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Unique abilities are a new feature added into Civilization V that give civilizations certain bonuses. Unique abilities were made to replace traits from Civilization IV (most likely to make civilizations more unique instead of two civilizations sharing one similar bonus). The Netherlands - Dutch East India Company (formerly East India Company) Russia - Siberian Riches (Motherland Calls in the game manual)

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  • Unique ability (Civ5)
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  • Unique abilities are a new feature added into Civilization V that give civilizations certain bonuses. Unique abilities were made to replace traits from Civilization IV (most likely to make civilizations more unique instead of two civilizations sharing one similar bonus). The Netherlands - Dutch East India Company (formerly East India Company) Russia - Siberian Riches (Motherland Calls in the game manual)
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abstract
  • Unique abilities are a new feature added into Civilization V that give civilizations certain bonuses. Unique abilities were made to replace traits from Civilization IV (most likely to make civilizations more unique instead of two civilizations sharing one similar bonus). * Land Military Units receive +1 Sight * Image:20xGold5.png Gold costs of Tiles are reduced by 50% * Trade Caravans (Vanilla) * Trade Routes provide +1 Image:20xGold5.png Gold * Image:20xOil.png Oil resources provide double quantities * Ships of the Desert (Updated in File:BNW-only.png) * Can create Land Trade Routes with 50% greater range than usual * Religious pressure of your religion from Trade Routes is doubled in the destination city * Image:20xOil.png Oil resources provide double quantities * Steal an enemy technology when capturing a City (Cannot be done when you recapture the same city or when you acquired a city through a trade deal) * May purchase an allied City-State with Image:20xGold5.png Gold to annex or puppet it (The City-State must be allied for 5 consecutive turns) * Killing an enemy unit grants a one-time Image:20xCulture5.png Culture bonus equal to the Strength of the killed unit (Does not apply to Cities) * Birth rate of Great Scientists is increased by 50% * Upon discovering Writing, a Great Scientist appears at your Image:Capital5.png Capital * During a Image:20xGoldenAge5.png Golden Age, Image:20xTourism5.png Tourism output is doubled, and birth rate of Great Artists, Great Writers, and Great Musicians is increased by 50% * Choose one more Belief than usual when you found a Religion * All coastal Cities get a free Harbor * Units may cross mountains after your first Great General appears, taking 50 HP damage if they end a turn on a mountain * Cities with an adjacent unimproved Forest tile provide +1 Image:20xfaith5.png Faith * Bonus increases to +2 Image:20xfaith5.png Faith in Cities with 3 or more adjacent unimproved Forest tiles * Birth rate of Great Generals is increased by 50% * Great Generals provide +30% combat bonus (instead of the normal +15%) * Embarked Units receive +1 Image:20xMovement5.png Movement (even when disembarking) * Disembarkation does not incur a Image:20xMovement5.png Movement penalty * Melee Units have no Image:20xMovement5.png Movement cost to pillage Improvements * Cities receive a +20% Image:20xProduction5.png Production bonus when constructing a Wonder (Also applies to National Wonders, but not Projects) * Vanilla: * Naval and Embarked Units receive +2 Image:20xMovement5.png Movement * Updated in File:GodsKings5 clear.png: * Naval and Embarked Units receive +2 Image:20xMovement5.png Movement * Get one additional Spy * Units receive +20% combat bonus against larger Civilizations (based upon city count) * Ancien RĂ©gime (Vanilla) * Cities provide +2 Image:20xCulture5.png Culture until you discover Steam Power * City of Light (Updated in File:BNW-only.png) * Great Work theme bonuses from Museums and wonders are doubled in your Image:Capital5.png Capital * Land Unit maintenance costs are reduced by 25% * Defeating a Barbarian Unit within an Encampment has a 67% chance of converting the unit to your side and providing a reward of 25 Image:20xGold5.png Gold * File:Influence (Civ5).png Influence with City-States degrades at half the normal rate and recovers at double the normal rate * Raze conquered cities twice as fast * Start the game with Animal Husbandry already discovered * Pastures provide +1 Image:20xProduction5.png Production * All units ignore movement costs when moving on to any Hill tile * Roads and railroads built on Hills have no Maintenance cost * Roads and railroads not built on Hills have half the normal Maintenance cost * Image:Unhappiness (Civ5).png Unhappiness from Cities is doubled * Image:Unhappiness (Civ5).png Unhappiness from Image:20xPopulation5.png Population is halved * The first three cities you found on new continents that do not contain your Image:Capital5.png Capital grant 2 free unique luxury resources (These cities cannot be razed) * Vanilla: * Forest and Jungle tiles within friendly territories provide a movement bonus equal to that of a Road * Upon discovering The Wheel, Forest and Jungle tiles within friendly territories serve as if they had a Road built on them when determining Trade Routes * Updated in File:BNW-only.png: * Forest and Jungle tiles within friendly territories provide a movement bonus equal to that of a Road * Upon discovering The Wheel, Forest and Jungle tiles within friendly territories serve as if they had a Road built on them when determining Road Connections between cities * Caravans move through Forest and Jungle tiles as if a Road had been built there * Vanilla: * Units fight at full Strength even when damaged * Updated in File:BNW-only.png: * Units fight at full Strength even when damaged * +1 Image:20xCulture5.png Culture from Fishing Boats and +2 Image:20xCulture5.png Culture from Atolls * Specialists provide +2 Image:20xScience5.png Science * Great Person Tile Improvements provide +2 Image:20xScience5.png Science * Completing a scientific Building or Wonder at your Image:Capital5.png Capital grants a tech boost (Equal to Research Agreement tech boost, affected by modifiers) * Upon discovering Theology, a Great Person of your choice appears at your Image:Capital5.png Capital every 394 years (Equal to the length of a Mayan calendar cycle; not to be confused with turns) * Military Units receive +30% combat bonus against City-States and their Units * Mounted Units receive +1 Image:20xMovement5.png Movement * Trade Routes with another Civilization or City-State provide +3 Image:20xGold5.png Gold and +1 Image:20xCulture5.png Culture * Trade Routes sent to any of your cities provide +2 Image:20xGold5.png Gold for the owners of such routes The Netherlands - Dutch East India Company (formerly East India Company) * Retain 50% of the happiness benefits from a luxury resource if you trade away the last copy of it * Vanilla: * Moving adjacent to a Barbarian Naval Unit has a 50% chance of converting it to your side and providing a reward of 25 Image:20xGold5.png Gold * Naval Unit maintenance costs are reduced by 67% * Updated in File:GodsKings5 clear.png: * All Melee Naval Units start with the "Prize Ships" promotion * Naval Unit maintenance costs are reduced by 67% * Image:20xGoldenAge5.png Golden Ages last 50% longer * During a Image:20xGoldenAge5.png Golden Age, all Units have +1 Image:20xMovement5.png Movement and +10% combat bonus when attacking (Movement bonus also applies to civilian units) * Receive a free social policy at the start of each new era * Units can immediately Embark over Coasts and Oceans * Embarked Units receive +1 Sight * Moais in your own territory provide +10% combat bonus to nearby friendly Units (Multiple Moais don't stack, and this bonus does not stack with the Maori Warrior bonus either) * Receive twice as much Image:20xGold5.png Gold from resource diversity in Trade Routes * Cities receive a +25% Image:20xProduction5.png Production bonus when constructing a Building that has already been built at your Image:Capital5.png Capital Russia - Siberian Riches (Motherland Calls in the game manual) * Worked Strategic Resources provide +1 Image:20xProduction5.png Production * Image:20xHorse5.png Horse, Image:20xIron5.png Iron, and Image:20xUranium5.png Uranium resources provide double quantities * Cities you found start with additional territory * Units receive +15% combat bonus when fighting in your own territory * Vanilla: * Image:20xFood5.png Food and Image:20xCulture5.png Culture from City-States are increased by 50% * Updated in File:GodsKings5 clear.png: * Image:20xFood5.png Food, Image:20xCulture5.png Culture, and Image:20xfaith5.png Faith from City-States are increased by 50% * Vanilla: * Receive three times as much Image:20xGold5.png Gold when capturing a City or clearing a Barbarian Encampment * Embarked Units can defend themselves * Updated in File:GodsKings5 clear.png: * Receive three times as much Image:20xGold5.png Gold when capturing a City or clearing a Barbarian Encampment * All Land Units start with the "Amphibious" and "War Canoes" promotions * Receive 100 Image:20xGold5.png Gold when discovering a Natural Wonder (500 Image:20xGold5.png Gold if you are the first to discover it) * Image:20xHappiness5.png Happiness from discovering Natural Wonders is doubled * Tile yields from Natural Wonders are doubled * Gain 90 File:Influence (Civ5).png Influence from a Great Person gift to a City-State * Birth rate of Great People is increased by 10% when declaring friendship (The Civilization you declared friendship also gets this bonus) * Cannot acquire Settlers, and cannot annex captured cities either * Can create twice as many Trade Routes as usual * Upon discovering Optics, a Merchant of Venice appears * Can use the Merchant of Venice to puppet a city-state * May purchase buildings or units in puppet cities * Melee Units maintenance costs are reduced by 50% * Military Units require 25% less experience to acquire a new promotion
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