Autonomous Estates
Ever wanted your brand new world to come somewhat pre-populated with small communities?
This mod dots the land with four types of permanent terrain improvements meant to represent autonomous towns and communities on a scale even smaller than city-states. Major civs who come along and absorb them into their lands are sure to reap hefty rewards from their new subjects!
Expect to find them close to sources of fresh water such as lakes, rivers and oasis. The fewer of these there are, the more they will tend to cluster around the same areas. They also inherit the yields of whatever terrain they spawn on top of, much like a normal city does.
- Lord’s Manor: Provides +5 Production and +2 Gold to the city that works its tile. Units stationed in this tile get a 75% bonus to defense, second only to the citadel.
- Cloistered Hermitage: Provides +5 Faith and +3 culture to the city that works its tile. Units stationed in this tile get a 50% bonus to defense, same as the fort.
- Merchant’s Guild: Provides a +7 Gold to the city that works its tile. Units stationed in this tile get a 25% bonus to defense.
- Grand Academy: Provides +5 Science and +4 culture to the city that works its tile. Units stationed in this tile get a 35% bonus to defense.
Important: None of these tiles will appear if you disable ancient ruins at game startup, since they share some of the same built-in logic for their placement.
My Main Mods:RPP Seasons – Autonomous Estates – Terrain Attrition – MLP:FiM Civs
Flavor Mods:Airship Caravans – Barbarian Forts –
Strategic Terrain – Exit to Linux
Required DLC:
These DLC should be installed in order to use this item.
Sid Meier's Civilization V: Brave New World