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Civ 4 or civ 5
Civ 4 or civ 5











This mod doesn't change Unique Abilities. Seafaring: Lighthouses and 25% Production when building naval units.Įvery leader gets 2 traits and no two leaders have the same combination of bonuses. Imperialistic: Courthouses and 25% Production bonus for military land units. For the next 4 eras it repeats until it is +2/+2/+20%/+20%.Īdditionally, Civ IV traits give +100% Production when building certain buildings. *Seafaring Promotion: First it has +1 movement, then in Classical it gets +1 sight, in Medieval it gets +10% attack, then in Renaissance it gives +10% defense. Bonus doubles after discovering Theology. All military naval units get Seafaring* Promotion. Free Cargo Ship when a Harbor is built in the capital. Seafaring: Free Workboats when a Lighthouse is built. +15% Strength to units in friendly lands. Protective: +50% City range attack strength. +1 Culture and +50% Tourism from great Works. Philosophical: +100% generation of Great People. Markets, Banks and Stock Exchanges give more gold. Bonus increases to +2 after researching Economics. Mercantile: +1 gold per luxury resource worked by a city. +4 Happiness per general and Admiral and +2 Happiness from Courthouses. Imperialistic: +100% Great General and Admiral rate. Industrious: +50% Production when building wonders. Internal Trade Routes generate +50% Food or Production. +1 Population when founding a new city.įinancial: Cities connected to the capital gain +10% Production and Food.

civ 4 or civ 5

City State Allies gain a boost to defense, Growth, Production, Science and Gold.Įxpansive: +3 Food per city. +2 Culture per 5 Population in a city.ĭiplomatic: +2 Influence from trade routes with City States. Units gain experiencew 50% faster.Ĭreative: +2 Culture per city. +1 Happiness from Monuments, Broadcast Towers and Happiness buildings. All melee and Gun units start with free Drill 1 and Shock 1 Promotions.Ĭharismatic: +1 Happiness in every city. So far I have selected these 14 Leader Traits:Īggressive: -33% Military upkeep costs.

civ 4 or civ 5 civ 4 or civ 5

My theory is that since so many civs have weak or boring UAs, I will unilaterally improve them by making them all more powerful. This mod adds leader traits into Civ V similar to those found in Civ IV. See change notes for details.) Steam deleted my description when I updated so there may be some inaccuracies in this description. UPDATE 1: Added compatibility for 42 custom civs (The works of JFD, Tomatekh and Tpangolin. Imperialistic general bonus now applies to admirals. Removed free tech from Inventive, added 25% of production added to science. Mercantile now increases gold yield from markets, bands and stock exchanges by roughly 50%. Reduced Aggressive Unit Maintenance to -33%. Requires Brave New World (runs without it, but half the traits don't work right.) Tweaks to make weaker Civs more powerful.













Civ 4 or civ 5