Kael
Deity
City Graphics
+%Ancient Era
+%Classical Era
+%Medieval Era
+%Renissauce Era
+%Ashen Veil Era (skins by Chalid)
+%The Order Era (skins by Chalid)
+%Fellowship of Leaves Era (skins by Chalid)
+%Runes of Kilmorph Era (skins by Chalid)
+%Octopus Overlords Era (skins by Chalid)
Era 1
+%Elder Council (skin and model by Chalid)
+%Granary
+%Harbor
+%Herbalist (skin and model by Chalid)
+%Market (skin and model by Chalid)
+%Obelisk
Palaces:
[tab] +Bannor Palace- Provides Law mana
[tab] +Malakim Palace- Provides Fire mana (will be converted to Sun when the Sun sphere is introduced)
[tab] +Elohim Palace- Provides Spirit mana
[tab] +Mercurian Palace- Provides Life mana
[tab] +Luchuirp Palace- Provides Enchantment mana
[tab] +Kuriotate Palace- Provides Creation mana
[tab] +Ljosalfar Palace- Provides Nature mana
[tab] +Khazad Palace- Provides Earth mana
[tab] +Sidar Palace- +2 Great Sage points
[tab] +Lanun Palace- Provides Water mana and +1 Food per sea tile globally.
[tab] +Grigori Palace- +2 Adventurer points
[tab] +Hippus Palace- Provides Horses
[tab] +Amurite Palace- Provides Metamagic mana
[tab] +Doviello Palace- Provides Chaos mana
[tab] +%Balseraph Palace (skin and model by Chalid)- Provides Mind mana
[tab] +Clan of Embers Palace- Provides Fire mana
[tab] +Svartalfar Palace- +4 XP for Recon units (will provide Provides Shadow mana when thats introduced)
[tab] +Calabim Palace- Provides Body mana
[tab] +Sheaim Palace- Provides Dimensional mana
[tab] +Infernal Palace- Provides Entropy mana
[tab] +Illian Palace- +4 XP for Melee units
+%Palisade (skin and model by Chalid)- +25% city defence, becomes obsolete with Construction, no tech requirement (Loki)
+%Smokehouse (skin and model by chalid)
+%Training Yard (skin and model by Chalid)
Era 1.5
+%Archery Range (skin and model by Chalid)
+%Barracks
+%Brewery (skin and model by C.Roland)
+%Carnival (skin and model by C.Roland)
+%Command Post (skin and model by Chalid)
+%Hunting Lodge (skin and model by Chalid)
+%Library- Needs renamed
+Pagan Temple
+%Stable (skin and model by Chalid)
+%Temple of Kilmorph (skin by Chalid)
+%Temple of Leaves (skin by Chalid)
+%Temple of the Order (skin by Chalid)
+%Temple of the Overlords (skin by Chalid)
+%Temple of the Veil (skin by Chalid)
+%Walls
Era 2
+%Aqueduct
+%Asylum (skin by C.Roland)
+Dungeon
+%Forge- -1 health, +25% hammers, allows 1 engineer, +1 happy with gold and gems, golems built in the city gain the Combat I promotion
+Gambling House
+%Inn (skin and model by C.Roland)
+%Lighthouse
+Moneychanger
+Public Baths
+%Siege Workshop (skin and model by Duke van Frost)
+%Theatre
Temple Upgrades-
[tab] 1. When the first one is built they block access to other temple upgrades for that religion.
[tab] 2. Initially they will be buildable, ideally these should be created by great prophets (if we can get the AI to do it correctly).
The Order:
[tab]+Inquisitional Hall (concept: strict)
[tab][tab]Removes all religions but the Order from the city
[tab][tab]Keeps religions from spreading to the city (not in yet)
[tab][tab]Inquisitioners given +4 xp
[tab][tab]Paladins created in this city gain the Command promotion
[tab][tab]+10% Maintenance
[tab]+Enforcement Office (concept: managed)
[tab][tab]-50% war weariness
[tab][tab]-50% maintenance
[tab][tab]-1 maintenance per happy (not in yet)
[tab][tab]-1 maintenance per military unti in city (not in yet)
[tab][tab]Doubled effect of great commanders recruit ability
The Ashen Veil:
[tab]+Demon's altar (concept: demon worship, dark magic)
[tab][tab]All units can be sacrificed for research, the higher the level of the unit, the more research is given
[tab][tab]Units created here start with a +40% vs disciples promotion
[tab][tab]-2 Happy
[tab]Forbidden Library (concept: intellegent)
[tab][tab]-20% culture, +10% science
[tab][tab]Trade routes yeild science instead of gold.
[tab][tab]10% chance of providing a Mind mana resource
The Fellowship of Leaves:
[tab]+The Golden Wood (concept: open, elegant)
[tab][tab]+25% culture
[tab][tab]+1 trade routes
[tab][tab]+1 great artist
[tab][tab]-25% city defense
[tab]+The Shadowed Vale (concept: closed, mystical)
[tab][tab]Triple the chance of generating Treants
[tab][tab]+1 great sage
[tab][tab]-1 trade routes
[tab][tab]-25% culture
Runes of Kilmorph:
[tab]+Hall of Granite (concept: insular, defensive)
[tab][tab]+50% defense
[tab][tab]-20% Culture
[tab][tab]+10% Production
[tab][tab]Non Kilmorph religions give -1 happiness each (not in yet)
[tab][tab]-1 Trade route
[tab][tab]City is more likely to culture flip away from non-Runes civs (not in yet)
[tab][tab]Stone gives +3 hammers
[tab]+RuneVault (concept: wise, traditional)
[tab][tab]Gems give +1 Happy
[tab][tab]-10% production
[tab][tab]+2 Prophet GP points
[tab][tab]+4 Research per Gems
[tab][tab]Allows the Rune Guard unit (rooted, 1 per city, defensive)
Octopus Overlords:
[tab]+Overseer's Residence (concept: punishing, controlling)
[tab][tab]Doubles effects of slaves sacrificed for production (not in)
[tab][tab]+1 Research per Orc, Elf, Human or Dwarf pen.
[tab][tab]Population sacrificed for production gives double effects (not in)
[tab][tab]-10% gold, culture
[tab][tab]-1 Happy
[tab]+Theater of Dreams (concept: insane)
[tab][tab]25% of the units produced in this city are Crazed
[tab][tab]Combat 1 promotion for Lunatics
[tab][tab]+1 Culture per animal pen
[tab][tab]City is more likely to culture flip away from non-OO civs (not in)
Era 3
+Alchemy Lab
+Armorer
+Basilica
+%Bear Totem (skin and model by Chalid)
+Bowyer
+%Castle
+%Colosseum
+%Courthouse
+%Drydock
+Golem Workshop
+Grove
+Hidden Court
+Hippodrome
+%Infirmary (skin by ?)
+Large Animal Stables
+Machinists Shop
+%Monastery
+%Tavern (skin and model by Duke van Frost)
+Tax Office
+Thieves Guild
+Weaponsmith
Era 4
+%Obsidian Gate (skin by C.Roland)
Civ specific buildings
Bannor:
Malakim:
[tab]+Citadel of Light- Summons a fireball if there is an enemy unit within 2 tiles, requires fire mana.
[tab]+Altar of Delos- Expands visibility range of units in the city by 2. (Loki)
[tab]Desert Shrine- +1 food, +2 great person points from deserts.
Elohim:
[tab]+Chancel of Guardians- +25% defense, 20% of units built in city start with defensive. (Loki)
[tab]+Reliquary- Units start with the Spirit Guide promotion.
Luchirp:
[tab]Assembly Halls- Buildling that boosts golem production
[tab]+Blasting Workshop- Gives golems the fireball ability, requires fire mana and a Golem Workshop
[tab]+Armament Molds (replaces armorer)- Increases golems strength, requires a Golem Workshop
[tab]+Velox Workshop (replaces weaponsmith)- decreases golems strength slightly, increases their movement, requires a Golem Workshop
[tab]+Gridlines- Building that gives City Defense to golems
[tab]?- Building that gives the Guardman promotion to golems
[tab]+Sculptors Studio (replaces barracks)
Kuriotates:
Ljosalfar:
Khazad:
[tab]+Dwarven Smithy (replaces forge)- Acts as a normal firge but it gives bonus production if Copper, Iron or Mithril is availabel to the city. (Loki)
Lanun:
Grigori:
[tab]+Adventurers Guild- +2 Adventurer points
[tab]+Grigori Tavern (replaces tavern)- Acts as a normal tavern but grants Adventurer points instead of Great Artist points.
Hippus:
Amurites:
[tab]+Cave of Ancestors- Grants +1 xp for each different mana resource the city has access to.
Doviello: (The Doviello won't have any unique buildings)
Balseraphs:
[tab]+Freak Show. +2 great artist points. Allows Human cages, Dwarf cages, Elf cages and Orc cages. (Loki)
Clan of Embers:
Calabim:
[tab]+Breeding Pit- Increases the growth rate of the city and gives -1 Health.
[tab]+Governors Manor- +2 hammers from engineers, +2 trade from merchants, +1 hammer and +1 trade from priests, -25% war weariness
Sheaim:
+%Ancient Era
+%Classical Era
+%Medieval Era
+%Renissauce Era
+%Ashen Veil Era (skins by Chalid)
+%The Order Era (skins by Chalid)
+%Fellowship of Leaves Era (skins by Chalid)
+%Runes of Kilmorph Era (skins by Chalid)
+%Octopus Overlords Era (skins by Chalid)
Era 1
+%Elder Council (skin and model by Chalid)
+%Granary
+%Harbor
+%Herbalist (skin and model by Chalid)
+%Market (skin and model by Chalid)
+%Obelisk
Palaces:
[tab] +Bannor Palace- Provides Law mana
[tab] +Malakim Palace- Provides Fire mana (will be converted to Sun when the Sun sphere is introduced)
[tab] +Elohim Palace- Provides Spirit mana
[tab] +Mercurian Palace- Provides Life mana
[tab] +Luchuirp Palace- Provides Enchantment mana
[tab] +Kuriotate Palace- Provides Creation mana
[tab] +Ljosalfar Palace- Provides Nature mana
[tab] +Khazad Palace- Provides Earth mana
[tab] +Sidar Palace- +2 Great Sage points
[tab] +Lanun Palace- Provides Water mana and +1 Food per sea tile globally.
[tab] +Grigori Palace- +2 Adventurer points
[tab] +Hippus Palace- Provides Horses
[tab] +Amurite Palace- Provides Metamagic mana
[tab] +Doviello Palace- Provides Chaos mana
[tab] +%Balseraph Palace (skin and model by Chalid)- Provides Mind mana
[tab] +Clan of Embers Palace- Provides Fire mana
[tab] +Svartalfar Palace- +4 XP for Recon units (will provide Provides Shadow mana when thats introduced)
[tab] +Calabim Palace- Provides Body mana
[tab] +Sheaim Palace- Provides Dimensional mana
[tab] +Infernal Palace- Provides Entropy mana
[tab] +Illian Palace- +4 XP for Melee units
+%Palisade (skin and model by Chalid)- +25% city defence, becomes obsolete with Construction, no tech requirement (Loki)
+%Smokehouse (skin and model by chalid)
+%Training Yard (skin and model by Chalid)
Era 1.5
+%Archery Range (skin and model by Chalid)
+%Barracks
+%Brewery (skin and model by C.Roland)
+%Carnival (skin and model by C.Roland)
+%Command Post (skin and model by Chalid)
+%Hunting Lodge (skin and model by Chalid)
+%Library- Needs renamed
+Pagan Temple
+%Stable (skin and model by Chalid)
+%Temple of Kilmorph (skin by Chalid)
+%Temple of Leaves (skin by Chalid)
+%Temple of the Order (skin by Chalid)
+%Temple of the Overlords (skin by Chalid)
+%Temple of the Veil (skin by Chalid)
+%Walls
Era 2
+%Aqueduct
+%Asylum (skin by C.Roland)
+Dungeon
+%Forge- -1 health, +25% hammers, allows 1 engineer, +1 happy with gold and gems, golems built in the city gain the Combat I promotion
+Gambling House
+%Inn (skin and model by C.Roland)
+%Lighthouse
+Moneychanger
+Public Baths
+%Siege Workshop (skin and model by Duke van Frost)
+%Theatre
Temple Upgrades-
[tab] 1. When the first one is built they block access to other temple upgrades for that religion.
[tab] 2. Initially they will be buildable, ideally these should be created by great prophets (if we can get the AI to do it correctly).
The Order:
[tab]+Inquisitional Hall (concept: strict)
[tab][tab]Removes all religions but the Order from the city
[tab][tab]Keeps religions from spreading to the city (not in yet)
[tab][tab]Inquisitioners given +4 xp
[tab][tab]Paladins created in this city gain the Command promotion
[tab][tab]+10% Maintenance
[tab]+Enforcement Office (concept: managed)
[tab][tab]-50% war weariness
[tab][tab]-50% maintenance
[tab][tab]-1 maintenance per happy (not in yet)
[tab][tab]-1 maintenance per military unti in city (not in yet)
[tab][tab]Doubled effect of great commanders recruit ability
The Ashen Veil:
[tab]+Demon's altar (concept: demon worship, dark magic)
[tab][tab]All units can be sacrificed for research, the higher the level of the unit, the more research is given
[tab][tab]Units created here start with a +40% vs disciples promotion
[tab][tab]-2 Happy
[tab]Forbidden Library (concept: intellegent)
[tab][tab]-20% culture, +10% science
[tab][tab]Trade routes yeild science instead of gold.
[tab][tab]10% chance of providing a Mind mana resource
The Fellowship of Leaves:
[tab]+The Golden Wood (concept: open, elegant)
[tab][tab]+25% culture
[tab][tab]+1 trade routes
[tab][tab]+1 great artist
[tab][tab]-25% city defense
[tab]+The Shadowed Vale (concept: closed, mystical)
[tab][tab]Triple the chance of generating Treants
[tab][tab]+1 great sage
[tab][tab]-1 trade routes
[tab][tab]-25% culture
Runes of Kilmorph:
[tab]+Hall of Granite (concept: insular, defensive)
[tab][tab]+50% defense
[tab][tab]-20% Culture
[tab][tab]+10% Production
[tab][tab]Non Kilmorph religions give -1 happiness each (not in yet)
[tab][tab]-1 Trade route
[tab][tab]City is more likely to culture flip away from non-Runes civs (not in yet)
[tab][tab]Stone gives +3 hammers
[tab]+RuneVault (concept: wise, traditional)
[tab][tab]Gems give +1 Happy
[tab][tab]-10% production
[tab][tab]+2 Prophet GP points
[tab][tab]+4 Research per Gems
[tab][tab]Allows the Rune Guard unit (rooted, 1 per city, defensive)
Octopus Overlords:
[tab]+Overseer's Residence (concept: punishing, controlling)
[tab][tab]Doubles effects of slaves sacrificed for production (not in)
[tab][tab]+1 Research per Orc, Elf, Human or Dwarf pen.
[tab][tab]Population sacrificed for production gives double effects (not in)
[tab][tab]-10% gold, culture
[tab][tab]-1 Happy
[tab]+Theater of Dreams (concept: insane)
[tab][tab]25% of the units produced in this city are Crazed
[tab][tab]Combat 1 promotion for Lunatics
[tab][tab]+1 Culture per animal pen
[tab][tab]City is more likely to culture flip away from non-OO civs (not in)
Era 3
+Alchemy Lab
+Armorer
+Basilica
+%Bear Totem (skin and model by Chalid)
+Bowyer
+%Castle
+%Colosseum
+%Courthouse
+%Drydock
+Golem Workshop
+Grove
+Hidden Court
+Hippodrome
+%Infirmary (skin by ?)
+Large Animal Stables
+Machinists Shop
+%Monastery
+%Tavern (skin and model by Duke van Frost)
+Tax Office
+Thieves Guild
+Weaponsmith
Era 4
+%Obsidian Gate (skin by C.Roland)
Civ specific buildings
Bannor:
Malakim:
[tab]+Citadel of Light- Summons a fireball if there is an enemy unit within 2 tiles, requires fire mana.
[tab]+Altar of Delos- Expands visibility range of units in the city by 2. (Loki)
[tab]Desert Shrine- +1 food, +2 great person points from deserts.
Elohim:
[tab]+Chancel of Guardians- +25% defense, 20% of units built in city start with defensive. (Loki)
[tab]+Reliquary- Units start with the Spirit Guide promotion.
Luchirp:
[tab]Assembly Halls- Buildling that boosts golem production
[tab]+Blasting Workshop- Gives golems the fireball ability, requires fire mana and a Golem Workshop
[tab]+Armament Molds (replaces armorer)- Increases golems strength, requires a Golem Workshop
[tab]+Velox Workshop (replaces weaponsmith)- decreases golems strength slightly, increases their movement, requires a Golem Workshop
[tab]+Gridlines- Building that gives City Defense to golems
[tab]?- Building that gives the Guardman promotion to golems
[tab]+Sculptors Studio (replaces barracks)
Kuriotates:
Ljosalfar:
Khazad:
[tab]+Dwarven Smithy (replaces forge)- Acts as a normal firge but it gives bonus production if Copper, Iron or Mithril is availabel to the city. (Loki)
Lanun:
Grigori:
[tab]+Adventurers Guild- +2 Adventurer points
[tab]+Grigori Tavern (replaces tavern)- Acts as a normal tavern but grants Adventurer points instead of Great Artist points.
Hippus:
Amurites:
[tab]+Cave of Ancestors- Grants +1 xp for each different mana resource the city has access to.
Doviello: (The Doviello won't have any unique buildings)
Balseraphs:
[tab]+Freak Show. +2 great artist points. Allows Human cages, Dwarf cages, Elf cages and Orc cages. (Loki)
Clan of Embers:
Calabim:
[tab]+Breeding Pit- Increases the growth rate of the city and gives -1 Health.
[tab]+Governors Manor- +2 hammers from engineers, +2 trade from merchants, +1 hammer and +1 trade from priests, -25% war weariness
Sheaim: