Hall of History Collection* includes:
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2 new leaders: Elizabeth I, George Washington
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3 new civilizations: Babylon, Gauls, England
Explore new possibilities for your personalized empire with the paid add-on content of the Hall of History Collection! Embody two new leaders: Elizabeth I and George Washington. Lead three new civilizations: Babylon, Gauls, and England.
ELIZABETH I LEADER
Queen Elizabeth I, the last of the Tudors, reigned over England for 44 years. Under her rule, England went from a small, insignificant country to a major player on the world stage, decimating Spain's armada and founding early settlements in North America. Her English privateers dominated the seas, her merchants laid the foundation of the East India Company, and her policies created room for Shakespeare and the other great English playwrights. She was a monarch, a queen, a woman who refused to be limited by the expectations of her time.
Attributes: Cultural, Economic
Unique Ability - Royal Monopoly: Unlimited Trade Route Range. When you found a Settlement on a different Continent than your Capital, receive a Great Work. Increased Movement to Naval Units, Embarked Settlers, and Embarked Merchants. Merchants and Settlers have reduced training costs. Decreased Combat Strength per Age to Land Combat Units.
Agenda - Trade Agreement: Increase Relationship with civilizations that have more Trade Routes than you. Decrease Relationship with civilizations that have as many or fewer Trade Routes than you.
GEORGE WASHINGTON LEADER
The first President of the United States, George Washington did not seek greatness; he was pulled to it. A planter and surveyor from Virginia, Washington gained a reputation for fortitude under fire in the French and Indian War, a reputation that led to his being placed at the head of the Continental Army in the Revolution. Outmanned and outgunned, Washington nevertheless managed to defeat the British and secure the freedom of the United States — but he could not rest. Called upon again to serve as President of the new republic, Washington remained a tireless advocate for unity, for individuals to put their party politics and personal interest aside and work together to make a more dignified, more orderly nation.
Attributes: Diplomatic, Expansionist
Unique Ability - Constitutional Convention: Gain a Migrant in your Capital when entering a Celebration. Increased Food per Age in Towns and increased Happiness per Age in Cities for each Policy–but not each Tradition–slotted in your Government. Start with additional Policies and Policy Slot:
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Continental Ambition: Increased Production toward training Settlers.
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Bill of Rights: Increased Culture and Production per Age on the Palace.
Agenda - Hearts of His Countrymen: Increase Relationship with civilizations that have the most Happy, Joyous, or Ecstatic Towns. Decrease Relationship with civilizations that have the most Unhappy or Angry Towns.
BABYLON - APEX AGE: ANTIQUITY
From the time of Hammurabi to the height of Nebuchadnezzar II, the city of Babylon was the center of Mesopotamian culture. Though Babylonia changed hands several times throughout the period, it eventually overthrew the Assyrian Empire, extending Babylonian reach through the Levant and northern Arabia. The Persians conquered Babylon in 539 BCE, but the city remained a center of economic prosperity and cultural excellence long into the next millennium.
Attributes: Cultural, Expansionist
Unique Ability - City at the Center of the World: Every time you build a Food Building, Culture Building, or Wonder in a City, receive an additional Growth Event, but reduce Settlement Limit at the start of each Age.
Unique Civilian Unit: Tamkaru (Unique Merchant Unit)
Unique Military Unit: Qasti (Unique Ranged Unit)
Associated Wonder: Hanging Gardens
GAULS - APEX AGE: ANTIQUITY
In the Iron Age, the Celtic tribes of Gaul dotted the hilltops of western Europe with their walled settlements. In nearby groves, the druids led their rituals to the gods of nature. Within the towns, famed smiths created brilliant works of gold and silver. Rich and prosperous, Gallic tribes expanded to the lands of their neighbors, most famously, the Romans. In 390 BCE, the Gauls sacked Rome, becoming the most feared of Rome's enemies for centuries. Eventually united under their chieftain Vercingetorix, the Gauls offered fierce resistance to Rome's imperial ambitions, forever leaving their mark on history.
Attributes: Economic, Expansionist
Unique Ability - Favor of Cernunnos:
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Tier 1, Antiquity Age (Apex): Increased Production in Settlements if there is not another Gaul-founded Settlement’s City Center within a set number of tiles. Increased Gold if your Settlement’s City Center is within a set number of tiles from another civilization’s border. Towns can purchase Fortification Buildings regardless of Town Focus.
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Tier 2, Exploration Age: Further increased Production in Settlements if there is not another Gaul-founded Settlement’s City Center within a set number of tiles. Further increased Gold if your Settlement’s City Center is within a set number of tiles from another civilization’s border. Towns can purchase Fortification Buildings regardless of Town Focus.
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Tier 3, Modern Age: Even further increased Production in Settlements if there is not another Gaul-founded Settlement’s City Center within a set number of tiles. Increased GDP per turn if your Settlement’s City Center is within a set number of tiles from another civilization’s border. Towns can purchase Fortification Buildings regardless of Town Focus.
Unique Civilian Unit: Druid (Unique Settler Unit)
Unique Military Unit: Gaisatai (Unique Infantry Unit)
Associated Wonder: Vix
ENGLAND - APEX AGE: EXPLORATION
Forged in battle, refined at the altar, England dominated medieval Europe. Under the Plantagenets, the crown contended with the church, the aristocracy, and restive neighbors to shore up a kingdom of strength and beauty, of longbows and Gothic cathedrals. Transformed by plague and the Hundred Years’ War, England emerged into the Tudor era rich in arts and economy, primed for reformation and colonial expansion – growth that laid the foundations for the British Empire.
Attributes: Economic, Cultural
Unique Ability - Magna Carta:
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Tier 1, Antiquity Age: Increased Culture on Gold Buildings and increased Gold on Culture Buildings; this is doubled for Island Settlements.
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Tier 2, Exploration Age (Apex): Further increased Culture on Gold Buildings and further increased Gold on Culture Buildings; this is doubled for Island and Distant Lands Settlements.
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Tier 3, Modern Age: Even further increased Culture on Gold Buildings and even further increased Gold on Culture Buildings; this is doubled for Island and Distant Lands Settlements. Increased GDP per turn on Island and Distant Lands Settlements.
Unique Civilian Unit: Merchant Adventurer (Unique Merchant Unit)
Unique Military Unit: Longbow (Unique Ranged Unit)
Associated Wonder: Globe Theatre
*Base game required. Each DLC will be delivered automatically in-game when they are available. Terms apply.
