bonus

  1. M

    MaxeII's Leaders Times Ten v.1.2.0

    Description This mod increases all Leader's bonuses by x10 (minus a few edge cases). This mod isn't meant to be balanced, but to spice up a game once in a while. Do note that the AI also gets these bonuses, not just the player. Inspired by Civ6 Leaderx10 mod by SoyaSuki, Killer Bee and Siuwa on...
  2. s0nny80y

    Coastal tiles make sense to take over especially if you have submarines which can benefit from them.

    I think with the submarines bonus to attacking into coastal tiles, it makes sense to take over coastal tiles near your city.
  3. V

    [GS] Support Unit Combat Modifiers

    TL;DR: I'm trying to add appropriate combat bonuses to anti-air guns and mobile SAMs. Having trouble with diplomatic visibility combat bonus, terrain defensive modifiers, and Victor governor's Garrison Commander promotion. I'm very new to the modding community and happy to be here! Last year...
  4. B

    Regional bonus for factory

    In the picture I have 2 cities , the industrial zone for the city Townsville is right next to it. I placed it there to give regional bonuses to the other city "Lismore". The industrial zone for Townsville has a factory and in my opinion is definitely within 6 spaces of the city center of...
  5. King Phaedron

    Luxury bonus to make Trade more interesting

    Instead of the same price for any luxury, one might pay a little more or less depending on one's needs. This would also encourage more trade, since you only get the Bonus when you are importing a resource. You would probably want to see all of your luxuries and import them all, but the AI...
  6. O

    [NFP] Bugs with the Alchemical Society and city states 1.0.3.31

    It seems that the university bonus from 3 envoy scientific city states does not apply correctly to the Alchemical Society, making it worse than an university in many situations, though I guess the great person points can make up for this. Still, I can only assume that this is a bug...
  7. Bangau

    [GS] Stacking yield bonuses - an OCC example

    Recently we talked on here about getting (very) high yields having only one city by using all sorts of yield bonuses that stack and multiply. I successfully finished an OCC (deity) culture victory yesterday with Catherine of France and thought it would be a good example to show how strong this...
  8. fertiliser

    [BNW] Bonus when attacking CombatClass, but not when defending against it?

    I have set Chariots, Keshiks, Camels etc. to UNITCOMBAT_MOUNTED_RANGED. I would like for spears, pikes, lancers, and the "formation" promotion to give a 50% bonus when attacking UNITCOMBAT_MOUNTED_RANGED, but no bonus when defending against this type. Is there an easy way around this? Or does...
  9. Kurnn

    +8 Combat Strength against melee, Anti Cavalry and Light Cavalry units

    Hey I play on Immortal and for the past few games, ANY AI I met, very early who fights me has this bonus: "+8 Combat Strength against melee, Anti Cavalry and Light Cavalry units" I have mods, but nothing in any of them has any info about adding this to all AI. And I never seen this bonus on...
  10. nzcamel

    [R&F] Healing after successful emergency [1.0.0.257]

    So I single handedly :dance: rescue Monty's capital from Russia after an emergency was declared as a result of that dirty Peter guy getting his hands on it (I am Gilgabro...so it was always going to be on the cards :mischief:). And there's two bonuses as a result: 1) The money 2) Member units...
  11. FearSunn

    Adaptive Difficulty

    FearSunn submitted a new resource: Adaptive Difficulty - Dynamically adapts game difficulty (AI bonuses) during gameplay. Read more about this resource...
  12. FearSunn

    Adaptive Difficulty v.3

    OUTDATED! GS compatible version on STEAM only. Dynamically adapts game difficulty (AI bonuses) during gameplay. AI gets additional units (combat and religious) depending on human player gameplay actions. Bonuses are individual for each AI player. These bonuses stack on top with any other...
  13. E

    [R&F] [1.0.0.220] City-state bonuses not applying correctly to conquered cities

    Hi, I'm currently experiencing a bug with the City-State bonuses you get from Envoys not being correctly applied to the cities I have conquered in the game. Here is an example in my current game. In order to simplify I will only focus on commercial City-States, but the bug seems somewhat...
  14. Infixo

    Self-adjusting Handicap Bonuses

    An idea to discuss for an alternative approach to AI Handicap Bonuses. All values are examples, for better understanding. AI gets a bonus in regular intervals (e.g. every 3-5 turns). Bonus is given for each yield separately and is not the same (i.e. yields are valued differently). What yields...
  15. TyrannusRex

    Civs with Multiple Bonuses?

    Do you guys think it would be very broken to have a civilization with two special abilities? I feel, personally, that if they tackled different things (say, one is a unit move boost, and the other has to do with production), then it could work fine. (Something tells me that movement boost plus...
  16. Chrisy15

    C15's Restore Bonus Resources 1.0

    Makes Crabs and Copper Luxuries, and provides framework for other mods to do similar changes. This mod includes tables and triggers which facilitate the conversion of Resource from one ResourceClassType to another. It will handle spawn frequencies and whatnot by itself; you simply have to make...
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