Pazyryk
Deity
- Joined
- Jun 13, 2008
- Messages
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On to another topic...
Civilizations and Traits
You begin the game simply as “a tribe of Man” or “a tribe of Heldeofol” and your first city will have a similarly generic name (initially). Certain early conditions (listed below) will trigger a “civilization-defining” event that will give you two options: 1) take a name and trait related to the event (this will also name your capital) or 2) decline the name and trait allowing a subsequent and different civilization-defining event to occur. You can only decline the name/trait (2nd option) once. However, you can provide your own civ name at any time by clicking on your civ's current name in the Diplomacy View. Throughout the game, your civilization will acquire additional traits while maintaining its name. Trait-confering events are largely a consequence of your decisions, discoveries and accomplishments. Thus, you can focus your civilization very narrowly in one area, say agriculture or seafaring, or take a broader approach (either is viable by design).
[Technical note: I'm using Civ5 "Civilizations" to specify race. The "civs" I'm speaking of here (and traits too) are entirely new Table/Lua entities. They don't integrate very well with the core "flavor" AI, but they are central in my own Lua AI which controls all Tech/Policy choices and has other major influences on AI. In any case, these are the names you will see in the Diplo list and all other UI, so they are civilizations in every way that matters.]
Links to previous info:
Civilizations (with triggering condition and associated trait)
Abbreviations should be fairly clear, I think. Triggering conditions are listed in parentheses (race: H=Heldeofol; M=Man; note that some are available to either race). Once a civ takes a name, then it no longer counts against other civs being "first" to something (i.e., you might really be 2nd to build a library, but you are the 1st to do it without already having a civ name). For some civs, I've listed the civ adjective and civ capital name next. Then I list the civ-associated trait effects. When you see *engineer, that means that this civ has an increased likelihood to generate engineers over other GPs (absolute frequency of GP appearance is not affected at all). This is all a work-in-progress, so details will change and many are blank at this time. In general, I want these to have a fairly big influence on how a player develops his/her civ.
Clan of _______ (H; first kill) All Heldeofol civs gain a Warrior after their first kill (non-civilian), and take a name from that individual. (Note that "Warrior" is a great person with a unique name. "Army" or "fleet" units are always named in the plural.). +15% military land unit production. Note that this is the only civ name / trait that can be replaced. A Heleofol civ that subsequently is first to one of the H-allowed conditions below has the option to drop Clan of ____ for another name / trait combo (e.g., Ikkos, Âb, Gerzah, Mord, Nezhêlîba, etc.).
-- first to tech
Ikkos (M, H; Horseback Rinding) +3c per improved horse; 20% chance / turn for 1 xp (all horse-mounted); *warrior
Âb (M, H; 2 Mounted Elephants) Âb; Âbu; +3c per imp. elephant; +50% research toward all downstream techs
Fir Bolg (M; Domestication) Fir Bolg; Fir Bolg; +1p1g from pastures
Cruithni (M,H; Tracking) Cruithni; Fiach; +1f1p from camps
Galway (M; Archery) Galwians; Galway; +30% str/rng archers; extra nearby Yew; *warrior
Daggoo (M; Harpoons) Daggoo; Hereheretua; +1f1p1g1c from whales
Fomhóire (M; Sailing) Fomorians; Faoi-mhuir; Can enter ocean tiles (receive sea warrior Cíocal?)
Parakhora (M; Milling) Parakhora; Parakh; free Watermill or Windmill in every city
Ninkasi (M; Zymurgy) Ninkasi; free Brewery every city; *artist
Girnar (M; Irrigation) Girnar; marsh drainage always permanent; farms spread fresh water 1 tile
Aldebar (M; Calendar) Aldebaran; +2c from all plantations
Hod (M; Divine Liturgy) +1c1h from all religious buildings
Axagoria (M; Philosophy) Axagorians; Clazomenae; 50% extra happy to research; *sage
Áes dána (M; Drama); 50% extra happiness to culture; *artist
Lagad (M; Mathematics) Lagad; Lagadha -1% Research Maint per downstream tech; *sage
Mamonas (M; Coinage) Dispáter; +3g from gold and silver; 5% interest on treasury; *merchant
Sophronia (M; Masonry) Sophronians; Pétra; gain nearby stone; +20%c per wonder; receive engineer Sophroniscus; *engineer
Vincha (M,H; Bronze W.) Vinchans; Bakar; +50% research toward all downstream techs; *engineer
Úr (M; Deep Mining) block Deep Mining to other Men (Heldeofol already have it as starting tech); learn Knowledge of the Underdark; can build only mines, quarries and plantations; no food from tiles other than hills and mountains; no food/production change from forest or jungle.
Orkahaugr (H; Underdark Lore) Orkahaugr; +1f1p from mines
-- first to policy branch
There will only be 5 policy branches at release. Eventually, there will be 10.
Kaza (M; Agrarianism) Tóppí Ké; +10% f from granery
Nemedia (M; Militerism) Nemedians; Nemed; extra culture from kills; receive warrior Nemed *warrior
Mord (H; Militerism) Mord; Bellator; extra culture from kills; *warrior
Theano (M; Scholasticism); -0.5% Research Maintanance per tech; Sage of same name; *sage
Partholón (M; Commerce) ; Partholónians; Inbhear Scéine; +10%g from trade; receive merchant of same name. *merchant
Nezhêlîba (M,H; Slavery) Nezhelibian; Orjuu; 50% reduced production and purchase cost for slaves
-- first to construct a building
Ys (M; library) Ysians; Ys. +1s per pop in capital; free University when policy/tech reqs met ; *sage
Mór (M; marketplace) Mór; Týros; *merchant
Gerzah (M, H; forge) Gerzahns; Bigorna; free forge in every city; *engineer
Palare (M; fair) Palari; Parlyaree; +2 culture per artisan; *artist
-- first to build a unit
Hy-Breasil (M; galleys) Breasilians; Uí Breasail; free harbors and +2f2g from adj natural harbor; *merchant
Sisukas (M; light infantry) *warrior
Ebor (M; mounted elephants) Eborians; Mang Ont *warrior
? (horsemen)
-- improvement/resource-based
Mayd (M; 2 fishing boats) Maydans; +1f1p per sea resource; Vlænderen
Agartha (M; 2 mined resources) +1p1c per mined resource
-- other (these take priority if simultanious with a condition above)
Bakcheia (M; Zymurgy & 2 nearby wine) +2g3c / winery
Anaphora (M; Divine Liturgy & 2 nearby Incense) free Monasteries all cities
Hippus (M; Horseback R. & Commerce policy) (capital and city names from FFH) gain Mercenaries policy; +30% extra gold from hiring out mercenaries
Subsequent (not civ-naming) traits
OK, to be honest I haven't gotten far here. My imagination has run a little dry. I've built the entire Table/Lua system but not made more than a few entries. The basic idea is that these will be smaller effects than those above (generally) and any civ can gain 3 or 4 more traits as the game progresses. The civ-naming traits above are "tier 1" traits. Then there are tier 2, 3, 4 traits (I'm not going to name these because I don't want to add 100 names that are just ignored/forgotten anyway). Each civ can only have one trait at each tier, so no single civ gets to run away with all the traits. Here is the kind of stuff I'm working on:
--seafaring related
t2. First 4 cities are coastal. +2g per coastal city
t2. 5 improved sea resources. +1c per improved sea resource
t2. ##sea tiles revealed. +1 water vision
t3. circumnavigation. +1 move naval
--horselords (culture revolves around horses; better or more easily supported horse military [these folks might be a little week in culture and gold so a little boost here will help])
t2. 8 pastured horses tiles. +2c per improved horse
t2. 6 horse-mounted units
t2. 3 stables. +2c per stable
t2. victory with horse-mounted. +20% str horse-mounted
t3. 1st to Warhorses. +5xp all horse-mounted units
t3. 6 stables. +2g per stable
t3. 16 pastured horses. +2g per improved horse
t3. 10 horse-mounted units. +5 support-free horse-mounted units
and so on...
Civilizations and Traits
You begin the game simply as “a tribe of Man” or “a tribe of Heldeofol” and your first city will have a similarly generic name (initially). Certain early conditions (listed below) will trigger a “civilization-defining” event that will give you two options: 1) take a name and trait related to the event (this will also name your capital) or 2) decline the name and trait allowing a subsequent and different civilization-defining event to occur. You can only decline the name/trait (2nd option) once. However, you can provide your own civ name at any time by clicking on your civ's current name in the Diplomacy View. Throughout the game, your civilization will acquire additional traits while maintaining its name. Trait-confering events are largely a consequence of your decisions, discoveries and accomplishments. Thus, you can focus your civilization very narrowly in one area, say agriculture or seafaring, or take a broader approach (either is viable by design).
[Technical note: I'm using Civ5 "Civilizations" to specify race. The "civs" I'm speaking of here (and traits too) are entirely new Table/Lua entities. They don't integrate very well with the core "flavor" AI, but they are central in my own Lua AI which controls all Tech/Policy choices and has other major influences on AI. In any case, these are the names you will see in the Diplo list and all other UI, so they are civilizations in every way that matters.]
Links to previous info:
Civilizations (with triggering condition and associated trait)
Abbreviations should be fairly clear, I think. Triggering conditions are listed in parentheses (race: H=Heldeofol; M=Man; note that some are available to either race). Once a civ takes a name, then it no longer counts against other civs being "first" to something (i.e., you might really be 2nd to build a library, but you are the 1st to do it without already having a civ name). For some civs, I've listed the civ adjective and civ capital name next. Then I list the civ-associated trait effects. When you see *engineer, that means that this civ has an increased likelihood to generate engineers over other GPs (absolute frequency of GP appearance is not affected at all). This is all a work-in-progress, so details will change and many are blank at this time. In general, I want these to have a fairly big influence on how a player develops his/her civ.
Clan of _______ (H; first kill) All Heldeofol civs gain a Warrior after their first kill (non-civilian), and take a name from that individual. (Note that "Warrior" is a great person with a unique name. "Army" or "fleet" units are always named in the plural.). +15% military land unit production. Note that this is the only civ name / trait that can be replaced. A Heleofol civ that subsequently is first to one of the H-allowed conditions below has the option to drop Clan of ____ for another name / trait combo (e.g., Ikkos, Âb, Gerzah, Mord, Nezhêlîba, etc.).
-- first to tech
Ikkos (M, H; Horseback Rinding) +3c per improved horse; 20% chance / turn for 1 xp (all horse-mounted); *warrior
Âb (M, H; 2 Mounted Elephants) Âb; Âbu; +3c per imp. elephant; +50% research toward all downstream techs
Fir Bolg (M; Domestication) Fir Bolg; Fir Bolg; +1p1g from pastures
Cruithni (M,H; Tracking) Cruithni; Fiach; +1f1p from camps
Galway (M; Archery) Galwians; Galway; +30% str/rng archers; extra nearby Yew; *warrior
Daggoo (M; Harpoons) Daggoo; Hereheretua; +1f1p1g1c from whales
Fomhóire (M; Sailing) Fomorians; Faoi-mhuir; Can enter ocean tiles (receive sea warrior Cíocal?)
Parakhora (M; Milling) Parakhora; Parakh; free Watermill or Windmill in every city
Ninkasi (M; Zymurgy) Ninkasi; free Brewery every city; *artist
Girnar (M; Irrigation) Girnar; marsh drainage always permanent; farms spread fresh water 1 tile
Aldebar (M; Calendar) Aldebaran; +2c from all plantations
Hod (M; Divine Liturgy) +1c1h from all religious buildings
Axagoria (M; Philosophy) Axagorians; Clazomenae; 50% extra happy to research; *sage
Áes dána (M; Drama); 50% extra happiness to culture; *artist
Lagad (M; Mathematics) Lagad; Lagadha -1% Research Maint per downstream tech; *sage
Mamonas (M; Coinage) Dispáter; +3g from gold and silver; 5% interest on treasury; *merchant
Sophronia (M; Masonry) Sophronians; Pétra; gain nearby stone; +20%c per wonder; receive engineer Sophroniscus; *engineer
Vincha (M,H; Bronze W.) Vinchans; Bakar; +50% research toward all downstream techs; *engineer
Úr (M; Deep Mining) block Deep Mining to other Men (Heldeofol already have it as starting tech); learn Knowledge of the Underdark; can build only mines, quarries and plantations; no food from tiles other than hills and mountains; no food/production change from forest or jungle.
Orkahaugr (H; Underdark Lore) Orkahaugr; +1f1p from mines
-- first to policy branch
There will only be 5 policy branches at release. Eventually, there will be 10.
Kaza (M; Agrarianism) Tóppí Ké; +10% f from granery
Nemedia (M; Militerism) Nemedians; Nemed; extra culture from kills; receive warrior Nemed *warrior
Mord (H; Militerism) Mord; Bellator; extra culture from kills; *warrior
Theano (M; Scholasticism); -0.5% Research Maintanance per tech; Sage of same name; *sage
Partholón (M; Commerce) ; Partholónians; Inbhear Scéine; +10%g from trade; receive merchant of same name. *merchant
Nezhêlîba (M,H; Slavery) Nezhelibian; Orjuu; 50% reduced production and purchase cost for slaves
-- first to construct a building
Ys (M; library) Ysians; Ys. +1s per pop in capital; free University when policy/tech reqs met ; *sage
Mór (M; marketplace) Mór; Týros; *merchant
Gerzah (M, H; forge) Gerzahns; Bigorna; free forge in every city; *engineer
Palare (M; fair) Palari; Parlyaree; +2 culture per artisan; *artist
-- first to build a unit
Hy-Breasil (M; galleys) Breasilians; Uí Breasail; free harbors and +2f2g from adj natural harbor; *merchant
Sisukas (M; light infantry) *warrior
Ebor (M; mounted elephants) Eborians; Mang Ont *warrior
? (horsemen)
-- improvement/resource-based
Mayd (M; 2 fishing boats) Maydans; +1f1p per sea resource; Vlænderen
Agartha (M; 2 mined resources) +1p1c per mined resource
-- other (these take priority if simultanious with a condition above)
Bakcheia (M; Zymurgy & 2 nearby wine) +2g3c / winery
Anaphora (M; Divine Liturgy & 2 nearby Incense) free Monasteries all cities
Hippus (M; Horseback R. & Commerce policy) (capital and city names from FFH) gain Mercenaries policy; +30% extra gold from hiring out mercenaries

Subsequent (not civ-naming) traits
OK, to be honest I haven't gotten far here. My imagination has run a little dry. I've built the entire Table/Lua system but not made more than a few entries. The basic idea is that these will be smaller effects than those above (generally) and any civ can gain 3 or 4 more traits as the game progresses. The civ-naming traits above are "tier 1" traits. Then there are tier 2, 3, 4 traits (I'm not going to name these because I don't want to add 100 names that are just ignored/forgotten anyway). Each civ can only have one trait at each tier, so no single civ gets to run away with all the traits. Here is the kind of stuff I'm working on:
--seafaring related
t2. First 4 cities are coastal. +2g per coastal city
t2. 5 improved sea resources. +1c per improved sea resource
t2. ##sea tiles revealed. +1 water vision
t3. circumnavigation. +1 move naval
--horselords (culture revolves around horses; better or more easily supported horse military [these folks might be a little week in culture and gold so a little boost here will help])
t2. 8 pastured horses tiles. +2c per improved horse
t2. 6 horse-mounted units
t2. 3 stables. +2c per stable
t2. victory with horse-mounted. +20% str horse-mounted
t3. 1st to Warhorses. +5xp all horse-mounted units
t3. 6 stables. +2g per stable
t3. 16 pastured horses. +2g per improved horse
t3. 10 horse-mounted units. +5 support-free horse-mounted units
and so on...