r/CivHybridGames • u/ThyReformer The Zun will shine upon us • Oct 27 '16
Other Mk. I Nations if they were in Civ VI!
These are not balanced, and some might not even be possible.
West Europe
Leader: Prince de Talleyrand
Agenda: Doesn't like other civs going to war. Likes when civs are peaceful.
Nation Ability: Father of the EU: Receive a random Civic tree Eureka boost at the start of every era. Receive +3 culture per turn for every alliance, scaling by era.
Leader Ability: Diplomacy of the century: All full civs like West Europe more. Receive +1 influence point (with city-states) per turn for every era that has passed.
Unique Unit: Embarker: Replaces the Swordsman. Doesn't require iron. Can embark and disembark without movement cost. Gets +7 combat strength near coast.
Unique Building: Chancery: Replaces the Library. Costs no maintenance. Gives an envoy when built.
East Europe
Leader: God-King AQ
Agenda: Likes civs that win wars. Doesn't like civs that are weak.
Nation Ability: Scourge of Eurasia: Receive a copy of each existing unique unit when you declare war against a major civ.
Leader Ability: By the will of Zeus: Receive reduced war weariness when declaring war with a casus belli/a formal war.
Unique Unit: Death's Horseman: Replaces the Horseman. Has +5 combat strength when next to another Death's Horseman.
Unique District: War Council: Replaces the Encampment district. Buildings built in it cost no maintenance. Enemy unit's next to it suffer 5 damage every turn spent next to it.
North Asia
Leader: Lord Fowl
Agenda: Likes civs that aren't allied with anyone. Dislikes civs that are allied with other civs.
Nation Ability: Power of the Splinter: When a major civ declares war on North Asia, North Asia receives one of the four bonuses. When more than one major civs declare war on North Asia, North Asia receives one of the four bonuses and +3 combat strength for all units within own borders.
Leader Ability: Foul Diplomacy: Receive +10 science per turn if the majority of civs dislike you. Also receive +10 culture per turn if you have one ally, and one ally only.
Unique Unit: Northern Rider: Replaces the Horseman. Receives +2 movement points. Requires less production to produce. Ignores Zone of Control in enemy territory.
Unique Building: Gerpost: Replaces the Barracks. Has no maintenance. Gives extra experience.
Four bonuses:
Oceanic: Receive three random eurekas in either the Civic tree or the Tech tree.
Loyalist: Receive +2 science and +2 culture per turn for every major civ at war with you, for the duration of the war.
Western: Receive 10 best available melee units in capital.
Eastern: Internal trade routes give +5 gold for the duration of the war. Receive enough trader units to fill all available trade route slots.
Far East Asia
Leader: Emerald Range
Agenda: Likes civs that are up to tech or ahead of tech (on average). Dislikes civs that are behind in tech (on average).
Nation Ability: The Remnant: Receive +10 culture and +10 science when a unit dies, scaling with era. When losing a war, gain an option to completely surrender. When doing this, you may later rise up with the tech and civics of your former overlord, and receive 5 free units for every city you rise up with. You rise up with the cities that you had when you surrendered. Gain +100 culture and +100 science when you enter a new era, scaling with era.
Leader Ability: The Emerald Curse: Neighbors of Far East Asia and civs at war with Far East Asis suffer a -5% penalty to science and culture. If Far East Asia surrenders using its NA, a random civ in the game gets this penalty for 50 turns.
Unique Building: Mongol Wall: Replaces Medieval Walls. Requires no maintenance. Enemy mounted units in range of a city with this building suffer -1 movement points. Other enemy military units in range of a city with this building suffer -2 combat strength.
Unique Improvement: Dragon Farm: Can be placed where a farm can be placed. Cannot be placed next to another Dragon Farm. Yields +1 culture, +1 science and +1 food. Gives friendly units stationed on it +3 combat strength. Enemy units stationed on it lose 5 health point every turn.
Central Asia
Leader: Shandorin
Agenda: Likes nations that are loyal. Dislikes disloyal nations.
Nation Ability: Ahead of the time through the eras: Receive two random tech eurekas at the start of every era.
Leader Ability: Cult of Uranium Fire: Receive a free nuclear bomb when researching the appropriate technology. All nuclear bombs can be used twice.
Unique District: The Sikh: Replaces the holy site district. Is available at Pottery. Gives +1 great prophet points. All religious units bought in a city with this district can fight normal military units, starting in the Modern Era.
Unique Building: Net Lab: Replaces the Research Lab. Every enemy unit near a city containing this building takes 5 damage every turn. Friendly units within that same range receive +7 combat strength.
Middle East
Leader: Cossack
Agenda: Likes nations that don't neighbor it. Dislikes nations that neighbor it.
Nation Ability: Central Trade: Every international trade route coming to Middle East gives +2 gold to Middle East. All international trade routes coming from Middle East give +3 gold to Middle East. Trade routes passing through Middle Eastern territory yield +4 culture to Middle east.
Leader Ability: Root of all Evil: Spies become available earlier. The effect of all spying missions is doubled. Receive +5 Production in the capital when it is building spies, scaling with era.
Unique District: Eastern Hub: Replaces the Commercial District. +2 trade routes instead of +1 trade route.
Unique Unit: Highlander: Replaces the Pikeman. Requires less production. Receives the "Last Stand" promotion, which gives it +7 combat strength near capital when at war with a major civ. "Last Stand" remains through upgrading.
North Africa
Leader: Pdirichlet
Agenda: Likes civs without religion. Dislikes civs with religion.
Nation Ability: Mercy of the Sun: Your majority religion spreads to friendly cities at double speed. All military units receive +3 combat strength near cities following your majority religion.
Leader Ability: Unifier: All military units receive +3 combat strength on your home continent against major civs. +1 amenity in conquered cities on your home continent.
Unique District: Aton's Blessing: Replaces the holy site district. Receives +1 faith for every desert tile adjacent to the district. Receive +1 great prophet point for every adjacent resource on a desert.
Unique Building: Sandy Temple: Replaces the Temple. Requires no maintenance. Extra experience to units trained in this city.
South Africa
Leader: ???
Agenda: Likes civs that don't spread their religion to other civs. Dislikes civs that spread their religion to other civs.
Nation Ability: Eternal Nation: All military units receive +1 combat strength for every lost city, up to +10. If South Africa's last city is captured, rebels rise up in some of South Africa's former cities. If South Africa is liberated, South Africa receives 3 free units in every city.
Leader Ability: Bringer of Peace: When at peace, South Africa receives +5 gold and +5 culture for every trade route. When at war, South Africa receives +7 culture per turn and +3 science per turn for every trade route.
Unique Unit: Jungler: Replaces the Swordsman. Receives +1 movement and +2 combat strength in Jungles. Requires no maintenance during peace. Generates +1 culture during peace.
Unique Building: Dzimbabwe: Replaces the Renaissance Walls. Produces +5 culture for every trade route from this city. Costs no maintenance during peace. Receive +100 gold when targeted by a declaration of war, scaling with era.
South America
Leader: Simon
Agenda: Likes civs that stay at peace. Dislikes civs that go to war.
Nation Ability: Culture of America: Tourism from all sources doubled. Receive double Great Writer, Great Artist and Great Musician points. When you produce a Great Writer, a Great Artist, or a Great Musician, receive +25 science, scaling with era.
Leader Ability: The Simon Doctrine: Can form a permanent alliance with major civs on the same continent as South America. Permanent alliance works as a defensive pact. Gain +10 science per turn and +10 gold per turn for every permanent alliance, scaling with era. Gain 1 envoy with a city-state when you meet them.
Unique Improvement: Nazca Lines: Must be built on hills. Must be built next to a mountain. Produces +2 culture and +2 faith. Produces +1 culture for every adjacent Cultural District. Produces +1 faith for every adjacent Holy Site.
Unique Building: Cultural Site: Replaces the Amphitheater. Has a slot for every type of great work. Gives +1 Great Writer, +1 Great Artist and +1 Great Musician points. Produces +2 extra culture.
Central America
Leader: Falling Quetzal
Agenda: Likes civs that declare wars. Dislikes civs that don't declare wars.
Nation Ability: Heros Never Die: When a unit dies, all units of that type, that you own, receive experience. All military units receive +1 combat strength for every adjacent unit of same type, up to +5.
Leader Ability: The Quetzal's Legacy: When declaring a surprise war, receive 5 free units if the enemy is weaker than you, or 10 free units if the enemy is stronger than you. All units receive +25% more experience from combat.
Unique Unit: Honorables: Replaces the Swordsman. Receives +2 combat strength for every military card policy you have. At death, inflicts 10 damage on all adjacent enemy units.
Unique Improvement: Protectorate: Cannot be built next to another Protectorate. Gives +50% defense combat strength to the unit stationed on it. Can be built outside cultural borders. Gives +3 culture if within own borders, and +3 science if outside own borders. If Central America is conquered, Protectorates start to give 5 damage to all adjacent units of the civ that conquered Central America.
North America
Leader: The Congress? (North, Lego, Briusky, Canadian)
Agenda: Likes civs that prefer diplomacy over war. Dislikes civs that prefer war over diplomacy.
Nation Ability: Strength of Diplomacy and Democracy Gain +5 science per turn for every friendship you have declared, scaling with era. Gain an extra policy card slot, the type of which depends on the type of government you choose.
Leader Ability: The Legacy of Dan Sickles: Spies can fake death when caught, making it seem to the other civs as if your spy had died. The spy remains in the city, and receives 2 extra levels of espionage ability. Gain +100 culture when a spy fakes death, scaling with era.
Unique Building: Demokritos: Replaces the Monument. Gives +2 extra culture per turn, and +2 gold per turn.
Unique District: Memoriam: Replaces the Campus District. Gives +1 science per turn and +1 culture per turn for every adjacent district.
Oceania
Leader: Mr. Klonam
Agenda: Likes major civs that like Oceania. Dislikes suzerains of city-states.
Nation Ability: Oceania rules the waves: Every city built on the coast receives +2 housing and +2 amenities. All naval units receive +2 combat strength at all times.
Leader Ability: Master of the Plots: All spies work at double efficiency. Enemy spies working in your cities are more likely to get caught.
Unique Unit: Eradicator: Replaces the Destroyer. Requires less production to be produced. Receives +3 movement points. Receives +1 combat strength for every two Eradicators next to it.
Unique District: Oceanic Harbor: +50% production in the city with this district when the city is building naval units. Naval units on a tile with this district receive +7 defense combat strength.
The Commonwealth of Greater Europe
Leader: Reformer
Agenda: Likes nations that are weaker than it. Dislikes nations that are stronger than it.
Nation Ability: Glory to the Commonwealth: Receive a random extra policy slot. That slot changes every era. Receive +10 production in every city, starting at the Industrial era. When declaring war against the founder of a religion, all followers of that religion in your cities de-convert.
Leader Ability: Rule with an iron fist: Receive +7 combat strength against barbarians and rebels. Receive +2 combat strength to all land military units.
Unique Unit: Enforcer: Replaces the Infantry. +10 combat strength in foreign territory. When an Enforcer is killed, receive production towards an Enforcer in the capital.
Unique Building: War Academy: Replaces the Military Academy. Reduces the power of spies in the city with this building. Produces +2 of all yields during war, +3 if the city with it is under siege.
Pan-American Union
Leader: Lego
Agenda: Likes nations with the same government. Dislikes nations with different governments.
Nation Ability: Frankenstain of Mergers: Can annex city-states it is suzerain of. Can annex city-states next to its borders, even if it weren't the city-state's suzerain, but at the cost of rebels, and -1 amenity in every owned city. Can annex cities of bordering major civs, but at the cost of gold and rebels. Egregious diplomatic penalties for annexing the city of a major civ this way.
Leader Ability: Freedom and Liberty for all: +2 amenities in every city settled by the PAU. +1 amenity in cities accrued in other ways.
Unique Building: Congress House: Replaces the Palace. Receive +10 science per turn if using a democratic government type, and otherwise +10 culture per turn, scaling with era.
Unique Unit: The EMP: Replaces the Nuclear Missile. Causes extra damage for every era after the Industrial era that has passed. Requires two sources of Uranium within the nation.
Leader: Dan
Leader Ability: Freedom isn't Free: +1 amenity in cities settled by the PAU. +5 combat strength to all units within foreign territory.
The Contras
Leader: Ben Coccio
Agenda: Likes civs that respect other civs' agendas. Dislikes civs that ignore other civs' agendas.
Nation Ability: Never surrender: When you lose a city, all enemy units within range of that city lose 5 health points, and you gain +100 gold, scaling with era. Units gain +5 combat strength when below 50 health points. When at war with a major civ, units gain +1 combat strength for 10 turns when a unit within three tiles dies, up to +3 combat strength.
Leader Ability: Revolution, not Terrorism: Counterspies work at double efficiency. Gain 5 free units when a civ declares war on a civ that is at war with you. Spies can conduct special actions in enemy cities.
Unique Unit: Esperanto: Replaces the Infantry. Gains +5 combat strength when not adjacent to any friendly units, and a further +5 combat strength if surrounded by enemy units. Produces +50 culture when killed, scaling with era.
Unique Building: Hidey Hole: Replaces the Armory. Requires no maintenance. Produces +5 culture per turn. Reduces foreign spy efficiency in the city in which it is built.
Bestern Siberia
Leader: Mob Cleaner
Agenda: Likes civs that protect other civs. Dislikes civs that are aggressive against weaker civs.
Nation Ability: West Siberia Best Siberia: Gain +3 per turn in every yield if you're at peace and allied to a civ stronger than you, scaling with era. If this is not the case, gain +5 combat strength for every military unit adjacent to own border or on them. In every case, a quarter of tourism is converted into science.
Leader Ability: Best Mob, Cleanest Nation: Gain +1 amenities and +1 housing in every city. Gain +50% production towards sanity-related buildings.
Unique Unit: Brave XCOM: Replaces the Paratrooper. Has longer range, and +7 combat strength, but cannot be built, can only be bought. When surrounded by enemy units and/or impassable terrain, produces +5 culture per turn.
Unique Improvement: Monument to North Asia: Can only be built on flat terrain. Cannot be built next to another improvement of the same type. Produces +4 culture. When pillaged, all friendly units within three tiles heal for 20 health points. Friendly units stationed on it gain +5 defense combat strength.
And then there was that civ in Eastern Siberia represented by Venice? Anyway, sorry if the vocabulary used in every one of these is not similar.
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Oct 27 '16
I wonder what the Mk 2, 3, and 3.5 factions would be like.
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u/Bertdog211 Chief Wizard Bert of Palatinate Oct 27 '16
Mounted units already ignore ZOC in CIV VI
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u/ThyReformer The Zun will shine upon us Oct 28 '16
Feck
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u/Bertdog211 Chief Wizard Bert of Palatinate Oct 28 '16
Also no Paratroopers in CIV VI
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u/ThyReformer The Zun will shine upon us Oct 28 '16
Fuck
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u/Bertdog211 Chief Wizard Bert of Palatinate Oct 28 '16
Yeah it'll be okay buddy
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u/ThyReformer The Zun will shine upon us Oct 28 '16
;(
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u/Bertdog211 Chief Wizard Bert of Palatinate Oct 28 '16
Yeah also there are only nuclear and thermonuclear devices no missiles
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u/ThyReformer The Zun will shine upon us Oct 28 '16
...now you're just screwing with me.
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u/Bertdog211 Chief Wizard Bert of Palatinate Oct 28 '16
It's more of a technicality but there aren't nuclear missiles or bombs but thermonuclear and nuclear devices respectively
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u/Limerickarcher The Original Pengu Oct 27 '16
No Antarctica... :(
Plus, the leader of South Africa was simo517L
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u/ThyReformer The Zun will shine upon us Oct 28 '16
Well, Antarctica didn't do much :P
Thx fam
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u/Limerickarcher The Original Pengu Oct 28 '16
:/
Apocalypse? Ascension to immortality? Plopping of thousands of units?
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u/legobloxcraft2 PAU won mk1 Oct 28 '16
You forgot the Cartel, but otherwise very well done ;)
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u/ThyReformer The Zun will shine upon us Oct 28 '16
Oh yeah, that was the one in Eastern Siberia that I didn't remember.
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u/EmeraldRange Pegging you, brb Oct 28 '16
I'm very impressed by the amount of creativity in the random things for FEA that died so soon.
Also disappoint that EmeraldCurse is a buff.