Lily_Lancer
Deity
It seems that newly-introduced Civs are becoming more and more powerful.
They start with Gran Columbia, when people're complaining about Gran Columbia, they move on to introduce Byzantium. When people're complaining about the more over-powerful of Byzantium, now it comes Babylon.
Imagine how strong the remaining Civs may be. Let's guess.
I'm thinking of some possible skills that may be the UA of future civilizations.
Production Wise--
1.Chop and harvest yields are +100%.
2.The first district is free for every city.
3. +100% production when launching a surprise attack
Gold Wise--
1. Trade route yield is doubled, additional trade route for every city with wall or modern defense
2. You can sell troops at 1 base production=2 gold
3. Upgrading units cost 0 gold
Culture Wise--
1. Inspiration Grants the Civic
2. Can use Dark Age card without necessarily being in a dark age, ignore the negative effects of dark age cards.
3. +100% Culture on Dark Ages
Science Wise--
1. Start with all Ancient & Classical Techs
2. +100% Science on Dark Ages
3. When you unlock a tech with units, instantly grants one that unit to your capital, resource-free.
Faith-Wise--
1. All Religious units start with Translator
2. Can select 5 pantheon beliefs instead of 1.
3. Establishing or enhancing a religion grants you 2 beliefs of each type instead of 1.
Military-Wise--
1. Can run a project to curse an enemy city, same damage as nuclear bomb, however no radiation is presented.
2. Can run a project to enhance one of your own unit, enhanced unit gains +20 strength and heals every turn.
3. Can run a project, when finished, all your military units deal 2x damage when attacking in the next few turns.
They start with Gran Columbia, when people're complaining about Gran Columbia, they move on to introduce Byzantium. When people're complaining about the more over-powerful of Byzantium, now it comes Babylon.
Imagine how strong the remaining Civs may be. Let's guess.
I'm thinking of some possible skills that may be the UA of future civilizations.
Production Wise--
1.Chop and harvest yields are +100%.
2.The first district is free for every city.
3. +100% production when launching a surprise attack
Gold Wise--
1. Trade route yield is doubled, additional trade route for every city with wall or modern defense
2. You can sell troops at 1 base production=2 gold
3. Upgrading units cost 0 gold
Culture Wise--
1. Inspiration Grants the Civic
2. Can use Dark Age card without necessarily being in a dark age, ignore the negative effects of dark age cards.
3. +100% Culture on Dark Ages
Science Wise--
1. Start with all Ancient & Classical Techs
2. +100% Science on Dark Ages
3. When you unlock a tech with units, instantly grants one that unit to your capital, resource-free.
Faith-Wise--
1. All Religious units start with Translator
2. Can select 5 pantheon beliefs instead of 1.
3. Establishing or enhancing a religion grants you 2 beliefs of each type instead of 1.
Military-Wise--
1. Can run a project to curse an enemy city, same damage as nuclear bomb, however no radiation is presented.
2. Can run a project to enhance one of your own unit, enhanced unit gains +20 strength and heals every turn.
3. Can run a project, when finished, all your military units deal 2x damage when attacking in the next few turns.