8housesofelixir
Emperor
- Joined
- Jul 15, 2020
- Messages
- 1,902
Sounds like abilities with penalties will be an interesting trend:
Coup D'état Task Force: All Spies gain "License to Kill" and "Revolt" promotion automatically. -15 Diplomatic Favor every turn after having the first spy.
Debt-Trap Diplomacy: +4 Influence points per turn toward earning Envoy, +4 Diplo Favor per capital city and cities with a government district. Capital city and cities with a government district -25% gold.
Export-Oriented Nation: Beginning from Medieval Era, Cities with a Harbor +20% Food, Gold, Culture, and Science. Cities without a Harbor -20% Production, Culture, Science, and Faith.
Internal Colonialism: Cities without a Governor +50% Gold, and -2 Amenity, -5 Loyalty.
Night-Watchman State: Commercial Hubs gain Production and Tourism equal to their Gold adjacency. Cities with a CH -15% Gold.
Personality Cult: +50% Production and +75% Faith in capital. All non-capital cities -20% Science.
Resource-Based Economy: All trade routes gain Gold per improved Strategics and Luxuries in the starting city. All mines +3 Gold and -1 Production, all Oil improvements +6 Gold and -2 Production.
Coup D'état Task Force: All Spies gain "License to Kill" and "Revolt" promotion automatically. -15 Diplomatic Favor every turn after having the first spy.
Debt-Trap Diplomacy: +4 Influence points per turn toward earning Envoy, +4 Diplo Favor per capital city and cities with a government district. Capital city and cities with a government district -25% gold.
Export-Oriented Nation: Beginning from Medieval Era, Cities with a Harbor +20% Food, Gold, Culture, and Science. Cities without a Harbor -20% Production, Culture, Science, and Faith.
Internal Colonialism: Cities without a Governor +50% Gold, and -2 Amenity, -5 Loyalty.
Night-Watchman State: Commercial Hubs gain Production and Tourism equal to their Gold adjacency. Cities with a CH -15% Gold.
Personality Cult: +50% Production and +75% Faith in capital. All non-capital cities -20% Science.
Resource-Based Economy: All trade routes gain Gold per improved Strategics and Luxuries in the starting city. All mines +3 Gold and -1 Production, all Oil improvements +6 Gold and -2 Production.
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