Leader: Captain Hook
Leader Ability: The Grand Embassy. Trade Routes to other Civilizations provide +1 Science and or +1 Culture for every Three Techs or Civics (respectively) that Civilization is ahead of Russia.
Civ Ability: Mother Russia. Cities start with 8 additional tiles. Tundra tiles...
Leader: Pedro Mark 2
Leader Ability: Magnaniminimnoous. Get back 20% of your Great People Points when you win a Great Person.
Civ Ability: Amazon. Gains Lasso of Truth, Bracelets of Submission and Invisible Plane. Also, Rainforest Tiles provide +1 Adjacency for Campuses, Commercial Huns...
Leader: John Bloomin Curtin
Leader Ability: Citadel of Civilization. Gain +100% Production Bonus for 10 turns if you've received a Declaration of War, or for 20 turns if you have liberated a City State.
Civ Ability: Land Down Under. +3 Housing in Coastal Cities. Building a Pasture triggers a...
Leader: Catherine de Medici
Leader Ability: Monty Catherine's Flying Circus. Gains an extra level of Diplomatic Visibility against every Civ she's met. Gains +1 Spy Capacity at Castles, plus a free Spy. All Spies start with one Promotion. Catherine is also able to secretly buff Ze Fwench Civ...
Leader: Teddy Roosevelt
Leader Ability: Roosevelt Corollary Units on your own continent receive +5 Combat Strength. Cities with a National Park receive +1 Appeal to all Tiles. Gain Rough Rider Unique Unit at Rifiling.
Civ Ability: Founding Fathers. All Diplomatic Policy Slots are converted...
Leader: Frederick Barbarossa
Leader Ability: Holy Roman Emperor, Batman! Additional Military Card Slot, and +7 CS versus City States.
Civ Ability: Free Imperial Cities. Your cities can build an extra district.
Unique Unit: U-Boat. Unique Naval Raider, which replaces the Submarine (unlocks...
Leader: Queen Victoria
Leader Ability: Pax Britannica. Founding a City and building a Royal Navy Dockyard on a Foreign Continents provides you with a free Melee Unit. Gain the Redcoat Unique Unit when you research Military Science.
Civ Ability: British Museum. Your Archaeological Museums...
Leader: Phillip the Second
Leader Ability: El Escorial. All units receive +4 CS against Civs with a different Religion. Inquisitors gain +1 Charge, are usually not expected, and are equipped with fear, surprise, ruthless efficiency, an almost fanatical dedication to the Pope and nice red...
Leader: Wilhelmina
Leader Ability: Radio Orange. What’s the frequency, Kenneth? Internal Trade routes provide +1 loyalty to the starting City. Trade Routes to or from a Foreign City give +1 Culture to the Netherlands.
Civ Ability: Grote Riveireren. Rivers priced +2 Adjacency to Industrial...
So, Civ of the Week has been running for a few months now. I was just wondering if anyone had some over arching thoughts yet about the various Civs?
Here are some thoughts I’ve had:
Civs that need an Overhaul
Sorry. This point is a bit rambling.
I think a lot of Civs would benefit from a...
Leader: Gitarja.
Leader Ability: Exalted Goddess of the Three Worlds. Can purchase Naval Units with Faith. Religious Units receive no movement penalties embarking or disembarking. City Centres adjacent to Coast or Lake receive +2 Faith.
Civ Ability: Great Nusantara. Coasts and Lakes provide...
Leader: Qin Shi Huang.
Leader Ability: The First Emperor. Builders receive an additional charge. Can spend Builder charges to complete 15% of the Production cost of Ancient and Classical Wonders.
Civ Ability: Dynastic Cycle. Sort of like a Chinese version of Dallas or Descendants of the...
Leader: Jadwiga.
Leader Ability: Lithuanian Union. Does many, many things. Taking territory with a Culture Bomb (see below) converts that city to Poland's Religion. Relics provide +4 Gold, +2 Culture and +2 Faith. Holy Sites receive +1 Adjacency bonus from Districts, instead of +0.5. Also...
Leader: Tamar.
Leader Ability: Glory to the World, Kingdom and Faith. +100 Faith for 10 Turns after declaring a Protectorate War. Each Envoy sent to a City-State following Georgia's Majority Religion counts as 2 Envoys.
Civ Ability: Strength in Unity. Dedications in a Golden and Heroic Age...
Leader: Jayavarman VII.
Leader Ability: Monasteries of the King. Holy Sites provide +2 Food and +1 Housing if adjacent to a River. Building a Holy Site triggers a Culture Bomb capturing surrounding tiles.
Civ Ability: Grand Barays. Aqueducts provide +3 Faith and +1 Amenity (in addition to...
Leader: Hojo Tokimune.
Leader Ability: Divine Wind. Land Units receive +5 Combat Strength adjacent to the Coast, and Naval Units receive +5 Combat Strength in Shallow Water. +50% Production towards Encampments, Theatre Districts and Holy Sites.
Civ Ability: Meiji Restoration. All Districts...
Leader: Ghandi and Chandragupta [Alternate Leaders].
Leader Ability: (Ghandi) Satyagraha. +5 Faith per turn for each Civilization you've meet (including, er, yourself) that has founded a Religion and is not at War. Enemies receive double War Weariness.
Leader Ability: (Chandragupta)...
Leader: Billy Ray Cyrus
Leader Ability: Fall of Bablyon. Small Club right next door to Hellenistic Fusion and Trajan's Column. Dubstep Thursday - Saturday. Bingo on Sunday afternoons. Also: declaring a Surprise War counts as Formal War for the purposes of War Weariness and Warmonger Penalties...
Leader: Tomryis
Leader Ability: Killer of Cyrus. All units (military and religious) receive +5 Combat Strength when attacking wounded units, and heal up to 30 hit points after killing a unit.
Civ Ability: People of the Steppe. Building a Light Cavalry Unit or Saka Horse Archer grants a free...
Leader: Alexander T. Great, esq. (aka Point Break)
Leader Ability: To the World's End. No, not that one. No war weariness. All military units heal completely when a City with a Wonder is captured. Gain the Hetairoi Unique Unit.
Civ Ability: Hellenistic Fusion. Possibly a club I went to when...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.