Socra
Chieftain
- Joined
- Mar 9, 2015
- Messages
- 51
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
(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
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
(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
(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
(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
(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
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
(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
(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.
--Macedonia
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
(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
(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
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
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
(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
(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
(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
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
(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
(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
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
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.
--Poland
(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
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
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.
--Kongo
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
(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
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
(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
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
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
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.
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.
--Macedonia
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.
--Poland
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.
--Kongo
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.
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