recursal/Fanatic-Fandom huggingface dataset:
Commerce

*[Medieval Era]*

Unlocks Big Ben World Wonder.

+3  Gold from all foreign and internal  Trade Routes. +1  Culture from Markets.

Allows purchase of Landsknechts (*at  Civil Service*) and Foreign Legions (*at  Replaceable Parts*).

### **Entrepreneurship**

###### [Tier 2, Prereq: Silk Road]

+2  Trade Routes. -50% road/railroad  maintenance cost. -25% building  maintenance cost.

### **Mercantilism**

 [Tier 2, Prereq: Silk Road, Mercenary Army]

-20% cost for  Gold purchasing. +2  Science from Markets, Mints, Banks, and Stock Exchanges.

### **Protectionism**

 [Tier 3, Prereq: Mercantilism]

+1  Food and +4  Gold from Customs Houses. +4  Production, +4  Culture, and +4  Happiness from East India Trade Company.

### **Finisher**

 [Prereq: All lower policies]

2 free  Great Merchants and Trade Missions are twice as profitable. +1  Gold from Trading Posts.

Unlocks  Faith purchasing  Great Merchants.
Koopa Troopa

**Koopa Troopas** (usually **Koopas**, Japanese ノコノコ **Nokonoko**, sometimes called **Turtles**) are common enemies in the *Mario* franchise, usually displayed as foot soldiers of the Koopa Troop, under the direct leadership of Bowser. Since *Super Mario 64*, however, many Koopas have appeared who do not work for Bowser (or any other villain), some of whom even act as allies to Mario during his adventures. Koopa Troopas are turtle-like creatures with removable shells that come in many different colors, with red and green Koopa Troopas being the most common. Koopa Troopas are popular for the many uses of their shells in the *Mario* series.

Koopas, along with Goombas, are Mario's most common foes.
Super Mario Enemies Wiki

## Welcome to the Super Mario Enemies Wiki

Welcome to the Super Mario Enemies Wikia!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Things

this is a random page, please edit it or delete it.

***"I will use your body as my meat."***

*This article is a stub. You can help the **Five Nights with Mac Tonight Wiki** by expanding it.*

*Thank you!*

**This page is a candidate for deletion.**

*Remember to check what links here and the page history before deletion.*

CO

2

C
⟶
2

CO

{\displaystyle \ce{CO2 + C -> 2 CO}}
Civilian Units

**This page is under construction!**

This page may not be fully accurate or complete. You can help by contributing missing information. If nobody has edited it in the past week, you may consult the talk page or check the edit history to ask whether the last editor is still planning to add more.

**If you are actively editing this page, please use the template {{InUse}} instead to avoid edit conflicts.** After your current editing session return to this template if the article is still not finished.

*This message should be removed once (re)construction is over. Simply remove **{{UnderConstruction}}** from the top of the page.*
Dry Bone

**Dry Bones** (also known as **Skeleton Koopas** and **Dry Bones Troopa**[*citation needed*]) are skeletal versions of Koopa Troopas mainly found in towers and castles. These undead Koopas often collapse when attacked, but they soon revive themselves and become normal once again (however there are some methods to permanently kill them). Dry Bones first appeared in *Super Mario Bros. 3*, in which sprites of them are edited Koopa Troopa sprites. They have since become a staple in *Mario* spin-off games. Dry Bones is ordinarily a lightweight character in games and is often accompanied by Boo. The Dry Bones emblem in spin-offs is a side-view of their heads.
Keiko Ikehara

Outfit Export created by Mel-cham

**This page is still a W.I.P!**

Dancing

## Appearance

Keiko has a fairly tan complexion. She has blonde, medium-length hair that she keeps in two low pigtails and blue eyes to compliment her look.

Out of her love for animals, Keiko always wears a variety of animal ears and tails (often coordinating with her outfits).

## Personality

Energetic and positive, Keiko is like a blooming ray of sunshine.

## Biography

Keiko has had a love for idols since her early years. She admired their energy and talents. The first idol group she fell in love with had been 4tunes. She adored their style for their songs, to their voices, to the simple fact that their aesthetic had been animals, so it was understandable when she was distraught after hearing the disbanding of the group. But, what came the end of one idea birthed the start of another idea. From this day forward, Keiko knew what she wanted:

To start her own idol group.

## Relationships

* **Ryoko Jin**

Keiko and Ryoko have been friends since childhood due to close connections between their mothers. The two have grown up together, even attending the same schools. This has made the two girls almost inseparable.

* **Chikako Tachibana**

Keiko and Chikako have known each other since childhood after the older girl found the younger girl terrified and crying in the neighborhood's forest, clenching an injured dog close to herself. Chikako was able to save the girl and her dog when she told her father the situation. Ever since this day, Keiko has had nothing but undying gratitude to the older girl.

* **Minori Tachibana**

Keiko and Minori don't have a close relationship like hers and Chikako's, but the two will hang out with each other periodically.

## Trivia

* Keiko is actually very flexible, and even did a couple of years in gymnastics.
Vent Room

Description
The vent room is a location on the 2nd floor that is near the Corner and the Mac Room.

Appearance
The vent room has a bunch of wooden tables and chairs, just like with the corner room. There's a vent on the wall on the far left with a trash bin under the vent. Also on the wall are 2 posters, one of Mac Tonight and one with McDonalds food on it with a white background. The biggest feature is Grimmace on the right side of the room.

Characters
Grimmace starts at this location, HamBurgler can appear here to get to the office via the vent on the left side.
Great Engineer

This article or section is a stub. You can help the Fruity Wiki by expanding it.

## Stats

### Abilities

* **Ability 1:**

Description* **Ability 2:**

Description

## Costs

### Faith Cost

Costs 1000 + 500 \* n(n + 1)/2
n = Times purchased with faith before.

### Notes

* Using either ability consumes the Great Engineer
* May only purchase with faith after taking the  Tradition

 Great Engineers are a special Civilian unit, a Great Person specialized in... [Description]

### Editor Notes

* This page is currently using placeholder info. As-is it may be used as a template for other Great People pages but then it should be updated with the correct information.
* The NQChanges section may be filled by copying relevant info from Changelists\_by\_Category.
* Need to double-check the faith cost formula for NQMod (current formula is from the base game, copied from Civ Wiki)
	+ May have been changed in the mod, use parameters 'basefaith' and 'faithgrowth' to update the formula: Costs *basefaith* + *faithgrowth* \* n(n + 1)/2
	+ Template may need to be adjusted for cost adjustments by game speed.

## Obtaining Great Engineers

Great Engineers are earned by gaining  Great Engineer points, which are produced by Specialists and Wonders.

Great Engineers may be bought with faith after finishing the  Tradition Social Policy branch.

Besides generating with  Great Engineer points, additional Great Engineers my be obtained by:

World Wonders

Social Policies

Civilization unique abilities

* The Maya may take a Great Engineer as part of their Long Count ability (*Note that this does not give 'free' Great People, unlike the other methods it increases their cost of generating with  Great People Points*)

## Strategy

Add descriptions:

* Timing for planting vs bulbing
* Timing for generating - relates to plant vs bulb timing
	+ early and weaker vs later and more powerful, etc
	+ timing for World Wonders or other expensive projects
Katsuki Mifune

R Nomura

L Nomura

Tsubasa Shindo

Katsuki Mifune is the oldest member of Miracle Dream. She is treated by the members of the group as a mother.

## Appearance

Katsuki has a long and wavy hair with a silver color tied in a bun, her eyes are on a lilac shade of purple. Her skin in contrast to the others has a darker tone, having a light tan tone. As her usual outfits, Katsuki likes the most comfortable and neutral clothes she can even find, she usually prefers to use pants and shorts as she feels kinda uncomfortable with skirts, however she still using some, but she'll always have shorts underneath it.

Her first single outfit consists in a white blouse under a black overall, she uses a blue tie and brown boots. She also wears a blue jacket.

## Bio

Always being a person with problems to communicate, Katsuki is extremly shy and barely can hold a conversation with a person. She finds more comfort on cats and other animals and once she reached the age of 20 she decided to open a cat cafe where she would work till the recent day.

Katsuki always found peace hearing the Lagrange Point group, and beacuse of this once the contest for Miracle Dream was open she decided to try.

At first Katsuki thought about giving up but once she saw Minako on stage, she decided to give it her last try and she was accepted on the group.

[...]

## Personality

Katsuki is an extremly shy person, having problems to communicate to the point where at first her she wouldn't talk with anyone besides Minako on the group. She also lacks a bunch of cofidence.

However, with time she developed some confidence on herself and now is better on talking with others as she is more open to the others than she was before, but she still having problems to be in large crowds.

Because she is too caring towards everyone on the group and the younger members as well, spoiling them to no end, she is basically called of Mama Katsuki around the agency.

## Trivia

* Katsuki is one of the few members that has a voice. She is Voiced by rangi771
* Her Cat Cafe is called Blue Moon

## Gallery

Katsuki's winter coatKatsuki and MinakoShy and Katsuki
International Space Station

* Great Scientists provide 33% more  Science when used to discover new Technologies

## Cost

### Marathon

 850
 1275
 2550

### Notes

* Can only be acquired by  highest contribution to the International Project (via the World Congress resolution) when it is finished.

## International Space Station Project

 Highest contribution is achieved with *at least* 50% the Project Cost. The Project  Cost equals:

```
10 * Wonder's Cost * # Starting Players

```
Ottomans

## Suleiman

### Millets

* Each city gets +1  Happiness for each  World Religion with at least 1 follower in that city

### Starting Bias

none

* No longer have a coastal start bias.
* Replaced UA entirely - new UA is "Millets: Each city gets +1 Happiness for each Religion in that city with at least 1 Follower."
* Sipahi - Now available at Gunpowder and costs 20% less Production to train.
* Janissary - Costs 20% less Production to train.
Tradition

*[Ancient Era]*

Unlocks Hanging Gardens World Wonder.

+15%  Production for Wonders. Each City gains +1  Happiness per 10  Citizens.

Gain a free  Culture building in your first 4 Cities. +1  Culture from each National Wonder.

###  **Oligarchy**

[Tier 1]

+50%  Ranged Strength in Cities with a Garrison. +100%  Production towards Walls, Castles, Arsenals, and Military Bases.

###  **Landed Elite**

[Tier 2, Prereq: Legalism]

+2  Food and +10%  Growth (excess  Food) in the  Capital.

###  **Monarchy**

[Tier 2, Prereq: Legalism]

+1  Gold and -1  Unhappiness for each 2  Citizens in the  Capital.

### **Finisher**

[Prereq: All lower policies]

+10%  Growth (excess  Food) in your first 4 Cities. Gain a free Aqueduct in your first 4 Cities.

Unlocks  purchasing  Great Engineers.
Netherlands

## William

### Dutch East India Company

* Each unique Luxury is worth +1  Happiness for the empire, and Luxury Resource tiles produce +1  Gold

### Starting Bias

Wetlands (NQMap v7+)

* Now receives a Wetlands start bias (only with NQMap v7.0 and up).
* Dutch East India Company - Old UA replaced entirely: +1 Happiness per unique Luxury in the Empire and +1 Gold from Luxury resource tiles.
City-States

**This page is under construction!**

This page may not be fully accurate or complete. You can help by contributing missing information. If nobody has edited it in the past week, you may consult the talk page or check the edit history to ask whether the last editor is still planning to add more.

**If you are actively editing this page, please use the template {{InUse}} instead to avoid edit conflicts.** After your current editing session return to this template if the article is still not finished.

*This message should be removed once (re)construction is over. Simply remove **{{UnderConstruction}}** from the top of the page.*

This article or section is a stub. You can help the Fruity Wiki by expanding it.

## NQ Mod Changes | Cumulative

General
* When a city state is liberated, units are no longer pushed out of its borders.

City State Coups
* [Bug Fix]: Keeping a spy in an allied City State will now properly decrease the chances of enemy coup success.
* Coups now use actual behind-the-scenes influence with city state for formulas, not current influence. This means declaring war doesn't lock someone's coup chance down to 0%.
* After a Coup, opponent's Influence is reduced to 0.
* Fixed a bug whereby when a coup was successful in a City State, ALL other players' Influence would be reduced to 0. Now 3rd party influence will only be reduced by 20.

## City State Types

* Maritime
* Cultured
* Mercantile
* Religious
* Militaristic
India

* Population Growth: Unhappiness penalty for number of Cities removed. Reduction in Unhappiness from Population nerfed to -20% (down from -50%).
* War Elephant: No longer costs increased Production (compared to Chariot Archer).
* Mughal Fort: Now provides +1 Defense per Citizen in the City (instead of flat +7).
Denmark

## Harald Bluetooth

### Viking Fury

* Embarked units have +1  Movement and pay just 1 movement point to move from sea to land
* Melee units pay no movement point cost to pillage

### Starting Bias

Coast

* Norwegian Ski Infantry - removed (UU changed to Longship).
* Longship - new UU for Denmark, replaces Trireme. Gets +2 movement (6 base) and transfers its movement to any embarked units under it at the start of turn.
Changelog/v3.1

v3.1This page is about v3.1 of NQMod. It is not the current version.Versionsv12.4v12.3v12.2v12.1v12v11.1v11v10v9v8v7.2v7.1v7v6.1v5v4**v3.1**v3v2v1
Cumulative

**Note:** The v3.1 changelist currently hasn't been found. This partial changelist comes from the mod's XML & Lua files. DLL changes are not included (for now, unless mentioned in other files).

Changes from Version 3 to Version 3.1:

* The reload bug has been fixed so you won't lose your game if a reload occurs.

Piety
* Opener: Changed from +2 Faith in the Capital to +1 Faith +1 Culture
Exploration

*[Medieval Era]*

Unlocks Conquistadors.

Unlocks the Louvre World Wonder.

+3  Production in coastal Cities. +50%  Production for Lighthouses, Harbors, and Seaports.

### **Colonialism**

 [Tier 1]

Newly settled Cities start with a free Worker, 6 extra tiles, 2 extra  Population, and +2  Happiness.

### **Naval Tradition**

 [Tier 2, Prereq: Maritime Infrastructure]

+1  Happiness and +1  Culture from Lighthouses, Harbors, and Seaports.

### **Navigation School**

 [Tier 2, Prereq: Maritime Infrastructure]

+2  Science in coastal Cities. +10%  Combat Strength for Naval units.

### **Treasure Fleets**

 [Tier 3, Prereq: Colonialism, Navigation School]

+1  Food, +1  Production, and +1  Gold from Coast and Ocean tiles without resources.

### **Finisher**

 [Prereq: All lower policies]

+1  Happiness from each unique Luxury in the Empire. Free  Great Admiral +100%  Great Admiral points.

Unlocks  purchasing  Great Admirals.
Changelog/v3

v3This page is about v3 of NQMod. It is not the current version.Versionsv12.4v12.3v12.2v12.1v12v11.1v11v10v9v8v7.2v7.1v7v6.1v5v4v3.1**v3**v2v1
Cumulative

**Note:** The v3 changelist currently hasn't been found. This partial changelist comes from the mod's XML & Lua files. DLL changes are not included (for now, unless mentioned in other files).

Changes from Version 2 to Version 3:

* Blitz - Paratroopers & XCom Squads are now "Paradropping Units" instead of "Gunpowder Units." These are identical for all purposes except that Paradropping Units are no longer eligible to receive the Blitz promotion.
* Great Prophets - Spawn chance values changed *(To? Needs checking)*
* War Elephant - v1 Chariot Archer changes reverted for War Elephant UU alt (India) only.
* Air Repair - Now needs an extra promotion before it's available, requiring Interception 3, Dogfighting 3, Siege 3, or Bombardment 3.

Piety
* Theocracy: +1 Gold from each Shrine and Temple. Holy Sites provide +3 Gold. The Grand Temple boosts Gold output in its city by 50%.
	+ v1 +3 gold/holy site removal reversed, other v1 changes the same
* Finisher: v1 change (+3 gold/holy site) reverted
* Tree rearranged (check)
La Coupe du Monde 1990

La Première édition de la Coupe du Monde s’est tenue en Uruguay du 7 juin au 6 juillet.

Toutes les équipes affiliées à la FIFA sont invitées à participer à la compétition mais seulement vingt-quatres d'entre elles parviennent à se qualifier. 3 du continent asiatique, 2 du continent sud américain, 12 du continent européen, 3 du continent africain, 2 du continent nord-américain, et 0 du continent Océanien.A noter la présence de 7 nouvelles nations qui débutent dans la Coupe du Monde.

## Qualifications

103 équipes participent à la compétition, via les tentatives de qualifications, organisée sous le système des poules en 6 zones géographiques, et par confédération.

Les résultats sont ici.

## Equipes Qualifiées

12 ou 13 places dont une au pays hôte
3 ou 4 places
* Angleterre (4)
* Belgique (5)
* Bulgarie (2)
* France (3)
* Hongrie (2)
* Italie (4)
* *Luxembourg*
* Pays-Bas (5)
* Portugal (4)
* *Roumanie*
* Suisse (2)
* **URSS (4)**
* Brésil (6)
* Équateur (2)
* Cameroun (3)
* Nigéria (2)
 Barrage Mondial (OFC)
0 ou 1 place
2 ou 3 places
 * *Jamaïque*
* Mexique (5)
* Japon (2)

## Phases a élimination directe

### Demi-Finale

**??? - ??? : 0-0**

???

**??? - ??? : 0-0**

???

### Finale

**??? - ??? : 0-0**

???

### Petite Finale

**??? - ??? : 0-0**

???
China

## Wu Zetian

### Art of War

* Military land units that start the turn on or adjacent to a  Great General have +1  movement

### Starting Bias

none

* [UA Remake] Art of War: Land units that start the turn on or adjacent to Great Generals get +1 movement that turn.
	+ Note: UA No longer provides +50% Great General points nor combat bonus from Great Generals.
* Chu-ko-nu: Now uses regular Logistics promotion instead of unique one, preventing triple attack upgrade.
Changelog/v2

v2This page is about v2 of NQMod. It is not the current version.Versionsv12.4v12.3v12.2v12.1v12v11.1v11v10v9v8v7.2v7.1v7v6.1v5v4v3.1v3**v2**v1
Cumulative

**Note:** The v2 changelist currently hasn't been found. This partial changelist comes from the mod's XML & Lua files. DLL changes are not included (for now, unless mentioned in other files).

Changes from Version 1 to Version 2:

* Great Scientists: v1 nerfs to bulbing and faith costs reversed *(? check this)*
* Great War Infantry: Now obsolete at Ballistics tech (to match v1 Infantry tech change)
Technologies

**This page is under construction!**

This page may not be fully accurate or complete. You can help by contributing missing information. If nobody has edited it in the past week, you may consult the talk page or check the edit history to ask whether the last editor is still planning to add more.

**If you are actively editing this page, please use the template {{InUse}} instead to avoid edit conflicts.** After your current editing session return to this template if the article is still not finished.

*This message should be removed once (re)construction is over. Simply remove **{{UnderConstruction}}** from the top of the page.*
Changelog/v11.1

v11.1This page is about v11.1 of NQMod. It is not the current version.Versionsv12.4v12.3v12.2v12.1v12**v11.1**v11v10v9v8v7.2v7.1v7v6.1v5v4v3.1v3v2v1
Cumulative

v11.1 Changelist is as follows:

Hello everyone! NQMod v11.1 was released with the following change:

* Reverted the fix that prevented turn timer from resetting when a unit was automated. You can now use that "feature" again. :P

## REFERENCE

* https://www.reddit.com/r/nqmod/comments/5h4jqj/nqmod\_v111\_released\_turn\_timer\_fix\_reverted/
Religion

## Beliefs

* Pantheons
* Founder Beliefs
* Follower Beliefs
* Enhancer Beliefs
* Reformation Beliefs

## NQMod Changes

* Religious Beliefs have been completely updated (see list below)
* Added an option you can toggle in game setup screen that allow all players to found Religions (capped when required Beliefs for Founding run out - usually 8 religions).
	+ Note: This may mean in rare cases some Religions founded particularly late cannot be Enhanced, especially if Byzantium is in the game.
* [Bug Fix]: Fixed a bug where number of religions that can be founded decreases by 1 after killing a player that founded a religion (even though the total had already decreased by 1 for them founding it to begin with).
* The AI will now appropriately value and potentially select the new religious beliefs Religious Settlements, Deus Vult, and Dharma.

Faith Purchasing
* Costs to purchase with Faith no longer increase as you advance Eras.
* Faith purchase costs are now rounded down to the nearest 5 (instead of nearest 10).
* Universities, Public Schools, and Research Labs Faith cost increased by ~30%.
* Inquisitors cost reduced by 40% and now has 4 movement.

Pantheons
* All Pantheons are now founded at 15 Faith on Quick Speed. The cost to found a Pantheon no longer increases when other players found their own Pantheons (but if they do it faster, you'll still lose access to that Pantheon, the same as how Religious Beliefs become inaccessible for your Religion if someone else founds theirs first same turn).

Great Prophets
* No longer RNG-based, 100% chance to spawn once Faith requirement met. Base cost increased - equation is now All Great Prophets now cost ~66 more Faith than normal (equation went from 200+100 per prophet to 300+100 per prophet), which means first Prophet spawns at 200 Faith (up from 134). Spawning a Great Prophet now reduces your Faith by the amount it cost instead of removing all of your Faith. Costs rounded to the lowest 10 (i.e 200 instead of 201).
Changelog/v7.1

v7.1This page is about v7.1 of NQMod. It is not the current version.Versionsv12.4v12.3v12.2v12.1v12v11.1v11v10v9v8v7.2**v7.1**v7v6.1v5v4v3.1v3v2v1
Cumulative

v7.1 Changelist is as follows:

Hey guys! A couple of changes from v7.0 -> v7.1:

* Courthouses no longer net negative happiness when built.
* Military Caste no longer gives -20% Unhappiness in Conquered Cities. Instead it gives +2 Happiness from Courthouses.
* Foreign Legions can move immediately upon being purchased (like Landsknechts).
Songhai

* Land units gain the Amphibious promotion and ignore terrain costs when traveling along or across rivers

### Starting Bias

River

* Now has River start bias (instead of Avoid Tundra).
* River Warlord (UA): No longer provides War Canoes promotion. Instead, now also allows units to ignore terrain costs while moving along or across rivers.
	+ Note: Still provides triple gold from pillaging barb camps and cities.
Autocracy/v12.2

## **Tier 1**

### **Elite Forces**

All Military Units have +10% increased  Combat Strength and gain an extra 10 HP when healing.

### **Gunboat Diplomacy**

Gain 50  Influence when you tribute  Gold from a City State (instead of losing Influence). Tributing City States no longer terminates quests.

### **Futurism**

Gain 250 global  Tourism (on Quick Speed) whenever a  Great Writer,  Great Artist, or  Great Musician is born.

### **Universal Healthcare**

+1  Happiness from each National Wonder and Guild.

### **Industrial Espionage**

+2  Spies and Spies steal  technology twice as fast.

### **Client States**

 Puppeted Cities do not increase  Science costs and allow purchasing as if they were annexed.

### **Jingoism**

+15%  Attack Strength in foreign territory during  Golden Ages, and they last 25% longer.

### **Third Alternative**

Starts or extends a  Golden Age for 8 turns *(on Quick Speed)*.

### **Total War**

+25%  Production when building Military Units and new Military Units start with +15 Experience.

### **United Front**

+33%  Combat Strength for Land and Naval Units near City States that are friendly, allied or can be liberated.

### **War Hero**

Gain a free  with every , and a free Great General appears.

### **Mobilization**

 Gold cost to purchase, upgrade, and maintain Military Units reduced by 25%.

### **Lightning Warfare**

Land Military Units gain +1  Movement and ignore Zone of Control.

### **Partisans**

+50% chance to succeed at City State coups. *(Example: If coup chance is 24%, this tenet increases it to 74%)*

### **Cult of Personality**

Gain up to +100%  Tourism depending on your military strength *(Soldiers)* relative to other Civilizations.

### **Police State**

Barracks, Armories, Military Academies, and Courthouses each provide +2  Happiness.
Freedom

### **Consumerism**

Trade Missions *(Great Merchants)* provide 50% of  Gold gained as global  Tourism.

### **Universal Healthcare**

+1  Happiness from each National Wonder and Guild.

### **Covert Action**

+2  Spies and doubles both chance of rigging election in City-States and  Influence change from doing so.

### **Volunteer Army**

Military Land Units in friendly territory gain +25 additional HP when healing.

### **Free Trade**

+8%  Gold in all Cities for each City State trading partner in the Empire.

### **Civil Society**

 Specialists consume half the normal amount of  Food.

### **Voice of Democracy**

Gain 8  Influence with every known City State whenever a Great Person is born.

### **Free Market**

12% of the Empire's  Gold income each turn is converted to bonus  Science.

### **Avante Garde**

+2  Culture and +2  Tourism from each  Great Work and World Wonder.

### **New Deal**

Great Person tile improvements each provide +1  Production, +1  Culture, +1  Gold, +1  Science, and +1  Happiness.

### **Capitalism**

 Specialists provide +1  Production and produce half the normal amount of  Unhappiness.

### **Treaty Organization**

City State Friends will no longer declare war on you in support of their Ally.

### **Space Procurements**

Allows the purchase of  Spaceship Parts with  Gold.

### **Media Culture**

Amphitheaters, Opera Houses, Museums, and Broadcast Towers each increase City  Tourism output by 15%.
Tourism

**This page is under construction!**

This page may not be fully accurate or complete. You can help by contributing missing information. If nobody has edited it in the past week, you may consult the talk page or check the edit history to ask whether the last editor is still planning to add more.

**If you are actively editing this page, please use the template {{InUse}} instead to avoid edit conflicts.** After your current editing session return to this template if the article is still not finished.

*This message should be removed once (re)construction is over. Simply remove **{{UnderConstruction}}** from the top of the page.*

No content here yet, just reserving the page. Feel free to fill it out.
Sipahi

## Sipahi

Unique Mounted unit of the Renaissance era

### Replaces

 Ottomans
 Lancer

## Stats

### Moves

 25
 5

### Abilities

* Formation 1 Promotion
* Can move after attacking
* +1 Sight
* No movement cost to pillage

## Costs

### Faith\*\*

 148
 540
 295

### Faith\*\*

 222
 730
 440

### Faith\*\*

 444
 1230
 885

### Faith\*\*

 99
 400
 195

### Obsolete at

 Gunpowder
 Combined Arms

### Notes

* 33% Penalty attacking cities
* No defensive terrain bonuses
* \*\* Faith cost for *Holy Warriors* Follower Belief
Autocracy

## **Tier 1**

### **Elite Forces**

All Military Units have +10% increased  Combat Strength and gain an extra 10 HP when healing.

### **Gunboat Diplomacy**

Gain 50  Influence when you tribute  Gold from a City State (instead of losing Influence). Tributing City States no longer terminates quests.

### **Futurism**

Gain 250 global  Tourism (on Quick Speed) whenever a  Great Writer,  Great Artist, or  Great Musician is born.

### **Universal Healthcare**

+1  Happiness from each National Wonder and Guild.

### **Industrial Espionage**

+2  Spies and Spies steal  technology twice as fast.

### **Client States**

 Puppeted Cities do not increase  Science costs and allow purchasing as if they were annexed.

### **Jingoism**

+15%  Attack Strength in foreign territory during  Golden Ages, and they last 25% longer.

### **Third Alternative**

Quantity of Strategic Resources produced is doubled. Starts or extends a  Golden Age for 8 turns *(on Quick Speed)*.

### **Total War**

+25%  Production when building Military Units and new Military Units start with +15 Experience.

### **United Front**

+25%  Combat Strength for Land and Naval Units near City States that are friendly, allied or can be liberated.

### **War Hero**

Gain a free  Great Artist with every  Great General, and a free  Great General appears.

### **Mobilization**

 Gold cost to purchase, upgrade, and maintain Military Units reduced by 25%.

### **Lightning Warfare**

Land Military Units gain +1  Movement and ignore Zone of Control.

### **Partisans**

+50% chance to succeed at City State coups. *(Example: If coup chance is 24%, this tenet increases it to 74%)*

### **Cult of Personality**

Gain up to +100%  Tourism depending on your military strength *(Soldiers)* relative to other Civilizations.

### **Police State**

Barracks, Armories, Military Academies, and Courthouses each provide +2  Happiness.
Trade Routes

**This page is under construction!**

This page may not be fully accurate or complete. You can help by contributing missing information. If nobody has edited it in the past week, you may consult the talk page or check the edit history to ask whether the last editor is still planning to add more.

**If you are actively editing this page, please use the template {{InUse}} instead to avoid edit conflicts.** After your current editing session return to this template if the article is still not finished.

*This message should be removed once (re)construction is over. Simply remove **{{UnderConstruction}}** from the top of the page.*

No content here yet, just reserving the page. Feel free to fill it out.
Keshik

## Keshik

Unique Mounted Ranged unit of the Medieval era

### Replaces

 Mongolia
 Knight

## Stats

### Ranged Strength

 15
 16

### Range

 5
 2

### Abilities

* No penalty attacking cities
* Can move after attacking
* Great Generals 1 Promotion
* Gain 50% bonus XP

## Costs

### Faith\*\*

 120
 460
 240

### Faith\*\*

 180
 620
 360

### Faith\*\*

 360
 1050
 720

### Faith\*\*

 80
 340
 160

### Obsolete at

 Chivalry
 Military Science

### Notes

* No Defensive Terrain Bonuses
* May Not Melee Attack
* \*\* Faith cost for *Holy Warriors* Follower Belief
Liberty

*[Ancient Era]*

Unlocks Pyramids.

+1  Production in each City.

Gain a free Worker. +25%  Improvement construction speed.

Gain a free Settler. +50%  Production towards Settlers in the  Capital.

Cities increase the cost of  Social Policies 25% less than normal. Gain a free  Golden Age. +1  Gold from Monuments.

### **Meritocracy**

[Tier 2, Prereq: Citizenship]

+1 Happiness and +10%  Gold income from  City Connections. -5%  Unhappiness from  Citizens from non-occupied Cities.

### **Finisher**

[Prereq: All lower policies]

Gain a free Great Person of your choice. +25%  Production towards National Wonders, and +15%  Production towards Buildings they require.
Order/v12.2

### **Double Agents**

+2  Spies and Spies are twice as likely to kill enemy Spies when stationed in your Cities.

### **Collectivization**

+1  Food from Farms and Terrace Farms. +1  Happiness from Granaries and Hospitals.

### **Iron Curtain**

+5  Production from Internal  Trade Routes.

### **Five Year Plan**

+25%  Production towards Buildings in all Cities and +1  Production from each Mine, Quarry, and Manufactory.

### **Red Army**

+15%  Combat Strength when fighting Units belonging to a Civilization with fewer Cities.

### **Workers' Faculties**

+3  Science from Workshops, Windmills, Factories, Hydro Plants, Solar Plants, Nuclear Plants, and Spaceship Factories.

### **Socialist Realism**

+50%  Tourism to Civilizations with less  Happiness.

### **Communism**

Reduces  Unhappiness from Ideology pressure by 75%.

### **Patriotic War**

Training military Land Units in your Cities produces 2 units instead of 1.

### **Spaceflight Pioneers**

May finish Victory Science Spaceship parts with  Great Engineers. A  Great Engineer and a  Great Scientist appear outside the Capital.

### **Cultural Revolution**

The Empire gains bonus % for  Great Musician points equal to its  Production output.

### **Satellite States**

+5%  Food,  Production, and  Science in all Cities for each Courthouse in the Empire.

### **Ministry of Railways**

+25% increased  Production boost from Railroads and +3  Happiness for each City connected to the  Capital by Railroads.
Kris Swordsman

Unique Melee unit of the Classical era

## Mystic Blade

This special promotion grants a random ability from the list below (after the Kris Swordsman's first battle):

Invulnerability
+30% Combat Bonus when defending. +20 HP when healing
Sneak Attack
Flank attack bonus increased by 50%
Heroism
Unit awards combat bonus to nearby units as if it is a Great General
Ambition
+50% Combat Bonus when attacking. -20% penalty when defending
Restlessness
May attack twice, 1 extra movement
Recruitment
Heals all damage if the unit kills a non-Barbarian unit (only 50 HP)
*Note: The negative **Enemy Blade** and **Evil Spirits** abilities were removed in mod v10.*
Freedom/v12.2

### **Consumerism**

Trade Missions *(Great Merchants)* provide 50% of  Gold gained as global  Tourism.

### **Universal Healthcare**

+1  Happiness from each National Wonder and Guild.

### **Covert Action**

+2  Spies and doubles both chance of rigging election in City-States and  Influence change from doing so.

### **Volunteer Army**

Military Land Units in friendly territory gain +15 additional HP when healing and +15%  Combat Strength.

### **Free Trade**

+8%  Gold in all Cities for each City State trading partner in the Empire.

### **Civil Society**

 Specialists consume half the normal amount of  Food.

### **Voice of Democracy**

Gain 12  Influence with every known City State whenever a Great Person is born.

### **Free Market**

12% of the Empire's  Gold income each turn is converted to bonus  Science.

### **Avante Garde**

+1  Culture and +1  Tourism from each  Great Work and World Wonder.

### **New Deal**

Great Person tile improvements each provide +1  Production, +1  Culture, +1  Gold, +1  Science, and +1  Happiness.

### **Capitalism**

 Specialists provide +1  Production and produce half the normal amount of  Unhappiness.

### **Treaty Organization**

City State Friends will no longer declare war on you in support of their Ally.

### **Space Procurements**

Allows the purchase of  Spaceship Parts with  Gold.

### **Media Culture**

Amphitheaters, Opera Houses, Museums, and Broadcast Towers each increase City  Tourism output by 15%.
Patronage

*[Classical Era]*

Unlocks Forbidden Palace World Wonder.

 Gold Gifts to  City States earn 25% more  Influence. Base Influence resting point with all City States increased by 20.

### **Scholasticism**

###### [Tier 2, Prereq: Philanthropy]

Gain  Science per turn from each  City State Friend or Ally.**\*\***

### **Cultural Diplomacy**

 [Tier 2, Prereq: Philanthropy]

Allied  City States grant twice as many strategic resources as normal and +2 additional  Happiness from each Luxury.

### **Merchant Confederacy**

 [Tier 2, Prereq: Philanthropy]

+2  Food, +2  Production, +2  Gold, and +1  Influence per turn from trade routes with  City States.

### **Consulates**

 [Tier 3, Prereq: Cultural Diplomacy]

+1 vote in the World Congress, and an additional +1 vote per era after  Renaissance.

### **Finisher**

 [Prereq: All lower policies]

 City States will occasionally gift you Great People. Military City State allies gift 2 units per gift.

+50%  Food,  Faith and  Culture gifts from other allied City States.
Great People

**This page is under construction!**

This page may not be fully accurate or complete. You can help by contributing missing information. If nobody has edited it in the past week, you may consult the talk page or check the edit history to ask whether the last editor is still planning to add more.

**If you are actively editing this page, please use the template {{InUse}} instead to avoid edit conflicts.** After your current editing session return to this template if the article is still not finished.

*This message should be removed once (re)construction is over. Simply remove **{{UnderConstruction}}** from the top of the page.*

## NQ Mod Changes

* Great People Meters - Great Scientists, Great Engineers, and Great Merchants are all now on their own separate Great People meters (instead of belonging to the same meter).
* Great Scientist - Bulb amount is now set as previous 8 turns of Science from turn of birth (instead of current turn). This means the amount of Science you would get from the bulb is fixed when the Scientist spawns and never increases.
* Great Engineer - Amount of hammers from Hurry Production reduced significantly. Equation changed from (200 + (20 \* city pop)) to (50 + (24 \* city pop)). This amount is doubled when used to Hurry spaceship parts (via the Spaceflight Pioneers tenet in Order ideology).
* Great General Points - Barbarians and City States no longer give you Great General points. They still give you XP (and it is still capped at 30).
* [Bug Fix] Great Musicians: Tourism blast is no longer affect twice by game speed modifiers. This means on Quick Speed they are no longer double penalized, and are now slightly stronger.
* "Free" Great People - All instances of "free" Great People (including Great Prophets) are now actually free regardless of whether they are from policies, wonders, or traits. They will not increase the counter. NOTE: Maya Great People are NOT labeled as "free" so they still count.
* Spaceship Parts: All Civilizations may now use Great Engineers to rush Spaceship Parts regardless of Ideology policies.
* Great Engineers, Great Merchants (and Great Humanitarians), Great Scientists, and Great Prophets all now have base move speed of 4 (up from 2).
* Civilizations may no longer gift Great People to each other.
Indonesia

## Gajah Mada

### Spice Islanders

* The first 3 coastal cities founded after the  Capital each provide 2 unique Luxury Resources    *(and can never be razed)*

### Starting Bias

Coast

* Spice Islanders - UA no longer requires cities to be on separate continents, but does require cities to be coastal.
	+ Note: Indonesian unique luxuries (Nutmeg, Cloves, and Pepper) no longer provide +2 Gold on the city tile. Players will no longer receive City State quests or We Love The King Day luxury requests for Nutmeg, Cloves, or Pepper.
* Kris Swordsman - Evil Spirits and Enemy Blade promotions removed from the game.
Paratrooper

Paradropping unit of the Atomic era

## NQMod Changes

Paratroopers are now "Paradropping Units" instead of "Gunpowder Units" (as of v3 of the mod). These are identical for all purposes except that Paradropping Units are no longer eligible to receive the Blitz promotion.

Without this change Paratrooper and XCOM Squad units with the Blitz promotion are an uncounterable way to take cities in simultaneous multiplayer games. Because those units take time to show up on an opponent's screen after being air dropped, queued attacks on the city will take effect before the opponent can respond. By reducing a city to zero health with Stealth Bombers (and dropping a Nuke to destroy any defenders if they are surrounding it) that city can then be taken by these Blitz units with no counter play.
Spain

* Unique Ability now grants 100 gold per Natural Wonder discovered regardless of whether you found it first (down from 500 gold for first finder and 100 gold otherwise).
* Conquistador - no longer a unique for Spain (moved to Exploration opener).
* [New UB] Plaza de Toros: Replaces Circus. Provides an additional +2 Culture and can also be constructed with an improved source of Cows.
Siege Tower

Unique Melee unit of the Classical era

### Abilities

* When next to a City Units within 2 tiles get a 50% Combat Bonus when attacking the City
* 200% Combat Bonus vs Cities
* Can only attack Cities
* 33% damage reduction from Ranged Attacks
* +1 sight

## Costs

### Faith\*\*

 75
 390
 150

### Faith\*\*

 113
 530
 225

### Faith\*\*

 225
 890
 450

### Faith\*\*

 50
 280
 100

### Obsolete at

 Mathematics
 Physics

### Notes

* No Defensive Terrain Bonuses
* \*\* Faith cost for *Holy Warriors* Follower Belief
Mali

* During  Golden Ages, any tile that produces at least 1  Gold also produces 1  Faith

### Starting Bias

Avoid Tundra

* Start Bias: Avoid Tundra
* [UA] Golden Hajj: +1 Gold from Mines. During Golden Ages, all tiles that produce at least 1 Gold also provide 1 Faith.
* [UU] Skirmisher (replaces Composite Bowman): Ignores terrain costs.
* [UB] Treasury (replaces Mint): Can be built everywhere. Also provides +2 Gold from Salt. When constructed, reveals a new source of Copper, Silver, Gold, or Salt on an appropriate unimproved tile within the City's borders (if possible).
* Known Issue: The UU and UB borrow art from other parts of the game.
* Treasury probabilities:  Desert = (Gold 40%, Salt 30%, Copper 20%, Silver 10%).  Grassland = (Gold 45%, Salt 11%, Copper 33%, Silver 11%). Plains = (Gold 33%, Salt 33%, Copper 22%, Silver 12%). Tundra = (Gold 25%, Salt 25%, Copper 25%, Silver 25%). Hills override flat tiles with the following ratios: (Gold 50%, Salt 0%, Copper 25%, Silver 25%)
* [BUG]: Hill override mentioned above does not currently work - it treats the tile as if it were not a hill and bases the chance on the terrain only, allowing Salt hills.
Sweden

* Removed UUs: Hakkapeliitta & Carolean
	+ Note: If you get a Hakkapeliitta as a gift from a Military City State, it still buffed as follows: Now also receives +1 movement (5 total) and the Charge promotion for free (+33% Combat Strength vs wounded units).
* [Updated UA] Nobel Prize: +25% Great Person points in all cities. Gain Science whenever a Great Person is born.
	+ Formula: Bonus Science = 20 \* Current Era (on Quick Speed)
* [New UU] Great Humanitarian (replaces Great Merchant): Trade Missions with City States earn 90 Influence (up from 30) and +25% more Gold than usual.
* [New UB] Falu Gruva (replaces Ironworks): National Wonder - In addition to the +8 Production of the Ironworks it replaces, Falu Gruva provides +8 Gold, +1 Production from hills worked by the City, and +4 Great Merchant points. Upon discovering Flight, it also provides +6 Tourism. Only Sweden may build it.
African Forest Elephant

Unique Mounted unit of the Classical era

* If attacking from higher elevation this unit receives +20% Combat Strength and forces defender to retreat
	+ If it cannot retreat the defender takes 50% additional damage

## Costs

### Faith\*\*

 75
 390
 150

### Faith\*\*

 113
 530
 225

### Faith\*\*

 225
 890
 450

### Faith\*\*

 50
 280
 100

### Obsolete at

 Horseback Riding
 Chivalry

### Notes

* Can Move After Attacking
* No Defensive Terrain Bonuses
* 33% Damage Penalty to Cities
* \*\* Faith cost for *Holy Warriors* Follower Belief
Iroquois

## Hiawatha

### The Great Warpath

* Units move through Forest and Jungle in friendly territory as if they were Roads
* These tiles can be used to establish  City Connections upon researching  The Wheel
* Caravans move along Forest and Jungle as if they were roads

### Starting Bias

Forest

* Longhouse - Now grants +10% Production like regular Workshop.
* [Bug Fix] Iroquois UA now works correctly with roads adjacent to forests/jungles.
Changelog/v4

v4This page is about v4 of NQMod. It is not the current version.Versionsv12.4v12.3v12.2v12.1v12v11.1v11v10v9v8v7.2v7.1v7v6.1v5**v4**v3.1v3v2v1
Cumulative

v4 Changelist is as follows:

Hey guys here's the list of changes from Version 3.1 to Version 4:

* Armored Units - Landships, Tanks, Panzers (Germany), Modern Armor, and Giant Death Robots now have +100% vs Land units.
* Angkor Wat - now gives you a free University and provides +3 Culture (up from +1 Culture).
* Stone Works - can now be built in Cities founded on Plains as well.
* Tradition - Legalism now requires Aristocracy instead of Oligarchy
* Honor - revamped again. New NEW Honor has even more buffs! (link HERE).
* Piety - opener reverted to +2 Faith
* Aesthetics - significant buffs to culture buildings and tourism output (link HERE).
* Rationalism - nerfed via rearrangement of policies/bonuses in tree (link HERE)).
* Theming Bonuses - waived civ requirement for all Wonder Theming Bonuses that required civs other than the owner or different civs (they can now be fulfilled by the owning civ alone).
* Barb Camp Ruins - removed from the game.
* Map Ruins - now reveal ALL terrain and barbarian camps within 5 tiles of the ruin.

### Pantheons

Pantheons are being changed up a bit in v4. The goal is to allow Piety civs more Culture/sim city options and to allow non-Piety civs more chances at good Faith generating Pantheons. I also wanted to change or buff choices that would never be selected (Fertility Rites, etc) so that at a minimum they were at least rare considerations. Here's the changes so far:

CHANGED PANTHEONS
* ANCESTOR WORSHIP: +2 Culture from Shrines (up from +1)
* DANCE OF THE AURORA: Now works on all Tundra, even with Forests.
* FERTILITY RITES: +20% Excess Food Growth (up from +10%) and +1 Happiness in cities with Population 10+
* GOD OF CRAFTSMEN: Removed population requirement
* GOD OF WAR: Faith from battles gained within 6 tiles of city (up from 4 tiles) and now provides +1 Production from Barracks
* GOD-KING: Now also provides +1 Food and +1 Happiness
* GODDESS OF LOVE: Happiness at 4+ Population (down from 6+)
* GODDESS OF PROTECTION: Now also provides +2 Faith from Walls
* MONUMENT TO THE GODS: +20% Production (up from +15%)
* RELIGIOUS SETTLEMENTS: +25% Border Growth (up from +15%) and now also provides +1 Food per city
* SACRED WATERS: Now also provides +1 Production from Water Mills

NEW PANTHEONS
* DAUGHTER OF AUTUMN: +1 Production from Plantations
* GIFTS OF WISDOM: +1 Culture and +1 Faith for each Sugar and Cocoa
* GODDESS OF WEAVING: +1 Culture and +1 Faith for each Silk and Cotton
* NATURE'S BLESSING: +1 Faith from Forests
* RITE OF SPRING: +1 Food from Plantations
* RITUALISTIC TATTOOS: +2 Culture for each Dyes
* SPIRIT ANIMALS: +1 Faith for each Horses, Deer, Ivory, Fur, and Bison
* WAYSHRINES: +1 Faith and +1 Gold from City Connections
Order

### **Double Agents**

+2  Spies and Spies are twice as likely to kill enemy Spies when stationed in your Cities.

### **Iron Curtain**

+4  Production from Internal  Trade Routes.

### **Five Year Plan**

+1  Production from each Mine and Quarry. +4  Production from each Manufactory.

### **Red Army**

+12%  Combat Strength for Gunpowder Units adjacent to another Gunpowder Unit.

### **Workers' Faculties**

+2  Science from Workshops, Windmills, Factories, Solar Plants, Nuclear Plants, and Spaceship Factories.

### **Socialist Realism**

+50%  Tourism to Civilizations with less  Happiness.

### **Communism**

Reduces  Unhappiness from Ideology pressure by 75%.

### **Patriotic War**

+33%  Production towards Gunpowder units.

### **Spaceflight Pioneers**

May finish  Spaceship parts with  Great Engineers. A  Great Engineer and a  Great Scientist appear outside the Capital.

### **Cultural Revolution**

The Empire gains bonus % for  Great Musician points equal to its  Production output.

### **Satellite States**

+4%  Food and  Production in all Cities for each Courthouse in the Empire.

### **Ministry of Railways**

+25% increased  Production boost from Railroads and +3  Happiness for each City connected to the  Capital by Railroads.