List of comments (for era-independents and prehistoric, my comments are regarding what it says in the forum post, and not what this document says, unless otherwise noted. Also, they may be nit-picky, but I feel it is better to be safe than sorry)
Any changes will have to be made to this document first, and then I’ll just copy it out and into the forum post again. If you feel like doing that, feel free ;).
Native Woodsmen: Change “Have x number of” to “Have a total of a combination of x number of”. Add “bamboo” everywhere where we talk about Forests/Jungles. It should be counted as equal to Forest/Jungle in this regard. For the Picks trait reward, it says “Forest Tiles”, but this should also include Jungles and Bamboos. Also, the unhappiness should be countered by five of Forests and/or Jungle and/or Bamboos (total of five disables the unhappy, regardless of type).
Yes, this is why I’ve said in places “Forested Tiles” instead, but you are right it isn’t that uniform. If you want to change it go right ahead :).
Native Highlanders: Specify what is meant by “elevated terrain” in case people are dumb-asses. What is the difference between “cultural borders” (everywhere we write “culture borders” we should change it to “cultural borders”) and “territory”? If they are equal in interpretation, then we should replace “territory” with “cultural borders” everywhere, to avoid confusion. The sentence “all applicable units” should replace all instances of “all units” in all other mission rewards, since I think it will be safer to write like that, so people don’t complain about boats getting “native woodsman” promotions and such nonsense.
Yeah, again it’s the same but just not a uniform way of calling it. “Within Culture Borders” and “Territory” are effectively the same, since Territory is defined in Civ by Culture Borders.
Native Seafarers: Change “Have x number of” to “Have a total of a combination of x number of”. Also, we should write in the form “coastal = 1” instead of “1 = coastal” everywhere we give points to tiles like this. Replace “beaker” with “research”. Change “Receive Promotion(s)” to “New Naval Units receives for free the [...] Promotion(s)”. Put the very last sentence in italics.
“A total of a combination of” sounds really wordy though. Though once again I agree it should be less ambiguous. What about “A total number of points from Sea Tiles, such as Coastal = 1, Ocean = 2, Deep Ocean = 3” etc? Sounds good.
Native Plainsmen: Specify what is meant by “non-elevated terrain”. Change “Have x number of non-hills Grasslands and Plains” to “Have a total of a combination of x number of non-hills Grasslands and/or non-hills Plains” to remove doubt.
Same as above? Yep.
Desert Adaptation: Here we write Desert Combat 1-3. If we mean that for example Woodsman 1-3 would all give credits for Native Woodsmen, we should write 1-3 there too. Same everywhere else this happens. “+1 Food ( ) and +1 Commerce ( ) from”
Sure, if you think there’s ambiguity there.
Arctic Adaptation: It should say Arctic Combat 1-3. Same as above.
Tribal Defence: Should say “Archery Units” everywhere (ie not +10% production speed for archers, but for Archery Units). Receive a Great General in the Capital. Melee Type Units. Same in comments for SofF, and add the negative effect for this mission. For many missions in the prehistoric era, there are empty parenthesises, which should be removed.
Okay. Those empty Parenthesis’s are in there because of the missing graphics- but I agree they should be removed. If you make the changes here, I’ll try to get rid of any () left over.
Food Storing: Change “...in the Capital cities need...” to “...in the Capital, cities need...” Tweak the negative to only give a penalty to construction of buildings, and not everything. Even then it might be a bit of a strong negative effect compared to the others. Maybe restrict it to the x biggest cities only? Or just -10% military production? I think this would be better. The people are farmers, not fighters. I would say limiting military that early on could be dangerous. But over time its probably better than -10% building, so sure.
Legacy + Building a future are both fine, and both very strong but balanced. I like Banditry a lot, also. Some “errors” like small letter where it should be bid, and a misplaced “(“. Might beef up the reward by adding a extra Spy, as we have discussed. Also “gold” should be “commerce” in the negative, same with Land of our Ancestors. Should we not just leave the Commerce Penalties to the religions only, and leave the other ones as gold penalties. After all, Gold is important early on, but Commerce is hugely important throughout the whole game. Also, didn’t we already change it to a great spy? But you don’t get gold from trade routs, just commerce. Ah, ok then, great spy it is, sotty.
Bead-Based Economy: “which produce gold”. I am also unsure about this one. My new idea is that this mission/trait is about the civ using beads, even when other civs are switching to money. (At first I was thinking that the civ had meen “practicing” with beads, but then again, so have every other civ, since that is the whole point of the “beads” tech. When I realized this, I changed my mind and came up with this new idea instead) They are just liking the beads too much to switch system. This allows them to quickly build the new “gold” (read: bead) buildings in the ancient era, since we assume they can be used with beads just as well as with gold. However, even after other civs switch to real money, they still like beads as personal adornments. Thus, I am thinking that this trait should give better foreign trade routs, instead of +gold in cities. Also, one of the negative effects (insecurity) could be changed to give a penalty to building money buildings in the classical era, since these buildings really need “real” money to function, and since the civ is still using beads, they will have a hard time adopting to that. After the classical era, we assume that even this civ have switched to “real” money. The permanent good thing that remains in all eras is the bonus to foreign trade (not because of beads anymore but from practice) and the negative that remains is the increased inflation. Oh yeah. Plus commerce from goods buildings. Yeah. I think we could nerf that to just be boosting prehistoric and ancient goods buildings. It might be too strong otherwise. I don’t know, though. Tell me what you think.
I think that you’re right, in that there is no proper “Currency” in this stage of the game. Though I also think gold just represents the currency that your civ uses, whether that’s beads, carved masks, pearls, gold, silver, military intimidation, sexual promises, etc (okay, so those last two were exaggerations). Basically Civ’s concept of gold is an abstract concept- it basically means money to spend, regardless of what that money is. If you think about it today- our money isn’t even linked to Gold anymore, though you wouldn’t say at the Modern age that anything gold related should change- it just wouldn’t make sense. Also, going by this same analogy, would it be fair to say that our current bank notes, or even coins, are “real money”? They have no gold content, only the value which we decide they have. Beads are just as valid if everyone decides beads are worth a set amount. So I’m afraid I have to disagree with you on this one. It also helps that no-one’s complained about this one on the forum yet ;). Ok, I can live with that. But just top make it clear what I mean: beads have huge problems compared to other currency. They cannot be divided, they cannot really represent other figures unless they are by different materials, and so on. But you are right, the “currency” or #gold” that the civs use is abstract. Ok, a compromise? The only thing I really don’t like is the +5 instability (yes, I was the one who suggested it). I know why I thought it would be a good idea at first, that sometimes there is enough cash so there is inflation, and sometimes there is to little so there is instability. It is just that +5 instability empire wide all game might be too tough. Maybe scale it with number of cities and the current era? Instability = max(2 * (x-3y), 0) with x = #cities and y=era number
So, in ancient, you get 2 instability if you have 7 cities, 4 if you have 8, 6 if you have 9. In every new era you can have three more “free” cities before the instability penalty kicks in. (I am a mathematician, ok? :P)
Okay, but beads are different colours- so you could just have the different colours be worth more. It’s all relative. If everyone knows red is worth two blues, then red is worth two blues. But sure- having a variable instability works fine for me, after all as you’ve pointed out, that was your idea in the first place :). I would make it tied in with their civic as well though (so the average between the “allowed” era cities, and the “allowed” civic cities).
Yes, I do think that could be an issue- however we’ve already discussed stuff to do with Crime and Flammability, so I think we’re still pretty much okay with things. Obviously as new stuff comes out we will need to consider them (especially on the Steam Punk & Apocalypse fronts). So long as we stay focused on the base parts of the game (gold, commerce, science, religion, culture, build, food, etc) I think we can avoid most of the changes as they come along- and just add new traits for any massive changes that do happen.
I’m glad you agree there- I was really thinking about the Culture / Hero thing when I wrote that - because we know that the only way to get said hero is to have said Culture, in which case its something you’re doing anyway, and its not limited by us. Also, I think people just haven’t been that interested since nothing new has really been posted there in a while. I noticed that the last time I posted, there were over 100 views in less than 12 hours, so the interest is out there.
What I’ve done wise: I’ve added some more Ancient Ones, and tweaked some others. If you go down to the Ancient Era section, the ones I’ve changed and you haven’t looked at yet are highlighted in purple. You’ll notice that some of them that were purple are now black, this is because I’ve fixed them now, based on the last discussions we had over them.
8 Era-independent Missions
Theme: Missions that have little to do with the time in which they are picked. Available all ages, until they are picked, at which point they are removed from the lists in the following eras.
Native Woodsmen
Native Highlanders
Native Seafarers
Native Plainsmen
Desert Adaptation
Arctic Adaptation
Rugged Adaptation
Wetland Adaptation
Native Woodsmen [Era-independent Mission]
[<100% Completion Reward]
+1 from each forest tile, +20% extra production ( :hammers:) from chopping Forest/Jungle/Bamboo. Units start with Promotions “Native Woodsman I” and “Native Woodsman II”.
[100% Completion Bonus]
Does not Pick Trait: Units start with Promotion “Native Woodsman I” (+5% Defence ( :c5strength:) on this terrain type.)
Picks Trait: +1 Health ( :health:) and +1 Happiness ( :c5happy:) from every 4 Forest Tiles near city (natural herbs and whatnot). Units Start with Promotion “Native Woodsman III”.
Note: This is why there is a requirement for Healers Huts, as it is these folks who should know where the herbs etc are.
[Negative Effect]
+1 Unhappiness ( :c5unhappy:) for x turns (dependant on game speed) for each Forest/Jungle/Bamboo Tile Chopped/Burned Down, +1 Unhappiness ( :c5unhappy:) in cities with less than five Forested Terrain tiles within workable tiles.
Native Highlanders [Era-independent Mission]
[<100% Completion Reward]
+1 Food ( :food:) from each “muddy, lush or grassland” riverside hills tile, +1 Production ( :hammers:) from each mountain tile, +1 production ( :hammers:) for every two mines worked by the city. Applicable units start with Promotions “Native Highlander I” and “Native Highlander II”.
[100% Completion Bonus]
Does not Pick Trait: Applicable units start with Native Highlander I promotion.
Picks Trait: Applicable units start with Native Highlander III” Promotion.
[Negative Effect]
No negative effect.
Native Seafarers [Era-independent Mission]
[<100% Completion Reward]
+1 Food ( :food:) from Coastal tiles, +1 Commerce ( :commerce:) from Coastal tiles (activated at the Astronomy technology), +1 Beaker from each ocean tile (activated at the Marine Biology technology). Receive Promotions “Native Seafaring I” and “Native Seafaring 2”.
[100% Completion Bonus]
Does not Pick Trait: Receive Promotion “Native Seafaring I”.
Picks Trait: Naval Units Receive “Native Seafaring III” Promotion (will include Ocean Travel).
[Negative Effect]
-10% production speed for Naval Units. (It takes time to train a good captain)
Native Plainsmen [Era-independent Mission]
[<100% Completion Reward]
Cities need -10% Food to grow, +1 Food from Farms and Pastures, +1 Production from Workshops, Factories and Industrial Complexes. Units receive Promotions “Plainsmen I” and “Plainsmen II”.
[100% Completion Bonus]
Does not Pick Trait: +25% improvement work rate in flatlands, Units receive Promotion “Plainsmen I”.
Picks Trait: +25% improvement work rate in flatlands, +10% production speed for Cavalry Units, Cavalry Units start with the Speed Promotion.
[Negative Effect]
No negative effect.
Desert Adaptation [Era-independent Mission]
[<100% Completion Reward]
+1 Food ( :food:), +1 Commerce ( :commerce:) from each non-floodplains desert tile, Units start with Promotions “Desert Nomad I” and “Desert Nomad II”.
[100% Completion Bonus]
Does not Pick Trait: +25% improvement work rate on desert type terrain. Units start with Promotion “Desert Nomad I”.
Picks Trait: Able to found Cities on Desert Tiles. +25% improvement work rate on desert type terrain. Units start with promotion “Desert Nomad III”.
[Negative Effect]
No negative effect.
Arctic Adaptation [Era-independent Mission]
[<100% Completion Reward]
+10% Culture ( :culture:) from Igloo / Ice House, +1 Production ( :hammers:) from each Ice Tile, Units start with Promotions “Arctic Nomad I” and “Arctic Nomad II”.
[100% Completion Bonus]
Does not Pick Trait: +75% improvement work rate on ice type terrain. Units start with “Arctic Nomad I” Promotion.
Picks Trait: -5 Flammability from each Arctic tile, May build cities on Ice, +75% improvement work rate on ice type terrain, all units start with Promotion “Arctic Nomad III” (this will give ability to walk over ice “feature”).
[Negative Effect]
No negative effect.
Rugged Terrain Adaptation [Era-independent Mission]
[<100% Completion Reward]
+1 Production ( :hammers:) from Rugged Terrain tiles, +1 Food ( :food:) from Barren terrain tiles, +50% work rate for Terraforming in Rugged Terrain, units start with Promotions “Hardy I” and “Hardy II”..
[100% Completion Bonus]
Does not Pick trait: +25% improvement work rate in Rugged Terrain, Units start with promotion “Hardy I”..
Picks Trait: +25% improvement work rate in Rugged Terrain. Applicable units start with the Promotion “Hardy III”.
[Negative Effect]
No negative effect.
Wetland Terrain Adaptation [Era-independent Mission]
[<100% Completion Reward]
+1 Commerce ( :commerce:) from Wet Terrain tiles, +50% work rate for Terraforming in Wet Terrain, Units start with Promotions “Waterways I” and “Waterways II”..
[100% Completion Bonus]
Does not Pick trait: Receive only half of the normal Unhealthiness ( :yuck:) penalty from Wetland tiles, +25% improvement work rate in Wet Terrain. Units start with Promotion “Waterways I”.
Picks Trait: Receive only half of the normal Unhealthiness ( :yuck:) penalty from Wetland tiles. +25% improvement work rate in Wet Terrain. All Melee / Archer / Recon / Hunter Units Receive the Poison Tips Promotion.
[Negative Effect]
No negative effect.
------------------------------------------------------------------------------------------------------------------------------------------------------------
14 Prehistoric Era Missions
Theme: Hardship, Survival, Family, Dawn of Intelligence
Tribal Defence
Survival of the Fittest
Animal Lore
Food Storing
Legacy
Building a future
Banditry
Land of our Ancestors
Bead-Based Economy
Primitive Religion
Uniting the Clans
Early Trade
Fire Cult
Cult of the Wolf
Early Animal Studies
Tribal Defence [Prehistoric Era Mission]
[<100% Completion Reward]
+2 xp for archery units, +10% training speed for archers, +25% Production for Walls / Fletcher’s Hut / Archery Range / The Great Wall.
[100% Completion Bonus]
Does not Pick Trait: Archer with highest xp count gains the Led by Warlord promotion.
Picks Trait: Receive a Great General.
[Negative Effect]
-10% Training Speed for Melee Units. (People prefer to use ranged weapons)
Survival of the Fittest [Prehistoric Era Mission]
[<100% Completion Reward]
+2 xp for melee units, +10% training speed for melee units, +25% production for Warriors Hut / Barracks / Mercenary hut.
[100% Completion Bonus]
Does not Pick Trait: Melee Unit with highest xp count gains the Led by Warlord promotion.
Picks Trait: Receive a Great General.
[Negative Effect]
-10% Training Speed for Archer Units. (People prefer to use melee weapons)
Animal Lore [Prehistoric Era Mission]
[<100% Completion Reward]
+20% chance to subdue Animals, +1 Food ( :food:) from Buildings which provide Carcasses, +1 Culture ( :culture:) from myth buildings, All units start with Hunting 1.
[100% Completion Bonus]
Does not Pick Trait: Free Carnival in Capital.
Picks Trait: Free Carnival in Capital. +1xp from Animal Mascots (land + sea). Governor's Pets / Menagerie / Zoos etc decreases Local Instability twice more.
[Negative Effect]
Improvements take 10% longer to build. (Making sure no animals is hurt during construction)
Food Storing [Prehistoric Era Mission]
[<100% Completion Reward]
+25% production speed for Gatherers and Workers, 50% lower upgrade costs for Gatherers, +1 population ( :c5citizen:) in the Capital, cities need 10% Less Food (:food:) to grow.
[100% Completion Bonus]
Does not Pick Trait: + 1 population ( :c5citizen:) in the Capital.
Picks Trait: Receive a Great Farmer in the Capital.
[Negative Effect]
-10% Production ( :hammers:) in all Cities. (your Citizens all learning some sort of farming trait since childhood, they're a bit slower on the uptake of Building things.)
Legacy [Prehistoric Era Mission]
[<100% Completion Reward]
Free artist in capital, 10% more Great Artist ( :gp:) points in all cities, starts golden age, +20% Wonder production during Ancient era.
[100% Completion Bonus]
Does not Pick Trait: + x Culture ( :culture:) in Capital.
Picks Trait: Receive a Great Artist in the Capital. (Note: Confirm Balance)
[Negative Effect]
10% Less Gold ( :gold:) production in the Capital. (Artistic perfection is expensive)
Building a future [Prehistoric Era Mission]
[<100% Completion Reward]
+10% Building Production, double production speed of Forge, Strategic resources give +1 hammers (:hammers:), +20% wonder production during Ancient era
[100% Completion Bonus]
Does not Pick Trait: Receive an Early Trader in the Capital.
Picks Trait: Receive a Supply Train in the Capital.
[Negative Effect]
-10% Culture ( :culture:) and +1 Unhealthiness (:yuck:) in all Cities. (Practicality vs Aesthetics and Safety).
Banditry [Prehistoric Era Mission]
[<100% Completion Reward] Espionage missions cost 10% less Espionage ( :espionage:) points. ( +2 Espionage ( :espionage:) from Bandits's Hideout, Mercenary camp and Mercenary stables, spies start with the Sneak promotion.
[100% Completion Bonus]
Does not Pick Trait: + x Espionage Points ( :espionage:) vs the most advanced enemy.
Picks Trait: + x Espionage Points ( :espionage:) vs the most advanced enemy.
Receive a Great Spy the the Capital.
[Negative Effect]
10% less gold ( :gold:) from Domestic Trade routes ( :traderoute:) and +1 Unhappiness ( :c5unhappy:) in all Cities.
(Thievery is rampant in the civilization)
Land of our Ancestors [Prehistoric Era Mission]
[<100% Completion Reward]
+50% production for tribes and settlers, cities on this continent can't flip from culture, +50% great general emergence during Ancient era.
[100% Completion Bonus]
Does not Pick Trait: +10% combat strength within cultural borders on this continent during the Ancient and Classical eras.
Picks Trait: +10% combat strength within cultural borders on this continent. Culture Borders ( :culture:) 25% more resistant to foreign culture.
[Negative Effect]
10% Less Gold ( :gold:) from Foreign Trade Routes ( :traderoute:). (people distrusts foreign culture)
Bead-Based Economy [Prehistoric Era Mission]
[<100% Completion Reward]
+2 Gold ( :gold:) in Capital, +1 Gold ( :gold:) in every other city, +1 Commerce ( :commerce:) from buildings which produce “Goods”. +25% production for gold producing buildings during the Ancient era
[100% Completion Bonus]
Does not Pick Trait: +x amount of Gold ( :gold:).
Picks Trait: Receive a Great Merchant.
[Negative Effect]
Raises inflation by 20%, +5 Local instability in all cities. (Ebb and flow of the economy makes people insecure)
Primitive Religion [Prehistoric Era Mission]
[<100% Completion Reward]
Your Religion spreads to all your current cities. + 1 Culture ( :culture:) from Shaman’s Hut, +1 Culture ( :culture:) from State Religion in City. +50% Faster Production of Missionaries in Ancient and Classical Eras.
[100% Completion Bonus]
Does not Pick Trait: Decreases National Rebelliousness if Civ has a State Religion ( :religion:). +1 Happiness ( :c5happy:) from state religion monastery building.
Picks Trait: Decreases National Rebelliousness if Civ has a State Religion ( :religion:). Free State Religion ( :religion:) World Wonder in Holy City. +1 Happiness ( :c5happy:) in all Cities from State Religion ( :religion:).
[Negative Effect]
-1% Commerce ( :commerce:) per Temple. -3% Commerce ( :commerce:) per Monastery (religions cost money).
Uniting the Clans [Prehistoric Era Mission]
[<100% Completion Reward]
-10% Maintenance per city, less Unhealthiness ( :yuck:) per population level, 10% less Food ( :food:) needed to grow, +1 Military XP.
[100% Completion Bonus]
Does not Pick Trait: +25% Great General Spawn Rate.
Picks Trait: +50% Great General Spawn Rate, Decreases National Rebelliousness, Decreases Local Rebelliousness.
[Negative Effect]
-10% Great Person ( :gp:) Spawn Rate. (Hierarchial class system)
Early Trade [Prehistoric Era Mission]
[<100% Completion Reward]
+1 Diplomacy ( :c5influence:) towards known leaders, +25% production for trade route buildings during the Ancient and Classical eras, +1 trade route ( :traderoute:) in capital.
[100% Completion Bonus]
Does not Pick Trait: Provides access to Trade Language Civic.
Picks Trait: Provides access to Trade Language Civic. Embassies provide +1 Diplomacy ( :c5influence:).
[Negative Effect]
-10% Espionage Points ( :espionage:) (Population is too trusting)
Fire Cult [Prehistoric Era Mission]
[<100% Completion Reward]
+ 1 Culture ( :culture:), +1 Happiness ( :c5happy:) from buildings which provide Flammability, Can destroy buildings (BURN BABY!) for happiness (for x turns), culture and production, Excess Unhealth ( :yuck:) provides Culture ( :culture:). Forest Fire event provides happiness ( :c5happy:) in affected city.
[100% Completion Bonus]
Does not Pick Trait: Burn forest / Jungles +100 % faster
Picks Trait: Burn forest / Jungles +100 % faster, free tech: Oil Lamps (when prerequisite techs have been researched), free Priest specialist in Capital
[Negative Effect]
+3 Unhealth ( :yuck:) in all cities (Fires burning everywhere)
Cult of the Wolf [Prehistoric Era Mission]
[<100% Completion Reward]
Food resources give +1 happiness ( :c5happy:) during Ancient and Classical eras, +1 Culture ( :culture:) in nearest city from sacrificing animals, +10% Culture ( :culture:) from Dance Hut and Music, +1 happiness ( :c5happy:) from Dog Breeder, Herding Dog Trainer, Sled Dog Trainer, War Dog Trainer, Hunting Dog Trainer, International Dog Show, Guard Dog Trainer, Police Dog Trainer.
[100% Completion Bonus]
Does not Pick Trait: Receive free Dire Wolf in Capital, with Bodyguard, Commando, Dedication, Hunter 1, Security 1, Tattoo and Loyalty (100% less likely to revolt) promotions.
Picks Trait Receive free Dire Wolf in Capital, with Bodyguard, Commando, Dedication, Hunter 1, Security 1, Tattoo, Loyalty (100% less likely to revolt) and Wolf Totem promotions. Dog Units start with +2xp, +10% training speed for Dog units.
Early Animal Studies [Prehistoric Era Mission]
[<100% Completion Reward]
+1 Science ( :science:) per “domesticated animal” Building (herds, farms, trainers, breeders), +25% research on “Domestication” techs, “Riding” techs and the Falconry tech. +25% Production for “domesticated animal” buildings.
[100% Completion Bonus]
Does not Pick Trait: Free tech: Livestock Domestication
Picks Trait: + 2xp for new Animal units, +2xp for new cavalry units. Free tech: Livestock Domestication
[Negative Effect]
Religion Spreads 15% Slower Naturally. -1 Gold ( :gold:) per “domesticated animal” Building (herds, farms, trainers, breeders
------------------------------------------------------------------------------------------------------------------------------------------------------------
Ancient Era
Theme: Peaceful expansion, Religion, Great Wonders, Resources….
TW: About the theme. In this age, people should have a decent civilization, with about 6 cities, with 3-4 of them with population at or above 6. You agree? In this age the civc also become “real” civs as they discover the Writing tech. Thus, inter-civ trading is made possible, and at least one of the missions/traits should reward this. However, exploration is still local, since ships are still wery weak and slow, and barbs/animals will prevent large armies to venture too far. I agree we should still favor peaceful expansion to wars in this age. Classical is the age for the first big wars, I think.
M: You are correct. And yes, Classical can have military expansion / forcing religions onto others, etc.
Heavy Cavalry
Cult of the Dead
Ancient Slave Trade
Reaching for the Heavens
Horticulturalists
Livestock Farmers
Age of The Hero - Both Ancient and Classical: The Classical Era version would just need different Cultures / Heroes. That way people who manage to get the trait in the Ancient Era have one more era’s worth out of it than the people who get it when its easier (in the Classical).
Raiders (Land)
Raiders (Sea)
The Ancient World
Scholars of the Ancient World
Ancient Religion (a more powerful version of the Prehistoric one)
Explosive Expansion
Island Hopper
Builder of Rhodes
Animal Cult
Ideas I haven’t gotten round to yet:
Animal Cult (there are several Animal Shrine buildings, so makes sense).
One based on Gems / Precious Metals resources, as well as “Bullion” Goods.
TW: The ancient “good” trade mission? Prevent players to take both this and the slave trader one? M: I’d say let them have both- Slave trade and precious metals trade are different. Either way they’re going to pick two balanced traits.
Multiple Faiths (based on how many separate religions founded).
Heavy Cavalry [Ancient Era Mission]
[<100% Completion Reward]
+2 xp for Megafauna Cavalry, +15% Cavalry Production, +1 Happiness ( :c5happy:) in nearby cities per usable “Cavalry” resource near it (e.g. Deer if has deer trainer, Ivory, Horse etc).
[100% Completion Bonus]
Does not Pick Trait: Megafauna Cavalry unit with highest xp count gains the Led by Warlord promotion.
Picks Trait: Receive a Great General.
[Negative Effect]
Stable type buildings -1 Food ( :food:) per 5 population ( :c5citizen:). (Good mounts eat good food).
Cult of the Dead [Ancient Era Mission]
[<100% Completion Reward]
+ 1 Culture ( :culture:), +1 Commerce ( :commerce:), + 1 Happiness ( :c5happy:) from Graveyard, Embalmer, Mausoleum, etc.
[100% Completion Bonus]
Does not Pick Trait: One free Priest in Capital.
Picks Trait: One free Priest in Capital. All Units gain “Sacrifice” Promotion (only valid if Civ has no State Religion) - on killing an enemy unit this promotion will give you a small one time boost of food, gold and production (random amounts of them, but totalling up to the enemy unit’s strength). (Waste not, Want not).
Opinions please - Should we swap the <100% completion bonus and the “Sacrifice” Promotion around?
[Negative Effect]
-3 diplo modifier to all other nations until the civ adopts a state religion.
Ancient Slave Trade [Ancient Era Mission]
[<100% Completion Reward]
+2 Commerce from Slave Market, +1 Commerce from fighting pit, Has access to the “Slaver” Promotion for Melee / Cavalry Units (this promotion allows them to capture an enemy unit as slaves).
Note - not sure if such a promotion already exists, as I believe there are already slaves in game- could it use the same mechanic?
[100% Completion Bonus]
Does not Pick Trait: Free Slave in every City (while using the Slavery Civic).
Picks Trait: Free Slave in every city, Slave Market +10% City Building production (while using the Slavery Civic).
[Negative Effect]
+1 Unhealthiness for every two Slave Specialists. -1 Diplomacy towards Civilizations not using Slavery.
Reaching for the Heavens [Ancient Era Mission]
[<100% Completion Reward]
Double Great Person points from World Wonders, +50% Production Speed of Classical Wonders
[100% Completion Bonus]
Does not Pick Trait: 5 Free Units Garrisoned in cities (Good National Identity).
Picks Trait: 15 Free Units Garrisoned in cities (Strong National Identity).
[Negative Effect]
Unhappiness in Cities not connected to a Wonder on the same Continent. -1 Diplomacy towards Civs without World Wonders (excludes Cultural).
Horticulturalists [Ancient Era Mission]
[<100% Completion Reward]
+1 Food from all Berry/Vegetable/Fruit Farms, +25% Farm Buildings / Farmscraper Production (Vertical Farming obsoletes earlier farm buildings), +10% Farmscraper Food Output (so +20 food). (Quite powerful, not unbalanced though, was looking to the Colossus to see how strong to make it - this is all really one trait, just in two sections as the first part stops at Vertical Farming)
[100% Completion Bonus]
Does not Pick Trait: Capital City grows next turn.
Picks Trait: All Cities grow next turn.
[Negative Effect]
-15% Military Production (the majority of the Population are farmers).
Livestock Farmers [Ancient Era Mission]
[<100% Completion Reward]
+1 Food from all Food Producing Animal Farms, +25% Animal Farm Building Production, +10% Farmscraper Food Output (so +20 food), +25% Quicker Production of World Project “First Cloned Mammal”.
[100% Completion Bonus]
Does not Pick Trait: Capital City grows next turn.
Picks Trait: All Cities grow next turn.
[Negative Effect]
-15% Military Production (the majority of the Population are farmers).
Age of the Hero [Ancient Era Mission]
[<100% Completion Reward]
25% less Experience needed for Melee / Archery / Cavalry Units. Culture equivalent to double the enemy unit’s XP is given to the closest city when an enemy is killed by this Hero (may require Python?).
Does not Pick Trait: Every Hero unit starts with the Morale Promotion.
Picks Trait: Every Hero unit starts with the Morale Promotion and the Morale II Promotion (and Morale I if it is not possible just to give Morale II).
[Negative Effect]
Your Civilization enters x turns of Anarchy every time any Hero unit gets killed / upgraded (length of Anarchy is the same as the Heroes’ Level). Unhappiness in cities with a Barracks / Archery Range / Stables (whichever is the appropriate building for this Hero) due to loss of Morale when they die.
Raiders (Land) [Ancient Era Mission]
[<100% Completion Reward]
Cavalry Units start with Promotion “Marauder”. +15% Construction Speed of Cavalry, +1 Happiness from Stable Type Buildings. Cavalry Units start with promotion “Speed”.
[100% Completion Bonus]
Does not Pick Trait: Cavalry Units start with promotion “Speed”.
Picks Trait: Cavalry Units start with promotion “Upgrade Discount”.
[Negative Effect]
-2 Diplomacy to all Leaders.
Raiders (Sea) [Ancient Era Mission]
[<100% Completion Reward]
Naval Units start with Promotion “Marauder”. +30% Construction Speed of Wooden Ships, +1 Happiness from Shipyard Type Buildings. Naval Units start with promotion “Coastal Assault I”.
[100% Completion Bonus]
Does not Pick Trait: Naval Units start with promotion “Coastal Assault I”.
Picks Trait: Naval Units start with promotion “Upgrade Discount”.
[Negative Effect]
-2 Diplomacy to all Leaders.
The Ancient World [Ancient Era Mission]
[<100% Completion Reward]
+50% Faster Construction of Scout Type Units, +2xp for Scout Type Units, Non-Cavalry / Mech / Naval Units start with the “Mobility” Promotion.
[100% Completion Bonus]
Does not Pick Trait: Scout Type Units start with Sentry.
Picks Trait: All Units start with Sentry.
[Negative Effect]
-5% Food and -5% Production in all Cities (the population wants to explore, not work at home).
Scholars of The Ancient World [Ancient Era Mission]
Note: Have added in “at least 75% of the age” limits to prevent someone from suddenly losing it at the very end of the age. It shouldn’t be that hard for a counter to work it out based on age length in turns.
[<100% Completion Reward]
Double Science output from School of Scribes / Libraries / University. +10% Science in all Cities. (Not really that powerful, considering the civic they’re running already gives +10% Science with no penalty. The Doubling of Science Output from those buildings should balance it quite nicely though, since that’s raw science).
[100% Completion Bonus]
Does not Pick Trait: 15% Faster Construction of School of Scribes / Library / University.
Picks Trait: 50% Faster Construction of School of Scribes / Library / University.
[Negative Effect]
-15% Military Production (Scholars do not Warriors make).
Ancient Religion [Prehistoric Era Mission]. (very similar to the prehistoric Era one, just tweaked for Ancient- slightly more powerful)
[<100% Completion Reward]
Free Temple in all Cities +1 Culture ( :culture:), +1 Happiness ( :c5happy:) from Temples, +1 Culture ( :culture:) from State Religion in City.
[100% Completion Bonus]
Does not Pick Trait: Decreases National Rebelliousness if Civ has a State Religion ( :religion:). +1 Health from state religion monastery building.
Picks Trait: Decreases National Rebelliousness if Civ has a State Religion ( :religion:). Free State Religion ( :religion:) World Wonder in Holy City. +1 Happiness ( :c5happy:) in all Cities from State Religion ( :religion:), +1 Culture ( :culture:) from State Religion in City.
[Negative Effect]
-2% Commerce ( :commerce:) per Temple. -5% Commerce ( :commerce:) per Monastery (religions cost money).
Explosive Expansion [Ancient Era Mission]
[<100% Completion Reward]
+50% Tribe / Settler Production. +33% Worker Production.
[100% Completion Bonus]
Does not Pick Trait: -25% Maintenance Costs from number of Cities.
Picks Trait: -25% Maintenance Costs from number of Cities, Free Trade route in each city.
[Negative Effect]
-10% Production (:hammers: ) in all Cities.
Islandhopper [Ancient Era Mission]
[<100% Completion Reward]
+1 Food on every Coast, +1 :traderoute: per coastal-city
[100% Completion Bonus]
Does not Pick Trait +1 Commerce on every Coast and Ocean Tile
Pick Trait +1 Food, +1 Commerce, +1 Hammer on every Coast and Ocean Tile
[Negative Effect]
Builder of Rhodes [Ancient Era Mission]
[<100% Completion Reward]
+1 Movement-Speed on Mud-Road and Road (all units)
[100% Completion Bonus]
Does not Pick Trait: Free speed I promotion for every chariot-like Unit
Picks Trait: Free Speed I promotion for every Unit with weels
[Negative Effect]
Animal Cult [Ancient Era Mission]
[<100% Completion Reward]
Hunter and Explorer Units have +10% Chance to subdue an animal
[100% Completion Bonus]
Does not Pick Trait: +2 Culture from Enclosed Animals
Picks Trait: +5 Breaker and +2 Culture from Enclosed Animals
[Negative Effect]
------------------------------------------------------------------------------------------------------------------------------------------------------------
Classical Era
Theme: Exploration, Rapid Expansion, Heroes, Wars, Spreading Religion...
Siege Master
Herbalist Master
Horse Master
Early Merchant
River Sailing
The art of … art
Commercial Shipmen
Early Explorer
Rapid Expansion
Siege Master [Classical Era Mission]
[<100% Completion Reward]
50% fast construction of [#pre gunpowder?] siegeweapons, free siege-Workshop in every city
[100% Completion Bonus]
Does not Pick Trait: All [pre gunpoweder?] siegeweapons get free colleteral I
Picks Trait: All [pre gunpoweder?] siegeweapons get free colleteral II
[Negative Effect]
Herbalist Master [Classical Era Mission]
[<100% Completion Reward]
- X unhealthiness in every city, free medic I promotion for every Medic-Unit
[100% Completion Bonus]
Does not Pick Trait: Additional -Y unhealthiness in every city
Picks Trait: Additional -Z unhealthinss in every city
[Negative Effect]
-X gold from Hostitals, Doctors Office, etc...
[Note: if you want it more era related you can add the -unhealthiness to the era specific „healthyness buildings“]
Horse Master [Classical Era Mission]
[<100% Completion Reward]
free windhorse and Withdrawn I promotion for every horse-unit, trains horse-units 30% faster
[100% Completion Bonus]
Does not Pick Trait: Recive 5 Subdued Horses
Picks Trait: Free Herd-Horse and Horsefarm in every city
[Negative Effect]
- 1 Food from Herd – Horse and Horse (Pasture)
Early Merchant [Classical Era Mission]
[<100% Completion Reward]
+2 Traderoutes per city
[100% Completion Bonus]
Does not Pick Trait: Recive Trade Caravan
Picks Trait: Recive Great Merchant
[Negative Effect]
River Sailing [Classical Era Mission]
[<100% Completion Reward]
+2 Traderoutes for Cities next to Rivers
[100% Completion Bonus]
Does not Pick Trait: Units have double Movement near Rivers
Picks Trait: Units have double Movement near Rivers, Rivertiles +2 Commerce
[Negative Effect]
The art of … art [Classical Era Mission]
[<100% Completion Reward]
+ 10 stability in every city per turn
[100% Completion Bonus]
Does not Pick Trait +3 Culture from Artists
Pick Trait 1 Free Artist in every city
[Negative Effect]
Commercial Shipmen [Classical Era Mission]
[<100% Completion Reward]
Merchat Ship trains 50% faster, +2 free Merchants from Port-Building-Chain
[100% Completion Bonus]
Does not Pick Trait: +1 Traderoute from Port-Building-Chain
Picks Trait: +3 Traderoutes from Port-Building-Chain, +25% Gold from Traderoutes
[Negative Effect]
+10 Crime from Port-Building-Chain
Early Explorer [Classical Era Mission]
[<100% Completion Reward]
Explorers are promoted with sentry I
[100% Completion Bonus]
Does not Pick Trait: Explorers starts with speed [#or morale?]
Picks Trait: Revals every land-tile in a radius of 50 tiles (scale with map size) around your capital
[Negative Effect]
Rapid Expansion [Classical Era Mission]
[<100% Completion Reward]
New cities start with X culture (whatever is necessary to reach the Fat cross)
[100% Completion Bonus]
Does not Pick Trait: Cities get +1 Population boost
Picks Trait: Cities get +1 Popilation boost, new cities start with 2 Population
[Negative Effect]
Cultural Integration (Forcefully assimilating other cultures into their own).
Age of The Hero - Both Ancient and Classical: The Classical Era version would just need different Cultures / Heroes. That way people who manage to get the trait in the Ancient Era have one more era’s worth out of it than the people who get it when its easier (in the Classical).
Medival Era
Theme: Spread Religion, Religionous Wars, Wars in general, Alchemie, Trade
Vasall Master
Relenthless Conqueror
Trogdor the Burninator
Age of the Knights
Safety first!
Greed is good
Burn the unbelievers
Alchemist
Vasall Master [Medival Era Mission]
[<100% Completion Reward]
Get the Native Cultures of your Vasalls
[100% Completion Bonus]
Does not Pick Trait +3 Diplo-bonu from your Vasalls
Pick Trait All Vasalls are friendly towards you
[Negative Effect]
Relenthless Conqueror [Medival Era Mission]
[<100% Completion Reward]
Free City Rider I Promotion for every Swordman (and Heavy Swordman) Unit
[100% Completion Bonus]
Does not Pick Trait +10% Bonus for attacking Cities during Renaissance
Pick Trait +30% Bonus for attacking Cities during Renaissance
[Negative Effect]
-10% City Defense, Cities revolt 10% longer [during renaissance]
„Trogdor the Burninator“ [Medival Era Mission] Name by Hydro ;)
[<100% Completion Reward]
Free Pillage Gold Promotion on every Unit, Units get 10% on attacking [during renaissance]
[100% Completion Bonus]
Does not Pick Trait +25% great general points outside cultural borders [during renaissance]
Pick Trait +75% great general points outside cultural borders [during renaissance]
[Negative Effect]
Diplomalus with other civs, units -10% on defending [during renaissance]
Quite similar to “relentless Conqueror”, I’d like to have an other thing than “kill X Units” for the Conqueror; any thoughts?
Age of the Knights [Medival Era Mission]
[<100% Completion Reward]
All Mounted Units free Promotion Heraldic
[100% Completion Bonus]
Does not Pick Trait All Mounted, Melee and Archer Units +2 free XP
Pick Trait All Mounted, Melee and Archer Units free Morale, Combat I Promotion
[Negative Effect]
Safety first! [Medival Era Mission]
[<100% Completion Reward]
Cities +50 % Defense
[100% Completion Bonus]
Does not Pick Trait: Hidden Nationality Units can’t enter your cities
Picks Trait: Hidden Nationality Units can’t enter your boarders
[Negative Effect]
- 1 Traderoute per City
Greed is good [Medival Era Mission]
[<100% Completion Reward]
+20% Gold in every city
[100% Completion Bonus]
Does not Pick Trait: +1 Commerce from Villages and Towns
Picks Trait: +3 Commerce from Villages and Towns
[Negative Effect]
+1 Unhappy in every city
Burn the unbelievers [Medival Era Mission]
[<100% Completion Reward]
+ 3 Gold from every State-Religion-Building, free state-religion specific promotion from tempels
[100% Completion Bonus]
Does not Pick Trait: Recive 1 high promoted Crusader
Picks Trait: Recive 10 high promoted Crusaders
[Negative Effect]
- Diplomalus with all Leaders with different State Religion
Alchemist [Medival Era Mission]
[<100% Completion Reward]
+30% Beakers in every city
[100% Completion Bonus]
Does not Pick Trait: +1 Commerce from Mine / Shaft Mine
Pick Trait: +5 Commrece and -1 Prod from Mine / Shaft Mine
[Negative Effect]
Renaissance
Revolutions
Revolutions II
Free Religion
Enlightment
Colonization
Big Exploration
Grand War
Far Distance Trading
We like Sports
"The Cultural Mission"
Making History
Revolutions
[<100% Completion Reward]
+10 national stability per turn
[100% Completion Bonus]
Does not Pick Trait: +1 in every city
Picks Trait: +3 in every city
[Negative Effect]
Revolutions II
[<100% Completion Reward]
All Police Units starts with policing 3
[100% Completion Bonus]
Does not Pick Trait: One time +100 stability bonus in every city
Picks Trait: One time +500 stability bonus in every city
[Negative Effect]
Free Religion
[<100% Completion Reward]
+2 from Temples
[100% Completion Bonus]
Does not Pick Trait: +1 Income from every Temple
Picks Trait: +1 Free Priest from Temple
[Negative Effect]
Enlightment
[<100% Completion Reward]
All Medival or earlier Techs for free, +10% Scienence in every City
[100% Completion Bonus]
Does not Pick Trait: 2 Random Renaissance-Techs
Pick Trait: 2 Random Renaissance-Techs, 2 Random Industrial-Techs
[Negative Effect]
+10% Cost of Military Units during Industrial era
Colonization
[<100% Completion Reward]
More income from Traderoutes, Cities less likely to revolt
[100% Completion Bonus]
Does not Pick Trait: -25% Maintenance for Cities on other Continents
Picks Trait: -50% Maintenance for Cities on other Continents
[Negative Effect]
Big Exploration
[<100% Completion Reward]
All ships +1 Movement, +1 visibly range
[100% Completion Bonus]
Does not Pick Trait: Get every players worldmap
Picks Trait: Reveals the worldmap (like satellites do)
[Negative Effect]
Grand War
[<100% Completion Reward]
New units get +2 XP in every city
[100% Completion Bonus]
Does not Pick Trait: Get Military Science for free
Picks Trait: Cavalery starts with Blitz, Cannon with Collateral I and Rifleman with Pinch
[Negative Effect]
-3 Diplo from every civ [without a defense pact]
Far Distance Trading
[<100% Completion Reward]
+3 Traderoutes in every coastal city
[100% Completion Bonus]
Does not Pick Trait: +50% Yield from intercontinental Traderoutes
Picks Trait: +50% Yield from intercontinental Traderoutes, 2 Ressources from Adam Smith's Trading Company (perferably a "raw" ressource you don't have)
[Negative Effect]
We like Sports
[<100% Completion Reward]
+5 Income from Sport Buildings
[100% Completion Bonus]
Does not Pick Trait: + 2 in every city
Picks Trait: +5 from sportbuildings
[Negative Effect]
-1 Hammer from Sportbuildings
"The Cultural Mission"
[<100% Completion Reward]
+20% Culture in every city
[100% Completion Bonus]
Does not Pick Trait: Free Theater and Opera House in every City
Picks Trait: Free Theater and Opera House and Art Gallery and Artist Guild in every City
[Negative Effect]
1 for every 20% Tax not spend in Culture
Making History
[<100% Completion Reward]
+30% Science in every city
[100% Completion Bonus]
Does not Pick Trait: ?
Picks Trait: ?
[Negative Effect]
-3 gold from Ancient ruins
Industrial Era
No Name
First Aid
Modern Agriculture
Protect our Borders
Corporation
Top Gun Pilots
Join the Navy
Baby Boom!
Safety first!
Steampunk
Industrial Espionage
Anti-Spy
No Name
[<100% Completion Reward]
Free Engineer in every City
[100% Completion Bonus]
Does not Pick Trait: Factories + 20% Production
Picks Trait: Factories + 50% Production
[Negative Effect]
+ 20 Air Pollution per city and turn
First Aid
[<100% Completion Reward]
Free Dentist/ Optometric in all Cities
[100% Completion Bonus]
Does not Pick Trait: +1 Health from all Hospitals
Picks Trait: +3 Health from all Hospitals, -X Disease per turn
[Negative Effect]
-5 gold in all cities
Modern Agriculture
[<100% Completion Reward]
Cities require 10% less to grow
[100% Completion Bonus]
Does not Pick Trait: Farm Buildings +1 Food
Picks Trait: Farm improvements and Farm Buildings +3 Food
[Negative Effect]
-5% Production in every city (or maybe +20 Water Pullution, since minus Hammer are a no go :P)
Protect our Borders
[<100% Completion Reward]
+ 50% Defense in every City
[100% Completion Bonus]
Does not Pick Trait: Free Garnison 1 Promotion for every Unit
Picks Trait: Free Garnison 3 Promotion for every Unit
[Negative Effect]
-1 Traderoute per city
Corporation
[<100% Completion Reward]
-25% Maintenance for Corps
[100% Completion Bonus]
Does not Pick Trait: Corp Headquarter +50 Gold
Picks Trait: +100% Bonus from specific Ress (IE Sushi 1 Food per Fish, not 0.5)
[Negative Effect]
Top Gun Pilots
[<100% Completion Reward]
Free Military Airport in every City
[100% Completion Bonus]
Does not Pick Trait: Free Commercial Airport in every city
Pick Trait: New Air Units start with Topgun 2 Promotion
[Negative Effect]
+ 20 Air Pollution per turn in every City
Join the Navy
[<100% Completion Reward]
Build ships 25% faster
[100% Completion Bonus]
Does not Pick Trait: All Ships starts with Combat 1
Picks Trait: All Battleships start with „Lead by Warlord [or admiral]“, Combat 1
[Negative Effect]
Baby Boom!
[<100% Completion Reward]
City needs 20% less to grow
[100% Completion Bonus]
Does not Pick Trait: +1 Pop in every City
Picks Trait: +3 Pop in every City
[Negative Effect]
-10% Military-Production during Modern era
Safety first!
[<100% Completion Reward]
Police catches Rouge-Line Units more effective (once implented)
[100% Completion Bonus]
Does not Pick Trait: Free Policing 1 Promotion for every Police Unit
Picks Trait: Police can see Invisible Units, -10 Crime per Police-Station
[Negative Effect]
-5 Gold per Police-Station
Steampunk
[<100% Completion Reward]
+ Movement on Railroads (if possible)
[100% Completion Bonus]
Does not Pick Trait: Industrial Workers 25% faster
Picks Trait: Industrial Workers 100% faster
[Negative Effect]
+ Air 20 Pollution per turn in all Cities
Industrial Espionage
[<100% Completion Reward]
Agents start with Improvisation III
[100% Completion Bonus]
Does not Pick Trait: +X Espionage Points vs most advanced Enemy
Picks Trait: Recive 5 great spies
[Negative Effect]
Anti-Spy
[<100% Completion Reward]
Spy Missions against you are 20% more expensive
[100% Completion Bonus]
Does not Pick Trait: free scotland Yard in Capital [the chances are big that it is already there]
Picks Trait: free scotland Yard in all of your cities [too strong?]
[Negative Effect]
Modern Era Missions
Export-Expert
World wide web
Race to Space
New Mind
Nuke the Whales
Dieselpunk
Modern Sports
Greenpeace
Green-War!
Export-Expert
[<100% Completion Reward]
+3 Trade Routes per City, International Port +2 Trade Routes
[100% Completion Bonus]
Does not Pick Trait: +10% income from Trade Routes
Picks Trait: +35% income from Trade Routes, +10% Production from Trade routes
[Negative Effect]
-10% Food from trade routes
World wide web
[<100% Completion Reward]
+30 Beaker from PC Ressource, receive all Techs known by 2 Civs (like Internet)
[100% Completion Bonus]
Does not Pick Trait: 2 Free Scientist from PC Network
Picks Trait: Free PC Network (or Infonet?) in every city, 3 Free Scientist from PC Network
[Negative Effect]
Increases Tech Diffusion rate
Race to Space
[<100% Completion Reward]
+30% Research in every city
[100% Completion Bonus]
Does not Pick Trait: +20% Faster production of orbital buildings
Picks Trait: Researches Space Techs 20% faster
[Negative Effect]
New Mind
[<100% Completion Reward]
+ 5 gold from all Scientology Buildings; + Diplo from Scientology leaders
[100% Completion Bonus]
Does not Pick Trait: Convert X cities to scientology
Picks Trait: Convert 5*X cities to Scientology, free Scientology Temple in every city
[Negative Effect]
- 3 Diplo from all leaders with state religion other than scientology, -5% Science in all cities
Nuke the Whales
[<100% Completion Reward]
Build Doomsday Units 30% faster
[100% Completion Bonus]
Does not Pick Trait: Free (#the Shelter that protects from nukes, I will look that up) in every city
Picks Trait: Removes the Limit of Nukes you can have; Nukes costs 50% less upkeep per turn
[Negative Effect]
-10 Diplo from all leaders
Dieselpunk
[<100% Completion Reward]
Automobiles +20 Hammers
[100% Completion Bonus]
Does not Pick Trait: Free Electricity in every city
Picks Trait: Weeled/ Tracked Units starts with Speed, Blitz
[Negative Effect]
+20 Air Pollution in every city
Modern Sports
[<100% Completion Reward]
+2 , +10 Gold and +1 XP from all Sport Buildings
[100% Completion Bonus]
Does not Pick Trait: No in capital
Picks Trait: No in all cities
[Negative Effect]
-5% Hammer and -5% Food in all cities
Greenpeace
[<100% Completion Reward]
Enables Tree Farm Improvement, +5 from forest
[100% Completion Bonus]
Does not Pick Trait: Forstpreservative on every (unimproved) forest in cultural borders
Picks Trait: Treefarm on every forest in cultural borders
[Negative Effect]
-10% Gold in all cities
Green-War!
[<100% Completion Reward]
Free "green" Power Plant in every City (Solar, Wave...)
[100% Completion Bonus]
Does not Pick Trait: -10 Air/ Water Pollution per turn in all cities
Pick Trait: -100 Air/ Water Pollution per turn in all cities
[Negative Effect]
-5 Diplobonus from every civ without Green or Green Agriculture