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WarlordsOfEtheria - Civ Pack II 2016-10-05

Requires DLL - Various Mod Components.
(Beta version, sound & unit models are ready (except for the Cavalier) but many texts are still missing)


[/I] Steam? Yes
Pack-II: Honor 'Till Death contain the following Civilizations:​

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Wood Elf - Ranger Lagertha
UA: Thorns & Arbos - Units may move through Forest and Jungle in friendly territory as if they were Roads. Great People spent on a friendly non-City tile will generate a Forest, destroying any improvements there. +1 Food to Forest tiles.
UB: White Tree - Replaces the Granary. +2 Food and +1 Production to all animal Resources. Cities adjacent to both a River and at least 2 Forest tiles have 1 extra ring to work.
UB: Forest Tower - Requires a Castle in every City. Costs increases highly for each City founded. +15 CS, +1 City range to all cities.

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Sirian Knight - Lady Sadine of House Sirian
UA: For the Light - A Worker and a Settler appear near the Capital with each Era advancement, ending in the Reinassance. After the discovery of Economics, incoming Trade Routes generate Tourism equal to the amount of Gold they generate to the Sirian city.
UU: Cavalier - Replaces the Knight and requires Horses. Generates 1 Happiness and +2 Faith. +33% defense against ranged Attacks.
UB: Paladin Stable - Replaces the Stables. +1 Food, Culture and Production from Horse, Cows and Sheeps. +15% Production for mounted units. +1 Happiness for each incoming Trade Route.

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Fey - Lemony Cottondrop
UA: Buttercup and Rainbows - Golden Ages last 75% longer and, while they last, units receive an amount of Experience equal to one third of your Gold output upon training. Starts with a Spy.
UU: Sylph - Replaces the Spearman. Has 5 moves, is flyer and has very low combat and cost. When killed, generates Golden Age points, Culture or Gold, by an amount equal to it’s experience.
UB: Orb of Wonder - Replaces the Barracks, available at Guilds. +2 Gold, 1 Merchant Specialist. Creates a Silver or Gold resource under the City, if no Luxury Resource exists there. No EXP bonus nor maintenance.

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The Swarm - Dialytes, the Broodmother
UA: Gaze of Melkor - Half of the excess Happiness of the Empire is directed to Science. For each different type of Great Work in a city, it’s Local Happiness is increased by 1. +1 Gold from Mines.
UU: Scarabwraith - Replaces the Scout. Has +1 movement. Double move in the desert as well as being Invisible while there. Changes into an Scarab Priest after a while if you founded a Religion.
UB: Dunekeep - Replaces the Garden. +30% Great Person generation. 1 Artist Specialist Slot. 2 Great Work of Art slot. Has 2 Gold maintenance cost. +1 Food and Culture per Luxury Resource in this city. Does not require a river or lake.
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bane_
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