![]() Alternate personas Ĭoncept art of Civilization VI leaders by Sang Han See also Īdded in the Gathering Storm expansion pack. ↑ 18.0 18.1 Added in the Rulers of China Pack.Īdded in the Rise and Fall expansion pack.Īdded in the Gathering Storm expansion pack. ![]() ↑ 17.0 17.1 Added in the Rulers of the Sahara Pack.↑ 16.0 16.1 Added in the Great Commanders Pack.↑ 14.0 14.1 14.2 Added in the Great Builders Pack.↑ 11.0 11.1 11.2 Added in Australia Civilization & Scenario Pack.↑ 9.0 9.1 Added in Poland Civilization & Scenario Pack.↑ 7.0 7.1 7.2 7.3 Added in Khmer and Indonesia Civilization & Scenario Pack.Food and faith project is 50, also super. Gold project is 100, which late game matters when you’ve got powerhouse cities, considering your only other means of transferring production is builders, which have to travel. ↑ 5.0 5.1 5.2 Added in Vietnam & Kublai Khan Pack. The value of 1 production is 4 gold so you would only be getting 1/4 the value.↑ 4.0 4.1 4.2 4.3 Added in Byzantium & Gaul Pack.↑ 3.0 3.1 Added in Nubia Civilization & Scenario Pack.↑ 2.0 2.1 2.2 2.3 Added in Persia and Macedon Civilization & Scenario Pack.↑ 1.0 1.1 Added in the Great Negotiators Pack. ![]() The Rise and Fall expansion added Chandragupta as an alternate Indian leader, the Gathering Storm expansion added Eleanor of Aquitaine as an alternate English and French leader, the Vietnam & Kublai Khan Pack added Kublai Khan as an alternate Chinese and Mongolian leader, and the Leader Pass and Julius Caesar Pack added 13 new leaders for existing civilizations, bringing the total number of leaders to 67 - the largest number of playable leaders in any game in the Civilization franchise to date. ![]() In vanilla Civilization VI, only the Greeks had more than one leader (either Pericles or Gorgo). Some leaders' unique abilities allow them to unlock unique units, buildings, tile improvements or projects after researching specific technologies or civics. They are based on historical figures who accomplished great things during their rule or successfully led their people through periods of adversity.Įach leader has both a unique ability (which gives them special bonuses and gameplay advantages) and an agenda (which affects how they play the game and interact with other players when controlled by the AI). Overall, I'm very excited for the Great Conquerors and what they have in store for us, much more than the Great Negotiators.Leaders are symbolic representatives of the playable civilizations in Civilization VI. They've done justice to my bo's magnificence and more, especially with that darn hat.ĮDit: Also, forgot to mention this, but their Abilities also synergize much better with the rest of the Civilizations than with the Great Negotiators. But that Leader Model, oh, that's just beautiful. The Trade Routes Bonuses to Non-Founded Cities are a nice icing to top the cake. Nader Shah's Bonus against Full Health Units is actually pretty good, making sure your Veteran, medium-to-low health Units don't get eviscerated by the Enemies' reinforcements. His model is also pretty good, so that's a plus. ![]() While I would have preferred some Production or Infrastructure Bonuses, the Tourist Buffs are pretty good, even better than Hojo for a Cultural Victory, at least for me. Tokugawa gets the International Trade Routes malus, as expected, as well as Domestic Trade Routes Buffs. Can't wait for his onion hat to show in splendorous magnificence. While these Leaders are more Cultural than Conquering, they aren't as egregious as the Great Negotiators having no diplomatic bonuses.Īnd Suleiman is excusable because his base Leader Ability was already extremely Conquest-focused, so having a more Culturally-focused Persona here is perfectly fine for me, not to mention it's pretty good. No offense meant to the Great Negotiators, but the Great Commanders seem far more interesting to play, at least for me. ![]()
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