Documentation for this module may be created at Module:Data/Civ5/GK/Buildings/doc --[Field] [Type] --Type String --Description String --Civilopedia String --Strategy String --Help String --Quote String --GoldMaintenance Int64 --MutuallyExclusiveGroup Int64 --TeamShare Boolean --Water ...
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Great BuilderRush build to completion any improvement or wonder in a city Halve the cost of all buildings in the city for future construction Great ScientistFinish research of current technology +50% science in the city when settled Great ExplorerProvides an instant sum of money (no movement to...
Updated:Tuesday at 5:39 PM 4.54 star(s) Resource 'TCS Improved Plot Tooltip' Description Various improvements to the plot tooltip: Displays a Total Yields value Improves display of Natural Wonder descriptions Adds Improvement icons and tags (i.e. Unique) Displays the District type (Urban, Quarte...
(i.e. Unique) Adds potential improvement for unimproved tiles Displays the District type (Urban, Quarter, or named unique Quarters) Also shows descriptions for unique Quarters Buildings flow across rather than down Displays additional Building tags (Unique, Ageless, Obsolete, Full Tile) Displays ...
If culture becomes a major part of your strategy, you can continue to build a city with structures that increase cultural points until all of the borders join, forming a true civilization bound by a single culture. Nationality Every population point that gets built in Civilization III has anati...
v1.65 Early Access Update introduces new alien and robot images within AlienGPT, revamped culture traits, thrilling events, and galaxy enhancements. With new technologies, planetary options, and improved user interface, players can enjoy an even more immersive and dynamic 4X space strategy experience....
The Inca are geared towards food and production, but are particularly strong when on hills. The special tile improvement for the Inca civilization is “Terrace farm” which allows you to build a farm on hills, this helps to increase how fast Inca cities grow because of increased f...
An extra 1% or even 3% as an isolated tile bonus boosting a medium value is worth far less than the integrated 2-18% adjacency bonus lost by given up the placement of a synergistic improvement boosting a high value that's not taking advantage of any tile bonuses but only making use of ...
since passable wonders alter the tile yields completely, other than adding yields on top of the base terrain, the ones that do not provide Food (and, to a lesser extent, Production) are notoriously hard to make use of: you cannot work those tiles as soon as you settle your cities, and...