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Documentation for this module may be created at Module:Data/Civ5/BNW/Traits/doc

--[Field]                              [Type]
--Type                                 String
--Description                          String
--ShortDescription                     String
--LevelExperienceModifier               Int64
--GreatPeopleRateModifier               Int64
--GreatScientistRateModifier            Int64
--GreatGeneralRateModifier              Int64
--GreatGeneralExtraBonus                Int64
--GreatPersonGiftInfluence              Int64
--MaxGlobalBuildingProductionModifier   Int64
--MaxTeamBuildingProductionModifier     Int64
--MaxPlayerBuildingProductionModifier   Int64
--CityUnhappinessModifier               Int64
--PopulationUnhappinessModifier         Int64
--CityStateBonusModifier                Int64
--CityStateFriendshipModifier           Int64
--CityStateCombatModifier               Int64
--LandBarbarianConversionPercent        Int64
--LandBarbarianConversionExtraUnits     Int64
--SeaBarbarianConversionPercent         Int64
--LandUnitMaintenanceModifier           Int64
--NavalUnitMaintenanceModifier          Int64
--CapitalBuildingModifier               Int64
--PlotBuyCostModifier                   Int64
--PlotCultureCostModifier               Int64
--CultureFromKills                      Int64
--FaithFromKills                        Int64
--CityCultureBonus                      Int64
--CapitalThemingBonusModifier           Int64
--PolicyCostModifier                    Int64
--CityConnectionTradeRouteChange        Int64
--WonderProductionModifier              Int64
--PlunderModifier                       Int64
--ImprovementMaintenanceModifier        Int64
--GoldenAgeDurationModifier             Int64
--GoldenAgeMoveChange                   Int64
--GoldenAgeCombatModifier               Int64
--GoldenAgeTourismModifier              Int64
--GoldenAgeGreatArtistRateModifier      Int64
--GoldenAgeGreatMusicianRateModifier    Int64
--GoldenAgeGreatWriterRateModifier      Int64
--ExtraEmbarkMoves                      Int64
--NaturalWonderFirstFinderGold          Int64
--NaturalWonderSubsequentFinderGold     Int64
--NaturalWonderYieldModifier            Int64
--NaturalWonderHappinessModifier        Int64
--NearbyImprovementCombatBonus          Int64
--NearbyImprovementBonusRange           Int64
--CultureBuildingYieldChange            Int64
--CombatBonusVsHigherTech               Int64
--CombatBonusVsLargerCiv                Int64
--RazeSpeedModifier                     Int64
--DOFGreatPersonModifier                Int64
--LuxuryHappinessRetention              Int64
--ExtraSpies                            Int64
--UnresearchedTechBonusFromKills        Int64
--ExtraFoundedCityTerritoryClaimRange   Int64
--FreeSocialPoliciesPerEra              Int64
--NumTradeRoutesModifier                Int64
--TradeRouteResourceModifier            Int64
--UniqueLuxuryCities                    Int64
--UniqueLuxuryQuantity                  Int64
--WorkerSpeedModifier                   Int64
--AfraidMinorPerTurnInfluence           Int64
--LandTradeRouteRangeBonus              Int64
--TradeReligionModifier                 Int64
--TradeBuildingModifier                 Int64
--FightWellDamaged                    Boolean
--MoveFriendlyWoodsAsRoad             Boolean
--FasterAlongRiver                    Boolean
--FasterInHills                       Boolean
--EmbarkedAllWater                    Boolean
--EmbarkedToLandFlatCost              Boolean
--NoHillsImprovementMaintenance       Boolean
--TechBoostFromCapitalScienceBuildingsBoolean
--StaysAliveZeroCities                Boolean
--FaithFromUnimprovedForest           Boolean
--BonusReligiousBelief                Boolean
--AbleToAnnexCityStates               Boolean
--CrossesMountainsAfterGreatGeneral   Boolean
--MayaCalendarBonuses                 Boolean
--NoAnnexing                          Boolean
--TechFromCityConquer                 Boolean
--UniqueLuxuryRequiresNewArea         Boolean
--RiverTradeRoad                      Boolean
--AngerFreeIntrusionOfCityStates      Boolean
--FreeUnit                             String
--FreeUnitPrereqTech                   String
--CombatBonusImprovement               String
--FreeBuilding                         String
--FreeBuildingOnConquest               String
--ObsoleteTech                         String
--PrereqTech                           String

local data ={

TRAIT_PHILOSOPHICAL={
GreatPeopleRateModifier=100;};

TRAIT_INDUSTRIOUS={
MaxGlobalBuildingProductionModifier=50;
MaxTeamBuildingProductionModifier=50;
MaxPlayerBuildingProductionModifier=50;};

TRAIT_CREATIVE={};

TRAIT_FINANCIAL={};

TRAIT_CHARISMATIC={
LevelExperienceModifier=-25;};

TRAIT_ART_OF_WAR={
Description=[=[The [[Great General (Civ5)|Great General]] [[combat (Civ5)|combat]] bonus is increased by 15%, and their spawn rate is increased by 50%.]=];
ShortDescription=[=[Art of War]=];
GreatGeneralRateModifier=50;
GreatGeneralExtraBonus=15;};

TRAIT_POPULATION_GROWTH={
Description=[=[{{unhappiness5}} [[Unhappiness (Civ5)|Unhappiness]] from number of [[Cities (Civ5)|Cities]] doubled, {{unhappiness5}} Unhappiness from number of {{citizen5}} [[Citizens (Civ5)|Citizens]] halved.]=];
ShortDescription=[=[Population Growth]=];
CityUnhappinessModifier=100;
PopulationUnhappinessModifier=-50;};

TRAIT_STRATEGIC_RICHES={
Description=[=[[[Strategic Resources (Civ5)|Strategic Resources]] provide +1 {{production5}} [[Production (Civ5)|Production]] and [[Horse (Civ5)|Horse]], [[Iron (Civ5)|Iron]] and [[Uranium (Civ5)|Uranium]] [[Resources (Civ5)|Resources]] provide double quantity.]=];
ShortDescription=[=[Siberian Riches]=];};

TRAIT_OCEAN_MOVEMENT={
Description=[=[+2 {{moves5}} [[Movement (Civ5)|Movement]] for all [[naval units (Civ5)|naval units]]. Receives 1 extra [[Spy (Civ5)|Spy]].]=];
ShortDescription=[=[Sun Never Sets]=];
ExtraEmbarkMoves=2;
ExtraSpies=1;};

TRAIT_CITY_STATE_BONUSES={
Description=[=[{{food5}} [[Food (Civ5)|Food]], {{culture5}} [[Culture (Civ5)|Culture]], and {{Faith5}} [[Faith (Civ5)|Faith]] from friendly [[City-States (Civ5)|City-States]] increased by 50%.]=];
ShortDescription=[=[Father Governs Children]=];
CityStateBonusModifier=50;};

TRAIT_CITY_STATE_FRIENDSHIP={
Description=[=[[[City-State (Civ5)|City-State]] {{influence5}} [[Influence (Civ5)|Influence]] degrades at half and recovers at twice the normal rate.]=];
ShortDescription=[=[Hellenic League]=];
CityStateFriendshipModifier=100;};

TRAIT_FIGHT_WELL_DAMAGED={
Description=[=[[[Units (Civ5)|Units]] fight as though they were at full [[strength (Civ5)|strength]] even when damaged. +1 {{culture5}} [[Culture (Civ5)|Culture]] from each [[Fishing Boat (Civ5)|Fishing Boat]] and +2 {{culture5}} Culture from each [[Atoll (Civ5)|Atoll]].]=];
ShortDescription=[=[Bushido]=];
FightWellDamaged=true;};

TRAIT_CONVERTS_LAND_BARBARIANS={
Description=[=[Upon defeating a [[Barbarian (Civ5)|Barbarian]] [[unit (Civ5)|unit]] inside an [[encampment (Civ5)|encampment]], there is a 67% chance you earn 25 {{gold5}} [[Gold (Civ5)|Gold]] and they join your side. Pay 25% less for [[land unit (Civ5)|land unit]] [[maintenance (Civ5)|maintenance]].]=];
ShortDescription=[=[Furor Teutonicus]=];
LandBarbarianConversionPercent=67;
LandUnitMaintenanceModifier=-25;};

TRAIT_CONVERTS_SEA_BARBARIANS={
Description=[=[All melee [[naval units (Civ5)|naval units]] have the Prize [[Ships (Civ5)|Ships]] [[promotion (Civ5)|promotion]], allowing them to capture defeated ships. Pay only one-third the usual cost for naval [[unit (Civ5)|unit]] [[maintenance (Civ5)|maintenance]].]=];
ShortDescription=[=[Barbary Corsairs]=];
NavalUnitMaintenanceModifier=-66;};

TRAIT_IGNORE_TERRAIN_IN_FOREST={
Description=[=[[[Units (Civ5)|Units]] move through [[Forest (Civ5)|Forest]] and [[Jungle (Civ5)|Jungle]] in friendly [[territory (Civ5)|territory]] as if they were [[Roads (Civ5)|Roads]]. These tiles can be used to establish {{CityConnection5}} [[City Connections (Civ5)|City Connections]] upon [[researching (Civ5)|researching]] [[The Wheel (Civ5)|The Wheel]]. [[Caravans (Civ5)|Caravans]] move along Forest and Jungle as if they were Roads.]=];
ShortDescription=[=[The Great Warpath]=];
MoveFriendlyWoodsAsRoad=true;};

TRAIT_CAPITAL_BUILDINGS_CHEAPER={
Description=[=[+25% {{production5}} [[Production (Civ5)|Production]] towards any [[buildings (Civ5)|buildings]] that already exist in the {{capital5}} [[Capital (Civ5)|Capital]].]=];
ShortDescription=[=[The Glory of Rome]=];
CapitalBuildingModifier=25;};

TRAIT_RIVER_EXPANSION={
Description=[=[All land military [[units (Civ5)|units]] have +1 [[sight (Civ5)|sight]]. 50% discount when purchasing tiles.]=];
ShortDescription=[=[Manifest Destiny]=];
PlotBuyCostModifier=-50;};

TRAIT_CULTURE_FROM_KILLS={
Description=[=[Gains {{culture5}} [[Culture (Civ5)|Culture]] for the empire from each enemy [[unit (Civ5)|unit]] killed.]=];
ShortDescription=[=[Sacrificial Captives]=];
CultureFromKills=100;};

TRAIT_ENHANCED_CULTURE={
Description=[=[[[Museum (Civ5)|Museum]] and [[World Wonder (Civ5)|World Wonder]] [[theming bonuses (Civ5)|theming bonuses]] are doubled in their [[capital (Civ5)|capital]].]=];
ShortDescription=[=[City of Light]=];
CapitalThemingBonusModifier=100;};

TRAIT_LAND_TRADE_GOLD={
Description=[=[[[Caravans (Civ5)|Caravans]] gain 50% extended [[range (Civ5)|range]]. Your [[trade routes (Civ5)|trade routes]] spread the home [[city (Civ5)|city]]'s [[religion (Civ5)|religion]] twice as effectively. {{oil5}} [[Oil (Civ5)|Oil]] [[resources (Civ5)|resources]] are doubled.]=];
ShortDescription=[=[Ships of the Desert]=];
LandTradeRouteRangeBonus=5;
TradeReligionModifier=100;};

TRAIT_WONDER_BUILDER={
Description=[=[+20% {{production5}} [[Production (Civ5)|Production]] towards [[Wonder (Civ5)|Wonder]] [[construction (Civ5)|construction]].]=];
ShortDescription=[=[Monument Builders]=];
WonderProductionModifier=20;};

TRAIT_AMPHIB_WARLORD={
Description=[=[Receive triple {{gold5}} [[Gold (Civ5)|Gold]] from [[Barbarian (Civ5)|Barbarian]] [[encampments (Civ5)|encampments]] and [[pillaging (Civ5)|pillaging]] [[Cities (Civ5)|Cities]]. [[Land units (Civ5)|Land units]] gain the War Canoe and Amphibious [[promotions (Civ5)|promotions]], [[strengthening (Civ5)|strengthening]] them while [[embarked (Civ5)|embarked]].]=];
ShortDescription=[=[River Warlord]=];
PlunderModifier=200;};

TRAIT_ENHANCED_GOLDEN_AGES={
Description=[=[{{goldenAge5}} [[Golden Ages (Civ5)|Golden Ages]] last 50% longer. During a [[Golden (Civ5)|Golden]] Age, [[units (Civ5)|units]] receive +1 {{moves5}} [[Movement (Civ5)|Movement]] and a +10% {{strength5}} [[Combat Strength (Civ5)|Combat Strength]] bonus.]=];
ShortDescription=[=[Achaemenid Legacy]=];
GoldenAgeDurationModifier=50;
GoldenAgeMoveChange=1;
GoldenAgeCombatModifier=10;};

TRAIT_TERROR={
Description=[=[{{strength5}} [[Combat Strength (Civ5)|Combat Strength]] +30% when fighting [[City-State (Civ5)|City-State]] [[units (Civ5)|units]] or attacking a [[City (Civ5)|City]]-State itself. All [[mounted units (Civ5)|mounted units]] have +1 {{moves5}} [[Movement (Civ5)|Movement]].]=];
ShortDescription=[=[Mongol Terror]=];
CityStateCombatModifier=30;};

TRAIT_SEVEN_CITIES={
Description=[=[{{gold5}} [[Gold (Civ5)|Gold]] bonus for discovering a [[Natural Wonder (Civ5)|Natural Wonder]] (bonus enhanced if first to discover it). {{culture5}} [[Culture (Civ5)|Culture]], {{happiness5}} [[Happiness (Civ5)|Happiness]], and tile yields from Natural [[Wonders (Civ5)|Wonders]] doubled.]=];
ShortDescription=[=[Seven Cities of Gold]=];
NaturalWonderFirstFinderGold=500;
NaturalWonderSubsequentFinderGold=100;
NaturalWonderYieldModifier=100;
NaturalWonderHappinessModifier=100;};

TRAIT_GREAT_ANDEAN_ROAD={
Description=[=[[[Units (Civ5)|Units]] ignore [[terrain (Civ5)|terrain]] costs when moving into any tile with [[Hills (Civ5)|Hills]]. No [[maintenance (Civ5)|maintenance]] costs for [[improvements (Civ5)|improvements]] in Hills; half cost elsewhere.]=];
ShortDescription=[=[Great Andean Road]=];
ImprovementMaintenanceModifier=-50;
FasterInHills=true;
NoHillsImprovementMaintenance=true;};

TRAIT_WAYFINDING={
Description=[=[Can [[embark (Civ5)|embark]] and move over [[Oceans (Civ5)|Oceans]] immediately. +1 [[Sight (Civ5)|Sight]] when embarked. +10% {{strength5}} [[Combat Strength (Civ5)|Combat Strength]] bonus if within 2 tiles of a [[Moai (Civ5)|Moai]].]=];
ShortDescription=[=[Wayfinding]=];
NearbyImprovementCombatBonus=10;
NearbyImprovementBonusRange=2;
EmbarkedAllWater=true;
CombatBonusImprovement="IMPROVEMENT_MOAI";};

TRAIT_VIKING_FURY={
Description=[=[[[Embarked (Civ5)|Embarked]] [[units (Civ5)|units]] have +1 [[Movement (Civ5)|Movement]] {{moves5}} and pay just 1 movement point to move from sea to land. Melee units pay no movement point cost to pillage.]=];
ShortDescription=[=[Viking Fury]=];
ExtraEmbarkMoves=1;
EmbarkedToLandFlatCost=true;};

TRAIT_SCHOLARS_JADE_HALL={
Description=[=[+2 {{Science5}} [[science (Civ5)|science]] for all [[specialists (Civ5)|specialists]] and for all [[Great Person (Civ5)|Great Person]] tile [[improvements (Civ5)|improvements]]. Receive a tech boost each time a scientific [[building (Civ5)|building]]/[[Wonder (Civ5)|Wonder]] is built in the [[Korean (Civ5)|Korean]] [[capital (Civ5)|capital]].]=];
ShortDescription=[=[Scholars of the Jade Hall]=];
TechBoostFromCapitalScienceBuildings=true;};

TRAIT_INGENIOUS={
Description=[=[Receive free [[Great Scientist (Civ5)|Great Scientist]] when you discover [[Writing (Civ5)|Writing]]. Earn Great [[Scientists (Civ5)|Scientists]] 50% faster.]=];
ShortDescription=[=[Ingenuity]=];
GreatScientistRateModifier=50;
FreeUnit="UNITCLASS_SCIENTIST";
FreeUnitPrereqTech="TECH_WRITING";};

TRAIT_FAITH_FROM_NATURE={
Description=[=[+1 {{Faith5}} [[Faith (Civ5)|Faith]] per [[city (Civ5)|city]] with an adjacent unimproved [[Forest (Civ5)|Forest]]. Bonus increases to +2 {{Faith5}} Faith in [[Cities (Civ5)|Cities]] with 3 or more adjacent unimproved Forest tiles.]=];
ShortDescription=[=[Druidic Lore]=];
FaithFromUnimprovedForest=true;};

TRAIT_EXTRA_BELIEF={
Description=[=[Choose one more [[Belief (Civ5)|Belief]] than normal when you found a [[Religion (Civ5)|Religion]].]=];
ShortDescription=[=[Patriarchate of Constantinople]=];
BonusReligiousBelief=true;};

TRAIT_DIPLOMACY_GREAT_PEOPLE={
Description=[=[Gain 90 {{influence5}} [[Influence (Civ5)|Influence]] with a [[Great Person (Civ5)|Great Person]] gift to a [[City-State (Civ5)|City-State]]. When declaring friendship, Sweden and their friend gain a +10% boost to Great Person generation.]=];
ShortDescription=[=[Nobel Prize]=];
GreatPersonGiftInfluence=90;
DOFGreatPersonModifier=10;};

TRAIT_RAZE_AND_HORSES={
Description=[=[Raze [[Cities (Civ5)|Cities]] at double speed. Borrow [[City (Civ5)|City]] names from other in-game Civs. Start with [[Animal Husbandry (Civ5)|Animal Husbandry]] [[technology (Civ5)|technology]]. +1 {{production5}} [[Production (Civ5)|Production]] per [[Pasture (Civ5)|Pasture]].]=];
ShortDescription=[=[Scourge of God]=];
RazeSpeedModifier=100;};

TRAIT_ANNEX_CITY_STATE={
Description=[=[Can spend {{gold5}} [[Gold (Civ5)|Gold]] to [[annex (Civ5)|annex]] or [[puppet (Civ5)|puppet]] a [[City-State (Civ5)|City-State]] that has been your ally for 5 turns.]=];
ShortDescription=[=[Diplomatic Marriage]=];
AbleToAnnexCityStates=true;};

TRAIT_PHOENICIAN_HERITAGE={
Description=[=[All [[coastal (Civ5)|coastal]] [[Cities (Civ5)|Cities]] get a free [[Harbor (Civ5)|Harbor]]. [[Units (Civ5)|Units]] may cross [[mountains (Civ5)|mountains]] after the first [[Great General (Civ5)|Great General]] is earned, taking 50 HP damage if they end a turn on a mountain.]=];
ShortDescription=[=[Phoenician Heritage]=];
CrossesMountainsAfterGreatGeneral=true;
FreeBuilding="BUILDING_HARBOR";};

TRAIT_LUXURY_RETENTION={
Description=[=[Retains 50% of the {{happiness5}} [[Happiness (Civ5)|Happiness]] benefits from a [[Luxury Resource (Civ5)|Luxury Resource]] if your last copy of it is traded away.]=];
ShortDescription=[=[Dutch East India Company]=];
LuxuryHappinessRetention=50;};

TRAIT_LONG_COUNT={
Description=[=[After [[researching (Civ5)|researching]] [[Theology (Civ5)|Theology]], receive a bonus [[Great Person (Civ5)|Great Person]] at the end of every [[Maya Long Count calendar (Civ5)|Maya Long Count calendar]] cycle (every 394 years). Each bonus person can only be chosen once.]=];
ShortDescription=[=[The Long Count]=];
MayaCalendarBonuses=true;
PrereqTech="TECH_THEOLOGY";};

TRAIT_BONUS_AGAINST_TECH={
Description=[=[[[Combat (Civ5)|Combat]] bonus (+20%) when fighting [[units (Civ5)|units]] from a [[Civilization (Civ5)|Civilization]] with more [[Cities (Civ5)|Cities]] than Ethiopia.]=];
ShortDescription=[=[Spirit of Adwa]=];
CombatBonusVsLargerCiv=20;};

TRAIT_SUPER_CITY_STATE={
Description=[=[Cannot gain [[settlers (Civ5)|settlers]] nor [[annex (Civ5)|annex]] [[cities (Civ5)|cities]]. Double the normal number of [[trade routes (Civ5)|trade routes]] available. A [[Merchant of Venice (Civ5)|Merchant of Venice]] appears after [[researching (Civ5)|researching]] [[Optics (Civ5)|Optics]]. May purchase in [[puppeted (Civ5)|puppeted]] cities.]=];
ShortDescription=[=[Serenissima]=];
NumTradeRoutesModifier=100;
NoAnnexing=true;
FreeUnit="UNITCLASS_MERCHANT";
FreeUnitPrereqTech="TECH_OPTICS";};

TRAIT_BUFFALO_HORNS={
Description=[=[Melee [[units (Civ5)|units]] cost 50% less [[maintenance (Civ5)|maintenance]]. All units require 25% less [[experience (Civ5)|experience]] to earn their next [[promotion (Civ5)|promotion]].]=];
ShortDescription=[=[Iklwa]=];
LevelExperienceModifier=-25;};

TRAIT_SLAYER_OF_TIAMAT={
Description=[=[When a [[city (Civ5)|city]] is conquered, gain a free [[Technology (Civ5)|Technology]] already discovered by its owner.  Gaining a city through a trade deal does not count, and it can only happen once per enemy city.]=];
ShortDescription=[=[Treasures of Nineveh]=];
TechFromCityConquer=true;};

TRAIT_SOLIDARITY={
Description=[=[Receive a free [[Social Policy (Civ5)|Social Policy]] when you advance to the next [[era (Civ5)|era]].]=];
ShortDescription=[=[Solidarity]=];
FreeSocialPoliciesPerEra=1;};

TRAIT_CARNIVAL={
Description=[=[[[Tourism (Civ5)|Tourism]] {{tourism5}} output is +100% during their [[Golden Ages (Civ5)|Golden Ages]]. Earn [[Great Artists (Civ5)|Great Artists]], [[Musicians (Civ5)|Musicians]], and [[Writers (Civ5)|Writers]] 50% faster during their [[Golden (Civ5)|Golden]] Ages.]=];
ShortDescription=[=[Carnival]=];
GoldenAgeTourismModifier=100;
GoldenAgeGreatArtistRateModifier=50;
GoldenAgeGreatMusicianRateModifier=50;
GoldenAgeGreatWriterRateModifier=50;};

TRAIT_SPICE={
Description=[=[The first 3 [[cities (Civ5)|cities]] founded on continents other than where Indonesia started each provide 2 unique [[Luxury Resources (Civ5)|Luxury Resources]] (and can never be razed).]=];
ShortDescription=[=[Spice Islanders]=];
UniqueLuxuryCities=3;
UniqueLuxuryQuantity=2;
UniqueLuxuryRequiresNewArea=true;};

TRAIT_EXTRA_TRADE={
Description=[=[[[Resource (Civ5)|Resource]] diversity grants twice as much {{gold5}} [[Gold (Civ5)|Gold]] for Portugal in [[Trade Routes (Civ5)|Trade Routes]].]=];
ShortDescription=[=[Mare Clausum]=];
TradeRouteResourceModifier=100;};

TRAIT_GREAT_EXPANSE={
Description=[=[Founded [[cities (Civ5)|cities]] start with additional [[territory (Civ5)|territory]]. [[Units (Civ5)|Units]] receive a [[combat (Civ5)|combat]] bonus when fighting within their own territory.]=];
ShortDescription=[=[Great Expanse]=];
ExtraFoundedCityTerritoryClaimRange=8;};

TRAIT_GATEWAY_AFRICA={
Description=[=[Receives +3 [[Gold (Civ5)|Gold]] {{gold5}} and +1 {{culture5}} [[Culture (Civ5)|Culture]] for each [[Trade Route (Civ5)|Trade Route]] with a different civ or [[City-State (Civ5)|City-State]]. The Trade Route owners receive +2 {{gold5}} Gold for each Trade Route sent to Morocco.]=];
ShortDescription=[=[Gateway to Africa]=];};

}
return data
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