Éa, The Ageless and the Divine (phase 2, alpha)

BNW fixed it, and version 17 is a lot of fun.

That's rather annoying since the mod disables BNW anyway. We had the reverse problem back in v15 (I think) when I didn't have BNW installed yet and some players did. I did track that down to some text code differences caused by simply having BNW installed but not activated.

I'm not going to troubleshoot this since I'm deep in phase 3 development (which absolutely requires BNW). If anyone out there is trying to play the mod now without BNW, let me know and I'll re-post v16.
 
Here's some UI from the current phase 3 build. Still needs some work but I thought it was good enough to show off...


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You can now view civilizations in the "Civilizations of Éa" screen. It has two tabs: "Available for your Race" and "In Play". Before you take a civ name you can easily reach this screen from a button in the upper right (see red arrow). That button goes away when you take a civ name, but you can still reach the screen from the pulldown menu (it's still somewhat useful because you can view the bonuses for other civs in the game or review your own). Mouseover gives you full civ info, including civ-specific quote.

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And here's the new policy window with the civ-specific branch (after taking The Graeae):

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So this means that turning down an initial name is in? I'm still acclimating to v17, do all naming events spawn a GP?
 
Yes, you can decline, but only once (mouseover tells you that).

Most policy-triggered civs give you a founding GP, including all in all branches except Dominionism and Slavery. You would get a GP anyway when opening the first policy within these branches (all except Dominionism and Slavery), so in this case it is just your first GP which automatically becomes your first leader.

Most other civs don't have a founding GP (maybe 3 or 4 do).
 
80% Undead begin to spawn from old battlefields and city graveyards

Is this going to use mechanisc like archeology sites for added realism? and so more peaceful (or lucky :P) civs get less undead?

Also screenshots look really excellent!
 
Is this going to use mechanisc like archeology sites for added realism? and so more peaceful (or lucky :P) civs get less undead?
Yes. BNW actually places these sites based on real battles. They are technically "resources" that you don't see until the appropriate tech (which you will never gain in the mod). So I can exploit this system to keep track of "old battlefields". Cities will be assumed to have graveyards nearby, probably in proportion to their largest attained size.
 
Yes. BNW actually places these sites based on real battles. They are technically "resources" that you don't see until the appropriate tech (which you will never gain in the mod). So I can exploit this system to keep track of "old battlefields". Cities will be assumed to have graveyards nearby, probably in proportion to their largest attained size.

That will give the smaller pantheistic cities a slight advantage.

Interested to see what we get for both theism and pantheism to combat the end times.
 
Interested to see what we get for both theism and pantheism to combat the end times.
And arcane/non-religious and non-magic/non-religious civs. The latter one will have to do it by brute force, mostly. I guess I have to let workers clean up blight (until I can think of some better way for non-magic civs to deal with it).
 
And arcane/non-religious and non-magic/non-religious civs. The latter one will have to do it by brute force, mostly. I guess I have to let workers clean up blight (until I can think of some better way for non-magic civs to deal with it).

Cleanse it with fire.

Set it to torch, removes all improvements but also clears blight. Works for anyone, regardless of religion/magic. Then better ways for those who have religion/magic.
 
Cleanse it with fire.

Set it to torch, removes all improvements but also clears blight. Works for anyone, regardless of religion/magic. Then better ways for those who have religion/magic.

Isn't blight representing the damage to reality from the removal of magic (mana) from Ea rather than something that can be burned away?

It might be beyond mere workers, but a Great Engineer might be able to jury rig an area so that the tile is usable as normal by the civ, i.e. the world is still falling apart but the effects of blight are removed from the tile. It could be that the Engineer merely displaced the effect of the blight rather than curing the effect.
 
What is blight supposed to be like exactly?
Is it like magical fallout where wizards used powerful spells which permanently scarred the land with dark magic, cursed forests, and mind bending world warp like sourcery in terry pratchet or chaos in warhammer/40k?
Is it like the effects of the world slowly dying spiritually and falling apart, or trying to lash out against the percieved threat?
Is it like a magical infection, more powerful than mundane disease?

If it is the first then sanctify with priests or cleanse with fire. Or both. Maybe at the same time!
If the second, then some form of communion or diplomacy with nature is the traditional response.
If the third, set up the best order of hospitals in the land and seek natural remedies?

these are by the way not original responses to the problems. (yes the third is the Grigori)
 
Isn't blight representing the damage to reality from the removal of magic (mana) from Ea rather than something that can be burned away?
Exactly. It's the absence of mana itself.

The cure involves replacing that somehow, not regenerating mana but getting it from elsewhere. Like spreading dirt around to cover a hole. It's hard to think of a non-magical way to do that. Perhaps workers are just moving stuff around (rocks and ordinary dirt have mana after all).
 
maybe if you have crystaline deposits of pure magic, or a magic bearing ore, as a strategic resource it could be used for such perposes as making really good magical weapons and armour, tools and some form of improvement which negates the effect of blight?
-edit: like fertiliser-

Of course mining this stuff robs the world of some of its back up stored mana, so maybe each time you use this liquid-crystal-mana-stuff it takes a small chunk off the worldwide counter, making it a tempory solution. I guess only the magically advanced civilisations can stop the world mana count from falling.

Is there some way of mana recycling?
Heh.. guess this turned into a climate change idea
Reduce Reuse Reanimate. No wait forget that last one :P

Actually I do think the magical fallout thing.. scaring the land with magic would be nice, as a separate mechanic if necessary.
 
Exactly. It's the absence of mana itself.

The cure involves replacing that somehow, not regenerating mana but getting it from elsewhere. Like spreading dirt around to cover a hole. It's hard to think of a non-magical way to do that. Perhaps workers are just moving stuff around (rocks and ordinary dirt have mana after all).

So they're piling new dirt/earth on top of the blight. Make it take several turns and destroy an adjacent improvement if all adjacent tiles are improved?
 
Finally getting around to these...

Natural Wonders
The truly "natural" ones (all but two) represent the physical aspect of a Major Spirit of Éa. For Pantheistic civilizations, discovering one of these and meeting the god is one and the same thing. The two remaining natural wonders are associated with the Theistic divinity. All natural wonders give the standard +1 happiness for discovery (to all civilizations) except where noted. [Base Civ5 graphic indicated in brackets]

Associated with a Major Spirit of Éa. Pantheistic civilizations meet the respective god when discovering these and feel religious pressure toward the respective Cult in very near cities (after the particular cult is founded). Non-pantheistic civilizations get plot yields or resource bonus only, unless noted otherwise. Mana yields are available to any mana-using civilization (i.e., arcane or religious but not Azzandarayasna).
  • Mount Abnoab [Sri Pada] +3f2m. Pantheistic only: Nearby Recon units gain Animal Master promotion (allows capture of Animal Units). (Cult of Leaves)
  • Spring of Aveta [Fountain of Youth] +5f. Pantheistic only: Nearby units gain Aveta's Blessing promotion (+33% healing). (Cult of Pure Waters)
  • Borvo's Geyser [Old Faithful] +5m. Pantheistic only: Nearby Thaumaturges gain Borvo's Blessing (generates 2m/turn). (Cult of Pure Waters)
  • Lake Belisama [Lake Victoria] +2f2s2c. (Cult of Pure Waters)
  • Eldir's Volcano [Krakatoa] +6m. +1 Naphtha resource from every city within 10 plots with knowledge of Alchemy (Cult of Ægir)
  • Ritona's Rock [Rock of Gibraltar] +5m Pantheistic only: Nearby naval units gain Fair Winds promotion (+1 movement) (Cult of Ægir)
  • Lí Ban's Reef [Great Barrier Reef] +3f2m for each plot (Cult of Ægir)
  • Mount Erecura [Mount Fuji] +2p3g (Cult of Stone)
  • Mount Vosegus [Kilimanjaro] +2p3m (Cult of Stone)
  • Mount Nantosuelta [Mount Kailash] +2p3m (Cult of Stone)
  • Dis Pater's Vault [Cerro de Potosi] +5g, Gems. (Cult of Stone)
  • Mount Nergal [Mount Sinai] +5m. (Cult of Nergul)
  • Wadd's Rock [Uluru] No yield. Pantheistic only: Nearby units gain Wadd's Blessing (immunity to poison effects) (Cult of Nergul)
  • Abgal's Outcrop [Grand Mesa] No yield. Pantheistic only: Owning civilization gains +33% extended range for land trade routes. (Cult of Nergul)
  • Nesr's Bowl [Baringer Crater] No yield. No happiness for discovery. All nearby living units have -10% healing and -10 morale. (Cult of Nergul)
Associated with the Creator or Anti-Creator.
  • Pyramid of Azzandara [El Dorado]. Causes religious pressure for Azzandarayasna to all nearby cities after the religion has been founded. For Azzandarayasna followers only: +10 Divine Favor (plot yield) and +4 happiness. Adjacent combat units receive Azzandara's Blessing promotion (+15% combat/ranged attack, +15% healing).
  • Vault of Ahriman [King Solomon's Mines]. Causes 2 unhappiness when discovered. All nearby living units have -33% healing and -20 morale. All nearby cities have -10 health and -3 happiness. Causes religious pressure for Aŋra to all nearby cities after the religion has been founded. Fallen civilizations only: +10 mana (plot yield). Ahriman's Vault is always present and must be sealed as part of the Protector victory condition.

There are two more Pantheistic Cults listed above associated with Earth/Stone and Deserts (names are not final), together with 4 earth/stone gods and 4 desert gods.

Yields are lower than some of the stronger natural wonders in base Civ5. However, I've removed the restriction on placement near starting plots. So you will often see these near a starting plot.

There will be one specific civilization associated with each of these, with the civ-naming event being adoption/discovery of a policy/tech plus feature in 3-plot radius of your starting city.
 
Here's a first glance at the new civ lineup. There is still a lot of missing stuff, and no attempt at balance yet, but these are almost all of the civs and trigger conditions you will see in initial Phase 3 release.

One thing new are civ quotes. I only have these for a couple civs (see: Úr, Kaza, O, The Graeae, Dökkálfar, Segoyim) so I could definitely use some help with these. Most will be short, though the UI can handle longer ones (as for The Graeae).

Spoiler :
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.
 
I didn't notice that archery's civ is Crécy ... nice touch :D (I'm loving it, even as a French guy)...

is their second city azincourt ? and others locksley, sherwood or nottingham? another good one would be Uri or Altdorf (from William Tell)
I lack knowledge of battles dominated by the use of archery in china, india or japan... but I'm sure there are some. (all those propositions are joke.... ;))

well, those were some ramblings that just aimed to compliment you.


did you publish somewhere the names and effects of the "civ-specific policies" ?

Ninanski get "favored tech zymurgy" while being opened by zymurgy. if favoured tech apply to tech maintenance, no issue, otherwise there is no use to have this as favored tech.

it seems that Reynes (M; Aristocracy), Biarmaland (M; Guilds) Kaza (M; Civil Service) and Eóganachta (S; any policy within the Agrarianism branch)all have as Enabled Policies: Pastoralists, Animal Breeders, Agriculturalists, Millers. which is strange and seems thematic only with Eoganachta.. (IMO)

the civ "O" might be a typo for "Oz" ??? or not. your choice.
 
Still working through policies. And I haven't added favored techs and enabled polices for all civs yet (got tired about half-way through).

Favored Techs affects knowledge maintenance for known techs, so the benefit continues even after you learn them.

You've never heard of the Kingdom of O?
 
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