crawf0rd
The One and Only
- Joined
- Jan 30, 2012
- Messages
- 483
Same rules as the other elimination threads, +1 to boost an ability you like, -2 to hurt an ability you don't like. Give reasons why! Without them your vote doesn't count and may be flagged for spam!
Unique Abilities:
Manifest Destiny: All land military units have +1 sight. 50% discount when purchasing tiles.
Trade Caravans: +1 Gold from each Trade Route and Oil Resources provide double quantity.
Diplomatic Marriage: Can spend Gold to annex or puppet an allied City-State.
Sacrificial Captives: Gains Culture for the empire from each enemy unit killed.
Ingenuity: Receive free Great Scientist when you discover Writing. Earn Great Scientists 50% faster.
Patriarchate of Constantinople: Choose one more Belief than normal when you found a Religion.
Phoenician Heritage: All coastal Cities get a free Harbor. Units may cross mountains after the first Great General is earned, taking 50 HP damage if they end a turn on a mountain.
Druidic Lore:+1 Faith per city with an adjacent unimproved Forest. Bonus increases to +2 Faith in Cities with 3 or more adjacent unimproved Forest tiles.
Art of War: The Great General combat bonus is increased by 15%, and their spawn rate is increased by 50%.
Viking Fury: Embarked units have +1 Movement and pay just 1 movement point to move from sea to land. Melee units pay no movement point cost to pillage.
Monument Builders: +20% Production towards Wonder construction.
Sun Never Sets: +2 Movement for all naval units. Receives 1 extra Spy.
Spirit of Adwa: Combat bonus (+20%) when fighting units from a Civilization with more Cities than Ethiopia.
Ancien Régime: +2 Culture per turn from Cities before discovering Steam Power.
Furor Teutonicus: Upon defeating a Barbarian unit inside an encampment, there is a 50% chance you earn 25 Gold and they join your side.
Hellenic League: City-State influence degrades at half and recovers at twice the normal rate.
Scourge of God: Raze Cities at double speed. Borrow City names from other in-game Civs. Start with Animal Husbandry technology. +1 Production per Pasture.
Great Andean Road: Units ignore terrain costs when moving into any tile with Hills. No maintenance costs for improvements in Hills; half cost elsewhere.
Population Growth: Unhappiness from number of Cities doubled, Unhappiness from number of Citizens halved.
The Great Warpath: Units move through Forest and Jungle in friendly territory as if it is Road. These tiles can be used to establish Trade Routes upon researching The Wheel.
Bushido: Units fight as though they were at full strength even when damaged.
Scholars of the Jade Hall: +2 science for all specialists and for all Great Person tile improvements. Receive a tech boost each time a scientific building/Wonder is built in the Korean capital.
The Long Count: After researching Theology, receive a bonus Great Person at the end of every Maya Long Count calendar cycle (every 394 years). Each bonus person can only be chosen once.
Mongol Terror: Combat Strength +30% when fighting City-State units or attacking a City-State itself. All mounted units have +1 Movement.
Dutch East India Company: Retains 50% of the Happiness benefits from a Luxury Resource if your last copy of it is traded away.
Barbary Corsairs: All melee naval units have the Prize Ships promotion, allowing them to capture defeated ships. Pay only one-third the usual cost for naval unit maintenance.
Achaemenid Legacy: Golden Ages last 50% longer. During a Golden Age, units recieve +1 Movement and a +10% Combat Strength bonus.
Wayfinding: Can embark and move over Oceans immediately. +1 Sight when embarked. +10% Combat Strength bonus if within 2 tiles of a Moai.
The Glory of Rome: +25% Production towards any buildings that already exist in the Capital.
Siberian Riches: Strategic Resources provide +1 Production and Horse, Iron and Uranium Resources provide double quantity.
Father Governs Children: Food, Culture and Faith from friendly City-States increased by 50%.
River Warlord: Receive triple Gold from Barbarian encampments and pillaging Cities. Land units gain the War Canoe and Amphibious promotions, strengthening them while embarked.
Seven Cities of Gold: Gold bonus for discovering a Natural Wonder (bonus enhanced if first to discover it). Culture, happiness, and tile yields from Natural Wonders doubled.
Nobel Prize: Gain 90 Influence with a Great Person gift to a City-State. When declaring friendship, Sweden and their friend gain a +10% boost to Great Person generation.
Final Results
1. Achaemenid Legacy
2. Scholars of the Jade Hall
3. Sacrificial Captives
4. Great Andean Road
5. Nobel Prize
6. Sun Never Sets
7. Hellenic League
8. Art of War
9. Phoenician Heritage
10. Siberian Riches
11. Dutch East India Company
12. The Glory of Rome
13. Ingenuity
14. Ancien Régime
15. Father Governs Children
16. River Warlord
17. Seven Cities of Gold
18. Monument Builders
19. Manifest Destiny
20. Diplomatic Marriage
21. Viking Fury
22. The Long Count
23. Wayfinding
24. Bushido
25. The Great Warpath
26. Trade Caravans
27. Spirit of Adwa
28. Mongol Terror
29. Druidic Lore
30. Barbary Corsairs
31. Scourge of God
32. Patriarchate of Constantinople
33. Furor Teutonicus
34. Population Growth
Unique Abilities:
Achaemenid Legacy: Golden Ages last 50% longer. During a Golden Age, units recieve +1 Movement and a +10% Combat Strength bonus.
Final Results
1. Achaemenid Legacy
2. Scholars of the Jade Hall
3. Sacrificial Captives
4. Great Andean Road
5. Nobel Prize
6. Sun Never Sets
7. Hellenic League
8. Art of War
9. Phoenician Heritage
10. Siberian Riches
11. Dutch East India Company
12. The Glory of Rome
13. Ingenuity
14. Ancien Régime
15. Father Governs Children
16. River Warlord
17. Seven Cities of Gold
18. Monument Builders
19. Manifest Destiny
20. Diplomatic Marriage
21. Viking Fury
22. The Long Count
23. Wayfinding
24. Bushido
25. The Great Warpath
26. Trade Caravans
27. Spirit of Adwa
28. Mongol Terror
29. Druidic Lore
30. Barbary Corsairs
31. Scourge of God
32. Patriarchate of Constantinople
33. Furor Teutonicus
34. Population Growth