near this city (up to 3).
New Unique Building: Dùn
Replaces Ancient Walls. Provides +2 Production per turn if this city is built on Hills.
Provides +2 Amenities if this city is built on Hills and a land military unit that does not belong to an earlier Era than the current World Era is garrisoned.
For Scotland, keeping cities happy is essential. And it now has another way to do so in this design. In addition to Production, Dùn provides Amenities when a land military unit is garrisoned in the city. Just remember to settle cities on Hills and upgrade the unit from time to time.
Again, maintaining cities happy is vital to Scotland. And now, it's so because of the two new Unique Units. Kern is created fast in happy cities and receives Combat Strength and Movement bonuses from promotions. Although it might be preferable to upgrade veteran Spearman to this unit, it's still a good idea to create it because it receives a promotion immediately.
Along with Kern, Gallowglass seals the military advantage of Scotland during the Medieval Era. This unit is also created fast in happy cities and receives a Combat Strength bonus if these cities are also loyal. There is no restriction that the loyal cities must be Scottish; you can use this unit on the offensive. However, pay attention to the newly conquered city because when the loyalty is low, this unit is no better than ordinary Man-At-Arms.
Lastly, with many ways to increase Amenities, you may want to grow your cities into megalopolises. If so, you might consider settling near Lake or Coast. Crannog grants additional Food to Lakes and provides Housing from nearby Lake and Coast. But since Scotland is unfamiliar with the waters, you may want to build some fleets in case the enemy invades.
The clever Scottish will keep their independent spirit till the end if you wisely use their new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Amazon
Replaces Courser. Unlocked by Mercenaries instead of Castles.
Has a ranged attack (46 Ranged Strength, 1 Range). Can still make melee attacks.
Receives +1 Sight if obtained more than 1 Promotion. Can move after attacking if obtained more than 3 Promotions. Receives +1 Range if obtained more than 5 Promotions.
Receives +2 Ranged Strength per each Promotion obtained.
New Unique Unit: Sagaris Axeman
Replaces Swordsman. Lower Production cost (75 vs. 90). Requires 5 Iron to train.
Receives a higher Melee Combat Strength bonus (10 vs. 5) vs. anti-cavalry units.
New Unique Building: Goldsmith
Replaces Workshop. No Gold maintenance cost. Provides +2 Gold per turn and +2 Amenities.
If no Luxury Resource exists in this city's territory, provides +1 additional Amenity.
New Unique Building: Hemp Smoke Tent
Replaces Granary. Unlocked by Astrology instead of Pottery.
Doesn't provide +1 Food per turn. Instead, provides +2 Faith per turn.
If this city is Happy, provides +20% Production while constructing District or building within 2 tiles from the City Center and +10% Production while constructing Wonder within 2 tiles from the City Center.
If this city is Ecstatic, provides +30% Production while constructing District or building and +15% Production while constructing Wonder.
Each of these buildings decreases War Weariness by 3% (up to 45%).
Scythia is an aggressive Civilization that revolves around light cavalry units. Because of this, anti-cavalry units can be the bane. Sagaris Axeman perfectly solves this problem. It's quite cheaper than Swordsman and receives a double Combat Strength bonus against anti-cavalry units. If your neighbor relies on anti-cavalry units, create some of this and clear the way for the cavalry. This unit can even fight against Pikeman toe-to-toe while costing less than half of Production.
In the Medieval Era, Scythia now can create Amazon. This unit is similar to Immortal or Saka Horse Archer. Both units can make ranged attacks for the former, and for the latter, both units have 1 Range. However, unlike these units, Amazon can become even more potent by obtaining promotions. Mass-produce this unit if you prefer quantity over quality, and upgrade Horseman with promotion if you prefer quality over quantity.
In addition to the two Unique Units, Scythia also received two Unique Buildings in this design. Unlike Workshop, Goldsmith provides Gold and Amenities. Judging that Workshop requires 1 maintenance, you can count that this building provides +3 more Gold per turn than Workshop. Also, Amenity bonus is always appreciated by aggressive Civilizations like Scythia.
Amenity bonus also goes well with Hemp Smoke Tent. Like the Civ Ability of the Scottish, this building provides bonuses for happy cities. Maintaining your cities' happiness while you continuously attack your neighbors could be a little difficult, but the rewards will undoubtedly be enormous. And just in case, this building decreases War Weariness.
The wind in the steppe will always remind the spirit of the Scythians if you wisely use their new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Jinete
Ranged Cavalry unit of the Medieval Era. Unlocked by Divine Right. 180 Production cost, 720 Gold cost, 3 Gold maintenance cost, 4 Movement, 35 Melee Combat Strength, 50 Ranged Combat Strength, 1 Range, 2 Sight. Requires 10 Horses to train. Upgrades to Field Cannon.
Ignores enemy zone of control.
Receive +1 Range in the territory of the enemy city following other religions.
Killing a unit provides Faith equal to 50% of its Combat Strength.
New Unique Unit: Galleon
Replaces Frigate. Receives +2 Combat Strength per each enemy unit within range (up to +15).
Upon the enemy naval military unit or embarked unit moving to the tile within this unit's range, the unit immediately loses up to 2 Movement points. This effect does not stack if moving to the range of more than 2 Galleons, and occurs only once per each enemy unit.
New Unique Building: Bullring
Replaces Arena. Grants +1 Faith and Culture to each Pasture in this city.
If there is no Pasture in this city's territory, provides +2 Amenities.
New Unique Building: Cabildo
Replaces Bank. Provides +5 Loyalty per turn if built in the Capital or the city follows the same Religion as the Capital.
Provides +2 Food per turn if built in the city founded by Spain. Provides +3 Production per turn if built in the occupied city. Provides +2 Culture per turn if built in the Capital or the city on the same continent. Provides +3 Science per turn if built in the city on a foreign continent.
Conquistador is a mighty unit indeed, but it needs many things to use this unit properly. High amount of Science is required to unlock this unit quickly, and high amount of Culture is needed to unlock Government and Policy Cards such as Theocracy, Wars of Religion, and Faith to purchase religious units. However, while the Mission provides Science, Spain has no bonus directly related to Culture and Faith. However, Bullring now provides Culture and Faith from Pasture. Additional Amenity is also helpful to aggressive Civilizations such as Spain.
If it is proved that the conditions for using Conquistador are challenging to meet, Jinete can fill the role of the unit. This unit, unlocked one Era earlier, deals powerful damage from afar. This unit also provides Faith, which can be used for purchasing religious units for Conquistadors, from kill.
In addition to the two land Unique Units, Galleon contributes to claiming naval hegemony for Spain. This unit causes some trouble for enemy vessels by exerting some kind of modified zone of control. This unit also becomes stronger when there are more enemy units nearby.
Lastly, Cabildo is the true jewel of Spain. It contributes to maintaining the city by providing Loyalty and various yields, depending on the city's origin and location. Although controlling which yields will be given may be difficult, any of these bonuses will be helpful.
Spain will advance further beyond for its wealth and glory if you wisely use its new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Aga-Ush
Replaces Spearman. Available without any technological research. Lower Production cost (55 vs. 65). No Gold maintenance cost.
Killing a unit provides Science and Culture equal to 25% of its Combat Strength.
New Unique Unit: Shublugal
Replaces Archer. Receives +5 Melee Combat Strength, +7 Ranged Combat Strength, and +1 Movement when starting its turn within 2 tiles from Holy Site with Temple.
New Unique Building: Eduba
Replaces Library. Lower Production cost (60 vs. 90).
Provides +1 Science/Culture per turn upon researching/developing certain Technology/Civic before any other civilizations research/develop it (up to 3/3). This bonus Science and Culture applies to every Eduba, including those not yet built.
New Unique District: E-Gal
Replaces Holy Site. Available without any technological research. May be purchased with Faith.
Can't receive ordinary Adjacency Bonuses. Instead, receive 1 Faith per turn from each adjacent Ziggurat or District.
Allows to purchase buildings placed in this District or Districts adjoins with this District with Faith (excluding the City Center).
This District is not considered a specialty District and does not require Population.
It's no secret that Sumer should use War-Cart to go on the offensive as soon as possible. Now, however, it would be a fine idea to create some Aga-Ush, send this unit with War-Cart, and earn some Science and Culture by delivering the final blow with this unit. Sumer could widen the gap between itself and other Civilizations in this way.
Eduba is a cheaper Library by itself, but it provides additional Science and Culture whenever Sumer is the first to research specific Technology or Civics. Upon reaching the maximum, this bonus can't be ignored. Furthermore, it won't be too hard to obtain the upper hand early in the game, thanks to the Ziggurat and Aga-Ush.
Upon entering the Classical Era, Sumer loses its military advantage in the vanilla game. But in this design, its offense can be continued thanks to Shublugal. This unit replaces Archer, but since Holy Site with Temple strengthens this unit, you may consider this unit belongs to the Classical Era. With this buff, stats of Shublugal become suitable for the Classical Era unit, and the cost, of course, is not increased.
From the middle stage of the game and onwards, E-Gal contributes to maintaining the edge of Sumer. Among other effects, this District enables the purchase of buildings with Faith. And Sumer will have a good flow of Faith because this District is not a Specialty District, which means you can construct this in every city.
The first-came Sumer will get the last dance if you wisely use its new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Hakkapeliitta
Light Cavalry unit of the Renaissance Era. Unlocked by Gunpowder. 280 Production cost, 1120 Gold cost, 4 Gold maintenance cost, 4 Movement, 55 Melee Combat Strength, 2 Sight. Requires 10 Horses to train. Upgrades to Cavalry.
Ignores enemy zone of control.
When starting its turn not adjacent to the enemy unit, make an extra attack with 40 Ranged Combat Strength when attacking the enemy unit. This extra attack doesn't effected from this unit's promotions or abilities and doesn't provide experience unless the enemy unit was killed by this (if so, this unit receives experience as if it made a ranged attack).
Can move after attacking.
New Unique Unit: Sverige
Replaces Ironclad. Lower Gold maintenance cost (3 vs. 5). Higher Movement (6 vs. 5). Higher Sight (4 vs. 3). No strategic resource requirement.
Suffers -5 Combat Strength when attacking but receives +10 Combat Strength when defending.
New Unique Building: Royal Academy
Replaces University. There are 3 varieties that provide different bonuses. Only one of these can be built per city.
Art Academy: Provides +4 Culture per turn. Upon built, provides 12 Great Writer, Great Artist, or Great Musician points at random. This bonus increases to 24 in the Renaissance Era, 42 in the Industrial Era, 66 in the Modern Era, 96 in the Atomic Era, and 132 in the Information Era.
Science Academy: Provides more Science per turn (6 vs. 4). Upon being built, triggers a random Eureka of Technology that belongs to earlier Eras than Sweden's current Era.
War Academy: Provides +4 Production while creating units. Military units created or purchased in this city receive +25% combat experience.
New Unique Tile Improvement: Bastu
Unlocked by Medieval Faires. Must be built on Tundra, Tundra (Hills), Snow, or Snow (Hills). Cannot be adjacent to another Bastu.
Provides +1 Culture per turn per every 2 adjacent Tundra, Tundra (Hills), Snow, or Snow (Hills) without tile improvement, increasing to +1 Culture per turn per every adjacent Tundra, Tundra (Hills), Snow, or Snow (Hills) without tile improvement (with Urbanization).
Provides +1 Gold per turn per every Lake in this city's territory.
A city with at least 4 of these tile improvements nearby receives +2 Amenities.
Changed Civ Ability: Nobel Prize
+1 Great Engineer points from Factories and +1 Great Scientist points from Universities. → +1 Great Engineer points from Factories and +1 Great Scientist points from Royal Academies.
In this design, Sweden received two Unique Components designed to support Open-Air Museum. First, to get the most out of this excellent tile enhancement, you should found at least one city on Snow and Tundra, albeit these terrains are often worthless. But now, Bastu provides ample Culture from these terrains, and if some Lakes are nearby, this tile improvement also provides Gold. Even though these yields are below expectation for some reason, this tile improvement also provides Amenities.
It may seem a little odd that a unit aggressive in nature was given to a cultural Leader like Kristina, but Hakkapeliitta also supports Open-Air Museum. Swedish cities must be built on various terrain types, as is already known. But if there is not enough space for a new city to be founded, you may consider taking the city by military force. Hakkapeliitta and Carolean will show their value in this situation.
Sweden practically has three Unique Buildings in this design because Royal Academy has 3 varieties, and you can freely choose which one should be built. Art Academy even accelerates Cultural Victory, while Science Academy provides a free Eureka upon construction as well as additional Science. War Academy enhances the military ability of Sweden, and this bonus will contribute to playing some defense.
Speaking of defense, Sverige is an excellent unit for coastal defense. This unit suffers a Combat Strength penalty when attacking, but in return, it receives an enormous Combat Strength bonus when defending. Since this unit doesn't require Coal, it can be produced in large quantities.
The era of great power will come to Sweden once again if you wisely use its new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Jiaozhi Arquebusier
Replaces Musketman. Requires 5 Niter to train.
The Capital receives +100% Production while creating this unit. Receives one free Promotion and pays no Gold maintenance cost when created or purchased in the Capital.
Receive +3 Melee Combat Strength by the number of Promotion against the enemy unit with fewer Promotion (if this unit has 4 Promotions and the enemy unit has 1, for example, this unit receives +9 Melee Combat Strength).
New Unique Unit: Nguyễn Cannon
Replaces Bombard. Does not suffer Bombard Combat Strength against land units when garrisoned on a tile improvement that provides a defensive bonus (such as Fort).
New Unique Building: Water Puppetry Theatre
Replaces Amphitheater. When killing the enemy unit within this city's territory, receive 5 Great Writer points.
Great Works of Writing stored in this building provide +2 Culture per turn.
New Unique District: Văn Miếu
Replaces Campus. Receives 1 Adjacency Bonus from each District instead of every 2 Districts.
If built on Woods, buildings in this District provide +3 Faith per turn. If built on a Rainforest, the Gold purchasing cost of a unit, building, District, or tile decreases by 20%. If built on Marsh, provides +50% Production while creating Settler or Builder. If none of these cases, provides +4 Loyalty per turn.
One of the most important things when playing Vietnam is researching Medieval Faires as fast as possible. And Water Puppetry Theatre will be helpful in this regard. Let your enemies enter the city's territory with this building and destroy them. Great Writer points and Great Works of Writing, in the end, will be yours, and Great Works in this building even provide additional Culture.
Văn Miếu is another interesting Unique Infrastructure for Vietnam. Based on the terrain features beneath, this District provides different bonuses. The bonus from Woods can be the weakest, but the bonus from Marsh will be helpful, especially in the early stage of the game, and the bonus from Rainforest will be substantial in the long run. Even in the conquered city, when no terrain features are beneath, this District provides Loyalty.
Vietnam received two helpful Unique Units belonging to the Renaissance Era in this design. Nguyễn Cannon is a siege unit, but what makes it special is how well it defends. When on the Fort-like tile improvement, you may think of this unit as a range unit standing between the Crossbowman and Field Cannon. Naturally, you are free to bring this unit to the siege because there is no penalty for this.
You might have some Man-At-Arms or Swordsman with some promotions if you played offensively or endured through the enemy invasion for a long time. And Jiaozhi Arquebusier can provide the military advantage if such is the case. Each promotion makes this unit more powerful, and when you produce it in the capital, it will be created quickly and with one free promotion.
Vietnam's distinct culture and spirit will not be tarnished if you wisely use its new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Isikhulu
Replaces Swordsman. Unlocked by Iron Working instead of Mining. Lower Production cost (75 vs. 90). Lower Melee Combat Strength (25 vs. 35). No strategic resource requirement.
Doesn't upgraded from Warrior (thus, Zulu Warrior directly upgrades to Man-At-Arms).
Receives +5 Melee Combat Strength upon researching Bronze Working, Iron Working, or Construction (+15 in total). Receives +50% combat experience after developing Military Training.
New Unique Unit: Umpakati
Replaces Pike and Shot. Higher Movement (3 vs. 2). Higher Melee Combat Strength (58 vs. 55).
Grants +3 Combat Strength and +50% combat experience to units within 2 tiles from this unit and with lower level. This bonus can't be given to other Umpakatis and does not stack if there are more than 2 Umpakatis within 2 tiles.
New Unique Building: Isicathulo
Replaces Arena. Grants +1 Gold per turn to Mines adjacent to a District with this building. Provides +1 Amenity per every 2 Mine adjacent to a district with this building.
New Unique Building: Iziko
Replaces Granary. Provides more Food (2 vs. 1) per turn.
Provides Culture equal to 25% of the unit's cost when a support or civilian unit is created in this city.
Upon developing Mercenaries, doesn't provide Culture by creating units anymore. Instead, each Iziko already built provides a random Inspiration bonus.
Provides +1 Production (with Mercenaries).
Changed Unique Unit: Impi
Upgrades to Pike and Shot. → Upgrades to Umpakati.
As always, the Zulus are the offensive Civilization. But they are not that exceptional before researching Mercenaries and Military Tactics. This weakness is intended to be mitigated by two Unique Components. Isikhulu replaces Swordsman but is weaker and unlocked earlier. However, in the end, with Technological and Civic development, this unit will become stronger than its counterpart. Creating some of this unit, research Technologies and Civic will make this unit strong until Impi and Corps are unlocked.
Iziko provides various bonuses, but the main point is that it provides Culture when a unit is created. In contrast to the Leader Bonus of Ambiorix or Basilikoi Paides, this bonus is given when a non-military unit is designed and only activates before researching Mercenaries. Needless to say, this aids in researching the Civic in trouble much earlier. Also, each Iziko already built provides a random Inspiration upon researching Mercenaries. With some luck, this farewell service will also help research Nationalism fast.
The Zulus now receive Umpakati as an improved form of Impi. Besides its increased stats, this unit gives bonuses to new-born units nearby. There is little reason not to use Impi actively, so it's likely that first some Umpakatis will have many promotions, making it an excellent instructor to the raw recruits.
Last but not least, Isicathulo makes the Zulu war machine run more smoothly. This building provides additional Gold that can be used for unit purchase and maintenance and Amenities to compensate for War Weariness. If there are some bonus resources that can be improved by Mine, it may be considerable not to harvest those for this building.
Warcry of the Zulus will tremble even the most brave enemies if you wisely use their new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Hulk
Naval Melee unit of the Medieval Era. Unlocked by Medieval Faires. 200 Production cost, 800 Gold cost, 3 Gold maintenance cost, 5 Movement, 45 Melee Combat Strength, 2 Sight. Upgrades to Caravel.
Can make 1 additional attack or move after attacking when starting its turn on or adjacent to a tile with the coastal resource or Reef and if Movement allows.
Heals at the end of the turn even if it moves or attacks when ending its turn on or adjacent to a tile with the coastal resource or Reef (doesn't stacked with Civ Ability of Auxiliary Ships promotion).
New Unique Unit: Ski Infantry
Replaces Infantry. Receives +10 Melee Combat Strength when fighting in Snow, Tundra, or Hills without Woods or Rainforest.
Receives +1 Movement when starting its turn on Snow, Tundra, or Hills without Woods or Rainforest.
No Movement penalty in Snow, Tundra, or Hills without Woods or Rainforest.
New Unique Building: Mead Hall
Replaces Barracks. Melee or anti-cavalry units created or purchased in this city receive one free Promotion.
New Unique District: Royal Verft
Replaces Harbor. Lighthouse is given for free upon constructing this District.
Buildings in this District provide +2 Production while creating naval military units.
Provides "number of developed Civic / 2"% Culture per turn to this city.
Norway received two Unique Components for land and sea. Starting with land, it now can construct Mead Hall. This building is identical to Barracks except for giving melee or anti-cavalry units one free Promotion. Although there isn't much to say about this building, it doesn't mean it is unimportant.
Similar to its predecessors in Civ 5, this Ski Infantry is a master of combat in the Snow, Tundra, and Hills. While finding Snow or Tundra could be a little tricky, Hills are relatively common.
While on the sea, Norway can now create Hulk. Properly using this unit may be tricky because it requires coastal resources or Reefs to shine. Even so, this unit's substantially higher Combat Strength than Galley or Quadrireme will be sufficient to seize control of the sea. And let's not forget that Norway can support naval melee units by its Civ Ability.
Royal Verft is a tremendous replacement for Harbor for three reasons. First, it provides a free Lighthouse. Above all, this implies that when this District is built, the Trade Route capacity will increase by one, making the Norwegian Vikings as skilled traders as they were in actual history. Second, with this District and the Civ Ability, naval melee units, including Viking Longship and Hulk, will be created in lightspeed. Lastly, during the later stage of the game, this District will provide a considerable bonus on Culture yield.
The Norwegian wind, made from steel and song, will blow from the north if you wisely use its new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Blemmyae Camel Archer
Ranged Cavalry unit of the Medieval Era. Unlocked by Stirrups. 160 Production cost, 640 Gold cost, 3 Gold maintenance cost, 4 Movement, 35 Melee Combat Strength, 45 Ranged Combat Strength, 2 Range, 2 Movement. Upgrades to Field Cannon.
Ignores enemy zone of control.
If starts its turn adjacent to ranged units, grants +5 Ranged Combat Strength and +1 Movement to those units. This bonus isn't applied to ranged cavalry units and doesn't stacked if adjacent to more than 2 of this unit.
New Unique Unit: Medjay
Replaces Spearman. Lower Production cost (60 vs. 65). Higher Movement (3 vs. 2).
The zone of control exercised by this unit can not be ignored by any means.
New Unique Building: Bloomery
Replaces Water Mill. Unlocked by Mining instead of Wheel. Lower Production cost (70 vs. 80). Provides more Food per turn (2 vs. 1).
Doesn't grant additional Food to Farms built on bonus resources. Instead, grants +1 Production to nearby Mines built on resources.
May be built in all cities, including those not adjacent to a River.
New Unique Tile Improvement: Hafir
Unlocked by Irrigation. Must be built on flat Desert tile or Desert Floodplains. Cannot be adjacent to another Hafir.
Provides +3 Food per turn.
Provides +1 Housing (with Metal Casting).
Farms can be built on flat Desert or Desert Hills tiles adjacent to this tile improvement (with Civil Engineering for Desert Hills).
Grants +1 Food per turn to adjacent Farm or Plantation on Desert tile. This bonus does not stack if adjacent to more than 2 Hafirs.
Changed Civ Ability: Ta-Seti
+30% Production toward Ranged units. Ranged units gain +50% combat experience. → +30% Production toward Ranged and Ranged Cavalry units. These units gain +50% combat experience.
In this design, Nubia received two new Unique Units that support its ranged units. Although Medjay is not a ranged unit, it is ideal for protecting Pítati Archer from enemy units' melee attacks. This unit's zone of control can not be ignored, so create some of these and place Pítati Archer between them.
While Keshik of Civ 5 has returned as Keshig, Camel Archer, a similar unit, couldn't get the chance. Now, although it's not an Arabian unit, it has returned as Blemmyae Camel Archer. It has the same stats as Keshig but with a different ability. This unit buffs adjacent ranged units, making these even stronger.
Bloomery goes well with the other side of the Civ Ability of Nubia: enhanced Mines. This building offers a Production bonus at the expense of some food. Although Nubian cities will grow a little slower than others, Mines with this Production bonus will be the pride of Nubia. In addition to being less expensive than Water Mill, this building could be constructed in any city.
Lastly, Nubia has a Starting Bias toward the Desert. This may be due to the Nubian Pyramid and now Hafir. This tile improvement provides Food and Housing, but more than that, it enables the construction of Farms on adjacent Desert tiles. With +1 Food to Desert Farms and Plantations, it might be worthwhile to construct this tile improvement and Farms instead of the Nubian Pyramid on useless Desert tiles.
The skill of archers and knowledge of the desert will be the proud legacy of Nubia if you wisely use its new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Nizam-I Cedid
Replaces Line Infantry. Higher Melee Combat Strength (70 vs. 65).
City creating this unit receives +10% Production per each Religion spread in the city.
Gold and Faith purchasing cost is decreased by 10% per each Religion spread in the city.
Receives one free Promotion when first trained or purchased in the city where more than 3 Religions are spread.
New Unique Unit: Sipahi
Replaces Courser. Unlocked by Feudalism instead of Castles.
Receive a unique ability after the first battle, chosen randomly between the two listed below.
Has a ranged attack (36 Ranged Strength, 2 Range). Can still make melee attacks.
Receives +2 Melee Combat Strength per point of unused Movement. Heals 25 damage when kills the enemy unit.
New Unique Building: Hammam
Replaces Armory. Unlocked by Medieval Faires instead of Military Engineering.
Provides +1 Housing and Amenity.
Upon obtaining a Great Person, every land military unit heals 3 damage per each Hammam owned.
New Unique Tile Improvement: Külliye
Unlocked by Reformed Church. Must be built on or adjacent to a tile that yields Faith, or adjacent to Holy Site or Wonder. Cannot be adjacent to another Külliye.
Provides +1 Science and Culture. This bonus doubles if more than 3 Religions are spread in the city and triples if more than 5 Religions are spread in the city.
If constructed near the occupied city, provides Faith and Gold as the same number of Science and Culture.
Grants +1 Appeal to adjacent tiles.
Provides +1 Housing (with Industrialization).
Changed Leader Unit: Janissary
Upgrades to Line Infantry. → Upgrades to Nizam-I Cedid.
Now is a Unique Unit of the Osman Civilization, not a Leader Unit of Suleiman (Kanuni).
Changed Unique Unit: Barbary Corsair
Now is a Leader Unit of Suleiman (Kanuni), not a Unique Unit of the Osman Civilization.
Sipahi, the backbone of the classical Osman army, made its rightful return in this design. This unit resembles Kris Swordsman of Civ 5. It will obtain a useful unique ability at random after the first combat. With this unit and Trebuchet, the Osmans can launch their attack in the Medieval Era.
The Osmans also received two Unique Components that related to Religion. Külliye provides various yields such as Science, Culture, Faith, and Gold, and even more so when various Religions are spread in the city. Thanks to this tile improvement, you can save some Production for infrastructures such as Campuses, Theater Squares, or Commercial Hubs.
Nizam-I Cedid has higher Combat Strength than Line infantry and can be created quickly and cheaply when multiple Religions are spread. This unit receives one free Promotion, especially if there are more than 3 Religions in the city. With Külliye and Nizam-I Cedid, it would be wise to tolerate various good words.
Lastly, Hammam is a final piece of the magnificent Osman war machine. On the top of Housing and Amenity, this building heals land military units upon obtaining a Great Person. Although the Osmans have no direct bonus related to the Great People, obtaining some would not be difficult if the world-conquering project goes as planned.
The Osmans will conquer the world with their might, culture, and tolerance if you wisely use their new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Aswār
Replaces Knight. Higher Production cost (240 vs. 220).
Receives +3 Melee Combat Strength per each owned occupied city (up to +15).
New Unique Unit: Qizilbash
Light Cavalry unit of the Renaissance Era. Unlocked by Reformed Church. 280 Production cost, 1120 Gold cost, 4 Gold maintenance cost, 4 Movement, 55 Melee Combat Strength, 2 Sight, Requires 10 Horses to train. Upgrades to Cavalry.
Ignores enemy zone of control.
Upon creating this unit by Production, get a refund of 5% of its Production cost as Faith. Upon purchasing this unit by Gold, get a refund of 20% of its Gold purchasing cost as Faith.
Provides 4 Faith per turn when starting its turn on hostile territory. This bonus increases by 1 whenever entering the next Era.
Provides Faith equal to 50% of the enemy unit's Combat Strength when killing it with this unit.
New Unique Building: Iwan Court
Replaces Bank. Unlocked by Diplomatic Service instead of Banking.
Provides more Gold per turn (7 vs. 5) and +2 Amenities.
Grants +1 Appeal to adjacent tiles.
New Unique District: Bimaristan
Replaces Aqueduct. Doesn't need to be built adjacent to the City Center and a source of fresh water.
Provides +3 Housing, regardless of fresh water.
Provides +3 Food per turn.
Provides 2 Adjacency Bonus to every kind of Specialty Districts.
Playing aggressively with Immortal in the early stage of the game is natural for Persia. And if this early offensive were quite a success, Aswār would provide a second opportunity in the Medieval Era. Although it's a little more expensive than Knight, it receives a Combat Strength bonus per occupied city. If used well, the enemies will find it a real challenge to stop the advancing of the Sassanian army.
Qizilbash is not an outstanding military unit, but it provides a good amount of Faith in multiple ways. It provides Faith just by creating, upon killing the enemy unit. And it even provides Faith per turn just existing in the hostile territory. If you aim for a Domination Victory, purchase additional military units with this Faith. Or, if you're challenging to achieve Cultural Victory, purchase Naturalist and Rock Band instead.
Satrap's Court of Civ5 made its return under the name Iwan Court. As Satrap's Court, this building provides additional Gold and Amenities. Also, this building is unlocked a little earlier than the Bank because it requires Civic instead of Technology, and Persia enjoys high Culture per turn thanks to Pairidaeza.
Bimaristan is another blessing to Persia. It replaces the Aqueduct but can be placed anywhere. In addition to Food, it provides 2 Adjacent Bonuses to every Specialty District, not just the Industrial Zone. Construct this and encircle it with Districts you like.
Persia will always remain at the center of the world if you wisely use its new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Numidian Cavalry
Ranged Cavalry unit of the Classical Era. Unlocked by Horseback Riding. 100 Production cost, 400 Gold cost, 2 Gold maintenance cost, 5 Movement, 15 Melee Combat Strength, 40 Ranged Combat Strength, 2 Range, 2 Sight. Upgrades to Crossbowman.
Ignores enemy zone of control.
Can move after attacking.
New Unique Unit: Sacred Band
Replaces Spearman. Receives +5 Melee Combat Strength in the Phoenician territory, on a land tile adjacent to the Coast, and on a land tile adjacent to the City Center. These bonuses can be stacked with each other (up to +15).
New Unique District: Tophet
Replaces Holy Site. When built on a tile next to Natural Wonder, the tile's native yields added to this District's yield.
Upon purchasing a Building or District by Gold in a City with this District, get a refund of 5% of the cost as Production.
Upon purchasing a Building or District by Faith in a City with this District, get a refund of 10% of the cost as Production.
New Unique District: Winery
Replaces Theater Square. International Trade Routes sent from this city provides +2 Gold per turn for each improved luxury resource nearby. This bonus increases to +3 Gold and +1 Culture per turn if the luxury resource improved by Plantation.
Provides a free naval melee unit upon constructing in the coastal city or city with Cothon. This unit requires no resources to create or maintain.
Along with Greece, Phoenicia boasts 3 Unique Districts in this design. In addition to the official Cothon, it can construct Tophet. This District provides a Production refund whenever purchasing a building or District by Gold or Faith, promotes the development of the city. Also, you can freely place this District next to the Natural Wonder because the yield that Wonder provides will not be lost.
Did you know that Phoenicia has something to say about wine? Winery provides additional Gold to International Trade Routes and Culture if there are Plantations on luxury resources, including Wine. This District will make Phoenicia as rich as it was in real history.
While in the military, Phoenicia received two Unique Units in this design. Sacred Band is a unit suited for defense, making capturing a Phoenician coastal city in the early stage of the game quite challenging. But this unit can also go on an attack if your neighbors also love the coast.
Using Numidian Cavalry properly requires a lot of caution, but when you do, this unit indeed earns its salt. This unit belongs to the Classical Era but has the same Ranged Combat Strength as the Medieval Crossbowman. Also, this unit can move after attacking. But beware. This unit has Melee Combat Strength equal to the Ancient Archer. Only a single hit can be critical to this unit. Still, if you handle this unit carefully, only a few units could hold out against this unit's javelin.
Phoenicia will vanquish any formidable foe who stands in its way if you wisely use its new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: PZL. 37
Replaces Bomber. Higher Melee Combat Strength (95 vs. 85). Higher Bombard Strength (120 vs. 110). Higher Movement (12 vs. 10). Higher Range (12 vs. 10). No strategic resource requirement.
New Unique Unit: Uhlan
Replaces Cavalry. Higher Production cost (350 vs. 330).
Can make 1 additional attack per turn if Movement allows. Receives +5 Melee Combat Strength for this second attack.
Receives +5 Melee Combat Strength when attacking the enemy siege units in Polish territory. Receives +5 Melee Combat Strength when attacking the enemy cavalry units in the enemy territory.
New Unique Building: Barbican
Replaces Renaissance Walls. Lower Production cost (250 vs. 300).
Expands the city's borders by 3 tiles upon construction.
Provides +1 Faith per turn per every 3 tiles the city has. Provides +1 Culture per turn per every 2 tiles the city has (up to 10/10).
Grants +1 Range to Ranged Strikes of City Center (not applied to Encampment).
New Unique Tile Improvement: Dwór
Unlocked by Humanism. Must be built on Grassland, Grassland (Hills), Plains, Plains (Hills), or Volcanic Soil. Cannot be adjacent to another Dwór.
Provides +1 Food and Production per turn.
Provides +1 Food for every two adjacent Bonus Resources, +1 Science for every two adjacent Strategic Resources, and +1 Culture for every two adjacent Luxury Resources.
If the city's majority Religion is founded by Poland, every bonus above is doubled.
Grants +1 Appeal to adjacent tiles.
Provides +1 Housing, increasing to +2 Housing (with Ideology).
Poland received two new Unique Units in this design. Uhlan is more expensive than Cavalry but can attack twice, and this second attack is stronger. There will be much room for this unit to thrive when combined with a Combat Strength bonus against siege/cavalry units.
PZL. 37 kicks in the later stage of the game, but it's indeed stronger than Bomber. Except for sight and expense, it outperforms Bomber in every regard, and in a way, it's cheaper than Bomber because it doesn't require Oil. Once this unit is mass-produced, Poland will own the sky itself.
Two new Unique Infrastructures fit well with Queen Jadwiga of Poland. By Civ Ability, Poland can quickly expand its territory. And Barbican provides Faith and Culture by the number of tiles belonging to the city. Construct some Encampment and Fort to maximize this bonus quickly.
It's slightly easier to found a Religion for Poland than many Civilizations, and it's highly recommended due to the Leader Bonus of Jadwiga. Now, with Dwór, the importance of founding a Religion is even greater. This tile improvement provides various yields such as Food, Production, Science, and Culture, which are all doubled if the city follows the Religion founded by Poland.
Poland will get on a horse and ride toward victory once again if you wisely use its new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Almogávar
Ranged unit of the Medieval Era. Unlocked by Machinery. 180 Production cost, 720 Gold cost, 3 Gold maintenance cost, 2 Movement, 35 Melee Combat Strength, 40 Ranged Combat Strength, 1 Range, 2 Sight. Upgrades to Caçador.
If ends its turn with Fortificated, deals 10 damage to every adjacent unit at the end of the turn. This bonus increases to 15 if ends its turn on a tile improvement that provides a defensive bonus (such as Fort). This bonus does not stack if the same enemy unit is adjacent to more than 2 Almogávars, and the higher value applies.
New Unique Unit: Caçador
Replaces Field Cannon. Higher Production cost (380 vs. 330).
Only adjacent enemy units can reveal this unit.
Can move after attacking.
New Unique Building: Azulejo Workshop
Replaces Workshop. Provides +1 Culture per turn for each Economic policy card in the current Government.
Provides +1 Great Merchant point per turn.
New Unique Building: Fado House
Replaces Ferris Wheel. Provides +3 Culture per turn and +1 Amenity if this city is connected with the Trade Route (this bonus does not increased if multiple Trade Route are connected).
Portugal is a rich Civilization. It is challenging to refute this proposition. But now, they also have a rich Culture. In addition to providing Great Merchant points, Azulejo Workshop also provides Culture per each Economic Policy card in the current Government. If you want to make the most of this bonus, choosing a government that offers many Economic policy slots and/or Wildcard policy slots would be a good choice.
With another Unique Building, Fado House, Democracy might be the best Government for Portugal. Being the only Unique Building in the Water Park in this design, this building provides additional Culture and Amenity if the city is connected with the Trade Route.
While on land, Portugal received two new Unique Units in this design. Compared to the Crossbowman, Almogávar gave up 1 Range for 5 Melee Combat Strength and a unique ability that automatically attacks the enemy. This ability becomes more powerful when this unit is on a defensive tile improvement, so it would be wise to obtain a Suzerainty to the City-State that provides such tile improvement. Or, you should wait until the Fort is unlocked.
Caçador is more expensive than Field Cannon, but it has some kind of guerrilla ability. The enemy will find it hard to find this unit beforehand, and you can attack them relatively safely. But be warned, if the enemy is smart enough, they can read this unit's location. And even though this unit can move after attacking, you can't move anywhere with only 1 Movement.
Portugal will continue to be the trade center of the world as long as Portuguese songs don't end if you wisely use their new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Ballista
Replaces Catapult. Does not suffer Bombard Combat Strength against land units.
New Unique Unit: Comitatenses
Replaces Knight. Higher Melee Combat Strength (55 vs. 50).
Receives +5 Melee Combat Strength and +1 Movement when starting its turn within 2 tiles of a Fort that is within Roman territory.
New Unique Building: Basilica
Replaces Market. Provides +4 Loyalty per turn.
Provides +2 Culture per turn if the city has an Amphitheater. Provides +2 Production per turn if the city has a Workshop. Provides +2 Science if the city has a Library.
New Unique Building: Triumphal Arch
Replaces Monument. Provides +3 Culture per turn regardless of the city's Loyalty.
Provides 1 Great General Points per turn (round down decimal).
Changed Leader Bonus: Trajan's Column
All founded cities start with a free building in the City Center (a Monument if the game is started in the Ancient Era). → All founded cities start with a free building in the City Center (a Triumphal Arch if the game is started in the Ancient Era).
Ballista, a forever friend of Legion in Civ 5, has returned in this design. Although it's not cheap and can't attack after moving, this unit can be used as an upgraded Archer. So, as it did before, this unit can be used effectively in the early offensive when used as a pair with Legion.
Triumphal Arch also encourages the early offensive. Not only does it provide more Culture than a Monument, but this building also provides Great General points. Rome will recruit the first Great General unless someone else founded their capital adjacent to the Zhangye Danxia.
After the early conquering, you may want to play defense and aim for victory other than Domination Victory. If so, you can find Comitatenses ready. It's stronger than Knight, even more so when it started its turn near the Fort in Roman territory. Roman Fort is considered a Fort for this since Roman Fort... is a Fort.
Thanks to the Bath, Roman cities can grow smoothly, leading to the construction of many Districts per city. Basilica fits well with this advantage. It's no better than Market alone but provides bonus yields from other buildings in the same city. Since Rome will have many cities, this bonus will grow significant enough to claim various types of victory.
The glory of the eternal city will be forever if you wisely use its new Unique Components in Sid Meier's Civilization VI.
New Unique Unit: Katyusha Rocket
Replaces Machine Gun. Unlocked by Robotics instead of Advanced Ballistics. Higher Production cost (600 vs. 540). Higher Movement (3 vs. 2). Higher Ranged Combat Strength (95 vs. 85). Requires 1 Oil to train and 1 Oil per turn to maintain.
Cannot attack after moving unless its maximum Movement is 4 or more.
Deals 10 damage to every enemy unit adjacent to the unit that had been attacked by this unit and within range of this unit.
Receives bonuses from Observation Balloon or Drone as if siege-class unit.
New Unique Unit: Streltsy
Replaces Musketman. Receives +7 Combat Strength when defending on Tundra, Tundra (Hills), Snow, and Snow (Hills), and recovers an additional 10 HP when healing on these tiles.
New Unique Building: Ostrog
Replaces Armory. Lower Production cost (180 vs. 195).
Upon construction, secures every Tundra and Snow tile adjacent to other Tundra or Snow tiles or Russian territory and within 3 tiles from this City Center.
New Unique District: Pogost
Replaces Commercial Hub. May be purchased with Faith.
Decreases Gold and Faith purchasing costs of District or building by 5%. Buildings placed in this District also provide this bonus (20% in total).
Russia received two new Unique Components that help it prosper in the cold area. Ostrog is cheaper than Armory and secures many Tundra and Snow tiles upon being built. Although this might be helpful, this building is nothing but a cheaper Armory if there isn't any ice nearby.
Streltsy fits well with ice. This unit receives a defensive bonus in Tundra or Snow and heals more damage. If you succeeded in securing many cities in polar regions, this unit will guarantee safety throughout the Renaissance Era.
Russia can accumulate an enormous amount of Faith, and thanks to the Pogost, it can now even save some of it. With this District, purchasing costs of District or building decrease, and even more so with buildings within. This bonus also applies to Gold cost, but don't forget to set up any means that allow purchasing with Faith.
At the final stage of the game, Katyusha Rocket guarantees the upper hand on the battlefield. It's a hybrid of ranged and siege units like the Korean Hwacha, but what sets it apart is that this unit deals splash damage. The drawback of this unit, however, is that it requires Oil. Furthermore, this is the only Unique Unit unlocked in the Information Era. This is a mighty unit, but there might not be enough room for it.
Russian Empire, the largest empire on earth, will show off its greatness if you wisely use its new Unique Components in Sid Meier's Civilization
America:
New Leader: Thomas Jefferson
Leader Ability: Louisiana Purchase
Farms provide a +0.5 adjacency bonus to Campuses, Theater Squares and Commercial Zones.
Plantations provide +1 science, increased to +2 with The Enlightenment civic.
Purchasing tiles costs 25% less gold, increased to 50% if the tile is on your home continent.
Leader Agenda: Agrarian Republic
Likes players who build farms and plantations on eligible tiles.
Dislikes players who build neither of these improvements.
Capital City: Washington
Default Colors: Dark blue and red.
Arabia:
New Leader: Abu Bakr
Leader Ability: Rightfully Guided
Religious units gain +1 charge if purchased in a city with an encampment and an additional charge for every building in the encampment.
Allows the purchase of buildings in the Campus district with faith.
All units gain +1 movement when starting their turn in a city following your religion.
Leader Agenda: Ridda Wars
Likes players who have a religion and maintain loyal cities.
Dislikes players who have a religion but have rebellious cities.
Default Colors: Lime green and black.
Australia:
New Leader: Edmund Barton
Leader Ability: Federationist
Domestic trade routes provide x1.5 extra yields.
Cities on your home continent experience double loyalty pressure from your other cities and halved loyalty pressure from foreign cities.
Government Plaza buildings are 50% cheaper to build or buy.
Leader Agenda: Governmental Architect
Likes players who build the Government Plaza and its buildings as soon as they become available.
Dislikes players who ignore the Government Plaza.
Default Colors: Dark blue and white.