![]() Every 5 Resource purchases increase the Badge level by 1.Requirement: Earned when setting up a trade route moving through a third-party Empire.The vision can be blocked by forests and elevation.Įarning this badge will cancel one level of Thief badge. Contrary to the in-game description this badge does not provide vision of trade nodes but only of purchased resources. It is also a positive Badge and can improve the Attitude of other Empires. Merchant Badge can allow Trade Nodes along your Trade Routes provide vision within a radius, which increases with the level of the Badge. Level 3 - +3 per turn per occupied City for its owner.Level 2 - +2 per turn per occupied City for its owner.Level 1 - +1 per turn per occupied City for its owner.Effect: Increases the War Support of Empires when the bearer of the badge occupies their cities.Requirement: Earned when declaring an additional justified war while already waging another justified war.The badge effectively punishes overly aggressive empires.Įarning this badge will cancel one level of Pacifist badge. Warrior Badge provides War Support to owners of cities occupied by the bearer of this badge, negating part of the ongoing effect from occupation, based on the level of the Badge. Level 3 - 4 War Support penalty per turn (as strong as Occupying a City).Level 2 - 2 War Support penalty per turn.Level 1 - 1 War Support penalty per turn.Effect: Saps the War Support of Empires who declare war on you.Requirement: Earned when proposing a White Peace in a war where you have more War Support than your opponent (both empires need to have demands on the table).It is also a positive Badge and can improve the Attitude of other Empires.Įarning this badge will cancel one level of Warrior badge. Pacifist Badge drains the opponents War Support per turn, based on the level of the Badge. Level 3 - unknown War Support per destroyed district.Level 2 - unknown War Support per destroyed district.Level 1 - unknown War Support per destroyed district.Effect: Provides a War Support gain when ransacking.Every Surprise War declaration or Alliance breaking increase the Badge level by 1.Requirement: Earned when declaring unjustified wars or breaking alliances.It is also a negative Badge and can deteriorate the Attitude of other Empires.Įarning this badge will cancel one level of Hero badge. Traitor Badge can allow your opponents earn more War Support when they win a battle against you, based on the level of the Badge. Effect: Provides extra Combat Strength to units.Every war declared against a Traitor Empire increase the Badge level by 1.Requirement: Earned when declaring war on a bearer of the Traitor badge while not waging another war.It is also a positive Badge and can improve the Attitude of other Empires.Įarning this badge will cancel one level of Traitor badge. It is impossible to transcend as a Nomadic Tribe.Hero Badge can allow the Combat Strength of your Units to be increased, based on the level of the Badge. Upon reaching the Ancient Era, the player may then choose to adopt one of the Cultures available. After obtaining 10 Knowledge from curiosities, a choice between three different Legacy Trait options can be made. Emblematic Districts may also be called Emblematic Quarters (known as EQ among players).Īt the beginning of the game, all players will start as the Nomadic Tribe culture. Emblematic Districts can only be built by the culture in the given Era, but last afterwards to continue providing their effects. Emblematic Units can only be built by the culture in question, but remain in play after transition.Įach culture also has an Emblematic District (known as ED among players) unique to it. Scientist: Cultures that focus on Science and Technology.Įach culture has an Emblematic Unit (known as EU among players) unique to that culture.Militarist: Cultures that focus on Unit and War.Merchant: Cultures that focus on Money and Trade.Expansionist: Cultures that focus on Territory augmentation.Diplomatic: Cultures that focus on Leverage and diplomacy.Builder: Cultures that focus on Industry and District constructions.Agrarian: Cultures that focus on Food and Population growth.Aesthete: Cultures that focus on Influence and diplomacy.When transitioning to a new culture, the old affinity and its effects are lost. Each culture has an affinity that grants them a unique gameplay orientation with special effects and actions. ![]()
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