Wolfmaster
Chieftain
- Joined
- Apr 28, 2021
- Messages
- 9
Coming from playing Civ V with mods, I really fell in love with the Civ IV Leader Traits mod by Bingles, but so far I haven't really found anything like it available for Civ VI, which feels like a pretty huge missed opportunity. Since Civ VI functions pretty different compared to Civ V, I created my own versions of the same traits from that mod. I've tried messing around with ModBuddy, but honestly I don't have much talent for it. That being said, I thought I'd still go ahead and post what I've come up with, just in case someone who does have modding talent sees it!
I'd love to hear any feedback on these traits in terms of balance and flavor! And please let me know if you decide to create a mod like this, I'd love to try it out.
Aggressive - Military land units start with a free promotion. +30% Production towards Encampment districts and buildings.
Charismatic - +1 Amenity for each specialty district in a city. Happy and Ecstatic city benefits are doubled. +30% Production towards Entertainment Complex and Water Park districts, and the buildings for these districts.
Creative - +0.3 Culture in each city per Population. +2 Culture from Great Works. +30% Production towards Theatre Square districts and buildings.
Diplomatic - +1 Diplomatic Favor and +1 Influence points per turn, doubling after unlocking Currency, and tripling after unlocking Printing. +100% Alliance Points from trading with allies. +30% Production towards the Diplomatic Quarter district and buildings for it.
Expansive - Founded cities start with +1 Population. +2 Food and +1 Housing in each city. +30% Production towards Aqueducts and Neighborhoods.
Financial - +1 Gold from tile improvements. +30% Production towards Commercial Hub districts and buildings.
Imperialistic - Unit maintenance reduced by 1 Gold per turn, per unit. +2 Loyalty and +1 Amenity for cities with a garrisoned unit. +30% Production towards the Government Plaza district and buildings for it.
Industrious - +1 Production from Mines and Quarries. +1 Movement for Builders. +30% Production towards Industrial Zone districts and buildings.
Inventive - Industrial Zone districts provide Science equal to their Production bonus. +30% Production towards Campus districts and buildings.
Mercantile - +3 Gold, +1 Food, and +1 Production from Trade Routes. +1 Trade Route capacity whenever you enter a new era. +30% Production towards Traders.
Philosophical - Specialty districts provide +1 Culture, +1 Faith, and +1 Great Person points of their type. Patronage of Great People costs 20% less.
Protective - All units gain +5 Combat Strength when fighting in or adjacent to their home territory. +50% Production towards defensive buildings.
Seafaring - +1 Food and +1 Production from coastal tiles. Military sea units start with a free promotion. +30% Production towards Harbor districts and buildings.
Spiritual - +0.3 Faith in each city per Population. +2 Faith from Relics. +30% Production towards Holy Site districts and buildings.
I'd love to hear any feedback on these traits in terms of balance and flavor! And please let me know if you decide to create a mod like this, I'd love to try it out.
Aggressive - Military land units start with a free promotion. +30% Production towards Encampment districts and buildings.
Charismatic - +1 Amenity for each specialty district in a city. Happy and Ecstatic city benefits are doubled. +30% Production towards Entertainment Complex and Water Park districts, and the buildings for these districts.
Creative - +0.3 Culture in each city per Population. +2 Culture from Great Works. +30% Production towards Theatre Square districts and buildings.
Diplomatic - +1 Diplomatic Favor and +1 Influence points per turn, doubling after unlocking Currency, and tripling after unlocking Printing. +100% Alliance Points from trading with allies. +30% Production towards the Diplomatic Quarter district and buildings for it.
Expansive - Founded cities start with +1 Population. +2 Food and +1 Housing in each city. +30% Production towards Aqueducts and Neighborhoods.
Financial - +1 Gold from tile improvements. +30% Production towards Commercial Hub districts and buildings.
Imperialistic - Unit maintenance reduced by 1 Gold per turn, per unit. +2 Loyalty and +1 Amenity for cities with a garrisoned unit. +30% Production towards the Government Plaza district and buildings for it.
Industrious - +1 Production from Mines and Quarries. +1 Movement for Builders. +30% Production towards Industrial Zone districts and buildings.
Inventive - Industrial Zone districts provide Science equal to their Production bonus. +30% Production towards Campus districts and buildings.
Mercantile - +3 Gold, +1 Food, and +1 Production from Trade Routes. +1 Trade Route capacity whenever you enter a new era. +30% Production towards Traders.
Philosophical - Specialty districts provide +1 Culture, +1 Faith, and +1 Great Person points of their type. Patronage of Great People costs 20% less.
Protective - All units gain +5 Combat Strength when fighting in or adjacent to their home territory. +50% Production towards defensive buildings.
Seafaring - +1 Food and +1 Production from coastal tiles. Military sea units start with a free promotion. +30% Production towards Harbor districts and buildings.
Spiritual - +0.3 Faith in each city per Population. +2 Faith from Relics. +30% Production towards Holy Site districts and buildings.