Elysian Realm:Su, Sakura, Kosma, Hua and Aponia
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Series of other mods
Elysian Realm:Flame-Chaser
Elysian Realm:Mobius and Mobius[Infinity version]
Elysian Realm:Eden and Pardofelis
Elysian Realm:VillV and Kalpas
Has 1 level of Diplomatic Visibility greater than normal with every civilization that met. All units double the usual Combat Bonus for having a higher level of Diplomatic Visibility than their opponent. +1 Trade Route capacity when a civilization is met. +100% Diplomatic Favor per turn from starting a turn as Suzerain of a City-State. +2 Faith from each of your Envoys at city-states. Alliance Points with all allies increase by an additional 2 per turn. Your Trade Routes to an Ally’s city provide +2 Food, Production, Science, Culture, Gold, Faith for both cities. All Allies share visibility.
Unlock from irrigation. One percity and can build 2 extra districts when finished building Bodhi. +2 Faith and Culture. Enemy Spies operate at 3 levels below normal targeting this district and adjacent districts. Each Bodhi provides +2 Diplomatic Favor per turn.
Light as a bodhi leaf: When finished, +1 movement in 50 turns, +2 movements during 50-200 turns, +4 movements after 200 turns.
Heavy as a million lives: When finished, +5 heal in 50 turns, +10 heal during 50-200 turns, +20 heal after 200 turns.
Land Combat units +1 Science, Ranged and Siege units +1 Culture, Naval units +2 Gold, Recon +1 Faith when they are dead in combat. If death because of Barbarian, provide all bonus above. Every 50 turns the bonus will increase. (Max 3 times that means 150 turns add 4, 4, 8, 4). +1 Combat Strength per unused Movement. Increases non-Food yield benefits of Happiness in your empire by 100%.
Replaces the Entertainment Complex. Unlock from State Workforce. +2 Food, Faith and +3 Amenity. You can build 1 extra districts when finished building Setsuna.
Replaces the Swordman. +3 Combat Strength per unused Movement.(Totally +4 with Leader Traits)
Daybreak, lone beacon: When fall in dark age, +1 wildcard slot. +40% Food and Production. +60% Science, Culture, Gold, Faith.
Daybreak, an undying light: Else, Landcivilian +1 movement and Ranged and Siege units +1 attack range.
One percity and can`t be moved. Unlock from nationalism. Built on flat terrain. +2 Culture, Science, +4 Faith. +1 Faith when your units dead.(Can be accumulative, that means you have 50 dead units when unlock nationalism, when you build Daybreak your plot has +54 Faith)
Has base Combat Strength equal to the strongest unit your cities have produced. Ignore all terrain cost. Receive all great people points when defeats a major or minor civilization’s unit equal to 25% of the opposing unit’s strength (Standard Speed).
(If Kosma is dead in combat(because of not barbarian), unlock nationalism immediately)
Only adjacent enemy units can reveal your units. +1 movement for your units. +4 Influence points per turn. City State units gain +7 Combat Strength if you are the City State’s Suzerain (including Leveraged Units). Leveraging City States costs half Gold.
Replaces the Campus. +10% Science in this city and only +2 adjacent from Memory.
One percity and cannot removed. Only built on Hills. +1 Science, Culture, Faith, Production and +2 Gold. 25 Turns, all increase one time(base value). +1 influence.
Your Apostle units can choose from any possible promotion instead of receiving a random promotion. +2 Movement for all Missionaries, Apostles, and Inquisitors.
Replaces the Holy Site. Only has 4 base adjacent yield. Cannot built adjacent city center. +2 Great Prophet points per turn.
Has 120 base combat. Initiate theological combat with units of other Religions.