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BenjaminGoGurts

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Jun 10th, 2019
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  1.  
  2.  
  3. Buff Idea
  4.  
  5.  
  6. 1. CivWide : Resident deal two extra damage with their melee weapon. // Don't use anymore.
  7. 2. TownOnly : Increase the max trade good stacking in the host town by 1/2
  8. 3. CivWide : Increase happiness in the civ by 2 for each town.
  9. 4. CivWide : Allow your Civilization to craft (Limit use or not?) A rare Scale Armor (Chainmail skin T4 only?) and Trident. The armor specialized in water warfare and has a bunch of enchant to hlep with it.
  10.  
  11. Cultural
  12. CivWide : You always gain the culture conversion from beaker even while researching.
  13. CivWide : Increase the culture rate by 20% // reworked to give 5% per town?
  14. TownOnly : During the daily upkeep , take the town culture output for the day and split that culture evenly between all town as bonus culture.
  15.  
  16. Scientific
  17. CivWide : Your unit can have an extra promotion ahead of tech level
  18. CivWide : Increase the beaker rate by 15%
  19. CivWide : Increase the effectiveness of tax to beaker by 30%
  20. TownOnly : Allow unique enchantement (Fire Protection , Fire Aspect , Flame , Punchout , Knockback , Fortune 3 , Unbreaking 3) // Honestly this buff is pretty lame nowdays people learnt to use fire resistance pot meaning half the buff are pointless. Considering allowing the great library to unlock earlier library level somehow? Either all of them or maybe +1
  21.  
  22. Religious
  23. TownOnly : Religious pressure spread range is now global.
  24. 1. TownOnly : Allow you to pick an extra belief for your religion.
  25. 2. TownOnly : Capturing a town now automatically remove a portion of the religion that isn't the same as your capitol town.
  26. 3. CivWide : Increase your religious pressure by 20%
  27. 4. CivWide : Increase your religious pressure spread range by 33%
  28. 5. CivWide : Your town apply 30% of their own religious pressure to themself.
  29. 6. CivWide : Your town receive 33% less religious pressure from other religion.
  30.  
  31. Economics
  32. 7. TownOnly : Your town gain an 20% increase in income during golden age.
  33. 8. CivWide : Increase trade income by 20%
  34. 9. TownOnly : Increase the bank exchange rate by 50% // Was a council buff, I don't remember why I added it anymore…careful with the economic victory now. Should be straight nerfed and used as another wonder buff.
  35. CivWide : Increase income from cottage by 10%
  36.  
  37. Production
  38. CivWide : Increase the growth rate by 25%
  39. CivWide : Quarry will now produce 2 extra obsidian..
  40. CivWide : Reduce cottage and pasture bread/wheat consumption by 25%
  41. 10. CivWide : Increase the amount of tile improvement available by 15%
  42. 11. CivWide : Structure cost 25% less hammers and coins.
  43. 12. CivWide : Anarchy time is reduced by 50%
  44. 13. CivWide : Reduce the training/leveling time of archer unit by 33%
  45. 14. CivWide : Your golden age increase the town happiness level by 2 instead of 1
  46. 15. CivWide : Increase the maximum level of your structure by 1. // town wide?
  47. 16. CivWide : Golden age last 50% longer.
  48. 17. CivWide : Reduce the cost of Golden Age by 20%
  49. 18. TownOnly : Your wonder can apply instantly 3 free catalyst.
  50. TownOnly : Increase the hammer from ocean and deep ocean tile by 1.5
  51. TownOnly : Your hammer are used on two thing at once.
  52.  
  53. Offensive
  54. 19. CivWide : Increase your warcamp hitpoints by 100%
  55. 20. CivWide : Conquered town give no unhappiness to your towns
  56. 21. CivWide : Resident damage against town control block is increased by 1.
  57. 22. CivWide : Your respawn time is reduced by 80% if you died inside the cultural border of an enemy.
  58. 23. CivWide : If no enemy are in your border reduce respawn time by 20 sec.
  59. 24. CivWide : Reduce the range at which enemy tower target your resident by 25%.
  60.  
  61. Defensive
  62. CivWide : Resident regenerate 1/2 heart every 4 second while inside their cultural border.
  63. 25. TownOnly : Increase the hitpoints of all Control Blocks of the town by 15.
  64. 26. CivWide : Increase the regeneration rate of all structures by 2 hitpoints per seconds.
  65. 27. TownOnly : Your scout tower now apply glowing and give extra information about their target (hitpoint , armor type , unit)
  66. 28. CivWide : Increase the hitpoints of your defensive structures by 25%
  67. 29. CivWide : Increase the range of your tower by 25%
  68. 30. CivWide : Reduce respawn time in war by 33%
  69. 31. CivWide : Navy vessels have 25% extra range.
  70.  
  71. ????
  72. CivWide : Resident no longer lose food
  73. CivWide : Resident gain a permanent haste I effect.
  74. 32. TownOnly : Increase the town happiness by 10.
  75. 33. CivWide : Increase the town happiness by 1 for every 500 culture produced hourly.
  76. 34. CivWide : Fishing Boat are immune to spy mission.
  77. 35. CivWide : Spy Mission are impossible against your civilization.// NOT SURE due to being really strong with new spy
  78. 36. CivWide : Resident shield block 2.5 extra admage. // Pretty trash buff due to shield being simply bad in melee fight and people being lazy to use against archer
  79. 37. CivWide : You are allowed to take a policy one level ahead of your capitol level
  80. 38. CivWide : Your civilization no longer enter anarchy while swapping government instead you keep your current government until the ''anarchy'' period is over.
  81. 39. CivWide : Upon entering anarchy your policies are reset.
  82. 40. CivWide : Increase the bonus from offensive catalyst by 0.25
  83. 41. CivWide : Increase the bonus from defensive catalyst by 0.25
  84. 42. CivWide : Increase the size of your culture area by 50% , reduce the stats you get from culture chunk by 65% // A bit complex to balance due to the circle radius might want to prevent the town from gaining culture?
  85. 43. CivWide : Increase exposure gained by 20%
  86. 44. CivWide : Spy mission against you have a penalty of 10% flat.
  87. 45. CivWide? : Grandship give a special unique trade good that is powerful with unique effect?
  88.  
  89.  
  90. New Wonders
  91.  
  92.  
  93. Wonder are now limited to 2 per town to favor a more diverse strategy instead of simply building one after the other in the same town. In ''exchange'' player are now able to unlock special buff for having two wonder in a town. How does it works? Simple each wonder has been tagged to a category between : Offensive , Defensive , Economic , Cultural , Scientific , Religious , Production. There is a special buff for each duo so one for Science-Culture and one for Science-Offensive , Science-Science also has a special one! Buff can either affect the civilization or the town. Losing one wonder will remove the buff. You are in no way limited to how many wonder you can build in a civilization. The limit is basically ur amount of town*2.
  94.  
  95. Double Else
  96. War Offensive - War Offensive +1 cb/structure damage to all resident
  97. War Offensive - War Defensive +2 heart to all resident
  98. War Offensive - Economic reduce unit upkeep by 25% across the civilization for all war unit, Repairing gear cost 50% less.
  99. War Offensive - Production +15% hammer toward unit and catalyst in all town.
  100. War Offensive - Scientific +10% cata success across the civilization
  101. War Offensive - Religious Conquered Town receive 25% more faith from your religion
  102. War Offensive - Cultural Conquered Town give 15% culture tax to the host town.
  103.  
  104. War Def - War Def +100% cb hp from era scalling in all town.
  105. War Def - Economic -15% coin cost on defensive structure and their upgrade in all of your town.
  106. War Def - Production +15% hammer toward defensive structure,their upgrade in all of your town
  107. War Def - Scientific You can upgrade your defensive structure 1 level ahead of tech level in all of your town
  108. War Def - Religious
  109. War Def - Cultural +0.5 heart regeneration every (10-town culture level) sec for all resident in the alleid town culture they are inside..
  110.  
  111. Economic - Economic Increase Global income by 25% in the host town.
  112. Economic - Production Hammer that are unsused in this town produce 10 coins each.
  113. Economic - Scientific Reduce coin cost of technology by 10%
  114. Economic - Religious 10% of your town faith is converted to coins.
  115. Economic - Cultural Recieve 3% of your income as culture every hour in the host town.
  116.  
  117. Production - Production Increase hammer by 15% across the civilization.
  118. Production - Scientific Reduce the hammer cost of town upgrade by 10% across the civilization.
  119. Production - Religious Reduce the hammer cost of religious structure by 75%. Religious wonder cost 33% less hammers.
  120. Production - Cultural Town that aren't constructing provide 5% of their hammer toward a civic
  121.  
  122. Scientific - Scientific +100% Beaker in the host town.
  123. Scientific - Religious
  124. Scientific - Cultural Reduce the scaling of civic by 15% on both culture and coin.
  125.  
  126. Religious - Religious The host town act as an Holy City in term of modifier. Remove any religion that is not your own from it and it no longer gain follower toward any other religion.
  127. Religious - Cultural
  128.  
  129. Cultural - Cultural : +1 cult radius to host every 2 lvl.
  130. The Great Pyramids
  131. Type: Cultural
  132. Beakers:
  133. Tech Cost:
  134. Tech Requirement:
  135. Hammers:
  136. Coins :
  137. Buff :
  138. Each town in your civilization increase your civilization culture output by 5%.
  139. Structure cost 20% less hammers and coins across the Civilization.
  140. CivWide : Your civilization no longer enter anarchy while swapping government instead you keep your current government until the ''anarchy'' period is over.
  141.  
  142.  
  143. The Great Lighthouse
  144. Type:Economic
  145. Beakers:
  146. Tech Cost:
  147. Tech Requirement:
  148. Hammers:
  149. Coins :
  150. Buff :
  151. CivWide : Increase trade income by 20% accros the civilization
  152. CivWide : Increase the hammer from ocean and deep ocean tile by 1.5 accross the civilization
  153. CivWide : Spy Mission are impossible against your civilization.
  154.  
  155. The Great Library
  156. Type: Scientific
  157. Beakers:
  158. Tech Cost:
  159. Tech Requirement:
  160. Hammers:
  161. Coins :
  162. Buff :
  163. CivWide : Increase the beaker rate by 15%
  164. CivWide : Increase the effectiveness of tax to beaker by 30%
  165. TownOnly : Allow unique enchantement (Fire Protection , Fire Aspect , Flame , Punchout , Knockback , Fortune 3 , Unbreaking 3) // Honestly this buff is pretty lame nowdays people learnt to use fire resistance pot meaning half the buff are pointless. Considering allowing the great library to unlock earlier library level somehow? Either all of them or maybe +1
  166.  
  167. The Colosseum
  168. Type: Offensive
  169. Beakers:
  170. Tech Cost:
  171. Tech Requirement:
  172. Hammers:
  173. Coins :
  174. Buff :
  175. CivWide : Your unit can have an extra promotion ahead of tech level
  176. TownOnly : Your blacksmith can apply instantly 3 free catalyst.
  177. CivWide : You respawn instantly in war if you kill (11-unit level) player.
  178.  
  179. The Colossus
  180. Type: Offensive
  181. Beakers:
  182. Tech Cost:
  183. Tech Requirement:
  184. Hammers:
  185. Coins :
  186. Buff :
  187. CivWide : Resident gain a permanent haste I effect.
  188. CivWide : Resident damage against town control block is increased by 1.
  189. CivWide : Conquered town give no unhappiness to your towns
  190.  
  191. The Hanging Gardens
  192. Type:Production
  193. Beakers:
  194. Tech Cost:
  195. Tech Requirement:
  196. Hammers:
  197. Coins :
  198. Buff :
  199. CivWide : Your golden age increase the town happiness level by 2 instead of 1
  200. CivWide : Increase the growth rate by 25%
  201. CivWide : Increase income from cottage by 10%
  202.  
  203. Notre Dame
  204. Type: Religious
  205. Beakers:
  206. Tech Cost:
  207. Tech Requirement:
  208. Hammers:
  209. Coins :
  210. Buff :
  211. TownOnly : Religious pressure spread range is now global.
  212. TownOnly : Capturing a town now automatically remove a portion of the religion that isn't the same as your capitol town.
  213. CivWide : Every 2 defensive catalyst give an extra +1 defense (cap at +3)
  214.  
  215. Globe Theatre
  216. Type: Economic
  217. Beakers:
  218. Tech Cost:
  219. Tech Requirement:
  220. Hammers:
  221. Coins :
  222. Buff :
  223. TownOnly : Increase the town happiness by 10.
  224. CivWide : Increase the town happiness by 1 for every 500 culture produced hourly.
  225. CivWide : You always gain the culture conversion from beaker even while researching.
  226.  
  227.  
  228.  
  229. Taj Mahal
  230. Type: Cultural
  231. Beakers:
  232. Tech Cost:
  233. Tech Requirement:
  234. Hammers:
  235. Coins :
  236. Buff :
  237. CivWide : You are allowed to take a policy one level ahead of your capitol level
  238. TownOnly : During the daily upkeep , take the town culture output for the day and split that culture evenly between all town as bonus culture.
  239. CivWide : Your respawn time is reduced by 80% if you died inside the cultural border of an enemy.
  240.  
  241. Temple of Artemis
  242. Type: Economic
  243. Beakers:
  244. Tech Cost:
  245. Tech Requirement:
  246. Hammers:
  247. Coins :
  248. Buff :
  249. CivWide : Reduce the training/leveling time of archer unit by 33%
  250. CivWide : Resident no longer lose food
  251. CivWide : Resident regenerate 1/2 heart every 4 second while inside their cultural border.
  252.  
  253. Council of Eight
  254. Type: Victory
  255. Beakers:
  256. Tech Cost:
  257. Tech Requirement:
  258. Hammers:
  259. Coins :
  260. Buff :
  261.  
  262. Grandship Ingermanland
  263. Type: Defensive
  264. Beakers:
  265. Tech Cost:
  266. Tech Requirement:
  267. Hammers:
  268. Coins :
  269. Buff :
  270. TownOnly : Your scout tower now apply glowing and give extra information about their target (hitpoint , armor type , unit)
  271. CivWide : Navy vessels have 25% extra range.
  272. CivWide : Fishing Boat are immune to spy mission.
  273.  
  274. Chichen Itza
  275. Type: Defensive
  276. Beakers:
  277. Tech Cost:
  278. Tech Requirement:
  279. Hammers:
  280. Coins :
  281. Buff :
  282. CivWide : Increase the range of your tower by 25%
  283. CivWide : Your town apply 30% of their own religious pressure to themself.
  284. TownOnly : Increase the hitpoints of all Control Blocks of the town by 15.
  285.  
  286. The Mother Tree
  287. Type: Economic
  288. Beakers:
  289. Tech Cost:
  290. Tech Requirement:
  291. Hammers:
  292. Coins :
  293. Buff :
  294. CivWide : Increase the amount of tile improvement in your towns by 15%.
  295. CivWide Reduce cottage and pasture bread/wheat consumption by 25% across the civilization
  296. CivWide : Reduce respawn time in war by 33% if you died in a forest type biome.
  297.  
  298. Hagia Sophia
  299. Type: Religious
  300. Beakers:
  301. Tech Cost:
  302. Tech Requirement:
  303. Hammers:
  304. Coins :
  305. Buff :
  306. CivWide : Increase your religious pressure by 20%
  307. CivWide : Increase your religious pressure spread range by 33%
  308. CivWide : Reduce the cost of Golden Age by 20%
  309.  
  310.  
  311. StoneHenge
  312. Type: Religious
  313. Beakers:
  314. Tech Cost:
  315. Tech Requirement:
  316. Hammers:
  317. Coins :
  318. Buff :
  319. TownOnly : Allow you to pick an extra belief for your religion.
  320. CivWide : Your town receive 33% less religious pressure from other religion.
  321. CivWide : Upon entering anarchy your policies are reset.
  322.  
  323. Burj Khalifa
  324. Type: Cultural
  325. Beakers:
  326. Tech Cost:
  327. Tech Requirement:
  328. Hammers:
  329. Coins :
  330. Buff :
  331. CivWide : Increase the size of your culture area by 50% , reduce the stats you get from culture chunk by 65% // A bit complex to balance due to the circle radius might want to prevent the town from gaining culture?
  332. TownOnly : Your town gain an 20% increase in income during golden age.
  333. CivWide : Spy mission against you have a penalty of 10% flat.
  334.  
  335. Global Stock Exchange
  336. Type: Production
  337. Beakers:
  338. Tech Cost:
  339. Tech Requirement:
  340. Hammers:
  341. Coins :
  342. Buff :
  343. CivWide : Golden age last 50% longer.
  344. CivWide : Increase exposure gained by 20%
  345. CivWide : Reduce the fail chance at the blacksmith by a flat 10%.
  346.  
  347. Status of Zeus
  348. Type: War Offensive
  349. Beakers:
  350. Tech Cost:
  351. Tech Requirement:
  352. Hammers:
  353. Coins :
  354. Buff :
  355. TownOnly : Your hammer are used on two thing at once.
  356. CivWide : Every 2 offensive catalyst give an extra +1 damage (cap at +3)
  357. CivWide : Anarchy time is reduced by 50%
  358.  
  359. Castle Himeji
  360. Type: Production
  361. Beakers:
  362. Tech Cost:
  363. Tech Requirement:
  364. Hammers:
  365. Coins :
  366. Buff :
  367. TownOnly : Increase the bank exchange rate by 20%
  368. CivWide : Quarry will now produce 2 extra obsidian
  369. CivWide : Increase the regeneration rate of all structures by 2 hitpoints per seconds.
  370.  
  371. Oxford University
  372. Type: Scientific
  373. Beakers:
  374. Tech Cost:
  375. Tech Requirement:
  376. Hammers:
  377. Coins :
  378. Buff :
  379. TownWide : Increase the maximum level of your structure by 1.
  380. CivWide : Reduce the range at which enemy tower target your resident by 25%.
  381. CivWide : If no enemy are in your border reduce respawn time by 20 sec.
  382.  
  383. Neuschwanstein
  384. Type: Defensive
  385. Beakers:
  386. Tech Cost:
  387. Tech Requirement:
  388. Hammers:
  389. Coins :
  390. Buff :
  391. TownWide : The town cannot be captured as long as the wonder stand.
  392. CivWide : Enemy that are revealed by a scout tower receive slowness I for 15 seconds
  393. CivWide : Increase the hitpoint of all your defensive structure by 25%
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