Penry

Civilizations

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There will be 18 civilizations on release of Civ VI.

 

Each civilization will have five unique defining attributes:

 

A unique civilization ability.

A unique leader ability or unit.

A unique unit.

A unique building, district or improvement.

A unique agenda

 

Will your favourite be included on release?

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Name: Catherine de Medici

Civilization: France

Civilization ability: Grand Tour: +20% production towards Medieval, Renaissance and Industrial era wonders. Tourism from wonders of any era is doubled

Leader ability: Catherine's Flying Squadron: Has 1 level of Diplomatic Visibility greater than normal with every civilization that she's met. Receives capacity to build an extra Spy with the Castles technology.

Unique unit: Garde Imperiale: French unique era melee unit. +10 Combat Strength when fighting on your capital's continent. Great Gneral points for killing units.

Unique improvement: Chateau: Unlocks the Builder ability to construct a Chateau, unique to France. +1 Culture, +2 Culture if next to a wonder, +1 Gold if next to a Luxury resource. Can only be built adjacent to Rivers.

Unique agenda: Black Queen: Gains as many Spies and as much diplomatic access as possible. Does not like civilizations who ignore these espionage activities.

 

 

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Name: Cleopatra

Civilization: Egypt

Civilization ability: Iteru: +15% Production towards district and wonders if placed next to a River. Floodplains do not block placement of districts and wonders.

Leader ability: Mediterranean's Bride: Your trade routes to other civilizations provide +4 Gold for Egypt. Other civilizations' Trade Routes to Egypt provide +2 Food for them and +2 Gold for Egypt.

Unique unit: Maryannu Chariot Archer: Egyptian unique Ancient era unit that replaces the HEavy Chariot. 4 Movement when starting in open terrain.

Unique improvement: Sphinx: Unlocks the Builder ability to construct a Sphinx, unique to Egypt. +1 Faith and +1 Culture. +2 Faith if next to a wonder. Cannot be built next to another Sphinx. Can be built on Floodplains.

Unique agenda: Queen of the Nile: Likes civilizations with powerful militaries, and will try to ally with them to avoid damaging military conflicts. Dislikes civilizations with weak militaries.

 

 

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Name: Hojo Tokimune

Civilization: Japan

Civilization ability: Meiji Restoration: All districts receive an additional standard adjacency bonus for being adjacent to another district.

Leader ability: Divine Wind: Land units receive +5 Combat Strength in land tiles adjacent to Coast. Naval units receive +5 Combat Strength in shallow water tiles. Builds Encampment, Holy Site and Theatre Square districts in half the time.

Unique unit: Samurai: Japanese unique Medieval era melee units. Does not suffer combat penalties when damaged.

Unique building: Electronics Factory: A building unique to Japan. +4 Production to all cities within 6 tiles. After researching the Electricity technology this building provides an additional +4 Culture to its city.

Unique agenda: Bushido: Likes civilizations that have a strong military and Faith and Culture output. Dislikes civilizations that are strong in military but weak in Faith and Culture output.

Edited by Penry

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Name: Montezuma

Civilization: Aztec

Civilization ability: Legend of the Five Suns: Spend Builder charges to complete 20% of the original district cost.

Leader ability: Gifts for the Tlatoanl: Luxury resources in his territory provide an Amenity to 2 extra cities. Military units receive +1 Combat Strength for each different Luxury resource improved in Aztec lands.

Unique unit: Eagle Warrior: Aztec unique Ancient era unit that replaces the Warrior. Has a chance to capture other civilization's military units by turning them into Builders.

Unique building: Tlachtli: A building unique to the Aztecs. Provides an Amenity, +2 Faith, and a Great General point.

Unique agenda: Tlatoani: Likes civilizations who have the same Luxury resources as he does, and will try to collect every Luxury resource available. Dislikes civilizations who have a new Luxury resource he has not yet collected.

 

 

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Name: Pedro II

Civilization: Brazil

Civilization ability: Amazon: Rainforest tiles provide +1 adjacency bonus for Campus, Commercial Hub, Holy Site, and Theatre Square districts. Rainforest tiles provide +1 Housing for Neighbourhoods built adjacent to them.

Leader ability: Magnanimous: After recruiting or patronizing a Great Person, 20% of its Great Person point cost is refunded.

Unique unit: Minas Geraes: Brazilian unique Modern era unit that replaces the Battleship. Stronger than the Battleship. Unlocked by Nationalism.

Unique district: Street Carnival: A district unique to Brazil. Replaces the Entertainment Complex district, and provides +2 Amenities. Also unlocks the Carnival project, which grants an additional +1 Amenity when underway ad a variety of Great People points once completed.

Unique agenda: Patron of the Arts: Likes civilizations who are not competing for Great People, and will recruit Great People whenever possible. Dislikes losing a Great Person to another civilization.

 

 

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Name: Qin Shi Huang

Civilization: China

Civilization ability: Dynastic Cycle: Eurekas and Inspirations provide 60% of technologies and civics, instead of 50%.

Leader ability: The First Emperor: When building Ancient and Classical wonders you may spend Builder charges to complete 15% of the original wonder cost. Builders receive an additional charge.

Unique unit: Crouching Tiger: Chinese unique Medieval era unit. Ranged unit with a range of 1 and high Combat Strength.

Unique improvement: The Great Wall: Unlocks the Builder ability to construct a Great Wall, unique to China. Provides an increase to Defence. Bonus Gold if adjacent to other segments. Additional Culture and Tourism as you advance through the Technology Tree for adjacent segments. Must be built in a line along borders of your empire.

Unique agenda: Wall of 10,000 Li: Likes civilizations not competing for wonders, and builds wonders whenever possible. Dislikes losing a wonder to another civilization.

Edited by Penry

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Name: Teddy Roosevelt

Civilization: America

Civilization ability: Founding Fathers: Earn all government legacy bonuses in half the usual time.

Leader ability: Roosevelt Corollary: Units receive +5 Combat Strength on their home continent. +1 Appeal to all tiles in a city with a National park. Gain the Rough Rider unique unit when they research the Rifling technology.

Unique unit: P-51 Mustang: American unique Modern era air unit that replaces the Fighter. Gains +5 attack against fighter aircraft, has +2 flight range, and gains +50% experience.

Bonus unique unit: Rough Rider: American unique Modern era unit when Teddy Roosevelt is their leader. Culture is earned from kills on their Capital's continent. +10 combat strength when fighting on Hills. Lower maintenance cost.

Unique building: Film Studio: A building unique to America. +100% Tourism pressure from this city towards other civilizations in the Modern era.

Unique agenda: Big Stick Policy: Likes peaceful civilizations that have a city on his own continent. Hates civilizations starting wars against a city state or civilization based on his continent.

 

 

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Name: Victoria

Civilization: England

Civilization ability: British Museum: Each Archaeology Museum hold 6 Artifacts instead of 3 and can support 2 Archaeologists at once. Archaeological Museums are automatically themed when they have 6 Artifacts.

Leader ability: Pax Britannica: All found or conquered cities on a continent other than your home continent receive a free melee unit. Gain the Redcoat unique unit when the Military Science technology is researched.

Unique unit: Sea Dog: English unique Renaissance era naval unit that replaces the Privateer. Can capture enemy ships. Cannot be seen unless adjacent to it.

Bonus unique unit: Redcoat: English unique Industrial era unit when Victoria is their leader. +10 Combat Strength when fighting on a continent other than your Capital's. No disemabrk cost.

Unique district: Royal Navy Dockyard: A district unique to England for naval activity in your city. Replaces the Harbour district. Also removes the movement penalty for embarking and disembarking to and from this tile. Must be on Coast or Lake terrain adjacent to land. +1 Movement for all naval units built in Dockyard, +2 Gold when built on a foreign continent, +1 Trade Route capacity.

Unique agenda: Sun Never Sets: Likes civilizations from her home continent, and wants to expand to all continents. Doesn't like civilizations on continents where England has no city.

 

 

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Name: Tomyris

Civilization: Scythia

Civilization ability: People of the Steppe: Receive a second light cavalry unit or Saka Horse Archer each time you train a light cavalry unit or Saka Horse Archer.

Leader ability: Killer of Cyrus: All units receive +5 Combat Strength when attacking wounded units. When they eliminate a unit, they heal up to 50 hit points.

Unique unit: Saka Horse Archer: Scythian unique Classical era unit. Ranged unit with 4 Movement and a Range of 1.

Unique improvement: Kurgan: Unlocks the Buolder ability to construct a Kurgan, unique to Scythia. +1 Faith. +1 Gold. +1 Faith for each adjacent Pasture. Cannot be built on Hills.

Unique agenda: Backstab Averse: Likes civilizations who are their declared friend. Hates civilizations who backstab and declare surprise wars.

Edited by Penry

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Name: Frederick Barbarossa

Civilization: Germany

Civilization ability: Free Imperial Cities: Each city can build one more district than usual (exceeding the normal limit based on Population)

Leader ability: Holy Roman Emperor: Additional Military policy slot. +7 Combat Strength when attacking City States.

Unique unit: U-Boat: German unique Modern era naval unit that replaces the Submarine. Cheaper to produce, +1 Sight and +10 Combat Strength when fighting on Ocean tiles. Able to reveal other stealthed units.

Unique district: Hansa: A districy unique to Germany for inductrial activity. Replaces the Industrial Zone district.

Unique agenda: Iron Crown: Likes civilizations who do not associate with City States. Does not like Suzerains of City States, or civilizations who conquered City States.

 

 

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Name: Philip II

Civilization: Spain

Civilization ability: Treasure Fleet: May build Fleets and Armadas earlier than usual (Mercantilism). Trade Routes between multiple continents receive bonus Gold for routes to other civilizations, and bonus Food and Production for routes between your own cities.

Leader ability: El Escorial: Inquisitors can remove Heresy one extra time. Combat units have a bonus of +4 combat strength against players following other Religions.

Unique unit: Conquistador: Spanish unique Renaissance era unit that replaces the Musketman. +10 Combat Strength when there is a Missionary, Inquisitor, or Apostle in the same hex. If this unit captures a city or is adjacent to a city when it is captured, the city will automatically adopt the Conquistador player's Religion as the dominant Religion.

Unique improvement: Mission: Unlocks the Builder ability to construct a Mission, unique to Spain. +1 Faith. +2 Faith if on a different continent than your Capital. +1 Science if built next to a Campus District.

Unique agenda: Counter Reformer: Likes civilizations who follow the same Religion, and wants his cities to all follow the same Religion. Hates anyone trying to spread their Religion into his empire.

 

 

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Name: Gandhi

Civilization: India

Civilization ability: Dharma: Receives Follower Belief bonuses in a city from each Religion that has at least 1 follower.

Leader ability: Satyagraha: +5 Faith for each civilization (including India) they have met that has founded a Religion and is not currently at war. Opposing civilizations receive double the war wariness for fighting against Gandhi.

Unique unit: Varu: Indian unique Classical era unit that replaces the Horseman. -5 Combat Strength for all adjacent enemy units.

Unique improvement: Stepwell: Unlocks the Builder ability to construct a Stepwell, unique to India. +1 Food and +1 Housing if adjacent to a Holy Site District. +1 Food if adjacent to a Farm. Cannot be built on Hills or adjacent to another Stepwell.

Unique agenda: Peacekeeper: Never declares wars for which he can be branded a warmonger, and will try to befriend those who maintain the peace. Hates warmongers.

Edited by Penry

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Name: Mvemba a Nzinga

Civilization: Kongo

Civilization ability: Nkisi: +2 Food, +2 Production and +4 Gold from each Relic, Artifact and Sculpture Great Work of Art, in addition to the usual Culture. Receive double Great Writer, Great Artist, Great Musician and Great Merchant points. Palace has slots for 5 Great Works.

Leader ability: Religious Convert: May not build Holy Site Districts, gain Great Prophets, or found Religions. Gains all Beliefs of any Religion that has established itself in a majority of his cities. Receives an Apostle each time he finishes an Mbanza District, or Theatre Square District (of that city's majority Religion).

Unique unit: Ngao Mbeba: Kongo unique Classical era unit that replaces the Swordsman. +10 Combat Strength when defending against ranged attacks. Can move and see through Woods and Rainforest.

Unique district: Mbanza: A district unique to Kongo that can only be constructed in Rainforest or Woods. Replaces the Neighbourhood District but is available earlier. Provides +5 Housing, +2 Food and +4 Gold, regardless of Appeal.

Unique agenda: Enthusiastic Disciple: Like civilizations that bring Religion to the Kongo. Dislkes civilizations that have founded a Religion but not brought it to a Kongolese city.

 

 

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Name: Harald Hardrada

Civilization: Norway

Civilization ability: Knarr: Units gain the ability to enter Ocean tiles after researching the Shipbuilding technology. Naval melee units heal in neutral territory. Units ignore additional Movement costs from embarking and disembarking.

Leader ability: Thunderbolt of the North: Allows coastal raiding for all naval melee units.

Unique unit: Berserker: Norwegian unique Medieval era unit. 4 movement if this unit starts in enemy territory. +7 Combat Strength when attacking and -7 Combat Strength when defending.

Bonus Unique unit: Viking Longship: Norwegian unique Ancient era naval unit that replaces the Galley. Can pillage enemy coastal lands and capture civilians if adjacent using its coastal raiding ability. 4 movement while in coastal waters.

Unique building: Stave Church: A building unique to Norway. Required to train Apsotles. Holy Site Districts get an additional standard adjacency bonus from Woods.

Unique agenda: Last Viking King: Builds a large navy and respects civilizations who follow his lead. Does not like civilizations with a weak navy.

 

 

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Name: Pericles

Civilization: Greece

Civilization ability: Plato's Republic: One extra Wildcard policy slot in any government.

Leader ability: Surrounded by Glory: +5% Culture per City State you are Suzerain of.

Unique unit: Hoplite: Greek unique Ancient era unit that replaces the Spearman. +10 Combat Strength if there is at least one adjacent Hoplite unit.

Unique district: Acropolis: A district unique to Greece for cultural sites. Replaces the Theatre Square District.

Unique agenda: Delian League: Likes civilizations that aren't competing for the same city state allegiance. Dislikes civilizations that are diredtly competing for city state allegiance.

 

 

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Name: Gorgo

Civilization: Greece

Civilization ability: Plato's Republic: One extra Wildcard policy slot in any government.

Leader ability: Thermopylae: Combat victories provide Culture equal to 50% of the Combat Strenght of the defeated unit.

Unique unit: Hoplite: Greek unique Ancient era unit that replaces the Spearman. +10 Combat Strength if there is at least one adjacent Hoplite unit.

Unique district: Acropolis: A district unique to Greece for cultural sites. Replaces the Theatre Square District.

Unique agenda: With your shield or on it: Never gives up items in a peace deal, and likes civilizations who match that approach. Dislikes civilizations who have capitulated or who have never gone to war.

Edited by Penry

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Name: Trajan

Civilization: Rome

Civilization ability: All Roads Lead to Rome: All cities you found or conquer start with a Trading Post. If in Trade Route range of your Capital, they also start with a road to it. Your Trade Routes earn +1 Gold for passing through Trading Posts in your own cities.

Leader ability: Trajan's Column: All cities start with an additional City Centre building. (Starts with a Monument building in the Ancient era)

Unique unit: Legion: Roman unique Classical era melee unit that replaces the Swordsman. Can build a Roman Fort.

Unique district: Baths: A district unique to Rome for city growth. Replaces the Aqueduct district. It provides this city with a source of fresh water from an adjacent River, Lake, Oasis, or Mountain. Cities that do not yet have existing fresh water receive up to 6 Housing. Cities that already have existing fresh water will instead get +2 Housing. Must be built adjacent to the City Centre. In either case, the Bath provides an additional bonus of +2 Housing and +1 Amenity.

Unique agenda: Optimus Princeps: Tries to include as much territory as possible in his empire. Does not like civilizations who control little territory.

 

 

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Name: Gilgamesh

Civilization: Sumeria

Civilization ability: Epic Quest: When you capture a Barbarian Outpost, receive a Tribal Village reward in addition to the usual Gold. Pay half the usual cost to levy city state units.

Leader ability: Adventures with Enkidu: May declare war on anyone at war with their allies without warmonger penalties. When at war with a common foe, they and their allies share pillage rewards and share combat experience gains if within 5 tiles.

Unique unit: War cart: Sumerian unique Ancient era unit. Stronger than all other starting units. No penalties against anti-cavalry units. 4 Movement if this unit starts in open terrain.

Unique improvement: Zigurat: Unlocks the Builder ability to constrcut a Ziggurat, unique to Sumeria. +2 Science. +1 Culture if next to River. Cannot be built on Hills.

Unique agenda: Ally of Enkidu: Likes civilizations who are willing to form a long-term alliance. Dislikes anyone denouncing or attacking his friends and allies.

 

 

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Name: Saladin

Civilization: Arabia

Civilization ability: The Last Prophet: Automatically receive the final Great Prophet when the next-to-last one is claimed (if you have not earned a Great Prophet already). +1 Science for each foreign city following Arabia's Religion.

Leader ability: Righteousness of The Faith: The worship building for their Religion can be purchased by any player for just one-tenth of the usual Faith cost. This worship building is enhanced to add 10% to the Science, Faith and Culture output of Arabian cities.

Unique unit: Mamluk: Arabian unique Medieval era unit that replaces the Knight. Heals at the end of every turn, even after moving or attacking.

Unique building: Madrasa: A building unique to Arabia. Bonus Faith equal to the adjacency bonus of the Campus District.

Unique agenda: Ayyubid Dynasty: Wants to have his Worship building in many cities, and likes a civilization with it. Dislikes civilizations following other Religions, or civilizations waging war on followers of his Religion.

 

 

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Name: Peter

Civilization: Russia

Civilization ability: Mother Russia: Extra territory upon founding cities. +1 faith and +1 Production from Tundra.

Leader ability: Grand Embassy: Receives Science or Culture from Trade Routes to civilizations that are more advanced than Russia (+1 per 3 technologies or civics ahead)

Unique unit: Cossack: Russian unique Industrial era unit that replaces Cavalry. Stronger than Cavalry, and gains +5 Combat Strenght when fighting in or adjacent to its home territory. Can move after attacking if Movement points remain.

Unique district: Lavra: A district unique to Russia for religious activity. Replaces the Holy Site District. Your city border grows by one tile each time a Great Person is expended in this city.

Unique agenda: Westernizer: Friendly to those civilizations that are ahead of him in Science and Culture. Dislikes backwards civilizations that are lacking in Science and Culture.

Edited by Penry

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Don't forget that The Aztecs are part of the Pre-Order bonus and will be out as part of an expasion DLC around december, so is is not one of the 18...

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Really? I took it that you get all 18 if you pre-order, or 17 if you don't, then get Aztecs later on?

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Added Tomyris. Apologies for the botched art. Will get a proper image when Firaxis next do a live gaming session.

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Really? I took it that you get all 18 if you pre-order, or 17 if you don't, then get Aztecs later on?

Correct. Aztecs are free after 90 days.

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Added Frederick Barbarossa

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Great to see a comprehensive list :)

 

Without having had too close a look I'm leaning towards Germany; though that may change now that I can easily make direct comparisons!

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Welcome to WPC nzcamel!

 

Yeah, Germany look strong and will be a force to be reckoned with for sure. There's lots of good options though and I can't wait to see all the civs and leaders revealed. Going to be so hard to choose who to play for that special first game!

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I'm seeing England.

 

- Seadogs capture and turn defending navy on itself

- Invasion force of redcoats follow with their land and move, and other continent bonuses!

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I hope there's a random map mode where we don't get to see what type of landmasses are potentially out there. If you could select what the randomiser selects from even better (so you don't have to deal with map scripts that you don't like)!

 

I much prefer not knowing what you're going to come up against, so you can't tailor the game to your choice of civ. Going for a naval civ might be a bit of a gamble, but so too could be going for a strong land based civ, especailly if its one with early bonuses.

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Any word on Russia yet?

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All we know is that they'll be led by Peter the Great.

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Welcome to WPC nzcamel!

 

Yeah, Germany look strong and will be a force to be reckoned with for sure. There's lots of good options though and I can't wait to see all the civs and leaders revealed. Going to be so hard to choose who to play for that special first game!

 

Thanks Penry :)

I've been playing Civ since II, but had no idea about this site till last night lol

 

I hope there's a random map mode where we don't get to see what type of landmasses are potentially out there. If you could select what the randomiser selects from even better (so you don't have to deal with map scripts that you don't like)!

 

I much prefer not knowing what you're going to come up against, so you can't tailor the game to your choice of civ. Going for a naval civ might be a bit of a gamble, but so too could be going for a strong land based civ, especailly if its one with early bonuses.

 

Random is normally a choice in the menu :)

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Random is normally a choice in the menu :)

 

Yeah, but what I'd like is the ability to randomise between scripts a, b, c and d, but leave out scripts X, y and z, for instance. Maybe randomise all wraparound scripts, but leave out flat scripts, or leave out the more abstract scripts.

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Yeah, but what I'd like is the ability to randomise between scripts a, b, c and d, but leave out scripts X, y and z, for instance. Maybe randomise all wraparound scripts, but leave out flat scripts, or leave out the more abstract scripts.

 

Yeah, that would be a nice addition.

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Added Kongo after their reveal at PAX West!

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Who do you think will be the last revealed Civ?

 

Pragmatic choices aside (like if they're still having trouble balancing a Civ, so hold them back); my money is on Rome. Or I suppose the Greeks, seeing as they've got the whole two leader thing going on there.

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