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
File Size
Posted
Updated
116.790 KB
15 Apr, 2018 @ 10:11am
18 Oct, 2019 @ 4:02am
5 Change Notes ( view )
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Civ IV Leader Traits for Civ VI

In 1 collection by Mastodonmk2
Mastodonmk2's Civilization Collection
29 items
Description
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 Comments
飞花白 15 Apr, 2024 @ 5:42am 
When's the update?:steamthumbsup::steamthumbsup::steamthumbsup::steamhappy:
TiraboTurbos 7 Dec, 2021 @ 10:43pm 
Because they'd need support for this separate mod.
LJMiranda 11 Dec, 2020 @ 4:51pm 
Sounds good. But since I installed other mods that offers new civs, this mod does not give them traits.
Knightfire1992 5 Oct, 2020 @ 3:36am 
The mod isn't compatible with the New Frontier Pass leaders for some reason.
jjj 24 Jun, 2020 @ 4:33am 
does this replace the normal abilities
Harold Smith 22 Dec, 2019 @ 7:00pm 
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  [author] 30 Sep, 2019 @ 9:03am 
Of course, Yes.
Flactine 30 Sep, 2019 @ 8:36am 
Can I translate?
Avalen 10 Mar, 2019 @ 8:52am 
will this be updated for Gathering Storm?
Arcadian 14 Aug, 2018 @ 3:09pm 
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.