Sid Meier's League of Legends

:Disclaimer: Knowledge of Sid Meier's Civilization is required to appreciate this blog.
I thought it'd be fun to translate the world of Runeterra into Sid Meier's Civilization V game format.
This is work in progress - so feel free to contribute ideas, new Civilizations or berate obvious balance issues (I don't profess to be a competitive Civilization player). The Civilizations I've proposed are imagined to be isolated from Civilization V's available Civilizations - so some overlap may exist.
Civilization 	Civilization	Bias 	Leader 	Unique Ability	Unique Unit / Building / Improvement / Great Person	Unique Unit / Building / Improvement / Great Person
Bandle City 	 	 	Council	Scouts' Code
* Provides all units +1 mobility.
* Provides pre-Atomic Era ranged units 1 additional attack per turn (excluding naval units).
* Provides pre-Atomic Era melee units the ability to move after attacking.	Swift Scout
*Replaces Archer
*Special abilities:
**Invisible while Fortified. 
** Enemy units attacked take 50% additional damage at the start of their next turn.	Noxious Trap (Tile Improvement)
*Requires Trapping
*Constructed by Workers
*Special Abilities:
**Invisible until first trodden on by an enemy unit.
**Deals damage each time an enemy walks over them, or per turn to enemies standing on them. 
**Enemies receive no healing for pillaging Traps.
Battlecast 	 	Hills 	 	Glorious Evolution
You gain 25 gold for discovering a technology. This is enhanced to 100 gold if you're the first Civ to discover it. Unit upgrades cost 50% less.	 	
Bilgewater 	 	Coast 	 	Reaver King
Provides all Ranged naval units with the Indirect Fire promotion (can fire over obstacles provide there is sight) and +2 range. Additionally, your embarked units can have no defense penalty while at sea and will defend themselves when attacked.	Saltwater Scourge
*Replaces Musketman
*Special Abilities:
** Your attacks versus land units half their maximum movement units (rounded up) until the end of their next turn	Slaughter Docks 
* Replaces Harbor
* Special Abilities:
** +15 XP for all naval units produced in this city
** Provides all naval units built in the city the Coastal Raider I promotion
Demacia 	 	 	 	Conscription
You gain a free whenever you found a new city and for every 2 Population gained thereafter. Pay 25% less for land unit maintenance. Can upgrade units with Faith.	 	
Frostguard 	 	Tundra 	 	Frost Queen's Claim
Units ignore terrain costs when moving into any tile with Tundra, Snow or Ice. Units gain +1 Vision and sight is not obstructed by terrain on Tundra, Snow or Ice. Upon discovering Optics, your units may move on Ice.	Iceborn Warrior
*Special abilities:
**Costs 50% less to maintain.
** Upon defeating an enemy unit, there is a 67% chance you will spawn another Iceborn Warrior.	Shrine of True Ice
* Replaces Shrine
* +1 Faith
* +1 additional Faith per Tundra, Snow and Ice tiles controlled by this city
Glade, The 	 	Forest 	 	Conclave
+1 Happiness per city with a forest, enhanced to +2 for cities with 3 or more forests tiles. Cities founded in forests start with 3 Population. Training settlers requires a minimum of 3 Population (up from 2). Unhappiness from Population is reduced by 50%.	 	Portal (Tile Improvement)
* Can only be built in Forests you control.
* Allows "Airlifting" to other Portals (range capped).
Ionia 	 	Rivers 	 	Ionian Riverside
Units and Trade Caravans move alongside Rivers as if it is Road and can cross rivers with no movement penalty. Upon discovering Sailing, Rivers can be used to form City Connections (including with other Civs and City States).	Wuju Swordsman
* Replaces Swordsman
* Special Traits:
** Does not require Iron
** Heals double from Fortify
** No defensive terrain bonuses
** Can attack after moving
** Can move after killing a unit	
Iron Crusade 	 	– 	 	Immortal Bastion
* Cannot gain settlers or annex cities
* Capital city can move and will claim all adjacent tiles (can incur diplomatic penalties)
* Benefits from all Embark related promotions
* Capital pillages tiles and kills units it moves over
* Culture does not expand city borders but produces 50% more culture to Social Policies
* 50% increased production to land units, with half production to air and naval units	Iron Revenant
* Replaces Londswordsman
* Special Traits:
** Does not require Iron
** Can be resurrected in the Capital for free (capital can only store one Iron Revenant)	Necromancer 
* Replaces Great General
* Special Traits:
** Imposes maximum fear over City States, allowing for Tribute demands
** Civilians can work tiles within 2 hexes of a Citadel
Mount Targon 	 	 	/ 	Eclipse
You alternate between two unique abilities every 28 turns.
* Farms, Plantations and Camps provide an additional 2 Food.
* Units fight as though they were at full strength even when damaged. 
An Eclipse occurs every 360 years, granting a one time bonus toward a Golden Age.	Artisan of War
*Replaces Spearman
*Special Abilities:
**Can set-up to perform a ranged attack.
**Ranged attacks causes the Artisan of War to move adjacent to the target. This is classified as a Ranged Attack and the defending unit will not retaliate.	
Noxus 	 	 	 	Fleshing Arena
Gain a one time bonus toward a Golden Age whenever you kill an enemy unit or a bigger bonus whenever one of your veteran units dies in combat. Gain up to +50% production toward military units while Happy.	Assassin
*Replaces Scout
*Special Traits
**Cannot attack (can still defend)
**Can move into enemy territory without Open Borders
**Invisible to other units except within one hex	Glorius Executioner
*Replaces Swordsman
*Special Traits
**Restores health when attacking
**Substantial offensive bonus when adjacent to another Glorious Executioner
Piltover 	 	Hills 	 	City of Progress
You begin the game with a free Technology. Gain a free technology whenever you enter a new era.	Revered Inventor
* Replaces Worker
* Special Traits:
** Completing Tile Improvements grants a one time boost to Science
** 50% speed toward Tile Improvements but half as fast at clearing tiles (e.g. Forests, Marshes and Jungles)
** Can build Sentries upon discovering Chemistry	Sentry (Tile Improvement)
*Requires Chemistry
*Constructed by Revered Inventors
*Can ranged attack nearby enemies at a strength equal to your weakest city
Shadow Isles 	 	 	 	Ruination
*Gain a one time bonus of Faith whenever you kill an enemy unit or a bigger bonus whenever one of your veteran units dies in combat. 
*Upon founding a Religion, you gain an additional, unique Follower Belief. 
** Generates Black Mist in surrounding territory at a rate based on the number of Followers. 
*Units not allied to the Shadow Isles take damage every turn and must spend 1 extra movement point to move through Black Mist. Black Mist can be scrubbed by Workers.	Chain Warden
*Replaces Swordsman
*Special Abilities
**Can set-up to perform a ranged attack.
**Ranged attacks place the target adjacent to the Chain Warden.	
Shurima 	 	Desert 	 	Talisman of Ascension
+1 Food from Desert tiles. 3 tiles beyond the city's boarders are always visible. Gain a Great General whenever an enemy Civ declares war on you. This can only happen once per enemy Civ.	 	
Stranglethorn 	 	Grassland	 	Rise of the Thorns
You gain the unique ability of Capitals you control.	 	Vengeful Thorn (Special Unit)
* Spawns whenever a land unit dies on land.
* Cannot be attacked or move. 
* Can perform a ranged attack.
* Dies at the end of your next turn.
United Freljord, The	 	Tundra 	 	One People
You gain the support of barbarian units defeated in combat, gaining the choice to have them stay on as a military unit, convert them into a worker or add them to your nearest city's population. You cannot choose the same option twice in a row. 25% less unhappiness from Population. Generates Great General points versus Barbarians.	Barbarian King
*Replaces Great General
*Special Traits:
**Cannot be attacked/captured by Barbarians.
**+30% Combat bonus to all Land units within 2 tiles versus Barbarians.
**When moving into Barbarian Encampments with a Barbarian King nearby, you have the option to found a city or destroy the camp. Founding a city will consume Barbarian King.	Tavern
* Replaces Circus
* Special Traits
** Does not require Ivory or Horses
** +1 Happiness
** +1 Happiness per Trade Route established from this city.
** You gain +1 Food from international Trade Routes to this city.
Void, The 	 	 	 	Icathian Surprise
Your units explode on death, dealing damage to surrounding enemy units.	Mouth of the Abyss
*Replaces Archer
*Special Abilities:
**Indirect Fire promotion.
**Can set-up to gain double range.	Xenonursery
*Replaces Barracks
*Special Abilities:
** Provides every Warrior, Spearman, Swordsman and Longswordsman produced in the city the Carnivore promotion: defeating an enemy unit restores 50 health.
** Producing units grants a one-time bonus to the city's growth.
Winter's Claw 	 	Tundra 	 	Warmonger
*Gains Happiness while at War, stacking per Civ and City State.
*Gains 50% of the Population from Razed Cities.
*Can expend Population to Hurry Production of buildings, which is half as effective toward World Wonders.	Berserker
*Replaces Warrior
*Special Abilities:
**Fights with increased strength while damage. 
**Can move after attacking.	War Camp (Tile Improvement)
*Must be built in an another Civ's territory. Continues to function even if the territory is razed or changes hands.
*Constructed by melee land units.
*Provides that tile's base yield to your nearest city. Does not provide Resources.
Zaun 	 	 	 	Biological Warfare
Pillaging tiles grants a one time boost to Science and creates Fallout. Your units invert the combat modifier of Fallout (+15% instead of -15%). Additionally, Fallout tiles in your territory instead grant +1 Production, +1 Gold and +1 Food (instead of -3, respectively).	Madman of Zaun
* Replaces Warrior
* Special Abilities:
** Restores 10 health every turn.
** +50 Hit Points.	Mad Chemist
* Replaces Scout
* Special Abilities:
** +1 Movement
** +3 Strength
** May pillage and attack in the same turn.
Category:Civilization V