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- Monuments provide 2 loyalty to all your cities within 9 tiles and -2 loyalty to all foreign cities within 9 tiles
- The Foment Unrest mission for spies reduces loyalty by 100 (instead of 20), but even so, the city will not revolt unless the city's loyalty-per-turn is negative
-- 1-10 Loyalty = vision of the city center
-- 10-19 Loyalty = 1-tile radius of vision
-- 20+ Loyalty = 2-tile radius of vision
- When your units die on defense, you get vision of the area where he died for the next turn (his tile and each adjacent one)
- All players receive notifications when WMDs are launched
-- Note: Notification programming is tricky and this option gives both duplicate reports and missing reports. If the result of a battle is particularly important to you, it's best to clear all the other notifications before you make the attack.
- Better Scouts (see below) get +2/+4 XP instead or +1/+2.
- These XP gains are not increased by any other modifiers (Barracks training, Survey policy, etc.)
-- Relic
-- Tech Boost
-- Civic Boost
-- Envoy
-- Trader
-- Builder
-- 120 Gold
-- 100 Faith
-- Melee Unit
-- Ranged Unit
-- City Population
-- Unit Promotion
- Ancient Walls have no ranged attack.
- Medieval Walls get a single ranged attack with a range of 1.
- Renaissance Walls get two ranged attacks with range of 2.
- Victor's Embrasure promotion provides an extra ranged attack AND an extra range.
- Military Engineers can use a build charge to add +50%/+20%/+15% production to Ancient/Medieval/Renaissance Walls
- Roman Legions can use a build charge to add +50% production to Ancient Walls
- Once the Siege Tactics tech has been learned, Melee and Anti-Cavalry units adjacent to a Military Engineer do full damage to city walls
- The Expert Crew promotion provides +1 movement in addition to the moving and shooting ability
-- There is no limit to the number of religions; every civilization (except Kongo) can found its own religion.
-- There is no limit to the number of beliefs you can have in your religion, and the beliefs are not grouped into "classes". This makes religion interesting to all victory types. Even if you don't want to spam Missionaries, you might want to found a religion to get bonuses for combat strength, housing, amenities, science, culture, etc.
-- The religious beliefs were all replaced. The new beliefs are such that they improve every city that follows the religion (never just giving a benefit to the founder only). This introduces a strategic element to spreading your religion, because as you do that you also spread its benefits. If your opponent has been neglecting religion altogether while your religion banks a ton of gold each turn with beliefs like "Acres of Diamonds" and "Treasures In Heaven", converting their cities will make them rich at no effort on his part.
-- Great Prophets are just like the other Great People. Instead of getting only one to found your religion, with SDG, you can earn subsequent Great Prophets who each add a belief to your religion. (Hence, Great Prophet points have a function beyond founding your religion.)
-- Great Prophets act like religious Great Generals... they give your nearby religious units +1 movement and +5 religious combat strength.
-- Warrior Monks no longer require a belief. They can be built from Temples by anyone.
-- Lots of color was added to religion. Boring and generic terms were turned into more flavorful ones. Read the Civilopedia entries on the religious beliefs. I spent a lot of time on them.
- Religious units can only enter water tiles when they are adjacent to a naval unit. If a religious unit is embarked and naval units are no longer adjacent to it, it will die at the end of the turn. (The AI is exempt from this because it can't learn how to avoid drowning its units.)
"From the first stirrings of life beneath water... to the great beasts of the Stone Age... to man taking his first upright steps, you have come far. Now begins your greatest quest: from this early cradle of civilization on towards the stars."
With single player, it can be fun to have unique traits to guide you as you play through your story. But I feel that in multiplayer the leaders aren't balanced and so rather than playing a game where it's one player's skill against another, it's mostly about who chose (or was dealt) the strongest leader.
Consider playing a chess game where one player starts with an extra knight at the beginning of the game, but 30 moves later the other player gets an extra queen. That could be an interesting game, but it's less a contest about the players' own chess skills and more about which "bonus unit" is overall better. This option makes it more like a game where all sides start with the same pieces.
- Buildings, Great Generals, policies, and other effects that provide a percent experience bonus have that bonus increased. (e.g., a Barracks gives units +75% experience instead of +25%)
- Promotions no longer heal
- The Warrior Monk promotions that increase Combat Strength only increase it on attack
-- Removes world rankings screen
-- Removes stats from the leader ribbons
-- Removes info about cities that are in the fog of war (e.g. their defensive strength, city health, wall health, population size)
-- Removes info about foreign religions on the religion screen
-- Removes the leader icons on the bottom of the Tech and Civic trees
-- Removes info about the foreign government's type the Diplomacy screen
-- Removes info about relationships with other leaders on the Diplomacy screen
-- Removes detailed city information from the dealmaker screen
-- Removes gold/resource quantity info from the dealmaker screen
-- Removes info about foreign progress toward great people
-- Great person recruitment notifications (and history) are anonymous
-- Wonder completion notifications are anonymous
-- Professional Army
-- Retinues
-- Force Modernization
-- Land Surveyors
-- Expropriation
I don't like the play where you save up all your cash, and then game the civics tree so that you upgrade all your soldiers (or buy a bunch of tiles) for discount like so:
1) Learn all-but-1-turn on civic A, then switch to civic B
2) When you finish civic B you select civic A and the Professional Army policy
3) Upgrade all your army for half-price
4) Next turn you finish civic A and switch off Professional Army
When Military Alliances give a +5 Strength bonus, it amplifies the king-making dynamic already present in ffa games. I mean it's bad enough that one guy is getting double-teamed by his brothers, why should all their units get +5 for doing so? Second, it squashes the incentive to gift a player a city just to keep him alive for your +5 strength bonus.
The Combat Strength values are always listed on the difficulty selection boxes during game setup, but they will only be in effect in the game when this option is selected.
Highly, highly recommended for multiplayer, but disabled by default because the AI can't figure out how to make great people points when this option is enabled.
Affected districts include:
- Campus (Seowon, Observatory)
- Commercial Hub (Suguba)
- Encampment (Ikanda)
- Harbor (Cothon, Royal Navy Dockyard)
- Holy Site (Lavra)
- Industrial Zone (Hansa, Oppidum)
- Theater Square (Acropolis)
Known bug:
- The code is written such that each specialist should provide one great person point, but in testing I noticed that it instead gives two points per specialist. Firaxis, if you're reading this, table "District_CitizenGreatPersonPoints" is not functioning accurately.
- Includes belief options that I retired from the main set