Date.A.Live-YamaiSisters Reloaded
Civilization: Hurricane Knight-Connector
+1 Culture for domestic trade routes; +1 Tech for international trade routes for each featured area in the destination city
+1 Culture for other civilizations traveling to the Hurricane Knight’s trade route; +1 Tech for the Hurricane Knight.
Build a trade post in the destination city as soon as you establish a trade route; +1 Tech for your trade route through a domestic trade post; +1 Culture for a foreign trade post.
+1 trade route for each town square area and building; +1 trade route for meeting 1 other civilization.
Additional territory is granted to the built city.
Leader: Hachimai Yagyu
All units ignore movement penalties caused by terrain and rivers. Immunity from hurricane-type disasters. Roads are automatically created in the city and in the cells surrounding the area.
Area provides culture value equal to productivity.
+1 Mobility for all units, gradually increasing combat power when attacking over time.
If you are the first civilization to receive an air unit, all air units receive a single enhancement.
Civilization: Hurricane Knight – Binder
+1 Technology value for each distinctive area in the destination city for domestic trade routes; +1 Culture value for international trade routes
+1 Tech for other civilizations’ trade routes to the Hurricane Knight; +1 Culture for the Hurricane Knight.
All cities you create or capture have trading posts from the start; +1 Culture for your trade routes through domestic trading posts; +1 Tech for foreign trading posts.
+1 trade route per town square area and building; +1 trade route for encountering 1 other civilization.
When a merchant first moves within 3 cells of a city, the unowned cells will fall under the control of the empire.
Leader: Hachimai Yuzuru
All units ignore movement penalties caused by terrain and rivers. Immune to hurricane-type disasters. Roads are automatically created in the city and in the cells surrounding the region.
Area provides technology value equal to productivity.
+1 Mobility for all units, gradually increasing combat power as time evolves in defense.
If you are the first civilization to receive air units, all air units receive a single enhancement.
Featured Area: Hurricane Airfield
Allows you to build and store aircraft in this area. It is an alternative to the air port area and is not subject to population restrictions and is cheaper to build. Cannot be built on hills.
+1 Aluminum per turn. +10% productivity to the city you are in. Air Force units +2 combat power.
Fighters and bombers can be further upgraded to invisible fighters and invisible bombers.
Featured improvement facility: Hurricane Gathering Station
+1 gold, productivity, and technology value. Provides 1 point of Hurricane charge and 2 points of power per turn. Must be built on hills.
Featured Building: Hurricane Substation
Automatically converts any amount of Hurricane Charge into electricity and supplies electricity to cities within a 6-cell area at a rate of 1 Hurricane Charge = > 1 Electricity Point.
No carbon dioxide is emitted into the atmosphere.
Productivity, Technology and Culture bonuses can be extended to all city centers in the 6-cell area that do not receive the power plant building bonus.
Featured Building: Automatic Carbon Capture Equipment
Requires 2 points of electricity and reduces carbon emissions by 5 points per turn.
Translated with www.DeepL.com/Translator (free version)
Required DLC:
These DLC should be installed in order to use this item.
Sid Meier's Civilizationu00ae VI: Gathering Storm