Melendor
Warlord
Colonialism
Era: Renascence. It cannot be active at the same time as Patronage.
Best for empires that will use their military power and expansions for diplomatic victory.
Opening: Can found 1 new CS.
Colonial Navy: Your embarked units can defend themselves. If they already can, double their strength. +1 move for embarked settler.
Expansionism: Can found 2 new CSs. +5 of culture for your ally CSs (for then, not for you).
Protectorate: After conquer one CS you can keep it as a CS. After conquer one capital, you can create one CS on it. In both cases your initial influence with it will be high (200 maybe), and the other player’s initial influence will be zero.
Military Oppression: Your military units present in your ally CS territory will make your influence drops slower. If you have the same military power of the CS, your influence will not drop; if you have half of the CS military power, it will drop in the half of the speed.
United Kingdom: If you are at war, Cultured and Maritime CSs will give you units just like Militaristic ones. Militaristic will give units with Morale promotion.
Finishing: Can found 2 new CSs. You and your allies gain +15% in combat when fighting inside of their borders.
Founding City States: One settler is needed; High initial influence (maybe 200); you can choose the type of the new CS .
New power for Elizabeth: can found one new CS after Navigation.
Era: Renascence. It cannot be active at the same time as Patronage.
Best for empires that will use their military power and expansions for diplomatic victory.
Opening: Can found 1 new CS.
Colonial Navy: Your embarked units can defend themselves. If they already can, double their strength. +1 move for embarked settler.
Expansionism: Can found 2 new CSs. +5 of culture for your ally CSs (for then, not for you).
Protectorate: After conquer one CS you can keep it as a CS. After conquer one capital, you can create one CS on it. In both cases your initial influence with it will be high (200 maybe), and the other player’s initial influence will be zero.
Military Oppression: Your military units present in your ally CS territory will make your influence drops slower. If you have the same military power of the CS, your influence will not drop; if you have half of the CS military power, it will drop in the half of the speed.
United Kingdom: If you are at war, Cultured and Maritime CSs will give you units just like Militaristic ones. Militaristic will give units with Morale promotion.
Finishing: Can found 2 new CSs. You and your allies gain +15% in combat when fighting inside of their borders.
Founding City States: One settler is needed; High initial influence (maybe 200); you can choose the type of the new CS .
New power for Elizabeth: can found one new CS after Navigation.