![]() All Members will go to War with the Target and the Target's Strength is reduced when fighting them. The Members receive a bonus to Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. The Members must capture cities from the Target. If they fail, then all the Member cities suffer reduced Loyalty.īetrayal Emergency: A civilization has declared war on another civilization, with whom they had a high-level Alliance. If the Members succeed, then the Target's military units suffer an even greater and permanent penalty in Strength when fighting the Members. ![]() Nuclear Emergency: A civilization has used a nuclear weapon on a city. There will then be a surge of pressure of the new Religion. The Target wins if the Members were unable to keep it converted away from the new Religion for the appropriate number of turns before the end of Emergency. If successful, each member receives a Relic. The Members must convert the Holy City away from its new Religion, for a number of turns, before the Emergency expires. Religious Emergency: A civilization has converted the Holy City of another Religion through a Religious Spread action. If the Target retains control of the city-state, then he wins, and receives bonus Gold per turn for each of his Trade Routes there. If the Members liberate the city-state, then they receive Gold per turn for each of their Envoys there. All Members will go to War with the Target and have Peace, Open Borders, and Shared Visibility with each other. The Members must liberate the city-state. If the Members cannot capture enough cities by the end of the Emergency, then the Target wins and receives a permanent bonus to the Strength of their city ranged attack.Ĭity-State Emergency: A civilization has captured and is occupying a city-state. If successful, they receive bonus healing in the Target's territory in the future. ![]() Military Emergency: A civilization that is leading in some victory type has just captured another civilization's city. If the goal is accomplished, all members who participated in the Emergency will receive a special reward, but if time runs out first, there will be a penalty assigned and the target will receive rewards, instead. There may also be bonuses for members of the group to assist them towards the goal. The joined civs will work towards a specific goal that must be accomplished within a time limit. Civilizations that are Declared Friends or Allies with the target civilization are only invited to join against Betrayal Emergencies. The other civilizations in the game will have an opportunity to join in against the player that triggered the Emergency. Emergencies are triggered in response to a serious action by a civilization, such as conquering a city-state, converting a Holy City, or launching a nuclear attack.
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