I appologize in advance as this post is offensively
long. I mean, it's 5000 words with no TL:DR, so abandon all hope all ye who enter. I believe it covers all of the most common suggestions, and I've tried to make it all a little bit more out-there for the sake of flavour, but alas, please roast me merrily and have a lively discussion in the comments! Without further ado... Musings; Ultimate edition Tile Improvements Transport
-4 Transport Improvements; Road, Railway, Highway and Maglev. These all have some difference in kind
-Roads are the cheapest and the lowest tech, working much as they do in Civ V, but boosting yield on some adjacent improvements such as trading posts/towns.
-Railways have a limit on their distance from cities; about 5 tiles in the industrial era, increasing to 7 in the modern. This forces players to build cities closer together, and build the correct improvements, but railway benefits scale with population and aren't usable by enemy combatants.
-Highways work like a straight upgrade of roads, except they allow cities within 5 tiles along a highway to pool food and production yields, but produces 'pollution', which reduces "health".
-Maglev is a funky one for tech focused Civilizations. A maglev network connecting cities, irrespective of length, pools population(citizens available to work buildings), pools production and boosts science yield in both cities by ~30%, but otherwise functions like an expensive railway. Costs "energy" as well as about 4 gold per turn per tile.
-Rivers work like roads, but with no maintenance and provide gold. Great rivers allow ships to sail through. Workers can eventually dig canals which act as artificial great rivers, and tunnels can be bored through mountains through which Railways, Highways and Maglev can travel.
-Le Mountain Tunnels and pontoon bridges/undersea tunnels. Yield Improvements
-Farms, Wells, Mines, Lumber mills, Plantations, Pastures, Camps and Quarries all work much the same as before, however Mines, Wells and Quarries produce 'pollution' as well as production.
-Windmills and Watermills(by rivers), which can be built on top of Farms and Plantations, provide a small yield of production at no 'pollution' cost. Upon research of "Electricity", they produce an "energy" yield.
-Once "Mechanization" technology is researched, the citizen assigned to a farm or plantation can be replaced with "energy" from appropriate buildings and improvements. The same is true for Mines, Wells and Quarries upon researching "Automation".
-Wells can be built to provide adjacent tiles with fresh water.
-Cottages double gold yield from surrounding tiles, provide 1 gold themselves. +1 gold with "Economics". Grow into Villages and then Towns which provide 3 gold base, 1 science, 1 production and 1 "energy", reduce crime and increase health. Strategic/Military Improvements
-Forts can't be entered by enemy units without attacking. Area around forts are considered area of control, and give a land claim for a casus belli. Can upgrade to a military base, giving it an aircraft capacity and healing adjacent friendly units.
-Add sentry turrets, which are effectively stationary units which can attack enemy units. Available on Ballistics, can upgrade on Robotics to attack autonomously, Rocketry to be able to fire rockets to destroy tanks.
-Can build walls which provide a combat bonus to units inside, and drain movement points, as well as "outposts" which heal units in adjacent tiles.
-Some units can build trenches and lay mines(requires "Gunpowder") which provide a defensive bonus/act as traps. Cities and Colonies
-Global happiness replaced with city level "health" and "stability", which affect growth, "bandit" spawn rates and likelihood of rebellions. A city with very low/negative health has a chance of spawning a plague, which behaves almost like a Civ V religion, spreading to other cities via pressure from proximity and trade routes, however plagues can also infect units adjacent to an infected city, which can then infect other cities and units and so on and so forth. Stability is reduced the greater the minimum travel time from the capital to that city.
-Workers can build districts adjacent to the original cities, which act as an extension of the city, reducing "crime", increasing "health", as well as allowing that city to build contextual buildings and units of the suburb's tile. If the population of a city grows too large without extra districts then 'health' and 'stability' decreases, spawning "slums" which in turn spawn bandits. The district can be specialized to be a stability boosting suburbs, health boosting parks, production boosting fabrics/shipyards, money boosting financial districts, culture boosting theatre districts, science boosting science parks and (upon researching hydroponics) food boosting vertical farms. If you play it smart, you can build 10 tile, 100+ pop megapoli by the end of the game.
-From the renaissance era, 'colonists' (super-fast, cheap settlers) can found "colonies" as well. Colonies increase cost of techs and policies by ~75% less than normal cities and grow twice as fast, but have much less defence. They can't (initially) build any buildings, nor build units with production, but can spawn militiamen and mercenaries. All of their production goes into "levelling-up" the colony, from 0 up to 20~25, having at around level 15 the option to turn it into a proper city. At each level you are presented with a "random" dynamic event and options on how to handle it; the options you choose affect the direction your colony takes and the characteristics it has. For example; "Catholic refugees fleeing the Malian inquisition are huddled outside the gates, what is our course of action? Do we; let them in (+1 population, -1 health, +2 diplomacy FP), turn them away (-1 diplomacy FP, +2 food), or offer them refuge in exchange for military service (+1 military FP, a maintenance free unit appears, -1 food). By level 25, 25 of these decisions could have been made, and the colony would have an array of special attributes. But high level colonies would carry a large risk of spawning rebel units, so it's worth converting them to cities (which start with an array of buildings) anyway. Diplomacy
-Casus Belli system; common complaint, common answer. Appropriate and adapt from paradox games. Potential cases include land claim (using forts and spies), espionage offence, liberation (low approval), holy war, ideological conflicts, imperial conquest, resource acquisition, diplomatic offence et cetera. All of these will reduce warmonger penalties with certain Civs for certain actions but aren't a get away with murder card.
-Ultimata; Currently, there is no facility to threaten other civilizations. Ultimata remedy this and work thus; I demand something from another Civ in exchange for NOT declaring war. If they refuse the I automatically declare war on the next turn.
-A focus points system. Civ actions, such as War, Threats, Wonders, Technologies, Trades, Quests and Civics earn focus points in Science, Economy, Religion, Culture, Military or Diplomacy; These give diplomacy bonuses, allow access to special quests, and allow special actions.
-Taunt leaders back. This can give focus points.
-7 types of non Civ actors; City-States, Nations, Tribes, Corporations(get to that later), Rebels(Specific-Hostile) and "Barbarians/Bandits"(Hostile).
-City-States work much like they do in 5, except gold gifts are worth much less, and special quests and focus points are worth much more, and influence is instead 'spent' in order to gain things like world congress votes. Any allied city state can eventually be incorporated fully as a city. Eg. Florence, Milan, Singapore, Monaco, Malta, Honkers, Samarqand, Dubai, Abu Dhabi, Ife, Great Zimbabwe, Mombasa, Zanzibar etc. Limited to ~9 tiles.
-Nations are like stripped down Civilizations; a halfway house between city states and full blown Civs. Limited to 4 cities, which must be contiguous, they offer a medium for proxy wars, advanced diplomacy, breakaway states and buffer states. They also conveniently add filler to the map, and can represent small or "failed" nations. eg. Scotland, Texas, California, Belgium, Wallachia, Aragon, Manchuria, New Zealand etc.
-Tribes are an overhaul of Barbarians; Instead of automatically hostile units spawning from encampments, tribes act sort of like city states with no cities. They have territory, in which they have villages which occasionally spawn primitive military units and only primitive military units. There are no penalties for entering tribal territory as long as you aren't seen by any units, and you can even settle on top of their land. However, within these lies a moral choice; do you overpower tribes and take their land or try and bargain with and incorporate them peacefully?
-Rebels are units which spawn in cities with a low 'stability' stat, and are always hostile to the Civ in which they are spawned. The 'strife' can be increased by enemy spies, ideology, large numbers of unemployed citizens and lack of gold/science buildings. If rebels capture a city, then they make a new 'Nation' or city state which can be bargained with like any other.
-"Bandits" are the new Barbs, but as well as spawning in encampments they spawn in slums in civilized territory in response to overcrowding. They are more money focused in that any tile with a bandit unit on it yields negative gold per turn, and will set up their own improvements such as traps and dens. Can perhaps change name based on era and context (eg. Barbarian, Bandit, Pirate, Terrorist, Savage, Gangster, Mobster, Highwaymen etc).Their spawn rate inside Civs is reduced by presence of police buildings.
-InfoAddict style information screens. Graphs for days! Also displayed are opinion modifiers, and the factors determining whether a Civ will accept any particular deal. Less hidden mechanics.
-Ideology has more impact on diplomacy, with significantly different mechanics associated with each (get to that later), and being an extremely significant maker and breaker of relationships.
-Add Chemical, Biological and Radiological weapons which carry a very significant diplomacy penalty, along with nukes.
-One can choose to disobey resolutions or leave the world congress, incurring a large diplomatic penalty.
-Establish pacts with nations and city states.
-Can buy tiles from other actors. Tech
-A less linear tech tree, starting off with a "core" set of techs arranged as they are but with cul-de-sac "branches" coming out of later eras, offering interesting technologies; broadly on spectrum from futuristic to retro-futuristic. The techs that all players need would all be in the core so they didn't have to specialize too much, but there would necessarily be a lot more techs. The ones further out on branches would only really useful for players either aiming for a Science victory or aiming for a specific bonus.
-Civs are able to divide research, researching multiple techs at the same time, utilizing special specialists (heh) called scientists. Much like trade routes in BNW, each era would allow
a certain base number of scientists, and then things such as wonders, city states, research agreements, social policies and such would add on to that. Scientists would each be able to research one tech at a time, but multiple scientists (up to -3~4) could be set to research the same tech at an accelerated rate. The rate at which scientists could research stuff will depend on several factors. Each could utilize the entire Civ's global science output, in addition to their home cities' science output and more beakers proportional to extra allocated gold. Scientists would be based in a specific city, and would use up ~3 food, ~3 base gold, and require certain buildings to be able to research techs at certain levels; Libraries for anything beyond the Ancient Era, A University for anything beyond Medieval, A Laboratory for anything beyond Industrial and so on. It would be most efficient to put lots in your capital, but you wouldn't necessarily have the food to do this. Having lots of extra scientists would not be worth the effort if you don't want to have a science victory, and having lots impairs your Civ in other ways. This is an effective nerf to tech, which otherwise is inherently OP.
-New science buildings, such as Particle Accelerators, University Hospitals, Pharmacy-labs, Space-centres and the such in the late game. These would allow new lines of the tech tree, as well as providing bucket-loads of science, for a high price.
-'Rationalism' perhaps split into two different policy branches, Rationalism and Ingenuity. Rationalism is best for tall/tech defence, augmenting the ability of cities to make and use science. Ingenuity best for wide, improving use of strategic resources and reverse engineering other Civs tech i.e. tech offense.
-Research agreements allow one Civ greatly accelerated research into techs already researched by the other Civ, and a boost in global science output equal to that of the smaller Civ, and a two-for-one (maintenance wise) on two of their own scientist. When the agreement ends both players get a one-time tech boost.
-High level spies can be used to take enemy scientists during a time of war.
-Being allied with city states and minor nations allows you to initiate research agreements with them free of gold charge.
-11/12 eras: Ancient, Archaic??
, Classical, Medieval, Renaissance, Enlightenment, Industrial, Modern, Atomic, Information, Genetic/Space and Synthetic eras. Science and Diplomacy win in Synthetic. Cultural in Genetic at earliest. Domination is Domination.
-Revamped Science Victory. Perhaps, Instead of building a spaceship using Information era tech, you have to do special quests. Maybe upon researching a tech in the core of the Renaissance or the Enlightenment , you are alerted to the presence of a special quest for you to follow, and that other such quests are available upon researching specific technologies, which are located far out in the branches of subsequent eras, where non-science Civs daren't tread. The quests could range from "complete this national wonder", to "City state X has this item, acquire by any means necessary", to "Conduct a special research mission at X location". These quests would give special rewards, but would also give you items (all of which) you need to complete the science victory, possibly with an interstellar mission, maybe first contact, possibly artificial intelligence, I don't know. Stick with tradition; an interstellar mission.
-More rubber banding in tech. "Core" technologies that have already been discovered by a met civilization will take ~40% less time to research, and units have a chance of "discovering" a technology when killing advanced enemy units or taking the city of a technologically superior foe. Late Game Horrors
-Endgame apocalypse scenarios. In the late atomic era players would be notified of the possibility of a coming endgame scenario. There would be a set number of scenarios that would be presented, each with a different probability of advancing. The scenarios would begin at the start of the Information era and progress through different levels of increasingly severe effects. There would be runaway global warming with rising sea levels, desertification, flooding and such the like. A new ice age with falling sea levels, glaciations, deforestation, ecological collapse and so on. Then there could be Atmospheric Toxicity with algae blooms, poison winds, ozone holes and other ghastly stuff. Players can then either concentrate efforts to reverse the cataclysm, to the joy of weaker Civs and nations; or simply withstand it, much to the dismay of those you could help, using dome cities and similar. Perhaps persuading other Civilizations, Nations and City States to unite in efforts to prevent the cataclysm could become the new diplomatic victory. Beats buying city states.
-Nukes become far more terrifying. Each nuke deployed would advance the endgame scenario significantly. To add to this, one nuke hit would turn any city district into a "Nuclear ruins" which spawns special Barbarian units called "Antmen", which drain health of all adjacent units and city districts. Fallout would prevent any food yield and pillage all tiles affected. Some splotches of fallout may end up all over the world in random places.
-Nukes could be set to Dead Man's switch, meaning any nuclear attack on that Civilization would cause any nukes set to dead man's switch to fire at the belligerent's cities Civics and Social Policies
-Add the quest system from IV and BE, as well as the quest decisions and such from the above two games and a splash of random event decisions from paradox.
-In addition to Social Policies like in Civ V, have Civics which are a set of Binary choices taken ~2 times per era. These would be things like: Collectivism versus Individualism and Citizen Army (low maintenance) versus Mercenary (low production) in the early game, and Religious School versus Secular School in the late era, for example. These are the things ingrained into your Civ's culture.
-Civs are given a "home turf" bonus depending on the terrain they spawn in. A Civ that spawns with more than 12 hills or desert tiles etc. within 3 tiles of the capital will gain a combat bonus and yield boosts relevant to that terrain type.
-Ideologies, like those in BNW, stay, along with their "tenets". However, a new layer is added; "Internal Diplomacy" including an 'Election/Party' system for freedom, a 'Soviet' system for order and a 'Faction' system for autocracy.
-In Civs following freedom, every few turns there would be an "Election" which would give 3 different parties, loosely modeled around Traditionalists/Conservatives, Liberals and Populists/Socialists, a certain amount of weighting/representation. Any particular action would have a certain approval with each party, and total approval (from all parties) gives bonuses or penalties. If total approval is at +80 then you are effectively in a mini Golden age. Less than -50 then you face civil disobedience and mass protest. For example, if you want to raise taxes, a large number of "traditionalists/conservatives" will make you pay, while a large number of "populists/socialists" will cheer you along. The representation of each party is dependent on several factors; large numbers of faith buildings and religious followers will help "traditionalism", culture buildings and high GPT would boost "liberalism", lots of factories or poor GPT helps "populism/socialism", gold buildings reduce "populism/socialism", and a Random Number Generator throws a boon to anyone going every few turns when there's an "election". The weighting of the RNG also throws back to the civics/social policies one takes in the early game; tradition helps traditionalists, liberty helps liberals and so on. Other social policies may change the Parties' opinions on certain actions; honour, for example, reduces opposition to war.
-Order Civs have three 'soviets' in place of parties; Industrial workers (hammer), Agrarian Peasants (sickle) and Intellectuals (pen). Any action you take will reduce or increase "contentment" of each 'soviet'. Contentment of peasants affects food/growth, Industrial affects production/gold, and Intellectual affects science/culture. There are no 'elections' as with freedom, but weighting of the three soviets will depend on the amount of farms, factories and universities; if you don't have any farmers on the land you don't have to pander so much. Every ~10 turns, each soviet will set a quest (5-year-plan) such as: build a university in every city of population >6, secure a source of 6 unique luxuries, gain 10 population in X city and so on. Fulfilling these objectives will gain a boost to yields relevant to the soviet, as well as a quest decision, whilst their contentment will decrease if you fail the objective. Whilst at war these objectives are suspended. If you consistently succeed, gaining contentment and Great person points, then you get special great people called "Stakhanovites". Peasant Stakhanovites can found "ration" districts which expand the closest cities workable radius by one tile around them and boost growth by ~35%. Worker Stakhanovites can found "studio" districts which produce 10 hammers and increase build rate off units or buildings by 30%, and Intellectual Stakhanovites can produce a "Institute" district which boosts city science by 50% and culture by 40%, and gives a free scientist. They can also be expended to found a city with a full suite of growth, production or science buildings, or can found 'Order' corporations. Using Stakhanovites gives massive boosts to tourism, stability and "contentment" of the soviets.
-Autocracy Civs instead must accommodate three 'factions'; the Generals, the Oligarchs and the Ministry. This, necessarily, is quite different to the others. The Generals become restless after long periods of peace, potentially sparking rebellions and mutiny, and so Autocratic states must be at war regularly or else the generals will reduce production, stability and culture. If one fails to acquire new resources and expand gold yields then gold, science and health are massively reduced. The Ministry is responsible for counter intelligence success and food yields, and failing to chastise offending civilizations and build new units causes growth to stunt, stability to decrease and spies to begin leveling down. Autocracy Civs can however by default work a greater radius around their cities, have no penalty for annexing territory, and get replacement workers called Labour Fronts which are quicker, pay no unit maintenance and can fight as a melee unit if enemy soldiers are within the Civ's territory. These are earned through keeping the ministry happy, along with bonuses to great people generation and shorter periods of resistance in captured cities. Keeping the generals happy provides combat bonuses, as well as increased stability and spawning of "Troopers" which are up to date military units free of maintenance with a combat bonus against rebels, enemy units in friendly territory, and units belonging to Nations and City States. Keeping the oligarchy happy will result in the spawn of Autocratic Corporations, and will give conquered cities free gold buildings. Corporations
-Corporations behave like little city states (with no territory or cities), and can undertake many different projects with you. Depending on the corporation, they may be able to research technologies which you can then use, build buildings in your cities (some of which are unobtainable any other way), build and maintain improvements (some of which, again, are unique to corporations), spawn unique great people, field a private military/security force to use against barbarians, man culture buildings, establish trade routes and practically anything else. There are several types; tech-based corporations which help with science and give scientists, entertainment/travel corporations which help with culture and tourism, manufacturers which boost production etc. The catch is that you must attract corporations to set up in your cities by following policies which are friendly to them (low taxes) and having buildings and improvements which help them, such as banks and stock exchanges. Tech corporations want universities and labs, Pharmaceutical corporations want lots of unimproved tiles (especially jungle). Trade agreements and diplomacy also attract corporations and allow corporations to operate in multiple Civs to share luxuries, gold, science and culture; however the majority of the benefits go to the Civ with the corporate headquarters. Of course, different ideologies and tenets will be able to reap the benefits of corporations more efficiently. Freedom Civs are the natural choice for taking advantage of corporations, whilst Order Civs have a much harder time; they can only gain their own corporations using special great people. The rough order is; Freedom (Optimal), Freedom, Order (Optimal), Autocracy (Optimal), Autocracy, Order. With the right tenets, Order is decent for Corporations (China), whereas Autocracy locks you in to a kind of Autarky, whereby corporations are nigh impossible to attract if not created by Oligarchs. Gameplay Tweaks
-Maps are largetiles are smaller; allow Civs to build extremely dense populations without feeling cramped. Countries such as the Netherlands, or England, if put directly into Civ V would effectively be 10 tiles of nothing but cities.
-The vast number of notifications you get when it comes to the late game would be condensed into a "newspaper" which can be opened up and browsed for updates, rather than crowding your screen. Stories could be things like: "Owing to brilliant contributions to the research of Theology, Gottfried Leibniz has emerged as one of Medieval America's greatest Scientists!" and "King Alexander of Greece has completed the construction of his great Porcelain Tower!".
-Ranged Units, Civilian Units, Infantry Units and Cavalry/Siege Units can fit on different "layers" in each tile. Each unit more than the 1st uses 1 food. If they consume more food than the tile can provide, and they are outside the workable radius of a non-starving friendly city, then they suffer attrition damage.
-Addition of more Biomes. Gameplay-wise, there would only be the usual terrain types. However, some forests may appear as bamboo forests, some marshes as swamps or fens, some deserts have red sand and cacti etc.
-Upgrade route for Scouts, going to Explorers and Recon units, as well as Snipers. Along with this: more customizability, and take out the "Great War" units, or put them earlier. Replace them with cold war era units, like Vulcan bombers, MIGs, "Choppers" etc.
-Allow helicopter units to land between turns, allowing them to "refuel". Also allow air unit's like bombers to conduct a "Hail Mary", doubling range and damage but destroying the unit, with a chance of recovering the "pilots" for quicker replacement.
-Incorporate the quest system/binary choices into religion: poly vs monotheistic etc. Just more customization in general. Allow cults to be founded with leftover beliefs once at the enlightenment era. Espionage
(Shout-out to litriod
-If you put a "spy" into one of your own cities, they become an Agent
, which work much like Civ V spies who are set to Counter-Intelligence. They will hunt foreign Spies in the city you send them to, but they won't necessarily kill them when they find them. Instead you are given several actions to choose from; Kill the Spy and send them back to their homeland as a warning, resulting in their leader disliking you, but other nations will then dislike them for spying on people. You can also send them home unharmed, and chastise their government for spying on you making the other Civ like you more for sparing their spy, but they'll send more your way in the future. Or you could allow the Spy to continue their job, with a catch; The Spy's government must pay you gold, you gain some of their intelligence, but the Spy will continue Spying on your people, and your Agent will not level up from the incident.
-When you place a spy to a Friendly Civ's city, they become a Diplomat
. Diplomats aren't hidden like Spies, and the foreign government always knows their location. Diplomats give you the ability to see all of the territory owned by the city they're in, not just the two rings around the city. Diplomats will also receive information from officials about events in their empire, working like the Spy's surveillance ability. However, the foreign officials won't give you unlimited Intel, and will inform you if they're plotting against you. Diplomats can allow you to trade World Congress votes with the nation in which they're operating, and each Diplomat you field will give you 1 bonus vote in the World Congress. When war is declared on the civilization housing the diplomat, they may be killed in the crossfire, and your Diplomats are at constant risk of assassination.
-Spies placed in a Neutral Civilization's city become, well, Spies
. Spies work much as they currently do: they do shady things under cover, and they risk getting caught and treated by the other player much as you could've treated theirs, but you can of course sacrifice your spy and not pay the tribute if they offer you such. Spies retain their previous abilities: stealing tech and surveillance, but also gain three new abilities; Assassination Sabotage and encouraging rebellion. Spies sent on assassination missions can kill Diplomats from other Civs. If you pull this off their home Civ will blame the civilization in which they had a diplomat, and if there are already tensions building this could start a war. Assassination is a dangerous business though, and you could fail in one of two ways. Either your spy could get caught, making both Civs distrust you, or your spy could fail to properly frame the host Civ, alerting both Civs to a plot but not telling them who by. After a successful or botched assassination, your Spy will flee the city to the Hideout for a turn or two. The second new ability is sabotage, which, if successful, delays that Civs current construction project for 2 turns. The third special ability of the Spy allows you to decease stability and increase the chance of a rebellion, requiring a decent amount of gold to send to the rebels, with greater amounts increasing rebellion chance. If they actually spawn, or are there already, you can still spend money to better equip the rebel units. All this can be a tad awkward if you are caught.
-"Spies" in cities of Guarded or Hostile Civilizations, even if you're currently at war with them, will retain the title of Spy
. Spies placed in these cities have a larger risk of capture, but they also have more potential for chaos. They retain their previous abilities: surveillance, stealing tech, spreading discontent, sabotage, assassination etc. but they also gain abilities for their assassinations and sabotage. Spies in this situation can also kill Great People and VIPs; If a Great Person is present you can choose to attempt a strike, killing them if you succeed. Choosing to target a VIP will, if they succeed, result in loss of 1 population and reduce production and stability by about 10% for 5 turns. Spies can also start an insurgency, suppressing production and health, or steal scientists.
-When deploying "Spies" to a City state or Nation, you can set them either as Diplomats or Spies. They can do everything they could when in a proper Civ, but diplomats can trade technology, and "Shill" to increase influence/relations. Spies can Rig elections, increasing influence significantly, and also perform Coups d'état to either annex, puppet, change the ally (swap influence with the State's ally) or Change the ideology of the host State. Spies can also siphon off gold from said states.
-Of course, "spies" can all be leveled up in their different roles. CIVS
(must-haves marked with *) Europe
*Great Britain- Victoria
*France- Napoleon/Louis XIV
*Rome- Augustus CaesaMarcus Aurelius
*Germany- Otto von Bismarck
*Russia- Catherine/Peter I
Portugal- Maria I
Yugoslavia- Josip Broz Tito
Poland/Commonwealth- Sigismund II
Austria- Maria Theresa
Kievan Rus'- Yaroslav' I
Sweden- Gustav Adolf
Denmark/Vikings- Harald Blatand
Ottomans- Suleiman Kanuni
Armenia- Tigranes Americas
*USA- Abraham Lincoln
Lakota- Crazy Horse
Navajo- Chee Dodge
Mexico- Benito Juarez
Canada- John Macdonald
Haiti- Toussaint L'Ouverture
Gran Colombia- Simon Bolivar
Brazil- Pedro II
Argentina- Juan Manuel de Rosas Africa
*Mali- Mansa Musa
Ethiopia- Menelik II
South Africa- Nelson Mandela
Morocco- Abdul Ghalib
Ashante- Osei Kofi Tutu
Bornu- Idris Alooma
Kongo- Lukemi lua Nimi
Kitara- Ndahura Asia
*Arabia- Muawiya I
Babylon- Nebuchadnezzar II
*Mongolia- Genghis Khan
*China- Yong-le/Wu Xetian
*Khmer- Jayavarman II
Indonesia- Hayam Wuruk/ Gajah Mada
Chola- Parantaka I
Tibet- Songtsen Gampo
Siam- Taksin Pacific
Australia- John Curtin
Maori- Te Rauangaanga
Philippines- Dayang Kalangitan
Polynesia- Kamehameha End
So, now that's all done. Now to the arguments!
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