Joto92 / JTMyWitcher

Civ VI Mod about The Witcher
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Civ VI Witcher Mod


INDEX

  1. To Do
  2. Leader & Civs
  3. City States
  4. Natural Wonders
  5. Building Wonders

    1. To Do

    Things to Do:

    • World wonders using existing models or new
    • Unit or building models
    • Add unique agendas to the leaders
    • Add unique leader diplomatic text
    • Changes on existing leaders, units, etc...

    • 2. Leader & Civs

      2.1. Temeria

      Pearl of the North: +4 Influence points per turn toward earning city-state [ICON_Envoy] Envoys. +4 [ICON_Gold] Gold from each city-state you are Suzerain of.

      2.1.1. Leaders

    • Foltest | The Siegemaster: All Classical and Renaissance Siege units gain +5 [ICON_Strength] Combat Strength. +100% [ICON_Production] Production toward Classical and Renaissance Siege Units and Ancient, Classical and Medieval Suport Units.

      2.1.2 Units

    • Blue Stripes: Temerian unique Medieval era melee unit, replace swordman. +5 [ICON_Strength] when fighting in Forest or Jungle.
    • Poor Flanking Infantry: Temeria unique anticavalry unit. 75% flanking bonus.
    • Northern Trebuchet: Northern unique siege unit. +10 [ICON_Strength] Combat Strength if there is at least one Trebuchet adjacent.
    • Temerian Landsknech: +5 [ICON_Strength] Combat Strength vs. cavalry units.
    • Northern Sorceres: Northern Realms unique Medieval era ranged unit. Heals at the end of every turn, even after moving or attacking.

      2.1.3 Buildings

    • Mage Academy: +5 [ICON_Science] Science and +2 [ICON_Culture] Culture. +2 Points for Great Scientists.

2.2. Nilfgaard

Empire of Nilfgaard: Accumulate 25% less war weariness than usual. Unit maintenance cost reduced by 1 Gold per turn, per unit. +7 [ICON_Strength] Combat Strength when attacking city-states. All cities you found or conquer, if in [ICON_TradeRoute] Trade Route range of your [ICON_Capital] Capital, they start with a road to it. Your [ICON_TradeRoute] Trade Routes earn +1 [ICON_Gold] Gold for passing through Trading Posts in your own cities.

2.2.1. Leaders

2.3. Redania

The Ganary of the Continent: Your [ICON_TradeRoute] Trade Routes to other civilizations provide +4 [ICON_Gold] Gold for Redania. Other civilizations' [ICON_TradeRoute] Trade Routes to Redania provide +2 [ICON_Food] Food for them and +2 [ICON_Gold] Gold for Redania. +4 [ICON_Food] Food from domestic [ICON_TradeRoute] Trade Routes.

2.3.1. Leaders

2.4. Kaedwen

The White Forest: +1 [ICON_Gold] Gold in the Commercial Hub, +1 [ICON_Faith] Faith in the Holy Site and +1 [ICON_Production] Production in Industrial Zones if they are next to a Forest.

2.4.1. Leaders

2.5. Skellige

Island Clans: Units gain the ability to enter Ocean tiles after researching the Shipbuilding technology. Naval units receive +5 [ICON_Strength] Combat Strength in shallow water tiles. Naval units can perform costal raids.

2.5.1. Leaders

2.6. Aedirn

Aedirn Industry: +100% Commercial Hub and Industrial Zone district adjacency bonuses. Luxury resources in his territory provide an [ICON_Amenities] Amenity to 2 extra cities.

2.6.1. Leaders

2.7. Lyria And Rivia

Small Northern: All districts receive an additional standard adjacency bonus for being adjacent to another district.

2.7.1. Leaders

2.8. Scoia'tael

Armony With The Land: +1 [ICON_Gold] Gold in the Commercial Hub, +1 [ICON_Faith] Faith in the Holy Site, +1 [ICON_Culture] Culture in the Theatre and +1 [ICON_Science] Science in the Campus if they are next to a Forest.

2.8.1. Leaders

2.9. Kovir and Poviss

Koviri Delight: All cities you found or conquer start with a Trading Post.Your [ICON_TradeRoute] Trade Routes earn +1 [ICON_Gold] Gold for passing through Trading Posts in your own cities. Your [ICON_TradeRoute] Trade Routes to other civilizations provide +4 [ICON_Gold] Gold for Kovir. Other civilizations' [ICON_TradeRoute] Trade Routes to Kovir provide +2 [ICON_Gold] Gold for Kovir.

2.9.1. Leaders