[R&F] Queen & Country: a Community Expansion Pack

acluewithout

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I'd posted about developing a Community Balance Patch. I've reorganised those ideas, and am also thinking about expanding this to a community developed Expansion. I've posted my thoughts below. My hope is to actually make this a mod (perhaps with some help from the community) or that Firaxis might take up some of these ideas themselves.

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Queen & Country: a Civilization VI Community Expansion Pack

A community created expansion for Civilization VI, expanding on the mechanics in R&F and introducing new leaders and rule sets – select some or all. This expansion will allow your empire to become even more powerful over time, but introduces new challenges as you advance through history. Can you hold your empire together in the face of new adversity?
 
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Rule Set 1A: England (Queen Victoria) and America (Teddy Roosevelt) Rework

Q&C reworks England and America and their initial leaders.

England (Queen Victoria)
  • England's UA, "British Museum" is now replaced by "English Parliament". England receives +1 Economic Policy Card slot after researching the Enlightenment Civic. Also gain the Royal Charters ability: Shipyards, Banks, and Universities provide respectively +1 additional Great Admiral, Great Merchant and Great Scientist Points during a Golden or Heroic Age. [British Museum is now a World Wonder.]
  • Royal Navy Dockyard is revised as follows. Cost remains the same. Grants an additional +1 Great Admiral points and +1 movement for naval units built or upgraded in a city with this district. Additionally, the Dockyard receives a +1 gold adjacency bonus for every adjacent specialist district. Gold bonus also counts as adjacency bonus for the Shipyard’s production bonus.

  • England receives a new UU, “Ship of the Line”, which replaces the Sea Dog. England’s Ship of the Line is a Frigate replacement. It receives +1 sight and (when adjacent to a Great Admiral) additional +4 ranged attack strength. Production, gold and maintenance costs are the same as a Frigate.

  • Victoria’s Leader Ability, Pax Britannia, is changed: Any city on a foreign continent and with an established Governor can build RND, Commercial Hub and Encampment at half-price, and the city receives an additional +4 loyalty. Unlock the Redcoat unit a Military Science.
America (Teddy Roosevelt)
  • New Civilization Ability “Pax Americana”. America gets +1 diplomatic card slot, and builds Harbours and Aerodromes at half price. Having a trade route to another civilization gives you +5% additional tourism against that civization per tier of your current government, and each such trade route provides an additional +1 gold per tier of your current government.
  • Teddy Roosevelt’s Leader Ability, “Roosevelt Corollary”, is changed. All tiles in a city with a National Park receive +1 appeal. Light Cavalry receive +2 combat strength per tier of your current government. Gain the Rough Rider unique unit when you research Rifling technology. Rough Rider now treated as light cav.
Rule Set 1B: New Leaders

Q&C brings back five monarchical leaders from previous Civ games as alternate leaders.
  • Queen Elizabeth (Alternate Leader, England). Leader Ability, “Video et Taceo”. Your Capital and any cities following a religion you have founded receive an additional +2 loyalty. Your spies in any city with an established Governor (including City States) operate at +1 level (always +1 in your capital). Unlock spies at Castles. Receive the Sea Dog unique unit, which replaces the Privateer. Sea Dog can heal in Neutral Territory in addition to capturing units.
  • Queen Isabell (Alternate Leader, Spain). New Leader Ability, “Age of Exploration”. Gain a random Tech-Boost (Eureka) whenever you discover a Natural Wonder or New Continent (max 3 per World Era). Also gain the “La Santa Hermandad” ability: Governors provide an additional +2 loyalty when established in a city, and inquisitors are 50% cheaper to purchase in any city with a Governor.
  • Catherine the Great (Alternate Leader, Russia). New Leader Ability, "Catherinian Era". Lavra, Theatre Districts and Campuses get a +1 adjacency bonus if next to a City Centre; +15% production when running Science, Theatre and Industrial Zone District Projects after you research the Enlightenment civic.
  • Wu Zetian (Alternate Leader, China). Leader Ability, “Zhou Dynasty”. Government and Encampment districts are 50% cheaper. Government plaza provides +2 adjacency bonus to adjacent districts instead of +1. Your capital and any city with an Encampment receive an additional +2 loyalty per government tier.
  • Hatshepsut (Alternate Leader, Egypt). Leader Ability, “King of the Upper and Lower Nile”. +1 additional Trade Routes for each World Wonder built in your capital. +1 Great Merchant and +1 Great Engineer Points for each World Wonder in your Empire. Scouts gain the "Emissary" bonus, which allows them to ignore foreign borders.
Rule Set 1C: Other Balance Changes - Civilizations

Q&C rebalances a number of civilizations, to ensure they are all, if not equal, at least competitive and fun.
  • Norway. Norway’s UA ‘Knarr’ also grants +1 faith to all sea improvements in addition to its other benefits. [This buff should help Norway get a Pantheon faster.] Berserker also buffed (see Community Military Patch).
  • Japan. Japan’s UU, ‘Samurai’, can be purchased with faith (see Community Military Patch).

  • Egypt. Egypt’s UA ‘Monumentality’ now gives Egypt +1 production for stone quarries in addition to its other benefits.

  • Spain. Phillip’s LA ‘El Escorial’ now grants Missionaries and Inquisitors an additional +4 Theological Combat Strength in addition to its other bonuses.

  • Cree. The Cree’s UA ‘ Nihithaw’ continues to provide +1 trade route at Pottery, and allow Traders to grab tiles. However, the UA now: (1) does not grant a free Trader at Pottery, but instead provides a 10% discount to building traders generally, and (2) grants a free scout unit when you start.

  • Khmer. “Grand Barays” in addition to its other bonuses, grants a 15% discount to building Aqueducts, Sewers and Neighbourhoods. Cities with an Aqueduct gain a 15% production boost when building World Wonders.

  • Georgia. The Tsikhe faith bonus is increased from +3 to +4, and provides a +15% production bonus to building Khevsur units. Khevsur unit also improved (see Community Military Patch).

  • Kongo. Kongo’s unique unit, Ngao Mbeba, has its melee strength increased to 40, i.e. the same as a Legion. [Kongo’s UU are currently weaker than Swordsmen, which I think is just an oversight. I suggest making them as strong as Legions, which admittedly is very strong, but I think makes for lots of fun and shouldn’t be overpowered when considering Kongo overall.]
 
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Rule Set 2: Balance Changes – Other Changes

Q&C also rebalances a number of buildings, wonders and other game rules. These changes are also designed to be integrated with the Community Military Patch (here).

Districts, Buildings and Wonders
  • New Wonder, "British Museum". Unlocks at Humanism. Cost 1240 production. Can only be built in your Capital City and only if the City does not already have an Archaeology Museum. The Wonder provides the same benefits as an Archaelogy Museum, but can hold 6 Artifacts, automatically themes when full, provides +2 Great Writer points and +2 Great Scientist Points, and provides a free archaeologist when completed.
  • Stonehenge no longer grants a Great Prophet. Instead, you get +2 GP points from Stonehenge itself, and +1 faith for every Monument in a city where you have 100% loyalty.
  • Colosseum no longer grants additional loyalty. Instead, receive additional +5 loyalty whenever you complete the Bread & Circuses project in this or any other city.
  • Neighbourhoods. Neighbourhoods provide a standard (+1) adjacency bonus to all districts.
  • Factories provide +1 Amentiy to all cities within 6 tiles; Power Plants increase this to +2 Amenities.
  • Research Labs provides +10% production when running projects in this city. Science bonus for this building extends to all cities within 6 tiles (cannot stack with other Research Labs).

  • Stock Exchange increases gold production in this city by +1% for each trade route originating in this city (both domestic and international).

  • Aerodrome. The Aerodrome now has two Tier 3 buildings which are mutually exclusive: a Military Air Base, which has the same stats as the existing Airport; and an International Airport, production cost 600, maintenance 2, provides +20% tourism to this city and all cities within 6 tiles of this building, +3 production. Both buildings unlock at Advanced Flight.
Governors, Pantheons, and Other Changes
  • Pantheon: Goddess of the Harvest. This Pantheon now only provides faith from harvesting wheat or rice.
  • Victor, Moksha. “Redoubt” and “Bishop” both provide +2 loyalty to any city these Governors are established in addition to their existing benefits. [This should make Victor and Moksha stand out from the other Governors more, and make them a bit more useful overall.]
  • Steam: in additional to any other benefits, your capital receives +1 trade route after you research Steam provided you have at least two Coal resources and two Factories.
  • Combustion: in additional to any other benefits, your capital receives +1 trade route after you research Steam provided you have at least two Oil resources and two Factories.
  • Nuclear Power. Your cities all receive +1 housing, and +5% growth, once you research Nuclear Fission provided you have at least two Uranium resources and two Power Plants. This increases to +2 housing, and +10% growth, after you research Nuclear Fusion, provided you have at least two Uranium resources and at least three Power Plants.
  • Telecommunications: +1 Diplomatic Visibility when you research Telecommunications.
  • International Tourism. Receive +1 Trade Route after you research Professional Sports provided you have at least two International Airports.
  • Advanced Technology: after researching Robotics, Atomic Fusion and Nanotechnology you receive (respectively) the unique luxury Automation, Clean Energy and Exotic Synthetics.
  • New Military Policy Card, "High Seas": Your Trader units are immune to being plundered on water tiles (Unlocks at Naval Tradition).
 
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Rule Set 3: Court Houses, and Improved Governments and Government Buildings

Q&C aims to make your choice of government and government buildings more important. But advanced governments and government buildings also increase the cost of maintaining your empire – you now need sufficient wealth to pay for advanced governance.

Q&C also reintroduces “Court Houses”, and introduces a new “National Legislature”, which give you knew ways to tailor your empire’s economy and to you use Governors.

Bureaucracy
  • Rule Change, “Bureaucracy”. City, District and Court House maintenance costs increase +1 gold once you select a second tier government, and +2 gold once you select a third tier government. (Note Buildings do not increase in costs based on Government Tier.)
Governments (and related changes)
  • Oligarchy. Legacy Bonus for Oligarchy is now "Combat victories provide Science equal to 25% of the Combat Strength of the defeated unit". [This change means you can no longer 'stack' the combat bonus from Oligarchy, and makes this bonus harder to get overall (see "Warlord's Throne" below).]
  • Monarchy. The Legacy Bonus for Monarchy is now +2 loyalty and +2 food for each level of walls, and an additional +2 loyalty for each city which has an Encampment. [This makes Monarchy government the go-to government for dark ages and for boosting loyalty generally]
  • Communism. Effect includes increased science per population (up to +0.7 per population), and no maintenance cost for Encampments or Industrial Zones or their buildings in addition to its other benefits. Legacy Bonus is unchanged. [I’ve suggested buffing this government, because Communism’s production bonus is weaker than Democracy’s, and the latter government gets better cards and other bonuses. My logic for this bonus is that Communist countries historically have had very strong maths and science education, and strong science research overall (although smarter more knowledgeable people can of course correct me on that if I’m wrong).]

  • Walls. Walls always now provide additional housing per level to all civilizations when they slot the "Castellation" policy card (n.b. Monarchy now gives additional loyalty – see above). Each level of walls also provides a +5% production boost to building anti-cavalry units. [This should make walls more useful overall.] Forts also provide 0.5 housing - see Community Military Patch.
  • New Military Policy CardCastellation”. Each city receives +1 housing per level of walls; wall maintenance reduced by 1 (unlocks at Divine Right, obsoletes at Urbanization). [This should make walls more useful overall because you don't need Monarchy to get the bonus, and place a bit more pressure on which Military Card you slot. Castellation should also still synergise with Monarchy, as you can slot this card in one of Monarchy's extra military card slots.]
Government Buildings
  • Audience Chamber. This building is now renamed "Altar". Building provides +2 loyalty to your capital and all cities with an established Governor per government tier (i.e. +2 tier one government, +4 tier two government, and +6 tier three government), -2 loyalty to all cities without a Governor, and +1 Governor Title.
    • Unlocks "Tradition Legacy" Policy Card (Wild Card), which gives +4 Housing and +1 Amenity to all cities with an established Governor.
  • Ancestral Hall. This building is now renamed "Forum". Court Houses are 15% cheaper and provide additional loyalty even if there is no Governor established in that city. Receive +1 Governor Title. Negative loyalty if you take the Autocracy, Monarchy or Communism governments (-2, -4 and -5 loyalty respectively). [I’ve suggested giving Audience Hall a negative to loyalty for certain governments so it parallels the negative loyalty the Audience Chamber gives for cities without a governor (ie so both buildings create trade-offs).]
    • Unlocks "Liberty Legacy" Policy Card (Wild Card), which provides 50% increased Production towards Settlers and a free builder when you settle a new city.
  • Warlord's Throne. This building is now renamed "Throne Room". Building provides +2 loyalty to your capital per government tier, maintenance for all land and naval melee units reduced by 1, and receive +1 Governor Title.
    • Unlocks "Honour Legacy" Policy Card (Wild Card), which provides +4 combat strength to all land melee, anti-cavalry, and naval melee class. [n.b. conscription etc. policy cards have also been tweaked - see above.]
  • Foreign Ministry. This building provides +2 loyalty to all colonial cities (cities not on your home continent) in addition to its other benefits.
  • War Ministry, National History Museum and Royal Society. These now have additional pre-requisites: build two Military Academies (War Ministry), two Broadcast Towers (National History Museum) or two Research Labs (Royal Society).
Court Houses and National Legislature
  • New Building: Court House. Court Houses unlock at Mathematics, and cost 300 production to produce, muaintenance 3 gold. Can only be built in cities with at least 4 population. A Court House provides an additional loyalty to the City it is built in if either there is a Governor established in the City or if you have built the Ancestral Hall (Forum) (+1, +2 and +4 loyalty for respectively Government Tiers 1, 2 and 3, and an additional +2 Loyalty if you have built a National Luegislature in your Capital). [Court houses are expensive to produce and maintain, but become cheaper later through policy card.]

  • New Building: National Legislature. Unlocks at Nationalism. Must be built in your Capital City, and only if there are at least 3 Court Houses in your empire. Increases the loyalty provided by Court Houses. Cost of unlocking policy cards reduced by 50%. Production cost 580, maintenance 4.
  • New Dark Age card “Star Chamber”, +4 loyalty to all cities with a Court House (even if they don’t have a Governor), but -1 culture and -1 science from Theatre Districts and Campuses (unlocks in Medieval and Renaissance eras).
  • New Economic Card, “Rule of Law”, receive 50% discount when building either a Court House or National Legislature (unlocks at Ideology) (60% total if you have built the Forum building).
  • New Economic Card, “Professional Class”, maintenance costs of Court Houses and Districts reduced by 1 (unlocks at Capitalism).
  • New Economic Card “Charter of Rights”, +1 amenity and +2 loyalty to all cities with a Court House (even if they don’t have a Governor) (unlocks at Opera and Ballet).
 
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Rule Set 4: Colonies, Self-Determination and Improved Loyalty

Q&C introduces new rewards for civilizations that settle or conquer colonial cities to encourage more expansion. But there are also new challenges, as colonial cities will increasingly seek self-determination as the eras advance.
  • Rule Change, “Cultural Identity”. All cities conquered from another Civilization or a City State receive a permanent -2 loyalty. This increases to -4 once you select a Tier 3 government. If you Raze a city, your Era score thresholds will increase by 4, and the razed city has a % chance of spawning barbarians.

  • Rule Change, “Self-determination”. All colonial cities (i.e. cities not on the same continent as your capital) receive -2 loyalty in the Industrial Era onwards, with an additional -1 in each subsequent era. America’s Unique Ability allows it to ignore this penalty.
  • Rule Change, “Colonial Riches”. Your Lighthouses and Markets in cities on a foreign continent generate an additional +1 gold.
  • “Colonial Offices” policy card now provides +2 loyalty to all colonial cities with either a market, lighthouse or factory, in addition to its other benefits.
  • New Economic Policy Card, "Spice Trade". All cities on a foreign continent receive +1 gold for each improved luxury resource they have (Unlocks at Colonialism, obsoletes at Globalization).
 
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Rule Set 5: Villages and Improved Food and Housing

Q&F includes rule changes to make cities in your empire more interdependent in terms of food and growth, and also introduces the new improvement “Villages”, which increase food yields of internal trade, increase housing and provide adjacencies to districts.
  • New Unique Improvement: Village. Unlocks at Construction, and placed by Builders (requires one charge). Can be built on grasslands, plains or tundra, but must be built adjacent to two farms, lumber-mill and or sea resources. Cannot be built on top of a bonus, luxury or strategic resource or on either woods, jungle or marsh. This improvement can be worked, and provides + 0.5 housing, +1 gold, (after Replaceable Parts) +1 production, and (after Feudalism) adjacency to other farms. Additionally, each Village provides +0.5 food to all trade routes to this city, and provides minor adjacency bonus to Commercial Hub, Harbour, and Industrial Zone. Replacing a Village with Neighbourhood also earns you gold per Appeal when you use the Public Transport Policy Card.
  • Watermill and Granaries. Watermill provides +1 production, and Granaries provide +1 food, to all trade routes to this city after you unlock Medieval Faires.
  • Neighbourhoods. Markets in a Neighbourhood provide +4 food. Markets and Shopping Malls both provide and additional +1 food for each adjacent Neighbourhood, and +2 food to Trade Routes to this City.
  • Policy Card, Public Transport. This Card also applies to Villages.
 
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Rule Set 6: Religion Overhaul

Q&C modifies Great Prophets so they remain relevant throughout the game.
  • Revised Great Prophets. You can now earn Great Prophets throughout the game, just like other Great People. Every time you recruit a Great Prophet the number of GP Points you earn is reduced by 1.
  • Great Prophets have one charge, which they can use to activate one of four abilities. First, ‘Found Religion’. You can found a single religion with a Great Prophet. You cannot use this ability however if the maximum number of religions have been founded for your map type.
  • Second, ‘Evangelize Belief’. You can only use this if you have founded a religion. Using this ability grants your religion an additional belief, up to a maximum of 4 beliefs.
  • Third, ‘Launch Inquisition’. You are able to build inquisitors (you can use this ability even if you haven’t founded a religion).
  • Fourth, ‘Inspire Faithful’. You gain 30 faith X game Era (Ancient 1, Classical 2 etc), and the cities’ loyalty is permanently increased by +2 (you can use this ability even if you haven’t founded a religion). There is also a percentage chances you receive a relic.
  • Apostles no longer have the ability to Evangelize Belief or Launch Inquisition. Instead, Apostles provide +2 Theological Combat strength to all adjacent Missionaries.
  • Revelations Policy Card. You can only use this card if you have not founded a Religion. This card otherwise obsoletes after all Religions are founded.
 
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Rule Set 7: Community Military Patch

Queen & Country also includes a [Community Military Patch] to rebalance various standard and unique units. In particular, this patch makes Spearmen line units better value, decreases the dominance of Cavalry Units, improves the combat value of certain unique units, and makes other changes to make cities harder to capture.

Changes to Standard Unit Lines
  • Spearmen line costs modified as follows: Spearmen 60, Pikeman 160, Pike & Shot 240.
  • Spearmen line unit's gain an additional +1 support bonus per adjacent unit.
  • Spearmen line Tier II promotion (‘Square’) now allows Spearmen line units to exert ZOC on cavalry units.
  • Spearmen line Tier IV promotion (‘Hold the Line’) now grants these units the ability to fight at full strength even when injured.

  • Catapult (Siege) line units all receive an additional +5 combat strength vs. when defending against ranged attack when adjacent to at least one Anti-Cav unit (called a "Shielding Bonus").
  • Heavy Cavalry line unit costs modified as follows: Chariot 70, Knight 200. Heavy Cav maintenance costs are increased by +1 for all units (including unique units).
  • Light Cavalry receive a -17 versus walls.
Changes to Unique Units
  • Ngao Mbeba melee strength increased to 40 (the same as a Legion). Cost is 110.
  • Khevsur now receives +7 combat strength when fighting in hills and or forest. Ignores movement penalties from hills and or forests. Georgian cities with Renaissance level walls receive a +15% production bonus when building this unit.

  • Samurai can be purchased with faith.

  • Berserkers are 15% cheaper to build in Coastal Cities.
  • Garde Imperiale and Redcoats costs reduced to 300.
  • Garde Imperiale unit earns experience 20% faster in addition to its other bonuses.
Changes to Buildings
  • Forts. Forts now give all units in the fort +1 vision and +0.5 housing; all ranged or bombard units garrisoned in a fort exert ZOC.
  • China's Great Wall and Rome's Roman Fort and the Alcazar improvement also gets the same benefits as a Fort above, and benefits from the bonuses to Monarchy and Bastions (see below).

  • Walls provide a +5% production bonus to building Anti-Cav per wall level.
Policy Card changes and other Rule Changes
  • Battering Ram and Siege Tower only benefit Melee and Anti-Cav units, and only apply 50% of those units attack to walls or city health respectively.
  • After you unlock Military Tactics, you unlock the Alhambra in addition to the Huey Teocalli, and units receive +20% experience from battles they initiate. The Eureka is now "Recruit a Great General or a Great Admiral".

  • The Eureka for Feudalism is now "build Medieval Walls in two cities".
  • City State Kabul's Suzerain Bonus provides Anti-Cavalry and Ranged Units +1 movement in friendly territory.
  • Professional Army only provides a 20% discount to upgrades.
  • Manoeuvre, Chivalry, and Lightening Warfare do not provide any %production bonus for Heavy Cavalry, so, you will also have to build them at full production, and pay full cost to upgrade them.
 
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Added underlined text.

Rule Set 1A: New Leaders
  • Queen Isabell (Alternate Leader, Spain). New Leader Ability, “Age of Exploration”. Gain a random Tech-Boost (Eureka) whenever you discover a Natural Wonder or New Continent (max 3 per World Era). Also gain the “La Santa Hermandad” ability: Inquisitors provide +2 loyalty when garrisoned in a city.

  • Catherine the Great (Alternate Leader, Russia). New Leader Ability, "Catherinian Era". Lavra, Theatre District and Campus get +1 adjacency bonus if next to City Centre; +15% production when running Science, Theatre and Industrial Zone District Projects after you research the Enlightenment civic.

  • Wu Zetian (Alternate Leader, China). Leader Ability, “Zhou Dynasty”. Maintenance costs of military land units and encampments reduced by 1. Unlock spies at Castles. Spies are 25% cheaper to build and spies and governors establish themselves 50% faster. Spies assigned to counterspy work at +1 level. ...
  • Russia's "Mother Russia" now also provides the “Siberian Riches” ability, allowing you to build units which require strategic resources if you have at least one copy of that resource.

Deleted Isabella’s previous ability: “ “La Santa Hermandad”. Cities with an established Governor receive +1 amenity, +2 loyalty and +4 faith.”

Siberian Riches is a rework of Russia's Civ 5 ability. It doesn't quite fit CtG, so I've moved it to Russia's Civ ability. To be clear, Russia doesn't really need a boost: I've just included this ability because it's fun.

There are now two additional leaders with bonuses to spies: Elizabeth and Wu Zetian. These leaders are intended to be a foil to France's Catherine, hence the reason they also unlock spies at Castles. It also creates to tiers of Civs - those that get Spies at Castles, and those that have to wait a bit longer...

I'd like to add a fifth female leader, Ideally not from a Western country, but I'm struggling to identify a good candidate just at the moment (which is a sad reflection on my historical knowledge I'm sure).

Rule Set 2: Balance Changes – Other Changes
  • Forts. Forts now give all units in the fort +1 vision; all ranged or bombard units garrisoned in a fort exert ZOC. [Forts seem a little underpowered, so I've suggested buffing them with the above change, and changes to the Bastions.]

  • China's Great Wall improvement also gets the same benefits as a Fort above, and benefits from the bonuses to Monarchy and Bastions (see below).

Buffed China's Great Wall improvement, as it didn't feel entirely "Great" before.
 
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Okay, I've found a Fifth Leader, this time for Civ 4. Famous for trade routes, exploration and building wonders (and also for dressing like a King because... reasons).

"Hatshepsut (Alternate Leader, Egypt). Leader Ability, “Noblest of Ladies”. +1 additional Trade Routes for each World Wonder built in your capital. +1 Great Merchant and +1 Great Engineer Points for each World Wonder in your Empire. Scouts gain the "Emissary" bonus, which allows them to ignore foreign borders."

I think this is a good additional. I like Cleo, but she is perhaps a bit of Cliche.

[edit: I’ve changed the name of H’s LA.]
 
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Gonna give some extensive feedback on balance and stuff.

Two additional leaders with spies unlocking at Castles may make Catherine's ability feel less unique. Therefore I'm not sure if adding it as part of Elisabeth and Wu Zetian's abilities is a good idea. Alternatively, you could make the bonus loyalty for Elisabeth work for all cities, so not only your own, which might just make the difference in flipping those cities. For Wu Zetian I don't immediately have a good idea, but I don't doubt there's something fun out there.

Love Isabella's unique ability.

Ship of the Line: 2 bonus strength is very small, 5 might be better.

Berserkers: For the same reason, -3 or -4 might be better. Also because every next point of difference matters more due to the exponential nature of the combat calculations.

For the Cree bonus, I'd say that a free Scout in addition to a Warrior is too big an advantage. Maybe just make it instead of?

Strength in Unity is too strong right now, allowing a possible maximum of 4 attacks (5 if Urban Defenses counts as the next level of Walls). Instead, maybe it's better to add an extra attack to those units at the Tsikhe.

Heavy Cavalry change with cards: I presume this is to nerf Knight rushes, but I would argue that arbitrarily removing classes from these cards is not the right way to tackle it. Instead, it's probably better to reduce Knight strength a bit, probably to 44 or 45. That also means Pikemen (51 with the anticav bonus) are significantly stronger, rather than only slightly, meaning the rush is also much easier to counter.

Colosseum bonus might be better if it applies to Bread and Circuses in all cities. You'll generally want to build the Colosseum as central as possible to maximize it's area of effect, so the city you build it in is very unlikely to have loyalty problems. On the other hand Colosseum as it is on live is a very strong wonder.

Neighborhood major adjacency bonus might be a little on the strong side. Maybe normal adjacency bonus is better?

Conscription, Levee en Masse (plus some accents): I would argue that these cards not working for Melee units is, if nothing else, against flavour, as conscription was mostly aimed at getting more foot soldiers in the army. To be fair though, I do not see in general why they would apply only to certain classes.

Oligarchy: Science bonus is pretty small right now, I would argue. A typical army in that time (classical, medieval era) will probably consist of, say, 3 swordsmen, 3 crossbowmen, 4 knights. That's 3*36=108 + 3*30=90 + 3*48=144 = 342. That would mean you get 34.2 science - at most two turns worth of science - from winning an entire war. 25% or even 50% might be better.

I like the Monarchy bonus to loyalty, but would argue it is on the weak side right now. +2 loyalty per level of walls might be better. On the other hand there are several more loyalty buffs in here so stacking them might be too strong. Also the bonus per fort is nice for flavor, but Military Engineers are just far too expensive at the moment. I tend to not even look at them until I want Missile Silos. The general Fort buff is nice though, and might also help for looking at them earlier on.

I like that you're trying to create more diversity for the military cards. Right now I always go Merchan Republic just because economic slots are just so much better than any others. I often have all economic and wildcard slots filled with economic cards...

Star Chamber should maybe be a bit stronger. -1 amenity will often cost you a happiness level, which then costs you 3 loyalty, so it would be 1 loyalty and losing a bunch of yields. Maybe +6 loyalty instead?

Charter of Rights is really strong right now, specifically when combined with the +2 amenities in all cities with 3 specialty districts card. Maybe better as +1 amenity.

Professional Class is also pretty strong, as it basically removes the gold cost for tier 3 government, just removing the added need to care for your economy. 1 reduction in cost might be more appropiate.

Village: Would thematically make sense if they gave +1 housing, as there will be more people living in a village than on a farm. Adjacency bonuses should probably also be normal rather than minor, as minor adjacency bonuses don't count unless you have two of them and, well, with the requirements you can't have two villages next to a district. (note that the minor adjacency bonus from, for example, a city center and a woods for a Holy Site doesn't actually stack to give +1 faith)

Mine and Quarry: Would be best to make this malus from, say, Apprentinceship only, and then maybe give an additional production or something. When you only get +1 production from a mine, particularly in the early game, losing food on it just isn't worth it.

And some ideas of my own:

-Windmill improvement. Grants +2 gold, grants +1 food to adjacent farms. Grants +1 culture (and tourism) once Conservation (?) is researched. Cannot be built adjacent to one another.
-Leader: Napoleon (France). LUA: Napoleonic Code. +7 loyalty per turn in occupied cities. Cities always generate yields as if they were at full loyalty. [This reflects his reforms in basically every area of society, which laid the foundation for modern values, and also reflects his ability, in many cases, to hold on to conquered land] (I obviously very much disagree with adding only female leaders; I love looking at them, but there's no reason to not add male leaders)
-Bunch of mods that might be nice to integrate into this (of course with permission from the creators): A mod that slows down techs and civics in the late game, AI+, possibly Civ/RF Flavour Deity, and the TSL maps and settlement naming from YnAMP. Maybe Detailed Worlds.

I'll probably come up with some more ideas later on.
 
Thanks for the comments!

I've added some thoughts to the quote below.

Gonna give some extensive feedback on balance and stuff.

Two additional leaders with spies unlocking at Castles may make Catherine's ability feel less unique. Therefore I'm not sure if adding it as part of Elisabeth and Wu Zetian's abilities is a good idea. Alternatively, you could make the bonus loyalty for Elisabeth work for all cities, so not only your own, which might just make the difference in flipping those cities. For Wu Zetian I don't immediately have a good idea, but I don't doubt there's something fun out there. [I hear you, but I think Catherine should still feel unique give her spies are still 'better' - she get's a free spy at Castles, and her spies all get free promotions. Elizabeth 1 and Wu Zetian were both famous for their spies networks, which is part of the reason I've tried to find spy abilities for them.]

Love Isabella's unique ability.

Ship of the Line: 2 bonus strength is very small, 5 might be better. [Yes, probably needs a buff. England's Navy tends to be strong because of the +1 movement and extra great admirals, so I don't want to over do it. I think that was the reason F didn't make the Sea Dog stronger. Anywho, I've buffed SoL to +4. Guess it would need some play testing.]

Berserkers: For the same reason, -3 or -4 might be better. Also because every next point of difference matters more due to the exponential nature of the combat calculations. [Berserkers are a bit rubbish really. Melee 40, up to 47 with attacking, and down to 33 when defending. For comparison, Knights are 48, Pikes are 41, and Samurai are 45. I think maybe Berserkers should just be 40+7 on attack, and then a flat 4 on defence, rather that 40 +7 and 40 -2 as I had them. I've made the change above.]

For the Cree bonus, I'd say that a free Scout in addition to a Warrior is too big an advantage. Maybe just make it instead of? [I thought starting with an extra unit would feel a bit unique. It shouldn't be overpowered give the Cree's unique scout isn't that powerful, and on higher difficulties this boost should even out a little given how many troops the AI starts with.]

Strength in Unity is too strong right now, allowing a possible maximum of 4 attacks (5 if Urban Defenses counts as the next level of Walls). Instead, maybe it's better to add an extra attack to those units at the Tsikhe. [Sorry I meant +1 melee strength per wall level, not +1 attacks. On reflection though, I don't think G needs the further buff given the other buffs to walls.]

Heavy Cavalry change with cards: I presume this is to nerf Knight rushes, but I would argue that arbitrarily removing classes from these cards is not the right way to tackle it. Instead, it's probably better to reduce Knight strength a bit, probably to 44 or 45. That also means Pikemen (51 with the anticav bonus) are significantly stronger, rather than only slightly, meaning the rush is also much easier to counter. [Fair comment. I'll think a bit more. My original thought was that this change wouldn't alter the current balance of units at the level of combat, but instead only at the production level. I also thought this would make Heavy Cav - basically your armies heavy hitters - a little unique.]

Colosseum bonus might be better if it applies to Bread and Circuses in all cities. You'll generally want to build the Colosseum as central as possible to maximize it's area of effect, so the city you build it in is very unlikely to have loyalty problems. On the other hand Colosseum as it is on live is a very strong wonder. [Good point. I've changed that.]

Neighborhood major adjacency bonus might be a little on the strong side. Maybe normal adjacency bonus is better? [You're right. Changed it to Standard.]

Conscription, Levee en Masse (plus some accents): I would argue that these cards not working for Melee units is, if nothing else, against flavour, as conscription was mostly aimed at getting more foot soldiers in the army. To be fair though, I do not see in general why they would apply only to certain classes. [My thinking is that the spearmen line are actually your foot soldiers, whereas melee are more elite or professional soldiers.]

Oligarchy: Science bonus is pretty small right now, I would argue. A typical army in that time (classical, medieval era) will probably consist of, say, 3 swordsmen, 3 crossbowmen, 4 knights. That's 3*36=108 + 3*30=90 + 3*48=144 = 342. That would mean you get 34.2 science - at most two turns worth of science - from winning an entire war. 25% or even 50% might be better. [You're right. I've changed it to 25%.]

I like the Monarchy bonus to loyalty, but would argue it is on the weak side right now. +2 loyalty per level of walls might be better. On the other hand there are several more loyalty buffs in here so stacking them might be too strong. Also the bonus per fort is nice for flavor, but Military Engineers are just far too expensive at the moment. I tend to not even look at them until I want Missile Silos. The general Fort buff is nice though, and might also help for looking at them earlier on. [Agreed. Probably needs play testing.]

I like that you're trying to create more diversity for the military cards. Right now I always go Merchan Republic just because economic slots are just so much better than any others. I often have all economic and wildcard slots filled with economic cards...

Star Chamber should maybe be a bit stronger. -1 amenity will often cost you a happiness level, which then costs you 3 loyalty, so it would be 1 loyalty and losing a bunch of yields. Maybe +6 loyalty instead? [Agreed. Again, probably needs play testing.]

Charter of Rights is really strong right now, specifically when combined with the +2 amenities in all cities with 3 specialty districts card. Maybe better as +1 amenity. [Agreed. Again, probably needs play testing.]

Professional Class is also pretty strong, as it basically removes the gold cost for tier 3 government, just removing the added need to care for your economy. 1 reduction in cost might be more appropiate. [Agreed.]

Village: Would thematically make sense if they gave +1 housing, as there will be more people living in a village than on a farm. Adjacency bonuses should probably also be normal rather than minor, as minor adjacency bonuses don't count unless you have two of them and, well, with the requirements you can't have two villages next to a district. (note that the minor adjacency bonus from, for example, a city center and a woods for a Holy Site doesn't actually stack to give +1 faith) [I didn't want to make housing too easy to get, and also wanted to remain consistent with farms and boats which give 0.5. Village is still strong given it provides adjacencies and also production to flat tiles.]

Mine and Quarry: Would be best to make this malus from, say, Apprentinceship only, and then maybe give an additional production or something. When you only get +1 production from a mine, particularly in the early game, losing food on it just isn't worth it. [I'll give this more thought, but I think players will still build mines because production to so valuable. Either way, I think this will require some more thought and playtesting. I'm also bit worried about how the AI will deal with this change.]

And some ideas of my own: [Thanks!]

-Windmill improvement. Grants +2 gold, grants +1 food to adjacent farms. Grants +1 culture (and tourism) once Conservation (?) is researched. Cannot be built adjacent to one another.
-Leader: Napoleon (France). LUA: Napoleonic Code. +7 loyalty per turn in occupied cities. Cities always generate yields as if they were at full loyalty. [This reflects his reforms in basically every area of society, which laid the foundation for modern values, and also reflects his ability, in many cases, to hold on to conquered land] (I obviously very much disagree with adding only female leaders; I love looking at them, but there's no reason to not add male leaders)
-Bunch of mods that might be nice to integrate into this (of course with permission from the creators): A mod that slows down techs and civics in the late game, AI+, possibly Civ/RF Flavour Deity, and the TSL maps and settlement naming from YnAMP. Maybe Detailed Worlds.

I'll probably come up with some more ideas later on.
 
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Rule Set 5: Villages and Improved Food and Housing
  • Mines and Quarries. Improving a Mine or Quarry reduces the food yield from this tile by 1. [Reducing food from Mines and Quarries should hopefully encourage building farms and other food related buildings - see Villages etc. below.]
  • Petra and St Basil's Cathedral provide +3 food to your city centre in addition to their other benefits. [This is to slightly off-set the reduced food yields from Mines and Quarries.]
Mine and Quarry: Would be best to make this malus from, say, Apprentinceship only, and then maybe give an additional production or something. When you only get +1 production from a mine, particularly in the early game, losing food on it just isn't worth it.

On reflection, I think reducing food from mines and quarries could create balance issues, so I’ve deleted this and the changes to Petra etc. There is also probably enough to juggle given the additional gold costs from governments.

I’ve also changed Public Transport. It’s bonus now applies to Villages automatically, and PT now provides different bonuses. I’ve also buffet Markets and Malls in Neighbourhoods.
 
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Rule Set 1A: New Leaders

Q&C brings back five monarchical leaders from previous Civ games as alternate leaders.

  • Queen Elizabeth (Alternate Leader, England). Leader Ability, “Video et Taceo”. All cities with the same majority religion as your capital receive +2 loyalty (your capital always receives +2 loyalty). Unlock spies at Castles. All Enemy Spies operate at 1 level lower in your cities. Receive the Sea Dog unique unit, which replaces the Privateer.

  • Queen Isabell (Alternate Leader, Spain). New Leader Ability, “Age of Exploration”. Gain a random Tech-Boost (Eureka) whenever you discover a Natural Wonder or New Continent (max 3 per World Era). Also gain the “La Santa Hermandad” ability: Inquisitors provide +2 loyalty when garrisoned in a city.

  • Catherine the Great (Alternate Leader, Russia). New Leader Ability, "Catherinian Era". Lavra, Theatre Districts and Campuses get a +1 adjacency bonus if next to a City Centre; +15% production when running Science, Theatre and Industrial Zone District Projects after you research the Enlightenment civic.

  • Wu Zetian (Alternate Leader, China). Leader Ability, “Zhou Dynasty”. Maintenance costs of military land units and encampments reduced by 1. Unlock spies at Castles. Spies are 25% cheaper to build and spies and Governors establish themselves 50% faster. Spies assigned to counterspy work at +1 level.

  • Hatshepsut (Alternate Leader, Egypt). Leader Ability, “King of the Upper and Lower Nile”. +1 additional Trade Routes for each World Wonder built in your capital. +1 Great Merchant and +1 Great Engineer Points for each World Wonder in your Empire. Scouts gain the "Emissary" bonus, which allows them to ignore foreign borders.

Rule Set 1B: Balance Changes - Civilizations

Q&C rebalances a number of civilizations, to ensure they are all, if not equal, at least competitive and fun.

  • England. England receives a new UU, “Ship of the Line”, which replaces the Sea Dog. England’s Ship of the Line is a Frigate replacement. It receives +1 sight, +4 defensive melee strength, and (when adjacent to a Great Admiral) additional +4 ranged attack. Production, gold and maintenance costs are the same as a Frigate.

  • Royal Navy Dockyard is revised as follows. Cost remains the same. Grants an additional +1 Great Admiral points, +1 movement to all naval units built or upgraded in a city with this district, and +2 gold and +4 loyalty if built in a city on a foreign continent (no additional loyalty from being built on your home continent). You receive an additional +1 trade route for each continent that you have at least one Royal Navy Dockyard (including your home continent), up to a maximum of +3 additional trade routes.

  • Victoria’s Leader Ability, ‘Pax Britania’, is changed: Receive a 20% discount on purchasing and upgrading melee units with gold, and Melee units fighting on foreign continents earn experience 20% faster. Unlock the Redcoat unique unit at Military Science.

  • America. New Civilization Ability “Shining City on the Hill”. America gets +1 diplomatic card slot, and builds Harbours and Aerodromes at half price.

  • Teddy Roosevelt’s Leader Ability, “Roosevelt Corollary”, is changed. National Parks costs 25% less faith, and all tiles in a city with a National Park receive +1 appeal. 15% production bonus to producing Heavy and Light Cavalry. Gain the Rough Rider unique unit when you research Rifling technology.

  • Norway. Norway’s UA ‘Knarr’ also grants +1 faith to all sea improvements for the Ancient to Medieval eras, in addition to its other benefits. After the Medieval, Knarr instead gives sea improvements +2 gold. [This buff should help Norway get a Pantheon faster.] Norway’s Berserkers no longer get a negative to defence.

  • Egypt. Egypt’s UA ‘Monumentality’ now gives Egypt +1 production for stone quarries in addition to its other benefits.

  • Spain. Phillip’s LA ‘El Escorial’ now grants +1 charge to Missionaries in addition to its other bonuses.

  • Cree. The Cree’s UA ‘ Nihithaw’ continues to provide +1 trade route at Pottery, and allow Traders to grab tiles. However, the UA now: (1) does not grant a free Trader at Pottery, but instead provides a 10% discount to building traders generally, and (2) grants a free scout unit when you start in the Ancient or Classical Era.

  • Khmer. “Grand Barays” grants a 15% discount to building aqueducts, sewers and neighbourhoods, in addition to its other bonuses.

  • Georgia. The Tsikhe faith bonus is increased from +3 to +4.

  • Kongo. Kongo’s unique unit, Ngao Mbeba, has its melee strength increased to 40, i.e. the same as a Legion. [Kongo’s UU are currently weaker than Swordsmen, which I think is just an oversight. I suggest making them as strong as Legions, which admittedly is very strong, but I think makes for lots of fun and shouldn’t be overpowered when considering Kongo overall.]

  • Russia's "Mother Russia" now also provides the “Siberian Riches” ability, allowing you to build units which require strategic resources if you have at least one copy of that resource.

Re-worked leader bonuses for Alt Leaders, and buffed Pax Britinanica.
 
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Rule Set 4: Colonies, Self-Determination and Improved Loyalty
  • Rule Change, “Religious Unrest”. Any City which is not non-religious or has a different dominant religion to your capital receives -2 loyalty in the Ancient and Clasical World Eras, and -4 loyalty for all later World Eras. This penalty is eliminated once you research Enlightenment. India’s Dharma ability allows India to ignore this penalty.
  • Rule Change, “Self-determination”. All colonial cities (i.e. cities not on the same continent as your capital) receive -2 loyalty in the Industrial Era onwards, with an additional -1 in each subsequent era. America’s Unique Ability allows it to ignore this penalty.
  • Rule Change, “The Spice Trade”. Improved luxury resources in colonial cities receive an additional +1 gold.
  • “Colonial Offices” policy card now provides +2 loyalty to all colonial cities with either a market, lighthouse or factory, in addition to its other benefits.

Added underlined text.

Also added:
  • +2 food per wall level at Monarchy to increase growth. That should synergise with Castellation.
  • +1 Diplomatic Visibility when you research Telecommunications. Think of it like a later era Printing (to the extent Computers doesn’t already cover that).
 
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Some ideas I’m thinking about:

- Spearman line: I’m thinking of adjusting down the cost of spearmen, and tweaking their promotions to give +1 movement and shared anti cav bonus as the two second tier promotions. I’d then make their top tier promotion either improved healing or the Samurai’s ability to keep fighting if injured. Relatedly, I was thinking of also reducing the cost of Beserkers, Samurai and some other unique units. (See the thread about how bad samurai are.)

- Healing. I need to work out if this is modable, but I was thinking of removing healing for promotions and healing in enemy territory, and instead having a new military card which boosts healing in neutral territory and allows healing in enemy territory. The AI might then get improved healing based on difficulty.

- I’m also thinking of making rams less %effective and only useable by melee or anti-cav, and giving light cav a -17 against city centres.

- I want to think a little about Eurekas. I think some of the improvement ones should maybe be a little tougher, eg perhaps two quarries for stoneworking, and I’d like to get rid of some of the kill x with x eurekas (and instead make them build x of x units).

- I’d like to have some more city centre buildings that work like the water mill, eg give a bonus yield for having certain bonus resources in your city. These would be possibly mutually exclusive from each other.

- I’d also like to introduce a hospital city centre building. This would require a certain population and number of districts. It would then provide +1 housing in the city it’s build and per neighbourhoods, both in the origin city and any city in 9 tiles. Maintenance cost would be quite high.

- My plan is that these city centre buildings (and the others I’ve suggested) wouldn’t have any artwork on the map, and would probably all use one of three or so ‘default’ icons.

Suggestions are largely based on some ideas from other threads which I’ll try to link to later.
 
Wu Zetian (Alternate Leader, China). Leader Ability, “Zhou Dynasty”. Maintenance costs of military land units and encampments reduced by 1, and receive a free ranged unit when you settle a city on your own continent. Unlock spies at Castles. Spies and Governors establish themselves 50% faster.

Changed Wu Zeitan's ability. Now only Elizabeth is the only other leader with Spies at Castles (other than France's Catherine). Ideas come from this post, which I think is very clever.

Government Buildings
  • Audience Chamber. This building is now renamed "Altar". Building provides +2 loyalty to your capital and all cities with an established Governor, -2 loyalty to all cities without a Governor, and +1 Governor Title.
    • Unlocks "Tradition Legacy" Policy Card (Wild Card), which gives +4 Housing and +1 Amenity to all cities with an established Governor.
  • Ancestral Hall. This building is now renamed "Forum". Court Houses provide additional loyalty even if there is no Governor established in that city, and +1 Governor Title. Negative loyalty if you take the Autocracy, Monarchy or Communism governments (-2, -4 and -5 loyalty respectively). [I’ve suggested giving Audience Hall a negative to loyalty for certain governments so it parallels the negative loyalty the Audience Chamber gives for cities without a governor (ie so both buildings create trade-offs).]
    • Unlocks "Liberty Legacy" Policy Card (Wild Card), which provides 50% increased Production towards Settlers and a free builder when you settle a new city.
  • Warlord's Throne. This building is now renamed "Throne Room". Building provides +2 loyalty to your capital, maintenance for land melee units reduced by 1, and +1 Governor Title.
    • Unlocks "Honour Legacy" Policy Card (Wild Card), which provides +4 combat strength to all land melee, anti-cavalry, and naval melee class. [n.b. conscription etc. policy cards have also been tweaked - see above.
Tied loyalty bonuses for tier 1 buildings to government tier.
 
Rule Set 1A: New Leaders
  • Wu Zetian (Alternate Leader, China). Leader Ability, “Zhou Dynasty”. Government and Encampment districts are 50% cheaper. Government plaza provides +2 adjacency bonus to adjacent districts instead of +1. You capital and all cities on your home continent receive +2 loyalty per government tier.
Wu Zeitan now also gets encampments cheaper.

I've also removed the additional combat strength for berserks and samurai, and just made them cheaper.

Rule Set 2: Balance Changes – Other Changes
  • Heavy Cavalry. Heavy Cavalry units no longer benefit from +%production cards (specifically Maneuver, Chivalry, and Lightening Warfare) or upgrade cards (specifically Professional Army); so, you will also have to build them at full production, and pay full cost to upgrade them.
  • Forts. Forts now give all units in the fort +1 vision; all ranged or bombard units garrisoned in a fort exert ZOC. [Forts seem a little underpowered, so I've suggested buffing them with the above change, and changes to the Bastions.]

  • China's Great Wall and Rome's Roman Fort improvement also gets the same benefits as a Fort above, and benefits from the bonuses to Monarchy and Bastions (see below).
  • City Centre. Your City Centre provides a standard (+1) adjacency bonuses to all districts after you research Steam. [Slightly helps tall play, and hopefully makes the discovery of steam feel a little more important - think of it like trains linking the city with its districts.]
  • Conscription” , and “Levée en Masse” policy cards only reduce maintenance costs of anti-cavalry, ranged and bombard units.
  • Military Tactics. Support bonus now unlocks at Military Tactics, not Military Honour.
I've removed some of these changes, and instead combined them into my proposed military patch (particularly re: forts). I've also tweaked steam to just give an additional trade route and some other boosts to trade routes.
 
My current work plan is to develop the Community Military Patch (see signature). If that goes well, I'll try to develop Queen & Country, probably starting with the suggested balance changes, then government changes, and then the rest.
 
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