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Quo's Combined Tweaks - Depth Expansion

Discussion in 'Civ6 - Creation & Customization' started by Socra, Jun 17, 2017.

  1. Socra

    Socra Chieftain

    Mar 9, 2015
    I decided to add a little more depth and theme to each Civilization's traits, expanding on each one's feel.

    Although it all looks basic here, I put extra extra care into making sure the traits and text were presented in an aesthetically pleasing manner, in-game and menu.

    This will be a simple optional addition to Quo's combined tweaks. The mod and traits work all 100% at the moment. I just need to figure out how to replace/update the original text files with mine, and it's ready to release.

    Not everything is fully rounded and finished, but I feel good enough about it to finally drop a thread. Critic the balance and such, I'd appreciate all feedback. Who knows, maybe someone will want to play this.

    Abilities list has been updated as of 3/7/2018. All abilities already included in Quo's Combined Tweaks have been labeled (Q).

    -- Mongolia
    Spoiler :

    (Q) The Art of Fear: Any major civ at war with you loses -2 Loyalty per turn in all cities.

    Spoils of the East: Receive 100 Gold when this player captures a city with a world wonder.

    The Great Raid: Receive an extra Keshig upon training completion.

    Subutai: All cavalry units adjacent to Great Generals ignore both rivers & hills, and gain unobstructed vision.

    -- Korea

    Spoiler :

    Chaebol: Ecstatic cities with a Research Lab generate +15% Gold during Golden Ages.

    Haengju: During Dark Ages, Hwachas can attack twice while stationed within your borders.

    -- Scotland
    Spoiler :

    (Q) Guardian of Scotland: Receive free Walls when you conquer a city, even if the city lacks the prerequisite Barracks or Stable.

    Education Act of 1496: Cities with a University produce +1 Great Writer points during Golden Ages. This effect is Tripled during a Heroic Age.

    Thrill of the Game: Buildings for the Entertainment Complex now yield culture.

    -- Germany
    Spoiler :

    (Q)Miracle on the Rhine: For every district beyond the third built in any city, gain +1 Production for all cities.

    Wunderwaffe: +150% bonus to Campus buildings when at war with at least three neighboring civilizations.
    - Building a Spaceport District grants one free Jet Fighter.

    -- England
    Spoiler :

    (Q) Monarch Revival: The Royal Navy Dockyard no longer replaces the Harbor, but serves as a supplement to it. It receives +2 [ICON_HOUSING] and [ICON_GOLD] Gold adjacency bonuses similar to a Harbor. It does not count against population limits of the city. Unlocks at the Naval Tradition civic.

    (Q) Royal Conscripts: Receive a free melee unit when you settle a city on the coast or anywhere on another continent.

    Center of the World: (Certain resources provide a bonus) -
    Tea: +2 Influence points per turn.
    Coffee: +8% Science in all cities.
    Tobacco: +1 Culture for all Trade Routes.
    Citrus: Naval units heal +10 health per turn in neutral waters.
    Having all four increases war-weariness accumulation by 60%.

    -- Russia
    Spoiler :

    (Q) Tsarist Autocracy: Receive 5% less boost from Civic and Tech Eurekas. Receive 1 extra Trade Route slot per Industrial Zone in Tundra.

    (Q) +2 free Uranium starting in the Atomic era. Receive +1 Production per Tundra Hill adjacent to your Industrial Zones.

    -- Japan
    Spoiler :

    Electronics Factories gain the MITI Agency bonus when you acquire Copper, Silver, Aluminum, Mercury, and Diamond.

    MITI Agency: +1 points towards Great Scientists, Great Engineers, and Great Merchants. +1 Gold & +1 Science for each Trade Route.

    (Q) Fudai Daimyo: +1 point per turn toward Great Generals for every Encampment, Holy Site, and Theater District owned.

    (Q) Bushido: Samurai cannot be seen unless adjacent to an enemy unit.

    -- Arabia
    Spoiler :

    (Q) House of Wisdom: The bonus is improved to +2 per foreign city following your religion.

    (Q) Islamic Golden Age: Cannot build Commercial Hubs. Receive Trade Routes from Campuses and Holy Sites instead of Commercial Hubs and Harbors. +5 Gold in cities with both a Campus and a Holy Site.

    Arabian-American Oil Company: Acquiring Oil grants +2 Influence Points per turn and +50% to all yields in the Capital.

    -- Sumeria
    Spoiler :

    (Q) Masons of Uruk: Now provides +1 Production to adjacent Industrial Zones, as if it were a Mine or Quarry.

    (Q) Hymn of Humbaba: In addition, you have +10 combat strength when fighting Barbarians.

    (Q) Trade Wagon Chassis: This unit now requires Foreign Trade civic to build.

    (Q) Automatically meet other Civs the turn after they discover Writing.

    Spoiler :

    Spoils of the East: Receive 100 Gold when this player captures a city with a world wonder.

    Seeds of Greatness: Receive a free melee unit when you settle a city on another continent.

    -- China
    Spoiler :

    (Q) Fertile Borders: Receive +1 to the respective yield of any district for every two edges bordered by the Great Wall.

    Scholars of Tang: Niter is automatically revealed. When mined, yields +2 Culture, +3 Science, and a flat 50 Gold.

    The Three Strategies: Combat victories in proximity of a Shigong yield science equal to 75% defeated unit strength.

    -- Athens
    Spoiler :

    (Q) Eleusinia: +30% Production toward Districts when at peace with all major civs, changing to -10% Production toward Districts when at war with at least one major civ.

    School of Athens: Athenian Acropoli yield +1 point toward Great Scientists, Great Engineers, and Great Prophets. Cities receive +25% Science from Holy Sites, and +25% Culture from Campuses.

    -- Sparta
    Spoiler :

    Agoge: Stationing military units on Encampments generates +2 Great General Points, +5% Military Production, and -10% City Growth.

    Hippeis: May form Corps much earlier than usual (Military Tradition).

    Spartan Hoplites: +10 Combat Strength vs Anti Cavalry, and gain XP twice as fast.

    -- Rome
    Spoiler :

    Castra Stativa: Victories within 2 tiles of a Roman Fort provide 40% Gold equal to the strength of the defeated unit. Provides +1 Great General points per turn.

    (Q) Aqua Virgo: Bath districts provide fresh water to cities up to 6 tiles away and yield +2 Great Engineer points.

    Vulcanalia: Roman Onagers receive +5 Combat Bonus vs melee units, while providing adjacent units +5 Combat Strength when defending.

    -- Norway
    Spoiler :

    (Q)The Stave Church is a Temple that is built in the City Center, without requiring a Holy District. The prereq building is a Monument. Allows purchase of Apostles if you founded a religion. +1[ICON_PRODUCTION] to each coastal resource in this city.

    (Q) Wrath of Odin: Receive a free naval melee unit when you settle or conquer a city on the coast. Ships are not deterred by closed borders.

    (Q) Water-Borne: Longship has no tech prereqs.

    Howling Beasts of the North: Hirdmen intimidate lesser men, causing adjacent enemies to receive -5 Combat Strength.

    -- America
    Spoiler :

    (Q) Manifest Destiny: All land combat units now have +1 Vision, and tiles cost 20% less to purchase with Gold.

    Operation Paperclip: +333% Science if they have liberated a city in the past 3 turns.

    Pop-Culture Empire: After constructing a Film Studio, Neighborhoods in that city yield +1 point towards Great Musicians, Great Artists, and Great Writers.

    -- Egypt
    Spoiler :

    (Q) Two-Spoke Speedster: This unit now has lower combat stats, but has +5 attack within your borders and can attack and move on the same turn.

    (Q) Mud of the Nile: Additional +15% Production for building along rivers.

    (Q) Trans-Saharan Trade: Begin with 2 extra Trade Route slots.

    (Q) The Greater Mysteries: Sphinx improvement provides +1 Culture as an adjacency bonus for Theater Districts, and +1 Faith as an adjacency bonus for Holy Sites.

    -- Spain
    Spoiler :

    Treasure Guard: After constructing a Workshop, can build the Alcazar Improvement. +3 Food when adjacent to Commercial Hubs. +3 Gold and +1 Great Admiral points when adjacent to Harbors. Combat victories within two tiles of an Alcazar lose 15% Gold equal to the strength of the defeated unit.

    (Q) Colonial Fervor: Mission no longer destroys Forest or Rainforest. Full Science bonus instead of unlocking later.

    (Q) Scenic Route: +5 Gold bonus for Commercial Hubs adjacent to Natural Wonders.

    -- France
    Spoiler :

    (Q) High Society: Chateau unlocks with Drama and Poetry. +1 Housing. Culture Bombs adjacent tiles. It begins providing Tourism at the Humanism civic.

    French Renaissance: Campus Districts provide +1 Great Writer points per turn. Great Works of Writing yield +4 Science.

    (Q) Clouseau Bureau: +1 Diplomatic Visibility. Receive an extra Spy at Astrology. +100% Production towards Spies.

    -- Brazil
    Spoiler :

    (Q) Festival da Lua: +4% Population Growth in every city for each Street Carnival built.

    The Sugar Cycle: Lumber Mills gain +1 Gold & +1 Production for each adjacent Luxury Resource.

    (Q) Revolucao!: Can build the Brazilian Revolution project, which provides a huge one-time burst to Great People and unlocks the Brazilwood Camp improvement which provides +2 Gold to Rainforest tiles.

    -- Scythia
    Spoiler :

    Aquillian Blood: All Scythian units yield Gold equal to 20% of the defeated unit strength.

    (Q) Offer to Ares: Kurgans can be built outside of owned territory. Provides a dual role as a Fort, providing defense.

    -- Canada
    Spoiler :

    Lumber Colonies: When at peace with all major civs, cities receive a Freshwater bonus and lumber mills adjacent to rivers yield +2 Production and +2 Food.

    Spoiler :

    (Q) Anti-Cavalry have +1 Moves.

    (Q) May spend Faith to purchase buildings for Commercial Hubs.

    For the Commonwealth! Receive a Civic boost when entering a new era.

    Quasi-Monarch Politics: Gain two additional Economic slots for government policies. (One Economic slot and and One Culture slot when linked to JFD Rule with Faith.)

    -- Australia
    Spoiler :

    Great Reef Architecture: Each Wonder constructed near the coast reduces Great Person Patronage by 5% Gold.

    Outback Winter: Resorts yield +5 Culture, and gain an additional +5 Gold when adjacent to a Wonder.

    World-Class Wildlife: Receive +1 Influence points and +1 Great Scientist points per turn after this player constructs a National Park.

    -- Persia
    Spoiler :

    Royal Road: All land Trade Routes have plunder immunity. +10% Gold per city-state you are the Suzerain of.

    Spoils of Glory: Receive a Relic when this player captures a city with 2 or more specialty districts.

    - Pairidaeza improvements grants +2 Food and +1 Gold to adjacent Oasis.

    Spoiler :

    Royal Tumba: Receive a Relic when a city reaches 3 districts, and another for 6 districts.

    Land of Hidden Treasures: Your international Trade Routes provide +1 Culture and +1 Gold per Luxury resource improved at the destination.

    -- India
    Spoiler :

    (Q) Vedic Bushmen: Start with enough Faith to immediately found a Pantheon.

    Sons of the Sahya: Varu Elephants adjacent to a Sepoy gain +15 Combat Strength.

    (Q)Tirtha: Cities adjacent to at least 1 Stepwell have the housing bonus of coastal water..

    (Q) Receive a free Settler on completing a Holy Site in the Capital, and a free Builder for each Holy Site other than in the Capital.

    -- JFD Papal States
    Spoiler :

    Dogmatic Divination: Tech Eurekas reduced to 0% boost. Civic Eurekas gain +25% boost.

    Hammer & Pinecone: Holy Sites grant +1 Trade Route slots. Expending Apostles creates two Missionaries in your capital.

    -- AZTEC
    Spoiler :

    (Q) Triple Alliance Economics: Builders start with -1 Charge. At the Divine Right civic, can construct the Templo Mayor National Wonder, which costs the city -4 Food per turn, but removes the penalty to Builders, adds a global +50% Production bonus toward Tlachtali, and provides a free Builder when you complete an Entertainment Complex.

    Glory of Tonatiuh: All tiles adjacent to a Wonder yield +2 Faith, +2 Culture, and +2 Science. These bonuses do not stack.

    (Q) Divine Ballcourt: Serves as a Wall, providing defense and allowing the City Center to perform an attack even if actual Walls are not present.

    - JFD Mali
    Spoiler :

    Trans-Saharan Trade Fleet: All tiles adjacent to a River gain +1 respective yield (Gold or Faith) after a Commercial Hub or Holy Site is built in the city.

    Richest Man in the World: If the Karanso District is built on a desert tile without floodplains, all units receive +1 Great Merchant points per kill. All adjacent Desert tiles yield +1 Gold.

    -JFD Maori
    Spoiler :

    Royal Maoi: After building Marae, this player can build the Colossal Head Improvement. Colossal Heads adjacent to the Coast will trigger culture bombs. When constructed on a hill, yields +2 Culture.

    - CIVITAS Seleucid
    Spoiler :

    Grand Successor: +15% Food , Gold, and Faith if you have declared a War of Expansion in the past 15 turns. Unlock Territorial Casus Belli at Military Training.

    Hellenization: After constructing an Agora district, Seleucid can build Stepwell, Ziggurat, and Kurgan improvements.

    Last edited: Mar 12, 2018
    MarcosQuadros and [to_xp]Gekko like this.
  2. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

    Dec 16, 2005
    Seyda Neen, Vvardenfell
    this looks pretty interesting, I'd love to try it out
  3. watsface

    watsface Chieftain

    Jan 18, 2018
    I'm keen to try this too, wondering what the status is?
  4. Socra

    Socra Chieftain

    Mar 9, 2015
    No worries, this is still under construction, and has grown/updated quite a bit. After a certain patch, the game was literally unplayable, insane turn times.. so I felt no motivation for modding. This bug was finally fixed with R&F so i'm back full swing, and planning to release this soon. :D
    [to_xp]Gekko likes this.
  5. watsface

    watsface Chieftain

    Jan 18, 2018
    cool cool!
  6. Socra

    Socra Chieftain

    Mar 9, 2015

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