Sid Meier's Civilization V

Sid Meier's Civilization V

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{Etheria} Warlords BattleCiV Pack II - Honor 'Till Death
   
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5.178 MB
21 Jul, 2015 @ 9:36am
27 Feb, 2016 @ 1:39pm
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{Etheria} Warlords BattleCiV Pack II - Honor 'Till Death

Description
Warlords BattleCiv Pack-II
Version: v2.0
Requires: Warlords BattleCiV Pack I


Contains the following Civilizations:
Wood Elf - Ranger Lagertha
UA: Thorns & Arbos - Friendly Forest and Jungle tiles count as rounds. Workers may build Forests in friendly territory. +1 Food from Forest tiles.
UB: White Tree - Replaces the Granary. +2 Food and +1 Production to all animal Resources. If the city is adjacent to both a River and at least 2 Forest tiles, it gets 1 extra ring to work.
UB: Forest Tower - Requires a Castle in every City. Costs increases highly for each City founded. +15 CS to this City; +1 City range to all cities.

Sirian Knight - Lady Sadine of House Sirian
UA: For the Light - A Worker and a Settler appear near the Capital with each Era advancement, ending in the Reinassance. After the discovery of Industrialization, incoming Trade Routes generate Tourism equal to the amount of Gold they generate to the Sirian city.
UU: Cavalier - Replaces the Knight and requires Horses. Generates 1 Happiness and +2 Faith. +33% defense against ranged Attacks.
UB: Paladin Stable - Replaces the Stables. +1 Food, Culture and Production from Horse, Cows and Sheeps. +15% Production for mounted units. +1 Happiness for each incoming Trade Route.

Fey - Lemony Cottondrop
UA: Buttercup and Rainbows - Golden Ages last 75% longer and, while they last, units receive an amount of Experience equal to one third of your Gold output upon training. Starts with a Spy.
UU: Sylph - Replaces the Spearman. Has 5 moves, is flyer and has very low combat and cost. When killed, generates Golden Age points, Culture or Gold, by an amount equal to it’s experience.
UB: Orb of Wonder - Replaces the Barracks, available at Guilds. +1 Gold. Creates a Silver or Gold resource under the City, if no Luxury Resource exists there. No EXP bonus nor maintenance.

The Swarm - Dialytes, the Broodmother
UA: Gaze of Melkor - Half of the excess Happiness of the Empire is directed to Science. For each different type of Great Work in a city, it’s Local Happiness is increased by 1. +1 Gold from Mines.
UU: Scarabwraith - Replaces the Scout. Has +1 movement. Double move in the desert as well as being Invisible while there.
UB: Dunekeep - Replaces the Garden. +30% Great Person generation. 1 Artist Specialist Slot. 1 Great Work of Art slot. Has 2 Gold maintenance cost. +1 Science and Culture per Luxury Resource in this city. Does not require a river or lake.
1 Comments
michel_ultimo 15 Oct, 2017 @ 3:42pm 
"Workers may build Forests in friendly territory."

Why doesnt this work?