Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Civ IV Leader Traits for Civ VI
   
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Type: Mod
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116.790 KB
2018 年 4 月 15 日 上午 10:11
2019 年 10 月 18 日 上午 4:02
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Civ IV Leader Traits for Civ VI

在 Mastodonmk2 的 1 个合集中
Mastodonmk2's Civilization Collection
32 件物品
描述
Bala-Balance!! - Tomoya

** Civ IV Leader Traits for Civ VI **
A converter version from Civ IV Leader Traits in Civ V by Wes for Civ VI with City-Life style penalty to the traits much like dark age policy, if you are focus on Science, you will loss focus on faith. You can be strong, but must have weakness.

Aggressive
Bonus:
- Unit Maintenance discount at 2 Gold.
- All unit grant 10 strength while attacking against non-district defense.
- 20% Production to military units.
- 100% Production when building Encampment district and their building.
BUT:
- -5 Strength to all unit while defense.

Charismatic
Bonus:
- 2 [Icon_Amenities] Amenities in every city.
- 1 [Icon_Amenities] Amenities from Mounment and Broadcast Center.
- -20% war weariness.
- 100% Production when building Entertainment Complex, Water Park district and their building.
BUT:
- -1 Loyalty in every city.

Creative
Bonus:
- 20% Culture modifier in every city.
- Inspirations provide an extra 20% of the cost for researching.
- Domestic routes provide 2 culture.
- 100% Production when building Theater Square district and their building.
BUT:
- -10% Production modifier in every city.

Diplomatic
Bonus:
- 10% influence points per turn.
- 1 Gold, Food, Production, Science, Culture and Faith per Suzerain.
- 20% discount to levy city-state units.
- 100% Production when building Market and Lighthouse.
BUT:
- -5% generation of Great People.

Expansive
Bonus:
- 20% Food modifier in every city.
- 50% faster production of Builder.
- Domestic routes provide 2 food.
- 100% Production when building Granaries and Water Mill.
BUT:
- -10% Gold modifier in every city.

Financial
Bonus:
- 2 Trader slot.
- 50% faster production of Trader.
- Domestic routes provide 1 gold and production.
- 100% Production when building Aqueduct and Neighborhood district.
BUT:
- -25% production of naval and recon unit.

Imperialistic
Bonus:
- 2 Loyalty in every city.
- 50% Great General and Great Admiral rate.
- 50% faster production of Settler.
- 100% Production when building Government Plaza district and their building.
BUT:
- -1 Amenities in every city.

Industrious
Bonus:
- 20% Production modifier in every city.
- 1 Builder charge.
- 50% faster production of Builder.
- 100% Production when building Industrial Zone district and their building.
BUT:
- -10% Culture modifier in every city.

Inventive
Bonus:
- 20% Science modifier in every city.
- Domestic routes provide 2 science.
- Eurekas provide an extra 20% of the cost for researching.
- 100% Production when building Campus district and their building.
BUT:
- -10% Faith modifier in every city.

Mercantile
Bonus:
- 20% [Icon_Gold] Gold modifier in every city.
- Domestic routes provide 2 gold.
- 50% faster production of Spy.
- 100% Production when building Commercial Hub district and their building.
BUT:
- -5% Food modifier in every city.

Philosophical
Bonus:
- 10% generation of Great People.
- Free great work slot for palace.
- Art Museum and Archaeological Museum provide Auto theming.
- 100% Production when building Campus and Theater Square district.
BUT:
- -5% Influence per turn.

Protective
Bonus:
- 15 Strength for city ranged attack.
- 10 Strength to units in friendly border.
- 20 Production if received a declaration of war in the past 10 turns.
- 100% Production when building Wall.
BUT:
- -5 Strength to owner unit when outside of friendly border.

Explorative
Bonus:
- 1 sight to all naval and recon unit.
- 50% faster production of military naval and recon units.
- 5% Production and Food modifier on every city in different continent.
- 100% Production when building Harbor district and their building.
BUT:
- -25% production of Trader.

Spiritual
Bonus:
- 20% Faith modifier in every city.
- Domestic routes provide 2 faith.
- 25% religion unit purchase discount.
- 100% Production when building Holy Site District and their building.
BUT:
- -10% Science modifier in every city.

** Current Version (Version 6), 18 October 2019 **
- Support Simplified Chinese. (Thanks to Flactine)

** Bug & Issue **
- Don't enable with mod that replaced Firaxis leader's name or these icon will not show.
- English only that support these title.

** Note **
Additional Note:
- Comment: Be Positive and Try to Comment as well
- Suport every Leader with their DLC, and all mod made by Mastodonmk2.
- Require Rise & Fall and Gathering Storm DLC
- May enabled with Better Civilopedia mod to see how this mod work.
- Don't ask about some leader traits because I took it from Civ 4.

Copyrights

18 条留言
飞花白 2024 年 4 月 15 日 上午 5:42 
When's the update?:steamthumbsup::steamthumbsup::steamthumbsup::steamhappy:
TiraboTurbos 2021 年 12 月 7 日 下午 10:43 
Because they'd need support for this separate mod.
LJMiranda 2020 年 12 月 11 日 下午 4:51 
Sounds good. But since I installed other mods that offers new civs, this mod does not give them traits.
Knightfire1992 2020 年 10 月 5 日 上午 3:36 
The mod isn't compatible with the New Frontier Pass leaders for some reason.
jjj 2020 年 6 月 24 日 上午 4:33 
does this replace the normal abilities
Harold Smith 2019 年 12 月 22 日 下午 7:00 
I like the spirit of this mod, but I agree with others that the bonuses are too strong. Every single penalty and buff to combat strength should be lowered to at least 3 in all areas. And the buffs to production for districts should be 25%-50%. Doing the way it is now, the civs are just too strong. Is it possible to see a change in some future?
Mastodonmk2  [作者] 2019 年 9 月 30 日 上午 9:03 
Of course, Yes.
Flactine 2019 年 9 月 30 日 上午 8:36 
Can I translate?
Avalen 2019 年 3 月 10 日 上午 8:52 
will this be updated for Gathering Storm?
Arcadian 2018 年 8 月 14 日 下午 3:09 
Looks interesting, but if each Civ will be much stronger in every area that they are already strong in, it will only unbalance the game. I suggest decreasing the bonuses a bit to make them less overpowered. You have to think about how much impact +10 str has in the early game when a unit only has 20 str. I agree with Tiago Hiro's suggestions, because the military civs will be very scary and effective with these bonuses, while they will hardly feel the weakness they get to defence.

I also think you could change the weakness for exploration civs to something else, because trading kinda falls under exploration. Instead they could have -25% production to Industrial Zone and its buildings.

For Diplomatic -25% production towards military units makes more sense.