(I just remembered that CSs give different yields when you meet them and sending Trade Routes CS Alllies gives more Gold.) Tags: Visual edit apiedit |
(→Mercantile: When->if you conquer them) Tag: rte-wysiwyg |
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=== Mercantile === |
=== Mercantile === |
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− | Still give Luxuries and have 1 of the 3 unique CS Luxuries. |
+ | Still give Luxuries and have 1 of the 3 unique CS Luxuries. They now also give some Gold to their Friends or Allies and Happiness as usual. You can keep the Luxury if you conquer them. |
=== Militaristic === |
=== Militaristic === |
Revision as of 11:00, 29 May 2017
Interacting with City States is different in Vox Populi. The option to gain Influence with Gold has been removed. Instead, the player can build Diplomatic Units, who can conduct a Diplomatic Mission in City State territory to gain Influence. Great Diplomats give the Player Influence by X amount and reduce other Players' by that X amount. You can use this to keep a CS to yourself. This is if you are using the City State Diplomacy mod:
https://forums.civfanatics.com/threads/city-state-diplomacy-mod-updated.392543/.
The Yields that a CS gives also depends on the CS. A Militaristic CS can give a Scout. A Relgious CS gives you Faith. Mercantile CSs still give Gold. Initial influence is also random. There is also a chance that you can start with 36 Influence for about 6 turns of Friendship with the CS.
Being Allied with a CS gives you more Gold and Science when send a TR to them.
You can see what rewards City States give by checking their screen; they can have up to 3 quests for you. And as usual, you can defeat Barbs next to their boarders or gift them Units about every 3 turns for influence.
Pledging to Protect requires you to be actively maintaining an army. You need to be in the top 60% of the world's military powers to actually be able to pledge to protect, as well as one of the following: can trade to CS, trading with the CS, or you are Allied to the CS. If you have 60%, have a PtP but suddenly lack one of these, a countdown begins at which point the PtP ends (just like <60% military countdown). Another benefit to Pledging to Protect is that the CS's City will gain 25% Defense boost.
You can also what rewards you get for bullying them. City States don't give Workers when severely threatened. Instead. Different CSs give yields depending what type they are and to your Capital: Food from Maritime, Production from Mercantile, Science from Militaristic, and Faith from Religious. Gold can taken from any CS you bully.
Types of City States
Cultural
Cultural CSs give you Culture as usual.
Maritime
Maritime CSs give Food to your Cities, though more to your Capital.
Mercantile
Still give Luxuries and have 1 of the 3 unique CS Luxuries. They now also give some Gold to their Friends or Allies and Happiness as usual. You can keep the Luxury if you conquer them.
Militaristic
Have access to some of the removed UUs that Civs with 2 UUs used to have (when Allied). They now give Science to their Friends or Allies.
Religious
Religious CSs give Faith as usual.
Unique Units
City States can still give the old unique units that they could before. Like in the base game, they can only give one of these, or from civilizations that aren't in the game. You also have to be allied with the City State. Italics Text is what differences their are to the Unit.
Unique Unit | Type | Tech - (Obsoletes) | Movement | Strength (Range) | Promotions
(Unique in Bold) |
Note |
---|---|---|---|---|---|---|
Companion Cavalry | Mounted | Military Theory - Metallurgy | 5 | 17 Melee | No Defensive Terrain Bonuses
Can Move After Attacking -33% Penalty Attacking Cities +1 Move, +2 CS Great Generals I |
Costs 1 Horse |
Ballista | Siege | Mathematics - Physics | 2 | 5 Melee
14 Ranged (2) |
May not Melee Attack
+100% Dmg against Cities Must Set Up to Ranged Attack Limited Visibility No Defensive Terrain Bonuses Cover 1 (+25% defense against ranged attacks) +2 RCS |
|
Great Galleas | Naval Ranged | Guilds - Dynamite | 3 | 15 Melee
25 Ranged (2) |
Cannot Enter Deep Ocean
May Not Melee Attack More CS/RCS |
|
Turtle Ship | Naval Melee | Compass - Industrialization | 4 | 25 Melee | Cannont enter Deep Ocean | Upgrades to Ironclad |
Longbowman | Archery | Machinary - Industrialization | 2 | 14 Melee
22 Ranged (3) |
+1 Range (-30% CS)'More RCS | |
Hakkapeliitta | Mounted | Metallurgy - Combustion | 5 | 37 Melee | No Defensive Terrain Bonuses
Can Move After Attacking -33% Penalty Attacking Cities Formation I GG Bonuses |
Upgrades to Armored Car
Costs 1 Horse |
Sipahi | Mounted | Metallurgy - Military Science | 5 | 37 Melee | No Defensive Terrain Bonuses
Can Move After Attacking -33% Penalty Attacking Cities Formation I No Cost to Pillage (1) Extra Sight |
Costs 1 Horse |
Comanche Rider | Mounted Ranged | Military Science - Moblie Tactics | 4 | 30 Melee
45 Ranged (1) |
May not Melee Attack
-25% Dmg against Naval Units Penalty Attacking Cities (33) No Defensive Terrain Bonuses Can Move After Attacking 1 Extra Move No Cost to Pillage Withdraw Before Melee |
Costs 1 Horse |
Pracinha | Gunpowder | Flight | 2 | 55 Melee | Golden Points from Victory'
Survivalism I More CS |