Howard Tafty
Minister-Chairman
My vote for the Liege Bishopric its just great!!!
I vote for eyes' design.
Receive a bonus in theCapital for every city being
razed.
Apache
Leader: Geronimo
UA: Desert Raiders: All units gain a 20%Combat bonus when attacking during the first 10 turns of a war. Cities being
Razed generate no
Unhappiness and give
Gold and
Food in the
Capital.
UU: Renegade: Replaces Rifleman. +1Movement, ignores rough terrain movement penalties, and no movement cost when pillaging.
UU: War Band: Replaces Cavalry. +1Movement. Ignores enemy ZOC. 20% more
Combat strength from flanking bonuses.
Dictatorship of the Roman Republic
Fabius Maximus
UA: The Shield of Rome
UponRazing a City receive a free Melee Unit and a +10%
Production bonus in the
Capital, All Military Units produced in the
Capital are spawned closest to the nearest Great General.
UU: Alae (Spearmen)
Much more cheaper yet weaker than the Unit it replaces, it gains a +5%Defensive Bonus for every Promotion it has adopted and may randomly gain an additional
Movement point.
UI: Castra
Military Units stationed on a Castra heal +5 HP per turn, +1 Experience to Units trained within the nearest City, generates +2Great General Points, available at Construction.
and production
yields in your capital for each turn a city is being razed. Gain a tourism modifier against civs for each original city of theirs in your empire.
can transfer population to cities with lower population
.
and 30 strength
and start with an extra two strength
when entering a new era. Provides one population
when disbanded in a city.
plus another 5% growth
for each city being razed. When built allows a city to be puppeted
, puppeted
cities yield 5% more production
and gold
. Automatically built in new cities after selecting an ideology.
citizen to the
capital, or receive
gold for killing him(scales with era). Camps and forest resources in the territory of razed cities are kept and provide +1
gold in the
capital, as well as boosting the
production of military units by 2% per each source(max. 40%).
food in the capital equal to defeated unit:s combat strength, 50% of the damage he deals to cities, or the
gold he receives. Has the siege and woodsman promotion.
gold for you and for the
trade route owner from trade routes he sends to the city. +1
gold from camps.
OHH NOO! you beat me to it NatanTaiwan
Leader: Koxinga
UA: Tungning Piracy
+1food from all sea resources. When capturing a city that was owned by a major Civilization with at least 10 less
happiness than you or a city that may be liberated, Taiwan has the option to evacuate one
citizen per turn to your cities based upon the order of founding. Once all
citizens have been evacuated, the city is
razed. Doing this incurs a steep diplomatic penalty with the city's owner before conquest. These moved citizens yield double
unhappiness. (Note: if you evacuate a
Capital, all
citizens are evacuated except for one, and the one-citizen city is returned to the pre-conquest owner).
UU: Fu-chuan Junk (Frigate)
More expensivec5production: 200 vs.
185), but has more combat strenght
c5strength: 30 vs.
25) and 1 extra
movement point. +5%
production towards Fu-chuan Junks per declarations of friendship and coastal tiles adjacent to the city producing the Fu-chuan Junk.
UI: Siraya Village
+1food and +1
gold. +20%
defensive bonus for units. Cities working at least one Siraya Village gain 1/3 of the city's
food output in
happiness if they have a naval
trade route departing the city. Does not stack. Cannot be built on hill tiles. Unlocked at traping.
(but I have been planning this civ for many eons... hehehe)