Re: Life in a Different World from Zero Witch’s Tea Party

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Authors: IthildinX, UFO300

Last revision: 26 May, 2023 at 11:42 UTC

File size: 393.72 MB

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Description:

  • Strong Lust Witch: Ekidona
    Civilization Ability: Book of Wisdom

    The opening of the game to obtain "Astrology" Eureka. A city with a "Sanctuary" will have the following effects:
    College and industrial area buildings can be purchased with faith. The city gains 30% of its Faith per turn in productivity.

    Leadership Abilities: Love, Dream, Hope

    A city with a Sanctuary will have the following effect: -1 Productivity for each Sanctuary that is adjacent to a Mine; +1 Productivity and Culture for each Sanctuary that is adjacent to a Mine.

    Leader Feature Zone: Sanctuary

    The productivity bonus of a region’s proximity to a Sanctuary also provides faith value.
    The Great Prophet can create a religion in the Sanctuary. Culture bombs can be triggered. However, it is mutually exclusive with the Holy Land and cannot be built in the same city as the Holy Land.

    Leader’s Building: Witch’s Workshop

    Missionaries are allowed to be purchased. They can only be purchased with faith.

    Leader’s Building: Witch’s Workshop

    The productivity bonus extends to all downtowns within 6 cells that do not receive this building type bonus.
    It allows the purchase of Apostles, Masters, and Judges, as well as Martial Monks if they have the appropriate faith. These units can only be purchased through faith.


  • Jealous Witch:Shatila
    Civilization Ability: Death Return

    Whenever the city population reaches 8, all builders of that city’s production receive an additional +1 build count. When the city population reaches 8, the city population is reduced to 1.

    Leader Ability: Invisible Hand

    Builders gain +1 build count. When city population reaches 8, the city gains a builder. When the city population is 1, the city gains +100% to all production.
    Productivity and food +15% when city population is 1 or more, or +10% for technology and culture if city population reaches 5. When the city population reaches 8, the city output will be increased by 5%.

    Leader’s Zone: Shadowlands

    After unlocking "Apprentice", +4 Productivity. When the city’s population reaches 8, all industrial buildings in the city are +2 additional productivity. When the city population is 1, +4 productivity in that area.
    Housing is provided based on the charm of the cell, but is mutually exclusive with the community and cannot be built in the same city as the community.

    Leader’s Building: Witch’s Workshop

    +4 Productivity for all cities within 6 cells. After researching the "Power" technology, this building gives the city an additional +4 culture value. This bonus can only be applied once in the same city, and building multiple buildings within 6 cells of the city center does not provide an additional bonus.


  • Angry Witch: Minerva
    Civilization ability: world regeneration

    If war is declared, +165% productivity (decreases by 33% every three turns).
    Whenever you are not at war with any civilization, buildings in Fist of Fury gain +2 Productivity and provide +10% Productivity to the city.

    Leader Ability: Oded Ragnar

    When a battle occurs, heals all damage and consumes an amount of faith equal to the damage. Whenever the healing effect is triggered, there is a chance that various natural disasters will occur. Units will not be damaged by natural disasters.

    Leader’s Special Area: Fist of Fury

    Increases the lifesteal of adjacent units. If other units start moving from around the supply convoy, they receive a 1-point bonus to mobility.
    Fist of Fury is a defensive area with long-range attack capabilities, but is mutually exclusive with camps and cannot be built in the same city as a camp.


  • Ice Witch: Amelia
    Civilization Ability: Sensei of Ice

    When a military unit fights in a frozen earth or snow cell, +5 combat power. When wounded, it does not suffer a combat power loss.
    After fighting an enemy unit, it gives the enemy unit -1 combat power. Every third time, you get an additional -1 movement.

    Leader Ability: Micro-elven power

    The productivity bonus of the area adjacent to the Frozen Earth and the area on the snow also provides technology value. Each Frozen Earth or Frozen Hills cell within 3 cells of the territory of all cities provides the city with +1 Faith and +1 Productivity, and each Snow or Snowy Hills cell doubles the above output and provides an additional +1 Technology and +1 Culture.
    When there is a snowstorm, there is a chance that the city will receive +1 Food, +1 Faith, or +1 Culture for the Frozen Earth and Snow cells.

    Leader feature area: otherworldly academy

    Buildings in the academy receive a technology value equal to productivity and +1 technology value from each snow or snow hill cell in the city, but are mutually exclusive with the academy and cannot be built in the same city as the academy.

    Leader Feature Unit: Ice Witch

    Only one can be owned at the same time, with a unique reinforcement tree. It can only be purchased with faith value.
    No way to gain experience, with the title of Chief Executive Parker to gain enhancements.
    Every three attacks gains +1 combat power, and each era gains up to 15 combat power from this effect.
    When attacking, if you have enough Faith (Age parameter x 200), you will have a chance to summon a blizzard with your Faith. If you are killed, you will call a "Beast of Perpetual Frost" at the scene of death, regardless of your enemy.


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