Tech Discovery
Hippus (M; Horseback Riding & Commerce policy branch opened) Capital and city names from Fall From Heaven (this is my tribute civ). Gain the Mercenaries policy for free. Horse-mounted units have the Strong Mercenaries promotion making them 20% stronger when hired as mercenaries, thus favored by civilizations and city states when hiring mercenaries. Favored Techs: all in the Horseback Riding and Domestication rows, Currency, Coinage, Banking (10). Enabled Policies: Pastoralists, Horselords, Traders, Bankers.
Ikkos (M, S; Horseback Riding) +3c per improved Horses; 20% chance / turn for 1 xp gain for all horse-mounted units; Favored Techs: all from Horseback Riding and Domestication rows, Agriculture, Currency (9). Enabled Policies: Pastoralists, Horselords, Nomads, Caravaners.
Âb (M, S, H; 2 Mounted Elephants) Capital: Âbu. +2p1c per improved Elephants. +20% extra research toward Favored Techs. Favored Techs: all from Elephant Training and Hunting rows (9). Enabled Policies: Hunters, Elephant Tribe, Animal Masters, Beastmasters.
Fir Bolg (M, S; Animal Husbandry) +1p1g from pastures. Favored Techs: all from Domestication row, Agriculture, Fishing, Currency, Horseback Riding (8). Enabled Policies: Nomads, Pastoralists, Breeders, Caravaners
Cruithni (M, S, H; Tracking) Capital: Fiach; +1f1p from camps. Favored Techs: all from Hunting row, Mumikil Riding, Song of Leviathan (5). Enabled Policies: Nomads, Hunters, Animal Masters, Beastmasters, Tundra Survivors.
Crécy (M, S; Archery) Capital: Crécy; free Strong Archer (+30% str/rng) promotion for all units in the archer and horse-mounted archer lines; gain nearby Yew. Favored Class: Warrior. Favored Techs: all from Archery row, Stirrups, War Horses, Tracking & Trapping, Harpoons (6). Enabled Policies: Hunters, Archers, Marksmen.
Daggoo (M, S; Harpoons) Capital: Héréhérétué. +1f1p1g1c from whales. Favored Techs: all from Hunting and Harpoons rows, Fishing, Sailing, Ship Building, Navigation, Song of Leviathan (9). Enabled Policies: Seafarers, Beastmasters, Whale Hunters, Astronomers.
Fomhóire (M, S; Sailing) Capital: Faoi-mhuir. All units can enter ocean tiles immediately. Favored Techs: all from Fishing and Harpoons rows, Milling, Calendar, Astronomy (9). Enabled Policies: Seafarers, Sea Traders, Whale Hunters, Astronomers.
Parakhora (M; Milling) Capital: Parakh; free Watermill or Windmill in every city. Favored Class: Merchant. Favored Techs: Agriculture, Milling, Forestry, Irrigation, Crop Rotation, Calendar, Currency (5). Enabled Policies: Agriculturalists, Pastoralists, Millers, Caravaners.
Neith (M, S; Weaving) Capital: Zau. Favored Class: Merchant. Favored Techs: Agriculture, Weaving, Fine Textiles, Milling, Domestication, Animal Husbandry, Drama, Music, Aesthetics, Machinery (8). Enabled Policies: Agriculturalists, Millers, Weavers, Craftsmen, Traders.
Eleutherios (M, S; Zymurgy & 2 nearby Wine) +2g3c from Vineyards. Gain Oenology tech.
Ninkasi (M, S; Zymurgy) Capital: Ninkasi; free Brewery every city. Favored Class: Bard. Favored Techs: Agriculture, Zymurgy, Milling, Irrigation, Drama, Music, Alchemy, Chemistry, Aesthetics (7). Enabled Policies: Craftsmen, Brewers, Traders, Bards
Girnar (M; Irrigation) Capital: Girnar; marsh drainage always permanent; farms spread fresh water 1 tile. Favored Techs: Agriculture, Irrigation, Crop Rotation, Milling, Calendar, Masonry, Construction, Engineering (6). Enabled Policies: Agriculturalists, Engineers,
Aldebar (M, S; Calendar) Capital: Aldebaran; +2c from all plantations. Favored Techs: Agriculture, Writing, Calendar, Milling, Irrigation, Astronomy, Philosophy, Currency, Mathematics (6). Enabled Policies: Agriculturalists, Astronomers, Scholars, Traders.
Anaphora (M; Divine Liturgy & 2 nearby Incense) Free Monasteries all cities. +2df from Incense.
Isallin (M, S; Divine Liturgy) +1c1h from all religious buildings. Favored Class: Devout. Favored Techs: all from Calendar and Divine Liturgy rows, Writing, Philosophy (8). Enabled Policies: Astronomers, Missionaries, Scholars, Zealots, Theologists
Stygia (M, H; Maleficium). Founding Great Person: A Lich. Gain Mana from kills. Favored Techs: all from Maleficium and Sorcery rows, Thaumaturgy, Lycanthropy, Vampirism (10). Enabled Policies: Scholars, Philosophers, Arcane Scholars, Arcane Elite, Sorcerers. Favored Class: Thaumaturge.
Moriquendi (S; Maleficium). Founding Great Person: Eöl (Sorcerer) Gain Mana from kills. Favored Class: Thaumaturge.
Lemuria (M, S; Thaumaturgy) Favored Class: Thaumaturge. Favored Techs: all from Thaumaturgy and Transmutation rows, Enchantment, Illusion, Phantasmagora (10). Enabled Policies: Scholars, Philosophers, Arcane Scholars, Arcane Elite, Enchanters. Favored Class: Thaumaturge.
Axagoria (M, S; Philosophy) Capital: Clazomenae. Founding Great Person: A Sage. 50% extra happy to research. Favored Class: Sage. Favored Techs: all from Writing row, Mathematics, Alchemy, Chemistry, Medicine (9). Enabled Policies: Scholars, Philosophers, Astronomers, Metaphysicists, Cosmologists
Iacchia (M, S; Drama) Golden Ages last 50% longer. Favored Class: Bard. Favored Techs: Writing, Drama, Philosophy, Literature, Music, Aesthetics, Enchantment, Illusion, Phantasmagora (7). Enabled Policies: Scholars, Bards, Enchanters, Illusionists
Lagad (M, S; Mathematics) Capital: Lagadha. Trait: -2% Research Maint for Mathematics and all downstream techs; receive sage Lagad as first leader. Favored Class: Sage. Favored Techs: Writing, Currency, Mathematics, Music, Alchemy, Chemistry, Coinage, Banking, Mechanics, Engineering, Machinery, Steam Power, Architecture, Ethereal Architecture (11). Enabled Policies: Scholars, Mathematicians, Engineers, Machinists, Architects
Mamonas (M, S; Coinage) Capital: Dispáter. Trait: +1g from gold and silver; gain 0.5% interest on treasury per turn in capital. Favored Class: Merchant. Favored Techs: Currency, Mining, Coinage, Writing, Mathematics, Banking, Bronze Working, Calendar, Weaving, Masonry, Construction (8). Enabled Policies: Traders, Bankers, Craftsmen, Jewelers, Gold- & Silversmiths.
Sophronia (M; Masonry) Capital: Pétra. Founding Great Person: Sophroniscus (Engineer). Gain nearby stone. Great Person builds take 30% less time. Favored Class: Engineer. Favored Techs: Mining, Masonry, Construction, Writing, Mathematics, Mechanics, Engineering, Sanitation, Architecture, Ethereal Architecture (8). Enabled Policies: Miners, Stonemasons, Monument Builders, Engineers, Architects.
Luchtain (S; Masonry) Capital: Falias. Founding Great Person: Luchta (Engineer). Gain nearby stone. Great Person builds take 30% less time. Favored Class: Engineer. Favored Techs: Mining, Masonry, Construction, Writing, Mathematics, Mechanics, Engineering, Sanitation, Architecture, Ethereal Architecture (8). Enabled Policies: Miners, Stonemasons, Monument Builders, Engineers, Architects.
Vinča (M, H; Bronze W.) Capital: Bakar. +50% research toward all downstream techs; Favored Class: Engineer. Favored Techs: all from Mining and Deep Mining rows, Masonry, Construction (8). Enabled Policies: Miners, Deep Miners, Smelters, Weapon Smiths, Weapon Masters.
Gobann (S; Bronze W.) Capital: Findius. Founding Great Person: Goibniu (Engineer). +30% research toward all downstream techs. Favored Class: Engineer. Favored Techs: all from Mining and Deep Mining rows, Masonry, Construction (8). Enabled Policies: Miners, Deep Miners, Smelters, Weapon Smiths, Weapon Masters.
Úr (M, S; Deep Mining and capital adjacent to mountain) Capital: Ullrul. “We forsake the sun, the meadow and the gentle breeze, and go into the depths of Éa, … to our underdark home that we call Úr.” Unlock and immediately discover Deep Farming (which is otherwise closed to Man and Sidhe). Gain yield only from Mines, Quarries, Deep Mines, Deep Farms and their associated resources; other resources can be improved for trade but provide no plot yield. Cities can be founded adjacent to mountains only. Cannot train horse-mounted or elephant units. Traverse mountains as if they were roads. Favored Techs: Mining, Deep Mining, Earth Divination, Deep Farming, Deep Roads, Knowledge of the Underdark, Currency, Coinage, Masonry, Construction, Bronze Working, Iron Working (9). Enabled Policies: Miners, Deep Miners, Underdark Denizens, Craftsmen, Jewelers, Gold- & Silversmiths.
Orkahaugr (H; Underdark Paths) Favored Techs: Mining, Deep Mining, Earth Divination, Underdark Paths, Deep Roads, Currency, Coinage, Masonry, Construction, Bronze Working, Iron Working (9) Enabled Policies: Miners, Deep Miners, Underdark Denizens, Smelters, Weapon Smiths.
Policy Adoption
Reynes (M; Aristocracy) Culture and buy cost of plots reduced by 33%. Favored Techs: Domestication, Animal Husbandry, Animal Industry, Agriculture, Milling, Forestry, Zymurgy, Weaving, Irrigation, Crop Rotation, Calendar (9). Enabled Policies: Pastoralists, Animal Breeders, Agriculturalists, Millers.
Biarmaland (M; Guilds) All specialists provide +2 in their respective yield type. Favored Techs: Domestication, Animal Husbandry, Animal Industry, Agriculture, Milling, Forestry, Zymurgy, Weaving, Irrigation, Crop Rotation, Calendar (9). Enabled Policies: Pastoralists, Animal Breeders, Agriculturalists, Millers.
Kaza (M; Civil Service) Capital: Tóppí Ké. “We are folk of the farm, domesticators of plant and animal. Our land and our people are fertile. We will transform this land into farms, pastures and mills as far as the eye can see.” +20% food in all cities. Favored Techs: Domestication, Animal Husbandry, Animal Industry, Agriculture, Milling, Forestry, Zymurgy, Weaving, Irrigation, Crop Rotation, Calendar (9). Enabled Policies: Pastoralists, Animal Breeders, Agriculturalists, Millers.
Eóganachta (S; any policy within the Agrarianism branch) Capital: Cnoc Eógan. Loose Sidhe penalties for growth and settler production. Favored Techs: Domestication, Animal Husbandry, Animal Industry, Agriculture, Milling, Forestry, Zymurgy, Weaving, Irrigation, Crop Rotation, Calendar (9). Enabled Policies: Pastoralists, Animal Breeders, Agriculturalists, Millers.
Skógr (M; any policy within the Pantheism branch) Capital: Lauf. Founding Great Person: Nál (Druid). +20 base relationship with all Gods and +4 with The Fey. Favored Techs: Hunting, Tracking & Trapping, Gamekeeping, Archery, Bowyers, Agriculture, Writing, Zymurgy, Calendar, Drama. Enabled Policies: Hunters, Animal Masters, Bards, Woodsmen. Favored Class: Devout.
Banba (S; Animal Lore) Founding Great Person: Banba (Druid). +33% combat versus Animal and Beast units. +1c from each camp, pasture, fishing boats and whaling boats. Enabled Policies: Woodsmen, Hunters, Animal Masters, Beastmasters. Favored Class: Devout.
Ériu (S; Woods Lore) Capital: Tír inna n-Óc. Founding Great Person: Ériu (Druid). Move through friendly woods as road. +1c from each plantation and farm. Enabled Policies: Woodsmen, Herbalists, Hunters. Favored Class: Devout.
Fódla (S; Earth Lore) Founding Great Person: Fódla (Druid). Faster movement in hills. Can cross mountains. +1c from each mine and quarry. Enabled Policies: Pantheists, Woodsmen, Hunters, Miners, Deep Miners, Jewelers, Gold- & Silversmiths. Favored Class: Devout.
Netzach (M; Mysticism) Founding Great Person: A Priest. Free Shrine in every city. Favored Class: Devout.
Yesod (M; Way of the Wise) Founding Great Person: Priest. Gain 4 free Incense. Favored Class: Devout.
The Hod (M; Priesthood) Capital: Aslan. Founding Great Person: A Priest. +1 Divine Favor for each religious building. Double religious pressure from trade routes. Favored Class: Devout.
O (M; Arcane Elite or Arcane Tradition) Capital: Ozymandia. “We are masters of the arcane, wise and dangerous. Call us O (if you must address us). It is simple enough for you to remember.” Founding Great Person: Ozymandias (Wizard). +5 Mana from capital; +30% research for all magic techs. Favored Class: Thaumaturge.
Mu (S; Arcane Elite or Arcane Tradition) Capital: Tír Tairngire. Founding Great Person: A Wizard. +5 Mana from capital. +30% research for all magic techs. Favored Class: Thaumaturge.
The Graeae (M, S, H; Witchcraft) Capital: Phorcydes. "Double, double toil and trouble; / Fire burn, and caldron bubble. / Fillet of a fenny snake, / In the caldron boil and bake; / Eye of newt, and toe of frog, / Wool of bat, and tongue of dog, / Adder's fork, and blind-worm's sting, / Lizard's leg, and owlet's wing,— / For a charm of powerful trouble, / Like a hell-broth boil and bubble./ Scale of dragon; tooth of wolf; / Witches' mummy; maw and gulf / Of the ravin'd salt-sea shark; / Root of hemlock digg'd i the dark; / Finger of birth-strangled babe / Ditch-deliver'd by a drab,— / Make the gruel thick and slab: / Add thereto a tiger's chaudron, / For the ingrediants of our caldron. / Cool it with a baboon's blood, / Then the charm is firm and good." Founding Great Person: A Witch. Free Reagents from first 6 cities. +2m from Gatherer's Hut. +1m from all resources. Thaumaturges are always of subclass Witch. Favored Techs: Thaumaturgy, Conjuration, Transmutation, Maleficium, Lycanthropy, Reanimation, Demonology, Alchemy, Enchantment. Enabled Policies: Mystics, Herbalists, Conjurors, Enchanters, Divinators, Alchemists, Potion Makers. Favored Class: Thaumaturge.
Nezhêlîba (M, S, H; Slave Trading or Debt Bondage) Capital: Orjuu. +20 work rate for slaves; +20% gold or production from selling or rendering slaves.
Gaziya (M, S, H; Slave Raiders) All land combat units gain the Slave Raider promotion for free. +20% gold from pillaging.
Nemedia (M; Discipline) Capital: Nemheim. Founding Great Person: Nemed (Warrior). Extra gold from plundering. Lowest possible Morale for any unit is -15. Favored Class: Warrior.
Milesia (M; Warcraft) Founding Great Person: Míl Espáne (Warrior). Extra gold from kills. +20% combat during Golden Age. Favored Class: Warrior.
Úlfhéthnar (M; Warspirit) Founding Great Person: A Berserker. Units fight at full strength when wounded (stacks with Berserkergang effect). Favored Class: Warrior.
The Morrígna (S; Discipline); Capital: Goirias. Founding Great Person: Mórrígan (Warrior/Thaumaturge). Extra gold from plundering. Lowest possible Morale for any unit is -15. Favored Class: Warrior.
The Machae (S; Warcraft); Capital: Ard Macha. Founding Great Person: Macha (Warrior). Extra gold from kills. +20% combat during Golden Age. Favored Class: Warrior.
The Bodwa (S; Warspirit); Capital: Badb Catha. Founding Great Person: Badb (Berserker). Units fight at full strength when wounded (stacks with Berserkergang effect). Favored Class: Warrior.
Mord (H; Discipline) Capital: Bellator. Founding Great Person: A Warrior. Extra gold from plundering. Lowest possible Morale for any unit is -15. Favored Class: Warrior.
Theanon (M; Scholastisicm) Capital: Croton. Founding Great Person: Theano (Sage). Favored Class: Sage.
Saguenay (M; Folkart) Founding Great Person: A Bard. Favored Class: Bard.
Albion (M; Folklore) Founding Great Person: A Bard. Favored Class: Bard.
Tír Ecne (S. Scholastisicm) Capital: Danann. Founding Great Person: Ecne (Sage). Favored Class: Sage.
Noudont (S; Folkart); Capital: Airgetlám. Founding Great Person: Credne (Bard). Favored Class: Bard.
Áes Dána (S; Folklore) Capital: m’Bhan. Founding Great Person: Danu (Bard). Favored Class: Bard.
Suddene (M; Mercantilism) Founding Great Person: A Merchant. +20% g from city connections. +3g from each international trade route. +33% land trade route range. Favored Class: Merchant.
Partholón (M; Cultural Diplomacy) Capital: Inbhear Scéine. Founding Great Person: Partholón (Merchant). +20 base relationship with all City States. Pass through City State territory without anger. Favored Class: Merchant.
Dál Fiatach (S; Mercantilism) Founding Great Person: Áine (Merchant). +20% g from city connections. +3g from each international trade route. +33% land trade route range. Favored Class: Merchant.
Dáirine (S; Cultural Diplomacy) Founding Great Person: Étaín (Merchant). +20 base relationship with all City States. Pass through City State territory without anger. Favored Class: Merchant.
Mór (M, S; Mercenaries) Capital: Bythnia. Founding Great Person: A Merchant. +20% gold earned from hired mercenaries and 20% reduced cost for hiring mercenaries. Favored Class: Merchant.
Dökkálfar (S; both Dominionism and Slavery branches opened) Capital: Caer Sidi. “The Sídhe-Lords will rule all of Éa and the lesser races will serve us. It is for their own good. Man is little better than Orc in his short and meaningless existence. We are eternal, wise and beautiful.” +20 work rate for slaves. +20% construction of all buildings already present in capital.
Ljósálfar (S; both Pantheism and Tradition branches opened) Capital: Tír inna n-Óc. All Great People gain passive experience at twice the normal rate.
Segoÿim (M, S; both Pantheism and Arcana branches opened) Capital: Cathair na Éa. “We honor our founder Segoy (though her nature is a mystery to us). We learn the ways of Mana and the Divine Spirits. In time, we will know the very weave of Éa.” Founding Great Person: Segoy. +3m3c3s from capital. All Thaumaturges (including dual-class) gain +50% passive and active experience. Cannot ever learn Maleficium.
Improvement/resource-based
Hy-Breasil (M, S; 2 fishing boats not in lakes) Capital: Uí Breasail. Free Harbor in all coastal cities. +2f2g from adjacent Natural Harbor (Natural Harbors are any city-adjacent coastal plot that is surrounded by three or more land plots). Favored Techs: all from Fishing and Harpoons rows, Milling, Calendar, Astronomy (9). Favored Class: Merchant. XXX swapped trigger with Mayd
Agartha (M, S; 2 mines) +1p1c from all Mines and Deep Mines. Favored Class: Engineer.
Construct building
Ys (M, S; Library) Capital: Ys. Founding Great Person: A Sage. +20% research in capital. -0.8% Research Maintenance per known tech. Favored Class: Sage.
Týre (M, S; Marketplace) Capital: Týros. Free Marketplace in every city. Favored Class: Merchant.
Gerzah (M, S, H; Forge) Capital: Bigorna. Free Forge in every city. Favored Class: Engineer.
Palare (M, S; Fair) Capital: Parlyaree. +1c from every building that already provides culture. +1c per specialist. Favored Class: Bard.
Train unit
Asmayda (M, S; Galleys) Capital: Vlænderen. Free Shipyard in every coastal city. -33% maintenance cost for naval units. Favored Techs: all from Fishing and Harpoons rows, Milling, Calendar, Astronomy (9).
Sisukas (M, S, H; Light Infantry). All infantry units (L., M., H. Infantry and Immortals) have Strong Infantry promotion (+30% combat) and -33% maintenance cost. Gain one free infantry unit of appropriate type on discovery of Iron Working, Metal Casting and Mithril Working. Favored Class: Warrior.
Ebor (M, S, H; Mounted Elephants) Capital: Mang Ont. All elephant units have Strong Elephants promotion (+30% combat/ranged) and -33% maintenance cost. Gain one free Elephants resource from each of your first 5 cities. Favored Class: Warrior.
Phryges (M, S; Horsemen) Capital: Iconium. All horse-mounted units have +1 movement and -33% maintenance cost. Favored Class: Warrior.
Geographical
Hyperborea (M; 50% of nearby plots are ice or tundra and exploration has revealed 30 ice and tundra plots). Can build farms on tundra or snow plots (with normal yield) and mines on snow hills. Hunting Lodges provide extra food from Camps on tundra or snow. Favored Techs: Enabled Policies: Nomads, Tundra Nomads, Ice Lords, Hunters, Pastoralists, Beastmasters.
The Mooreae (M; 50% of nearby plots are jungle or marsh and exploration has revealed 30 jungle or marsh plots) Capital city: Moor.