Because why are there already wonder stats for Dur-Sharrukin? We don't even
know what civ it's associated with yet.
What's on your mind?
TEXT
POLL
Because why are there already wonder stats for Dur-Sharrukin? We don't even
know what civ it's associated with yet.
Is it possible to mod a Government that is exclusive to one Civilization or Leader?
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.
12 Votes in Poll
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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.
I started a game as russia on an alternate account (I have all the expansions) and first spawn was in the tundra on a lake next to a natural wonder (Actually Stupid good spawn) but on my main every time i tried to replicate this it just spawned me 5-8 tiles away from any tundra and i restarted 20 times and out of those 20 times 0 of them spawned in the tundra.
- Warning -
Yes. I'm openly criticizing Civilization 7 in this post.
Chinese Leader: Confucius.
His Unique Ability: Keju.
His Agenda: Guanxi.
What the heck......?
Honestly speaking, I was pretty disappointed at Firaxis when I learned that Confucius will be the Chinese Leader in the new game. Some other Chinese Leaders may be added, but Confucius is not fit for the Leader position. He was a great philosopher, indeed, but he never took a significant role in Chinese policies. Instead, he cast about a leader who actually ruled (the part of) China and will accept his thoughts, but with no success. Some might say there is no law against selecting a philosopher or social activist as a Leader. Still, I disagree with this because every Leader (other than some female Leaders of Civ 2 and CTP) took at least some political role.
Also, because there were countless dynasties, kingdoms, and empires, there are TONS of other historical characters who never appeared in the game and are much fit for Leader. Some brilliant and great emperors, such as Zhenzong or Renzong of the Song Dynasty or Kangxi Emperor of the Qing Dynasty, still wait for the call from Firaxis, and if they want historical figures from the Warring States period that badly, I still can suggest many fitting Leaders such as Duke Huan of Qi, Duke Mu of Qin, Duke Wen of Jin, or King Zhuang of Chu. But it's no other than Confucius? Sigh......
Still, I decided to wait and see what would happen, and now this.
The names of Confucius' Unique Ability and Agenda also don't make sense. Keju is the Chinese name for imperial exmination, the system established in 605, about a MILLENNIUM after Confucius's passing. I am not happy to see William the Conqueror with an ability named Balfour Declaration or Charlemagne with a Free France ability. For Guanxi, I couldn't find any evidence it's deeply connected with Confucius.
Suppose I design Confucius as a Leader. In that case, I will include Analects, an everlasting Great Work of Writing that contains sayings of him, as a name for his Unique Ability. Temples of Literature or something about Confucianism will make sense for his Agenda.
It took 3 days to recover from the shock of the news that Catherine de Medici will be the Leader of France in Civ 6, and I wonder how many days will be needed to recover from this shock. As a World History fan, this alone makes me hesitate to purchase this game because I can't tell how many more abominations like this will be added in the future.
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.
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.
So basically the ship says 4/5 turns, but I can't even move a step, so why is that? When I click on the circle, it doesn't move. It stays stationary.
Heres a picture:
Today, I bumped into an idea while thinking about the "Evolving Civilizations" concept. There is not much time left for Civ 7 to incorporate this, and if it does, I think it's a new 4X game series instead of the Civilization franchise. Nevertheless, I would like to share it even if it's still a rough idea that might use a lot of work.
Let's hold up for the Age of Exploration, for example. When you play Portugal or Spain in the previous Civilization series, you might have thought, "This Civilization has an advantage for maritime exploration, so let the sail set." In actuality, though, this is ahistorical. During that time, monarchs from Spain or Portugal actually believed, "We won't have any chance against those damn Venetians and Muslims in the Mediterranean because they are monopolizing the trade in the region. But on the other hand, on the Atlantic... So let the sail set," not "We have traits about the sea... So let the sail set." In summary, each Civilization's distinct characteristics and traits were shaped by their surrounding environments rather than being bestowed by the god, Sid Meier, or someone else.
So, here is my idea.
The game begins in the Pre-Historic Era with a chosen Leader as "[chosen or randomized name] Tribe." You can receive a Leader Bonus but no Civ Ability or other Unique Components. And upon you do something, you can advance to the Ancient Era and acquire a Civ Ability that meets the condition.
At this stage, certain distinctions are made. You will first be given the empire name "[the name you chose] Empire." Second, at this stage, there aren't any more Unique Components, such as Unique Units or Unique Buildings. Third, you can obtain Civ Ability, not the Civilization. Furthermore, this Civ Ability does not mention the name of the Civilization; it merely provides you with a clue about it. You may select "Gift of the River" or "Law of Talion," for instance. The former indicates its Egyptian Civilization, and the latter is Babylonian. Even so, you can never be sure because there are other rivers on Earth besides the Nile, and other civilizations may have adopted the Eye for an Eye legislation for various reasons.
(Civilopedia, however, might claim it is Egyptian and Babylonian.)
You can attempt to get the remaining 2 Unique Components by following the same steps you took to earn the Civ Ability after acquiring an unclear Civ Ability. These Unique Components are made from real historical beings (such as Legion or Hul'che) but do not belong to a certain Civilization because there is no "certain Civilization" here. If you conquered at least 2 cities, you may have the Assyrian Siege Tower to conquer more. Or if you have a city with 6 Citizens, you can obtain Harrapan Reservoir to grow cities even more enormous. In the end, you can have Siege Tower and Harrapan Reservoir while enjoying the Civ Ability named "Demokratia."
Advancing into the Exploration Age and the Modern Age remains the same concept. In this way, if you want to establish a vast maritime empire, you may have Civ Ability named East India Company, command Unique Units named Conquistador, and Junk if you did something about expanding through the sea.
How do you like my idea? Does it look good enough?
Still, I must admit there are two huge problems in this. First, it's still ahistorical in nature. Having Incan Civ Ability, Korean Unique Building, and Russian Unique Tile Improvements under names such as "Rohan Empire" or "Gondor Empire" will look like an abomination. Second, maintaining the balance will be tough. An empire that took the most potent Unique Components will be unstoppable.
If you have an opinion, please don't hesitate to leave a comment. It's always a pleasure to talk about one of my favorite topics. :)))
Salar Du Uyuni (Description): A Two Tile Natural Wonder That spawns on tiles next to mountains and/or deserts. It looks like an arid sandy desert valley with the middle being a giant salt deposit mirror that reflects the tie of day in the background.
(Yields): 2 science 1 Production and 1 gold per turn (Per tile)when worked
by population.
(Effect): When the game reaches the modern era (Assuming the same tech
tree as Civ6) Triggers the Tech boost for Flight.
2. Atlantis (I Know This one is technically a myth but come on. Look at The fountain of youth in Civ6) (Description): A One tile natural wonder that spawns in a lake 1-2 tiles away from coast (Must be connected to the coast (Also has a placing bias towards deserts).
(Yields): None... Sorta.
(Effect): When you find this wonder, and no one has done so yet(Next Sentence is what i'm talking about here). you can settle a city center on the wonder tile to gain a city that starts with +2 Science, Culture, Production, Food, Faith, Housing, Amenities, and Tourism per turn on the city center. (The drawback to this is that its either in a lake so it will be a while till you gain land tiles, or you have land tiles...but its most likely desert tiles).
3. Mauna Kea (Description): A three tile triangle formation Volcano wonder with a Medium Eruption rate that spawns in an ocean at least 6 tiles away from the nearest land.
(Yields): Again, None but also yes.
(Effect): When Mauna Kea Erupts (3 Times a game before its dormant) It has around a 50/50 chance to turn the ocean tiles around it to land tiles, that when created start as magma tiles (that will hurt units on them by 20% of health per turn) then 10 turns later become normal land times that have a chance to spawn with the Obsidian Luxury resource on them that provides 1 food, 2 production and 1 faith when unimproved and can be improved with the mine improvement.
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)
23 Votes in Poll
24 Votes in Poll