UPDATED: 0.5.0 includes tripled bonuses for ALL LEADERS, in addition to civilizations. Many of these changes are still untested, any help testing is appreciated!
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Triples unique civilization and leader bonuses where possible. (Guaranteed to be perfectly balanced!)
Not implemented:
- India: unable to adjust follower beliefs to be triple strength for just the one civ.
- Arabia: unable to guarantee the final 3 prophets. (Has science boost)
- Sumeria: unable to adjust goody hut bonuses for a civ, or barbarian camp rewards. (Has levy discount)
Notes:
- Norway unlocks oceanfaring at sailing, but units can still only embark after shipbuilding.
- Blank policies have been created so Greece and Germany can fill out their required extra policy slots.
- Inspired by JFD's Civ V Trait BalanceGoldPrime++ mod. (https://steamcommunity.com/sharedfiles/filedetails/?id=363117420)
Complete list of civilization and leader abilities:
America
Earn all government legacy bonuses 300% faster.
T_ROOSEVELT
Units receive a +15 Combat Strength on their home continent. +3 Appeal to all tiles in a city with a National Park. Gain the Rough Rider unique unit when they research the Rifling technology.
Arabia
Automatically receive the final Great Prophet when the next-to-last one is claimed (if you have not earned a Great Prophet already). +3 Science for each foreign city following Arabias Religion.
SALADIN
The worship building for their Religion can be purchased by any player for just one-thirtieth of the usual Faith cost. This worship building is enhanced to add 30% to the Science, Faith, and Culture output of Arabian cities.
Aztec
Spend Builder charges to complete 60% of the original district cost.
MONTEZUMA
Luxury resources in his territory provide an Amenity to 6 extra cities. Military units receive +3 Combat Strength for each different Luxury resource improved in Aztec lands.
Brazil
Rainforest tiles provide +3 adjacency bonus for Campus, Commercial Hub, Holy Site, and Theater Square districts. Rainforest tiles provide +6 appeal.
PEDRO
After recruiting or patronizing a Great Person, 60% of its Great Person point cost is refunded.
China
Eurekas and Inspirations provide 80% of civics and technologies instead of 50%.
QIN
When building Ancient and Classical wonders you may spend Builder charges to complete 45% of the original wonder cost. Builders receive three additional charges.
Egypt
+45% Production towards districts and wonders if placed next to a River. Floodplains do not block placement of districts and wonders.
CLEOPATRA
Your Trade Routes to other civilizations provide +12 Gold for Egypt. Other civilizations' Trade Routes to Egypt provide +6 Food for them and +6 Gold for Egypt.
England
Each Archaeological Museum holds 12 Artifacts instead of 3, and can support 4 Archaeologists at once. Archaeological Museums are automatically themed when they have 12 Artifacts.
VICTORIA
All found or conquered cities on a continent other than your home continent receive three free melee units. Gain the Redcoat unique unit when the Miltary Science technology is researched.
France
+60% Production toward Medieval, Renaissance, and Industrial era wonders. Tourism from wonders of any era is quadrupled.
CATHERINE_DE_MEDICI
Has 3 levels of Diplomatic Visibility greater than normal with every civilization that she's met. Receives capacity to build three extra Spies with the Castles technology.
Germany
Each city can build three more districts than usual (exceeding the normal limit based on Population).
BARBAROSSA
Three additional Military policy slots. +21 Combat Strength when attacking city-states.
Greece
Three extra Wildcard policy slots in any government.
GORGO
Combat victories provide Culture equal to 150% of the Combat Strength of the defeated unit.
PERICLES
+15% Culture per city-state you are the Suzerain of.
India (Unchanged)
Receives Follower Belief bonuses in a city from each Religion that has at least 1 follower.
GANDHI
+15 Faith for each civilization (including India) they have met that has founded a Religion and is not currently at war. Opposing civilizations receive +300% war weariness for fighting against Gandhi.
Japan
All districts receive 3 additional standard adjacency bonuses for being adjacent to another district.
HOJO
Land units receive +15 Combat Strength in land tiles adjacent to Coast; naval units receive +15 Combat Strength in shallow water tiles. +300% production for Encampment, Holy Site and Theater Square districts.
Kongo
+6 Food, +6 Production, and +12 Gold from each Relic, Artifact, and Sculpture Great Work of Art in addition to the usual Culture. Receive quadruple Great Writer, Great Artist, Great Musician, and Great Merchant points. Palace has slots for 15 Great Works.
MVEMBA
May not build Holy Site districts, gain Great Prophets, or found Religions. Gains all Beliefs of any Religion that has established itself in a majority of his cities. Receives three Apostles each time he finishes a M'banza or Theater Square district (of that city's majority Religion).
Norway
Naval units and builders may enter Ocean tiles after researching Sailing; other units after Shipbuilding. Naval melee units heal in neutral territory. Units ignore additional Movement costs from embarking, disembarking, rivers, and pillaging.
HARDRADA
Allows coastal raiding for all naval melee units. Triple yields from pillaging.
Rome
All cities you found or conquer start with a Trading Post. If in Trade Route range of your Capital, they also start with a road to it. Your Trade Routes earn +3 Gold for passing through Trading Posts in your own cities.
TRAJAN
All cities start with up to three additional City Center buildings. (Must be unlocked in tech tree first)
Russia
3x extra territory upon founding cities. +3 Faith and +3 Production from Tundra.
PETER_GREAT
Receives Science or Culture from Trade Routes to civilizations that are more advanced than Russia (+1 per technology or civic ahead).
Scythia
Receive three bonus light cavalry units or Saka Horse Archers each time you train a light cavalry unit or Saka Horse Archer.
TOMYRIS
All units receive +15 Combat Strength when attacking wounded units. When they eliminate a unit, they heal up to 150 hit points.
Spain
May form Fleets and Armadas earlier than usual (Guilds). Trade Routes between multiple continents receive 12 bonus Gold for routes to other civilizations, and 3 bonus Food and Production for routes between your own cities.
PHILIP_II
Inquisitors can Remove Heresy three extra times. Combat units have a bonus of +12 Combat Strength against players following other Religions.
Sumeria
When you capture a Barbarian Outpost, receive a Tribal Village reward in addition to the usual Gold. Pay a quarter the usual cost to levy city-state units.
GILGAMESH
Declaring war on anyone at war with their allies gives a -300% warmonger penalty. When at war with a common foe, they and their allies share 300% pillage rewards and share combat experience gains if within 15 tiles.
---
Triples unique civilization and leader bonuses where possible. (Guaranteed to be perfectly balanced!)
Not implemented:
- India: unable to adjust follower beliefs to be triple strength for just the one civ.
- Arabia: unable to guarantee the final 3 prophets. (Has science boost)
- Sumeria: unable to adjust goody hut bonuses for a civ, or barbarian camp rewards. (Has levy discount)
Notes:
- Norway unlocks oceanfaring at sailing, but units can still only embark after shipbuilding.
- Blank policies have been created so Greece and Germany can fill out their required extra policy slots.
- Inspired by JFD's Civ V Trait BalanceGoldPrime++ mod. (https://steamcommunity.com/sharedfiles/filedetails/?id=363117420)
Complete list of civilization and leader abilities:
America
Earn all government legacy bonuses 300% faster.
T_ROOSEVELT
Units receive a +15 Combat Strength on their home continent. +3 Appeal to all tiles in a city with a National Park. Gain the Rough Rider unique unit when they research the Rifling technology.
Arabia
Automatically receive the final Great Prophet when the next-to-last one is claimed (if you have not earned a Great Prophet already). +3 Science for each foreign city following Arabias Religion.
SALADIN
The worship building for their Religion can be purchased by any player for just one-thirtieth of the usual Faith cost. This worship building is enhanced to add 30% to the Science, Faith, and Culture output of Arabian cities.
Aztec
Spend Builder charges to complete 60% of the original district cost.
MONTEZUMA
Luxury resources in his territory provide an Amenity to 6 extra cities. Military units receive +3 Combat Strength for each different Luxury resource improved in Aztec lands.
Brazil
Rainforest tiles provide +3 adjacency bonus for Campus, Commercial Hub, Holy Site, and Theater Square districts. Rainforest tiles provide +6 appeal.
PEDRO
After recruiting or patronizing a Great Person, 60% of its Great Person point cost is refunded.
China
Eurekas and Inspirations provide 80% of civics and technologies instead of 50%.
QIN
When building Ancient and Classical wonders you may spend Builder charges to complete 45% of the original wonder cost. Builders receive three additional charges.
Egypt
+45% Production towards districts and wonders if placed next to a River. Floodplains do not block placement of districts and wonders.
CLEOPATRA
Your Trade Routes to other civilizations provide +12 Gold for Egypt. Other civilizations' Trade Routes to Egypt provide +6 Food for them and +6 Gold for Egypt.
England
Each Archaeological Museum holds 12 Artifacts instead of 3, and can support 4 Archaeologists at once. Archaeological Museums are automatically themed when they have 12 Artifacts.
VICTORIA
All found or conquered cities on a continent other than your home continent receive three free melee units. Gain the Redcoat unique unit when the Miltary Science technology is researched.
France
+60% Production toward Medieval, Renaissance, and Industrial era wonders. Tourism from wonders of any era is quadrupled.
CATHERINE_DE_MEDICI
Has 3 levels of Diplomatic Visibility greater than normal with every civilization that she's met. Receives capacity to build three extra Spies with the Castles technology.
Germany
Each city can build three more districts than usual (exceeding the normal limit based on Population).
BARBAROSSA
Three additional Military policy slots. +21 Combat Strength when attacking city-states.
Greece
Three extra Wildcard policy slots in any government.
GORGO
Combat victories provide Culture equal to 150% of the Combat Strength of the defeated unit.
PERICLES
+15% Culture per city-state you are the Suzerain of.
India (Unchanged)
Receives Follower Belief bonuses in a city from each Religion that has at least 1 follower.
GANDHI
+15 Faith for each civilization (including India) they have met that has founded a Religion and is not currently at war. Opposing civilizations receive +300% war weariness for fighting against Gandhi.
Japan
All districts receive 3 additional standard adjacency bonuses for being adjacent to another district.
HOJO
Land units receive +15 Combat Strength in land tiles adjacent to Coast; naval units receive +15 Combat Strength in shallow water tiles. +300% production for Encampment, Holy Site and Theater Square districts.
Kongo
+6 Food, +6 Production, and +12 Gold from each Relic, Artifact, and Sculpture Great Work of Art in addition to the usual Culture. Receive quadruple Great Writer, Great Artist, Great Musician, and Great Merchant points. Palace has slots for 15 Great Works.
MVEMBA
May not build Holy Site districts, gain Great Prophets, or found Religions. Gains all Beliefs of any Religion that has established itself in a majority of his cities. Receives three Apostles each time he finishes a M'banza or Theater Square district (of that city's majority Religion).
Norway
Naval units and builders may enter Ocean tiles after researching Sailing; other units after Shipbuilding. Naval melee units heal in neutral territory. Units ignore additional Movement costs from embarking, disembarking, rivers, and pillaging.
HARDRADA
Allows coastal raiding for all naval melee units. Triple yields from pillaging.
Rome
All cities you found or conquer start with a Trading Post. If in Trade Route range of your Capital, they also start with a road to it. Your Trade Routes earn +3 Gold for passing through Trading Posts in your own cities.
TRAJAN
All cities start with up to three additional City Center buildings. (Must be unlocked in tech tree first)
Russia
3x extra territory upon founding cities. +3 Faith and +3 Production from Tundra.
PETER_GREAT
Receives Science or Culture from Trade Routes to civilizations that are more advanced than Russia (+1 per technology or civic ahead).
Scythia
Receive three bonus light cavalry units or Saka Horse Archers each time you train a light cavalry unit or Saka Horse Archer.
TOMYRIS
All units receive +15 Combat Strength when attacking wounded units. When they eliminate a unit, they heal up to 150 hit points.
Spain
May form Fleets and Armadas earlier than usual (Guilds). Trade Routes between multiple continents receive 12 bonus Gold for routes to other civilizations, and 3 bonus Food and Production for routes between your own cities.
PHILIP_II
Inquisitors can Remove Heresy three extra times. Combat units have a bonus of +12 Combat Strength against players following other Religions.
Sumeria
When you capture a Barbarian Outpost, receive a Tribal Village reward in addition to the usual Gold. Pay a quarter the usual cost to levy city-state units.
GILGAMESH
Declaring war on anyone at war with their allies gives a -300% warmonger penalty. When at war with a common foe, they and their allies share 300% pillage rewards and share combat experience gains if within 15 tiles.