NAERALITH REBORN: New Civ 5 Design and Implementation Thread

Unseelie Court Civilisation



Spoiler Unseelie Court :

Having never forgiven sapids for their past transgressions, the Unseelie Court is focussed on a single minded goal; vengeance.
Consumed by their anger and hatred, the Fae of this dark court have become twisted, callous and unforgiving, capable of unspeakable and perverse acts.
From their woodland realm they plot the downfall of all sapids, seeking to return Naeralith to an age where the Fae once again dominate the lands.

Leader: Queen Selina
Alignment: Evil

Traits

Dark Faewoods: Forests and jungle turn to Dark Faewoods within civ borders. Faewoods act as roads within your cultural boarders, can be built in and may damage enemy units slightly.
Malicious Revenge: Units fight as if they are at full strength even if they are damaged.
Eternal Hatred: Cities suffer from peace wieriness and gain happyness from war. Culture is gained for each unit you kill.

Unique Buildings

Dark Faewood Flowers: Replaces Granery; Requires Dark Faewoods; Yield Building; Cost 120; Maintenance 1; +1 food from Faewoods
Unseelie Herders: Replaces Smokehouse; Requires any animal resource; Yield Building; Cost 120; Maintenance 1; +3 food; +1 defense from each worked animal resource
Dark Faewood Zealots: Replaces Elder Council; Requires Dark Faewoods; Research Building; Cost 70; Maintenance 1; +2 science; +10% production of land units; 1 sage specialist
Sapid Hunters: Replaces Hunting Lodge; Requires Barracks; Military Building; Cost 100; Maintenance 1; +20XP to all recon units; Enemy sapid units that die in the city radius provide food (TBA); Units built in the city receive the "Sapid Hunting" promotion
Blackwood Forge: Replaces Forge; Requires Dark Faewoods; Yield Building; Cost 120; Maintenance 2; +2% production of land units for each Dark Faewoods feature in city radius
Deadly Grove: Replaces Garden; Requires Dark Faewoods; Yield Building; Cost 120; Maintenance 2; +5 defense; +1 culture from Faewoods; 1 bard specialist
Memories of Hatred: Replaces Library; Requires Dark Faewoods; Research Building; Cost 80; Maintenance 1; +2 unhappiness; +1 science from Faewoods; +20XP to all land units; 2 sage specialists
Passion Flowers: Replaces Brewery; Requires Dark Faewood Flowers and Dark Faewoods; Happiness Building; Cost 150; Maintenance 2; +3 culture; +1 happiness from Faewoods; -10% production
Venomous Flora: Replaces Walls; Defence Building; Cost 100; Maintenance 1; +5 defense; Attacking enemy units take additional damage (TBA)
Insidious Trails: Replaces High Walls; Requires Venomous Flora; Defence Building; Cost 180; Maintenance 1; +7 defense; Attacking enemy units have a percentage chance of death based on the strengh of the city and the strength of the attacking unit (TBA)
Rape Glen: Replaces Dungeon; Requires Guard Towers; Economic Building; Cost 150; Maintenance 0; +3 culture; +3 science; +2 unhappiness; -15% maintenance costs; Enemy sapid units that die in the city radius provide science (TBA)
Blackwood Weaponsmiths: Replaces Ironworks; Requires Blackwood Forge and Dark Faewoods; Military Building; Cost 150; Maintenance 2; +20% production of land units; +1 defense from Faewoods
Eerie Canopies: Replaces Aqueduct; Requires Dark Faewoods; Yield Building; Cost 400; Maintenance 3; +3 pigments; +5 defense; +1 food from Faewoods; -20% food needed for city growth
Hidden Watchers: Replaces Shafts; Requires Dark Faewoods and Next To A Mountain; Yield Building; Cost 300; Maintenance 2; Mountains can be worked and provide +2 food, +2 pigments and +1 defense; Provides +3 line of sight to units stationed on mountains within the city radius
Blackwood War Foundery: Replaces Foundery; Requires Blackwood Weaponsmiths and Dark Faewoods; Military Building; Cost 230; Maintenance 3; +25% production of land units; Provides +2 culture for each enemy sapid unit killed by your units (this stacks with other Blackwood War Founderies)

Prohibited Buildings

Brothel
Industrial Complex

Unique Promotions

Sapid Hunting: Cannot be acquired through experience; +10% strength verses all sapid units; Gold is produced for each sapid unit killed by this unit (TBA)
 
Vjasjekii Civilisation



Spoiler Vjasjekii :

The Vjasjekii are one of the few remaining non-sapid species to be blessed with civilisation on Naeralith.
They thrive in aquatic and semi-aquatic environments, jealously guarding their territory from all who would seek to trespass.
In addition their society is very alien to sapids, as is the Vjasjekii way of thinking. Many consider them cruel and malicious, though what motivates such behaviour is generally unknown.

Leader: TBA
Alignment: Evil

Traits

Creeping Mires: Land within cultural borders adjacent to coast may turn into marsh and marsh to coast. The rate of conversion depends on the proportion of coast in the city radius. Marsh gives +1 food.
River Warlords: Units can fight and move as normal on water. Units are invisible on water. Units treat marshes, tiles on rivers or adjacent to coast as roads. Coastal cities automatically form trade routes with one another.

Unique Buildings

Ocean Divers: Replaces Granery; Requires Coastal City; Yield Building; Cost 120; Maintenance 1; +1 food from water tiles
River Stalkers: Replaces Smokehouse; Requires River; Yield Building; Cost 120; Maintenance 1; +1 food from river tiles
Vjasjekii Reefs: Replaces Fishing Village; Requires Coastal City and either Copuls, Eels, Fish or Lumanins; Yield Building; Cost 120; Maintenance 1; +2 food; +1 food for each worked Copuls, Eels, Fish, Lumanins; +1 production from Reef features
Temple of the Tides: Replaces Temple; Requires Monument; Cultural Building; Cost 120; Maintenance 2; +3 culture; 1 priest specialist; Land->Marsh->Coast conversion rate increased within the city radius
Coral Spires: Replaces Lighthouse; Requires Coastal City; Yield Building; Cost 80; Maintenance 1; +1 food from water tiles; Enemy units move 1 tile on water within the city radius
Sacrificial Altar to the Moons: Replaces Courthouse; Happiness Building; Cost 200; Maintenance 4; Eliminates unhappiness from an occupied city; Reduced population of occupied city to 1 upon completion, grant science based on the initial population of the city (TBA); May sacrifice future population to gain science (TBA)
Coral Halls: Replaces Monestary; Requires Temple of the Tides; Cultural Building; Cost 120; Maintenance 2; +2 culture; +2 culture from each nearby Limwae Crystals and Wifyli; +2 Culture from nearby Reef features; 1 priest specialist
Tidecrafter: Replaces Harbour; Requires Coral Spires and Coastal City; Yield Building; Cost 80; Maintenance 3; +1 gold for each worked Wifyli, Magladors, Lilmwae Crystal, Copuls, Eels, Fish and Lumanins; +1 production from water tiles; +15XP to all naval units
Marshcaller: Replaces Levee; Yield Building; Cost 120; Maintenance 3; Converts all tiles adjacent to a river within the city radius into Marsh; +1 production from Marsh tiles
Seawalls: Replaces High Walls; Requires Walls and Coastal City; Defence Building; Cost 180; Maintenance 1; +10 defence; City is immune to blockading by enemies
Cathedral of the Moons: Replaces Cathedral; Requires Coral Halls and Coastal City; Defence Building; Cost 150; Maintenance 3; +5 culture; +3 culture for each worked Limwae Crystals and Obsidian; Storms, Fog, Calms and Rips do not appear in waters found within the city radius
Subterranean Aquifier: Replaces Aqueduct; Yield Building; Cost 400; Maintenance 3; -33 % food needed for city growth; +1 food from Marsh tiles
Seacrafter: Replaces Seaport; Requires Tidecrafter, Coastal City and any Bonus Sea Resource; Yield Building; Cost 140; Maintenance 2; +2 production for each worked Wifyli, Magladors, Lilmwae Crystal, Copuls, Eels, Fish and Lumanins; +25% produciton of Naval units; +15 XP to all Naval units
Lunar Mirror: Replaces Observatory; Requires Coastal City; Research Building; Cost 200; Maintenance 2; +50% science; +1 pigments from water tiles; +1 pigments from all sea resources
 
Xayith Civilisation



Spoiler Xayith :

The people of Xayith are descended from remnants of the Arkaasin Empire who fled to the frozen north in order to escape Alzara's daemonic armies.
They have since come to reflect their new environment; cold and cruel, deviant in nature and prone to unnatural perversions.
Their society is strict and hierarchical, focussed on the submission of lessers to their dominant masters in all aspects of life.

Leader: TBA
Alignment: Evil

Traits

Frozen Riches: Tundra and ice acts as roads. Tundra provides +1 food and +1 pigments. Ice provides +2 production and +2 pigments.
Domination and Submission: -25% unit maintenance, -25% city maintenance.
Ice Lords: Priest specialist slots replaced by sorcerer specialist slots; Sorcerer Specialists produce +1 production and +1 culture

Unique Buildings

Ice Collectors: Replaces Granery; Requires Ice; Yield Building; Cost 120; Maintenance 1; +2 food; +1 food from ice tiles
Ritual Chambers: Replaces Elder Council; Research Building; Cost 70; Maintenance 1; +2 science; +2 pigments; 1 sorcerer specialist
Ice Temple: Replaces Temple; Requires Monument; Cultural Building; Cost 120; Maintenance 2; +3 culture; 1 sorcerer specialist; Upon completion, converts tiles adjacent to city to ice if they are tundra, otherwise to tundra
Frozen Glade: Replaces Garden; Requires Ice; Yield Building; Cost 120; Maintenance 2; +25% GPP; +1 culture from ice tiles; 1 sorcerer specialist
Slave Tanks: Replaces Water Mill; Requires River, Lake or Ice; Yield Building; Cost 120; Maintenance 1; +1 unhappiness; +3 production; 2 slave specialists; Spawns slave units when city grows (TBA)
Wash Rooms: Replaces Bath House; Requires River, Lake or Ice; Cultural Building; Cost 150; Maintenance 2; +1 unhappiness; +3 culture; Slave specialists in city provide +1 production; 1 slave specialist
Drowning Pools: Replaces Monestary; Requires Ice Temple and either River, Lake or Ice; Cultural Building; Cost 120; Maintenance 2; +1 unhappiness; +2 Culture; 1 sorcerer specialist; 1 slave specialist; Sorcerer specialists in city provide +1 pigments; Can sacrifice slave units to produce pigments (TBA)
Icecrafters: Replaces Levee; Requires Ice Collectors; Yield Building; Cost 120; Maintenance 2; +1 production from river tiles; +1 production from ice tiles
Glacial Walls: Replaces High Walls; Requires Walls; Defence Building; Cost 180; Maintenance 1; +2 culture; +7 defense; Enemies attacking the city receive a -15% strength modifier
Torture Cells: Replaces Dungeon; Requires Guard Towers; Economic Building; Cost 150; Maintenance 0; +1 unhappiness; -15% maintenance costs; Slave specialists in city provide +1 production; 1 slave specialist
Halls of Submission: Replaces Brothel; Requires Slave Tanks; Happiness Building; Cost 250; Maintenance 2; +1 unhappiness; Slave specialists in city provide +1 happiness; 1 slave specialist
Frozen Spires: Replaces Cathedral; Requires Drowning Pools; Cultural Building; Cost 150; Maintenance 3; +5 Culture; +1 culture and pigments from ice tiles; 2 sorcerer specialists
Slave Mill: Replaces Windmill; Requires Slave Tanks; Yield Building; Cost 100; Maintenance 2; +1 unhappiness; +15% production; +1 production per unhappiness in city; 2 slave specialist
Hydraulics Complex: Replaces Aqueduct; Yield Building; Cost 400; Maintenance 3; +1 food from ice tiles; -25% Food needed for City Growth
Ice Lord Council: Replaces Arcane Academy; Requires Sorcerer's Convent and Ice; Research Building; Cost 350; Maintenance 3; +25% pigments; +1 Pigment from all resources; 2 sorcerer specialists; Spreads ice within the city radius (TBA)
 
Building Design

Spoiler Buildings :

Spoiler Era 1 :

Barracks
Building Type: Military
Cost: 80
Maintenance: 1
Tech Req: -
EXP Changes: +15XP to all land units

Monument
Building Type: Cultural
Cost: 60
Maintenance: 1
Tech Req: -
Yield changes: +2 Culture

Herbalist
Building Type: Yield
Cost: 80
Maintenance: 1
Tech Req: -
Yield changes: +1 food from each worked Alendus
Other Notes: Heals units adjacent to the city +1 HP per turn.

Granary
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Resource Req: Maelo, Slui, Sporral, Yumba
Yield changes: +2 food, +1 food for each worked Maelo, Slui, Sporral and Yumba

Smokehouse
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Resource Req: Brazain, Mulgorf, Shibbil, Wezsqui
Yield changes: +2 food, +1 food for each worked Brazain, Mulgorf, Shibbil and Wezsqui

Fishing Village
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Resource Req: Copuls, Eels, Fish, Lumanins
Nearby Terrain Req: Coastal City
Yield changes: +2 food, +1 food for each worked Copuls, Eels, Fish and Lumanins

Elder Council
Building Type: Research
Cost: 70
Maintenance: 1
Specialist Slots: +1 Sage
Yield changes: +2 Science

Watch Towers
Building Type: Defence
Cost: 100
Maintenance: 1
Defence Changes: +5 Defence

City Square
Building Type: Economic
Cost: 80
Maintenance: 0
Tech Req: -
Specialist Slots: +1 Merchant
Yield changes: +4 gold

Street Entertainers
Building Type: Happiness
Cost: 100
Maintenance: 1
Tech Req: -
Specialist Slots: +1 Bard
Happiness: +2 Happiness


Spoiler Era 2 :

Training Yard
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
EXP Changes: +15XP to all Melee units

Hippodrome
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
Nearby Resource Req: Ni'Vae/Striders
EXP Changes: +15XP to all Heavy Cavalry and Light Cavalry units

Archery Range
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
EXP Changes: +15XP to all Archer units

Hunting Lodge
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks
Yield changes: +1 food for each worked Avuulin. +1 Gold for each worked Kratan.
EXP Changes: +15XP to all Recon units

Forge
Building Type: Military
Cost: 120
Maintenance: 2
Tech Req: -
Nearby Resource Req: Iron
Production Changes: +20% production of land Units

Temple
Building Type: Cultural
Cost: 120
Maintenance: 2
Building Req: Monument
Specialist Slots: +1 Priest
Yield changes: +3 Culture

Carnival
Building Type: Cultural
Cost: 140
Maintenance: 3
Tech Req: -
Building Req: Street Entertainers
Happiness: +2 Happiness
Yield changes: +3 Culture

Grocers
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Resource Req: Japula, Kalkus Fruit, Malumi, Tropical Fruits
Yield changes: +2 food, +1 food for each worked Japula, Kalkus Fruit, Malumi, Tropical Fruits

Lighthouse
Building Type: Yield
Cost: 80
Maintenance: 1
Tech Req: -
Nearby Terrain Req: Coastal City
Yield changes: +1 Food from Water tiles

Garden
Building Type: Yield
Cost: 120
Maintenance: 2
Tech Req: -
Nearby Terrain Req: River/Lake
Specialist Slots: +1 Bard
Yield changes: +25% GPP. +1 science and Culture from worked Fraeyalillies

Water Mill
Building Type: Yield
Cost: 120
Maintenance: 1
Tech Req: -
Nearby Terrain Req: Next to a River
Specialist Slots: +2 Engineer
Yield changes: +2 Production

Library
Building Type: Research
Cost: 80
Maintenance: 1
Tech Req: -
Specialist Slots: +2 Sage
Yield changes: +1 science per 2 population in city

Walls
Building Type: Defence
Cost: 100
Maintenance: 1
Tech Req: -
Defence Changes: +5 Defence

Guard Towers
Building Type: Defence
Cost: 120
Maintenance: 1
Tech Req: -
Building Req: Watch Towers
Defence Changes: +5 Defence. Adjacent enemies take 1 damage.

Tailor
Building Type: Economic
Cost: 130
Maintenance: 0
Tech Req: -
Building Req: City Square
Nearby Resource Req: Silk, Fine Feathers, Dyes, Kacilla, Kratan, Gems
Yield changes: +2 gold and culture from worked Silk, Fine Feathers, Dyes, Kacilla, Kratan, Gems

Market
Building Type: Economic
Cost: 150
Maintenance: 0
Tech Req: -
Building Req: City Square
Specialist Slots: +2 Merchant
Yield changes: +25% gold, +1 gold from worked Spices, Sugarcups, Rizii, Mutibi Flies, Mayasa, Lavulo

Brewery
Building Type: Happiness
Cost: 150
Maintenance: 2
Tech Req: -
Building Req: Granery
Nearby Resource Req: Maelo, Slui, Sporral, Yumba
Happiness: +1 Happiness for each worked Maelo, Slui, Sporral, Yumba

Circus
Building Type: Happiness
Cost: 130
Maintenance: 2
Tech Req: -
Building Req: Carnival
Nearby Resource Req: Ni'Vae/Striders
Happiness: +3 Happiness

Courthouse
Building Type: Happiness
Cost: 200
Maintenance: 5
Tech Req: -
Happiness: Eliminates Unhappiness from an occupied City


Spoiler Era 3 :

Siege Workshop
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks and Forge
EXP Changes: +15XP to all Siege units

Parochial School
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks and Temple
EXP Changes: +15XP to all Divine and Hierophant Units

Arcanum Schola
Building Type: Military
Cost: 100
Maintenance: 1
Tech Req: -
Building Req: Barracks and Library
Nearby Resource Req: Starmetal
EXP Changes: +15XP to all Arcane and Hierophant Units

Arena
Building Type: Military
Cost: 150
Maintenance: 2
Tech Req: -
Building Req: Barracks
Happiness: +1 Happiness
EXP Changes: +15XP to all land units

Armoury
Building Type: Military
Cost: 130
Maintenance: 3
Tech Req: -
Building Req: Barracks and Forge
Production Changes: +20% production of land Units

Bath House
Building Type: Cultural
Cost: 150
Maintenance: 2
Tech Req: -
Nearby Terrain Req: River/Lake
Specialist Slots: +1 Bard
Happiness: +1 Happiness
Yield changes: +2 Culture, +10% GPP.

Monestary
Building Type: Cultural
Cost: 120
Maintenance: 2
Tech Req: -
Building Req: Temple
Specialist Slots: +1 Priest
Yield changes: +2 Culture. +2 culture from each nearby Incense and Maussberries.

Harbour
Building Type: Yield
Cost: 80
Maintenance: 3
Tech Req: -
Building Req: Lighthouse
Nearby Terrain Req: Coastal City
Yield changes: +1 Gold for each worked Wifyli, Magladors, Lilmwae Crystal, Copuls, Eels, Fish and Lumanins
EXP Changes: +15XP to all Naval Units
Other Notes: Forms Naval trade route with capital

Levee
Building Type: Yield
Cost: 120
Maintenance: 3
Tech Req: -
Yield changes: +1 production from river tiles

Workshop
Building Type: Yield
Cost: 100
Maintenance: 2
Tech Req: -
Specialist Slots: +1 Engineer
Production Changes: +20% production of buildings

Sorcerers Convent
Building Type: Research
Cost: 120
Maintenance: 2
Tech Req: -
Building Req: Library
Specialist Slots: +2 Sorcerer
Yield changes: +3 Pigments

Archives
Building Type: Research
Cost: 120
Maintenance: 2
Tech Req: -
Building Req: Library
Specialist Slots: +1 Sage
Yield changes: +20% Science

High Walls
Building Type: Defence
Cost: 180
Maintenance: 1
Tech Req: -
Building Req: Walls
Defence Changes: +7 Defence

Siege Towers
Building Type: Defence
Cost: 200
Maintenance: 1
Tech Req: -
Building Req: Guard Towers
Defence Changes: +5 Defence, Adjacent enemies take 1 damage (cumulative with Guard Tower).

Inn
Building Type: Economic
Cost: 120
Maintenance: 0
Tech Req: -
Building Req: City Square
Specialist Slots: +1 Merchant
Yield changes: +100% Gold from trade routes through this city. +2 Gold.

Mint
Building Type: Economic
Cost: 120
Maintenance: 0
Tech Req: -
Nearby Resource Req: Gold or Silver
Yield changes: +3 Gold from each worked source of Gold and Silver

Dungeon
Building Type: Economic
Cost: 150
Maintenance: 0
Tech Req: -
Building Req: Guard Towers
Yield changes: -15% maintenance costs

Theatre
Building Type: Happiness
Cost: 300
Maintenance: 5
Tech Req: -
Building Req: Street Entertainers
Happiness: +3 Happiness, +1 happiness for each worked Dye and Fine Feathers

Brothel
Building Type: Happiness
Cost: 250
Maintenance: 2
Tech Req: -
Happiness: +3 Happiness, +1 happiness for each worked Kenji and Silk
Production Changes: -10% production


Spoiler Era 4 :

Shipwright
Building Type: Military
Cost: 150
Maintenance: 2
Tech Req: -
Building Req: Harbour
Nearby Terrain Req: Coastal City
Production Changes: +25% production of Naval Units
EXP Changes: +25XP to all Naval Units

Military Base
Building Type: Military
Cost: 350
Maintenance: 2
Tech Req: -
Building Req: Armory and Arena
EXP Changes: +15XP to all land units

Ironworks
Building Type: Military
Cost: 150
Maintenance: 2
Tech Req: -
Building Req: Forge
Nearby Resource Req: Iron
Yield changes: +1 Gold for worked iron
Production Changes: +15% production of land Units

Cathedral
Building Type: Cultural
Cost: 150
Maintenance: 3
Tech Req: -
Building Req: Monestary
Specialist Slots: +2 Priest
Yield changes: +5 Culture. +3 Culture for each worked Marble and Obsidian

Inventor's Workshop
Building Type: Cultural
Cost: 220
Maintenance: 3
Tech Req: -
Building Req: Workshop
Specialist Slots: +1 Bard, +1 Engineer
Yield changes: +25% culture
Other Notes: -25% upgrade cost for units nearby

Windmill
Building Type: Yield
Cost: 100
Maintenance: 2
Tech Req: -
Nearby Terrain Req: City on a Hill
Specialist Slots: +1 Engineer
Production Changes: +15% Production

Aqueduct
Building Type: Yield
Cost: 400
Maintenance: 3
Tech Req: -
Yield changes: +1 food to worked farms
Other Notes: -25% Food needed for City Growth

Shafts
Building Type: Yield
Cost: 300
Maintenance: 2
Tech Req: -
Nearby Terrain Req: Next to a mountain
Yield changes: Mountains can be worked and provide +4 production and +1 pigments

Public School
Building Type: Research
Cost: 350
Maintenance: 3
Tech Req: -
Building Req: Library
Specialist Slots: +1 Sage
Yield changes: +50% Science

Alchemists Lab
Building Type: Research
Cost: 350
Maintenance: 3
Tech Req: -
Building Req: Sorcerers Convent
Specialist Slots: +1 Sorcerer, +1 Sage
Yield changes: +2 Pigment from Sulphur, Gold, Copper, Lilmwae Crystal, Obsidian

Arcane Academy
Building Type: Research
Cost: 350
Maintenance: 3
Tech Req: -
Building Req: Sorcerers Convent
Nearby Resource Req: Starmetal
Specialist Slots: +2 Sorcerer
Yield changes: +25% pigments, +1 Pigment from all resources.

Castle
Building Type: Defence
Cost: 400
Maintenance: 4
Tech Req: -
Building Req: High Walls
Defence Changes: +13 Defence

Drug Den
Building Type: Economic
Cost: 300
Maintenance: 0
Tech Req: -
Building Req: Inn
Nearby Resource Req: Fraeyalillies, Kenji, Rizii, Shashana
Happiness: +1 Happiness from worked Fraeyalillies, Kenji, Rizii and Shashana
Yield changes: +2 gold from worked Fraeyalillies, Kenji, Rizii and Shashana

Tavern
Building Type: Economic
Cost: 220
Maintenance: 0
Tech Req: -
Building Req: Inn
Specialist Slots: +1 Merchant
Yield changes: +1 gold from specialists

Bank
Building Type: Economic
Cost: 220
Maintenance: 0
Tech Req: -
Building Req: Market
Specialist Slots: +1 Merchant
Yield changes: +25% gold

Enchanter's Emporium
Building Type: Happiness
Cost: 180
Maintenance: 4
Building Req: Arcane Academy
Nearby Resource Req: Starmetal
Specialist Slots: +1 Sorcerer
Happiness: +3 Happiness

Race Track
Building Type: Happiness
Cost: 150
Maintenance: 3
Tech Req: -
Building Req: Circus
Nearby Resource Req: Ni'Vae/Striders
Happiness: +4 Happiness
Yield changes: +2 Culture from Ni'Vae and Strider resources nearby


Spoiler Era 5 :

Military Academy
Building Type: Military
Cost: 450
Maintenance: 3
Tech Req: -
Building Req: Military Base
EXP Changes: +15XP to all land units

Foundery
Building Type: Military
Cost: 230
Maintenance: 3
Tech Req: -
Building Req: Ironmonger
Nearby Resource Req: Iron
Production Changes: +20% production of land Units

Art College
Building Type: Cultural
Cost: 350
Maintenance: 3
Tech Req: -
Building Req: Monument
Specialist Slots: +1 Bard
Yield changes: +6 Culture

Creative Institute
Building Type: Cultural
Cost: 600
Maintenance: 3
Tech Req: -
Building Req: Art College
Specialist Slots: +2 Bard
Yield changes: +100% Culture

Seaport
Building Type: Yield
Cost: 140
Maintenance: 2
Tech Req: -
Building Req: Harbour
Nearby Resource Req: Sea Bonus Resource
Nearby Terrain Req: Coastal City
Yield changes: +2 Production for each worked Wifyli, Magladors, Lilmwae Crystal, Copuls, Eels, Fish and Lumanins
Production Changes: +25% production of Naval Units

Healers
Building Type: Yield
Cost: 500
Maintenance: 1
Tech Req: -
Building Req: Herbalist
Specialist Slots: +1 Priest
Happiness: +1 Happiness from worked Alendus
Other Notes: -50% Food needed for City Growth

Industrial Complex
Building Type: Yield
Cost: 500
Maintenance: 3
Tech Req: -
Building Req: Foundery and Shafts
Nearby Resource Req: consumes 1 iron
Nearby Terrain Req: Next to a mountain
Specialist Slots: +2 Engineer
Production Changes: +33% production

University
Building Type: Research
Cost: 200
Maintenance: 2
Tech Req: -
Building Req: Public School
Specialist Slots: +1 Sage
Yield changes: +50% Science, +2 Science from worked Jungle tiles.

Astral Chamber
Building Type: Research
Cost: 600
Maintenance: 2
Tech Req: -
Building Req: University
Nearby Resource Req: Consumes 1 starmetal
Specialist Slots: +1 Sage, +1 Sorcerer
Yield changes: +75% Science, +25% pigments

Observatory
Building Type: Research
Cost: 180
Maintenance: 2
Tech Req: -
Nearby Terrain Req: Next to a mountain
Yield changes: +50% Science

Fortress
Building Type: Defence
Cost: 450
Maintenance: 5
Tech Req: -
Building Req: Castle
Specialist Slots: +1 Engineer
Defence Changes: +20 Defence

Trade District
Building Type: Economic
Cost: 650
Maintenance: 0
Tech Req: -
Building Req: Bank
Specialist Slots: +1 Merchant
Happiness: -
Yield changes: +33% gold, +100% gold from foreign trade.

Stadium
Building Type: Happiness
Cost: 450
Maintenance: 5
Tech Req: -
Building Req: Theatre and Arena
Happiness: +4 Happiness

 
Wonder Design

Spoiler Wonders :

Spoiler Era 1 :

The Mausoleum of Aurelle
Cost: 110
Tech Req: Folklore
Building Req: Monument in all cities
GPP: Great Bard 1
Effects: +8 Culture

Makhala's Circle
Cost: 150
Tech Req: Faith
GPP: Great Sage 1
Effects: +1 Culture, 1 Free social policy

Ralius's School of Herbalism
Cost: 120
Tech Req: Agriculture
GPP: Great Sage 1
Effects: +1 Culture, +33% growth in city, +1 Population in all cities

The Glistening Caverns
Cost: 200
Tech Req: Mining
Nearby Resource Req: Gems
GPP: Great Merchant 1
Effects: +1 Culture, +5 Gold, +1 gold from all worked gems in all cities

Jafaal's Visage
Cost: 175
Tech Req: Masonry
GPP: Great Engineer 1
Effects: +1 Culture, Worker construction speed increased by 50%

The Twin Oracles
Cost: 120
Tech Req: Masonry
GPP: Great Sage 1
Effects: +1 Culture, 1 Free technology


Spoiler Era 2 :

The Alluwan Pyramids
Cost: 300
Tech Req: Calender
GPP: Great Bard 1
Effects: +1 Culture, +33% generation of great people in all cities

Form of the Empress
Cost: 450
Tech Req: Metal Casting
GPP: Great Noble 1
Effects: +1 Culture, Length of golden ages increased by 50%

Tomb of Almah
Cost: 350
Tech Req: Construction
GPP: Great Engineer 1
Effects: +1 Culture, +5 Defense, Randomly spawns Tomb Guardians (TBA)

Saliah's Cove
Cost: 300
Tech Req: Sailing
Nearby Terrain Req: Coastal City
GPP: Great Merchant 1
Effects: +1 Culture, +1 gold from water tiles worked by this city

The Sanctuary
Cost: 300
Tech Req: Priesthood
GPP: Great Priest 1
Effects: +1 Culture, Culture cost of aquiring new tiles reduced by 75% in all cities

Dabaelia's Garden
Cost: 600
Tech Req: Philosophy
Building Req: Garden in all cities
GPP: Great Bard 2
Effects: +1 Culture, +33% culture in all cities

Carnival of Wonder
Cost: 500
Tech Req: Festivals
GPP: Great Bard 2
Effects: +1 Culture, +7 Happiness

The Archives of Time
Cost: 400
Tech Req: Literature
GPP: Great Sage 2
Effects: +1 Culture, 1 Free Technology

The Mahaza Spire
Cost: 550
Tech Req: Patterns
GPP: Great Sorcerer 2
Effects: +1 Culture, A great sorcerer appears outside the city

Faces of the Gods
Cost: 600
Tech Req: Sculpture
GPP: Great Priest 2
Effects: +4 Culture, +25% combat strength for units fighting in friendly territory


Spoiler Era 3 :

Temple of the One
Cost: 650
Tech Req: Theology
GPP: Great Priest 1
Effects: +3 Culture, All divine units receive +1 movement and +1 sight

The Crystal Chamber
Cost: 600
Tech Req: Manaphysics
GPP: Great Sorcerer 2
Effects: +1 Culture, +50% production of magical rituals and artefacts

Den of Pleasure
Cost: 600
Tech Req: Commerce
Building Req: Brothel in all cities
GPP: Great Merchant 1
Effects: +1 Culture, +4 happiness, +20% gold from trade routes

Palace of Eternity
Cost: 600
Tech Req: Engineering
GPP: Great Engineer 2
Effects: +1 Culture, The empire enters a 15 turn golden age (scalable)

The Senate
Cost: 800
Tech Req: Renaissance
GPP: Great Noble 2
Effects: +1 Culture, Cost culture of adopting new policies reduced by 33%

Royal Opera House
Cost: 750
Tech Req: Entertainment
GPP: Great Bard 2
Effects: +4 Culture, +1 culture from bard specialists in every city

Warlord Stables
Cost: 650
Tech Req: Mounted Warfare
GPP: Great Noble 1
Effects: +1 Culture, All mounted units receive +2 strength and +1 movement

Palace of Illusions
Cost: 700
Tech Req: Aesthetics
GPP: Great Noble 2
Effects: +1 Culture, 2 great bards appear near the capital

Yensi's Pool
Cost: 650
Tech Req: Decadence
GPP: Great Bard 1
Effects: +1 Culture, +3 happiness, +25% growth in all cities

The Lost Catacombs
Cost: 650
Tech Req: Archeology
GPP: Great Sage 1
Effects: +4 Culture, Defensive buildings in all cities are 50% more effective

Assellio's Workshop
Cost: 850
Tech Req: Machinery
Building Req: Workshop in all cities
GPP: Great Engineer 2
Effects: +1 Culture, 2 free technologies

Cradle of Bliss
Cost: 850
Tech Req: Religious Law
Building Req: Temple in all cities
GPP: Great Priest 2
Effects: +4 Culture, +1 science from priest specialists in every city

Bastion of Light
Cost: 800
Tech Req: Religious Law
GPP: Great Priest 2
Effects: +4 Culture, All divine units receive +4 strength when fighting daemons or undead

The Sphere
Cost: 750
Tech Req: Arcane Warfare
GPP: Great Sorcerer 1
Effects: +1 Culture, Enemy land units must spend 1 additional movement point when inside your territory


MORE TBA :)
 
Unit Design

Spoiler Units :

Spoiler Core Units :

Spoiler Era 1 :

Warrior
Unit Class: Melee
Str: 6
Ranged Str -
Range: -
Moves: 2
Cost: 40
First Military Unit


Spoiler Era 2 :

Militia Axeman
Unit Class: Melee
Str: 10
Ranged Str -
Range: -
Moves: 2
Cost: 80
Receives a +25% combat bonus against Melee Units. -15% vs Ranged Units.

Militia Swordsman
Unit Class:
Melee Str: 10
Ranged Str -
Range: -
Moves: 2
Cost: 80
Receives a +25% combat bonus against City Attack

Militia Spearman
Unit Class: Melee
Str: 8
Ranged Str -
Range: -
Moves: 2
Cost: 70
Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry

Militia Archer
Unit Class: Ranged
Str: 4
Ranged Str 6
Range: 2
Moves: 2
Cost: 90
May not melee attack. Performs Ranged attacks

Chariot
Unit Class: Heavy Cavalry
Str: 8
Ranged Str -
Range: -
Moves: 3
Cost: 80
Resource Req: Ni'Vae
Can move after attacking.


Spoiler Era 3 :

Axeman Warband
Unit Class: Melee
Str: 16
Ranged Str -
Range: -
Moves: 2
Cost: 120
Receives a +25% combat bonus against Melee Units. -15% vs Ranged Units.

Swordsman Warband
Unit Class: Melee
Str: 18
Ranged Str -
Range: -
Moves: 2
Cost: 150
Resource Req: Iron
Receives a +25% combat bonus against City Attack

Spearman Warband
Unit Class: Melee Str: 12
Ranged Str -
Range: -
Moves: 2
Cost: 100
Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry

Archer Warband
Unit Class: Ranged
Str: 6
Ranged Str 12
Range: 2
Moves: 2
Cost: 120
May not melee attack. Performs Ranged attacks

Nivae Riders
Unit Class: Heavy Cavalry
Str: 12
Ranged Str -
Range: -
Moves: 3
Cost: 100
Resource Req: Ni'Vae
Can move after attacking. +15% vs Melee.

Nivae Chargers
Unit Class: Heavy Cavalry
Str: 10
Ranged Str -
Range: -
Moves: 3
Cost: 90
Resource Req: Ni'Vae
Can move after attacking. +50% vs Light Cavalry and Heavy Cavalry

Nivae Archers
Unit Class: Heavy Cavalry
Str: 7
Ranged Str 10
Range: 2
Moves: 3
Cost: 80
Resource Req: Ni'Vae
Can move after attacking. Performs Ranged attacks


Spoiler Era 4 :

Axeguard Defenders
Unit Class: Melee
Str: 21
Ranged Str -
Range: -
Moves: 2
Cost: 160
Receives a +25% combat bonus against Melee Units. +1 HP

Berserkers
Unit Class:
Melee Str: 21
Ranged Str -
Range: -
Moves: 2
Cost: 160
Receives a +25% combat bonus against Melee Units. Can move after attacking. Can attack twice, -15% vs Ranged Units.

Blade Dancers
Unit Class: Melee
Str: 25
Ranged Str -
Range: -
Moves: 2
Cost: 240
Resource Req: Iron
Receives a +25% combat bonus against City Attack

Swordsman Regiment
Unit Class: Melee
Str: 25
Ranged Str -
Range: -
Moves: 2
Cost: 240
Resource Req: Iron
Receives +10% strength for every adjacent friendly unit

Javalineer Warband
Unit Class: Melee
Str: 16
Ranged Str 12
Range: 1
Moves: 2
Cost: 150
Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry. Performs Short Ranged attacks

Pikeman
Unit Class: Melee
Str: 16
Ranged Str -
Range: -
Moves: 2
Cost: 140
Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry. +1 HP

Crossbowman
Unit Class: Ranged
Str: 10
Ranged Str 20
Range: 2
Moves: 2
Cost: 180
May not melee attack. Performs stronger Ranged attacks

Longbowman
Unit Class: Ranged
Str: 10
Ranged Str 17
Range: 3
Moves: 2
Cost: 180
May not melee attack. Performs Further Ranged attacks

Mounted Infantry
Unit Class: Heavy Cavalry
Str: 22
Ranged Str -
Range: -
Moves: 3
Cost: 200
Resource Req: Ni'Vae
Can move after attacking. +15% vs Melee.

Nivae Lancer
Unit Class: Heavy Cavalry
Str: 22
Ranged Str -
Range: -
Moves: 3
Cost: 200
Resource Req: Ni'Vae
Can move after attacking. +50% vs Light Cavalry and Heavy Cavalry

Nivae Cavalry
Unit Class: Heavy Cavalry
Str: 15
Ranged Str 18
Range: 2
Moves: 3
Cost: 190
Resource Req: Ni'Vae
Can move after attacking. Performs Ranged attacks


Spoiler Era 5 :

Shieldwall
Unit Class: Melee
Str: 35
Ranged Str -
Range: -
Moves: 2
Cost: 290
Receives a +33% combat bonus against Melee Units. +2 HP

Reavers
Unit Class: Melee
Str: 35
Ranged Str -
Range: -
Moves: 2
Cost: 290
Receives a +33% combat bonus against Melee Units. Can attack twice. -15% vs Ranged Units.

Blademasters
Unit Class: Melee
Str: 40
Ranged Str -
Range: -
Moves: 2
Cost: 320
Resource Req: Iron
Receives a +33% combat bonus against City Attack

City Guard
Unit Class: Melee
Str: 40
Ranged Str -
Range: -
Moves: 2
Cost: 320
Resource Req: Iron
Receives +10% strength for every adjacent friendly unit. +25% city defence.

Assault Javalineers
Unit Class: Melee
Str: 30
Ranged Str 21
Range: 1
Moves: 2
Cost: 260
Receives a +100% combat bonus against Light Cavalry and Heavy Cavalry. Performs Short Ranged attacks

Halbardiers
Unit Class: Melee
Str: 30
Ranged Str -
Range: -
Moves: 2
Cost: 260
Receives a +100% combat bonus against Light Cavalry and Heavy Cavalry. +1 HP

Marksman
Unit Class: Ranged
Str: 19
Ranged Str 34
Range: 2
Moves: 2
Cost: 230
May not melee attack. Performs stronger Ranged attacks

Flurry
Unit Class: Ranged
Str: 19
Ranged Str 31
Range: 3
Moves: 2
Cost: 230
May not melee attack. Performs Further Ranged attacks. Can attack twice

Knight
Unit Class: Heavy Cavalry
Str: 34
Ranged Str -
Range: -
Moves: 3
Cost: 280
Resource Req: Ni'vae + Iron
Can move after attacking. +15% vs Melee, Light Cavalry and Heavy Cavalry



Spoiler Recon Units :

Spoiler Era 1 :

Scout
Unit Class: Recon
Str: 4
Ranged Str -
Range: -
Moves: 2
Cost: 25
Ignores terrain movement costs.


Spoiler Era 2 :

Tracker
Unit Class: Recon
Str: 6
Ranged Str -
Range: -
Moves: 2
Cost: 60
Ignores terrain movement costs. +15% strength in Rough Terrain

Skirmishers
Unit Class: Recon
Str: 6
Ranged Str -
Range: -
Moves: 2
Cost: 60
Ignores terrain movement costs. +15% strength in Open Terrain


Spoiler Era 3 :

Ranger
Unit Class: Recon
Str: 11
Ranged Str -
Range: -
Moves: 2
Cost: 90
Ignores terrain movement costs. +33% strength in Rough Terrain

Assassin
Unit Class: Recon
Str: 11
Ranged Str -
Range: -
Moves: 2
Cost: 90
Ignores enemy Zone of Control. Invisible. Targets non military units first (Civilians, General, Sorcerers etc.)

Skirmish Archers
Unit Class: Recon
Str: 8
Ranged Str 10
Range: 2
Moves: 2
Cost: 90
May not melee attack. Ignores terrain movement costs. +20% strength in Open Terrain. Performs Ranged Attacks

Skirmish Infantry
Unit Class: Recon
Str: 11
Ranged Str -
Range: -
Moves: 2
Cost: 90
Ignores terrain movement costs. +10% strength in Open Terrain. +10% vs Recon Units

Strider Scouts
Unit Class: Light Cavalry
Str: 9
Ranged Str -
Range: -
Moves: 4
Cost: 80
Resource Req: Striders
Ignores terrain movement costs, Can move after attacking. +50% vs Siege

Strider Skirmishers
Unit Class: Light Cavalry
Str: 9
Ranged Str -
Range: -
Moves: 4
Cost: 80
Resource Req: Striders
Ignores terrain movement costs, Can move after attacking. +25% vs Ranged Units


Spoiler Era 4 :

Beastmaster
Unit Class: Recon
Str: 15
Ranged Str -
Range: -
Moves: 2
Cost: 120
Ignores terrain movement costs. +33% strength in Rough Terrain. +50% vs Beasts. Defeated Beasts are converted to your side

Master Assassin
Unit Class: Recon
Str: 15
Ranged Str -
Range: -
Moves: 2
Cost: 120
Ignores enemy Zone of Control. Can enter rival territory without incurring diplomatic penalties. Invisible. Targets non military units first (Civilians, Generals, Sorcerers etc.)

Sniper Squad
Unit Class: Recon
Str: 11
Ranged Str 15
Range: 2
Moves: 2
Cost: 120
Ignores terrain movement costs. +33% strength in Open Terrain. +25% defense against ranged attacks. Performs Ranged Attacks

Guerilla Band
Unit Class: Recon
Str: 15
Ranged Str -
Range: -
Moves: 2
Cost: 120
Ignores terrain movement costs. +20% strength in Open Terrain. +20% vs Recon units

Strider Stalkers
Unit Class: Light Cavalry
Str: 20
Ranged Str -
Range: -
Moves: 4
Cost: 170
Resource Req: Striders
Ignores terrain movement costs, Can move after attacking. +50% vs Siege.

Strider Chargers
Unit Class: Light Cavalry
Str: 20
Ranged Str -
Range: -
Moves: 4
Cost: 170
Resource Req: Striders
Ignores terrain movement costs, Can move after attacking. +25% vs Ranged Units



Spoiler Siege Units :

Spoiler Era 2 :

Catapult
Unit Class: Siege
Str: 4
Ranged Str 14
Range: 2
Moves: 2
Cost: 100
Resource Req: Iron
May not melee attack. Receives a +10% combat bonus versus cities, performs ranged attacks, and must “set up” to attack.


Spoiler Era 3 :

Trebuche
Unit Class: Siege
Str: 6
Ranged Str 20
Range: 2
Moves: 2
Cost: 250
Resource Req: Iron
May not melee attack. Receives a +10% combat bonus versus cities, performs ranged attacks, and must “set up” to attack.

Ballista
Unit Class: Siege
Str: 7
Ranged Str 19
Range: 2
Moves: 2
Cost: 250
May not melee attack. Receives a +10% combat bonus versus Melee, Heavey Cavalry and Light Cavalry. performs ranged attacks.


Spoiler Era 4 :

Mortar
Unit Class: Siege
Str: 14
Ranged Str 32
Range: 3
Moves: 2
Cost: 320
Resource Req: Iron
May not melee attack. Receives a +10% combat bonus versus cities, performs ranged attacks. May perform indirect fire.

Cannon
Unit Class: Siege
Str: 16
Ranged Str: 32
Range: 2
Moves: 2
Cost: 320
Resource Req: Iron
May not melee attack. Receives a +20% combat bonus versus cities, performs ranged attacks.

Bolt Thrower
Unit Class: Siege
Str: 18
Ranged Str 30
Range: 2
Moves: 2
Cost: 320
May not melee attack. Receives a +20% combat bonus versus Melee, Heavey Cavalry and Light Cavalry. performs ranged attacks.


Spoiler Era 5 :

Artillery
Unit Class: Siege
Str: 16
Ranged Str 46
Range: 4
Moves: 2
Cost: 420
Resource Req: Iron
May not melee attack. Receives a +15% combat bonus versus cities, performs ranged attacks. May perform indirect fire.

Grand Cannon
Unit Class: Siege
Str: 18
Ranged Str 46
Range: 3
Moves: 2
Cost: 420
Resource Req: Iron
May not melee attack. Receives a +33% combat bonus versus cities, performs ranged attacks.

Repeater Bolt Thrower
Unit Class: Siege
Str: 21
Ranged Str 42
Range: 2
Moves: 2
Cost: 420
May not melee attack. Receives a +20% combat bonus versus Melee, Heavey Cavalry and Light Cavalry. performs ranged attacks. Can attack twice.



Spoiler Naval Units :

Spoiler Era 2 :

Warship
Unit Class: Naval
Str: 8
Ranged Str 6
Range: 2
Moves: 4
Cost: 80
First combat ship. May not melee attack. Cannot enter ocean.

Explorers
Unit Class: Naval
Str: 6
Moves: 6
Cost: 60
First recon ship. May not melee attack. Cannot enter ocean. -50% damage from nautical features (storms etc).


Spoiler Era 3 :

Warship Fleet
Unit Class: Naval
Str: 18
Ranged Str 12
Range: 2
Moves: 4
Cost: 150
May not melee attack. Cannot enter ocean. +25% verses Barbarian Units.

Explorer Fleet
Unit Class: Naval
Str: 12
Ranged Str 6
Range: 2
Moves: 6
Cost: 100
May not melee attack. -75% damage from nautical features (storms etc).


Spoiler Era 4 :

Raider Fleet
Unit Class: Naval
Str: 25
Ranged Str 18
Range: 2
Moves: 4
Cost: 320
May not melee attack.

Defense Fleet
Unit Class: Naval
Str: 30
Ranged Str 16
Range: 2
Moves: 3
Cost: 350
May not melee attack. +25% verses Barbarian Units. +15% Naval Bombardment. Interception (20).

Blockade Runners
Unit Class: Naval
Str: 20
Ranged Str 12
Range: 2
Moves: 5
Cost: 300
May not melee attack. Ignores zone of control. Can cross reef feature (uses all remaining moves).

Voyagers
Unit Class: Naval
Str: 18
Ranged Str 12
Range: 2
Moves: 6
Cost: 250
May not melee attack. +1 extra sight. -75% damage from nautical features (storms etc).

Privateers
Unit Class: Naval
Str: 20
Ranged Str 16
Range: 2
Moves: 4
Cost: 300
Can move after attacking. Hidden nationality.

Merchant Fleet
Unit Class: Naval
Str: 25
Ranged Str 10
Range: 2
Moves: 3
Cost: 280
May not melee attack. Ability to generate gold based on distance to nearest city, used next to friendly cities and must recharge ability in one of your own cities.


Spoiler Era 5 :

Assault Armarda
Unit Class: Naval
Str: 50
Ranged Str 30
Range: 3
Moves: 4
Cost: 500
May not melee attack. +25% to land bombardment. Indirect Fire.

Coastguard
Unit Class: Naval
Str: 60
Ranged Str 22
Range: 3
Moves: 3
Cost: 500
May not melee attack. +25% vs Barbarian ships. +50% strength on coast. Indirect Fire. Can see hidden naval units. Interception (40).

Wave Riders
Unit Class: Naval
Str: 45
Ranged Str 20
Range: 2
Moves: 8
Cost: 400
May not melee attack. Indirect Fire. Ignores zone of control. Can cross reef feature (uses all remaining moves).

Pioneer Fleet
Unit Class: Naval
Str: 30
Ranged Str 16
Range: 2
Moves: 7
Cost: 380
May not melee attack. +3 Extra Sight. -100% damage from nautical features (storms etc). Can found cities. Can 'sacrifice' up to 3 settlers to increase the base population of the founded city by 1.

Renegade Fleet
Unit Class: Naval
Str: 45
Ranged Str 18
Range: 2
Moves: 6
Cost: 400
+1 Extra Sight. Can move after attacking. Hidden nationality. Can capture defeated ships.

Naval Opportunits
Unit Class: Naval
Str: 40
Ranged Str 18
Range: 2
Moves: 5
Cost: 380
May not melee attack. +1 Extra Sight. Ability to generate gold based on distance to nearest city, used next to friendly cities and must recharge ability in one of your own cities.



Spoiler Magical Units :

Spoiler Era 1 :

Emergent Sorcerer
Unit Class: Arcane
Str: 4
Ranged Str 4
Range: 1
Moves: 2
Cost: 90
May not melee attack. Can cast spells and performs weak Ranged Attacks.


Spoiler Era 2 :

Sorcerer Apprentice
Unit Class: Arcane
Str: 8
Ranged Str 8
Range: 1
Moves: 2
Cost: 130
May not melee attack. Can cast spells and performs Ranged Attacks.


Spoiler Era 3 :

Enchanter
Unit Class: Arcane
Str: 12
Ranged Str -
Range: -
Moves: 2
Cost: 180
Resource Req: Starmetal
May not melee attack. gains 'Enchanter' promotion (cast spells and Provides Buffs to nearby units.) which can be carried over to other unit classes on upgrade

Sorcerer
Unit Class: Arcane
Str: 10
Ranged Str 12
Range: 2
Moves: 2
Cost: 180
Resource Req: Starmetal
May not melee attack. Can cast many spells and performs Ranged Attacks.

Battlemage
Unit Class: Arcane
Str: 10
Ranged Str 14
Range: 2
Moves: 2
Cost: 190
Resource Req: Starmetal
Gains 'Battlemage' promotion (Can cast spells and performs strong Ranged Attacks.) which can be carried over to other unit classes on upgrade


Spoiler Era 4 :

Sorcerer Lord
Unit Class: Arcane
Str: 18
Ranged Str 22
Range: 2
Moves: 2
Cost: 220
Resource Req: Starmetal
May not melee attack. Can cast powerful spells and performs Ranged Attacks.



Spoiler Divine Units :

Spoiler Era 1 :

Novice
Unit Class: Divine
Str: 5
Ranged Str -
Range: -
Moves: 2
Cost: 60
Medic 1, can cast some divine buffing spells


Spoiler Era 2 :

Priest
Unit Class: Divine
Str: 9
Ranged Str -
Range: -
Moves: 2
Cost: 110
Medic 1 and 2, can cast divine buffing spells


Spoiler Era 3 :

Inquisitor
Unit Class: Divine
Str: 14
Ranged Str -
Range: -
Moves: 2
Cost: 160
Resource Req: Incense
Gains 'Inquisitor' promotion (Medic 1 and 2, Can influence rival cities, can quell annexed cities.) which can be carried over to other unit classes on upgrade

High Priest
Unit Class: Divine
Str: 12
Ranged Str -
Range: -
Moves: 2
Cost: 150
Resource Req: Incense
Medic 1 and 2, can cast divine buffing spells

Healer
Unit Class: Divine
Str: 12
Ranged Str -
Range: -
Moves: 2
Cost: 150
Resource Req: Incense
Gains 'Healer' promotion (Medic 1, 2 and 3. can cast divine Healing spells.) which can be carried over to other unit classes on upgrade


Spoiler Era 4 :

Pontifex
Unit Class: Divine Str: 20
Ranged Str -
Range: -
Moves: 2
Cost: 210
Resource Req: Incense
Medic 1 and 2, can cast powerful divine buffing spells



Spoiler Hierophant Units :

TBA :)

 
Tech Tree Design

Spoiler Tech Tree :

Spoiler Available At Game Start :

Resources Revealed: Maelo, Slui, Sporral, Yumba, Copuls, Eels, Fish, Lumanins, Brazain, Mulgorf, Shibbil, Wezsqui, Dyes, Mutibi Flies
Units Unlocked: Warrior, Emergent Sorcerer, Worker


Spoiler Era 1 :

Spoiler Tier 1 :

Rebirth
Cost: Free on game start
Requires: None


Spoiler Tier 2 :

Folklore
Cost: TBA
Requires: Rebirth
Buildings Unlocked: Monument
Wonders Unlocked: The Mausoleum of Aurelle

Gathering
Cost: TBA
Requires: Rebirth
Resources Revealed: Japula, Kalkus Fruit, Tropical Fruits, Kacilla, Lavulo, Maussberries
Improvements Unlocked: Trading Post

Exploration
Cost: TBA
Requires: Rebirth
Units Unlocked: Scout

Hunting
Cost: TBA
Requires: Rebirth
Resources Revealed: Avuulin, Stiders, Fine Feathers, Kratan
Improvements Unlocked: Jungle Camp

Woodcrafting
Cost: TBA
Requires: Rebirth
Effects: Can chop down forest


Spoiler Tier 3 :

Writing
Cost: TBA
Requires: Folklore
Buildings Unlocked: Elder Council
Effects: Allows open borders treaties

Naturopathy
Cost: TBA
Requires: Gathering
Resources Revealed: Alendus, Kenji, Mayasa, Rizii, Shashana, Silk, Spices
Buildings Unlocked: Herbalist

Colonisation
Cost: TBA
Requires: Exploration
Units Unlocked: Settler
Buildings Unlocked: Street Entertainers

Trapping
Cost: TBA
Requires: Hunting
Resources Revealed: Ni'vae, Primordial Eggs, Tuvaur, Wyawk Young
Improvements Unlocked: Camp

Military Training
Cost: TBA
Requires: Hunting
Buildings Unlocked: Barracks

Stonecrafting
Cost: TBA
Requires: Woodcrafting
Resources Revealed: Marble, Obsidian
Buildings Unlocked: City Square

Fishing
Cost: TBA
Requires: Woodcrafting
Resources Revealed: Lilmwae Crystal, Wifyli
Units Unlocked: Work Boat
Buildings Unlocked: Fishing Village
Effects: Can create fishing boats


Spoiler Tier 4 :

Faith
Cost: TBA
Requires: Writing
Resources Revealed: Incense
Units Unlocked: Novice
Wonders Unlocked: Makhala's Circle

Agriculture
Cost: TBA
Requires: Naturopathy, Colonisation
Resources Revealed: Fraeyalillies, Sugarcups
Improvements Unlocked: Farm
Buildings Unlocked: Granery
Wonders Unlocked: Ralius's School of Herbalism

Animal Husbandry
Cost: TBA
Requires: Colonisation, Trapping
Improvements Unlocked: Pasture
Buildings Unlocked: Smokehouse
Effects: Worker construction speed increased by 25%

Vigilance
Cost: TBA
Requires: Military Training, Woodcrafting
Buildings Unlocked: Watch Towers

Mining
Cost: TBA
Requires: Stonecrafting
Resources Revealed: Malumi, Gems, Gold, Silver
Improvements Unlocked: Mine
Wonders Unlocked: The Glistening Caverns

Masonry
Cost: TBA
Requires: Stonecrafting
Improvements Unlocked: Quarry
Wonders Unlocked: Jafaal's Visage, The Twin Oracles
Effects: Can clear a marsh



Spoiler Era 2 :

Spoiler Tier 5 :

Calender
Cost: TBA
Requires: Writing, Agriculture
Improvements Unlocked: Plantation
Buildings Unlocked: Grocers
Wonders Unlocked: The Alluwan Pyramids

Infrastructure
Cost: TBA
Requires: Agriculture, Animal Husbandry
Buildings Unlocked: Watermill
Effects: Can construct a road

Tracking
Cost: TBA
Requires: Animal Husbandry, Vigilance
Units Unlocked: Tracker
Buildings Unlocked: Hunting Lodge

Warfare
Cost: TBA
Requires: Vigilance
Units Unlocked: Militia Spearman
Buildings Unlocked: Training Yard, Guard Towers

Metal Casting
Cost: TBA
Requires: Mining
Resources Revealed: Iron
Buildings Unlocked: Forge
Wonders Unlocked: Form of the Empress
Effects: Can remove a jungle

Construction
Cost: TBA
Requires: Masonry
Buildings Unlocked: Walls
Wonders Unlocked: Tomb of Almah
Effects: Allows bridges over rivers

Sailing
Cost: TBA
Requires: Fishing
Resources Revealed: Magladors
Units Unlocked: Warship, Explorer
Wonders Unlocked: Saliah's Cove


Spoiler Tier 6 :

Priesthood
Cost: TBA
Requires: Faith, Calender
Units Unlocked: Priest
Buildings Unlocked: Temple
Wonders Unlocked: The Sanctuary

Philosophy
Cost: TBA
Requires: Calender
Buildings Unlocked: Garden
Wonders Unlocked: Dabaelia's Garden
Effects: Allows research agreements

Festivals
Cost: TBA
Requires: Calender
Buildings Unlocked: Carnival, Brewery
Wonders Unlocked: Carnival of Wonder
Effects: Allows civilisation festival projects

Logistics
Cost: TBA
Requires: Infrastructure, Tracking
Units Unlocked: Skirmishers
Buildings Unlocked: Tailor
Effects: +5% production of land units in all cities

Charioteering
Cost: TBA
Requires: Tracking, Warfare
Units Unlocked: Charoit
Buildings Unlocked: Hippodrome, Circus

Archery
Cost: TBA
Requires: Warfare
Units Unlocked: Militia Archer
Buildings Unlocked: Archery Range
Effects: +1 Defense in all cities

Conquest
Cost: TBA
Requires: Warfare, Metal Casting
Units Unlocked: Militia Axeman, Militia Swordsman
Effects: Allows defensive pact treaties


Spoiler Tier 7 :

Literature
Cost: TBA
Requires: Philosophy
Buildings Unlocked: Library, National Epic
Wonders Unlocked: The Archives of Time
Effects: Enables conversion of production to research

Patterns
Cost: TBA
Requires: Philosophy
Resources Revealed: Starmetal
Units Unlocked: Sorcerer Apprentice
Wonders Unlocked: The Mahaza Spire
Effects: Unlocks the Palette Tree (TBA)

Currency
Cost: TBA
Requires: Festivals, Logistics
Buildings Unlocked: Market, Courthouse
Effects: Enables conversion of production to wealth, Enables foreign trade (TBA)

Siege
Cost: TBA
Requires: Conquest, Construction
Units Unlocked: Catapult
Effects: Can purchase the Seige Towers promotion for 50 gold in friendly territory for melee units. The promotion provides +15% city attack and -1 movement. It is lost after attacking a city.

Sculpture
Cost: TBA
Requires: Construction
Wonders Unlocked: Faces of the Gods
Effects: Allows civilisation architecture project

Optics
Cost: TBA
Requires: Sailing
Buildings Unlocked: Lighthouse
Effects: Allows land units to embark and cross water tiles. All units which enter friendly territory gain this ability.



Spoiler Era 3 :

Spoiler Tier 8 :

Theology
Cost: TBA
Requires: Priesthood, Literature
Units Unlocked: High Priest
Buildings Unlocked: Parochial School
Wonders Unlocked: Temple of the One

Manaphysics
Cost: TBA
Requires: Literature, Patterns
Units Unlocked: Sorcerer
Buildings Unlocked: Sorcerer's Convent
Wonders Unlocked: The Crystal Chamber
Effects: Enables conversion of production to pigments

Commerce
Cost: TBA
Requires: Currency
Buildings Unlocked: Inn, Brothel
Wonders Unlocked: Den of Pleasure

City Planning
Cost: TBA
Requires: Currency
Buildings Unlocked: Levee
Effects: Food from the Farm increased by 1 on tiles with access to Fresh Water

Riding
Cost: TBA
Requires: Logistics, Charioteering
Units Unlocked: Ni'vae Riders, Strider Scouts
Effects: Faster movement on Road

City Defense
Cost: TBA
Requires: Archery, Siege
Units Unlocked: Spearmen Warband, Archer Warband
Buildings Unlocked: Siege Towers

Engineering
Cost: TBA
Requires: Sculpture
Improvements Unlocked: Fort, Lumbermill
Buildings Unlocked: High Walls
Wonders Unlocked: Palace of Eternity


Spoiler Tier 9 :

Renaissance
Cost: TBA
Requires: Theology, Manaphysics, Commerce
Wonders Unlocked: The Senate
Effects: First to discover enters a 15 turn golden age (scalable), +10% culture towards acquisition of social policies

Entertainment
Cost: TBA
Requires: Commerce
Units Unlocked: Enchanter
Buildings Unlocked: Theatre
Wonders Unlocked: Royal Opera House

Mounted Warfare
Cost: TBA
Requires: Riding, City Defense
Units Unlocked: Ni'vae Archers, Ni'vae Chargers
Wonders Unlocked: Warlord Stables

War Machines
Cost: TBA
Requires: City Defense, Engineering
Units Unlocked: Trebuche, Ballista
Buildings Unlocked: Siege Workshop

Aesthetics
Cost: TBA
Requires: Engineering
Buildings Unlocked: Mint
Wonders Unlocked: Palace of Illusions


Spoiler Tier 10 :

Divine Service
Cost: TBA
Requires: Renaissance
Units Unlocked: Healer
Buildings Unlocked: Monestary

Decadence
Cost: TBA
Requires: Renaissance, Entertainment, City Planning
Units Unlocked: Assassin
Buildings Unlocked: Bath House
Wonders Unlocked: Yensi's Pool
Effects: +5 happiness

Archeology
Cost: TBA
Requires: City Planning, Riding
Resources Revealed: Lost Cities (TBA)
Units Unlocked: Ranger
Buildings Unlocked: Archives
Wonders Unlocked: The Lost Catacombs
Effects: All units may explore ruins

Tactics
Cost: TBA
Requires: Mounted Warfare
Units Unlocked: Skirmish Archers, Skirmish Infantry, Strider Skirmishers
Effects: +5XP for all new and existing units

Machinery
Cost: TBA
Requires: War Machines, Aesthetics
Buildings Unlocked: Workshop
Wonders Unlocked: Assellio's Workshop

Seafaring
Cost: TBA
Requires: Engineering, Optics
Units Unlocked: Warship Fleet, Explorer Fleet
Buildings Unlocked: Harbour


Spoiler Tier 11 :

Religious Law
Cost: TBA
Requires: Divine Service
Units Unlocked: Inquisitor
Wonders Unlocked: Cradle of Bliss, Bastion of Light

Arcane Warfare
Cost: TBA
Requires: Renaissance
Units Unlocked: Battlemage
Buildings Unlocked: Arcanum Schola
Wonders Unlocked: The Sphere

Enforcement
Cost: TBA
Requires: Tactics
Units Unlocked: Axeman Warband
Buildings Unlocked: Arena, Dungeon

Imperialism
Cost: TBA
Requires: Tactics, War Machines
Units Unlocked: Swordsman Warband
Buildings Unlocked: Armoury, Heroic Epic
Effects: Allows puppet cities



Spoiler Era 4 :

Spoiler Tier 12 :

Cosmology
Cost: TBA
Requires: Religious Law, Arcane Warfare
Resources Revealed: Dimensional Rifts (TBA)
Wonders Unlocked: Circle of Souls
Effects: Can destroy Daemonic Gates (TBA)

Opportunism
Cost: TBA
Requires: Decedance
Buildings Unlocked: Drug Den, Tavern
Wonders Unlocked: Maze of Eternal Slums
Effects: +1 commerce from camp, +1 commerce from jungle camp

Education
Cost: TBA
Requires: Decadence, Archeology, Enforcement
Buildings Unlocked: Public School
Wonders Unlocked: Organ of Mahrh

Fanaticism
Cost: TBA
Requires: Enforcement, Imperialism
Units Unlocked: Beserkers, Strider Chargers
Buildings Unlocked: Military Base
Wonders Unlocked: The Pit

Ballistics
Cost: TBA
Requires: Imperialism, Machinery
Units Unlocked: Crossbowman, Bolt Thrower
Buildings Unlocked: Inventor's Workshop

Light Industry
Cost: TBA
Requires: Machinery
Buildings Unlocked: Windmill, Shafts
Wonders Unlocked: Shafts of Haliah
Effects: +1 producion from lumbermills, +1 production from mines

Navigation
Cost: TBA
Requires: Seafaring
Resources Revealed: Remote Islands (TBA)
Units Unlocked: Voyagers
Wonders Unlocked: Glistening Pinnacle
Effects: Faster embarked movement, Allows embarked units to cross oceans


Spoiler Tier 13 :

Arcane Discipline
Cost: TBA
Requires: Cosmology
Buildings Unlocked: Arcane Academy, Enchanter's Emporium

Natural Studies
Cost: TBA
Requires: Education
Units Unlocked: Beastmaster
Buildings Unlocked: Aqueduct
Wonders Unlocked: Statue of Fertility
Effects: +1 food from plantations, +1 food from pastures

Subterfuge
Cost: TBA
Requires: Education
Units Unlocked: Master Assassin, Privateers
Wonders Unlocked: The Keeper's College

Gears of War
Cost: TBA
Requires: Fanaticism, Ballistics, Light Industry
Units Unlocked: Swordsman Regiment, Longbowman, Javalineer Warband
Buildings Unlocked: Ironworks

Grand Defenses
Cost: TBA
Requires: Light Industry
Units Unlocked: Axeguard Defenders, Pikeman
Buildings Unlocked: Castle
Wonders Unlocked: The Imperial Palace

Advanced Shipbuilding
Cost: TBA
Requires: Light Industry, Navigation
Units Unlocked: Raider Fleet, Blockade Runners
Buildings Unlocked: Shipwright
Effects: +1 commerce from fishing boats


Spoiler Tier 14 :

Divine Commune
Cost: TBA
Requires: Cosmology
Units Unlocked: Pontifex
Buildings Unlocked: Cathedral
Wonders Unlocked: The Great Obelisk

Dimensional Manaphysics
Cost: TBA
Requires: Arcane Discipline, Opportunism
Improvements Unlocked: Portal (TBA)
Units Unlocked: Sorcerer Lord
Wonders Unlocked: Astral Wave Translator
Effects: First to discover receives a Great Sorcerer

Economics
Cost: TBA
Requires: Opportunism, Natural Studies
Units Unlocked: Merchant Fleet
Buildings Unlocked: Bank
Wonders Unlocked: United Guild Vault
Effects: +1 commerce from trading post

Guerrilla Warfare
Cost: TBA
Requires: Subterfuge, Gears of War
Units Unlocked: Guerrilla Band, Sniper Squad, Strider Stalkers

Chivalry
Cost: TBA
Requires: Gears of War
Units Unlocked: Mounted Infantry, Ni'vae Cavalry, Ni'vae Lancer
Buildings Unlocked: Race Track

Gunpowder
Cost: TBA
Requires: Gears of War
Resources Revealed: Sulphur
Units Unlocked: Mortar, Cannon
Buildings Unlocked: Alchemist Lab
Effects: +1 production from quarries, Provides Gunpoweder promotion to all naval units (+3 ranged strength)

Naval Defenses
Cost: TBA
Requires: Grand Defenses, Advanced Shipbuilding
Units Unlocked: Defense Fleet
Wonders Unlocked: Overwatch Citadel
Effects: +2 defense in all coastal cities


Spoiler Tier 15 :

Path of the Learned
Cost: TBA
Requires: Divine Commune, Dimensional Manaphysics, Economics, Subterfuge
Wonders Unlocked: Hall of Faces, Hathen's Telescope
Effects: First to discover receives a Great Sage

Path of the Warrior
Cost: TBA
Requires: Guerrilla Warfare, Chivalry, Gunpowder, Naval Defenses
Units Unlocked: Bladedancers
Wonders Unlocked: Doji Halls, Fortress of Faith
Effects: First to discover receives a Great General



Spoiler Era 5 :

Spoiler Tier 16 :

Brave New World
Cost: TBA
Requires: Path of the Learned, Path of the Warrior
Units Unlocked: Pioneer Fleet
Wonders Unlocked: Colossus of Freedom
Effects: +1 population in all newly founded cities, +10 happiness


Spoiler Tier 17 :

Defense of the Realm
Cost: TBA
Requires: Brave New World
Units Unlocked: Shieldwall, City Guard
Buildings Unlocked: Fortress

Academics
Cost: TBA
Requires: Brave New World
Buildings Unlocked: University, Observatory
Wonders Unlocked: The Pentridge Asylum

Foreign Interests
Cost: TBA
Requires: Brave New World
Units Unlocked: Coastguard
Buildings Unlocked: Seaport
Effects: Effects of Foreign Trade Enhanced (TBA)


Spoiler Tier 18 :

Relentless Warfare
Cost: TBA
Requires: Defense of the Realm
Units Unlocked: Reavers, Assault Javalineers
Buildings Unlocked: Military Academy

Battlefield Superiority
Cost: TBA
Requires: Defense of the Realm
Units Unlocked: Halbardiers, Flurry
Wonders Unlocked: Labyrinth of the Damned

Heavy Industry
Cost: TBA
Requires: Academics
Units Unlocked: Repeater Bolt Thrower
Buildings Unlocked: Foundery, Industrial Complex

Rejuvination
Cost: TBA
Requires: Academics
Buildings Unlocked: Healers
Effects: Food from the Farm increased by 1 on tiles without access to Fresh Water

Social Politics
Cost: TBA
Requires: Academics
Buildings Unlocked: Art College
Wonders Unlocked: The Jewelled Lady
Effects: First to discover receives 2 social policies

Mercantilism
Cost: TBA
Requires: Foreign Interests
Units Unlocked: Renegade Fleet, Naval Opportunists
Buildings Unlocked: Trade District
Wonders Unlocked: Fraeyalilly Emporium


Spoiler Tier 19 :

Military Elite
Cost: TBA
Requires: Relentless Warfare, Battlefield Superiority
Units Unlocked: Blademasters, Marksman, Knight, Wave Riders

Devastation
Cost: TBA
Requires: Battlefield Superiority, Heavy Industry
Units Unlocked: Artillery, Grand Cannon, Assault Armarda

Colour Supremacy
Cost: TBA
Requires: Heavy Industry, Rejuvination
Buildings Unlocked: Astral Chamber
Wonders Unlocked: The Nexus
Effects: Portals provide +3 science

Tourism
Cost: TBA
Requires: Social Politics, Mercantilism
Buildings Unlocked: Creative Institute, Stadium
Wonders Unlocked: The Tower of Illumination


Spoiler Tier 20 :

Naeralith Reborn
Cost: TBA
Requires: Military Elite, Devastation, Colour Supremacy, Tourism
Effects: A repeating technology that will increase your score and grant +3 happiness each time it is researched


 
Terrain, Resources and Improvements Design

Spoiler Terrain, Resources and Improvements :

Spoiler Terrain :

Spoiler Base Terrain :

Grassland
Type: Base
Yield: 2 Food, 1 Pigments

Plains
Type: Base
Yield: 1 Food, 1 Production, 1 Pigments

Desert
Type: Base
Yield: 1 Pigments

Tundra
Type: Base
Yield: 1 Food, 1 Pigments

Snow
Type: Base
Yield: None

Hills
Type: Altitude
Yield: 2 Production

Mountain
Type: Altitude
Yield: None

Volcano
Type: Altitude
Yield: None

Coast
Type: Nautical
Yield: 2 Food, 1 Gold

Ocean
Type: Nautical
Yield: 1 Food, 1 Gold

Ice
Type: Nautical
Yield: None


Spoiler Features :

Forest
Terrain Required: Grassland or Plains
Yield: 1 Production, 1 Pigments

Jungle
Terrain Required: Plains
Yield: 1 Food, 1 Pigments

Faewoods
Terrain Required: Forest
Yield: 1 Food, 1 Production, 2 Pigments

Marsh
Terrain Required: Grassland or River
Yield: -1 Food, 1 Production, 1 Pigments

Floodplains
Terrain Required: Desert and River
Yield: 3 Food

Oasis
Terrain Required: Desert
Yield: 3 Food, 1 Gold, 1 Pigments

River
Terrain Required: Any
Yield: 1 Gold, 1 Pigments


Spoiler Nautical Features :

Reefs

Yield: 2 Production, 1 Pigments
Additional Effects: Naval and embarked units traversing reefs lose all movement for the turn and have a chance of taking 20-40% damage

Storms (Temporary)

Yield: -2 Food, -2 Production, -2 Gold
Behaviour: 1% chance/turn of forming on each coastal tile; 2% chance/turn of forming on non-coastal sea and ocean tiles; Chance tripled for each storms feature adjacent to tile; Chance doubled in tropical and cold regions (TBA); 15% chance/turn of being removed when over water tiles; 30% chance/turn of being removed when over non-desert land tiles; 50% chance/turn of being removed when over desert tiles; 50% chance/turn of moving to an ajdacent tile; 5% chance/turn of becoming a tornado if over a land tile and adjacent to 2 other storms; 20% chance/turn of becoming a hurricane if adjacent to 2 other storms in a tropical region (TBA); 20% chance/turn of becoming a blizzard if adjacent to 2 other storms in a cold region (TBA); 20% chance/turn of becoming a sandstorm if adjacent to 2 other storms over a desert (TBA)
Additional Effects: Units traversing storms have their line of sight reduced by 1 and take 5-15% damage; Naval, airship and embarked units traversing storms take an additional 10-30% damage; -20% strength to ranged attacks targeting storms

Fog (Temporary)

Yield: -2 Gold
Behaviour: 1.5% chance/turn of forming on each coastal tile; 1% chance/turn of forming on non-coastal sea and ocean tiles; 0.5% chance/turn of forming on land tiles; Chance doubled for each fog feature adjacent to tile; 50% chance/turn of being removed; 75% chance/turn of moving to an adjacent tile
Additional Effects: Units traversing fog have their line of sight reduced to 1; Units and terrain inside fog can only be seen by adjacent units; -30% strength to ranged attacks targetting fog

Calms (Temporary)

Yield: -2 Production
Behaviour: 0.5% chance/turn of forming on each coastal tile; 1% chance/turn of forming on non-coastal sea and ocean tiles; Chance doubled for each calms feature adjacent to tile; 40% chance/turn of being removed
Additional Effects: Naval and embarked units traversing calms have their movement reduced to 1

Rips (Temporary)

Yield: -2 Food
Behaviour: 1% chance/turn of forming on each coastal tile; 0.5% chance/turn of forming on non-coastal sea and ocean tiles; Chance is doubled for each rips feature adjacent to tile; 40% chance/turn of being removed
Additional Effects: Naval and embarked units traversing rips take 10-20% damage


Spoiler Unique Features :

Coming Soon :)



Spoiler Resources :

Spoiler Bonus Resources :

Spoiler Crops :

Maelo
Bonus: +2 Food, +1 Pigments
Terrain: Flat Plains
Improvement Required: Farm
Description: A xerophytic, grain-producing plant with large, leaf-wrapped pods and thick, sturdy stems.

Slui
Bonus: +2 Food, +1 Pigments
Terrain: Flat Marsh or Flood Plains adjacent to rivers
Improvement Required: Farm
Description: A water-based plant from the cuppa family that produces balls of red, orange or beige grain.

Sporral
Bonus: +2 Food, +1 Pigments
Terrain: Flat Grasslands
Improvement Required: Farm
Description: A hardy, grass-like plant with fine, grained heads and thin, whispy stems.

Yumba
Bonus: +2 Food, +1 Pigments
Terrain: Desert
Improvement Required: Farm
Description: A leafy plant that forms rich orange or purple tubers.


Spoiler Livestock :

Brazain
Bonus: +2 Food, +1 Pigments
Terrain: Tundra, Plains or Desert
Improvement Required: Pasture
Description: Highly docile, large animals, covered in feathers with a variety of horn sizes, known for their climatic tolerence.

Mulgorf
Bonus: +2 Food, +1 Pigments
Terrain: Plains or Desert
Improvement Required: Pasture
Description: Sizable, lightly-feathered herd animals with tusks and wide feet found in the more arid regions of Naeralith.

Shibbil
Bonus: +2 Food, +1 Pigments
Terrain: Hilly Grasslands or Tundra
Improvement Required: Pasture
Description: Small, docile animals with feathered necks, large ears and wide tails.

Wezsqui
Bonus: +2 Food, +1 Pigments
Terrain: Grassland or Plains
Improvement Required: Pasture
Description: Stocky, tempremental animals with large fat stores, sizable horns and dull, scruffy feathers.


Spoiler Nautical :

Copuls
Bonus: +1 Food, +1 Production, +1 Pigments
Terrain: Coast
Improvement Required: Fishing Boats
Description: Enormous, fast-growing, shelled creatures that are rooted to the sea bed and are held together by tender, succulent muscles.

Eels
Bonus: +1 Food, +2 Pigments
Terrain: Coast
Improvement Required: Fishing Boats
Description: Commonly occuring, brightly coloured eels, found throughout the waters of Naeralith.

Fish
Bonus: +2 Food, +1 Pigments
Terrain: Coast
Improvement Required: Fishing Boats
Description: Umm... fish :p

Lumanins
Bonus: +3 Pigments
Terrain: Coast
Improvement Required: Fishing Boats
Description: Flourescent, translucent organisms that move with the sea currents and feed of microscopic organisms attracted to their natural glow.


Spoiler Other :

Avuulin (Wild)
Bonus: +2 Food, +1 Pigments
Terrain: Forest
Improvement Required: Camp
Description: Wild, feathered quadrapeds with fine beaks, known for their tender, lean meat.

Japula (Fruit)
Bonus: +2 Food, +1 Pigments
Terrain: Forest
Improvement Required: Plantation
Description: Large, sour orange fruits, filled with pips and saturated with juice. They grow on large, sturdy trees.

Kalkus Fruit (Fruit)
Bonus: +2 Food, +1 Pigments
Terrain: Desert
Improvement Required: Plantation
Description: Succulent red or orange fruits derived from a cactus-like plant known as Kalkus.

Malumi (Fungus)
Bonus: +3 Pigments
Terrain: Hilly Grassland or Plains
Improvement Required: Mine
Description: A flourescent, primarily subterranean fungus that sprouts large heads that release sparkling spores into the air.

Tropical Fruits (Fruit)
Bonus: +2 Food, +1 Pigments
Terrain: Jungle
Improvement Required: Plantation
Description: Naeralith's finest, juiciest tropical fruits, including traditional Scarthian delights such as Asiju, Jupama and Naabi.



Spoiler Strategic Resources :

Iron
Bonus: +3 Production
Terrain: Any featurless terrain
Improvement Required: Mine
Description: Iron

Ni'vae
Bonus: +2 Production, +1 Pigments
Terrain: Grassland or Plains
Improvement Required: Pasture
Description: Horse-like animals with feathered manes and tufts of hair around their hooves.

Primordial Eggs
Bonus: +1 Production, +1 Gold, +1 Pigments
Terrain: Forest or Jungle
Improvement Required: Camp
Description: Eggs belonging to the more ancient and primordial creatures of Naeralith such as various Naglumi.

Starmetal
Bonus: +8 Pigments
Terrain: Any featureless terrain
Improvement Required: Mine
Description: A rare, colour-enriched crystal with metallic properties originating from fallen pieces of Naeralith's double rings.

Striders
Bonus: +1 Food, +1 Production, +1 Pigments
Terrain: Jungle, Marsh or Desert
Improvement Required: Camp
Description: Tall, flamingo-like animals with webbed feet and skinny legs, varieties of which can be found in both boggy and desert-like terrain.

Sulphur
Bonus: +1 Production, +1 Gold, +1 Pigments
Terrain: Plains or Desert or any land adjacent to volcanoes
Improvement Required: Mine
Description: Sulphur

Tuvaur
Bonus: +2 Production, +1 Pigments
Terrain: Grassland and Jungle
Improvement Required: Camp
Description: Large, tusked animals with spiked tails and hardened shells.

Wyawk Young
Bonus: +1 Production, +1 Gold, +1 Pigments
Terrain: Any Hills
Improvement Required: Pasture
Description: Huge, winged animals with impressive plumage and massive wing-spans. Very dangerous but highly loyal to trainers.


Spoiler Luxury Resources :

Alendus
Bonus: +1 Food, +1 Gold, +1 Pigments
Terrain: Grassland or Forest
Improvement Required: Plantation
Description: A leafy herb with therapeutic properties. Often brewed to make drinks and used in medicine.

Dyes
Bonus: +1 Gold, +2 Pigments
Terrain: Forest or Jungle
Improvement Required: Plantation
Description: Dyes

Fine Feathers
Bonus: +1 Gold, +2 Pigments
Terrain: Grassland, Forest or Jungle
Improvement Required: Camp
Description: A source of creatures possessing some of the more luxurious, fine feathers used in Southern Asatanian fashion.

Fraeyalillies
Bonus: +2 Gold, +1 Pigments
Terrain: Grassland or Plains or Forest
Improvement Required: Plantation
Description: An incredibly rare and powerful hallucinogen with powerful medicinal properties and highly addictive qualities. Known for it's characteristic pink-purple flowers and sweet smell.

Gems
Bonus: +2 Gold, +1 Pigments
Terrain: Any Hills
Improvement Required: Mine
Description: Gems

Gold
Bonus: +2 Gold, +1 Pigments
Terrain: Any Hills
Improvement Required: Mine
Description: Gold

Incense
Bonus: +2 Gold, +1 Pigments
Terrain: Flat Desert or Plains
Improvement Required: Plantation
Description: Incense

Kacilla
Bonus: +1 Production, +1 Gold, +1 Pigments
Terrain: Flat Grassland or Plains
Improvement Required: Plantation
Description: A hardy plant that produces fluffy buds (similar to cotton) and has strong stems useful in the production of rope and textiles.

Kenji
Bonus: +2 Gold, +1 Pigments
Terrain: Forest, Jungle or Marsh
Improvement Required: Plantation
Description: A large-leafed narcotic with bright orange and yellow flowers known for it's sensual, euphoric properties and pungent smell when smoked.

Kratan
Bonus: +1 Food, +1 Gold, +1 Pigments
Terrain: Tundra or Ice
Improvement Required: Camp
Description: A marvel to Naeralith's inhabitants, this white-furred animal is the only creature on the planet to have evolved bodily hair.

Lavulo
Bonus: +1 Food, +1 Gold, +1 Pigments
Terrain: Forest
Improvement Required: Plantation
Description: Small, olive sized fruits, possessing a particularly bitter taste, regarded by many as a delicacy.

Lilmwae Crystal
Bonus: +1 Gold, +2 Pigments
Terrain: Coast
Improvement Required: Fishing Boats
Description: Coral-like organisms that form elaborate, organic crystal structures and feed in a similar way to sea anemones.

Marble
Bonus: +1 Production, +1 Gold, +1 Pigments
Terrain: Any Hills
Improvement Required: Mine
Description: Marble

Magladors
Bonus: +1 Production, +1 Gold, +1 Pigments
Terrain: Coast
Improvement Required: Fishing Boats
Description: Large marine animals prized for their long, singular horns and blubber.

Maussberries
Bonus: +1 Food, +1 Gold, +1 Pigments
Terrain: Flat Grassland or Plains
Improvement Required: Plantation
Description: Plum-sized, juicy fruits used in the production of Naeralithian wine. Comes in various reds, blues and purples.

Mayasa
Bonus: +1 Food, +1 Gold, +1 Pigments
Terrain: Jungle or Marsh
Improvement Required: Plantation
Description: Mayasa seeds are used in the production of Sulu; a thick, sour-tasting purple paste with an almost roasted quality.

Mutibi Flies
Bonus: +1 Food, +1 Gold, +1 Pigments
Terrain: Desert
Improvement Required: Camp
Description: Two-three inch long flies with fat, swollen abdomens filled with honey. These critters pack a nasty bite and live in colonies.

Obsidian
Bonus: +2 Production, +1 Gold
Terrain: Any Hills adjacent to volcanoes
Improvement Required: Mine
Description: Obsidian

Rizii
Bonus: +1 Food, +1 Gold, +1 Pigments
Terrain: Jungle
Improvement Required: Plantation
Description: A bamboo-like stimulant, often distilled into drinks or eaten raw.

Shashana
Bonus: +2 Gold, +1 Pigments
Terrain: Flat Plains or Flood Plains
Improvement Required: Farm
Description: A lush, leafy narcotic, providing mild stimulation when smoked.

Silk
Bonus: +2 Gold, +1 Pigments
Terrain: Forest or Jungle
Improvement Required: Plantation
Description: Silk

Silver
Bonus: +2 Gold, +1 Pigments
Terrain: Any Hills
Improvement Required: Mine
Description: Silver

Spices
Bonus: +2 Gold, +1 Pigments
Terrain: Jungle
Improvement Required: Jungle
Description: Spices

Sugarcups
Bonus: +1 Food, +1 Gold, +1 Pigments
Terrain: Flat Grasslands or Flood Plains adjacent to rivers
Improvement Required: Farm
Description: Tulip-like, water plants from the cuppa family that produce sticky, sugary mixtures to capture flies.

Wifyli
Bonus: +2 Gold, +1 Pigments
Terrain: Coast
Improvement Required: Fishing Boats
Description: Translucent white leaches that feed off the sea bed, forming pearls in their gut as sand is consumed.



Spoiler Improvements :

Coming Soon :)

 
Specialist Design

Spoiler Specialists :

Engineer
Yield: +2 production
Special Ability: Hurry production
Improvement: Manufactory
Improvement Effect: +4 production

Sage
Yield: +2 science
Special Ability: Research free technology
Improvement: Academy
Improvement Effect: +8 science

Merchant
Yield: +3 gold
Special Ability: Trade mission
Improvement: Customs House
Improvement Effect: +7 gold

Bard
Yield: +3 culture
Special Ability: Culture bomb
Improvement: Landmark
Improvement Effect: +4 culture, +2 gold

Sorcerer
Yield: +2 pigments
Special Ability: Boosts the effect of nearby sorcerer spells
Improvement: Prismatic Node
Improvement Effect: +3 pigments, +1 pigments on all adjacent tiles

Priest
Yield: +1 production, +1 culture, +1 gold
Special Ability: +20% longer golden age yield when sacrifised
Improvement: Shrine
Improvement Effect: +2 gold, Nearest city's trade routes generate +0.5 culture for every gold

Noble
Yield: +2 culture, +2 gold
Special Ability: Quell annexed unhappiness
Improvement: Villa
Improvement Effect: +2 gold, +2 culture, +1 happiness from each adjacent luxury resource

Slave
Yield: +3 production, -1 food
Special Ability: N/A (slaves generate no GPP)
Improvement: N/A (slaves generate no GPP)
Improvement Effect: N/A (slaves generate no GPP)

General
Yield: N/A (no normal specialists)
Special Ability: Boosts military unit effectiveness
Improvement: Citadel
Improvement Effect: +2 production, +2 gold, +100% tile defense, 3 damage to adjacent enemy units
 
Social Policy Design

Spoiler Social Policies :

Spoiler Slavery :

1 unhappiness per city
1 free slave specialist per city
Quarry improvements provide +1 production
Allows units to acquire the 'Slaver' promotion (25% chance of generating a slave from combat)

Organised Slavery

Requires unlocking of the Slavery tree
+2 production in all cities
Can construct the 'Slave Traders' building (Economic Building; Cost 100; Maintenance 0; +3 gold; +1 unhappiness; 2 free slave specialists)

Mass Enslavement

Requires unlocking of the Slavery tree
1 free slave specialist/5 population in each city
All units have a 10% chance of generating a slave from combat

Slave Economy

Requires Organised Slavery
+1 gold in all cities
Upgrade a Farm to a Slave Farm by sacrifising a slave unit on this improvement; Slave Farms act as Farms but with +1 extra food and are reverted to normal Farms when pillaged
Upgrade a Mine to a Slave Mine by sacrifising a slave unit on this improvement; Slave Mines act as Mines but with +1 extra production and are reverted to normal Mines when pillaged
Upgrade a Plantation to a Slave Plantation by sacrifising a slave unit on this improvement; Slave Plantations act as Plantations but with +1 extra commerce and are reverted to normal Plantations when pillaged

Sex Slaves

Requires Organised Slavery
+1 happiness in all cities
May sacrifise up to 6 slave units per city to provide +1 permanent happiness

Cultural Slavery

Requires Sex Slaves and Mass Enslavement
+2 culture in all cities
Slave Specialists produce GPP towards a Great Slave (Can be sacrifised in a city for a permanent +2 happiness; May construct a Slave School improvement, which provides +3 food, +1 production and +3 culture to the tile)

 
Magic Design

Spoiler Magic :

Spoiler Spells :

Spoiler Basic Colours :

Spoiler Basic Colour Image Atlas :




Scarlet

Scarlet is the colour of deep emotion and passion. It is the most volatile of all the colours, throbbing with the amalgamated power of all strong feelings, from anger and desire to love and despair. Scarlet spells are involved with the manipulation of feelings and the emotional state of an individual. Sorcerers who practise lots of scarlet magic are prone to mood swings, fieriness and increased libido.

Empathic Blast: Target adjacent living enemy unit; Target receives 40-50% damage
Charm Person: Requires Level 3 and Sorcerer Apprentice; Target adjacent living enemy unit; Target unit receives the 'Charmed' promotion, preventing them from attacking; Can be dispelled; Promotion has a 25% chance of being removed each turn
Rage: Requires Level 3 and Sorcerer Apprentice; Target adjacent living friendly unit; Target unit receives the 'Enraged' promotion, giving them +10% attack, -10% defence and allowing them to attack multiple times per turn; Can be dispelled; Promotion has a 25% chance of being removed each turn
Jubilation: Requires Level 6 and Sorcerer; While sorcerer is in a city, happiness is provided based on the sorcerer's experience (TBA)
Betrayal: Requires Level 6 and Sorcerer; Target adjacent living friendly unit; Target has a chance of permanently converting to your civilisation (TBA)

Amber

Amber is the colour of bodily energy, metabolism and kinesis. The from a beating heart to the movement of the wind, amber exists in all things. It is the most conspicuous of all colours and its presence is almost impossible to hide. Amber spells are involved with physical enhancement and control over matter, including transmogrifications and polymorph. Sorcerers who practise lots of amber magic tend to be lively but nervous individuals, often prone to overreaction.

Telekinetic Wave: All adjacent enemies are damaged 10% and pushed randomly into adjacent tiles (TBA)
Growth: Requires Level 3 and Sorcerer Apprentice; Target adjacent living friendly unit; Target unit receives the 'Enlarged' promotion, giving them +20% strength; Can be dispelled; Promotion has a 25% chance of being removed each turn
Flight: Requires Level 3 and Sorcerer Apprentice; Passive Effect; Sorcerer has +1 movement, ignores terrain penalties and can cross mountains
Polymorph: Requires Level 6 and Sorcerer; Target adjacent animal resource on the same tile as the sorcerer; Resource is transformed into another random animal resource; Further applications of this spell on the same resource will cause it to switch between the two
Telekinesis: Requires Level 6 and Sorcerer; While sorcerer is in a city, production is provided based on the sorcerer's experience (TBA)

Citrine

Citrine is the colour of beauty, fortune and fate. It is the most fickle of all colours, often unpredictable and difficult to control, unconcerned with loyalty or the long-term success of its wielders. Citrine spells are involved with fate, luck, mirages and flamboyant illusions. Sorcerers who practise a lot of citrine magic are often vain, jealous and fickle.

Bolt of Fate: Target enemy unit within sight of the sorcerer; Target receives 1-30% damage
Fortune: Requires Level 3 and Sorcerer Apprentice; Target adjacent living friendly unit; Target unit receives the 'Lucky' promotion, causing them to retreat from combat when they would otherwise be killed; Can be dispelled; Promotion is removed if the unit retreats
Beauty: Requires Level 3 and Sorcerer Apprentice; Passive Effect; Sorcerer may enter rival territory without open border agreements
Mirror Image: Requires Level 6 and Sorcerer; Target adjacent friendly unit; This spell creates a duplicate copy of the target on a random adjacent tile, which cannot attack and dies before combat
Mirage: Requires Level 6 and Sorcerer; While sorcerer is in a city, there is a chance based on the sorcerer's experience that enemy attacks will be negated (TBA)

Jade

Jade is the colour of protection and guidance. It is a negatory colour, naturally protecting those it encounters and purging other colours from its surroundings. For this reason it is much harder to combine with other colours, particularly scarlet and violet. Jade spells are involved with protection of both the body and soul as well as counter-magic. Sorcerers who practise lots of jade magic are usually stubborn, defensive and argumentative.

Dispel: Target adjacent unit; All dispellable promotions are removed from the target
Necromantic Ward: Requires Level 3 and Sorcerer Apprentice; Aura Effect; Nearby units cannot be turned to undead; Range based on sorcerer's experience (TBA)
Counter Spell: Requires Level 3 and Sorcerer Apprentice; Passive Effect; Increases the miscast chance of enemy spells when cast near the sorcerer; Range based on sorcerer's experience (TBA)
Forcefield: Requires Level 6 and Sorcerer; While sorcerer is in a city, defense is provided based on the sorcerer's experience (TBA); If cast while the sorcerer is on a tile, a Forcefield improvement is created (TBA)
Soul Shield: Requires Level 6 and Sorcerer; Target adjacent living friendly unit; Target unit receives the 'Soul Shield' promotion, rendering them immune to necromancy and damage caused by necromancy; Can be dispelled; Promotion has a 25% chance of being removed each turn

Azure

Azure is the colour of intellect and understanding. It flows through the mind of every sentient being, yet is the most complex of all colours. It usually requires more effort to channel and, despite its popularity amongst sorcerers, is not very well understood. Azure spells are involved with mind reading, perception and higher thought. Sorcerers who practise lots of azure magic are often bright, insightful and very eccentric.

Psychic Pulse: All nearby living units receive 10% damage; Range based on sorcerer's experience (TBA)
Inspiration: Requires Level 3 and Sorcerer Apprentice; While sorcerer is in a city, science is provided based on the sorcerer's experience (TBA)
Insight: Requires Level 3 and Sorcerer Apprentice; Passive Effect; +50% verses Recon units; Provides defence bonus based on the sorcerer's experience (TBA)
Telepathy: Requires Level 6 and Sorcerer; Target any friendly unit, regardless of distance; Target unit receives the 'Telepathic Bond' promotion, providing experience to the casting sorcerer whenever the unit gains experience; Can be dispelled; Promotion has a 10% chance of being removed each turn; Limit on the number of Telepathic Bonds a sorcerer can maintain is determined by experience (TBA)
Mind Reading: Requires Level 6 and Sorcerer; Target enemy unit within sight of the sorcerer; Target unit receives the 'Mind Reading' promotion, revealing the fog of war as if it were your own unit; Promotion is hidden; Can be dispelled; Promotion has a 10% chance of being removed each turn

Violet

Violet is the colour of subtlety and subterfuge, existing in the shadows of the mind, beyond normal perception. It is the hardest colour to detect, even by magical means. In fact, unlike other forms of magic that leave detectable 'imprints' on their surroundings, pure violet magic is virtually untraceable. Violet spells are involved with deception, concealment and the ability to 'dull' the effect of other colours. Sorcerers who practise lots of violet magic tend to be quiet and withdrawn.

Nightmare: Target enemy unit within sight of the sorcerer; Target unit receives the 'Nightmare' promotion, rendering them immobile; Can be dispelled; Promotion has a 25% chance of being removed each turn
Dampening: Requires Level 3 and Sorcerer Apprentice; Passive Effect; Sorcerer and nearby friendly units have a chance that beneficial spells cannot be dispelled; Chance based on sorcerer's experience (TBA)
Concealment: Requires Level 3 and Sorcerer Apprentice; Target self or adjacent friendly unit; Target unit receives the 'Invisibility' promotion, rendering it invisible; Can be dispelled; Promotion is removed if the unit attacks, casts a spell or uses an ability
Tenacious Magic: Requires Level 6 and Sorcerer; Passive Effect; Chance of ignoring Jade counter magic effects based on sorcerer's experience (TBA)
Obfuscation: Requires Level 6 and Sorcerer; Target self or adjacent friendly unit; Target unit receives the 'Obfuscated' promotion, providing them with hidden nationality; Can be dispelled; Promotion has a 25% chance of being removed each turn


 
Reserved for later use...
 
Reserved for later use...
 
Reserved for later use...
 
Reserved for later use...
 
Reserved for later use...
 
Bear with me people, I'm constructing this thread as we speak.

I've reserved a lot of posts to fit in the whole design... and to not have issues with character limits in the future ;)

Al
 
UPDATES

OK done with the new thread, which should hopefully be more accessible and well-laid out :D

I have moved the content across and post number 2 shows an index to help navigate between the various design elements of the mod :)

More design will be posted soon so stay tuned ;)

Al
 
TYhe New Thread looks great :) now you just need to add in the Seelie and Newetah designs ;)
 
TYhe New Thread looks great :) now you just need to add in the Seelie and Newetah designs ;)

Thanks! :)

Yeah I intend to add them tonight since I have got some space now :D

Also, I will drop you a mail about those Margoria icons :)

Al
 
Top Bottom