
把战败领袖收为战利品(Captive Leaders)
Conquer and Collect: The Captive Leaders Mod for Civilization VI
Elevate your domination of the world in Sid Meier’s Civilization VI with the groundbreaking Captive Leaders mod. This comprehensive overhaul transforms the end of a successful conquest from a simple victory into a strategic opportunity to collect your defeated rivals. No longer will a vanquished civilization simply fade away; their leader will become a unique trophy within your empire, offering tangible benefits and new avenues for strategic depth.
From Battlefield to Museum
The core of the Captive Leaders experience is elegantly simple. Upon conquering the final city of an enemy civilization, their leader is not eliminated but instead becomes a unique Great Work – a “Leader Great Work” – that appears in the conquered city. This captured leader then becomes available for you to utilize, their lifelong expertise now at your disposal.
Bringing Leaders into Your Service
Once a leader is captured, they enter your empire and unlock a suite of powerful options. You can access this new system through dedicated buttons in the user interface, leading you to the Captive Hall and Vassalage options.
Key Features of the Captive Leaders Mod:
- Appoint as Governors: Assign captured leaders to one of four governor positions (Military, Culture, Commerce, or Science). Leaders have specialties, making their appointment cheaper and potentially more effective.
- Restore Their Nation: Grant a captured leader their homeland back, earning significant diplomatic favor and a permanent +100 opinion bonus with the restored civilization.
- Vassalage System: Force a defeated leader to rule their nation as your vassal. This provides immense diplomatic bonuses, regular tribute of Gold, Faith, Science, and Culture, and the ability to levy their treasury.
- Interactive Trophies: Engage with your captured leaders through 3D dialogues and replay their defeat cutscenes. Each interaction can generate valuable Tourism for your empire.
- Genuine Great Works: Leader Great Works function as standard Great Works, meaning they can be traded, sold, or even stolen by enemy spies. Losing the Great Work temporarily revokes the leader’s bonuses, but regaining it restores their full power.
Unlocking Universal Potential
This mod meticulously integrates bonuses from all 77 leaders across the base game, its expansions, and the Leader Pass. Crucially, any civilization-exclusive mechanics are removed, allowing any empire to benefit from the unique strengths of any captured leader. This ensures that iconic abilities, such as Lincoln’s industrial boosts or Alexander’s immunity to war weariness, are universally accessible once a leader is captured.
Furthermore, the Captive Leaders mod extends its functionality to custom leaders created through the Steam Workshop. These leaders can be captured, with their unique traits dynamically integrated to generate appropriate bonuses and utilize their existing assets, offering an unparalleled level of customization and replayability to your Sid Meier’s Civilization VI experience.