Current Abilities:
Expansionist (scout unit in beginning, can build more later, goody huts enhanced): change scout so that every terrain counts as one movement point, and can see two squares in all directions, except over mountains. On archipelago maps galleys and caravels have +1 movement point, ¾ chance of getting lost at sea.
Commercial (+1 gold in cities, +1 in metropolis (cumulative +2), less corruption): keep it the same
Militaristic (Military city improvements ½ price, units get promoted faster): conscripts become regular after they win, leaders more common
Industrious (Workers build faster, +1 shield in cities, +1 in metropolis (cumulative +2)): keep it the same
Religious (Temples and Cathedrals ½ price, 1 turn of anarchy): keep it the same
Scientific (Scientific buildings ½ price, gains bonus advance before each age): keep it the same
New Abilities: Agricultural (½ cost granaries, +1 food in cities, +1 in metropolis (cumulative +2), settlers need only one population point)
Urban (cheaper aqueducts and hospitals, mood buildings affect twice as many people, 3 villages needed to create a settler (as opposed to the 2 currently))
*Note: if Agricultural and Urban combined, then the normal cost of two villagers per settler is applied.
Wonder Changes:
Lighthouse costs 200 shields
Great Wall allows towns and cities to have walls (doesn’t improve city walls strength, though. Only doubles wall strength of town walls)
Longevity costs 700 shields
SETI Program costs 800 shields
United Nations costs 1200 shields
Cultures:
Native American:
Incan (Industrious, Expansionist) UU: Builder -> Worker who can work all terrain as fast as work grasslands, costs 20 shields (normal worker also available); Leader: Manco Capac or Huayna Capac; Capital: Cusco
Iroquois (Religious, Expansionist): same
Aztecs (Urban, Militaristic): same
West European:
American (Industrious, Urban): UU: Minuteman -> rifleman that costs 10 less shields
British/English (Expansionist, Urban): UU: Longbowman with +1 defense
French (Industrious, Commercial): Leader: Napoleon Bonaparte
East European:
Russian (Agricultural, Expansionist): Leader: Either Peter, Ivan IV, or Stalin
German (Militaristic, Scientific): same
Byzantine (Scientific, Religious):
UU: Cataphract -> cavalry with +1 attack; Leader: Constantine or Justinian; Capital: Constantinople
Mediterranean:
Spanish (Expansionist, Commercial): UU: Pirates -> +1 attack privateer
Romans (Expansionist, Scientific): same
Greeks (Scientific, Commercial): same
African:
Egyptian (Industrious, Religious): same
Mali (Agricultural, Commercial):
UU: swordsman with +1 speed, costs 40 shields; Leader: Mansa Musa; Capital: Mali
Zulu (Militaristic, Agricultural): same
Middle East:
Turks (Religious, Militaristic):
UU: Janissary -> rifleman with +1 attack; Leader: Mehmet II or Seljuk; Capital: Istanbul
Arabs (Religious, Urban): UU: Mamluk -> Horseman with +1 defense; Leader: Saladin or Harun al-Rashid; Capital: Mecca
Babylonians (Religious, Agricultural): same
“Central” Asia:
India (Commercial, Urban): Leader: Babar or some other guy
Mongol (Expansionist, Militaristic):
UU: horseman with +1 speed; Leader: Genghiz Khan; Capital: Qaraqorum
Persia (Scientific, Industrious): same
Far East:
China (Urban, Agricultural): Leader: some other guy, Mao okay though
Japanese (Militaristic, Urban): Leader: some other guy, Tokugawa last resort
Korean (Commerical, Agricultural):
UU: Turtle Boat -> 70 shield cost Ironclad; Leader: have no clue; Capital: Seoul, maybe another city
*****Note: This is all subject to change*****
Feel free to bash or praise, peace out
Expansionist (scout unit in beginning, can build more later, goody huts enhanced): change scout so that every terrain counts as one movement point, and can see two squares in all directions, except over mountains. On archipelago maps galleys and caravels have +1 movement point, ¾ chance of getting lost at sea.
Commercial (+1 gold in cities, +1 in metropolis (cumulative +2), less corruption): keep it the same
Militaristic (Military city improvements ½ price, units get promoted faster): conscripts become regular after they win, leaders more common
Industrious (Workers build faster, +1 shield in cities, +1 in metropolis (cumulative +2)): keep it the same
Religious (Temples and Cathedrals ½ price, 1 turn of anarchy): keep it the same
Scientific (Scientific buildings ½ price, gains bonus advance before each age): keep it the same
New Abilities: Agricultural (½ cost granaries, +1 food in cities, +1 in metropolis (cumulative +2), settlers need only one population point)
Urban (cheaper aqueducts and hospitals, mood buildings affect twice as many people, 3 villages needed to create a settler (as opposed to the 2 currently))
*Note: if Agricultural and Urban combined, then the normal cost of two villagers per settler is applied.
Wonder Changes:
Lighthouse costs 200 shields
Great Wall allows towns and cities to have walls (doesn’t improve city walls strength, though. Only doubles wall strength of town walls)
Longevity costs 700 shields
SETI Program costs 800 shields
United Nations costs 1200 shields
Cultures:
Native American:
Incan (Industrious, Expansionist) UU: Builder -> Worker who can work all terrain as fast as work grasslands, costs 20 shields (normal worker also available); Leader: Manco Capac or Huayna Capac; Capital: Cusco
Iroquois (Religious, Expansionist): same
Aztecs (Urban, Militaristic): same
West European:
American (Industrious, Urban): UU: Minuteman -> rifleman that costs 10 less shields
British/English (Expansionist, Urban): UU: Longbowman with +1 defense
French (Industrious, Commercial): Leader: Napoleon Bonaparte
East European:
Russian (Agricultural, Expansionist): Leader: Either Peter, Ivan IV, or Stalin
German (Militaristic, Scientific): same
Byzantine (Scientific, Religious):
UU: Cataphract -> cavalry with +1 attack; Leader: Constantine or Justinian; Capital: Constantinople
Mediterranean:
Spanish (Expansionist, Commercial): UU: Pirates -> +1 attack privateer
Romans (Expansionist, Scientific): same
Greeks (Scientific, Commercial): same
African:
Egyptian (Industrious, Religious): same
Mali (Agricultural, Commercial):
UU: swordsman with +1 speed, costs 40 shields; Leader: Mansa Musa; Capital: Mali
Zulu (Militaristic, Agricultural): same
Middle East:
Turks (Religious, Militaristic):
UU: Janissary -> rifleman with +1 attack; Leader: Mehmet II or Seljuk; Capital: Istanbul
Arabs (Religious, Urban): UU: Mamluk -> Horseman with +1 defense; Leader: Saladin or Harun al-Rashid; Capital: Mecca
Babylonians (Religious, Agricultural): same
“Central” Asia:
India (Commercial, Urban): Leader: Babar or some other guy
Mongol (Expansionist, Militaristic):
UU: horseman with +1 speed; Leader: Genghiz Khan; Capital: Qaraqorum
Persia (Scientific, Industrious): same
Far East:
China (Urban, Agricultural): Leader: some other guy, Mao okay though
Japanese (Militaristic, Urban): Leader: some other guy, Tokugawa last resort
Korean (Commerical, Agricultural):
UU: Turtle Boat -> 70 shield cost Ironclad; Leader: have no clue; Capital: Seoul, maybe another city
*****Note: This is all subject to change*****
Feel free to bash or praise, peace out
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