Skaz881
History Major
This mod is an adaptation of Cookie Magic's BNW Enhanced Unique Abilities for all Civs (v 4), made into a regular mod with additions and changes. I will list the changes from the original mod first and then list mine with an explanation for why I did what I did.
Morocco: Bonus increased to 4 gold and 2 culture, +1 faith and science from customs houses.
Greece: +1 influence every 2 turns with city-states you can demand tribute from. +4 Production from Citadels.
Assyria: Iron Resources doubled.
Huns: Pasture production increased to 2
Rome: +1 gold from each city connection
Celts: Gain a free worker after researching Calendar.
Poland: Units require 10 percent less experience for promotions.
Carthage: +1 sight for navel units.
Indonesia: +1 production from plantations.
India: Trait changed to "Unhappiness from number of Cities decreased 25%, unhappiness from number of citizens decreased 25%. Tile improvement construction rate increased 50%."
Mongols: Horses doubled.
Sweden: Influence from great person gift increased to 120.
Ethiopia: 10 percent reduction to social policy costs.
Denmark: Embarked movement increased to 3.
Spain: Trait changed to "Bonus gold and double happiness for discovering Natural Wonders. All tile yields from Natural Wonders are doubled." +1 Faith from specialists.
Portugal: Gold bonus from trade builings doubled.
Austria: Free barracks on city capture.
Aztecs: Now also gain faith from killing enemy units and melee units get a bonus against wounded units.
France: +1 culture per turn from cities.
Mayans: 15 percent increase to spawning great people.
Brazil: Spawn rate increased to 100 percent during Golden Ages.
Egypt: +1 culture from all culture buildings.
Zulus: Trait changed to "Melee units cost 50% less maintenance. +40% Combat bonus if your unit is fighting an enemy unit that requires a more advanced technology."
Byzantines: +4 faith from holy sites. Free Great Engineer at Theology.
America: No terrain penalty along rivers.
Netherlands: +1 gold from plantations.
China: GG spawn rate increased to 75 percent. +2 food from farms.
I added the +2 to farms to keep China from being entirely dependent on warfare to get use out of its UA.
My Changes:
Songhai: Rivers extend land trade routes like roads.
Germany: Conversion chance increased to 75 percent, land maintenance cost decrease changed to 35 percent. Receive a free GG after researching Iron Working.
Most of this is from the original mod, but I added the free GG to go along with the military focus.
Russia: Russia: Iron and Horses replaced with Coal and Aluminum. +1 gold from SR.
Most of this is from the original but I took the gold bonus that originally belonged to England and gave it to Russia because I had different plans for England and well, Siberian Riches.
England: +4 gold from Customs House, free GW after researching Drama and Poetry.
The gold bonus is a nod to the trading history England has while the free GW is a tribute to the famous poets, playwrights and authors that England is known for.
Persia: +1 culture from specialists.
If I remember correctly, culture contributes to golden age points and since that's Persia's focus, I thought it would go well with them.
Venice: +1 Food from specialists.
I've noticed that Venice's puppets just don't grow as fast as regular cities (and if you're like me and play on Pangea/Continents Plus, the City States are on islands and REALLY don't grow as much) so this is to counteract that.
Arabia: +1 culture and faith from academies.
Many scientific and mathematical advances have come from the Islamic world, algebra being just one example. This is in honor of them.
The Iroquois: +1 faith from lumbermills.
I wanted something that could tie in with the forest bonus already present, and this seemed like a good choice.
Polynesia: Crab and Pearls provide double quantity.
I really struggled with this one, but this seemed like a good accompaniment to their already present wayfinding.
Babylon: +1 production from specialists.
Their trait is ingenuity, and ingenuity is not just limited to science.
Japan: +4 science from manufactories.
Their DOM mentions their industriousness and since they closed themselves off to outside influences, technological advances would have had to come from within, so this represents that (and if someone could tell me how to actually spell maufactories, I would be grateful).
Inca: Ranged and Melee units get a bonus in rough terrain.
Originally it was just ranged units, but I extended the bonus to melee units to differentiate it from Korea.
The Shoshone: 50% reduction to culture costs of acquiring new tiles.
Like Polynesia, this was a hard enhancement to come up with, but after I saw it in the tables at the top of the traits page, I decided that it would go well with starting with additional territory.
Siam: City states are no upset by intrusion, +10% Gold from cities.
Originally Siam in addition to the first bonus got +1 science for every international trade route, but I was told that this was impossible and changed it.
Korea: Ranged units start with Volley.
Craig_Sutter gave me the idea for an archer bonus, so I went with volley. Originally I'd extended it to siege but changed my mind but if anyone thinks I should change it back.....
The Ottomans: maintenance reduced from 1/3 to 1/4. Free Great Admiral at Sailing.
The reduction is from the original mod, but I added the free Great Admiral to go along with the naval focus.
If anyone feels like these enhancement should be altered or added to (I have no reason to reduce anything so I would need a really compelling argument to do so) feel free to leave suggestions. If something isn't functioning correctly let me know and I will try to fix it. Enjoy!
http://http://forums.civfanatics.com/downloads.php?do=file&id=22888
Morocco: Bonus increased to 4 gold and 2 culture, +1 faith and science from customs houses.
Greece: +1 influence every 2 turns with city-states you can demand tribute from. +4 Production from Citadels.
Assyria: Iron Resources doubled.
Huns: Pasture production increased to 2
Rome: +1 gold from each city connection
Celts: Gain a free worker after researching Calendar.
Poland: Units require 10 percent less experience for promotions.
Carthage: +1 sight for navel units.
Indonesia: +1 production from plantations.
India: Trait changed to "Unhappiness from number of Cities decreased 25%, unhappiness from number of citizens decreased 25%. Tile improvement construction rate increased 50%."
Mongols: Horses doubled.
Sweden: Influence from great person gift increased to 120.
Ethiopia: 10 percent reduction to social policy costs.
Denmark: Embarked movement increased to 3.
Spain: Trait changed to "Bonus gold and double happiness for discovering Natural Wonders. All tile yields from Natural Wonders are doubled." +1 Faith from specialists.
Portugal: Gold bonus from trade builings doubled.
Austria: Free barracks on city capture.
Aztecs: Now also gain faith from killing enemy units and melee units get a bonus against wounded units.
France: +1 culture per turn from cities.
Mayans: 15 percent increase to spawning great people.
Brazil: Spawn rate increased to 100 percent during Golden Ages.
Egypt: +1 culture from all culture buildings.
Zulus: Trait changed to "Melee units cost 50% less maintenance. +40% Combat bonus if your unit is fighting an enemy unit that requires a more advanced technology."
Byzantines: +4 faith from holy sites. Free Great Engineer at Theology.
America: No terrain penalty along rivers.
Netherlands: +1 gold from plantations.
China: GG spawn rate increased to 75 percent. +2 food from farms.
I added the +2 to farms to keep China from being entirely dependent on warfare to get use out of its UA.
My Changes:
Songhai: Rivers extend land trade routes like roads.
Germany: Conversion chance increased to 75 percent, land maintenance cost decrease changed to 35 percent. Receive a free GG after researching Iron Working.
Most of this is from the original mod, but I added the free GG to go along with the military focus.
Russia: Russia: Iron and Horses replaced with Coal and Aluminum. +1 gold from SR.
Most of this is from the original but I took the gold bonus that originally belonged to England and gave it to Russia because I had different plans for England and well, Siberian Riches.
England: +4 gold from Customs House, free GW after researching Drama and Poetry.
The gold bonus is a nod to the trading history England has while the free GW is a tribute to the famous poets, playwrights and authors that England is known for.
Persia: +1 culture from specialists.
If I remember correctly, culture contributes to golden age points and since that's Persia's focus, I thought it would go well with them.
Venice: +1 Food from specialists.
I've noticed that Venice's puppets just don't grow as fast as regular cities (and if you're like me and play on Pangea/Continents Plus, the City States are on islands and REALLY don't grow as much) so this is to counteract that.
Arabia: +1 culture and faith from academies.
Many scientific and mathematical advances have come from the Islamic world, algebra being just one example. This is in honor of them.
The Iroquois: +1 faith from lumbermills.
I wanted something that could tie in with the forest bonus already present, and this seemed like a good choice.
Polynesia: Crab and Pearls provide double quantity.
I really struggled with this one, but this seemed like a good accompaniment to their already present wayfinding.
Babylon: +1 production from specialists.
Their trait is ingenuity, and ingenuity is not just limited to science.
Japan: +4 science from manufactories.
Their DOM mentions their industriousness and since they closed themselves off to outside influences, technological advances would have had to come from within, so this represents that (and if someone could tell me how to actually spell maufactories, I would be grateful).
Inca: Ranged and Melee units get a bonus in rough terrain.
Originally it was just ranged units, but I extended the bonus to melee units to differentiate it from Korea.
The Shoshone: 50% reduction to culture costs of acquiring new tiles.
Like Polynesia, this was a hard enhancement to come up with, but after I saw it in the tables at the top of the traits page, I decided that it would go well with starting with additional territory.
Siam: City states are no upset by intrusion, +10% Gold from cities.
Originally Siam in addition to the first bonus got +1 science for every international trade route, but I was told that this was impossible and changed it.
Korea: Ranged units start with Volley.
Craig_Sutter gave me the idea for an archer bonus, so I went with volley. Originally I'd extended it to siege but changed my mind but if anyone thinks I should change it back.....
The Ottomans: maintenance reduced from 1/3 to 1/4. Free Great Admiral at Sailing.
The reduction is from the original mod, but I added the free Great Admiral to go along with the naval focus.
If anyone feels like these enhancement should be altered or added to (I have no reason to reduce anything so I would need a really compelling argument to do so) feel free to leave suggestions. If something isn't functioning correctly let me know and I will try to fix it. Enjoy!
http://http://forums.civfanatics.com/downloads.php?do=file&id=22888