Civ IV Leader Traits for Civ VI

If you liked this item, please rate it up on Steam Workshop page.

Author: Mastodonmk2

Last revision: 18 Oct, 2019 at 11:02 UTC (2)

File size: 113.66 KB

On Steam Workshop

Description:

Bala-Balance!! – Tomoya

** Civ IV Leader Traits for Civ VI **

A converter version from Civ IV Leader Traits in Civ V by Wes for Civ VI with City-Life style penalty to the traits much like dark age policy, if you are focus on Science, you will loss focus on faith. You can be strong, but must have weakness.

Aggressive

Bonus:
– Unit Maintenance discount at 2 Gold.
– All unit grant 10 strength while attacking against non-district defense.
– 20% Production to military units.
– 100% Production when building Encampment district and their building.
BUT:
– -5 Strength to all unit while defense.

Charismatic

Bonus:
– 2 [Icon_Amenities] Amenities in every city.
– 1 [Icon_Amenities] Amenities from Mounment and Broadcast Center.
– -20% war weariness.
– 100% Production when building Entertainment Complex, Water Park district and their building.
BUT:
– -1 Loyalty in every city.

Creative

Bonus:
– 20% Culture modifier in every city.
– Inspirations provide an extra 20% of the cost for researching.
– Domestic routes provide 2 culture.
– 100% Production when building Theater Square district and their building.
BUT:
– -10% Production modifier in every city.

Diplomatic

Bonus:
– 10% influence points per turn.
– 1 Gold, Food, Production, Science, Culture and Faith per Suzerain.
– 20% discount to levy city-state units.
– 100% Production when building Market and Lighthouse.
BUT:
– -5% generation of Great People.

Expansive

Bonus:
– 20% Food modifier in every city.
– 50% faster production of Builder.
– Domestic routes provide 2 food.
– 100% Production when building Granaries and Water Mill.
BUT:
– -10% Gold modifier in every city.

Financial

Bonus:
– 2 Trader slot.
– 50% faster production of Trader.
– Domestic routes provide 1 gold and production.
– 100% Production when building Aqueduct and Neighborhood district.
BUT:
– -25% production of naval and recon unit.

Imperialistic

Bonus:
– 2 Loyalty in every city.
– 50% Great General and Great Admiral rate.
– 50% faster production of Settler.
– 100% Production when building Government Plaza district and their building.
BUT:
– -1 Amenities in every city.

Industrious

Bonus:
– 20% Production modifier in every city.
– 1 Builder charge.
– 50% faster production of Builder.
– 100% Production when building Industrial Zone district and their building.
BUT:
– -10% Culture modifier in every city.

Inventive

Bonus:
– 20% Science modifier in every city.
– Domestic routes provide 2 science.
– Eurekas provide an extra 20% of the cost for researching.
– 100% Production when building Campus district and their building.
BUT:
– -10% Faith modifier in every city.

Mercantile

Bonus:
– 20% [Icon_Gold] Gold modifier in every city.
– Domestic routes provide 2 gold.
– 50% faster production of Spy.
– 100% Production when building Commercial Hub district and their building.
BUT:
– -5% Food modifier in every city.

Philosophical

Bonus:
– 10% generation of Great People.
– Free great work slot for palace.
– Art Museum and Archaeological Museum provide Auto theming.
– 100% Production when building Campus and Theater Square district.
BUT:
– -5% Influence per turn.

Protective

Bonus:
– 15 Strength for city ranged attack.
– 10 Strength to units in friendly border.
– 20 Production if received a declaration of war in the past 10 turns.
– 100% Production when building Wall.
BUT:
– -5 Strength to owner unit when outside of friendly border.

Explorative

Bonus:
– 1 sight to all naval and recon unit.
– 50% faster production of military naval and recon units.
– 5% Production and Food modifier on every city in different continent.
– 100% Production when building Harbor district and their building.
BUT:
– -25% production of Trader.

Spiritual

Bonus:
– 20% Faith modifier in every city.
– Domestic routes provide 2 faith.
– 25% religion unit purchase discount.
– 100% Production when building Holy Site District and their building.
BUT:
– -10% Science modifier in every city.

** Current Version (Version 6), 18 October 2019 **

– Support Simplified Chinese. (Thanks to Flactine)

** Bug & Issue **

– Don’t enable with mod that replaced Firaxis leader’s name or these icon will not show.
– English only that support these title.

** Note **
Additional Note:

– Comment: Be Positive and Try to Comment as well
– Suport every Leader with their DLC, and all mod made by Mastodonmk2.
– Require Rise & Fall and Gathering Storm DLC
– May enabled with Better Civilopedia mod to see how this mod work.
– Don’t ask about some leader traits because I took it from Civ 4.

Copyrights


Download
Required DLC:

These DLC should be installed in order to use this item.


Sid Meier's Civilizationu00ae VI: Rise and Fall
Sid Meier's Civilizationu00ae VI: Gathering Storm
Revisions:

Old revisions of this mod are available below. Click the link to download.