[NFP] Thread for the Patch Notes of my Civilization and Leader Ideas

Duke William of Normandy

King of England & Unofficial Welcoming Committee
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Link to the list of Civ Ideas I'm patching: https://forums.civfanatics.com/thre...nt-civilization-6-to-be-expanded-more.661175/

List of Sunday Patch Notes for Civilization 6: Kings and Generals

Will include changes to:

1: Dialogue
2: Unique Units
3: Leader and Civilization Abilities
4: Unique Infrastructure
5: Leader Agendas
6: Minor or Major Changes to some Wording.


Yi Sun-sin:

Leader Ability: Myeongnyang Strait
+7 combat strength for Naval Units when defending. +25% experience and +100% production towards Naval Units when at War with a Major Civilization.
Gain the Turtle Ship Unique Unit with Gunpowder.

Unique Unit: Turtle Ship
Korean Unique Renaissance Era Naval Melee Unit that replaces the Caravel when Yi Sun-sin is their leader.
+4 Combat Strength for each Promotion earned.
Requires 10 Niter to train.
Production Cost: 365
Gold Cost: 1460
Maintenance Cost: 2
Movement Points: 3
Melee Strength: 70
Sight Range: 2

Greeting: I am Yi Sun-sin, Naval Commander of the Three Provinces, and humble servant of the Joseon dynasty. For what purpose have you come into our midst?

Agenda Approval: Not many men would be willing to acknowledge when they are weaker than others, and for that, I commend your humility.

Agenda Disapproval: While I do not wish for war, a failure to acknowledge Joseon’s naval supremacy will be seen as an act of open aggression by the king and his court.

Declares War: I do not wish for bloodshed of any kind. But, as the king has called on me to prepare my fleets, I shall do as he commands.

Defeated: Joseon has fallen, and I have failed my people. With my last request, I ask that you provide them the security I could not give.


Austria:

Unique Unit: Grenadier
Austrian Unique Renaissance Era Ranged Unit.
Available after researching Gunpowder. +5 Combat Strength when attacking, an additional +3 Combat Strength when attacking Districts.
Requires 10 Niter to train.
Production Cost: 215
Gold Cost: 860
Gold Maintenance: 3
Movement Points: 3
Combat Strength: 35
Ranged Strength: 47
Range: 2
Sight Range: 2

Leader Agenda: Concert of Europe
Will try to accumulate as much Diplomatic Favor as possible. Likes Civilizations that have a high output of Diplomatic Favor, and dislikes those who have a low output of Diplomatic Favor.

Greeting: Salutations! I am Klemens Wenzel Nepomuk Lothar, Prince of Metternich-Winneburg zu Beilstein, and Chancellor of Austria. But enough of the formalities and come, let us discuss our affairs in the ballrooms.

Agenda Approval: The world is such a grand concert, playing the music of the conductor. I invite you to join Austria in composing a most wonderful symphony.

Attacked: I would have expected more civility from the likes of your nation. Clearly, I was mistaken.

Defeated: So ends Austria’s glorious tenure as the world’s conductor, and so begins yours.


Israel:

Changed Israeli to Israelite.

Civilization Ability: Ten Commandments
Entering a Golden Age provides a free Relic, as well as Faith per turn equal to the amount of Era Score gained in that Era. Holy Site Buildings gain an extra Relic slot and provide Culture equal to their intristic Faith output.

Unique Unit: Maccabee
Israelite Unique Classical Era Melee Unit that replaces the Swordsman.
Can be purchased with Faith. Gains an additional +4 Combat Strength and +1 Movement Point if trained in a City with a Holy Site.
Requires 10 Iron to train.
Production Cost: 110
Gold Cost: 440
Faith Cost: 220
Faith Maintenance: 3
Movement Points: 2
Combat Strength: 39
Sight Range: 2

Unique Infrastructure: Yeshiva
Israelite Unique Building that replaces the Library.
All Specialists in this City provide +1 Faith. -20% Cost to purchase Religious Units in this City.
Provides Great Writer and Great Prophet points, as well as +2 Slots of Great Works of Writing.
Production Cost: 80
Gold Maintenance: 1
+2 Faith
+2 Science
+1 Great Scientist Point
+1 Great Writer Point
+1 Great Prophet Point
+2 Slots of Great Works of Writing


David:

Agenda Approval: Adonai hears your prayers, and blesses you tenfold for them. Your praises to Him are as honey to the ears.

Defeated: You may have subdued my kingdom, but Adonai shall continue to watch over His scattered people. This I swear on.


Joshua:

Leader Ability: The Promised Land
Military Units adjacent to Israelite Apostles deal full Damage when attacking Cities and gain +7 Combat Strength when defending against City Center and Encampment Attacks.
Conquered Cities on Israel’s Home Continent gain Food and Culture equal to 20% of their intristic Faith output.

Greeting: All of Israel’s lands that can be named were given to us by Hashem in his mercy. I, Joshua, son of Nun, welcome you to see Israel’s, and by extension Hashem’s, glory.

Agenda Approval: May many blessings be showered, upon you and your people, wise ruler. For even you of a heathen nation obeys the will of Adonai to let us live in peace.

Agenda Disapproval: This land of milk and honey was promised to us by Hashem, so do not deceive yourself in thinking that you are safe from being conquered by us.

Attacked: I call upon you, oh mighty Hashem, in this time of war! I beseech you to send ten-thousand flaming chariots or a thunderous rain of hail to subdue our foes.

Declares War on You: Just as the cities of Jericho, Ai, and Hebron fell before our might, so too shall your nation tremble before Adonai’s might.


Denmark:

Leader Ability: Union of Kalmar*
Trade Routes to or from Allied Civilizations and City-States Denmark is Suzerain of provide +2 Culture, +2 Production, and +2 Gold for Denmark, and +2 Science, +2 Food, and +2 Faith for the Allied Civilization.*
Alliances Points accumulate +25% faster. Envoys sent to City-States on Denmark’s Home Continent count as two Envoys.

Civilization Ability: Det Moderne Gennembrud
Entering a new Era grants a burst of Great Writer Points, Great Musician Points, and Culture equal to double the current Era Score.

Agenda: Greater Scandinavia
Will establish Alliances with many Civilizations and be Suzerain of many City-States.
Likes Civilizations that enter into an Alliance with her, especially if they are Suzerain of many City-States, and doesn’t like those who do not have an Alliance with her.

Agenda Approval: You are a good ally to us, as well as to the lesser nations who seek your cooperation. I shall pray that this alliance will span for millennia.

Attacked: Considering this brazen attack, you must not have heard of the combined prowess of these kingdoms. Well then, our soldiers shall introduce you to them!

Declares War on You: Under the great Kalmar Union, your people will experience prosperity unknown during your reign.

Defeated: It appears that it was not my fate to rule over all the proud people, for how else could you have triumphed over me?


Serbia:

Changed the Frajkori into a Line Infantry replacement.

Leader Ability: First Serbian Uprising
Great Generals receive an additional Charge. Great General Combat and Movement Bonuses are doubled in Home Territory.
Gain the Frajkori Unique Unit after researching Military Science.

Civilization Ability: Vidovdan
During a Golden Age, Garrisoned Cities gain +2 Amenities and provide Culture, Faith, and Gold equal to 1/5 of their current Loyalty.
Earning a Historic Moment grants a burst of Culture and Faith equal to the current amount of Era Score.


Unique Unit: Frajkori
Serbian Unique Industrial Era Melee Unit that replaces the Line Infantry when Karadorde is their leader.
+5 Combat Strength when fighting in Home Territory.
Requires 10 Niter to train.
Production Cost: 350
Gold Cost: 1,400
Gold Maintenance: 4
Movement Points: 2
Combat Strength: 65
Sight Range: 2

Leader Agenda: Orašac Assembly
Will rarely declare Wars or be a Warmonger. Likes those who are generally Peaceful, and hates Warmongers, especially those who have conquered many Cities.

Agenda Approval: Freedom is not something that is given by a ruler, but is an inalienable right to all men. You understand this well.

Agenda Disapproval: You have conquered many nations, indeed. However, do not delude yourself into thinking that they will just accept your rule.

Attacked: Hah! We Serbs are not easily cowed by threats from the lips of fools and cowards.

Declares War on You: Hear the cries of war sweep over the people of Serbia! Weep over the impending fall of your tyranny!

Defeated: Though we emerge defeated in battle, my people and I will still resist. If need be, until our dying breaths.


Justinian:

Leader Ability: Renovatio Imperii
+2% Production and Faith in all Cities for every Wonder in the Capital (Caps at +10%). +20% Production towards Buildings and Districts that have already been built in the Capital.
+30% Production towards repairing Pillaged Districts and Buildings.

Agenda Approval: While no city will be as proud as our grand Constantinople, we approve of people who strive to make their capital as a fine diamond.

Attacked: Now, through the conquest of your cities, the whole world shall know the true extent of Rome’s glory.

Defeated: So, it is my hubris that defeats me. Be sure to take care of Constantinople in my stead.


Cuba:

Leader Ability: Grito de Yara
Liberating a City provides Cuba two copies of the strongest Melee Unit it can build, as well as +100 Culture.* Land Units do not suffer Combat Penalties when fighting on or adjacent to a Plantation.

Civilization Ability: Havana Cigars
Plantations provide +2 Gold, +1 Culture, and +1 Amenity, as well as a Minor Adjacency Bonus to Specialty Districts.
Districts provide +1 Tourism and +1 Great Person Point for every adjacent Plantation.


Unique Unit: Guerrillero
Cuban Unique Atomic Era Ranged Unit that replaces Infantry.
Available after unlocking Class Struggle. No Movement or Combat Penalties when fighting in Marsh, Woods, Rainforest, Floodplains, and Hills Tiles.
Only adjacent Enemy Units can reveal this Unit.
Production Cost: 445
Gold Cost: 1,780
Gold Maintenance: 5
Movement Points: 3
Combat Strength: 62
Ranged Strength: 75
Range: 2
Sight Range: 3

Agenda Approval: You, my friend, are a paragon of revolution, one whose zealous actions have brought the relief of liberty to the thirsting masses.

Agenda Disapproval: Such bloodshed, so many lives lost, and yet, not a single soul was freed from tyranny or bondage.

Attacked: We have paid with our blood, tears, and sweat to earn our freedom, and we shall gladly do so again in defense of it.

Declares War on You: Your unchecked lust for power and death shows me that the Cuban people will not be safe until you have been destroyed.

Defeated: Yes, you may have won this battle, but our legacy will be remembered throughout the ages, as one of liberty and equality.

*Scales by +50 each Era.



So what do you think of the patch notes, dear reader? Leave your opinion in a post below.

For those who want to see the original ideas, go to the linked thread on the top of this post. Ciao!
 
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That should be everything changed bolded.
 
Your praises to Him are as honey to the ears.
"Your praises to Him are a sweet aroma to the nostrils of the LORD" would sound more Hebrew. (תְּהִלָּתךָ לוֺ רֵיחַ נִיחֹחַ לְאַפֵּי יָהוָה) Pouring honey in one's ears is a mixed metaphor that sounds absolutely horrific. :lol:
 
"Your praises to Him are a sweet aroma to the nostrils of the LORD" would sound more Hebrew. (תְּהִלָּתךָ לוֺ רֵיחַ נִיחֹחַ לְאַפֵּי יָהוָה) Pouring honey in one's ears is a mixed metaphor that sounds absolutely horrific. :lol:
Yeah, true. Although, you don't inhale or swallow songs of praise either, do you? :lol: I meant to imply that they were sweet to the ears, so I thought honey would be a good metaphor.
 
Yeah, true. Although, you don't inhale or swallow songs of praise either, do you? :lol: I meant to imply that they were sweet to the ears, so I thought honey would be a good metaphor.
It's specifically "honey to the ears" that creates a jarring image. :lol: But yeah, Semitic languages use a lot of olfactory metaphors.
 
In my opinion, Israel's Ten Commandments and Serbia's Vidovdan bonuses may be too powerful, especially early on. In the case of Serbia, it seem especially abusable.

The ability to gain Faith equal to the amount of Era Score is a pretty interesting ability, but it might need to be lowered in power. For example, if Israel were to get a Classical Golden Age, they will be getting at least +25 Faith every turn - this can fairly easily double or even triple their Faith output during the entire era. As the game goes on, this amount of Faith will only increase as you get more sources of Era Score, and I think the fact that this can easily provide a huge increase to Israel's Faith income may be too powerful. I think it may possibly need to be tuned down to half the Era Score earned.

Serbia likewise seems too powerful in early Golden Ages. In a Classical Golden Age, they can simply build Scouts for all of their cities and get +20 Culture, Faith, and Gold - this is going to be a ridiculous amount of yields so early in the game, not to mention a large amount of Amenities. That can very easily multiply your income of all three of those yields, and it will cost just a single Scout. Even in the late game, this is quite significant, especially since a city can probably build a recon unit in half a dozen turns and gain immediate access to a large amount of yields. It could probably be lowered to 10% or even 5% of the loyalty, and still be fairly powerful early on.
Technically, even events that give 1 Era Score are Historic Moments. This will probably trigger the second part of the ability quite often, causing you to get a large quantity of Culture and Faith very often. Levying a City-State's units will count as a Historic Moment. As such, you can sort of exploit this ability by levying a City-State's units (probably one near an enemy civilization for the extra Era Score), deleting all but one of them (say, a Warrior for example), then use Amani to constantly levy, break the levy, and levy again to get a huge amount of Culture, Faith, and some Era Score at the cost of 40 Gold.
Even if you specified the ability to be restricted to Historic Moments that are 3 Era Score or higher, it'll still be somewhat abusable. You can get that huge amount of Culture and Faith quite frequently via repeatable Historic Moments like founding a National Park (essentially allowing you essentially to convert Faith into Culture) or potentially more easily, converting an enemy city while at war.
 
List of Sunday, June 27, Patch Notes for some of Civilization 6: Into the Unknown and many Unique Units.

Will include changes to:

1: Dialogue
2: Unique Units
3: Leader and Civilization Abilities
4: Unique Infrastructure
5: Leader Agendas
6: Minor or Major Changes to some Wording.


Into the Unknown Changes:

Spoiler :

Italy:

Giuseppe Garibaldi:

Leader Ability: Expedition of the Thousand
Land Units gain +4 Combat Strength and +1 Movement when on Italy’s Home Continent, increasing to +8 Combat Strength and +2 Movement if fighting in Enemy Territory.
Gain Great General Points from killing Enemy Units after reaching the Industrial Era.
Gain the Garabaldini Unique Unit with Nationalism.

Changed the Garibaldini Unit into a Line Infantry replacement.

Victor Emmanuel II:

Leader Ability: Wars of Independence
Conquering a City-State on Italy’s Home Continent provides +2 Envoys in all City-States that Victor Emmanuel II is Suzerain of, as well as +50 Influence Points.
Conquered Cities on your Home Continent receive +4 Loyalty, +10% Science, Gold, and Production.

Has access to a Unique Governor, Count de Cavour, the Prime Minister.

Count de Cavour:

Default: Connubio
Italian Cities within 5 tiles of this City gain +10% Production and full Loyalty.

Tier I: La Castiglione
When established in a Foreign Capital, increases Diplomatic Visibility with the owner of this City by two ranks and Leader Opinion by +20.

Tier III: Ministro delle Finanze
Specialty Districts in this City provide Gold equal to their Adjacency Bonuses.

Defeated: No… Italy, a wondrous ideal of a nation, is crushed and trampled by the feet of our foes.


Iroquois:

Changed the Mohawk into a Musketman replacement.

Unique Unit: Mohawk Warrior
Iroquois Unique Renaissance Era Melee Unit that replaces the Musketman.
Starts with a free Promotion. Does not suffer Combat and Movement Penalties from Woods.
Requires 10 Niter to train.

Production Cost: 200

Gold Cost: 800

Gold Maintenance: 2

Movement Points: 3

Melee Strength: 60


Sight Range: 2

Morocco:

Removed the Black Guard.

Anglo-Saxons:

Changed the Huscarl into a Man-At-Arms replacement.

Unique Unit: Huscarl
Anglo-Saxon Unique Medieval Era Melee Unit that replaces the Man-At-Arms.
+7 Combat Strength when defending against Ranged Attacks.
Requires 10 Iron to train.

Production Cost: 160

Gold Cost: 560

Gold Maintenance: 3

Movement Points: 2

Combat Strength: 45

Sight Range: 2

George Washington:

Changed the Minuteman into a Line Infantry replacement.

Unique Unit: Minuteman
American Unique Industrial Era Melee Unit that replaces the Line Infantry when George Washington is their Leader.
+7 Combat Strength when fighting on America’s Home Continent. Ignores all Movement Penalties.
Requires 10 Niter to train.

Production Cost: 340

Gold Cost: 1,360

Gold Maintenance: 4

Combat Strength: 62

Movement Points: 2

Sight Range: 2

Philippines:

Changed the Katipunero into a Line Infantry replacement.

Unique Unit: Katipunero
Philippine Unique Industrial Era Melee Unit that replaces the Line Infantry unlocked with Nationalism.
+50% Production towards Katipunero Units when at War. +4 Combat Strength when fighting in or adjacent to Friendly Territory.
Requires 10 Niter to train.

Production Cost: 340

Gold Cost: 1,360


Gold Maintenance: 4

Movement Points: 2

Combat Strength: 65

Sight Range: 2

Uruguay:

Changed the Los Oriental into a Line Infantry replacement.

Unique Unit: Los Oriental
Uruguayan Unique Industrial Era Melee Unit that replaces the Line Infantry when Jose Artigas leads Uruguay.
+1 Movement and +5 Combat Strength when in Uruguayan Territory.
Requires 10 Niter to train.

Production Cost: 330

Gold Cost: 1,320

Gold Maintenance: 4


Movement Points: 3

Combat Strength: 65

Sight Range: 2

Voluntário da Pátria Pedro II:

Changed the Voluntário da Pátria into a Line Infantry replacement.

Unique Unit: Voluntário da Pátria
Brazilian Unique Industrial Era Melee Unit that replaces the Line Infantry when Voluntário da Pátria Pedro II is their Leader.
+1 Combat Strength for every adjacent Voluntário da Pátria. +4 Combat Strength when fighting in Rainforest, Woods, Marsh, or Floodplains.

Require 10 Niter to train.

Production Cost: 340

Gold Cost: 1,360

Gold Maintenance: 3


Movement Points: 2

Combat Strength: 65

Sight Range: 2

Jerusalem:

Changed the Crusader into a Man-At-Arms replacement.
 
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Had to leave the house for a long period of time today, so I'll have to finish the Sunday Patch Notes tomorrow.
 
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