Captain Lime
Chieftain
- Joined
- Jul 13, 2016
- Messages
- 34
Since Firaxis apparently isn't doing Brits:
British Empire
Unique Ability: Sun Never Sets. Increased gold from settlements in distant lands.
Civilian Unit: Scientific Expedition. Merchant type unit. When sent to a distant lands city, it provides science for every resource at the destination.
Military Unit: Dreadnought. Naval unit. Faster and stronger, but requires more production and maintenance. Increased combat strength when bombarding cities in the Distant Lands.
Unique Quarter: Colonial Office. Quarters in this city have a Gold adjacency for Quarters. When built in the Distant Lands, provides even more.
UB1: Mill Engine. Production base. Production adjacency for Quarters. Holds an additional slot for Factory Resources.
UB2: Telegraph Post. Influence Base. When built in Homelands, provides Influence for every Telegraph Post in the Distant Lands.
Civics and Traditions:
Rule the Waves
- Tier 1: Increased Production towards Naval units and buildings adjacent to coastal tiles.
- Tier 2: Increased Combat strength for Naval units.
Royal Societies:
- Tier 1: Endeavors result in a burst of science and gold. Gain influence upon completing a Technology.
- Tier 2: Additional science and influence is gained from using the Scientific Expedition.
Industrial Revolution
- Tier 1: Unlocks the Mill Engine building. Farms generate additional food.
- Tier 2: Factory Resources generate additional gold.
Commonwealth of Nations
- Tier 1: Increased Settlement limit. Unlocks the Telegraph Office Building. Unlocks East India Company Tradition
- East India Company: Less influence needed for all actions with Independent Powers.
- Tier 2: Increased Settlement limit. Unlocks the Colonialist Legacies tradition.
- Colonialist Legacies: Negative happiness does not result in penalties to gold or production yields.
Attributes: Economic, Scientific
British Empire
Unique Ability: Sun Never Sets. Increased gold from settlements in distant lands.
Civilian Unit: Scientific Expedition. Merchant type unit. When sent to a distant lands city, it provides science for every resource at the destination.
Military Unit: Dreadnought. Naval unit. Faster and stronger, but requires more production and maintenance. Increased combat strength when bombarding cities in the Distant Lands.
Unique Quarter: Colonial Office. Quarters in this city have a Gold adjacency for Quarters. When built in the Distant Lands, provides even more.
UB1: Mill Engine. Production base. Production adjacency for Quarters. Holds an additional slot for Factory Resources.
UB2: Telegraph Post. Influence Base. When built in Homelands, provides Influence for every Telegraph Post in the Distant Lands.
Civics and Traditions:
Rule the Waves
- Tier 1: Increased Production towards Naval units and buildings adjacent to coastal tiles.
- Tier 2: Increased Combat strength for Naval units.
Royal Societies:
- Tier 1: Endeavors result in a burst of science and gold. Gain influence upon completing a Technology.
- Tier 2: Additional science and influence is gained from using the Scientific Expedition.
Industrial Revolution
- Tier 1: Unlocks the Mill Engine building. Farms generate additional food.
- Tier 2: Factory Resources generate additional gold.
Commonwealth of Nations
- Tier 1: Increased Settlement limit. Unlocks the Telegraph Office Building. Unlocks East India Company Tradition
- East India Company: Less influence needed for all actions with Independent Powers.
- Tier 2: Increased Settlement limit. Unlocks the Colonialist Legacies tradition.
- Colonialist Legacies: Negative happiness does not result in penalties to gold or production yields.
Attributes: Economic, Scientific
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