Sid Meier's Civilization V

Sid Meier's Civilization V

Civic And Reform
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Opdatering: 6. aug. 2016 kl. 14:10

Civics and Reform compatible with just the Community Patch now. Not having Vox Populi will incur:
Corporatism provides a flat +15% Production modifier to markets, banks, and stock exchange.
Corporatism available at Industrialization instead of Corporation.
Disabled State Property's Corporate Bonus and Penalties on Corporation Building. (State Property will be Medium Upkeep rather than Low)
Disabled Organized Religion's Bonus on Vox Populi buildings.
Police State will not grant crime unhappiness.
Environmental will not deduct production off the Lumbermill Jungle improvement.

General Changes:
Mercantilism now generates +2 gold for internal trade routes.
Mercantilism's increment of internal yields reduced to 10%(from 17%).
Emancipation now generates +1 happiness for every 8 citizens(from 10).
Bureaucracy now provides +25% more gold from cities connecting to the capital.
Theocracy no longer grants free experience.
Theocracy now grants +10% Combat Strength to all combat units.
Vassalage no longer grants free units.
Vassalage's Bonus XP increased to +35(from 20).
Vassalage now provides free maintenance for six units(from 2).
Civics now incurs diplomatic bonuses if the civics are the same.

Opdatering: 5. aug. 2016 kl. 9:34

Civic Initiation: You get the default civics right away rather than waiting a certain turn to choose them. (You get a bonus +5 gold at the start of the game automatically with this) For scenario makers, who want civs to start with different civics PM me and I'll eagerly help.
Civic Maintenance Rework: (Low: 10% -> 10%, Medium: 25% -> 20%, High: 50% -> 45%) No more. If the AI can manage their gpt, you should know better,
Civic Tech-Trigger: You may want to review some of the civics available to you upon a tech search. (Improves the AI since they can only switch by waiting a certain amount of turns and this helps them switch civics once they have the pre-req tech)
Fixed Slavery from having one of Serfdom's Effects
New UI: You can now view what other people civics have and your civics have while also switching civics(Switching civics incurs resistance in all cities, AIs are unaffected because they can't use the UI and have to use the waiting-by-turn method)

Non-save game compatible.

Opdatering: 23. juli 2016 kl. 20:53

Each citizen will now produce +1 gold to compensate for the upkeep maintenance boost frmo buildings. (To easily boost your gold income, just produce more citizens)

Not save-game compatible.

(have you heard, version 2 is upcoming with a goverment civic rework!)

Opdatering: 15. juli 2016 kl. 7:47

Civics Upkeep reduced heavily. (Low: 20-> 10%, Medium: 50% -> 25%, High: 70% -> 50%)

Not save-game compatible.

Opdatering: 11. juli 2016 kl. 0:34

Hereditary Rule was requiring Trade instead of Military Theory due to the wrong technology requirement.

Save-game Compatible.

Opdatering: 10. juli 2016 kl. 13:37